IRC logs for #openttd on OFTC at 2016-08-07
            
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01:23:50 <Wolf01> 'night
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09:08:06 <andythenorth> o/
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09:08:43 <Ethereal_Shiver> o/
09:09:40 <andythenorth> iz realism?
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09:30:35 <andythenorth> lo Alberth
09:31:07 <V453000> iz chibby?
09:31:36 <andythenorth> quite
09:31:39 <andythenorth> oil tankers
09:31:43 <andythenorth> that are electric trams
09:31:49 <andythenorth> electric things spark
09:31:53 <andythenorth> too explodey?
09:32:37 <V453000> https://dl.dropboxusercontent.com/u/20419525/BRIX/chibby-af.png
09:32:47 <V453000> I thought if trains look chibby in openttd
09:32:53 <andythenorth> not that chibby
09:32:55 <V453000> why not make them ultra chibby to make it seem like it's on purpose
09:33:07 <andythenorth> but would suit yeti dudes
09:33:16 <V453000> it's BRIX vehiculs
09:33:25 <andythenorth> seems fair
09:33:29 <andythenorth> I like the engine more than the wagon
09:33:35 <andythenorth> the engine looks heft
09:33:38 <andythenorth> due to huge boiler
09:33:52 <V453000> well the wagon isn't quite done, it is just a placeholder to test sizes in game
09:34:05 <V453000> to detect glitches etc
09:36:13 <V453000> this little shit is chaney jubilee. :D
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09:36:50 <V453000> trying to start with a steamer which seems more complex than making a diesel brick
09:45:11 <Alberth> moin
09:45:37 <V453000> hy
09:45:40 <V453000> u chibby?
09:45:49 <Alberth> probably
09:46:07 <V453000> I totally chibby right now
09:46:23 <Supercheese> getting' chibby with it
09:46:27 <Supercheese> gettin'
09:46:30 <Supercheese> weird autocorrect
09:46:34 <V453000> XD
09:47:31 <Supercheese> Do Yetis have flamethrowers yet?
09:48:41 <V453000> noep
09:48:48 <V453000> yetis are asleep now
09:48:52 <V453000> brix on fire
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10:07:26 <andythenorth> http://www.weekendnotes.com/im/001/02/adelaide-tram-bus-time-table-tram-adelaide-trams-a21.jpg
10:07:38 <andythenorth> if that carried petrol, would it explode? o_O
10:13:58 <Supercheese> depends on how full
10:14:12 <Supercheese> mostly vapour, yeah perhaps if a spark gets where it shouldn't
10:14:19 <Supercheese> completely full, no probably not
10:16:51 <andythenorth> I could do loco + wagons
10:16:53 <andythenorth> dunno
10:17:06 <andythenorth> this is current tramz for it http://dev.openttdcoop.org/attachments/download/7938/tanker_tramz_such.png
10:29:12 <Ethereal_Shiver> Playing this game again for the first time in a long time... let's see if I remember how to play properly
10:35:59 <Supercheese> good luck; try not to cross the trains
10:36:17 <Ethereal_Shiver> I already made kind of a crappy junction
10:36:31 <Ethereal_Shiver> http://i.imgur.com/qnpzUwB.png
10:40:37 <Supercheese> might I recommend Path Signals? https://wiki.openttd.org/Signals#Path_signals
10:40:47 <Supercheese> they're pretty much superior in every way
10:41:39 <Ethereal_Shiver> Well, that's what the priority lane in the main line uses, but the side lines get block signals
10:53:29 <andythenorth> exploding tanker tramz it is then
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10:54:49 <andythenorth> qwak
10:59:08 <Supercheese> quak indeed
10:59:32 <frosch123> morning mammals :)
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11:03:37 <andythenorth> hmm
11:03:46 <andythenorth> too many trams to draw for ~1950
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11:06:26 <roboboy> hello
11:20:05 <V453000> heyo frosch123
11:20:17 <V453000> didn't you by chance have some time for foundation shit? :)
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11:29:59 <frosch123> more shit to pull
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11:53:02 <Wolf01> o/
12:00:42 * Ethereal_Shiver shoots Wolf01
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12:16:50 <Alberth> o/
12:17:02 <Alberth> this wolf is very friendly
12:17:10 <Alberth> no need to shoot
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12:27:14 <Wolf01> o/
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12:43:11 <Samu> atidxx64.dll!AmdLiquidVrD3D11WrapDeviceContext+0x878f
12:43:17 <Samu> lel
12:43:53 <Samu> i don't understand that name
12:45:19 <Samu> HeroesOfTheStorm_x64.exe!AmdPowerXpressRequestHighPerformance+0x319b4d1
12:45:36 <Samu> blizzard treatment to amd
12:49:09 <Wolf01> conspiracy
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13:07:43 <andythenorth> hmm
13:07:58 <andythenorth> tankers coloured per cargo is the way forward
13:08:02 <andythenorth> V453000 ^ :P
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14:07:03 <V453000> frosch123: :D
14:13:20 <frosch123> V453000: we need to change all ground sprite offset from (-128,0) to (-124,-2) :p
14:13:54 <frosch123> and we need an extension to ottd
14:16:08 <V453000> moving those isn't a huge problem, but tracks, roads and bridges need to move as well then
14:16:15 <V453000> extension to openttd?
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14:17:27 <roboboy> hello]
14:19:03 <Alberth> o/
14:19:49 <roboboy> Istarted a TT-Forums thread to get help with Cross Compiling.
14:20:10 <frosch123> fuck, i mean (-124,+2)
14:22:28 <V453000> right, didn't start to make changes yet :P
14:22:32 <V453000> but what do you mean by extension?
14:25:13 <frosch123> no idea, whether i mean -2 or +2 :p
14:25:31 <V453000> XD
14:25:32 <Alberth> roboboy: first guess is to disable the pkgconfig call, and add -I directory for the zlib header files, and -L and -l for the libraries
14:25:40 <frosch123> i guess -2 :p
14:26:41 <V453000> can try both :P will do in the evening
14:26:47 <V453000> now baby
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14:31:53 <roboboy> Alberth: I need to figure how to do that from the scripts. I am a windows guy and not a Linux guy :P
14:34:26 <frosch123> V453000: https://devs.openttd.org/~frosch/foundations_zoom2.png <- this is what it now looks like
14:34:29 <frosch123> with fixed foundation offsets
14:34:42 <frosch123> and groundsprites changed to (-124,-2)
14:34:51 <frosch123> though i am not sure whether i caught all ground sprites
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14:35:51 <V453000> seems fixed?
14:35:53 <V453000> :)
14:35:56 <frosch123> about the ottd extension: when you look at the halftile foundations in the middle-right at the top, you can see that both the north and south foundation show a bit too much of the slope
14:36:12 <V453000> yeah
14:37:32 <roboboy> gnight
14:38:38 <V453000> should I then make 1px extra on the inside of the foundations so it doesn't create that alpha, but neither exceed the current sprite eize?
14:39:19 <V453000> it looks like there is that kind of 1px problem all over the place
14:40:52 <Alberth> roboboy: something like https://paste.openttdcoop.org/ptnzvsmcv
14:41:43 <frosch123> V453000: i pushed my changes
14:42:12 <Alberth> ah, you're scripting V? :)
14:42:19 <frosch123> V453000: generally, the schema should now be: 1x-offset (x,y) -> 4x-offset (4*x,4*y-2)
14:42:42 <V453000> nice, I will merge it and see
14:42:57 <V453000> right
14:43:10 <frosch123> V453000: about the sprites, yes they need an additional pixel on some sides, also you may need to check alpha borders in some places
14:43:53 <V453000> how do I check alpha borders?
14:44:01 <V453000> just manually/visually or do we have a tool for it?
14:44:27 <frosch123> i added NOALPHA to the foundation sprites, so it prints warning if there is any alpha in the foundations :p
14:44:48 <V453000> nice
14:44:59 <frosch123> if foundations half no alpha, it is easy to check whether they connect to the neighbouring tiles
14:45:00 <V453000> I see now
14:45:23 <frosch123> in theory foundations may have semi-transparent pixels where they overlap with other tiles, but that is f-ing hard to see :)
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14:45:43 <V453000> xd
14:46:39 <V453000> oh there is even a wrogly made sprite :d
14:47:18 <V453000> https://dl.dropboxusercontent.com/u/20419525/BRIX/foundations-wrong.png
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14:48:18 <V453000> but nice, I will fix things manually now by extra pixels
14:48:37 <V453000> since I have each of the slope-parts defined only once, it will be easy to fix them one by one
14:48:42 <V453000> so I don't have to fix all of them individually
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14:51:09 <V453000> frosch123: -98 is a weird number isn't it
14:51:28 <V453000> would have expected -96
14:51:32 <V453000> as 4*24
14:51:48 <frosch123> [14:42] <frosch123> V453000: generally, the schema should now be: 1x-offset (x,y) -> 4x-offset (4*x,4*y-2)
14:52:10 <V453000> oh right
14:52:18 <V453000> missed the y part
14:52:23 <frosch123> the -2 is to account for half a pixel, this puts the slope-edge between two pixels
14:53:20 <V453000> XD
15:00:41 <frosch123> V453000: btw. you can use templates inside templates
15:00:49 <frosch123> that way you do not have to copy that much :p
15:01:15 <V453000> what?
15:02:05 <V453000> can you show an example please?
15:02:13 <frosch123> line 9565
15:02:21 <frosch123> just what i did for foundations
15:02:31 <frosch123> one template to address a sprite in the spritesheet
15:02:35 <V453000> O_O
15:02:36 <frosch123> then templates which group slopes
15:03:11 <frosch123> in the replacenew i only have 11 template calls, instead of 90
15:03:35 <V453000> well that's wtf
15:03:37 <V453000> :D
15:06:47 <V453000> I think I understand
15:06:51 <V453000> pretty nice
15:07:10 <V453000> could be useful for shit like bridges
15:07:17 <V453000> there I have stupidly many templates
15:07:46 <V453000> for now I gtfo, thank you very much yet again frosch123 . :)
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15:22:46 <Samu> 1991, 2003, 2006, 2025
15:23:19 <Samu> Wormnest:
15:23:34 <Samu> nonocab ships still got a few problems
15:24:21 <Samu> it needs a better detector when placing docks/depots, or it may end up locking ships
15:24:58 <Samu> or maybe openttd itself could need a patch to avoid these ship lockups?
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15:42:27 <Samu> but overall, you nailed all ship problems other than this
15:42:31 <Samu> great job
15:48:25 <Wormnest> Samu: Yes I am aware that there still are some problem areas but the worst should be fixed
15:48:38 <Wormnest> and will have to do until I have more time again
15:52:28 <Wormnest> I wonder if there is a limit to the number of buoys that can be used
15:52:48 <Wormnest> If not just always put buoys in spots that you don´t want blocked
16:16:41 <Samu> saves are discarding a few ship conections
16:16:49 <Samu> about 60 out of 1100
16:17:44 <Wormnest> Yea not much I can do about that unless I do a lot more revising of the save/load code than I want to do
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16:48:37 <andythenorth> awesome
16:48:46 <andythenorth> self-repainting tankers :D
16:51:42 <Samu> 4824 out of 5000 yapf ships are profiting
16:52:14 <Samu> 4855 out of 5000 original ships are profiting
16:52:35 <Samu> 3627 out of 5000 npf ships are profiting
16:52:45 <Samu> npf seems to be a problem
16:53:48 <Samu> i will wait till 2051 as always
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17:01:50 <andythenorth> silver tankers for petrol?
17:01:56 * andythenorth thinks yes
17:02:20 <Alberth> looks nice
17:02:25 <Eddi|zuHause> context?
17:02:35 <Alberth> openttd :p
17:02:50 <Eddi|zuHause> not enough :p
17:03:06 <andythenorth> trucks and trains
17:03:12 <andythenorth> Iron Horse uses silver currently
17:03:16 <andythenorth> I could change it
17:03:30 <andythenorth> it’s based on real-life train colours in UK, so not a particularly good reason
17:03:37 <andythenorth> I have 2CC for RFPR
17:03:42 <andythenorth> black for oil
17:03:48 <andythenorth> black for unknown liquid cargos
17:03:57 <andythenorth> oops, 1CC for RFPR
17:03:58 <andythenorth> think it could be done better
17:04:14 <andythenorth> other liquid cargos include at least rubber, which I think should maybe be dark red?
17:05:09 <andythenorth> maybe 2cc for unknown cargos?
17:05:16 <Eddi|zuHause> i'd probably go for a grey wagon with a stripe in the colour of the cargo, and some symbol in CC
17:05:56 <andythenorth> any suggestions for cargo colours in that model? o_O
17:06:11 <Eddi|zuHause> not really
17:06:48 <Eddi|zuHause> but probably should build a scheme that is consistent, like it also appears on the map, and on freight stations, industries, etc.
17:20:53 * andythenorth wonders which liquid cargos there are
17:20:59 <andythenorth> wiki probably knows
17:23:18 <andythenorth> not very many
17:23:31 <andythenorth> ‘chemicals’ catches the majority of them
17:23:44 <V453000> http://dev.openttdcoop.org/projects/nuts/wiki/GearCargoSystem
17:24:57 <Eddi|zuHause> off the top of my head: water, oil, fuel oil/refined oil, milk, beer, chemicals, fertilizer (potentially rather bulk/pourable)
17:26:37 <andythenorth> dyes
17:26:44 <andythenorth> rubber
17:26:48 <andythenorth> that’s about all of them
17:26:59 <V453000> did you open that page? :)
17:27:01 <V453000> has them all
17:27:09 <andythenorth> waiting for the images to load :P
17:27:12 <Eddi|zuHause> somebody will come up with crazier cargos
17:27:26 <Eddi|zuHause> andythenorth: don't forget cola
17:27:37 <andythenorth> and plastic
17:27:39 <andythenorth> or plastic
17:27:41 <andythenorth> both
17:27:41 <V453000> all cargoes I have in that table are what exists in the game, thus is reasonable for the set to support it
17:27:56 <andythenorth> oh fizzy drinks also
17:27:58 <andythenorth> lawks
17:28:17 <Eddi|zuHause> there was a set where livestock is liquid (simulating milk)
17:28:25 <V453000> ukrs
17:28:31 <andythenorth> oh my code seems to contain option for *sets* of colours :P
17:28:41 <andythenorth> for container vehicles, where same colour all the time is boring :P
17:28:45 <andythenorth> randomised on load
17:28:50 <V453000> is good
17:28:53 <andythenorth> who writes this stuff?
17:29:24 <andythenorth> nearly all the code I have written now relates to creating or displaying cargos :P
17:29:48 <andythenorth> there are almost no clever cost algorithms, or vehicle aging tricks or anything :(
17:29:55 <V453000> I will do something very similar for BRIX+ too
17:29:57 <andythenorth> just endless cargo sprite things
17:30:10 <V453000> clever cost algorithms are pointless
17:30:17 <andythenorth> is this game about just watching sprites move around?
17:30:19 <V453000> cargoes matter
17:30:20 <V453000> yes
17:30:23 <andythenorth> or is it about Serious Economic Choices?
17:30:31 <V453000> you know the answer :)
17:30:44 <andythenorth> hmm my kids are fighting in the hot tub
17:30:46 <andythenorth> see how that goes
17:31:41 <andythenorth> not well
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17:53:41 <andythenorth> meh
17:53:47 <andythenorth> could recolour box vans to match cargo
17:53:56 <andythenorth> seems messy, not sure why
17:54:02 <andythenorth> tankers seems fine
17:57:51 <Alberth> it reduces randomness somewhat, but you can see what's inside, which can be useful too
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18:19:44 <andythenorth> currently all box vans are just 2CC
18:19:47 <andythenorth> I dunno
18:19:57 <andythenorth> there are a *lot* of cargos for those vans
18:20:45 <andythenorth> 23 or so in a FIRS extreme game
18:20:58 <andythenorth> nah
18:21:36 <andythenorth> @calc 8*23
18:21:36 <DorpsGek> andythenorth: 184
18:21:38 <Alberth> is that because you make many cargoes transportable in a boxvan
18:21:41 <andythenorth> yes
18:21:52 <andythenorth> they’re one of the two ‘catch alls’
18:22:01 <V453000> that alone is showing some problem :P
18:22:06 <V453000> moar flatbeds I sez
18:22:13 <andythenorth> they’re a fallback choice, most cargos have a specific better wagon type
18:22:28 <andythenorth> V453000: +1, visible cargos ftw
18:22:48 <andythenorth> in 256 colour palette, there just aren’t enough colours to do this for box vans
18:22:54 <andythenorth> tankers there much fewer cargos
18:23:26 <V453000> XD
18:23:36 <frosch123> https://newgrf-specs.tt-wiki.net/wiki/NML:Alternative_sprites#zoom_level <- wrote some stuff
18:24:13 <frosch123> https://newgrf-specs.tt-wiki.net/wiki/NML:Alternative_sprites#Advanced_example_with_templates <- also added complicated example, which only those will understand who do not need it
18:25:42 <andythenorth> template the templates? o_O
18:25:43 <andythenorth> http://dev.openttdcoop.org/projects/road-hog/repository/entry/src/templates/vehicle_with_cargo_specific_liveries.pynml
18:25:45 <andythenorth> for more fun?
18:27:14 <frosch123> yay, for fish in tankers :)
18:29:49 <andythenorth> I should make a new FISH
18:30:09 <V453000> frosch123: I can't fix it 100% with just sprite fixing
18:30:23 <V453000> at the corners there it often is necessary to add 1 extra pixel to the foundation sprite
18:30:31 <frosch123> andythenorth: iron horse, road hog, sea ape?
18:31:40 <V453000> https://dl.dropboxusercontent.com/u/20419525/BRIX/foundations-asdf.png bottom 2 pixels
18:31:44 <V453000> this shit occurs very often
18:32:21 <V453000> is there anything we are able to do about it?
18:32:28 <andythenorth> sea ape :P
18:32:39 <Alberth> sea monkey :p
18:32:48 <andythenorth> sea monkeys
18:32:50 <andythenorth> not bad
18:33:08 <andythenorth> sea or river?
18:33:10 <andythenorth> or lake?
18:33:29 <frosch123> V453000: why is that not fixable with sprites?
18:33:38 <V453000> more sprite height that way?
18:33:41 <frosch123> adding pixels at the bottom does not affect offsets
18:33:44 <V453000> oh
18:33:48 <V453000> ok :D
18:33:53 <frosch123> only top and left are troublesome
18:34:01 <V453000> so I just make it 1px higher and increase height in template by 1px?
18:34:02 <frosch123> you cannot change xxxx about top and left
18:34:21 <frosch123> yes, changing height should be fine
18:34:26 <V453000> amazing
18:34:28 <V453000> thank you
18:34:36 <andythenorth> lake placid?
18:34:54 <andythenorth> suits the monsters idea :P
18:35:00 <andythenorth> https://en.wikipedia.org/wiki/Lake_Placid_(film)
18:35:48 <frosch123> nessie?
18:37:19 <frosch123> https://en.wikipedia.org/wiki/Sea-Monkeys <- didn't know that word was a thing
18:39:32 <andythenorth> yup :)
18:39:33 <andythenorth> hmm
18:39:42 <andythenorth> improving river generation is probably way beyond me :P
18:39:44 <andythenorth> shame
18:39:46 <andythenorth> rivers are lame
18:40:07 <andythenorth> well, lame is too harsh :)
18:40:16 <andythenorth> rivers have unfulfilled potential
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19:10:06 <V453000> frosch123: how does this happen? something is over foundation, something isn't :D https://dl.dropboxusercontent.com/u/20419525/BRIX/foundations-horizontal-wtf.png
19:10:14 <V453000> I guess it's just cause there is no tile under it, but still :D
19:10:19 <V453000> is there a way to fix that?
19:12:01 <frosch123> ignore the border in the front for now
19:12:13 <frosch123> just make the foundation align at the back side
19:13:01 <frosch123> the front border can only be fixed with a new ottd feature
19:13:39 <V453000> ah right
19:13:40 <V453000> ok :)
19:13:53 <V453000> will just add 1 pixel at the purple bottom, too
19:14:05 <V453000> the back is obvious. ;)
19:15:57 <frosch123> the ground sprite is drawn on top of the foundation
19:16:08 <frosch123> so can also just fill the inside of the foundation :p
19:16:27 <frosch123> though maybe not as cool for adding textures later
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19:39:08 <fjb> Moin.
19:41:58 <Alberth> o/
19:45:46 <DorpsGek> Commit by translators :: r27624 trunk/src/lang/spanish_MX.txt (2016-08-07 19:45:36 +0200 )
19:45:47 <DorpsGek> -Update from Eints:
19:45:48 <DorpsGek> spanish (mexican): 24 changes by Absay
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20:23:53 * LordAro waves
20:25:16 <LordAro> did some wikiing earlier
20:25:27 <LordAro> someone hasn't been keeping an eye on the release pages for me :p
20:52:16 <Alberth> hi hi
20:52:35 <Alberth> thanks for the update
21:36:55 <andythenorth> iz tram http://www.railpictures.net/photo/585115/
21:39:34 <Eddi|zuHause> i'd say "no"...
21:39:42 <Eddi|zuHause> that is a railcar with a regular wagon
21:43:24 <andythenorth> iz tram http://www.tramz.com/mx/lt/lt07.jpg
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21:48:57 <Eddi|zuHause> that would work
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23:05:02 <Samu> 4897/5000 original ships profit
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23:05:22 <Samu> 4806/5000 npf ships profit
23:05:39 <Samu> 4965/5000 yapf ships profit
23:05:54 <Samu> nice npf recovery
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