IRC logs for #openttd on OFTC at 2019-04-20
            
00:12:07 <peter1138> Oh well.
00:12:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg
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01:05:15 <peter1138> Heh, there two "reddit #1" servers...
01:05:29 <peter1138> One is Vanilla, the other is... "Vanila" ...
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01:17:06 <Eddi|zuHause> is that a crossover between Venice and Manila?
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01:56:20 <Artea> my other laptop died :(
01:56:56 <Artea> don't know what I going to do without MU Online :S
02:06:30 <DorpsGek_II> [OpenTTD/nml] stormcone opened pull request #32: Fix: Update OTTD_GUI sprite count. https://git.io/fjOVL
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02:47:49 <Artea> ok
02:48:06 <Artea> seems Generate Name in Fund Town doesn't work
02:48:14 <Artea> with silly names
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03:08:48 <peter1138> Some of the name generators have a very limited set of names.
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03:18:02 <Artea> :(
03:18:05 <Artea> good night
03:20:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7529: Fix: Bounds check access to railtype_map. https://git.io/fjOwe
03:21:27 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7527: Add: NewGRF string codes to access PUSH/POP_COLOUR. https://git.io/fjOl2
03:21:49 <DorpsGek_II> [OpenTTD/nml] PeterN merged pull request #31: Add: PUSH/POP_COLOUR codes. https://git.io/fjOlV
03:24:03 <Samu> what was the command to remove a pr?
03:24:23 <peter1138> git branch -D branchname
03:24:48 <supermop_Home> why is peter1138 still up I wonder
03:26:38 <peter1138> I wish I knew.
03:26:47 <Samu> it wasn't that one
03:27:38 <Samu> glx knows
03:27:44 <peter1138> That is how you delete a branch.
03:27:58 <peter1138> "pr/xxxx" is a branch name.
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03:28:09 <glx> git pr-clean
03:28:29 <glx> but the manual way works too ;)
03:28:45 <peter1138> There is nothing magic about "pr/", it's just a convenient way to identify a pr branch.
03:31:06 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7529: Fix: Bounds check access to railtype_map. https://git.io/fjOwU
03:31:29 <glx> indeed it was clearly unsafe to trust newgrf :)
03:34:10 <peter1138> Who knows what could happen!
03:34:28 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7529: Fix: Bounds check access to railtype_map. https://git.io/fjOwe
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03:57:50 <Samu> thx
03:57:57 <Samu> i'm off to bed
03:57:59 <Samu> good night
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04:51:46 <supermop_Home> any more NRT playing?
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08:25:42 <andythenorth> now not bed
09:03:11 <andythenorth> Hog!
09:06:23 <andythenorth> peter1138: so should we just split out trams completely?
09:06:45 <andythenorth> the partial split is confusing in nml too :P
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09:13:06 <andythenorth> moin nielsm
09:16:43 <LordAro> o/
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09:32:19 <andythenorth> :o narrow gauge http://ngdiscussion.net/phorum/file.php?1,file=5036,filename=Tankcar_Norgas_Baquedano_2008_0043.JPG
09:35:09 <nielsm> hah wtf, I just discovered an oversight in my town cargo gen patch
09:35:25 <nielsm> in object_cmd.cpp TileLoop_Object it does cargo generation for the company HQ
09:35:31 <nielsm> which also uses that algorithm
09:35:40 <nielsm> so that needs to be fixed I guess
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10:00:29 <andythenorth> very train https://www.alaskarails.org/historical/former/alumni/2808/MED-2808.jpg
10:11:48 <andythenorth> turnip wagon! https://www.goldenvalleyhobbies.com/hof-gauge/busch-12248
10:54:57 <andythenorth> salt bahn! http://www.users.waitrose.com/~jraby/pikou3.jpg
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11:29:07 <andythenorth> https://c2.staticflickr.com/6/5571/14748600964_e950810138_b.jpg
11:38:46 <peter1138> Morning
11:39:32 <andythenorth> o/
11:43:02 <peter1138> What's confusing about trams in nml?
11:44:19 <DorpsGek_II> [OpenTTD/nml] michicc merged pull request #32: Fix: Update OTTD_GUI sprite count. https://git.io/fjOVL
11:47:22 <peter1138> Well, my late-night soldering worked. Shame it was just temporary though :p
11:47:32 <peter1138> Now I just need to pop out to Mapl... oh.
11:50:11 <andythenorth> ENoMaplin
11:50:52 * andythenorth must to go out
11:51:48 <andythenorth> peter1138: I think mostly that a tram can have road_type property validly set, and road vehicle can have tram_type validly set
11:52:01 <andythenorth> which isn't actually a problem, just weird
11:52:07 <peter1138> Eh?
11:52:17 <peter1138> That... sounds like an NML thing?
11:52:23 <andythenorth> it's an nml thing yes
11:52:24 <DorpsGek_II> [OpenTTD/nml] michicc opened pull request #33: Fix c3404c0: Invalid syntax for string code table. https://git.io/fjO6m
11:52:41 <andythenorth> nml _could_ maybe split trams and RVs completely
11:52:46 <andythenorth> dunno if it should
11:53:24 <andythenorth> anyway, /me biab
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11:53:32 <peter1138> In NFO you just have look up table index, and the look up table depends on the misc flags
11:53:35 <peter1138> michi_cc, whoops.
11:53:58 <DorpsGek_II> [OpenTTD/nml] michicc merged pull request #33: Fix c3404c0: Invalid syntax for string code table. https://git.io/fjO6m
11:53:59 <DorpsGek_II> [OpenTTD/nml] PeterN approved pull request #33: Fix c3404c0: Invalid syntax for string code table. https://git.io/fjO63
11:54:03 <peter1138> Heh
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12:03:53 <peter1138> Morning
12:05:31 <Wolf01> o/
12:10:08 * peter1138 finds more bugs.
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12:27:10 <peter1138> Hmm, I need a for-loop-type-thing that will do both "false" and "true". Maybe I should make my enum a uint8 instead of bool :p
12:32:20 <peter1138> Oh
12:32:44 <peter1138> That might work.
12:32:54 <peter1138> for (bool b : { false, true })
12:33:31 <peter1138> C++11
12:42:24 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7521: Fix: Stop Construction Windows Closing on Company Rename (Issue #7479) https://git.io/fjO69
12:43:02 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh dismissed a review for pull request #7521: Fix: Stop Construction Windows Closing on Company Rename (Issue #7479) https://git.io/fjOl5
12:43:32 <LordAro> peter1138: bit weird regardless i feel
12:44:02 <nielsm> that looks very python-ish to me
12:44:05 <peter1138> LordAro, I'm actually doing "for (RoadTramType rtt : { RTT_ROAD, RTT_TRAM })"
12:44:20 <peter1138> As RoadTramType is an enum backed by bool.
12:45:03 <peter1138> If it's a uint8 and I add RTT_END, then that needs to be handled in switch blocks etc :/
12:45:26 <peter1138> Also, it's hidden by "FOR_ALL_ROADTRAMTYPES(rtt)" cos we're evil ;)
12:51:14 <peter1138> That's a swizz! This Easter egg comes in two halves, not one piece ;(
12:56:28 <Wolf01> <peter1138> for (bool b : { false, true }) <- what. the. f?
12:56:39 <peter1138> C++11?
12:56:46 <Wolf01> Still
12:57:22 <Wolf01> Is that a flip flop?
12:57:26 <peter1138> https://stackoverflow.com/questions/8805161/how-to-write-a-for-loop-over-bool-values-false-and-true/8805221#8805221
12:57:37 <peter1138> No, it just iterates both false and true.
12:57:46 <nielsm> RoadTramType ALL_ROADTRAMTYPES[] = { RTT_ROAD, RTT_TRAM }; for (RoadTramType rtt : ALL_ROADTRAMTYPES) ...
12:57:57 <nielsm> why waste a declaration like that when you can do it in less?
12:58:09 <peter1138> nielsm, likely.
12:58:22 <peter1138> Hmm, "Stroll On" sounds very wonky with fluidsynth :/
12:58:23 <Wolf01> Ok, why using a for?
12:58:43 <nielsm> deduplicate some code?
12:58:47 <peter1138> Wolf01, because I need to iterate both values.
12:58:48 <peter1138> Yup.
12:58:53 <peter1138> Deduplicate code.
12:59:01 <Wolf01> I would make a function :P
12:59:16 <Wolf01> And call it twice
12:59:23 <nielsm> sometimes factoring out to a function is not practical
12:59:25 <peter1138> That's not fun when there are side effects.
12:59:29 <nielsm> the function would end up with ten arguments
12:59:33 <peter1138> ^^
12:59:42 <nielsm> (don't know about this specific case)
13:00:33 <peter1138> Not that many, but it's replacing an existing for-loop as well.
13:00:52 <peter1138> I had unrolled it, now I'm un-unrolling it.
13:01:04 <nielsm> and making a lambda function with captures can be rather awkward syntax
13:02:37 <nielsm> https://i.imgur.com/FZ6iaON.jpg
13:02:42 <Wolf01> Not that in c# would be different, just a foreach on a list containing false and true :P
13:04:08 <peter1138> nielsm, oh god
13:04:11 <Wolf01> Ahaahha
13:04:17 <Wolf01> I'm dying
13:05:29 <nielsm> I should get up and do something vaguely useful, instead of sipping tea and reading dumb things on the internet
13:06:44 <Wolf01> Me too, but I have 9 days to do that
13:08:12 <nielsm> <@peter1138> Hmm, "Stroll On" sounds very wonky with fluidsynth :/ <-- and yeah those free soundfonts usually supplied don't sound good with music written with roland soundcanvas in mind
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13:08:44 <Wolf01> Quak
13:10:38 <peter1138> nielsm, well, seems there's some weird pitch-shifting happening.
13:11:39 <frosch123> moi
13:12:28 <peter1138> Morning.
13:13:15 <nielsm> that
13:13:22 <nielsm> that's a lot of shopping centres https://0x0.st/zqWX.png
13:21:03 <peter1138> Heh, when you go "wtf is this bit shuffling" and then realise you are in afterload.cpp
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13:30:05 <frosch123> hmm, the latest commit in grf2html is adding .hgignore after svn->hg migration
13:30:14 <frosch123> i wonder whether i drop that commit when converting to git
13:31:52 <peter1138> Hmm, the music stopped at/after 04 "Road Hog"
13:32:22 <peter1138> Oh, no, whoops. I'd muted it.
13:49:09 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7516: Custom allocators for Squirrel https://git.io/fjYfW
13:51:09 <nielsm> now what would be a sane default for script max memory?
13:51:48 <nielsm> and should it depend on 32 or 64 bit?
13:52:45 <nielsm> and hmm is that a game setting or a client setting?
13:53:37 <nielsm> since the AI and GS don't actually run on network clients it seems wrong to make it a game setting
13:54:06 <nielsm> and should it even be exposed in the UI?
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13:57:36 <frosch123> the main difference is that game settings are stored in the savegame, while client settings are not
13:57:57 <frosch123> make it the same as the opcode limit
13:58:14 <frosch123> wrt. storing and exposure
14:01:00 <andythenorth> yo
14:02:20 <frosch123> meh, my connection to devzone has lots of packet loss :/
14:03:34 <andythenorth> hmm
14:03:34 <andythenorth> FEAT_ROADTRAMVEHS ? o_O
14:03:34 <andythenorth> instead of FEAT_ROADVEHS
14:03:34 <andythenorth> my devzon hg is flaking out occasionally
14:03:34 <andythenorth> as is my e key
14:04:12 <frosch123> don't break things just to for breaking :)
14:05:04 <frosch123> if road and tramtypes share labels now, they should probably also share the translation table and feature number
14:05:20 <andythenorth> probably
14:05:21 <frosch123> so, everything is ROAD in nml
14:05:32 <andythenorth> I am aware of the pitfalls of tidy-mind problems :)
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14:06:58 <andythenorth> I just keep running into the side effects of 'road vehicles' being the set of 'road vehicles' and 'trams'
14:06:59 <andythenorth> :D
14:07:17 <andythenorth> e.g. in Hog docs, I have a page split into road vehicles, and trams
14:07:35 <andythenorth> and to split, I iterate road vehicles, splitting out road vehicles :)
14:08:13 * andythenorth files it under 'much lolz all'
14:09:11 <peter1138> Nah, translation table and feature is not shared.
14:10:50 <peter1138> To merge them would break existing NewGRFs, and also makes splitting it apart later awkward if that becomes the way forward.
14:11:20 <Wolf01> VS 142 is 2017 or newer?
14:11:43 <peter1138> I think 141 is 2017 and 142 is 2019
14:13:03 <Wolf01> Ok, selected wrong project :P
14:16:03 <Wolf01> Ok, master updated and compiled
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14:19:29 <Wolf01> Is the nrt main repo still the andy's one?
14:20:26 <peter1138> andythenorth/nrt-block
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14:21:36 <peter1138> Nice, make regression fails D:
14:22:42 <nielsm> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=2974&view=logs&jobId=a5e52b91-c83f-5429-4a68-c246fc63a4f7
14:22:49 <nielsm> ugh apple what is this
14:23:01 <nielsm> also squirrel what is this
14:23:15 <peter1138> "type" yeah...
14:24:42 <milek7> related to this? https://github.com/Milek7/OpenTTD/commit/4f4635dd298d78c8b749b6c7eefd6987e3bd8059
14:26:20 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7516: Custom allocators for Squirrel https://git.io/fjYfW
14:26:21 <Wolf01> Mmmh, 74 conflicts... the branch is clean, pull -> conflicts, is it stupid or what?
14:26:29 <nielsm> maybe moving the <map> include fixes that
14:26:41 <peter1138> Oh, I see.
14:28:43 <andythenorth> so pax feldbahn?
14:30:31 <nielsm> no
14:31:04 <nielsm> hmm or well, maybe after 1980 as a museum railway kind of thing
14:32:33 <nielsm> https://get.google.com/albumarchive/107134419776566975816/album/AF1QipP_5Dn-yyILBWOX_fSg7lWOUIrC4mfvepL8IAyT
14:34:40 <nielsm> (I should try talking to that club some time and see if I can get to try driving the steam engine)
14:38:15 <andythenorth> https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSKBu9DZyaDDsA4jX4WJSS5Gcx8zMBlBDYm6d_Z6k9MpTXL84BR7Q
14:38:22 <andythenorth> micro feldbahn :P
14:38:44 <nielsm> that's just a large scale model railway :P
14:40:44 <Wolf01> Git reset from VS is really useless, had to do it from cli
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14:46:25 <peter1138> VS is really useless :p
14:46:51 <Wolf01> Do I still need to include libs with the .user file?
14:48:00 <nielsm> if you use vcpkg then no
14:48:22 <Wolf01> Mmmh, I think I did it on Openttd/master, but not on nrt
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15:00:13 <nielsm> okay I can't make exceeding memory budget a hard error, have to allow overdraft and then check status when not executing the vm
15:01:17 <Wolf01> Nope, doesn't work, missing libz, libpng, lzo, ft2build etc
15:02:04 <Wolf01> Can't understand why OTTD master works fine, maybe that's why I gave up with nrt
15:07:12 <Wolf01> x64 works... no win32 libs on vcpgk?
15:23:10 <andythenorth> hmm
15:23:17 <andythenorth> I need to refactor Hog code a bit for NRT
15:23:38 <andythenorth> otoh, something inside me is pushing on 2 vertebrae, and causing referred pain
15:23:50 <andythenorth> so I'm not very motivated to refactor python :P
15:29:52 <nielsm> this script code is convoluted
15:33:25 <Wolf01> Mr. thenorth, which are the latest versions for nrt newgrfs? Every topic is about a year old
15:35:01 <nielsm> yay finally worked https://0x0.st/zq4z.jpg
15:42:18 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7516: Custom allocators for Squirrel https://git.io/fjYfW
15:43:08 <andythenorth> Wolf01: you just have to dig around in forums :)
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15:44:41 <nielsm> it's kind of troublesome to debug regression failures on windows
15:45:10 <nielsm> it's hard to attach a debugger to the regression run and you don't even get the actual output text dumped anywhere
15:45:22 <Wolf01> andythenorth: why not a curated list of newgrfs for nrt? :P
15:45:35 <andythenorth> why not :P
15:51:29 <nielsm> oh, the regressions passed now
15:51:48 <nielsm> I think a default memory limit of 128 mb for scripts is going to make samu sad :P
15:52:10 <nielsm> but I'm not sure what a sane default would be
15:55:55 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjOPd
15:56:37 <Eddi|zuHause> surely 640k ought to be enough for anyone
15:57:20 <LordAro> nielsm: lower than the point at which the GC falls over :p
15:57:23 <nielsm> 640k is barely enough for a script to boot up :P
15:57:29 <LordAro> should probably scale by map size, tbh
15:57:35 <nielsm> hm maybe
15:58:03 <LordAro> perhaps could aleo try GCing before hard killing the script?
15:58:13 <LordAro> also*
15:58:54 <nielsm> also I think 32 bit builds (sizeof(void*) less than 8) a hard limit of 128 MB would be a good idea since you're already oversubscribing address space with 8 AIs then
15:58:56 <frosch123> how does it scale by map size? by edge length, by area, exponential?
16:00:18 <nielsm> should probably scale by area
16:00:19 <frosch123> scaling by map size is weird
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16:00:38 <Artea> game should have a "crash report"
16:00:40 <Eddi|zuHause> scale by allowed vehicle limits?
16:00:44 <Artea> with the interniares of them
16:00:47 <frosch123> why would you restrict ais to les memory just because you are playing on a smaller map
16:01:04 <frosch123> wouldn't you always adjust the setting to your system?
16:01:20 <nielsm> Artea you mean like the crash report being produced when the game crashes?
16:01:24 <Eddi|zuHause> nobody(*) will ever adjust the setting
16:01:29 <nielsm> there _is_ a crash report and it works for everyone else
16:01:29 <Artea> so we can check the routes of crashed airplanes / trains
16:01:34 <Artea> no no
16:01:40 <Artea> I mean ingame crash report
16:01:58 <nielsm> okay so more like disaster report
16:02:04 <Eddi|zuHause> Artea: maybe you should announce a topic change :p
16:03:16 <Artea> sorry
16:03:26 <Artea> I'm not in good place right now
16:03:38 <Artea> trying just to clear my mind
16:03:44 <Artea> with OTTD
16:03:53 <DorpsGek_II> [OpenTTD/OpenTTD] bennyman123abc updated pull request #7521: Fix: Stop Construction Windows Closing on Company Rename (Issue #7479) https://git.io/fjYAS
16:05:33 <Artea> also
16:05:52 <Artea> Property Maintenance should be called Company Maintenance
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16:06:08 <nielsm> that's much more misleading
16:06:25 <Artea> it is ?
16:06:44 <nielsm> why do you think "property" is the wrong word?
16:06:52 <DorpsGek_II> [OpenTTD/OpenTTD] bennyman123abc commented on pull request #7521: Fix: Stop Construction Windows Closing on Company Rename (Issue #7479) https://git.io/fjOXv
16:06:58 <nielsm> it's costs for maintaining the fixed assets you own
16:07:02 <Artea> well, I though was for HQ Property
16:08:38 <nielsm> why would "company" make it any more clear that it covers maintenance for track, stations etc.?
16:08:41 <Artea> don't know, more clarify what it is ?
16:08:52 <Artea> yes
16:09:02 <Artea> well, is apart of company
16:09:13 <nielsm> yes, it's the company's fixed properties
16:09:30 <nielsm> property = "the land you own and the constructions on that land"
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16:09:41 <Artea> hmmmm
16:10:12 <Artea> so it counts everything ?
16:10:39 <nielsm> "company maintenance" sounds like expenses for running your administration (i.e. wages for administrative staff not involved in the actual transportation business itself)
16:10:50 <Artea> I really need to RTM OTTD
16:12:20 * Artea is such a noob
16:13:32 <nielsm> click the Infrastructure button in the finances window, or Details button in the company window https://0x0.st/zq4a.png
16:13:49 <nielsm> to see the infrastructure breakdown, which is the property maintenance cost
16:14:18 <Artea> I checked
16:14:24 <Artea> counts everything
16:14:40 <Artea> good thing I have Infrastuture_maintenance off
16:15:40 <Artea> well
16:15:53 <Artea> seems having player joined the my server
16:15:58 <Artea> made me a little happier
16:19:37 <nielsm> lol @ borkai spending so much time scanning the map and collecting data it goes over its memory budget before it even builds anything
16:21:54 <Artea> :S
16:26:31 <andythenorth> Hog Hog Hog
16:26:36 * andythenorth took painkillers, and is coding
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16:28:14 <Artea> I'm put Windows 7 into USB Pen
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16:28:30 <Artea> for my other laptop
16:28:32 <Artea> GRRRR
16:28:38 <Artea> need get an HDD
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16:31:48 <andythenorth> oof
16:32:22 <andythenorth> dunno if I should subclass in python for trams
16:33:22 <andythenorth> Horse it's all a bit of a mess, engine type vs track type vs power type
16:34:16 <andythenorth> maybe I just replicate that mess in Hog :P
16:35:46 <andythenorth> are trams a thing, conceptually, or not?
16:37:20 * andythenorth makes it more specific
16:37:30 <andythenorth> is ElectricRoadVehicle subclassed into ElectricRoadVehicle and ElectricTram?
16:38:07 <andythenorth> or should I leave it as is, ElectricRoadVehicle with tram flag and tram_type set
16:38:20 <andythenorth> "Class ElectricRoadVehicle(ElectricRoadVehicle):" looks frigging odd
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16:46:04 <frosch123> https://github.com/ttdpatch <- someone knows who is involved in that?
16:46:06 <frosch123> roboboy?
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16:48:25 <frosch123> hmm, rather lakie
16:50:02 <frosch123> ah, the rudge
16:50:21 <andythenorth> Class ElectricRoadVehicle(ElectricRoadVehicleBase) might look ok?
16:50:21 <peter1138> Artea, get an SSD tho ;)
16:51:26 <Artea> yes
16:51:33 <peter1138> Right, so...
16:51:34 <Artea> but I'm old and rusty
16:51:53 <Artea> it is installed in same place as HDD ?
16:51:59 <andythenorth> usually
16:52:07 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg
16:52:13 <peter1138> Yeah, as long as your laptop is not so old that it uses PATA/IDE drives.
16:52:37 <andythenorth> "Class ElectricTram(ElectricRoadVehicleBase):"
16:52:52 <peter1138> I did remove ELRD and RAIL from NRT.
16:53:01 <andythenorth> oh you did? o_O
16:53:09 <andythenorth> nothing broke in Hog yet :P
16:53:10 <peter1138> You can add them yourself, of course.
16:53:18 <andythenorth> I just used them because they were there
16:53:26 <peter1138> But in the interests of not-adding-content, I didn't add content.
16:53:35 <andythenorth> fair
16:53:41 <Artea> Asus X552C
16:53:53 <andythenorth> what's your opinion this afternoon on hard splitting road / tram?
16:54:05 <peter1138> That's plenty new enough.
16:54:09 <peter1138> andythenorth, "no"
16:54:21 <peter1138> andythenorth, I'm happy with it as is.
16:54:25 <andythenorth> not going to change your mind? :)
16:54:32 <andythenorth> I am fine either way
16:54:43 <peter1138> road/tram *types* are already split with regards to feature.
16:54:45 <andythenorth> just about to refactor a bunch of Hog so it makes sense
16:55:03 <peter1138> road/tram vehicles are not, but splitting them would involve having to fix up existing tram newgrfs.
16:55:16 <andythenorth> if English had a plausible word for the superclass of 'road vehicles + trams'
16:55:24 <andythenorth> that would solve 99% of my confusion :P
16:55:37 <andythenorth> GroundVehicle!
16:55:39 <peter1138> OpenTTD calls them "ground vehicles"
16:55:40 <peter1138> Yes.
16:55:44 <peter1138> It actually does.
16:56:17 <andythenorth> I considered RubberTyredVehicle, but doesn't quite work :P
16:56:24 <andythenorth> as a subclass
16:56:37 <peter1138> I had a souvlaki pita for lunch. It's basically chicken + salad and a fluffy pita bread. But it was nice, so that was nice.
16:56:52 <andythenorth> mmm chicken
16:56:54 <andythenorth> mmmm salad
16:57:26 <peter1138> Latest NRT needs testing, it has the new-old FOR_ALL_ROADTRAMTYPES()
16:57:31 <andythenorth> GroundSaladVehicle
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16:57:35 <peter1138> Where "ALL" means "BOTH" I guess :p
16:58:13 <peter1138> I wonder.
16:58:17 <peter1138> ChickenSaladVehicle.
16:58:41 <andythenorth> ElectricTruck
16:58:46 <andythenorth> ElectricFeldbahn
16:58:49 <andythenorth> ElectricTram
16:58:50 <andythenorth> meh
16:59:05 <andythenorth> then the label wouldn't need settinig
16:59:13 <andythenorth> inferred from the class
16:59:18 * andythenorth thinking out loud obvs
17:04:01 <andythenorth> haha I already solved this in existing code
17:04:09 <andythenorth> I hedged all bets, and created 'Haulers' :P
17:04:15 <peter1138> Ok
17:04:16 <andythenorth> FruitVegHauler
17:04:21 <andythenorth> etc
17:04:28 * andythenorth onwards
17:04:51 <andythenorth> most of my programming these days is reading existing code a lot first
17:04:56 <andythenorth> then going for a walk
17:04:57 <Eddi|zuHause> andythenorth: you have an irrational obsession about labels. like other people have with server names...
17:05:25 <andythenorth> Eddi|zuHause: do you mean labels for things, or labels as 4 chars?
17:05:34 <Eddi|zuHause> labels as 4 chars
17:05:40 <andythenorth> no I don't care about those at all
17:05:48 <andythenorth> if I cared, I wouldn't ask for any help
17:06:00 <andythenorth> currently all the new labels are HAKE, CAKE, BAKE tec
17:06:08 <andythenorth> and they might just stay like that
17:06:18 <peter1138> Maybe I should play with RUKTS
17:06:27 <andythenorth> if $someone would just tell me what labels to use, I would just paste them in
17:06:31 <andythenorth> REKT
17:06:46 <andythenorth> I do have an irrational obsession with naming of parts
17:07:15 <Eddi|zuHause> whatever labels you set now, you will regret in half a year :p
17:07:30 <andythenorth> that's why I want you to decide
17:07:40 <andythenorth> then I can outsource the regret
17:07:56 <Eddi|zuHause> i won't
17:13:27 <Wolf01> :D
17:20:59 <andythenorth> hmm
17:21:06 <andythenorth> python subclass mixins are bad, right?
17:21:12 <andythenorth> we tried that before and deleted it
17:24:29 <peter1138> 175 files changed, 4772 insertions(+), 1415 deletions(-)
17:24:31 <peter1138> Hm.
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17:28:54 <Samu> hi
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17:32:49 * andythenorth tries mixins, removes them again
17:33:07 <andythenorth> complexity of multiple inheritance, vs. adding a flag to 20 subclasses
17:33:09 <andythenorth> flag wins
17:45:07 * peter1138 tries VEH_TRAM :p
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18:01:39 * andythenorth quite likes hog
18:01:49 <andythenorth> it's easy-ish to work on :P
18:05:37 <andythenorth> I am subclassing tram / truck etc inside Hog compile
18:05:48 <andythenorth> couldn't be having all the confusion about RoadVehicle
18:06:03 <andythenorth> I don't have to see the nml, so I don't care what that does :)
18:07:06 <DorpsGek_II> [OpenTTD/OpenTTD] Gymnasiast opened issue #7530: Crash in kdtree.hpp when removing track in development version https://git.io/fjO1b
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18:13:51 * peter1138 gives up on that idea.
18:13:55 <peter1138> No, no way to split this up.
18:18:40 *** Lun has joined #openttd
18:19:08 <Lun> Hello, could you please tell me how to set up the automatical changing of old vehicles?
18:20:09 <peter1138> Enable autorenew: https://wiki.openttd.org/Advanced_Settings/Vehicles#Autorenew
18:21:03 <peter1138> (You might need to show advanced settings, or something)
18:22:00 <Artea> bah
18:22:06 <Artea> got disconnected from my server
18:22:15 <Artea> timeout :'(
18:23:27 <andythenorth> peter1138: if they weren't specifically called RoadVehicle or VEH_ROAD or whatever, we'd all just move on
18:23:32 <andythenorth> and stop picking at it :D
18:23:59 <peter1138> Like a scab?
18:24:11 <andythenorth> probs
18:24:35 <Lun> Is there any setting in the main menu for this function?
18:24:57 <Artea> Lun
18:25:01 <Artea> go to Settings
18:25:09 <peter1138> It's in the settings window? o_O
18:25:11 <Artea> select Expert Settings
18:25:18 <Artea> and filter type renew
18:25:30 <Artea> will show 3 options
18:25:52 <Lun> I have to find it in Czech :)
18:25:58 <Artea> is under Company
18:27:00 <Lun> Yes, I am in company
18:27:07 <Eddi|zuHause> does the settings filter work on the internal names as well?
18:29:00 <Lun> Got it!!! Thank you very much Artea!
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18:34:27 <pete1> Hi, did you dropped the generic linux builds?
18:35:05 <peter1138> YesYes.
18:35:23 <nielsm> https://www.tt-forums.net/viewtopic.php?f=29&t=85124
18:35:25 <pete1> Oh, finally or just for now?
18:35:27 <nielsm> previous answer to same question
18:35:50 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7531: Fix e8d397e: Invisible station/waypoint signs could still be clicked on. https://git.io/fjOML
18:38:01 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7531: Fix e8d397e: Invisible station/waypoint signs could still be clicked on. https://git.io/fjOMt
18:38:58 <peter1138> 'Twas quick.
18:39:08 <nielsm> "looks good" :)
18:40:41 <peter1138> I should stop reading the forums... that was reported only in JGR's thread o_O
18:42:03 <peter1138> Ginger Beer Stout is quite interesting.
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18:43:56 <peter1138> Minecraft 1.14 will be out in a few days.
18:44:57 <andythenorth> for tea...cod with tomato and thyme?
18:45:06 <andythenorth> probs
18:45:28 <peter1138> Sounds nice.
18:45:49 <andythenorth> oof Hog introduces pax trams on silly intervals :(
18:45:49 <andythenorth> my automatic date stuff won't work with this :P
18:46:20 <peter1138> Have you tried just... setting some things manually? :p
18:46:50 <andythenorth> that's what I'm replacing :)
18:46:57 <peter1138> Why though?
18:47:18 <peter1138> Things that should be automatic: Sprite offsets.
18:47:24 <andythenorth> because it's net less stupid than what I'm currently doing
18:47:30 <andythenorth> currently I set some stuff manually
18:47:31 <peter1138> Things that shouldn't: vehicle properties
18:47:38 <andythenorth> then some stuff automatically
18:47:51 <andythenorth> and lots of book-keeping to stop them getting out of sync :P
18:47:57 <andythenorth> currently I am definitely Doing It Wrong
18:49:56 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7531: Fix e8d397e: Invisible station/waypoint signs could still be clicked on. https://git.io/fjOML
18:51:15 <peter1138> andythenorth, what do I need to add to NRT?
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18:51:54 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjOMl
18:52:36 <peter1138> ^ Fairly useless comment.
18:52:36 <andythenorth> it's done
18:52:36 <andythenorth> dunno, I'm making Hog to test it
18:52:36 <andythenorth> can it go in a nightly yet?
18:52:36 <andythenorth> let players loose on it?
18:53:18 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjOM4
18:53:22 <andythenorth> what's a default anyway? :P
18:53:35 <peter1138> andythenorth, well..
18:53:38 <andythenorth> do I need more RAM?
18:53:48 <peter1138> I guess I should squash all the bugfixes again./
18:53:49 <andythenorth> so I can run 16 AIs?
18:53:55 <peter1138> And then see if there's more I can split.
18:53:55 * andythenorth should stop being a twat and go back to Hog
18:53:56 <peter1138> And then...
18:54:02 <peter1138> Someone needs to review it ;P
18:54:32 <nielsm> I'm probably changing the default to 1 GB but hard limiting it to 128 MB on 32 bit builds
18:55:02 <nielsm> because 16 scripts (15 AI + one GS) * 128 MB makes for 2 GB
18:55:13 <nielsm> and on 32 bit windows you only have 2 GB of address space
18:55:28 <nielsm> (well maybe 3 GB but don't count on that)
18:55:58 <peter1138> I'm not sure hard limits are a good idea.
18:56:14 <peter1138> Can a 32 bit build make use of PAE?
18:56:28 <peter1138> Can't remember if that's kernel-level only. Probably is.
18:56:41 <nielsm> uh well I guess technically you could now we have a context switched allocator for squirrel
18:57:07 <peter1138> Right, but say you wanted to run 2 AIs that need 256MB.
18:57:16 <peter1138> You can't because there's an arbitrary 128MB limit.
18:58:20 <nielsm> or maybe do some evillery checking the total memory use of all scripts and if it hits some other limit then start OoM killing the scripts
19:00:51 <peter1138> Ok, ok....
19:00:57 <peter1138> Squash NRT time?
19:04:47 <andythenorth> there comes a time
19:07:06 <peter1138> Does it still build?
19:07:07 <peter1138> :p
19:08:58 <andythenorth> there's no way to update a checked out PR, right?
19:09:05 <andythenorth> I have to branch -D and go again?
19:09:21 <peter1138> git reset but...
19:10:37 <andythenorth> so does it build?
19:10:45 <peter1138> I... am checking.
19:12:19 <nielsm> hmm nah using AWE to support more memory for AIs on 32 bit windows is probably not worth the effort
19:12:21 <peter1138> I hope so.
19:12:27 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg
19:12:28 <peter1138> nielsm, nope :-)
19:12:46 <andythenorth> yeah it builds
19:12:46 <nielsm> it would fall square under "stupid programmer tricks"
19:12:59 <peter1138> No point when 64 bit exists.
19:13:05 <peter1138> andythenorth, you updated that quickly!
19:13:43 <nielsm> unless for some reason you're running windows server 2003 (or xp sp1) on some ancient CPU but still have more than 4 GB RAM installed
19:13:49 <nielsm> and nobody does that
19:14:15 <peter1138> Are people even using 32 bit builds?
19:14:19 <nielsm> since as far as I can tell the pages involved in AWE must be locked in physical memory
19:14:21 <peter1138> I shouldn't ask that should I?
19:15:12 <andythenorth> compiling OpenTTD is faster than compiling a grf :P
19:15:12 <andythenorth> but now you've updated again L:P
19:15:12 <andythenorth> delete them and find out
19:15:12 <andythenorth> we've found some linux users who don't use the packaged openttd
19:15:36 <peter1138> Is it tea/dinner time yet?
19:16:09 <andythenorth> yes
19:16:26 <nielsm> (during one period I did run XP SP1 on a system with 4 or 6 GB RAM, intentionally did not upgrade to SP2 since that would take away my ability to use more than 2.9 GB memory or there about)
19:16:51 <nielsm> (until vista was released then I switched to 64 bit)
19:21:17 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjYfW
19:35:41 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjYfW
19:38:04 * peter1138 git pr 7516 upstream
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19:42:23 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjYfW
19:42:54 <nielsm> look ma' I used a selection/stack/planeswitcher widget!
19:43:00 <peter1138> Ooo
19:43:01 <nielsm> (why is it called three things)
19:45:02 <peter1138> Hmm.
19:45:14 <peter1138> Memory usage seems fairly moderate... for now.
19:47:05 <nielsm> some AIs' usage depends heavily on map size (or maybe rather town+industry count) it seems
19:47:37 <peter1138> CivilAI at 240MB
19:48:46 <Samu> doesn't look like memory limit is the problem
19:48:47 <peter1138> And then it went bankrupt. Hah.
19:48:59 <Samu> have u found out the cause of the crash?
19:49:56 <nielsm> it's probably related to the data structures the script uses, too heavily nested or something
19:50:20 <nielsm> if it crashes in the GC with a broken stack
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19:51:17 <nielsm> but memory limiting AIs and killing them if they use too much may be sufficient symptom treatment
19:51:22 <peter1138> I suspect it's k-d tree related, to be honest.
19:51:37 <peter1138> As that is one elusive crash.
19:51:48 <Samu> nah, it's happened way before
19:53:35 <Samu> doesn't pathfinders use nested ..data
19:53:40 <Samu> for each tile
19:54:14 <Samu> don't know
19:58:47 <Samu> what about my AI, how's it doing about memory?
20:00:31 <Samu> have you tried the max value for min distance for road routes, with custom pathfinder profile?
20:00:50 <Samu> longer routes, more nodes to check
20:01:22 <Samu> longer routes first
20:02:58 <peter1138> DumbAI at 862 MB
20:03:53 <Samu> that's not my AI, :(
20:06:28 <Samu> omg, PathZilla beat SimpleAI in a race for £10M
20:06:36 <Samu> that's unexpected
20:06:39 <peter1138> "Maximum memory allocation exceeded"
20:07:27 <peter1138> nielsm, is the AI now terminated?
20:07:38 <peter1138> I guess not, still shows 1GB usage.
20:10:44 <Samu> CivilAI beats SnakeAI, it was close
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20:11:08 <Samu> 100% vs 96%
20:20:40 <nielsm> peter1138: if you got the error popup with AI debug window etc then it is terminated
20:21:08 <peter1138> Hmm.
20:21:10 <nielsm> the AI stays zombified (always has) with the last known memory usage shown in framerate window
20:21:15 <peter1138> Ok.
20:21:20 <nielsm> so you can kill the company or reload the ai
20:21:35 <peter1138> perhaps the framerate GUI should show zombified state?
20:21:46 <nielsm> might be
20:25:30 <nielsm> if I seem absent it's because I'm watching demoparty live https://www.twitch.tv/revisionparty/squad
20:38:44 <Samu> what am I watching?
20:39:24 <nielsm> 64k pc demo compo
20:39:41 <nielsm> the total exe file size for each of these demos is at most 64 kb, and they may not use external data files
20:40:53 <nielsm> demo = demonstration of your own skills
20:40:57 <Samu> meh...
20:41:10 <Samu> just an efficiency test
20:41:29 <nielsm> eh no
20:42:43 <Samu> make a midi
20:42:50 <Samu> compress
20:43:00 <nielsm> hah no
20:43:35 <LordAro> Samu misses the point, surprising no one
20:44:04 <nielsm> the 64 kb includes graphics, sound, and the code to bind it together
20:44:53 <nielsm> the code alone to play back music can easily exceed 64 kb if it's not designed and special purposed for making size restricted demos/intros
20:45:44 <Samu> reminds me of those old .com files that were shipped in hacked games
20:46:02 <nielsm> funny you should say that because that's where they descend from
20:46:05 <Samu> funky tune with weird visuals
20:46:37 <nielsm> this category on display right now is called intro because it descends from crack intros
20:49:17 <Samu> video doesn't play for me anymore
20:49:20 <Samu> says offline
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20:53:16 <Samu> screw them
20:53:20 <Samu> it's offline for me
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21:04:35 <glx> and 64kb is really small
21:08:51 <andythenorth> there was a power cut
21:09:03 <andythenorth> big bang, and the power was gone
21:15:41 <peter1138> Nice.
21:16:03 <andythenorth> I am in the countryside
21:16:25 <andythenorth> something tripped at the nearest HV substation
21:17:48 <andythenorth> I think a fused destructively failed
21:17:55 <andythenorth> but I can't find a YT video of that :P
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21:39:44 <andythenorth> hmm
21:39:55 <andythenorth> so I've split classes, e.g. DumpTruck and DumpTram
21:40:14 <andythenorth> is feldbahn DumpTram, with the label set?
21:40:19 <andythenorth> or is it DumpFeldbahn?
21:40:21 <andythenorth> :P
21:40:24 * andythenorth will find out
21:41:59 <andythenorth> peter1138: how's RUKTS? o_O
21:50:22 <peter1138> Dunno, playing Doom (2016)
21:50:58 <Artea> huhu
21:51:16 <Artea> I bought SSD
21:51:20 <Artea> cheap! :D
21:51:43 <Artea> 27 euros
21:51:50 <Artea> also, DVD
21:51:51 <Artea> lol
21:52:02 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjOyd
21:52:26 <andythenorth> ooh
21:52:27 <Artea> 1,9 GB of Windows Update ;)
21:52:30 <andythenorth> I have original Doom
21:52:40 <Artea> play Brutal DooM :D
21:54:09 <nielsm> hmm I wonder if I can make sqmem.cpp be just two line adds instead of a full replacement, but the existing code has tabs in bad places and those may get caught
21:54:37 <nielsm> or if I should just remove the file and remove the define option to not use the new allocator
22:06:32 <andythenorth> oops
22:06:40 * andythenorth played PRBoom (Doom) for a bit
22:10:32 <Artea> https://www.youtube.com/watch?v=9YoADewX12E
22:11:40 <Artea> andythenorth: watch that
22:11:51 <Artea> is so gore and... brutal!
22:15:26 <milek7> nielsm: does openttd on 32bit windows use /LARGEADDRESSAWARE?
22:15:46 <nielsm> I don't know, but it doesn't make much difference
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22:16:02 <glx> you gain 1Go
22:16:26 <glx> and it also needs to be enabled at the OS level
22:16:39 <nielsm> yeah that's not much compared to the amount of address space you get on 64 bit
22:17:16 <nielsm> whether you have 2, 3, or 4 GB of address space doesn't make that much difference if you want to run multiple memory hungry AIs
22:27:49 <Samu> I wanna run 15 BorkAIs
22:27:51 <Samu> :)
22:27:53 <Samu> j/k
22:27:59 <Samu> 1 TB of RAM
22:28:26 <Samu> BorkAI is the kind of AI that thinks too much, and executes too little
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22:47:38 * andythenorth does stupid multiple inheritance mixins again :P
22:47:39 <andythenorth> oof
22:51:16 * andythenorth rely doesn't trust multiple inheritance :P
22:56:05 <peter1138> kk
23:03:45 <andythenorth> did you win Doom?
23:04:41 <peter1138> I... finished a level.
23:06:23 <peter1138> I think I broke something.
23:06:33 <peter1138> Or maybe not. I'm not sure.
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23:09:56 <andythenorth> a bone?
23:11:48 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjYfW
23:13:33 <peter1138> Ah, I filtered the scenario editor so that only town-built roads could be placed. Probably wrong.
23:14:30 <peter1138> Okay but...
23:15:06 <peter1138> Why can you place tram track but not rail track?
23:17:16 <LordAro> tram track can be owned by towns?
23:17:19 <peter1138> No.
23:17:33 <LordAro> so who owns scenario editor built tram track?
23:17:51 <peter1138> Owner: N/A
23:18:08 <LordAro> i might suggest that's a bug
23:21:15 <peter1138> Why?
23:21:41 <peter1138> If a company goes bankrupt, its tram track (and roads) become owned by noone.
23:22:09 * andythenorth considers JFDI as a roadtype label
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23:27:58 <peter1138> Hmm, I thought company-owned stuff was wiped when you loaded a save into the scenario editor. Apparently not.
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23:37:51 <andythenorth> ouch bedtime
23:37:56 <peter1138> Nope.
23:38:00 <peter1138> It's not 2.30am yet/
23:38:27 * andythenorth is failing
23:38:28 <Artea> lol
23:38:35 <Artea> watching SAO
23:38:58 <Artea> while installing Windows updates
23:39:15 <andythenorth> oh I broke coop jenkins with Hog 2
23:39:17 <andythenorth> oh dear
23:39:25 <andythenorth> bed :)
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