Config
Log for #openttdcoop on 15th December 2009:
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00:11:40  <Trapdoor> i'm trying to get ap+ to run on my own irc but it doesn't join a channel for some reason
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00:30:04  <Bobbysepp> !password
00:30:04  <PublicServer> Bobbysepp: jangle
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09:10:51  <bartavelle> et bonjour
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09:41:07  <V453000> !password
09:41:07  <PublicServer> V453000: pooled
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10:49:20  <Hirundo> !players
10:49:21  <PublicServer> Hirundo: There are currently no clients connected to the server
10:49:44  <Hirundo> !password
10:49:44  <PublicServer> Hirundo: boxing
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10:53:51  <Hirundo> !rcon setting min_active_clients
10:53:51  <PublicServer> Hirundo: you are not allowed to use !rcon
10:53:59  <Hirundo> !min_active_clients
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11:19:04  <Webster> The third coop bot
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11:24:59  <murr4y> needs more coop bots
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11:26:46  <planetmaker> Hirundo, what was / is the matter? Didn't the map pause when there was only one active player left?
11:26:53  <planetmaker> !info
11:26:53  <PublicServer> planetmaker: #:1(Orange) Company Name: 'Drinfingley Market Transport'  Year Founded: 1970  Money: 1347745958  Loan: 0  Value: 1384290068  (T:520, R:1, P:5, S:52) unprotected
11:26:56  <planetmaker> !players
11:26:58  <PublicServer> planetmaker: There are currently no clients connected to the server
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11:35:21  <murr4y> !dl
11:35:21  <PublicServer> murr4y: !dl autostart|autottd|autoupdate|lin|lin64|osx|win32|win64|win9x
11:35:26  <murr4y> !dl lin
11:35:26  <PublicServer> murr4y: http://binaries.openttd.org/nightlies/trunk/r18461/openttd-trunk-r18461-linux-generic-i686.tar.bz2
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11:42:57  <sietse> !playercount
11:42:57  <PublicServer> sietse: Number of players: 0
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13:16:43  <murr4y> !ip
13:16:43  <PublicServer> murr4y: ps.openttdcoop.org
13:18:00  <murr4y> !grf
13:18:00  <PublicServer> murr4y: http://www.openttdcoop.org/wiki/GRF (Version 7.3)
13:25:05  <murr4y> !password
13:25:05  <PublicServer> murr4y: primps
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13:25:11  <Webster> Player, please change your in game nick
13:25:15  <Mitcian> !password
13:25:15  <PublicServer> Mitcian: primps
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13:57:39  <Puk> !password
13:57:39  <PublicServer> Puk: pusses
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14:15:29  <sietse> !playercount
14:15:29  <PublicServer> sietse: Number of players: 1
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14:35:36  <sietse> !playercount
14:35:36  <PublicServer> sietse: Number of players: 1
14:40:07  <PublicServer> <Mark> LLRR without spacing is ugly
14:44:37  <Puk> !password
14:44:37  <PublicServer> Puk: attire
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15:46:01  <PublicServer> <Mark> we should depot all trains and make a list of parts that need a rebuild
15:46:34  <PublicServer> <Mark> that might be a nice new gametype..
15:46:43  <Puk> No problem :)
15:46:48  <PublicServer> <Mark> all these hacky hubs are ugly as hell
15:47:00  <Puk> It's gonna be quite to rebuild such an amount of trains
15:47:09  <Puk> I agree but I won't judge ^^
15:48:16  <Puk> Should we star now ? :)
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15:58:54  <PublicServer> <Mark> Puk: i meant rebuilding parts of the network, not rebuilding trains
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16:00:56  <planetmaker> The true fun is to build while the network flows.
16:01:06  <Puk> I know :)
16:01:09  <planetmaker> Sending everything to a depot to basically start over... booooooring
16:01:26  <planetmaker> would spoil the game for me. Completely
16:02:32  <planetmaker> it would destroy the whole charm this particular map and game has.
16:02:58  <planetmaker> especially in not being something stomped into existance 10 times too big right from the start.
16:03:35  <PublicServer> <Mark> fine, i just don't like live rebuilding :P
16:03:44  <PublicServer> <Mark> never ends up with anything decent
16:04:14  <planetmaker> then learn to do it decent.
16:04:53  <Puk>  BBH02 is slow
16:06:02  <planetmaker> I know that it means to build actually everything twice when only intending to revise it once.
16:06:05  <Puk> We need some load balancing
16:06:17  <PublicServer> *** Mark has left the game (leaving)
16:06:17  <PublicServer> *** Game paused (not enough players)
16:06:33  <Puk> On bbh02 cause one L ML is unused
16:12:44  <sietse> !password
16:12:44  <PublicServer> sietse: surges
16:12:56  <PublicServer> *** Sietse joined the game
16:13:04  <PublicServer> <Sietse> hiya
16:13:08  <PublicServer> <Puk> hi :)
16:14:17  <PublicServer> *** Sietse has joined company #1
16:18:37  <PublicServer> <Sietse> SLH11 bottleneck...
16:19:04  <PublicServer> <Puk> aoutch ^^
16:19:11  <PublicServer> <Puk> prio = way too big
16:19:22  <PublicServer> <Sietse> no
16:19:26  <PublicServer> <Sietse> I think it is fine
16:19:34  <PublicServer> <Sietse> see? :)
16:19:43  <PublicServer> <Puk> i changed it ^^
16:19:48  <PublicServer> <Sietse> blocking a bit now
16:19:48  <PublicServer> <Puk> shorten it from a tile
16:20:11  <PublicServer> <Puk> Yeah but it has to empty
16:20:25  <PublicServer> <Sietse> need extra line there anyways
16:20:32  <PublicServer> <Sietse> to BBH04
16:21:05  <PublicServer> <Puk> should we start doubling the lines ?
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16:21:44  <PublicServer> <Puk> Should we start to double the line, then ? (don't know if you heard me)
16:22:24  <PublicServer> <Sietse> was tabbed out for a sec
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16:22:30  <Intexon> !password
16:22:31  <PublicServer> Intexon: bedder
16:22:36  <PublicServer> <Sietse> yes, let's go for it :)
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16:23:37  <PublicServer> <Sietse> only other way should be doubled atm
16:23:38  <PublicServer> <Puk> arf difficult to avoid the dlow :p
16:24:20  <PublicServer> <Puk> :)
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16:26:25  <PublicServer> <Puk> like that ?
16:26:32  <PublicServer> <Puk> so we have two lines for each side ?
16:33:03  <PublicServer> <Sietse> damn
16:33:10  <PublicServer> <Sietse> lacking space at BBH04
16:33:38  <PublicServer> <Puk> I know >_<
16:33:53  <PublicServer> <Puk> trying to figure out a way to load balance everything
16:36:01  <PublicServer> <Puk> I know !!
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16:37:54  <PublicServer> <Puk> maybe that way ?
16:38:13  <PublicServer> <Sietse> shifting tunnels will provide space
16:38:18  <PublicServer> <Sietse> hopefully
16:38:40  <PublicServer> <Puk> and if we use the seconde ML to merge further
16:38:44  <PublicServer> <Puk> ?
16:38:53  <PublicServer> <Puk> like the way i built ?
16:38:54  <PublicServer> <Sietse> that was my idea
16:39:01  <PublicServer> <Puk> oh ok xD
16:39:10  <PublicServer> <Sietse> hmmm.... not that I think :)
16:39:18  <PublicServer> <Sietse> but do whatever you want ofcourse ;)
16:39:46  <PublicServer> <Puk> dunno but it looks pretty hard to solve the situation a different way
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16:49:11  <PublicServer> <Puk> what do you think ?
16:49:14  <PublicServer> <Puk> it might work :)
16:49:44  <PublicServer> <Sietse> I connected it (but no choice)
16:50:02  <PublicServer> <Puk> oh
16:50:03  <PublicServer> <Puk> -_-
16:50:10  <PublicServer> <Sietse> + right line needs to go to N
16:50:12  <PublicServer> <Puk> You should have warned me ^^
16:50:57  <PublicServer> <Sietse> I think I did
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16:51:09  <PublicServer> <Sietse> but sorry if I didn't make myself clear enough
16:51:29  <PublicServer> <Puk> it's alright
16:52:53  <PublicServer> <Sietse> seems SLH11 is having some flow now :)
16:53:01  <PublicServer> <Sietse> good job!
16:53:33  <PublicServer> <Puk> You pretty much did everything :)
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16:55:47  <PublicServer> <Sietse> 1200 trains is the goal
16:55:54  <PublicServer> <Sietse> will be impossible without complete rebuilding BBHs
16:55:54  <PublicServer> <Puk> The load balance at MSH0 looks useless
16:55:54  <PublicServer> <Puk> On the ML
16:55:54  <PublicServer> <Sietse> where?
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16:56:02  <PublicServer> <Puk> refinery pick up
16:56:06  <PublicServer> <Puk> follow the exit
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16:56:44  <PublicServer> <planetm4ker> hi
16:56:48  <PublicServer> <Puk> hi
16:56:51  <PublicServer> <Sietse> hey
16:56:54  <PublicServer> <Intexon> hello
16:56:55  <PublicServer> <Sietse> it is fine
16:57:10  <PublicServer> <Sietse> one train queues and the next balances to the other ML
16:57:27  <PublicServer> <Sietse> just not enough exiting trains atm
16:57:56  <PublicServer> <Sietse> the right ML is prefered since it is slightly shorter
16:58:41  <PublicServer> <Sietse> it kinda looks like spaghetti over there imho :)
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17:02:37  <PublicServer> <planetm4ker> that way it's faster and better
17:02:42  <PublicServer> <Puk> ok
17:02:51  <PublicServer> <Puk> cause one of the ML is totaly unused
17:03:24  <PublicServer> <planetm4ker> which is kinda bad indeed...
17:03:50  <PublicServer> <Puk> so I patched it so it would load balance a bit more
17:04:00  <PublicServer> <planetm4ker> yes, that's good :-)
17:04:16  <PublicServer> <planetm4ker> I appreciate and I agree :-)
17:04:22  <PublicServer> <Puk> thx :)
17:04:40  <PublicServer> <Puk> same at slh 111
17:04:43  <PublicServer> <Puk> 11
17:07:29  <PublicServer> <Puk> maybe we should add some load balance between the two lines
17:07:42  <PublicServer> <Sietse> where?
17:07:44  <PublicServer> <Puk> and fix bbh04 so the lines can go north ?
17:08:04  <PublicServer> <Puk> SLH11 it was bottlenecked again
17:08:18  <PublicServer> <planetm4ker> I'm just adding the missing link for one line at BBH04
17:09:41  <deghosty> !password
17:09:41  <PublicServer> deghosty: chintz
17:09:57  <deghosty> !password
17:09:57  <PublicServer> deghosty: chintz
17:10:13  <PublicServer> <Puk> ahah well done PM ^^
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17:14:27  <PublicServer> <Puk> If it's over used, the tunnel will start to be a real problem
17:16:33  <PublicServer> <Puk> Pm : maybe if we destroy one tunnel and replace it by a bridge
17:16:44  <PublicServer> <De_Ghost> i remember we had to add every signal by hand :o
17:16:51  <PublicServer> <Puk> We would be able to add a signal to one tunnel/
17:17:10  <PublicServer> <Puk> which would be a bridge, then ^^
17:17:44  <PublicServer> <De_Ghost> you could split te bbh into  parts
17:17:47  <PublicServer> <planetm4ker> I don't see where
17:17:49  <PublicServer> <planetm4ker> or how
17:17:59  <PublicServer> <De_Ghost> by ze power plant
17:18:09  <PublicServer> <Puk> Can I show you ?
17:18:13  <PublicServer> <Puk> and you tell me ?
17:18:46  <PublicServer> <planetm4ker> well... I would like to understand in advance this time :-)
17:18:54  <PublicServer> <Puk> XD
17:18:57  <PublicServer> <Puk> hard to explain
17:19:02  <PublicServer> <Puk> so many tunnels
17:19:14  <PublicServer> <Puk> see the left main line on the right side
17:19:18  <PublicServer> <Puk> coming from SLH 11
17:19:19  <PublicServer> <planetm4ker> make signs
17:19:25  <PublicServer> <planetm4ker> use signs to explain
17:20:40  <PublicServer> <planetm4ker> ok, but it won't give us move space, will it? Just height differences?
17:20:48  <PublicServer> <Puk> no
17:20:57  <PublicServer> <Puk> cause we don't really need i think to terraform
17:21:03  <PublicServer> <Puk> but this ml would be smoother
17:21:18  <PublicServer> <planetm4ker> later then. First the track layout
17:21:35  <PublicServer> <Puk> alright
17:25:00  <PublicServer> <Puk> what is the thing you built up there ?
17:25:05  <PublicServer> <Puk> the crossing ?
17:25:17  <PublicServer> <planetm4ker> instruction. Example. Explanation
17:25:21  <PublicServer> <Puk> ok
17:25:26  <PublicServer> <planetm4ker> they're not identical track layouts
17:25:31  <PublicServer> <Puk> Yeah ! I'm watching your every moves
17:25:36  <PublicServer> <planetm4ker> :-)
17:25:45  <PublicServer> <planetm4ker> I needed the space, thus I moved it
17:25:55  <PublicServer> *** De_Ghost has left the game (leaving)
17:26:14  <PublicServer> <planetm4ker> nasty terraform ;-)
17:26:24  <PublicServer> <Puk> ahah
17:26:37  <PublicServer> <Puk> I know, I always feel guilty for doing that
17:26:56  <PublicServer> <Puk> VERY UGLY !!!
17:27:05  <PublicServer> <Puk> ahah :p I mean nasty ^^
17:32:52  <PublicServer> <Puk> i did a mistake sorry
17:34:20  <PublicServer> <Puk> You're right. changing hubs live is way more fun :)
17:35:04  <PublicServer> <planetm4ker> :-)
17:36:33  <PublicServer> <Puk> shorten the tunnels ?
17:36:45  <PublicServer> <planetm4ker> yes
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17:38:48  <PublicServer> <Puk> ahah ok
17:40:40  *** bartavelle is now known as bartaway
17:42:36  <PublicServer> <planetm4ker> and TF nearly doesn't show :-P
17:42:55  <PublicServer> <Puk> ahah :) i destroyed the link between the two ML
17:43:06  <PublicServer> <Puk> Really amazing
17:43:22  <PublicServer> <planetm4ker> hm? which link?
17:43:32  <PublicServer> <Puk> needed for right line :)
17:43:57  <PublicServer> <planetm4ker> they now use both?
17:44:05  <PublicServer> <Puk> yes
17:44:12  <PublicServer> <planetm4ker> nice. where was it?
17:44:31  <PublicServer> <Puk> just follow the ML to  slh11
17:44:40  <PublicServer> <planetm4ker> yup
17:45:01  <PublicServer> <planetm4ker> and?
17:45:08  <PublicServer> <Puk> maybe we shloud start building the other ML now
17:45:26  <JinGleeBell> !password
17:45:26  <PublicServer> JinGleeBell: budged
17:45:27  <PublicServer> <Puk> Unclogged the mainlines :)
17:45:39  <PublicServer> *** Gleeb joined the game
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17:46:07  <PublicServer> <planetm4ker> oh... I see :-)
17:46:10  <PublicServer> <planetm4ker> seems like needed
17:46:29  <PublicServer> <Puk> did you start yet to build the second  one ?
17:46:33  <PublicServer> <planetm4ker> no
17:46:42  <PublicServer> <Puk> so somebody is completing the work :)
17:47:06  <PublicServer> <planetm4ker> maybe you? :-)
17:47:17  <PublicServer> <Puk> nope i want to but don't want to interfere ))
17:47:45  <PublicServer> <planetm4ker> I'm not going to... got other things to do... I only wanted to look "shortly" :-P
17:48:17  <PublicServer> <Puk> ahah ok I see :)
17:48:22  <PublicServer> <planetm4ker> but re-building live hubs is one of the most interesting things IMO :-)
17:48:37  <PublicServer> <planetm4ker> so... I couldn't let my fingers of it
17:48:59  <PublicServer> <Puk> ahah i would have messed up everything anyway ^^
17:49:09  <PublicServer> <planetm4ker> it needs much more careful planning than an empty one.
17:49:42  <PublicServer> <planetm4ker> well... that's how one learns: try, see how it works, try again...
17:50:06  <Puk> :)
17:50:22  <PublicServer> <planetm4ker> only then I really see the advantages and disadvantages of one move or another
17:50:25  <Puk> It helps me for my very big game I'm trying to build
17:50:42  <PublicServer> <planetm4ker> and yes, I'm proud, I didn't crash a single train so far. And I re-built much in this game
17:50:57  <Puk> You can be cause you did it well :p
17:51:01  <Puk> You're careful
17:51:10  <PublicServer> <planetm4ker> sometimes
17:51:35  <PublicServer> <planetm4ker> if I were more careful OpenGFX 0.2.0 would call itself OpenGFX 0.2.0 and not OpenGFX-nightly-r267M or so
17:52:34  <Puk> How so ?
17:52:39  <Puk> Did you create it ?
17:53:34  <PublicServer> <planetm4ker> I released it. And did some of the work.
17:54:08  <PublicServer> <planetm4ker> it's too big a project for one person
17:54:21  <PublicServer> <Puk> Yeah sure :) but the improvement are amazing :)
17:54:41  <PublicServer> <Sietse> fixed 2nd line from BB04 - SLH11
17:54:44  <PublicServer> <planetm4ker> And I cannot draw satisfactorily these sprites
17:55:15  <Puk> What is a timer for ?
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17:55:23  <Puk> Excepting "fun" ?
17:55:24  <PublicServer> <planetm4ker> I just put things together, e.g. the coding side is mine. Some of it
17:55:26  <sparrL> !playercount
17:55:26  <PublicServer> sparrL: Number of players: 4
17:55:44  <PublicServer> <planetm4ker> A timer helps to distribute trains, say, one left, one right etc
17:55:54  <PublicServer> <planetm4ker> or release trains periodically from a depot or so
17:55:55  <PublicServer> <Puk> oh ok
17:56:06  <PublicServer> <Puk> Are you canadians ? ^^
17:56:08  <sparrL> *imagines an OpenTTD in which signals can be given orders*
18:00:37  <PublicServer> <Puk> The exit of the factory drop is not sufficient anymore
18:03:15  <PublicServer> <Sietse> want to double to SLH11 Kenji?
18:06:00  *** Polygon has joined #openttdcoop
18:06:25  <PublicServer> <planetm4ker> hm... BBH14 -- BBH11 need doubling
18:06:42  <JinGleeBell> BBH11?
18:06:46  <JinGleeBell> How bug is the map!?
18:06:50  <JinGleeBell> big*
18:07:31  <PublicServer> <Puk> OMG
18:07:38  <PublicServer> <Puk> yeah it needs doubling
18:07:41  <PublicServer> <Puk> now ! ^^
18:08:11  *** Chillosophy has joined #openttdcoop
18:08:49  <PublicServer> <Puk> can i try to double bbh 14 ? :p
18:09:04  <PublicServer> <planetm4ker> Dunno if you can. Of course you may :-P
18:09:20  <PublicServer> *** Sepp joined the game
18:10:45  <PublicServer> <planetm4ker> I think, though, the main bottleneck are those bridges
18:10:59  <PublicServer> <Puk> me too
18:11:02  <PublicServer> <Puk> working on it
18:11:03  <PublicServer> <planetm4ker> you have two-lane input and one-lane output from that hub
18:11:54  <PublicServer> <planetm4ker> oh... he... I added 4 more trains to that route, I guess
18:12:04  <PublicServer> <planetm4ker> if goods trains from oil pass there
18:13:35  *** Progman has quit IRC
18:16:19  <PublicServer> <Puk> working better with 3 bridges
18:17:21  <PublicServer> *** Sepp has left the game (leaving)
18:17:39  <PublicServer> *** Sietse has joined spectators
18:17:42  <PublicServer> <Sietse> time for food
18:18:26  <PublicServer> *** planetm4ker has joined spectators
18:19:09  <PublicServer> *** Mark joined the game
18:19:48  <PublicServer> <Mark> 'lo
18:19:55  <PublicServer> <Puk> hi
18:21:50  <sparrL> !playercount
18:21:50  <PublicServer> sparrL: Number of players: 5
18:22:36  <PublicServer> *** Mark has joined spectators
18:24:18  <planetmaker> !trains 600
18:24:18  <PublicServer> planetmaker: you must be channel op to use !trains
18:24:26  <planetmaker> @op
18:24:26  *** Webster sets mode: +o planetmaker
18:24:28  <planetmaker> !trains 600
18:24:28  <PublicServer> *** planetmaker has set max_trains to 600
18:24:47  <sparrL> firewall won't let me connect to the publicserver, is there any way to connect on an alternate port?
18:24:58  <^Spike^> kill the firewall?
18:25:01  <planetmaker> ^
18:25:23  <sparrL> While likely good advice, that seems to be an answer to a question other than the one I asked
18:25:27  <planetmaker> or use an external server with port translation
18:25:55  <PublicServer> *** planetm4ker has joined company #1
18:28:12  <PublicServer> <planetm4ker> he... found a station with 4 million litres of oil
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18:28:31  <Puk> oO
18:28:33  <Puk> what ?
18:28:39  <PublicServer> <planetm4ker> Lardtown Woods
18:29:08  <PublicServer> <Puk> ahah
18:29:17  <PublicServer> <Puk> just spam the station =p
18:29:27  <PublicServer> <planetm4ker> I don't want to over-spam it
18:29:32  <PublicServer> <planetm4ker> just bought 5 new trains
18:29:42  <PublicServer> <Puk> well that's better
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18:31:28  <sparrL> planetmaker: I am tempted to try setting that up
18:31:40  <PublicServer> <planetm4ker> bought another 4 already
18:31:44  <PublicServer> <planetm4ker> ;-)
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18:35:05  <PublicServer> <planetm4ker> let's increase oil delivery there :-P
18:36:31  <PublicServer> <planetm4ker> screw it. another 5
18:41:12  <PublicServer> <planetm4ker> should settle now
18:41:28  <Puk> ahah
18:41:35  <PublicServer> <Puk> i'm doing the same at
18:41:54  <PublicServer> <Puk> I was doing the same with another oil station
18:42:00  <PublicServer> <Puk> Ce wan't build trains anymore
18:42:29  <PublicServer> <planetm4ker> yes... how many did you add?
18:42:50  <PublicServer> <Puk> like 2 and I built stations
18:42:58  <PublicServer> <Puk> So I added four trains
18:43:04  <planetmaker> !trains 750
18:43:04  <PublicServer> *** planetmaker has set max_trains to 750
18:43:16  <PublicServer> <Puk> thx :)
18:46:19  <Chris_Booth> planetmaker: how do i make one of those top down view screen shots?
18:46:34  <planetmaker> which?
18:47:02  <Chris_Booth> the ones that show a top down view of the whole map
18:47:21  <PublicServer> <planetm4ker> I honestly dunno what you mean :-). Did you try giant screenshot while zoomed out or so?
18:47:39  <KenjiE20> pm, you know I set 750 last night?
18:47:40  <sparrL> i linked one the other day
18:47:40  <PublicServer> <planetm4ker> or maybe with the timelapse patch installed. It has (had) many different functions for it
18:48:02  <PublicServer> <planetm4ker> Kenji: yes... and I wondered why I couldn't build. I was spectator ;-)
18:48:05  <sparrL> it's a completely top-down view, like the map window, but with main window-ish graphics
18:48:11  <KenjiE20> lol
18:48:18  <sparrL> http://www.openttdcoop.org/blog/files/pictures/PZ51_map.png
18:48:19  <sparrL> like that
18:48:21  <Chris_Booth> giant screen shot still is in orginal game view
18:48:44  <planetmaker> Then you need to use image tools to de-skew it
18:48:45  <PublicServer> *** Puk has joined spectators
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18:48:50  <sparrL> it COULD be a perspective-adjusted giant screens hot
18:48:50  <Chris_Booth> yes sparrL
18:48:58  <sparrL> ahh, ok
18:48:59  <planetmaker> But honestly I dunno how they were made
18:49:12  <PeterT> sparrL: How did you make that?
18:49:14  <Chris_Booth> planetmaker: you are rubish :'(
18:49:16  <sparrL> PeterT: i didn't
18:49:22  <Chris_Booth> how do you make them sparrL?
18:49:23  <sparrL> it's from the blog
18:49:30  <PeterT> Ah?
18:49:47  <sparrL> if I was going to try to make it, I would take a normal isometric-view Giant Screenshot, and load it into GIMP and do a perspective adjustment
18:49:47  * sparrL tries that
18:51:46  <planetmaker> sparrL: that's exactly my suspicion what happend to it.
18:52:45  <sparrL> im doing it to a smallish map now
18:52:48  <sparrL> to see how it turns out
18:52:59  <sparrL> gonna look like crap since i left signs on :)
18:53:35  <sparrL> also, GIMP is a very inefficient way to do it...  isometric is a very well defined perspective, a single-purpose program to make the adjustment would work a lot better
18:54:49  <sparrL> yep, that seems to be it
18:54:59  <sparrL> it's just a perspective adjusted version of a giant screenshot
18:56:08  <planetmaker> :-)
18:56:26  <planetmaker> it can be so easy, if one just tries it, eh? :-)
18:56:30  <sparrL> if you zoom in on it far enough the trains will be skewed :)
18:56:36  <sparrL> and buildings too
18:57:50  *** Chris_Booth has quit IRC
18:57:55  <sparrL> doing it in GIMP is very imprecise...
18:58:09  <sparrL> sampling pixels one at a time along a 1:2 slope would work a LOT better
19:00:46  <PublicServer> *** planetm4ker has left the game (leaving)
19:00:47  <PublicServer> *** Game paused (not enough players)
19:01:18  <PublicServer> *** Intexon has joined spectators
19:01:23  <PeterT> !password
19:01:23  <PublicServer> PeterT: barren
19:01:28  <PeterT> Intexon!
19:01:30  <PeterT> Noooo!
19:01:32  <PublicServer> *** Peter joined the game
19:02:55  *** pugi has joined #openttdcoop
19:03:34  <jondisti> !password
19:03:34  <PublicServer> jondisti: barren
19:03:42  <PeterT> jondisti! :-)
19:03:50  <PublicServer> *** jondisti joined the game
19:04:02  <sparrL> I'd love to come in but there's a firewall here keeping me out.  Need to set up a proxy of some sort but I'm rusty on that sort of stuff
19:04:28  <^Spike^> can't you just open up the port... or make an exception for the ps ip?
19:07:58  <PublicServer> *** jondisti has left the game (leaving)
19:07:58  <PublicServer> *** Game paused (not enough players)
19:07:59  <PublicServer> <Peter> Thanks, I'm done
19:08:01  <PublicServer> *** Peter has left the game (connection lost)
19:08:37  <sparrL> ^Spike^: not my firewall
19:10:54  <^Spike^> ...
19:11:57  <PeterT> !password
19:11:57  <PublicServer> PeterT: barren
19:12:05  <PublicServer> *** Peter joined the game
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20:00:36  *** Chris_Booth has joined #openttdcoop
20:01:31  <sparrL> Chris_Booth: http://i47.tinypic.com/2ykyxcz.jpg
20:01:40  <sparrL> that's using GIMP...  a custom solution would be a lot better
20:01:55  <sparrL> could probably write an imagemagick fx operation to do it, but it would be slow
20:02:18  <PublicServer> *** Spike joined the game
20:02:50  <Chris_Booth> my image is 1.5 GB atm and need to be compressed
20:04:46  <Chris_Booth> not sure how i am going to compress it so that it is still viewable yet not 32k * 16k pixles
20:05:56  <sparrL> depends on the level of detail you want
20:06:54  <sparrL> if one exists, you could load a terrain GRF that makes grass solid green and water solid blue, instead of patterned.  that would make the compressed file a LOT smaller
20:09:14  <Chris_Booth> would make a huge difference
20:09:31  <Chris_Booth> the amount of things on the map such as 2 huge towns and 1000 trains
20:13:06  *** pryot has joined #openttdcoop
20:13:40  <pryot> !password
20:13:40  <PublicServer> pryot: chills
20:13:46  *** Kolo has joined #openttdcoop
20:13:48  <PublicServer> *** Pryot joined the game
20:13:58  *** csuke has joined #openttdcoop
20:14:38  <csuke> !players
20:14:39  <PublicServer> csuke: Client 393 is Spike, a spectator
20:14:39  <PublicServer> csuke: Client 373 is Sietse, a spectator
20:14:39  <PublicServer> csuke: Client 395 is Pryot, a spectator
20:14:39  <PublicServer> csuke: Client 377 is Intexon, a spectator
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20:28:30  <Meuk> !password
20:28:30  <PublicServer> Meuk: junkie
20:28:51  <PublicServer> *** Meuk joined the game
20:30:05  <sparrL> omg i finally got it working
20:30:18  <PublicServer> *** Spike has left the game (leaving)
20:30:25  <sparrL> !password
20:30:25  <PublicServer> sparrL: junkie
20:30:42  <PublicServer> *** sparr joined the game
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20:33:19  <sparrL> Hirundo: nice work on BBH02...  I tried to expand it and failed, you used a lot less land than i would have
20:33:35  <PublicServer> *** Meuk has left the game (connection lost)
20:34:02  <sparrL> the massive number of bridges seems kinda silly
20:35:57  <PublicServer> <sparr> sync problem at !sync!
20:36:09  *** VictorOfSweden has joined #openttdcoop
20:36:32  <PublicServer> <sparr> cleared up on its own, but there were a few trains backed up
20:38:02  <PublicServer> *** VictorOfSweden joined the game
20:38:44  <PublicServer> <sparr> multiple sync problems at !sync!
20:39:52  <Chris_Booth> !password
20:39:52  <PublicServer> Chris_Booth: grooms
20:40:16  <PublicServer> <sparr> i'm not sure why there are sync problems, the signals appear to be right?
20:40:22  <Chris_Booth> !password
20:40:22  <PublicServer> Chris_Booth: grooms
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20:43:53  <PublicServer> <sparr> obviously the bridge and tunnel arrangement isn't optimal, but it LOOKS like it should work
20:44:02  <PublicServer> <sparr> i can't see why the signals are staying red for an extra second
20:44:09  <PublicServer> <Chris Booth> what junction you talking about?
20:44:14  <PublicServer> <sparr> not a junction
20:44:27  <PublicServer> <sparr> the mass of bridges southeast of BBH02
20:44:31  <PublicServer> <sparr> part of a ML
20:45:00  <PublicServer> <sparr> there are some bridges that aren't laid out in an optimal same-length track pattern...  but that part doesn't seem to be contributing to the desync
20:45:23  <PublicServer> <sparr> northbound trains on the east-most line at !sync! are slowing down before the path signal
20:45:44  <PublicServer> <sparr> specifically when there is a train on the east bridge and not on the west, and they should split west, they pause for maybe a half second
20:46:12  <PublicServer> <sparr> i saw that cascade backwards to the really long bridges a bit ago, causing a small jam.  will get worse
20:46:51  <PublicServer> <Chris Booth> they will desync
20:46:59  <PublicServer> <Chris Booth> the tracks are different lengths
20:47:09  <PublicServer> <sparr> i know the tracks are different lengths
20:47:17  <PublicServer> <sparr> that should cause a timing problem at the far end, where they rejoin
20:47:25  <PublicServer> <sparr> but that isn't what's happening here
20:47:26  <PublicServer> <Chris Booth> to stop desync they would need to merge then turn 90
20:47:52  <PublicServer> <sparr> the trains at the marked signal are slowing down even when there's nothing ahead of them
20:47:58  <PublicServer> <Chris Booth> there isnt enough traffic to worry about ATM
20:48:01  <PublicServer> <sparr> nothing ahead of them on the track they should be taking
20:48:26  <PublicServer> <sparr> well, it will be a problem later...  and I'm interested in it as a learning exercise
20:48:27  <PublicServer> <Chris Booth> ok i am off now
20:48:27  <PublicServer> *** Chris Booth has left the game (connection lost)
20:48:33  <PublicServer> <sparr> why does the marked signal stay red when it shouldn't?
20:48:41  <Chris_Booth> you need 2 ways after PBS choice
20:49:41  <PublicServer> <sparr> there are 2-ways on the far side of the bridge
20:49:52  <PublicServer> <sparr> not sure why that's necessary, but they are there
20:49:53  <PublicServer> <VictorOfSweden> i don't know if this'll help, butspot a difference between the two top tunnels and the two below
20:50:17  <PublicServer> <VictorOfSweden> the bottom ones have those white presignals
20:50:31  <PublicServer> <VictorOfSweden> the top ones don't
20:50:41  <PublicServer> <sparr> the top one has a path signal before the split
20:50:54  <PublicServer> <sparr> doesn't it?
20:51:09  <PublicServer> <VictorOfSweden> i don't know
20:51:17  <PublicServer> <sparr> i hate how tiny the signal markers are
20:51:18  <PublicServer> <VictorOfSweden> i don't recognize all the signals yet
20:52:14  <PublicServer> <VictorOfSweden> it seems to behave as a pbs anyway
20:52:44  <PublicServer> <sparr> so, an inbound train arrives at the PBS and reserves the east-most bridge
20:53:07  <PublicServer> <sparr> while that train is still crossing the bridge, another train arrives behind it at the PBS and SHOULD reserve the second (left/west) bridge
20:53:18  <PublicServer> <VictorOfSweden> yes
20:53:21  <PublicServer> <sparr> but instead the PBS stays red for a half second, causing the train to slow down, THEN it takes the correct bridge
20:53:40  <KenjiE20> !setdef
20:53:40  <PublicServer> *** KenjiE20 has disabled wait_for_pbs_path, wait_twoway_signal, wait_oneway_signal, ai_in_multiplayer enabled no_servicing_if_no_breakdowns, extra_dynamite, mod_road_rebuild, forbid_90_deg and set path_backoff_interval to 1, train_acceleration_model to 1
20:54:05  <PublicServer> <sparr> happens about every 20 trains.  if it happens twice in a row (every 400 trains) then it backs up to the previous bridges.  if it happens 3 times in a row then the previous bridges fill up and the jam continues back
20:54:32  <PublicServer> <sparr> Kenji, explain those?
20:54:37  <PublicServer> <sparr> the wait ones, in particuloar
20:54:47  <KenjiE20> @man yapf
20:54:51  <Webster> Yet Another Pathfinder - OpenTTD - http://wiki.openttd.org/wiki/Special:Search?go=Go&search=yapf
20:55:11  <sparrL> heh, have to bounce out to irc to see that
20:55:59  <sparrL> i am familiar in general with YAPF
20:56:43  <sparrL> but path_backoff_interval seems undocumented?
20:56:47  <PublicServer> *** Intexon has joined company #1
20:57:06  <PublicServer> <sparr> ftr, the problem persists
20:57:38  <PublicServer> <VictorOfSweden> sparr: still, why different signaling on the two topmost briges and the two below?
20:58:30  <PublicServer> *** Intexon has left the game (leaving)
20:59:29  <PublicServer> <sparr> to my untrained eye, the bottom one would SEEM to require the first train to move one additional tile forward before the second train is allowed in
20:59:43  <PublicServer> <sparr> that is, with the path based signal the second train can come in as soon as the first train vacates the split tile
21:00:00  <PublicServer> <sparr> but with the other design, the train has to vacate the exit-signal tile, which is one past the split
21:01:08  <PublicServer> <VictorOfSweden> maybe
21:01:34  *** Intexon has quit IRC
21:02:12  <PublicServer> <VictorOfSweden> but traffic seems to flow a lot smoother through the tunnels below
21:02:19  <PublicServer> <VictorOfSweden> at least form what i can tell
21:02:25  <PublicServer> <VictorOfSweden> *from
21:02:50  <PublicServer> <sparr> the extra tile only matters if the bridges are near the length limit for the signal gap
21:02:59  <PublicServer> <sparr> that is, you might need an extra bridge with that design
21:03:14  <PublicServer> <sparr> in this case, the two should behave identically since there is length to spare
21:04:06  <PublicServer> <sparr> for example, say you need 2 bridges for a signal gap of 7, but 3 bridges for a signal gap of 8.  if adding that extra tile pushes the signal gap over the limit, then you have to build another bridge
21:04:58  <PublicServer> <sparr> i am tempted to cause a small jam here to see the problem more clearly
21:05:00  <PublicServer> <VictorOfSweden> not sure i understand all of that yet, i'll have to read up
21:05:20  <PublicServer> <sparr> i would explain in more detail, but im kinda new too, would hate to explain wrong
21:05:43  <PublicServer> <VictorOfSweden> then don't :P
21:09:16  <PublicServer> <sparr> i think i found a temporary fix...  i added another signal at the far end of each bridge, two half tiles ahead
21:09:51  <PublicServer> <sparr> for some reason unknown to me, when a  PBS reserves a path across the bridge, it reserves the tile that includes the next signal.  that tile is unavailable until the previous train passes the NEXT signal
21:10:42  <PublicServer> <sparr> someone smarter than me is going to have to look into this
21:10:45  <PublicServer> <VictorOfSweden> it seems so
21:10:47  *** Puk has joined #openttdcoop
21:10:55  <Puk> !password
21:10:55  <PublicServer> Puk: naives
21:11:08  <PublicServer> *** Puk joined the game
21:11:14  <JinGleeBell> sparrL: It stops them crashing ;)
21:11:52  <PublicServer> <sparr> if there was a train in that tile, the incoming train would stop before the signal, so no crash?
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21:25:23  <PublicServer> <sparr> i am going to try to cause as short of a jam as possible when i sync up these bridges...
21:27:22  <PublicServer> <sparr> which is less of a concern since there are more jams up the track from further unsynced tunnels
21:27:31  <PublicServer> <sparr> glad i'm not the only one who can't get this right on the first try :)
21:28:04  <PublicServer> <sparr> seriously
21:28:09  <PublicServer> <sparr> theres a signal problem at BBH02
21:28:22  <JinGleeBell> Fix it :P
21:28:27  <PublicServer> <sparr> so any sync problems on the bridges im working on are really moot for now
21:28:44  <PublicServer> <sparr> heh, the problem at BBH02 is beyond me right now...  i'll try to figure it out after i fix what im working on now
21:29:33  <JinGleeBell> BBHs are often the easiest to fix, I find.
21:29:57  <PublicServer> <Puk> It depends on how many ML you have :D
21:30:10  <PublicServer> <sparr> whoever converted all this to LL_RR made a lot of sync and signal mistakes
21:30:12  <JinGleeBell> Yeah. More ML = easier.
21:30:22  <PublicServer> <Puk> where ?
21:30:34  <PublicServer> <sparr> at BBH02 there is a sync problem in the west-bound tunnels
21:30:52  <PublicServer> <sparr> there's a much bigger sync problem just east of there at the bridges, which I am fixing
21:31:02  <PublicServer> *** Kenji joined the game
21:31:32  <PublicServer> <Puk> we fixed the tunnels of bbh02 as one ML remains empty
21:32:07  <PublicServer> <sparr> i am not sure what you mean
21:32:10  <PublicServer> <Kenji> erail, numbnuts
21:32:17  <PublicServer> <Puk> ?
21:32:38  <PublicServer> <sparr> at sign "sync problem" at BBH02 the westbound trains get stuck taking the wrong tunnel sometimes
21:33:01  <PublicServer> <Puk> oh right
21:33:06  <PublicServer> <Puk> we were on the other side lol
21:33:44  <PublicServer> <VictorOfSweden> i think i just saw that happening
21:36:29  <PublicServer> <sparr> so much easier to work on 2-track MLs, can divert one without causing as much of a jam
21:37:16  <Puk> I worked on a 4 tracks ML and I don't think its BBH was the easiest I had to build ^^
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21:41:56  <yashkir> !password
21:41:56  <PublicServer> yashkir: rooked
21:42:08  <PublicServer> *** Yashkir joined the game
21:43:44  <PublicServer> <sparr> ok, at least some of the sync problems east of BBH02 are fixed
21:47:48  <PublicServer> <VictorOfSweden> sparr: moving on to BBHO2 now?
21:55:49  <PublicServer> <VictorOfSweden> hmm.. what's the purpose of station "New Chunthill Heights"?
21:56:09  <PublicServer> <VictorOfSweden> doesn't seem to accept/provide anything
21:56:09  <PublicServer> <Puk> well
21:56:17  <PublicServer> <Puk> I built when it had n industry
21:56:35  <PublicServer> <Puk> But all the drops were not built
21:57:13  <PublicServer> <VictorOfSweden> so there was an industry here once, you say?
21:57:19  <PublicServer> <Puk> yes :)
21:57:42  <PublicServer> <Puk> same for new chunthill mines btw
21:58:08  <PublicServer> <VictorOfSweden> do you (as in ottd crew) just leave such stations?
21:58:15  <PublicServer> <VictorOfSweden> ignore them
21:58:56  <Puk> Well I thought maybe one day, a kind industry settle down again
21:59:07  <Puk> And the station would find its purpose again
21:59:24  <PublicServer> <VictorOfSweden> ok
21:59:51  <Puk> But you can remove them if you find they're ugly and unuseful, which is the case ! :D
22:00:11  <PublicServer> *** Kenji has left the game (connection lost)
22:00:56  <PublicServer> <VictorOfSweden> so it's ok if i go ahead and remove them? cool
22:01:13  <PublicServer> <sparr> i love the design of REFINERY PICKUP
22:01:18  <PublicServer> <sparr> biggest terminus station i've seen
22:06:15  <PublicServer> <sparr> it seems like some of the small stations have too many trains servicing them, permanently have multiple trains parked
22:06:30  <PublicServer> <sparr> like Fundworth Falls Transfer
22:08:32  <PublicServer> <sparr> SL into SLH11 is getting pretty backed up, only connects to one of the northbound MLs
22:11:10  <PublicServer> <sparr> trying to find a way to fix it that doesn't involving building a half dozen 20-length bridges across the top of the whole SLH
22:11:46  <PublicServer> <Puk> Oh yeah I see what you mean
22:11:51  <PublicServer> <Puk> We spend time on that ^^
22:11:58  <PublicServer> <sparr> im going to fix it
22:12:00  <PublicServer> <Puk> I mean, spent
22:12:03  <PublicServer> <sparr> just takes some thought
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22:14:59  <PublicServer> *** Yashkir has left the game (connection lost)
22:15:16  <PublicServer> <sparr> are Xs junctions allowed?
22:15:23  *** dr_gonzo has joined #openttdcoop
22:15:40  <PublicServer> <Puk> You mean, crossing ?
22:15:45  <PublicServer> <Puk> On a main line ? :x
22:15:45  <PublicServer> <sparr> yes
22:15:50  <PublicServer> <Puk> Not allowed ^^
22:15:52  <PublicServer> <sparr> on a SL
22:16:01  <PublicServer> <Puk> Well, it's up to you
22:16:21  <PublicServer> <Puk> As long as it doesn't cloag everything
22:17:59  <PublicServer> *** planetm4ker joined the game
22:18:10  <PublicServer> <planetm4ker> ho
22:18:12  <PublicServer> <VictorOfSweden> sparr: maybe build a northbound track that crosses the ML somewhere further north?
22:18:30  <PublicServer> <sparr> im trying to keep it compact...  i actually started with the wrong side
22:18:42  <PublicServer> <sparr> feburg woods is not jamming, just gonna sign that and leave it
22:19:47  <PublicServer> <planetm4ker> damn... this game is getting near my CPU's capacity
22:20:20  <PublicServer> <planetm4ker> I guess full animation has to go...
22:20:41  <PublicServer> <VictorOfSweden> planetm4ker: my cpu is also hitting top
22:21:06  <PublicServer> <VictorOfSweden> but the game runs smoothly
22:21:20  <PublicServer> <planetm4ker> w/o full animation it's ok
22:21:33  <PublicServer> <planetm4ker> even zoomed-out
22:21:47  <PublicServer> <Puk> BBH11 is packed
22:22:02  <PublicServer> <Puk> If someone wanna help
22:22:31  <PublicServer> <sparr> my construction cost tooltip seems to be gone
22:22:34  <PublicServer> <sparr> how do i get that back?
22:22:59  <PublicServer> <VictorOfSweden> planetm4ker: where do you turn off full animation?
22:23:26  <PublicServer> <planetm4ker> in the settings menu (wrench or cogwheel in the tool bar)
22:23:50  <PublicServer> <Puk> from bbh03 to bbh11
22:23:52  <PublicServer> <VictorOfSweden> yeah, but what submenu?
22:23:58  <PublicServer> <Puk> it's cloaged
22:24:00  <PublicServer> <planetm4ker> next to "show town names" "show signs"...
22:24:04  <PublicServer> <VictorOfSweden> wait, i see it
22:24:05  <PublicServer> <planetm4ker> 3rd button from left
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22:25:00  <PublicServer> <VictorOfSweden> not used to toggle those settings
22:25:29  <PublicServer> <planetm4ker> IMO they belong to the adv. settings and removed there
22:26:04  <PublicServer> <VictorOfSweden> sparr: found it?
22:26:55  <PublicServer> <VictorOfSweden> it's in "advanced settings"->"interface"->"display options"
22:27:09  <PublicServer> <VictorOfSweden> "show measurement tooltip"
22:27:30  <PublicServer> <VictorOfSweden> at least i think that' it
22:32:24  <PublicServer> <sparr> that's the biggest detour i've had to build around a hub
22:32:28  <PublicServer> <sparr> damn mountains!
22:32:38  <PublicServer> <VictorOfSweden> hehe
22:33:15  <PublicServer> <sparr> and of course the jam cleared before i finished it, so no trains are taking it
22:33:20  <PublicServer> <VictorOfSweden> hmm.. i see several oil trains waiting to load at station "Lardtown Woods"
22:33:43  <PublicServer> <VictorOfSweden> maybe it's time to add another platform?
22:33:47  *** V453000 has joined #openttdcoop
22:33:53  <PublicServer> <VictorOfSweden> woah
22:34:00  <V453000> hiya
22:34:01  <PublicServer> <VictorOfSweden> 6 trains in line now
22:34:03  <PublicServer> <sparr> rating is 81%
22:34:20  <PublicServer> <sparr> the oil is getting delivered
22:34:23  <PublicServer> <sparr> do we really need all those trains?
22:34:41  <PublicServer> <sparr> or is this a situation of the trains arriving long before the boats?
22:34:41  <PublicServer> <VictorOfSweden> now there's 7 of them in line
22:34:50  <PublicServer> <VictorOfSweden> make that 8
22:35:03  <V453000> !password
22:35:03  <PublicServer> V453000: wedder
22:35:06  <PublicServer> <sparr> ok, i'mm try to fix it...  my first terminus improvement
22:35:17  <PublicServer> *** V453000 joined the game
22:35:32  <PublicServer> <V453000> ello everyone
22:35:38  <PublicServer> <VictorOfSweden> but what do you say? expand station?
22:35:40  <PublicServer> <V453000> how it doing?
22:35:50  <PublicServer> <sparr> bigger station or less trains
22:35:55  <PublicServer> <VictorOfSweden> hello V453000
22:35:56  <PublicServer> <sparr> less trains is hard to justify without watching it for a long time
22:36:06  <PublicServer> <VictorOfSweden> what do you opt for?
22:36:11  <PublicServer> <Puk> AHAH I almost finished my slh+msh dumb hub >_<
22:36:11  <PublicServer> <sparr> bigger station :)
22:36:33  <PublicServer> <sparr> do bridges have to be doubled for terminus exits?
22:36:38  <PublicServer> <sparr> trains can't reach them at full speed
22:36:56  <PublicServer> <V453000> depends on where
22:36:58  <PublicServer> <V453000> let me see
22:37:03  <PublicServer> <sparr> at Lardtown Woods
22:37:07  <PublicServer> <VictorOfSweden> Lardtown Woods
22:37:21  <PublicServer> <V453000> of course not doubled
22:37:51  <PublicServer> <sparr> doh
22:37:58  <PublicServer> <sparr> this is what i get for having transparent stations on
22:38:17  <PublicServer> <VictorOfSweden> move that ship depot?
22:39:26  <PublicServer> <VictorOfSweden> one tile further out, maybe?
22:39:43  <PublicServer> <sparr> doh
22:39:58  <PublicServer> <sparr> hmm, wrong graphic?
22:40:23  <PublicServer> <VictorOfSweden> you can't remove part of a station, can you?
22:40:24  <PublicServer> <sparr> how do you build the pretty resource-specific stations?
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22:40:39  <PublicServer> <sparr> yes, you can ctrl+bulldoze single tiles, test with a dummy station to make sure im right
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22:40:55  <PublicServer> <planetm4ker> VictorOfSweden: choose the bulldozer, not the dynamite
22:41:09  <PublicServer> <planetm4ker> e.g. build station tool and then bulldozer
22:41:09  <PublicServer> <VictorOfSweden> ok
22:41:11  <PublicServer> <V453000> stations - and then you choose not the City stations but some of the other
22:41:13  <PublicServer> <planetm4ker> or press 'r'
22:41:14  <PublicServer> <VictorOfSweden> good to know
22:41:28  <PublicServer> <V453000> or on coop we have there Default
22:41:38  <PublicServer> <sparr> ahh
22:41:42  <PublicServer> <sparr> i didnt realize that was a dropdown
22:41:49  <PublicServer> <sparr> assumed it just mirrored what the list said
22:42:29  <PublicServer> <VictorOfSweden> station class says "industrial: stations"
22:42:34  <PublicServer> <V453000> yes
22:42:38  <PublicServer> <VictorOfSweden> type: "oil"
22:42:38  <PublicServer> <V453000> that is the right type
22:43:06  <PublicServer> <VictorOfSweden> there we go
22:44:03  <PublicServer> <sparr> does that look right?
22:44:21  <PublicServer> <VictorOfSweden> the station? yes
22:44:27  <PublicServer> <sparr> the tracks, i mean
22:44:45  <PublicServer> <sparr> once again, jam disappears before i can finish fixing it :)
22:44:50  <PublicServer> <VictorOfSweden> looks correct yes
22:45:09  <PublicServer> <VictorOfSweden> look to your northeast
22:45:21  <PublicServer> <VictorOfSweden> oh
22:45:31  <PublicServer> <VictorOfSweden> that jam's almost gone as well
22:47:02  <PublicServer> <sparr> i have to run.  can someone find out why trains are backing up at !!! instead of using the split at !!?
22:47:15  <PublicServer> <Puk> Just finished SLH13 -_-
22:47:23  <JinGleeBell> 13?
22:47:24  <JinGleeBell> !_!
22:47:37  <PublicServer> <Puk> yes
22:48:09  <PublicServer> <VictorOfSweden> shorter path?
22:48:10  <PublicServer> <V453000> wtf is that
22:48:16  <PublicServer> <sparr> shorter path yes, but it's jammed
22:48:31  <PublicServer> <Puk> Ahah it's slh13 and i like it :)
22:48:37  <PublicServer> <VictorOfSweden> obviously
22:48:40  <PublicServer> <VictorOfSweden> :P
22:49:33  <PublicServer> <sparr> gotta run, continue this discussion later
22:49:39  <PublicServer> *** sparr has left the game (connection lost)
22:49:44  <PublicServer> <Puk> What, you don't like it ?
22:50:15  <sparrL> no, i like slh13
22:50:29  <sparrL> sorry, continue is for the jam problem at !?...
22:50:39  <PublicServer> <Puk> Where is your jam problem ?
22:51:11  <PublicServer> *** V453000 has left the game (connection lost)
22:51:13  *** V453000 has quit IRC
22:51:32  <PublicServer> <VictorOfSweden> al sign "!? jam here..."
22:51:38  <PublicServer> <VictorOfSweden> *at
22:51:43  <PublicServer> <Puk> which hub ?
22:51:53  <PublicServer> <VictorOfSweden> SLH11
22:53:22  <PublicServer> *** Sietse has joined company #1
22:55:43  <PublicServer> <Puk> yeah ok
22:55:49  <PublicServer> <Puk> you want help for slh 11
22:55:50  <PublicServer> <VictorOfSweden> now there's a hefty jam
22:56:07  <PublicServer> <VictorOfSweden> stretches down to "Lardtown Mines"
22:56:24  <PublicServer> <VictorOfSweden> sparr did
22:56:34  <PublicServer> <Puk> well
22:56:38  <PublicServer> <Puk> we need a load balance(r
22:57:03  <PublicServer> <VictorOfSweden> i'll leave that task to someone else
22:57:15  <PublicServer> <Puk> i have an idea
22:57:21  <PublicServer> *** Sietse has joined spectators
22:57:25  <PublicServer> <VictorOfSweden> i still feel like quite the rookie
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23:00:02  <PublicServer> *** Kolo has left the game (connection lost)
23:02:27  *** Yexo_ is now known as Yexo
23:04:09  <PublicServer> <VictorOfSweden> what about the long sidetrack stretching from sign "slow ?! why..."
23:04:28  <PublicServer> <VictorOfSweden> should i remove that?
23:04:31  <PublicServer> <VictorOfSweden> *it
23:04:51  <PublicServer> <VictorOfSweden> haven't seen a single train use it anyway
23:06:57  <PublicServer> <Puk> I think it's pretty alright
23:07:04  <PublicServer> <Puk> could be improve but i'm a bit lazy :)
23:07:29  <PublicServer> <VictorOfSweden> still keep it, though?
23:07:50  <PublicServer> <Puk> Well, it's nothing really big
23:08:13  <PublicServer> <VictorOfSweden> ok
23:08:17  <PublicServer> <Puk> I should just finish the load balancing so trains don't get stuck waiting for a empty space
23:08:33  <PublicServer> <Puk> It's working but the track is too long for a load balancer
23:11:08  <planetmaker> !setdef
23:11:08  <PublicServer> *** planetmaker has disabled wait_for_pbs_path, wait_twoway_signal, wait_oneway_signal, ai_in_multiplayer enabled no_servicing_if_no_breakdowns, extra_dynamite, mod_road_rebuild, forbid_90_deg and set path_backoff_interval to 1, train_acceleration_model to 1
23:13:17  <PublicServer> <Puk> working :)
23:13:27  <PublicServer> <VictorOfSweden> nicely done!
23:13:37  <PublicServer> <Puk> thx. Should i remove the other way ?
23:13:58  <PublicServer> <VictorOfSweden> you mean the long side track?
23:14:02  <PublicServer> <Puk> yes
23:14:15  <PublicServer> <VictorOfSweden> i would
23:14:29  <PublicServer> <Puk> it was not working cause he was not use presignals
23:14:49  <PublicServer> <VictorOfSweden> ok
23:17:22  <PublicServer> <Puk> OMG
23:17:26  <PublicServer> <Puk> biggest jam ever
23:17:34  <PublicServer> <VictorOfSweden> where?
23:17:35  <PublicServer> <Puk> From slh 11 to BBH02
23:17:51  <PublicServer> <VictorOfSweden> woah
23:18:00  <PublicServer> <Puk> i'm gonna add load balance
23:18:12  <PublicServer> <VictorOfSweden> that's quite a jam
23:22:01  <PublicServer> <VictorOfSweden> what kind of rail should be used?
23:22:09  <PublicServer> <planetm4ker> erail
23:22:15  <PublicServer> <VictorOfSweden> ok
23:22:26  <PublicServer> <Puk> i think i'm improving PM :)
23:22:29  <PublicServer> <VictorOfSweden> cause i see some parts erail, some just regular
23:22:30  <PublicServer> <Puk> I fixed Slh 11 :)
23:22:39  <PublicServer> <Puk> erails ?
23:22:41  <PublicServer> <planetm4ker> :-O Convert regular!
23:22:46  <PublicServer> <planetm4ker> Where, VictorOfSweden?
23:23:19  <PublicServer> <VictorOfSweden> erail at "New Chinthill Transfer"
23:24:07  <PublicServer> <VictorOfSweden> thought i saw some regular rail somewhere...
23:24:30  <PublicServer> <VictorOfSweden> hmm... if i find it' i'll convert it
23:24:59  <PublicServer> <planetm4ker> VictorOfSweden: just drag-convert the whole area :-)
23:25:34  <PublicServer> <VictorOfSweden> yes
23:25:55  <PublicServer> <VictorOfSweden> will do
23:25:56  <PublicServer> <Puk> yes i think I almost got of the giant jam ^^
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23:31:27  <PublicServer> <Puk> AHAHAH
23:31:32  <PublicServer> <Puk> I got rid of this jam :)
23:31:39  <PublicServer> <VictorOfSweden> *yay*
23:33:03  <PublicServer> <VictorOfSweden> puk, have a look at BBH10
23:33:31  <PublicServer> <VictorOfSweden> look at the bridge exit to the south
23:33:37  <PublicServer> <Puk> yeah I know >_<
23:33:37  <PublicServer> <VictorOfSweden> think it can be improved?
23:33:38  *** Polygon has quit IRC
23:33:41  <PublicServer> <Puk> sure
23:33:44  <PublicServer> <Puk> You wanna try ?
23:33:51  <PublicServer> <VictorOfSweden> sure
23:33:58  <PublicServer> <VictorOfSweden> any advice?
23:34:06  <PublicServer> <VictorOfSweden> or ideas?
23:34:28  <PublicServer> <Puk> Well I don't really know but obviously, one more would be welcomed
23:34:47  <PublicServer> <VictorOfSweden> one more track?
23:35:06  <PublicServer> <VictorOfSweden> my thought also
23:35:18  <PublicServer> <VictorOfSweden> problem is where to place it
23:35:26  <PublicServer> <Puk> i placed a sign
23:36:14  <PublicServer> <VictorOfSweden> woods and mine are in the way >_<
23:37:19  <PublicServer> *** Sietse has joined company #1
23:38:01  <PublicServer> <VictorOfSweden> what if we moved the southbound tracks to the west side of the woods?
23:38:23  <PublicServer> <VictorOfSweden> that would make room for at least one more northbound track
23:38:42  <PublicServer> <planetm4ker> it would be bad in so far that the bridges would get out of sync
23:39:20  <PublicServer> <VictorOfSweden> in an unfixable way?
23:39:41  <PublicServer> <planetm4ker> you'd have fun to fix then BBH14
23:39:48  <PublicServer> <Puk> I gotta load balance BBH02 cause it's jamming as hell ^^
23:39:55  <PublicServer> <planetm4ker> Which I just re-designed the whole time I'm connected ;-)
23:41:22  <PublicServer> <VictorOfSweden> i'll ad some signs anyway
23:41:25  <PublicServer> <VictorOfSweden> *add
23:42:21  <PublicServer> *** Kolo joined the game
23:42:43  <PublicServer> <Puk> I add a load balancer before bbh02 which seems to work pretty weel
23:43:21  <PublicServer> <Puk> bbh14 is stopped again
23:43:28  <PublicServer> <Puk> Blocking until slh11
23:43:51  <PublicServer> <VictorOfSweden> not good :/
23:44:07  <PublicServer> <Puk> ccuske forgot some signals
23:45:02  <PublicServer> <VictorOfSweden> what do you think about the level crossing south of "Sutway"?
23:45:44  <PublicServer> <VictorOfSweden> the one with pbs's after the short bridges
23:45:56  <PublicServer> <Puk> let me check that
23:46:06  <PublicServer> <Puk> I just have to see if my fix is working on bbh14
23:46:14  <PublicServer> <VictorOfSweden> generally, i don't like level crossings
23:46:54  <PublicServer> <VictorOfSweden> but it might be justified in this case
23:47:15  <PublicServer> <VictorOfSweden> someone have a look at it anyway
23:48:23  <PublicServer> <Puk> where is the level crossing ?
23:48:28  <PublicServer> <Puk> oh yeah
23:48:43  <XeryusTC> omfg, a puk :o
23:48:45  <PublicServer> <VictorOfSweden> the town "Sutway"
23:48:56  <PublicServer> <Puk> i just sa
23:49:02  <XeryusTC> must be one of the most used nicknames in holland :o
23:49:53  <PublicServer> <Puk> well, it doesn't shock me :)
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23:50:09  *** ChanServ sets mode: +o ODM
23:50:12  <PublicServer> *** Kolo has left the game (leaving)
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23:51:52  <PublicServer> <Puk> ahah I feel like we're load balancing everything ^^
23:52:07  <PublicServer> <planetm4ker> which is needed
23:52:15  <PublicServer> <Puk> sure
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23:53:57  <Chris_Booth> !password
23:53:57  <PublicServer> Chris_Booth: newton
23:54:13  <PublicServer> <Puk> something is wrong with bbh14
23:54:31  <PublicServer> <planetm4ker> and what?
23:54:36  <PublicServer> *** Chris Booth joined the game
23:54:45  <PublicServer> <Puk> i don't know
23:54:50  <PublicServer> <Puk> it's jamming sometime
23:55:04  <PublicServer> <Puk> drom BBH04
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23:56:31  <PublicServer> <planetm4ker> its problem are basically: single tracks to N and SW
23:56:45  <PublicServer> <Puk> yueah we should change that
23:56:49  <PublicServer> <planetm4ker> the bridges are doubled... but not further. And trains cannot vanish
23:57:00  <PublicServer> <planetm4ker> and the SW track is at its limit, too
23:57:12  <PublicServer> <planetm4ker> both in- and outbound
23:57:39  <PublicServer> <Puk> it has to be doubled until BBH11
23:57:55  <PublicServer> <planetm4ker> making double tracks to MSH02 would help, too
23:58:10  <PublicServer> <VictorOfSweden> quick question: what corner of the screen is north?
23:58:14  <PublicServer> <Puk> sure :)
23:58:17  <PublicServer> <planetm4ker> upper left
23:58:25  <PublicServer> <planetm4ker> the whole border
23:58:29  <PublicServer> <Puk> Ok so who wants msh02
23:58:35  <PublicServer> <Puk> bbh10
23:58:40  <PublicServer> <planetm4ker> I want sleep :-)
23:58:41  <PublicServer> <Puk> and bbh11
23:58:44  <PublicServer> <Puk> Ahah :p
23:58:45  <PublicServer> <planetm4ker> So good night folks
23:58:46  <PublicServer> <Puk> Well ok
23:58:48  <PublicServer> *** planetm4ker has left the game (leaving)
23:59:09  <PublicServer> <Puk> sweden, you wanna double until MSH02 ?
23:59:21  <PublicServer> <Puk> or until BBH11 ?
23:59:40  <PublicServer> <VictorOfSweden> from where?
23:59:45  <PublicServer> <Puk> from bbh10
23:59:59  <PublicServer> <Puk> bbh14 sorry

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