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Log for #openttdcoop on 26th January 2016:
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00:06:31  *** happpy has quit IRC
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02:10:30  <Clockworker__> !pw
02:10:30  <coopserver> Clockworker__: serial
02:10:33  <coopserver> *** Game still paused (connecting clients, number of players)
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02:23:45  <Clockworker__> u wot
02:23:55  <Clockworker__> we don't seem to havea  goods drop for papel mill
02:24:05  <coopserver> <Clockworker> am I just not finding it
02:24:31  <coopserver> <Clockworker> okay got it
02:35:08  <coopserver> <Clockworker> lol the goods drop town is too small for goods
02:35:15  <coopserver> <Clockworker> trying to grow it a bit
03:20:57  <coopserver> <Clockworker> this is annoying
03:21:08  <coopserver> <Clockworker> all the trains in goods pickup come from a single lane
03:21:18  <coopserver> <Clockworker> and crowd one side of it
03:21:24  <coopserver> <Clockworker> not sure how to balance it
03:21:34  <coopserver> <Clockworker> I can't do fancy station balancing :D
03:24:05  <coopserver> <Clockworker> did a quick and dirty balancer
03:39:52  <Clockworker__> I put a ! sign
03:39:57  <Clockworker__> if anyone wants to make it better
03:41:43  <coopserver> <Clockworker> oh god that balancer by jam
03:41:48  <coopserver> <Clockworker> insane
03:44:54  <coopserver> *** Clockworker has joined spectators
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05:23:03  <coopserver> *** Clockworker has left the game (Leaving)
05:45:50  *** mescalito has joined #openttdcoop
05:56:28  <mescalito> Hello! Got two questions: What version of client is required to join "Public" and "ProZone"? Where do I get "New Bridges v0.41" grf?(Not available from inbuilt downloader)
06:03:57  <Clockworker__> @grf
06:03:58  <Webster> newgrf: New Graphics Resource File, see also: http://wiki.openttd.org/Newgrf
06:04:12  <Clockworker__> there's pack there to download
06:04:21  <Clockworker__> !dl
06:04:21  <coopserver> Clockworker__: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
06:04:22  <coopserver> Clockworker__: http://www.openttd.org/en/download-trunk/r27452
06:04:27  <Clockworker__> release DL
06:09:41  <mescalito> So, Newbridges is included in the patch?
06:10:18  <Clockworker__> yep
06:10:24  <Clockworker__> it's not on bananas
06:10:28  <Clockworker__> but it's on the grf pack
06:12:32  <mescalito> K.. And if i install this r27452 will i still be able to play on 1.5.3stable servers?
06:13:46  <Clockworker__> no you need the two distinct versions
06:13:57  <Clockworker__> just install it in another folder
06:14:17  <mescalito> Roger. Thankss man
06:16:45  <V453000> !grf
06:16:45  <coopserver> V453000: http://wiki.openttdcoop.org/GRF
06:16:49  <V453000> ^:)
06:28:17  <Clockworker__> already showed him
06:28:23  <Clockworker__> ur 2 slo
06:58:24  <mescalito> V453000, Thanks, needed that too! :) Now, mahniggaz, about the password. Can i have it?
07:01:14  <Clockworker__> oh fug
07:01:24  <Clockworker__> @grf actually returned the wrong page
07:01:25  <Webster> Clockworker__: (newgrf <no arguments>) -- Returns full name and reference url (if defined)
07:01:26  <Clockworker__> nvm then
07:01:42  <Clockworker__> just type !pw
07:04:19  <mescalito> !pw
07:04:19  <coopserver> mescalito: johann
07:04:44  <mescalito> Oh cool!
07:06:43  <mescalito> !pw
07:06:43  <coopserver> mescalito: rename
07:07:15  <coopserver> *** Game still paused (connecting clients, number of players)
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07:15:10  <Clockworker__> !pw
07:15:10  <coopserver> Clockworker__: syntax
07:15:15  <coopserver> *** Game paused (connecting clients)
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07:15:31  <coopserver> <Ugliest Weenie> Yo
07:15:35  <coopserver> <Clockworker> hi
07:16:20  <coopserver> <Ugliest Weenie> I m lookin around. Very complex stuff
07:17:11  <coopserver> <Clockworker> there are more complex games
07:17:28  <coopserver> <Clockworker> this one has been rather tame so far
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07:18:31  <coopserver> *** Clockworker has joined company #1
07:23:51  <coopserver> <Ugliest Weenie> Do coopers play against AI sometimes?
07:24:02  <coopserver> <Clockworker> nope, not in the server
07:24:10  <coopserver> <Clockworker> unless they do so individually
07:26:34  <coopserver> <Ugliest Weenie> Oh! Important question for me. When is the game considered finished, won?
07:26:50  <coopserver> <Clockworker> when we find it that there isn't much else to do
07:26:54  <coopserver> <Clockworker> get bored with the map
07:27:03  <coopserver> <Clockworker> or if there's a specific end goal, we reach it
07:27:10  <coopserver> <Ugliest Weenie> K :)
07:27:22  <coopserver> <Clockworker> check our last game in the archive
07:27:25  <coopserver> <Clockworker> that was a gr8 game
07:27:49  <coopserver> <Ugliest Weenie> Definitely
07:37:27  <coopserver> <Clockworker> I need to learn about logic if I'm to git gud
07:42:37  <coopserver> *** Ugliest Weenie has joined spectators
07:42:49  <coopserver> <Ugliest Weenie> afk
07:42:53  <coopserver> <Clockworker> ok
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07:52:15  <coopserver> <Clockworker> hahahhahahahahahahahahah
07:52:21  <coopserver> <Clockworker> I think I created a ghetto balancer
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08:05:41  <Clockworker__> I signed the ghetto balancer at goods pickup
08:05:54  <Clockworker__> someone with actuall skills please make it something non-retarded
08:05:58  <Clockworker__> thanks
08:06:23  <coopserver> *** Clockworker has left the game (Leaving)
08:06:24  <coopserver> *** Game paused (number of players)
08:27:28  <Clockworker__> !pw
08:27:28  <coopserver> Clockworker__: annual
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08:44:07  <Clockworker__> the ghetto balancer is actually working handsomely
08:44:15  <Clockworker__> except it only balances from one side to the other
08:44:22  <Clockworker__> not the reverse
08:44:39  <Clockworker__> so while one half is the one getting full, fine
08:45:15  <V453000> yolo
08:45:41  <V453000> I dont want to know what is a ghetto balancer XD
08:46:15  <V453000> !pw
08:46:15  <coopserver> V453000: figure
08:46:21  <coopserver> *** Game paused (connecting clients)
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08:46:38  <coopserver> <V453000> O_O
08:46:41  <coopserver> <Clockworker> lol
08:46:53  <coopserver> <Clockworker> only god can judge me
08:46:54  <coopserver> <V453000> Clockworker: this exactly is the reason why nobody should ever call it balancers
08:46:55  <coopserver> <V453000> ever
08:47:06  <coopserver> <Clockworker> I don't know how to do something better
08:47:08  <coopserver> <V453000> because you don't really care how much traffic is going into either direction
08:47:09  <coopserver> <Clockworker> help me then
08:47:14  <coopserver> <Clockworker> I know
08:47:15  <coopserver> <V453000> you only care if the thing in general is working
08:47:34  <coopserver> <V453000> which means that you need to be able to let trains in if there are any empty spots in the station or path towards it
08:47:39  <coopserver> <V453000> this presignal stuff == no
08:47:49  <coopserver> <V453000> the weaving of the bridges alone however, is enough already
08:47:57  <coopserver> <Clockworker> it wasn't enough
08:47:58  <coopserver> <V453000> in other words, the thing you built is kind of fine
08:48:02  <coopserver> <Clockworker> one side was getting all the trains
08:48:05  <coopserver> <Clockworker> the other nothing
08:48:11  <coopserver> <V453000> sre, so what? :)
08:48:28  <coopserver> <V453000> also the depots are not behind terminus but in front of it
08:48:36  <coopserver> <Clockworker> so I keep the bridges that way at least
08:48:43  <coopserver> <V453000> ye
08:48:53  <coopserver> <Clockworker> depots were a panic button
08:49:10  <coopserver> <Clockworker> but still, one side will end up empty
08:49:13  <coopserver> <Clockworker> and the other not
08:49:14  <coopserver> <V453000> good
08:49:22  <coopserver> <Clockworker> :(
08:49:24  <coopserver> <Clockworker> that's not gud
08:49:40  <coopserver> <V453000> regardless, remember that a proper 2-line station is always better than 2 normal stations with a choice in front of it
08:49:57  <coopserver> <V453000> in this game people's minds seem to be strongly polluted by that
08:50:11  <coopserver> <V453000> it is easier to expand, I will give you that :P
08:50:40  <coopserver> <V453000> in general: drop = can be anything, don't need choices neccessarily. Pickup = choices help a ton
08:51:08  <coopserver> <Clockworker> notice how they're not picking the other side
08:51:14  <coopserver> <Clockworker> it makes me mad
08:51:16  <coopserver> <Clockworker> haha
08:51:27  <coopserver> <V453000> then build better station :)_ I will help you in a min, dont delete stuff
08:51:43  <coopserver> <Clockworker> don't know how with space constraints
08:51:52  <coopserver> <Clockworker> already took a lot of land from lake
08:52:32  <coopserver> <Clockworker> jam made a nice queue thing
08:52:37  <coopserver> <Clockworker> but I can't do something that great
08:53:23  <coopserver> <V453000> let's see
08:53:27  <coopserver> <V453000> I belive we can easily fit stuff here
08:53:54  <coopserver> <V453000> like this
08:54:07  <coopserver> <Clockworker> h-huh
08:54:18  <coopserver> <Clockworker> isn't that X going to cause blocking
08:54:24  <coopserver> <V453000> why would it
08:55:07  <coopserver> <Clockworker> the absolute madman
08:55:16  <coopserver> <V453000> it is fairly easy solution :P
08:55:30  <coopserver> <Clockworker> for me it looks otherwordly
08:56:52  <coopserver> <V453000> now just to tangle them together
08:59:12  <coopserver> <V453000> ez
08:59:20  <coopserver> <Clockworker> for me it's not easy
08:59:21  <coopserver> <Clockworker> haha
08:59:26  <coopserver> <V453000> it all makes sense
08:59:37  <coopserver> <Clockworker> I take over an hour making a station like the one from earlier
08:59:38  <coopserver> <V453000> just all entrances lead to anywhere
08:59:46  <coopserver> <V453000> and after that it is just connecting the right bits
09:00:02  <coopserver> <V453000> and this is not entirely rright either XD
09:00:04  <coopserver> <V453000> but thats fine
09:00:25  <coopserver> <Clockworker> what's with the combo leading nowhere
09:00:30  <coopserver> <V453000> overflow
09:00:36  <coopserver> <Clockworker> o-oh
09:01:20  <coopserver> <Clockworker> that bridge fuckery seems redundant now
09:01:31  <coopserver> <V453000> bridge fuckery?
09:01:41  <coopserver> <Clockworker> yeah
09:01:46  <coopserver> <Clockworker> before the entrance
09:01:51  <coopserver> <V453000> yeah is
09:02:44  <coopserver> <Clockworker> sheeeeit
09:03:13  *** Guest975 has quit IRC
09:03:26  <coopserver> <V453000> fuken farm
09:03:31  <coopserver> <Clockworker> lol
09:03:35  <coopserver> <Clockworker> magic dozer?
09:03:36  <coopserver> <Clockworker> :D
09:03:51  <coopserver> <V453000> nah eazy
09:04:11  <coopserver> <Clockworker> I'll have to stare at it for 20-30 mins when it's done
09:04:15  <coopserver> <Clockworker> to absorb it
09:08:22  <coopserver> <Clockworker> lmao
09:08:44  <coopserver> *** Ugliest Weenie has changed his/her name to mescalito
09:09:18  <coopserver> <V453000> fair nuf
09:09:44  <coopserver> <Clockworker> damn
09:09:47  <coopserver> <Clockworker> I see it now
09:09:48  <coopserver> <Clockworker> damn
09:10:13  <coopserver> <V453000> hm el shito
09:11:07  <coopserver> <V453000> shit just got real
09:12:32  <coopserver> <V453000> victory
09:13:59  <coopserver> <Clockworker> lol
09:14:33  <coopserver> <V453000> your station may flourish now
09:15:38  <coopserver> <V453000> did you learn something from it? :)
09:15:58  <coopserver> <Clockworker> I'll have to look at it for a few hours to learn
09:16:03  <coopserver> <V453000> just ask what is unclear
09:16:17  <coopserver> <V453000> that it looks like a bunch of wires clumped  together is that it is compact
09:16:20  <coopserver> <V453000> but the system is fairly simpler
09:16:22  <coopserver> <V453000> -r
09:16:57  <coopserver> *** mescalito has joined company #1
09:17:38  <coopserver> <V453000> station = let any line choose any platform, splitting as late as possible for best choice/throughput
09:18:03  <coopserver> <V453000> overflow = 2-way PBS sees the other two exit signals in the reverse direction, and works as a normal presignal in the normal direction
09:19:33  <V453000> also, new train set progress: http://dev.openttdcoop.org/projects/nuts/wiki/GearCargoSystem
09:19:58  <V453000> one of the things I am most proud of at NUTS, is colour-coded wagons so you can see immediately what does the wagon load even when empty
09:20:16  <V453000> constructed this scheme yesterday :) works for all current industry sets and their iterations
09:20:17  <coopserver> <Clockworker> yeah I can't make heads or tails of it because it's too many tracks and signals in so little space
09:20:25  <coopserver> <V453000> yeah I understand
09:21:00  <coopserver> <Clockworker> I think Jam's stuff managed to be a bit simpler to understand
09:21:06  <coopserver> <Clockworker> maybe it's the same just compact
09:21:24  <coopserver> <V453000> actually no
09:21:31  <coopserver> <V453000> it doesn't have the choices
09:21:43  <coopserver> <Clockworker> hmm
09:21:44  <coopserver> <V453000> it re-balances throught a high throughput overflow
09:21:49  <coopserver> <V453000> which is also fine
09:24:39  <coopserver> <V453000> the downside is of course that the overflow can get a large amount of traffic if the two incoming lines have vastly varying numbers of trains coming in
09:24:54  <coopserver> <Clockworker> I understand as far as they get in and once it's full enough they go into the overflow area and loop around until they can leave in a free spot
09:25:00  <coopserver> <V453000> while our solution will only make trains go to overflow once the whole station is full
09:25:07  <coopserver> <V453000> yes
09:25:43  <coopserver> <Clockworker> but the signalling and signal-only paths are arcane as fuck
09:25:58  <coopserver> <V453000> nah it all makes quite simple sense
09:26:08  <coopserver> <V453000> have you tried reading ABRs about overflows?
09:26:39  <coopserver> <Clockworker> no, I was reading it about stations though
09:26:55  <coopserver> <V453000> well, @@ABR04 , @@ABR08 and @@ABR12 :P
09:26:56  <Webster> Advanced Building Revue 04: Overflows at #openttdcoop - http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/
09:26:57  <Webster> Advanced Building Revue 08: Overflows II at #openttdcoop - http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/
09:26:58  <Webster> Advanced Building Revue 12: Overflows III at #openttdcoop - http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/
09:27:10  <coopserver> <V453000> 04 is very old and basic but probably describes some of the problems seen further ahead
09:27:12  <coopserver> <V453000> 02 is an update
09:27:22  <coopserver> <V453000> and 03 tries to explain kind of everything I believe
09:27:54  <coopserver> <V453000> I made everything incoming red, outgoing green, overflow blue
09:27:58  <coopserver> <V453000> hope you can see it better
09:28:25  <coopserver> <Clockworker> and the yellow is the signal only 'wires'?
09:28:31  <coopserver> <V453000> ye
09:28:39  <coopserver> <Clockworker> that's what eludes me the most
09:28:57  <coopserver> <V453000> it is just how the block signals work, you can carry the signal in the block
09:30:18  <tycoondemon2> all hale the NERDZ
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09:30:24  <coopserver> <V453000> don't worry about it terrible much :)
09:30:26  <coopserver> <V453000> hi tycoondemon
09:30:35  <coopserver> <Clockworker> well I have to
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09:30:40  <tycoondemon> poof
09:30:45  <coopserver> <Clockworker> or I'll be stuck in mediocrity forever
09:31:35  <coopserver> <V453000> well perhaps you can try to build a bigger pickup station at a sideline
09:31:43  <coopserver> <V453000> apply some overflow to it
09:31:50  <coopserver> <V453000> ofc it won't be LL_RR, but it is a start
09:32:09  <coopserver> <V453000> honestly, if you expect to understand everything I build immediately, you are in for a hard time :P
09:32:17  <coopserver> <Clockworker> huehuehue
09:32:18  <coopserver> <Clockworker> probably
09:32:24  <coopserver> <Clockworker> I never worked an overflow before
09:32:27  <coopserver> <V453000> but by taking little steps you can learn anything I ever built
09:32:46  <coopserver> <V453000> yeah overflows are it's own category ... should be clear from seeing that I wrote 3 fucking articles about them :P
09:33:02  <coopserver> <Clockworker> I need to learn logic too
09:33:03  <coopserver> <Clockworker> :(
09:33:12  <coopserver> <V453000> basically if you learn overflows, you know how signals work
09:33:20  <coopserver> <V453000> logic is not really needed ever
09:33:32  <coopserver> <V453000> sure, SRNW ...
09:33:39  <coopserver> <Clockworker> heh
09:33:56  <coopserver> <V453000> well then perhaps you could be the first one to actually learn the shit used in pzg2013 :P
09:33:59  <coopserver> <V453000> kustom logix
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09:35:06  <coopserver> <Clockworker> the one with 5k trains?
09:35:09  <coopserver> <V453000> yes
09:35:14  <coopserver> <Clockworker> hue
09:35:35  <coopserver> <Clockworker> I need to get the version for it and run the thing
09:35:36  <coopserver> <V453000> to my knowledge, nobody has yet shown understanding of the SRNW stations used there :P
09:35:46  <coopserver> <V453000> no it should run on current version
09:35:48  <coopserver> <Clockworker> who made it, you?
09:35:54  <coopserver> <V453000> that is why it was rebuilt from pzg13 originally
09:35:57  <coopserver> <V453000> yes?
09:36:08  <coopserver> <Clockworker> so you're the only one who understands what's in there? haha
09:36:22  <coopserver> <V453000> I know it sounds assholey, but yes, I sincerely do
09:36:28  <coopserver> <Clockworker> it doesn't
09:36:30  <coopserver> <Clockworker> t's okay
09:37:27  <coopserver> <V453000> of course the better players know "yeah this is SRNW, this is SRNW station, this is SML which is timed, ..."
09:37:38  <coopserver> <V453000> but nobody has yet re-used the designs of the SRNW stations, which makes me a bit sad
09:37:47  <coopserver> <V453000> in 2.5 years ;d
09:39:03  <coopserver> <V453000> regardless, MOAR grafix need doin
09:39:04  <coopserver> <V453000> bai
09:39:05  <Clockworker__> just loaded the game
09:39:07  <coopserver> *** V453000 has left the game (Leaving)
09:39:08  <Clockworker__> bye
09:39:16  <V453000> ha :) will be in IRC dont worry
09:39:56  <Clockworker__> lmao
09:40:00  <Clockworker__> lmao @ this save
09:40:17  <coopserver> *** Clockworker has joined spectators
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09:40:32  <V453000> :)
09:40:47  <V453000> Don't try this at home. :>
09:41:05  <Clockworker__> indeed
09:41:49  <Clockworker__> what
09:42:06  <Clockworker__> train has like 254 orders, about 240+ of those invalid
09:42:07  <Clockworker__> haha
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09:43:51  <V453000> implicit orders
09:44:00  <V453000> if train visits station, it automatically adds it in orders
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09:44:19  <V453000> editing orders of a large train group later on (esp if the train group has 4500 trains), is basically impossible
09:44:26  <V453000> you would have to stop all of them, edit, re-start
09:44:58  <Clockworker__> ahhhh
09:45:16  <Clockworker__> I like the entrance to the end of the line station
09:45:29  <Clockworker__> the grid is so big it gives an optical illusion
09:45:34  <Clockworker__> looks like I'm looking at a hill face
09:46:08  <Clockworker__> https://dl.dropboxusercontent.com/u/71312462/ShareX/2016/01/openttd_2016-01-26_07-45-54.jpg
09:46:11  <Clockworker__> looks like a wall
09:46:14  <Clockworker__> layered
09:46:16  <V453000> hehe
09:46:19  <V453000> yeah that wrecks shit
09:46:21  <V453000> @pzg2013
09:46:22  <Webster> Connection refused. - http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013
09:46:25  <V453000> described there
09:47:05  <coopserver> *** mescalito has left the game (Leaving)
09:52:03  <V453000> connection refucked
09:52:04  <V453000> the shit
09:52:10  <V453000> well link works XD
09:52:21  <V453000> trainass it is
09:52:32  <Clockworker__> it works
09:52:37  <Clockworker__> skimming through it
09:54:12  <V453000> YOU ARE MEANT TO LIVE THE TALE IN EVERY SINGLE WORD OF IT
09:54:13  <V453000> :P
09:54:13  <V453000> XD
09:54:21  <V453000> skimming
09:54:21  <V453000> duh
09:54:23  <V453000> beyochez
09:55:59  <Clockworker__> lol
09:56:41  <Clockworker__> so we told him to improve the PZ13 game and he did it the absolute madman
09:56:42  <mescalito> Great job you have done with this whole ottdcoop thing, devs!
09:58:05  <Clockworker__> those gigantic dummies at the right corner
09:58:06  <Clockworker__> oh lord
09:59:19  <Clockworker__> holy shit that timer
09:59:22  <Clockworker__> awesome
10:00:38  <V453000> mescalito: <3 but openttd devs are in a different channel ;)
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10:48:11  <Jam35> !pw
10:48:11  <coopserver> Jam35: drifts
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10:55:53  <Benny> !pw
10:55:53  <coopserver> Benny: socket
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11:12:56  <V453000> yo
11:13:02  <coopserver> <Benny> hy
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11:17:18  <coopserver> <Jam35> hello
11:17:21  <coopserver> <Benny> hi
11:20:43  <V453000> huuuumanz
11:20:45  <V453000> sup
11:20:53  <V453000> if you want something to chew on :P http://dev.openttdcoop.org/projects/nuts/wiki/GearCargoSystem
11:21:01  <V453000> preparing colour scheme for wagons for new train set
11:21:07  <V453000> as it is one of the best things NUTS has IMO
11:24:12  <Jam35> yes and you have kept same colours for those that are familiar which is nice
11:25:14  <V453000> mostly yeah
11:25:22  <V453000> there are a couple exceptions, but almost none
11:46:12  <coopserver> <Jam35> ffs
11:46:26  <coopserver> <Jam35> someone has not been using non-stop orders :P
11:46:37  <coopserver> <Benny> yeah i noticed :P
11:46:46  <coopserver> <Jam35> thats a fair job now
11:46:59  <coopserver> <Jam35> You take low numbers, me high?
11:47:06  <coopserver> <Benny> kay
11:51:13  <coopserver> <Jam35> I'm at 100
11:51:29  <coopserver> <Benny> oh 106
11:51:31  <coopserver> <Jam35> checked every other train
11:51:36  <coopserver> <Jam35> only
11:51:43  <coopserver> <Jam35> hoping for shared orders :)
11:51:59  <coopserver> <Benny> only found 1 station that didnt have non-stop but at least its fixed
11:52:08  <coopserver> <Jam35> I found 3 or 4
11:52:11  <coopserver> <Jam35> all coal
12:01:26  <coopserver> <Jam35> what was wrong with that? :P
12:01:34  <coopserver> <Benny> slh06?
12:01:40  <coopserver> <Jam35> yeh
12:01:46  <coopserver> <Benny> pbs is ugly and should be banned
12:01:49  <coopserver> <Benny> :P
12:02:41  <coopserver> <Jam35> ok :) a tad unnecessary
12:03:05  <coopserver> <Benny> but it looks so much nicer
12:03:24  <coopserver> <Jam35> I liked it before :D
12:03:29  <coopserver> <Jam35> idc really
12:03:43  <coopserver> <Jam35> too many rails now
12:03:49  <coopserver> <Jam35> whatever
12:03:54  <coopserver> <Benny> future proof :>
12:04:30  <coopserver> <Jam35> make the SL LLRR and 4 + MLs
12:05:08  <coopserver> <Benny> true
12:12:33  <coopserver> *** Benny has left the game (Leaving)
12:12:40  <Benny> have t go, cya
12:12:49  <coopserver> <Jam35> k bb
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12:44:43  <V453000> I wonder what colours to pick for gold/diamonds/valuables
12:44:48  <V453000> I kind of like that they are all black
12:44:53  <V453000> but when put together, they look too alike
12:45:01  <V453000> perhaps make the wagons look a bit different in shape eh
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12:45:44  <happpy> !players
12:45:44  <coopserver> happpy: There are currently 1 players and 0 spectators, making a total of 1 clients connected
12:45:48  <happpy> hi
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13:18:33  <V453000> what does Jam35 think?
13:18:40  <V453000> all black and different shapes?
13:19:00  <V453000> only place they meet is ogfx+ and maybe ECS and some FIRS economies
13:19:46  <Jam35> sounds ok to me
13:19:57  <Jam35> phosphates is close to valuables?
13:20:02  <Jam35> colour wise
13:20:35  <Jam35> they are very similar on my screen at least
13:20:55  <V453000> well sort of
13:21:00  <V453000> but phosphates are white and hopper
13:21:07  <V453000> valuables are some flatbed or armoured stuff
13:21:14  <Jam35> ah yes
13:21:23  <Jam35> makes a huge differnece
13:21:45  <V453000> it does
13:21:56  <V453000> each of the columns are basically separate
13:22:11  <V453000> and for example wood and goods are both gray wagon, but wood obviously gets stakes or shit
13:24:03  <V453000> of course the more various wagon models, the better
13:24:26  <V453000> but colour is much more first-sight-apparent, especially since all wagons will be just 4/8 ... which isn't much
13:27:50  <coopserver> <Jam35> the black colour scheme seems ok here
13:28:08  <coopserver> <Jam35> I mean the gold trains in this game are similar
13:28:23  <coopserver> <Jam35> seems fine
13:28:51  <coopserver> <Jam35> would be fine with simple cargo colour difference
13:29:11  <coopserver> <Jam35> like you say, very few cases will use more than one
13:29:51  <coopserver> <Jam35> but it would need to be distinctive like here, it is easy to tell what we are looking at
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13:46:21  <happpy> hi clockworker
13:46:25  <happpy> hi jam
13:46:34  <happpy> how things
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15:06:11  <Maraxus> !pw
15:06:11  <coopserver> Maraxus: messed
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15:48:21  <happpy> hi
15:48:30  <happpy> how thing's
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17:25:09  <Benny> !pw
17:25:09  <coopserver> Benny: appand
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17:25:27  <happpy> hi  benny
17:25:32  <coopserver> <Benny> hy
17:25:45  <happpy> how thing's
17:25:55  <coopserver> <Benny> good. eating pizza
17:25:58  <coopserver> <Benny> wbu
17:26:03  <happpy> nice
17:28:48  <happpy> i am good thanks
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17:59:43  <solitaire> i'm trying to get two IRC bots to put eachother in a recursive loop
17:59:46  <solitaire> what are you guys doing
17:59:58  <Benny> googling recursive loop
18:01:48  <solitaire> my method is making a webpage titled ".echo %google <unique string here>"
18:02:21  <solitaire> i %google the unique string, and in theory the % bot would find the page, display the title, and cause the other bot to print the %google command in the title
18:02:31  <solitaire> sadly the unique string isn't coming up on any google results :(
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18:13:03  <lol> !pw
18:13:03  <coopserver> lol: square
18:13:22  <lol> !pw
18:13:22  <coopserver> lol: namely
18:13:22  <happpy> hi lol
18:13:30  <coopserver> *** Game paused (connecting clients)
18:13:31  <happpy> how things
18:13:33  <coopserver> *** lol has joined
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18:13:51  <coopserver> <lol> i don't have a lot with the passwords the past few days
18:14:04  <coopserver> <Benny> :P
18:14:06  <coopserver> *** lol has joined company #1
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18:14:40  <lol> !pw
18:14:40  <coopserver> lol: namely
18:14:46  <coopserver> *** Game paused (connecting clients)
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18:18:05  <coopserver> <lol> you have been busy building benny
18:18:16  <coopserver> <Benny> just a bunch of primaries
18:19:21  <coopserver> <lol> we don't have a lot of oil
18:19:54  <coopserver> <Benny> hmm no
18:20:18  <coopserver> <lol> and if you make a slh that serves both sides of the ml it is easier to make it just go over the ml again
18:20:29  <coopserver> <lol> instead of a 4-way hub
18:20:39  <coopserver> <Benny> yeah but it looks horrible
18:20:40  <coopserver> <lol> if you will expand that saves some troubles
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18:21:27  <coopserver> <Benny> more throughput with a 4 way too
18:22:02  <coopserver> <lol> i don't see why
18:22:15  <coopserver> <lol> but you are the 4-way master
18:22:39  <coopserver> <Benny> saves merging trains to the same 2 lines if they're going in opposite directions on the ML
18:22:44  <coopserver> <Benny> the same line*
18:23:03  <sbn> solitaire from what I know, google will handle your page as pure text
18:23:05  <coopserver> <lol> you can make the line going ot of the hub to the primairies double too
18:23:31  <coopserver> <Benny> yep but 4-way should be equal to having LL_RR on one side
18:24:06  <coopserver> <Benny> its just harder to expand and doesn't account for traffic being larger on one side
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18:31:21  <solitaire> sbn, isn't the <title> part of the pure text
18:31:36  <solitaire> i mean even if it isn't the string is also included in the page itself for good measure
18:32:14  <coopserver> <lol> is a simple prio working fine?
18:32:48  <coopserver> <Benny> simple prio?
18:33:02  <coopserver> <lol> doulbe combo-double exit
18:33:05  <coopserver> <lol> without extra tracks
18:33:10  <coopserver> <Benny> yes
18:33:18  <coopserver> <Benny> with this train acceleration its fine
18:33:53  <coopserver> <lol> i still use a larger one
18:34:23  <Benny> thats fine
18:34:46  <Benny> should be good to use some different ones and see which ones are best when we get some serious traffic flow
18:38:34  <coopserver> <lol> i finished one too
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18:39:57  <coopserver> <Benny> nice
18:39:59  <coopserver> <Benny> but 07
18:40:18  <coopserver> <lol> i don't see 06 in the list
18:40:21  <coopserver> <lol> exept for mine
18:40:43  <coopserver> <Benny> search for it
18:40:55  <coopserver> <Benny> oh it had a space missing
18:41:00  <coopserver> <lol> yeah that
18:46:12  <coopserver> <Benny> why in the crap does the auto signal tool place signals with 1.5 gap and not 1
18:46:24  <Benny> V453000: is this some NUTS magic?
18:46:34  <coopserver> <lol> when
18:46:39  <coopserver> <lol> at diagonal track?
18:46:42  <coopserver> <Benny> by ctrl-dragging
18:46:44  <coopserver> <Benny> yes
18:46:48  <coopserver> <Benny> it causes train slowdowns
18:47:00  <coopserver> <lol> just openttd mystery
18:47:12  <coopserver> <Benny> i think maybe the original train set is different maybe
18:47:32  <coopserver> <lol> benny, do you know we need a depot at the exit of our stations?
18:47:39  <coopserver> <Benny> with train lenghts being weird in diagonals
18:47:43  <coopserver> <Benny> we what
18:48:05  <coopserver> <lol> we use depots at the exit of terminus stations
18:48:08  <coopserver> <Benny> why
18:48:09  <coopserver> <lol> for when we replace trains
18:48:19  <coopserver> <Benny> oh
18:49:13  <coopserver> <Benny> when does the train we need appear?
18:49:23  <coopserver> <lol> if we like a new one
18:49:33  <coopserver> <Benny> are we not aiming for a particular one?
18:49:38  <coopserver> <lol> i don't know
18:49:41  <coopserver> <Benny> oh
18:49:55  <coopserver> <lol> if you see one you really like i think you just have to call for a vote
18:50:10  <coopserver> <Benny> vote for get heavy opened
18:50:14  <coopserver> <lol> we got all ones of the strong class i think
18:50:15  <coopserver> <Benny> jk :P
18:51:29  <coopserver> <lol> i'm off for today
18:51:37  <coopserver> <Benny> okay cya. ill fix depots
18:52:02  <coopserver> <lol> i did most of them already i think
18:52:11  <coopserver> <Benny> oh ok :)
18:52:34  <coopserver> <lol> bye
18:52:36  <coopserver> *** lol has left the game (Leaving)
18:52:43  <coopserver> <Benny> bai
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21:37:34  <Clockworker> !pw
21:37:34  <coopserver> Clockworker: cycled
21:37:37  <coopserver> *** Game still paused (connecting clients, number of players)
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21:48:07  <happpy> wb
21:48:13  <coopserver> <Clockworker> thx
21:49:18  <Clockworker> w-wait, according to our test track
21:49:29  <Clockworker> the gaping in diagonals is improper
21:49:42  <Clockworker> should we start signalling diagonal blocks manually?
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