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Log for #openttd on 3rd November 2017:
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00:32:32  <Samu> C4715	'MoveGoodsToStation': not all control paths return a value	openttd	d:\openttd\trunk\src\station_cmd.cpp	3913
00:32:40  <Samu> what does it mean not all control paths return a value?
00:32:43  <Samu> they do
00:33:50  <ST2> well, I must say: after people try some online servers... they come back to BTPro trying todo the same
00:34:29  <Samu> st2, hi
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00:35:03  <ST2> and, imo - there should be a window shown to when joining a MP server
00:35:10  <ST2> saying something
00:35:38  <Samu> it's that for cycle at line 56 https://paste.openttdcoop.org/pbftxsvuw that's telling me not all control paths return a value, can u take a look, plz?
00:36:16  <ST2> Samu, STFU, I'm pissed now, not with you or the game ^^
00:36:43  <Samu> :)
00:40:11  <Samu> gonna try use a while
00:40:13  <ST2> once upon a time, someone suggested to link logins (game) to OpenTTD related stuff (tt-forums)
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00:44:12  <ST2> I guess that won't go into production because couldn't make it work with SOAP, even on the openttdcoop servers
00:46:16  <ST2> anyway, better I stop whining - people is away  ^^
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08:38:04  <Wolf01> Moin
08:45:51  <__ln__> did you start your new work yet?
08:46:00  <Wolf01> Monday
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08:56:17  <Wolf01> And as always when you need it, whatsapp is borked
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09:24:25  <Wolf01> BTW, I totally support the last patch by samu, if and only if won't break things, works as intended, easy to understand what it does
09:27:25  <Wolf01> Also we should add more stations to industries, like roadstops (non drive through, to mess up with articulated vehicles), train stations might be tricky as trains can crash, it might open a whole new way to play OTTD: "disable player built stations"
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11:13:49  <Samu> hi
11:34:20  <Samu> how do i delete an attachment from a bug report?
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11:35:21  <Samu> from here: https://bugs.openttd.org/task/6633
11:35:34  <Samu> both my patches don't correct the problem
11:35:37  <Samu> delete them
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11:38:53  <val_> hi, I wanted to ask if I can translate the wiki documentation from English to Italian, since some pages are missingà
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11:40:02  <Wolf01> Yes, do it
11:40:03  <alluke> hey why can't i login to web translator?
11:40:38  <alluke> tried to make new account but username and email already exist
11:46:40  <val_> ok, can I use the euro ?
11:46:50  <val_> or only pound ?
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12:02:55  <peter1138> Samu, just comment, as you did, that they don't work. Deleting them doesn't help anything.
12:07:28  <Samu> ty
12:09:49  <Samu> just tried iter->second += min((*ip)->incoming_cargo_waiting[cargo_index], amount)
12:10:34  <Samu> so far it's doing good, but there's still that lingering doubt... is it right to get the value from incoming_cargo_waiting
12:14:37  <V453000> For shit I can't seem to be able to figure out the order of railtype level crossing sprites :| even with tt-wiki
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12:34:11  <Samu> i did it! https://imgur.com/UyZrVZZ - water for everybody!
12:37:23  <Samu> now i wanna do something similar to industries accepting cargo
12:49:50  <Wolf01> https://www.flickr.com/photos/narrow-gauge/37957585156/ wonderful
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13:12:19  <Wolf01> V453000: https://www.flickr.com/photos/148620123@N08/35348076024/in/pool-legotrains/ isn't a bit too much articulated?
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13:16:47  <Samu> https://imgur.com/gEhUrHg - wood for every sawmill!
13:17:10  <Samu> @calc 144+96
13:17:10  <DorpsGek> Samu: 240
13:17:17  <Samu> nothing lost
13:18:00  <Samu> the closest gets the most
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13:20:13  <Samu> lets try moar sawmills
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13:25:22  <Samu> https://imgur.com/ek9AOTf
13:25:37  <Samu> only 5 reveived wood :( not quite what I expecte
13:25:38  <Samu> d
13:33:32  <alluke> distorted french cars inspection statistics again
13:33:47  <alluke> my car passed without notes
13:33:53  <Flygon> Samu, I see that curve and 236km/h train and can only think "Fuck, that's gonna derail".
13:39:28  <alluke> @oskari89 what happened to dmg7 in latest finset
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14:01:53  <Wolf01> https://www.flickr.com/photos/133023502@N04/21836118955/in/pool-legotrains/ holy shit, I must build this one
14:16:03  <Samu> i can't do anything about this
14:16:26  <Samu> unless industries can start working with fractional cargo
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14:26:29  <supermop> Wolf01: awesome
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14:59:36  <alluke> @oskari89 tad & tabd EPIC!
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15:26:08  <Alberth> o/
15:34:21  <Wolf01> o/
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15:58:24  <alluke> @juzza1 whats the state of my tka3 and ei sprites?
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16:12:05  <Samu> https://imgur.com/MwLgegR
16:12:11  <juzza1> alluke: make an issue if you have all views ready in xcf or png
16:12:12  <Samu> better, but not quite what I expected
16:12:24  <Samu> was hoping for exact numbers
16:13:59  <Samu> @calc 18+25+22+26+22+18+22+25+18+22+22
16:13:59  <DorpsGek> Samu: 240
16:14:07  <Samu> nice
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16:17:46  <Samu> I was hoping for something like this: 22+22+22+22+22+22+22+22+22+21+21
16:18:09  <Samu> why do I get variance?
16:21:59  <alluke> @juzza1 done, tka3 sprites are at #4679
16:22:44  <alluke> tka3 needs \/ views to be done though, ill try that when i have time again
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16:45:36  <V453000> what's the point of having 2 rail crossing signal thingies in front and 2 in the back?
16:45:41  <V453000> speaking railtype road crossings
16:45:54  <V453000> ah one goes over train, one over train and RV
16:46:01  <V453000> and one over RV only and one over nothing
16:46:04  <V453000> sense makes
16:46:26  <Alberth> one over nothing makes sense? :p
16:47:42  <V453000> well over no vehicles
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16:50:02  <V453000> https://dev.openttdcoop.org/attachments/download/8745/level-crossings-test.png
16:50:09  <V453000> I guess I can't quite do that
16:50:16  <V453000> because the rear ones  then clip with trains :D
16:51:56  <V453000> k abandon ship, this isn't going anywhere :D
16:52:04  <V453000> invisible crossings there shall be for now
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16:54:50  <Alberth> nice idea, but yeah, seems somewhat fragile wrt clipping
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16:58:39  <frosch123> V453000: the 4 sprites represent the 4 corners
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16:58:51  <frosch123> you could cut the ramps in the middle
16:59:06  <frosch123> maybe that is sorted better
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17:00:06  <Alberth> wouldn't raised barrier cause mess anyway?
17:00:37  <Alberth> ie bus partly on the tracks or so
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17:00:58  <frosch123> well, broken bus on occupied rail won't work :)
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17:08:22  <supermop> V453000: retract the 'bridge' rather than raising it
17:08:28  <V453000> yeah I checked the Ctr+B to see how it does stuff
17:08:38  <V453000> interesting idea supermop
17:08:53  <V453000> I think it would still clip though
17:09:04  <supermop> maybe
17:09:06  <supermop> not sure
17:09:36  <supermop> im thinking it retracts into a slot, so you only see the yellow edge
17:09:52  <V453000> for now I abandon crossings and move to tunnels, need to find the overlay ground tunnel sprite :) https://dev.openttdcoop.org/attachments/download/8746/purr-tunnels.png
17:09:56  <supermop> you'd need some other type of light or gate
17:10:10  <V453000> oh, yeah with a different kind of mechanism it might work
17:10:31  <V453000> but yeah, next version :) spent enough of time with this already
17:16:15  <V453000> it's kind of annoying that I have to use a terrain tile there
17:16:27  <supermop> so work computer freezes when generating 40 of these gourds at once
17:16:28  <V453000> compared to the whole nice feeling of a railtype being independent of terrain
17:16:59  <V453000> but I guess once one starts adding stuff like snow awareness then ground dependance goes to the shitter
17:17:18  <supermop> because i made the data tree too complex or something. so now i have to increment a counter, bake, repeat
17:23:06  <supermop> https://imgur.com/a/MQ2KY
17:23:53  <supermop> idk if i want to improve the rules on width by zone to better prevent some of the really dumb shapes or just manually cull them
17:27:54  <V453000> wtf is that :D
17:29:28  <Alberth> I name it "yellow blobs on black"
17:32:45  <supermop> V453000:  with texture and bump maps, hopefully eventually this: http://www.publicdomainpictures.net/view-image.php?image=195137&picture=gourds-background
17:33:52  <supermop> need to tweak the rules to get more of the dick shaped ones
17:34:17  <supermop> also need to add lights etc so you can see the ridges
17:34:40  <V453000> ah is what I thought
17:34:52  <V453000> just model dicks straight away
17:38:40  <supermop> but i want grasshopper to produce them for me
17:38:46  <supermop> must automate
17:42:15  <V453000> penis producing grasshopper
17:42:19  <V453000> and I thought I have seen it all
17:49:03  <supermop> going to print large scale back drop as autumnal/harvest part decoration
17:49:08  <supermop> party
17:49:16  <V453000> autumn totally screams penises
17:49:17  <V453000> +1
17:49:41  <supermop> might just render in grayscale and overlay abstracted color patterns in PS
17:50:20  <supermop> rather than mapping each one with some random pumpkin or squash texture
17:50:44  <V453000> arr
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17:55:02  <V453000> :D:D the more things I touch the more things to into total shit :D good progress so far
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17:56:46  <supermop> ShitBase
17:56:48  <WegeClausen> hi i got a question on unloading loading
17:57:15  <WegeClausen> if a train carries water from one city to a other both got water and take water
17:57:32  <WegeClausen> what is the correct settings to do both way
17:57:54  <WegeClausen> it seams without  somthing set it takes its own water back
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17:59:54  <frosch123> bidirectional feeders only work with cdist
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18:03:05  <WegeClausen> frosch123:  i can not find on cdist  can you post somthing
18:04:15  <frosch123> https://wiki.openttd.org/Cargodist
18:06:42  <frosch123> if you don't want that entirely different game mode, then you need to split stations
18:06:54  <frosch123> https://wiki.openttd.org/Two-way_feeder_service <- like here
18:07:01  <frosch123> different stations for loading and unloading
18:10:49  <WegeClausen> ok thanks
18:11:35  <WegeClausen> i will try unload all no load living to a depo return to station and load
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18:14:08  <V453000> WTF python just told me no module called PIL after moving the RGBA EATER to a different folder with a new bat command to launch it there :0
18:14:23  <V453000> oh it got fucked also at it's original location
18:14:24  <V453000> WTF
18:14:26  <V453000> how
18:14:56  <Alberth> RGBA ate it, perhaps
18:15:05  <V453000> what could I have done possibly wrong?
18:15:06  <Alberth> but euhm, where is PIL
18:15:25  <V453000> at python folder?
18:15:25  <Alberth> still where it is supposed to be?
18:15:46  <V453000> idk where I can find it on the disk
18:15:48  <V453000> I never had to do that :D
18:16:03  <Alberth> don't know how it gets added to Python
18:16:30  <Alberth> you are not sneakily using a different Python by accident?
18:16:48  <V453000> I literally didn't do anything to python since I did BRIX and now even BRIX is broken
18:17:37  <Alberth> import sys; print(sys.path)  <-- that's the list directories that Python searches
18:17:52  <Alberth> but likely PIL isn't there
18:18:09  <V453000> I went to python folder
18:18:12  <V453000> ran python.exe
18:18:15  <V453000> and wrote import PIL
18:18:16  <V453000> it worked
18:18:20  <V453000> :)
18:18:22  <V453000> wtf
18:18:42  <V453000> hm it's somehow magically using python 2.7
18:18:44  <V453000> I guess
18:18:55  <Alberth> from PIL import Image ?
18:19:29  <V453000> yeah
18:19:43  <V453000> well I put the python direct path to the .bat and it works now
18:19:53  <V453000> my guess is that windows update wrecked variables or something
18:19:58  <V453000> although sounds weird af
18:20:27  <Alberth> python.exe --version   gives the expected value ?
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18:22:02  <V453000> yeah
18:22:17  <V453000> I don't understand what is broken but it's fixed for now :D
18:22:54  <Alberth> directly pointing at the program is quite sure-fire way to get it running
18:23:17  <V453000> arrr
18:23:24  <Alberth> biggest point is the OS should handle that rather than you :p
18:23:48  <Alberth> but I have never understood windows at all
18:24:20  <V453000> blabla penguins blabla
18:24:24  <V453000> :P
18:24:30  <Alberth> too may graphical nonsense that has no real information
18:24:50  <Alberth> *much
18:25:06  <Alberth> but ymmv a lot there
18:26:55  <LordAro> V453000: your issue here is that you're using python on windows
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18:27:38  <V453000> well :D
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18:46:01  <andythenorth> yo
18:46:07  <Alberth> o/
18:46:10  <Wolf01> Cat
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18:57:35  <V453000> I fucking hate railtypes with every corner of my brain right now
18:57:44  <V453000> every single step I make is simply wrong
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19:02:41  <V453000> what exactly does RAILTYPE_TUNNELS expect from me_
19:02:42  <V453000> ?
19:02:52  <V453000> because the first 8 sprites don't seem to do anything
19:02:56  <V453000> or at least I can't see them anywhere
19:03:10  <andythenorth> railtypes is like pulling teeth eh
19:03:22  <V453000> the rails themselves were great
19:03:23  <andythenorth> still, we ain't gonna fix it, so eh :)
19:03:33  <V453000> but road crossings and tunnels are absolute brutality
19:04:09  <andythenorth> we need more stuff
19:04:10  <frosch123> why 8?
19:05:03  <V453000> well tt-wiki says there should be 16
19:05:17  <frosch123> for tunnels?
19:05:22  <V453000> which alone I don't exactly understand but according to ogfx-extra file, it seems like it's grass + snow
19:05:23  <V453000> yes
19:05:32  <V453000> https://newgrf-specs.tt-wiki.net/wiki/NML:Replace_new_sprites
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19:05:42  <V453000> https://dev.openttdcoop.org/attachments/download/8747/Ogfxe_extra.png
19:05:48  <frosch123> oh, original sprites, not railtypes
19:06:00  <V453000> well it's in extra and railtypes pointed to it
19:06:10  <andythenorth> sherp grf https://www.youtube.com/watch?v=oSs3oqvMs-4
19:06:12  <V453000> and only defining the basic railtype things has these things appear through the tunnels
19:06:25  <V453000> so it's quite mandatory to define them once I start defining railtype tunnels
19:06:36  <frosch123> don't you define a new railtype?
19:06:42  <V453000> I do
19:06:49  <frosch123> well, then it's not 16
19:06:51  <V453000> but I don't want them to use rail tunnels
19:07:04  <frosch123> https://newgrf-specs.tt-wiki.net/wiki/Action3/Railtypes#Tunnel_portal_overlay_.280A.29
19:07:25  <V453000> well yeah that's overlays, those I already ahve
19:07:49  <V453000> https://dev.openttdcoop.org/attachments/download/8746/purr-tunnels.png
19:07:56  <V453000> now I need to replace those grass pieces
19:08:04  <V453000> which I believe should be the original replacenew sprites
19:09:10  <V453000> so I did https://paste.openttdcoop.org/pyagmcbpw
19:09:25  <V453000> but idk where are the 1-8
19:09:33  <V453000> OH FUCK
19:09:40  <V453000> I am only defining 0-8
19:09:44  <V453000> not 1-16
19:09:46  <V453000> xD
19:10:20  <V453000> ok sorted
19:10:24  <V453000> now just fix shittings
19:10:28  <V453000> *offshits
19:10:31  <V453000> *offsets
19:10:45  <Wolf01> andythenorth: https://www.flickr.com/photos/133023502@N04/21836118955/in/pool-legotrains/ I'll rebuild this, I think I felt in love
19:11:23  <frosch123> the 16 sprites are: (back/front)*(4 directions)*(grass/snow)
19:12:26  <V453000> yeah I found that in the extra file
19:12:31  <V453000> just fucked up the nml
19:12:32  <V453000> :D
19:12:59  <V453000> yeah first 2 work now
19:13:15  <V453000> I guess I need to switch the rest with climate-detecting switches
19:13:25  <V453000> right?
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19:14:00  <frosch123> andythenorth: is that your new car?
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19:15:03  <andythenorth> frosch123: only in Russia
19:18:41  <andythenorth> what shall we do?
19:18:45  <andythenorth> I've wrecked FIRS enough
19:24:44  <frosch123> i need a name
19:25:06  <frosch123> "long vehicles" already has so many uses
19:25:20  <frosch123> "merged vehicle sprite"
19:25:26  <frosch123> "shared vehicle sprite"?
19:26:41  <Gustavo6046> Guys
19:26:58  <Gustavo6046> Do you think you can get SoftEther's VPN client to see if my LAN server can be joined through it?
19:28:12  <andythenorth> frosch123: slug?
19:32:07  <frosch123> no, it's not the slug
19:33:01  <frosch123> http://devs.openttd.org/~frosch/multiarticsprite.png <- it's that thing
19:33:14  <frosch123> define N articulated part, draw a single sprite diagonally over them
19:38:21  <andythenorth> sub-unit-vehicle
19:38:31  <andythenorth> multi-part
19:38:33  <andythenorth> dunno
19:38:49  <andythenorth> in horse I had consist, unit, slice
19:39:10  <andythenorth> 'units' were pseudo vehicles, made up of 3 slices
19:39:40  * andythenorth deleted that
19:48:21  <Samu> what u think of this? https://www.tt-forums.net/viewtopic.php?f=33&t=77231
19:58:18  <Eddi|zuHause> "articulated vehicle units"?
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20:13:38  <Wolf01> <frosch123> http://devs.openttd.org/~frosch/multiarticsprite.png <- it's that thing <- https://www.flickr.com/photos/148620123@N08/35348076024/in/pool-legotrains/
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20:24:26  <frosch123> maybe articulation-blocks
20:24:35  <frosch123> it's kind of anti-articulation :p
20:27:43  <PressureLine> o_O
20:29:39  <PressureLine> I'm sure that makes sense in context
20:30:11  <PressureLine> hmm. maybe I need to reduce the cargo weight multiplier from 4
20:32:22  <andythenorth> tangent-vehicles frosch123
20:32:27  <andythenorth> arc-cutting-vehicles
20:32:41  <PressureLine> ahh
20:32:48  <PressureLine> 22.5* turns
20:32:50  <PressureLine> ?
20:32:57  <andythenorth> stringline :P
20:32:58  <andythenorth> http://www.railpictures.net/photo/564522
20:33:44  <PressureLine> I imagine that was unintentional
20:34:41  <frosch123> secants?
20:34:45  <Eddi|zuHause> frosch123: on a related note, it might be useful to define the "anchor points" of this whatever-it's-called-contraption as something other than the end points
20:34:49  <V453000> derailed vehicles
20:35:14  <frosch123> Eddi|zuHause: i solved that already
20:35:34  <frosch123> the anchors are the middle of the articulated parts at the end
20:35:49  <Eddi|zuHause> that might work
20:35:53  <frosch123> that's the only point that makes sense, since it's the only one that follows the track
20:36:18  <frosch123> everything else can be done by slugification
20:36:35  <Eddi|zuHause> so you can adjust that anchor point by making the outer vehicles shorter or longer
20:36:43  <PressureLine> http://www.radionz.co.nz/assets/news_crops/21423/eight_col_1M1A2349.jpg
20:36:52  <andythenorth> so in Iron Horse 3, will I have to rework it all to put 10/8 back in? o_O
20:37:07  <V453000> https://dev.openttdcoop.org/attachments/download/8749/tunolz-wip.png
20:37:32  <PressureLine> very nice V
20:37:34  <andythenorth> V453000: haz won?
20:37:39  <V453000> not yet
20:37:47  <V453000> need to do photoshop fixes and x1 zoom
20:37:49  <V453000> other than that iz won
20:37:51  <PressureLine> i know it's perspective, but the tunnell entrances look really low :/
20:37:53  <V453000> oh and 8bpp
20:38:19  <V453000> tunnels in OpenTTD are extremely low PressureLine  :) good and correct observation
20:38:32  <PressureLine> im a draftsman
20:38:41  <Eddi|zuHause> PressureLine: it's actually backwards, because the original tunnel entrances are made to look larger than they actually are
20:38:43  <PressureLine> ofc i notice weird perspective errors
20:38:49  <V453000> I worked with those in the past :P
20:39:07  * andythenorth nearly became drafts person
20:39:16  <andythenorth> then didn't
20:39:19  <PressureLine> lol
20:39:29  <PressureLine> but
20:39:42  <PressureLine> i do like the style V
20:39:57  <V453000> you don't have much choice :P
20:39:58  <V453000> G_G
20:40:01  <PressureLine> haha
20:40:06  <V453000> thanks
20:40:14  <PressureLine> unless I still play with TTD grafix ;)
20:40:32  <V453000> yeah I should eventually make it properly compatible with those, but not tonight
20:40:51  <V453000> because original TTD graphics are the best shit ever witnessed by human eyeballs
20:40:55  <PressureLine> only way I can see to make the tunnel not look so low
20:41:17  <V453000> I'm honestly not trying to fight the too low nature of tunnels anymore
20:41:20  <V453000> this is what it is :)
20:41:27  <PressureLine> would be to pull the entrance towards the up-side of the slope
20:41:36  <V453000> you can always disable the railtype tunnels and use the base set tunnels instead
20:41:43  <V453000> parametarz winrar
20:41:49  <PressureLine> yay
20:41:53  <PressureLine> <3 parameters
20:42:02  <V453000> you can only go so far with that because if you get too close to the tile then the vehicles aren't hidden when disappearing
20:42:04  <V453000> if you see what I mean
20:42:11  <PressureLine> yeah
20:42:31  <V453000> it's fine :) look at height of bridges
20:42:33  <PressureLine> but i *like* the xUSSR set, so what do I know :D
20:42:33  <V453000> way worse imo
20:42:46  <V453000> omg
20:42:52  <PressureLine> only the engines
20:43:04  <V453000> oversized shit is nice at first but the glitches...
20:43:06  <PressureLine> I use the SBB set wagons & pax
20:43:56  <andythenorth> I went off 10/8
20:43:58  <andythenorth> gains me nothing
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20:44:05  <andythenorth> sooner shrink sprites so 8/8 looks long
20:44:14  <PressureLine> https://i.imgur.com/FWQ7skJ.png
20:44:43  <V453000> so where is that wireless age
20:44:48  <V453000> my table is swarming with cables
20:44:49  <V453000> FFS
20:45:27  <PressureLine> heh
20:45:41  * PressureLine has 4G broadband
20:46:13  <V453000> well do you connect your monitor and all power sources with it? :P
20:46:16  <PressureLine> and the guys are upgrading the closest site (~400' away from my house) on monday :D
20:46:42  <PressureLine> the *top* of my desk is relatively cable free
20:47:02  <PressureLine> underneath... It's like an Italian Restaurant
20:48:02  <PressureLine> hmmmmmmmmmmmmmm
20:48:26  <andythenorth> wrecking FIRS has given me a lot more drawing to do :|
20:48:43  <PressureLine> haha
20:49:37  <PressureLine> do I single-head and pretend that my trains will never go up a slope when loaded?
20:50:14  <PressureLine> or double-head and take the 10% speed loss (xUSSR set) and make mah trains *even longer*
20:51:40  <V453000> XD and every other vehicle set author andythenorth
20:52:05  <andythenorth> ah well
20:52:15  <andythenorth> what colour for Chlorine tankers?
20:52:19  <andythenorth> CC, or some other colour?
20:52:29  <andythenorth> white is RL, but that's for food tankers
20:53:47  <V453000> purple with cola
20:54:01  <V453000> you will run out of colours with that many cargoes anyway so might as well add retarded colours earlier XD
20:54:07  <V453000>  /me is super funny tonight
20:54:09  <andythenorth> colours all run out
20:54:13  <andythenorth> no colours left
20:54:15  <andythenorth> delete grf
20:54:40  <PressureLine> how about a toxic-green type colour
20:57:18  <andythenorth> https://i.pinimg.com/736x/1a/9d/0d/1a9d0d8fb2eeaed7c8d40f0c42e1abfd--train-lego-lego-trains.jpg
20:58:57  <frosch123> andythenorth: cyan for chlor
20:59:05  <PressureLine> magenta!
20:59:16  <andythenorth> we don't really have a cyan :)
20:59:21  <PressureLine> and yes. exatly andy
21:00:28  <Eddi|zuHause> i always mix up the colour codes for cyan, magenta and yellow
21:00:50  <Eddi|zuHause> (in RGB)
21:00:51  <PressureLine> or: https://c1.staticflickr.com/5/4056/4575119167_7aab6077ff_b.jpg
21:01:03  <PressureLine> make it be a bare steel tank
21:01:05  <andythenorth> silver is petrol
21:01:11  <andythenorth> black is oil
21:01:13  <frosch123> well, then the cyaniest light-blue you get
21:01:25  <PressureLine> maybe
21:01:35  * andythenorth tries one
21:01:35  <PressureLine> have 'refined' chemical tanks
21:01:38  <PressureLine> all be steel
21:01:48  <PressureLine> but with different coloured ribs
21:01:49  <Eddi|zuHause> one is 00FFFF, one is FF00FF and one is FFFF00
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21:03:31  <PressureLine> Edii: https://www.visibone.com/color/chart_847.gif
21:03:39  <PressureLine> or:
21:03:49  <PressureLine> https://www.visibone.com/color/post1092.jpg
21:04:08  <PressureLine> or: http://www.visibone.com/color/hexagon_800.gif
21:04:11  <Eddi|zuHause> i don't think that's helping
21:04:30  <PressureLine> why not?
21:04:40  <frosch123> Eddi|zuHause: why don't you know the rainbow by heart?
21:04:59  <Eddi|zuHause> frosch123: the rainbow is not in RGB
21:05:17  <frosch123> the colors are the same if you ignore brightness and saturation
21:05:22  <PressureLine> CYMK ftw
21:05:43  <frosch123> there is only one hue-cycle
21:06:10  <Eddi|zuHause> frosch123: yes, but that's not RGB
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21:06:40  <frosch123> cyan is between blue and green
21:06:43  <PressureLine> signal distances?
21:06:53  <frosch123> or do you complain whether it is #rrggbb or #bbggrr ?
21:07:17  <andythenorth> cyan works
21:07:39  <PressureLine> chlorine always has connotations of green for me, for some reasons
21:07:42  <Eddi|zuHause> PressureLine: 12-ish
21:07:58  <PressureLine> :o
21:08:20  <PressureLine> i think 9 clear spaces between signals is the largest ive ever really used
21:10:05  <Eddi|zuHause> my trains might be 8 or sometimes 10 tiles
21:10:46  <Eddi|zuHause> and signals would be slightly further apart than one train length
21:13:33  <Eddi|zuHause> frosch123: maybe where other people confuse left and right, i confuse the ordering in 3-cylces?
21:13:51  <PressureLine> im looking at ~ the smae train length for this game
21:14:10  <PressureLine> s/smae/same
21:14:20  <PressureLine> 11 it is!
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21:36:40  <andythenorth> is bed
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22:18:38  <PressureLine> ^%$^##
22:18:58  <PressureLine> why do my signal position calculations always seem to end up wrong
22:21:17  <Eddi|zuHause> you can set a signal distance and use ctrl+drag to place the signals along any stretch of tracks that does not have switches
22:22:24  <Eddi|zuHause> if you start dragging on a signal, it will copy that signal's properties (type, orientation)
22:23:05  <Eddi|zuHause> mind you, that helps more for people using signal distance of 2 rather than 12
22:39:36  <PressureLine> yes
22:39:52  <PressureLine> but i always mess up the start point
22:40:04  <PressureLine> which messes up bridge/tunnel placement
22:40:52  <Eddi|zuHause> so start at the bridge/tunnel entrance and drag backwards?
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22:46:06  <PressureLine> doesnt help when the new signal placement is in the middle of the tunnel or bridge
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22:52:34  <Samu> only 2 best rated stations getting cargo versus all stations getting cargo: https://i.imgur.com/Kn6MPgI.png
22:55:03  <Samu> the more inner stations get more passenger / month while the outer stations get less
22:55:28  <Samu> it's still highly dependant on rating
22:55:34  <Samu> but overall, I like it
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23:22:15  <Wolf01> 'night
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23:44:53  <PressureLine> RVs
23:45:01  <PressureLine> Original or Realistic accel model?
23:54:48  <Samu> i use realistic on them
23:56:36  <Samu> were you talking to me PressureLine ?

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