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00:45:21 <elecRules> @eightball is there anyone in game at the moment? 00:45:21 <Webster> elecRules: Maybe... 00:45:27 <elecRules> !players 00:45:30 <PublicServer> elecRules: Client 71 (Orange) is Mazur, in company 1 (Campbell & Co.) 00:45:39 <elecRules> hi Mazur 00:45:45 <PublicServer> <Mazur> Lo. 00:46:09 <elecRules> what time zone are you in 00:46:15 <PublicServer> *** elecRules has left the game (general error) 00:46:15 <PublicServer> *** Game still paused (number of players) 00:46:15 <PublicServer> <Mazur> MET DST 00:46:24 <PublicServer> <Mazur> CET DST, if you wish. 00:48:56 *** elecRules has quit IRC 00:49:09 <Sylf> !password 00:49:09 <PublicServer> Sylf: cooped 00:49:20 <Sylf> perfect password :) 00:49:20 <PublicServer> *** Game still paused (number of players) 00:49:20 <PublicServer> *** Game unpaused (number of players) 00:49:23 <PublicServer> *** Sylf joined the game 00:49:30 <PublicServer> <Mazur> Nice. 00:52:43 <Sylf> I need to enable the in-game chat again 00:52:47 <PublicServer> *** Sylf has left the game (connection lost) 00:52:47 <PublicServer> *** Game paused (number of players) 00:53:12 <Sylf> !password 00:53:12 <PublicServer> Sylf: cooped 00:53:21 <PublicServer> *** Game still paused (number of players) 00:53:21 <PublicServer> *** Game unpaused (number of players) 00:53:24 <PublicServer> *** Sylf joined the game 00:53:31 <PublicServer> <Mazur> That mnight bea little more convenient for you. 00:53:33 <PublicServer> <Sylf> So, the ML is at least 4x3 now? 00:53:47 <PublicServer> <Sylf> and 4x4 for about half of the circle 00:53:59 <PublicServer> <Mazur> Something like that. 00:54:17 <PublicServer> <Sylf> and almost 1500 trains O_O 00:55:06 <PublicServer> *** made screenshot at 00014A2E: http://ps.openttdcoop.org/publicserver/webcam/00014A2E.png 00:57:58 <PublicServer> <Sylf> SLH5 is so big now 00:58:48 <PublicServer> <Sylf> wow, so is MSH 3 01:03:14 <PublicServer> <Sylf> in SLH5, I don't see exit from south to west, from the 3rd line 01:03:56 <PublicServer> <Sylf> line 1 (inner most line) has 2 exits though 01:04:50 *** Chillosophy has quit IRC 01:06:48 <PublicServer> <Sylf> let me see what I can do... 01:10:06 <PublicServer> *** made screenshot at 0002FA55: http://ps.openttdcoop.org/publicserver/webcam/0002FA55.png 01:14:45 <PublicServer> <Sylf> I think that's gonna be it for my contribution tonight 01:15:28 <PublicServer> <Sylf> the network looks pretty impressive to me 01:17:51 *** Progman has quit IRC 01:25:06 <PublicServer> *** made screenshot at 0003A4D8: http://ps.openttdcoop.org/publicserver/webcam/0003A4D8.png 01:29:48 <PublicServer> *** Sylf has left the game (leaving) 01:29:48 <PublicServer> *** Game paused (number of players) 01:40:07 <PublicServer> *** made screenshot at 00015A2F: http://ps.openttdcoop.org/publicserver/webcam/00015A2F.png 01:56:11 *** Mazur has quit IRC 01:56:27 <PublicServer> *** Mazur has left the game (connection lost) 01:56:31 *** Mazur has joined #openttdcoop 02:08:18 *** Intexon has quit 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<LittleMikey> !download 06:39:11 <PublicServer> LittleMikey: !download autostart|autottd|lin|lin64|osx|ottdau|win32|win64|win9x 06:39:11 <PublicServer> LittleMikey: http://www.openttd.org/en/download-trunk/r22375 06:39:21 <LittleMikey> !download autostart 06:39:21 <PublicServer> LittleMikey: http://www.openttdcoop.org/wiki/Autostart 06:41:41 <LittleMikey> !password 06:41:41 <PublicServer> LittleMikey: nectar 06:41:57 <PublicServer> *** Game still paused (number of players) 06:41:57 <PublicServer> *** LittleMikey joined the game 06:43:17 *** tycoondemon2 has quit IRC 07:11:37 <PublicServer> *** LittleMikey has left the game (leaving) 07:14:01 *** Progman has joined #openttdcoop 07:16:58 <V453000> !password 07:16:58 <PublicServer> V453000: nectar 07:17:18 <PublicServer> *** V453000 joined the game 07:17:19 <PublicServer> *** Game still paused (number of players) 07:17:52 <PublicServer> *** Game still paused (number of players) 07:17:52 <PublicServer> *** Game unpaused (number of players) 07:17:52 <PublicServer> *** LittleMikey joined the game 07:17:54 <PublicServer> <V453000> hi 07:18:00 <PublicServer> <LittleMikey> G'day 07:25:07 <PublicServer> *** made screenshot at 00005529: http://ps.openttdcoop.org/publicserver/webcam/00005529.png 07:40:07 <PublicServer> *** made screenshot at 0000DA8B: http://ps.openttdcoop.org/publicserver/webcam/0000DA8B.png 07:46:39 *** tycoondemon has joined #openttdcoop 08:00:46 *** tycoondemon has quit IRC 08:02:39 *** tycoondemon has joined #openttdcoop 08:02:55 *** Fuco has joined #openttdcoop 08:02:59 *** ChanServ sets mode: +v Fuco 08:04:00 *** TWerkhoven has joined #openttdcoop 08:06:02 <PublicServer> *** V453000 has left the game (connection lost) 08:06:03 <PublicServer> *** Game paused (number of players) 08:06:08 <V453000> cya 08:06:41 <LittleMikey> Bye :D 08:06:48 <PublicServer> *** LittleMikey has left the game (leaving) 08:09:19 *** Whimplash has joined #openttdcoop 08:30:39 *** LittleMikey has quit IRC 09:29:36 *** Sedontane has joined #openttdcoop 09:30:49 *** Sedontane has quit IRC 09:31:15 *** Sedontane has joined #openttdcoop 09:32:55 <Sedontane> hi 09:33:30 <V453000> hello 09:42:56 *** notch has quit IRC 09:58:27 <Sedontane> !players 09:58:30 <PublicServer> Sedontane: Client 105 (Orange) is Sedontane, in company 1 (Campbell & Co.) 09:58:39 <Sedontane> !password 09:58:39 <PublicServer> Sedontane: guffaw 09:58:50 <PublicServer> *** Game still paused (number of players) 09:58:53 <PublicServer> *** Sedontane joined the game 10:03:47 <Sedontane> game looks interesting V453000 10:04:20 <Sedontane> so trains get refitted, do something else, refitted the return to raw industry? 10:06:07 <TWerkhoven> primary resource -> drop off, refit to next cargo (goods or food usually) -> load new cargo and drop off at town -> refit back to primary cargo and return to first station 10:06:40 <TWerkhoven> with some extra orders so that a train refits back to primary cargo straight away if theres little or no goods/food loaded 10:07:38 <Sedontane> intriguing 10:09:35 *** slaca has joined #openttdcoop 10:10:35 <TWerkhoven> !password 10:10:36 <PublicServer> TWerkhoven: menial 10:10:50 <PublicServer> *** Game still paused (number of players) 10:10:51 <PublicServer> *** T. Werkhoven joined the game 10:11:16 <PublicServer> <Sedontane> i guess they increased the playercount 10:11:34 <PublicServer> *** T. Werkhoven has joined company #1 10:11:34 <PublicServer> *** Game unpaused (number of players) 10:15:46 <PublicServer> <T. Werkhoven> :) 10:16:34 <PublicServer> <Sedontane> oops degfault chat setting wrong 10:17:00 <PublicServer> <Sedontane> wow this is . . . laggy 10:17:26 <PublicServer> <T. Werkhoven> a tad 10:17:26 <PublicServer> <Sedontane> 1500 trains, thats a lot of trains 10:20:24 <PublicServer> <T. Werkhoven> and still plenty more to connect 10:20:46 <PublicServer> *** Sedontane has left the game (leaving) 10:20:46 <PublicServer> *** Game paused (number of players) 10:21:02 <Sedontane> my computer cant keep up 10:21:13 <PublicServer> *** T. Werkhoven has joined spectators 10:22:16 <TWerkhoven> ouch 10:25:01 <TWerkhoven> what cpu have you got 10:25:02 <TWerkhoven> ? 10:32:26 <planetmaker> 1.5k trains is a lot. My machine was at 90% yesterday... and that was less trains ;-) 10:46:52 *** Intexon has joined #openttdcoop 10:49:48 <TWerkhoven> and to think that the orignal would run on a 486 (with a lot lower limits admittedly) 10:53:56 <planetmaker> the original had 256^2 map, no path signals, no one-way signals, no auto-rail, no newgrfs, no network play, no online content, no trams, ... 10:54:07 <TWerkhoven> yup 10:54:48 <TWerkhoven> max 4 platforms, max 5 lengts, no adjoining stations (no station spread) 10:54:59 *** KenjiE20 has joined #openttdcoop 10:54:59 *** ChanServ sets mode: +o KenjiE20 10:55:05 *** slaca has quit IRC 10:55:31 *** slaca has joined #openttdcoop 10:59:03 <planetmaker> some airports missing, no aqueducts, no (or much less) hotkeys. And most of all: No native support for your OS 10:59:14 <planetmaker> TTD(Patch) crashes on all my machines 11:00:00 <planetmaker> oh, and yes, the money underflow bug: make sufficient loss and get positive money. Make too much money and get a giant negative bank account 11:00:37 * TWerkhoven remembers all that 11:03:00 * TWerkhoven prefers the new stuff, even if it means his lappy can't manage more than a 3-400 trains 11:04:31 *** ewanm89_ has joined #openttdcoop 11:05:06 *** hylje_ is now known as hylje 11:05:22 *** slaca has quit IRC 11:05:22 *** Whimplash has quit IRC 11:05:22 *** Mazur has quit IRC 11:05:22 *** PublicServer has quit IRC 11:05:22 *** lasershock` has quit IRC 11:05:22 *** Cap_J_L_Picard has quit IRC 11:05:22 *** ewanm89_ is now known as Cap_J_L_Picard 11:05:36 <planetmaker> hm 11:05:51 <planetmaker> bye bye PublicServer 11:06:11 <hylje> i'd like to have distributed, nondeterministic network games for truly massive openttd 11:06:35 <planetmaker> what defines 'non-deterministic'? 11:06:52 <planetmaker> the random function is used a lot in the game code 11:07:03 <hylje> client games don't know full game state so they have to deal with their expectations changing as the game proceeds 11:07:56 *** Whimplash has joined #openttdcoop 11:08:14 <hylje> say, client expects a train goes that way, server (or other authoritative node) thinks it goes the other way, later sync forces the client to update the train's route afterwards 11:08:24 *** lasershock has joined #openttdcoop 11:08:30 <planetmaker> what's fun in it? 11:08:51 <planetmaker> it leads to an un-playable game as you react to things which are not real 11:09:14 <planetmaker> you could then as well display a black map and have the player act on guessing completely 11:09:19 <hylje> ridiculous 11:09:43 <planetmaker> that's what you ask for 11:09:46 <hylje> false predictions happen, but unless the game is especially crafted to confuse the predictions and there's high latency to boot, it's not too noticeable 11:10:10 <planetmaker> false predictions happen as soon another player changes the track. Your client would not know. The more players the more likely 11:10:53 <planetmaker> Thus either your client knows the state of the displayed part at least 100% all the time, or the player will react to phantom stuff. 11:11:25 <planetmaker> And pathfinding as is done now requires 100% knowledge of the total track layout 11:11:39 <planetmaker> and 100% knowledge of the other vehicles everywhere, too 11:12:16 <hylje> let's say someone deliberately waits until a train passes before changing track layout to confuse other clients, it's one effective latency roundtrip (a few, at most a few tens of milliseconds) later nobody notices it 11:12:59 <planetmaker> which changes the reservation state, the track chosen, the level crossing closed, the vehicle stopped, the tile not free, thus not accessible for building... 11:13:13 <hylje> for a second or so, given ridiculously high latency 11:13:13 <planetmaker> and you do notice 100msecs 11:13:47 <hylje> you're more likely more annoyed at the other player messing up with your design than the game being slightly imprecise 11:14:41 <planetmaker> it's not that the other player does that delibarately. Just assume he places a track of his company where you also place one. You think, you win, he thinks, he wins, trains go accordingly, one is thrown back to 'nothing happend' 11:14:45 <planetmaker> Very ill-designed that way 11:15:46 <hylje> all that under a second 11:16:07 *** Mazur has joined #openttdcoop 11:16:46 <hylje> you're likely seeing the other player's building before you bump into his stuff 11:16:56 <planetmaker> @calc 1000/30 11:16:56 <Webster> planetmaker: 33.3333333333 11:17:03 <planetmaker> ^ that's the frame rate of OpenTTD 11:17:40 <planetmaker> so if the latency is larger than that (including, sending, receiving and (re-calculating), your stuff will jump happily around. 11:17:46 <planetmaker> Which is about uber-annoying 11:18:00 <planetmaker> flickering screens etc. 11:18:11 <planetmaker> you might be happy with it. 99.9% won't, I'm sure 11:18:30 <hylje> jump around in what way? 11:18:57 <planetmaker> trains positions, things not being built. etc 11:19:33 <hylje> train positions 11:19:49 <hylje> *can* jump, but only if predictions are consistently off from what really happens 11:20:06 <planetmaker> they will 11:20:21 <planetmaker> as pf prediction is not accurate 11:20:32 <planetmaker> only if you know everything it will be accurate 11:20:46 <hylje> i would imagine the authoritative node would tell what way it expects trains to go 11:21:29 <planetmaker> but then you need really stupid clients which are constantly, each frame, fed with a stream of positional update information 11:21:43 <planetmaker> of every change of the map 11:21:52 <hylje> of every change their viewport sees 11:22:04 <planetmaker> which is funny if you scroll 11:22:05 *** PublicServer has joined #openttdcoop 11:22:05 *** kilo.oftc.net sets mode: +v PublicServer 11:22:36 <hylje> you can deliberately scroll really far and fast and get google maps esque checkerboard, of course, but at least you have maps you can scroll that far 11:23:10 <planetmaker> and you can zoom-out. Which then requires you to get an update of large, if not all parts of the map ;-) 11:24:09 <hylje> at which case the server can serve less precise details since you don't really see beyond them 11:24:50 <planetmaker> @calc 1000000 / 256 11:24:50 <Webster> planetmaker: 3906.25 11:26:56 <planetmaker> @calc 1000 * (32+16) + 4000 * (32+8*7) + 100 * (16 + 16) 11:26:56 <Webster> planetmaker: 403200 11:27:17 <planetmaker> well, you'd need 400kbit downstream ;-) 11:27:23 <planetmaker> for a 2k^2 map 11:27:41 <planetmaker> thus the server needs 400kbit * # clients of upstream capacity 11:28:11 <hylje> is that the data needed to transfer the full state of all tiles of a 2k*2k map? 11:28:51 *** Intexon has quit IRC 11:29:05 <planetmaker> no. Just the updates of 1000 vehicles moving, the tiles being changed (which is #tiles / 256) and some data of industries / towns /... changing 11:29:13 <planetmaker> quite less than a map ;-) 11:29:41 <planetmaker> you might compress it, but that doesn't give you an order of magnitude 11:30:30 <planetmaker> and I considered that no information is transmitted, if nothing changed, thus only 4000 tiles change state instead of 16k per tick 11:30:38 <planetmaker> hm... actually, the data rate is 33 times as high 11:30:45 <planetmaker> that is the data per tick 11:31:58 <hylje> can you even see individual tiles at a zoom level containing all of 2k*2k tiles in their glory? 11:32:57 <hylje> besides i do think it's reasonable to have less frequent updates at a distant zoom 11:33:41 <planetmaker> well, if you don't you still need to transfer those data at some point, if the client zooms in, moves, etc. You don't save anything. Maybe not transfering all changes but only the viewport changes gives you again a factor 10. Which is what I forgot with the factor 33 for the tick length. Thus 400k continuous downstream 11:34:00 <planetmaker> Compared to todays 2.2kbit 11:34:15 <planetmaker> Especially servers won't like that. Thus you can have less clients than now 11:35:21 <planetmaker> @calc 100000000 / 400000 11:35:21 <Webster> planetmaker: 250 11:35:43 <planetmaker> for a 100Mbit connection from a dedicated server. No other connections 11:35:51 <planetmaker> nor traffic 11:36:28 <planetmaker> @calc 2000000000000 / 100000000 11:36:28 <Webster> planetmaker: 20000 11:36:31 <planetmaker> @calc 2000000000000 / 100000000 * 8 11:36:31 <Webster> planetmaker: 160000 11:36:35 <planetmaker> @calc 2000000000000 / 100000000 * 8 / 3600 11:36:35 <Webster> planetmaker: 44.4444444444 11:36:54 <planetmaker> thus we could do that 44 hours, then we'd be stuck with 10Mbit on our server ;-) 11:37:02 <planetmaker> which means 25 clients :-P 11:37:28 <hylje> well, i can't retort since i haven't actually designed a streaming protocol especially for openttd 11:38:04 <hylje> but there's bound to be good tradeoffs to have good perceived latency by dropping the data the client doesn't actually need and only fetch it as needed 11:38:11 *** Tray has joined #openttdcoop 11:40:14 <planetmaker> even 40k instead of 400k is... a lot for servers 11:40:42 <hylje> 40k is a lot of data for a specialized client that can fill in 11:40:49 <planetmaker> but it could only finally be judged, if someone completely re-wrote the client-server architecture 11:40:51 <hylje> more difficult is having reasonable pathfinding and that thing without global state 11:41:11 <planetmaker> the client can't do PF. You'll have to have the server do that 11:41:30 <hylje> client can have a good guess at the pf 11:41:33 <planetmaker> and you'll need to provide update info then on the vehicles. Possibly in digested form for those not currently visible 11:42:17 <hylje> for instance vehicle cargo data is only relevant if it affects visuals 11:42:25 <planetmaker> Doing such prediction is something to consider when actually the way network playing works has been changed to a true client-server architecture instead of 'just' a server which distributes commands 11:42:58 <planetmaker> hylje, I only added positional change and vehicleID in the calculation. No other vehicle changes ;-) 11:43:35 <hylje> yea, but even a dumb pathfinder that just expects trains go forward until a fork at which point it defers to the guess the server gave it 11:43:41 <planetmaker> 16 bit per coordinate, 16 bit for the vehicleID 11:44:02 <hylje> can reduce the needed update data drastically 11:44:06 <planetmaker> that might, with a bit bit-scraping include direction 11:44:41 <planetmaker> a ship hits a node every tile ;-) 11:45:39 <planetmaker> however... all this means re-writing the game from scratch ;-) 11:45:47 <planetmaker> mostly 11:45:48 <hylje> more or less 11:48:41 <hylje> particularly the client part of the game engine might well be scrapped entirely, but the server core may not need any changes at all 11:49:06 <hylje> well, just methods to get subsets of data as needed for the client view to look at 11:51:06 <hylje> and maybe some kind of events the server can proactively tell the client about, such as when two people attempt to build the same tile 11:51:45 <planetmaker> just as now, commands only become effective when acknowledged by the server. That could be kept 11:52:45 <planetmaker> that already is needed now 11:53:25 <hylje> i would think current-style netcode can happily coexist with nondeterministic client code 11:55:00 <planetmaker> not quite. You'll need to re-write the whole packet part and handling thereof 11:55:57 <hylje> unless one implements the data view code beside the current netcode 11:59:26 <hylje> a crafty person would screw overhead and do it in http 12:03:57 *** KenjiE20 has quit IRC 12:04:27 *** macee has joined #openttdcoop 12:04:50 *** KenjiE20 has joined #openttdcoop 12:04:50 *** Webster sets mode: +o KenjiE20 12:06:06 *** slaca has joined #openttdcoop 12:15:05 <Sedontane> sounds like you guys rehashed the whole network based play system while I was AFK 12:15:46 <Sedontane> and to TWerkhoven I have Dual(2 Physical chips not dual core) Xeon 2.8Ghz 12:15:50 <planetmaker> nothing like that was done 12:16:00 <Sedontane> but the ram of 1Ghz 600Mhz lets it down 12:16:38 <Sedontane> How are you planetmaker, not seen you in a while 12:16:44 <TWerkhoven> ah 12:16:46 <planetmaker> 2.8GHz should suffice. The number of cores is nearly irrelevant, the RAM speed.... might play a role. And so didn't I see you :-) 12:17:33 <Sedontane> this computer just seems slow, dunno what it is, cant wait to get back to my machine in the UK 12:19:25 <Sedontane> Im in Munich at the moment, so im using a work machine to run TTD, mabye it is because of network latency but the trains were jerkibng something chronic, could barely move my mouse 12:20:05 <Sedontane> you guys run any more OSQCs? 12:20:28 *** Tray has quit IRC 12:24:06 <planetmaker> qsqc hasn't been really continued. Sadly 12:24:17 <planetmaker> *osqc 12:25:55 <Sedontane> indeed, that was great fun 12:28:13 <V453000> making maps for it takes a lot of effort though :) 12:30:08 <Sedontane> true 12:30:30 <V453000> to be honest, I have tried something, but the problem is the idea - what shall be the topic :| 12:31:10 <V453000> stuffing something in some limited space is a whole lot of fun, but having it there multiple times is kind of ... repetitive 12:31:22 <Sedontane> mmhmm 12:31:32 <planetmaker> well... it needs a special setup, so that different solutions can be compared :-) 12:31:35 <V453000> it certainly could be like a main topic for all of the osqcs, but hm :) I didnt feel like that is the case 12:31:44 <planetmaker> ^^ 12:31:47 <V453000> and that is the other problem ;) 12:32:21 <Sedontane> maybe something to do with efficiency and good usage of multiple systems so placing vehicle limits could be an idea 12:32:26 <planetmaker> maybe it should. And the other 'problem' actually is the judgement part. That took WAAAY too long last time. And it took WAAAY too much of my time to do that properly and fair 12:32:44 <V453000> :) 12:33:51 <Sedontane> yeah judgement is probably the worst bit, but maybe set arbitrary conditions for determining comp order then have special mentions for good innovation . . . etc. 12:34:50 <planetmaker> well, yes :-) That's what we did ;-) 12:35:59 <Sedontane> well it worked well 12:36:21 <Sedontane> im still annoyed at myself for not using a standard distro for my entry 12:39:09 <Sedontane> Whats the purpose of SRNWs? 12:39:20 <Sedontane> SRNW stations 12:40:45 <V453000> you dont need to mess with orders 12:41:00 <V453000> automatized network, briefly 12:42:13 * TWerkhoven can see V suggesting a snrw game after the current one 12:42:54 <planetmaker> Sedontane, I guess it doesn't matter too much. anymore :-) 12:43:23 <planetmaker> But yes... such competitions can only use non-patched game versions, or it won't stay compatible and comparable 12:43:45 <planetmaker> I guess I learnt about that part of the game a lot since osqc. Back then I didn't even know about gamelog 12:43:55 <planetmaker> or hardly 12:44:01 <Sedontane> gamelog? 12:44:23 <planetmaker> :-) The means to check what was changed from the original settings since map creation 12:45:11 <planetmaker> thus means to detect cheating by changing settings back and forth 12:45:23 <planetmaker> or adding / removing newgrfs 12:45:29 <V453000> I added black! :) 12:46:03 <planetmaker> that's inacceptable ;-) 12:46:10 <Sedontane> black? 12:46:38 <V453000> new company colour :p 12:47:10 <V453000> pm: I also didnt compete :p I just played it a while later because the scenario was just fun :) 12:47:17 <Sedontane> didnt we always use orange back in the day? 12:47:19 <planetmaker> I know :-) 12:47:43 <planetmaker> V453000, I can't tell all names, but I know you didn't. I'll remember when I see the name(s) 12:48:18 <V453000> sure, that wasnt the poitn anyway :P 12:48:24 <planetmaker> ;-) 12:52:14 <Sedontane> done any SML stuff lately? 12:52:28 <Sedontane> I tried to do one in a game on my own, but its daunting 12:53:40 <V453000> SML is an awesome idea, but totally boring to lpay 12:53:42 <V453000> play 12:54:14 <V453000> last SML game was pzg13 12:54:58 <V453000> @pzg13 12:54:58 <Webster> ProZone Game 13: Timed (aka insane) SML at #openttdcoop - http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/ 12:55:09 <V453000> there :) 12:58:08 <V453000> on PS it might be ...psg176 I think 12:58:27 <V453000> 172 was the start of the failsafe shifters 12:59:14 <planetmaker> quite a time ago ;-) 12:59:38 *** Chris__ has joined #openttdcoop 12:59:38 *** Chris_Booth is now known as Guest3255 12:59:38 *** Chris__ is now known as Chris_Booth 13:00:15 <V453000> for a reason :) 13:02:06 *** slaca_ has joined #openttdcoop 13:04:39 *** slaca has quit IRC 13:07:25 <^Spike^> the reason: Spike wasn't around cause he likes SML? :) 13:08:47 <V453000> the reason: people know SML is nothing but slave labour without using brain 13:08:57 <V453000> ;( 13:09:26 <^Spike^> .... :) 13:09:37 <^Spike^> we'll see what we can do when i'm done with graduatin? :) 13:11:05 <^Spike^> and it's not just slave labour :) 13:12:03 <Mazur> Slave reporting for labour. 13:12:06 * Mazur . 13:12:44 <planetmaker> cool. I have a cellar room which needs a clean-up. Will you do that, please? 13:12:55 *** slaca_ has quit IRC 13:13:05 * ^Spike^ goes back to writing report and letting server do tests... 13:13:11 <^Spike^> the last part is like watching paint dry.... 13:13:18 <Mazur> OTTD slave, not idiot-slave. 13:13:28 <planetmaker> :-( 13:14:54 <TWerkhoven> lol 13:14:56 <^Spike^> hehe 13:15:06 <^Spike^> pm not everyone wants to be your personal slave ;) 13:16:18 <planetmaker> But they should! 13:16:29 <^Spike^> ...... 13:16:34 <planetmaker> they don't know what they miss >:-) 13:16:37 <TWerkhoven> can i use dynamite to clear it? 13:16:45 <^Spike^> nothing? :) 13:16:48 <TWerkhoven> or a flamethrower? 13:16:58 * Mazur has quite independant ideas on what he "should" or "should not". 13:17:05 <^Spike^> i would go with C4 personally 13:17:17 <^Spike^> bigger boom... 13:17:18 <^Spike^> :) 13:17:19 *** Guest3255 has quit IRC 13:17:21 <TWerkhoven> hehe 13:17:38 *** Chris_Booth_ has joined #openttdcoop 13:19:12 *** Chris_Booth has quit IRC 13:19:19 *** Chris_Booth_ is now known as Chris_Booth 13:20:43 <Chris_Booth> !password 13:20:43 <PublicServer> Chris_Booth: menial 13:20:52 <PublicServer> *** Game still paused (number of players) 13:20:52 <PublicServer> *** Chris Booth joined the game 13:21:04 <PublicServer> *** Chris Booth has joined spectators 13:24:39 <Sedontane> cya later guys 13:24:50 *** Sedontane has quit IRC 14:58:34 *** TheVal has joined #openttdcoop 15:02:26 *** pugi has quit IRC 15:04:47 *** pugi has joined #openttdcoop 15:13:54 *** Tray has joined #openttdcoop 15:20:32 *** ali has joined #openttdcoop 15:20:41 <ali> hello 15:20:44 <ali> any here? 15:21:33 <hylje> yes 15:23:11 <ali> where can find japanese Train Set v2 beta3 tnx if any can help me whit link 15:24:02 <planetmaker> bananas 15:24:27 <planetmaker> iirc at least 15:27:51 <ali> in bananas not find it :( 15:29:18 <ali> ore can i downlodad GRFs from #openttdcoop's GRF pack version 7. 3: ? 15:29:42 <ali> in 7.3 pack have japanese Train Set v2 beta3 15:30:41 <ali> tnx i find it 15:30:48 <ali> in grf pack coop 8.0 15:43:23 *** macee has left #openttdcoop 15:45:19 *** ali has quit IRC 16:07:09 <KenjiE20> http://twitpic.com/4psrt5 my DwarfFortress miner just made this, I think it's going by the entrance to the meeting hall 16:07:10 <Webster> Title: Dead elves, spikes, labouring dwarves founding the #DwarfFort... on Twitpic (at twitpic.com) 16:12:11 <hylje> i got one of my friends play dorf fort 16:12:16 <hylje> two hours and he was addicted 16:13:23 <Chris_Booth> is DwarfFort a command based game? 16:13:32 <Chris_Booth> where you type actions into a consol 16:13:40 <hylje> it's menu based 16:13:57 <KenjiE20> think rogue-like, only city management 16:14:06 <hylje> but despite the benefits of a mouse UI there's no such thing so far 16:14:07 <KenjiE20> and on a mega grand scale 16:14:14 <hylje> simcity 16:14:27 <KenjiE20> the aim for DF is world sim 16:14:32 <Chris_Booth> I loved sim city 16:14:34 <KenjiE20> cities next :) 16:14:53 <Chris_Booth> but they never got Sim City 5 16:14:55 <KenjiE20> hylje: there are some mouse bits, the military screen is entirely mouse enabled 16:51:52 *** ODM has joined #openttdcoop 16:51:52 *** ChanServ sets mode: +o ODM 16:52:01 *** rumpler has joined #openttdcoop 16:53:03 *** rumpler has quit IRC 16:57:56 *** DayDreamer has joined #openttdcoop 17:22:46 *** TheVal has quit IRC 18:11:59 <PublicServer> *** Game still paused (number of players) 18:12:00 <PublicServer> *** SmatZ joined the game 18:12:12 <PublicServer> *** SmatZ has joined spectators 18:35:06 *** Intexon has joined #openttdcoop 18:46:40 *** perk11 has joined #openttdcoop 18:50:18 <PublicServer> *** SmatZ has left the game (leaving) 19:00:45 *** KenjiE20 has quit IRC 19:01:38 *** KenjiE20 has joined #openttdcoop 19:01:38 *** Webster sets mode: +o KenjiE20 19:05:44 *** Twerkhoven[L] has joined #openttdcoop 19:07:29 *** KenjiE20 has quit IRC 19:08:20 *** KenjiE20 has joined #openttdcoop 19:08:20 *** Webster sets mode: +o KenjiE20 19:10:09 *** KenjiE20 has quit IRC 19:15:14 *** Twerkhoven[L] has quit IRC 19:18:32 *** Chillosophy has joined #openttdcoop 19:19:25 *** Twerkhoven[L] has joined #openttdcoop 20:10:48 *** sla_ro|master has quit IRC 20:43:53 *** DayDreamer has quit IRC 21:10:25 *** Turb has joined #openttdcoop 21:16:37 *** Twerkhoven[L] has quit IRC 21:36:01 *** Turb has quit IRC 21:39:00 *** roboboy has quit IRC 21:40:59 <PublicServer> *** Chris Booth has left the game (connection lost) 21:44:14 *** MrD2DG has joined #openttdcoop 21:45:17 <MrD2DG> !password 21:45:17 <PublicServer> MrD2DG: voiced 21:45:23 *** Tray has quit IRC 21:46:20 <PublicServer> *** Game still paused (number of players) 21:46:23 <PublicServer> *** MrD2DG joined the game 21:46:34 <TWerkhoven> eya 21:46:45 <PublicServer> <MrD2DG> Hi 21:55:09 <PublicServer> *** made screenshot at 0003A021: http://ps.openttdcoop.org/publicserver/webcam/0003A021.png 21:58:24 <TWerkhoven> gn 21:58:29 <PublicServer> <MrD2DG> BB 21:58:40 <PublicServer> *** T. 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