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00:00:25 <coopserver> <sim-al2> Unfortunatly I too must go. see you later 00:00:39 <coopserver> *** sim-al2 has joined spectators 00:00:39 <coopserver> *** Game paused (number of players) 00:00:45 <coopserver> *** sim-al2 has left the game (Leaving) 00:00:48 <coopserver> *** theholyduck has left the game (Leaving) 00:06:21 *** valhallasw has quit IRC 00:07:38 *** sim-al2 has quit IRC 00:11:06 *** KrunchyAl___ has joined #openttdcoop 00:13:49 <BiG_MEECH> YOOOOOOOOOOOOOOOOOOOOOO 00:16:58 <BiG_MEECH> YOOOOOOOOOOOOOOOOOOOOOO 00:16:58 <BiG_MEECH> YOOOOOOOOOOOOOOOOOOOOOO 00:16:59 <BiG_MEECH> YOOOOOOOOOOOOOOOOOOOOOO 00:21:06 <theholyduck> waty 00:25:01 *** BiG_MEECH has quit IRC 00:40:43 *** sim-al2 has joined #openttdcoop 00:40:47 <sim-al2> !players 00:40:47 <coopserver> sim-al2: The server is empty, noone is connected. Feel free to remedy this situation 00:47:03 *** theholyduck has quit IRC 00:47:10 *** theholyduck has joined #openttdcoop 01:02:34 <Lizz> !password 01:02:34 <coopserver> Lizz: opaque 01:02:55 <coopserver> *** Game still paused (connecting clients, number of players) 01:03:03 <coopserver> *** Lisbon has joined 01:03:03 <coopserver> *** Game still paused (number of players) 01:16:12 <coopserver> *** Lisbon has left the game (Leaving) 01:18:09 *** KrunchyAl___ has quit IRC 01:32:58 <sim-al2> !palyers 01:33:02 <sim-al2> !players 01:33:02 <coopserver> sim-al2: The server is empty, noone is connected. Feel free to remedy this situation 01:39:38 * Lizz is reading the wiki some more 01:39:45 <Lizz> maybe i'm just an idiot but i'm not really getting this so far 01:43:12 <Lizz> i cant tell if half of these bundles of spaghetti were just made to pull my leg 01:43:19 <sim-al2> probably 01:44:12 <sim-al2> nah all this crazy mess is because the north (blue) and south (red) mainlines must connect through a station or every train would just loop endless around those two waypoints 01:44:30 <sim-al2> Just like short circuiting something 01:44:50 <Lizz> oh 01:44:56 <Lizz> i was looking at the junctionary 01:45:03 <sim-al2> In fact that's a perfect metaphor for this game style... 01:45:48 <sim-al2> just watch out: the junctionary is fairly old and really could use some generic tutorials 01:46:39 <sim-al2> You might want to search through the PS game archives and DL and look at some of those junctions in actiom 01:46:43 <sim-al2> *action 01:47:15 <sim-al2> http://wiki.openttdcoop.org/PublicServer:Archive 01:50:29 *** Hazzard has joined #openttdcoop 01:50:32 <Lizz> yeah 01:50:34 <Lizz> probably a good idea 01:50:38 <Hazzard> Hey hey 01:50:39 <Hazzard> !password 01:50:40 <coopserver> Hazzard: forked 01:50:44 <Lizz> i was looking through those and figured it'd be a better way to learn how to train 01:50:47 <coopserver> *** Game still paused (connecting clients, number of players) 01:50:51 <Lizz> do you have any recommendations for good ones to look at 01:50:53 <coopserver> *** Hazzard has joined 01:50:53 <coopserver> *** Game still paused (number of players) 01:51:05 <coopserver> <Hazzard> Ooh 01:51:50 <sim-al2> Public Server Game 265 has some nice stuff, and is a pax game (but not SRNW) 01:52:00 <sim-al2> http://www.openttdcoop.org/files/publicserver_archive/PublicServerGame_265_Final.sav 01:52:36 <sim-al2> writeup at http://wiki.openttdcoop.org/PublicServer:Archive_-_Games_261_-_270#gameid_265 01:52:44 <sim-al2> !password 01:52:45 <coopserver> sim-al2: forked 01:53:04 <coopserver> *** Game still paused (connecting clients, number of players) 01:53:07 <coopserver> *** sim-al2 has joined 01:53:08 <coopserver> *** Game still paused (number of players) 01:53:15 <coopserver> *** sim-al2 has joined company #1 01:53:16 <coopserver> *** Game unpaused (number of players) 01:53:29 <coopserver> <Hazzard> brb 01:53:34 <coopserver> *** Hazzard has left the game (Leaving) 01:53:34 <coopserver> *** Game paused (number of players) 01:53:34 <coopserver> <sim-al2> ok 01:55:53 <Hazzard> !password 01:55:54 <coopserver> Hazzard: ailist 01:55:59 <coopserver> *** Game still paused (connecting clients, number of players) 01:56:03 <coopserver> *** Hazzard has joined 01:56:03 <coopserver> *** Game still paused (number of players) 01:56:03 <coopserver> *** Game unpaused (number of players) 01:57:09 <coopserver> <Hazzard> wtfffff 01:57:22 <coopserver> <sim-al2> waht? 01:58:31 <coopserver> <Hazzard> Man 01:58:35 <coopserver> <Hazzard> V's station 01:58:40 <coopserver> <sim-al2> oh 01:58:52 <coopserver> <sim-al2> I understand your reaction... 02:01:20 <coopserver> <Hazzard> I'm going to have to up my logic 02:01:26 <coopserver> <Hazzard> at least a little bit 02:01:44 <coopserver> <sim-al2> Build your own laundromat? :) 02:02:52 <coopserver> <Hazzard> Right now, the logic isn't doing shit anyway 02:03:38 <coopserver> <Hazzard> I think I ought to make it block drop off trains if the station has pax 02:04:06 <coopserver> <sim-al2> What about station ratings though? 02:04:12 <coopserver> <Hazzard> Also, are there supposed to be waiting pax at STUFF? 02:04:21 <coopserver> <sim-al2> Keep the feeder towns happy 02:04:49 <coopserver> <Hazzard> ML trains already can't handle the feeders 02:05:08 <coopserver> <sim-al2> Yeah there's too "STUFF"s, one for the buses and another for everything else 02:05:13 <coopserver> <sim-al2> *two 02:05:53 <coopserver> <Hazzard> I feel like it has "wait for ML train" logic in it, but there are wating trains 02:06:02 <coopserver> <Hazzard> not waiting 02:06:06 <coopserver> <Hazzard> let me re type that 02:06:33 <coopserver> <Hazzard> I dunno 02:06:56 <coopserver> <Hazzard> I suppose V would be the only person who knows anyway 02:12:30 *** KrunchyAl___ has joined #openttdcoop 02:13:14 <coopserver> <Hazzard> I guess V's station just seems to have a massive number of waiting people just because the dummy volume is so massive 02:14:37 <coopserver> <Hazzard> I think I understand it now 02:16:58 <Lizz> oh ok 02:17:19 <Lizz> i already got a neato idea from this public server save sim-al2 02:17:28 <coopserver> <sim-al2> uh ok 02:17:30 <Lizz> with the small terminus stations feeding the bigger roro ones 02:20:30 *** KrunchyAl___ has quit IRC 02:28:44 <coopserver> *** Hazzard has left the game (Leaving) 02:28:44 <coopserver> *** Game paused (number of players) 02:28:48 <Hazzard> !password 02:28:49 <coopserver> Hazzard: stupid 02:28:55 <coopserver> *** Game still paused (connecting clients, number of players) 02:29:01 <coopserver> *** Hazzard has joined 02:29:01 <coopserver> *** Game still paused (number of players) 02:29:01 <coopserver> *** Game unpaused (number of players) 02:45:09 <phatmatt> !players 02:45:09 <coopserver> phatmatt: There are currently 2 players and 0 spectators, making a total of 2 clients connected 02:47:31 <coopserver> <Hazzard> I think I'll redo my station 03:13:14 *** KrunchyAl___ has joined #openttdcoop 03:13:16 <coopserver> *** Hazzard has left the game (Leaving) 03:13:16 <coopserver> *** Game paused (number of players) 03:13:26 <Hazzard> !password 03:13:26 <coopserver> Hazzard: nsview 03:13:33 <coopserver> *** Game still paused (connecting clients, number of players) 03:13:38 <coopserver> *** Hazzard has joined 03:13:38 <coopserver> *** Game still paused (number of players) 03:13:38 <coopserver> *** Game unpaused (number of players) 03:18:53 <coopserver> <Hazzard> Hmm, distribution is suprisingly even 03:45:48 <coopserver> <Hazzard> Can presignal bypass ever screw up? 03:47:22 <coopserver> <Hazzard> whoops 03:47:36 <coopserver> <Hazzard> there goes one of my logic trains 03:47:39 <coopserver> <Hazzard> and another 03:47:44 <coopserver> <Hazzard> lol 04:20:26 <Sylf> who said the taboo word? 04:20:41 <Hazzard> Hmm? 04:20:51 <Sylf> presignal bypass has been made obsolete 04:20:57 <coopserver> <Hazzard> :o 04:21:03 <coopserver> <Hazzard> How so? 04:21:24 <Sylf> simple 2-way eol does the better job 04:21:51 <Hazzard> this? http://wiki.openttdcoop.org/Presignal_Bypass_Station 04:23:48 <Sylf> !password 04:23:49 <coopserver> Sylf: german 04:24:04 <Sylf> yes, that's too old 04:24:24 <coopserver> *** Game paused (connecting clients) 04:24:27 <coopserver> <Hazzard> Didn't have the flag, thought it was still valid 04:24:28 <coopserver> *** Sylf has joined 04:24:28 <coopserver> *** Game unpaused (connecting clients) 04:24:29 <coopserver> *** Sylf has joined company #1 04:25:16 <coopserver> <Sylf> hm 04:25:24 <coopserver> <Sylf> you need some trains stopped with presignals.... 04:25:52 <coopserver> <Sylf> oh, I know 04:26:34 <coopserver> <Hazzard> Also at the entrance of the drop for SRNW 04:26:42 <coopserver> <Hazzard> That's where I already added it 04:28:03 *** Lizz has quit IRC 04:28:26 <coopserver> <Sylf> see, that's normally more effective than PSB 04:28:47 <coopserver> <Hazzard> pbs? 04:28:54 <coopserver> <Sylf> Pre Signal Bypass 04:28:59 <coopserver> <Hazzard> Oh 04:29:00 <coopserver> <Hazzard> Right 04:30:22 <coopserver> <Sylf> time to build more cities in the south 04:30:44 <coopserver> <Hazzard> The balance actually isn't that bad 04:30:48 <coopserver> <sim-al2> My Gufingburg city area is putting out around 12000 pax 04:30:52 <coopserver> <sim-al2> per month 04:30:58 <coopserver> <Hazzard> With my station disconnected trains were piling up in north 04:31:09 <coopserver> <Sylf> we need separate area 04:32:04 <coopserver> <sim-al2> Sennton has a nice flat area to the west 04:32:31 <coopserver> <Sylf> I'm thinking either around Trondfingley 04:32:41 <coopserver> <Sylf> or to the north of Pinhill, found a new city 04:32:49 <coopserver> <Sylf> probably both 04:33:09 <coopserver> <Sylf> gotta balance STUFF >:D 04:34:01 <coopserver> <Sylf> hmmm 04:34:11 <coopserver> <Sylf> lol 04:34:13 *** KrunchyAl___ has quit IRC 04:34:17 <coopserver> <Sylf> wtf is train 34 doing 04:34:34 <coopserver> <Hazzard> It escaped 04:34:36 <coopserver> <sim-al2> wtf is that there 04:34:40 <coopserver> <sim-al2> lol 04:34:45 <coopserver> <sim-al2> LOL 04:34:51 <coopserver> <sim-al2> that ran through the network? 04:34:54 <coopserver> <Hazzard> And then it was gone 04:35:05 <coopserver> <sim-al2> 2000 km/h baby! 04:40:09 <coopserver> <Hazzard> My station is now flood-proof 04:40:27 <coopserver> <sim-al2> *engages flood* 04:40:46 <coopserver> <Hazzard> With pax being the "flood" 04:41:14 <coopserver> <Hazzard> Now I just need to wait for 1.7mill pax to be transported away.... 04:41:37 <phatmatt> !password 04:41:37 <coopserver> phatmatt: aspect 04:41:41 <coopserver> <Hazzard> Sylf, how would an overflow be added to this entrance? 04:42:17 <coopserver> <sim-al2> uh doesn't the big overflow right next to the current entrance do that already? 04:42:33 <coopserver> <Hazzard> At Sluntborugh feeder 04:42:42 <coopserver> <Hazzard> Wait 04:42:46 <coopserver> <sim-al2> whoops 04:42:49 <coopserver> <Hazzard> I don't need this if I have an overflow 04:42:51 <coopserver> <Hazzard> Silly me 04:43:00 <coopserver> *** Game paused (connecting clients) 04:43:05 <coopserver> <Sylf> hmmm 04:43:08 <coopserver> *** phatmatt has joined 04:43:09 <coopserver> *** Game unpaused (connecting clients) 04:43:13 <coopserver> <Sylf> what kind of srnw system shall we build... 04:56:15 <coopserver> <phatmatt> ahaha 04:56:34 <coopserver> <phatmatt> seeing V's STUFF block of houses just makes me lol for real 04:56:55 <coopserver> <phatmatt> the nature preserve sign tops it off 04:57:46 <coopserver> <sim-al2> I love how this turn-of-the-century town set has that modern office building in it 04:57:47 <coopserver> <Hazzard> How large should the signal gap be for the ML injection #2? 05:01:12 <coopserver> <Hazzard> Sylf, can you do the presignal bypass thing with the Sluntborugh entrance? 05:01:55 <coopserver> <Sylf> the version I had? 05:02:45 <coopserver> <Sylf> like that? 05:02:59 <coopserver> <Sylf> or even simpler 05:03:00 <coopserver> <Hazzard> Does that work? 05:03:13 <coopserver> <Hazzard> I don't know b/c I deleted the old when when i added the overflow 05:03:36 <coopserver> <Hazzard> Cool, thanks 05:03:42 <coopserver> <Sylf> the overflow one is better 05:04:52 <coopserver> <Hazzard> I think we need a new wiki 05:05:41 <Hazzard> Like wtf is this http://wiki.openttdcoop.org/Crazy_Hubs 05:06:21 <Sylf> that's from 2005... 05:06:31 <Hazzard> I know 05:07:02 <Sylf> much of what we build today are probably crazy in 2005 sanity 05:12:14 <coopserver> <Sylf> any helper available? 05:12:21 <coopserver> <Hazzard> ? 05:12:41 <coopserver> <Sylf> I need a hub built while I'm working on the logic 05:17:47 <coopserver> <Hazzard> :( 05:18:17 <coopserver> *** sim-al2 has joined spectators 05:24:48 <coopserver> *** sim-al2 has left the game (Leaving) 05:25:07 <sim-al2> night all 05:25:11 *** sim-al2 has quit IRC 05:25:14 <coopserver> <Sylf> gn 05:25:15 <coopserver> <Hazzard> Cya 05:26:12 <coopserver> <Hazzard> Slowling putting everyone in jail... 05:26:30 <coopserver> <Sylf> :P 05:28:18 *** KrunchyAl___ has joined #openttdcoop 05:28:40 <coopserver> <Hazzard> Ok, you want a hub built? 05:29:10 <coopserver> <Sylf> sure, at !hub here 05:32:04 <coopserver> <Sylf> hmm 05:32:08 <coopserver> <Sylf> this system is gonna fail 05:33:47 <coopserver> <Hazzard> D: 05:33:59 <coopserver> <Hazzard> I'm not very good at this game 05:40:24 *** KrunchyAl___ has quit IRC 05:44:06 <coopserver> <Sylf> this should work in theory.... 05:46:35 <coopserver> *** phatmatt has left the game (general timeout) 05:56:39 <V453000> !password 05:56:39 <coopserver> V453000: encode 05:56:55 <coopserver> *** Game paused (connecting clients) 05:56:58 <coopserver> *** V453000 has joined 05:56:58 <coopserver> *** Game unpaused (connecting clients) 05:57:01 *** KrunchyAl___ has joined #openttdcoop 05:57:01 <coopserver> <V453000> heyoooo 05:57:10 <coopserver> <Sylf> yoh 05:57:36 <coopserver> <V453000> WTF :D 05:57:42 <coopserver> <V453000> tall city buildings everywhere 05:57:45 <coopserver> <V453000> this is treachery 05:57:50 <coopserver> <V453000> no way to hold that throughput 05:57:52 <coopserver> <V453000> :D 05:58:14 <coopserver> <Sylf> like you didn't know this was coming! 05:58:25 <coopserver> <V453000> I expected considerably more small houses. 05:58:38 <coopserver> <V453000> but lets see I think I can adapt the logic to work a bit differently 05:58:42 <coopserver> <V453000> later 05:58:55 <coopserver> <V453000> lets see if ML can be expanded before that :P 06:00:09 <coopserver> <V453000> what are you building anyway 06:00:45 <coopserver> <Hazzard> I changed my station in responce to the huge lack of ML trains north 06:02:53 <coopserver> <V453000> :> 06:03:05 <coopserver> <V453000> also yes Hazzard, that is justa delayer from pzg2013 :) 06:03:19 <coopserver> <V453000> makes the 5 dummies go together 06:03:52 <coopserver> <Hazzard> I was thinking about something like that 06:03:55 <coopserver> <Hazzard> Cool 06:04:34 <coopserver> <V453000> there are many ways to do it, this one is the most precise 06:07:16 <coopserver> <V453000> in general it is just a thing which has memories to remember amount of trains which should be let to go in, rest is just logic to make sure it works (dummies wait for loading till all memories are red and no platform is occupied, and they reset the memories after loading so trains can go in again, and fill the station before any train could arrive... and then wait for memories to get red again 06:07:17 <coopserver> <V453000> ez 06:07:32 <coopserver> <V453000> there is just a lot of shit but it isnt anything terribly complicated 06:07:35 <coopserver> <V453000> there are worse things 06:08:02 <coopserver> <Hazzard> Yeah, ofc :) 06:11:01 <coopserver> <Sylf> meh. let this fail. 06:11:59 <coopserver> <V453000> we should have used chameleons :D:D:D 06:12:06 <coopserver> <V453000> proper wagons 06:13:49 <coopserver> <Hazzard> I'm starting to get impatient 06:14:02 <coopserver> <V453000> ? 06:14:25 <coopserver> <Hazzard> This may possibly not be the best way to remove people from a station 06:15:27 <coopserver> <V453000> just make a good enough main ML station and it will disappear sooner or later if your throughput is good enogh 06:20:18 <coopserver> <V453000> your logic seems to work nicely, just add more platforms id say 06:22:00 <coopserver> <V453000> well 06:22:05 <coopserver> <V453000> the key problem is no trains from ML really 06:22:26 <coopserver> <Hazzard> As soon as I get rid of the extra pax the logic will take over 06:22:27 <coopserver> <V453000> the current temporary solution is cute but it will get back to broken state sooner or later 06:22:34 <coopserver> <Sylf> that's why I'm building more in the south 06:22:38 <coopserver> <V453000> y 06:22:45 <coopserver> <Hazzard> logic will take over 06:22:59 <coopserver> <V453000> I think ML expansion (like doubling the whole thing) will also be necessary 06:25:33 *** Djanxy has joined #openttdcoop 06:27:12 <coopserver> <Hazzard> The major limitation I find with the openttd chat is that it's very hard for more than one conversation to be held at the same time. TS wouldn't fix that 06:28:54 <coopserver> <V453000> depends, sometime people talk about multiple things at the same time 06:38:30 <coopserver> <V453000> I gtg 06:38:32 <coopserver> <V453000> byez :) 06:38:36 <coopserver> *** V453000 has left the game (Leaving) 06:38:38 <coopserver> <Hazzard> cya 06:42:04 <coopserver> <Hazzard> 200k left 06:43:11 <coopserver> <Sylf> farm complete 06:46:48 <V453000> farm? :D 06:46:57 <V453000> !password 06:46:58 <coopserver> V453000: forces 06:47:05 <coopserver> *** Game paused (connecting clients) 06:47:09 <coopserver> *** V453000 has joined 06:47:09 <coopserver> *** Game unpaused (connecting clients) 06:47:13 <coopserver> <Hazzard> hwua? 06:47:21 <coopserver> <V453000> oh :) 06:47:25 <coopserver> <V453000> emu farm :D 06:47:51 <coopserver> <V453000> nice and easy (: perhaps a delayer to make sure everything starts from a stop would make sense, but .. (: 06:48:28 <coopserver> <V453000> aha I remember now the ML trains ahve to unload first anyway 06:48:30 <coopserver> <V453000> good for timing :) 06:48:38 <coopserver> <Sylf> yup 06:50:58 <coopserver> <V453000> I think we can just build another ML a bit far away 06:51:07 <coopserver> <V453000> like not exactly expanding, simply building one more :D 06:51:22 <coopserver> <V453000> with all the choices etc, but like going around towns etc 06:51:50 *** retro|cz has joined #openttdcoop 06:53:21 <coopserver> <Hazzard> Look at ML injection 2.... 06:53:53 <coopserver> <V453000> yes but we still need to expand it at some point :) 06:54:39 <coopserver> <Sylf> that's what happens with a wrong signal 06:54:39 <coopserver> <V453000> well lets see what can be done in the evening :) 06:54:41 <coopserver> <V453000> off to work 06:54:42 <coopserver> <V453000> cyaz 06:54:46 <coopserver> *** V453000 has left the game (Leaving) 06:56:47 <coopserver> <Hazzard> Alright, cya guys tomorrow 06:56:57 <coopserver> *** Hazzard has left the game (Leaving) 06:56:57 <coopserver> *** Game paused (number of players) 06:57:06 *** Hazzard has quit IRC 07:01:42 <Sylf> !unpause 07:01:44 <coopserver> *** Game unpaused (number of players) 07:02:50 <Sylf> !auto 07:02:51 <coopserver> *** Game paused (number of players) 07:03:19 <coopserver> *** Sylf has left the game (Leaving) 07:25:02 *** KrunchyAl___ has quit IRC 07:25:26 *** KrunchyAl___ has joined #openttdcoop 07:33:30 *** KrunchyAl___ has quit IRC 07:47:15 <phatmatt> !players 07:47:15 <coopserver> phatmatt: The server is empty, noone is connected. Feel free to remedy this situation 08:25:40 *** KrunchyAl___ has joined #openttdcoop 09:36:22 *** KrunchyAl___ has quit IRC 10:07:55 *** tycoondemon has quit IRC 10:08:10 *** tycoondemon has joined #openttdcoop 11:19:26 *** KrunchyAl has joined #openttdcoop 11:55:43 <Webster> Latest update from openttd: OpenTTD 1.4.0-beta5 <http://www.openttd.org/en/news/197> 11:56:23 <planetmaker> !revision 11:56:23 <coopserver> planetmaker: Game version is r26315. Use Download <os-version> to get a direct download link. 11:56:39 <planetmaker> !update 11:56:40 <coopserver> Starting update... 11:56:42 <coopserver> planetmaker: Something went wrong executing make or svn. Please run ofs-svnupdate.py manually and see what goes wrong 11:56:46 <planetmaker> ach? 11:57:24 <planetmaker> But I'm quite impressed. The error messages are nicely verbose :) 12:02:42 <theholyduck> 4096x4096 maps eh.. 12:02:42 *** KrunchyAl has quit IRC 12:02:53 <theholyduck> i thought 2048x2048 was allready impossibly absurdly large 12:02:55 <V453000> yeah that is useful 12:03:18 <V453000> making people go even more retarded, why not 12:03:28 <V453000> doesnt touch us :) 12:03:45 <theholyduck> well, i asume theres been some engine improvements to rendering speed 12:03:50 <theholyduck> sicne the last time i played with openttd stable 12:03:54 <theholyduck> if they can do that large maps now 12:04:07 <V453000> I dont think openttd got any easier on cpu 12:04:12 <V453000> more like the opposite 12:04:20 <theholyduck> V453000, but, did they add threading? 12:04:26 <theholyduck> cause, that was the big issue back then 12:04:29 <theholyduck> everything ran in a single thread 12:04:35 <V453000> running even 1k x 1k wrecks every pc 12:04:40 <V453000> yes, is still taht way 12:04:57 <V453000> or, more specifically, some details are on 2nd core, but pathfinding is still 1 thread 12:05:03 <V453000> (pathfinding is like 90%) 12:05:05 <V453000> or more 12:05:11 <theholyduck> V453000, well, most people dont run that many trains though :P 12:05:37 <V453000> sure but the retards use e.g. FIRS or ECS, and shitload of towns, plus a gamescript, and you get major problems even with 0 trains 12:05:43 <V453000> 2048x2048 12:06:04 <theholyduck> :P 12:06:16 <phatmatt> what's the new max map size? 12:06:19 * phatmatt is lazy 12:06:37 <phatmatt> oh, 4kx4k 12:06:37 <theholyduck> 4096x4096 according to the 1.4.0-beta5 post 12:06:41 *** KrunchyAl has joined #openttdcoop 12:07:30 <V453000> the only thing which is thinkable about is like trying e.g. 128x4096, question is why. On long maps the only real possible network design is one long ML, nothing else. 12:07:48 <V453000> I will just happily ignore the feature if you dont mind 12:08:00 <theholyduck> i dont forsee ever using it either :P 12:08:21 <V453000> honestly, even 256x256 is enough for a solid network 12:08:25 <theholyduck> but, theres so many people who play boring games on 2048 maps. 12:08:30 <theholyduck> and just make a line from 1 end of the map to the other 12:08:32 <theholyduck> transporting coal 12:08:34 <V453000> 512x512 is for big coop play already possible to demolish any CPU 12:08:48 <V453000> well if they enjoy making a long line, well, up to them 12:09:06 <theholyduck> V453000, i asume the 4096 map is for them :P 12:09:14 <theholyduck> now instead of having just 100 trains for that 1 route 12:09:18 <theholyduck> they get to have 200 trains 12:09:21 <phatmatt> yay, they kept my code working with the new map size 12:09:25 <V453000> I guess :D but idiocy is infinite, 4096 wont be enough 12:12:13 <V453000> I should someday play a game with 5000 trains on 512x512 12:13:05 <theholyduck> i know its a tough problem, but it would be great if they one day found a way to thread openttd propperly 12:13:07 <V453000> pzg2013 is valid but the parking lot sort of game is a bit not a big proof, and pzg21 has 3000 of asiastars which probably is enough for 5000 well accelerating trains on the same network, but the number just isnt there :| 12:13:22 <V453000> mhm :P 12:13:35 <V453000> would be interesting 12:13:45 <V453000> but at the same time not really necessary easy 12:13:47 <theholyduck> i mean, i got myself an i7, so i got god single threaded performance 12:14:04 <V453000> playing on smaller maps means you can fill it more, which asks for more dense building, which motivates for better building 12:14:06 <phatmatt> theholyduck: i know i'm not alone in having nerd wet dreams about a fully parallel openttd (and why not make the sim only on the servers, and add multiple server clustering for load balancing/map size) 12:14:10 <theholyduck> but, i got even more godly m ultithreaded performnace 12:14:12 <V453000> so "all bad is for something good" 12:14:23 <phatmatt> but it's just too much work ofc 12:14:42 <theholyduck> phatmatt, i would imagine it to require a massive and total restructure and rewrite 12:14:44 <theholyduck> of most of the codebase 12:14:48 <phatmatt> mm 12:15:11 <phatmatt> i mean, right now the code uses a global that gets moved around when other companies do actions 12:15:14 <phatmatt> a *global* 12:15:35 <phatmatt> (to show which company is doing the action) 12:16:01 <phatmatt> it still shows its assembly heritage 12:16:25 <phatmatt> (and then you have the full-on template-using c++ in yapf and whatever, so weird) 12:16:29 <theholyduck> some of the best software i know is written in part in assembly :P 12:16:34 <theholyduck> x264 for instance :P 12:16:48 <phatmatt> oh yeah, not criticizing (getting deja vu, i think you've brought up x264 before?) 12:17:00 <theholyduck> phatmatt, probably :P assembly = speed if done correctly 12:18:25 <phatmatt> i wonder how amenable openttd++ would be to GPU processing 12:18:36 <phatmatt> not for the graphics, but for the pathfinding and simulation etc 12:19:29 <phatmatt> things like acceleration/speed updates would be at least 12:19:37 <phatmatt> (for vehicles) 12:19:42 <phatmatt> i'll shut up now 12:19:45 <theholyduck> phatmatt, problem is, its hard to keep sync when offloading certain parts 12:19:48 <theholyduck> to the gpu 12:19:57 <phatmatt> yeah, ofc 12:20:12 <theholyduck> i dont know too well how the pathfinding in openttd works 12:20:19 <V453000> omg nerds 12:20:33 <theholyduck> but, i asume its non-linear enough 12:20:38 <theholyduck> to be gpu offloaded to some extent 12:20:45 <phatmatt> you'd do all this rewrite and amazing work and algorithms and shit and the first comment will be "why is it not 3d" or some bullshit 12:20:57 <theholyduck> im mostly familiar with gpu offloading of video processing, which is basicly impossible. 12:20:59 <phatmatt> well it's more the parallelism 12:21:05 <theholyduck> because, video is linear 12:21:15 <phatmatt> the accleration calculation is the same thing just on a lot of vehicles each tick 12:21:15 <theholyduck> and gpus are brute force parralell 12:21:20 <phatmatt> right 12:21:54 <phatmatt> well, yeah. if you have a parallel workload, gpus are hotshit 12:22:18 <theholyduck> phatmatt, the next generation of amd APUS after this one though 12:22:20 <phatmatt> since for video decoding and stuff, that's not parallel in an easy way 12:22:27 <theholyduck> is going to have good ways of syncing cpu and gpu workloads 12:22:28 <phatmatt> but computer graphics, the rendering side, is 12:22:29 <theholyduck> for threading stuff 12:22:35 <phatmatt> yeah 12:22:36 <theholyduck> i think it would be more viable there 12:22:41 <theholyduck> than on current systems 12:22:41 <phatmatt> it's going to come full circle 12:22:55 <phatmatt> first it was cpus only, then gpus specialized out, and now cpu+gpu is gonna merge again 12:23:48 <phatmatt> just to go full nerd, do you know much x86/amd64 assembly? 12:24:00 <phatmatt> or arm? 12:24:00 <theholyduck> phatmatt, i dunno how intrested you are, but this is a pretty good talks of the difficulties of gpu accelerating cpu workloads 12:24:12 <theholyduck> with a focus on video 12:24:13 <theholyduck> http://www.youtube.com/watch?v=uOOOTqqI18A 12:24:13 <Webster> Title: OpenCL Acceleration of x264 at AFDS 2012, Length: 37m 48s, Views: 2806, Likes: 21 12:24:28 <phatmatt> alright, i might take a look later 12:24:30 <theholyduck> phatmatt, i know how it works to some degree, but i cant write it 12:24:45 <phatmatt> alright, never mind :) 12:25:24 <phatmatt> my favourite use of careful optimization, not really gpu but cpu stuff, is in the GMP 12:25:37 <theholyduck> but yeah, essentially the solution was to make the gpu run a seperate, "Lookahead" thread, that doesnt need to sync with the rest of the process. and just needs to run faster than it 12:25:40 <phatmatt> they do crazy analysis to eke out top performance 12:26:14 <theholyduck> phatmatt, x264 has a system for automatically loading the correct version of each function, in various forms of handwritten assembly 12:26:15 <V453000> I will remind you of this conversation when you insult my simple openttd constructions :P 12:26:22 <V453000> nerdzzz 12:26:31 <theholyduck> based on which cpu extension is faster 12:26:32 <theholyduck> on which cpu 12:26:51 <theholyduck> so like, the mmx version is faster on 1 cpu, but the sse2 version is faster on another 12:26:58 <theholyduck> even though both support mmx and sse2 12:27:06 <phatmatt> yeah GMP does that too 12:27:21 <phatmatt> https://gmplib.org/devel/asm.html 12:27:22 <Webster> Title: GMP assembly chart (at gmplib.org) 12:27:29 <phatmatt> each column is a cpu they specialize for 12:28:03 <phatmatt> V453000: your logic stuff is more programming than you realize :P 12:28:28 <phatmatt> i mean, logic obviously already is, but i mean the style of thinking you need to get it working right 12:28:33 <phatmatt> w/e 12:28:56 <theholyduck> http://x264dev.multimedia.cx/archives/category/assembly phatmatt lots of good reading here aswell 12:28:58 <V453000> NO. ! :D 12:29:25 <phatmatt> yeah i read the x264 blog stuff sometimes 12:29:40 <phatmatt> mainly when they're slagging off other video codecs and stuff 12:30:01 <phatmatt> oh, i know something relevant 12:30:01 <theholyduck> phatmatt, well, i know steve jobs linked his article on why vp8 is a bit silly :P 12:30:19 <phatmatt> oh, he did? that's cool 12:30:45 <phatmatt> a bunch of russians are reversh engineering the PS1, down to the silicon level 12:31:07 <phatmatt> like, they work from huge pictures of the polysilicon layers from a decapped chip 12:31:23 <phatmatt> they've found the MDEC decoder circuits (video decoding) 12:31:39 <phatmatt> so if you want more video/hardwave stuff to checkout, you might wanna look at that :P 12:31:54 <theholyduck> ;D 12:31:56 <phatmatt> hmm 12:32:08 <theholyduck> well, thats what gpu accelerated video decoding is :P 12:32:08 <phatmatt> http://wiki.psxdev.ru/index.php/MDEC 12:32:09 <Webster> Title: MDEC — PSXDEV (at wiki.psxdev.ru) 12:32:14 <phatmatt> (get your google translate on) 12:32:21 <theholyduck> normal gpus are too slow to really decode video in real time 12:32:33 <phatmatt> but i mean, shit. http://psxdev.ru/cells 12:32:34 <Webster> Title: Стандартные ячейки (at psxdev.ru) 12:32:46 <theholyduck> so, when you accelerate the video decoding with the gpu, its just using a piece of silicion designed for video decoding 12:32:59 <phatmatt> they literally work from pictures of the circuits that electrons run through. it's so small that they have to account for the relative size of positive vs. negative charges 12:33:03 <theholyduck> phatmatt, some pretty cool stuff. 12:33:03 <phatmatt> so cool 12:33:34 <phatmatt> http://psxdev.ru/download 12:33:35 <Webster> Title: Скачать (at psxdev.ru) 12:34:10 <phatmatt> the orangey chip pic at the bottom is the GPU :P 12:34:59 <phatmatt> and yeah, it's not very parallel, the MDEC stuff 12:35:18 <phatmatt> it's just really hardware video decoding in serial, just because the MIPS core would be too slow to do it in software 12:35:25 <phatmatt> it does a macroblock at a time 12:35:31 <phatmatt> 2 clock cycles per block 12:35:41 <phatmatt> and spits it out via DMA 12:35:56 <theholyduck> old school embedded engineering is generally pretty cool 12:36:45 <phatmatt> yeah. have you seen visual6502? old news by now 12:37:14 <theholyduck> that oldschool computer thing? 12:37:24 <phatmatt> the 6502 chip is so nice, because a human designed it and they've gone to great lengths to simplify it to reduces costs + manufacturing defects 12:37:58 <phatmatt> but the PS1 is basically compiled like you compile source code to ASM, except it's with verilog to a chip layout (the huge mess in those cpu pics) 12:38:02 <phatmatt> yeah, the chip from the nes 12:38:09 <phatmatt> http://visual6502.org/ 12:38:10 <Webster> Title: www.Visual6502.org (at visual6502.org) 12:38:38 <phatmatt> you can emulate it in your browser w/ javascript. once again, so cool 12:38:51 <V453000> My beliefs that I am in a channel with normal people just went poof. 12:39:28 <phatmatt> with meech in .stable, there is no more sanity left 12:39:33 <theholyduck> http://pong74ls.blogspot.no/2013/11/asap-3-almost-simple-as-possible.html phatmatt i really enjoy projects like this :P 12:39:34 <Webster> Title: Discrete Digital Logic Circuits: ASAP-3 - Almost Simple As Possible Computer 3 (at pong74ls.blogspot.no) 12:39:35 <phatmatt> lucky for you i am going to bed, so goodnight 12:39:54 <V453000> meech is innocent in this 12:40:06 <phatmatt> oh cool, TTL logic :P 12:40:28 <theholyduck> http://www.timefracture.org/D16.html and one of the many crazy wirewrap computers 12:40:29 <Webster> Title: D16.html (at www.timefracture.org) 12:40:30 <theholyduck> people built 12:41:02 <theholyduck> http://www.homebrewcpu.com/overview.htm or this one :P 12:41:03 <Webster> Title: Overview (at www.homebrewcpu.com) 12:41:19 <phatmatt> ah yeah i've seen that magic1 one 12:41:23 <phatmatt> those are tres cool 12:41:34 <phatmatt> and it runs minix lol 12:41:37 <phatmatt> i forgot that 12:41:56 <phatmatt> seriously, if something is turing complete, a nerd is going to make a cpu on it 12:42:12 <phatmatt> openttd, minecraft, water + pipes, marbles + gravity, ... 12:42:13 <V453000> LOL 12:42:42 <V453000> reminds me of a quote "if it exists, there surely is porn of it on the internet" 12:42:54 <phatmatt> rule 34 12:43:33 <theholyduck> V453000, so, i recently visited the czech republic, and you guys sure love your beer 12:44:03 <V453000> O 12:44:06 <phatmatt> http://www.youtube.com/watch?v=GcDshWmhF4A unfff 12:44:06 <Webster> Title: Marble adding machine, Length: 3m 34s, Views: 1760029, Likes: 6331 12:44:06 <theholyduck> for people like me who doesnt like beer, it was actually a genuine problem 12:44:08 <V453000> fuck of course 12:44:18 <theholyduck> cause it was impossible to get almost anything else 12:45:13 <V453000> :DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 12:45:19 <V453000> :DDDDDDDDDDDDDDDDDDDDDDDDD 12:45:20 <V453000> yes. 12:46:02 <V453000> where are you from anyway? 12:46:11 <theholyduck> norway 12:46:33 <V453000> aha :) 12:55:28 *** KrunchyAl has quit IRC 12:55:51 *** KrunchyAl has joined #openttdcoop 13:03:53 *** KrunchyAl has quit IRC 13:29:18 *** sim-al2 has joined #openttdcoop 13:29:22 <sim-al2> !password' 13:29:25 <sim-al2> !password 13:29:25 <coopserver> sim-al2: unless 13:29:29 *** KrunchyAl has joined #openttdcoop 13:29:39 <coopserver> *** Game still paused (connecting clients, number of players) 13:29:46 <coopserver> *** sim-al2 has joined 13:29:46 <coopserver> *** Game still paused (number of players) 13:36:11 <coopserver> *** sim-al2 has left the game (Leaving) 13:36:15 *** sim-al2 has quit IRC 13:37:31 *** KrunchyAl has quit IRC 13:40:08 *** bdavenport has joined #openttdcoop 13:45:51 <planetmaker> re 4096^2 maps: yes, that's absurdley large. But meh, it's possible without any other modifications than changing that constant in the source 13:46:03 <planetmaker> (and 8192 is not possible without many further changes) 13:46:14 <planetmaker> so... let those people simply have fun 13:46:25 <planetmaker> and... for lulz we could try 4096 x 128 ;) 13:46:30 <V453000> :D I understand that 13:46:40 <planetmaker> or x 64 maybe :) 13:46:59 <V453000> idk, perhaps someone, I am not interested 13:47:09 <planetmaker> I found the game we plate recently with NoCarGoal on a 2048 x 128 map quite nice :) 13:47:15 <planetmaker> s/plate/played/ 13:49:23 <V453000> we just basically never play long maps because it means only one valid network design - long straight ML 13:49:28 <V453000> but I am not stopping anyone :) 13:51:25 <Sylf> yeah, you're the one who made 7-ring ML design on 1024x256 map about 80 games ago 13:51:34 <Sylf> you were already complaining about long map back then 13:52:02 <V453000> well 256 is still nice 13:52:16 <V453000> I meant 128 or 64 in this case (so the other dimension is 2048 or 4096) 13:52:47 <V453000> but yeah 198 was fun (: 13:53:00 <planetmaker> it can make for a nice SML game on long maps 13:53:04 <planetmaker> they're well suitable for that 13:53:21 <V453000> nobody has been interested in playing SML for like 100 games 13:53:23 <planetmaker> and just one giant loop, maybe two or three loops 13:53:30 <V453000> copypaste copypaste copypaste more shifters :) 13:54:13 <V453000> 173 was SML, since then probably only 207? 13:54:33 <Sylf> was that the pax sml srnw 13:54:43 <V453000> yes 13:55:02 <V453000> well we had that in another game too, more recently, but that is very different :) 13:55:32 *** Absolutis has joined #openttdcoop 13:55:44 <Absolutis> !players 13:55:44 <coopserver> Absolutis: The server is empty, noone is connected. Feel free to remedy this situation 13:55:46 <V453000> yeah 253 eventually 13:55:46 <Absolutis> !password 13:55:47 <coopserver> Absolutis: usable 13:56:09 <Absolutis> it would be kind of nice to hear context of that 13:56:11 <Absolutis> :P 13:56:55 <coopserver> *** Game still paused (connecting clients, number of players) 13:56:57 <coopserver> *** Absolutis has joined 13:56:57 <coopserver> *** Game still paused (number of players) 13:57:00 <coopserver> <Absolutis> @@lohd 13:57:03 <coopserver> <Absolutis> @@logs 13:57:05 <Webster> #openttdcoop IRC webstuff - IRC Log Viewer - http://webster.openttdcoop.org/ 13:57:27 <Absolutis> i wonder if webster still hates me 13:57:28 <Absolutis> @logs 13:57:34 <Absolutis> yup 13:57:40 <V453000> LOL 13:59:13 <coopserver> <Absolutis> "nature preserve" 13:59:27 <V453000> not my fault the people moved there 13:59:30 <V453000> fuking humans 14:00:23 <coopserver> <Absolutis> you seem to like these ml-train-straight-in-town kind of stations 14:01:07 <V453000> it is clean :) 14:01:46 <coopserver> <Absolutis> emu farm :D 14:01:50 <V453000> the first one is a lot more flexible and imo better, second is just something a little bit new 14:01:51 <V453000> yes :) 14:02:02 <V453000> will need more ostriches though! 14:08:55 *** KrunchyAl has joined #openttdcoop 14:10:02 *** KrunchyAl has quit IRC 14:10:26 *** KrunchyAl has joined #openttdcoop 14:14:21 <coopserver> <Absolutis> the ml injection 1 area seems a bit crowded 14:14:52 <coopserver> <Absolutis> with 2 of your slh's, the ml, the injection, and SBahns on all sides 14:18:29 *** KrunchyAl has quit IRC 14:32:19 <coopserver> *** Absolutis has joined spectators 14:46:34 *** Djanxy has quit IRC 14:49:35 *** Anson has quit IRC 16:25:22 *** ODM has joined #openttdcoop 16:25:22 *** ChanServ sets mode: +o ODM 16:46:53 *** KrunchyAl has joined #openttdcoop 16:50:47 *** Maraxus has joined #openttdcoop 16:50:47 *** ChanServ sets mode: +o Maraxus 16:55:39 *** KrunchyAl has quit IRC 16:56:02 *** 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quit IRC 17:57:14 *** leg3nd has joined #openttdcoop 17:57:24 <leg3nd> !password 17:57:25 <coopserver> leg3nd: tcache 17:57:46 <coopserver> *** Game still paused (connecting clients, number of players) 17:57:48 <coopserver> *** Leg3nd has joined 17:57:48 <coopserver> *** Game still paused (number of players) 17:58:36 *** KrunchyAl has joined #openttdcoop 17:59:11 *** KrunchyAl has joined #openttdcoop 18:07:15 *** KrunchyAl has quit IRC 18:19:03 <coopserver> *** Leg3nd has left the game (Leaving) 18:53:05 *** uliko has joined #openttdcoop 18:53:05 *** ChanServ sets mode: +o uliko 18:59:26 *** KrunchyAl has joined #openttdcoop 19:07:26 *** KrunchyAl has quit IRC 19:10:02 <coopserver> *** Absolutis has left the game (Leaving) 19:10:05 *** Absolutis has quit IRC 19:37:03 *** Mazth has quit IRC 19:58:42 *** killertester has joined #openttdcoop 19:59:03 *** killertester has left #openttdcoop 20:00:11 *** KrunchyAl has joined #openttdcoop 20:07:15 *** valhallasw has quit IRC 20:08:11 *** KrunchyAl has quit IRC 20:09:09 *** valhallasw has joined #openttdcoop 20:15:20 <coopserver> *** Jam35 has left the game (Leaving) 20:29:55 *** leg3nd has quit IRC 20:37:05 <V453000> ;!password 20:37:10 <V453000> !password 20:37:10 <coopserver> V453000: lenght 20:37:32 <coopserver> *** Game still paused (connecting clients, number of players) 20:37:34 <coopserver> *** V453000 has joined 20:37:34 <coopserver> *** Game still paused (number of players) 20:37:43 <coopserver> <V453000> moo moo moo moo moo 20:38:22 * Jam35 makes sound of dolphin 20:38:29 <coopserver> <V453000> hyyyyyyyyyyyyyyyyyyyyyy 20:38:39 <Jam35> yes :) 20:38:49 <coopserver> <V453000> how about we add a new ML 20:39:04 <coopserver> <V453000> not touching current one, just is given choices to split as the current one, and trains can join it the same way 20:39:06 <coopserver> <V453000> another 3 lines 20:39:19 <coopserver> <V453000> sometimes next to the current ML, sometimes going around towns where necessary 20:39:28 <Jam35> just a sec... 20:39:35 <coopserver> <V453000> I will take some food anyway 20:39:36 <coopserver> <V453000> no worriez 20:40:30 <Jam35> !password 20:40:30 <coopserver> Jam35: choose 20:40:35 <coopserver> *** Game still paused (connecting clients, number of players) 20:40:44 <coopserver> *** Jam35 has joined 20:40:44 <coopserver> *** Game still paused (number of players) 20:40:50 <coopserver> *** Jam35 has joined company #1 20:40:50 <coopserver> *** Game unpaused (number of players) 20:43:24 <coopserver> <V453000> I do blue you red? 20:43:47 <Jam35> too much lag here atm 20:44:12 <Jam35> moments of clarity but mostly not 20:44:26 <coopserver> <V453000> well then I do blue in the meantime :D 20:45:51 *** TallMan has joined #openttdcoop 20:46:33 <TallMan> !password 20:46:33 <coopserver> TallMan: choose 20:46:39 <coopserver> *** Jam35 has left the game (general timeout) 20:46:39 <coopserver> *** Game paused (number of players) 20:46:43 <coopserver> *** Game still paused (connecting clients, number of players) 20:46:46 <coopserver> *** TallManNL has joined 20:46:46 <coopserver> *** Game still paused (number of players) 20:46:46 <coopserver> *** Game unpaused (number of players) 20:46:51 <Jam35> oh jeez :) 20:47:34 <coopserver> *** Game paused (connecting clients) 20:47:34 <coopserver> <V453000> hello 20:47:41 <coopserver> <TallManNL> Hi 20:47:42 <coopserver> *** Jam35 has joined 20:47:42 <coopserver> *** Game unpaused (connecting clients) 20:47:44 <Jam35> trying again 20:48:18 <Jam35> !vehicles 20:48:18 <coopserver> Jam35: Total vehicles per type: Rail: 717, Road: 9, Water: 0, Air: 0 20:51:00 *** ODM has quit IRC 20:53:24 <coopserver> *** Jam35 has left the game (general timeout) 20:53:49 *** uliko has quit IRC 20:53:55 <Jam35> not happening 20:54:01 <coopserver> <V453000> myeah :| 20:54:08 <coopserver> <V453000> cpu? 20:54:54 <Jam35> most likely :) 20:55:14 *** Lizz has joined #openttdcoop 20:59:22 *** KrunchyAl has joined #openttdcoop 21:02:11 <coopserver> *** V453000 has joined spectators 21:02:11 <coopserver> *** Game paused (number of players) 21:05:45 *** Djanxy has joined #openttdcoop 21:07:24 *** KrunchyAl has quit IRC 21:10:48 <coopserver> *** TallManNL has left the game (Leaving) 21:11:09 *** TallMan has quit IRC 21:21:14 <coopserver> *** V453000 has left the game (Leaving) 21:39:12 *** Hazzard has joined #openttdcoop 21:39:31 <Hazzard> YAOoooowasssssup 21:42:46 *** Djanxy has quit IRC 21:45:43 <Hazzard> !players 21:45:43 <coopserver> Hazzard: The server is empty, noone is connected. Feel free to remedy this situation 21:48:11 <Hazzard> D: 21:50:39 *** sim-al2 has joined #openttdcoop 21:50:41 <sim-al2> !password 21:50:42 <coopserver> sim-al2: closer 21:50:49 <coopserver> *** Game still paused (connecting clients, number of players) 21:50:53 <coopserver> *** sim-al2 has joined 21:50:53 <coopserver> *** Game still paused (number of players) 21:52:31 <coopserver> *** sim-al2 has joined company #1 21:56:45 *** Hazzard has quit IRC 21:57:20 <V453000> !password 21:57:20 <coopserver> V453000: costly 21:57:28 <coopserver> *** Game still paused (connecting clients, number of players) 21:57:29 <coopserver> *** V453000 has joined 21:57:30 <coopserver> *** Game still paused (number of players) 21:57:30 <coopserver> *** Game unpaused (number of players) 21:57:30 <coopserver> <V453000> hi 21:57:33 <coopserver> <sim-al2> hi 22:00:31 <coopserver> <sim-al2> Lol new city: "Emu Farm" 22:00:39 <coopserver> <V453000> :) 22:01:28 <coopserver> <sim-al2> I'm beginning to wonder if my main station has enough capacity 22:01:54 <coopserver> <V453000> Deningham? 22:02:09 <coopserver> <sim-al2> Yeah it looks like its getting close 22:02:49 <coopserver> <V453000> yeah that might be a tad small 22:03:04 <coopserver> <V453000> probably needs considerably more than 6 platforms 22:03:06 <coopserver> <sim-al2> Hm will have to work on that later 22:03:31 <coopserver> <V453000> if you look at my town, I have some 9 separate platforms for 30k population and it works jut fine 22:03:40 <coopserver> <V453000> 6 for 50k then sounds not enough ;) 22:03:48 <coopserver> <V453000> it cant be compared in 1:1, but just roughly 22:04:31 <coopserver> <sim-al2> Lol Tudinghead has three million waiting... 22:04:44 <coopserver> <V453000> mhm 22:05:46 <coopserver> <sim-al2> Also why does S.T.U.F.F. have mail trucks? 22:06:05 <coopserver> <V453000> just for faster growth as there is only 1 station otherwise 22:06:08 <coopserver> <V453000> and not to take pax 22:06:11 <coopserver> <sim-al2> ah ok 22:10:50 <coopserver> <sim-al2> I noticed that Jam's SRNW s-bahn doesn't seem to generate high station ratings in some parts 22:11:39 <coopserver> <sim-al2> I thought the SRNW was intended to help with that? 22:11:44 <coopserver> <V453000> which town? 22:11:50 <coopserver> <V453000> srnw is irrelevant to station ratings 22:11:50 <coopserver> <sim-al2> "Great Wartwood" 22:12:03 <coopserver> <V453000> right 22:12:06 <coopserver> <sim-al2> station of the same name 22:12:18 <coopserver> <V453000> well since trains arent loading at all times, slow trains are visiting, and they arent visiting often, there cant be high station rating :) 22:12:29 <coopserver> <V453000> SRNW is just made to service X stations with one group of trains automatically 22:12:31 <coopserver> <V453000> nothing more :) 22:12:55 <coopserver> <sim-al2> true, but the wiki seems to go on about how that would make better service easier 22:13:12 <coopserver> <V453000> where? 22:14:08 <sim-al2> http://wiki.openttdcoop.org/Self-regulating_SBahn 22:14:30 <V453000> old page :| 22:14:40 <V453000> the old pages often contain wrong info 22:14:41 <sim-al2> ah ok 22:14:57 <coopserver> <sim-al2> seems like a great idea 22:15:13 <coopserver> <V453000> but in this case it is valid 22:15:23 <coopserver> <V453000> of course if build properly, service is good 22:15:32 <coopserver> <V453000> but that IF is there for all things, not just this 22:16:03 <coopserver> <sim-al2> Would it be better if the exit of each station led straight back as opposed to the waypoint-and-loop idea going on now? 22:16:08 <coopserver> <V453000> the thing Jam35 has there is simply not performing as it should 22:16:25 <coopserver> <V453000> possibly 22:16:30 <coopserver> <sim-al2> I see trains visit empty station fairly often 22:16:42 <coopserver> <V453000> the main problem is that trains just "randomly wander around" 22:16:46 <coopserver> <V453000> that is never very effective 22:16:58 <coopserver> <V453000> dummies and load checks are always going to be more effective obviously 22:18:36 <coopserver> <sim-al2> ok. I've been looking for ideas to make better S-bahn networks of my own, but I always see to come back to either all trains serving all stations or a train serving a specific station 22:18:45 <coopserver> <sim-al2> *seen to 22:18:52 <coopserver> <sim-al2> *seem to 22:19:04 <coopserver> <V453000> well, what else would you expect? :P 22:28:17 <coopserver> <V453000> time to inhabitate stuff neighbours 22:28:31 <coopserver> <sim-al2> Holy crap V 22:29:44 <coopserver> <V453000> wa 22:43:38 <coopserver> <V453000> plan is clear 22:43:40 <coopserver> <V453000> lets do this :D 22:43:53 <coopserver> <sim-al2> oi! 22:44:37 <coopserver> <V453000> nonono 22:44:40 <coopserver> <sim-al2> righ 22:44:40 <coopserver> <V453000> better spacing 22:45:00 <coopserver> <V453000> :( 22:45:15 <coopserver> <sim-al2> why the road? 22:45:21 <coopserver> <sim-al2> wait nvm 22:45:21 <coopserver> <V453000> cause useful 22:45:25 <coopserver> <V453000> and we dont nede to cover that :) 22:45:39 <coopserver> <V453000> problem is I think we should keep just 3 sets 22:45:41 <coopserver> <V453000> instead of 4 22:45:46 <coopserver> <V453000> this would take too much space 22:45:52 <coopserver> <V453000> Tedborough would suffer:D 22:46:01 <coopserver> <V453000> though the closer end is quite poorly serviced 22:46:08 <coopserver> <V453000> !thing 22:46:11 <coopserver> <V453000> could use reduction =D 22:46:18 <coopserver> <V453000> hm no that would still be too much 22:46:26 <coopserver> <V453000> lets do 3in the middle 22:48:17 <coopserver> <V453000> now the system 22:48:33 *** Progman has quit IRC 22:49:04 *** valhallasw has quit IRC 22:49:24 <coopserver> <V453000> nono 22:49:43 <coopserver> <V453000> please, I appreciate you are trying to help but there is too much to consider, I got it on paper but need to do it alone 22:49:57 <coopserver> <V453000> at least for now 22:50:31 <coopserver> <V453000> ok how bout this 22:50:38 <coopserver> <V453000> same things are same 22:51:14 <coopserver> <V453000> or 22:51:15 <coopserver> <V453000> wa 22:51:16 <coopserver> <V453000> :D 22:51:18 <coopserver> <V453000> hm 22:54:17 <coopserver> <V453000> well dummy trains would make it even better 22:54:21 <coopserver> <V453000> but... 22:55:46 <phatmatt> > thinks it's not programming 22:55:53 <phatmatt> > has to design the logic on paper first 22:56:01 <phatmatt> oh u 22:56:05 <coopserver> <V453000> asdf 22:58:53 *** johnrambo has joined #openttdcoop 23:00:20 <coopserver> <V453000> mfgff 23:00:27 <coopserver> <V453000> this takes a fuckload of space more than I thought 23:00:32 <coopserver> <V453000> maybe two 23:01:03 <coopserver> <V453000> well 23:01:06 <coopserver> <V453000> meh 23:01:38 *** KrunchyAl has joined #openttdcoop 23:05:14 *** jrambo has quit IRC 23:06:03 <coopserver> <V453000> hm 23:06:15 <coopserver> <V453000> drawing might not be omnipotent :D 23:08:04 <coopserver> <V453000> :D 23:08:07 <coopserver> <V453000> ass 23:09:39 <coopserver> *** V453000 has left the game (Leaving) 23:09:39 <coopserver> *** Game paused (number of players) 23:09:41 *** KrunchyAl has quit IRC 23:10:39 <V453000> !password 23:10:40 <coopserver> V453000: vararg 23:10:49 <coopserver> *** Game still paused (connecting clients, number of players) 23:10:51 <coopserver> *** V453000 has joined 23:10:51 <coopserver> *** Game still paused (number of players) 23:10:51 <coopserver> *** Game unpaused (number of players) 23:53:15 *** Hazzard has joined #openttdcoop 23:53:20 <Hazzard> Hello 23:53:22 <Hazzard> !players 23:53:23 <coopserver> Hazzard: There are currently 2 players and 0 spectators, making a total of 2 clients connected 23:53:33 <coopserver> <V453000> hyhy 23:53:41 <Hazzard> How doth the brain melt today? 23:53:48 <Hazzard> !password 23:53:48 <coopserver> Hazzard: pageup 23:53:50 <coopserver> <V453000> yes 23:53:56 <coopserver> *** Game paused (connecting clients) 23:54:01 <coopserver> *** Hazzard has joined 23:54:01 <coopserver> *** Game unpaused (connecting clients) 23:54:39 <coopserver> <Hazzard> Second main line already? 23:54:44 <coopserver> <V453000> sure 23:55:44 <coopserver> <Hazzard> Oh dear 23:57:36 <Hazzard> We need way more south sbahns 23:57:43 <coopserver> <V453000> im adding one 23:58:57 <coopserver> *** sim-al2 has joined spectators