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Log for #openttdcoop on 28th June 2009:
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00:01:40  <PublicServer> *** Matt joined the game
00:02:14  <PublicServer> *** Matt has joined company #1
00:02:14  *** Matt123 has quit IRC
00:03:39  <PublicServer> *** Matt has left the game (leaving)
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00:13:00  <HDIEagle> !password
00:13:01  <PublicServer> HDIEagle: pruned
00:13:18  <PublicServer> *** HD1Eagle joined the game
00:16:16  <HDIEagle> !fish
00:16:16  <PublicServer> HDIEagle: Today's fish is sashimi with a trace of blowfish.
00:19:13  <PublicServer> *** HD1Eagle has left the game (leaving)
00:46:19  <HDIEagle> can't you use a PBS on doubles?
00:46:26  *** KenjiE20|LT has joined #openttdcoop
00:46:26  *** ChanServ sets mode: +o KenjiE20|LT
00:46:43  <HDIEagle> hey kenji
00:46:49  <HDIEagle> can you use PBS on doubles?
00:46:53  *** KenjiE20 has quit IRC
00:47:17  <KenjiE20|LT> depends on layout but yes
00:47:33  <HDIEagle> how would it depend?
00:47:56  <KenjiE20|LT> well you cant make a double and stick one pbs at the beginning and be donewith it, for instance
00:47:57  <HDIEagle> you're splitting into two bridges, but no space for signal before bridges
00:48:24  <HDIEagle> other than that, standard double
00:48:28  <KenjiE20|LT> so long as both exits have a regular block on it, and a PBS before the split, should be fine
00:48:39  <HDIEagle> this changes everything
00:50:20  <HDIEagle> argh
00:50:24  <HDIEagle> this slh is now 40 in diagonal
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01:07:11  <HDIEagle> eureka
01:20:00  <HDIEagle> i finished the ugliest slh evar
01:20:09  <HDIEagle> diagonal mls are hard :(
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01:31:49  <HDIEagle> hey
01:31:53  <HDIEagle> i have my solution :P
01:32:21  <HDIEagle> !password
01:32:21  <PublicServer> HDIEagle: lowing
01:32:32  <PublicServer> *** HD1Eagle joined the game
01:33:46  <HDIEagle> satyap: ?
01:34:30  <satyap> yes?
01:34:38  <HDIEagle> coming? :3
01:34:44  <satyap> sure in a minute
01:34:49  <satyap> was talking to the wife, ya know
01:34:54  <HDIEagle> oh, kek
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01:35:08  <HDIEagle> hi
01:35:16  <PublicServer> *** Game unpaused (enough players)
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01:54:51  <Audigex> hihi
01:54:55  <PublicServer> <HD1Eagle> yo
01:55:36  <PublicServer> <HD1Eagle> wow, this is so low tf its not funny
01:55:56  <Audigex> tf?
01:56:09  <PublicServer> <HD1Eagle> terraform
01:56:14  <Audigex> anyone up for a bit of a pre-signal challenge?
01:56:18  <Audigex> fair do's
01:56:28  <Audigex> i've not seen the current game :-)
01:56:51  <Audigex> i find that with low terraform, you just end up with it very slowly being changed
01:57:05  <Audigex> everyone goes "okay then, I'll just lower this one and raise this one"
01:57:22  <Audigex> and after 2 days 50 people have done that and it may aswell just have been totally terraformed in the first place
01:58:34  <Aali> well, the point of low tf is to make it look more natural IMO, not necessarily preserve the original landscape
01:58:47  <Audigex> but how do you know what looks natural?
01:59:00  <Audigex> i mean, to some extent you can
01:59:00  <Aali> tf'ing gradually is quite natural, flattening everything is not :)
01:59:08  <Audigex> yeah
01:59:16  <Aali> flattening everything in one go, that is
01:59:22  <Audigex> but the end result is still the same
01:59:31  <PublicServer> <HD1Eagle> i'm preserving most of the trees
01:59:39  <Aali> sure, it may end up flat in the end, but then you have usually built things on top of all that flattened ground, at some point
01:59:41  <PublicServer> <HD1Eagle> very old growth in the middle of the hub
01:59:45  <Audigex> although i suppose if the route is chosen to avoid too much terraforming first time around, then less will be done
02:00:04  <Audigex> ie if it loops to avoid a hill or steep bank
02:00:31  <Audigex> and in case anyone missed it, i've got a little pre-signal challenge if anyone's up for it.
02:00:40  <Audigex> no idea if it can be done
02:00:43  <Audigex> but should be interesting
02:00:51  <Aali> low tf puts the tf where it counts, instead of tf-first-think-later :)
02:01:06  <Audigex> well, i'm pretty sure it can be done, but not necessarily looking realistic
02:01:10  <Audigex> aali - thats true
02:01:15  <Audigex> much more planning required
02:01:22  <Audigex> i used to just flatten the route out
02:01:34  <Audigex> or let trains slow down
02:01:48  <Audigex> find it much more fun to think of it realistically and take big detours
02:02:08  <Audigex> then later on (2000s vs 1920s) make a nice high-speed route with lots of terraforming etc
02:02:19  <satyap> trains slowing down is a big nono in ottdcoop world
02:02:25  <Audigex> yeah
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02:13:47  <PublicServer> <HD1Eagle> man, this could be a BBH if it needed to be
02:14:15  <PublicServer> <HD1Eagle> oh, wait, the balancing
02:20:48  <PublicServer> <HD1Eagle> It's so simple you wonder why you thought it would be hard in the first place.
02:44:24  <PublicServer> <HD1Eagle> jeez that was a stretch ^_^
02:46:32  <satyap> what's the pbs challenge?
02:46:44  <satyap> HDIEagle: mark says balancing isn't needed. i dunno
02:48:26  <satyap> what's this penalty signal kenji keeps signing out?
02:48:39  <satyap> @penalty signal
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02:49:59  <PublicServer> <HD1Eagle> i do believe my slh is complete :3
02:50:02  <PublicServer> <HD1Eagle> just need to plug it in
02:51:01  <PublicServer> <HD1Eagle> *reads chat log*
02:51:13  <PublicServer> <HD1Eagle> penalty makes trains prefer an alternate route
02:51:22  <PublicServer> <satyap> i understand that part
02:52:24  <PublicServer> <HD1Eagle> my first 4 way slh :)
02:52:29  <PublicServer> <HD1Eagle> (on 2x2)
02:52:33  <PublicServer> <HD1Eagle> or is it?
02:54:24  <PublicServer> <HD1Eagle> that's a tweak
02:54:41  <PublicServer> <HD1Eagle> makes train prefer top platforms to enhance thoroughput
02:54:54  <KenjiE20|LT> wihch tweak is this?
02:55:04  *** ced_ has quit IRC
02:55:16  <PublicServer> <HD1Eagle> one of many i assume
02:55:22  <KenjiE20|LT> heh
02:55:24  <satyap> at factory pickup
02:55:26  <KenjiE20|LT> only did a couple
02:55:30  <satyap> penalty signal tweak
02:55:32  <KenjiE20|LT> ah yea
02:55:33  <satyap> what's that about?
02:55:34  <Audigex> satyap
02:55:36  <KenjiE20|LT> I optimised that
02:55:37  <satyap> Audigex: ?
02:55:44  <KenjiE20|LT> it was 6x2 - 6x1 before
02:55:47  <Audigex> the pre-signal challenge?
02:55:53  <satyap> KenjiE20|LT: y, i don't understand how... ok
02:55:57  <satyap> Audigex: ok?
02:55:58  <KenjiE20|LT> now it's 4x2 - 4x1 and 4x0
02:56:09  <Audigex> emulate the ability to join two small trains into one big one
02:56:19  <Audigex> eg a 4-tile platform, and two 2-tile ones
02:56:22  <KenjiE20|LT> pushes trains further up and away from the incoming platforms
02:56:34  <Audigex> if both 2-tiles are full, the 4 tile can leave
02:56:39  <Audigex> if not, the 4 tile can't
02:56:47  <Audigex> and vice versa
02:56:54  <satyap> ok too complicated to understand with a toddler yelling thomas track at me over and over again
02:57:02  <Audigex> lol
02:57:04  <KenjiE20|LT> lol
02:57:05  <satyap> (that was for Audigex)
02:57:20  <Audigex> basically, if you think of a long train made up of two multiple units
02:57:24  <satyap> KenjiE20|LT: i understand. why prefer top platform?
02:57:31  <Audigex> do you know the west coast mainline?
02:57:46  <KenjiE20|LT> so that as one trains slows into the station, another can follow into another plat
02:57:53  <PublicServer> <HD1Eagle> exiting trains should not interfere with entering trains
02:57:55  <Audigex> or at least, generic UK geography
02:57:57  <PublicServer> <HD1Eagle> this reduces that problem
02:58:09  <KenjiE20|LT> also what hdi said
02:58:10  <satyap> KenjiE20|LT: yes, ok i see
02:58:25  <satyap> Audigex: west coast... scotland, wales?
02:58:39  <KenjiE20|LT> the further they can be from the line coming in and closer to the exit line the better
02:58:53  <KenjiE20|LT> WCML runs up the west coast of england
02:59:00  <Audigex> saty - yeah
02:59:01  <PublicServer> <HD1Eagle> woah, trains actually stop due to penalty
02:59:10  <KenjiE20|LT> from picadilly through oxford and up through manchester
02:59:12  <Audigex> right, think of the Bombardier Voyager trains
02:59:33  <KenjiE20|LT> those run everywhere now tbh
02:59:42  <KenjiE20|LT> XC use them on the ECML
02:59:46  <Audigex> well yeah, i was more thinking the place :-)
02:59:52  <Audigex> they've been on the ECML for years
02:59:53  <KenjiE20|LT> !setdef
02:59:54  <PublicServer> *** KenjiE20|LT has disabled wait_for_pbs_path, wait_twoway_signal, wait_oneway_signal, enabled no_servicing_if_no_breakdowns and set path_backoff_interval to 1
02:59:55  <Audigex> anyway
03:00:02  <KenjiE20|LT> that should fix the penalties
03:00:19  <Audigex> so i've got two voyagers, each has 4 carriages (or super-voyagers with 5 carraiges, whatever you fancy)
03:00:39  <satyap> ok
03:00:44  <Audigex> and i want to run one from birmingham to glasgow, and the other from birmingham to edinburgh
03:00:58  <Audigex> now, there's no point running two seperate trains
03:01:12  <satyap> ah i see
03:01:17  <Audigex> because the journey from birmingham to carlisle is the exact same for both trains
03:01:26  <Audigex> so i may aswell join them together, then split it at carlisle
03:01:33  <satyap> now i have no idea how you'd do that with pbs in ottd
03:01:42  <Audigex> half goes right, half goes left
03:01:46  <Audigex> it wouldn't be doable with pbs
03:01:51  <Audigex> but it should be possible with pre-signals
03:01:59  <KenjiE20|LT> that would need code rewrite
03:02:03  <Audigex> it wouldnt :-)
03:02:04  <Audigex> it's doable
03:02:08  <Audigex> i just cant work out how
03:02:09  <satyap> oh you said psb not pbs
03:02:15  <KenjiE20|LT> or a tweak with drive through depots
03:02:19  <Audigex> nope
03:02:20  <satyap> you're splitting a train right?
03:02:22  <Audigex> promise you, it's doable
03:02:26  <Audigex> not ACTUALLY splitting it
03:02:27  <Audigex> emulating it
03:02:30  <satyap> ok
03:02:32  <Audigex> in TTD I have 3 trais
03:02:34  <Audigex> *trains
03:02:41  <Audigex> two of 4-car voyagers
03:02:45  <KenjiE20|LT> meh
03:02:49  <KenjiE20|LT> back to anime
03:02:51  <Audigex> and one of two-4-cars together (so 8cars)
03:03:02  <satyap> oh i sorta get it
03:03:12  <Audigex> in theory, it should be possible to have the 4-car arrive at a station
03:03:17  <Audigex> then the other two can leave#
03:03:27  <Audigex> and those two can't leave again until the 4-car comes back
03:03:29  <satyap> yo run the cargo on the 8car to carlisle, transfer it, and run the other 2 to glasgow/manchester
03:03:33  <Audigex> yeah
03:03:43  <KenjiE20|LT> I suggest you have a look at the logic circuit blog entry
03:03:51  <Audigex> thats what i'm thinking of
03:03:57  <KenjiE20|LT> specifically NOT gates
03:03:59  <Audigex> but i cant work out how to do it both ways :-)
03:04:08  <Audigex> ANDs and NOTs I think
03:04:13  <KenjiE20|LT> yup
03:04:17  <Audigex> I'm tempted to email one of my tutors :-P
03:04:31  <Audigex> the double length should be easy enough, just an AND gate
03:04:35  <KenjiE20|LT> feed two combos into a NOT gate and feed that to the platforms
03:04:58  <Audigex> if (first short train) AND (second short train) are RED, show GREEN
03:04:58  <KenjiE20|LT> or however you'd need it laid out
03:05:01  <Audigex> basic NAND
03:05:11  <KenjiE20|LT> pre signals are AND by design
03:05:14  <satyap> or patch ottd to support logic gates. a 5th rail type would carry just logic signals
03:05:26  <Audigex> but it would have to be NAND
03:05:31  <Audigex> i know it can be done
03:05:32  * satyap is joking, i think
03:05:34  <KenjiE20|LT> we've been moaning about wanted NOT gates signals for ages
03:05:43  <Audigex> i'm just trying to get it into the smallest space possible
03:05:49  <Audigex> eg look vaguely realistic
03:05:57  <Audigex> is NOT even possible?
03:06:02  <KenjiE20|LT> yup
03:06:17  <KenjiE20|LT> @blog "logic circuit"
03:06:19  <Webster> Search Result for logic circuit at #openttdcoop - http://www.openttdcoop.org/blog/?s=logic%20circuit
03:06:21  <Audigex> anyway, if anyone's very board I'd be interested to see how
03:06:25  <Audigex> i've seen the blog at some point
03:06:41  <KenjiE20|LT> it's fairly simple
03:06:45  <satyap> NOT is possible just a huge pain
03:06:46  <Audigex> I think that actually any one train just needs a NAND
03:06:56  <KenjiE20|LT> two rotating trains keep moving and lock the out signal RED
03:07:06  <Audigex> ah yeah
03:07:10  <Audigex> i remember it no
03:07:11  <Audigex> *now
03:07:15  <Audigex> not the best solution :-(
03:07:18  <KenjiE20|LT> until the IN goes RED then the rotating stops and the OUT goes GREEN
03:07:37  <Audigex> I suppose I could use a tunnel and have the nasty logic hidden away
03:07:38  <KenjiE20|LT> works even better with the logic train grf
03:07:44  <Audigex> what's that?
03:07:49  <Audigex> uber uber fast?
03:07:55  <KenjiE20|LT> uber speed single engine
03:08:32  <KenjiE20|LT> probably floating about on dev somewhere
03:08:53  <KenjiE20|LT> there was a nice counter in the game before last iirc
03:09:00  <KenjiE20|LT> some funky logic going on there
03:09:32  <KenjiE20|LT> aaanyway, gonna finish this anime now
03:10:01  <Audigex> yeah i saw that
03:10:08  <Audigex> just too much logic for a little station :-)
03:34:34  *** KenjiE20|LT has quit IRC
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03:34:57  <PublicServer> *** Game paused (not enough players)
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03:35:04  <PublicServer> *** Game unpaused (enough players)
03:41:13  <satyap> you gonna eyecandy your stations?
03:41:26  <PublicServer> <HD1Eagle> if i find them empty
03:41:29  <PublicServer> <HD1Eagle> you can do it :)
03:41:32  <PublicServer> <satyap> k
03:43:15  <PublicServer> <HD1Eagle> something backed up bad
03:43:34  <PublicServer> <HD1Eagle> bbh 03
03:43:36  <PublicServer> <HD1Eagle> i can't figure it out
03:43:49  <PublicServer> <satyap> wtf
03:43:54  <PublicServer> <HD1Eagle> presignal is fucked
03:44:26  <PublicServer> <HD1Eagle> idiot didn't build prio right
03:44:34  <PublicServer> <satyap> yeah
03:44:42  <PublicServer> <satyap> how long was that broken
03:45:04  <PublicServer> <HD1Eagle> don't know, but bad for business
03:45:07  <PublicServer> <HD1Eagle> scan map for clogs
03:45:20  <PublicServer> <HD1Eagle> looks clear
03:54:32  <PublicServer> <HD1Eagle> where's coal pile
03:54:48  <PublicServer> <HD1Eagle> got it
03:55:19  <PublicServer> *** planetm4ker joined the game
03:55:25  <PublicServer> <HD1Eagle> sup pm
03:55:26  <planetmaker> good morning
03:55:32  <PublicServer> <HD1Eagle> mornin fer you
03:55:35  <PublicServer> <HD1Eagle> what timezone yah in?
03:55:45  <PublicServer> <planetm4ker> GMT + 2
03:55:51  <PublicServer> <planetm4ker> it's bloody 5:55am
03:56:15  <PublicServer> <HD1Eagle> like my ugly hub?
03:56:28  <PublicServer> <planetm4ker> dunno. Which is it?
03:56:29  <PublicServer> <HD1Eagle> oh shit not again
03:56:47  <PublicServer> <HD1Eagle> slh 07
03:57:30  <PublicServer> <HD1Eagle> REALLY broken prio
03:57:36  <PublicServer> <planetm4ker> that's huge for a SLH :)
03:57:45  <PublicServer> <planetm4ker> But it's a two-way SLH which is rare
03:57:50  <PublicServer> <HD1Eagle> yeah, i know
03:57:53  <PublicServer> <HD1Eagle> its also on a diagonal
03:58:14  <PublicServer> <HD1Eagle> i didn't want to carbon copy mark
03:58:33  <PublicServer> <HD1Eagle> also: i didn't plant any new trees :P
03:58:38  <PublicServer> <planetm4ker> I think it has a few slow corners
03:58:45  <PublicServer> <HD1Eagle> eh?
03:58:45  <PublicServer> <planetm4ker> what's the CL of this game?
03:58:46  <PublicServer> <HD1Eagle> whar
03:58:48  <PublicServer> <HD1Eagle> 5
03:59:01  <planetmaker> @traincl 230
03:59:01  <Webster> CL 12 required for rail at speed 230km/h (or TL if it's shorter)
03:59:03  <PublicServer> <HD1Eagle> i don't remember there being any slow corners
03:59:16  <planetmaker> yes. But you have 4 :)
03:59:25  <PublicServer> <planetm4ker> no. you don't
03:59:27  <PublicServer> <HD1Eagle> where
03:59:39  <PublicServer> <planetm4ker> at !htere it's 4
03:59:40  <PublicServer> <HD1Eagle> i have lots of s curves
03:59:51  <PublicServer> <HD1Eagle> oh shit, you're right
04:00:06  <PublicServer> <HD1Eagle> could move that up
04:00:15  <PublicServer> <planetm4ker> easy fix, yes
04:00:28  <PublicServer> <planetm4ker> that way :)
04:00:35  <PublicServer> <HD1Eagle> cool
04:01:25  <PublicServer> <HD1Eagle> i always fail at the easy stuff
04:01:30  <PublicServer> <planetm4ker> but here we need to do it differently
04:02:58  <PublicServer> <planetm4ker> yeah
04:03:07  <PublicServer> <HD1Eagle> yeah, gap on purpose
04:03:14  <PublicServer> <planetm4ker> k. why?
04:03:16  <PublicServer> <HD1Eagle> fix the signals there to distribute evenly
04:03:22  <PublicServer> <HD1Eagle> i don't know whether to use pbs or presig
04:04:07  <PublicServer> <planetm4ker> doesn't matter much.
04:04:07  <PublicServer> <HD1Eagle> each lane gets 25% of traffic on full load
04:04:49  <PublicServer> <HD1Eagle> jeez
04:04:52  <PublicServer> <HD1Eagle> :P
04:04:58  <PublicServer> <planetm4ker> uhm...
04:05:05  <PublicServer> <planetm4ker> HD1Eagle: you don't want a pre-signal there actually
04:05:11  <PublicServer> <planetm4ker> it's two different destinations
04:05:16  <PublicServer> <planetm4ker> so never pre-signals there
04:05:22  <PublicServer> <HD1Eagle> where
04:05:33  <PublicServer> <planetm4ker> oh
04:05:38  <PublicServer> <HD1Eagle> they are the same :()
04:05:39  <PublicServer> <planetm4ker> it's a path signal :)
04:05:49  <PublicServer> <planetm4ker> nope. It's two different lanes
04:05:56  <PublicServer> <HD1Eagle> in the same direction
04:06:15  <PublicServer> <planetm4ker> hm, yes. But load might be different. And might not be different for the path finder
04:06:22  <PublicServer> <planetm4ker> but yes...
04:06:29  <PublicServer> <planetm4ker> well...
04:06:43  <PublicServer> <HD1Eagle> trains stop at those if big penalty ahead
04:06:57  <PublicServer> <planetm4ker> look at !very slow
04:07:54  <PublicServer> <planetm4ker> hm...
04:08:32  <PublicServer> <planetm4ker> your prios could also be a bit longer
04:08:42  <PublicServer> <HD1Eagle> i saw 4 ribs in most places
04:09:01  <PublicServer> <planetm4ker> a full prio is usually 2*TL+2
04:09:09  <PublicServer> <planetm4ker> though shorter mostly works
04:10:40  <PublicServer> <HD1Eagle> prio
04:12:14  <PublicServer> <planetm4ker> hehe. That's a pm-like prio now :P
04:13:30  <PublicServer> <HD1Eagle> i figured on doubles, you don't need that many signals
04:13:37  <PublicServer> <planetm4ker> yes, that's true
04:13:50  <PublicServer> <planetm4ker> I do it usually nevertheless
04:14:32  <PublicServer> <planetm4ker> just to be sure, you know :)
04:14:45  <PublicServer> <HD1Eagle> take a look at that !broken prio?
04:15:26  <PublicServer> <planetm4ker> what's broken there?
04:15:36  <PublicServer> <planetm4ker> except that it was obviously shortened?
04:15:39  <PublicServer> <HD1Eagle> when everything is connected how it was
04:15:46  <PublicServer> <HD1Eagle> its a perma-red
04:16:00  <PublicServer> <planetm4ker> which?
04:16:03  <PublicServer> <HD1Eagle> made disconnections so it wouldn't stop traffic dead
04:16:07  <PublicServer> <HD1Eagle> want me to reconnect?
04:16:12  <PublicServer> <planetm4ker> yes
04:16:33  <PublicServer> <HD1Eagle> when you get NB it freezes
04:16:42  <PublicServer> <HD1Eagle> boom
04:16:43  <PublicServer> <HD1Eagle> dead
04:17:31  <PublicServer> <planetm4ker> wrong signal type?
04:17:37  <PublicServer> <planetm4ker> normal needed lik now?
04:17:41  <PublicServer> <HD1Eagle> probably
04:18:02  <PublicServer> <HD1Eagle> horizontal diagonals impair judgement
04:18:31  <PublicServer> <planetm4ker> as there need to be two signals immediately behind eachother
04:19:21  <PublicServer> <HD1Eagle> ?
04:19:22  <PublicServer> *** HD1Eagle has left the game (connection lost)
04:19:23  <HDIEagle> ?
04:19:44  <HDIEagle> !password
04:19:44  <PublicServer> HDIEagle: captor
04:19:55  <PublicServer> *** HD1Eagle joined the game
04:20:20  <PublicServer> <HD1Eagle> that makes more sense
04:21:24  <PublicServer> <planetm4ker> works now :)
04:21:34  <PublicServer> <HD1Eagle> cool
04:21:53  <PublicServer> <planetm4ker> I *think* :)
04:22:17  <PublicServer> <HD1Eagle> is !this out of reach of slh 07?
04:22:20  <PublicServer> <planetm4ker> I should have timed how long it took to compile the compiler :P
04:22:31  <PublicServer> <HD1Eagle> linux?
04:22:43  <PublicServer> <planetm4ker> macos
04:23:11  <PublicServer> <HD1Eagle> how will we get industries inside rin?
04:23:16  <PublicServer> <planetm4ker> just connect that mine to SLH, I'd say
04:23:25  <PublicServer> <HD1Eagle> which slh
04:23:27  <PublicServer> <planetm4ker> you anyway have nearly a line going there to Shiverwood mine
04:23:28  <PublicServer> <planetm4ker> so...
04:23:50  <PublicServer> <planetm4ker> or a new one near the compass :)
04:24:04  <PublicServer> <planetm4ker> oh... no, it's a different ML
04:24:13  <PublicServer> <HD1Eagle> i was about to say
04:24:46  <PublicServer> <planetm4ker> doesn't matter which SLH. 07 oor 04
04:24:53  <PublicServer> <HD1Eagle> not about to make a cl9 hub
04:25:03  <PublicServer> <planetm4ker> 07 looks cleaner as w/o many bridges
04:25:31  <PublicServer> <HD1Eagle> do you prefer shiverwood style or dangleworth style?
04:25:50  <PublicServer> <HD1Eagle> i like shiverwood :P
04:26:07  <PublicServer> <planetm4ker> well. The book says Shiverwood.
04:26:18  <PublicServer> <planetm4ker> But I'd build usually a simple terminus
04:26:38  <PublicServer> <HD1Eagle> buffer'd be redonkulously short
04:26:47  <PublicServer> <HD1Eagle> er...not
04:27:00  <PublicServer> <planetm4ker> hu?
04:27:21  <PublicServer> <HD1Eagle> doubling looks ugly imo
04:27:30  <PublicServer> * planetm4ker wonders when the bakery opens...
04:33:19  <PublicServer> <planetm4ker> anyway, your hub is quite nice, HD1Eagle
04:33:24  <PublicServer> <HD1Eagle> thanks
04:33:28  <PublicServer> <HD1Eagle> what would you have built?
04:34:10  <PublicServer> <planetm4ker> similar to ODM's SLH02, I guess
04:34:33  <PublicServer> <HD1Eagle> thats a single tho
04:34:37  <PublicServer> <planetm4ker> yep :)
04:34:44  <satyap> prios sure make things ugly
04:34:58  <PublicServer> <planetm4ker> not really.
04:35:01  <PublicServer> <satyap> see !priority
04:35:22  <PublicServer> <satyap> slightly less ugly. not my idea.
04:35:23  <PublicServer> <HD1Eagle> oooh
04:35:32  <PublicServer> <HD1Eagle> doubles look ugly imo :P
04:36:39  <PublicServer> <planetm4ker> the path signal prio cannot be made long enough.
04:36:49  <PublicServer> <planetm4ker> or you need an unsane amount of tracks
04:36:54  <PublicServer> <planetm4ker> and it desyncs
04:36:56  <PublicServer> <satyap> ok, i see
04:37:09  <PublicServer> <satyap> i don't get the desyncing thing, but i see you need too many tracks
04:37:19  <PublicServer> <planetm4ker> let me show
04:37:20  <satyap> usually prios confuse me because of the extra trackage
04:37:48  <PublicServer> <satyap> a simple prio is fine but in a big hub it confuses me
04:38:07  <PublicServer> <satyap> aaaah
04:38:09  <PublicServer> <satyap> ok
04:38:31  <PublicServer> <planetm4ker> :)
04:38:44  <PublicServer> <satyap> i read "desync" to mean something else, maybe
04:39:03  <PublicServer> <planetm4ker> he, ok. The game doesn't de-sync. That's something else.
04:39:06  <PublicServer> <planetm4ker> but trains :)
04:39:31  <satyap> i should sleep
04:39:37  <PublicServer> <planetm4ker> e.g. a following train might need to slow, if the pre-decessor train takes the long path
04:39:38  <satyap> the boy won't sleep until i do
04:39:44  <satyap> and it's already 00:39
04:39:54  <PublicServer> <planetm4ker> here it's 6:39 :)
04:40:19  <satyap> yes but we're utc - 0400
04:40:25  <satyap> and we should be asleep
04:40:32  <PublicServer> <planetm4ker> :) good night then
04:40:49  <PublicServer> <satyap> please see !diag
04:40:56  <PublicServer> <satyap> should we cut that corner?
04:40:57  <PublicServer> <planetm4ker> but I should sleep on Sunday at not quite 7am, too... well
04:41:40  <PublicServer> <planetm4ker> yes, one could cut corner. But there's no need to, either.
04:41:55  <PublicServer> <satyap> wouldn't a cut corner be a shorter route?
04:42:06  <PublicServer> <planetm4ker> if you do, make sure the two ML directions stay approx. close to eachother
04:42:13  <PublicServer> <satyap> right now it looks too circuit-like. unnatural
04:42:16  <PublicServer> <planetm4ker> yes, it would
04:42:38  <PublicServer> <satyap> oh that's an ML. hmm
04:42:54  <PublicServer> <planetm4ker> not all people consider "circuit-like" and "unnatural" a bad thing, though ;)
04:43:09  <PublicServer> <satyap> yeah. i don't find it *that* bad
04:43:10  <PublicServer> <HD1Eagle> you forget about beaver trains
04:43:16  <PublicServer> <satyap> plus we should sleep. i'll leave it alone
04:43:23  <PublicServer> <satyap> beaver?
04:43:30  <PublicServer> <HD1Eagle> it's a yolk
04:43:44  <PublicServer> *** satyap has left the game (leaving)
04:43:51  <PublicServer> <planetm4ker> I know neither word ;)
04:44:11  <PublicServer> <HD1Eagle> furry animal that builds dams from wood/debris
04:44:17  <satyap> i think he's punning
04:44:24  <PublicServer> <planetm4ker> ok...
04:44:27  <PublicServer> <HD1Eagle> i just like using the phrase "furry animal"
04:44:44  <satyap> so what's a beaver train?
04:44:46  <PublicServer> <planetm4ker> :P
04:44:51  <PublicServer> <HD1Eagle> and the string "heat-seeking missile"
04:44:56  <satyap> ...
04:45:17  <PublicServer> <HD1Eagle> a beaver train is a train hauling a few hundred pelts of dead beaver
04:45:20  <PublicServer> <planetm4ker> but there's no connection to this game, right?
04:45:30  <PublicServer> <HD1Eagle> its natural cuz beavers are natural
04:45:56  <satyap> umm. maybe i'm too slepy to appreciate the joke
04:46:12  <PublicServer> <HD1Eagle> its the most dry joke i've ever composed in real time
04:46:18  <PublicServer> <planetm4ker> I don't quite get it, I have to admit. Or it's way below the waist line ;)
04:46:26  <PublicServer> <HD1Eagle> nah, none of that
04:46:27  <satyap> oh great "you want milk", he says. he wants milk.
04:46:43  <PublicServer> <HD1Eagle> oh god
04:48:06  <PublicServer> <HD1Eagle> also, it not a jolk, it a yolk
05:00:51  *** satyap has left #openttdcoop
05:32:47  <PublicServer> <HD1Eagle> still here? :P
05:48:10  *** Audigex has quit IRC
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06:12:16  <PublicServer> <planetm4ker> kinda still here
06:12:17  <PublicServer> <planetm4ker> yes
06:12:19  <PublicServer> <HD1Eagle> cool
06:12:38  <planetmaker> are you building?
06:12:39  <PublicServer> <HD1Eagle> that makes it kinda still coop
06:12:50  <PublicServer> <HD1Eagle> just connections
06:12:55  <planetmaker> that's fine
06:13:03  <PublicServer> <HD1Eagle> and maglev hubs
06:13:09  <planetmaker> that's basically why I'm still ingame :)
06:13:30  <planetmaker> not doing much myself right now (built a station and some trains), but :)
06:13:46  <PublicServer> <HD1Eagle> damalix sure likes tagging pri stations
06:13:56  <planetmaker> :P
06:16:35  <PublicServer> <planetm4ker> but actually that's fine IMO
06:16:45  <PublicServer> <HD1Eagle> yeah, but a bit weird :P
06:16:52  <PublicServer> <planetm4ker> better than having many constructs which have no name attached at all
06:17:25  <PublicServer> <HD1Eagle> is that a hint? :D
06:17:52  <PublicServer> *** planetm4ker has left the game (connection lost)
06:17:52  <PublicServer> *** Game paused (not enough players)
06:19:13  <HDIEagle> goodnight, then, i guess
06:20:54  <PublicServer> *** Game unpaused (enough players)
06:20:56  <PublicServer> *** planetm4ker joined the game
06:20:59  <PublicServer> <planetm4ker> hmpf
06:21:04  <PublicServer> <HD1Eagle> change yer mind?
06:21:09  <PublicServer> <planetm4ker> no, it was a general statement
06:21:12  <PublicServer> <HD1Eagle> hee
06:21:19  <PublicServer> <planetm4ker> my wifi broke or something
06:21:34  <PublicServer> <HD1Eagle> sure is a long-winded path from saggingburg south to woods pickup
06:22:26  <PublicServer> *** planetm4ker has left the game (connection lost)
06:22:27  <PublicServer> *** Game paused (not enough players)
06:24:14  <PublicServer> *** Game unpaused (enough players)
06:24:14  <PublicServer> *** planetm4ker joined the game
06:24:16  <PublicServer> <planetm4ker> hmpf
06:24:23  <PublicServer> <HD1Eagle> meow
06:24:30  <PublicServer> <planetm4ker> some of my neighbors probably making coffee or so
06:24:45  <PublicServer> <planetm4ker> thus my wifi gets disconnected
06:24:47  <PublicServer> <HD1Eagle> electro-beanetic interference
06:24:54  <PublicServer> <HD1Eagle> ups?
06:25:14  <PublicServer> <planetm4ker> duno really. Just a wild guess
06:25:34  <PublicServer> <HD1Eagle> my internet goes down because of cocks
06:25:35  <PublicServer> <HD1Eagle> cox*
06:26:05  <PublicServer> <planetm4ker> eh?
06:26:08  <PublicServer> <planetm4ker> I don't get it
06:26:11  <PublicServer> <HD1Eagle> isp called cox
06:26:32  <PublicServer> <HD1Eagle> and they're jerks about their service
06:26:33  <PublicServer> <planetm4ker> ah
06:34:01  *** ODM has joined #openttdcoop
06:34:01  *** ChanServ sets mode: +o ODM
06:41:49  <PublicServer> <HD1Eagle> k, g2g
06:42:15  <PublicServer> <HD1Eagle> haven't eaten in 13 hours
06:42:33  <PublicServer> <planetm4ker> enjoy your meal :)
06:42:49  <PublicServer> <HD1Eagle> ty
06:42:51  <PublicServer> <HD1Eagle> peace
06:43:16  <PublicServer> <planetm4ker> :) cu around then :)
06:43:28  <PublicServer> *** HD1Eagle has left the game (leaving)
06:43:28  <PublicServer> *** Game paused (not enough players)
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06:43:49  <ODM> hey guys
06:43:51  <ODM> so early
07:03:20  <ODM> hmm
07:03:25  * ODM pokes planetmaker:P
07:03:36  * planetmaker jumps
07:03:53  <planetmaker> hey ODM :)
07:08:14  <ODM> aah, proving gravity i see
07:11:11  <ODM> what brings you up so early?
07:19:32  * HDIEagle pokes ODM
07:19:49  <ODM> auch
07:19:53  <ODM> how was food?
07:19:59  <HDIEagle> it was hot
07:20:02  <HDIEagle> and rice-tastic
07:20:30  <ODM> lol
07:21:23  <HDIEagle> steak marinated in italian dressing? my mother's phillipino
07:21:29  <HDIEagle> can you make the connection? i sure as hell can't
07:21:38  <ODM> dunno
07:21:49  <ODM> !password
07:21:49  <PublicServer> ODM: furred
07:21:57  <PublicServer> *** 0DM joined the game
07:21:58  <ODM> apparently i can
07:22:00  <ODM> :P
07:22:19  <planetmaker> haha :)
07:22:32  <planetmaker> I guess the birds were too loud
07:22:34  <PublicServer> *** Game unpaused (enough players)
07:22:35  <PublicServer> *** HD1Eagle joined the game
07:22:38  <HDIEagle> damn your double-entendre
07:22:52  <planetmaker> :P
07:22:55  <PublicServer> <HD1Eagle> or however you hyphenate it
07:22:58  <PublicServer> <0DM> yay for shitty humor
07:23:10  <PublicServer> <0DM> you know whats brown and sticky?
07:23:17  <PublicServer> <HD1Eagle> 100% shit
07:23:20  <PublicServer> <0DM> a stick.
07:23:29  <PublicServer> <HD1Eagle> when i rub lube on it, yes
07:23:38  <PublicServer> <0DM> sigh:p
07:23:48  <PublicServer> <HD1Eagle> lol, i messed your joke
07:23:49  <PublicServer> <0DM> anyone else spammed by bad michael jackson jokes?
07:24:04  <PublicServer> * HD1Eagle checks inbox
07:24:24  <PublicServer> <0DM> heh, check flippetybottom station #133
07:24:47  <PublicServer> <HD1Eagle> no, just the standard "click me to view message because e-mails aren't made for messages" spam
07:25:14  <PublicServer> <0DM> hmm, signed up for some webshop newletter spam.. not sure if it works
07:25:31  <PublicServer> <0DM> if i click subscribe, it opens the same page in a new frame or so:P so you have a double banner
07:25:35  <PublicServer> <0DM> neverending!
07:25:46  <HDIEagle> hee
07:26:01  <PublicServer> <0DM> nice one on the slh
07:26:20  <HDIEagle> me? thanks
07:26:29  <PublicServer> <0DM> lets see if i can find anything wrong^^
07:26:38  <PublicServer> <HD1Eagle> pm already found the little stuff
07:26:45  <PublicServer> <0DM> hehe okey
07:26:58  <PublicServer> <HD1Eagle> the big picture i'm usually good at ( but not too big :P )
07:27:19  <PublicServer> <0DM> seems alright
07:27:24  <PublicServer> <0DM> though a bit chaosy
07:27:36  <PublicServer> <HD1Eagle> how so?
07:27:51  <PublicServer> <0DM> dunno, its just chaosy:p
07:27:58  <PublicServer> <0DM> its fine building wise
07:28:09  <PublicServer> <HD1Eagle> :P
07:28:26  <PublicServer> <HD1Eagle> i'm used to CL3 and no signals under bridges
07:28:37  <PublicServer> <0DM> also, i drop my new theory that says you can recognize any builder by their unique building ways
07:28:51  <PublicServer> <HD1Eagle> did i do that?
07:29:16  <PublicServer> <0DM> what?
07:29:29  <PublicServer> <0DM> i just think even though we follow the same guidelines, every player has a style
07:29:32  <PublicServer> <HD1Eagle> establish a counter-example to your untested theory?
07:30:02  <PublicServer> <HD1Eagle> so, have i made an indistinguishable mess or copied someone? ^_^
07:30:17  <PublicServer> <0DM> hehe dunno
07:30:28  <PublicServer> <0DM> but something i would never do, is the double bridges with exit
07:30:28  <PublicServer> <HD1Eagle> it's THAT messy, eh? lul
07:30:34  <PublicServer> <0DM> like <- here
07:30:49  <PublicServer> <0DM> so if i see that, i know i didnt build it^^
07:30:54  <PublicServer> <HD1Eagle> ooh
07:31:05  <PublicServer> <0DM> i always split off one tile ahead
07:31:13  <PublicServer> <HD1Eagle> doesn't really matter :P
07:31:21  <PublicServer> <0DM> it doesnt matter, but i dont do it:p
07:32:12  <PublicServer> <HD1Eagle> i just want to do something different every time
07:32:20  <PublicServer> <0DM> hehe
07:32:25  <PublicServer> <HD1Eagle> guess that'll wear out quick, eh?
07:32:27  <PublicServer> <0DM> yaeh trying new stuff is fun
07:32:32  <PublicServer> <0DM> not really
07:32:41  <PublicServer> <0DM> *points @ coal drop*
07:32:55  <PublicServer> <0DM> if you think of something new its more fun then repeating something old
07:33:08  <PublicServer> <HD1Eagle> yeh
07:33:46  <PublicServer> <HD1Eagle> i love farden's drop
07:34:11  <PublicServer> <0DM> its a tad big:p
07:34:47  <PublicServer> <0DM> ooh i should upload my new scenario
07:34:52  <PublicServer> <HD1Eagle> eh?
07:35:38  <PublicServer> <0DM> a tropic scenario
07:35:48  <PublicServer> <HD1Eagle> mmm
07:36:04  <PublicServer> <HD1Eagle> mountainous, island hop, &c?
07:36:19  <PublicServer> <0DM> no, flat and sandy^^
07:37:03  <PublicServer> <0DM> anyway, since the forest died, removing a pickup:P
07:37:07  <PublicServer> <HD1Eagle> i don't pick context like most other people
07:37:15  <PublicServer> <0DM> what do you mean?
07:37:49  <PublicServer> <HD1Eagle> tropic theme can be island hoppy and mountainous :P
07:38:01  <PublicServer> <0DM> can be
07:38:07  <PublicServer> <0DM> but mostly in this game, flat and sandy&&
07:38:19  <PublicServer> <0DM> with the occasional mountain
07:38:24  <PublicServer> <HD1Eagle> but i didn't hesitate for a second to think it could be :D
07:38:26  <PublicServer> <0DM> no ungrouped trains, nice
07:38:42  <PublicServer> <HD1Eagle> how do you check ...oh
07:38:51  <PublicServer> <0DM> ;)
07:39:11  <PublicServer> <0DM> just doing some regular checking of the game
07:39:20  <PublicServer> <0DM> see if no industries died, any trains needed, etc
07:39:47  <PublicServer> <0DM> and apparently some died
07:39:55  <PublicServer> <0DM> oil wells i think
07:41:02  <PublicServer> <0DM> and some more oil wells:P
07:41:20  <PublicServer> <0DM> but theres a forest there now
07:41:27  <PublicServer> <HD1Eagle> whats your methodology? go through every station by list?
07:41:34  <PublicServer> <0DM> sort trains by profit last year:)
07:41:43  <PublicServer> <0DM> negatives need a check
07:42:05  <PublicServer> <0DM> hmm we lack alot of oil now
07:42:11  <PublicServer> <0DM> should prospect some rigs
07:43:14  <PublicServer> <HD1Eagle> prospect is a random drop?
07:43:19  <PublicServer> <0DM> yes
07:43:34  <PublicServer> <0DM> ugh all oil wells died:p
07:44:26  <PublicServer> <0DM> wanna help check some more trains?
07:44:45  <PublicServer> <HD1Eagle> what we lookin for? neg?
07:44:48  <PublicServer> <0DM> neg
07:44:55  <PublicServer> <0DM> although not all negative has a dead industry
07:44:59  <PublicServer> <0DM> can also be a slow one
07:45:00  <PublicServer> <HD1Eagle> best to do in october
07:45:13  <PublicServer> <HD1Eagle> as opposed to february, eh?
07:45:26  <PublicServer> <0DM> profit last year;0
07:45:29  <PublicServer> <0DM> is always the best
07:45:31  <PublicServer> <HD1Eagle> oh
07:45:52  <PublicServer> <HD1Eagle> i knew that X.x
07:46:31  <PublicServer> <0DM> sigh, coal trains at an iron ore pickup:p
07:46:44  <PublicServer> <HD1Eagle> lol
07:48:41  <PublicServer> <0DM> think thats all of em
07:49:58  <PublicServer> <0DM> hmm, no oil wells, 6 oil rigs
07:51:12  <PublicServer> <HD1Eagle> wow
07:51:19  <PublicServer> <0DM> what?
07:51:22  <ODM> !rcon patch raw_industry_construction
07:51:22  <PublicServer> ODM: Current value for 'raw_industry_construction' is: '2' (min: 0, max: 2)
07:51:25  <ODM> !rcon patch raw_industry_construction 1
07:51:29  <PublicServer> <HD1Eagle> that depot sure was far away *facepalm*
07:52:02  <PublicServer> <0DM> hmm
07:52:09  <PublicServer> <0DM> rig conditions are tiny
07:53:15  <PublicServer> <0DM> everywhere is site unsuitable:p
07:53:54  <ODM> !rcon patch raw_industry_construction 2
07:53:57  <PublicServer> <HD1Eagle> not true
07:54:38  <PublicServer> <0DM> wait oil wells?
07:55:15  <PublicServer> <0DM> nop, not even prospecting them works
07:55:42  <PublicServer> <0DM> couple of new wells then:P theyll die again i bet
07:55:46  <PublicServer> <0DM> we need nondying wells!
07:57:39  <PublicServer> <0DM> nice that we added wood to oil drop
07:57:44  <PublicServer> <0DM> or that wouldve been a dead station
07:58:03  <PublicServer> <HD1Eagle> sarcasm detector broken
07:58:13  <PublicServer> <0DM> wasnt sarcasm
07:58:28  <PublicServer> <HD1Eagle> no srsly, was broken
07:58:30  <PublicServer> <0DM> heh
07:58:39  <PublicServer> <0DM> hmm i wonder who built crackerbottom mines
08:04:43  <PublicServer> <0DM> there we go
08:05:09  <PublicServer> <HD1Eagle> i like it
08:05:28  <PublicServer> <0DM> are you working at fiddlewig mines?
08:05:39  <PublicServer> <HD1Eagle> shiverwood woods
08:05:48  <PublicServer> <0DM> because fiddlewdig mines doesnt have an exit:p
08:06:06  <PublicServer> <HD1Eagle> whoops
08:06:10  <PublicServer> <0DM> hee
08:09:18  <PublicServer> <0DM> wonder when wells tart seeing jams
08:09:40  <PublicServer> <HD1Eagle> me too
08:11:20  <PublicServer> <0DM> im surprised, coal drop actually works
08:13:05  <PublicServer> <HD1Eagle> two colors of oil tankers?
08:13:10  <PublicServer> <0DM> apparently
08:13:14  <PublicServer> <HD1Eagle> conFOOSING
08:17:25  <PublicServer> <0DM> stupid oil rigs:p
08:18:26  <Mark> morning
08:18:31  <PublicServer> <HD1Eagle> hey mark
08:18:33  <PublicServer> <0DM> ey mark
08:18:56  <PublicServer> <0DM> there, managed to place 2
08:18:57  <PublicServer> <HD1Eagle> odm: you know oil rigs and oil wells are separate industries? or are they random?
08:19:04  <PublicServer> <0DM> theyre seperate
08:19:09  <PublicServer> <0DM> but rigs > wells
08:21:09  <PublicServer> <0DM> 4 unconnected rigs now
08:21:19  <PublicServer> <0DM> thatll do for now
08:25:51  <PublicServer> <0DM> heh, those sls are getting close now:P
08:32:08  <PublicServer> <0DM> gonna stop for a bit:) bb
08:32:34  <PublicServer> *** 0DM has left the game (leaving)
08:32:34  <PublicServer> *** Game paused (not enough players)
08:33:40  *** zakjan_ has joined #openttdcoop
08:34:15  *** zakjan_ is now known as zakjan
08:34:29  <zakjan> !password
08:34:29  <PublicServer> zakjan: scenic
08:34:55  <PublicServer> *** Game unpaused (enough players)
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08:35:29  <PublicServer> *** HD1Eagle has left the game (connection lost)
08:35:29  <PublicServer> *** Game paused (not enough players)
08:35:42  <HDIEagle> !password
08:35:42  <PublicServer> HDIEagle: chests
08:35:58  <PublicServer> *** Game unpaused (enough players)
08:35:59  <PublicServer> *** HD1Eagle joined the game
08:36:01  <PublicServer> <HD1Eagle> hello, stranger
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08:54:08  <Mark> !password
08:54:09  <PublicServer> Mark: excise
08:54:16  <PublicServer> *** Mark joined the game
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08:57:28  <PublicServer> *** Mark has left the game (connection lost)
08:57:44  <Mark> !passsword
08:57:48  <Mark> !password
08:57:48  <PublicServer> Mark: excise
08:57:56  <PublicServer> *** Mark joined the game
08:58:11  <PublicServer> *** Mark has left the game (connection lost)
08:58:24  <PublicServer> *** Mark joined the game
08:58:27  <Nickman87> !players
08:58:28  <PublicServer> Nickman87: Client 344 (Orange) is zakjan, in company 1 (OTTDC (again))
08:58:28  <PublicServer> Nickman87: Client 346 (Orange) is HD1Eagle, in company 1 (OTTDC (again))
08:58:28  <PublicServer> Nickman87: Client 351 (Orange) is Mark, in company 1 (OTTDC (again))
08:58:33  <Nickman87> !password
08:58:33  <PublicServer> Nickman87: excise
08:58:43  <PublicServer> *** Mark has left the game (connection lost)
08:58:45  <Mark> why
08:58:47  <PublicServer> <HD1Eagle> come come mark
08:58:49  <Mark> huh
08:58:59  <PublicServer> *** Nickman joined the game
08:58:59  <Mark> cant make saves to my local drive anymore?
08:59:11  <PublicServer> *** Mark joined the game
08:59:46  <PublicServer> <Mark> it worked
08:59:47  <PublicServer> <Mark> oh well
09:00:39  <ODM> maybe its full?:P
09:02:22  <Ammler> format c: should make space ;-)
09:02:37  <Nickman87> hi Ammler, you still awake, Or awake agian? :D
09:02:53  <Ammler> oh, already morning :P
09:03:06  <Ammler> good day guys
09:03:06  <Nickman87> :)
09:03:11  <ODM> hey Ammler
09:03:20  <Nickman87> it's almost noon here...
09:03:21  <PublicServer> <HD1Eagle> day fer ya europeans
09:03:24  <PublicServer> <HD1Eagle> 2am fer the yank
09:03:39  <Mark> morning Ammler
09:03:42  <ODM> 11 it is
09:03:44  <PublicServer> <HD1Eagle> sup ammie
09:03:54  <Nickman87> yep
09:05:03  <Ammler> HDIEagle: isn't it almost morning for you too?
09:05:22  <PublicServer> <HD1Eagle> in 4 hrs give er take
09:06:32  <Mark> @tunnels 60 9
09:06:32  <Webster> !tell Mark about !gap 60 9
09:06:33  <PublicServer> Mark: You need 2 tunnels/bridges for trainlength 60 and gap 9.
09:06:37  <Mark> @tunnels 9 60
09:06:37  <Webster> !tell Mark about !gap 9 60
09:06:37  <PublicServer> Mark: You need 7 tunnels/bridges for trainlength 9 and gap 60.
09:07:23  <zakjan> what are you building?
09:07:39  <PublicServer> <HD1Eagle> eurotunnel
09:07:40  <Ammler> subway
09:07:45  <Mark> @tunnels 70 9
09:07:45  <Webster> !tell Mark about !gap 70 9
09:07:45  <PublicServer> Mark: You need 2 tunnels/bridges for trainlength 70 and gap 9.
09:07:49  <Mark> @tunnels 9 70
09:07:49  <Webster> !tell Mark about !gap 9 70
09:07:49  <PublicServer> Mark: You need 7 tunnels/bridges for trainlength 9 and gap 70.
09:08:09  <Mark> that's more like it
09:08:13  <ODM> 70? what the hell?:D
09:08:35  <PublicServer> <Mark> might make the mlev tunnels the ML to get room for a SLH
09:08:50  <PublicServer> <Nickman> ?
09:08:53  <ODM> 1
09:08:55  <ODM> !password
09:08:56  <PublicServer> ODM: pastel
09:09:01  <ODM> i read pastei
09:09:04  <PublicServer> *** 0DM joined the game
09:09:32  <PublicServer> <0DM> you mean under the entire ring?
09:09:42  <PublicServer> <0DM> ah
09:09:48  <PublicServer> <Nickman> what are you gonna build there?
09:09:51  <PublicServer> <Mark> yeah let's do that
09:09:52  <PublicServer> <Mark> SLH
09:09:55  <PublicServer> <0DM> sounds like an odd idea
09:10:02  <PublicServer> <0DM> slh for the middle bit?
09:10:14  <PublicServer> <HD1Eagle> 4 way or 3 way
09:10:15  <PublicServer> <zakjan> poor trains
09:10:19  <PublicServer> <0DM> 3way id think
09:10:52  <PublicServer> <0DM> isnt gap 90 a tad overkill?:D
09:11:02  <PublicServer> <Mark> 70 :P
09:11:03  <PublicServer> <HD1Eagle> who said anything about killing anyone?
09:11:14  <PublicServer> <0DM> 70 then
09:11:18  <PublicServer> <0DM> still alot
09:11:34  <PublicServer> <HD1Eagle> gonna do it the stylish way?
09:11:42  <PublicServer> <HD1Eagle> oh, sealevel :(
09:11:59  <PublicServer> <0DM> seriously mark:D
09:12:04  <PublicServer> <zakjan> cool
09:12:08  <PublicServer> <HD1Eagle> this was totally in the plan
09:12:18  <PublicServer> <0DM> what mad drugs did you use?:D
09:12:21  <PublicServer> <Mark> could have done two levels
09:12:39  <PublicServer> <0DM> meh, this looks cooler
09:13:44  <PublicServer> <0DM> this is madness
09:14:28  <PublicServer> <HD1Eagle> how will this affect your pax
09:15:13  <PublicServer> <HD1Eagle> hook that crunk up fo'shizzle
09:15:55  <PublicServer> <Nickman> this is sick :D
09:16:12  <PublicServer> <HD1Eagle> uh-oh
09:16:30  <PublicServer> <Mark> thats caused by the slow curve penalty
09:16:57  <PublicServer> <Mark> now you have room for your SLH :P
09:17:10  <PublicServer> <Mark> lemme make this look a bit natural
09:17:16  <PublicServer> <HD1Eagle> i only have 43 mins left
09:17:26  <PublicServer> <0DM> i dont think natural is the word mark
09:18:10  <PublicServer> <HD1Eagle> everything is more natural with two scoops full of strip mining
09:19:16  <PublicServer> <Mark> i'd say that's acceptable
09:19:18  <PublicServer> <Mark> coffee now
09:19:21  <PublicServer> *** Mark has joined spectators
09:19:22  <PublicServer> <HD1Eagle> if ya were real ballsy, would've gone below sea level
09:19:23  <PublicServer> <HD1Eagle> :P
09:19:46  <PublicServer> <Mark> this is not for the record books though
09:19:48  <PublicServer> <HD1Eagle> what was that about atlantis some games back?
09:19:52  <PublicServer> <Mark> we once had 48 tunnels :P
09:19:58  <PublicServer> <Mark> though a shorter gap
09:20:15  <Mark> http://www.openttdcoop.org/wiki/Image:PSG129.png
09:20:15  <PublicServer> <HD1Eagle> still jammin
09:20:40  <HDIEagle> i remember that
09:20:42  <zakjan> nice
09:20:44  <HDIEagle> same map as "atlantis"
09:20:51  <HDIEagle> tell me more about "atlantis"
09:21:01  <HDIEagle> or was that just all signage?
09:21:16  <Mark> just some canals
09:21:34  <Mark> if you put canals on the ocean you can see them on the minimap
09:21:42  <Mark> that was game 145 though
09:21:58  <PublicServer> <HD1Eagle> who will make that slh?
09:22:07  <PublicServer> <0DM> the fairies
09:24:16  <PublicServer> <HD1Eagle> sillywood valley getting a bit backed up
09:25:05  <PublicServer> <Nickman> we need more passengers at FACTORY PICKUP :D
09:25:27  <PublicServer> <0DM> we  need to expand the pax! ahum:p
09:27:46  <PublicServer> <0DM> donr forget to skip orders:p
09:28:13  <PublicServer> *** 0DM has left the game (leaving)
09:31:58  <PublicServer> *** zakjan has left the game (connection lost)
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09:37:47  <zakjan_> !password
09:37:47  <PublicServer> zakjan_: brooch
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09:54:43  *** zakjan_ is now known as zakjan
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09:59:46  <PublicServer> <HD1Eagle> okay, i'm done
09:59:47  <PublicServer> <HD1Eagle> goodnight
10:00:00  <zakjan> sleep well
10:00:26  <PublicServer> *** HD1Eagle has left the game (leaving)
10:00:30  *** HDIEagle has quit IRC
10:15:05  <zakjan> what is CL?
10:24:36  *** damalix has joined #openttdcoop
10:24:44  <damalix> !password
10:24:44  <PublicServer> damalix: chiefs
10:24:59  <PublicServer> *** Damalix joined the game
10:25:08  <PublicServer> <Damalix> Hello
10:25:15  <zakjan> hi
10:26:31  <PublicServer> <zakjan> we have no steel trains?
10:26:39  <PublicServer> <Damalix> o__O ?
10:26:43  <PublicServer> <Damalix> Add them then
10:27:07  *** zakjan has left #openttdcoop
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10:28:25  <zakjan> and thats why factory pickup has a lot of waiting trains
10:29:00  <PublicServer> <Damalix> Factory pickuo has a lot of waiting trains because someone added trains whereas they wasn't needed
10:29:13  <zakjan> ah
10:30:32  <PublicServer> <Damalix> Steel trains added
10:30:39  <PublicServer> <Damalix> 10 of them to begin with
10:30:58  <zakjan> i was looking for good depot :)
10:34:41  <PublicServer> <Damalix> That's strange no one added steel trainsbefore
10:37:12  <PublicServer> <Damalix> 10 more steel trains
10:37:18  <ODM> !password
10:37:18  <PublicServer> ODM: stifle
10:37:31  <PublicServer> *** 0DM joined the game
10:48:16  <PublicServer> <0DM> auch
10:48:30  <PublicServer> <Damalix> ?
10:56:53  <PublicServer> *** Mark has joined company #1
10:56:54  <PublicServer> <Mark> 'lo
10:57:00  <PublicServer> <Damalix> Hi mark
10:57:06  <zakjan> hi
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11:03:47  <PublicServer> <0DM> 500 trains already
11:03:54  <PublicServer> <0DM> any signs of stress?
11:04:44  <PublicServer> <Damalix> not that I saw
11:04:48  <PublicServer> <0DM> k
11:04:57  <PublicServer> *** 0DM has left the game (leaving)
11:15:24  <PublicServer> <Mark> there
11:15:31  <PublicServer> <Mark> not too elegant but should do the job
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11:36:18  *** ChanServ sets mode: +o KenjiE20
11:37:25  <ODM> kenjipowaj
11:39:19  *** KenjiE20|SSH has joined #openttdcoop
11:39:19  *** ChanServ sets mode: +o KenjiE20|SSH
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11:55:11  <Nickman87> We can't make any more trains?
11:55:54  <Nickman87> Mark?
11:55:55  <ODM> !train 600
11:55:59  <ODM> !trains 600
11:55:59  <PublicServer> *** ODM has set max_trains to 600
11:56:01  <Nickman87> :)
11:57:29  <PublicServer> *** SmatZ joined the game
12:03:12  <PublicServer> *** SmatZ has left the game (connection lost)
12:10:56  <PublicServer> <Damalix> Stupids closing oil rigs
12:18:03  <zakjan> is there any option to hide all trains when zoomed out?
12:18:41  <PublicServer> <Damalix> i don't know this one
12:19:15  <PublicServer> <Damalix> but removing overhead wires, trees, and bridges help a lot
12:21:24  <PublicServer> *** zakjan has left the game (leaving)
12:25:10  <Ammler> !players
12:25:11  <PublicServer> Ammler: Client 360 (Orange) is Damalix, in company 1 (OTTDC (again))
12:25:11  <PublicServer> Ammler: Client 353 (Orange) is Nickman, in company 1 (OTTDC (again))
12:25:11  <PublicServer> Ammler: Client 355 (Orange) is Mark, in company 1 (OTTDC (again))
12:25:23  <Ammler> ODM has big trust in Nickman87 :-)
12:34:15  <PublicServer> *** Nickman has left the game (leaving)
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12:44:28  <ODM> when i was ingame there were 493 trains running without jams
12:44:29  <ODM> cant hurt:p
12:44:47  <PublicServer> <Damalix> Any jam ?
12:45:00  <PublicServer> <Damalix> now ?
12:45:47  <PublicServer> <Damalix> Is it a good idea to replace some close separate station with one big with feeders ?
12:46:55  <PublicServer> <Damalix> or is it something stupid ?
12:47:04  <zakjan> !password
12:47:04  <PublicServer> zakjan: rabbis
12:47:18  <PublicServer> *** zakjan joined the game
12:49:27  <Ammler> is the plane desync ever fixed?
12:52:55  *** mensi has joined #openttdcoop
12:53:30  <mensi> !password
12:53:30  <PublicServer> mensi: fidget
12:53:44  <PublicServer> *** mensi joined the game
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13:05:00  <damalix> !players
13:05:02  <PublicServer> damalix: Client 366 (Orange) is zakjan, in company 1 (OTTDC (again))
13:05:02  <PublicServer> damalix: Client 368 (Orange) is mensi, in company 1 (OTTDC (again))
13:05:02  <PublicServer> damalix: Client 355 (Orange) is Mark, in company 1 (OTTDC (again))
13:05:30  *** damalix has quit IRC
13:26:36  <mensi> !bridge
13:26:38  <mensi> !bridges
13:26:42  <mensi> !tunnels
13:26:42  <PublicServer> mensi: !tunnels <trainlength> <gap>: Returns amount of tunnels/bridges needed. Formula: (<gap>+<trainlength>-2)/(<trainlength>+2)
13:26:47  <mensi> !tunnels 5 10
13:26:47  <PublicServer> mensi: You need 2 tunnels/bridges for trainlength 5 and gap 10.
13:27:36  <mensi> !tunnels 5 14
13:27:36  <PublicServer> mensi: You need 3 tunnels/bridges for trainlength 5 and gap 14.
13:33:14  <nichevo_> !password
13:33:14  <PublicServer> nichevo_: indict
13:33:32  <PublicServer> *** Nichevo joined the game
13:34:36  <nichevo_> mensi: I don't think I did that horribly. I left the west side for someone else to finish ( left one ! sign )
13:35:03  <mensi> it had like 5 slow turns and 3 slow wiggles
13:35:05  <PublicServer> <Nichevo> right now it's a bit spread out, I think
13:35:17  <PublicServer> <Nichevo> where?
13:35:36  <mensi> most of them were right after the tunnels
13:36:00  <PublicServer> <Nichevo> right, that part wasn't done properly at all
13:36:03  <mensi> so oyu hat lots of these: \__/
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13:36:29  <PublicServer> <Nichevo> I don't know what state you found it in :)
13:37:38  <PublicServer> <Nichevo> I'm glad to see the other parts seem to work as they should, though
13:38:31  <mensi> I don't know if anybody else did something
13:38:38  <mensi> but your nick was the last I found in a sign
13:39:01  <PublicServer> <Nichevo> there was someone else doing something in the west part, dunno who
13:39:50  <PublicServer> <Mark> why not move that SLH 30 tiles to the south?
13:39:58  <PublicServer> <Mark> west*
13:40:28  <nichevo_> mensi: there probably was someone working on it after me, as I only left one ! sign and Combuster mentions 80%
13:41:12  <PublicServer> <Nichevo> anyhow... I'll probably have to return to building roof again soon
13:41:20  <PublicServer> <Nichevo> been at it for 20hours the last couple of days
13:41:50  <mensi> Mark the SLH I'm just building?
13:42:08  <PublicServer> <Mark> well i cant smell who's building it
13:42:11  <PublicServer> <Mark> but i'd guess so yes
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13:45:20  <mensi> hehe
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14:05:01  <PublicServer> *** Mark has joined spectators
14:08:25  *** phatmatt has joined #openttdcoop
14:08:43  <phatmatt> !password
14:08:44  <PublicServer> phatmatt: garbed
14:09:00  <PublicServer> *** phatmatt joined the game
14:14:02  <PublicServer> *** phatmatt has left the game (leaving)
14:14:23  <mensi> hrhr I build a strange prio ;)
14:14:30  <PublicServer> *** phatmatt joined the game
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14:25:13  <PublicServer> *** phatmatt has left the game (leaving)
14:25:29  <phatmatt> !password
14:25:29  <PublicServer> phatmatt: summit
14:25:50  <PublicServer> *** phatmatt joined the game
14:25:56  <PublicServer> *** phatmatt has left the game (connection lost)
14:26:25  <PublicServer> *** phatmatt joined the game
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14:29:02  <PublicServer> *** phatmatt has left the game (connection lost)
14:29:23  <PublicServer> *** phatmatt joined the game
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14:37:17  <damalix> !password
14:37:17  <PublicServer> damalix: grills
14:37:32  <PublicServer> *** Damalix joined the game
14:55:23  <mensi> who is building prios with one-way PBS?
14:55:33  <mensi> those are not entry-PBS....
14:55:35  <PublicServer> <Damalix> where ?
14:55:44  <mensi> BBH3
14:56:05  <PublicServer> <Nichevo> I am.. Where is one way PBS?
14:56:06  *** satyap has joined #openttdcoop
14:56:12  <satyap> !password
14:56:12  <PublicServer> satyap: stupor
14:56:25  <mensi> all the PBS with a yellow bar below are "one-way"
14:56:28  <mensi> not entry
14:56:29  <PublicServer> *** satyap joined the game
14:56:38  <mensi> normal singals with a yellow bar are entry signals
14:56:42  <PublicServer> <Nichevo> aren't the one way ones red?
14:56:52  <mensi> PBS are always red
14:56:59  <mensi> until they reserve a path
14:57:06  <PublicServer> <Nichevo> yes, but red bar
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14:57:18  <mensi> but they won't take the prio into consideration
14:57:22  <mensi> when reserving a path
14:57:28  <PublicServer> <Nichevo> right
14:57:50  <PublicServer> <Nichevo> I got around that on the  last game.. gimme a minute/
14:57:51  <PublicServer> <Nichevo> ?
14:58:36  <mensi> got an idea
14:58:48  <mensi> a crap nevermind
14:59:01  <PublicServer> * satyap wonders about the giant tunnels on the maglev ML
14:59:19  <zakjan> that's eurotunnel :)
14:59:56  <PublicServer> <Nichevo> mensi: lets see how this works
15:00:04  <mensi> looks better
15:00:14  <PublicServer> <Nichevo> I find it funky
15:00:42  <PublicServer> <Damalix> I don't understand : why there are prios at the exit of the ring in BBH03 ?
15:01:30  <PublicServer> <Nichevo> what do you mean?
15:01:34  <mensi> exit of the ring?
15:02:04  <PublicServer> *** satyap has left the game (leaving)
15:02:11  <PublicServer> <Damalix> well, it is the exit of the ring, the two lanes come from the ring, so why should one have the prio over the other ?
15:08:21  <mensi> hehe what's up with your roof?
15:08:36  <PublicServer> <Nichevo> it's ruined
15:08:45  <PublicServer> <Nichevo> so we're doing it over again :P
15:08:56  <mensi> I guess we'll need to expand the part from BBH03 to SLH07 into 3 tracks soon
15:08:58  <PublicServer> <Nichevo> it had a leak running
15:09:15  <mensi> same for the part between BBH 02 and SLH 01
15:09:29  <PublicServer> <Nichevo> shouldn't be too difficult I think
15:14:59  <PublicServer> *** zakjan has left the game (connection lost)
15:15:49  *** zakjan_ has joined #openttdcoop
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15:20:19  <damalix> !tunnels 9 68
15:20:20  <PublicServer> damalix: You need 7 tunnels/bridges for trainlength 9 and gap 68.
15:21:42  <PublicServer> *** Mark has left the game (leaving)
15:22:11  *** zakjan has quit IRC
15:22:52  <PublicServer> *** zakjan has left the game (connection lost)
15:24:21  <zakjan_> !password
15:24:21  *** zakjan_ is now known as zakjan
15:24:21  <PublicServer> zakjan_: kinder
15:35:28  <mensi> hah wenn numbers start to pop up, Mark is here
15:35:41  <mensi> oops
15:35:49  <mensi> maybe not ;)
15:37:43  <zakjan> !password
15:37:43  <PublicServer> zakjan: citrus
15:38:10  <PublicServer> *** zakjan joined the game
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15:44:18  <ODM> thatll be easy i think
15:44:33  <ODM> the expanding of bbh3 i mean
15:44:37  <ODM> the slh will be more work:p
15:44:50  <ODM> anyways, food
15:47:17  <Nickman87> !players
15:47:19  <PublicServer> Nickman87: Client 370 (Orange) is Nichevo, in company 1 (OTTDC (again))
15:47:19  <PublicServer> Nickman87: Client 368 (Orange) is mensi, in company 1 (OTTDC (again))
15:47:19  <PublicServer> Nickman87: Client 383 (Orange) is phatmatt, in company 1 (OTTDC (again))
15:47:19  <PublicServer> Nickman87: Client 385 (Orange) is Damalix, in company 1 (OTTDC (again))
15:47:22  <Nickman87> !password
15:47:22  <PublicServer> Nickman87: citrus
15:47:46  <PublicServer> *** Nickman joined the game
15:48:40  *** satyap has left #openttdcoop
15:57:59  <Nickman87> out of trains again... :D
15:58:02  <Nickman87> !trains 700
15:58:03  <PublicServer> Nickman87: you must be channel op to use !trains
15:58:11  <Nickman87> !trains
15:58:11  <PublicServer> Nickman87: you must be channel op to use !trains
16:00:40  <Nickman87> ODM: when you get back, we need more trains :D
16:02:08  <Ammler> Nickman87: any op could give you more ;-)
16:02:30  <Nickman87> yeah, but ODM was the last one I saw saying something :D
16:02:36  <Nickman87> could you give us some trains? :)
16:03:08  <Ammler> no jams?
16:03:19  <Ammler> !rcon set max_trains
16:03:19  <PublicServer> Ammler: Current value for 'max_trains' is: '600' (min: 0, max: 5000)
16:03:28  <PublicServer> <Damalix> not yet that I've seen
16:03:31  <Ammler> !rcon set max_trains 700
16:03:36  <Nickman87> I havn't seen any
16:03:45  <Ammler> !info
16:03:45  <PublicServer> Ammler: #:1(Orange) Company Name: 'OTTDC (again)'  Year Founded: 1970  Money: 5619899708  Loan: 0  Value: 5697010802  (T:599, R:29, P:2, S:0) unprotected
16:04:22  <PublicServer> <Damalix> some lanes are crowded, but I haven't seen any jam yet
16:04:25  <PublicServer> *** AmmIer joined the game
16:04:59  <PublicServer> <Nickman> hi there :)
16:05:28  <PublicServer> <AmmIer> ellow
16:05:32  <PublicServer> <Damalix> hi
16:06:11  <PublicServer> <AmmIer> hmm
16:06:15  <PublicServer> <Nickman> what was the ideal % of transported goods to make industries grow?
16:06:32  <PublicServer> <AmmIer> 100%
16:06:39  <PublicServer> <Damalix> I'd say the higher the better
16:06:48  <PublicServer> <Nickman> ah, it isn't so that industries shrink anymore when you transport to many?
16:06:53  *** Progman has quit IRC
16:06:56  <PublicServer> <AmmIer> but we say between 75 and 86 %
16:07:09  <PublicServer> <AmmIer> Nickman: never was.
16:07:23  <PublicServer> <Nickman> why between 75 and 86 then?
16:07:50  <PublicServer> <AmmIer> it needs to be >75 to not drop
16:07:56  <PublicServer> <Nickman> :)
16:08:19  <PublicServer> <AmmIer> but you shouldn't go over 85% to prepend jams
16:08:29  <PublicServer> <Nickman> ah, like that, k :)
16:10:30  <PublicServer> *** AmmIer has left the game (connection lost)
16:10:43  <Ammler> !fish
16:10:43  <PublicServer> Ammler: Today's fish is a sword fish, battered and fried.
16:11:00  <PublicServer> *** AmmIer joined the game
16:11:38  <PublicServer> <AmmIer> Mark, your tunnels fails
16:12:01  <PublicServer> <Nickman> the maglev ones?
16:12:03  <PublicServer> <AmmIer> somethings looks wrong with penalty
16:12:06  <PublicServer> <AmmIer> yes
16:12:12  <PublicServer> <Nickman> indeed
16:12:15  <PublicServer> <AmmIer> I jamed to test
16:12:35  <PublicServer> <Nickman> strange
16:12:40  <PublicServer> <AmmIer> np
16:12:41  <PublicServer> <AmmIer> no
16:12:44  <PublicServer> <AmmIer> logical
16:12:50  <PublicServer> <AmmIer> pbs would solve that ;-)
16:12:55  <PublicServer> <Nickman> :D
16:13:08  <PublicServer> <Nickman> then switch to PBS signals? :)
16:13:24  <PublicServer> <Nickman> and why is it logical?
16:13:56  <PublicServer> <Nickman> all lanes are equally long?
16:13:57  <PublicServer> <AmmIer> it has too many green signals
16:14:08  <PublicServer> <Nickman> :D
16:14:21  <PublicServer> <Nickman> couldn't it be solved with combo signals and stuff? Like in the old days?
16:14:31  <PublicServer> <AmmIer> of course
16:15:12  <PublicServer> <Nickman> should we change the other direction to?
16:15:49  <PublicServer> <AmmIer> well, it doesn't fail on the current traffic
16:15:58  <PublicServer> <AmmIer> it would need more trains
16:17:08  <Ammler> !setdef
16:17:09  <PublicServer> *** Ammler has disabled wait_for_pbs_path, wait_twoway_signal, wait_oneway_signal, enabled no_servicing_if_no_breakdowns and set path_backoff_interval to 1
16:17:49  <zakjan> !password
16:17:49  <PublicServer> zakjan: demure
16:18:07  <PublicServer> *** zakjan joined the game
16:19:30  <PublicServer> *** zakjan has left the game (leaving)
16:22:25  <PublicServer> *** Nickman has left the game (leaving)
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16:22:46  *** ChanServ sets mode: +o StarLite
16:27:28  <PublicServer> *** Nichevo has left the game (leaving)
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16:29:43  <PublicServer> <AmmIer> Nickman, your presignal system will fail
16:30:12  <PublicServer> <AmmIer> I jam to show you :-)
16:30:31  <ODM> !password
16:30:31  <PublicServer> ODM: cleave
16:30:43  <PublicServer> *** 0DM joined the game
16:30:55  <PublicServer> <AmmIer> it doesn't :-o
16:31:07  <PublicServer> <Damalix> :)
16:31:13  <PublicServer> <AmmIer> :-D
16:31:33  <PublicServer> <0DM> where at?
16:31:40  <PublicServer> <AmmIer> the tunnels
16:31:46  <PublicServer> <AmmIer> Transrapid
16:31:58  <PublicServer> <0DM> hmm
16:32:05  <PublicServer> <0DM> so whats supposed to jam?:p
16:32:09  <PublicServer> <AmmIer> Mark just used ususal signals
16:32:13  <PublicServer> <AmmIer> that failed
16:32:30  <PublicServer> <AmmIer> I used pbs, which works
16:32:39  <PublicServer> <AmmIer> and the presignals seems to work too
16:32:43  <PublicServer> <0DM> thats odd
16:32:51  <PublicServer> <AmmIer> what's odd?
16:32:53  <PublicServer> <Damalix> Why would they fail ?
16:33:00  <PublicServer> <0DM> which such long diagonals presignals generally dont work
16:33:01  <PublicServer> <AmmIer> usual signals?
16:33:15  <PublicServer> <0DM> with*
16:33:20  <PublicServer> <AmmIer> it doesn't check all signals
16:33:47  <PublicServer> <0DM> as a train going for the one-to-last track will occupy the diagona for a train taking the last one
16:33:48  <PublicServer> <AmmIer> no
16:34:08  <PublicServer> <AmmIer> hmm, you just would need 10 signals per line
16:34:53  <PublicServer> <0DM> it works because trains arent dense enough^^
16:35:25  <PublicServer> <0DM> i just wonder why the normal signals didnt work?
16:35:37  <PublicServer> <AmmIer> dense?
16:35:49  <PublicServer> <0DM> packed together
16:35:55  <PublicServer> <AmmIer> well
16:35:59  <PublicServer> <AmmIer> jam them
16:36:26  <PublicServer> <0DM> nah, by stopping them theres plenty of space at starting up
16:37:04  <PublicServer> <AmmIer> no
16:37:11  <PublicServer> <0DM> its the same reason why the diagonal winglike stations can make trains stop, even though there are plenty of platforms
16:37:16  <PublicServer> <AmmIer> the same as without stop
16:37:40  <PublicServer> <AmmIer> you see?
16:37:43  <PublicServer> <0DM> heh, thats odd
16:37:51  <PublicServer> <AmmIer> no, count the signals
16:38:12  <PublicServer> <AmmIer> it would need 10 singals and it works
16:39:11  <PublicServer> <0DM> id think the problem is that a train at the other side blocks the diagonal track at that point, so it tries to take the bottom one
16:39:34  <PublicServer> <AmmIer> hmm, now I placed too many?
16:41:05  <PublicServer> <AmmIer> which signals will be counted for penalty?
16:41:05  <Razaekel> !password
16:41:05  <PublicServer> Razaekel: squawk
16:41:20  <PublicServer> *** Razaekel joined the game
16:41:24  <Razaekel> squawk squawk squaaaaaaaawk
16:42:23  <PublicServer> <Razaekel> ahh, this is a nice network
16:42:57  <PublicServer> *** 0DM has left the game (leaving)
16:44:39  <PublicServer> <AmmIer> already lags
16:44:50  <PublicServer> <AmmIer> :-(
16:45:01  <PublicServer> <Razaekel> you need a better computer
16:45:17  <PublicServer> <AmmIer> just 2 years old
16:45:26  <PublicServer> <AmmIer> usually it should do 3
16:45:31  <PublicServer> <Razaekel> :-/
16:45:37  <PublicServer> <Razaekel> what cpu and ram?
16:46:40  <zakjan> is ottd multithreaded?
16:46:45  <PublicServer> <AmmIer> no
16:46:50  <mensi> to a certain point
16:47:03  <PublicServer> <Razaekel> multi cores help for background processes
16:47:40  <PublicServer> <AmmIer> why do you destroy the test case?
16:47:42  <PublicServer> <Razaekel> ah
16:48:13  <PublicServer> <AmmIer> you can see presignals on the other side
16:48:40  <PublicServer> <AmmIer> :-(
16:48:50  <PublicServer> <Razaekel> technically speaking, the PBS should handle this
16:49:20  <PublicServer> <AmmIer> someone destroyed the usual signals
16:49:30  <PublicServer> <AmmIer> so we can't prove anymore
16:52:58  <Razaekel> i think theyre back
17:04:10  <PublicServer> *** Razaekel has left the game (leaving)
17:04:34  *** Chris_Booth has joined #openttdcoop
17:06:18  <Chris_Booth> !password
17:06:18  <PublicServer> Chris_Booth: tiding
17:06:36  <PublicServer> *** Chris Booth joined the game
17:07:16  <Mark> !password
17:07:16  <PublicServer> Mark: tiding
17:07:24  <PublicServer> *** Mark joined the game
17:07:25  <PublicServer> <Mark> 'lo
17:07:37  <PublicServer> <Chris Booth> hi
17:07:59  <PublicServer> <Chris Booth> you added wood to my plan
17:08:04  <PublicServer> <Chris Booth> i didnt want wood
17:08:09  <PublicServer> <Mark> no i only suggested it
17:08:19  <PublicServer> <Mark> and you should have noted that
17:08:35  <PublicServer> <Chris Booth> doesnt realy matter
17:08:36  <PublicServer> <AmmIer> it looked like you forgot wood
17:08:39  <PublicServer> <Mark> why would you not want wood?
17:09:02  <PublicServer> <Chris Booth> dont like wood
17:09:05  <PublicServer> <Mark> right
17:09:15  <PublicServer> <Mark> so you forgot it but dont want to admit
17:09:17  <PublicServer> <Mark> oh well
17:09:35  <PublicServer> <Chris Booth> lol maybe
17:09:57  <PublicServer> <AmmIer> mark the tunnels are a good example to use presignals
17:10:43  <PublicServer> <Mark> meh
17:10:48  <PublicServer> <Mark> cut one lane off and it's fine :P
17:11:05  <PublicServer> <AmmIer> ?
17:11:15  <PublicServer> <Mark> yapf looks ahead 10 signals doesnt it?
17:11:32  <PublicServer> <AmmIer> yes
17:11:43  <PublicServer> <Mark> anyway you're right in this case
17:11:47  <PublicServer> <AmmIer> well, we have still a usual signal
17:11:51  <PublicServer> *** Chris Booth has left the game (connection lost)
17:11:54  *** Chris_Booth has quit IRC
17:11:57  <PublicServer> <AmmIer> can you modify it to work?
17:13:10  <PublicServer> <Mark> heh
17:13:11  <PublicServer> <Mark> tunnels taken
17:13:12  <PublicServer> <AmmIer> :-)
17:13:17  <PublicServer> <Mark> those things accelare too damn fast
17:13:29  <PublicServer> <Mark> guess you need pbs or pre in this case
17:13:33  <PublicServer> <Mark> with >10 signals
17:15:48  <PublicServer> <AmmIer> well, with presignals
17:15:54  <PublicServer> <AmmIer> one is fine
17:15:59  <PublicServer> <Mark> of course
17:16:07  <PublicServer> <Mark> i want to see if this affects chosing
17:16:29  <PublicServer> <Mark> i figured signals may be a penalty
17:18:34  *** zakjan has quit IRC
17:19:10  <PublicServer> <Mark> interesting
17:19:13  <PublicServer> <Mark> see that AmmIer?
17:19:18  <PublicServer> <AmmIer> yeah
17:19:25  <PublicServer> <Mark> i wonder what it bases that one
17:19:44  <PublicServer> <AmmIer> well, 1 is clear
17:19:50  <PublicServer> <AmmIer> 2 too
17:19:53  <PublicServer> <Mark> hah
17:20:03  <PublicServer> <AmmIer> hmm
17:20:04  <PublicServer> <Mark> now it was 2-1-3
17:20:22  <PublicServer> <AmmIer> then chose between 1 and 2 is random?
17:21:34  <PublicServer> <AmmIer> the 1st tunnel didn't have its own end signal
17:21:42  <PublicServer> <Mark> it's the same
17:22:02  <PublicServer> <AmmIer> well
17:25:41  <PublicServer> <Mark> hah
17:25:44  <PublicServer> <Mark> pbs is slow :P
17:25:51  <PublicServer> <AmmIer> yes
17:26:02  <PublicServer> <AmmIer> but faster then usual
17:28:00  <PublicServer> <Mark> xx
17:28:03  <PublicServer> <Mark> woops
17:28:17  <PublicServer> <Mark> let's kill this network by trying to transport all steel
17:29:05  <PublicServer> <AmmIer> omg, SLH7
17:29:26  <PublicServer> <Mark> it's a mess
17:29:42  <hylje> has my SLH03 been demolished already? :P
17:30:04  <PublicServer> <Mark> no
17:30:21  <PublicServer> <Mark> it should be though, with the connections 100 tiles apart :P
17:30:45  <PublicServer> <AmmIer> :-o
17:30:52  <PublicServer> <AmmIer> hylje built something?
17:31:00  <PublicServer> * AmmIer goes review :-)
17:31:37  <PublicServer> <Mark> pretty ancient style :P
17:31:56  <PublicServer> <AmmIer> 2way signals proves that :-)
17:32:00  <PublicServer> <Mark> yeah
17:32:22  <PublicServer> <AmmIer> but looks nice
17:32:33  <PublicServer> <AmmIer> supriseingly
17:33:28  <PublicServer> <AmmIer> dbset \o/
17:33:34  <PublicServer> <Mark> yeah
17:33:43  <PublicServer> <Mark> look at the maglevs accelerating
17:33:51  <PublicServer> <AmmIer> yeah
17:34:08  <PublicServer> <AmmIer> well, the transrapid is ugly
17:34:20  <hylje> actually mark, after i built it i figured it'd be even better with the connections like 150 tiles apart
17:34:24  <PublicServer> <Mark> pretty effecient though :P
17:34:29  <PublicServer> <AmmIer> not the graphics, but the specs
17:38:36  <PublicServer> *** Mark has joined spectators
17:39:04  <PublicServer> <AmmIer> is this game final?
17:39:06  <PublicServer> <AmmIer> archive?
17:39:29  <PublicServer> <AmmIer> and start Nickman scenario?
17:39:42  <PublicServer> <Damalix> Isn't mensi adding a 3rd lane ?
17:39:43  <PublicServer> *** AmmIer has joined spectators
17:40:03  <PublicServer> <AmmIer> oh, you are?
17:40:17  <PublicServer> <AmmIer> well, I was kidding anyway :-)
17:46:03  <mensi> he is
17:46:05  <mensi> and he is back
17:48:05  <PublicServer> *** Damalix has left the game (connection lost)
17:48:35  <PublicServer> *** AmmIer has left the game (leaving)
17:48:47  <damalix> !password
17:48:47  <PublicServer> damalix: signer
17:49:02  <PublicServer> *** Damalix joined the game
17:49:10  <Ammler> someone here played on the goal servers?
17:49:27  <damalix> I didn't
17:49:35  <PublicServer> *** Damalix has left the game (connection lost)
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17:54:17  <damalix> I didn't
17:54:20  <damalix> !password
17:54:20  <PublicServer> damalix: faints
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18:06:10  *** Nickman87 has joined #openttdcoop
18:06:22  <Nickman87> !password
18:06:23  <PublicServer> Nickman87: calmed
18:07:56  <PublicServer> *** Nickman joined the game
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18:15:55  <dangerdan> !password
18:15:55  <PublicServer> dangerdan: calmed
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18:16:39  <mensi> hmpf how long are diagonal tiles then?
18:16:45  <mensi> sqrt(2) ?
18:17:15  <PublicServer> <Damalix> don't know
18:17:29  <PublicServer> *** Player joined the game
18:17:31  <nichevo_> !password
18:17:31  <PublicServer> nichevo_: calmed
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18:20:35  <satyap> !password
18:20:35  <PublicServer> satyap: calmed
18:20:57  <satyap> !password
18:20:57  <PublicServer> satyap: shaver
18:21:10  <PublicServer> *** satyap joined the game
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18:51:12  <PublicServer> <Damalix> WoW @ SLH07
18:51:36  <mensi> hehe
18:52:02  <mensi> it's quite cool, I was able to fiddle in the 3rd track without big modifications
18:52:12  <PublicServer> *** SmatZ joined the game
18:52:14  <mensi> only shortened or widened a bridge here and there
18:52:21  <PublicServer> <SmatZ> evening, sirs
18:52:34  <PublicServer> <Damalix> 'evening
18:53:21  <zakjan> hello :)
18:53:26  <PublicServer> <SmatZ> hello
18:53:33  *** Farden has joined #openttdcoop
18:53:38  <Farden> !playercount
18:53:38  <PublicServer> Farden: Number of players: 8
18:53:40  <Farden> !password
18:53:40  <PublicServer> Farden: gulled
18:53:57  <PublicServer> *** Farden joined the game
18:53:59  <PublicServer> <Farden> hi there!
18:54:03  <PublicServer> <SmatZ> hello Farden
18:54:05  <zakjan> hi
18:54:24  <PublicServer> <Damalix> Bbyee
18:54:29  <PublicServer> *** Damalix has left the game (leaving)
18:58:27  <zakjan> I'm trying to build missing prios at SLH09, can someone look at it?
18:59:32  <PublicServer> <Nickman> I think it should work? :)
18:59:44  <PublicServer> <zakjan> great :)
19:01:15  <PublicServer> *** SmatZ has left the game (leaving)
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19:07:45  <satyap> !password
19:07:45  <PublicServer> satyap: juiced
19:07:55  <PublicServer> *** satyap joined the game
19:08:52  <satyap> good lord that slh is bigger than most bbh
19:09:04  <PublicServer> <Nickman> which?
19:11:35  <satyap> 7
19:11:45  <planetmaker> it's a 4-way
19:11:56  <planetmaker> a 4-way bbh is also not small
19:12:14  <PublicServer> <Farden> SLH01 is jamming a bit... I think we should do a RRRLLL from BBH02 to SLH01
19:12:16  <PublicServer> *** phatmatt has left the game (connection lost)
19:12:19  <satyap> i wish i knew how to build bbhs
19:12:41  <phatmatt> !password
19:12:41  <hylje> bbhs are just large slhs
19:12:41  <PublicServer> phatmatt: juiced
19:12:43  <planetmaker> satyap: best way is to look - and then to actually try it yourself
19:12:59  <PublicServer> *** phatmatt joined the game
19:13:02  <planetmaker> there's no magic behind BBHs. Just persistance.
19:13:06  <satyap> yes
19:13:17  <satyap> i try to look but i get confused by the bajillion tracks
19:13:18  <planetmaker> I takes me roughly 2-4 hours to build a full 4-way
19:13:31  <satyap> 2-4 hours, yeah, i don't have that patience
19:13:35  <satyap> nor the free time :(
19:13:35  <planetmaker> which I'm satisfied with :)
19:13:45  <Mark> 'lo
19:13:45  <planetmaker> E.g. no slow downs anywhere and completely in sync
19:13:49  <planetmaker> hey Mark
19:13:52  <satyap> aye
19:14:05  <PublicServer> <Nickman> SLH01 is totally jammed :D
19:14:24  <PublicServer> <Farden> yeah, that's what I was saying
19:14:35  <Mark> learning all hotkeys helps for building BBHs much faster
19:14:36  <PublicServer> <Farden> with some help I could try to make a RRRLLL from BBH to SLH
19:14:37  <satyap> prios cause jams on busy tracks
19:14:40  <Mark> at least the relevant ones
19:14:58  <planetmaker> Mark: one could even say it's the only way to live through it :)
19:14:59  <PublicServer> <Farden> there are just too many trains coming from SL
19:15:04  <satyap> besides a b d t 1 2 3 4 ctrl- and r, what else?
19:15:27  <planetmaker> Ctrl+drag for bridges
19:15:28  <Mark> q w e
19:15:37  <satyap> oooooh ctrl-drag
19:15:40  <satyap> 'qwe, aye
19:15:46  <PublicServer> *** Mark has joined company #1
19:15:48  <satyap> i knew qwe, just forgot to list :)
19:15:51  <planetmaker> and for signals :)
19:16:13  <planetmaker> so s
19:16:13  <satyap> what does ctrl-drag do? build fastest bridge?
19:16:14  <PublicServer> *** Nickman has left the game (leaving)
19:16:23  <satyap> i know s too. so many, forgot to list
19:16:23  <planetmaker> build same bridge type as previous
19:16:26  <planetmaker> if possible
19:16:34  <satyap> *ah*. useful, ctrl-drag
19:16:42  <planetmaker> yes :)
19:16:44  * satyap learned something new, yay
19:16:50  <planetmaker> I only make useful patches :P
19:18:59  <satyap> anybody ever actually biuld the roundabout hub that was on the blog?
19:19:08  <Mark> game 144
19:19:10  <satyap> !blog roundabout
19:19:10  <PublicServer> satyap: http://www.openttdcoop.org/blog
19:19:13  <Mark> was pretty horrible
19:19:14  <satyap> ah
19:19:34  <satyap> yeah i tried to build it in a single player game. i figured it would take about one-quarter of the map so i stopped
19:19:58  <satyap> i exaggerate
19:20:01  <Mark> it might be good for 7-way BBHs, but for 4-ways there are better ways out
19:21:47  <hylje> let's have a 8 way bbh
19:22:17  *** LG^ has joined #openttdcoop
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19:22:58  <PublicServer> <Mark> so, time for a new game? :)
19:23:02  <satyap> +1
19:23:12  <PublicServer> <Mark> or shall we add a few more trains and break everything?
19:23:18  <hylje> lemme have a look at the game first
19:23:23  <satyap> i half-wish ctrl-drag would build fastest bridge
19:23:30  <PublicServer> <Mark> nah
19:23:34  <PublicServer> <Mark> silicons are ugly
19:23:36  <hylje> i wish ctrl-drag would win the game for me
19:23:41  *** steffy has joined #openttdcoop
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19:24:02  <satyap> so build a patch to do that :)
19:24:35  <satyap> i think ctrl-drag works fine the way it is, 90% of the time i want the previous bridge type anyway
19:25:47  <PublicServer> <Nichevo> I haven't even looked at the stations
19:26:44  <PublicServer> <Farden> I think it looks good now... new game?^^
19:26:56  <satyap> hold on, fixing something
19:27:16  <Mark> i doubt anyone provided a new map to run
19:27:23  <satyap> carry on
19:27:27  <Mark> and guess what, im not taking care of that this time :)
19:27:50  <hylje> !grf
19:27:50  <PublicServer> hylje: http://www.openttdcoop.org/wiki/GRF (Version 7.3)
19:28:02  <satyap> i could provide a map if ... nah forget it
19:28:26  <PublicServer> <Nichevo> too few trains
19:29:06  <satyap> i just tried to create a train. we're maxed out
19:29:17  <hylje> a tiny map for chaos.. oh wait we already had one recently
19:29:20  <Mark> !trains 1000
19:29:20  <PublicServer> *** Mark has set max_trains to 1000
19:29:28  <PublicServer> <Nichevo> \o/
19:29:32  <PublicServer> <Farden> that's unfair!
19:29:33  <PublicServer> *** phatmatt has left the game (leaving)
19:29:36  <PublicServer> <zakjan> lets jam it
19:29:38  <phatmatt> !password
19:29:38  <PublicServer> phatmatt: evener
19:29:53  <PublicServer> *** phatmatt joined the game
19:30:11  <satyap> wish: vi-like repeat commands. press 14, hit the clone button, it produces 14 trains
19:30:30  <PublicServer> <Farden> do a patch for it^^
19:30:36  <Mark> that has been suggested
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19:30:51  <planetmaker> Mark: not that exact way :)
19:30:57  <satyap> wish: wish i hadn't said that
19:31:01  <planetmaker> and more importantly: only suggested.
19:31:08  <Mark> and denied
19:31:11  <planetmaker> no one even tried to work on it.
19:31:18  <Mark> "who would use that?" was the reason i think
19:31:22  <PublicServer> <Farden> I could try to take a look...
19:31:22  <planetmaker> Mark: yes. If you always need to type it.
19:31:30  <planetmaker> if there's a patch... maybe
19:31:40  <Mark> i'd love that
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19:31:46  <planetmaker> if it still allows current behavioru
19:31:52  <PublicServer> <Nichevo> patch!
19:31:53  <PublicServer> <Farden> I have an easy idea : when you CTRL+click the cloning button, you can enter the number you want
19:31:58  <planetmaker> otherwise I'd reject it, too :P
19:32:00  <PublicServer> <Farden> otherwise... it acts as normal
19:32:06  <planetmaker> Farden: fail
19:32:08  <PublicServer> <Nichevo> Farden:  Not 1337
19:32:21  <Mark> shift-(ctrl)-clone should allow entering a value
19:32:29  <hylje> reimplement the UI in a lisp dialect
19:32:37  <PublicServer> <Farden> ^^
19:32:41  <PublicServer> <Farden> emacs powa!
19:32:46  <PublicServer> <Nichevo> no... haskell!
19:33:51  <PublicServer> <zakjan> I wish two-way signals with different types on its directions
19:34:00  <PublicServer> <zakjan> have anyone suggested it?
19:34:05  <PublicServer> <Farden> probably
19:34:14  <planetmaker> programmable signals and stuff...
19:34:18  <PublicServer> <Farden> we have already dozen of suggestions for new signals
19:34:27  <planetmaker> two signal type slots are still free.
19:34:37  <planetmaker> Have a good idea and implement it.
19:34:53  <satyap> so not allowed to give ideas unless can also code in C++?
19:34:55  <PublicServer> <Farden> and we have pm : the-man-who-know-what-as-already-been-suggested
19:35:00  <PublicServer> <Nichevo> prio-pbs?
19:35:14  <planetmaker> Farden: surely not :) But I know a bit :)
19:35:19  <hylje> !password
19:35:19  <PublicServer> hylje: evener
19:35:26  <satyap> crazy game-killing idea: magic button to build a full 4-way LLLRRR BBH
19:35:29  <planetmaker> nichevo: an older patch exists for that
19:35:31  <PublicServer> *** Player joined the game
19:35:43  <hylje> satyap: copy paste has been done before
19:35:48  <planetmaker> satyap: that's copy&paste?
19:35:48  <Mark> a third PBS signal acting like a combo would be awesome
19:35:51  <PublicServer> *** Player has changed his/her name to hylje
19:36:00  <PublicServer> <zakjan> PBS-prios i have done at SLH09
19:36:01  <PublicServer> <hylje> goddamn openttd forgets my settings
19:36:03  <satyap> isn't copy-paste requires you to already have a BBH in place?
19:36:07  <PublicServer> <zakjan> looks good
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19:36:18  <PublicServer> *** hylje has left the game (connection lost)
19:36:32  <PublicServer> <Nichevo> zakjan,  entry followed by pbs?
19:36:35  <PublicServer> <Farden> isn't building BBH all the interest of the game?
19:36:47  <hylje> !password
19:36:47  <PublicServer> hylje: creaks
19:36:47  <satyap> yes that is why crazy game-killing idea
19:36:48  <planetmaker> satyap: yes, you need one somewhere.
19:36:50  <Mark> that's why we dont allow copy+paste
19:36:56  <satyap> i still don't know how to copy-paste
19:36:59  <PublicServer> *** hylje joined the game
19:37:05  <PublicServer> <Farden> need a patch
19:37:07  <Mark> you need to patch your client
19:37:09  <satyap> ah
19:37:12  <Mark> it's pretty easy actually
19:37:47  <PublicServer> <hylje> my poor comp cant run the game
19:37:53  <PublicServer> <Nichevo> I shall investigate the possibility for flagging intentions in the pathfinder algorithm
19:37:58  <satyap> i'm not interested in building bbhs because i usually get them wrong
19:38:16  <PublicServer> <Farden> with cygwin it's really easy to do
19:38:23  <Mark> just requires some practise
19:38:28  <satyap> i'd rather build giant feeder networks
19:38:30  <PublicServer> <Farden> just click next, next, next, finish, ./configure, make, DONE
19:38:58  * satyap wonders what page farden is on, because that  sure isn't any way to build a bbh :)
19:39:20  <PublicServer> <Farden> I was talking about building ottd^^
19:39:25  <satyap> ah
19:39:37  <PublicServer> <Farden> but yeah, that way to build a BBH would be rather fun too^^
19:39:55  <satyap> make bbh
19:40:12  <PublicServer> <zakjan> bbh scaffolder
19:40:22  <satyap> ./script/generate bbh 01
19:41:01  <PublicServer> <Farden> at least we could do a "map generator" for BBH^^
19:41:15  <satyap> a scaffolded bbh would probably come out looking like the old TTD's AI's idea of a BBH
19:41:28  <PublicServer> <zakjan> :D
19:41:33  <PublicServer> <Farden> ^^
19:41:43  <PublicServer> <hylje> a sandboxd programmable ui would allow not only silly scaffolding but also server-specific UI and game rules
19:41:44  <PublicServer> <Farden> that damn good old AI
19:41:47  <PublicServer> <Farden> building S tracks^^
19:41:48  <satyap> y'all want me to generate a map? /me is willing
19:41:53  <PublicServer> <hylje> ya
19:42:00  <PublicServer> <hylje> islands plx
19:42:05  <PublicServer> <Farden> no, desert please!
19:42:06  <PublicServer> <hylje> i like islands
19:42:16  <PublicServer> <zakjan> desert on islands? :P
19:42:22  <satyap> oooh desert
19:42:26  <PublicServer> <hylje> remember to set newgrf
19:42:26  <PublicServer> <Farden> desert island^^
19:42:29  * satyap not sure how to generate on the server
19:42:36  * satyap doesn't have perms anyway
19:42:38  <Mark> generate it locally
19:42:42  <satyap> what size?
19:42:47  <satyap> same version?
19:42:48  <PublicServer> <hylje> provide a savegame
19:42:49  <PublicServer> <Farden> 512x256
19:42:50  <Mark> then send it to me (or any other admin willing to check)
19:42:54  * satyap never done this before
19:42:55  <Mark> this version is fine
19:43:01  <Mark> size: less than 1M tiles
19:43:08  <Mark> 1M or less, actually
19:43:36  <PublicServer> *** satyap has left the game (leaving)
19:43:37  <PublicServer> <Farden> mark, do you know what kind of server coop runs on?
19:43:49  <Mark> http://www.openttdcoop.org/blog/2008/11/11/creating-a-good-new-game-call-for-scenarios-and-maps/
19:44:12  <satyap> !password
19:44:12  <PublicServer> satyap: creaks
19:44:13  <Mark> Farden: http://www.openttdcoop.org/blog/2008/01/30/the-all-new-public-server/
19:45:54  <PublicServer> <Farden> not bad^^
19:46:17  <Mark> it's unlikely you outlive the server :P
19:46:31  <PublicServer> <Farden> I was thinking of buying myself a new ded and making it useable for coop games
19:46:45  <PublicServer> <Farden> but the post remembered me something : the clients need to be at least as powerfull as the server
19:46:52  <PublicServer> <Farden> to be able to play biggest games
19:46:55  <PublicServer> <hylje> we dont have enough people to make two primary servers
19:47:18  <PublicServer> *** hylje has left the game (connection lost)
19:47:29  <satyap> afk
19:48:11  <hylje> ottd would require a humongous patch to allow networking be done in a master-slave fashion
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19:48:24  <KenjiE20> clients tend to run out of bandwidth way before we max a CPU out
19:48:26  <PublicServer> <Farden> yeah, I already know why
19:48:29  <PublicServer> <Farden> and it's the same for multicore support
19:49:04  <hylje> so that everything is run on server(s), clients just get info they request explicitly (train info) or implicitly (looking at landscape)
19:49:05  <PublicServer> <Nichevo> it doesn't scale well...
19:49:06  <PublicServer> <zakjan> taskman says that ottd uses 8 threads...
19:49:17  <PublicServer> <Nichevo> ?
19:49:19  <planetmaker> zakjan: surely it doesn't
19:49:21  <PublicServer> <Farden> 8?
19:49:24  <PublicServer> <Farden> I don't think so
19:49:28  <hylje> zakjan: probably libraries spawn some for their own use
19:49:32  <planetmaker> it uses one. And a 2nd sometimes for the saves
19:49:36  <PublicServer> <zakjan> ill send screenshot :P
19:49:45  <planetmaker> zakjan: not necessary :)
19:49:47  <PublicServer> <Farden> but when SDL is used for the render
19:49:51  <PublicServer> <Farden> it could use 8 threads
19:49:54  <PublicServer> <Farden> but it's not OTTD
19:49:55  <PublicServer> <Farden> it's SDL
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19:50:05  <planetmaker> well, yes
19:50:08  <PublicServer> <zakjan> k
19:50:13  <hylje> drawing doesn't bottleneck ottd for our purposes
19:50:19  <hylje> it's running the whole game
19:50:45  <PublicServer> <zakjan> 25MB RAM and 30% CPU (on C2D)
19:51:02  <planetmaker> zakjan: depends whether you can have 100% or 200% :)
19:51:18  <hylje> i've figured turning ottd networking into a master-slave style one would involve enabling the client to gracefully display deferred information (since requesting stuff from the server is no longer instant)
19:51:20  <Farden> 27 MB ram and 14% CPU (core I7)
19:51:21  <satyap> grr kid spilled water everywhere
19:51:27  <Farden> (64bits version)
19:51:40  <satyap> !password
19:51:40  <PublicServer> satyap: lavish
19:51:50  <PublicServer> *** satyap joined the game
19:52:07  <satyap> saving current grf as preset
19:52:16  <PublicServer> *** satyap has left the game (leaving)
19:52:50  <satyap> can we use this set in desert?
19:52:51  <Mark> satyap: did you see the blog post i linked to?
19:52:57  <satyap> yes
19:53:03  <Mark> not sure, i doubt dbset is usable
19:53:06  <hylje> then the clients would need to support interpolation without actually simulating everything; the server tells the client that at time point X train Y went on track Z and it would continue from there until it reaches a pathfinder point
19:53:17  <Mark> you can replace it with NARS or TRS
19:53:35  <satyap> ok
19:53:44  <hylje> then the server side would require fancy logic to deliver just the right events to the right clients (and figure an event structure to begin with)
19:53:56  <PublicServer> <Farden> hylje : we could do some tests to see which part of ottd costs the most CPU
19:54:06  <hylje> ottd has been profiled pretty tightly
19:54:08  <PublicServer> <Nichevo> bandwidth!
19:54:31  <PublicServer> <Farden> let's check my bandwidth
19:54:38  <hylje> nichevo_: a single client is normally only receiving like 30 or 60 events per seconds, max
19:54:48  <PublicServer> <Nichevo> not bad
19:55:02  <Farden> 0.05% on a 100 mbps connection
19:55:05  <Farden> that... nothing
19:55:18  <PublicServer> <Nichevo> I wonder what's causing the periodic slowdowns
19:55:23  <hylje> nichevo_: this is assuming the server would send everything a single client is looking at, not more
19:55:30  <hylje> autosaves slow the game down a little
19:56:07  <Farden> yeah, that's an idea : we could do like in FPS games
19:56:08  <PublicServer> <Nichevo> yes, but this is like every 2seconds
19:56:13  <Ammler> hylje: every server could hold a part of the map
19:56:15  <Farden> only send to the player what he sees
19:56:20  <hylje> yeah
19:56:21  <hylje> thats the idea
19:56:22  <Ammler> and the client just does switch the server
19:56:24  <planetmaker> hylje: 30 .. 60 events a second?
19:56:42  <planetmaker> sounds rather low. Way too low, if you ask me
19:56:46  <Farden> that's more like an MMO organisation ammler
19:56:48  <planetmaker> order of magnitude to low
19:56:57  <hylje> planetmaker: things like train coming into view, train about to do a pathfinding decision, signal switching..
19:57:01  <Ammler> Farden: yes, why not?
19:57:19  <planetmaker> hylje: path finding cannot be done, if the client has not the full info. It has to be transmitted
19:57:23  <Farden> well, I don't think an ottd game would need multiple servers
19:57:42  <hylje> planetmaker: yes, that's the event. the server sends the client that the train goes this way when it's changing direction
19:57:44  <Farden> with our current I think we should be able to do bigger games, am I wrong?
19:58:00  <Ammler> Farden: bissgest playable map is 1024k
19:58:05  <planetmaker> hylje: and then zoom out. And then scroll.
19:58:09  <Ammler> he
19:58:09  <hylje> planetmaker: normally the client would interpolate the train position based on what it knows
19:58:11  <Ammler> -k
19:58:15  <Farden> ammler : because of the server or because of the clients?
19:58:20  *** perceval has joined #openttdcoop
19:58:20  <perceval> Join The Army Here: http://www.hawkee.com/snippet/6292/
19:58:20  *** perceval has left #openttdcoop
19:58:21  <Webster> Title: IRC Proxy Scanner + Web Proxy Leecher - mIRC Code Snippet (at www.hawkee.com)
19:58:22  <planetmaker> How many events do you have? How smooth is your user experience on a 56k modem?
19:58:31  <Ammler> Farden: yes to both
19:58:43  <hylje> if bandwidth caps it'd stream the stuff in, just more slowly
19:58:44  <Mark> even 512^2 can cause problems
19:59:01  <Farden> I see... and as we can only use 1 core...
19:59:12  <Farden> we return to the same problem again and again
19:59:22  <Ammler> I still wonder, what quys do on a 2k map :-)
19:59:29  <Mark> yeah
19:59:38  <Mark> 512*1024 is about the max i'd ever want
19:59:42  <hylje> this would involve the client being able to backtrack wrongly interpolated things
19:59:44  <Farden> we're coopers, it would mean a huge network, a longer game, more trains, and so on
19:59:57  <PublicServer> <Nichevo> It'd be awesome
20:00:12  <PublicServer> <Nichevo> correction.. It _will_ be awesome
20:00:12  <hylje> so when zooming out trains would first take the wrong tracks, seeming to crash only to "teleport" to their right position when the events trickle in
20:00:15  <Ammler> the big problem is, scenario creators don't see that
20:00:50  <Ammler> if you tell someone, he can as good trash is beautiful 2k map, because nobody can play it, they just ":-o"
20:01:04  <PublicServer> <Nichevo> this  reminds me of branch prediction... :)
20:01:30  <Farden> Ammler : yeah... that's sad
20:01:42  <hylje> similarly when zooming out landscape is streamed in from the server
20:01:46  <hylje> google maps style
20:01:50  <Mark> get a patch to slow everything down
20:02:08  <PublicServer> <Nichevo> Mark: yes.. very good for when people connect
20:02:10  <Ammler> yeah, go back to opf
20:02:37  <Ammler> the pathfinder just needs to guess the direction :-)
20:02:54  <Ammler> and we have back the nice "train is lost" message
20:03:02  <Mark> no thanks
20:03:04  <Farden> the point is that a computer don't "guess", it computes^^
20:03:06  <Ammler> :-D
20:03:18  <Ammler> Farden: ever played TTD?
20:03:21  <Farden> yeah
20:03:22  <hylje> Ammler: yeah, a master-slave network would make clusters possible
20:03:29  <Farden> I played ottd for 3 years
20:03:34  <Farden> before knowing of ottd
20:03:36  <Farden> hu
20:03:40  <Farden> ttd in the first^^
20:03:57  <Ammler> can't you remember how the pathfinder worked there?
20:03:59  <ODM> !password
20:03:59  <PublicServer> ODM: lavish
20:04:07  <PublicServer> *** 0DM joined the game
20:04:10  <Farden> it was crappy
20:04:16  <Ammler> you needed to place wps on every junction
20:04:17  <PublicServer> <Nichevo> or rather didn't
20:04:18  <Mark> force trains to make a right turn if they want to go left
20:04:18  <Farden> making trains do strange things
20:04:21  <Mark> ..train lost
20:04:29  <Ammler> hmm
20:04:30  <PublicServer> <0DM> gwt guys
20:04:31  <PublicServer> <0DM> any news?
20:04:32  <PublicServer> <Nichevo> we're all spoiled brats
20:04:35  <Ammler> that was npf time
20:04:39  <hylje> nichevo_: and we want moar
20:04:44  <PublicServer> <Nichevo> exactly
20:04:55  *** Phlegm has joined #openttdcoop
20:04:57  <mensi> ottd is a pretty deterministic game
20:05:05  <Farden> it's totally deterministic
20:05:07  <Ammler> opf time was worse, you even were able to use wps
20:05:08  <PublicServer> <Nichevo> yes, but chaotic
20:05:14  <Farden> that's why it can't be multithreaded
20:05:19  <Ammler> weren't
20:05:20  <hylje> master-slave would require making clients totally undeterministic
20:05:24  <PublicServer> <Nichevo> doesn't mean one can predict it many ticks away
20:05:25  <mensi> there's only user input and industry changes that are not determinisitc
20:05:27  <Phlegm> Hi!
20:05:29  <Phlegm> !password
20:05:29  <PublicServer> Phlegm: lavish
20:05:55  <Farden> mensi : yeah but as long as no industries appear, everything will be predictable
20:06:00  <hylje> due to bandwidth and latency constraints the server can't tell the client everything at once or at all, so things would need to be updated unpredictably
20:06:02  <satyap> i just created a scenario. i am deleting towns as there are too many
20:06:29  <mensi> hylje, it works pretty good for FPS and RTS games
20:06:36  <hylje> yeah
20:06:45  <mensi> with openttd it would work even better
20:06:54  <mensi> because you don't really have to predict
20:06:59  <Farden> yeah, but it would require ton of work
20:07:00  <mensi> you have the whole network
20:07:02  <hylje> just more desyncs
20:07:09  <Farden> to fight against desyncs
20:07:17  <Farden> or to "handle" desyncs
20:07:18  <PublicServer> <Nichevo> GSoC ftw!
20:07:23  *** Brianetta has joined #openttdcoop
20:07:23  *** ChanServ sets mode: +o Brianetta
20:07:33  <damalix> !password
20:07:33  <PublicServer> damalix: sauced
20:07:43  <hylje> server authority could just tell the client that fuck no you're wrong, this is the right state
20:07:56  <PublicServer> *** Damalix joined the game
20:08:01  <hylje> at the time being desyncs are borne in platform specific nuances in the random seed handling
20:08:07  <PublicServer> <Nichevo> make a bloody hash of everything!
20:08:13  <PublicServer> <0DM> and coal drop still going strong:D
20:08:22  <hylje> nah the client can be wrong, the server is always right
20:08:26  <hylje> even when the server is actually wrong
20:08:34  <Phlegm> !password
20:08:34  <PublicServer> Phlegm: sauced
20:08:40  <Farden> hylje : yeah but it would require for the game to be able to rewind to a previous state, modifies what it has done, and resync with the server
20:08:47  <Farden> and it's currently impossible
20:08:55  <PublicServer> *** Phlegm joined the game
20:08:58  <hylje> Farden: nah, just teleporting entities to their correct places
20:09:07  <Farden> that's what I said^^
20:09:28  <Farden> but you can't just teleport entities like that
20:09:36  <Farden> because there are interactions between entities
20:09:40  <PublicServer> <Nichevo> well
20:09:45  <hylje> the interactions happen in the server
20:09:50  <hylje> the client just listens for the consequences
20:09:56  <PublicServer> <Nichevo> there musst be an event which was wrongly anticipated
20:09:59  <Farden> oh, yeah ok
20:10:01  <Farden> you're right
20:10:09  <PublicServer> <0DM> SLH07 is chaos:O
20:10:10  <PublicServer> <Nichevo> rewind, correct and catch up
20:10:15  <Farden> if the client doesn't computes anything
20:10:18  <mensi> SLH07 is not chaos
20:10:21  <hylje> the client interpolates what it can
20:10:29  <Farden> for example
20:10:31  <Farden> we have a train
20:10:33  <mensi> you just have to spend some time to fully grasp it ;)
20:10:34  <Farden> and a junction
20:10:38  <PublicServer> <0DM> aka chaos
20:10:44  <Farden> 2 cases:
20:10:58  <Farden> 1 : the client receive from the server what lane has chosen the train, it applies the order
20:11:17  <Farden> 2 : the client doesn't receive the information, it interpolates and correct when it as it
20:11:52  <Farden> taht could lead to pretty ugly things, if the server takes some time to tell the client what's the good lane
20:11:57  <hylje> yes
20:12:03  <hylje> the client doesn't decide when things crash
20:12:38  <PublicServer> *** zakjan has left the game (connection lost)
20:12:40  <hylje> leads to localized glitches, better than total desyncs
20:12:57  <PublicServer> <Damalix> -__- Someone made trains with only one head
20:12:58  <Farden> yeah, and it's giltchs only if the player is looking at it
20:13:06  <Farden> because otherwise the server won't send
20:13:09  <Farden> anything
20:13:14  <hylje> glitches should only happen when the client just zoomed out far
20:13:30  <PublicServer> <Nichevo> In which case he's not doing anything important
20:13:34  <Farden> but the server then need to know what's the exact location of the client
20:13:41  <Farden> and it's zoom level/screen size
20:13:53  <Farden> to know which informations it needs
20:13:58  <hylje> the client tells the server the tile ranges it would like to look at
20:14:18  <PublicServer> <Damalix> and they are not in the good groups
20:14:19  <Farden> yeah, it works too
20:14:32  <Farden> but we can look at multiple places at hte same time
20:14:35  <Farden> with trains screens
20:14:42  <Farden> and other things like that
20:14:47  <Farden> and, what about the minimap
20:14:48  <PublicServer> <Damalix> and the work is not signed
20:14:52  <Farden> you can see trains on it
20:14:54  <hylje> the minimap can be streamed separately
20:15:20  <Farden> as a bitmap?
20:15:23  <hylje> for instance
20:15:32  <hylje> same for data displays e.g. train lists
20:15:37  <hylje> the client would separately request them
20:15:39  <hylje> waits a bit
20:15:44  <hylje> displays the results as they come
20:15:50  <Farden> I see
20:16:07  <Farden> well, I hope you're good at C++
20:16:08  <Farden> ^^
20:16:15  <hylje> i'm just throwing the ideas aroun
20:16:29  <PublicServer> <Nichevo> Google Summer of Code... Apply now!
20:16:57  <zakjan> OTTD is in GSoC?
20:16:57  <Farden> I'm supposed to be good at C++
20:17:03  <Farden> or at least I will be next year
20:17:10  <Farden> but I don't have time
20:17:16  <Farden> nor patience to do that
20:17:20  <PublicServer> <Nichevo> One can never fully learn C++
20:17:32  <PublicServer> <Nichevo> It's bloody impossible
20:17:33  <Farden> I know, but I'm doing a school for that
20:17:39  <Farden> the best in France
20:17:50  <PublicServer> <Nichevo> doesn't help much IMO
20:17:50  <Farden> 5 years of study (not only on C++)
20:18:05  <PublicServer> <Nichevo> You just need to start writing, and keep at it
20:18:24  <Farden> I spent the last year doing C about 4 hours/day
20:18:37  <PublicServer> <Nichevo> nice
20:18:38  <satyap> mark: incoming
20:18:38  <Farden> and i'll be doing PHP/SQL for the next 2 months
20:18:45  <satyap> (i hope)
20:18:51  <Farden> nichevo_ : that's my job^^
20:18:56  <PublicServer> *** phatmatt has left the game (connection lost)
20:19:01  <PublicServer> <Nichevo> yer job?
20:19:05  <hylje> master-slave would probably involve splitting ottd as we know it into client (UI/drawing) and server (game logic)
20:19:08  <Farden> yeah, my job
20:19:12  <PublicServer> *** 0DM has left the game (leaving)
20:19:20  <hylje> old style networking can stay as master-master network
20:19:20  <phatmatt> !password
20:19:21  <PublicServer> phatmatt: sauced
20:19:23  <PublicServer> <Nichevo> I do some volunteer work involving all sorts of minor programming
20:19:25  <Farden> I'm student, in computer science
20:19:29  <Mark> satyap: can you try again?
20:19:31  * satyap wonders if there's a better way to send the file to mark
20:19:34  <PublicServer> *** phatmatt has left the game (connection lost)
20:19:34  <satyap> ok
20:19:35  <Farden> so that's part of my studies
20:19:39  <Phlegm> the server actually draws the game locally?
20:19:41  * ODM starts talking about consensus
20:19:52  <Mark> it failed again
20:19:53  <hylje> and singleplayer would involve launching a server and connecting to it
20:19:55  <Mark> no idea why
20:19:58  <Mark> can you email it?
20:20:03  <Farden> hylje : like the X server for display
20:20:05  <Farden> in UNIX
20:20:05  <satyap> hmm. my client is strange. sure, email address?
20:20:14  <PublicServer> *** phatmatt joined the game
20:20:18  <PublicServer> <Nichevo> like about every other MP game :)
20:20:19  * satyap wonders if X does multi-user shared display
20:20:28  <Farden> yeah, it does
20:20:41  <Mark> satyap: see PM
20:20:46  <PublicServer> <Nichevo> Multi pointer is coming up
20:20:55  <SmatZ> Phlegm: drawing isn't completely discarded for dedicated server, just the "screen" has size 1x1 pixel (I think)
20:20:59  <SmatZ> maybe not :)
20:21:05  <Farden> satyap : it was used a lot some years ago
20:21:07  <SmatZ> but at least dedicated server can do screenshots
20:21:07  <Farden> with terminals
20:21:12  <Farden> and a big server for everyone
20:21:30  <Phlegm> thx, Smatz!
20:21:33  <satyap> yeah that's not a shared display, is it?
20:21:44  <Farden> both are possible
20:21:46  <satyap> Mark: probably not an ideal map, feel free to change or discard
20:21:49  <Farden> you can have 1 display/user
20:21:52  <satyap> i'll take suggestions though
20:21:54  <Farden> or users can share displays
20:22:01  <satyap> Farden: ok, then :)
20:22:11  <Farden> but I'm not a pro of X
20:22:17  * satyap wonders wtf is pegging cpu now
20:22:22  <Farden> so I won't say more, I could say some stupidities
20:22:26  <PublicServer> <Nichevo> your mum?
20:22:34  <hylje> i figure the master-server ottd would be mostly the ottd as we know it
20:22:46  <hylje> and i'd just propose reimplementing client from scratch
20:22:51  <Farden> well, if you want the devs to accept it
20:22:54  <satyap> nichevo: :D that's my line
20:22:59  <Farden> it will have to be totally the same
20:23:13  <hylje> it
20:23:21  <hylje> would have the slave-interface
20:23:27  <hylje> but the client would not be ottd at all
20:23:38  <Farden> it would just be a displayer
20:23:40  <Farden> yeah
20:24:00  <Phlegm> But wouldn't you have massive traffic when zoomed out?
20:24:03  <Farden> an intelligent displayer
20:24:06  <PublicServer> <Nichevo> then you can make like OTTD-TV etc
20:24:28  <hylje> Phlegm: not everything needs be done at once, big zoom-outs load the big picture first and trickle in the details
20:24:41  <PublicServer> *** Mark has left the game (connection lost)
20:25:46  <hylje> because it needs to do asynchronous requests, interpolate uncertain things and backtrack bad interpolation through teleportation
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20:26:06  *** Razaekal is now known as Razaekel
20:26:53  <PublicServer> <Nichevo> with teleportation you run the risk of  having perpetual error, don't you?
20:27:13  * satyap bouncing up and down excitedly
20:27:22  <PublicServer> <Nichevo> don't :P
20:27:27  <Phlegm> i see, so you do keep the state of known trains and if the state is too old (goes over a junction off screen) you forget it. When it comes on-screen again,
20:27:34  <Phlegm> you get the state from the server
20:28:02  <hylje> basically that
20:28:14  <PublicServer> <Nichevo> and use your local version to interpolate for the convenience of the player
20:28:22  <hylje> namely moving vehicles
20:28:31  <Farden> that would require to rewrite all the render part
20:28:49  <hylje> that's why i'm thinking that the client would be done from scratch
20:28:55  <Farden> in fact, that would require to rewrite all the game^^
20:29:00  <Farden> at least for the client part
20:29:04  <Phlegm> that still does not solve the traffic when very many trains are visible, because they all need to be updated constantly.
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20:29:29  <Farden> Phlegm : only when they are at a pathfinding point
20:29:33  <hylje> Phlegm: only when looking at lots of trains doing lots of switches
20:29:40  <Farden> when they're on a lane without choice the problem don't exist
20:29:54  <hylje> events are raised only when vehicles do a decision
20:29:57  <Phlegm> ever zoomed out on a public game? ;-)
20:30:06  <Farden> yeah, I know
20:30:12  <Farden> with things like big BBHs
20:30:16  <Farden> that would be pretty huge
20:30:16  <PublicServer> <Nichevo> do it at your own peril
20:30:27  <hylje> zoomout is a non-issue. the landscape and tracks are loaded first, then trains and then trains are corrected
20:30:30  <Farden> we can only hope that internet will get faster
20:30:33  <Farden> so we can do that
20:30:36  <hylje> the server would throttle the events based on priority
20:30:40  <PublicServer> <Nichevo> I'm getting fiber
20:30:51  <hylje> on big zoom-out the client will get incomplete state
20:31:01  <hylje> but the client will also be able to inspect track layout and landscape
20:32:22  <Farden> we have an excellent theory
20:32:27  <Farden> now for practice...
20:32:33  <mensi> BBH02 <-> SLH01 is getting at its limits
20:32:41  <Phlegm> And what exactly would be the advantage of such a setup, besides playing on very low hardware client-side?
20:32:47  <hylje> very large games
20:32:59  <hylje> server clusters
20:33:27  <hylje> at first the games would only be limited by server capacity
20:33:36  <Farden> "things-that-we-can't-do-because-it-uses-too-much-resources"
20:33:41  <PublicServer> <Damalix> BBH01 -> SLH04is at its limits as well
20:34:00  <Farden> remember what they said
20:34:05  <Farden> lots of features could'nt be added
20:34:07  <planetmaker> things would be limited by server band width
20:34:10  <hylje> later on the async clients make it possible to split server efforts completely transparently
20:34:11  <Farden> because it would require too many resources
20:34:11  <Phlegm> mhm, so you could play on 100k x 100k maps.
20:34:17  <Farden> for example : new tracks types
20:34:29  <Farden> metros
20:34:31  <hylje> planetmaker: yeah, but i don't see much of a problem
20:34:37  <Farden> improved terrains
20:34:42  <satyap> i'd like to see, in a given map, number of tiles with track, with nothing, etc
20:34:45  <satyap> tile stats
20:35:26  <Mark> i'm off, goodnight
20:35:32  <Phlegm> Gute Nacht!
20:35:35  <hylje> gn
20:35:39  <PublicServer> <Farden> gn
20:35:45  <PublicServer> <Damalix> I'll go off as well
20:35:50  <PublicServer> <Damalix> Bonne nuit :)
20:35:51  <Phlegm> gn
20:35:52  <satyap> maybe next-next map can be next map, but with water filled in
20:36:15  <planetmaker> satyap: go right ahead :)
20:37:04  <satyap> well, mark already has next map
20:37:14  <Mark> it's uploaded
20:37:19  <Mark> psg148start.sav
20:37:29  <Mark> checked & ready to be played
20:37:35  <zakjan> when it will start?
20:37:43  <PublicServer> <Farden> now.
20:37:51  <Mark> somehow i suspect this map will still be running when i get back from work tomorrow
20:38:03  <PublicServer> <Farden> (or at least it would if I could^^)
20:38:41  <PublicServer> <Farden> pm, can't you do that?
20:38:43  <mensi> hmm I don't think extending ottd to support huge maps is such a good idea
20:39:02  <planetmaker> Farden: can do what?
20:39:03  <mensi> would be cooler to rebuilt it in 3D and as an MMORPG
20:39:08  <PublicServer> <Farden> launch next map
20:39:13  <mensi> rebuild
20:39:17  <PublicServer> <Farden> no mensi, no 3D
20:39:24  <PublicServer> <Farden> I really prefer the good old 2D
20:39:28  <Phlegm> @mensi: level up to become a maglev!
20:39:51  <mensi> 3D can look 2D too
20:39:58  <PublicServer> <Farden> I know
20:40:01  <PublicServer> *** planetm4ker joined the game
20:40:04  <PublicServer> <Farden> but... it's just not the same^^
20:40:14  <mensi> actually a lot of this is 3D but has been renderet to the fixed perspective
20:40:18  <PublicServer> <Farden> and anyway, giant maps could open a totaly new gameplay
20:40:29  <PublicServer> <Farden> you would have cities and industries very far from each others
20:40:29  <mensi> rendered
20:40:36  <PublicServer> <Farden> combine that with the cargodist patch
20:40:42  <PublicServer> <Farden> and it can become very interesting
20:40:43  <Phlegm> OTTD is 2D with sprites, right?
20:40:48  <PublicServer> <Farden> yes
20:40:49  <PublicServer> <planetm4ker> yes
20:41:15  <mensi> yes but the sprites have been made with old versions of 3dsmax as far as I know from stuff I read about chris sawyer
20:41:20  <PublicServer> <Farden> all sprites have been done pixel by pixel by passionate artists
20:41:33  <PublicServer> *** Damalix has left the game (leaving)
20:41:39  <Phlegm> hm, would not look too different with voxel rendering, and you could turn the view
20:42:03  <PublicServer> <Farden> I don't think turning the view is an interesting feature
20:42:10  <PublicServer> <Farden> with all the transparency filters we have
20:42:11  <hylje> turning pre-rendered into runtime-rendered is not mutually exclusive to mmorpgizing ottd
20:42:18  <zakjan> do you know train simulator Bahn? i wish some features from bahn in ottd
20:42:20  <mensi> turning the view is not the point
20:42:34  <mensi> if you have real 3D geometry, you can scale and zoom better
20:42:43  <Phlegm> Well, sometimes you just cannot see a signal, pointing in the wrong direction...
20:42:48  <mensi> I hate the tiny signals in ittd for example
20:43:00  <PublicServer> <Farden> if you have real 3D geometry, it's way harder to provide the list of tiles to render
20:43:07  <mensi> would be nice if I could zoom closer on dense intersections
20:43:16  <PublicServer> <Farden> it will be possible
20:43:21  <PublicServer> <Farden> with 32bits sprites
20:43:27  <mensi> Farden, BSPs or Octrees are fine for this
20:43:32  <PublicServer> <Farden> they're already working on it
20:43:38  <mensi> especially when everything is so planar
20:44:10  <hylje> good plan: craft a newgrf format that can carry the real 3D models as well
20:44:46  <PublicServer> <Farden> well... we're not done yet^^
20:45:13  <PublicServer> *** SmatZ joined the game
20:45:22  <hylje> when there are enough newgrfs with models included to render a whole game with
20:45:38  <hylje> it becomes relevant to provide a 3D renderer for a ttd
20:46:53  <mensi> a 3D transport game would be cool anyways, think of the ways you could build bridges yourself
20:46:58  <mensi> crazy stacked junctions
20:47:08  <mensi> but I guess such a game would need some kind of physics engine
20:47:15  <mensi> to check if constructions actually make sense
20:47:21  <PublicServer> <SmatZ> I think coop junctions are already complex enough ;)
20:47:23  <mensi> or if trains would crash
20:47:28  <hylje> 3D map is completely separate as well
20:48:01  <hylje> no need for physics, just support for tiles in three dimensions ("cubes")
20:48:20  <mensi> hylje, I was talking about actually laying tracks in 3D
20:48:26  <mensi> not just placing tiles
20:48:28  <hylje> yes, that's what i'm talking about
20:48:33  <PublicServer> <SmatZ> :)
20:48:44  <mensi> so you could do your own curve radiuses
20:49:00  <hylje> smooth curves
20:49:07  <PublicServer> <SmatZ> locomotion? :)
20:49:10  <mensi> curves that climb
20:49:13  <hylje> well that'd be something completely different
20:49:21  <mensi> loopings! ;)
20:49:23  <PublicServer> *** planetm4ker has left the game (leaving)
20:49:26  <hylje> rollercoasters
20:49:31  <mensi> for maglev
20:49:32  <planetmaker> good night people
20:49:33  <PublicServer> <SmatZ> really, you should play loco :)
20:49:38  <mensi> if they go fast enough
20:49:39  <PublicServer> <SmatZ> good night to you, planetmaker :)
20:49:46  *** damalix has quit IRC
20:49:51  <PublicServer> <Farden> i'm leaving too
20:49:54  <PublicServer> <Farden> bonne nuit tout le monde
20:49:55  <PublicServer> <Farden> a demain
20:49:58  <PublicServer> <SmatZ> good bye, Farden! :)
20:50:03  <PublicServer> *** Farden has left the game (leaving)
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20:52:16  <Phlegm> hm, 90° turns of the view should be possible with the current renderer, all tiles, tracks and trains are already there for each view.
20:52:54  <hylje> probably the biggest hurdle is decoupling the map from the renderer
20:52:55  <Phlegm> the only thing missing as sprites would be houses and industries from the other angles
20:53:23  <hylje> yes also non-square industries and stations
20:53:34  <hylje> station turning is nontrivial
20:54:28  <Phlegm> why? you already have all the graphics, you just need to chose the right one to display when turning
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20:55:22  <hylje> only if you can do that in a generic way
20:56:11  <Phlegm> as I see it, now you have 2 views for each item (house, industry, ...)
20:56:31  <zakjan> it is enough
20:56:38  <zakjan> we dont need all 4 views
20:57:00  <hylje> 2 is enough
20:57:05  <Phlegm> if you take the same view for NE and SW views, it wouldn't look too strange
20:57:23  <hylje> making things not look broken at nonstandard angles is the problem
20:57:28  <mensi> is anybody planning on extending the bottlenecks to 3 tracks?
20:58:05  <Phlegm> Well, I'm talking about 90° angles here, only 4 views, and keeping the isometric view
21:02:49  *** satyap has left #openttdcoop
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21:09:58  <zakjan> good night
21:10:07  *** zakjan has left #openttdcoop
21:11:10  <PublicServer> *** phatmatt has joined spectators
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21:18:29  *** Ammler sets mode: +v Levi
21:18:57  <Ammler> SmatZ: ^
21:19:01  <Ammler> :-)
21:19:13  <SmatZ> Ammler: nice :)
21:19:22  <SmatZ> can it be delayed for few seconds?
21:19:40  <Ammler> I am asking #znc
21:19:52  <Ammler> don't see a option
21:23:32  <Ammler> SmatZ: it is a cpp script, you could patch it :-)
21:23:39  <SmatZ> :)
21:25:52  <Ammler> SmatZ: how to add a delay in cpp?=
21:26:09  <SmatZ> Ammler: depends how long it should be :)
21:26:22  <SmatZ> but select() is usually fine ;)
21:26:23  <Ammler> 5 secs?
21:26:44  <SmatZ> or time... while (time() < start + 5)
21:26:46  <SmatZ> and such
21:26:53  <SmatZ> it's not very nice thing to do
21:26:59  <SmatZ> I think select is better :)
21:27:09  *** Aali_ is now known as Aali
21:27:13  <mensi> sleep / usleep ?
21:27:16  <Aali> sleep(5)
21:27:18  <Aali> bah
21:27:20  <Aali> beat me to it
21:28:00  <SmatZ> or sleep, yes :)
21:28:08  <SmatZ> but I think Windows doesn't have sleep()
21:28:23  <Aali> Sleep, then
21:28:34  <Aali> Sleep(5000)
21:28:35  <Aali> IIRC
21:28:37  <mensi> motodev@mensi.ch
21:28:39  <mensi> oops
21:28:41  <SmatZ> yeah... and it takes arguments in msec
21:28:45  <mensi> http://msdn.microsoft.com/en-us/library/ms686298(VS.85).aspx
21:28:45  <SmatZ> while sleep() in sec
21:28:46  <Webster> Title: Content not found (at msdn.microsoft.com)
21:28:52  <SmatZ> it's just unportable :)
21:29:00  <mensi> now I'm going to get a crapload of spam at that address I guess ;)
21:29:15  <SmatZ> hehe
21:29:44  <mensi> good thing it's one to catch spam ;)
21:32:15  <PublicServer> *** Phlegm has left the game (connection lost)
21:34:55  <Ammler> autovoice.cpp:151: error: 'Sleep' was not declared in this scope
21:36:44  *** satyap has joined #openttdcoop
21:36:45  *** Ammler sets mode: +v satyap
21:37:19  <satyap> !password
21:37:19  <PublicServer> satyap: biding
21:37:29  <PublicServer> *** satyap joined the game
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21:39:00  <PublicServer> *** satyap has left the game (leaving)
21:39:35  <Ammler> could someone rejoin :-)
21:39:50  <Phlegm> !password
21:39:50  <PublicServer> Phlegm: biding
21:40:00  <Ammler> he, irc, I meant
21:40:16  <PublicServer> *** Phlegm joined the game
21:40:29  *** Fremder has joined #openttdcoop
21:40:30  *** Ammler sets mode: +v Fremder
21:40:30  * Phlegm rejoins :)
21:40:45  <PublicServer> *** Phlegm has left the game (connection lost)
21:41:25  <Phlegm> I thought you meant the game, sorry!
21:41:29  <Ammler> @kick Fremder
21:41:29  *** Fremder was kicked by Webster (Ammler)
21:41:38  *** Fremder has joined #openttdcoop
21:41:38  *** Ammler sets mode: +v Fremder
21:42:14  <mensi> adslplus? was isch de das für en isp
21:42:25  <Ammler> plus=better
21:42:32  <Ammler> :P
21:42:38  <Phlegm> looks swiss
21:42:40  <Maza> heil!
21:42:45  <PublicServer> <Nichevo> no, I'm pretty sure it's fail
21:42:51  <mensi> ah sunrise
21:43:15  <Fremder> ups, you found me :-(
21:43:20  *** Fremder has left #openttdcoop
21:43:27  <Phlegm> what was that?
21:43:52  <mensi> Ammler using his home ADSL connection instead of his bouncer
21:44:49  *** Fremder has joined #openttdcoop
21:45:06  <Fremder> no voice?
21:45:13  <Maza> maza.kapsi.fi/roskis/bigben.jpg
21:45:15  <Maza> no voice.
21:46:46  <mensi> I added a 3rd track to BBH02->SLH01 and steel mill (even though Mark's probably gonna kill me for the uglyness), somebody care to add the opposite? ;)
21:47:21  *** Fremder has quit IRC
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21:52:32  <Fremder> SmatZ: you gave me wrong patch, I guess
21:52:50  <Fremder> now, my znc is broken :-)
21:53:25  *** Fremder has quit IRC
21:55:45  *** Ammler has joined #openttdcoop
21:56:20  <Ammler> !fish
21:56:20  <PublicServer> Ammler: Today's fish is a sword fish, battered and fried.
21:57:34  *** Fremder has joined #openttdcoop
21:57:56  <mensi> !fish
21:57:56  <PublicServer> mensi: Sorry, only have fish from yesterday! come back tomorrow for today's fish!
21:58:05  *** Fremder has left #openttdcoop
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22:00:44  *** Fremder has left #openttdcoop
22:01:01  *** Fremder has joined #openttdcoop
22:01:43  <Phlegm> !fish
22:01:43  <PublicServer> Phlegm: Today's fish is sashimi from octopus, salmon and tuna with a bowl of rice
22:02:06  *** Fremder has left #openttdcoop
22:02:10  *** Fremder has joined #openttdcoop
22:02:18  *** Fremder has left #openttdcoop
22:06:31  <Ammler> !players
22:06:32  <PublicServer> Ammler: Client 458 is phatmatt, a spectator
22:06:32  <PublicServer> Ammler: Client 368 (Orange) is mensi, in company 1 (OTTDC (again))
22:06:32  <PublicServer> Ammler: Client 461 (Orange) is SmatZ, in company 1 (OTTDC (again))
22:06:32  <PublicServer> Ammler: Client 416 (Orange) is Nichevo, in company 1 (OTTDC (again))
22:13:15  <ddfreyne> huh, yapf has code in its header files :/
22:13:53  <Aali> ddfreyne: that's not illegal, you know :P
22:14:06  <ddfreyne> no, but not quite recommended
22:14:09  <mensi> but ugly
22:14:38  <PublicServer> <SmatZ> ddfreyne: you know how templates work, do you?
22:14:50  <ddfreyne> hm, there's a lot of code in header files
22:15:05  <ddfreyne> SmatZ: yeah, but that's no excuse for putting code in header files imo
22:15:26  <PublicServer> <SmatZ> ddfreyne: then you don't know how templates work
22:15:45  <ddfreyne> well, to be honest, I've never done any C++ work
22:15:54  <ddfreyne> plenty of C (and Obj-C) though
22:16:25  <PublicServer> <SmatZ> it's nice you are honest :)
22:16:37  <PublicServer> <Nichevo> :)
22:16:56  <ddfreyne> and as far as I can see, a lot of the code in header files (e.g. rail.h) has nothing to do with templates
22:17:02  <PublicServer> <Nichevo> \o I know how templates works!
22:17:07  <PublicServer> <SmatZ> :)
22:17:25  <PublicServer> <SmatZ> ddfreyne: putting code in header files allows inlining
22:17:30  <ddfreyne> I've never done any REAL C++ work, I should say… I've coded in it, but I avoid it when I can
22:17:41  <PublicServer> <SmatZ> performance is one of targets of OpenTTD
22:17:48  <ddfreyne> SmatZ: yeah…
22:17:57  <ddfreyne> SmatZ: performance and code cleanness are always at war :)
22:18:18  <PublicServer> <SmatZ> OTTD has it's fine coding rules :)
22:18:27  <PublicServer> <SmatZ> and current state is fine for me
22:18:36  <PublicServer> <SmatZ> it can be bad for Java-developer
22:18:39  <PublicServer> <Nichevo> you must include in header for inlining/
22:18:42  <mensi> wargh objective C looks ugly
22:18:42  <PublicServer> <Nichevo> ?
22:18:52  <PublicServer> <SmatZ> Nichevo: yes
22:19:03  <PublicServer> <SmatZ> you have to see the definition to be able to inline it
22:19:04  <PublicServer> <Nichevo> I guess I don't write enough performance code
22:19:11  <PublicServer> <Nichevo> good point
22:19:43  <ddfreyne> SmatZ: not necessary, but if you define an inline function in an implementation file then it can only be used in that file
22:19:49  <ddfreyne> mensi: matter of taste
22:20:13  <PublicServer> *** phatmatt has left the game (leaving)
22:20:15  <PublicServer> <SmatZ> ddfreyne: of course, but that's not the case of functions in headers
22:20:44  *** phatmatt has quit IRC
22:20:49  <mensi> ddfreyne, I never unsterstood how ones taste can be in favour of something like perl, tcl, ruby, objective-c when there are nice things like python, or the C/C++ family of syntaxes
22:21:00  <PublicServer> <SmatZ> :)
22:21:37  <ddfreyne> mensi: I'm not going to argue about that ;)
22:21:47  <ddfreyne> (and I prefer Ruby over Python)
22:21:51  <ddfreyne> oh snap
22:21:54  <PublicServer> <Nichevo> whoa?!
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22:25:28  <ddfreyne> the reason why I was browsing the openttd code is to check if I could reuse anything in my own project
22:25:41  <ddfreyne> but it doesn't look like the code was written with reusability in mind
22:26:10  <PublicServer> <SmatZ> it's your problem you don't understand it
22:26:18  <PublicServer> <SmatZ> I don't have such problems
22:27:01  <PublicServer> <SmatZ> I think you will change opinion when you take a look at some files
22:27:05  <ddfreyne> I do understand the code, thank you very much
22:27:07  <PublicServer> <SmatZ> like, those in core/
22:27:30  <mensi> ddfreyne, what are you building?
22:27:49  <ddfreyne> well, as far as I can see a lot of files are openttd-specific
22:28:06  <ddfreyne> SmatZ: yeah, core definitely is reusable
22:28:20  <ddfreyne> mensi: a rather very simple rts
22:28:50  <ddfreyne> mostly for fun and as an attempt to create a game (since building games is quite different from building other apps… performance matters a *lot* more in real time games)
22:29:30  <ddfreyne> i haven't written any apps with realtime requirements, so this is a nice opportunity
22:29:39  <mensi> hehe
22:29:49  <mensi> did one myself a few years back
22:29:58  <mensi> was quite fun
22:30:02  <Aali> it would be a mistake to say that games have "real-time requirements"
22:30:11  <ddfreyne> Aali: real-time games do
22:30:11  <PublicServer> <Nichevo> indeed
22:30:19  <Aali> your OS can't even do real-time processing :P
22:30:27  <PublicServer> <Nichevo> mine can!
22:30:32  <PublicServer> <Nichevo> :P
22:30:36  <mensi> Aali, that's just nitpicking about terms
22:30:42  <mensi> I understood what he meant ;)
22:30:44  <Aali> indeed
22:31:05  <Aali> so did I, that doesn't mean it's the correct term
22:31:22  <Aali> it could easily be a source of misunderstandings
22:31:39  <ddfreyne> brb rewriting it for qnx
22:31:47  <PublicServer> <Nichevo> how many days in an OTTD month?
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22:35:42  <ddfreyne> http://localhostr.com/files/8fac5b/rts.jpg -- as you can see, I'm still close to nowhere (and I stole the graphics from elsewhere)
22:36:23  <ddfreyne> anyway I started working on this about a year ago, then quit due to lack of time… taking up development now though to see where I can go with this
22:37:23  <ddfreyne> those sprites look so damn huge compared to openttd's
22:39:49  <mensi> isn't doing a game in 2D actually harder than 3D?
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22:40:22  <Aali> not at all
22:41:28  <Aali> why would it be?
22:41:30  <PublicServer> *** mensi has left the game (leaving)
22:41:56  <Suisse> you have 3 axes instead of 2 :)?
22:41:56  <mensi> animating and aligning stuff and so on
22:42:20  <mensi> with 3D I just play around with my matrices and vectors ;)
22:42:53  <Aali> no reason you can't use matrices and vectors with a 2D game
22:43:25  <mensi> yeah but you have to be aware of the available sprites and their orientation and so on
22:43:32  <Aali> and if you want animations, just use pre-rendered ones
22:43:32  <mensi> clipping problems
22:43:34  <mensi> visibility
22:43:36  <mensi> and so on
22:45:21  <ddfreyne> i think 2D and 3D both have their problems
22:45:29  <ddfreyne> advantages and disadvantages, rather
22:45:41  <ddfreyne> I taught myself OpenGL with 2D stuff in mind and it seemed rather easy
22:46:14  <ddfreyne> 3D opengl is quite a bit more complex than 2D
22:47:36  <ddfreyne> some things such as aligning sprites would definitely make more sense in 3D than 2D
22:48:18  <ddfreyne> if you have the coordinates for a building, you can't just draw the sprite at those coords but you have to translate it first, etc
22:48:34  <ddfreyne> but I still prefer the retro 2D look… 3D games are overrated
22:48:46  <Aali> err
22:48:57  <Aali> you have to translate for 3D too
22:49:28  <Aali> nothing to stop you from making a "camera" transform in a 2D game
22:50:56  <ddfreyne> yeah I suppose… can't really say since I have little experience with that
22:54:32  *** Audigex has joined #openttdcoop
22:54:34  <Audigex> hihi
22:58:02  *** Radicalimero has joined #openttdcoop
22:59:13  <Radicalimero> !password
22:59:13  <PublicServer> Radicalimero: bootee
22:59:45  <PublicServer> *** Radicalimero joined the game
23:00:38  <Audigex> !help
23:00:38  <PublicServer> Audigex: http://www.openttdcoop.org/wiki/IRC_Commands
23:01:03  <Audigex> !download
23:01:03  <PublicServer> Audigex: !download autostart|autottd|autoupdate|lin|lin64|osx|win32|win64|win9x
23:01:09  <Audigex> !download win32
23:01:09  <PublicServer> Audigex: http://binaries.openttd.org/nightlies/trunk/r16621/openttd-trunk-r16621-windows-win32.zip
23:01:10  <Audigex> !grf
23:01:10  <PublicServer> Audigex: http://www.openttdcoop.org/wiki/GRF (Version 7.3)
23:06:27  *** KenjiE20|SSH has quit IRC
23:06:56  <PublicServer> * SmatZ wonders who sets DROP orders as first in the list
23:07:17  <PublicServer> <Nichevo> maniacs and old women
23:07:18  *** KenjiE20|SSH has joined #openttdcoop
23:07:18  *** ChanServ sets mode: +o KenjiE20|SSH
23:07:21  <PublicServer> <SmatZ> :)
23:07:25  <PublicServer> <Nichevo> anything else?
23:07:44  <PublicServer> <SmatZ> when new train is added
23:07:49  <Audigex> if the depot is pointing at the drop station, i sometimes do :-)
23:07:52  <PublicServer> <SmatZ> it goes first to the drop instead of the pickup
23:08:00  <PublicServer> <SmatZ> which is foolish
23:08:13  <PublicServer> <SmatZ> then it's a bad depot :)
23:09:07  <Audigex> true
23:09:30  <Audigex> ugh, hate old 5400rpm drives...
23:09:37  <PublicServer> <SmatZ> :)
23:09:41  <Audigex> my hard drive actually limits my download speed...
23:09:44  <PublicServer> <SmatZ> notebook?
23:09:49  <Audigex> yeah
23:09:51  <PublicServer> <SmatZ> :)
23:09:56  <Audigex> and it's not particularly fast at that
23:10:09  <Audigex> compared to the samsung f1 in my pc it crawls
23:10:16  <PublicServer> <SmatZ> :)
23:10:52  *** themroc has joined #openttdcoop
23:11:52  <Nickman87> !password
23:11:52  <PublicServer> Nickman87: cawing
23:12:09  <PublicServer> *** Nickman joined the game
23:12:13  <Nickman87> !players
23:12:15  <PublicServer> Nickman87: Client 467 (Orange) is Radicalimero, in company 1 (OTTDC (again))
23:12:15  <PublicServer> Nickman87: Client 469 (Orange) is audigex, in company 1 (OTTDC (again))
23:12:15  <PublicServer> Nickman87: Client 471 (Orange) is Nickman, in company 1 (OTTDC (again))
23:12:15  <PublicServer> Nickman87: Client 461 (Orange) is SmatZ, in company 1 (OTTDC (again))
23:12:15  <PublicServer> Nickman87: Client 416 (Orange) is Nichevo, in company 1 (OTTDC (again))
23:12:17  <PublicServer> *** audigex joined the game
23:12:44  <Audigex> other disadvantage of a notebook...
23:12:54  <Audigex> 1.5gHz instead of 3.6gHz ¬_¬
23:13:03  <PublicServer> <SmatZ> :)
23:13:15  <Audigex> i'd forgotten how my laptop crawls once coop gets goig
23:13:17  <Audigex> *going
23:13:35  <PublicServer> <Nichevo> mine is due to melt soon
23:14:28  <PublicServer> <Nichevo> come one.. we need more trains to jam this thing
23:14:39  <PublicServer> <SmatZ> not hard
23:14:44  <PublicServer> <SmatZ> there are some places already jammed
23:14:46  <PublicServer> <SmatZ> like SLH01
23:14:47  <PublicServer> <SmatZ> sometimes
23:14:51  <Audigex> nooo, less trains
23:14:56  <PublicServer> <Nichevo> very interesting
23:14:57  <Audigex> delete half of them
23:15:04  <Audigex> ottd is still single core right?
23:15:19  <PublicServer> <SmatZ> yes
23:15:43  <PublicServer> <Nichevo> no one dares touch Mark's child of awe?
23:15:50  <PublicServer> <SmatZ> hehe
23:16:24  <Audigex> right, so a 3gHz p4 should be quicker than a 1.5gHz core2?
23:16:36  <PublicServer> <Nickman> not really...
23:16:41  <PublicServer> <Nickman> well, not in all cases
23:16:54  <Audigex> i meant in OTTD
23:17:03  <PublicServer> <Nichevo> still, not in all cases :)
23:17:08  <Audigex> :(
23:17:11  <PublicServer> <SmatZ> 1,4GHz Core can be faster than 3,2 GHz P4 :)
23:17:23  <PublicServer> <SmatZ> so
23:17:25  <PublicServer> <SmatZ> no
23:17:26  <Audigex> yeah, i know core2 is faster clock for clock
23:17:41  <Audigex> but in a single-threaded environment, surely 3gHz is better than 1.5?
23:17:46  <Audigex> if the second core is basically idle
23:18:00  <PublicServer> <Nickman> yeah :)
23:18:01  <Audigex> i just can't go use my proper pc - it's upstairs and apparently my family can't sleep through a little typing
23:18:04  <Audigex> pansies
23:18:05  *** themroc- has quit IRC
23:18:09  <PublicServer> <Nickman> but you always have multiple processes running
23:18:16  <Audigex> yarp
23:18:18  <Audigex> but still
23:18:21  <Audigex> if i keep IRC on here
23:18:25  <Audigex> i'll test it :-)
23:18:35  <PublicServer> <Nickman> :)
23:23:29  <PublicServer> *** SmatZ has left the game (leaving)
23:26:02  <PublicServer> <Nickman> is anyone working between BBH 04 and SLG 02?
23:26:05  <Audigex> are we just using clean trunk?
23:26:59  <Audigex> 16621 or whatever
23:28:12  <SmatZ> yeah, you can use clean trunk to join :)
23:34:03  <Audigex> !password
23:34:03  <PublicServer> Audigex: pantry
23:34:16  <PublicServer> *** Player joined the game
23:34:41  <PublicServer> *** Player has left the game (connection lost)
23:34:48  <Audigex> wtf
23:34:54  <Audigex> same version, my PC descyncs?
23:35:30  <PublicServer> *** audigex has left the game (leaving)
23:35:55  <Audigex> !password
23:35:56  <PublicServer> Audigex: fiasco
23:36:08  <PublicServer> *** Player joined the game
23:36:15  <SmatZ> you need fast PC for initial join
23:36:20  <SmatZ> "fast"
23:36:26  <Audigex> it joins fine
23:36:33  <Audigex> it ran for about 30 seconds, no lagging at all
23:36:37  <Audigex> ie, better than the laptop
23:36:46  <Audigex> is again now
23:37:01  <SmatZ> strange, try making trees and el. rails invisible
23:37:04  <SmatZ> (Ctrl+X)
23:37:09  <SmatZ> and zooming it
23:37:11  <SmatZ> in
23:37:14  <SmatZ> also disable animation :)
23:38:15  <Audigex> how do you disable animation?
23:38:22  <Audigex> i generally stay zoomed in in coop :-)
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23:46:13  <Audigex> who did the signals at steel pickup?
23:46:24  <Audigex> either they're too used to PBS, or completely forgot about pre-signals
23:49:04  <SmatZ> http://devs.openttd.org/~smatz/full_animation.png
23:50:24  *** satyap has joined #openttdcoop
23:50:30  <Audigex> aaah, thanks muchly
23:50:37  <Audigex> i dont do much in that menu :-)
23:50:54  <satyap> !password
23:50:54  <PublicServer> satyap: tallow
23:51:04  <PublicServer> *** satyap joined the game
23:51:07  <Audigex> that's superb, gives me two extra zoom levels with no lag
23:51:09  <SmatZ> :)
23:51:13  <Audigex> and even fully out is survivable
23:51:28  <Audigex> i'll have to try it on the laptop too :-)
23:52:18  <PublicServer> <Player> i sometimes wonder if we make it too easy
23:52:33  <PublicServer> <Nichevo> hm?
23:52:35  <PublicServer> <Player> expenditure ~ 10million, income ~180million
23:53:14  <PublicServer> <Player> give northern rail that sort of profit/expenditure and even the cumbrian coast would be running voyagers in 5 years
23:56:54  <Audigex> plus any train is at top speed in about 5 tiles
23:57:03  <Audigex> how light is this cargo?
23:57:04  <Audigex> ach well
23:57:51  <PublicServer> <Player> getting a bit clogged up on the feeder lines
23:58:17  <PublicServer> *** Player has changed his/her name to audigex

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