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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) 00:09:59 *** Xaroth has quit IRC 00:12:55 *** HDIEagle has joined #openttdcoop 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 00:50:27 *** KenjiE20|SSH has quit IRC 01:05:37 *** Fuco has quit IRC 01:07:11 <HDIEagle> eureka 01:20:00 <HDIEagle> i finished the ugliest slh evar 01:20:09 <HDIEagle> diagonal mls are hard :( 01:21:04 *** ced_ has quit IRC 01:31:19 *** satyap has joined #openttdcoop 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 01:35:00 *** ced has joined #openttdcoop 01:35:08 <HDIEagle> hi 01:35:16 <PublicServer> *** Game unpaused (enough players) 01:35:18 <PublicServer> *** satyap joined the game 01:42:26 *** Progman_ has joined #openttdcoop 01:49:58 *** Progman has quit IRC 01:50:11 *** Progman_ is now known as Progman 01:54:48 *** Audigex has joined #openttdcoop 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 02:09:20 *** ced_ has joined #openttdcoop 02:12:26 *** ced has quit IRC 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 02:49:52 *** Progman has quit IRC 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 03:34:56 <PublicServer> *** satyap has joined spectators 03:34:57 <PublicServer> *** Game paused (not enough players) 03:35:04 <PublicServer> *** satyap has joined company #1 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 06:09:29 *** Yexo has quit IRC 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) 06:43:36 <PublicServer> *** planetm4ker has left the game (leaving) 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) 08:34:56 <PublicServer> *** zakjan joined the game 08:35:24 *** Ganneff has left #openttdcoop 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 08:36:57 *** stuffcorpse has quit IRC 08:37:21 *** stuffcorpse has joined #openttdcoop 08:38:13 *** Xaroth has joined #openttdcoop 08:54:08 <Mark> !password 08:54:09 <PublicServer> Mark: excise 08:54:16 <PublicServer> *** Mark joined the game 08:56:01 *** Nickman87 has joined #openttdcoop 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) 09:36:37 *** zakjan_ has joined #openttdcoop 09:37:47 <zakjan_> !password 09:37:47 <PublicServer> zakjan_: brooch 09:37:52 *** Xaroth_ has joined #openttdcoop 09:37:58 <PublicServer> *** zakjan joined the game 09:40:41 *** zakjan has quit IRC 09:44:23 *** Xaroth has quit IRC 09:53:02 *** Xaroth has joined #openttdcoop 09:54:43 *** zakjan_ is now known as zakjan 09:59:21 *** Xaroth_ has quit IRC 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 10:27:38 *** zakjan has joined #openttdcoop 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 10:57:18 *** theholyduck_ has quit IRC 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 11:19:19 *** Xaroth_ has joined #openttdcoop 11:20:31 *** Xaroth has quit IRC 11:36:18 *** KenjiE20 has joined #openttdcoop 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 11:47:16 *** Xaroth has joined #openttdcoop 11:54:04 *** Xaroth_ has quit IRC 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) 12:40:49 *** Nickman87 has quit IRC 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 12:59:16 <PublicServer> *** Damalix has left the game (leaving) 13:00:34 *** Xaroth has quit IRC 13:02:44 *** Xaroth has joined #openttdcoop 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: \__/ 13:36:15 *** Progman has joined #openttdcoop 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 13:43:42 *** Xaroth_ has joined #openttdcoop 13:45:20 <mensi> hehe 13:45:29 *** Xaroth has quit IRC 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 14:20:54 *** Xaroth has joined #openttdcoop 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 14:27:31 *** Xaroth_ has quit IRC 14:29:02 <PublicServer> *** phatmatt has left the game (connection lost) 14:29:23 <PublicServer> *** phatmatt joined the game 14:30:48 *** Fuco has joined #openttdcoop 14:36:14 *** Xaroth has quit IRC 14:37:13 *** damalix has joined #openttdcoop 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 14:57:06 *** theholyduck has joined #openttdcoop 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 15:19:53 *** Nickman87 has joined #openttdcoop 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 15:43:24 <PublicServer> *** zakjan has left the game (leaving) 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) 16:22:46 *** StarLite has joined #openttdcoop 16:22:46 *** ChanServ sets mode: +o StarLite 16:27:28 <PublicServer> *** Nichevo has left the game (leaving) 16:28:00 *** Nickman87 has quit IRC 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) 17:51:33 *** zakjan has joined #openttdcoop 17:54:17 <damalix> I didn't 17:54:20 <damalix> !password 17:54:20 <PublicServer> damalix: faints 17:54:30 <PublicServer> *** Damalix joined the game 17:54:59 <PublicServer> *** zakjan joined the game 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 18:15:47 *** dangerdan has joined #openttdcoop 18:15:55 <dangerdan> !password 18:15:55 <PublicServer> dangerdan: calmed 18:16:29 <PublicServer> *** dangerDAN_ joined the game 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 18:17:47 *** themroc has joined #openttdcoop 18:18:34 <PublicServer> *** Nichevo joined the game 18:20:21 <PublicServer> *** dangerDAN_ has left the game (leaving) 18:20:23 <PublicServer> *** Player has left the game (leaving) 18:20:30 *** satyap has joined #openttdcoop 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 18:21:20 *** Progman has joined #openttdcoop 18:27:29 <PublicServer> *** zakjan has left the game (connection lost) 18:28:01 <PublicServer> *** zakjan joined the game 18:37:01 <PublicServer> *** satyap has left the game (leaving) 18:44:37 *** themroc- has joined #openttdcoop 18:46:40 *** dangerdan has quit IRC 18:50:20 *** themroc has quit IRC 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) 19:01:58 *** StarLite has quit IRC 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 19:22:29 *** LG^ has left #openttdcoop 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 19:23:41 *** steffy has left #openttdcoop 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 19:30:48 *** kinsella has joined #openttdcoop 19:30:49 *** kinsella has left #openttdcoop 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 19:31:40 *** jims has joined #openttdcoop 19:31:41 *** jims has left #openttdcoop 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 19:36:13 *** newberry has joined #openttdcoop 19:36:13 *** newberry has left #openttdcoop 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 19:48:15 *** Aali_ has joined #openttdcoop 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 19:50:03 *** Aali has quit IRC 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 20:26:06 *** Razaekal has joined #openttdcoop 20:26:06 *** Razaekel is now known as Guest1066 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. 20:29:16 *** Guest1066 has quit IRC 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) 20:50:29 *** Farden has quit IRC 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 20:54:28 *** Venxir has quit IRC 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 21:07:41 *** Levi has quit IRC 21:09:58 <zakjan> good night 21:10:07 *** zakjan has left #openttdcoop 21:11:10 <PublicServer> *** phatmatt has joined spectators 21:16:25 *** ODM has quit IRC 21:18:29 *** Levi has joined #openttdcoop 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 21:38:12 *** Progman has quit IRC 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 21:49:35 *** Condac- has quit IRC 21:51:02 *** Fremder has joined #openttdcoop 21:52:01 *** Ammler has quit IRC 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 21:59:34 *** Fremder has joined #openttdcoop 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?! 22:24:09 *** satyap has left #openttdcoop 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? 22:34:28 *** Born_Acorn has quit IRC 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? 22:40:05 *** Born_Acorn has joined #openttdcoop 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 :-) 23:41:26 *** KenjiE20|LT has joined #openttdcoop 23:41:26 *** ChanServ sets mode: +o KenjiE20|LT 23:42:08 *** KenjiE20 has quit IRC 23:42:21 *** KenjiE20|SSH has quit IRC 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