Log for #openttdcoop on 1st February 2014:
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00:01:40  *** valhallasw has quit IRC
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00:28:40  <phatmatt> !password
00:28:40  <coopserver> phatmatt: remake
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00:31:05  <coopserver> <phatmatt> cool plan, V
00:31:17  <coopserver> <phatmatt> i was gonna suggest a mixed TL game but was unsure how it'd be taken
00:34:05  <coopserver> <phatmatt> also interesting plan, Elyon
00:38:10  <coopserver> <phatmatt> dare i make a voting board?
00:38:22  <coopserver> <phatmatt> 6 plans
00:40:37  <Elyon> you dare so
00:40:38  <Elyon> :D
00:41:19  <Elyon> so is it elimination voting or regular voting?
00:41:51  <scshunt> usually plurality
00:42:01  <Elyon> meaning?
00:44:56  <theholyduck> Elyon, first past the post
00:45:12  <Elyon> theholyduck: such lingo
00:45:18  <theholyduck> atleast when i played
00:45:26  <theholyduck> plan with the most votes won
00:45:32  <Elyon> run of the mill first past the post who dares wins etc.
00:45:32  <theholyduck> regardless of majority or not
00:45:39  <Elyon> okay!
00:45:51  <Elyon> thanks :D
00:46:08  <Elyon> also what is UP with nfo?!
00:47:06  <theholyduck> but yeah, its like 2 years since i last played
00:47:14  <theholyduck> so for all i know, any number of possible voting systems could be in use
00:47:50  <Elyon> we'll see I guess
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00:52:07  <coopserver> <phatmatt> yeah, just most votes wins
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00:52:23  <coopserver> <phatmatt> but we could do condorcet with schwartz cloneproof voting if you like!
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00:52:39  <coopserver> <Elyon> I don't care :p
01:00:35  <coopserver> *** nicfer has started a new company #2
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01:00:39  <coopserver> <nicfer> oops
01:00:42  <coopserver> <phatmatt> lul
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01:01:21  <coopserver> <phatmatt> oh, dividers too. ok
01:02:32  <theholyduck> !password
01:02:32  <coopserver> theholyduck: bitset
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01:03:30  <coopserver> <nicfer> can I vote for myself?
01:04:06  <coopserver> <phatmatt> i don't recall anyone saying you can't
01:04:15  <coopserver> <theholyduck> i feelits "bad form" :P
01:04:33  <coopserver> <phatmatt> yeah, ISTR people avoiding it in the past though.
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01:10:28  <coopserver> <nicfer> you don't vote matt?
01:10:40  <coopserver> <phatmatt> i'm still thinking :)
01:10:52  <coopserver> <phatmatt> and no, in no hurry
01:19:36  <Sylf> !password
01:19:36  <coopserver> Sylf: solver
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01:20:17  <coopserver> <Sylf> hihihihi
01:20:26  <Elyon> hai
01:20:44  <Sylf> !unpause
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01:22:08  <theholyduck> Sylf, you got some plans to chose from now
01:22:24  <coopserver> <Sylf> so many plans <3
01:25:49  <coopserver> <Sylf> cool stuff
01:25:49  <coopserver> *** Sylf has left the game (Leaving)
01:25:51  <Sylf> !auto
01:25:52  <coopserver> *** Game paused (number of players)
01:26:05  <Sylf> I'll vote later tonight
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01:30:17  <Hazzard> what
01:30:24  <theholyduck> wat?
01:30:33  <Elyon> wt
01:30:33  <Hazzard> !playercount
01:30:33  <coopserver> Hazzard: There are currently 0 players and 3 spectators, making a total of 3 clients connected
01:30:37  <Hazzard> !password
01:30:37  <coopserver> Hazzard: solver
01:30:54  <Hazzard> Irc channels dissapearing and reappearing
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01:59:11  <scshunt> !password
01:59:11  <coopserver> scshunt: albert
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02:49:50  <edi__> !password
02:49:50  <coopserver> edi__: writer
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03:08:32  <theholyduck>  !password
03:08:39  <theholyduck> !password
03:08:39  <coopserver> theholyduck: cssize
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03:09:03  <coopserver> <theholyduck> its a draw so far eh
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03:10:34  <Sylf> no tie breaker here
03:12:05  <theholyduck> what did you vote for?
03:12:41  <Hazzard> !passwor
03:12:45  <Hazzard> !password
03:12:45  <coopserver> Hazzard: cssize
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03:13:37  <coopserver> <Elyon> whoops
03:14:17  <theholyduck> !password
03:14:17  <coopserver> theholyduck: cssize
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03:14:48  <coopserver> <theholyduck> /me hugs sylf
03:14:59  <coopserver> <Elyon> I wish I could vote twice
03:15:05  <coopserver> <Elyon> well, "wish" is a strong word
03:15:09  <coopserver> <Elyon> I would have liked to vote twice
03:16:00  <coopserver> <theholyduck>  wish i remembered how to make those fun, almost coliding trains things
03:16:06  <coopserver> <theholyduck> that moved in patterns
03:16:23  <coopserver> <theholyduck> but, its been so many years, i have forgotten
03:16:27  <coopserver> <Elyon> that reminds me. What is up with trains not colliding with themselves?
03:16:34  <coopserver> <Hazzard> magix
03:16:48  <Sylf> you set 10 trains in a row, separated by signals
03:16:59  <Sylf> you set 1CL circle at the end
03:17:09  <coopserver> <theholyduck> well thats one way of doing it
03:17:15  <Sylf> Make sure those 10 trains are in a group
03:17:17  <coopserver> <theholyduck> but, you could make them go in rose pattenrs
03:17:19  <coopserver> <theholyduck> and stuff :P
03:17:29  <coopserver> <theholyduck> criss-crossing lines
03:17:31  <Sylf> yeah
03:18:07  <Sylf> mfb was so much into that stuff for a while
03:18:18  <Sylf> he even submitted a game plan with no signals
03:18:31  <coopserver> <theholyduck> i used to be sort of able to design those things i think
03:18:33  <coopserver> <Hazzard> ..?
03:18:38  <coopserver> <theholyduck> but, its been so many years ago, i cant remember the trick
03:18:40  <coopserver> <Hazzard> I'm interested
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03:19:27  <coopserver> <Hazzard> :(
03:19:41  <Sylf> meh
03:19:45  <coopserver> <Hazzard> love not in the air
03:19:47  <coopserver> <Hazzard> I guess
03:19:50  <Sylf> I gotta go load a new map for the stable server
03:19:58  <coopserver> <Hazzard> HF
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03:24:16  <coopserver> <nicfer> what is that column of NUTems?
03:24:38  <coopserver> <nicfer> OMG
03:24:52  <coopserver> <nicfer> can I stop one? lol
03:25:05  <coopserver> <theholyduck> better to stop all of them as a group
03:25:10  <coopserver> <theholyduck> otherwise bad stuff happens
03:25:34  <coopserver> <nicfer> cht: breakdowns = on
03:25:54  <coopserver> <nicfer> first one that wants to breakdown and the world goes BOOM
03:26:05  <Sylf> ebul
03:26:48  <coopserver> <theholyduck> nicer, but yeah, using that same principle, you can make lines where trains cros right next to eachother in spiral patterns and shit
03:26:53  <coopserver> <theholyduck> without hitting
03:28:27  <coopserver> <theholyduck> i was playing locomotion again after many many years
03:28:42  <coopserver> <theholyduck> sure its generally more terrible than openttd, but it has some nice features
03:28:51  <Sylf> locomotion was blah for me
03:29:03  <coopserver> <theholyduck> i especially love the being able to build tracks with curves and stuff, both under and above ground
03:29:08  <coopserver> <theholyduck> with signals and everything
03:29:30  <Sylf> I so wanted drag-to-place-signals feature :)
03:29:30  <coopserver> <theholyduck> if only
03:29:45  <coopserver> <theholyduck> well yeah, its missing a lot of things that openttd has
03:30:02  <Sylf> being able to build stations in tunnels and on bridges is nice
03:30:19  <coopserver> <theholyduck> and i guess our games would lose a bit of charm without needing to double. bridges and tunnels for signal gaps
03:30:44  <Sylf> hub building would lose so much of its fun
03:30:56  <coopserver> <theholyduck> definitly
03:31:03  <coopserver> <Elyon> what are we talking about?
03:31:11  <coopserver> <theholyduck> locomotion
03:31:15  <coopserver> <theholyduck> the sequel if you will
03:31:17  <coopserver> <theholyduck> to ttd
03:31:46  <Sylf> I bought a copy on GOG for cheap
03:32:06  <Sylf> Like 
03:32:10  <coopserver> <nicfer> GOG?
03:32:13  <coopserver> <Elyon> I had a quick go at a network simulator
03:32:20  <coopserver> <Elyon> based on the logic of openttd, but abstracted
03:32:30  <Sylf>
03:32:30  <coopserver> <theholyduck> openttd is a more creative and intresting game to play, but locomotion has some ncie quality of life improvements
03:32:53  <theholyduck> you can do this for instance
03:33:11  <theholyduck> i.e build tracks like you build rollercoasters in rollercoaster tycoon
03:33:13  <Sylf> coop way is about the only way I know how to play openttd, so locomotion was more frustrating than fun
03:33:58  <theholyduck> you could for instance if you had all the money in the world, build all the mainlines hubs you needed, underground.
03:34:09  <theholyduck> mainlines and hubs
03:34:18  <coopserver> <Elyon> but those hubs would be bland
03:34:23  <theholyduck> definitly
03:34:37  <theholyduck> openttd hubs are much better and looks much cooler
03:35:54  <coopserver> <nicfer> does locomotion use the same graphic engine than the first RCT?
03:35:59  <coopserver> *** theholyduck has left the game (Leaving)
03:36:03  <Elyon> probably
03:36:17  <Elyon> although iirc RCT was written in x86 assembler
03:36:21  <Elyon> for the most part?
03:36:33  <Elyon> so he may have changed that up
03:36:37  <Elyon> to get with the times :D
03:36:40  <theholyduck> well, i think they all use the same basic isometric engine
03:36:49  <theholyduck> with improvements as needed
03:36:51  <Elyon> RCT was built on TT for sure
03:36:59  <Sylf> I think locomotion was written in assembler too
03:37:04  <theholyduck> and locomotion is built on rct
03:37:06  * Elyon sighs
03:37:30  <Elyon> ah, well, I guess it's something to keep the challenge
03:37:30  <Hazzard> !passwored
03:37:34  <Hazzard> !password
03:37:34  <coopserver> Hazzard: geturl
03:37:42  <Hazzard> >.>
03:37:43  <Elyon> !passworried
03:37:46  <Elyon> :D
03:37:51  <coopserver> *** Game paused (connecting clients)
03:37:53  <theholyduck> Elyon, hey, some of my favorite piees of software is written almost entirely in assembly
03:37:55  <coopserver> *** Hazzard has joined
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03:37:58  <theholyduck> x264 to name one :P
03:38:08  <Elyon> x264 is wat?
03:38:17  <theholyduck> Elyon, a h264 video encoder
03:38:20  <Elyon> oh cool
03:38:22  <theholyduck> the best h264 video encoder :P
03:38:26  <Elyon> I see!
03:38:29  <theholyduck> and a large amount of the assembly is written by highschoolers
03:38:34  <Sylf> until we have h265
03:38:34  <theholyduck> during google code-in
03:38:40  <Elyon> that's neat
03:38:46  <Elyon> highschoolers, not collegians?
03:38:50  <theholyduck> Elyon, yeah
03:38:53  <theholyduck> under 18s :P
03:38:58  <Elyon> I didn't touch assembler until uni
03:39:07  <theholyduck> Elyon, start them off when they are young, etc
03:39:13  <Elyon> yeah true
03:39:16  <Elyon> still, tough
03:39:20  <theholyduck> Elyon
03:39:25  <theholyduck> on the use of highschoolers for assembly work
03:40:36  <Elyon> I see
03:40:36  <Sylf> I was using x264 back in 200, I think? to encode flash videos  :P
03:40:43  <Elyon> wow you're old
03:40:45  <Sylf> 2008*
03:40:52  <Sylf> :P
03:40:56  <theholyduck> Sylf, its been around for a while
03:40:57  <Elyon> back in them ancient greece times :D
03:41:00  <theholyduck> though its imrpoved a lot
03:41:02  <theholyduck> since that time
03:41:04  <theholyduck> and even then
03:41:08  <theholyduck> it was the best
03:41:15  <Sylf> that's why I used it
03:41:15  <Elyon> I care about the theory of media encoding
03:41:19  <Elyon> not so much the practice
03:41:30  <theholyduck> Elyon, if you are intrested, xiph did 2 good videos
03:41:31  <theholyduck> on the concept
03:41:34  <theholyduck> though, mostly on audio
03:41:47  <Sylf> I can comprehend video filtering better than the actual compression talk
03:42:00  <theholyduck>
03:42:01  <Webster> Title: Video (at
03:42:04  <Elyon> theholyduck: I've seen the first one
03:42:05  <theholyduck> the second one is really good actually :P
03:42:10  <Elyon> didn't know the second one was up
03:42:16  <theholyduck> Elyon, second one is a companion to a blog post
03:42:19  <Elyon> I wanted to have that guy in the first video's babies
03:42:22  <theholyduck> about why 24bit audio is silly
03:42:23  <Sylf> any talk about wavelet encoding nowadays?
03:42:26  <theholyduck> and 192khz audio sucks
03:42:38  <Elyon> theholyduck: well, yes and yes
03:42:38  <theholyduck> Sylf, snow is still around
03:42:44  * Elyon , flac, etc.
03:42:50  <coopserver> *** Hazzard has left the game (Leaving)
03:43:04  <Sylf> around, as in still developed?
03:43:21  <theholyduck> Sylf, not really
03:43:29  <Sylf> thought so
03:43:45  <theholyduck> Sylf, theres a new open source video standard in the works
03:43:51  <theholyduck> caled daala
03:43:56  <theholyduck> though, its still years of being anything
03:43:58  <Elyon> a new standard?
03:44:09  <Sylf> webem wasn't good enough?
03:44:20  <theholyduck> Sylf, vp8 has many many issues
03:44:30  <Sylf> ok, I take that
03:44:41  <theholyduck> in part due to being developed as a closed source, properitary product
03:44:46  <theholyduck> so the documentation is bad, and in some places wrong
03:44:53  <theholyduck> and, its full of bugs, some of which arent fixable
03:44:55  <Elyon> well
03:44:58  <theholyduck> due to bitstream compatibility
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03:45:23  <theholyduck> Sylf, vp9 is a step in the right direction, but its still years of being usable due to performance
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03:45:29  <theholyduck> h265 is in the same boat
03:45:37  <Elyon> h265 is a thing?
03:45:43  <theholyduck> Elyon, sure.
03:45:46  <Elyon> huh
03:45:47  <Sylf> sure is
03:45:54  <theholyduck> Elyon, its standarized allready
03:45:56  <Elyon> what happened to the first 263 editions?
03:46:02  <theholyduck> but we are still years away from a practical implementation
03:46:05  <Sylf> h.263 was there too
03:46:12  <Elyon> well how about that.
03:46:16  <theholyduck> h264 took like, 4 or 5 yaers
03:46:20  <theholyduck> from standarization
03:46:20  <coopserver> *** nicfer has joined spectators
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03:46:22  <theholyduck> to usage
03:47:14  <theholyduck> Elyon the blog post that second xiph video is sort of related to
03:47:16  <Webster> Title: 24/192 Music Downloads are Very Silly Indeed (at
03:47:53  <Elyon> wasn't itunes 128 kbps initially?
03:48:32  <theholyduck> Elyon, but aac
03:48:44  <theholyduck> 128kbps aac is better than 192kbps mp3
03:48:44  <Elyon> I specifically remember the "number of songs possible" listed on the back of my then-ipod box saying something like 10,000 songs* (* at 128 kbps)
03:48:51  <Elyon> oh
03:48:59  <Elyon> didn't know it was aac
03:49:14  <Elyon> they have alac as well, right?
03:49:14  <Sylf> why mp3 still hasn't been dethroned is a mystery
03:49:19  <Elyon> it hasn't?
03:49:22  <theholyduck> Sylf, sheer momentum :P
03:49:27  <Elyon> everyone I know uses flac and ogg exclusively
03:49:36  <theholyduck> Elyon, for personal usee sure
03:49:42  <Sylf> rippers, sure. Elyon.
03:49:46  <Elyon> well
03:49:48  <theholyduck> but almost every digital device you touch
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03:49:50  <theholyduck> supports mp3
03:49:54  <Elyon> sites like bandcamp and uhh the other ones
03:50:01  <Elyon> support flac/ogg as well I believe?
03:50:11  <Elyon> there's nothing wrong with supporting mp3
03:50:17  <Elyon> the problem is not supporting other standards
03:50:23  <Sylf> I go to radio station site and listen live... it's about 75%mp3
03:50:39  <Sylf> most others aac, thank god
03:50:48  <Sylf> and small number of asf
03:50:59  <Elyon> .mod :D
03:51:03  <Sylf> lmao
03:51:22  <Elyon> low bitrate, lossless fidelity
03:51:28  <Elyon> depending on soundcard, of course
03:51:56  <theholyduck> i should try and compile a recent version of libvpx for vp9 before i diss it more :P
03:52:02  <theholyduck> its been 6 months since i last tried it
03:52:08  <theholyduck> maybe theyve fixed some of the abysmall performance
03:52:16  <Elyon> 6 months?
03:52:25  <Elyon> that's what, factor 1.2?
03:52:32  <Elyon> hardware wise I mean
03:52:39  <theholyduck> Elyon, well the problem was the code
03:52:40  <theholyduck> in part
03:52:50  <theholyduck> they hadnt gotten around to multithreading it
03:52:51  <theholyduck> for one
03:52:53  <theholyduck> or writing assembly
03:52:55  <theholyduck> for another :P
03:52:57  <Elyon> meh. Software. Will we ever not suck at writing it, as a species?
03:53:23  <theholyduck> Elyon, i did a straight up comparison between it and x264 6 months ago :P
03:53:33  <theholyduck> vp9 did produce better visual fidelity than x264
03:53:36  <theholyduck> at the same bitrates
03:53:42  <theholyduck> backed up by syntetic numbers aswell :P
03:53:49  <theholyduck> but, it used 13 hours to encode a 2 minute video :P
03:54:00  <Sylf> lol
03:54:04  <Elyon> that's ... well
03:54:05  <Sylf> that's a performance!
03:54:15  <Elyon> is it just bruteforcing the optimal compression?
03:54:22  <theholyduck> in comparison, the absolutely slowest, bruteforcing settings for x264
03:54:29  <theholyduck> could go no slower than 45 minutes
03:54:32  <Sylf> 2 minutes at 4k with 4800frames per second or what?
03:54:49  <theholyduck> Sylf, 24000/1001 1920x1080 video :P
03:55:06  <Elyon> 13 hours
03:55:10  <Elyon> well, you know
03:55:10  <theholyduck> just under 3000 frames
03:55:33  <theholyduck> but yeah, this was 6 months ago, hopefully they have written better code
03:55:34  <theholyduck> since then
03:55:35  <Elyon> it's not too bad, in three years' time, without any software changes, it'll be what, 1.5 hours
03:56:02  <Elyon> and if they improve the code in the meantime (which they probably will), why not make it an hour?
03:56:03  <theholyduck> Elyon, either way though, its only about 10% better at x264
03:56:15  <Elyon> but it's a new standard, yes?
03:56:26  <theholyduck> Elyon, yeah
03:56:29  <Elyon> in 10 years time you won't care whether it takes 1 minute or 30 seconds to encode
03:56:40  <Elyon> but that's ten years so >_>
03:56:48  <theholyduck> Elyon, but yeah, thats sort of my point
03:56:57  <theholyduck> people talk about vp9 and h265 like its right around the corner
03:57:04  <Elyon> well, multithreading helps. Also, can't we just encode on the GPU?
03:57:11  <Elyon> I know I've made my GPU do weird things
03:57:16  <theholyduck> Elyon, not really
03:57:19  <Elyon> why not?
03:57:31  <Sylf> GPU decoders are around
03:57:34  <theholyduck> the current algorythms and math we have for encoding video
03:57:35  <Elyon> I know the problem is bandwidth from GPU to CPU
03:57:37  <theholyduck> is inherently linear
03:57:38  <Sylf> but I haven't heard of GPU for encoders
03:57:44  <theholyduck> gpus are inherently parralell
03:57:57  <Elyon> quite true
03:58:08  <theholyduck> Sylf, gpu decoders dont use the gpu
03:58:10  <theholyduck> though :P
03:58:15  <Sylf> :o
03:58:16  <theholyduck> they use a dedicated bit of silicone
03:58:18  <theholyduck> that decodes video
03:58:21  <Elyon> but are they really linear in that encoding must look at every single pixel one after the other
03:58:24  <theholyduck> cause the gpu is way too slow to decode video
03:58:25  <Elyon> or is it just one frame after the other?
03:58:28  <Sylf> what a cheat
03:58:43  <theholyduck> Elyon, well, if you want good compression
03:58:52  <theholyduck> your current frame must be able to reference other frames
03:58:55  <theholyduck> with h264 for instance
03:58:57  <Elyon> yes, of course
03:59:00  <theholyduck> 1 frame can reference 16 other frames
03:59:11  <theholyduck> which means that frames needs to be encoded in some sort of order :P
03:59:11  <Sylf> that's true for all mpegs
03:59:14  <Elyon> but must pixel 591352 be able to reference pixel 0 of the same frame?
03:59:26  <Elyon> I'm talking pixel pipelines here
03:59:29  <theholyduck> Elyon, they dont HAVE to, but they generally do :P
03:59:33  <theholyduck> Elyon, usually when threading though
03:59:36  <theholyduck> they split the frame in half
03:59:42  <Elyon> half!
03:59:44  * Elyon laughs
03:59:46  <theholyduck> and so the next frame cant start encoding until the current frame is done.
03:59:48  <Elyon> I have 8 cores
03:59:50  <theholyduck> er half done
03:59:53  <Elyon> wait 8 threads
03:59:57  <theholyduck> Elyon, well, you need other things though
04:00:01  <theholyduck> theres a lookahead threat
04:00:03  <theholyduck> er, thread
04:00:09  <theholyduck> ratecontrol.
04:00:15  <theholyduck> in addition to the actual video stuff
04:00:28  <theholyduck> Elyon, and they use a buffer
04:00:29  <theholyduck> aswell
04:00:37  <theholyduck> so, they stor a certain amount of frames in the buffer
04:00:37  <Elyon> hmm. I should look into this
04:00:56  <Sylf> mmmmm, all the shit that's sort of interesting to me, but don't want to take time to learn!
04:00:59  <Elyon> although I just cannot be bothered with media practical stuff
04:01:03  <theholyduck> Elyon, threading also reduces visual quality
04:01:07  <theholyduck> not MUCH
04:01:09  <theholyduck> but it does
04:01:12  <Elyon> hmm ...
04:01:16  <theholyduck> every time you add another thread
04:01:20  <theholyduck> visual quality goes down a little bit
04:01:27  <Elyon> well, of course, the optimal compression must be aware of every single bit of the file at all times
04:01:44  <Elyon> but if frames only depend on 15 other frames, well
04:01:56  <theholyduck> Elyon, ffmpeg/x264 does support using the gpu to run the lookahead thread
04:02:03  <Elyon> I don't see why we don't just write those 15 other frames to a texture and let the pixel pipelines do their magic
04:02:24  <Elyon> s/a texture/15 textures
04:02:44  <theholyduck> Elyon
04:02:44  <Webster> Title: OpenCL Acceleration of x264 at AFDS 2012, Length: 37m 48s, Views: 2746, Likes: 21
04:02:46  <theholyduck> a video on the subject
04:03:22  <Elyon> 37m 48s?!
04:03:28  <Elyon> but I can tell from the topic it's related
04:03:30  <theholyduck> Elyon, its a presentation thing :P
04:03:31  <Elyon> so that's something
04:03:56  <Elyon> well, to be fair, all I ever encoded in pixels have been vectors and matrices
04:04:06  <Elyon> I don't know how it is to encode pixels in pixels
04:04:10  <Elyon> err
04:04:13  <theholyduck> he starts out pretty early on
04:04:14  <Elyon> s/pixels/fragments
04:04:19  <theholyduck> about why gpu encoding is hard
04:04:52  <Elyon> well, we'd better get better at threading or we won't reap the benefits of moore's law much longer ...
04:05:41  <Elyon> it's an interesting topic, but like Sylf I don't want to take the time
04:06:34  <Sylf> I never thought I'd be talking about video encoding here
04:08:04  <Elyon> in NFO documentation for Callback 28, variable 8A, GRF version >= 8
04:08:07  <Elyon> "Multiple of 1"
04:08:34  <Elyon> that is, "the number"
04:08:37  <Sylf> o_O
04:09:11  <Sylf> now we're on to NFO?
04:10:23  <Elyon> it was a digression
04:10:41  <Elyon> I should be writing NFO code, but I have been talking video encoding
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04:37:03  <Hazzard> !password
04:37:03  <coopserver> Hazzard: warned
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06:46:10  <Maraxus> !password
06:46:10  <coopserver> Maraxus: decent
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06:49:58  <Hazzard> !password
06:49:58  <coopserver> Hazzard: danish
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07:00:14  <coopserver> <Elyon> err
07:00:18  <coopserver> <Hazzard> hi
07:00:25  <coopserver> <Elyon> trane crass
07:00:33  <coopserver> <Hazzard> :(
07:03:39  <coopserver> <Elyon> O NO
07:03:39  <coopserver> <Hazzard> :(
07:03:49  <coopserver> <Hazzard> I'm not very good at this
07:03:59  <coopserver> <Elyon> I couldn't do any better
07:04:18  <coopserver> <Hazzard> One last try
07:04:41  <coopserver> <Elyon> hehe :)
07:06:59  <coopserver> <Hazzard> ;D
07:11:21  <theholyduck> !password
07:11:21  <coopserver> theholyduck: faking
07:11:29  <coopserver> *** Game paused (connecting clients)
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07:11:59  <coopserver> <theholyduck> seems to be a pretty stable cycle in the heart there
07:12:09  <coopserver> <Hazzard> Yup
07:12:18  <coopserver> <Hazzard> It could be better but it's not worth the time right now
07:14:26  <Elyon> SUCCESS
07:14:40  <theholyduck> at what?
07:14:42  <theholyduck> life?
07:14:43  <Elyon> my first nfo callback
07:14:43  <theholyduck> the universe?
07:14:49  <coopserver> <Hazzard> :)
07:15:03  <theholyduck> nfos are bad for your health
07:15:08  <Elyon> but I have to
07:15:11  <Elyon> it's for the stations
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09:33:58  <Absolutis> hello
09:34:05  <Absolutis> !trunk
09:34:10  <Absolutis> !help
09:34:10  <coopserver> Absolutis: (help [<plugin>] [<command>]) -- This command gives a useful description of what <command> does. <plugin> is only necessary if the command is in more than one plugin.
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09:35:08  <Absolutis> !dl win64
09:35:08  <coopserver> Absolutis:
09:35:20  <Absolutis> long time no see
09:39:04  <Absolutis> !players
09:39:21  <Absolutis> !playercount
09:39:22  <coopserver> Absolutis: There are currently 1 players and 0 spectators, making a total of 1 clients connected
09:47:12  <Absolutis> !password
09:47:12  <coopserver> Absolutis: target
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09:50:42  <Absolutis> i wonder if webster still hates me
09:50:43  <Absolutis> @logs
09:50:58  <Absolutis> @quickstart
09:51:25  <coopserver> <Absolutis> @@logs
09:51:26  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer -
09:57:27  <coopserver> <Absolutis> trunk has cargodist now?
09:57:28  <coopserver> <Absolutis> nice
09:58:04  <V453000> !password
09:58:04  <coopserver> V453000: borges
09:58:13  <coopserver> *** Game paused (connecting clients)
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09:58:15  <coopserver> <V453000> hy
09:58:19  <coopserver> <Absolutis> hi.
10:00:40  <coopserver> <Absolutis> rainbow slugs only? :P
10:00:58  <coopserver> <V453000> on ML obviously
10:01:05  <coopserver> <Absolutis> ye
10:01:13  <coopserver> <V453000> is something weird on tha t? :D
10:01:26  <coopserver> <Absolutis> nah
10:01:36  <coopserver> <Absolutis> beer is love, beer is life
10:05:49  <coopserver> <Absolutis> hmm
10:06:27  <theholyduck> !password
10:06:27  <coopserver> theholyduck: tricks
10:06:31  <coopserver> <Absolutis> it might be interesting to make a road network in a few towns
10:06:36  <coopserver> *** Game paused (connecting clients)
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10:06:51  <coopserver> <Absolutis> o/
10:07:24  <coopserver> <theholyduck> ;P
10:07:34  <coopserver> <theholyduck> im in third place!
10:09:35  <coopserver> <V453000> since when is a rv network interesting ._.
10:09:43  <coopserver> <V453000> hy duck
10:09:59  <coopserver> <theholyduck> i seem to remember you not playing that tram game we had last time around i played
10:10:14  <coopserver> <theholyduck> but yeah, rvs and planes are boring
10:10:24  <coopserver> <theholyduck> even a monkey can play connect the dots
10:10:57  <coopserver> <Absolutis> umm
10:11:18  <coopserver> <Absolutis> is it literally every town gets their own pickup
10:11:27  <coopserver> <Absolutis> or can we join some nearby towns
10:11:48  <coopserver> <V453000> it should be most fun to have one each
10:11:51  <coopserver> <V453000> but exception can happen
10:12:37  <coopserver> <theholyduck> none of the town stations would nee to be very big then i guess, sicne theres no way you can hook up all that many industries to each town
10:12:58  <coopserver> <theholyduck> wouldent
10:19:09  <theholyduck> but yeah, if this keeps up i can look forward to playing another v game
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10:45:08  <coopserver> <Absolutis> hasnt voting been like 1 day already
10:45:19  <coopserver> <Elyon> it's been like 8 hours
10:45:25  <coopserver> <Absolutis> @@logs
10:45:27  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer -
10:45:52  <coopserver> <Absolutis> in that case i think the log date is wrong
10:45:53  <coopserver> <Absolutis> its 2 feb
10:46:06  <coopserver> <Absolutis> oh wait nm
10:46:39  <theholyduck> planning has been going on for a while
10:46:42  <theholyduck> voting for like 12 hours
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11:46:48  <nicferirc> !password
11:46:48  <coopserver> nicferirc: behalf
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11:47:19  <coopserver> <nicfer> hu
11:47:41  <phatmatt> !password
11:47:41  <coopserver> phatmatt: behalf
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12:24:03  <Jam35> !password
12:24:03  <coopserver> Jam35: wagons
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12:33:13  <Absolutis> !password
12:33:13  <coopserver> Absolutis: forums
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13:05:11  <coopserver> <Absolutis> V's plan probalby would be
13:05:11  <coopserver> <Absolutis> err
13:05:13  <coopserver> <Absolutis> hectic
13:05:25  <coopserver> <Absolutis> aka
13:05:26  <coopserver> <Absolutis> fun
13:06:12  <coopserver> <Jam35> I might vote for that :)
13:06:43  <coopserver> <Jam35> will wait for others to cast first
13:06:53  <V453000> Look, the scenario says a lot of stuff :P
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13:58:22  <phatmatt> coopserver doesn't do /msgs, huh
13:59:17  <coopserver> <Absolutis> hm
13:59:22  <coopserver> <Absolutis> i dont seem to have irc open for some reason
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14:05:43  <nicferirc> !password
14:05:43  <coopserver> nicferirc: excess
14:05:49  <coopserver> *** Game paused (connecting clients)
14:05:54  <coopserver> *** nicfer has joined
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14:06:01  <coopserver> <Absolutis> O/
14:06:07  <coopserver> <nicfer> jo
14:06:51  <coopserver> *** nicfer has joined company #1
14:19:43  <KenjiE20> phatmatt: it does, but it's not AutoPilot anymore]
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14:29:16  <coopserver> <Absolutis> i hope V wins
14:29:21  <coopserver> <Absolutis> the plan sounds real interesting
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14:47:24  <Absolutis> idk why am i checking the vote board every few minutes
15:02:04  <Sylf> !password
15:02:04  <coopserver> Sylf: though
15:02:17  <coopserver> *** Game paused (connecting clients)
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15:05:17  *** Sylf changes topic to "Cooperative OpenTTD | PSG274 (r26264) | STAGE: Building | New players, use @quickstart and !help | | TS3:"
15:05:29  <coopserver> <Sylf> I'm calling V's the winning plan
15:05:38  <coopserver> *** Sylf has left the game (Leaving)
15:05:46  <coopserver> <nicfer> there's still people to vote
15:05:48  <Sylf> Go NUTS
15:06:26  <Sylf> It's unlikely the result will be different
15:06:35  <Sylf> With 6 votes for his plan
15:06:47  <coopserver> <nicfer> 5*
15:07:36  <Sylf> Make sure to build all tracks with PURR
15:07:44  <coopserver> <nicfer> which color?
15:07:50  <Sylf> any
15:09:36  <coopserver> <nicfer> AFKers?
15:12:13  <coopserver> *** nicfer has joined spectators
15:28:05  <Absolutis> yay
15:34:31  <coopserver> <nicfer> who builds the ML markers?
15:34:51  <coopserver> <Absolutis> also, i walled of a little area i plan to build in
15:35:01  <coopserver> <Absolutis> so can we build the ml below it?
15:37:42  <coopserver> <Absolutis> so only the main network is purr only right?
15:37:49  <coopserver> <Absolutis> local networks are free game
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15:42:01  <coopserver> <nicfer> shall I mark where's the ML going to be?
15:42:07  <coopserver> <Absolutis> sure
15:48:03  <coopserver> <Absolutis> !cl 3
15:48:11  <Absolutis> !cl
15:48:18  <Absolutis> !help
15:48:18  <coopserver> Absolutis: (help [<plugin>] [<command>]) -- This command gives a useful description of what <command> does. <plugin> is only necessary if the command is in more than one plugin.
15:48:23  <Taede> @clcalc
15:48:23  <Webster> Taede: (clcalc <railtype> [<tilt>] <cl|km/h>) -- For a number <30 this calculates the speed for <cl> on <railtype>. For any other numbers, this calculates the CL required for <railtype> travelling at <km/h>, assuming TL is small enough. [<tilt>] will apply tilt bonuses to the calculation.
15:48:46  <Taede> or @@clcalc when using ingame chat
15:48:47  <Webster> Taede: (clcalc <railtype> [<tilt>] <cl|km/h>) -- For a number <30 this calculates the speed for <cl> on <railtype>. For any other numbers, this calculates the CL required for <railtype> travelling at <km/h>, assuming TL is small enough. [<tilt>] will apply tilt bonuses to the calculation.
15:51:01  <Maraxus> !password
15:51:01  <coopserver> Maraxus: places
15:51:15  <coopserver> *** Game paused (connecting clients)
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15:51:32  <coopserver> <Absolutis> o/
15:51:45  <coopserver> <Maraxus> \o
15:51:46  <coopserver> <nicfer> welcome
15:54:09  <coopserver> *** Maraxus has joined company #1
15:55:33  <coopserver> <nicfer> ML always starts as 2 lanes right?
15:55:51  <coopserver> <Absolutis> id assume, not specified in plan
15:58:29  <coopserver> <nicfer> can I nivelate for BBHs?
15:58:34  <coopserver> <Absolutis> ?
15:59:15  <coopserver> *** Maraxus has joined spectators
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15:59:55  <coopserver> <nicfer> bbl
15:59:59  <Sylf> !password
15:59:59  <coopserver> Sylf: places
16:00:05  <coopserver> *** Game paused (connecting clients)
16:00:09  <coopserver> *** Sylf has joined
16:00:09  <coopserver> *** Game unpaused (connecting clients)
16:00:23  <coopserver> <Sylf> morning
16:00:42  <coopserver> *** Sylf has joined company #1
16:07:33  <coopserver> <nicfer> back
16:07:35  <coopserver> *** nicfer has joined company #1
16:08:13  <coopserver> <nicfer> plan says mantain landscape
16:09:10  <coopserver> <nicfer> so, can I level for BBHs?
16:09:17  <coopserver> <Sylf> no
16:09:34  <coopserver> <Sylf> you can raise/lower 1 tile at a time
16:10:49  <coopserver> <nicfer> cl2?
16:10:59  <coopserver> <Sylf> 1.5
16:11:30  <coopserver> <Absolutis> oh wait
16:12:44  <coopserver> <Absolutis> wait
16:13:00  <coopserver> <Absolutis> "handle it by choices" means... what?
16:13:21  <coopserver> <Sylf> no prio
16:13:31  <coopserver> <Absolutis> so
16:13:42  <coopserver> <Absolutis> everyone is treated equally? :P
16:13:45  <coopserver> <Sylf> In stead of giving 1 line priority over the other line at any merges, make all hubs all-to-all
16:14:44  <coopserver> <Sylf> absolutis, I don't understand what you're trying to do there
16:15:01  <coopserver> <Absolutis> ?
16:15:12  <coopserver> <Absolutis> where
16:15:18  <coopserver> <Sylf> your whole area
16:15:26  <coopserver> <Sylf> what are those share the love and lowe factory?
16:15:39  <coopserver> <Absolutis> share the love is the transfer station
16:15:49  <coopserver> <Absolutis> love from ml comes there
16:16:01  <coopserver> <Absolutis> love factory is the beer factory, ill build a ml pickup later
16:17:39  *** bdavenport has joined #openttdcoop
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16:41:46  <coopserver> <nicfer> g2eat
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17:00:19  <coopserver> *** Absolutis has left the game (general timeout)
17:00:30  <Absolutis> darnit
17:00:32  <Absolutis> !password
17:00:32  <coopserver> Absolutis: cancel
17:00:49  <Absolutis> thats what you did to my connection
17:00:51  <Absolutis> ha
17:00:57  <coopserver> *** Game paused (connecting clients)
17:01:01  <coopserver> *** Absolutis has joined
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17:01:03  <coopserver> *** Sylf has left the game (Leaving)
17:01:33  <coopserver> <nicfer> back
17:01:38  <coopserver> *** nicfer has joined company #1
17:02:03  <coopserver> <Absolutis> can someone check my overflows?
17:02:15  <coopserver> <Absolutis> i havent done any in some time, i want them to work
17:02:43  <coopserver> <Absolutis> sign !here
17:13:59  <coopserver> <nicfer> do I need full all-to-all BBHs?
17:30:53  <coopserver> <Absolutis> hm
17:31:12  <coopserver> <Absolutis> i might have overestimated the amount of the cargo coming from the colorless area
17:31:31  <coopserver> <Absolutis> LR could probably be enough
17:37:37  *** Hazzard has joined #openttdcoop
17:37:42  <coopserver> <Absolutis> !help gap
17:37:46  <Hazzard> !players
17:37:48  <Hazzard> @gap
17:37:48  <Webster> Hazzard: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
17:37:52  <Hazzard> !playercount
17:37:52  <coopserver> Hazzard: There are currently 3 players and 1 spectators, making a total of 4 clients connected
17:37:57  <Hazzard> !password
17:37:57  <coopserver> Hazzard: ingame
17:38:10  <coopserver> *** Game paused (connecting clients)
17:38:13  <coopserver> *** Hazzard has joined
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17:38:14  <coopserver> <Absolutis> @@gap 8
17:38:15  <Webster> coopserver: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
17:38:39  <coopserver> <Hazzard> @gap 8
17:38:53  <Hazzard> @gap 8
17:38:53  <Webster> Hazzard: For Trainlength of 8: <= 14 needs 2, 15 - 24 needs 3, 25 - 34 needs 4.
17:39:02  <coopserver> <Absolutis> i wonder why didnt it work here
17:39:26  <coopserver> <Absolutis> @@gap 2 3
17:39:27  <Webster> coopserver: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
17:40:05  <coopserver> <Hazzard> Now to fulfull the goal of creating a heart-shaped hub
17:40:14  <Absolutis> !gap
17:40:30  <coopserver> <Hazzard> So each SL needs a drop and a pickup?
17:40:35  <coopserver> <Absolutis> each town.
17:40:44  <coopserver> <Absolutis> exception can be made
17:40:59  <coopserver> <Hazzard> :O
17:41:03  <coopserver> <Absolutis> etc frutford and baningstone are so close that 1 pair of stations are probably enough
17:41:56  <coopserver> <Absolutis> my stations (Share The Love, Trintburg Love Factory) are probably a bit overkill tho, so dont be intimidated
17:41:57  <coopserver> <Hazzard> So how would primaries be connected to aSL?
17:42:06  <coopserver> <Absolutis> towns have local networks
17:43:10  <coopserver> <Hazzard> There are separate SLs, right?
17:43:20  <coopserver> <Absolutis> i think
17:43:29  <coopserver> <Absolutis> im not entirely sure about the plan
17:43:31  <coopserver> <Absolutis> ask V
17:43:49  <coopserver> <Absolutis> or read it again to see if it clarifies
17:43:56  <coopserver> <Absolutis> it doesnt tho
17:44:00  <coopserver> <Absolutis> to save your time
17:44:27  <coopserver> <Hazzard> I think I understand
17:52:59  <coopserver> <nicfer> @gap 2
17:53:04  <coopserver> <Absolutis> @@gap 2
17:53:06  <Webster> coopserver: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
17:53:14  <coopserver> <Absolutis> and screws it up for some reason
17:53:19  <coopserver> <Hazzard> @@gap 2 2
17:53:20  <Webster> coopserver: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
17:53:25  <coopserver> <Absolutis> gj webster
17:53:27  <coopserver> <Hazzard> @gapppppp
17:53:28  <coopserver> <Absolutis> just do it in irc
17:53:31  <coopserver> <Hazzard> @@gappp
17:53:48  <nicferirc> @gap 2
17:53:49  <Webster> nicferirc: For Trainlength of 2: <= 8 needs 2, 9 - 12 needs 3, 13 - 16 needs 4.
17:53:50  <V453000> "SL" can obviously service multiple towns
17:53:51  <coopserver> <Absolutis> btw did you know webster hates me?
17:53:55  <Absolutis> @gap
17:54:05  <coopserver> <Hazzard> I assumed that
17:54:10  <coopserver> <Hazzard> It would be crazy...
17:54:12  <V453000> since "SL"s dont exist, ...
17:54:18  <V453000> everything is technically ML
17:58:58  <coopserver> <Absolutis> i should probably build my own hub
17:59:14  <coopserver> <Absolutis> near trendtown
18:00:34  <coopserver> <nicfer> does toyland have industry subsidence disaster?
18:03:06  <V453000> !password
18:03:06  <coopserver> V453000: victor
18:03:16  <V453000> !password
18:03:16  <coopserver> V453000: erodes
18:03:23  <coopserver> *** Game paused (connecting clients)
18:03:26  <coopserver> *** V453000 has joined
18:03:27  <coopserver> *** Game unpaused (connecting clients)
18:03:31  <coopserver> <Absolutis> O/
18:03:34  <coopserver> <V453000> hy
18:03:52  <coopserver> <V453000> no colors is a wtf rule :d
18:04:07  <coopserver> <Absolutis> exactly
18:05:08  <coopserver> <Absolutis> should hubs to town stations still be called SLH
18:05:12  <coopserver> <nicfer> is all to all mandatory on bbhs?
18:05:13  <coopserver> <Absolutis> or should they be MSH
18:05:27  <coopserver> <Hazzard> WTFH
18:05:28  *** TheZonta has left #openttdcoop
18:05:46  <coopserver> <Absolutis> :D
18:06:25  <coopserver> *** V453000 has left the game (Leaving)
18:09:28  <coopserver> *** nicfer has joined spectators
18:12:17  <coopserver> <Hazzard> It's weird not using prios
18:12:27  <coopserver> <Absolutis> EVERYONE MUST BE TREATED EQUALLY
18:12:46  <coopserver> <Hazzard> Like I said before,
18:13:04  <coopserver> <Hazzard> ...communist
18:15:09  <coopserver> <Hazzard> Hmm
18:15:19  <coopserver> <Hazzard> Maybe this WTFH should be LLRR
18:24:16  <coopserver> <Hazzard> :D
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18:33:38  <coopserver> <Absolutis> i sure hope this hub is enough
18:33:47  <coopserver> <Absolutis> boy that took a longer time than i thought
18:34:41  <coopserver> *** Absolutis has left the game (general timeout)
18:34:45  <Absolutis> aww shieet
18:34:54  <Absolutis> !password
18:34:54  <coopserver> Absolutis: closed
18:35:06  <Absolutis> that's what you did to my connection
18:35:07  <Absolutis> ha
18:35:14  <coopserver> *** Game paused (connecting clients)
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18:35:19  <coopserver> <Hazzard> ?
18:38:14  *** ODM has quit IRC
18:40:18  <coopserver> <Absolutis> the network is forming up
18:40:53  <coopserver> *** nicfer has joined company #1
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19:00:48  <coopserver> <Absolutis> uhh hazzard
19:00:52  <coopserver> <Hazzard> :|
19:00:55  <coopserver> <Absolutis> what bout the sweet factories at each town
19:01:16  <coopserver> <Hazzard> uhm
19:01:28  <coopserver> <Absolutis> beer factories*
19:02:05  <coopserver> <Hazzard> Transfer would be so much simpler
19:02:13  <coopserver> <Hazzard> I think
19:02:13  <coopserver> <Hazzard> :/
19:03:36  <coopserver> <Hazzard> So I suppose each city needs two stations?
19:04:13  <coopserver> <Absolutis> Technically three.
19:04:32  <coopserver> <Absolutis> Though i don't think it would be catastrophic to do one beer factory for all 3 towns
19:04:34  <Hazzard> Well, two connected to the ML
19:04:36  <coopserver> <Absolutis> or actually 2
19:04:41  *** Tray has joined #openttdcoop
19:04:51  <Tray> !password
19:04:51  <coopserver> Tray: normal
19:04:53  <coopserver> <Absolutis> 1 dropoff (resources and beer) 1 pickup (beer)
19:05:09  <coopserver> *** Game paused (connecting clients)
19:05:11  <coopserver> *** Tray has joined
19:05:12  <coopserver> *** Game unpaused (connecting clients)
19:05:18  <coopserver> <Tray> hi
19:05:36  <coopserver> <Hazzard> Hi
19:05:50  <coopserver> <Jam35> hi
19:06:20  <coopserver> <Jam35> logically ML trains would drop then pickup?
19:06:34  <coopserver> <Absolutis> umm nah
19:06:51  <coopserver> <Hazzard> Another option would be to have a big transfer hub
19:06:57  <coopserver> <Hazzard> Like yours
19:06:59  <coopserver> <Absolutis> from each beer factory you send a train going to each of the drops individually
19:07:02  <coopserver> <Jam35> you haven't allowed for that but...
19:07:41  <coopserver> <Hazzard> I imagine the orders would be a huge pain
19:07:50  <coopserver> <Absolutis> hardly
19:07:53  <coopserver> <Absolutis> i mean
19:08:10  <coopserver> <Absolutis> make something that goes to each station once, transferring or dropping appropriately
19:08:16  <coopserver> <Absolutis> put a dummy somewhere
19:08:25  <coopserver> <Absolutis> and leave space for the pickup part
19:08:41  <coopserver> <Absolutis> oh wait
19:08:48  <coopserver> <Hazzard> But that's if you have a transfer hub
19:09:04  <coopserver> <Absolutis> eh idk
19:09:08  <coopserver> <Hazzard> It may be simpler just to do that
19:09:30  <coopserver> <Hazzard> Plan says "pickup -> A, pickup -> B"
19:09:43  <coopserver> <Hazzard> I imagine that would be followed by C, D, E, F etc
19:10:30  <coopserver> <Jam35> I assume making drop in between :)
19:11:00  <coopserver> <Hazzard> I think ABC... are drops
19:11:29  <coopserver> *** Absolutis has joined spectators
19:12:08  <coopserver> <Tray> what's the point?
19:13:17  <coopserver> <Jam35> of? :)
19:13:55  <coopserver> <Hazzard> creating a society in which people share their beer harmoniously.
19:14:27  <coopserver> <Tray> I can see reason for that. I was wondering what you'd argued about just to join the discussion.
19:14:51  <coopserver> <Hazzard> Uhm
19:14:58  <coopserver> <Jam35> argued?
19:15:03  <Sylf> !password
19:15:03  <coopserver> Sylf: normal
19:15:07  <coopserver> *** Game paused (connecting clients)
19:15:10  <coopserver> *** Sylf has joined
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19:15:12  <coopserver> <Hazzard> About how exactly wtf hubs should be
19:15:15  <Sylf> how abnormal password
19:15:18  <coopserver> <Sylf> WTF
19:15:23  <coopserver> <Sylf> Who changed the company color
19:15:27  <coopserver> *** Sylf has joined company #1
19:15:38  <coopserver> <Jam35> V
19:15:39  <coopserver> <Hazzard> Well that's no fun
19:15:45  <coopserver> <Jam35> i think
19:16:03  <coopserver> <Hazzard> wasn't v
19:16:32  <Jam35> [18:07] <@coopserver> <V453000> no colors is a wtf rule :d
19:16:38  <Jam35> idk then
19:16:44  <coopserver> <Hazzard> I did
19:16:46  <coopserver> <Hazzard> :|
19:17:06  <coopserver> <Sylf> "no color rule" is referred to the top corner of the map
19:17:11  <coopserver> <Absolutis> yes
19:17:27  <coopserver> <Jam35> meh it was fun anyway
19:18:31  <coopserver> <Jam35> maybe my tranlsations are not so good today
19:18:33  <coopserver> <Hazzard> Absolutis: Which station is for what in your hub?
19:18:57  <coopserver> <Absolutis> "Share The Love" is the beer in station
19:19:23  <coopserver> <Absolutis> trains transfer there, and then my steamers take the beer to the individual town stations
19:19:28  <coopserver> <Sylf> come on people
19:19:32  <coopserver> <Absolutis> "Love Factory" is the beer factory station
19:19:36  <coopserver> <Sylf> follow standard naming convention
19:19:56  <coopserver> <Sylf> those "wanna be funny" names only confuse people
19:19:57  <coopserver> *** Sylf has left the game (Leaving)
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19:20:21  <coopserver> <Absolutis> ill change those names in a sec
19:22:05  <Sylf> If we play this game like a pax game, then each towns won't need 2 stations...
19:22:28  <Sylf> In stead of pax, we produce beer at each town
19:27:45  <Sylf> except, that wouldn't work with the train orders in the plan
19:28:41  <coopserver> <Tray> why not? It seems pretty reasonable to drop at a town pickup the stuff and deliver things to the next town
19:29:03  <Sylf> you think it'll work?
19:29:04  <coopserver> <Hazzard> That would work as long as there is no full-load
19:29:49  <coopserver> <Hazzard> yes?
19:30:17  <coopserver> <Tray> htm
19:30:32  <coopserver> <Tray> We need some way to deal with the unbalanced load
19:30:50  <coopserver> <Hazzard> The only problem there is, I think, is that each train would need a massive number of orders
19:31:01  <coopserver> <Tray> conditionals maybe but that would leed to a whole mess of orders
19:31:33  <Sylf> normally, pax game has bunch of point-to-point orders, no full load
19:31:37  <coopserver> <Tray> we may have point to point connections
19:31:56  <coopserver> <Tray> the difference to pax games is the amount of stations connected to the main network
19:44:57  <coopserver> *** Hazzard has left the game (Leaving)
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19:57:10  <coopserver> <Tray> why can't I fund new buildings?
19:58:05  <coopserver> *** Jam35 has left the game (Leaving)
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20:03:48  <coopserver> <Tray> oh
20:04:07  <coopserver> <Tray> I think the plan means that with 4 town a b c d
20:04:24  <coopserver> <Tray> trains are going pickup at a drop at b pickup at a drop at c
20:04:38  <coopserver> <Tray> that would solve the unbalanced production problems
20:04:45  <coopserver> <Tray> but still means a shitload of orders
20:10:37  <coopserver> *** Tray has left the game (Leaving)
20:10:37  <coopserver> *** Game paused (number of players)
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21:28:53  *** ChanServ sets mode: +o Maraxus
21:29:23  <Maraxus> !password
21:29:23  <coopserver> Maraxus: server
21:29:32  <coopserver> *** Game still paused (connecting clients, number of players)
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22:03:16  <edi__> !password
22:03:16  <coopserver> edi__: caller
22:03:25  <coopserver> *** Game still paused (connecting clients, number of players)
22:03:28  <coopserver> *** edi__ has joined
22:03:29  <coopserver> *** Game still paused (number of players)
22:03:29  <coopserver> *** Game unpaused (number of players)
22:08:24  <coopserver> *** edi__ has left the game (Leaving)
22:08:25  <coopserver> *** Game paused (number of players)
22:40:58  <tyteen4a03> !playercount
22:40:58  <coopserver> tyteen4a03: There are currently 1 players and 1 spectators, making a total of 2 clients connected
22:41:29  <tyteen4a03> !password
22:41:29  <coopserver> tyteen4a03: grades
22:41:33  <coopserver> *** Game still paused (connecting clients, number of players)
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22:44:59  <theholyduck> !password
22:44:59  <coopserver> theholyduck: grades
22:45:13  <coopserver> *** Game paused (connecting clients)
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22:46:53  <coopserver> *** nicfer has joined company #1
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22:51:16  <coopserver> <theholyduck> hmm, going to make some foodstuff and then i shall build a sideline hub
22:53:04  <coopserver> *** theholyduck has joined company #1
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23:53:35  <Hazzard> !password
23:53:35  <coopserver> Hazzard: soften
23:53:46  <coopserver> *** Game paused (connecting clients)
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