Config
Log for #openttdcoop on 13th August 2014:
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00:08:13  *** keoz has quit IRC
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00:22:46  <Generalcamo> !info
00:22:47  <coopserver> Generalcamo: #openttdcoop - Public Server (www.openttdcoop.org), Version: r26720, date: Mar 02 2330, clients connected: 3, map size: 512x512, address: publicserver-new.openttdcoop.org:3983
00:22:52  <Generalcamo> !password
00:22:52  <coopserver> Generalcamo: stages
00:22:53  <coopserver> <Sassafrass> trains!
00:23:10  <coopserver> *** Game paused (connecting clients)
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00:23:33  <coopserver> *** Generalcamo has joined company #1
00:24:30  <coopserver> <Generalcamo> Nice to see trains up and running
00:24:40  <coopserver> <Generalcamo> They are SO SLOW though
00:26:47  <coopserver> <Hazzard> choo choo
00:30:16  <coopserver> <Generalcamo> Alright, I'm going to set up some trains, but I need someone to double check my thinking
00:31:12  <coopserver> <Generalcamo> SLH01-->1B(Clay)-->1X, 3X(BM)-->SLH01
00:32:19  <coopserver> <Hazzard> Looks right
00:32:32  <coopserver> <Sylf> you can simply copy the orders on the existing trains and edit where needed
00:32:39  <coopserver> <Generalcamo> Will do
00:33:21  <coopserver> <Sassafrass> so does every train hit every staiton?
00:33:28  <coopserver> <Hazzard> pls no
00:33:38  <coopserver> <Sylf> not all the igloo stations
00:33:49  <coopserver> <Sylf> all trains hit all main stations
00:34:06  <coopserver> <Hazzard> Doesn't SLH03 go agains the feeder network in the plan
00:34:36  <coopserver> <Sylf> machineries are dropped at the closest uranium mine/oil well/ore mine from the train's home SLH
00:35:01  <coopserver> <Sylf> oh
00:35:07  <coopserver> <Sylf> damn it does
00:35:11  <coopserver> <Sassafrass> that's what I was wondering
00:35:25  <coopserver> <Sylf> I missed that part of the plan
00:35:41  <coopserver> <Sylf> well fuck
00:36:12  <coopserver> <Generalcamo> Impromptu Plan change then.. unless you want to fix it
00:40:35  <coopserver> <Sylf> oh, don't use the cat
00:40:46  <coopserver> <Sylf> see trains 2 & 3 for the sample trains for that area
00:41:04  <coopserver> <Generalcamo> Oh yeah.. forgot about that
00:41:14  <coopserver> <Sylf> change the setting in your client so you use Go Non-Stop as the default order
00:41:32  <coopserver> <Generalcamo> On it
00:43:57  <coopserver> <Generalcamo> What exactly is the point of SLF 01 Yeti B? The YETI hut it covers is already done by the main station
00:44:05  <coopserver> <Generalcamo> *SLH
00:44:28  <coopserver> <Sylf> mostly to drop the food and building materials
00:44:45  <coopserver> <Generalcamo> Ahh.. that makes sense
00:47:53  <coopserver> <Sylf> you shouldn't be fully loading at the transfer station
00:47:59  <coopserver> <Sylf> do that at the igloo stations
00:48:23  <coopserver> <Hazzard> Grain Farm died?
00:48:43  <coopserver> <Generalcamo> Is building raw materials turned on?
00:48:54  <coopserver> <Hazzard> guess so
00:49:37  <coopserver> <Sylf> for trains 44 and 45, use shared orders
00:49:53  <coopserver> <Sylf> also, don't forget to build the trains that carry food too
00:49:53  <coopserver> <Generalcamo> Nope
00:49:58  <coopserver> <Hazzard> I have nightmares about trains that don't have shared orders
00:50:04  <coopserver> <Generalcamo> 44 does building materials, 45 does food
00:50:10  <coopserver> <Generalcamo> Can't share orders
00:50:53  <coopserver> <Hazzard> Any reason SL01 is collecting pax?
00:51:10  <coopserver> <Sylf> it had wrong cargo refit for a minute
00:51:18  <coopserver> <Generalcamo> Sorry
00:51:25  <coopserver> <Sylf> I think they go away in these versions of openttd after a while
00:51:32  <coopserver> <Hazzard> oh good
00:52:06  <coopserver> <Sylf> I may be wrong...
00:53:48  <coopserver> <Hazzard> How do the ML trains workfor the transfer hubs?
00:54:30  <coopserver> <Sylf> exactly the same as if they aren't transfer
00:55:01  <coopserver> <Hazzard> D:
00:55:12  <coopserver> <Hazzard> Those are a lot of orders
00:55:17  <coopserver> <Sylf> the building materials and food are transfered at the hub station
00:55:24  <coopserver> <Sylf> that's the only difference
00:56:00  <coopserver> <Hazzard> Ok if I add SL01 trains?
00:56:13  <coopserver> <Sylf> ok
00:56:27  <coopserver> <Generalcamo> Go ahead
00:56:28  <coopserver> <Sylf> and take the machinery to the clay pit
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00:56:54  <coopserver> <Generalcamo> I will continue to work on the sidelines of SLH 01
01:01:19  <coopserver> <Hazzard> Ah. some trains bypass the first station
01:01:31  <coopserver> <Sylf> ?
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01:01:56  <coopserver> <Hazzard> When they had machines then they skip the first station and go straight to refit
01:01:57  <coopserver> *** Sassafrass has joined company #1
01:02:02  <coopserver> <Hazzard> at the hub
01:02:05  <coopserver> <Hazzard> slh
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01:02:19  <coopserver> <Sylf> hmmm
01:02:32  <coopserver> <Sylf> why the hell did pax station rating go up?
01:02:55  <coopserver> <Hazzard> hmm
01:03:02  <coopserver> <Hazzard> or they could skip the refit
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01:03:38  <coopserver> <Sylf> the machines are dropped at the mines/oil field, then they need to return to the transfer station empty
01:04:16  <coopserver> <Sylf> between the mine drop station and transfer pickup station, the trains will be forced to visit 2 depots.  you can do the refit at either of those
01:04:33  <coopserver> <Hazzard> Or provide some sort of bypass at the station
01:04:40  <coopserver> <Sylf> right
01:04:52  <coopserver> <Hazzard> I'll probably change my SLH's station
01:06:26  <coopserver> <Hazzard> I guess the main stations could have been more interesting if that had been taken into account
01:07:00  <coopserver> <Sylf> that's for 3 out of 10 main stations
01:07:18  <coopserver> <Sylf> 3x stations
01:07:23  <coopserver> <Hazzard> primaries?
01:07:32  <coopserver> <Sylf> wait... hmmm
01:07:34  <coopserver> <Hazzard> wait no
01:07:35  <coopserver> <Sylf> yeah, all primaries
01:07:41  <coopserver> <Hazzard> it would be *B
01:07:44  <coopserver> <Sylf> since all primaries take machines
01:07:53  <coopserver> <Hazzard> These names are confusing
01:08:04  <coopserver> <Generalcamo> This plan is confusion
01:08:08  <coopserver> <Generalcamo> *confusing
01:08:08  <coopserver> <Sylf> 1ABC, 2AB and 3ABC
01:08:26  <coopserver> <Sylf> 1ABC produce stuff used by 1X
01:08:36  <coopserver> <Sylf> 2AB produce for 2X
01:08:57  <coopserver> <Sylf> 3ABC have 1 extra step of 3AA, 3BB, 3CC, but they'll all go to 3X
01:09:17  <coopserver> <Sylf> then everything from 1X, 2X and 3X go to 4X (worker station)
01:09:22  <coopserver> <Hazzard> What does the number mean and what does the letter mean
01:09:25  <coopserver> <Sylf> pretty simple
01:09:27  <coopserver> <Hazzard> Where is that diagram
01:09:37  <coopserver> <Sylf> 1 is the building material related industries
01:09:45  <coopserver> <Sylf> X is the secondary/tertiary
01:09:53  <coopserver> <Sylf> 2 is the food related industries
01:10:06  <coopserver> <Sylf> 3 is the machinery stuff
01:10:27  <coopserver> <Sylf> A&B&C are the primaries
01:10:43  <coopserver> <Hazzard> So the letter doesn't really matter there
01:10:49  <coopserver> <Hazzard> Could just use industry name
01:10:49  <coopserver> <Sylf> AA&BB&CC are the secondaries for oil/steel/batteries
01:11:37  <coopserver> <Sylf> the A,B,C comes handy for machinery
01:11:58  <coopserver> <Sylf> as cargoes flow 4X -> 3A -> 3AA -> 3X -> 4X
01:11:59  <coopserver> <Sylf> etc
01:15:05  <coopserver> <Generalcamo> The trains that just arrived at SLH one picked up the workers.. not bothering to drop off food or building materials
01:15:37  <coopserver> <Sylf> they were all empty
01:15:41  <coopserver> <Sylf> brand new trains
01:15:42  <Hazzard> they were just made
01:15:44  <coopserver> <Generalcamo> Oh.. never mind
01:17:25  <coopserver> <Generalcamo> Sassafras, you did a nice job at your junction
01:17:57  <coopserver> <Hazzard> aha
01:18:09  <coopserver> <Hazzard> smart
01:18:30  <coopserver> <Generalcamo> Someone explain to me why Train 59 is NOT a logic engine?
01:18:31  <coopserver> <Sylf> the release timer?
01:18:49  <coopserver> <Generalcamo> Oh.. never mind, release timer
01:19:05  <coopserver> <Sylf> so we don't release so many trains at once
01:19:28  <coopserver> <Generalcamo> Could have used a logic engine though
01:19:37  <coopserver> <Generalcamo> I find them much cooler
01:20:51  <coopserver> <Sylf> the logic train going at 5 miles/hour?  no thanks.
01:26:34  <coopserver> <Sylf> pax are gone from SLH 01 :)
01:38:52  <coopserver> <Sylf> haz, those signals will get the trains stuck
01:39:01  <coopserver> <Hazzard> How so?
01:39:18  <coopserver> <Hazzard> oh
01:39:25  <coopserver> <Hazzard> i know
01:39:26  <coopserver> <Sylf> if a train leaves the pickup station, the entry signal turns green
01:40:45  <coopserver> <Sylf> i think you can keep the basic layout, but take the depot to the other end
01:40:51  <coopserver> <Sylf> and use path signal at the station entry
01:41:49  <coopserver> <Sylf> I'm gonna try it out myself
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01:44:02  <Hazzard> brb
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01:57:48  <coopserver> <Generalcamo> Sylf: Why are you not using feeder networks?
01:58:08  <coopserver> <Generalcamo> Why are you connecting YETI huts directly to the main line?
01:58:12  <coopserver> <Sylf> see SLH 06
02:01:03  <coopserver> <Hazzard> ?
02:01:33  <coopserver> <Hazzard> oh shoot I'm dumb
02:01:50  <coopserver> <Generalcamo> What did you do?
02:01:55  <coopserver> <Sylf> it really doesn't matter if transfer station is used or not
02:02:09  <coopserver> <Hazzard> I called my station 06 instead of 05
02:02:20  <coopserver> <Hazzard> Which confused me
02:02:40  <coopserver> <Hazzard> That works
02:02:50  <coopserver> <Hazzard> I think I'm going to try something slightly different though
02:04:20  <coopserver> <Generalcamo> There is an uneven flow of materials right now
02:04:47  <coopserver> <Generalcamo> What you put in industries does not equal what comes out
02:04:59  <coopserver> <Generalcamo> Ratings are appalling at most stations.. that may have something to do with it
02:05:20  <Sylf> the
02:05:27  <Sylf> the low ratings is from lack of trains
02:05:53  <coopserver> <Generalcamo> So.. build more trains, right?
02:05:54  <Sylf> the whole thing will work better when we have more trains
02:06:07  <Sylf> to build more trains, we need more SLHs
02:17:00  <coopserver> <Sassafrass> watching these trains is funny
02:17:22  <coopserver> <Sylf> :>
02:17:54  *** luaduck is now known as luaduck_zzz
02:28:42  <coopserver> <Generalcamo> SLH 01 has all stations filled with trains
02:28:54  <coopserver> <Generalcamo> which means time for me to leave
02:28:58  <coopserver> *** Generalcamo has left the game (Leaving)
02:29:00  <coopserver> <Hazzard> cya
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02:53:14  <coopserver> <Sassafrass> will the train ever get to order 2?
02:53:32  <coopserver> <Sylf> they shouldn't
02:53:37  <coopserver> <Sassafrass> oh it's just a label?
02:53:49  <coopserver> <Sassafrass> like a comment?
02:53:49  <coopserver> <Sylf> yes
02:59:17  <coopserver> <Sassafrass> what does train 87 do
02:59:32  <coopserver> <Sylf> it's a release timer for new trains
02:59:47  <coopserver> <Sylf> so not all 100 trains flood the system all at once
03:08:42  <coopserver> <Sassafrass> why do you make those circle tracks?
03:08:58  <coopserver> <Sylf> those are waiting buffers
03:09:12  <coopserver> <Sylf> sort of like overflows without depots
03:09:26  <coopserver> <Sassafrass> how are they waiting buffers?
03:09:50  <coopserver> <Sylf> see the SLH 6 station...
03:10:17  <coopserver> <Sassafrass> woah
03:10:17  <coopserver> <Sassafrass> wtf
03:10:24  <coopserver> <Sassafrass> that doesn't crash?
03:10:30  <coopserver> <Sassafrass> that's super cool and cheap :P
03:10:37  <coopserver> <Sylf> nope.  trains can't crash into themselves
03:10:42  <coopserver> <Sassafrass> neat trick
03:10:54  <coopserver> <Sassafrass> keeps them going full speed
03:11:11  <coopserver> <Sassafrass> makes me want to make a merger with those
03:11:28  <coopserver> <Sylf> yeah, I got one in SLH 03
03:12:03  <coopserver> <Sassafrass> badass
03:12:31  <coopserver> <Sassafrass> who invented that?
03:35:53  <coopserver> <Sylf> oh, who invented it?  I don't know
03:36:50  <coopserver> <Sylf> I first saw it in PSG 203
03:37:01  <coopserver> <Sylf> @@PSG203
03:37:02  <coopserver> <Sassafrass> you've been here for awhile
03:37:20  <coopserver> <Sylf> yeah, about 3-4 years
03:37:40  <coopserver> <Sassafrass> is your name pronouced "self"?
03:37:44  <coopserver> <Sassafrass> owr silf
03:38:00  <coopserver> <Sylf> just like sylph
03:38:04  <coopserver> <Sassafrass> k
03:38:52  <coopserver> <Sylf> I've also confused a few spanish... apparently sylf is short for sylvia
03:39:20  <coopserver> <Sassafrass> wait
03:39:29  <coopserver> <Sassafrass> so it's psylph?
03:39:43  <coopserver> <Sassafrass> silph
03:39:43  <coopserver> <Sylf> no silent p
03:39:52  <coopserver> <Sassafrass> psy as in psycho
03:40:04  <coopserver> <Sassafrass> oh
03:40:09  <coopserver> <Sassafrass> I'm confused lol
03:40:32  <coopserver> <Sylf> but yeah, "y" is pronounced just like psycho.
03:40:37  <coopserver> <Sylf> wait no
03:40:43  <coopserver> <Sylf> not y
03:40:49  <coopserver> <Sassafrass> so it's pronounced like I
03:40:52  <coopserver> <Sassafrass> no
03:40:53  <coopserver> <Sylf> more like milk
03:40:53  <coopserver> <Sassafrass> e
03:40:58  <coopserver> <Sassafrass> okay
03:40:59  <coopserver> <Sassafrass> yeah
03:41:02  <coopserver> <Sassafrass> got it
03:41:02  <coopserver> <Sassafrass> haha
03:41:14  <coopserver> <Sassafrass> like silk but with an f
03:41:20  <coopserver> <Sylf> yup.
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03:53:52  <coopserver> <Sylf> hmm
03:54:00  <coopserver> <Sylf> how did that crash happen...
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04:16:40  <coopserver> <Hazzard> ty
04:16:44  <coopserver> <Sylf> np
04:39:26  <coopserver> <Hazzard> Train 74's orders are weird
04:41:10  <coopserver> <Sylf> oh
04:41:22  <coopserver> <Sylf> found the error
04:44:32  <coopserver> <Hazzard> oh
04:44:38  <coopserver> <Hazzard> trains being dumb at my main hub
04:45:01  <coopserver> <Hazzard> waoh
04:45:02  <coopserver> <Hazzard> oh
04:45:51  <coopserver> <Hazzard> I guess that's one of the machinery industries?
04:46:14  <coopserver> <Sylf> yeah
04:46:36  <coopserver> <Hazzard> IT's probably best to just bypass the depots here and refit at sl
04:46:51  <coopserver> <Sylf> I know
04:47:06  <coopserver> <Sylf> done
04:47:18  <coopserver> <Hazzard> Orders have to be fixed though ...
04:47:24  <coopserver> <Sylf> yeah
04:48:27  <coopserver> <Hazzard> I guess it's as easy as just changing the order of two orders
04:49:58  <coopserver> <Sylf> should be all fixed
04:50:51  <coopserver> <Hazzard> great
04:52:23  <coopserver> <Hazzard> I see a major problem
04:52:41  <coopserver> <Hazzard> All the yeti dudes are going to the 3B oil well instead of the 1C forest
04:53:07  <coopserver> <Sylf> are they?
04:53:15  <coopserver> <Sylf> or is that just a part of the wave?
04:53:23  <coopserver> <Hazzard> Look at !here
04:53:38  <coopserver> <Sylf> oh that oil
04:54:27  <Sylf> !pause
04:54:28  <coopserver> *** Game paused (manual)
04:54:47  <coopserver> <Sylf> I'll magic dozer it off line and reload the game
04:54:52  <coopserver> *** Sylf has left the game (Leaving)
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04:55:01  <coopserver> *** Game still paused (manual, number of players)
04:55:11  <Hazzard> brb
04:56:52  <coopserver> Starting new game
04:56:57  <coopserver> *** Sassafrass has left the game (connection lost)
04:56:57  <coopserver> Now playing on #openttdcoop - Public Server (www.openttdcoop.org) (Version r26720)
04:56:57  <coopserver> *** Game paused (number of players)
04:57:03  <Sylf> !auto
04:57:18  <Sylf> !password
04:57:18  <coopserver> Sylf: maglev
04:57:21  <coopserver> *** Game still paused (connecting clients, number of players)
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04:57:31  <Sylf> ah, fail.
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04:57:55  *** ChanServ sets mode: +o Sylf
04:58:00  <coopserver> *** Sassafrass has left the game (connection lost)
04:58:49  <coopserver> Starting new game
04:58:49  <coopserver> Now playing on #openttdcoop - Public Server (www.openttdcoop.org) (Version r26720)
04:58:49  <coopserver> *** Game paused (number of players)
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04:59:05  <coopserver> *** Game still paused (number of players)
04:59:15  <Sylf> !auto
04:59:38  <Sylf> !rcon set min_active_clients
04:59:40  <coopserver> Current value for 'min_active_clients' is: '2' (min: 0, max: 255)
04:59:42  <Sylf> !rcon set min_active_clients 1
04:59:43  <coopserver> *** Game unpaused (number of players)
05:15:42  <Hazzard> !password
05:15:42  <coopserver> Hazzard: bubble
05:15:53  <coopserver> *** Game paused (connecting clients)
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05:43:31  <Hazzard> !password
05:43:31  <coopserver> Hazzard: ending
05:43:39  <coopserver> *** Game paused (connecting clients)
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05:53:39  <coopserver> <Hazzard> I gtg sleep now
05:53:48  <coopserver> <Sylf> me2
05:53:53  <coopserver> *** Sylf has left the game (Leaving)
05:53:55  <Sylf> gn
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05:54:05  <Hazzard> 'night
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13:47:35  <Sassafrass> !players
13:47:35  <coopserver> Sassafrass: The server is empty, noone is connected. Feel free to remedy this situation
13:47:38  <Sassafrass> hhi
14:02:13  <Sassafrass> I built OpenTTD on windows
14:02:22  <Sassafrass> and I'm really impressed with how easy it was to setup the build system.
14:02:33  <Sassafrass> I'm going to add a new signal :D
14:03:36  <planetmaker> hm :)
14:03:51  <planetmaker> Sassafrass, how useful is "a new signal" which only fits your purpose?
14:04:05  <Sassafrass> it's fun?
14:04:29  <planetmaker> and what purpose could that new signal fill?
14:04:39  <Sassafrass> it's going to be a combo_invert signal
14:04:48  <Sassafrass> red if any exit signal is green
14:05:21  <planetmaker> uhu :) signal logic fan there, eh? :)
14:06:24  <Sassafrass> yeah but I don't like that we need 2 trains to make a not gate :P
14:06:29  <planetmaker> did you have a look at https://www.google.com/search?q=not+signal+logic+site%3Att-forums.net ?
14:06:30  <Webster> Title: not signal logic site:tt-forums.net - Google Search (at www.google.com)
14:06:56  <planetmaker> some of those patches might already implement that (albeit being horribly out-of-date)
14:08:56  <Sassafrass> wow
14:08:59  <Sassafrass> way to ruin my fun
14:09:05  <planetmaker> :(
14:09:13  *** Vinnie has joined #openttdcoop
14:09:17  <Vinnie> !password
14:09:17  <coopserver> Vinnie: rounds
14:09:20  <planetmaker> sorry, was not my intention.
14:09:46  <coopserver> *** Game still paused (connecting clients, number of players)
14:09:50  <coopserver> *** Upside down rainbow has joined
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14:09:56  <planetmaker> rather meant as getting-started help
14:10:00  <coopserver> *** Upside down rainbow has changed his/her name to Vinnie
14:10:16  <planetmaker> neither patch will work anymore, for sure. Thus you could use them as guide at best in order to write your own
14:11:10  <Sassafrass> These looks way more advanced than what I had in mind
14:11:26  <Sassafrass> guess people already had a demand for logic signals
14:13:20  <planetmaker> comes to mind like http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/ :)
14:14:20  <planetmaker> http://blog.openttdcoop.org/2009/01/18/optimization-of-logic-logic-gates-part-ii/ <-- ah, more what I had in mind :)
14:14:36  <planetmaker> http://blog.openttdcoop.org/2008/06/17/the-insane-led-counter-logic-gates-part-1/ <-- and that
14:15:16  <planetmaker> hence also the existence of the 'logic engine' as separate NewGRF or even as part of something like NUTS :)
14:16:44  <planetmaker> see also http://www.tt-forums.net/viewtopic.php?f=29&t=37902 for crazyness :)
14:16:45  <Webster> Title: Transport Tycoon Forums View topic - LED counter (at www.tt-forums.net)
14:17:53  <planetmaker> http://www.tt-forums.net/viewtopic.php?f=29&t=37902&p=707465 <-- especially there, where he built a complete ALU with it ;)
14:17:54  <Webster> Title: Transport Tycoon Forums View topic - LED counter (at www.tt-forums.net)
14:19:21  <coopserver> *** Vinnie has left the game (Leaving)
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15:08:41  <Vinnie> ding
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15:20:44  <Sassafrass> I can't seem to figure out sprites
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15:29:16  <Hazzard> !players
15:29:16  <coopserver> Hazzard: The server is empty, noone is connected. Feel free to remedy this situation
15:29:18  <Hazzard> !password
15:29:18  <coopserver> Hazzard: sticky
15:31:55  <Sassafrass> anyone familiar with the OpenTTD codebase?
15:32:11  <Sassafrass> specifically how spriteIDs are determined?
15:32:18  <Hazzard> !password
15:32:18  <coopserver> Hazzard: accept
15:32:26  <coopserver> *** Game still paused (connecting clients, number of players)
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15:35:59  <planetmaker> Sassafrass, that question is better placed in #openttd
15:36:42  <planetmaker> But to answer it: only the base sprites have fixed numbers, the rest is dynamically added on top. See src/sprites* src/table/sprite*
15:38:03  <Sassafrass> I found src/table/sprites but they are all hardcoded numbers, I'm interested in what determines the numbers?
15:38:14  <Sassafrass> static const SpriteID SPR_IMG_SIGNAL_ELECTRIC_COMBO           = SPR_SIGNALS_BASE +  44;
15:38:31  <Sassafrass> but I'll ask elsewhere if that's preferred
15:38:34  <planetmaker> The numbers are set to fixed values in that file
15:38:49  <planetmaker> thus that file determines the numbers
15:38:52  <Sassafrass> how are they linked to the actual sprite?
15:40:15  <Sassafrass> I guess I just don't know where the sprites are.  grf?
15:40:16  <Webster> Read the Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart (again, try !grf)
15:40:36  <Hazzard> lol
15:42:03  *** luaduck is now known as luaduck_zzz
15:42:10  <planetmaker> well, the real base set sprites are fixed and they're the actual sprite number in the base grf. Then there's the extra grf. That has action5 entries. Their structure and meaning is also part of grf specs
15:42:48  <planetmaker> and then there are newgrfs - their sprite numbers are just sequential as they're loaded. Their number is pointless outside and dynamically defined during runtime
15:43:44  <planetmaker> when adding new signals, you want to expand the action5 definiton for signals, probably
15:45:45  <planetmaker> though that might not even be needed... hm... http://newgrf-specs.tt-wiki.net/wiki/VarAction2NewSignals
15:45:46  <Webster> Read the Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart (again, try !grf)
15:45:52  <planetmaker> http://newgrf-specs.tt-wiki.net/wiki/Action5#0E_New_Signals
15:46:16  <Hazzard> New signals?
15:47:48  <planetmaker> possibly rather action5, type 04
15:47:59  <planetmaker> but they're meanwhile all defined, as far as I see
15:48:34  <planetmaker> I'm quite sure openttd does not implement action5, type 0x0E
15:49:31  <Sassafrass> some of what you're saying it making sense.
15:49:34  <Sassafrass> is*
15:54:38  <Vinnie> you making a grf?
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15:56:43  <Sassafrass> just trying to learn.  I don't know anything about grf.
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16:27:20  <Sassafrass> takes so long to build
16:29:32  <coopserver> *** Game paused (connecting clients)
16:29:54  <coopserver> *** Player has joined
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16:30:00  <coopserver> <Hazzard> Hi person
16:30:24  <coopserver> <Player> hi other
16:30:32  <coopserver> <Player> !name Jam35
16:30:32  <coopserver> *** Player has changed his/her name to Jam35
16:30:38  <coopserver> *** Jam35 has joined company #1
16:38:13  <coopserver> <Hazzard> XD
16:39:09  <coopserver> <Hazzard> All the trains stuck at the bottom corner of the map
16:39:52  <coopserver> <Jam35> yes
16:39:56  <coopserver> <Jam35> but why? :)
16:40:07  <coopserver> <Hazzard> A broken order caused them to want to go to
16:40:16  <coopserver> <Hazzard> Thos comment stations at the bottom corner
16:43:15  <coopserver> <Jam35> so a few have now got on the wrong order
16:43:25  <coopserver> <Hazzard> I fixed it I think
16:43:42  <coopserver> <Jam35> but they should leave with iron?
16:43:42  <coopserver> <Hazzard> eh
16:44:05  <coopserver> <Hazzard> There is the conditional skip order
16:44:11  <coopserver> <Hazzard> yup
16:44:14  <coopserver> <Hazzard> some lost trains now
16:45:52  <coopserver> <Hazzard> No wonder it was taking so many trains to get started
16:45:59  <coopserver> <Jam35> :)))
16:48:25  <coopserver> *** Jam35 has left the game (general timeout)
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16:49:25  <coopserver> *** Player has joined company #1
16:49:29  <coopserver> <Player> !name Jam35
16:49:29  <coopserver> *** Player has changed his/her name to Jam35
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16:54:00  <Sylf> !password
16:54:00  <coopserver> Sylf: motion
16:54:04  <coopserver> *** Game paused (connecting clients)
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16:54:59  <coopserver> <Hazzard> Hey Sylf
16:55:05  <coopserver> <Sylf> hi
16:55:10  <coopserver> <Sylf> what's new besides the lost trains?
16:55:50  <coopserver> <Hazzard> Not much
16:57:05  <coopserver> <Sylf> oh
16:57:19  <coopserver> <Sylf> since when did we get the hierchical train groups?
16:57:39  <coopserver> <Hazzard> You mean in OTTD? No idea
16:58:43  <Sassafrass> http://screencast.com/t/hKu5PXY5
16:58:44  <Webster> Title: 2014-08-13_1057 - Sastoman's library (at screencast.com)
16:59:24  <Hazzard> whoa whoa whoa whoa whoa
16:59:26  <Hazzard> you can do that?
16:59:33  <Sassafrass> I added a new signal :D
16:59:45  <Sassafrass> just need to figure out how to do custom sprites
16:59:49  <Sassafrass> I don't understand grf
16:59:53  <coopserver> <Sylf> just playing around what's possible?
17:00:08  <Hazzard> make an XOR signal
17:00:20  <Sassafrass> what's the logic for XOR?
17:00:37  <Hazzard> make all the logics!
17:01:52  <Hazzard> Hmmm....it depends if green is considered ON or if red is considered ON
17:01:58  <Hazzard> @wiki Logic
17:01:59  <Webster> Logic - #openttdcoop Wiki - http://wiki.openttdcoop.org/Special:Search?go=Go&search=Logic
17:02:53  <Hazzard> I guess coop consideres red to be ON, so xor would be red if only one input signal is red
17:03:15  <Sylf> it really doesn't matter what you call on/off or 0/1
17:03:25  <Vinnie> Sassafrass, actually works already or photoshop
17:03:29  <Vinnie> ?
17:03:32  *** InvokeStatic_ has quit IRC
17:03:35  <Sassafrass> yeah it's in game
17:03:37  *** InvokeStatic has joined #openttdcoop
17:03:44  <Sassafrass> fully works
17:03:45  <Vinnie> wow thats fast
17:03:47  <Sassafrass> except graphics
17:04:38  <Sassafrass> XOR would be the 3 signals at the bottom right of that screenshot
17:04:56  <Sassafrass> oh
17:04:57  <Sassafrass> wait no
17:05:20  <Sassafrass> logic is hard
17:05:25  <Hazzard> :D
17:05:40  <Hazzard> make a memory signal :D
17:05:49  <Sassafrass> RS?
17:05:50  <Sylf> pft
17:05:59  <Sylf> memory unit is small enough already
17:06:10  <Hazzard> yolo though
17:06:34  <Sassafrass> crash
17:06:35  <Sassafrass> lol
17:06:39  <Sassafrass> no memory latch
17:08:14  <Sassafrass> it creates an infinite loop
17:08:15  <Sassafrass> hmmm
17:08:24  <Sassafrass> makes sense
17:08:25  <Sassafrass> but how to fix it
17:08:35  <Hazzard> Torch Burnout :)
17:08:48  *** nicfer has joined #openttdcoop
17:16:48  <Djanxy> !password
17:16:48  <coopserver> Djanxy: primes
17:16:59  <coopserver> *** Game paused (connecting clients)
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17:17:05  <coopserver> <Sylf> It's hard to tell what these industries consider the suitable area for construction
17:17:36  <coopserver> <Jam35> It's a known issue with Yeti
17:28:01  <Hazzard> Sassafrass: That is a grf, right?
17:28:41  <coopserver> <Sylf> the industry placement/yeti stuff?  yes
17:28:52  <Hazzard> I mean that nand signal
17:29:24  <coopserver> <Sylf> oh, I misread.
17:29:39  <coopserver> <Sylf> no, you can't add new signal type via newgrf
17:29:55  <Hazzard> :(
17:39:04  <Sassafrass> no Hazzard.
17:39:19  <Sassafrass> it's a patch
17:40:27  *** Maraxus has joined #openttdcoop
17:40:27  *** ChanServ sets mode: +o Maraxus
17:41:22  <Maraxus> !password
17:41:23  <coopserver> Maraxus: judged
17:41:33  <coopserver> *** Game paused (connecting clients)
17:41:39  <coopserver> *** Maraxus has joined
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17:41:44  <coopserver> <Maraxus> hi
17:41:48  <coopserver> <Sylf> hi
17:41:53  <coopserver> <Jam35> hi
17:42:36  <coopserver> *** Game paused (connecting clients)
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17:49:20  <coopserver> <Sylf> :D
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18:25:22  <coopserver> <Sylf> I need to stop just watching the trains and start building stuff :D
18:25:30  <coopserver> <Sassafrass> my problem aswell
18:25:47  <coopserver> <Sassafrass> I'm also trying to think about a way to solve the infinite loop with my signal
18:30:51  <Sassafrass> Hazzard: here's a memory latch using my signals. http://screencast.com/t/bn59woEVG
18:30:52  <Webster> Title: 2014-08-13_1230 - Sastoman's library (at screencast.com)
18:36:17  <Hazzard> cool
18:49:17  *** luaduck_zzz is now known as luaduck
18:55:42  <coopserver> <Jam35> apart from SLH 03, one set of orders per SL right? or not?
18:55:55  <coopserver> <Sylf> right
18:56:05  <coopserver> <Jam35> only because I found unshared groups of trains
18:56:25  <coopserver> <Jam35> grouped together but not one large group
18:56:39  <coopserver> <Jam35> fixed SLH 01 at least
18:57:36  <coopserver> <Jam35> SLH 06 has one train awry :)
18:58:03  <coopserver> <Sylf> hrm?
18:58:07  <coopserver> <Sylf> it does?
18:58:25  <coopserver> <Jam35> train group shows 45 trains
18:58:34  <coopserver> <Jam35> shared order group: 44
18:58:40  <coopserver> <Sylf> damn
18:58:42  <coopserver> <Sylf> bad train
18:58:51  <coopserver> <Sylf> oh
18:58:55  <coopserver> <Sylf> it's the release timer
18:58:56  <coopserver> <Jam35> oh no
18:58:59  <coopserver> <Jam35> yep
18:59:10  <coopserver> <Jam35> didn't see it :)
18:59:19  <coopserver> <Jam35> ironically
18:59:21  <coopserver> <Sylf> I had to buy about 200 animal express to get that nyan cat :)
18:59:37  <coopserver> <Jam35> I know :)
18:59:48  <coopserver> <Sylf> oh
18:59:53  <coopserver> <Sylf> that other nyan cat is gone
19:00:00  <coopserver> <Jam35> hmmm
19:00:05  <coopserver> <Jam35> or is it?
19:00:16  <coopserver> <Jam35> no cheating
19:00:23  <coopserver> <Sylf> omg
19:00:25  <coopserver> <Sassafrass> cheating being?
19:00:29  <coopserver> <Sylf> so hiding!
19:00:32  <coopserver> <Jam35> train groups
19:00:39  <coopserver> <Sassafrass> can we use transparency?
19:00:42  <coopserver> <Jam35> yeah
19:04:16  <coopserver> <Jam35> twins :P
19:04:39  <coopserver> <Sylf> only 2 tries this time!
19:04:49  <coopserver> <Sassafrass> ?
19:04:51  <coopserver> <Sassafrass> where
19:04:53  <coopserver> <Jam35> ooh lucky :)
19:05:05  <coopserver> <Jam35> for you to find :))
19:05:16  <coopserver> <Sassafrass> did sylf find it?
19:05:31  <coopserver> <Jam35> well he made another right next door
19:05:34  <coopserver> <Sylf> I found the hidden train
19:05:42  <coopserver> <Sylf> then I gave that hidden train a hidden twin
19:09:43  <coopserver> <Sassafrass> can't find it
19:11:30  <coopserver> <Sylf> so, it's hard to find.  That's a good easter egg
19:14:08  <coopserver> <Sassafrass> I've looks everywhere
19:14:14  <coopserver> <Sassafrass> looked
19:14:32  <coopserver> <Sylf> go look around the clay pit station again
19:15:36  <coopserver> <Sassafrass> ah
19:15:51  <coopserver> <Sassafrass> sneaky
19:16:03  <coopserver> <Sassafrass> I knew it would be in a tunnel
19:16:07  <coopserver> <Sassafrass> but I literally couldn't find it
19:16:40  <coopserver> <Sylf> now... can I make the entire SL trains with nyan cats?
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19:20:50  <coopserver> <Jam35> ffs
19:21:00  <coopserver> <Jam35> whoops
19:21:04  <coopserver> <Jam35> etc
19:21:22  <coopserver> <Sylf> :)
19:21:37  <coopserver> <Jam35> I lost one :(
19:21:57  <coopserver> <Jam35> flooded the false stations
19:22:32  <coopserver> <Jam35> couldn't stop it in time
19:22:35  <coopserver> <Jam35> so
19:22:38  <coopserver> <Hazzard> D:
19:22:49  <coopserver> <Jam35> now we have invalid order everywhere
19:25:36  <coopserver> <Jam35> so it's food grain?
19:25:42  <coopserver> <Sylf> yup
19:25:50  <coopserver> <Jam35> add after invalid order
19:25:55  <coopserver> <Jam35> delete invalid
19:27:06  <coopserver> <Jam35> edge of the world is freaky
19:27:50  <coopserver> <Jam35> so the black side must be open sea ?
19:28:17  <coopserver> <Sylf> it must be, at sea level
19:31:44  <Sassafrass> pretty sure I fixed the infinite loop
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20:27:41  <coopserver> <Sylf> omg 28 nyan cats
20:27:45  <coopserver> <Sylf> I'm never doing this again
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20:28:12  <coopserver> <Jam35> except when you expand?
20:28:16  <mfb-> hi
20:28:19  <coopserver> <Sylf> :P
20:28:31  <coopserver> <Maraxus> hi
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20:30:06  <Sassafrass> !password
20:30:06  <coopserver> Sassafrass: reader
20:30:18  <coopserver> *** Game paused (connecting clients)
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20:33:50  <coopserver> <Sylf> ok, I got a few extra nyan cats for the future expansion
20:34:27  <coopserver> <Jam35> idc unless they are sequentially numbered :P
20:34:37  <coopserver> <Sylf> XD
20:35:38  <mfb-> nyan1, nyan2, nyan3, nyan4, nyan5, nyan6, nyan7, nyan8, nyan9
20:37:00  <mfb-> !dl win32
20:37:01  <coopserver> mfb-: http://binaries.openttd.org/nightlies/trunk/r26720/openttd-trunk-r26720-windows-win32.zip
20:37:13  <coopserver> <Jam35> close but not quite :)
20:37:42  <mfb-> !playercount
20:37:42  <coopserver> mfb-: There are currently 4 players and 2 spectators, making a total of 6 clients connected
20:37:45  <mfb-> oh
20:39:59  <coopserver> <Jam35> spamming 50 trains to get one is too easy :P
20:41:07  <coopserver> <Jam35> buy,fail,sell,repeat
20:41:21  <mfb-> 150 MB for yeti towns? wtf
20:42:04  <coopserver> <Jam35> yeah but that one animation is worth it :D
20:42:30  <coopserver> <Sylf> you're downloading some 100+ frames of animation in full 32bit color for the machine shop
20:48:25  <coopserver> <Jam35> Sylf: where is the degrees symbol you used?
20:48:48  <coopserver> <Sylf> I copied from the character map
20:49:23  <coopserver> <Jam35> oh didn't realise you could paste in there
20:49:42  <coopserver> <Sylf> past works in Windows
20:49:46  <coopserver> <Sylf> not Linux
20:49:53  <coopserver> <Sylf> I don't know about OS X
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21:03:39  <AlphaSC> !dl
21:03:39  <coopserver> AlphaSC: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
21:03:40  <coopserver> AlphaSC: http://www.openttd.org/en/download-trunk/r26720
21:04:36  <AlphaSC> !password
21:04:36  <coopserver> AlphaSC: pieces
21:05:18  <coopserver> *** Game paused (connecting clients)
21:05:23  <coopserver> *** AlphaSC has joined
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21:05:53  <coopserver> <Sylf> hi
21:05:58  <coopserver> <AlphaSC> hey :)
21:07:02  <coopserver> *** Game paused (connecting clients)
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21:08:33  <coopserver> <mfb> 128 train orders :)
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21:18:36  <coopserver> <mfb> network is quite empty
21:18:45  <coopserver> <mfb> why don't we have more trains?
21:19:33  <coopserver> <Jam35> I've been adding a few
21:19:52  <coopserver> <Maraxus> mostly due to having lowish worker production
21:20:02  <coopserver> <Jam35>  today was the first day we got any at all
21:20:21  <coopserver> <Jam35> after 3/4 days building
21:20:35  <mfb-> ah
21:20:41  <mfb-> well stone is stacking for example
21:20:59  <coopserver> <mfb> poor rating
21:21:38  <coopserver> <Jam35> it's like .25 of a trains worth
21:21:42  <coopserver> <Jam35> but no train :(
21:21:52  <coopserver> <mfb> 29% rating, so it would be much better with more trains
21:22:09  <coopserver> <Sylf> yup, we just need more trains
21:22:16  <coopserver> <mfb> hmm
21:22:24  <coopserver> <mfb> train orders should start with refit
21:22:34  <coopserver> <mfb> so you can copy every train
21:22:35  <coopserver> <Sylf> but I've been releasing trains slowly, so I don't create big waves
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21:24:05  <coopserver> <mfb> it's confusing that yeti dudes == workers
21:32:23  <coopserver> <Jam35> time for sleep bfn
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21:32:30  <coopserver> <Sylf> cya
21:32:32  <coopserver> <mfb> bye
21:32:39  <Hazzard> bye
21:33:30  <coopserver> <Hazzard> I keep accidentally building LHD
21:33:47  <coopserver> <mfb> still better than imperial units
21:34:06  <hylje> did you mean: US customary units
21:35:12  <mfb-> did I mean: units no one needs
21:35:54  <hylje> units a lot of people insist they need, but have a lot of problems using
21:36:02  <coopserver> <Sylf> tell that to Americans  and see how they react :)
21:36:42  <hylje> most of the time when people say "imperial" people actually mean "us customary" as all imperial using countries have deprecated it in favor of metric
21:36:42  <mfb-> I do that frequently
21:37:26  <mfb-> the scientists use SI units, the others notice that 95% of the world population uses the better system
21:37:27  <coopserver> *** Sylf has left the game (general timeout)
21:37:43  <mfb-> well, SI units or special units for some applications
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21:38:14  <mfb-> but certainly not something where you need conversion factors of 12, 3, 1642 or whatever
21:38:34  <hylje> to be fair common US use is to use decimalised customary units
21:38:40  <hylje> like thuousandths of an inch
21:38:40  <mfb-> or even non-integer values :D
21:38:51  <mfb-> and 100 inch?
21:39:08  <mfb-> and cubic inch?
21:39:11  <hylje> yes
21:39:16  <coopserver> <Hazzard> 100/12 feet, 100%12 inches
21:39:44  <mfb-> then there is still hope, but I see so many homework questions with gallons, yards, feet, inch, psi, all mixed to some weird combinations
21:39:45  <coopserver> <Hazzard> or 8.3 feet
21:39:55  <Sylf> oh no, we can't use decimals
21:40:17  <Sylf> it must be said something like 8 and 3/8 inches
21:40:51  <Sylf> decimal point is too confusing
21:41:00  <mfb-> not to forget the ambiguous pounds which could mean pounds-force
21:41:13  <hylje> or liquid and solid ounces
21:41:17  <hylje> god why do i know this stuff
21:41:20  <mfb-> (because the gravitational acceleration of earth is a great way to define units. very universal)
21:41:27  <Hazzard> you know what's confusing?>
21:41:37  <Hazzard> floating point numbers
21:41:38  <mfb-> that the US doesn't manage to convert`
21:42:00  <mfb-> what is wrong with floats?
21:42:01  <hylje> floating point numbers are only confusing if you take them for more than what they are
21:42:33  <Hazzard> in binary I mean
21:43:02  <Hazzard> imagine using that in decimal
21:43:15  <mfb-> ?
21:43:30  <Hazzard> oh nvm, I'm just being dumb
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21:43:56  <mfb-> imagine using floats as integers. and imagine it works: https://en.wikipedia.org/wiki/Fast_inverse_square_root
21:43:57  <Webster> Title: Fast inverse square root - Wikipedia, the free encyclopedia (at en.wikipedia.org)
21:44:21  <coopserver> *** Game paused (connecting clients)
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21:46:15  <Hazzard> Hmm
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21:54:00  <Hazzard> I guess float would be 8333333333 * 10 ^ -9 inches
22:04:42  <mfb-> :D
22:05:15  <mfb-> but the first part should always start with 0.1
22:05:47  <mfb-> or 0.1 to 0.9 for the decimal system
22:05:59  <Hazzard> so .83333333333e1 ?
22:06:02  <mfb-> (very similar to scientific notation)
22:06:13  <mfb-> that would be 8.3 inches
22:06:27  <mfb-> = 8.3 * 10^0
22:06:55  <Hazzard> Actually I meant feet, but that's not the important part
22:08:38  <mfb-> see how weird those non-metric units are
22:09:19  <coopserver> <Sylf> somehow, the clock and calender never got converted to decimal based system
22:09:25  <Hazzard> If we find a LCM we can put it in that base and it will be all nice again
22:09:39  <Hazzard> lets see, wolfram alpha...
22:11:14  <Hazzard> something like that
22:12:01  <Hazzard> base 30 works well enough for distance
22:13:48  <Hazzard> no, that doesn't work :/
22:13:54  <Hazzard> nvm
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22:25:01  <mfb-> calender does not work
22:25:05  <mfb-> clock would
22:25:24  <mfb-> base 30 is quite large
22:25:42  <mfb-> 12 has some nice properties
22:25:52  <coopserver> <Hazzard> My logic there was flawed
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22:42:36  <coopserver> <Maraxus> gn
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22:55:39  <coopserver> <mfb> MSH 2B has a very interesting layout
22:56:14  <coopserver> <Sylf> half of the tunnels are concealed :)
22:56:31  <coopserver> <Sylf> not quite half but yeah.
22:56:41  <coopserver> <Hazzard> I like it
22:57:27  <coopserver> <Sylf> then I go on to find missing signals in that hub :/
22:57:45  <coopserver> <Hazzard> nvm I don't like it anymore
22:57:49  <coopserver> <Sylf> :P
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23:45:37  <coopserver> <mfb> found a pretty bad signal error in the hub
23:45:40  <coopserver> <mfb> reversed ML signal
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