Config
Log for #openttdcoop on 23rd September 2014:
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16:18:52  <Jam35> !password
16:18:52  <coopserver> Jam35: polish
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16:39:20  <Jam35> !password
16:39:20  <coopserver> Jam35: harder
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17:01:13  <Chris_Booth> Hi
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17:05:45  <happy__> !players
17:05:45  <coopserver> happy__: There are currently 0 players and 1 spectators, making a total of 1 clients connected
17:06:11  <Jam35> hello
17:06:20  <happy__> hi  jam
17:07:29  <Chris_Booth> I am probably a total noob at this nice
17:08:19  <Jam35> I AM etc...
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17:16:01  <happy__> !password
17:16:01  <coopserver> happy__: itsepc
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17:19:14  <Jam35> !password
17:19:14  <coopserver> Jam35: itsepc
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17:20:15  <coopserver> <happy tran  sport> nice  net  werk    on  this  game
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17:35:21  <Sylf> ls
17:36:30  <happy__> ls ?
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18:32:08  <Djanxy> !password
18:32:08  <coopserver> Djanxy: agains
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18:33:01  <happy__> hi djanxy
18:33:09  <happy__> how things
18:33:11  <coopserver> <Djanxy> hi happy
18:33:23  <coopserver> <Djanxy> pretty good, how are you
18:33:25  <happy__> good
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18:37:05  <Maraxus> !password
18:37:05  <coopserver> Maraxus: agains
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18:45:34  <happy__> hiMaraxus
18:45:40  <happy__> how  things
18:45:59  <Maraxus> hi, they are fine, thanks
18:47:40  <JohnK> !password
18:47:40  <coopserver> JohnK: attach
18:47:47  <coopserver> *** Game paused (connecting clients)
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18:48:33  <coopserver> <John> Hi
18:48:40  <coopserver> <Djanxy> hello
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18:51:22  <happy__> hi   <John
18:51:23  <coopserver> <Jam35> hi
18:51:27  <happy__> wb   jam
18:51:35  <coopserver> <Maraxus> hi
19:04:52  <coopserver> *** John has left the game (general timeout)
19:05:18  <JohnK> !password
19:05:18  <coopserver> JohnK: counts
19:05:22  <coopserver> *** Game paused (connecting clients)
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19:06:31  <coopserver> *** Game paused (connecting clients)
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19:07:29  <V453000> yooooo
19:07:30  <coopserver> *** Game paused (connecting clients)
19:08:01  <coopserver> <Jam35> hello
19:08:03  <coopserver> *** Game unpaused (connecting clients)
19:08:05  <coopserver> <Jam35> ...
19:08:16  <happy__> hi v
19:09:09  <happy__> how  things   v
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19:40:20  <coopserver> <Jam35> apologies :)
19:40:29  <coopserver> <Jam35> neater solution maybe
19:40:48  <coopserver> <Jam35> not so oversized at least
19:41:09  <coopserver> <John> hm?
19:42:56  <coopserver> <John> needs merge into third somehow
19:45:00  <argoneus> I'm kind of tempted to join you guys
19:45:04  <argoneus> but I am not exactly sure what I could do
19:45:08  <argoneus> it seems like everything is more or less done
19:46:41  <coopserver> <Sylf> the game is in the expand and improve stage
19:46:58  <coopserver> <Sylf> not the easiest thing to do
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19:48:36  <argoneus> do people usually place tags before they start working on something?
19:48:40  <argoneus> so I could spect and see what to expect
19:48:59  <coopserver> <Sylf> It's usually the other way around
19:49:09  <coopserver> <Sylf> people do the work, and tag it
19:49:12  <argoneus> aw
19:49:28  <coopserver> <Sylf> but the improvements are often discussed first
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19:49:40  <argoneus> so I can learn new things by spectating only?
19:49:48  <coopserver> <Sylf> "I'm gonna bomb this hub, so expect some jam for a while"
19:49:52  <argoneus> I mean
19:49:59  <argoneus> when I just joined the paused server
19:50:02  <argoneus> and saw "SLH 8"
19:50:09  <argoneus> and then a bunch of railroads and bridges, I was like "ehh, that's cool I guess"
19:50:22  <argoneus> can't really backtrace it
19:50:25  <coopserver> <Sylf> someone's working an a major hub right now
19:50:41  <coopserver> <Sylf> but I've no idea where it's going yet
19:50:48  <coopserver> <Sylf> so you can spectate.
19:51:37  <argoneus> ah ok nice
19:55:12  <argoneus> !password
19:55:12  <coopserver> argoneus: flippy
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19:55:37  <coopserver> <happy tran  sport> hi argoneus
19:55:41  <coopserver> <argoneus> hi
19:55:54  <coopserver> <argoneus> what is there even left to optimize?
19:55:56  <coopserver> <argoneus> everything is green
19:56:12  <coopserver> <Sylf> someone's in BBH 01
19:57:09  <coopserver> <Sylf> and the slow traffic around SLH10 definitely needs some work
20:00:41  <coopserver> *** John has joined spectators
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20:01:14  <coopserver> <argoneus> yeah I have no clue what's going on :<
20:01:30  <coopserver> <argoneus> can you guys "read" the network if you come here and see it for the first time?
20:01:36  <coopserver> <argoneus> or is that hard when you weren't part of building it
20:02:50  <happy__> i  think  u just  to  no wher  the  trains  going  and  the  ml
20:03:12  <coopserver> <argoneus> umm, could you write that again, please?
20:04:26  <happy__> ar  soory     u  got  to  no  wher  the  train line going   as will the  train  andshord be  k
20:04:36  <argoneus> what the fuck
20:13:14  <coopserver> <argoneus> um, Sylf, you here?
20:13:24  <coopserver> <argoneus> or anyone that could explain why a thing is there
20:13:47  <coopserver> <happy tran  sport> wher
20:15:31  <coopserver> <argoneus> err
20:16:06  <coopserver> <argoneus> at SLH 11, I placed a sign
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20:17:40  <coopserver> <argoneus> oh wait, I get it
20:17:45  <coopserver> <happy tran  sport> that  to  let the  ml  go  ferst  so  the  uver  train  line has to  wate
20:17:56  <coopserver> <argoneus> um, where are you frm?
20:17:57  <coopserver> <argoneus> from*
20:17:59  <coopserver> <John> it makes trains coming from north get priority
20:18:11  <coopserver> <happy tran  sport> uk
20:18:20  <coopserver> <happy tran  sport> k  jam
20:18:41  <coopserver> <argoneus> but john
20:18:46  <coopserver> <argoneus> is it needed to have that "loop" thingy there?
20:18:52  <coopserver> <argoneus> why not just signal it normally
20:19:12  <coopserver> <happy tran  sport> that  will  make  a  train   jam
20:19:20  <coopserver> <John> hold on
20:19:24  <coopserver> *** John has joined company #1
20:19:35  <coopserver> <argoneus> a train can't go through a onesided combo signal?
20:19:39  <coopserver> *** John has left the game (general timeout)
20:19:52  <coopserver> <happy tran  sport> yep
20:19:55  <JohnK> !password
20:19:55  <coopserver> JohnK: toffee
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20:22:32  <happy__>       the   loop   is so the  net  werk  train  q up    argoneus  thats  the  pro  way  to  stop   the  train  q on  the  train  line
20:22:33  <coopserver> <John> see the signs? that's how the priority is given
20:22:42  <Sylf> @prio
20:22:42  <Webster> prio: Priority, see also: http://wiki.openttdcoop.org/Priorities
20:22:57  <coopserver> <John> the loop is there because you don't want two or more combo signals on ML
20:23:15  <happy__> true
20:23:32  <argoneus> ohh, I see
20:23:45  <argoneus> are combo signals bad?
20:24:05  <coopserver> <Sylf> consecutive combo signals are same as signal gap
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20:24:33  <argoneus> ohh
20:25:45  <V453000> wat up Sylf :)
20:26:01  <argoneus> i get it
20:26:24  <Sylf> I'm reading the spriteset and stuff in yeti nml
20:27:18  <V453000> yeah that is a bit holy shit because of the length
20:27:22  <V453000> but it should be quite simple
20:27:30  <Sylf> it's simple
20:27:42  <Sylf> I'm now trying to understand the x1 template
20:27:43  <V453000> !password
20:27:44  <coopserver> V453000: toffee
20:27:51  <V453000> the x1 is an older template
20:27:55  <Sylf> yes
20:28:08  <V453000> I had it to also cut sprites from a full render without properly prepared sprites
20:28:17  <Sylf> but without it being worked on properly, the graphics is all mangled when I play yeti in 8bpp
20:28:18  <V453000> since the x1 never showed for me I have no clue how far broken it is in fact
20:28:33  <V453000> I didnt care about x1 yet :) at all
20:28:49  <Sylf> 32bpp fully animated is too heavy
20:29:06  <V453000> if you want I can prepare one static sprite for every industry with 4x downscaling and paletting
20:29:09  <Sylf> I think fixing 8bpp is gonna be easier
20:29:11  <V453000> so everything could have proper 8bpp
20:29:16  <coopserver> *** argoneus has left the game (Leaving)
20:29:25  <V453000> I would try to reduce animation speed
20:29:26  <Sylf> hmm
20:29:31  <V453000> to half or more
20:29:40  <V453000> they are quite fast now anyway
20:29:42  <Sylf> Thinking about that too
20:29:47  <V453000> so it would still be nice
20:29:50  <Sylf> skip every other frame or more
20:30:03  <V453000> do you think we need to skip?
20:30:08  <V453000> I think it is fine to just slow it down
20:30:14  <Sylf> I think it's number of frames that's the issue
20:30:16  <coopserver> *** Game paused (connecting clients)
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20:30:30  <V453000> strange, something related to memory?
20:30:30  <Sylf> we have 128 frames per animaned industries
20:30:41  <V453000> yes which is shitload, I know :>
20:30:44  <Sylf> yes, it uses so much sprite cache
20:30:50  <V453000> hm
20:31:11  <Sylf> so I'm thinking skip frames and slow down the animation
20:31:23  <Sylf> so the actual animation will still be same speed
20:31:29  <V453000> lets try only slowing down for now :)
20:31:32  <Sylf> I'm gonna have to see how it'll look first
20:31:50  <Sylf> I'm gonna try different stuff
20:32:53  <Sylf> before I can start commenting out the lines, I need to understand how the animation code for yeti actually works
20:33:29  <V453000> the most confusing part is that every spriteset needs 128 images
20:33:36  <V453000> even the _under or x1 ones
20:33:41  <V453000> everything must have same amount
20:33:50  <Sylf> that part is ok with me
20:34:08  <V453000> then it is just (animation_frame)
20:34:17  <V453000> eg sprite_industry_3X_tile33_anim(animation_frame)
20:34:29  <V453000> which loads (animation frame) th sprite from teh spritesheet
20:34:41  <V453000> animation_info: [ANIMATION_LOOPING, 128];
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20:34:54  <V453000> and this tells the animation that it should be 128
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20:35:32  <V453000> that is all I think actually
20:35:57  <V453000> I tried to make the animation switch which would say start/stop when producing but wasnt very successful
20:36:17  <V453000> was quite close though I think
20:41:03  <coopserver> <Jam35> so
20:41:05  <coopserver> <Jam35> John
20:41:12  <coopserver> <John> yes?
20:41:22  <coopserver> <Jam35> at the BBH 01 south merger
20:41:35  <coopserver> <Jam35> I think it was you
20:41:52  <coopserver> <Jam35> you were giving prio to splitted lines
20:42:59  <coopserver> <Jam35> if the line splits over a few lines along with others they should all have equal priority
20:43:19  <coopserver> <Jam35> apparently :)
20:43:24  <coopserver> <Jam35> well it works better
20:43:52  <coopserver> <Jam35> like this merge was almost all to all
20:44:03  <coopserver> <Jam35> the unsplitted line has prio
20:44:05  <coopserver> <Jam35> if any
20:44:22  <coopserver> <Jam35> otherwise best to treat them equally
20:44:41  <coopserver> <Jam35> looked kind of crazy though
20:44:50  <coopserver> <John> can you put a sign where you mean?
20:44:53  <coopserver> <Jam35> also shorter choice the better
20:45:05  <coopserver> <Jam35> !around here
20:45:16  <coopserver> <Jam35> you had some really long paths
20:45:29  <coopserver> <John> yes..
20:45:39  <coopserver> <Jam35> which will not split trains very evenly over choices
20:45:48  <coopserver> <Sylf> that one prio at around here is broken
20:46:10  <coopserver> <Jam35> it was temp after my tidy
20:46:31  <coopserver> <Jam35> I just connected the lower line
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20:47:48  <coopserver> <John> yes that three lines merging into east ML was my work
20:47:57  <coopserver> <Jam35> so now we have all the lines in pne place almost
20:48:02  <coopserver> <Jam35> *one
20:48:09  <coopserver> <Jam35> want to try again?
20:48:16  <coopserver> <Jam35> should be simpler now
20:48:36  <coopserver> <John> nah I get it..
20:48:51  <coopserver> <Jam35> really sorry I destroyed a bunch of stuff there :)
20:49:07  <coopserver> <John> it's better this way
20:49:16  <coopserver> <John> I just didn't want to do whole hub
20:49:25  <coopserver> <Jam35> it's not great as it is
20:49:28  <coopserver> <John> rework
20:49:41  <coopserver> <Jam35> as I said much of it was temp
20:49:53  <coopserver> <Jam35> just to get the east merge done
20:50:29  <coopserver> <John> btw !this split doesn't work as intended at all
20:50:48  <coopserver> <Jam35> how do you mean
20:50:54  <coopserver> <Jam35> trains don;t take it?
20:51:37  <coopserver> <John> yeah
20:51:53  <coopserver> <Jam35> most likely because it has huge penalty
20:52:12  <coopserver> <John> it's for the third line going north
20:52:15  <coopserver> <Jam35> they don't like it because of detour
20:52:18  <coopserver> <Jam35> yeah
20:53:00  <coopserver> <Jam35> hard to get 3 more bridge/tunnels there i know
20:53:11  <coopserver> <Jam35> but
20:53:24  <coopserver> <Jam35> if you look at the lines they are notthat busy
20:54:24  <coopserver> <John> no they aren't
20:54:38  <coopserver> <Jam35> maybe there is a way to combine those 6 lines to give more choices
20:55:01  <coopserver> <happy tran  sport> we  got  a  bit  ov  a  train  q  at  my  sign  tran  q
20:55:04  <coopserver> <Jam35> like 3 lines share 6 paths but not strictly 2 each
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20:57:05  <coopserver> <John> happy you're quite difficult to understand sometimes
20:58:05  <coopserver> <happy tran  sport> yer  sorry   a  bout  that  John
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21:03:51  <coopserver> <happy tran  sport> eney  way  have  fun  bb
21:03:55  <coopserver> *** happy tran  sport has joined spectators
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21:07:05  <coopserver> <John> how do those pbs-bridge choosers compare to normal pre-signal based ones?
21:07:58  <coopserver> <Jam35> the signal after the pbs is 2way
21:08:17  <coopserver> <Jam35> which forces trains to take ANY path that is not red
21:08:18  <coopserver> <John> twoway_firstred_eol?
21:08:22  <coopserver> <Jam35> exactly
21:08:43  <coopserver> <Jam35> kind of agressive
21:08:59  <coopserver> <Jam35> but saves necessary space here
21:09:24  <coopserver> *** John has left the game (general timeout)
21:09:27  <coopserver> <Jam35> we have to make sure those paths are connected etc
21:09:43  <coopserver> <Jam35> or lost trains will happen
21:09:49  <JohnK> !password
21:09:49  <coopserver> JohnK: former
21:09:54  <coopserver> *** Game paused (connecting clients)
21:09:57  <coopserver> *** John has joined
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21:14:37  <coopserver> <Jam35> space for presignals after all
21:16:22  <coopserver> <John> don't we need some priority !here?
21:16:49  <coopserver> <Jam35> yeah just trying to figure out what to do next
21:16:56  <coopserver> <Jam35> we have 3 splitted lines
21:17:00  <coopserver> <Jam35> so far
21:17:38  <coopserver> <Jam35> so we can either split the other 3
21:17:40  <coopserver> <Jam35> hard
21:17:51  <coopserver> <Jam35> or have 3 unsplit lines with priority
21:17:53  <coopserver> <Jam35> easier
21:18:06  <coopserver> <Jam35> but
21:18:13  <coopserver> <Jam35> one does not get inside
21:18:26  <coopserver> <Jam35> @ !here
21:18:31  <coopserver> <Jam35> so
21:18:52  <coopserver> <Jam35> XYorZ need to get there
21:19:01  <coopserver> <Jam35> Z is easiest
21:19:15  <coopserver> <Jam35> extend the bridges X&Y
21:19:22  <coopserver> <Jam35> take Z under to meet there
21:19:29  <coopserver> <Jam35> then we deal with outside
21:19:36  <coopserver> <Jam35> and the prios etc
21:25:49  <coopserver> *** Sylf has joined company #1
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21:34:38  <coopserver> <Jam35> hm :)
21:34:56  <coopserver> <Jam35> will it clear in a minute?
21:35:06  <coopserver> <Jam35> (hopes)
21:35:07  <coopserver> <John> let's hope so
21:40:24  <coopserver> <Jam35> unfortunately 2 of the busiest lines are the ones that were split
21:40:52  <coopserver> <Jam35> i.e 2 from east
21:41:05  <coopserver> <Jam35> from N is way quieter
21:41:16  <coopserver> <Jam35> rebuild :)
21:41:47  <coopserver> <John> seriously? :)
21:41:53  <coopserver> <Jam35> not yet
21:42:12  <coopserver> <Jam35> we only added on to what was already there
21:43:00  <coopserver> <John> what about those stopped trains?
21:43:20  <coopserver> <Jam35> didn't realise :)
21:43:37  <coopserver> <Jam35> it would be nicer to give east prio
21:43:43  <coopserver> <Jam35> not now
21:48:14  <coopserver> <V453000> gnight
21:48:15  <coopserver> *** V453000 has left the game (Leaving)
21:48:21  <coopserver> <Jam35> bb
21:48:28  <coopserver> <John> bye
22:00:55  <coopserver> <Jam35> I better go cy
22:00:57  <coopserver> <Jam35> a
22:01:02  <coopserver> *** Jam35 has left the game (Leaving)
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22:16:23  <Hobbyte> hey dudes, can anyone help me with supybot/soap relaying irc chat?  it works from game to irc, but not the other way :(
22:26:16  * Sylf pokes Taede with soap question stick
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