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Log for #openttdcoop on 28th September 2014:
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00:04:14  <coopserver> *** Hazzard has joined company #1
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00:07:32  <coopserver> <Hazzard> What's the idea behind Dundingworth Mines?
00:10:07  <coopserver> <John> Well I wanted to control outgoing trains instead of incoming
00:10:55  <coopserver> <John> then I kind of realized all my trains went out without any load...
00:12:24  <coopserver> <John> now it's just a terminus station with a NAND gate I guess
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02:26:36  <JohnK_> !password
02:26:36  <coopserver> JohnK_: mixing
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04:53:10  <Saladan0> @quickstart
04:53:11  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
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06:11:31  <Saladan0> Is anyone here familiar with YETI?
06:13:00  <o11c> Saladan0: lots of people are
06:13:04  <o11c> some more than others
06:14:08  <Saladan0> Im just having an issue dropping off iron ore at at steel plant. For some reason the stations im putting next to them only accept steel
06:14:26  <Saladan0> Im just wondering if I hosted something wrong
06:14:32  <o11c> Saladan0: upgrade
06:14:42  <o11c> yeti 0.0.6 is buggy, fixed in 0.0.7
06:14:48  <Saladan0> oh
06:14:49  <Saladan0> Thanks
06:14:54  <o11c> (I think that's the right number of zeros)
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06:39:16  <Saladan0> Okay, It works now, thanks much.
06:39:35  <Saladan0> Although Yeti dudes pop up as ducks on the universal monorail wagons
06:39:36  <Saladan0> weird
06:56:16  <V453000> Saladan0: that will change sooner or later but I didnt have any better cargo sprites than ducks for NUTS so far :P
06:56:21  <V453000> future will give different yetis, yeah
06:56:44  <V453000> drawing them for all nuts wagons is a lot of time
06:56:52  <o11c> V453000: no! keep the ducks!
06:57:01  <V453000> :D
07:00:23  <V453000> I will see if I can make at least some parameter or a way how to keep both
07:00:34  <V453000> perhaps the ducks will keep randomly appearing
07:02:16  <o11c> V453000: btw, can you make the industries stop spawning in the way of the road grid?
07:02:41  <V453000> ?
07:03:20  <V453000> oh like 2x2 road grid?
07:03:38  <V453000> it is probably possible but utterly pointless
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07:03:45  <V453000> +grids are boring imo
07:05:36  <o11c> V453000: or at least just keep it at least 4 tiles from the center
07:06:00  <V453000> but why
07:06:28  <o11c> because the current status can seriously inhibit early-game road-building
07:06:29  <V453000> the more limitations the worse imo
07:06:50  <V453000> you just do around it
07:07:00  <V453000> the town doesnt really care
07:08:06  <V453000> more placement rules are annoying for the player 1. cause when they try to fund something it throws errors at them, and 2. the generator can fail to place an industry because it e.g. is on a hill, or too close to town, or too far from the town, or on water, ...
07:08:50  <o11c> V453000: for that matter, is there any reason yetis even need to be an explicit industry? why not generate them straight from houses?
07:09:02  <V453000> yeah
07:09:16  <V453000> many reasons, main one being that you couldnt really control it if it was from houses
07:17:52  <V453000> houses just produce stuff but you cant stop them doing so
07:17:54  <V453000> for example
07:21:32  <Djanxy> !password
07:21:32  <coopserver> Djanxy: reduce
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07:22:02  <V453000> smash
07:22:35  <coopserver> <Djanxy> SMASH
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08:53:00  <liq3> !dl win64
08:53:00  <coopserver> liq3: http://binaries.openttd.org/nightlies/trunk/r26920/openttd-trunk-r26920-windows-win64.zip
09:03:05  <liq3> !password
09:03:05  <coopserver> liq3: enoent
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15:31:05  <Sylf> lmao
15:31:11  <Sylf> I've created invisible industries
15:36:10  <hylje_> ayy
16:02:48  <^Spike^> with invisible prodcuts that make invisible goods which invisible trains transport to ehm.... /dev/null?
16:10:59  <Sylf> mv money /dev/null
16:11:43  <V453000> Sylf applying 8bpp? :P
16:11:49  <Sylf> yarr
16:11:59  <V453000> :)
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16:12:48  <V453000> well I got to go :) moar images tomorrow
16:12:55  <Sylf> started with y offset of -44 and not -144
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16:13:08  <Sylf> so most sprites were showing the transparent part
16:13:18  <V453000> :)
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16:13:36  <V453000> I spent almost the whole day by trying to create landscape sprites properly
16:13:45  <V453000> not very successful, will try different approach tomorrow
16:21:42  <Sylf> landscape, like the base set?
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17:42:55  <Hazzard> !info
17:42:55  <coopserver> Hazzard: #openttdcoop - Public Server (www.openttdcoop.org), Version: r26920, date: Apr 10 2180, clients connected: 1, map size: 512x512, address: publicserver-new.openttdcoop.org:3983
17:42:59  <Hazzard> !players
17:42:59  <coopserver> Hazzard: There are currently 0 players and 1 spectators, making a total of 1 clients connected
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18:30:02  <Maraxus> !password
18:30:02  <coopserver> Maraxus: logged
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18:40:52  <Sylf> Huzzah!  Success!  8bpp done
18:42:23  <Hazzard> ??
18:48:45  <Sylf> It's re: yeti updates
18:49:41  <hylje_> we skifree now
18:55:51  <coopserver> *** Maraxus has left the game (Leaving)
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18:56:30  <Hazzard> What is the Kraken Merchant?
18:57:20  <Hazzard> There's no way that's going to look right without a new baseset
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19:37:46  <JohnK> !password
19:37:46  <coopserver> JohnK: uneven
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20:03:27  <Djanxy> !password
20:03:27  <coopserver> Djanxy: domain
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20:18:26  <Jack123610> !password
20:18:26  <coopserver> Jack123610: chippy
20:19:06  <Jack123610> What version is the public on again?
20:19:18  <coopserver> *** Djanxy has joined spectators
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20:19:22  <scshunt> Jack123610: see the topic
20:19:27  <scshunt> and if you want to get it:
20:19:27  <scshunt> !dl
20:19:27  <coopserver> scshunt: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
20:19:28  <coopserver> scshunt: http://www.openttd.org/en/download-trunk/r26920
20:19:58  <Jack123610> I probably got the version, I got hundreads of OpenTTD versions
20:20:15  <scshunt> well, it's new
20:20:24  <scshunt> each psg starts on the latest revision, I believe
20:20:59  <Jack123610> Oh my version is diff :P
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20:25:48  <Jack123610> It cant find new bridges :(
20:26:06  <Jack123610> nvm
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20:26:56  <coopserver> <Jack123610> New server?
20:28:07  <coopserver> <Jack123610> Hello?
20:28:33  <hylje_> hi
20:28:52  <coopserver> <Jack123610> hi
20:29:44  <coopserver> <Jack123610> You guys build such awesome tracks
20:37:09  <Hazzard> Hello
20:37:18  <coopserver> <Jack123610> Hey Hazzard
20:37:19  <Hazzard> !password
20:37:20  <coopserver> Hazzard: leaved
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20:46:16  <coopserver> <Jack123610> Near Jam35 is so cool :P
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22:04:47  <JohnK> !password
22:04:47  <coopserver> JohnK: buffer
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22:22:47  <Hazzard> !password
22:22:48  <coopserver> Hazzard: locale
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22:26:34  <coopserver> <Hazzard> The flip flop release station doesn't seem to be getting much love
22:28:03  <coopserver> <Hazzard> I wish the skip order button wasn't so laggy
22:32:03  <coopserver> <Sylf> some industries are really booming already
22:32:24  <coopserver> <Sylf> SRNW really put these industries on high boost
22:39:02  <coopserver> <Hazzard> Do you know of any way to make a up/down counter?
22:39:22  <coopserver> <Sylf> only the one way counter
22:40:39  <coopserver> <Sylf> but let me find you the blog article
22:42:34  <Sylf> @ABR09
22:42:35  <Webster> Advanced Building Revue 09: Self Regulating Stations at #openttdcoop - http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/
22:42:48  <Sylf> It has something close to what you want, I think
22:43:25  <Sylf> it's an uber wtf logic that I still don't understand after 3 years
22:43:48  <Sylf> I really haven't tried too hard to understand it TBH
22:43:55  <Hazzard> "The Tranfer Station" ?
22:43:59  <coopserver> <Sylf> yeah
22:44:30  <coopserver> <Sylf> or is that basically what you have?
22:45:04  <coopserver> <Sylf> hmm, it's really not a counter...
22:45:42  <Hazzard> I was thinking if somehow we could create a counter, we could create a SRNW station that kept track of the number of trains, and therefore the amount of cargo, it had
22:46:36  <coopserver> <Hazzard> oops
22:46:41  <coopserver> <Sylf> I have another idea
22:46:46  <coopserver> <Sylf> 2 counters
22:46:56  <coopserver> <Sylf> 1 for feeder, 1 for ML
22:47:19  <coopserver> <Hazzard> That could work
22:47:20  <coopserver> <Sylf> if feeder counter is ahead of ML counter, ML trains can pass
22:47:32  <coopserver> <Hazzard> If they are equal, reset counter?
22:47:50  <coopserver> <Sylf> not sure if you need to reset
22:48:03  <coopserver> <Sylf> well, maybe yes
22:48:47  <coopserver> <Sylf> I bet either one or the other counter will never catch up after a while
22:50:10  <coopserver> <Sylf> I thought the flip flops would be better than this
22:50:18  <coopserver> <Hazzard> But it's not as cool
22:50:59  <coopserver> <Sylf> Wunwood Heights is very weird
22:52:01  <coopserver> <Hazzard> Ooh, that's cool
22:52:50  <coopserver> <Hazzard> Also, has anyone created a binary counter yet?
22:53:01  <coopserver> <Sylf> decimal counter is easy
22:53:22  <coopserver> <Sylf> as long as we're only counting 1 line
22:53:41  <coopserver> <Sylf> using that in any logic would be near impossible
22:54:02  <coopserver> <Hazzard> A base-2 counter?
22:54:09  <coopserver> <Sylf> let's see if I can make 1 near coal drop
22:54:42  <coopserver> <Hazzard> so it goes 1, 10, 11, 100, 101, 110, 111, 1000?
22:55:09  <coopserver> <Sylf> this will be decimal
22:55:19  <coopserver> <Hazzard> base 10?
22:55:21  <coopserver> <Sylf> yes
22:55:30  <coopserver> <Hazzard> >.>
22:55:41  <coopserver> <Sylf> base anything will be the same thing
22:55:53  <coopserver> <Sylf> it's just matter of where you place the carry bit
22:56:09  <coopserver> <Hazzard> The counter at the oil refit is like base 0
22:59:57  <coopserver> <Sylf> so that's 1 digit
23:00:01  <coopserver> <Sylf> of base 10
23:00:02  <coopserver> <Hazzard> Ok
23:00:26  <coopserver> <Sylf> you add a carry using another not gate, and you can have unlimited digits
23:01:42  <coopserver> <Sylf> one thing is, though... it's not error proof
23:01:52  <coopserver> <Sylf> one train jams, and it's broken
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23:06:29  <coopserver> <Hazzard> ok
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23:08:19  <coopserver> <Sylf> the larger version of not gate?
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23:31:15  <coopserver> <Hazzard> I made a monostable circuit :P
23:32:10  <coopserver> <Sylf> short not gate?
23:32:20  <coopserver> <Hazzard> yeah, on the falling edge
23:33:04  <coopserver> <Sylf> I could make one with 3 trains, but didn't try like that
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