Log for #openttdcoop on 22nd December 2015:
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00:19:14  <coopserver> *** Clockworker has left the game (Leaving)
00:34:53  <happpy> hi all
01:46:55  <Sylf> !pw
01:46:55  <coopserver> Sylf: active
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04:19:31  <Clockworker_> dragon age inquisition is a really pretty game
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08:39:35  <lol> !pw
08:39:35  <coopserver> lol: andreu
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09:22:01  <Benny> !password
09:22:01  <coopserver> Benny: liable
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09:26:47  <coopserver> <Player> god its been so long since i started this game. this is pretty refreshing
09:26:53  <coopserver> *** Player has changed his/her name to Benny
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09:29:44  <coopserver> <Benny> no 2 player minimum anymore i see
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10:03:55  <V453000> o/
10:05:03  <Benny> long time no see
10:05:10  <V453000> indeed :) hi
10:07:22  <Benny> impressed with the progress on YETI
10:07:43  <Benny> not sure about the 3d rendered sprites tho but maybe im just a TTD purist :p
10:08:43  <V453000> the 3D is conceptually good, but the quality of YETI as in details etc is just bad
10:08:59  <V453000> I would have to spend some extra time with texturing and adding details, then it would look really good
10:09:26  <V453000> I am working on BRIX now, a very simple and clean graphical style base set-ish grf
10:09:48  <V453000> yeti is the old news now :P
10:10:14  <V453000> an old screenshot but it is a good representation of the idea
10:12:43  <Benny> i think YETI was in its planning stages last time i checked in
10:12:51  <V453000> possible
10:13:14  <Benny> looks good, i love the worker dudes chopping down trees
10:13:21  <V453000> :)
10:16:21  <V453000> YETI turned out quite nice mainly in the functional part, it really does introduce a new way to play the game
10:16:50  <V453000> because you just build your production up, and if stuff jams up on your network too much, you kind of lose the production
10:17:04  <V453000> which is a lot of fun because you have to focus on network flow
10:17:41  <V453000> there could be improvements to make it even more interesting; I actually did start making 4 new industries at one point but I did not even finish the first one yet...
10:18:12  <V453000> got a new job so a lot of things turned on their head, now I am starting to get a little more time but that probably wont last very long
10:27:37  <Benny> oh really? im actually leaving my current job in 2 weeks too
10:28:54  <V453000> yeah :) openttd 3D graphics got me experience to get a job for a similar game - factorio :)
10:28:57  <V453000> basically job of my dreams
10:29:44  <Benny> congrats man :)
10:29:55  <V453000> :)
10:30:08  <Benny> factorio is cool, watched a lot of youtube videos about it but never tried it
10:30:57  <V453000> if you enjoy watching it then you are probably going to have a blast playing it
10:33:17  <Benny> plan was to buy it when it comes to steam
10:33:32  <V453000> you get the steam key once it is on steam even if you buy it now
10:33:43  <V453000> and there wont really be any other difference
10:33:50  <V453000> at least not anytime soon
10:33:52  <Benny> oh!
10:34:10  <Benny> i'll check it out then :)
10:34:14  <V453000> :)
10:37:08  <happpy> hi v
10:37:15  <V453000> heyo
10:37:21  <happpy> how things
10:37:26  <V453000> yes
10:37:42  <V453000> at work so not much new :) got some new ideas on how to make 3D tracks into openttd
10:38:04  <happpy> woo coll
10:39:09  <happpy> I think 3d  tracks word look  coll in openttd
10:39:23  <V453000> many problems though
10:40:22  <happpy> ther was a video  on YouTube   he dun a openttd in  3d
10:40:38  <V453000> ..
10:41:06  <V453000> that is completely unrelated, he is not running in any of the game sprite problems
10:41:09  <happpy> it  look  nice
10:41:10  <V453000> which is basically everything
10:41:31  <happpy> yer
10:41:35  <V453000> I can make a nice 3D environment as well, that is relatively easy ... getting it to the game while working properly is the hard part
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10:42:00  <happpy> yer ture
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10:44:02  <Benny> yeah the game was never intended for 3d stuff
10:44:15  <V453000> quite, yeah
10:44:21  <happpy> true
10:44:54  <V453000> but for me it is a lot more interesting to use 3D to make sprites because of the knowledge I gain from the process
10:45:11  <V453000> just drawing sprites is awesome and fun, even if tedious at times, but I dont really get much from it
10:45:59  <V453000> currently I belive some strongly stylized theme like BRIX is using is the correct way to make OpenTTD look good in 3D form
10:46:21  <V453000> but time will tell if I can get it done and how :P
10:46:23  <happpy> yer  it dus
10:48:17  <happpy> ther was  2 video in 3d in openttd    but it look a bit werd
10:48:31  <V453000> happy just ...
10:48:34  <V453000> just no :)
10:49:05  <happpy>   ; k
10:49:24  <happpy> !date
10:49:24  <coopserver> Oct 08 2518
10:49:34  <V453000> you could make any kind of 3D model and render it as video without any problems
10:49:54  <V453000> but using the limitation of the game is really totally different
10:50:04  <happpy> ar  I see  nice
10:50:19  <V453000> that is not very nice, but yeah
10:50:25  <happpy> yer
10:52:39  <Benny> yeah apart from the various indie projects around the sprite/pixel art era is kind of lost, so if you want anything meaningful out if it 3d is the way to go
10:52:51  <happpy> ther won game I play it cume out in 1987    but  it  sume time's will not load your save game arfter  4 or 5 days  it don't mater  wich Windows u have
10:54:08  <V453000> I have to say though, making sprites from 3D is WAY more frustrating than just hand drawing them
10:54:37  <V453000> currently I am working on some purely photoshop task of editing sprites at work and it is just so much more fun
10:56:27  <V453000> the issue is that to make a full openttd base set you need like ten thousand images
10:56:44  <V453000> re-renderability etc is priceless
11:01:27  <Benny> modelling is nice and relaxing though
11:03:31  <V453000> yes but you spend 99% time with getting the models systematically working, tweaking stupid details, editing postproduction, creating masks and render settings, and lastly coding the thing
11:03:43  <V453000> actually making the model is really very minor task in compare
11:04:32  <Benny> for implementing in openttd you mean?
11:04:33  <V453000> vehicles are different, there you just make the model and pretty much done ... as long as you are solving the problem with vehicles being longer on diagonals
11:04:38  <V453000> yes
11:05:17  <V453000> train tracks are probably the biggest nightmare
11:06:26  <V453000> you have a model of a track, but then you need that model to be in all various shapes, eventually a second model for diagonal tracks, then you need to make it fit in the junctions, the junction ground, blabla ... yeah :)
11:06:58  <V453000> at the current time I am thinking of a different approach to making track junctions but the result is probably not going to be very awesome
11:15:50  <V453000> I might want to try to do something in the middle of the way, like heavily drawn postproduction based on a 3D model
11:24:01  <Benny> isn't there a default 3d base set around already?
11:28:59  <V453000> yes zbase, it probably cant be any worse
11:29:42  <V453000> I cannot think of an area where it would be actually good
11:30:03  <V453000> it proves that x4 zoom works in terms of the game does not crash, yeah
11:30:27  <V453000> also shows that there are many people in the openttd community who have absolutely no taste in visual stuff
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11:31:09  <Benny> lol that's harsh :P
11:31:17  <V453000> it is reality
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11:32:44  <Benny> maybe it is, i never tried zbase so i wouldnt know. just remember some screenshots way back
11:33:38  <Benny> it sounds like way too much of a hassle to get right TBH, but if you're determined to make it work then more power to ya :)
11:33:51  <V453000> it is a shitload of hassle
11:34:00  <V453000> but yeah :) still trying
11:35:20  <V453000> another topic is that one thing is to get it look nice, another is to make it technically work
11:35:33  <V453000> like, ground tiles should have no antialiasing. Hard edges only is the way to go
11:36:05  <V453000> which is theoretically possible to render but then you would get into another shitload of issues, so it is better to "just" render everything bigger and then crop it to the right shapes
11:36:17  <V453000> which obviously introduces a whole new level of stuff to worry about
11:36:45  <V453000> and then cute parts like tunnels applying that cut only at some points, ...
11:37:11  <V453000> you can have sprites which are a little big bigger without any cropping but glitches and weird stuff...
11:39:53  <Benny> well it IS a game from 1995. no way around it without redoing the whole game i guess
11:44:09  <V453000> quite
11:44:22  <V453000> there are just many obstacles that need to be solved
11:45:16  <V453000> and the fact that we have zbase is actually not really helping because many people just ignore many of the issues and nobody cares about a proper, or even nice solution
11:45:57  <V453000> nuff rant
11:45:59  <V453000> off for luncho
11:46:00  <V453000> bai
11:46:07  <Benny> cya
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12:30:33  <Benny> !tl
12:30:38  <V453000> !gg
12:30:42  <Benny> uh shit
12:30:45  <Benny> halp
12:30:48  <Benny> !cl
12:33:00  <V453000> try @
12:33:15  <Benny> @cl
12:33:15  <Webster> cl: Curve Length, mostly used to describe how big a curve must be to let pass trains with a certain TL at full speed, see also:
12:33:24  <Benny> thanks
12:33:29  <V453000> yw
12:34:15  <Benny> but slugs ignore that iirc?
12:34:24  <Benny> in yeti
12:34:48  <Benny> no thats the industry set
12:35:11  <Benny> in nuts
12:36:26  <Benny> nvm found it on the wiki
12:43:01  <V453000> yeah mostly
12:43:10  <V453000> CL1 will slow them down to some 200ish kmh
12:43:20  <V453000> but anything else, nope :)
12:53:03  <V453000> hmmmmmmmmmmmmmm factorio uses 4 layers for tracks, openttd deals with 2 XD
12:53:13  <V453000> at least 3 would be nice
12:53:18  <V453000> but hm
12:59:21  <Benny> i think i found the solution for YETI
12:59:34  <Benny> just srnw everything
12:59:37  <Benny> simples
12:59:56  <Benny> because apparently theres a limit to how many YETI workers each primary can take
13:00:25  <Benny> sorry
13:00:26  <Benny> dudes
13:00:48  <V453000> that limit is pretty damn high
13:00:57  <V453000> 16*2295 is max production
13:01:05  <V453000> which is 32k
13:01:18  <V453000> or something
13:01:20  <V453000> but a lot
13:01:23  <Benny> how is it high when 4 TL3 trains is overloading it
13:01:43  <Benny> does the production have to rise gradually?
13:01:45  <V453000> it is always "overloaded"
13:02:02  <V453000> anything in YETI consumes 10% of the available stockpile per -short time-
13:02:08  <V453000> which means the more you bring the more it consumes
13:02:18  <V453000> and when you dont deliver for a while, it takes some time to deplete
13:02:22  <V453000> a nice mechanic imo :)
13:03:32  <Benny> oh i see
13:03:47  <Benny> just thought it was weird that i had cargo being dumped in the station and not in the industry
13:04:25  <V453000> well thats weird
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15:41:21  <happpymoblic> !players
15:41:21  <coopserver> happpymoblic: The server is empty, noone is connected. Feel free to remedy this situation
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19:03:42  <Maraxus> !pw
19:03:43  <coopserver> Maraxus: bought
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19:29:22  <mmtunligit> !password
19:29:22  <coopserver> mmtunligit: staged
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19:45:30  <happpy> hi  mmtunligit
19:46:24  <mmtunligit> hi
19:48:20  <mmtunligit> argh! where are the trains to copy?
20:00:44  <Taede> go to the sign list and find the trainyard sign?
20:00:52  <Taede> usually somehwere in the top of the list
20:01:29  <mmtunligit> nvm, i figured it out
20:04:09  <happpy> hi  Taede
20:04:16  <happpy> how  things  mmtunligit
20:04:22  <mmtunligit> good
20:04:29  <happpy> how  ar u  Taede
20:19:47  <mmtunligit> wel, i just made the dumbest path ever
20:20:33  <mmtunligit> got to sign /mmtunligit (best path found) and look at its glory
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