Times are UTC Toggle Colours
00:05:11 <Jack123610> Anyone know how to install the french names? didn't seem to work and need them to get on 00:33:39 *** Jack123610 has quit IRC 00:48:36 *** liq3 has joined #openttdcoop 02:43:36 <Sylf> !dl 02:43:36 <coopserver> Sylf: !download lin|lin64|osx|ottdau|source|win32|win64|win9x 02:43:37 <coopserver> Sylf: http://www.openttd.org/en/download-trunk/r27510 02:46:26 <Sylf> @help topic change 02:46:26 <Webster> Sylf: (topic change [<channel>] <number> <regexp>) -- Changes the topic number <number> on <channel> according to the regular expression <regexp>. <number> is the one-based index into the topics; <regexp> is a regular expression of the form s/regexp/replacement/flags. <channel> is only necessary if the message isn't sent in the channel itself. 02:46:44 <Sylf> @topic 02:46:44 <Webster> Sylf: Cooperative OpenTTD | PSG310 (r27452) | STAGE: Building | New players, use @quickstart and !help | www.openttdcoop.org | TS3: voice.openttdcoop.org 02:47:21 <Sylf> @topic change 2 s/27452/27510/ 02:47:21 *** Webster changes topic to "Cooperative OpenTTD | PSG310 (r27510) | STAGE: Building | New players, use @quickstart and !help | www.openttdcoop.org | TS3: voice.openttdcoop.org" 04:13:47 *** MonkeyDrone has joined #openttdcoop 06:02:29 *** Monkey_ has joined #openttdcoop 06:03:58 *** Monkey__ has quit IRC 08:34:29 *** dr_gonzo has joined #openttdcoop 08:34:57 *** dr_gonzo is now known as Guest5573 10:07:55 *** Monkey__ has joined #openttdcoop 10:14:28 *** Monkey_ has quit IRC 10:20:22 *** StarLite has joined #openttdcoop 10:20:22 *** ChanServ sets mode: +o StarLite 10:21:10 *** dr_gonzo_ has joined #openttdcoop 10:24:35 *** dr_gonzo___ has joined #openttdcoop 10:28:09 *** Guest5573 has quit IRC 10:30:06 <MonkeyDrone> @quickstart 10:30:07 <Webster> Quickstart - #openttdcoop wiki - http://wiki.openttdcoop.org/Quickstart 10:30:34 <V453000> heyo :) 10:30:46 <MonkeyDrone> how's it going mate? :D 10:30:54 <V453000> great :) 10:31:09 *** dr_gonzo_ has quit IRC 10:31:30 <MonkeyDrone> had a question for you, does zbase conflict with any of your work, NUTS, YETI and that world sprites thing, can't recall 10:31:41 <MonkeyDrone> RAWR 10:31:46 <V453000> it doesn't conflict with it technically, zbase just look utter shit 10:31:51 <V453000> zbase is a base set 10:32:04 <V453000> NUTS and YETI are NewGRFs which just add new things / replace trains or industries 10:32:19 <V453000> RAWR directly replaces base sprites, so it does overwrite the base set directly, same as BRIX 10:32:53 <V453000> basically, zbase being ultra shit is the reason why I was making RAWR and why I am making BRIX 10:33:23 <MonkeyDrone> ah ok, cause iw as looking around and it said it was 32bpp 10:33:35 <MonkeyDrone> what i'm looking for right now is cities in 32bpp, does it exist? 10:33:37 <V453000> well it is, but that doesn't imply good 10:33:41 <MonkeyDrone> cities/towns 10:33:45 <V453000> I don't know of any 10:34:14 <V453000> 32bpp/ExtraZoom is a nice feature to be able to do, but drawing/creating graphics for it is much harder, and mainly easier to fuck up 10:34:16 <MonkeyDrone> was setting up my own small server to play on with YETI, so going all 32bpp on it 10:34:17 <V453000> zbase is prime example of that 10:34:24 <V453000> hehe I understand 10:34:41 <V453000> well, I personally play with original TTD base set 10:34:52 <V453000> even when combining with 32bpp graphics 10:35:04 <V453000> because if the 32bpp is done right, then it will look good with the original vibrant graphics 10:35:05 <MonkeyDrone> original TDD base set looks good good? 10:35:18 <V453000> yes 10:35:37 <V453000> it is a piece of professional pixel art, a lot of great tricks there 10:35:53 <V453000> zbase/ogfx is just open source attempt to "have a base set", but quality is uncomparable 10:36:05 <MonkeyDrone> how cna i get the original baseset to try it out 10:36:13 <V453000> TTD is on abandonware 10:36:17 <V453000> the files are included in that 10:36:41 <V453000> http://www.abandonia.com/en/games/240/ 10:36:42 <Webster> Title: Download Transport Tycoon Deluxe | Abandonia (at www.abandonia.com) 10:37:01 <MonkeyDrone> sweeet brb 5 mins 10:37:05 <V453000> on openttd wiki in installation it tells where to put the files and which 10:37:19 <V453000> https://wiki.openttd.org/Installation#Choosing_TTD_for_base_graphics 10:41:21 <MonkeyDrone> back, had to finish lunch, hands were getting messy:D 10:42:03 <V453000> XD 10:44:03 <MonkeyDrone> all them sexy singles in my area, didn't know the population here was full of women 10:44:53 <V453000> yeah all these horny single mothers 10:45:05 <V453000> they seem to be everywhere, where is this world going 10:45:25 <hylje> all these horny single mothers near me in anonymous proxy 10:45:49 <V453000> especially that place yes 10:45:53 <V453000> crowding with them 10:48:11 <MonkeyDrone> the original base set buildings loook so out of place with RAWR active 10:49:25 <Clockworker_> yup 10:49:31 <Clockworker_> we should all just pack up and move to anonymous proxy 10:49:39 <MonkeyDrone> huh, the older pixel art is way better than opengfx 10:49:40 <MonkeyDrone> o.o 10:49:42 <Clockworker_> live in a harem of cougars 10:50:01 <Clockworker_> yeah it's glorious 10:50:03 <MonkeyDrone> lol, one woman in my life is enough, thanks 10:50:52 <V453000> yeah, well rawr is considerably shitty, too :P 10:51:17 <V453000> hence brix 10:51:22 <MonkeyDrone> well comparing it to BRIX, it will fall short 10:52:23 <MonkeyDrone> what's with the listing order of GRFS in the grf activation screen 10:52:34 <MonkeyDrone> does it matter which grf is on top? 10:52:37 <V453000> the original will never fall short, but I believe BRIX is convenient for people who don't need the game to look realistic 10:52:43 <V453000> sometimes it matters 10:52:51 <V453000> basically the ones at the bottom overwrite the ones at the top 10:52:52 <Clockworker_> I'd say original > rawr > zbase > openffx 10:52:55 <V453000> if they both define the same thing 10:53:01 <Clockworker_> gfx* 10:53:10 <V453000> opengfx is better than zbase by miles 10:53:30 <V453000> it is just that much harder to fuck up a 8bpp image than 32bpp render 10:53:31 <MonkeyDrone> if i put town replacement grf below RAWR, the roads from RAWR don't load up, getting another artwork 10:53:33 <Clockworker_> I don't know opengfx really bugs me 10:53:35 <Clockworker_> can't stand it 10:53:52 <V453000> try putting RAWR under it MonkeyDrone but I am not sure 10:53:54 <MonkeyDrone> you guys hate opengfx that much eh 10:53:59 <MonkeyDrone> it works if i put it under 10:54:10 <V453000> the thing is, the road set might define new newgrf roads instead of replacing them, though I believe that can't be done atm 10:54:12 <MonkeyDrone> that's why i asked to confirm if there was a priority order 10:54:18 <V453000> yeah 10:54:21 <Clockworker_> what bugs me the most about opengfx is the font 10:54:27 <Clockworker_> really bad to read 10:55:05 <V453000> well I consider it ugly but the thing which I shit pants from is mainly the general darkness, almost no bright pixels, in general it is just dark, grim, boring because no details 10:55:52 <MonkeyDrone> how come no one works to improve openGFX then? 10:56:04 <V453000> many reasons 10:56:15 <Clockworker_> no idea 10:56:20 <V453000> first of all, making a base set is insane amount of work - speaking 10 000 individual sprites 10:56:41 <MonkeyDrone> so insanely time consuming 10:56:46 <V453000> second, also very important, most people have gameplay ideas / want something they like in the game, so a single newgrf is more convenient 10:57:08 <V453000> third, also noticeable, people want to put their name out there, not build upon someone else's credit 10:57:10 <MonkeyDrone> true that, if modding is more convenient, why the hell not. 10:57:38 <MonkeyDrone> so if one was to mod openTTD, what prerequisite skillset would one need 10:57:40 <V453000> fourth, there is almost nobody who actually understands graphics and sees the problems 10:57:57 <V453000> when I was starting to make NUTS, I had absolutely no skillset 10:58:04 <V453000> the only thing you need is wanting to create 10:58:07 <MonkeyDrone> i didn't see the problem till i compared it with original TTD artwork 10:58:07 <V453000> and patience 10:58:15 <V453000> yes that is another thing 10:58:35 <V453000> OpenTTD ships with OpenGFX so many new players don't even have a clue about the professional artwork 10:58:39 <MonkeyDrone> given time, anything is possible :P 10:59:07 <V453000> arguably the old TTD graphcis are one of the big reasons why TTD got as popular as it did 10:59:18 <MonkeyDrone> where would one begin to start reading on 'learning to mod openttd' ? 10:59:21 <V453000> yes, time, but patience and drive plays big role there 10:59:43 <MonkeyDrone> well if you love something you do and it's a hobby, time isn't an issue 11:00:39 <V453000> hm, well my approach was: 1. create idea, set up some main points what I want. 2. draw sprites (you just download the colour palette and draw), 3. coding the shit - learning how to code NML from seeing other newgrf's sources on openttdcoop devzone and reading TT-wiki.net 11:01:08 <V453000> 1. is what almost nobody does and it shows how NewGRFs look, most have no gameplay ideas, or work like total shit which is "just realistic" 11:01:10 <MonkeyDrone> doesn't sound complicated at all 11:01:27 <MonkeyDrone> hahahahhha, damn that was a brutal burn to realism 11:01:51 <V453000> 2. is way easier than it sounds, since drawing in the low resolution and with limited colours is just filling a grid with colours, not much drawing skills required, especially not hand control etc 11:02:12 <MonkeyDrone> aye, but if you are looking to draw 32bpp 11:02:16 <V453000> 3. is fucking HELL, if you aren't a programmer, but you can go through it if you are in #openttd and ask dudes what to do 11:02:33 <MonkeyDrone> i've basic skillset in c++, used to mod l4d2 for 4 years 11:03:14 <V453000> well 32bpp is another story, there the colour amount is high so it is much harder to make it. Which brings up the reasonability to use rendered sprites from 3D models, which brings convenience to "just render them in x4 zoom while at it" 11:03:14 <MonkeyDrone> brb, gotta unload groceries from car and who the hell designed the color scheme on the tt-forums x.x 11:03:36 <V453000> it certainly is possible to draw sprites by hand, but the convenience of 3D is just awesome, and re-usable 11:04:29 <V453000> but I have to admit that you have to crawl through SO much shit to make sprites work from 3D, many hacks etc., that it is probably faster to just draw things by hand, although some repetitive things like drawing all rotations of a signal are probably quite intense on mental health 11:05:05 <V453000> so I just make 3D models, because it also helps me learn blender/3DSMAX tools I use at work, and outputs newgrfs for a game I love. :) win win 11:05:20 <V453000> if you know C++, then NML will be fucking easy 11:05:26 <V453000> it is basically just filling values in here and t here 11:05:32 <V453000> not real programming 11:09:13 <MonkeyDrone> back, that was a lot of damn groceries 11:09:20 <V453000> :D 11:10:21 <MonkeyDrone> yeah i saw some work of NML, didn't look complicated, was just wondering if there was more to it o.o 11:10:46 <V453000> vehicles and things which just replace graphics are easy 11:10:49 <V453000> tedious, but easy 11:11:06 <V453000> for example BRIX has to know which spriteIDs it is replacing, which is annoying to find out 11:11:07 <MonkeyDrone> so if i was to make a single 3D model, it would be very far from walk in the park for me right, sicne i've no 3d programs experience 11:11:22 <V453000> but for example coding YETI industry mechanism is totally mind boggling to me 11:11:28 <MonkeyDrone> there exists no list for all avaliable sprites and their IDs? o.o 11:11:40 <V453000> kind of does 11:11:51 <V453000> in opengfx spritesheet XD 11:11:59 <V453000> but you have to look and see what each sprite does 11:12:10 <V453000> which rotation it is, blabla 11:12:13 <V453000> it is a mess 11:12:30 <MonkeyDrone> so a lot of legwork eh 11:12:32 <V453000> regardless ... if you take 3D approach, you need correct settings for camera/coordinate system in order to render the right size 11:12:33 <V453000> yeah 11:12:42 <V453000> then you can create any model you want 11:12:48 <MonkeyDrone> sounds like openTTD needs a proper information library 11:13:24 <V453000> you render it, then you need some form of postproduction to edit the images, not just for beauty but also for cutting edges, placing things on top of each other, combining sprites, and I like putting sprites into sprite sheets instead of just one by one pictures 11:13:33 <MonkeyDrone> i guess not a lot of people skilled in 3D designing are playing openTTD 11:13:36 <V453000> and when you have the spritesheet you just put it into the game 11:14:04 <V453000> for example creating BRIX doesn't really need any big skills with 3D modelling, all of the models are pretty simple 11:14:14 <V453000> but all the shit around it, takes insane amount of time 11:14:41 <MonkeyDrone> ever considered doing a screen recording of work being done on a 3D model for openTTD? 11:14:57 <V453000> kind of 11:14:59 <MonkeyDrone> showcase people how things are done, insight into the development of sprites 11:15:04 <V453000> but I prefer writing articles/documentation instead 11:15:14 <V453000> since it would be a timelapse of, say, 400 hours of work 11:15:50 <V453000> YETI, NUTS and RAWR have each at least some documentation how it is made http://dev.openttdcoop.org/projects/yeti 11:16:19 <MonkeyDrone> documentation definitely is critical 11:16:19 <V453000> basically notes so if someone wants to do the same or something similar as I do, they don't need to spend a month reinventing the wheel and seeing how to render precisely into pixels, setting shit up, ... 11:16:40 <V453000> I work with blender and 3DSmax so I have camera values for those programs 11:17:11 <V453000> for other programs, I at least have precision checking postproduction pipeline, so you can quickly check if your camera is good or not 11:17:21 <MonkeyDrone> definitely the most commond 3D rendering programs I know of 11:17:47 <V453000> for openttd many people will probably prefer blender since opensource and stuff 11:18:33 <MonkeyDrone> whatever gets their creativity going 11:19:02 <V453000> also, if people want to create a base set like BRIX, they can just render images and sprite sheets are created almost instantly, if they feed them to my pipeline which I also share 11:19:18 <V453000> and the postproduction pipeline is extremely crucial to use, even though literally nobody does 11:19:56 <V453000> that thing alone is like at least 20% of the work on BRIX 11:20:01 <MonkeyDrone> nobody knows how to use the postproduction pipline? or is it time consuming and they skip on it? 11:20:25 <V453000> they don't know it, they don't want to make things properly, and they often don't even want to see the reasons why 11:20:37 <V453000> like, if you make antialiased ground tiles for openttd, shit will glitch 11:20:48 <V453000> so you have to cut them with precise, hard edges to fit 11:21:20 <MonkeyDrone> i assume zbase skipped on the postproduction part 11:21:27 <V453000> common approach generally seems to be "yeah I will just make bigger sprites and shit will overlap to prevent holes in ground" 11:21:31 <V453000> yes it did 11:21:39 <V453000> which is why zbase glitches quite a lot 11:21:55 <MonkeyDrone> overlapping is not the smartest thing to do.... 11:22:18 <V453000> also, for example if YETI had no postproduction, apart from looking uglier, it would not have 144MB but about 1GB 11:22:38 <V453000> masking animations is critical to save filesize there 11:22:39 <MonkeyDrone> say whaaaaaaaaaaaaaaaaaaaaaaat, how come? 11:22:47 <MonkeyDrone> ah ok 11:22:58 <V453000> http://dev.openttdcoop.org/attachments/download/6338/anim_mask_workflow.png 11:23:12 <V453000> if you play with YETI, press X and see an animated industry 11:23:21 <V453000> you can see which parts animate and which are just a static underlay 11:23:37 <MonkeyDrone> aye, was just reading up on how masking effect differentiate 11:24:23 <V453000> and then you can cut tiles precisely with hard edges to make them combine in the game properly http://dev.openttdcoop.org/attachments/download/6337/CUTTING_MASK.png 11:24:38 <V453000> if you didn't have postproduction, you could only cut it with antialiased edge in 3D 11:24:58 <V453000> which combines poorly, it is visible on zbase industries - they have the cut lines in them 11:25:15 <MonkeyDrone> i'll download zbase and check it out 11:25:50 <MonkeyDrone> 300mb, will be a while x.x but i'll check it out when its done to see wha'ts going on with it 11:25:59 <MonkeyDrone> probably help put things into perspective 11:26:15 <V453000> yeah I'm just ranting, but there is a huge list of things that can improve the game graphics only with proper postproduction, and nobody does it :( 11:27:17 <MonkeyDrone> breaks your heart to see a job half ass'd eh 11:28:32 <V453000> and don't even get me started on train length inconsistency in straight tracks vs. diagonal tracks :D 11:28:54 <V453000> because OpenTTD defines that 2 trains fit on 1 tile, regardless if you have it diagonally or straight 11:28:55 <MonkeyDrone> what do you mean? 11:29:05 <MonkeyDrone> trains get smaller when going diagonal? 11:29:15 <V453000> kind of 11:29:32 <MonkeyDrone> they don't use the saame amount of tile space? o.o 11:29:38 <V453000> see Pineapple trains to know exactly what is happening 11:29:40 <MonkeyDrone> seeing as tiles are square and it should work out so 11:29:53 <V453000> they do, logically. Straight and diagonal is for the code logic the same length 11:30:10 <V453000> in reality, square diagonal vs square side is of course 1,41 times bigger 11:30:14 <MonkeyDrone> but the visual effect feels different because of the way it's designed? 11:30:18 <V453000> which is also the ratio of 3D there XD 11:30:38 <V453000> the visual effect is hidden in drawn graphics because you have to draw each view individually anyway 11:30:51 <V453000> but when you render 3D, things come from the same model usually, just rotated 11:31:01 <V453000> and there the physical difference become apparent 11:31:22 <V453000> it kills me to see that one of the best newgrf authors like Pikka ignores this gigantic problem in Pineapple trains 11:31:36 *** Monkey__ has quit IRC 11:31:49 <V453000> you can justify "but it is physically correct!" but that doesn't change the fact that it breaks the visual appearance of trains 11:31:58 *** Monkey__ has joined #openttdcoop 11:32:33 <V453000> and creating graphics often is about hacking stuff just to make it look nice, so in this case the best solution is creating 2 models, one for diagonals, one for straight tracks 11:32:34 <MonkeyDrone> ah 11:32:47 <MonkeyDrone> but then that's a lot more work isn't it 11:33:03 <V453000> NUTS doesn't have 2 models, it just stretches the diagonal models by 141% which is a cheap solution, but it works for most shapes 11:33:21 <MonkeyDrone> but i understand if one would aim for perfection, 2 models is the optimal way to go 11:33:29 <V453000> round shapes are generally the killer where the stretching from scaling becomes apparent 11:33:33 <MonkeyDrone> huh, stretching works too, based on design 11:33:34 <V453000> but then, most trains are just boxes 11:33:39 <V453000> yes 11:34:07 <MonkeyDrone> aye, trains ahve to be boxes, no denying that 11:34:18 <V453000> having 2 models is more work, but if you go smart about it, the second one can be just adjustment of the first one, so for like 5-10% of extra effort, if not even less, you get proper solution 11:34:48 <MonkeyDrone> true true, the design is already done, you just need to adjust it around 11:34:50 <V453000> thing is, having scaled distortion is way less problematic than having gaps between wagons 11:35:05 <V453000> because of the on-the-first-sight effect 11:35:30 <V453000> if you see a train which is intact on straight track, and it has 40% gaps between vehicles just as it takes a curve, it looks very broken 11:36:10 <V453000> if you see a train which is intact on straight track, and as it turns on curve it is still intact, but on closer inspection it is distorted a bit, the eye discovers it eventually, but it is believable 11:36:42 <V453000> but yeah, every author has different priorities 11:36:53 <V453000> my priority is doing it properly 11:37:35 <V453000> compare NUTS 32bpp trains vs pineapple trains and you see immediately. :) 11:37:44 <MonkeyDrone> i shall do that :D 11:38:14 <MonkeyDrone> today's project is to try these different 32bpp work and see what's up with them 11:38:41 <MonkeyDrone> and finish setting up my server to play with your 3x work of black magic 11:40:07 <V453000> :) 11:40:11 <V453000> enjoy 11:40:15 <V453000> I will take some lunch meanwhile 11:40:30 <MonkeyDrone> enjoy your food and thanks for the educational trip :D 11:44:08 *** Clockworker__ has joined #openttdcoop 11:48:13 <MonkeyDrone> what recommended year to start with NUTS? 11:51:28 *** Clockworker_ has quit IRC 12:30:37 *** dr_gonzo___ has quit IRC 12:49:19 *** Kalaidos has joined #openttdcoop 12:50:22 <Kalaidos> !pw 12:50:22 <coopserver> Kalaidos: domain 12:50:27 <coopserver> *** Game still paused (connecting clients, number of players) 12:50:40 <coopserver> *** Player has joined 12:50:41 <coopserver> *** Game still paused (number of players) 12:50:42 <coopserver> *** Game unpaused (number of players) 13:00:52 *** Clockworker__ has quit IRC 13:01:39 *** Clockworker has joined #openttdcoop 13:05:09 *** MonkeyDrone has quit IRC 13:05:15 *** Clockworker_ has joined #openttdcoop 13:11:07 *** Clockworker has quit IRC 13:32:30 *** glubothemad has joined #openttdcoop 13:51:50 *** liq3 is now known as Guest5611 13:51:50 *** liq4 has joined #openttdcoop 13:51:50 *** liq4 is now known as liq3 13:52:31 *** Guest5611 has quit IRC 14:15:44 *** StarLite has quit IRC 14:17:51 *** StarLite has joined #openttdcoop 14:17:51 *** ChanServ sets mode: +o StarLite 14:23:15 *** solitaire has joined #openttdcoop 14:34:08 <V453000> !date 14:34:08 <coopserver> Jun 14 2366 14:34:17 *** Clockworker__ has joined #openttdcoop 14:36:53 <coopserver> *** Player has left the game (Leaving) 14:36:54 <coopserver> *** Game paused (number of players) 14:42:08 *** Clockworker_ has quit IRC 14:54:14 *** Monkey__ has quit IRC 15:42:32 *** Kalaidos has quit IRC 15:51:21 *** MonkeyDrone has joined #openttdcoop 16:43:20 *** Progman has joined #openttdcoop 16:47:33 *** happpy has joined #openttdcoop 16:48:14 <happpy> !players 16:48:14 <coopserver> happpy: The server is empty, noone is connected. Feel free to remedy this situation 17:01:27 *** liq3 has quit IRC 17:54:44 *** Clockworker has joined #openttdcoop 18:01:24 *** Clockworker__ has quit IRC 18:01:43 *** glubothemad has quit IRC 19:47:03 *** MonkeyDrone has quit IRC 19:49:27 *** Mucht has joined #openttdcoop 19:49:27 *** ChanServ sets mode: +o Mucht 19:57:51 *** ODM has joined #openttdcoop 20:13:06 *** MonkeyDrone has joined #openttdcoop 20:22:53 *** solitaire has quit IRC 20:25:43 *** Compu has joined #openttdcoop 20:25:47 <Compu> hi 20:26:33 <Compu> anyone around? 20:26:40 <Compu> im wondering why the server is paused 20:28:37 <hylje> the server is paused when there's less than two players present 20:28:44 <Compu> oh 20:28:52 <hylje> it's co-op 20:28:56 <Compu> so i cant join until someone else does? 20:29:11 <hylje> you can join and ask someone to come with you on the server channel 20:29:13 <Compu> but who else would join? ;-; i came here to find someone to play with 20:29:39 <Compu> i just wanna play on a server and this was a server i found 20:29:52 <Compu> i already know how to play 20:30:01 <hylje> well co-op is not half bad for doing that 20:30:21 <Compu> does co-op mean i cant have my own company? 20:30:27 <hylje> yup, that's what we do 20:30:31 <Compu> oh 20:30:31 <hylje> one company many players 20:30:35 <hylje> that's why you need a buddy 20:30:51 <Compu> i have no buddies and i usually run my company alone 20:31:17 <hylje> :^( 20:31:26 <Compu> cuz everyone else likes i've met likes to go crazy and build as many lines as possible and max out the loan 20:31:44 <Compu> i like to take things slow with 1 or 2 passenger/mail lines until my loan is gone 20:31:51 <hylje> we're a bit more organized than that, we make sure we don't run out of money before we go crazy 20:32:14 <Compu> yeah but theres usually a big conflict of interest when i play with someone 20:32:25 <hylje> there's a plan 20:32:29 <Clockworker> ocmpu 20:32:30 <Clockworker> compu 20:32:34 <Compu> cuz everyone i've met wants to get things done as fast as possible 20:32:36 <Clockworker> there's a welcome server and a coop server 20:32:46 <Compu> Clockworker: im on the welcome server 20:32:55 <Clockworker> ah 20:33:15 <Clockworker> I'm pretty sure if you get in the game and join your company the game unpauses for you 20:33:29 <Clockworker> it needs at least one player in a company 20:33:39 <Compu> i dont have a company yet 20:33:44 <Clockworker> create one 20:33:46 <hylje> shrug i haven't been involved with the welcome server, just here on the classic 20:33:48 <Compu> oh 20:33:50 <Compu> ok 20:33:57 <Compu> lemme find where i wanna build first 20:33:58 <Clockworker> once you do, you'll get it unpaused 20:34:08 <Clockworker> also change your name from player if it's still set as player 20:34:17 <Clockworker> hylje, nowadays you don't need 2 people around anymore 20:34:21 <Clockworker> on coop either 20:34:24 <V453000> !rcon set min_active_clients 20:34:25 <coopserver> Current value for 'min_active_clients' is: '1' (min: 0, max: 255) 20:34:28 <V453000> it is 1 20:34:30 <hylje> k 20:34:36 <V453000> as it should be 20:35:13 <Compu> Clockworker: i have my name pre set, i've been playing this game for a while successfully 20:36:01 <Compu> hmmmm 20:37:10 <Compu> i think i'll start with a passenger line between cruz das almas and são pedro da aldeia 20:37:17 <Compu> if thats ok 20:37:22 <hylje> go for it 20:38:29 <Compu> .-. 20:38:36 <Compu> what r all these newgrf tracks 20:38:43 <Compu> dafuq is greenpurr 20:39:04 <hylje> craziness 20:41:40 <Clockworker> what 20:41:42 <Clockworker> you BR too? 20:41:52 <Clockworker> "ã" 20:43:40 <hylje> BR? BR? BR? 20:43:49 <hylje> t. alberto barbosa 20:44:33 <Clockworker> portugal is white 20:44:35 *** Mucht has quit IRC 20:44:50 <Clockworker> white african kingdom 20:46:18 <hylje> ayy 20:46:55 <Clockworker> I leave /int/ 20:47:00 <Clockworker> but /int/ comes after me it seems 20:47:25 <hylje> but can /int/ leave you 20:48:05 <Clockworker> apparently, no 20:48:14 <Clockworker> t. actual brazilian 20:53:37 <Compu> and off i go 20:58:15 <Clockworker> see you 20:58:41 <Compu> what is the secondary color for in the color scheme settings? 20:58:52 <Clockworker> some newgrfs use it 20:59:09 <Clockworker> like some train sets, where you can pick two colors 20:59:19 <Compu> oh 20:59:20 <Compu> ok 20:59:44 <happpy> hi all 21:11:54 <happpy> <Clockworker> 21:12:44 <MonkeyDrone> hello hello 21:13:21 <happpy> hi 21:13:31 <happpy> how ar u] 21:13:52 <Compu> is there a way to refit a single train car and not the entire train? 21:14:39 <happpy> yes 21:15:44 <Compu> how? 21:16:11 <happpy> send it to the depot 21:16:35 <Compu> :/ 21:16:52 <Compu> ur not understanding my question 21:16:56 <Compu> can someone else answer? 21:17:02 <happpy> ar 21:17:05 <happpy> soory 21:17:31 <happpy> heem i dont think so 21:18:01 *** ODM has quit IRC 21:19:15 <Clockworker> how you doing happpy 21:19:20 <happpy> good 21:19:25 <happpy> how ar u 21:19:30 <MonkeyDrone> quit or exit is the server command to save and shut down the server? :D 21:19:35 <Clockworker> im good 21:20:18 <Compu> Clockworker: do u know if theres a way to refit single train cars and not the whole train? 21:20:49 <happpy> quit or exit to cume out the game not to shut down the server? i thinkj 21:21:19 <MonkeyDrone> ah, i made some mistakes in the config file of the server, had to take it offline 21:21:39 <happpy> ar ok 21:28:22 <Compu> bluh i gotta get a second train to get my ratings up 21:30:33 <MonkeyDrone> damn simple city builder keeps loading it's default config even though i copied the right settings from my local city builder script settings x.x 21:31:08 <happpy> heem 21:31:23 *** happpy has left #openttdcoop 21:31:34 *** happpy has joined #openttdcoop 21:31:44 <MonkeyDrone> i'll go destroy something, it reset on local as well 21:34:41 <MonkeyDrone> i give up, it just won't even read the script settings, just loads default x.x 21:35:51 <happpy> is it a save u trying to load up to the server 21:36:28 <MonkeyDrone> nope, new game 21:36:35 <MonkeyDrone> even locallly it won't work, weird 21:37:05 <happpy> heem 21:37:11 <Clockworker> <Compu> Clockworker: do u know if theres a way to refit single train cars and not the whole train? 21:37:13 <Clockworker> like in orders? 21:37:14 <Clockworker> no 21:37:16 <MonkeyDrone> [game_scripts] 21:37:23 <MonkeyDrone> "Simpleton's City Builder" = cat1=0,cat10=0,cat11=0,cat12=0,cat13=0,cat14=0,cat15=0,cat16=0,cat17=0,cat18=0,cat19=0,cat20=0,cat21=0,cat22=0,cat23=0,cat24=0,cat25=0,cat26=0,cat27=0,cat28=0,cat29=0,cat3=0,cat30=0,cat31=0,cat5=0,cat6=0,cat7=0,cat8=0,cat9=0,changetownname=1,dec0=50,dec2=40,dec4=10,gamelength=0,goal=0,pop0=800,pop2=1500,pop4=3000,req20=0,req4=100,townarea=4,xMapgen=1 21:37:29 <MonkeyDrone> it's all there o.o 21:41:28 <mescalito> !pw 21:41:28 <coopserver> mescalito: jmppos 22:09:39 <mescalito> Hi. r27512 client will not work on a current server? 22:15:08 *** StarLite has quit IRC 22:35:59 *** Progman has quit IRC 23:37:55 *** Clockworker_ has joined #openttdcoop 23:44:01 *** Clockworker__ has joined #openttdcoop 23:45:13 *** Clockworker has quit IRC 23:51:44 *** Clockworker_ has quit IRC