Log for #openttdcoop on 25th February 2016:
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00:05:11  <Jack123610> Anyone know how to install the french names? didn't seem to work and need them to get on
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02:43:36  <Sylf> !dl
02:43:36  <coopserver> Sylf: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
02:43:37  <coopserver> Sylf:
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 | | TS3:
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 | | TS3:"
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10:30:06  <MonkeyDrone> @quickstart
10:30:07  <Webster> Quickstart - #openttdcoop wiki -
10:30:34  <V453000> heyo :)
10:30:46  <MonkeyDrone> how's it going mate? :D
10:30:54  <V453000> great :)
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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>
10:36:42  <Webster> Title: Download Transport Tycoon Deluxe | Abandonia (at
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>
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
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
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>
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
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
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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
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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
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11:48:13  <MonkeyDrone> what recommended year to start with NUTS?
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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
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12:50:42  <coopserver> *** Game unpaused (number of players)
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14:34:08  <V453000> !date
14:34:08  <coopserver> Jun 14 2366
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16:48:14  <happpy> !players
16:48:14  <coopserver> happpy: The server is empty, noone is connected. Feel free to remedy this situation
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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
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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
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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
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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?
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