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Feel free to remedy this situation 11:21:32 <IvanLeshev> ._. 11:54:13 *** IvanLeshev has quit IRC 12:25:13 *** Compu has quit IRC 12:31:03 *** Compu has joined #openttdcoop 14:21:34 *** Maraxus has joined #openttdcoop 14:21:34 *** ChanServ sets mode: +o Maraxus 14:23:21 <Maraxus> !pw 14:23:21 <coopserver> Maraxus: outway 14:23:29 <coopserver> *** Game still paused (connecting clients, number of players) 14:23:32 <coopserver> *** Maraxus has joined 14:23:33 <coopserver> *** Game still paused (number of players) 14:27:10 <coopserver> *** Maraxus has joined company #1 14:27:11 <coopserver> *** Game unpaused (number of players) 14:32:13 <coopserver> *** Maraxus has left the game (Leaving) 14:32:14 <coopserver> *** Game paused (number of players) 14:32:22 *** Maraxus has quit IRC 16:15:39 *** Progman has joined #openttdcoop 17:46:14 *** happpy has joined #openttdcoop 17:46:52 <happpy> !players 17:46:52 <coopserver> happpy: The server is empty, no one is connected. Feel free to remedy this situation 17:53:45 *** AlphaSC has joined #openttdcoop 17:53:52 <AlphaSC> !pw 17:53:52 <coopserver> AlphaSC: flight 17:53:58 <coopserver> *** Game still paused (connecting clients, number of players) 17:54:01 <coopserver> *** AlphaSC has joined 17:54:02 <coopserver> *** Game still paused (number of players) 17:54:02 <happpy> Hi 17:54:15 <coopserver> <AlphaSC> hihi 17:54:33 <V453000> yoyo 17:56:09 <coopserver> <AlphaSC> ah god 17:56:12 <coopserver> <AlphaSC> some ppl 17:56:30 <coopserver> <AlphaSC> building at 10 spots at the same time 17:56:38 <coopserver> <AlphaSC> but nothing finished or done properly 17:57:11 <coopserver> *** AlphaSC has joined company #1 17:57:12 <coopserver> *** Game unpaused (number of players) 17:57:45 <happpy> how things going 18:13:41 <Arveen> yO slacklords 18:13:52 <Arveen> !pw 18:13:52 <coopserver> Arveen: manage 18:13:56 <coopserver> *** Game paused (connecting clients) 18:13:59 <coopserver> *** Ar-to-the-veen has joined 18:14:00 <coopserver> *** Game unpaused (connecting clients) 18:14:39 <coopserver> <Ar-to-the-veen> shieeet, why is everything locked up ? 18:24:04 *** Fuco has joined #openttdcoop 18:24:04 *** ChanServ sets mode: +v Fuco 18:56:12 <coopserver> *** AlphaSC has joined spectators 18:56:13 <coopserver> *** Game paused (number of players) 19:07:21 *** dr_gonzo has joined #openttdcoop 19:07:24 <dr_gonzo> 2 19:07:56 *** dr_gonzo is now known as Guest2251 19:18:11 <coopserver> *** AlphaSC has joined company #1 19:18:12 <coopserver> *** Game unpaused (number of players) 19:20:09 *** Guest2251 has quit IRC 19:33:43 <V453000> 1pw 19:33:57 <V453000> !pw 19:33:57 <coopserver> V453000: livery 19:34:06 <coopserver> *** Game paused (connecting clients) 19:34:08 <coopserver> *** V453000 has joined 19:34:09 <coopserver> *** Game unpaused (connecting clients) 19:34:12 <coopserver> <V453000> yo 19:34:18 <coopserver> <V453000> shit rekt? 19:34:37 <coopserver> <V453000> seems rekt. :D 19:34:58 <coopserver> <AlphaSC> for the greater good 19:34:59 <coopserver> <V453000> oh, there :) 19:35:19 <coopserver> <V453000> kk I'll just let you do your thing :) 19:35:37 <coopserver> <AlphaSC> hm? :o 19:35:41 <coopserver> <AlphaSC> anything wrong 19:35:52 <coopserver> <V453000> nono I mean I won't interfere :) 19:36:07 <coopserver> <V453000> making train models finally, so got enough fun on my end ;) 19:36:15 <coopserver> <V453000> just came to t ake a break 19:36:20 <coopserver> <AlphaSC> sure 19:36:35 <coopserver> <AlphaSC> i ll just upgrade 4 lines 19:36:44 <coopserver> <V453000> :) 19:36:45 <coopserver> <AlphaSC> since the traffic is that high already 19:36:51 <coopserver> <AlphaSC> with all the very close primaries 19:37:07 <coopserver> <AlphaSC> also need slh 02 to be doubled 19:37:30 <coopserver> <V453000> :) 19:37:33 <coopserver> <AlphaSC> probably 200 trains there or even more 19:37:39 <coopserver> <AlphaSC> and we can add alot more 19:37:55 <coopserver> <V453000> I've got a functional proof of concept for train set, now making models. Is shitload of work but it's going to be awesome 19:38:13 <coopserver> <V453000> most importantly this time I actually feel like it's realistic that it's going to happen :D 19:38:17 <coopserver> <AlphaSC> when will you make the blog you talked about 19:38:38 <coopserver> <AlphaSC> im curious to see some of your work 19:38:41 <coopserver> <V453000> when it's ready, the idea is that I finish graphics for 1 engine + a whole complete wagon generation for it 19:39:01 <coopserver> <AlphaSC> ah alright, thats still quite some effort i guess 19:39:04 <coopserver> <V453000> all engines / wagon generations will look the same for now, with that I will code 0.0.1 as a completely full prototype and release it 19:39:11 <coopserver> <V453000> it's going to be some weeks 19:39:24 <coopserver> <AlphaSC> uh, so close to release? 19:39:26 <coopserver> <V453000> but I think having a playable early version with the blog article is fitting 19:39:54 <coopserver> <AlphaSC> yeah sure whatever u like, i was thinking of a little teaser 19:40:12 <coopserver> <V453000> I've been dreaming about it for years, making a blog article is like writing about an abstract dream. Having a playable 0.0.1 with it is different 19:40:32 <coopserver> <V453000> I'll show you personally :) 19:40:40 <coopserver> <AlphaSC> nice! xD 19:41:17 <coopserver> <AlphaSC> btw, 4+4->3 19:41:18 <coopserver> <V453000> so like all my other projects, this one is also on devzone, it's not that secret now since it's there :P https://dev.openttdcoop.org/projects/part 19:41:35 <coopserver> <V453000> the important page now is https://dev.openttdcoop.org/projects/part/wiki/Concept 19:41:50 <coopserver> <V453000> initial work on graphics https://dev.openttdcoop.org/attachments/download/9041/train-scrapyard-2.png 19:42:10 <coopserver> <V453000> the name is PART Assembled Road Trains. The key ideas are: 19:42:36 <coopserver> <V453000> 1. One engine class, the stats of the trains are adjusted by wagons - power parts, speed pats, traction parts, capacity parts 19:42:56 <coopserver> <V453000> 2. graphics accord to that - the locomotive changes visuals based on attached bonuses 19:43:32 <coopserver> <V453000> 3. many different railtypes - currently planning Rail, ElRail, Dirt Road, Stone Road, Asphalt Road, Maglev rails 19:43:45 <coopserver> <V453000> the vehicles change their wheel part visually when going from one railtype to another 19:44:02 <coopserver> <V453000> ... the roads are coded as railtypes, just look like roads - basically WETRail 19:44:16 <coopserver> <V453000> I might add WETRail at some point in the future if I see it as being useful 19:44:31 <AlphaSC> 1.) the whole trainset contains only 1 engine, do i understand it right? 19:44:50 <coopserver> <V453000> 1 engine class, but you get multiple engines in that class 19:45:12 <coopserver> <V453000> what that means is that you get 1 engine in year 1900, but about every 20 years you get a new engine which is better in about every way 19:45:27 <coopserver> <V453000> so you do get time progression but not choice, choice is made by wagons 19:45:52 <AlphaSC> i could add power wagon, and speed 19:46:02 <AlphaSC> or just 1 19:46:14 <coopserver> <V453000> you can add any number of wagons of course 19:46:17 <coopserver> <V453000> no stupid limitations 19:46:18 <AlphaSC> also multiple of 1 type? 19:46:31 <coopserver> <V453000> in any combination yes 19:46:37 <AlphaSC> eh ok 19:46:53 <AlphaSC> so it is kinda a disadvantage to have short trains? 19:46:59 <coopserver> <V453000> I'm still working on the exact number formula, I'm working with a version where the more wagons you add, their efficiency reduces 19:47:10 <AlphaSC> oh ok 19:47:11 <coopserver> <V453000> which basically counteracts that, and makes it more balanced 19:47:21 <coopserver> <V453000> I have a couple of other alternate solutions in mind 19:47:24 <AlphaSC> yep, that makes sense in some way 19:47:35 <happpy> !pw 19:47:35 <coopserver> happpy: errors 19:47:47 <coopserver> *** Game paused (connecting clients) 19:47:50 <coopserver> <V453000> for example if the front engine is heavy, and the wagons are very heavy, adding every extra wagon doesn't go so well if you make a long train 19:47:51 <coopserver> *** happytrainsport has joined 19:47:52 <coopserver> *** Game unpaused (connecting clients) 19:47:56 <AlphaSC> and if i add alot of power wagons, i ll have a slug? xD 19:48:05 <coopserver> <V453000> Slugs are planned 19:48:09 <coopserver> <V453000> the question is how exactly 19:48:21 <coopserver> <V453000> the mostl ikely is same as NUTS implementation, you get a SLUG locomotive in 2100 19:48:44 <AlphaSC> but that the wagon concept is destroyed, no? 19:48:49 <AlphaSC> than* 19:48:56 <coopserver> <V453000> alternatively there could be a secret cheat code of specific wagon sequence to get a slug, but that sounds too limited in usage, you couldn't use TL2 slugs for example 19:49:21 <coopserver> <V453000> no, SLUG would still get any wagons. Same as in NUTS, wagons can change graphics dynamically to fit any leading engine 19:49:51 <AlphaSC> hm 19:50:15 <AlphaSC> to me it sounds, it would destroy the wagon idea 19:50:16 <coopserver> <V453000> I can even make the slugs have different curve speed limits compared to everything else, yet have them run on any of the track types :P 19:50:41 <coopserver> <V453000> but how would it destroy the idea? 19:51:00 <coopserver> <V453000> the slugs would also have stat bonuses per wagon, just different formulas than the other engines 19:51:04 <AlphaSC> because than the engine "slug" would define who the trains acts 19:51:18 <AlphaSC> who=how 19:51:34 <coopserver> <V453000> yes if it's a cheat code of specific wagon order as I said 19:51:47 <coopserver> <V453000> but that's why I say it's more likely to have a unique SLUG engine 19:51:52 <coopserver> *** happytrainsport has left the game (Leaving) 19:52:08 *** virtualrandomnumber has joined #openttdcoop 19:52:11 <coopserver> <V453000> but the SLUG really is something unique, so even if it was specific formula only, it would be ok-ish 19:52:21 <AlphaSC> ah 19:52:29 <AlphaSC> let me put it this way 19:52:32 <coopserver> <V453000> but as I said, it's most likely that THE SLUG will simply be just a separate engine 19:52:41 <AlphaSC> you said, that you get a new train every 20 years 19:52:46 <coopserver> <V453000> yes 19:52:58 <AlphaSC> and every train is an upgrade to the ones before 19:52:59 <coopserver> <V453000> 1900-2100 should be about 10-11 engines 19:53:04 <coopserver> <V453000> yes 19:53:18 <AlphaSC> and if there are trains after slugs, they must be better 19:53:30 <coopserver> <V453000> the slug would of course be the last one 19:53:31 <AlphaSC> but the slug exceles in certain situation etc 19:53:40 <AlphaSC> hm ok 19:53:45 <coopserver> <V453000> and also, the slug would not be the best. Just most curve / acceleration friendly 19:53:48 <coopserver> <V453000> almost certainly not fastest 19:53:59 <coopserver> <V453000> the capacity of the wagons behind it might be lower too or something 19:54:20 <coopserver> <V453000> the slug would almost certainly be very different from the other "normal" engines 19:54:34 <coopserver> <V453000> it should be the only unique engine so that's easy to achieve 19:55:39 <coopserver> <V453000> well, that's the concept :) the modular trains should allow for a ridiculous amount of adjustability you can do with your trains 19:56:00 <coopserver> <V453000> it's not for everyone, but doing another set someone already made is not interesting :) 19:56:19 <coopserver> <V453000> NUTS2 is an option but it would be a lot of work for not much fundamentally new 19:56:38 <AlphaSC> endgame you can choose between latest train (slug) and the one before that 19:56:57 <coopserver> <V453000> pretty much 19:58:00 <coopserver> <V453000> Oh also, one of the questions that are still open is the whole issue of passenger trains. There it would be really useful to somehow adjust loading speed of trains, which I currently don't have a way of... And overall, city netwoks are a place where train variety is never enough. 19:59:14 <coopserver> <V453000> guess a loadspeed part would make sense too 19:59:36 <coopserver> <AlphaSC> indeed 19:59:58 <coopserver> <V453000> the problem is that I have capacity parts 20:00:11 <coopserver> <V453000> and if you increase capacity, currently the loading speed automatically increases as well 20:00:30 <coopserver> <V453000> but if you want to reduce that by another loading part... 20:00:34 <coopserver> <V453000> I guess it could work :) 20:00:42 <coopserver> <V453000> I'll write it into my notes 20:00:48 <coopserver> <V453000> for city networks that could be real useful 20:02:07 <coopserver> <V453000> the part that I felt weird about was that the loading speed wagon reduces the loading speed of the whole train, not just itself 20:02:08 <coopserver> <V453000> :D 20:02:10 <coopserver> <V453000> but eh 20:02:34 <coopserver> <V453000> I guess having trains convert from rail to road in a blink of an eye isn't much different 20:02:55 <coopserver> <AlphaSC> xD 20:04:33 <coopserver> <V453000> Also, what do you think about a bit-of-everything part? 20:04:40 <coopserver> <V453000> it's conceptually pointless 20:04:51 <coopserver> <V453000> it's just an easy mode for people who don't want to play with the numbers 20:05:05 <coopserver> <AlphaSC> hm good question 20:05:11 <coopserver> <AlphaSC> i guess we ve to play it first 20:05:17 <coopserver> <V453000> if I get feedback that people feel interested in it, I will probably add it, it requires no new graphics, just code 20:05:22 <coopserver> <AlphaSC> once playing, u might feel the need of it, or not 20:05:29 <coopserver> <AlphaSC> :)) 20:05:32 <coopserver> <V453000> fair point 20:05:41 <coopserver> <V453000> I might add it regardless 20:07:49 <coopserver> <V453000> Anyway, thank you for asking, I'm sure I flooded you with so much random shit :P 20:08:40 <coopserver> <AlphaSC> no problem. anytime 20:10:50 <coopserver> *** V453000 has left the game (Leaving) 20:10:54 <V453000> "0 20:10:57 <V453000> :) 20:19:48 *** StarLite has quit IRC 20:39:21 <coopserver> *** AlphaSC has joined spectators 20:39:22 <coopserver> *** Game paused (number of players) 20:54:12 <coopserver> *** AlphaSC has joined company #1 20:54:13 <coopserver> *** Game unpaused (number of players) 21:07:42 *** gnemonix has joined #openttdcoop 21:22:20 *** gnemonix has quit IRC 21:22:37 *** gnemonix has joined #openttdcoop 21:34:38 *** virtualrandomnumber has quit IRC 21:47:00 <coopserver> *** Ar-to-the-veen has left the game (Leaving) 22:01:43 <happpy> hoow the network going alphasc 22:01:50 <happpy> how# 22:22:13 *** Fuco has quit IRC 23:00:04 *** Progman has quit IRC