Log for #openttdcoop on 13th May 2018:
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07:13:40  *** Progman has joined #openttdcoop
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10:56:36  <zxbiohazardzx> !pw
10:56:36  <coopserver> zxbiohazardzx: graphs
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12:34:45  <Arveen> !pw
12:34:45  <coopserver> Arveen: linear
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13:04:02  <happpy> !players
13:04:02  <coopserver> happpy: There are currently 0 players and 1 spectators, making a total of 1 clients connected
13:04:09  <happpy> hi
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14:31:06  <CW> hello
14:31:14  <happpy_> hi
14:31:20  <CW> !pw
14:31:20  <coopserver> CW: subset
14:31:41  <happpy_> how things
14:31:52  <CW> gud
14:32:46  <happpy_> need help to join the sever
14:33:22  <CW> no man it's me clockworker
14:33:36  <CW> I just had to download v's stuff from bananas so it's taking a while
14:33:41  <happpy_> woo  lone time no see
14:33:55  <CW> !pw
14:33:55  <coopserver> CW: circle
14:33:58  <coopserver> *** Game still paused (connecting clients, number of players)
14:33:59  <happpy_> ar yeah true
14:33:59  <CW> yup
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14:34:21  <CW> whoa cute game
14:35:03  <coopserver> <Player> lmao that summary
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14:36:10  <coopserver> <Player> are these tracks PURR
14:36:10  *** happpy_ is now known as happpy
14:36:16  <coopserver> <Player> they look better than I remember
14:36:17  <happpy> yes
14:36:23  <coopserver> <Player> nice
14:36:35  <happpy> ther ar new i think
14:36:39  <happpy> by v
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14:36:53  <coopserver> <Player> yeah I know
14:36:58  <coopserver> <Player> but I remember the older version only
14:37:25  <happpy>  yeah me to
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14:41:29  <happpy> i think the train  line has spped limte
14:41:39  <happpy> but i mite be rone
14:54:46  <CW> some really sick stations
14:54:54  <CW> I really need to learn how to make some good stations
14:54:57  <CW> by far my weak point
14:55:40  <happpy> its ok   just  do your best
14:55:53  <happpy> ther will change it eney way
14:56:40  <coopserver> <Player> yeah there's no true future proofing
14:56:42  <coopserver> <Player> but
14:56:58  <coopserver> <Player> doing something that works without any hitches for any given stage of the game, is nice
14:57:20  <happpy> true
14:57:32  <coopserver> <Player> why hasn't anyone built SLH07
14:57:48  <happpy> dont no
14:58:59  <happpy> looks like no one had time to do it
14:59:27  <coopserver> <Player> looks like stuff around SLH08 is still WIP as well
15:00:33  <happpy> yeah
15:01:04  <happpy> lokey and alphasc has dun most the network
15:01:30  <coopserver> <Player> yup
15:01:35  <coopserver> <Player> looks like they went... nuts
15:01:36  <coopserver> <Player> rimshot
15:09:24  <coopserver> *** Player has left the game (Leaving)
15:10:47  <Lejving> hey happpy
15:10:50  <Lejving> what's up fam
15:11:27  <happpy> hi not much just playing sune songs   list i dun
15:11:36  <happpy> how things
15:11:44  <Lejving> I'm ok
15:11:47  <Lejving> how's the pokedox going?
15:12:22  <happpy> good  dun pokemom ultra moon  now doing  pokemom alpha sapphire now
15:12:29  <Lejving> sick =)
15:12:48  <CW> funny
15:12:51  <happpy> befor i doo  legernd shiney  hunt
15:12:58  <CW> BRIX doesn't cover rivers
15:13:26  <happpy> i think  ther doo if you doo the setting but i mite be rone
15:13:59  <CW> no like, the borders are green
15:14:09  <happpy> ar yeah
15:14:10  <CW> and not in 32bpp
15:14:28  <CW> the water uses the brix texture though so the river itself looks alright
15:14:30  <Lejving> what the fuck CW
15:14:33  <happpy> can you not charge that in openttd cfg
15:14:37  <Lejving> tell V453000 to fix that shit
15:14:41  <CW>
15:15:08  <happpy> woo f
15:15:11  <CW> kek coop doesn't use rivers so he probably never bothered
15:15:12  <happpy> yeah
15:15:34  <Lejving> he should get a beating anyways for being a slacker
15:15:39  <Lejving> he has only like 7 jobs
15:15:57  <CW> he should drop factorio to fix this
15:16:03  <Lejving> for sure
15:16:04  <CW> reeee
15:16:19  <happpy> he doing sume thin new  i think
15:17:44  <CW> unrealistic industry set
15:18:03  <happpy> don't no  you have to ask mem
15:18:04  <CW> unrealistic GUI :)
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15:21:30  <happpy> hay v you ther
15:21:59  <CW> I wasn't really serious about having to fix it
15:22:06  <CW> if he decides to, that's nice
15:22:19  <happpy> yeah i no
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16:26:43  <zxbiohazardzx> !pws
16:26:46  <zxbiohazardzx> @pw
16:26:48  <zxbiohazardzx> !pw
16:26:48  <coopserver> zxbiohazardzx: flashy
16:26:50  <zxbiohazardzx> jeez
16:26:55  <happpy> hi
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18:10:45  <V453000> ingame everyone is just a clientyo huminz
18:10:51  <V453000> Hi Clockworker :)
18:11:05  <Clockworker> hi V how have you been yo
18:11:23  <V453000> fukin amazin yo
18:11:27  <V453000> making a new train set finally
18:11:35  <V453000> so some BRIX rivers are out of the question for now :P
18:11:38  <Clockworker> how's the babby? and what's the set about?
18:11:40  <V453000> it wouldn't be THAT much work, but eh
18:11:44  <V453000> baby is awesome
18:11:55  <V453000>
18:12:02  <Clockworker> good to hear
18:13:02  <Clockworker> >booster wagons
18:13:05  <Clockworker> sick
18:13:19  <V453000> Basically I'm making a set where you can customize your trains by different wagon types
18:13:30  <V453000> instead of choosing pre-made train class like in NUTS
18:13:54  <Clockworker> so you'll have to make new rails in addition to the trains
18:14:04  <V453000> I have practice with that from BRIX :P
18:14:14  <V453000> & PURR, as the implementation is an actual railtype like PURR
18:14:25  <Clockworker> latest PURR gr8, by the way
18:14:38  <V453000> thanks :) I like it too
18:16:06  <Clockworker> the one thing that makes me annoyed with most real-life train sets
18:16:18  <Clockworker> is that you can't have fast cargo, unless you do some mail game
18:16:27  <Clockworker> but that's a pax philosophy
18:16:51  <V453000> yeah, NUTS kind of has this separation as well to some degree, the intercity trains are almost always faster
18:17:04  <V453000> but in PART you simply have an engine and you add wagons that you like to it
18:17:40  <Clockworker> tractive effort is that defines acceleration, and how close to the top speed the train gets under full load, yeah?
18:17:44  <Clockworker> is what*
18:18:54  <V453000> TE is acceleration in very low speeds
18:19:06  <V453000> power is what mainly defines how fast the train reaches the top speed
18:19:19  <V453000> most people believe that power is the most important thing, but T.E. is actually extremely vital
18:19:29  <Clockworker> yes
18:19:39  <Clockworker> train gap is largely defined by it
18:19:43  <V453000> when the train has low T.E., it wastes a LOT of time when at low speeds
18:19:51  <Clockworker> on merges
18:19:59  <V453000> while when getting to 240 from 200 km/h, is less influential
18:20:02  <V453000> yeah
18:20:16  <V453000> well, I already think that balancing the numbers right between the parts isn't going to be easy
18:20:18  <V453000> but lets see
18:20:36  <Clockworker> as far as art goes, do you have anything yet
18:20:40  <V453000> making NUTS wasn't easy either, but iterating over versions will be good
18:20:59  <Clockworker> oh I'm seeing some in activity tab
18:21:04  <V453000> ish, I made a functional code prototype last week
18:21:09  <V453000> now I am working on gfx
18:21:18  <V453000>
18:21:22  <V453000> early concept
18:21:42  <V453000> as you can see, the train has multiple parts which change based on the rest of the consist / the current rail type
18:21:45  <Clockworker> road wheel 3 and maglev 3 are sick
18:22:12  <Clockworker> but tracks wouldn't really work with how a train turns ;_;
18:22:41  <Clockworker> ye
18:23:26  <V453000> you'll see
18:25:17  <V453000> what do you mean wouldn't really work?
18:25:32  <V453000> when train switches a railtype, it simply changes the wheel type
18:25:42  <V453000> when going for example from rail to road or to maglev
18:25:49  <Clockworker> with how tracked vehicles turn in real life, basically breaking a track and keep the other accelerating
18:25:55  <Clockworker> braking*
18:26:01  <Clockworker> and pivoting on their center
18:26:13  <V453000> openttd doesn't even have curves? :D
18:26:14  <Clockworker> it'd be odd on a train :D
18:26:40  <Clockworker> it doesn't, but at the same time it does
18:26:47  <V453000> what :D
18:27:17  <Clockworker> I'm not talking about how to render the wagon turning, obviously
18:27:37  <V453000> I don't think I understand correctly what are you trying to say
18:27:52  <Clockworker> it's not really important
18:27:55  <Clockworker> don't worry
18:28:03  <V453000> I worry
18:30:27  <Clockworker> I'm just sort of applying real life road physics into OTTD
18:30:33  <Clockworker> it's an unnecessary abstraction
18:30:47  <Clockworker> it looks cool, so that's cool
18:33:53  <V453000> yeah dont apply real sense :P
18:34:27  <Clockworker> are these 32bpp wagons able to be colored in-game?
18:35:56  <V453000> technically yes, but I'm  using that recolouring for different cargoes, not for company colours
18:36:02  <V453000> the engines should have company colours
18:36:09  <V453000> wagons probably not
18:36:16  <Clockworker> gotcha
18:36:42  <V453000> it means that I can reduce the amount of sprites for wagons about 10x, maybe even more
18:36:47  <V453000> which is serious filesize improvement
18:36:53  <V453000> in 32bpp it's a serious concern
18:36:57  <Clockworker> especially when it isn't 8bpp
18:37:01  <Clockworker> ye
18:37:45  <V453000> it's a 32bpp image with 8bpp recolour mask :P
18:38:00  <Clockworker> :^)
18:43:12  <V453000> TL;DR shit's gonna be great
18:43:26  <Clockworker> cool stuff
18:43:43  <V453000> but of course it's going to take some time, although I will release a 0.0.1 once I have a functional prototype with initial version of 1 engine and 1 full wagon class
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23:23:33  <AlphaSC> @logs
23:23:33  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer -
23:23:35  <AlphaSC> !pw
23:23:35  <coopserver> AlphaSC: statfs
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23:24:05  <happpy> ho
23:24:08  <happpy> hi
23:33:14  <coopserver> *** AlphaSC has joined company #1
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23:33:30  <coopserver> <AlphaSC> hey happpy
23:33:36  <happpy> how things
23:33:47  <coopserver> <AlphaSC> doing well
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