Log for #openttdcoop.devzone on 2nd January 2015:
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16:49:51  <DevZone> Project 2ccts build #370-push: SUCCESS in 1 min 43 sec:
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17:34:25  <Elyon> no luck with NML stations, yet?
17:34:43  <Alberth> indeed
17:35:21  <Elyon> ah, thought as much. Thanks, anyway
17:40:45  <Elyon> alright, NFO it is. To that end, I have a question; Is there any noteworthy performance implications of defining unused realsprites? ie. code-generated grid coords where a few/some grid cells aren't used
17:41:01  <Elyon> as opposed to specifying each grid cell manually
17:43:55  <Alberth> wouldn't your path do the former first, even if you end up doing the latter eventually?
17:44:40  <Elyon> I'm not sure I follow ... why would I end up doing the latter eventually?
17:45:10  <V453000> DESTINY CALLS FOR CATS
17:46:00  <Elyon> CATS HEAR THE CALL
17:46:11  <Alberth> say the answer is "yes", how do you proceed then? wouldn't you first or mostly generate things, and then adapt towards manually specifying each cell?
17:46:40  <Alberth> if so, you can assume "no", build it, and try it
17:47:18  <Alberth> if it then appears too slow, you can do the 2nd step towards manually specifying
17:47:40  <Elyon> good point
17:50:11  <Alberth> no CATS in NUTS
17:51:21  <Alberth> it does PURR though, so there may be a cat in there
17:51:54  <Elyon> are you done YETI?
18:04:04  <Elyon> :D
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18:40:35  <DevZone> Project road-hog build #579-nightlies: SUCCESS in 34 sec:
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21:31:32  <Elyon> s/HEAR/HEED
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