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08:46:24 *** happpy has quit IRC 14:52:48 *** happpy has joined #openttdcoop.pro 16:43:50 <Jam35> !pw 16:43:50 <coopserver> Jam35: relink 16:43:55 <coopserver> *** Game still paused (connecting clients, number of players) 16:44:00 <coopserver> *** Jam35 has joined 16:44:01 <coopserver> *** Game still paused (number of players) 16:44:08 <coopserver> *** Jam35 has joined company #1 16:44:09 <coopserver> *** Game unpaused (number of players) 16:44:23 <V453000> yo 666 16:47:06 <happpy> hi jam 16:47:27 <Jam35> oioi 16:47:43 <happpy> how things jam 16:48:06 <Jam35> awsum 16:51:29 <V453000> psst kids, want to see some BRIX? 16:51:41 <Jam35> sure 16:52:04 <V453000> here some special delivery, do not overdose on this shit http://www.tt-forums.net/download/file.php?id=189106 16:53:43 <Jam35> I really like the overall look of the set so far 16:54:05 <V453000> me too ... I might even make a colourful version with some happy colours like the water 16:55:00 <Jam35> I like the water one colour :) others would not maybe 16:55:09 <Jam35> one thing I would say 16:55:22 <Jam35> maybe it's my eyes 16:55:31 <V453000> what do you mean? 16:55:38 <Jam35> the broken up road edges 16:55:51 <Jam35> looks like the road is floating 16:56:23 <V453000> hm 16:56:31 <Jam35> where you have added depth to the road 16:56:43 <Jam35> an optical illusion 16:57:02 <Jam35> compared to the rail edge 16:57:04 <V453000> well I am probably going to do some proper brush-drawn postproduction at some advanced stage when I have many things done 16:57:16 <V453000> this is one of the integration things which might get fixed by that 16:58:06 <V453000> but yeah, 90% of OpenTTD graphics is optical bullshit etc :D 16:58:17 <Jam35> I would be more than happy as it is 16:58:23 <V453000> yea 16:59:00 <V453000> just saying there is moar to come and even the current stuff could become considerably better 16:59:16 <V453000> though I am not sure how great will brush postproduction be with such clean style 16:59:20 <V453000> one way to find out :) 17:00:34 <Jam35> All of your stuff looks great to me :) 17:00:59 <V453000> well, RAWR is nice when you look at individual parts, but when put together it just falls apart visually 17:01:09 <Jam35> I was looking then 17:01:15 <V453000> YETI ain't finished enough, lacks detail and proper postproduction 17:01:15 <Jam35> I like the textures 17:01:43 <coopserver> <Jam35> I still have RAWR forced to load 17:01:49 <V453000> and 32bpp NUTS trains are just way unfinished 17:01:56 <V453000> really? that is interesting :) 17:02:04 <V453000> do you have the exclusive bridge version? 17:02:09 <V453000> or official RAWR? 17:02:21 <Jam35> oh yes 0.0.2 I think 17:02:26 <Jam35> unofficial 17:02:28 <V453000> right :) 17:02:39 <V453000> interesting. 17:02:51 <V453000> BRIX should be a clear upgrade though :P 17:03:10 <Jam35> Yes I think I said before, you have a lot of projects which feel unfinished? 17:03:18 <V453000> I do 17:03:22 <V453000> that is why I focus only on BRIX now 17:04:03 <Jam35> fair enough, will you revert NUTS to 8bpp? 17:04:05 <V453000> I already said it before, I might remove 32bpp from NUTS and call it finished 17:04:06 <V453000> yeah 17:04:10 <Jam35> oh :) 17:04:33 <Jam35> It felt more complete to me personally, ofc it is not my pet 17:04:48 <V453000> YETI would be nice to get a revisit with details and stuff at some point, but BRIX first and eventually GEAR later 17:04:58 <V453000> yeah NUTS is done 17:05:20 <V453000> there a couple bugs I know of that should be fixed, but conceptually it is finished 17:05:44 <V453000> adding features is just causing more wtf for no real benefit, you already have more than multiple trains for every situation 17:06:16 <V453000> and instead of investing time to adding NUTS graphics, it is better to make a new train set with new mechanics 17:07:28 <V453000> the only thing I can think of to improve NUTS is to add the "ultimate wagon" which could be put to any engine and it would adjust it's graphics automatically ... it is possible but would make all trains run even faster in curves, which would break balance ... and it is a lot of work to do 17:07:34 <V453000> so, not worth it 17:08:51 <coopserver> <Jam35> do you want new train stuff to fit BRIX now, graphically? 17:10:00 <V453000> not right now, and I think even if BRIX has simplistic styling, trains can look a lot more complicated and still be compatible 17:10:13 <V453000> GEAR will probably look simlistic-ish 17:10:16 <V453000> will see 17:10:53 <V453000> I am mainly interested in the functionality that GEAR will bring, I dare say it will be over all the ultimate train set, good for any level of player and with the most music for small amount of engines 17:11:27 <Jam35> music? :D 17:11:43 <V453000> a lot of variety/complexity/replayability/fun 17:12:00 <Jam35> I see 17:14:06 <V453000> which is great not just cause I need to make less graphics (could as well make more graphics and randomize sprites on vehicles) ... but mainly because there is not gigantic mess of 120 engines which makes newer players get lost 17:14:30 <V453000> see pm :) 17:14:53 <Jam35> there now :) 17:21:13 <Jam35> I feel like I have read that already because of previous discussions 17:21:24 <Jam35> The concept is good 17:21:52 <Jam35> how capacity change messes with stuff idk :) 17:22:00 <V453000> easily 17:22:04 <V453000> reduces = cargo lost 17:22:21 <V453000> increases = extra empty space in wagon 17:22:31 <V453000> meaning once you reduce it, you do not get it back 17:22:33 <Jam35> I guess I can handle that :) 17:23:01 <coopserver> *** Jam35 has joined spectators 17:23:02 <coopserver> *** Game paused (number of players) 17:23:12 <V453000> means it can create a very binary mechanic, you either use a network with a track which reduces capacity, or you don't - OR you use it only where you know trains are empty 17:24:46 <V453000> I basically want to avoid something as dull as the current MEOW/PURR mechanic 17:25:06 <V453000> using 4 colours in a sequence is quite dumb and you just repeat it over and over again without thinking once you discover how it should be done 17:25:16 <Jam35> I was about to say PURR V2 or something 17:25:18 <V453000> which is not nearly as interesting as I was hoping it to be at first when I got the idea 17:27:21 <Jam35> It works but the effect is not very noticeable, er kind of 17:27:49 <V453000> well even if I made the change 300% instead of 30, it would be more visible, but that does not mean it is less dumb/boring 17:28:37 *** Progman has joined #openttdcoop.pro 17:28:44 <Jam35> I see what you mean 17:29:24 <V453000> I think the idea of "accelerate here" and "reach top speed here" is kind of ok, but having 2 colours is enough 17:29:32 <V453000> TE+power, and speed 17:29:42 <V453000> gives the effect, is enough 17:30:25 <Jam35> agreed 17:30:39 <V453000> but when you actually build it around something like Are my trains empty on this track?, it actually makes you adapt to the situation because that varies as lot 17:30:54 <V453000> for example you could build SLH entrance with super fast track :D 17:31:08 <V453000> of course there is the danger of actually supporting point-to-point traffic XD 17:31:16 <V453000> but I would not be too worried about that 17:31:36 <Jam35> heh 17:31:47 <Jam35> the SLH thing sounds cool 17:31:51 <V453000> that is why there is the capacity adding track - to motivate a mixed general-mess network 17:32:11 <V453000> yeah there are probably more uses, just from the top of my head this :) 17:32:28 <Jam35> and there are no other stats to mess with :) 17:33:35 <V453000> well you can influence vehicle weight but I consider that WTF, limited in what it can actually do since cargo weighs still the same, and doing the same as adding TE/power basically 17:33:48 <V453000> sure, empty trains could again benefit more than full ones but eh 17:34:21 <Jam35> essentially it would work the same anyway 17:35:08 <Jam35> yes you said that :D 17:36:43 <V453000> regardless, I would really like it done, and I might even go as far as create literally brick placeholders for the trains and code it some day 17:37:03 <V453000> but then I am thinking that such a great concept would be a shame to be presented as something with placeholders 17:37:24 <V453000> because first release does matter for the people who do not follow my shit 17:40:12 <Jam35> If they do not like the concept they would not use it anyway, let the models speak for themselves 17:40:40 <Jam35> but you enjoy making them more than coding it 17:41:17 <Jam35> I for one would like to play block trains :) 17:41:57 <V453000> you make some good points 17:42:00 <V453000> will see :) 17:42:27 <V453000> [I am probably going to do the blocky version because I literally can't fucking wait to see the mechanic work in practice and to see what you coop fuckers can invent with it] 17:43:13 <Jam35> (that will probablu be your idea) :P 17:45:35 <V453000> even better eh? :P 17:45:57 <Jam35> haha 17:50:21 *** Clockworker__ has joined #openttdcoop.pro 17:51:05 <V453000> now go apeshit :) 17:51:33 <Clockworker__> what 17:51:41 <V453000> official orders 17:51:45 <Clockworker__> it's a me, CW, I'm not prozone material 17:51:59 <V453000> orders still stand for anybody 17:52:05 <Clockworker__> fuck 17:52:08 <Clockworker__> I'll take a gander 17:52:36 <Clockworker__> !pw 17:52:36 <coopserver> Clockworker__: hovers 17:52:39 <coopserver> *** Game still paused (connecting clients, number of players) 17:52:44 <coopserver> *** Clockworker has joined 17:52:45 <coopserver> *** Game still paused (number of players) 17:52:49 <Clockworker__> lmao 17:53:02 <coopserver> <Clockworker> nope nope nope nope nope 17:53:20 <coopserver> *** Clockworker has joined company #1 17:53:21 <coopserver> *** Game unpaused (number of players) 17:53:36 <V453000> dem slugz 17:53:43 <coopserver> <Clockworker> that is downright hilarious 17:54:05 <V453000> serioze 120% 17:56:47 <Clockworker__> how long has this one been going? 17:57:16 <V453000> a month or so 17:57:20 <Jam35> idk...start of December 17:57:23 <Jam35> ish 17:57:26 <V453000> ye 17:57:31 <V453000> something over a month 17:57:42 <coopserver> <Clockworker> neat 17:57:45 <Jam35> not been much activity last couple of weeks 17:57:48 <coopserver> <Clockworker> it looks pretty much done to me 17:57:57 <Jam35> no because we have a goal 17:58:14 <coopserver> <Clockworker> oh I found it now 17:58:16 <Jam35> 1800 trains is current record for this map size 17:58:22 <Jam35> we are at 1600 17:58:37 <V453000> also reaching the goal is not enough, I sez have at least 1900/2000+ to beat it gloriously :P 17:58:46 <Jam35> exactly 17:58:47 <coopserver> <Clockworker> I can do it 17:58:50 <coopserver> <Clockworker> in 2 minutes 17:58:54 <coopserver> <Clockworker> :^))))))) 17:59:01 <Jam35> 1801 is a fail 17:59:02 <Jam35> :P 17:59:09 <coopserver> <Clockworker> make depot 17:59:14 <coopserver> <Clockworker> make 300 trains 17:59:15 <V453000> Jam35 you should be rid of recruitment capabilities, look what you have done 17:59:16 <coopserver> <Clockworker> finish game 17:59:17 <coopserver> <Clockworker> :P 17:59:31 <V453000> (: 17:59:32 <coopserver> <Clockworker> I told you I'm not PZ material 17:59:32 <Jam35> does not count wtf :D 17:59:38 <V453000> :) 17:59:48 <coopserver> <Clockworker> yet anyway 18:00:47 <coopserver> <Clockworker> haha poor 1201 18:00:50 <Jam35> the difficulty is high, like add 8th at BBH 04 18:00:51 <coopserver> <Clockworker> it's NEVER merging 18:02:12 <coopserver> <Jam35> yeah sequential merging upstream of that 18:02:13 <V453000> 10th to SLH01 :> 18:02:20 <coopserver> <Jam35> ha :P 18:03:15 <coopserver> *** Jam35 has joined company #1 18:03:41 <coopserver> <Jam35> that is worse 18:03:44 <coopserver> <Jam35> I'll leave it 18:04:03 <coopserver> <Jam35> shortening the prio just makes the ML stop 18:05:11 <coopserver> <Clockworker> I found something I could do 18:05:22 <coopserver> <Jam35> oh? 18:05:44 <coopserver> <Clockworker> just west from BBH 03 there's a double bridge over the ML 18:05:56 <coopserver> <Clockworker> and there are simple signals at the entrance instead of entry/exit 18:06:04 <coopserver> <Clockworker> is there a reason for that or was it an oversight 18:06:46 <coopserver> <Jam35> you don't strictly need presignals there 18:06:47 <coopserver> <Clockworker> because sometimes trains will stop towards a closed bridge when the other is open 18:07:01 <coopserver> <Clockworker> it's a minute slowdown though 18:07:12 <V453000> minute sounds like a lot :P 18:07:24 <coopserver> <Jam35> yes but only if both are red 18:07:56 <coopserver> <Clockworker> nope, sometimes they stop with one green bridge 18:08:44 <coopserver> <Jam35> now you have evil mode :) 18:08:49 <coopserver> <Jam35> sort of 18:09:01 <coopserver> <Clockworker> that's very slightly so yeah 18:09:19 <coopserver> <Clockworker> let's see how it looks back to before 18:09:28 <coopserver> <Jam35> basically the bridge is too long for TL 2 18:09:44 <coopserver> <Clockworker> I see it was intentional now 18:09:48 <coopserver> <Clockworker> it's better this way afterall 18:09:52 <coopserver> <Clockworker> and yeah 18:09:53 <coopserver> <Jam35> add a 3rd if you want 18:10:07 <coopserver> <Jam35> it clears itself, the evil mode that is 18:10:12 <coopserver> <Jam35> with block signals 18:11:20 <coopserver> <Jam35> I never use presignals where the line splits then rejoins same line 18:11:28 <coopserver> <Jam35> so, all double bridges 18:11:52 <coopserver> <Jam35> only if the choices end up in separate lines 18:12:00 <coopserver> <Clockworker> I use presignals but the traffic is never this intense 18:12:05 <coopserver> <Clockworker> I can see how it wouldn't work here 18:13:02 <coopserver> <Jam35> others do, it should not matter except in special cases 18:14:04 <coopserver> <Jam35> I mean if the acceleration is good and the bridges are short enough for the TL :) 18:22:36 <coopserver> *** Clockworker has left the game (Leaving) 18:22:43 <Clockworker__> definitely not for me yet :P 18:27:24 *** happpy has quit IRC 18:37:31 <Jam35> !rcon set max_trains 18:37:32 <coopserver> Current value for 'max_trains' is: '1600' (min: 0, max: 5000) 18:37:39 <Jam35> !rcon set max_trains 1700 18:43:39 <V453000> Clockworker__: the evil mode eliminating with normal signals is mentioned at the merging tracks page at wiki 18:43:42 <V453000> @merging 18:43:44 <V453000> @merge 18:43:45 <Webster> Merging Tracks - #openttdcoop wiki - http://wiki.openttdcoop.org/Merging_Tracks 18:43:47 <V453000> that 18:50:41 *** happpy has joined #openttdcoop.pro 18:58:28 <coopserver> *** Jam35 has joined spectators 18:58:29 <coopserver> *** Game paused (number of players) 18:59:00 <Jam35> @calc (100/1800)*1700 18:59:00 <Webster> Jam35: 94.4444444444 18:59:08 <Jam35> @stage 94% 18:59:08 *** Webster changes topic to "ProZone | PZG25 (r27452) | STAGE: 94% | visit www.openttdcoop.org/wiki/PZ_game_ideas" 19:03:32 *** Clockworker__ is now known as Clockworker 20:11:49 <coopserver> *** Jam35 has left the game (Leaving) 22:29:43 *** Progman has quit IRC