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Log for #openttdcoop.pro on 18th January 2016:
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08:46:24  *** happpy has quit IRC
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16:43:50  <Jam35> !pw
16:43:50  <coopserver> Jam35: relink
16:43:55  <coopserver> *** Game still paused (connecting clients, number of players)
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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
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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)
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17:52:49  <Clockworker__> lmao
17:53:02  <coopserver> <Clockworker> nope nope nope nope nope
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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
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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
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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)
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