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Log for #openttdcoop.devzone on 1st July 2014:
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13:23:48  <DevZone> Project Into The Sun build #1-push: SUCCESS in 24 sec: https://jenkins.openttdcoop.org/job/its/1/
13:25:56  <DevZone> Project Into The Sun build #2-push: FAILURE in 8 sec: https://jenkins.openttdcoop.org/job/its/2/
13:55:52  <DevZone> Yippee, build fixed!
13:55:53  <DevZone> Project Into The Sun build #3-push: FIXED in 23 sec: https://jenkins.openttdcoop.org/job/its/3/
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15:18:57  <DevZone> Project Into The Sun build #4-push: SUCCESS in 23 sec: https://jenkins.openttdcoop.org/job/its/4/
15:19:17  <Alberth> :)
15:19:27  <Alberth> just go outside :)
15:22:19  <Alberth> juzza1: could you please add a little description at http://dev.openttdcoop.org/projects/its  ?
15:22:34  <Alberth> it would be nice to be able to read what its it about
15:22:48  <Alberth> s/it\>/is/
15:24:40  <Alberth> correction bot gave up :)
15:27:17  <juzza1> done, and will go soon :D
15:28:01  <Alberth> :o another "switch to nml" project :)
15:28:12  <Alberth> thanks for fixing
15:28:24  * Alberth looks up what refurbishment means
15:29:52  <Alberth> oh, making new sub-tropical set?
15:32:32  <juzza1> not really a new one, just the ancient one updated to nml
15:32:35  <juzza1> http://www.tt-forums.net/viewtopic.php?t=31324
15:32:36  <Webster> Title: Transport Tycoon Forums View topic - Tropic Refurbishment Set: v0.3c RELEASED!! (at www.tt-forums.net)
15:32:42  <juzza1> it was missing firs and ecs support at least :D
15:33:00  <juzza1> probably would make sense to add some early engines later on, as the first ones in that set appear at 1920
15:34:52  <V453000> 1920 is fine, bigger problem is no faster than 160-177kmh, and then suddenly 225 and 251 in very late years
15:34:57  <V453000> some engines in between would be nice
15:35:01  <V453000> like 200kmh in 1990
15:35:08  <Alberth> o/ V
15:35:15  <V453000> o/
15:35:36  <Alberth> moar trains, apparently
15:35:46  <V453000> but I always liked tropic refurbishment set
15:36:02  <V453000> I just always mixed it with another set oriented on early years, like NARS
15:36:03  <Alberth> that's a good sign :)
15:36:23  <V453000> so up to 2000 I used mostly NARS, after 2000 TRS
15:36:47  <V453000> with exceptions in cases I wanted extra strong trains etc
15:37:17  <juzza1> same, and i think the sprites in TRS are exceptionally well drawn
15:37:59  <juzza1> same wrt "i always liked it"
15:38:34  <Alberth> sounds like I need to play with that set
15:38:56  <V453000> probably
15:39:04  <V453000> btw it is best in sub-arctic I think, despite the name
15:39:28  <V453000> a lot of slow, very strong locomotives, and the wagons fit it best, too
15:41:22  <Alberth> I have been playing in sub-tropic, and it's an "annoying" world if you want to deliver the food and goods
15:41:43  <Alberth> cities don't grow on their own, you have to bring them food and water :)
15:50:43  <Alberth> then they grow, and accept goods
15:53:04  <V453000> that I know, I just talked about the train set fitting arctic :P
16:01:38  <Alberth> oh, I didn't reply on that :)    Thanks for the idea, I made a note for the next game
16:02:54  <Alberth> as for the sub-tropic, so far I didn't bother with cities, until late in the game, as in temperate cities grow on their own, and by the time I have goods in ample supply, they accept it
16:03:39  <Alberth> I found out halfway in the game, that this idea fails in sub-tropic, as cities don't grow :)
16:04:07  <Alberth> So I  had heaps of goods production, but nobody wanted it :p
16:05:02  <Alberth> I have to rethink my strategy :)
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16:05:43  <Alberth> hi hi
16:05:59  <planetmaker> no houses accepting good, Alberth ?
16:08:29  <Alberth> not enough at least :)
16:09:01  <Alberth> it has other nice problems too, towns needing water may not have a water tower, and thus do not accept water :p
16:09:16  <planetmaker> well, that's common
16:09:22  <Alberth> although one might consider that a bug in the game :p
16:09:52  <planetmaker> well... it needs the knowledge that you can fund them
16:09:55  <frosch123> hai
16:09:59  <planetmaker> o/
16:10:30  <frosch123> very small towns also grow without food/water
16:10:32  <Alberth> sure, but funding implies having sufficient money :)
16:10:46  <frosch123> just to counter the not-enough-houses-to-accept-stuff issue
16:10:54  <frosch123> toyland is a lot more tricky
16:11:01  <Alberth> it is?
16:11:13  <frosch123> when the town grows it stops accepting sweets, and needs fizzy drinks instead
16:11:28  <Alberth> so far I had my hands full with just the industries on toyland
16:11:30  <Alberth> *in
16:11:35  <planetmaker> oi.
16:11:42  * planetmaker didn't know that fun fact about toyland :)
16:11:47  <frosch123> houses can only accept three things :)
16:12:01  <frosch123> small houses accept sweets, big ones fizzy drinks
16:12:11  <frosch123> actually, it should be the same in arctic: food vs. goods
16:12:14  <Alberth> sounds like a fun experiment to try as well :)
16:12:21  <frosch123> though i never had the issue in arctic
16:12:26  <frosch123> maybe toyland is just more extreme
16:13:40  <planetmaker> possibly it's the choice of houses... could be fun to make a set which emphasises that :)
16:14:19  <frosch123> also possible that the snowline makes the difference
16:14:28  <frosch123> goods < snowline < food
16:16:11  <Alberth> change the accepted cargo of houses based on size of the building :)
16:23:36  <Alberth> http://wiki.openttd.org/Towns#Climate-Related_Conditions_for_Town_Growth <- says that sub-arctic only needs food for cities above the snowline
16:23:53  <Alberth> so many cities are not affected, and grow as in temperate
16:24:38  <Alberth> it also claims there are no special conditions for toyland
16:25:15  <Alberth> never looked at it closely enough
16:26:55  <planetmaker> Alberth, houses varying their acceptance is not exactly a special condition. But of course has an impact
16:29:35  <Alberth> hmm, indeed. Perhaps the differentiating notion is whether the town window mentions these conditions
16:29:46  <Alberth> as in needed for growth
16:30:57  <planetmaker> good are no requirement for growth. Nor fizzy drinks and sweets
16:30:59  <frosch123> toyland does not need them for growth, it's just about acceptance
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16:42:17  <DevZone> Project Into The Sun build #5-push: SUCCESS in 23 sec: https://jenkins.openttdcoop.org/job/its/5/
16:44:35  <Alberth> ie you want to move the stuff that oil refineries and paper mills produce :)
16:48:51  <DevZone> Project Dutch Trainset build #196-push: SUCCESS in 1 min 18 sec: https://jenkins.openttdcoop.org/job/dutchtrains/196/
16:49:23  <DevZone> Project 2ccts build #176-push: SUCCESS in 1 min 32 sec: https://jenkins.openttdcoop.org/job/2ccts/176/
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19:54:41  <DevZone> Project World Airliner Set build #184-push: FAILURE in 24 sec: https://jenkins.openttdcoop.org/job/worldairlinersset/184/
19:57:31  <DevZone> Project World Airliner Set build #185-push: STILL FAILING in 16 sec: https://jenkins.openttdcoop.org/job/worldairlinersset/185/
20:13:07  <DevZone> Project World Airliner Set build #186-push: STILL FAILING in 17 sec: https://jenkins.openttdcoop.org/job/worldairlinersset/186/
20:34:27  <DevZone> Project Into The Sun build #6-push: SUCCESS in 22 sec: https://jenkins.openttdcoop.org/job/its/6/
20:36:15  <DevZone> Project Into The Sun build #7-push: SUCCESS in 25 sec: https://jenkins.openttdcoop.org/job/its/7/
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20:52:49  <DevZone> Project Into The Sun build #8-push: FAILURE in 9.8 sec: https://jenkins.openttdcoop.org/job/its/8/
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20:55:30  <DevZone> Yippee, build fixed!
20:55:30  <DevZone> Project Into The Sun build #9-push: FIXED in 25 sec: https://jenkins.openttdcoop.org/job/its/9/
20:58:42  <DevZone> Project Into The Sun build #10-push: SUCCESS in 23 sec: https://jenkins.openttdcoop.org/job/its/10/
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