--- | Log | opened Wed Sep 16 00:00:48 2015 |
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01:56 | <andythenorth> | is a pikka |
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02:24 | <Flygon> | Man |
02:24 | <Flygon> | Every time I see Pikka's avatar |
02:24 | <Flygon> | I become hungry for Cheese |
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03:31 | <wito> | Note to self: Idea: TerraGen city placement tuning: Central, xy on normal distribution; Random, current; Even, xy on uniform distribution. |
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04:32 | <Wolf01> | o/ |
04:32 | <Pikka> | wot wot |
04:33 | <Pikka> | hello Wolf01 and Flygon and andythenorth |
04:35 | <andythenorth> | how is Brisbanes? |
04:35 | <andythenorth> | pikka bob |
04:35 | <Pikka> | moderately wet |
04:36 | <Pikka> | how are Bristols? |
04:37 | <andythenorth> | moderately wet |
04:37 | * | andythenorth is all about Brisbane again today |
04:37 | <Pikka> | well, it's the place to be. or at least a place to be. |
04:38 | <andythenorth> | it’s the place to talk to on the phone |
04:38 | * | andythenorth is done with that now though |
04:38 | * | Flygon boops at Pikka |
04:38 | <Flygon> | Been making dinner xP |
04:38 | <andythenorth> | apparently you have thunderstorms in BNE |
04:38 | <Pikka> | we do |
04:39 | <andythenorth> | did I mention NARS 2.5.1 is “Ultimate NARS” ? |
04:39 | <andythenorth> | much better to use a grf I don’t have to fix myself :P |
04:40 | <Pikka> | isn't it? |
04:40 | <andythenorth> | can you make FIRS please also? |
04:40 | <Pikka> | hmmm maybe. |
04:40 | <andythenorth> | I keep adding bugs to it |
04:41 | <Pikka> | I will add bugs to pineapple RVs or something |
04:41 | <andythenorth> | I have a buggy RV set already |
04:41 | <andythenorth> | I don’t see the upside for me in your offer, tbh |
04:42 | <Pikka> | hmm true |
04:42 | <Pikka> | but you already have FIRS also too as well |
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04:42 | <@peter1138> | double pikka |
04:43 | <Pikkaphone> | at half the price |
04:44 | <@peter1138> | so if you were to start ottd from scratch... how would you start? |
04:45 | <Pikkaphone> | I would start by posting a survey on my blog, maybe next week? |
04:45 | <andythenorth> | is this a serious question, or a contest for best trolling answer? |
04:46 | <Pikkaphone> | why not both? |
04:47 | <andythenorth> | the trolling answer is “look at Simutrans, P1SIM, Train Fever etc and do the opposite” |
04:47 | <andythenorth> | cos for whatever reason, they haven’t won |
04:47 | <Pikkaphone> | yes |
04:47 | <andythenorth> | my serious answers would be: make a list of things that are definite NO |
04:47 | <andythenorth> | so it doesn’t fail because it tries to be a total pony farm |
04:48 | <andythenorth> | and stick to C++ |
04:48 | <andythenorth> | also |
04:48 | <andythenorth> | not language du jour |
04:48 | <andythenorth> | and IMO the game is about building routes, that’s where the fun is |
04:49 | <andythenorth> | everything else is secondary, or BAD FEATURE |
04:49 | <Pikkaphone> | Hmmmmmmmmmm |
04:50 | <andythenorth> | the game works, and as an open source project it has basically won massively |
04:50 | <andythenorth> | so any new version can’t be “oh we got it all wrong, we need to rethink" |
04:51 | <andythenorth> | that’s my 2p |
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04:56 | <wito> | Oh! Build it from the ground up on a server-client architecture. |
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04:56 | <Pikkaphone2> | on the other hand, why recreate openttd if openttd is already so good? Why not make something new? |
04:57 | <wito> | Well, yeah. |
04:57 | <wito> | Duh. |
04:57 | <wito> | Don't. |
04:57 | <wito> | But if you're gonna, you know? |
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04:58 | <andythenorth> | Pikkaphone2 Pikkaphone3 Pikkaphone that also (something new) |
04:59 | <Pikkaphone3> | yes |
04:59 | <wito> | Pikkaphone3: Pikka nick and stick with it! |
04:59 | <andythenorth> | casual game, more like Pocket Trains |
04:59 | <andythenorth> | dip in, dip out |
04:59 | * | andythenorth must to shower for a bit |
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05:01 | <Pikkaphone4> | it's probably the storm |
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05:05 | <wito> | 4? |
05:05 | <wito> | This is getting out of hand. |
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05:09 | <wito> | Huh. |
05:10 | <wito> | Why would some of my trains take the up road and some take the down road in a spaghetti junction? |
05:11 | <wito> | I'm using the bottom one from here: https://wiki.openttd.org/Spaghetti |
05:11 | <wito> | And some trains use the underpass, and some go over the hills. |
05:12 | <wito> | (Well, not the exact same design, I use PBS, but pretty similar. |
05:21 | <andythenorth> | peter1138: you thinking of a re-implementation? o_O |
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05:58 | <@peter1138> | oh well he left :p |
05:59 | <wito> | Well, with the logs and whatnots, ... |
05:59 | <wito> | Besides, other people might be interested in hearing your answer. |
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06:04 | <Eddi|zuHause> | he somewhat regularly does that :p |
06:05 | <wito> | Who does what? |
06:06 | <wito> | andythenorth hits and runs? |
06:06 | <wito> | Or peter1138 reimplements OpenTTD? |
06:08 | <Eddi|zuHause> | yes. |
06:08 | * | wito thwaps Eddi|zuHause with a cat. |
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06:09 | <Eddi|zuHause> | anyone else has this problem that steam hangs with 100% cpu when telling it to update? |
06:10 | <Eddi|zuHause> | no, steam, i don't want to give you my phone number. |
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06:14 | <@peter1138> | heh |
06:15 | <@peter1138> | and no, no concrete plans, just idly wondering |
06:16 | <wito> | Something like tweaking where cities are generated with TerraGen, what would that take? |
06:16 | <@peter1138> | problem with client-server is you'll always end up with data duplication |
06:16 | <@peter1138> | fine for mp but crappy for sp |
06:17 | <Eddi|zuHause> | <wito> Why would some of my trains take the up road and some take the down road in a spaghetti junction? <-- that question doesn't make any sense |
06:17 | <wito> | I disagree. :P |
06:17 | <@peter1138> | must be derailed |
06:18 | <wito> | But all right, it might be poorly phrased. |
06:18 | <wito> | Look at the bottom image in the link I .. well, linked. |
06:18 | <Eddi|zuHause> | the picture you showed doesn't offer any path alternatives, so either you didn't use that junction, or you did something horrible to it |
06:18 | <@peter1138> | there are no roads in that picture |
06:18 | <wito> | Path. |
06:18 | <wito> | Not road. |
06:19 | <wito> | My bad. |
06:20 | <wito> | But my point is: There is a tunnel underpass for trains going straight through, and the left turning tracks that allow passage straight through as well. |
06:21 | <Eddi|zuHause> | ah, i think i looked at the wrong picture |
06:21 | <wito> | Some trains go over, via the turning tracks, and some use the underpass. |
06:21 | <Eddi|zuHause> | that can happen if the path is still occupied by another train when making the decision |
06:22 | <Eddi|zuHause> | the reservation will induce a heavier penalty than the few turns |
06:22 | <wito> | Obviously. |
06:22 | <@peter1138> | best solution: don't use a crappy junction like that, make your own custom stuff. |
06:22 | <@peter1138> | and don't be scared of path signals |
06:22 | <wito> | You say "when making the decision". |
06:23 | <wito> | Is the decision made earlier than I might expect? |
06:23 | <wito> | Anyway, the junction I -actually- use is a bit different from the image. |
06:23 | <Eddi|zuHause> | if you use path signals, the decision is made upon passing the last signal before the junction, and if using block signals, it's made exactly on entering the junction tile |
06:25 | <Eddi|zuHause> | actually, it may be on entering the tile before the last signal, with path signals |
06:25 | <Eddi|zuHause> | (so if the signal can't turn green, you have one tile to make a full stop) |
06:28 | <wito> | The junction as she is: https://www.dropbox.com/s/48yz2dwx7p8e42f/As_she_is.png?dl=0 |
06:29 | <@peter1138> | errrr |
06:29 | <@peter1138> | where are the trains? |
06:30 | <wito> | Well, there aren't any in the junction right now. |
06:31 | <wito> | Actually, that's not true. |
06:31 | <wito> | There's one on the east-bound turning track. |
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06:43 | <wito> | Anyway, I get the sense that the junction might be over-signalled, is that just me being paranoid? |
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06:53 | <Wolf01> | i would put only 4 signals in that junction, at the entrances of the lines |
06:56 | <wito> | Wouldn't that impact capacity under load? |
06:57 | <@peter1138> | do you have load? |
06:57 | <wito> | Fair point. :P |
06:58 | <Wolf01> | i usually play eyecandy, not scrooge mcduck mode |
06:58 | <Wolf01> | so, 4-8 trains per line |
06:59 | <Wolf01> | also my junctions are just plain, no tunnels or bridges if not really needed |
07:00 | <Wolf01> | and if i need money, i purchase one or two aircrafts :P |
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07:12 | <dlhero> | wito: nice junction |
07:16 | <wito> | I like it. |
07:21 | <wito> | It's nicely sized for 5 tile trains, and you can't see from that picture, but it's aligned so that a 2x2 grid city can grow around it neatly. |
07:21 | <wito> | With minimal interruption to the city. |
07:22 | <dlhero> | do you have any pictures about it? |
07:22 | <dlhero> | i usually do 7length*5platforms on the city's line and start doing long distances |
07:23 | <dlhero> | 7*5 terminus |
07:23 | <wito> | I do 5x4 |
07:24 | <dlhero> | any pictures? |
07:25 | <wito> | Yeah, hang on. |
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07:26 | * | andythenorth has problems generally with Steam :( |
07:26 | <wito> | dlhero: https://www.dropbox.com/s/7l86a3vre4ovvbw/station.png?dl=0 |
07:27 | <wito> | The four southern tracks is the inter-city, the two northern are local service. |
07:28 | <Eddi|zuHause> | i don't really have problems with steam, except for this self-update |
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08:47 | <Flygon> | Man |
08:47 | <Flygon> | Y'all make amazing junctions |
08:48 | <Flygon> | Meanwhile mine are boring af |
08:48 | <Flygon> | I just end up building for speed |
08:48 | <Flygon> | Which, given OTTD's idiosyncracies |
08:48 | <Flygon> | Tends to lead to me building complicated cloverleafs rather than high capacity junctions |
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08:52 | <planetmaker> | cloverleaves are... big and slow :) |
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09:06 | <Sylf> | big and slow is coop's style. *shameless plug* |
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09:09 | <Flygon> | planetmaker: I find it hard to find other 'compact' 4 way interchanges that're high seed (as in... 5 tile long straights) |
09:10 | <Flygon> | That, and, they can tend to look elegant if done right |
09:10 | <Flygon> | eg. trumpets |
09:10 | <Flygon> | Of course |
09:10 | <Flygon> | Half the problem is that you can't build bridges horizontally or vertically |
09:10 | <Flygon> | Only diagonally |
09:10 | <planetmaker> | Flygon, depending on the engine you use and on the actual train length, it may vary a lot on how long straight stretches need to be |
09:11 | <Flygon> | My HSTs tend to be EMUs doing 200km/h+ around 7-14 tiles long |
09:11 | <Flygon> | Depending on where on the map |
09:11 | <Flygon> | The interchanges will be very compact and need a lot of thinking through |
09:11 | <Flygon> | Or simply be non-weaving cloverleafs |
09:12 | <planetmaker> | design also depends on your average signal distance |
09:12 | <Flygon> | Lemme try and show an example |
09:12 | <Flygon> | Oh man |
09:13 | <Flygon> | So hard to adjust to the camera after being used to Ragnarok Online |
09:13 | <planetmaker> | :) |
09:13 | <Flygon> | (inveted camera) |
09:17 | <Flygon> | You can tell I haven't been on OTTD for a while |
09:17 | <Flygon> | 1.5.0... |
09:17 | <Flygon> | Any specific new features? |
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09:18 | <Flygon> | (https://dl.dropboxusercontent.com/u/2651992/Art/Other/ottdroroterminus.png btw, one example of me using a cloverleaf-type leaf due to it being faster and prettier) |
09:18 | <Flygon> | https://dl.dropboxusercontent.com/u/2651992/Art/Other/openttdstandardcloverleaf.png So, your standard cloverleaf... |
09:18 | <Flygon> | Now to eliminate weaving |
09:18 | <V453000> | gg |
09:19 | <Flygon> | This idea's falling apart as I type |
09:19 | <Flygon> | Because it still has some weaving |
09:20 | <Flygon> | This is why I don't write the Wiki |
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09:26 | <planetmaker> | Flygon, the cloverleaf in the first one is totally fine: it doesn't cause any join before split. And depending on trains might also be fast enough |
09:26 | <planetmaker> | but a bridge in the other line would still be shorter :) |
09:26 | <Flygon> | It's very slow xP |
09:26 | <V453000> | cloverleaf is fine |
09:26 | <V453000> | . |
09:28 | <wito> | My bane is the ever-elusive station. |
09:29 | <wito> | I've yet to settle on a design I -really- like for stations. |
09:29 | <Flygon> | Okay, so |
09:29 | <Flygon> | As it turns out |
09:29 | <Flygon> | Eliminating the weaving |
09:29 | <Flygon> | Makes the cloverleaf utterly massive |
09:30 | <Flygon> | But allows for far more 'buffering'... |
09:30 | <Flygon> | https://dl.dropboxusercontent.com/u/2651992/Art/Other/openttdnoweavingcloverleaf.png |
09:30 | <Flygon> | Er, not UL'd yet |
09:31 | <Flygon> | Okay, UL'd |
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09:31 | <planetmaker> | I find it most compelling that you define 'openttd' as a form of art though ;) |
09:31 | <planetmaker> | most people probably would call it 'game' :P |
09:31 | <Flygon> | Oh, uhm |
09:31 | <Bowen> | hey guys |
09:31 | <Flygon> | You don't want to know what's inside the actuall /Art/ folder |
09:32 | <Flygon> | Heya Bowen |
09:32 | <V453000> | especially if you build something as shitty as a cloverleaf, it has nothing to do with art :P |
09:32 | <Flygon> | C'mon V453000 |
09:32 | <Flygon> | I built the least shitty cloverleaf ever! |
09:32 | <Flygon> | Welll |
09:32 | <Flygon> | It could be improved if I upgraded parts of the quad to sex, but |
09:33 | <Flygon> | 1. It'd be overkill for double track |
09:33 | <Flygon> | 2. I'm not aiming for orgasmic :B |
09:36 | <Flygon> | Point is |
09:36 | <Flygon> | It's WAY more aesthetically pleasing, and has more effective capacity |
09:36 | <Flygon> | https://dl.dropboxusercontent.com/u/2651992/Art/Other/fozzaroointerchange.png Than this sort of thing :B |
09:37 | <alluke> | roro terminuses dont please me :P |
09:37 | <alluke> | loading stuff onto trains is usually impossible |
09:38 | <Flygon> | Don't set it to "Full Load |
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09:39 | <alluke> | i mean that the forklifts cannot accerss the trains |
09:40 | <alluke> | before i do anything i think would it work irl :P |
09:40 | <Flygon> | Uhm... |
09:40 | <Flygon> | RoRo exists irl |
09:41 | <Flygon> | It's used for things like Mineral/Coal transfers |
09:41 | <Flygon> | And Oil transfers |
09:41 | <Flygon> | And other such things |
09:43 | <Sylf> | whats a roro terminus? |
09:43 | <alluke> | yeah, they just require building roads to each platform |
09:43 | <Flygon> | That's generally why most RoRo terminuse IRL have just one platform |
09:43 | <Flygon> | One sec Sylf |
09:44 | * | Flygon rummages Dropbox |
09:44 | <alluke> | roll-on roll-off |
09:44 | <Sylf> | roro station? |
09:44 | <Flygon> | https://dl.dropboxusercontent.com/u/2651992/Art/Other/civiijapanexpansion1720.pnb.png I can find this, but not RoRo :U |
09:44 | <andythenorth> | wtf are all these junctions anyway |
09:44 | <Sylf> | terminus to me means dead-end starion |
09:44 | <andythenorth> | why don’t my games have these problems? |
09:45 | <Flygon> | Sylf: Basically... |
09:45 | <Flygon> | No reversing |
09:45 | <Sylf> | 1. people build on absolute flat maps |
09:45 | <Flygon> | The train stops, and unloads or loads |
09:45 | <Flygon> | Then continues on forwards |
09:45 | <Flygon> | Most games I play are based on IRL maps x: |
09:45 | <Sylf> | 2. copy-paste-able constructs |
09:46 | <Sylf> | i never see cloverleaf rail junctions irl |
09:46 | <Flygon> | That's because they're pointless IRL |
09:46 | <Sylf> | unless you tell me i've been living in a cave |
09:46 | <alluke> | all multilevel rail junctions i know are two-way |
09:46 | <Flygon> | IRL, we can build curved multi-stacked bridges |
09:47 | <alluke> | Y-shaped |
09:47 | <Flygon> | In OpenTTD, this is impossible |
09:47 | <Sylf> | wiki.openttdcoop.org/Junctionary |
09:47 | <Sylf> | :P |
09:48 | <Flygon> | I'm not saying OpenTTD doesn't have more 'efficient' methods |
09:48 | <Flygon> | I just think a lot of them look bad |
09:49 | * | Flygon uploading a screenshot |
09:51 | <Flygon> | https://dl.dropboxusercontent.com/u/2651992/Art/Other/openttdchicago1943september.png This is how I USUALLY play |
09:54 | <alluke> | looks very similar to mine |
09:54 | <alluke> | those "city networks" at that page make me cry |
09:54 | <Flygon> | Aiming to be as realistic as possible? |
09:54 | <alluke> | the cities are totally raped |
09:54 | <alluke> | yep |
09:55 | <Flygon> | Granted, mine don't look very American |
09:55 | <Flygon> | I modelled after Australian example x: |
09:55 | <Flygon> | Hence the driving on the Left |
09:55 | <Flygon> | I'd be confused if I tried to account for driving to the right |
09:55 | <alluke> | this is the biggest city network ive made https://dl.dropboxusercontent.com/u/1004368/mycitynetwork.png |
09:56 | <Flygon> | OOoh wow |
09:56 | <Flygon> | I like itt!!!! |
09:56 | <alluke> | thanks :D |
09:57 | <Flygon> | I tend to struggle |
09:57 | <Flygon> | A LOT |
09:57 | <Flygon> | On hilly maps |
09:57 | <Flygon> | I tend to aim for 7 tiles long in preplanning |
09:57 | <Flygon> | Even if the initial stations are just 3-4 tiles long... |
09:57 | <Flygon> | This means I have very hard-to-plan hilly lines |
09:58 | <alluke> | yeah |
09:58 | <alluke> | placing station is the hardest thing |
10:00 | <Flygon> | Though |
10:00 | <Flygon> | My overplanning |
10:00 | <Flygon> | Also means that I tend to have a LOT of ghost branchlines |
10:00 | <Flygon> | As in |
10:00 | <Flygon> | Either barely built |
10:00 | <Flygon> | OR half built |
10:00 | <Flygon> | Or... yeah |
10:00 | <NGC3982> | Senapssill. |
10:01 | <Flygon> | Kinda like American ghost offramps xp |
10:01 | <alluke> | mustard herring? |
10:02 | <Flygon> | Some of my favorite games though |
10:02 | <Flygon> | Are those where I've built freeways |
10:02 | <Flygon> | They look very natural |
10:02 | <NGC3982> | Mustard herring <3. |
10:07 | <Flygon> | Hmm |
10:08 | <Flygon> | Found the savegame I was looking for where I had a full cloverleaf |
10:08 | <Flygon> | But |
10:08 | <Flygon> | It turns out I simplified the exchange to make it smaller and have less directions |
10:08 | <Flygon> | lol |
10:08 | <Flygon> | Oh my god |
10:08 | <Flygon> | I found my FINLAND game |
10:08 | <Flygon> | SUOMIVITTUPERKELE |
10:10 | <Flygon> | I should probably just |
10:10 | <Flygon> | Give you the .sav file alluke |
10:10 | * | andythenorth must to leave this channel |
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10:10 | <Flygon> | Because a screenshot won't do it justice |
10:11 | <Flygon> | Odd |
10:11 | <Flygon> | My save is outdated |
10:11 | <Flygon> | Crap. |
10:11 | <alluke> | hahah |
10:11 | <Flygon> | I keep losing my OpenTTD saves |
10:11 | <Flygon> | Because the OpenTTD saves aren't kept in the OpenTTD root folder |
10:11 | <Flygon> | Default to My Documents |
10:11 | <Flygon> | And whenever I change PCs |
10:11 | <Flygon> | I don't copy over My Documents |
10:12 | <alluke> | why not |
10:12 | <Flygon> | Because my entire life, I never used them because I thought they were stupid |
10:12 | <Flygon> | But apperantly it's now a requirement for modern PC apps to use My Documents |
10:12 | <Flygon> | And I take it as a personal insult |
10:12 | <Flygon> | Being made to use My Documents actually feels like an insult to my intelligence by Microsoft |
10:12 | <Flygon> | I'm serious x: |
10:13 | <Flygon> | https://dl.dropboxusercontent.com/u/2651992/Art/Other/newfinnrail1980newriihimakiestate.png Still, something scavenged |
10:14 | <alluke> | all your metros are overground |
10:15 | <Sylf> | change where openttd.cfg is located |
10:15 | <Flygon> | Sylf: Yeah =/ |
10:15 | <Sylf> | put that in your openttd root folfer |
10:15 | <Flygon> | alluke: Nah, not always |
10:15 | <Flygon> | Just with the Finland game, it was far easier to make work |
10:15 | <Sylf> | and you get saves in the root folder too |
10:15 | <Flygon> | Also I was feeling Japanesa |
10:16 | <Flygon> | https://dl.dropboxusercontent.com/u/2651992/Art/Other/newfinnrail1930helsinki.png Clearer screenie |
10:16 | <Flygon> | But 50 years earlier |
10:16 | <Flygon> | Note the flat junctions, too x: |
10:18 | <alluke> | 2cc trains |
10:18 | <alluke> | not bad network |
10:19 | <Flygon> | My network building techniques have improved since then |
10:19 | <alluke> | those river-lakes are nice |
10:19 | <Flygon> | Finland aint the land o the lakes for nothing |
10:20 | <Flygon> | Shame they're not useful for shipping |
10:20 | <alluke> | connect them with canals |
10:20 | <@peter1138> | hmm |
10:20 | <Flygon> | alluke: Even then |
10:20 | <@peter1138> | i should try playing ottd some time |
10:20 | <Flygon> | Finland's just too sparsely populated |
10:20 | <Flygon> | By the time the bigger lakes WOULD be useful |
10:20 | <Flygon> | I'dve had heavy rail used to fill where ships would've been good |
10:21 | <Flygon> | What I REALLY want to do |
10:21 | <alluke> | southeast finland has much inland waterway traffic |
10:21 | <alluke> | passenger and freight |
10:21 | <Flygon> | Is have a 4096*4096 map of Victoria, centralized on Melbourne |
10:22 | <Flygon> | And try to create my own vision of the transit network... |
10:22 | <Flygon> | As in, have a very very detailed Melbourne ect |
10:22 | <Flygon> | Suburbs visible... |
10:22 | <Flygon> | Like that map with London and it's suburbs visible |
10:22 | <Flygon> | But up to 11 |
10:23 | <Flygon> | https://dl.dropboxusercontent.com/u/2651992/Art/Other/england1921london.png |
10:24 | <Flygon> | Amusingly, this would've been a great map for ships |
10:24 | <Flygon> | But... |
10:24 | <Flygon> | Hovercraft weren't available in 1835 when I built the network |
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10:42 | <alluke__> | triple me |
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11:02 | <KrunchyAl> | where is FIRS in bananas? |
11:03 | <alluke__> | thought the same |
11:03 | <alluke__> | it has disappeared from there |
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11:21 | <V453000> | stable does not support it |
11:21 | <V453000> | get trunk :) |
11:21 | <@Alberth> | o/ V |
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11:36 | <alluke__> | my train needs bigger loco |
11:37 | <alluke__> | it cannot keep the 80kmh top speed on uphills |
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11:42 | <Flygon> | alluke__ |
11:42 | <Flygon> | You're missing the correct solution |
11:42 | <Flygon> | Tim Taylor that shit |
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11:42 | <alluke__> | what? |
11:42 | <Flygon> | Add more Loco until it works correctly |
11:43 | <alluke__> | i would but the length is limited :P |
11:43 | <Flygon> | http://tvtropes.org/pmwiki/pmwiki.php/Main/TimTaylorTechnology |
11:43 | <Flygon> | Make it longer xP |
11:43 | <alluke__> | cba |
11:45 | <Flygon> | Bugger xP |
11:45 | <Flygon> | Anyway |
11:45 | <Flygon> | Good night |
11:45 | <Flygon> | And remember |
11:45 | <Flygon> | Tim Tayloring stuff always works |
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11:47 | <alluke__> | night? |
11:47 | <alluke__> | its 18.47 here :P |
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14:09 | <andythenorth> | o/ |
14:30 | <TrueBrain> | I am going to move our "Gateway" VM from one machine to the other; sadly this means all TCP connections to openttd.org will be interrupted, and openttd.org will be unreachable for ~5 minutes (depending how long it takes for OVH to migrate the failover IP to the new machine, basically). Doing my best to keep it as small as possible, the downtime :) |
14:32 | <frosch123> | bye DorpsGek |
14:35 | <andythenorth> | it didn’t reply :( |
14:35 | <andythenorth> | how rude |
14:38 | <TrueBrain> | okay .. that should have been it |
14:38 | <frosch123> | it's scary to get powered down |
14:38 | <TrueBrain> | for IPv4 at least :P |
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14:39 | <TrueBrain> | too bad I couldnt recover IPv6 fast enough :( |
14:40 | <andythenorth> | hmm no OOM for me on OS X 10.10 |
14:40 | * | andythenorth wonders what map size he’s using in that FS |
14:40 | <frosch123> | he is using 32bit build and 32bpp graphics |
14:41 | <frosch123> | the latter results in 2gb of spritecache |
14:41 | <frosch123> | so, eventually the game dies of memory fragmentation |
14:46 | <andythenorth> | boom |
14:48 | * | andythenorth roaming in flyspray |
14:48 | <andythenorth> | for entertainment |
14:48 | <frosch123> | just don't troll/flame people :) |
14:49 | <frosch123> | fs is no forum replacement |
14:51 | <andythenorth> | I think my answer here was ok https://bugs.openttd.org/task/6367 |
14:51 | <andythenorth> | I hope |
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14:57 | <andythenorth> | I don’t understand this one https://bugs.openttd.org/task/6295?project=1&pagenum=2 |
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15:03 | <planetmaker> | TrueBrain, our mover :) |
15:04 | <TrueBrain> | :D |
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15:07 | <frosch123> | yay, dorpsgek! |
15:07 | <TrueBrain> | w00p |
15:09 | * | andythenorth roams in flyspray, gets bored |
15:09 | <andythenorth> | it’s not actually very dramatic any more |
15:09 | <andythenorth> | some OOM, some reasonable-but-not-happening-ever requests |
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15:12 | <andythenorth> | this is solved https://bugs.openttd.org/task/6114?project=1&pagenum=5 |
15:12 | <andythenorth> | it’s cdist behaving correctly |
15:13 | <andythenorth> | use ‘no loading' |
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15:18 | <andythenorth> | really, he needs to know refit costs as a finances item? |
15:19 | <andythenorth> | how do I employ people with such fantastic attention to detail :O |
15:20 | <andythenorth> | I think this was fixed by fonso, there were a bunch of bugs with station cargo assignment that got solved https://bugs.openttd.org/task/5959?project=1&pagenum=7 |
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15:25 | * | andythenorth looks at commits |
15:27 | <andythenorth> | meh, nothing that proves the issue was fixed |
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16:00 | <andythenorth> | how would I use git.openttd.org to check if industry limit is increased in 1.5.2? |
16:00 | <andythenorth> | cos we’re using svn-style tags, and I don’t understand how to use those :) |
16:03 | <@Alberth> | find the increasing commit, then see if it's in 1.5.0 |
16:06 | <andythenorth> | can’t find it in the changelogs |
16:07 | <andythenorth> | commit is http://git.openttd.org/?p=trunk.git;a=commit;h=f3ae30112582c1dc7bd72cac73d50a7718a0dcbe |
16:07 | <andythenorth> | I could just test the binary with FIRS and see if it breaks :P |
16:07 | <andythenorth> | but I need to set a min. version for Bananas |
16:07 | <andythenorth> | I’d rather be accurate |
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16:11 | <frosch123> | andythenorth: http://git.openttd.org/?p=branches/1.5.git;a=summary but, actually, read the changelog :) |
16:13 | <andythenorth> | ok so industry limit isn’t increased in 1.5.x |
16:13 | <andythenorth> | which is why I can’t find it in changelogs :) |
16:14 | <andythenorth> | thanks :) |
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16:50 | <andythenorth> | fun game is fun |
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19:45 | <Wolf01> | 'night |
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--- | Log | closed Thu Sep 17 00:00:50 2015 |