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#openttd IRC Logs for 2016-07-22

---Logopened Fri Jul 22 00:00:10 2016
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03:15<V453000>holy shit @ the amount of foundations
03:15<V453000>figuring out which is which isn't exactly nice either :D
03:25<@planetmaker>they're mostly for different climates
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03:26<V453000>that I understand
03:26<V453000>the wtf is within the group of the 90 foundations :P
03:26<V453000>and, monorail tunnels/junctions done :) https://dl.dropboxusercontent.com/u/20419525/BRIX/mono-tunnels.png
03:26<V453000>also hi pm, haven't seen you in a while :)
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05:42<Wolf01>o/
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09:11<Wolf01>bbl, adding a fan to chassis
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09:56<Wolf01>It seem impossible 20°C lower with just one 5.5" fan
09:57<Wolf01>*3.2"
09:57<Eddi|zuHause>good airflow can work wonders
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10:33<Samu>hi
10:34<Samu>2020, 2006
10:37<Milek7>any developers here?
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10:42<@Alberth>o/
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11:34<Samu>2021, 2007
11:34<Samu>Wormnest: is there a limit for the number of ships for OtviAI?
11:34<Samu>he doesn't seem to get 1000
11:34<Samu>he's always near 1000
11:35<Wormnest>Samu: No idea I haven´t looked much at Otvi a lot and certainly not lately
11:35<Samu>always around 960, 980, 990, never 1000
11:36<Wormnest>Maybe it sets that limit because it knows it will get too slow with ships
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11:57<Samu>995 ships
11:57<Samu>highest i've seen
11:58<Samu>996
11:58<Samu>hmm will it reach 1000?
11:59<Samu>there is a ship 1001, so i guess he can go over 1000
12:00<Samu>must have missed it
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13:25<Samu>1002 ships :)
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13:39<andythenorth>o/
13:40<@Alberth>o/
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13:41<andythenorth>V453000: it’s probably unavoidable, but the mono tracks look off-centered in the tunnels
13:42<V453000>tbh
13:42<V453000>I don't see it :D
13:44<@Alberth>think of the light-gray as flat
13:45<V453000>well ye
13:45<V453000>doesn't hit me in the eyes though
13:45<V453000>:D
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14:04<andythenorth>@seen frosch123
14:04<@DorpsGek>andythenorth: frosch123 was last seen in #openttd 22 hours, 53 minutes, and 29 seconds ago: <frosch123> at some point it installs itself
14:06<andythenorth>ha
14:06<andythenorth>Road Hog passed r1k
14:10<V453000>nice
14:10<V453000>BRIX is closing up to r1
14:10*andythenorth been moving pixels around http://dev.openttdcoop.org/attachments/download/7926/reefer-tram-reworked.png
14:11<V453000>nice as always :)
14:11<andythenorth>trams you might actually want to use?
14:11<andythenorth>:P
14:11<V453000>yeah
14:11<V453000>me is coding road crossings atm :) finishing monorail
14:11<andythenorth>trying to make them a bit chibi
14:11<andythenorth>keeping same lengths = win
14:11<V453000>last time I tried roadhog, I really liked it a lot
14:12<V453000>I don't know a better RV set
14:12<andythenorth>currently my favourite thing to work on
14:12<V453000>and I believe I tried almost all of them
14:12<V453000>atm I am in a frenzy to finish BRIX 0.0.1
14:12<andythenorth>type faster
14:12<V453000>then I will probably move to PART
14:12<V453000>wut
14:13<andythenorth>paint faster
14:13<V453000>myeah nope
14:15<V453000>my problem is that lately before I finish a set, I have learned so much by then that I already hate it and want to do something else
14:15<V453000>I really don't like BRIX now
14:15<V453000>just want to finish it
14:18<andythenorth>ha ha :)
14:20<MonkeyDrone>hey V453000 , read your map guide, good stuff. Implemented all your recommendations now
14:20<V453000>nice =D
14:21<V453000>there is a lot of them :P
14:22<MonkeyDrone>i impelmented what I needed, the acceleration, spread, water properties. and disabling variety makes the map look so much better
14:24<V453000>yarr
14:24<MonkeyDrone>enabled the twoway signal thingy in yapf also
14:24<MonkeyDrone>just need to see what it really is and how it works ;p
14:25<V453000>it's good for experienced players
14:25<V453000>if you want those on your server, it is a good idea to have it on
14:26<MonkeyDrone>yeah, it's on. I'm sure one day i will use those ;p
14:28<MonkeyDrone>just need to see how to implement !reset into soap, i see it here http://dev.openttdcoop.org/attachments/6707/diff
14:28<MonkeyDrone>but it's not implemented into the soap version i grabbed , argh
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14:39<MonkeyDrone>how the hell do i import this patch to the hg soap project, it says no diff found, arghhh
14:48-!-Milek7 is now known as milek7
14:49<Wolf01>meh... just read about Munich :|
14:50<Eddi|zuHause>my guess is that there's more to come...
14:53<MonkeyDrone>what happened in munich, opening news
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14:54<MonkeyDrone>well that's fucking sad
14:57<V453000>nice, let me guess what religion they were
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14:59<MonkeyDrone>bunch of psychopaths
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15:05<milek7>hm
15:05<milek7>why there is 32 industries limit?
15:05<milek7>/s/industries/cargos/
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15:10<frosch123>because for dummies no number is big enough
15:14<MonkeyDrone>kek
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15:15<MonkeyDrone>damn my tablet was still connected, i threw that thing away 2 hours ago
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15:26<andythenorth>frosch123: o_O http://dev.openttdcoop.org/attachments/download/7925/covered-hopper-tram-capacities-2.png
15:28<MonkeyDrone>improved looks much nicer
15:28*MonkeyDrone gives nod of approval
15:28<frosch123>is there a difference between "covered hopper" and "boxvan"?
15:28<frosch123>when loading?
15:30<andythenorth>covered hopper loads twice as fast
15:31<andythenorth>visually? Not at the moment
15:31<Eddi|zuHause>one would assume a covered hopper opens fromt he top and the boxvan opens from the side :p
15:31<andythenorth>yup
15:32<frosch123>how about putting the red thing on the roof in different spots for the two generation?
15:33<frosch123>so that they look less similar
15:33<andythenorth>possible
15:34*andythenorth trying to balance consistency vs. variety
15:34<andythenorth>all models of a type need to look related, but not identical
15:35<andythenorth>tbh, the roof hatches don’t even look good
15:36<frosch123>well, a few random things make stuff look unique :)
15:36<andythenorth>the equivalent Iron Horse sprite does the roof diferently http://dev.openttdcoop.org/projects/iron-horse/repository/entry/src/graphics/covered_hopper_car_pony_gen_2_template.png
15:36<andythenorth>the red ones are copied from http://dev.openttdcoop.org/projects/iron-horse/repository/entry/src/graphics/covered_hopper_car_pony_gen_1_template.png
15:37<frosch123>they somehow help to make the stuff look more box shaped, compared to a tanker
15:38*andythenorth experiments
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15:47<Samu>2024, 2008
15:47<andythenorth>frosch123: http://dev.openttdcoop.org/attachments/download/7927/covered-hopper-tram-capacities-2.png
15:49<frosch123>i like it :)
15:51<andythenorth>better eh?
15:53<frosch123>yes, they look less similar, and still boxy
15:54<andythenorth>I am pleased with the white one
15:55<andythenorth>there is no irl equivalent, it’s completely invented :D
15:56<@Alberth>someone will find a matching RL train for you :)
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16:09<andythenorth>https://railforthevalley.files.wordpress.com/2009/08/comingfromice.jpg?w=450&h=244
16:09<andythenorth>:P
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17:18<andythenorth>bed
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17:25<@DorpsGek>Commit by frosch :: r27619 /trunk/bin/baseset (4 files) (2016-07-22 23:25:37 +0200 )
17:25<@DorpsGek>-Update: Baseset translations
17:29<@DorpsGek>Commit by frosch :: r27620 trunk/src/smallmap_gui.cpp (2016-07-22 23:29:04 +0200 )
17:29<@DorpsGek>-Codechange: Inline GetEffectiveTileType (adf88)
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17:38<@DorpsGek>Commit by frosch :: r27621 trunk/src/smallmap_gui.cpp (2016-07-22 23:38:49 +0200 )
17:38<@DorpsGek>-Fix (r27620): Committed too early.
17:45<@DorpsGek>Commit by frosch :: r27622 trunk/src/smallmap_gui.cpp (2016-07-22 23:44:54 +0200 )
17:45<@DorpsGek>-Change: In industry map view, give visible industry types the highest tile priority, and hidden industry types a lower one. This way filtered and highlighted industries are not hidden by overlapping tiles in zoomed-out smallmap. (adf88)
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18:52<Wolf01>'night
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---Logclosed Sat Jul 23 00:00:12 2016