| --- | Log | opened Sun May 13 00:00:21 2007 |
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| 01:49 | <DaleStan> | Website ops: (TrueBrain?) nightlies.php still tries to link to http://svn.openttd.org/<...>, but that was taken down a long time ago. |
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| 02:33 | <Wolf01> | hello |
| 02:37 | <@peter1138> | "Is there any way the Copy & Paste patch could be implemented as a newGRF?" |
| 02:37 | <@peter1138> | hmm |
| 02:41 | <Ailure> | sounds like a typical question one of my classmates would make. |
| 02:42 | <Wolf01> | but would be cool :D |
| 02:44 | <Wolf01> | but the oddest thing i've seen is the "no exe in the nightlies"... |
| 02:44 | <Wolf01> | i hope he didn't clicked on the first package he found... |
| 02:44 | <Ailure> | I think he did |
| 02:45 | <Ailure> | I mean hell |
| 02:45 | <Ailure> | same classmate |
| 02:45 | <Ailure> | and tortoiseSVN |
| 02:45 | <Ailure> | it dosen' twork |
| 02:45 | <Ailure> | *checks* |
| 02:45 | <Ailure> | ...he had downloaded the source package. |
| 02:45 | <Ailure> | We gone through a few programming courses by now so ngghh |
| 02:45 | <Ailure> | he probably quits soon xD |
| 02:45 | <Ailure> | dropping out |
| 02:49 | <Ailure> | people say that there's no stupid questions but... he manages to prove that wrong. :< |
| 02:51 | <Wolf01> | http://www.tt-forums.net//files/fast_3_way_225.jpg what does change between the two junctions? (something else than 2 tiles raised) |
| 02:52 | <Wolf01> | A:"poor signalling", B:"the best"... they are the same |
| 02:55 | <Ailure> | I belive A would cause slowdown though |
| 02:56 | <Ailure> | at least for the railway just below the sign |
| 02:56 | <Ailure> | hmm then |
| 02:59 | <hylje> | upper has a slow curve |
| 02:59 | <hylje> | a diagonal rail going up or down a hill is slow |
| 02:59 | <Ailure> | yeah that's what I thought on |
| 03:00 | <hylje> | fo sho |
| 03:00 | <Ailure> | The game dosen't like |
| 03:00 | <Ailure> | when the trains 'bends' in all possible ways |
| 03:00 | <Ailure> | or rather |
| 03:00 | <Ailure> | the acceleration model dosen't |
| 03:00 | <hylje> | several bends in the same window |
| 03:00 | <hylje> | from how it works it takesthat window from a % of the train length |
| 03:01 | <Ailure> | I noticed that train with really high HP |
| 03:01 | <Ailure> | such as Eurostar in the UKRS |
| 03:02 | <Ailure> | can do sharp turns but in a really weird way |
| 03:02 | <hylje> | _p |
| 03:02 | <Ailure> | the speed is constantly speeding up and down |
| 03:02 | <hylje> | :o |
| 03:02 | <Ailure> | looks rather funny |
| 03:02 | <hylje> | shinkansen railset trains can do 2tile turns too |
| 03:02 | <hylje> | its rather silly |
| 03:02 | <Ailure> | yeah |
| 03:02 | <Ailure> | it seems like high HP trains tend to break the sharp turn rule |
| 03:03 | <Ailure> | or at least temponarily |
| 03:03 | <Ailure> | they sitll get a slowdown, but not a heavy one |
| 03:04 | <Ailure> | I should play with it again |
| 03:04 | <Ailure> | dunno if there's been any change to the acceleration model |
| 03:05 | <Ailure> | there were some critism about it I heard |
| 03:05 | <Ailure> | well heh, it's a bit generous when it comes to acceleration |
| 03:06 | <Ailure> | I rarely find a use for some high HP trains unless I increase the freight multiplier |
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| 03:06 | <hylje> | well |
| 03:06 | <hylje> | long trains |
| 03:06 | <Ailure> | and even then, even heavy but not so powerful trains can at least reach 70-80 km/h with no problems unless you make it really extreme |
| 03:07 | <hylje> | make that FAST long trains |
| 03:07 | <Ailure> | heh |
| 03:07 | <Ailure> | thoose are fun to make |
| 03:07 | <Ailure> | 10 tiles long trains |
| 03:07 | <hylje> | 20 tile maglev |
| 03:07 | <hylje> | 640km/h |
| 03:07 | <Ailure> | heh |
| 03:07 | <Ailure> | my limit goes at ten tiles |
| 03:07 | <Ailure> | mostly due to gamescale |
| 03:08 | <Ailure> | still hmm |
| 03:09 | <Ailure> | heh |
| 03:09 | <Ailure> | the default maglev uusally have no problems reaching max speed |
| 03:09 | <Ailure> | even with lots of heavy cargo |
| 03:09 | <hylje> | then they go up one(1) tile hill |
| 03:10 | <Ailure> | with what acceleration model? |
| 03:10 | <Ailure> | the old one is xD |
| 03:10 | <Ailure> | with slopes |
| 03:10 | <Ailure> | even the fastest trains went down to 30 km/h with even simple slopes |
| 03:10 | <hylje> | yes |
| 03:11 | <Ailure> | it was painful watching your 640 km/h maglev train |
| 03:11 | <Ailure> | climbing a mountain at 30 km/h |
| 03:11 | <hylje> | with large HP and improved accel |
| 03:11 | <hylje> | trains could climb massive cliffs just fine |
| 03:11 | <hylje> | at nearly full speed, no less. |
| 03:13 | <Ailure> | yeah |
| 03:13 | <Ailure> | I rarely see maglev trains slowing down climbing them |
| 03:13 | <Ailure> | I do see railway trains doing that if it's a really steep climb :p |
| 03:13 | <Ailure> | steep climb would be relativly and depend on the hp/weight of train |
| 03:14 | <Ailure> | http://194.47.44.201/openTTD/stairs.png |
| 03:14 | <Ailure> | I found myself doing this in some game XD |
| 03:14 | <Ailure> | although in a more discrete way |
| 03:15 | <hylje> | wtf, stair |
| 03:15 | <hylje> | s |
| 03:15 | <Ailure> | slope, flat land, slope, flat land |
| 03:15 | <Ailure> | with some really heavy trains you need even more flat land inbetween the slopes to maintain full speed |
| 03:15 | <Ailure> | or near full speed |
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| 03:16 | <Ailure> | and even then I try to keep terraforming ot a minium nowadays :p |
| 03:16 | <Ailure> | I was screwing around in that game, which is why I made a mountain in the middle of nowhere |
| 03:16 | <Wolf01> | when 1x2 slopes? |
| 03:17 | <Ailure> | heh |
| 03:17 | <Ailure> | sometimes I don't play with the slopes until after I built a line |
| 03:18 | <Ailure> | to avoid unecessary terraforming :p |
| 03:18 | <@peter1138> | hairpins :D |
| 03:18 | <@peter1138> | less terraforming |
| 03:18 | <Wolf01> | no i meant, now we have 45° slopes, we need 22.5° :D |
| 03:18 | <@peter1138> | they're distinctly not 4 degrees |
| 03:18 | <@peter1138> | or 45 |
| 03:18 | <Ailure> | how many degress are the slopes though? |
| 03:19 | <Ailure> | It's kinda hard to tell from the isometric view |
| 03:19 | <Ailure> | 45 degrees seems a bit much though |
| 03:19 | <Wolf01> | they should be 30 |
| 03:20 | <@peter1138> | they're 1:2 |
| 03:20 | <Ailure> | hmm |
| 03:20 | <@peter1138> | 16 units along a tile and 8 units up |
| 03:20 | <Ailure> | yeah |
| 03:20 | <@peter1138> | dunno what that is in degrees ;p |
| 03:20 | <Wolf01> | ok, they are already 22.5 |
| 03:20 | <Ailure> | half of 45 |
| 03:20 | <Wolf01> | so we need 11.25 |
| 03:20 | <Ailure> | ...which is 22.5 |
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| 03:21 | <Ailure> | as wolf pointed out |
| 03:21 | <Ailure> | heh |
| 03:21 | <Wolf01> | always too much for a train |
| 03:21 | <@peter1138> | is it simply helf? |
| 03:21 | <Ailure> | What else would it be? |
| 03:21 | <hylje> | are you implying we should Has a mesh-based terrain? |
| 03:21 | <Wolf01> | is mathematic... |
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| 03:21 | <Wolf01> | draw a line, 1:1 is 45° |
| 03:21 | <@peter1138> | yes, 1:1 is 45 |
| 03:22 | <Ailure> | 90 degree cliffs like seen in the Transport Tycoon 2 engine would be nice :p |
| 03:22 | <Ailure> | Well, I already seen 90 degree stuff in openTTD |
| 03:22 | <hylje> | oh yes |
| 03:22 | <Ailure> | :D |
| 03:22 | <Ailure> | halls of infinite mirrors glitching |
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| 03:22 | <hylje> | screenshot plz |
| 03:22 | <@peter1138> | you mean locomotion? :p |
| 03:22 | <Ailure> | that waterlevel patch |
| 03:23 | <Ailure> | water can be of a certain height |
| 03:23 | <Ailure> | anyway, whatever is below the water |
| 03:23 | <Ailure> | when something is flooding |
| 03:23 | <Ailure> | gives the halls of mirros effect |
| 03:23 | <Ailure> | of doom fame |
| 03:23 | <Ailure> | http://en.wikipedia.org/wiki/Hall_of_mirrors_effect |
| 03:24 | <Ailure> | [10:23][10:23] <peter1138> you mean locomotion? :p |
| 03:24 | <Ailure> | No, Transport Tycoon 2 ;) |
| 03:24 | <Ailure> | I was jokingly referring to all games using the engine |
| 03:24 | <Ailure> | from Rollercoaster tycoon |
| 03:24 | <Ailure> | which apparently orginally was going to be for a Transport Tycoon Sequel |
| 03:25 | <hylje> | oh, wow |
| 03:26 | <@peter1138> | deg = arctan(ratio) |
| 03:26 | <Wolf01> | i love that terrain engine... but i hate the game (lomo) because they should have learned from previous errors, and there are many glitches and bugs instead, like the odd transparency (half of the screen) |
| 03:26 | <Ailure> | Rollercoaster terrain |
| 03:27 | <Ailure> | made me wish it was in 3D actually |
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| 03:27 | <Ailure> | Digging a really deep hole could be a pain in the ass sometimes |
| 03:27 | <hylje> | :p |
| 03:27 | <Wolf01> | that's true |
| 03:27 | <hylje> | bottomless pits |
| 03:27 | <Ailure> | and sometimes it didn't matter whatever rotation you look from |
| 03:27 | <Ailure> | or whatever things you made transparents |
| 03:27 | <Ailure> | some things were hidden from your view if you made stuff cramped |
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| 03:28 | <Ailure> | I actually like 3D simulation games for their flexibility xD |
| 03:28 | <@peter1138> | so i'm right ;p |
| 03:28 | <@peter1138> | 1:1 is 45 deg |
| 03:28 | <@peter1138> | 1:2 is 26.5650512 deg |
| 03:28 | <Wolf01> | i still can't understand why they don't made the terraform tool like rollercoaster, where you had the possibility to raise cliffs when raising a single tile, like TTD |
| 03:29 | <Ailure> | It would made life easier yes |
| 03:29 | <@peter1138> | so you want 1:4 which is 14.0362435 degrees.... |
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| 03:29 | <Ailure> | I got annoyed when I had to do manaul work on something that was easy to do in TTD |
| 03:30 | <Wolf01> | trains need 4 degrees (if i'm not wrong), with more you need racks to climb an hill |
| 03:30 | <Ailure> | that regarding 3D thread is intresting though |
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| 03:30 | <hylje> | peter1138! use foundations to allow silly cliffs! |
| 03:30 | <Ailure> | lots of misconceptions about 3D |
| 03:30 | <Ailure> | It's like |
| 03:30 | <Ailure> | 3D in games is a curse |
| 03:30 | <Ailure> | it makes games confusing |
| 03:30 | <@peter1138> | needs "new map array" ! |
| 03:30 | <Ailure> | and that itmakes gameplay worse? |
| 03:31 | <Ailure> | New map array |
| 03:31 | <hylje> | 3d is harder to navigate in than plain 2d |
| 03:31 | <Ailure> | That's probably the holy grail of openTTD programming |
| 03:31 | <Ailure> | :p |
| 03:31 | <@peter1138> | ok, it needs more bits in the map array, heh |
| 03:31 | <hylje> | hence most RTS n other stuff is 2d |
| 03:31 | <@peter1138> | Ailure: it's a joke, now ;) |
| 03:31 | <Ailure> | harder to navigate? heh |
| 03:31 | <hylje> | well |
| 03:31 | <hylje> | dimensions+1 |
| 03:31 | <Wolf01> | ten thousand of years you are talking of new map array, and we haven't seen something about it ;) |
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| 03:32 | <Ailure> | Most 3D games solve the navigation problems |
| 03:32 | <Ailure> | by hiding away the camera controls unless they are needed for some reason |
| 03:32 | <Ailure> | most 3D rts games does this |
| 03:32 | <Ailure> | but it's still possible to rotate around if you need to |
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| 03:33 | <Ailure> | The sims 2 is nice with it's camera |
| 03:33 | <Ailure> | it have a free flying mode that is fun to play with |
| 03:34 | <hylje> | and to be frank |
| 03:34 | <hylje> | most 3d implementations suck |
| 03:34 | <@peter1138> | Wolf01: we've got one... it's literally just another array ;p |
| 03:34 | <Ailure> | but some are good |
| 03:34 | <Ailure> | There's 2D games that sucks too |
| 03:35 | <Ailure> | As long you don't go 3D for the sake of going 3D it usually goes well |
| 03:35 | <Wolf01> | one of my friends told me that ttd sucks because is 2D |
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| 03:35 | <Wolf01> | i killed him |
| 03:35 | <Ailure> | haha |
| 03:35 | <hylje> | murderer |
| 03:35 | <Ailure> | Well some people got the idea that 3D game means that it automatically sucks |
| 03:35 | <Ailure> | and the other way around too :p |
| 03:36 | <Ailure> | Sometimes you can mix too |
| 03:36 | <Ailure> | Sometimes it's better to use 3D models than storing 234324234 sprites of a object in various rotations |
| 03:37 | <Ailure> | It dosen't have to be polygons, it can be voxels too. :) |
| 03:37 | <hylje> | usually 8 rotations are enough |
| 03:37 | <Ailure> | Pixel arts should like voxels ;P |
| 03:37 | <Ailure> | *artists |
| 03:37 | <@peter1138> | not really |
| 03:37 | <hylje> | voxels were used in tiberian sun |
| 03:37 | <hylje> | for a bunch of tanks |
| 03:37 | <Ailure> | yeah |
| 03:38 | <Wolf01> | what i like of 3D games, is that they allow (most of the times) to place buildings and other things in every direction, what i don't like of them is the same thing, because you can mess up the base by mistaking an angle, like in C&C generals/tiberium wars.. with 2D you were able to place buildings in every free tile, if sufficient space |
| 03:38 | <@peter1138> | they're don't give you the same level of detail as plain 2d pixel images... |
| 03:38 | <@peter1138> | and voxels are a bitch for 3d accelerators, heh |
| 03:38 | <Ailure> | well sadly |
| 03:38 | <Ailure> | 3D acceleration technology |
| 03:38 | <Ailure> | dosen't exactly focus on Voxels |
| 03:38 | <hylje> | Wolf01: yes if the game doesnt enforce building on tiles |
| 03:38 | <Ailure> | Voxels are really neat |
| 03:38 | <hylje> | Wolf01: but if they do the situation is the same as with 2d |
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| 03:39 | <Ailure> | It's funny too |
| 03:39 | <Ailure> | someoen made a 3D model in that 3D thread |
| 03:39 | <Ailure> | but if it wasn't for the outlines of a box |
| 03:39 | <Ailure> | I could easily have confused it for a voxelmodel |
| 03:40 | <hylje> | :o |
| 03:40 | <Wolf01> | with 2D was really clear where you are allowed to build and where not, with 3D you should take count also of the degree of the terrain |
| 03:40 | <hylje> | Wolf01: usually in rtses buildings have foundations |
| 03:40 | <hylje> | Wolf01: allowing them to build in most terrain |
| 03:40 | <Wolf01> | not always, try to build 4 power plants in a slope... |
| 03:41 | <Ailure> | Simcity4 did that |
| 03:41 | <Ailure> | as long you don't try to build stuff on extreme slopes |
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| 03:41 | <Ailure> | it usally works |
| 03:41 | <hylje> | sc4 had silly foundations |
| 03:41 | <Ailure> | some special buildings have a tendancy to flat out stuff |
| 03:41 | <Ailure> | such as power plants |
| 03:41 | <hylje> | usually extreme slopes worked just fine |
| 03:41 | <Desolator> | hello |
| 03:41 | <Wolf01> | hi |
| 03:41 | <Ailure> | well heh |
| 03:41 | <Ailure> | foundations tend to look odd with extreme slopes |
| 03:41 | <Ailure> | I had small houses |
| 03:41 | <Ailure> | with really really tall foundations |
| 03:41 | <hylje> | yes |
| 03:41 | <Ailure> | in some screwy places |
| 03:42 | <Ailure> | but it usually looks fine |
| 03:42 | <hylje> | the passively built buildings did not terraform |
| 03:42 | <Desolator> | I'm thinking of making a new MiniIN |
| 03:42 | <Wolf01> | good luck |
| 03:42 | <Ailure> | TTD's foundations looks odd in some situations as well |
| 03:42 | <hylje> | but made foundations all over the place |
| 03:43 | <Ailure> | but heh |
| 03:43 | <Ailure> | with some extrene foundations |
| 03:43 | <Ailure> | it probably would be a bad idea to open the wrong door on some buildings |
| 03:43 | <Ailure> | :p |
| 03:43 | <Ailure> | hmm |
| 03:44 | <Ailure> | buildings do terraform slightly when they are built though |
| 03:44 | <Ailure> | but only if they can |
| 03:44 | <Ailure> | The extreme foundations usually happens in tight places now I think on it |
| 03:45 | <Ailure> | where there's not much space for terraformin, or where proper terraforming would change too much |
| 03:48 | <Ailure> | soon noon |
| 03:48 | <Ailure> | I hadn't slept over the night |
| 03:48 | <Ailure> | so I should do that soon lol |
| 03:49 | <hylje> | :o |
| 03:49 | <hylje> | i used to have my highways in ditches |
| 03:50 | <hylje> | and have buildings and park around them |
| 03:50 | <Ailure> | ah |
| 03:51 | <Ailure> | heh I should play Simcity4 again |
| 03:51 | <Ailure> | with Rush hour of course |
| 03:51 | <Ailure> | It's a good expansion pack xD |
| 03:51 | <Ailure> | but to be honest, it have features that should ben there from the beginning |
| 03:51 | <Ailure> | such as the traffic query tool that shows the paths people take in the city |
| 03:52 | <Ailure> | Simcity4 always had a advanced traffic algorithm, but you weren't always aware of what was going on expect for traffic congestion :/ |
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| 03:56 | <Wolf01> | one feature that should been there from the beginning should be "show catchement areas" for existent stations |
| 03:56 | <Wolf01> | i'm working on it, with immense difficulty, but i have something working (thanks to frostregen) |
| 03:57 | <Ailure> | heh how station catchment work is kinda broken though |
| 03:58 | <Ailure> | but yeah, that would be useful |
| 03:59 | <Wolf01> | station catchement is a pain with non-uniform stations |
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| 04:03 | <Ailure> | and the broken station handling is more noticeable iwth non-unform stations too |
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| 04:05 | <kaan> | goodmorning |
| 04:06 | <Wolf01> | morning |
| 04:07 | <Desolator> | morning kaan |
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| 04:12 | <Wolf01> | when will newindustries be ready, it will allow also industries on slopes? |
| 04:12 | |-| | Tron_ changed nick to Tron |
| 04:13 | <Rubidium> | my calculations are summer 2008 ;) (yay for statistics) |
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| 05:15 | <Desolator> | what are the nightlies compiled with? |
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| 05:17 | <Desolator> | MinGW? |
| 05:18 | |-| | Thomas[NL]_ [~thomas@vdburgt.xs4all.nl] has joined #openttd |
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| 05:18 | <@peter1138> | gcc |
| 05:18 | <Desolator> | and MinGW doesn't use gcc? |
| 05:25 | <Rubidium> | mingw assumes that all nightlies are windows binaries and that the nightlies are compiled on Windows |
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| 05:26 | <Rubidium> | which both incorrect assumptions |
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| 05:26 | <Rubidium> | +are |
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| 06:04 | <@peter1138> | gah |
| 06:04 | <@peter1138> | stupid nvidia |
| 06:06 | <@peter1138> | resolution changing fucks up :/ |
| 06:08 | <@peter1138> | works at 24 or 16 bit, but not 15 or 8 |
| 06:08 | <hylje> | :o |
| 06:08 | <Wolf01> | 15 O_O |
| 06:08 | <hylje> | 5 bits per color |
| 06:09 | <Wolf01> | 125 colors |
| 06:09 | <Wolf01> | is an odd resolution |
| 06:10 | <boekabart> | !? how did you come up with 125 colors/ |
| 06:10 | <boekabart> | 32 x 32 x 32 = eh, more. |
| 06:10 | <Rubidium> | 5*5*5 I guess |
| 06:11 | <Rubidium> | 2^15 = 32768... |
| 06:11 | <boekabart> | see, more :) |
| 06:11 | <boekabart> | actually usually they give one color (green i think) the extra bit. since the eye is most sensitive to green. |
| 06:12 | <Wolf01> | oh right... 2^15, not 5^3 |
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| 06:15 | <@peter1138> | boekabart: that's 16 bpp |
| 06:16 | <@peter1138> | anyway, the weird thing is, converting from 8 to 16 bpp instead of 8 to 32 bpp is a lot quicker for me |
| 06:16 | <@peter1138> | shame X doesn't allow colour depth changing... |
| 06:18 | <@peter1138> | or just hardware 8->32bpp conversion |
| 06:18 | <boekabart> | half the memory bandwidth is the only diff, right |
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| 06:18 | <@peter1138> | it allows it for opengl textures... |
| 06:18 | <@peter1138> | boekabart: yeah, suppose that's right |
| 06:19 | <mikk36> | any of u watch MD House ? |
| 06:20 | <Wolf01> | i watched it |
| 06:20 | <mikk36> | up to which episode ? |
| 06:20 | <Wolf01> | all the first and second series |
| 06:20 | <mikk36> | ah great :) |
| 06:20 | <mikk36> | i just watched S02E24 |
| 06:21 | <mikk36> | last episode of 2nd season |
| 06:21 | <mikk36> | that's one sick part :P |
| 06:21 | <Wolf01> | uhm, i don't remember it |
| 06:21 | <mikk36> | the one where 95% of the episode is a dream |
| 06:21 | <mikk36> | where house gets shot |
| 06:21 | <Wolf01> | oh yes |
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| 06:22 | <Wolf01> | then i watched also half of the third season |
| 06:22 | <mikk36> | at the end where he cut the tonque patient open... i was like... what the f*** |
| 06:22 | <mikk36> | i have almost all episodes on my hdd |
| 06:23 | <Wolf01> | :) |
| 06:23 | <mikk36> | only 5-6 missing from the end |
| 06:23 | <mikk36> | been watching it for some weeks now |
| 06:24 | <mikk36> | and today is my last day as a free man again :P |
| 06:24 | <mikk36> | going back to work (got a new job) |
| 06:25 | <Wolf01> | i'm looking for a new job too |
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| 07:12 | <mikk36> | missing 4 episodes DL'ing :) |
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| 07:46 | <xyz> | hi |
| 07:46 | <xyz> | is there a server with "hard difficulty"? |
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| 07:58 | <elmex> | hm |
| 07:59 | <elmex> | the difficulties are no real difference either |
| 07:59 | <elmex> | only that it takes longer with hard to earn enough money |
| 08:00 | <elmex> | hm |
| 08:00 | <elmex> | lately there have been not many interesting games on the servers :-/ |
| 08:00 | <hylje> | low loan |
| 08:00 | <elmex> | well, with low loan you just need longer |
| 08:00 | <elmex> | and with multiplayer that sucks because no fast-forward :) |
| 08:01 | <hylje> | with low loan you must get profitable with that £100k |
| 08:01 | <elmex> | hm, i'm used to see more network-structure games on the servers grmbl... |
| 08:01 | <elmex> | it's nto very hard to get profitable |
| 08:02 | <elmex> | the fchallenge with multiplayer is: be as profitable as others |
| 08:02 | <hylje> | but profitable enough |
| 08:03 | <elmex> | yes |
| 08:03 | <elmex> | it will make entrance into a game for people harder that join later |
| 08:04 | <elmex> | but that was always hard anyway |
| 08:05 | <elmex> | i mean, once you got a profitable route all you need it to wait for the money to come in and build a second train or route and after that you quickly paid your loan and start expanding further |
| 08:06 | <elmex> | hard difficulty would be interesting if the economy would work differntly. eg. second level industries have a upper limit of cargo they accept and such |
| 08:06 | <elmex> | difficulties that actually have influence on your gameplay |
| 08:07 | <elmex> | having servers where trains don't go 90degree or with "realisic" acceleration is already interesting as you hav to adapt your routes to that |
| 08:08 | <elmex> | but maybe i'm biased by my affection to large rail networks :) |
| 08:09 | <elmex> | and i think the server dialog should force you to enter a real nickname |
| 08:09 | <elmex> | other than Player |
| 08:09 | <elmex> | with no default :) |
| 08:09 | <elmex> | everytime someone named 'Player' joins i'm afraid that its someone who will messup the game |
| 08:10 | <elmex> | not because he's a newbie, but because i've seen lots of 'Player' people joining a unprotected company and messing up the landscape with leveling with all the money |
| 08:10 | <elmex> | or similiar stuff |
| 08:11 | <elmex> | that will of course not really change with a forced entry of the name ;-/ |
| 08:11 | <Ammler> | hmm, does that depense on the nick? Icould join with nick "friend" and mess up the map |
| 08:12 | <elmex> | right |
| 08:12 | <elmex> | ignore that point :) |
| 08:15 | <Thomas[NL]_> | http://ttartist.freeforums.org/portal.php you guys knew of this site? |
| 08:17 | <elmex> | no |
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| 08:18 | <elmex> | it seems to be new |
| 08:18 | <elmex> | and forum isn't browsable or empty :) |
| 08:19 | <@peter1138> | dark on black... |
| 08:19 | <@peter1138> | ah, it's SAC :D |
| 08:19 | <elmex> | SAC? |
| 08:22 | <Ammler> | peter1138: Is there more, when you register? |
| 08:22 | <@peter1138> | nope ;p |
| 08:22 | <Thomas[NL]_> | whats the L & X in TTDLX ? |
| 08:23 | <@peter1138> | DeLuXe |
| 08:23 | <Thomas[NL]_> | ah |
| 08:23 | <Thomas[NL]_> | keep an eye on http://www.i-gameartist.com/ |
| 08:23 | <@peter1138> | why? |
| 08:24 | <@peter1138> | oh, i see |
| 08:24 | <Thomas[NL]_> | I found the forum :/ |
| 08:25 | <Thomas[NL]_> | my god |
| 08:29 | <Wolf01> | bad choice to have the forum hidden to guests |
| 08:30 | <Thomas[NL]_> | seems like you could only be invited first |
| 08:31 | <Thomas[NL]_> | SAC is online on the forums it seems |
| 08:32 | <Wolf01> | after the experience on the official forum, i think sac was really angry and i can understand her |
| 08:33 | <Thomas[NL]_> | may I ask what happened? |
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| 08:35 | <Wolf01> | http://www.tt-forums.net/viewtopic.php?t=8919&postdays=0&postorder=asc&highlight=infra&start=940 |
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| 08:44 | <Thomas[NL]_> | That's a sad story... |
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| 08:50 | <elmex> | hm |
| 08:50 | <elmex> | could someone sum it up for me? 50 pages |
| 08:50 | <elmex> | nvm |
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| 08:56 | <Rubidium> | elmex: http://www.tt-forums.net/viewtopic.php?p=538222#538222 <- just read that post |
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| 08:57 | <elmex> | hm,yes |
| 08:58 | <elmex> | SAC seems to be quite reasonable |
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| 11:12 | <ewanm89> | hey, how are you? |
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| 11:14 | <Eddi|zuHause2> | "idle" probably describes it :) |
| 11:18 | <ewanm89> | Anyone using latest svn? |
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| 11:41 | <Wolf01> | nothing interesting today, eh? |
| 11:51 | <Eddi|zuHause2> | no, only that arctan(1/2) != 22.5° |
| 11:52 | <ewanm89> | Anyone using latest svn of openttd? |
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| 11:54 | <Wolf01> | Eddi|zuHause2, as you can see, i'm not good at maths |
| 11:54 | <Wolf01> | ewanm89, yes |
| 11:55 | <ewanm89> | Can I play against you? |
| 11:55 | <Wolf01> | no |
| 11:55 | <ewanm89> | :( |
| 11:55 | <Wolf01> | i have other things to do |
| 11:55 | <ewanm89> | OK |
| 11:56 | <ewanm89> | Does anyone recommend any particular newgrf files? |
| 11:56 | <Wolf01> | TTRSv3 |
| 11:56 | <Wolf01> | and UKRS |
| 11:56 | <Eddi|zuHause2> | DBSetXL |
| 11:56 | <Eddi|zuHause2> | and, of course, stolentrees :) |
| 11:57 | <Wolf01> | stolentrees is a must |
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| 12:01 | <ewanm89> | Where can I get stolen trees? |
| 12:01 | <ewanm89> | s/n t/nt/ |
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| 12:04 | <Eddi|zuHause2> | from grfcrawler, i assume |
| 12:04 | <Eddi|zuHause2> | and it's on the forum, but it might be hidden :) |
| 12:08 | <Szandor> | anybody got thoughts on my overwrite roadstops patch? ( http://www.tt-forums.net/viewtopic.php?t=31893 ) |
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| 12:42 | <Wolf01> | enhanced the adjoin patch, all station can be adjoined now |
| 12:43 | <Wolf01> | the patch: http://www.tt-forums.net//files/adjoin_stations_9828_2_140.diff |
| 12:49 | <ewanm89_> | stolentrees not on grfcrawler, could someone DCC it to me? |
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| 12:54 | <ewanm89> | Wolf01: Could you dcc me stolentrees? |
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| 12:56 | <Thomas[NL]_> | http://tt-forums.net/viewtopic.php?p=527234&highlight=stolen+trees+grf#527234 10 seconds of tt-forums search magic needed |
| 12:57 | <ewanm89> | thanks |
| 12:58 | <tormentum> | !logs |
| 12:58 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
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| 13:05 | <Wolf01> | there's somebody who want to help for autoroad tool? |
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| 14:27 | <Ammler> | help invite |
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| 14:48 | <Wolf01> | 'night |
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| 15:06 | <eJoJ> | Where can i submit a bug? |
| 15:06 | <glx> | bugs.openttd.org |
| 15:06 | <glx> | check if it isn't already reported first |
| 15:06 | <eJoJ> | oki |
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