Config
Log for #openttdcoop on 7th October 2010:
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00:38:26  <kais58> !password
00:38:26  <PublicServer> kais58: burrow
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00:56:18  <Sylf> !dl lin
00:56:18  <PublicServer> Sylf: http://binaries.openttd.org/nightlies/trunk/r20801/openttd-trunk-r20801-linux-generic-i686.tar.bz2
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01:14:29  <glevans2> !password
01:14:29  <PublicServer> glevans2: burrow
01:14:54  <PublicServer> *** Game still paused (number of players)
01:15:56  <PublicServer> <Sylf> heya
01:16:07  <PublicServer> <Player> hi
01:16:57  <PublicServer> <Sylf> It's not much fun to watch the game in paused mode
01:17:07  <PublicServer> <Sylf> care to join the company and bring it into action?
01:17:45  <PublicServer> <Player> trying to find the command to change my nick ingame
01:18:07  <PublicServer> *** Sylf has changed his/her name to Sylf2
01:18:15  <PublicServer> <Sylf2> it's
01:18:21  <PublicServer> <Sylf2> name <new_nick>
01:18:37  <PublicServer> <Sylf2> in the console
01:18:56  <PublicServer> *** Sylf2 has changed his/her name to Sylf
01:19:00  <PublicServer> <Player> sure, but I don't know how good it will do...I generally get dropped by either my computer or network
01:19:00  <PublicServer> *** Sylf has changed his/her name to Sy1f
01:19:10  <PublicServer> *** Player has changed his/her name to glevans2
01:19:18  <PublicServer> *** glevans2 has joined company #1
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01:22:13  <PublicServer> *** Game paused (number of players)
01:22:25  <PublicServer> <Sy1f> Is the game too heavy?
01:23:00  <PublicServer> *** Game still paused (number of players)
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01:24:01  <PublicServer> *** glevans2 has left the game (connection lost)
01:24:03  <PublicServer> *** Game paused (number of players)
01:25:00  <glevans2> sorry about that Sylf, but even just sitting staring at trees gets me kicked out with a vague 'network-game connection lost' message
01:25:50  <Sylf> it does sound like the game is too much for the PC to handle
01:26:29  <glevans2> although the exact message from cli is 'dbg: [net] getaddrinfo for hostname "", port 0, address family either IPv4 or IPv6 and socket type udp failed: Address family for hostname not supported
01:26:29  <glevans2> '
01:27:01  <Sylf> o_O
01:27:11  <glevans2> greek to me also
01:28:06  <Sylf> oh well
01:28:20  <glevans2> irc and openttd are the only things running on a 3Mb dsl connection right now...
01:28:24  <Sylf> It does look like the game has accomplished its goal for the most part
01:28:46  <Sylf> It really doesn't use all that much bandwidth
01:29:16  <Sylf> I
01:29:36  <Sylf> It's the simmulation of the game for both clients and the server that taxes the machines the most
01:30:52  <glevans2> I make saves whenever I can get connected long enough to, and don't have any issue playing them locally, so it must be a network misconfiguration somewhere
01:31:15  <Sylf> hm
01:31:32  <Sylf> you do know that you can get the latest save games from the website, right?
01:31:44  <Sylf> no need to take that chance
01:31:53  <glevans2> need to double-check which ports are forwarde, and make sure I have them all included
01:33:47  <glevans2> hmm, actually no ports forwarded right now...which should not be the case
01:33:59  <Sylf> o_O
01:38:16  <glevans2> does the client need to have ports forwarded to play off an off-network server?
01:42:11  <Sylf> off-network server?
01:42:15  <Sylf> like the server on lan?
01:42:35  <Sylf> and portforward at what level?
01:42:38  <glevans2> I was referring to any server not on your local LAN?
01:43:22  <Sylf> For anything, portforward is only needed for running servers on your computers
01:43:37  <glevans2> thats what I thought
01:43:38  <Sylf> For some games and IRC, that also applies
01:43:55  <Sylf> With OpenTTD, playing network games doesn't require any port forwarding
01:44:22  <Sylf> Unless you run the server yourself.
01:44:37  <glevans2> unless you are hosting an MP server, and then it's only so others can connect to your server....right
01:48:00  <glevans2> Sylf, do you use a downloaded binary, or do you get the source and compile your own?
01:48:26  <Sylf> I've done both, but most of the time, I download the binary for windows
01:48:54  <Sylf> I never compile stuff for Windows myself, and my weaker box runs Linux
01:50:16  <glevans2> I only deal with MS Windows at work....here in the dungeon there is only Linux...and 1 OpenBSD and 1 Mac ....
02:02:17  <glevans2> be back in a bit
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02:02:26  <Sylf> ok
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02:08:09  <glevans2> !password
02:08:09  <PublicServer> glevans2: thatch
02:08:53  <PublicServer> *** Game still paused (number of players)
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02:10:36  <glevans2> meh, same error as before
02:10:53  <Sylf> :(
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02:21:46  <glevans2> meh, i'll try to bug someone tomorrow morning before I am off to work...nn
02:22:17  <Sylf> night
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12:38:14  <kais58> !password
12:38:14  <PublicServer> kais58: thatch
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12:53:21  <bmarky> !password
12:53:21  <PublicServer> bmarky: thatch
12:53:38  <PublicServer> *** Game still paused (number of players)
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12:53:47  <PublicServer> <bmarky> hi
12:53:49  <kais58> woo, someone else :
12:53:52  <kais58> :)
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12:55:45  <kais58> !password
12:55:45  <PublicServer> kais58: thatch
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13:25:19  <PublicServer> <kais58> could someone look at !!NEEDS FIX please, networked stopped
13:25:42  <PublicServer> <kais58> don't want to touch as ill just brake it even more
13:27:24  <PublicServer> <kais58> anyone...help
13:29:36  <PublicServer> <bmarky> damn
13:29:53  <uliko> !password
13:29:53  <PublicServer> uliko: browns
13:30:07  <PublicServer> ***  made screenshot at 00009ED0: http://ps.openttdcoop.org/publicserver/webcam/00009ED0.png
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13:30:41  <PublicServer> <bmarky> sry for that
13:30:43  <PublicServer> <uliko> How did that even happen?
13:31:01  <PublicServer> <bmarky> i tried to unslove this jam
13:31:15  <PublicServer> <uliko> Why did it even jam in the first place
13:31:45  <PublicServer> <bmarky> and i clicked that dont care the light button
13:31:47  <PublicServer> <kais58> i dont see how but it was probably me
13:32:42  <PublicServer> <kais58> and can we not add more trains?
13:32:55  <PublicServer> <uliko> If it jams that sounds pretty stupid, no?
13:33:13  <jondisti> !password
13:33:14  <PublicServer> jondisti: browns
13:35:37  <PublicServer> *** als joined the game
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13:41:01  <PublicServer> *** Player has changed his/her name to jond1sti
13:45:12  <PublicServer> ***  made screenshot at 0000E2ED: http://ps.openttdcoop.org/publicserver/webcam/0000E2ED.png
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13:52:32  <PublicServer> <uliko> Did some minor improvements to the jam area
13:52:51  <Djarshi> lol nice happening guys :-S
13:55:58  <PublicServer> <uliko> Oh comon
13:56:29  <PublicServer> <uliko> Someone added 30 livestock trains to a grain station
13:56:36  <PublicServer> *** avdg joined the game
13:57:27  <PublicServer> <uliko> Or even worse
13:57:34  <PublicServer> <uliko> They did LS->Transfer->G->Transfer
13:57:40  <PublicServer> <uliko> So they alternate stations
13:58:45  <bmarky> niceeee
14:00:08  <PublicServer> ***  made screenshot at 0000C2DA: http://ps.openttdcoop.org/publicserver/webcam/0000C2DA.png
14:00:39  <PublicServer> <avdg> trainlimit?
14:00:52  <PublicServer> <uliko> 1320 last I checked
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14:01:22  <sharpy> !password
14:01:22  <PublicServer> sharpy: loosen
14:01:52  <PublicServer> *** sharpy joined the game
14:01:53  <PublicServer> <sharpy> hi
14:01:57  <PublicServer> <bmarky> hi
14:01:59  <PublicServer> <avdg> well, we should raise the limit now
14:02:03  <PublicServer> <avdg> hey sharpy
14:02:14  <PublicServer> <sharpy> raising train limit?!
14:02:18  <PublicServer> <sharpy> boy oh boy
14:02:22  <PublicServer> <avdg> what?
14:02:28  <PublicServer> <avdg> we have our 4th lane
14:02:33  <PublicServer> <avdg> and we have no major jams
14:02:37  <PublicServer> <sharpy> i know i've been inspeting
14:02:49  <PublicServer> <sharpy> s an exclamtion of excitement
14:02:58  <PublicServer> <sharpy> not or disaproval :)
14:03:42  <PublicServer> <avdg> sharpy, if you know me, I'm quickly against a trainlimit raise :p
14:03:56  <PublicServer> <sharpy> lol
14:04:07  <PublicServer> <sharpy> i think the network can handle it in this case
14:04:17  <PublicServer> <avdg> yeah, so why not?
14:04:34  <PublicServer> <uliko> Dont just look at the outer ring
14:04:36  <PublicServer> <sharpy> i wasn't against it!
14:04:38  <PublicServer> <uliko> Since people will add feeder trains too
14:04:58  <PublicServer> <sharpy> the outer ring needs more trains
14:05:04  <PublicServer> <sharpy> just a controlled ammount
14:05:15  <PublicServer> <avdg> well, add 30 for now :p
14:05:21  <PublicServer> <uliko> I know it does
14:05:33  <PublicServer> <uliko> But raising the trainlimit doesnt change only that
14:05:43  <PublicServer> <avdg> we should spend some grain trains
14:06:01  <PublicServer> <uliko> Look for problematic "sidelines" in the quadrants
14:06:11  <PublicServer> <uliko> Better mergers, double briding, stuff like that causes queues here and there
14:06:29  <PublicServer> <sharpy> i'm happy to rebuild sidelines
14:06:31  <PublicServer> <sharpy> more than happy
14:06:39  <PublicServer> <sharpy> i'll start SE
14:06:41  <PublicServer> <avdg> well, improving stuff can add load on other broken stuff
14:06:57  <PublicServer> <sharpy> and then that can be fixed too
14:11:04  <PublicServer> <sharpy> ok, so whats the policy on areas like !thisone
14:11:06  <PublicServer> <sharpy> rebuild?
14:11:41  <PublicServer> <sharpy> infact dw, its so easy to fix
14:11:43  <PublicServer> <avdg> well, we could simplify it
14:12:01  <PublicServer> <avdg> like that :p
14:12:03  <PublicServer> <sharpy> i mean, those lines don't need doubling
14:12:13  <PublicServer> <sharpy> as they are so under utilised
14:12:34  <PublicServer> <sharpy> surely just remove the whole structure down to 4 straight to bridge lines
14:12:44  <PublicServer> <avdg> but they are too close at the ml for a mass join imo
14:13:14  <PublicServer> <sharpy> then double the two lines on the right
14:13:20  <PublicServer> <uliko> The outer line needs double bridge at least
14:13:30  <PublicServer> <uliko> Since it splits to the ML so closely
14:13:36  <PublicServer> <uliko> Other two could do with a single bridge
14:14:07  <PublicServer> <sharpy> solution?
14:14:10  <PublicServer> <uliko> Adding 2 bridges simplifies it? :p
14:14:16  <PublicServer> <avdg> lol
14:14:37  <PublicServer> <avdg> at least, it removes the need of that pbs
14:14:47  <PublicServer> <sharpy> exactly
14:15:08  <PublicServer> ***  made screenshot at 0003706A: http://ps.openttdcoop.org/publicserver/webcam/0003706A.png
14:16:15  <PublicServer> <avdg> cl?
14:16:21  <PublicServer> <sharpy> bollux
14:16:40  <PublicServer> <avdg> tunnel?
14:17:59  <PublicServer> <avdg> well I don't care about that sync there
14:18:14  <PublicServer> <uliko> Just X it between the tunnels and bridges
14:18:19  <PublicServer> <avdg> :p
14:18:34  <PublicServer> <avdg> under !thisone?
14:18:36  <PublicServer> <uliko> Yes
14:18:40  <PublicServer> <sharpy> too later :p
14:19:00  <PublicServer> <avdg> <3 teamwork :p
14:19:04  <PublicServer> <uliko> No need to add all that extra fluff
14:19:24  <PublicServer> <sharpy> lol, i build something, you build something else and destroy my bit <3
14:19:38  <PublicServer> <uliko> Still dont see how its any different from before :p
14:19:40  <PublicServer> <avdg> well, confusion :p
14:19:50  <PublicServer> <sharpy> its neater
14:19:53  <PublicServer> <avdg> uliko: bigger, but without pbs
14:19:55  <PublicServer> <avdg> :p
14:19:55  <PublicServer> <sharpy> no pbs
14:20:01  <PublicServer> <uliko> 6 bridges neater than 4? :p
14:20:12  <PublicServer> <avdg> well, we have more queueing space
14:20:18  <PublicServer> <sharpy> mesh of track trumps 6 bridges on messyness
14:21:09  <PublicServer> <sharpy> argh more pbs!
14:21:59  <PublicServer> <avdg> kinda "boot" construction
14:22:09  <PublicServer> <sharpy> what you mean?
14:22:40  <PublicServer> <avdg> I named after the reconstruction that chris booth did with one of the previous games
14:22:50  <PublicServer> <sharpy> lol
14:23:05  <PublicServer> <sharpy> i object to it, rebuild or no point?
14:23:19  <PublicServer> <sharpy> seeing as theres lack of waiting space too
14:23:25  <PublicServer> <uliko> Fix stuff thats actually broken instead :p
14:23:25  <PublicServer> <avdg> well, in this case I consider it as a "not broken, no fix"
14:23:44  <PublicServer> <uliko> How is there lack of waiting space?
14:23:48  <PublicServer> <sharpy> how about "keep an eye on"
14:23:56  <PublicServer> <uliko> You'd need a 6 train queue for it to be an issue
14:24:02  <PublicServer> <avdg> but moving the join a few tiles up would make it possible to add presignals
14:24:24  <PublicServer> <sharpy> you could do it easy with another bridge
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14:24:34  <PublicServer> <avdg> yay, more bridges
14:24:42  <PublicServer> <avdg> we don't need one here :p
14:24:44  <PublicServer> <uliko> How does that improve it
14:24:58  <PublicServer> <uliko> It either leads to huge signal gaps
14:25:04  <PublicServer> <sharpy> each track gets its own bridge, pre signaled before the split
14:25:06  <PublicServer> <uliko> Or there are 2 trains queuing for one join instead of only 1
14:25:45  <PublicServer> <sharpy> it would need work, but as said, lets just keep an eye on it
14:26:20  <PublicServer> <sharpy> next little section looks ok
14:26:22  <PublicServer> <avdg> k, happy now?
14:26:24  <PublicServer> <uliko> PBS isnt synonymous with not working even if I dont particularly like it myself but sometimes it just makes sense
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14:26:55  <PublicServer> <sharpy> i prefer to try and avoid it
14:27:09  <PublicServer> <sharpy> maybe tis just a presignal thing i have :p
14:27:25  <PublicServer> <uliko> Sure but at least make sure the replacement is actually good and not just there to get rid of the PBS
14:27:27  <PublicServer> <avdg> well, I'm against the 3th bridge
14:27:50  <PublicServer> <avdg> for the simple reason, early split can cause a bad balance
14:27:52  <PublicServer> <uliko> Making the choice happen 15+ tiles from the merger and having multiple trains queue without choice and not before the ML join is just bad
14:27:54  <PublicServer> <sharpy> i'm against doing anything to it right now
14:28:38  <PublicServer> <avdg> just moving the ml 1 tile will help :p
14:28:57  <PublicServer> <sharpy> alright then :p
14:29:19  <PublicServer> <avdg> uh lets say 2 :p
14:29:26  <PublicServer> <sharpy> yes
14:30:08  <PublicServer> ***  made screenshot at 0000DABA: http://ps.openttdcoop.org/publicserver/webcam/0000DABA.png
14:30:26  <PublicServer> <sharpy> the rest of the spoke looks good
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14:33:36  <avdg> @tunnels 3
14:33:36  <Webster> avdg: For Trainlength of 3: <= 9 needs 2, 10 - 14 needs 3, 15 - 19 needs 4.
14:34:38  <PublicServer> *** bmarky has left the game (connection lost)
14:34:46  <PublicServer> <avdg> that was a heuge lagg
14:35:24  <PublicServer> <sharpy> mega lags
14:37:24  <PublicServer> <sharpy> ah i new one would appear
14:37:30  <PublicServer> <sharpy> the token train reverser :p
14:37:42  <PublicServer> <avdg> ?
14:38:07  <PublicServer> <sharpy> its not important, just !here3
14:38:15  <PublicServer> <sharpy> i quite like it
14:38:23  <bmarky> !password
14:38:23  <PublicServer> bmarky: impale
14:38:39  <PublicServer> *** bmarky joined the game
14:39:23  <PublicServer> <avdg> well, in this case it wouldn't break much things I think
14:39:38  <PublicServer> <avdg> eol is kinda dangerous
14:39:52  <PublicServer> <sharpy> yeah its fine, just standard to find one in every game :D
14:40:22  <PublicServer> <uliko> Convenient solution I'd say
14:40:57  <PublicServer> <uliko> Rather reverser than huge circles or massive tf
14:41:29  <PublicServer> <sharpy> its certainly compact
14:43:02  <PublicServer> *** bmarky has left the game (connection lost)
14:43:20  <bmarky> bb
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14:45:08  <PublicServer> ***  made screenshot at 0000EEB8: http://ps.openttdcoop.org/publicserver/webcam/0000EEB8.png
14:47:02  <PublicServer> <avdg> it looks like that the builders board looses popularity
14:47:32  <PublicServer> <sharpy> always worth popping the name on it if you build
14:47:40  <PublicServer> <sharpy> don't really know what
14:47:43  <PublicServer> <sharpy> *why
14:47:49  <PublicServer> <sharpy> kudos i guess
14:48:40  <PublicServer> <avdg> bweh, its just nice if you see that there where many people playing on this game
14:49:31  <PublicServer> * avdg hopes for a city game next
14:49:42  <PublicServer> <uliko> We just had one?
14:50:00  <PublicServer> <avdg> well, that was kinda chaotic :p
14:50:18  <PublicServer> <uliko> I liked it
14:50:36  <PublicServer> <uliko> First city game I actually liked too
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14:50:48  <PublicServer> <avdg> layered networks are good to play with many people
14:51:46  <PublicServer> <sharpy> i remember my first game was a city game
14:52:04  <PublicServer> <uliko> Network seems to be flowing fine judging by the minimap
14:52:19  <PublicServer> <uliko> However BBH01 could use a do-over
14:52:25  <PublicServer> <avdg> mine was a stretched network with separate lines for goods/steels and primairies
14:52:30  <PublicServer> *** Intexon joined the game
14:52:33  <PublicServer> <avdg> hai
14:52:35  <PublicServer> <uliko> Either proper signal (-ing/gaps) or rebuild
14:52:37  <PublicServer> <Intexon> hey
14:53:05  <PublicServer> <sharpy> true BBH 01 is a bit iffy
14:53:59  <PublicServer> <avdg> too early separated
14:54:09  <PublicServer> <sharpy> yeah
14:54:11  <PublicServer> <uliko> Alot of the outer hubs are like that
14:54:13  <PublicServer> <avdg> but it would be hard to improve that
14:54:23  <PublicServer> <uliko> 2/4 at least :p
14:54:35  <PublicServer> *** sharpy has left the game (connection lost)
14:54:52  <sharpy> penalties?
14:55:21  <PublicServer> <avdg> if that improves :p
14:55:47  <sharpy> !password
14:55:47  <PublicServer> sharpy: strums
14:56:28  <sharpy> !password
14:56:28  <PublicServer> sharpy: strums
14:58:36  <PublicServer> <avdg> -_-
14:58:47  <PublicServer> <avdg> found jam, caused by signalgap
14:59:05  <PublicServer> <uliko> Where?
14:59:17  <PublicServer> <avdg> <- missing
15:00:09  <PublicServer> ***  made screenshot at 0001C8D0: http://ps.openttdcoop.org/publicserver/webcam/0001C8D0.png
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15:07:02  <Djarshi> !password
15:07:02  <PublicServer> Djarshi: brawny
15:07:19  <PublicServer> *** Djarshi joined the game
15:07:21  <PublicServer> <Djarshi> eya
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15:15:09  <PublicServer> ***  made screenshot at 000190D1: http://ps.openttdcoop.org/publicserver/webcam/000190D1.png
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15:17:39  <PublicServer> <avdg> check !here
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15:18:05  <PublicServer> <uliko> wtf
15:19:28  <PublicServer> *** greenlion joined the game
15:19:35  <PublicServer> <greenlion> hi
15:19:41  <PublicServer> <Intexon> hey
15:19:48  <PublicServer> <avdg> hi
15:23:18  <PublicServer> *** Intexon has left the game (leaving)
15:23:30  <PublicServer> <greenlion> hmm... no jams :)
15:30:09  <PublicServer> ***  made screenshot at 0001000A: http://ps.openttdcoop.org/publicserver/webcam/0001000A.png
15:43:54  <PublicServer> <als> Well, then we need more trains to destroy it. :)
15:45:09  <PublicServer> ***  made screenshot at 000220BF: http://ps.openttdcoop.org/publicserver/webcam/000220BF.png
15:45:33  <PublicServer> <greenlion> yeah :)
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15:49:27  <sharpy> !password
15:49:27  <PublicServer> sharpy: reaped
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15:57:19  <Djarshi> !password
15:57:19  <PublicServer> Djarshi: reaped
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15:58:58  <PublicServer> <Djarshi> eya
15:59:02  <PublicServer> *** Djarshi has joined company #1
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16:22:39  <PublicServer> <Djarshi> ok, connected the two farms, but train limit is reached
16:23:00  <PublicServer> <Djarshi> im off for now
16:23:04  <PublicServer> <avdg> connecting i not a priority
16:23:04  <PublicServer> *** Djarshi has left the game (leaving)
16:23:10  <PublicServer> <avdg> *is
16:23:16  <Djarshi> ok, well but i had just like 10 mins :)
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16:30:10  <PublicServer> ***  made screenshot at 000104B5: http://ps.openttdcoop.org/publicserver/webcam/000104B5.png
16:30:32  <PublicServer> <als> Well, what have priority?
16:30:43  <PublicServer> <avdg> keeping the network flowing
16:30:55  <PublicServer> <uliko> Well thats easy when we cant add trains :p
16:31:05  <PublicServer> <avdg> and balance the cargo
16:36:52  <PublicServer> <uliko> Grain drop 01 is actually out of goods :p
16:45:10  <PublicServer> ***  made screenshot at 00015358: http://ps.openttdcoop.org/publicserver/webcam/00015358.png
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16:56:17  <GecK> evening
17:00:11  <PublicServer> ***  made screenshot at 00024F29: http://ps.openttdcoop.org/publicserver/webcam/00024F29.png
17:07:02  <PublicServer> <uliko> Is there a toplist for games by cargo delivered?
17:09:37  <V453000> it is hard to measure
17:09:44  *** thgergo has quit IRC
17:09:51  <V453000> secondary cargo processed is easier
17:10:03  <V453000> and well ... you know the answer to that :)
17:10:07  <uliko> Just by using the ingame number
17:10:31  <V453000> well yes
17:10:50  <V453000> but I am not sure if it counts transfers, and how
17:11:10  <uliko> Same
17:11:38  <uliko> The last city game (192?) was at 1.1 million
17:11:50  <V453000> and if you have some network with detours, but the network is massive and awesome, it could be the same cargo delivered as much more sucky game
17:12:10  <V453000> I think
17:12:23  <V453000> anyway, no we dont have such a record thingy :)
17:12:47  <uliko> I'll make one for myself then, starting with the last game
17:12:48  <V453000> hmm no, detours dont influence it
17:13:08  <V453000> uliko: have fun :)
17:13:38  <uliko> Well I wont add the previous games so not much problem :p
17:14:05  <V453000> xD
17:14:19  <uliko> Pile transport v2.0 is at 765
17:15:11  <PublicServer> ***  made screenshot at 00024D28: http://ps.openttdcoop.org/publicserver/webcam/00024D28.png
17:19:25  <uliko> I wonder if there's a good way to factor in TL and map size
17:19:51  <uliko> Dividing by x*y should fix map size I supposse
17:20:05  <V453000> I usually say just one thing
17:20:09  <V453000> you cant compare games
17:21:26  <uliko> Perhaps not
17:22:48  <V453000> mainly you have different networks, styles, aims, goals ... but then also different train speeds, capacities, even accelerations play part in it imo
17:23:01  <V453000> and so on and so on:)
17:23:33  <uliko> Yeah its obviously not an exact science
17:23:54  <V453000> well it is just only subjective I think  :)
17:24:07  <V453000> for example PZG 13 has only ... 500k? delivered cargo
17:24:23  <uliko> Given my completely arbitrary formula this game has awesomeness factor of 1.0685
17:25:05  <uliko> Lets see PZG13
17:25:11  <uliko> !archive
17:25:11  <PublicServer> uliko: http://www.openttdcoop.ORG/wiki/PublicServer:Archive | http://www.openttdcoop.org/wiki/ProZone:Archive | http://www.openttdcoop.org/wiki/MemberZone:Archive
17:25:13  <uliko> Cargo game I hope
17:30:37  <uliko> 3.9563
17:33:24  <V453000> 39? :)
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17:33:27  <V453000> would be more appropriate :p
17:33:52  <uliko> I guess :)
17:37:21  <uliko> *OTTD> awesome 2319072 256 1024 [(2400-163,5)]
17:37:21  <uliko> 3.956300839779962
17:38:39  <uliko> *OTTD> awesome 612576 512 512 [((48+169)*2, 8),(414+463,5)]
17:38:40  <uliko> 0.9545375663919564
17:38:46  <uliko> Current game for comparison :)
17:41:01  <planetmaker> :-D
17:59:51  <PublicServer> <uliko> Doing anything als? I've just been watching for the last hour or so
18:00:11  <PublicServer> ***  made screenshot at 0002796B: http://ps.openttdcoop.org/publicserver/webcam/0002796B.png
18:00:39  *** Paltala has joined #openttdcoop
18:00:42  <Paltala> !players
18:00:45  <PublicServer> Paltala: Client 935 (Orange) is uliko, in company 1 (Plunningpool Transport)
18:00:45  <PublicServer> Paltala: Client 938 (Orange) is als, in company 1 (Plunningpool Transport)
18:00:56  <Paltala> has a new psg started?
18:01:03  <Paltala> nvm
18:01:05  <Paltala> !password
18:01:05  <PublicServer> Paltala: wrench
18:01:10  <PublicServer> <uliko> No
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18:35:31  <bmarky> !password
18:35:31  <PublicServer> bmarky: trader
18:36:12  <PublicServer> *** Game still paused (number of players)
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19:00:08  <TheRisen> hi there
19:00:41  <TheRisen> !password
19:00:41  <PublicServer> TheRisen: trader
19:00:52  <PublicServer> *** Game still paused (number of players)
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19:27:36  <bmarky> !password
19:27:36  <PublicServer> bmarky: trader
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20:17:54  <Fixer> !help
20:17:54  <PublicServer> Fixer: http://www.openttdcoop.org/wiki/IRC_Commands
20:18:52  <Fixer> @seen froix
20:18:52  <Webster> Fixer: I have not seen froix.
20:18:54  <planetmaker> hehe :-)
20:19:00  <Fixer> @seen Froix
20:19:00  <Webster> Fixer: I have not seen Froix.
20:19:09  <planetmaker> he's never been here afaik
20:19:28  <Fixer> :/ heh... his Opengfx+ trees won't work :(
20:19:56  <planetmaker> well, you can check in #openttd or in #openttdcoop.devzone
20:20:07  <planetmaker> just don't use ap+ commands in #openttd
20:20:24  <planetmaker> too many people asked there already for a password or download meant to be done here ;-)
20:20:42  <planetmaker> it was an automatic kick by the bot, don't mind it and join again
20:20:44  *** Fixer is now known as Fixed
20:21:12  <planetmaker> Fixed: which version?
20:21:51  <Fixed> planetmaker: trees 0.2.0 on ottd 1.0.4+gfx0.3.1
20:23:42  <planetmaker> hm, they work for me in trunk
20:24:07  <planetmaker> and also in 1.0.4
20:24:59  <planetmaker> ah
20:25:02  <planetmaker> read the readme
20:25:06  <Fixed> ok
20:25:07  <planetmaker> it needs parameters
20:25:13  <planetmaker> and trunk sets them automatically
20:26:05  <planetmaker> like 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
20:26:20  <planetmaker> a bit stupid to not use default = 0 :-)
20:26:48  <Fixed> on his page - All trees are enabled by default.
20:26:50  <planetmaker> yeay to trunk with its nice parameter window
20:26:54  <planetmaker> yes
20:27:00  <planetmaker> in trunk :-)
20:27:07  <planetmaker> But his method fails for 1.0.x
20:27:13  <Fixed> thanks planetmaker
20:27:17  <planetmaker> no problem
20:27:27  <planetmaker> Play nightly :-)
20:27:42  <planetmaker> Then you have a) the parameters easily set and b) don't need to set them :-P
20:29:11  <Fixed> planetmaker: yes, it is ok now
20:29:52  <planetmaker> maybe you want to create a bug report for him?
20:29:57  <planetmaker> It's hosted on the DevZone
20:30:11  <planetmaker> That way you can be sure he'll learn of it
20:32:26  <Fixed> after some registration :-)
20:33:18  <planetmaker> which doesn't hurt. We don't sell the addresses
20:33:32  <PublicServer> *** uliko has left the game (leaving)
20:33:51  <planetmaker> consider this: you want it fixed. You like it. So... is it too much effort? How much effort does he put into the grf?
20:34:15  <Sylf_mobile> XD I was just thinking abiut that -- they'll probably not sell addresses
20:34:17  <planetmaker> will you continue to use NewGRFs? Maybe FIRS? 2cctrainset?
20:34:43  <planetmaker> Also those are hosted there. Thus you could report issues there then too
20:35:13  <Fixed> planetmaker: it is not a problem
20:38:18  <greenlion> planetmaker, all bug trackers should use openid :)
20:39:05  <Fixed> greenlion: yes
20:39:22  <Fixed> greenlion: i was typing about that %)
20:39:30  <greenlion> Fixed, hehe
20:39:56  <planetmaker> :-)
20:40:02  <planetmaker> greenlion: I *think* we do.
20:40:45  <planetmaker> hm... or not :S
20:41:53  <greenlion> I haven't seen something like "login with openid"
20:42:38  <planetmaker> doesn't seem like. I login too seldom. I'm constantly logged in ;-)
20:47:35  <greenlion> redmine should have openid login, iirc, just enable it :)
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20:50:03  <Fixed> spartan email trackers is good too %)
20:50:32  <Fixed> like Debian tracker
20:51:35  <Fixed> you just sending email with needed tugs and descriptions and the server will process it in readeble view (then you can talk with others and send attachments by email)
20:51:42  <Fixed> tags*
20:51:53  <Fixed> readable*
21:07:31  <planetmaker> we won't migrate from redmine, Fixed
21:07:34  <planetmaker> It's not just a tracker
21:07:44  <planetmaker> it's way more
21:07:57  <planetmaker> and it's sending e-mails just fine - if the people use it
21:09:32  <Fixed> planetmaker: i was not even thinking about that
21:09:34  <Fixed> :p
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23:08:24  <sharpy> !player count
23:08:28  <sharpy> !playercount
23:08:28  <PublicServer> sharpy: Number of players: 0 (0 spectators)
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23:38:55  <kais58_> !players
23:38:58  <PublicServer> kais58_: There are currently no clients connected to the server
23:39:12  <kais58_> !password
23:39:12  <PublicServer> kais58_: thorny
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