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Log for #openttdcoop on 20th April 2012:
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00:00:26  <PublicServer> <Sylf> hm?
00:00:32  <PublicServer> <Sylf> I haven't seen anything lately
00:00:58  <PublicServer> <Mazur> Then you have not seen the blog.
00:01:04  <PublicServer> <Sylf> no
00:01:08  <PublicServer> <Mazur> Oh, the horror.
00:01:30  <PublicServer> <Sylf> oh jeez.
00:01:32  <PublicServer> <Sylf> It's about time!
00:02:03  <PublicServer> <Mazur> What have I done wrong to deserve it, then?
00:02:25  <PublicServer> <Sylf> no many assists of newbies
00:03:33  <Hazzard> !ping
00:03:33  <PublicServer> Hazzard: pong
00:10:41  <PublicServer> <Cermix> I found little bug
00:10:55  <PublicServer> <Mark> where
00:11:09  <PublicServer> <Cermix> um.. this is so crazy to explain
00:11:24  <PublicServer> <Mark> join the company and put a sign
00:11:26  <PublicServer> <Sylf> We'll pretend to be listening anyway
00:11:54  <PublicServer> <Cermix> its near "TOWN/IRON ORE DROP
00:12:27  <PublicServer> <Sylf> It's so huge, it'd help to have some signs
00:12:41  <PublicServer> <Cermix> yeah.. but I cant "build" any..
00:12:59  <PublicServer> <Sylf> there's no restructions against joining the company
00:13:01  <PublicServer> <Mazur> Is it before or afther the station?
00:13:03  <PublicServer> <Mark> join the company
00:13:09  <PublicServer> *** Cermix has joined company #1
00:13:15  <PublicServer> <Cermix> lol..
00:13:25  <PublicServer> <Cermix> ok.. will create sign
00:13:43  <PublicServer> <Mazur> Start it with an exclamation mark, it's easier to find.
00:14:09  <PublicServer> <Sylf> hmmm
00:14:12  <PublicServer> <Sylf> what's the bug there?
00:14:26  <PublicServer> <Sylf> OH
00:14:28  <PublicServer> <Sylf> rail piece missing
00:14:30  <PublicServer> <Cermix> um.. I think that one piece of rail is missing
00:14:32  <PublicServer> <Cermix> nice :D
00:14:42  <PublicServer> <Mazur> Good call.
00:14:44  <PublicServer> <Cermix> just little bug :D
00:15:38  <PublicServer> <Sylf> that section makes me dizzy
00:15:42  <PublicServer> <Cermix> you dont "rebuild" trains? just its still saying "traing number ### is too old" :D
00:15:57  <PublicServer> <Sylf> no, we don't care about train age
00:16:01  <PublicServer> <Mark> disable that message :P
00:16:16  <PublicServer> <Cermix> done :D
00:16:22  <PublicServer> <Mazur> Imagine 1300 trains all rtrying up update every few years.
00:16:22  <PublicServer> <Mark> the only message i got enabled is "disasters"
00:16:32  <PublicServer> <Mark> so i can laugh at people when they crash trains
00:16:38  <PublicServer> <Cermix> :D:D
00:16:40  <PublicServer> <Sylf> :P
00:17:14  <PublicServer> <Cermix> whats the point of the "Train yard"?
00:17:20  <PublicServer> <Cermix> you just coppy trains there?
00:17:26  <PublicServer> <Mark> yea
00:17:28  <PublicServer> <Mazur> Premade consist and orders.
00:17:30  <PublicServer> <Mark> easier than building
00:18:12  <PublicServer> <Mazur> Prevents people from choosing the wrong trains, cars or destinations.
00:18:46  <PublicServer> <Sylf> and people still manage to screw up with them
00:18:53  <PublicServer> <Cermix> :D
00:19:11  <PublicServer> <Cermix> NYAN Catzor lool :D
00:20:45  <PublicServer> <Mark> restored some of that insane tf
00:21:04  <PublicServer> <Cermix> tf?
00:21:10  <PublicServer> <Mark> terraforming
00:21:16  <PublicServer> <Cermix> oh
00:22:42  <PublicServer> <Mazur> No worries, in a million years, noone will notice the difference.
00:22:48  <PublicServer> <Mark> :D
00:22:50  <PublicServer> <Cermix> :D
00:23:20  <PublicServer> <Cermix> when you start new game? I would like to see how you start with building something enormous like this..
00:23:43  <PublicServer> <Mazur> When we are done with the current game.
00:23:53  <PublicServer> <Cermix> and it will be...?
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00:24:03  <PublicServer> <Mazur> A few days.
00:24:05  <PublicServer> <Mark> when its done
00:24:07  <PublicServer> <Mark> or weeks
00:24:13  <PublicServer> <Cermix> and whats the goal?
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00:24:20  <PublicServer> <Mark> to be done
00:24:23  <PublicServer> <Mazur> Having fun.
00:24:39  <PublicServer> <Cermix> I think this is crazy enough :D
00:24:53  <PublicServer> <Mark> you aint seen nuttin yet
00:25:11  <PublicServer> <Mazur> And you can bet your BTO on that!
00:25:21  <PublicServer> <Cermix> BTO means? :D
00:25:27  <PublicServer> <Mazur> Bachman, Turner and Overdrive.
00:25:46  <PublicServer> <Mazur> Check youtube for that.
00:26:20  <PublicServer> <Cermix> why you buy some places in map?
00:27:02  <PublicServer> <Cermix> like !here!
00:28:38  <PublicServer> <Mazur> Usually to prevent the game from putting any industry where it would be inconvenient.
00:28:40  <PublicServer> <Mark> to stop random industries from spawning there
00:29:18  <PublicServer> <Cermix> yeah thats good reason
00:29:36  <PublicServer> <Mazur> For instance, the big stations are hard to expaqnd if hte game surround them by industries.
00:32:46  <PublicServer> <Cermix> I have other question to prios...
00:33:30  <PublicServer> <Mazur> I bet we have another answer.
00:34:08  <PublicServer> <Cermix> look !here!
00:34:09  <PublicServer> <Cermix> damn..
00:34:19  <PublicServer> <Mazur> Yes.
00:34:35  <PublicServer> <Mazur> I'm there.
00:35:09  <PublicServer> <Cermix> why "this" must be "there"? I mean.. just look
00:35:28  <PublicServer> <Mark> works without aswell
00:35:34  <PublicServer> <Cermix> yeah..
00:35:34  <PublicServer> <Mark> depends on trainlength
00:35:56  <PublicServer> <Mark> a TL3 train could fit inbetween the signals
00:36:02  <PublicServer> <Mark> which wouldnt trigger the prio
00:36:40  <PublicServer> <Mazur> So the signal turns green and the train in hte sideline gets released, stopping hte ML.
00:36:50  <PublicServer> <Mark> see the signal isnt red
00:37:16  <PublicServer> <Cermix> Oh yeah.. so "This" depends on how long train is..
00:37:22  <PublicServer> <Mark> yes
00:37:24  <PublicServer> <Mazur> Indeed.
00:37:30  <PublicServer> <Cermix> thanks :D
00:37:44  <PublicServer> <Cermix> Show me cyclotrons please :D
00:37:54  <PublicServer> <Mark> fuck cyclotrons
00:37:56  <PublicServer> <Mark> they're pointless
00:37:58  <PublicServer> <Cermix> would like to see how they works :D
00:38:01  <PublicServer> <Mark> they dont
00:38:23  <PublicServer> <Cermix> lol you really dont like them :D
00:38:37  <PublicServer> <Mark> the idea is nice but it just doesnt work
00:38:47  <PublicServer> <Mark> SML works way better
00:38:53  <PublicServer> <Mark> especially non-blocking
00:39:39  <PublicServer> <Cermix> any more "cool" interesting stuff? :D
00:39:41  <Mark> @stats
00:39:41  <Webster> Mark: I have 26 registered users with 36 registered hostmasks; 1 owner and 5 admins.
00:40:04  <PublicServer> <Mark> plenty :P
00:40:07  <PublicServer> <Mark> read the wiki
00:40:17  <Mazur> A-Z
00:40:19  <PublicServer> <Cermix> better see them "in action" :D
00:40:21  <PublicServer> <Mark> most of it's outdated but still more or less relevant
00:40:35  <PublicServer> <Mark> get PSG121
00:41:01  <PublicServer> <Mark> or look up SRNW
00:41:19  <PublicServer> <Mazur> from the archives and run it in single player.
00:41:19  <PublicServer> <Cermix> what?
00:41:33  <PublicServer> <Cermix> where?
00:41:40  <Mark> http://wiki.openttdcoop.org/PublicServer:Archive
00:41:42  <PublicServer> <Mazur> Self-Regulating NetWork.
00:41:44  <Mark> all games we ever played
00:41:44  <PublicServer> <Sylf> Just read the entire PSG archive section of the wiki
00:41:54  <PublicServer> <Sylf> there, you can download the archived saved files
00:42:12  <PublicServer> <Sylf> With those, you can see so many things "in action"
00:44:21  <PublicServer> <Mazur> There is one, where the whole map is a giant city with a train network.  Don;t start with that one, you'll go mad.
00:44:23  <PublicServer> <Cermix> ok.. gonna try "public server game 121" :D
00:44:35  <PublicServer> <Mark> thats a classic :P
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00:44:51  <PublicServer> <Cermix> so which one should I choose?
00:45:01  <Mark> 121 is pretty epic
00:45:07  <Mark> will confuse the crap out of you
00:45:15  <Mark> there are plenty more good games though
00:45:39  <PublicServer> <Cermix> ok gonna try that 121 :D
00:45:47  <PublicServer> <Cermix> bye for a while :D
00:45:53  <PublicServer> <Mazur> Just read hte descriptions in hte archive, tht should give you ideas.
00:46:06  <Mark> 219 is pretty cool
00:46:11  <PublicServer> <Cermix> damn.... need GRFs for that.. :D
00:46:16  <Mark> 2600 something trains on 512^2
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00:48:10  <PublicServer> *** Cermix has left the game (leaving)
00:49:36  <Mazur> Lol, I got meniotned twice for 219 and 220.
00:50:05  <Mazur> Fixed.
00:55:30  <Cermix> damn searching for GRFs for 121 is baad....
00:56:08  <Cermix> Mazur: Whats number of that BIG city?
00:56:14  <Mazur> Which ones do you need?
00:57:05  <Cermix> German town names
00:57:11  <Mazur> Which version?
00:57:17  <Cermix> 1.1
00:57:43  <Cermix> then GRF package 8.0.... which I dont understand.. I downloaded it already..
00:58:40  <Cermix> and then ottdc_grfpack/2_landscape/stole
00:58:44  <Cermix> thats all
01:01:53  <Cermix> found 230 (game number) it needs just stolen trees..
01:05:10  <Mazur> One mo, looking for the files.
01:06:49  <Cermix> you should pack ALL GRFs ever used for others who wont need to search it over whole internet :D
01:10:05  <Mazur> http://5ED04965.cm-7-1b.dynamic.ziggo.nl/docs/ottdc_grfpack_8.0.tar
01:10:35  <Cermix> thanks
01:11:28  <Mazur> http://5ED04965.cm-7-1b.dynamic.ziggo.nl/docs/German_Town_Names-0.2.0.tar
01:11:35  <Mazur> And that one.
01:11:42  <Mazur> I think, I also have 1.0
01:11:56  <Mazur> Which might be misnamed, of course.
01:12:22  <Mazur> 0.1.0
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01:16:39  <Cermix> it doesnt want to accept it..
01:16:45  <Cermix> german town names..
01:18:04  <Mazur> http://5ED04965.cm-7-1b.dynamic.ziggo.nl/docs/German_Town_Names-0.1.0.tar
01:18:11  <Mazur> Try that one then.
01:21:34  <Cermix> still doesnt work..
01:21:46  <Cermix> I got idea.
01:22:20  <Cermix> you should pack all your GRFs to one file and send me it
01:23:06  <Mazur> That is rather a lot.
01:23:51  <Cermix> I know..
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01:24:14  <Mazur> Oh, no, the german town names are in the ottdc I gave you.
01:24:51  <Mazur> so move the other two away somewhere where openttd doesn;t see thme, and see if that works.
01:25:12  <Sylf> between the grf pack and bananas (in-game downloader), you should be able to load any archived games... am I wrong?
01:25:20  <Sylf> am I missing something?
01:25:44  <Mazur> He missed german town names 1.1 and stolen trees.
01:26:01  <Cermix> yeah..
01:26:15  <Sylf> I know stolen trees is in the pack
01:27:29  <Mazur> In the old pack.
01:27:34  <Mazur> Old 8.0
01:27:47  <Mazur> I have two 8.0s.
01:27:56  <Sylf> @grf
01:28:06  <Sylf> !grf
01:28:06  <PublicServer> Sylf: http://www.openttdcoop.org/wiki/GRF (Version 8.0)
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01:28:22  <Mazur> openttdcoop_NewGRF_8.0.tar" target="_blank">package-8.0.tar   and    ottdc_grfpack_8.0.tar
01:28:47  <Mazur> Both missing files are in the latter.
01:29:41  <Sylf> hm
01:29:44  <Sylf> weird
01:30:01  <Mazur> Possibly copyright reasons.
01:30:06  <Sylf> oh, I think stolen trees is on bananas
01:30:22  <Sylf> hm, nope.
01:33:32  <Sylf> oh, the author removed stolen trees from bananas
01:45:37  <Cermix> damn it.. doesnt work..
01:46:19  <Cermix> um.. didnt you think to make some really insane hardcore railway mega network on 2048x2048 sized map?
01:48:20  <Hazzard> !ping
01:48:20  <PublicServer> Hazzard: pong
01:48:59  <Hazzard> That would be lag
01:49:29  <Cermix> !password
01:49:29  <PublicServer> Cermix: malign
01:49:45  <PublicServer> *** Player has left the game (connection lost)
01:49:45  <Hazzard> My computer can't even handle a 512 by 512 map
01:49:52  <Mazur> We have some 1024x1024.
01:50:09  <PublicServer> *** Player has joined spectators
01:50:17  <PublicServer> *** Player has changed his/her name to Cermix
01:50:25  <PublicServer> <Cermix> its me again :D
01:50:50  <Hazzard> To have the same amount of trains, each train would need to be 64 tiles long
01:50:52  <Mazur> Oh, and Cermix: if you once close your game with CTRL-Q the normal way, it saves your anme.
01:50:58  <Mazur> name
01:51:13  <PublicServer> <Cermix> thanks for tip
01:51:27  <PublicServer> <Cermix> hint*
01:51:31  <Mazur> Or with quit.
01:51:46  <Mazur> Anyway, I'm off for now.
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01:52:33  <Cermix> I go too.. bye all
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02:29:44  <dwarf> !playercount
02:29:44  <PublicServer> dwarf: Number of players: 2 (1 spectators)
02:29:56  <dwarf> !password
02:29:56  <PublicServer> dwarf: rummer
02:30:09  <PublicServer> *** Game still paused (number of players)
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02:30:11  <PublicServer> <dwarf> hi
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03:18:11  <Steven> !password
03:18:11  <PublicServer> Steven: farces
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03:31:59  <Steven> !password
03:31:59  <PublicServer> Steven: portal
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04:26:25  <PublicServer> <dwarf> hey mark
04:26:33  <PublicServer> <dwarf> are you doing something?
04:44:41  <PublicServer> <dwarf> I'm leaving soon
04:45:18  <PublicServer> <dwarf> some should upgrade MSH4 to 5
04:45:47  <PublicServer> <dwarf> 5th lane is ready from BBH8 to SLH19
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05:46:31  <dwarf> !password
05:46:31  <PublicServer> dwarf: summit
05:46:47  <PublicServer> *** Game still paused (number of players)
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06:24:42  <Hazzard> Hello
06:24:44  <Hazzard> !players
06:24:47  <PublicServer> Hazzard: Client 1705 is dwarf, a spectator
06:24:47  <PublicServer> Hazzard: Client 1586 (Orange) is Mark, in company 1 (Bloggs & Co.)
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06:52:14  <elecRules> !players
06:52:16  <PublicServer> elecRules: Client 1705 is dwarf, a spectator
06:52:16  <PublicServer> elecRules: Client 1586 (Orange) is Mark, in company 1 (Bloggs & Co.)
06:52:24  <elecRules> Hello :)
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06:59:10  <elecRules> !dl lin64
06:59:10  <PublicServer> elecRules: http://binaries.openttd.org/nightlies/trunk/r24119/openttd-trunk-r24119-linux-generic-amd64.tar.xz
07:11:09  <elecRules> !pw
07:11:39  <elecRules> !password
07:11:39  <PublicServer> elecRules: nasals
07:12:13  <PublicServer> *** Game still paused (number of players)
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07:12:28  <PublicServer> *** Player has changed his/her name to elecRules
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07:21:29  <PublicServer> <elecRules> What needs doing?
07:23:38  <Hazzard> Does anything need doing?
07:23:41  <Hazzard> !info
07:23:41  <PublicServer> Hazzard: #:1(Orange) Company Name: 'Bloggs & Co.'  Year Founded: 2100  Money: 10698084389  Loan: 0  Value: 10700444912  (T:1246, R:0, P:0, S:0) unprotected
07:50:38  <dwarf> hi
07:50:43  <PublicServer> <elecRules> hi
07:50:44  <dwarf> !playercount
07:50:45  <PublicServer> dwarf: Number of players: 4 (0 spectators)
07:51:11  <dwarf> !password
07:51:11  <PublicServer> dwarf: watter
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07:56:35  <PublicServer> <elecRules> Is !this more efficient than the previous version (which just used block signals)
07:57:23  <PublicServer> <dwarf> PBS is not recommended
07:57:45  <PublicServer> <elecRules> Presignals wouldn't fit
07:57:55  <PublicServer> <dwarf> requires more calculation that can slow the game
07:58:01  <PublicServer> <elecRules> a train waiting at the next intersection would block the previous intersection
07:58:03  <PublicServer> <dwarf> also has higher reaction time
07:58:57  <PublicServer> <dwarf> the other side just works fine
08:03:39  <PublicServer> <dwarf> It has optimized size for the loading time
08:03:58  <PublicServer> <dwarf> should serve continuous trafic well
08:06:09  <PublicServer> <dwarf> unless the exit is jamming
08:06:52  <elecRules> dwarf: The problem is that in the old version/other side, the trains are ignoring empty stations
08:07:01  <elecRules> so theoretically it is less efficient
08:07:52  <PublicServer> <elecRules> Moving the platforms 1 tile further away from each other would allow for presignals
08:07:55  <PublicServer> <elecRules> would that be a better idea?
08:08:41  <PublicServer> <dwarf> should move 2
08:08:48  <PublicServer> <dwarf> let me try something
08:08:55  <PublicServer> <elecRules> ok
08:09:06  <PublicServer> <elecRules> I would have move them, I just don't know how to do it non-destructively
08:10:15  <PublicServer> <elecRules> you've blocked all entrance routes but the last and first ones
08:10:35  <PublicServer> <elecRules> better :)
08:11:13  <PublicServer> <elecRules> that only solves the problem for the entrance though
08:11:46  <PublicServer> <elecRules> and you can't presignal the platforms while they're so close together
08:12:03  <PublicServer> <dwarf> ahh, this doesn't work
08:12:21  <PublicServer> <elecRules> let's try to move the platforms with minimal distruption
08:12:27  <PublicServer> <dwarf> lets trains in when the platform is about to be occupied
08:12:33  <PublicServer> <elecRules> all we need is one more tile between the platforms
08:12:36  <PublicServer> <elecRules> to fit in the presignals
08:12:58  <PublicServer> <dwarf> ok
08:20:49  <PublicServer> <elecRules> Damn! wrong station :/
08:22:43  <PublicServer> <elecRules> too short wha
08:22:45  <PublicServer> <elecRules> what*
08:22:47  <PublicServer> <elecRules> signal gap?
08:23:13  <PublicServer> <dwarf> a train doesn't fit in, blocks the entrance of the previous platform
08:23:37  <PublicServer> <dwarf> that's why I used PBS, so the train can still use it
08:23:43  <PublicServer> <elecRules> ah
08:23:49  <PublicServer> <elecRules> so do we move the platforms again, or use PBS?
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08:24:11  <PublicServer> <elecRules> O_O
08:24:13  <PublicServer> <dwarf> damnit :D
08:24:27  <PublicServer> <elecRules> 2 platforms out of service for a month or so
08:24:29  <PublicServer> <elecRules> :/
08:29:15  <PublicServer> <elecRules> Should we leave that as a double waiting bay?
08:29:37  <PublicServer> <dwarf> It's good for now
08:29:39  <PublicServer> <elecRules> :)
08:29:50  <PublicServer> *** elecRules has joined spectators
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08:30:54  <PublicServer> <dwarf> It seems to work fine when the exit doesn't jam
08:36:39  <PublicServer> <dwarf> gtg
08:36:43  <PublicServer> <dwarf> time to sleep
08:36:49  <PublicServer> <dwarf> see you
08:40:07  <PublicServer> *** dwarf has left the game (leaving)
08:40:07  <PublicServer> *** Game paused (number of players)
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09:08:35  <dwarf> !playercount
09:08:35  <PublicServer> dwarf: Number of players: 4 (2 spectators)
09:08:42  <dwarf> !password
09:08:42  <PublicServer> dwarf: allots
09:09:02  <PublicServer> *** Game still paused (number of players)
09:09:02  <PublicServer> *** Game unpaused (number of players)
09:09:02  <PublicServer> *** dwarf joined the game
09:25:46  <Hazzard> Lol, what happened to sleep
09:26:00  <PublicServer> <dwarf> :D
09:26:19  <PublicServer> <dwarf> had an idea, but figured it wouldn't work
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09:38:31  <Cermix> Hello all
09:38:39  <Cermix> !password
09:38:39  <PublicServer> Cermix: mooter
09:39:23  <PublicServer> *** Cermix joined the game
09:45:12  <Cermix> Have sometime happened that somebody came to your server and started to destroy your "company" (deleting railway etc..)
09:48:57  <PublicServer> *** Cermix has left the game (general timeout)
09:48:57  <PublicServer> *** Cermix has left the game (connection lost)
09:49:33  <Cermix> "Your PC is too slow" lol :D
09:53:20  <PublicServer> *** elecRules has joined company #1
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10:00:52  <Hazzard> Yeah
10:00:55  <Hazzard> Same for me Cermix
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10:23:32  <PublicServer> <dwarf> check out my experimental prio
10:23:42  <PublicServer> <dwarf> at MSH 04
10:24:38  <PublicServer> <dwarf> though it's still jamming, need a 5th lane very bad
10:24:41  <PublicServer> <elecRules> sheesh, ottd really needs a "rotate view" function of some kind
10:24:47  <PublicServer> <dwarf> but I should really sleep
10:25:01  <PublicServer> <dwarf> that would be neat
10:25:09  <PublicServer> <elecRules> even if it's 45 degrees only
10:25:23  <PublicServer> <dwarf> 90 would be simpler
10:25:33  <PublicServer> <elecRules> But not as awesome :P
10:25:41  <PublicServer> <dwarf> :D
10:26:12  <PublicServer> <elecRules> Theoretically, all the rail tiles have 8 directions alraedy
10:26:14  <PublicServer> <elecRules> already*
10:26:24  <PublicServer> <elecRules> the problems would be caused by stuff like buildings etc
10:26:31  <PublicServer> <elecRules> (at 45 degree increments that is)
10:26:45  <PublicServer> <elecRules> (And bridges, and tunnels.. :/)
10:27:23  <PublicServer> <dwarf> problem is that you can't build everything 45 deg rotated
10:27:29  <PublicServer> <dwarf> many things
10:27:32  <PublicServer> <elecRules> exactly
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10:28:30  <PublicServer> <elecRules> There should be a tileset which shows rails as lines, and trains as thicker lines :P
10:28:34  <PublicServer> <elecRules> really "bare-bones"
10:28:41  <PublicServer> <elecRules> so it's easier to see the layout
10:28:43  <PublicServer> <dwarf> :D
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10:29:47  <PublicServer> <elecRules> Maybe that merge needs a flip flop :P
10:30:29  <PublicServer> <dwarf> I just looked up how to build logical circuits in ottd
10:30:44  <PublicServer> <elecRules> Anything more complex than an OR gate requires a train :P
10:30:55  <PublicServer> <dwarf> yep
10:31:03  <PublicServer> <elecRules> do we have logic trains?
10:31:11  <PublicServer> <dwarf> but the trainset has the "logic engine"
10:31:37  <PublicServer> <elecRules> oh noes, it's the NOW UNSANE TRAIN SET!
10:31:59  <PublicServer> <elecRules> (N.U.T.S)
10:31:59  <PublicServer> <elecRules> :P
10:45:21  <Cermix> would be anybody so kind and send me "stolentrees" grf?
10:45:26  <PublicServer> <dwarf> ahh, train limit
10:45:38  <hylje> Cermix: you have to steal it
10:45:46  <PublicServer> <dwarf> can't build my logic train
10:45:48  <PublicServer> <elecRules> :(
10:46:03  <PublicServer> <dwarf> oh, I can
10:47:13  <PublicServer> <elecRules> where're you bulding a logic circuit?
10:47:35  <PublicServer> <dwarf> next to MSH4
10:47:53  <PublicServer> <dwarf> gonna be a simple traffic light
10:48:10  <Ammler> Cermix: it is in the pack
10:48:25  <PublicServer> <elecRules> What gate?
10:48:29  <Cermix> But OTTD says that it cant find that file..
10:48:39  <PublicServer> <elecRules> Rescan GRFs
10:48:43  <Cermix> (when I want to run save game)
10:48:45  <Cermix> I tryed..
10:48:57  <Ammler> and you have the grfpack installed?
10:48:59  <PublicServer> <elecRules> did you put it in the right folder?
10:49:01  <Cermix> yes
10:49:05  <Cermix> I think so
10:49:23  <Ammler> well, maybe it is "renamed" in the meantime
10:49:43  <Ammler> but you can safely replace the trees grf, should not harm
10:49:56  <Cermix> Is there a way to run saved without that grf?
10:50:04  <Cermix> saved game*
10:50:08  <Ammler> yes, enable scenario developer
10:50:31  <Cermix> how?
10:50:45  <Ammler> !rcon list_settings scenario
10:50:45  <PublicServer> Ammler: All settings with their current value:
10:50:48  <PublicServer> Ammler: gui.scenario_developer = off
10:50:48  <PublicServer> Ammler: Use 'setting' command to change a value
10:50:51  <PublicServer> <elecRules> @dwarf won't that just slow down the merge?
10:51:14  <PublicServer> <dwarf> maybe, if it worked
10:51:24  <PublicServer> <dwarf> now it completely stops it :
10:51:27  <PublicServer> <dwarf> :D
10:51:37  <PublicServer> <elecRules> Idea: Detect trains being present on all 4 input tracks,
10:51:42  <Ammler> no clue, if that setting has a gui, else just use console
10:51:46  <PublicServer> <elecRules> when all input tracks are filled, release the trains
10:52:04  <PublicServer> <elecRules> actually, that won't work
10:52:06  <Ammler> (or edit cfg)
10:52:12  <PublicServer> <elecRules> the input tracks are too close together
10:52:18  <PublicServer> <elecRules> and we can't move these ones around :P
10:53:06  <Ammler> openttdcoop player should have enabled that setting by default :-P
10:53:52  <Ammler> the only way to make decent maps
10:54:42  <PublicServer> <elecRules> do you really want to stop that whole merger?
11:06:16  <PublicServer> <dwarf> now it's just standard mainline prio again
11:08:41  <Cermix> finally it works :D
11:09:04  <PublicServer> <dwarf> :P just the traffic is lower
11:12:46  <PublicServer> <elecRules> "No accessible depots" What about overflows?
11:12:52  <PublicServer> <elecRules> or should those be done using cyclotrons
11:13:06  <PublicServer> <dwarf> those shouldn't be accessible
11:13:16  <PublicServer> <dwarf> what's a cyclotrone?
11:13:40  <PublicServer> <elecRules> A cyclotron is a circle in which a train  spins around at full speed,
11:13:52  <PublicServer> <dwarf> ah, no
11:13:54  <PublicServer> <elecRules> while trying to join/merge/whatever
11:14:20  <PublicServer> <dwarf> overflows are connected through dead ends
11:14:35  <PublicServer> <dwarf> train has to turn to get in
11:14:59  <PublicServer> <elecRules> as in turn around?
11:15:25  <PublicServer> <dwarf> yep
11:15:47  <PublicServer> <dwarf> check !here eg
11:16:21  <PublicServer> <elecRules> how is that an overflow? O_o
11:16:39  <PublicServer> <elecRules> oh, I see
11:16:45  <PublicServer> <dwarf> teain turns around and goes to depot
11:17:00  <PublicServer> <dwarf> that station entry is really crazy
11:17:32  <PublicServer> <elecRules> yeah
11:18:48  <Cermix> !password
11:18:48  <PublicServer> Cermix: scruff
11:19:09  <PublicServer> *** Cermix joined the game
11:27:00  <Maraxus> !password
11:27:00  <PublicServer> Maraxus: scruff
11:27:17  <PublicServer> *** Maraxus has left the game (connection lost)
11:27:41  <PublicServer> *** Maraxus has left the game (connection lost)
11:28:27  <PublicServer> *** Mazur joined the game
11:28:39  <PublicServer> <Mazur> Moaning.
11:28:43  <PublicServer> <Cermix> welcome
11:30:02  <PublicServer> *** Amm1er joined the game
11:30:10  <PublicServer> <Mazur> Ammy.
11:30:28  <PublicServer> <Amm1er> :-)
11:31:02  <PublicServer> <elecRules> Can someone up the train limit?
11:31:11  <Ammler> !trains
11:31:13  <PublicServer> <elecRules> (please)
11:31:21  <Ammler> !rcon list_settings trains
11:31:21  <PublicServer> Ammler: All settings with their current value:
11:31:21  <PublicServer> Ammler: pf.pathfinder_for_trains = 2
11:31:21  <PublicServer> Ammler: vehicle.max_trains = 1250
11:31:21  <PublicServer> Ammler: vehicle.freight_trains = 1
11:31:21  <PublicServer> Ammler: Use 'setting' command to change a value
11:31:35  <PublicServer> <Mazur> If I establish there is no immediate work waiting first.
11:31:41  <Ammler> !rcon max_trains 1500
11:31:41  <PublicServer> Ammler: ERROR: command not found
11:31:46  <Ammler> !rcon set max_trains 1500
11:31:54  <PublicServer> <elecRules> :D
11:31:57  <Ammler> oh sorry
11:32:01  <PublicServer> <elecRules> Thanks Ammler
11:32:04  <Ammler> do I need to revert?
11:32:07  <PublicServer> <Mazur> Nah,
11:32:18  <PublicServer> <elecRules> what's wrong with more trains?
11:32:27  <Ammler> [13:31] <PublicServer> <Mazur> If I establish there is no immediate work waiting first.
11:32:35  <PublicServer> <Mazur> I was fairly sure how things were left last nigt, which was upppable, anyway.
11:32:49  <PublicServer> <elecRules> I thought he meant non-OTTD work, lol
11:33:23  <PublicServer> <Mazur> elecRules: If the trains are already jamming the netowkr anywhere, we fix that first before allowing moar tranez.
11:33:26  <PublicServer> <dwarf> MSH4 needs upgrade
11:33:28  <PublicServer> <elecRules> ohhh
11:33:30  <PublicServer> <elecRules> right
11:33:48  <PublicServer> <dwarf> and ring 4 a 5th lane
11:34:10  <PublicServer> <dwarf> I've done much of it, except for MSH4
11:34:28  <PublicServer> <dwarf> but I really need to sleep now
11:34:38  <PublicServer> <dwarf> it's 4:30 AM
11:34:44  <PublicServer> <Mazur> Fifth is already build from BBH XX to BBH 07.
11:34:50  <PublicServer> <Cermix> where do you live?
11:34:50  <PublicServer> <Amm1er> then you need to get up soon
11:34:53  <PublicServer> <Mazur> From 08.
11:35:03  <PublicServer> <Mazur> Sleep well, dwarf.
11:35:09  <PublicServer> <dwarf> thx
11:35:15  <PublicServer> <dwarf> see you
11:35:21  <PublicServer> *** dwarf has left the game (leaving)
11:35:25  <PublicServer> <Mazur> likely.
11:35:48  <PublicServer> <Cermix> In my country is 13:30 (1:30 PM)
11:35:54  <PublicServer> <Amm1er> nuts looks quite nice
11:36:47  <PublicServer> <Amm1er> oh btw
11:36:57  <PublicServer> <Amm1er> welcome Mazur :-)
11:37:11  <PublicServer> <Mazur> Thanks for noticing.
11:37:14  <PublicServer> <Amm1er> :-)
11:37:24  <PublicServer> <Amm1er> I missed your promotion
11:37:40  <PublicServer> <Mazur> 's Ok, I missed most of it, too.
11:37:42  <PublicServer> <Mazur> ;-)
11:37:56  <PublicServer> <Amm1er> do you already fiddle around on our servers?
11:38:14  <PublicServer> <Mazur> No, had no need.
11:38:45  <PublicServer> <Amm1er> well-well, we have currently lack on ssh users :-)
11:39:27  <PublicServer> <Mazur> I know, it's the one thing about it  agree with.
11:40:49  <PublicServer> <Amm1er> you could also migrate your player script to ap+ directly :-)
11:41:24  <PublicServer> <Mazur> Ah, you wnats it, my preciousssssssss.
11:41:30  <PublicServer> <Mazur> wants
11:41:40  <PublicServer> <Amm1er> feel also free to fix the custom scripts like content
11:42:10  <PublicServer> <Mazur> I might do that at that.
11:42:18  <PublicServer> <Amm1er> just ping me, if you need ssh assistence on ap+ and the servers hosting it
11:43:18  <PublicServer> <Mazur> Sure.
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11:49:57  <PublicServer> <elecRules> Can someone help me fix !this overflow?
11:51:01  <PublicServer> <Cermix> first... I think that 7 trains on that station are too much.. build other woods, or descrease amount of trains..
11:51:15  <PublicServer> <Cermix> second.. add signals on exit way
11:51:21  <PublicServer> <elecRules> lol wups
11:52:33  <PublicServer> *** Cermix has left the game (general timeout)
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11:54:09  <cermix_> §password
11:54:15  <elecRules> !password
11:54:15  <PublicServer> elecRules: woolly
11:54:16  <cermix_> !password
11:54:16  <PublicServer> cermix_: woolly
11:54:55  <PublicServer> *** Cermix has left the game (connection lost)
11:55:15  <PublicServer> *** Cermix joined the game
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11:57:40  <PublicServer> <Cermix> I really dont understand what are you doing there :D
11:58:06  <PublicServer> <elecRules> Trying to get the train to reverse when the signal is red
11:58:31  <Ammler> !rcon list_settings wait
11:58:32  <PublicServer> Ammler: All settings with their current value:
11:58:32  <PublicServer> Ammler: pf.wait_oneway_signal = 255
11:58:32  <PublicServer> Ammler: pf.wait_twoway_signal = 255
11:58:32  <PublicServer> Ammler: pf.wait_for_pbs_path = 255
11:58:32  <PublicServer> Ammler: Use 'setting' command to change a value
11:58:41  <Ammler> you know, that trains don't turn?
11:58:48  <PublicServer> <elecRules> It just did
11:59:02  <PublicServer> <Amm1er> where?
11:59:12  <PublicServer> <elecRules> I've just removed it though
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11:59:38  <PublicServer> <elecRules> Too close
11:59:42  <PublicServer> <elecRules> the train blocks the entrance
11:59:56  <PublicServer> <Amm1er> you could use pbs
12:00:54  <PublicServer> <elecRules> Should work
12:01:12  <PublicServer> <elecRules> unless the trains get stubborn, lol
12:01:18  <PublicServer> <Mazur> Not without a track to return.
12:01:20  <PublicServer> <Amm1er> hmm
12:01:30  <PublicServer> <Amm1er> how is that possible?
12:01:49  <PublicServer> <Amm1er> 255 used to mean wait forever
12:02:03  <PublicServer> <elecRules> Now it means "wait for a long time" :)
12:02:17  <PublicServer> <Amm1er> seems so...
12:02:27  <PublicServer> <Amm1er> is it 0 now?
12:02:33  <PublicServer> <elecRules> idk
12:02:52  <PublicServer> <elecRules> maybe under difficulty "train reversing at"
12:03:02  <PublicServer> <elecRules> nope, that's stations... :/
12:03:17  <Ammler> V453000: not possible to disable return trains anymore?
12:03:27  *** roboboy has quit IRC
12:04:07  <Ammler> !rcon set pf.wait_twoway_signal
12:04:07  <PublicServer> Ammler: Current value for 'pf.wait_twoway_signal' is: '255' (min: 2, max: 255)
12:04:13  <PublicServer> <Mazur> Stop breaking it.
12:04:20  <Ammler> there is no 0
12:04:32  <PublicServer> <elecRules> Mazur: breaking what?
12:04:40  <PublicServer> <Mazur> That overflow.
12:04:47  <PublicServer> <elecRules> how was I breaking it, lol
12:05:06  <PublicServer> <Amm1er> the depot is accessable now
12:05:32  <PublicServer> <Mazur> WIth one-way the traain comes out, with two-way noet, with two-way the train goes into hte overflow,  with one-way not.
12:05:39  <PublicServer> <elecRules> oh
12:05:45  <PublicServer> <elecRules> so that's why the overflow didn't work before
12:05:57  <PublicServer> <elecRules> damn two way presignals :\ so confusing
12:06:11  <PublicServer> <Amm1er> depot is still accessable
12:07:05  <PublicServer> <Mazur> We're using hte setting yapf.rail_firstred_twoway_eol = on there.
12:07:24  <PublicServer> <elecRules> damn train stop coming out :/
12:08:24  <PublicServer> <Cermix> too many trains there...
12:08:42  <PublicServer> <elecRules> that's by design
12:08:58  <PublicServer> <elecRules> so when the industry raises production rates, there're already enough trains
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12:09:07  <Hazzard> hello
12:09:11  <PublicServer> <elecRules> Hi :)
12:09:18  <Hazzard> How is the game going?
12:09:39  <PublicServer> <Mazur> elecRules: But, as I was saying, with that setting, trains will dig a hole the core of the earth rather than face a two-way htat is red.
12:09:46  <PublicServer> <Cermix> I would rather build other woods industry then rely on "increasing" production on this..
12:10:05  <PublicServer> <elecRules> I'm not relying on it, I'm preparing for it :)
12:10:21  <PublicServer> <Cermix> and how could you know that it will increase production?
12:10:33  <PublicServer> <elecRules> Because it has 97% transported?
12:10:47  <PublicServer> <elecRules> (92% now)
12:10:51  <PublicServer> <Cermix> and this will cause bigger production?
12:11:01  <PublicServer> <Mazur> Primairies always increase prodution up to a point, if service is 50-80%.
12:11:12  <Hazzard> Mazur: Unless there is a PBS
12:11:14  <PublicServer> <Cermix> wow.. didnt know that..
12:11:20  <PublicServer> <elecRules> so if service is >80% they don't increase production?
12:11:30  <PublicServer> <Cermix> :D
12:11:32  <PublicServer> <Amm1er> of course they do
12:11:35  <PublicServer> <elecRules> :)
12:11:38  <PublicServer> <Mark> hello
12:11:44  <PublicServer> <elecRules> hi Mark
12:11:46  <PublicServer> <Cermix> production decresaed :D
12:11:49  <PublicServer> <Amm1er> we just don't add trains if rate is >80%
12:11:51  <PublicServer> <Mark> oh ive been connected all night?
12:11:51  <PublicServer> <Mazur> No, in the high regions things just get more complicated, and production can decrease.
12:11:53  <PublicServer> <Cermix> from 99 to 66 :D
12:11:56  <PublicServer> <elecRules> LOL
12:12:06  <PublicServer> <Mazur> I think you have, Mark.
12:12:14  <PublicServer> <elecRules> it's been bouncing back and forth between 99 and 66 for the last ~15 mins
12:12:20  <PublicServer> <Mark> production doesnt decrease at high ratings
12:12:26  <PublicServer> <Mark> thats been fixed years ago
12:12:28  <PublicServer> <Mazur> Oh.
12:12:30  <PublicServer> <Mark> higher = better
12:12:32  <PublicServer> <elecRules> well it did just now
12:12:34  <PublicServer> <elecRules> at 91%
12:12:41  <PublicServer> <elecRules> 99->66
12:12:44  <PublicServer> <Cermix> yeah
12:12:46  <PublicServer> <Amm1er> Mark: that never had to be fixed
12:12:56  <PublicServer> <Amm1er> or show me the commit
12:12:58  <PublicServer> <Mark> well replaced
12:13:04  <PublicServer> <Mark> it worked like that long ago
12:13:06  <PublicServer> <Cermix> 99 again
12:13:08  <PublicServer> <Mark> but doesnt anymore
12:13:10  <PublicServer> <Amm1er> no
12:13:34  <PublicServer> <Amm1er> the rule is simply not add trains if raiting is that high so you don't screw the  network
12:13:36  <PublicServer> <Mark> hang on Amm1er
12:14:02  <PublicServer> <Amm1er> if the raiting drops for other reasons like jam in other place
12:14:28  <PublicServer> <elecRules> That's why I wanted to put an overflow depot with extra trains
12:14:58  <PublicServer> <Amm1er> well, overflow should not be needed on coop game :-)
12:15:12  <PublicServer> <Amm1er> we have players for the micro management ;-)
12:15:14  <PublicServer> <elecRules> LOL
12:15:29  <PublicServer> <elecRules> why do we use SRNW then? :3
12:15:43  <PublicServer> <Amm1er> play style :-)
12:15:55  <Mark> SRNW is something completely different
12:16:43  <Hazzard> SRNW seems pretty high mantainence to me
12:16:43  <PublicServer> *** Cermix has left the game (general timeout)
12:16:43  <PublicServer> *** Cermix has left the game (connection lost)
12:16:53  <Hazzard> Just skipping an order screws it up
12:17:09  <PublicServer> <elecRules> Hazzard: But once it's working, it's pretty awesome :P
12:17:11  <PublicServer> <Mazur> Not once it works.
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12:17:17  <cermix_> stupid wifi..
12:17:33  <LoPo> lo
12:17:49  <Mark> if you set up SRNW properly it'll run indefinetly
12:17:58  <Mark> with zero maintainance required
12:18:10  <cermix_> SRNW means..?
12:18:12  <Hazzard> You can't set up something perfectly
12:18:16  <Mark> selfregualting network
12:18:18  <Hazzard> @wiki SRNW
12:18:18  <PublicServer> <elecRules> The only thing an SRNW requires is a large enough amount of trains in the overflow/injection system
12:18:18  <Mark> sure you can
12:18:19  <Webster> Hazzard: "Self-regulating Network" (Redirect from "SRNW"):
12:18:20  <Webster> Hazzard: http://wiki.openttdcoop.org/Self-regulating_Network
12:18:21  <Webster> Hazzard: 'Self-regulating Networks, or SRNW for short, are a type of networks invented by the #Openttdcoop \ncommunity. The idea behind it is that trains on a network share orders, so there is a group of trains \nper network and not per station. In theory, this should reduce the overhead of making sure all \nstations have the right amount of trains. In practice, even though the network will still be (1 more message)
12:18:28  <cermix_> oh.. thx
12:18:54  <LoPo> !password
12:18:54  <PublicServer> LoPo: seamed
12:19:02  <Mark> properly set up SRNW is 100% fail-safe
12:19:05  <Hazzard> Well, only after you already have broken it in a previous game, got lucky, or having it break then fix it
12:19:07  <PublicServer> *** LoPo joined the game
12:19:15  <Hazzard> You could say that for anything
12:19:30  <PublicServer> *** Cermix has left the game (connection lost)
12:19:31  <Hazzard> If it doesn't work, it isn't properly set up
12:19:53  <Mazur> So your saying I'm not properly set up....
12:19:55  <PublicServer> *** Cermix joined the game
12:20:03  <Mazur> You know, I think you are right....
12:20:19  <Hazzard> lolwuy
12:20:21  <Hazzard> lolwut
12:21:46  <PublicServer> <LoPo> hello
12:21:52  <PublicServer> <Mazur> Loppy.
12:21:54  <PublicServer> <Cermix> hello
12:22:10  <PublicServer> <LoPo> who is building prios in SW corner?
12:22:24  <PublicServer> <Cermix> me
12:22:26  <PublicServer> *** Amm1er has left the game (leaving)
12:22:38  <PublicServer> <Cermix> just want to ask something :D
12:22:45  <PublicServer> <LoPo> oky, go ahead :)
12:23:09  <PublicServer> <Cermix> whats practical difference between these prios?
12:23:15  <PublicServer> <Mazur> Length.
12:23:17  <PublicServer> <LoPo> ill show you
12:23:55  <PublicServer> <LoPo> well
12:24:09  <PublicServer> <LoPo> see
12:24:44  <PublicServer> <LoPo> you cant make them longer using only combo signals on the ML
12:24:53  <PublicServer> <Cermix> yeah got it
12:25:19  <PublicServer> *** Mark has left the game (leaving)
12:25:29  <Hazzard> !players
12:25:31  <PublicServer> Hazzard: Client 1726 (Orange) is elecRules, in company 1 (Bloggs & Co.)
12:25:31  <PublicServer> Hazzard: Client 1819 (Orange) is LoPo, in company 1 (Bloggs & Co.)
12:25:31  <PublicServer> Hazzard: Client 1824 (Orange) is Cermix, in company 1 (Bloggs & Co.)
12:25:31  <PublicServer> Hazzard: Client 1797 (Orange) is Mazur, in company 1 (Bloggs & Co.)
12:25:44  <Hazzard> !info
12:25:44  <PublicServer> Hazzard: #:1(Orange) Company Name: 'Bloggs & Co.'  Year Founded: 2100  Money: 12086808042  Loan: 0  Value: 12089592804  (T:1257, R:0, P:0, S:0) unprotected
12:25:53  <PublicServer> <LoPo> nono :P
12:25:55  <Hazzard> I feel so left out :(
12:26:03  <PublicServer> <LoPo> this is a PBS prio
12:26:25  <Mazur> THen why don;t you come in?
12:26:57  <PublicServer> <LoPo> Cermix: just another version
12:27:45  <Hazzard> Come in
12:27:48  <Hazzard> you're crazy
12:27:50  <Hazzard> !password
12:27:50  <PublicServer> Hazzard: seamed
12:28:04  * Mazur seamed crazy.
12:28:21  <Mazur> Stitches all over the place.
12:28:24  <PublicServer> *** Hazzard joined the game
12:28:39  <PublicServer> <Mazur> There. Better now?
12:28:46  <PublicServer> <Hazzard> 1fps ftw
12:28:56  <PublicServer> *** Cermix has left the game (general timeout)
12:28:57  <PublicServer> *** Cermix has left the game (connection lost)
12:29:40  <cermix_> fuck it :D slow PC and stupid wi-fi :D
12:30:08  <PublicServer> <Mazur> Paint go-faster-stripes on the sides, maybe that helps.
12:30:23  <PublicServer> <Hazzard> do you know how hard it is to click one of these menu buttons when
12:30:26  <PublicServer> <Mazur> Car owners certainly thought it did back in hte day.
12:30:28  <PublicServer> <Hazzard> your mouse is going 1 fps
12:30:38  <PublicServer> <Mazur> Yes.
12:30:38  <PublicServer> <elecRules> Hazzard: Try turning off Vsync?
12:30:48  <PublicServer> *** Hazzard has changed his/her name to Hazur
12:30:53  *** Cermix has joined #openttdcoop
12:31:01  <Cermix> !password
12:31:01  <PublicServer> Cermix: seamed
12:31:02  <Hazzard> What is Vsync?
12:31:09  <PublicServer> *** Cermix has left the game (connection lost)
12:31:14  <PublicServer> <Mazur> A display setting.
12:31:15  <PublicServer> <elecRules> Vertical Synchronization
12:31:26  <Cermix> wont help you :D
12:31:30  <PublicServer> *** Hazur has left the game (general timeout)
12:31:30  <PublicServer> *** Hazur has left the game (connection lost)
12:31:48  <PublicServer> * Mazur salutes General Timeout.
12:31:48  <PublicServer> *** Cermix joined the game
12:32:03  <Hazzard> Will turning that off make me feel like I am on drugs?
12:32:23  <PublicServer> <Mazur> Only if you're not on drugs.
12:32:42  <PublicServer> <LoPo> hmm does MSH 04 needs to be improved?
12:32:52  <PublicServer> <Mazur> Usually.
12:33:10  <PublicServer> <Cermix> MSH means.. Main ??? Hub? :D
12:33:16  <PublicServer> <LoPo> main station hub
12:33:22  <PublicServer> <Cermix> oh
12:33:26  <PublicServer> <Mazur> 5th needs to be integrated
12:33:28  <PublicServer> <LoPo> its a bbh toward a ms
12:33:28  <PublicServer> <LoPo> :P
12:33:45  <PublicServer> <LoPo> i want to redo the whole thing
12:33:59  <PublicServer> <LoPo> also double the tunnels/bridges
12:34:03  <PublicServer> <Cermix> BBH.. pff.. maybe some hub too :D
12:34:18  <PublicServer> <LoPo> bbh = back bone hub
12:34:36  <PublicServer> <Mazur> Big Bad Hub.  Actally, a hub hwere ML meets ML.
12:34:48  <Mazur> @wiki BBH
12:34:49  <Webster> Mazur: "Backbone Hub" (Redirect from "BBH"):
12:34:50  <Webster> Mazur: http://wiki.openttdcoop.org/Backbone_Hub
12:34:51  <Webster> Mazur: A backbone hub (BBH) is the largest type of Hub that is built in #OpenTTDCoop. It usually consists of at least 3 cardinal directions of mainline Track, and is also usually balanced as well. More information on backbone hubs including building them is in the Mainline Junctions guide.
12:34:54  <PublicServer> <Cermix> now I understand :D
12:35:08  <Mazur> @wiki MSH
12:35:09  <Webster> Mazur: http://wiki.openttdcoop.org/MSH
12:35:10  <Webster> Mazur: Main Station Hubs, after BBHs are the key components of a rail network. Their design, and by extension, the Main stations design, is often influenced by the Network Plan.
12:36:10  <PublicServer> <LoPo> k lez first put that 5th trough then
12:37:41  *** cermix_ has quit IRC
12:40:37  <PublicServer> <Cermix> Do you have auto save?
12:42:55  <PublicServer> <Mazur> Usually yes.
12:43:01  <PublicServer> <Cermix> and now? :D
12:50:21  <PublicServer> <Mazur> Probably.
12:50:29  <PublicServer> <LoPo> ?
12:50:43  <PublicServer> <Mazur> Why, do you want to play around twith this at home?
12:51:37  <PublicServer> <Cermix> Nono.. just if you are somehow protected againist accidents.. when some noob come here and starts to destroy everything..
12:51:39  <PublicServer> <Mazur> You can simply save the game as it is and play solo on it.
12:52:05  <PublicServer> <Mazur> Yes, we do, and we have, and we usually ban the noob forever.
12:52:43  <PublicServer> <Mazur> Because nonoe 'accidentally" screws up too much.
12:52:53  <PublicServer> <Cermix> yeah...
12:53:07  <PublicServer> <elecRules> I guess their mouse could screw up or something
12:53:11  <PublicServer> <elecRules> while they had the bomb tool selected
12:53:21  <PublicServer> <elecRules> and they'd end up demolishing half the map
12:53:23  <PublicServer> <elecRules> or whatever
12:54:57  <PublicServer> <Cermix> but it can really happen by accident.. because when you have bomb tool selected and want something destroy (flat) and then some message appears and you are with "clicked" bomb over message and when you release mouse button.. accident is here..
12:55:35  <PublicServer> <Mazur> Yes, but that is usually easily figured out.
12:55:49  <PublicServer> <Mazur> People tend to betray themselves.
12:57:59  <PublicServer> <Cermix> yeah.. but it happened to me once.. luckily it didnt do much damage..
12:59:35  <PublicServer> <Cermix> afk
13:00:02  <PublicServer> <Mazur> GO spwectator, then, that's how we usually do it.
13:00:16  <PublicServer> <elecRules> s/spwectator/spectator/
13:00:42  <PublicServer> <Mazur> Or spwectator, whichever he likes better.
13:00:46  <PublicServer> <elecRules> heh
13:00:59  <PublicServer> <Mazur> I'm not fussy about that.
13:02:05  <PublicServer> <elecRules> Coal/Wood Drop exit is jamming
13:02:08  <PublicServer> <elecRules> or at least, running very slowly
13:02:35  <PublicServer> *** Cermix has joined spectators
13:03:42  *** Hazzard has quit IRC
13:04:21  <PublicServer> *** elecRules has joined spectators
13:15:07  <PublicServer> <LoPo> omg :S
13:15:16  <PublicServer> <LoPo> circulair jam
13:15:30  <PublicServer> <LoPo> mazur care to help?
13:28:48  <Cermix> I wonder how can you find whats wrong and where when half of network is jammed :D
13:42:06  <PublicServer> <Cermix> wow.. great job...
13:42:22  <PublicServer> <LoPo> my new merger? :)
13:42:56  <PublicServer> <Cermix> If you mean the solution of this problem. then yes :D
13:43:07  <PublicServer> <LoPo> ow about the jam :)
13:43:18  <PublicServer> <LoPo> yeah it was 1 line
13:43:25  <PublicServer> <LoPo> which i forgot to connect :P
13:43:43  <PublicServer> <Cermix> you still working on in? or you finished?
13:44:22  <PublicServer> *** Cermix has joined company #1
13:44:43  <PublicServer> <Cermix> any way.. look !here
13:44:54  <PublicServer> <LoPo> yeah working on it
13:45:04  <PublicServer> <Cermix> fine
13:45:10  <PublicServer> <LoPo> the split needs tobe moved
13:46:53  *** TWerkhoven has joined #openttdcoop
13:48:46  <Mark> !password
13:48:46  <PublicServer> Mark: anting
13:48:56  <PublicServer> *** Mark joined the game
13:49:25  <PublicServer> <V453000> o/
13:49:25  <PublicServer> *** V453000 joined the game
13:49:29  <PublicServer> <Mark> \o
13:49:47  <PublicServer> <LoPo> hi
13:49:49  <PublicServer> <Cermix> hi
13:51:31  <PublicServer> <V453000> those signals cant be there
13:51:33  <PublicServer> <V453000> "blocks"
13:51:51  <PublicServer> <V453000> if presignals, then yes
13:51:59  <PublicServer> <V453000> but I dont think you want presignals there
13:53:33  <PublicServer> <LoPo> sec V\
13:53:33  <PublicServer> <Mark> ooh jammy
13:57:27  <PublicServer> <Mark> still not a fan of those kinds of mergers
13:57:57  <sietse> !password
13:57:57  <PublicServer> sietse: anting
13:58:01  <PublicServer> *** Sietse has left the game (connection lost)
13:58:13  <PublicServer> <Cermix> merges means 2 railways to 1, and split 1 railway to 2? (english is not my mother lang)
13:58:22  <PublicServer> <Mark> yea
13:58:24  <PublicServer> <Cermix> thx
13:58:27  <PublicServer> *** Sietse joined the game
13:58:28  <PublicServer> <Mark> ususally more than 2 to 1
13:58:30  <PublicServer> <Sietse> hello!
13:58:40  <PublicServer> <Mark> in the way we use it, anyway
13:58:42  <PublicServer> <Cermix> yeah I know..
14:01:13  <PublicServer> <LoPo> oky :)
14:01:23  <PublicServer> <LoPo> what was it about those block signals?
14:01:29  <PublicServer> <LoPo> V453000?
14:01:36  <PublicServer> <LoPo> ah i see
14:03:07  <PublicServer> *** Mazur has joined spectators
14:03:15  <PublicServer> <V453000> I think it could be shortened a lot
14:03:29  <PublicServer> <V453000> you dont need to have waiting bays everywhere with PBS
14:04:09  <PublicServer> <V453000> 2 tiles per join
14:04:43  <PublicServer> <Mark> uuuuugly
14:08:33  <PublicServer> *** Cermix has joined spectators
14:11:41  <PublicServer> <Mark> i must admit it seems to work
14:26:40  *** huddler has joined #openttdcoop
14:26:47  <huddler> !password
14:26:47  <PublicServer> huddler: hinges
14:35:44  <huddler> !password
14:35:44  <PublicServer> huddler: spires
14:36:04  <PublicServer> *** Isaac joined the game
14:36:16  <PublicServer> *** Cermix has left the game (leaving)
14:36:58  <elecRules> !players
14:37:00  <PublicServer> elecRules: Client 1726 is elecRules, a spectator
14:37:00  <PublicServer> elecRules: Client 1819 (Orange) is LoPo, in company 1 (Bloggs & Co.)
14:37:00  <PublicServer> elecRules: Client 1797 is Mazur, a spectator
14:37:00  <PublicServer> elecRules: Client 1849 (Orange) is Mark, in company 1 (Bloggs & Co.)
14:37:00  <PublicServer> elecRules: Client 1852 (Orange) is V453000, in company 1 (Bloggs & Co.)
14:37:02  <PublicServer> elecRules: Client 1857 is Sietse, a spectator
14:37:02  <PublicServer> elecRules: Client 1869 is Isaac, a spectator
14:38:44  <PublicServer> *** elecRules has joined company #1
14:39:12  <PublicServer> <elecRules> o/
14:44:27  <PublicServer> <LoPo> nice
14:47:18  <PublicServer> *** Cermix has left the game (connection lost)
14:47:42  <PublicServer> *** Cermix joined the game
14:48:22  <PublicServer> *** Cermix has joined spectators
14:53:06  *** Firartix has quit IRC
14:53:12  <PublicServer> *** Isaac has left the game (leaving)
14:54:32  *** huddler has quit IRC
15:00:31  <PublicServer> *** V453000 has left the game (leaving)
15:02:48  <PublicServer> *** Cermix has left the game (leaving)
15:04:21  <PublicServer> *** LoPo has left the game (leaving)
15:04:32  <LoPo> see ya later :)
15:04:39  <PublicServer> <elecRules> cya :)
15:09:08  <PublicServer> *** elecRules has left the game (leaving)
15:09:08  <PublicServer> *** Game paused (number of players)
15:09:36  *** Progman has joined #openttdcoop
15:09:40  <Mark> !unpause
15:09:40  <PublicServer> *** Mark has unpaused the server. (Use !auto to set it back.)
15:09:40  <PublicServer> *** Game unpaused (number of players)
15:09:56  <Mark> !auto
15:09:56  <PublicServer> *** Mark has enabled autopause mode.
15:09:58  <PublicServer> *** Game paused (number of players)
15:10:22  <PublicServer> <Mark> lol
15:10:29  <PublicServer> <Mark> anti ML blocking device blocked the entire ML
15:10:51  <Mark> !unpause
15:10:51  <PublicServer> *** Mark has unpaused the server. (Use !auto to set it back.)
15:10:51  <PublicServer> *** Game unpaused (number of players)
15:11:53  <Mark> !auto
15:11:53  <PublicServer> *** Mark has enabled autopause mode.
15:11:55  <PublicServer> *** Game paused (number of players)
15:12:17  <PublicServer> *** Mark has left the game (leaving)
15:35:45  <Cermix> I go.. see ya.
15:35:51  *** Cermix has quit IRC
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15:51:44  *** ChanServ sets mode: +o ODM
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16:27:49  <PublicServer> *** Chris Booth has left the game (processing map took too long)
16:27:49  <PublicServer> *** Chris Booth has left the game (connection lost)
16:27:50  <PublicServer> *** Game still paused (number of players)
16:28:47  <PublicServer> *** Chris Booth has left the game (processing map took too long)
16:28:47  <PublicServer> *** Chris Booth has left the game (connection lost)
16:28:48  <PublicServer> *** Game still paused (number of players)
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16:33:37  <PublicServer> *** Chris Booth has left the game (processing map took too long)
16:33:37  <PublicServer> *** Chris Booth has left the game (connection lost)
16:33:37  <PublicServer> *** Game still paused (number of players)
16:34:32  *** Chris_Booth is now known as Guest1087
16:34:34  *** Chris_Booth has joined #openttdcoop
16:38:30  <PublicServer> *** Game still paused (number of players)
16:38:30  <PublicServer> *** Chris Booth joined the game
16:38:43  <PublicServer> *** Chris Booth has left the game (leaving)
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17:08:28  *** Cermix has joined #openttdcoop
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17:10:34  <Cermix> !password
17:10:34  <PublicServer> Cermix: deluxe
17:10:46  <PublicServer> *** Cermix has left the game (connection lost)
17:10:47  <PublicServer> *** Game still paused (number of players)
17:11:06  <PublicServer> *** Game still paused (number of players)
17:11:06  <PublicServer> *** Cermix joined the game
17:12:55  *** theholyduck has joined #openttdcoop
17:12:58  <PublicServer> *** Mazur has joined company #1
17:12:58  <PublicServer> *** Game unpaused (number of players)
17:13:24  *** pugi has quit IRC
17:14:06  <PublicServer> <Mazur> Ah, jam is still resolving.
17:14:08  <PublicServer> <Cermix> jam again?...
17:15:29  *** TWerkhoven[l] has quit IRC
17:15:51  <PublicServer> <Cermix> I really cant stay here... 1 FPS FTW :D
17:16:27  <PublicServer> *** Cermix has left the game (leaving)
17:16:27  <PublicServer> *** Game paused (number of players)
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17:32:05  <Maraxus> !password
17:32:06  <PublicServer> Maraxus: bovine
17:32:17  <PublicServer> *** Game still paused (number of players)
17:32:19  <PublicServer> *** Maraxus joined the game
17:32:58  <PublicServer> *** Maraxus has joined company #1
17:32:58  <PublicServer> *** Game unpaused (number of players)
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17:42:19  <Firestar> hi all
17:42:28  <PublicServer> <Mazur> lo
17:42:34  <PublicServer> <Maraxus> hi
17:42:37  <Firestar> !password
17:42:38  <PublicServer> Firestar: coaxed
17:42:59  <PublicServer> *** Firestar joined the game
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18:07:12  *** dwarf has joined #openttdcoop
18:07:41  <dwarf> !playercount
18:07:41  <PublicServer> dwarf: Number of players: 4 (1 spectators)
18:07:46  <dwarf> !password
18:07:46  <PublicServer> dwarf: yachts
18:08:08  <PublicServer> *** dwarf joined the game
18:08:09  <PublicServer> *** Firestar has left the game (leaving)
18:08:17  *** Firestar has quit IRC
18:08:35  <PublicServer> *** Mazur has joined spectators
18:23:32  *** mfb- has joined #openttdcoop
18:23:33  *** ChanServ sets mode: +o mfb-
18:23:41  <mfb-> hi
18:23:46  <PublicServer> <Maraxus> hi
18:23:50  <PublicServer> *** mfb joined the game
18:25:30  <PublicServer> <mfb> do we still need the !gap construction?
18:25:55  *** RayeS has quit IRC
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18:26:40  <PublicServer> <Maraxus> not sure
18:29:50  *** th_gergo has joined #openttdcoop
18:30:15  <PublicServer> <mfb> nice, 5th :)
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18:31:26  *** Maraxus_ is now known as Maraxus
18:36:31  <V453000> !password
18:36:31  <PublicServer> V453000: buckle
18:36:42  <PublicServer> *** V453000 joined the game
18:36:49  <PublicServer> <V453000> o/
18:36:55  <PublicServer> <mfb> hi
18:37:01  <PublicServer> <Maraxus> hi V
18:37:54  <PublicServer> *** Spike joined the game
18:38:02  *** Ryton has joined #openttdcoop
18:38:10  <Ryton> !password
18:38:10  <PublicServer> Ryton: buckle
18:38:17  <Ryton> buckle up!
18:38:17  <PublicServer> <mfb> dwarf: see !waiting bay problem please
18:38:27  <PublicServer> <mfb> this can lead to jams
18:38:37  <PublicServer> *** V453000 has left the game (leaving)
18:38:44  <PublicServer> *** Ryton joined the game
18:39:39  <PublicServer> <Spike> easy fix though mfb :)
18:39:45  <PublicServer> <Ryton> dwarf: why is that a problem? just make it combo signal?
18:39:51  <PublicServer> <mfb> but the easy fix is not the best ;)
18:39:59  <PublicServer> <Spike> combo is not the best? ;)
18:40:01  <PublicServer> <Ryton> like this?
18:40:20  <PublicServer> <Ryton> easier :-)
18:40:22  <PublicServer> <mfb> shorter gap for most of the trains
18:40:24  <PublicServer> <dwarf> what are you talking about?
18:40:31  <PublicServer> <mfb> the sign !waiting bay problem
18:40:45  <PublicServer> <mfb> I restored the old signals
18:40:53  <PublicServer> <mfb> so you can see the problem
18:40:59  <PublicServer> <mfb> a train could wait right under the signal
18:41:09  <PublicServer> <mfb> and block the connection to the 5th
18:41:15  <PublicServer> <Spike> just stop the next train to show it mfb
18:41:18  <PublicServer> <Spike> sometimes makes it easier to see
18:41:32  <PublicServer> <mfb> like this
18:41:46  <PublicServer> <Spike> this shows it perfectly :)
18:42:04  <PublicServer> <mfb> this is better
18:42:07  <PublicServer> <mfb> now we have a full waiting bay
18:42:17  <PublicServer> <Ryton> I'd use combo, but this is indeed much better
18:42:35  <PublicServer> <Spike> Ryton: a simple case of KISS :)
18:42:42  <PublicServer> <Spike> using a bridge is overkill in our minds ;)
18:42:52  <PublicServer> <mfb> like that
18:42:54  <PublicServer> <Ryton> I like stupid & simple :-)
18:43:32  <PublicServer> <Ryton> are the prios long enough?
18:43:38  <PublicServer> <Ryton> on lines 2 and 3?
18:43:48  <PublicServer> <Spike> dwarf: explanation would be with a waiting bay always make sure a train can actually wait there without blocking others
18:44:00  <PublicServer> <mfb> well, we don't have much traffic on the SL
18:44:03  <PublicServer> <mfb> it works
18:44:09  <PublicServer> <Ryton> ok
18:44:16  <PublicServer> <dwarf> ok
18:44:21  <PublicServer> <mfb> if it stops working, change it ;)
18:44:28  <PublicServer> <Ryton> it slows the mainline a bit, but doesnt cause problems atm :-)
18:44:30  <PublicServer> <mfb> like that
18:44:33  <PublicServer> <Spike> it works............... last time i heard that i had 5 hours extra work @ work
18:44:35  <PublicServer> <Ryton> fun for later ;-)
18:44:57  <PublicServer> <Spike> ..... it was no fun last week :D
18:45:09  <PublicServer> <mfb> jam
18:45:19  <PublicServer> <mfb> outer line in ring 4
18:45:21  <PublicServer> <Ryton> 5th line  doesnt have service centre
18:45:28  <PublicServer> <mfb> comes from SLH03
18:45:31  <PublicServer> <mfb> strange enough
18:45:33  <PublicServer> <Ryton> (after SLH18
18:45:47  <PublicServer> *** Spike has joined company #1
18:45:53  <PublicServer> <mfb> no, comes from BBH07
18:45:59  <PublicServer> <mfb> as usual :D
18:46:25  <PublicServer> <Ryton> cant it be rebuild?
18:46:35  <PublicServer> <Ryton> prio to the spoke, ring joining it??
18:46:35  <PublicServer> <mfb> BBH07?
18:46:37  <PublicServer> <mfb> :D
18:46:39  <PublicServer> <Ryton> yea :p
18:46:46  <PublicServer> <mfb> well, both sides have traffic
18:46:48  <PublicServer> <Ryton> only 5-> 3+3
18:47:03  <PublicServer> <Ryton> ah 5 +4 even :-)
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18:47:41  <PublicServer> <mfb> the outer line should get more trains
18:48:27  <PublicServer> <mfb> oh, CL
18:59:52  <PublicServer> <mfb> it is in sync
18:59:55  <PublicServer> <Ryton> is it?
18:59:57  <PublicServer> <mfb> and it does not matter
18:59:59  <PublicServer> <dwarf> ye it is
18:59:59  <PublicServer> <Ryton> true :-)
19:00:02  <PublicServer> <Ryton> ah yes, sorry
19:00:20  <PublicServer> <mfb> :D
19:01:01  <PublicServer> <mfb> 3.5 :(
19:01:15  <PublicServer> <mfb> pbs or move it
19:02:05  <PublicServer> <mfb> hmm
19:02:15  <PublicServer> <mfb> we can fix both at the same time
19:03:59  <PublicServer> <Ryton> pfft
19:07:39  <PublicServer> <mfb> hmm
19:07:57  <PublicServer> <mfb> ah :D
19:14:59  <PublicServer> <Ryton> like previous one way ring game: the trains flow well
19:17:48  <mfb-> public d3 beta test is a nice stress test for the servers :D
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19:20:01  <PublicServer> *** Maraxus has joined spectators
19:20:14  <PublicServer> <dwarf> well, have to work
19:20:17  <PublicServer> <dwarf> see you
19:20:39  <PublicServer> <mfb> cu
19:20:57  <PublicServer> *** dwarf has left the game (leaving)
19:24:01  <PublicServer> *** Maraxus has left the game (leaving)
19:25:11  <theholyduck> finally back home, and with a internet connection.
19:25:14  *** dwarf has quit IRC
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19:27:30  <Maraxus> !password
19:27:30  <PublicServer> Maraxus: sodded
19:27:48  <PublicServer> *** Maraxus joined the game
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19:37:49  <PublicServer> <mfb> better
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19:49:02  <PublicServer> <Maraxus> gn
19:49:21  <PublicServer> *** Maraxus has left the game (leaving)
19:49:21  <PublicServer> *** Game paused (number of players)
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19:52:15  <Ryton-two> !password
19:52:15  <PublicServer> Ryton-two: orator
19:52:25  <PublicServer> *** mfb has left the game (leaving)
19:52:34  <PublicServer> *** Game still paused (number of players)
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21:39:04  <PublicServer> *** Mazur has joined company #1
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21:42:24  <PublicServer> *** Mazur has left the game (connection lost)
22:00:52  *** Mazur has joined #openttdcoop
22:00:53  *** ChanServ sets mode: +o Mazur
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22:55:51  <PublicServer> *** Game still paused (number of players)
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23:48:07  <BenW_> @quickstart
23:48:08  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
23:48:12  *** BenW_ is now known as BenW
23:49:19  <BenW> !dl lin64
23:49:19  <PublicServer> BenW: http://binaries.openttd.org/nightlies/trunk/r24119/openttd-trunk-r24119-linux-generic-amd64.tar.xz
23:54:19  <BenW> !password
23:54:19  <PublicServer> BenW: softly
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23:56:54  <PublicServer> *** Game still paused (number of players)
23:56:54  <PublicServer> *** Game unpaused (number of players)
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