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Log for #openttdcoop on 15th October 2012:
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11:51:49  <Afdal> Hello, I've got a question for you guys
11:51:56  <Afdal> that can only be answered by someone with experience
11:52:34  <Afdal> How many industries maximum would you recommend be connected to a single-track sideline?
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12:27:25  <Ammler> on line handle 6-7 plattforms
12:27:57  <Ammler> so if there is no waiting time, you could connect 6 industries
12:28:04  <Afdal> yeah that's kind of what I've been thinking
12:28:19  <Afdal> seven seems like it'll get real congested eventually when the industry output gets near max though
12:28:21  <Ammler> but usually there is waiting time, so you can add more
12:29:12  <Afdal> what do you mean by waiting time
12:29:26  <Afdal> waiting for cargo to generate?
12:29:36  <Ammler> if there is less waiting cargo as the train can load
12:30:18  <Ammler> so the train does need to wait for cargo, not just loading time itself
12:31:01  <Afdal> so I don't usually make multi-track sidelines
12:31:12  <Ammler> no, no needed
12:31:14  <Afdal> but how many industries do you put on a two-track sideline?
12:31:45  <Ammler> inital drops of coop networks have 2 lines and so around 12 plattforms
12:32:19  <Ammler> said from someone who didn't play coop games for 2-3 years :-P
12:32:26  <Afdal> ono
12:33:17  <Ammler> well, just check our server or archive to approve my comments
12:33:53  <Afdal> hmm
12:34:00  <Afdal> guess I could have just checked some saves :3
12:34:19  <Afdal> I think I'll go with no more than six industries then
12:34:36  <Afdal> Better to have more sidelines in any case
12:35:10  <Ammler> I might not be very uptodate player but afaik still last winner of coopetion
12:35:22  <Ammler> :-d
12:35:47  <Afdal> You can win in openttdcoop D:>
12:35:52  <Afdal> what's coopetition?
12:36:46  <Ammler> coop teams play against each other
12:37:05  <Afdal> :o
12:37:12  <Afdal> do you do it all on one big map?
12:37:17  <Ammler> cooperative competition
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12:38:18  <Ammler> this was long ago :-P
12:42:07  <planetmaker> Afdal, it's done rarely. It's interesting gameplay with the head2head version of OpenTTD
12:42:18  <Afdal> head2head version?
12:42:27  <Afdal> Is that a new mod or newgrf or something
12:42:50  <planetmaker> it's a modified OpenTTD. identical maps for each team. And see who does better
12:43:03  <Afdal> hey planetmaker would you concur: no more than six industries on a single sideline?
12:43:17  <Afdal> interesting, can I get a link
12:43:44  <planetmaker> http://hg.openttd.org/developers/yexo/head-to-head.hg/
12:44:08  <Ammler> did we ever make h2h coopetition?
12:44:21  <planetmaker> I think we did
12:44:34  <planetmaker> But this channel probably was started as coop vs AIs :-)
12:44:52  <planetmaker> with 10 year time limit or so... those were the times when NoAI was not (yet) trunk :-)
12:45:08  <planetmaker> this = #coopetition
12:45:10  <Ammler> coopetition was played long before noai
12:45:15  <planetmaker> really?
12:45:46  <Ammler> first game was osai+mucht vs xeyus+me
12:46:01  <planetmaker> that's... about openttd stone age :D
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12:46:15  <planetmaker> maybe at the verge of bronze age
12:46:47  <Ammler> nearly :-D
12:46:53  <planetmaker> Afdal, there's no fixed number one can name imho
12:46:59  <Afdal> oh u
12:47:04  <Afdal> well, let's disregard farms
12:47:06  <Dom_> !playercount
12:47:06  <PublicServer> Dom_: Number of players: 0 (0 spectators)
12:47:09  <Afdal> and forests
12:47:14  <planetmaker> and mines?
12:47:25  <Afdal> don't mines have the same max output as others
12:47:29  <Afdal> max output in tons
12:47:42  <planetmaker> likely
12:47:47  <Afdal> oh, well, and I guess for the sake of argument...
12:47:52  <Ammler> doesn't matter
12:47:57  <Afdal> assuming all our wagons carry the same mass
12:48:02  <planetmaker> 8 to 9 times 256 is the max
12:48:07  <planetmaker> for primary industries
12:48:09  <Afdal> bah this is getting complicated
12:48:24  <Afdal> so six generally Ammler <.<
12:48:58  <Ammler> yes, what matters is how fast trains load and if there is waiting time
12:49:01  <planetmaker> really, I never cared about the amount of industries. I can swear I've seen way more than 6 or 9 on a single SL
12:49:02  <Afdal> yeah
12:49:16  <Afdal> 9 on a single-track sideline?
12:49:19  <Afdal> that seems crazy
12:49:29  <Ammler> you see it better on drops
12:49:45  <Afdal> what do you mean...
12:49:47  <planetmaker> depends on their production, no?
12:49:50  <Afdal> yeah
12:49:56  <Ammler> how many plattforms a line can handle
12:50:10  <Afdal> I'm saying in anticipation of eventual max production for all those industries
12:50:40  <Ammler> with max production, you don't have waiting time
12:50:52  <Afdal> D:>
12:51:00  <Afdal> there'll be a li'l...
12:51:09  <Afdal> if my stations have as many trains as they can...
12:51:43  <Afdal> actually I guess this really depends on a lot of stuff
12:51:47  <Afdal> like train length too
12:51:51  <Ammler> no
12:51:58  <Afdal> maybe a better measurement is how many trains
12:51:58  <Afdal> total
12:52:00  <Ammler> really not :-P
12:52:02  <Afdal> can a sideline handle
12:52:05  <Afdal> before congestion
12:52:12  <Afdal> trains per track...
12:52:18  <Ammler> it only depends on loading speed, which is independent from length
12:52:21  <Afdal> trains per merges track...
12:52:41  <Afdal> yeah loading speed too
12:52:47  <Ammler> trains waggons are loaded in parallel
12:52:48  <Afdal> oi @_@
12:53:05  <planetmaker> loading depends on whether improved loading is active or not
12:53:12  <Afdal> improved loading?
12:53:19  <planetmaker> check your adv. settings
12:53:21  <Afdal> Is that a new feature
12:53:23  <Ammler> planetmaker: that does change loading speed?
12:53:24  <ODM> really just depends on how busy the stations are, i mean how many stations there can be
12:53:25  <Afdal> never heard of that one
12:53:33  <Ammler> hmm
12:53:37  <planetmaker> no, not loading speed. But whether all wagons or last to first
12:53:43  <Afdal> well I want to plan for industries with maximum output
12:53:44  <Ammler> nono
12:53:54  <Ammler> weather all trains or fifo
12:54:20  <planetmaker> yes
12:54:22  <Afdal> "Use improved loading algorithm"
12:54:31  <Afdal> That's on by default, what's it do when off?
12:54:40  <Ammler> I think, there is no setting, which loades single waggons
12:56:06  <Ammler> improved loading speed is just important if the provided cargo pieces are bigger as whole train cap
12:56:41  <Afdal> does loading happen in more steps with it off
12:57:26  <Ammler> it loads all vehicels at once or FIFO
12:57:45  <Afdal> FIFO?
12:57:59  <Ammler> firt in first out
12:58:05  <Afdal> oh I see
12:58:13  <Ammler> one vehicle after the other
12:58:46  <Ammler> but this whole thing has no influence on your topic, (at least no big)
12:59:02  <Afdal> yeah the focus of my topic is just
12:59:11  <ODM> i've kinda missed the topic im afraid, sorry:D
12:59:13  <Afdal> when is there so many trains that they congest the merge to the mainline
12:59:46  <Ammler> ODM: how many industries can be supplied by one line (sideline)
13:00:17  <ODM> uh supplied? or serviced?
13:00:25  <Ammler> does that matter?
13:00:40  <ODM> dunno, it just sounded odd:D
13:00:48  <Ammler> well, serviced then
13:01:02  <ODM> but really depends on how big the industries are, and train length
13:01:13  <ODM> if you want to drive out all the goods that is
13:01:14  <Ammler> :-D
13:01:17  <Ammler> I disagree
13:01:27  <Ammler> train length has no influence
13:01:32  <Afdal> I'm assuming maximum-output industries
13:01:48  <Afdal> with longer trains you'll have less of them to congest the merge right
13:01:51  <ODM> don't longer trains have a heigher cargo/rail ratio? so matters a bit maybe
13:01:58  <Ammler> well, no countable influence
13:02:28  <ODM> anyway if your sideline has trouble merging onto the ML, make the ML bigger!
13:02:31  <Ammler> ODM: bigger trains need more accel space, have more issues with merging...
13:02:34  <Afdal> wat
13:02:40  <Afdal> oh you mean more tracks
13:02:48  <Afdal> well let's assume we don't want that solution...
13:02:55  <Afdal> hmm
13:03:04  <Afdal> no
13:03:15  <Ammler> so I would say, if you run bigger trains, you might have less trains but still need as much lines and plattforms
13:03:27  <ODM> yeah you're probably right
13:05:01  <Ammler> damn, where are all the recent players? :-)
13:05:55  <ODM> we're just oldies talking theoretical?:P
13:06:07  <ODM> i should play some, hmm
13:06:30  <Ammler> Afdal: coop games usually aren't played that way, it starts with experience numbers and then it checks the flow and expands where needed
13:06:39  <Afdal> huhwha
13:06:45  <Afdal> experience numbers?
13:07:00  <Ammler> yes, like 12 platforms for a drop
13:07:10  <Afdal> yeah?
13:07:19  <Afdal> 6 per mainline track?
13:07:22  <Afdal> That's what I do too
13:07:22  <planetmaker> 7-9 station tracks per line. More is stupid
13:07:28  <planetmaker> depends on TL
13:07:29  <ODM> something like that yeah
13:07:34  <planetmaker> 6 is... barely sufficient
13:07:48  <planetmaker> will work mostly, but is at the edge of underperforming
13:07:55  <Ammler> well, but you don't count to 6 or 7, it fullfils that limit somehow automatically :-)
13:07:55  <Afdal> I don't know why you're bringing up drops though
13:08:11  <planetmaker> it gives you track capacity :-)
13:08:20  <Afdal> sideline track capacity?
13:08:26  <planetmaker> any track
13:08:28  <Ammler> Afdal: industries usually aren't at full cap
13:08:33  <Ammler> drops are
13:08:41  <Ammler> and the pickups of it
13:08:41  <Afdal> uh...
13:08:57  <Afdal> I'm not talking about whole networks here
13:09:05  <Ammler> but you usually also don't want sideline at full cap
13:09:05  <planetmaker> a primary pickup usually can do with ... 4 tracks
13:09:10  <Ammler> else it is hard to merge with ml
13:09:14  <Afdal> eventually if you keep adding stations to a single-track sideline it'll get congetsted near the merge
13:09:19  <Afdal> that's what my problem it
13:09:32  <ODM> bigger mainline!
13:09:35  <planetmaker> yes. it might require to add a new ML track there. But... so what?
13:09:38  <planetmaker> you need the space then
13:09:48  <Afdal> I:>
13:09:54  <planetmaker> you'd also need it, if you fed the same amount of trains in two SL to the ML
13:10:06  <Afdal> let me be more specific then....
13:10:11  <Ammler> before you expand a sl, you might also consider to make a 2nd sl
13:10:12  <Afdal> Let's assume I don't want to expand my mainline
13:10:19  <Afdal> and I'm using a simple double-track mainline...
13:10:23  <planetmaker> then don't add more trains than it can bear
13:10:30  <Afdal> yeah,
13:10:45  <Afdal> and the question is how many is too many for a single sideline I:
13:11:03  <ODM> i think you want to know how many industries at full pruduction you could run onto a single line?
13:11:09  <Afdal> yes
13:11:09  <Ammler> 13.3 is the absolute max
13:11:30  <Afdal> is that a real number
13:11:33  <Afdal> of trains
13:11:48  <planetmaker> it's a real, not an int :-P
13:11:52  <Ammler> :-)
13:12:03  <Afdal> I have way more than 13 trains on my sidelines <.<
13:12:04  <ODM> i guess you could calculate the theoretical cargo capacity of a single piece of track, given train info
13:12:23  <ODM> you know how long it takes to clear, and how much it carries
13:12:32  <ODM> and we know how much one industry can produce
13:12:34  <Afdal> basically, when I've got seven industries on a sideline and I still have more industries in the area
13:12:46  <Afdal> do I connect another industry to that sideline or start a new sideline already
13:13:00  <Ammler> 7 plattforms you need to carry a full line
13:13:02  <ODM> you can always switch one over ya know
13:13:04  <planetmaker> do what suits the network...
13:13:09  <Afdal> omg D:>
13:13:11  <Ammler> undependend on length
13:13:14  <Afdal> you guise -_-
13:13:26  <Afdal> all right then, six it is
13:13:48  <planetmaker> There's no algorithm with *the* coop way of building :-)
13:14:03  <ODM> damn algorithms!
13:14:08  <ODM> currently being bitten in the bum by one
13:14:35  <Ammler> well, you need to be sure to use oragne as main color
13:14:37  <Afdal> ideally though
13:14:45  <Afdal> you would want as many sidelines as possible
13:14:49  <Afdal> right
13:15:03  <planetmaker> No, one per industry is not ideal
13:15:09  <Afdal> why not?
13:15:25  <Afdal> more sidelines is more failsafe merges
13:15:29  <planetmaker> it actually is... very bad and ineffieicent in terms of SLHs
13:15:46  <Afdal> are you referring to...
13:15:50  <planetmaker> and more sidelines doesn't mean more failsafe merges.... how does it mean that?
13:15:53  <Afdal> splits into the sidelines or the merges
13:15:57  <planetmaker> what is a failsafe merge?
13:16:12  <Afdal> Okay, I guess I should 'splain that
13:16:19  <Afdal> I don't really make hubs like you guys do
13:16:28  <planetmaker> even a SLH with a choice for the ML track is not "failsafe"
13:16:31  <Ammler> one sl per industry is like you would connect the industry to the ml
13:16:32  <Afdal> I make track splits and merges quite separately
13:16:49  <Afdal> except that every industry would have its own efficient merge
13:17:26  <Ammler> you really should check some or our saves
13:17:28  <Ammler> !archive
13:17:28  <PublicServer> Ammler: http://www.openttdcoop.ORG/wiki/PublicServer:Archive | http://www.openttdcoop.org/wiki/ProZone:Archive | http://www.openttdcoop.org/wiki/MemberZone:Archive
13:17:37  <Afdal> lemme just post an example of my merges
13:18:22  <Afdal> http://gyazo.com/e7a39c80cafdf7ba0c55741050c0420a
13:18:23  <Webster> Title: e7a39c80cafdf7ba0c55741050c0420a.png (at gyazo.com)
13:18:30  <Afdal> that's how I generally make mine at the moment
13:18:41  <Afdal> the sideline is coming in from the south
13:19:04  <Afdal> there is no way traffic coming into that merge can ever disrupt the mainline's traffic
13:19:41  <planetmaker> and you think you even *can* build that for *every* industry?
13:19:43  <Afdal> now with more industries on a sideline though, the more traffic disruption events you have on the sideline
13:19:46  <Afdal> <:3
13:19:51  <Afdal> It was hypotehtical
13:20:17  <Afdal> maybe with the lowest industry density possible you could
13:20:22  <Afdal> and with short trains
13:20:23  <planetmaker> make simple priorities where trains from a station join the SL
13:20:38  <planetmaker> with just on pre, combo and exit signal each
13:20:50  <Afdal> bah humbug
13:20:55  <Afdal> I love my failsafe merges :3
13:21:31  <planetmaker> actually I do think that your "failsafe" merge can get into a state which is infinitely blocked
13:21:39  <planetmaker> any go-around loop has that potential
13:21:41  <Afdal> yes, it's possible
13:21:47  <Afdal> with too many industries/trains on the sideline
13:21:48  <planetmaker> and you still call it "failsafe"?
13:21:50  <Ammler> if you came up with that without help of #openttdcoop, my respect :-)
13:21:59  <Afdal> Why thank you <:3
13:22:04  <Afdal> I had a little help
13:22:12  <Afdal> think I had you guys explain to me how a failsafe works one time
13:22:21  <Afdal> The only way I know of to avoid that problem with my loops
13:22:28  <planetmaker> a little backup once in a while is better than the possibility to get stuck infinitely, I think
13:22:29  <Afdal> is simply to limit the number of industries on a sideline
13:22:34  <Afdal> which leads into my topic
13:22:51  <Afdal> and actaully
13:23:02  <Afdal> I can fix the loop to prevent that infixable problem
13:23:05  <Afdal> you're speaking of
13:23:10  <Afdal> it's usually not necessary though
13:23:14  <planetmaker> just kill the loop
13:23:20  <Ammler> @sml
13:23:20  <Webster> sml: Shift Main Line, see also: http://wiki.openttdcoop.org/Shift_Mainlines
13:23:20  <Afdal> but I love it
13:23:39  <Afdal> Yeah I know about shift main lines
13:23:43  <planetmaker> it will give you trouble. No matter what you do about a loop. Loops generally are bad
13:23:57  <Afdal> They don't work to well for me though since I usually play with breakdowns on
13:24:33  <planetmaker> they will give you trouble when you really and actually stress-test it. Thus when they are needed most, they fail
13:24:52  <planetmaker> A network should not fail hard when you overload it
13:24:54  <Ammler> breakdowns simply don't fit in our game style, I guess we have one game with breakdowns on
13:24:57  <planetmaker> it should fail graciously
13:25:11  <Afdal> loops work fine for me even in the highest traffic if I simply put proper priority on it
13:25:36  <Ammler> if you have breakdowns, that is all uselss isn't?
13:25:36  <Afdal> the priority I have on that example is just a quick fix, not intended for extreme traffic
13:25:50  <Afdal> It's still nice to optimize Ammler :3
13:27:01  <Afdal> problem with breakdowns on, that I'm sure you openttdcoopers would hate
13:27:09  <Afdal> Is you need really big structures for servicing
13:27:25  <Afdal> I don't mind them though
13:27:33  <planetmaker> the need for servicing is not that bad... but that breakdowns happen even with it
13:27:35  <Afdal> they're fun to make
13:27:36  <Ammler> no, the issue is also with perfect servicing
13:27:44  <Ammler> the trains still can break on the line
13:27:53  <Afdal> well yeah obviously breakdowns are part of the gameplay
13:27:55  <Afdal> with them on
13:27:58  <planetmaker> and breakdowns happen too often also for well-serviced vehicles
13:28:13  <planetmaker> how often does your car break down?
13:28:18  <Afdal> uh
13:28:24  <Afdal> depends on how well serviced
13:28:27  <Afdal> and the random reliability
13:28:49  <Afdal> If you use really long trains with breakdowns on it's hard to keep them serviced properly though
13:29:01  <Afdal> because servicing centers because really, really big
13:29:11  <Afdal> become*
13:29:23  <planetmaker> nah, their size is acceptable
13:29:28  <planetmaker> much smaller than stations
13:29:39  <Afdal> well
13:29:43  <Afdal> let me show you an example
13:29:50  <planetmaker> I built them ;-)
13:29:59  <Ammler> well, just service right after station, then you don't need additional accel space
13:30:03  <planetmaker> coop built them. in the refit games ;-)
13:30:15  <planetmaker> stations combined with train refit. Quite fun
13:31:09  <Ammler> if you would make breakdowns serious, you would need backup lines everywhere
13:31:13  <Afdal> http://gyazo.com/352937459182e623393f0f7e108038e5
13:31:17  <Afdal> that's for ten-tile trains
13:31:18  <Webster> Title: 352937459182e623393f0f7e108038e5.png (at gyazo.com)
13:31:25  <Afdal> about 75 tiles for the whole thing
13:31:49  <planetmaker> much too long
13:31:56  <Afdal> can't make it any smaller
13:32:11  <Afdal> That's I've found of
13:32:14  <Afdal> that*
13:32:21  <planetmaker> but depends on how well-powered your trains are. But I recon for 10TT you need 30 tiles. And a width of 2.5 tiles per track
13:32:48  <Afdal> well
13:33:00  <Afdal> gonna need an example of one of those...
13:33:12  <planetmaker> 10 tiles deceleration, 20 tiles acceleration. And service track immediately adjacent to ML track
13:33:25  <Ammler> or just add more engines until the length doesn't matter
13:33:31  <Afdal> that example I posted will never disrupt traffic
13:33:49  <planetmaker> proper priorities will make sure of that anyway
13:35:12  <Ammler> well, a train leaving the depot can disrupt
13:35:19  <Afdal> not the mainline
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15:01:10  <Dom_> !playercount
15:01:10  <PublicServer> Dom_: Number of players: 0 (0 spectators)
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17:33:27  <Tray> !password
17:33:27  <PublicServer> Tray: gouged
17:33:40  <PublicServer> *** Game still paused (number of players)
17:33:40  <PublicServer> *** Tray joined the game
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17:36:29  <BenJTotterdell> !password
17:36:29  <PublicServer> BenJTotterdell: gouged
17:36:42  <PublicServer> *** Game still paused (number of players)
17:36:42  <PublicServer> *** Game unpaused (number of players)
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17:36:54  <PublicServer> <Tray> good evening
17:36:56  *** Dom_ has quit IRC
17:36:57  <PublicServer> <BenTotterdell> evening
17:37:00  <PublicServer> <Tray> (or something)
17:37:10  *** Dom_ has joined #openttdcoop
17:41:48  <PublicServer> *** BenTotterdell has left the game (general timeout)
17:41:48  <PublicServer> *** BenTotterdell has left the game (connection lost)
17:41:48  <PublicServer> *** Game paused (number of players)
17:42:19  <BenJTotterdell> !password
17:42:19  <PublicServer> BenJTotterdell: gouged
17:42:26  <PublicServer> *** Game still paused (number of players)
17:42:26  <PublicServer> *** Game unpaused (number of players)
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17:47:48  <PublicServer> *** BenTotterdell has left the game (connection lost)
17:47:48  <PublicServer> *** Game paused (number of players)
17:48:10  <BenJTotterdell> virgin = rubbish internet
17:48:14  <BenJTotterdell> !password
17:48:14  <PublicServer> BenJTotterdell: climax
17:48:30  <PublicServer> *** Game still paused (number of players)
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17:57:04  <PublicServer> *** Game paused (number of players)
17:57:32  <BenJTotterdell> !password
17:57:32  <PublicServer> BenJTotterdell: climax
17:57:50  <PublicServer> *** Game still paused (number of players)
17:57:50  <PublicServer> *** Game unpaused (number of players)
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17:59:06  <PublicServer> *** Game paused (number of players)
17:59:22  * BenJTotterdell blames Richard Branson
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18:55:56  <V453000> !password
18:55:56  <PublicServer> V453000: whined
18:56:07  <PublicServer> *** Game still paused (number of players)
18:56:07  <PublicServer> *** Game unpaused (number of players)
18:56:07  <PublicServer> <V453000> hio
18:56:07  <PublicServer> *** V453000 joined the game
18:57:37  <PublicServer> <Tray> hi
19:13:27  <PublicServer> *** Tray has left the game (leaving)
19:13:27  <PublicServer> *** Game paused (number of players)
19:14:00  <V453000> cya :)
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21:48:21  <XeryusTC_> !dl
21:48:21  <PublicServer> XeryusTC_: !dl autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x
21:48:21  <PublicServer> XeryusTC_: http://www.openttd.org/en/download-trunk/r24578
21:48:26  <XeryusTC_> !dl autottd
21:48:26  <PublicServer> XeryusTC_: http://www.openttdcoop.org/wiki/AutoTTD
21:50:23  <XeryusTC_> !dl ottdau
21:50:23  <PublicServer> XeryusTC_: http://www.openttdcoop.org/winupdater
21:52:50  <XeryusTC_> argh, wobsite down?
21:53:40  <^Spike^> ....
21:57:02  <^Spike^> it shouldn't be
21:58:35  <^Spike^> i know it already
22:04:33  <^Spike^> xeryustc tou can try adding 12980 as port to the url
22:04:34  <^Spike^> wi
22:04:51  <^Spike^> will fix the general url aswell to work
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22:23:18  <PublicServer> *** Game still paused (number of players)
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22:24:07  <V> hi :)
22:24:09  <V> !password
22:24:09  <PublicServer> V: renege
22:24:20  <PublicServer> *** Game still paused (number of players)
22:24:20  <PublicServer> *** Game unpaused (number of players)
22:24:23  <PublicServer> *** V453000 joined the game
22:24:40  <PublicServer> <XeryusTC> hello V
22:24:50  <PublicServer> <XeryusTC> i'm on a laptop now :D
22:25:00  <PublicServer> <V453000> im not :)
22:25:07  <^Spike^> works again XeryusTC_
22:25:41  <V> blog looks dead though :(
22:25:44  <XeryusTC_> huzzah
22:25:57  <XeryusTC_> 3 hurrays for spike resurrecting stuff
22:26:00  *** XeryusTC_ is now known as XeryusTC
22:26:09  <XeryusTC> @op
22:26:19  <XeryusTC> @whoami
22:26:19  <Webster> XeryusTC: I don't recognize you.
22:26:35  <^Spike^> hmmmm
22:26:35  <XeryusTC> @whoami
22:26:35  <Webster> XeryusTC: I don't recognize you.
22:26:39  <XeryusTC> hmm
22:26:45  <XeryusTC> i forgot how webster works :(
22:26:47  *** XeryusTC has left #openttdcoop
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22:26:47  *** ChanServ sets mode: +o XeryusTC
22:26:53  <XeryusTC> @op
22:26:56  <XeryusTC> @whoami
22:26:56  <Webster> XeryusTC: I don't recognize you.
22:27:00  <XeryusTC> tssk
22:27:15  <V> webster is a lazy bastard
22:27:15  <XeryusTC> btw ^Spike^ , is the bnc stable again?
22:27:29  <V> I dont think it is :)
22:28:01  <^Spike^> bnc is on old server atm
22:28:36  <^Spike^> so that is stable moving some stuff back to see what happens
22:29:29  <XeryusTC> so
22:29:33  <XeryusTC> i´m back on the bnc :o
22:29:41  <XeryusTC> unless i already was on the bnc
22:29:45  <XeryusTC> which i might´ve been actually xD
22:30:09  <PublicServer> *** XeryusTC has left the game (leaving)
22:30:09  <PublicServer> *** Game paused (number of players)
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22:35:24  <^Spike^> v only blog right?
22:40:38  <V> I think so
22:40:54  <V> bnc somehow doesnt work for me either but idk :)
22:41:01  <V> if xeryus said he is on it..
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22:41:21  *** ChanServ sets mode: +o Phoenix_the_II
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22:43:20  <Jerik> !help
22:43:20  <PublicServer> Jerik: http://www.openttdcoop.org/wiki/IRC_Commands
22:43:33  <Jerik> !download
22:43:33  <PublicServer> Jerik: !download autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x
22:43:33  <PublicServer> Jerik: http://www.openttd.org/en/download-trunk/r24578
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23:26:09  <Jerik> !password
23:26:09  <PublicServer> Jerik: strife
23:32:20  <Jerik> I just downloaded the new version and there are apparently some grfs I need. Where can I find them?
23:33:35  <planetmaker> !grf
23:33:39  <planetmaker> !grfpack
23:33:46  <planetmaker> @grf
23:34:30  <planetmaker> http://wiki.openttdcoop.org/GRF @ Jerik - unless they all are available from online content
23:34:42  <planetmaker> @quickstart
23:34:43  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
23:35:17  <planetmaker> I just should have told you to read the quickstart... :S
23:35:21  <planetmaker> at least
23:35:51  <Jerik> Gotcha, thanks folks!
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