Log for #openttdcoop on 26th September 2014:
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00:17:08  *** LSky` has quit IRC
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02:18:42  <Saladan1> Hrm
02:18:58  <Saladan1> !password
02:18:58  <coopserver> Saladan1: mintop
02:19:12  <coopserver> *** Game still paused (connecting clients, number of players)
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02:19:18  <coopserver> *** Game unpaused (number of players)
02:21:23  <Saladan1> Is anyone else here?
02:23:18  *** Saladan1 is now known as Saladan0
02:23:30  <Saladan0> I think I learned alot this game, cant wait for the next one
02:23:41  <Saladan0> I might be able to contribute better
02:26:12  <coopserver> *** Saladan0 has left the game (Leaving)
02:26:13  <coopserver> *** Game paused (number of players)
02:26:19  <Sylf> hey
02:27:24  <Saladan0> So one thing I failed to ask since I didnt think it was important
02:27:33  <Saladan0> But what purpose do the "Lost trains" server?
02:27:35  <Saladan0> serve*
02:42:42  <Sylf> it demonstrates the importance of the little extra piece of rail
02:43:42  <Sylf> on the bottom example, there are no extra rail piece
02:44:04  <Sylf> so a lost train enters that station area, it heads for the station platform that's occupied
02:44:45  <Sylf> with the other two example, the lost train take the other platform, turns around, then finds its destination (the waypoint)
02:45:02  <Sylf> in the middle example, the extra rail is placed in front of the platform
02:45:17  <Sylf> in the upper example, the extra rail is placed behind the platform
02:48:15  <Sylf> it's important only when you're using the presignals at terminus station with X in front
03:37:13  <Saladan0> Ah thanks, I didnt realise it was an example. The way you guys made it sound was that by creating a lost train you somehow changed how all the other trains worked for some reason
03:38:58  *** o11c has quit IRC
03:44:21  <Saladan0> Cant wait for the next game
03:44:26  <Saladan0> Will it be sometime next week then?
03:49:52  <Hazzard_> !info
03:49:52  <coopserver> Hazzard_: #openttdcoop - Public Server (, Version: r26830, date: Dec 12 2439, map size: 256x512, address:
03:49:56  *** Hazzard_ is now known as Hazzard
03:49:56  <Sylf> I don't know
03:50:05  <Sylf> but I think we're pretty much done with this game
03:50:20  <Hazzard> Update the stage?
03:50:34  <Sylf> well
03:50:37  <Sylf> yeah
03:50:46  <Sylf> @stage finalize
03:50:46  *** Webster changes topic to "Cooperative OpenTTD | PSG287 (r26830) | STAGE: finalize | New players, use @quickstart and !help | | TS3:"
03:51:11  <Sylf> !password
03:51:11  <coopserver> Sylf: oilrig
03:51:14  <coopserver> *** Game still paused (connecting clients, number of players)
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03:52:53  <coopserver> *** Game paused (connecting clients)
03:53:11  <Saladan0> Ill see if I can make a plan on the next one
03:53:12  <coopserver> *** Hazzard has joined
03:53:13  <coopserver> *** Game unpaused (connecting clients)
03:53:16  <Saladan0> im curious to see what itll look like
03:53:47  <coopserver> <Sylf> save that energy for another game
03:54:16  <coopserver> <Sylf> we'll play a pre made game plan
03:54:23  <Saladan0> oh
03:54:24  <Saladan0> ok
03:54:33  <coopserver> <Hazzard> What's it gonna be?
03:54:43  <coopserver> <Sylf> he plan I submitted here
03:54:56  <coopserver> <Sylf> but with either 4 or 6 cargos
03:55:00  <coopserver> <Sylf> I haven't decided
03:55:42  <coopserver> <Sylf> another actic map, but no snow mod, and with grids
03:55:45  <Saladan0> Now when I make a mistake building something, Sylf is going to take it personally because its his plan :)
03:56:09  <coopserver> <Hazzard> Ooh SRNW
03:56:22  <coopserver> <Sylf> srnw with coal, oil, wood, wheat, livestock, gold
03:56:29  <coopserver> <Sylf> or optionally skip coal and gold
03:57:07  <Saladan0> Have you decided what track/engine you are going to run?
03:57:13  <coopserver> <Sylf> no
03:57:36  <coopserver> <Hazzard> This plan says the Duke Nut'em
03:57:44  <coopserver> <Sylf> yeah, it was for this map
03:58:14  <coopserver> <Sylf> we played with rail here, so perhaps monorail
03:58:40  <coopserver> <Sylf> ok
03:58:52  <coopserver> <Sylf> I need to mod my map to use the other bridge set
03:59:19  <coopserver> <Hazzard> Do you generate this current map?
03:59:29  <coopserver> <Sylf> no, Jam35 did
03:59:49  <coopserver> <Sylf> ohdamn
03:59:57  <coopserver> <Hazzard> I like the barrier islands and the separation between the islands
04:00:00  <coopserver> <Sylf> yolo is pretty much gone
04:00:23  <coopserver> <Hazzard> :S ?
04:00:56  <coopserver> <Sylf> the original yolo @ slh2
04:01:12  <coopserver> <Sylf> :/
04:01:18  <coopserver> <Sylf> some hack job 4th line
04:02:17  <coopserver> <Sylf> I built SLH 01 with steel tube bridges...
04:02:32  <coopserver> <Hazzard> Are you on another game or something? :S
04:03:02  <coopserver> <Sylf> I have 3 openttd window open, if that's what you're asking...
04:03:34  <coopserver> <Hazzard> Ok, because SLH02 doesn't have a 4th yet here
04:03:48  <coopserver> <Sylf> BBH1-BBH3 does
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04:05:30  <Sylf> !save
04:05:31  <coopserver> Saving map...
04:05:32  <coopserver> Map successfully saved to game.sav
04:05:55  <Sylf> !help
04:05:55  <coopserver> Sylf:
04:06:12  <Sylf> !transfer 287 game.sav
04:06:12  <coopserver> Sylf: Attempting to transfer game.sav
04:06:15  <coopserver> Transfer done. File now at
04:07:15  <Sylf> ugh
04:07:20  <Sylf> where did PSG 286 go?
04:08:00  <Sylf> so this was 286
04:08:13  <Sylf> !save
04:08:14  <coopserver> Saving map...
04:08:15  <coopserver> Map successfully saved to game.sav
04:08:22  <Sylf> !transfer 286 game.sav
04:08:22  <coopserver> Sylf: Attempting to transfer game.sav
04:08:23  <coopserver> Transfer done. File now at
04:08:50  <coopserver> *** Hazzard has left the game (Leaving)
04:25:48  <coopserver> *** Sylf has left the game (Leaving)
04:25:49  <coopserver> *** Game paused (number of players)
04:28:35  <Sylf> !pwd
04:28:39  <Sylf> !rcon pwd
04:28:40  <coopserver> /home/openttd/svn-publicserver/server/save/uploads/
04:28:50  <Sylf> !contentupdate
04:28:50  <coopserver> Sylf: Performing content update
04:28:51  <coopserver> Content server connection established
04:30:07  <coopserver> Content server connection closed
04:30:11  <Sylf> !content
04:30:12  <coopserver> Downloading 11 file(s) (121798472 bytes)
05:05:09  *** Hazzard has quit IRC
05:35:41  <Saladan0> Sylf, you spelt my name wrong on the archive page!
05:35:43  <Saladan0> How could you!
05:35:48  <Saladan0> After everything ive done for you
05:35:57  <Sylf> oh yeah
05:36:00  <Sylf> extra n
05:37:13  <Saladan0> Im going to take a look at the hall of fame and see if I can learn from anything
05:38:01  <Saladan0> Ooooh, the 5000 train one looks interesting
05:38:16  <V453000> Saladan0: you can fix wiki too :P
05:38:23  <V453000> that it does :P
05:39:10  <Saladan0> I guess if I register I can stop my name from being red too
05:39:19  <Saladan0> Ive always been hesitant to work on wikis
05:39:27  <Saladan0> afraid I might screw something up catastrophically
05:39:34  <Sylf> you don't have to register
05:39:43  <Sylf> you can just create a page of your own
05:40:10  <V453000> Saladan0: anything can be reverted :P fear notz
05:40:12  <Saladan0> Also this game save apparantlly is running a GRF I am unable to find and download
05:40:13  <Saladan0> hrm
05:41:05  <Sylf> which one?
05:41:27  <Saladan0> http://ottdc_grfpack/8_vehicles/origen
05:41:40  <Saladan0> Trying to find it online right now
05:41:41  <Sylf> did you download !grf
05:41:45  <Saladan0> !grf
05:41:45  <coopserver> Saladan0:
05:42:11  <Saladan0> Nope, I guess I missed that
05:42:14  <Saladan0> doing now
05:46:23  <Saladan0> So these are all GRF files, will they work if they arent TAR?
05:48:19  <V453000> just unzip the thing in your newgrf folder and it should work fine
05:48:22  <Saladan0> oh woops, I can download them all straight as a tar folder
05:49:09  <Saladan0> Oh that works too
05:49:10  <Saladan0> thanks
05:49:19  <argoneus> doesn't the game extract the tars anyway when starting up?
05:49:43  <Saladan0> wow
05:49:47  <Saladan0> I zoomed all the way out
05:49:54  <Saladan0> This map looks like a circuit board or something
05:50:12  <V453000> haha
05:50:22  <V453000> I spent months on that :)
05:50:43  <argoneus> V453000: is the map handcrafted?
05:52:19  <Sylf> I really didn't enjoy that game
05:52:27  <Sylf> too wtf
05:52:39  <Sylf> and just series of wtf size srnw
05:52:47  <Saladan0> Jesus, so these trains with like 50 cars each that dont go anywhere, are they like the worlds largest feeder trains or something?
05:53:09  <Sylf> the answer is srnw
05:53:23  <V453000> handcrafted?
05:53:29  <V453000> what do you want to handcraft on a flat map :D
05:53:44  <V453000> it is normally generated but the terraforming made small part of the original map remain probably
05:54:11  <Saladan0> Great
05:54:21  <Saladan0> A whole new level of stuff to make my head hurt
05:54:24  <Saladan0> More learning for me
05:54:59  <Sylf> don't try it at home
05:55:24  <Saladan0> Little trains up top going upwards of 3000km/h
05:55:26  <Sylf> you're risking your sanity
05:55:30  <Saladan0> For reasons I dont understand
05:56:38  <Saladan0> Jeez, maybe in another 6 years ill be good enough to check out the pro zone
05:56:46  <Saladan0> I think ill steer clear of it for now
05:57:04  <Sylf> just stay around for the next game
05:57:19  <Sylf> understand how srnw works, and you can get half of that game
05:57:29  <Sylf> the other half is the timed join
05:58:10  <Saladan0> I pressed the "send to depot" for all trains
05:58:15  <Saladan0> My game nearly crashed
05:58:24  <V453000> @pzg2014
05:58:29  <V453000> @pzg2013
05:58:30  <Webster> Dont Try This At Home: ProZone Game 2013 at #openttdcoop -
05:58:37  <V453000> you can read some shit and explanation there
05:58:59  <Saladan0> roger
06:02:11  <Saladan0> Id shoot myself if I had to manually select stations for 5000 trains
06:03:41  <V453000> well the srnw has other important reasons that it cant really jam the network here
06:03:51  <V453000> manually building the stations is still hell :P
06:06:45  <Saladan0> You ran 5000 trains at once and crashed 4 of them
06:06:47  <Saladan0> what a scrub
06:08:25  <Saladan0> Looks impressive, does anything challange you even remotely now?
06:08:51  <Saladan0> Seems that after dealing with that, everything else turns into cake by comparrison
06:09:16  <V453000> well why do you think I make newGRFs?
06:11:27  <Saladan0> I hope I dont miss out on all the starting action for the new game
06:30:09  <V453000> doesnt really matter
06:48:24  <argoneus> !status
06:48:24  <coopserver> argoneus: I am connected to oftc as coopserver.
06:48:28  <argoneus> er
06:48:28  <argoneus> !help
06:48:28  <coopserver> argoneus:
06:48:42  <argoneus> !info
06:48:42  <coopserver> argoneus: #openttdcoop - Public Server (, Version: r26830, date: Jun 19 2442, map size: 256x512, address:
06:49:01  <argoneus> errr
06:49:07  <argoneus> oh, it's in the topic
06:49:09  * argoneus facepalms
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08:09:51  <planetmaker> !revision
08:09:51  <coopserver> planetmaker: Game version is r26830. Use Download <os-version> to get a direct download link.
08:10:04  <planetmaker> hm, time for update. Along with some other maintenance
08:11:42  <planetmaker> !playercount
08:11:42  <coopserver> planetmaker: The server is empty, noone is connected. Feel free to remedy this situation
08:11:48  <planetmaker> !update
08:11:48  <coopserver> Starting update...
08:17:32  <coopserver> Game successfully updated
08:17:33  <coopserver> Game saved. Shutting down server to finish update. We'll be back shortly
08:17:35  <coopserver> Server Shutting down
08:17:36  <coopserver> Disconnected from #openttdcoop - Public Server (
08:18:17  <coopserver> Server is starting
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11:11:18  <argoneus> planetmaker: this update, does it build from source?
11:11:29  <planetmaker> yes
11:11:42  <argoneus> so it downloads latest nightly, builds it, and replaces binaries?
11:11:45  <argoneus> and then restarts server
11:12:00  <planetmaker> but can be configured to also download. But we don't have the X stuff installed, we need a headless server
11:12:14  <planetmaker> yes, it does that, indeed
11:12:29  <argoneus> oh
11:12:35  <argoneus> is it a shell script? or python/perl/w/e
11:12:37  <planetmaker> svn update; make bundle; cp bundle/* server; restart
11:12:52  <planetmaker> it's soap with OFS scripts
11:13:02  <planetmaker> python / bash
11:15:05  <planetmaker> !apconnect
11:15:05  <coopserver> Connecting...
11:15:06  <coopserver> Now playing on #openttdcoop - Public Server ( (Version r26920)
11:15:11  <argoneus> huh
11:15:13  <argoneus> these OFS
11:15:18  <argoneus> what exactly do they do?
11:15:30  <planetmaker> basically do whatI just quoted
11:15:44  <argoneus> isn't bash easier to use for that?
11:15:48  <planetmaker>
11:16:22  <planetmaker> and why bash when you're in python anyway?
11:18:06  <argoneus> hmm
11:18:24  <V453000> bashing people sounds more convenient than applying a python
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11:45:30  <argoneus> planetmaker: when the bot updates GRFs, is that doable via admin port or do you hook into the console and run content upgrade or w/e it is?
11:46:14  <planetmaker> I don't hook into the console at all
11:46:28  <planetmaker> V453000, a python can be pretty crushing ;)
11:46:41  <planetmaker> and it's more fun to watch than do the work yourself :P
11:46:45  <hylje_> they are constrictor snakes after all
11:46:53  <planetmaker> ^^
11:47:02  <argoneus> so you just rcon content upgrade
11:47:04  <argoneus> p much?
11:47:05  <hylje_> don't run they just want to hug
11:47:12  <planetmaker> argoneus, no. I use admin port
11:47:26  <planetmaker> everything done on irc goes via admin port.
11:47:45  <planetmaker> haha, hylje_ :)
11:47:50  <planetmaker> close hug
11:48:34  <argoneus> well
11:48:44  <planetmaker> the irc bot is on a different machine than the openttd server even
11:48:50  <argoneus> oh
11:49:08  <argoneus> wait
11:49:12  <^Spike^> V ty.... made my day with that comment... :)
11:49:12  <argoneus> how does the bot update the server then
11:49:19  <planetmaker> via admin port...
11:49:25  <^Spike^> specially after al the bashing that has been done to bash :)
11:49:27  <argoneus> I mean
11:49:29  <argoneus> make bundle etc
11:49:33  <planetmaker> the irc bot maintains a connection to our openttd server via its admin port
11:49:35  <argoneus> you can't do that via admin port can you?
11:49:53  <planetmaker> well, those are done via ssh calls
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12:24:42  <JohnK_> !svn
12:25:48  <JohnK_> !revision
12:25:48  <coopserver> JohnK_: Game version is r26920. Use Download <os-version> to get a direct download link.
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14:57:03  <Jack123610> ello jam
14:58:31  <Jack123610> Anyone?
15:01:51  <Jack123610> Anyone still alive?
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15:07:15  <Sylf> yes, hiL
15:07:17  <Sylf> hi?
15:08:32  <Jack123610> hi
15:09:08  <Jack123610> I just messing about with trains on a random server, they keep jamming but I got no idea what to do :P
15:29:13  <Jack123610> x-x forget planes, they keep crashing every time they land
15:29:20  <Jack123610> they never even made one trip and they died
15:30:48  <Sylf> You fly giant jets out of tiny airport, and that'll happen
15:31:23  <Sylf> commuter airports can only handle commuter planes
15:35:01  <Jack123610> oh...
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16:33:04  <Saladan0> RIP planes
16:36:01  <Sylf> !rcon load 1
16:36:02  <coopserver> 1: Not a savegame.
16:36:10  *** Sylf has left #openttdcoop
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16:36:16  *** ChanServ sets mode: +o Sylf
16:36:24  <Sylf> !rcon pwd
16:36:25  <coopserver> /home/openttd/svn-publicserver/server/save/
16:36:31  <Sylf> !rcon cd uploads
16:36:39  <Sylf> !info
16:36:39  <coopserver> Sylf: #openttdcoop - Public Server (, Version: r26920, date: Jun 19 2442, map size: 256x512, address:
16:36:50  *** Sylf changes topic to "Cooperative OpenTTD | PSG287 (r26920) | STAGE: planning | New players, use @quickstart and !help | | TS3:"
16:36:56  <Sylf> !rcon load 1
16:36:57  <coopserver> Starting new game
16:36:58  <coopserver> Now playing on #openttdcoop - Public Server ( (Version r26920)
16:36:59  <coopserver> *** Game still paused (manual, number of players)
16:37:05  <Sylf> !dl
16:37:05  <coopserver> Sylf: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
16:37:06  <coopserver> Sylf:
16:37:32  <Sylf> !password
16:37:32  <coopserver> Sylf: printf
16:37:36  <coopserver> *** Game still paused (manual, connecting clients, number of players)
16:37:38  <coopserver> *** Sylf has joined
16:37:39  <coopserver> *** Game still paused (manual, number of players)
16:37:44  <coopserver> *** Sylf has joined company #1
16:39:20  <Sylf> !unpause
16:39:21  <coopserver> *** Game still paused (manual)
16:39:22  <coopserver> *** Game unpaused (manual)
16:39:55  <coopserver> *** Sylf has left the game (Leaving)
16:40:47  <Sylf> !rcon load 1
16:40:48  <coopserver> Starting new game
16:40:49  <coopserver> Now playing on #openttdcoop - Public Server ( (Version r26920)
16:40:50  <coopserver> *** Game still paused (manual, number of players)
16:40:58  <coopserver> *** Game still paused (manual, connecting clients, number of players)
16:41:01  <coopserver> *** Sylf has joined
16:41:02  <coopserver> *** Game still paused (manual, number of players)
16:41:47  <Sylf> !unpause
16:41:48  <coopserver> *** Game still paused (manual)
16:41:49  <coopserver> *** Game unpaused (manual)
16:45:52  <Jack123610> oh is server not on latest version D;
16:46:21  <Sylf> which latest version?
16:48:42  <Sylf> this server never uses the "stable" version like 1.4.3
16:53:25  <Sylf> !auto
16:53:26  <coopserver> *** Game paused (number of players)
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16:53:46  *** Sylf changes topic to "Cooperative OpenTTD | PSG287 (r26920) | STAGE: building | New players, use @quickstart and !help | | TS3:"
16:54:58  <Jack123610> There is version 1.4.3-RC2
16:55:13  <Sylf> that's already out of date
16:55:24  <Sylf> use 1.4.3
16:55:29  <Jack123610> oh really?
16:55:29  <Sylf> RC = release candidate
16:55:45  <Sylf> but this server uses the cutting edge nightly builds
16:55:47  <Maraxus> !password
16:55:47  <coopserver> Maraxus: plenty
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16:56:02  <Sylf> but not updated daily
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17:00:43  <Jack123610> do does 1.4.3 have everything from RC-2?
17:02:40  <Sylf> yes
17:02:57  <Sylf> as far as I know, they're identical except for the version number
17:04:38  <Jack123610> ah ok
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17:14:22  <Saladan0> !passwor
17:14:25  <Saladan0> !password
17:14:25  <coopserver> Saladan0: colpos
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17:16:08  <coopserver> <Saladan0> x6 SRNW
17:16:11  <coopserver> <Saladan0> Terrifying
17:22:31  <JohnK_> !password
17:22:31  <coopserver> JohnK_: malloc
17:22:53  <Saladan0> I dont think there is anyway that I can get anything started
17:23:09  <Saladan0> Ill wait till you pros begin the process of the network plan, and assist when I can
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17:31:53  <Sylf> at least start reading some stuff about srnw
17:31:55  <Sylf> @SRNW
17:31:55  <Webster> srnw: Self-regulating Network, see also:
17:32:40  <Sylf> @ABR9
17:32:44  <Sylf> @ABR09
17:32:45  <Webster> Advanced Building Revue 09: Self Regulating Stations at #openttdcoop -
17:34:00  <Sylf> @ABR13
17:34:06  <Sylf> D:
17:34:56  <Sylf>
17:41:23  <Saladan0> so if I understand this right, the point of an SRNW is to be able to build a train, send it on its way, and have it perform all the tasks that you need it to do without actually ordering it to do those things?
17:41:54  <Sylf> not quite.
17:42:04  <Sylf> the point of srnw to have all mainline trains have shared orders
17:42:18  <Sylf> single order takes care of transport need for all stations
17:43:18  <Saladan0> Okay, and the difficulty comes in being able to make it so the coal trains dont go to the gold drop stations, and vice versa?
17:43:23  <Sylf> When we have 100+ stations, it's not practical to make an order set that's so long (and we will hit the 255 line order limit)
17:43:37  <Sylf> no
17:43:51  <Sylf> those are strictly controlled via orders
17:44:10  <Sylf> it's all about knowing how path finding works
17:44:34  <Saladan0> Ok, you lost me then. If each type of train has its own seperate orders, whats the point of having shared orders then?
17:44:40  <Sylf> Let me grab lunch quickly, then I can show you
17:44:44  <Saladan0> ok
17:44:45  <Saladan0> no rush
17:45:13  <Sylf> they refit from one cargo type to another when they could not find any station within that region
17:46:28  <Saladan0> Oh ok, so they search for an avaliable station to go too, and if they arent fitted for that specific station, they will go refit prior to going into it
17:46:49  <Saladan0> Is the train AI smart enough to not all try and refit to one type of station and creating one giant jam?
17:48:06  <Sylf> no
17:48:11  <Sylf> trains are extremely dumb
17:48:32  <Sylf> but we control them so they will act in orderly manner
17:48:42  <Saladan0> I guess all you need to be a train conductor is a GED
17:48:57  <Saladan0> and no sense of awareness
17:49:51  <Sylf> !password
17:49:51  <coopserver> Sylf: humans
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17:50:00  <Saladan0> I guess Ill have to see a few of them in motion. Taking a look at the example on the SRNW page, it looks like you control where the trains go by waypoint, and itll go to any avaliable station in its path
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17:50:44  <Sylf> waypoints have different use depending on SRNW design
17:51:11  <Saladan0> What im not grasping is that if you are going to create orders via waypoints, how that doesnt tie a train to a specific few number of stations
17:51:22  <Saladan0> and how its avaliable to go to any other station via refit
17:52:48  <Sylf> trains should hardly ever go to refit
17:52:54  <Sylf> most trains should stay within the region
17:53:15  <Sylf> only when they didn't find any station that needed service, they go to overflow.
17:53:48  <Sylf> The order tells the train that if they've hit the overflow, refit themselves to the next cargo type and look for a station that needs a service
17:54:42  <Sylf> @calc 512/3
17:54:42  <Webster> Sylf: 170.666666667
17:56:07  <Saladan0> ok, that makes sense. But lets say a gold train comes and drops off its cargo. How does it know to go back to a gold pickup without orders? Once its back on the ML, itll just keep going in circles. Is there a vague order that says "Once empty, go to a pickup station of the same type of cargo of the cars you are pulling"?
17:57:37  <Sylf> This is how the order will look like
17:57:54  <Sylf> 1. Go via load check
17:58:08  <Sylf> 2. If load % is 0, go to overflow
17:58:28  <Sylf> 3. Go non-stop to drop station, unload and leave empty
17:58:38  <Sylf> 4. Goto order #1
17:58:50  <Sylf> 5. overflow.  refit to next cargo
17:59:17  <Saladan0> Wiki isnt saying anything. What exactly is a laod check?
17:59:25  <Saladan0> load check*
17:59:41  <Sylf> @calc 480/3
17:59:41  <Webster> Sylf: 160
17:59:58  <Sylf> it's a conditional order
18:00:40  <Sylf> oh, and also uses a waypoint
18:01:03  <Sylf> when the train reaches the waypoint, it goes to the if-then-else state
18:09:39  <Jam35> !dl
18:09:39  <coopserver> Jam35: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
18:09:40  <coopserver> Jam35:
18:12:13  <Jam35> !password
18:12:13  <coopserver> Jam35: coming
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18:14:26  <coopserver> <Jam35> where's the drop?
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18:39:17  <coopserver> <John> @@clcalc monorail tilt 302
18:39:18  <Webster> coopserver: (clcalc <railtype> [<tilt>] <cl|km/h>) -- For a number <30 this calculates the speed for <cl> on <railtype>. For any other numbers, this calculates the CL required for <railtype> travelling at <km/h>, assuming TL is small enough. [<tilt>] will apply tilt bonuses to the calculation.
18:39:35  <coopserver> <Sylf> use ()
18:39:46  <coopserver> <Sylf> @@(clcalc monorail tilt 302)
18:39:47  <Webster> coopserver: Required CL for monorail at 302km/h, with tilt bonus, is 4 (6 half tiles) or TL
18:40:36  <coopserver> <John> thanks.. so CL3?
18:41:18  <coopserver> <Sylf> yes
18:53:49  <coopserver> <Sylf> there, that's the complete structure for the coal loop
18:54:05  <coopserver> <Sylf> minus any refit stuff
18:55:45  <coopserver> <John> i see.. where do primaries go?
18:56:32  <coopserver> <Sylf> you take the coal mines within the coal region and drop coal at the coal drop
18:56:46  <coopserver> <Sylf> you don't touch any coal mines in other regions
18:57:02  <coopserver> <Sylf> same with 5 other cargos
18:57:12  <coopserver> <Sylf> and we don't touch secondaries
18:58:21  <coopserver> <Jam35> I was thinking it was one drop station
18:58:26  <coopserver> <Jam35> works
18:59:11  <coopserver> <Sylf> to me, it's a very simple set up
19:00:46  <coopserver> <John> I mean how/where do we build SL/attach primaries whitin a region
19:02:02  <coopserver> <Sylf> I don't know what to say, except... where it makes sense
19:02:34  <coopserver> <Sylf> that gold region sure has lots of water...
19:05:10  <coopserver> <Jam35> I think John means where do you join the SL from the empty loop?
19:05:36  <coopserver> <Jam35> anywhere
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19:11:06  <coopserver> <Sylf> there, that's one example set up
19:12:51  <coopserver> <Jam35> we should rename SLH Coal 01 or whatever
19:13:03  <coopserver> <Jam35> could get quite numerous
19:13:04  <coopserver> <Sylf> I've thought about that too
19:13:08  <coopserver> <Sylf> yes
19:15:10  <coopserver> <Sylf> hmm
19:15:15  <coopserver> <Sylf> I need a faster not gate
19:20:19  <coopserver> <Sylf> I suppose a power station would help at the drop...
19:20:29  <coopserver> <Jam35> meh :)
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20:03:32  <zerpa> !password
20:03:32  <coopserver> zerpa: pauses
20:03:41  <coopserver> *** Game paused (connecting clients)
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20:03:51  <coopserver> <Sylf> hi
20:04:02  <coopserver> <zerpa> Helloes
20:06:55  <coopserver> *** Sylf has joined company #1
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20:15:19  <coopserver> <Jam35> injection?
20:15:35  <coopserver> <Sylf> use the wheat->coal refit
20:16:04  <coopserver> <Jam35> will coal be first loop?
20:16:20  <coopserver> <Sylf> yeah
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20:20:14  <happy__> !players
20:20:14  <coopserver> happy__: There are currently 3 players and 1 spectators, making a total of 4 clients connected
20:20:22  <happy__> hi all
20:20:40  <coopserver> <Sylf> hi
20:21:23  <coopserver> <Jam35> hi
20:22:27  <happy__> how things  going
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20:26:43  <Hazzard> !password
20:26:43  <coopserver> Hazzard: lastly
20:27:21  <Hazzard> !download win64
20:27:21  <coopserver> Hazzard:
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20:29:14  <coopserver> <Sylf> temp overflow set
20:29:24  <coopserver> *** Game paused (connecting clients)
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20:29:36  <coopserver> <Hazzard> Hey
20:29:39  <coopserver> <Sylf> hi
20:29:41  <coopserver> <Jam35> elo
20:29:48  <coopserver> <John> hi
20:30:09  <coopserver> <Hazzard> what the fsadfkajsfklajsdkfja\
20:30:17  <coopserver> <Hazzard> Why is there an outside world?
20:31:37  <coopserver> <Hazzard> I'm not the only one seeing this, right?
20:31:55  <coopserver> <Sylf> not sure
20:32:00  <coopserver> <Sylf> what do you see?
20:32:12  <coopserver> <Hazzard> Brown ground as far as the eye can see
20:32:23  <coopserver> <Hazzard> outside the map
20:32:34  <coopserver> <John> nope, I see it too
20:32:39  <happy__> hi  hazzard
20:32:39  <coopserver> <Sylf> I don't see it
20:32:49  <coopserver> <Sylf> brb then
20:32:51  <coopserver> *** Sylf has left the game (Leaving)
20:33:09  <Sylf> !password
20:33:09  <coopserver> Sylf: mostly
20:33:11  <coopserver> *** Game paused (connecting clients)
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20:33:23  <coopserver> <Sylf> so it's opengfx
20:33:36  <coopserver> <Sylf> this is like uber wierd
20:33:45  <coopserver> <Hazzard> (yuck!)
20:33:53  <coopserver> *** Sylf has left the game (Leaving)
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20:35:35  <coopserver> <Hazzard> This is really bothering me
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20:37:17  <Sylf>
20:37:27  <Sylf> not sure if that'll fix or not, but it's worth a try
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20:38:43  <coopserver> <Jam35> John
20:38:52  <coopserver> <John> yeah?
20:38:54  <coopserver> *** Game paused (connecting clients)
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20:39:05  <coopserver> <John> trying to figure out the not gate .. :)
20:39:10  <coopserver> <Jam35> :)
20:39:12  <coopserver> <Sylf> yup, you should try out the nightly opengfx
20:39:24  <coopserver> <Jam35> logic trains don't clear the exit signal
20:39:32  <coopserver> <Jam35> change the entry signal on the loop
20:39:54  <Hazzard> !password
20:39:54  <coopserver> Hazzard: mostly
20:40:00  <coopserver> *** Game paused (connecting clients)
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20:40:14  <coopserver> <Hazzard> Oh, good
20:40:26  <coopserver> <Hazzard> The one I had before was from 2012
20:40:55  <coopserver> <Hazzard> not sure where that's actually stored
20:41:17  <coopserver> <Jam35> looks functional
20:41:37  <coopserver> <John> yup, and makes my eyes hurt
20:41:38  <coopserver> <Sylf> the not gate I used and not gate Jam35 used are different
20:41:50  <coopserver> <Hazzard> ?
20:41:53  <coopserver> <Jam35> waypoint isn;t needed here
20:42:02  <coopserver> <Jam35> but it doesn't hurt
20:42:09  <coopserver> <Sylf> the one I used requires 1 train, requires a waypoint, but not 100% accurate
20:42:26  <coopserver> <Hazzard> Never seen that before
20:42:41  <coopserver> <Sylf> the one Jam35 built and I fixed requires 2 trains, doesn't require WP, and always 100% accurate
20:43:23  <coopserver> <Hazzard> When did you make this?
20:43:24  <coopserver> <Jam35> fixed? :)
20:43:45  <coopserver> <Sylf> make this map?
20:43:51  <coopserver> <Hazzard> This not gate?
20:43:53  <coopserver> <Hazzard> .
20:44:04  <coopserver> <Sylf> it's a copy from coop blog
20:44:28  <Sylf>
20:45:41  <Sylf> hmm
20:45:48  <Sylf> I should try out mfb's not gate too
20:45:48  <coopserver> <Hazzard> I've never really seen it before now
20:50:39  <coopserver> <Hazzard> That train didn't go to Truntburg woods
20:50:43  <coopserver> <John> yes
20:50:46  <coopserver> <John> I see
20:51:02  <coopserver> <Hazzard> Oh
20:51:26  <coopserver> <John> why?
20:51:43  <coopserver> <Hazzard> I guess they want to go to the next loop in the network
20:51:55  <coopserver> <Hazzard> I don't really understand the plan yet
21:04:19  <coopserver> *** John has left the game (general timeout)
21:05:03  <coopserver> <Hazzard> How do we add more trains?
21:05:36  <coopserver> <Sylf> copy the ML trains at one of the refit stations
21:05:53  <JohnK_> !password
21:05:53  <coopserver> JohnK_: digest
21:06:04  <coopserver> *** Game paused (connecting clients)
21:06:06  <coopserver> *** John has joined
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21:07:29  <planetmaker> rcon desync_debug
21:07:33  <planetmaker> !rcon desync_debug
21:07:34  <coopserver> ERROR: command not found
21:07:47  <planetmaker> !rcon debug_level
21:07:48  <coopserver> Current debug-level: 'driver=0, grf=0, map=0, misc=0, net=6, sprite=0, oldloader=0, npf=0, yapf=0, freetype=0, script=0, sl=0, gamelog=0, desync=0, console=0'
21:14:03  <coopserver> <Sylf> why that not gate works at Hadworth Woods...
21:14:08  <coopserver> <Hazzard> ...
21:14:12  <coopserver> <Sylf> so weird to see
21:14:13  <coopserver> <Hazzard> I'm watching it now
21:15:19  <coopserver> <Sylf> time to experiment more
21:15:43  <coopserver> <Hazzard> I assume if the logic train was slower it wouldn't work?
21:16:48  <coopserver> <Sylf> no it wouldnt
21:17:33  <coopserver> <Sylf> it really does its job
21:18:01  <coopserver> <Hazzard> it doesn't work slower ...
21:18:18  <coopserver> <Hazzard> I think this is a bug
21:21:07  <Saladan0> !password
21:21:07  <coopserver> Saladan0: basing
21:21:10  <Jam35> !rcon set yapf.rail_pbs_signal_back_penalty
21:21:11  <coopserver> Current value for 'yapf.rail_pbs_signal_back_penalty' is: '1500' (min: 0, max: 1000000)
21:21:12  <coopserver> *** Game paused (connecting clients)
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21:21:44  <Jam35> maybe we should raise that^
21:22:01  <coopserver> <Saladan0> Those train conductors must be dizzy
21:22:13  <Jam35> SLH coal 03 penalty is silly
21:22:33  <Jam35> or 05
21:22:38  <coopserver> <Sylf> wait... those are manned engines?
21:22:48  <coopserver> <Saladan0> I have no idea
21:22:54  <coopserver> <Saladan0> I guess it IS 2113
21:23:25  <coopserver> *** zerpa has left the game (connection lost)
21:23:45  <Jam35> Sylf
21:23:50  <Jam35> pbs back penalty
21:24:00  <Jam35> raise y/n? ;)
21:24:04  <Sylf> sure
21:24:13  <Sylf> but we can also use pf traps too
21:25:26  <coopserver> <Saladan0> Im looking at the SRNW, whats the type of network you guys are doing to get the tornado trains?
21:25:27  <coopserver> <Jam35> I'll leave it up to the builder(s)
21:25:41  <coopserver> <Jam35> If they like 5-8 back pbs or not
21:25:45  <coopserver> <Saladan0> That way I can teach myself have to build one
21:27:57  <coopserver> <Sylf> those tornado trains are actually optional
21:28:11  <coopserver> <Sylf> if you look at Minburg Woods
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21:29:31  <coopserver> <Saladan0> So its a timing thing then?
21:29:45  <coopserver> <Sylf> it's a flow control
21:29:51  <coopserver> <Saladan0> Is it to regulate the amount of trains joining the ML at any given time?
21:30:08  <coopserver> <Sylf> let the trains sit at the station entrance until there's enough cargo for a full train load is ready
21:30:37  <coopserver> <Saladan0> Ah, what I dont get though is the signal prior to the splitoff towards the station is red
21:30:42  <coopserver> <Saladan0> Up until a train is right on it
21:30:47  <coopserver> <Saladan0> hen it goes green for a split second
21:30:50  <coopserver> <Saladan0> then back to red again
21:31:07  <coopserver> <Saladan0> It looks like the train comming onto the signal is tripping it
21:31:12  <coopserver> <Sylf> which one are you looking at?
21:31:31  <coopserver> <Saladan0> Minburg woods, right about the pf trap /sylf sign
21:31:53  <coopserver> <Saladan0> Its red right now right up until a train passes it, which it goes green
21:32:14  <coopserver> <Sylf> oh the path signals
21:32:18  <coopserver> <Sylf> those are different
21:32:22  <coopserver> <Hazzard> The dummy train reserves the tracks in front of the trains, stopping them
21:32:31  <coopserver> <Hazzard> then when it turns around it stops reserving those tracks
21:32:42  <coopserver> <Saladan0> But it doesnt stop them, the train seems to just go through it non stop
21:32:59  <coopserver> <Hazzard> hmm
21:33:03  <coopserver> <Hazzard> probably broken
21:33:10  <coopserver> <Hazzard> there aren't any trains cioming to test it
21:33:23  <coopserver> <Saladan0> Does it check the tracks in front it right as the train goes past, and then goes green if it sees that the tracks are clear?
21:33:50  <Sylf> @quickstart
21:33:51  <Webster> Quickstart - #openttdcoop Wiki -
21:34:12  <coopserver> <Saladan0> Im just wondering why it doesnt default to green when the path is clear
21:34:15  <Sylf> Do you have all the optional client settings set on that page?
21:34:28  <coopserver> <Saladan0> Uh, let me check
21:34:31  <coopserver> <Hazzard> That's just how PBS works
21:34:38  <Sylf> the Show Path Reservation for tracks is VERY handy
21:34:49  <Saladan0> I have that one setup
21:34:59  <Saladan0> I just didnt know PBS defaults to red until a train is right on it
21:35:09  <Saladan0> I thought it defaulted to green unless the paths were taken
21:35:12  <coopserver> <Sylf> that's just matter of graphics
21:35:22  <coopserver> <Sylf> don't look at PBS as red and green
21:35:36  <coopserver> <Sylf> hey only check if there's a path available to that train or not
21:35:47  <coopserver> <Saladan0> Alrighty then, my bad
21:35:51  <coopserver> <Sylf> if yes, the signal lets the train pass
21:36:23  <coopserver> <Sylf> so PBS is a very different beast from block signals
21:37:17  <coopserver> <John> trains,  why you not go through my station? I even have a trap for you...
21:38:17  <coopserver> <Hazzard> We could put a reverser before the waypoint
21:38:40  <coopserver> <Sylf> that'll break the path finders
21:38:54  <coopserver> <Saladan0> Is there anything simple by comparison right now that I can assist with?
21:39:15  <coopserver> <Sylf> yeah, build the 4 other drop stations?
21:39:33  <coopserver> <Hazzard> I mean before the load check wp on the line to the next section
21:39:34  <coopserver> <Saladan0> Do they need their own SNRWs?
21:39:44  <coopserver> <Saladan0> Because if so, I might be a bit
21:39:57  <coopserver> <Sylf> look at the coal and wood drop stations
21:40:03  <coopserver> <Sylf> they're very normal stations
21:40:14  <coopserver> <Sylf> no need to connect to the rest of the stuff
21:41:57  <coopserver> <Saladan0> 14 length 3 stations then
21:42:04  <coopserver> <Saladan0> Would you prefer terminus or roro?
21:42:46  <coopserver> <Sylf> either way
21:42:49  <coopserver> <Sylf> I built one each
21:42:52  <coopserver> <Saladan0> kk, just making sure
21:46:01  <coopserver> <Sylf> there you go
21:46:05  <coopserver> <Sylf> Nundhattan Valley works
21:46:11  <coopserver> <John> so, closer to hub
21:46:16  <coopserver> <John> ok
21:46:19  <coopserver> <Saladan0> The oil drop refinery is gone :<
21:46:29  <coopserver> <Sylf> we can always fund industries
21:50:52  <coopserver> *** Hazzard has left the game (Leaving)
21:51:50  <coopserver> <John> another problem.. the trains don't stop to load @ Nundhattan
21:55:43  <coopserver> *** Jam35 has left the game (Leaving)
21:58:27  <coopserver> <Saladan0> stupid local authority
22:02:01  <coopserver> <Sylf> Saladan, it's ok to copy, but check the signals I used
22:02:36  <coopserver> <Sylf> that design doesn't work well with presignals
22:05:08  <coopserver> <John> sylf?
22:05:40  <coopserver> <Sylf> check the train orders
22:05:50  <coopserver> *** Saladan0 has left the game (Leaving)
22:05:51  <coopserver> <Sylf> make sure their next order is Wood load check wp
22:06:04  <coopserver> <John> yeah that problem I solved
22:06:25  <coopserver> <John> too big a penalty caused the refit trains go through station
22:06:30  <coopserver> <John> but this is another problem
22:06:40  <coopserver> <John> :) - SLH wood 05
22:07:17  <coopserver> <Sylf> PBS and 2way eol doen't mix
22:57:27  <happy__> how things going
22:58:04  <happy__> how the net werk going
23:00:33  <coopserver> <Sylf> it's ok so far
23:01:37  <happy__> i like to help but  not good a nufe to play  yet
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23:04:25  <happy__> eney way gn all
23:04:45  <coopserver> <John> night happy
23:05:00  <happy__> have fun
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23:36:57  <o11c> !password
23:36:57  <coopserver> o11c: reinit
23:39:11  <o11c> um
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23:52:16  <o11c> okay, managed to get the nightly version of opengfx to make the one error go away ...
23:52:40  <o11c> but now why won't it let me download the missing GRFs from bananas?
23:52:48  <coopserver> <Sylf> which one?
23:53:10  <o11c> New bridges v0.41
23:53:18  <Sylf> !grf
23:53:18  <coopserver> Sylf:
23:53:25  <Sylf> get that pack
23:53:36  <o11c> and just *why* is this not in bananas?
23:53:49  <coopserver> <Sylf> because the author never put it on bananas
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