Log for #openttdcoop on 29th September 2014:
Times are UTC Toggle Colours
00:23:22  <coopserver> <Sylf> :D  you built a carry
00:23:38  <coopserver> <Hazzard> yup
00:29:33  <coopserver> <Sylf> after all these time, Chitfield Woods is holding up better than the flip-flop
00:30:26  <coopserver> <Hazzard> hmm
00:31:36  <coopserver> <Hazzard> I don't see why your flip-flop broke
00:31:47  <coopserver> <Sylf> still not sure
00:34:43  <coopserver> <Sylf> I'm happy with its throughput
00:38:40  <coopserver> <Sylf> I do  see a possible solution
00:38:57  <coopserver> <Hazzard> ?
00:39:17  <coopserver> <Sylf> the problem is that the not gate stops for too long
00:39:49  <coopserver> <Sylf> with my 3 not gate station, the ML trains are deliberately slowed using the bridge
00:40:09  <coopserver> <Hazzard> if you don't slow them down then it should work?
00:40:30  <coopserver> <Sylf> I need to make the flip flop checking signal block shorter
00:40:37  <coopserver> <Sylf> and place it where trains don't slow down
00:41:51  <coopserver> <Sylf> but then, why did Chuntborough break...
00:42:25  <coopserver> <Sylf> that's the ideal short signal block, trains-dont-slow-down design
00:42:55  <coopserver> <Sylf> oh, I was missing an entry signal on the feeder line
00:42:56  <coopserver> <Hazzard> The trains actually ARE going slower because of acceleration :S
00:43:01  <coopserver> <Hazzard> oh
00:43:03  <coopserver> <Hazzard> or that
00:58:14  <Saladan0> Hey, got a question on cargo. Lets say you have a station at an industry that takes one item and turns it into another. And because of an errant train, the stuff thats being made ends up being deposited in the station thats recieving the original cargo instead of its own station
00:58:33  <Saladan0> Is there a way to stop an industry from depositing its stuff into a station?
00:58:51  <coopserver> <Sylf> use the nightly build from recent days
00:58:59  <coopserver> <Sylf> stop servicing that cargo
00:59:13  <coopserver> <Sylf> in a few game months, that station will stop collecting the unwanted cargo.
00:59:32  <coopserver> <Sylf> With 1.4.3 and earlier, you need to destroy the station with error and replace it with new one
01:04:21  <Saladan0> Thanks, I was hoping that would happen
01:04:24  <Saladan0> Didnt want to have to delete
01:04:43  <Saladan0> It looks like the cargo awaiting in the bad station is either dissapearing, or its auto transferring to the correct station
01:04:53  <Saladan0> Either way, it seems that it is fixed
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01:18:13  <o11c> Saladan0: destroying the station, you just need to open a list of all the trains from that station and change their orders one by one
01:18:53  <o11c> Saladan0: note that, if you're doing expansion and in the early days you want to only have one station, you *can* just make the original station be the pickup station and make a new station for drops
01:19:09  <Saladan0> Thats a good point
01:19:13  <Saladan0> I should have switched it around
01:24:08  *** luaduck is now known as luaduck_zzz
01:27:24  <Djanxy> !password
01:27:24  <coopserver> Djanxy: messed
01:27:47  <coopserver> *** Game paused (connecting clients)
01:27:49  <coopserver> *** Djanxy has joined
01:27:50  <coopserver> *** Game unpaused (connecting clients)
01:39:01  <Hazzard> !info
01:39:01  <coopserver> Hazzard: #openttdcoop - Public Server (, Version: r26920, date: Jul 06 2202, clients connected: 4, map size: 512x512, address:
01:39:10  <Hazzard> !password
01:39:10  <coopserver> Hazzard: uppder
01:39:24  <Hazzard> !players
01:39:24  <coopserver> Hazzard: There are currently 2 players and 2 spectators, making a total of 4 clients connected
01:39:33  <Hazzard> Sylf, you there?
01:39:36  <Sylf> no
01:39:46  <Djanxy> !password
01:39:46  <coopserver> Djanxy: uppder
01:39:56  <Hazzard> I think it froze
01:40:15  <Djanxy> mm
01:40:20  <Hazzard> /crashed
01:40:43  <Sylf> !save
01:43:37  <Sylf> I can restart the game and lose the last 8 minutes of work
01:43:48  <Hazzard> That's fine with me
01:44:27  <Sylf> !restart
01:44:27  <coopserver> Sorry, still processing previous rcon command
01:46:22  <coopserver> Disconnected from #openttdcoop - Public Server (
01:46:23  <coopserver> Attempting to reconnect...
01:46:24  <coopserver> Connection failed
01:46:32  <Sylf> !start
01:46:46  <coopserver> Server is starting...
01:47:03  <Sylf> !apconnect
01:47:03  <coopserver> Connecting...
01:47:04  <coopserver> Connection failed
01:47:31  <Sylf> !apconnect
01:47:31  <coopserver> Connecting...
01:47:32  <coopserver> Now playing on #openttdcoop - Public Server ( (Version r26920)
01:47:40  <Hazzard> !password
01:47:40  <coopserver> Hazzard: packed
01:47:49  <coopserver> *** Game still paused (connecting clients, number of players)
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01:56:56  <coopserver> <Hazzard> I think I'll try to do the counter thing
01:58:40  <coopserver> <Sylf> I've made some change to my flip flop station
01:58:46  <coopserver> <Sylf> hopefully it'll work better
01:59:33  <scshunt> hmm
01:59:55  <scshunt> random idea: a game where every MS/SLH has flip-flops to the merges, so that trains are always distributed evenly
02:00:02  <scshunt> BBHs never have choice
02:02:06  <coopserver> <Sylf> we can always test on welcome server on smaller scale
02:02:20  <coopserver> <Sylf> then expand on the idea here
02:02:39  <scshunt> actually drops shouldn't need choice either if they keep the lines separate
02:03:58  <coopserver> <Sylf> actually, flip flops would fail if we use at merges
02:04:33  <coopserver> <Hazzard> hmm yeah
02:04:44  <coopserver> <Hazzard> If it was unbalanced
02:04:50  <coopserver> <Sylf> also, 3-way and 4-way flip flops gets really large
02:05:16  <scshunt> why would they fail at merges?
02:05:56  <coopserver> <Sylf> the SL has less prio
02:06:09  <coopserver> <Sylf> so it's likely that both waiting bays get occupied at the same time
02:06:16  <coopserver> <Sylf> and the flip flop stop at that point
03:28:32  <coopserver> *** Hazzard has left the game (Leaving)
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03:35:06  <ATS_> hi is anyone here?
03:35:14  <Hazzard> Hello
03:35:23  * ATS_ slaps efess around a bit with a large fishbot
03:35:39  <ATS_> hello? is anyone here?
03:36:23  <ATS_> hi, i'm on the teamspeak server at opentttdcoop and i'm a long time TTD player and i just downloaded OpenTTD and want to get back into it so i found this IRC channel
03:36:40  <ATS_> i found this through reddit
03:37:01  <ATS_> are you guys playing?
03:37:20  <Hazzard> yeah
03:37:22  <Hazzard> @quickstart
03:37:23  <Webster> Quickstart - #openttdcoop Wiki -
03:37:31  <Hazzard> has info about the OpenTTDCoop
03:37:43  <ATS_> see, i've downloaded the newest version + updates
03:38:00  <ATS_> so i'm interested in checking out some multiplayer games with people who chat here or in the TS server
03:38:50  <Hazzard> The competitive server #openttdcoop.stable runs on the latest stable version 1.4.3
03:38:50  <Hazzard> This server is on a nightly relase
03:39:57  <Djanxy> !dl
03:39:57  <coopserver> Djanxy: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
03:39:58  <coopserver> Djanxy:
03:39:58  <ATS_> ok, so is everyone on the right column playing and chatting somewhere now?
03:40:10  <Hazzard> Eh, most are AFK
03:40:42  <ATS_> ok, what's this archived trunk zip?
03:41:07  <Hazzard> That's the version the openttdcoop server is running on
03:41:44  <ATS_> ok, is it similar to the regular version (with updates of course) or does it have a separate GRFS and other features i may not be aware of
03:42:03  <Hazzard> Not really, no
03:42:33  <Hazzard> You can see previous games at the archive on the wiki if you wish:
03:43:15  <ATS_> yeah,  i checked that out so far. i'm looking at the first link you sent but there's a lot to read. so does thsi coop version run 32bit?
03:43:51  <Hazzard> for os any is fine
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03:50:12  <Sylf> !rcon set min_active_clients 1
03:50:13  <coopserver> *** Game unpaused (number of players)
04:16:48  <coopserver> <Sylf> Hazzard, I think I have a working adder/subtractor
04:16:54  <coopserver> <Sylf> with train flow control
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04:25:11  <Afdal> Hey guise
04:25:12  <Hazzard> wat
04:25:13  <Hazzard> !password
04:25:14  <coopserver> Hazzard: levels
04:25:28  <coopserver> *** Game paused (connecting clients)
04:25:28  <Afdal> Anyone know if there's an 8bbp version of YETI?
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04:25:38  <Afdal> I find the 32bbp graphics slow my game down
04:25:40  <coopserver> <Sylf> no, but there will be
04:25:42  <Afdal> due to all the animations
04:25:49  <Afdal> oh great
04:25:51  <coopserver> <Sylf> change your openttd.cfg
04:25:58  <Afdal> how should I change it?
04:26:21  <Sylf> change sprite_cache_size_px = 128 to sprite_cache_size_px = 256 or 384 or 512 or something
04:26:40  <coopserver> <Hazzard> wo
04:26:47  <Afdal> Does that fix the apparent slowdown?
04:26:50  <Sylf> also, the 8bpp support is already there
04:26:54  <Afdal> Oh?
04:26:55  <Sylf> it's only the graphics that's broken
04:26:59  <Afdal> ah
04:27:08  <Sylf> you need to force openttd to run in 8bpp mode
04:27:21  <Sylf> run openttd with command line switch
04:27:34  <Sylf> openttd(.exe) -b 8bpp-optimized
04:27:48  <Sylf> or set the blitter to that 8bpp-optimized in openttd.cfg
04:27:54  <Afdal> how are the graphics broken?
04:27:59  <Afdal> will I get a game crash or something?
04:28:05  <Sylf> the 8bpp graphics in current version of YETI is very broken.
04:28:09  <Sylf> It won't crash.
04:28:14  <Afdal> or are they just unfinished?
04:28:15  <Sylf> But you'll see if you try it out
04:28:29  <Sylf> unfinished is an understatement.
04:28:44  <Sylf> Next release of YETI will have 8bpp graphics fixed
04:28:51  <Afdal> yay
04:28:54  <Sylf> But I doubt it'll be needed with that cache size fix
04:29:03  <Afdal> will the newgrf download size go down when that happens?
04:29:07  <Sylf> no
04:29:11  <Afdal> aww
04:29:24  <Sylf> it'll slightly increase for proper size 8bpp graphic file
04:29:32  <Afdal> Couldn't you separate them?
04:29:44  <Afdal> 150MB or whatever is a lot to ask people to download
04:29:59  <coopserver> *** Hazzard has left the game (general timeout)
04:30:18  <Sylf> 1 episode of anything on netflix is probably far less than 150MB nowadays
04:30:41  <Sylf> and it's not like you download YETI everyday
04:30:44  <coopserver> *** Game paused (connecting clients)
04:30:46  <Afdal> well
04:30:53  <coopserver> *** Hazzard has joined
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04:30:55  <Afdal> I like setting up these randomish games with strangers
04:31:07  <Afdal> and that's a bit of a barrier compared to other newgrfs
04:31:07  <coopserver> <Sylf> and I don't want to support 2 separate versions of the same thing
04:31:14  <Afdal> o-okay -_-
04:32:32  <coopserver> <Hazzard> :P
04:33:07  <coopserver> <Sylf> so, you can have any size adder, as long as it fits on this map
04:33:35  <coopserver> <Sylf> it's not as small as other counters, but not too big
04:35:19  <coopserver> <Sylf> ah, yes.
04:35:30  <Afdal> hmm
04:35:36  <Afdal> allocating 1.00 GiB of memory failed
04:35:43  <coopserver> <Sylf> this is not ALU at all, but it works
04:36:32  <Afdal> Did I do something wrong sylf?
04:36:33  <Webster> Title: Gyazo - 32888ed481d26b7a165554cf24e64401.png (at
04:36:43  <Afdal> I have 2 GB of RAM
04:37:21  <coopserver> <Sylf> 2GB of RAM is probably too small to support all the 32bpp animations in YETI
04:37:29  <Afdal> aww seriously :(
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04:38:07  <coopserver> <Sylf> I would recommend at least 8GB nowadays for a PC
04:38:28  <Afdal> ~_~
04:39:18  <coopserver> <Sylf> if not, disable some of the zoom levels
04:39:28  <Afdal> the closer zoom levels?
04:39:39  <coopserver> <Sylf> the zoomed out level
04:39:42  <Afdal> I'll give that a try
04:39:45  <Afdal> oh
04:39:47  <Afdal> really
04:39:49  <Afdal> :/
04:39:57  <coopserver> <Sylf> or limit both
04:40:05  <coopserver> <Sylf> and try the cache size a bit smaller
04:40:09  <coopserver> <Sylf> maybe try 192
04:40:22  <Afdal> all right
04:40:47  <Afdal> hey no more memory error
04:42:42  <coopserver> <Sylf> I don't think there's a clean way to do this
04:48:05  <Afdal> Seems to be a lot better, thanks Sylf
04:48:20  <Afdal> might still wanna force 8bbp mode though
04:48:37  <Afdal> My game gets choppy whenever I have one of those
04:48:45  <Afdal> Machinery Factories on my screen in particular
04:49:04  <coopserver> <Sylf> by the way, which version of YETI are you running?
04:49:16  <coopserver> <Sylf> with the latest version, the industries that are not serviced are not animated
04:49:22  <coopserver> <Sylf> it helps with lag a lot
04:52:22  <Afdal> uh
04:52:24  <Afdal> 0.0.7
04:52:29  <Afdal> yeah
04:52:31  <coopserver> <Sylf> :D Muntwood flipflop hasn't failed since the redesign
04:53:04  <coopserver> <Sylf> yup, that's the latest version
04:56:32  <Afdal> okay so -b 8bpp-optimized
04:56:40  <Afdal> or -b 8bpp -optimized
04:56:59  <Sylf> no space after bpp
04:57:02  <Afdal> This seems good enough for now, I'll try that later
04:57:06  <Afdal> thanks a bunch for the help
04:57:20  <Sylf> if in question, try openttd -?
04:57:32  <Afdal> after opening a command line?
04:57:34  <Sylf> it'll list list of available blitter for your copy of openttd
04:57:42  <Sylf> yes
04:57:45  <Afdal> cool never tried that
04:59:41  <V453000> hyhy :)
04:59:47  <coopserver> <Sylf> yoyo
05:01:30  <coopserver> <Sylf> you don't wanto connect that
05:01:39  <coopserver> <Sylf> you want outer + outer
05:01:42  <coopserver> <Sylf> and inner + inner
05:01:44  <coopserver> <Hazzard> lol
05:02:03  <coopserver> <Sylf> like that
05:03:45  <coopserver> <Sylf> XD
05:03:46  <V453000> Sylf been busy (: nice stuff
05:04:06  <Sylf> yeah, couple issues so far solved
05:04:13  <V453000> might have 0.0.8 soon (:
05:04:21  <Sylf> cool
05:04:41  <V453000> I will check how serious the palette things are
05:04:45  <V453000> many animated/CC colours?
05:05:07  <coopserver> <Sylf> not sure which, but you'll see it once you load it
05:05:35  <coopserver> <Sylf> oh nice
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05:07:03  <coopserver> <Hazzard> I think the extra timing circuit is neccesary
05:08:34  <V453000> yeah about every industry has some animated stuff
05:08:35  <V453000> will fix
05:09:04  <V453000> it looks quite funny though, reminds me of japanese buildings set
05:09:15  <coopserver> <Sylf> oh?
05:10:11  <V453000> it has many animated palette pixels so the towns do something fairly similar :P
05:10:46  <coopserver> <Sylf> so, you can build this adder into a real station
05:11:24  <coopserver> <Hazzard> yeah
05:11:33  <coopserver> <Hazzard> But I gotta go sleep now :P
05:11:46  <coopserver> <Hazzard> cya
05:11:50  <coopserver> <Sylf> seeya
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06:03:03  <o11c> V453000: wait, I just though about something
06:03:14  <o11c> V453000: aren't banks guaranteed to always fit inside the road grid?
06:03:15  <V453000> I am waiting for the intense idea
06:03:23  <V453000> uhm no?
06:03:30  <V453000> they just build themselves over town buildings
06:03:34  <o11c> I've never seen one intersect a road
06:03:50  <o11c> so there *must* be a way of doing that
06:03:59  <V453000> yes because they build only after the town has 1000 population and they build over houses
06:04:10  <V453000> and for it to be a house there, there has to be a road first
06:04:22  <V453000> so the road is kind of a prerequisite
06:04:52  <V453000> the worker yard could have a flag to be built over houses, but then you could ONLY build it over houses
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06:05:28  <o11c> that would still be an improvement
06:05:49  <V453000> just making it differently but not improvement
06:06:04  <V453000> atm the worker yard is very likely a bit away from town anyway so it should not obstruct that much
06:06:27  <V453000> and I am totally disgusted about using uniform grid for a town, so I like players having to adapt a bit
06:06:37  <V453000> it is just an obstacle like any other
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09:41:52  <iTKerry> hey everyone
09:42:02  <iTKerry> V-God did u here?
10:00:56  <V453000> NO
10:02:56  <V453000> wat up iTKerry
10:06:52  <iTKerry> did u use zBase graph?
10:08:57  <V453000> the fuck is that
10:09:07  <V453000> ah graphics not graph
10:09:21  <V453000> I tried it but I use ttd-windows original graphics
10:09:22  <V453000> why
10:10:40  <iTKerry> :O
10:10:48  <iTKerry> right, zbase is shit
10:12:06  <V453000> it fucking is
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14:32:04  <zxbiohazardzx> !info
14:32:05  <coopserver> zxbiohazardzx: #openttdcoop - Public Server (, Version: r26920, date: Jul 15 2215, map size: 512x512, address:
14:32:09  <zxbiohazardzx> !players
14:32:09  <coopserver> zxbiohazardzx: The server is empty, noone is connected. Feel free to remedy this situation
14:32:19  <zxbiohazardzx> !dl win64
14:32:19  <coopserver> zxbiohazardzx:
14:33:02  <zxbiohazardzx> !password
14:33:02  <coopserver> zxbiohazardzx: bailed
14:33:03  <V453000> yoyo
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14:33:51  <coopserver> <ZxBiohazardZx> ow goodies, mindblowing stuff
14:34:48  <V453000> gg
14:34:58  <coopserver> <ZxBiohazardZx> so lets see the plan
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14:37:04  <coopserver> <ZxBiohazardZx> ok interesting, 6 small loops, overflowing into the next in case the loop is overused?
14:37:46  <V453000> I probably havent even seen the game yet
14:37:53  <coopserver> <ZxBiohazardZx> its wtf
14:38:15  <coopserver> <ZxBiohazardZx> as it ignores the off-located productions
14:38:17  <coopserver> <ZxBiohazardZx> oh well
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18:56:55  <fleet75> !password
18:56:55  <coopserver> fleet75: bvalid
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19:00:01  *** zxbiohazardzx has joined #openttdcoop
19:00:25  <zxbiohazardzx> !password
19:00:25  <coopserver> zxbiohazardzx: bvalid
19:00:31  <coopserver> *** Game paused (connecting clients)
19:00:32  <coopserver> *** ZxBiohazardZx has joined
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19:00:37  <coopserver> <ZxBiohazardZx> hmmz lets see
19:02:20  <coopserver> *** fleet75 has left the game (Leaving)
19:02:39  <coopserver> <ZxBiohazardZx> Truntburg release trigger seems off or needs more platforms lol
19:08:39  <JohnK> !password
19:08:39  <coopserver> JohnK: closed
19:08:45  <coopserver> *** Game paused (connecting clients)
19:09:00  <coopserver> *** John has joined
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19:13:17  <coopserver> <ZxBiohazardZx> sheep
19:13:26  <coopserver> <ZxBiohazardZx> i was hoping they would both enter with this
19:13:30  <coopserver> <ZxBiohazardZx> but nooo
19:20:31  <coopserver> *** John has left the game (general timeout)
19:22:50  <JohnK> !password
19:22:50  <coopserver> JohnK: script
19:22:54  <coopserver> *** Game paused (connecting clients)
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19:30:54  <coopserver> *** Game paused (connecting clients)
19:31:15  <coopserver> *** John has joined
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19:32:20  <coopserver> <ZxBiohazardZx> 6x120=?
19:32:34  <coopserver> <ZxBiohazardZx> nvm  i need a 2nd dummy
19:32:35  <coopserver> <John> 720
19:37:03  <coopserver> <ZxBiohazardZx> hmmz
19:37:15  <coopserver> <ZxBiohazardZx> logical AND is needed but i think both trains wont sync
19:37:26  <coopserver> <ZxBiohazardZx> hence ill just lenghten to 720
19:37:28  <coopserver> <John> where
19:37:54  <coopserver> <ZxBiohazardZx> Kennford Mines
19:38:14  <coopserver> <ZxBiohazardZx> i tried to sync m, but it becomes logical
19:39:33  <coopserver> <ZxBiohazardZx> 13 tiles hmmz
19:47:09  <coopserver> *** ZxBiohazardZx has left the game (Leaving)
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19:53:30  *** ChanServ sets mode: +o Maraxus
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20:10:32  <Maraxus> !password
20:10:32  <coopserver> Maraxus: rather
20:10:43  <coopserver> *** Game paused (connecting clients)
20:10:46  <coopserver> *** Maraxus has joined
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20:11:05  <Sylf> !password
20:11:05  <coopserver> Sylf: rather
20:11:10  <coopserver> *** Game paused (connecting clients)
20:11:12  <coopserver> *** Sylf has joined
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20:13:51  <coopserver> <Sylf> more platforms are fine, but the coal area needs more ML capacity now
20:14:21  *** fleet75 has quit IRC
20:15:44  <coopserver> <Sylf> for an example of multiple feeder trains, you can see Pafingway
20:20:17  <coopserver> *** Sylf has left the game (Leaving)
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21:01:41  <coopserver> *** John has left the game (general timeout)
21:01:42  <coopserver> *** Game paused (number of players)
21:02:44  <JohnK> !password
21:02:44  <coopserver> JohnK: styles
21:02:52  <coopserver> *** Game still paused (connecting clients, number of players)
21:04:00  <coopserver> *** Game still paused (number of players)
21:06:08  <coopserver> *** Game still paused (connecting clients, number of players)
21:06:10  <coopserver> *** John has joined
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21:50:21  <coopserver> *** John has left the game (general timeout)
21:50:22  <coopserver> *** Game paused (number of players)
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22:03:07  <JohnK> !password
22:03:07  <coopserver> JohnK: drives
22:03:17  <coopserver> *** Game still paused (connecting clients, number of players)
22:03:22  <coopserver> *** John has joined
22:03:23  <coopserver> *** Game still paused (number of players)
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23:13:17  <coopserver> *** John has joined spectators
23:13:18  <coopserver> *** Game paused (number of players)

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