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00:10:27 *** Hazzard has joined #openttdcoop 00:17:49 <Hazzard> !players 00:17:49 <coopserver> Hazzard: The server is empty, noone is connected. Feel free to remedy this situation 00:27:31 *** KWKdesign has quit IRC 00:27:37 *** KWKdesign has joined #openttdcoop 00:53:45 *** luaduck is now known as luaduck_zzz 02:26:24 *** EyeMWing has joined #openttdcoop 02:50:02 *** luaduck_zzz is now known as luaduck 02:55:12 *** luaduck is now known as luaduck_zzz 04:07:23 *** MTsPony has quit IRC 04:08:55 *** liq3 has joined #openttdcoop 04:09:46 <Sylf> !password 04:09:46 <coopserver> Sylf: toobar 04:10:06 <coopserver> *** Game still paused (connecting clients, number of players) 04:10:09 <coopserver> *** Sylf has joined 04:10:10 <coopserver> *** Game still paused (number of players) 04:10:43 <coopserver> *** Sylf has joined company #1 04:10:44 <coopserver> *** Game unpaused (number of players) 04:24:40 <coopserver> *** Sylf has left the game (Leaving) 04:24:41 <coopserver> *** Game paused (number of players) 05:34:38 *** LSky` has joined #openttdcoop 05:48:34 *** BiG_MEECH has joined #openttdcoop 05:48:39 <BiG_MEECH> yooooooooooooooooo 05:49:24 *** BiG_MEECH has left #openttdcoop 06:11:16 *** LSky` has quit IRC 09:05:29 *** zxbiohazardzx has joined #openttdcoop 09:05:47 <zxbiohazardzx> !players 09:05:47 <coopserver> zxbiohazardzx: The server is empty, noone is connected. Feel free to remedy this situation 09:07:06 <zxbiohazardzx> !password 09:07:06 <coopserver> zxbiohazardzx: tested 09:07:11 <coopserver> *** Game still paused (connecting clients, number of players) 09:07:13 <coopserver> *** ZxBiohazardZx has joined 09:07:14 <coopserver> *** Game still paused (number of players) 09:07:15 <coopserver> *** Game unpaused (number of players) 09:35:13 *** dxtr has quit IRC 09:39:33 *** dxtr has joined #openttdcoop 09:46:49 <JohnK_> !password 09:46:49 <coopserver> JohnK_: switch 09:46:57 <coopserver> *** Game paused (connecting clients) 09:47:02 <coopserver> *** John has joined 09:47:03 <coopserver> *** Game unpaused (connecting clients) 09:47:04 <coopserver> <ZxBiohazardZx> sup sup 09:47:11 <coopserver> <John> hi 10:03:16 <coopserver> <John> 1000 trains! 10:03:24 <coopserver> <ZxBiohazardZx> i need to push more into the network 10:03:39 <coopserver> <ZxBiohazardZx> everything is stuck on coal/wood and i need them to refit themselfs all the way into the gold part 10:03:47 <coopserver> <ZxBiohazardZx> hence huge delay expectancy and more trains 10:03:54 <coopserver> <ZxBiohazardZx> i didnt feel like skipping 28 orders on all of them 10:04:53 <coopserver> <John> yup.. I need to build some logic ones 10:30:51 <coopserver> <John> can anyone increase train limit? 10:31:41 <coopserver> <ZxBiohazardZx> vehicle limit hurts 10:41:16 <V453000> argoneus: no point in arguing about signals :) everybody experienced player knows it 10:41:29 <coopserver> <ZxBiohazardZx> V can you bump vehicle limit to 1250? 10:41:29 <argoneus> V453000: what do you mean? 10:42:11 <V453000> that no matter what you tell them, they will never accept that PBS is bullshit for new players 10:42:17 <V453000> !rcon set max_trains 1251 10:42:22 <V453000> done 10:42:30 <coopserver> <ZxBiohazardZx> thx 10:42:46 <argoneus> V453000: well it works 10:42:50 <argoneus> but I feel like they usually don't undersatnd why 10:42:54 <argoneus> and then they end up with deadlocks 10:43:15 <argoneus> because they expect it to be panaceia 10:43:29 <V453000> the problem is, if you start learning with PBS, it does NOT lead you to the correct solutions 10:43:30 <V453000> only to hacks 10:43:39 <argoneus> well 10:43:43 <argoneus> PBS is great for some things 10:43:44 <V453000> with block signals, it gets broken and is OBVIOUS that you have to separate the blocks 10:43:51 <V453000> which leads you to proper solution 10:43:57 <V453000> I am not saying PBS is bad, or not useful 10:44:04 <V453000> I am saying that it is very harmful for new players 10:44:15 <V453000> Especially the 2-way PBS which is utter nonsense to have as default signal 10:44:21 <V453000> even 1-way PBS would make more sense 10:44:27 <argoneus> 2 way? 10:44:37 <V453000> yes the signal which looks 1-way but is 2-way 10:44:38 <V453000> is default 10:44:42 <argoneus> it is 2way? 10:44:45 <V453000> yes :D 10:44:46 <V453000> see 10:44:51 <argoneus> what's the behaviour from the invisible side? 10:44:52 <V453000> you just proved my point 10:44:56 <V453000> most confusing signal ever 10:44:57 <argoneus> path signal? 10:45:01 <V453000> not exactly 10:45:09 <V453000> it separates block but path goes through it 10:45:17 <argoneus> it does what 10:45:20 <V453000> like ultra specific behaviour that almost nobody knows or uses 10:45:30 <argoneus> 'separates block'? 10:45:33 <V453000> yes 10:45:36 <V453000> for block signals 10:45:58 <V453000> I will write something on signals one day, just dont know which day that will be :D 10:46:08 <argoneus> I'll try writing up a tutorial today 10:46:12 <argoneus> feel free to edit it later :< 10:46:21 <argoneus> or make your own w/e 10:46:22 <V453000> I will probably just write my own 10:46:26 <argoneus> yeah 10:46:26 <argoneus> :D 10:47:08 <planetmaker> V453000, there's a difference between being a two-way signal and a one-way signal which can be passed from the back 10:47:08 <V453000> it can easily become the lehgthy article you wanted to link to :P 10:47:27 <planetmaker> ignoring that difference and claiming there is none, only adds to confusion 10:47:39 <V453000> planetmaker, for the new player the only visible difference is which places the signal can be passed through 10:47:52 <planetmaker> block signals are either two-way or one-way (blocking the other) 10:48:10 <V453000> everybody calls it 2-way PBS, that is just a name 10:48:21 <planetmaker> it is, yes 10:48:24 <V453000> my point is that it is bad for new players, and the worst possible default 10:48:29 <V453000> name is irrelevant 10:48:38 <planetmaker> one-way pbs probably is the better default, yes 10:48:47 <V453000> better, not best, indeed 10:48:54 <planetmaker> best :) 10:49:06 <planetmaker> block signals are advanced compared to the simple rule for one-way pbs 10:49:23 <argoneus> block signals are dumb 10:49:26 <V453000> block signals are easily explained, and intuitive 10:49:27 <argoneus> they don't try to be smart 10:49:34 <planetmaker> argoneus, nor are path signals 10:49:42 <planetmaker> all signals are 100% dumb 10:49:48 <planetmaker> they don't decide *anything* 10:49:57 <V453000> no but explaining path signals and their behaviour is a lot more complicated 10:50:15 <argoneus> doesn't the wiki say 10:50:17 <planetmaker> block signals are not intuitive really. or as intuitive as path signals 10:50:18 <argoneus> that no one really knows how PBS work 10:50:25 <argoneus> or something like that 10:50:36 <planetmaker> path signal: allows passage, if track free to next signal 10:50:49 <planetmaker> block signal: allow passage, if track free to next signal and no train in same block 10:51:02 <V453000> once you get beyond building a single station, path signals and their often unclear behaviour/penalty problems are hell 10:51:03 <argoneus> but block signal doesn't induce any penalties 10:51:03 <V453000> for anyone 10:51:06 <argoneus> or check the path beyond the signal 10:51:13 <argoneus> it just checks the limited area 10:51:16 <argoneus> and does very easy logic 10:51:22 <planetmaker> argoneus, that is totally untrue 10:51:41 <planetmaker> each of your last 4 sentences 10:51:46 <argoneus> doesn't block signal just check the area until the next signal? 10:51:52 <argoneus> and not beyond that? 10:51:57 <planetmaker> no. and no 10:52:23 <V453000> kind of yes? block ahead is occupied yes/no -> red/green? 10:52:23 <argoneus> but it always works like that 10:52:25 <planetmaker> the train has a path it wants to go. The signal is green, if the next block is entirely free of trains 10:52:39 <V453000> pathfinding isnt the thing new players need to care about really 10:52:39 <planetmaker> *The block signal 10:52:48 <argoneus> isn't that what I wrote? 10:52:51 <planetmaker> the path signal is green if the path to the next signal is green 10:52:54 <planetmaker> argoneus, no, it's not 10:53:01 <argoneus> isn't the next block the block until another signal? 10:53:36 <argoneus> if I have 4 lines, then a block signal at the end of each, then a super junction, and then back to four lines, with a block signal at the very beginning 10:53:45 <argoneus> the "entrance" ones will be red if there's a train between the two sets of signals 10:53:48 <argoneus> no? 10:54:35 <planetmaker> a block is the track space after a signal which can be reached without passing any other signal 10:54:48 <argoneus> but that's what I wrote 10:54:51 <argoneus> the area until a next signal 10:54:55 <planetmaker> no :) 10:55:07 <planetmaker> there can be many possible next signals 10:55:10 <argoneus> yes 10:55:18 <argoneus> the area between two signals 10:55:20 <argoneus> no matter how vast 10:55:24 <argoneus> is the range of a block signal 10:55:25 <argoneus> no? 10:55:30 <V453000> or between many signals 10:55:40 <argoneus> yes 10:55:42 <V453000> yes 10:55:47 <argoneus> that's what I wrote all along 10:55:52 <planetmaker> a block can be limited by many signals. As I wrote: it's the space after a signal which can be reached by tracks without passing another signal 10:55:56 <argoneus> it's like 10:56:04 <argoneus> when a train passes a block signal 10:56:05 <coopserver> *** John has joined spectators 10:56:06 <argoneus> it enters a kindergarten 10:56:11 <planetmaker> and a block signal is red, if that block has a train *somewhere* 10:56:13 <argoneus> and when it passes another 10:56:15 <argoneus> it leaves the kindergarten 10:56:16 <argoneus> no? 10:56:22 <argoneus> and this kindergarten 10:56:27 <argoneus> is the only domain 10:56:30 <argoneus> of the entrance block signal 10:56:32 <coopserver> <ZxBiohazardZx> kindergarten anomaly? 10:56:38 <planetmaker> a path signal is red, if the path in that block to its destination is not blocked by another train 10:56:45 <argoneus> a path signal is always red 10:56:49 <argoneus> unless a train wants to pass through it 10:56:52 <argoneus> which is kind of annoying too 10:57:14 <argoneus> when I was a new player 10:57:17 <argoneus> i was confused all the time 10:57:19 <argoneus> "why is this signal red" 10:57:24 <argoneus> because it's a feature 10:57:56 <planetmaker> argoneus, it's the default. Signals are red, if no train wants to go beyond that signal yet 10:58:09 <argoneus> why is that 10:58:12 <argoneus> I doubt that's how it works IRL 10:58:21 <planetmaker> it's the safe way. It#s realistic and works *exactly* that way in RL 10:58:23 <argoneus> trains would be stopping all the time to make sure they can pass 10:58:23 <V453000> it doesnt matter if it is default, or if it works in real life, it is confusing 10:58:28 <argoneus> wait 10:58:31 <argoneus> so trains pass through red signals 10:58:35 <argoneus> and hope for them to be green when they pass them 10:58:36 <argoneus> ? 10:58:38 <planetmaker> no. Nor do they in openttd 10:58:53 <argoneus> last time I checked 10:58:57 <argoneus> it becomes green right when the train passes through it 10:59:03 <argoneus> I doubt that's how it works irl 10:59:07 <planetmaker> it gets green and then the train passes 10:59:13 <hylje_> in openttd, trains can stop instantly 10:59:14 <planetmaker> but not before 10:59:21 <hylje_> so if the signal doesn't turn green it just stops there 10:59:25 <argoneus> yes 10:59:33 <argoneus> but trains irl have to brake much sooner if it's really red 10:59:39 <argoneus> so the path signal should be green a while before the train arrives 10:59:41 <argoneus> no? 10:59:51 <planetmaker> they are. Time in OpenTTD is just compressed enough 10:59:58 <planetmaker> so that you don#t see that time span 11:00:01 <argoneus> doesn't that make it confusing for players though 11:00:04 <hylje_> i believe path signals do turn green once there's a path request to it 11:00:04 <argoneus> when it's red all the time 11:00:07 <argoneus> and then briefly turns green 11:00:14 <planetmaker> well, believe what you want. Or read the code and understand 11:00:22 <argoneus> the new player won't read the code :< 11:00:31 <argoneus> as I said 11:00:33 <argoneus> when I was new 11:00:37 <argoneus> I was wondering why they were red all the time 11:00:42 <argoneus> and how was I supposed to debug my railroad 11:00:42 <planetmaker> but you won't either but won't accept the truth from people who know it either. So believe what you want 11:00:46 <argoneus> if I couldn't see what is green and what isn't 11:00:56 <argoneus> well 11:00:59 <argoneus> time is not compressed irl 11:01:02 <argoneus> so it looks differently 11:01:27 <argoneus> so it's not really realistic :< 11:01:46 <V453000> regardless, the first step to learn the game is to start using block signals, and every single player I taught, it helped. 11:02:13 <V453000> simply because their tracks were mess with PBS 11:02:13 <argoneus> a friend of mine who started a few days ago was using path signals and had deadlocks all the time 11:02:19 <planetmaker> I disagree. One-way Path is easier: place a signal where you want to allow a train to stop. Done 11:02:23 <argoneus> then I explained presignals and block signals and they understood the way it works 11:02:31 <argoneus> and then they didn't have deadlocks even with pat hsignals 11:02:40 <argoneus> ??? 11:02:47 <argoneus> they = he 11:03:26 <V453000> you think it is easier planetmaker, practice shows opposite 11:03:45 <argoneus> I'm sure when you know the code and the inner workings 11:03:48 <planetmaker> from what I see in practise it shows exactly that. Perception bias? 11:03:49 <argoneus> it looks much more intuitive 11:03:54 <V453000> easier to get fast results? maybe. easier to understand how the game works? no 11:04:39 <planetmaker> both signal types are part of "how the game works". 11:04:54 <argoneus> then why is it bad if people understand both 11:05:00 <argoneus> I mean 11:05:10 <argoneus> I remember people argumented "block signals shouldn't be in tutorials, they would confuse new players" 11:05:19 <argoneus> how would they confuse them? PBS are much more confusing 11:05:21 <planetmaker> for the mathematical-minded the block signals may seem easier. You can build logic circuits with it and stuff. But it doesn't make them intuitively easier to understand 11:05:22 <argoneus> (imho) 11:05:40 <planetmaker> argoneus, a tutorial should teach the *basics* 11:05:59 <V453000> which is basic block signal, just like it has been in ttd 11:06:03 <planetmaker> and basics don't require that a person leaves with understanding of how to build an ALU with trains in OpenTTD 11:06:23 <argoneus> LOL 11:06:24 <planetmaker> Understanding and mastering use of the oneway path signal suffice to get started. The rest is OpenTTD 201 and beyond 11:06:49 <planetmaker> and the basic block signal in TTD gives you blocking all the time (remember, don#t use one-way block signals then!) 11:07:10 <hylje_> i don't even understand the purpose of the two way block signal 11:08:51 <hylje_> i guess beside terminus stations 11:08:54 <dih> hello planetmaker, hello hylje_ and V453000 11:08:59 <planetmaker> salut dih 11:09:03 <hylje_> hi dih 11:09:08 <dih> how are things? 11:09:24 <V453000> hi dih :) 11:09:41 <V453000> there isnt any hylje_ apart from their special 2way-eol feature 11:09:51 <argoneus> if you put them in terminus stations 11:09:54 <argoneus> wouldn't that make deadlocks 11:10:33 <hylje_> no, they work fine to access dead end platforms 11:10:38 <hylje_> presignals at the entry 11:10:52 <hylje_> so trains don't proceed when all dead ends are occupied 11:10:55 <argoneus> if you use presignals at the entry 11:10:58 <planetmaker> hylje_, you'll then need two-way exit signals 11:10:58 <argoneus> then you should use exit signals 11:11:00 <argoneus> and not block signals 11:11:14 <planetmaker> pre-signals are also block signals -.- 11:11:31 <hylje_> but yeah, vanilla two way block signals have no inherent purpose 11:11:36 <argoneus> when someone says just block signal 11:11:39 <argoneus> I imagine the normal block signal 11:11:45 <argoneus> not the presignal 11:12:21 <hylje_> you could just remove them from the game and replace them with an EOL sign 11:12:58 <planetmaker> dih, busy as usual. How're you? Long time no seen 11:13:24 <V453000> eol only applies when the signal is red hylje_ :) 11:13:41 <V453000> but yeah having some extra graphical feature there when red would make sense 11:13:45 <hylje_> sure the eol sign gets a red light that flashes when active 11:14:53 <dih> I am doing well - our company was aquired so that was where my time went and after work i had not will to do much more. 11:15:09 <argoneus> dih: where do you work? 11:15:17 <dih> now? Thomson Reuters 11:15:34 <argoneus> oh 11:18:20 <dih> why 'oh'? 11:23:39 <planetmaker> dih, so you aquired more responsibility in the merger? 11:25:00 <dih> that is a tricky questions - I was responsible for all IT related stuff - vmware cluster, network, hardware, vpn, accounts ... 11:25:31 <dih> now i am responsible for the hosted applications only - so no hardware or os level involvement 11:25:58 <dih> it is a very different world 11:27:27 <hylje_> yay! 11:28:50 *** tneo- is now known as tneo 12:09:11 *** Hazzard_ has joined #openttdcoop 12:11:38 *** zxbiohazardzx has quit IRC 12:11:45 *** zxbiohazardzx has joined #openttdcoop 12:14:42 *** MTsPony has joined #openttdcoop 12:15:51 *** Hazzard has quit IRC 12:53:16 *** KWKdesign has quit IRC 12:53:37 *** KWKdesign has joined #openttdcoop 12:56:35 <coopserver> *** ZxBiohazardZx has left the game (Leaving) 12:56:36 <coopserver> *** Game paused (number of players) 12:56:38 *** zxbiohazardzx has quit IRC 13:29:48 *** LSky` has joined #openttdcoop 15:02:44 *** liq3 has quit IRC 15:28:21 *** fleet75 has joined #openttdcoop 15:28:25 <fleet75> !password 15:28:25 <coopserver> fleet75: preset 15:28:32 <coopserver> *** Game still paused (connecting clients, number of players) 15:28:38 <coopserver> *** fleet75 has joined 15:28:39 <coopserver> *** Game still paused (number of players) 15:28:40 <coopserver> *** Game unpaused (number of players) 15:39:16 <coopserver> *** fleet75 has left the game (Leaving) 15:39:17 <coopserver> *** Game paused (number of players) 16:17:04 <V453000> !dl win64 16:17:04 <coopserver> V453000: http://binaries.openttd.org/nightlies/trunk/r26920/openttd-trunk-r26920-windows-win64.zip 16:21:21 *** fleet75 has quit IRC 16:21:22 <V453000> !password 16:21:22 <coopserver> V453000: galois 16:21:26 <coopserver> *** Game still paused (connecting clients, number of players) 16:21:28 <coopserver> *** V453000 has joined 16:21:29 <coopserver> *** Game still paused (number of players) 16:21:30 <coopserver> *** Game unpaused (number of players) 16:21:39 <coopserver> <V453000> yo 16:24:42 *** LadyHawk has quit IRC 16:31:46 *** Jam35_ is now known as Jam35 17:24:10 *** LadyHawk has joined #openttdcoop 17:26:21 *** Progman has joined #openttdcoop 17:29:21 *** Brumi has joined #openttdcoop 17:35:45 <Sylf> V: nmlc ERROR: Image file "gfx/8bpp/x1_COMPOSE_8bpp.png": Palette is not recognized as a valid palette. 17:42:49 *** ODM has joined #openttdcoop 17:42:49 *** ChanServ sets mode: +o ODM 17:52:13 <V453000> the fuck ._. 17:52:38 <Sylf> I'm comparing palettes, and I don't see any difference so far 17:53:20 <V453000> I used the noact from devzone 17:53:27 <V453000> in the palette view was clear difference 17:53:37 <V453000> (missing anim colours) 17:54:03 <V453000> I tried ti re-save with old temlpate 17:54:15 <V453000> (converted colours by noact, saved in the old one) 17:54:32 <V453000> lets see if that does the trick 17:55:49 <V453000> lets see what does Jenkins have to say about that :) 18:03:43 <V453000> Sylf: mystery solved, now it should work 18:03:52 <V453000> I just didnt know how to properly use the noact palette :D 18:04:07 <Sylf> another push coming? 18:11:24 <V453000> try 3 :D 18:11:37 <V453000> it does total wtf things 18:21:00 <V453000> Sylf: what is the current state? release-able? 18:21:31 <V453000> the fixed 8bpp sprites could be worth it 18:21:41 <V453000> + if you did some wtf at the production things 18:22:15 <Sylf> let me check the pallette fix first 18:22:27 <V453000> sure 18:22:33 <V453000> just asking about the state of the code 18:23:02 <Sylf> I thought about something to add last night 18:23:13 <Sylf> I'm trying to remember what it was 18:23:32 <Sylf> But it should be stable 18:23:59 <V453000> well as you like really :) 18:24:00 <Sylf> fixed 8bpp, cargo payment scale, station icons, worker yards won't close 18:24:05 <V453000> btw how did you abort the build ? :D 18:24:14 <V453000> fixed8bpp wont close? 18:24:19 <V453000> eh 18:24:20 <V453000> XD 18:24:27 <V453000> I get it now 18:24:27 <V453000> nvm 18:24:33 <V453000> station icons wont be done yet I guess 18:24:46 <Sylf> I used bunch of opnttd built-in icons 18:25:06 <Sylf> so stuff like wood and iron ore and steel will look more right 18:25:42 <Sylf> mail icon is used for VEHI, so... they're just placeholders 18:26:21 <Sylf> oh right, there's one more thing I want to update 18:26:29 <Sylf> nearby station name support 18:26:46 <V453000> ah great :) 18:38:02 <Sylf> oh right. I also made a fix so there will only be 1 worker yard per town even if the advanced setting says otherwise 18:40:04 <V453000> that is excellent 18:40:08 <V453000> I didnt even know that is possible 18:40:33 <Sylf> I kind of knew after seeing reddit servers 18:40:48 <Sylf> worker yards on their yeti servers were ridiculous 18:41:12 <Sylf> but the recycling sites on their firs servers still were 1 per town 18:41:31 <Sylf> maybe hotels too 18:42:26 <V453000> got 5 icons already :D 18:42:44 <V453000> :D 19:00:46 <V453000> Sylf: all cargo icons uploaded :) 19:00:53 <Sylf> ok! 19:00:56 <V453000> are in gfx/8bpp/cargo_icons.png 19:01:04 <V453000> o 19:01:10 <V453000> forgot one 19:01:12 <V453000> wtf is that even 19:01:17 <V453000> aha 19:01:19 <V453000> forgot oil 19:01:24 <V453000> and grain is in wrong spot 19:01:26 <V453000> doesnt matter much 19:05:50 <V453000> k all fine now :) 19:06:14 <coopserver> *** V453000 has left the game (Leaving) 19:06:15 <coopserver> *** Game paused (number of players) 19:09:21 <V453000> it is sorted normally, 1A 1B 1C 1X 2A 2B 2C 2X 3A 3B 3C 3AA 3BB 3CC 3X 4X 19:09:27 <V453000> but I guess you can see that :) 19:14:37 <Sylf> kk 19:20:54 *** Brumi has quit IRC 19:50:02 *** fleet75 has joined #openttdcoop 19:50:06 <fleet75> !password 19:50:06 <coopserver> fleet75: occupy 19:50:14 <coopserver> *** Game still paused (connecting clients, number of players) 19:50:16 <coopserver> *** fleet75 has joined 19:50:17 <coopserver> *** Game still paused (number of players) 19:50:18 <coopserver> *** Game unpaused (number of players) 19:57:06 <coopserver> *** fleet75 has left the game (Leaving) 19:57:07 <coopserver> *** Game paused (number of players) 20:02:13 *** fleet75 has quit IRC 20:13:28 *** ODM has quit IRC 20:25:38 *** luaduck_zzz is now known as luaduck 20:31:42 *** zxbiohazardzx has joined #openttdcoop 20:35:28 <zxbiohazardzx> !players 20:35:28 <coopserver> zxbiohazardzx: There are currently 0 players and 1 spectators, making a total of 1 clients connected 20:35:32 <zxbiohazardzx> !password 20:35:33 <coopserver> zxbiohazardzx: filter 20:35:53 <coopserver> *** Game still paused (connecting clients, number of players) 20:35:55 <coopserver> *** ZxBiohazardZx has joined 20:35:56 <coopserver> *** Game still paused (number of players) 20:35:57 <coopserver> *** Game unpaused (number of players) 20:41:17 <coopserver> *** ZxBiohazardZx has left the game (Leaving) 20:41:18 <coopserver> *** Game paused (number of players) 20:41:19 *** zxbiohazardzx has quit IRC 20:49:13 *** LSky` has quit IRC 21:07:28 *** Jam35 is now known as Jam35_ 21:53:02 <planetmaker> !fish 21:53:06 <planetmaker> :( 22:14:33 *** Progman has quit IRC 22:35:17 *** KWKdesign has quit IRC 22:35:57 *** KWKdesign has joined #openttdcoop 23:23:52 *** luaduck is now known as luaduck_zzz 23:41:57 <coopserver> *** John has left the game (general timeout)