Config
Log for #openttdcoop on 13th June 2015:
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00:06:44  *** [1]Mark has joined #openttdcoop
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00:35:10  <Sylf> !pw
00:35:10  <coopserver> Sylf: queues
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02:13:42  <maxtimbo> !pw
02:13:42  <coopserver> maxtimbo: closes
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02:14:15  <coopserver> <Player> !name maxtimbo
02:14:16  <coopserver> *** Player has changed his/her name to maxtimbo
02:14:47  <maxtimbo> !help
02:14:47  <coopserver> maxtimbo: http://wiki.openttdcoop.org/Soap
02:15:34  <maxtimbo> !vehicles
02:15:34  <coopserver> maxtimbo: Total vehicles per type: Rail: 1320, Road: 0, Water: 0, Air: 0
02:16:02  <maxtimbo> !info
02:16:02  <coopserver> maxtimbo: #openttdcoop - Public Server (www.openttdcoop.org), Version: r27291, date: Sep 14 2571, clients connected: 1, map size: 512x512, address: publicserver-new.openttdcoop.org:3983
02:19:49  <coopserver> *** maxtimbo has joined company #1
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04:41:54  <Mark> !pw
04:41:55  <coopserver> Mark: couple
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05:21:39  <bootmii> !pw
05:21:39  <coopserver> bootmii: yellow
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05:22:16  <coopserver> <bootmii> hey mark the last commit was like 11 days ago
05:22:28  <coopserver> <bootmii> has openttd been abandoned?
05:23:48  <coopserver> *** Mark has left the game (general timeout)
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05:26:00  <[1]Mark> !pw
05:26:00  <coopserver> [1]Mark: punish
05:26:06  <coopserver> *** Game paused (connecting clients)
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05:26:41  <[1]Mark> i doubt its been abandonded
05:27:00  *** Mark is now known as Guest1503
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05:27:51  <coopserver> <Mark> bootmii: can you please make sure you understand our building code before building anything?
05:28:00  <coopserver> <Mark> if you're unsure, ask someone
05:28:08  <coopserver> <bootmii> sure
05:28:13  <coopserver> <Mark> thank you
05:28:41  <coopserver> <bootmii> i know cl>1 and sd=2
05:28:56  <bootmii> but how do i prio?
05:29:03  <coopserver> <Mark> theres a bit more to it
05:29:10  <bootmii> like?
05:29:30  <Mark> http://wiki.openttdcoop.org/Priority
05:29:54  <coopserver> <Mark> theres a lot of info on the wiki
05:30:41  <Mark> http://wiki.openttdcoop.org/Main_Page
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05:30:56  <Mark> start by reading the basic networking in the basic building concepts area
05:48:50  <coopserver> <bootmii> i have a shitty 1280x800 wth 1gb ram and a celeron
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05:52:07  <bootmii> !pw
05:52:07  <coopserver> bootmii: strcpy
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05:53:50  <bootmii> why is the game so slow?
05:54:01  <coopserver> <Mark> what do you mean
05:54:30  <coopserver> <Mark> probably because of the crappy pc you meantioned before
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07:06:07  <bootmii> !pw
07:06:07  <coopserver> bootmii: alikes
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10:48:14  <fair_> !pw
10:48:14  <coopserver> fair_: outbuf
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12:02:48  <tyteen4a02> !clients
12:02:52  <tyteen4a02> !players
12:02:52  <coopserver> tyteen4a02: The server is empty, noone is connected. Feel free to remedy this situation
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14:58:40  <fair_> hi there !
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15:07:40  *** Maraxus has joined #openttdcoop
15:07:40  *** ChanServ sets mode: +o Maraxus
15:08:00  <Maraxus> !pw
15:08:00  <coopserver> Maraxus: layout
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15:10:48  <fair_> hi Maraxus
15:10:53  <Maraxus> hi
15:11:08  <fair_> how are you ?
15:11:32  <Maraxus> I'm fine, you?
15:12:31  <fair_> pretty good so far =) I have a question for an openttdcoop-pro xD .. do you have a few minutes and are willing to maybe give me an answer ?
15:12:55  <Maraxus> yes
15:14:30  <fair_> thanks :D I am working on a game script, that is very similiar to the competetive game scripts used by BTPro and n-ice and all those... however, I want to encourage players to build proper networks that are more similiar to the openttdcoop building style than the fast-style mostly found on those other servers
15:15:01  <fair_> so the question would be: do you know what things distinguish good networks from bad networks in terms of pure numbers ?
15:15:18  <fair_> as in, what could one use to measure how effective a network is
15:17:49  <Maraxus> for passenger games percentage of transported passengers in a city - for a reasonable city network it should be at least 50%
15:18:58  <Maraxus> for cargo games you can make all sort of reasonable and unreasonable networks and get good numbers anyway
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15:20:16  <Maraxus> might use transportation-percentage for cargo games as an indicator
15:20:49  <fair_> ah thanks, the passenger thing is a good hint .. as for cargo .. yea, I fail to come up with anything ... however, there should be an observable difference between good and bad networks ... I was even thinking about cargo-delivered/rail-piece .. as a measure of cargo flow
15:21:20  <fair_> hmm.. I can do point to point connections, that transport 90% of an industry
15:21:33  <Maraxus> exactly
15:22:39  <fair_> hmm :/
15:28:44  <coopserver> *** Maraxus has left the game (Leaving)
15:46:18  <Razaekel> !help
15:46:18  <coopserver> Razaekel: http://wiki.openttdcoop.org/Soap
15:46:37  <Razaekel> !revision
15:46:37  <coopserver> Razaekel: Game version is r27291. Use Download <os-version> to get a direct download link.
15:47:00  <Razaekel> !download win64
15:47:00  <coopserver> Razaekel: http://binaries.openttd.org/nightlies/trunk/r27291/openttd-trunk-r27291-windows-win64.zip
15:48:48  <Razaekel> !pw
15:48:48  <coopserver> Razaekel: langid
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17:40:45  <Jam35> !pw
17:40:45  <coopserver> Jam35: sample
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20:24:36  <lol> !pe
20:24:39  <lol> !pw
20:24:39  <coopserver> lol: unused
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20:33:47  *** Webster sets mode: +o Mark
20:34:12  <Mark> hi
20:34:13  <Mark> !pw
20:34:13  <coopserver> Mark: newone
20:34:15  <coopserver> <lol> hi
20:34:23  <coopserver> *** Game paused (connecting clients)
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20:34:58  <coopserver> <lol> i don't like the flow at slh 05
20:35:05  <coopserver> <lol> but it is a very compact hub
20:35:36  <coopserver> <Mark> yeah
20:35:42  <coopserver> <Mark> not enough outgoing ML really
20:36:09  <coopserver> <Mark> and that SL has gotten too big
20:36:34  <coopserver> <Mark> WAY too big
20:36:54  <coopserver> <lol> why does pbs cause a train to stop when it can drive on?
20:37:01  <coopserver> <lol> just for a very short moment
20:37:16  <coopserver> <Mark> yeah it does that
20:37:19  <coopserver> <Mark> not sure why
20:37:22  <Mark> !setdef
20:37:22  <coopserver> Mark: Setting default settings: set ai_in_multiplayer 0, set extra_dynamite 1, set forbid_90_deg 1, set mod_road_rebuild 1, set order.no_servicing_if_no_breakdowns 1, set path_backoff_interval 1, set train_acceleration_model 1, set vehicle_breakdowns 0, set wait_for_pbs_path 255, set wait_oneway_signal 255, set wait_twoway_signal 255, and set yapf.rail_firstred_twoway_eol 1
20:37:45  <coopserver> <Mark> might be better now
20:38:37  <coopserver> <lol> i was just suggesting that
20:40:26  <coopserver> <lol> less slowdown from hills and waiting bay?
20:40:55  <Sylf> !pw
20:40:55  <coopserver> Sylf: listen
20:41:02  <coopserver> <Mark> was hoping to have room for a buffer
20:41:08  <coopserver> *** Game paused (connecting clients)
20:41:09  <coopserver> <Mark> but its still a tile short
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20:41:25  <coopserver> <Mark> its a bit better now anyway
20:41:34  <coopserver> <lol> yeah
20:41:44  <coopserver> <lol> maybe we can make some more trains
20:42:05  <coopserver> <lol> and it w
20:42:09  <coopserver> <Mark> we should sort goods drop out first
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20:42:44  <coopserver> <fsck> GOODS DROP has been ugly
20:42:49  <coopserver> <Jam35> hio
20:42:56  <coopserver> <fsck> !name Sylf
20:42:57  <coopserver> *** fsck has changed his/her name to Sylf
20:43:01  <coopserver> <Mark> hey Jam :)
20:43:05  <coopserver> <Mark> and Sylf
20:43:12  <coopserver> <lol> hi
20:43:16  <coopserver> <Mark> goods drop could lost half its platforms
20:43:19  <coopserver> <Mark> it has way too many
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20:44:47  <coopserver> <lol> maybe we can clone some more
20:45:03  <coopserver> <Sylf> ?
20:45:04  <coopserver> <lol> becuase i too doubled the exit to refnery at slh5
20:46:03  <coopserver> <Sylf> BBH01 is missing a connection, I think
20:46:14  <coopserver> <Sylf> from !tempish to north
20:46:24  <coopserver> <Sylf> the outer line
20:46:35  <coopserver> <lol> tempish is from north i think
20:46:42  <coopserver> <Mark> it sure is
20:46:48  <coopserver> <Mark> missing that link
20:47:07  <coopserver> <lol> the easiest one ther is
20:50:43  <coopserver> <Sylf> that is one popular line that was missing
20:56:08  <coopserver> <lol> do you see sign here at bbh4?
20:56:24  <coopserver> <lol> why first merge everything and later split off crowded lines
20:56:41  <coopserver> <lol> why no shortcut for the trains that don't split off
20:56:55  <coopserver> <lol> the ones that come from msh 03
20:57:50  <coopserver> <Sylf> what does that line do?
20:57:51  <coopserver> <lol> i build now what i meant
20:57:55  <coopserver> <Mark> not pretty
20:58:07  <coopserver> <lol> and if you make bend larger
20:59:08  <coopserver> <lol> like this
20:59:10  <coopserver> <Sylf> really, what does that connection do?
20:59:21  <coopserver> <Mark> its a bypass for food drop
20:59:45  <coopserver> <Sylf> I still don't get it
20:59:46  <coopserver> <lol> so some trains that don't need to go to the drop can pass the most crowded part of the ml
21:00:23  <coopserver> <Sylf> I think there is a better way to make that split though
21:00:32  <coopserver> <Sylf> that split kills the waiting space
21:01:15  <coopserver> <Mark> the proper way would be just to add a MLfor that short section
21:01:32  <coopserver> <Mark> which merges into the station entry and joins the ML after the split
21:01:46  <coopserver> <Mark> bypasses are ugly
21:02:06  <coopserver> <lol> we can make that too
21:02:17  <coopserver> <lol> but that makes it hard to balance the station
21:02:33  <coopserver> <Mark> not really
21:02:39  <coopserver> <Mark> just a 1-4
21:03:17  <coopserver> <Sylf> bah
21:03:29  <coopserver> <Sylf> this too is ugly
21:03:36  <coopserver> <lol> it isn't finished
21:03:39  <coopserver> <Mark> yeah
21:03:45  <coopserver> <Mark> bypasses are always ugly
21:03:53  <coopserver> <Mark> make stuff extremely confusing
21:04:56  <coopserver> <Sylf> that's a bad split too
21:05:26  <coopserver> <Mark> it'd be less effort to add the extra ML
21:05:30  <coopserver> <Mark> and much cleaner
21:05:32  <coopserver> <Sylf> yup
21:05:43  <coopserver> *** Jam35 has joined company #1
21:05:47  <coopserver> <lol> so delete everything
21:05:56  <coopserver> <lol> ?
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21:08:17  <bootmii> !pw
21:08:17  <coopserver> bootmii: aligns
21:08:39  <coopserver> *** Game paused (connecting clients)
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21:09:22  <coopserver> <lol> good evening
21:09:42  <coopserver> <bootmii> hi
21:09:48  <coopserver> <bootmii> 2:10 here
21:10:00  <coopserver> *** Mark has left the game (general timeout)
21:10:50  <coopserver> <bootmii> since when does a sideline get prio over a 2->1 ML output?
21:11:14  <coopserver> <lol> do you mean at food?
21:11:33  <coopserver> *** Game paused (connecting clients)
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21:11:43  <coopserver> <bootmii> at goods
21:11:57  <coopserver> <Mark> its not a sideline is it
21:12:08  <coopserver> *** bootmii has left the game (general timeout)
21:12:12  <coopserver> <Mark> and the busier lane gets priority if it needs it
21:12:52  <bootmii> !pw
21:12:52  <coopserver> bootmii: netbsd
21:12:52  <bootmii> I said !pw
21:13:11  <lol> you got a pw
21:13:55  <coopserver> <lol> why do you use 2-way after a pbs/
21:13:57  <coopserver> <lol> ?
21:14:14  <coopserver> <Sylf> it plays on 2way eol
21:14:40  <coopserver> <lol> but now it has a huge signalgap
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21:14:56  <coopserver> <Sylf> where?
21:15:04  <coopserver> <lol> at that split
21:15:07  <coopserver> <lol> but i have to leave
21:15:16  <coopserver> <Sylf> no
21:15:18  <coopserver> <lol> see sign gap
21:15:19  <coopserver> <Sylf> that gap is fine
21:15:32  <coopserver> <Sylf> gaps are part of balancer
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21:16:49  <bootmii> am i back i take it?
21:16:51  <bootmii> !pw
21:16:52  <coopserver> bootmii: netbsd
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21:19:05  <bootmii> !pw
21:19:05  <coopserver> bootmii: netbsd
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22:01:21  <coopserver> [udp] advertising to the master server is failing
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