Log for #openttdcoop on 20th August 2015:
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00:39:37  *** LadyHawk has joined #openttdcoop
01:04:46  <Sylf> !pw
01:04:46  <coopserver> Sylf: bisbal
01:05:04  <coopserver> *** Game still paused (connecting clients, number of players)
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01:33:06  <Sylf> !save
01:33:07  <coopserver> Saving map...
01:33:08  <coopserver> Map successfully saved to game.sav
01:34:00  <Sylf> !transfer 300 game.sav
01:34:01  <coopserver> Sylf: Attempting to transfer game.sav
01:34:06  <coopserver> Transfer done. File now at
01:53:28  <coopserver> *** Sylf has left the game (Leaving)
01:53:29  <coopserver> *** Game paused (number of players)
02:26:15  <Sylf> !update
02:26:15  <coopserver> Starting update...
02:30:13  <coopserver> Game successfully updated
02:30:14  <coopserver> Game saved. Shutting down server to finish update. We'll be back shortly
02:30:15  <coopserver> Server Shutting down
02:30:16  <coopserver> Disconnected from #openttdcoop - Public Server (
02:30:46  <coopserver> Server is starting
02:31:53  <Sylf> !apconnect
02:31:53  <coopserver> Connecting...
02:31:54  <coopserver> Connection failed
02:38:24  <Sylf> !apconnect
02:38:24  <coopserver> Connecting...
02:38:26  <coopserver> Now playing on #openttdcoop - Public Server ( (Version r27387)
02:39:06  *** Sylf changes topic to "Cooperative OpenTTD | PSG300 (r27387) | STAGE: Building | New players, use @quickstart and !help | | TS3:"
02:39:17  <maxtimbo> !dl lin64
02:39:17  <coopserver> maxtimbo:
02:40:44  <Sylf> Ha.
02:40:46  <maxtimbo> what happens if there were a problem with the server? like a rat chewed an ethernet cable or something?
02:40:55  <Sylf> I archived the game exactly at 700th year
02:41:05  <maxtimbo> haha right on
02:41:20  <maxtimbo> aka who maintains the server...?
02:41:45  <Sylf> that's the job of the data center
02:42:15  <Sylf> most data centers have 24/7 monitoring
02:42:27  <Sylf> I'm sure some of them have some hot-swappable components
02:42:33  <maxtimbo> I gotchya. So it's hosted on like a godaddy or something similar...
02:42:44  <Sylf> if not, the center staffers can work on hardware on short notice
02:43:02  <Sylf> that's the idea
02:43:21  <Sylf> at least that's my understanding of coop's server
02:43:43  <maxtimbo> so who pays for the hosting fee? granted it's probably only like 10$ a year or so...
02:44:14  <Sylf> I bit it's closer to 0/mo or more
02:44:49  <maxtimbo> you're prolly right considering the bandwidtch reqs.
02:48:50  <Sylf> coop hosts everthing from its own site, wiki, blog, to sites that's for openttd in general, like the dev site, compile farm etc...  on top of the game servers
02:49:10  <Sylf> as well as some supporting servers like proxy
02:49:48  <Sylf> many of those services run on virtual environment on top of 1 hardware or 1 cluster... I don't know the details
02:50:00  <Sylf> It's a big setup. that's all I know
02:50:11  <maxtimbo> that's pretty intense. impressive
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03:16:16  <Sylf> !rcon cd uploads
03:16:28  <Sylf> !rcon load 1
03:16:30  <coopserver> Starting new game
03:16:33  <coopserver> Now playing on #openttdcoop - Public Server ( (Version r27387)
03:16:34  <coopserver> *** Game still paused (manual, number of players)
03:16:53  <Sylf> !pw
03:16:53  <coopserver> Sylf: sqfile
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03:18:33  <coopserver> *** Game still paused (manual, number of players)
03:19:23  <Sylf> !rcon load 1
03:19:24  <coopserver> Starting new game
03:19:25  <coopserver> Now playing on #openttdcoop - Public Server ( (Version r27387)
03:19:26  <coopserver> *** Game still paused (manual, number of players)
03:19:41  <Sylf> !pw
03:19:41  <coopserver> Sylf: amount
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03:19:52  <coopserver> *** Game still paused (manual)
03:19:56  <Sylf> !setdef
03:19:56  <coopserver> Sylf: 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
03:19:57  <Sylf> !auto
03:19:58  <coopserver> *** Game unpaused (manual)
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03:34:11  *** Sylf changes topic to "Cooperative OpenTTD | PSG301 (r27387) | STAGE: Planning | New players, use @quickstart and !help | | TS3:"
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05:59:26  <V453000> \o/
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06:21:57  <sabakus> @quickstart
06:21:58  <Webster> Quickstart - #openttdcoop wiki -
06:22:11  <sabakus> !help
06:22:11  <coopserver> sabakus:
06:22:58  <maxtimbo> !pw
06:22:58  <coopserver> maxtimbo: sqbool
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06:27:14  <maxtimbo> cool
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07:56:42  <Maraxus> !pw
07:56:42  <coopserver> Maraxus: backed
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10:19:28  <planetmaker> !archive
10:19:32  <planetmaker> !psg
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11:44:05  <glevans2> !pw
11:44:05  <coopserver> glevans2: record
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11:49:56  <glevans2> Sylf: FYI, the town drop in your plan is not connected. Not sure if it was supposed to be that way or not.
11:50:03  <glevans2> anyway, off to work
11:50:05  <glevans2> later
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13:09:14  <YellowMiner> !pw
13:09:14  <coopserver> YellowMiner: pauses
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14:31:44  <SteveT> !dl win64
14:31:44  <coopserver> SteveT:
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14:40:58  <SteveT> !ip
14:40:58  <coopserver> SteveT:
14:42:31  <SteveT> !pw
14:42:31  <coopserver> SteveT: twoway
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14:50:52  <lol> !pw
14:50:52  <coopserver> lol: gaming
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14:52:24  <coopserver> <lol> hi
14:52:46  <coopserver> <stevet> hi there
14:54:25  <coopserver> <lol> don't have any inspiration today
14:54:44  <coopserver> <lol> i thought we would play jams' plan for game 299 at this game
14:55:05  <coopserver> <stevet> got a couple of ideas, try to decide which one to suggest
14:55:43  <coopserver> <lol> which ones do you have?
14:57:09  <SteveT> a layout consisting of a number of loops
14:57:31  <SteveT> a chaos network with short trains TL 1 or 2 and NO tunnels or Bridges.
14:57:42  <coopserver> <lol> how much loops?
14:57:55  <coopserver> <lol> and what will you do with water in the second plan?
14:57:59  <coopserver> <lol> just make land?
14:58:28  <SteveT> not worked out the detaisl
14:59:05  <SteveT> or maybe something with yeti as I have been playing with that lately
14:59:15  <coopserver> <lol> a game with loops was played in psg 299
14:59:27  <coopserver> <lol> and for yetis you need a new map
15:00:33  <coopserver> <lol> but i like the no bridges/tunnels idea
15:01:28  <SteveT> have we had a no bridges or tunnels game?
15:02:17  <lol> no, a game with loops
15:02:43  <SteveT> I will propose that then and see if other people like the idea
15:02:54  <coopserver> *** stevet has joined company #1
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15:03:22  <coopserver> <lol> i would propose one ring
15:03:34  <coopserver> <lol> not as complicated as sylf has
15:03:48  <coopserver> <lol> because crossings are really hard i think
15:11:25  <coopserver> <lol> looks hard to make a network of
15:11:45  <coopserver> <lol> bad example
15:12:07  <SteveT> why?
15:13:48  <coopserver> <lol> they don't drive really fast
15:14:02  <coopserver> <lol> i think something with a timer would do great
15:14:32  <SteveT> yea that is another way of doing it,
15:15:11  <coopserver> <lol> don't give too many examples and look what people will build
15:15:16  <coopserver> <lol> that is most fun
15:15:36  <SteveT> Yea the ways I thought of doing it were with "traffic lights" and the example i gave, I would like to see what else people come up wiht
15:16:26  <coopserver> <lol> are this the trains you want to use?
15:16:39  <SteveT> yea probably
15:17:34  <coopserver> <lol>
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15:27:14  <YellowMiner> !pw
15:27:14  <coopserver> YellowMiner: extend
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15:40:43  <Jam35> !dl
15:40:43  <coopserver> Jam35: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
15:40:44  <coopserver> Jam35:
15:41:44  <Jam35> !pw
15:41:45  <coopserver> Jam35: widget
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16:08:22  <[1]SteveT> !pw
16:08:22  <coopserver> [1]SteveT: memset
16:08:48  <[1]SteveT> !pw
16:08:48  <coopserver> [1]SteveT: diesel
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17:49:41  <Maraxus> !pw
17:49:41  <coopserver> Maraxus: metric
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18:15:23  <SteveT> !pw
18:15:23  <coopserver> SteveT: league
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18:26:25  <lol> !pw
18:26:25  <coopserver> lol: actual
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18:26:39  <coopserver> <lol> hi
18:26:54  <coopserver> <lol> maybe you need to give a layout from your plan
18:27:06  <coopserver> <lol> for example where you want the mainstations
18:27:15  <coopserver> <lol> just like sylf did
18:34:29  <Jam35> !pw
18:34:29  <coopserver> Jam35: series
18:34:37  <Jam35> !pw
18:34:37  <coopserver> Jam35: groove
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18:37:43  <coopserver> <Jam35> I don't think your plan can work stevet
18:37:54  <coopserver> <Jam35> at least not in a coop-style play game
18:38:38  <coopserver> <Jam35> no bridges/tunnels = blocking whatever you do
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18:43:41  <SteveT> I have done a game in single player with a 1000 trains on a single network, it wasnt perfect but it runs reasonably well
18:44:06  <SteveT> I thought it would be good to see what the wonderful people of this server could do
18:45:05  <Jam35> it is interesting idea though
18:45:14  <Jam35> have you got a save?
18:45:20  <SteveT> yea sure
18:45:35  <SteveT> can I upload it to the channel?
18:45:45  <Jam35> I don't think it can balance traffic well
18:45:57  <Jam35> dropbox link?
18:45:59  <Jam35> or similar
18:48:46  <lol> you need to add to your plan what big layout of the game will be
18:48:54  <lol> where to drop what cargo?
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18:49:22  <SteveT>
18:51:00  <SteveT> for the game I have done with no bridges or tunnels, like I said its not perfect, but works quite well.
18:51:13  <SteveT> Was going for a chaos games as in
18:53:37  <Jam35> hm, what version did you use?
18:53:44  <Jam35> it tells me broken savegame
18:54:34  <Jam35> on 1.5.2
18:55:11  <Jam35> trunk loads it np
18:56:59  <SteveT> ok, was about to say it works for me
18:57:43  <SteveT> I think the junctions would get big, but its doable. the reason for short trains is because waiting space is really important, so you dont want trains that are too big
18:58:27  <SteveT> now I look at it again its not running as well as I remembered but you get the idea
18:59:19  <Jam35> I like it I must say
18:59:49  <Jam35> but for example near the top corner is a queue that I don't think would ever get solved
19:00:09  <Jam35> I
19:00:16  <Jam35> It's not too bad now :)
19:01:01  <Jam35> but we would at least expect to double this traffic if not more
19:03:47  <Jam35> yeah the queue moves around
19:04:05  <Jam35> I would like to see the plan played however
19:04:25  <Jam35> but it might not fit with coop-style purism
19:04:45  <SteveT> I am not familar with teh coop-style purism, I just like to have fun and try new things
19:05:38  <Jam35> :D that's fine ofc
19:05:48  <Jam35> you have some nice ideas
19:06:54  <Jam35> coop-style has emphasis on flowing network is all
19:08:39  <SteveT> ok, it is ok stipulating a chaos network rather than specifying a plan. I wanted to give people the option to build as they saw fit.
19:09:26  <Jam35> that's fine
19:09:47  <Jam35> the no bridges/tunnels is the sticking point
19:10:01  <SteveT> lol thats what makes it fun :)
19:10:06  <SteveT> and challenging
19:11:21  <Jam35> :) sure, if people vote for it then fine
19:11:47  <lol> i think this will be double chaos
19:11:56  <SteveT> lol
19:12:28  <lol> i think the not loading of savegames is a bug
19:12:33  <Jam35> I stated a plan with no diagonal tracks allowed once
19:12:40  <Jam35> didn't win
19:13:00  <Jam35> well only 1 tile length or something
19:13:06  <SteveT> how would that work?
19:13:07  <lol> i got it too with some other saves i had in 1.5.1
19:13:17  <SteveT> ah ok
19:13:29  <Jam35> savegame format has changed
19:13:34  <lol> with citymania client
19:13:44  <lol> it was a game i started yesterday
19:13:57  <lol> one of the few games i play in single
19:14:08  <lol> with nightly i can open it
19:16:08  <lol> i like this too
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19:22:08  <lol> i got that jam in the north solved in single player
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20:22:15  <mfb-> hi
20:22:18  <mfb-> !password
20:22:18  <coopserver> mfb-: maxtop
20:22:31  <mfb-> huh
20:22:38  <mfb-> !dl win64
20:22:38  <coopserver> mfb-:
20:24:39  <mfb-> !password
20:24:39  <coopserver> mfb-: latent
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20:32:14  <coopserver> <Player> !nick mfb
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20:32:17  <coopserver> <mfb> hmm
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