Log for #openttdcoop on 18th October 2015:
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02:41:14  <dwarf> !pw
02:41:14  <coopserver> dwarf: rights
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09:22:48  <Jam35> !pw
09:22:48  <coopserver> Jam35: grfids
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09:37:31  <Jam35> !rcon set max_trains 2400
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10:05:39  <cha0tics> !players
10:05:39  <coopserver> cha0tics: There are currently 1 players and 0 spectators, making a total of 1 clients connected
10:05:45  <cha0tics> hi
10:06:13  <cha0tics> !pw
10:06:13  <coopserver> cha0tics: tfloat
10:06:20  <coopserver> *** Game paused (connecting clients)
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10:07:07  <coopserver> <cha0tics> hi Jam
10:07:09  <coopserver> <Jam35> hi
10:07:14  <coopserver> <cha0tics> what are you working on?
10:07:24  <coopserver> <Jam35> slh07 4th
10:07:31  <coopserver> <Jam35> just about done
10:08:21  <coopserver> <cha0tics> what else needs to be done?
10:08:37  <coopserver> <Jam35> idk
10:12:00  <coopserver> <cha0tics> that orio looks interesting
10:12:05  <coopserver> <cha0tics> what does it do?
10:12:31  <coopserver> <Jam35> I just expanded Sylfs thing
10:12:37  <coopserver> <Jam35> it is a prio
10:12:57  <coopserver> <Jam35> keeps trains in depot if another train is entering sideline
10:13:15  <coopserver> <Jam35> or at the entry signal in front of depot even
10:13:55  <coopserver> <cha0tics> so it's just for the depot?
10:14:01  <coopserver> <Jam35> yes
10:14:45  <coopserver> <Jam35> all of that is obe block
10:14:48  <coopserver> <Jam35> *one
10:15:06  <coopserver> <Jam35> the pbs allows safe path through
10:15:30  <coopserver> <Jam35> but if train is on the yellow track the entry is red
10:15:45  <coopserver> <cha0tics> right, I got it
10:16:42  <coopserver> <Jam35> Sylf did it with presignals
10:16:48  <coopserver> <cha0tics> your latest addition looks like a deadlock though
10:17:02  <coopserver> <Jam35> but to extend that is a lot more logic track
10:17:07  <coopserver> <Jam35> how so?
10:17:14  <coopserver> *** cha0tics has joined company #1
10:17:45  <coopserver> <Jam35> that is the prio, no different than normal
10:18:07  <coopserver> <cha0tics> but doesn't the tail hang into the prvious block?
10:18:39  <coopserver> <Jam35> here?
10:18:49  <coopserver> <cha0tics> there
10:19:03  <coopserver> <Jam35> pbs allows safe path ...
10:19:06  <coopserver> <cha0tics> forget it
10:19:19  <coopserver> <cha0tics> I somehow took the PBS for an entry
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10:19:37  <coopserver> <cha0tics> when I just realised the plate is pointing in the opposite direction
10:19:47  <coopserver> <cha0tics> sorry, not enough coffee yet
10:20:04  <coopserver> <Jam35> signal is red if any of that joined up stuff has train in it
10:20:20  <coopserver> <Jam35> but approching trains can get through
10:20:33  <coopserver> <cha0tics> as I said, my bad for nor realizing it was a PBS
10:20:38  <coopserver> <Jam35> kk :)
10:25:54  <coopserver> <Jam35> I changes some signs that said 4th ready
10:26:01  <coopserver> <Jam35> to simply 4th
10:26:34  <coopserver> <Jam35> I think 4th ready assumes that they can be connected straight away
10:26:49  <coopserver> <Jam35> which these cannot be :)
10:27:42  <coopserver> <cha0tics> the one at bbh5 could
10:28:16  <coopserver> <cha0tics> also the center of bbh5 looks like someone started making room for a fourth
10:30:55  <coopserver> <cha0tics> check !question please
10:31:09  <coopserver> <cha0tics> isn't there a connection missing?
10:33:13  <coopserver> <Jam35> sorry was afk
10:33:15  <coopserver> <Jam35> sec
10:33:43  <coopserver> <Jam35> the one at bbh 05 is a dead end
10:33:51  <coopserver> <Jam35> after slh 17
10:34:43  <coopserver> <Jam35> i don't see a missing connection
10:34:54  <coopserver> <Jam35> it is not full choice if that is what you mean
10:35:28  <coopserver> <Jam35> no
10:35:30  <coopserver> <Jam35> it is
10:35:32  <coopserver> <Jam35> atm
10:35:58  <coopserver> <cha0tics> it's only full choice if you consider the tunnel entrance before that
10:36:08  <coopserver> <Jam35> it splits at the tunnels yeah
10:36:16  <coopserver> <Jam35> and each tunnel has a unique exit
10:36:21  <coopserver> <Jam35> no crossing over
10:38:05  <coopserver> <Jam35> like !here, another example
10:39:09  <coopserver> <cha0tics> i c, but I don't understand the reason
10:39:52  <coopserver> <Jam35> if you give all choices trains will cross paths more
10:39:59  <coopserver> <Jam35> =more stoppages
10:40:29  <coopserver> <Jam35> as long as all exits are fairly even traffic this should work
10:41:31  <coopserver> <Jam35> it is working thus far
10:41:46  <coopserver> <Jam35> busier input will cause problems
10:42:27  <coopserver> <Jam35> and speads output nicely I think
10:42:36  <coopserver> <Jam35> in the space we have it is good
10:44:16  <coopserver> <Jam35> I used some back pbs so those lanes are hopefully chosen last
10:44:29  <coopserver> <Jam35> means even less crossover
10:44:55  <coopserver> <Jam35> unless those bays are full ofc
10:49:45  <coopserver> <cha0tics> given that you have all flat area, is there an easy pattern for a 2x4->2x4 hub to work from/abstract?
10:51:38  <Jam35>
10:51:46  <Jam35> maybe something like this?
10:52:11  <coopserver> <cha0tics> right, that's the merger
10:52:20  <coopserver> <cha0tics> but I mean the full hub
10:52:27  <Jam35> any pattern is probably ending up with sequential merging
10:53:13  <Jam35> do you mean with normal network or like here: 2 inputs, 2 outputs?
10:53:56  <coopserver> <cha0tics> well I guess normal networks would be easier, hm?
10:54:23  <coopserver> <Jam35> no I think here would be easier to standardise a design like that
10:54:45  <coopserver> <Jam35> mostly it's easier to built it as it fits to the landscape
10:58:24  <Jam35> this pattern?
10:58:27  <Jam35> but expanded
10:58:44  <coopserver> <cha0tics> well the most vcompact standard here would be 8 bridges across, 4 lanes underneath, split merge, done
10:59:11  <cha0tics> yeah the ultimate 3-way
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11:28:36  <happpy> !players
11:28:36  <coopserver> happpy: There are currently 2 players and 0 spectators, making a total of 2 clients connected
11:28:39  <happpy> hi
11:30:47  <coopserver> <Jam35> hi
11:30:53  <coopserver> <Jam35> something disconnected
11:31:00  <coopserver> <Jam35> I see some weird behaviour
11:31:22  <happpy> heem
11:31:49  <coopserver> <Jam35> cha0tics where are you?
11:34:39  <coopserver> <Jam35> found missing connection to SL
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14:39:29  <Jam35> !players
14:39:29  <coopserver> Jam35: Client 1720 (Orange) is cha0tics, in company 1 (#304)
14:39:30  <coopserver> Jam35: Spectators: Client 1718 (Jam35)
14:39:43  <Jam35> !rcon move 1720 255
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17:22:37  <Sylf> !pw
17:22:38  <coopserver> Sylf: search
17:22:52  <Sylf> !pw
17:22:52  <coopserver> Sylf: ssdata
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19:42:35  <Sylf> :o  you people were in the game while I was messing around, and I didn't even know it - I never checked
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20:28:17  <dwarf> !pw
20:28:17  <coopserver> dwarf: derive
20:28:40  <dwarf> !pw
20:28:40  <coopserver> dwarf: awards
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21:13:48  <cha0tics> !players
21:13:48  <coopserver> cha0tics: There are currently 1 players and 0 spectators, making a total of 1 clients connected
21:13:53  <cha0tics> hi
21:13:57  <coopserver> <dwarf> hi
21:14:19  <cha0tics> !pw
21:14:19  <coopserver> cha0tics: config
21:14:25  <coopserver> *** Game paused (connecting clients)
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21:14:33  <coopserver> <cha0tics> what's up?
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21:15:59  <coopserver> <dwarf> I rebuilt the rubber exit, but now the 4th in bbh1 is jamming up
21:16:49  <coopserver> <dwarf> it's not too bad
21:19:00  <coopserver> <cha0tics> that hub looks pretty busy though
21:19:18  <coopserver> <dwarf> that hub is a goddamn spagetthi
21:19:40  <coopserver> <cha0tics> but the flow is pretty fluent
21:19:52  <coopserver> <dwarf> yea, it seems to work
21:20:11  <coopserver> <dwarf> now trains are piling up in the reverser on top again
21:20:32  <coopserver> <dwarf> that line only has two choices towards bbh2
21:20:57  <coopserver> <cha0tics> also one of them has a CL issue
21:21:08  <coopserver> <dwarf> that's fine
21:21:20  <coopserver> <dwarf> can't be picky with your spagetthi
21:21:29  <coopserver> <cha0tics> I want meat balls ,)
21:21:48  <coopserver> <dwarf> yea, I don't see any, vegan spagetthi
21:22:25  <coopserver> <cha0tics> well, adding a third option to the overflow should be easy
21:26:34  <coopserver> <cha0tics> leave a TL space at the end
21:26:53  <coopserver> <dwarf> that's exactly the TL space
21:27:51  <coopserver> <cha0tics> yeah right
21:29:49  <coopserver> <cha0tics> flow looks good
21:30:06  <coopserver> <dwarf> yea, all seems good
21:30:28  <coopserver> <cha0tics> let's add some trains
21:30:29  <coopserver> <dwarf> bbl
21:30:33  <coopserver> *** dwarf has left the game (Leaving)
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21:30:58  <dwarf> don't increase train count too much
21:31:06  <cha0tics> I can't
21:31:20  <cha0tics> don't have !rcon
21:31:29  <dwarf> well, let's wait what others say, we may want to finalize
21:31:34  <Sylf> !info
21:31:34  <coopserver> Sylf: #openttdcoop - Public Server (, Version: r27387, date: Aug 22 2908, clients connected: 1, map size: 512x512, address:
21:31:42  <Sylf> !rcon max_trains
21:31:43  <coopserver> ERROR: command not found
21:31:48  <Sylf> !rcon set max_trains
21:31:49  <coopserver> Current value for 'max_trains' is: '2400' (min: 0, max: 5000)
21:31:57  <dwarf> adding 5th would be too hard at many places
21:32:08  <cha0tics> expecially the hubs
21:32:21  <Sylf> Too hard, pfffft
21:32:27  <cha0tics> lol
21:32:31  <dwarf> lol, cha0tics, that's the only place it's hard
21:32:45  <cha0tics> :D
21:32:49  <cha0tics> stating the obvious
21:33:11  <Sylf> @stage Finalize
21:33:11  *** Webster changes topic to "Cooperative OpenTTD | PSG304 (r27387) | STAGE: Finalize | New players, use @quickstart and !help | | TS3:"
21:33:33  <Sylf> I was trying to bring most stations' ratings to at least 50% earlier
21:33:53  <Sylf> they should be close by now
21:33:57  <dwarf> I did that too, I think we've achieved that
21:34:28  <cha0tics> so no more building?
21:34:29  <Sylf> if that's done, then all we need is a new map
21:34:37  <Sylf> Build a new map for us :P
21:34:53  <Sylf> Let's bring back smaller mines newgrf, unless we play pax game
21:35:04  <Sylf> these default industries grow too big
21:35:12  <cha0tics> I'd love to do a round of RAWR, NUTS,  YETI
21:35:47  <Sylf> make one such map :)
21:35:56  <Sylf> and upload to some file share site
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21:36:17  <Sylf> i'll be back in about 1 hour, I think
21:36:19  <dwarf> we could do a pax game
21:36:42  <dwarf> do we ever do SML?
21:36:58  <Sylf> PSG300 was pax, so I can wait longer for next one
21:37:04  <Sylf> shift main line?
21:37:13  <cha0tics> pax and YETI don't go well, but YETI needs a bit of pax anyhow
21:37:15  <Sylf> we did that recently
21:37:17  <Sylf> it was ugly
21:37:33  <Sylf> yeti only needs bigger towns
21:37:44  <Sylf> no real pax stuff is needed
21:38:06  <Sylf> we can try to play yeti with one yeti igloo for the whole map
21:38:35  <cha0tics> I'll try that, that sound like a challenge, one big town + one igloo
21:50:46  <coopserver> *** cha0tics has left the game (Leaving)
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22:33:19  <cha0tics> here's a suggestion for a YETI map:
22:34:47  <Sylf> looks good
22:34:49  <Sylf> a few tips
22:35:01  <Sylf> rename the file to .sav before uploading - then we can straight upload to the server
22:35:29  <Sylf> load the station grfs, so we don't have to add them later (editing newgrf list later is a bad idea)
22:35:42  <Sylf> also, if people want to use rawr, let them load them locally
22:36:30  <cha0tics> stations should be loaded
22:36:51  <Sylf> I only see NUTS, PURR, RAWR and YETI
22:36:59  <Sylf> oh, you don't need to load PURR
22:37:04  <Sylf> it's included in NUTS
22:37:47  <cha0tics> ah, I know. the editor crashed and I forgot to reload the grf settings
22:38:16  <Sylf> no worries
22:39:02  <cha0tics> I also used two igloos
22:39:09  <cha0tics> one looked a bit odd
22:43:40  <Sylf> oh, one last tip - use the money cheat and give the company lots of money before uploading, so we don't have to wait for money makers
22:44:48  <cha0tics> all noted for next time, or shall I do it to this one too?
22:45:16  <Sylf> for the next time
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22:52:14  <Sylf> !save
22:52:15  <coopserver> Saving map...
22:52:16  <coopserver> Map successfully saved to game.sav
22:52:28  <Sylf> !transfer 304
22:52:28  <coopserver> Sylf: (transfer <Game Number> <savegame> [Server ID or channel]) -- Transfers 'savegame'. Destination directory and name are configured in Game number is used to uniquely name the destination file. Warning: this is the only command where the optional Server ID is the last argument
22:52:37  <Sylf> !transfer 304 game.sav
22:52:37  <coopserver> Sylf: Attempting to transfer game.sav
22:52:46  <coopserver> Transfer done. File now at
22:53:02  <Sylf> now, we need a wiki entry...
22:58:39  <Sylf> !rescan
22:58:39  <coopserver> Sylf: Scanning content directories
22:59:28  <coopserver> Sylf: Rescan completed
23:00:23  <Sylf> !pw
23:00:23  <coopserver> Sylf: tested
23:00:25  <coopserver> *** Game still paused (connecting clients, number of players)
23:00:30  <coopserver> *** Sylf has joined
23:00:31  <coopserver> *** Game still paused (number of players)
23:00:45  <coopserver> <Sylf> eh... what screen shot to use....
23:01:05  <cha0tics> for what?
23:01:22  <coopserver> <Sylf> for the wiki entry
23:01:32  <cha0tics> wait a sec
23:01:47  <cha0tics> !pw
23:01:47  <coopserver> cha0tics: paying
23:01:52  <coopserver> *** Game still paused (connecting clients, number of players)
23:01:53  <coopserver> *** cha0tics has joined
23:01:54  <coopserver> *** Game still paused (number of players)
23:01:57  <coopserver> <Sylf> lol
23:02:07  <coopserver> <Sylf> that 4th ready @ SLH8
23:02:09  <coopserver> <cha0tics> BBH01
23:03:02  <coopserver> <cha0tics> like!
23:03:25  <coopserver> <Sylf> bbh 9 looks nice for a screen shot
23:03:50  <coopserver> <Sylf> BBH1 looks pretty tight
23:04:04  <coopserver> <Sylf> all the stuff I built originally, and expanded by others :D
23:04:17  <coopserver> <cha0tics> I'd use bbh01
23:05:15  <dwarf> !pw
23:05:15  <coopserver> dwarf: andreu
23:05:29  <coopserver> *** Game still paused (connecting clients, number of players)
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23:05:40  <coopserver> *** Game unpaused (number of players)
23:06:56  <dwarf> yea, bbh9 is nice
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23:08:50  <coopserver> <Sylf> hmmm,
23:08:57  <coopserver> <Sylf> who is /Black...
23:09:25  <coopserver> <dwarf> old member, came back briefly
23:09:28  <coopserver> <Sylf> Black is Black, I suppose
23:09:49  <coopserver> <Sylf> I just didn't want to list an incomplete name on the wiki entry
23:11:13  <coopserver> <Sylf> there's a signal gap in the BBH10 :(
23:11:17  <coopserver> <Sylf> on the prio line
23:11:27  <coopserver> <Sylf> oh well, too late.
23:11:58  <coopserver> <cha0tics> It's an easter egg for others to find
23:13:01  <Sylf> anyway, screen shot is ready, so let's load the next map
23:13:06  <Sylf> !rcon load 1
23:13:07  <coopserver> Starting new game
23:13:12  <Sylf> !pw
23:13:13  <coopserver> Sylf: suffix
23:13:15  <coopserver> *** cha0tics has left the game (connection lost)
23:13:16  <coopserver> *** Sylf has left the game (connection lost)
23:13:17  <coopserver> *** dwarf has left the game (connection lost)
23:13:18  <coopserver> Now playing on #openttdcoop - Public Server ( (Version r27387)
23:13:19  <coopserver> *** Game still paused (manual, number of players)
23:13:33  <Sylf> !pw
23:13:33  <coopserver> Sylf: sparks
23:13:43  <Sylf> !pw
23:13:43  <coopserver> Sylf: fourth
23:13:45  <Sylf> WTF
23:13:51  <coopserver> *** Game still paused (manual, connecting clients, number of players)
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23:14:10  <cha0tics> !pw
23:14:10  <coopserver> cha0tics: button
23:14:15  <coopserver> *** Game still paused (manual, connecting clients, number of players)
23:14:33  <dwarf> !pw
23:14:33  <coopserver> dwarf: button
23:15:21  <cha0tics> !pw
23:15:21  <coopserver> cha0tics: button
23:15:26  <coopserver> *** cha0tics has joined
23:15:29  <coopserver> *** Game still paused (manual, number of players)
23:15:38  <coopserver> *** Game still paused (manual, connecting clients, number of players)
23:16:18  <coopserver> *** Game still paused (manual, number of players)
23:16:24  <coopserver> <cha0tics> Sylf?
23:16:31  <coopserver> <cha0tics> did you add more industry?
23:18:06  <Sylf> I used your map as heightmap and recreated the game
23:18:31  <coopserver> <cha0tics> well, there are too many igoos now
23:18:34  <Sylf> industries are built and shut down while the planning is going on anyway
23:19:24  <Sylf> extra igloos are needed to kick-start the network in the beginning
23:19:44  <Sylf> even if we go with the plan of supporting the whole map with 1 in the end
23:20:24  <coopserver> <Sylf> we don't have to use all 44 yeti yards
23:22:46  <coopserver> *** Sylf has joined company #1
23:22:47  <coopserver> *** Game still paused (manual)
23:22:52  <Sylf> !setdef
23:22:52  <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
23:22:54  <Sylf> !auto
23:22:55  <coopserver> *** Game unpaused (manual)
23:40:22  *** Asgeir has quit IRC
23:50:01  <coopserver> <cha0tics> ok Sylf where can I vote? when can we start? :D
23:50:25  <coopserver> <Sylf> make a voting board
23:50:39  <coopserver> <cha0tics> just kidding
23:50:44  <coopserver> <cha0tics> but can do
23:50:56  <coopserver> <cha0tics> was just watching your plan
23:51:16  <coopserver> *** cha0tics has joined company #1
23:52:04  <coopserver> *** Sylf has joined spectators

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