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#openttd IRC Logs for 2015-04-01

---Logopened Wed Apr 01 00:00:15 2015
00:00<maxtimbo>don't get me wrong, I love zbase.
00:01<maxtimbo>it is so damn ugly though.
00:02<maxtimbo>I would love to mod zbase
00:02<maxtimbo>oh time, you fickle bitch
00:04<supermop>in the time it would take you to modify it you could just render a new set of sprites
00:05<supermop>if you just want same models with better textures it could be even faster
00:13<supermop>ok enough with platforms and brickwork, now onto the steel arch
00:13<supermop>aka the whole point of the default station
00:20<supermop>aaand i went right back to just one more bit of brickwork
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01:56<supermop>too bad structures do not cast shadows in openttd, because this steel arch is casting some pretty seductive arcs on the ground
01:58<V453000>shadows are shit yeah
01:58<V453000>but you can let your sprites have the shadow in it
01:58<V453000>to some extent
01:58<supermop>are /the/ shit
01:59<V453000>well yes, if you can get them work they are the shit
01:59<V453000>but for anything larger probably not
02:00<V453000>if you put some half-transparent alpha shadows to the sprite so it influences the neighbouring sprites, it is okay - until there is another building next to the first one :(
02:00<V453000>idk if you can check whether there is a neighbouring building ... regardless, cpu hog much
02:00<supermop>well as its a victorian style station, i figure i can get away with the roof casting a shadow on the platform?
02:01<V453000>well shadows within the tile are obviously perfectly fine :)
02:01<V453000>I think one of the solid workarounds would be to make same size buildings take more space
02:01<V453000>so they have some lawns etc around them
02:02<V453000>like 2x2 at least
02:02<V453000>makes it more interesting for building too
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02:13<supermop>i'd like to see 2x2 and 1x2 buildings be the norm
02:14<supermop>just to get more contrast between open and dense areas, small and large buildings
02:14<supermop>but a city of 2x2 lots really needs 4x4 or greater road grids
02:25<supermop>my standard light set up has daylight as per 'correct' game light
02:25<supermop>plus another weaker directional light from above and slightly opposite
02:25<supermop>to round out lighting a bit
02:26<supermop>but now that i am seeing cast shadows for the first time, im now seeing shadows going both ways, like a soccer player under artificial stadium lights
02:27<Flygon>I think encouraging 4x4 roads would be neat, myself
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02:32<supermop>i'd like 4x6 r so
02:33<Flygon>HODDLE GREED :D
02:33<Flygon>But, yeah
02:33<Flygon>Giant land plot buildings
02:33<Flygon>Would be a godsend
02:33<Flygon>They'd make giant Tram and Train stations look unridiculous
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03:54<Supercheese>Blaaaaargh I hate how much a single missing semicolon can ruin your day
03:55<Supercheese>Friggin spending an hour debugging
03:55<Supercheese>well, not literally an hour
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04:37<Supercheese>would anyone happen to have a 3D model of an airship mooring mast? I'd like to add one to OGFX+ airports
04:46<@planetmaker>Supercheese, is there one in zbase?
04:46<Supercheese>ah, I should check
04:47<@planetmaker>and I remember faintly something like that from the deceased first 32bpp stuff - but not sure whether it was actually a model and if so, where to unearth it from
04:47<@planetmaker>and even then what license it might have :P
04:48<Supercheese>I've already got some working code, I just want a better sprite than the one I found on the forums
04:48<@planetmaker>you're working on patching ogfx+airports? :)
04:49<Supercheese>yeah, I'd like to
04:49<Supercheese>'ve done it before
04:53<Supercheese>not seeing one in zbase
05:02<Supercheese>found a free one on the Internet, but my rendering skills are rusty
05:02<Supercheese>see how it goes
05:05<supermop>supercheese you need something rendered ok-ish?
05:05<Supercheese>well first I have to wrangle the file format, just downloaded this from a random website
05:06<supermop>hmm im off to pub but if you want to pm me something ill try later
05:06<Supercheese>cool, thanks for the offer :)
05:14<Supercheese>Windows Explorer has stopped working
06:03<Flygon>I remember having a Windows copy
06:03<Flygon>That had a corrupted explorer.exe
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06:58<supermop>i was once in a position whereby explorer did not know what program to use to open 'explorer.exe'
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07:08<chillcore>but maybe it was not trying explorer.exe it was trying to open at all ;)
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07:29<supermop>blitzing some acad work work then model a door then post shitty renders to be decried by fora
07:31<supermop>all after several beers
07:34<chillcore>beer helps most of the times
07:34<chillcore>but as I d not like being half drunk ... I stopped drinking unless it is at smeone elses place
07:35<V453000>I just listen to some wtf musich which increases my apathy levels to sufficient
07:35<V453000>and then I can deal with shitty work quests
07:40<chillcore>bit too much DeathCore for my taste
07:40<chillcore>if that is what you call that style
07:40<V453000>I dont play much on names
07:40<chillcore>me neither but yeah
07:40<V453000>but I can generally find it under harsh electro etc
07:41<V453000>I feel like nobody actually knows how to call stuff in this area of music and the names are completely "as the author feels like"
07:41<chillcore>just makes me cringe when peeps class all of it under house ;)
07:42<V453000>and the authors mostly dont give two shits either
07:42<chillcore>yeah let's keep it that way xD
07:42<V453000>"yo here is my shit, it brings doom via subwoofers, so lets dance and shit"
07:46<supermop>it used to bother me when people would call really minimalist stuff 'microhouse'
07:47<chillcore>that is a new one to me
07:49<supermop>some of the stuff was like old techno, some of it was more like the work of karl stockhausen
07:49<supermop>but it was certainly not house
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08:08<chillcore>lol I used the wrong kind of cobblestone
08:09<chillcore>the one with the little creepers in it is all over the place
08:09<chillcore>that will teach peeps not to mess with my walls I guess :P
08:12<chillcore>I don't even remmeber what they are calles but some stone brick have monster eggs in them
08:12<chillcore>which remain there untill you break the block
08:13<chillcore>I'l open up the server whenI am a bit futher in game
08:13<chillcore>first crash has yet to occur
08:14<chillcore>but I am not doing nothing crazy yet
08:15<chillcore>s nothing/anything
08:17<supermop>no i believe the first way
08:17<chillcore>hmm ok
08:17<chillcore>frenglish xD
08:18<chillcore>no wait frutchlish I called it
08:19<chillcore>everyone should just learn dutch
08:19<supermop>no nothing about that, i just can't believe that you are ever not doing someting crazy
08:19<chillcore>so true
08:20<chillcore>even my base is kinda WTF
08:21<chillcore>just a skeleton for the moment
08:21<chillcore>even that is too big for one screenshot
08:23<chillcore>too bad I can not put back the classic game
08:23<chillcore>I have it installed and it is a matter of switching
08:23<chillcore>just sme peeps sem to have probs getting it installed
08:24<chillcore>something about doing things they should not have
08:24<chillcore>so they had to pull it?
08:24<chillcore>I dunno
08:25<chillcore>^^^ enforcing coprights hat were ot theirs to begin with and spyware
08:25<chillcore>in the llauncher not in game itself
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08:26<chillcore>damn my spelling ... pressing enter too fast :/
08:30<chillcore>also 'normal' ... who wants that if you can be yourself
08:30<chillcore>I used to drive my mother crzay
08:30<chillcore>my father was more relaxed
08:31<chillcore>"whatever rocks you boat son ... just make sure it does not cost me"
08:31<chillcore>that being said ... he was never 'cheap'
08:31<chillcore>within limits
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08:54<__ln__>how do you do
08:54<Samu>im ok
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08:55<Eddi|zuHause>the mother of all metaquestions
08:59<Flygon>Eddi: It's not meta if you're a robot
08:59<Flygon>Because there's only one valid answer
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09:00<__ln__>there's another one: "I'm operating within normal parameters."
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09:02<Eddi|zuHause>but those are all "metaanswers". they contain no information
09:03<__ln__>like most things that are uttered on the internet
09:05<Samu>I am brushing my teeth, then
09:08<Samu>could you make company color choice more random?
09:08<Samu>auto-color pick up
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09:59<chillcore>I should go to the bank ... maybe they wired my moneyz early as a joke XD
10:04<Eddi|zuHause>or maybe they wired a monet instead?
10:05<chillcore>that would be so cool
10:06<chillcore>"the bank made an in your advantage" ... still waiting for that one
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10:07<Eddi|zuHause>an fjb? that must be an april's fool joke for sure.
10:15<Samu>im getting these warnings
10:15<Samu>Warning 6 warning C4267: '-=' : conversion from 'size_t' to 'uint32', possible loss of data C:\OpenTTD\trunk\src\terraform_cmd.cpp 406 1 openttd
10:16<Samu>Warning 5 warning C4267: 'initializing' : conversion from 'size_t' to 'uint', possible loss of data C:\OpenTTD\trunk\src\smallmap_gui.cpp 1077 1 openttd
10:16<Samu>Warning 4 warning C4267: '=' : conversion from 'size_t' to 'uInt', possible loss of data C:\OpenTTD\trunk\src\textfile_gui.cpp 230 1 openttd
10:17<ST2>I love this words:
10:17<ST2>"C4267 can also be caused on x86 and this warning cannot be resolved in code, but can be ignored and suppressed with the warning pragma."
10:17<chillcore>don't tell him to supress
10:18<chillcore>before you know it he changes trunk instead of his new code
10:19<chillcore>typedefinition samu
10:20<ST2>haha xD
10:20<Samu>what does that mean?
10:21<chillcore>as it sais ... the type of your uint32 does not match size_t
10:25<Samu>i can just ignore it then
10:25<Samu>don't do anything about it
10:25<chillcore>ST2 ... the stage is all yours ;)
10:26<ST2>oh well, when I get that, yeah, ignore it
10:26<ST2>but that's me, since things works
10:26<ST2>but not saying it's the correct thing todo ^^
10:26<chillcore>spotlights, camera, rolling
10:27<chillcore>popcorn for all
10:27<ST2>action *clap*
10:27<Eddi|zuHause>free popcorn? but i just had lasagna...
10:28<chillcore>I'll keep some on the side for later Eddi|zuHause
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10:51<Samu>I accidentaly found a bug
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10:53<Samu>build these adjacent to each other
10:53<Samu>dock, ship depot, dock
10:53<Samu>now buy a ship, give it orders, start ship
10:54<Samu>bug: it doesn't get out of ship depot, it's stuck
10:57<Samu>i'm making a bug report
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11:00<chillcore>is it clean trunk you are playing with samu?
11:00<chillcore>works fine for me
11:01<chillcore>samu: maybe unpause the game?
11:01<Samu>it's unpaused, it's an online game
11:01<Samu>on st2 server
11:02<chillcore>is his server unpatched samu?
11:02<Samu>no idea
11:02<chillcore>ah ...
11:02<chillcore>maybe ask him ...
11:03<chillcore>hello Alberth
11:07<chillcore>is his server unpatched samu?
11:08<Samu>i tested in signle player, it is also happening there
11:08<chillcore>lol samu
11:09<chillcore>let me redo that list I undid
11:10<ST2>but ships show full speed xD
11:11<Eddi|zuHause>why do humans so often do things that they know full well will result in disaster? :p
11:11<Samu>i demolished one dock, it got out, now rebuilt it
11:11<Samu>let's see
11:12<chillcore>ye why ... I must be stupid like that
11:12<chillcore>^^^ I had one left from that stack you gave me :P
11:13<chillcore>is your server unpatched ST2?
11:13<ST2>not that one
11:13<chillcore>samu fails to answer or even ask
11:13<ST2>that's why I tested with vanilla versio
11:14<ST2>and happens the same
11:14<chillcore>ye but shizz like this happens
11:14<chillcore>that is why you do not mess with 'that' and provide binaries ;)
11:15<Samu>ship is free
11:15<Samu>it can go to both docks, it just couldn't start
11:16<Samu>this reminds me of some very very old bug on original transport tycoon
11:16<chillcore>also I fail to see how a ship an get out if you block both entrances
11:16<chillcore>not a bug for as far as I am concerned
11:16<chillcore>out is the next tile and it can not reach that
11:16<Samu>train depots adjacent to a rail line
11:17<Samu>and the train couldn't get out
11:17<Samu>because the depot rail was "connected" to another rail
11:17<Samu>don't know if it's related
11:17<Samu>i guess not
11:19<chillcore>man I am so going to save this screenshot
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11:25<Samu>invalid? :(
11:25<Samu>it could start when i demolished then rebuilt the dock
11:26<Samu>it is doing fine now
11:28<frosch123>ah, so they bought it
11:28<frosch123>did they also buy elgoog?
11:29<Samu>are you sure it's invalid report?
11:30<@Alberth>can also be changed to 'works for me', if that's better
11:30<Samu>try this: demolish one dock, and rebuild it right away
11:31<@Alberth>or 'not a bug'
11:32<chillcore>well I tested but not in the way he built it ;)
11:32<Samu>i first built the canals
11:32<Samu>then 2 docks, and in the end the ship depot
11:33<chillcore>hmm ... maybe your comment was ot about 'that' bug
11:36<ST2>hi :)
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11:37<Eddi|zuHause>but they didn't set it up so that just "google" works...
11:37<Samu>i hate intended bugs
11:40<frosch123>damn, gentoo has a "cowsay" tool
11:40*frosch123 ponders switching back to gentoo
11:40<Samu>requesting re-open
11:41<@Alberth>... ?
11:42<Samu>i see it as a bug, if you build a road depot and a station in front of it but facing the opposite direction of depot, the road vehicle still gets out
11:43<Samu>it just doesn't go anywhere, but the vehicle actualyl starts
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11:44<Eddi|zuHause>that does sound like something you'd announce on april 1st :p
11:45<ST2>"Google gonna buy Greece and only allow android visitors" <<-- there's something xD
11:46<@planetmaker>hehe, frosch123, I wondered about that already today, too :)
11:46<@planetmaker>good evening also :)
11:47<@planetmaker>Samu, I don't quite see why I should re-open FS#6271. It's not a bug... why should it be one?
11:47<@planetmaker>if it's something else, open a new one
11:47<Samu>i just said
11:48<Samu>[16:42] <Samu> i see it as a bug, if you build a road depot and a station in front of it but facing the opposite direction of depot, the road vehicle still gets out
11:48<Samu>different behaviour for ships for no reason~
11:49<@planetmaker>I don't get it
11:49<Samu>build a train depot, just that
11:49<Samu>start a train, it isn't stuck inside depot
11:49<@planetmaker>6271 is about ships. Not trains
11:50<@planetmaker>but I realize after todays workday this is not a good day to discuss with me such intricacies.
11:51<@planetmaker>I'll just call everything bullshit however justified the reasons might be :P
11:51<Samu>you reckon the connection is valid at least
11:51<chillcore>one of those days eh
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11:52<chillcore>close your eyes ... think back to past week ... breath in ... hold it ... breath out
11:52<Samu>ok, i'm making another savegame
11:57<Eddi|zuHause>white stuff is falling from the sky!
11:57<Eddi|zuHause>the world is going to end!
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11:58<chillcore>OMG the clouds are buggie :P
11:59<chillcore>^^^ not a typo
11:59<chillcore>for once
12:01<frosch123>Eddi|zuHause: did you forgot to adjust your clock
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12:01<frosch123>the snow was here an hour ago
12:04<Samu>uploaded new savegame
12:04<chillcore>Imma going to play a bit minecraft now ...
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12:11<frosch123>craft some mines
12:12<chillcore>hmm that might be a good idea ... beats finding one
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12:27<Eddi|zuHause>anyone ever wonder why things that go into the mountain and things that explode have the same name?
12:27<frosch123>i did
12:27<frosch123>16 minutes ago
12:29<chillcore>nice one ...
12:29<chillcore>I'd better hide now
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13:24<@planetmaker>frosch123, what I wondered, why do the now newly used rock tiles need a newgrf flag in order to be used?
13:25<frosch123>because none of the basesets provide them
13:25<frosch123>esp. not the original one
13:25<frosch123>check toyland :)
13:26<@planetmaker>uhu... I thought it was added *because* they provide them. Maybe for temperate only?
13:27<frosch123>planetmaker: well, yes, i thought i checked them all :p
13:27<frosch123>turned out only temperate provided them
13:27<frosch123>arctic and tropic used the temperate ones, and it looked fine
13:27<frosch123>toyland did not look fine :p
13:27<@planetmaker>I see. Thanks :)
13:27<@planetmaker>V453000, switching to blender now?
13:27<@planetmaker>why that?
13:27<V453000>well partially
13:27<frosch123>if i had known in advance, i would probably have rejected the feature :p and pointed to newlandscape :p
13:27<V453000>eh many reasons
13:28<V453000>first off, many people I talked to lately do work in blender
13:28<@planetmaker>hehe, frosch123 :) Well, fair enough this way
13:28<V453000>secondly, I watched a lot of blender tutorials and I learned a lot of general stuff about materials etc which is universal to all 3D applications
13:28<@planetmaker>though it probably could simply have been reverted, but this is fine. I just wondered
13:28<V453000>thirdly, I found out in the tutorials that blender is actually a lot more suitable for my way of working
13:29<V453000>fourthly, I wanted to learn it at some point anyway
13:29<V453000>apart from the two crashes I got so far, I am quite satisfied
13:29<V453000>admittedly the crashes happened when I mashed keyboard in confusion XD
13:29<V453000>cause blender = hotkey hell
13:30<V453000>which is also a great thing once you learn it
13:30<V453000>Also, I think that in the eventual future of game development, especially in czech republic many people work in blender
13:30<V453000>simply because $
13:31<V453000>and with autodesk announcing that they cancel standard licenses and only will have subscriptions now (which is bullshit), it is entirely possible that even if I stay in the job I am at now, I will change to blender even there
13:31<V453000>though in architecture autodesk will probably be n1 for a while still for us
13:31<V453000>also, I have discovered that when I work in various programs, I spend a lot more thought on "what do I want to do" instead of "how do I want to do it"
13:32<V453000>which is helpful for the output
13:32<V453000>not to mention that blender has awesome tutorials just due to the community being great
13:32<@planetmaker>oh, I see. :)
13:32<V453000>so yeah it just came together :)
13:33<V453000>it doesnt quite mean anything for me in relation to openttd apart from the fact that I might make DOOM in blender
13:33<V453000>other than that, still using stupid textures etc :P
13:33<V453000>though perhaps orientation in zbase and so on could be more of an option eventually ;)
13:34<V453000>and I will still continue my projects in max :) the yeti/rawr/nuts
13:34<@planetmaker>well. rawr certainly is big enough to use both :)
13:35<V453000>yes but I have it all in one scene
13:35<@planetmaker>might be easier when you get to the vehicles of rawr
13:35<V453000>and would prefer to keep it that way :)
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13:36<Wolf01>hi hi
13:37<chillcore>I do not know what the plan is with tgen light and I am not pushing for backporting it.
13:37<chillcore>Just wanted to let you know I have replaced patch 40
13:37<chillcore>it fixes a very minor detail n the comments
13:37<chillcore>I had a new line and I added a dot
13:38<chillcore>that is all thx for your attention ;)
13:38<chillcore>hi wolf
13:39<Wolf01>anything blew up today?
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13:45<@DorpsGek>Commit by translators :: r27215 trunk/src/lang/luxembourgish.txt (2015-04-01 19:45:16 +0200 )
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>luxembourgish - 312 changes by Phreeze
13:45<chillcore>Luxembourgois ...
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14:19<andythenorth>DanMacK: still snowing in Ontario?
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14:26<andythenorth>is cat found?
14:26<chillcore>not here sorry
14:27<andythenorth>planetmaker: I am +1 to closing obsolete FIRS branches
14:27<ST2>I'll take that as a 1st april thingy: here is the cat; we have a player dnt stop asking for his goat
14:27<ST2>oh well :S
14:28<chillcore>@seen cat
14:28<@DorpsGek>chillcore: I have not seen cat.
14:28<andythenorth>cat is not goat
14:28<ST2>that's na sure xD
14:28<ST2>grrr, hate this new keyboard :S
14:28-!-mode/#openttd [+o frosch123] by DorpsGek
14:29-!-mode/#openttd [+b cat!*@*] by frosch123
14:29-!-mode/#openttd [-o frosch123] by DorpsGek
14:31<andythenorth>frogs don’t like cats
14:31<@DorpsGek>Commit by frosch :: r27216 /branches/1.5 (5 files in 3 dirs) (2015-04-01 20:31:19 +0200 )
14:31<@DorpsGek>[1.5] -Update: Documentation
14:33<frosch123>i like unicorns
14:33<@DorpsGek>Commit by frosch :: r27217 /tags/1.5.0 (9 files in 3 dirs) (2015-04-01 20:33:47 +0200 )
14:33<@DorpsGek>-Release: 1.5.0
14:36<andythenorth>and releases
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15:17<frosch123>@topic set 1 1.5.0
15:17-!-DorpsGek changed the topic of #openttd to: 1.5.0 | Website: * (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | for dev-talk | #openttd.notice for commit notices
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15:24*andythenorth plays BB
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15:31<Samu>dilema :(
15:31<Samu>supose you're on scenario editor, you place a river then a canal on river
15:31<Samu>how do you want the bulldozer behave in this case?
15:32<Samu>demolish all of it, turning it into bare land or demolish the canal while restoring river, and then only when demolishing the river, it brings the bare land?
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15:37<Supercheese>Another April 1, another OTTD release
15:37<Supercheese>the rock of stability in the sea of chaos :)
15:44<Samu>i have a dumb question
15:44<Samu>if i was in single player and activated magic bulldozer, save the game and then load it on a multiplayer game, what is the magic bulldozer setting value?
15:46<Samu>omg, it's on :(
15:46<Samu>totally not expecting this
15:46<Samu>omg, i'm demolishing industries and everything like that
15:46<Samu>in a multiplayer game :(
15:47<Samu>is that intended?
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16:22<Samu> if (canal_on_river || (restore_river && (_game_mode == GM_NORMAL && !_cheats.magic_bulldozer.value) || _game_mode == GM_EDITOR))
16:22<Samu>MakeRiver(tile, same_aspect);
16:25<Samu>fail :(
16:25<@Terkhen>good night
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16:34<Samu>ah, got it
16:35<Samu>if (restore_river && (_game_mode == GM_NORMAL && !_cheats.magic_bulldozer.value)) MakeRiver(tile, same_aspect);
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17:08<Samu>darn magic bulldozer... :(
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17:12<Samu>it's ruining my dock on canal of competitor patch
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17:41<Eddi|zuHause>anybody seen my knoppix cd?
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19:08<luaduck>going to be going live with 1.5 on /r/openttd in about an hour
19:09<luaduck>anything I should know about more heightlevels?
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19:16<Supercheese>They are cool? ;)
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19:51<supermop>what do you think Supercheese ?
19:52<supermop>maybe there should be no shadows,
19:53<Supercheese>boy yeah masking those blues to Company Color will indeed be a pain
19:53<Supercheese>the bricks seem a little off, maybe it's that I'm used to more deep red bricks around these parts
19:54<Supercheese>perhaps you have browner bricks around there
19:56<supermop>im not sure, these brown ones are the closest in the built in brick procedures i have to the ogfx station color, the red ones are too red
19:56<supermop>but they are too brown i agree
19:56<supermop>i have yet to bother to create my own brick material
19:57<supermop>it would be trivial, but increase size greatly, to render the same shapes in a variety of brick and stone shades and let user select
19:58<supermop>i think it would be cool to have diiferent brick colors in game
19:58<supermop>but not an assortment
19:58<supermop>in any given town or map, say 90% of brick buildings are drawn in one shade, but that may vary from game to game
19:59<supermop>really great would be to have preponderance of brick construction based on productivity of nearby brickyards
20:00<supermop>have towns favor wood, brick, or stone based on what is available
20:00<supermop>at least in early modern era
20:00<Supercheese>could roll with recolor palettes to work that
20:00<Supercheese>I am not well versed with those though
20:00<supermop>yeah 8bpp probably better for that
20:01<supermop>could easily recolor the same pixels to be various brick or stone shades, or stucco
20:02<supermop>hmm early firs games should have small quarries that produce bdmt as cut stone, with low production
20:02<supermop>and maybe no sand or crushed stone
20:03<supermop>what should i fill the arches in with? doors, windows, leave open?
20:05<Supercheese>you mean the ones at the back side? are they not windows?
20:05<supermop>front or back side
20:05<Supercheese>oh for when it's an endpiece of a station?
20:05<supermop>they would need to be the same in game
20:05<Supercheese>the full area
20:06<supermop>i just showed doors on half and half height arches on the other to show a few options
20:07<Supercheese>Probably windows would be best
20:09<supermop>i'm hoping if i get a brick arch station, a tensile roof station, and a spaceframe roof station somewhat well done, each in the spirit of the ogfx rail, monorail, and maglev stations, i can convince planetmaker to include them along with matching buffers as a possible "ogfx+ stations"
20:10<supermop>so each one needs to be as simple as possible for now, so they behave essentially like the default stations, but with the option of having monorail in a brick station, or rail in a tensile roofed station, etc
20:11<supermop>it could reuse the ogfx sprites for an 8bpp version with a little ork too
20:11<supermop>or put a little ork in there why not
20:12<supermop>would like to add sheds for 3 or 4 tracks as well but trying to keep it simple at the moment
20:13<Supercheese>well, getting this model to render nicely wasn't as difficult as I had anticipated
20:14<supermop>your mooring mast?
20:15<supermop>replacement for the skyscraper style heliport?
20:15<Supercheese>Yes, although not mine, I downloaded a model someone else had made
20:15<Supercheese>it looks nice by itself but it doesn't really fit the OTTD scale
20:16<Supercheese>and the way the airships land means you have to offset the mast practically over into the next tile to line it up with the nose
20:16<supermop>but cant you use heliport statemachine on a 2-tile airport instead?
20:17<supermop>or mess with airship offsets so their 'center' is in the nose
20:18<Supercheese>well, then the airships would be weird when they landed anywhere else
20:18<Supercheese>but a 2-tile option seems interesting
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20:24<supermop>should be do -able
20:24<supermop>even if you can't change the movement patterns, you should be able to make new airports with extra 'useless' tiles
20:28<argoneus>no april fool jokes
20:31<supermop>shit its already april?
20:32<supermop>hmm stations have have multiple sprites i think
20:33<supermop>so i could have the CC steel arches as their own sprite - above the brick but below the roof
20:33<supermop>that would make masking way easier
20:35<supermop>not sure then how best to organize this in terms of layers, groups, and blocks
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20:51<supermop>now i need to design a buffer
20:53<supermop>lots of shanghai/transrapid buffer shots on GIS, less so for JR maglev
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20:54<supermop>also there is a ottd screenshot in the first batch of results for 'maglev buffer'
20:54<supermop>paradoxically if shows neither maglev nor buffers
20:57<supermop>shot of jr maglev creating vapor trails as is exits tunnel looks pretty sick
20:59<Supercheese>wait, you can't switch base graphics in a running game...?
21:00<Supercheese>how odd
21:02<Flygon>I thought you could if you stuffed around with GRFs
21:02<Flygon>Despite not technically being allowed to
21:02<Flygon>Oooooh the OTTD game's I've broken then tried to fix
21:03<supermop>you can change base set in main menu and re load
21:04<Supercheese>seems a tad circuitous though
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21:07<Supercheese>Hah, yeah you can make a 2-tile heliport
21:12<Supercheese>Whoops, triggered an assert
21:12<Supercheese>seems the game doesn't like non-rectangular layouts
21:14<supermop>1x2 is still a rectangle?
21:14<Supercheese>That went fine, then I tried using a negative tile offset, but that for some reason was non-rectangular
21:14<Supercheese>[0,0] + [1,0] was fine
21:14<Supercheese>[0,0]+[-1,0] was not
21:18<supermop>this buffer looks stupid
21:18<Supercheese>Hmm, shadows
21:18<supermop>and it's too chunky
21:18<Supercheese>OTTD and its lack of shadows
21:23<Supercheese>hard to decide how to do lightning and shadows when rendering
21:25<Supercheese>baaaaargh, the airships never want to line up with the mast
21:25<Supercheese>no matter what layout I try
21:27<Supercheese>Maybe I should just make a blank piece of ground
21:27<Supercheese>and then place the mast as a newobject
21:27<Supercheese>would probably be infinitely easier
21:28<Supercheese>I was hoping for a more elegant solution though
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21:36<Flygon>Supercheese: If there's one thing I've learned attempting to hack apart games
21:36<Flygon>It's that nothing you try to add in ever ends up elegant
21:37<Flygon>One of the guys I used to work with still takes the cake for insisting on modifying a game 100% in hex
21:37<Flygon>Including writing new ASM code in hex
21:37<Flygon>As if you couldn't make pointers confusing enough
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