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#openttd IRC Logs for 2015-08-30

---Logopened Sun Aug 30 00:00:25 2015
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03:19*andythenorth paints
03:23<@Alberth>pixels, canvas, or wall?
03:25<andythenorth>no more green quarry buildings
03:25<andythenorth>* unless randomised to green cc :P
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04:04<V453000>some new sprites for some industries? :)
04:04<V453000>me wants to see
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04:10<andythenorth>just improvements
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04:34<andythenorth>1 building done
04:35<andythenorth>compare to
04:42<@Alberth>looks good, you change the SW side mostly?
04:43<@Alberth>and lost a part of the building :)
04:43<@Alberth>different roof colour makes it much nicer
04:44<@Alberth>rather than just a sea of green
04:48<andythenorth>the green is a nice shade, but disappears into the landscape :P
04:48*andythenorth paints more company colour
04:52<Eddi|zuHause>so, why would the exit of the pit be on the opposite side of the buildings?
04:53<Eddi|zuHause>that'll bother me every time i see that industry
04:58<Supercheese>oh god, another industry with void tiles down the middle
04:58<Supercheese>I'll be compelled to build in that void space each and every time
04:59<Eddi|zuHause>also, you've just increased the footprint of the industry
04:59<Supercheese>just like the stockyard
04:59<Supercheese>or some variants of scrapyard
04:59<Eddi|zuHause>if the gap were 2 tiles, you could put a sensible pickup station inbetween
05:00<Supercheese>you can get by with a station down the middle if you're not planning on sending supplies to that particular industry
05:00<Eddi|zuHause>my pickup stations almost always have 2 tracks
05:00<Supercheese>but wait, the CHIPS quarry/claypit tiles were removed :(
05:01<Eddi|zuHause>that sounds like the andythenorth we know...
05:01<Supercheese>not likely, since CHIPS is purely in NFO, IIRC
05:02<Supercheese>oh wait, station set, it must be, derp
05:04<andythenorth>build supplies drop in the gap, innit
05:04<andythenorth>RV stop
05:04<andythenorth>or station tiles
05:05<Eddi|zuHause>that doesn't sound right...
05:05<Eddi|zuHause>also, road with dead end stop on the side would fit in a 2-tile-gap better
05:06<Eddi|zuHause>would the industry really lose much if you scrap the buildings completely?
05:07<Eddi|zuHause>alternatively, put them in one row at the SE side of the industry
05:08<Eddi|zuHause>really gtg
05:11*andythenorth wonders if Eddi knows there are now 4 layouts, to increase places this industry can build
05:11*andythenorth assumes not
05:11*Supercheese tries OpenRA
05:11<Supercheese>C&C Red Alert was a great game
05:12<Supercheese>I'm keen to see how people might have improved on it
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05:24<@Alberth>quite deadly, mostly :)
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06:19<TELK>I think the Server admin port management is a whole new world for me :)
06:19<TELK>How convenient!
06:31<andythenorth>should I leave the green bases for the buildings?
06:31<andythenorth>looks a bit weird, but maybe in a good way? :P
06:39*andythenorth paints them grey
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07:03<@Alberth>looks weird indeed
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07:35<andythenorth>eh, done
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08:12<andythenorth>lo bob
08:13<Pikka>lo andybob
08:13<andythenorth>moar crossings
08:14<andythenorth>he’s either 12, or he’s on the spectrum
08:14<Pikka>or all three
08:14*andythenorth is painting quarries
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08:17<andythenorth>eh, needs snow sprites :P
08:23*Pikka goondight
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08:35*andythenorth busy work
08:35<andythenorth>making docs
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09:17*andythenorth wonders if the FIRS Quarry should be less yellow :P
09:18<@Alberth>aren't some sand colours used for specific purposes
09:18<andythenorth>more or less
09:18<andythenorth>partly it just makes it really obvious in game
09:19<andythenorth>compared to other industries
09:19<@Alberth>I like colourful industries, tbh
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11:33<andythenorth>¿ put a release candidate for FIRS 2 on bananas, set to only recent nightly OpenTTD version?
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11:45<@Alberth>do you use anything that exists only for nightlies?
11:45<@Alberth>oh the many industries of course
11:45<andythenorth>also it’s not ready for v2.0 yet
11:45<andythenorth>but I’d like to get feedback, especially bugs
11:45<@Alberth>bananas has a longer life span than a nightly build at coop
11:46<@Alberth>and people seem interested in the bug fixes
11:47<@Alberth> <-- uses "latest" firs, quite literally :)
11:53<andythenorth>I wondered why his save was so broken :)
11:53<andythenorth>unusually, I downloaded it for a look
11:54<@Alberth>5686 worked iirc
11:55<andythenorth>hmm, definitely time for an RC soon
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12:43<andythenorth>@seen Zuu
12:43<@DorpsGek>andythenorth: Zuu was last seen in #openttd 1 week, 2 days, 21 hours, 41 minutes, and 40 seconds ago: <Zuu> Well, I was logged in, so that probably skewed my results :-)
13:39<Eddi|zuHause>* andythenorth wonders if Eddi knows there are now 4 layouts, to increase places this industry can build <-- i don't quite see how that relates to what i said
13:42<Eddi|zuHause>i basically said three things: 1) why would the entry to the pit be not facing the buildings [on whatever side they happen to be], 2) a 2-wide gap would fit my building style better, and 3) alternatively, one row of tiles directly attached along the longer side, to make the industry more square-like
13:45<@DorpsGek>Commit by translators :: r27390 trunk/src/lang/korean.txt (2015-08-30 19:45:17 +0200 )
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>korean - 1 changes by telk5093
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14:28<andythenorth>2 wide gaps leave it quite unclear that the sections belong to the same industry
14:30<andythenorth>otherwise I would have no objection to them
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15:00<Eddi|zuHause>i'm still not quite sure what's the motivation for the gap in the first place
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17:15<Wolf01>hi hi
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---Logclosed Mon Aug 31 00:00:26 2015