--- | Log | opened Wed Sep 09 00:00:39 2015 |
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04:31 | <andythenorth> | o/ |
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07:20 | <Wolf01> | hi o/ |
07:21 | <dlhero> | hi |
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07:25 | <andythenorth> | o/ |
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07:48 | * | andythenorth hates coding industry animation |
07:50 | * | Wolf01 hates steam skins |
07:51 | <@planetmaker> | \o |
07:54 | <Wolf01> | oh, finally a scrollbar i can use with my fingers on steam |
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08:18 | <dlhero> | is there a better way to differentiate btw then entry signal and the one way pbs? |
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08:27 | <andythenorth> | dunno what your browser will do this but eh https://dev.openttdcoop.org/attachments/download/7451/clay_pit_bulldozer.mov |
08:27 | <andythenorth> | 9MB sorry |
08:28 | <dlhero> | nice :) |
08:31 | <dlhero> | oxi |
08:38 | <Snail> | nicely done |
08:38 | <Snail> | how about some crane animation? :p |
08:43 | <andythenorth> | considered it |
08:43 | <andythenorth> | can’t think how to do it without having to animate turning the crane |
08:43 | <andythenorth> | not doing that |
08:47 | <@planetmaker> | nice, andythenorth |
08:51 | * | andythenorth fails to make random start/stop on the animation :P |
08:51 | <andythenorth> | never works |
08:51 | <andythenorth> | doing something wrong :P |
08:54 | <Snail> | I think MB can do it… |
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09:03 | <andythenorth> | I do something wrong with handling triggers |
09:04 | <andythenorth> | it’s quite baffling tbh :) |
09:06 | <andythenorth> | this bulldozer glitches sometimes, because I have a switch jumping to frame 0 to restart the animation |
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10:59 | <andythenorth> | eh this animation is a bit sketchy, but I did the crane :) |
10:59 | <andythenorth> | https://dev.openttdcoop.org/attachments/download/7452/clay_pit_crane.mov |
11:05 | <Eddi|zuHause> | <andythenorth> it’s quite baffling tbh :) <-- it can stay baffling, or you can investigate what's actually going on. |
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11:08 | <andythenorth> | it would require understanding |
11:08 | <andythenorth> | I don’t have understanding |
11:08 | <andythenorth> | I see no way to randomly start or stop an animation though |
11:09 | <andythenorth> | in fact, it’s probably undesirable anyway |
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11:13 | <@Alberth> | oh, looks nice :) |
11:14 | <@planetmaker> | sweet, andythenorth :) |
11:17 | <andythenorth> | it’s a bit of a party trick |
11:18 | <@Alberth> | parties are good |
11:18 | <andythenorth> | the 5 year old has just reviewed my work |
11:18 | <andythenorth> | he says there should be no gap :( |
11:19 | <andythenorth> | or a pipe joining the two parts :P |
11:19 | <Eddi|zuHause> | 5 year olds are always right |
11:19 | <@planetmaker> | are both industry parts one industry? |
11:20 | <andythenorth> | yes |
11:20 | <@planetmaker> | oh... what do the many buildings add to the pit? :O |
11:21 | <@Alberth> | administration and planning :) |
11:21 | <@planetmaker> | I would have thought it's a separate cement industry taking sand, making building supplies |
11:22 | <Eddi|zuHause> | the buildings used to be on the SW edge of the pit |
11:22 | <Eddi|zuHause> | $someone thought that removing them there and putting them elsewhere made the industry easier to place |
11:24 | <andythenorth> | it is |
11:24 | <andythenorth> | factually |
11:25 | <andythenorth> | as best as I can test for a small sample set |
11:26 | <andythenorth> | if $someone could suggest a solution to the graphical problems, then I would remove the gap |
11:27 | <@planetmaker> | remove the buildings altogether. That part is not needed |
11:27 | <@planetmaker> | and placement is easier again |
11:27 | <andythenorth> | that is an interesting suggestion |
11:28 | <@Alberth> | add building next to it with foundation and no ground? |
11:28 | <@planetmaker> | to me it really looked like a separate industry which accepts sand. I was not joking :) |
11:28 | <andythenorth> | agreed |
11:28 | <@Alberth> | but FIRS has lots of industries that have 2 parts |
11:28 | <andythenorth> | usually they are not so weird |
11:28 | <andythenorth> | I’ve spent about 2 days redrawing the buildings |
11:29 | <andythenorth> | but I’m tempted to just delete them |
11:29 | <@Alberth> | add one in the water :p |
11:29 | <@planetmaker> | they look nice, yes... but for a sand pit it looks like too many buildings to me |
11:29 | <@planetmaker> | a sandpit needs sand and a small operator / billing hut. that's it :D |
11:42 | <Eddi|zuHause> | well, i imagine the buildings have sorting machines in them to separate smaller and larger pebbles |
11:43 | <andythenorth> | they’re relatively bigger because the pit is now relatively smaller |
11:44 | <andythenorth> | these two industries are ridiculously TMWFTLB now :) |
11:44 | <andythenorth> | but eh |
11:46 | <andythenorth> | planetmaker: ?? https://dev.openttdcoop.org/attachments/download/7453/clay_pit_improved_16.png |
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11:56 | <Eddi|zuHause> | the pit shrinks in every iteration? |
11:57 | <andythenorth> | yes |
11:57 | * | andythenorth has shrunk it further |
11:57 | <Eddi|zuHause> | andythenorth: make the pit wider, so the "beach" overlaps with the building |
11:58 | <andythenorth> | https://dev.openttdcoop.org/attachments/download/7454/clay_pit_improved_17.png |
11:58 | <andythenorth> | even smaller ^ |
11:58 | <andythenorth> | but when is removing ‘removing too much’? |
11:58 | <andythenorth> | this is starting to look like a postage stampe |
11:58 | <andythenorth> | stamp * |
11:58 | <@planetmaker> | I like that size better |
11:59 | <@planetmaker> | I still think that the grass at the pit borders could receede more in favour of a slightly bigger pit |
11:59 | <Eddi|zuHause> | andythenorth: in that last picture, the buildings should be rotated 90° |
11:59 | <@planetmaker> | maybe then the buildings could stand on sand, too |
11:59 | <@planetmaker> | and the 90° rotation for the buildings makes sense ^ |
12:00 | <Eddi|zuHause> | and yes, the sand should go all the way to the buildings |
12:01 | <andythenorth> | hang on |
12:01 | <andythenorth> | I think the problem is the pit |
12:01 | * | andythenorth photoshops |
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12:08 | <andythenorth> | ? https://dev.openttdcoop.org/attachments/download/7455/clay_pit_improved_18.png |
12:09 | <@planetmaker> | :D |
12:10 | <Eddi|zuHause> | that doesn't look very helpful :p |
12:11 | <Eddi|zuHause> | looks like you had a mud flood :p |
12:12 | <andythenorth> | 30s |
12:13 | <andythenorth> | https://dev.openttdcoop.org/attachments/download/7456/clay_pit_improved_19.png |
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12:15 | <andythenorth> | either the grass has to go |
12:15 | <andythenorth> | or the pit can’t be joined to the processor |
12:15 | <andythenorth> | can’t have both at once |
12:15 | * | andythenorth thinks maybe the grass is daft |
12:16 | <@planetmaker> | it isn't |
12:16 | <Eddi|zuHause> | well, planetmaker's idea was to make the pit (i.e. the water section) bigger, at the cost of some grass, and my idea was to convert the grass into sand on the side where the buildings are attached |
12:16 | <@planetmaker> | I like those both ideas joined. But I guess the issue is that the building is attached at several positions, depending on layout? |
12:17 | <andythenorth> | but the buildings attach on multiple sides, yes |
12:17 | <Eddi|zuHause> | so just have each side with a grass and a sand version, and use the appropriate one based on layout |
12:18 | <andythenorth> | nah |
12:18 | <andythenorth> | uncanny valley |
12:20 | <andythenorth> | industries don’t change graphics per layout |
12:20 | <andythenorth> | except grain mill, which changes utterly |
12:20 | <andythenorth> | anyway, I think we’ve just re-learnt the definition of bikeshedding :D |
12:20 | <@planetmaker> | totally :) |
12:21 | <andythenorth> | given that there are multiple industries which have much much bigger problems |
12:21 | <andythenorth> | base-set iron ore mine in arctic anyone? o_O |
12:21 | <andythenorth> | :P |
12:22 | <@planetmaker> | :) |
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12:29 | <andythenorth> | anyway, I think the next step will be to eliminate the grass :P |
12:29 | <andythenorth> | but how to do that, NFI :) |
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12:34 | <andythenorth> | eh, just push the pit walls back right to the edge? |
12:37 | <@Alberth> | easier to move a few pixels :p |
12:38 | * | andythenorth does that |
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13:07 | <@Alberth> | quak |
13:07 | <frosch123> | moin |
13:10 | <@Rubidium> | moi |
13:20 | <Eddi|zuHause> | wasn't that basically what we said? |
13:22 | <@planetmaker> | ho |
13:38 | <andythenorth> | bah |
13:38 | <V453000> | andythenorth: grass go, connected |
13:38 | <V453000> | good stuff |
13:38 | <andythenorth> | those industries can wait until v3 |
13:38 | * | andythenorth is super bored of them |
13:38 | <andythenorth> | it makes piss all difference to gameplay, and you don’t even notice the details when building routes |
13:39 | <andythenorth> | I have saved a copy of a file with the walls pushed back, but needs ~hours more work |
13:45 | <@DorpsGek> | Commit by translators :: r27395 trunk/src/lang/unfinished/frisian.txt (2015-09-09 19:45:14 +0200 ) |
13:45 | <@DorpsGek> | -Update from WebTranslator v3.0: |
13:45 | <@DorpsGek> | frisian - 14 changes by BAJansen |
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14:03 | <andythenorth> | ooops |
14:03 | <andythenorth> | https://dev.openttdcoop.org/attachments/download/7457/clay_pit_improved_20.png |
14:04 | <andythenorth> | bulldozer mining water |
14:06 | <dlhero> | quick question |
14:06 | <dlhero> | is there something like a farm runway? |
14:07 | <dlhero> | you know just like a small airport but smaller. sth like 2*7 or 2*8 |
14:08 | <Eddi|zuHause> | that somewhat looks actually terrible... |
14:09 | <V453000> | :)) |
14:09 | <Eddi|zuHause> | dlhero: no, you can only change the looks of an airport, not the size of the runway and the paths the planes are moving |
14:10 | <andythenorth> | Eddi|zuHause: that’s the requested change no? |
14:10 | <Eddi|zuHause> | andythenorth: more water, less sand |
14:10 | <dlhero> | Eddi|zuHause: read some posts about custom airports and stuff. it must be hard to code airports |
14:10 | <Eddi|zuHause> | andythenorth: also, less repetitive sand and more colours |
14:11 | <Eddi|zuHause> | dlhero: that entirely depends on what level of "custom" you want |
14:11 | <andythenorth> | I am unsure what is gained by more water |
14:11 | <andythenorth> | it seems opposed to the goal of ‘less water' |
14:12 | <Eddi|zuHause> | andythenorth: the repetitive sand pattern makes the area look really ugly |
14:12 | <Eddi|zuHause> | andythenorth: and who said the goal was "less water"? |
14:13 | <andythenorth> | http://irclogs.qmsk.net/channels/openttd/link/1441720947#1441720947 |
14:14 | <andythenorth> | also http://irclogs.qmsk.net/channels/openttd/link/1441820394#1441820394 |
14:14 | <andythenorth> | I thought the water was generally hated |
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14:15 | <Eddi|zuHause> | i didn't get that impression |
14:15 | <andythenorth> | hmm |
14:15 | <andythenorth> | coasts repeat, why shouldn’t the quarry repeat? |
14:15 | * | andythenorth wonders |
14:16 | <andythenorth> | the screenshot happens to prove that :P |
14:16 | * | andythenorth is starting to think that it would be less work to do a proper quarry |
14:16 | <andythenorth> | also to split the quarry apart |
14:16 | <andythenorth> | it’s hard to make it plausibly a source of limestone and such |
14:17 | <andythenorth> | and also sand |
14:18 | <dlhero> | Eddi|zuHause: an airport with a shed hangar available from the 30's and for ever, with a simple runway |
14:18 | <Wolf01> | http://img-9gag-fun.9cache.com/photo/aGR8v2X_460s_v1.jpg wow every time i see this picture it gets another piece |
14:19 | <Eddi|zuHause> | dlhero: well, again, what i said applies. you can change the look of the airport (e.g. take the small or commuter airport as basis), and that is pretty easy actually |
14:19 | <Eddi|zuHause> | but you cannot affect the way the planes move, e.g. the number or location of loading bays or the runway lengths |
14:23 | <Eddi|zuHause> | Wolf01: different solutions from different centuries |
14:24 | <dlhero> | Eddi|zuHause: it's the size of the airport as a whole. 2x8 or 3x8 is what I'd aim for |
14:25 | <Eddi|zuHause> | dlhero: you can add fake tiles around it, to change the look, but the planes won't use them |
14:26 | <dlhero> | a yeah that can be done |
14:26 | <Eddi|zuHause> | dlhero: there is a "fake airport tiles" grf, if you want to take a look |
14:26 | <dlhero> | well first I want to take a look on how airplanes work |
14:28 | <dlhero> | the ideas was to be able to fit a very nice looking runway between the tiles of a farm |
14:28 | <dlhero> | or adjacent to it |
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14:40 | <frosch123> | Wolf01: is a canal bridge crossing a river, or a ship lift that unusual? |
14:45 | <Eddi|zuHause> | the russians have way weirder ship lifts |
14:46 | <frosch123> | i wonder whether the point of the picture is, that a short tunnel may look like a bridge :p |
14:50 | <andythenorth> | planetmaker: this reduces the impression of two separate industries? https://dev.openttdcoop.org/attachments/download/7458/clay_pit_improved_21.png |
14:51 | <@planetmaker> | I still wonder why there's space between :) |
14:51 | <@planetmaker> | but yes, it does somehow as the building is not as big as lime kiln or similar |
14:52 | <andythenorth> | I have reduced the size of one of the buildings |
14:52 | <@planetmaker> | but that building looks much better-sized compared to the pit :) |
14:52 | <andythenorth> | those buildings were originally drawn a long time ago, when I drew FIRS buildings too big |
14:53 | <Wolf01> | can't you just put some eyecandy stuff like mud paths between the two and let those tiles buildable? just to confuse the user a bit more |
14:54 | <@planetmaker> | Wolf01, unfortunately over-buildable industry tiles are not yet there |
14:54 | <@planetmaker> | (except farm fields wich cannot be placed manually) |
14:56 | <Wolf01> | no, i mean like those overlapping station tiles with the graphic larger than the tile they use, it might glitch out a lot but it could be a nice thing |
14:57 | <andythenorth> | stockyard does that |
15:05 | <andythenorth> | sensible thing would be a conveyor |
15:05 | <andythenorth> | but it would be hard to do it without glitches |
15:07 | <Wolf01> | animated suspended buckets |
15:08 | <Wolf01> | http://krisdedecker.typepad.com/.a/6a00e0099229e8883301a73d99b82e970d-pi something like this |
15:12 | <andythenorth> | that would be awesome |
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15:13 | <Taede> | catapult :p |
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15:33 | -!- | mode/#openttd [+v glx] by ChanServ |
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15:38 | <@planetmaker> | seems people don't understand Haikus or whatever that was which makes our 1.5.2 announcement :) |
15:41 | <frosch123> | haha, i like it :p |
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15:42 | <frosch123> | the rc1 was definitely completely bug free :) |
15:43 | <Wolf01> | just because nobody noticed them ;) |
15:52 | <andythenorth> | so I’m shipping more or less this for FIRS v2 https://dev.openttdcoop.org/attachments/download/7459/clay_pit_improved_22.png |
15:52 | <andythenorth> | the pipe to the de-watering pump needs a bit of work |
15:52 | <andythenorth> | the front two layouts look fine, the green one has problems |
15:52 | <andythenorth> | but eh |
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19:44 | <Wolf01> | 'night |
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--- | Log | closed Thu Sep 10 00:00:21 2015 |