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#openttd IRC Logs for 2016-02-11

---Logopened Thu Feb 11 00:00:05 2016
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03:18<dihedral>mornin'
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03:43<V453000>wtf, signals with various drive on side? https://dl.dropboxusercontent.com/u/20419525/RAWR/presignals.png
03:43<V453000>does that simply apply when the setting is changed?
03:43<V453000>also, do normal block signals have this?
03:44<V453000>since I don't see a duplicate set of sprites for normal block signals :d
03:45<V453000>oh
03:45<V453000>and 4289-4784 has signals again XD
03:45<V453000>wtf.
03:46<V453000>from there https://dl.dropboxusercontent.com/u/20419525/RAWR/Ogfxe_extra.png
04:14<andythenorth>can’t believe I actually just opened your spritesheet and looked those numbers up :P
04:15<V453000>is not my :P
04:16<V453000>but ye
04:16<V453000>mystery why presignals are defined 4 times but normal signals once XD
04:17<@planetmaker>moin
04:18<@planetmaker>V453000, I think every type has a version for left and right hand side driving
04:19<V453000>hi pm .. yes, that is what the text in the spritesheet suggests ... but why is there no duplicate of basic block signals, and why there is yet another duplicate of the presignals? XD
04:19<@planetmaker>basic block signals look the same, don't they?
04:20<@planetmaker>OpenGFX *code* explains how it is used better than the sprite sheet. It has comments
04:21<V453000>pre-signals don't look the same? :d
04:22<V453000>ooo
04:22<V453000>toyland signals
04:22<V453000>XD
04:23<V453000>German signals = normal signals?
04:23<V453000>sounds racist :D
04:23<V453000>http://dev.openttdcoop.org/projects/opengfx/repository/entry/sprites/extra/extra-signals.pnml
04:45<V453000>british signals
04:45<V453000>wtf is that doing in ogfx? XD
04:53<Ketsuban>What does it mean for one of the entries in the list of NewGRFs to be grey instead of yellow?
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05:07<andythenorth>grey? :O
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05:12<Ketsuban>andythenorth: https://i.imgur.com/0KQHUI1.png
05:13<andythenorth>is that just the highlight state?
05:13<andythenorth>is that the one with focus?
05:13<Ketsuban>Nope. You can see there's no info in the right pane.
05:14<Ketsuban>I just opened the window and made it larger for the picture, I didn't highlight anything.
05:18<V453000>I would say it doesnt mean anything and the {SILVER} tag is in the string
05:18<V453000>but clue not
05:42<andythenorth>bbl
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06:02<@planetmaker>V453000, iirc, the German version is chosen for rhs driving, the British for lhs one
06:02<V453000>xd
06:02<V453000>I see
06:02<@planetmaker>and they simply have the name after which images they were drawn. iirc also ;)
06:04<V453000>they definitely look exactly the same to me
06:05<V453000>suppose offsets differ
06:08<Eddi|zuHause>V453000: compare with openttd.grf?
06:09<V453000>what is that_
06:09<V453000>?
06:09<Eddi|zuHause>V453000: openttd's builtin extension to the original base set
06:10<Eddi|zuHause>V453000: in media/extra_grf
06:11<V453000>am assuming you mean a spritesheet like this? Ogfxe_extra.png
06:11<V453000>in media I have icons only
06:11<V453000>regardless ... I will just make graphics for now
06:11<V453000>cba spending a day figuring out how openttd defines signals
06:12<V453000>I will just replace sprites later and see if it works enough
06:12<Eddi|zuHause>V453000: have you checked the action5 explanation for signals in the specs?
06:13<V453000>noez
06:14<V453000>hm not helping much
06:16<Eddi|zuHause>V453000: http://git.openttd.org/?p=trunk.git;a=tree;f=media/extra_grf
06:17<V453000>right
06:18<V453000>that is the same as I have in ogfx-extra.png
06:18<V453000>except ogfx-extra has it multiple times in different ways
06:18<V453000>which I guess is this shit 04 Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.02.0 Pre-signal graphics 48 04 Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.02.0 Pre-signal and semaphore graphics 112 04,84[1] Supported by OpenTTD Supported by TTDPatch 2.5 (alpha 41)2.5 Pre-signal, semaphore, and PBS graphics 240
06:18<V453000>which makes no sense to me but ok
06:18<V453000>eh
06:19<V453000>first 3 rows in http://newgrf-specs.tt-wiki.net/wiki/Action5
06:20<Eddi|zuHause>you probably want the "Pre-signal, semaphore, and PBS graphics" version
06:21<Eddi|zuHause>V453000: that is basically how the system evolved. every introduction of a new signal type will need more sprites
06:22<V453000>yeah that is what I am thinking
06:22<V453000>but why is each of the 3 sets kept in the spritesheet of ogfx, is what confused me
06:22<Eddi|zuHause>i don't know either
06:23<Eddi|zuHause>http://git.openttd.org/?p=trunk.git;a=blob;f=media/extra_grf/signals.nfo just contains two action5 and a bit of action7 magic
06:23<Eddi|zuHause>which i did not check what they do, but probably check the driving side
06:24<@planetmaker>they do
06:24<@planetmaker>there's actually *two* settings: driving side and signal side
06:27<V453000>O_O
06:27<Eddi|zuHause>yeah, and their semantics is a bit odd...
06:27<V453000>ah show signals on driving side
06:29<V453000>doesn't change anything on the fact that the images are identical copies XD
06:29<V453000>but ye, might be offset differences
06:29<V453000>$reasons
06:29<Eddi|zuHause>difference is mostly in the semaphore graphics, the light signals should be identical
06:30<V453000>ah true didn't check those
06:31<Eddi|zuHause>you don't have to follow this scheme of being based on german/british signals. but being mirror images of each other might help
06:35<V453000>so far my models are symmetrical and I don't intend to make anything like the old mechanical semaphores, they just look shitty to me
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06:45<Eddi|zuHause>in that case, one single action5 should suffice
06:46<Eddi|zuHause>with the 240 sprites
06:47<V453000>yarr
06:47<@planetmaker>and if you want to skip semaphores you have to duplicate the sprites for electrical signals, of course
06:47<@planetmaker>as semaphore sprites are expected
06:48<V453000>I will make 2 different looks of electrical signals
06:50<Eddi|zuHause>be also aware that openttd only uses two groups of PBS signal, but the GRF still needs to contain 4 groups
06:51<V453000>?
06:53<Eddi|zuHause>the action 5 contains 7 groups of light signals and 8 groups of semaphore signals (plus the original block signals which are defined elsewhere). but openttd only uses 6 signal types, so 2 types are unused
06:54<V453000>what are they for if they are unused?
06:55<Eddi|zuHause>they were originally meant to be entry/exit/combo signals with PBS functionality
06:55<Eddi|zuHause>but openttd went a different route with implementing PBS and dropped those
06:55<V453000>why make them if they are dropped?
06:56<Eddi|zuHause>because they were already made
06:56<Eddi|zuHause>and the specs could not drop them
06:56<V453000>makes no sense to me but whatever
06:56<Eddi|zuHause>hysterical raisins
06:56<V453000>ye
06:56<Eddi|zuHause>the specs are much older than the implementation
06:56<Conductor_Cat>https://www.youtube.com/watch?v=oYOmZlTjsQ0
06:57<Eddi|zuHause>and specs cannot drop things once they are introduced, for backwards compatibility
06:57<V453000>well then, un-drop those signals? :)
06:58<V453000>finally adding an interesting gameplay feature?
06:58<Eddi|zuHause>openttd repurposed the "exit" signal as "one-way" signal
06:58<Eddi|zuHause>and there have not yet been useful implementations for other types of signal
06:59<V453000>combined functionality of pre and PBS sounds useful by the idea of it
07:01<Eddi|zuHause>but can you come up with meaningful semantics?
07:01<V453000>what do you mean by semantics?
07:02<Eddi|zuHause>behaviour
07:02<V453000>easy, go reserve path if presignal is green
07:02<Eddi|zuHause>a series of words that convey meaning
07:02<V453000>force stop if presignal is red
07:04<Eddi|zuHause>V453000: there was michi_cc's implementation of "advance signals"
07:04<Eddi|zuHause>V453000: but the main point against such features is usually, that they only cover very narrow use cases, which will not satisfy enough people
07:05<V453000>says who
07:06<Eddi|zuHause>V453000: anyway, it is not of concern for a base set author what the signals are used for. you must provide all of them
07:06<V453000>must is a strong word :)
07:10<V453000>so basically michi_cc made something functional and it is not in the game because "only people who understand current signals would benefit"
07:10<V453000>that is cute
07:13<V453000>definitely does motivate me to make an alternative base set that "only the few people who like 32bpp will benefit from"
07:14<Eddi|zuHause>no.
07:14<Eddi|zuHause>that specific implementation also turned out to be not very good in actual gameplay
07:14<V453000>what does that mean :d
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07:16<Eddi|zuHause>it means things that sound good in theory don't always work out in practice
07:18<V453000>I don't see that being the case here but not like it will change anything
07:19<Ketsuban>tbh it's kind of a shame uptake of 32bpp has been so sluggish. zBase is essentially a challenge to come and do better, and even then you'd still be hard-pressed to put together a good set of NewGRFs if you're even slightly dissatisfied with the vanilla loadouts.
07:20<V453000>it is an example of splitting communities, making both halves basically die
07:20<V453000>at the same time, making 32bpp is harder/more time consuming than 8bpp
07:22<Eddi|zuHause>V453000: btw. the problem is not "only people who understand current signals would benefit", but "of the people who understand current signals, only a very small fraction will come across a use case for this exact signal, but a much larger fraction will come across a use case for a similar-but-not-exact signal, and demand that included as well"
07:22<Eddi|zuHause>which will cause an explosion of signal types, and the game is not ready to handle that
07:23<V453000>uhm if you already have PBS and pre signals combined, I don't think there is much further you can get
07:24<Eddi|zuHause>yeah, you think that. but that doesn't make it true :p
07:25<Eddi|zuHause>but i guarantee you, if you actually tried michi_cc's signals, you would immediately think "wtf is signal X for? that is totally useless, i'd much rather have signal Y."
07:26<Eddi|zuHause>the diversity in play styles is just too big to accomodate all with the rigid system that we have now
07:27<Eddi|zuHause>so you must first make the system more flexible, which is orders of magnitude more complicated
07:27<V453000>meh, pointless discussion anyway :) won't bring anything new
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07:27<V453000>bai
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11:08<Wolf01>o/
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11:14<Wolf01>good, the doctor said my motherboard was struck by ictus... the primary bios is tfu... and as always happen the warranty ended at december :|
11:19<Eddi|zuHause>things always break 3 days after warranty ends.
11:20<Wolf01>yes, it really happened so... the ram was changed in warranty, but we didn't found the mobo problem at that time
11:21<@Alberth>yeah, you didn't complain in january it was still working?
11:21<Wolf01>it worked with the secondary bios, I didn't try to fix the primary one
11:22<Wolf01>today I replaced the ram which was ordered back in december and we tried to fix the primary bios
11:23<Wolf01>without success
11:23<Wolf01>we even reflashed it
11:24<Wolf01>it doesn't even boot, it did the ram check once and then died
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12:15<Wolf01>Eddi|zuHause, how do you get more cargo space in windward? I have 3 cargo spaces even with the brig of war
12:15<andythenorth>o/
12:16<Wolf01>o/
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12:58<Eddi|zuHause>Wolf01: i don't have more either.
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13:01<Wolf01>in the steam discussions I read about a brig of war with 5 slots for missions which require to deliver 4 units of goods... maybe it is related to a faction, I chose the consulate
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13:08<Wolf01>ok, I need to purchase a galleon
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13:47<frosch123>V453000: there is only one set of signal sprites active at a time
13:47<V453000>right :)
13:47<frosch123>basesets/newgrf can evaluate the "signal side" setting to provide flipped graphics
13:47<V453000>that is what I need to know I guess :)
13:47<frosch123>this is usually the case for semaphores, which are not symmetric like light signals
13:47<frosch123>however, ogfx is broken wrt. this
13:48<V453000>xd
13:50<Eddi|zuHause>isn't that exactly what i said?
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13:52<andythenorth>improved tyre plant http://dev.openttdcoop.org/attachments/download/7629/tyre_plant_7.png
13:52<andythenorth>previous version, not good at all http://dev.openttdcoop.org/attachments/download/7543/tyre_plant_5.png
13:53<Eddi|zuHause>Wolf01: so for exchange, the royal brigantine which would be the next ship for me has 4 spaces
13:53<frosch123>the coloured container things are quite hidden away
13:53<frosch123>not idea whether you have multiple layouts
13:53<frosch123>but in this one i would put them on the SW border
13:53<andythenorth>I will do
13:54<andythenorth>the horizontal tanks?
13:54<frosch123>less "only dark tyres" in one spot
13:54<andythenorth>I think another tile of tyres
13:54<frosch123>i mean the very southern tile in _5.png
13:54<frosch123>are they tanks? i thought containers/boxes :o
13:55<andythenorth>oic :)
13:55<andythenorth>they’re crates and barrels
13:55<Wolf01>Eddi|zuHause, makes sense, the brig of war is the war version of the royal brigantine... so less space due to the more cannons
13:56<andythenorth>somewhat going by this irl http://www.nordiccartyres.com/media/wysiwyg/MIsc-Photos/Nokian_Tyres_factory_resized.jpg
13:56<Wolf01>but the brigantine should already have more slots than the first one you have
13:56<andythenorth>for general shape
13:57<andythenorth>also http://l7.alamy.com/zooms/869cd453877c4bdaaa01de511ae04a6b/aerial-view-of-the-french-continental-tires-factory-at-sarreguemines-b9t91x.jpg
13:57<Eddi|zuHause>i die way too fast against fire...
13:58<andythenorth>and http://l7.alamy.com/zooms/82e342f4818040f183ff6e90b393aec2/aerial-view-of-the-french-continental-tires-factory-at-sarreguemines-b9t984.jpg
13:58<Eddi|zuHause>also, how does diplomacy work? i can pay money to pirates to follow me, but somehow not always
13:59<@Alberth>andy second photo looks good, weird inustrial thing on top of the roof :)
14:00<andythenorth>yeah
14:00<andythenorth>rubber or latex silo
14:00<andythenorth>working on that :)
14:01<Wolf01>Eddi|zuHause, http://windward.gamepedia.com/Consulate also some talents are based on diplomacy
14:04<Eddi|zuHause>well, diplomacy helps with making money from trade, which is why i equiped my ship that way
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14:06<Wolf01>http://windward.gamepedia.com/Ships mmmh maybe a frigate is better than a galleon, you sacrifice a cargo slot and some support, but you have way more offense
14:19<Eddi|zuHause>i'm also not making a dent in these watchtowers
14:20<Wolf01>you should ask help of other ships
14:20<Wolf01>just right click on them
14:20<argoneus>why are you guys not playing xcom 2
14:20<argoneus>it's like openttd but it has more combat
14:20<V453000>because fuck xcom :)
14:21<Wolf01>because I love slow paced games
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14:21<@Alberth>/me hates combat
14:21<V453000>well xcom is as slow as you want since it is turn based :)
14:21<V453000>I might buy xcom 2 at some point but definitely not anytime soon
14:22<V453000>don't want to spend the time with it, and I don't feel like it is a game that I look forward to as much as to pay the full price
14:23<Wolf01>also, I always sucked at turn based games
14:23<Wolf01>specially the old xcom
14:24<V453000>tbh I liked old turn based games where characters went, say, 2-8 tiles ... in xcom it feels like you can walk a whole screen a way
14:25<V453000>and to me it seems like tactics are kind of simple in that regard
14:25<V453000>ofc you have shitload of other options in xcom which helps there: )
14:27<Eddi|zuHause>arrr... it seems really hard to drive out pirates
14:28<Wolf01>nah, try to upgrade your ship
14:32<Eddi|zuHause>but i can't trade while there are pirates around
14:33<Wolf01>just roam around and get the floating crates, I upgraded mine with that ones, also mission rewards help a lot
14:33<Eddi|zuHause>and all the missions are "kill pirate"
14:33<Wolf01>to get better items you need high tier cities
14:34<Wolf01>then just take 2 ships with you and while you stay in front of behind the pirate ship, they will take it down
14:35<Wolf01>or go back to a safer area and boost your xp/money with commerce
14:36<V453000>ok, so which sprite ID should I replace / replacenew to replace old (semaphore?) signals - basic, pre, PBS?
14:36<Wolf01>I can kill alone 2 pirate ships of my size
14:36<V453000>please? <#
14:37<frosch123>replace for the normal light signals
14:37<frosch123>replace_new for all non-normal signals, and for semaphores
14:38<frosch123>https://newgrf-specs.tt-wiki.net/wiki/Action5#04_Signal_graphics.
14:38<V453000>yeah
14:38<V453000>that is what I am reading
14:39<V453000>but where does it say which numbers are the replacenew sprites?
14:39<frosch123>replacenew starts with zero
14:39<frosch123>0-15 lighted entrance signals
14:39<frosch123>16-32 lightex exit signals
14:39<frosch123>and so on
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14:39<V453000>ahhhhhhhhhhhh
14:39<V453000>now I see
14:40<V453000>jeez
14:40<V453000>:D
14:40<V453000>thanks
14:40<V453000>just needed a nice simple page :P https://newgrf-specs.tt-wiki.net/wiki/NML:Replace_new_sprites
14:41<V453000>eh nvm
14:41<V453000>just forget I said anything XD
14:41<V453000> / brain norkd
14:41<V453000>borkd
14:42<V453000>hm I just have 96 :d
14:42<V453000>*2 is still just 192
14:42<V453000>48 missing somewhere
14:44<V453000>is that the extra unused shit? :(
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14:49<frosch123>there are only two types of pbs in ottd
14:49<frosch123>the specs list like 4 for ttdp
14:49<V453000>7 standard lighted PBS signals 8..14 repeat 0..6 for PBS signals this is confusing
14:49<frosch123>@calc (240-112)/16/2
14:49<@DorpsGek>frosch123: 4
14:50<frosch123>yeah, 4 pbs types, only first two are used by ottd
14:50<V453000>so 7 is 2way PBS, 8 is 1-way PBS, 9 semaphore 2-way PBS, 10 semaphore 1-way PBS?
14:51<V453000>I always very much hated the semaphore signals in the game ... I can't really tell which is which, especially block from PBS. Now I Fucking Hate them, because browsing in sprite sheets is that much worse XD
14:52<andythenorth>I am -1 to the semaphores
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14:52<andythenorth>realism yes, but hard to see
14:52<V453000>BRIX will replace them with something clear to see
14:52<frosch123>https://paste.openttdcoop.org/pibiiljyr <- V453000
14:52<frosch123>i am not sure about the order of the pbs ones
14:53<V453000>pbs1 would mean 1way?
14:53<frosch123>V453000: get inspired by purr
14:53<V453000>yeah I have something similar
14:53<frosch123>just give light signals and semaphores different colours or height or something
14:53<V453000>but combo signals arent blue
14:54<V453000>my current idea is that semaphores will be a bit more abstract, but better to see ... and the modern signals will be a bit more normal signals
14:54<V453000>I will send you a screenshot once I actually get to put them in the game :P
14:55<frosch123>pbs comes before pbs oneway
14:56<V453000>YAR
14:56<frosch123>https://paste.openttdcoop.org/pu2e2lpfp <- i think it's even like that
14:56<V453000>rrrrrrrrrrr
14:57<andythenorth>moved some chimneys, added conveyors http://dev.openttdcoop.org/attachments/download/7630/tyre_plant_8.png
14:58<V453000>trying to decode this https://dl.dropboxusercontent.com/u/20419525/RAWR/presignals.png
15:00<frosch123>https://paste.openttdcoop.org/pque1prb9 <- that's the order within the groups
15:00<V453000>is it just me or are there 2 PBS rows?
15:00<V453000>that I have done frosch123
15:00<frosch123>https://paste.openttdcoop.org/pu2e2lpfp <- well, yes, 64 sprites are unused
15:00<V453000>got this https://dl.dropboxusercontent.com/u/20419525/BRIX/SIGNALS-01_0000.png
15:01<V453000>ok will try the latest order you pasted
15:08<V453000>the replacenew sprite numbering does start from 0, right? XD
15:09<frosch123>yes, the sprites are identified by PRE_SIGNAL_SEMAPHORE_PBS
15:09<frosch123>then it starts from 0
15:09<V453000>yez
15:09<V453000>just asking to be sure XD
15:12<@Alberth>andythenorth: :D
15:12<andythenorth>still not good enough :)
15:13<@Alberth>one at the ground longer?
15:13<@Alberth>or the one at the roof shorter :p
15:14<@Alberth>not sure the brown bits are good, they seem a it weird to me, I expected just black
15:14<@Alberth>*bit
15:14<@Alberth>although metal could work too
15:17<V453000>XD
15:17<V453000>offsets of all signals fucked up just by replacing the modern entry signals
15:17<V453000>XD
15:17<V453000>nvm didn't
15:17<V453000>just in the gui
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15:24<andythenorth>I need to unify the colours
15:24<andythenorth>the brown clashes with the white silos
15:25<andythenorth>whole thing needs 1 more building of some type
15:25<V453000>actually yeah gray instead of brown would probably be nicer
15:31<andythenorth>paint bucket eh?
15:31<andythenorth>so many layers :P
15:31<andythenorth>sometimes I don’t have a psd, and I edit directly in a flat spritesheet
15:31<andythenorth>kind of relaxing, for a bit
15:36<V453000>I never worked with layers in sprites
15:36<V453000>all of NUTS is drawn directly in index XD
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15:46<Wolf01>lol, Eddi|zuHause, I just purchased a new hull for 13k with a total points of 196 :P
15:47<Eddi|zuHause>that's not quite what i got :p
15:47-!-kais58 is now known as kais58|AFK
15:47<Eddi|zuHause>i have a captain for 168
15:49<Wolf01>my captain has 167, but I think it is the first one I found to purchase on a high tier city
15:50<V453000>doesn't sound like factorio
15:52<andythenorth>all the pixels I tweak
15:52<Wolf01>here you can transport goods too... with ships
15:52<andythenorth>that most will never notice :D
15:52<V453000>shits
15:53<V453000>yay, code for modern signals works
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15:59<andythenorth>http://dev.openttdcoop.org/attachments/download/7631/tyre_plant_9.png
15:59<andythenorth>one more building?
16:00<V453000>the previous version of roof details seemed like more variety tbh
16:00<V453000>I think building count is enuf
16:00<Wolf01>some tyres don't seem round
16:00<V453000>just make the brown gray I guess
16:01<andythenorth>I binned off some of the roof detail
16:01<V453000>and yeah the tires I didn't draw are a mess :P
16:01<andythenorth>ha ha
16:02<andythenorth>which brown -> gray?
16:02<V453000>I thought you meant the bottom of the buildings
16:02<V453000>being brown, not fitting as much
16:02<V453000>at the same time it is a nice base for disconnecting with the ground
16:02<andythenorth>I like the idea of grey
16:02<andythenorth>but I think they’ll lack contrast
16:03<V453000>yeah
16:04<V453000>I sez use both of the roof details
16:04<V453000>the latest one seems too copypasted all over the place
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16:04<andythenorth>it is
16:04<andythenorth>I didn’t like the tanks, they’re a weird colour
16:05<andythenorth>I’ll draw some new
16:05<V453000>slight adjustments might save them
16:05<V453000>aint so bad
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16:13*andythenorth added another building, lazy
16:14<andythenorth>needs some trucks or something?
16:14<V453000>I just realized how proportionally gigantic the original signals are XD which is a good thing for them, apparently
16:17<Eddi|zuHause>Wolf01: oh, now i grew a city and i can buy sails with 197
16:18<Wolf01>good
16:18<@Alberth>V: and people still think signals are too small :)
16:20<andythenorth>hmm
16:20<andythenorth>shall I again use the same truck used in every FIRS industry, and in CHIPS?
16:20<andythenorth>or shall I use a new from Road Hog? o_O
16:20<V453000>well cause they use opengfx or some other shit which makes them look way less visible than original
16:20<andythenorth>consistency, or variety? o_O
16:21*andythenorth thinks same
16:22<@Alberth>FIRS has a truck monopoly :)
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16:39<andythenorth>http://dev.openttdcoop.org/attachments/download/7632/tyre_plant_10.png
16:39<andythenorth>I will fix the roof greeble, but not tonight
16:39<andythenorth>¿ better than http://dev.openttdcoop.org/attachments/download/7543/tyre_plant_5.png o_O
16:40<@Alberth>definitely progress
16:40<frosch123>oi, yup
16:41<V453000>a lot better
16:42<andythenorth>pipes would look better on the roof than these vent things
16:43<andythenorth>pipes are my new favourite thing :P
16:43<@Alberth>some pipes :)
16:43<@Alberth>pipe newgrf on the roof :p
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16:43<andythenorth>ha
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16:54*andythenorth must to bed
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17:54<Wolf01>'night
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20:20<evert>I'm trying out the the firs newgrf, but I'm missing how to transport "engineering supplies", there is no train type for it?
20:27<Eddi|zuHause>you need a train set that supports it
20:29<evert>local only, or will it need something on the server as well?
20:29<evert>and, any suggestions for a good set to go with firs? :)
20:37<Eddi|zuHause>it needs to be on the server and all clients
20:37<Eddi|zuHause>also, a road set, and a ship set, and a plane set
20:39<evert>ok, any suggestions for a good pack?
20:39<evert>can I do it within the current game that's running on the server, or will it require a new game?
20:44<Eddi|zuHause>adding grfs will require a new game
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---Logclosed Fri Feb 12 00:00:09 2016