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