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00:02:18 *** tokai|noir has quit IRC 00:06:16 *** bwn has joined #openttd 00:15:02 *** Flygon has joined #openttd 00:41:03 *** Samu has quit IRC 00:48:21 *** m3henry has quit IRC 01:22:39 *** XaTriX has joined #openttd 01:22:46 <XaTriX> hi there :) 01:23:14 <ST2> morning o/ 01:23:26 <XaTriX> is a game script compatible with loading savegame ? it seems inactive after quit and load a savegame 01:23:31 <XaTriX> o/ 01:23:38 <XaTriX> morning ? 2 am here ;o 01:24:08 <ST2> exactly, day started 2 hours ago xD 01:24:18 <XaTriX> right 01:24:30 <XaTriX> early morning so ? ^^ 01:24:44 <ST2> I thing the save must bebdone with gs on it 01:25:04 <XaTriX> gs ? 01:25:10 <XaTriX> oh gamescript 01:25:14 <ST2> be done* 01:25:22 <XaTriX> yeah it was activated and running correctly 01:26:04 <XaTriX> in "game suspended" notification i can see old "game script" mention, after loading, appears no more 01:36:34 *** smoke_fumus has quit IRC 01:49:33 *** HerzogDeXtEr1 has quit IRC 01:55:35 <XaTriX> can i convert a savegame to a scenario ? 02:07:57 *** Progman has quit IRC 02:10:20 *** Thedarkb has quit IRC 02:13:42 *** Thedarkb has joined #openttd 02:38:56 <XaTriX> ok solv my problem (save to .sav, rename to .scn, reactivate gs in scenario editor, upload to serv, load scn, enjoy) 03:03:13 *** Thedarkb has quit IRC 03:27:55 <Eddi|zuHause> the game script is responsible for saving and loading its data 03:58:48 *** ToBeFree has joined #openttd 04:03:30 *** Snail_ has quit IRC 04:32:49 *** glx has quit IRC 05:53:55 *** HerzogDeXtEr has joined #openttd 06:06:42 *** ToBeFree has quit IRC 06:13:35 *** sim-al2 is now known as Guest1265 06:13:36 *** sim-al2 has joined #openttd 06:16:27 *** Guest1265 has quit IRC 06:24:07 *** Cubey has quit IRC 06:31:29 *** sla_ro|master has joined #openttd 07:29:22 *** andythenorth has joined #openttd 07:35:03 <andythenorth> o/ 08:11:22 *** Cubey has joined #openttd 08:20:19 *** Cubey has quit IRC 08:21:31 <andythenorth> @seen snail 08:21:31 <DorpsGek> andythenorth: snail was last seen in #openttd 7 weeks, 5 days, 10 hours, 50 minutes, and 24 seconds ago: <Snail> question for you… did you decide whether your vehicles will be deliverable to cities? 08:23:49 *** Wolf01 has joined #openttd 08:24:39 <Wolf01> o/ 08:25:22 <andythenorth> ho Wolf01 08:27:56 <Wolf01> Mmmh power went off this morning and my ups used up to 50% in 1 minute without anything attached (or powered)... time to change the battery 08:32:47 <Wolf01> Mmm there's a new fork of NRT 08:35:45 <Wolf01> andythenorth: did you already synced master with trunk? 08:35:52 <andythenorth> no 08:35:57 <andythenorth> I tried locally 08:36:01 <andythenorth> but merge conflicts 08:36:33 <andythenorth> where's the new fork? 08:36:33 <Wolf01> Master should be just a copy of trunk, since the changes are in ratt 08:36:54 <andythenorth> good point 08:36:55 <Wolf01> sstabeler/NotRoadTypes 08:37:18 <andythenorth> ok I pushed master synced 08:42:02 <Wolf01> Oh, the conflicts are just plain stupid 08:44:21 <andythenorth> just changelog 08:44:30 <andythenorth> but I don't know the rules, so I didn't touch 08:45:00 <Wolf01> Yes, it changed from 1.7.0 to 1.7.2 - 1.7.2, that's all 08:45:19 <Wolf01> *1.7.0 - 1.7.2 08:46:17 <Wolf01> Pushing 08:49:12 <Wolf01> Lets see how much it takes to push... 08:52:25 <Wolf01> Done 08:53:34 <andythenorth> git it 08:53:38 <andythenorth> *got it 08:53:48 <Wolf01> Git got it :P 09:01:19 <Wolf01> Considering to move the electrification bit on the tile and check it against vehicle typeinfo bit, your original idea 09:01:38 <Wolf01> Graphics aren't a problem, road takes precedence 09:02:05 <Wolf01> Mixing catenaries might be resolved later grf side 09:03:04 <Wolf01> No more confusion on "is this tile electrified?" 09:03:15 *** Borg has joined #openttd 09:19:16 <Flygon> @seen Flygon 09:19:16 <DorpsGek> Flygon: Flygon was last seen in #openttd 1 week, 2 days, 18 hours, 27 minutes, and 8 seconds ago: <Flygon> (I would've preferred the other version of the scene where she laughs for the first time. But, alas, they didn't film it. They went with the Copulation Scene instead. @_@) 09:19:24 <Flygon> ... 09:19:31 <Flygon> I'm not sure what I expected but I didn't expect that quote. 09:19:42 <Borg> ;) 09:19:56 <Wolf01> WB Flygon 09:20:01 <Flygon> Eyyy. :3 09:21:25 <andythenorth> Wolf01: try it 09:21:32 <andythenorth> there are so many ideas about catenary :P 09:24:12 <Wolf01> Ok, HasPowerOnRoad shouldn't change at all, The only think I should change is when I draw the catenary 09:24:16 <Wolf01> *thing 09:26:55 <Wolf01> Mmmh no, the change should be both on the HasPowerOnRoad and grf side 09:27:54 <Wolf01> EL* should be able to run on normal IF the tile has catenary 09:29:34 <Wolf01> So you have to define both RAIL->ELRL and ELRL->RAIL+CATENARY, now is only RAIL-ELRL 09:30:37 <Wolf01> In this case ELRL should just be a logic type, not a buildable type 09:31:08 <Wolf01> What do you think andythenorth? 09:31:54 <Wolf01> It could be a buildable type which just builds RAIL and sets the catenary bit 09:32:27 <Wolf01> But on the vehicle sets a flag to check if there is the catenary 09:43:01 <andythenorth> it boggles my brain TBH :) 09:43:22 <andythenorth> frosch has a solution, but it's not at first simple https://wiki.openttd.org/Frosch/ButGroundTypes#Catenary 09:43:27 <andythenorth> might be simpler overall though 09:45:46 <Wolf01> I would just remove ELRD and ELRL from the existence, they are ROAD and RAIL + catenary which is on the tile (and later on groundtype if frosch wants to add it) 09:45:52 <andythenorth> if were starting from day 0 09:45:59 <andythenorth> I would separate powertype 09:46:10 <andythenorth> so there is a tool to add catenary/third rail etc 09:46:16 <andythenorth> but eh 09:46:18 <Wolf01> That's what I'm doing 09:47:16 <Wolf01> Now just catenary, and grf continues to define the graphic 09:48:41 <andythenorth> what does Eddi|zuHause think? o_O 09:49:24 <Wolf01> "catenary" is a bit, so if you add a third rail to a normal road, you will get road catenary + third rail, and both trolleybus+third rail can travel there 09:50:27 <Wolf01> Later we might change it by moving the bit on thegroundtype and ask it for what is going on there 09:52:40 <Wolf01> But it might still be there a problem where you may think that a ELRL can travel on 3RL since there is the catenary... well... yes, there is the catenary 09:53:05 *** ToffeeYogurtPots has quit IRC 09:55:34 <Wolf01> 3RL > (ELRL) > RAIL 09:57:08 <Wolf01> ELRL can travel on 3RL but not vice versa, since ELRL just checks for rails and catenary but 3RL has another compatibility check (powered_roadtypes) 09:58:35 <Wolf01> This mean you can't have a 3RL without catenary, which is weird 09:58:48 *** Progman has joined #openttd 10:01:23 <Wolf01> Or better, since 3RL just defines the rail graphics (to show the third rail), if you build it you will get ELRL trams running over it without catenary shown, which is weird enough to make me rethink of this whole thing 10:06:21 *** sla_ro|master has quit IRC 10:07:53 *** synchris has joined #openttd 10:08:01 *** sla_ro|master has joined #openttd 10:12:03 <andythenorth> I have chores to do, but BIAB 10:12:28 <andythenorth> I think frosch has a point about force-upgrading road/tramtype to electrified version 10:12:45 <andythenorth> if both are present on a tile, and one is electrified, the other is forced to a new label too 10:13:11 <andythenorth> it seems iniitally very complex, but overall might be cleanest solution 10:13:19 <andythenorth> label rules all 10:13:23 <andythenorth> anyway BBL 10:13:26 *** andythenorth has quit IRC 10:17:42 *** Samu has joined #openttd 10:17:46 <Samu> hi 10:53:45 *** RafiX2 has joined #openttd 10:54:28 *** RafiX has quit IRC 11:02:12 *** Wormnest has joined #openttd 11:08:21 *** iSoSyS has joined #openttd 11:12:26 *** andythenorth has joined #openttd 11:17:03 <andythenorth> o/ 11:19:43 *** ToffeeYogurtPots has joined #openttd 11:26:19 *** Biolunar has joined #openttd 11:54:38 *** iSoSyS has quit IRC 12:10:07 <Borg> \o 12:10:11 <Borg> *burp* 12:11:52 *** _3298 has joined #openttd 12:13:24 <andythenorth> Wolf01: so what UX problem are we solving with catenary? o_O 12:14:04 <Wolf01> The problem was the one to tell which between road and tram had the catenary 12:14:21 <Wolf01> Solution: one catenary for them all 12:14:56 <andythenorth> so the UX problem is "my trams don't work" ? 12:15:02 <Wolf01> Yes 12:15:22 <Wolf01> I then moved the problem to ELRL vs 3RL 12:20:20 *** gnu_jj has quit IRC 12:23:34 <andythenorth> and the other UX problem is "I can't electrify town roads" ? 12:23:46 <Wolf01> Yes 12:24:20 <andythenorth> and even if I could, how the hell does it work in MP? 12:24:55 <Wolf01> You can electrify your roads and town roads 12:25:20 <Wolf01> You can remove electrification from your roads but not from town roads 12:25:24 <andythenorth> but if I electrify your town road? 12:25:37 <andythenorth> or I change the electrification type on your town road? 12:25:37 <Wolf01> You can only "upgrade" town roads 12:25:38 <andythenorth> mess 12:25:41 <andythenorth> :) 12:28:12 <andythenorth> if we didn't piss about with 3rd rail, ropeway, induction-at-a-distance etc 12:28:15 <andythenorth> then it would be easier 12:28:37 <andythenorth> it was just 'catenary or not' 12:36:25 *** gnu_jj has joined #openttd 12:41:38 <Eddi|zuHause> what constitutes an "upgrade"? 12:42:34 <Rubidium> that's obvious... from smooth asphalt to cobble stones is an upgrade 12:45:18 <Wolf01> Upgrade is something which add and not breaks compatibility 12:46:36 <Rubidium> so high speed rail is not an upgrade 12:46:57 <Wolf01> It adds speed 12:47:08 <Rubidium> but usually removes tonnage, like in France 12:47:15 <Eddi|zuHause> it might remove compatibility for slow trains 12:48:10 <Wolf01> When OTTD will have those concepts then we'll decide 12:48:23 <Flygon> Higher speed rail usually adds tonnage in AU. :V 12:48:33 <Samu> syntrans is stuck trying to build a bridge over a rail :( 12:48:40 <Flygon> Which may be more indicative about how poor our tracks are in the first place. 12:49:15 <Flygon> (On the other hand, RFR track is built to such a high standard, I could reasonably expect a TGV or Shinkansen to go 250km/h through it without issue.) 12:49:59 <Rubidium> shinkansen might actually be problematic given their width 12:50:17 <Flygon> Okay, strictly speaking about track _condition_. Not loading gauge. :D 12:52:32 <Wolf01> I think V left F open all the night, maybe he collapsed playing 12:53:35 <Eddi|zuHause> isn't that how you're meant to play F? 12:54:00 <Wolf01> Eh, but like that he builds up playtime, it's not fair :D 12:59:07 *** iSoSyS has joined #openttd 13:01:55 <andythenorth> https://wiki.openttd.org/Frosch/ButGroundTypes 13:03:17 <LordAro> andythenorth: irssi is rendering that link as bold, somehow 13:03:38 <andythenorth> I formatted it as bold, somehow :P 13:03:57 <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=57136&p=1200848#p1200848 13:05:30 <Samu> [b]bold[/b] 13:05:33 <Samu> :( 13:19:34 *** Biolunar has quit IRC 13:23:10 *** Flygon has quit IRC 13:25:39 *** mindlesstux has quit IRC 13:26:11 *** mindlesstux has joined #openttd 13:30:19 *** frosch123 has joined #openttd 13:50:59 <andythenorth> quak 13:55:28 *** Maraxus has joined #openttd 13:56:27 <planetmaker> o/ 13:57:14 <planetmaker> interesting proposal with the ButGroundTypes 13:58:45 <andythenorth> interesting if extended to stations 14:01:39 <frosch123> maybe road and tramtype should be dropped completely 14:02:00 <frosch123> i seen nothing useful in vehicle compatibility 14:02:48 <frosch123> incompatibility seems to be only used in realism bs, and what would realism bs do to roads? 14:03:11 <frosch123> the railtype compatibility rules do not event work for highway 14:03:34 <frosch123> for railtypes the better railtype always supports the previous ones 14:03:57 *** Maraxus has quit IRC 14:03:58 <frosch123> it would not disabllow a hews crawler to drive on a highway 14:04:03 <frosch123> *heqs 14:09:08 <planetmaker> I think mostly RoadTypes is about having different choice of roads. At least to me, the impact on vehicles need not extend beyond a general speed limit 14:09:23 <planetmaker> and choice of roads as in only a visual thing, nothing else 14:09:50 <frosch123> yep, also my thought, only visual, no compatibility stuff 14:09:54 <planetmaker> so... yeah, it's more a groundtype thing - though ground types looks to me like grass, desert, water,... 14:10:11 <frosch123> yes, that's what andy mentioned 14:10:49 <frosch123> merging newobjects and non-track stations, and merging rail and road underground 14:11:52 <frosch123> but the borders between those two are not particulary sharp/clear 14:13:36 <planetmaker> well, stations... the only difference of an object and a non-track station is the catchment area 14:13:43 <planetmaker> from a player perspective 14:14:15 <frosch123> yeah, and i never liked that they add to catchment :p 14:15:04 <planetmaker> :D Well, that's how station work... and if they don't, people would add track tiles there 14:15:34 <planetmaker> It's more a social thing that they allow to build HUGE stations - but you can limit station size already, so that's not a big thing, IMHO 14:16:11 <frosch123> like f logistic bots :p 14:19:03 *** DDR has joined #openttd 14:19:08 <planetmaker> :D 14:23:47 <V453000> yo 14:32:15 <Wormnest> Looking at oil rigs it seems the dock location is always the norther most tile. I assume it´s an invisible 2 tile dock since ships always seem to stop south west of the oil rig 14:32:54 <Wormnest> Is the dock layout for water industries always like that: from north to south west or is a dock pointing to the south east also possible 14:35:00 <frosch123> the dock tile is always a plain water tile without industry graphics 14:35:10 <frosch123> so industries like to hide it behind other tiles 14:35:49 <frosch123> the position is arbitrary, but most industries will put it somehow centerish in the back, since that's best for visuals 14:36:44 <frosch123> also, it's a single tile 14:36:52 <frosch123> ships stop in front of it or so 14:37:29 <Wormnest> Hm but with an oilrig I did BuildSign for the tile reported for the dock and it seemd to be the tile of the uppermost oil rig part 14:38:11 <frosch123> the newgrf defines which tile becomes the station 14:38:12 <Wormnest> However the ships seem to stop at the sourth west thus not a tile connected to the tile reported for the dock, or am i blind lol 14:38:44 <andythenorth> frosch123: I'm pretty unconvinced by RoadTypes 14:39:31 <andythenorth> on the +ve side, it is good to be able to force different kinds of roads 14:39:40 *** smoke_fumus has joined #openttd 14:41:39 <frosch123> Wormnest: you are right, the ship heads to tile (2,0) relative to the station tile 14:42:18 <andythenorth> something about compatibility is all wrong 14:42:22 <andythenorth> even in railtypes :P 14:42:27 <andythenorth> I figured it out once 14:42:33 <frosch123> Wormnest: https://hg.openttd.org/trunk.hg/file/3fca793ae714/src/station_map.h#l447 14:43:15 <Wormnest> Thanks frosch123 I´ll have a look 14:44:48 <andythenorth> I only wanted 4 types :P 14:45:38 <andythenorth> road, haul; tram, eltram 14:45:53 *** Gja has joined #openttd 14:51:53 <Eddi|zuHause> that's your problem, you go into development of the general thing with a specific use case in mind 14:55:12 <Wormnest> frosch123: Does that mean that other (newgrf) water industries can define their own offset? 14:58:17 <frosch123> Wormnest: no, i just learned about this offset :p 14:58:41 <frosch123> it means that the tile in x+2 from the station must be accessible and not covered by the industry 15:00:22 <andythenorth> Eddi|zuHause: wrt, that's not the problem 15:01:14 <Wormnest> Thanks that makes checking easier :) 15:01:19 <andythenorth> presumably you have a general spec ready Eddi|zuHause ? 15:02:54 <Borg> sooo.. no opinions? on my GRF? 15:03:15 <Borg> http://ds-1.ovh.uu3.net/~borg/tmp/x2025_ind.png 15:04:40 <andythenorth> sorry Borg, I have nothing : 15:04:41 <andythenorth> :) 15:05:15 <Borg> not good.. noooot good 15:05:15 <Borg> ;) 15:05:19 <frosch123> Borg: noone who does stuff for ottd gets feedback :) 15:05:59 <frosch123> andy and V mention that all the time 15:06:16 <andythenorth> I released FIRS 3 15:06:18 <andythenorth> crickets 15:06:41 <andythenorth> Borg: what you need to do is make 200 jerk-off real world liveries on the same train 15:06:47 <andythenorth> then you get much plaudits 15:06:55 <andythenorth> doesn't even have to be good sprite 15:08:35 *** andythenorth has quit IRC 15:09:07 <Borg> uhm... whatever he had in mind... 15:11:26 <Samu> 7 AI's remaining for testing 15:13:15 <Samu> wait a min, i missed one 15:13:17 <Samu> so it's 8 15:14:31 <Wormnest> You might need to do a retest of NoNoCAB if I can finish the changes this weekend (probably not) :p 15:21:01 *** andythenorth has joined #openttd 15:23:41 <Samu> nice 15:37:12 <Samu> I got some nice surprises this time around 15:37:42 <Samu> rocketai didn't crash 15:37:50 <Samu> played for 100 years, pathfinding forever 15:38:25 <Samu> aiai played quite poor 15:38:46 <Samu> roadai doesn't deal well with cargodist 15:39:24 <Samu> always nearing bankrupting, but surviving 15:40:08 <Samu> epictrans did actually play great 15:42:38 <Samu> nonocab had a really bad start 15:42:55 <Samu> i thought it would bankrupt, but turned it around 15:46:20 *** andythenorth has left #openttd 15:53:11 <Samu> some ais take too much time to actually build a route 15:53:29 <Samu> it was part of the test though, but still... 15:53:39 *** Lejving has joined #openttd 15:53:40 <Samu> 16 years, 20 years 16:03:35 *** Alberth has joined #openttd 16:03:35 *** ChanServ sets mode: +o Alberth 16:43:47 <Wolf01> o/ 16:54:54 *** Cubey has joined #openttd 16:56:20 <Alberth> o/ 16:58:05 <supermop> yo 17:10:34 *** Stimrol has joined #openttd 17:27:31 *** andythenorth has joined #openttd 17:30:01 <andythenorth> Wolf01: did you solve it? o_O 17:30:27 <Wolf01> Nope, I built 2 outposts on F 17:31:23 <andythenorth> kind of wondering about just having a catenary tool 17:31:28 <andythenorth> and be done with it 17:31:30 <andythenorth> no type 17:31:34 <andythenorth> just electrified bit 17:31:57 <Wolf01> That should be easy 17:32:26 <andythenorth> there is zero reward in doing anything else on NRT 17:32:36 <andythenorth> too many people want too many different things 17:32:53 <andythenorth> and the blocking problems are really uninteresting 17:39:34 <supermop> :( 17:39:46 <supermop> andythenorth I replied in your firs thread 17:41:39 <andythenorth> I also ignore some industries in Extreme 17:41:44 <andythenorth> it's also not very Extreme really 17:41:53 <andythenorth> Steeltown is much more intense 17:42:05 <supermop> I think being free to ignore some is probably a feature not a bug 17:42:47 <supermop> Maybe there is scope for a 'developed world urban basic' 17:43:13 <supermop> but steeltown seems a good balance 17:44:43 <supermop> i'd be sad to lose the distinction between bus and rail wires in NRT, and the room for nuance in catenary graphics that comes with it, but if that's what it takes to ship i'll live with it 17:45:35 <supermop> i wonder how best to make a cable car in that case 17:48:38 *** ToffeeYogurtPots has quit IRC 17:49:01 *** ToffeeYogurtPots has joined #openttd 17:51:49 <supermop> kind of weird that scrap only goes to arc furnace 17:52:07 *** ToffeeYogurtPots has quit IRC 17:52:35 *** ToffeeYogurtPots has joined #openttd 17:57:02 *** Markk has quit IRC 18:01:23 *** glx has joined #openttd 18:01:23 *** ChanServ sets mode: +v glx 18:01:58 <supermop> also what is a limestone mine 18:02:28 <glx> I guess it's where you extract limestone :) 18:04:03 *** TigerbotHesh has quit IRC 18:04:27 *** TigerbotHesh has joined #openttd 18:06:28 <andythenorth> yup 18:21:19 *** TigerbotHesh has quit IRC 18:21:37 *** TigerbotHesh has joined #openttd 18:45:47 <DorpsGek> Commit by translators :: r27960 trunk/src/lang/spanish_MX.txt (2018-01-06 19:45:38 +0100 ) 18:45:48 <DorpsGek> -Update from Eints: 18:45:49 <DorpsGek> spanish (mexican): 2 changes by Absay 19:19:36 *** TigerbotHesh has quit IRC 19:25:38 *** frosch123 has quit IRC 19:32:30 *** mindlesstux has quit IRC 19:33:11 *** mindlesstux has joined #openttd 19:37:43 *** XaTriX has quit IRC 19:38:16 *** xat has joined #openttd 19:41:13 *** iSoSyS has quit IRC 19:48:20 <andythenorth> I should just draw ships eh 19:48:36 <andythenorth> dunno, the NRT thing kind of kills my interest 19:51:30 <Borg> andythenorth: just join our server and have some fun ;] 19:55:11 *** Thedarkb has joined #openttd 20:21:19 *** TigerbotHesh has joined #openttd 20:34:44 *** RafiX2 has quit IRC 20:36:23 *** RafiX has joined #openttd 21:00:42 *** [dpk] has quit IRC 21:02:13 *** dpk has joined #openttd 21:05:49 *** techmagus has quit IRC 21:08:04 *** TigerbotHesh has quit IRC 21:08:21 *** TigerbotHesh has joined #openttd 21:10:04 *** Alberth has left #openttd 21:13:37 *** sim-al2 has quit IRC 21:25:46 *** Rybeast has joined #openttd 21:25:51 <Rybeast> Sorry to be a nuisance, but I was wondering if someone might be able to help? I've downloaded one of the NGRFs which contains British Rail skins, but now I've created a scenario, I seem to have lost the default coal wagons. The only trailers I have are passenger stock and nothing else - what have I done wrong? 21:26:13 <Rybeast> I'd have posted on the Forums, but I can't remember my username, so can't use the reset option :/ 21:28:00 *** Thedarkb has quit IRC 21:28:03 <andythenorth> do you have the buy menu filter on for 'passengers' Rybeast ? 21:29:10 <Rybeast> I've checked in the drop down lists to run through all of the options, iron ore, coal, mail etc. The only non-passenger cargo that works is the 'mail' as one of the Mk.1 carriages carries both people and mail 21:29:52 <Borg> hmm guys 21:30:10 <Borg> I got message to buy out human company... because it was going to bankrupt soon.. what would happen? 21:30:18 <Borg> companies would be merged? 21:30:35 <Borg> I hit no.. but I remember on AI games.. I took over company 21:36:15 *** andythenorth has quit IRC 21:37:55 *** stefino has joined #openttd 21:39:24 *** andythenorth has joined #openttd 21:39:30 <Rybeast> anyone else? 21:39:41 <stefino> Hi...if I wanna to replace base graphics from "extra sprites" (rivers, trams etc.) ..I have to replace all graphics or can I raplace only some of this sprites? Cause in NML it write that I have to define all sprites. Thanks :) 21:45:39 *** RafiX has quit IRC 21:52:06 <andythenorth> can replace only some 21:52:57 <Rybeast> @andythenorth = did you get my reply? 21:55:10 <stefino> andythenorth: can you tell me how please? :) 21:57:40 *** Borg has quit IRC 21:57:48 <stefino> ps What type are rivers in replacenew command? 21:58:29 <planetmaker> rivers... it's not like there's different types 21:59:24 <planetmaker> But you have to replace all sprites of a single set of sprites with a replacenew command, thus all river sprites 22:00:02 <Rybeast> Is there anyone else online who is good with nGRF and not being able to find default wagons? 22:00:26 <stefino> yes this was my question...if it is possible to replace only selected sprites ... 22:01:24 <andythenorth> Rybeast: does the grf provide wagons? 22:02:48 <Rybeast> <andythenorth> erm... I don't know? Will I have to download more nGRF to replace the default ones that the other one has banished? 22:03:34 <Eddi|zuHause> what exactly are you trying to do? 22:03:46 <Rybeast> BR Trains, eVRTS are the nGRFs I've downloaded 22:03:58 <stefino> have this https://paste.openttdcoop.org/pixrkzfjt and nml write that rivers is not valid replacenew type 22:03:58 <Eddi|zuHause> what exactly are you trying to do? 22:04:58 <andythenorth> Rybeast: dunno if BR Trains has wagons 22:05:03 <andythenorth> it's not exactly finished 22:06:05 <planetmaker> stefino: with rivers that's not nicely feasible. https://kallithea.openttdcoop.org/opengfx/files/0f6c066f57c9b2d498de9c6339bb9a69c46207d5/sprites/extra/extra-plus-rivers.pnml 22:06:42 <Eddi|zuHause> Rybeast: i think you should try a grf like OpenGFX+Trains 22:06:45 <planetmaker> https://newgrf-specs.tt-wiki.net/wiki/NML:Replace_new_sprites <-- doesn't list 'RIVERS' as item for replacenew 22:06:59 <planetmaker> it's FEAT_CANALS 22:07:21 <stefino> planetmaker: yes I know that there are no Rivers in the list but thought that it is not updated for example 22:07:22 <Rybeast> Andy, Eddie - If I'm wanting to have better skins like the BR trains provides, what do I do? 22:07:45 <Eddi|zuHause> how do you mean? 22:08:59 <Rybeast> Well, the reason I downloaded that particular pack was because I wanted the skins it provided, but I obviously need the wagons and the like to actually do well... Is it possible to have the particular file I've got and retain the default wagons? 22:10:03 <planetmaker> Rybeast, if you only want a new locomotive engine: just add that, and don't bother with any wagons 22:10:08 <andythenorth> Rybeast: you would need a new game 22:10:16 <andythenorth> you can't safely add to current game 22:10:18 <planetmaker> default vehicles will be kept. But yeah... not in an existing game 22:10:33 <Eddi|zuHause> stefino: replacenew is the nml equivalent of this: https://newgrf-specs.tt-wiki.net/wiki/Action5 22:11:36 <Eddi|zuHause> Rybeast: just start a new game with both BR Trains and OpenGFX+Trains. that should do what you need 22:11:45 <stefino> oh my god :D but thanks :) 22:12:02 <Rybeast> That;s fine, so just an additional download. Thank you 22:12:28 <stefino> so in this code I can replace only selected sprites , is it true? 22:13:28 <planetmaker> what is 'this code'? 22:13:50 *** Snail_ has joined #openttd 22:13:54 <stefino> your code what you sent few minutes ago 22:14:34 <andythenorth> Rybeast: or use Iron Horse, it's brit-ish-ish 22:14:38 <andythenorth> or UKRS 2 22:14:55 <Eddi|zuHause> stefino: i think rivers work different than you expect them to. but i don't know how rivers work, so i can't help you 22:14:58 <planetmaker> of course you can replace single sprites. If you have all the other sprites. And if memory serves me well you might be able to pull this off only in a base set 22:16:05 <Rybeast> so now, if I want to edit a scenario to incclude the new nGRF, can I do that? Or do I have to create another scenario again? 22:17:09 <Eddi|zuHause> No* 22:17:20 <Eddi|zuHause> (*we don't talk about it) 22:17:38 <stefino> planetmaker: I'm going to try it, thanks :) 22:18:01 <Rybeast> ok. Thanks guys 22:21:23 *** stefino has quit IRC 22:22:07 *** Markk has joined #openttd 22:28:08 *** Snail_ has quit IRC 22:33:18 *** Thedarkb has joined #openttd 22:39:23 <__ln__> have a cat video https://www.youtube.com/watch?v=xdPBUYi7p5o 22:58:56 <Wolf01> 'night 22:58:59 *** Wolf01 has quit IRC 22:59:34 *** andythenorth has left #openttd 23:04:00 *** sla_ro|master has quit IRC 23:30:48 *** argoneus has quit IRC 23:31:08 *** argoneus has joined #openttd 23:41:11 *** Snail_ has joined #openttd 23:42:52 *** funnel has quit IRC 23:47:06 *** synchris has quit IRC 23:52:41 *** Eddi|zuHause has quit IRC 23:55:12 *** _3298 has quit IRC 23:55:34 *** tokai|noir has joined #openttd 23:55:34 *** ChanServ sets mode: +v tokai|noir 23:56:11 *** Eddi|zuHause has joined #openttd