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Log for #openttd on 21st August 2020:
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12:38:04  <supermop_Home> hello
12:40:24  <andythenorth> hi
12:41:37  * andythenorth tries for a long shot, anybody want to share this job around? https://www.delib.net/jobs/details/developer_uk
12:47:29  <TrueBrain> hahaha, that 3rd and 4th line :)
12:47:32  <TrueBrain> that cracks me up :)
12:50:51  <TrueBrain> I like these job-texts; they make me want to read it .. so many bad job texts out there :P
12:52:05  <TrueBrain> owh, that CV part .. lolz .. that just begs for something insane :P
12:55:41  <TrueBrain> just a big tree with below it: "A larch"
12:55:43  <TrueBrain> that sounds sufficient
12:57:33  <supermop_Home> sounds like a nice job andythenorth
13:00:33  <TrueBrain> too bad it is in the UK >:D
13:01:56  <Wolf01> I would like to apply on a research&development branch, I'm good at starting things than finishing them :P
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13:13:27  <supermop_Home> i have fallen too far behind on all my podcasts
13:13:39  <supermop_Home> so i think i will just not listen to them anymore
13:20:51  <Eddi|zuHause> speaking of "larch" is it in other languages also so easy to confuse the bird and the tree of a very similar name?
13:21:35  <Eddi|zuHause> in german it's "Lärche" (tree) and "Lerche" (bird)
13:23:23  <Eddi|zuHause> "which works out at about 4 fortnights a year." wtf does that even mean?
13:33:19  <supermop_Home> 8 weeks a year total?
13:33:44  <supermop_Home> but in 4 chunks of 2 weeks
13:50:14  <andythenorth> Eddi|zuHause is that a lark?
13:50:20  <andythenorth> the one that ascends?
13:50:25  <Eddi|zuHause> i think so
13:52:09  <Eddi|zuHause> the complication in german is that both words are spoken the same way, only spelled slightly differently
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16:39:39  <andythenorth> why the fuck am I reading linkedin at this time on a Friday
16:39:42  <andythenorth> or ever
16:40:45  <LordAro> bad idea
16:41:40  <andythenorth> I have corrected my error
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17:45:49  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JJjDQ
17:45:49  <DorpsGek_III>   - Update: Translations from eints (by translators)
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18:46:05  <andythenorth> wel
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19:06:36  <andythenorth> now what?
19:06:38  <andythenorth> pixels?
19:08:05  <supermop_Home> or something
19:10:40  <andythenorth> pixels then
19:10:44  <andythenorth> currently tanks
19:13:09  <Wolf01> I was playing with spiders in one game, now I go play with spiders in another game
19:13:51  <andythenorth> spiders eugh
19:52:45  <supermop_Home> hard to find definitive information about when and why people started naming certain roadster bodystyles "spyder"
19:53:27  <supermop_Home> seems to be early 50s, but why?
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20:47:08  <Gustavo6046> Oh crap
20:47:11  <Gustavo6046> so I linked twenty oil rigs to one dock
20:47:18  <Gustavo6046> and then transported oil from that dock to a refinery
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20:47:31  <Gustavo6046> and then I offloaded any produced goods via airport
20:47:34  <Gustavo6046> quickly, *stonks*
20:47:42  <Gustavo6046> Profits have turned up to 11 and I totally did not expect that
20:48:23  <FLHerne> In the base game, anything involving either goods or aircraft is wildly profitable
20:48:40  <FLHerne> Combining both of those is presumably wildly profitable squared
21:05:16  <GT> Doese the Variable / Property inspection tool, mentioned at https://wiki.openttd.org/NewGRF_Debugging  still work? I tried, but failed
21:06:46  <GT> *does
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21:10:32  <andythenorth> does for me
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21:14:31  <FLHerne> GT: Failed how?
21:15:16  <GT> note the debug icon in the upper right of the area information window)
21:15:26  <GT> I don't have that
21:16:21  <FLHerne> GT: Did you enable newgrf_developer_tools?
21:16:24  <GT> I.e. the debug icon does not show. I've set the set newgrf_developer_tools 1 in the console
21:16:57  <GT> Then opened the land area info, but the debug icon does not show
21:17:33  <GT> 20200610 is the build
21:18:30  <FLHerne> GT: You'll only see it for tiles that actually have newgrf data
21:18:31  <GT> Build on Gentoo Linux
21:18:46  <FLHerne> i.e. not baseset houses, industries, ...
21:19:03  <FLHerne> What are you trying to inspect?
21:20:58  <GT> Ben Robbins Ground Field with lines
21:21:13  <GT> newgrf from openttdcoop
21:22:08  <FLHerne> I think that's just baseset sprite replacement
21:23:05  <GT> Yes, I think that is correct.
21:23:46  <FLHerne> i.e. it doesn't change any properties of specific tiles, so the tool won't do anything for you
21:24:33  <FLHerne> The game still sees the ground tiles in exactly the same way, except the sprite it draws happens to have been replaced earlier
21:26:21  <GT> Ok, so for tile that do not have nfo properties,like most ground tiles the tool will not show. Only for vehicles, houses etc. I guest it makes sense
21:26:44  <FLHerne> GT: Well, you could replace all the baseset sprites for houses/vehicles and it still wouldn't show
21:27:23  <FLHerne> The point is, the game sees it as a perfectly normal house/ground-tile/vehicle
21:29:04  <FLHerne> (but yes, unlike houses you *couldn't* set NFO properties on ground tiles because they don't have any)
21:40:12  <GT> I've tried with the total town replacement set, and indeed the icon does appear. Thanks for the clarification, I've learned something again.
21:57:19  <GT> I saw the tool browsing the wiki. I have been less active for quite some time and tried to get up to date. What is disapointing is the number of 32bpp-EZ sets
21:57:34  <FLHerne> GT: Trying to be clearer -- the default houses/vehicles/tiles, among their other properties, specify "draw sprite <n> here"
21:58:49  <FLHerne> When a grf replaces sprite <n> of the baseset, it affects anything that uses that sprite, but doesn't actually change anything about them
22:00:09  <FLHerne> Yeah, it's not great
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22:00:12  <GT> FLHerne: So only if you change one of the https://newgrf-specs.tt-wiki.net/wiki/Features it will show up, and for ground tiles that is not possible. I think I get it
22:00:23  <FLHerne> There are a few good 32bpp vehicle sets
22:00:51  <FLHerne> What's missing is a proper "high detail" 32bpp/EZ baseset
22:01:18  <FLHerne> zBase is very minimal, and other things like Ben Robbins' tiles are far from complete
22:01:34  <GT> Yes, we have zBase, but it does not quite match the style of the original game.
22:01:54  <FLHerne> If anything, it matches the style of the original game too well :p
22:02:23  <GT> Not sure, I think it is much too "clean"
22:02:33  <FLHerne> It looks weirdly like that 3D Playstation version of original TT
22:03:14  <GT> But many 32bpp tars existed for my patch, and most still are not converted to .grf
22:03:44  <FLHerne> https://www.mobygames.com/images/shots/l/771237-transport-tycoon-playstation-screenshot-3d-mode-is-possibly.png
22:03:47  <GT> Even with Rubidiums script hardly anyone made an effort to convert.
22:04:10  <FLHerne> GT: ISTR that got bogged down in licensing issues
22:04:47  <FLHerne> Most of the 32bpp sprites on the old subforum were never posted with a proper license, and the ones that were had several incompatible ones
22:05:23  <FLHerne> So they could be converted, but no-one would have rights to distribute the resulting grf
22:06:09  <FLHerne> https://i.redd.it/0okpg1iutzj31.png
22:06:52  <GT> True, but even many of the properly licenced ones are still not converted.
22:07:32  <GT> though I have seen a CZ set on the forums that is getting quite complete. Not sure about the license there
22:12:01  <GT> https://wiki.openttd.org/32bit_Graphics_Licensing
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22:32:28  <Gustavo6046> Why not use a palette?
22:32:36  <Gustavo6046> Besides, that way some colors can be dynamically changed
22:32:54  <Gustavo6046> Like company colours, or cargo load indicator lights of some sort.
22:33:25  <_dp_> GT, even authors of CZ set don't seem to be sure considering the recent drama when it turned out they used GPL inappropriately :p
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