Log for #openttdcoop.devzone on 3rd April 2011:
Times are UTC Toggle Colours
00:24:32  *** KenjiE20 has quit IRC
00:47:55  *** supermop has joined #openttdcoop.devzone
04:50:36  *** supermop has quit IRC
04:58:24  *** Lakie has quit IRC
06:54:46  *** andythenorth has joined #openttdcoop.devzone
07:00:35  *** andythenorth has joined #openttdcoop.devzone
07:10:43  *** ODM has joined #openttdcoop.devzone
07:12:57  *** andythenorth has quit IRC
07:14:52  *** andythenorth has joined #openttdcoop.devzone
07:15:21  *** LordAro has joined #openttdcoop.devzone
08:34:26  *** frosch123 has joined #openttdcoop.devzone
08:37:58  <Brot6> FIRS Industry Replacement Set - Revision 1905:592e30133f04: Update: Russian translation (kvwrd) (planetmaker) @
08:37:58  <Brot6> FIRS Industry Replacement Set - Revision 1906:530706562474: Fix: Spelling of some strings (Alberth) (planetmaker) @
08:37:58  <Brot6> FIRS Industry Replacement Set - Revision 1907:b3ef6f21f7b2: Update: Dutch translation (Alberth) (planetmaker) @
08:42:15  <Brot6> FIRS Industry Replacement Set - Revision 1908:cc792c813a0f: Update: Polish translation (Radmir) (planetmaker) @
09:02:09  <planetmaker> andythenorth: the unit "crates" leads to very unnice effects in FIRS
09:02:22  <andythenorth> hmm
09:02:29  <andythenorth> mb has mentioned that before
09:02:37  <andythenorth> planetmaker: what is the effect in this case?
09:02:53  <planetmaker> cargo to be processed: 0 crates crates of manufacturing supplies
09:02:57  <planetmaker> mind the double crates
09:03:11  <planetmaker> industry views
09:03:39  <andythenorth> I don't have that
09:03:52  <andythenorth> might be a side effect of some other fix
09:04:12  <planetmaker> hm... maybe I only have that in german it seems...
09:04:19  <planetmaker> I wonder why
09:04:26  * planetmaker investigates
09:04:52  <andythenorth> I introduced some magic to handle units
09:05:02  <andythenorth> probably there's some magic + a hard-coded string
09:05:50  <planetmaker> hm, maybe not. Dutch hasn't that either
09:06:00  <planetmaker> I'll have to see...
09:07:26  <planetmaker> possibly it was not a good idea to add a gender to it... let's see
09:09:57  *** LordAro|2 has joined #openttdcoop.devzone
09:13:31  *** LordAro has quit IRC
09:13:50  *** LordAro|2 is now known as LordAro
09:16:18  <Brot6> FIRS Industry Replacement Set - Revision 1909:e33425180d72: Fix (r1905): Always check the langID ... (planetmaker) @
09:18:24  <planetmaker> :-D Wow I got a golden recycling plant. It surely rivals the Golden Buddah temple in Bangkok :-D
09:23:57  <andythenorth> it's pretty bright
09:24:02  <andythenorth> I thought of changing it
09:24:04  <andythenorth> but ummm
09:24:06  <andythenorth> I like it
09:24:17  <planetmaker> hm... maybe it's a tad too much CC?
09:24:54  <planetmaker> I've the feeling there currently are two or three styles of industries: those which use CC only slightly, those dominated by CC and those which use original sprites
09:25:50  <andythenorth> if you look at original's the same
09:25:58  <planetmaker> Personally I think the amount of CC as used e.g. by the aluminum smelter is "best"
09:27:54  <planetmaker> <-- do you think so?
09:27:55  <Webster> Title: Imagebin - A place to slap up your images. (at
09:28:06  <planetmaker> (vanilla industries, TTD base set)
09:28:26  <andythenorth> paste an image of a food processor ;)
09:28:28  <andythenorth> or a factory
09:29:34  <andythenorth> then compare with steel mill which uses minimal amount of cc
09:29:38  <andythenorth> and most mines which use no cc
09:29:42  <planetmaker>
09:29:43  <Webster> Title: Imagebin - A place to slap up your images. (at
09:30:32  <andythenorth> planetmaker: you won't miss that one when you're looking for it :D
09:31:09  <planetmaker> unarguably it's not TTD style, though
09:31:54  <planetmaker> <-- here's the food processor
09:31:55  <Webster> Title: Imagebin - A place to slap up your images. (at
09:32:17  <andythenorth> hmm
09:32:33  <planetmaker> I'd say half of the CC as the recycling plant
09:32:39  <andythenorth> if it's unarguable, I can't argue :P
09:32:46  <planetmaker> :-P
09:32:55  <planetmaker> that's how our chanclor always argues ;-)
09:33:10  <planetmaker> Everything she says is unarguably that way and without alternative :-P
09:33:45  * andythenorth refuses to make a case based on toyland
09:33:55  <planetmaker> thus "alternativlos" became - iirc the (un)word of the year 2010 (translates as without alternative)
09:34:07  <andythenorth> specifically I am not going to use the sweet factory in my argument
09:34:07  <planetmaker> I won't argue about toyland ;-)
09:34:31  <planetmaker> I'm well aware of that. And it only got full CC when I added it to OpenGFX. It's my pony ;-)
09:35:26  <planetmaker> I feel a bit bad about not rising this earlier, though
09:35:39  <planetmaker> My excuse is that I didn't really see it so far in context
09:35:46  <andythenorth> there are some vivid colours
09:35:54  <andythenorth> I thought of blocking them
09:35:57  <andythenorth> it's plausible
09:36:03  <andythenorth> but I decided I like the effect
09:36:16  <andythenorth> you'd see the same at many other industries, except I blocked certain colours
09:36:40  <andythenorth> if I removed the decide-colour cb from say...cement plant, you'd raise same issue I think
09:36:57  <planetmaker> <-- oil refinery from original
09:36:58  <Webster> Title: Imagebin - A place to slap up your images. (at
09:38:08  <planetmaker> well. It's a distinct style. But it's its own style and doesn't really fit most other elements, I'm afraid
09:38:43  <planetmaker> Still, I think it can be nice.
09:38:52  <planetmaker> But I'm not sure I want to suggest a parameter for that :-P
09:39:51  <planetmaker> harbour, machine shop, oil refinery, ... they're the same style.
09:40:18  <planetmaker> style as in colour style :-)
09:40:23  <andythenorth> biorefinery?
09:40:30  <planetmaker> I'm not talking about the buildings shape ;-)
09:41:06  <andythenorth>
09:41:07  <Webster> Title: TT Foundry: Pixel Creations for OpenTTD (at
09:41:08  <andythenorth> brickworks?
09:41:12  <andythenorth> lime kiln?
09:42:06  <planetmaker> lime kiln is in comparison border-line, rather on the side of the "too much colour"
09:42:24  <planetmaker> hm... maybe not
09:42:26  <andythenorth> plastics plant?
09:42:53  <andythenorth> plastics plant should have same issue as recycling plant
09:43:06  <planetmaker> lime kiln is fine IMHO. Sorry, I needed to switch back to English... translations is difficult for nearly unkown words ;-)
09:43:19  <andythenorth> plastics plant might also show one of three solutions I've thought of
09:45:27  <andythenorth> five solutions in fact
09:45:31  <andythenorth> 1. do nothing - it's ok
09:45:40  <andythenorth> 2. limit some of the colours
09:45:47  <andythenorth> 3. paint the building grey, with a colour patch
09:45:55  <andythenorth> 4. paint only the roof in cc
09:46:02  <andythenorth> 5. paint only the sides in cc
09:46:47  <planetmaker> bio refinery is fine, fertilizer plant has quite a lot (all those cettles fully CC), metal foundry: does it have CC?, plastics plant is already at the large side of CC
09:47:12  <planetmaker> looking at original TTD sprites, painting _parts_ of walls or roofs is the style
09:47:18  <andythenorth> yes
09:47:27  <andythenorth> he didn't draw such large metal buildings though
09:47:44  <andythenorth> and I'm prepared to make changes, but not to the extent of redraw
09:48:02  <planetmaker> I see and understand that.
09:48:26  <planetmaker> How much would be to CC only some walls?
09:48:56  <planetmaker> Or only the doors or alike?
09:49:23  <andythenorth> or to limit to muted colors....
09:49:24  <Webster> Title: TT Foundry: Pixel Creations for OpenTTD (at
09:49:26  <planetmaker> I'm not enough into photoshop and your workflow to judge whether that's work or not
09:50:16  <planetmaker> like recycling plant with CC foundations and CC doors and those extrusions from the roof
09:50:31  <andythenorth> the roof extrusions would suck in cc ;)
09:50:35  <andythenorth> it would look stuck on
09:50:43  <planetmaker> that's what they are :-P
09:51:34  <planetmaker> e.g. with the plastics plant I'd suggest the doors and maybe the lower roofs of the main building
09:52:17  <andythenorth> the plastic plant is a difficult case
09:52:33  <andythenorth> I can't see a way to adjust that one without redrawing signficantly
09:52:43  <planetmaker> hm, ok
09:52:48  <andythenorth> the recycling plant is easier
09:52:59  <planetmaker> fertilizer plant: CC maybe only for the top of the cettles?
09:53:19  <planetmaker> leaving the rest as is?
09:53:26  <andythenorth> they won't look spherical if the colour divides them
09:53:35  <andythenorth> the eye won't accept it properly
09:53:42  <andythenorth> they could just be white
09:53:48  <planetmaker> I'd leave biorefinery as is
09:53:48  <andythenorth> some of the cc versions suck anyway
09:54:05  <planetmaker> if you want swap building and doors colouring CC / normal
09:54:17  <planetmaker> (the large building, not the others)
09:54:30  <andythenorth> the issue is then what colour the building should be
09:54:36  <andythenorth> if they're all grey it gets very boring
09:54:58  <andythenorth> especially when there is so much sprite reuse
09:54:59  <planetmaker> hm... also true :S
09:55:40  <andythenorth> the biorefinery shed is due a redraw, but I'm not sure what to
09:55:56  <andythenorth> the fertilise plant kettles should be just grey or white
09:56:17  <andythenorth> there aren't enough cc shades for them to look good in other colours
09:57:47  <planetmaker> the amount of CC shades is the same for each colour... and they're ok with pastel colours IMHO
09:57:57  <andythenorth> hmm
09:59:16  <planetmaker> indeed. hm :-)
09:59:29  <planetmaker> maybe I withdraw my statement about their colours
10:00:17  <andythenorth> the recycling plant is a bigger issue
10:00:54  <planetmaker> sugar refinery is very nice
10:01:06  * andythenorth currently hates it :P
10:01:11  <planetmaker> and actually lime kiln as well
10:01:35  <planetmaker> but I'd need check all colours there... maybe just a tad too much colour
10:02:40  *** LordAro has quit IRC
10:02:55  <andythenorth> maybe
10:03:02  <andythenorth> but that one I'm happy with
10:03:08  <andythenorth> it went through n iterations
10:03:17  <andythenorth> more cc, less cc...
10:03:58  <planetmaker> I know :-)
10:04:27  <andythenorth> the recycling plant can be retouched, but it's fundamentally not ttd style :(
10:04:33  <andythenorth> and that will always be an issue
10:04:44  <andythenorth> it's not single tile blocls
10:04:47  <andythenorth> blocks /s
10:04:53  <planetmaker> well, I guess there's one or two things: it might worth to consider to remove yellow, red blue and light green from plastics plant
10:05:03  <planetmaker> then it's fine (I just built 30)
10:05:42  <planetmaker> maybe the same works for the recycling plant... but still it could use a bit non-CC at the building
10:06:46  <andythenorth> could be the roof
10:07:01  <andythenorth> that's what works at the lime kiln, and the small plastic plant building
10:07:04  <planetmaker> probably it doesn't matter - it's about of equal area
10:08:11  <andythenorth> maybe it should be redrawn entirely
10:08:18  <andythenorth> it's an early FIRS graphic
10:08:22  <andythenorth> before I really figured out the style
10:08:26  <andythenorth> same for plastic plant
10:09:15  <andythenorth> compare with metal foundry or aluminium plant...
10:09:23  <andythenorth> which use much more '1 tile' stuff
10:09:31  <planetmaker> the plastics plant IMHO isn't a bad building. It's a distinct shape
10:10:08  <andythenorth> that's why I kept it so far
10:10:08  <planetmaker> using much 1-tile stuff makes things harder to distinguish rather ;-)
10:10:12  <andythenorth> yes
10:10:40  <planetmaker> <-- I'd remove those 5 colours from plastics plant and keep it
10:10:41  <Webster> Title: Imagebin - A place to slap up your images. (at
10:11:03  <planetmaker> its graphics fit well otherwise
10:11:13  <andythenorth> can you do a ticket?  I'm going out in a minute ;)
10:13:09  <andythenorth> bbl
10:13:22  *** andythenorth has quit IRC
10:17:42  *** KenjiE20 has joined #openttdcoop.devzone
10:19:22  <Brot6> FIRS Industry Replacement Set - Code Review #2495 (New): Colours of recycling plant (planetmaker) @
10:20:17  <Brot6> FIRS Industry Replacement Set - Code Review #2496 (New): CC of plastics plant (planetmaker) @
10:22:14  <Brot6> FIRS Industry Replacement Set - Revision 1910:1ac8aa7836de: Update: German translation (planetmaker) @
10:35:46  *** LordAro has joined #openttdcoop.devzone
11:18:26  *** Brot6 has quit IRC
11:19:10  *** Brot6 has joined #openttdcoop.devzone
12:49:57  *** andythenorth has joined #openttdcoop.devzone
12:51:22  <andythenorth> planetmaker: I am quite considering redrawing the recycling plant
12:51:26  <andythenorth> but I don't know what to
12:54:00  <planetmaker> oh, recycling plant... hm, well... it could feature a building where a few conveyor belts lead out of. Which transport different materials. Like scrap metal and plastics. For example
12:54:09  <planetmaker> but maybe that's for the recycling depot
12:54:19  <planetmaker> depends on how you define them exactly
12:57:07  <andythenorth> mostly they are big metal sheds
12:57:14  <andythenorth> which doesn't gain much on the current one
12:59:44  <andythenorth> hmm
12:59:47  <andythenorth> this offers some ideas
12:59:47  <andythenorth>
12:59:49  <Webster> Title: Waste terminal, Ruislip. | Flickr - Photo Sharing! (at
13:04:13  <planetmaker> hm...
13:04:14  <Webster> Title: Google-Ergebnis für (at
13:04:15  <planetmaker> fficial%26ndsp%3D20%26tbm%3Disch&ei=9G-YTeH8H4bCtAaDjuTFCA
13:04:45  <planetmaker> boring, though ^. Difficult to find interesting images of recycling plants
13:05:02  <planetmaker> It might have some heaps of recycables laying around, though
13:05:13  <andythenorth> I'll think on
13:05:28  <andythenorth> if it's to be redrawn, it can't look like just a square shed
13:05:39  <andythenorth> it needs to be somewhat futuristic
13:08:06  <planetmaker> :-D on page three already your "recycling factory" shows when searching for it ;-)
13:08:18  <andythenorth> I know ;)
13:08:40  <andythenorth> this is an incinerator not recycling plant, but same difference
13:08:40  <andythenorth>,+Slough,+United+Kingdom&ll=51.483812,-0.50429&spn=0.013924,0.036392&t=h&z=15&layer=c&cbll=51.483812,-0.50429&panoid=kO4ZCyKPjCDIL7hVyRbz7Q&cbp=12,329.1,,0,0.32
13:08:41  <Webster> Title: colnbrook incinerator - Google Maps (at
13:27:05  <andythenorth>
13:27:06  <Webster> Title: accessKent | Residential Recycling (at
13:33:23  <planetmaker> he :-)
13:48:19  <andythenorth> planetmaker: currently I'm considering redrawing it to be tmwftlb
13:48:24  <andythenorth> but if inspiration strikes me...
13:49:56  <planetmaker> fair enough. For now dropping CC on either roof or walls will do the trick, I think
13:50:54  <andythenorth> I'm not happy with it
13:51:17  <andythenorth> but until I figure out something more futuristic...
13:58:03  <planetmaker> my point :-)
15:14:58  <andythenorth> planetmaker: if I remove the side extension from the recycling plant, that will help
15:15:16  <planetmaker> side extension?
15:16:34  <andythenorth> the smaller part
15:16:38  <andythenorth> not the big shed
15:16:50  * andythenorth tests
15:17:33  <andythenorth> also the ramps aren't really appropriate for TTD style
15:18:06  <planetmaker> still, having all three big ones completely CC...
15:18:16  <andythenorth> I'm also working on the roof...
15:18:38  * andythenorth wonders when FIRS lang broke :P
15:18:44  <andythenorth> industry names in minimap are all ?????
15:18:46  <andythenorth> not all
15:18:57  <andythenorth> all except default names
15:19:22  <andythenorth> hmm
15:19:40  <andythenorth> planetmaker: one of the lang fixes maybe did something bad?
15:20:10  <planetmaker> hm... not that I'm aware of, but of course well possible
15:24:37  <planetmaker> andythenorth: where do you have a problem?
15:24:42  <planetmaker> do you use r1910?
15:25:02  <andythenorth> no
15:25:05  <andythenorth> that might fix it
15:25:09  <andythenorth> I missed some updates
15:25:20  <andythenorth> fixed
15:25:33  <planetmaker> yes, there was a revision (or two) which were broken
15:25:46  <planetmaker> 7F with kyrillic letters :-P
15:33:28  <andythenorth> planetmaker: I'm solving the recycling plant :P
15:33:33  <andythenorth> at least 'good enough'
15:33:40  <planetmaker> \o/
15:53:24  <andythenorth> planetmaker:
15:53:29  <andythenorth>
15:53:35  <andythenorth> it's not done
15:54:09  <planetmaker> much better :-)
15:54:43  <andythenorth> the ramps are all wrong
15:54:46  <andythenorth> I'm removing them
15:55:22  <andythenorth> I need to think about what else should be there
15:55:38  <andythenorth> offices / tanks / conveyors / piles
16:00:10  <Brot6> FIRS Industry Replacement Set - Bug #2497 (New): Duplicate custom station names (yexo) @
16:08:29  <planetmaker> well, I don't mind the smaller buildings which are missing now. IMHO they fit
16:09:27  <andythenorth> they would need repainting
16:09:31  <andythenorth> they provide too much cc
16:09:43  <andythenorth> and also the main building is now
16:10:08  <andythenorth> I'll make some other adjustments first then see
16:13:34  <planetmaker> ok :-)
17:11:29  *** Lakie has joined #openttdcoop.devzone
17:35:52  *** Brot6 has quit IRC
17:36:26  *** Brot6 has joined #openttdcoop.devzone
17:40:37  <Brot6> NewGRF Meta Language - Bug #2478: Trams can't be built (oberhuemer) @
17:43:28  <Brot6> NewGRF Meta Language - Bug #2478: Trams can't be built (yexo) @
18:16:07  <Brot6> NewGRF Meta Language - Bug #2478: Trams can't be built (oberhuemer) @
18:17:20  <Brot6> NewGRF Meta Language - Bug #2478 (Rejected): Trams can't be built (oberhuemer) @
18:17:20  <Brot6> NewGRF Meta Language - Bug #2478 (Rejected): Trams can't be built (yexo) @
18:17:42  <Yexo> We missed nml's anniversary yesterday
18:18:02  <planetmaker> oh... happy birthday belated, NML :-)
18:19:09  <planetmaker> but I'd rather say "congratz to you for a year's effort on the biggest step in newgrf development since the first newgrf specs were drafted" :-)
18:21:13  <Yexo> thanks :)
18:21:22  <Yexo> but that wouldn't have been possible with all support here
18:21:46  <Yexo> not only with coding nml, but also with explaining the nfo specs and even more importantly using it
18:29:55  <andythenorth> planetmaker:
18:30:02  <andythenorth>
18:30:07  <andythenorth> shorter
18:30:22  <andythenorth> there is a small bug :)
18:30:56  <planetmaker> I must have missed it ;-)
18:31:09  <planetmaker> Can you place a hut on the single tile?
18:31:19  <planetmaker> then there's a reason for the (now) weired layout
18:31:33  <andythenorth> I'll probably rework the layouts
18:31:44  <andythenorth> and use cb28 to prevent the current ones being built
18:31:57  <andythenorth> thereby preserving savegames at the cost of my time :P
18:32:24  <planetmaker> :-)
18:32:37  <planetmaker> Your players just don't know how much you care :-)
18:33:01  <andythenorth> they could send donations :P
18:33:12  <andythenorth> if FIRS cost ...
18:33:14  <andythenorth> hmm
18:33:34  <andythenorth> we could split about ,000 between all of us :P
18:33:51  <andythenorth> based on the download rate falling by 11/12 if it was paid for
18:33:53  <planetmaker> oh well ;-)
18:33:58  <andythenorth> ho hum
18:34:02  <andythenorth> we can't all be minecraft
18:34:04  <andythenorth> can we?
18:34:27  * andythenorth wonders what would happen if say....8 of us took a month off and made a commercial game
18:34:32  <andythenorth> but that way lies madness
18:36:37  <planetmaker> we'd have to re-invent the wheel ;-) 95% of what we published is gpl'ed ;-)
18:36:55  <Yexo> as long as it's our own stuff we can relicense it
18:36:58  <planetmaker> I doubt enough people would buy it with open-source
18:37:06  <Yexo> it's just contributions from others that are troublesome
18:39:39  <planetmaker> yep
18:40:10  <planetmaker> but then it'd become work... not fun ;-)
18:41:47  <andythenorth> you can sell GPL stuff
18:41:51  <andythenorth> transmission fee
18:42:16  <andythenorth> but at  the transaction processor eats your lunch
18:56:34  * andythenorth needs more buildings for recycling plant
18:57:30  <planetmaker> add a u-shaped thingy where material is stored. To be picked up by a fork list or whatever vehicle into the processor
19:00:09  <andythenorth> good idea
19:00:14  <andythenorth> and an office building
19:00:21  <andythenorth> but a new one, I've reused the existing ones enough
19:00:23  <planetmaker> that might be in the single tile
19:00:42  <planetmaker> like L-shaped. not thick
19:00:51  <planetmaker> not much needed for such factory
19:16:05  *** LordAro has quit IRC
19:39:38  <Brot6> FIRS Industry Replacement Set - Revision 1911:cd650d6eb629: Change: work in progress on improving... (andythenorth) @
19:47:48  <Brot6> FIRS Industry Replacement Set - Revision 1912:fe353b51bfdf: Change: work in progress on improving... (andythenorth) @
19:48:51  * andythenorth does work on a CHIPS parcels office
19:55:10  <Brot6> CHIPS Station Set - Feature #2474 (Closed): Add crane tile, built near centre of station (yexo) @
19:56:52  <andythenorth> Yexo: can the crane tile use the forklifts, trucks etc?  Probably on a predictable pattern....
19:58:18  <Yexo> currently not easily, but with a slight rewrite of the code it can
19:58:32  <Yexo> it should work just like the non-track tiles?
19:59:31  <Yexo> first I'm going to work on #2491, I want to know what is wrong
19:59:31  <Brot6> Yexo: #2491 is "CHIPS Station Set - Bug #2491: CHIPS is very broken for monorail / maglev - #openttdcoop Development Zone"
19:59:40  <andythenorth> I would be quite happy if it was only slightly random
19:59:58  <andythenorth> e.g. if the pattern was always crane | truck | building | forklift
20:00:00  <andythenorth> or so
20:00:11  <Yexo> that's easy
20:00:35  <andythenorth> we could randomise the direction of the vehicle  from the two available
20:30:57  <Yexo> frosch123: is there any way to make openttd use the same sprites for normal rail / monorail / maglev?
20:32:08  <frosch123> for stations?
20:32:27  <Yexo> yes
20:33:06  <frosch123> afaik no, though my recent considerations to advanced sprite layout for stations address that; though that does not help you now :)
20:34:13  <frosch123> maybe you can check the railtype and then use a spritelayout with "wrong" spritenumbers
20:34:27  <frosch123> i.e. subtract the offset which ottd adds for the railtype
20:34:48  <Yexo> the curious thing is that it works fine for newgrf railtypes
20:35:15  <frosch123> that depends what "fallback graphics" they defined, doesn't it?
20:35:23  <Yexo> hmm, yes
20:35:48  <Yexo> "track planning" fails, all other railtypes of nutracks succeed
20:35:57  <Yexo> but default monorail and maglev fail, which is a problem
20:40:18  <Yexo> <frosch123> maybe you can check the railtype and then use a spritelayout with "wrong" spritenumbers <- that would work if the railtype was available
20:40:38  <Yexo> var 42 exposes railtype, but it doesn't work in the build gui, and it returns an index in the RTT
20:40:53  <Yexo> which is quite useless as I want to know the fallback type for newgrf railtypes
20:40:53  <frosch123> what about var 11?
20:41:31  <Yexo> is that implemented?
20:41:53  <frosch123> not in general, but i thought it was for stations :s
20:42:21  <Yexo> oh :(
20:42:28  <Yexo> newgrf.cpp:5008: it's fixed to 0
20:42:49  <frosch123> well, you cannot implement it in general :)
20:43:01  <frosch123> gui stuff would cause desync
20:43:02  <Yexo> true, but there is no specific implementation for stations
20:43:16  <frosch123> but i thought we had done it for stations; but apparently we didn't
20:43:41  <Yexo> which means using grm to reserve some sprites for stations is currently broken
20:44:04  <frosch123> hmm?
20:44:25  <Yexo> I reserve some sprites via grm, add them to the spritelayout in action0 via action6
20:44:43  <frosch123> well, i would not call that broken :)
20:44:46  <Yexo> as soon as openttd draws those sprites, rti->total_offset is added
20:45:04  <frosch123> except for groundtiles iirc
20:45:34  <Yexo> it also does that for groundtiles
20:45:42  <Yexo> which incidentally is the only useful place
20:45:54  <Yexo> as that is needed to make the rail actually work
20:46:04  <frosch123> oh :)
20:54:46  <frosch123> night
20:54:51  *** frosch123 has quit IRC
21:10:58  <Brot6> CHIPS Station Set - Revision 108:052035ff8778: Add: graphics source for Parcels Office (andythenorth) @
21:11:53  *** andythenorth has quit IRC
21:19:52  *** Lakie has quit IRC
22:38:36  *** ODM has quit IRC
23:59:41  *** KenjiE20 has quit IRC

Powered by YARRSTE version: svn-trunk