Log for #openttdcoop.devzone on 15th September 2013:
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05:40:48  <Brot6> Feature Request #6395: Allow skipping of strings while translating in eints XGunChleocX @
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07:51:20  <DevZone> Project xussrset - Trains from Russia build #27-push: SUCCESS in 2 min 35 sec:
07:57:36  <Brot6> Revision 1111:5599ba4d7dfb: Code Review #6323: Функция кода длинного/коротк... XGeorgeX @
08:04:50  <Brot6> Code Review #6323 (Closed): Везде применить функцию кода длинного/... XGeorgeX @
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08:14:58  <planetmaker> moin
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08:28:49  <Brot6> Feature #6239 (Closed): Закодировать ЦМВ версию вагона-ледника с ... XGeorgeX @
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08:29:46  <DevZone> Project xussrset - Trains from Russia build #28-push: SUCCESS in 2 min 39 sec:
08:34:17  <Brot6> Revision 1112:0dc4ede78e4b: Слияние с default XGeorgeX @
08:34:17  <Brot6> Revision 1113:6c9749e9f2c4: Feature #6239: Закодирована ЦМВ версия вагона... XGeorgeX @
08:36:40  <Brot6> Bug #6387 (Closed): Исправить ТЭМ2УМ XGeorgeX @
08:38:21  <DevZone> Project xussrset - Trains from Russia build #29-push: SUCCESS in 2 min 31 sec:
08:40:05  <George> When I hit (diff) here I get error
08:40:47  <planetmaker> indeed
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08:51:34  <Brot6> Revision 1114:2b47feb2ce08: Fix #6387: Исправлено использование график... XGeorgeX @
09:22:41  <DevZone> Project Iron Horse build #129-push: SUCCESS in 39 sec:
09:35:34  <Brot6> Revision 132:eab7fecd5f35: Change: provide tender for Standad loco XandythenorthX @
09:37:00  <DevZone> Yippie, build fixed!
09:37:00  <DevZone> Project Manual Industries build #2-nightlies: FIXED in 13 sec:
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10:05:04  <^Spike^> dihedral you awake today? :D
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10:40:36  <DevZone> Project Iron Horse build #130-push: SUCCESS in 33 sec:
10:40:59  <Alberth> \o/ success!
10:41:22  <DevZone> Project Iron Horse build #131-push: SUCCESS in 28 sec:
10:41:22  <^Spike^> ....
10:41:30  <^Spike^> did you break it before then Alberth? :)
10:43:30  <DevZone> Project Iron Horse build #132-push: SUCCESS in 42 sec:
10:47:12  <Brot6> Revision 133:c7c764e75260: Cleanup: remove unused templates XandythenorthX @
10:47:12  <Brot6> Revision 134:c4c8ef16ed80: Cleanup: remove unused template XandythenorthX @
10:47:12  <Brot6> Revision 135:aec7f0fe7df7: Cleanup: remove unused template XandythenorthX @
10:47:37  <Alberth> not that I am aware of
10:51:10  <DevZone> Project Iron Horse build #133-push: SUCCESS in 27 sec:
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11:00:50  <DevZone> Project Iron Horse build #134-push: SUCCESS in 36 sec:
11:05:21  <Brot6> Revision 136:228d8ce48433: Codechange: formatting XandythenorthX @
11:05:21  <Brot6> Revision 137:153fce22f5e0: Change: proof-of-concept for multiple units XandythenorthX @
11:05:59  <DevZone> Project Iron Horse build #135-push: SUCCESS in 27 sec:
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11:23:10  <Brot6> Revision 138:9c48dfb3655d: Change: graphics for Slammer multiple unit XandythenorthX @
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12:21:27  <George> planetmaker: Hi
12:21:42  <George> Need help
12:21:53  <DevZone> Project Iron Horse build #136-push: SUCCESS in 28 sec:
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12:21:57  <George> #define is_not_build_yet() (((extra_callback_info1 & 0x000000FF) == 0x20) || ((extra_callback_info1 & 0x000000FF) == 0x21))
12:22:10  <George> seems does not work
12:22:53  <George>
12:23:47  <George> I've applied function short_vehicle to all my short vehicles (length 8 and less) and get their props equal to 0
12:24:24  <George> long vehicles use this code
12:24:29  <George> and it works
12:24:59  <George> On our last discussion we decided, that 0 values are caused by PARENT check
12:25:26  <George> is_not_build_yet() function should prevent it, but it does not work
12:36:36  <George> planetmaker: any ideas?
12:36:41  <planetmaker> no(t yet)
12:37:42  <planetmaker> did it ever work, George ?
12:37:54  <planetmaker> or did you implement it weeks ago and never test?
12:39:06  <George> Yes, I forgot to test the short_vehicle and for long_vehicle it worked
12:39:43  <George> Now I made a test for short vehicle and found the issue
12:40:37  <George> BTW I'm not understanding why it works for long_vehicle while not for short_vehicle
12:41:00  <DevZone> Project xussrset - Trains from Russia build #30-push: SUCCESS in 2 min 21 sec:
12:41:16  <George> I've commited my last cjhanges to the repo, so you can look at the exact code I have
12:50:30  <DevZone> Project Iron Horse build #137-push: SUCCESS in 29 sec:
12:51:29  <planetmaker> ok, I see
12:58:49  <DevZone> Project Iron Horse build #138-push: SUCCESS in 28 sec:
13:04:01  <DevZone> Project Iron Horse build #139-push: SUCCESS in 28 sec:
13:04:46  <DevZone> Project Iron Horse build #140-push: SUCCESS in 27 sec:
13:06:12  <DevZone> Project Iron Horse build #141-push: SUCCESS in 28 sec:
13:08:37  <andythenorth> busy busy busy andythenorth
13:09:07  <DevZone> Project Iron Horse build #142-push: SUCCESS in 36 sec:
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13:19:51  <George> planetmaker: BTW, why there are no nightlies any more?
13:28:32  <juzza1> can the compile farm build from unpaletted pngs? no palette but build successful
13:38:05  <Alberth> 32bpp is without palette
13:44:26  <planetmaker> George, it works slightly different than I thought with nightlies. The CF notices that the build-on-push is already latest commit and thus doesn't build nightly
13:44:50  <planetmaker> yes, that also shall be changed to build nightly nevertheless. But only when there's a change in the last 24h
13:45:15  <George> Ok, it's a minor issue
13:45:39  <George> The problem with short_vehicle worries me much more :(
13:46:17  <George> Do you have any ideas how to check is the vehicle build to prevent PARENT check?
13:47:00  <planetmaker> what is "short vehicle" and "long vehicle". What's the difference?
13:47:18  <planetmaker> sorry, I don't exactly want to dig through 1000s of lines of code
13:47:26  <George> code_templates.pnml
13:47:39  <George> last 3 blocks
13:48:06  <George> definition.pnml - line 31
13:48:14  <planetmaker> what are those cryptic numeric variables you query in the paste you posted?
13:49:19  <George> ((extra_callback_info1 & 0x000000FF) == 0x20)  ? according to (Sprites in GUI section)
13:49:37  <George> 0x20     Vehicle is drawn in the purchase list. (This includes the autoreplace GUI.)
13:50:15  <planetmaker> and the others, 0x9whatever?
13:50:43  <George> 80h+
13:50:45  <planetmaker> the 0x20 and 0x21 are variable *values*. not variable *names*
13:50:45  <DevZone> Project Iron Horse build #143-push: SUCCESS in 31 sec:
13:50:46  <George> 1A     W     The X location
13:50:46  <George> 1C     W     The Y location
13:50:46  <George> 1E     B     The Z location (altitude)
13:50:46  <George> 1F     B     Direction: 00=N, 01=NE, 02=E, 03=SE, 04=S, 05=SW, 06=W, 07=NW
13:50:47  <planetmaker> yes. which?
13:51:55  <George> It is a test for direction to replace motion counter
13:52:21  <George> because steamers had rotating wheel while waiting on signals
13:53:04  <George> checking 9A allows to have fixed value while it stands on signal
13:54:02  <planetmaker> what about: just remove all complications. And add them one by one. And see which fails?
13:54:04  <DevZone> Project Iron Horse build #144-push: SUCCESS in 38 sec:
13:54:30  <planetmaker> the code got IMHO so convoluted that it's a real PITA to debug
13:54:57  <planetmaker> with zillions of branches and ifs and thens
13:55:01  <George> planetmaker: the first check fails there is no profit to cut the chain if the first step fails
13:55:29  <DevZone> Project Iron Horse build #145-push: FAILURE in 11 sec:
13:55:50  <George> switch (FEAT_TRAINS, SELF, name##_get_spriteset, is_not_build_yet()) is the first in the chain
13:55:59  <planetmaker> well. what's a short vehicle? what's a long? what's the difference really?
13:56:17  <DevZone> Yippie, build fixed!
13:56:17  <DevZone> Project Iron Horse build #146-push: FIXED in 36 sec:
13:56:19  <planetmaker> cut those differences until it works
13:56:28  <planetmaker> then re-add them. See what makes the difference
13:56:36  <George> the difference is:
13:56:42  <planetmaker> I can't do anything else either
13:56:47  <George> is_not_build_yet() || (is_drawn_in_viewport() && is_hidden_at(1)) )  - long
13:56:52  <planetmaker> but I can't read the code comments
13:57:00  <George> is_not_build_yet() - short
13:57:14  <planetmaker> yes. All those in themselves are LENTHY templates
13:58:06  <DevZone> Project Iron Horse build #147-push: SUCCESS in 29 sec:
13:58:56  <George> when I change (((extra_callback_info1 & 0xFF) == 0x20) || ((extra_callback_info1 & 0xFF) == 0x21)) to ((extra_callback_info1 & 0xFF) != 0) props are ok (no parent call), but nothing is drawn in depot (as intended)
13:59:19  <DevZone> Project Iron Horse build #148-push: SUCCESS in 30 sec:
14:02:27  <planetmaker> I currently really have too little time to follow each switch in that newgrf. can you create two very simple cases with just a single vehicle, as minimal as possible with only that difference, where one fails, the other not?
14:02:44  <George> I'll try
14:03:02  <planetmaker> Honestly, I don't want to spend my whole sunday to dig through newgrf code today
14:03:21  <andythenorth> :)
14:03:49  <DevZone> Project Iron Horse build #149-push: SUCCESS in 33 sec:
14:04:12  <planetmaker> and xussr is too complex to understand quickly
14:04:41  <planetmaker> you might as you wrote and write it. I didn't, thus have to start at 0 to comprehend even the problem
14:04:41  <George> I don't want too, but I do not see the way to fix that except not code the GRF. But it would not help in any way, because the bug has to be fixed now or later :(
14:05:04  <planetmaker> yes, it's your newgrf though ;-)
14:05:31  <planetmaker> I'm happy to help, but I can't spend hours on that right now, I'm afraid
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14:28:04  <Alberth> finding a root cause for something that fails in a big environment is hopelessly inefficient, try to make a minimal newgrf that reproduces the problem with as less stuff as possible, so it can be understood in the blink of an eye
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15:20:49  <frosch123> <- preserve eol-style when downloading lang files from eints
15:20:58  <frosch123> resp. use eol style of baselang file for new files
15:23:03  <planetmaker> hm, might be good idea, yes :-)
15:32:22  <Alberth> reading as text-file and then detecting EOL style actually works? :o
15:35:14  <Alberth> I assume you considered adding this code to the function that reads the file?
15:35:14  <frosch123> it collects a tuple of all encountered eol marks
15:35:33  <frosch123> well, the file is not always read
15:35:38  <frosch123> only for credits
15:35:47  <frosch123> so i would need that code anyway
15:36:01  <frosch123> and it looked easier to make one function then, instead of extending the other one
15:36:11  <frosch123> just to save opening the file once more and reading one line
15:36:45  <Alberth> good points
15:38:23  <Alberth> looks ok to me
15:42:57  <George> planetmaker:
15:42:58  <George>
15:43:23  <George> looks like it is rather short
15:43:37  <George> the problem is
15:44:28  <George> in line 179 and 180 seems to have different values in (extra_callback_info1 & 0xFF) >= 0x20)
15:45:12  <juzza1> can i refer to openttd strings from newgrf lang file?
15:46:26  <George> in line 118 it seems to be TRUE
15:46:45  <George> in line 114 it seems to be FALSE
15:47:07  <George> when vehicle props CBs are running
15:47:29  <George> thus getting fail on PARENT check
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15:48:03  <George> I found a workaround the problem, but its a durty hack :(
15:49:18  <George> For short vehicles I add: (is_drawn_in_viewport() && is_hidden_at(0)) after is_not_build_yet() with ||
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15:54:21  <V453000> what are you trying to achieve George?
15:55:08  <George> have graphics that depends on PARENT
15:55:28  <George> Unfortunately it causes CBs to fail
15:55:41  <V453000> like e.g. make train X have wagons Y ?
15:55:43  <V453000> or something else?
15:55:46  <George> causeing 0 properties in purchaser window
15:56:31  <George> For example wagon have graphics depending on trains speed
15:56:32  <V453000> uhm how are properties related to the sprites
15:56:40  <V453000> right
15:57:22  <George> as you can see here lines 178-183
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15:58:06  <V453000> bitmask_vehicle_info: _9p_bitmask_vehicle_info; what does this do? :d
15:58:13  <George> default: _9p_get_spriteset branch has PARENT check in line 137
15:59:15  <V453000> ._. wtf, big switch with a lot of conditions?
15:59:15  <George> in this small sample it does nothing
15:59:30  <V453000> vehicle is powered is for something? :d
15:59:39  <V453000> I thought you wanted to base it on train speed
16:00:03  <George> This is a part of the code to illustrate the issue
16:00:24  <V453000> why not just use one switch asking about vehicle_type_id ?
16:00:35  <George> the full code is available here
16:00:50  <V453000> cant say I want to read that
16:01:39  <George> That is not required
16:02:26  <V453000> well, all you need for sprites to change based on parent engine is one switch with that vehicle_type_id ... so what is the problem there?
16:02:28  <George> The issue is that (extra_callback_info1 & 0xFF) >= 0x20) is FALSE while defining vehicle props in purchase menu
16:02:37  <V453000> idk what that is
16:07:44  <DevZone> Yippie, build fixed!
16:07:44  <DevZone> Project Finnish Trainset build #35-push: FIXED in 2 min 22 sec:
16:27:07  <frosch123> hmm, credits are missing for new files :p
16:29:26  <frosch123> oh, nevermind
16:29:32  <frosch123> the file is empty
16:29:33  <V453000> unicorns
16:47:41  <DevZone> Project ISR Industrial Station Renewal build #14-push: SUCCESS in 25 sec:
16:48:10  <DevZone> Project OpenGFX+ Industries build #17-push: SUCCESS in 28 sec:
16:49:05  <DevZone> Project OpenGFX+ Airports build #12-push: SUCCESS in 55 sec:
16:49:40  <DevZone> Project xussrset - Trains from Russia build #31-push: SUCCESS in 2 min 31 sec:
16:53:49  <frosch123> <- planetmaker, Alberth :)
16:54:39  <planetmaker> \o/ frosch123 :-)
16:54:54  <planetmaker> frosch123, mind to announce that feature in the translator thread at tt-f?
16:55:37  <planetmaker> Makes the thing more convincing also for sceptics :-)
16:58:26  <frosch123> oh, who killed brot?
16:58:34  <frosch123> and intentionally? :)
16:59:33  <planetmaker> brot currently is... jumpy :-)
16:59:42  <planetmaker> we can't exactly decide whether to keep or not
17:04:52  <frosch123> planetmaker:
17:04:53  <Webster> Title: Transport Tycoon Forums View topic - NewGRF Translator (at
17:05:47  <planetmaker> :-)
17:09:57  * Alberth likes it when all goes according to plan :)
17:10:04  <Alberth> thanks for posting about it
17:12:40  <planetmaker> who doesn't? :-)
17:18:31  <DevZone> Project NML - NewGRF Meta Language build #53-nightlies: SUCCESS in 1 min 17 sec:
17:21:02  <DevZone> Project xussrset - Trains from Russia build #32-push: SUCCESS in 2 min 24 sec:
17:27:46  <andythenorth> hmm
17:27:58  <andythenorth> still need to make some of my sets translateable
17:28:40  <planetmaker> :-)
17:28:42  <andythenorth> meh
17:29:07  <V453000> andythenorth how the hell is coffee supposed to look XD
17:29:09  <V453000> I cant get any ideas
17:29:20  <andythenorth> V453000: fuck knows
17:29:25  <andythenorth> I'd put it in cups
17:29:31  <V453000> cups are a product
17:29:40  <V453000> this is the grainy coffee shit I assume
17:29:44  <andythenorth> yes
17:30:02  <V453000> suppose boxes with open top and brown shit inside would do
17:30:04  <andythenorth> put it in giant cans
17:30:05  <andythenorth>
17:30:06  <Webster> Title: illy coffee tin - Google Search (at
17:30:14  <andythenorth> reality is sacks and crap
17:30:19  <V453000> hm
17:30:21  <andythenorth> why not do something funny?
17:30:21  <V453000> k box/can
17:30:47  <andythenorth> giant capsules?
17:30:50  <V453000> andy I have like 8 types of wagons do you expect all of them to be the same? :P
17:31:08  <V453000> [NO :>]
17:31:22  <planetmaker> V453000, usually it shippes in big sacks
17:31:27  <andythenorth> yup
17:31:45  <V453000> well yeah but sacks arent too identifiable that it is coffee
17:31:49  <V453000> sacks can be basically anything
17:31:51  <andythenorth> chips does boxes with brown in
17:31:51  <planetmaker> haha, yeah, those coffee pads for the machines, V453000 ;-)
17:32:14  <V453000> kay
17:33:15  <V453000> has no coffee or iz me blind?
17:33:46  <andythenorth> I just recoloured a spritesheet
17:33:48  <andythenorth> no source
17:33:57  <andythenorth>
17:34:06  <andythenorth> it was fruit :P
17:34:44  <V453000> yeah that is basically what I intend to do as one of the options
17:34:47  <V453000> (the more sane one)
17:34:53  <Alberth> to stay in style, recolored fruit wagons would do just fine :)
17:34:55  <V453000> sane = rail wagons
17:35:04  <V453000> yarr
17:35:10  <andythenorth> I hope you have something nice in mind for tanker wagons
17:35:16  <V453000> but maglev/ships/stuff need more wtf :P
17:35:24  <V453000> coffee goes on flatbeds here
17:35:28  <V453000> no tankers
17:36:16  <Alberth> oil tanker ship on rails?
17:36:32  <V453000> wat
17:37:11  <Alberth> isn't that a tanker wagon?
17:37:24  <andythenorth> hmm
17:37:28  <andythenorth> why aren't my sets finished?
17:37:33  <andythenorth> why did I start a new one?
17:37:41  <andythenorth> is there life after death?
17:37:44  <andythenorth> the big questions :P
17:37:48  <planetmaker> new stuff is fun :-)
17:37:56  <planetmaker> finishing old stuff is toil ;-)
17:38:04  <andythenorth> basically I like figuring out how to template the set
17:38:08  <andythenorth> then I get bored :P
17:38:10  <V453000> idk pm, purr is in a kind of stalemate atm :P
17:40:02  <andythenorth> I got stuck with FIRS
17:40:09  <andythenorth> I have to make some ports and crap
17:40:13  <andythenorth> I have all the sprites now
17:40:24  <andythenorth> but the layouts are *really* ugly on the minimap
17:40:31  <andythenorth> and that makes me want to not work on it
17:42:47  <andythenorth> see
17:42:48  <andythenorth>
17:42:51  <andythenorth> urgh
17:43:25  <andythenorth> some tiles have boats on water tile, and the minimap shows ugly partially filled tiles
17:44:02  <planetmaker> why does it matter how it looks on mini map?
17:44:12  <planetmaker> and what you show... is it ugly? I wouldn't say
17:44:14  <V453000> looks nice to me
17:44:16  <andythenorth> meh
17:44:25  <V453000> next excuse andythenorth  :P
17:44:32  <planetmaker> ports are kinda rough-edged
17:44:38  <planetmaker> with all their quays
17:44:40  <andythenorth>  V453000 3 min compile time?
17:44:48  <V453000> 12 min here, next :)
17:44:49  <andythenorth> iron horse is about 10s :P
17:45:17  <V453000> myeah purr compiles like instantly :)
17:47:29  <andythenorth> I cba to decide on layouts :P
17:47:32  <andythenorth> valid excuse?
17:47:42  <andythenorth> like, which sprites goes where :P
17:47:47  <V453000> :D
17:48:01  <V453000> I cant imagine having "too many" sprites :D
17:48:27  <planetmaker> andythenorth, make up a a few and provide them all?
17:50:50  <andythenorth> kicked by wifi :(
17:52:00  <andythenorth> this is the most complete so far
17:52:00  <andythenorth>
17:52:51  <andythenorth> some stuff still to add
17:53:24  <andythenorth> hmm
17:53:29  <andythenorth> maybe I make the big warehouse 1 tile
17:53:32  <andythenorth> then it's easier to place
17:55:20  <V453000> looks nice enough to me for sure
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18:10:55  <George> Is it possible to get information if engine goes uphill or downhill?
18:11:37  <George> in case it is ARV DZ between parts can be calculated
18:11:47  <George> and in case it is not?
18:14:27  <V453000> wtf :D
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18:25:52  <Alberth> oh, the boats are to scale of the harbour :p
18:26:09  <V453000> :d
18:26:29  <V453000> Alberth who uses NUTS is going to talk about scale :P legit
18:27:05  <Alberth> :)
18:29:29  <DevZone> Project Nutracks build #11-nightlies: SUCCESS in 16 sec:
18:46:50  <DevZone> Project Iron Horse build #150-nightlies: SUCCESS in 36 sec:
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19:05:49  <DevZone> Project Finnish Rail Infrastructure - Rails build #6-push: FAILURE in 17 sec:
19:28:56  <DevZone> Project xussrset - Trains from Russia build #33-push: SUCCESS in 2 min 29 sec:
19:28:57  <DevZone> Yippie, build fixed!
19:28:58  <DevZone> Project Finnish Rail Infrastructure - Rails build #7-push: FIXED in 30 sec:
19:34:07  <DevZone> Project Finnish Rail Infrastructure - Rails build #8-push: SUCCESS in 34 sec:
19:34:22  <DevZone> Project xussrset - Trains from Russia build #34-push: SUCCESS in 2 min 25 sec:
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19:41:06  <DevZone> Project Finnish Rail Infrastructure build #28-push: SUCCESS in 38 sec:
19:45:08  <DevZone> Project xussrset - Trains from Russia build #35-push: SUCCESS in 2 min 23 sec:
19:45:45  <juzza1> can i replace base sounds with nml?
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19:49:27  <frosch123> does osfx use nml?
19:50:00  <frosch123> never mind, osfx is no newgrf .p
19:51:34  <juzza1> yes, meant nml-based newgrf
19:53:06  <DevZone> Project xussrset - Trains from Russia build #36-push: SUCCESS in 2 min 21 sec:
19:53:52  <frosch123> i have no idea how to even do normal sounds in nml :p
19:57:27  <frosch123> oh, i guess it is not even a nml limitation
19:57:35  <frosch123> newgrf generally do not support replacing original sounds
19:58:05  <frosch123> you can only add custom sounds to your own vehicles and bridges and animation and stuff
19:58:11  <DevZone> Project Finnish Rail Infrastructure - Rails build #9-push: SUCCESS in 40 sec:
19:59:55  <juzza1> ok
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21:46:08  <DevZone> Project FIRS Industry Replacement Set build #16-push: SUCCESS in 5 min 28 sec:
21:47:58  <andythenorth> bye
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21:48:33  <DevZone> Project Iron Horse build #151-push: SUCCESS in 44 sec:
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