Config
Log for #openttd on 30th August 2015:
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06:22:46  <Alberth> moin
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06:37:50  <Alberth> moin
06:40:30  <andythenorth> o/
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07:19:16  * andythenorth paints
07:23:06  <Alberth> pixels, canvas, or wall?
07:24:56  <andythenorth> pixels
07:25:04  <andythenorth> no more green quarry buildings
07:25:13  <andythenorth> * unless randomised to green cc :P
07:25:19  <Alberth> :)
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08:04:17  <V453000> some new sprites for some industries? :)
08:04:20  <V453000> me wants to see
08:10:33  *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd
08:10:35  <andythenorth> just improvements
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08:34:30  <andythenorth> 1 building done https://dev.openttdcoop.org/attachments/download/7428/clay_pit_improved.png
08:35:05  <andythenorth> compare to http://bundles.openttdcoop.org/firs/releases/LATEST/docs/html/industries.html#clay_pit
08:42:54  <Alberth> looks good, you change the SW side mostly?
08:43:16  <Alberth> and lost a part of the building :)
08:43:56  <Alberth> different roof colour makes it much nicer
08:44:20  <Alberth> rather than just a sea of green
08:48:03  <andythenorth> the green is a nice shade, but disappears into the landscape :P
08:48:12  * andythenorth paints more company colour
08:52:50  <Eddi|zuHause> so, why would the exit of the pit be on the opposite side of the buildings?
08:53:53  <Eddi|zuHause> that'll bother me every time i see that industry
08:58:39  <Supercheese> oh god, another industry with void tiles down the middle
08:58:50  <Supercheese> I'll be compelled to build in that void space each and every time
08:59:02  <Eddi|zuHause> also, you've just increased the footprint of the industry
08:59:15  <Supercheese> just like the stockyard
08:59:31  <Supercheese> or some variants of scrapyard
08:59:55  <Eddi|zuHause> if the gap were 2 tiles, you could put a sensible pickup station inbetween
09:00:34  <Supercheese> you can get by with a station down the middle if you're not planning on sending supplies to that particular industry
09:00:51  <Eddi|zuHause> my pickup stations almost always have 2 tracks
09:00:57  <Supercheese> but wait, the CHIPS quarry/claypit tiles were removed :(
09:01:19  <Eddi|zuHause> that sounds like the andythenorth we know...
09:01:48  <Supercheese> not likely, since CHIPS is purely in NFO, IIRC
09:01:49  <Eddi|zuHause> gtg
09:02:05  <Supercheese> oh wait, station set, it must be, derp
09:04:24  <andythenorth> build supplies drop in the gap, innit
09:04:27  <andythenorth> RV stop
09:04:31  <andythenorth> or station tiles
09:05:04  <Eddi|zuHause> that doesn't sound right...
09:05:36  <Eddi|zuHause> also, road with dead end stop on the side would fit in a 2-tile-gap better
09:06:22  <Eddi|zuHause> would the industry really lose much if you scrap the buildings completely?
09:07:14  <Eddi|zuHause> alternatively, put them in one row at the SE side of the industry
09:08:07  <Eddi|zuHause> really gtg
09:11:25  * andythenorth wonders if Eddi knows there are now 4 layouts, to increase places this industry can build
09:11:29  * andythenorth assumes not
09:11:36  * Supercheese tries OpenRA
09:11:55  <Supercheese> C&C Red Alert was a great game
09:12:46  <Supercheese> I'm keen to see how people might have improved on it
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09:24:30  <Alberth> quite deadly, mostly :)
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10:19:10  <TELK> I think the Server admin port management is a whole new world for me :)
10:19:26  <TELK> How convenient!
10:31:23  <andythenorth> should I leave the green bases for the buildings? https://dev.openttdcoop.org/attachments/download/7429/clay_pit_improved_2.png
10:31:31  <andythenorth> looks a bit weird, but maybe in a good way? :P
10:39:39  * andythenorth paints them grey
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11:03:25  <Alberth> looks weird indeed
11:15:10  <frosch123> joi
11:15:19  <Taede> ello
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11:35:11  <andythenorth> eh, done https://dev.openttdcoop.org/attachments/download/7430/clay_pit_improved_3.png
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12:12:55  <andythenorth> lo bob
12:13:07  <Pikka> lo andybob
12:13:57  <andythenorth> moar crossings
12:14:12  <andythenorth> he’s either 12, or he’s on the spectrum
12:14:24  <Pikka> or all three
12:14:44  * andythenorth is painting quarries
12:14:58  <andythenorth> https://dev.openttdcoop.org/attachments/download/7430/clay_pit_improved_3.png
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12:16:24  <Pikka> snazzy
12:17:26  <andythenorth> eh, needs snow sprites :P
12:18:09  <andythenorth> https://dev.openttdcoop.org/attachments/download/7431/quarry_no_snow.png
12:19:52  <Pikka> hmm
12:23:05  * Pikka goondight
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12:28:12  <planetmaker> moin
12:28:17  <Alberth> moin
12:35:01  * andythenorth busy work
12:35:02  <andythenorth> making docs
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13:17:45  * andythenorth wonders if the FIRS Quarry should be less yellow :P
13:18:15  <Alberth> aren't some sand colours used for specific purposes
13:18:49  <andythenorth> more or less
13:18:59  <andythenorth> partly it just makes it really obvious in game
13:19:04  <andythenorth> compared to other industries
13:19:49  <Alberth> I like colourful industries, tbh
13:24:33  <andythenorth> +1
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15:33:59  <andythenorth> ¿ put a release candidate for FIRS 2 on bananas, set to only recent nightly OpenTTD version?
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15:45:12  <Alberth> do you use anything that exists only for nightlies?
15:45:23  <Alberth> oh the many industries of course
15:45:48  <andythenorth> also it’s not ready for v2.0 yet
15:45:58  <andythenorth> but I’d like to get feedback, especially bugs
15:45:59  <Alberth> bananas has a longer life span than a nightly build at coop
15:46:20  <Alberth> and people seem interested in the bug fixes
15:47:08  <Alberth> http://www.tt-forums.net/viewtopic.php?f=60&t=73562   <-- uses "latest" firs, quite literally :)
15:53:36  <andythenorth> :P
15:53:42  <andythenorth> I wondered why his save was so broken :)
15:53:51  <andythenorth> unusually, I downloaded it for a look
15:54:48  <Alberth> 5686 worked iirc
15:55:27  <andythenorth> hmm, definitely time for an RC soon
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16:43:21  <andythenorth> hmm
16:43:27  <andythenorth> @seen Zuu
16:43:27  <DorpsGek> andythenorth: Zuu was last seen in #openttd 1 week, 2 days, 21 hours, 41 minutes, and 40 seconds ago: <Zuu> Well, I was logged in, so that probably skewed my results :-)
17:39:07  <Eddi|zuHause> * andythenorth wonders if Eddi knows there are now 4 layouts, to increase places this industry can build <-- i don't quite see how that relates to what i said
17:42:06  <Eddi|zuHause> i basically said three things: 1) why would the entry to the pit be not facing the buildings [on whatever side they happen to be], 2) a 2-wide gap would fit my building style better, and 3) alternatively, one row of tiles directly attached along the longer side, to make the industry more square-like
17:45:25  <DorpsGek> Commit by translators :: r27390 trunk/src/lang/korean.txt (2015-08-30 19:45:17 +0200 )
17:45:26  <DorpsGek> -Update from WebTranslator v3.0:
17:45:27  <DorpsGek> korean - 1 changes by telk5093
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18:28:36  <andythenorth> 2 wide gaps leave it quite unclear that the sections belong to the same industry
18:30:43  <andythenorth> otherwise I would have no objection to them
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19:00:13  <Eddi|zuHause> i'm still not quite sure what's the motivation for the gap in the first place
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21:15:06  <Wolf01> hi hi
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21:17:38  <peter1138> yes
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22:21:02  <Wolf01> 'night
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