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00:06:04 <rocky1138> yes. 00:07:31 *** GT has joined #openttd 00:07:41 *** Thedarkb has quit IRC 00:09:07 <GT> Does anybody else have problems with seeing multiplayer servers? 00:11:11 *** Progman has quit IRC 00:15:59 *** GT has quit IRC 00:43:37 *** Cubey has quit IRC 00:43:43 <LordAro> might help if you stuck around long enough for an answer 00:59:03 <Eddi|zuHause> did TrueBrain manage to break it completely? 01:00:09 <Eddi|zuHause> or is it the usual local networking setup problems 01:01:43 <Eddi|zuHause> i just fell into a time hole, and an hour disappeared 01:07:24 *** Fahrradkette has joined #openttd 01:17:46 *** snail_UES_ has quit IRC 01:20:26 *** supermop has quit IRC 01:25:41 <glx> seems to be empty for me too 01:28:25 <Fahrradkette> hi everybody. If I wanted to use that awesome feature of copy&pasting junctions ect. what would I have to do? Would I compile openttd from scratch? 01:28:35 *** Cubey has joined #openttd 01:28:58 *** Thedarkb has joined #openttd 01:29:59 <Fahrradkette> I'm referring to https://www.tt-forums.net/viewtopic.php?t=45488 (probably the one shown here https://www.youtube.com/watch?v=4FBvTH1hIAk) 01:30:30 <glx> it's a patch, so yes 01:31:40 <Fahrradkette> thanks 01:33:33 <glx> and it may not apply cleanly as it's quite old 01:35:12 <Fahrradkette> :( 01:36:37 <glx> oh there are more recent version it seems, with precompiled binaries 01:39:00 <glx> but still old 01:47:19 *** FLHerne has quit IRC 01:53:27 *** Gja has joined #openttd 02:22:14 *** snail_UES_ has joined #openttd 02:23:25 *** Gja has quit IRC 02:28:55 <Eddi|zuHause> you probably find it in some patchpacks 02:29:07 <Eddi|zuHause> which is probably the easiest route to take 02:32:03 *** efess has joined #openttd 02:42:14 *** chomwitt has quit IRC 03:32:09 *** glx has quit IRC 03:32:55 *** rocky1138 has quit IRC 04:06:26 *** rocky1138 has joined #openttd 04:09:29 *** Cubey has quit IRC 04:42:52 *** Supercheese has joined #openttd 05:04:22 *** Pikka has joined #openttd 05:43:10 *** sla_ro|master has joined #openttd 06:01:34 *** Fahrradkette has quit IRC 06:15:00 *** Supercheese has quit IRC 06:52:02 *** Wacko1976 has joined #openttd 07:00:46 *** sim-al2 has quit IRC 07:03:49 *** snail_UES_ has quit IRC 07:28:02 *** Alberth has joined #openttd 07:28:02 *** ChanServ sets mode: +o Alberth 07:28:06 <Alberth> moin 07:44:59 *** Wacko1976 has quit IRC 08:04:13 *** nielsm has joined #openttd 08:04:44 *** Gja has joined #openttd 08:41:48 *** Progman has joined #openttd 08:48:55 *** Gja has quit IRC 08:50:15 *** synchris has joined #openttd 08:53:10 *** gelignite has joined #openttd 09:01:41 *** Mistril has joined #openttd 09:02:10 <Mistril> hello 09:02:17 <Mistril> is the server list down? 09:02:42 *** Wolf01 has joined #openttd 09:03:07 <nielsm> someone talked about problems with it yesterday, yes 09:03:28 <Mistril> i...then its not my computer that is at fault 09:03:37 <Wolf01> o/ 09:05:38 *** FLHerne has joined #openttd 09:07:02 *** Gja has joined #openttd 09:07:45 <Alberth> moin 09:08:40 <LordAro> MSU bus factor too high 09:17:53 *** Gja has quit IRC 09:32:41 *** FLHerne has quit IRC 09:40:41 *** Wacko1976 has joined #openttd 10:01:33 *** Wormnest has joined #openttd 10:15:35 *** Mistril has quit IRC 10:37:49 *** chomwitt has joined #openttd 10:46:01 *** Gja has joined #openttd 10:51:06 *** DarkSSHClone has joined #openttd 10:52:46 *** Darkvater has quit IRC 10:57:23 *** FLHerne has joined #openttd 11:01:38 *** Wacko1976 has quit IRC 11:18:15 *** Gja has quit IRC 11:23:10 *** sla_ro|master has quit IRC 11:25:25 <TrueBrain> MSU not working? Weird, as servers are being listed .. normally that is enough to work :D 11:26:03 <TrueBrain> owh, another MySQL Query error .. 11:32:57 <TrueBrain> now I need to understand why we did something 10 years ago .. lolz 11:36:27 *** GT has joined #openttd 11:38:08 *** GT has left #openttd 11:38:21 *** GT has joined #openttd 11:39:30 <TrueBrain> right .. this should resolve it .. 11:39:40 *** GT has left #openttd 11:40:44 *** GT has joined #openttd 11:59:58 *** iSoSyS has joined #openttd 12:00:24 *** Gja has joined #openttd 12:03:56 *** Thedarkb has quit IRC 12:08:01 *** iSoSyS has quit IRC 12:17:05 *** iSoSyS has joined #openttd 12:21:36 *** roidal has joined #openttd 12:40:30 *** Thedarkb has joined #openttd 12:51:33 *** sim-al2 has joined #openttd 13:11:00 *** keoz has joined #openttd 13:14:49 *** RafiX has joined #openttd 13:17:19 *** Gja has quit IRC 13:19:05 *** RafiX has quit IRC 13:21:37 *** RafiXHexchat has joined #openttd 13:23:58 *** RafiXHexchat is now known as RafiX 13:26:36 *** Thedarkb has quit IRC 13:39:34 *** Thedarkb has joined #openttd 13:41:16 *** snail_UES_ has joined #openttd 13:44:10 *** Alberth has left #openttd 13:56:50 *** supermop has joined #openttd 13:59:04 *** frosch123 has joined #openttd 14:05:33 <supermop> hi 14:07:22 <Pikka> ih 14:07:41 <Pikka> I mean "moin" 14:08:10 *** roidal has quit IRC 14:08:17 <Wolf01> o/ 14:09:03 <supermop> whats going on 14:10:35 <frosch123> moi 14:10:43 <frosch123> some greeting is going on 14:11:07 <Wolf01> Disassembled for the 6th time my lego robotic arm, 2 weeks left to have something working and no idea on how to make it 14:16:06 *** Thedarkb has quit IRC 14:19:27 <Pikka> go faster stripes? 14:20:47 *** andythenorth_ has joined #openttd 14:20:52 <andythenorth_> o/ 14:20:56 <Wolf01> o/ 14:21:13 <andythenorth_> anyone know which sound effects map to which vehicles in ttd base set? 14:21:17 <andythenorth_> https://newgrf-specs.tt-wiki.net/wiki/NML:List_of_sound_effects 14:21:27 <andythenorth_> probably /src knows :P 14:21:34 <andythenorth_> it's in some .h file somewhere? 14:21:55 <andythenorth_> I just want to set same sounds for truck and bus as original game 14:25:23 <Pikka> I had them all extracted somewhere 14:25:47 <nielsm> http://0x0.st/sBJV.txt 14:25:57 <nielsm> src/tables/engine.h 14:27:36 *** sim-al2 has quit IRC 14:29:08 <andythenorth_> Pikka are you planning any new zellepin grfs? 14:29:10 <andythenorth_> o_O 14:29:29 <Pikka> no zellepins, only portals 14:30:06 <Pikka> https://i.imgur.com/xNxcLea.png 14:30:21 <andythenorth_> :o 14:30:52 <andythenorth_> such portal 14:30:58 <Pikka> tres 14:31:01 <andythenorth_> ships I have been making http://bundles.openttdcoop.org/unsinkable-sam/push/LATEST/docs/html/ships.html 14:31:13 <andythenorth_> I was hoping someone would apply same to zellepins 14:31:19 <andythenorth_> "fruit and veg zellepin" 14:31:38 <Pikka> such soapy sams 14:32:13 <andythenorth_> totally no cut-paste going on there 14:32:18 <Pikka> zellepins aren't very useful though. I did notice ships don't clip any more, I guess zellepins could be made bigger too? 14:34:34 <Pikka> wait, are we talking about hoverzellpins or ? 14:34:53 <andythenorth_> hovering in the sky zellepins 14:34:59 <andythenorth_> not hovering over water 14:35:03 <Pikka> hmm 14:35:24 <Pikka> the hovering over water ones are covered, right? There's the old ones I 3d'd? 14:36:03 <andythenorth_> yeah 14:36:09 <andythenorth_> more than enough of those 14:43:26 *** Flygon has quit IRC 14:44:48 *** gelignite has quit IRC 14:46:12 <Wolf01> I can't understand why andythenorth_ is still drawing ships, we already decided to merge ships and airplanes and only use ekranoplanes ;) 14:47:21 <andythenorth_> they are ekranoplanes 14:47:25 <andythenorth_> can't you tell? o_O 14:48:08 <Wolf01> You should put little wings and jet engines 14:51:09 <andythenorth_> tram sound effects... 14:51:14 <andythenorth_> should I use crossing bells? o_O 14:54:44 <Pikka> toyland sounds, obv 14:54:56 <andythenorth_> SOUND_HEAVY_WIND? 14:58:49 <frosch123> use the tropic forest sound for the livestock ship 14:59:04 <andythenorth_> nice idea 14:59:24 <frosch123> well, or just the farm moo 15:00:24 <andythenorth_> will this be the last ever FS? o_O https://bugs.openttd.org/task/6689 15:06:40 <frosch123> 6666 was already passed, i hope we won't reach 7k, any other interesting numbers nearby? 15:06:58 *** Thedarkb has joined #openttd 15:07:00 <andythenorth_> 6767 15:07:08 <andythenorth_> 6699 15:07:18 <supermop> NICE 15:09:19 <LordAro> andythenorth_: an actually interesting issue as well 15:09:41 *** Gja has joined #openttd 15:16:39 <frosch123> should we have an "actually interesting" label for gh issues? 15:20:16 <nielsm> what would get that label? 15:21:16 <LordAro> ha 15:21:23 <LordAro> on github this would be a pr 15:23:18 *** gelignite has joined #openttd 15:23:42 *** Cubey has joined #openttd 15:32:51 *** Cubey has quit IRC 15:38:00 *** kais58 has quit IRC 15:43:01 *** Cubey has joined #openttd 15:49:21 *** andythenorth_ has quit IRC 15:49:29 <supermop> procratinating drawing a car transporter trailer for like a week 15:58:44 <HeyCitizen> how can I place fishing harbour/port/bulk terminal on river? 15:59:30 <supermop> probably cannot 16:00:29 *** sla_ro|master has joined #openttd 16:13:38 *** ToffeeYogurtPots has joined #openttd 16:36:34 *** andythenorth has joined #openttd 16:36:38 <andythenorth> blearch 16:36:43 <andythenorth> Road Hog is a mess 16:36:48 <andythenorth> it has NRT support in it :( 16:37:24 <Eddi|zuHause> that would have been better as a branch 16:37:30 <andythenorth> it was 16:37:47 <andythenorth> but I can't merge reliably with hg 16:37:57 <andythenorth> EBKAC 16:38:17 <andythenorth> also I was told by Ammler to never merge with hg 16:38:29 <Eddi|zuHause> what's wrong with hg merge? 16:38:43 <andythenorth> I'm not sure, I was told not to 16:38:57 <andythenorth> I do it anyway, but with no idea what I'm doing 16:39:07 <andythenorth> doesn't seem worth learning it if it's a sign of FAIL 16:39:19 <Eddi|zuHause> if it doesn't complain about conflicts, it's probably ok 16:41:09 <andythenorth> I get conflicts but I taught hg how to use my mergetool 16:41:33 <andythenorth> I can't really see anything wrong with it, except user error when I made commits in the wrong branch of Hog 16:41:44 <andythenorth> but distrust was sown early 16:42:00 <Eddi|zuHause> i don't see the problem, honestly 16:43:04 <andythenorth> well there are (3) 16:43:12 <andythenorth> commits to wrong branch (user error) 16:43:30 <andythenorth> merge B>A instead of A>B (user error) 16:43:42 <andythenorth> result: NRT code in 'default' branch of Hog 16:43:57 <andythenorth> which works, but leaves a mess and is unused / unusable 16:44:37 <Eddi|zuHause> well, you can always go back to a "clean" revision and reapply all further commits that should be kept clean, and call that the new "default" branch 16:45:10 <Eddi|zuHause> the "spoilt" commits then just sit there as a dead branch 16:45:15 <andythenorth> nah the bird has flown 16:45:33 <andythenorth> very large amount of refactoring has happened mixed in with NRT commits 16:45:38 <Eddi|zuHause> or just make a "cleanup" commit 16:45:54 <andythenorth> hmm 16:46:06 <andythenorth> the issue is really trying to design against 2 APIs 16:46:22 <andythenorth> how Hog would be if NRT, and how Hog needs to be to load in trunk 16:46:45 <andythenorth> hmm moving on 16:47:25 *** iSoSyS has quit IRC 16:48:49 *** kais58 has joined #openttd 16:49:03 <Eddi|zuHause> i would suggest keeping the "design" for NRT (with potentially redundant vehicles in the trunk version), just keep the specific NRT code out 16:49:35 <Eddi|zuHause> under the assumption that NRT will actually end up in the game in the forseeable future 16:49:47 <andythenorth> or that I perpetually play the fork 16:50:20 <andythenorth> ok so maybe I just don't do some specific refactoring today, as it hinges on NRT in/out 17:07:21 *** Mahjong has joined #openttd 17:12:16 *** Mahjong1 has quit IRC 17:17:33 <andythenorth> apparently Hog breaks [some] AIs because they can't use articulated RVs 17:18:27 <andythenorth> 80 out of 93 vehicles are articulated 17:18:42 <andythenorth> but all 93 set the articulated callback flag 17:18:48 <andythenorth> do I care about fixing that? 17:18:57 <peter1138> hi 17:22:21 <andythenorth> do I have to fix the AI? 17:22:25 <andythenorth> seems broken to me 17:23:04 <Eddi|zuHause> that does seem to be your job to fix 17:23:33 <andythenorth> samu reported it :P 17:23:36 <Eddi|zuHause> if you provide wrong documentation, how do you expect people to use it the right way? 17:23:41 <andythenorth> and thought it was my job 17:23:55 <andythenorth> it's probably a trivial fix 17:24:32 <andythenorth> how do I && in python conditional? 17:24:52 <nielsm> "and" 17:25:10 <nielsm> if a = 5 and b > 20: 17:25:12 <andythenorth> ta 17:25:33 <andythenorth> that doesn't assign a to (5 and b)? :o 17:26:09 <nielsm> oh yeah python does use == for equals 17:26:20 <nielsm> but = is not an operator iirc, but a statement 17:26:24 <nielsm> so it's just a syntax error 17:26:30 <andythenorth> ha ok :) 17:26:34 <andythenorth> seems to work anyway 17:27:17 <andythenorth> thanks, bbl 17:28:56 <nielsm> hmm, have anyone made a "low bridges" patch to make less-height bridges specifically for crossing rivers, but don't allow other things to pass below? 17:29:01 <nielsm> (or similar) 17:29:19 *** andythenorth has quit IRC 17:29:25 <nielsm> advantage would be less power needed to go over and lower cost 17:31:37 *** glx has joined #openttd 17:31:37 *** ChanServ sets mode: +v glx 17:35:43 <frosch123> usually people want to make rivers and ships more useable, not less :p 17:39:44 <supermop> hmm should i make car carrier trailer 8/8? all my other trailers are 7/8 17:40:28 <supermop> and cars are 3/8 so the extra 1/8 does not get me any extra cars 17:49:01 <supermop> though i should draw tilted angles for the cars to cram more in... https://www.quinnscartransport.co.uk/wp-content/uploads/2016/09/6.jpg 17:49:52 <nielsm> sure looks like some of those are being straight up crushed 17:50:37 <supermop> http://www.russellstransport.co.uk/resources/images/gallery/multiple-2.jpg i assume FIRS vehicles cargo is all paganis 17:51:08 <glx> ah multiplayer list seems repaired, I guess it was an ipv6 problem 17:51:51 <nielsm> nope: <TrueBrain> owh, another MySQL Query error .. 17:52:15 <glx> oh 18:23:19 *** cyne has joined #openttd 18:24:30 <peter1138> MySQL is an error 18:24:31 *** Supercheese has joined #openttd 18:26:42 *** cyne has quit IRC 18:40:44 <TrueBrain> frosch123: seems it needs more work than I expected to get GH glued to Bamboo ... mostly it seems we need to make our own API to handle the GH callbacks to work properly 18:40:57 <TrueBrain> not the biggest chunk of work, but it takes a bit of time 18:41:18 <TrueBrain> for now we can make Bamboo poll GH after push (so PRs are review-only) 18:41:33 <TrueBrain> that should not make the biggest difference with subversion 18:42:58 <frosch123> can we have one bamboo job which we manually point at random repositories/branches for single compilations? 18:43:20 <TrueBrain> plans are a bit tight to their repository 18:43:27 <TrueBrain> not sure how flexible Bamboo is going to be in that 18:43:28 <TrueBrain> why? 18:43:59 <frosch123> well, so we can check compilation of foreign branches before pulling 18:44:08 <frosch123> like win compilation and stuff 18:44:15 <TrueBrain> I think it will take me 2 weekends or so to get that automated 18:44:23 <frosch123> ok :) 18:44:24 <TrueBrain> think it takes more effort to setup something like that :D 18:44:45 <TrueBrain> but the question becomes .. do you want to wait with migration to GH for that? 18:44:52 <TrueBrain> we can next weekend move all issues and source 18:45:03 <TrueBrain> Bamboo still checks after accepting PRs, like it does with Subversion 18:45:14 <frosch123> i will be little active next week and next weekend 18:45:31 <TrueBrain> so better to delay another weekend then :) 18:45:47 <TrueBrain> so the weekend of the 8th? 18:46:15 <frosch123> 7/8th should be fine 18:46:22 <TrueBrain> I am not going to overly prepare the migration, as I dont have that much time; it will be a bit touch&go .. but it should be fine 18:46:30 <TrueBrain> issue import works, code import works 18:46:39 <TrueBrain> just no clue yet how to make FlySpray read-only in a decent way etc 18:46:46 <TrueBrain> (possibly I just unlink it from the LDAP :P) 18:47:32 <TrueBrain> I like the latest issue import in RC2 a lot .. looks so much better with quoting 18:47:38 <TrueBrain> issue links work too 18:47:55 <TrueBrain> considered fixing revision links .. but no :D 18:53:38 <frosch123> yay, found a task to close 19:01:03 <peter1138> Hmm 19:02:17 <frosch123> if i write a commit hook in python, can windows people use that? 19:03:55 <nielsm> probably yes, if they install python 19:08:52 *** Progman_ has joined #openttd 19:11:21 *** Progman has quit IRC 19:11:28 *** Progman_ is now known as Progman 19:23:47 *** andythenorth has joined #openttd 19:37:54 *** synchris has quit IRC 19:39:30 *** Thedarkb has quit IRC 19:43:55 *** Gja has quit IRC 19:45:06 <LANJesus> frosch123: look at what git for windows comes with 19:45:14 <LANJesus> and other git distros for windows 19:46:13 <frosch123> so, what does it come with? 19:46:31 <frosch123> i have not touched windows for 10 years, i have no idea why people use it for development at all 19:48:24 <glx> it comes with it's own msys install 19:48:33 <supermop> andythenorth: are you going to draw car transporters for hog? 19:48:59 <andythenorth> not planning to 19:49:11 <supermop> im procrastinating 19:49:21 <glx> and perl 19:49:34 <andythenorth> supermop: I'm considering playing OpenTTD 19:49:35 <supermop> but delivering to to the dealer in crates is looking a bit silly 19:49:46 <andythenorth> flatbed truck, with trucks 19:49:55 <supermop> everytime i play something bugs me to get added 19:50:20 <supermop> maybe in my game they are all snowmobiles and jetskis 19:50:31 <glx> but I usually just use github app 19:50:48 <andythenorth> https://s-media-cache-ak0.pinimg.com/originals/3d/d4/7e/3dd47e16e357385da62bff1ae92037f9.jpg 19:51:22 <supermop> my truck cabs are too tall to go on a flatbed 19:51:28 <supermop> https://www.quinnscartransport.co.uk/wp-content/uploads/2016/09/6.jpg 19:51:56 <supermop> dreading drawing nose up and nose down angles for cars 19:52:44 *** RafiX has quit IRC 19:54:43 <supermop> this is how we deliver new trucks here: 19:54:50 <supermop> https://i.ytimg.com/vi/1DPwptq_y4A/maxresdefault.jpg 19:55:35 <andythenorth> easy then :) 19:55:40 <andythenorth> just pile some sprites together 19:55:58 <supermop> pixels dont take to a 15 degree rotation so easy 19:56:13 <supermop> my have to model, render, then trace 19:56:28 *** Thedarkb has joined #openttd 19:56:39 <Eddi|zuHause> that windshield does not look safe 19:56:52 <supermop> Eddi|zuHause: thats bothering me too 20:08:22 <supermop> so a 9/8 trailer will glitch, but i wonder if i can make a 1+8 articulated, where the 1 has its angle matched to the following 8 by using the curv_info_cur_next 20:08:46 <Eddi|zuHause> *cough*CETS*cough* 20:08:58 <supermop> exactly 20:09:18 <supermop> might be overkill just to fit 3 cars per level though 20:10:04 <andythenorth> BAD FEATURES :) 20:10:19 <supermop> FEAT_BADFEAT 20:10:59 *** gelignite has quit IRC 20:11:28 <supermop> i was going to do that already for the part of the transported that overhangs the cab, but then i notices that this part is attached to the cab itself, not the trailer irl 20:11:32 <Pikka> fab features 20:11:41 <supermop> FEAT_FAB 20:15:20 <supermop> Eddi|zuHause: do you point to your special angles by just switching to a different sprite group based on curve info? 20:15:30 <Eddi|zuHause> yes 20:16:48 <Eddi|zuHause> well, not the curve_info variable but the more flexible var62 20:17:06 <supermop> i guess the template will need to be a bit odd to to match the following part 20:17:23 *** frosch123 has quit IRC 20:18:55 <Eddi|zuHause> https://paste.openttdcoop.org/pystey9tu <-- this is the essential core logic of CETS 20:19:18 <Eddi|zuHause> where "SLICE" is +1, 0 or -1, depending on which part is active 20:21:29 *** ToBeFree has joined #openttd 20:21:44 <supermop> oh yeah, will need to account for relative height too 20:22:00 <Eddi|zuHause> from the bottom up it first checks whether we're in the GUI or on the normal map, then it checks the curve, and then it checks the height 20:23:05 <Eddi|zuHause> if anything is odd, it falls back to drawing the full sprite on the center part, and invisible sprites on the other parts 20:23:49 <Eddi|zuHause> if everything is straight, it draws the vehicle in 3 separate parts ("slices") to avoid clipping 20:23:59 <andythenorth> should I BAD FEATURES? o_O 20:24:01 <Eddi|zuHause> and if the curve conditions are met, it draws the angled sprites 20:24:22 <Eddi|zuHause> andythenorth: there are no BAD FEATURES, only unmaintainable implementations 20:24:54 *** Wacko1976 has joined #openttd 20:25:06 <Eddi|zuHause> the angled sprites are also drawn as one single sprite on the center vehicle, the others invisible 20:25:12 <andythenorth> no no, some features are BAD 20:25:15 <andythenorth> running sounds :P 20:25:19 <andythenorth> Head-End Power 20:25:34 <andythenorth> auto-upgrading stats without changing ID :P 20:25:41 <supermop> i do that one 20:26:09 <Pikka> auto-downgrading stats without changing ID? ;) 20:26:16 <supermop> rust 20:26:38 <andythenorth> Pikka: worth trying I think 20:27:04 <andythenorth> I liked supermop's idea for Horse 20:27:05 <supermop> turn off breakdowns but have trucks loose hp as they get old 20:27:16 <andythenorth> if only mail cars in train, all mail cars are red 20:27:57 <supermop> if some mail and some pax, they are br blue 20:28:28 <supermop> if mixed freight, they are whatever 20:28:31 <Pikka> sounds dangerously "realistic" 20:28:39 <supermop> only use i can think of for that property 20:28:56 <andythenorth> it's quite silly 20:29:08 *** iSoSyS has joined #openttd 20:29:16 <andythenorth> might be better to 2CC them if only mail 20:29:30 <supermop> andythenorth: thats basically what i meant 20:29:45 <andythenorth> hmm, in colour menu, mail cars are 'passenger' :P 20:29:45 <supermop> not literally have to be red 20:29:51 <andythenorth> colour menu is stupid :) 20:30:01 <supermop> indeed it is 20:30:04 <Eddi|zuHause> how do you distinguish "everything is mail" with front and other engines in the chain? 20:30:24 <andythenorth> there's some prop for it 20:30:43 <andythenorth> var /s 20:30:55 <Eddi|zuHause> and what's with mail wagons refitted to valuables? 20:31:02 <Eddi|zuHause> or other "express" cargos? 20:31:04 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Consist_cargo_.2842.29 20:31:22 <andythenorth> most common cargo type *isn't* pax? 20:31:34 <supermop> Eddi|zuHause: most_common_refit 20:31:47 <andythenorth> or rather, special case for common refit *is* pax 20:31:58 <andythenorth> it's daft but eh 20:32:08 <supermop> most_common_refit is for class, not cargo 20:32:23 <andythenorth> still works 20:32:34 <supermop> if most common is CC_PASSENGERS, make mail same colors as passengers 20:32:42 <andythenorth> ye 20:32:43 <supermop> else, some other color 20:33:14 <supermop> i find it backwards that you set wagon color based on locomotive type 20:33:28 <supermop> instead of locomotive color based on wagon type 20:33:43 <supermop> which seems like the more natural case 20:33:51 <andythenorth> colour settings are ass backwards anyway 20:34:31 <supermop> ofc a newgrf can do it for you, but when playing the vanilla game, id rather have a black kirby paul and grey sh30 for freight 20:34:44 <supermop> and 1cc for passengers 20:34:48 <andythenorth> supermop: procrastination http://www.steve-banks.org/prototype-and-traffic/167-parcels-traffic-in-br-days 20:35:01 <supermop> or whatever else i choose in color menu 20:35:16 <supermop> andythenorth: i think you sent me that before 20:35:47 <supermop> ended up reading essentially the whole site 20:35:51 <Eddi|zuHause> lots of things in this game are backwards 20:38:14 <Pikka> mostly tank engines 20:41:23 <andythenorth> supermop: http://www.rmweb.co.uk/community/index.php?/topic/11100-mk2-bg-full-brake/ 20:46:11 *** tokai|noir has quit IRC 20:47:15 <andythenorth> also bed 20:47:17 <andythenorth> bye 20:47:19 *** andythenorth has quit IRC 20:48:29 <supermop> hmm with 5 or 6 cars on the trailer, recoloring might have to get redundant 20:49:33 <supermop> layer 1 being lower deck, l2 being lower cars, 3 being upper deck, and 4 being upper cars 20:50:00 <supermop> 3 cars per sprite: 1cc, 2cc, ??? 20:50:14 <supermop> 3rd can be purple i guess 20:52:27 *** iSoSyS has quit IRC 21:02:38 *** sla_ro|master has quit IRC 21:06:35 <Eddi|zuHause> you can have more than 2 recolours, if you generate the appropriate recolour maps 21:07:21 <supermop> past the 3rd (purple) i think i might run low of good bits of the pallet to use 21:08:02 <supermop> not a big deal for the carrier, as the trailer itself wont use many colors 21:08:33 <Eddi|zuHause> you can use the magic pink or color cycle areas, as long as you recolour them to proper colours in all cases 21:08:35 <Pikka> TBH though you could make every car carrier look identical and no-one would really mind. I don't think the ones in NARS did anything fancy and they looked fine. 21:09:31 <Eddi|zuHause> it just gets tricky to actually draw with these 21:09:49 <supermop> Pikka: this grf is really for my own insane navel gazing than any real audience at this point 21:10:12 <Pikka> fo sho 21:10:22 <supermop> last week i worked out how to make slag glow less as is cools, im sure no one else is asking for that 21:11:10 <supermop> seeing as slag is only in one firs economy, and even andy doesn't have sprites for it in any of his vehicle sets 21:11:39 <Pikka> mmm, slag 21:12:13 <supermop> now i need to draw slag ladles that tip to unload 21:15:33 <Eddi|zuHause> i think the problem with that will be that you can't distingusih loading from unloading 21:17:49 <supermop> you can 21:20:27 <supermop> vehicle_is_unloading 21:20:53 <supermop> "Value is 1 if the vehicle is unloading at a station and has not yet started loading new cargo. " 21:22:03 <Eddi|zuHause> that must be new 21:22:08 <Eddi|zuHause> well "new" 21:23:46 <supermop> i was surprised when i first saw it 21:25:58 <Eddi|zuHause> well we did come accross this problem once or twice 21:26:13 <Eddi|zuHause> must have been that one time we decided to implement a solution 21:43:29 <supermop> well now i know how to make my 9/8 car carrier work and give all the cars random colors, but I still don't feel like drawing it 21:46:10 *** Supercheese has quit IRC 21:56:07 <Eddi|zuHause> that sounds awfully like CETS 22:05:39 *** keoz has quit IRC 22:08:09 *** nielsm has quit IRC 22:10:47 *** GT has quit IRC 22:13:18 *** Supercheese has joined #openttd 22:15:44 *** supermop has quit IRC 22:16:37 *** Lejving__ has joined #openttd 22:16:54 *** guru3_ has joined #openttd 22:16:54 *** guru3 has quit IRC 22:19:04 *** sim-al2 has joined #openttd 22:19:05 *** Wacko1976 has quit IRC 22:21:28 *** Progman has quit IRC 22:23:30 *** Lejving_ has quit IRC 22:24:17 <Wolf01> 'night 22:24:19 *** Wolf01 has quit IRC 22:36:42 *** Wormnest has quit IRC 22:40:04 *** ToffeeYogurtPots has quit IRC 23:16:19 *** Pikka has quit IRC 23:19:11 *** ToffeeYogurtPots has joined #openttd 23:20:25 *** snail_UES_ has joined #openttd