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00:17:06 *** supermop has joined #openttdcoop.devzone 01:13:32 *** KenjiE20 has quit IRC 01:29:51 *** DanMacK has left #openttdcoop.devzone 03:00:21 *** andythenorth has joined #openttdcoop.devzone 03:03:31 *** andythenorth has quit IRC 03:28:23 <Brot6> 2cc train set - Bug #2400 (New): DB 420 (ET420) has no pantographs (EmperorJake) @ http://dev.openttdcoop.org/issues/2400 03:57:29 *** avdg has left #openttdcoop.devzone 04:42:53 *** Lakie has quit IRC 04:50:26 *** avdg has joined #openttdcoop.devzone 04:59:18 *** andythenorth has joined #openttdcoop.devzone 05:41:06 *** supermop has quit IRC 05:41:21 *** andythenorth has quit IRC 06:28:10 *** andythenorth has joined #openttdcoop.devzone 06:36:15 *** andythenorth has quit IRC 06:47:51 *** andythenorth has joined #openttdcoop.devzone 06:48:24 <andythenorth> namaste 06:55:40 *** PeterT has quit IRC 06:56:31 *** PeterT has joined #openttdcoop.devzone 08:15:50 *** andythenorth has quit IRC 08:51:57 <Brot6> OpenGFX+ Landscape - Revision 49:6dfaf8903caa: Add #2309: Plain plump and painfully copy gridded ... (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-landscape/repository/revisions/6dfaf8903caa 09:22:37 <Brot6> OpenGFX+ Landscape - Revision 50:7c469f808dff: Fix #2314: Increase building costs for wind turbine (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-landscape/repository/revisions/7c469f808dff 09:22:37 <Brot6> OpenGFX+ Landscape - Code Review #2314 (Closed): Price of wind power plant (planetmaker) @ http://dev.openttdcoop.org/issues/2314#change-6149 09:30:09 <Brot6> OpenGFX+ Landscape - Revision 51:74b00f831fd3: Add: A few more explicit graphcis credits (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-landscape/repository/revisions/74b00f831fd3 09:37:02 * planetmaker ponders to tag this as 0.2.0 09:51:42 *** andythenorth has joined #openttdcoop.devzone 10:00:26 <Terkhen> is #2309 complete? 10:00:26 <Brot6> Terkhen: #2309 is http://dev.openttdcoop.org/issues/show/2309 "OpenGFX+ Landscape - Feature Request #2309: Alpine climate - #openttdcoop Development Zone" 10:00:43 <planetmaker> Yes and no 10:01:11 <planetmaker> I need non-gridded versions of many tiles. But I do that for other issues as well 10:01:24 <planetmaker> so in that sense it can be considered complete 10:02:01 <planetmaker> I would close it when I have gridless versions of the temperate gold mine and oil derrik ground as well 10:02:12 <Terkhen> I see 10:02:33 <planetmaker> though only the gold mine is a unique alpine sprite. The oil derrik has one for each climate 10:02:42 <Terkhen> but there are many alpine related commits, and also the snowline 10:02:54 <planetmaker> yes :-) 10:02:56 <Terkhen> I think those are good reasons for a new version 10:03:12 <planetmaker> that's what I was thinking. It's quite playable this way. 10:03:40 <planetmaker> The gridded version is done, the gridless one... well, uses gridded sprites in most non-plain places 10:03:54 <planetmaker> but that doesn't show too strongly 10:04:32 *** Hirundo has quit IRC 10:05:03 *** Hirundo has joined #openttdcoop.devzone 10:05:16 <Terkhen> and it might encourage people to finish them :) 10:06:16 <planetmaker> :-) hehe, yeah 10:06:48 <planetmaker> Though I modified the gold mine myself... and Zephyris seems quite busy currently :S 10:09:51 <Terkhen> yes, I might end up giving road vehicle cargo sprites a try too 10:10:15 *** Yexo has quit IRC 10:11:04 *** Yexo has joined #openttdcoop.devzone 10:12:34 <andythenorth> planetmaker: you need any opengfx industries or houses repainting? 10:12:42 <andythenorth> I feel like chomping on a small one 10:13:16 <planetmaker> hm... anything in particular you would like to go for? 10:13:29 <andythenorth> nope 10:13:41 <andythenorth> something that might be useful either in FIRS, or a house set? 10:13:57 <planetmaker> Ok, let's see... steel plant bugs me one of the most, the power plant as well. They could need more detail and are quite visible 10:14:10 <planetmaker> but that doesn't fulfill the double-use criterion ;-) 10:14:34 <planetmaker> saw mill maybe? 10:14:46 * planetmaker starts openttd 10:15:27 <Terkhen> andythenorth: FIRS cargo sprites for OpenGFX+ Road Vehicles :) 10:15:35 <andythenorth> nope 10:15:36 <andythenorth> I hate cargo sprites 10:15:40 <andythenorth> I have a list of my own to do 10:17:17 <planetmaker> houses is difficult. It would need re-visiting many at once. Or it'll look very strange if they're all totally different style 10:17:28 <planetmaker> even though they're far too noisy currently 10:19:15 <Terkhen> :D 10:19:47 <planetmaker> not all, but many in my eyes. Especially the sub-urban versions 10:20:07 <andythenorth> hmm 10:20:21 <andythenorth> how many small houses are there in temperate? 10:22:02 <planetmaker> puh... 10:22:51 *** thgergo has joined #openttdcoop.devzone 10:24:36 <planetmaker> http://mz.openttdcoop.org/opengfx/newgrf.php?1=1420:1600 <-- some 10:28:35 <planetmaker> http://mz.openttdcoop.org/opengfx/newgrf.php?1=4404:4492 <-- some more, though they're supposedly arctic, I'm not 100% sure of all 10:30:19 <planetmaker> but generally the small sub-urban houses for one climate are about ~8 10:30:56 <planetmaker> but many have a building stage. 10:31:11 <planetmaker> as you can see in the sprite lists ^ 10:33:14 <andythenorth> if I over-paint, the building stage can stay the same? 10:34:08 <planetmaker> how do you mean? 10:35:37 <planetmaker> well, all stages should change IMHO. Look at them... it would otherwise be quite an artistic clashing of styles within one house even 10:36:34 <andythenorth> still loading on my 16KB connection : 10:36:34 <planetmaker> let me guess... you'd like something like a shop, right? 10:36:36 <andythenorth> :P 10:36:40 <planetmaker> :-O 10:36:42 <andythenorth> pub :D 10:36:55 <planetmaker> then those might be the wrong links for you... 10:37:10 <planetmaker> 16kB is sloooow 10:37:14 <planetmaker> and those pages are not small 10:39:50 <planetmaker> not temperate, but arctic climate: sprites 4458 ... 4461: "shops and offices" as a brick building, turn of century. What about that? 10:40:09 <planetmaker> one ground tile, two construction stages, one built-up. 1x1 building 10:42:47 <planetmaker> I don't find a snowy version of it right now, but... would be nice and needed for FIRS anyway ;-) 10:49:41 <andythenorth> overpaint or replace totally? 10:49:54 <planetmaker> your choice 10:50:03 <andythenorth> hmm 10:50:11 <andythenorth> worried about offending Zephyris 10:50:17 <planetmaker> If I were you, I probably would draw anew, something along those lines. 10:51:08 <andythenorth> who did the stadium 10:51:11 <andythenorth> It's nice 10:51:40 <planetmaker> zephyris 10:56:35 *** michi_cc has quit IRC 11:00:18 <planetmaker> generally his buildings are nice IMHO. Just the noise added... :S 11:00:30 <andythenorth> I always find a hard shaped example to draw :| 11:00:31 <andythenorth> http://4.bp.blogspot.com/_mDreeXCbvqw/TB1qcX1HhKI/AAAAAAAAABY/c0z-NgLBBXw/s1600/Banff+Park+Museum.JPG 11:02:13 <planetmaker> Hm, I'm not sure whether that's a good replacement for a building which will make a major part of a town's commercial centre in the early 20th century. 11:02:21 <andythenorth> nah probably not 11:02:24 <andythenorth> it's Banff museum 11:02:37 <andythenorth> need to look more like this: http://image08.webshots.com/8/5/24/53/124352453aWWZwj_fs.jpg 11:02:40 <andythenorth> but on one tile 11:02:47 <andythenorth> http://farm3.static.flickr.com/2555/4090969060_c565bb0f96.jpg 11:03:59 <andythenorth> planetmaker: where should I put the source in opengfx repo? 11:04:02 <andythenorth> it's not obvious :D 11:04:26 <planetmaker> http://www.google.com/imgres?imgurl=http://heschghoert.files.wordpress.com/2008/09/img_07_hamburg_01.jpg&imgrefurl=http://heschghoert.wordpress.com/2008/09/&usg=__oNcCUy_g9MsAFTuHnklf5DCZl4M=&h=296&w=500&sz=44&hl=de&start=0&sig2=x067tpSm-YnbZBivDBhRnw&zoom=1&tbnid=7OG2TVSABWkKRM:&tbnh=100&tbnw=169&ei=qRhyTd7VNsm0tAaSrtGIDg&prev=/images%3Fq%3Dhamburg%2Bspeicherstadt%26um%3D1%26hl%3Dde%26safe%3Doff% 11:04:27 <Webster> Title: Google-Ergebnis für http://heschghoert.files.wordpress.com/2008/09/img_07_hamburg_01.jpg (at www.google.com) 11:04:28 <planetmaker> 26sa%3DN%26biw%3D1221%26bih%3D550%26tbs%3Disch:1&um=1&itbs=1&iact=rc&dur=828&oei=qRhyTd7VNsm0tAaSrtGIDg&page=1&ndsp=18&ved=1t:429,r:0,s:0&tx=86&ty=33 11:04:30 <planetmaker> ups 11:04:41 <planetmaker> too long link :-P 11:05:47 <planetmaker> http://www.miniatur-wunderland.de/fileadmin/media/foto-galerie/hamburg/hamburg-speicherstadt.jpg 11:06:38 <andythenorth> they're pretty big compared to the original sprite :o 11:07:13 <planetmaker> http://www.23hq.com/dhania/photo/2209510/standard 11:07:33 <planetmaker> they are big(ger), yes. But I think that fits. 11:07:59 <andythenorth> are we converting arctic from canadian to bavarian? :D 11:08:15 <planetmaker> andythenorth: that's an image from the far North of Germany ;-) 11:08:20 <planetmaker> Hanse-style 11:08:27 <andythenorth> ho 11:08:53 <planetmaker> I'd strongly oppose a Bavarian scheme :-P 11:09:09 <planetmaker> (that's like scotsmen and Englishmen :-P ) 11:09:35 <andythenorth> he 11:10:09 <andythenorth> now I look, opengfx does seem to have moved away from the canadian flavour 11:10:18 <andythenorth> compared to orginal 11:10:36 <planetmaker> I wouldn't mind Canadian in Arctic. 11:11:03 <planetmaker> Mostly it was to get *something* for everything. The climate-specific details were not that well observed, I guess 11:11:12 <andythenorth> http://image30.webshots.com/31/9/96/69/2671996690035160022SOJiZa_ph.jpg 11:11:15 <planetmaker> But it'll make sense, and yes, Canadian for actic 11:11:28 <planetmaker> and then you're probably right :-) 11:12:00 <planetmaker> so... go for it :-) 11:13:15 <planetmaker> you got a good point with the climate characteristics 11:13:25 <planetmaker> they should be kept and emphasized 11:14:13 *** DJNekkid has quit IRC 11:15:03 *** DJNekkid has joined #openttdcoop.devzone 11:15:16 <andythenorth> where do I put this in the repo? 11:15:19 <andythenorth> the source I mean 11:19:01 <planetmaker> which repo do you want to put it into? OpenGFX? 11:19:26 <Ammler> andythenorth: did you get my answer to "slow Brot" yesterday? 11:19:39 <andythenorth> Ammler: yes 11:19:43 <andythenorth> planetmaker: opengfx 11:19:46 <andythenorth> I have it checked out 11:19:51 <Ammler> you need to fix the path of the repo, if you want faster brot :-) 11:19:52 <planetmaker> sprites/source/houses I'd say 11:19:57 <planetmaker> you'll need to create houses 11:20:46 <planetmaker> I better upgraded you to Developer then. I'm not sure that contributors can commit to the repo ;-) 11:21:24 <Ammler> planetmaker: might be possible, but no allowed ;-) 11:21:46 <planetmaker> hehe. he may 11:25:47 <Ammler> Hirundo: are you looking for more input for #2332 or can I expect it soon? 11:25:47 <Brot6> Ammler: Hirundo: #2332 is http://dev.openttdcoop.org/issues/show/2332 "NewGRF Meta Language - Feature Request #2332: Engine overrides (action0 feature 8 prop 11) - #openttdcoop Development Zone" 11:26:07 <Ammler> else I will make a nfo project, doesn't really matter 11:27:25 <Ammler> I would make it as part of context grf 11:28:17 <planetmaker> context grf? 11:28:28 <Ammler> grf { override: "ABC"; } 11:29:56 <Ammler> how do you call those? 11:30:22 <planetmaker> oh, no idea :-) I'd have called it override grf ;-) 11:30:29 <Brot6> OpenGFX+ Landscape - Revision 52:7978e8d2cae6: Add: Update changelog and readme in preparation fo... (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-landscape/repository/revisions/7978e8d2cae6 11:30:29 <Brot6> OpenGFX+ Landscape - Revision 53:e062cda48521: Added tag 0.2.0 for changeset 7978e8d2cae6 (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-landscape/repository/revisions/e062cda48521 11:30:40 <Ammler> hmm, then you don't know what I mean 11:30:54 <Ammler> context grf does also have grfid, version etc. 11:31:09 <planetmaker> not? You probably want to write a grf which overrides parts of another grf 11:31:15 <planetmaker> sure they do 11:31:15 <Ammler> yes 11:31:33 <Ammler> I am not speaking about a grf :-P 11:31:43 <Ammler> I mean the nml syntax 11:31:51 *** KenjiE20 has joined #openttdcoop.devzone 11:31:54 <Brot6> ogfx-landscape: update from 0.1.1 to 0.2.0 done - http://bundles.openttdcoop.org/ogfx-landscape/releases/0.2.0 11:32:08 <Ammler> oh, you call it block 11:34:27 <Brot6> NewGRF Meta Language - Feature Request #2332: Engine overrides (action0 feature 8 prop 11) (Ammler) @ http://dev.openttdcoop.org/issues/2332#change-6150 11:35:05 <Ammler> planetmaker: you still generate 2 md5 files? 11:35:18 <Ammler> shouldn't one be part of the source bundle? 11:36:01 <planetmaker> one is. 11:36:11 <Ammler> yes, but you publish both 11:36:42 <Ammler> well, they are equal but could still confuse :-) 11:36:48 <Yexo> Ammler: your syntax doesn't allow specifying "source" 11:36:58 <Ammler> Yexo: I see no need for that 11:37:20 <Ammler> that was just to support existing grfs 11:37:50 <Ammler> more important is, if it is possible to override 2 grfs? 11:37:53 <Yexo> can't it still be used to make for example "old wagons new cargos" and "old vehicle names" work together? 11:38:20 <planetmaker> you're right with that, Ammler. How do I change that? I don't explicitly publish both... 11:38:27 <planetmaker> or not that I'm aware of it. 11:38:35 <Ammler> Yexo: as said, I see no need, but yes you can implement that too :-) 11:38:41 <planetmaker> Both need to be generated in order to create and verify the source bundle 11:39:05 <Ammler> planetmaker: it does publish *.md5 11:39:08 <Yexo> Ammler: to be clear, I agree that there probably is no need or only in 1 or 2 cases 11:39:27 <Ammler> Yexo: and those 0.0001% cases, someone could still use nfo ;-) 11:39:42 <Yexo> however I see no disadvantage to the original syntax (it'll also allow skipping the override based on conditions) 11:39:53 <planetmaker> Ammler: but both are needed on the CF for building the src bundle 11:40:11 <Ammler> Yexo: hmm, I thought, that is not possible? 11:40:34 <Ammler> I was preparing to create one grf per vehicle grf 11:41:23 <Yexo> why would it not be possible? it's just an action0 11:42:29 <Ammler> ok, I see, there might be other reasons than I have in mind right now 11:43:51 <Ammler> planetmaker: we could delete the check.md5 after building 11:44:26 <Ammler> Yexo: afaik, you can only override "one pool" at once 11:44:46 <Ammler> or how that is called 11:45:25 <planetmaker> Ammler: that could be done, yes. 11:45:39 <Yexo> <Ammler> Yexo: afaik, you can only override "one pool" at once <- correct 11:45:50 <planetmaker> but that IMHO should then be done in the CF. It's not useful to always do that 11:46:15 <Ammler> anyway, I am fine with the syntax, I just wonder, if there is a reason about no comment and if I shall wait or do it with nfo? 11:47:12 <Ammler> planetmaker: .check.md5 will be written with target bundle_src? 11:47:40 <Ammler> could be deleted with the build spec 11:48:48 <Ammler> hmm, yes, the nightlies don't have it 11:49:12 <Yexo> it will be done, just didn't have the time to do it yet 11:49:43 <Ammler> planetmaker: another question is, if we shall change versioning and withdraw revision numbers 11:49:50 <Ammler> maybe replace by date 11:50:21 <Ammler> then we could use also the hg archives 11:51:17 <Ammler> 11030500 to big for version number? 11:51:26 <Ammler> +o 11:53:25 <planetmaker> Ammler: then the same grf built on different dates would differ. So: no 11:56:58 *** michi_cc has joined #openttdcoop.devzone 12:02:57 <Ammler> nah, you would use the date of the parent changeset 12:08:12 <planetmaker> Ammler: that doesn't work with tar balls nicely... though it could be written to it the same way like revision now 12:08:19 <planetmaker> but why date and not version? 12:08:50 <andythenorth> planetmaker: http://tt-foundry.com/misc/4458-4461.png 12:09:24 <planetmaker> interesting :-) 12:10:38 <andythenorth> think they'd look ok in town 12:10:46 <andythenorth> will be shaded a light colour 12:10:56 <andythenorth> shame this one can't use colour variations 12:11:08 <andythenorth> http://farm3.static.flickr.com/2555/4090969060_c565bb0f96.jpg 12:15:13 <planetmaker> oh, I think the building uses colour variation... 12:15:26 <planetmaker> a special building one 12:15:56 *** welshdragon has quit IRC 12:16:33 *** welshdragon_ has joined #openttdcoop.devzone 12:17:47 <planetmaker> hm. no. I've not indicated it as using any colour translation, so it might be one of the few who doesn't use any 12:20:30 <andythenorth> it's just brick, so I doubt it changes 12:20:32 <andythenorth> nvm 12:20:48 <andythenorth> the colour is copied from a smaller house which has blue / white variations 12:21:24 <andythenorth> planetmaker: updated: http://tt-foundry.com/misc/4458-4461.png 12:21:57 <planetmaker> andythenorth: many houses change brown / reddish / white / gray / cream or similar 12:22:07 <planetmaker> to reflect different brick / wood colours 12:23:14 <planetmaker> not bad :-) Maybe add a small window extension on the rhs roof? 12:23:28 <planetmaker> hm... though... maybe also not 12:24:47 <planetmaker> ah. maybe a chimney? 12:25:28 <planetmaker> will it get flowers under the windows? 12:25:46 <andythenorth> maybe 12:25:49 <andythenorth> RL version does have 12:26:04 <planetmaker> maybe not all windows, but two of three or so (1st floor I mean) 12:28:12 <andythenorth> http://tt-foundry.com/misc/4458-4461-comp.png 12:28:18 <andythenorth> is it a decision to make things less noisy? 12:28:27 <andythenorth> because initially that is going to be very odd :o 12:28:42 <andythenorth> and I'm not sure my interest will hold up to redo all buildings :o 12:29:00 <planetmaker> andythenorth: it would be my decision, yes. Unfortunately there are not many people actively discussing that with me who actively also work on the set ;-) 12:30:40 <planetmaker> and I'd like get Zephyris into that boat as well... that'd be best 12:42:21 *** andythenorth_ has joined #openttdcoop.devzone 12:45:41 *** andythenorth has quit IRC 13:27:00 <Terkhen> planetmaker: there is a problem with using "normal" chains on toyland and viceversa 13:27:23 <Terkhen> currently, cargos used by houses keep their original ID (food, goods, etc) 13:27:35 <Terkhen> but that's not possible for toyland if we have to redefine toyland cargos 13:27:45 <planetmaker> uh... 13:28:05 <planetmaker> Well. I guess, then go for your curreng suggestion. And we keep the extension to toyland in the back of our mind 13:28:14 <planetmaker> As a separate feature later on. 13:28:36 <planetmaker> seems then it needs much more work which I wasn't aware of 13:28:43 <Terkhen> I guess it would work if we redefine all houses 13:29:06 <planetmaker> he. That's out of scope here, I think 13:29:15 <planetmaker> We could do that, with a separate house set 13:29:32 <Terkhen> yes, I think so too 13:29:35 <planetmaker> and check for that / them 13:30:05 <Terkhen> for now I'll fix the queue so toyland is not messed up by industry chains 13:30:07 <planetmaker> But... not now :-) 13:30:13 <planetmaker> ok :-) 13:30:35 <planetmaker> Feel free to go straight for a commit. Except mixing with toyland everything seemed to work fine for me 13:30:49 <Terkhen> okay :) 13:32:28 <Brot6> Snowline mod - Revision 46:ffc1873c4e8e: Add: Finnish, Indonesian, Italian and Romanian translations (planetmaker) @ http://dev.openttdcoop.org/projects/snowlinemod/repository/revisions/ffc1873c4e8e 13:35:28 <Brot6> Snowline mod - Revision 47:d69922dda95e: Add: Palette information via action14 (planetmaker) @ http://dev.openttdcoop.org/projects/snowlinemod/repository/revisions/d69922dda95e 13:41:53 *** XeryusTC has quit IRC 13:42:34 *** XeryusTC has joined #openttdcoop.devzone 13:44:06 <Brot6> Snowline mod - Revision 48:7e930120aaf0: Doc: Prepare changelog for 1.0.1 (planetmaker) @ http://dev.openttdcoop.org/projects/snowlinemod/repository/revisions/7e930120aaf0 13:44:06 <Brot6> Snowline mod - Revision 49:f2cefa7026f4: Added tag 1.0.1 for changeset 7e930120aaf0 (planetmaker) @ http://dev.openttdcoop.org/projects/snowlinemod/repository/revisions/f2cefa7026f4 13:45:10 <Brot6> snowlinemod: update from 1.0.0 to 1.0.1 done - http://bundles.openttdcoop.org/snowlinemod/releases/1.0.1 13:56:17 <Brot6> OpenGFX+ Industries - Revision 5:436b72290f9c: Change: Rename the industry definition file. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/436b72290f9c 13:56:18 <Brot6> OpenGFX+ Industries - Revision 6:c0882afbe0b0: Codechange: Redefine all default industries (excep... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/c0882afbe0b0 13:56:18 <Brot6> OpenGFX+ Industries - Revision 7:697bcb64e9bb: Codechange: Redefine all default cargos and indust... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/697bcb64e9bb 13:56:19 <Brot6> OpenGFX+ Industries - Revision 8:4236a457926b: Feature: Customizable coal industry chain. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/4236a457926b 13:56:23 <Brot6> OpenGFX+ Industries - Revision 9:15eb95a32e89: Feature: Customizable oil industry chain. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/15eb95a32e89 13:57:32 <Terkhen> I'm going to start with bank/water chains now, but food/factory will have to wait as I have not much clue on how to do them 13:58:26 <planetmaker> :-) 13:58:50 <Terkhen> the main limiter is that the factory cannot accept more than 3 cargos, so we must check all settings to make sure this is enforced 13:59:02 <planetmaker> hm, yeah 13:59:09 <Terkhen> also, the food processing plant needs to accept something on all climates requiring food 13:59:10 <planetmaker> that may turn out to become a problem 14:00:17 <Terkhen> the factory can accept grain, livestock, steel, rubber, copper ore and wood 14:00:39 <Terkhen> wood can also be accepted by sawmills and paper mills 14:00:51 <Terkhen> so... it gets complicated :) 14:01:21 <planetmaker> hm... probably something like "if food chain then factory doesn't accept food" 14:01:28 <planetmaker> there's also maize 14:01:58 <Terkhen> grain / maize / wheat are being treated as the same cargo 14:02:02 <planetmaker> or do the arctic / temperate farm the same grain? Ok 14:02:10 <Terkhen> they just change their name and cost depending on climate 14:02:19 <Terkhen> the label "GRAI" is kept for all three 14:02:27 <Terkhen> to keep it simple :) 14:02:32 <planetmaker> :-) 14:02:34 <planetmaker> good 14:03:16 <planetmaker> how is the food (factory) chain defined / when is it active? 14:04:11 <planetmaker> we could go for the simple solution, Terkhen: food always goes to food processor 14:04:19 <planetmaker> and produces goods or food. 14:04:23 <Terkhen> currently (climate == CLIMATE_ARCTIC || climate == CLIMATE_TROPICAL), and cargo acceptance is defined depending on climate 14:04:51 <Terkhen> so in temperate grain and livestock would go to both the factory and the food processing plant? 14:05:02 <planetmaker> that'd add food factory to temperate. But producing goods when food is not selected but food when the food chain is selected 14:05:11 <Terkhen> hmm... 14:05:14 <planetmaker> only to food factory 14:05:30 <planetmaker> but I'm not sure... it changes things 14:06:18 <Terkhen> sorry, I have to go, I'll be back later 14:06:45 <planetmaker> enjoy :-) 14:06:49 <planetmaker> whatever you do 14:11:00 <andythenorth_> planetmaker: http://tt-foundry.com/misc/4458-4461.png 14:11:03 <andythenorth_> done 14:11:17 <andythenorth_> there are some technical improvements that could be made, but....ach 14:11:26 <Brot6> OpenGFX - Revision 615:88b6f74b033c: Add: psd source for 4458-4461 renewal (andythenorth) @ http://dev.openttdcoop.org/projects/opengfx/repository/revisions/88b6f74b033c 14:11:36 <andythenorth_> my only worry is it looks like a US McMansion house 14:11:44 <andythenorth_> not a shop / office 14:13:57 <planetmaker> hehe :-) 14:14:22 <planetmaker> I guess that depends a bit. You could add some add / sign / text to the house which advertizes stuff 14:14:30 <planetmaker> and maybe some wares being displayed 14:15:09 <planetmaker> I think the brightness contrast on the roof is quite strong, too 14:17:36 <andythenorth_> it could go down a few shades 14:17:47 <andythenorth_> it's matched to a default TTD arctic house 14:18:35 <andythenorth_> this one: http://mz.openttdcoop.org/opengfx/newgrf.php?1=4426 14:19:40 <andythenorth_> I think I need to adjust the windows 14:19:48 <andythenorth_> they're too big, they make it just look like a big house 14:25:58 <Brot6> OpenGFX+ Landscape - Revision 54:326d86519914: Fix: GRF description gave outdated link (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-landscape/repository/revisions/326d86519914 14:27:25 <planetmaker> what about a chimney? 14:29:03 <planetmaker> andythenorth_: what I most wonder(ed) about is the bay. The light would not illuminate everything straight from the edge 14:29:38 <planetmaker> But I'm not sure 14:29:40 *** ODM has joined #openttdcoop.devzone 14:30:17 <planetmaker> and whether that can be draw on that scale at all 14:34:22 <andythenorth_> which bay? 14:35:54 <planetmaker> the one to the lower left 14:36:33 *** DanMacK has joined #openttdcoop.devzone 14:36:41 <planetmaker> gazebo, jutty, oriel. Not sure which is the correct word ;-) 14:36:52 <planetmaker> the one in the roof 14:37:31 <andythenorth_> I should know the name for that :P 14:37:37 <andythenorth_> I learnt about houses once 14:38:23 <planetmaker> ;-) 14:38:32 *** frosch123 has joined #openttdcoop.devzone 14:38:46 <DanMacK> What's that? 14:39:13 <planetmaker> hm... I wonder you don't recognize that word. I can't imagine someone not knowing the German equivalent 14:39:36 <planetmaker> of those who're German native speakers that is 14:39:38 <DanMacK> What word are you looking for? 14:39:54 <planetmaker> gazebo, jutty, oriel or bay ;-) 14:40:15 <planetmaker> that thing which extends through the sloped roof of a house in order to extend the room below 14:41:26 <andythenorth_> dormer 14:41:34 <andythenorth_> hipped roof 14:41:59 <planetmaker> none of my dictionaries shows that as translation for "Erker" 14:42:27 * DanMacK would go with dormer 14:42:34 <planetmaker> dormer is something else 14:42:43 <planetmaker> it's different from a oriel 14:43:03 <andythenorth_> it's a hipped roof in UK 14:43:22 <andythenorth_> or maybe not 14:43:26 <planetmaker> well. You could interpret it as that, yes 14:43:34 <planetmaker> Depends on the extend, I think 14:44:19 <DanMacK> Oriel looks to be a bay window 14:44:30 <DanMacK> on the side of a building, not the roof 14:45:23 <DanMacK> http://www.gfordcontracting.com/picsgeneral/dormer05s2.jpg <== there's a large dormer 14:45:34 <planetmaker> yes. And that's what I mean :-) An oriel (or bay) allows vertical windows, while a dormer (as far as I understand it) is a sloped window in the roof 14:46:07 <Terkhen> planetmaker: I don't know if the default houses will be able to accept food in temperate without changes 14:46:08 <planetmaker> hm, ok. 14:46:19 <planetmaker> Terkhen: I don't either. 14:46:55 <planetmaker> that's why I suggested the food plant to produce goods in temperate 14:47:11 <andythenorth_> brb 14:47:36 <Terkhen> they don't 14:47:39 <planetmaker> DanMacK: scale that down in width and you have the bay or oriel 14:47:51 <Terkhen> hmm... yes, that would make sense 14:47:56 <planetmaker> and that's what andythenorth_ 's house looks like to have in the lower left. 14:48:31 <planetmaker> though typically a bay would have the roof perpendicular to the actual roof 14:48:37 <planetmaker> which andy's house shows to have, too 14:49:46 <planetmaker> but maybe my words are a bit off and I attribute it wrongly ;-) 14:50:13 <planetmaker> http://de.wikipedia.org/w/index.php?title=Datei:Sch%C3%B6ckingen_Schlo%C3%9Fstra%C3%9Fe.jpg&filetimestamp=20090806195217 14:50:15 <Webster> Title: Datei:Schöckingen Schloßstraße.jpg – Wikipedia (at de.wikipedia.org) 14:51:10 <planetmaker> hm... wiki tells me that my vocabulary is a bit off 14:51:22 <planetmaker> for 30 years it seems :S 14:53:02 <planetmaker> so, yes, dormer is the word I meant 14:53:22 <planetmaker> hehe :-) Thanks for this lesson 14:55:11 <planetmaker> DanMacK: any progress on the company colours of the train wagons? 14:55:11 *** andythenorth_ has quit IRC 14:58:16 <DanMacK> not at the moment. Give me an idea of a deadline and I'll let you know how long it'll be :P 14:59:11 <planetmaker> well... I guess it won't make it in this month's release anymore... so you have time :-) 14:59:39 <planetmaker> but it'd be nice to have at least the temperate ones fixed. Currently opengfx trunk has broken colours. 14:59:54 <planetmaker> So either I would revert that before the next release - or rather I'd like to see them fixed 15:01:41 * DanMacK will fix that ASAP 15:03:15 <planetmaker> :-) 15:05:32 <frosch123> [15:41] <planetmaker> none of my dictionaries shows that as translation for "Erker" <- because it is a "gaube" 15:05:45 <planetmaker> I noticed meanwhile, yes ;-) 15:05:59 <planetmaker> I used the word "Erker" obviously wrongly for about 30 years ;-) 15:06:25 <planetmaker> rather more broadly than it is defined 15:07:00 <frosch123> yeah, interestingly i did not know the word "erker". probably because i could not name a single "erker" in my home town, but lots of "gaube"s :) 15:07:18 <planetmaker> :-D 15:08:17 <planetmaker> well, there are many in towns in this region, but... well. Many more other things :-) 15:31:43 *** andythenorth has joined #openttdcoop.devzone 15:32:20 <andythenorth> http://tt-foundry.com/misc/4458-4461.png 15:32:26 <andythenorth> it's still a bit mansion-like 15:32:34 <andythenorth> but I darkened the roof and some other improvements 15:32:58 <andythenorth> planetmaker: ^ 15:34:10 <planetmaker> it is. But it's a nice building :-) 15:34:32 <planetmaker> In order to convert it to a shop it's in my eyes missing some typical merchandizing stuff 15:35:08 <andythenorth> neon sign? 15:35:39 <planetmaker> well. Maybe. Maybe not neon but brazen 15:36:08 <planetmaker> or an iron-plated sign above the entrance 15:36:08 <andythenorth> the building it's replacing doesn't look much like a shop either :) 15:36:18 <planetmaker> I know :-) 15:36:33 <planetmaker> No good reason to not craft it more to suit its name :-P 15:37:34 <andythenorth> these RL ones have signs and such 15:37:34 <andythenorth> http://image30.webshots.com/31/9/96/69/2671996690035160022SOJiZa_ph.jpg 15:48:09 <planetmaker> yeah, I see that. 15:48:18 <planetmaker> Still... somehow ... ;-) 15:51:16 <planetmaker> http://farm4.static.flickr.com/3220/2442287458_31e9042ae4_z.jpg 15:51:52 <andythenorth> http://tt-foundry.com/misc/4458-4461.png 15:51:59 <andythenorth> it's not as pretty, but looks more commercial 15:52:06 <andythenorth> it was an issue of scale with the windows 15:52:31 <andythenorth> a lot of the default buildings are un-pretty, but in a group as a town...they look good :) 15:53:01 <andythenorth> might need to force refresh my link btw 15:53:07 <andythenorth> server caches quite aggressiveluy 15:53:59 <andythenorth> hmm 15:54:27 <planetmaker> http://farm1.static.flickr.com/233/523171125_dd1dbda669.jpg <-- nowadays Guelph. But surely not new 15:54:48 <Brot6> OpenGFX - Revision 616:8ffd4721844a: Change: progress on 4458-4461 renewal (andythenorth) @ http://dev.openttdcoop.org/projects/opengfx/repository/revisions/8ffd4721844a 15:55:11 <andythenorth> I'm done with it for now 15:55:22 <andythenorth> there is a base tile and the building 15:55:30 <andythenorth> DanMacK has offered to do construction stage :) 15:55:36 <planetmaker> :-D 15:56:16 <planetmaker> I still would suggest a little sign (4 .. 6 px) in front of the lower right entrance, protruding into direction of the road 15:56:33 <andythenorth> I thought so 15:56:39 <andythenorth> can't figure out how to make it work though 15:56:56 <andythenorth> I've generally found less detail is better 15:57:39 <andythenorth> should I post the pngs in a thread, to DanMacK, commit them, or what? 15:58:50 <planetmaker> Probably the best would an issue in opengfx 15:59:14 <planetmaker> with like "refurbished house 4458-4461" 16:00:54 <Brot6> OpenGFX - Feature #2401 (New): 4458-4461 sprites renewal (andythenorth) @ http://dev.openttdcoop.org/issues/2401 16:10:32 *** ODM has quit IRC 16:23:39 <Terkhen> meh 16:25:45 <Brot6> OpenGFX+ Industries - Revision 10:db2df96d15e7: Fix: Don't forget to add new files to the reposit... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/db2df96d15e7 16:32:50 *** andythenorth has quit IRC 16:44:27 <Terkhen> http://devs.openttd.org/~terkhen/screenshots/water_tower.png <--- hmm... I expected a desert tile, not snow 16:47:36 <frosch123> i guess you use default graphics for that, right? desert and snow tiles share the same sprite numbers 16:48:49 <Terkhen> I just enabled the water tower on temperate to see what happens :) 16:49:32 <Terkhen> I'll look into how industry tiles handle sprites then :) 16:49:45 <planetmaker> the default type2 ground tiles are snow 16:49:54 <planetmaker> tropical climates re-defines them to desert 16:50:58 <Terkhen> the industry tile should be made snow aware I guess 16:51:19 <Terkhen> although... having water towers in snow is stupid 16:51:45 <Terkhen> but if you allow to customize industry chains you are bound to get stupid combinations 16:52:38 <planetmaker> :-) 16:52:49 <planetmaker> disallow it in arctic 16:55:38 <Terkhen> I was thinking on disallowing them above the snowline; I would prefer not to treat all stupid combinations in a special way 16:55:55 <Terkhen> if someone wants to have fruit plantations in subarctic... that's his/her decision 16:56:26 <planetmaker> :-) Indeed 16:56:41 <planetmaker> It'd be easier to disallow them below snow line. No ground tile change :-P 16:56:49 <Terkhen> :D 16:57:43 <Terkhen> maybe all towns in the map are trying to beat the "biggest chunk of ice up a tower" world guinness record 17:05:43 *** Lakie has joined #openttdcoop.devzone 17:19:29 <Brot6> OpenGFX+ Industries - Bug #2402 (New): DevZone compile failed (compiler) @ http://dev.openttdcoop.org/issues/2402 17:19:36 <Brot6> ogfx-landscape: update from r44 to r54 done - http://bundles.openttdcoop.org/ogfx-landscape/nightlies/r54 17:20:54 <Brot6> opengfx: update from r614 to r616 done - http://bundles.openttdcoop.org/opengfx/nightlies/r616 17:21:09 <Brot6> snowlinemod: update from r45 to r49 done - http://bundles.openttdcoop.org/snowlinemod/nightlies/r49 17:21:15 <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r743), 32bpp-extra (r39), ai-admiralai (r75), ai-aroai (r11), ailib-common (r21), ailib-direction (r17), ailib-list (r32), ailib-string (r29), ailib-tile (r16), airportsplus (r73), basecosts (r22), belarusiantowns (r8), bros (r51), comic-houses (r71), firs (r1844), fish (r613), frenchtowns (r6), grfcodec (r821), heqs (r578), indonesiantowns (r41), manindu (r7), metrotrackset 17:21:15 <Brot6> (r56), narvs (r29), newgrf_makefile (r260), nml (r1284), nutracks (r179), ogfx-rv (r80), ogfx-trains (r211), ogfx-trees (r42), openmsx (r97), opensfx (r97), smts (r19), spanishtowns (r10), swedishrails (r198), swisstowns (r22), transrapidtrackset (r15), ttdviewer (r26), ttrs (r36), worldairlinersset (r671) 17:24:47 <Brot6> OpenGFX+ Industries - Bug #2402 (Closed): DevZone compile failed (compiler) @ http://dev.openttdcoop.org/issues/2402 17:24:47 <Brot6> OpenGFX+ Industries - Bug #2402 (Closed): DevZone compile failed (Terkhen) @ http://dev.openttdcoop.org/issues/2402#change-6151 17:24:47 <Brot6> OpenGFX+ Industries - Revision 11:56d356a6ddb3: Fix #2402: Modify code that is not valid anymore ... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/56d356a6ddb3 17:25:54 <Brot6> ogfx-industries: update from r4 to r11 done - http://bundles.openttdcoop.org/ogfx-industries/nightlies/r11 19:03:00 <Brot6> 32bpp-ez-patches: compile of h872d86e5 still failed (#2343) - http://bundles.openttdcoop.org/32bpp-ez-patches/testing/ERROR/h872d86e5 19:06:08 <Brot6> clientpatches: update from r to r done (10 errors) - http://bundles.openttdcoop.org/clientpatches/testing/r 19:09:07 <Brot6> serverpatches: update from r22182 to r22204 done (5 errors) - http://bundles.openttdcoop.org/serverpatches/testing/r22204 19:33:56 *** michi_cc has quit IRC 19:33:58 *** michi_cc has joined #openttdcoop.devzone 20:38:49 *** Lakie has quit IRC 20:39:11 *** Lakie has joined #openttdcoop.devzone 23:23:29 *** frosch123 has quit IRC