Log for #openttdcoop.devzone on 5th March 2011:
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03:28:23  <Brot6> 2cc train set - Bug #2400 (New): DB 420 (ET420) has no pantographs (EmperorJake) @
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06:48:24  <andythenorth> namaste
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08:51:57  <Brot6> OpenGFX+ Landscape - Revision 49:6dfaf8903caa: Add #2309: Plain plump and painfully copy gridded ... (planetmaker) @
09:22:37  <Brot6> OpenGFX+ Landscape - Revision 50:7c469f808dff: Fix #2314: Increase building costs for wind turbine (planetmaker) @
09:22:37  <Brot6> OpenGFX+ Landscape - Code Review #2314 (Closed): Price of wind power plant (planetmaker) @
09:30:09  <Brot6> OpenGFX+ Landscape - Revision 51:74b00f831fd3: Add: A few more explicit graphcis credits (planetmaker) @
09:37:02  * planetmaker ponders to tag this as 0.2.0
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10:00:26  <Terkhen> is #2309 complete?
10:00:26  <Brot6> Terkhen: #2309 is "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
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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
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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...
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10:24:36  <planetmaker> <-- some
10:28:35  <planetmaker> <-- 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
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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>
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:
11:02:40  <andythenorth> but on one tile
11:02:47  <andythenorth>
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>
11:04:27  <Webster> Title: Google-Ergebnis für (at
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>
11:06:38  <andythenorth> they're pretty big compared to the original sprite :o
11:07:13  <planetmaker>
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>
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
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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 "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) @
11:30:29  <Brot6> OpenGFX+ Landscape - Revision 53:e062cda48521: Added tag 0.2.0 for changeset 7978e8d2cae6 (planetmaker) @
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
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11:31:54  <Brot6> ogfx-landscape: update from 0.1.1 to 0.2.0 done -
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) @
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
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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:
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>
12:15:13  <planetmaker> oh, I think the building uses colour variation...
12:15:26  <planetmaker> a special building one
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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:
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>
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
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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) @
13:35:28  <Brot6> Snowline mod - Revision 47:d69922dda95e: Add: Palette information via action14 (planetmaker) @
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13:44:06  <Brot6> Snowline mod - Revision 48:7e930120aaf0: Doc: Prepare changelog for 1.0.1 (planetmaker) @
13:44:06  <Brot6> Snowline mod - Revision 49:f2cefa7026f4: Added tag 1.0.1 for changeset 7e930120aaf0 (planetmaker) @
13:45:10  <Brot6> snowlinemod: update from 1.0.0 to 1.0.1 done -
13:56:17  <Brot6> OpenGFX+ Industries - Revision 5:436b72290f9c: Change: Rename the industry definition file. (Terkhen) @
13:56:18  <Brot6> OpenGFX+ Industries - Revision 6:c0882afbe0b0: Codechange: Redefine all default industries (excep... (Terkhen) @
13:56:18  <Brot6> OpenGFX+ Industries - Revision 7:697bcb64e9bb: Codechange: Redefine all default cargos and indust... (Terkhen) @
13:56:19  <Brot6> OpenGFX+ Industries - Revision 8:4236a457926b: Feature: Customizable coal industry chain. (Terkhen) @
13:56:23  <Brot6> OpenGFX+ Industries - Revision 9:15eb95a32e89: Feature: Customizable oil industry chain. (Terkhen) @
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:
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) @
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:
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) @
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
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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
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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> ;-)
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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> <== 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>
14:50:15  <Webster> Title: Datei:Schöckingen Schloßstraße.jpg – Wikipedia (at
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?
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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 :-)
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15:32:20  <andythenorth>
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>
15:48:09  <planetmaker> yeah, I see that.
15:48:18  <planetmaker> Still... somehow ... ;-)
15:51:16  <planetmaker>
15:51:52  <andythenorth>
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> <-- nowadays Guelph. But surely not new
15:54:48  <Brot6> OpenGFX - Revision 616:8ffd4721844a: Change: progress on 4458-4461 renewal (andythenorth) @
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) @
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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) @
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16:44:27  <Terkhen> <--- 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
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17:19:29  <Brot6> OpenGFX+ Industries - Bug #2402 (New): DevZone compile failed (compiler) @
17:19:36  <Brot6> ogfx-landscape: update from r44 to r54 done -
17:20:54  <Brot6> opengfx: update from r614 to r616 done -
17:21:09  <Brot6> snowlinemod: update from r45 to r49 done -
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) @
17:24:47  <Brot6> OpenGFX+ Industries - Bug #2402 (Closed): DevZone compile failed (Terkhen) @
17:24:47  <Brot6> OpenGFX+ Industries - Revision 11:56d356a6ddb3: Fix #2402: Modify code that is not valid anymore ... (Terkhen) @
17:25:54  <Brot6> ogfx-industries: update from r4 to r11 done -
19:03:00  <Brot6> 32bpp-ez-patches: compile of h872d86e5 still failed (#2343) -
19:06:08  <Brot6> clientpatches: update from r to r done (10 errors) -
19:09:07  <Brot6> serverpatches: update from r22182 to r22204 done (5 errors) -
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