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00:42:26 *** KenjiE20 has quit IRC 05:37:22 *** andythenorth has joined #openttdcoop.devzone 06:15:53 *** ODM has joined #openttdcoop.devzone 06:16:46 *** andythenorth has quit IRC 06:22:10 <Brot6> OpenGFX+ Industries - Revision 79:c01dda81a756: Fix (r78): Typo in string name (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/c01dda81a756 06:23:18 *** andythenorth has joined #openttdcoop.devzone 06:36:52 *** andythenorth has quit IRC 06:38:38 *** andythenorth has joined #openttdcoop.devzone 06:44:58 *** ODM has quit IRC 06:49:15 *** andythenorth has quit IRC 07:16:17 <Terkhen> planetmaker: anything missing before release? 07:17:41 <planetmaker> not anything which is urgent 07:18:09 <Terkhen> ok :) 07:26:00 <Brot6> OpenGFX+ Industries - Revision 80:126e2416c8a3: Added tag 0.3.0 for changeset c01dda81a756 (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/126e2416c8a3 07:26:31 <Brot6> ogfx-industries: update from 0.2.0 to 0.3.0 done - http://bundles.openttdcoop.org/ogfx-industries/releases/0.3.0 07:27:37 <planetmaker> :-) 07:32:39 *** andythenorth has joined #openttdcoop.devzone 07:33:51 <Terkhen> planetmaker: I think it is a good moment to start asking for translations 07:34:02 <planetmaker> indeed 07:34:04 <Terkhen> we have enough strings to keep them entertained :P 07:34:14 <planetmaker> haha. Quite indeed 07:34:22 <planetmaker> They're nastily long 07:34:31 <Terkhen> quite repetitive too 07:34:43 <planetmaker> I'm preparing a teaser screenshot at the moment. 07:35:02 <Terkhen> the descriptions of some chains are very verbose, but I prefer that than being confusing :) 07:35:16 <planetmaker> I fully agree there^ 07:35:40 <Terkhen> ok, I was just starting the release post :) 07:36:19 <planetmaker> yes, please do. I can easily add that below your posting 07:36:43 <planetmaker> it will still take me a few minutes :-) 07:36:52 <Terkhen> ok 07:37:14 <planetmaker> I'm aiming again at one of my puzzle-tile screenshots ;-) 07:56:38 <Terkhen> planetmaker: done 08:19:16 <planetmaker> added screenshot composition 08:20:37 <Terkhen> nice :) 08:23:30 <planetmaker> people like screenshots ;-) 08:25:17 <Terkhen> even if you don't like customization, ground awareness only should be a reason for using the set :) 08:25:37 <Ammler> is that for downwards compatibilty or why have you unordered parameter list? 08:25:47 <planetmaker> no 08:26:00 <planetmaker> no reason. Ordering in the GUI and the numbers is independent 08:26:12 <planetmaker> or can be 08:27:15 <planetmaker> I guess we did not yet care or rather not even think about that 08:27:25 <planetmaker> at least I didn't 08:28:08 <Ammler> for compatibility it isn't too early for that :-) 08:28:49 <planetmaker> as said: order in GUI and actual parameter order is independent. We can simply re-arrange the order in the GUI without compatibility being affected 08:29:05 <Terkhen> I did not bother with sorting because unforeseen parameters have been appearing 08:29:29 <Terkhen> but I thought that we should make a resorting that would break savegame compatibility once the set is more defined 08:29:30 <Ammler> ah ok, if that works 08:29:36 <planetmaker> it only requires to give the explicit parameter numbers in the parameter blocks. And to arrange them in the order we like 08:29:50 <Terkhen> but if order can be changed without breaking anything... that's great :) 08:29:58 <planetmaker> now we don't define the numbers explicitly 08:30:08 <planetmaker> but we should, I guess ;-) 08:30:50 <Ammler> e.g. I would "group" the chains 08:31:19 <Ammler> or group the chains and then the subsettings 08:31:33 <Terkhen> yes 08:31:49 <Terkhen> for example "Oil chain, disable oil wells restrictions, disable oil rig restrictions" 08:32:12 <Brot6> OpenGFX+ Industries - Code Review #2617 (New): Rework order of parameters in GUI (planetmaker) @ http://dev.openttdcoop.org/issues/2617 08:32:34 <Terkhen> I suppose it is not possible to make the order of parameters dependent of language, it would be nice to sort chains alphabetically 08:32:43 <Ammler> do you use own parameter for the chain enabler? 08:32:55 <Terkhen> what do you mean? 08:33:03 <Ammler> one parameter per chain? 08:33:15 <Ammler> or is that a bit only 08:33:16 <planetmaker> Terkhen: that indeed is not possible. The order is fixed by the action14 order 08:33:26 <planetmaker> that is by the parameter order as found in our code 08:33:44 <planetmaker> Ammler: each is a separate parameter 08:33:51 <Terkhen> there is at least one parameter for chain, some of them have two 08:33:54 *** andythenorth has quit IRC 08:44:20 *** andythenorth has joined #openttdcoop.devzone 09:09:18 * andythenorth is lost in a world of ferries 09:21:22 * andythenorth doesn't want to do any more vehicle ferries 09:21:30 <andythenorth> it's stupid that they don't show vehicles when loaded 09:21:41 <planetmaker> well. The show vehicles 09:21:54 <andythenorth> I have some car sprites somewhere 09:22:15 <planetmaker> s/The/Then/ 09:23:37 <Terkhen> IMO the current number is right, yes 09:26:10 <planetmaker> actually... ships are a VERY nice example that scale in OpenTTD world is arbitrary at best 09:26:34 <V453000> both in opengfx and TTD gfx 09:26:34 <V453000> water supplies have snow base tiles 09:26:41 <V453000> (even in temperate) 09:26:42 <planetmaker> a car shrinks from 16x8 pixels on the road to one pixel on a larg(er) ferry ;-) 09:27:11 <planetmaker> yes, that's not 'fixed' 09:27:26 <V453000> ok :) 09:27:39 <V453000> for opengfx+ industries 0.3 09:28:40 <V453000> oh ... it puts rubber and fruit plantations in tropic onto desert areas, is that known? 09:29:17 <V453000> I guess it doesnt have any restrictions since water supplies are on jungles too :) 09:29:27 <andythenorth> planetmaker: scale is ...more...consistent with FISH 09:29:57 * andythenorth goes out 09:29:59 <andythenorth> bye 09:29:59 *** andythenorth has left #openttdcoop.devzone 09:36:29 <Terkhen> yet another bunch of industry placement restrictions that are hardcoded in the default industries only? 09:36:53 <planetmaker> hm? 09:37:04 <planetmaker> oh 09:37:48 <planetmaker> water wells, rubber plantations, farms, fruit plantations, forests 09:37:57 <planetmaker> maybe gold / diamond mines 09:38:42 <Terkhen> given that I have playtested in tropic with all industries enabled, this proves that I don't pay attention at all to industry placement 09:39:21 <planetmaker> :-) 09:39:32 <planetmaker> probably the lumber mill / saw mill. Dunno 09:46:19 <V453000> and another, this time more problematic - I set tropic, wood produced in forests, and wood dropped at factory, and factory doesnt accept it 09:46:26 <V453000> guess I can open a ticket already eh ;) 09:48:41 <V453000> depending on climate doesnt work there either :) 09:49:02 <Terkhen> V453000: how many factory cargos did you enable? 09:49:28 <Terkhen> if you select more than three, some cargos will be moved to other industries as described in the parameter descriptions 09:49:28 <V453000> steel, rubber, copper ore iirc 09:49:32 <V453000> oh 09:49:33 <V453000> :) 09:49:44 <Terkhen> wood will be moved automatically to the sawmill then IIRC 09:49:46 <V453000> but in the chain of the forest, it didnt show any drop 09:49:57 <Terkhen> then that is a bug 09:53:30 <V453000> ok, the problem is that a 4th factory cargo isnt moved elsewhere I guess, right? 09:53:46 <planetmaker> you have no sawmill or lumber mill? 09:54:07 <Terkhen> probably it only happens in that case 09:54:13 <V453000> not automatically pm 09:54:22 <planetmaker> but you can build them? 09:54:31 <Terkhen> no, it is missing from the chain altogether 09:54:33 <V453000> dont know that 09:54:39 <planetmaker> ho :S 09:54:43 <V453000> probably, since it is missing it from the "display chain" 09:54:46 <Terkhen> the chain logic is just missing a corner case 09:55:06 <Terkhen> wood is disabled from the factory correctly, but the sawmill is not enabled 09:55:38 <Terkhen> V453000: can you check if farms behave correctly? 09:55:51 <V453000> if I add them to the factory? 09:56:36 <V453000> yes 09:56:41 <V453000> automatically set to FPP 09:56:43 <Terkhen> if the factory has more than three cargos assigned to it and some of them are farm cargos 09:56:45 <Terkhen> ok :) 10:00:50 <V453000> I guess I do not need to report it to the tickets then 10:02:39 <Terkhen> it is not a high priority bug, but it is still unwanted behaviour and a ticket will help that it does not get forgotten :) 10:05:46 <V453000> ok :) 10:09:29 <Brot6> OpenGFX+ Industries - Bug #2618 (New): Wood in factory in tropic (V453000) @ http://dev.openttdcoop.org/issues/2618 10:11:28 <V453000> one 10:11:34 <Brot6> OpenGFX+ Industries - Bug #2619 (New): Wrong placement of industries (V453000) @ http://dev.openttdcoop.org/issues/2619 10:11:38 <V453000> and two 10:14:33 <Terkhen> ok :) 10:16:30 <Brot6> OpenGFX+ Industries - Bug #2619: Wrong placement of industries (V453000) @ http://dev.openttdcoop.org/issues/2619#change-6684 10:21:19 <planetmaker> thanks, V453000 10:35:29 *** KenjiE20 has joined #openttdcoop.devzone 10:43:24 <Brot6> OpenGFX+ Industries - Revision 81:9319eb5a5889: Add #2562: Ground awareness for water supplies (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/9319eb5a5889 10:46:40 <V453000> very welcome pm :p 10:49:19 <V453000> I will put it on stable this afternoon so we can see something more :) 10:51:13 <planetmaker> that'll be welcome. To find all these missing spots and get some tests was honestly one of my motivations for this release 10:51:31 <planetmaker> Maybe Terkhen and myself can then quickly address these issues and then get out a bug fix release 10:51:47 <V453000> :) 10:52:50 <V453000> with opengfx it looks like if they had a private garden at the power plant area, and with TTD gfx it just doesnt fit :) 10:53:24 <V453000> powerplants behave weirdly in tropic too ... they have some rainforest tiles in them 10:54:01 <planetmaker> they're not changed... 10:54:38 <V453000> well they still look bad :) 10:54:49 <V453000> -> need changing? :) 10:55:03 <planetmaker> but then in OpenGFX, not OpenGFX+Industries 10:55:06 <planetmaker> but surely yes 10:55:09 <V453000> hm 10:55:24 <V453000> the base tiles are rainforest with both base sets 10:55:43 <V453000> cant opengfx+ change that? :) 10:56:01 <planetmaker> that can be changed, yes 10:56:16 <V453000> good :) shall I ad d it as a feature request? 10:56:41 <planetmaker> yes, please. Until now I didn't notice that they had anything else but brown ground tiles... 10:56:44 <V453000> ok :) 10:56:59 <planetmaker> which actually shall be replaced by something nicer, too ;-) 10:57:06 <planetmaker> could all be part of #2562 10:57:06 <Brot6> planetmaker: #2562 is http://dev.openttdcoop.org/issues/show/2562 "OpenGFX+ Industries - Feature Request #2562: Ground aware "stranger" industries - #openttdcoop Development Zone" 10:57:09 <planetmaker> maybe add it htere 10:57:23 <V453000> already created a new ticket -.- 10:57:32 <Brot6> OpenGFX+ Industries - Feature Request #2620 (New): Power plants in tropic (V453000) @ http://dev.openttdcoop.org/issues/2620 10:57:43 <planetmaker> nvm that then 10:58:06 <planetmaker> smaller tickets are nicer as it shows progress better ;-) 10:58:15 <planetmaker> it feels more like 'I got something done' ;-) 10:58:19 <V453000> :D 10:58:34 <V453000> it also looks more "clear" to be that way tbh 10:58:48 <V453000> but hey, I just "cause" the tickets :p 10:59:35 <planetmaker> I don't complain 10:59:42 <planetmaker> on the contrary 10:59:55 <V453000> :p 11:01:57 <V453000> btw FIRS might be amazing, but original industries still behave the best way to fit gameplay... which results in opengfx+ industries being quite awesome, adding something new but already well tested in terms of gameplay 11:01:59 <V453000> me likes 11:03:00 <planetmaker> :-) 11:03:35 <planetmaker> that's indeed the intention of this set: nothing really new. But enhance the existing stuff 11:03:51 <V453000> I know, and I quite like it 11:04:25 <V453000> in trains it is ... nice but it doesnt change anything that much (yet at least) but the industries add some real nice depth :) 11:05:33 <planetmaker> I'm not sure how much more I want to add to trains. Refits will be improved a bit more. Generations for wagons will be enhanced slightly, possibly an earlier and a later version added 11:05:40 <planetmaker> But not now ;-) 11:05:57 <planetmaker> Vehicles are not that interesting to me currently :-P 11:06:08 <planetmaker> everyone does vehicles ;-) 11:06:12 <V453000> yes :) 11:06:16 <planetmaker> everyone is obsessed with them. 11:06:23 <V453000> Trainzzz 11:06:31 <V453000> o wait brainzzz :p 11:06:36 <planetmaker> in other places much more can be gained and done with much less work 11:06:48 <planetmaker> like this industry set 11:07:33 <planetmaker> Or actually also partially on OpenGFX itself... as I got used to handling gimp a bit better 11:08:22 <planetmaker> Like coasts got better... the missing gridlines in the landscape newgrf... things which IMHO add a lot to a game :-) 11:09:32 <planetmaker> and... I guess I could move OpenGFX+ Trees to main OpenGFX. They indeed look much better 11:09:45 <planetmaker> But when I look at those graphics in detail: they're not finished really either :S 11:10:51 <V453000> I would keep opengfx+ trees as they are :) so many possibilities in parameters 11:11:03 <V453000> you can select forests, trees in towns and what ever else 11:11:15 <V453000> but well I dont care too much about opengfx 11:12:34 <planetmaker> There are trees which are not finished in the set. Subtly so, but there are. Some trees simply have no growth stages 11:12:58 <planetmaker> And the tropical trees don't seem quite finished either 11:16:54 <V453000> :) 11:46:52 * planetmaker plays around with Zephyris procedural building tools 12:09:50 <planetmaker> hm... that smells like new houses for OpenGFX 12:10:13 <planetmaker> they look quite less noisy... something I'd like to see for ages now 12:18:27 <Terkhen> the bug with the wood chain could be easily fixed 12:18:39 <Terkhen> I would need to look at callbacks for the placement bug :) 12:18:55 <planetmaker> that's not that difficult either, I think 12:19:39 <planetmaker> maybe we can write a template for all industries which use that callback only... 12:20:05 <Terkhen> there will be two big groups; "do not appear in desert" and "do not appear above the snowline" 12:21:57 <Terkhen> would it be possible to make the tropical forest use different sprites? 12:22:36 <planetmaker> hm... not in desert and not in snow is very similar 12:22:43 <planetmaker> yes, that would be possible 12:22:51 <planetmaker> needed? 12:23:18 <Terkhen> not a priority, but the trees used look completely out of place in tropical 12:23:37 <planetmaker> make it a ticket :-) 12:23:51 <planetmaker> might be nice, but I think it has quite low priority 12:24:16 <planetmaker> hm... might be easy actually... 12:24:16 <Terkhen> indeed 12:24:24 <Terkhen> what is the difference between "Feature" and "Feature Request"? 12:24:43 <planetmaker> we define features. Others can make feature requests ;-) 12:24:55 <Terkhen> oh, makes sense :) 12:24:58 <Brot6> OpenGFX+ Industries - Feature #2621 (New): Different sprite for forests in tropical climate (Terkhen) @ http://dev.openttdcoop.org/issues/2621 12:25:41 <V453000> good point :) 12:25:55 <V453000> I used forests with opengfx+ trees so they dont look _that_ bad 12:26:16 <Terkhen> but opengfx+ trees does not look very nice in tropical :( 12:27:42 <planetmaker> yep, they're not nice there 12:27:44 <V453000> indeed 12:27:47 <V453000> but well .. :) 12:27:59 <planetmaker> *someone* finish them please :-P 12:28:12 <V453000> better than to have super ugly forests in tropic :p 12:38:48 <V453000> I found some weird behaviour of the cargoes ... if I create tropic, add many industries, and add Tropic refurbishment set - which works in all climates so I would expect it to be compatible - then it is able to load all cargoes, but in incorrect wagons 12:39:30 <V453000> is that because the cargoes "pretend" to be something else and thus can be fixed by opengfx+ industries, or is that an issue with TRS and it cant be fixed without editing TRS? 12:40:20 <planetmaker> does TRS also work correctly with FIRS and ECS? 12:40:23 <Terkhen> my guess is that TRS does not implement cargo classes correctly 12:40:41 <planetmaker> ^ I'd guess on that, too, though 12:41:09 <Terkhen> since different cargos on each climate use the same IDs, opengfx+ industries had to move them around a bit 12:41:22 <Terkhen> if TRS uses hardcoded IDs cargos will get moved between wagons 12:41:39 <V453000> TRS doesnt work with FIRS afaik 12:42:00 <planetmaker> then it definitely is a shortcoming of that set 12:42:12 <V453000> ok 12:42:20 <V453000> which is bad 12:42:33 <planetmaker> yeah... TRS is not bad. 12:42:45 <planetmaker> Actually it's a GPL'ed set, so it could be changed 12:42:52 <planetmaker> IIRC 12:43:03 <V453000> because if I use 2cc set, and load iron ore in tropic, it looks like somewhat grey thing - which means that the wagons do not realize there is iron ore in it, therefore they do not get brown :( 12:43:18 <V453000> havent tried with opengfx+ trains for example 12:47:35 <planetmaker> hm, with the 2ccTS I'd have suspected they knew about IORE 12:48:25 <planetmaker> I haven't really tested it with trains either, but industry sets define the cargos. And the vehicle sets choose how to display them 12:48:33 <planetmaker> So... not really much an industry set can do 12:50:13 <Terkhen> I just checked to be sure: OpenGFX+ Industries sets correctly both the cargo label and the cargo class for iron ore 12:50:34 <planetmaker> V453000: I assume you talk(ed) about 2ccTS 1.0.1? 12:50:46 <planetmaker> well, that didn't have too bright sprite support for different cargos 12:50:47 <V453000> yes, 1.0.1 12:51:18 <V453000> 2.0 is unusable 12:52:46 <Brot6> OpenGFX+ Industries - Bug #2618 (Closed): Wood in factory in tropic (V453000) @ http://dev.openttdcoop.org/issues/2618 12:52:46 <Brot6> OpenGFX+ Industries - Bug #2618 (Closed): Wood in factory in tropic (Terkhen) @ http://dev.openttdcoop.org/issues/2618#change-6685 12:52:46 <Brot6> OpenGFX+ Industries - Revision 82:3b78e06f809a: Fix #2618: There was no industry accepting Wood w... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/3b78e06f809a 12:52:52 <Terkhen> let's check placement now 12:53:08 <Terkhen> with placement we have a problem: some limitations make more sense than others 12:53:42 <planetmaker> you mean what V outlines in the task? 12:53:50 <Terkhen> yes 12:54:02 <planetmaker> so... again a 3-stage parameter? 12:54:13 <Terkhen> for example, water supplies would make sense on the rain forest 12:54:27 <planetmaker> yeah, they work IMHO everywhere 12:54:32 <Terkhen> I'm not sure I want more parameters 12:54:38 <planetmaker> forests in the desert... don't make sense 12:54:41 <Terkhen> maybe we should just decide which ones are logical and which ones not :) 12:54:52 <planetmaker> except... when the forest will become a prairie ;-) 12:54:56 <V453000> :D 12:55:00 <Terkhen> yes, forests in desert is a big no 12:55:01 <V453000> cactus plantation! 12:55:05 <Terkhen> heh :D 12:55:11 <planetmaker> well... I have planes for OpenGFX+ Landscape for such mod 12:55:23 <planetmaker> *plans 12:55:29 <Terkhen> what, cactus plantations? 12:55:42 <planetmaker> no, desert -> prairie 12:55:46 <Terkhen> oh :D 12:55:47 <planetmaker> how does it spell? 12:56:04 <Terkhen> I think it's prairie, yes 12:56:11 <Yexo> prairie is correct according to my spell checker 12:56:15 <planetmaker> ok :-) 12:56:36 <Terkhen> hmm... you mean savannah? 12:56:45 <planetmaker> it's actually for once a suggestion by Nekomaster which makes sense. Yes, I mean that 12:56:53 <Terkhen> yes, it would be good :) 12:57:02 <Terkhen> but... savannahs look almost like desert in summer 12:57:10 <Terkhen> :P 12:57:13 <planetmaker> :-P 12:57:25 <planetmaker> we have no newgrf landscape (yet) :-P 12:57:41 <Terkhen> IMO we should not take that possibility into account yet 12:57:56 <Terkhen> once it is implemented in landscape, we can check its parameters from ogfx+ industries and make changes accordingly 12:58:00 <planetmaker> well. But we should not make it too hard to implement 12:58:09 <Terkhen> nah, just more if elses :P 12:58:14 <planetmaker> because... it's a quite easy change in opengfx+ landscape ;-) 12:58:49 <Terkhen> if (climate == CLIMATE_TROPIC && param_in_landscape == ?) ... 12:59:00 <Terkhen> it shouldn't be too complicated to change it later 12:59:08 <planetmaker> let's make it - for now - an internal parameter. something like that, yes 13:02:22 <planetmaker> hm... I wonder if a savannah could look like the desert - rainforest transition looks now ;-) 13:02:57 <Terkhen> hmm... probably :P 13:03:12 <Terkhen> planetmaker, V453000: http://paste.openttdcoop.org/show/193/ <--- what am I missing? 13:04:37 <planetmaker> Strange as it sounds: I'd keep farms above snow line. 13:04:56 <V453000> me too 13:05:34 <planetmaker> about lumber mill and snow line: we have forests above snow line, too 13:05:42 <planetmaker> wouldn't that be inconsistent then? 13:05:54 <planetmaker> actually forests above snow line are ttd default in arctic 13:05:55 <V453000> hm :) good point 13:08:56 <Terkhen> sorry, copy paste :) 13:08:58 <V453000> you forgot fruit plantations in desert/snow :) 13:09:00 <Terkhen> I agree 13:09:05 <Terkhen> true, thanks :) 13:09:36 <Terkhen> so... farms above snowline ok in all cases? 13:09:43 <V453000> I would say yes 13:10:03 <V453000> maybe make a parameter for that? :)) 13:10:11 * V453000 likes options 13:11:27 <Terkhen> I'm not sure; I think that we have too much parameters already... there were some talks about moving all "disable restrictions" parameters to a single place 13:11:43 <Terkhen> once we merge all of the existing parameters in one, it could take care of farms above arctic too 13:11:50 <Terkhen> above snowline in arctic* 13:11:53 <V453000> hmm :) 13:12:17 <V453000> dunno I personally do not mind having a crapload of parameters in the menu 13:13:47 <planetmaker> Well, I don't mind much now either way. For now we could simply allow them. We'll need to look at parameters again anyway. 13:14:41 <Brot6> OpenGFX+ Industries - Code Review #2559: check compatibility with TTRS (V453000) @ http://dev.openttdcoop.org/issues/2559#change-6686 13:14:53 <V453000> just saw the banks do messy things 13:15:18 *** Ruudjah has joined #openttdcoop.devzone 13:15:48 <V453000> opengfx+ banks are just added and work, the TTRS ones break though 13:16:20 <V453000> not somehow importantly, they just stop accepting stuff ... or at least they did when I disabled valuables 13:16:35 <Terkhen> we plan to disable opengfx+ industries banks completely if TTRS is loaded 13:16:44 <V453000> oh :) wise 13:16:53 <Terkhen> I ran into some problems with the patch and it is still sitting somewhere 13:17:25 <Brot6> OpenGFX+ Industries - Bug #2619: Wrong placement of industries (Terkhen) @ http://dev.openttdcoop.org/issues/2619#change-6687 13:17:29 <Terkhen> ^ I'm going to start working on this 13:18:45 * planetmaker installs savannah add-on ;-)http://devs.openttd.org/~planetmaker/patches/savannah.png <-- @ Terkhen :-P 13:19:18 <Terkhen> hmm... it looks a bit strange, I think that the colour should be more uniform 13:19:29 <Terkhen> it will also need to change trees 13:19:31 <V453000> oh shit :D 13:19:52 <planetmaker> yep, this is now a simple replacement of only the desert ground tile 13:20:02 <planetmaker> it needs more work, quite obviously 13:20:17 <planetmaker> but I'm not too sure about the need to change trees 13:20:41 <planetmaker> but... possibly, yes 13:20:58 <V453000> that savannah thingy is serious? :D 13:21:36 <planetmaker> it's one of the things I'd like to see, yes 13:21:39 <V453000> or ... is that just for you to see how well ground aware are the industries? :) 13:21:44 <V453000> hmm :O 13:21:50 <V453000> it looks terrible in this state tbh :p 13:22:11 <planetmaker> I started it after we started talking about it here a few minutes ago :-P 13:23:40 <planetmaker> but the ground tile awareness looks acceptable :-) 13:24:05 <Terkhen> indeed :) 13:26:05 <Brot6> OpenGFX+ Industries - Bug #2613 (Closed): Missing "Conflicting industries" property (Terkhen) @ http://dev.openttdcoop.org/issues/2613#change-6688 13:29:34 <Brot6> OpenGFX+ Industries - Feature #2622 (New): Single industry per town (Terkhen) @ http://dev.openttdcoop.org/issues/2622 13:43:21 <Terkhen> there is no default "cannot be built above snow line" error, right? I only see desert and rainforest errors defined as possibilities for the callback 13:47:27 <planetmaker> hm... possible 13:47:53 <Terkhen> I'll just create a new string 13:49:05 *** ODM has joined #openttdcoop.devzone 13:54:37 <Brot6> OpenGFX+ Industries - Bug #2612: Some industries and cargos use the same colours. (Terkhen) @ http://dev.openttdcoop.org/issues/2612#change-6689 14:14:54 <Brot6> OpenGFX+ Industries - Feature Request #2620 (Closed): Power plants in tropic (V453000) @ http://dev.openttdcoop.org/issues/2620 14:14:54 <Brot6> OpenGFX+ Industries - Revision 83:3402fe3855b7: Fix #2620: Improve ground tile awareness of power... (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/3402fe3855b7 14:14:54 <Brot6> OpenGFX+ Industries - Feature Request #2620 (Closed): Power plants in tropic (planetmaker) @ http://dev.openttdcoop.org/issues/2620#change-6690 14:17:24 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/patches/index.php?source=ogfxplus/fix_industry_placement.diff <--- forest, farm and lumber mill work as expected, the fruit plantation is not allowed in desert but allowed above the snowline, and the rubber plantation is allowed in both desert and above the snowline 14:17:34 <Terkhen> but I fail to see any differences on the code that could explain that 14:17:41 <Terkhen> do you have any idea of what might I be doing wrong? 14:19:03 <planetmaker> let's see.... have a laugh meanwhile: http://devs.openttd.org/~planetmaker/patches/forest_savannah.png (improved ground tile awareness :-P ) 14:21:27 <Terkhen> heh :D 14:27:27 <planetmaker> btw... rain forest != (!desert) 14:27:34 <planetmaker> I just recall that :-) 14:27:45 <planetmaker> we should check for !desert instead of rainforest 14:27:57 <planetmaker> and use a custom message for that, too 14:28:20 <planetmaker> well... we do check for desert 14:29:31 <Terkhen> hmm... why is that? 14:30:04 <Terkhen> what other tile types are in tropic besides those two? 14:30:11 <planetmaker> rainforest has a certain distance from desert. 14:30:17 *** Lakie has joined #openttdcoop.devzone 14:30:25 <planetmaker> It's within OpenTTD's code different 14:30:37 <planetmaker> there's desert, normal and rainforest tropcial zone 14:30:48 <planetmaker> and we just want !desert instead of rainforest 14:30:51 <Terkhen> oh, true :O 14:30:54 <planetmaker> rainforest is where the mountains are 14:31:07 <planetmaker> the player usually won't know 14:31:13 <planetmaker> but still :-) 14:33:08 <planetmaker> Terkhen: try to fix the id for the rubber plantation which calls the callback switch 14:33:12 <planetmaker> it references fruit 14:33:28 <Terkhen> hmm... and the error with the fruit plantation appearing above snowline is probably caused because I forgot to readd the line for snow at the callback while testing 14:35:27 <Terkhen> okay, now it is working as expected, I'll add the new error message 14:35:40 <planetmaker> ok :-) 14:35:41 <Terkhen> since I'm only checking for desert the rainforest check should be okay 14:35:53 <planetmaker> what do you mean? 14:36:33 <planetmaker> if you mean "it's a not-desert check instead of rainforest", then yes 14:36:45 <Terkhen> I don't use TILETYPE_RAIN_FOREST at all 14:36:53 <Terkhen> just if desert -> error else -> accept 14:37:48 <planetmaker> yes. And I think we shouldn't either. It's quite restrictive 14:38:52 <Terkhen> yes, I was wondering that the default lumber mill probably can only be built on rain forests, but we could ignore that bit :) 14:39:54 <planetmaker> that indeed only can be built there - with vanilla industries 14:43:11 <Ammler> planetmaker: wouldn't it be easier to use a repo for taks like modify the scripts from zeph, so someone can see the diff 14:43:33 <planetmaker> Ammler: sure it will 14:43:55 <Terkhen> V453000: http://devs.openttd.org/~terkhen/ogfx-industries-nightly.tar <--- can you please test if placements look okay now? 14:44:30 <Ammler> needs makefile framwork update ^ :-P 14:48:57 <planetmaker> Any suggestion which tree should be used in tropical climate for forest? 14:49:28 <planetmaker> maybe a snowy version? :-P 14:50:42 <Terkhen> a snowy version of the cactus of course 14:50:44 <planetmaker> Ammler: the script is currently in no way a good script. But when a project (OpenGFX) will use those, they'll be added with appropriate support 14:50:50 <planetmaker> ah, good choice ;-) 14:51:08 <planetmaker> but only during april ;-) 14:52:17 <Terkhen> planetmaker: sprite 1860 or 1866 IMO 14:52:41 <Terkhen> alternatively, the third one or the last one in the plant trees list 15:03:54 <planetmaker> what about 1870 for default trees? 15:04:05 <planetmaker> and 1863 for ogfx+trees? 15:04:13 <planetmaker> http://mz.openttdcoop.org/opengfx/newgrf.php?1=1576:1950 15:05:16 <planetmaker> (well, x+0...6 are the used sprites ;-) 15:05:40 <Ammler> planetmaker: the qualitiy of the source should not matter, if you like to make a repo or not :-P 15:05:50 <Terkhen> ok about 1870, but why 1863 for x+ trees, can't it use the same sprite? 15:06:28 <planetmaker> maybe. But doesn't matter 15:06:49 <planetmaker> we have a separate tree anyway for default, ogfx+trees and stolen trees ;-) 15:07:08 <planetmaker> at least in principle, even if many numbers are the same 15:07:46 <planetmaker> but well, let's use 1870 in all cases then 15:07:48 <planetmaker> looks ok 15:08:09 <planetmaker> I'll keep the code configurable, though 15:09:03 <Terkhen> ok :) 15:09:36 <Brot6> OpenGFX+ Industries - Revision 84:6d8d6df7b436: Change #2621: Different tree for the forest in tr... (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/6d8d6df7b436 15:10:03 *** frosch123 has joined #openttdcoop.devzone 15:11:13 <planetmaker> http://devs.openttd.org/~planetmaker/patches/weired_arctic.png <-- :-D 15:11:14 <frosch123> hmm, if i were moderator on the newgrf specs wiki, i would ban mb for a at least a week... 15:11:21 <Terkhen> frosch123: what did he do? 15:11:25 <planetmaker> what did he do? 15:11:37 <frosch123> seems like he wants to translate all ecs pages to german 15:11:45 <Terkhen> planetmaker: what's that supposed to be? 15:11:50 <frosch123> so he started with mass creating 50 empty pages 15:12:02 <planetmaker> Terkhen: that's the savannah 'climate' applied in arctic 15:12:19 <planetmaker> i.e. snow replaced by desert transition 15:12:23 <planetmaker> *full snow 15:12:32 <Terkhen> oh, will that be an option too? 15:12:44 <planetmaker> :-) definitely not this way 15:12:48 <Terkhen> frosch123: sounds messy :P 15:13:14 <Terkhen> since V does not seem to be around I'll just commit :) 15:13:38 <planetmaker> yes, please :-) 15:14:04 <planetmaker> frosch123: makes it clear again, that the newgrf wiki needs a new home :-P 15:16:51 <planetmaker> though... seems to me they're automatically created? Or, of course, by a db admin script 15:16:54 <Terkhen> how went the talks about a single unified wiki? I did not pay much attention to the thread, expecting forum drama 15:17:14 <planetmaker> iirc it was like 'go ahead, owen' 15:17:28 <frosch123> Terkhen: it only lacks someone doing the work :p 15:18:06 <Terkhen> oh, good to hear that the idea was accepted :) 15:18:30 <frosch123> planetmaker: at least tikiwiki seems to have some method to link the pages via a combobox at the top 15:19:38 <Brot6> OpenGFX+ Industries - Feature #2621 (Closed): Different sprite for forests in tropical climate (Terkhen) @ http://dev.openttdcoop.org/issues/2621 15:19:38 <Brot6> OpenGFX+ Industries - Feature #2621 (Closed): Different sprite for forests in tropical climate (planetmaker) @ http://dev.openttdcoop.org/issues/2621#change-6691 15:21:35 <planetmaker> Terkhen: but I somehow find this savannah change to the arctic climate strangely compelling as well 15:21:43 <Yexo> there are still a few open problems with implementing a unified wiki: which userbase to pick, which wiki system to use and how to convert the other wikis 15:21:46 <planetmaker> with some edges rounded... 15:22:12 <Brot6> OpenGFX+ Industries - Bug #2619 (Closed): Wrong placement of industries (Terkhen) @ http://dev.openttdcoop.org/issues/2619#change-6692 15:22:12 <Brot6> OpenGFX+ Industries - Revision 85:c5d35c5a1b3a: Fix #2619: Correct some industry placements. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/c5d35c5a1b3a 15:22:12 <Brot6> OpenGFX+ Industries - Revision 86:1d7abfe7c658: Change: Update Spanish translation. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/1d7abfe7c658 15:22:32 <Terkhen> planetmaker: how does it fit with arctic? 15:23:25 <Terkhen> also, I think that after a translation update we could rerelease :P 15:24:10 <planetmaker> Terkhen: like a greener low land and a more arctic-like, less vegitation higher regions 15:24:18 <planetmaker> not totally snowy, but patches of snow 15:24:40 <Terkhen> that makes sense, but it would also need snow on even higher altitudes 15:24:57 <planetmaker> usually yes 15:25:26 <planetmaker> and yes, we could then do a re-release 15:25:33 <planetmaker> I'd like that 15:29:07 * planetmaker prepares changelog 15:29:29 <Terkhen> ok :) 15:29:44 <planetmaker> hm... what about the TTRS issue? 15:30:07 <Terkhen> I can't work on it now, I should be working already :P 15:30:51 <Terkhen> http://devs.openttd.org/~terkhen/patches/index.php?source=ogfxplus/Fix_TTRS.diff <--- this is not the most updated version, it is missing your additional check 15:30:56 <Terkhen> IIRC it did not work for me, though 15:31:13 <planetmaker> ah, I recall, yes :S 16:10:16 *** Lakie` has joined #openttdcoop.devzone 16:17:10 *** Lakie has quit IRC 16:27:41 <V453000> Terkhen: placement looks good to me :) 16:27:48 <Brot6> OpenGFX+ Industries - Revision 87:893925e06149: Change: Update German translation (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/893925e06149 16:30:30 <Terkhen> good to hear that, thanks for testing :) 16:30:32 *** andythenorth has joined #openttdcoop.devzone 16:31:04 <V453000> hmm, it is nice to see that the forests use the currently used trees ... would it be possible if they used trees also from tropic? 16:31:28 <V453000> in other words make that dependant upon climate :) I know FIRS does that 16:32:23 <andythenorth> firs is also quite over-coded with respect to desert tiles :P 16:32:29 <V453000> hmm :P 16:32:35 <andythenorth> you get more cacti and more dead trees on a desert tile forest 16:33:07 <planetmaker> Terkhen: could you please translate http://paste.openttdcoop.org/raw/194/ ? 16:33:18 <planetmaker> possibly not worth a single commit ;-) 16:34:08 <planetmaker> V453000: trees are dependent on climate in ogfx+industries... 16:34:35 <V453000> the forests are using the temperate/arctic trees though :| 16:34:41 <Terkhen> Cuando {STRING} es empleado junto con Total Town Replacement Set, el banco por defecto del clima actual junto con sus cargas estarĂ¡ siempre habilitado. 16:34:42 <planetmaker> maybe in your version :-P 16:34:52 <planetmaker> thx, Terkhen 16:35:11 <V453000> uhm, I have the r82 16:35:30 <planetmaker> migth be too old :-P 16:35:35 <V453000> oh, right :D awesome 16:35:58 <V453000> when is a release coming? ;) 16:36:21 <planetmaker> [17:09] Brot6 OpenGFX+ Industries - Revision 84:6d8d6df7b436: Change #2621: Different tree for the forest in tr... (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/6d8d6df7b436 16:36:51 <V453000> :)) 16:36:52 <planetmaker> I guess today still. Whether with or without a TTRS fix will have to be seen 16:37:03 <Terkhen> planetmaker: the TTRS fix works for you? 16:37:05 <V453000> I dont think that is the most serious thing :) 16:37:29 <planetmaker> Terkhen: I'm checking things right now. I included gold / diamond mine in the switch. They're essential, too 16:37:55 <Terkhen> that's a big omission on my part :P 16:39:05 <Terkhen> the only other thing missing is #2612, but it is not very important either 16:39:05 <Brot6> Terkhen: #2612 is http://dev.openttdcoop.org/issues/show/2612 "OpenGFX+ Industries - Bug #2612: Some industries and cargos use the same colours. - #openttdcoop Development Zone" 16:39:24 <planetmaker> that's not important enough to stop this release ;-) 16:39:27 <Terkhen> yup 16:39:30 <planetmaker> Unless you want to spend time on that now 16:39:45 <Terkhen> not really 16:39:57 <Terkhen> it would be quite boring :P 16:40:00 <planetmaker> thought so :-) Me neither 16:40:12 <V453000> pm: does the forest have ground awareness? because sometimes it can happen that many tiles are in desert ... if the tile that sets the forest location is in the rainforest and the rest in in desert 16:40:28 <planetmaker> V453000: each tile separately 16:40:28 <Terkhen> we could wait until someone complains about colours at the thread and then ask that person to suggest new colours :) 16:40:32 <V453000> great :) 16:40:43 <planetmaker> haha, Terkhen . I like that 16:40:55 <planetmaker> damn only that V listened. 16:40:56 <Terkhen> ok :P 16:41:11 <V453000> ? :D 16:41:12 <Terkhen> can I mark the task as "waiting on unsuspecting reporter"? 16:41:24 <planetmaker> :-) 16:41:29 <V453000> I dont understand what is about colours tbh 16:41:36 <planetmaker> V453000: checkout minimap 16:41:40 <V453000> ooh I see 16:41:54 <V453000> hm, that sucks 16:42:08 <planetmaker> well. What are your suggestions, V453000 ? :D :D 16:42:14 <V453000> :D :D 16:42:28 <planetmaker> Terkhen: deed done :-P 16:42:30 <Terkhen> we have our first victim? :) 16:42:42 <V453000> dunno, base colour with some slight deviations based on industry chain? 16:42:58 <andythenorth> choosing colours sucks 16:43:50 <Terkhen> it would need to check the palette for colours that actually exist 16:44:52 <V453000> I could at least systematically think about them :) there are quite a few industries 16:45:16 <planetmaker> hm, Terkhen : in the string it must read "cargo" instead of the plural "cargos". How would that translate then? 16:45:21 <planetmaker> it's only one banking cargo 16:45:23 <Terkhen> I wrote all the conflicts I spotted at the task 16:45:44 <Terkhen> planetmaker: junto con su carga estarĂ¡ siempre habilitado. 16:45:52 <planetmaker> ok :-) 16:47:37 <planetmaker> http://devs.openttd.org/~planetmaker/patches/ttrs_fix.diff <-- could you check whether it also works for you? The only change is minding the gold / diamond mine 16:47:48 <planetmaker> And the readme / changelog change which is unrelated :-P 16:48:34 <Terkhen> ok, let's see 16:52:18 <orudge> Terkhen / planetmaker: yes, tis now a case of actually finding the time to do it properly :) 16:52:37 <planetmaker> :-) 16:53:40 <planetmaker> ttrs fix seems to work for me now 16:53:57 <planetmaker> I'll add that info to the readme, too 16:55:14 <Terkhen> orudge: ok :) 16:55:25 <Terkhen> planetmaker: with TTRS r36, it should warn or not? 16:55:30 <planetmaker> yes 16:55:37 <planetmaker> it should warn with every version 16:55:39 <Terkhen> then it is working fine :) 16:56:09 <planetmaker> good :-) 16:56:53 <Terkhen> the changes to the changelog look fine also, but IMO it should go in a different commit 16:57:06 <Terkhen> and include TTRS too 16:57:30 <planetmaker> Yes and yes 16:57:46 <planetmaker> I didn't revert that before I started with ttrs 16:58:08 <Terkhen> ok :) 17:02:14 <planetmaker> http://paste.openttdcoop.org/show/195/ 17:03:46 <Terkhen> modifcation <--- typo 17:04:02 <Terkhen> looks fine :) 17:04:29 <planetmaker> thanks 17:07:10 <Brot6> OpenGFX+ Industries - Revision 88:3ddedecdf374: Fix #2559: Take into account TTRS' definition of ... (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/3ddedecdf374 17:07:11 <Brot6> OpenGFX+ Industries - Code Review #2559 (Closed): check compatibility with TTRS (planetmaker) @ http://dev.openttdcoop.org/issues/2559#change-6693 17:07:47 <planetmaker> hm... missing a "(based on patch by Terkhen)". Sorry 17:07:55 <Terkhen> no problem :P 17:10:45 <Brot6> OpenGFX+ Industries - Revision 89:4f26e6987212: Doc: Update changelog (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/4f26e6987212 17:11:17 <Brot6> OpenGFX+ Industries - Revision 90:384f44c221b6: Added tag 0.3.1 for changeset 4f26e6987212 (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/384f44c221b6 17:12:01 <Brot6> ogfx-industries: update from 0.3.0 to 0.3.1 done - http://bundles.openttdcoop.org/ogfx-industries/releases/0.3.1 17:18:22 <Brot6> ogfx-industries: update from r74 to r90 done - http://bundles.openttdcoop.org/ogfx-industries/nightlies/r90 17:18:30 <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r750), 32bpp-extra (r40), ai-admiralai (r75), ai-aroai (r39), ailib-common (r21), ailib-direction (r17), ailib-list (r32), ailib-string (r29), ailib-tile (r16), airportsplus (r73), basecosts (r25), belarusiantowns (r8), bros (r52), chips (r138), comic-houses (r71), firs (r1989), frenchtowns (r6), german-townnames (r33), grfcodec (r828), grfpack (r279), heqs (r605), 17:18:30 <Brot6> indonesiantowns (r41), manindu (r7), metrotrackset (r56), narvs (r37), newgrf_makefile (r285), nml (r1334), nutracks (r186), ogfx-landscape (r67), ogfx-rv (r80), ogfx-trains (r239), ogfx-trees (r42), opengfx (r661), openmsx (r97), opensfx (r97), smts (r19), snowlinemod (r49), spanishtowns (r10), sub-landscape (ERROR r66), sub-opengfx (ERROR r666), swedishrails (r202), swisstowns (r22), transrapidtrackset (r15), ttdviewer (r34), ttrs 17:18:32 <Brot6> (r36), worldairlinersset (r671) 17:18:34 <Brot6> FISH - Bug #2623 (New): DevZone compile failed (compiler) @ http://dev.openttdcoop.org/issues/2623 17:19:25 <andythenorth> oops 17:19:28 <andythenorth> fixed 17:19:32 <Brot6> sub-opengfx: compile of r666 still failed (#2586) - http://bundles.openttdcoop.org/sub-opengfx/nightlies/ERROR/r666 17:19:38 <Brot6> FISH - Revision 626:f94190acfcdf: Add: pnfo file for small utility vessel 1 (andythenorth) @ http://dev.openttdcoop.org/projects/fish/repository/revisions/f94190acfcdf 17:51:52 <Terkhen> hmm... I was planning to place industries manually in my scenario, but that would require manual industries implemented in opengfx+ 17:52:10 <planetmaker> hu? You can't place them? 17:52:20 <Terkhen> I can, but they will close :P 17:52:25 <planetmaker> Ah 17:52:45 <planetmaker> Yes, IMHO man-indu is one of the things we should at least to some parts merge at some stage 17:53:06 *** Lakie` has quit IRC 17:54:09 <Brot6> OpenGFX+ Industries - Feature #2624 (New): Manual industries (Terkhen) @ http://dev.openttdcoop.org/issues/2624 17:54:12 <planetmaker> Terkhen: but... what about rather a configurable min. closure time? 17:54:30 <Terkhen> would be easy to do, given the existing template :) 17:54:49 <planetmaker> we have that in a template. Can be added to other industries then, too 17:54:55 <planetmaker> yeah 17:55:20 <Terkhen> that template would not work with primary industries, though 17:56:11 <planetmaker> yes, they need another 18:31:05 <V453000> pm: https://docs.google.com/document/pub?id=1lsZbbaA_KQ8Sh-Z4ygg3Bi6pybfiHug2oi_gZKsSNL0 definitely not anything that would match the colours but it is some outline how it could look in my opinion 18:31:06 <Webster> Title: ogfx+industries_colours (at docs.google.com) 18:31:54 <V453000> just wrote something down 18:33:02 <planetmaker> hm... let's see whether and how that could be pressed into newgrf specs 18:35:47 <V453000> the 0.3.1 is including forest ground awareness tile by tile? it seems not to 18:35:57 <planetmaker> hm... every index of the colour palette is valid :-) 18:36:05 <V453000> :) 18:36:06 <planetmaker> that's good news 18:36:34 <andythenorth> not every index is legible against the available map colours though ;) 18:36:49 <V453000> :p 18:36:50 <planetmaker> hm... I wonder why not, V453000 :S 18:37:10 <planetmaker> andythenorth: the action colours are nice, I heart :-P 18:37:22 <andythenorth> they certainly add something 18:37:38 <andythenorth> I am considering using them more in FIRS 18:37:49 <andythenorth> the map will look nicer that way 18:40:21 <V453000> another thing, pm: the forests look imo quite ugly when they consist of just one tree type ... maybe it is just the super tall tree that is there, maybe choosing a different one would help, but I think some variation of trees would be nice ... on the other hand I realize that they might blend with the normal trees completely (if there is anything bad about that) 18:48:36 <planetmaker> V453000: they should blend in, but still it shall be feasible to find them 18:48:51 <planetmaker> using several trees is feasible 18:49:35 <V453000> maybe the big white ones are just the worst possible choice, maybe some other would do better ... maybe a combination of some 2 types would be both nice and well recognizable 18:50:00 <V453000> maybe maybe maybe \o/ 18:50:26 <planetmaker> :-) 19:06:00 <Brot6> OpenGFX+ Industries - Bug #2612: Some industries and cargos use the same colours. (planetmaker) @ http://dev.openttdcoop.org/issues/2612#change-6694 19:06:52 <V453000> :) 19:07:04 <planetmaker> I like the colour suggestion 19:07:16 <planetmaker> But I don't feel like working on it now ;-) 19:07:56 <planetmaker> please keep the document alive till its implemented, though ;-) 19:08:09 <V453000> sure 19:08:23 <V453000> I even updated it a bit :p 19:11:15 <planetmaker> that's fine :-) 19:13:14 <Brot6> OpenGFX+ Industries - Feature #2625 (New): Improved forest (planetmaker) @ http://dev.openttdcoop.org/issues/2625 19:14:43 <V453000> :) 19:16:51 <V453000> have you checked / uncovered why the tile by tile awareness of forests? 19:20:35 <planetmaker> not yet. you're right though that it seems to use the same one everywhere 19:26:02 <planetmaker> though... V453000... I recall now: http://devs.openttd.org/~planetmaker/patches/forest_savannah.png <-- this effect stopped me to implement desert awareness 19:26:28 <V453000> ohhh 19:26:31 <V453000> hmm 19:26:33 <planetmaker> thus it only knows about snow; otherwise it'll use the 'normal' ground tile of that climate 19:27:00 <V453000> actually, that should not be an issue 19:27:20 <planetmaker> currently not 19:27:36 <V453000> in desert the trees do not change (do they?) and in arctic forests cant be on slopes so they are either snow completely or not snow completely 19:27:42 <planetmaker> it should basically work everywhere except when the forest is built on the edge to the desert 19:28:17 <planetmaker> yes. I'm not sure about desert tree change. It *should*. But might not with opengfx+trees 19:29:10 <V453000> you mean there might be cacti on the desert? 19:31:07 <V453000> would be quite damn cool maybe :) 19:32:28 <planetmaker> Nah, that not. OpenGFX+Trees has poor tropical climate support 19:32:33 <planetmaker> Many treest here don't grow 19:32:48 <planetmaker> the tree type being used is hard-coded in this industry grf 19:33:15 <planetmaker> but I chose a specific tree type for defautl, ogfx+trees and stolen trees individually 19:34:01 <V453000> why ogfx+trees? I would ignore those for tropic (until they are changed to fit there :) ) 19:37:02 <V453000> I guess it is like "choose trees n.3 available on this tile" instead of "take tree n.3 from all tropic trees" 19:37:02 <planetmaker> well. But I can't 19:37:16 <planetmaker> they re-define the default trees. And I have to pick one tree 19:37:21 <planetmaker> As such I have to pick the best 19:37:21 <V453000> hmm :) 19:37:24 <V453000> I see 19:37:25 <planetmaker> Or I have to bring my own 19:37:33 <planetmaker> But then I rather fix the trees 19:38:05 <V453000> hehe :) 20:32:08 *** Ruudjah has quit IRC 21:01:31 *** michi_cc has quit IRC 21:01:42 *** frosch123 has quit IRC 21:10:30 *** michi_cc has joined #openttdcoop.devzone 21:18:53 *** raisin has joined #openttdcoop.devzone 21:19:15 *** andythenorth has left #openttdcoop.devzone 21:50:54 *** ODM has quit IRC 22:47:02 <Brot6> OpenGFX - Revision 662:b645ff08d84a: Doc: Tree sprites (planetmaker) @ http://dev.openttdcoop.org/projects/opengfx/repository/revisions/b645ff08d84a 22:53:09 <planetmaker> @base 16 10 79b 22:53:09 <Webster> planetmaker: 1947 22:56:50 <planetmaker> @base 16 10 652 22:56:50 <Webster> planetmaker: 1618 23:01:48 <planetmaker> @base 16 10 7a2 23:01:48 <Webster> planetmaker: 1954 23:18:11 <Brot6> OpenGFX - Revision 663:d8dd99fe685f: Doc: Some more properties of tree sprites (planetmaker) @ http://dev.openttdcoop.org/projects/opengfx/repository/revisions/d8dd99fe685f