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05:27:38 *** KenjiE20 has quit IRC 05:27:49 *** Zuu has joined #openttdcoop.devzone 05:54:34 *** Zuu has quit IRC 09:40:06 <Ammler> planetmaker: scheduler.sh config 10:15:46 <planetmaker> which user does it run? 10:17:10 <Ammler> hg, how does that matter? 10:21:25 <planetmaker> doesn't quite matter. But would tell me where that script is 10:21:34 <planetmaker> with the repo misc/compiler it's well hidden :-P 10:22:24 <Ammler> I assumed that is known in the meantime 10:29:47 *** KenjiE20 has joined #openttdcoop.devzone 12:03:14 <Brot6> Britrains (BROS based on CETS) - Feature #3902 (New): British Rail Class 254 'High Speed Train' (Leanden) @ http://dev.openttdcoop.org/issues/3902 12:58:34 *** dadymax has joined #openttdcoop.devzone 12:59:33 *** dadymax has left #openttdcoop.devzone 13:05:34 <Ammler> in firs: why is URL a translateable string? 13:35:33 <planetmaker> Ammler: it's a string 13:35:45 <planetmaker> and each string is translatable as it's in the language file 14:24:59 *** Xotic750 has joined #openttdcoop.devzone 14:25:20 <planetmaker> welcome :-) 14:25:27 <Xotic750> thanks :) 14:25:59 <planetmaker> I'm reading your message now 14:26:13 <Xotic750> ok 14:27:23 <planetmaker> ok, wrt sprites: all in one file or each sprite a single one: one should use whatever offers itself when rendering sprites. You say it's single files, then it shall be single files 14:27:37 <planetmaker> I'd then just make sub-directories for each vehicle or so 14:30:20 <planetmaker> wrt shadows... well... I think vehicles never had shadows... I'm not sure how that works with foundations or walls adjacent and behind them. Does that look ok? 14:30:22 <Xotic750> that would be in src/gfx/engines 14:30:43 <planetmaker> yes. I'd even go for src/gfx/engines/sh125 and similar 14:30:57 <planetmaker> as it will be many sprites :-) 14:31:24 <Xotic750> yes, lots of sprites 14:31:27 <planetmaker> wrt offsets: sprites need to use those offsets which makes them look good 14:31:38 <planetmaker> simply use those which you did so far 14:31:59 <Xotic750> so I would include my current template system 14:32:03 <planetmaker> I guess within this set it'd be the OpenGFX offsets, but you seem to have them 14:32:32 <Xotic750> yes, I made templates for ttd, opengfx and all others that match opengfx+ 14:32:40 <planetmaker> wrt the TTD offsets: yes, I actually want them. But that will need to change them on all vehicles or we get inconsistent here 14:32:49 <planetmaker> Thus all existing templates will need a look at 14:33:41 <Xotic750> the shadows work fairly well in 32bpp but I remove the ground shadows in my 8bpp and menu sprites 14:33:49 <planetmaker> ah, ok. Very good 14:34:36 <planetmaker> OpenGFX+ does not yet have specific menu sprites. But I shall be happy to introduce them, if needed or desired 14:35:31 <Xotic750> the 32bpp sprites look fairly crappy with ground shadows in the menu IMHO 14:35:50 <planetmaker> quite right. Thus the NewGRF should get menu sprites 14:37:58 <planetmaker> wrt replacing the 8bpp sprites I'm undecided. Probably it's the right thing to do, though. 14:38:07 <planetmaker> as it ensures a uniform look 14:39:32 <planetmaker> what do Ammler, Yexo, Hirundo and Terkhen think of replacing the engines in OpenGFX+ Trains by the 8bpp version of the rendered engines so that both 32bpp and 8bpp look as similar as reasonably possible? 14:39:39 <Xotic750> or a parameter, as your hand drawn baseset is complete 14:39:55 <Xotic750> and it will take a long time to get all those modelled 14:40:40 <planetmaker> could be. Though I wonder whether that parameter is needed. You basically have the same, if you play with 32bpp blitter w/o any parameter and the full 8bpp if you play with 8bpp blitter 14:41:03 <planetmaker> My suggestion is to add the sprites to the repository but not (yet) use them 14:41:12 <planetmaker> changing the 8bpp sprites then later is easy 14:41:24 <planetmaker> I always fear a bit parameter-mania :-) 14:41:38 <Xotic750> ok :) 14:42:09 <planetmaker> can you actually build the NewGRF from the makefile it has? 14:42:38 <Xotic750> OpenGFX+, yes I built it here 14:42:56 <Xotic750> of course I was not using make for my project 14:43:20 <planetmaker> why "of course"? 14:43:59 <planetmaker> (actually I think the build process in this makefile could possibly be improved quite a bit) 14:44:01 <Xotic750> I was using simple shell scripts for everything 14:44:22 <Xotic750> and calling gimp scripts 14:44:34 <Xotic750> and a single nml file for everything 14:44:44 <planetmaker> hm, you use gimp scripts to build the sprites, right? 14:44:55 <Xotic750> yep, everything is as a template 14:45:10 <Xotic750> create the model, then render 14:45:19 <Xotic750> most of the hard work is done in blender itself 14:45:32 <Xotic750> making the masks in the renedering passes 14:45:42 <planetmaker> ok, that should go into the makefile, too. It could actually be that the makefile simply calls the shell script 14:46:00 <Xotic750> then using gimp to rescale, colour things and crop 14:46:36 <Xotic750> and merge images 14:47:29 <planetmaker> is it done on a per-sprite basis? 14:47:39 <planetmaker> or on a per-vehicle basis? 14:47:54 *** andythenorth has joined #openttdcoop.devzone 14:48:00 <Xotic750> each model has 8 angles 14:48:17 <Xotic750> and creates a number of output files 14:48:47 <Xotic750> then the batch works on that model alone to create the sprites from the rendered graphics 14:49:47 <Xotic750> here you can view the raw rendered output 14:49:48 <Xotic750> https://github.com/Xotic750/8-32bpp-SH125-2CC/tree/master/output 14:49:49 <Webster> Title: 8-32bpp-SH125-2CC/output at master · Xotic750/8-32bpp-SH125-2CC · GitHub (at github.com) 14:50:18 <Xotic750> and here is the result after post-processing 14:50:19 <Xotic750> https://github.com/Xotic750/8-32bpp-SH125-2CC/tree/master/NewGRF/gfx 14:50:20 <Webster> Title: 8-32bpp-SH125-2CC/NewGRF/gfx at master · Xotic750/8-32bpp-SH125-2CC · GitHub (at github.com) 14:51:36 <Xotic750> the post-processing scripts are very simple, without any error checking 14:51:59 <Xotic750> as long as everything is as it should be then all goes well :) 14:52:56 <planetmaker> aye. ok. So this script needs simply calling. To make it really proper thus that make knows whether it needs calling (and calling only once) requires a bit careful testing. But for now we could simply call the build script... 14:53:13 <planetmaker> any error will be noticed sooner or later by building anyway 14:55:09 <Xotic750> the first script is animation.sh and that just runs blender 14:55:28 <Xotic750> the next is postprocessing.sh which does all the gimp work 14:55:46 <Xotic750> and the final is compile.sh that runs nmlc 14:56:32 <planetmaker> I see 14:56:49 <Xotic750> all my blender models use the same template to create the raw images 14:57:05 <Xotic750> the postprocessing script is the same for each model 14:57:39 <Xotic750> and just gets everything together into the right sprite size and format 14:57:52 <Xotic750> then the nml uses a standard template for all the offsets 14:58:11 <Xotic750> makes the process pretty easy 14:59:06 <Xotic750> I'm sure you understand betters than me, it took me a number of weeks to figure out all the steps required :) 15:03:42 <planetmaker> I only see the s125.blend file there 15:04:11 <planetmaker> does each model need a separate file there? 15:04:15 <Xotic750> I have done each model as a separate project 15:04:38 <planetmaker> oh 15:04:45 <Xotic750> https://github.com/Xotic750 15:04:46 <Webster> Title: Xotic750 · GitHub (at github.com) 15:04:54 <Xotic750> then I have a main project 15:05:10 <Xotic750> that downloads them as git submodules 15:05:30 <Xotic750> https://github.com/Xotic750/8-32bpp-TRAINS-2CC 15:05:31 <Webster> Title: Xotic750/8-32bpp-TRAINS-2CC · GitHub (at github.com) 15:05:43 <planetmaker> Now I understand. So each project is built the sprites. And then combined 15:05:50 <Xotic750> yes 15:06:49 <Xotic750> modular and templated, so to speak 15:07:31 <Xotic750> the only real difference per module, is the blender model itself 15:15:14 <planetmaker> are the pngs part of your repo? 15:15:34 <planetmaker> seems like, yes 15:15:57 <Xotic750> yes, I upload them so people do not need to render them and post-process them 15:16:10 <planetmaker> yes, I do the same with OpenGFX 15:16:37 <Xotic750> it would take a few hours to do all of that from scratch :) 15:16:50 <planetmaker> ui 15:16:56 <planetmaker> that *is* long 15:17:32 <Xotic750> it takes about 1.5 hours per model on my machine 15:17:35 <planetmaker> ok, may I suggest how to proceed: I'd add the build scripts for the pngs (with adopted paths) to the scripts dir of OpenGFX+ Trains 15:17:59 <planetmaker> Also add the other files as appropriate in the gfx dir 15:18:44 <planetmaker> thus one can (manually) re-build the pngs via those scripts 15:19:33 <planetmaker> I'll consider it my task to integrate that into the makefile so that it will be executed automatically, if maintainer-clean is called (which deletes those pngs which can be re-generated) 15:20:17 <Xotic750> so, add the raw renders and the post-processed sprites 15:20:31 <Xotic750> and a postprocess.sh for each model 15:21:16 <Xotic750> plus I guess the .blend file somewhere 15:21:20 <planetmaker> yup 15:21:29 <planetmaker> so basically what you have in the sub-projects 15:21:44 <Xotic750> yup 15:21:52 <planetmaker> wrt the naming of the zoom levels, personally I'd prefer a more meaningful than z0, z1 and z2, though 15:22:01 <planetmaker> like 4x, 2x, 1x or so 15:22:04 <Brot6> Britrains (BROS based on CETS) - Feature #3902: British Rail Class 254 'High Speed Train' (Leanden) @ http://dev.openttdcoop.org/issues/3902#change-10334 15:22:14 <planetmaker> or rather in4x, in2x and 1x maybe 15:22:38 <planetmaker> is that feasible w/o much issue? 15:22:41 <Xotic750> ok, I can modify the script to do that 15:23:02 <Brot6> Britrains (BROS based on CETS) - Feature #3903 (New): BR Class 253 'High Speed Train' (Leanden) @ http://dev.openttdcoop.org/issues/3903 15:23:05 <Xotic750> I can add variables so it can be easily altered 15:23:14 <Xotic750> like with the paths 15:23:55 <planetmaker> well. I don't mind exactly. But might be the best solution 15:24:13 <Xotic750> the main issue is that the scripts are only designed for linux 15:24:28 <Xotic750> but that maybe a non issue for you 15:24:28 <planetmaker> that's not a huge issue 15:24:47 <planetmaker> also OSX uses bash 15:24:57 <planetmaker> and for windows there's cygwin 15:25:07 <Xotic750> ok 15:25:31 <Brot6> Britrains (BROS based on CETS) - Feature #3903: BR Class 253 'High Speed Train' (Leanden) @ http://dev.openttdcoop.org/issues/3903#change-10339 15:26:17 *** andythenorth has left #openttdcoop.devzone 15:28:15 <Xotic750> the postprocess script could be modified to take parameters if needed so that only 1 script is required and you pass the parameters (path and model) if you so desired 15:28:28 <Xotic750> but I guess for now a separate script is easiest 15:28:35 <Xotic750> for each model 15:30:18 <planetmaker> yes, that should be done. But for now it's ok to have it separate 15:30:53 <planetmaker> I'd consider that part of integrating it properly in the makefile 15:32:05 <Xotic750> ok, I will begin making changes to my project to change the filenames of the pngs to something more desireable first 15:32:31 <Xotic750> then I will begin with uploading the artwork and source 15:32:48 <Xotic750> and the postprocess script 15:33:18 <Xotic750> then we can have a go at adding a model 15:33:37 <Xotic750> to the nml, somewhere, along with it's templates 15:34:39 <Xotic750> If I make some horrible error while using Mercurial, can you easily back it out? 15:56:30 <planetmaker> I'd not like to alter history on the server. But it's a VCS - thus anything can be undone 15:56:39 <planetmaker> You can't "destroy" it. 15:57:29 <planetmaker> After all, you also have a local copy. So you'll always see whether you destroyed something :-) 15:58:14 <planetmaker> sorry, Xotic750, was a bit afk :-) 15:58:27 <planetmaker> RL interfering 15:59:14 <Xotic750> I'll give it a try once I have a model ready, may be a couple of days depending ;) 16:10:36 <planetmaker> no rush. But will be nice to get this off the ground :-) 16:12:41 <Xotic750> where should the gimp scripts go? 16:13:08 <planetmaker> in ./scripts 16:13:19 <planetmaker> hm... they are graphics-specific? 16:13:31 <planetmaker> then they probably should go next to the graphics 16:13:41 <planetmaker> next to the graphics 16:14:02 <Xotic750> they are common to all models 16:14:19 <Xotic750> they perform crop, merge, etc etc 16:14:54 <Xotic750> and palette selection 16:15:08 <Xotic750> aha, where should the palettes go? :P 16:15:19 <planetmaker> if they're common and unspecific: put it in ./scripts 16:15:32 <planetmaker> also ./scripts 16:15:46 <planetmaker> it's all which is associated with the build system in general 16:16:10 <Xotic750> ok 16:16:53 <Xotic750> does you makefile handle installing the gimp scripts and palettes for gimp? or is that a manual thing like in my project? 16:17:23 <planetmaker> so far I didn't need to explain a palette to gimp 16:17:47 <planetmaker> nor did I install a script. But they were called by gimp -b -i - < scriptfile 16:20:24 <planetmaker> the scriptfile in these cases is specific to the resulting png file 16:20:58 *** ODM has joined #openttdcoop.devzone 16:22:40 <planetmaker> so far I use specific script files as I export different layers for different pngs from the same xcf file 16:22:40 <Xotic750> ok, I installed the gimp scripts an palettes in my .gimp directory in my home, then gimp knows where to find them 16:22:46 <Xotic750> gimp -i -b "(batch-crop \""$DST8"/*_z0.png\" $CROPX1 $CROPY1 $CROPX2 $CROPY2)" -b "(gimp-quit 0)" 16:23:23 <planetmaker> so that's not done with the script, right? 16:23:25 <Xotic750> maybe I just put a path in front of them 16:23:35 <Xotic750> nope 16:23:56 <Xotic750> manually copy them to my .gimp in my home 16:23:59 <planetmaker> you assume some specific names? 16:24:58 <Xotic750> https://github.com/Xotic750/8-32bpp-SH125-2CC/tree/master/gimp 16:25:00 <Webster> Title: 8-32bpp-SH125-2CC/gimp at master · Xotic750/8-32bpp-SH125-2CC · GitHub (at github.com) 16:25:21 <Xotic750> these are all the gimp scripts and palettes I use for post-processing, same for all models 16:26:19 <Xotic750> I copy them to my .gimp config folder 16:27:02 <Xotic750> that is how gimp show their examples 16:27:37 <Xotic750> but perhaps I can put a relative directory in front of the gimp script name, not sure 16:28:03 <planetmaker> yes... but installing very specific scripts is bad for a makefile usually. One can input a script with relative path to the caller the way I quoted: 16:28:10 <planetmaker> gimpe -i -b - < scriptname 16:28:27 <planetmaker> then it needs no install 16:28:50 <Xotic750> so, like this 16:28:51 <Xotic750> gimp -i -b "(./scripts/batch-crop \""$DST8"/*_z0.png\" $CROPX1 $CROPY1 $CROPX2 $CROPY2)" -b "(gimp-quit 0)" 16:29:23 <planetmaker> you could make the (gimp-quit 0) part of the same script. Probably should even 16:30:12 <planetmaker> or was there a reason to use it as separate one? 16:30:22 <Xotic750> but not sure how I should reference the palettes though, they are in the gimp scripts themselves 16:30:38 <Xotic750> it was how the examples were on the gimp home site 16:31:56 <Xotic750> I've had to learn everything from scratch, blender, gimp, etc etc, so it is the only way I currently know 16:33:40 <Xotic750> here is a palette conversion 16:33:42 <Xotic750> gimp -i -b "(batch-image-convert-indexed \""$POSTCC2"/*_z0m.png\" \"ttd-newgrf-cc2only\")" -b "(gimp-quit 0)" 16:33:51 <Xotic750> then perhaps like this 16:34:00 <Xotic750> gimp -i -b "(batch-image-convert-indexed \""$POSTCC2"/*_z0m.png\" \"./scripts/ttd-newgrf-cc2only\")" -b "(gimp-quit 0)" 16:35:00 <Xotic750> I guess I have some reading and playing around to do to get things working 16:39:35 *** frosch123 has joined #openttdcoop.devzone 16:40:00 <Xotic750> for mask files, do you still want to use an "m" to denote them? e.g. "0001_4xm.png" 16:41:12 <planetmaker> would work for me. Or one could use "mask" directly. It's not like a letter more or less hurts us 16:49:23 <Xotic750> well, got to go now, so will come back to you when I have something working ;) 16:56:40 *** Xotic750 has quit IRC 17:01:40 <Terkhen> planetmaker: can I check the rendered 8bpp version against the old versions somewhere? 17:01:44 <Terkhen> also, hello :) 17:05:52 <planetmaker> hi Terkhen 17:06:08 <planetmaker> it's the sprites / newgrf which xotic already put on bananas 17:06:19 <planetmaker> he adjusted the height scale, so they look nice now 17:06:52 <planetmaker> and adding those 32bpp here is good, also politically good :-) 17:07:45 <planetmaker> I don't have an exact comparison... http://www.tt-forums.net/download/file.php?id=158626 17:07:49 <planetmaker> ^^ from his thread 17:08:42 <planetmaker> http://www.tt-forums.net/viewtopic.php?f=67&t=59332 <-- thread 17:08:43 <Webster> Title: Transport Tycoon Forums View topic - 8/32bpp Trains 2CC - Release topic (at www.tt-forums.net) 17:10:21 <Terkhen> ok, let's see :) 17:15:04 <Terkhen> nice title game 17:17:02 *** Nat_aS has quit IRC 17:17:07 *** Nat_aS has joined #openttdcoop.devzone 17:20:55 <Terkhen> wow, huge 17:27:48 <Brot6> firs: update from r2726 to r2727 done - http://bundles.openttdcoop.org/firs/nightlies/r2727 17:31:17 <Terkhen> it seems that after loading a 32bpp NewGRF the game is in 32bpp mode (because my font is suddenly getting antialiasing) 17:31:22 <Terkhen> I suppose that it does not matter 17:31:54 <Terkhen> the new graphics look better, maybe less toyish 17:31:59 <Terkhen> I'm not sure if that is a good thing or not 17:32:28 <planetmaker> imho it's good for the non-toyland trains 17:32:43 <planetmaker> they have the same scale as the 8bpp vehicles 17:32:53 <Terkhen> I suppose that the same de-toyfication would happen for the rest of the graphics too 17:33:04 <planetmaker> which rest? 17:33:12 <Terkhen> other vehicles, industries, houses 17:33:24 <planetmaker> oh, you compare existing trains sprites vs. those? 17:33:26 <planetmaker> hm. 17:34:13 <planetmaker> probably. the 32bpp artists are usually into 'realism' 17:34:54 <Terkhen> OpenGFX does not keep the style as closely as the original graphics do, but the new trains break OpenGFX style completely 17:35:12 <Terkhen> if the plan is to convert all graphics to the new realistic style eventually, then I'm okay with the change 17:35:53 <planetmaker> I guess we only get realistic 32bpp. We could keep the 8bpp as-is. At least for now 17:36:07 <planetmaker> thus users have the choice actually 17:36:32 <Terkhen> yeah, a choice would be nice 17:36:48 <planetmaker> then the choice is using 8bpp (traditional style) or 32bpp (realistic style) 17:36:55 <Terkhen> but it could always be a different base set 17:37:03 <Terkhen> no need for switches or other complicated things 17:37:04 <planetmaker> strange thing to differ it this way, as ^^ 17:37:48 <planetmaker> I'd not add a switch anywhere 17:38:05 <planetmaker> The question IMHO we have is: do we replace the 8bpp. Or do we only add these as 32bpp 17:38:45 <planetmaker> I take your reaction as "keep the 8bpp as-is"? 17:38:54 <Terkhen> I would replace 8bpp too 17:38:58 <planetmaker> he 17:39:00 <planetmaker> :-) 17:39:13 <Terkhen> if someone wants the old graphics, they can always be released as a different, 8bpp only base set / NewGRF 17:39:33 <Terkhen> the development overhead of keeping both graphics could be too much 17:40:05 <planetmaker> in the whole discussion with xotic today we agreed to add the 8bpp graphics to the repo and replace the existing 8bpp only when we have 32bpp for all. Sounds reasonableß 17:40:10 <planetmaker> s/ß/?/ 17:40:11 <frosch123> the current 8bpp sprites may look better than dithered 32bpp sprites 17:40:44 <planetmaker> (I asked before the discussion) 17:40:51 <frosch123> i think it is quite hard to make the 32bpp sprites look good in 8bpp 17:41:42 <frosch123> oh, and if company colours are involved the conversion is even quite non-trivial :s 17:42:21 <planetmaker> he has some gimp scripts there which creates all that from the blender file 17:42:32 <planetmaker> thus he knows exactly where to put CC 17:45:53 <Terkhen> I did not try in 8bpp, maybe they look worse 17:46:29 *** andythenorth has joined #openttdcoop.devzone 17:47:11 <planetmaker> in any case, I invited him to add these as 32bpp version to OpenGFX+ Trains. 17:47:19 <planetmaker> And he seems quite willing to do so 17:47:33 <planetmaker> which makes me happy :-) 17:48:06 <Terkhen> nice :) 17:49:46 <Terkhen> can I force OpenTTD to stay in 8bpp somehow? 17:49:56 * Terkhen has not played lately :) 17:49:56 <frosch123> with the -b option 17:49:59 <Terkhen> ok 17:50:12 <frosch123> -b 8bpp-optimized 17:50:50 <Terkhen> they look... ugly 17:51:19 <Terkhen> I wonder if many people will be using 8bpp if you need to force it 17:51:44 <planetmaker> so... good decision to keep it 32bpp only. I think it should become an option in the game options dialoge where you set language and base sets 17:52:03 <planetmaker> (the latter references blitter) 17:52:10 <frosch123> Terkhen: i think the idea was that every machine capable of 32bpp runs 32bpp 17:52:22 <frosch123> while the rest can get stripped newgrfs without 32bpp 17:52:32 <Terkhen> what are possible reasons for choosing 8bpp over 32bpp? is 8bpp faster? 17:52:44 <Rubidium> Terkhen: depending on the hardware and drivers, yes 17:53:15 <Rubidium> at least the initial blitting, then actual GPU stuff can be (i.e. is) done in a seperate thread 17:53:46 <Rubidium> having said that, also a machine not capable on 32bpp can run with the 32bpp blitter 17:53:59 <Rubidium> s/on/of/ 17:54:06 <Brot6> Dutch Trains 2.0 - Feature #3899: Postrijtuigen and similar (Voyager1) @ http://dev.openttdcoop.org/issues/3899#change-10340 17:54:20 <Rubidium> as I've seen with the sparc qemu emulator (8 bits X) 17:55:00 <Brot6> opengfx: update from r970 to r972 done - http://bundles.openttdcoop.org/opengfx/nightlies/r972 17:55:49 <Terkhen> I see... better to keep it as 32bpp only then 17:58:06 *** Zuu has joined #openttdcoop.devzone 17:58:26 <Brot6> dutchtrains: update from r438 to r441 done - http://bundles.openttdcoop.org/dutchtrains/nightlies/r441 17:59:51 <Brot6> dutchtracks: update from r61 to r63 done - http://bundles.openttdcoop.org/dutchtracks/nightlies/r63 18:03:23 <Brot6> make-nml: compile of r0 still failed (#3730) - http://bundles.openttdcoop.org/make-nml/nightlies/ERROR/r0 18:04:07 <Brot6> metrotrackset: compile of r59 still failed (#3882) - http://bundles.openttdcoop.org/metrotrackset/nightlies/ERROR/r59 19:51:04 <Brot6> Dutch Trains 2.0 - Revision 442:30a4f5dddd86: Feature: Mat '24 motorcar (graphics by Voyager One) (i... (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/30a4f5dddd86 19:51:04 <Brot6> Dutch Trains 2.0 - Revision 443:e17905edb48c: Feature: Mat '24 coach (graphics by Voyager One) (clos... (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/e17905edb48c 19:51:04 <Brot6> Dutch Trains 2.0 - Feature #3798 (Closed): Mat '24 (foobar) @ http://dev.openttdcoop.org/issues/3798#change-10341 20:11:32 <Brot6> Dutch Trains 2.0 - Revision 444:056571bf8df2: Change: sort order of coaches (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/056571bf8df2 20:11:33 <Brot6> Dutch Trains 2.0 - Revision 445:c54f6cc7c3fd: Feature: Mat '24 "Jules" livery (graphics by Voyager O... (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/c54f6cc7c3fd 20:11:33 <Brot6> Dutch Trains 2.0 - Revision 446:f536ebfeb8bc: Fix: variable scope of Mat '24 (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/f536ebfeb8bc 20:12:48 <Brot6> Britrains (BROS based on CETS) - Feature #3902: British Rail Class 254 'High Speed Train' (Leanden) @ http://dev.openttdcoop.org/issues/3902#change-10342 20:17:41 <Brot6> Britrains (BROS based on CETS) - Feature #3902: British Rail Class 254 'High Speed Train' (Leanden) @ http://dev.openttdcoop.org/issues/3902#change-10343 20:36:05 *** frosch123 has quit IRC 20:53:46 *** ODM has quit IRC 20:57:03 *** Brot6 is now known as Guest1649 20:57:15 *** Brot6 has joined #openttdcoop.devzone 20:59:24 *** Brot6 has joined #openttdcoop.devzone 21:03:19 *** Guest1649 has quit IRC 21:38:24 *** andythenorth has left #openttdcoop.devzone 21:43:48 <V453000> ello, does anyone happen to know why the train_flag_tilt makes no effect on this vehicle please? :( http://paste.openttdcoop.org/show/1310/ 21:49:23 <Brot6> Dutch Trains 2.0 - Revision 447:3935bdb7ee40: Fix: use parent scope for motion_counter variable of s... (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/3935bdb7ee40 21:58:54 *** Mark has quit IRC 23:04:44 *** Zuu has quit IRC 23:13:09 <Ammler> I vote for replace only, if you are able to replace all