IRC logs for #openttd on OFTC at 2025-03-28
            
00:02:47 <xarick> cyas good night
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04:44:53 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/c3457cd4c02c4f7bce5c6358c039d6ccecbd83ce
04:44:54 <DorpsGek> - Update: Translations from eints (by translators)
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07:46:00 <pickpacket> _glx_: I'm not getting old. It'll be my 18th 23rd birthday next month. Being 23 is chill.
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07:57:21 <reldred> ๐Ÿค”
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09:30:25 <wensimehrp> dt = 18 yr
09:32:53 <DorpsGek> [OpenTTD/OpenTTD] zephyris opened issue #13907: [Bug]: Place houses does not check for above/below snowline https://github.com/OpenTTD/OpenTTD/issues/13907
10:30:38 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #13907: [Bug]: Place houses does not check for above/below snowline https://github.com/OpenTTD/OpenTTD/issues/13907
11:48:36 <frosch123> Hmm. How do houses treat variable snow lines?
11:52:26 <_glx_> Global var20
11:54:29 <peter1138> frosch123, "yes".
11:54:40 <peter1138> _glx_, default houses :)
11:55:15 <_glx_> Ah default houses most likely don't
11:57:47 <ahyangyi> A bank is not a house, a train station building is not a house, and a park is a house, right? ๐Ÿ˜›
12:00:46 <_glx_> Ah no it actually checks <https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp#L2785>
12:01:29 <peter1138> Yes, it checks on build, but not if the snow line varies.
12:18:05 <xarick> computing a tile slow line height is slow
12:18:12 <xarick> snow*
12:18:30 <xarick> noticeable at 4k maps
12:20:19 <xarick> line 2787 is doing a weird addition of bitmasks
12:20:56 <xarick> `uint bitmask = (1 << rad) | (1 << (land + 12));` perhaps?
12:26:37 <peter1138> When you use silly sized maps, sure.
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13:19:06 <xarick> oops, my stuff causing a crash
13:31:11 <xarick> i have a feeling AI::Stop can be called twice
13:35:43 <xarick> yep, confirmed
13:36:44 <xarick> SwitchToMode is recursive apparently
14:04:39 <DorpsGek> [OpenTTD/website] zephyris commented on pull request #344: Add: OpenTTD 15.0-beta2 announcement https://github.com/OpenTTD/website/pull/344#issuecomment-2761465932
14:16:00 <DorpsGek> [OpenTTD/website] 2TallTyler updated pull request #344: Add: OpenTTD 15.0-beta2 announcement https://github.com/OpenTTD/website/pull/344
14:17:16 <DorpsGek> [OpenTTD/website] 2TallTyler commented on pull request #344: Add: OpenTTD 15.0-beta2 announcement https://github.com/OpenTTD/website/pull/344#issuecomment-2761498385
14:17:20 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1355183984329363666/image.png?ex=67e800ef&is=67e6af6f&hm=77fe924b4c0e9e5ba4dd6f0464c3748f0a40143f9a2d81957a0634f0685e39f0&
14:17:41 <xarick> pools seem sufficient for 15 of my AI
14:22:38 <xarick> i don't quite understand how there's less cargopackets than vehicles
14:23:02 <xarick> terrible vehicle usage capacity perhaps
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15:43:26 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened issue #13908: [Bug]: Clicking on an selected train order immediately changes its stop location https://github.com/OpenTTD/OpenTTD/issues/13908
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16:12:49 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #13908: [Bug]: Clicking on an selected train order immediately changes its stop location https://github.com/OpenTTD/OpenTTD/issues/13908
16:15:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #13908: [Bug]: Clicking on an selected train order immediately changes its stop location https://github.com/OpenTTD/OpenTTD/issues/13908
16:24:16 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #13908: [Bug]: Clicking on an selected train order immediately changes its stop location https://github.com/OpenTTD/OpenTTD/issues/13908
17:03:58 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1355225920083853592/image.png?ex=67e827fe&is=67e6d67e&hm=a5a55d1f06e22d3c901f1081806e8788be2214915ed525c5b6630fecf4a73785&
17:03:58 <xarick> I don't have the earlier versions ๐Ÿ˜ฆ
17:04:33 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #13738: Update: changelog for 15.0-beta2 https://github.com/OpenTTD/OpenTTD/pull/13738
17:04:36 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 dismissed a review for pull request #13738: Update: changelog for 15.0-beta2 https://github.com/OpenTTD/OpenTTD/pull/13738#pullrequestreview-2723347264
17:05:44 <xarick> how do i hack openttd to convince it to download my earlier versions?
17:06:12 <xarick> erm... this is a bad request
17:08:27 <xarick> I assume bananas has them
17:13:18 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13903: Codechange: Use unique_ptr to manage drivers. https://github.com/OpenTTD/OpenTTD/pull/13903#pullrequestreview-2726187460
17:14:54 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13905: Codechange: Store GameStrings as shared_ptr. https://github.com/OpenTTD/OpenTTD/pull/13905#pullrequestreview-2726191748
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17:44:11 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13903: Codechange: Use unique_ptr to manage drivers. https://github.com/OpenTTD/OpenTTD/pull/13903
17:44:47 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13905: Codechange: Store GameStrings as shared_ptr. https://github.com/OpenTTD/OpenTTD/pull/13905
17:49:07 <andythenorth> badgers!
17:50:01 <peter1138> Yeah, I never did sort the UI out.
17:56:35 <andythenorth> I never finished the Horse badgers
17:56:38 <andythenorth> side quests
18:16:15 <peter1138> Well.
18:16:29 <peter1138> Weird-ass drop down list, or some kind of separate window, do we think?
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18:25:44 <_zephyris> For what about badgers?
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18:28:11 <peter1138> frosch123, hmm, they seem to go by the maximal snowline level, not the currente level.
18:28:52 <peter1138> So you don't get the snowy variant unless it's always snowy.
18:39:04 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13909: Codefix: Timetable display rows are not related to OrderID. https://github.com/OpenTTD/OpenTTD/pull/13909
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18:43:07 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #13738: Update: changelog for 15.0-beta2 https://github.com/OpenTTD/OpenTTD/pull/13738#pullrequestreview-2726401988
18:43:45 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1355251032531407029/image.png?ex=67e83f61&is=67e6ede1&hm=56791d80ace2c3204895ebc6c72068e75cc23d566f112df5a3d138f82897e497&
18:43:45 <xarick> battle of versions
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19:04:30 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #13910: [Bug]: Building selection window - the language of the description part doesn't change when the window is open https://github.com/OpenTTD/OpenTTD/issues/13910
19:16:36 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13911: Fix #13910: Invalidate content of house picker window if language is changed. https://github.com/OpenTTD/OpenTTD/pull/13911
19:29:59 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #13908: [Bug]: Clicking on an selected train order immediately changes its stop location https://github.com/OpenTTD/OpenTTD/issues/13908
19:32:35 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #13908: [Bug]: Clicking on an selected train order immediately changes its stop location https://github.com/OpenTTD/OpenTTD/issues/13908
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19:35:42 <andythenorth> was it lunch?
19:35:49 <DorpsGek> [OpenTTD/OpenTTD] zephyris opened issue #13912: [Bug]: Multi tile buildings in the picker 'fall apart' at non-integer interface scales https://github.com/OpenTTD/OpenTTD/issues/13912
19:36:27 <_zephyris> Mature cheddar and piccalilly baguette.
19:42:14 <talltyler> Heh, that's a funny bug
19:42:25 <xarick> when is openttd gonna rename master to main
19:42:40 <talltyler> Who is openttd? ๐Ÿ˜›
19:42:41 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13913: Fix #13908: Require double click on order to change stop location. https://github.com/OpenTTD/OpenTTD/pull/13913
19:43:31 <xarick> github new repositories are now main
19:43:33 <andythenorth> what is clocks?
19:43:37 <xarick> no longer master
19:43:51 <andythenorth> w
19:44:07 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #13911: Fix #13910: Invalidate content of house picker window if language is changed. https://github.com/OpenTTD/OpenTTD/pull/13911#pullrequestreview-2726560038
19:45:59 <_zephyris> I can probably fix it, looks like a two line problem.
19:46:22 <peter1138> 3.
19:46:27 <peter1138> But I'm already compiling it.
19:46:52 <peter1138> 600/602, who added a load of files? :p
19:49:58 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13914: Fix #13912: Multitile buildings break apart in house picker. https://github.com/OpenTTD/OpenTTD/pull/13914
19:52:51 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #13913: Fix #13908: Require double click on order to change stop location. https://github.com/OpenTTD/OpenTTD/pull/13913#pullrequestreview-2726592708
19:53:13 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #13914: Fix #13912: Multitile buildings break apart in house picker. https://github.com/OpenTTD/OpenTTD/pull/13914#pullrequestreview-2726593293
19:57:37 <peter1138> Productive weekend already.
19:57:46 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13911: Fix #13910: Invalidate content of house picker window if language is changed. https://github.com/OpenTTD/OpenTTD/pull/13911
19:57:49 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #13910: [Bug]: Building selection window - the language of the description part doesn't change when the window is open https://github.com/OpenTTD/OpenTTD/issues/13910
19:58:14 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #13915: [Bug]: Excessive (spam of) vehicle testing offers https://github.com/OpenTTD/OpenTTD/issues/13915
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19:58:54 <goddess_ishtar> have badges been merged yet, or are they still in development?
20:01:39 <wensimehrp> goddess_ishtar: Missing one feature but most of the bells and whistles are in the game
20:03:04 <_zephyris> Default badges and NML support aren't there yet either.
20:03:13 <wensimehrp> LC-ZorgviaGitHub: What a bug
20:03:13 <wensimehrp> Press delete or disable ff
20:05:57 <talltyler> Delete doesn't close vehicle offer windows ๐Ÿ™‚
20:06:29 <talltyler> Yes, "don't use so many GRFs" is an answer, but there's got to be a better way to handle it
20:07:16 <xarick> one offer per month
20:07:44 <andythenorth> naptime?
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20:14:39 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #13908: [Bug]: Clicking on an selected train order immediately changes its stop location https://github.com/OpenTTD/OpenTTD/issues/13908
20:23:22 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13913: Fix #13908: Require double click on order to change stop location. https://github.com/OpenTTD/OpenTTD/pull/13913
20:23:25 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #13908: [Bug]: Clicking on an selected train order immediately changes its stop location https://github.com/OpenTTD/OpenTTD/issues/13908
20:30:56 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13914: Fix #13912: Multitile buildings break apart in house picker. https://github.com/OpenTTD/OpenTTD/pull/13914
20:30:59 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #13912: [Bug]: Multi tile buildings in the picker 'fall apart' at non-integer interface scales https://github.com/OpenTTD/OpenTTD/issues/13912
20:38:40 <talltyler> Changelog is outdated already ๐Ÿ™‚
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20:46:44 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #13747: Switch default base graphics to OpenGFX2 https://github.com/OpenTTD/OpenTTD/issues/13747
20:56:03 <talltyler> OpenGFX2 Toyland ground is too dangerous to be allowed on Bananas? That's an interesting take. ๐Ÿค”
20:58:49 <jfkuayue> โ€œGraphic warning: high saturationโ€
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21:10:19 <peter1138[d]> Tell me you've never played original ttd graphics without telling me you've never played original ttd graphics.
21:11:14 <_zephyris> I've been good, I've done proper reading about it.
21:11:28 <_zephyris> Epilepsy isn't normally, but can, be triggered by static images. But, we already do most of the mitigation factors recommended in one of the few studies on it: https://pmc.ncbi.nlm.nih.gov/articles/PMC5438467/
21:12:28 <_zephyris> GUI element scaling is interesting, not sure how ogfx1/nightgfx/zbase/abase ended up with different gui element sizes.
21:12:52 <_zephyris> Simple answer for ogfx2, it's a bug if it's different size to original graphics.
21:14:49 <peter1138[d]> Non integer sprite scaling, but the blitter changes were sad.
21:23:27 <belajalilija> peter1138[d]: is opengfx toned down in comparison?
21:27:47 <peter1138[d]> Yes, it's drab.
21:28:10 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1355292409868718251/image.png?ex=67e865ea&is=67e7146a&hm=dd64f2bdcd1a2ae03509119f1c2e56d4829fcca38d1c3299e8d76e9b301e10e9&
21:28:10 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1355292410137280552/image.png?ex=67e865ea&is=67e7146a&hm=9bca08866fd9ce44fcdeae7432862671fbc4c21150e621f33bb12d8f27fba929&
21:28:15 <belajalilija> yeah a bit
21:28:55 <belajalilija> my main gripe with opengfx is the water
21:29:05 <peter1138[d]> Hmm, colour grading via opengl blitter?
21:29:43 <_zephyris> Just change the 8bpp palette rgb values
21:29:43 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1355292797799759972/image.png?ex=67e86647&is=67e714c7&hm=877221dc10350b0f847370b0704aaa03c284ebb93b755de18425a5c6ff4a2483&
21:29:43 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1355292798064136264/image.png?ex=67e86647&is=67e714c7&hm=e83934b12d6e9ec6a2b4ec95312447b2a894b88fa05031acfd6d297779a2bc08&
21:30:38 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1355293029375672413/image.png?ex=67e8667e&is=67e714fe&hm=3b0c63748065e8f8a78f779f648dec8adddd73e75de72ce870323482b9e79956&
21:30:39 <belajalilija> water just looks weird in opengfx
21:30:44 <belajalilija> _zephyris: 2?
21:30:50 <_zephyris> Yup
21:31:06 <belajalilija> are there times where it is more sparkly?
21:31:21 <_zephyris> Try it and see ๐Ÿ˜‰
21:31:42 <_zephyris> It's designed carefully to avoid the flash effect of the original graphics.
21:31:57 <peter1138[d]> Those trees don't look like opengfx1 trees
21:31:59 <belajalilija> you mean the strobing?
21:32:05 <_zephyris> Yeah
21:32:07 <belajalilija> peter1138[d]: they're not
21:32:31 <belajalilija> i have original graphics but that game had landscape+
21:32:43 <peter1138[d]> Them is difficult to compare opengfx1, opengfx2, and ttd
21:33:08 <belajalilija> i maintain that original trees are still best
21:33:13 <peter1138[d]> Actually select oengfx1 to see the drabness.
21:33:15 <_zephyris> No strobing, by having even numbers of each stage of the the blue and sparkle pixel cycles. Plus, careful design to reduce strobing when you zoom out. There's strategic non-animated pixels in there.
21:33:15 <belajalilija> gfx2 trees look a bit plasticy imo
21:33:22 <reldred> I like the water, but I wish the rivers werenโ€™t so square, I prefer ogfx1 rivers or original
21:33:45 <_zephyris> Feel free to help ๐Ÿ˜‰
21:33:46 <reldred> I love ogfx2 trees
21:33:51 <reldred> ๐Ÿ˜„
21:34:03 <_zephyris> Rivers are on the to re-draw list, just not very high.
21:34:08 <belajalilija> trees: original > 2 > 1
21:34:50 <belajalilija> it is maybe nostalgia too
21:34:53 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1355294097396596927/image.png?ex=67e8677c&is=67e715fc&hm=eccd00d7c0444f56e0ed0929c08da7f84ba6d6b95e9e9fd555d03184417cd68e&
21:34:54 <reldred> 2>original>1
21:34:55 <belajalilija> this just looks nice tho
21:35:27 <reldred> Yeah I canโ€™t stand original temperate, it gets its ranking for tropic and alpine trees which are awesome
21:35:56 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1355294361692147712/image.png?ex=67e867bb&is=67e7163b&hm=9653fdf2f73e1a2e75d35f2d071021845125642b8efa645cad69ada1401feafc&
21:36:00 <belajalilija> these trains are best though
21:36:06 <kuhnovic> I generally like opengfx2 but I do find the water looking a bit too repetitive. I think it's because of the shimmery pixels, they really stand out which means you recognize the pattern immediately
21:36:06 <belajalilija> whoever draws these is a real artist
21:36:08 <reldred> Whereas I actually like ogfx2 temperate
21:36:46 <xarick> how do I, as an AI, terraform without destroying rivers
21:37:33 <belajalilija> kuhnovic: funny how the same thing is great to one person but bad for another
21:37:35 <xarick> next evolution step is making my AI terraform
21:38:02 <reldred> belajalilija: Obviously my opinion is the correct one
21:38:06 <belajalilija> nah x
21:38:20 <belajalilija> opengfx2 seems to have the best water
21:38:28 <belajalilija> but the trees
21:38:35 <kuhnovic> belajalilija: Part of that is just people generally really not liking change ๐Ÿ˜›
21:39:49 <xarick> I notice most failed route attempts are due to terrain constraints
21:39:58 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1355295379310252163/image.png?ex=67e868ae&is=67e7172e&hm=ccd3d9db81cce631b9c99d652e6ef3828b338749f56920848687fb283672a48e&
21:40:00 <belajalilija> best trees
21:40:09 <xarick> wow nice looking trees indeed
21:40:14 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1355295446511386735/image.png?ex=67e868be&is=67e7173e&hm=efd1561925df620726362cf75a8a6a0c66fad847fb1940a528b380441ff4b7cd&
21:40:14 <_zephyris> You're all wrong anyway. This is the best water.
21:40:30 <belajalilija> _zephyris: :gunbarb:
21:40:32 <belajalilija> no
21:40:50 <_zephyris> Can't be bad animation if there is no animation
21:41:08 <peter1138[d]> belajalilija: Like using a 256x256 resource pack in Minecraft...
21:41:38 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1355295796110688367/image.png?ex=67e86911&is=67e71791&hm=0b1119ffef70ccc0f5096f00f6a8a7ef2af829894e0ecdffda1506619e1557f7&
21:41:39 <belajalilija> hmm
21:42:00 <belajalilija> peter1138[d]: i just like the brown mmmkay
21:42:42 <_zephyris> Simutrans?
21:42:46 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1355296081206055013/image.png?ex=67e86955&is=67e717d5&hm=214428d25b5eb26387f7d48323f2fe5ad6c3db5a3e4ba3a3ccc95e0fb86399cb&
21:42:53 <belajalilija> _zephyris: locomotion
21:43:00 <_zephyris> Ohhh
21:44:08 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1355296425759736100/image.png?ex=67e869a8&is=67e71828&hm=c77a087a6bd964e47cecb95290399c4039b2450f2d820387511d79526d961eb5&
21:44:08 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1355296426212462716/image.png?ex=67e869a8&is=67e71828&hm=a02f464c14c8c229d0a20d5a7506a3f6be1f90a39a324bffa02873a2771b585c&
21:44:08 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1355296426615242782/image.png?ex=67e869a8&is=67e71828&hm=2c3c031b63bcb57db8bd566ef854730aa378aedbcee0533519767bcdd9e7d064&
21:44:08 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1355296427261038592/image.png?ex=67e869a8&is=67e71828&hm=c59edce65d8753a0e4a5f6c85c0302aa13e027573f07e78fea2dfa5727ee4ba1&
21:44:23 <peter1138[d]> opengfx1 trees are "invisible"
21:44:53 <belajalilija> the bottom two are?
21:45:15 <belajalilija> peter1138[d]: i like the idea behind them but the execution is bad
21:45:50 <belajalilija> annoying that the rocks look better in opengfx2 ez
21:45:59 <belajalilija> they're too shiny in sz
21:46:01 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1355296900982771763/image.png?ex=67e86a19&is=67e71899&hm=bae8545115ebfe007142d8815d7b9a29e5feb6fd25c6a22f9c6fb734139978ca&
21:46:01 <peter1138[d]> Oh yes, and the forbidden one...
21:46:41 <belajalilija> peter1138[d]: i think the reason zbase people build ugly networks is because there's little elevation change
21:46:51 <belajalilija> so going right up a mountain probably looks less awful
21:58:00 <_zephyris> belajalilija: Are you using the latest version? They got toned down in 0.7
22:00:36 <belajalilija> _zephyris: im just looking at what screenshots were sent
22:03:46 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1355301367719395538/Screenshot_20250328-220258.png?ex=67e86e42&is=67e71cc2&hm=7cf12ba3a61fa4981849ff4261453368a29795fe1e4c0d08eaf4e9b71fc4af85&
22:03:50 <peter1138[d]> Fields look dreary in opengfx1
22:04:04 <_zephyris> So, so dull.
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22:14:11 <Rubidium> talltyler: feel free to amend 'my' changelog branch and merge it when you need to. I won't have time today/tomorrow to update it
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23:34:25 <_glx_> setting up the changelog script can be hard ๐Ÿ™‚