IRC logs for #openttd on OFTC at 2015-03-24
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00:00:19 <Samu> Allow certain construction on infrastructure owned by competitors
00:03:01 <chillcore> that is very vague samu
00:04:47 <chillcore> Allow certain constructions on roads/canals owned by competitors
00:06:24 <chillcore> people will think they can infrastucture share which is not the case
00:07:22 <chillcore> at least not in the way people understand that ...
00:08:01 <ST2> well, maybe an outdated opinion, and despite the fact that I'm not a fan of water transportation
00:08:36 <ST2> I must agree with Samu in one thing: canals are like roads
00:09:06 <ST2> I maybe telled the most stupid thinghy, but that's because not used to water stuff ^^
00:09:59 <chillcore> ships could alrreeady go there ...
00:11:39 <chillcore> If you say IS peple will think choochoos too and aircraft ... and station usage
00:12:07 <ST2> and I used "telled" instead og told, that enough stupid for 1 night xD
00:12:17 <chillcore> that is a can of worms and not something samu should attempt IMHO
00:12:25 <chillcore> at least not any time soon
00:12:37 <ST2> damn I hate this fuc##$ing new keyboard :S
00:13:40 <chillcore> I have my G buttons on the side and keep hitting G5/G6 which default to F5 F6
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00:14:34 <ST2> well, I know Samu is VERY good on gather information, that's a fact
00:14:57 <ST2> but from there to get things right, it's a long distance
00:15:58 <ST2> I make my incursions on C++ (OpenTTD included), some in C# and Squirrel (gotta love the nut.s)
00:16:08 <ST2> but still a noob on them all :D
00:18:17 <ST2> but maybe Samu got more advantages that myself could do, because maybe I've spent more time trying to understand a bit of C++
00:18:46 <ST2> maybe now I'm more confortable with the basic things, but doesn't mean I'm for the rest
00:18:55 <ST2> and for that, my respect, to all :)
00:20:10 <chillcore> scripting can be cool too ... no need to recompile
00:20:30 <chillcore> and faster results most of the time
00:21:19 <ST2> but our server plugins are in C# - well, they are precompiled each server start, wich helps
00:21:35 <chillcore> too much freedom like c++ is not always the best thing neither
00:21:35 <ST2> but that means shutdown server, start it again ^^
00:22:03 <chillcore> script for the script
00:22:23 <ST2> but at least allow us to use many many functions without change openttd code :)
00:23:01 <ST2> wich has his limitations too ^^
00:24:46 <ST2> but since I can't do better - with my current knowledges - it's perfect xD
00:26:31 <ST2> Samu: I dnt see any STR_(something) there
00:26:42 <supermop> other than mart3p who knows how to code stations?
00:27:03 <supermop> i don't count myself because my MLSS is total garbage
00:27:29 <Samu> i need help again, because this code is still not right
00:27:40 <chillcore> the only thing I ever hacked toghether is my flat_blacktiles_grf supermop
00:28:01 <chillcore> it has offsets and that is it
00:28:19 <chillcore> need lots more code to become a proper newgrf
00:29:26 <Samu> !HasTileWaterGround(tile - delta)
00:29:42 <Samu> still not the right thing
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00:30:18 <chillcore> have a look at openttdcoop? there should be a template somewhere?
00:30:23 <supermop> hmm samu my game has a few frustrating parts where river failed to carve all the way to sea
00:30:37 <supermop> are you working on something for that
00:31:27 <Samu> i am trying to make the game forbid placing a lock on a canal owned by the competitor
00:31:46 <chillcore> config file supermop set river lenght and bendyness is just under it
00:32:02 <chillcore> 30 is nice 50 is amazing on large maps
00:32:12 <chillcore> 5 for the other setting
00:32:24 <chillcore> rivers not only stop at sea but also lakes ;)
00:32:44 <supermop> its all in places where a town seems to block the valley so itshad for me to fix
00:32:58 <Samu> the problem is that there are canals as a structure thing, and canals as a waterclass
00:32:59 <supermop> the lakes are more annoying -
00:33:07 <Samu> hard to distinguish this
00:33:08 <chillcore> eh rivers should be generated before towns?
00:33:23 <supermop> hydrologically, where does all the water flowing into the lake go
00:33:37 <Samu> kinda like road of type road vs road of type tram
00:33:47 <supermop> the rivers are forming lakes because they cannot get to the sea
00:34:17 <supermop> and also add a few convenient industries while im in there
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00:34:36 <chillcore> you can do that ingame too if you are really rich
00:34:52 <Samu> yeah, industries can be built on canals, both waterclass canal and canal canal
00:34:58 <supermop> there should be a weir for canal on slope without lock
00:35:08 <chillcore> no but with the setting I told you crazy (sometimes) deltas
00:35:14 <Samu> for this specific check I am trying to forbid canal canal
00:35:18 <chillcore> needs new game though
00:35:26 <supermop> delta is ok on flat land
00:35:55 <chillcore> can you not do the checking where the other checks happen samu
00:36:05 <chillcore> and let ret execute normally
00:36:31 <Samu> when ret executes, i get an assertion about mismatching cost
00:36:41 <Samu> between estimated and actual
00:36:47 <chillcore> hmm I never touch this part really
00:37:28 <Samu> it is adding the cost of clearing the canal, even though it's not clearing it, it is checking against it
00:37:46 <Samu> or build depending on owner
00:38:54 <chillcore> I amm too tired right now to concentrate on this properly samu sorry
00:39:56 <chillcore> very short nigh it has been
00:40:16 <chillcore> 2.5 hours and not being able to sleep no more :/
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00:42:09 <Eddi|zuHause> <Rubidium> aqua regina <-- i thought it was "aqua regia"?
00:44:36 <Samu> ok let me start from the beginning again
00:45:21 <chillcore> samu I am too tired but go ahead maybe someone else will assist you
00:45:34 <chillcore> also I really really suck atthat part of the code
00:47:32 <Samu> when this setting is off if (!_settings_game.construction.road_stop_on_competitor_road) {
00:47:42 <Samu> i want the game to perform a check
00:47:44 <chillcore> what I can tell you is that you need to find that other place too where the strings are returned
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00:48:14 <chillcore> has been a long time I did an itsy bitsy there and I did not like doing it
00:48:14 <supermop> i think im going to draw stations next - I want a gantry that spans teo tiles
00:48:52 <supermop> these isr gantries seem only wide enough to pick stuff up and put it back on the same train
00:48:55 <Samu> ret = DoCommand(tile - delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00:49:34 <Samu> is adding the cost for clearing, i dont want it to add the cost
00:49:55 <Samu> only want it to make sure the canal is owned by the company
00:50:00 <chillcore> I really have no idea honestly
00:51:09 <chillcore> look where CMD_LANDSCAPE_CLEAR is?
00:51:50 <chillcore> maybe there is another there that you use and then if else?
00:52:34 <chillcore> like dutch stations?
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00:58:13 <supermop> well i'll start by drawing
01:06:43 <Eddi|zuHause> chillcore: i'm fiddling with ignore lists currently. so if you ever want to say anything to me, use my full nickname ("eddi" won't suffice), or i probably miss it
01:11:43 <chillcore> Eddi|zuHouse: ok thanks for the notification
01:11:56 <Eddi|zuHause> that is not the right name :)
01:11:59 <chillcore> how do I select someone again?
01:12:07 <Eddi|zuHause> use the "tab" key
01:12:57 <Eddi|zuHause> begin typing a name, then the tab key (usually) completes that name
01:13:41 <chillcore> Eddi|zuHause: got it
01:13:49 <Eddi|zuHause> almost all chat clients i ever used supported that
01:14:25 <chillcore> Eddi|zuHause: ye just E did not work
01:14:47 <Eddi|zuHause> it might refuse to complete when it's ambiguous
01:15:27 <Eddi|zuHause> if it is ambiguous, one of two things usually happens: 1) it shows a list of options, or 2) it cycles through the list
01:16:07 <chillcore> It showed me options that may or may not be visible to you too now?
01:16:10 <Eddi|zuHause> there may be ways to configure which one is used
01:16:21 <Eddi|zuHause> they are only visible to you
01:16:37 <chillcore> yes I just checked in the logs
01:16:55 <chillcore> kinda confusing but ok
01:17:23 <Eddi|zuHause> btw. this also works on the linux console, showing you commands you might wish to run, or filenames you wish to hand over as parameter
01:18:01 <chillcore> nic to know that ... if in doubt I use --help
01:18:22 <chillcore> but that is a cool feature also
01:19:31 <Eddi|zuHause> it's context sensitive and programs can supply custom completition lists. like if you type "hg <tab>" on the console, it lists you the special hg commands (commit, push, etc.)
01:19:56 <Eddi|zuHause> on my console, i need to type <tab> twice if it's ambiguous
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01:22:21 <Eddi|zuHause> (this is a feature that people just assume the other person they're talking to also knows, so it's rarely talked about)
01:24:28 <chillcore> planetmaker once told me about it for irc but then I tried with not enough characters and thought it was my client
01:24:59 <chillcore> I will try it in my console too once I have it back open
01:25:15 <chillcore> I was just about to try and catch up on some sleep
01:27:54 <chillcore> try being the keyword ...
01:45:08 <Samu> please help me, I can't figure this out
01:52:24 <Samu> if (!HasTileWaterGround(tile - delta))
01:52:41 <Samu> what happens if it is a canal?
01:54:11 <Samu> what happens if it's a ground tile
01:54:47 <Samu> i don't know how to do this check
01:55:50 <Samu> if it finds a structure, such as an oil rig or so, then I don't want it to fail
01:56:04 <Samu> if it finds a ground tile, i want it to pass
01:56:56 <Samu> pff, im confused, let me organize my mind
02:01:09 <Samu> ok here I go again, I want it to:
02:01:27 <Samu> 1 - fail if it's an oil rig, buoy, something like that
02:02:04 <Samu> 2 - pass if canal, but then fail if the canal is not of the same owner
02:02:19 <Samu> 3 - pass if canal, but pass if owner is none, or self or water
02:02:38 <Samu> 4 - don't add the cost if it passes all checks
02:03:51 <Samu> 3 - pass if canal, and* pass if owner is none, or self or water (sorry typo)
02:04:20 <Samu> there's yet another step
02:22:36 <Jon__> I was wondering if anyone could help me understand how YAPF works
02:28:42 <Supercheese> It's pretty magick to me
02:42:40 <Eddi|zuHause> Jon__: depends on what you want to do with it
02:46:03 <Eddi|zuHause> Jon__: the principle is very simple, actually: you provide it with a "follow track" function, which defines which tiles are considered "neighbours", and a penalty for travelling to such neighbours. and it throws out the shortest path according to these penalties. or more specifically the direction you need to turn next
02:47:00 <Eddi|zuHause> Jon__: it does this with the A* algorithm, which you can look up in any book
02:47:43 <Eddi|zuHause> Jon__: and the deeper level of the templating stuff is there to make it fast. you probably don't need to look at this.
02:48:25 <Jon__> Ok, I think I understand that part, as I am familiar with A*. I’d like to know how YAPF and OTTD implement the pathfinding. What I mean is, I’ve looked through the docs and source code a bit, and it seems like it does all of its pathfinding based on which neighbor is the fastest to the destination, is that correct? Like it doesn’t find the whole path first, it does it on a tile-by-tile basis
02:48:59 <Eddi|zuHause> it calculates the full path
02:49:14 <Eddi|zuHause> but it throws everything away, except for the next turn
02:49:30 <Eddi|zuHause> so it must run again when another switch is encountered
02:49:52 <Jon__> oh ok, so it finds a new path everytime it encouters a switch?
02:49:53 <Eddi|zuHause> (some of the penalties are situational, so the shortest path may have changed by then)
02:50:09 <Jon__> yeah, like the signals might change or something
02:50:47 <Jon__> so at every switch, it takes the info from that switch, feeds it to the pathfinding, and then it takes that result to determine its next move?
02:50:57 <Eddi|zuHause> some of the data is cached, for efficiency
02:51:48 <Jon__> so say a vehicle is chugging along and it encouters a red signal. Will the pathfinding still return a path to the destination, or will it detect the red signal and say that the vehicle shouldn’t move?
02:52:14 <Eddi|zuHause> pathfinding and vehicle movement are two independent steps
02:53:15 <Jon__> ok, so it will still find the path, and the vehicle movement will decide what to do with that info?
02:53:19 <Eddi|zuHause> a vehicle moves along the track it is currently on, over and over, until there is a branch in the next tile. then the pathfinder is invoked, to tell it where to go
02:54:33 <Eddi|zuHause> to find out how a train moves, look at the TrainController function
02:55:10 <Eddi|zuHause> but basically, each tile consists of 16 individual steps that the vehicle can take on that tile
02:55:33 <Eddi|zuHause> the interesting bits happen when it leaves a tile, and enters the next tile
02:55:49 <Eddi|zuHause> if that next tile is a red signal, some magic is invoked to keep the train from entering that tile
02:56:00 <Eddi|zuHause> but the path is still valid, even if the signal is red
02:56:11 <Eddi|zuHause> red signals just have higher penalties
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02:57:32 <Jon__> awesome, thanks, I’ll take a look at that. And ok, that makes sense. So there is some look ahead in the movement to let the train know to stop moving if it encouters a signal? And the penalty of the red signals are taken into account in the pathfinding?
02:57:51 <Jon__> which lets it know to take a route not involving a red signal
02:58:28 <Jon__> so the source/docs I’ll want to look at is the TrainController?
02:58:53 <Eddi|zuHause> just follow the function it calls there
02:59:08 <Eddi|zuHause> ignore the acceleration bits and stuff
03:01:05 <Jon__> could you point me to the file that contains the controller function?
03:01:23 <Eddi|zuHause> probably src/train_cmd.cpp
03:02:53 <Jon__> you’ve been a lot of help, thank you
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05:29:35 <Supercheese> I abuse station walking so much
05:30:32 <Supercheese> Build some eyecandy "rail station tile" like a CHIPS shack or empty tile next to an industry, then ctrl+build a dock on the water 20 tiles away so I can ship the stuff on the sea
05:30:52 <Supercheese> the cargo magically teleports the 20 tiles and gathers at the docks
05:33:21 <supermop> hey its just driving it to the dock in a forklift, no problem
05:34:39 <supermop> i've yet to fund an industry in this game, close to connecting and using all of the industries that were there at game start
05:35:08 <supermop> but this glass works in the middle of a field just looks so stupid
05:35:18 <supermop> so i might build one elsewhere
05:35:20 <Supercheese> better yet, "I don't want to have to haul all this heavy crap up 6 steep consecutive slopes. I'll just build a dropoff station here at the bottom and ctrl+walk it all the way to the industry at the top of the hill"
05:35:33 <Supercheese> "The cargo will magically levitate its way up there"
05:35:57 <supermop> but i got a bauxite mine on top of a z25 mountain
05:35:58 <Supercheese> I do it all the time....
05:36:04 <supermop> highest point on the map
05:36:05 <Supercheese> it's like cheating but eh efficiency
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05:36:37 <supermop> normally i walk the tile, afterall mines have conveyor systems, or a shaft through the mountain, or whatever
05:36:54 <supermop> but this time i built a NG railway with switchback
05:37:36 <supermop> base station is like 10 tiles away, but ore takes a 50 tile journey to get there
05:38:19 <supermop> but at least i get to use the cool ore station for the transfer to the standard gauge line
05:38:42 <Supercheese> yeah I am using the Ore Unloader station for the first time in this game, it's boss
05:39:03 <Supercheese> it doesn't seem to work well with bauxite though :(
05:41:50 <supermop> im using it at a combined baux/junk station, and at a separate place where unit train dumps off clay and collects iron ore
05:44:01 <Supercheese> Ugh, I have a single industry that will have to be the sole supplier for all the engineering supplies on this half of the map (basically 256x256 area)
05:44:12 <Supercheese> will result in some fun networking
05:46:30 <Supercheese> oh wait you can import supplies now
05:46:40 <Supercheese> but eh the Port's base production is really low
05:48:18 <Supercheese> 48 per month... not even enough to sustain a single industry
05:59:02 <Supercheese> Hmmm, my CHIPS harbor cranes are not behaving well
05:59:17 <supermop> they put a crain on every tile
05:59:28 <supermop> chips could use some work
05:59:29 <Supercheese> I expected like ISR cranes
05:59:35 <Supercheese> single crane with rails to run on
05:59:51 <Supercheese> if there was a manual blank rail tile that would be fine but there is not
05:59:57 <supermop> you also end up with acres of stacked crates with even a small about of something waiting
06:00:06 <Supercheese> and the ISR and CHIPS grounds do not match sadly
06:00:09 <Supercheese> so mixing looks weird
06:00:30 <supermop> yes i think andy has said on here that he does not care for isr though
06:00:56 <supermop> i tend to use only one of the two for any given station
06:01:27 <supermop> but i do like to extend some of the first industries with the cobble tiles, like the brewery etc
06:01:31 <Supercheese> you pretty much have to
06:01:46 <Supercheese> mixing usually is not pretty
06:01:58 <supermop> i wish the extra tiles included more cobble base stuff, like outbuildings etc
06:02:00 <Supercheese> CHIPS blends in with FIRS so darn well though
06:02:11 <Supercheese> which is the entire point, I know
06:02:21 <supermop> fork firs with isr based sprites?
06:02:34 <Supercheese> stations cannot be done in NML yet
06:02:41 <Supercheese> so, not possible at the moment
06:10:27 <Supercheese> Whoops, just realized I isolated a Hotel in between a spaghetti mess of rail tracks. Surrounded on all sides, the passengers still somehow manage to make it to and from the station
06:11:10 <Supercheese> brave souls, walking across the tracks
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06:19:03 <Supercheese> I sometimes miss the CHIPS quarry tiles
06:20:55 <Supercheese> removed a while back
06:23:24 <Supercheese> seems they were removed in r120
06:24:03 <Supercheese> although seemingly support for them still exists, it seems to be effectively "commented out"
06:33:21 <supermop> what did they look like?
06:34:35 <Supercheese> like the brown bits around the Clay Pit and Quarry
06:35:14 <Supercheese> that being the ground base, and having other stuff the same as the asphalt/mud/cobblestone/concrete family of CHIPS stations
06:37:56 <Supercheese> which tramset do you use?
06:42:03 <Supercheese> I love refit-in-station
06:42:18 <Supercheese> profit on every leg of the journey
06:45:46 <supermop> i love cascading and reusing stock
06:46:15 <Supercheese> I should try Road Hog, I still use a combination of eGRVTS and HEQS
06:47:46 <supermop> i miss heqs but yeah the refitting is better
06:49:15 <supermop> this game im using somewhat hard setting in renewed city growth
06:50:30 <supermop> keeps these mountain towns from colonizing the hillsides, yet rewards industrial activity near big cities
06:51:13 <supermop> squeezing out every last bit of goods and building materials that i can, yet still able to have manageable growth in passenger usage
06:52:05 <supermop> those three shots are a couple years out of date now though and the cities are bigger
06:52:43 <supermop> i may send my spare chinook to do odd jobs in various ends of the network and follow it around
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06:56:06 <supermop> i certainly don't need it sitting around in that busy passenger area
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07:02:43 <supermop> i wouldn't mind some vareity of transmitter towers either
07:05:33 <Supercheese> There's just the original, OGFX, and DWE at the moment really. The OGFX airports as objects sort of has one but it's weird
07:06:19 <Supercheese> Lighthouses got a lot of love with the superlative Lighthouse set
07:15:45 <supermop> could have some guyed radio masts, microwave towers, cell towers,
07:16:00 <supermop> some pre-marconi stuff too i guess
07:16:18 <supermop> like flag poles? firewatch towers?
07:16:47 <supermop> would be great if newobject grf could plant objects
07:16:53 <Supercheese> they can at mapgen
07:16:56 <Supercheese> but not after methinks
07:17:10 <Supercheese> OGFX+ landscape does it
07:17:12 <supermop> so if you start in 18th c, later it starts planting towers
07:17:34 <supermop> basically i think it has gameplay value
07:17:54 <supermop> original purpose of towers was to restric terraforming
07:18:16 <supermop> but early in game you can't afford to move a mountain anyway
07:18:29 <supermop> later in game you have way more money
07:19:02 <supermop> so if the number of immobile objects gradually increased, you could justify it in that sense
07:27:02 <Supercheese> could get a gamescript to do that maybe
07:27:07 <Supercheese> but then there's only 1 GS slot...
07:29:03 <supermop> hours later i still can't decide if i want to route this sand through this bottleneck city
07:29:40 <supermop> or drop it in a terminal on one side and truck it to the other, or just build a new glassworks elsewhere
07:33:16 <supermop> mainline is on a 40 day cycle with 160kmh trains at 0 and 20 days, can probably work a 136kmh sand train into one of the 10 day slots at 10 or 30
07:34:46 <supermop> or have them try to follow immediately after one express train, hoping that accounting for stops they don't fall behind enough to encroach onto the next slot
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08:36:32 <supermop> i have no idea what a sand drop should look like
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08:39:42 <chillcore> "seems like you have a sand drop there ... just saying"?
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08:41:59 <chillcore> also I am going to let some of these magic nrs be later tgen versions
08:42:51 <chillcore> cleaning up and posting new version ... minor tweaks left to do but I can tweak ad infinitum
08:43:13 <chillcore> terrain is playable Yay
08:45:25 <chillcore> when it is not is is mostly due to bad seed ... nothing new and pretty much unsolvable anyways
08:48:39 <chillcore> this ad infinitum thingy is exactly why I was doing custom smoothness and that is another patch
08:53:48 <chillcore> depends from what side you look at it :P
08:59:24 <chillcore> @Devs ... in regards of order of patches ... fixes first and then tweaks, the opposite, or does it not matter much?
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09:17:30 * chillcore reverts magic nr magic in lower patches ... would break a few revisions' compilation
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09:41:05 <chillcore> woot I found the princess ... she was indeed in the other castlle
09:41:33 <chillcore> now to find her sister ... *TrollFace*
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10:19:14 <chillcore> future tgen will have settings for each mapsize ... for now though ... balls to it
10:20:04 <chillcore> result is acceptable enough for me
10:23:11 <chillcore> read: all three arrays and all mapsizes produce similar terrain
10:23:19 <chillcore> just the scale is a bit off for some
10:28:41 * chillcore folds three patches
10:34:14 <chillcore> thing is I was adding an array, then adding a third then tweaking those arrays
10:34:33 <chillcore> while the second patch increasd nr of arrays to 10 instead of 7
10:35:02 <chillcore> for good measure the fist should have already increased the params to 10
10:35:24 <chillcore> which would mean that I would have those values to tweak too
10:35:41 <chillcore> ^^^ for all mapsizes instead of having an easier time
10:36:05 <chillcore> just a waste of my time and would make it harder to review too
10:37:10 <chillcore> hmm actually it was four patches then instead of three
10:37:47 <chillcore> Eddi|zuHause: it wil be impossible to eliminate all of them plateaus
10:38:19 <chillcore> I can do it for alpinist but as soon as you choose a lower setting they will be back
10:38:48 <chillcore> not sure how to handle that but to add a shitton of arrays
10:39:17 <chillcore> but it should be better already
10:39:39 <chillcore> just need to find your prefered settings ;)
10:41:01 <chillcore> I could increase all generated heights for alpinist but the terrain then becomes almost unplayable for most peeps
10:41:34 <chillcore> soon you'll have custom thingy anyways;)
10:41:47 <chillcore> including generated height
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10:42:56 <chillcore> even if the gui version never makes trunk ... you can export heigtmaps
10:43:59 <chillcore> so does my bugpack btw
10:44:31 <chillcore> I know make it work with trunk ... nearly 3000 revisions
10:45:00 <chillcore> and the plan is to infect trunk with bugpack 1 patch at a time :P
10:45:23 <chillcore> sssst ... our little secret xD
10:47:28 <chillcore> hmm "tripical forest" ... should I let that in just for giggles?
10:54:41 <chillcore> #include "table/genland.h" ... line 889 of landscape.cpp
10:55:17 <chillcore> me moves that line to top
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11:07:38 <chillcore> tgen light: done, fini, over with, schluss, finito, gedaan. \o/
11:08:32 <chillcore> may contain traces of nuts
11:10:50 <chillcore> but I removed most hairs :P
11:20:01 <chillcore> hmm peeps have downloaded the previous version and I has no more attachments in first post
11:20:19 <chillcore> will make new post and add link in first post
11:34:31 <chillcore> hmm links do not work in attachment comments
11:34:59 <chillcore> anyhoo patch queue posted
11:35:11 <chillcore> I hope ya'll be as happy as I am
11:41:48 <chillcore> hmm maybe I an split the first patch in three ... I'll do so if requested
11:42:51 <chillcore> closes folders ... breaksie for a little bit
11:45:37 <chillcore> gee that is al lot of hmms
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13:24:49 <chillcore> OMG will this BS never stop?
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13:25:20 <chillcore> FTB launcher ... loading modpacks forever and ever and ever ...
13:25:31 <chillcore> yay for online verification
13:25:56 <chillcore> anyone know where the normal Devlopers ara hiding thee days?
13:26:35 <chillcore> can ot go on my server because ... no reason
13:26:47 <chillcore> I already have the modpack I need
13:26:58 <chillcore> just fails to start
13:27:06 <chillcore> sorry for ranting again
13:29:29 <chillcore> me looks online to hack FTB launcher ... I am done with this nonsense
13:31:26 <chillcore> hackers are the good guys
13:48:02 <chillcore> I can understand wanting to combat piracy
13:48:22 <chillcore> but providing normal progs would go a long way already, no?
13:48:33 <chillcore> just don't give people a reason to do so
13:49:31 <chillcore> it works now ... but for how long ... sigh
13:51:40 <chillcore> we should replace all graphics with dollar signs :P
13:51:57 <chillcore> click and pay to unlock just this one
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15:03:41 <chillcore> hmm I made an little error in my last patch
15:04:13 <chillcore> to select the middle array I should have used || instead of &&
15:04:45 <chillcore> silly me tested square maps mostly
15:05:16 <chillcore> options overkill :P
15:06:56 <chillcore> nope still not a good solution ...
15:07:33 <chillcore> should be if (smallest_mapside == 9)
15:12:22 <chillcore> better rewrite this whole function .... get smallest mapside first then evaluate
15:13:01 <chillcore> s function/ if else
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15:28:45 <chillcore> tested, fixed, posted on forums at the same location as zipfile.
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17:06:02 <chillcore> I am done with my patch?
17:06:15 <Alberth> ha, how would I know :p
17:06:20 <chillcore> if you gave some time ...
17:06:32 <chillcore> I should be done withthe light versin xD
17:07:08 <chillcore> not now perse ofcourse
17:07:27 <Alberth> I just got home from work :)
17:07:54 <chillcore> I'd sent you some coffee but ISP sais no liquids
17:07:54 <Alberth> right, after being jumped as soon as I enter the channel :D
17:08:41 <Alberth> woo, you have LTP (liquid transport protocol) working?
17:08:58 <chillcore> ye very effective aginst spyware
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18:45:58 <Samu> i stayed up all night trying to figure out
18:46:47 <Samu> this is for the lock, still not done for the dock
18:47:20 <Samu> i re-used the road on competitor setting, but I don't think it's quite fitting
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18:57:06 <chillcore> I can not tell if it functions correctly or not because I am not familiar with that code but the setting name you do not see ingame only the strings ;)
18:57:24 <chillcore> exception: in the console
18:57:41 <chillcore> if it disturbs you much you can always make a new setting
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20:00:44 <Samu> * In version 4 a new difficulty setting has been added to the difficulty settings,
20:00:52 <Samu> * town attitude towards demolishing. Needs special handling because some dimwit thought
20:01:05 <Samu> * it funny to have the GameDifficulty struct be an array while it is a struct of
20:02:02 <Samu> I don't know what's it about, but "dimwit" ...
20:03:25 <chillcore> look up definition of dimwit ...
20:03:39 <chillcore> you are reading more then there is
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20:04:29 <Samu> 1. a stupid or silly person
20:04:54 <chillcore> someone was sily enough to ...
20:05:12 <chillcore> I was a dimwit this morning ...
20:13:48 <chillcore> Also in my language everybody uses "trut" to refer to a bitch of woman
20:14:01 <chillcore> when you look it up it means a pretty girl
20:14:48 <Samu> how do i create a new game setting
20:15:08 <Samu> i have the idea it's quite complex
20:15:46 <chillcore> find a commit that adds one?
20:15:57 <chillcore> there are qute a few
20:17:25 <chillcore> if we write your code you learn so little samu ;)
20:17:39 <Samu> ok, where are those commits
20:18:43 <Samu> hmm i better leave this for later, docks also need to be included
20:19:02 <Samu> gonna work on dock first
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20:22:16 <Wolf01> it looks like my week is monday, friday, friday, friday, friday, saturday, sunday
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20:53:28 <Samu> buoys can always be built on anyone's canal, right?
20:55:37 <Samu> the question is: should I include buoys in the setting?
20:56:29 <Samu> they can also be used to block
20:56:55 <chillcore> they stop ships fom passing?
20:57:13 <Samu> nope, but they can stop the competitor building something in its place
20:57:37 <chillcore> ye forbid buying land too perhaps
20:58:04 <Samu> the competitor however can just remove the buoy
20:58:18 <Samu> unless the griefer manages to get a ship using the buoy
20:58:37 <Samu> then the buoy becomes in use and can no longer be removed by the competitor
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21:03:24 <Samu> i can build a buoy on my own canal, but the competitor could still use that buoy
21:03:24 <Samu> i can't remove the buoy, even though it's placed on my canal
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21:08:48 <chillcore> sometimes it feels like Bukkit has been renamed and left out of its cage
21:09:34 <Samu> i built a dock on top of a ship depot
21:09:56 <chillcore> DorpsGek: bring Bukkit please
21:10:30 <chillcore> not lel at you samu
21:11:10 <chillcore> that tile that was not needed no more?
21:11:39 <chillcore> it is water now ... that was maybe a bad idea?
21:11:41 <Samu> yeah, the ship depot owner was the same as the tile that was not needed no more
21:11:53 <chillcore> yeah happens if you do not read
21:12:02 <chillcore> instead of throwing it all away fix it
21:12:27 <chillcore> "this must not happen" ... seems like something is wrong
21:13:30 <Samu> i bet the same will happen with lock, let me try
21:14:59 <Samu> building must be demolished first
21:15:11 <chillcore> ye bacause you did not do the same thing for locks
21:15:13 <Samu> only dock code is wrong, great
21:15:20 <Samu> less things to worry about
21:15:48 <chillcore> "I only noticed the dock so far" <- fixed that for you
21:18:27 <chillcore> 11:07 <chillcore> tgen light: done, fini, over with, schluss, finito, gedaan. \o/
21:19:01 <chillcore> 15:03 <chillcore> hmm I made an little error in my last patch
21:19:31 <Samu> im surprised the game is still running
21:19:37 <Samu> ah, unhandled exception now
21:20:12 <Eddi|zuHause> anyone ever notice that conquering the world is hard? everybody gets mad if you start attacking people...
21:20:46 <chillcore> yes funny when that happens
21:21:14 <chillcore> I try never to get personal but it is hard sometimes
21:26:23 <Samu> can't seem to find a problem with lock
21:37:22 <Samu> that patch in the topic must be bugged as well
21:37:28 <Samu> dock on competitor canal
21:38:20 <Samu> if you have my patch at hand try this, build a ship depot next to a coast, then build a dock on top of ship depot
21:44:32 <chillcore> hmm a loop sames to take 30 mins, give or take
21:45:59 <chillcore> the loops were longer before
21:46:32 <chillcore> will the loops reduce to 0 and then the whole thing implodes?
21:46:59 <chillcore> will it just overflow?
21:47:12 <chillcore> questions questions
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22:08:43 <Wolf01> just put 4 boilers was too mainstream, or they needed wheeled boilers just to be able to move them?
22:11:58 <andythenorth> recycle, reuse :P
22:16:48 <Samu> bah my dock patch is bugged
22:20:54 <Samu> it must do the clearance test
22:21:15 <Samu> it may remove maintenance canal count
22:21:54 <Samu> so the code that was there, is actually needed up to a point
22:23:00 <chillcore> yes we try to avoid code that isnt needed to begin with ... lazy coders
22:24:04 <chillcore> ofcourse there is the other kind too
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22:31:04 <Samu> you warned me of this time and time again, but I couldn't understand you
22:36:11 <chillcore> start by giving that dock its tile back
22:38:43 <chillcore> not saying that will solve it all ... but that is a big nono
22:40:17 <chillcore> also dig the logs a bit to remember everything we warned you about over the past weeks
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22:42:11 <chillcore> and also hit a book maybe
22:44:12 <Samu> the problem is not the dock tile being given to another owner
22:44:26 <Samu> the problem is that it is not doing a clearance check on that tile
22:45:52 <Samu> it must make certain that the location is not occupied
22:46:03 <Samu> this check wasn't being done the correct way
22:46:10 <chillcore> ye good luck with that ... you tell the code it is water
22:46:29 <chillcore> <Samu> you warned me of this time and time again, but I couldn't understand you
22:48:06 <Samu> if I give back it's owner
22:48:29 <Samu> how am i gonna let docks to be placed on canals owned by a competitor?
22:49:49 <Samu> check if the tile on water is water
22:49:58 <Samu> if it's water, check if it's canal
22:51:08 <Samu> the clearance test will always give me an error if there's a canal owned by a competitor
22:52:13 <Samu> i don't want it to give me an error in this case
22:52:28 <Samu> but I still want the clearance to be there for the other cases
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23:00:26 <WileECoyote> Wow, it's big party there
23:02:07 <WileECoyote> Seems like many people from forums moved here...
23:02:56 <Eddi|zuHause> except that most people in here have been here for years. not "moving" anywhere
23:03:27 <Eddi|zuHause> also, most people in here never say a word :p
23:04:02 <WileECoyote> I see. But I see many people which are not active in forums
23:06:10 <WileECoyote> You mean most people are online but not active? I see...
23:06:28 <WileECoyote> I was in irc long time ago
23:06:47 <WileECoyote> Bnd never was familiar with it
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23:08:25 <Eddi|zuHause> also on the topic of moving: i was active here before i joined the forum
23:10:08 <WileECoyote> I was more active in forum long time ago, now im occasionally there
23:11:09 <Eddi|zuHause> yes. guy from serbia with the trams. i remember.
23:11:37 <WileECoyote> Not trams only ;-)
23:11:55 <Eddi|zuHause> the cake is a lie?
23:12:07 <WileECoyote> Of course, dobos cake :-)
23:13:39 <WileECoyote> With melted sugar on top :-)
23:13:41 <chillcore> but buttercream makes me sick-ish really fast-ish
23:14:00 <chillcore> like marshmallows do, still njummie
23:14:06 <Eddi|zuHause> must eat faster then :p
23:14:17 <WileECoyote> I don't have doubt about cakes xD
23:14:48 <WileECoyote> Altough... marshmallow...
23:15:09 <Eddi|zuHause> i never really had marshmallows
23:15:15 <WileECoyote> Next android version? :-)
23:15:46 <Eddi|zuHause> i never had android either :p
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23:17:39 <WileECoyote> I miss symbian days
23:17:44 <chillcore> how does android taste? never had any neither ...
23:18:04 <WileECoyote> Well... much metallic...
23:18:36 <WileECoyote> Not so tasty for weak stoach
23:19:29 <WileECoyote> Giberish, i think
23:19:47 <WileECoyote> Wow, what a ping i have :-(
23:21:23 <chillcore> it's what I do when youtube starts choking
23:21:33 <WileECoyote> I clear cache about 10th every month xD
23:22:00 <chillcore> here they come every monday ...
23:22:32 <WileECoyote> Here twice a month but its never enough xD
23:23:13 <WileECoyote> Cache is not a problem, crapsung is problem...
23:25:45 <Eddi|zuHause> i think i missed about 5 topic switches in this conversation :p
23:26:32 <WileECoyote> Forum game on irc? XD
23:27:24 <WileECoyote> it happens when bedtime is near xD
23:28:10 <Eddi|zuHause> when it's in less than 12 hours, or over for less than 12 hours?
23:29:02 <WileECoyote> Both, looks to me...
23:29:34 <WileECoyote> Especially on weekdays
23:29:55 <WileECoyote> (Bah, tomorrow on work)
23:38:22 * chillcore assigns drop to key none ... nah
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continue to next day ⏵