IRC logs for #openttd on OFTC at 2014-02-23
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11:33:13 * Virtual waves at laptop, then realises nobody can see him
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12:26:24 <DorpsGek> __ln__: NGC3982 was last seen in #openttd 5 weeks, 3 days, 21 hours, 49 minutes, and 1 second ago: <NGC3982> Fantastic.
12:26:52 <NGC3982`> That client will be terminated.
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12:33:34 <NGC3982> Well look at that; I have been upgraded.
12:35:42 <frosch123> integrating the derivative does not necessarily result in the original function
12:45:58 <valhallasw> Who cares about constants.
12:59:11 <Eddi|zuHause> might as well be NGC5523 then
14:16:01 <DorpsGek> Commit by fonsinchen :: r26365 trunk/src/video/win32_v.cpp (2014-02-23 14:15:55 UTC)
14:16:02 <DorpsGek> -Fix [FS#5867]: Don't draw the cursor when its sprite isn't ready and set _screen.dst_ptr immediately when the buffer changes (frosch123)
14:16:41 <DorpsGek> Commit by fonsinchen :: r26366 trunk/src/video/win32_v.cpp (2014-02-23 14:16:36 UTC)
14:16:42 <DorpsGek> -Fix: Protect the windows video driver from concurrent access (frosch123)
14:17:12 <Eddi|zuHause> fonsinchen doing non-cargodist commits?
14:18:37 <LordAro> he must have finished cargodist :p
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14:22:00 <fonsinchen> I'm not finished with cargodist quite yet. I have another idea on how to annoy the YACD fans some more ;)
14:22:12 <fonsinchen> However, first I'd like to get 1.4 out
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16:08:56 <DorpsGek> Commit by michi_cc :: r26367 trunk/src/video/win32_v.cpp (2014-02-23 16:08:50 UTC)
16:08:57 <DorpsGek> -Fix: [Win32] Use a separate event to indicate that the drawing thread has finished initialising, preventing potential deadlocks.
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16:57:58 <frosch123> planetmaker: the desync on the public server is caused by closing companies (bankrupt or autoclean)
16:58:05 <frosch123> so, just play properly :p
16:58:26 <planetmaker> frosch123, it's the 'stable' server. Noobs may play there :P
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17:28:07 <andythenorth> CC-BY-NC-SA is not GPL compatible
17:28:42 <planetmaker> why do you need NC?
17:28:56 <planetmaker> or which graphics do you look at? :)
17:30:51 <planetmaker> ah, he's available and should agree, I guess
17:31:10 <planetmaker> I wonder why egrvts2 is not GPL anyway...
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17:46:35 <Virtual> I just installed OpenTTD on Windows 8 with zBase and my screen does't scroll when I move my mouse around. Any idea why ?
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17:46:50 <Virtual> I can zoom in and out with my mouse, but can't scroll the map
17:48:22 <Virtual> Ah found the setting in Interface
17:48:27 <Virtual> I wonder why it isn't enabled by default
17:49:19 <Virtual> How do you move around normally ?
17:50:04 <planetmaker> different people like different UI behaviours I guess :)
17:50:24 <glx> I never liked auto scrolling
17:53:15 <Wolf01> one thing I find really annoying is the scrolling direction with rmb, in disabled mode it's inverted and confuses me, in enabled mode the mouse pointer is still and confuses me :(
17:54:15 <Wolf01> that's why I always use lmb to scroll
17:55:12 <Wolf01> but often I click on a station and open the window instead of scrolling, which doesn't happen with rmb
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18:24:14 <andythenorth> Iron Horse seems pretty well balanced, played a few test games with it
18:24:28 <andythenorth> FIRS seems pretty well balanced, I am loving playing the basic temperate economy
18:24:38 <andythenorth> but Squid is still a bit weird :(
18:25:10 <andythenorth> fricking rivers + canals :(
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18:45:19 <DorpsGek> Commit by translators :: r26368 trunk/src/lang/indonesian.txt (2014-02-23 18:45:12 UTC)
18:45:20 <DorpsGek> -Update from WebTranslator v3.0:
18:45:21 <DorpsGek> indonesian - 2 changes by abdu354
18:49:40 <Elukka> Eddi|zuHause: i've been out of the loop when it comes to all things openttd for a long time
18:49:43 <Elukka> is CETS still a thing?
18:50:55 <Eddi|zuHause> i've made some crude graphics (basically replacing green boxes with coloured boxes), and i'll get back to it in a month or so
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18:52:29 <Eddi|zuHause> andythenorth: i think the definition of "river" is a bit impractical. it should be something like "open see: anything further than 1 tile from a shore" and "river: anything not open sea"
18:53:14 <Alberth> nice river just along the coast :)
18:54:39 <Eddi|zuHause> Alberth: well yes, means a river boat can move along the shore without penalty
18:55:09 <Eddi|zuHause> there might be special rules for tiles next to a dock
18:56:15 <Eddi|zuHause> assuming that a dock is built to handle both river ships and sea ships
18:56:45 <Eddi|zuHause> there are no high winds/waves within a harbour, and they are deep enough
18:57:17 <Eddi|zuHause> and you can build canals for sea ships when you make them 3 tiles wide
18:58:26 <Alberth> locks are special too for river boats
18:58:49 <Alberth> and have 3 tile wide locks for sea boats? :)
18:58:50 <andythenorth> Eddi|zuHause: I was concluding just the same thing
18:58:58 <Alberth> should be also longer then
18:59:00 <andythenorth> logically, what is needed is inshore and deep water
18:59:12 <andythenorth> but I'm not sure that is actually desirable
18:59:19 <andythenorth> just the most logical solution
18:59:43 <andythenorth> let me see if I can explain my problem adequately...
18:59:46 <Eddi|zuHause> Alberth: well, locks are a different kind of problem, they should be (New)Objects. with a state machine
18:59:47 <Alberth> RV doesn't even have 2 speeds
19:00:02 <andythenorth> - big ships look stupid on rivers and canals, but it's easy to use speed factor to solve this
19:00:15 <andythenorth> - small ships have same speed on rivers and canals and sea
19:00:45 <andythenorth> - big river boats are desirable as eye candy, but also for larger capacity on inland routes
19:01:00 <Alberth> Eddi|zuHause: obviously, people will also want bridges with state
19:01:21 <andythenorth> - but the big river boats are slow on sea, and there is so much 'sea', .e.g inland closed 'lakes' etc
19:01:23 <Eddi|zuHause> Alberth: well once we have actual state machines, that should be possible :)
19:01:30 <andythenorth> - and all FIRS port industries build on sea
19:01:43 <andythenorth> - hence, river boats are unused in my test games
19:01:55 <Alberth> Eddi|zuHause: you also need the "bridge is closed" concept
19:02:15 <Alberth> and possibly, "bridge is free" :p
19:02:16 <Eddi|zuHause> Alberth: all handled by the state machine
19:03:01 <andythenorth> - allowing the big river boats to have same speed on sea makes the equivalent size sea ships pointless
19:03:15 * Alberth bets the state machine will need to interfere in the normal bridge access code
19:04:13 <andythenorth> - could ships route along shorelines?
19:04:25 <andythenorth> I think they'd be inefficient and get stuck
19:04:45 <Alberth> if you teach the pathfinder not to go out on sea, I see no problem
19:05:04 <Alberth> maybe you want 2 tiles instead of 1
19:05:41 <Alberth> you'd be following every small curve in the land otherwise
19:06:48 <Eddi|zuHause> it should be a simple pathfinder penalty
19:07:08 <Eddi|zuHause> and water tiles should have enough bits available to store wether they are "near the coast"
19:08:32 <Eddi|zuHause> Alberth: maybe we can completely remove bridges and reimplement them as objects
19:09:10 <frosch123> you should add state machines to cargos
19:09:51 <andythenorth> pathfinder would need to read a flag on the vehicle?
19:09:51 <Alberth> you load eggs, and they arrive as chicken!
19:09:59 <Eddi|zuHause> with such objects you can easily implement highways, onramps, cloverleaf junctions and stuff
19:10:24 <andythenorth> also what if there is no non-sea route? will pathfinder then just accept the penalty?
19:10:26 <frosch123> Alberth: interesting profit curve
19:10:36 <frosch123> first the worth drops, then it increases again
19:10:41 <Alberth> andythenorth: vehicle calls pathfinder with some flags to denote the kind of paths it wants
19:10:49 <frosch123> but you also need to load some grain
19:10:59 <andythenorth> could just see if the sea speed < canal speed
19:11:06 <andythenorth> no newgrf changes
19:11:33 <Eddi|zuHause> andythenorth: works just the same with rails when a vehicle is electrified, it disregards some rail tiles as valid paths
19:11:33 <Alberth> if only speed was a simple value in a struct :p
19:12:22 <Eddi|zuHause> Alberth: this flag could be calculated on grf load and stored in the engine struct
19:12:40 <Eddi|zuHause> unless it's affected by callbacks :p
19:13:00 <Alberth> yeah, I was about to ask if you ever played with FISH :)
19:14:49 <Eddi|zuHause> probably not with a fish that has river speeds :)
19:15:55 <andythenorth> FISH has callbacks :P
19:16:28 <andythenorth> I honestly think if (canal_speed < sea_speed) { foo } is best
19:17:08 <andythenorth> can I implement my own tile check?
19:17:17 <andythenorth> with a circular search for nearest coast?
19:20:59 <andythenorth> because that will be really efficient :P
19:26:46 <Eddi|zuHause> andythenorth: put it into the TileLoop_Water, and store it in the map
19:27:57 <Elukka> i kinda want to offer to draw sprites again but i'm not sure i can commit to making a significant amount of them
19:28:41 <Elukka> and then there's the problem of consistent style
19:32:06 <DorpsGek> Commit by frosch :: r26369 trunk/src/openttd.cpp (2014-02-23 19:32:00 UTC)
19:32:07 <DorpsGek> -Fix-ish: Do not run scripts during command replay.
19:32:38 <DorpsGek> Commit by frosch :: r26370 /trunk (3 files in 2 dirs) (2014-02-23 19:32:32 UTC)
19:32:39 <DorpsGek> -Doc: Desync debugging and command replaying.
19:33:12 <Eddi|zuHause> Elukka: well, try to stick close to the style we already have? and draw sprites one vehicle at a time :)
19:33:38 <planetmaker> ^ one sprite at a time will make a NewGRF set
19:33:47 <planetmaker> one step of a time will make a journey
19:34:07 <planetmaker> can I haz 4x sprites, too? :D
19:34:39 <andythenorth> Eddi|zuHause: and query it from cb36?
19:34:49 <andythenorth> hmm, dunno how often cb36 triggers for ships :)
19:35:01 <Eddi|zuHause> andythenorth: why do you need cb36 for that?
19:35:31 <andythenorth> I am proposing handling this all in newgrf and ignoring the current canal / sea properties
19:35:39 <andythenorth> just as a thought experiment..
19:35:40 <Eddi|zuHause> it probably won't be triggered on entering every tile
19:37:03 <planetmaker> I doubt that vehicles can check surrounding tiles
19:37:25 <planetmaker> and tbh, a surrounding tile check on vehicles might not be a good idea, considering performance
19:37:54 <frosch123> just make the ships refittable between fast and capacious
19:38:10 <frosch123> then you can refit them to fast when dirving back empty
19:38:12 <andythenorth> is the simplest thing to change the definition of river and sea tiles, make that the result of a coast-distance search, and then cache that?
19:38:27 <andythenorth> frosch123: they already go faster empty :P
19:39:04 <planetmaker> andythenorth, I rather think that the 'simplest' thing is to add a "deep water" flag to sea water. To water tiles which are more distant than N tiles from coast
19:39:22 <andythenorth> approximately same I think?
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19:39:48 <planetmaker> maybe. I don't say to change the definition of sea / river
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19:39:53 <Eddi|zuHause> that is pretty much what i said earlier
19:39:56 <planetmaker> Just adding an additional destinction for sea tiles
19:40:02 <andythenorth> then we'd have speed, canal speed, deep sea speed
19:40:07 <frosch123> can you ctrl+build canals on rivers to create deep rivers?
19:40:10 <andythenorth> and there would be balance
19:40:36 <andythenorth> I rarely build canals anyway. Much easier to just lower land usually
19:40:39 <Eddi|zuHause> frosch123: in my proposal, a "deep canal/river" would be one 3 tiles wide
19:40:51 <andythenorth> canals are ugly, and locks are ugly and too big
19:40:54 <planetmaker> and it could also allow possibly to colour-vary them :)
19:40:59 <Eddi|zuHause> canals are too expensive
19:41:11 <planetmaker> deep sea water is darker than shallow water
19:41:13 <andythenorth> but the square corners are horrible
19:41:44 <planetmaker> andythenorth, that's a newgrf matter. You can make it behave like rivers
19:41:53 <planetmaker> that can be fixed already for years
19:42:35 <andythenorth> just draw curve corners?
19:42:42 <planetmaker> canals is the only reason that there's no release for pota-ghat.
19:42:51 <planetmaker> yes, just draw them curved. Or how you like them
19:43:09 <planetmaker> you can read the dike map and display sprites depending on it
19:43:19 <andythenorth> maybe that's a project one day
19:44:13 <andythenorth> I draw, you code :P
19:44:47 <andythenorth> so shall we add 'deep sea'?
19:44:52 <andythenorth> or is it another example of MOAR
19:44:57 <andythenorth> and MOAR is not Better
19:45:34 <planetmaker> dunno. Personally I do believe a 'deep sea' property to sea water can make sense
19:45:52 <Elukka> yeah eddi, it's just that even though i try to keep to the style there's still a significant difference between me and... man, who was the more productive artist? that guy, anyway
19:46:07 <Elukka> though i'm not sure it's terribly noticeable if you're not looking out for it
19:46:30 <planetmaker> the difference between 'no artists' and 'one artist' is quite noticable, for sure
19:46:38 <andythenorth> Pikka: I have news
19:46:50 <andythenorth> I have been playing a game
19:46:56 <Elukka> i also feel like i should come up with a more efficient workflow for drawing all the intermediate angles
19:46:59 <Pikka> what game have you been playing?
19:47:10 <andythenorth> OpenTTD, heard of it?
19:47:16 <Elukka> oh i've been meaning to play that some time
19:47:38 <andythenorth> Pikka: AV8 is nearly perfect, but there's too much of it
19:47:42 <andythenorth> can you take some of it away?
19:47:57 <andythenorth> can you just keep the bits I like?
19:48:10 <Eddi|zuHause> Elukka: name is oberhümer
19:48:40 <frosch123> why is andy again in this "remove all choices to simplify choices" mood?
19:48:51 <andythenorth> frosch123: it's a near-permanent mood
19:48:56 <andythenorth> less is better, mostly
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19:49:16 <michi_cc> Elukka: Zephyris PixelTool might be something to look at, even if it would need extended for the extra angles.
19:49:20 <planetmaker> av8 doesn't exactly need an overhaul. Except a parameter to disable range ;)
19:49:26 <andythenorth> CETS really *needs* to be rendered
19:49:42 * andythenorth is a reluctant fan of rendered stuff
19:51:14 <andythenorth> Pikka: bin the biplane imo :P
19:51:21 <andythenorth> oh, it has good capacity
19:51:40 <andythenorth> yeah that looks about right
19:52:08 <andythenorth> most of my games need: DC3, 737, 747, Elvis and sometimes Hercules
19:54:02 <andythenorth> planetmaker: would deep sea need transition tiles?
19:55:09 <andythenorth> also, we are limited on water cycle, I wonder about a palette shift?
19:55:29 <andythenorth> make it automatic, avoid drawing anything new
19:55:37 <Pikka> 32bpp.. no water cycle or animated tiles at all. :)
19:56:11 <Pikka> transition tiles for the tile nearest the coast would be awesome though, especially if they were directional.
19:56:13 <planetmaker> andythenorth, I'd draw something new. And just commit the same sprite as now to avoid actually drawing something. But allowing to draw something
19:56:31 <planetmaker> zBase just doesn't use a mask
19:57:39 <Pikka> it also helps if you turn "full animation" on. :)
19:58:45 <Pikka> but it uses the ttd palette colours?
19:58:54 <Pikka> it's not an actual animation?
19:59:16 <planetmaker> it works like the company colours in 32bpp
19:59:21 <Eddi|zuHause> yes, "full animation" means palette animation
19:59:36 <planetmaker> but the water palette indices are of course animated. It uses DOS palette
19:59:43 <planetmaker> for the mask sprite
20:00:17 <Pikka> so you still can't have animated water unless you want that colour water. ;)
20:00:42 <planetmaker> you can basically have both
20:01:13 <Pikka> both what? I'm confused :D
20:02:03 <Pikka> potaghat water is nice, btw :D
20:02:07 <Eddi|zuHause> you can put non-animated pixels between the animated ones?
20:02:29 <Elukka> <andythenorth> CETS really *needs* to be rendered
20:02:36 <Elukka> having drawn some sprites for it i'm sort of inclined to agree :D
20:03:06 <Eddi|zuHause> well, pixeltool might be a start
20:03:09 <Elukka> coding a tool for it is a bit beyond my ability and inclination though
20:03:49 <Eddi|zuHause> or you try to refine the "crude" templates i have in the tracking table to use the pixa templates i have, but it won't be exact
20:04:09 <Elukka> pixeltool looks sorta magical
20:04:46 <Eddi|zuHause> Elukka: if you store the voxels somewhere, we might be able to extend it later to include the additional views into the output
20:04:56 <Elukka> if only it would do the intermediate vie- yeah
20:05:04 <andythenorth> voxel art is *nice*
20:05:12 * andythenorth likes games with voxels in
20:05:14 <Eddi|zuHause> but i can't look into that right now
20:06:21 <planetmaker> Pikka, the trick to make the water nice(r) is to simply use the existing 8bpp water sprite as mask for the 32bpp water sprite
20:06:56 <Pikka> but you will end up with default blue-coloured water if you do that, right? is what I'm saying. :)
20:07:35 <Pikka> I have other ideas for water... but I haven't tried any of them yet, so I don't know how they'll look. :)
20:07:36 <Elukka> well, tell me if you ever do :D
20:07:39 <Eddi|zuHause> there must be a newgrf-y way to replace the water colours
20:07:48 * andythenorth looks for python voxel libraries
20:07:49 <Elukka> i'm still a clueless programmer and my current code-energy is pointed towards a space combat boardgame
20:08:13 <Pikka> mars just uses the fire cycle colours instead of the water cycle colours
20:10:15 <andythenorth> Eddi|zuHause: a voxel generator seems right up your street...
20:10:36 <andythenorth> I think we need to abandon this primitive 'drawing' shenanigan
20:10:38 <Eddi|zuHause> andythenorth: well pixa shapes are kinda that
20:10:47 <andythenorth> kinda, but not in a 3D space
20:10:59 <Pikka> andy: make sure you go 32bpp + ez while you're at it
20:11:00 <andythenorth> maybe I went in the wrong direction
20:11:08 <Eddi|zuHause> i could probably turn my pixa shapes to output to pixeltools
20:11:16 <andythenorth> actually, I quite literally used the DOOM engine approach instead of Quake
20:11:44 <andythenorth> DOOM is all based on floorplans, with edges extruded and surfaced
20:12:06 <andythenorth> not being very clever, I invent dumb solutions :P
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20:18:57 <planetmaker> Pikka, you're right, it won't change colours indeed
20:23:24 <andythenorth> so where does river / sea speed code live?
20:24:15 <Eddi|zuHause> andythenorth: grep for the property number and follow the code?
20:24:33 <Pikka> aka bad brett's gold rush...
20:26:53 <andythenorth> new simplest thing, simply invert sea / canal speed props
20:27:04 <andythenorth> and add a coast-search to define what is a sea tile
20:27:15 <andythenorth> so instead of special-casing canal/river, special case deep sea
20:27:26 <andythenorth> and treat all other water as 'normal'
20:29:06 <andythenorth> breaks newgrf spec, but eh, who cares? :)
20:29:31 <Pikka> no-one makes ships but you anyway, right? ;)
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20:32:15 <andythenorth> MIchael made some
20:32:23 <andythenorth> and there's a russian river barge set
20:32:28 <andythenorth> and Andrew350's set
20:32:38 <planetmaker> mouse's old ships
20:33:35 <andythenorth> probably some others I don't know about
20:34:18 <andythenorth> having 'Canal speed xyz, sea speed zxy, deep sea speed yxz' in the buy menu seems like overkill
20:34:53 <andythenorth> could also prevent bridges over deep water :P
20:38:34 <Eddi|zuHause> there is nothing in the newgrf specs that says "canal and river" must be "canal and river tile"
20:39:21 <andythenorth> there isn't? o_O
20:39:54 <andythenorth> Ocean speed fraction
20:39:59 <andythenorth> Canal speed fraction
20:40:16 <andythenorth> so redefine Ocean as n tiles from shore
20:40:31 <andythenorth> and Canal speed happens to be same as some other water tile types
20:40:39 <MNIM> would make bridges over a certain length of sea impossible.
20:41:05 <andythenorth> I hadn't thought of that :P
20:41:22 <andythenorth> I love those 64 tile long bridges :)
20:41:28 <andythenorth> they're also really efficient to signal
20:41:40 <andythenorth> can I terraform deep sea?
20:41:42 <V453000> ok can someone tell me who could be so retarded to make a RV set, and make ALL vehicles expire sooner or later? realism ftw
20:41:48 <Eddi|zuHause> MNIM: there is nothing in there that affects bridges at all
20:42:06 <V453000> there, complaining completed
20:42:06 <frosch123> V453000: to simulate oil running out?
20:42:11 <andythenorth> bridges are a completely unrelated, 'andythenorth had an idea' issue
20:42:25 <andythenorth> V453000: that was not enough complaining
20:42:29 <frosch123> MNIM: does not sound realistic
20:42:33 <andythenorth> EMoreComplainingNeeded
20:42:47 <frosch123> long bridges over sea seem to become more realistically than tunnels under it
20:42:55 <V453000> ok uk busses work somewhat
20:43:00 <andythenorth> I build islands for signals :P
20:43:15 <MNIM> well, since under sea tunnels won't be happening for a long time...
20:43:24 <MNIM> (well, unless hacked together)
20:43:38 <Eddi|zuHause> you can easily limit bridge length
20:43:50 <andythenorth> ship_cmd.cpp? GetEffectiveWaterClass ?
20:44:44 <andythenorth> hmm some magic for bridges?
20:45:03 <Eddi|zuHause> Supercheesebahn? why is that not in NUTS yet? :p
20:45:05 <Supercheese> forget road trains or barge trains, airship trains
20:45:20 <andythenorth> is that for going under bridges, or is that handling aquaducts?
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20:47:49 <MNIM> ecranotrains! sounds like an idea
20:48:43 <Supercheese> porting Civ3 -> TTD needs loads of palette wrangling though
20:49:06 <Alberth> convert to 32bpp; done!
20:49:23 <Supercheese> wish it was that simple
20:49:39 <Supercheese> Civ3 has weird transparency in the palette
20:50:05 <Supercheese> where the engine interprets certain indices as "10% transparent white, 10% transparent black, 20% transparent white..." etc
20:50:51 <Alberth> that sounds like a challenge :)
20:53:53 <Supercheese> definitely the sort of job to write a script for... but I have not yet attempted
20:55:04 <Supercheese> there may be one out there, even; I haven't searched
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21:05:49 <andythenorth> where can I crib a circular search from?
21:05:56 <andythenorth> maybe industry_cmd has one somewhere
21:06:53 <andythenorth> I have succeeded in making all times WATER_CLASS_CANAL :P
21:07:48 <Alberth> just define a map at level 0 :p
21:07:50 <andythenorth> what does CircularTileSearch() do? o_O
21:08:16 <Alberth> it circles around a tile looking for it?
21:08:40 <Alberth> but it sounds like that's the thing you want :)
21:08:57 <andythenorth> I'm not sure how its interface works
21:09:06 <andythenorth> but then nobody else go born knowing that either :(
21:22:10 <andythenorth> so there's search callback function
21:22:27 <andythenorth> so for this case, that needs to check for coast
21:22:36 <andythenorth> with some distance limit
21:23:34 <Alberth> of the search, that is, ie you want any coast in 2 tiles
21:24:18 <andythenorth> WATER_TILE_COAST is a thing?
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21:25:53 <Pikka> it's the slope, it's not the water tile
21:27:07 <Alberth> andythenorth: water_map.h IsTileType(t, MP_WATER) && IsCoast(t)
21:35:46 <andythenorth> dunno if I have enough time
21:47:08 <andythenorth> achieved an assert :P
21:53:06 <andythenorth> assertion error on if (IsCoast(tile))
22:03:15 <DorpsGek> Commit by frosch :: r26371 /trunk/src (6 files in 2 dirs) (2014-02-23 22:03:08 UTC)
22:03:16 <DorpsGek> -Fix [FS#5831]: Calling DoCommandP during the gameloop cleared pending persistent storage changes.
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22:14:47 <Eddi|zuHause> someone should tell andy that it should be "if (!IsTileType(t, MP_WATER) || IsCoast(tile))"
22:15:33 <Eddi|zuHause> err, "tile", not "t"
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