IRC logs for #openttd on OFTC at 2015-02-17
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00:00:10 <samu> i forgot something, my goal was to attach a fake cost of building a canal, instead of calculating the cost of clearing a river tile into the formula
00:00:23 <samu> i did that for building it
00:00:30 <samu> but i forgot to do that for demolishing it
00:05:16 <glx> maybe you could merge the tests in ChangeOwner
00:06:28 <glx> as they share is_lock_middle
00:09:33 <samu> before that, I have to put this cost.AddCost(_price[PR_BUILD_CANAL]);
00:09:38 <samu> somewhere in the removelock part
00:10:31 <samu> not addcost, removecost or whatever it's called
00:12:42 <glx> oh it's probably an addcost :)
00:14:05 <samu> where is the pricelist, is there a PR_DESTROY_CANAL?
00:16:29 <samu> cost.AddCost(_price[PR_CLEAR_CANAL]);
00:17:12 <glx> first step is to add a local variable for that
00:19:30 <glx> and in RemoveLock() you split return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]); in 2 lines, cost.AddCost(_price...); return cost;
00:20:36 <glx> and of course all cost stuff must be outside if (flags & DC_EXEC) {
00:25:14 <samu> CommandCost cost(EXPENSES_CONSTRUCTION);
00:25:34 <samu> sorry i can't follow you
00:27:40 <samu> static CommandCost RemoveLock(TileIndex tile, DoCommandFlag flags)
00:27:58 <samu> what I put after it? CommandCost cost(EXPENSES_CONSTRUCTION);
00:28:31 <glx> and at the end of the function you split the return line
00:29:07 <glx> of course with only these changes the result should be unmodified :)
00:29:27 <glx> until you add your extra cost
00:31:30 <samu> last line says return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]);
00:31:45 <samu> i split expenses construction and price clear lock?
00:32:29 <glx> the first part is done by creating the local variable
00:32:46 <samu> expenses_construction goes to last place?
00:32:51 <glx> you just need to add clear lock price and return cost
00:34:19 <glx> EXPENSES_CONSTRUCTION is the type of CommandCost
00:34:32 <glx> you defined it when creating the local variable
00:35:15 <glx> you just need to do cost.AddCost(_price[PR_CLEAR_LOCK]);
00:35:51 <glx> to have the same effect as return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]);
00:36:30 <samu> cost is the name of variable?
00:37:08 <samu> ok i guess i know how to do that part
00:37:30 <glx> then you'll need to ad your extra cost somewhere in the function
00:37:55 <glx> but outside if (flags & DC_EXEC) block
00:37:58 <samu> the extra cost is only added if there was no river tile under it
00:38:55 <samu> but... it's similar, they go in tandem
00:38:58 <glx> it should be added in any case, it's for estimation cost
00:39:15 <glx> as estimation and real must be the same
00:39:30 <glx> DC_EXEC block does the real part
00:40:07 <glx> cost calculation just need to be outside the block and it's ok
00:42:12 <glx> if (GetWaterClass(tile) != WATER_CLASS_RIVER) cost.AddCost(...) outside the block
00:42:26 <samu> WaterClass wc_middle = IsWaterTile(tile) ? GetWaterClass(tile) : WATER_CLASS_CANAL;
00:43:14 <glx> it's the same test used to decrement ;)
00:43:18 <samu> if (GetWaterClass(tile) != WATER_CLASS_CANAL)
00:44:09 <glx> so the cost should be added for !river too
00:45:01 <samu> part of the game calls ir river, other part calls it canal
00:45:13 <glx> only rivers are kept when destroying the lock
00:46:07 <samu> i try river on this part
00:46:34 <glx> on construction you add cost if there's no water on the tile
00:46:59 <glx> meaning you build canal and lock on the tile
00:47:22 <glx> so on destruction you remove canal and lock if there's no river under it
00:48:13 <glx> that's how I understand your code :)
00:51:40 <samu> if (GetWaterClass(tile) != WATER_CLASS_RIVER) cost.AddCost(_price[PR_CLEAR_LOCK]);
00:52:40 <samu> if (GetWaterClass(tile) != WATER_CLASS_RIVER) cost.AddCost(_price[PR_CLEAR_CANAL]);
00:53:05 <samu> now, where do i put this line at
00:53:34 <samu> let me copy paste this part
00:53:35 <glx> can be anywhere exept the DC_EXEC block
00:55:26 <samu> cus i have no idea where it goes
00:56:45 <glx> and line 7 is not the right place
00:56:55 <glx> it should be outside this block
00:57:51 <glx> you can put it around line 17 or line 40
00:58:12 <glx> and the return is still unsplit :)
01:01:47 <samu> i have to make it in two parts?
01:02:03 <glx> yes else the cost won't change
01:03:03 <glx> cost.AddCost(...); return cost;
01:04:15 <samu> if (GetWaterClass(tile) != WATER_CLASS_RIVER) cost.AddCost(_price[PR_CLEAR_CANAL]);
01:04:37 <samu> cost.addcost(pr.. etc return cost?
01:04:45 <samu> and the last line is unchanged?
01:04:57 <glx> and the last line is removed
01:05:10 <glx> replaced by the 2 lines you are writing
01:05:48 <samu> oh, so im doing this wrong
01:06:50 <glx> you should have 3 lines after the DC_EXEC block
01:07:11 <glx> if (!river) add clear canal cost
01:07:43 <samu> i can't follow you, sorry so much
01:09:06 <glx> I'll try to explain clearly
01:09:49 <samu> the price of clearing the lock must be accounted as well
01:10:34 <glx> return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]); is similar to
01:10:34 <glx> CommandCost cost(EXPENSES_CONSTRUCTION);
01:10:34 <glx> cost.AddCost(_price[PR_CLEAR_LOCK]);
01:11:08 <glx> the declaration is moved on top of the function
01:11:25 <glx> and you add your extra cost in between
01:12:20 <glx> well the first is already correct
01:13:16 <samu> the expenses_construction is the dependable value, I seeeee :)
01:14:56 <glx> and you touched many parts of the game without noticing :)
01:15:09 <glx> construction, destruction, loading
01:17:14 <samu> I'd never guess the save and load one if no one would tell me
01:18:16 <glx> but I think you would have noticed it when testing
01:19:08 <glx> line 42 is already on line 3 :)
01:20:37 <glx> else this code should do what you want
01:20:45 <samu> ah, which one do i remove
01:21:43 <samu> k, hopefully it will work
01:21:47 <glx> to resume, the old return is split and your extra cost is added
01:23:19 <samu> but you mentioned something else
01:23:35 <samu> that needs fixing or imrpoving
01:24:05 <samu> before I mentioned I forgot to add this cost when removing
01:24:37 <glx> ha yes the saveload checks
01:26:56 <samu> building lock: 7500+5000+5000+5000 = 22500, let me see if it confirms
01:27:29 <samu> destroying lock: I actually don't know the base price
01:27:49 <samu> dont know the base price + 5000
01:27:58 <glx> I think 2 canals are kept when destroying lock
01:29:00 <samu> then it's canal, gonna try canal
01:29:27 <glx> it's no longer a river after destruction
01:29:45 <glx> move the canal cost before the DC_EXEC
01:32:02 <glx> because if it was not a river it became a clear tile, so you can't check water class for that
01:32:51 <glx> but before the DC_EXEC it's ok
01:33:01 <glx> as nothing has been done yet
01:37:06 <samu> ok it's doing the opposite of what I want
01:37:14 <samu> its adding 5000 if built on river
01:37:55 <samu> let me compare with 1.5.0-beta1
01:38:15 <glx> because the code cleary says if !river add
01:38:44 <samu> with river, it does assert error
01:38:48 <samu> i am trying with canal now
01:39:08 <samu> it is doing the calculation but the wrong way
01:40:25 <glx> decrement is done in else so != river
01:40:46 <glx> cost is increased for != river too
01:43:14 <samu> is it because it's on a coast slope?
01:43:26 <samu> river slope is also on coast
01:46:36 <samu> moving that line before dc_exec apparently fixed it
01:48:13 <glx> hmm removing on river should cost 2000
01:48:26 <samu> removing on river costs 2000
01:48:32 <samu> removing on bareland costs 7000
01:49:28 <samu> there's some other thing to solve but i dont have time now
01:49:58 <glx> you learned a lot with a "small" change :)
01:50:41 <samu> heh it looks so small but in truth it's not too easy to get it right
01:53:53 <samu> except the visual studio parts
01:54:19 <glx> well it's not a patch file it's a paste of the patch ;)
02:03:45 <samu> if the owner of the lock is owner_none, will it still work?
02:04:05 <samu> i got to check this tomorrow
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09:39:06 <chillcore> not safe for work if people around you understand/speak french
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09:46:04 <Alberth> I don't understand it :)
09:46:38 <chillcore> still nice melody I hope ;)
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09:56:03 <Alberth> I wouldn't know, nml & newgrf is still a big mystery to me :)
09:56:34 <Alberth> frosch would have a better idea about it, probably
09:57:30 <planetmaker> last evening I found out a new OpenGFX really needs a new NML, no sensible way around. And it can easier be 0.4.0 than 0.3.2
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12:24:05 <chillcore> hehe, talking about birds, I have one in the back that likes cookies. This morning it flew down instead of up when opening the door. yay
12:24:36 <chillcore> Don't know what it is called in english. Merel in dutch
12:24:52 <chillcore> so much rewriting to be done still ...
12:25:15 <chillcore> first fixing this crash
12:28:24 <andythenorth> did I upload Busy Bee on my bananas account, not coop?
12:29:10 <andythenorth> I only have a bananas account by accident
12:30:05 <chillcore> imagine what would have happened had you chosen too ... ;)
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12:34:53 <chillcore> andy: about them million USB drives ... would be so I could rip out all these hardrives out of them public computers and have those that have no computers at home bring their own OS and storage?
12:35:17 <chillcore> that weay they can be stupid as much as they want without infecting others
12:35:49 <chillcore> not that I have the money ... nor jurisdiction to do that ...
12:36:34 <chillcore> those that run these pcs can still check traffic ...
12:43:46 <samu> i want to read yesterday's night chat log, forgot what I was going to do today
13:32:07 <samu> hmm before advancing into my next step
13:33:24 <samu> which is canal tiles built on top of river tiles to have a different cost than canal tiles built on non-river tiles
13:33:52 <samu> i need to know how would the game handle destruction of a canal tile that was built on a river tile
13:34:08 <samu> it currently removed all, doesn't revert back to river
13:34:39 <samu> that is, in my opinion, wrong
13:35:00 <chillcore> ared you using buldozer or removal tool?
13:36:46 <samu> removing isn't implemented on rivers
13:39:14 <samu> thinking of my future finalized mission, I would have river tiles that are permanent, but terraformable
13:40:40 <samu> have to do this in steps towards that goal
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13:43:23 <samu> i imagine i will have a hell of a job understanding slopes
13:46:28 <samu> if everything goes as planned, then the final thing to do is dried and watered river tiles, canals, locks, everything related to having water pretty much, and letting water flood up-level
13:47:32 <samu> then, the pricing structure
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14:03:38 <Alberth> isn't the point of rivers that you cannot change them?
14:03:54 <Alberth> just like antennas and light houses?
14:04:32 <Alberth> ie making rivers non-deletable would be a good step
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14:20:52 <Eddi|zuHause> Alberth: but then, why allow terraforming water at all?
14:21:51 <Eddi|zuHause> also, there may be cases for rerouting rivers, i.e. building a canal and then cutting off the river from its old flow
14:22:28 <Eddi|zuHause> Alberth: i'd much rather have an algorithm that checks whether the river spring is still connected to the sea, and forbid destroying if not
14:23:04 <Eddi|zuHause> also, same algorithm for city roads being connected to the city center
14:23:13 <Alberth> gets quite complicated perhaps
14:23:37 <chillcore> maybe just remember that this was a water tile when building canals to restore it in that case only?
14:23:38 <Alberth> ie you shouldn't be able to destroy the canal
14:24:42 <chillcore> even not if it reverted to river?
14:25:12 <Eddi|zuHause> Alberth: there should be enough bits available to store whether a canal is used for river flow, to prevent destroying the canal in that case
14:25:43 <Alberth> chillcore: I was talking about eddi's idea, build a canal around something, destroy the river, and prevent then destroying the canal
14:25:52 <chillcore> if spring destroyed remove 'was river' flag form tiles
14:26:06 <chillcore> ah like that ye that is still a good idea
14:26:21 <chillcore> spring connect to sea whenever and always
14:26:22 <Eddi|zuHause> if destroying a canal/river with the flag set, invoke the pathfinder from the left to the right tile
14:26:50 <Eddi|zuHause> if alternate path found, invert the flag on this alternate path, otherwise, forbid destruction
14:27:55 <chillcore> then just make those destroyed canals rivers automatically when if it is the last connextion to sea
14:28:08 <chillcore> might get heavy on the patchfinder?
14:29:50 <Eddi|zuHause> invoking the pathfinder on user interaction shouldn't be significant...
14:30:15 * andythenorth usually just bulldozes rivers
14:30:50 <Alberth> andythenorth: it's easier not to make them :)
14:31:17 <chillcore> building rivers will then be very expensive too
14:31:32 <chillcore> first yuou needd to build canal then destroy it
14:32:11 <chillcore> only available on feb 29
14:32:48 <Eddi|zuHause> chillcore: i don't think the player should be able to degrade canals into rivers
14:35:57 <andythenorth> remove them from the game
14:36:02 <andythenorth> just lower land instead
14:36:33 <Eddi|zuHause> andythenorth: you find that this is not simple at all.
14:36:34 <planetmaker> except on February 30th, of course
14:37:20 <Eddi|zuHause> planetmaker: so only when playing with swedish localization in the 1700s? :p
14:38:27 <Eddi|zuHause> "if halloween falls on a friday the 13th"
14:39:41 <andythenorth> eh, how hard can it be to diff out rivers and canals? o_O
14:40:36 <chillcore> it would clean out afterload ... two flies xD
14:41:09 <Eddi|zuHause> can we ban andythenorth? so many problems solved.
14:41:37 <andythenorth> there is no easy reverse diff for andythenorth
14:42:13 <andythenorth> rivers are rubbish currently
14:43:17 <samu> ah, when clearing a river, it clears it of water, but the river foundation stays
14:44:33 <samu> in my vision, all rivers will be re-flooded no mater how much you clear them
14:46:23 <samu> canal tiles won't be terraformable, even if they're built on river
14:46:43 <samu> I imagine the procedure to be like this: remove canal first, then terraform
14:46:50 <andythenorth> I’m really unconvinced that rivers are ‘solvable'
14:47:00 <samu> removing canal will not destroy the river tile, but will revert to river tile
14:47:03 <Eddi|zuHause> samu: then really, why even allow clearing them?
14:47:14 <andythenorth> respawn is problematic
14:47:23 <samu> because of pricing structure
14:47:25 <andythenorth> pathfinding to enforce flow is problematic
14:47:32 <andythenorth> making them immovables is problematic
14:47:33 <samu> must be cheap when clearing dry tiles
14:48:18 * andythenorth considers a hack
14:48:32 <andythenorth> enforcing an edge connection check when clearing
14:48:43 <andythenorth> horrible, pathfinder would be more elegant, but would be simple to understand
14:48:54 <andythenorth> so a river could be moved, but not broken
14:49:54 <andythenorth> an edge connection check (or pathfinder) should be able to enforce that the flow cannot be interrupted
14:50:14 <samu> terraforming a river is the bigger puzzle that i need to solve
14:51:45 <samu> in essence, I want the river to be always connected
14:51:55 <andythenorth> enforce that flow cannot be broken
14:51:57 <samu> what can chance is the slope directions
14:52:05 <samu> and drying them of water
14:52:26 <andythenorth> basically I am +lots to Eddi’s suggestion
14:52:49 <andythenorth> we need canals that are not so ugly :P
14:52:55 <samu> typo: what can change* are the slope directions
14:53:49 <Alberth> samu how do propose to have a slope changed?
14:54:06 <samu> that is part of the puzzle
14:54:18 <Alberth> since a non-flat, non-steep slope has exactly 2 corners raised at all times
14:54:22 <samu> it needs to know direction, via drag and drop
14:54:37 <andythenorth> also I should make that rivers grf
14:54:40 <andythenorth> with custom corners
14:54:44 <andythenorth> so they look less terrible
14:55:00 <andythenorth> and locks should be two tiles
14:55:04 <Alberth> andythenorth: make a newobject river :p
14:55:10 <andythenorth> and rivers should carve a canyon
14:55:15 <Alberth> too bad you cannot bridge them :p
14:55:18 <Eddi|zuHause> andythenorth: better locks need state machines
14:55:33 <andythenorth> Eddi|zuHause: if we live long enough, someone will do your state machines :)
14:55:35 <andythenorth> so many use cases
14:56:33 <samu> terraforming river tiles needs direction, and this is gonna be my headache
14:58:49 <samu> terraform will need some special capability to "mold" a river into a slope direction
14:59:06 <samu> there is no possibility to build a river tile
14:59:31 <samu> but I imagine that's something that I will need, and it's only available for the terraforming tool
14:59:41 <Alberth> start with drag/drop rivers in the SE ?
14:59:56 <andythenorth> you want river to follow contour?
15:00:05 <andythenorth> so when changing contour, river adapts?
15:00:21 <samu> i mean it like this: raise 2 corner of a flat river tile
15:01:03 <samu> what terraform will do is: destroy the river tile, not just dry it, but remove it, raise those 2 corners, then re-build the river tole as a slope
15:01:51 <samu> demolishing via dynamite however, will only dry the river
15:02:10 <samu> so, this ability to really destroy the river is only for this terraforming specialty
15:02:13 * andythenorth goes back to something else
15:02:51 <andythenorth> but yeah, rivers. Maybe a new class of thing - not immovables, but uninterruptables
15:03:12 <andythenorth> also, why don’t we have glaciers?
15:03:34 <Alberth> /me has disasters disabled
15:04:01 <Eddi|zuHause> samu: i don't think you need to destroy the river tile for that
15:04:02 <samu> and the pricing must also make sense
15:04:16 <Eddi|zuHause> samu: but only allow changing both corners is... problematic
15:05:02 <andythenorth> lava flow might be a disaster
15:05:06 <andythenorth> glacier is just an obstacle :)
15:05:39 <andythenorth> also transport type
15:05:49 * andythenorth has been on that Brewster bus
15:07:19 <Eddi|zuHause> well, we have glaciers in the alps, but not for long anymore :p
15:09:42 <Eddi|zuHause> samu: terraforming is done per corner. so in your "imagination" checking to change one corner requires to check whether the other corner gets changed during the same command at a later time (which may have currently unknown restrictions), and also checking that the other corners will not change
15:10:41 <Eddi|zuHause> so requiring to change two corners is both unweildy from a user's point of view, as well as from a programmers point of view
15:11:02 <samu> ah, I see, it needs to know which direction it is terraforming
15:11:47 <berndj> is there a way to set up bus routes so they don't cross rails? when maglevs get fast enough eventually collisions become inevitable when the train zooms in out of nowhere
15:11:48 <samu> if it knows, then I believe it can work for the remaining tiles, at least in theory, it's just that I'm not really totally sure of it
15:13:10 <berndj> if i provide a road network that's grade-separated and dense enough, is the city guaranteed not to build its own crashy roads?
15:13:54 <V453000> just dont allow towns to build roads, easy enough
15:14:24 * andythenorth wonders how python handles circular refs
15:14:35 <andythenorth> I have a Consist object, which I store in a list in Roster object
15:14:59 <andythenorth> and the Consist also has the Roster object in a property...
15:15:06 <andythenorth> I know it’s all references, but still
15:15:17 <andythenorth> seems like an easy route to infinite recursion
15:15:26 <andythenorth> or is that ‘programmer beware'?
15:15:57 <Eddi|zuHause> berndj: busses avoid level crossings, if a nearby route does not have any. and you can forbid towns from building level crossings
15:16:04 * chillcore hides from anything that has exceptions
15:16:27 <Eddi|zuHause> berndj: also, fast railtypes can forbid level crossings, if the NewGRF chooses to do so
15:16:36 <berndj> ah, if i can find that setting then i'll just use that - it feels undemocratic to not allow them to build at all
15:16:40 <Alberth> andythenorth: sounds fine to me, except perhaps some consistency problems
15:18:29 <Alberth> circular references are handled fine in newer pythons, since python 2.<ages-ago>
15:19:06 <Eddi|zuHause> circular references are sometimes an issue with garbage collection.
15:19:09 <Alberth> if worried, just remove the list reference
15:21:08 <samu> something similar will be needed for this
15:22:07 <Alberth> I usually drag just 2-3 tiles
15:22:08 <Eddi|zuHause> samu: you can already do that
15:23:08 <samu> to decide which direction to terraform a specific river tile, it must know the direction at which it will slope the river
15:23:09 <Alberth> dragging road is more similar, imho
15:24:09 <Eddi|zuHause> that will probably not help you at all
15:25:35 <Eddi|zuHause> you should better invest your time into removing the restriction of rivers needing both corners raised in a slope
15:26:20 <samu> but there are no graphics for that
15:26:41 <Eddi|zuHause> no, but they could be made
15:33:12 <samu> it would simplify terraform, I see
15:33:38 <planetmaker> getting those river sprites for the other slopes is not *that* difficult
15:34:22 <Eddi|zuHause> needs potentially a bit of fuzz for legacy NewGRFs
15:35:01 * andythenorth would draw them for TTD base set style
15:35:18 <andythenorth> I drew all the other bloody river sprites for the base set :)
15:35:23 <andythenorth> in all the variations :P
15:36:26 <samu> is water painted onto a river tile?
15:36:41 <Eddi|zuHause> no, it's all one sprite
15:36:54 <andythenorth> it’s many many sprites :P
15:38:07 <Eddi|zuHause> well, potentially the shores are drawn on top of a water sprite
15:39:48 <samu> how does the snow gets painted in a river
15:40:13 <Eddi|zuHause> no idea. actually
15:40:47 <samu> don't paint water, paint ice
15:41:15 <Eddi|zuHause> flowing rivers don't freeze that easily
15:41:51 <samu> it shouldn't be painting a brown thingy if it's dry though
15:43:06 <Eddi|zuHause> i still have no idea what you need dry rivers for
15:43:14 <samu> i have something to finish
15:45:04 <samu> +glx told me i have to improve this coding block static void ChangeTileOwner_Water(TileIndex tile, Owner old_owner, Owner new_owner)
15:48:06 <andythenorth> Eddi|zuHause: so uninterruptables? Simple pathfinder check?
15:48:19 <andythenorth> can’t be much more sophisticated than the ship routing check on adding orders
15:48:34 <andythenorth> is there any pathological case where a river has two outlets to the sea?
15:49:05 * andythenorth wonders if there is no routing check on adding orders
15:49:18 <andythenorth> maybe it’s just crow-flies distance to next bouy / dock
15:49:59 <Eddi|zuHause> the order check is manhattan distance, probably
15:50:51 <andythenorth> where many rivers converge, the pathfinder could spend a lot of time evaluating dead ends
15:51:21 <Eddi|zuHause> andythenorth: the way i imagine it, a river gets (on map generation, scenario editor might need some handling of this as well) a spring and a sink assigned, and every tile in a pathfinder run between them gets a flag set that this river tile is part of a flow (potentially with direction)
15:51:50 <planetmaker> not sure that the sink needs assignment a priori
15:51:50 <Eddi|zuHause> if a river converges with another one, the pathfinder stops at this converging point
15:51:58 <andythenorth> so it’s cached, rather than checked on bulldoze?
15:52:21 <andythenorth> if tile knew next tile(s), then it’s just a list
15:52:25 <andythenorth> and the list can’t be broken
15:52:45 <Eddi|zuHause> well, each tile has exactly 4 adjacent tiles
15:53:44 <andythenorth> hrm multiprocessing really does break object refs
15:54:56 <andythenorth> urgh, does mercurial actually feature revert?
15:55:55 <planetmaker> hg revert (for uncommitted); hg backout (for committed some time ago)
15:56:26 <Alberth> hg rollback for undoing the last commit-ish action
15:56:27 <andythenorth> searching for revert just got me pages of people who haven’t pushed yet :P
15:56:59 <planetmaker> Alberth, with evolve there's hg uncommit ;)
15:57:25 <planetmaker> or you could hg qimport the last changeset
15:57:36 <planetmaker> many roads to Rome
15:58:19 <andythenorth> see if that works :P
15:58:30 <andythenorth> that = Iron Horse broken compile
15:59:30 <samu> a river slope blocks pathing for ships
16:01:18 <samu> i don't know about the pathfinding
16:01:44 <samu> what I observe is that it needs a lock
16:01:56 <Eddi|zuHause> pathfinding is heavily customizable in that matter
16:03:08 <Eddi|zuHause> i.e. a river flow pathfinder can have much different restrictions than a ship pathfinder
16:03:47 <samu> one for water, one for ships
16:05:39 <samu> i thought water flooding behaviour was already done
16:06:04 <Eddi|zuHause> water flooding does not have (or need) a pathfinder
16:08:14 <samu> it needs to check the next tile adjacent to it, if it can flood it or not, and how to transform that tile when it floods, I guess
16:09:16 <andythenorth> that’s just ‘next tile’
16:09:20 <andythenorth> no pathfinder really
16:09:28 <Eddi|zuHause> samu: there would be no flooding in my suggestion
16:09:44 <Eddi|zuHause> samu: just a search for an alternate connection that already is water
16:10:03 <samu> coast tiles are transformed a little bit
16:10:39 <Eddi|zuHause> that has no connection to the problem...
16:10:58 <samu> every river will become "coasts"-alike, except how they're drawn
16:11:24 <samu> but i'm not expert on that matter
16:11:28 * andythenorth whips the horse a bit
16:16:54 <andythenorth> apparently I broke it
16:16:58 <andythenorth> bundles is cross with me
16:18:09 * andythenorth looks at Jenkins
16:22:58 <andythenorth> yeah, it’s going to fail on the failing commit :P
16:23:05 <andythenorth> it hasn’t built the 2 most recent
16:26:07 <samu> damn i forgot what I had to do
16:30:08 <samu> DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
16:31:24 <andythenorth> company bankrupts
16:31:32 <andythenorth> dunno what that actually relates to though
16:31:49 <samu> it destroys a ship depot on bankrupt
16:32:45 <planetmaker> I can try look later, andythenorth. But no promise I manage today
16:32:55 <andythenorth> planetmaker: I think it’s just failed to build on push
16:33:38 <andythenorth> 1083: Codechange: move to a python 3 compile (experimental)
16:33:43 <andythenorth> will be the offender :)
16:34:00 * andythenorth forgot about bundles python version
16:34:41 <andythenorth> FIRS may have same issue
16:36:02 <Eddi|zuHause> samu: the command that it executes is the last parameter of DoCommand(P)
16:36:16 <andythenorth> ah no, FIRS has a branch for python 3, so default branch still builds
16:37:43 <Eddi|zuHause> samu: before that are the "flags", which usually means DC_EXEC: actually do it (don't just check how much it costs). DC_BANKRUPT probably means don't let lack of money prevent it
16:41:39 <samu> how could I tell the game is doing the right thing for the old_owner if this company bankrupts
16:42:16 <samu> i have no way to visualize it in-game
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16:48:06 <samu> bug or intended? start a game via Play scenario, then type in console restart. it doesn't restart that scenario
16:48:28 <Eddi|zuHause> no, it starts a new game with the same random seed as the old game
16:49:14 <Eddi|zuHause> that may or may not result in the same map, depending on other circumstances (like game version, settings, newgrfs, ...)
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17:11:41 <samu> i'm confused at my own code lol
17:12:02 <samu> i threw it in, and it works
17:12:29 <samu> but i can't verify if it works for every case
17:12:57 <samu> how do I play as the owner_none, if that is even possible
17:14:14 <planetmaker> you can't. owner_none is the game itself
17:17:26 <Eddi|zuHause> samu: you can make tests like that by setting a breakpoint, and wait for the program to go through that line of code, then single step and watch what the variables do
17:20:18 <samu> if (!IsTileOwner(tile, old_owner)) return;
17:20:48 <Eddi|zuHause> that means skip tiles that are not owned by old_owner
17:21:11 <Alberth> that's why have generated documentation samu, there are tooooo many functions to know them all
17:21:34 <Alberth> so you can look up what functions do
17:22:38 <samu> old_owner must be a company? or can it also be a no_owner?
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17:24:33 <Alberth> read the source code :)
17:26:34 <chillcore> hmm if I allow changing values in scenarioeditor like in r27151 ... I do not need that _game_mode hack no more?
17:27:06 <chillcore> smoothness ... for starters ...
17:27:14 <chillcore> just smoothness for now
17:27:46 <chillcore> i go into menu mode change and back to SE mode
17:27:49 <planetmaker> smoothness is a thing used during map gen... thus it's pointless when there's already a map. But it makes sense to allow setting those in SE when you're about to generate a map
17:28:29 <chillcore> ^^^ that ... i need to be able to change or this patch is pretty much useles haha
17:28:42 <chillcore> just that that hack is ugly
17:29:37 <chillcore> just the diffuculty setting though noy so for the params
17:30:29 <samu> i think +glx is wrong on this, or i don't see what he meant
17:32:40 <samu> there are two ways to transfer ownership. Bankrupt and company merge. I always have to subtract watermaintenance no matter the case
17:32:51 <samu> why do i have to do it per case'
17:32:58 <andythenorth> not many translator commits in FIRS :P
17:34:48 <samu> subtract once, no matter the case, then if it's a merge, add once
17:34:56 <samu> if it's a bankrupt... leave it be
17:35:17 <samu> or am i missing the point?
17:36:59 <samu> what am i doing wrong, can you help
17:37:20 <Alberth> andythenorth: change more strings :p
17:38:06 <samu> this was correct already, and now it's not
17:38:23 <samu> unless I'm missing something
17:39:01 <samu> let me show you my two versions
17:44:13 <samu> which one is correct? or are they both doing the same?
17:44:36 <chillcore> Alberth I edited two pictures in my last post. thoughts?
17:45:24 <chillcore> that one still has a very still slope I know ... more shape of terrain there
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17:46:50 <chillcore> that is at level 199
17:48:10 <Alberth> the detailed one looks quite useless?
17:48:58 <chillcore> with our without smallmap? the one without has the wwhole map like that ... almost no steaap slopes
17:49:17 <chillcore> IIRC. there is a lot of finetuning left i agree
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17:50:53 <chillcore> it is stiil rough yes
17:51:19 <Alberth> you're generating a world, zooooming to a specific spot is probably less useful
17:51:38 <Alberth> (although no doubt there are users claiming the opposite :) )
17:52:01 <chillcore> prob is when I start toying with that I get mesmerized and no much coding happens :P
17:53:03 <chillcore> in the end it is still simply going up yes, but you sometimes have to think wat route to take because the terrain is hardly terraformable
17:53:22 <chillcore> once towns and industries come into play
17:53:46 <Alberth> oh, toying has its merits too :)
17:53:46 <chillcore> industries create flats, which causes terraforming
17:54:18 <Alberth> maybe we need other terraforming tools too now
17:54:18 <chillcore> so they create and inaccesible side sometimes
17:54:34 <chillcore> yes ... still a few niggles
17:54:42 <Alberth> ie 16 levels high is quite doable by raising a single point
17:54:49 <chillcore> need shortening save load code
17:54:55 <chillcore> and loading presets
17:55:41 <chillcore> but for trunk I think these presets have priority
17:55:59 <chillcore> bugs me that peeps see that terrain as default
17:56:11 <chillcore> as custom it is your choice
17:56:36 <chillcore> anyhoo ... removing ugly hack
18:00:15 <chillcore> <Alberth> ie 16 levels high is quite doable by raising a single point <- unless you are raising a really really long slope
18:00:29 <chillcore> then it hangs a bit ... at least it used to
18:01:11 <chillcore> unless you want to build a pyramide ... that does not happen much
18:03:17 <samu> glx, yesterday night you told me that I had to fix transfer ownership. today i look into it but i think there's nothing to fix
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18:05:24 <frosch123> [18:28] <chillcore> ^^^ that ... i need to be able to change or this patch is pretty much useles haha <- there is a difference between "current game" settings, and "new game" settings
18:05:39 <frosch123> you can change smoothness for "new game" settings, but it is pointless for "current game" settings
18:06:11 <chillcore> if I try to change smoothness settinh without my hack the game happily crashes
18:07:37 <glx> samu: it's not a fix, but an optimisation
18:07:42 <chillcore> I did not yet try after adding the SE flag
18:07:58 <samu> 00:05:16 <+glx> maybe you could merge the tests in ChangeOwner
18:08:38 <Eddi|zuHause> samu: the + is not acually prt of the nick :p
18:09:16 <chillcore> frosh: when you generate a new scnewrio you stat from scratch and the difficulty is changed
18:09:39 <glx> yes you have an if (is_lock_middle) followed by an if (canal && is_lock_middle)
18:09:40 <chillcore> but while messing wwith my gui the "game" has already started
18:09:47 <planetmaker> difficulty is a deprecated thing. It can't be different than 'custom' (=3?)
18:10:05 <chillcore> in a later stage the game is restarted again and that is fine, setting are kept
18:11:33 <chillcore> I load them in defaults
18:11:44 <samu> aha, i think i understand what you mean, ok let me edit it
18:12:18 <chillcore> but for as far as the code is concerned if you select eg smooth and not change nothing you are not in custom mode for that setting
18:12:48 <chillcore> it is disconnected somewhat
18:13:13 <chillcore> hmm how do I explain this ...
18:13:55 <chillcore> in tgen gui all is custom ... if settings match easy ... difficulty remains easy in score
18:15:08 <chillcore> I kept that behaviour intact ... i hope
18:15:20 <frosch123> there is no difficulty setting anymore that affects smoothness
18:17:07 <frosch123> savegame version 177 removes the difficulty level
18:17:31 <glx> samu: yes, but you forgot the new one :)
18:18:54 *** luaduck is now known as luaduck_zzz
18:19:27 <andythenorth> bloody garratts :)
18:19:34 * andythenorth is having issues with articulated engines
18:20:03 <frosch123> are they better than issues with liveries?
18:20:43 <samu> ah, this part? if (GetWaterClass(tile) == WATER_CLASS_CANAL && is_lock_middle) {
18:20:55 <andythenorth> frosch123: yes, they are :P
18:20:58 <chillcore> frosh only 2.5k revisions ago eh ... :P
18:21:07 <andythenorth> just wrong length sprites, with wrong offsets
18:21:13 <samu> it needs to be inside the if (new_owner != INVALID_OWNER) {
18:21:26 <glx> but you can do the same thing
18:24:12 <samu> oh yah, i am idiot, it was right between these 2
18:26:02 <Eddi|zuHause> *mental note* you can't skip songs on the radio
18:32:50 <Eddi|zuHause> is that just me or should canals be not removed upon bankrupcy, because they are common infrastructure (like roads)?
18:33:21 <samu> they're not removed already
18:33:32 <glx> they are not removed, they get OWNER_NONE
18:33:57 <Eddi|zuHause> then that comment is probably misleading
18:34:00 <planetmaker> I need it for OpenGFX-next
18:34:22 <frosch123> - Feature: Cache position where previous search ended for more speed. <- what's that?
18:34:27 <Eddi|zuHause> /* Only subtract from the old owner here if the new owner is valid,otherwise we clear ship depots and canal water below. */
18:34:36 <planetmaker> frosch123, check commit logs. Dunno :)
18:34:38 <frosch123> not english, is it? :p
18:34:57 <planetmaker> probably your own words ;)
18:35:38 <frosch123> anyway, i have nothing that needs to make 0.4 or something
18:35:47 <frosch123> not sure how much work you want to put into the changelog
18:35:57 <frosch123> but it has a lot of redundancy
18:36:15 <Eddi|zuHause> frosch123: in english, word order is probably a bit more relevant than in german :p
18:36:37 <samu> where is the dock being removed in the code?
18:37:16 <chillcore> is it? Fun are words when mangled much.
18:38:12 <frosch123> planetmaker: no, by albert
18:38:22 <frosch123> still no idea what it is, even after looking at the diff :p
18:38:43 <Eddi|zuHause> chillcore: well, "die katze beißt der hund" means something different than "the cat bites the dog" :p
18:39:20 <samu> docks disappear but I don't see it in this part of the code
18:39:21 <planetmaker> frosch123, I think something with the position attached to each line (which also is reported in case of errors)
18:39:37 <planetmaker> thus data usually not exposed from internal structures
18:39:53 <glx> it's somewhere in station_cmd.cpp I think
18:40:13 <planetmaker> but ok, thanks. I'll then try to come up with a release in the next days.
18:40:40 <Eddi|zuHause> chillcore: in german you can flip around subject and object of the sentence, should you want to put more emphasis on the object. in english you can't do that
18:40:41 <planetmaker> Not sure I want to spend much time on the changelog. What I pasted was mostly automatically gathered with very limited manual retouching
18:41:12 <planetmaker> However I updated man page and readme
18:41:57 <Eddi|zuHause> chillcore: because english got rid of the cases that designate which word is the object, and puts this semantics into the word order
18:44:38 <Eddi|zuHause> (although in german it can get ambiguous, too, if both words are female)
18:45:33 <chillcore> I can hardly understand the peeps i my own country, I doubt I would notive the difference :P
18:45:40 <chillcore> still intersting though
18:46:35 <Eddi|zuHause> chillcore: the difference is the article. "die katze [object] beißt der hund [subject]" vs. "die katze [subject] beißt den hund [object]"
18:54:24 <frosch123> now explain "die katze beißt die giraffe"
18:54:48 <Eddi|zuHause> i did that already
18:55:25 <Eddi|zuHause> if both words are female [or neutral], you also have to rely on word order in german
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18:56:27 <Eddi|zuHause> the reverse order is also pretty rare
19:05:27 <Wolf01> bah, why people don't remember they own email addresses and use MINE to do their stuff FOR MONTHS and they won't change also if you notice them?
19:05:57 <frosch123> s/people/your girlfriend/
19:07:00 <frosch123> though, grandpa would also work
19:07:12 <Wolf01> in my case is a guy with the same name who lives in another city and we don't know each other...
19:07:40 <chillcore> hmm contact your email provider?
19:07:54 <chillcore> first come first serve?
19:08:00 <frosch123> ah, you mean they registered your address somewhere
19:08:10 <chillcore> depends who it is yes ... google
19:08:11 <frosch123> i thought they hacked your account to use it to send mails :)
19:08:15 <Wolf01> the problem is they put the wrong address in outlook or such
19:08:47 <chillcore> it should not be possible ...
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19:09:29 <Wolf01> if you set that as "reply to" address, yes, it is
19:10:01 <frosch123> well, someone registered my ottd address to some archaeology conference :)
19:10:23 <frosch123> possibly a pun about the ottd code/interface :p
19:10:38 <Pici> Attend as that person then.
19:11:39 <Wolf01> when somebody register your address to a service, you should be able to unsubscribe or at least dissable the account (as I did multiple times with facebook and the other "game" address)
19:11:56 <Wolf01> the problem is when they use it in their cliend and use it for their job
19:12:22 <frosch123> na, always ignore unknown mails, put them in a filter, don't answer
19:12:26 <Wolf01> so you also get lots of reserved stuff, notify them, still get lots of reserved stuff
19:16:59 <samu> i need to know what I can do about how would the game handle destruction of a canal tile that was built on a river tile
19:17:11 <abc> Am I right for asking a question to OpenTTD here?
19:17:49 <samu> more specificaly, i need authorization
19:18:26 <frosch123> sometimes this channel is about openttd
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19:18:52 <chillcore> <frosch123> na, always ignore unknown mails, put them in a filter, don't answer <- +1
19:19:29 <samu> can i change the way demolish works for river tiles?
19:20:01 <frosch123> though i have special folder for very authentic fake mails
19:20:19 <frosch123> i like spam/scam, if it is done good :p
19:21:06 <chillcore> first you need to store 'river' tiles ... then everytime you demolish a canal compare tot that list samu
19:21:09 <frosch123> same as ads really, they are fine if they are good :)
19:21:37 <abc> i use OpenTTD version 1.4.4 and I am not able to find the option to build more than one industry of the same kind in a city in the extended options. (sorrx if my English is bad)
19:21:54 <abc> where can I find this option?
19:22:00 <frosch123> there are some filter options in the settings window
19:22:05 <frosch123> make sure to select "all settings"
19:22:05 <chillcore> needs digging in the code and compiling
19:22:36 <abc> where can I select "all settings"?
19:22:42 <frosch123> dropdown at the top
19:25:05 <abc> if you refer to chillcore: Where do I find the code and how can I compile it? I'm an IT-noob only wanting to play a nice game :(
19:26:01 <chillcore> I was talking to samu abc. sorry for the confusion
19:27:08 <abc> can frosch123 answer my question?
19:30:20 <Alberth> chillcore: unable to read Temp_Adjust_API.diff <-- removed it from the patch set, but not from series?
19:31:01 <chillcore> hmm let me check the zip ...I may have forgotten that one
19:31:17 <chillcore> it should be fine without though
19:33:05 <abc> frosch123, thank you for the link it was a great solution. sorry chillcore, this was to hard for me. I didn't realized the dropdown button at "Show" could be the solution. Now it works
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19:35:52 <Alberth> should I try that one instead?
19:36:29 <chillcore> just stick the temp file it in you patches folder
19:36:56 <chillcore> if there is one ... it should be the same
19:37:07 <chillcore> I did not add widgets yet so
19:37:32 <chillcore> it is the third attachment in my last post
19:37:53 <chillcore> or adjust series .. as you wwish
19:38:25 <chillcore> there is no ai/scripts using smoothness? yet :P
19:38:55 <chillcore> I made it to be sure as moki was using NewGRF ..
19:39:34 <Alberth> that shouldn't crash worldgen, as there are no newgrfs at that stage
19:40:14 <chillcore> unless someone has a mofified menugame?
19:40:29 <Eddi|zuHause> menu game cannot use NewGRFs
19:40:37 <Alberth> windowy stuff is quite free of newgrf-specifics, except for the newgrf window :)
19:40:51 <Eddi|zuHause> the menu game is loaded before the game can find NewGRFs
19:41:39 <Eddi|zuHause> [the only way to fix this is to run the NewGRF search on a black background]
19:42:14 <Eddi|zuHause> there is one exception: ActionF (town name) NewGRFs get activated on the menu, to get the entries into the dropdown selection
19:42:31 <chillcore> I had to move my data folder because of that ... grrr
19:42:32 <frosch123> except it is half broken for 2 years :p
19:42:43 <frosch123> well, actually for 5 years
19:42:47 <chillcore> a few GB takes a bit
19:43:45 <chillcore> then again ... if I am just playing i care less
19:44:07 <chillcore> start game ... grab coffee ...
19:44:19 <chillcore> when testeing it is another story hehe
19:45:21 <Alberth> grab tgen zip, put in patch directory, hit make, start chatting :p
19:45:24 <Eddi|zuHause> frosch123: could you specify "it"?
19:45:50 <chillcore> I hope I fixed it ...
19:46:26 <frosch123> fs#5819 - townname newgrfs fail to activate if the titlegame is a post 0.6 titlegame
19:46:36 <frosch123> i.e. it works in nightlies, but fails in all stable releases :p
19:48:30 <frosch123> we should adjust the rules for the titlegame competition
19:48:41 <frosch123> savegames may not be made with ottd newer than 0.4
19:48:57 <frosch123> (i believe it is 0.4, not 0.6, it must be from before newgrf were stored in the savegame)=
19:49:24 <chillcore> creatief met kurk ... sounds good frosch
19:50:05 <samu> can i build ship depots on canals owned by competitors?
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19:51:13 <Alberth> chillcore: it fails to crash with me, so that's good :p
19:51:24 <Alberth> no idea what to do with the numbers though
19:51:38 <chillcore> picj somethings as first
19:51:53 <chillcore> then the next is half the aplitude
19:52:00 <chillcore> so for staying flat you go
19:52:51 <chillcore> try to keep your values in a range of 2
19:53:03 <Alberth> what I mean, it's not in user terms "more height", or "less water", or so
19:53:23 <Alberth> but maybe that's not feasible with these parameters
19:53:45 <Alberth> hmm, let me try again
19:53:57 <chillcore> I usually go for littlest water, no or little variation
19:53:58 <Alberth> I press "generate", the map is all wrong
19:54:09 <Alberth> now, which number to change?
19:54:38 <chillcore> it depends what you want ...
19:54:44 <Alberth> you know, because you understand the meaning of the numbers
19:55:00 <chillcore> I do not see your screen ... hehe
19:55:10 <samu> allow-drive through road stops on roads owned by competitors
19:55:23 <Alberth> but as I said, maybe it's not possible to make it more user oriented
19:55:24 <chillcore> hmm how to eplain this ...
19:55:35 <chillcore> set everything to 1
19:55:52 <chillcore> mapsize 2048 squared
19:56:07 <Alberth> write a wiki page is probably the solution here :)
19:56:10 <chillcore> heightlevel 199 or so
19:56:16 <chillcore> it is hard to explain
19:56:20 <Alberth> there you have room to explain things
19:56:33 <Alberth> but once the patch is done, imho
19:56:37 <samu> I might need a "allow water structure stuff on canals owned by competitors" setting
19:56:51 <chillcore> yeah that sound good
19:57:18 <chillcore> for now set scale to max
19:57:32 <chillcore> rest to 1 and generate
19:57:41 <chillcore> then start making your way down
19:58:04 <chillcore> 1 by 1 ann see how that influenceds things
19:58:21 <chillcore> maybe try to find some nice seed first
19:58:27 <chillcore> with default values
19:59:03 <chillcore> then keep seed ... while making our way through
19:59:26 <chillcore> limit yourself to a factor of two up or down
19:59:39 <chillcore> taking into account that the next value is halved
20:00:03 <glx> <frosch123> well, someone registered my ottd address to some archaeology conference :) <-- oh mine too
20:00:10 <samu> how many owners can there be for a single tile?
20:00:11 <chillcore> it becomes obvious real quick
20:00:21 <chillcore> but you go out of bounds real quick too
20:00:34 <chillcore> them flats and steep cliffs
20:01:17 <chillcore> I believe safe would be 1.4 up max and 2 down
20:01:39 <chillcore> ^^^ factors, but don't pin me on that
20:02:27 <samu> is it possible to have 3 owners on a single tile at all?
20:02:33 <Alberth> what does "keep" mean, isn't that "ok", or "close" or so?
20:02:38 <frosch123> glx: it does not include a flight ticket though :)
20:02:45 <chillcore> hehe up the scale a bit if you can
20:02:58 <chillcore> that or lower first parameter followed by rest
20:03:30 <chillcore> Keep closes this gui and opens worldgen
20:03:31 <Alberth> chillcore: it's ok, I don't have time for real experimentation now, will try another day
20:03:35 <samu> upper lock tile: owner 1, canal under upper lock tile: owner 2, bridge over upper lock tile: owner 3, is this possible?
20:03:53 <chillcore> thank for testing anyway, much aprecciated
20:04:16 <samu> and possibly a 4th owner, river tile under canal tile under upper lock tile under bridge
20:04:26 <chillcore> one more bug ticked of the list yay
20:06:38 <samu> is this an impossible request?
20:06:40 <chillcore> multiple owners of the same object ... that gonna be fun
20:07:10 <frosch123> roal tiles can have up to 3 owners
20:07:29 <frosch123> 1 for road, 1 for tram, 1 for additional structure (like rail crossing, bridge, ...)
20:07:42 <chillcore> read: with infrastucture sharing I do not mind you running on my rails, I'd rather you not move them ...
20:07:53 <samu> i guess the answer is yes
20:09:50 <samu> there's no possibility to build a bridge over the upper lock tile right now, i ask why
20:10:07 <samu> was it because nobody thought of it, or is there some technical issue
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20:11:55 <samu> with enough bridge height, it could even be possible to build over the lower and middle lock tiles
20:13:04 <samu> start messing with game code to make this happen?
20:13:13 <samu> and pester you for help :p
20:16:08 <Eddi|zuHause> samu: look at how the code allows bridges over objects?
20:17:20 <Eddi|zuHause> "objects" being the eyecandy objects that NewGRFs provide
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20:21:53 <NGC3982> I cannot join the unnamed company, and the log does not fortell of any unnamed user or company being created
20:21:59 <NGC3982> Did i somehow configure this myself?
20:24:00 * NGC3982 should have Googled first.
20:26:35 <NGC3982> Yeah, i managed to enable ai_in_multiplayer without an actual AI present.
20:26:59 <NGC3982> That's why i should never copy my local openttd.cfg to the server one.
20:35:09 <samu> or how I submit it? is it bugs.openttd.org?
20:35:59 <samu> i don't consider it finalized though
20:37:08 <samu> the pricing structure for the lock makes "better" sense, but it's still not totally perfect
20:39:06 <chillcore> post it on the forums while perfecting it?
20:39:23 <chillcore> not sure if FS is supposed to be used for developing patches ...
20:39:40 <chillcore> you are still locked out of your account?
20:39:42 <samu> i need my account to be unbanned
20:39:58 <chillcore> I see ... I know what happened not going to explain here
20:40:28 <Alberth> I am sure we don't want non-finished patches at FS
20:41:16 <samu> i doubt he will unlock it
20:41:30 <chillcore> yes he will but you need to contact him privatly
20:41:52 <chillcore> I can send him a reminder np ... but first contact him yourself
20:41:58 <chillcore> it is your account not mine
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20:44:42 <chillcore> tt-forums support iss not here no samu
20:46:13 <samu> this chat is in the forum
20:47:20 <chillcore> ye but you do not ask for a account restore ina chat do you now?
20:47:44 <frosch123> chillcore: he closed the tab
20:48:22 <andythenorth> urgh, broken offsets
20:48:30 * andythenorth will defer that until another day
20:48:46 <chillcore> ok ... new account then?
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21:40:47 <l4urenz> haven't been on irc for years
21:40:54 <l4urenz> but saw that openttd had its own chat xD
21:41:27 <frosch123> well, there are like 10 openttd related channels
21:41:45 <l4urenz> the website only mentioned this one :)
21:42:00 <frosch123> let's call it the newbie channel then :p
21:42:52 <frosch123> or is it the gate to trap you in the ottd hell?
21:43:11 <frosch123> where you have to build tracks all day?
21:45:12 <l4urenz> thats more like a bonus i guess :)
21:45:36 <Eddi|zuHause> say that again when you're still here in 10 years :p
21:45:56 <frosch123> l4urenz: that's the trick :) until you read the fineprint about backseat gamers
21:46:14 <l4urenz> used to be on quakenet wayback
21:46:26 <l4urenz> but thats pretty much dead
21:48:19 <Eddi|zuHause> i suppose the kiddies are not introduced to irc anymore
21:48:29 <Eddi|zuHause> too much new social media
21:48:56 <Eddi|zuHause> or online games have their own chats
21:49:04 <l4urenz> exactly. its more like fb messenger
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22:22:53 <samu> :( i'm going back to pricing canal tiles
22:26:09 <ST2> dnt think, play BusyBee :P
22:26:21 <samu> void MakeWaterKeepingClass(TileIndex tile, Owner o)
22:30:15 <samu> * Only river water should be restored on appropriate slopes. Other water would be invalid on slopes */
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22:36:59 <samu> ah, the game restores rivers via this void MakeWaterKeepingClass(TileIndex tile, Owner o)?
22:39:18 <samu> this comment: If we clear the canal, we have to remove it from the infrastructure count as well.
22:39:31 <samu> but there is no way to clear canals, only demolish canal
22:41:28 <samu> MakeWaterKeepingClass - must understand what is this for
22:59:24 <samu> question: Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER];
22:59:48 <samu> it picks one of the prices?
23:01:00 <samu> what is being decided there?
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23:08:10 <samu> question: Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER];
23:08:24 <samu> do you know what that ? do?
23:12:16 <samu> is it deciding one of the prices for the base cost?
23:23:25 <glx> it's a simple if then else with assignation
23:26:53 <planetmaker> the ternary operator is nice. And a bitch. At the same time :)
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