IRC logs for #openttd on OFTC at 2015-02-23
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00:02:34 <samu> didn't notice I had closed IE
00:04:50 *** Supercheese has joined #openttd
00:05:29 <Eddi|zuHause> # immer wenn mei frau sagt 'is was?'
00:05:36 <Eddi|zuHause> # dann tu ich das, dann ess ich was
00:08:04 <samu> my perspective is from 1280x720
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00:15:30 <AdziHades_> Hello guys? Is anyone here?
00:17:14 <AdziHades_> Can you help me with a server?
00:17:27 <AdziHades_> My friend can't join but it says it's online on the server list
00:17:30 <AdziHades_> But offline in the client
00:20:15 <AdziHades_> But my friend can't join it
00:20:31 <AdziHades_> He knows the password...
00:20:44 <ST2> tell him to restart OpenTTD
00:21:03 <AdziHades_> Have done. Will return results when I get them
00:21:07 <ST2> if he can't join, probably using a different version
00:21:53 <AdziHades_> Yeah - Checked that. He's using 1.4.4
00:22:11 <ST2> he tried to add it manually: 86.167.28.165:3979
00:22:28 <AdziHades_> Disabled every firewall known to mn
00:22:41 <AdziHades_> But it says it's online on the server list
00:22:42 <ST2> a red, yellow or green dot on it?
00:23:28 <ST2> well, had he tried the Refresh server button?
00:24:43 <samu> isn't rubidium title game exactly the same as 1.5.0-beta1?
00:24:52 <AdziHades_> He's restarted client, no luck
00:25:06 <AdziHades_> I'll try unpasswording it
00:25:09 <AdziHades_> See if one of you can join
00:25:58 <AdziHades_> No dot but name is orange for him
00:26:04 <AdziHades_> And join using the IP
00:26:56 <AdziHades_> Ahh no worries. Hopefully ST2 does :D
00:28:00 <samu> is it just me or nikitozz train engine are going backwards?
00:30:12 <glx> maybe you ctrl-clicked on them in depot
00:30:21 <samu> I didn't, i just loaded save game
00:30:47 <samu> the engine front is facing the wagons
00:31:40 <ST2> that's called a test to check if players are sobber. you passed :P
00:33:02 <samu> how do i vote without being in the forum?
00:33:31 <AdziHades_> On the server page it says (ipv?) after the IP
00:35:17 <AdziHades_> Could it be confused whether to use IPV6 or IPV4?
00:37:40 <AdziHades_> Yeah but on my friends server page is says
00:38:02 <AdziHades_> 86.167.28.165:3979(ipv?) << exactly that
00:38:28 <samu> So here's my quick voting
00:38:37 <ST2> are they on IPv4 or 6? (no idea if that interfeers)
00:39:27 <AdziHades_> I've not idea how to check :L
00:39:29 <ST2> my IP is 4 and I could join, so I guess it's their side issue
00:40:09 <glx> I don't think there are IPv6 only clients
00:40:33 <glx> IPv6 could be a problem if the server was IPv6 only
00:40:48 <glx> but the client doesn't care
00:41:16 <glx> it can play on both if the network connection supports it
00:41:43 <ST2> but it's the only thing I can remember, since I could join the server without problems. very small map xD
00:42:39 <samu> VinnieNL: too many rail tracks
00:42:55 <glx> your vote is useless here :)
00:44:18 <samu> romazoon: that zigzag road omg, super fast aircraft, train crushes truck soon after, omg
00:45:01 <AdziHades_> I just made it a 64x64 so it was quicker to load for testing :D
00:46:15 <samu> Fleashosio: I don't know what to say, looks like every tile was filled with something, a bit overburden
00:46:34 <samu> i notice helicopters flying too fast
00:47:44 <samu> yea, I suppose I like Fealshosio though, a bit too much for my liking though
00:50:01 <samu> levelcrossing: I'm liking it
00:54:42 <samu> Rayfie: simple, albeit too much simple
00:54:56 <samu> i'll consider it, since it's gonna stay for 1 year as main menu
00:59:16 <samu> BlackHeart: it's a bit like Fleashosio, lighter but hmm...
01:02:27 <samu> sc79: features a train crash
01:06:09 <samu> emperorjake: that choice of colors for those vehicles combines bad with landscape
01:08:47 <samu> Nikit0dZZZa: features that weird train engine front facing wagons, goes in reverse, some ugly train track, do not like
01:10:24 <samu> telanus: a bit too many crossings
01:11:42 <samu> my 3 points would be for levelcrossing
01:16:20 <samu> a bit undecided for 1 point
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02:48:58 <Eddi|zuHause> except it's night
02:58:07 <Flygon> The power's been out for over 90 minutes.
02:58:47 <Eddi|zuHause> your power goes out when it rains?
03:00:29 <Flygon> Eddi: It goes out when it's the strongest thunderstorm we've had in over 18 months, yes
03:00:45 <Flygon> A huge chunk of Victoria's been knocked out
03:01:03 <Flygon> And my generator can't be used atm due to lacking the right DC>AC lead
03:01:21 <supermop> powers fine here in fitzroy
03:01:28 <Flygon> Granted, my generator is from 1999, going to be scrapped Wedensday, and is a Falcon :U
03:01:33 <Flygon> supermop: Want a 1999 Ford Falcon?
03:01:54 <Flygon> You seem like the kind of guy that is willing to have it go in a demolition derby
03:02:01 <Flygon> Rather than a recycling ya- aw
03:02:02 <supermop> ill take a 94 ford taurus
03:02:13 <Eddi|zuHause> that's much younger than my car...
03:02:15 <supermop> in metallic green or teal
03:02:52 <Flygon> We get $100 if it's scrapped
03:02:54 <supermop> Eddi|zuHause: i image whatever you drive lasts longer than an australian or american ford
03:03:12 <Flygon> Though, since I know you'll ask the obvious
03:03:32 <Flygon> Half the reason it's being cycled through
03:03:57 <Flygon> This's what happens when we have two convos at once :B
03:03:59 <supermop> i like mkiii and iv as well
03:04:00 <Eddi|zuHause> i'd much rather have my renault 19 back
03:04:40 <supermop> i want one of those vw polos with all the body panels different colors
03:05:02 <supermop> although i have not owned a car since 2008
03:05:15 <Eddi|zuHause> i even forgot they ever existed
03:05:29 <supermop> haha i imagine not many are left now
03:05:44 <supermop> they were rare in 1997 when i lived in uk
03:06:17 <Eddi|zuHause> i think the last time i saw one of those was around 2001
03:06:54 <Eddi|zuHause> what were they called again?
03:11:27 <supermop> too bad the tailgate is covered in bumper stickers
03:11:29 <Eddi|zuHause> plus shipping to australia, plus adapting to australian road standards?
03:11:54 <supermop> wait till i go home and ship to the us
03:12:09 <supermop> i think 90s polos are not legal in the us
03:12:12 <Eddi|zuHause> that won't be much cheaper :p
03:12:33 <supermop> or at least were never certified, so i'd need to buy three so DOT can test one and crash one
03:13:12 <supermop> "kleinwagen" is such a great name for the "fahrzeugtyp"
03:13:12 <Eddi|zuHause> that seems excessive :p
03:13:36 <Eddi|zuHause> well, it certainly is small :p
03:14:29 <supermop> i miss cars, but i certainly do not miss all of the costs etc that come with them
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04:24:08 <supermop> a single car tram wont need | or _ doors open sprites, right?
04:33:46 <Supercheese> unless diagonal roads are implemented, I would think not
04:37:27 <Pikka> well it needs them in the sprite set
04:37:44 <Pikka> and the _ will show in the info window and such
04:38:00 <Pikka> whether you just recycle the default sprites for those directions is up to you
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04:44:50 <Supercheese> Ah yes, info window, forgot about that one
04:45:40 <supermop> hmm need to increase render layout again to fit in loading stages
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07:12:42 <supermop> is there a fast way to cut up a PS document into sections?
07:13:22 <V453000> just reference it in another PS document via file - place linked or smart objects
07:18:01 <supermop> like, i rendered a 5x5 grid of trams - bunch of views
07:18:49 <supermop> now i want to cut that into 25 256x192 px or so sections so each view is its own png with vehicle centered
07:19:20 <V453000> 1. just animating the camera will be easier and more precise
07:19:28 <V453000> 2. yeah, the referencing would work
07:19:39 <supermop> there is a camera in ps?
07:20:05 <V453000> just make the camera animate and jump from one object to another, in 25 frames of animation
07:20:39 <supermop> unfortunately i need all views in frame at time of render to get the colors consistent
07:20:49 <V453000> but if you just want to cut in photoshop, well ... just make a 256*192 file and Place as Linked some other file, and position it correctly
07:21:05 <V453000> the colors should be consistent regardless?
07:21:35 <V453000> shouldnt matter if you render one camera with 25 views or 25 cameras with 1 view each if the result is to be the same
07:21:54 <V453000> the problem with e.g. 5x5 (or 16x16 in my case) grids is that it is less precise
07:22:00 <supermop> using the photometric renderer it works like a camera with auto WB and auto exposure - so if i render the \ view which darker due to the \ side
07:22:13 <supermop> it will lighten it up, and vis versa for /
07:22:24 <supermop> so the roof of \ is lighter than /
07:22:46 <V453000> but that is the same regardless if you render it separately or at once?
07:23:15 <supermop> if i render them all at once the flat roofs will all be the same shade
07:24:19 <V453000> well, I do all cutting/sprite stuff doing through after effects
07:24:27 <V453000> effective and easy to re-render
07:24:36 <V453000> photoshop kind of works but it is more clunky to get it done
07:24:59 <V453000> after effects basically gives you the extra dimension of time which I like to abuse a lot
07:27:14 <supermop> i wonder if i can grey-card these renders somehow
07:32:10 <V453000> or reconsider the render engine if it throws such incostencies :)
07:41:46 <V453000> I currently use Vray, but when I used mental ray in photometric mode I thought it throws consistent results no matter how far the camera is
07:42:04 <V453000> but I might have just not tried enough
07:44:57 <supermop> like if i have 3-5 cubes and spheres in the shot, from pure white to total matte black, then it seems it would make everything basically medium?
07:48:46 <V453000> do you have any other render engine options?
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08:15:44 <Sonny_Jim> I just downloaded some content using the console on a dedicated server, where does it download it's files (on linux)
08:16:30 <Sonny_Jim> Oh nm, $home/.openttd/content_download
08:16:42 <Sonny_Jim> How can I setup my dedicated server to use a heightmap I've downloaded?
08:27:52 <V453000> idk, but creating a savegame with the heightmap, uploading to the server, loading it on the server
08:27:56 <V453000> should be convenient enough
08:28:09 <Sonny_Jim> I've noticed there's an option to load a scenario
08:28:13 <Sonny_Jim> I can just use that
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09:12:51 <supermop> V453000: flamingo 2.0 photometric is 'best' renderer i have
09:13:22 <supermop> just finally figured out how to render to an explicit size file though
09:28:39 <argoneus> V453000: do you know how to use adobe premiere?
09:33:49 <V453000> I use After Effects for most things instead
09:34:12 <V453000> since they both export by media encoder it is not a big deal which you use
09:34:20 <V453000> but well, previews in premiere are convenient
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10:35:44 <supermop> need to test if photometric gives consistent results if all views are shown in scene but are off camera
11:03:55 <V453000> oh you had them hidden
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11:49:27 <Sonny_Jim> Any idea why I'm getting weird chars in my dedicated server log output?
11:49:28 <Sonny_Jim> [2015-02-23 11:48:34] *** เกมหยุด (จำนวนผู้เล่น)
11:51:41 <V453000> that looks considerably evil
11:53:46 <Sonny_Jim> Looks like Thai to me
11:57:24 <supermop> renders go to 8 sec when doing just one view
11:57:36 <Sonny_Jim> It'll be because I have "lang = thai" in my config lol
11:57:52 <Sonny_Jim> No idea how it got there, the config was autogenerated
11:58:33 <supermop> fan doesn't even spool up
11:59:07 <supermop> doing 256px sq instead of about 4000x2000 with 24 views
11:59:31 <Sonny_Jim> Ok now this is really wierd
11:59:45 <Sonny_Jim> I changed language = thai.lng to english.lng
11:59:53 <Sonny_Jim> Saved, started openttd
12:00:13 <Sonny_Jim> It was back in thai, quitted the server, checked the cfg and it had changed back to thai.lng?
12:03:50 <V453000> different colours in different renders?
12:03:54 <supermop> the roofs are pretty close but slightly different
12:04:02 <chillcore> when and where did you make changes Sonny_Jim. changed made in the config file itself while openttd is running do not stick, file is overwritten on exit.
12:04:08 <V453000> question is, does it matter?
12:04:16 <V453000> wont the inconstency actually make it look nicer?
12:04:33 <supermop> also it seems more washed out
12:04:53 <V453000> well adding contrast in postproduction is easy
12:08:13 <V453000> idk how does rhino handle matting, but my renders totally need matte removing on the contours, too
12:08:27 <V453000> or well, flamingo rather :)
12:11:35 <V453000> well yeah when you render things, a little bit of "background" can stay around the object edges if there is transparency behind it
12:11:44 <V453000> typically white/black matte
12:12:01 <V453000> removing it make the object fit into the game a lot better
12:12:41 <supermop> ok yeah i get those fuzzy edges at times
12:13:26 <supermop> like i have a small crevice where alpha should show through
12:14:27 <V453000> photoshop has a function "remove white/black matte or something like that under layer - matting ... but the layer has to be rasterized which means you cannot do it on linked files
12:14:41 <V453000> one of the key advantages of after effects
12:14:57 <supermop> but bc of some slight antialiasing it shows up in ps as the color of the backdrop (cyan) instead of clear
12:15:50 <supermop> i just select by color then delete
12:16:17 <V453000> I dont think that has the same effect, but yeah seemingly that could be a solution enough
12:18:30 <supermop> ok this is weird when i render 256 sq its very light and washed out, but rendering larger but more zoomed out it looks good
12:22:23 <V453000> do you have orthographic camera?
12:26:25 <juzza1> supermop: that sounds weird indeed, shouldn't make any difference, but i probably don't understand how your renderer works
12:28:20 <juzza1> would be interested in seeing some screenshots
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12:33:07 <supermop> where should i post them?
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13:50:46 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 19 hours, 37 minutes, and 38 seconds ago: <andythenorth> where is cat?
13:52:49 <DorpsGek> __ln___: I have not seen cat.
13:55:39 <Eddi|zuHause> well, it would explain a lot
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15:46:43 <Eddi|zuHause> it's photoshopped! i can tell by the pixels!
15:49:50 <Eddi|zuHause> i'm sure it's better than the helicopters that were ordered by the german navy. they have no permission to be used over the ocean.
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16:09:51 <samu> levelcrossing save game is cheated
16:10:06 <planetmaker> cheating is totally fine for titlegames
16:10:20 <samu> there's some ship with a total capacity of 209
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16:10:57 *** ChanServ sets mode: +o Alberth
16:10:59 <planetmaker> you cannot cheat that
16:12:23 <samu> all cargo ships for orange
16:15:33 <planetmaker> samu, the capacity depends on the cargo
16:15:39 <planetmaker> it's not 100 of every stuff.
16:15:58 <planetmaker> it's 190 goods or 209 wood or whatever onother cargo goes into it
16:17:14 <planetmaker> hm, at least it's possible
16:17:15 <samu> i'm pretty sure that's not true
16:17:25 <samu> i've never seen that before
16:19:09 <samu> how can you do that? i can only refit to 190 of everything
16:19:44 <Alberth> I have not seen it, therefore it does not exist?
16:20:19 <planetmaker> samu, you're right... it seems the default ships usually don't change their cargo capcity between fright types
16:20:47 <planetmaker> however I don't see how that game has been tempered with
16:22:00 <planetmaker> samu, you should ask in the titlegame thread :)
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16:31:16 <samu> Votes can now be cast by sending an e-mail to me
16:31:31 <samu> what is planetmaker email
16:32:55 <planetmaker> take an educated guess :)
16:34:35 <samu> i can't vote without being on the forum?
16:37:05 <Sonny_Jim> Oh FYI, the dedicated server seems to run OK on a Pi, but I've only tried a 256x256 map with 2 players
16:37:31 <Sonny_Jim> And the openttd build in the repository is hilariously out of date
16:42:43 <Alberth> samu: email is not the same as a PM at the forum, you can take an educated guess, and check at our site
16:51:43 <planetmaker> Alberth, I allow votes via several means: forum posting, forum message and e-mail. And actually also on google+ ;)
16:51:58 <planetmaker> he's right, I failed to integrate the e-mail link it seems
16:52:10 <planetmaker> however guessing my e-mail is easy :)
16:52:29 <Alberth> good, now I only need to create 3 aliases for voting :p
16:53:08 <Alberth> most people will use a PM anyway
16:53:39 <planetmaker> though e-mail has been popular too in the last years
16:54:10 <Alberth> hmm, yes, it's more readily available at the desktop, probably
16:57:53 <frosch123> what is the deadline for votes?
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16:58:11 <frosch123> is that written somewhere? :p
17:10:58 <samu> orudge email's there too
17:16:46 <samu> project leader: rubidium
17:20:36 <Alberth> you going to write the entire web page here? :)
17:21:17 <samu> i had many gui photoshop ideas in the past
17:22:28 <Alberth> the problem is usually that the code behind it also needs to be changed, quite dramatically, at times
17:26:36 <samu> opengfx, openmsx and so?
17:27:57 <Alberth> opengfx, zbase, and the original game data
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17:39:41 <chillcore> In case someone feels the urge to take the axe to my trees ... don't let me stop you. :P
17:40:21 <chillcore> I got me one of these when entering seeds manualy ... Assertion `min <= max' failed.
17:41:03 <chillcore> I should investigate that UINT32_MAX magic
17:42:48 <chillcore> thing is that I did clamp properly in OnQueryTextFinished and still it gives me negative results.
17:43:18 <chillcore> Yay challanges, no fun if things go by themselves all the time. :P
17:45:48 <Alberth> using a signed variable to store the result?
17:45:54 <DorpsGek> Commit by translators :: r27168 trunk/src/lang/latin.txt (2015-02-23 17:45:46 UTC)
17:45:55 <DorpsGek> -Update from WebTranslator v3.0:
17:45:56 <DorpsGek> latin - 4 changes by Supercheese
17:46:22 <Alberth> or you store it in a smaller sized variable (ie you lost the higher bits)?
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17:49:51 <chillcore> possibly things get mixed up somewhere in the code, yes Alberth, setting.ini declares type SLE_UINT32, max value sais UINT32_MAX <- magic nr to generate a new seed everytime openttd is started
17:53:07 <chillcore> TBH, I have not yet investigated much as it was working before
17:53:35 * chillcore sings "Digging the code, diggy diggy code ..."
17:55:49 <Alberth> only 32 bits? hmm, could work as a seed
18:13:54 <chillcore> core/random_func.hpp: "Pick a random number between 0 and \a limit - 1, inclusive. That means 0 can be returned and \a limit - 1 can be returned, but \a limit can not be returned."
18:14:11 <chillcore> somehow I have the feeling the prob is notlocated here ...
18:24:30 <chillcore> ^^^ as generating random ones works fine ... it crashes when entering seeds manually ... even a simple '5' which is more then within range.
18:29:47 <Alberth> 5 sounds pretty much within bounds :p
18:29:59 <Alberth> perhaps print the value, lower, and upper bounds?
18:30:19 <Alberth> it sounds like the lower or upper bound is wrong
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18:47:24 <chillcore> #4 0x00000000007e0c6f in Clamp<int> (a=5, min=0, max=-2) at ~/src/core/math_func.hpp:141 __PRETTY_FUNCTION__ = "T Clamp(T, T, T) [with T = int]" #5 0x00000000007e0103 in Clamp (a=5, min=0, max=-2) at ~/src/core/math_func.hpp:165
18:47:40 <chillcore> right ... - 2 is max eh ...
18:48:39 <chillcore> let's see what happens if I enter 0 :P
18:49:21 <glx> oh no assert to check min<max ?
18:50:11 <Alberth> Clamp uses 'int' interpretation
18:50:36 <chillcore> maybe I am using the wrong clamp funtion then?
18:51:22 <Alberth> a is an int, apparently
18:51:25 <michi_cc> No, but at least one of the parameters to Clamp is a signed type and not an unsigned type it seems.
18:53:05 <Alberth> although the 'uint' is normally implied by the arguments, so you don't have to write it yourself
18:53:42 <chillcore> even entering 0 as seed crashes ...
18:54:17 <chillcore> hmm maybe I should take the axe to the seedmagic on gamestart
18:54:18 <Alberth> of course min is bigger than max, which means there is no valid value in the domain
18:54:50 <Alberth> can you give the 'Clamp' line?
18:56:00 <Alberth> and probably the type of the 'a' argument :)
18:56:06 <chillcore> _settings_newgame.game_creation.generation_seed = Clamp(value, TGEN_SEED_MIN, TGEN_SEED_MAX); // UINT32_MAX is reserved for random magic.
18:56:34 <chillcore> min and max are enums 0 and 4294967294
18:56:45 <Alberth> that comment explains the -2
18:56:48 <chillcore> ^^^ -1 to make sure
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18:57:41 <chillcore> SLE_UINT32 <- settings.ini
18:58:15 <Alberth> euhm, you don't have a 'uint32 value' like thing?
18:58:48 <Alberth> or, more likely, a 'int value' or so
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19:00:07 <chillcore> I don't think so ... seed was already declared and stuffs, I just replaced UINt32_MAX with TGEN_SEED_MAX, it was working before so I did not dig much deeper
19:00:41 <Onyxsiet> im told a currently used graphics set is missing a number of sprites
19:00:45 <Alberth> hmm, right, is the source anywhere available?
19:00:59 <Onyxsiet> please update the base graphics set
19:01:21 <Onyxsiet> since you are playing a development snapshot
19:01:48 <Onyxsiet> you might need a snapshot of the base graphics set
19:01:53 <chillcore> Alberth, I'll post it with a warning on it, give me a few moments to zip it up
19:02:05 <Onyxsiet> so how do i fix that
19:02:46 <Onyxsiet> which one do i download
19:03:04 <Alberth> nah, just the .zip of 3M
19:03:40 <Alberth> install instructions are in the readme you got with your OpenTTD program
19:04:30 <Alberth> directory to put it, is different, depending on what system you have
19:05:45 <Alberth> unzip, but you can keep the .tar
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19:09:34 <andythenorth> bit over my head
19:09:50 * andythenorth has been reading a few “OO is bad” articles recently
19:10:42 <chillcore> Alberth: third attachment of last post ... seed is patch 80
19:11:17 <Onyxsiet> where do i put the open gfx.tar thing at
19:12:30 <Alberth> Onyxsiet: depends on your platform, the readme of OpenTTD explains where to put basesets
19:12:45 <Alberth> unless you have a Linux system, I cannot tell you :)
19:13:00 <Onyxsiet> im normal windows 7 64 bit
19:15:58 <chillcore> Onyxsiet ... section 4.2 of readme.txt ... too long to copy here ;)
19:16:33 <chillcore> read: you have options ...
19:18:39 <Alberth> andythenorth: how to code for max cpu usage, imho
19:23:25 <Alberth> chillcore: int value; <-- so it's an integer (line 359 of 20_Tgen_smoothness_gui.diff)
19:24:19 <Alberth> which makes Clamp use 'int' as input and comparison type
19:24:42 <Alberth> values near UINT32_MAX interpreted as signed int are negative
19:25:01 <Alberth> for signed integers, you should use INT32_MAX
19:25:44 <Alberth> or you should use an uint32 variable instead of 'value'
19:27:57 <andythenorth> Alberth: yeah, it’s games orientated
19:28:55 <Alberth> to be expected with PS :p
19:28:59 * andythenorth has been having OO fun recently
19:29:13 <Alberth> do you have an opinion about open BB issues?
19:30:03 <Alberth> but you use classes all the time!
19:30:54 <Alberth> I made the news item clickable, if you have a new enough BB and OpenTTD
19:31:23 <andythenorth> for newgrfs, I use classes that are in a run-once static compiles :P
19:31:34 <chillcore> @Alberth: hmm ... I kinda would like to keep value signed actually as I would like to experiment with negative perlin noise parameters later perhaps ... this seedy thing however ... there is a lso ClampU() I could perhaps use ... choices choices
19:31:41 <andythenorth> clickable news item ftw \o/
19:31:46 <andythenorth> was bugging me in current game
19:31:50 <andythenorth> I need to get to end of current game
19:31:56 <andythenorth> but BB keeps me going
19:32:15 <Alberth> any other issues you'd like to have?
19:32:20 <andythenorth> I feel that GS development is quite slow moving by nature
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19:32:33 <andythenorth> right now it does the minimum needed
19:32:51 <andythenorth> my version is quite old, so maybe some things are fixed already
19:32:58 <andythenorth> - I would like more info about time left to complete a goal I started
19:33:29 <andythenorth> - I would like to get fewer goals that are trivially fulfilled because I’ve already got established deliveries to an industry
19:34:35 <andythenorth> I wonder if that’s almost a point of Busy Bee - no bigger reward than just doing the goal
19:34:51 <andythenorth> it’s just being in flow, making trains, no bigger narrative
19:34:54 <Alberth> chillcore: 'value' is just used to pass temporary data? in that case, why not make a 'uint32 seed_value' specifically for passing seeds?
19:35:39 <Alberth> yeah, I just added it because it was mentioned, but I have no desire for rewards either.
19:36:07 <chillcore> Alberth: That is kinda what I had in mind yes; Also before I forget, Thank you for saving my ass once again :P
19:36:51 <Alberth> always a pleasure to do random things and make someone happy in the evening
19:37:24 <Alberth> someone is having silly thoughts there :p
19:37:40 <andythenorth> peter1138: has your postman been?
19:37:58 <peter1138> Not been at it yet.
19:38:23 <andythenorth> np, just checking it arrived ;)
19:38:30 <andythenorth> if it doesn’t work, let me know
19:39:02 <andythenorth> can’t remember if you hold down alt or mouse button or something to get the OS disk to boot the mac
19:39:06 <andythenorth> there are various tricks
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20:00:17 <chillcore> Yay ... no more crashy bits (in this part of the code)
20:03:33 <andythenorth> no consist managment :(
20:03:48 <andythenorth> the last remaining really annoying mangementy thing
20:09:49 <samu> hi, so m1 stores owners?
20:10:55 <samu> m1 = 0x51 - how do I interpret this?
20:13:31 <samu> •m1 bits 4..0: owner (for sea, rivers, and coasts normally 11)
20:14:37 <Alberth> convert hexadecimal number to binary number, find bits 4..0
20:15:04 <samu> •m1 bits 6..5 : Water class (sea, canal or river)
20:15:28 <Alberth> alternatively, learn how bits and hexadecimal numbers are related, and read the value directly from 0x51
20:16:03 <Alberth> third option, code a program that gets the bits, and prints the value for you
20:16:14 <glx> in this case owner is 0x11 ;)
20:16:54 <samu> i run the game with debug window
20:16:55 <glx> and class is 2 if I'm correct
20:17:37 <Alberth> seems like the right number to me
20:18:13 <glx> (shifting bits mentaly can be hard but not in this case)
20:19:12 <samu> windows calculator says 110011
20:22:14 <samu> let me look at canal with no owner
20:23:42 <samu> canal owned by company 15:
20:29:05 <glx> but the display starts at 1 IIRC
20:29:35 <samu> what is type 2 type 1 you're mentioning?
20:45:40 <chillcore> Alberth: I uploaded my new version, if/when you have some time can you check patch 20 again to see if my abusing "default in switch" is acceptable? No rush though, going to do some tuning and testing now ... the fun stuffs :P
20:47:00 <chillcore> Alberth ... I meant patch 80 as that is where changes happen ... oops
20:51:47 <Alberth> - Shouldn't it have a 'break' after the seed_value case? A simple if/else is perhaps easier here
20:51:47 <Alberth> - 'atoi' means you output 'int', ie not unsigned, maybe atoll (if that exists at all systems)?
20:53:58 <Alberth> mapgeneration -> map generation, English people like to write separate words :)
20:55:47 <samu> i found a bug! in a multiplayer game, the drop down
20:56:11 <samu> when highlisting Spectator, it becomes all blak
20:56:31 <michi_cc> strtoul should be available everywhere I think.
20:56:59 <samu> oh, bug also happens in story book
20:57:23 <Alberth> michi_cc: looks like it, it's from stdlib.h. Thanks
20:57:40 <chillcore> Alberth: It should have a break yes ... fixed ... over here that is :P
20:58:14 <samu> Spectator could be written in white color?
20:58:21 <samu> must like in Company list?
20:58:22 <chillcore> Thank you michi_cc ... fixed that too. ;)
20:59:08 <Alberth> add a break after default case too, just for consistency
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21:00:35 <chillcore> Will do ... Alberth ;)
21:01:08 <Alberth> you probably never add anything under it, but ..... who knows
21:01:52 <chillcore> error: too few arguments to function ‘long unsigned int strtoul(const char*, char**, int)’ case WID_TGEN_SEED_VALUE: seed_value = strtoul(str); break;
21:02:02 <chillcore> hmm compiler sais no ..
21:02:18 <Alberth> 3 arguments != 1 argument :p
21:03:14 <Alberth> strtoul(str, NULL, 10)
21:03:40 <Alberth> strtoul(3) or man strtoul :)
21:04:24 <Alberth> if you have man pages installed, that is :)
21:05:36 <chillcore> milliseconds too late :P
21:07:15 * andythenorth wonders which translator sunshare uses
21:07:24 <andythenorth> and if it would be better for him to just post the Spanish
21:07:32 <andythenorth> I think there’d be more of us who’d understand it
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21:25:21 <samu> i think i'm starting to understand
21:28:28 <samu> isn't the m1 cell 8 bits?
21:28:41 <samu> what happened to the 8th bit?
21:30:42 <samu> ah, I finally understand that thing
21:33:13 <samu> 1001110 is actually 01001110?
21:34:02 <glx> useless 0 are not shown in binary
21:40:00 <samu> hmm, to store 15 companies i need 4 bits
21:41:50 <samu> i only need 4 apparently
21:41:53 <glx> but to store an owner (including town, none, water) you neen 5 bits
21:42:49 <glx> owner_town is 0xF, owner_none is 0x10, owner_water is 0x12
21:43:32 <glx> yes 15 companies + special owners
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22:32:40 <samu> oh, lock middle tile is actually a canal
22:33:24 <samu> i thouht the game viewed it as not being anything
22:34:06 <glx> it's a canal unless it was a river before construction
22:34:41 <samu> that patch makes even more sense
22:35:52 <samu> road depots vs drive-through lorry stations
22:36:02 <samu> i'm watching these, where they store owners
22:45:19 <glx> and for stations you have station owner, road owner and tram owner
22:46:51 <samu> ah, stations are on another group
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22:48:09 <samu> gotta edit docks as well
23:05:47 <samu> rivers always have the same owner
23:09:52 <samu> that's why the game always revert back correctly to rivers and sea
23:13:13 <samu> game is assuming stuff incorrectly
23:14:36 <samu> ok, i see there's no other way to do this without storing owners twice
23:15:49 <samu> now i am wondering if i need 4 bits or 5 bits
23:37:15 <samu> ah wait, it's a station grr
23:39:38 <samu> if 1, then oilrig station
23:41:24 <glx> oilrig and buoy are station tiles
23:41:40 <glx> m6 bits 5..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy, waypoint)
23:43:04 <samu> it's not shared with water m1 at all?
23:43:20 <glx> m1 bits 6..5: water class for buoys, water part of docks and for airport tiles
23:44:47 <samu> but it's of type station
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23:49:51 <samu> class 5, m1, bit 7, in the grid it says inherit, what is that
23:52:12 <samu> what you mean it's not using bit 7
23:53:09 <samu> but it was saying 0x90, i dont get it
23:55:58 <samu> gonna try build an oil rig on canal tiles
23:59:00 <glx> hmm bit 7 is set bit I don't know why
23:59:43 <samu> gonna try build oil rig on canal tiles of company 1
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