IRC logs for #openttd on OFTC at 2015-02-26
        
        
        
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00:00:11  <samu> have to figure out what's happening between step 1 and 2
 
00:00:26  <glx> when ownership is removed maintenance cost for ownersip is gone too
 
00:01:22  <samu> owner founder - OWNER_NONE in case of industries
 
00:01:50  <samu> which line is exactly doing that
 
00:02:35  <glx> the tile is cleared when the industry is created
 
00:11:27  <samu> 	OwnerByte owner;                    ///< owner of the industry.  Which SHOULD always be (imho) OWNER_NONE
 
00:12:29  <samu> okay, before setting OWNER_NONE, i want to extract whatever owner it is there
 
00:18:16  <Eddi|zuHause> have i said today yet that i think your whole idea seems ill-conceived?
 
00:18:56  <Eddi|zuHause> you want to project a logic on it that neither is there, nor would have any reason to be there
 
00:19:34  <Eddi|zuHause> you are toying with a detail that has no practical application whatsoever
 
00:20:13  <Eddi|zuHause> when the industry is built, you don't own the area anymore. when the industry closes, you don't magically get it back
 
00:20:48  <samu> worst case is the industry
 
00:20:57  <samu> i have to find all possible cases
 
00:21:18  <samu> i started with ship depot
 
00:21:43  <Eddi|zuHause> after industry is disbanded, owner will be none. just like when a competitor's company bankrupts
 
00:22:07  <Eddi|zuHause> deal with more important matters.
 
00:23:01  <Eddi|zuHause> ship depot can only be placet on own canals. because they can block routes. case closed.
 
00:23:43  <samu> i vision much cheaper canal costs
 
00:24:12  <Eddi|zuHause> what does that have to do with ship depots being built on competitors' canals?
 
00:24:34  <samu> i think of canals like they're roads, i need this mindset
 
00:24:45  <Eddi|zuHause> you can easily build an own canal next to it and place your ship depot there
 
00:25:28  <Eddi|zuHause> you cannot build road depots on existing roads, you have to build them next to the road and connect it
 
00:25:39  <Eddi|zuHause> man this is easy.
 
00:26:06  <samu> whoever worked on drive-through road stops disagrees with you, and so do I, lel
 
00:26:44  <Eddi|zuHause> but drive through stops cannot be turned 90° to block the road
 
00:27:02  <ST2> btw, watching this as a simple spectator, I think samu is losing time with so specific things that, if implemented, the game loses the fun of it, as a game
 
00:29:23  <Eddi|zuHause> samu: seriously, you've been at tiny little details for weeks now, that have absolutely no effect on the grand scale, and haven't made a single step forward. at some point you just have to let go. vision or not.
 
00:30:02  <samu> If only I was better at coding :(
 
00:30:21  <Eddi|zuHause> it has nothing to do with coding.
 
00:30:41  <samu> i see what you mean, potential abuse with ship depots
 
00:34:02  <Eddi|zuHause> samu: anyway, you can easily add a switch to allow competitor's docks and ship depots on canals, like there exists a switch for drive through stops. doesn't mean you have to mess with oil rigs in any way whatsoever
 
00:34:58  <Eddi|zuHause> i'm sure you can look up the logs when you started talking about industries, and i immediately said you won't find enough bits there, don't bother
 
00:42:28  <ST2> samu: another suggestion I have is: place the patches you put in bug reports in threads on the "OpenTTD Development" forum
 
00:42:52  <ST2> that way you'll get more ppl to test them and give opinions
 
00:43:25  <ST2> because many ppl watch forums but not that many watch flyspray
 
00:46:01  <ST2> and even better, in ttd forums you can provide binaries and players can test what your suggestions do the gameplay
 
00:46:16  <ST2> imo, that's the way to go
 
00:46:33  <ST2> if you want get supporters on your "visions" :)
 
00:48:09  <chillcore> don't be demotivated samu ... all of us reach some dead ends sometimes, you learned a lot so all is not wasted. ;)
 
00:49:02  <ST2> and OpenTTD is full of "history" about patches to be included in trunk, at least
 
00:49:21  <ST2> and ppl didn't gived up (mostly, ofc :P)
 
00:50:36  <ST2> oh well, I give up... gonna play a bit
 
00:50:45  <Eddi|zuHause> samu: it's not meant demotivational. but when you notice you don't move forward, you need to learn to take a few steps back and rethink your decisions. get a little perspective
 
00:51:41  <Eddi|zuHause> and when you're not moving forward while not noticeing it at the same time, you're in real trouble
 
00:52:54  <Eddi|zuHause> in software development these situations happen fairly often, that you fiddle with some detail that you could completely avoid if you go by another approach
 
00:55:07  <chillcore> yep look at me ... I hate pointers, never took the time to understand them properly, and I still am not able to make a modifiable array ... I tried again for two days last week and then said balls to it untill a later time ... at least my patch is advancing again.
 
00:55:35  <chillcore> I'll have to master that some day but I do not need either of them to make my code work ;)
 
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00:56:26  *** samu is now known as xarick
 
00:56:42  <xarick> i'm registered to the forums now
 
00:59:29  <ST2> btw, not related but I made a patch to allow "uint CUSTOM_SEA_LEVEL_MIN_PERCENTAGE = 0;"
 
00:59:31  <ST2> maybe seems dumb but all tests (even in populated servers) dnt create issues with mapgen
 
00:59:52  <ST2> nothing against sea... only to give that option on settings xD
 
01:01:15  <ST2> the idea started there, preciselly xD
 
01:01:15  <xarick> but i like them at the same time
 
01:01:43  <ST2> specially when server has multi industries per town
 
01:02:03  <ST2> late years they spam like devils xD
 
01:02:28  <xarick> i fixed their layout, but devs didn't implement the fix in the real game code
 
01:02:50  <ST2> note: never siggested that in Flyspray because wanted to tested it 1st in online servers
 
01:03:25  <xarick> told me to fix via NewGRF
 
01:03:39  <xarick> I hate GRF's they suck
 
01:04:18  <ST2> but all runs ok... only there's the option to set quantity_sea_lakes = 4 and custom_sea_level = 0
 
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01:04:52  <xarick> ok let me start my first topic
 
01:05:13  <xarick> introducing new oil rig layout as a NewGRF though :(
 
01:07:02  <chillcore> I doubt "no sea" would be accepted for trunk ST2 ... for obvious reasons
 
01:07:38  <ST2> well, I'm testing it 1st, for obvious reasons too :D
 
01:07:55  <ST2> but was only to give that option to mapgen
 
01:08:12  <chillcore> does not hurt to suggest stuffs ofcourse xD
 
01:08:35  <xarick> how do i link to my newgrf?
 
01:09:01  <chillcore> I once asked for the option to filter ex-advanced setting on values not changed from default ... frosch sais no *sniff*
 
01:09:16  <ST2> and I bet most of ttd players already played on servers with the "no sea" patch applied" :D
 
01:09:20  <xarick> improved oil rig layout is the name, but ... how to link to that
 
01:09:51  <chillcore> yeah the code will run ST2 but are oilrigs spawned at all?
 
01:10:09  <chillcore> read: breaks chain?
 
01:10:15  <xarick> ok, do ppl know what's a tar.gz?
 
01:10:55  <ST2> @ chillcore: start a game above 2000 with multi industries per town and big lakes
 
01:11:35  <ST2> I use IZarc and does the job too... but 7zip seems easier to use :)
 
01:12:29  <chillcore> lakes ... how do you make em big? also lakes at level 0 are sea ... IIRC
 
01:12:48  *** gabriel_ has joined #openttd
 
01:13:23  <chillcore> don't ask to ask gabriel ... shoot
 
01:14:01  <ST2> note about oil rigs spawn xD
 
01:15:42  <xarick> the layout also introduces a bug
 
01:15:57  <xarick> because NewGRFs suck j/k
 
01:16:26  <xarick> now they spawn everywhere, not just at map borders
 
01:17:27  <chillcore> how do I see the nr of oilrigs ST2? not feeling like messing with ports and such. I try to keep this laptop locked down a smuch as possible. ;)
 
01:17:48  <ST2> sec, making a screenshot ^^
 
01:18:17  <chillcore> if you tell me they spawn I do believe you ;)
 
01:19:26  <Eddi|zuHause> by my experience, these sites just come up blank
 
01:20:01  <chillcore> i can see the screenshot ST2 ... that is sea you are showing me
 
01:20:08  <Eddi|zuHause> oh, it doesn't :p
 
01:20:22  <ST2> that's an unpatched server
 
01:20:38  <chillcore> and what eddi said, a friend on steam simply stopped sending me links because I was like; blocked, blocked, blocked
 
01:20:55  <Eddi|zuHause> but the image is scaled and you can't see anything
 
01:21:12  <chillcore> there is the oilrigs shadows ... eddi
 
01:21:22  <ST2> but I always ask if ppl can see it xD
 
01:22:07  <chillcore> I have dropbox blocked on my iPad ... not yet on this pc
 
01:22:24  <xarick> this newgrf would kind of fix that oilrig blocking ships
 
01:22:43  <xarick> let me do the patch version
 
01:23:36  <ST2> ofc, if I had an iPad I would block Apple sources, but that's me :P
 
01:24:08  <chillcore> hehe ... I block mostly them sites that have their spyware logo everywhere
 
01:24:17  <ST2> in late maps, even a single lake gets lots of oil rigs
 
01:24:36  <chillcore> and I indeed block apple stuffs too
 
01:24:43  <chillcore> no auto updating ever
 
01:24:47  <ST2> if lulti industry per town enabled
 
01:26:47  <xarick> strange error i got just now
 
01:27:14  <xarick> The revision of this client doesn't match the server's revision
 
01:27:53  <xarick> then why did it let me join
 
01:28:33  <ST2> "The revision of this client doesn't match the server's revision" and "did it let me join" are incompatible, from what I know of :S
 
01:28:58  <xarick> i saw it listed, I joined it
 
01:29:08  <xarick> then i create new company and error pops
 
01:29:14  <xarick> doesn't even get me into the game
 
01:29:16  <chillcore> samu what is the thing you posted? a patch or a newgrf?
 
01:29:56  <chillcore> then it belongs in graphics development
 
01:30:19  <xarick> hum... what if I post both versions
 
01:30:27  <chillcore> also please upload to forums, personal storage tend to dissapear
 
01:31:14  <chillcore> megaupload anyone? lots and lots of stuffs lost there
 
01:31:25  <chillcore> people had no chance to get their stuffs out in time
 
01:32:32  <chillcore> what is on my end? you misunderstand me
 
01:32:57  <chillcore> stuff uploaded to the forum will be there forever
 
01:32:58  <ST2> samu: upload stuff to forum: best way
 
01:32:59  <xarick> openttd.org and openttdcoop.org
 
01:33:29  <chillcore> still nice to not link directly to it
 
01:34:18  <xarick> how would I upload source, copy paste into forum?
 
01:34:58  <chillcore> zipped attachment? next to your newgrf?
 
01:35:14  <ST2> many possibilities then ^^
 
01:36:14  <chillcore> that way peeps will be more inclined to test too ... usually when I have to follow a link I go ... yeah later and forget ...
 
01:36:56  <chillcore> ^^^ not that I mean to but yeah
 
01:36:58  <xarick> i dont have the .nml files anymore
 
01:37:20  <xarick> i created the .grf file, then threw everything else away
 
01:37:48  <chillcore> hmm ... so no bugfixes if peeps find some
 
01:38:08  <chillcore> which is fine, if that's fine for you ;)
 
01:38:09  <xarick> the bug is in the game
 
01:38:45  <chillcore> the part about blocking other industries you mean, maybe yes
 
01:39:11  <chillcore> not tested by me so I can not say
 
01:39:13  <xarick> that side effect bug isn't supposed to happen with that code
 
01:39:19  <ST2> well, oil rigs works as stations, right
 
01:39:42  <ST2> so will get closer oil rigs cargo
 
01:40:01  <chillcore> it is about being able to dock ST2?
 
01:40:39  <xarick> i don't know what's the catchment area
 
01:40:46  <ST2> dock in a oil rig is any other oil rig in 4 tiles distance, cargo is catched too
 
01:40:47  <chillcore> hmm checking ... to see if I can pace them that close toghether
 
01:40:51  <xarick> that layout is about placement check
 
01:41:00  <glx> <xarick> i created the .grf file, then threw everything else away <-- always keep source
 
01:43:02  <xarick> let me see if i still have it
 
01:43:16  <xarick> but i downloaded soooo much crap this last month
 
01:44:45  <xarick> i've overwrite the file with my follow up
 
01:44:53  <xarick> Some Vehicles Never Expire
 
01:46:21  <xarick> another NewGRF which needed a workaround to maintain vehicle list sorting the same
 
01:46:30  <xarick> NewGRF always break stuff
 
01:48:20  <ST2> 1 oil rig can be used to load oil from many others
 
01:48:34  <ST2> it's a known thing in OpenTTD I guess ^^
 
01:50:04  <chillcore> hmm I don't think it works like that
 
01:50:13  <xarick> which kind of catchment area is that?
 
01:50:59  <chillcore> the station catchment area is to catch people and mail from buildings
 
01:51:04  <xarick> ah, the area to where it can put cargo
 
01:51:11  <ST2> and if Wood or a Farm in that catchement area... can load it too from oil rig station xD
 
01:51:34  <chillcore> perhaps ye .... not tested
 
01:51:54  <xarick> one is for the station, the other is for the industry
 
01:52:06  <xarick> what is the catchment area for the industry itself
 
01:52:17  <chillcore> I'm just not sure if it catches oil from other rigs, although it kinda makes sense
 
01:52:30  <xarick> you know, max range at which oil can be loaded from
 
01:52:56  <ST2> since oil rigs work as stations with catchement area, ofc it makes sense
 
01:53:05  <ST2> but not many player know it ^^
 
01:53:51  <xarick> area is 5x5 for station, what about industry catchment area?
 
01:53:57  <glx> I use train to pick oil from oilrig
 
01:54:10  <chillcore> hmm I would expect it to go to the oil rig itself but there is this station rating thinghy so yeah ST2
 
01:54:18  <ST2> glx, some online servers forbid that
 
01:54:27  <chillcore> glx ... thx for comfirming
 
01:54:40  <xarick> damn it, no one understands my question, i suck at english
 
01:55:10  <chillcore> your english is fine samu you just tend to ask 8 questions in one sometimes
 
01:57:33  <ST2> chillcore: I use oil rigs coverage to get other rigs many times... avoids me spend cash in more ships
 
01:57:55  <chillcore> you cheaty cheater you :P
 
01:58:02  <ST2> and competing with myself there xS
 
01:58:37  <chillcore> rules are meant to be bent
 
01:58:44  <ST2> if oil rigs catch area around... use it xD
 
01:59:27  <chillcore> I never thought about it ...
 
01:59:31  <ST2> damn, I know this since 2007 or something
 
01:59:46  <ST2> and many players use it ingame
 
02:00:04  <ST2> it's ok for me, because it's smart ^^
 
02:00:19  <ST2> and dnt breaks any rules of our servers
 
02:01:32  <chillcore> true ... then again sometimes I wished I knew less about the mechanics, sine it breaks some of the magic; for me
 
02:02:13  <ST2> but better be prepared... even OpenTTD players are creative as hell
 
02:02:18  <chillcore> still having fun though, but gve me 5 busses and no way am I going bankrupt ever
 
02:02:32  <ST2> I learned alot with the called "noob" players
 
02:02:45  <chillcore> and 5 bus stops too
 
02:02:49  <ST2> because they try the unthinkable sometimes xD
 
02:03:11  <chillcore> ye that is the fun part of doing patches ... people doing the unexpected
 
02:03:21  <ST2> 5 buses/5stops... depends on wich server
 
02:03:42  <chillcore> town goes BOOOOOOOOOOM
 
02:04:11  <chillcore> I stop towns from growing in most of my games
 
02:04:21  <ST2> most of the CB servers prevent that
 
02:04:25  <chillcore> hmm maybe now with GSs ...
 
02:04:51  <ST2> but yeah, a game without GS's... totally agree with you :)
 
02:04:58  <chillcore> I do SP all the time so
 
02:05:36  <chillcore> I don't see how  server could stop me having 5 bustops in a town aand servicing them properly ...
 
02:05:57  <chillcore> with or without taking cargo ...
 
02:06:51  <ST2> chillcore, check BTPro server #27
 
02:06:51  <chillcore> still .. all you need is 5 well serviced stations
 
02:07:55  <ST2> a bit changed ofc to match server software (commands and stuff)
 
02:08:35  <ST2> or, if you have 1.5.0-beta2 installed
 
02:09:14  <ST2> BTPro servers #XX and #99 are testing ones
 
02:10:06  <ST2> integrated with server software
 
02:10:42  <chillcore> I do not have the correct ports open ST2 ... sorry don't feel like opening up things
 
02:10:58  <chillcore> maybe later with my win8 installation that has nnothing but steam
 
02:13:01  <chillcore> at the moment on linux mint debian
 
02:13:28  <ST2> Mint is debian based, I know
 
02:13:34  <chillcore> before mint ubuntu with MATE
 
02:13:55  <ST2> I use it to test almost all my Linux stuff ^^
 
02:13:57  <chillcore> Mint has two versions
 
02:14:24  <chillcore> and before that ubuntu untill they did their unity thingy
 
02:14:40  <chillcore> next will be plain debian I think
 
02:15:08  <chillcore> yeah ubuntu based and debian based
 
02:15:25  <ST2> ubuntu isn't debian based too?!
 
02:16:35  <ST2> some can confuse Ubuntu with Kubuntu or XUbuntu
 
02:17:02  <ST2> and many others window managers
 
02:17:20  <chillcore> I tried opening the mint download page ... htp is blocked so ...
 
02:17:55  <ST2> that's a trully secure computer xD
 
02:17:56  <xarick> it isn't gone after all
 
02:18:59  <chillcore> I am sure there is still a way in but I will not make it easy :P
 
02:19:24  <chillcore> on win8 com+ is disabled even, haha
 
02:19:34  <ST2> well, my Linux experience is on VM's
 
02:19:54  <ST2> but long done... to try things well
 
02:20:17  <ST2> not the same, but I'm not totally on the left, it seems :D
 
02:21:20  <chillcore> 8.1 and quite happy with it TBH
 
02:21:31  <chillcore> I do have a start menu
 
02:22:15  <chillcore> but the thing with windows is them blocking ccess to your data when the thing locks up so I stopped using it for anything but games
 
02:22:25  <ST2> well, W9 seems promising to me... only tried it once but in a VM
 
02:22:37  <ST2> not fully experiences the machine power
 
02:22:56  <chillcore> I did not ... not likeing the registering everything you do and SAY by default
 
02:23:01  <ST2> damn M$ cointing machine :S
 
02:23:41  <ST2> running in a VM you control it better
 
02:23:48  <chillcore> still best win os was 98se
 
02:23:55  <ST2> always good to test RC's and stuff ^^
 
02:24:13  <chillcore> ye ... I'll be on 8.1 for a few years more
 
02:24:22  <ST2> best windows for me: Windows server 4.0
 
02:24:26  <chillcore> I took XP ofline last year
 
02:24:32  <chillcore> never even tried vista
 
02:24:33  <ST2> never saw a stable thing as that
 
02:25:36  <ST2> at my work, all Vista licenses are now qith XP
 
02:25:56  <ST2> and when they "kaput", maybe 7
 
02:26:00  <chillcore> I am slow to upgrade ... I like it like that
 
02:26:18  <ST2> 10 haven't give proofs yet ^^
 
02:26:30  <chillcore> 7 will not be suported for a long time I think
 
02:26:44  <chillcore> they are moving towards 1 OS for all devices
 
02:27:01  <ST2> but it's stable, and user friendly - for long users, I mean ^^
 
02:27:31  <chillcore> ye I guess, this laptop had it when I bought it but then I upgraded
 
02:27:59  <ST2> raincomplex, dnt put samu again coordinating your buses... ok?
 
02:28:32  <xarick> ok i created patch version
 
02:29:22  <chillcore> samu ... please pull patch and attach to forums
 
02:29:41  <chillcore> all this copy pasting to test something ...
 
02:30:29  <chillcore> if you want lots of feedback you need to make it easy for peeps
 
02:31:15  <ST2> ofc, binaries with it... will make it easier ^^
 
02:31:27  <ST2> to test that specific stuff
 
02:32:16  <ST2> the patch is good to ppl that want to make tests merging other things, etc etc
 
02:32:39  <chillcore> there is a binary but not attached to post ... need to go somewhere else and ... sniff
 
02:33:42  <xarick> how do i put an attachment?
 
02:34:10  <xarick> link to the attachment in the text area?
 
02:34:36  <chillcore> under your post ... select file and upload?
 
02:34:47  <chillcore> no inline not needed
 
02:34:55  <xarick> meh, not quite the same thing, but ok
 
02:35:08  <chillcore> how do you mean not the same?
 
02:35:32  <chillcore> bananas content is supposed to be downloaded in game
 
02:35:44  <chillcore> not directly from the servers
 
02:37:48  <ST2> chillcore: some stuff had to say it in PM - you'll know why ^^
 
02:37:50  <chillcore> 1 click and I can read
 
02:38:19  <chillcore> ok I'll check my inbox ;)
 
02:39:08  <ST2> maybe you blocked it... understandable xD
 
02:42:28  <chillcore> no just not used (yet) to having text apear there ;)
 
02:47:09  <xarick> i hope i won't have to edit it any more
 
02:48:50  <xarick> forces those tiles to be water
 
02:51:34  <xarick> ensures those tiles to be water
 
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03:31:22  <chillcore> hmm ok xarick ... I have not yet tested if ships can or can not reach the oilrigs when close toghether
 
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10:56:52  <supermop> when articulated vehicles turn, does each segment rotate about its center, or some arbitrarily defined point?
 
10:57:59  <Eddi|zuHause> except in older versions of openttd, where the rotation point was the center of a length 8 vehicle, even if it was shortened
 
10:58:41  <Eddi|zuHause> note that the anchor point of the sprite is not its center
 
10:58:42  <supermop> i have a tram with a rigid pivot segment in the middle rather than bellows and i wanted to make that its own short articulated segment
 
10:59:16  <supermop> the front and rear car will swing wide away from it when turning  so it seems to be a lost cause
 
10:59:51  <Eddi|zuHause> turning is a bit weird, with the jumping and length scale changes
 
11:01:04  <supermop> at least trams turn quickly so you don't have to spend much time looking at it
 
11:02:08  <supermop> didn't you make some complex turning code?
 
11:03:13  <Eddi|zuHause> but that was optimized for the old turning behaviour, and i never had the chance (or mood) for updating. so it might not be optimal
 
11:12:09  <supermop> i cant figure out how to handle this so i think i'll just put the whole joint onto both front and rear cars and let them overlap and look bad for now
 
11:37:03  <Xarick> does the game knows which version of openttd savegames were saved?
 
11:41:47  <planetmaker> Xarick, OpenTTD has savegame versions which are part of the savegame
 
11:42:42  <planetmaker> so it knows how to handle the savegames from different versions. However, if you modify OpenTTD source, introduce  new or especially change old settings or alike, then you have to adjust the savegame load code accordingly
 
11:43:43  <planetmaker> Xarick, while OpenTTD itself does not care which exact version of *OpenTTD* was used for a savegame, it is still recorded. Open the ingame console and type 'gamelog' to see the history of your savegame
 
11:44:21  <planetmaker> and Xarick, are you samu? :)
 
11:44:33  <Xarick> yes, i registered to the forum
 
11:44:51  <planetmaker> ehm... the account samu is still there
 
11:45:34  <Xarick> chillcore told me i can't get my old account
 
11:46:01  <planetmaker> ehm, how would chillcore know?
 
11:46:34  <Xarick> i couldn't recover it, I've also tried
 
11:46:43  *** chillcore has joined #openttd
 
11:47:04  <planetmaker> speaking of the devil ;)
 
11:47:21  <Xarick> i forgot my password -> The e-mail/username information submitted could not be found.
 
11:47:24  <planetmaker> not exactly. I just wondered how you know that samu cannot recover / regain his forum account ;)
 
11:47:45  <chillcore> becuase the birdies told me ;)
 
11:47:50  <planetmaker> Xarick, did you try contacting oruge?
 
11:47:51  <Xarick> re-send activation email -> The e-mail/username information submitted could not be found.
 
11:47:52  <chillcore> no seriously though ...
 
11:48:34  <chillcore> he did but his ticket was closed, frosh asked orudge and then told here in chat ... IIRC
 
11:48:56  <planetmaker> ah well. just wondering
 
11:49:15  <planetmaker> and I dislike double accounts :)
 
11:49:46  <chillcore> the reason it was closed (long ago) was "compromised account"
 
11:50:00  <chillcore> then samu stayed a way a very long time ...
 
11:50:13  <chillcore> I have no further details
 
11:50:27  <chillcore> not that I am willing to share anyway ;)
 
11:50:53  <chillcore> maybe orudge can merge the accounts I dunno if that is wise and not my call
 
11:52:10  <planetmaker> really? Mod forum history tells me that e-mail and password were changed by owen on samu's (repeated) request so that he cannot recover it himself
 
11:52:37  <planetmaker> Xarick, add to your forum signature "Formerly known as samu" (or something to that effect), please
 
11:52:48  <planetmaker> thus let's handle it like a normal nick change
 
11:53:00  <chillcore> I can not find the old thread with samu's last post, I guess it got deleted
 
11:53:39  <chillcore> maybe orudge can fill you in planetmaker?
 
11:53:54  <chillcore> ^^^ my preference anyway
 
11:54:07  <Xarick> i have a bad feeling about this
 
11:54:45  <chillcore> about that thread and the reason for closing his old account ;)
 
11:55:18  <planetmaker> chillcore, I cited from the thread concerning 'samu' in the privat mod forum ;) That should know the reasons, no?
 
11:55:49  <chillcore> most likely yes ... I have no access to it so I do not know what has been said there
 
11:56:50  <planetmaker> Xarick, anyway, your account was blocked on your own request; that's fine. But yes, please treat it as normal nick change
 
11:57:10  <planetmaker> thus indicate your previous identity. No need to feel bad about that, though
 
11:57:49  <Xarick> i had to stop, i was slightly mad
 
11:58:40  <planetmaker> I remember, too. It's ok.
 
11:59:15  <chillcore> k. xarick moving forwards ... ;)
 
12:00:38  <chillcore> about your bugreport in FS#6235 ... yo may hevto handle loading old savegames in afterload.cpp
 
12:00:58  <chillcore> you may have too* ... charger cable :P
 
12:02:49  <Xarick> it's funny that the game still continues to function fine with that change, because that bit has no meaning as of now
 
12:04:22  <planetmaker> why should it break, if you forget to zero an unused bit?
 
12:04:43  <Xarick> some industries have it as 1
 
12:05:09  <Xarick> those from non-patched have it 0
 
12:05:25  <Xarick> those from my patch have it either 0 or 1
 
12:08:20  <Xarick> pre-patch: always 0, post patch: 0 or 1, loading pre-patch save game in a post patch version, hmmm this is gonna be tough
 
12:12:43  <planetmaker> you've to insert a rule in the saveload code which sets the bit appropriately
 
12:12:43  <chillcore> have a browse through afterload.cpp ... should be pretty straightforward, from my uneducated guess concerning bitmagic that is.
 
12:15:02  <chillcore> anyone knows the best way to allow entering negative signs in queryboxes?
 
12:16:34  <chillcore> I could modifie the querybox code to have it inserted by togglebox. that would me to keep using CS_NUMERAL
 
12:19:12  <chillcore> otherwise I have to let people enter normal text strings and convert that, but that seems like not such a good idea
 
12:20:48  <Xarick> what name do i use in irc?
 
12:21:33  *** Xarick is now known as Samu
 
12:21:40  *** shadowalker is now known as shadowalkerAFK
 
12:23:54  <Eddi|zuHause> how could any of us possibly answer this question?
 
12:25:16  <chillcore> it will confuse less people for sure, as you changed in the middle of the night. ;)
 
12:26:28  * chillcore ponders doing sliders first and let the negative sign solution reveal itself when the time comes
 
12:27:53  <Eddi|zuHause> negative numbers are a trivial regexp, right?
 
12:28:28  <Samu> and newgrf version blabla no idea what that is, I'm not using any NewGRF
 
12:29:05  <Eddi|zuHause> Samu: you need to bump savegame version by 1, and then handle the conversion in afterloadgame
 
12:29:57  <chillcore> hmm never done that before eddi, thank you for the hint
 
12:30:23  <Eddi|zuHause> note that savegame version bumps are a pain if not merged right away
 
12:31:49  <Eddi|zuHause> chillcore: if you can't do input verification by regexp, you probably shouldn't do it at all :p
 
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12:32:41  <Eddi|zuHause> this is a big problem, because the common protocols use "<length><data>", which cannot be verified in regexp
 
12:33:42  <chillcore> I see ... I can make my params negative by making them so in the config
 
12:34:05  <Samu> savegame version 195 here we go
 
12:34:06  <Eddi|zuHause> this has nothing to do with your problem, btw :p
 
12:36:21  <chillcore> saveload/saveload.cpp tells you that samu ;)
 
12:36:40  <Samu> i knwo, that's what i'm editing
 
12:37:06  <chillcore> the number that is there is the current one ... that would be 194 then?
 
12:37:17  <chillcore> you have to make it 195
 
12:37:34  <Samu> but at the comment part, i put 195 27171
 
12:37:49  <Eddi|zuHause> that is probably wrong
 
12:38:06  <Eddi|zuHause> because you don't commit the change at 27171
 
12:38:25  <Eddi|zuHause> more like "195 this patch"
 
12:38:56  <Eddi|zuHause> where "this" should be replaced with an actual name :p
 
12:39:56  <planetmaker> that FS entry is quite remarkably void of any context or purpose of that change
 
12:40:34  <planetmaker> and I cannot say that the last days have shed any light on that from what I remember from irc either
 
12:44:30  <Samu> that bit 4 doesn't have any meaning as of now
 
12:44:56  <Samu> but I hope to make use of it
 
12:45:20  <Samu> as someone else would, probably, whoever comes first
 
12:45:56  <planetmaker> it's pointless to add that change without anything requiring it
 
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13:02:40  <andythenorth> nobody has seen it
 
13:07:25  <Samu> In old version there seems to be a problem that water is owned by
 
13:07:34  <Samu> 	 * OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
 
13:07:39  <Samu> 	 * (4.3) version, so I just check when versions are older, and then
 
13:07:45  <Samu> 	 * walk through the whole map.. */
 
13:08:11  <Eddi|zuHause> 4.3 is really really ancient
 
13:08:24  <Eddi|zuHause> like 10 years ago
 
13:08:57  <Samu> there's still water with OWNER_NONE today
 
13:09:06  <Samu> it depends on waterclass
 
13:10:07  <Eddi|zuHause> yes, canals are not naturally occuring water
 
13:10:25  <Samu> ok, nothing to be worried about then
 
13:16:48  <chillcore> andy, <V453000> call se polis      <- cat is overhere ... in bag with "free mobile internet" simcard ... sending it back to where it came from. :P
 
13:19:42  <Eddi|zuHause> "polis" means "city"
 
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13:26:09  <__ln___> ya sabemos que eres tú
 
13:27:00  <Eddi|zuHause> what does "ya" mean?
 
13:28:36  <Eddi|zuHause> and "eres" is some weird tense?
 
13:28:49  <Eddi|zuHause> like future/conditional?
 
13:30:29  <__ln___> present 2nd singular :/
 
13:31:17  <Eddi|zuHause> maybe i'm mixing up with french
 
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13:39:05  <Samu> why can we buy 100% shares from AIs in multiplayer? :(
 
13:39:23  <Samu> just bought an AI by mistake
 
13:39:48  <chillcore> because server allows it samu, there is a setting for that IIRC
 
13:39:49  <Eddi|zuHause> because the distinction is between AI and human company, not between single and multiplayer
 
13:43:46  <chillcore> case CS_NUMERAL:       return (key == '-') || (key >= '0' && key <= '9');
 
13:44:21  <Eddi|zuHause> chillcore: that probably allows - within the number
 
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13:44:33  <chillcore> maybe let me check ;)
 
13:46:55  <chillcore> it does eddi and everything after the sign gets cut ... leaving a positive nr if there was no leading sign
 
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13:47:41  <chillcore> should that be considered a programmers prob?
 
13:48:17  <chillcore> if the sign is leading then it is fine
 
13:49:40  <planetmaker> case CS_NUMERAL: return (key == '-' && first_key || key >= '0' && key <= '9');
 
13:49:43  <planetmaker> something like that
 
13:50:04  <planetmaker> whatever first_key then is ;)
 
13:50:18  <chillcore> testing ... thank you planetmaker
 
13:51:09  <Eddi|zuHause> ... or just convert to regexp :)
 
13:52:10  <chillcore> first_key was not declared ... planetmaker
 
13:53:04  <chillcore> how do I do that eddi?
 
13:53:29  <Eddi|zuHause> you import a regexp library...
 
13:54:31  <chillcore> moar stuffs yay ... searching ...
 
13:55:36  <planetmaker> chillcore, yes, that's not declared. It's something you would need define somehow :)
 
13:56:34  <Eddi|zuHause> does C++11 have regexp builtin meanwhile?
 
14:01:06  <Eddi|zuHause> if they called it that, yes
 
14:02:44  <chillcore> let's see if simply adding "#include <regex.h>" gives me any errors
 
14:03:56  <b_jonas> Eddi|zuHause: yes, and they're indeed called regex (not regexp)
 
14:03:59  <chillcore> compiles fine ... now how to use it ...
 
14:04:02  <b_jonas> (in identifiers that is)
 
14:04:46  <b_jonas> chillcore: <regex.h> is the header for posix regexp functions, not the C++ regexes
 
14:04:58  <b_jonas> the C++11 regex stuff is declared in the <regex> header
 
14:06:03  <Eddi|zuHause> everything C++-specific is beyond my knowledge
 
14:07:54  <chillcore> hmm, ok b_jonas. You're talking kinda a strange to me language but still I appreciate the help/hints ;)
 
14:08:49  <Eddi|zuHause> with posix you're probably getting problems in windows/visual studio
 
14:10:17  <chillcore> "include <regex>" gives errors
 
14:10:44  <chillcore> /usr/lib/gcc/x86_64-linux-gnu/4.8/include/mm_malloc.h:42:24: error: ‘SAFEGUARD_DO_NOT_USE_THIS_METHOD’ was not declared in this scope
 
14:11:43  <chillcore> I wonder what the message means :P
 
14:14:13  <planetmaker> chillcore, it means it uses a memory access function which is banned in OpenTTD code. see src/safeguards.h
 
14:16:23  <V453000> how do bridges recolour? 8bit mask?
 
14:16:40  <planetmaker> there are special bridge recolour indices and sprites
 
14:16:40  <Eddi|zuHause> same as all other recolours
 
14:17:06  <planetmaker> thus the same as CC or water. Just different indices into the palette
 
14:17:10  <chillcore> so 'we' throw this error ... planetmaker
 
14:17:32  <V453000> the special brown one? the cream-ish
 
14:17:52  <chillcore> planetmaker: I get the feeling this is going to be one of them fun fun ones that needs platform specific code ...
 
14:18:14  <planetmaker> chillcore, why? (and actually what?)
 
14:18:27  <planetmaker> ah, the negative input
 
14:18:38  <chillcore> validation of strings .. yes leading - sign
 
14:19:02  <planetmaker> I don't think it does. Platform-specific is only the way the keys are obtained. The rest should be independent
 
14:19:14  <chillcore> it being in the text box is not the prob ... it is making it idiot proof ...
 
14:19:36  <planetmaker> I might totally err. But... :)
 
14:20:07  <chillcore> hmm is there a nicer term in the 'industry' for "idiot proof"
 
14:20:29  <chillcore> questions questions :P
 
14:21:03  <V453000> chillcore: user-friendly? :D
 
14:21:04  <Eddi|zuHause> V453000: try the PALETTE_TO_STRUCT_* ones (in src/table/...)
 
14:21:34  <V453000> I will just try to extract the colours from the original bridges
 
14:22:00  <Eddi|zuHause> V453000: sprites 795..801
 
14:22:44  <chillcore> that about covers it ... V43000 but now I will always remember that when I see user-friendly in any context :P
 
14:23:12  <planetmaker> V453000, nah, don't :)
 
14:23:14  <V453000> 795..801 seems empty for ogfx XD
 
14:23:35  <Eddi|zuHause> they are recolour sprites, not real sprites
 
14:24:06  <planetmaker> recolour sprites are always empty images - as they're no images
 
14:24:13  <planetmaker> but colour translation tables so-to-speak
 
14:24:27  <Eddi|zuHause> planetmaker: i think the question he's trying to ask is "which are the 'source' colours in this colour map"
 
14:24:36  <V453000> so if I make the image in the right colours originally, it will work
 
14:25:51  <V453000> hm so are the bridges just CC yellow, CC gray and CC cream or whatnot?
 
14:26:02  <planetmaker> V453000, that file ^ gives you the recolours. indexplace: colour mapped to
 
14:26:15  <planetmaker> thus you want to use the indexplace colour in your sprites
 
14:26:19  <V453000> but which apply to bridges XD
 
14:26:43  <Eddi|zuHause> i said so already: "PALETTE_TO_STRUCT_*"
 
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14:28:14  <planetmaker> V453000, the last three bridges use it... to brown/yellow/silver. But you know that. Others... check openttd source :)
 
14:28:14  <V453000> it is like source...range : output..range
 
14:28:35  <planetmaker> for drawing you're only interested in source range
 
14:28:44  <Eddi|zuHause> you can probably copy this file into your base set
 
14:28:56  <planetmaker> you actually probably even should :)
 
14:29:06  <V453000> CONCRETE is the red bridge?
 
14:29:14  <Eddi|zuHause> CONCRETE is grey
 
14:29:41  <Eddi|zuHause> red is the steel bridge
 
14:29:43  <V453000> ... the one small bridge which is also the middle of suspension bridges
 
14:30:32  <Eddi|zuHause> V453000: the default bridges you can look up in src/table/bridge_land.h
 
14:32:22  <V453000> ok so when I have this source-colour 8bpp file, I apply it to the sprite as a MASK?
 
14:33:15  <Eddi|zuHause> you make a 8bpp mask using the colours in the "source" range
 
14:33:33  <Eddi|zuHause> openttd applies the mask automatically with the builtin data
 
14:35:15  <Samu> FOR_ALL_INDUSTRIES .. hmm question is there a FOR_ALL_INDUSTRY but for TILES?
 
14:36:18  <V453000> mask applied like this?
 
14:36:19  <V453000> alternative_sprites (spriteset_train_SLUGfront, ZOOM_LEVEL_NORMAL, BIT_DEPTH_32BPP) 	{template_32bpp_x1_vehicle8_MASK(0x00,0,"gfx_32bpp/SLUG_0000.png","gfx_32bpp/SLUG_mask_8bpp.png")}
 
14:36:19  <Eddi|zuHause> Samu: you need to go over the whole map and bail out if not an industry tile
 
14:36:32  <Samu> so i scan all tiles, and when i find a industry tile, i set
 
14:36:57  <Samu> will it include under construction tiles as well?
 
14:37:08  <Eddi|zuHause> Samu: "if (!industrytile) continue;" or somesuch
 
14:37:17  <Eddi|zuHause> yes, this will include construction
 
14:38:01  <planetmaker> V453000, applied like any mask to 32bpp sprites. Without looking it up, that might be right what you write
 
14:38:09  <Eddi|zuHause> V453000: i'll assume "yes", but i don't actually know the syntax
 
14:38:27  <V453000> this is a mask applied to a NUTS vehicle
 
14:38:34  <V453000> only difference is that the mask is in CC colours :)
 
14:38:46  <planetmaker> yes. The game doesn't care
 
14:40:16  <V453000> why does zephyris have it as 1 colour though?
 
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14:50:06  <Eddi|zuHause> because he's too lazy to use more than 1 colour
 
14:50:20  <Eddi|zuHause> may give poorer results
 
14:50:22  <V453000> right, so cuz fuck it
 
14:51:30  <planetmaker> err... OpenGFX bridges for sure use more than one colour
 
14:51:48  <V453000> sure I was looking at zbase
 
14:51:56  <V453000> hence the shit I linked :P
 
14:52:12  <planetmaker> and for zBase... the value of the mask is convoluted with the brightness of the 32bpp sprite. So one colour seems to have sufficed for him
 
14:52:20  <planetmaker> more colours might give better results, though
 
14:52:46  <Eddi|zuHause> zbase is occasionally critizised for its poor recolour results
 
14:53:02  <V453000> NUTS has horrendous recolour results with multiple colours :P
 
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15:04:15  *** shadowalker is now known as shadowalkerAFK
 
15:04:38  <Samu> is that how it should look?
 
15:05:32  <Samu> duh, it's to set to 0, not 1
 
15:06:06  <Samu> no wait, it's to set from 0 to 1
 
15:11:59  <Samu> ok just tested, looks like this is it
 
15:14:27  <Eddi|zuHause> could use a comment what you're actually trying to do
 
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15:15:57  <Samu> i am thinking in advance, arg
 
15:17:05  <Samu> bit 4 was 0 in old version
 
15:17:46  <Samu> it would be 1 if that was loaded
 
15:18:25  <Samu> oh, ok, i have more space there
 
15:19:40  <planetmaker> hm, what was the issue with that patch, Eddi|zuHause ? sprites?
 
15:19:56  <Eddi|zuHause> the drawing code
 
15:20:12  <Eddi|zuHause> sprites exist, just need to be assembled
 
15:21:17  <Eddi|zuHause> there's also an unsolved question about how to handle loading old savegames, because trucks waiting in the middle of a crossing will just start up and run into the train ahead
 
15:22:10  <Eddi|zuHause> also needs updating 6k-ish revisions :p
 
15:25:44  <Samu> Upon loading an old save game, the old bit 4 information is not being converted to the new bit 4 information. It affects all Industries.
 
15:27:02  <Samu> correction, all industry tiles
 
15:27:17  <Samu> whatever you deem correct
 
15:27:32  <chillcore> there is the little detail missing about why you move it ...
 
15:27:59  <chillcore> "something I dunno ..." will not do I think
 
15:29:42  <Samu> because it was not supposed to alter bit 4?
 
15:30:17  <Eddi|zuHause> hm, it's actually only like 500 revisions
 
15:30:28  <Samu> the explanation is kinda pointless because it's not fixing anything
 
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15:31:09  <Samu> crap i suck at explaining
 
15:31:39  <Eddi|zuHause> hm, m6 was moved from _m to _me. anything else i need to worry about?
 
15:31:44  <planetmaker> franky: yes. Don't stick with your explanation to the code lines. But explain on a higher level what problem exists, samu
 
15:32:11  <Samu> on a higher level, that bit does nothing
 
15:32:43  <Samu> but should it do something, in one day in the future, that bit is being misused "today", this fixes it
 
15:35:13  <planetmaker> how is it mis-used?
 
15:35:49  <Samu> it's being forced to be 0
 
15:36:02  <planetmaker> obviously it is not being used. Anything not being used is zeroed
 
15:36:17  <Samu> well then it is being used
 
15:37:09  <Eddi|zuHause> "used" is semantic. the bit is still "accessed"
 
15:37:26  <Eddi|zuHause> there is no semantic to this bit, hence it's "unused"
 
15:38:02  <Eddi|zuHause> as in "you are free to add semantic to this bit"
 
15:39:20  <b_jonas> Eddi|zuHause: do you mean to say that it's always zero currently, but in future versions setting it to one could mean something, so it has to be zeroed now when writte to savefiles, right?
 
15:39:42  <Eddi|zuHause> b_jonas: something like that
 
15:41:19  <Samu> pre-patch: always 0, post patch: 0 or 1
 
15:42:13  <Eddi|zuHause> Samu: that still has the problem of being totally void of semantics
 
15:42:26  <Samu> loading pre-patch to post-patch: turn to 1, no matter what it was
 
15:43:11  <chillcore> and what does the 1 mean then?
 
15:44:06  <Samu> i must dig my excel file
 
15:44:39  <planetmaker> if this conversation was a painting, it would resemble something from Dahli or Escher. Pretty sure
 
15:45:14  <Samu> i also wanna be sure i'm not mistaking something
 
15:45:30  <Samu> i've got all my observations written down
 
15:45:34  <Eddi|zuHause> surely it's Dalí
 
15:46:12  <planetmaker> ce ci n'est pas un Magritte
 
15:47:51  <Samu> when that bit is sea, it's value is 1
 
15:48:03  <Samu> build a canal, turns to 0
 
15:48:26  <Samu> build industry on top of canal, turns to 1, then immediately to 0 -< pre-patch behaviour
 
15:48:56  <Samu> build industry on top of canal, turns to 1, maintain that value, 1 < post-patch behaviour
 
15:49:15  <planetmaker> and when built on river?
 
15:49:55  <planetmaker> so what's the difference between river and canal?
 
15:49:59  <Samu> turns to 1, then immediately to 0 - pre patch
 
15:50:10  <Samu> turns to 1, then maintain value, 1 - post patch
 
15:50:52  <Samu> currently when an industry is built, the owner is set to OWNER_NONE, that means bit 4 is equal to 1
 
15:51:14  <Samu> then immediately after setting it to 1, that's what happens
 
15:52:30  <Samu> river owner is also water, but when an industry is built there, it only retains the value of bit 4
 
15:54:20  <Samu> the value is 0 when a company is building canals, then places an oil rig in it, however, the game still changes the owner to NO_OWNER for the industry, right before transforming it to a tile of type industry, that's why converting it to 1 for now, is sufficient
 
15:55:04  <Eddi|zuHause> that still does not answer the question: why?
 
15:56:48  <Samu> because landscape grid also mentions the bit 4 of industry tile as being unused. It is being accessed, used, zero'ed, it just doesn't have any actual meaning for now. I can't explain better than this, sorry
 
15:57:53  <Samu> future usage for the bit?
 
15:59:33  <Samu> ah I see, the fix is incomplete?
 
16:01:08  <Samu> I don't understand what you want me to say
 
16:01:59  <chillcore> you eat to no longer be hungry ... you sleep to no longer be tired
 
16:02:08  <chillcore> you change bit order to ...
 
16:03:07  <Samu> i think i understand what's missing, yeah this patch is still not complete
 
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16:03:50  *** ChanServ sets mode: +o Alberth
 
16:03:59  <chillcore> and once it is complete you willhave completed it for ... ?
 
16:04:10  <chillcore> that is the question samu ... why?
 
16:05:08  <Samu> it needs to fix one more thing apparently, the OWNER_NONE for industry is ruining it
 
16:05:38  <Samu> that's why the game was forcing it to be 0
 
16:07:27  <Samu> i change bit order to preserve bit 4 before it turns into an industry tile
 
16:08:31  <Samu> industry tile is not supposed to touch bit 4
 
16:09:56  <Samu> somewhere in DoIndustryblabla, must find it
 
16:10:17  <Eddi|zuHause> <Samu> industry tile is not supposed to touch bit 4 <-- again, you're imposing a logic on it that neither is there, nor has any reason to be there
 
16:11:54  <Samu> is that bit unused or not?
 
16:12:19  <Alberth> yep, it means nobody cares about its value, and it may get a different meaning at any time
 
16:15:53  <Samu> I wrote this in the bugspray According to both landscape and landscape grid documentation, I believe that bit location was free to be used and never touched for anything related to industry tiles. I discovered the issue when I was searching for free, unused bits. For me, it would be preferrible if that bit value was preserved, hence this patch.
 
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16:17:38  <Samu> i thought it was being changed only once, but it's not, it's being changed in two places in the code, I found one of the places, but there's another... glx pointed out the other day
 
16:20:36  <Alberth> "unused" does not imply "untouched"
 
16:21:01  <Alberth> if you don't want it touched, there should be something defined for it
 
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16:22:17  <chillcore> DoCreateNewIndustry()     is what glx mentioned as he told you that you were not yet aware of some things happening, samu
 
16:27:00  <chillcore> founder is the one paying for it ... not the owner
 
16:30:10  <Samu> looking for that misterious step which sets OWNER_NONE
 
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16:31:20  <chillcore>  * @param founder Founder of the industry; OWNER_NONE in case of random construction.
 
16:31:32  <chillcore> please continue explaining ...
 
16:31:51  <Samu> i say OWNER_NONE but it could be any of those that sets bit 4 to 1, there's more that fit the criteria
 
16:32:40  <Samu> what I know is that the bit suddenly becomes 1 in a misterious way
 
16:43:16  <Samu> is this it? if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
 
16:44:01  <Samu> static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
 
16:52:44  <Eddi|zuHause> Samu: probably not.
 
16:52:54  <Eddi|zuHause> Samu: that changes stuff in the industry, not in the industrytile
 
16:58:21  <juzza1> what's the proper format for a patch sent to openttd flyspray? svn diff?
 
17:00:53  <Eddi|zuHause> any diff will probably do
 
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17:07:19  <chillcore> properly validating negative nrs:     while (str > first && str <= last && *str != '\0') RemoveNegativeSignsFromString();
 
17:07:38  <chillcore> that should do it right?
 
17:09:27  <Eddi|zuHause> chillcore: i thought the idea was to make it so you can't actually enter the extra characters, not to remove them afterwards
 
17:09:35  <chillcore> or would it be better prevent negative signs being anything other then the leading character
 
17:09:39  <Eddi|zuHause> chillcore: also, this looks weird at best
 
17:10:04  <chillcore> except for the 'first'  part it is a copy of existing code
 
17:11:09  <chillcore> StrValid and others
 
17:11:42  <Eddi|zuHause> i suppose string handling in C(++) is always weird...
 
17:12:40  <chillcore> hmm ... pondering on ...
 
17:14:24  <Alberth> don't understand that pseudo code, but  I don't understand your goal either :)
 
17:14:37  <chillcore> still silly us proggers we have to keep people from entering "-12-34"
 
17:14:56  <chillcore> allowing entering a negative sign in querybox Alberth
 
17:15:17  <chillcore> 		case CS_NUMERAL:       return (key == '-') || (key >= '0' && key <= '9');
 
17:15:38  <chillcore> but eg -"12-34" comes out as 12
 
17:16:08  <Alberth> I'd expect so yeah :p
 
17:16:40  <chillcore> to be clear ... -12-34 becomes -12 .... 1234-568 becomes 1234
 
17:17:30  <Eddi|zuHause> chillcore: i suppose you could add a parameter "position" to that function
 
17:17:33  <chillcore> so I need to strip non leading signs or prevent them being entered
 
17:17:42  <Eddi|zuHause> chillcore: then allow '-' only if position==0
 
17:18:51  <chillcore> directly when entering a number ... k
 
17:19:19  <chillcore> I've seen many examples of regex but non tackle this particular prob
 
17:19:41  <chillcore> either they are not aware or ... I dunno
 
17:19:48  <Eddi|zuHause> (that is basically what planetmaker meant when he said "first_key")
 
17:20:30  <chillcore> then I can not add the sign alberth, I tried that, but I will try again to make sure
 
17:20:35  <Eddi|zuHause> chillcore: you could replace this check with a regexp, but that means passing the whole resulting string, instead of the char being entered
 
17:20:56  <Alberth> adding some form of position seems easier to me
 
17:21:12  <Alberth> (no idea what the code is there at this time though)
 
17:21:39  <chillcore> case CS_NUMERAL:       return (key == '-') || (key >= '0' && key <= '9');
 
17:22:22  <chillcore> after allowing the negative sign trunk does not have that part yet
 
17:22:59  <Eddi|zuHause> chillcore: you could go up one level, and try to alter the check there
 
17:23:14  <Eddi|zuHause> i.e. change where this function is used, instead of this function
 
17:23:49  <chillcore> I was thinking about that but there the invalid chars are converted to '?'
 
17:24:01  <chillcore> I admit I have some more digging to do
 
17:25:14  <Alberth> return (first_char && key == '-') || (key >= '0' && key <= '9')
 
17:25:42  <Samu> how's an industry built?
 
17:25:52  <Eddi|zuHause> chillcore: i mean like where it says "IsValidChar(c, CS_NUMERAL)" you could replace it with "IsValidChar(c, position==0?CS_NUMERAL_MINUS:CS_NUMERAL)"
 
17:26:56  <Alberth> Samu: CmdBuildIndustry  or so
 
17:27:05  <chillcore> I understood Eddi, just not there yet, thank you for the hint
 
17:27:54  <Samu> upon the act of actually making the tiles of an industry it defines all them as OWNER_NONE
 
17:29:41  <Alberth> All user actions are a Cmd<something>
 
17:32:07  <chillcore> hmm isValidChar is called from a different file or files ... yay
 
17:32:38  <chillcore> cool that youtube links are properly readable here
 
17:37:27  <Alberth> :O even CS_HEXADECIMAL is used :)
 
17:37:52  <chillcore> eddi: moehahaha "minister of OMFG"
 
17:38:31  <chillcore> ye alberth, that would have been my next question "do I do the others too?"
 
17:38:55  <chillcore> first let's see if I can make 1 work properly :P
 
17:39:13  <Alberth> the other ones are trivial after that :p
 
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17:42:26  <chillcore> hmm IsValidChar is called from 10 times places the code
 
17:48:42  <Alberth> hmm, see only 8 uses :)
 
17:50:11  <chillcore> possible that it is two times in the same function twice
 
17:50:38  <chillcore> ack-grep shows it to me 11 times of which one is the declaration
 
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17:52:39  <Alberth> I was omitting the function declaration and definition :)
 
18:15:46  <NGC3982> My core2duo couldn't even handle simcity 4.
 
18:16:36  <Eddi|zuHause> use fewer mods, play smaller city?
 
18:17:28  <Alberth> 1 tile is sufficient :)
 
18:18:37  <NGC3982> Eddi|zuHause: M..mods? There are mods? :)
 
18:18:49  * NGC3982 installs Simcity 2000.
 
18:19:20  <NGC3982> I zoomed in, and everything halted.
 
18:19:30  <NGC3982> Although, i guess the core2duo is not the issue
 
18:19:39  <NGC3982> It might be the absolute lack of graphics hardware.
 
18:19:53  <Eddi|zuHause> there is a switch between software and hardware graphics
 
18:20:08  <NGC3982> Should that help me, really?
 
18:20:27  <Eddi|zuHause> well, if the hardware doesn't handle graphics, switching to software may improve things
 
18:20:47  <Alberth> alternatively, connect a monitor to it? :)
 
18:21:29  <Eddi|zuHause> i used that switch mainly to avoid the hundreds of glitches, though
 
18:21:46  <Eddi|zuHause> also, turn off traffic and stuff
 
18:22:22  <Eddi|zuHause> i think SC2k did not age well
 
18:23:24  <Alberth> hmm, nobody bothered to document the industry chain window at the wiki
 
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18:32:17  <chillcore> ST2: Can you send me a PM on tt-forums please, I found that zip I talked about yesterday but I can not find your profile ... forum does not allow searching for three letters only. ;)
 
18:33:29  <Eddi|zuHause> that always trips me off...
 
18:36:15  <Samu> found an obscure bug again
 
18:36:44  <Samu> prospecting always fails if all canals are from a company
 
18:37:09  <Samu> and canals owned by companies is the only water in the map
 
18:37:32  <Samu> prospecting oil rig, of course
 
18:37:38  <glx> should work if it's your company
 
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18:38:10  <Samu> it doesn't, if i understand the code, it is attempting to build as OWNER_TOWN
 
18:38:24  <frosch123> you don't own industries, so they are not allowed on your canals
 
18:38:55  <Samu> i can fund oil rigs on my canals, but not prospect
 
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18:40:06  <frosch123> nothing to worry about, it is suposed to work like that
 
18:40:09  <Samu> funding on my canal works, prospecting when every water tile in the world is mine, doesn't
 
18:40:19  <frosch123> prospecting has no owner, explizit positioning has
 
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18:40:38  <glx> and prospecting costs money even when it fails
 
18:40:57  <Samu> i wasted about £100,000,000
 
18:41:01  <Samu> there's sufficient water
 
18:41:31  <glx> but it's not unowned water
 
18:41:54  <Samu> Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
 
18:42:20  <Samu> 			/* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
 
18:42:42  <glx> yes it's like that on purpose
 
18:43:36  <Samu> shortly after, the founding way
 
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18:44:41  <Samu> 			ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind);
 
18:45:21  <glx> no it builds as _current_company
 
18:46:02  <Samu> if the company founds it, it's as_current_company?
 
18:46:13  <Samu> if it's randomcreation it's as owner_deity?
 
18:46:43  <Samu> seems to conform to my observations
 
18:46:45  <glx> _current_company is OWNER_TOWN for prospecting
 
18:47:05  <Samu> yes, but this part of the code is after the else {
 
18:47:07  <glx> OWNER_DEITY is mainly for game scripts
 
18:49:06  <glx> else part is for scenario
 
18:49:38  <glx> and manually funded industries
 
18:51:23  <Samu> what i observe is, oil rigs don't randomly generate on the map on their own
 
18:51:44  <Samu> all the water are canals with a company owner
 
18:51:59  <glx> that's why they can't appear
 
18:52:16  <Samu> hmm is this from the first part or after the else part?
 
18:53:34  <Samu> when the game decides on its own "oh let's build an industry", that's actually doing a prospect action?
 
18:54:13  <glx> prospection depends on settings
 
18:57:43  <chillcore> still one of my favorites ;)
 
19:01:42  <glx> ah no it's done as OWNER_NONE, it's in daily loop
 
19:04:34  <Alberth> chillcore:  it makes me want to look up my deep purple cd :)
 
19:11:00  <chillcore> I'll be afk for a bit ;)
 
19:46:33  <Samu> sorry, can't figure this out
 
19:51:06  <frosch123> some of the titlegames are weird
 
19:51:40  <andythenorth> some of the weird games are titles
 
19:52:37  <Samu> i really try, but i can't do this
 
19:52:52  <Samu> wasted all this afternoon trying to fix this
 
19:53:47  <chillcore> not wasted samu ... you learned new stuffs too
 
19:56:30  <Samu> it's here, somewhere at this part CreateNewIndustryHelper
 
20:00:51  <frosch123> meh, binary decisions
 
20:01:06  <frosch123> i cannot decide whether a titlegame with a train crash is a good or a bad thing
 
20:01:26  <Samu> static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
 
20:01:30  <glx> not a good thing I'd say frosch123
 
20:02:34  <Samu> "Owner founder", but how...
 
20:03:25  <Samu> before that tile becomes 0x80, it is either ground or water
 
20:04:03  <Samu> just before setting it as an industry tile, i must have some code there to grab the bit 4 value
 
20:04:11  <Eddi|zuHause> Samu: that is probably nowhere near the place where you think it is...
 
20:05:00  <Samu> so as to keep it's original value
 
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20:05:22  <Eddi|zuHause> Samu: that function makes an industry, not an industrytile
 
20:05:39  <frosch123> oh dear, the titlegames of this year are terrible
 
20:07:04  <frosch123> usually i first narrow them down to those which are reasonable, excluding those which are broken, use signals incorrectly or similar...
 
20:07:14  <frosch123> but this time this only leaves me with 3...
 
20:07:34  <planetmaker> maybe too short notice time
 
20:07:42  <planetmaker> it's a few less than last year
 
20:08:58  <Eddi|zuHause> has anyone ever tried taking someone's submission, fixing some obvious errors, and resubmitting it?
 
20:10:11  <chillcore> frosh: give peeps another week to work on it? while pointing out obvious disturbing factors?
 
20:10:22  <chillcore> not sure how that will come across though ...
 
20:11:55  <frosch123> chillcore: nah, the remaining 3 are fine
 
20:12:16  <frosch123> it just was a very easy choice to decide
 
20:12:22  <frosch123> was a lot harder the previous years
 
20:17:23  <frosch123> chillcore: just to list some weirdnesses of this round: one game was directly at the map border so half of the screen was black; one game had lots of tracks without a single signal; one game had an intentional train crash (less fancy than last year though); many games have incorrect signalling (different signals are kind of ues to make the junctions colourful or so)
 
20:18:35  <chillcore> yeah not really representative
 
20:24:42  <Wolf01> andythenorth: lego mixels are a drug
 
20:24:43  <Samu> bringing back my excel file
 
20:24:48  <andythenorth> Wolf01: really? o_O
 
20:24:51  <andythenorth> my kids had some
 
20:24:59  <andythenorth> didn’t float my boat :)
 
20:26:32  <Samu> nevermind, i'm too tired
 
20:28:25  <NGC3982> I found Simcity 4 a bit boring.
 
20:28:28  <NGC3982> What else should i try?
 
20:28:35  <NGC3982> I want something that at least look like that.
 
20:30:24  <Wolf01> I always wanted a city builder with ages, I don't ask one from monolithic civilizatios to space age, but roman-medieval-modern would be cool
 
20:31:27  <chillcore> NGC3982: not quite the same but stronghold is mucho fun ... the original one, not yet tried any of the later ones so.
 
20:33:40  <Zuu> frosch123: I didn't look on your vote but came to the same conclusion as you :-)
 
20:33:57  <frosch123> Zuu: so we are three :)
 
20:34:04  <frosch123> michi_cc did as well :p
 
20:34:12  <frosch123> must be some dev-illness or so :)
 
20:34:21  <NGC3982> chillcore: I'll take a look :)
 
20:38:05  <chillcore> see ya in a couple of days :P
 
20:41:01  <Alberth> andythenorth:  should BB have a changelog or so?
 
20:41:39  <frosch123> Changelog: Removed feature list
 
20:41:44  <frosch123> Feature: No changelog
 
20:49:10  <chillcore> how long has it been that the trunk titlegame was the stable one too?
 
20:49:52  <andythenorth> Alberth: I dunno, I like a changelog
 
20:50:05  <andythenorth> after writing it, I can just paste it into the forum post
 
20:52:40  <frosch123> chillcore: 1.0 had the first competition
 
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20:59:43  <chillcore> frosch: Ah so before that it was that one all the time, I joined when it was 6.3 or something so did not really pay that much attention ... every year I have been telling myself to make a submission ... maybe next year I will.
 
21:00:20  <frosch123> the nightly titlegame was the release titlegame from 0.3 to 0.7 or something
 
21:00:28  <frosch123> maybe 0.4 instead of 0.3, no idea
 
21:00:38  <frosch123> but it was actually modified slightly a few times
 
21:04:37  <Eddi|zuHause> LordAro: i only know two of these songs
 
21:04:37  <planetmaker> chillcore, you can make such game every time. Even now. Then you have it ready next time
 
21:04:55  <planetmaker> so there really is no need to make it "just in time"
 
21:05:15  <planetmaker> it can be even one of your normal games you like, if it otherwise meets the criteria
 
21:05:28  <planetmaker> depends on your playing style, obviously
 
21:05:56  <chillcore> true planetmaker, prob is my "current" savegames are littered with newgrf
 
21:06:14  <Eddi|zuHause> who seriously plays games without newgrfs?
 
21:06:33  <planetmaker> dunno. Sometimes maybe :)
 
21:06:50  <planetmaker> but yes, that usually is the culprit which makes this path not so much viable
 
21:07:04  <Eddi|zuHause> i don't even remember playing an unpatched game
 
21:08:13  <Eddi|zuHause> there was the elrails patch, then YAPP, then some other patchpacks, cargodist, yacd...
 
21:08:42  <frosch123> minin existed after elrails
 
21:08:56  <Eddi|zuHause> i even played a patched MiniIN with the bridge patch
 
21:08:58  <frosch123> though it started before likely
 
21:09:31  <Eddi|zuHause> i also played cargodest
 
21:10:22  <Eddi|zuHause> at some point i modified a semi-clean trunk to load my YAPP game
 
21:10:33  <Eddi|zuHause> that can now be opened with clean trunk
 
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21:16:11  <Eddi|zuHause> even when my games where technically trunk-loadable, i had several patches applied. usually a daylength patch
 
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21:17:12  *** ChanServ sets mode: +o Belugas
 
21:17:44  <chillcore> but with added water, airport and other thingies
 
21:25:02  <chillcore> hmm thinking some more about negative sign in the querybox
 
21:25:31  <chillcore> just checking if it is the first char that is being entered will not do IMHO
 
21:25:37  <frosch123> it's different to the other modes, since - can only be in front
 
21:25:57  <frosch123> if you currently enter "5-3" it only takes the "5"
 
21:26:03  <chillcore> yes but what if I enter the sign ... move cursor to front and do the same?
 
21:26:21  <chillcore> it will think I enter the first again
 
21:26:25  <frosch123> (you can enter it, by setting it to -3 via the inc/dec buttons, and then add a 5 via the input box)
 
21:27:02  <chillcore> I figured it out how to enter it ... it is just that the behaviour is not very nice
 
21:27:22  <chillcore> you can do -152-365 and get -152 as result
 
21:27:28  <frosch123> two options: A. only allow entering the "-" at front, and do not allow inserting stuff in front
 
21:27:54  <frosch123> B. make the "-" unselectable, and make the "-" key toggle the sign independent of where the cursor is
 
21:28:02  <Eddi|zuHause> chillcore: that brings us back to regexp
 
21:28:52  <chillcore> frosch: C. let them enter it and remove all negative signs that are not leading
 
21:29:17  <Eddi|zuHause> when entering a character, make a copy of the current string, add the character, validate the new string with the regexp, and allow or discard the change
 
21:29:45  <chillcore> that is a possibility too
 
21:30:54  <Eddi|zuHause> you just have to replace each of the CS_blah with a regexp
 
21:31:16  <Eddi|zuHause> which should be easy, once you've figured out how to use regexp :)
 
21:31:36  <chillcore> "just" I already have barely a clue what I am doing now :P
 
21:32:17  <frosch123> you can also visit eddi, and stay there until it is done :p
 
21:32:40  <Eddi|zuHause> maybe that works, maybe not :)
 
21:33:14  <chillcore> now there is an idea ...
 
21:33:37  <michi_cc> Eddi|zuHause: What's the equivalent for "Mit Kanonen auf Spatzen schießen" again? :p
 
21:34:07  <Eddi|zuHause> michi_cc: regexp is hardly a "cannon" ;)
 
21:34:54  <Eddi|zuHause> i wanted to use regexp for something in the past, but i totally forgot what it was...
 
21:35:07  <Eddi|zuHause> i mean regexp in C++
 
21:35:20  <Eddi|zuHause> regexp are of course trivial in python :)
 
21:35:26  <frosch123> maybe you wanted to emulate a turing machine in sed
 
21:36:11  <frosch123> yeah, c++11 is trying hard to catch up with python and java :)
 
21:36:31  <LordAro> maybe you should try to catch up with c++11 :p
 
21:36:36  <LordAro> only 4 years old now ;)
 
21:36:53  <frosch123> well, i am still baffled they added stochastical distributions to it
 
21:38:36  <frosch123> so, yeah c++11 tries hard to catch up with python, java, matlab and R :p
 
21:39:11  <LordAro> c++ tried hard to catch up with *
 
21:40:09  <chillcore> bah ... --123456789 gives 0
 
21:40:35  <frosch123> LordAro: yeah, but why is the gamma distribution not derived from the weibull distribution?
 
21:40:41  <Eddi|zuHause> [Montag, 27. September 2010] [15:59:08] <Eddi|zuHause>  dihedral: what i discussed yesterday with frosch, inputting fixed point values from 4/16 to 128/16 by various means (e.g. 0.25, 125%, 9/8) in one editbox
 
21:40:42  <Eddi|zuHause> [Montag, 27. September 2010] [16:00:09] <Eddi|zuHause>  for setting the production multiplier
 
21:40:53  <Eddi|zuHause> i don't think that ever got anywhere :p
 
21:41:16  <LordAro> frosch123: probably is in implementation
 
21:41:16  <frosch123> you "discussed" that bollocks with me? :p
 
21:41:29  <chillcore> I looked at stackoverflow for about an hour and a half this afternoon
 
21:41:31  <Eddi|zuHause> i have no memory of that :p
 
21:41:44  <chillcore> seems lots of peeps don't even realise this happening
 
21:41:51  <frosch123> LordAro: it's even only the 2-parameter weibull one, not the 3-parameter one
 
21:42:52  <chillcore> they all figure out how to allow negative signs but don't consider it being entered again somewhere halfway
 
21:43:01  <chillcore> there must be a more elegant solution
 
21:43:41  <Alberth> code the regex as a state machine, and let the matcher decide a match and the next state :p
 
21:44:11  <frosch123> all computers are finite state machines :p
 
21:45:20  <frosch123> i hide my turing machine in the garage, guarded by unicorns
 
21:45:27  <Alberth> yeah, the state space is a little bigger than the number of all atoms in the universe :p
 
21:45:40  <LordAro> as far as i can tell, i can't read stl code
 
21:46:11  <Samu> create new industry of random layout
 
21:46:18  <Samu> static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
 
21:48:18  <LordAro> frosch123: oh, it's well known that g[lib|cc] is much worse :p
 
21:48:27  <Eddi|zuHause> Samu: again, you need industrytile, not industry...
 
21:49:49  <Eddi|zuHause> frosch123: why can't i scroll on that page?
 
21:51:26  <frosch123> Eddi|zuHause: work for me
 
21:51:32  <Alberth> Eddi|zuHause: it needs its script to run
 
21:51:46  <frosch123> LordAro: also nice :) but once you get to GNU Hello it is kind of fake :p
 
21:53:35  <Samu> there are too many industrytile results
 
21:54:49  <Alberth> yep, we have a lot of industry tiles :)
 
21:55:21  <chillcore> have look in industry.h samu ... maybe you find something in there to narrow it down?
 
21:56:02  <Eddi|zuHause> Samu: that's why we have map accessors neatly grouted into files
 
21:56:33  <Eddi|zuHause> namely files that have "map" in their name
 
21:59:40  <chillcore> that sound like a good idea ... also line 16 in that file ...
 
22:03:14  <Samu> im not sure what to look for
 
22:03:38  <Samu> i've been into these files, but can't figure out anything from them
 
22:09:49  <chillcore> that is because you are too much focussing on 1 single detail
 
22:10:04  <chillcore> that single bit that changes for some reason that is not even used
 
22:10:09  <Samu> this? static inline void MakeIndustry(TileIndex t, IndustryID index, IndustryGfx gfx, uint8 random, WaterClass wc)
 
22:11:11  <Samu> SetTileType(t, MP_INDUSTRY);
 
22:11:19  <Samu> _m[t].m1 &= 1<<4; // Make sure bit 4 is unaffected.
 
22:11:41  <Samu> etc etcc, rest unchanged
 
22:11:52  <Samu> where you want me to look at
 
22:14:44  <chillcore> I do not know samu because each time we ask you what exactly you want to do and why ... you evade the question ... and answer "I need to change that too"
 
22:15:16  <chillcore> answer why and what first ... for yourself
 
22:15:46  <chillcore> just changing bit order for the sake of changing it is not valid
 
22:16:17  <Samu> ok, it happens between step 1 and 2
 
22:17:07  <chillcore> samu ... why do you care that "it" happens. what is it? why do you not want "it" to happen
 
22:17:35  <chillcore> does it make a differnece if "it" happens or not
 
22:18:26  <chillcore> as long as you can not answer that question it is very very hard for us to help you ...
 
22:18:54  <Samu> from the beginning, again
 
22:19:09  <Samu> there is a canal of company 1
 
22:19:27  <Samu> means that bit 4 is currently 0, it's the 5th bit of owner
 
22:19:51  <Samu> then when i place a oil rig
 
22:20:22  <Samu> it turns to 1, the tile becomes industry, and that 1 appears there
 
22:20:41  <Samu> xxxx are the bits used for constructing the industry
 
22:20:56  <Samu> 1 is appearing there out of something... where does it come from
 
22:21:06  <Samu> that is the thing I'm looking at the code
 
22:21:45  <chillcore> fine then stop dragging other stuffs into the mix untill you figure that out
 
22:22:00  <Samu> i can't really find it, i've wasted this whole day
 
22:22:37  <chillcore> If I knew I would have told by now you ...
 
22:23:20  <chillcore> damn can't type anymore :P
 
22:23:59  <Samu> placing a oil rig is by the means of funding it over those canals, which are mine (company 1)
 
22:24:52  <Samu> what I know that happens is that those 6 tiles are subtracted from the water maintenance counter
 
22:25:27  <Samu> at the moment it's placed and starts construction, those 6 canal tiles are no longer mine
 
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22:26:15  <chillcore> ye because they belong to the industrie now
 
22:26:17  <Samu> and that's where that 1xxxx comes up, I suppose, but not sure, that it is turning into OWNER_NONE first, then start construction, in a quick two-step
 
22:26:48  <Samu> but I say OWNER_NONE and I could be wrong, it could be OWNER_WATER, or OWNER_DEITY
 
22:26:58  <Samu> I am only making an assumtpion, I don't know for sure
 
22:27:21  <chillcore> then look at the code and find out
 
22:27:43  <Samu> i did try, but I couldn't find as of yet, how is that done
 
22:28:28  <Samu> it's in industry_cmd.cpp I'm nearly sure
 
22:28:36  <Samu> but then eddi tells me it's not there
 
22:28:43  <Samu> that i am to look for industry tiles
 
22:28:58  <chillcore> depends ... if I want to check what happens when borrowing money ... I start with "onclick money-button" and take it from there
 
22:29:32  <Samu> the function is big, glx helped me out a bit, but I can't figure it inside out
 
22:29:44  <Samu> i think that's what I am supposed to look at
 
22:29:50  <chillcore> "placing a oil rig is by the means of funding"  your words
 
22:30:45  <chillcore> so how do you fund as company?
 
22:30:56  <chillcore> what button? what gui?
 
22:31:04  <Samu> i start a single player game
 
22:31:37  <Samu> built a few canals on water, about 10x10 size
 
22:31:37  <glx> Samu: I already said bit 7 is set on industry tile then it's converted to station tile, it's just a leftover and has no importance as it's unused for station tiles
 
22:32:01  <Samu> ctrl-alt-c for money grab
 
22:32:12  <glx> an unused bit can have any value
 
22:32:14  <Samu> glx, that is for the station tile
 
22:32:18  <chillcore> how do you fund the oil rig ... forget the money
 
22:32:51  <Samu> i want for the industry tile, all industries, all of them, oil rig, coal mine, etc... all them are doing that, it's just that is' much easier to replicate it with canals
 
22:33:51  <glx> bit 7 is set when the industry is finished
 
22:34:05  <Samu> i know, i want bit 4, not 7
 
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22:35:08  <Samu> it doesn't have a meaning but it's being altered
 
22:35:40  <Eddi|zuHause> we've been trying to explain to you: you can only define "leave this unchanged" when you declare it as "used"
 
22:35:48  <glx> probably happens when the tile is cleared before becoming an industry tile
 
22:35:56  <Eddi|zuHause> otherwise anybody can do whatever he wants with it. including writing to it
 
22:36:20  <Samu> [22:35] <+glx> probably happens when the tile is cleared before becoming an industry tile
 
22:36:40  <Samu> ok, must find when does it get cleared
 
22:37:41  <glx> it's in DoCreateNewIndustry
 
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22:40:56  <Samu> wow 			DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
 
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22:46:12  <Samu> right before MakeIndustry, this is it
 
22:53:40  <Samu> thx glx, I will continue this tomorrow, to awake a new tomorrow with a fresh head.
 
22:56:51  <Eddi|zuHause> i really don't know how much longer i can tolerate this...
 
22:57:32  <chillcore> it is hard to make him understand something yes
 
23:02:44  <glx> seems he doesn't read what is said :)
 
23:05:08  <chillcore> I recognise myself somewhat when I was younger ... wanting to know all at once, skipping steps
 
23:05:28  <chillcore> still I listened when peeps tried to expain something
 
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23:12:52  <ST2> well, now that the way was pointed to him, he'll be back tomorrow like a kid with a new toy :P
 
23:13:00  <ST2> and the usual million questions xD
 
23:13:57  <glx> but I told him yesterday exactly the same thing
 
23:14:17  <chillcore> ^^^ I'd rather teach him how to fish ...
 
23:16:09  <glx> focus too much on details
 
23:16:25  <glx> when a larger vision gives the answer
 
23:17:21  <glx> everybody told him he looked at the wrong place and should check on upper level
 
23:21:52  <ST2> but if samu gets any solution that he likes and not implemented in a "snap your fingers" time he gets mad... that worries me :(
 
23:31:08  <chillcore> some more patience would do him good yes ...
 
23:31:23  <chillcore> That zip any good to you ST2?
 
23:32:01  <ST2> very busy with other stuff :S
 
23:33:04  <chillcore> np. It is all based on old revisions still, if you need some help bumping here and there just ask ;)
 
23:33:19  <chillcore> but no rush ... got plenty to do too :P
 
23:42:56  <chillcore> for those liking some heavy beats and ... twitch/Beatport live for 21 hours more
 
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continue to next day ⏵