IRC logs for #openttd on OFTC at 2015-03-20
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00:05:47 <supermop> terraformable rivers?
00:14:35 <Samu> permanent, yet terraformable rivers
00:14:56 <Samu> but i think i have to forbid rivers at level 0
00:26:01 <supermop> how are they permanent? do they have a way of re-routing themselves?
00:27:21 <Samu> permanent in the sense of (x, y) coordinates
00:28:40 <Samu> they're not really permanent, they're first removed, then restored, but with a different z and slope
00:28:51 <Samu> i think this is what i have to do
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00:32:31 <Samu> i need a different function than void MakeWaterKeepingClass(TileIndex tile, Owner o)
00:33:50 <Samu> it has to be a bit like MakeRiver but with certain restrictions
00:34:03 <Samu> similar to those in MakeWaterKeepingClass
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01:07:14 <Samu> hmm TerraformTile_Water(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
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01:29:18 <chillcore> if you are really curious what is happening behind the screen
01:29:31 <chillcore> should come wit a warinng
01:29:44 <chillcore> "Do you really wanna know?"
01:30:28 <chillcore> only then you can download ... :P
01:34:18 <Samu> do you have flash installed?
01:35:08 <Samu> i am messing with rivers
01:35:33 <Samu> if you wanna see twitch.tv/xarickpreto
01:36:37 <chillcore> me flash ... I remove it after every windows update ... so nope
01:36:59 <chillcore> why would I need it?
01:37:10 <chillcore> htlm5 for vids works fine
01:37:15 <Samu> wanted to show you terraformable rivers
01:37:34 <Samu> it is funny that it works with only 2 lines of code, but there's a lot missing
01:37:51 <chillcore> I can imagine without testing ... don't seem like a good idea to me tbh
01:38:19 <Samu> this link for html5 but i doubt it works correctly
01:39:05 <chillcore> I has twitch on ipad noprob
01:40:02 <chillcore> loading forever ... :P
01:40:39 <chillcore> 50 ... it sais you're offline
01:40:56 <Samu> im not, i can see myself
01:41:11 <chillcore> let me unblcok some stuffs :P
01:43:22 <chillcore> there ... silly google
01:44:35 <chillcore> ye tat is what I mean ... now rivers run upstream
01:45:19 <chillcore> that is sea flooding
01:46:01 <chillcore> fast forward ... waiting for sea to flood is silly
01:46:48 <Samu> well you're getting the idea, aren't you
01:47:01 <chillcore> ye as I imagined ;)
01:47:22 <Samu> i am terraforming rivers and they're being restored but with a different slope configuration
01:47:35 <Samu> but this is far from finished
01:48:08 <chillcore> what wold be really silly if they were not aligned to slope
01:48:19 <chillcore> so the behavour is correct
01:48:28 <chillcore> ^^^ in your patch that is
01:49:13 <Samu> kinda slow trying to level the whole map
01:49:18 <chillcore> can I see your gamesettings
01:49:36 <chillcore> click create new scenario and random land please
01:49:49 <chillcore> just for the smoothness settng and such
01:50:58 <chillcore> random land like you almost did :p
01:51:14 <chillcore> click random land ...
01:51:28 <Samu> just a min, i'll do that
01:52:57 <chillcore> grabbing some coffee
01:54:54 <chillcore> seems like no variation gives and hilly gives best results on small maps better
01:56:22 <Samu> well, apparently this is working nice so far
01:57:07 <chillcore> the thing is with these ever changing rivers ... maybe someone wnted to terraform to build something there?
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01:58:54 <chillcore> maybe make that a seperate patch and topic on forums
01:59:09 <chillcore> let peeps test and let fedback guide you in what to do
01:59:19 <Samu> i can destroy rivers yet
02:00:27 <Samu> that 7500 cost wasn't supposed to happen
02:00:50 <chillcore> sure it does ... them blastmasters need to get payed :P
02:02:09 <chillcore> see this is where it gets silly
02:02:40 <chillcore> anyhoo us talking about something peeps can not se here ... kinda silly too :P
02:03:01 <chillcore> hmm I sees them glitches
02:03:27 <chillcore> rivers on steep slopes is "nono"
02:04:25 <Samu> heh, that's the part I need help
02:04:36 <Samu> well, i'm posting the patch, then i'm off to bed
02:04:38 <chillcore> now know where these occasional glistches come from
02:05:10 <Eddi|zuHause> happy eclipse everybody, i have a feeling i will miss it
02:05:28 <chillcore> ooh eclipse when where ?
02:05:33 <Samu> let me quickly create patch
02:06:18 <Eddi|zuHause> partial eclipse in europe ca. 8-11 UTC
02:06:42 <Eddi|zuHause> or full eclipse if you happen to be on the Färöer
02:08:01 <Eddi|zuHause> hm, next full eclipse in germany is 2081. i'll be 100 then...
02:08:30 <chillcore> ah ok ... way to cloudy
02:09:27 <chillcore> I'll be 107 ... maybe we can meet up then and talk about ye olde days eddi
02:09:32 <Eddi|zuHause> they said it might be nice weather over here
02:09:47 <Eddi|zuHause> i have a feeling that is unlikely to happen :p
02:10:28 <chillcore> ye but you never know what we'll have invented by then
02:12:03 <Eddi|zuHause> yeah. maybe it's a device that tells me "you made this pact 65 years ago to meet with a random person on the internet that you never met and have barely anything in common" :p
02:13:57 <chillcore> "you are not allowed to pass away and rest in peace before you met these conditions" hehe
02:14:25 <Eddi|zuHause> we have that already. it's called ghosts :p
02:26:19 *** Flygon__ is now known as Flygon
02:26:33 <Flygon> And discuss how awesome I am
02:28:37 <Eddi|zuHause> Flygon: if you pay me a ticket to australia :p
02:28:53 <Flygon> We'll go to the planet's other home of VR
02:29:18 <Flygon> Even Finland's VR STILL uses Broad Gauge
02:29:22 <Flygon> Narrower than Victoria's VR
02:29:39 <Flygon> (VIC uses 1600mm, Finrand uses 1524mm)
02:30:28 <Eddi|zuHause> there was something about finland using 1520 and russia 1528 (or the other way round) and somewhen they decided "let's call it 1524 and let the error margins handle it"
02:35:09 <Flygon> The error margins ARE very wide
02:35:27 <Flygon> The gauge on wooden sleepers goes anywhere from 1575mm to 1835mmish
02:35:48 <Flygon> Concrete is FAR more tight, around 1595mm to 1805mm
02:36:00 <Flygon> These're off the top of my head, so I'm probably a bit off
02:36:09 <Flygon> But it's still well inside the acceptable error margin
02:36:29 <Flygon> Keeping in mind said concrete sleepered RFR track would be pretty reliable for 200km/h services
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02:43:19 <Eddi|zuHause> they say the faster the track goes, the wider it must be
02:49:20 <supermop> just applied to do my own job over elance
02:52:12 <Eddi|zuHause> to see whether your boss would hire a replacement for you?
02:52:58 <supermop> no, as i'll being moving back to the us before too long this was his idea for having me work remotely
03:32:40 <chillcore> hmm this terrain kinda keep shooting off ... no matter what I try
03:33:43 <chillcore> I'll have to check my patchpack to see what kind off "details" were conveniently dismissed for the sake of going faster
03:45:04 <chillcore> so sad this industries mentallity ... "we don't care how broken it is it has to be shipped yesterday"
03:45:17 <chillcore> thank god openttd is not like that
03:52:31 <chillcore> hm balls to it ... messing with magic values it is ... alpinist values becomes mountainaus and this coast shaping is getting /64 instead of /16
03:53:24 <chillcore> sorry ic111 ... you can always re-tune if you don't like it ;)
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04:09:43 <chillcore> this is gonna be fun explaining to get it commited
04:10:14 <chillcore> "because violets are blue I changed stuff randomly" :P
04:13:32 <chillcore> or I will just let the results seak for itself
04:20:51 <chillcore> yep yep me is happy again ... now for some real tuning
04:51:08 * chillcore waves hand at tgp.cpp
04:51:21 <chillcore> these are not the values you are looking for
04:54:04 <chillcore> static const height_t _invalid_height = -32768; <- see ya sometime later maybe ... or not
05:16:27 <supermop> livestock units should be tons not head
05:17:07 <supermop> some vehicles think livestock is cows, other think it is chickens, so you end up with a small truck that can carry more livestock than a rail car
05:17:48 <supermop> im sure someone will write a grf assuming it is elephants and give railcars a capacity of 1
05:18:22 <supermop> and someone will assume it is crickets and give a capacity of a billion
05:18:44 <chillcore> yeah that exactly is the prob when trying to set standards
05:18:56 <chillcore> so best is not to try?
05:19:00 <supermop> good futuristic grf: all livestock is masses of bugs
05:20:06 <chillcore> hmm enter next to decimal point ... 15.000.000.000.000 mosquitos of tiger please?
05:21:56 <chillcore> in my country we do 15.000,15
05:22:04 <chillcore> the whole world is wrong :P
05:22:07 <supermop> ok finally have the vulcan, no more chinook hauled passenger expresses
05:22:40 <supermop> i started the game in 1960 so it felt wrong to be buying new built steam engines for new services
05:23:41 <chillcore> who cares supermop ... it is your game ;)
05:24:00 <chillcore> ^^^ in regards of feeling wrong
05:24:17 <supermop> that's why i didnt buy the best engine for the service
05:24:41 <supermop> it's my game so i'll run the express with a diesel shunter rather than buy steam
05:24:47 <chillcore> but even in the real world you should give a flying freckle
05:26:39 <chillcore> man I should gave given this code the finger much sooner ... terain is playable again yay
05:27:21 * chillcore looks for some more code to just ... delete :P
05:45:35 <chillcore> too bad I did not do this a day or two earlier ... this could've been in rc1
05:46:09 <chillcore> I wonder if devs will notice if I try and sneak in my teletubbies lanscape :P
05:47:45 <chillcore> maybe if I add a comment "// *waving hand* these lines are not here."
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05:57:27 <chillcore> Imma do just that ... for large maps what I did before and for small maps the tuning Commanderł did
05:58:02 <chillcore> with a few variations to fit the smoothness levels
05:58:17 <chillcore> and he who is not happy ... it is open source
06:16:55 <supermop> hmm i just reworked this station to be 4 platforms
06:17:29 <supermop> but i was planning to build a lay-up yard beyond it, so actually it may have been fine as 3
06:17:45 <supermop> in facting i could maybe reduce it to 2
06:18:43 <supermop> it has two branches from north terminating, and one through line,
06:18:55 <supermop> another to be added in the future
06:19:27 <supermop> but if the terminating services continue to the yard empty then return on the up track,
06:19:38 <supermop> i don't need any terminal platforms
06:20:09 <supermop> timetable is only issue - do i have enough 10-day slots for services to pass through
06:20:46 <chillcore> an exra platform is always useful sometimes loading takes a bit longer while waiting for cargo
06:20:58 <supermop> if i used the 4th platform space to double-track the freight bypass, that may be wiser than providing extra room at the station
06:21:41 <chillcore> freight bypass? branch of from mainline and pass unders station with tunnel ;)
06:22:14 <supermop> currently freight only passes through once every 90 or so days
06:22:47 <supermop> currently no north bound and south bound freight pass at same time so single track is fine
06:23:59 <supermop> double track is much higher than just twice single track capacity
06:24:24 <supermop> but looks bad in this narrow valley, to have so much width wasted by track
06:26:56 <supermop> i should do like in large american cities - all freight is dropped off at huge terminal on once side and then regular mixed cargo trains shuttle it through to the other terminal on the other side of the city, where it is picked up and taken the rest of the way
06:27:53 <supermop> a container from china going from LA to the east coast by rail takes less time to go from LA to the west side of chicago, than it does to go from the west side to the east side of chicago
06:28:00 <chillcore> you mean past the city to the next where this repeats? what a waste of time and effort ... lobbyists much
06:29:19 <chillcore> in the mean time these peeps do have a job but still
06:29:41 <supermop> patch labour into openttd
06:29:54 <supermop> if you make network too efficient - they go on strike
06:30:15 <chillcore> no strikes though ... that would be cool
06:31:19 <chillcore> hmm thes egreen rck tiles look out of place in artic climate
06:31:24 <supermop> some american diesels were built with long hood in front tall enough that driver could only see to one side like on a steam engine - so that the railway wash forced to hire two men to run every train
06:31:33 <supermop> yeah i was just thinking that
06:31:48 <supermop> i didn't know if i should bug planetmaker about it
06:32:13 <chillcore> there was a change in that area no long ago ... not sure if that was intentional
06:32:22 <chillcore> maybe yuo should yeah
06:32:34 <Pikka> "thes egreen rck tiles look out of place in artic climate" <- the original graphic "second rock tiles" are all rock
06:32:57 <Pikka> so it's a fault in the other base sets if they're not all rock :)
06:33:05 <supermop> hmm i think i will revert to three platforms and duplex bypas...
06:33:08 <Pikka> the entire tile is rock
06:33:10 <chillcore> that would explain it
06:33:39 <supermop> but before i do im off to buy wine
06:33:44 <chillcore> ye I mean the terrain under it ... is green instead of brown
06:34:19 <Pikka> the terrain under it should be grey, all rock. I think the idea is that the second rock tiles, the ones just reintroduced, are solid rock, and the other half-grass ones are the transitional edge tiles
06:35:00 <supermop> can snow transition be made longer
06:35:13 <supermop> like 10 tiles instead of about 3?
06:35:43 <supermop> need snowy coasts with ice too
06:37:59 <chillcore> could yes but what do you do when terrain is just 15 high?
06:39:05 <chillcore> pikka: should sprites 4051 and friends be used in artic?
06:39:15 <chillcore> just asking because I sux at sprites
06:39:49 <chillcore> t is these that look out of place
06:43:04 <chillcore> 4042 is the flat one
06:45:11 <Pikka> no grass, so they shouldn't need to be climate-dependent. or perhaps the extra sprites need expanding to include non-temperate versions of these tiles?
06:45:57 <chillcore> well the 4051 that shows up in game is not that one
06:46:12 <chillcore> instead it is the temeprate one
06:46:18 <Pikka> that is the temperate one
06:46:59 <Pikka> in the original graphics
06:47:05 <Pikka> not in whatever base set you're using
06:47:21 <Pikka> like I said, it could be seen as an error in the base set if those sprites are not 100% rock
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06:47:30 <chillcore> I am using opengf and no newGRF
06:47:41 <Pikka> opengfx is not the original graphics :P
06:48:06 <chillcore> let me change ... for a sec
06:48:35 <Pikka> I think we do need to expand the additional graphics to include non-temperate versions of those sprites though
06:48:47 <Pikka> even with the original graphics, the patch makes toyland look odd :P
06:49:20 <chillcore> oh ok ... and yes with the original graphics I do not see them green tiles
06:50:46 <chillcore> and toyland yeah ...
06:52:02 <chillcore> It would be nice if climates had their dedicatd sprites for sure
06:52:23 <chillcore> but calling it a bug ... more missing feature?
06:52:58 <Pikka> well it was an error introduced by a recent patch, rather than a long-term missing feature, so... whatever. it still goes in the tracker.
06:53:36 <chillcore> the error that was fixed is that the second rockset was not used? at all
06:54:16 <chillcore> maybe the result we see now is why it got disabled in the first place?
06:54:49 <chillcore> I was not here then, I think, so I am just guessing
06:55:43 <chillcore> ye report as bug. planetmaker or someone else can always close the ticket if needed
07:00:50 <chillcore> now "someone" needs to draw 57 * 2 sprites?
07:11:52 <chillcore> 1 tileset is 19 sprites
07:12:09 <chillcore> + something fitting for originals
07:12:18 <supermop> tropic will need desert and grass versions
07:13:22 <chillcore> and deserty and tropical foresty
07:13:26 <Pikka> are there rocks in the desert or snow?
07:13:35 <Pikka> I'm guessing there are not ;)
07:13:52 <supermop> i know there are rocks in desert
07:13:56 <chillcore> rocks are cacti in deset?
07:14:29 <Pikka> not seeing any desert rocks in generated maps
07:15:00 <Pikka> perhaps you can put them in in the scenario editor, but asking for desert and snow rocks is another feature request altogether. :)
07:16:09 <chillcore> nah just in grasslands, for tropical forest I need to lower the snowline ...
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07:16:31 <supermop> can rocks have transparent around them so tile shows through?
07:16:42 <Pikka> no, they are a ground tile
07:17:59 <supermop> even if no, we could just have rock layer and then the regular tiles as layers in PS
07:18:09 <supermop> and make all the sprites in a few min
07:19:48 <chillcore> hmm tropical forest has abandoned me completely now ... not sure why
07:20:24 <supermop> delete fourth platform?
07:21:30 <supermop> not sure how much more freight will come through here
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07:23:53 <chillcore> you could maybe leave the tracks in place? that way town can not occupy that space if you need it later
07:24:31 <chillcore> still starnge that I ave no tropical forest no more ... just dunes :P
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07:31:58 <supermop> i enjoy never scrapping new-ish locomotives, even if they are not being used
07:32:48 <supermop> in the course of rebuilding this station i've had to demolish a depot on the south side to build the yard, then now demolish a depot on the north side
07:33:41 <supermop> but there was an idle Chinook in the south depot so i've had to keep unpausing to have it run back and forth between south and north depots as i rebuild them
07:34:21 <supermop> fun locomotive to watch run around
07:34:40 <chillcore> hehe ... instead of letting it loose on and isolated piece of track
07:34:54 <chillcore> or just clicking the stop button
07:40:33 <chillcore> oh boy ... I had disabled trees so there is where the forest went
07:41:06 <chillcore> still no forest on the peaks of mountains though ... I am pretty sure it was there before
07:42:16 <supermop> what size do images need to be to show in forum? 800x600?
07:42:17 <chillcore> there it is ... flaming max height setting
07:42:23 <chillcore> I am so going to remove it
07:42:33 <chillcore> that setting has no use whatsoever
07:43:13 <chillcore> I'll put it back when bug reports come in
07:43:30 <chillcore> so tired of this bugs that I already fixed many times before
07:43:53 <chillcore> yes 800 *600 or lower
07:44:22 <chillcore> you can inline by force but it is not apreciated
07:44:41 <chillcore> maybe do that if you are just a few pixels over?
07:44:49 <chillcore> but I did not say that :P
07:44:58 <chillcore> there is no log to prove it anyway
07:54:29 <chillcore> pretty sweet but you have a signal just after the crossing on the top track
07:55:47 <supermop> its fine as it cannot block any train waiting on other track
07:55:57 <supermop> as its a diverging switch
07:57:03 <chillcore> depends the amount of traffic? if heavy it can block trains coming from the station, but then that train would just block the staion itself so yeah
08:03:50 <supermop> updated post with before picture
08:08:46 <supermop> i may move that little local station to the center instead of off to one side
08:09:19 <supermop> so that north bound local trains need not cross the southbound line
08:10:50 <chillcore> yeah you could that, I like iterating too as the need arises
08:13:35 <supermop> as you can see its already sort of ruined the small valley
08:14:40 <supermop> also i want to expand that line to the east to be the new mainline as the next big town to the north has no room to expand its mainline station, but it's eastern station is in a good location
08:15:09 <supermop> so i dont need that much future capacity on the current mainline
08:17:39 <chillcore> The Gaben used to say that they were the best of the best of the whole world
08:18:06 <chillcore> Now he publicly admits that 'we' ar no match for him
08:18:39 <chillcore> we -- communnity in general, not us openttd in specific
08:19:44 <chillcore> but yeah if you don't think that the capacity will increase ... you have industry spawning disabled in your gae?
08:30:16 <chillcore> hmm no too happy with these old values by commanderZ neither ... too bland terrain, in all fairness he did say that he was not finished tuning at the time
08:30:42 <chillcore> they do work great for smaller maps
08:32:36 <supermop> industries can spawn, but its a very empty map even for 256^2
08:32:59 <supermop> and this town is not very central
08:33:40 <supermop> currently only oil freight uses that line - I may add iron ore
08:34:58 <supermop> have plenty of extra farm supplies
08:35:16 <chillcore> hehe ... don't take my wrd for to much truth neither
08:35:29 <chillcore> you have no clue how little games I played myself
08:36:10 <chillcore> most of my 'knowledge' comes from debugging and quick and dirty testing
08:36:23 * chillcore has played maybe three complete games
08:38:17 <supermop> haha 'complete' game
08:38:23 <chillcore> troub is finding them back in the hundreds of checkouts :P
08:38:31 <chillcore> and often I do not save so
08:38:35 <supermop> i dont think i've played a complete game in 20 years
08:39:05 <supermop> i had two TTO games that I played to the end of that game
08:39:14 <supermop> i think i got 'mogul'
08:39:34 <supermop> still kind of remember the map layout of one of them
08:39:37 <chillcore> hehe, I got this one game with a score of 666
08:39:42 <__ln__> everyone prepared for the solar eclipse?
08:40:50 <supermop> i have been playing with always finish names for years so i have tons of saves gong back 5 years or so with names of <small finnish town i've never heard of> transport
08:41:02 <supermop> i have no idea what any of them are
08:41:38 <supermop> like maybe 10 or so different 'malmi transport's
08:41:45 <chillcore> __ln__: hmm me sharpens axe ... maybe devs will not notice the removal a "the setting" while it is dark outside
08:42:28 <supermop> so now i never save anymore i just play until the next time my computer needs t o be rebooted and that's that
08:43:53 <chillcore> __ln__: also clouds as far as they eye can see ...
08:45:45 <supermop> map could use a little NG mountain line
08:46:26 <chillcore> lol I just searched for eclipes in europe and it is all doomsday scenarios
08:46:48 <chillcore> unprecedented blackouts
08:46:48 <supermop> most IH games i start with a NG line and then accidentally end up with a big NG networks before I know what has happened
08:47:02 <chillcore> hahahah ... these peeps
08:47:13 <chillcore> it will be as big an issue as the milenium bug
08:49:16 <supermop> NG line or 32 road hog tankers running long 120 day trips
08:50:35 <chillcore> still got about an hour before it 'hits' here
08:51:37 <supermop> NG line needs about 27 tanker cars per month if gung ho,
08:52:04 <supermop> might need to double the line, then it won't look as cute
08:52:54 <supermop> i havent seen an eclipse in a while
08:53:04 <supermop> never seen a full one
08:53:07 <chillcore> you can combine tunnels and bridges to have two lines above one another ;)
08:53:27 <chillcore> that looks cute if done properly
08:55:22 <supermop> it's a nice mountain, don't want to spoil it
08:55:40 <supermop> there is a forest on the way though, so could carry lumber
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08:59:24 <chillcore> hmm nice mountains are comming ...
09:00:05 <chillcore> what is generated now I'd not call nice ...
09:01:42 <__ln__> monday: clear sky, tuesday: clear sky, wednesday: clear sky, thursday: clear sky, friday & eclipse: all cloudy
09:03:41 <chillcore> if you want nicehuge mountains now supermop, generate a map in my patchpack and export the heightmap
09:04:59 <chillcore> I want trunk to generate maps like that, then I'll be happy to sign off
09:05:26 <chillcore> if not I'd rather have MHL removed tilll 1.6
09:05:47 <chillcore> anyhoo .... not going into ranting mode
09:07:33 <__ln__> we had very cool northern lights on tuesday though
09:09:42 <Terkhen> we'll never guess those here :P
09:13:23 <chillcore> I wonder if it will get as dark as the one we had in the '80s ...
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09:17:44 <supermop> i dont need huge mountains on this size map, just a few levels more is enough
09:17:53 <supermop> i set my max height to 24
09:19:32 <chillcore> ye then it is better yes
09:19:41 <chillcore> still not the right solution
09:20:39 <chillcore> terrain type and mapsize should determine max generated height
09:20:48 <chillcore> the rest is fluff IHMO
09:20:59 <chillcore> patching the brokeness in a the wrong way
09:21:50 <chillcore> variation could use a tweak too ... it varies too much and pulls the entire map down
09:22:21 <chillcore> but that will be for afterwards
09:22:51 <chillcore> first getting it to work properly with the setting at 255, which breaks tropic
09:23:15 <chillcore> that does not mean terrain will be generated at 255
09:23:36 <chillcore> currently testing with 85 on 4048**
09:23:45 <chillcore> but you can still raise manually
09:25:41 <chillcore> Alpinist wil still have some steep peakes but if you do not like that yu should not play alpinist :P
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10:06:34 <supermop> my problem with steep high mountains is that they are all slope
10:07:28 <supermop> because 1:1 is the steepest slope you can have , not counting diagonal, and tall point gives a massive unbroken slope
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10:07:45 <supermop> which towns always build a road straight up the side of
10:09:01 <supermop> i like having high areas but i would like my mountains to have 1:2 or 2:3 sloops as their steepest except some few bits of 1:1
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10:16:17 <chillcore> thing is ther is so many setting that affect it
10:17:36 <chillcore> mapsize, smoothness, terria, mapedges and finally that bleeping maxheight settingn type, variation, sea level
10:18:04 <chillcore> s terrai/terrain type
10:19:33 <chillcore> seems like my cursor jumped a bit or I has ghosts in the machine ... again
10:20:18 <chillcore> lemme redo that line
10:22:23 <chillcore> mapsize, smoothness, terrain type, variation, sea level, mapedges and max height setting
10:22:34 <chillcore> that is more readable
10:23:19 <chillcore> change one and the whole map changes and then finally you get it right and the seed changes ...
10:24:40 <chillcore> but it is comming nicely after I messed about with some things that were in my patchpack but were reverted somehow in MHL
10:25:16 <chillcore> I'll post a screenshot in a bit ;)
10:27:13 <chillcore> MHL also used to have a function that applied extra smoothing to avaoid them 1:1 slopes
10:27:25 <chillcore> nowhere to be seen in
10:27:39 <chillcore> no clue why because it was needed
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10:30:12 <chillcore> I am putting most of the missing parts back and devs can then decide if they want it or not
10:30:30 <chillcore> at least it will not be dismissed without saying a word
10:30:46 <chillcore> ^^^ this is why I started my patchpack
10:35:45 <supermop> i used that patch pack for ages
10:35:54 <supermop> man i miss departure boards
10:36:03 <supermop> i do so much scheduling
10:36:27 <supermop> i soumetimes have to write out a board on paper now
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10:37:09 <supermop> thing is i dont mind if 10% of sloped areas are 1:1 and 90% are 1:2 or less
10:37:39 <supermop> i did find in the patchpack sometimes slopes were too smooth
10:38:51 <supermop> it would be nice if noise or whatever altered local steepness rather than local height?
10:41:01 <chillcore> hmm ye, depends what setting you pick though
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10:42:35 <chillcore> it works like this ... the seed defines the shape of the map and then the perlin noise pulls terrain up and down at intervals, scale zooms in and out on the details
10:42:55 <chillcore> ^^^ in very basic terms, there is more going on
10:44:12 <supermop> may as well just write a whole hydrology model that erodes the map over millions of game years
10:44:24 <chillcore> eg. artic and tropic get special treatment just before releasing the map to the player
10:45:18 <chillcore> ye I am going to bump that old patch of CommanderZ most likely too one of these days
10:45:39 <supermop> and a geological and tectonic model
10:46:03 <chillcore> but first things first
10:46:13 <supermop> first spawn swamps then 100 million years later spawn coal mines there
10:46:25 <chillcore> ye that is what it did ... you had options like atol
10:47:07 <chillcore> but without eroding terrain :P
10:47:29 <chillcore> devs have to maintain afterwards ... so
11:12:06 <chillcore> last post to see what I has now
11:12:44 <chillcore> please be blunt as anything else does not help me. thanks
11:14:48 <chillcore> small maps may be too smooth-ish still but then again they are small maps so ...
11:17:13 <chillcore> hmm my cursor is missing in the screenshots ... I querried the highest point
11:19:24 <Eddi|zuHause> cursor is always removed from screnshots
11:20:28 <Eddi|zuHause> (but tile highlighting should be visible)
11:24:16 <chillcore> ah ok ... I must have confused it with something else I did not expect to show up some time ago.
11:24:28 <chillcore> the highlighting is there if you squint
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11:42:44 <chillcore> time for a breaksie from coding ... maybe I'll have a looksie if my mnecraft server is still up
11:44:10 <chillcore> I feel like I made more progress over the past few hours then in the last month entirely, in regards of getting nicer maps generated
11:47:03 <chillcore> next will be fixing tropic ... my way :P
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11:54:05 <chillcore> hmm ... did anoyone notice it gettng darker? I totally forgot about that eclipse
11:54:26 <chillcore> power is still on :P
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12:19:08 <Eddi|zuHause> i've actually caught a glimpse of it
12:20:25 <Eddi|zuHause> i tried to make a photo, but my phone camera is just a terrible tool for that :p
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12:33:32 <Eddi|zuHause> chillcore: i feel screenshot 42 is a bit too noisy
12:34:07 <Eddi|zuHause> steep hills like that with a bit smoother surface would be my preferrence
12:49:33 <chillcore> Thanks you for the feedback, eddi much appreciated. do note that that screenshot is with alpinist and very rough settings
12:50:13 <chillcore> I'll take some more ... same settings except hilly and rough or smooth instead
12:53:35 <Eddi|zuHause> chillcore: not sure how good this feedback is, as it's purely episodical.
12:55:27 <chillcore> it helps very much ;)
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13:12:05 <chillcore> I posted some more ... I need to tune the last few values of each setting still to get rid of the small bumps on smoother settings
13:12:43 <chillcore> and the cragyness ... as you can see in the settings I posted they are still all the same except for scale
13:13:20 <chillcore> but yeah ... I get your drift
13:13:33 <chillcore> these a bit better already or not?
13:15:13 <chillcore> I think I will need to fix the blobs you see in desert somewhere else in the code
13:15:31 <chillcore> one of them mysteries I seem not to be able to fix with the params
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13:16:55 <chillcore> in any case there should be a greater diff in regards of noise with just changing smoothness
13:17:08 <chillcore> more then there is now that is
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15:54:17 <chillcore> samu: if (IsSteepSlope(slope))
15:54:42 <chillcore> might be fun to play with but I still think it is a bad idea ;)
15:56:09 <chillcore> in your case you want to use " !IsSteepSlope "
15:58:31 <Samu> what is the tile is half flat, half hilly?
15:59:30 <Samu> let me find something in the wiki
16:00:02 <chillcore> replace (slope) with (xxx)
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16:01:25 <Samu> there was a nice picture showing all slope configurations
16:02:52 <Alberth> 'doc' directory in the root of the source code
16:03:27 <chillcore> crazy walking rivers :P
16:04:34 <Samu> they're numbered, but what do they mean? I saw this same picture in the wiki
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16:05:36 <Alberth> each kind of tile has a unique number, the picture shows it
16:05:41 <chillcore> yes please Alberth, samy found a way to terraform and keep the river intact kinda
16:06:23 <chillcore> samu* ... but they are very glitchy on steep slopes ... draws see through foundations
16:06:47 <chillcore> alse the fact they run up and down is kinda ... yeah
16:08:22 <Alberth> locally reversed gravity
16:12:56 <chillcore> ofcourse now he has this other little side-effect they refuse to be demolished at all :P
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16:14:20 <Alberth> terraform them too often to make them disappear? :p
16:14:32 <Alberth> up down up down up poof
16:14:45 <chillcore> no use ... not even bombing the shizz out of them
16:15:19 <chillcore> I saw him try on twitch this morning
16:15:21 <Alberth> non-removable rivers are quite nice perhaps
16:16:09 <chillcore> true but they also go on steep slopes and there it is not good
16:16:56 <Alberth> sounds likely, as there are no graphics then :p
16:18:35 <chillcore> you can still build water features on them which can be destroyed but then not terraformed untill that feature is removed ... so that is kinda nice
16:21:09 <chillcore> Albert not only that the foundation it creates is against empty air ... if on north facing slopes
16:21:37 <chillcore> maybe samu can create screenshot?
16:23:01 <chillcore> anyhoo ... going to continue a bit with my tgen light patch ... need to fix tropical climate and fine-tune
16:23:04 <Samu> i dunno what Random() is but i had to put that there
16:23:45 <chillcore> once done and ready for trunk I continue with gui version
16:24:09 <Alberth> ah, yes Random() seems fine
16:26:22 <Alberth> hmm, yeah, I should do another try at my world gen gui
16:26:57 <chillcore> feel free to steal my code if you can use some ;)
16:27:16 <Alberth> but the freerct mouse mode problem is annoyingly complicated and big
16:27:39 <chillcore> I got mine somewhere too anyways ... :P
16:28:11 <chillcore> mouse mode? yuo mean the terraforming glitches?
16:28:25 <Alberth> you changed existing gui code, or did you just add a new gui?
16:28:55 <Samu> i can terraform rivers under a bridge
16:29:03 <Alberth> no, mouse modes as in interaction of the player with mouse, some window, and stuff he wants to build
16:29:05 <chillcore> I added a completely new gui
16:29:25 <chillcore> except for includes is pretty much standalone
16:29:58 <chillcore> but yeah I reused parts of other guis ...
16:30:16 <Alberth> oh, that's normal, I do that too when making a new gui :)
16:31:14 <Alberth> I wrote the system, but I wouldn't know how to make a new gui from scratch without peeking :)
16:31:41 <chillcore> it can be moves to a seperate file no prob, just need the proper includes
16:32:17 <Alberth> it would probably need integration in the other world gen thingies
16:32:37 <Alberth> but the current window is a bit big...-ish
16:33:03 <Alberth> it needs more structure I think
16:33:11 <chillcore> that is because of my font? 22
16:33:43 <chillcore> the magix boxes resize to largest textlabel
16:33:47 <Alberth> big in code (and I talk about the current worldgen window, rather than your new window)
16:34:13 <Alberth> I do like your font though :)
16:34:35 <chillcore> I'll lower it and post a creenie to show ... gives me an excuse to add three more screenshots ;)
16:35:04 <chillcore> ah I see .. ye complicated window that
16:35:13 <Alberth> I don't have a high-res screen, so don't need a large font size
16:35:20 <chillcore> it is used three times ...
16:36:16 <chillcore> hmm correction the same function calls one of three dependant on mode
16:37:02 <Alberth> it's just big and complicated by any measurement :)
16:38:51 <Alberth> for a logical flow for a player to start a new game, it needs several new parts too
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16:40:47 <chillcore> ye that s what I try to do in scenario editor ... but the method clashes with new game somewhat
16:41:15 * chillcore had to reconnect because client kept jumping to top at every new message
16:42:34 <chillcore> <Alberth> I do like your font though :) <- ah someone else who appreciates comic sans ms ... hard to find normal peeps :P
16:43:13 <chillcore> I have lucida handwriting on one of my disks ... somewhere
16:43:20 <chillcore> that is a nice one too
16:44:36 <chillcore> might have to boot my PII for that
16:45:41 <chillcore> that or it is on the 486's HDD
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16:56:12 <Samu> where is that wiki article
16:56:29 <chillcore> just look in the source ...
16:56:57 <chillcore> and the file just next to it
16:57:35 <chillcore> and that docs file is in the source too
17:02:04 <Samu> someone had a similar idea apparently
17:03:56 <chillcore> last modification 2008 ... and we has "lively rivers" in trunk now? kinda
17:05:25 <Alberth> hmm, a design document? :p
17:06:02 <Samu> ##Rivers do not terraform
17:06:48 <chillcore> in my city most of them were covered with roads samu ...
17:07:08 <chillcore> but they were still flowing under it ... you don't just stop a river
17:07:42 <chillcore> they have uncovered them a few years back while pushing traffic out of the centrum
17:07:51 <Samu> there is slope_func.h and slope_type.h
17:09:23 <chillcore> if you read the code it is documented?
17:10:24 <Samu> i found something in tile_cmd.h
17:10:33 <Samu> what are those numbers supposed to mean?
17:12:23 <Samu> SLOPE_FLAT = 0x00, ///< a flat tile
17:12:34 <Samu> SLOPE_W = 0x01, ///< the west corner of the tile is raised
17:13:05 <Alberth> you don't know what a flat tile is?
17:13:41 <Samu> i know what it is, but I am terraforming, there's a before and after
17:14:49 <Samu> i want to prevent some slopes from happening
17:15:04 <chillcore> you can not do that
17:15:39 <chillcore> no more then 1 tileheight difference between adjecent tiles
17:15:57 <chillcore> except diagonally the it is 2 and becomes a steep slope
17:16:21 <Samu> let me look at the numbers
17:18:08 <Samu> ok, these are the only allowed slopes where rivers could be restored
17:19:08 <Samu> all other slopes are thus preventing terraforming of that river
17:19:26 <Alberth> so how are you going to terraform 1 corner at a time then?
17:20:01 <Samu> well i have an idea, but no idea how to do it in code
17:22:27 <Samu> there is no number 15 in that picture
17:23:10 <Alberth> no, it's 0 one level higher
17:23:41 <Samu> if you raise all 4 corners, it becomes 15?
17:23:55 <Alberth> ie add one to the height of the tile, and reset all corners
17:28:58 <Samu> SLOPE_FLAT, SLOPE_SW, SLOPE_SE, SLOPE_NW, SLOPE_NE and SLOPE_ELEVATED
17:34:08 <Alberth> SLOPE_ELEVATED is a mask
17:34:26 <Samu> 0 corners, 4 corners, 2 corners that are not in opposite directions
17:34:46 <Alberth> it's not a value for tiles (it's the value 15 you were looking for)
17:35:20 <Samu> what happens if i raise 4 corners at the same time?
17:35:35 <Alberth> (18:23:55) Alberth: ie add one to the height of the tile, and reset all corners <-- that
17:36:48 <Samu> that's the z coordinates?
17:37:07 <Alberth> sort of base z coordinate indeed
17:37:19 <Alberth> don't know the precise definition
17:37:34 <chillcore> tileh is in pixels IIRC
17:37:51 <chillcore> but does not matter here
17:38:26 <Samu> if 15 then z +=1 and 15 == 0
17:39:25 <Samu> hmm but it must be 15 for that to happen, I have to allow 15 somehow
17:40:33 <chillcore> if you raise a flat tile at level 1 by it's four corners for 1 level each, you get a flat tile at level 2 samu
17:41:06 <chillcore> regardles of level it is at
17:42:15 <Samu> "if you raise a flat tile at level 1 by it's four corners"
17:42:25 <Samu> i have to allow 4 corners to be raised
17:42:52 <ST2> looking for a flat tile, ends up with a flat tire because of a flat fire xD
17:43:46 <chillcore> unless yo have run on flats then you get an semi-empty tire o_O
17:45:33 <DorpsGek> Commit by translators :: r27199 /trunk/src/lang (hungarian.txt korean.txt) (2015-03-20 18:45:22 +0100 )
17:45:34 <DorpsGek> -Update from WebTranslator v3.0:
17:45:35 <DorpsGek> hungarian - 4 changes by Brumi
17:45:36 <DorpsGek> korean - 1 changes by telk5093
17:45:55 <chillcore> <Samu> height of the tile
17:45:55 <chillcore> that's the z coordinates? <- just try it with the terraform tool
17:46:47 <chillcore> hmm copied the wrong thing
17:46:53 <chillcore> <Samu> what happens if i raise 4 corners at the same time?
17:47:07 <chillcore> ^^^ wanted to copy that but dorpsgek ...
17:52:08 <Samu> only the north corner of a tile indicates height?
17:52:58 <Samu> height is not the same as z coordinates
17:53:37 <chillcore> not in that order perse
17:55:08 <chillcore> you can only adjust the heightlevel of corners by 8 pixels
17:55:26 <chillcore> which corresponds to 8 pixels because the game is 2.5D
17:56:12 <chillcore> the slopes (or not slopes) that are drawn depend on the neighbouring tiles
17:56:21 <chillcore> yo havbe no control over that
17:56:25 <Samu> north corner = z=z, height+1
17:56:40 <Samu> any other corner = z=z, height=height
17:56:49 <chillcore> ye that is the current heightlevel of the tile ... N-corner
17:57:43 <chillcore> you can lower corners too you know :P
17:58:19 <chillcore> start game , open terraform tool and reduce to one dot
17:58:33 <chillcore> now raise four corners of a tile and see the result
17:59:23 <chillcore> ignore the neigbouring tiles *waves hand* these are not the tiles you are looking for
17:59:32 <chillcore> raise the north corner
17:59:38 <chillcore> now the west corner
17:59:55 <chillcore> now what does your tile look like
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18:02:18 <chillcore> flat exist already so 0
18:02:38 <chillcore> yes and four corners raised is 15 so
18:03:30 <peter1138> Not sure that's possible :p
18:04:02 <Samu> it's an elevated that became flat
18:04:23 <chillcore> but it is also flat so 0
18:04:36 <chillcore> don't make it more complicated then you have to samu
18:05:36 <Alberth> now the bonus question, what happens when you raise 4 corners of a raised tile :p
18:05:52 <peter1138> Steep elevated tile
18:07:40 <Samu> the nearby tiles are confusing me :(
18:08:48 <chillcore> there is this rule that there can only be one tileheight difference between tiles
18:09:12 <chillcore> so if I raise 'this one' two tiles the ones next to me will follow
18:09:13 <Alberth> actually, between tile corners
18:09:27 <Alberth> or grid-points, for that matter
18:11:12 <chillcore> s tiles/times ... to avoid cunfuzling
18:12:33 <peter1138> Did we get cliffs yet?
18:14:10 <chillcore> kinda but in the wrong place ... with them rivers on steep slopes
18:18:12 <chillcore> hmm now I can not remember where the deserline code is ...
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18:27:08 <chillcore> god damn google every time ther is youtube link on a page I get a referal cookie
18:27:27 <chillcore> µforgive me my french
18:28:24 <chillcore> thank god I am jailbroken ... me removes LSOs
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18:30:17 <chillcore> hup be gone evil demon ... and flurry files too
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18:44:25 <chillcore> hmm two referals ... same tt-foorums page ... thx google for saving tat info in your logs thinking peeps will never see that becuase no root on ios ... fail lol
18:54:13 <chillcore> prob solved ... another browser and google blocked completely now ... pff so much for being nice to the SROTU
18:54:45 <chillcore> I'll donate some soon
18:55:59 <frosch123> hmm, how did i miss toyland
18:56:31 <chillcore> and tropic and artic too
18:56:39 <chillcore> if yo mean them rocks
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18:56:45 <frosch123> no, those look fine
18:57:04 <chillcore> green tiles in artic ...
18:57:18 <frosch123> i tried original graphics
18:57:32 <chillcore> ah yes them are greay everywhere
18:58:04 <frosch123> original graphics is the only thing that matters
18:58:08 <frosch123> the rest can be fixed
18:58:09 <chillcore> but if you swithch to opengfx it is more obvious that them tiles do not exist
18:59:34 <Alberth> chillcore: I have already submitted an issue for the green rocky tiles
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18:59:58 <frosch123> i thought i tested all basesets in all climates
19:00:04 <frosch123> but apparently i missed toyland
19:00:08 <chillcore> ah so did pikka for the original graphics this morning ;)
19:00:32 <frosch123> but the original graphics work in arctic and tropic
19:00:51 <Alberth> pm copied my issue also to ogfx for arctic afaik
19:01:35 <chillcore> it is the same tile everywhere ... but it is less obvious with the orignal graphs in artic and tropic
19:02:20 <Alberth> not if you just changed them :p
19:02:52 <chillcore> hehe I have not downloaded anything yet since this morning
19:03:40 <frosch123> hmm, indeed FCA is not in any of the _landscape_spriteindexes_xxx
19:03:54 <frosch123> 2) add to openttd.grf
19:04:00 <frosch123> 3) add some newgrf misc flag to enable them
19:04:30 <chillcore> add would be nicer ... supermop might be willing to render some
19:07:21 <Samu> typedef CommandCost TerraformTileProc(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new);
19:07:28 <Samu> trying to understand how this command works
19:07:53 <Samu> * @param z_new TileZ after terraforming.
19:08:22 <Samu> * @param tileh_new Slope after terraforming.
19:08:29 <chillcore> <supermop> and make all the sprites in a few min
19:08:30 <Alberth> 3 sounds like a nice solution to me
19:09:00 <chillcore> ^^^ I could ask him nicely next time I see him?
19:09:20 <Samu> if (IsWaterTile(tile) && IsRiver(tile) && !IsTileFlat(z_new)) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
19:09:24 <Samu> this isn't doing what i want
19:12:06 <frosch123> i think i add some linebreaks :p
19:12:55 <chillcore> I think that was the commit to enable them yes
19:14:18 <Wolf01> www.bundlestars.com/all-bundles/zen-bundle/ and these are zen games? (maybe except the first one) they make me want to kill someone just by looking at the videos
19:15:36 <chillcore> hmm coding style is two tabs to break long line ...
19:16:00 <Wolf01> frosch123, I think other programming languages need something like the PSR (PHP standard recommendations)
19:17:42 <frosch123> are you sure you want some language programming language to take examples from php?
19:18:16 <Wolf01> it isn't the programming language itself, it is coding style
19:18:33 <Wolf01> I won't suggest PHP to anyone
19:18:52 <Alberth> frosch123: first patch was better :p
19:19:47 <frosch123> does anyone know the pipeline newgrf?
19:20:06 <chillcore> ye but never used it
19:20:17 <frosch123> are the engines supposed to be invisible?
19:20:20 <chillcore> it has incvisible vehicles yes
19:20:26 <frosch123> is there a readme i can refer to reporter to?
19:20:36 <Alberth> andy plays with pipelines
19:20:54 <chillcore> I never used it ... sofar
19:21:25 <chillcore> seems boring to me but that is maybe just me
19:21:41 <frosch123> ah, there is a grf parameter
19:22:54 <Samu> IsInclinedSlope, what does Incline mean?
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19:24:07 <Samu> nevermind, this is what i need
19:24:40 <Samu> IsFlatSlope doesn't exist?
19:25:44 <frosch123> i see a unicorn with two horns standing on it
19:27:22 <DorpsGek> Commit by frosch :: r27200 /trunk/src (clear_cmd.cpp newgrf.h) (2015-03-20 20:27:15 +0100 )
19:27:23 <DorpsGek> -Feature/Fix [FS#6260]: [NewGRF] Add Misc. GRF Feature Flag 6 to enable the second rocky tile set.
19:31:35 <Wolf01> I'm disapointed, no openttd_vs120.sln :(
19:35:50 <Samu> if (IsWaterTile(tile) && IsRiver(tile) && (!IsTileFlat(tileh_new) || !IsInclinedSlope(tileh_new))) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
19:36:25 <frosch123> hmm, tile_set or tileset ?
19:36:35 <frosch123> second_rocky_tileset or second_rocky_tile_set ?
19:40:15 <chillcore> tileset seems more obvious to me to refer to a set as opposed to setting a tile
19:41:06 <chillcore> ^^^ if/when read out of context
19:46:15 <Samu> why am i getting a flat land required
19:46:25 <Samu> i cant seem to understand this
19:47:11 <frosch123> V453000: you need to add some "second_rocky_tileset = 1;" to RAWR somewhere
19:48:06 <frosch123> V453000: default toyland graphics are broken otherwise :)
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19:51:36 <chillcore> that should be kinda obvious samu ...
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19:51:54 <chillcore> on slopes you build locks not canals
19:52:08 <chillcore> querry tool is yor friend
19:53:39 <Samu> return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
19:54:02 <chillcore> ye SLOPE_FLAT is kinda misleading
19:54:29 <chillcore> but it is the only kind of slope where canals are allowed to be build
19:54:38 <Samu> i dont care about the canal
19:55:54 <V453000> frosch123: what exactly is happening, one of the rocks is not being defined?
19:56:15 <V453000> it already seemed to work for arctic :0
19:56:26 <frosch123> the classic basesets have the second set only in temperate
19:56:41 <frosch123> it's not noticeable in original arctic and tropic, but it's very wrong in tropic
19:57:01 <frosch123> err, replace the latter tropic with toyland :)
19:57:07 <chillcore> the comments started with canal can't be terraformed ... samu
19:57:34 <Samu> line 5 to 9 was not there, I am adding it
19:57:40 <chillcore> how are we suposed to kow to ignore that line
19:58:01 <chillcore> <Samu> why am i getting a flat land required
19:58:02 <chillcore> i cant seem to understand this
19:58:28 <Samu> i am trying to forbid terraforming tiles which contain rivers if the result after terraforming them is not a flat or inclined tile
19:58:30 <V453000> okay :0 I havent seen it happen but fine :D added it to the code
19:59:01 <Samu> trying to prevent it without actually being present yet
19:59:03 <frosch123> you need a nml from less than 10 minutes ago, in case you wondered :p
20:00:22 <chillcore> your logic is wrong
20:00:54 <chillcore> it will always be true no matter what
20:01:29 <chillcore> if the one true the other can only be false and vice versa
20:01:48 <chillcore> that means one of both or both will always be false
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20:04:18 <chillcore> oh great ... should I tell my neighbours I can hear them?
20:04:45 <Samu> gonna try inclined first
20:05:53 <chillcore> your logic is wrong samu ... changing the string will not change that
20:07:13 <chillcore> if not 1 or not 2 then blabla
20:07:25 <chillcore> if it is 1 then 2 triggers
20:07:32 <chillcore> if it is 2 then 1 triggers
20:07:53 <chillcore> if anything else both trigger
20:08:56 <Samu> if (the resulting tile is inclined) DO IT
20:09:26 <Samu> if (the resulting tile is not inclined but is flat) DO IT
20:09:37 <chillcore> ye if 1 or 2 do else trigger
20:10:13 <Samu> if (the resulting tile is not inclined and not flat) Don't do it
20:11:56 <chillcore> not saying that will work ;)
20:14:04 <chillcore> can I bet the same as you :P
20:15:05 <chillcore> just re-read what I wrote and note the absence of !
20:15:49 <chillcore> also move docomand in if and use an else for the error message
20:19:09 <Samu> DoCommand is not of bool type, expression wha?
20:19:50 <Samu> let me reorganize this, i am so horrible at this
20:21:15 <chillcore> if (1 || 2) {do} else {ohoh};
20:21:41 <chillcore> any more hints and I can just write it myself ...
20:22:43 <Samu> if (IsTileFlat(tileh_new) || IsInclinedSlope(tileh_new))
20:26:10 <chillcore> hmm ... common samu
20:27:00 <Samu> it is letting me terraform no matter what
20:27:21 <chillcore> there is nothing in if
20:28:39 <Samu> not all control paths return a value
20:29:45 <chillcore> <chillcore> if (1 || 2) {do} else {ohoh};
20:29:57 <chillcore> where could you paste docommand ...
20:32:53 <Samu> Error 1 error C2059: syntax error : '}' c:\openttd\trunk\src\water_cmd.cpp 1329 1 openttd
20:33:01 <chillcore> do you see a do in the line I copied maybe somewhere
20:33:28 <Samu> i put it there but now it doesn't build
20:33:55 <chillcore> you can has one too alberth ;)
20:34:46 <juzza1> now you removed the return before the docommand
20:35:27 <chillcore> return_cmd_error and this is wrong too
20:38:58 <Alberth> return cmd_error; return cmd_error;
20:39:50 <chillcore> en een kus van de juf
20:41:01 <chillcore> this is good practise for me ... if all goes well I will be teaching peeps how to do basic stuffs with linux soon-ish
20:41:32 <chillcore> instead of using windoze that is
20:41:59 <Samu> you tell me to put a DoCommand in there
20:43:44 <chillcore> by moving the 'return' at the same time to the same place
20:44:17 <Samu> but then canals before it get screwed
20:44:50 <chillcore> does it work now as is?
20:45:05 <chillcore> move docommand including the return
20:45:43 <chillcore> just re-read slower samu
20:46:35 <Samu> what about the canal code=
20:47:05 <chillcore> like I said before but you did not read
20:50:49 <Samu> Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1329 1 openttd
20:51:22 <Samu> 2 IntelliSense: identifier "cmd_error" is undefined c:\OpenTTD\trunk\src\water_cmd.cpp 1325 11 openttd
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20:51:53 <ZathrusWriter> hi guys, got a pathfinder-related question
20:52:36 <frosch123> magic pathfinders :)
20:52:39 <ZathrusWriter> when my trains wait for a path that definitely exists and can be reached once an opposing train passes by, I get frequent messages about train not being able to find a path
20:53:00 <ZathrusWriter> is that normal behaviour? I can provide a screenshot if needed
20:53:09 <frosch123> using two-way block signals?
20:53:23 <ZathrusWriter> using path signals
20:54:00 <frosch123> no idea, i thought for path signals those messages only appear after half a year of waiting or so
20:54:58 <ZathrusWriter> that yellow line between 2 stations there
20:55:50 <Samu> #define return_cmd_error(errcode) return CommandCost(errcode);
20:56:08 <Alberth> one way path signals are way easier to understand, in general
20:56:35 <frosch123> there are two settings to influence that
20:56:36 <Alberth> two-way path signals tend to be used "from the wrong side" in ways you don't expect
20:56:41 <frosch123> _settings_client.gui.lost_vehicle_warn
20:56:42 <Rubidium> Samu: an the line the error about cmd_error is on?
20:56:54 <frosch123> _settings_game.pf.wait_for_pbs_path
20:57:30 <Samu> return cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
20:57:40 <Samu> I removed the '_' as told
20:57:41 <Rubidium> there's your problem
20:58:07 <chillcore> I did not know about the #define ... woopsie
20:58:15 <ZathrusWriter> I wouldn't want to turn off reporting lost trains completely (there are 2 messages - train is lost AND train cannot find a path to continue, I believe)
20:58:43 <chillcore> sorry samu you give me too much details
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21:03:36 <Alberth> ZathrusWriter: so what train is reporting?
21:04:18 <Samu> I'm still getting Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1329 1 openttd
21:04:33 <Samu> and i get unhandled exception when running the game
21:04:54 <Alberth> I would still replace the signals by one-way path signals so you are sure of directions
21:05:26 <ZathrusWriter> @Alberth - I'm just replacing them for one-way path signals to see if that causes the same issue
21:05:27 <Alberth> Samu: that line clearly doesn't return a value, does it?
21:05:52 <Samu> it doesn't, blame chillcore :)
21:06:02 <ZathrusWriter> the train reports that it cannot find a path to continue btw
21:06:11 <Alberth> you are the author Samu
21:06:23 <Samu> i need a return for canals
21:06:52 <chillcore> I found that desertline code yay
21:07:15 <Alberth> ZathrusWriter: "the trains" is too generic, unless they really do it all :)
21:07:15 <chillcore> now finding that other piece of code I know exists
21:08:05 <Samu> this one compiles, yet the behaviour is wrong
21:08:42 <Samu> maybe I'm editing the wrong function?
21:08:49 <ZathrusWriter> @Alberth - all that wait too long do it, actually
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21:09:58 <Alberth> don't know if you can fix that by some setting
21:10:22 <Alberth> I usually fix it by adding platforms etc
21:10:38 <Alberth> or by having shorter trains, so other trains don't wait too long
21:10:44 <ZathrusWriter> so it is the expected behaviour of the pathfinder then?
21:10:57 <Alberth> it's not the path finder
21:11:02 <ZathrusWriter> or of the game itself :P
21:11:20 <Alberth> "lost" is the path finder
21:11:21 <frosch123> you can increase _settings_game.pf.wait_for_pbs_path to increase the time before the message
21:11:49 <frosch123> not sure, whether the message applies to two-way path signals only
21:11:49 <Alberth> ^ ha, the setting does exist, thanks frosch123
21:12:17 <ZathrusWriter> frosch123 - that setting is not adjustable in GUI, or is it?
21:12:29 <frosch123> nope, you need to use the in-ame console
21:12:52 <chillcore> samu ... I am sorry you are still leaving the if emtpy ... it all my fault ... to puish myself I will now first find the code I need
21:13:00 <ZathrusWriter> I see... would you know if it's saved with a savegame though?
21:13:16 <frosch123> it's like every gameplay setting
21:13:18 <Samu> if is empty, isn't that supposed to be empty?
21:13:23 <frosch123> set it in a game, and it applies to that game
21:13:29 <Samu> it's empty so that it doesn't execute the else
21:13:31 <frosch123> set it in main menu, and it applies to enw games
21:13:51 <ZathrusWriter> thanks a lot frosch123
21:14:26 <Samu> i must be overlooking something
21:14:39 <chillcore> ye it emty and it should not be
21:15:00 <Samu> empty in this case would mean "skip the else"
21:15:49 <juzza1> Samu: what tile is not flat nor inclined?
21:17:26 <Samu> there's only 5 different configurations for slopes for rivers
21:17:41 <Samu> all the others are to be prevented to happen
21:19:28 <Samu> also terraforming 1 corner is still confusing me
21:19:35 <Samu> isn't that affecting 4 tiles?
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21:20:48 <Samu> how do i check the 4 tiles
21:23:03 <chillcore> why do you need need to querry 4 tiles if you are buildng on 1
21:23:37 <Samu> because i'm terraforming
21:25:12 <Samu> IsTileFlat is 0 in the picture
21:25:33 <Samu> IsInclinedSlope is 3, 6, 9, 12 in the pic
21:26:04 <Samu> rivers can only be placed in those
21:26:47 <Samu> i wanna allow terraform rivers if the result is one of these, but error if the result is any of the others
21:28:12 <chillcore> you terraform 1 corner the other three follow ... always ... so
21:28:44 <Samu> i have a feeling this is the wrong function
21:36:19 <chillcore> Albert: with ack-grep can I exclude a folder eg. lang?
21:36:32 <chillcore> I can find what I need no prob just curious
21:41:32 <Samu> i'm looking at this CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
21:41:46 <Samu> some of the rules in here might help me achieve what I want
21:42:02 <chillcore> found it "ack-grep --ignore-dir=dir value"
21:45:33 <Samu> there's an after and a before situation
21:49:14 <Samu> if ((IsTileFlat(tileh_new) || IsInclinedSlope(tileh_new)) && ((IsTileFlat(tile) || (IsInclinedSlope(GetTileSlope(tile)))))) {
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22:04:48 <chillcore> Woohoo ... desert is fixed
22:05:01 <chillcore> or rather tropical forest is
22:05:26 <chillcore> just some tuning to do now and tgen light should be ready for trunk
22:05:57 <chillcore> Imma post a diff for review ... forum or flyspray?
22:07:04 <frosch123> you already have a forum topic
22:07:17 <frosch123> imho don't post stuff to two places
22:07:27 <frosch123> otherwise one of them will always be out of date
22:10:07 <chillcore> ah but this is a version without gui ... no prob though
22:10:16 <chillcore> they are seperate versions completely
22:10:21 <chillcore> no configuring this
22:10:28 <chillcore> just nice terrain for 1.5
22:10:39 <chillcore> gui vesion is for 1.6 maybe or maybe not
22:11:40 <chillcore> I'll post it in the firts post of my topic ... after testing a litle more
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22:15:32 <Samu> aha, i found what my problem is
22:16:22 <Samu> if (IsTileFlat(tile) && IsInclinedSlope(tileh_new)) {
22:16:31 <Samu> this was supposed to work
22:16:49 <Samu> tile is the original tile
22:17:02 <Samu> tileh_new is the resulting tile
22:17:30 <Samu> I was raising a flat tile into an inclinedslope
22:18:52 <Samu> pff, sorry, i'm so messed up with this
22:28:35 <chillcore> your logic is flawed again now ... can't be flat and inclined at the same time
22:28:47 <chillcore> seems like you refuse to read samu
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22:38:13 <chillcore> if (IsTileFlat(tile) && IsInclinedSlope(tileh_new)) <- is it? this will always be false
22:38:34 <chillcore> no matter what you do afterwards or before
22:38:37 <Samu> tile is the before being terraformed, isn't it?
22:38:48 <Samu> tileh_new is the new one?
22:39:14 <Samu> then there's a z_new which i dunno what it is
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22:39:21 <chillcore> if (true AND true) <- not possible
22:39:47 <Samu> first tile to check is true
22:39:51 <chillcore> let me fix that for you
22:40:02 <chillcore> post me your link pls
22:44:08 <chillcore> http does not work for me ...
22:49:25 <chillcore> so sad that you have not learned this yourself
22:49:41 <chillcore> let me know if it wors pls
22:50:34 <chillcore> you may have some aligning to do as pastebin likes spaces it seems ... I di not remove those
22:51:34 <Samu> Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1328 1 openttd
22:51:59 <chillcore> well then you have an error somewhere else
22:52:09 <chillcore> not in the code you show
22:52:56 <chillcore> eg you are not using z_new at all
22:53:24 <chillcore> I breaked nothing I moved docommand in the if that is it
22:53:51 <Samu> that docommand must also work for the canal code before the river code
22:53:54 <chillcore> if on of both is true execute if not throw error
22:55:42 <Samu> if (IsWaterTile(tile) && IsCanal(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
22:55:59 <Samu> this forbids terraforming canals
22:56:13 <chillcore> then add it there also if (lala && po) {cmderror; do;}
22:56:47 <chillcore> either it throws an error or ...
22:57:08 <Samu> docommand is doing the terraform thing
22:57:41 <chillcore> then use if else like in the other
22:57:43 <Samu> but then some other function re-creates the river
22:58:14 <Samu> this one is only preventing it to create mal-formed river tiles
22:58:23 <Samu> at least that's what I think
22:58:51 <chillcore> forget what I just said
22:58:58 <chillcore> add another function
22:59:57 <chillcore> I don't get what it is you want no more samu
23:00:11 <Samu> ok, let me try from the beginning
23:00:17 <chillcore> throw error if canal
23:00:30 <chillcore> then if this or that do else throw error
23:00:35 <chillcore> what is missing then
23:00:36 <Samu> if canal, and i am attempting to terraform a tile with a canal, boom error
23:00:46 <Samu> for everthing else, do a clear command
23:01:14 <chillcore> the second part you do not have
23:01:15 <Samu> when it is clearing the water
23:01:24 <Samu> it is using some other function let me get its name
23:02:04 <chillcore> then redadd the docommand at the end also
23:02:14 <Samu> static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlag flags)
23:02:28 <Samu> if it is clearing water, this function is used
23:02:41 <Samu> this is where it re-creates the rivers
23:03:14 <Samu> yes, but the other one is a preventative function
23:03:33 <Samu> it doesn't let it terraform canals
23:03:43 <chillcore> return exits the function
23:03:55 <chillcore> everything after is not executed
23:05:18 <chillcore> so what happens with the code I gave you?
23:05:31 <chillcore> if canal you get error
23:05:33 <Samu> Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1328 1 openttd
23:06:01 <Samu> and unhandled exception when i run the game
23:06:53 <chillcore> like I say you are not using new_z, the other three params you do
23:07:25 <Samu> ClearTile_Water is patched to restore rivers atm
23:07:40 <Samu> that thing I showed you yesterday is put inside this
23:07:48 <chillcore> z_new is what for ... and why is it not refernced in that function?
23:08:16 <chillcore> me neither it is your code ...
23:08:25 <Samu> that's not my code, it was there already
23:08:41 <Samu> canals don't make use of z_new either
23:11:59 <Samu> this is the original file
23:12:00 <chillcore> what I gave you is correct ... based on the code youo posted
23:12:10 <chillcore> I can read I already had it open
23:12:48 <chillcore> maybe you are using the functions in the wrong way
23:13:22 <chillcore> IsTileFlat and IsInclinedSlope ... I really could not tell you
23:14:02 <Samu> did you test the patch yourself?
23:14:24 <chillcore> I am writing my own whenever I am not talking to you
23:16:54 <Samu> i'll post it on my topic
23:22:28 <chillcore> the other version has gui but will not be ready for 1.5
23:22:33 <Samu> I'm terribly slow at this patch things... grrrr
23:22:40 <Samu> typing it manually again
23:27:15 <chillcore> you could've just said in your topic :P
23:28:06 <Samu> canal on river is a different thing
23:28:21 <Samu> terraforming river is another
23:30:56 <chillcore> I already saw this code yesterday ... you even showed it to me on twitch
23:31:23 <Samu> but well, I am trying to complement it
23:31:56 <Samu> trying to prevent those glitches
23:32:30 <chillcore> trying to prevent those glitches
23:32:43 <chillcore> why do you not say that exactly directly
23:32:54 <chillcore> you drag all kinds of stuffs in the mix
23:33:16 <Samu> preventing them aka forbiding terraforming rivers which could result into those tiles
23:33:35 <chillcore> this ^^^ too much info
23:34:02 <chillcore> just trying to prevent those glitches on steep slopes is enough
23:34:28 <Samu> do you know of another way
23:34:30 <chillcore> if (IsSteepSlope(tile)) throw error;
23:34:49 <Samu> bah you make it sound so easy, but it's not~
23:37:18 <chillcore> you do that check where the river is restored
23:37:44 <Samu> if I do that there, the river is already clean
23:38:05 <Samu> 1 IntelliSense: argument of type "TileIndex" is incompatible with parameter of type "Slope" c:\OpenTTD\trunk\src\water_cmd.cpp 1319 20 openttd
23:38:13 <chillcore> yes prevent restoring it on a steep slope
23:38:28 <chillcore> not prevent terraforming it
23:39:35 <Samu> if (IsSteepSlope(GetTileSlope(tile)));
23:39:43 <Samu> had to do this way or it wouldn't accept
23:42:00 <chillcore> eh ... whhere did you include that check
23:42:40 <chillcore> <chillcore> yes prevent restoring it on a steep slope
23:42:41 <chillcore> not prevent terraforming it
23:42:50 <chillcore> reading do you do it sometimes?
23:43:26 <chillcore> modify that other function
23:43:41 <Samu> hold on, i found the definition
23:44:06 <Samu> maybe u understand better what those params mean
23:44:26 <Samu> * Tile callback function signature of the terraforming callback.
23:44:34 <chillcore> I don't care about that
23:44:59 <chillcore> your terraforming pacth
23:45:05 <chillcore> add the check there
23:45:33 <chillcore> just before if (river) MakeRiver(tile, Random());
23:45:57 <chillcore> why do you thin peeps go silent
23:46:14 <NGC3982> A friend of mine just got home from a flight, where the baggage was left behind for weight concerns
23:46:30 <NGC3982> The argument from SAS was "Fule weigh more on the way back from Thailand".
23:46:58 <chillcore> he'll get it sent on the next flight most likely ... still sux
23:49:06 <Samu> nope, it's behaving differently
23:49:33 <chillcore> still wrong ... too much info samu
23:49:54 <Samu> I can actually execute the terraform command but it doesn't really raise or lower any corner, yet it deducts from my bank
23:50:43 <chillcore> make it an if else?
23:51:23 <chillcore> if steep slope error else random() thnghy
23:53:37 <Samu> bool river = HasTileWaterClass(tile) && GetWaterClass(tile) == WATER_CLASS_RIVER;
23:53:51 <Samu> if (IsWaterTile(tile) && IsRiver(tile)) {
23:53:56 <Samu> if (IsSteepSlope(GetTileSlope(tile))) {
23:54:39 <Samu> there's a before and an after
23:54:58 <Samu> then there's also something happening between both
23:55:49 <chillcore> ye that is the idea ... clear terraform and then check
23:56:24 <Samu> the "something happening between both" logic is missing or failing me, or I have no idea what it is actually doing
23:56:39 <chillcore> I think it is the latter
23:57:00 <Samu> the after logic is then wrong
23:57:37 <chillcore> hmm ... no I meant you have no idea what it is actually doing
23:58:08 <Samu> there's a chain reaction, something in the chain is incorrect, or missing
23:58:25 <chillcore> have you reverted that other code?
23:58:28 <Samu> i suck at solving puzzles
23:58:45 <Samu> Terraform code is back to its original state
continue to next day ⏵