IRC logs for #openttd on OFTC at 2015-03-22
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00:01:06 <Samu> canal ownership is on a hiatus atm
00:01:32 <Samu> it's something I'd like to implement at some point, but... apparently it's impossible to do thx to objects
00:02:27 <Samu> no free bits to identify all owners
00:02:36 <chillcore> while I remember ... permanent rivers patch ... lanscape.htm: there is a few leading sapces too many screwing upi alignment
00:04:57 <chillcore> and else is written like this } else { <- same line
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00:06:18 <chillcore> rest looks pretty good
00:07:25 <Samu> visual studio auto split } else { into two lines
00:07:43 <chillcore> you can ot force it to be one one?
00:07:59 <Samu> yes I can, but hmm ok, i am editing it
00:08:46 <Samu> i dont understand the first one, about alignment?
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00:10:04 <Eddi|zuHause> Samu: only tabs are allowed at the beginning of lines
00:10:23 <chillcore> html files have sapces there eddi
00:11:16 <Eddi|zuHause> but rule 1: that a file does something doesn't mean it is the standard to do something :p
00:11:25 <chillcore> but samu the first line is fine the other three are indented while they should not <- that
00:12:01 <chillcore> maybe because tab indenting would take it too far eddi?
00:12:09 <chillcore> with them tables that is
00:13:14 <chillcore> lots of <li> <ul><tr><td> ... over and over
00:13:44 <Eddi|zuHause> chillcore: i haven't looked at these files in ages
00:14:24 <chillcore> me neither, I noticed when I applied samu's patch for testing
00:48:06 <supermop> maybe i'll run a metal shuttle between the aluminum plant and the steel mill to distribute all metal across whole network
00:49:37 <chillcore> WhatFirstLineDoYouMean();
00:49:48 <Samu> but samu the first line is fine the other three are indented while they should not <- that
00:50:05 <chillcore> you modified four lines
00:50:13 <chillcore> the first you did correct
00:50:22 <chillcore> the other three not so much
00:50:33 <chillcore> just a few too spaces too many ;)
00:51:51 <chillcore> but yeah so far the patch works great
00:51:59 <chillcore> I have not yet tested all cases
00:53:45 <Samu> i removed tab space and put 4 space-bars
00:53:55 <Samu> but I didn't actually put the tab space
00:53:57 <chillcore> hmm no all the other lines have spaces too so spaces is fine
00:54:04 <chillcore> only for that file though
00:54:14 <chillcore> it seems an exception
00:54:21 <chillcore> do like the other lines
00:54:30 <Samu> yes, normal spaces and not tab space
00:54:35 <chillcore> if not good someone will do the entire page at once
00:54:47 <chillcore> don't do different in your patch
00:55:58 <chillcore> also samu ... when I say something ... I do not blame
00:56:12 <chillcore> I just point out things that can be improved
00:56:25 <chillcore> would be nice if you took it that way
00:56:35 <chillcore> and don't try to blame someone else
00:56:53 <chillcore> noone is to blame for the current state
00:57:14 <chillcore> eventhough I was less then happy at some point
00:58:23 <Samu> i could never detect this tab space on my own
00:58:28 <chillcore> I should post some scrreenies
00:58:44 <chillcore> yes you could if you review your patch before posting
00:59:08 <chillcore> as I am used to looking for such things It jumps out to me
00:59:17 <chillcore> trailing spaces is something else
00:59:17 <Samu> what I see is space, and aligned correctly with the other lines, hmm not visible
00:59:30 <chillcore> in the patchfile it shows
00:59:38 <chillcore> just check in v3 ;)
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00:59:51 <chillcore> in your source I can understand it does not
01:00:03 <chillcore> there are some hilarious whitespaces in trunk
01:00:18 <chillcore> that some peeps do not see because their editor hides it for them
01:00:40 <chillcore> I prefer plaintext with only syntax highlighting
01:00:42 <Samu> hiding what's invisible, uhm... :(
01:01:13 <chillcore> yes removing whitespace in the editor but not in the actual code ;)
01:02:28 <chillcore> just like visual studo puts else on a new line while noone does that ever
01:03:01 <chillcore> there is n o standard when it comes to style
01:03:13 <chillcore> compiler gives a shizz
01:06:39 <Samu> can I delete the 3rd version and place the 4th in its place?
01:06:45 <Samu> else I'd have to create a new post
01:07:10 <chillcore> how many peeps downloaded ... if 1 that is me so sure
01:07:30 <Samu> I'll still call it 4th version anyway
01:08:55 <chillcore> if peeps have downloaded you want to keep it so you can check later if you get bugreports and such
01:10:10 <Samu> hope everything is alright this time
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01:13:09 <Samu> ok thanks for all the help
01:16:37 <chillcore> sleep is overrated :P
01:26:11 <chillcore> more screensies posted eddi, this is what you had in mind, I think.
01:42:44 <Eddi|zuHause> i won't look at it tonight
01:43:44 <chillcore> np eddi, was just letting you know. I am never in a hurry whenn it comes to things like this ;)
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02:04:42 <chillcore> nappy time. good night all
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07:06:54 * andythenorth forgot that vehicles are capped to 8/8 long :P
07:08:12 <V453000> quite an achievement andy :P
07:08:16 <V453000> can hack it though, no?
07:10:59 <andythenorth> shorter vehicle ftw
07:11:00 <V453000> its not like it is a lot of work
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07:56:29 <andythenorth> semver is all well and good
07:56:41 <andythenorth> but what does ‘break API compatibility’ mean in context of a newgrf?
08:02:33 <Alberth> probably that some parameters change meaning
08:03:20 <Alberth> which means that any newgrf that use those parameters also change
08:03:41 <Alberth> and of course, since the change is after release, the newgrf isn't designed to handle that
08:04:04 <Alberth> hmm, false, that's ABI compatibility
08:04:13 <andythenorth> I was thinking more about when I bump something to 2.x.y
08:04:37 <andythenorth> savegame compatibility is bumped frequently without declaring a major version
08:04:55 <andythenorth> maybe semver doesn’t apply if you’re not a library / don’t have an external API
08:05:04 <Alberth> right, it thus means that when you compile your newgrf with a new nmlc or grfcodec, the parameters are interpreted differently
08:05:51 <Alberth> old savegames are converted to the new situation upon load
08:06:21 <Alberth> and since we preserve old behavior, everything continues to function as originally intended/designed
08:06:45 <Alberth> obviously, that implies we cannot drop any behaviour
08:07:22 <Alberth> we can only move or merge behaviour, or add new behaviour
08:07:34 <andythenorth> I was asking purely about when I bump the version of Iron Horse or whatever :)
08:07:43 <andythenorth> but I didn’t frame it quite that way
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08:09:43 <Alberth> perhaps when you change the set of vehicles (or their stats) sufficiently that people should not see it as a simple upgrade/fix?
08:10:18 * chillcore produced some screenies that Alberth should like better.
08:10:38 <chillcore> please don't let me interrupt the conversation ;)
08:10:41 <Alberth> ie loading speed fix is not a new version, as the original intention never was instant loading
08:11:35 <Alberth> the early screenies look more playable :)
08:12:19 <Alberth> but it's mostly whatever the author considers as breaking the old design, I guess
08:15:17 <chillcore> yes I guess so alberth, there should be something for everyone in the end
08:15:44 <chillcore> for me OpenTTD has always been and will always be about choices and the freedom to make them
08:16:16 <Alberth> btw coming is written with 1 m :)
08:16:56 <Alberth> cumming is not, but that has a very different meaning :p
08:17:17 <chillcore> hihi, thanks for the hint
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08:52:39 <supermop> fruit plantation in arctic
08:53:23 <supermop> this brewery is going to be making liquor from pinecones
08:53:55 <supermop> maybe they are tall and pointy juniper bushes, and it will be making gin
09:01:25 <chillcore> hmm 2 parts gin, one part red bacardi, tonic and lemon ... njummie
09:03:11 <chillcore> ^^^ recipy from my old bosses wife, don't tell her I gave to to you for free as she sells that stuff now as coctail of the house. :P
09:04:20 <supermop> hmm even if i get the plantation to go gung-ho it will only produce enough to fill two container carriers
09:04:35 <supermop> but a two-car train looks silly
09:05:43 <Alberth> who says 'pine trees' in OpenTTD are like you know them?
09:07:27 <supermop> maybe the production is so low because they just planted a foreset, and then they go gather berries from the bushes beneath the trees
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09:34:32 <chillcore> I feel 18 again ... jump jump jump
09:36:27 <V453000> laym xd the doombox should keep playing even with vocals on :P
09:37:00 <chillcore> ye ... did not want to post too extreme hardcore ;)
09:37:45 <chillcore> this is stll kinda tame TBH
09:38:56 <chillcore> I'll post some pics of birdie soon too, got her on cam ... and two blue eggsies
09:39:49 <chillcore> need to boot windoze to get them off ipad; not uploading from hacked ipad and with geo loc ans stufss
09:41:11 <chillcore> got a male too but he is still shy
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10:04:04 <GriffinOneTwo> which server can you make pinetrees into liquor?
10:04:14 <GriffinOneTwo> or grf for that matter
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10:27:51 <Alberth> FIRS has a brewery, and ECS has one too iirc
10:33:16 <Alberth> is git grep really just grep with some small additions?
10:38:57 <Alberth> argh, bloody useless git tools
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10:46:44 <chillcore> g(h)it them with a hammer :)
10:48:18 <Alberth> yeah, I would hope people building tools would make them useful :p
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10:52:20 <chillcore> hehe ... you're grepping history? you could have 27000 svn checkouts and ack-grep the folder they reside in :P
10:52:26 <chillcore> on second thought ...
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10:53:14 <Alberth> thg has a nice annotate mode for browsing
10:53:34 <chillcore> if only it showed everything
10:54:10 <Alberth> for now, I still have to find a git tool that shows anything
10:54:21 * chillcore is very happy with ack-grep ... thx for suggesting
10:54:42 <Alberth> it sucks at history browsing :p
10:54:51 <chillcore> before I only used docs and my instinct to find stuffs
10:55:05 <Alberth> great brain exercise :)
10:55:31 <chillcore> ye and you see lots of little things you did not search for but are still nce to know
10:56:18 <chillcore> but slow method is slow
11:12:22 <frosch123> Alberth: did we consider the idea to add a "English (proofread)" language to eints?
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11:12:53 <Alberth> not that I am aware of
11:19:25 <chillcore> fisrt song should be "alice in wonderland"?
11:19:34 <chillcore> been looking for that for a long time ...
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11:21:34 <chillcore> ye crackles it seems woopsie
11:22:15 <chillcore> crackles is retro too :P
11:26:18 <Wolf01> just found a "he's" in place of "his" browsing the interwebz... bah, it looks worse than their => they're
11:27:05 <chillcore> in some languages it is like that ... i makke that mistake often
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11:29:36 <chillcore> wolf: how do you write that correctly? ... or do you always write his in full?
11:29:45 <Wolf01> here people very often forget that "o" (subjunctive/disjuntive) and "ho" (verb, possession) are different
11:30:23 <Wolf01> I always write "his/her/its" for possession
11:30:47 <chillcore> k then there is no room for error indeed
11:33:20 <peter1138> "<name> his" instead of "<name>'s" is a weird one that .nl people do
11:34:12 <Wolf01> I use 's only on names, in all other cases it mean "is" for me
11:34:13 <frosch123> it's funny, because the same construct exists in bad/uneducated german
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11:35:13 <Alberth> frosch123: don't like the 'non-commit' part, it means eints gets project state of its own
11:35:18 <frosch123> "Der Dativ is dem Genitiv sein Tod."
11:35:57 <frosch123> Alberth: technically it already has :p
11:36:05 <frosch123> i.e. the string history
11:36:06 <chillcore> ye we are though that way ... "chillcore's" instead of "chillcore zijn"
11:36:59 <Eddi|zuHause> chillcore: i took a look at the images. i think the roughness is about right now
11:37:31 <chillcore> nice to know thanks for the feedback, much appreciated ;)
11:37:34 <Eddi|zuHause> chillcore: as for the "alpinist", i'd expect more pointy hilltops, and extensive strings of valleys. not sure how that is possible with perlin noise
11:38:13 <chillcore> they are pointy enough really ... from time to time I still get unplayable maps
11:38:38 <peter1138> I had pointy valleys with my landscape generator!
11:38:39 <chillcore> if you disable variation eddi ..
11:38:56 <chillcore> it varies too much yes
11:39:02 <Eddi|zuHause> i always use variation
11:39:29 <chillcore> ye but as peter points out ... needs tuning there
11:39:32 <Eddi|zuHause> meaning the 5 times i actually played the game since the feature was introduced :p
11:40:03 <Eddi|zuHause> of course peter1138 is discontent with variation. he implemented it :p
11:40:35 <chillcore> rubidium already improved it a bt in trun not so long ago
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11:40:49 <chillcore> he commented that there is rom for improvment still in the source
11:40:59 <peter1138> It can be improved by ripping it out.
11:41:13 <peter1138> Then replacing it multiple perlin runs.
11:41:37 <Eddi|zuHause> i always thought we need a tectonics map generator
11:42:01 <chillcore> I have nine perlin params + scale
11:42:34 <peter1138> Using abs() on perlin gives you sharp valleys.
11:42:36 <chillcore> from before variation was added, and tune with it off TBH
11:42:40 <Eddi|zuHause> perlin has the problem that on large scale, it looks very very uniform
11:42:56 <peter1138> Multiplying perlins together gives you variety.
11:43:09 <chillcore> ye momentarily it is a bit too squary too eddi
11:43:24 <peter1138> That's partly due to our perlin algorithm.
11:43:26 <chillcore> I'll try and tackle thatafter I have my light version for 1.5
11:43:47 <Eddi|zuHause> yes, it's not something you fix in a few days :p
11:43:55 <peter1138> It's fast but can't do nice smoothing.
11:44:12 <chillcore> for now I'll be really happy if peeps get playable maps in stable
11:44:38 <chillcore> 512** is giving me some probs
11:44:56 <chillcore> can't decide if it should be considered small large map or another seperate array
11:45:12 <Eddi|zuHause> make intermediate
11:45:28 <chillcore> I can do small and large but 512 ... always turn out wrong either way
11:46:01 <Eddi|zuHause> i feel like 512 should be the standard size
11:46:35 <peter1138> Sadly, "proper" perlin vs our perlin is orders of magnitude slower.
11:47:04 <chillcore> it is kinda out of my league
11:47:13 <chillcore> the code behind that is
11:47:47 <peter1138> I never got around to trying to understand that javascript tectonic simulator.
11:50:03 <chillcore> wolf: the number of perlin params 'used' is dependant on smallest mapsize
11:50:30 <chillcore> 128 * 128 is kinda the same in terms of result as 102 4* 128
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12:56:35 <chillcore> why do they build these things in such a stupid way anyways
12:56:57 <chillcore> can not remove innerworks wthout removing keyboard
12:57:25 <chillcore> need to replace my jacked jack too ...
12:57:56 <Rubidium> with my laptop you can't remove the keyboard without removing the innerworks
12:58:19 <chillcore> same here but keyboard is glued and ... oh well
12:58:37 <chillcore> should replace laptop but moneyz ...
12:59:07 <chillcore> maybe next year or so
13:00:09 <chillcore> perhaps I could sell minecraft mods :P
13:03:34 <DorpsGek> Commit by translators :: r27201 /trunk/src/lang (english_US.txt latin.txt) (2015-03-21 18:45:26 +0100 )
13:03:35 <DorpsGek> -Update from WebTranslator v3.0:
13:03:36 <DorpsGek> english_US - 4 changes by Supercheese
13:03:38 <DorpsGek> latin - 4 changes by Supercheese
13:05:27 <TrueBrain> cycling our frontend web proxy, expect some minor downtime of openttd.org :)
13:06:11 <chillcore> but people just started reporting it worked ... one after another XD
13:06:55 <TrueBrain> something something OpenSSL leaks something
13:07:31 <chillcore> or the previous one still?
13:07:57 <peter1138> Constant supply of vulnerabilities, I think :p
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13:08:14 <TrueBrain> the 19th they released ... 10 CVEs?
13:08:19 <TrueBrain> it was their release day or something
13:08:42 <chillcore> only solution is re-doing interwebz
13:09:21 <chillcore> Truebrain I think it is more a case of keeping things silent untill no longer possible
13:09:39 * chillcore keeps quit about that phonecall to apple I made last month
13:09:47 <TrueBrain> security by obscurity \o/
13:10:00 <TrueBrain> that has served us SO WELL in the past
13:10:15 <TrueBrain> something @kick something wrong channel
13:10:30 <chillcore> True the baddies already know for a very long time
13:10:42 <chillcore> me is not baddie but ...
13:11:09 <chillcore> I hate devs that abuse stuff I inform them about
13:11:24 <chillcore> BIG NAME or not Mr. molyneux
13:12:05 <chillcore> anyhoo ... later more details when I get permission to disclose
13:13:04 <chillcore> apple cares at least ... steam does not :/
13:13:30 <chillcore> perln noise ... yay
13:14:31 <TrueBrain> we found a way to crash any ipad visiting a website; always, repeatable, on all types
13:15:03 <peter1138> Bah my phone is so fricking slow now :S
13:15:16 <chillcore> this one is worse ... abuse comes from genuine devs
13:15:35 <TrueBrain> security is overrated; just ditch is, and share all your info with everyone
13:15:38 <TrueBrain> solves all these issues
13:15:44 <TrueBrain> if anyone can wire money from any account
13:15:49 <TrueBrain> nobody would try to steal from you anymore :)
13:15:50 <chillcore> yep same as with DRM
13:16:12 <TrueBrain> *watches StarTrek again, just because he feels like it*
13:16:43 <Eddi|zuHause> star trek 8 is the best
13:18:30 <chillcore> but in regards of info ... I just don't spread it voluntarily
13:18:49 <chillcore> can be found but needs digging a lot
13:20:01 <chillcore> eg. apple and MS asked my name and I said nope you don't need it for this
13:20:21 <chillcore> ticket has my e-mail adress and that is it
13:20:34 <TrueBrain> all they need is 1 call to the NSA :P
13:20:43 <chillcore> take it or leave it
13:20:57 <chillcore> then they need to contact my ISP
13:21:08 <chillcore> I have no prob with that
13:21:28 <chillcore> national security is national securtiy ... no matter the country
13:21:54 <TrueBrain> my troll was that they dont need to contact your ISP :P
13:21:56 <Eddi|zuHause> in my country they called it "Stasi"
13:22:23 <chillcore> *trolls back later* :P
13:22:38 <TrueBrain> I imagine they have something like nsa.google.com
13:22:44 <TrueBrain> where you can google for all kinds of private information about people
13:23:00 <chillcore> ye they get a free pass into databases
13:23:12 <chillcore> cause asking each time is to cumbersome
13:23:47 <chillcore> ofcourse noone knows that and they certainly do not check on americans :P
13:24:03 <Eddi|zuHause> google knows everything.
13:24:26 <chillcore> I can not check google is on my blacklist
13:24:34 <Eddi|zuHause> chillcore: how does that even matter, since none of us are amaricans?
13:24:57 <chillcore> just that they tell americans that
13:25:25 <chillcore> "we check on the whole world ... but not on you ... except when you talk to a non-american"
13:25:32 <chillcore> just too funnny for words
13:26:19 <Eddi|zuHause> the german government's reaction was weird as hell...
13:26:28 <Eddi|zuHause> "we don't care that you spy on all germans"
13:26:48 <Eddi|zuHause> "wait, with 'all germans' you meant INCLUDING THE CHANCELLOR?!?"
13:28:12 <chillcore> BOB their reaction is fine ... "yes we keep records on you ... no we will not tell if we have a dossier on you personally"
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13:39:02 <chillcore> 22nd so plenty of time left :P
13:39:49 <chillcore> code is up for review if desired btw
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14:24:31 <chillcore> hmm would it be feasable to have a button/message box to mark seeds as no good just after generating maps?
14:24:51 <chillcore> as in you generate a map and OpenTTD asks if the map is any good
14:25:14 <Alberth> for the purpose of ...?
14:25:21 <chillcore> but then again some troll will just mark them all as no good is stored somewhere
14:25:39 <chillcore> some seeds are just shitty
14:25:55 <chillcore> there is int32 of them
14:26:16 <chillcore> re-generating the map is it is now works
14:26:50 <chillcore> was thinking somethng like a central repo with a list that feeds into trunk
14:26:58 <chillcore> not directly ofcourse
14:27:22 <chillcore> but say you as player choose to participate in testing/tuning
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14:28:21 <frosch123> chillcore: the meaning of a seed changes with a dozen of settings and ottd versions
14:28:53 <frosch123> a hilly map will look different to flat map, even when using the same seed :)
14:28:55 <Alberth> assuming you can agree on the concept of 'good seed' (or 'bad seed') for that matter
14:29:08 <frosch123> changing the map size will also make it look different
14:29:30 <frosch123> changing certain advanced settings will also affect it
14:29:32 <chillcore> shit map is shit map ... but indeed the setting can make it better
14:29:37 <frosch123> like water/land borders
14:29:59 <frosch123> just add a map preview :)
14:30:26 <frosch123> worms 2 presented you with 5 map previews, and then you picked one of them, or discarded them all
14:30:38 <chillcore> hmm that may seem a good idea yes
14:32:17 <chillcore> but not something I can pull out of my hat in a sec
14:33:14 <chillcore> I has hats but never wear em
14:33:50 <chillcore> I should to cover my ever growing bald spot (that is not there I swear)
14:34:47 <chillcore> I told peeps to shoot me if I start to comb my hair over sideways
14:35:03 <chillcore> me has long hair still so that helps a bit
14:35:12 <chillcore> still not sideways xD
14:35:52 <frosch123> i used to wear headbands in winter, but had to switch to complete caps eventually :p
14:36:16 <chillcore> norlmally I drive bikes all the time so helmet
14:37:11 <chillcore> still cold-ish when on foot in winter
14:38:36 <chillcore> the strange thing is that it is 99% of the time 512 maps that do it
14:38:51 <chillcore> squarry low maps that just do not lookk good
14:39:06 <chillcore> maybe something happens with that in terms of params
14:40:11 <chillcore> it is like they do not want to generate like 256** nor 1024**
14:40:23 <chillcore> and then other times it is fine
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14:43:06 <chillcore> don't know with what to compare it
14:43:29 <chillcore> bit like 'rallenti' on an engine
14:43:44 <chillcore> if thta is a word even
14:44:03 <chillcore> set it to low or to high and then engine still runs
14:44:28 <chillcore> but there is this sweet spot where an engine does not know what to do ... turn too fast or to slow
14:44:39 <chillcore> and then sometimes you get a runaway
14:49:30 <chillcore> maybe I should just go ahead and give 512** its own array
14:50:16 <Alberth> generate a bigger map, and just a part?
14:50:55 <chillcore> it alreaydy does that kinda? or not?
14:51:15 <chillcore> but yeah that could be a solution
14:51:56 <chillcore> pretend that the smallest mapside is 1024 if it is actually 512
14:52:15 <chillcore> but maps do not have to be square
14:52:16 <Alberth> 3 more maps just for free :p
14:52:42 <chillcore> hehe ... it is a feature that has been asked for ... ingame enlargment of maps
14:53:27 <Alberth> better make a scenario or a script that gives you more room
14:53:59 <chillcore> first fill 256 *256 and if full at that to one side
14:54:18 <chillcore> just that tile nummbering and distance from border
14:55:55 <Alberth> obviously you can do it by always having a 4096x4096 map, where you keep track of the size actually used
14:56:23 <chillcore> great zethusky on last page of android port ... "check my youtube channel"
14:56:38 <chillcore> whadda you know another referal cookie
14:56:59 <chillcore> yeah that would be an option
14:57:17 <chillcore> we have to abandon support for all olders ystems then
14:58:12 <chillcore> that map is +-700MB in memory?
14:58:29 <chillcore> without anything on it
14:59:10 <Samu> ops, i closed this window
14:59:34 <Alberth> well, it doesn't matter if there is stuff on it or not, you already have all the bits reserved :p
15:00:38 <Alberth> I am fine with 1024x1024 as max size too :)
15:00:56 <chillcore> big enough for me too :)
15:01:02 <chillcore> more then big enough
15:01:53 <chillcore> can we forbid images with hidden links in them on tt-forums?
15:02:09 <chillcore> why can peeps not just post normal youtube links
15:02:24 <chillcore> instead of that stupid spyware shit
15:03:12 <chillcore> that is the same method they steal them steam accounts
15:03:20 <chillcore> look at pick and it is too late
15:04:02 <chillcore> ofccourse if it is companies doing it is fine ... damned
15:04:45 <chillcore> perlin noise .... think happy thoughts ...
15:09:59 <chillcore> it even marked in logs as "refurl: tt-forums/topiclala youtube/v/string"
15:10:11 <chillcore> other wordings but yeah
15:10:49 *** andythenorth has joined #openttd
15:13:47 * chillcore ponders just straight up telling "Yow dude your signature has spyware"
15:14:21 <chillcore> me smokes sig while watching birdie
15:20:46 *** crabster has joined #openttd
15:21:38 <chillcore> the ssad part about this BS ... browsing youtube itself does not give refcookies
15:21:45 <chillcore> noone would go there anymore
15:24:17 <chillcore> Albert: if I would try and generate abigger map and take a cutout ... how do I deal with mapedges and such if they are supposed to be water according to settings ...
15:24:35 <chillcore> seems to cause more troubs then it solves
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15:42:17 <Samu> i'm wondering what will I do next
15:46:01 <chillcore> something you can manage :P
15:46:17 <chillcore> without someone else moving code for you mean ;)
15:47:00 <chillcore> deleting them canal tiles automatically when removing locks?
15:47:35 <chillcore> is still in line of what you were doing ...
15:48:00 <chillcore> if lock was build on bare land that is
15:48:13 <Samu_> how would I guess that?
15:48:18 <chillcore> but you got that covered already
15:48:33 <chillcore> if it was river it restores river?
15:48:42 <chillcore> or still canal tiles?
15:49:16 <chillcore> but yeah, again to me, the upper and lower tiles is part of lock
15:49:20 <Samu_> i didn't change lock code regarding that
15:49:31 <chillcore> deleting lock means deleting all of it?
15:50:41 <chillcore> I do not have your patch applied at the moment so can not immediatly test
15:50:45 <Samu_> building lock on river doesn't set any flag
15:51:11 <Samu_> let me make sure what's really happening in code
15:51:40 <chillcore> I mean what happens when you delete lock from river. does it leave canal tiles or just rive again?
15:51:50 <chillcore> you can test that ingame
15:52:11 <chillcore> you can do whatever ofcourse
15:55:44 <Samu_> ah, it retains the waterclass
15:55:47 <Samu_> static inline void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle)
15:55:59 <Samu_> * @param wc_lower Original water class of the lower part.
15:56:05 <Samu_> @param wc_upper Original water class of the upper part.
15:56:11 <Samu_> * @param wc_middle Original water class of the middle part.
15:56:27 <chillcore> no need to paste all that samu
15:57:03 <chillcore> "ah it retains the waterclass" if peeps need the rest they will ask ;)
15:57:27 <chillcore> but cool you found the code
15:58:19 <Samu_> for the middle tile it is doing this check, WaterClass wc_middle = IsWaterTile(tile) ? GetWaterClass(tile) : WATER_CLASS_CANAL;
15:59:05 <Samu_> it doesn't even make use of a byte
15:59:39 <Samu_> just tells me how much I suck at logic
16:01:45 <Alberth> no idea of the scale though
16:08:01 <Samu_> well, for adding canal tiles if they're missing, that seems fine
16:08:26 <Samu_> auto-removing canals is, however... gonna be tricky
16:09:23 <Samu_> how could i make the game "guess" if there was a canal there
16:09:30 <Samu_> to decide if it removes it or not
16:10:08 <chillcore> when deleting canal destroy uppur an lower tile
16:10:21 <Samu_> what if there were canals there already
16:10:30 <chillcore> your other patch shoud restore the river if there was river?
16:11:08 <chillcore> ye them two ... don't make it more complicated as needed ;)
16:11:27 <Samu_> what if the canals aren't mine
16:11:44 <chillcore> then you do not get to destroy the lock?
16:12:07 <chillcore> can you even build loc on canals that are not yours?
16:13:01 <Samu_> it's a nice feature isn't it?
16:13:10 <chillcore> and what happens then on removal ? middle tile still gets destroyed still
16:13:22 <chillcore> no it is not really
16:13:45 <Samu_> upper and lower tiles can be of any owner
16:14:11 <chillcore> on roads you gave a setting to allow bus/truck stops or not frpm cometitors
16:14:15 <Samu_> middle tile owner is the real lock owner
16:15:05 <Samu_> middle tiles also dictates the owner of the lock part at the upper/lower tiles, but the canal under it may have other owner, it's something tricky going on
16:15:26 <Samu_> don't know if im explaining myself correctly
16:16:06 <Samu_> the tile that tells who actually owns the lock is the middle tile
16:16:07 <chillcore> I did read that code once but not for that
16:16:31 <chillcore> huhu I said I know ;)
16:16:47 <chillcore> 6 lines back, 7 now
16:18:00 <chillcore> if it is too complicated leave it be ...
16:18:10 <chillcore> good for later then
16:18:19 <Samu_> i like the feature though
16:18:30 <chillcore> then don't touch it
16:19:03 <Samu_> i mean, the feature of being able to have the upper and lower parts of a lock placed on canals owned by competitors
16:19:22 <chillcore> in that case you say "I like it too much, if you really want it ... it is open source be my guest"
16:20:03 <Samu_> the topic was created precisely because of this
16:20:19 <Samu_> to expand the feature for the other water-based structures
16:20:46 <Samu_> but so far I dunno how i could achieve that
16:21:36 <chillcore> look at the other code where it is already possible
16:22:33 <Samu_> I thought storing two owners was the answer
16:22:58 <Samu_> now that I lock at the lock code, it's not storing two owners
16:23:18 <Samu_> I look at the lock code*
16:25:20 <Eddi|zuHause> well... that was to be expected... i leave the room for 5 seconds, and the cat sits in my spot...
16:29:09 <Samu_> are there "virtual" tiles?
16:30:25 <chillcore> void tiles at map border
16:30:49 <chillcore> not sure what else you mean
16:32:11 <Samu_> lock tile - delta points to middle tile for lock owner, but also for itself for canal owner
16:32:19 <Samu_> lock tile + delta points to middle tile for lock owner, but also for itself for canal owner
16:32:37 <Samu_> lock tile tells the other 2 tiles who owns the lock
16:32:38 <Eddi|zuHause> that sounds like a terrible idea
16:32:55 <Samu_> ship depot only have 2 tiles though :(
16:33:20 <Samu_> there is no middle tile, I thought of a "virtual" tile to indicate the ship depot owner instead, but hmm... i dunno
16:36:41 <Samu_> one tile is at land, the other at sea
16:37:04 <chillcore> and must be the correct slope too
16:37:21 <Samu_> i think i can do what's currently happening to locks and apply to docks
16:37:39 <Samu_> i may leave ship depots for later
16:38:13 <Samu_> okay, gonna try editing docks, brb
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17:23:23 <Samu> my net is intermitent today
17:25:01 <__ln__> who has not played Cities: Skylines yet?
17:25:44 <Eddi|zuHause> i did put it on my steam wishlist, though
17:30:27 * chillcore put hands in the air and waves like he don't care
17:30:37 <chillcore> they sell it somwhere else?
17:33:39 <chillcore> like in a store, on a disc that works offline?
17:34:32 <Alberth> offline? what's that?
17:35:20 <Eddi|zuHause> you can just run steam in offline mode, you know?
17:35:34 <chillcore> I know ... 20% of games
17:35:36 <Eddi|zuHause> most games only require you to be online once
17:35:49 <Eddi|zuHause> at least most games i have
17:35:58 <chillcore> tough for them, proppelerhead misses out on 500 euros too
17:36:06 <chillcore> but I get your drift
17:36:13 <Eddi|zuHause> if you stay away from origin crap and stuff
17:36:25 <chillcore> origin works fine offline all games I have
17:36:45 <chillcore> steam for the most part too ... still
17:37:04 <Alberth> I think it's a big market
17:37:15 <chillcore> no offline is no sale
17:37:52 <Alberth> xbox lives off online stuff afaik
17:38:08 <chillcore> xbox games work fine ... just do not connect
17:38:31 <Alberth> oh, I am wrong thus :)
17:38:50 <chillcore> xbone may be something else I don't know
17:39:26 <Alberth> online stuff is more in the media, I guess
17:40:05 <chillcore> true and bigger sales and tracking and microtransctions and push notifications and automatic updates
17:40:14 <chillcore> ^^^ this no more for me
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17:42:03 <chillcore> consoles for the win
17:42:15 <chillcore> and openttd ofcourse xD
17:49:29 <chillcore> but setam does offer refunds to eurpope now
17:49:49 <chillcore> I might buy it and ask refund just to piss em off :P
17:50:22 <chillcore> hmm but then my money is in wallet ... going to wait a few more months
17:53:25 <chillcore> besides they still own me HL2 ep 2 ... payed for never received it
17:53:42 <chillcore> because I already had it
17:54:20 <chillcore> stupid reason ... they could have let me give it away
17:55:40 <chillcore> offline cds don't do that ... I have multipke games two or three times
17:55:46 <Samu> yay, looks like I did it
17:56:25 <Samu> now have to take care of water maintenance ownership
17:57:13 <Samu> docks can be built on canals owned by opponent
17:57:49 <chillcore> so now you can block other peeps ... make it SP only please
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17:58:32 <chillcore> or a switch for the server owner to decide
17:59:18 <chillcore> but congrats you did it
17:59:38 <Samu> and they don't have a setting
17:59:46 <chillcore> ships can still pass
18:02:32 <chillcore> with raods too ... if server allows it you can build on competitior roads
18:02:54 <chillcore> you can stop your vehicles there but if vehicles wait for too long they clip through anyway
18:04:37 <chillcore> you could do that later if you prefer dong something else first
18:04:48 <chillcore> was just a suggestion
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18:08:59 * chillcore looks for gameplay vid of city skylines to see what all this commotion is about
18:14:00 <Samu> i just blocekd with a lock
18:14:22 <chillcore> 1st 2 seconds I see window with "new DLC available now on steam"
18:16:07 <chillcore> ye that is why it needs a swich samu
18:16:11 <frosch123> should we add such message to ottd?
18:16:22 <chillcore> I'll fork and be gone
18:16:22 <frosch123> "50 new files available in content download"
18:16:45 <frosch123> or should we reverse it?
18:16:56 <frosch123> you cannot download stuff if you downloaded more than 50% of it
18:17:08 <chillcore> if there is a button where you choose to see such stuffs fine
18:17:34 <chillcore> if it is in your face when you start the game ... meh
18:18:32 <chillcore> but that is just me
18:20:22 <chillcore> if NewGRFs were to autoupdate like steam does a lot of players would have broken games now
18:20:34 <Eddi|zuHause> frosch123: but content download is more like steam workshop, not actual DLC?
18:20:48 <chillcore> remember what 'that' user did when he left
18:21:58 <Eddi|zuHause> chillcore: but you got that backwards. if there was infrastructure to autoupdate newgrfs, newgrfs would be made more backwards compatible
18:22:09 <chillcore> someone used the wrong nr in his own grf by misstake
18:22:39 <chillcore> problem is when an update breaks your game ... what then
18:23:10 <chillcore> you can not revert because autoupdate
18:23:21 <chillcore> I once uploaded two screenshots to steam
18:23:30 <chillcore> impossible to remove them from my HDD
18:23:43 <chillcore> even if no longer available on steam
18:23:44 <Samu> I don't know what to do now
18:23:54 <chillcore> they keep comming back in my userfolder
18:23:59 <chillcore> has been two years now
18:24:13 <Samu> you could already grief with locks
18:24:41 <Eddi|zuHause> i think you're just missing the right function to remove them off "the cloud"
18:24:52 <chillcore> I deleted them in the client
18:25:10 <chillcore> I move to other pc tadaa
18:25:24 <chillcore> damn I am ranty today
18:29:31 <chillcore> ye samu you could aways ... that is why there should not be more ways added if possible
18:30:10 <Samu> docks at least are removed when bankrupting a company
18:31:00 <Samu> that special setting you talked about, i wonder how can that be done
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18:32:37 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 9 hours, 24 minutes, and 53 seconds ago: <andythenorth> but I didn’t frame it quite that way
18:33:47 <chillcore> settings ini, and then some
18:35:24 <chillcore> hmm let me check if I have some smallish patch or can find a commit that adds as setting and nothing more
18:35:40 <chillcore> the line thickness for graphs ... that is just that
18:36:10 <chillcore> let me check what revision that was
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18:41:12 <Samu> there's a setting for road stations
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18:41:29 <Samu> could I re-use that setting?
18:41:31 * andythenorth proposes Score Scripts
18:42:15 <andythenorth> with interface based on standard items, like ‘experience points’, ‘level up’, ‘daily challenge’ etc
18:42:58 <Alberth> means nothing to me, but fair enough
18:43:00 <andythenorth> gamescripts could issue events, which bubble to the scorescript
18:43:08 <frosch123> challenge of the day: configure firs to use basic economy
18:43:11 <andythenorth> newgrfs could also issue the same events
18:43:24 <Samu> "Allow drive-through road stops on roads owned by competitors"
18:43:25 <andythenorth> scorescript could also respond to event bubbling by bubbling new events
18:43:41 <Samu> this setting, can i reuse this for docks and apparently locks?
18:43:46 <andythenorth> we would need an event queue, event dispatcher, and event factories
18:43:56 <andythenorth> and we’d need a score clearing house singleton
18:43:58 <Samu> or is it better to create a whole new setting?
18:44:02 <andythenorth> to arbitrate which score is applied
18:44:06 <chillcore> no that one is fine
18:44:24 <andythenorth> we’d also need it to be fully-playable configurable
18:44:30 <Alberth> a bubble queue, bubble dispatcher, and a bubble factory, hmm
18:45:06 <andythenorth> but players shouldn’t *have* to configure, it should use heuristics to auto-adapt to map, etc
18:45:24 <andythenorth> configuration is just for experts who want a specific play style
18:45:36 <Alberth> that;s easy, just try all scores, and pick the highest one
18:45:39 <DorpsGek> Commit by translators :: r27202 /trunk/src/lang (catalan.txt korean.txt) (2015-03-22 18:45:30 +0100 )
18:45:40 <DorpsGek> -Update from WebTranslator v3.0:
18:45:41 <DorpsGek> catalan - 1 changes by juanjo
18:45:42 <DorpsGek> korean - 1 changes by telk5093
18:45:45 <andythenorth> I like that heuristic
18:45:52 <chillcore> samu: after you get it working maybe adjust the string too in lang file
18:45:53 <andythenorth> we’d also need a levelling / normalisation function
18:46:09 <andythenorth> because players need to be able to compare against the performance of other players
18:46:22 <andythenorth> who might be playing a totally different map, GS, etc
18:46:39 <Alberth> we need something with several dimensions
18:46:39 <andythenorth> there are probably some useful universal metrics
18:46:47 <andythenorth> but these should all be optional / configurable
18:46:49 <Alberth> laid out in an octagon
18:47:00 <andythenorth> the normalised benchmarks should still be tweakable by players
18:47:39 <andythenorth> there’s no reason to force the centralised universal reference point to be the same for everyone
18:48:20 <Alberth> of course it should be distributed, you could disagree with the central one
18:49:02 <andythenorth> or you might not be winning on the centralised one
18:49:08 <Alberth> maybe have a configuration for each reference
18:49:09 <andythenorth> if you change it you might win
18:49:49 <Alberth> it needs likes too, how else would you know which one to use?
18:50:45 <andythenorth> in fact, there should be a meta-score
18:50:49 <andythenorth> which scores the score scripts
18:50:50 <Alberth> people should post the save game at tt-forums, so other can check
18:52:47 <chillcore> hehe ... and a voice that mocks you if you are just one point under the highest score
18:53:34 <Alberth> "almost.... hope you have better luck next time!"
18:54:00 <andythenorth> actually we should make a smarter heuristic
18:54:23 <andythenorth> at the beginning of the game ask “how long do you want to play for"
18:54:31 <andythenorth> player puts in 120 minutes or whatever
18:54:39 <chillcore> "buy extra points now, valid till yesterday"
18:55:06 <Alberth> nah, bubbles rather than points
18:55:15 <andythenorth> at 120:00 we run a random choice: “You win” (0.66), “You lose” (0.33)
18:55:24 <chillcore> hmm someone might sue you if you make em pink
18:56:06 <Alberth> triangular bubbles would work
18:56:33 <Alberth> oh, octagon ones of course, so it fits nicely with the score
18:56:44 <andythenorth> better idea again
18:56:54 <andythenorth> score rises from 0% to 99% over time
18:57:16 <andythenorth> at 99% we put up a message
18:57:25 <andythenorth> “Do you want to win? Winning costs €5"
18:57:59 <andythenorth> lots of players would consider 99% good enough
18:58:01 <chillcore> if yo click no you have to pay 10 :P
18:58:10 <chillcore> but that is shown afterwards
18:58:12 <andythenorth> we’re only out to money farm the players who really must have 100%
18:58:46 <andythenorth> pay to win, not pay to play
18:59:09 <chillcore> pay to play is outdated
18:59:11 <andythenorth> just farm the idiots
18:59:28 <andythenorth> on iOS, pay to play seems to be default :P
18:59:46 <chillcore> if only that were true
18:59:47 <andythenorth> having a game that is clearly marked ‘Free’ on the app store
18:59:57 <andythenorth> but you can only play so many rounds before you’re out of credit
19:00:13 <chillcore> nowi it is get ... I had a b it of a rant last year about that
19:00:32 <chillcore> still same shit but yeh
19:01:14 <chillcore> me checks on steam ...
19:01:32 <chillcore> still free to play ;(
19:02:33 <chillcore> should we have an autocorrect feature too?
19:02:42 <chillcore> "you did not want to do that"
19:03:03 <chillcore> just highlight buttons
19:03:36 <andythenorth> I keep thinking about a ‘win’ button
19:03:45 <andythenorth> but you don’t just get to press it
19:03:59 <andythenorth> you have to do extensive cost-benefit, evaluate different strategies etc
19:04:07 <andythenorth> there could be a whole wiki about how to press it
19:04:44 <andythenorth> people could analyse that the button scale is wrong
19:04:50 <andythenorth> and that the button is unrealistic
19:04:58 <andythenorth> or has the wrong font size
19:05:08 <andythenorth> or that it’s boring being able to push it, you should be able to pull it
19:05:20 <andythenorth> or that instead of the button, you should press anything except the button
19:08:42 <chillcore> but yeah score based on what ...
19:10:20 <frosch123> anyone knows about that ufo next to the moon? :p
19:10:57 * Rubidium doubts an UFO can exist anywhere near the moon
19:12:22 <andythenorth> if you click ‘win’ you score 100%
19:12:26 <andythenorth> if you don’t, you score 0%
19:20:24 <frosch123> i have no idea what i am seeing though :p
19:20:42 <frosch123> it's stationary, so neither a plane nor the iss
19:20:55 <frosch123> and it's not dark enough to see stars
19:22:37 <chillcore> geo-stationary satelites are too far away to see right?
19:25:33 <frosch123> hmm, are planets big enough to be seen like that?
19:26:56 <frosch123> ah, indeed, venus position matches
19:36:09 <frosch123> too bad pm is on vacation, i guess he would have known it straight up :)
19:38:15 <andythenorth> maybe he’s gone there :P
19:38:38 <andythenorth> if anybody would fix the offsets in my grfs
19:38:45 <andythenorth> I would be honestly grateful
19:38:55 <andythenorth> I just can’t get them right
19:39:01 <andythenorth> I move one vehicle, another is wrong
19:39:05 <andythenorth> chasing my own tail
19:41:25 <frosch123> then each position is correct somewhen
19:42:51 * chillcore is lmost done with small maps ... just this 512 still ...
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19:45:15 <Samu> is screwed for savegames
19:45:43 <Samu> I'm looking at company_sl.cpp
19:46:13 <chillcore> everything is screwed ....
19:46:25 <chillcore> whatever you look at :P
19:46:50 <chillcore> for you that is samu
19:47:18 <Samu> save game, load it back, kaboom, wrong counting of maintenance.station tiles
19:48:08 <Samu> docks apparently only take 1 tile now
19:48:17 <Samu> but they're still to be counted as 2 station parts
19:49:41 <Samu> if (c != NULL && GetStationType(tile) != STATION_AIRPORT && !IsBuoy(tile)) c->infrastructure.station++;
19:50:08 <Samu> must deal with docks too
19:50:30 <chillcore> ye and if I had my way at the time a lot more parts had been counted ... 4 doors, 2 side walls, 1 floorplate, pumps etc :P
19:50:43 <chillcore> devs were a bit more sensible nd made it two tiles
19:51:14 <chillcore> in regards of maintenance that is
19:51:38 <chillcore> hmm ye I was talking about locks ... my bad
19:51:51 <chillcore> locks docks all the same lol
19:52:19 <chillcore> that is because they are two statoin tiles samu
19:52:32 <chillcore> the code needs but one tile to know the position?
19:53:52 <chillcore> not everything is as at seems
19:54:01 <chillcore> you see height ingame?
19:54:29 <chillcore> openttd is a chessboard game flat as pancake
19:54:42 <chillcore> ^^^ damn I love saying that
19:56:01 <chillcore> docks are two tiles but code needs but one
19:59:34 <chillcore> multiply cost by 10?
19:59:42 <chillcore> via basocst newgrf?
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20:14:41 <chillcore> Hmm I need to test these changes in my gui version ... on these small maps different seed between games makes too much difference to see properly the smoothness changes
20:20:04 <chillcore> and 512 looks like poo again too ... I will have no choice but to add another array
20:20:22 <chillcore> it's all in the same place though
20:21:46 <chillcore> for the gui version I will find a way to make the code different enough to have one array or dynamic or something
20:23:36 <chillcore> as I have it now each array has the scale and the last parameters different
20:23:54 <chillcore> all other 8 are the same for all smoothness levels
20:25:40 <chillcore> if I do not change this I could write the code a hell of a lot shorter
20:26:39 <Alberth> trunk is after 1.5 already :p
20:26:51 <chillcore> ye stable release I mean ;)
20:27:28 <chillcore> unless ya'll wanna leave tgen as is untill 1.6?
20:27:37 <chillcore> fine for me but but
20:28:22 <chillcore> I only was gone because of ISP
20:28:51 <chillcore> was just waiting for the comitting to end because I did not get the time to do anything
20:28:59 <chillcore> I was took by surprise
20:30:44 <chillcore> I was happy to see the commit spree and at the same time ...
20:30:52 <chillcore> ic111 should have spoken up
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20:35:34 <chillcore> also I fix tropical forest ... so backport would be much apreciated
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20:56:55 <chillcore> still needs some hospital food treatment (no spices) but yeah
20:57:48 <chillcore> thing is I can do whatever without affecting other mapsizes
20:58:33 <chillcore> maybe in the future I can do the same for all mapsizes
20:59:29 <Alberth> hmm, 64 different arrays then :)
21:00:07 <chillcore> could do albert but I was just thinking 7
21:00:08 <Alberth> 'this' is a reference to the current object
21:00:32 <chillcore> and since the middle params can be the same
21:00:47 <chillcore> 7 * 3 instead of 7 * 4
21:00:48 <Alberth> better generate it on the fly
21:02:14 <chillcore> store it as presets in the custom presets file ;)
21:02:28 <chillcore> the one that is coming in the far futuure
21:02:44 <Samu> if (c != NULL && IsTileType(TileOffsByDiagDir(GetDockDirection(tile)), MP_STATION)) c->infrastructure.station += 2;
21:03:02 <chillcore> not sure if that will be before or after the preview
21:03:37 <chillcore> any order will do as I sux at all equally
21:04:20 <Samu> i fail, not the assertion, i know
21:04:35 <chillcore> just multiply by 10
21:06:11 <Samu> let me look at how lock is done again, cus i suck
21:07:14 <Samu> if (IsLock(tile) && GetLockPart(tile) == LOCK_PART_MIDDLE)
21:07:41 <Samu> there is no such thing as GetDockPart
21:08:25 <chillcore> what kind of infrastructure?
21:08:56 <chillcore> rail or road or ...
21:10:24 <Samu> the infrastructure is really station
21:11:33 <chillcore> look in dock gui for clues?
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21:12:53 <Samu> infrastructure for lock is water
21:13:07 <Samu> but this is a dock, its infrastructure is station
21:13:35 <chillcore> is lock a station samu?
21:14:15 <chillcore> what are you asking about now?
21:17:49 <Samu> maybe I got this line wrong: MakeStation(t + TileOffsByDiagDir(d), IsWaterTile(t + TileOffsByDiagDir(d)) ? GetTileOwner (t + TileOffsByDiagDir(d)) : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
21:19:07 <Samu> GetTileOwner is probably t - TileOffsByDiagDir (d)
21:20:29 <chillcore> you seem to taking the hard way again
21:20:43 <chillcore> step 1 decide what you want to do
21:20:51 <chillcore> step 2 sit back and think
21:21:04 <chillcore> step 3 1 thing at a time
21:21:47 <Samu> first I removed some code
21:22:22 <Samu> at station_cmd.cpp, somewhere inside CommandCost CmdBuildDock(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
21:22:42 <chillcore> that does not mean much to me or anyone else samu
21:22:45 <Samu> where it says /* Get the water class of the water tile before it is cleared.*/
21:22:56 <Samu> ret = DoCommand(tile_cur, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
21:22:59 <chillcore> and decide what you will be doing
21:23:16 <Samu> this allows me to build docks on canals owned by competitor
21:23:40 <chillcore> I thought you had that done alraedy
21:24:03 <chillcore> what are you doing you alreaydy had that covered no?
21:24:26 <Samu> okay, ignore the saveload thing for now, it's failing anyway
21:24:36 <Eddi|zuHause> <frosch123> hmm, are planets big enough to be seen like that? <-- so you've never seen venus before?
21:25:16 <chillcore> ye samu but what has that to do with mainenance costs?
21:25:38 <frosch123> Eddi|zuHause: likely i have :p
21:25:43 <Eddi|zuHause> (it's also called 'the morning star', or 'the evening star', depending on which side of the sun it is)
21:26:27 <Samu> this part here: MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
21:26:32 <Eddi|zuHause> but as a rule of thumb: bright things near the moon are usually planets
21:26:49 <Eddi|zuHause> often it's jupiter
21:26:54 <Samu> makes it possible to restore ownership
21:27:08 <Samu> if it was indeed on a canal
21:27:37 <Samu> whatever, it retains the owner of the waterpart of the dock, that's what it's doing, instead of setting it to the owner of the dock
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21:28:07 <Samu> therefore, I don't need to account for canal maintenance
21:28:17 <chillcore> I would not know samu I am focussing on my newly created array
21:28:20 <Samu> BUT... i need to account for station maintenance
21:28:30 <Samu> and that's in the saveload thing
21:28:53 <chillcore> after each change I have to test 4 * 5 * x settings
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21:30:22 <Eddi|zuHause> frosch123: anyway, venus is like the third brightest object on the sky, after the sun and the moon. that's why you can see it when it's still fairly bright outside
21:30:50 <chillcore> and for good measure it should be 4 * 5 * 5 * 4 * 2 * 4 * 4 times
21:31:23 <chillcore> but I am taking shortcuts samu, because I can samu
21:31:41 <chillcore> so f yo could be more precise?
21:32:06 <Samu> yeah, sorry, i'm so bad at exposing my ideas,
21:32:21 <chillcore> huhu because step 1
21:34:31 <chillcore> thank got we coders have a donkey that drops pre-made code xD
21:34:41 <chillcore> and monkeys that do the testing
21:35:48 <chillcore> just the elves get costly during the holidays
21:36:12 <Eddi|zuHause> you know that fairy tale with the donkey that shits gold?
21:36:28 <chillcore> huhu I was refering to him
21:36:43 <chillcore> there is a goose too
21:36:58 <chillcore> the giant has it ... bastard
21:37:00 <Eddi|zuHause> there's a club in a bag :p
21:40:41 <chillcore> club in a bag ... hmm it will come to me
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21:43:27 <Eddi|zuHause> you know what's funny about the donkey that shits code?
21:44:03 <Eddi|zuHause> that "code" sounds a lot like "kot" (which is a more scientific-esque way to say "shit"
21:45:53 <frosch123> weird how you went for huhu, while all of haha, hehe, hihi and hoho would work
21:46:21 <chillcore> ye fingers did that not me :/
21:47:15 <Eddi|zuHause> it flashes up red lights and stops your car
21:47:51 <Eddi|zuHause> i always get those mixed up :p
21:48:16 <chillcore> it breaks the code?
21:48:37 <Eddi|zuHause> anyway. then it stops working for 10 minutes while it gets coffee and talks to the coworkers
21:49:05 <chillcore> we must remove all breaks ... openttd is broken
21:49:39 <Samu> i don't know if i need break; at this part
21:49:53 <chillcore> the car will stop if it breaks so in a way ....
21:50:12 <frosch123> i'll take a break for sleep :)
21:50:15 <Eddi|zuHause> well how would you know whether you need it, if you don't know what it does?
21:50:16 <chillcore> if it breaks good the lights will be blue though
21:50:52 <Samu> if (IsDockTile(tile) && !HasTileWaterGround(tile)) {
21:51:00 <Samu> if (c != NULL) c->infrastructure.station += 2;
21:52:05 <Samu> this seems to have fixed it, but I'm unsure
21:54:36 <Eddi|zuHause> Samu: the coding style says, if you don't put a break, you need to put a comment that says "/* fall through */"
21:54:52 <Samu> i don't even know if I have to put a break
21:55:03 <Eddi|zuHause> to indicate that you meant to not put a break there
21:55:26 <Eddi|zuHause> well, have you looked up what break does yet?
21:55:40 * chillcore takes mental note of this ...
21:55:54 <chillcore> I seem to forget that from time to time
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22:05:18 <Eddi|zuHause> Samu: great. you found a link. now can you rephrase the content of the link in your own words?
22:05:52 <chillcore> I am not even clicking 99% chance it need javascript and I don't have that
22:06:36 <Eddi|zuHause> it's microsoft. by all chance it needs silverlight :p
22:06:57 <chillcore> don't have that neither not even on windoze
22:08:01 <Samu> i put break, now testing if i notice any difference
22:08:21 <chillcore> I'll ddecide for myself what is acceptable or not to play o my pc thank you very much MS
22:08:50 <Eddi|zuHause> Samu: so you randomly add and remove lines until you feel things are right?
22:09:52 <Rubidium> monkeys + works of Shakespear?
22:10:10 <Eddi|zuHause> Rubidium: i feel like there are not enough monkeys for that
22:10:41 <chillcore> over time sure eddi
22:10:59 <chillcore> we may be 7 billion but all them before and after us ...
22:11:08 <chillcore> no idea to what it accumulates
22:11:29 <Eddi|zuHause> chillcore: then we have that already. there was a monkey called shakespeare that produced the works of shakespeare
22:11:47 <Samu> crap, it needs break removed apparently
22:12:10 <Eddi|zuHause> chillcore: about 10% of all humans that ever lived are alive today
22:12:34 <chillcore> I find that hard to believe
22:13:15 <Eddi|zuHause> homo sapiens sapiens
22:13:30 <chillcore> then ye quite possibel
22:14:01 <chillcore> but we did not reach this age before
22:14:01 <Eddi|zuHause> but it doesn't make much of a difference, as the population sizes back then where not very large
22:14:34 <Eddi|zuHause> anyway, that covers about the last 100000 years
22:14:35 <Samu> so... FALL THROUGH comment is needed
22:14:52 <chillcore> the comment in itself does nada samu
22:15:01 <chillcore> that is why it is called a comment
22:15:08 <Eddi|zuHause> Samu: the point of the exercise is not to get it to work
22:15:24 <Eddi|zuHause> Samu: the point of the exercise is you to explain in your words WHY it works
22:17:24 <Samu> buoys on canals were getting counted wrong
22:17:53 <Samu> as to why... meh... I dunno still
22:18:42 <Samu> im trying to figure out why
22:19:24 <chillcore> ye what could that break be doing except break stuffs
22:19:55 <chillcore> this chillcore dude posted a link maybe follow it and spend some time there samu
22:23:12 <Samu> this is a case by case loop I think
22:23:45 <chillcore> something like a switch?
22:24:18 <Samu> once it finds one that it matches in order, the break tells the game not to look for the other cases anymore and do the next thing
22:25:44 <Samu> then the break prevents it from finding any other match below it?
22:26:03 <Samu> meh, something like this
22:28:15 <Samu> docks and buoys can both have maintenance.water
22:28:19 <Samu> if there's a canal there
22:28:44 <Samu> that's why the break can't be at the dock part only
22:29:02 <Samu> hmm, yeah, i suck at explaining stuff
22:29:29 <chillcore> you keep skipping step 1 what do you expect
22:29:42 <chillcore> also randomly ripping out code ...
22:30:12 <chillcore> knowing what exactly it is you want to do and focus on that
22:30:32 <Samu> well, step 1 is still this
22:31:04 <Samu> step 2 was making use of that game setting
22:31:14 <Samu> but I need step 1 to work correctly
22:31:16 <chillcore> except step one is hands of no coding involved
22:31:38 <chillcore> step 2 is your step 1
22:31:45 <chillcore> or somthing like that
22:32:36 <chillcore> step 0 ... I am hungry
22:32:53 <chillcore> step 1 saying to myself I should eat
22:33:11 <chillcore> step 3 going to fridge and taking some food
22:33:28 <chillcore> you just start eating
22:34:08 <chillcore> hmm step 2 is getting up
22:34:10 <Rubidium> not really... unless it's "writting" in basic
22:34:30 <Rubidium> what did I write there?
22:34:35 <Eddi|zuHause> step 5, realizing you forgot to get a drink, and going all the way twice
22:35:26 <chillcore> blame your fingers Rubidium ... works for me :P
22:36:45 <Samu> must test company merging now
22:37:06 <Rubidium> well... rather between my neurons deciding what to write, and the neurons actually controlling my fingers because in my head it really was "written". However, I often notice that there is a queue of text that has to be "flushed" and the locking occasionally fails in some manner so things get mixed up without me noticing it until I finalised the sentence by pressing return
22:37:43 <Rubidium> as if "return" is like walking through a door and losing some memories, and as such seeing mistakes in the written text
22:38:47 <Eddi|zuHause> i often restructure sentences when writing, and then there comes out complete nonsense
22:39:28 <Eddi|zuHause> that gets even worse, because in german sentences often get long and nested
22:39:55 <Rubidium> Eddi|zuHause: lies... that's just the words ;)
22:40:28 <Eddi|zuHause> structure of words words is way easier :p
22:40:53 <Rubidium> oh, and meetings due to "Diskussionsbedarf" (if I written that correctly)
22:41:21 <Eddi|zuHause> that seems right :)
22:41:47 <Eddi|zuHause> Samu: what if 2+5=25 and 4+8=48?
22:42:23 <Samu> after the merge i must have 7 water maintenance and 12 station maintenance
22:43:24 <Rubidium> Eddi|zuHause: nah, 01234567 + 01234567 is so much more fun ;)
22:43:56 <Eddi|zuHause> Rubidium: that is 012345678 obviously
22:44:37 <chillcore> scratches head for a sec
22:45:20 <chillcore> I know that 253 + 4 = 1
22:46:00 <Rubidium> anyhow... apparantly year 01234567 BC was a leap year starting on a Monday...
22:46:16 <chillcore> but this 02471356 ... new to me
22:46:34 <Eddi|zuHause> chillcore: 0xxxx in C++ means octal notation
22:47:54 <Rubidium> which makes octal numbers very useful on obfuscating C code
22:48:40 <Eddi|zuHause> is there a reason why you always omit the "s" in "yes"?
22:49:11 <Eddi|zuHause> and it's not "blame the fingers", because it seems rather deliberate and consistent
22:49:22 <chillcore> bad habit lazyness that chatting has thought me
22:49:40 <chillcore> I'll try not to do that no more ;)
22:50:38 <Rubidium> should ask Tron for one of his DeMorgan sprees, but on the sentences in this channel ;)
22:51:31 <Eddi|zuHause> ~(a||b) vs ~a&&~b?
22:52:17 <Eddi|zuHause> one of my math professors said "de morgan would turn in his grave if he knew that such a triviality was named after him"
22:52:22 <Rubidium> well, rather ~(a | b) vs ~a & ~b *or* !(a || b) vs !a && !b
22:52:44 <Eddi|zuHause> Rubidium: hm, yeah. i don't do that often enough
22:53:20 <chillcore> hmm what does ~ mean again?
22:53:24 <Rubidium> though... mixing logic vs bitwise operators is also a nice obfuscation technique
22:53:35 <chillcore> except homefolder :P
22:53:35 <Eddi|zuHause> chillcore: one is bitwise logic and the other binary logic
22:54:46 <Eddi|zuHause> chillcore: ~1 is true, while !1 is false :)
22:55:35 <Eddi|zuHause> chillcore: ~1 is FF...FE
22:56:45 <chillcore> aha need to read up on that
22:57:18 <chillcore> and I need to restart my client it started jumping again ... memory full or something alike
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22:58:12 <Rubidium> do you have that little memory in your computer?
22:58:33 <chillcore> It is not that ... 8 GB
22:58:48 <Eddi|zuHause> if something leaks memory in my system, it usually takes like two weeks to build up
22:59:12 <chillcore> after a while, more like a lot of time, the chat jumsp to top with every new message
22:59:27 <Eddi|zuHause> your buffer gets too big?
22:59:30 <chillcore> no idea what causes it but restarting it helps
22:59:50 <Rubidium> installing a better client might work as well
23:00:19 <chillcore> I picked the one that was installed
23:01:00 <chillcore> I have xchat irc too
23:01:18 <chillcore> but could not be bothered to check the diff
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23:01:33 <chillcore> and pidgin and so on
23:01:52 <chillcore> any suggestions? ... there are a ton of them
23:02:04 <chillcore> just do not want bloatware
23:03:06 <chillcore> installing will test on next connect
23:12:04 <Samu> grr company merging is wrong
23:12:32 <Samu> counting water maintenance is correct, counting station maintenance is not
23:13:45 <chillcore> maybe you are trying to fix something that does not need fixing samu
23:13:59 <chillcore> or at least not in the way you afre trying to fix it
23:14:56 <chillcore> remember that you had to revert this one part and do 'your thing' in that other file for it to work?
23:15:33 <chillcore> you've spend quite some time there untill you exactly told me your goal
23:16:32 <chillcore> and I was like why did you not say THAT to begin with.
23:17:55 <chillcore> pikka while I see you ... have you seen r27000?
23:18:10 <chillcore> just saying in case you did not ;)
23:18:29 <chillcore> hmm did I press enter? I did
23:21:21 <chillcore> pff ... I hope I will be able to code for many more years without needing special aid tools.
23:22:00 <Eddi|zuHause> use text to speech... :)
23:22:16 <chillcore> that works properly now?
23:23:07 <Eddi|zuHause> but it probably sends everything you say in your home to apple/samsung/google/... :p
23:23:25 <chillcore> nothing new though with my eyes have known since a kid that one day ...
23:26:09 <chillcore> I'll just buy that 84 inch touchscreen and fontsize 150 :P
23:29:26 <chillcore> there is something speciam about mapsize 512** ... I can not put my finger on it
23:31:17 <chillcore> the code should behave the same for all mapsizes yet ...
23:46:32 <chillcore> const height_t roughness = 7 + 3 * _settings_game.game_creation.tgen_smoothness;
23:46:52 <chillcore> yay undocumented magic nrs
23:47:18 <chillcore> not that this is the culprit but why 7 + 3 and not just 10
23:50:37 <chillcore> yeah order of execution I just now realise
23:50:50 <chillcore> still undocumented magic
23:51:14 <Pikka> then it's documented magic
23:51:36 <chillcore> hehe after or before we remove all the breaks?
23:51:59 <chillcore> there is a part I marked as magic
23:52:16 <chillcore> seed at clientstart
23:53:13 <chillcore> but that makes sence
23:53:32 <chillcore> one slash got eaten*
23:54:28 <chillcore> hmm the animation does not stop?
23:55:05 <chillcore> kinda makes sense if it is not treated sepperatly from the rest of the animation code
23:55:27 <chillcore> haven not looked at code nor patches yet pikka
23:56:39 <Pikka> it was more a general musing than directed at you specifically :)
23:56:59 <chillcore> I was just looking to change my mind for a sec
23:57:00 <Pikka> just running a testgame with an AI which builds non-path signals and I noticed the bug was still there, I thought it had been fixed for some reason.
23:57:14 <chillcore> helps me focus on what I was doing ;)
23:58:26 <Samu> what's the difference between IsDock(tile) and IsDockTile(tile)
23:58:59 <chillcore> one is the dock and the other the tile where a dock sits on
23:59:07 <chillcore> read slower and all of it
23:59:47 <chillcore> or rather one is the dock
continue to next day ⏵