IRC logs for #openttd on OFTC at 2015-03-27
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00:20:57 <Samu> saved game then loaded it back, everything is still in place
00:24:36 <Samu> bankrupted the docks owner, all other owners still in place with correct counter, canal on river still flagged correctly
00:28:49 <Samu> bankrupted the canals owner, they became owned by water, and canal on river still flagged correctly
00:31:20 <Samu> sea is still sea with owner water
00:31:26 <Samu> okay, submitting patch again
00:38:54 <Samu> ship can access all docks
00:39:23 <Samu> still haven't tried company merging, but if it worked before...
00:43:56 <Samu> nice name for a patch... game setting for dock and lock on competitor canal on permanent rivers
00:50:10 <Samu> game setting for dock and lock on competitor canal on permanent rivers v10 r27205.patch
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00:50:20 <Samu> game setting for dock and lock on competitor canal on permanent rivers v1 r27205.patch
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01:17:19 <Samu> how do i resize the image on the forum?
01:20:14 <Samu> i'd like to make this line more easy to read
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02:05:28 <NGC3982> Oh my. This game is everything SimCity should have been,
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03:52:57 <Eddi|zuHause> somehow i find rectangular grids boring
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05:03:57 <Flygon> NG: I want Skylines D:
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05:58:05 <supermop> i hate when the internet will only show me the australian internet
05:58:51 <supermop> there is no way to select the us version of this site - if i sign up with my us credit card i'll be paying a needless fee to convert to AUD
06:12:55 <Supercheese> sounds like you need a proxy or something
06:26:24 <supermop> huge pain to use just to sign up for their product
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07:00:13 <supermop> i wish i could have group specific company colors
07:00:33 <supermop> im inserting a new routes worth of trains on to the mainline
07:01:33 <supermop> no space for them to wait around before starting their timetables, so i just have to watch and start each one in turn after a train of a certain other route passes
07:02:24 <supermop> but i can't identify them by sight so i have to click on the trains as the approach the station to see which group they belong to
07:02:37 <supermop> not actually that hard but still
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07:29:16 <chillcore> good morning all o/
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08:09:37 <V453000> okay why the actual fuck are wooden monorail/maglev bridge head sprites in different order than anywhere else XD
08:11:09 <chillcore> to make you talk ... it worked :P
08:12:13 <chillcore> if you have no idea you say that
08:13:09 <V453000> SENSIBLE SEQUENCE OF NUMBERS: 4359, 4357, 4358, 4356, 4356, 4354, 4353, 4355, 4352
08:13:17 <V453000> I think someone had a cat sorting them
08:13:26 <V453000> because that totally looks cheezburger random
08:34:29 <chillcore> autopark "you are responsible for any misstakes the car makes" ... right
08:36:09 <chillcore> if whenever I buy one of them toys first thingto do is rip out the "conveniences"
08:36:43 <chillcore> contains traces of google ... yay
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09:27:00 <supermop> V453000: why don't you make and sell generic models on unreal marketplace as a way to get some money from what you do
09:28:06 <supermop> looking on there for furniture to use for a project
09:28:43 <supermop> and though, i've designed bits of furniture over the years, may as well put some on on to make a few bucks
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09:40:37 <supermop> off to eat Uighur noodles
09:46:24 <V453000> the wooden bridge rotations are swapped too
09:51:27 <chillcore> can be easily solved ... just takes someone who is annoyed enough to put in the effort to add some
09:52:00 <chillcore> also the code to make all them old NewGRF still work correctly <3
09:53:31 <chillcore> but yeah is what you get when tons of peeps work on a project for many many years
09:57:07 <chillcore> maybe they were already swapped in the original graphics? I dunno
09:58:21 <V453000> idk but it is mess :D
09:58:31 <V453000> I probably have my stuff working now so /cara
10:01:15 <chillcore> I did not mean you should not care ... it is nice to read what peeps think ...
10:02:03 <V453000> no its fine :D I just basically stated that I do not intend to clean it up :P
10:33:13 <chillcore> hehe ... if my neighbours tart drilling again sunday at 19.00 hours like they have been for the past two months ...
10:33:37 <chillcore> goodbye headphones and hello speakers ...
10:34:16 <chillcore> I would not care if the other days of the week they were drilling too so they are done
10:51:23 <chillcore> tempo goes up later
10:51:44 * chillcore likes fr an hour or 2
10:52:16 <chillcore> I love putting this up from time to time
10:57:59 <chillcore> I like that too ...
10:58:16 <chillcore> will have a listen after what I am listening to
10:58:39 <chillcore> just very hard to find good +200bmp jumps
10:59:52 <chillcore> one day my son came home with some stuffs on his MP3 player ... he started jumping like they do now
11:00:01 <chillcore> then I showed him some of mine
11:00:11 <chillcore> he was like WTF ...
11:00:41 <chillcore> these days ... I headbang instead of jump like a madman
11:00:51 <chillcore> age and all that XD
11:02:06 <chillcore> but I like all kinds of musics
11:02:22 <chillcore> just not much into classic and shlagers
11:03:56 <chillcore> music is just so tame these days ... afraid of being unique much?
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11:08:35 <chillcore> but yeah that is how I picked my nickname 20 years ago
11:09:17 <chillcore> me likes HardCore very much, when you see me I am a really Chill dude
11:11:10 <V453000> well I for one take the approach that heavy music actually calms me down so .. :)
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13:15:29 <Samu_> Six attributes hold the information about a tile. isn't it 9?
13:19:54 <chillcore> mind being a bit more specific?
13:19:58 <supermop> those bridges tho... V453000
13:21:41 <Samu_> type, height, m1, m2, m3, m4, m5, m6, m7
13:22:45 <chillcore> did you folow that link? "This can be seen in ..."
13:25:02 <chillcore> but yeah one file sais 6 and the other 9
13:25:21 <Samu_> These attributes are referred to as "type", "height", "m1", "m2", "m3", "m4", "m5", "m6" and "m7".
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13:32:11 <chillcore> also samu instead of this:
13:32:23 <chillcore> if ((_settings_newgame.game_creation.map_x >= 9) && (_settings_newgame.game_creation.map_y >= 9)) {
13:32:41 <chillcore> int smallest_size = min(_settings_game.game_creation.map_x, _settings_game.game_creation.map_y);
13:32:53 <chillcore> if (smallest_size > 9) {
13:33:54 <chillcore> ^^^ those asignments Alberth mentioned
13:36:53 <chillcore> the ">=" vs ">" difference is simply a logic error I fixed in my newer version ... you may ignore that; the above is just an example
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14:07:01 <chillcore> x = 1 ... assigns 1 to x
14:07:46 <chillcore> if (x == 1) checks to see if x is 1
14:07:48 <Samu_> ancestor, classes, copy constructor, instance class
14:08:04 <Samu_> what happened to english
14:08:43 <chillcore> yes samu you skipped a lot
14:12:01 <Samu_> couldn't they just write articles in words everyone could understand
14:13:08 <chillcore> where shall we start? generating electricity?
14:15:00 <Samu_> MakeStation(t + TileOffsByDiagDir(d), IsWaterTile(t + TileOffsByDiagDir(d)) ? HasTileWaterClass(t + TileOffsByDiagDir(d)) && GetWaterClass(t + TileOffsByDiagDir(d)) == WATER_CLASS_RIVER ? HasBit(_me[t + TileOffsByDiagDir(d)].m6, 0) ? o : GetTileOwner(t + TileOffsByDiagDir(d)) : GetTileOwner(t + TileOffsByDiagDir(d)) : wc == WATER_CLASS_SEA ? OWNER_WATER : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
14:16:15 <Samu_> t2 = t + TileOffsByDiagDir(d)
14:16:27 <Samu_> or int t2 = t + TileOffsByDiagDir(d) ?
14:17:26 <chillcore> the second or you'll get an error if t2 is not defined before
14:18:13 <chillcore> that is why you need to hit a book samu
14:24:03 <chillcore> also wiki is not a book
14:25:49 <Samu_> MakeStation(t2, IsWaterTile(t2) ? HasTileWaterClass(t2) && GetWaterClass(t2) == WATER_CLASS_RIVER ? HasBit(_me[t2].m6, 0) ? o : GetTileOwner(t2) : GetTileOwner(t2) : wc == WATER_CLASS_SEA ? OWNER_WATER : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
14:29:38 <Samu_> IsWaterTile(t2) ? HasTileWaterClass(t2) && GetWaterClass(t2) == WATER_CLASS_RIVER ? HasBit(_me[t2].m6, 0) ? o : GetTileOwner(t2) : GetTileOwner(t2) : wc == WATER_CLASS_SEA ? OWNER_WATER : o
14:29:48 <Samu_> what can I do about this part?
14:30:12 <chillcore> use normal nested if elses?
14:30:13 <Leander_> <chillcore> that is why you need to hit a book samu <- that's what you need to do
14:31:02 <chillcore> there is lots and lots I still do not know
14:31:11 <Leander_> you've been hacking at C++ code for weeks, and... you don't know variable assignment? you're doing it the wrong way
14:33:19 <chillcore> show me the right way too please? so I do not teach orthers the wrong way?
14:34:03 <Leander_> you can do two things in that case: - store results of comparisons in bool variables
14:34:17 <Leander_> - indeed use normal nested if
14:34:56 <Leander_> inline if should never be nested, especially in such a complex expression... no one wants to guess how operator precedence is going to work
14:35:42 <chillcore> it was suggested to samu a few days ago already
14:35:52 <chillcore> I myself would never nest like that
14:37:54 <chillcore> but yes I do agree Leander there is lots I can do better
14:37:56 <Leander_> you seem to really lack some basics, so reading a proper book is also what I'd suggest because I'm old-fashioned, but there must be good online resources to learn correctly
14:40:05 <Leander_> chillcore I don't really know about your code, so I can't comment :)
14:40:33 <Leander_> but that nested inline if from hell, please no :)
14:41:26 <Leander_> yes, and do you think you'll remember exactly how it works in two weeks? two months? probably not, it's too convoluted
14:41:49 <Samu_> i have the draft explaining what's happening there
14:42:06 <Samu_> but i don't know how to input the comments in there
14:44:11 <Leander_> then you should reproduce that in your code, but not as a comment
14:45:17 <Leander_> you might want to learn about switch()
14:46:52 <Samu_> the MakeStation part is doing the restoration and setting the owner
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14:48:41 <Samu_> from the other function
14:49:01 <Samu_> canal on river is the HasBit part
14:50:07 <Samu_> if it finds a bare land tile, it knows that it was either a demolished sea or a demolished canal
14:51:05 <Samu_> if it is a demolished canal, then it knows that it was it's own canal that was demolished and that the canal was not on a river
14:52:14 <Samu_> canals of owner none are made sure that are not demolished in the previous function
14:53:45 <Samu_> it decides based on the results given by the prior function. am I making sense?
14:54:25 <Samu_> the other function is CmdBuildDock
14:55:19 <Leander_> there's no need to explain me bit by bit
14:56:00 <Samu_> yeah but i suck at technical jargon
14:57:08 <Leander_> all I'm saying is that your huge expression should be decomposed into if/else (or possibly a switch)
14:57:44 <peter1138> there's always been ethel
14:58:11 <V453000> is ethel an alcoholic short for ethanol?
14:58:32 <Leander_> and either have several call to MakeStation() (one call for each condition) or use variables to store the values you want to put in MakeStation
14:59:06 <peter1138> there's a future for you in the fire escape trade, come up to town
15:00:19 <Eddi|zuHause> V453000: i've never heard ethel. only ethyl.
15:02:00 <Eddi|zuHause> and that might actually mean ethene
15:02:04 <V453000> maybe some next gen alcoholics
15:02:15 <V453000> I dont know what it is but I want it
15:02:27 <Eddi|zuHause> or actually, ethylene
15:03:26 <Eddi|zuHause> anyway, that's totally not my area of expertise :p
15:04:29 <V453000> if you can drink it and feel wtf after it, it should be.
15:04:42 <V453000> requires scientific research of liquids
15:05:24 <Eddi|zuHause> ethylene is probably a gas
15:05:40 <V453000> what use is it if I cant drink it
15:05:53 <Eddi|zuHause> and alcohols other than ethanol are usually poisonous
15:06:46 <V453000> alcohol is a poison too isnt it
15:07:05 <Eddi|zuHause> yes. but only in large quantities
15:07:43 <Eddi|zuHause> that also depends on how strictly you want to apply "poison"
15:08:13 <Eddi|zuHause> oxygen is a poison
15:08:46 <Eddi|zuHause> there have been studies that people that live in lower areas with higher oxygen concentration, have higher frequency of lung cancer
15:10:26 <Eddi|zuHause> because free radicals may rip out electrons from molecules that are vital.
15:10:49 <Eddi|zuHause> often destroying said molecule in the process
15:11:00 <V453000> the study obviously leads to the result that solution is beer
15:11:49 <Eddi|zuHause> beer was actually often used for drinking, because it had less chance of being contaminated than water you dug out from a well
15:16:47 <chillcore> If only it were just the fish ...
15:26:52 <chillcore> all this talk about nutriciants made me hungry ...
15:32:32 <Eddi|zuHause> i just ate an hour ago
15:32:57 <Samu_> how do i do a switch version?
15:33:03 <chillcore> no idea if it runs correctly but much better yes samu
15:33:30 <Samu_> gonna try switch method
15:33:38 <Samu_> but still not sure how to use it
15:37:38 <Samu_> i wish I could make HasBit(_me[t2].m6, 0) more english
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15:38:32 <Samu_> HasBit(_me[t2].m6, 0) = CanalOnRiver
15:40:39 <Samu_> however, it could have some other meaning
15:41:22 <Samu_> in this specific case it means Is it to be a canal on a river
15:42:04 <Samu_> because it finds the flag set even though it is currently a river
15:44:21 <Samu_> makestation sets the waterclass to canal,
15:44:50 <Samu_> but to decide on the owner, it must look the value of that flag
15:46:19 <Samu_> hmm then how do I do this part?
15:49:14 <Samu_> if river && canal on river:
15:49:59 <Samu_> don't forget that demolishing a canal built on a river reverts to river
15:53:21 <Samu_> the other function is prepating this information
15:53:29 <Samu_> if (canal_on_river && !self_canal_maintained) SB(_me[tile + TileOffsByDiagDir(direction)].m6, 0, 1, 1);
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16:21:33 <Samu_> I'm unsure if i can use a switch method
16:27:40 <Samu_> it is saying expression must have a constant value
16:29:31 <Samu_> why isn't o a constant value?
16:53:50 <chillcore> const values must not change values samu
16:54:18 <chillcore> please do yourself a favour and read "thinking in c++"
16:54:46 <chillcore> also "o = o;" does nothing useful
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16:55:18 <Samu_> what can i do at that point?
16:55:48 <chillcore> you might as well do nothing there yes
16:56:07 <chillcore> replace if else with just if
16:56:20 <chillcore> in that place and if that is what you want to do
16:56:37 <chillcore> that bitmagic ... not my cup of cake
16:59:34 <Samu_> if it have a 1, then it's true, if it have a 0 it's false
17:00:32 <chillcore> if false do nothing?
17:01:38 <chillcore> just do if true do this
17:01:41 <Samu_> if it's true, set the owner to self, o
17:02:26 <Samu_> if it's false, set the owner to the owner of the tile, GetTileOwner etc...
17:06:03 <Samu_> well, at that point at least
17:06:14 <chillcore> x = 0; if (true) x = 1;
17:06:30 <chillcore> what value does x have in case of false
17:06:37 <chillcore> without adding code
17:08:10 <Samu_> if I turn it around with !HasBit(_me[t2].m6, 0)
17:08:17 <Samu_> i can remove the else part, right?
17:09:33 <chillcore> not the bitmagic part mind you
17:09:44 <chillcore> the if else part is basics
17:09:58 <chillcore> you do not grasp that so ...
17:10:07 <Samu_> i hate books, I confess
17:10:19 <chillcore> ye without you reading we can not help you
17:10:32 <chillcore> unless we write your patch
17:10:35 <Samu_> they distract me from what i'm currently doing
17:10:43 <chillcore> which is not going to happen anytime soon
17:11:05 <chillcore> people give you hints, plenty of them
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17:28:30 <V453000> I am surprised nobody went batshit about the wooden pillars yet
17:34:37 <chillcore> That's some nice bolts you have there V453000
17:35:00 * chillcore should visit that part of the forums more often
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17:35:31 <V453000> there is nothing to do just like the rest of the forums dont worry :P
17:38:05 <Eddi|zuHause> <chillcore> That's some nice bolts you have there V453000 <-- that reads like it should be continued with "... would be awful if something happened to them"
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18:09:08 <Samu_> hmm let me improve this diagram a bit
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18:11:52 <Samu_> oki refresh once more, now it looks good
18:15:12 <Samu_> now, how do I translate this into code?
18:15:27 <Samu_> dont tell me to read a book :(
18:15:53 <frosch123> hire someone to read the book to you?
18:16:04 <chillcore> I won't anymore promissed
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18:36:30 <Alberth> it's still reading :p
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18:38:31 <chillcore> doxygen creates documentation
18:38:36 <Samu_> this part is boring, having to comment the way you want
18:39:16 <Alberth> the general trick is to use the right style when you write the code
18:39:28 <Samu_> ok, I need a @see to the other function
18:39:33 <Alberth> fixing it afterwards is indeed very boring
18:40:49 <chillcore> Samu: talking about reading... did you report that error you found in landscape_grid.html?
18:42:05 <Samu_> didn't think it was to be reported
18:42:09 <chillcore> Alberth: especially if you forgot what you did before
18:42:25 <chillcore> hmm why should it not be fixed samu?
18:43:18 <Alberth> ? I forget what I did constantly :)
18:43:38 <chillcore> everything that comes with a checkout is part of OpenTTD samu
18:44:25 <chillcore> you knpow that it is nine and not six ... would be nice if the peeps after you know too without being confused first?
18:45:12 <chillcore> true it willnot change anything. fine
18:45:38 <DorpsGek> Commit by translators :: r27206 /trunk/src/lang (czech.txt luxembourgish.txt) (2015-03-27 18:45:28 +0100 )
18:45:39 <DorpsGek> -Update from WebTranslator v3.0:
18:45:40 <DorpsGek> czech - 5 changes by Eskymak
18:45:41 <DorpsGek> luxembourgish - 9 changes by Phreeze
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18:51:23 <chillcore> hmm thg is being mean ... my only option is commit ...
18:55:41 <chillcore> Now I has a patch to remind me of the typo
18:56:05 <chillcore> there is no book there
18:56:51 <Samu_> ah, i see, well i don't know if it will work
18:57:02 <chillcore> you did not even try so
18:59:51 <chillcore> before you blame me ... I never said the rest of your logic is correct
19:00:06 <chillcore> read: I have no clue about that
19:00:35 <Samu_> the big single line is behaving correctly, it's setting owner and stuff the right way
19:00:51 <Samu_> the if/else though, i dunno
19:07:07 <Samu_> if/else is so misleading
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19:09:49 <Alberth> if at line 8 makes no sense at ll, given line 13
19:09:58 <Alberth> euhm, line 12, I mean
19:11:37 <Samu_> is what I need to translate into if/else
19:12:01 <Samu_> or something equivalent, but simpler than that single big line
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19:14:55 <chillcore> if that long line is easier for you to understand samu then keep that
19:15:07 <chillcore> most of us get a headache trying to read it
19:15:23 <Alberth> nah, I give up before trying :)
19:16:32 <chillcore> even wolf said it gave him a headache, seeing it for a few seconds
19:16:38 <chillcore> leander_ complained
19:16:52 <chillcore> I don't know what to say
19:17:07 <chillcore> if else is too complicated
19:17:26 <chillcore> but the most complicated line I have ever read ... no prob for samu
19:20:06 <Alberth> I have already accepted that people can write code I cannot read :)
19:20:31 <Samu_> can i put a skip, bail out something of that kind in a if/else?
19:21:02 <Alberth> however, I won't accept responsibility for it
19:22:01 <Samu_> for example, at line 8, if that hasbit comes out true, then i want it to get out, skip all the other if/else's
19:22:34 <Alberth> hard to say without reading
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19:22:57 <Samu_> it would make o = o; so, unchanged
19:23:34 <chillcore> if that is what your compiler complained about ...
19:23:49 <Alberth> chillcore: I can and will say what I don't like, and people can pick it up or ignore it, not much I can do about that, so, if not, I stop trying
19:24:43 <chillcore> I have that list of hints you gave me
19:24:57 <chillcore> It would not cross my mind to ask for more before ...
19:25:38 <Samu_> i suck at explaining things
19:26:17 <Samu_> before that whole if block starts, o already means something
19:26:18 <chillcore> unless it is something different then what you pointed out. Alberth
19:26:37 <Samu_> it may change or stay the same
19:27:01 <Samu_> if it stays the same, I can't ommit inside the if/else
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19:28:12 <Alberth> chillcore: you should abuse my lack of remembering things more often :p
19:28:49 <chillcore> Pandoras box Alberth
19:28:51 <Alberth> oh, and sir W, sorry, missed your joining
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19:32:44 <chillcore> <Alberth> chillcore: you should abuse my lack of remembering things more often :p <- Also that woud require me to start rewriting my guii version and I feel like having a break for a few days
19:32:56 <chillcore> noone is reporting bugs ... light version is done
19:35:27 <chillcore> the biggest prob right now is that validating of negative strings ... not sure how to handle it
19:35:39 <chillcore> few peeps already said regex is too big a canon
19:35:55 <chillcore> and passing the string after each character entered ...
19:36:15 <chillcore> would require me to know how to handle strings better
19:36:30 <chillcore> also pointers ... eventhough it works fine without
19:36:36 <chillcore> just a bit leghty code
19:36:45 <Alberth> sounds like a too big cannon indeed, but I don't know what's possible in that area
19:37:11 <chillcore> checking string after each character entered ...
19:37:34 <chillcore> not that I do not have the cycles available
19:37:35 <Alberth> in a custom function?
19:38:05 <chillcore> as you enter it in the querybox
19:38:20 <chillcore> validate validate validate
19:38:57 <Alberth> in some way you have to express you're accepting a (potentially) negative number to the input code
19:39:14 <chillcore> only as leading character that is the prob
19:39:27 <chillcore> not really a prob but yeah
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19:39:40 <Alberth> why is that a problem?
19:39:40 <Samu_> tell the other guy "hey this number is negative"
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19:40:27 <Alberth> you cannot differentiate between first and non-first character?
19:40:39 <chillcore> if I doot validate after each character I can do -12-45
19:40:55 <chillcore> that comes out as -12
19:41:15 <chillcore> I could loop ver the string and remove the second one
19:41:37 <Alberth> forbid it would be better imho
19:41:58 <Samu_> do you know the base value?
19:42:10 <Alberth> so yeah, you need to check every time
19:42:30 <Samu_> do you know the range or ?
19:42:37 <Samu_> bah i suck at explaining stuff
19:42:49 <Samu_> the min and max values?
19:43:05 <Alberth> domain of int, I guess
19:43:21 <chillcore> Alerth: just did not get there yet ... there were more urgent things to do
19:43:30 <Samu_> add to the base the highest negative number, so it's never negative?
19:43:56 <Alberth> can't do that Samu_, the result would not fit in an int
19:44:16 <Alberth> also, users do not understand that
19:45:13 <Samu_> then readjust the number
19:46:50 <Samu_> biggest_negativenumber -12-45 >= 0
19:47:37 <Alberth> I don't understand that
19:47:56 <chillcore> samu: I'll manage thank you very much anyway
19:47:57 <Alberth> but you cannot shift values
19:48:09 <Samu_> ok, say the range is -100 to +100
19:48:29 <Samu_> 100 - 12 - 45 = will always bring a positive number
19:48:52 <Samu_> your last value - 100 = what you really want
19:49:13 <chillcore> I know what happens
19:49:22 <Alberth> chillcore: it sounds like a very fixable problem, I can haz a look when you're stuck
19:49:40 <chillcore> that would be very kind alberth
19:49:49 <chillcore> the patch is called negative nrs
19:50:15 <chillcore> all places from where the validate code is called is marked with a white line
19:50:23 <Alberth> hmm, in the non-light patch I guess? :)
19:50:33 <chillcore> but the patch itself is not big
19:50:41 <Eddi|zuHause> i still think validating against a regexp would be the most futureproof thing
19:51:02 <chillcore> the qurybox stuffs is somewhere else
19:52:06 <chillcore> you'll see when you open it ;)
19:52:24 <Alberth> Eddi|zuHause: you expect more other values that one needs to enter & validate?
19:52:35 <Samu_> can i split my line into several lines without interrupting the execution?
19:52:47 <chillcore> there are indeed more places in the code that would benifit
19:53:41 <chillcore> we have some negative nrs in the settings gui
19:54:00 <chillcore> they can be set with the arrows but not in querybox
19:54:16 <chillcore> and then Eddi|zuHause may have something else in mind?
19:54:34 <Eddi|zuHause> Alberth: i don't know. maybe command line, or ingame console... like setting comma-separated-lists from the console is currently impossible
19:55:22 <Eddi|zuHause> Alberth: also, entering times as HH:MM:SS
19:55:28 <Alberth> hmm, wouldn't you have to parse the input afterwards anyway?
19:55:52 <Alberth> ie you can check with a re, but you still have to decode the data
19:55:53 <Eddi|zuHause> Alberth: regexp can be used for parsing as well :)
19:56:21 <chillcore> yes samu you can split lines, use double tabs
19:56:24 <Alberth> we should add a scanner generator to openttd :p
19:57:52 <chillcore> neocortex scanners ... bring it on
19:58:22 <chillcore> then I have my hands free
19:59:21 <chillcore> not sure if that would produce less typos though
19:59:33 <chillcore> and unfilterd hmm ...
19:59:47 <Alberth> small tip for future releases, run hg qpop -a before zipping
20:00:25 <chillcore> ok ... it is just that sometimes there are patches on toop that shouldnot be applied
20:01:08 <chillcore> usually I do not include them
20:01:21 <Alberth> the Tgen_Light_v1_r27203.7z status file contains applied patches
20:01:35 <chillcore> yes as do all my zips
20:01:40 <Alberth> no doubt they were applied when you packed the directory
20:02:04 <Alberth> but they are not in my hg copy, as I just unpacked your archive
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20:02:33 <chillcore> wan me to make a new one?
20:02:41 <Alberth> note that series is the list of patches, statis is the list applied patches
20:02:47 <ub_umstieg> hi why i cand build Fruifarms in Desert at 1.5.0
20:03:06 <Samu_> what happens if i put comments between the lines?
20:03:10 <Alberth> chillcore: no, just saying, so you are aware of it
20:03:28 <ub_umstieg> in older versions i coudt do so
20:03:33 <Alberth> ub_umstieg: they need water?
20:03:56 <chillcore> I had samu his permanent rivers in my queue ... I removed that manually from those two files
20:04:01 <ub_umstieg> dont understand that
20:04:33 <ub_umstieg> Alberth: in the dropdown menue ther is no entre for building new fruitplants
20:05:07 <ub_umstieg> only 4 entrys now is there a setting for this
20:05:23 <Alberth> you disabled building of primary industries?
20:06:57 <Alberth> open the settings window, search for 'primary'
20:07:17 <ub_umstieg> THANKS found it what a miss for only gamers to set up the new version
20:08:05 <Alberth> euhm, what was that about?
20:08:46 <chillcore> building primaries is off by default
20:09:05 <chillcore> prospect is default
20:09:50 <Samu_> if i put comments between the lines, will I be interrupting the code?
20:10:18 <chillcore> nothing wrong Alberth
20:10:25 <chillcore> it is the new generation
20:11:06 <chillcore> a good spanking some of these kids need
20:11:16 <chillcore> but that is child abuse now
20:11:27 <chillcore> so they do whatever ... out of control
20:11:49 <Alberth> Samu_: why do you ask things you can look up?
20:12:45 <Samu_> because it is already working, I don't want to screw up
20:12:53 <Samu_> when i add the comments
20:16:46 <Alberth> hmm, tropical forest fix, is div 4 a good idea? it could end up at 0?
20:17:07 <chillcore> as it is now you end up without forest
20:17:41 <chillcore> it assigns the tiles to desert/forests
20:18:00 <chillcore> whatever you do to height they remain that way ;)
20:18:15 <chillcore> it is not like snowline at all
20:18:39 <chillcore> 4 from water desert starts
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20:19:08 <chillcore> height of top tile generated / 4 is where forest starts
20:19:27 <chillcore> lower it to 1 and it will still be forest
20:19:36 <chillcore> raise it to 255 ... same
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20:20:34 <chillcore> in scenario you can change that manually?
20:20:44 <chillcore> I did not touch that part
20:21:15 <Alberth> currently it's map max height / 4, so 16/4 = 4 or so
20:21:30 <chillcore> in trunk it is _max_height / 4
20:21:43 <Alberth> with your solution, I can make a very very flat map, of say max height 3
20:22:14 <Alberth> I wonder if you shouldn't at least have height 1 or so
20:22:32 <chillcore> as it is now is _max_height is at 255 and yor map is 32 high only ... all dunes
20:22:54 <Alberth> I am not arguing trunk is good
20:23:28 <chillcore> I know ... but I do not see how to solve it differently
20:23:59 <chillcore> there is no way of knowing how high a map will turn out without generaing it
20:24:01 <Alberth> I am just asking if forest height should not be at least 1 or 2 or so, no matter what real max map height you have
20:24:39 <chillcore> it could perhaps use a min setting
20:24:47 <Alberth> yes, but solving a different problem from agree-ing what is right :)
20:25:24 <Alberth> as for solving, just set initial top_height eg to 4 or 8
20:25:57 <chillcore> 4 is old behaviour yes
20:26:10 <Eddi|zuHause> or using max(2, height/4)?
20:26:23 <chillcore> so make that min? but still do top generated / 4
20:27:03 <Alberth> so you have your solution, but for very low maps it works too
20:27:05 <chillcore> or do you want a custom setting?
20:27:20 <chillcore> hmm that was agreed on not to do that
20:27:23 <Alberth> we want less settings :p
20:27:49 <chillcore> I'll add minimum 4 not configurable
20:27:55 <Alberth> but even very useless settings are missed :p
20:29:01 <V453000> Dropbox users! Can I somehow distantly disconnect a computer from dropbox even if the PC is turned off?
20:29:09 <V453000> like, un-share some device?
20:29:22 <V453000> obviously data stays there, just not the linking
20:32:05 <Alberth> chillcore: just set the initial value to 4
20:33:07 <chillcore> it is done on the fly during mapgen
20:33:32 <chillcore> after the terrainis in place
20:34:11 <Alberth> uint top_tile = 4; // Force forest heights to at least 4/4 = 1.
20:34:25 <Alberth> or something like that
20:34:47 <Alberth> solution by eddi is fine too
20:36:02 <chillcore> ** /* Tropical forest can not start lower then level 4. */
20:36:26 <chillcore> them stars is because else line does not show
20:37:03 <chillcore> I should raise height of map too
20:37:29 <chillcore> or is it ok at level 1 ...
20:37:39 <chillcore> tropical forest I mean
20:38:05 <Alberth> I have no idea tbh, but level 0 seemed definitely unwanted
20:38:59 <chillcore> if I do level 1 the desert is gone
20:39:25 <chillcore> it is first desert the tropical that gets assigned
20:39:33 <chillcore> so level 2 is better
20:40:07 <chillcore> and min height of map is 2 so
20:41:05 <chillcore> I'll do some quick testing ... thank you for pointing it out
20:41:25 <Eddi|zuHause> Alberth: i think applying the minimum at the end makes more sense (for reading this code again in 5 years, and understanding how it does what it does)
20:41:52 <Alberth> your amplitude patch (last patch) looks somewhat weird, using 'small' for computing the index, and then indexing a different array
20:42:11 <Alberth> Eddi|zuHause: good point, chillcore, can you change that accordingly?
20:42:24 <chillcore> I just picked one, they all have the same lenght
20:42:53 <Alberth> and the max(0, index) stuff is weird too, but probably inherited
20:43:14 <Alberth> you can make it constant if you like
20:44:18 <chillcore> I may have one already ... checking
20:44:49 <chillcore> it is just not yet used in the arrays
20:45:02 <Alberth> could be helpful to say something what each array is about, next to the meaning of the numbers
20:45:49 <chillcore> hmm it is explained at top of tgp.cpp
20:46:03 <chillcore> them little tables?
20:46:19 <Alberth> static const amplitude_t amplitudes_middle[][10] <--- these tables
20:47:02 <Alberth> the comment says how to interpret the numbers, but nothing about the purpose of the array as a whole
20:47:12 <Alberth> eg "used for 512x512 maps"
20:48:44 <chillcore> haha thg is crashing now
20:49:17 <chillcore> brb ... I'll read the logs too so I do not miss anything
20:50:31 <frosch123> hmm, nml is really old :p
20:51:17 <frosch123> i just wonders why action2var.py does some really bonker things, but they are actually needed for ottd < 1.1 :p
20:51:22 <Alberth> also, as language not really intuitive, to me at least
20:51:53 <Alberth> :O options for negative line count productivity :p
20:52:10 <frosch123> maybe at that time people still thought it could serve ttdp
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20:52:35 <frosch123> yeah, apparently varact2 had no shift left and right operations
20:52:43 <frosch123> so nml construct them from rotate-right :p
20:52:56 <chillcore> minecraft was still running
20:53:10 <Alberth> yeah, and wondering why the newgrf code size explodes :p
20:53:41 <frosch123> a >> b = a / (1 ror (32 - b))
20:53:58 <Alberth> chillcore: forest patch: "asigned" -> "assigned"
20:54:13 <Alberth> frosch123: yeah, it's great fun reading that code :)
20:54:42 <Alberth> last added empty line shouldn't be there
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20:56:53 <chillcore> sniper eyes you have yoda sais
20:56:55 <V453000> how do I code the CETS-like vehicle turning in curves?
20:57:01 <V453000> the shitload-of-angles?
20:57:24 <Alberth> chillcore: a case of reading too many diff files :p
21:00:36 <chillcore> strange how I see all that stuffs when reading someone elses code ... guess it is a matter of focus
21:01:06 <chillcore> just reading instead of debugging
21:02:14 <Alberth> ever tried waiting a few days, and then reading the patch asif it's from someone else?
21:02:55 <chillcore> yes with the gui version ... you should see that first patch from 2012 ...
21:03:25 <V453000> is Eddi|zuHause here? :)
21:04:00 <V453000> Eddi|zuHause: this is the day I do not ridicule incompleteness of CETS! :P
21:04:02 <Eddi|zuHause> V453000: it's actually very simple
21:04:18 <Eddi|zuHause> i have a file somewhere...
21:04:57 <V453000> reminds me of "I have a patch for that somewhere..."
21:05:58 <chillcore> Alberth: uint top_tile = 0; I am going to leave at 0 ... the code has not yet looped over the map at this point
21:06:26 <Alberth> sure, and that's probably better
21:06:41 <chillcore> uint max_desert_height = max(2, CeilDiv(top_tile, 4));
21:06:48 <Alberth> my solution was a bit 'kort door de bocht' :p
21:07:02 <Eddi|zuHause> V453000: this is the length 16 vehicle, made up as parts of 4+8+4
21:09:47 <Eddi|zuHause> V453000: basically, starting at the bottom:
21:09:54 <Eddi|zuHause> if in gui: show full sprite
21:10:16 <Eddi|zuHause> if in some kind of curve: show full sprite for middle and invisible for the end parts
21:10:18 <V453000> it is basically a huge sprite hack
21:10:22 <V453000> not a new grf feature
21:10:28 <Eddi|zuHause> otherwise: draw slice individually for each vehicle
21:10:57 <Alberth> how are sprite hacks not a grf feature :p
21:10:59 <V453000> ok, not sure if I want to go there :D
21:11:20 <Eddi|zuHause> V453000: it might still glitch in some corner cases
21:11:34 <V453000> I was just intrigued how is stuff like this done
21:11:53 <V453000> and whether I should/want to consider adding it to DOOM
21:12:23 <V453000> the answer is probably nope though XD
21:12:38 <Eddi|zuHause> it shouldn't be very hard for DOOM
21:13:02 <Eddi|zuHause> but it would make the set bigger by a factor of large
21:13:27 <V453000> yeah well that is a thing, but I was just interested more about the execution, filesize meh
21:13:36 <Eddi|zuHause> which will probably be a major limitation
21:14:00 <Eddi|zuHause> the execution is really not that tricky
21:14:15 <Eddi|zuHause> there is a bit of magic hidden in the sprite templates
21:14:44 <Eddi|zuHause> because the formulas i made up did not fully match the results, so i have random +1 or +2 offsets in places
21:15:04 <Eddi|zuHause> but this gets easier if you have only one size of vehicle
21:16:29 <Eddi|zuHause> anyway, the key feature here is var 62 to detect whether you're in a curve or slope
21:16:47 <V453000> well it looks interesting to say the least
21:17:24 <chillcore> minimum height of map for very flat on 64** map? with snowline and tropical forest at 2 min ... it should be 3 at least?
21:18:06 <chillcore> most maps generate higher ...
21:18:25 <chillcore> hmm ... doing the rest first
21:18:55 <Eddi|zuHause> V453000: and then loads of sprite templates for each angle and whether the vehicle is drawn as full sprite or slices
21:19:20 <Eddi|zuHause> where only the straight views are ever drawn as slices
21:19:22 <V453000> how long did it take to construct this?
21:19:39 <Eddi|zuHause> the basic concept didn't take long
21:19:53 <V453000> well sure I guess fiddling and setting up details takes the most
21:19:56 <Eddi|zuHause> but there was a lot of on-and-off thinking before
21:20:11 <Eddi|zuHause> yes, getting the offsets right was a major task
21:20:25 <Eddi|zuHause> and also getting var62 in trunk :)
21:21:08 <Eddi|zuHause> anyway, the exact amount of time is difficult to measure, as there were years of basically nothing happening inbetween
21:22:10 <chillcore> right ... my top patch is gone but still listed ... that is why is giving me errors
21:23:02 <V453000> yeah I was just wondering because I can imagine how much holyshit offsets are
21:23:15 <V453000> doing them on this level sounds majorly insane
21:23:44 <V453000> my advanced template of automatically-assigning-correct-offsets-to-different-vehicle-parts is already the top I could think of XD
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21:24:01 <chillcore> I must have cut it instead of copy before posting
21:24:16 <Eddi|zuHause> V453000: the offset calculation in its current form is a major brainfuck
21:24:41 <V453000> if you say that then I should run away from it as far as I can
21:28:33 <Eddi|zuHause> and for 4x zoom you probably can't reuse some of it
21:28:53 <V453000> ok this is out of the question XD thank you though :)
21:28:56 <Eddi|zuHause> V453000: the good part is that you only have to do this for one vehicle
21:29:34 <Alberth> sleep a night about it :)
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21:30:12 <V453000> I will just writea nice forum post like "if someone wants to see that feature, code it for me, I give you sprites" but ,,, :D
21:30:46 <V453000> I mean, it would be nice for me to get more out of the models I already spend a lot of time on
21:31:02 <V453000> but that does not mean I should spend half a year getting the code to work at all :D
21:31:19 <chillcore> int index = frequency - MAX_TGP_FREQUENCIES + lengthof(amplitudes_small[smoothness]);
21:31:33 <chillcore> with current code that is just frequency
21:31:39 <Eddi|zuHause> V453000: i would propose making models for CETS, but that would include making them GPL-able (i.e. providing textures)
21:31:42 <V453000> not to mention that my coding skills and understanding and b4d
21:31:55 <V453000> yeah that is not an option eddi :P
21:34:04 <Alberth> chillcore: I don't understand that line at the moment, but I can probably when I read things in context, so I assume it's fine for now
21:36:32 <chillcore> currently the nr of params of 1 setting is equal to TGP_MAX_FREQUENCY
21:36:42 <chillcore> beforemy code it was 7 so yes needed
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21:36:56 <Alberth> please don't explain now chillcore
21:37:30 <chillcore> I'll do as I think is best and add comments ;)
21:37:33 <V453000> frosch123: what in human language? :D
21:37:47 <frosch123> V453000: better nml :p
21:38:12 <frosch123> "better" is always a good name
21:38:28 <Eddi|zuHause> frosch123: wtf is "ottd11"? :p
21:38:51 <frosch123> Eddi|zuHause: ottd ported to c++11
21:39:17 <frosch123> LordAro finished it
21:40:29 <Eddi|zuHause> frosch123: but how is replacing some ops with another op related to c++11?
21:40:41 <frosch123> almost as in, all but a finite amount of lines
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21:41:32 <Alberth> chillcore: the problem is the patch system itself, it gives very little context so I cannot see what things 'frequency' and the constant actually is. Your code is probably fine
21:41:59 <Eddi|zuHause> frosch123: that definition of "almost" only really works for infinite sets :p
21:42:28 <chillcore> Alberth I understand.
21:42:39 <frosch123> it's just an alternative way to talk about the empty set
21:43:01 <frosch123> Eddi|zuHause: but seriously, ottd11 means 1.1 branch
21:43:43 <frosch123> branched in year 11 of the ottd millenium
21:44:09 <Eddi|zuHause> and that really needs an abbreviation
21:45:10 <frosch123> well, i have folders for all the ottd branches i tested to backported to
21:45:32 <frosch123> and because i never deleted anything since 1992, i also have a folder for the ottd 1.1 branch
21:45:42 <frosch123> and since i do not like special chars in filenames, it's called ottd11
21:46:00 <frosch123> and then i got used to always writing it like that
21:47:13 <Alberth> frosch123: doesn't nml always call 'simplify expression' immediately as well?
21:47:23 <Alberth> not sure that's actually neede though
21:47:48 <frosch123> Alberth: what do you mean by that?
21:48:58 <Alberth> something like part3 = part3.reduce() at line 64
21:49:02 <Eddi|zuHause> Alberth: but why artificially making it more complicated by inserting /2^n intead of <<n?
21:49:36 <Samu_> oh, I see you guys are busy, sorry
21:49:38 <Alberth> don't remember the precise parameters to reduce
21:50:20 <Alberth> Eddi: I hope that is not for me
21:51:12 <frosch123> well, nml does the reduce stuff, so i do not need to add it separately
21:52:55 <Alberth> looks fine to me otherwise
21:56:28 <Eddi|zuHause> Alberth: i meant: even if there was a reduce function, you shouldn't make it more complicated for that function than necessary
21:58:00 <Alberth> but all that code gets deleted, isn't it?
21:58:35 <Alberth> in general, newgrf is weird, don't expect it to have a sane set of computing operators :p
21:58:44 <Eddi|zuHause> yes. but you sounded like "why delete that code? reduce is run anyway"
21:59:07 <frosch123> before ottd11 there were no grf operators for those << >> things
21:59:23 <Eddi|zuHause> frosch123: but nml-produced grfs need 1.2 anyway
21:59:23 <frosch123> so nml replaced them with above magic
21:59:54 <frosch123> somewhen someone added the grf operators to the operator definition, but did not remove the wrappers
22:00:07 <frosch123> with removing the wrappers, the sleeping operators become alive :p
22:00:42 <Eddi|zuHause> well, back then people probably assumed that shifts are done with the normal varadjust stuff
22:01:00 <frosch123> you mean they assumed it were always constants
22:01:11 <Alberth> Eddi|zuHause: I didn't complain against removing that code, I would have been more explicit then, but I have seen that code, I know that nml does a lot of reduce calls in that area, and it was missing here, hence my question of it missing
22:01:39 <Eddi|zuHause> Alberth: i probably misread then
22:09:58 <chillcore> Alberth: almost done with documenting and stuffs.
22:10:11 <chillcore> checking the logs to see if I missed something
22:10:33 <chillcore> the optional patch I will split too as it does three things; it will still be optional
22:10:55 <Alberth> I am not going to read that again tonight :p
22:11:08 <chillcore> np. as usual whenever is fine ;)
22:12:33 <chillcore> I never want things done now ... I k know it comes across like that sometimes but that is my bad choice of words (not adding enough of them)
22:13:43 <chillcore> the thread will be bumped when I am done
22:13:52 <Alberth> yeah, you sound so eager when keeping me up to date on what you do :)
22:14:53 <Alberth> Samu_: you seem to ask the same questions endlessly
22:15:13 <Alberth> in particular questions which are easy to find
22:15:44 <Alberth> I have no problems that you don't want to look them up, but please then also don't expect me to answer them
22:16:25 <frosch123> did opengfx add new sprites for aditional zoom levels?
22:16:25 <chillcore> I aways had that ... when I 'ask' something of peeps whenever is fine but when I 'feel' like doing something myself yesterday is a week too late
22:17:14 <chillcore> kinda hard to explain
22:17:48 <Alberth> you're too hard on yourself :)
22:17:59 <Alberth> I also have that problem though :p
22:18:16 <Alberth> it's hard to understand how much you can ask for
22:18:22 <chillcore> you're too hard on yourself ;)
22:20:03 <Samu_> that comment is bigger than the code :(
22:20:22 <Samu_> the whole patch combined, even
22:20:28 <Alberth> quite Samu_, I wondered about that too
22:20:41 <Alberth> the fact that you do a function call gets totally lost
22:21:47 <Alberth> the problem however is how to fix that, I don't know the answer to that question
22:22:59 <Alberth> maybe make a new function that computes the tile owner?
22:23:48 <Alberth> which should make the if/else simpler, as you can simply return when done
22:27:49 <Samu_> hmm funny, now that I re-read what I wrote, I think I don't need to check for that bit
22:28:37 <Samu_> instead of checking for the bit, check if the original wc was also river
22:30:13 <frosch123> pm added the sprites from ogfx+biggui to ogfx as alternative sprites
22:30:19 <frosch123> but ottd doesn't actually use them
22:30:36 <frosch123> were they an investment in case someone improved ottd?
22:36:29 <chillcore> maybe for later when extra zoom sprites were added to opengfx?
22:37:15 <chillcore> I vaguely remember something when he added them ... but details escape me at the moment
22:37:54 <chillcore> exact details that is
22:38:03 <Samu_> uh, oops i broke my code
22:38:08 <Samu_> grrr why did i touch it
22:39:42 <Eddi|zuHause> frosch123: i was under the impression that the sprites are used if you set x2 or x4 gui zoom
22:40:04 <frosch123> one should hope that, but it does not work for me
22:40:25 <Eddi|zuHause> are you sure you use the right version? :p
22:42:53 <frosch123> hmm, actually it works in some places
22:43:25 <chillcore> is biggui complete now? I thought there were a few sprites missing?
22:43:39 <frosch123> they are still missing
22:43:57 <chillcore> ok then I was not dreaming xD
22:43:59 <frosch123> anyway, since the we have built-in gui zoom, the biggui grf is obsolete
22:44:07 <frosch123> it is now part of regular ogfx
22:44:22 <frosch123> but gui zoom is still buggy all over the place :)
22:44:49 <Samu_> :) re-fixed my code, now without using the bit :)
22:44:58 <frosch123> ah, i see where the "in some places" comes from
22:45:08 <frosch123> it works for the extra grf, but not for the actual base grfs
22:45:26 <frosch123> maybe i try a "make clean" then
22:49:02 <frosch123> most devzone makefiles are broken :)
22:49:28 <chillcore> <frosch123> anyway, since the we have built-in gui zoom, the biggui grf is obsolete
22:49:28 <chillcore> it is now part of regular ogfx <- what happens with original graphics?
22:49:46 <chillcore> just curious without testing :P
22:49:53 <Eddi|zuHause> they just get scaled
22:50:01 <Eddi|zuHause> no higher resolution
22:50:20 <frosch123> if you used original graphics with ogfx+biggui, you did not have original gui :p
22:50:40 <frosch123> anyway, only V and andy use original graphics
22:50:46 <frosch123> any they do not play, but only talk here
22:50:54 <chillcore> I have not tested that is it
22:51:08 <chillcore> I have them but only use them for testing purposes
22:51:38 <Eddi|zuHause> some parts of how opengfx look really bother me...
22:55:49 <frosch123> oi, the biggui sprites for the vehicle lists are actually prettier than the normal zoom ones
22:57:44 <frosch123> the only part of ogfx which i do not like are the bus- (and equivalent egrvts tram-) graphics
22:57:56 <frosch123> but i always play with heqs anyway
22:58:07 <frosch123> wrt. the rest, i prefer ogfx over original meanwhile
22:58:23 <frosch123> the original sprites are really noisy now
23:00:24 <chillcore> I like toyland very much
23:01:02 <frosch123> yup, but don't tell V :p
23:02:00 <chillcore> just the terrain is a bit busy but other then that ...
23:02:56 <frosch123> damn, the ogfx makefile is really bonkers
23:03:05 <chillcore> I had firs in toyland before that was a thing :P
23:10:44 <chillcore> tgp.cpp needs a whole lot of cleaning
23:10:58 <chillcore> I will tackle that in my gui version
23:11:20 <chillcore> taking my time to do it properly tested
23:11:56 <chillcore> for now all these magic nrs. can stay IMHO
23:12:43 <chillcore> not breaking what is not broken and all that
23:13:10 <chillcore> I hate rush jobs ... nothing but troubs
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23:15:30 <chillcore> I'll make sure to have seperate patches for that ;)
23:17:42 <chillcore> some parts indeed rip
23:21:10 <chillcore> I understand what happens, but not good enough how it happens to just start ripping
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23:26:56 <Samu_> question about graphics, when i place a dock, the graphics are sometimes not drawn immediately
23:27:28 <Samu_> i have to move the mouse cursor
23:28:09 <chillcore> is the game paused?
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23:30:22 <chillcore> disabling build while paused solves it?
23:30:47 <Samu_> i let it build when paused
23:30:55 <Samu_> it's a graphic glitch of some kind
23:30:59 <chillcore> that is not what I asked
23:32:19 <chillcore> it is ticks not advancing of some kind
23:32:48 <frosch123> sprinkle some MarkTileDirtyByTile over the place
23:33:14 *** Pereba_ is now known as Pereba
23:33:40 <Samu_> oh, that's what that command does?
23:35:07 <Samu_> when paused: Allow all actions
23:37:05 <Samu_> seems to happen when i load a game game that was paused when it was saved
23:41:02 <chillcore> if you want to change the setting of a game you have to do so ingame
23:41:24 <chillcore> changes made from main menu is for new games
23:42:14 <chillcore> not that you have to change settings ... just saying
23:43:23 <Samu_> can't change this setting, it's grayed out
23:46:10 <chillcore> did you see what frosch wrote too?
23:48:01 <Samu_> yes, but i'm unsure exactly where i put that
23:51:51 <Samu_> there is a static void DrawTile_Station(TileInfo *ti)
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