IRC logs for #openttd on OFTC at 2015-03-29
            
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00:07:33 <Samu> Owner o_lower = GetTileOwner(tile - delta); if (o_lower != OWNER_NONE) { // Skip if canal owner is none
00:07:49 <Samu> isn't it possible to transform this into a single line?
00:07:54 *** Progman has joined #openttd
00:08:17 <Samu> can i do this? if (GetTileOwner(tile - delta) != OWNER_NONE) {
00:08:42 <Samu> i don't need o_lower for anything else
00:08:47 <Samu> only for this
00:08:54 <FLHerne> Aargh, NML installation is about as broken as it gets :-(
00:09:23 <frosch123> FLHerne: check the task above, and check whether the diff from there works :)
00:11:53 <FLHerne> frosch123: It doesn't, at least against 0.4
00:12:16 <FLHerne> setup.py tries to import nml.version_info, which doesn't exist
00:15:23 <FLHerne> Oh, am I doing this wrong?
00:15:45 <frosch123> the 0.4.0 bundle is known to be broken
00:15:52 <FLHerne> No, or at least not in the way I suspected I was
00:16:12 <FLHerne> Building current hg version again now
00:19:10 <FLHerne> Ok, that seems to work
00:19:38 <FLHerne> Albeit with non-fatal warning:
00:19:48 <FLHerne> /usr/lib/python3.4/site-packages/setuptools/dist.py:291: UserWarning: The version specified ('0.4.0.r5564M:b4b82c1379a2') is an invalid version, this may not work as expected with newer versions of setuptools, pip, and PyPI. Please see PEP 440 for more details.
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00:36:57 <supermop> yo
00:37:59 <Samu> i have a question
00:38:12 <Samu> how to i grab randombits?
00:38:22 <Samu> then restore it later
00:38:48 <Samu> MakeRiver(tile, Random());
00:39:15 <Samu> it creates some Random thing, most noticeable on coastal river tiles
00:39:20 <supermop> man i have no idea
00:39:30 <Samu> rocks appear in different forms
00:40:06 <Samu> GetRandomBits or so?
00:40:13 <Samu> SetRandomBits?
00:40:15 <Samu> let me find
00:41:10 <Samu> ok, i got this static inline byte GetWaterTileRandomBits(TileIndex t)
00:41:52 <Samu> so when I am to remake the river how do I put back the retrieved value?
00:42:16 <Samu> MakeRiver(tile, ???)
00:43:39 <Samu> byte ?
00:45:09 <Samu> gonna try byte maintain_same_random_bits = GetWaterTileRandomBits(TileIndex t); MakeRiver(tile, maintain_same_random_bits);
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00:49:47 <Samu> what's the difference between uint32 and byte?
00:53:09 <Sylf> byte is 8bit, uint32 is 32bit?
00:54:16 <Samu> i have no idea
00:54:35 <Samu> static inline byte GetWaterTileRandomBits(TileIndex t)
00:55:04 <Samu> static inline void MakeRiver(TileIndex t, uint8 random_bits)
00:55:23 <Samu> uint8 or uint32 or byte? I am confused
00:55:38 <Eddi|zuHause> yes (usually)
00:55:59 <Eddi|zuHause> in C++ you never know...
00:57:07 <Samu> static inline uint32 Random()
00:57:24 <Samu> so which one is the better correct?
00:57:25 <Samu> lol
00:59:54 <Samu> will MakeRiver accept them all?
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01:02:20 <Samu> well, uh i'll test them all and brb with results
01:04:50 <Samu> byte is accepted
01:05:01 <Samu> the rocks look the same
01:06:15 <Wolf01> 'night
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01:10:05 <Samu> uint8 is accepted, the rocks look the same
01:11:59 <Samu> uint32 is accepted, the rocks look the same
01:12:19 <Samu> I'm confused, I don't get the point
01:17:06 <Sylf> uint8 only takes up 1 byte of memory, but can only represent numbers 0 through 255.
01:17:28 <Sylf> uint32 takes up 4 bytes of memory, but can represent numbers up to 2^32-1
01:17:40 <Sylf> so use the size of type needed for the job
01:31:19 <chillcore> rocks?
01:34:40 <Samu> it takes 8 bits
01:35:04 <Samu> how's a river created?
01:35:16 <Samu> the first born river tile?
01:36:09 <Samu> chillcore: u know about terrain generating
01:36:28 <Samu> tell me, what is happening when a rvier is creater
01:36:32 <Samu> created
01:36:51 <Samu> does it use MakeRiver?
01:37:45 <chillcore> it looks for a nice spot to make a spring
01:37:57 <chillcore> based on various conditins
01:38:23 <chillcore> then it finds a path and if it is content then that patch is converted in river
01:38:43 <Samu> erm, what's inside MakeRiver?
01:38:55 <chillcore> if not it looks for another spot to put a spring based on those same conditions
01:38:56 <Samu> MakeRiver(tile, Random())?
01:38:59 <chillcore> rince repeat
01:39:22 <Samu> lakes are also rivers, isn't it?
01:39:50 <Samu> I am wondering about the Random() part
01:39:56 <chillcore> I don't kow what is inside random ... rivers is bitmagic ...
01:40:00 <chillcore> me no go there
01:40:35 <chillcore> download a docuentation of source zip
01:40:37 <Samu> ok, but it is there? the "Random()"?, like MakeRiver(tile, Random())
01:40:44 <chillcore> openttd.org
01:41:15 <Samu> because Random() is uint32
01:41:22 <Eddi|zuHause> the river generator is Rubidium's crime
01:41:35 <chillcore> it takes about as much effort for me to look it up samu as it does for you
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01:42:12 <chillcore> Eddi|zuHause: I know what and how it does but not the details
01:42:19 <chillcore> which is what samu ask about
01:42:38 <Samu> it seems to be passing around the information 3 times
01:42:51 <Samu> or translating it to 3 different languages
01:43:01 <Samu> while it could be using just 1
01:43:02 <chillcore> eh?
01:43:02 <Eddi|zuHause> i'm quite enjoying the ignore list. this is much healthier for me if i only see one half of the conversation
01:43:12 <chillcore> hehe
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01:43:49 <Samu> static inline byte GetWaterTileRandomBits(TileIndex t) <--- byte
01:44:06 <Samu> static inline void MakeRiver(TileIndex t, uint8 random_bits) <--- uint8
01:44:27 <Samu> static inline uint32 Random() <--- uint32
01:44:45 <chillcore> https://www.openttd.org/en/download-trunk
01:44:52 <chillcore> first link samu
01:45:01 <chillcore> everything you never wanted to know
01:45:08 <chillcore> the rest is undocumented
01:45:14 <chillcore> for now
01:46:05 <chillcore> lake is not river ... I guess
01:46:08 <chillcore> not sure
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01:46:37 <Samu> they're using waterclass river though
01:46:51 <chillcore> the they are rivers samu?
01:47:11 <Samu> fat rivers
01:47:27 <chillcore> fat rivers are rivers too
01:47:48 <chillcore> *insert fat joke here*
01:48:10 <chillcore> what about them rocks you were talking about?
01:48:21 <chillcore> which rocks?
01:48:27 <Samu> it's the aspect of the river at the borders
01:48:34 <chillcore> ah ok
01:48:36 <Samu> or within itself
01:48:42 <Samu> it is randomized
01:49:06 <chillcore> yes to make things less boring they are randomised
01:49:21 <Samu> it's most noticeable at river coasts
01:49:30 <chillcore> and?
01:49:31 <Samu> they have some rocky things
01:49:52 <chillcore> hmm ... rocky things ..
01:50:28 <Samu> when i demolish them rivers and restore them back with my permanent river patch, they were looking slightly different
01:50:48 <Samu> turns out it's the Random() value that is re-randomized
01:51:01 <Samu> I am now trying to keep the exact value it had before
01:51:59 <chillcore> them rocky things is rocky land
01:52:07 <chillcore> ?
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01:52:10 <Samu> no, it's on the river itself
01:52:14 <Warrigal> Ahoy.
01:52:28 <chillcore> you know your wayto the querytool?
01:52:30 <Samu> on cascades
01:52:46 <chillcore> hey Warrigal
01:53:04 <Warrigal> I'm running OpenTTD 1.4.4, and I started a game in the year 2000.
01:53:36 <Warrigal> Only a few different engines were available; I think all of them were from something like 1980 or earlier.
01:53:55 <Warrigal> Now as time has passed, the vehicles available have been expiring and new ones haven't been showing up.
01:54:09 <chillcore> samu: querry the rocky things tile and say what it sais please
01:54:18 <Samu> ok
01:54:41 <Samu> River
01:54:43 <Samu> lol
01:55:03 <chillcore> Warrigal: "enable vehicles never expire" then run "reset_engines" in console
01:55:21 <Samu> river on a slope is still a river
01:55:49 <Samu> you might need to use my patch, it's not easy to spot the difference
01:56:09 <Samu> my permanent canal on river patch
01:56:23 <Samu> I haven't fixed it yet
01:56:33 <Samu> but it's something that I wanna fix
01:56:38 <Samu> so hurry up
01:56:39 <Samu> lol
01:56:46 <Warrigal> chillcore: that'll do it. Thanks!
01:56:52 <chillcore> range of new vehicles appearing is about 1950 -2050 but this may vary depending on NewGRF used
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01:57:18 <chillcore> you're welcome
01:57:46 <Samu> sec
01:58:36 <Samu> k, direct link
01:58:37 <Samu> http://www.tt-forums.net/download/file.php?id=184212
01:58:52 <chillcore> brb samu
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01:59:35 <Eddi|zuHause> wow, that was almost an hour :p
01:59:58 <chillcore> I was like hungry
03:00:01 <chillcore> hehe
03:00:30 <Eddi|zuHause> you need to go offline to get food?
03:00:48 <chillcore> client started jumping and did not yet look at that other one properly
03:00:52 <frosch123> Eddi|zuHause: your clock is off
03:01:03 <Samu> [00:59] <chillcore> I was like hungry
03:01:08 <Samu> [02:00] <chillcore> hehe
03:01:10 <Samu> I see
03:01:11 <Eddi|zuHause> hm. i used to have ntp enabled
03:01:51 <chillcore> haha I will be out of sync again 6 months
03:02:04 <chillcore> can't be arsed to change clocks
03:02:11 <frosch123> 7 months
03:02:22 <Eddi|zuHause> Active: active (running) since Mon 2014-12-22 16:37:18 CET; 3 months 5 days ago
03:02:53 <chillcore> hmm ... then I should leave it at summer time ... then I am out of sync less time of the year
03:03:51 <Eddi|zuHause> frosch123: so how can my time be off?
03:08:22 <frosch123> no idea, my ntpq -p is fine
03:09:03 <Eddi|zuHause> speaking of timing, this game soundtrack bothers me... it's heavy on 7/4
03:09:08 <chillcore> samu: direct link to what?
03:09:18 <Samu> patch
03:09:24 <chillcore> how about a normal link
03:09:50 <Samu> ok http://www.tt-forums.net/viewtopic.php?f=33&t=72691
03:09:54 <chillcore> then peeps can read without downloading
03:09:58 <chillcore> thank you
03:10:03 <Samu> Permanent Rivers with Canal on Rivers patch
03:10:31 <chillcore> that one was done alreaydy
03:10:36 <Samu> download, patch, start new game, then demolish rivers on slopes
03:10:52 <Samu> yes, it's not fixed, so you can see these rocks being re-randomized
03:11:51 <chillcore> yes samu randomised rocks are randomised
03:12:18 <Samu> i found the lake function MakeRiver(lakeCenter, Random());
03:12:29 <Samu> so it also uses Random()
03:13:29 <Eddi|zuHause> 7/4 is even more aggrivating than 5/4 (e.g. some of the uruk-hai battle themes in the LotR soundtrack)
03:13:29 <Samu> i really must suck at explaining things
03:13:36 <chillcore> yes samu ... have you looked at random() at all?
03:13:47 <Samu> yes, it's uint32
03:14:01 <Samu> but makeriver accepts uint8 only
03:14:10 <Samu> and retrieving the randombits, is byte
03:14:16 <chillcore> so?
03:14:32 <glx> it magically gets the 8 lower bits
03:14:35 <glx> that's all
03:14:37 <Samu> so what do I do if I want to preserve the same aspect
03:15:24 <chillcore> why would you want to do that samu ... it is called random for a reason
03:15:40 <Eddi|zuHause> "... but my vision"
03:15:43 <Samu> to make them behave like they're "permanent"
03:15:53 <Samu> permanent, unchanged, unaltered
03:16:09 <Samu> they are re-built but must look the same as well
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03:16:58 <chillcore> it is still random ... permanent, unchanged, unaltered random
03:17:17 <chillcore> an ddo you think people will notice that samu if you restore that?
03:17:17 <Samu> :(
03:17:26 <Samu> I noticed, so other ppl will notice
03:17:48 <chillcore> you notice because you are testing
03:18:01 <chillcore> while plaing that is a minor detail
03:18:07 <chillcore> playing*
03:18:25 <chillcore> noone will notice at all
03:18:37 <Samu> i shall make a video of it
03:18:40 <chillcore> I can promise you that
03:18:48 <Samu> it's very easy to spot on with my patch
03:18:50 <chillcore> I believe you samu
03:18:58 <Samu> my "not yet fixed" patch that is
03:19:09 <chillcore> let me show you somethng peeps did not notice ...
03:19:15 <chillcore> 1 sec
03:19:49 <Samu> it's very hard to tell the difference without the patch, mind you, so that's why no one noticed
03:20:56 <Samu> ppl could only check for this during scenario editor, it's the only way ppl could re-build rivers
03:21:56 <chillcore> https://www.tt-forums.net/viewtopic.php?f=33&t=47622&start=14
03:22:10 <chillcore> now you tell me if peeps will notce a rock while playing
03:22:45 <chillcore> that canal may have been there for 100 game years
03:22:54 <chillcore> first they eed to remember to begin with
03:23:02 <chillcore> n*eed
03:24:18 <Samu> ottd on acid
03:24:20 <Samu> I see lol
03:25:27 <chillcore> that code was out in the wild for a while
03:25:37 <chillcore> before I even noticed myself
03:25:53 <chillcore> so a rock ...
03:26:06 <chillcore> that is generated at random
03:26:38 <Samu> I'll show ya, http://twitch.tv/xarickpreto
03:26:52 <chillcore> spend your time on something more interesting maybe?
03:27:14 <Samu> erm, if my patch goes through, this will be quite noticeable
03:27:28 <Samu> please look at the stream
03:28:32 <Eddi|zuHause> chillcore: to be fair, your userbase was probably a bit more resistant to bugs than the average :)
03:28:33 <chillcore> then I must unblock the whole thing and reboot ...
03:29:17 <chillcore> Eddi|zuHause: I understand that ... as it is now the river is destroyed
03:29:34 <Eddi|zuHause> i meant the forum link
03:29:57 <chillcore> yes I undrstood that Eddi|zuHause
03:30:13 <chillcore> and I agree
03:30:35 <chillcore> but samu is working on retsoring rivers which is not even a thing in trunk
03:30:42 <chillcore> it goes boom
03:30:47 <chillcore> gone forever
03:30:54 <chillcore> rocks or no rocks
03:31:23 <Eddi|zuHause> yes. so on renaturing the river, do you think someone goes there and puts every individual rock where they were a hundred years ago?
03:31:52 <chillcore> exactly my point
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03:34:50 <Eddi|zuHause> as for the bug-resistance, i have seen people go like "it only desyncs every half hour. i can accept that in a patchpack"
03:35:08 <chillcore> I would not :P
03:35:15 <Samu> no viewers :(
03:35:20 <Eddi|zuHause> and i told them they should not...
03:35:21 <chillcore> not while playing
03:35:47 <chillcore> take two screenshots samu ... before and after
03:35:53 <Samu> ok
03:35:54 <chillcore> if you must
03:36:14 <Eddi|zuHause> but that attitude lowers the chance of you receiving error reports, even if they notice the error
03:36:29 <chillcore> I deal with crashes while coding Eddi|zuHause... while playing the occasional one
03:36:56 <chillcore> but I had me a patchpack game with DJNekkid one day and we stpped after 30 mins
03:37:10 <chillcore> stupid ISP of mine was throttling me
03:37:23 <chillcore> so he was waiting for me to relaod game
03:37:28 <chillcore> 5 times and done
03:37:32 <chillcore> sorry no can do
03:37:37 <chillcore> both of us
03:38:16 <chillcore> I could go troll some servers now perhaps
03:38:18 <chillcore> :P
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03:38:52 <chillcore> by now I mean with this ISP
03:38:59 <chillcore> and trolling in a good way
03:40:11 <chillcore> besides samu want to have a custom make river function now
03:40:16 <chillcore> no random rocks
03:40:30 <Samu> no i don't
03:40:30 <chillcore> sure he can but no reading books?
03:40:53 <chillcore> yes samu you do you want torestore the rocks so makeriver without random
03:41:34 <Samu> no, this is only for when demolishing a river
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03:41:39 <chillcore> and he does not want to to read books ... the diff between bool, byte, int, int32
03:41:45 <chillcore> all has to be explained
03:41:48 <chillcore> sorry samu
03:42:24 <Samu> before -> https://rupavq.dm2304.livefilestore.com/y2pdi2OlHTi_FJKUWm9QYjYzwEux1g-e3Vag7lTVnFpy3MUaFDuw3MCGHIzZKoC9x9ch2x7X8GNhp9FXFuNcotV33RnASmyw77AbJsBx_6hWG6Pz4B7kVMZLX1LI9_GccNnFepzWOyanyt4Yhe8TvPHig/Permanent%20River%20%28not%20quite%29%201.png?psid=1
03:42:28 <Samu> after -> https://rupavq.dm2304.livefilestore.com/y2pNDeypHWHPZyLhQhAjESy7rZ3olCBNBee1jJ82aPgDqkbjaT09Ty_a_TI_GjvTUwH3Hwf6tAxmaAO3BZuSinZrhvRNiVW_BzSAs5MIfJNafGUwWyzIy_585g49LvB64XjHwlVcxM7HItRbHfVJZHtQQ/Permanent%20River%20%28not%20quite%29%202.png?psid=1
03:43:33 <Samu> the mouse cursos is not in the screenshot, but imagine that the cursos is a bombing one
03:43:37 <Samu> cursor*
03:43:38 <chillcore> yes that is what i was talking about samu ... random rock on river slopes
03:44:04 <chillcore> if you bomb the river you can expect to move some rocks
03:44:14 <chillcore> even if it is restored
03:44:21 <chillcore> what is so bad about that?
03:44:37 <Samu> they're permanent
03:44:40 <Samu> damn it
03:44:41 <Samu> lol
03:44:50 <chillcore> the rivers are permanent yes
03:45:06 <chillcore> your patch isnot called permanent rocks
03:45:11 <chillcore> that is another patch
03:45:30 <chillcore> you keep doing 7 things in one patch
03:45:40 <chillcore> if you want trunk
03:45:48 <chillcore> and I know yuo do
03:45:51 <chillcore> 1 thing
03:45:53 <Samu> it's like trying to demolish a naked bare tile
03:45:55 <chillcore> 1 patch
03:46:00 <Samu> it always looks the same and costs 0
03:46:05 <Samu> that's what I'm doign here
03:46:20 <chillcore> destroying rivers costs 10.000
03:46:27 <chillcore> not 0
03:46:33 <Samu> :)
03:46:34 <chillcore> try and convince a dev
03:46:40 <chillcore> I have no powers
03:46:43 <chillcore> thank god
03:47:08 <Samu> you can demolish bare land tiles, try it
03:47:20 <Samu> they're naked, and yet you can still keep on demolishing them
03:47:35 <chillcore> samu ... I has been playing and messing with code since 2007
03:47:41 <Samu> this patch is making rivers behave like them
03:47:42 <chillcore> joined forums in 2008
03:47:56 <chillcore> look at my post history if you must
03:48:06 <chillcore> I do not need to test everything again
03:48:54 <chillcore> and after all that I still do not know 50%
03:49:42 <Samu> destroying rivers costs 0 on this patch, because they're purrmanent :(
03:49:49 <chillcore> fine
03:50:21 <Samu> they're not permanent on the scenario editor or if you enable cheat
03:50:24 <chillcore> don't be surprised if the devs do not apply that 0 cost part
03:50:31 <chillcore> you can bomb sea
03:50:35 <chillcore> it is restored
03:50:37 <Samu> with cheat enabled, it costs 10k
03:50:41 <chillcore> it costs dineros
03:50:43 <Samu> if you're gaming
03:51:00 <chillcore> try asking if they will make that cost 0
03:51:28 <chillcore> I give up samu
03:51:29 <Samu> ah, the price table
03:51:35 <Samu> I did not change that
03:51:41 <Samu> it's still 10000
03:51:47 <chillcore> too much argueing
03:51:52 <Samu> i have not edit that part
03:52:00 <chillcore> ok
03:52:16 <Samu> demolishing sea costs 10k
03:52:31 <chillcore> fine samu
03:52:32 <Samu> demolishing river costs 10k, but only if you have the magic bulldozer enabled
03:52:46 <Samu> else, it's permanent, and costs 0
03:52:47 <chillcore> the last time I agreed with everything you said things ended very well
03:53:01 <chillcore> so I agree
03:53:06 <chillcore> go for it
03:53:17 <chillcore> have a blast
03:53:35 <Eddi|zuHause> making a river look natural is much like making a woman look natural. so much money and makeup go into it...
03:53:48 <chillcore> moehahahaha
03:54:09 <Samu> speaking of costs
03:54:23 <Samu> Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER];
03:54:30 <Samu> if (IsRiver(tile) && _game_mode == GM_NORMAL && !_cheats.magic_bulldozer.value) base_cost = 0;
03:54:43 <Samu> what I just said, but in code language lol
03:57:10 <Samu> i got to ask though
03:57:14 <Samu> base_cost = 0;
03:57:39 <Samu> is this the correct way to tell that it is not going to cost anything?
03:58:34 <chillcore> perhaps that is the way to know
03:58:44 <Samu> 0
03:58:48 <chillcore> the only way to know for sure is compiling and teting
03:58:55 <Samu> well, it works
03:59:15 <Samu> but, I dunno if it's technically the correct way to assing the value like that
03:59:23 <chillcore> if it works and you know... why do you ask?
03:59:49 <Samu> because 0 could mean many things apparently
04:00:59 <chillcore> much more quiet now :/
04:01:24 <chillcore> I hate using these lists but ...
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04:11:04 <Samu> i give up
04:11:06 <Samu> it works
04:11:16 <Samu> you'll take care of the coding style then
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04:23:38 <chillcore> lol logs ... I am getting a salary ... yay
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06:03:59 <FliPPeh> ping
06:04:07 <FliPPeh> :I
06:04:37 <FliPPeh> disregard that
06:18:43 <Sylf> pong
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09:31:58 <chillcore> good morning o/
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09:36:59 <Supercheese> Transporting engineering supplies by airship to all the far-flung mines. Completely realistic! :P
09:37:17 <Supercheese> Zeppelins everywhere
09:44:10 <Alberth> nice :)
09:45:07 <Alberth> you can use small helicopter airports?
09:49:30 <Supercheese> Indeed
09:49:55 <Supercheese> I added the remove-date-restrictions feature to OGFX+ quit a while ago to enable just that :)
09:50:03 <Supercheese> OGFX+ airports*
09:50:14 <Supercheese> was one of the first of my forays into NML actually
09:51:05 <Supercheese> https://dev.openttdcoop.org/issues/3853
09:51:27 <Supercheese> Three years ago whew
09:56:23 <Alberth> :)
09:59:17 <Supercheese> maybe I should post screens
09:59:23 <Supercheese> I hear folks like those
10:00:43 <Alberth> +1
10:02:32 <Alberth> screenshots area is pretty much only nice looking stations or a few bendy tracks through the landscape, some variation would be nice
10:04:15 <Supercheese> oh pfff, I alt+tabbed to my screenshot, started to try and build a station, went, "wtf why isn't it worki- oh wait"
10:04:33 <Alberth> hehe
10:04:51 <Alberth> I quite often tried to move the landscape of a screenshot :p
10:08:56 <Supercheese> Let's see how long a whole map screencap will take
10:09:11 <Supercheese> wasn't too bad, it's only a 512x256 map
10:09:43 <Supercheese> 77 MB whew
10:15:52 <Supercheese> Ugh, Show Path Reservations should be in the darn transparency menu
10:16:31 <Alberth> transparency menu should be in the transparency window (^X)
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10:46:37 <Wolf01> o/
10:51:55 <chillcore> \o
10:56:41 <Alberth> o/
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11:19:01 <chillcore> hmm something is wrong with birdie ... she is totally not sitting on her nest today and her eggs are getting cold ...
11:19:22 <chillcore> I could take em and keep em warm but there iis no putting them back then ...
11:19:23 <Alberth> :(
11:19:25 <chillcore> hmm
11:19:39 <chillcore> something must have disturbed her ..
11:19:52 <Alberth> probably
11:20:18 <chillcore> its 4 eggs
11:20:31 <Alberth> not much you can do, I think
11:20:57 <chillcore> ye I guess so ... nature ... just makes me kinda sad
11:21:16 <Alberth> we have a way too positive view of nature :)
11:21:23 <chillcore> how cold my they get before ... I have no idea
11:21:25 <chillcore> true
11:21:31 <chillcore> may*
11:22:17 <chillcore> also prrofreading my pact one more time ... found a few spelling errors still
11:22:40 <chillcore> proofreadin* patch*
11:22:43 <chillcore> coffee
11:22:54 <chillcore> hehe
11:23:31 <Alberth> it's too early anyway :)
11:23:51 <chillcore> ye 10.22 :P
11:24:36 <chillcore> I was going to finish yesterday but samu happened
11:25:14 <Alberth> no worries, he's going to spam the channel with or without you
11:25:33 <chillcore> XD
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12:02:20 <chillcore> now i have peace of mind ... birdie has 4 marbles to sit on when she comes back ... and I has 4 eggs in my chestpocket
12:02:39 <chillcore> \o/
12:07:44 <Alberth> I hope it works out
12:08:12 <chillcore> we'll see if they hacth at all ... I make myself no illusions
12:08:41 <chillcore> if she does not come back and they do hatch I have a nest to put the young in
12:09:01 <chillcore> if they don't ... it migt as well have been a cat that ate them
12:09:08 <chillcore> nature
12:09:37 <V453000> neeeeeeeeeeeew traX https://dl.dropboxusercontent.com/u/20419525/RAWR/PURR_00.png
12:09:52 <V453000> actual universal rail with all 3 tracks inside of it XD
12:10:53 <Eddi|zuHause> your offsets look wrong, the base tile shines through
12:10:56 <V453000> also, I think I will boycott the pillars for most of the bridges
12:10:58 <Eddi|zuHause> also, this looks terrible
12:11:04 <Eddi|zuHause> and like märklin tracks
12:11:36 <V453000> well, still not final (:
12:11:59 <V453000> offsets should be okay-isht but apperently nope
12:12:22 <Eddi|zuHause> when are they ever :p
12:13:01 <Alberth> drop 4x zoom :)
12:13:39 <chillcore> seems like the bridgeheads should be slightly steeper
12:13:52 <chillcore> the top is ok but the bottom part is a bit off
12:14:12 <V453000> the bridge heads are in general quite borked so I dont make conclusions on those yet
12:14:15 <chillcore> ^^^ assuming the offsets are coded correctly
12:14:32 <V453000> correctly is very hard with x4
12:14:36 <V453000> very hard
12:14:38 <chillcore> yes
12:15:25 <V453000> it would help me greatly to have at least "official ground tile shapes"
12:15:33 <chillcore> but overall it is not too shabby have you tried them in toyland?
12:15:36 <V453000> frosch said he will eventually create such a thing :D
12:15:43 <V453000> why toyland?
12:16:02 <Alberth> the best industries of the country!
12:16:03 <V453000> my newgrfs overwrite everything the same way in any climate
12:16:08 <chillcore> because to me it seems they would better fit there
12:16:15 <chillcore> colour usage and such
12:16:20 <chillcore> less noisy
12:16:30 <chillcore> compared to the rest of graphcs
12:16:32 <Alberth> V is importing noise into temperate :)
12:16:48 <Alberth> slowly making the masses ready for toyland :p
12:17:01 <chillcore> ^^^
12:17:05 <Eddi|zuHause> well, there are two different philosophies with ground tile shapes. one is ragged-edge which will look weird with other 4x sprites, and one is smooth edge that will look weird with 1x sprites...
12:17:27 <Eddi|zuHause> and there's no way to make sure all sprites are one way or the other
12:17:45 <Eddi|zuHause> so it'll definitely always look weird
12:17:50 <chillcore> I thinkit si more the way graphics fit together at higher zoom levels
12:17:54 <V453000> sue Eddi, but at least having a valid and _working_ template is kind of important
12:18:20 <V453000> my template is pretty good - juzza made it -, but I think in some parts it is not perfect
12:19:03 <V453000> factorio has it so much easier with no fucking slopes XD
12:19:42 <Eddi|zuHause> yes! slopes are too realistic! remove them!
12:20:08 <V453000> no but they create this major issue :) ALSO, the slope heights is one huge hack :)
12:20:42 <Eddi|zuHause> surely more than one :p
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12:20:49 <V453000> XD
12:22:57 <Eddi|zuHause> https://www.youtube.com/watch?v=3VgxY4A4Tdo
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12:29:06 <V453000> ._.
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12:47:23 <supermop> tons of fireworks over in the direction of cricket stadium
12:47:47 <Eddi|zuHause> better than cricket sounds in the cricket stadium?
12:47:58 <supermop> haha
12:48:12 <supermop> i guess australia won
12:48:34 <Eddi|zuHause> is that like the USA won the football superbowl?
12:48:35 <supermop> that or they already bought the fireworks and had to use them anyway when NZ won?
12:48:46 <supermop> haha
12:49:19 <Eddi|zuHause> in the game that neither incorporates feet nor balls?
12:49:32 <supermop> yes it seems a bit one sided, but i had assumed india would have been better than NZ for the purposes of this tournament
12:49:37 <Eddi|zuHause> i bet there are no crickets involved in cricket either
12:49:51 <supermop> they kick the ball occasionally
12:50:50 <supermop> football only became the major US sport due to 100 years of targeted marketing and artificial scarcity though
12:51:32 <supermop> i don't know if i've ever met anyone who regularly or even seldomly played american football for fun
12:51:55 <supermop> whereas we all played soccer growing up, and the occasional baseball game
12:52:34 <Eddi|zuHause> i probably played volleyball the most when i was a kid...
12:52:40 <supermop> in terms of what amateurs play even rugby is bigger in the us than football
12:53:02 <supermop> volleyball is popular at picnics, cookouts etc
12:53:40 <supermop> where i grew up a few bars had beach volleyball tournaments in the summer (but we had no beaches)
12:54:27 <Eddi|zuHause> they have beach volleyball over here, too. put a pile of sand in the middle of the market place
12:54:35 <supermop> if i was going to play something with my dad or brother growing up though it was either baseball or soccer
12:54:46 <supermop> Eddi|zuHause: same but in the parking lot of the bar
12:55:12 <supermop> sometimes basketball
12:55:28 <Eddi|zuHause> well, there are half a dozen lakes where you could have actual beaches...
12:55:36 <Eddi|zuHause> but those wouldn't be in the city center :)
13:13:19 <chillcore> hmm you do not want to update VLC
13:13:25 <chillcore> at least not on ios
13:13:38 <chillcore> removed supprt for a few codecs
13:15:43 <chillcore> AC-3, E-AC-3 and MLP
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14:57:34 <Samu> hello
14:59:19 <chillcore> yay finally got this assert working correctly ... I will be looping over each setting individually instead of over an entire amplitudes array to see if any of them is not longer then MAX_TGP_FREQUENCIES
14:59:24 <chillcore> good enough?
15:01:26 <Alberth> sounds a bit complicated, but if you are happy, I am too! :)
15:01:58 <Samu> oh Alberth , glad you're here, i need clarification on this other document
15:02:23 <Alberth> ha, and you think I know? :)
15:02:40 <Samu> "◦m1 bits 1..0: stage of construction (3 = completed), incremented when the construction counter wraps around", "the meaning is different for some animated tiles which are never under construction (types 01, 1E..20, 30, 58; see above)"
15:03:08 <Samu> that part "see above", well... there's nothing above, but below
15:03:15 <Samu> still
15:03:27 <Samu> I went to verify that claim in-game and in the code
15:03:53 <Samu> I don't think that is happening anymore
15:04:11 <Alberth> stages of construction?
15:04:41 <Alberth> ever watched a house or an industry being build?
15:04:48 <Samu> yes, it seems to have been moved to m7 at some point
15:04:49 <Samu> yes
15:05:04 <Samu> not a house, but an industry, i did
15:05:39 <Samu> those tiles which it mentions that are never under construction, it's not true, they are under construction as well
15:07:37 <Samu> i checked for oil wells
15:07:45 <Samu> checked for coal mine
15:07:58 <Samu> they're under construction
15:08:21 <Alberth> how did you conclude that?
15:08:29 <Samu> i built them in-game
15:08:41 <Samu> then queried the tile during the construction stages
15:09:36 <Alberth> you checked how it derives the answer?
15:09:54 <Alberth> given the tiles are special, there is likely special code for querying them too
15:10:16 <Samu> i saw the hex values in the debug window
15:10:58 <Alberth> the comment doesn't exclude use of the m1 bits, it only says they have a different meaning
15:11:35 <Samu> let me check the code again
15:16:20 <Samu> okay, i tried reading this newgrf_industrytiles.cpp, line 268 and below, but i'm not exactly an expert
15:18:10 <Samu> also newgrf_animation_base.h
15:18:37 <Samu> static void AnimateTile(const Tspec *spec, Tobj *obj, TileIndex tile, bool random_animation, Textra extra_data = 0)
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15:22:39 <Samu> they're not animated when they're under construction
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15:23:03 <Samu> they are under construction too
15:23:08 <Samu> it doesn't animate then
15:23:28 <Samu> brb,
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15:27:40 <Samu> GetIndustryAnimationLoop(TileIndex tile)
15:27:49 <Samu> return _m[tile].m4;
15:28:24 <Samu> GetIndustryTriggers(TileIndex tile)
15:28:24 <Samu> return GB(_me[tile].m6, 3, 3);
15:29:51 <Samu> AHA, I found the damn file I checked yesterday
15:30:13 <Samu> industrytype.h, the one without the underscore
15:30:36 <TrueBrain> Have a dedicated server in an DC that has some (lots?) of free bandwidth? Located in US East, GB, DE, or any easy-european country (or better yet, Japan? Australia?). Want to help out OpenTTD? Help us mirror: http://devs.openttd.org/~truebrain/mirror.txt
15:30:43 <TrueBrain> @kick TrueBrain no ads ffs!
15:30:43 *** TrueBrain was kicked by DorpsGek (no ads ffs!)
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15:30:56 <TrueBrain> he! What was that for!
15:31:11 <chillcore> moehahahahaha
15:31:18 <TrueBrain> s/easy/east/
15:31:32 <Samu> line 154 of industrytype.h Alberth
15:33:10 <frosch123> s/US East/US West/
15:33:34 <TrueBrain> frosch123: yup
15:33:35 <TrueBrain> :)
15:33:45 <Alberth> Samu: ...
15:35:06 <Samu> yes?
15:35:45 <Samu> what did I do wrong
15:36:11 <Alberth> We have a boolean named 'anim_state' with some comment. what's the point of that?
15:36:24 <Alberth> I don't see a conclusion
15:37:04 <Alberth> newgrfs are full of hysteric weirdnesses and edge cases
15:37:22 <Alberth> I am not at all surprised that you find that stuff back in the code
15:38:01 <Alberth> to me, it doesn't matter whether it uses some bits for construction, animation, or whatever
15:39:17 <Alberth> maybe it's broken in some way, but even then, it's working, no point in touching it, it won't ever change, unless we delete all stuff, which is highly unlikely to ever happen
15:40:14 <Alberth> what you want to look for is the special code for those specific tile numbers
15:40:22 <Alberth> it must be somewhere
15:41:25 <Alberth> but tbh I don't give a shit about the meaning of those bits
15:43:05 <Samu> checking line 532 of industry_cmd.cpp
15:44:32 <Samu> case GFX_OILWELL_ANIMATED_3:
15:48:21 <Samu> that's strange, that's not the behaviour I observe in game
15:48:31 <Samu> and in the debug window
15:49:03 <Samu> brb again
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15:49:30 <Samu> sorry, i really suck at interpreting this part fo the code
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15:58:21 <Samu> okay, I think I got the meaning
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16:00:53 <Samu> "the meaning is different for some animated tiles which are never under construction" - this means that when bits 1..0 are 11, and the industry tile is fully constructed, it can start doing the animation logic stuff, but never before
16:01:09 <Samu> never while under construction
16:01:24 <Samu> so sorry for the confusion, it is right after all
16:02:04 <Samu> if the industry tile is still under construction, then it means something else
16:02:37 <Samu> it's the construction stage
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16:08:40 <Alberth> k
16:09:40 <Samu> it is used for the animation logic part of the code to tell those tiles to "never animate while under construction, only after"
16:09:51 <Samu> did I get it right now?
16:10:13 <Alberth> I don't know, never looked at that part of the code
16:12:01 <Samu> oki, well, at least I got something right, it's not above, it's below
16:12:04 <Samu> typo
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16:19:35 <frosch123> the animation/construction mess-up comes from ttd
16:19:47 <frosch123> the original forrest is animated by resetting the construction state
16:19:56 <frosch123> because it looks the same way as when planeted
16:20:03 <frosch123> iirc no other industry does that
16:20:58 <frosch123> original ttd code is very creative in doing things differently all over the place :p
16:21:06 <frosch123> blame assembler :)
16:21:41 <Samu> let me build a forest
16:21:43 <Samu> brb
16:24:19 <Samu> ah
16:24:30 <Samu> ok, it checks the construction stage
16:24:49 <Samu> to update tree growth state
16:24:54 <Samu> i guess
16:25:35 <Samu> or maybe not
16:25:47 <Samu> it looks the same as when planted
16:25:51 <Samu> hard to tell
16:26:37 <Samu> let me harvest
16:28:24 <Samu> got it
16:28:56 <Samu> dang, so sorry, it is right after all, it is rebuilding again
16:30:25 <Samu> the tile is being queried as (under construction) though, isn't that a bug? it is already constructed
16:31:01 <Samu> Goes from Forest (under construction) to Forest, then back again
16:31:09 <Samu> looping
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16:33:44 <Samu> the industry completed flag is being reset to 0, is that intended?
16:35:57 <frosch123> as said, original industries are all bollocks
16:36:02 <frosch123> everything is possible there
16:48:16 <Samu> ah, found it
16:48:40 <Samu> line 819 of industry_cmd.cpp
16:48:59 <Samu> it resets, but doesn't restore the flag
16:49:06 <Samu> to indicate it is already completed
16:49:08 <Samu> let me try
16:50:39 <Samu> ResetIndustryConstructionStage(tile); then I'm adding SetIndustryCompleted(tile);
16:50:43 <Samu> testing
16:54:08 <Samu> fail
16:54:13 <Samu> no animation now
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16:56:49 <Samu> ok reverted
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17:00:20 <DanMacK> Hey all
17:00:25 <DanMacK> @seen andythenorth
17:00:25 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 1 day, 20 hours, 26 minutes, and 15 seconds ago: <andythenorth> lo
17:08:47 <chillcore> o/
17:09:53 <Samu> hi
17:10:29 <Taede> ello
17:11:48 <Samu> i had an idea last night
17:12:17 <Samu> after some time investigating about industry tiles, there is a bit
17:12:36 <Samu> at m1 7
17:13:16 <Samu> crap i lost my line of thought
17:13:50 <Samu> ok, looking at this http://hg.openttd.org/openttd/trunk.hg/raw-file/53f10edbd7f1/docs/landscape_grid.html
17:14:19 <Samu> m1 bit 7 is free for the majority of tiles except industry tiles
17:14:46 <Samu> that bit indicates when an industry is completed
17:15:21 <Samu> then I wondered if it could be switched with the m1 bit 4 which is free
17:15:36 <Samu> so as to have the m1 bit 7 also free for the industry
17:18:07 <Samu> i could then, for example, use that location for my canal on river patch
17:19:31 <Samu> the patch uses a bit which is very related to waterclass, and that location m1 bit 7 would make much more sense than the other location I've been using so far at m6, bit 0
17:20:01 <Samu> does my explanation makes sense?
17:29:33 <chillcore> darned phone ... out ... all week that thing is silent
17:29:35 <chillcore> :P
17:31:09 <Alberth> I don't see why always using the same bit is significant, except for convenience
17:46:36 <Samu> convenience, yeah
17:46:48 <Samu> the word i was missing
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18:03:27 <chillcore> new tgen light patch posted ... I was going to keep going forever and the many distractions lately were not helping much. XD
18:04:12 <Samu> sorry
18:04:27 <chillcore> I'll have allok at removing a few magic nrs but that will change nothing to the path itself.
18:04:39 <chillcore> a look*
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18:05:47 <chillcore> also just saw a very confused male birdie ... he's not having the marbles but since the lady of the house is no there ... I am keeping the eggsies in my pocket
18:06:35 <chillcore> anyhoo magic nrs ...
18:06:48 <Alberth> de-magicize them!
18:07:08 <Supercheese> Numeri magici
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18:07:21 <frosch123> count count?
18:07:50 <chillcore> I am going to ... smootness and maybe terrain type the rest will be for later
18:08:01 <chillcore> enums is fine?
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18:08:57 <chillcore> for all settings or just min max I mean?
18:09:58 <chillcore> hmm on second thought I'll just do enums ... going to need them later anyways most likely
18:10:16 <chillcore> + for all settings
18:11:06 <chillcore> tel tel
18:11:27 <chillcore> lucky me I have fingers enough
18:13:05 <chillcore> I can count to 512 or so ...
18:13:10 <chillcore> :P
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18:33:29 <chillcore> hmm found two more errors ... how do I do it xD
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18:41:21 <chillcore> replaced ... magic take 2
18:49:15 <Alberth> you're doing quite well, I'd say :)
18:51:41 <chillcore> I am infected ...
18:51:54 <chillcore> I replaced it twice more without telling :P
18:52:05 <chillcore> sssst don't tell anyone
18:52:42 <chillcore> it should be good now ... logic and all
18:52:56 <chillcore> I hope
18:53:10 <chillcore> als thank you for the kind words
18:54:24 <chillcore> spoke too soon ...
18:54:38 <Samu> i have a question
18:54:48 <Alberth> openttd has an infinite supply of weird stuff :)
18:55:19 <chillcore> xD
18:55:44 <Samu> when building a lock and the lower and upper tiles slope doesn't fit the criteria of the direction of the middle slope, could it be terraformed to match it?
18:56:06 <Samu> similar to like building a tunnel and terraforming the end tile?
18:56:49 <Samu> so, as to complement
18:57:53 <Samu> gah, let me retry describing the situation again
18:58:11 <Samu> let's say I want to place a lock
18:58:31 <Alberth> 'could' yes, 'should', don't know, tend to say no
18:59:10 <Samu> i got a nice spot for it, but one of the non-middle tiles isn't flat
18:59:22 <Alberth> what should happen when you click at a flat world?
18:59:25 <Samu> could it terraform it to flat it?
18:59:30 <Samu> and then build lock?
19:00:37 <Samu> it depends on the inclined slope of the middle tile, if this isn't flat, it just doesn't build
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19:00:45 <Samu> oops, if it isn't inclined*
19:01:27 <chillcore> we should get rid of terraform tools completely ... useles thing
19:01:33 <Samu> :)
19:01:45 <chillcore> one les gui to maintain ... win-win
19:02:04 <Alberth> haha :)
19:02:06 <chillcore> +s +s
19:02:15 <Samu> _/ -> this is the lower tile and the middle tile, which is inclined
19:02:54 <Samu> if the _ isn't flat yet, would it be a good idea to perform a terraform at that tile so as to match the conditions for building the lock?
19:03:12 <Samu> cus currently the code doesn't do it, and I was thinking maybe it could
19:06:16 <Samu> oh well, I'll figure this out
19:09:40 <Alberth> it can be extended of course, not sure it's needed
19:11:10 <Samu> it is already quite hard to build waterways, it would ease a little bit
19:11:16 <Samu> my oppinion
19:12:41 <Samu> this also helps me learn a bit about slopes flat tiles, half tiles etc
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19:15:27 <chillcore> for rivers it is not needed at all because ... flat tiles only
19:16:00 <chillcore> for land ... I like terraforming as little as possible and finding room to implement my infrastucture
19:16:22 <chillcore> for watching auto building ... AIs
19:17:34 <chillcore> I dunno ... may be just me ... I play games to do stuffs
19:17:40 <chillcore> keeps me busy
19:18:58 <chillcore> Ihate the games that have thes labels ... click here, here, here , no not there, buy this now, click there ... etc
19:23:51 <chillcore> ^^^ they might as well click for me
19:29:18 <chillcore> I was talking to a little budy of mine yesterday ... he was driving circles for a very long time ... to get a wrench
19:29:23 <chillcore> circles ...
19:29:32 <chillcore> not going nowhere
19:29:42 <chillcore> welp
19:40:03 <chillcore> something completely different
19:40:17 <chillcore> OpenTTD is heavily being promoted on steam
19:40:36 <chillcore> in the locomotion frums :P
19:40:46 <chillcore> not me ... but yeah
19:41:16 <chillcore> at least three threads out of 45 talk about OpenTTD
19:41:25 <chillcore> the other 42 ... hmm
19:45:24 <DorpsGek> Commit by translators :: r27211 trunk/src/lang/indonesian.txt (2015-03-29 19:45:14 +0200 )
19:45:25 <DorpsGek> -Update from WebTranslator v3.0:
19:45:26 <DorpsGek> indonesian - 18 changes by fanioz
19:46:33 <frosch123> yay, things are back to dorpsgek time :p
19:46:43 <TrueBrain> \o/
19:46:44 <TrueBrain> :D
19:55:50 <chillcore> for (int i = SMOOTHNESS_VERY_SMOOTH; i < SMOOTHNESS_VERY_ROUGH; i++) {
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19:56:22 <chillcore> this god or is "int i = 0" prefered?
19:56:35 <chillcore> good*
19:56:51 <TrueBrain> a decent enum is prefered :P
19:56:55 <TrueBrain> such lazyness :)
19:57:17 <chillcore> these are in an enum ...
19:57:26 <TrueBrain> yet an int ... ;)
19:57:53 <Alberth> lol
19:58:03 <chillcore> have to init i ... it is int every where in the code
19:58:38 <TrueBrain> pfft, so much lazyness ...
19:58:50 <TrueBrain> what if VERY_SMOOTH is -2 and VERY_ROUGHT is 2?
19:58:57 <TrueBrain> setting i to 0 would be silly then, wouldnt it?
19:59:11 <chillcore> hmm ...
19:59:41 <Eddi|zuHause> chillcore: usually these loops have a SMOOTHNESS_BEGIN and SMOOTHNESS_END
19:59:55 <chillcore> ah
20:00:06 <Eddi|zuHause> you set these within the enum
20:00:19 <TrueBrain> and use the enum as type for i ...
20:00:21 <Eddi|zuHause> then you can add more smoothnesses later, without changing the code
20:00:39 <chillcore> ok
20:01:01 <Eddi|zuHause> chillcore: there should be plenty of examples for this, like direction
20:01:15 <frosch123> you will also need DECLARE_POSTFIX_INCREMENT :)
20:01:32 <Eddi|zuHause> that would have been my next point
20:01:34 <TrueBrain> stupid C++ :P
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20:02:52 <chillcore> so begin is -1 ...
20:02:56 *** Flygon has quit IRC
20:02:59 <TrueBrain> why?
20:03:03 <TrueBrain> isnt begin the first item?
20:03:07 <chillcore> because very smooth is 0
20:03:10 <chillcore> settings ini
20:03:22 <TrueBrain> and begin cannot be the same as very smooth?
20:03:33 <chillcore> dun dun dun
20:03:37 <TrueBrain> :)
20:03:46 <chillcore> thank you
20:03:53 <TrueBrain> common misconception .. an enum is just a list of defines, not an incremental list of defines ;)
20:04:04 <TrueBrain> the incremental is enforced by us :)
20:04:04 *** gelignite has quit IRC
20:04:14 <chillcore> indeed
20:05:00 <TrueBrain> direction_type.h, as mentioned earlier, gives a very nice example btw :)
20:05:16 <chillcore> I'll have looksie
20:06:43 <frosch123> the semantics are the same as for std iterators
20:06:48 <frosch123> begin is the first valid item
20:06:58 <frosch123> end is the first no longer valid item
20:07:15 <chillcore> I am so gonna break all of your patches soon-ish
20:07:21 <TrueBrain> BEGIN <= x < END statements ... :)
20:07:24 <chillcore> out of gratitude :P
20:07:29 <chillcore> :bow:
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21:04:09 <planetmaker> good evening
21:07:05 <frosch123> hi pm
21:07:09 <frosch123> encountered any trolls?
21:07:14 <Supercheese> Salve planetifex
21:07:20 <frosch123> or do they only live in norway?
21:11:47 <chillcore> hello planetmaker o/
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21:15:53 <planetmaker> no live trolls encountered. But discovered some uncareful ones which were hit by sunlight
21:16:15 <planetmaker> there are plenty of troll dwellings on Faroese islands, too
21:17:32 <planetmaker> any recommendation as of which forum threads of the last 3 weeks I should have a definitive look at?
21:17:45 <TrueBrain> 12345
21:17:47 <TrueBrain> 54321
21:17:49 <TrueBrain> 1337
21:17:50 <planetmaker> or anything else :D
21:17:55 <planetmaker> tsk!
21:17:57 <TrueBrain> those should be interesting :D
21:18:00 <TrueBrain> and hello to you too :D
21:18:21 *** HerzogDeXtEr1 has joined #openttd
21:18:26 <planetmaker> :)
21:18:48 <TrueBrain> was the solar eclipse visible for you?
21:18:52 <frosch123> planetmaker: rawr thread has new pictures :)
21:18:55 <TrueBrain> here it was waaayyyy to clouded to even see the effects :(
21:19:22 <planetmaker> TrueBrain, there, where I was, too ;) Except that it turned near pitch-dark
21:19:34 <TrueBrain> even that wasnt really noticable here :(
21:19:35 <TrueBrain> too bad
21:19:45 <TrueBrain> I really love the effect through the leaves when eclipses hit
21:19:50 <planetmaker> ah, no worry. My main purpose was hiking and troll chasing :P
21:19:59 <frosch123> planetmaker: but maybe the better screenshot was posted on reddit
21:20:15 <planetmaker> I could see what could be observed here, too, when it was not totally eclipsed. And it was a very nice atmosphere :)
21:20:25 * planetmaker goes looking
21:21:50 <TrueBrain> bridge pilars look funky :D
21:22:34 <frosch123> planetmaker: i made some fixes to ogfx
21:22:48 <planetmaker> ah, what was it? Rocks?
21:23:04 <frosch123> in particular to the makefile, i have no idea whether thar is relevant for other projects
21:23:29 <planetmaker> opengfx... maybe not so much. I shall look
21:23:43 <planetmaker> but it might interest our distro maintainers
21:23:56 <frosch123> no, it's only dependencies
21:24:08 <frosch123> so nothing for someone who builds only once :)
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21:28:26 <planetmaker> :)
21:28:46 <planetmaker> ah, might also have been rather nml which doesn't doe that properly (yet)
21:38:27 <Alberth> moin pm
21:39:31 <planetmaker> o/
21:44:42 <chillcore> for (TgenSmoothnessPresets smooth = SMOOTHNESS_BEGIN; smooth < SMOOTHNESS_END; smooth++) {
21:44:49 <chillcore> unlazied ...
21:44:52 <chillcore> xD
21:45:32 <Supercheese> Smooooth
21:45:42 * chillcore fooded ... he almost forgot
21:48:36 <TrueBrain> gratz :)
21:51:01 <Samu> help plz, if I have a SLOPE_NW at the middle_part of a lock, and a SLOPE_E at the lower_part, how do I turn the SLOPE_E into a SLOPE_FLAT?
21:51:04 <chillcore> it was matter of just doing ...I had the enum already in my gui version
21:51:41 <chillcore> ... and following instructions
21:52:00 <Samu> seems so simple, but it's my first time
21:53:21 <TrueBrain> and not being lazy :D:D:D
21:53:31 <TrueBrain> just that name!
21:53:36 <TrueBrain> TgenSmoothnessPresets :D
21:53:49 <TrueBrain> shouldnt it then also be TGEN_SMOOTHNESS_PRESETS_BEGIN? :P :P
21:54:12 <TrueBrain> (or Smoothness :P)
21:56:18 <TrueBrain> I disagree with my first statement, and revise it to the second :D
21:57:32 <chillcore> I added my patch to the topic ... I can change it still ...
21:57:57 <TrueBrain> just a personal issue .. having a typedef not named after the values they define :)
21:58:04 <chillcore> yes actually you are right I could do that
21:58:42 <TrueBrain> ieuw
21:58:48 <TrueBrain> that is the worst feeling ever :(
21:58:52 <TrueBrain> :D:D *trolls happily*
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21:59:15 <chillcore> I think that is how I have them in my gui version ... I did not look at it much tbh while doing the light version
21:59:15 *** DanMacK has joined #openttd
21:59:26 <chillcore> I should check to be sure
21:59:28 <DanMacK> @seen andythenorth
21:59:28 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 2 days, 1 hour, 25 minutes, and 18 seconds ago: <andythenorth> lo
22:00:03 <Alberth> not working today DanMacK :)
22:00:59 <chillcore> Truebrain: TGEN_SMOOTHNESS_SCALE_DEF <- gui version
22:02:04 <TrueBrain> ieuw, I liked Smoothness more :)
22:02:19 <TrueBrain> but I guess it is only fair to have TGEN in there
22:02:23 <TrueBrain> meh :) Fair enough :)
22:02:27 <chillcore> hehe
22:02:29 <chillcore> xD
22:02:43 <TrueBrain> just typedef not matching the values of the enum makes me a bit sad :(
22:03:35 <chillcore> I understand and reject you reality :P
22:03:42 <chillcore> eh ... no not that
22:03:44 <TrueBrain> :D
22:03:51 <chillcore> I'll change it ;)
22:04:08 <TrueBrain> I have to remember that sentence :)
22:04:11 <TrueBrain> so going to use it at work :)
22:05:02 <chillcore> haha
22:06:20 <chillcore> half of it is stolen ... mythbusters
22:06:51 <chillcore> and where they got it ... no idea
22:09:12 <chillcore> also currently in trunk since forever: game_creation.tgen_smoothness
22:09:23 <chillcore> so with is ok then?
22:10:23 <TrueBrain> sounds perfect :)
22:10:29 <TrueBrain> but who am I :)
22:10:58 <chillcore> I prefer with tbh ... ;)
22:12:19 <chillcore> STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN ... hmm
22:12:23 <chillcore> not now ...
22:14:12 <chillcore> the translators will curse at me enough with the gui version
22:14:28 <chillcore> especially if they translate each patch
22:14:58 <chillcore> they better wait for the last patch ... if the gui makes it that is
22:15:05 <chillcore> worries for later
22:15:16 <chillcore> don't wanna know ;)
22:21:31 <Eddi|zuHause> <TrueBrain> here it was waaayyyy to clouded to even see the effects :( <-- it was perfect weather here...
22:23:05 <chillcore> Done patch 40 replaced ;)
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22:32:29 <chillcore> hmm maybe I can find some more magic nrs relaed to smoothness
22:32:37 <chillcore> genworld gui
22:35:17 <chillcore> nope
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22:48:36 <Samu> im terrible with these logic operators
22:48:56 <TrueBrain> || -> or
22:48:58 <TrueBrain> && -> and
22:49:00 <TrueBrain> did that help?
22:49:37 <Samu> SLOPE_NW 'insert operator' SLOPE_E = SLOPE_FLAT
22:49:42 <Samu> what is the operator?
22:50:26 <Samu> SLOPE_NW 'insert operator' SLOPE_S = SLOPE_FLAT
22:51:24 <Samu> SLOPE_NE 'insert operator' SLOPE_S = SLOPE_FLAT
22:51:36 <Samu> SLOPE_NE 'insert operator' SLOPE_W = SLOPE_FLAT
22:51:48 <TrueBrain> magic operators havent been invented yet
22:51:50 <TrueBrain> very sad
22:54:51 <Samu> i wanna get a SLOPE_FLAT as the result
22:55:10 <Rubidium> == would work
22:55:17 <TrueBrain> lol @ Rubidium :D
22:55:19 <TrueBrain> & would work too :P
22:55:34 <Rubidium> ^^ (if it existed)
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22:56:05 <Samu> SLOPE_NW, SLOPE_NE, SLOPE_SE, SLOPE_SW
22:56:25 <Samu> + non-flat slope = FLAT IT
22:57:00 <TrueBrain> (SLOPE_NW * SLOPE_E) * SLOPE_FLAT == SLOPE_FLAT
22:57:07 <TrueBrain> (is that valid with enums?)
22:57:30 <Rubidium> IIRC it is in C
22:57:38 <TrueBrain> in C it should work indeed
22:57:39 <TrueBrain> awesome :)
22:57:40 <Eddi|zuHause> if postfix-increment needs special treatment
22:57:52 <Eddi|zuHause> then this one probably does as well
22:58:10 <TrueBrain> operator<+> for SlopeT: return SLOPE_FLAT
22:58:14 <TrueBrain> then it is SLOPE_NW + SLOPE_E :D
22:58:42 <Eddi|zuHause> that might work :)
22:59:23 <TrueBrain> what other bullshit can we consider as valid answer
22:59:42 <Eddi|zuHause> the possibilites are endless :)
22:59:54 <TrueBrain> that makes it fun :D
23:00:29 <TrueBrain> when there are not right answers, all anwers are right, not? :D
23:00:32 <Eddi|zuHause> (well, actually not. there are only like 2^96 ways you can map two 32bit inputs to a 32bit output)
23:00:37 <TrueBrain> s/not/no/
23:00:46 <TrueBrain> haha :D
23:00:53 <Eddi|zuHause> there are definitely some wrong answers :p
23:01:24 <Samu> the goal is to automatically flatten the lower tile of a lock depending on the slope inclination of the middle tile if it's not flat
23:02:56 <Samu> the goal is to automatically flatten the lower tile of a lock if it's not flat, depending on the slope inclination of the middle tile
23:03:04 <Samu> better english*
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23:47:14 <FLHerne> What actually is a .pnml file? Does nmlc do anything directly, or are they just nml fragments to be concatenated by an external build script?
23:48:59 <Eddi|zuHause> the latter
23:49:21 <Eddi|zuHause> usually they are shoved through the c-preprocessor
23:49:25 <FLHerne> Thanks, I couldn't find anything regarding them in the docs
23:49:47 <Samu> how do i make it so that 1 + 1 = 0 and not 10
23:49:51 <Samu> what is the operator
23:50:02 <Samu> bit
23:50:36 <FLHerne> Samu: xor? Modulo?
23:50:52 <FLHerne> Your description is a bit odd
23:50:55 <Samu> ah, must be xor
23:51:55 <Eddi|zuHause> understatement of the year :p
23:52:09 <Samu> hum, yeah, it's xor
23:54:00 <Samu> it doesn't accept ^^
23:54:03 <Samu> :(
23:54:33 <FLHerne> What do you expect ^^ to do?
23:54:46 <FLHerne> xor is just ^
23:54:51 <Samu> middle_tileh ^^ SLOPE_S
23:54:55 <Samu> ok, trying
23:54:58 <FLHerne> xor-assignment is ^=
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23:57:28 <Samu> arf, i«m horrible at this