IRC logs for #openttd on OFTC at 2015-04-27
            
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05:26:29 <kamnet> Sodor has awakened. MUAHAHAHA.
05:28:01 <Odin> Really Useful World-Eater?
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05:34:56 <Eddi|zuHause> i only know Hodor
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09:04:35 <kamnet> Oh praise all the deities that OpenTTD now supports 255 height levels. The Isle of Sodor is about to get (sorta) real!
09:04:45 <Supercheese> the Isle of Sorta
09:05:43 <kamnet> Highest point is Culdee Falls, 2046 feet, which is roughly 42 height levels in OpenTTD. My first generation with just one height level on an 8192^2 map looks gorgeous.
09:06:09 <kamnet> All the rivers are already roughed in, I just have to slowly work on the landscape.
09:07:00 <Eddi|zuHause> excuse ee if i fail to get excited about a children's tv show i never watched.
09:07:45 <kamnet> I didn't see much of it either, but it's been a challenge I've been working on for the last five years.
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09:09:37 <Supercheese> it still amazes me that no one has ever made a Thomas et al. train set for OpenTTD... it seems like something that a large number of users would have grown up watching and thus enjoy
09:10:05 <Supercheese> I guess trying to put faces on in 1x 8bpp was quite challenging however
09:10:12 <Supercheese> but now with extra zoom...
09:10:14 <kamnet> Dan MacK had one started, and a couple of users before him as well.
09:10:32 <kamnet> Yeah I was gonna say, with both extra zoom and 32bpp, I'd think somebody would be snapping off those models.
09:11:33 <Supercheese> Hmmm
09:11:41 <Supercheese> 3D warehouse is chock full of free models
09:11:59 <kamnet> I just don't like how 32bpp makes all the models squished.
09:12:15 <kamnet> But, no such constraints with extra zoom :D
09:12:30 <Supercheese> well, I'd imaging if you took your camera and shot photos of the actual model engines they would be rather squished as well
09:12:45 <Supercheese> I wonder if those are even displayed at a museum somewhere
09:12:55 <Supercheese> "original Thomas the Tank Engine model"
09:14:00 <Eddi|zuHause> the models look squished because the people made them too tall. not because it's 32bpp
09:17:54 <V453000> ^
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09:26:32 <Celestar> morning
09:36:11 <kamnet> Good morning Celstar
09:36:48 <Supercheese> you missed an e
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09:40:50 <Eddi|zuHause> but Celstare sounds weird...
09:41:33 <Supercheese> -_-
09:41:36 <Celestar> rofl :)
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09:45:11 <Alberth> moin
09:48:32 <Pikka> yeah, colour depth makes models look squished? :)
09:50:42 <Pikka> also, 8192^2 map?
09:53:14 <Supercheese> seems rather excessive
09:53:38 <Pikka> for modelling a railway which canonically has a couple of dozen trains, certainly. ;)
09:53:47 <Alberth> nah, it's all "bigger than useful" :)
10:12:03 <argoneus> good morning train friends
10:15:04 <supermop> i read that as 8192*2 map
10:21:43 <kamnet> Yes, I meant 8192x8192. It is excessive, but it allows me to work on the height levels much easier. since you can only do 4096x4096 in vanilla OpenTTD, it should scale down nicely.
10:22:07 <kamnet> Might need a bit more tweaking for a 2048x2048 map.
10:22:41 <kamnet> At 8k though, most of the rivers are easily navigated. :D
10:29:06 <Supercheese> scale? Only a heightmap?
10:45:21 <kamnet> Right now it's only a heightmap.
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11:08:53 <argoneus> for some reason
11:09:04 <argoneus> 8192x8192 sounds smaller than 8192^2
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11:22:28 <Alberth> :)
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13:05:25 <kamnet> well that was fun. Crashed everything BUT PaintDotNet trying to save my map
13:30:51 <argoneus> if you guys could be any train from openttd
13:30:53 <argoneus> what train would you be
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14:28:55 <kamnet> I'd be the SOOOOULLLL TRAI!
14:29:01 <kamnet> N!
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14:58:18 <kamnet> \O
15:01:49 <peter1138> Hmm, so, Jessie is out.
15:05:55 <supermop> why soul train kamnet where there is funk monorail?
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15:30:36 <kamnet> Because you don't have to hurry on the Soul Train, supermop.
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17:22:39 <andythenorth> o/
17:32:43 <Alberth> moin
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17:39:00 <Alkel_U3> Hello, people. Don't mind me, I'm here just to lurk for now.
17:41:06 <Alberth> k :)
17:50:12 <Flygon> It just occoured to me
17:50:17 <Flygon> The 2CC Railbuses
17:50:23 <Flygon> Can be used as Trams inside towns
17:50:25 <Flygon> Single track
17:50:27 <Flygon> No LX issues...
17:50:29 <Flygon> O_O
18:01:45 <__ln__> *occurred
18:02:23 <Flygon> I'm not very intelligent
18:02:29 <Flygon> And if it were up to me
18:02:39 <Flygon> We'd write English exactly as it's written
18:02:50 <__ln__> ...
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18:03:26 <Flygon> Wii'd rait inglish eksakli as it's ritn
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18:04:34 <Eddi|zuHause> jur not veare entaellegaent, raet
18:04:36 <__ln__> ai sii ö lödziköl problem with that
18:05:33 <Flygon> in inglish, wi yuus wais, not jaes
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18:27:20 <kamnet> Ai donut haf enuf brane powr tu nderstand et al.
18:31:04 <Eddi|zuHause> hmmm donut
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18:33:44 <kamnet> donut wut?
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18:58:52 <Terkhen> hello
19:01:12 <andythenorth> o/
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19:21:03 <kamnet> o\
19:21:33 <kamnet> Good afternoon Terkhen
19:25:31 <Alberth> good evening is closer :)
19:45:23 <DorpsGek> Commit by translators :: r27257 trunk/src/lang/korean.txt (2015-04-27 19:45:15 +0200 )
19:45:24 <DorpsGek> -Update from WebTranslator v3.0:
19:45:25 <DorpsGek> korean - 4 changes by telk5093
19:49:51 <kamnet> Sodor heightmap is nearly done. Just need to map the river beds
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20:37:38 <frosch123> hmm, so scriptlist is still broken :/
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20:55:38 <andythenorth> is cat
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21:03:15 <Wolf01> o/
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21:09:30 <frosch123> https://paste.openttdcoop.org/pvlboqrzq?/pvlboqrzq <- fs#6287
21:09:47 <frosch123> likely broken for years :)
21:13:42 * Rubidium thought you were talking about FS#6289
21:17:06 <frosch123> i didn't see that one yet :)
21:18:05 <Rubidium> well, this definitely looks broken since the begin of that class
21:18:30 <Rubidium> and it seems sane to me
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21:24:13 <Plonka> is anyone here an expert on pathfinding?
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21:28:29 <DorpsGek> Commit by frosch :: r27258 trunk/src/script/api/script_list.cpp (2015-04-27 21:28:22 +0200 )
21:28:30 <DorpsGek> -Fix [FS#6287]: ScriptList::RemoveList failed to remove a list from itself.
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21:46:55 <Alberth> Plonka: a better tactic is to just ask the question
21:47:35 <Plonka> we have an issue where trains are ignoring a green exit signal
21:47:48 <Plonka> even though the green exit is a valid route
21:48:23 <Plonka> so i guess my question is
21:48:34 <Plonka> why and is that working as intended?
21:48:38 <Alberth> not an expert, but valid route does not imply a train will take it
21:48:58 <Alberth> it has to be sufficient in length compared to the other routes
21:49:19 <Alberth> ie a train may decide it's faster to wait for another exit to clear than to take the detour
21:50:24 <Plonka> well ok if that's true then that's probably what it is
21:50:42 <Plonka> as that other route is slightly longer
21:51:01 <Plonka> but it's not as if it's twice as long or anything
21:51:22 <Plonka> and it's the first time i've ever seen it happen so just seem weird
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21:52:20 <Alberth> I don't know how penalties for the pathfinder relate to tile length (ie everything has a penalty, waiting for an exit to clear, traversing a signal, traversing a tile, etc etc)
21:52:31 <Alberth> it finds the path with the least penalty
21:53:24 <Plonka> yeah i've been diggin in the cgf
21:53:46 <Plonka> and a red exit signal is 10k instant penalty
21:53:46 <Alberth> what's your block length?
21:54:08 <Alberth> yeah, many signals reduce look ahead
21:54:16 <Plonka> umm you mean from split to destination?
21:54:47 <Alberth> block length = distance between 2 consecutive signals
21:55:14 <Alberth> oh, coop server eh, no doubt it's 2 :)
21:55:24 <Plonka> so just the block length at the split?
21:55:34 <Plonka> ah yes it is :)
21:55:43 <Alberth> no, in general :)
21:56:29 <Alberth> coop also tweaks some penalties normally, I don't know which ones though
21:57:06 <Plonka> who would know what's tweaked?.... besides v?
21:57:13 <Alberth> wiki?
21:57:22 <Plonka> aha ok
21:57:25 <Plonka> brb
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22:18:10 <_dp__> hi
22:18:37 <_dp__> frosch123: you introduced a mistake while merging my patch for fs#6245
22:18:50 <_dp__> return (target_rb & back_rb) != 0 && (target_rb & back_rb) != back_rb;
22:19:08 <_dp__> this is obviously always false
22:19:32 <_dp__> second part should be (target_rb & ~back_rb) != 0
22:20:01 <_dp__> meaning there is something except backwards roadbit
22:21:38 <Rubidium> _dp__: why is it always false? target_rb = 1, back_rb = 3 => 1 & 3 != 0 && (1 & 3) != 3 => 1 != 0 && 1 != 3 => true
22:22:50 <frosch123> i think i meant (target_rb & back_rb) != 0 && target_rb != back_rb
22:23:17 <Rubidium> (not that this says anything about the validity of your statement about the mistake, just that it's not obvious that it always returns false as per my counter example)
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22:24:31 <_dp__> Rubidium: back_rb has only one bit on
22:27:22 <_dp__> frosch123: right, target_rb != back_rb will do too
22:33:58 <_dp__> btw, it feels like some parts of code GrowTown to return true if something other than house was built
22:34:04 <_dp__> DoCreateTown for example
22:34:49 <frosch123> your sentence a verb?
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22:43:59 <_dp__> what do you mean?
22:44:09 <_dp__> actually, on second though, mb I'm wrong
22:44:22 <frosch123> [22:33] <_dp__> btw, it feels like some parts of code GrowTown to return true if something other than house was built <- that did not parse :)
22:44:23 <_dp__> didn't notice it multiplies amount by 4
22:44:46 <frosch123> it misses a verb or something
22:45:06 <frosch123> thus i asked "(does) your sentence (miss) a verb?" :)
22:45:06 <_dp__> ouch, sorry "... code don't expect GrowTown .. "
22:47:26 <_dp__> now I don't understand it at all.. DoCreate town seems to call it 4 times more than amount of houses it expects, CmdExpandTown calls 10 times more....
22:48:27 <frosch123> i recall DoCreateTown just checks afterwards whether population is non-zero
22:48:42 <frosch123> towns get removed again if they only spawn a church
22:48:53 <frosch123> that happens sometimes if newgrf are broken, and provide no houses
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22:52:51 <Wolf01> https://youtu.be/9z77oztO6UQ interesting
22:52:56 <_dp__> irc church gives some population, fountains, statues and parks don't
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23:11:51 <V453000> we foudn the issue Alberth :P
23:12:05 <V453000> everything worked as it should, just too large detour :)
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23:25:46 <Eddi|zuHause> <frosch123> towns get removed again if they only spawn a church <-- since when? i do remember seeing such towns
23:26:24 <frosch123> it's tied to population
23:26:34 <frosch123> so, it depends whether the church has population or not
23:26:45 <frosch123> also. it's only spawning
23:26:52 <frosch123> houses may be replaced later
23:27:11 <Eddi|zuHause> <kamnet> donut wut? <-- i remember back in school, the whole class enjoyed it when we learned the word "dunno"
23:28:02 <Eddi|zuHause> frosch123: yes, town with church and 0 population, right around game start
23:28:13 <Eddi|zuHause> frosch123: but that was probably 5 years ago
23:31:47 <frosch123> @commit 16147
23:31:47 <DorpsGek> frosch123: Commit by rubidium :: r16147 trunk/src/town_cmd.cpp (2009-04-26 00:12:59 +0200 )
23:31:48 <DorpsGek> frosch123: -Feature [FS#2635]: give the town generator a slight tendency to build towns near water by not discarding watery random tiles but by searching for near land (db48x)
23:32:05 <frosch123> Eddi|zuHause: so, it was longer than 5 years ago :p
23:32:33 <Wolf01> \o/ succesfully installed the printer
23:32:48 <frosch123> 6 years, 1 day
23:33:00 <frosch123> well, almost 2 days
23:33:02 <Eddi|zuHause> time flies by...
23:33:38 <Wolf01> I remember that nasty bug which caused the towns to shrink to death
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23:40:53 <DorpsGek> Commit by frosch :: r27259 trunk/src/town_cmd.cpp (2015-04-27 23:40:46 +0200 )
23:40:54 <DorpsGek> -Fix (r27244): Incorrect merge. (_dp_)
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23:45:19 <Wolf01> 'night
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