IRC logs for #openttd on OFTC at 2016-04-02
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00:30:22 <Supercheese> Well, FIRS has gone with April 1 release, even if OTTD itself hasn't
00:41:31 <Samu_> i renamed the file, btw
00:42:50 <Supercheese> I see 1.6.0 release candidate
00:42:58 <Supercheese> but not necessarily 1.6.0 stable
00:43:32 <Supercheese> oh it's there just no news post
00:44:03 <Samu_> who's a master expert on .nfo?
00:50:25 <Supercheese> but he ain't here
00:51:07 <Supercheese> so.... use NML...?
00:51:09 <Samu_> poor supermod designed the sprites and now i don't know what to do with them
00:52:29 <Samu_> let me get you a better link
00:54:23 <Samu_> what I got so far was: each block of 4 is a variant
00:54:42 <Samu_> only 4 slopes are there
00:55:36 <Samu_> I need to edit in 14 more slopes in, each with 16 variants
00:57:24 <Samu_> supermop gave me 3 slopes, each with 2 variants
00:59:41 <Supercheese> I have no idea what that file is talking about, sorry
01:02:06 <Samu_> the image contains 4 colums, those are the slopes, and 16 rows, those are the variants
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01:04:04 <Samu_> 224 sprites missing, keks :(
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08:25:49 <andythenorth> checksums don’t match for 1.6.0
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09:35:58 <Wolf01> mmmh my phone is downloading something... uses full bandwidth and did it for the entire night
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09:42:44 * andythenorth plays FIRS Arctic Basic economy
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10:39:20 <frosch123> "no fish in firs", "where is 1.6.0 when firs is there" and "child's patch pack" <- the forum is on fire :)
11:04:59 <andythenorth> makes it all worthwhile eh? :P
11:15:10 * andythenorth had to be a better person about Leif’s post
11:15:26 <andythenorth> if that had been written by an English person, it would read as fighting talk
11:15:28 <andythenorth> highly offensive
11:16:06 <andythenorth> I am going to assume that non-English speaker’s don’t understand how polite grievance is a code for aggression in native UK English :P
11:18:24 <andythenorth> blah blah blah blah andythenorth
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12:56:11 <Eddi|zuHause> no matter how often i bag tt-forums to "remember me", it never does :/
12:57:18 <Eddi|zuHause> hey. there's a sane suggestion. how did that happen?
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13:04:23 <andythenorth> Eddi|zuHause: does forums randomly bin your auth cookie, or do you never get remembered ever?
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13:08:54 <Eddi|zuHause> anyway, it's more like "randomly" rather than "never"
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13:10:47 <Samu> Alberth: guide me , im completely lost
13:10:53 <andythenorth> Eddi|zuHause: my cookie gets binned for no obvious reason
13:11:01 <andythenorth> it doesn’t look like time-based expiry
13:11:02 <Samu> i am working on the river sprites at the moment
13:11:08 <Alberth> second door on the left, I think
13:11:09 <andythenorth> might be due to network change, but that seems odd
13:11:19 <andythenorth> there is a cat here
13:11:23 <andythenorth> the cat is smiling
13:11:28 <andythenorth> there is cheese next to the cat
13:11:46 <Alberth> and you lost a mouse?
13:12:16 <andythenorth> there are some mouse bones behind the cat
13:12:43 <Samu> eh, i got a cat on my lap
13:13:41 <Eddi|zuHause> i'm afraid that "go west" results in "you have died of dysentery"
13:15:37 <Samu> i have in hands 2 projects
13:15:57 <Samu> one is the max no competitors the other is the missing river sprites
13:15:58 <Eddi|zuHause> and no, it has nothing to do with network changes
13:17:13 <Samu> currently I'm focused on the 2nd project: i'm trying to know what I need to do to have the sprites that supermop gave me, displayed in-game, but this is too confusing
13:19:59 <Samu> the code, and that means, openttd code, is not prepared to display them sprites, no matter what gfx i load, so i got to code openttd as well as opengfx in tandem
13:20:27 <Samu> what do i have to do first?
13:20:33 <andythenorth> I would start by coding the openttd side
13:20:36 <andythenorth> and use ‘wrong’ sprites
13:20:50 <andythenorth> get the drawing figured out, then swap the correct sprites in later
13:36:12 * andythenorth ponders a pax production factor
13:36:23 <andythenorth> which is tied to number of destinations in the local linkgraph
13:42:46 <andythenorth> it would be _really_ bad for small villages :P
13:43:00 <andythenorth> it would need some kind of inverse scale by population
13:44:10 * andythenorth finds cdist is a disincentive to joining pax networks
13:44:16 <andythenorth> which seems a bit sad :)
13:47:14 <Alberth> all those millions you're not going to get :)
13:48:11 <andythenorth> I don’t like flooded stations
13:48:49 <andythenorth> not that my suggestion solves that :P
13:58:27 <Alberth> moar capacity is the only solution there :p
14:08:33 <Eddi|zuHause> andythenorth: all these production factor ideas have already been tried and dismissed
14:10:03 <Eddi|zuHause> if your stations are too crowded, you can try bumping the distance influence, so people take shorter trips
14:11:46 <argoneus> good morning train friends
14:11:49 <argoneus> who /aceattorney/ here
14:13:00 <Eddi|zuHause> you always talk in such riddles...
14:13:30 <Kilo> Ive just set up my own dedicated server, and want to be able to give a player/ company money, is that possible through the console or editing of the save?
14:13:59 <Eddi|zuHause> no, giving money out of thin air is only available through a GameScript
14:14:42 <Eddi|zuHause> man good that we talked about that.
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14:15:11 <Eddi|zuHause> (that was probably a terrible translation)
14:16:03 <TresKilo> I've set up me own dedicated server, I'm wondering if I can give a company money through the console or through editing of the save file? Is it possible??
14:16:47 <Eddi|zuHause> no, giving money out of thin air is only available through a GameScript
14:17:16 <TresKilo> Where might i find more bout GameScripts?
14:19:08 <andythenorth> Eddi|zuHause: distance influence has to be 0 if you wish to use cdist for freight
14:19:24 <Eddi|zuHause> andythenorth: well, there's your problem.
14:20:36 <Alberth> can be a bit more than 0 too :)
14:21:00 <Alberth> never actually tried using it that low :)
14:21:53 <andythenorth> splitting more cdist settings has been talked about before
14:21:58 <andythenorth> but maybe that is the one to split
14:22:35 <Alberth> mail becomes a puzzle then?
14:23:57 <andythenorth> because mail is produced in lower quantities, I find there’s less of a problem
14:24:48 <Alberth> hmm, nobody is playing large post offices :p
14:25:16 <Alberth> although it's likely much like pax
14:28:24 * andythenorth plays NARS 2 for larks
14:28:33 <andythenorth> so many new engines 1950-1960
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14:35:49 <TresKilo> Sorry again, i have no idea where to start with making a gamescript to add money to a player/ company, any ideas?
14:38:10 <Eddi|zuHause> somebody might already have done something like this.
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15:40:20 <uij2> is there an easy way to check when vehicles or technologies will be available inside the game?
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15:43:51 <drac_boy> still got same old internet issues?
15:44:27 <Alberth> you already get nice preview test options by the manufacturers
15:45:23 <sim-al2> But Comcast doesn't sound good either
15:46:05 <drac_boy> well both are effing monopolistic ... what can you say? :-/
15:46:16 <drac_boy> that aside hows you tho?
15:49:10 <drac_boy> doing ok here..just trying to find some stations :)
15:56:22 <drac_boy> almost done finding the photos I'm needing tho heh
15:59:04 <drac_boy> btw sim..how would you feel if you were sitting in the cupola of a caboose on the tail of freight train and actually seeing your train's locomotive up front through the rear window? :)
15:59:36 <drac_boy> apparently d&rgw had one curve that almost went back onto top of itself and one photographer riding with the brakeman managed to catch such a photo :->
16:00:27 <sim-al2> Not a small bit of curvature there
16:03:37 <drac_boy> andythenorth maybe but that one actually crosses itself tho
16:04:53 <drac_boy> anyway back to a bit more stations for me here :->
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16:28:24 <drac_boy> heh I always wondered about these particular trains that have just 1-3 bilevel in the middle of otherwise-conventional wagons
16:36:50 <sim-al2> They're basically first class (green car is the name used) for passengers taking longer journeys on these trains
16:37:17 <andythenorth> stupid city is all fountains
16:37:37 <Samu> what is 1 << 0, 1 << 1, 1 << 2?
16:38:03 <sim-al2> Unlike the inner city lines, the suburban trains make long journeys, up to 200 km per run if you count the trains that run through the Ueno-Toyko line to the other side of the city
16:38:34 <Samu> nevermind, i think i know what it is
16:41:53 <Eddi|zuHause> andythenorth: that happens usually when no other building is available for a zone
16:42:08 * drac_boy still likes the "love trains" in japan :)
16:42:27 <andythenorth> this is default subarctic, no town grf, no patch
16:44:01 <Eddi|zuHause> andythenorth: that's no reason why the statement would be invalid
16:51:53 <Flygon> drac_boy needs more violin in his life
16:54:19 * drac_boy wonders if I should twack flygon with a loose guitar string? :)
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16:55:45 <Flygon> drac_boy: Wrong track.
17:05:01 <drac_boy> anyway you all have fun, I'm going off for now
17:05:46 <andythenorth> Silicon Valley will beat me again :)
17:07:22 <andythenorth> 20 years, 5 industries
17:09:00 <Alberth> 5 industries sounds somewhat expensive :)
17:10:25 <frosch123> didn't firs feature quite cheap ones?
17:16:14 <andythenorth> but not these ones
17:16:19 <andythenorth> and no basecostmod :D
17:16:26 <andythenorth> maybe that’s a FIRS parameter :P
17:17:58 * andythenorth tries to patch roads some more
17:18:03 <frosch123> we need to increase the maximum newgrf count in a game to 4096
17:18:16 <andythenorth> yes, I’ve been thinking about that for some time
17:18:28 <andythenorth> I wondered about making one newgrf per vehicle
17:18:33 <andythenorth> the compile times would be wonderful
17:19:00 <frosch123> we also need regular expression selection to add newgrfs to a game
17:20:24 <andythenorth> so I can prevent road vehicles entering a tile with incompatible subtype
17:20:38 <andythenorth> and once the tram is in the tile, it’s stuck, goes round in circles
17:21:13 <andythenorth> I have read the code for tram reversing and single bit tiles, but am none the wiser about what causes this problem
17:22:23 <frosch123> try roadveh_cmd.cpp:1222
17:25:18 <andythenorth> so it’s trying to turn round, but entering the next tile?
17:25:21 <andythenorth> then is stuck there
17:26:06 <andythenorth> those nested ‘ifs’ are quite unpleasant :D
17:33:16 <andythenorth> this code is weird
17:33:34 <andythenorth> there is a huge if condition around a comment
17:33:57 <frosch123> it's about trams not getting stuck :)
17:34:06 <frosch123> trams cannot reverse on a dead end
17:34:11 <andythenorth> so there’s a big ‘do nothing’ case
17:34:14 <andythenorth> and two other cases
17:34:16 <frosch123> if the player can fix it, it is blamed on the player
17:34:25 <frosch123> if the next tile is blocked, ottd fixes it for the player
17:34:34 <andythenorth> I’m not an 80 char pedant, but I only have a 13” screen, so this is hard to read :)
17:35:04 <frosch123> change your tab width?
17:35:43 <andythenorth> nah, I’ll just grumble about it
17:35:52 <Eddi|zuHause> hit the button for auto-linebreaks?
17:35:56 <andythenorth> so I need to stop or reverse the tram within same tile
17:36:26 <andythenorth> so the first case
17:36:27 <andythenorth> GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE
17:36:35 <andythenorth> but the subtype is incompatible
17:36:41 <Eddi|zuHause> i think the point was to just let the tram be stuck without turning around
17:37:14 <Eddi|zuHause> then add the subtype check to this condition
17:42:50 <frosch123> i also found src/pathfinder/npf/npf.cpp:713 while grepping
17:42:55 <frosch123> so, if you care about npf :)
17:47:03 <andythenorth> if I was smart, there’d be some way to AND the roadbits with (vehicle subtype == tile subtype)
17:47:16 <andythenorth> per tram or road vehicle also
17:47:37 <andythenorth> currently my plan is to write rather long if statements :P
17:50:19 <andythenorth> I can’t put this in forums for obvious reasons
17:50:41 <frosch123> "i want a windows binary"?
17:51:26 <andythenorth> “it doesn’t fix overtaking"
17:51:58 <frosch123> trolley busses cannot overtake?
17:52:23 <andythenorth> I suppose I should fake the subtype into the vehicle next
17:52:31 <andythenorth> then eventually connect it to newgrf
17:52:34 <andythenorth> then extend newgrf spec
17:52:42 <andythenorth> patch nmlc, grfcodec, maybe renum
17:52:55 <andythenorth> then I can make a test grf :P
17:53:42 <andythenorth> grfcodec has to remain supported, if only for decompiling case, and stations
17:54:13 <frosch123> grfcodec needs to remain for openttd.grf :)
17:54:30 <frosch123> otherwise you get circular dependencies between nml and ottd
17:54:39 <frosch123> but renum is useless
17:54:54 <andythenorth> if we change nothing, grfcodec does not need maintaining :D
17:55:20 <frosch123> grfcodec never needs maintaining
17:56:15 <andythenorth> so NotRoadTypes needs a ‘convert’ tool, otherwise it will suck to use
17:58:15 <andythenorth> or I could try and patch shunting? o_O
17:58:25 <andythenorth> apparently, it’s the new feature request that won’t die
17:58:29 <frosch123> what do you want to convert?
17:58:34 <andythenorth> between subtypes
17:58:57 <andythenorth> I wondered about overbuild, but I think it’s prone to user error
17:59:20 <andythenorth> I assumed I would look at rail convert tool for ideas
17:59:21 <DorpsGek> Commit by frosch :: r27533 /trunk/bin/baseset (orig_dos.obg orig_win.obg) (2016-04-02 17:59:14 +0200 )
17:59:22 <DorpsGek> -Update: Baseset translations
18:00:22 <Snail> hey don’t touch grfcodec :p
18:01:07 <Snail> frosch123: why did you drop renum?
18:02:04 <Snail> renum is very useful… and in the current state of things, it gives me lots of false alarms
18:02:28 <DorpsGek> Commit by frosch :: r27534 trunk/src/newgrf_commons.h (2016-04-02 18:02:22 +0200 )
18:02:29 <DorpsGek> -Fix [FS#6435]: [NewGRF] Station spritelayouts did not accept the var10 flag for the palette.
18:02:56 <andythenorth> when I used renum, I had a substantial number of error suppression flags
18:03:29 <frosch123> Snail: it's not useful to me, it's only work
18:04:27 <andythenorth> Snail: take over as maintainer? o_O
18:13:44 <Snail> I guess it’s needed to mantain nforenum?
18:13:54 <andythenorth> I am not sure, it might be ASM or something, no idea
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18:14:40 <andythenorth> I don’t know c++ either, but I have got a game running here with 2 types of road and 3 types of tram track
18:15:12 <Snail> btw I’d be one more person who would love the shunting feature :D
18:16:27 <andythenorth> never ever ever happening in the current game
18:16:34 <andythenorth> not even possible conceptually
18:17:24 <andythenorth> for one thing, too many newgrfs that can do stuff like change capacity subject to lead engine of consist
18:18:02 <Snail> I mean including my newgrf
18:21:30 <Eddi|zuHause> the solution for that is simple, all these properties will only regard the "fixed" chain that can't be taken apart by shunting (i.e. single wagons, mostly), and don't have access to the parts that are dynamically attached or detached
18:22:57 <Eddi|zuHause> that'll utterly break stuff like 2ccset's "MU wagons"
18:23:00 <Snail> but then it means I won’t be able to change a vehicle’s properties according to the engine type
18:23:35 <Alberth> just like real life :p
18:23:47 <Eddi|zuHause> (it's a terrible idea anyway)
18:24:48 <Eddi|zuHause> but you'd still get the choice: have a fixed engine and can access it, or have a dynamic engine and not access it
18:26:12 <Snail> hehe, well my set is designed around changing the vehicles’ properties according to the engine
18:26:29 <Snail> so shunting won’t work for me anyway
18:28:19 <Snail> the alternative is to define 17,000 IDs for each vehicle type :p
18:28:43 <frosch123> i had a dream: someone made a patch that ships cannot drive through each other and need bays at dock. and then everyone noticed that that makes ships even more useless for playing
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18:29:36 <Eddi|zuHause> i think someone made that patch already :p
18:30:17 <Eddi|zuHause> imho, just the bays would be enough. like airplanes
18:30:32 <andythenorth> peter1138 has a patch for that
18:30:35 <Samu> i can't understand this function
18:30:38 <andythenorth> 3 stops at each dock
18:30:56 <andythenorth> shall we delete ships?
18:31:01 <Samu> DrawWaterSprite(base, offset, feature, tile);
18:31:22 <Eddi|zuHause> can't. compatibility with old savegames forbids it.
18:31:34 <andythenorth> well we could make them non-available in the global toolbar
18:31:48 <Eddi|zuHause> what would that solve?
18:31:57 <Alberth> you can look but not touch :)
18:32:15 <andythenorth> and I don’t want to draw them anymore :x
18:32:33 <Eddi|zuHause> trains are silly
18:32:39 <Eddi|zuHause> road vehicles are silly
18:32:50 <Eddi|zuHause> reimplement the game from scratch, only offer pipes
18:33:06 <Samu> i dont understand these functions, calling other functions that call templates and functions and objects... arf... I don't think i can do this alone
18:33:19 * andythenorth considers a pipes patch
18:33:39 <Eddi|zuHause> you suffer from ideacreep
18:33:59 <Eddi|zuHause> you start more projects than you can finish, then complain that you never finish projects
18:34:05 <Samu> and the offset parameters are based out of something
18:34:20 <Samu> based on something that are also based on their own offsets... why
18:35:45 <Samu> the something, from what I can tell, is the picture that it's going to draw
18:36:15 <Samu> but the way the functions are arranged to find out what to draw... it's too complex for me
18:36:26 <andythenorth> Eddi|zuHause: what is the correct number of projects to start? o_O
18:36:48 <Eddi|zuHause> that is impossible to answer
18:37:42 <Eddi|zuHause> it should be more than one, so you can pause a project when you run into a dead end, and continue it later with a fresh head
18:37:53 <andythenorth> find something from logs where I complain I didn’t finish yet? o_O
18:38:02 <andythenorth> rather than just general complaining
18:38:27 <Eddi|zuHause> for like half a year now you complain that you won't finish FIRS in time
18:39:09 <andythenorth> fortunately April 1st happens at a set time, regardless of my complaining :D
18:40:00 <Samu> why are there offsets for offsets? makes it much harder for me to follow intellisense
18:43:38 <Samu> nevermind, I better give up for today
18:45:03 <Samu> case SLOPE_N: DrawWaterSprite(base, offset, feature, tile);
18:45:46 <andythenorth> found the def for DrawWaterSprite()?
18:47:02 <Samu> it gets an offset of itself, then DrawGroundSprite(base + offset, PAL_NONE);
18:47:19 <Samu> too much offsets, it's confusing, i don't know which offset is which
18:48:54 <Samu> problem I have right now, is finding out what base or offset to get the correct image from
18:49:11 <Samu> at least I know what the feature and tile are
18:50:32 <Samu> tile is the current tile I'm working on
18:54:55 <Samu> this part is what's in there: if the slope is flat and no adjacent tiles are watertiles, draw the edges of the river that are suitable for flat tiles
18:56:15 <Samu> the part i'm trying to "combine" is: if the slope is like SLOPE_N, top corner raised, and no adjacent tiles are watertiles, draw the edges of the river that are suitable for this slope
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18:57:37 <Samu> i just have no idea how to get to that drawing
18:57:40 <andythenorth> I haven’t looked, but the offset is _probably_ either an x/y/z direction offset, or it’s an offset from a sprite number, probably to get the correct tile for the slope
18:58:19 <Samu> the DrawWaterSprite(base, offset.... what is the base? what is the offset?
18:59:02 <Samu> and this is where I am lost, I cannot follow up to the origin of that offset
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19:01:37 <TresKilo> I asked earlier about adding money to a multiplayer company through GameScripts or world save modification (hosted on my server) - There ain't a way to do it through the console. I could not find any pre-written scripts on the forum that do what I would like, anyone have any advice or expertise that they could lend??
19:11:54 <frosch123> [18:30] <Eddi|zuHause> imho, just the bays would be enough. like airplanes <- enough to make ships useless? :p
19:12:30 <Eddi|zuHause> frosch123: enough to pick the right ship out of the 50 that stack on "full load" orders at the dock...
19:13:01 <Eddi|zuHause> it's basically impossible to make a proper hub for ships currently
19:13:08 <Samu> if (HasBit(_water_feature[feature].callback_mask, CBM_CANAL_SPRITE_OFFSET)) . this thing is returning false :( it should return true
19:14:25 <Samu> feature in this case is = CF_RIVER_EDGE (6)
19:14:46 <Samu> there are river edges, why does it return false?
19:15:58 <andythenorth> bays, but multidock
19:16:15 <andythenorth> one ship per dock, to be mean
19:16:33 <andythenorth> the game is most interesting when routing in confined spaces
19:18:09 <Eddi|zuHause> of course, it's not done by just putting a restriction in. you also need to provide tools to handle the restriction
19:18:52 <Eddi|zuHause> like, i hate airports because there is no way to affect holding patterns and landing priorities
19:19:57 * andythenorth rarely uses airports with that many plays
19:20:01 <andythenorth> plays? planes :P
19:22:51 <TresKilo> frosch123: Thanks for the link! Any help with use of it??
19:23:55 <Samu> SpriteID 7483 - where do I get a list of SpriteIDs? I wanna see what image is this
19:31:43 <frosch123> Samu: sprite alginer
19:32:08 <andythenorth> Samu: in-game sprite aligner
19:32:18 <andythenorth> 7843 is a water rapids tile
19:32:42 <Samu> in-game sprie aligner? what's that?
19:33:29 <Samu> it's a rapids tile and nor a river edge tile?
19:34:16 <TresKilo> frosch123: Nich, Ill check it out
19:34:55 <Samu> wow, that would come useful
19:37:48 <andythenorth> 10 days left to beat SV
19:38:29 <andythenorth> frosch123 beat me again :P
19:39:05 <frosch123> seems to be your favorite outcome
19:39:48 <andythenorth> if it was easy to win, it would get boring
19:40:06 <andythenorth> losing causes ‘play again’, as long as it’s not over-powered loss :P
19:40:15 <andythenorth> ‘play again’ is the long-term meta-game here, no?
19:40:30 <frosch123> how many industries did you build?
19:41:22 <andythenorth> I might get silver
19:45:35 <Eddi|zuHause> i need a new game to play. all the old games are either annoying or boring
19:46:19 <andythenorth> have you tried OpenTTD?
19:46:52 <Eddi|zuHause> i fear that will immediately go in the "annoying" category
19:47:29 <andythenorth> it’s not a bad game
20:00:34 <TresKilo> frosch123: So I've had a look but still have no idea where to even start with doing the task; All I know is that at some point I will need to use the GSCompany::ChangeBankBalance function - Is is already available to use? And where would I put it inside the main??
20:02:25 <frosch123> otherwise read some general tutorial about programming
20:05:38 <andythenorth> ^ like cdist, but abstract
20:06:08 <andythenorth> I know multiple people who got addicted, then dropped it because it causes weird dreams and agitated sleep :)
20:06:24 <Eddi|zuHause> i considered that, but not feeling it right now...
20:07:07 <andythenorth> Euro Truck Simulator? o_O
20:07:22 <andythenorth> v2 falls into crappy uncanny valley territory wrt graphics
20:07:48 * andythenorth wonders if there’s a modern equivalent of Lemmings
20:08:50 <frosch123> andythenorth: which type of truck simulator player are you? reckless speeding or do you use the blinker?
20:09:03 <andythenorth> initially I was careful
20:09:10 <andythenorth> then I found how to edit the savegame for money :P
20:09:33 <andythenorth> also by total fluke, I managed to get past the road-edge once, and into the woods
20:09:51 <andythenorth> where I was able to drive up a mountain, and off into the deep blue nothing
20:11:33 <andythenorth> adding a road subtype to roadvehicles looks deceptively easy
20:11:50 <andythenorth> I just declare it in struct RoadVehicle ?
20:12:42 <TresKilo> Alright then, Ill try doing that later; But now, how can I load a single player save into the server??
20:15:57 <frosch123> how do you access the server?
20:16:45 <_johannes> Alberth: I just found the bug with the pathfinder :P I did a search and then a search with the train turned around... in between, however, you have to instantiate a new pathfinder variable, I used the one of the previous search
20:17:30 <_johannes> I thought instantiation would not matter at all since instantiation was only used for metaprogramming inside YAPF...
20:17:40 <TresKilo> frosch123: Through PuTTY, SSH and SFTP
20:17:46 <Alberth> great that you found it
20:17:48 <_johannes> fixed after only 6 days :D
20:18:38 <_johannes> they often do things like Yapf() without actually instantiating anything...
20:18:50 <_johannes> for the pathfinder, one needs to be more careful
20:19:06 <frosch123> TresKilo: copy you save to the server into the savegame directory
20:19:21 <frosch123> start the server with -g <savegame name>
20:19:31 <frosch123> or set up rcon, and use rcon execute "load" commands
20:20:31 <TresKilo> frosch123: Nice! Just sorting out my GRFs then it should work!!
20:27:05 <Samu> andythenorth: this is really helpful, I am already getting somewhere
20:28:57 <Samu> apparently the compositing of river edges and their corners won't combine that well, need moar sprites
20:31:15 <Samu> need different tones of green, depending the direction the edge is towards
20:32:19 <andythenorth> if you make this work, I will then draw new sprites for it to match the original TTD base set
20:32:37 <Samu> how to i "raise" the edge corner, the offset thing
20:33:10 <Samu> on a flat tile, the north corner is set into one place, on a tile with SLOPE_N, I want that corner to go "up"
20:33:30 <Samu> do you understand what I mean?
20:34:08 <TresKilo> frosch123: It worked
20:34:17 <Samu> i think it's the z coordinates
20:35:47 <_johannes> can a train have the unit number "0" ? can there be even multiple such trains?
20:36:12 <Eddi|zuHause> wagon chains without engine in the depot?
20:36:17 <frosch123> only real chains have a unitnumber
20:37:00 <_johannes> ah of course, thanks!
20:38:38 <Samu> think i discovered it, let me try
20:42:29 <frosch123> lang_sync errors on empty files :)
20:43:27 <Samu> yeah, i need a combination of sprites 7538 with 7531 with the green tones similar to the north corner of sprite 3989
20:43:33 <Eddi|zuHause> what are we looking at?
20:44:38 <Samu> I am looking at river edges, the north corner sprites for a SLOPE_N tile
20:45:24 <frosch123> hmm, could print a message
20:45:35 <Alberth> I wonder how that happens :)
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20:49:01 <Alberth> frosch123: ah, it's utf-8 already. You could run rstip() on it, for trailing white-space before checking for empty, but otherwise, looks ok
20:50:27 <Alberth> although it's unlikely people make empty files with just a line whitespace :p
20:51:09 <frosch123> haha, an undertale ottd music set :)
20:51:41 <Compu> frosch123: with mlp and others stuff too
20:51:46 <frosch123> i lacks "spaghetti" in the description
20:52:11 <Compu> its just a bunch of music i wanna be able to play in game
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20:59:31 <Compu> CANYON.mid needed to be CANYON.MID
21:01:05 <Compu> frosch123: how do i pack this up for others to easily put into openttd?
21:01:39 <Eddi|zuHause> canyon.mid is a name i haven't heard in a looong time
21:02:16 <frosch123> Compu: put in into a directory, and then tar it all up. use tar without compression
21:02:49 <Compu> should it be in a directory inside the .tar file or should all the files be at root level?
21:03:07 <frosch123> ideally the directory contains some kind of version number
21:03:13 <Compu> i'll just use file roller
21:03:29 <Eddi|zuHause> it is common practice that a tar contains a directory
21:03:56 <Eddi|zuHause> (unless it contains only a single file)
21:06:40 <Compu> any way i can add it to the openttd online content thingy frosch123?
21:07:46 <frosch123> likely you can't due to copyright reasons
21:12:20 <Compu> how do people install it from a tar file?
21:17:12 <Alberth> just drop the file at the right spot, openttd understands tar files
21:18:05 <Compu> Alberth: so whats the right spot
21:19:21 <Alberth> depends on what operating system you have, it's all explained in detail in the readme of the program
21:21:00 <Compu> Alberth: u mean somewhere in the dotdir?
21:22:48 <Alberth> I don't know all the places of all the computer systems just like that
21:23:37 <Alberth> not to mention I don't know how you installed it
21:23:53 <Alberth> or what access rights you have or not have, and why
21:24:21 <Alberth> it's literally all described in detail
21:25:56 <Compu> it says music says cant just be put in the directory as a tar file
21:26:12 <Compu> cuz the files need to be read by an external application
21:26:39 <Samu> interesting, sprite 7423 image is equal to 7483, but 7423 is for rivers placed at sea level with nearby shores
21:31:43 <Samu> rivers at sea level with nearby shores, hmm... it doesn't appear to be computing the correct edges... i think it could
21:32:35 <Samu> still i better not touch this part of the code, it's not what I should focus
21:32:52 <planetmaker> depends a bit which rivers you use, Samu. There's a lot of NewGRF code involved in showing the right sprite(s) for river tiles
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22:05:30 <frosch123> Compu: a, true, music is the only type that does not work in tar :p
22:05:43 <frosch123> so, i guess just zip it and let people extract it to the baseset folder
22:05:56 <Compu> i already tarred it, good nuf
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22:36:06 <andythenorth> Arctic Basic needs more sources of chemicals
22:36:12 <andythenorth> or more oil on this map :P
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22:57:07 <frosch123> they could get the ONLY_DECREASE industry production behaviour
23:00:07 <FLHerne> Would look even sillier than the fishing grounds, though
23:00:42 <FLHerne> Needs some sort of area-covering industry
23:01:08 <FLHerne> Farms could be like that, too
23:01:11 <frosch123> if not everyone would play with disasters disabled, one could replace the submarine with moby dick or so
23:09:56 <Eddi|zuHause> i don't think i have ever seen the submarine
23:11:14 <frosch123> i remember waiting for it once, after i read on the forums that you can trap it by raising land
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23:21:54 <Samu> how much is 0001 & 0011?
23:33:02 <Samu> sometimes 1 & 3 = true, some other times 1 & 3 = 1, how can I tell the difference :(
23:33:40 <Samu> how does the code know if it should get 1 or true?
23:34:30 <Samu> like in here: if (!(wa & 1))
23:34:30 <frosch123> weren't you the guy who said that C was a good programming language? :p
23:34:59 <Samu> i am assuming wa = 1 at the moment
23:37:07 <FLHerne> Samu: 1 & 3 is always 1
23:37:47 <FLHerne> 0 is false, non-zero is true
23:38:17 <FLHerne> C didn't even have a boolean type until C99?
23:39:32 <Samu> there's some intelligent engineering logic being made in this function
23:40:39 <FLHerne> Ah, reading the log a bit makes things clearer
23:41:47 <FLHerne> When you're testing the value of (something & n), what you're actually trying to do is test whether the corresponding bits are set
23:42:15 <FLHerne> i.e. you should completely ignore the actual numeric value, it's irrelevant
23:43:19 <FLHerne> << means 'shift left one bit' (i.e. double, but that's not important)
23:46:20 <FLHerne> So lines 651->654 sets the lowest bit of wa if the SW tile is water, sets the second-lowest bit if the NW tile is,etc
23:47:22 <FLHerne> If the lowest four bits of wa are "0100" at line 655, only the northeast tile was water and the rest weren't
23:47:43 <FLHerne> If "1101", all but the NW tile were water
23:48:32 <FLHerne> "(wa & 1)" will be true iff the lowest bit of wa is 1, i.e. if the SW tile was water
23:49:08 <FLHerne> Similarly (wa & 2) tests the second bit, (wa & 4) the third...
23:49:54 <FLHerne> 3 is 0011, so (wa & 3) is only true if _both_ the lower bits are set
23:50:07 <FLHerne> i.e. both the SW and NW tiles are water
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23:52:20 <Samu> shift left one bit means doing 0001 would become 0010?
23:53:24 <Wolf01> finally restored the functionality of vs2015... the update 2 broke it hard :|
23:56:23 <FLHerne> Samu: And note the += on everything after the first line
23:56:36 <FLHerne> So it starts out as 000?
23:57:37 <FLHerne> Where each new ? is the return value of one of the IsWateredTile() calls
23:59:15 <Samu> the direction is reversed, or misleading
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