IRC logs for #openttd on OFTC at 2016-09-05
            
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00:14:53 <Wolf01> 'night
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01:01:44 <Flygon_> Started a game in 1752... I'm not sure Hokkaido was colonized by the Japanese until around the 1880s :U
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01:04:16 <goodger> Flygon: the japanese conquered hokkaido in 1457
01:05:37 <Flygon> Yes, but in terms of
01:05:42 <Flygon> Actual big cities worth noting
01:05:56 <Samu> hmm, dock placement is really restrictive... got to make it easier
01:06:17 <Samu> if there is a buoy in front of the dock, it won't place
01:06:31 <Samu> if there is an aqueduct, dock isn't placed
01:06:40 <Samu> even if its facing the right direction
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01:16:07 <Samu> how do I ask if the bridge is an aqueduct?
01:16:10 <Samu> :o
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09:07:53 <V453000> MF https://my.mixtape.moe/dovvgx.gif
09:12:05 <andythenorth> wheelie
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10:51:13 <Wolf01> o/
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12:14:04 <Flygon> Hrmmm
12:14:11 <Flygon> My desktop needs new Thermal Paste for the CPU
12:14:16 <Flygon> Got the OTTD save off it
12:14:26 <Flygon> But I worry I'll overload lappy CPU with 4096*4096 map
12:14:29 <Flygon> @_@
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12:15:19 <Wolf01> My router need a fan, I can cook eggs over it
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12:17:46 <Eddi|zuHause> you can't "overload" a CPU with a game. it'll counteract by going slower instead...
12:18:00 <NGC3982> And that is of course not recommended
12:18:03 <NGC3982> So get thermal paste.
12:18:22 <Flygon> Eddi: It'd go eaaallly slow
12:18:33 <Flygon> NGC: Yeah. Kinda sucks I'll have to fork out the $15AUD... but
12:18:50 <Flygon> It's my own freakin' fault for my foot slipping and bumping the side of the case :)
12:18:54 <Eddi|zuHause> sounds expensive
12:18:55 <NGC3982> For paste?
12:19:04 <NGC3982> I could send you paste for free.
12:19:05 <Flygon> Thermal Paste
12:19:14 <Flygon> You'll pay for International Shipping?
12:19:30 <Flygon> I can tell you're...
12:19:31 <NGC3982> Where are you?
12:19:32 <Flygon> Finnish?
12:19:33 <Eddi|zuHause> i'd expect something like 5€
12:19:40 <Flygon> iunno, Telia is both Finnish and Swedish
12:19:46 <NGC3982> Swedish :).
12:19:48 <Flygon> But I mostly speak with Finns @_@
12:19:53 <Flygon> VITTU PERKELE
12:19:56 <Flygon> :B
12:19:57 <Flygon> srsly tho
12:20:11 <Flygon> Nah, shipping to Australia too expensive and take too long :)
12:20:17 <NGC3982> You can get really good (read this with caution) paste on ebay for a dollar -with- shipping.
12:20:20 <NGC3982> Oh, indeed.
12:21:13 <Eddi|zuHause> still, 15 sounds overpriced, you probably find a cheaper shop even in australia
12:21:32 <Flygon> This was skimming eBay
12:22:00 * NGC3982 looks into international shipping.
12:22:18 <Eddi|zuHause> DHL?
12:23:15 <NGC3982> I guess i could send it in a normal letter.
12:23:26 <NGC3982> Though, how do customs see grey paste? :P
12:23:39 <Flygon> (for reference, $1AUD = $0.75USD... or since y'all are European, 0.68EUR)
12:24:10 <Flygon> http://www.ebay.com.au/itm/Arctic-Silver-5-Thermal-Compound-3-5g-CPU-Cooling-Paste-/221041922353?hash=item3377201131:m:m8BwdBrrkMJ7hEukrHKVheA Like, this's $12.50AUD with shipping
12:24:20 <Flygon> It'd cost the same for me to walk to the computer shop and buy physically :P
12:25:02 <NGC3982> Do it. :p
12:25:08 <Flygon> And most listings hover around $7.50AUD to $12.50AUD
12:25:09 <Eddi|zuHause> do that then... you have it immediately, and you support the local economy
12:25:16 <Flygon> And any cheaper are either tiny quantities, or suss
12:25:18 <Flygon> Yeah, pmuch :P
12:25:35 <Flygon> It'll count towards my 10,000 steps a day
12:25:45 <Flygon> I'm a terrible OTTD player. I don't do how I play
12:25:57 <Flygon> Then again, the bus's too infrequent. It's faster to walk. :|
12:28:12 <Flygon> I dunno what my point is suppose to be now @_@
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12:56:53 <andythenorth> V453000: forumz does not provide enough ego massage these days :P
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13:24:04 <V453000> andythenorth: helps?
13:34:04 <V453000> ima probably post some train rendars tonight finally
13:48:28 <andythenorth> V453000: awesome feedback
13:48:34 <andythenorth> thanks for your great feedback :)
13:48:41 <andythenorth> some of the best feedback I’ve seen
13:49:17 <V453000> you are welcome for the feedback
13:50:01 <V453000> how are you in general?
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13:50:10 <andythenorth> +1
13:50:12 <andythenorth> basically
13:50:13 <andythenorth> you?
13:50:30 <V453000> I had a horrible experience with a child doctor, other than that it's fine
13:51:00 <V453000> basically a doctor who was on the fly thinking of random diagnosis and shit, basically openly lying
13:51:08 <V453000> can't understand what should I think of that
13:51:18 <V453000> czech medical care <3
13:53:16 <V453000> in BRIX, I went through modelling the SH40 in blender, did test renders in blender, figured I want to use the edge-aware material, tried to replicate edge-aware material in 3DS MAX, found out it's not doable in 3DS MAX, decided to render from blender because max can't do it, did test renders from blender to discover that blender's renderer is totally different and the colours are so wrong in compare to the rest of BRIX that not even heavy co
13:53:56 <V453000> postproduction can save it, re-decided that I have to render from max, and finall now I learned how to bake the edge-awareness into a texture i could reuse in max. Spent last evening unwrapping the models and baking texture into them. XD tonight hopefully final render
13:54:35 <andythenorth> very hard for doctors with babies
13:54:46 <andythenorth> they see a lot for which there is literally nothing wrong, except panicking parents
13:54:55 <andythenorth> and then sometimes something serious, and it’s hard to spot
13:55:02 <andythenorth> also babies can’t answer questions
13:55:21 <V453000> yeah
13:55:26 <V453000> that I understand
13:55:32 * andythenorth wife is a GP
13:55:51 <andythenorth> but also I was about 12 hours away from dying when I was 7 months old, GP sent my mum home
13:55:53 <andythenorth> so eh
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13:56:03 <V453000> but when the doctor says to you that your baby shits too often, but she shits once per day, and then sends an infectuous child to share room with you because you have the same symptoms (you shit too often), ...
13:56:22 <V453000> a doctor who wonders why a 7kg child pisses so often when you infuse 0.5 liters of water into her, ...
13:56:22 <andythenorth> once per day?
13:56:29 <V453000> yeah mostly
13:56:37 <andythenorth> my kids managed anything from 0.3 to 5 times per day
13:56:46 <V453000> yeah, that's compltely normal
13:57:07 <V453000> and she basically declared that our child has problems and shits too often, and is infectuous because of that
13:57:09 <V453000> like what
13:58:31 <V453000> but yeah luckily my wife isn't a doctor, but she knows her shit around this stuff, so she was able to argue with the doctor
14:01:05 <peter1138> all children are infectious
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14:18:47 <Samu> hi
14:19:05 <Samu> shouldn't tunnelbridge tiles have waterclass?
14:19:36 <Samu> because of aqueducts
14:20:30 <Samu> HasTileWaterClass - if the tile is an aqueduct, it says no
14:22:14 <Samu> sec
14:22:47 <Samu> HasTileWaterClass(tile)
14:24:45 <Samu> return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT);
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14:30:33 <Samu> ok, i see why
14:31:14 <Samu> HasTileGroundWaterClass would be less misleading
14:32:00 <Samu> or HasBaseOfTileWaterClass
14:32:08 <Samu> meh, doesn't matter
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15:56:00 <Samu> aqueduct tiles are giving me a headache
15:56:29 <Samu> they're the only tiles in the game that ships can go to, but are not water
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16:00:53 <Samu> https://paste.openttdcoop.org/pljcnvs1m - about building dock
16:02:50 <Samu> tile_cur is the 3rd tile
16:03:12 <Samu> in front of the dock, where the ship loads/unloads
16:03:25 <Samu> are those checks enough?
16:04:01 <Samu> erm... nevermind, I'll try to figure it out
16:08:26 <Samu> well, as long as aqueducts cannot be built on slopes with only 1 corner raised, it is enough
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16:19:30 <Wolf01> o/
16:19:34 <Alberth> moin!
16:21:41 * LordAro waves
16:27:10 <Alberth> hi hi :)
16:27:48 <Alberth> waiting for uni to begin?
16:28:22 <LordAro> yup!
16:28:34 <LordAro> finished work last week
16:37:36 <Samu> building buoys and removing buoys does not need to check if there's a vehicle on the ground
16:37:54 <Samu> don't you think?
16:38:18 <Samu> gonna remove that part of the code that tries to ensure no vehicles on the ground for buoys
16:38:49 <Alberth> I don't think at all, currently
16:38:59 <Alberth> except about dinner
16:42:32 <LordAro> nom
16:45:53 <Samu> code only checks for vehicle on the ground when removing the buoy, but not when building it
16:45:58 <Wolf01> Cropping bitmaps... always cropping bitmaps
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16:46:26 <Wolf01> Then loading sprites
16:47:57 <Samu> somebody think with me, cus sometimes my logic fails. If you build a buoy on a water tile that has a ship on it, what would you expect? build the buoy or error out with ship in the way?
16:48:25 <Wolf01> Build the buoy
16:48:50 <Samu> oki
16:49:41 <supermop_> cant build a waypoint on rail with a train on it
16:50:04 <Wolf01> Nice, got distracted and done an achievement, a train tried to pass over me but I have too much shield
16:50:53 <LordAro> Samu: either would be valid, imo
16:51:04 <LordAro> consistency is key though
16:51:22 <LordAro> e.g. what does road & rail do
16:52:17 <Samu> there is no waypoint for roads
16:52:21 <Samu> but i can test rail
16:52:48 <Wolf01> V fix signals plz, I layed again the wrong type because I can't read and go with icon only
16:53:20 <LordAro> Samu: there are drive through stops though, which are kinda similar
16:53:22 <Samu> can't place waypoint on rail, as supermop_ said
16:54:33 <supermop_> andythenorth: nice to see fruit cars on tramway!
16:54:47 <Samu> just tested drive-through road stops
16:54:55 <Samu> can't build, vehicle in the way
16:55:19 <LordAro> well then
16:55:24 <LordAro> that seems fairly conclusive :)
16:55:36 <Samu> ty
16:55:51 <Samu> wondering what happens on removal
16:55:56 <Samu> testing that now
16:56:44 <Samu> train in the way, road vehicle in the way
16:56:56 <LordAro> not entirely sure the running commentary is necessary ;)
16:57:10 <Alberth> it is for samu :p
16:57:29 <Alberth> he may do things we don't know about, otherwise :p
16:58:21 <Samu> that's it then, building buoys was not checking for ships
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17:09:17 <andythenorth> supermop_: apple tram
17:22:58 <supermop_> durian hoppers?
17:27:30 <Samu> what's the difference between tunnelbridge_map.h and bridge_map.h?
17:27:52 <Alberth> 6 letters ?
17:28:19 <Samu> :)
17:28:29 <Alberth> likely, latter does code common to both tunnels and bridges
17:28:42 <Alberth> euhm, I mean former
17:29:47 <Samu> GetTunnelBridgeTransportType(TileIndex t) is part of tunnelbridge_map.h, but stations does not include tunnelbridge_map.h, only bridge_map.h, i need to use this function
17:30:09 <Samu> station_cmd.cpp*
17:30:25 <LordAro> istr that tunnels are actually invisible bridges?
17:30:29 <LordAro> or something close to that
17:32:09 <Samu> or I need a IsAqueduct(TileIndex t) at bridge_map.h
17:32:19 <Alberth> they're both worm holes :)
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17:34:20 <Samu> there is no aqueduct_map.h
17:35:21 <Wolf01> Because is a bridge
17:36:01 <Samu> but there is no way to detect an aqueduct, using only bridge_map.h
17:36:29 <Alberth> so use another file?
17:36:45 <Samu> use the #include "tunnelbridge_map.h"?
17:36:56 <Eddi|zuHause> LordAro: there are a few subtle differences between bridges and tunnels
17:36:58 <Wolf01> It seem to work like a tunnel (you can't set an arbitrary length, bot heads needs to be on full slope), check in tunnelbridge?
17:38:41 <peter1138> custo bridge heads?
17:38:45 <peter1138> +m
17:39:39 <LordAro> Eddi|zuHause: i don't doubt
17:39:45 <Wolf01> If you want to add them, we would be really happy :P
17:39:48 <LordAro> (other than the sprites :p )
17:40:25 <Samu> #include "bridge_map.h" #include "tunnelbridge_map.h"
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17:40:37 <Samu> is it ok to include both? seems kinda weird
17:42:04 <LordAro> if you need both, include both
17:42:05 <LordAro> :p
17:42:36 <Samu> IsTileType(tile_cur, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile_cur) != TRANSPORT_WATER)
17:43:03 <Samu> only because of this https://paste.openttdcoop.org/pljcnvs1m
17:43:21 <Samu> erm let me post the whole patch
17:43:57 <Samu> https://paste.openttdcoop.org/p9fb2bmxh
17:44:17 <LordAro> if you need both, include both
17:44:26 <LordAro> you know better than anyone whether that's the case
17:44:35 <LordAro> functionality first, tidying can be done later
17:51:21 <Samu> trying to get aqueducts working right
17:51:25 <Samu> erm, docks
17:51:42 <Samu> placing docks right when near aqueduct
17:56:30 <Samu> oops, it's still wrong, damn it, i'm horrible at this check
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18:07:03 <Samu> working with waterish tiles is so complicated, there's so many exceptions
18:07:53 <Samu> even tree tiles get in the way
18:11:49 <Samu> https://paste.openttdcoop.org/p6scznosn - better
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18:39:57 <Samu> patch about building buoys where ships are https://bugs.openttd.org/task/6504
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18:55:38 <Samu> railway tiles may also have water... :( grrr
18:57:05 <Samu> oh i see how
18:57:08 <Samu> darn it
18:57:25 <Samu> coastal tiles with a rail in the corner
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19:06:47 <Samu> must think :|
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19:22:00 <Samu> i need a way to get a list of all tiles where ships can walk to
19:22:07 <Samu> without doing 5000 checks
19:24:16 <Alberth> 5000 checks would be neat
19:25:37 <Alberth> that's better than all tiles of a 128x128 map
19:26:54 <Samu> ((TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)) & TRACK_BIT_ALL) != TRACK_BIT_NONE)
19:27:00 <Samu> can't think of anything better than this
19:27:54 <Samu> does it account for aqueducts?
19:29:01 <Samu> does it take care of buoys, oil rigs, even object tyles?
19:29:08 <Samu> tiles*
19:29:16 <Samu> railway with water?
19:29:37 <Samu> depots? locks? and probably some other stuff I'm missing
19:31:18 <Samu> what would happen on a tile without water, but with an aqueduct ramp?
19:31:51 <Samu> or even with both
19:33:56 <Samu> :/
19:37:39 <Wolf01> V453000 how do I limit how many bots an inserter could put in the logistic network?
19:37:58 <V453000> I guess by reading the roboport?
19:38:11 <Wolf01> It only reads the current roboport
19:38:17 <V453000> ooo
19:38:18 <V453000> :D
19:38:19 <V453000> hm
19:38:25 <Wolf01> And logistic network doesn't give a fuck
19:38:27 <V453000> well it's planned feature then I guess
19:46:55 <Alberth> everything is a feature! :)
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19:50:46 <andythenorth> hmm
19:51:04 <andythenorth> if you wanted to disable vehicles in another newgrf, how would you do it?
19:51:17 <andythenorth> target the grfid, and the vehicle ID, and change the climate setting?
20:00:00 <Alberth> switching to toyland climate usually does the trick :p
20:00:17 <Alberth> lots of newgrfs ignore toyland completely
20:00:40 <V453000> just disable your newgrf under 9234 conditions
20:01:39 <Alberth> assuming you talk about the road hog claim, you don't know what configuration the person has
20:01:55 <Alberth> he may have an obsolete openttd.cfg or so
20:02:15 <Alberth> alternatively, the newgrfs he talks about may be weird :p
20:03:17 <Wolf01> Talking about obsolete openttd.grf, I think mine is there since 0.x
20:03:23 <Wolf01> *cfg
20:03:28 <andythenorth> it would be hard to deliberately disable vehicles in another grf
20:03:39 <andythenorth> if it was easy…certain authors would already have done it :P
20:03:49 <Wolf01> Sabotage
20:10:01 <Samu> hmm, Juanjo posts here on irc or just the forum?
20:10:41 * andythenorth has a break from newgrf
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20:14:19 <andythenorth> eh, FIRS lumber yard IRL http://www.railpictures.net/photo/587968/
20:14:47 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#lumber_yard
20:15:23 <andythenorth> pretty close eh? o_O
20:15:51 <Wolf01> Yup
20:16:30 <Wolf01> Do the trading post act as port too? Like oil rigs
20:16:30 <Alberth> it misses a hill, mostly :p
20:17:10 <Wolf01> Terraform and track are a user problem, not industry ;)
20:17:12 *** guru3 has quit IRC
20:17:21 <Alberth> :)
20:18:07 <Wolf01> I would like an industry with an integrated airport
20:18:42 * Wolf01 awaits "state machine"
20:18:53 <andythenorth> we could fix airport industry tiles
20:19:08 <andythenorth> I’ve tested at least one proof of concept patch for it
20:19:09 <andythenorth> maybe two
20:19:15 <andythenorth> from yexo and frosch iirc
20:20:06 <Wolf01> I looked into the tables for vehicle movement, doesn't look too complicated, I remember the "data" definitions in basic
20:20:17 <Wolf01> Sprites, musics...
20:21:16 <Wolf01> Next stuff I'll do will be a =>-<= station for trams
20:21:29 <Wolf01> Breaking all the existing stuff :D
20:22:26 <Wolf01> Btw... NotRoadTypes
20:34:38 <LordAro> Wolf01: state machine.
20:34:48 <Wolf01> :D
20:37:29 <LordAro> i looked into that once apon a time
20:37:35 <LordAro> i quickly stopped
20:37:48 <LordAro> upon*
20:41:40 <LordAro> turns out compiling with clang doesn't make use of c++11
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20:45:26 * LordAro blames frosch123
20:45:32 <Wolf01> Quak
20:45:50 <Wolf01> Yeah, everybody into frosch123
20:46:21 <frosch123> hoi mammals
20:48:32 <andythenorth> frogs wolves
20:48:34 <andythenorth> cats
20:48:46 <Wolf01> Pokémons
20:48:59 <Wolf01> There's everything here
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20:58:24 <LordAro> frosch123: https://paste.openttdcoop.org/pkmn8gtmo :)
20:58:48 <frosch123> i don't know enough about pokemon to tell which or any are mammals
21:04:48 <LordAro> on a related note, i don't know what's going on inside newgrf_debug_data.h , but i'd rather not know
21:05:51 <Wolf01> All Pokémons lay eggs, also snakes could mate with mammals, birds with bats and other weird stuff
21:08:13 <frosch123> LordAro: https://wiki.openttd.org/NewGRF_Debugging#Variable_.2F_Property_inspection_tool
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21:11:08 <DorpsGek> Commit by frosch :: r27654 /trunk (config.lib src/table/newgrf_debug_data.h) (2016-09-05 21:11:01 +0200 )
21:11:09 <DorpsGek> -Change: Enable C++11 for clang 3.3 (LordAro)
21:15:33 * andythenorth confused by not having to draw trams today
21:15:50 <LordAro> :D
21:15:58 <frosch123> maybe go on vacation
21:16:18 <frosch123> in spain or so
21:16:41 <LordAro> fastest commit turnaround ever
21:17:23 <andythenorth> venga
21:17:31 <andythenorth> vale
21:17:35 <andythenorth> adios
21:18:09 <Samu> water track vs rail track - my new headache
21:19:59 <Samu> when building a rail track on a piece of land that also contains water on the other half of the tile, I don't want it to check if there is a ship nearby
21:22:05 <andythenorth> spose I could do the remaining vehicles :P
21:22:10 <andythenorth> passenger trams, buses, mail trucks
21:22:20 <Samu> oh this problem is also present in 1.6.1
21:22:48 <Wolf01> Mmmh, confusing NotRoadTypes is confusing :(
21:23:10 <frosch123> andythenorth: do we have offroad roadtrack graphics?
21:23:18 <andythenorth> some from years ago
21:23:20 <andythenorth> I’ll find them
21:24:06 <andythenorth> should be some in this thread https://www.tt-forums.net/viewtopic.php?f=33&t=38108&p=702698&hilit=trails#p702698
21:24:35 <Wolf01> I always found hard to start something of which I couldn't see the result
21:24:47 <andythenorth> lawks https://www.tt-forums.net/download/file.php?id=93015
21:25:08 <frosch123> 2008 :p
21:25:18 <andythenorth> almost the first thing I contributed :P
21:25:25 <andythenorth> do we like .pcx? o_O https://www.tt-forums.net/download/file.php?id=93014
21:25:45 <andythenorth> wow, even a GUI sprite
21:26:18 <frosch123> it has tram-style dead ends
21:27:05 <Wolf01> Oh, so it was you at that time
21:27:20 <andythenorth> found a png
21:27:30 <andythenorth> http://dev.openttdcoop.org/attachments/download/8083/trails.png
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21:27:41 <andythenorth> I drew over the tram tracks
21:27:47 <andythenorth> didn’t know any better :)
21:29:28 <andythenorth> https://www.tt-forums.net/download/file.php?id=93123
21:29:42 <frosch123> so, this would be an example for: no walkways allowed, grass underlay
21:31:24 <andythenorth> ha ha, how did I do at predicting the future? o_O https://www.tt-forums.net/viewtopic.php?p=828391#p828391
21:31:39 <andythenorth> cargo distribution: done
21:31:46 <andythenorth> improved RV acceleration: done
21:31:50 <andythenorth> more height levels: done
21:31:56 <andythenorth> new road and rail types: o_O
21:32:24 <andythenorth> frosch123: +1
21:32:54 <frosch123> what is P1JK?
21:32:54 * andythenorth tries to think of some abuse of walkways, just to be difficult :P
21:33:02 <frosch123> "psim1 - just kidding"?
21:33:03 <andythenorth> UKRS 2
21:33:41 <frosch123> "Hey ho, back to the nfo..." <- your prediction gets slightly off at the end
21:33:52 <Garfield222> hi. something wrong with this link http://dev.openttdcoop.org/attachments/8074 . I does not give any error message and does not start downloading.
21:33:53 <andythenorth> it’s nice to be wrong sometimes
21:34:01 <andythenorth> nfo was…a slow way to get things done
21:34:27 <andythenorth> so the “tram without catenary” case is too vanilla eh? :)
21:34:34 <frosch123> Garfield222: works fine for me
21:34:38 <andythenorth> doesn’t throw us anything hard to think about
21:35:26 <Wolf01> Tram without catenary = horse powered :P
21:35:36 <Wolf01> Even steam tram
21:35:39 <andythenorth> yair
21:35:43 <andythenorth> that’s how all this started :)
21:35:49 <andythenorth> steam trams in Road Hog
21:36:06 * andythenorth toggling catenary on and off with invisibility tools
21:36:14 <andythenorth> so similar to trails, there might be an ‘express road'
21:36:18 <andythenorth> [for example]
21:36:22 <andythenorth> no pavements?
21:36:26 <andythenorth> allows one way?
21:36:31 <andythenorth> no crossings?
21:36:49 <andythenorth> frosch123: pavements are coming from base set, yes?
21:36:58 <frosch123> yes, default road
21:37:12 <frosch123> partly overdrawn by newgrf, same as bridge
21:37:15 <andythenorth> so no allowance, for e.g. using pavements to provide crash barriers
21:37:16 <andythenorth> good
21:37:18 <Wolf01> Btw, I have a bunch of function which I couldn't find a way to use... replacing old uses is not the best thing to do as the new ones do different things
21:37:25 <andythenorth> can I have lights on my express way? o_O
21:38:13 <andythenorth> Wolf01: I think frosch is right, we need to rework the approach to drawing, then the new functions will become obviously needed
21:38:17 <andythenorth> …I think :P
21:38:30 <andythenorth> I find this a hard patch, because it’s ‘change everything'
21:38:52 <andythenorth> and I hate not having a working compile while I work
21:39:21 <Wolf01> Yes, with no fast "WYSIWYG"
21:39:23 <Garfield222> probably, because of antivirus. Thanks. No it works.
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21:40:15 <Wolf01> Lets define the spec before all
21:41:19 <Wolf01> So, as you said, it would be nice to have roadtypes which disallow crossings
21:41:48 <frosch123> i think first implementing a prototype spec is more fun
21:41:48 <Wolf01> And what about roadtypes which disallow some layouts?
21:41:55 <frosch123> like: ignore all the labels and reservation and stuff
21:42:09 <andythenorth> yeah
21:42:15 <frosch123> and just hardcode 4 roadtypes, whcih newgrfs can assign graphics to
21:42:15 <Wolf01> Agreed
21:42:24 <frosch123> it should be action123 though
21:42:29 <frosch123> not action5 :p that's useless
21:42:51 <frosch123> action123 will help you identify the variables and requirements and stuff
21:43:57 <frosch123> essentially an equivalent to GetCustomRailSprite
21:44:03 <andythenorth> can we dump some sprites into openttd.grf for a prototype?
21:44:20 <frosch123> nah, directly start with a newgrf
21:44:37 <frosch123> i think openttd.grf makes it more complicated :p
21:45:18 <andythenorth> compile it with grfcodec?
21:45:31 <frosch123> i think a few constants to nml is enough
21:45:44 <andythenorth> hmm
21:45:47 <frosch123> mostly FEAT_ROADTYPE, and 3 properties or so
21:45:56 <andythenorth> maybe we should patch nml first, work backwards from a grf :P
21:46:10 * andythenorth started at the top, with the UI, rather the data structure
21:46:16 <andythenorth> typical web devloloper
21:46:23 <Wolf01> Me too
21:46:33 <frosch123> for vehstack i wrote the grf first :)
21:48:19 <andythenorth> well at least hacking NML is easy
21:49:13 <andythenorth> Wolf01: got an nml checkout? o_O
21:49:28 <Wolf01> No, I don't even know how to use it, lol :D
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21:56:48 <andythenorth> pretty easy :)
21:56:56 * Wolf01 is looking in rail.h for ideas
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21:59:48 * andythenorth wishes nml had a src dir
21:59:52 <andythenorth> not nml/
21:59:54 <andythenorth> nvm
22:00:07 <andythenorth> ach my nml dir is full of junk :) Patches and so forth
22:00:16 <andythenorth> what was my silly json patch for? Incremental compiles?
22:00:45 <andythenorth> wtf did I need to pass ‘safe_constants’ in for? :P
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22:04:13 <andythenorth> 'FEAT_RAILTYPES': 0x10,
22:04:19 <andythenorth> 'FEAT_ROADTYPES': 0x12,
22:04:20 <andythenorth> ?
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22:05:27 <frosch123> https://newgrf-specs.tt-wiki.net/wiki/Features <- andythenorth: 13 is next
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22:05:44 <andythenorth> oic
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22:05:48 <andythenorth> towns not in nml?
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22:06:17 <frosch123> i wonder why it is in the list :p
22:06:29 <frosch123> it has "no" everywhere
22:06:40 <andythenorth> I thought newgrf towns was done?
22:06:44 <andythenorth> did it never ship? o_o
22:06:55 <frosch123> yeah, it's bogus
22:06:57 <frosch123> use 12 :)
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22:09:54 <andythenorth> hmm
22:09:59 <andythenorth> I seem to have commit rights on nml :P
22:10:04 <andythenorth> maybe a branch for safety
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22:13:50 <andythenorth> looks like straight copy of all railtypes functions, remove most properties
22:13:52 <andythenorth> afaict
22:14:30 <Wolf01> Yup, just leave there the catenary
22:14:41 <andythenorth> L197 of action2.py looks...interesting
22:14:43 <Wolf01> So we could have 2 roadtypes and 2 railtypes
22:14:49 <Wolf01> *ltrailtypes
22:14:53 <andythenorth> comment claims airport_tyiles, but they’re not in the list
22:15:29 <andythenorth> nvm, misreading
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22:16:13 <andythenorth> hmm
22:16:52 <andythenorth> frosch123: o_O http://dev.openttdcoop.org/projects/nml/repository/entry/nml/actions/action2var_variables.py#L732
22:20:05 <Samu> alright, the problem is with the rail_cmd.cpp ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
22:20:24 <Samu> this is going to check if there is a ship at the water portion of the tile
22:20:35 <Samu> it should not do it
22:20:44 <Samu> line 560 of rail_cmd.cpp
22:21:52 <frosch123> i think it's equally arbitrary :)
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22:22:22 <frosch123> it's only used as PARENT scope
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22:23:28 <Samu> i think i understand why it is doing ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); - it's for price purposes
22:23:38 <frosch123> andythenorth: you broke nml compilation
22:23:40 <Samu> wants to get the price of clearing the grass
22:23:40 <frosch123> why did you push?
22:24:17 <Samu> it clears water too, but then subtracts that cost
22:24:29 <Samu> hmm, needs a different workaround
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22:24:43 <andythenorth> :( what broke?
22:24:47 * andythenorth looks
22:25:17 <frosch123> well, official nml is no playground for experimental stuff anyway, is it?
22:26:14 <andythenorth> is it the branch that broke it, or the .hgignore?
22:26:24 <frosch123> ah, you broke it by adding some branch or something?
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22:26:58 <andythenorth> not sure yet
22:27:06 <andythenorth> I’d be surprised if .hgignore broke it
22:27:10 <andythenorth> but I’d expect the branch to break
22:27:33 <frosch123> still, why official nml?
22:27:58 <andythenorth> bad choice
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22:28:14 <Wolf01> Router died o_o
22:28:28 <andythenorth> I’m too used to just pushing experimental feature branches on projects
22:28:55 <andythenorth> I’ve removed my user from the repo in redmine, I don’t really want commit rights
22:29:19 <andythenorth> dunno if that blocks me though
22:29:20 <frosch123> the users in redmine do not matter
22:29:29 <frosch123> it's all via sshkeys
22:29:43 <frosch123> and yours is probably allowed for everything :p
22:30:00 <andythenorth> ach
22:31:08 <frosch123> change to http if you do not want to push
22:31:27 <andythenorth> I’ll find a better way
22:31:38 <andythenorth> I just need a local repo where I can’t push
22:31:49 <andythenorth> I’ll make one
22:38:24 <andythenorth> no, I’ll just make a mess :|
22:38:33 * andythenorth stepping away from this for now
22:45:38 <andythenorth> “silly things andythenorth does"
22:45:53 <andythenorth> change the Apache config on a Friday, for no justifiable reason
22:46:05 <andythenorth> without backups or version control, taking n sites offline
22:46:25 <frosch123> maybe you were worried about a boring weekend :)
22:46:44 <andythenorth> deleted an entire day of someone’s work by copying the backup the wrong way
22:47:10 <andythenorth> drove a borrowed landrover into quicksand on a beach, with incoming tide
22:47:27 <frosch123> oh, i know someone who managed that with the work of one of of 150 people :p
22:47:52 <andythenorth> pixar did it during Toy Story
22:50:48 <andythenorth> http://thenextweb.com/media/2012/05/21/how-pixars-toy-story-2-was-deleted-twice-once-by-technology-and-again-for-its-own-good/#gref
22:54:47 <Samu> new patch! https://bugs.openttd.org/task/6505
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23:22:56 <Samu> i think i found a function that is not being used by the rest of the code
23:23:08 <Samu> call hierarchy returns nothing
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23:23:58 <Samu> static CommandCost ClearTile_Track(TileIndex tile, DoCommandFlag flags)
23:24:15 <Samu> can you confirm?
23:25:16 <Samu> uhm...
23:25:23 <Samu> ClearTile_Track, // clear_tile_proc
23:25:40 <Samu> guess it's being used by that thing
23:26:09 <Samu> set of callback function to perform operations on tile
23:40:26 <_dp_> Samu, you guessed right
23:41:15 <Samu> pbs
23:41:20 <Samu> what is pbs signal?
23:41:22 <Samu> SetSignalStates(tile, (GetSignalStates(tile) & ~mask) | ((HasBit(GetRailReservationTrackBits(tile), track) && EnsureNoVehicleOnGround(tile).Succeeded() ? UINT_MAX : 0) & mask));
23:42:09 <Samu> what if there is a vehicle on the ground, but it's actually a ship, not a train? will it conflict with the signalstate thingy?
23:43:20 <Samu> the comment says
23:43:23 <Samu> /* PBS signals should show red unless they are on reserved tiles without a train. */
23:44:07 <Samu> the comment expects to check trains, but there can be ships there on halftiles
23:44:13 <Samu> what will happen?
23:46:11 <Samu> wrong signal state?
23:46:16 <Samu> trains crashing?
23:46:20 <Samu> something else?
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23:47:39 <Samu> pls help, i'm not an expert on signals, I was only working with water tracks, and i ended up on that