IRC logs for #openttd on OFTC at 2016-09-08
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00:05:38 <Samu> building a zig-zag road over 2000 tiles.... zzzz
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00:20:32 <supermop> sounds like a task for an ai
00:26:09 <_dp_> 6 + 5 pixels going up while 4 + 7 going down
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02:31:36 <Samu> i got to test at 94 km/h because the fastest road vehicle making turns is limited to this speed
02:31:45 <Samu> i also decreased from 2000 tiles to 1999 tiles distance
02:33:24 <Samu> my internet connection isn't doing good today
02:38:12 <Samu> this is the best approximation yet
03:03:36 <Samu> bah damn internet, i can't post it
03:06:49 <Samu> i can't post on the forum, internet issues today
03:08:09 <Samu> oh i guess i just could, tomorrow i'll edit the post with a better description
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11:47:24 <Samu> just found yet another situation where a dock can be blocking another dock
11:47:34 <Samu> but this time it's not caused by my patch
11:48:30 <Samu> thus it's also present in 1.6.1
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12:18:45 <Samu> how to extract the tile paralel to axis-X
12:20:09 <Samu> i got diagdir, hmm i think i can do this
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13:47:51 <Samu> question, how do i get a specific industry tile gfx while it's under construction?
13:49:34 <Samu> that tile that transforms into the oil rig station has several phases
13:49:48 <Samu> when it's under construction
13:50:30 <Samu> i want to prevent a dock to be placed in the docking area of the yet-to-be an oil rig station
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16:27:05 <Samu> can't use st for station, another st of the same name is being used afterwards
16:35:25 <Samu> how do i avoid code repetition?
16:44:42 <Samu> i'd like to GetDockOffset of a Oil Rig before the Oil Rig station is built
16:44:47 <Samu> without getting an assert
16:45:44 <Samu> the fucntion is assuming that the station is already there.... but it's still under construction
16:47:36 <Samu> or if i can't get that offset
16:47:45 <Samu> i will assume it won't change in the future
16:48:03 <Samu> and use tilediff directly
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17:05:10 <_dp_> Samu, do function or loop
17:08:19 <Samu> not sure how to do it, i've done it before, but tile_adj isn't a simple tile_adj++ thingy
17:11:45 <_dp_> Samu, you mean you only learned loops with ++? Great, go learn the rest of the language :p
17:12:47 <_dp_> Samu, although, function is probably better in this particular case.
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18:10:44 <Samu> IsTileDock vs IsDockTile, name is confusing
18:11:02 <Samu> IsTileDock = is this tile being used for docking ships
18:11:45 <Samu> IsDockTile - is there a dock at this tile
18:20:34 <LordAro> as long as the doc comment on the function says as much, it's not *too* much of an issue
18:44:24 <Samu> 'IsTileDock': not all control paths return a value openttd d:\openttd\trunk\src\station_cmd.cpp 2456
18:51:01 <Samu> TileAddByDiagDir is bugged
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18:51:37 <Samu> static inline TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
18:51:45 <Samu> * @param dir The direction in which we want to step
18:52:08 <Samu> wouldn't that mean if I'm on tile 1000, I'm now on tile 999?
18:52:16 <Samu> it is returning tile 1001
18:52:26 <Samu> is that intended? am i misinterpreting something
18:55:26 <Samu> nevermind, i was misinterpreting it
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20:43:45 <Samu> GetIndustryType returned 5 '\x5' unsigned char
20:43:58 <Samu> isn't there a name for it?
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20:47:34 <_dp_> So, does anyone know why road lanes coordinates are asymmetrical? Namely 5 and 9
20:48:07 <_dp_> I would understand 5, 10 or 6, 10 but this doesn't seem to make sense
20:48:08 <Eddi|zuHause> what do you mean?
20:49:04 <frosch123> because that is what looked right to some eye at some point
20:49:13 <Wolf01> Because the original designers fucked things up a lot and we just kept the same sizes
20:49:19 <frosch123> bridge pillars are also complete non-sense when looking at the 3d positions
20:49:30 <_dp_> Eddi|zuHause, check roadveh_movement.h, rv goes on subcoord 5 in one direction and 9 on other
20:50:25 <_dp_> Did anyone try changing them? Coz it screws up turns making them all different
20:50:45 <Wolf01> It's a statemachine problem
20:50:49 <frosch123> _dp_: also, rv width is 3
20:50:56 <_dp_> And leads to all nonsense with roads having different lenght when travelled backwards
20:51:05 <frosch123> so the center cannot be in the center, it needs to be on one side
20:52:23 <Eddi|zuHause> i better stop it right here. there's only one place where this discussion can end: state machines
20:52:34 <_dp_> frosch123, I'm talking about straight roads atm, when rv's are visually diagonal
20:52:50 <frosch123> yes, and the bounding box has width 3
20:53:00 <frosch123> so the offset is 1 or 2 from the borders
20:53:24 <frosch123> anyway, orientation/lane is swapped when switching road side
20:53:31 <frosch123> it just needs to look right for both
20:53:59 <frosch123> so you cannot make them symmetrical, but put the remainder from centering width 3 onto the same side
20:54:35 <frosch123> i feel more snail today
20:55:14 <Eddi|zuHause> i'm still not sure how english ended up with two different words for slug and snail
20:55:55 <ST2> guess they didn't understood the meaning of lazyness :D
20:56:00 <andythenorth> other languages don’t?
20:56:05 <V453000> every civilized language does that Eddi|zuHause
20:56:31 <frosch123> andythenorth: it's "snail" and "naked snail" in german
20:56:37 <Eddi|zuHause> no, the advanced german language has compound words for this stuff
20:57:00 <glx> "escargot" and "limace" here :)
20:57:27 <frosch123> Eddi|zuHause: anyway, why have different names for needle trees?
20:57:43 <_dp_> frosch123, you mean width projection on x screen axis?
20:58:02 <frosch123> _dp_: RoadVehicle::UpdateDeltaXY
20:58:20 <_dp_> frosch123, also it doesn's rly look right to me now, they are driving on markings :p
21:00:40 <_dp_> frosch123, you mean update_coordinates hotkey? I probaly have it reassigned
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21:08:49 <_dp_> frosch123, is it accessible through menu somehow, can't get hotkey to work for some reason
21:09:14 <frosch123> it's probably in the ? menu, when newgrf dev stuff is enabled
21:09:39 <frosch123> the latter likely also applies to the hotkey :p
21:12:26 <_dp_> frosch123, oh, yeah, it does
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21:34:12 <andythenorth> _dp_: for extra fun gags, try that with trams
21:34:20 <andythenorth> try lining trams up to their tracks reliably :P
21:34:31 <andythenorth> eh, computer says no
21:35:13 <Samu> is this good english? * Is this tile a target for ships to get to a nearby dock?
21:47:33 <andythenorth> one of them doesn’t align to the rails
21:47:43 <frosch123> cleary the tracks are in the wrong position
21:47:44 <andythenorth> but does align to the bounding box
21:48:41 <andythenorth> frosch123: is that definite? o_O
21:48:53 <andythenorth> I wondered if the vehicle was in the wrong position
21:48:59 <andythenorth> potato / potato :P
21:49:10 <frosch123> no idea, count the pixels :)
21:49:15 <_dp_> andythenorth, yeah, same for rvs, and that's what i'm talking about, one using coord 5 is fine and 9 looks wrong
21:51:07 <andythenorth> _dp_: patch it and see if it looks better? o_O
21:52:02 <frosch123> andythenorth: it's bogus :) unless you stick to a fixed vehicle width, it is always wrong
21:52:04 <_dp_> andythenorth, it's not about visuals for me thought but about virtual coords making sense)
21:52:23 <frosch123> the virtual coords are perfectly fine
21:52:46 <_dp_> frosch123, how's that fine, all turns have different length
21:53:32 <andythenorth> frosch123: fixed vehicle width? o_O
21:54:39 <frosch123> ah, no, indeed, virtual are off
21:54:50 <frosch123> vehicles would need width 4 to make it correct
21:55:23 <frosch123> if you give them width 4, then the vehicle is from 4/16-8/16, and 8/16-12/16
21:55:36 <frosch123> so, yeah, vehicles are too small
21:56:58 <_dp_> frosch123, how does width matter for virtual ones? It's basically center
21:57:09 <_dp_> frosch123, visual offsets come in later
21:58:46 <frosch123> integers are not as easy as real numbers
21:59:02 <frosch123> "centers" are complicated
21:59:27 <andythenorth> odd and even? or more complicated than that?
21:59:29 <frosch123> you get different result with using "pixel start" or "pixel center"
22:00:51 <frosch123> i wouldn't even be able to tell whether the track is in the middle of the tile
22:01:06 <frosch123> because i cannot tell whether the tile grid is on one tile or the other
22:01:14 <_dp_> frosch123, well, yeah, but why do virtual coords have to deal with pixels
22:01:35 <_dp_> frosch123, and they are wrong no matter how you treat them, as start or as center
22:01:41 <frosch123> because virtual coords are for drawing
22:01:58 <frosch123> frames are for movement
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22:02:31 <_dp_> frosch123, wait, what do you call virtual coords, pos_x pos_y ?
22:03:41 <_dp_> they are used for movement
22:06:05 <_dp_> frosch123, and even in frames some turns take 8 some 9
22:06:46 <_dp_> or 10-11 if you consider turning hack
22:07:20 <frosch123> short curves are 8 frames, long curves are 16 frames
22:07:32 <frosch123> the position does not affect the movement at all
22:08:01 <_dp_> frosch123, _roadveh_drive_data_5 short curve 9 frames
22:08:49 <frosch123> so someone miscounted :p
22:08:49 <_dp_> frosch123, also 19, same for long ones, some have +1
22:09:29 <frosch123> ah well, let eddi fix it
22:10:32 <_dp_> frosch123, it also doubles frame when turning because of articulated-vehicle-something-I-don't-understand-yet
22:11:11 <frosch123> it doubles frames when changing orientation
22:11:18 <frosch123> which it should do twice in every curve
22:12:49 <_dp_> frosch123, well, yeah, it adds same to length but is still kinda weird
22:13:08 <_dp_> frosch123, thains don't double when turning
22:14:06 <frosch123> games are not made to be logic, but to look nice and be fun
22:14:44 <_dp_> frosch123, how can it be fun without logic :p ^^
22:17:50 <_dp_> also don't rly see why those have to be mutually exclusive
22:18:07 <Alberth> no logic is a lot more fun, figuring out how it works :p
22:19:29 <frosch123> if someone thought it looks better if vehicles do not jump positon and jump orientation at once, then be it
22:21:44 <_dp_> frosch123, I think I found that someone ;)
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22:27:32 <Samu> the description needs help
22:27:37 <Samu> i don't know what to type there
22:28:26 <frosch123> i wonder whether there is a typo in the commit message, or whether it is just a scary story of searching for desyncs in arcane places, which turned out to be somewhere else
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22:29:31 <Samu> if diagdir is not provided, the function will still function
22:30:07 <Samu> but when it finds a tile that is a target for docking, it won't care about the axis and just return true
22:30:45 <Samu> how do I describe this in the description?
22:30:47 <_dp_> frosch123, well, changes are clearly not related to any desyncs
22:31:31 <_dp_> frosch123, mb it was supposed to be 5822
22:38:26 <Samu> * @param diagdir Optional diagonal direction to compare its axis against
22:38:51 <Samu> what's the opposite of against? i really suck at english today
22:40:50 <_dp_> yeah, that will be the last one, before that it goes pretty much unchanged since r1
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23:24:18 <Samu> oops, it's not True, it's False
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23:52:54 <Samu> uh, what error is expected when u build a dock near the oil rig station? Too close to another dock or unsuitable location?
23:53:11 <Samu> is that station really a dock?
23:53:48 <Samu> is the player going to understand when he gets the "too close to another dock" error?
23:54:58 <Samu> I'm inclined towards sending the "too close to another dock" message
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