IRC logs for #openttd on OFTC at 2016-09-20
            
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00:17:51 <Samu> rats...
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01:06:22 <Eddi|zuHause> none of my days contain a 'y'
01:07:11 <goodger> troublesome
01:07:43 <goodger> T?
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01:34:47 <Eddi|zuHause> there are some with a t, yes
01:35:16 <goodger> wait, do they not all end in -tag except Mittwoch?
01:35:38 <goodger> dutch has ruined me for other languages
01:35:40 <Eddi|zuHause> depends on how you say "Sonnabend"
01:36:34 <goodger> ah, GDR
01:36:52 <Eddi|zuHause> "sun-eve" is the evening before "sun-day", same as "christmas-eve" is the evening before "christmas-day"
01:37:12 <goodger> yes, I know
01:37:38 <goodger> though I was not alerted to the possibility of calling it that, and learned 'Samstag' at school
01:37:43 <Eddi|zuHause> there are more such combination, but they are less known nowadays
01:38:36 <Eddi|zuHause> the way i heard it, "Sonnabend" was considered the "standard form" before the east-west split, and "samstag" was the southern regional exception, and in the west it was driven back while it survived in the east
01:40:01 <Eddi|zuHause> i think you could consider "all-hallows-eve" and "all-saints-day" another such combination
01:42:43 <goodger> I would have thought some variation on 'sabbat' would be the 'original' dominant form
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01:50:42 <Eddi|zuHause> not sure why that would be
01:50:58 <Eddi|zuHause> but etymology is a weird field
01:51:36 <Eddi|zuHause> there are all sorts of surprising relations between on the surface completely different words from various languages
01:53:23 <Eddi|zuHause> like, the english word "robot" comes from russian "robota" (=work) which is derived from old germanic "urbo" (slave) which also is the ancestor of the german word "arbeit" (=work)
01:53:45 <goodger> well, yes
01:54:04 <goodger> but 'sabbat' is the root for the name of saturday in most european languages
01:54:11 <goodger> for obvious reasons
01:54:43 <Eddi|zuHause> yes, but i could see that for "samstag" easier than for "sonnabend"
01:57:18 <Eddi|zuHause> https://de.wiktionary.org/wiki/Samstag says there's a relation
01:57:29 <Eddi|zuHause> https://de.wiktionary.org/wiki/Sonnabend doesn't say anything like that
01:57:49 <goodger> oh, samstag does mean sabbat
01:57:54 <goodger> via greek, fun
01:58:44 <Eddi|zuHause> there's also this fun word https://de.wiktionary.org/wiki/Subbotnik
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02:02:17 <Eddi|zuHause> goodger: the original Samstag/Sonnabend split might have come from the areas influenced by roman culture (south and west) vs. the areas influenced by christian missionaries (north and east)
02:02:55 <goodger> makes sense
02:03:01 <Eddi|zuHause> but i have no data to support this claim
02:06:33 <goodger> I accidentally almost drove in to germany the other week
02:06:46 <goodger> (irrelevant but mildly interesting factoid)
02:07:59 <Eddi|zuHause> i can only imagine what a disaster that would have been, crossing an open border...
02:08:39 <goodger> yes, I would have had to turn around and been late for my chair appointment :O
02:10:57 <Eddi|zuHause> well, you could have been a goodger(man)
02:11:12 <goodger> a goodger man?
02:11:16 <goodger> I already am one of those
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02:46:15 <Wolf01> 'night
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10:32:04 <Wolf01> Moin
10:34:35 <Wolf01> https://forums.factorio.com/viewtopic.php?f=5&t=25008 This remembers me about the OTTD's mega-hyper-16-mainlines junctions
10:37:06 <V453000> yep
10:37:12 <V453000> it's fairly similar yet very different :P
10:37:35 <Wolf01> I think that when in a game where you can make splits and joins of anything, the final goal is always to make a well balanced full throughput "junction", people would make that even in "pipe dream" if there isn't the time limit XD
10:37:57 <Alkel_U3> 32-belt balancer o_o
10:39:14 <Wolf01> I once tried to make a bidirectional layout for ores... then I just moved the first splitter near the furnaces XD
10:42:02 <Alkel_U3> I've only made 8-lane balancer once when I outsourced furnaces way outside my main factory and made it really big, with 8-car trains. It behaved ok-ish, mostly.
10:43:29 <Alkel_U3> now that got me wondering, could this perhaps be enhanced with circuit network?
10:43:57 <Wolf01> You can disable belts now
10:44:20 <V453000> I always just use more throughput rather than perfect balancing
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10:45:16 <Wolf01> I don't even try, I just make it work :P
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12:40:33 <argoneus> good morning train friends
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13:35:04 <goodger> o/
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13:51:53 <Samu> found another object bug t.t
13:52:59 <Samu> http://imgur.com/a/yLEft rocky land is not being flooded
13:53:35 <Samu> with the exception of the half-land, half-water tile
14:02:20 <Samu> where in the code are objects flooded?
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14:31:09 <kamcio96> Hello, can you explain me how instal dedicated server on linux? I have debian 8 in soyoustart
14:31:18 <kamcio96> "Error: Failed to find a graphics set. Please acquire a graphics set for OpenTTD."
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15:20:51 <Eddi|zuHause> well, install a graphics set...
15:43:15 <peter1138> oh, yello have a new album
15:43:21 <peter1138> didn't realise they were still going
15:43:53 <andythenorth> the race
15:43:58 <peter1138> quite
15:44:11 <Wolf01> o/
15:45:49 <peter1138> https://itunes.apple.com/gb/app/yellofier/id622611915?mt=8
15:45:51 <peter1138> oh yeah
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15:46:11 <andythenorth> any good? o_O
15:46:19 <peter1138> i don't have an apple phone
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15:46:29 <peter1138> oh there's an android one
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15:46:32 <peter1138> hmm, £2.84 :(
15:46:55 <andythenorth> £2.84 worth of entertainment? o_O
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16:09:57 <Samu> how do I flood an object without destroying the object
16:10:13 <Samu> change the landy part of the object into water
16:11:34 <Samu> does the object specs have a special flag for this?
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16:19:23 <planetmaker> Samu: The object specs have a flag which allows objects being placed on water
16:20:07 <planetmaker> but I'm not sure how it behaves when the object is placed on land which is being flooded. You can checkout with opengfx+landscape and the wind powerplants
16:21:26 <supermop> i should make another attempt at ogfx+ stations
16:22:52 <Samu> planetmaker: that's what i tried, it doesn't flood
16:23:01 <Samu> http://imgur.com/a/yLEft
16:23:37 <andythenorth> https://www.stilldrinking.org/programming-sucks
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16:38:23 <Eddi|zuHause> '"Is that called arrayReverse?" "s/camel/_/" "Cool thanks."' i see nothing wrong with that conversation...
16:40:12 <andythenorth> me neither
16:40:14 <andythenorth> we are broken
16:41:33 <Eddi|zuHause> well, sure. but even if not, every profession group has their own jargon... try to listen to two construction workers talking, and you find equally obscure pieces of conversation
16:42:14 <Eddi|zuHause> or two investment bankers
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18:00:21 <Alberth> o/
18:08:32 <Wolf01> o/
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18:16:13 <Samu> i found yet another bug
18:17:47 <Samu> placing a wind turbine
18:17:53 <Samu> on a steep slope
18:18:02 <Samu> steep coastal slope tile
18:18:09 <Samu> gets graphical glitches
18:18:39 <Samu> also happens to rocky land
18:20:34 <Samu> http://imgur.com/a/LRExm
18:24:43 <Samu> there's more slope combinations resulting in glitchy graphics
18:24:46 <Samu> :(
18:26:44 <Samu> don't know how you call this slope combo
18:27:09 <Samu> "2 corners raised at opposite directions"-slope
18:29:11 <Samu> [img]http://i.imgur.com/gt2SitJ.png[/img]
18:30:15 <Alberth> wow :)
18:32:57 <Samu> i'm gonna give up trying to fix stuff for object tile types
18:33:25 <Samu> when i think i fixed something, i uncover something else
18:34:09 <Samu> besides, i don't really play with newgrfs
18:34:16 <Samu> never liked the feature
18:39:29 <Samu> i really think trees should have water class
18:40:17 <Samu> or just forbid placing trees on every coastal tile
18:40:33 <Samu> else it makes this much difficult to fix
18:41:36 <Samu> there are some "supposedly" coastal tiles that don't turn into coastal tiles, even without trees on them
18:42:17 <Samu> too many exceptions to the rule which makes drawing tiles much more difficult
18:48:49 <Samu> where is that part of the code that turns slopes configurations into coastal tiles? you forgot 2 slope combinations
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18:49:29 <Samu> the "2 corners raised at opposite corners"-slope was forgotten, doesnt get turned into a coast
18:50:01 <Samu> i wonder if it was by intention
18:52:49 <Alberth> not enough water to make a coast :)
18:57:31 <Alberth> newgrf spec should know the answer
19:03:18 <Samu> Slope slope_here = GetFoundationSlope(tile) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
19:03:35 <Samu> i don't know what those ~ thing do
19:04:19 <Alberth> swap all bits
19:04:58 <Alberth> ie 1->0 and 0->1
19:05:29 <Samu> ah, ty
19:05:36 <Samu> think i found it static const uint8 _flood_from_dirs[]
19:05:49 <Samu> * Describes from which directions a specific slope can be flooded (if the tile is floodable at all).
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19:06:22 <Samu> 0, // SLOPE_EW
19:06:30 <Samu> you don't want it to be flooded
19:06:36 <Samu> i wonder why
19:07:15 <Samu> it's not really a flood, it's a dryup
19:08:30 <Alberth> all sides are raised
19:08:47 <Alberth> just 2 cornerpoints are not
19:13:45 <Samu> i triggered a crash, :)
19:13:48 <Samu> ok let's see
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19:14:15 <Samu> assert((tileh != SLOPE_EW) && (tileh != SLOPE_NS)); // No suitable sprites for current flooding behaviour
19:14:22 <Samu> :(
19:14:28 <andythenorth> assert cat
19:15:27 <Samu> DrawShoreTile
19:15:32 <Samu> this function crashed
19:15:39 <Samu> or asserted or whatever
19:15:59 <Samu> let's remove the assert, and see what happens
19:18:20 <Samu> i see glitchy graphics
19:19:10 <Alberth> cat assertions?
19:20:01 <andythenorth> think so
19:20:03 <Alberth> the comment gives the answer to your question :)
19:20:17 <Samu> Slope_EW is not glitchy
19:20:18 <Alberth> ^ Samu
19:20:21 <Samu> SLOPE_NS is
19:20:27 <Samu> allow one then
19:21:52 <Alberth> I checked the dutch Firs translation, was already up-to-date :)
19:22:35 <Samu> i bet it's because of this that objects get glitchy too
19:22:56 <Samu> but maybe im wrong
19:23:20 <Samu> let me place a wind turbine on the glitchy
19:23:25 <Samu> NS slope
19:26:54 <Samu> bah, nope
19:27:15 <Samu> made no difference
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19:31:34 <andythenorth> is quak
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19:33:24 <Alberth> quak cat
19:34:56 <Wolf01> ^
19:38:45 <frosch123> moi
19:41:09 <andythenorth> quak tram
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19:51:36 <Samu> who's a professional drawer?
19:52:27 <Samu> in fact, i don't think it needs anyone to draw anything
19:53:36 <Wolf01> http://alleghenyoffice.com/wp-content/uploads/2010/05/filing-cabinet-drawer-2l.jpg does this look professional enough=
19:53:39 <Wolf01> ?
19:54:53 <Samu> uh... :)
19:55:15 <Samu> how do i re-use sprites
19:55:31 <Samu> they already exist
19:55:39 <Samu> just not on the right place
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20:40:49 <Samu> hey Alberth , when using the sprite aligner
20:41:03 <Samu> I notice the sprite already exists
20:41:07 <Samu> it's only misaligned
20:41:45 <Alberth> ok
20:41:48 <Samu> the Y offset needs to be adjusted
20:41:55 <Samu> -31
20:41:57 <Samu> or -32
20:42:43 <Samu> -32 or -33, zoom seems to make no difference
20:43:26 <Samu> \ogfxe_extra
20:43:35 <Samu> sprite 5,936
20:44:42 <Alberth> note how much you have to shift it, and report it to the project owning the sprite
20:45:10 <Alberth> 5,936 is a number given by openttd, project uses a different number
20:46:45 <Samu> isn't the project OpenTTD?
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20:54:02 <frosch123> Wolf01: i have something very similar at work
20:54:14 <frosch123> but it is always empty since everything turned digital
20:54:47 <frosch123> like, there are huge build-in cupboards in all offices, mostly empty :p
20:54:55 <Wolf01> I had it too, here we aren't able to go fully digital
20:56:28 <frosch123> last time i moved office, we emptied the cupboards
20:56:58 <frosch123> it had some chronological ordering, but stopped at 2004 or so
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21:03:36 <Alberth> Samu: only if you are talking about sprites in the original baseset, and perhaps a few new sprites that were added later
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21:08:14 <Samu> i'm not using any newgrf, so i suppose it's the original baseset
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21:16:04 <Samu> http://imgur.com/a/hGGiZ
21:16:25 <Samu> it's a set of 2 images
21:16:43 <Samu> the one at the top is with the Y offset
21:23:46 <Alberth> I would doubt nobody would have seen that in the past 10 years or so
21:29:19 <Alberth> I don't have your wavey coast lines in the original baseset, sure you don't have newgrfs?
21:31:29 <Alberth> http://devs.openttd.org/~alberth/straight_coast.png
21:31:53 <Alberth> or opengfx, for that matter?
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21:59:05 <Samu> i give up
22:00:27 <Samu> base graphic set: OpenGFX
22:06:06 <Samu> just tested original_windows
22:06:22 <Samu> they exist, they're even correctly aligned
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22:08:39 <Samu> they look good in original
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22:12:32 <Samu> OpenGFX doesn't mimic the origial_windows though
22:16:13 <Samu> http://imgur.com/a/CA6rF
22:16:18 <Samu> looks good!
22:20:03 <Samu> https://www.tt-forums.net/viewforum.php?f=36&t=40162 i can't go to this link
22:21:41 <Samu> these links are dead in the readme of opengfx
22:22:22 <Samu> https://www.tt-forums.net/viewtopic.php?f=26&t=52396&start=0
22:22:37 <Samu> nevermind, not this link
22:23:14 <Samu> OpenGFX 0.5.2 readme has invalid links to the forum
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22:27:12 <Samu> oh wow, the topic got 171 pages
22:36:10 <Samu> I'm utterly confused
22:36:25 <Samu> they exist in original_windows, they don't exist in OpenGFX?
22:36:47 <Samu> and is that why you disable it in OpenTTD code?
22:38:36 <Samu> https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/media/extra_grf/shore.png
22:39:50 <Samu> 12, 13, 25, 26, 38, 39, 51, 52
22:40:40 <Samu> they exist!
22:41:16 <Samu> I don't understand why they're disabled in-game
22:42:27 <Samu> anyone here?
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23:21:47 <Wolf01> 'night
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23:35:36 <FLHerne_> Samu: Oh, those tiles
23:36:08 <FLHerne_> They're disabled because they don't fit the actual gameplay effects, i.e. water doesn't flow through that sort of gap
23:36:36 <FLHerne_> It would be nice if it did, but then people's maps would get flooded
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23:40:36 <Samu> oh, but they could still be coastal tiles
23:41:31 <FLHerne> There's a thread about it somewhere, but I can't find it either
23:43:20 <Samu> i think i understand the problem, draw them without the gap, but allow them to still be coastal tiles?
23:45:29 <FLHerne> Sorry, I don't understand
23:46:03 <Samu> code-wise they're not coastal tiles either
23:47:25 <Samu> darn, i forgot why I wanted them to be coastal tiles, but it was something related to a problem with placing newgrf objects and coast tiles
23:47:48 <FLHerne> They don't graphically look like coast tiles because they aren't functionally
23:48:50 <Samu> i ended up looking at the dry up code and something didn't make sense
23:49:16 <FLHerne> Water doesn't flow through them, which matches the straight equivalent
23:49:37 <Samu> ah, i think i remember, flooding object tiles that have water on the ground
23:49:57 <Samu> but without actually destroying the object, just drawing water around it
23:50:04 <FLHerne> http://www.flherne.uk/files/NotCoast.png
23:51:08 <Samu> yes, imagine an object on that NotCoast tile
23:51:21 <Samu> water doesn't go there
23:51:24 <FLHerne> If those narrow-coast graphics were actually used, they'd suggest the middle hole ought to be flooded
23:51:44 <FLHerne> Which I think would be an improvement, except it would break existing maps
23:52:17 <FLHerne> Also, behaviour of the directly-opposing straight coasts would have to match
23:53:06 <FLHerne> What are you actually trying to achieve here?
23:53:32 <Samu> there's a bug with displaying object tiles
23:53:52 <Samu> on certain "coastal" tiles
23:54:24 <Samu> NS, EW, and all steep tiles which are coast
23:54:52 <FLHerne> In trunk, or only with whatever patch you've been writing?
23:55:01 <Samu> in 1.6.1
23:55:09 <FLHerne> What's the bug?
23:55:23 <Samu> sec, let me find the topic, i got some pictures there
23:56:24 <Samu> https://www.tt-forums.net/viewtopic.php?p=1176875#p1176875
23:58:33 <Samu> wind turbine is one of those objects that is allowed to be placed on water and on ground, it doesn't create a flat formation on the tile