IRC logs for #openttd on OFTC at 2016-10-14
        
        
        
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12:28:12  <Samu_> trying to build thishttps://www.tt-forums.net/viewtopic.php?f=33&t=58905&hilit=region+based+ship+pathfinding&start=20
 
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14:19:55  <argoneus_> good morning train friends
 
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15:30:54  <Wolf01> Meh, I have 2 lego bucket wheel excavators and I can't even find a place for one box. I'm lucky that the other one is for a friend.
 
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18:01:42  <Wolf01> Mmmh, I can't understand why bridges don't work with road sub types
 
18:02:19  <Wolf01> I'm setting the start and end tile subtypes but heh... no trace of those values
 
18:11:14  <Eddi|zuHause> things get overwritten somewhere?
 
18:11:57  <Wolf01> I don't think so it's just another case of the TileType
 
18:12:07  <Wolf01> All the other code is shared
 
18:13:10  <Wolf01> RoadTypeIdentifiers(RoadTypeIdentifiers(other_end), rtid) <- btw this looks like shit
 
18:14:34  <Eddi|zuHause> what does that do?
 
18:15:21  <Wolf01> It does this: GetRoadTypes(other_end) | RoadTypeToRoadTypes(rt), bith with 2 structures
 
18:18:30  <Wolf01> For road/trams it works
 
18:18:49  <Wolf01> Bridges don't give a fuck.. always plain road or plain tram, no subtype
 
18:19:19  <Wolf01> Maybe the widget doesn't pass the right value
 
18:20:36  <Wolf01> Ok, it still pass only the roadtype, my bad
 
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18:22:17  <Wolf01> Meh, shared with rail...
 
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18:55:21  <Wolf01> A(ROADTYPE_ROAD) -> A(byte stuff) { type = stuff << 8 | morestuff << 15; B(type); } -> B(uint32 type) { if(GB(15, 2) == TRANSPORT_ROAD)... } -> from ROADTYPE_ROAD to TRANSPORT_ROAD... isn't a bit confusing?
 
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19:00:01  <Wolf01> andythenorth, I'm sorry about that, but is not possible to overbuild a roadtype, as it is not possible to overbuild a railtype, it simply adds the missing bits to connect the 2 roads
 
19:01:26  <Wolf01> I'm trying to "fix" bridges now, but they are weird enough
 
19:01:45  <andythenorth> Wolf01: I think maybe I discovered that already when patching
 
19:01:50  <andythenorth> have to dynamite then overbuild?
 
19:02:07  <Wolf01> Samu, the same behaviour as before
 
19:03:08  <Wolf01> Exactly the same as what happen with rails, I tried with compatible railtypes
 
19:03:29  <andythenorth> yeah ok, compatible types cross
 
19:03:34  <andythenorth> incompatible just can't
 
19:03:42  <andythenorth> and convert tool is needed to overbuild
 
19:03:45  <Wolf01> But! If the road is yours, you will be able to convert ti
 
19:04:01  <andythenorth> totally maes sense
 
19:04:23  <Samu> when i was working with water stuff, the only thing that was annoying me was rails too
 
19:04:43  <Wolf01> Samu, we *don't* have problems with rails
 
19:04:53  <Wolf01> We are talking about roads
 
19:05:57  <Samu> nevermind, wasn't paying much attention
 
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19:06:49  <Wolf01> Also, I have a lot of occurrencies of this weird stuff RoadTypeIdentifiers(RoadTypeIdentifiers(tile), rtid), which is a replacement for "GetRoadType(tile) | rt"
 
19:07:23  <Wolf01> I don't know how to call a function which does that
 
19:08:31  <Wolf01> Mmh, to be more specific it was "GetRoadTypes(tile) | RoadTypeToRoadTypes(rt)"
 
19:18:30  <andythenorth> Wolf01: needs someone better than me :)
 
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21:08:33  <supermop_> we need open log flume tycoon
 
21:11:36  <supermop_> for some reason i hate roller coasters of any size, but love to ride log flumes
 
21:45:04  <Milek7_> GetTownDeliveryAmount also return delivery to industries?
 
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22:25:28  <Wolf01> How do I create a patch with git? I got empty files O_o
 
22:29:54  <Wolf01> "git format-patch master" does absolutely nothing
 
22:31:37  <Wolf01> Mmmh, seems that there are 32532463 ways to create a stupid patch with git
 
22:32:19  <Wolf01> With show seem to work
 
22:33:11  <Wolf01> And it does the opposite of what I'm trying to do
 
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22:35:19  <Milek7_> git diff <branch> should work
 
22:36:48  <Wolf01> Ok, seem good this time
 
22:38:40  <Alberth> git show <commit> would display all info about commit
 
22:39:14  <Wolf01> Nex time I directly ask here
 
22:39:36  <Alberth> format-patch is for emailing patches afaik (never used it)
 
22:40:39  <Alberth> there are a lot of subtleties in commit range naming, I don't know them very well
 
22:41:16  <Wolf01> And I'm using git only because the project uses git submodules which won't work with a svn checkout
 
22:41:52  <Alberth> wasn't it svn externals?
 
22:42:01  <Alberth> never used those either
 
22:42:21  <Wolf01> They should be mapped to the svn externals, but github seem to be too stupid to do that
 
22:42:53  <Alberth> github doesn't do much, it just add git-svn modules
 
22:43:12  <Alberth> you can do the same at home, mostly :)
 
22:43:35  <Alberth> good luck with your git-foo, nn
 
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22:57:39  <Wolf01> Nice that diff left out added files and renamed files
 
23:09:02  <Samu> if the limit was not 5000 vehicles, i wonder how many vehicles would the AIs do
 
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23:23:16  <Milek7_> Samu: 5000 doesn't sound like sensible number
 
23:23:31  <Milek7_> probably arbitrary number that you can change without problems
 
23:23:57  <Milek7_> in src/table/settings.ini, i guess
 
23:24:49  <Wolf01> You can change it in game settings
 
23:26:09  <Wolf01> Yes, table/settings.ini
 
23:26:27  <Milek7_> it looks like GSCargoMonitor::GetTownDeliveryAmount includes cargos deliveried to industries
 
23:26:48  <Milek7_> but GSCargoMonitor::GetTownPickupAmount not includes cargo picked up from industries
 
23:27:03  <Wolf01> I remembered the other way, but settings.ini is the "master"
 
23:50:55  <LordAro> Wolf01: `git diff --staged` is likely what you want if you've already `git add`ed the files
 
23:51:39  <Wolf01> I had to install tortoise git
 
23:52:01  <Wolf01> And manually add/remove files from changelist
 
23:52:11  <Wolf01> And make the patch from there
 
23:52:40  <Eddi|zuHause> that's one of the weirdness things from git "git add" actually COMMITS the files, and "git commit" only gives a name to that commit
 
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