Log for #openttd on 28th February 2015:
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00:08:03  *** noah [] has joined #openttd
00:08:12  <noah> fun game
00:08:21  *** noah [] has quit []
00:08:43  <Pikka> apparently
00:13:38  <Samu> hmm question again
00:13:50  <Samu> where in the afterload do I put this code?
00:14:40  <Samu> i don't want to put it in a random place
00:16:07  <Samu>
00:16:41  <Samu> which line do I insert this code?
00:18:32  <Samu> afterload.cpp file
00:19:47  *** Pikkaphone [] has quit [Ping timeout: 480 seconds]
01:06:36  <Samu> a
01:23:28  <Eddi|zuHause> usually you would add this stuff at the end of the function
01:23:39  <Eddi|zuHause> so the conversions go in chronological order
01:24:22  <Eddi|zuHause> you don't know which ancient version might have used that bit for other stuff
01:24:40  <Eddi|zuHause> so you better not insert this code before that conversion was handled
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01:37:27  <Samu> I have it like this atm:
01:42:40  <Eddi|zuHause> that's not the end of the function
01:42:49  <Eddi|zuHause> also, you're missing the check for the savegame version
01:43:14  <Samu> check?
01:43:25  <Eddi|zuHause> check.
01:44:02  <Samu> i dont' know which savegame version it wouldn't work
01:45:18  <Samu> i know it works for version 194
01:45:50  <Samu> and i know i don't have to create version 195
01:46:16  <Samu> what can I do?
01:46:46  <Eddi|zuHause> Samu: this code will currently destroy the information in the savegames you made with the current (and future) versions
01:46:59  <ST2> *** and the oscar goes to.... Eddi|zuHause - crowd applauds enthusiastically \o/ ***
01:47:02  <ST2> hi :)
01:47:04  <Samu> they can co-exist without issue
01:47:49  <Samu> hi
01:47:55  <Eddi|zuHause> then you have a different understanding of "issue" or "co-exist"
01:48:08  <Eddi|zuHause> ST2: ??
01:48:36  <ST2> the "oscar" of helping Samu ;)
01:49:39  <Samu> if bit 4 is 0 and is canal and industry, ignore it, stays 0
01:49:49  <Samu> if bit 4 is 1 and is canal and industry, ignore it, stays 1
01:49:55  <Samu> working as intended
01:50:13  <Samu> both savegames are compatible this way
01:51:00  <ST2> spent 2 nights trying to fix some GS issue and solution was in a ".tointeger()" - at least now I won't forget it xD
01:51:02  <Samu> for the other non-canals, it is re-applying 1, which is also intended
01:51:32  <Samu> if it was 0, set to 1, save, then load, if it was 1, set to 1
01:51:45  <Samu> what matters is that it's set to 1, as intended
01:52:14  <Eddi|zuHause> Samu: so what if a future version introduces a different water class that can have owners?
01:52:25  <Eddi|zuHause> you then break that future version
01:52:48  <Samu> ah, i see
01:54:23  <Eddi|zuHause> like a deep canal for ocean-going ships
01:54:51  <Samu> that re-applying 1 is being handled wrong
01:54:59  <Samu> is that what you say?
01:55:16  <Samu> or do I reall y need to bump savegame version?
01:55:37  <Eddi|zuHause> no. i'm saying you MUST under all circumstances guard any segment of AfterLoadGame with a savegame version check.
01:56:09  <Samu> i don't understand what's that check
01:56:17  <glx> a bump may not be needed but a guard in case a future bump happens is needed
01:57:40  <glx> conversion must be done only for older game
01:58:41  <Samu> im confused
01:59:18  <glx> all afterload code is done that way
02:00:29  <Samu> if (IsSavegameVersionBefore(188)) {
02:00:32  <Samu> something like that?
02:00:44  <glx> exacly
02:00:58  <Samu> but i don't know which version it wouldn't work :(
02:01:39  <glx> I guess it should be for all version before the current one
02:01:51  <glx> or the next one
02:02:11  <Samu> current version is 194
02:02:34  <Samu> if (IsSavegameVersionBefore(194)) { ?
02:03:05  <glx> 195 if you want to convert current games too
02:03:17  <Samu> there is no 195
02:03:22  <Samu> i dont get it
02:03:32  <Eddi|zuHause> that's what the future is
02:03:36  <Eddi|zuHause> it's not there yet.
02:03:45  <Eddi|zuHause> but it will (probably) come some day
02:03:55  <Eddi|zuHause> and then you need to be prepared for it
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02:04:45  <Samu> what would happen at then?
02:05:16  <Samu> it will stop converting?
02:05:22  <Eddi|zuHause> nothing, ideally.
02:05:33  <glx> it will still convert old saves
02:06:07  <glx> but new saves won't need the conversion
02:06:31  <Samu> ah, i guess I understand
02:06:32  <glx> as intended
02:06:54  <glx> it's pure logic :)
02:07:10  <Samu> it's a chronologic event
02:07:31  <Samu> ok, editing
02:07:59  <Samu> because it was already converted
02:08:01  <Samu> i see
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02:17:39  <Samu> return true;?
02:17:45  <Samu> i put this before this ?
02:18:06  <Samu> uh
02:18:44  <Samu> before line 2988 or after line 2988?
02:20:00  <Eddi|zuHause> given that anything after return is ignored, you probably should put it before :p
02:21:05  <Eddi|zuHause> imagine you're sending someone out of your office, close the door, and then tell them how to do something
02:21:11  <Eddi|zuHause> they probably not hear you :p
02:25:46  <Samu> :)~
02:25:47  <ST2> unless we place next lines in CAPS, like screaming trough the door xD
02:26:00  <ST2> ** joking **
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02:35:30  <Samu> i am tremendously slow at these simple edits
02:35:37  <Samu> but i got it
02:35:39  <Samu>
02:36:23  <Samu> thoughts?
02:37:14  <Samu> crap, the 195 version thingy, grrr grrr! sorry
02:40:06  <Samu>
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02:46:46  <Samu> can I go to bed now?
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02:55:27  <Samu>
02:55:56  <Samu> cyas
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05:21:30  *** chillcore [~chillcore@] has joined #openttd
05:21:57  <chillcore> hello all
05:22:09  <ST2> o/
05:27:20  <chillcore> I am torn between tackling some of the stuffs I still have to learn the details of or picking some low hanging fruits ...
05:27:42  <chillcore> does not feel like my patch advanced much this week
05:31:31  <ST2> pick the fruits, make juice and enjoy the weekend xD
05:33:10  <chillcore> that seems like a good idea yeah ;)
05:36:04  <ST2> well, or grab some beers
05:36:08  <ST2> works too xD
05:37:22  <chillcore> I stopped drinking completely early 2013 ...
05:37:23  <ST2> had an ass of a task to improve a GS, not made by me, and that was merged in our master GS, that communicates with server software
05:37:37  <chillcore> hmm ...
05:38:18  <chillcore> those server communications can be a pain in the ass yeah
05:39:22  <ST2> gets easier if using xShunter as server controller software
05:39:48  <ST2> many of the functions already there
05:40:01  <ST2> and most of the work is on plugins
05:40:10  <ST2> wich are in C#
05:40:22  <ST2> and I'm not confortable with it :S
05:42:12  <chillcore> That I do not know, I do know that if "a" server just asumes datablobs to be valid (legit) because it is coming from "a" client things may go very wrong without the server owner noticing.
05:42:41  <chillcore> untill the server owner has his nose rubbed into it that is
05:42:55  <chillcore> unrelated to openttd but yeah
05:43:42  <ST2> hehe, that's a funny way to put things ont the table ^^
05:43:47  <ST2> but quite true xD
05:44:37  <chillcore> ;)
05:44:55  <ST2> in case of OpenTTD, xShunter does this:
05:45:25  <ST2> not yet opensource, and servers still need a key to operate with that software
05:45:37  <ST2> well, not my program
05:45:56  <ST2> but makes server things way much simplier ^^
05:46:20  <chillcore> entering that link on my ipad ... computer sais no ... :P
05:46:42  <ST2> haha
05:46:54  <ST2> it's safe
05:47:25  <chillcore> I am sure, it is just if you look at how they are stealing all these steam accounts ... can't trust noone no more
05:47:30  <chillcore> sadly enough
05:48:19  <ST2> well, no one will ever steal my steam account
05:48:27  <ST2> it's very well protected
05:48:37  <chillcore> hmm don't be sure of that
05:48:44  <ST2> I'm sure
05:48:55  <ST2> reason: I dnt have a Steam account
05:49:02  <chillcore> hehe
05:49:03  <ST2> so yeah, I'm sure
05:49:42  <chillcore> yeah second time I got "account restricted untill verification of blabla" from paypall
05:49:58  <chillcore> don't have one
05:50:13  <ST2> funny mails xD
05:50:41  <ST2> specially when you dnt have nothing in the stuff
05:51:03  <ST2> well, makes me sad on what internet becomes
05:51:22  <chillcore> yeah I looked into it but they needed my bank account nr, my real name ... yada yada so i did not finish registering
05:51:44  <chillcore> but that was like two years ago so I doubt they would start sending me messages now
05:52:50  <ST2> and someday someone will knock your door :P
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05:53:40  <chillcore> instead I took an anonymous credit card ... anonymous to the outside world that is, postal office has my real name but they will never give it to anyone
05:55:08  <chillcore> Steam allowed me one purchase, then they tried some of their magic verification (putting money in it) but they do not have the extra "code" so that failed
05:55:39  <chillcore> since then they do not accept that payment method no more
05:55:47  <chillcore> that card at least
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05:56:04  <ST2> follow the wise man advice: dnt create an account there xD
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05:56:51  <ST2> I barely have time to openttd (and not playing)
05:57:12  <chillcore> still do not understand why someone would allow any access to a bank account by whatever company for whatever reason
05:57:25  <chillcore> ye I get your drift
05:57:44  <ST2> oh well, playing now KaM, to kill the missings of it ^^
05:57:54  <ST2> well, KaM Remake
05:58:06  <ST2> an opensource of KaM ^^
05:58:12  <chillcore> it is just that I bought a bxed version of HL2 ep1 and 2, did not notice the registering requirment and had to let it rot for two years on the shelf
05:58:45  <chillcore> so I got one and bought a few oldies
05:59:12  <ST2> have to ask: if using an Ipad, had you filled your credit card details there?
05:59:22  <chillcore> nope
05:59:32  <chillcore> e-mail adress and that is it
05:59:48  <chillcore> even the store has nothing
05:59:54  <chillcore> they tried though ...
05:59:59  <ST2> that's a thing on Apple stuff
06:00:04  <ST2> always ask that
06:00:08  <chillcore> ye ...
06:00:29  <chillcore> it was not an apple store but the guy tried filling in the warranty forms
06:00:34  <ST2> note: I only have it on VM's to check if changes I make compiles there too
06:00:40  <chillcore> I gave him my phone nr
06:01:01  <chillcore> then he asked for my name too and I was like "for what?"
06:01:11  <ST2> haha
06:01:21  <chillcore> "warranty sir ..."
06:02:26  <chillcore> my reply was "look in have this invoice right with the date?... when there is a prob that is all I need"
06:02:31  <chillcore> and I walked out
06:03:05  <chillcore> then when it came to registering it with apple just an e-mail adress was good enough and it still is
06:03:18  <ST2> well, gonna watch the other cause of free time lacks sometimes.... TV series
06:03:27  <chillcore> hehe
06:03:30  <ST2> new episode of 12 monkeys :)
06:04:22  <chillcore> I threw the cable out years ago ... I can watch adds everywhere else too :P
06:04:29  <chillcore> anyhoo, have fun ;)
06:04:45  <ST2> who said was cable?!
06:04:52  <ST2> internet ^^
06:05:10  * ST2 grabs the pirate costum xD
06:05:21  <chillcore> yeah ...
06:05:58  <ST2> well, I bought DVD's of the series I saw and liked
06:06:21  <ST2> Prison Break, Band of Brothers
06:06:25  <ST2> and others
06:06:39  <chillcore> I sometimes watch stuff that is on youtube ... much more fun to binge then wait a week for the rest over and over again
06:06:55  * chillcore wants all startrek dvds
06:07:07  <chillcore> there are just so many ...
06:07:15  <ST2> Spok gone :S
06:07:17  <ST2> RIP
06:07:18  <chillcore> maybe some day
06:07:42  <chillcore> Live long and prosper. MR. Spock.
06:08:43  <chillcore> RIP Leanord Nimoy, you will be missed.
06:08:51  <ST2> o/
06:08:55  <chillcore> o/
06:13:57  <ST2> [06:12:01] * +ttd-srv5 * !! EMERSON TRANSPORTES (1/Dark Blue) had a crash (vehicle ID 2038: road vehicle was destroyed by a train at 0x73593).  <<-- I hate when this spams the channel only because dnt build bridges :S
06:14:30  <chillcore> filter it out?
06:15:05  <chillcore> also xShunter ... looks cool except for GeoIP
06:15:17  <ST2> it's servers channel - very good to spot when it's a train to crash RV's
06:15:25  <chillcore> I consider that spyware ... but that may be just me
06:15:34  <ST2>
06:15:55  <ST2> geoip is a file only
06:16:08  <ST2> actually now are 2 files
06:16:12  <chillcore> still it retrieves my location
06:16:31  <chillcore> I understand most peeps have no prob with this
06:16:32  <ST2> it's a public file
06:16:40  <chillcore> huhu
06:18:06  <ST2> basically it's a table with IP ranges and ISP's that use them
06:18:31  <ST2> updated monthly or so
06:19:00  <ST2> only tells you the country xD
06:20:11  <ST2> something like this: [06:16:21] * +ttd-srv27 * # Player (#11/user_IP/UA) has started company 4 ()
06:20:23  <ST2> the "UA" is the country
06:21:20  <chillcore> yes I know ... I just don't see the point of it, except for greeting someone in his own language
06:21:34  <ST2> preciselly :)
06:21:38  <chillcore> which can be achieved by looking at the language config
06:21:49  <chillcore> all my progs are set to english
06:21:57  <ST2> mine too
06:22:03  <chillcore> not my country not my native language
06:22:14  <ST2> when you join a ttd server
06:22:24  <chillcore> so being greeted inmy own language looks shady
06:22:27  <chillcore> again to me
06:22:29  <ST2> no one knows your language settings
06:22:59  <chillcore> yet, might be a nice patch
06:23:15  <ST2> it's not a patch
06:23:34  <ST2> it's on servers controller software
06:23:47  <ST2> servers dnt need to be patched for that
06:24:03  <ST2> hmm
06:24:27  <chillcore> what I mean is that it would be nice pacth for openttd
06:24:38  <chillcore> send lang config on connect
06:24:41  <ST2> join this IRC server, just to check it:
06:25:11  <ST2> and on it, channel #btpro-openttd
06:25:32  <ST2> just to check the work of it ^^
06:25:41  <ST2> can give you ideas ;)
06:26:31  <chillcore> hehe I think I just created my own private btpro channel ... hihi
06:26:38  <chillcore> I am new to this
06:26:47  <ST2> ÂŽlol
06:27:39  <ST2> after connect to server, type /join #btpro-openttd
06:28:35  <chillcore> thing is I do not find "hub.irc.x" to begin with
06:28:47  <chillcore> I click networks and it is not in the list
06:29:01  <ST2> maybe must be added ^^
06:29:16  <chillcore> most likely yes
06:30:30  <chillcore> when I enter just hub ... it shows me York univeristy student club
06:30:38  <chillcore> I'll figure this out I am sure
06:31:18  <ST2> well, irc server address is:
06:31:25  <ST2> but on port 6668
06:31:30  <chillcore> I am checking prefs now
06:33:06  <ST2> well, laziest ppl use this link on our website:
06:33:12  <ST2> xD
06:33:35  <ST2> but it's a mibbit link :S
06:35:56  <chillcore> I used mibbit before untill it was no longer alowed here
06:36:53  <ST2> well, above link will work, if you dnt want to make it easier xD
06:37:25  <chillcore> checking on my ipad ... maybe I will get a message about dead frogs maybe not
06:37:42  <ST2> lol
06:38:21  <chillcore> hmm does not find btpro
06:38:30  <chillcore> I'll enter the link directly
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06:41:18  <chillcore> hmm I saw it then clicked go and it took me back to mibbit's front page
06:41:30  <ST2> if nogo in direct, use this link:
06:41:51  <ST2> I tested both of them
06:42:28  <chillcore> ah ok it opened a tab I did not see before
06:42:47  <chillcore> dr_bibble has entered the building
06:43:05  <ST2> saw it ^^
06:43:17  <ST2> already seeing the servers actions?
06:43:50  <chillcore> ye I see
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09:21:24  <Alberth> moin
09:21:40  <chillcore> hello Alberth
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09:39:08  <Terkhen> good morning
09:39:40  <chillcore> o/
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09:48:15  <Alberth> argh, how to delete the local tracking branch of a remote repo in git?
09:50:38  <Alberth> as "git branch -D" would be the logical command, that obviously fails to work "branch not found"
09:52:01  <Alberth> "git remote remove" fails with "cannot remove config section"
09:52:30  <chillcore> I once almost commited to trunk untill I changed/removed the push location, this was in the gui however and not quite the same prob you are having?
09:53:27  <chillcore> the act of puhing was stopped by me not being allowed to push .... luckily
09:53:59  <Alberth> yeah, always nice not to have too many powers :)
09:54:16  <chillcore> so true
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09:55:20  <Alberth> I added another 'upstream-like' repository in the past where I pulled updates from, but that's done now, so I want to kill all tracking branches from it now
09:56:53  <Alberth> preferably without killing that repo as a possible remote source, in case I need it again
09:57:07  <Alberth> but git refuses to delete the branches
10:02:27  <chillcore> fetch -p ?? removes any remote-tracking branches which no longer exist on the remote
10:02:34  <chillcore> don't take my word for it though
10:03:06  <Alberth> I know, but the remote hasn't dropped the branches :)
10:03:49  <chillcore> hmm small caps "d" ?
10:05:08  <Alberth> ?  git fetch has no -d option
10:05:28  <Alberth> and push will fail due to not having push access, as it's not my remote
10:06:22  <Alberth> ah well, it's just git being useless :)
10:07:11  <Alberth> they must  have taken a master course in making error messages as non-informative as possible :)
10:07:35  <chillcore> hmm then why does this page sais so? ... "git branch -d branchname"
10:08:18  <Alberth> that works for your own local branches
10:08:43  <chillcore> k. any further help will be just guessing on my part so ... :(
10:08:45  <Alberth> and -D if the branch didn't get merged into something
10:09:26  <Alberth> yeah, thanks for trying though :)
10:09:39  <Alberth> one day we'll find the answer :)
10:10:24  <chillcore> for sure yeah.
10:14:50  <chillcore> ... ? --track --no-track options ?
10:15:03  <chillcore> if that it is not it I give up ;)
10:26:49  <Alberth> looks like that  is only used when you make a new branch
10:27:25  <Alberth> don't give up, book it under 'needs further study somewhen' ;)
10:27:26  <michi_cc> I don't think you're supposed to delete the remote branch if it still exists on the remote, after all it is a remote tracking branch, and not a local one.
10:28:18  <Alberth> so I have to kill the remote entirely to get rid of the tracking branches?
10:29:16  <michi_cc> You don't actually, reading man pages does seem to help. (i.e look at -r option to git branch)
10:31:33  <Alberth> michi_cc:   if only the commands would actually work
10:32:16  <michi_cc> git branch -d -r sadger/0.01
10:32:34  <michi_cc> I.e. like git remote -r lists them.
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10:33:02  <Alberth> yay!  thanks
10:33:47  <chillcore> coolios. \o/
10:37:11  <Alberth> so the "-r" option sort-of adds the 'remotes' prefix
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10:38:14  <Eddi|zuHause> i'm sure that's all perfectly logical in the twisted sense of a git developer
10:39:07  <Eddi|zuHause> but if you don't have that exact same mindset, git is terrible...
10:40:26  <Alberth> yeah, mostly playing around with it in another project to get exposed to it :p
10:42:16  <chillcore> I had some fun with it while doing some never published patchpacks, as long as you do not intend to take out a patch it is kinda cool.
10:43:01  <Eddi|zuHause> the problem is that "the community" is so immersed in that mindset, that they cannot even adapt to people not having this mindset, and understand their problems.
10:43:15  <Eddi|zuHause> it's like talking to a person that only watched FOX News their entirel life
10:46:53  <chillcore> news? on fox? :P
10:47:50  <chillcore> reminds me of the news on filmnet <- for those that know filmnet
10:48:20  <Alberth> I can see how that happens, I already have problems mapping git concepts onto hg, let alone if you never seriously used hg
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10:50:39  <chillcore> I like git for the option to continue to develop each branch seperatly and then merging them into "main"
10:51:51  <chillcore> as for taking something out of main ... you're better of starting a new "main"
10:52:15  <chillcore> ^^^ and lose the merging stuffs ... sniff
10:54:14  <Eddi|zuHause> pulling cargodist was a nightmare, because every time it was basically a new repo
10:54:47  <Eddi|zuHause> that was before i had "fast" internet
10:55:42  <Alberth> chillcore: that's what 'rebse' is supposed to fix, haven't used that much yet
10:55:50  <chillcore> exactly ... but you avoid the troubs you get with hg ... which can be a pain too if a piece of code keeps getting modified
10:55:57  <chillcore> eddi ^^^
10:57:22  <Alberth> You sort-of want branches stacked onto each other, where each branch can change indpendently, I think
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10:58:19  <Alberth> hi hi Wolf01
10:58:27  <Wolf01> hi o/
10:58:40  <chillcore> "did you mean rense?" fuuuuuuuuu
10:58:47  <chillcore> hi wolf
11:01:16  <chillcore> "did you mean reese version control?" double fuuuuuu
11:01:22  <chillcore> got a link alberth?
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11:02:36  <Alberth> chillcore: oh, typo,  "rebase"  :)
11:02:55  <Alberth> git-rebase(1)   :)
11:03:19  <chillcore> (Tr)(l)ol :P
11:03:22  <Alberth> ^^ notation for    man  1 git-rebase
11:03:41  <chillcore> got it
11:04:50  <Alberth> but rebase where the merge will be non-trivial scares me too much to even attempt, currently :)
11:07:17  <chillcore> not sure if used rebase yet, can't remember anyways ... I am an avid svn user unless I want something comitted someday and do not feel like splitting afterwards.
11:09:15  <chillcore> maybe it is the way I do things but I spend way too much time "fixing" patches with hg
11:09:16  <Alberth> rebase is basically about moving branches around
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11:10:08  <chillcore> right ... no never done that
11:10:26  <Alberth> ie you created a branch from master, and update master from upstream. Then your branch has to be moved to the new HEAD. That's where you rebase
11:11:19  <Alberth> ie the branching point between master and your branch moves
11:11:39  <chillcore> hmm ... ye done that plenty of times then, no different then pulling in hg or updating in svn
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11:12:22  <Alberth> that's not rebase, a pull in hg doesn't move your branch
11:13:13  <chillcore> before I pull I pop all pacthes and aply to tip ... that is not the same?
11:14:39  <chillcore> with svn I leave patch applied while updating, ususally
11:14:48  <chillcore> -s
11:14:49  <Alberth>
11:15:00  <Eddi|zuHause> it may have similar results, but it certainly is not "the same"
11:15:39  <Alberth> hg  qpop -a   does it somewhat the same, but your mq patches are not in the repository
11:15:46  <Alberth> ie they are not a commit
11:16:04  <Alberth> they live just next to the repository
11:17:22  <chillcore> hg qpop -a == click the double arrow
11:17:27  <chillcore> hehe
11:19:15  <chillcore> but I see the difference now thanks. ;)
11:21:38  <Eddi|zuHause> but something different: what am i doing wrong?
11:22:41  <Alberth> :O you can actually do that?
11:24:38  * chillcore dislikes spaces in patches names
11:24:45  <Alberth> hmm, "patch repository" no idea what what means
11:25:19  <Alberth> hg qser   lists the patch?
11:25:21  <Eddi|zuHause> Alberth: if you "hg init --mq", then the patch queue gets under version control
11:26:16  <chillcore> you forgot the 'test' part eddi?
11:26:16  <Eddi|zuHause> or "hg qinit" might work as well
11:26:17  <Alberth> yeah, tried that one time, but diffs between patch file revisions are less than readable :p
11:26:32  <chillcore> nvm diff patch
11:26:53  <Eddi|zuHause> true :)
11:28:07  <Alberth> hg qgo "adjacent crossings" ; hg diff -r qparent    ?
11:28:11  <michi_cc> That's what interdiff was invented for.
11:29:05  <Eddi|zuHause> Alberth: i'm not sure that that would do what i want it to do
11:29:21  <Alberth> ok, what is it that you want? :)
11:29:50  <Eddi|zuHause> Alberth: show the changes made to the adjacent crossings patch, but not the one to the diagonal crossings patch
11:30:03  <Eddi|zuHause> i can "cd .hg/patches" and do the "hg diff" there
11:30:16  <Eddi|zuHause> but why wouldn't hg diff --mq do that exact same thing?
11:30:31  <Eddi|zuHause> is it really the space that's screwing things up?
11:30:59  <Alberth> find a random patch with a non-space name?
11:32:01  <Eddi|zuHause> doesn't work with "series" either
11:32:10  <Eddi|zuHause> so that's not it
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11:33:51  <Eddi|zuHause>
11:35:01  <Alberth> with a real patch it would be better, but I suspect the result will be the same
11:36:08  <Alberth> however, since mq is quite dead, reporting it as bug won't really help, I am afraid
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11:47:21  <onlyonemac> where can i ask development-specific questions?
11:47:56  <Eddi|zuHause> where can i ask metaquestions?
11:48:07  <onlyonemac> what are metaquestions?
11:48:07  <Alberth> here is fine
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11:48:11  <onlyonemac> thanks
11:48:25  <onlyonemac> could someone tell me what the os-specific files are in the openttd source?
11:48:27  <Eddi|zuHause> a metaquestion is a question about asking a question
11:48:29  <Alberth> onlyonemac: asking about asking is a meta question :)
11:49:20  <Eddi|zuHause> the os-specific files are in src/os/
11:49:33  <onlyonemac> what about video drivers?
11:49:40  <onlyonemac> aren't those in src/video/?
11:49:43  <onlyonemac> what else is there?
11:50:49  <Eddi|zuHause> well, in src/video are platform-dependent files, which may or may not apply to multiple OSes
11:51:12  <onlyonemac> ok i think i mean to ask where the platform-dependent files are, not the os-specific files
11:51:29  <Eddi|zuHause> there are also sound-related files like this
11:51:40  <onlyonemac> basically i'm wanting to port to a new os on a new platform
11:51:42  <Alberth> fios has file stuff
11:51:44  <onlyonemac> what files do i need to look at?
11:52:19  <Alberth> grep for the usual suspects,  LINUX   WIN32, etc ?
11:52:38  <onlyonemac> i was wondering if there was a centralised list of such files though, so that i can be sure to have everything
11:52:54  <Eddi|zuHause> onlyonemac: if the new platform has SDL, then you don't need to touch the video/sound/music stuff
11:53:07  <onlyonemac> also i don't know what functions in the other parts of the source are used for platform abstraction and which are the platform-specific files
11:53:12  <onlyonemac> no the new platform does not have SDL
11:53:58  <Eddi|zuHause> onlyonemac: additionally to the ones mentioned, src/thread/ is also platform specific
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11:54:10  <Alberth> don't think there is a simple list or directory you can look at
11:54:23  <onlyonemac> ok
11:54:45  <onlyonemac> are there any other considerations that i should take into account?
11:55:09  <onlyonemac> e.g. the new platform has no stdlib - where are the memory allocation functions that i must rewrite?
11:55:15  <Eddi|zuHause> onlyonemac: you should probably look through configure (config.lib)
11:55:22  <onlyonemac> ok
11:56:12  <Eddi|zuHause> i don't know anything about stdlib
11:56:18  <onlyonemac> lol
11:57:09  <Eddi|zuHause> sounds like a horrible job to rewrite that
11:57:39  <onlyonemac> i shouldn't have to rewrite stdlib; i'll just need to change calls to stdlib to match the functions implemented by the new platform/os combination
11:57:50  <Alberth> I would you you have a c++ compiler for the platform
11:57:57  <onlyonemac> yes
11:58:41  <Alberth> that should handle new/malloc things, wouldn't it?
11:58:53  <onlyonemac> no because those are in stdlib
11:59:10  <onlyonemac> the os has other library functions which do the same things as stdlib but they are called differently
11:59:27  <onlyonemac> so the openttd code would need to be modified to use the new os library
11:59:29  <Eddi|zuHause> onlyonemac: src/stdafx.h has some compiler specific stuff
11:59:34  <onlyonemac> ok
11:59:40  <chillcore> <Alberth> don't think there is a simple list or directory you can look at      <- grep #endif ?
11:59:58  <Alberth> chillcore: that's all .h files :)
12:00:20  <chillcore> not .cpp too ... hmm ok
12:00:24  <onlyonemac> you could grep WIN32 or something like that but that would probably for example miss calls to stdlib
12:00:32  <onlyonemac> maybe i should also grep stdlib or something like that
12:00:46  <onlyonemac> (or grep strings.h/malloc.h/etc...)
12:00:47  <Alberth> run the compiler, it will break on anything you don't have
12:00:54  <onlyonemac> that's the other option lol!
12:01:06  <onlyonemac> i might try that
12:01:13  <Alberth> it does a lot better search than you can :p
12:01:18  <onlyonemac> yeah!
12:02:00  <Alberth> I use that trick quite often, rename or comment something out, and recompile everything
12:02:14  <onlyonemac> that's probably what i'll do then
12:02:22  <Alberth> the compiler will nicely list where it is used :p
12:02:35  <onlyonemac> i was just wondering if there was a list of such files/functions, but it seems that there isn't
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12:11:35  <Eddi|zuHause> btw. the mercurial thing is some working directory bullshit.
12:12:18  <Eddi|zuHause> "hg diff --mq blah" passes ./blah to the command, but ./blah is not inside .hg/patches, so it bails out
12:12:36  <Eddi|zuHause> so i must write .hg/patches/blah
12:20:14  <Alberth> I had some trouble with hg -R  in that area too (point to repo other than current directory) iirc, but never bothered figuring it out exactly
12:21:32  <Eddi|zuHause> yes, they said --mq is basically an alias for -R .hg/patches
12:22:46  <Eddi|zuHause> i'll file this under "stupid behaviour"
12:23:33  <Eddi|zuHause> things that should be circumnavigated, but not important enough to worry about
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13:39:34  <Samu> hi
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13:42:06  <Alberth> hola
13:42:39  <Samu> i submited the patch again, last night
13:42:55  <Samu> is it better?
13:44:00  <Alberth> it still doesn't make sense to me
13:44:37  <Alberth> in my view, the value of an unused bit is not relevant to preserve, as it is not used.
13:44:54  <Alberth> therefore the entire patch serves no purpose
13:46:15  <frosch123> V453000: <- so, did you not test correctly? or do different windows versions behave differently? :p
13:48:27  <frosch123> can other windows users reproduce that?
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14:16:03  <Samu> i experienced a similar issue once
14:16:38  <Samu> about right click panning
14:16:47  <V453000> no clue frosch123
14:16:50  <V453000> but I cant seem to find it
14:18:51  <Samu> when releasing right click button, the cursor was outside OpenTTD borders
14:19:09  <frosch123> was that before beta2 ?
14:19:29  <frosch123> because the whole thing was changed on the day before beta2
14:19:45  <Samu> it was in one of the testing versions
14:19:57  <Samu> haven't happened yet in beta2 as far as i can tell
14:20:10  <Samu> seemed to happen often when it was lagging
14:20:22  <Samu> input delay
14:20:28  <V453000> I see it now
14:20:32  <V453000> you cant pan out of the map?
14:20:35  <frosch123> well, that's adifferent issue then
14:20:55  <V453000> oh yeah now I got it too
14:20:59  <V453000> it keeps me in some area
14:21:08  <V453000> not always though
14:22:28  <Samu> i'm not sure
14:23:18  <Samu> i could pan towards a direction, but then the cursor would show up outside the window openttd border
14:23:59  <Samu> releasing button would make the openttd cursor to disappear
14:24:10  <Samu> it wasn't in that place
14:25:14  <Samu> it's like there was two programs tracking cursor position
14:27:40  <Samu> it wouldn't retain it's position at the moment the button was pressed down, it would show up somewhere else
14:29:10  <Samu> let me explain again, it's becoming confusing
14:29:33  <Samu> 1 - hold down right click inside OpenTTD window
14:30:23  <Samu> 2 - while hold down, move mouse towards outside borders. the cursor is still in the same hold position in OpenTTD, but another cursor would appear outside oepnttd window
14:30:31  <Samu> an OS-style cursor
14:31:02  <Samu> I'm just not sure if it was still scrolling when it was outside the borders though
14:33:05  <Samu> 3 - upon releasing right click button, the cursor outside openttd was the true one with the real position, the other inside OpenTTD would disappear.
14:33:54  <Samu> not sure which version of OpenTTD this happened, but it was one or two days before beta2 release
14:36:57  <Samu> I am on Windows 7
14:37:09  <Samu> testing version was 32-bit
14:37:16  <Samu> if that is of any help
14:37:39  <Samu> windows 7 is 64-bit
14:57:06  <frosch123> <- well, if that is true, i have to disable the event queueing for windows as well
14:57:28  <frosch123> would explain why it only happens sometimes for V
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15:01:26  <Alberth> joy :(
15:02:07  <frosch123> hmm, actually i may have an idea to make it less reliant on exact behaviour
15:02:28  <frosch123> so it can wobble around win overwriting messages sometimes
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15:16:04  <frosch123> <- doesn't break it for me, maybe it makes it better on windows
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16:06:55  <Samu> sea 00, canal 01, river 10
16:07:40  <Samu> sea 001, canal 01x, river 101
16:09:31  <Samu> canal on river 011, canal on sea 010 hmm
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16:19:28  <Samu> sea tile, owner m1=x0010001, canal owner m6=(notacanal)
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16:23:56  <Samu> canal tile on sea or on land of company 15, owner m1=x0101110, canal owner m6=11xxxx10 (iscanal)
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16:25:01  <Eddi|zuHause> that is complete gibberish.
16:29:12  <Samu> canal tile on sea or on land of owner none, owner m1=x0110000, canal owner m6=11xxxx11 (iscanal, isonsea, isnoowner)
16:31:43  <Samu> hmm, sorry, thinking out loud
16:33:50  <Samu> isonseaorland
16:34:54  <Samu> canal tile on land 110
16:35:33  <Samu> hmm
16:35:58  <Samu> nope
16:36:19  <Samu> canal tile on sea or land 010
16:36:26  <Samu> right
16:37:00  <Eddi|zuHause> i don't think this is the right place for these ramblings
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16:45:31  <Samu> if canals could be owned by towns only, this would be much easier
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16:50:37  <Samu> to identify a canal built on either river or sea/land, it would be preferrible if the canal owner was town
16:51:01  <Samu> this would allow me to store 3 owners
16:51:38  <Samu> only 2 at a given time, but with the possibility to reconstruct the 3rd owner
16:56:40  <Alberth> lots of people do teddy bear programming, eddi :)
16:57:41  <frosch123> also eddi has a beard, so it suitable to be a teddy bear
17:04:57  <Eddi|zuHause> 5 nights at Eddi's?
17:08:43  <peter1138> Someone wants my 21" CRT, right?
17:08:56  <peter1138> Any gamers still prefering CRTs? :p
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17:13:09  <Samu> i don't have means to distinguish between company 1 and owner_none
17:13:11  <DorpsGek> Commit by frosch :: r27172 trunk/src/gfx.cpp (2015-02-28 17:13:07 UTC)
17:13:12  <DorpsGek> -Fix [FS#6238] (r27167): Apparently Windows randomly drops SetCursorPos calls. According to internet due to incorrect/missing synchronisation in threads accessing the event queue.
17:13:41  <Samu> unless
17:25:40  <Eddi|zuHause> i had a 21" CRT some years ago, and even carried it to a LAN party once
17:26:55  <Samu> ok it's possible after all, with some crude logic to determine owner
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18:10:44  <Samu> damn, there's 4 possible layers
18:25:21  <planetmaker> good evening :)
18:26:28  <Samu> i thought a bare land tile had waterclass invalid
18:27:09  <Samu> they dont have waterclass apparently
18:29:06  <Alberth> it's land, why would it need a water class?
18:29:29  <frosch123> stuff that exists on both land and water has a water class
18:29:33  <frosch123> e.g. industry tiles
18:29:48  <frosch123> if they are removed they revert back to water or land depending on the stored water class
18:29:57  <frosch123> in that case the invalid-water-class counts as land
18:31:00  <frosch123> but plain land has no water class, just like they have no road bits :p
18:32:06  <Samu> no problem
18:32:38  <Samu> i can work this out
18:32:49  <Samu> it's just going to be quite messy
18:44:53  <heffer> planetmaker: fixed nml 0.4.0 source tarball in sight? :D
18:45:14  <planetmaker> ehm, would be 0.4.1 :)
18:45:23  <heffer> okay :D
18:48:21  <planetmaker> heffer: can you check whether the current dev version is more to your liking? :) The manifest was really borked
18:49:33  <planetmaker> it doesn't fix the un-nice version in the filename though. Just that it should build at all ;)
18:52:42  <Eddi|zuHause> call it in memory of openttd's version scheme :p
18:55:09  <planetmaker> :P
19:01:28  <heffer> planetmaker: looks good. seems to build without an error :D
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19:04:51  <heffer> hmm nmlc gives me "ImportError: No module named 'nml'"
19:05:17  <planetmaker> hm
19:06:46  <heffer> i do python3 build first
19:07:11  <heffer> then python3 install -O1 --skip-build --root $RPM_BUILD_ROOT
19:07:33  <heffer> and it doesn't seem to install all files to the correct directory
19:09:34  <heffer> yup. looks like the whole nml module directory is not installed:
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19:14:13  <alluke> ffffffuuuuuuuucking fuck
19:14:17  <alluke> angerfist in helsinki today
19:14:24  <alluke> but sold out >:(
19:19:12  <Terkhen> ...
19:19:21  <V453000> hi Terkhen :)
19:19:24  <Terkhen> hi V453000
19:21:01  <planetmaker> o/
19:24:12  <planetmaker> hm, so install fails, heffer?
19:24:53  <planetmaker> hm...
19:24:59  <planetmaker> sucks
19:25:12  <planetmaker> do you want to write me a patch? :D
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19:38:38  <alluke> o/
19:39:37  <heffer> planetmaker: i'm afraid i won't be able to. I'm currently moving :D
19:42:51  <Eddi|zuHause> alluke: i don't know what an angerfist is. but maybe you should have planned ahead? :p
19:43:03  <alluke> maybe
19:43:07  <Eddi|zuHause> alluke: but it's nice that of all the people on the whole internet, you come to us :)
19:43:34  <alluke> isnt it
19:44:59  <Samu> i'm thinking so slow today
19:45:57  <alluke> but this is what i was talking about
19:46:48  <Eddi|zuHause> i have no desire to watch that video :p
19:47:12  <alluke> damn you :D
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20:09:52  <DorpsGek> Commit by frosch :: r27173 trunk/src/newgrf_debug_gui.cpp (2015-02-28 20:09:49 UTC)
20:09:53  <DorpsGek> -Fix [FS#6237] (r27134): Use the regular clipping functions in the sprite aligner instead of some magic.
20:12:51  <__ln___> is it now less magical?
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20:38:13  <Eddi|zuHause> now implement sensible alignment across zoom levels, and tracking of changes made?
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20:38:31  <frosch123> already done
20:38:55  <frosch123> fs#6236
20:38:58  <frosch123> albert is reviewing
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20:39:24  <Supercheese> Eddi|zuHause: Not monitoring
20:39:30  <Eddi|zuHause> no
20:39:41  <Supercheese> there was some discussion there
20:39:59  <Supercheese>
20:40:04  <Eddi|zuHause> there was something annoying about that channel
20:40:19  <Eddi|zuHause> i think it was that i need to register to get +v or so
20:40:39  <frosch123> assuming you would get +v :p
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20:40:51  <Eddi|zuHause> i think i was offered +v :p
20:41:10  <Supercheese> Yeah there is a bit of hoopstuff to jump through
20:41:13  <frosch123> maybe just to laugh afterwards :p
20:42:08  <frosch123> anyway, this channel is quite spammy lately, so .dev becomes more active :p
20:42:24  <Supercheese> spam spam wonderful spam
20:42:49  <frosch123> it even shares 3 of 4 letters
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21:09:24  <Terkhen> good night
21:09:38  <V453000> gn
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21:23:41  <Samu> how do i tell the game that owner with bits 01111 is not town, but either owner_none or owner_water?
21:24:35  <Samu> i wanna store owner_none and owner_water depending on that tile waterclass
21:25:13  <Samu> can i trick the game believing "this" owner is actually "that owner" and behave accordingly?
21:28:38  <Samu> i have to expose this problem clearer, it's becoming too complex without guidance
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21:30:46  <planetmaker> Samu: it sounds like total folly to try some kind of trickery in that area. Define the bits to mean *that* in the context of whatever. That's it
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21:32:13  <Samu> basically, have a special rule in which all water tiles owner are stored as x1111, that x will be a variable I wanna use for other purpose
21:32:37  <Samu> instead of using 5 bits to store owner, use 4
21:34:26  <Samu> then retrieving owner of that tile wouldn't return owner_town, but it would be constructed to output the exact owner
21:34:36  <Samu> based on some checks
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21:36:40  <planetmaker> samu you really should get into actually doing some stuff and *trying*. Without sharing every thought on every line as it crosses your mind
21:37:05  <Samu> i'm building the bit matrix first
21:37:29  <Samu> in excel
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21:38:01  <planetmaker> ...
21:38:39  <Samu> yes, i wanna make sure if it is possible to have no bits conflcting with each other
21:38:59  <Samu> it's complex when not looking at it
21:39:59  <Samu> there's 3 possible layers on a given water tile
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21:41:27  <Samu> each layer can store 2 owners
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21:41:46  <Samu> i have 8 bits for owners, 4 at m1, 4 at m6
21:41:59  <Samu> then i have 1 more bit which must be shared by both
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21:42:18  <Samu> this is the one that's causing most trouble
21:43:43  <Eddi|zuHause> that will never work
21:43:45  <Samu> the third layer uses this sharing bit to identify the firstmost owner of the tile, and the owners are always either none or water, but i have to store them in the form of 4 bits
21:43:53  <Eddi|zuHause> you can't store 10 bits worth of data in 9 bits
21:44:18  <Samu> i can because, the owner of sea is always water
21:44:28  <Samu> the owner of river is always water
21:44:38  <planetmaker> then you do not need to store it
21:44:40  <Samu> the owner of canal, however... complicates
21:44:46  <Samu> a big deal
21:46:21  <Samu> i speak of 3 layers because i am also trying to distiguish canals built on river or on sea/dryland
21:47:10  <Eddi|zuHause> that needs 1 bit. why do you want 8?
21:47:13  <Samu> destroying canal reverts to either river, or sea/land
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21:48:04  <Samu> let me show u "matrix"
21:49:54  <Samu> can you open excel files?
21:50:01  <Eddi|zuHause> no
21:50:18  <Samu> great :(
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21:51:05  <Samu>
21:51:23  <Samu> just to get an idea
21:51:33  <Samu> it is not final, nor correct yet
21:51:49  <Samu> i am still fiddling with bits
21:54:09  <Samu> destroying ship depot, reverts to previous layer
21:54:25  <Samu> destroying that layer, reverts to the one before
21:54:28  <Samu> and so on
21:54:59  <Samu> until it's at the base
21:56:02  <Samu> the first is correct
21:56:11  <Samu> the second is with an error
21:56:24  <Samu> or actually, it is as if owner_none was using 5 bits
21:59:05  <Samu> that line with 4 layers is misleading, i really have to work on this yet
21:59:17  <Samu> but the idea is there
22:00:14  <Samu> being have to revert canals to rivers instead of just getting rid of them, and at the same time know which owner owns what at a given tile
22:03:36  <Samu> that bit 4 at m1 will be of extreme importance, it will allow the game to restore it's first form. I can see this as being possible with 4 bits for identifying 1 owner, instead of 5.
22:04:06  <Samu> with 5, well... I don't know if it's doable, it probably is, but may become too complex
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22:31:13  <Wolf01> 'night
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22:46:00  <Samu> dumb question, can there be rivers on sea?
22:53:35  <FLHerne> Samu: Sea doesn't flood rivers/canals
22:53:42  <FLHerne> If that's the question
22:56:55  <Samu> sorry, i was confusing myself
22:57:18  <Samu> thinking that if removing a river tile that was planted on sea would revert back to sea
23:00:06  <glx> if you remove it it will be flooded
23:01:34  <Samu> that means i can treat rivers like they're the base
23:01:43  <Samu> simplifies this even further
23:01:56  <Eddi|zuHause> river or canal on sea level prevents the sea from flooding
23:02:08  <Eddi|zuHause> so you can have land on sea level that way
23:03:54  <Samu> I see, but I was thinking of something related to ownership
23:04:39  <Samu> don't have to store river owners
23:04:50  <Eddi|zuHause> i don't know what you try to achieve here. there's no difference if the river was built on land or at sea level. river is river
23:05:07  <Samu> something cool :p
23:05:15  <Samu> so, 3 layers it is
23:05:25  <Samu> there's no 4th layer to take care off
23:05:29  <Eddi|zuHause> excuse my scepticism about this.
23:07:36  <Samu> thus in turn,  owner_none becomes the only exception rule, I don't have to care about owner_water, this simplifies it
23:07:44  <Samu> thx
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23:40:12  <Samu> can you see a patern:
23:51:36  <Samu> now i got to repeat, but for the case station tile, then later, for the case industry tile
23:51:56  <Samu> it's taking shape

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