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Log for #openttd on 24th March 2015:
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00:06:43  <Eddi|zuHause> chillcore: i'm fiddling with ignore lists currently. so if you ever want to say anything to me, use my full nickname ("eddi" won't suffice), or i probably miss it
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00:11:44  <chillcore> Eddi|zuHouse: ok thanks for the notification
00:11:56  <Eddi|zuHause> that is not the right name :)
00:11:59  <chillcore> how do I select someone again?
00:12:07  <Eddi|zuHause> use the "tab" key
00:12:33  <chillcore> no dice
00:12:57  <Eddi|zuHause> begin typing a name, then the tab key (usually) completes that name
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00:13:29  <chillcore> hmm
00:13:42  <chillcore> Eddi|zuHause: got it
00:13:49  <Eddi|zuHause> almost all chat clients i ever used supported that
00:14:25  <chillcore> Eddi|zuHause:  ye just E did not work
00:14:44  <chillcore> Edd did
00:14:48  <Eddi|zuHause> it might refuse to complete when it's ambiguous
00:15:12  <chillcore> like that
00:15:27  <Eddi|zuHause> if it is ambiguous, one of two things usually happens: 1) it shows a list of options, or 2) it cycles through the list
00:16:08  <chillcore> It showed me options that may or may not be visible to you too now?
00:16:10  <Eddi|zuHause> there may be ways to configure which one is used
00:16:21  <Eddi|zuHause> they are only visible to you
00:16:37  <chillcore> yes I just checked in the logs
00:16:56  <chillcore> kinda confusing but ok
00:17:23  <Eddi|zuHause> btw. this also works on the linux console, showing you commands you might wish to run, or filenames you wish to hand over as parameter
00:18:01  <chillcore> nic to know that ... if in doubt I use --help
00:18:22  <chillcore> but that is a cool feature also
00:18:34  <chillcore> nice*
00:19:31  <Eddi|zuHause> it's context sensitive and programs can supply custom completition lists. like if you type "hg <tab>" on the console, it lists you the special hg commands (commit, push, etc.)
00:19:56  <Eddi|zuHause> on my console, i need to type <tab> twice if it's ambiguous
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00:22:21  <Eddi|zuHause> (this is a feature that people just assume the other person they're talking to also knows, so it's rarely talked about)
00:24:28  <chillcore> planetmaker once told me about it for irc but then I tried with not enough characters and thought it was my client
00:24:59  <chillcore> I will try it in my console too once I have it back open
00:25:15  <chillcore> I was just about to try and catch up on some sleep
00:27:40  <Samu> Eddi|zuHause:
00:27:55  <chillcore> try being the keyword ...
00:28:13  <chillcore> Good night all
00:28:17  <chillcore> o/
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00:45:08  <Samu> please help me, I can't figure this out
00:52:24  <Samu> if (!HasTileWaterGround(tile - delta))
00:52:41  <Samu> what happens if it is a canal?
00:54:11  <Samu> what happens if it's a ground tile
00:54:47  <Samu> i don't know how to do this check
00:55:50  <Samu> if it finds a structure, such as an oil rig or so, then I don't want it to fail
00:56:04  <Samu> if it finds a ground tile, i want it to pass
00:56:56  <Samu> pff, im confused, let me organize my mind
01:01:09  <Samu> ok here I go again, I want it to:
01:01:27  <Samu> 1 - fail if it's an oil rig, buoy, something like that
01:02:04  <Samu> 2 - pass if canal, but then fail if the canal is not of the same owner
01:02:19  <Samu> 3 - pass if canal, but pass if owner is none, or self or water
01:02:38  <Samu> 4 - don't add the cost if it passes all checks
01:02:42  <Samu> how can I do this
01:03:51  <Samu> 3 - pass if canal, and* pass if owner is none, or self or water (sorry typo)
01:04:20  <Samu> there's yet another step
01:04:44  <Samu> 5 - fail if ground
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01:22:23  <Jon__> hello all
01:22:36  <Jon__> I was wondering if anyone could help me understand how YAPF works
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01:28:42  <Supercheese> It's pretty magick to me
01:42:40  <Eddi|zuHause> Jon__: depends on what you want to do with it
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01:46:03  <Eddi|zuHause> Jon__: the principle is very simple, actually: you provide it with a "follow track" function, which defines which tiles are considered "neighbours", and a penalty for travelling to such neighbours. and it throws out the shortest path according to these penalties. or more specifically the direction you need to turn next
01:47:00  <Eddi|zuHause> Jon__: it does this with the A* algorithm, which you can look up in any book
01:47:43  <Eddi|zuHause> Jon__: and the deeper level of the templating stuff is there to make it fast. you probably don't need to look at this.
01:48:25  <Jon__> Ok, I think I understand that part, as I am familiar with A*. I’d like to know how YAPF and OTTD implement the pathfinding. What I mean is, I’ve looked through the docs and source code a bit, and it seems like it does all of its pathfinding based on which neighbor is the fastest to the destination, is that correct? Like it doesn’t find the whole path first, it does it on a tile-by-tile basis
01:49:00  <Eddi|zuHause> it calculates the full path
01:49:15  <Eddi|zuHause> but it throws everything away, except for the next turn
01:49:30  <Eddi|zuHause> so it must run again when another switch is encountered
01:49:52  <Jon__> oh ok, so it finds a new path everytime it encouters a switch?
01:49:53  <Eddi|zuHause> (some of the penalties are situational, so the shortest path may have changed by then)
01:50:09  <Jon__> yeah, like the signals might change or something
01:50:12  <Eddi|zuHause> yes
01:50:48  <Jon__> so at every switch, it takes the info from that switch, feeds it to the pathfinding, and then it takes that result to determine its next move?
01:50:57  <Eddi|zuHause> some of the data is cached, for efficiency
01:51:48  <Jon__> so say a vehicle is chugging along and it encouters a red signal. Will the pathfinding still return a path to the destination, or will it detect the red signal and say that the vehicle shouldn’t move?
01:52:14  <Eddi|zuHause> pathfinding and vehicle movement are two independent steps
01:53:15  <Jon__> ok, so it will still find the path, and the vehicle movement will decide what to do with that info?
01:53:19  <Eddi|zuHause> a vehicle moves along the track it is currently on, over and over, until there is a branch in the next tile. then the pathfinder is invoked, to tell it where to go
01:54:33  <Eddi|zuHause> to find out how a train moves, look at the TrainController function
01:55:10  <Eddi|zuHause> but basically, each tile consists of 16 individual steps that the vehicle can take on that tile
01:55:33  <Eddi|zuHause> the interesting bits happen when it leaves a tile, and enters the next tile
01:55:49  <Eddi|zuHause> if that next tile is a red signal, some magic is invoked to keep the train from entering that tile
01:56:00  <Eddi|zuHause> but the path is still valid, even if the signal is red
01:56:11  <Eddi|zuHause> red signals just have higher penalties
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01:57:32  <Jon__> awesome, thanks, I’ll take a look at that. And ok, that makes sense. So there is some look ahead in the movement to let the train know to stop moving if it encouters a signal? And the penalty of the red signals are taken into account in the pathfinding?
01:57:51  <Jon__> which lets it know to take a route not involving a red signal
01:57:51  <Eddi|zuHause> yes
01:58:01  <Jon__> great
01:58:28  <Jon__> so the source/docs I’ll want to look at is the TrainController?
01:58:31  <Jon__> anything else?
01:58:53  <Eddi|zuHause> just follow the function it calls there
01:58:59  <Jon__> gotcha
01:59:08  <Eddi|zuHause> ignore the acceleration bits and stuff
02:01:05  <Jon__> could you point me to the file that contains the controller function?
02:01:23  <Eddi|zuHause> probably src/train_cmd.cpp
02:02:23  <Jon__> ah, thanks
02:02:53  <Jon__> you’ve been a lot of help, thank you
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04:29:35  <Supercheese> I abuse station walking so much
04:30:32  <Supercheese> Build some eyecandy "rail station tile" like a CHIPS shack or empty tile next to an industry, then ctrl+build a dock on the water 20 tiles away so I can ship the stuff on the sea
04:30:52  <Supercheese> the cargo magically teleports the 20 tiles and gathers at the docks
04:33:21  <supermop> hey its just driving it to the dock in a forklift, no problem
04:34:39  <supermop> i've yet to fund an industry in this game, close to connecting and using all of the industries that were there at game start
04:35:08  <supermop> but this glass works in the middle of a field just looks so stupid
04:35:18  <supermop> so i might build one elsewhere
04:35:21  <Supercheese> better yet, "I don't want to have to haul all this heavy crap up 6 steep consecutive slopes. I'll just build a dropoff station here at the bottom and ctrl+walk it all the way to the industry at the top of the hill"
04:35:28  <supermop> oh man
04:35:33  <Supercheese> "The cargo will magically levitate its way up there"
04:35:38  <supermop> i normally do that
04:35:58  <supermop> but i got a bauxite mine on top of a z25 mountain
04:35:58  <Supercheese> I do it all the time....
04:36:04  <supermop> highest point on the map
04:36:05  <Supercheese> it's like cheating but eh efficiency
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04:36:37  <supermop> normally i walk the tile, afterall mines have conveyor systems, or a shaft through the mountain, or whatever
04:36:54  <supermop> but this time i built a NG railway with switchback
04:37:36  <supermop> base station is like 10 tiles away, but ore takes a 50 tile journey to get there
04:38:19  <supermop> but at least i get to use the cool ore station for the transfer to the standard gauge line
04:38:42  <Supercheese> yeah I am using the Ore Unloader station for the first time in this game, it's boss
04:39:03  <Supercheese> it doesn't seem to work well with bauxite though :(
04:41:50  <supermop> im using it at a combined baux/junk station, and at a separate place where unit train dumps off clay and collects iron ore
04:44:02  <Supercheese> Ugh, I have a single industry that will have to be the sole supplier for all the engineering supplies on this half of the map (basically 256x256 area)
04:44:12  <Supercheese> will result in some fun networking
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04:46:30  <Supercheese> oh wait you can import supplies now
04:46:40  <Supercheese> but eh the Port's base production is really low
04:48:19  <Supercheese> 48 per month... not even enough to sustain a single industry
04:59:02  <Supercheese> Hmmm, my CHIPS harbor cranes are not behaving well
04:59:17  <supermop> they put a crain on every tile
04:59:22  <Supercheese> yeah
04:59:23  <Supercheese> quite odd
04:59:28  <supermop> chips could use some work
04:59:29  <Supercheese> I expected like ISR cranes
04:59:35  <Supercheese> single crane with rails to run on
04:59:51  <Supercheese> if there was a manual blank rail tile that would be fine but there is not
04:59:57  <supermop> you also end up with acres of stacked crates with even a small about of something waiting
05:00:06  <Supercheese> and the ISR and CHIPS grounds do not match sadly
05:00:09  <Supercheese> so mixing looks weird
05:00:30  <supermop> yes i think andy has said on here that he does not care for isr though
05:00:56  <supermop> i tend to use only one of the two for any given station
05:01:27  <supermop> but i do like to extend some of the first industries with the cobble tiles, like the brewery etc
05:01:31  <Supercheese> you pretty much have to
05:01:46  <Supercheese> mixing usually is not pretty
05:01:58  <supermop> i wish the extra tiles included more cobble base stuff, like outbuildings etc
05:02:00  <Supercheese> CHIPS blends in with FIRS so darn well though
05:02:11  <Supercheese> which is the entire point, I know
05:02:21  <supermop> fork firs with isr based sprites?
05:02:30  <Supercheese> I only code NML
05:02:34  <Supercheese> stations cannot be done in NML yet
05:02:41  <Supercheese> so, not possible at the moment
05:10:27  <Supercheese> Whoops, just realized I isolated a Hotel in between a spaghetti mess of rail tracks. Surrounded on all sides, the passengers still somehow manage to make it to and from the station
05:11:10  <Supercheese> brave souls, walking across the tracks
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05:19:03  <Supercheese> I sometimes miss the CHIPS quarry tiles
05:19:13  <supermop> those existed?
05:20:41  <Supercheese> yes, for a time
05:20:55  <Supercheese> removed a while back
05:23:24  <Supercheese> seems they were removed in r120
05:24:03  <Supercheese> although seemingly support for them still exists, it seems to be effectively "commented out"
05:33:15  <supermop> any reason?
05:33:21  <supermop> what did they look like?
05:34:35  <Supercheese> like the brown bits around the Clay Pit and Quarry
05:35:14  <Supercheese> that being the ground base, and having other stuff the same as the asphalt/mud/cobblestone/concrete family of CHIPS stations
05:35:59  <supermop> http://www.tt-forums.net/viewtopic.php?p=1145524#p1145524
05:37:56  <Supercheese> which tramset do you use?
05:42:03  <Supercheese> I love refit-in-station
05:42:18  <Supercheese> profit on every leg of the journey
05:44:28  <supermop> roadhog n this game
05:45:46  <supermop> i love cascading and reusing stock
05:46:16  <Supercheese> I should try Road Hog, I still use a combination of eGRVTS and HEQS
05:46:26  <Supercheese> among others
05:47:46  <supermop> i miss heqs but yeah the refitting is better
05:49:15  <supermop> this game im using somewhat hard setting in renewed city growth
05:49:21  <supermop> im loving it
05:50:30  <supermop> keeps these mountain towns from colonizing the hillsides, yet rewards industrial activity near big cities
05:51:13  <supermop> squeezing out every last bit of goods and building materials that i can, yet still able to have manageable growth in passenger usage
05:52:05  <supermop> those three shots are a couple years out of date now though and the cities are bigger
05:52:44  <supermop> i may send my spare chinook to do odd jobs in various ends of the network and follow it around
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05:56:06  <supermop> i certainly don't need it sitting around in that busy passenger area
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06:02:43  <supermop> i wouldn't mind some vareity of transmitter towers either
06:04:27  <Supercheese> Hmm, yeah
06:05:33  <Supercheese> There's just the original, OGFX, and DWE at the moment really. The OGFX airports as objects sort of has one but it's weird
06:06:20  <Supercheese> Lighthouses got a lot of love with the superlative Lighthouse set
06:15:45  <supermop> could have some guyed radio masts, microwave towers, cell towers,
06:16:01  <supermop> some pre-marconi stuff too i guess
06:16:18  <supermop> like flag poles? firewatch towers?
06:16:47  <supermop> would be great if newobject grf could plant objects
06:16:53  <Supercheese> they can at mapgen
06:16:56  <Supercheese> but not after methinks
06:17:10  <Supercheese> OGFX+ landscape does it
06:17:12  <supermop> so if you start in 18th c, later it starts planting towers
06:17:34  <supermop> basically i think it has gameplay value
06:17:54  <supermop> original purpose of towers was to restric terraforming
06:18:16  <supermop> but early in game you can't afford to move a mountain anyway
06:18:29  <supermop> later in game you have way more money
06:19:02  <supermop> so if the number of immobile objects gradually increased, you could justify it in that sense
06:26:01  <supermop> sigh
06:27:02  <Supercheese> could get a gamescript to do that maybe
06:27:07  <Supercheese> but then there's only 1 GS slot...
06:28:31  <supermop> yeah
06:29:03  <supermop> hours later i still can't decide if i want to route this sand through this bottleneck city
06:29:40  <supermop> or drop it in a terminal on one side and truck it to the other, or just build a new glassworks elsewhere
06:33:16  <supermop> mainline is on a 40 day cycle with 160kmh trains at 0 and 20 days, can probably work a 136kmh sand train into one of the 10 day slots at 10 or 30
06:34:46  <supermop> or have them try to follow immediately after one express train, hoping that accounting for stops they don't fall behind enough to encroach onto the next slot
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06:49:25  <chillcore> moin all o/
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07:25:43  <__ln__> https://bugzilla.redhat.com/show_bug.cgi?id=1202858
07:31:02  <chillcore> oO
07:36:32  <supermop> i have no idea what a sand drop should look like
07:37:02  <chillcore> muddy?
07:37:34  <chillcore> like a booger :P
07:37:47  <chillcore> muddy boogers
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07:39:42  <chillcore> "seems like you have a sand drop there ... just saying"?
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07:42:00  <chillcore> also I am going to let some of these magic nrs be later tgen versions
07:42:08  <chillcore> +for
07:42:51  <chillcore> cleaning up and posting new version ... minor tweaks left to do but I can tweak ad infinitum
07:43:13  <chillcore> terrain is playable Yay
07:45:25  <chillcore> when it is not is is mostly due to bad seed ... nothing new and pretty much unsolvable anyways
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07:48:40  <chillcore> this ad infinitum thingy is exactly why I was doing custom smoothness and that is another patch
07:48:44  <chillcore> makes sense?
07:53:09  <V453000> NEVER
07:53:15  <V453000> sense iz overrated
07:53:48  <chillcore> depends from what side you look at it :P
07:53:51  <chillcore> and indeed
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07:59:24  <chillcore> @Devs ... in regards of order of patches ... fixes first and then tweaks, the opposite, or does it not matter much?
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08:17:30  * chillcore reverts magic nr magic in lower patches ... would break a few revisions' compilation
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08:32:38  <Pikka> well
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08:41:06  <chillcore> woot I found the princess ... she was indeed in the other castlle
08:41:33  <chillcore> now to find her sister ... *TrollFace*
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09:17:18  <supermop> yo
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09:19:14  <chillcore> future tgen will have settings for each mapsize ... for now though ... balls to it
09:20:04  <chillcore> result is acceptable enough for me
09:23:11  <chillcore> read: all three arrays and all mapsizes produce similar terrain
09:23:19  <chillcore> just the scale is a bit off for some
09:28:41  * chillcore folds three patches
09:31:27  <Eddi|zuHause> patch-origami
09:33:16  <chillcore> pertty much yes
09:34:14  <chillcore> thing is I was adding an array, then adding a third then tweaking those arrays
09:34:33  <chillcore> while the second patch increasd nr of arrays to 10 instead of 7
09:35:02  <chillcore> for good measure the fist should have already increased the params to 10
09:35:24  <chillcore> which would mean that I would have those values to tweak too
09:35:41  <chillcore> ^^^ for all mapsizes instead of having an easier time
09:36:05  <chillcore> just a waste of my time and would make it harder to review too
09:37:10  <chillcore> hmm actually it was four patches then instead of three
09:37:14  <chillcore> anyhoo
09:37:18  <chillcore> me is happy
09:37:48  <chillcore> Eddi|zuHause: it wil be impossible to eliminate all of them plateaus
09:38:19  <chillcore> I can do it for alpinist but as soon as you choose a lower setting they will be back
09:38:48  <chillcore> not sure how to handle that but to add a shitton of arrays
09:39:17  <chillcore> but it should be better already
09:39:39  <chillcore> just need to find your prefered  settings ;)
09:41:01  <chillcore> I could increase all generated heights for alpinist but the terrain then becomes almost unplayable for most peeps
09:41:34  <chillcore> soon you'll have custom thingy anyways;)
09:41:47  <chillcore> including generated height
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09:42:56  <chillcore> even  if the gui version never makes trunk ... you can export heigtmaps
09:43:59  <chillcore> so does my bugpack btw
09:44:31  <chillcore> I know make it work with trunk ... nearly 3000 revisions
09:45:00  <chillcore> and the plan is to infect trunk with bugpack 1 patch at a time :P
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09:45:24  <chillcore> sssst ... our little secret xD
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09:47:28  <chillcore> hmm "tripical forest" ... should I let that in just for giggles?
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09:54:41  <chillcore> #include "table/genland.h" ... line 889 of landscape.cpp
09:55:17  <chillcore> me moves that line to top
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10:07:38  <chillcore> tgen light: done, fini, over with, schluss, finito, gedaan. \o/
10:08:32  <chillcore> may contain traces of nuts
10:10:50  <chillcore> but I removed most hairs :P
10:20:01  <chillcore> hmm peeps have downloaded the previous version and I has no more attachments in first post
10:20:19  <chillcore> will make new post and add link in first post
10:34:32  <chillcore> hmm links do not work in attachment comments
10:34:59  <chillcore> anyhoo patch queue posted
10:35:12  <chillcore> I hope ya'll be as happy as I am
10:41:48  <chillcore> hmm maybe I an split the first patch in three ... I'll do so if requested
10:41:56  <chillcore> can*
10:42:51  <chillcore> closes folders ... breaksie for a little bit
10:45:37  <chillcore> gee that is al lot of hmms
10:45:48  <chillcore> did I do that?
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12:24:49  <chillcore> OMG will this BS never stop?
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12:25:20  <chillcore> FTB launcher ... loading modpacks forever and ever and ever ...
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12:25:31  <chillcore> yay for online verification
12:25:56  <chillcore> anyone know where the normal Devlopers ara hiding thee days?
12:26:02  <chillcore> these*
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12:26:32  <Celestar> ?
12:26:35  <chillcore> can ot go on my server because ... no reason
12:26:39  <chillcore> not*
12:26:47  <chillcore> I already have the modpack I need
12:26:58  <chillcore> just fails to start
12:27:06  <chillcore> sorry for ranting again
12:27:12  <chillcore> closes minecraft
12:29:29  <chillcore> me looks online to hack FTB launcher ... I am done with this nonsense
12:31:20  <chillcore> s hack/crack
12:31:27  <chillcore> hackers are the good guys
12:48:02  <chillcore> I can understand wanting to combat piracy
12:48:23  <chillcore> but providing normal progs would go a long way already, no?
12:48:33  <chillcore> just don't give people a reason to do so
12:49:31  <chillcore> it works now ... but for how long ... sigh
12:51:40  <chillcore> we should replace all graphics with dollar signs :P
12:51:57  <chillcore> click and pay to unlock just this one
12:54:45  <__ln__> https://pbs.twimg.com/media/CA3AwaUUcAAKVPY.jpg
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14:03:42  <chillcore> hmm I made an little error in my last patch
14:04:13  <chillcore> to select the middle array I should have used || instead of &&
14:04:45  <chillcore> silly me tested square maps mostly
14:05:16  <chillcore> options overkill :P
14:06:56  <chillcore> nope still not a good solution ...
14:06:58  <chillcore> darn
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14:07:33  <chillcore> should be if (smallest_mapside == 9)
14:07:59  * chillcore opens folders ...
14:12:22  <chillcore> better rewrite this whole function .... get smallest mapside first then evaluate
14:13:01  <chillcore> s function/ if else
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14:28:46  <chillcore> tested, fixed, posted on forums at the same location as zipfile.
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16:05:38  <chillcore> hello Alberth o/
16:05:47  <Alberth> hi hi chillcore
16:06:02  <chillcore> I am done with my patch?
16:06:15  <Alberth> ha, how would I know :p
16:06:20  <chillcore> if you gave some time ...
16:06:21  <chillcore> hehe
16:06:32  <chillcore> I should be done withthe light versin xD
16:06:44  <chillcore> spelling*
16:07:08  <chillcore> not now perse ofcourse
16:07:27  <Alberth> I just got home from work :)
16:07:34  <chillcore> no rush
16:07:54  <chillcore> I'd sent you some coffee but ISP sais no liquids
16:07:54  <Alberth> right, after being jumped as soon as I enter the channel :D
16:08:02  <chillcore> forgive me
16:08:06  <Alberth> np :)
16:08:41  <Alberth> woo, you have LTP (liquid transport protocol) working?
16:08:58  <chillcore> ye very effective aginst spyware
16:09:04  <chillcore> insta-KILL
16:09:22  <Alberth> spiffy
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16:19:08  <__ln__> http://englishrussia.com/2015/03/23/soviet-computer-mouse-from-a-dawn/
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17:40:56  <Alberth> hola
17:41:22  <Samu> hi
17:44:18  <chillcore> o/
17:45:35  <Samu> i finally did it
17:45:58  <Samu> i stayed up all night trying to figure out
17:46:31  <Samu> https://paste.openttdcoop.org/pcom9fux3
17:46:47  <Samu> this is for the lock, still not done for the dock
17:47:20  <Samu> i re-used the road on competitor setting, but I don't think it's quite fitting
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17:57:07  <chillcore> I can not tell if it functions correctly or not because I am not familiar with that code but the setting name you do not see ingame only the strings ;)
17:57:24  <chillcore> exception: in the console
17:57:41  <chillcore> if it disturbs you much you can always make a new setting
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19:00:32  <Samu> this comment
19:00:44  <Samu> * In version 4 a new difficulty setting has been added to the difficulty settings,
19:00:52  <Samu>  * town attitude towards demolishing. Needs special handling because some dimwit thought
19:01:05  <Samu>  * it funny to have the GameDifficulty struct be an array while it is a struct of
19:01:16  <Samu>  * same-sized members
19:01:27  <Samu> dimwit
19:01:28  <Samu> :(
19:02:02  <Samu> I don't know what's it about, but "dimwit" ...
19:03:25  <chillcore> look up definition of dimwit ...
19:03:39  <chillcore> you are reading more then there is
19:04:16  *** Klanticus [~quassel@179.234.179.109] has joined #openttd
19:04:29  <Samu> 1. a stupid or silly person
19:04:38  <chillcore> yay so?
19:04:54  <chillcore> someone was sily enough to ...
19:05:12  <chillcore> I was a dimwit this morning ...
19:07:45  *** Klanticus_ [~quassel@200-161-120-132.dsl.telesp.net.br] has quit [Ping timeout: 480 seconds]
19:13:48  <chillcore> Also in my language everybody uses "trut" to refer to a bitch of woman
19:14:01  <chillcore> when you look it up it means a pretty girl
19:14:05  <chillcore> lol
19:14:48  <Samu> how do i create a new game setting
19:15:08  <Samu> i have the idea it's quite complex
19:15:46  <chillcore> find a commit that adds one?
19:15:57  <chillcore> there are qute a few
19:17:25  <chillcore> if we write your code you learn so little samu ;)
19:17:39  <Samu> ok, where are those commits
19:18:40  <chillcore> are you serious?
19:18:43  <Samu> hmm i better leave this for later, docks also need to be included
19:19:02  <Samu> gonna work on dock first
19:19:11  <chillcore> ok
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19:19:41  <Alberth> moin
19:19:51  <Wolf01> moan
19:20:09  <chillcore> hello
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19:20:37  <Wolf01> is it friday today?
19:20:41  <Wolf01> o/ andy
19:21:10  *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd
19:22:16  <Wolf01> it looks like my week is monday, friday, friday, friday, friday, saturday, sunday
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19:36:26  <Alberth> close enough
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19:40:44  <andythenorth> o/
19:41:15  <Alberth> now for real? :)
19:53:28  <Samu> buoys can always be built on anyone's canal, right?
19:55:37  <Samu> the question is: should I include buoys in the setting?
19:56:29  <Samu> they can also be used to block
19:56:33  <Samu> grief
19:56:55  <chillcore> they stop ships fom passing?
19:57:02  <chillcore> never tested that
19:57:13  <Samu> nope, but they can stop the competitor building something in its place
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19:57:37  <chillcore> ye forbid buying land too perhaps
19:58:04  <Samu> the competitor however can just remove the buoy
19:58:18  <Samu> unless the griefer manages to get a ship using the buoy
19:58:37  <Samu> then the buoy becomes in use and can no longer be removed by the competitor
20:00:42  <glx> there is server admin for that
20:01:28  <Samu> dual edged issue
20:01:52  <Samu> i can build a buoy on my own canal, but the competitor could still use that buoy
20:01:52  <Samu> if he does that
20:02:11  <Samu> i can't remove the buoy, even though it's placed on my canal
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20:05:18  <chillcore> such is life
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20:08:22  <Samu> yay, an ugly bug
20:08:27  <Samu> great, my code failed
20:08:48  <chillcore> sometimes it feels like Bukkit has been renamed and left out of its cage
20:09:34  <Samu> i built a dock on top of a  ship depot
20:09:45  <Samu> my code = RIP
20:09:56  <chillcore> DorpsGek: bring Bukkit please
20:10:08  <chillcore> lel
20:10:30  <chillcore> not lel at you samu
20:10:55  <chillcore> dock on a depot?
20:11:10  <chillcore> that tile that was not needed no more?
20:11:15  <chillcore> just guessing
20:11:39  <chillcore> it is water now ... that was maybe a bad idea?
20:11:41  <Samu> yeah, the ship depot owner was the same as the tile that was not needed no more
20:11:47  <Samu> so it let it build
20:11:53  <chillcore> yeah happens if you do not read
20:11:53  <Samu> this must not happen
20:12:02  <chillcore> instead of throwing it all away fix it
20:12:28  <chillcore> "this must not happen" ... seems like something is wrong
20:12:45  <chillcore> */sarcasm*
20:13:31  <Samu> i bet the same will happen with lock, let me try
20:14:47  <Samu> oh, i bet wrong
20:14:54  <Samu> it works fine for lock
20:14:59  <Samu> building must be demolished first
20:15:11  <chillcore> ye bacause you did not do the same thing for locks
20:15:13  <Samu> only dock code is wrong, great
20:15:20  <Samu> less things to worry about
20:15:49  <chillcore> "I only noticed the dock so far" <- fixed that for you
20:17:03  <Samu> need more checks
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20:18:23  <Samu> Can't buy ship
20:18:26  <Samu> dock in the way
20:18:27  <Samu> lel
20:18:27  <chillcore> 11:07 <chillcore> tgen light: done, fini, over with, schluss, finito, gedaan. \o/
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20:18:29  <Samu> oh well
20:18:33  <chillcore> wait for it ...
20:19:01  <chillcore> 15:03 <chillcore> hmm I made an little error in my last patch
20:19:19  <chillcore> hehe
20:19:31  <Samu> im surprised the game is still running
20:19:37  <Samu> ah, unhandled exception now
20:20:13  <Eddi|zuHause> anyone ever notice that conquering the world is hard? everybody gets mad if you start attacking people...
20:20:41  <Xaroth|Work> i know right
20:20:43  <Xaroth|Work> it's rediculous
20:20:46  <chillcore> yes funny when that happens
20:21:15  <chillcore> I try never to get personal but it is hard sometimes
20:26:23  <Samu> can't seem to find a problem with lock
20:26:30  <Samu> only with dock
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20:37:22  <Samu> that patch in the topic must be bugged as well
20:37:28  <Samu> dock on competitor canal
20:38:20  <Samu> if you have my patch at hand try this, build a ship depot next to a coast, then build a dock on top of ship depot
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20:41:27  * chillcore looks at hand
20:44:32  <chillcore> hmm a loop sames to take 30 mins, give or take
20:44:39  <chillcore> seems*
20:45:59  <chillcore> the loops were longer before
20:46:33  <chillcore> will the loops reduce to 0 and then the whole thing implodes?
20:47:00  <chillcore> will it just overflow?
20:47:12  <chillcore> questions questions
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20:54:13  <chillcore> https://www.youtube.com/watch?v=ElLpKewnxp4
20:54:16  <chillcore> water
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21:04:07  <andythenorth> http://www.railpictures.net/viewphoto.php?id=524452&nseq=14
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21:06:44  <Wolf01> :o
21:07:33  *** HerzogDeXtEr [~flex@i59F6A7A4.versanet.de] has quit [Ping timeout: 480 seconds]
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21:08:43  <Wolf01> just put 4 boilers was too mainstream, or they needed wheeled boilers just to be able to move them?
21:11:58  <andythenorth> recycle, reuse :P
21:16:48  <Samu> bah my dock patch is bugged
21:16:58  <Samu> let me think
21:19:34  <Samu> another lost day
21:20:54  <Samu> it must do the clearance test
21:20:59  <Samu> but if it does it
21:21:15  <Samu> it may remove maintenance canal count
21:21:54  <Samu> so the code that was there, is actually needed up to a point
21:23:00  <chillcore> yes we try to avoid code that isnt needed to begin with ... lazy coders
21:24:04  <chillcore> ofcourse there is the other kind too
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21:31:04  <Samu> you warned me of this time and time again, but I couldn't understand you
21:31:24  <Samu> sorry
21:32:52  <Samu> must think
21:33:08  <Samu> how am I to tackle this
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21:40:41  <chillcore> start by giving that dock its tile back
21:40:41  <chillcore> not saying that will solve it all ... but that is a big nono
21:40:41  <chillcore> also dig the logs a bit to remember everything we warned you about over the past weeks
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21:42:11  <chillcore> and also hit a book maybe
21:44:12  <Samu> the problem is not the dock tile being given to another owner
21:44:26  <Samu> the problem is that it is not doing a clearance check on that tile
21:44:27  <chillcore> fine samu
21:44:36  <Samu> i have to
21:45:52  <Samu> it must make certain that the location is not occupied
21:46:03  <Samu> this check wasn't being done the correct way
21:46:10  <chillcore> ye good luck with that ... you tell the code it is water
21:46:14  <chillcore> seriously
21:46:30  <chillcore> <Samu> you warned me of this time and time again, but I couldn't understand you
21:46:30  <chillcore>  sorry
21:47:45  <Samu> must think
21:47:53  <chillcore> no must read
21:48:06  <Samu> if I give back it's owner
21:48:29  <Samu> how am i gonna let docks to be placed on canals owned by a competitor?
21:49:49  <Samu> check if the tile on water is water
21:49:59  <Samu> if it's water, check if it's canal
21:50:14  <Samu> hmm
21:51:08  <Samu> the clearance test will always give me an error if there's a canal owned by a competitor
21:52:13  <Samu> i don't want it to give me an error in this case
21:52:28  <Samu> but I still want the clearance to be there for the other cases
21:52:38  <Samu> hmm~
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22:00:26  <WileECoyote> Wow, it's big party there
22:02:07  <WileECoyote> Seems like many people from forums moved here...
22:02:56  <Eddi|zuHause> except that most people in here have been here for years. not "moving" anywhere
22:03:27  <Eddi|zuHause> also, most people in here never say a word :p
22:04:01  <ST2> a word
22:04:02  <WileECoyote> I see. But I see many people which are not active in forums
22:04:06  <ST2> fixed for 1 year xD
22:04:16  <ST2> hi :)
22:04:45  <WileECoyote> :-)
22:05:49  *** sla_ro|master [slamaster@95.76.27.245] has quit []
22:06:10  <WileECoyote> You mean most people are online but not active? I see...
22:06:28  <WileECoyote> I was in irc long time ago
22:06:47  <WileECoyote> Bnd never was familiar with it
22:06:53  <WileECoyote> *and
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22:08:25  <Eddi|zuHause> also on the topic of moving: i was active here before i joined the forum
22:10:09  <WileECoyote> I was more active in forum long time ago, now im occasionally there
22:11:09  <Eddi|zuHause> yes. guy from serbia with the trams. i remember.
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22:11:18  <WileECoyote> :-)
22:11:37  <WileECoyote> Not trams only ;-)
22:11:41  <chillcore> party with cake?
22:11:55  <Eddi|zuHause> the cake is a lie?
22:12:01  <Eddi|zuHause> or is it?
22:12:07  <WileECoyote> Of course, dobos cake :-)
22:12:20  <chillcore> o/ WileECoyote
22:12:59  <chillcore> seems njummie
22:13:07  <WileECoyote> :-)
22:13:14  <WileECoyote> My favourite
22:13:21  <WileECoyote> Chocolate
22:13:39  <WileECoyote> With melted sugar on top :-)
22:13:41  <chillcore> but buttercream makes me sick-ish really fast-ish
22:14:00  <chillcore> like marshmallows do, still njummie
22:14:06  <Eddi|zuHause> must eat faster then :p
22:14:11  <chillcore> xD
22:14:17  <WileECoyote> I don't have doubt about cakes xD
22:14:48  <WileECoyote> Altough... marshmallow...
22:15:09  <Eddi|zuHause> i never really had marshmallows
22:15:15  <WileECoyote> Next android version? :-)
22:15:46  <Eddi|zuHause> i never had android either :p
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22:16:55  <WileECoyote> Lucky you :-)
22:17:40  <WileECoyote> I miss symbian days
22:17:44  <chillcore> how does android taste? never had any neither ...
22:18:05  <WileECoyote> Well... much metallic...
22:18:36  <WileECoyote> Not so tasty for weak stoach
22:18:45  <WileECoyote> *stomach
22:18:54  <chillcore> gaglish?
22:19:29  <WileECoyote> Giberish, i think
22:19:44  <chillcore> xD
22:19:47  <WileECoyote> Wow, what a ping i have :-(
22:20:03  <WileECoyote> Android...
22:20:43  <chillcore> clear cache ;)
22:21:24  <chillcore> it's what I do when youtube starts choking
22:21:33  <WileECoyote> I clear cache about 10th every month xD
22:22:00  <chillcore> here they come every monday ...
22:22:32  <WileECoyote> Here twice a month but its never enough xD
22:22:47  <chillcore> ok
22:23:13  <WileECoyote> Cache is not a problem, crapsung is problem...
22:25:45  <Eddi|zuHause> i think i missed about 5 topic switches in this conversation :p
22:26:29  <chillcore> hihi
22:26:32  <WileECoyote> Forum game on irc? XD
22:27:24  <WileECoyote> it happens when bedtime is near xD
22:28:10  <Eddi|zuHause> when it's in less than 12 hours, or over for less than 12 hours?
22:29:02  <WileECoyote> Both, looks to me...
22:29:34  <WileECoyote> Especially on weekdays
22:29:55  <WileECoyote> (Bah, tomorrow on work)
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22:38:22  * chillcore assigns drop to key none ... nah
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23:08:42  <Wolf01> 'night
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