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Log for #openttd on 31st March 2015:
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01:09:21  <chillcore> good morning o/
01:14:44  <chillcore> something is broken
01:14:57  <chillcore> when I build a dock on river and bomb it
01:15:05  <chillcore> the river is still there :P
01:15:32  <chillcore> gong to have a look maybe at industructable rivers
01:15:37  <chillcore> wthout the BS
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01:29:49  <Supercheese> Indestructible rivers is good
01:30:00  <Supercheese> I would like that feature
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01:35:35  <chillcore> allow destryoing with magic bomb or not?
01:36:00  <chillcore> in normal game that is ...
01:36:30  <chillcore> not sure about that part
01:37:22  <chillcore> one the one hand I would allow but then the river is cut ... can not build it  so ...
01:37:38  <chillcore> there is always scenario editor to remove parts
01:37:49  <chillcore> first cutting the crap
01:42:11  <Supercheese> Yes, make it like transmitters/lighthice
01:42:23  <Supercheese> normally immune except for magic dozer
01:43:28  <chillcore> ok. ;)
01:45:45  <Supercheese> :)
02:03:31  <chillcore> been stuck on this all week
02:03:37  <chillcore> https://www.youtube.com/watch?v=vi1h8F-mpGQ
02:03:41  <chillcore> memory lane
02:04:41  <chillcore> ^^^ spoiler alert: old shool trance for those of you who do not like that ...
02:27:42  <chillcore> hmm ... if I am not carefull with cutting this is going to turn out pretty much a oneliner ...
02:28:13  <chillcore> it is only when bombing canal that the river is destroyed along with it
02:28:40  <chillcore> then just keeping peeps from bombing river should do it ...
02:28:49  <chillcore> I think ...
02:28:55  <chillcore> this bitmagics ...
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03:17:55  <supermop> who doesn't like oldschool trance
03:18:09  <Supercheese> What an odd request: https://www.tt-forums.net/viewtopic.php?f=32&t=72857
03:18:31  <supermop> i've said it before and i'll say it again: if i had a time machine it would go to 1998 and 1998 only
03:18:55  <supermop> odd request but i like it
03:19:27  <chillcore> there are a few of ye older goats who do not :P
03:19:54  <chillcore> just warning them as I posted at a very early hour ... for europeans that is
03:20:30  <chillcore> talking about goats ... my beard is really getting grey
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03:41:30  <chillcore> cool no terrforming rivers no more, destroying canal keeps river intact, just need to stop peeps from bombing the river normally and done
03:42:02  <chillcore> ^^^ with a quarter of the code I had here
04:06:34  <chillcore> this going to be a few patches
04:07:33  <chillcore> afterload.cpp
04:07:38  <chillcore> genworld
04:08:33  <chillcore> scenario editor
04:08:44  <chillcore> magic bulldozer
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04:09:05  <chillcore> ^^^ setting removing flags properly
04:13:47  <Flygon> Having a Civ II style map WOULD be very neat
04:13:48  <Flygon> As in
04:13:50  <Flygon> Diamond shaped
04:13:57  <Flygon> But at the top and bottom of the map, it's serrated
04:14:06  <Flygon> And the left and right are looping scrolling
04:14:14  <Flygon> Of course, modifying pathfinding would be fun
04:14:15  <Flygon> In fact
04:14:22  <chillcore> not only that
04:14:25  <Flygon> Civ II's got pathfinding problems going from, say
04:14:46  <Flygon> 23,63 through to 23,0
04:14:54  <Flygon> Instead of going one square over
04:15:02  <Flygon> It'll literally go the opposite direction...
04:15:07  <Flygon> The pathfinder is borked
04:15:13  <chillcore> huhu continue ...
04:15:21  <Flygon> Nah, I'm finished
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04:15:30  <chillcore> oh no it is not ;)
04:15:35  <Flygon> What?
04:15:42  <chillcore> cheating ... bigtime
04:15:47  * Flygon scratches head
04:15:53  <Flygon> They fixed the bug in Alpha Centauri
04:16:04  <chillcore> say I pick up coal at 12, 2047
04:16:13  <chillcore> and take it to 12, 1
04:16:23  <chillcore> thatis 2 tiles
04:16:27  <chillcore> but payout?
04:16:31  <Flygon> Hmm
04:16:37  <chillcore> xD
04:16:41  <Flygon> I can see how more than pathfinding would need to be completely rewritten
04:16:52  <chillcore> ye that too
04:17:14  <Flygon> Still
04:17:17  <Flygon> It WOULD be very neat
04:17:31  <chillcore> yes ... there is an old patch somewhere
04:17:34  <chillcore> IIRC
04:18:12  <Flygon> Another neato one would be Alpha Centauri style height levels, but... that's also completely changing the entire game and needing a 3D renderer :b
04:18:42  <Flygon> Then again, I'm completely insane
04:18:44  <chillcore> then there is industries being built half on one side and half on the other?
04:18:48  <chillcore> it is
04:19:03  <Flygon> I'm the sort of guy that can see addtional gameplay depth in... well
04:19:09  <Flygon> Having heightmaps for under the water
04:19:28  <Flygon> Y'know, for making the distinction between river and ocean ships distinct
04:19:55  <chillcore> hehe that is one of andy's ponys, and yours too it seems
04:20:07  <Flygon> Ponys?
04:20:17  <chillcore> andy likes ponies
04:20:21  <chillcore> spelling*
04:20:21  <Flygon> Ah
04:20:26  <Flygon> I got sick of riding horses
04:20:29  <Flygon> Rode them for 15 years
04:20:43  <chillcore> nice
04:20:49  <Flygon> Tiresome
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04:20:59  <Flygon> Then again
04:21:08  <Flygon> I'm just the guy that also wants subterranian play too :B
04:21:17  <Flygon> And having completely 'flat' water makes no sense if that ever becomes a thing
04:21:56  <chillcore> if you're on them all the time I can imagine it gets tiresome
04:22:17  <chillcore> needs additional map layers
04:22:48  <chillcore> there was a patch for that too
04:22:51  <Flygon> Yeah
04:22:56  <Flygon> But it wasn't really a 'complete' patch
04:23:01  <chillcore> indeed
04:23:03  <Flygon> I imagine more...
04:23:13  <Flygon> Having a full blown x,y,z system, fully 3D
04:23:20  <Flygon> Instead of z being.... well, what it is now
04:23:35  <chillcore> 2.5D
04:23:46  <chillcore> 'just' offsets
04:23:48  <Flygon> Though, OpenTTD still has a more advanced map system than Ragnarok Online
04:23:59  <Flygon> Ragnarok Online manages to somehow have 2D-only maps
04:24:05  <Flygon> In a game that's near 100% 3D...
04:24:14  <Flygon> So you can only move on x,y coords
04:24:31  <Flygon> The z just exists to set how HIGH the character/object is on a specific tile...
04:24:44  <Flygon> It's really stupid
04:24:47  <Flygon> So you, like
04:24:56  <Flygon> Can't create a walkable bridge over a walkable path
04:25:06  <Flygon> It's basically the exact same problem DooM has
04:25:28  <chillcore> so 2.5D a 3D engine
04:25:32  <Flygon> Yeah
04:25:36  <chillcore> hmm doom has that too?
04:25:46  <chillcore> I can not remember exactly
04:25:55  <Flygon> Yeah. DooM's internal maps are also completely 2D
04:26:04  <Flygon> The z axis is purely just for show
04:26:07  <Flygon> Literally, for show
04:26:25  <chillcore> I need a new Xbox 360 to test melted it somehow
04:26:49  <Flygon> btw, anyone here screaming in their head that I'm wrong in some aspects
04:26:51  <Flygon> PLEASE correct me
04:27:26  <chillcore> I really can not remember f I ever walked under a walkable surface
04:27:41  <Flygon> In DooM?
04:27:43  <Flygon> You didn't
04:27:45  <chillcore> ye
04:27:49  <chillcore> ok
04:27:56  <Flygon> So, yeah
04:28:12  <Flygon> Ragnarok Online works the same way as DooM, except it's an MMORPG with an actual 3D renderer
04:28:37  <Flygon> (and actually really pretty for a 2001-2003 era game... shame it's aged poorly. Also the 3D renderer used a LOT of tricks that broke on newer graphics card)
04:29:22  <Flygon> (such as trying to use the graphics card equivilant of hscroll to shift the screen left and right at specific scanlines to simulate hallucinating without any rendering time required)
04:30:19  <Flygon> (but newer graphics cards required this, so they had to softrender this... this brings even modern cards to their knees because the softrender is just very inefficient)
04:30:33  <chillcore> hmm ok
04:30:53  <Flygon> (so, yeah. The game used a graphics rendering technique that ended up making the game run  better on older hardware than newer hardware. Because, fuck sanity. :D)
04:31:03  <chillcore> yeah
04:31:19  <chillcore> ever been in club doom?
04:31:26  <Flygon> Nope
04:31:29  <chillcore> I liked that level
04:31:30  <Flygon> About to take a shower, tho
04:31:42  <chillcore> see ya later then ;)
04:32:53  <Flygon> Arl be, like
04:32:56  <Flygon> 30 minutes at worst
04:32:57  <Flygon> ^^
04:33:21  <chillcore> no rush ... :P
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05:04:45  <Flygon> Boop
05:11:41  <chillcore> that was 32 mins :(
05:11:45  <chillcore> xD
05:24:01  <Flygon> Close nuf!
05:24:18  <Eddi|zuHause> snow snow snow snow lovely snow
05:25:58  <Flygon> Stop reminding me that Winter is coming up
05:25:58  <Flygon> :(
05:26:04  <chillcore> I like snow ... from behind a window
05:26:43  <chillcore> wind is blowing your way Eddi|zuHause so I'm good
05:26:45  <Eddi|zuHause> well it barely snowed during the winter.
05:27:02  <Eddi|zuHause> must be an early april fools
05:27:20  <Eddi|zuHause> they call it april weather for a reason
05:27:58  <chillcore> yeah
05:28:17  <chillcore> been a long time I saw snow i may
05:28:22  <chillcore> in*
05:32:19  <chillcore> bbl ... disaster has happened
05:32:24  <chillcore> out of coffee
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05:34:35  <supermop> yo
05:51:44  <chillcore> hmm no coffee ... my friendly shopkeeper is sleeping in
06:01:16  <chillcore> error for not being able to destroy river: "Oh no you didn't!" ?
06:01:22  <chillcore> :P
06:01:29  <chillcore> still costs money
06:01:47  <chillcore> blasting team is hungry
06:02:14  <chillcore> "just can not clear this area" will do
06:09:57  <chillcore> Also I need to rewrite this from scracth ... this logic is flawed
06:12:24  <V453000> logic is borken! :D
06:12:30  <V453000> aka life without coffee does not make sense
06:18:04  <chillcore> indeed ... I was thinking yesterday I have enough I can wait ...  can still make some and then get fresh ...
06:18:18  <chillcore> but then I could not sleep no more
06:18:22  <chillcore> *sniff*
06:18:32  <chillcore> ^^^ the coffee part
06:18:38  <chillcore> ;P
06:21:47  <chillcore> whoppa another 7 lines in the bin
06:21:52  <chillcore> unbelievable
06:22:36  <chillcore> and that is the old version I am dealing with ...
06:22:43  <chillcore> smaller then current
06:23:22  <V453000> :d
06:23:38  <V453000> I never drink coffee, it makes my head hurt
06:23:53  <V453000> tea is fine, just the huge dose of caffeine doesnt make me any good
06:23:58  <V453000> caffeine-free coffee is fine
06:24:04  <V453000> https://www.youtube.com/watch?v=Jdmz7o-aRLw this works instead
06:24:46  <chillcore> then why drink coffee?
06:24:57  <chillcore> except for the taste perhaps
06:25:06  <chillcore> if only it tasted good ...
06:25:09  <V453000> yeah for the taste
06:25:17  <chillcore> ok
06:25:36  <V453000> I drink it like once per month or two, so it isnt like I drink it daily :P
06:26:11  <V453000> just if I happen to be in a restaurant and they have a caffeine-free coffee ... which isnt often at all :D
06:27:43  <chillcore> I run on coffee and sigs ... sadly enough
06:27:58  <chillcore> I can deal with not eating two days ... but
06:28:49  <V453000> XD
06:28:57  <V453000> I have a good friend who did that too
06:29:13  <V453000> ended up in asylum ;(
06:29:18  <V453000> just for half a year though XD
06:29:57  <chillcore> I just forget to eat sometimes ... hehe
06:30:26  <chillcore> then at 3 AM I go damn ... forgot again
06:30:43  <chillcore> asylum is no place for me ... I'd drive peeps nuts
06:30:49  <chillcore>  ... oh wait
06:31:53  <V453000> XD
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06:42:09  <chillcore> if trying to terraform a plain river tile and a canal tile on river at the same time ... what should it complain about? river or canal? tiles are not the same tile
06:42:40  <chillcore> currently it complains about the river
06:43:03  <chillcore> and since there is a river under the canal ...
06:43:12  <chillcore> hmm ...
06:43:25  <chillcore> river wins ...
06:43:34  <chillcore> thanks for reading xD
06:44:18  <chillcore> taking into accoutn which tile was selected first would be taking it too far I guess
06:47:28  <V453000> :D
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07:04:32  <chillcore> hmm I can not know if a canal had a river under it in an old savegame right?
07:05:09  <chillcore> if that is true then there is no point in bumping savegame needlesly ...
07:05:28  <chillcore> yay more less code
07:06:24  <chillcore> and no need to loop over the map at mapgen neither since we set the bit when a canal is built over a river
07:06:40  <chillcore> all the rest works fine
07:06:49  <chillcore> for as far as I can see
07:07:29  <chillcore> scenario is do whatever
07:07:59  <chillcore> magic bulldozer works ...
07:08:20  <chillcore> maybe just unset the bit when removing canal from river
07:08:24  <chillcore> ?
07:08:55  <chillcore> or rather set it to 0
07:09:26  <chillcore> anyone can think of something that i did not cover ?
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07:26:25  <Supercheese> what sorts of interactions happen when a canal is placed on a river, then a dock/buoy/newobject on that canal?
07:26:55  <Supercheese> I believe the desired behavior would be clear dock/buoy/object -> regular empty canal. Clear canal -> back to river.
07:27:01  <chillcore> you put them on as per usual
07:27:20  <chillcore> when you bomb the object is removed as per usual
07:27:31  <chillcore> except for canal ... the river stays now
07:27:37  <Supercheese> all seems right then
07:27:53  <chillcore> when trying to terraform a river you get nope
07:28:05  <Supercheese> since the bit is independent of the other stuff built on the canal eh
07:28:27  <chillcore> when trying to bomb same no dice untill magic bomb is on
07:28:41  <chillcore> ah when building canal a river bit is set
07:28:54  <chillcore> which is not yet removed when removing the canal
07:29:03  <chillcore> that is about it ...
07:29:10  <Supercheese> seems so :)
07:29:33  <chillcore> can't think of anything esle that would be needed
07:29:47  <chillcore> else*
07:30:06  <chillcore> going to do this remove bit part ... fold and get me that coffee
07:30:23  <chillcore> doing  something completely different always seems to help
07:30:28  <chillcore> in my case that is
07:31:41  <chillcore> and bombing rivers still costs 10000
07:32:02  <chillcore> eventhought they remain in place ... just like sea
07:32:20  <chillcore> play with fireworks and you pay for it
07:33:15  <Supercheese> some people just want to watch the world burn
07:33:25  <supermop> wait so you are doing the river stuff now chill?
07:34:15  <chillcore> ye ...
07:34:24  <chillcore> just the permanent rivers
07:34:37  <chillcore> samu can has all the rest of the fun :P
07:35:00  <supermop> off to practice japanese
07:35:02  <supermop> later
07:35:15  <chillcore> see ya o/
07:41:44  <chillcore> k off to get coffee ... bbl
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08:32:04  <chillcore> <Supercheese> since the bit is independent of the other stuff built on the canal eh   <- actually in case of building canal on river the tile becomes cnal and frogets it was a river
08:32:17  <chillcore> this is not the case in all cases ;)
08:32:38  <chillcore> missed that line ... just saw it while re-reading
08:32:53  <Supercheese> Hm, well, as long as It Just Works™
08:32:59  <chillcore> all other cases*
08:33:10  <chillcore> ye just wanted to clarify ;)
08:33:51  <chillcore> I still need to spit this patch because doing two things
08:33:55  <chillcore> and the docs
08:34:08  <chillcore> maybe change which bit is used
08:34:15  <chillcore> pretty much done
08:34:43  <chillcore> split*
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09:47:44  <chillcore> hmm 10 lines left and I still need to split this in three patches ...
09:47:59  <chillcore> \o/
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10:45:11  <supermop> modelling victorian steel aarch sheds
10:45:42  <supermop> not sure if i want to follow the ogfx style with the little sloped roof on the side next to the arch
10:48:13  <V453000> answer is no? :P
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11:22:28  <supermop> damn brick arches
11:22:42  <supermop> cant map a brick texture into an arch
11:22:58  <supermop> so going to model the arch brick by brick
11:27:39  <V453000> XD
11:27:41  <V453000> hm
11:28:05  <V453000> well you need to have many vertices in the arch anyway
11:28:09  <V453000> so why not make it a stepped arch
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11:54:36  <supermop> doesn't fit the feel of the graphics nor the style of victorian train sheds
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11:54:54  <supermop> although orginal graphics have no brick as i recall
11:55:57  <V453000> ._.
11:57:38  <supermop> so maybe i'll lose the brick walls
12:00:45  <V453000> I think you are limiting yourself too much for no real reason
12:04:35  <supermop> no fun without constraints
12:05:07  <supermop> i actually have a hard time creating at all witout some constraints even if artificial
12:08:24  <supermop> ok bed time
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13:19:32  <Samu> hi all, i need clarification about landscape_grid.html
13:19:44  <Samu> what does -inherit- actually mean
13:20:01  <Samu> it's not in the legend
13:22:44  <Samu> it's not too clear from who it inherits from
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13:28:34  <chillcore> It inherits from the ones above?
13:28:45  <chillcore> but don't pin me on that
13:29:06  <chillcore> it just makes sense to not inherit from a different class
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13:42:29  <planetmaker> the first line of a class defines how it works. Then the other entries for that class inherit the meaning of those bits
13:42:36  <planetmaker> thus are identical
13:55:00  <Samu> when the oil rig tile that will become a station tile completes construction, a bit is set at m1 bit 7 for tile type industry, then a station is placed at that tile, but this m1 bit 7 is now also on the tile type station. It is inheriting the bit from industry tile type, you see what I mean?
13:55:27  <Samu> it inherited from another class
13:56:17  <Samu> or is this not what inherit means?
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14:24:22  <chillcore> samu: https://duckduckgo.com/html/?q=thinking%20in%20c%2B%2B%20inheritance
14:26:08  <chillcore> and ther is things happening in trunk that needs looking at the code
14:26:56  <chillcore> the exceptions confirm the rule
14:29:09  <chillcore> comfirm*
14:45:04  <planetmaker> *confirm ;)
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14:48:44  <chillcore> thanks planetmaker ... I keep messing those two up
14:58:58  <Samu> http://www.linuxtopia.org/online_books/programming_books/c++_practical_programming/c++_practical_programming_222.html
15:00:10  <Samu> can't understand a word
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15:05:09  <Samu> i give up, i'll just put a X and be done with it
15:07:34  <Samu> how could, say buoys inherit something from a rail station
15:07:45  <Samu> so confusing
15:11:08  <Alberth> both are things that can be used as destination of an order
15:14:04  <Samu> ah, it needs to have a use
15:14:21  <Alberth> ?
15:15:49  <Samu> m1 bit 7 for stations isn't being used for anything in the code
15:16:02  <Samu> but it may still be set
15:20:41  <Samu> industry tile type passes this bit to the oilrig station, it's just ... confusing
15:20:52  <Samu> stations don't do anything with it
15:20:58  <Samu> neither industries
15:21:10  <Samu> it's just set to 1...
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15:45:40  <Samu> the IsOilRig function is named so misleadingly
15:46:07  <Samu> IsOilfieldStation would be better
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15:53:52  <chillcore> IsOilFieldIndustrieHarbourHeliportsWaterThingyThatAllowsInfrastructureSharing
15:54:00  <chillcore> would be better correct
15:54:23  <chillcore> xD
15:55:01  <chillcore> but people call it oilrig ...
15:57:12  <chillcore> see it as an industry with a built in station ... much simpler
16:00:45  <Samu> the name Oil Rig implies the industry itself
16:01:10  <Samu> Oilfield is the type of station
16:01:23  <Samu> it's being named OilrRig
16:01:25  <Samu> :(
16:05:04  <chillcore> yeah because it is both samu
16:05:16  <chillcore> and that is what it is called
16:05:33  <chillcore> what do you call a shop?
16:05:55  <Samu> uhm, no, check it ingame
16:06:10  <chillcore> building where goods ares old? or just shop?
16:06:13  <Samu> oil rig is the industry, oilfield is the station
16:06:39  <Samu> in the code it is treating the station as oilrig
16:06:44  <Samu> naming
16:06:50  <chillcore> ok
16:06:51  <Samu> just a matter of naming
16:07:49  <Terkhen> hello
16:08:02  <chillcore> samu: have you decided where you will be storing them river tiles yet?
16:08:16  <chillcore> o/ Terkhen
16:10:33  <Samu> that's actually what I'm currently working on
16:10:44  <Samu> checking if i can move around this bit
16:11:39  <Samu> without impacting the darned oilfield station
16:12:04  <chillcore> you need only 1 single bit ...
16:12:20  <chillcore> to strore the riverstatus
16:12:46  <chillcore> for the rest ... I dunno where your final goal lies
16:16:44  <Samu> trying m1 bit 7 for river
16:16:56  <Samu> which conflicts with m1 bit7 of industry tiles currently
16:17:14  <chillcore> that seems like a plan
16:17:35  <Samu> i am the m1 bit 7 of industry to m1 bit 4
16:18:03  <Samu> but doing so, may or may not conflict with the oilfield station owner
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16:19:05  <Samu> i am moving*
16:20:49  <chillcore> if you're sure it is accesed ... mark it yellow and use another maybe?
16:20:53  <Samu> the owner none sets a 1 in there, and a completed oil rig industry also sets a 1 in there, so far, this "conflict" have an "agreement"
16:21:00  <chillcore> why make your life dificult?
16:21:07  <Samu> for convenience
16:22:09  <Alberth> interesting definition of convenience :)
16:23:23  <Samu> end-goal convencience: bit 7 for river flag, bit 65 for water class, bit 4 for competed industry, bit 32 for industry construction counter, bit 10 for industry construction stage
16:23:53  <Samu> they're grouped together and related with each other
16:24:02  <Samu> instead of being sparsed in different locations
16:24:46  <Samu> for the station tiles this would be, bit 7 for river flag, bit 65 for water class, bit 43210 for owner
16:24:49  <Alberth> it hardly matters, you wrap things in an accessor function, and done
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16:44:09  <Samu> in the documentation, do i call it oilrig when referring to the station or oilfield, as this is what's named when gaming?
16:44:49  <Samu> all other references are calling it oilrig, which is a bit misleading in my opinion
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17:02:43  <Alberth> hoi
17:02:52  <Samu> i just noticed something
17:03:09  <Samu> this frees a bit
17:03:12  <Samu> :)
17:03:40  <Samu> i got 4 bits free and they are all in the same position
17:04:02  <frosch123> quak
17:04:51  <Samu> previously I still had 4 bits free, but one was located in a non-convenient way
17:05:02  <Samu> this really simplifies
17:09:12  <Samu> Alberth: what will you guys decide about water being owned by companies? that bug report about objects
17:09:32  <Samu> i really need to know if i can move on to making use of those 4 bits or not
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17:14:02  <Samu> i plan to use them for identifying 16 owners maximum, 15 companies and 1 other depending on the circunstances, so, heading back to my initial project, 1 tile with 2 owners
17:15:28  <Alberth> if I knew what we would decide, I would have said so
17:15:33  <Samu> :)
17:15:43  <Alberth> in other words, I don't know either
17:16:33  <Alberth> I like the idea of having owner-less water though, just like town-created roads
17:16:41  <frosch123> 16 owners is way too little, it must be at least 60
17:16:47  * frosch123 hides
17:17:26  <Alberth> but apparently we may need 60 owners :p
17:18:08  <frosch123> sorry, i misremembered, 50 is enough
17:18:09  <Alberth> the more fundamental problem is thus what to do when you add an object to water
17:18:44  <Alberth> although similar problems may happen when adding objects to land, I guess
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17:23:24  <Samu> I can't think of another way to bring back the original owner of canal tiles for when demolishing ship depots
17:23:32  <Samu> other than storing the canal owner
17:24:58  <Samu> 2 owners for the ship depot, one to identify the ship depot ower, other to identify the canal owner
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17:26:28  <Samu> maybe the same is needed for objects
17:26:31  <planetmaker> don
17:26:43  <planetmaker> don't allow to build on competitor's water?
17:27:07  <andythenorth> o/
17:27:11  <Samu> a 2nd owner, for whoever owns debris, rocks, stuff like that
17:27:19  <Samu> and a main owner
17:27:55  <planetmaker> sounds too complicated to me for a general case
17:28:34  <planetmaker> mostly one won't need two owners anyway except in cases like depots or road stops
17:29:08  <planetmaker> and why would I allow someone to build on my canal his wellness beach which just blocks ships, looks somewhat good but does nothing else?
17:29:57  <Alberth> moin
17:30:09  <planetmaker> o/
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17:33:15  * andythenorth needs a minion
17:33:20  <andythenorth> offsets :(
17:33:35  <peter1138> It's just maths.
17:33:47  <Alberth> and I gave you relative offsets
17:34:17  <andythenorth> yeah
17:34:28  <andythenorth> but changing offsets for one vehicle borks them for another
17:35:08  <andythenorth> which is sad
17:35:12  <Alberth> quite
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17:35:59  <andythenorth> le sigh
17:36:08  <andythenorth> but none of you notice, right?
17:36:33  <Alberth> you can't make the offsets independent?
17:36:42  <Rubidium> we need around a magnitudo of 10 million owners ;)
17:36:57  <andythenorth> articulated vehicles
17:37:06  <andythenorth> getting different lengths to line up
17:37:21  <andythenorth> trams I’ll have to use a different template I think, trams are messed up
17:37:30  <andythenorth> multiple issues to handle
17:37:33  <Rubidium> minimal transport company is 2 tiles + 1 source/dest -> power(2, floor(8192 / 3))
17:37:59  <andythenorth> I’m pretty certain the \ / views are the wrong length also
17:38:12  <andythenorth> but last time we discussed that, we didn’t know the correct length
17:38:45  <andythenorth> when are we doing a new ottd, in proper 3D?
17:38:52  <andythenorth> this sprite nonsense is dead
17:39:11  <chillcore> ye but please don't use a preexisting engine ...
17:39:19  <chillcore> too much bloatware
17:39:23  <chillcore> all of them
17:39:25  <Alberth> revive a dead 3d tycoon clone project?
17:39:32  <chillcore> hehe
17:39:33  <andythenorth> proper = voxels
17:40:20  <Alberth> \o/  there are voxels in FreeRCT for many years already
17:40:30  <chillcore> yay
17:40:43  <Alberth> images are still sprites though :p
17:42:21  <chillcore> hmm you lazy ... XD
17:42:52  <Alberth> Rubidium: making mmpottd (massive multi player openttd) ?
17:43:06  <chillcore> more then 255? woohoo
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17:43:53  <Rubidium> Alberth: no, just making sure there are enough owners in the extreme case of a fully built map ;)
17:45:25  <DorpsGek> Commit by translators :: r27213 trunk/src/lang/luxembourgish.txt (2015-03-31 19:45:16 +0200 )
17:45:26  <DorpsGek> -Update from WebTranslator v3.0:
17:45:27  <DorpsGek> luxembourgish - 215 changes by Phreeze
17:45:31  <Alberth> 2**floor(8192 / 3) would work
17:48:15  <Rubidium> Alberth: exactly, that translates to ~7.5, so roughly 10 million
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17:48:33  <Wolf01> hi o/
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17:50:36  <Alberth> I would expect a much higher number tbh, but 1e8 is fine too
17:50:44  <Alberth> hi Wolf01
17:51:23  <Alberth> s/8/7/
17:52:19  <Rubidium> Alberth: why? 8e3 / 3 -> 3e3, 3e3 * 3e3 -> 9e6 -> 1e7
17:53:08  <Alberth> euhm  2**N != N**2 usually :)
17:53:55  <Rubidium> oh... that's what you were pointing out
17:56:33  <Alberth> maybe you used a different power function than I expected
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18:00:51  * chillcore powers up ... nom nom nom
18:01:34  <Alberth> :)
18:03:36  <chillcore> bootjes met choco \o/
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18:07:57  <Alberth> choco ships :)
18:08:31  <chillcore> lots of iron ;)
18:08:50  <Alberth> hmm, we don't have chocolate in toyland, even
18:09:24  <chillcore> so sad ...
18:09:56  <chillcore> someone needs to draw brown cows for chocolate milk
18:10:13  <chillcore> model I mean model
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18:19:18  <Alberth> brown-cream cows? like http://www.faqt.nl/vraag-en-antwoord/is-de-wit-zwarte-koe-een-echte-nederlandse-koe/
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18:19:55  <Alberth> wb
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18:45:37  <DorpsGek> Commit by frosch :: r27214 /branches/1.5 (3 files in 2 dirs) (2015-03-31 20:45:30 +0200 )
18:45:38  <DorpsGek> [1.5] -Backport from trunk:
18:45:40  <DorpsGek> - Fix: [NewGRF] Add Misc. GRF Feature Flag 6 to enable the second rocky tile set [FS#6260] (r27200)
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18:47:47  <V453000> =D
18:48:02  <V453000> second rocks rock
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18:51:49  <frosch123> well, if i had known that it would require a misc grf bit, i would likely have rejected the feature :p
18:53:02  <andythenorth> wow
18:53:04  <andythenorth> flyspray
18:53:13  <andythenorth> a whole other world of feature requests
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18:53:54  <frosch123> don't look at the wiki then :p
18:54:12  <andythenorth> do we have auto-signal yet? :P
18:54:42  <frosch123> we should rename noai to nohuman
18:57:28  <andythenorth> bloody FISH
18:57:34  <andythenorth> still getting downloaded
18:58:01  <frosch123> i saw a screenshot on forums with fish, redfish and squid
18:58:19  <frosch123> you should make 52 more ship sets, so you are unable to use them all at once
18:58:28  <andythenorth> well
18:58:32  <V453000> +1
18:58:34  <V453000> do it now
18:58:34  <frosch123> that provides them with a choice of what set not to use
18:58:43  <andythenorth> I could make each Squid roster a separate grf eh?
18:58:54  <V453000> XD
18:59:06  <andythenorth> that would be at least 2
18:59:08  <andythenorth> maybe more
18:59:18  <V453000> 1 ship = 1 newgrfs
18:59:21  <V453000> -s
19:00:03  <andythenorth> possible
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19:11:22  <glx> but silly
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19:27:24  <andythenorth> silly? :o
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19:28:58  <V453000> IGNORE THE UNBELIEVER
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19:29:47  <frosch123> today is the last chance to be silly
19:29:52  <frosch123> tomorrow is all serious
19:35:41  <Samu> got to split the landscape_grid where it says canal, river
19:35:59  * chillcore asks for commit rights ... In a really silly voice
19:36:05  <Samu> canal uses one more thing that river does not, can I?
19:36:06  <chillcore> that silly enough for ya?
19:36:10  <chillcore> :P
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19:37:55  <Alberth> hg init, and you can do all the commits you want :p
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19:38:28  <chillcore> thank you so much ... :bow:
19:38:57  <chillcore> that is all I ever wanted
19:38:59  <Samu> instead of "sea, shore", "canal, river", "shipdepot", it better be split to "sea, shore", "canal", "river", "shipdepot"
19:39:04  <chillcore> xD
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19:39:29  <Samu> what about locks? where are they in all this?
19:39:38  <Samu> they're not in the grid are they?
19:46:24  <andythenorth> hmm
19:46:29  <andythenorth> I had some April 1 ideas
19:46:31  <andythenorth> but forgot them all
19:46:41  <chillcore> hehe
19:46:48  <Samu> ah, they are being generalized as "canal, river"
19:47:07  <Samu> do they actually have random bits? all their parts?
19:49:35  <Samu> just checked, they don't have random bits, m4 = 0, everything in there is cleared
19:49:43  <Samu> :(
19:50:04  <Samu> be it river, canal
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19:52:52  <chillcore> this one was fun to make ... https://www.tt-forums.net/viewtopic.php?f=31&t=47839
19:52:56  <chillcore> xD
19:54:58  <Samu> oh, the 1st of April
19:55:18  <Samu> a day just like the other days
19:55:36  <Alberth> chillcore:  :D
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20:09:49  <andythenorth> bye
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20:14:31  *** DanMacK [~3fee8a84@188.cimarosa.openttdcoop.org] has joined #openttd
20:14:49  <DanMacK> Hey all
20:14:54  <DanMacK> @seen andythenorth
20:14:54  <DorpsGek> DanMacK: andythenorth was last seen in #openttd 5 minutes and 5 seconds ago: <andythenorth> bye
20:15:06  <DanMacK> Perfect timing... lol
20:15:07  <frosch123> as usual :)
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20:25:26  <Terkhen> good night
20:25:36  <chillcore> read my mind
20:25:48  <chillcore> good night all o/
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21:03:05  *** peter1138 [~petern@00013681.user.oftc.net] has quit [Ping timeout: 480 seconds]
21:08:50  <Samu> question when documenting the grid: when to put -inherit- and when to put actual X's or O's or ~'s?
21:10:00  <Samu> for example rail station has got OXXX XXXX, then everything under it has -inherit-
21:11:43  <Samu> but i'm trying to document that docks, buoys and oilfields are to be X-inherit-
21:12:00  <Samu> i can't make up my mind how to expose that
21:12:27  <Samu> turn m1 bit 7 to used status
21:13:03  <Samu> but not for all station types
21:14:36  <Samu> http://hg.openttd.org/trunk.hg/raw-file/9d0c289fc9dd/docs/landscape_grid.html
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21:27:31  <Samu> no one knows?
21:27:47  <Samu> i'm stuck with this for 2 days
21:29:32  <Samu> this is so depressing :(
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22:08:11  <Wolf01> 'night
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22:18:26  <supermop> yo
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22:25:47  <chillcore> good morning interwebz o/
22:26:12  <Samu> hi
22:26:16  <Samu> i'm depressed atm
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22:44:46  <chillcore> https://www.youtube.com/watch?v=vlH0MA7HA1w
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22:54:48  <chillcore> hmm samu ... ?
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22:56:25  <chillcore> just read logs ...
22:56:48  <chillcore> maybe try it the easy way ...
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23:05:48  <luaduck> we've made some important decisions at /r/openttd http://www.reddit.com/r/openttd/comments/30zgh6/important_changes_to_openttd_gameplay_on_server_1/
23:10:54  <chillcore> station spread:   \o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/
23:21:10  <Samu> bah...
23:21:40  <Samu> i bet you hate me so much to make it a joke
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23:33:26  <Eddi|zuHause> original acceleration? are you serious? (what a question on this date :p)
23:34:04  <peter1138> *unimportant
23:39:42  <chillcore> samu: I was not making it a joke ...
23:40:22  <chillcore> instead of shuffling bits around to make room for your plan ... grab free bits
23:40:27  <chillcore> do your thing
23:40:44  <chillcore> shuffle bits later when yo have a clue what you're doing
23:40:51  <chillcore> ^^^ easy way
23:41:00  <chillcore> the past two months or so
23:41:08  <chillcore> ^^^ hard way
23:41:15  <Samu> documenting it is the problem
23:41:16  <chillcore> your choice ;)
23:41:27  <Samu> the code is done and working
23:42:29  <chillcore> ok
23:43:31  <chillcore> documenting properly is hard thing to do yes
23:43:52  <Samu> bit shuffling?
23:44:08  <Samu> that part is done, may need testing though
23:44:13  <chillcore> weren't yu going to move things around?
23:44:25  <Samu> yes, i did, now i was documenting it in the grid
23:44:30  <chillcore> I have not been following the past few days sorry ...
23:45:06  <Samu> i didn't post this yet in the forum, because I was trying to document it first
23:45:30  <chillcore> ok ...
23:46:30  <Samu> the reason i'm doing this shuffling is really because of what I'm gonna do next
23:46:45  <Samu> makes it much more easily for what's to come
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