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00:14:06 *** LongyanG [~long@15255.s.time4vps.eu] has quit [Ping timeout: 480 seconds] 00:18:47 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 00:19:04 *** LongyanG [~long@15255.s.time4vps.eu] has joined #openttd 00:22:08 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Read error: Connection reset by peer] 00:22:49 *** Supercheese [~Superchee@50.37.121.24] has quit [Quit: Valete omnes] 00:46:18 *** Ketsuban [~ketsuban@2a02:c7d:a34a:9000:6851:c2ef:b99e:15d9] has joined #openttd 01:01:49 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 01:06:46 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 01:49:16 *** norro_ [~quassel@vm-1-2.k023.de] has joined #openttd 01:49:17 *** norro [~quassel@vm-1-2.k023.de] has quit [Read error: Connection reset by peer] 02:04:40 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 02:35:54 *** Biolunar_ [Biolunar@x4d088425.dyn.telefonica.de] has joined #openttd 02:42:49 *** Biolunar [Biolunar@x4d08f6ee.dyn.telefonica.de] has quit [Ping timeout: 480 seconds] 02:47:47 *** DDR [~David@S0106602ad0773a2e.vc.shawcable.net] has quit [Remote host closed the connection] 03:37:02 *** Snail [~jacopocol@h194.135.186.173.static.ip.windstream.net] has joined #openttd 03:39:03 *** Snail [~jacopocol@h194.135.186.173.static.ip.windstream.net] has quit [] 03:51:56 *** Ketsuban [~ketsuban@2a02:c7d:a34a:9000:6851:c2ef:b99e:15d9] has quit [Quit: Leaving] 04:59:52 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 05:04:51 *** Snail [~jacopocol@h194.135.186.173.static.ip.windstream.net] has joined #openttd 05:26:50 *** Snail [~jacopocol@h194.135.186.173.static.ip.windstream.net] has quit [Quit: Snail] 05:32:12 *** Monkey_ [~Monkey@77.69.171.95] has joined #openttd 05:42:01 *** _johannes [~johannes@port-92-203-234-227.dynamic.qsc.de] has joined #openttd 05:43:48 *** DDR [~David@S0106602ad0773a2e.vc.shawcable.net] has joined #openttd 06:02:13 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 06:02:33 <andythenorth> bah 06:25:49 <andythenorth> checksums donât match for 1.6.0 06:26:58 <andythenorth> nvm, EBKAC 06:35:43 *** sla_ro|master [slamaster@89.136.141.100] has joined #openttd 06:45:44 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 06:45:47 *** mode/#openttd [+o Alberth] by ChanServ 06:53:01 *** Progman [~progman@p57A19269.dip0.t-ipconnect.de] has joined #openttd 06:57:25 <andythenorth> lo Alberth 06:57:35 <Alberth> hi hi 06:58:58 *** liq3 [liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has quit [] 07:18:54 *** Wolf01 [~wolf01@host135-171-dynamic.56-82-r.retail.telecomitalia.it] has joined #openttd 07:24:56 <Wolf01> o/ 07:29:10 <Alberth> o/ 07:34:42 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has joined #openttd 07:35:58 <Wolf01> mmmh my phone is downloading something... uses full bandwidth and did it for the entire night 07:37:00 *** Hiddenfunstuff [~Geth@y32.ip1.anvianet.fi] has joined #openttd 07:42:44 * andythenorth plays FIRS Arctic Basic economy 07:44:37 *** Progman [~progman@p57A19269.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 08:14:06 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 08:24:53 *** frosch123 [~frosch@00013ce7.user.oftc.net] has joined #openttd 08:34:57 *** Clockworker_ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has joined #openttd 08:39:20 <frosch123> "no fish in firs", "where is 1.6.0 when firs is there" and "child's patch pack" <- the forum is on fire :) 08:40:11 *** sla_ro|master [slamaster@89.136.141.100] has quit [] 08:42:21 *** Clockworker [Clockworke@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has quit [Ping timeout: 480 seconds] 08:47:08 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 09:04:50 <andythenorth> lawks indeed 09:04:59 <andythenorth> makes it all worthwhile eh? :P 09:15:10 * andythenorth had to be a better person about Leifâs post 09:15:26 <andythenorth> if that had been written by an English person, it would read as fighting talk 09:15:28 <andythenorth> highly offensive 09:16:06 <andythenorth> I am going to assume that non-English speakerâs donât understand how polite grievance is a code for aggression in native UK English :P 09:16:13 <andythenorth> speakers * 09:18:24 <andythenorth> blah blah blah blah andythenorth 09:19:50 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has left #openttd [] 09:42:24 *** gelignite [~gelignite@x4e314be1.dyn.telefonica.de] has joined #openttd 09:48:26 *** Nathan1852 [~Nathan185@HSI-KBW-134-3-201-222.hsi14.kabel-badenwuerttemberg.de] has joined #openttd 10:01:09 *** Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has joined #openttd 10:01:15 <Samu> hi 10:03:19 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 10:13:24 *** Monkey_ [~Monkey@77.69.171.95] has quit [Ping timeout: 480 seconds] 10:17:34 *** Monkey_ [~Monkey@84.255.151.100] has joined #openttd 10:28:07 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has joined #openttd 10:56:11 <Eddi|zuHause> no matter how often i bag tt-forums to "remember me", it never does :/ 10:57:18 <Eddi|zuHause> hey. there's a sane suggestion. how did that happen? 11:03:15 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has joined #openttd 11:03:57 *** HerzogDeXtEr [~farci@89.246.162.3] has joined #openttd 11:04:24 <andythenorth> Eddi|zuHause: does forums randomly bin your auth cookie, or do you never get remembered ever? 11:06:33 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has quit [Read error: Connection reset by peer] 11:06:57 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has joined #openttd 11:08:25 <Eddi|zuHause> ... 11:08:53 <Samu> I'm lost 11:08:54 <Eddi|zuHause> anyway, it's more like "randomly" rather than "never" 11:08:57 <Samu> I don't know what to do 11:10:11 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 11:10:15 *** mode/#openttd [+o Alberth] by ChanServ 11:10:21 <Alberth> moin 11:10:47 <Samu> Alberth: guide me , im completely lost 11:10:53 <andythenorth> Eddi|zuHause: my cookie gets binned for no obvious reason 11:11:01 <andythenorth> it doesnât look like time-based expiry 11:11:02 <Samu> i am working on the river sprites at the moment 11:11:08 <Alberth> second door on the left, I think 11:11:09 <andythenorth> might be due to network change, but that seems odd 11:11:17 <andythenorth> Samu: go north 11:11:19 <andythenorth> there is a cat here 11:11:23 <andythenorth> the cat is smiling 11:11:28 <andythenorth> there is cheese next to the cat 11:11:46 <Alberth> and you lost a mouse? 11:11:46 <Eddi|zuHause> > pet cat 11:12:16 <andythenorth> there are some mouse bones behind the cat 11:12:22 <andythenorth> the cat purrs 11:12:43 <Eddi|zuHause> > pet cat 11:12:43 <Samu> eh, i got a cat on my lap 11:12:50 <Samu> what a coincidence 11:13:41 <Eddi|zuHause> i'm afraid that "go west" results in "you have died of dysentery" 11:15:37 <Samu> i have in hands 2 projects 11:15:58 <Samu> one is the max no competitors the other is the missing river sprites 11:15:58 <Eddi|zuHause> and no, it has nothing to do with network changes 11:17:14 <Samu> currently I'm focused on the 2nd project: i'm trying to know what I need to do to have the sprites that supermop gave me, displayed in-game, but this is too confusing 11:20:00 <Samu> the code, and that means, openttd code, is not prepared to display them sprites, no matter what gfx i load, so i got to code openttd as well as opengfx in tandem 11:20:16 <andythenorth> yes 11:20:27 <Samu> what do i have to do first? 11:20:33 <andythenorth> I would start by coding the openttd side 11:20:36 <andythenorth> and use âwrongâ sprites 11:20:50 <andythenorth> get the drawing figured out, then swap the correct sprites in later 11:36:12 * andythenorth ponders a pax production factor 11:36:23 <andythenorth> which is tied to number of destinations in the local linkgraph 11:41:36 <Alberth> moving pax? :) 11:42:31 *** George [~George@185.43.94.91] has joined #openttd 11:42:46 <andythenorth> it would be _really_ bad for small villages :P 11:43:00 <andythenorth> it would need some kind of inverse scale by population 11:43:56 *** George [~George@185.43.94.91] has quit [] 11:44:10 * andythenorth finds cdist is a disincentive to joining pax networks 11:44:16 <andythenorth> which seems a bit sad :) 11:47:14 <Alberth> all those millions you're not going to get :) 11:48:11 <andythenorth> I donât like flooded stations 11:48:49 <andythenorth> not that my suggestion solves that :P 11:58:27 <Alberth> moar capacity is the only solution there :p 12:01:38 *** aard [~aard@108.134.189.109.customer.cdi.no] has joined #openttd 12:03:54 *** liq3 [liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has joined #openttd 12:08:33 <Eddi|zuHause> andythenorth: all these production factor ideas have already been tried and dismissed 12:10:03 <Eddi|zuHause> if your stations are too crowded, you can try bumping the distance influence, so people take shorter trips 12:11:46 <argoneus> good morning train friends 12:11:49 <argoneus> who /aceattorney/ here 12:12:19 *** Kilo [~oftc-webi@79-70-42-156.dynamic.dsl.as9105.com] has joined #openttd 12:13:00 <Eddi|zuHause> you always talk in such riddles... 12:13:30 <Kilo> Ive just set up my own dedicated server, and want to be able to give a player/ company money, is that possible through the console or editing of the save? 12:13:59 <Eddi|zuHause> no, giving money out of thin air is only available through a GameScript 12:14:23 *** Kilo [~oftc-webi@79-70-42-156.dynamic.dsl.as9105.com] has quit [] 12:14:42 <Eddi|zuHause> man good that we talked about that. 12:14:54 *** TresKilo [~oftc-webi@79-70-42-156.dynamic.dsl.as9105.com] has joined #openttd 12:15:11 <Eddi|zuHause> (that was probably a terrible translation) 12:16:03 <TresKilo> I've set up me own dedicated server, I'm wondering if I can give a company money through the console or through editing of the save file? Is it possible?? 12:16:47 <Eddi|zuHause> no, giving money out of thin air is only available through a GameScript 12:17:16 <TresKilo> Where might i find more bout GameScripts? 12:17:28 <Eddi|zuHause> in the forum 12:17:42 <Alberth> wiki too 12:17:46 <TresKilo> Danke! 12:18:30 <Alberth> https://wiki.openttd.org/Game_script 12:19:08 <andythenorth> Eddi|zuHause: distance influence has to be 0 if you wish to use cdist for freight 12:19:24 <Eddi|zuHause> andythenorth: well, there's your problem. 12:19:44 <andythenorth> isnât it just 12:20:36 <Alberth> can be a bit more than 0 too :) 12:21:00 <Alberth> never actually tried using it that low :) 12:21:53 <andythenorth> splitting more cdist settings has been talked about before 12:21:58 <andythenorth> but maybe that is the one to split 12:22:35 <Alberth> mail becomes a puzzle then? 12:23:57 <andythenorth> because mail is produced in lower quantities, I find thereâs less of a problem 12:24:48 <Alberth> hmm, nobody is playing large post offices :p 12:25:16 <Alberth> although it's likely much like pax 12:28:24 * andythenorth plays NARS 2 for larks 12:28:33 <andythenorth> so many new engines 1950-1960 12:28:33 <andythenorth> :P 12:29:56 *** TresKilo [~oftc-webi@79-70-42-156.dynamic.dsl.as9105.com] has quit [Ping timeout: 480 seconds] 12:31:49 *** TresKilo [~oftc-webi@79-70-42-156.dynamic.dsl.as9105.com] has joined #openttd 12:32:52 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Read error: Connection reset by peer] 12:33:27 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 12:35:49 <TresKilo> Sorry again, i have no idea where to start with making a gamescript to add money to a player/ company, any ideas? 12:38:10 <Eddi|zuHause> somebody might already have done something like this. 12:43:51 *** TresKilo [~oftc-webi@79-70-42-156.dynamic.dsl.as9105.com] has quit [Ping timeout: 480 seconds] 12:52:06 *** Monkey__ [~Monkey@84.255.151.100] has joined #openttd 12:58:59 *** Monkey_ [~Monkey@84.255.151.100] has quit [Ping timeout: 480 seconds] 13:03:39 *** Ketsuban [~ketsuban@2a02:c7d:a34a:9000:35e4:4b:13e:e068] has joined #openttd 13:35:14 *** uij2 [~uij2@2602:306:35cf:310:8d7f:7089:821b:8204] has joined #openttd 13:40:20 <uij2> is there an easy way to check when vehicles or technologies will be available inside the game? 13:40:50 <andythenorth> no 13:40:56 <andythenorth> date cheat? o_O 13:41:00 *** drac_boy [~oftc-webi@modemcable027.125-163-184.mc.videotron.ca] has joined #openttd 13:41:02 <drac_boy> hi 13:42:41 *** sim-al2 is now known as Guest10112 13:42:42 *** sim-al2 [~sim-al2@108-221-157-231.lightspeed.mmphtn.sbcglobal.net] has joined #openttd 13:43:51 <drac_boy> still got same old internet issues? 13:44:27 <Alberth> you already get nice preview test options by the manufacturers 13:44:50 <sim-al2> Yeah, AT&T sucks 13:45:23 <sim-al2> But Comcast doesn't sound good either 13:46:05 <drac_boy> well both are effing monopolistic ... what can you say? :-/ 13:46:09 *** Guest10112 [~sim-al2@108-221-157-231.lightspeed.mmphtn.sbcglobal.net] has quit [Ping timeout: 480 seconds] 13:46:16 <drac_boy> that aside hows you tho? 13:46:24 <sim-al2> I'm good 13:49:10 <drac_boy> doing ok here..just trying to find some stations :) 13:56:22 <drac_boy> almost done finding the photos I'm needing tho heh 13:57:08 *** _johannes [~johannes@port-92-203-234-227.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 13:59:04 <drac_boy> btw sim..how would you feel if you were sitting in the cupola of a caboose on the tail of freight train and actually seeing your train's locomotive up front through the rear window? :) 13:59:36 <drac_boy> apparently d&rgw had one curve that almost went back onto top of itself and one photographer riding with the brakeman managed to catch such a photo :-> 14:00:27 <sim-al2> Not a small bit of curvature there 14:01:29 <andythenorth> theachapi 14:03:37 <drac_boy> andythenorth maybe but that one actually crosses itself tho 14:04:53 <drac_boy> anyway back to a bit more stations for me here :-> 14:09:33 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has quit [Ping timeout: 480 seconds] 14:10:42 <drac_boy> http://img.scoop.it/90kAibbgRmJxRiCdj3Ui_Tl72eJkfbmt4t8yenImKBVvK0kTmF0xjctABnaLJIm9 interesting gathering of post buses :) 14:16:31 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has joined #openttd 14:19:45 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has quit [Read error: Connection reset by peer] 14:20:28 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has joined #openttd 14:22:42 *** _johannes [~johannes@port-92-203-234-227.dynamic.qsc.de] has joined #openttd 14:22:50 *** liq3 [liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has quit [] 14:24:49 <sim-al2> Brb getting my train out of the park spot: https://www.youtube.com/watch?v=pVmWGW-tOxw 14:25:56 <sim-al2> *parking lot 14:28:24 <drac_boy> heh I always wondered about these particular trains that have just 1-3 bilevel in the middle of otherwise-conventional wagons 14:36:50 <sim-al2> They're basically first class (green car is the name used) for passengers taking longer journeys on these trains 14:37:17 <andythenorth> stupid city is all fountains 14:37:37 <Samu> what is 1 << 0, 1 << 1, 1 << 2? 14:38:03 <sim-al2> Unlike the inner city lines, the suburban trains make long journeys, up to 200 km per run if you count the trains that run through the Ueno-Toyko line to the other side of the city 14:38:32 <drac_boy> hmm I see 14:38:35 <Samu> nevermind, i think i know what it is 14:41:53 <Eddi|zuHause> andythenorth: that happens usually when no other building is available for a zone 14:42:08 * drac_boy still likes the "love trains" in japan :) 14:42:27 <andythenorth> this is default subarctic, no town grf, no patch 14:42:30 <andythenorth> 1964 14:44:01 <Eddi|zuHause> andythenorth: that's no reason why the statement would be invalid 14:51:53 <Flygon> drac_boy needs more violin in his life 14:52:25 <Flygon> https://youtu.be/0q6nDCDHIvg?t=2880 VIOLINS DRAC_BOY DO YOU SPEAK THEM 14:53:40 <Flygon> :D 14:53:44 <Flygon> Evenin' 14:54:19 * drac_boy wonders if I should twack flygon with a loose guitar string? :) 14:55:38 *** sla_ro|master [slamaster@89.136.141.100] has joined #openttd 14:55:45 <Flygon> drac_boy: Wrong track. 15:05:01 <drac_boy> anyway you all have fun, I'm going off for now 15:05:05 *** drac_boy [~oftc-webi@modemcable027.125-163-184.mc.videotron.ca] has left #openttd [] 15:05:33 <andythenorth> hmm 15:05:46 <andythenorth> Silicon Valley will beat me again :) 15:07:22 <andythenorth> 20 years, 5 industries 15:08:32 <Alberth> no basecostmod? 15:09:00 <Alberth> 5 industries sounds somewhat expensive :) 15:10:25 <frosch123> didn't firs feature quite cheap ones? 15:16:10 <andythenorth> approximately 15:16:14 <andythenorth> but not these ones 15:16:19 <andythenorth> and no basecostmod :D 15:16:26 <andythenorth> maybe thatâs a FIRS parameter :P 15:17:58 * andythenorth tries to patch roads some more 15:18:03 <frosch123> we need to increase the maximum newgrf count in a game to 4096 15:18:16 <andythenorth> yes, Iâve been thinking about that for some time 15:18:28 <andythenorth> I wondered about making one newgrf per vehicle 15:18:33 <andythenorth> the compile times would be wonderful 15:19:00 <frosch123> we also need regular expression selection to add newgrfs to a game 15:19:17 <andythenorth> xml 15:20:25 <andythenorth> so I can prevent road vehicles entering a tile with incompatible subtype 15:20:26 <andythenorth> but not trams 15:20:38 <andythenorth> and once the tram is in the tile, itâs stuck, goes round in circles 15:21:13 <andythenorth> I have read the code for tram reversing and single bit tiles, but am none the wiser about what causes this problem 15:22:23 <frosch123> try roadveh_cmd.cpp:1222 15:22:49 <andythenorth> thanks 15:25:18 <andythenorth> so itâs trying to turn round, but entering the next tile? 15:25:21 <andythenorth> then is stuck there 15:26:06 <andythenorth> those nested âifsâ are quite unpleasant :D 15:33:16 <andythenorth> this code is weird 15:33:34 <andythenorth> there is a huge if condition around a comment 15:33:57 <frosch123> it's about trams not getting stuck :) 15:34:03 <andythenorth> yeah 15:34:06 <frosch123> trams cannot reverse on a dead end 15:34:11 <andythenorth> so thereâs a big âdo nothingâ case 15:34:14 <andythenorth> and two other cases 15:34:17 <frosch123> if the player can fix it, it is blamed on the player 15:34:25 <frosch123> if the next tile is blocked, ottd fixes it for the player 15:34:34 <andythenorth> Iâm not an 80 char pedant, but I only have a 13â screen, so this is hard to read :) 15:35:04 <frosch123> change your tab width? 15:35:43 <andythenorth> nah, Iâll just grumble about it 15:35:52 <Eddi|zuHause> hit the button for auto-linebreaks? 15:35:56 <andythenorth> so I need to stop or reverse the tram within same tile 15:36:26 <andythenorth> so the first case 15:36:27 <andythenorth> GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE 15:36:30 <andythenorth> will be true 15:36:35 <andythenorth> but the subtype is incompatible 15:36:41 <Eddi|zuHause> i think the point was to just let the tram be stuck without turning around 15:37:14 <Eddi|zuHause> then add the subtype check to this condition 15:37:17 <andythenorth> letâs see 15:39:01 *** gelignite [~gelignite@x4e314be1.dyn.telefonica.de] has quit [Quit: http://bit.ly/1kso8Ta] 15:41:34 <andythenorth> solved :D 15:42:50 <frosch123> i also found src/pathfinder/npf/npf.cpp:713 while grepping 15:42:55 <frosch123> so, if you care about npf :) 15:44:13 <andythenorth> blearch :) 15:47:04 <andythenorth> if I was smart, thereâd be some way to AND the roadbits with (vehicle subtype == tile subtype) 15:47:16 <andythenorth> per tram or road vehicle also 15:47:37 <andythenorth> currently my plan is to write rather long if statements :P 15:48:01 *** Snail [~jacopocol@h194.135.186.173.static.ip.windstream.net] has joined #openttd 15:50:06 <andythenorth> current state of my patch http://dev.openttdcoop.org/attachments/download/7727/NotRoadTypes.diff 15:50:19 <andythenorth> I canât put this in forums for obvious reasons 15:50:41 <frosch123> "i want a windows binary"? 15:51:26 <andythenorth> âit doesnât fix overtaking" 15:51:58 <frosch123> trolley busses cannot overtake? 15:52:02 <andythenorth> ha ha ha 15:52:23 <andythenorth> I suppose I should fake the subtype into the vehicle next 15:52:31 <andythenorth> then eventually connect it to newgrf 15:52:34 <andythenorth> then extend newgrf spec 15:52:42 <andythenorth> patch nmlc, grfcodec, maybe renum 15:52:46 <andythenorth> update the wiki 15:52:55 <andythenorth> then I can make a test grf :P 15:53:09 <frosch123> i dropped renum :) 15:53:12 <andythenorth> ha 15:53:28 * andythenorth wonders 15:53:42 <andythenorth> grfcodec has to remain supported, if only for decompiling case, and stations 15:54:01 <andythenorth> canât be helped 15:54:13 <frosch123> grfcodec needs to remain for openttd.grf :) 15:54:30 <frosch123> otherwise you get circular dependencies between nml and ottd 15:54:34 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has quit [Read error: Connection reset by peer] 15:54:37 <andythenorth> lawks 15:54:39 <frosch123> but renum is useless 15:54:54 <andythenorth> if we change nothing, grfcodec does not need maintaining :D 15:55:20 <frosch123> grfcodec never needs maintaining 15:56:02 * andythenorth ponders 15:56:15 <andythenorth> so NotRoadTypes needs a âconvertâ tool, otherwise it will suck to use 15:57:34 *** Monkey__ [~Monkey@84.255.151.100] has quit [Read error: Connection reset by peer] 15:58:15 <andythenorth> or I could try and patch shunting? o_O 15:58:25 <andythenorth> apparently, itâs the new feature request that wonât die 15:58:29 <frosch123> what do you want to convert? 15:58:34 <andythenorth> between subtypes 15:58:57 <andythenorth> I wondered about overbuild, but I think itâs prone to user error 15:59:20 <andythenorth> I assumed I would look at rail convert tool for ideas 15:59:21 <DorpsGek> Commit by frosch :: r27533 /trunk/bin/baseset (orig_dos.obg orig_win.obg) (2016-04-02 17:59:14 +0200 ) 15:59:22 <DorpsGek> -Update: Baseset translations 16:00:22 <Snail> hey donât touch grfcodec :p 16:01:07 <Snail> frosch123: why did you drop renum? 16:02:04 <Snail> renum is very useful⊠and in the current state of things, it gives me lots of false alarms 16:02:28 <DorpsGek> Commit by frosch :: r27534 trunk/src/newgrf_commons.h (2016-04-02 18:02:22 +0200 ) 16:02:29 <DorpsGek> -Fix [FS#6435]: [NewGRF] Station spritelayouts did not accept the var10 flag for the palette. 16:02:56 <andythenorth> when I used renum, I had a substantial number of error suppression flags 16:03:29 <frosch123> Snail: it's not useful to me, it's only work 16:04:27 <andythenorth> Snail: take over as maintainer? o_O 16:07:38 *** uij2 [~uij2@2602:306:35cf:310:8d7f:7089:821b:8204] has quit [Quit: Leaving] 16:09:02 *** frosch123 [~frosch@00013ce7.user.oftc.net] has quit [Read error: No route to host] 16:13:24 <Snail> heh. I donât know c++ 16:13:32 <andythenorth> neither do I 16:13:44 <Snail> I guess itâs needed to mantain nforenum? 16:13:54 <andythenorth> I am not sure, it might be ASM or something, no idea 16:14:04 *** frosch123 [~frosch@00013ce7.user.oftc.net] has joined #openttd 16:14:40 <andythenorth> I donât know c++ either, but I have got a game running here with 2 types of road and 3 types of tram track 16:14:42 <andythenorth> so eh? 16:14:56 <Snail> nice 16:15:12 <Snail> btw Iâd be one more person who would love the shunting feature :D 16:16:27 <andythenorth> never ever ever happening in the current game 16:16:34 <andythenorth> not even possible conceptually 16:17:24 <andythenorth> for one thing, too many newgrfs that can do stuff like change capacity subject to lead engine of consist 16:17:46 *** liq3 [liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has joined #openttd 16:17:49 <Snail> heh 16:17:53 <Snail> including me :p 16:18:02 <Snail> I mean including my newgrf 16:18:09 <Snail> thatâs a good pont 16:18:12 <Snail> *point 16:21:30 <Eddi|zuHause> the solution for that is simple, all these properties will only regard the "fixed" chain that can't be taken apart by shunting (i.e. single wagons, mostly), and don't have access to the parts that are dynamically attached or detached 16:22:57 <Eddi|zuHause> that'll utterly break stuff like 2ccset's "MU wagons" 16:23:00 <Snail> but then it means I wonât be able to change a vehicleâs properties according to the engine type 16:23:28 <Eddi|zuHause> yes 16:23:35 <Alberth> just like real life :p 16:23:47 <Eddi|zuHause> (it's a terrible idea anyway) 16:24:48 <Eddi|zuHause> but you'd still get the choice: have a fixed engine and can access it, or have a dynamic engine and not access it 16:26:12 <Snail> hehe, well my set is designed around changing the vehiclesâ properties according to the engine 16:26:29 <Snail> so shunting wonât work for me anyway 16:28:19 <Snail> the alternative is to define 17,000 IDs for each vehicle type :p 16:28:43 <frosch123> i had a dream: someone made a patch that ships cannot drive through each other and need bays at dock. and then everyone noticed that that makes ships even more useless for playing 16:29:06 *** HerzogDeXtEr1 [~farci@i59F6AE4C.versanet.de] has joined #openttd 16:29:36 <Eddi|zuHause> i think someone made that patch already :p 16:30:17 <Eddi|zuHause> imho, just the bays would be enough. like airplanes 16:30:32 <andythenorth> peter1138 has a patch for that 16:30:35 <Samu> i can't understand this function 16:30:38 <andythenorth> 3 stops at each dock 16:30:45 *** Biolunar_ [Biolunar@x4d088425.dyn.telefonica.de] has quit [Quit: leaving] 16:30:56 <andythenorth> shall we delete ships? 16:31:01 <Samu> DrawWaterSprite(base, offset, feature, tile); 16:31:23 <Eddi|zuHause> can't. compatibility with old savegames forbids it. 16:31:34 <andythenorth> well we could make them non-available in the global toolbar 16:31:48 <Eddi|zuHause> what would that solve? 16:31:57 <Alberth> you can look but not touch :) 16:32:05 <andythenorth> removes ships 16:32:07 <andythenorth> ships are silly 16:32:15 <andythenorth> and I donât want to draw them anymore :x 16:32:33 <Eddi|zuHause> trains are silly 16:32:39 <Eddi|zuHause> road vehicles are silly 16:32:50 <Eddi|zuHause> reimplement the game from scratch, only offer pipes 16:33:06 <Samu> i dont understand these functions, calling other functions that call templates and functions and objects... arf... I don't think i can do this alone 16:33:19 * andythenorth considers a pipes patch 16:33:39 <Eddi|zuHause> you suffer from ideacreep 16:33:59 <Eddi|zuHause> you start more projects than you can finish, then complain that you never finish projects 16:34:05 <Samu> and the offset parameters are based out of something 16:34:21 <Samu> based on something that are also based on their own offsets... why 16:34:27 <Samu> I cannot follow this 16:35:14 *** HerzogDeXtEr [~farci@89.246.162.3] has quit [Ping timeout: 480 seconds] 16:35:45 <Samu> the something, from what I can tell, is the picture that it's going to draw 16:36:15 <Samu> but the way the functions are arranged to find out what to draw... it's too complex for me 16:36:26 <andythenorth> Eddi|zuHause: what is the correct number of projects to start? o_O 16:36:48 <Eddi|zuHause> that is impossible to answer 16:37:42 <Eddi|zuHause> it should be more than one, so you can pause a project when you run into a dead end, and continue it later with a fresh head 16:37:53 <andythenorth> find something from logs where I complain I didnât finish yet? o_O 16:38:02 <andythenorth> rather than just general complaining 16:38:27 <Eddi|zuHause> for like half a year now you complain that you won't finish FIRS in time 16:39:09 <andythenorth> fortunately April 1st happens at a set time, regardless of my complaining :D 16:40:00 <Samu> why are there offsets for offsets? makes it much harder for me to follow intellisense 16:42:30 <Samu> what is a scope? 16:43:21 <Samu> what is a callback 16:43:38 <Samu> nevermind, I better give up for today 16:45:01 <Samu> I'm stuck here 16:45:03 <Samu> case SLOPE_N: DrawWaterSprite(base, offset, feature, tile); 16:45:46 <andythenorth> found the def for DrawWaterSprite()? 16:46:02 <Samu> yes... it's pretty too 16:46:54 *** Snail [~jacopocol@h194.135.186.173.static.ip.windstream.net] has quit [Quit: Snail] 16:47:02 <Samu> it gets an offset of itself, then DrawGroundSprite(base + offset, PAL_NONE); 16:47:19 <Samu> too much offsets, it's confusing, i don't know which offset is which 16:48:06 *** Mazur [~mazur@5ED07F22.cm-7-1b.dynamic.ziggo.nl] has quit [Remote host closed the connection] 16:48:33 *** Mazur [~mazur@5ED07F22.cm-7-1b.dynamic.ziggo.nl] has joined #openttd 16:48:54 <Samu> problem I have right now, is finding out what base or offset to get the correct image from 16:49:11 <Samu> at least I know what the feature and tile are 16:50:15 <Samu> feature is riveredges 16:50:32 <Samu> tile is the current tile I'm working on 16:51:54 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Ping timeout: 480 seconds] 16:54:55 <Samu> this part is what's in there: if the slope is flat and no adjacent tiles are watertiles, draw the edges of the river that are suitable for flat tiles 16:56:15 <Samu> the part i'm trying to "combine" is: if the slope is like SLOPE_N, top corner raised, and no adjacent tiles are watertiles, draw the edges of the river that are suitable for this slope 16:56:56 *** TresKilo [~oftc-webi@79-70-42-156.dynamic.dsl.as9105.com] has joined #openttd 16:57:37 <Samu> i just have no idea how to get to that drawing 16:57:40 <andythenorth> I havenât looked, but the offset is _probably_ either an x/y/z direction offset, or itâs an offset from a sprite number, probably to get the correct tile for the slope 16:58:20 <Samu> the DrawWaterSprite(base, offset.... what is the base? what is the offset? 16:59:02 <Samu> and this is where I am lost, I cannot follow up to the origin of that offset 16:59:39 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 16:59:54 <andythenorth> find the caller 16:59:58 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 17:01:37 <TresKilo> I asked earlier about adding money to a multiplayer company through GameScripts or world save modification (hosted on my server) - There ain't a way to do it through the console. I could not find any pre-written scripts on the forum that do what I would like, anyone have any advice or expertise that they could lend?? 17:11:54 <frosch123> [18:30] <Eddi|zuHause> imho, just the bays would be enough. like airplanes <- enough to make ships useless? :p 17:12:30 <Eddi|zuHause> frosch123: enough to pick the right ship out of the 50 that stack on "full load" orders at the dock... 17:12:59 <frosch123> TresKilo: http://nogo.openttd.org/api/trunk/classGSCompany.html#d910396049f1b27b99e7edb44fa73df1 17:13:01 <Eddi|zuHause> it's basically impossible to make a proper hub for ships currently 17:13:08 <Samu> if (HasBit(_water_feature[feature].callback_mask, CBM_CANAL_SPRITE_OFFSET)) . this thing is returning false :( it should return true 17:13:15 <Samu> grr 17:14:25 <Samu> feature in this case is = CF_RIVER_EDGE (6) 17:14:46 <Samu> there are river edges, why does it return false? 17:14:51 <Samu> I really don't get this 17:15:58 <andythenorth> bays, but multidock 17:16:15 <andythenorth> one ship per dock, to be mean 17:16:33 <andythenorth> the game is most interesting when routing in confined spaces 17:18:09 <Eddi|zuHause> of course, it's not done by just putting a restriction in. you also need to provide tools to handle the restriction 17:18:52 <Eddi|zuHause> like, i hate airports because there is no way to affect holding patterns and landing priorities 17:19:57 * andythenorth rarely uses airports with that many plays 17:20:01 <andythenorth> plays? planes :P 17:22:51 <TresKilo> frosch123: Thanks for the link! Any help with use of it?? 17:23:55 <Samu> SpriteID 7483 - where do I get a list of SpriteIDs? I wanna see what image is this 17:31:43 <frosch123> Samu: sprite alginer 17:32:02 <frosch123> TresKilo: https://www.tt-forums.net/viewtopic.php?f=65&t=62163 17:32:09 <andythenorth> Samu: in-game sprite aligner 17:32:18 <andythenorth> 7843 is a water rapids tile 17:32:31 <andythenorth> 7483 * 17:32:42 <Samu> in-game sprie aligner? what's that? 17:33:29 <Samu> it's a rapids tile and nor a river edge tile? 17:33:36 <Samu> I was expecting an edge 17:33:39 <andythenorth> https://wiki.openttd.org/NewGRF_Debugging 17:33:49 <andythenorth> specifically https://wiki.openttd.org/NewGRF_Debugging#Sprite_alignment_tool 17:34:16 <TresKilo> frosch123: Nich, Ill check it out 17:34:55 <Samu> wow, that would come useful 17:34:56 <Samu> ty 17:35:10 <andythenorth> it is useful :D 17:37:48 <andythenorth> 10 days left to beat SV 17:37:50 <andythenorth> nah 17:38:29 <andythenorth> frosch123 beat me again :P 17:39:05 <frosch123> seems to be your favorite outcome 17:39:49 <andythenorth> if it was easy to win, it would get boring 17:40:06 <andythenorth> losing causes âplay againâ, as long as itâs not over-powered loss :P 17:40:15 <andythenorth> âplay againâ is the long-term meta-game here, no? 17:40:30 <frosch123> how many industries did you build? 17:41:17 <andythenorth> 3 out of 5 17:41:22 <andythenorth> I might get silver 17:42:58 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has joined #openttd 17:45:35 <Eddi|zuHause> i need a new game to play. all the old games are either annoying or boring 17:46:19 <andythenorth> have you tried OpenTTD? 17:46:20 <andythenorth> o_O 17:46:52 <Eddi|zuHause> i fear that will immediately go in the "annoying" category 17:47:26 <andythenorth> eh, well 17:47:29 <andythenorth> itâs not a bad game 17:47:31 <andythenorth> as games go 17:47:44 <frosch123> Eddi|zuHause: http://www.janko.at/Raetsel/index.htm <- have fun 18:00:23 <Alberth> http://www.lgdb.org/games more games :) 18:00:34 <TresKilo> frosch123: So I've had a look but still have no idea where to even start with doing the task; All I know is that at some point I will need to use the GSCompany::ChangeBankBalance function - Is is already available to use? And where would I put it inside the main?? 18:02:14 <frosch123> TresKilo: https://wiki.openttd.org/AI:Introduction <- maybe that helps you 18:02:25 <frosch123> otherwise read some general tutorial about programming 18:05:32 <andythenorth> Eddi|zuHause: http://dinopoloclub.com/minimetro/ 18:05:38 <andythenorth> ^ like cdist, but abstract 18:06:08 <andythenorth> I know multiple people who got addicted, then dropped it because it causes weird dreams and agitated sleep :) 18:06:24 <Eddi|zuHause> i considered that, but not feeling it right now... 18:07:07 <andythenorth> Euro Truck Simulator? o_O 18:07:15 <andythenorth> v1 not v2 18:07:22 <andythenorth> v2 falls into crappy uncanny valley territory wrt graphics 18:07:48 * andythenorth wonders if thereâs a modern equivalent of Lemmings 18:08:34 <andythenorth> ho, this looks good, from Alberthâs site http://www.lgdb.org/game/the-westport-independent 18:08:51 <frosch123> andythenorth: which type of truck simulator player are you? reckless speeding or do you use the blinker? 18:08:55 <andythenorth> depends 18:09:03 <andythenorth> initially I was careful 18:09:10 <andythenorth> then I found how to edit the savegame for money :P 18:09:33 <andythenorth> also by total fluke, I managed to get past the road-edge once, and into the woods 18:09:51 <andythenorth> where I was able to drive up a mountain, and off into the deep blue nothing 18:10:09 <Alberth> http://www.lgdb.org/game/big-pharma this looks familiar-ish :p 18:11:34 <andythenorth> adding a road subtype to roadvehicles looks deceptively easy 18:11:50 <andythenorth> I just declare it in struct RoadVehicle ? 18:12:42 <TresKilo> Alright then, Ill try doing that later; But now, how can I load a single player save into the server?? 18:15:57 <frosch123> how do you access the server? 18:16:45 <_johannes> Alberth: I just found the bug with the pathfinder :P I did a search and then a search with the train turned around... in between, however, you have to instantiate a new pathfinder variable, I used the one of the previous search 18:17:30 <_johannes> I thought instantiation would not matter at all since instantiation was only used for metaprogramming inside YAPF... 18:17:30 <Alberth> subtle problem :) 18:17:40 <TresKilo> frosch123: Through PuTTY, SSH and SFTP 18:17:46 <Alberth> great that you found it 18:17:48 <_johannes> fixed after only 6 days :D 18:18:38 <_johannes> they often do things like Yapf() without actually instantiating anything... 18:18:50 <_johannes> for the pathfinder, one needs to be more careful 18:19:06 <frosch123> TresKilo: copy you save to the server into the savegame directory 18:19:21 <frosch123> start the server with -g <savegame name> 18:19:31 <frosch123> or set up rcon, and use rcon execute "load" commands 18:20:10 <frosch123> https://wiki.openttd.org/Rcon_password#Controlling_the_server_with_rcon 18:20:31 <TresKilo> frosch123: Nice! Just sorting out my GRFs then it should work!! 18:27:05 <Samu> andythenorth: this is really helpful, I am already getting somewhere 18:27:14 <Samu> erm, finally* typo 18:27:26 <andythenorth> :) 18:28:57 <Samu> apparently the compositing of river edges and their corners won't combine that well, need moar sprites 18:29:04 <Samu> :( 18:30:44 <Samu> that green 18:31:15 <Samu> need different tones of green, depending the direction the edge is towards 18:31:49 <andythenorth> yes 18:32:19 <andythenorth> if you make this work, I will then draw new sprites for it to match the original TTD base set 18:32:37 <Samu> how to i "raise" the edge corner, the offset thing 18:33:10 <Samu> on a flat tile, the north corner is set into one place, on a tile with SLOPE_N, I want that corner to go "up" 18:33:30 <Samu> do you understand what I mean? 18:34:08 <TresKilo> frosch123: It worked 18:34:14 <TresKilo> Thanks 18:34:18 <Samu> i think it's the z coordinates 18:34:29 *** TresKilo [~oftc-webi@79-70-42-156.dynamic.dsl.as9105.com] has quit [Quit: Page closed] 18:35:47 *** sim-al2 [~sim-al2@108-221-157-231.lightspeed.mmphtn.sbcglobal.net] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- *I* use it, so it must be good!] 18:35:47 <_johannes> can a train have the unit number "0" ? can there be even multiple such trains? 18:36:12 <Eddi|zuHause> wagon chains without engine in the depot? 18:36:18 <frosch123> only real chains have a unitnumber 18:37:00 <_johannes> ah of course, thanks! 18:38:38 <Samu> think i discovered it, let me try 18:38:41 <Samu> brb 18:42:23 <frosch123> http://dev.openttdcoop.org/projects/openttd-android-translate/repository/revisions/master/show/lang <- how evil :p 18:42:29 <frosch123> lang_sync errors on empty files :) 18:43:27 <Samu> yeah, i need a combination of sprites 7538 with 7531 with the green tones similar to the north corner of sprite 3989 18:43:33 <Eddi|zuHause> what are we looking at? 18:44:38 <Samu> I am looking at river edges, the north corner sprites for a SLOPE_N tile 18:44:43 <frosch123> https://paste.openttdcoop.org/ppwljoajq?/ppwljoajq <- Alberth: i guess just ignoring them is enough? 18:45:24 <frosch123> hmm, could print a message 18:45:35 <Alberth> I wonder how that happens :) 18:48:05 *** sim-al2 [~sim-al2@108-221-157-231.lightspeed.mmphtn.sbcglobal.net] has joined #openttd 18:49:01 <Alberth> frosch123: ah, it's utf-8 already. You could run rstip() on it, for trailing white-space before checking for empty, but otherwise, looks ok 18:49:16 <Alberth> *rstrip() 18:50:04 <Compu> can someone help me figure out what file im missing or any typos i made in here? http://pastebin.com/7jZmGRtW heres the files window showing all the files http://i.imgur.com/08h3J0j.png 18:50:27 <Alberth> although it's unlikely people make empty files with just a line whitespace :p 18:51:09 <frosch123> haha, an undertale ottd music set :) 18:51:23 <Compu> heres a list of all the md5sums but i cant figure out where i messed up http://pastebin.com/EscYyPGR 18:51:41 <Compu> frosch123: with mlp and others stuff too 18:51:46 <frosch123> i lacks "spaghetti" in the description 18:51:48 <Compu> mostly mlp 18:51:56 <Compu> its not only undertale 18:52:11 <Compu> its just a bunch of music i wanna be able to play in game 18:59:00 *** andythenorth is now known as Guest10138 18:59:10 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has joined #openttd 18:59:22 <Compu> i figured it out 18:59:31 <Compu> CANYON.mid needed to be CANYON.MID 19:01:05 <Compu> frosch123: how do i pack this up for others to easily put into openttd? 19:01:39 <Eddi|zuHause> canyon.mid is a name i haven't heard in a looong time 19:01:43 <planetmaker> moin 19:01:51 <andythenorth> lo planetmaker 19:02:17 <frosch123> Compu: put in into a directory, and then tar it all up. use tar without compression 19:02:21 *** Guest10138 [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has quit [Ping timeout: 480 seconds] 19:02:33 <Compu> easy enough 19:02:49 <Compu> should it be in a directory inside the .tar file or should all the files be at root level? 19:02:57 <frosch123> inside a directory 19:03:02 <Compu> alright 19:03:07 <frosch123> ideally the directory contains some kind of version number 19:03:13 <Compu> i'll just use file roller 19:03:29 <Eddi|zuHause> it is common practice that a tar contains a directory 19:03:56 <Eddi|zuHause> (unless it contains only a single file) 19:05:29 <Compu> done 19:05:32 <Compu> now what 19:06:40 <Compu> any way i can add it to the openttd online content thingy frosch123? 19:07:46 <frosch123> likely you can't due to copyright reasons 19:11:13 <Compu> aww 19:12:06 <Compu> frosch123: well here anyways https://www.dropbox.com/s/xq4nbjostwmh7sg/CompusOpenTTDMSX.tar?dl=0 19:12:20 <Compu> how do people install it from a tar file? 19:17:12 <Alberth> just drop the file at the right spot, openttd understands tar files 19:17:57 <Compu> ah 19:18:05 <Compu> Alberth: so whats the right spot 19:19:21 <Alberth> depends on what operating system you have, it's all explained in detail in the readme of the program 19:20:33 <Alberth> https://hg.openttd.org/trunk.hg/file/a6407697769f/readme.txt#l267 19:21:00 <Compu> Alberth: u mean somewhere in the dotdir? 19:22:10 <Alberth> you tried reading? 19:22:48 <Alberth> I don't know all the places of all the computer systems just like that 19:23:37 <Alberth> not to mention I don't know how you installed it 19:23:53 <Alberth> or what access rights you have or not have, and why 19:24:21 <Alberth> it's literally all described in detail 19:25:56 <Compu> it says music says cant just be put in the directory as a tar file 19:26:12 <Compu> cuz the files need to be read by an external application 19:26:39 <Samu> interesting, sprite 7423 image is equal to 7483, but 7423 is for rivers placed at sea level with nearby shores 19:26:56 <Samu> it looks bad 19:31:43 <Samu> rivers at sea level with nearby shores, hmm... it doesn't appear to be computing the correct edges... i think it could 19:32:35 <Samu> still i better not touch this part of the code, it's not what I should focus 19:32:52 <planetmaker> depends a bit which rivers you use, Samu. There's a lot of NewGRF code involved in showing the right sprite(s) for river tiles 19:42:37 *** Progman [~progman@p57A187C9.dip0.t-ipconnect.de] has joined #openttd 20:05:30 <frosch123> Compu: a, true, music is the only type that does not work in tar :p 20:05:43 <frosch123> so, i guess just zip it and let people extract it to the baseset folder 20:05:48 <Compu> bluh 20:05:56 <Compu> i already tarred it, good nuf 20:09:39 *** MonkeyDrone [~MonkDAce@80.88.255.40] has quit [Read error: Connection reset by peer] 20:27:53 *** Clockworker_ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has quit [Read error: Connection reset by peer] 20:28:05 *** Clockworker_ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has joined #openttd 20:31:06 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has quit [Quit: andythenorth] 20:34:56 *** Clockworker__ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has joined #openttd 20:35:38 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has joined #openttd 20:35:57 <andythenorth> hmm 20:36:06 <andythenorth> Arctic Basic needs more sources of chemicals 20:36:12 <andythenorth> or more oil on this map :P 20:36:14 <andythenorth> one of those 20:37:21 <Alberth> gn 20:37:38 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 20:42:24 *** Clockworker_ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has quit [Ping timeout: 480 seconds] 20:46:32 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 20:46:35 *** mode/#openttd [+v glx] by ChanServ 20:47:41 *** andythenorth [~Andy@host86-166-179-224.range86-166.btcentralplus.com] has quit [Ping timeout: 480 seconds] 20:47:41 *** Clockworker__ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has quit [Read error: Connection reset by peer] 20:48:04 *** Clockworker__ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has joined #openttd 20:52:07 <frosch123> fish-oil obviously 20:55:58 <FLHerne> Whaling grounds? 20:57:07 <frosch123> they could get the ONLY_DECREASE industry production behaviour 21:00:07 <FLHerne> Would look even sillier than the fishing grounds, though 21:00:42 <FLHerne> Needs some sort of area-covering industry 21:01:08 <FLHerne> Farms could be like that, too 21:01:12 <frosch123> if not everyone would play with disasters disabled, one could replace the submarine with moby dick or so 21:09:43 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has quit [Quit: Nettalk6 - www.ntalk.de] 21:09:56 <Eddi|zuHause> i don't think i have ever seen the submarine 21:11:14 <frosch123> i remember waiting for it once, after i read on the forums that you can trap it by raising land 21:11:15 *** Clockworker__ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has quit [Read error: Connection reset by peer] 21:11:37 *** Clockworker__ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has joined #openttd 21:21:54 <Samu> how much is 0001 & 0011? 21:22:02 <Samu> or 1 & 3? 21:23:44 <Samu> it's 1? 21:31:26 <FLHerne> Yes 21:32:08 <FLHerne> 1 | 3 would be 3 21:32:34 *** sla_ro|master [slamaster@89.136.141.100] has quit [] 21:33:02 <Samu> sometimes 1 & 3 = true, some other times 1 & 3 = 1, how can I tell the difference :( 21:33:40 <Samu> how does the code know if it should get 1 or true? 21:34:30 <Samu> like in here: if (!(wa & 1)) 21:34:30 <frosch123> weren't you the guy who said that C was a good programming language? :p 21:34:47 <Samu> switch (wa & 0x03) 21:34:59 <Samu> i am assuming wa = 1 at the moment 21:35:44 <Samu> if (!(1 & 1)) 21:35:54 <Samu> = false? 21:36:07 <Samu> or = 1? 21:37:05 <Samu> = not 1 21:37:07 <FLHerne> Samu: 1 & 3 is always 1 21:37:47 <FLHerne> 0 is false, non-zero is true 21:38:17 <FLHerne> C didn't even have a boolean type until C99? 21:39:32 <Samu> there's some intelligent engineering logic being made in this function 21:39:39 <Samu> and i cant decipher 21:39:48 <Samu> let me get link 21:40:39 <FLHerne> Ah, reading the log a bit makes things clearer 21:41:18 <Samu> http://hg.openttd.org/branches/1.6.hg/file/b23c908543e3/src/water_cmd.cpp#l647 21:41:25 <Samu> ok, starts there 21:41:47 <FLHerne> When you're testing the value of (something & n), what you're actually trying to do is test whether the corresponding bits are set 21:42:15 <FLHerne> i.e. you should completely ignore the actual numeric value, it's irrelevant 21:43:19 <FLHerne> << means 'shift left one bit' (i.e. double, but that's not important) 21:44:43 *** frosch123 [~frosch@00013ce7.user.oftc.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 21:46:20 <FLHerne> So lines 651->654 sets the lowest bit of wa if the SW tile is water, sets the second-lowest bit if the NW tile is,etc 21:47:22 <FLHerne> If the lowest four bits of wa are "0100" at line 655, only the northeast tile was water and the rest weren't 21:47:43 <FLHerne> If "1101", all but the NW tile were water 21:48:32 <FLHerne> "(wa & 1)" will be true iff the lowest bit of wa is 1, i.e. if the SW tile was water 21:48:54 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 21:49:08 <FLHerne> Similarly (wa & 2) tests the second bit, (wa & 4) the third... 21:49:17 <FLHerne> Because 4 is 0100 21:49:54 <FLHerne> 3 is 0011, so (wa & 3) is only true if _both_ the lower bits are set 21:50:07 <FLHerne> i.e. both the SW and NW tiles are water 21:50:46 *** Clockworker__ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has quit [Read error: Connection reset by peer] 21:51:03 *** Clockworker__ [~Clockwork@189-10-213-131.paemt701.dsl.brasiltelecom.net.br] has joined #openttd 21:52:20 <Samu> shift left one bit means doing 0001 would become 0010? 21:52:22 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has joined #openttd 21:52:42 <Wolf01> o/ 21:53:24 <Wolf01> finally restored the functionality of vs2015... the update 2 broke it hard :| 21:53:41 <FLHerne> Samu: Yes 21:56:23 <FLHerne> Samu: And note the += on everything after the first line 21:56:36 <FLHerne> So it starts out as 000? 21:56:40 <FLHerne> Then 00?? 21:56:44 <FLHerne> Then 0??? 21:56:47 <FLHerne> Then ???? 21:57:37 <FLHerne> Where each new ? is the return value of one of the IsWateredTile() calls 21:59:15 <Samu> the direction is reversed, or misleading 21:59:48 <FLHerne> Why? 22:00:25 <FLHerne> Left-pointing arrows, shifts the bits one bit to the left 22:00:51 <Samu> IsWateredTile(TILE_ADDXY(tile, 1, 0), DIR_NE it asks if the tile located at SW of the current tile has water being directed at NE 22:02:07 *** aard [~aard@108.134.189.109.customer.cdi.no] has quit [Read error: Connection reset by peer] 22:03:19 <Samu> if it does, the current tile at 0, 0 will draw water at SW, at least it's what I understand 22:07:00 <Samu> and the bits are 0100 22:07:28 <Samu> wa = 0100 22:07:42 <FLHerne> Ah, sorry, looks like you're right 22:08:15 <Samu> okay, apparently I understood this first part, now the 2nd part, the corners 22:09:39 <Samu> corners are complicating my brains 22:12:15 <Samu> I want to add additional logic 22:12:29 <Samu> distinguish elevated corner to flat corner 22:12:47 <Samu> draw the correct image sprite depending on the corner that is currently raised 22:13:45 <Samu> taking the example of 0100 22:14:49 <Samu> water is drawed at SW, but what if the N corner is raised, or lowered, or flat? 22:15:02 <Samu> what if the S corner is raised, lowered or flat? 22:15:30 <Samu> what if the W corner is raised, lowered or flat? :( 22:16:25 <Samu> (don't know where to add this logic, even) 22:20:08 <FLHerne> That's where adding up all the bits _is_ useful 22:20:36 <FLHerne> 0001, 0010, 0011, ... 22:21:10 <Samu> oh :) 22:21:36 <FLHerne> So sprite (offset) 0 is "no corners [x]", 1 is "SW? corner [x]", 2 is "NW? corner [x]", 3 is "SW and NW corners [x]", ... 22:23:12 <FLHerne> If you have two relevant bitfields, shift one left by four bits and add it to the other, then you have a unique 8-bit value for every combination 22:23:34 <FLHerne> Although 256 different states sounds like too many for a lot of things 22:24:27 <Samu> count the steep slopes too 22:24:33 <Samu> :o 22:29:53 <Samu> 8 4 2 1 then shift 4 more stuff there? 22:30:31 <Samu> 9 12 6 3 8 4 2 1? 22:31:44 <Samu> 9 12 6 3 are the corners 22:31:56 <Samu> 8 4 2 1 are the ... meh, im confused already 22:32:11 <FLHerne> No, I have no idea what that was supposed to mean 22:32:46 *** _johannes [~johannes@port-92-203-234-227.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 22:32:56 <FLHerne> Say 0011 are your water states 22:33:07 <FLHerne> And 1010 are your height states 22:34:21 <FLHerne> Then you can shift one lot four bits up, so that 10100011 represents the particular state where both of those states are true 22:35:46 <FLHerne> If you put your sprites in the right order, then the 164th sprite (index 163) can be the sprite for that state 22:39:51 <Samu> what about steep heights? 22:40:34 <Samu> need moar bits? 22:40:37 <FLHerne> Gets even worse? 22:40:39 <Samu> t.t 22:41:18 <FLHerne> How many different states do you actually care about? 22:41:32 <Samu> all slope combinations 22:41:41 <Samu> let me check 22:42:49 <Samu> 19, or 18 if I exclude SLOPE_FLAT 22:42:52 <FLHerne> Surely steep slopes just can't have water on them? 22:43:03 <Samu> they will, if i can code this right 22:43:44 <Eddi|zuHause> there should be plenty of ways to get water(falls) on steep slopes 22:50:48 <Samu> enum Slope ... all types are here, let me find this 22:51:53 <Wolf01> 'night 22:51:55 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 22:53:03 <Samu> http://hg.openttd.org/branches/1.6.hg/file/b23c908543e3/src/slope_type.h 22:53:54 <Samu> slope vs corner 22:54:00 <Samu> hmm, maybe i can reduce that number :8 22:55:39 <Samu> halftiles aren't needed for this 23:01:21 <Samu> it's 18 23:01:38 <Samu> that's 2 more bits? 23:02:09 <Samu> wondering if i can make it 16 23:03:31 <Samu> or if i can extrapolate bits 23:09:46 <Samu> must think 23:11:25 *** Progman [~progman@p57A187C9.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:24:25 *** zeknurn` [~sup@hd9483bd7.seveveb.dyn.perspektivbredband.net] has joined #openttd 23:25:02 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 23:25:05 *** mode/#openttd [+v tokai] by ChanServ 23:29:29 *** zeknurn [~sup@hd9483bd7.seveveb.dyn.perspektivbredband.net] has quit [Ping timeout: 480 seconds] 23:29:29 *** zeknurn` is now known as zeknurn 23:31:48 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 23:44:11 *** Nathan1852 [~Nathan185@HSI-KBW-134-3-201-222.hsi14.kabel-badenwuerttemberg.de] has quit [Ping timeout: 480 seconds] 23:59:30 *** Eddi|zuHause [~johekr@p5B0DAE69.dip0.t-ipconnect.de] has quit []