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00:17:30 *** Snail has joined #openttd 02:43:50 *** mindlesstux has quit IRC 02:45:15 *** mindlesstux has joined #openttd 02:47:40 *** trendynick has joined #openttd 03:16:15 *** glx has quit IRC 03:44:03 *** Snail has quit IRC 04:08:32 *** trendynick has quit IRC 04:32:57 *** trendynick has joined #openttd 04:35:12 *** Ethereal_Shiver has joined #openttd 04:37:10 *** dustinm`_ has joined #openttd 04:39:49 *** dustinm` has quit IRC 04:39:50 *** dustinm`_ is now known as dustinm` 04:40:08 *** xQR has quit IRC 04:40:28 *** Hazzard has quit IRC 04:40:28 *** xQR has joined #openttd 04:40:31 *** Hazzard has joined #openttd 04:40:48 *** urdh has quit IRC 04:41:22 *** nilez has quit IRC 04:41:50 *** nilez has joined #openttd 04:41:58 *** Ethereal_Whisper has quit IRC 04:43:47 *** urdh has joined #openttd 04:54:14 <Lejving> what does a queue between two cities mean in the timetable? 04:54:44 <Lejving> like, I want to decrease the amount of allowed trains between point A and B, do I increase the travel time or decrease? 05:30:21 *** Progman has joined #openttd 06:31:20 *** Biolunar has joined #openttd 06:42:08 *** Progman has quit IRC 06:48:23 *** sla_ro|master has joined #openttd 06:54:10 *** andythenorth has joined #openttd 06:55:52 <andythenorth> o/ 07:00:54 *** Alberth has joined #openttd 07:00:54 *** ChanServ sets mode: +o Alberth 07:16:59 *** andythenorth has quit IRC 07:28:50 *** keoz has joined #openttd 07:37:07 *** andythenorth has joined #openttd 07:47:06 *** keoz has quit IRC 07:55:19 *** keoz has joined #openttd 07:58:54 *** Arveen has joined #openttd 07:59:09 *** tycoondemon2 has quit IRC 08:04:01 <andythenorth> meh 08:06:09 <andythenorth> asymmetrical things are bad 08:49:34 *** frosch123 has joined #openttd 09:00:56 *** Wolf01 has joined #openttd 09:01:10 <Wolf01> o/ 09:01:33 <frosch123> o/ 09:04:39 *** HerzogDeXtEr1 has joined #openttd 09:04:39 *** HerzogDeXtEr has quit IRC 09:22:50 *** Supercheese has quit IRC 09:25:56 <Lejving> my 16 stations are not keeping up anymore =/ 09:27:19 *** Wormnest has joined #openttd 09:29:12 <Alberth> moin 09:48:40 <frosch123> bah, factorio doesn't follow ottd coding style 09:49:48 <Wolf01> Since when you have rights to look in factorio code? :D 09:50:26 <frosch123> there are 7 lines in yesterdays fff 09:50:41 <Wolf01> Oh shit, missed it 09:52:04 <Wolf01> Btw, they have automated tests, we have just asserts... a bit of unit testing in OTTD should be a good idea 09:52:10 <frosch123> V removed the weird blue outline of the underground belts 09:52:21 <frosch123> Wolf01: we have make regression 09:52:24 <Wolf01> Oh nice 09:52:28 <frosch123> it runs on the compile farm on every commit 09:53:00 <frosch123> other than that we have hundreds of unpaid teenagers 09:53:14 <Wolf01> Oh, cool hi-res pack! Good job v 09:54:29 <Wolf01> "hundreds"... "teenagers", the majority of OTTD players is 30-50 IMO 09:55:10 <frosch123> adult people do not play citybuilder :p 09:55:23 <frosch123> look at samu 09:55:48 <Wolf01> Samu looks like a 12yo indeed 09:56:58 <Wolf01> Btw, I'm having a discussion with VS about visual styles of images in UWP... I need to get rid of some weird problems 09:58:11 <Wolf01> I don't know if it's better to set up a VisualState or try with a converter from "Image = ''" to "Visibility" 10:27:59 *** gelignite has joined #openttd 10:32:43 *** Alberth has left #openttd 10:40:42 *** Mazur has quit IRC 10:50:33 *** frosch123 has quit IRC 10:50:48 *** Gja has joined #openttd 10:51:33 *** Mazur has joined #openttd 10:52:10 *** Wormnest has quit IRC 10:52:30 *** frosch123 has joined #openttd 10:59:37 *** Lejving has quit IRC 11:01:27 *** Lejving has joined #openttd 11:01:39 *** Gja has quit IRC 11:36:35 *** Wormnest has joined #openttd 11:39:37 *** Lejving has quit IRC 11:48:11 *** Lejving has joined #openttd 12:18:16 *** Gja has joined #openttd 12:49:44 *** Arveen has quit IRC 13:41:41 *** Snail has joined #openttd 13:44:40 *** Wormnest has quit IRC 13:46:27 *** Arveen has joined #openttd 13:47:03 *** Wormnest has joined #openttd 13:55:33 *** Alberth has joined #openttd 13:55:33 *** ChanServ sets mode: +o Alberth 14:08:30 *** Mazur has quit IRC 14:28:18 *** alask0ud has joined #openttd 14:30:13 *** gelignite has quit IRC 14:42:26 <V453000> frosch123: :P 14:43:05 <Alberth> o/ 14:47:29 <V453000> hi :_ 14:47:31 <V453000> :) 14:51:52 <Snail> I have a question for Andy if he’s here 14:51:57 <V453000> yeah, in the last month I do hi res belts at work, come home, do hires brix for a change 14:55:00 <andythenorth> Snail: 14:55:02 <andythenorth> o/ 14:55:09 <Snail> hey Andy 14:55:27 <Wolf01> V, do you have hires real life? 14:55:29 <Snail> so, I’m working to implement your “new” cargoes (cassava, beans, coffee…) 14:55:45 <V453000> not sure Wolf01 14:55:48 <Snail> do you have any new cargoes in mind? or any you might add in the foreseeable future? 14:55:56 <V453000> but holding baby so is nice res 14:56:07 <Snail> otherwise I’d have to retouch my recoloring schemes and graphics every time your cargo list is changed ;) 14:56:16 <Wolf01> +1 14:56:31 <andythenorth> Snail: cargo list will likely change every FIRS release 14:56:41 <Wolf01> I still need to hold a girl... 14:56:46 <andythenorth> [new economies -> new cargos] 14:56:56 <V453000> yeah fuck the north for new cargoes, riot 3 2 1 ... 14:57:09 <Snail> hmm 14:57:46 <andythenorth> I am automating cargo placement for my vehicle sets :P 14:57:47 <Snail> how can sets keep up with you then? 14:57:54 <V453000> but if you do it by recolours the it isnt so bad 14:57:56 <Snail> like with cargo classes? 14:57:59 <andythenorth> I can’t keep up with myself 14:58:03 <andythenorth> CHIPS lacks FIRS cargos 14:58:04 <Snail> :D 14:58:20 <Wolf01> XD 14:58:20 <V453000> nuts has all cargoes have unique sprites and like 12 wagon generations :/ 14:58:39 <andythenorth> use the new frosch123 thing 14:58:54 <Snail> hmm, what is that? 14:58:58 <V453000> my next train set will rely heavily on recolouring for future proof reasons 14:59:19 <V453000> plus frosch thing 14:59:39 <andythenorth> frosch123 thing can haz a link? 14:59:43 <V453000> with frosch thing recolour should be alpha controllavle 15:00:16 <V453000> https://devs.openttd.org/~frosch/vehstack_screenshot.png 15:01:31 <Snail> a sprite on top of another sprite? 15:01:58 <V453000> yes like industries/houses 15:02:15 <V453000> can reduce filesize massively 15:02:24 <V453000> esp useful for EZ/32bpp 15:02:33 <Snail> sounds fun 15:02:56 <Snail> so you first draw the empty wagon, then you place the cargo sprite on top of it 15:03:11 <V453000> for example. :) 15:03:21 <V453000> max layers is 4 atm 15:03:21 <supermop> yo 15:04:30 <V453000> oy 15:07:32 <supermop> feel like making something now that work a bit quieter and wedding stuff all done 15:11:21 <andythenorth> trams 15:15:38 <andythenorth> hmm 15:15:54 * andythenorth swaps asymmetrical for symmetrical 15:16:11 <supermop> ding ding 15:16:31 <Wolf01> Nah, you should make two sets, one for each driving side 15:16:52 <andythenorth> I think I did the sounds already supermop :P 15:17:31 <supermop> add trammies 15:17:41 <supermop> and labor disputes 15:19:17 <supermop> http://www.takver.com/history/tram_cv.jpg 15:19:26 <andythenorth> what makes 16? 15:19:28 <andythenorth> 5, 5, 6 15:19:34 <andythenorth> 6, 6, 4 15:19:53 <andythenorth> Wolf01: how’s NRT? :) 15:19:57 <andythenorth> stuck with something? 15:20:00 <supermop> my wife found that zine for me in seattle and got it due to tram on cover 15:20:29 <Wolf01> Ehm... I have no ides on how to go further O.o 15:20:34 <Wolf01> *ideas 15:21:12 <Wolf01> I was fiddling with something, but I was also really confused 15:22:25 <Wolf01> The main problem is that I can't understand how to fully separate it 15:23:45 <Wolf01> Once I unserstand what I have to do and how, I can start all the bits stuff and unpacket the subtypes as frosch/alberth said 15:24:06 <supermop> all trams have 2 staff until 1990, and which point running cost decreases significantly, but with non-zero chance of all trams breaking/crashing due to industrial action 15:25:35 <Alberth> always nice when people remember things you apparently said, that you have forgotten yourself already :) 15:26:07 <andythenorth> you said it in a paste which is gone from paste bin now :P 15:26:09 <supermop> where does the game store the crew number of vehicles, for reporting toll in crashes? 15:26:10 <andythenorth> sadly 15:26:49 <andythenorth> Wolf01: afaict, we don’t separate street / light rail when it comes to all the tile code 15:26:50 <Alberth> oh, I don't contest saying stuff about bits, I just don't remember it :p 15:27:14 <andythenorth> not sure though 15:27:16 <Alberth> but if it makes sense to you, all is fine :) 15:27:59 <andythenorth> Wolf01: some places, separation or not is potato/potato 15:28:13 <andythenorth> but for drawing it definitely makes no sense to separate handling that 15:28:28 <Wolf01> andythenorth, yes, as I understood the code, it doesn't make sense to completely separate the stuff, but I can't put the subtypes in the middle right now 15:28:28 <andythenorth> were you stuck on faking a newgrf? 15:29:22 <Wolf01> I just wanted to add a non-electric tram and electric tram types for testing purpose, but all the stuff I've done relies on grf code 15:29:49 <Wolf01> (I made the dropdown dynamic as the rail one) 15:30:30 <Wolf01> Also suddenly it seem I can't tell anymore if there's a "tram" loaded, so I can only see road 15:31:06 <andythenorth> probably no vehicle matching the type? 15:31:21 <Wolf01> The loop which checked if a company could build trams (from base OTTD) only finds one road vehicle 15:31:28 <andythenorth> my inclination was to go in baby steps 15:32:36 <andythenorth> perhaps first change the 78 or so calls to RoadType so they unpack the result into StreetType and LightRailType 15:32:48 <andythenorth> but only provide the default road and tram 15:33:03 <andythenorth> that’s a clean objective, then can connect up newgrf stuff 15:33:16 <andythenorth> then handle things like drawing catenary 15:33:20 *** tokai has joined #openttd 15:33:20 *** ChanServ sets mode: +v tokai 15:33:31 <andythenorth> then make the vehicles understand the relevant RoadType props 15:33:59 <andythenorth> in fact, vehicles first 15:34:07 <andythenorth> because need them to test with :P 15:34:12 <andythenorth> catenary second to that 15:34:35 <andythenorth> first / before catenary /s 15:38:03 <Wolf01> <andythenorth> perhaps first change the 78 or so calls to RoadType so they unpack the result into StreetType and LightRailType <- that's what I didn't understand, we already have 1 bit which tells if is road or tram, and we'll add 4 more (for each type) to store subtypes, I just have to put somewhere a function which does some bit shifting depending on roadtype 15:38:39 <andythenorth> we lose the 1 bit for road or tram ;) 15:38:46 <andythenorth> no need for it any more 15:39:31 <Wolf01> Because it's already the prop which defines what there's on the tile 15:39:34 * andythenorth looks what’s in m4 15:40:15 *** tokai|noir has quit IRC 15:42:40 <supermop> yo andythenorth 15:43:12 <supermop> 2nd gen mail car in IH colors as a freight car rather than mail/passenger when setting cc 15:45:15 <andythenorth> it does? o_O 15:45:22 <andythenorth> what’s the cargo? 15:45:28 <andythenorth> hmm 15:45:35 <andythenorth> does m4 have 8 bits free for road? 15:45:51 <andythenorth> I can’t figure out if level crossings use 4 of those bits 15:45:55 <supermop> andythenorth: http://imgur.com/a/CthiF 15:46:01 <supermop> cargo is mail 15:46:21 <andythenorth> hmm 15:46:56 <andythenorth> not sure what causes that :) 15:47:31 <supermop> i dont mind mail coloring different than passenger, but seems unintended 15:47:35 <andythenorth> it is 15:48:06 <supermop> tbh mail should color ren, and should recolor any diesel hauling it to red 15:48:10 <supermop> red 15:49:51 <supermop> plus i want sector appropriate logos on side of grey freight locos 15:53:33 <supermop> this is with spi, so maying that messes with mail? 15:55:45 *** Wormnest has quit IRC 15:58:58 <andythenorth> maybe 15:59:00 <andythenorth> dunno 15:59:12 * andythenorth tests 15:59:56 <Wolf01> <andythenorth> does m4 have 8 bits free for road? <- From wiki "uses 8 bits free in m8"? Also, there isn't m8, which might mean savegame bump, afterload conversion etc etc 16:00:48 <andythenorth> m8 there is a typo 16:00:55 <andythenorth> I think it’s supposed to be m4 16:00:57 <andythenorth> I’ll fix 16:03:08 <andythenorth> still not sure if there are 4 bits free in m4, or 8 16:03:12 <andythenorth> rail uses 4 of them 16:03:29 <andythenorth> and all 8 if it’s signalled 16:03:43 <andythenorth> so level crossing tiles don’t have any bits free in m4? 16:04:02 <Wolf01> Looking in landscape.html 16:04:08 <andythenorth> yeah 16:04:39 <Wolf01> Roads don't seem to use m4 16:05:22 <Wolf01> Rail uses all for signals and fence 16:05:36 <andythenorth> level crossing tiles have no signal? 16:05:52 * andythenorth guessing at this point :P 16:05:56 <Wolf01> No, it's not possible a signal on crossing 16:07:08 <Wolf01> Crossing is on m5 on roads 16:08:59 <andythenorth> ok so we use m4, two blocks of 4 bits, per StreetType and LightRailType 16:09:10 <andythenorth> deprecate m7 7..6 (road, tram) 16:10:03 <andythenorth> Alberth: you pasted some code which would unpack RoadTypes to StreetType and TramType a few months ago ;) 16:10:06 <andythenorth> but…I lost it :P 16:10:42 <Wolf01> I have logs, but I don't remember if I was here, and I wouldn't look for "alberth" in my logs 16:12:30 <andythenorth> https://paste.openttdcoop.org/pm1lubn4r 16:12:35 <andythenorth> I think 16:16:06 <Wolf01> Could be 16:17:56 <Alberth> that's not mine 16:18:20 <Wolf01> Maybe frosch? 16:19:08 <Alberth> I checked my logs around "StreetType" and I have no posted pastes there 16:20:21 <Alberth> I don't have that paste name in my logs, except for today 16:20:55 <Wolf01> It was pasted today 16:21:08 <Wolf01> The original got lost 16:21:48 <Alberth> fair enough 16:22:23 <frosch123> judging by the coding style neither me nor albert wrote that :p 16:22:52 <frosch123> anyway, what is the status for noroadtypes? 16:23:24 <Wolf01> Some gui separation for now, and a lot of confusion 16:23:40 <frosch123> do you store a streettype and a tramtype in the map? 16:23:55 <Wolf01> We'll do, in m4 16:24:26 <frosch123> i prefer to ignore all the track-compatibility stuff, and just go for more graphics 16:24:46 <frosch123> for that you need a concept how to layer the sprites 16:24:49 <Wolf01> That's also an option 16:25:00 *** trendynick has quit IRC 16:25:26 <frosch123> like, road underlay, walkway, tram-overlay, pylons, wires, ... 16:25:31 <frosch123> not sure whether in that order :) 16:25:58 <Wolf01> Defined by grf, which is the thing I'm not really good at 16:26:41 <Wolf01> (I can't even define a copy of a current roadtype) 16:27:00 <frosch123> first you need to define what the roadtype actually defines :) 16:27:03 <Wolf01> Also I think I'll have to revert that catenary thing I added last time 16:27:14 <frosch123> what is underlay, what is baseset, what is newgrf 16:27:48 <frosch123> like for rail: there is a grass-only-groundsprite from the baseset, then a railtype-underlay and railtype-overlay 16:27:59 <frosch123> how to compose roads though? 16:28:09 <frosch123> how to add walkways? trees? lamps? 16:28:13 <Wolf01> Looking at the landscape doc I think with layers we should be able to remove also the m7 bit 5 16:28:30 <frosch123> what is provided by baseset, what by roadgrf? 16:29:27 <frosch123> Wolf01: rails also have that snow bit :) 16:32:34 <andythenorth> should tram provide rails and underlay? 16:32:39 <andythenorth> underlay is only show if no road 16:32:49 <andythenorth> or are there separate sprites for with / without road? 16:35:14 <Wolf01> So, should I start with the paste stuff? 16:35:53 <Wolf01> Or we need another session of brainstorming? 16:37:19 <andythenorth> the stuff I pasted is junk maybe 16:37:21 <andythenorth> not sure 16:37:44 <andythenorth> I can find no local copy of the paste alberth gave me :P 16:41:16 <Wolf01> What about m6 bits 5..3? How whe should interact with them? 16:42:04 *** Mazur has joined #openttd 16:42:24 *** Mazur has quit IRC 16:43:13 <frosch123> https://paste.openttdcoop.org/pxubdgomf <- draft 16:43:43 <andythenorth> what are the m6 bits doing? 16:43:55 <Wolf01> lamps, trees, stuff 16:44:09 <Wolf01> Roadworks 16:44:35 <Wolf01> But there are distinctions between paved and unpaved road 16:45:26 <andythenorth> oh yeah found them 16:45:34 <andythenorth> weird indenting in landscape.html 16:45:52 *** Biolunar has quit IRC 16:46:04 <Wolf01> Because those could only appear with m5 bit 7 clear 16:47:11 <Wolf01> And the m6 bit 4? Cat ate that? 16:47:51 <andythenorth> seems those bits are unaffected by notroadtypes? 16:47:52 <Wolf01> Oh wait, only 3 bits, its a decimal number not the bit position 16:48:45 <Wolf01> What about an unpaved tram in the middle of a city? 16:49:20 <Wolf01> Or some other weird combination 16:49:54 <andythenorth> I think those bits are set by town zone no? 16:49:55 <andythenorth> mostly 16:50:01 <Wolf01> Yes, seem so 16:53:02 <frosch123> just ignore those bits :) 16:53:11 <frosch123> leave them to the default roads 16:53:18 <frosch123> newgrfs will have their own idea of townzones 16:54:34 <Wolf01> https://paste.openttdcoop.org/psgp4tw79 -> iv. do not at this stage try and handle multiple types of StreetType, TramType, assume only one of each ... :D 16:55:16 <andythenorth> :P 16:55:49 <Wolf01> 5. split types in global construction menu -> done 16:55:50 <andythenorth> frosch123: do you have a github user? o_O https://github.com/andythenorth/NotRoadTypes/wiki 16:56:39 <Wolf01> I'm the gui guy, it was the easiest thing (I did it also to get again confidence with the ottd code) 16:56:57 <frosch123> no, git is shit 16:57:03 <andythenorth> nvm 16:57:24 <frosch123> i have no bitbucket account either though :p 16:58:42 *** Mazur has joined #openttd 16:58:43 <frosch123> so you already have a spec? 16:59:14 <andythenorth> somewhat only 16:59:20 <andythenorth> it’s an idea 16:59:36 <Wolf01> In words I think yes, we should do a map of bits and features 16:59:41 *** glx has joined #openttd 16:59:41 *** ChanServ sets mode: +v glx 16:59:54 <andythenorth> better yes 16:59:56 <frosch123> i put the sidewalks onto the lowest layer, so that they can be used from the baseset, similar as for bridges 17:00:05 <andythenorth> makes sense 17:00:07 *** Wormnest has joined #openttd 17:00:11 <frosch123> that allows new tramtypes with default road 17:00:23 <frosch123> but disallows roads from designing the border 17:00:36 <frosch123> i.e. yout cannot make all-yellow roads 17:00:49 <frosch123> since you don't know the exact pixels the baseset uses for walkway 17:01:12 <frosch123> you will always have to make assumptions about the walkway, like for bridges 17:11:19 * andythenorth making all the freight trams symmetrical 17:11:22 <andythenorth> bit of redrawing 17:11:24 <andythenorth> but is nice touch 17:12:49 * Wolf01 prepares to go out alone 17:30:26 <Wolf01> BBL 17:34:01 <andythenorth> bye :) 17:40:21 *** Snail has quit IRC 17:51:31 *** Samu has joined #openttd 18:14:50 *** Progman has joined #openttd 18:27:24 <Samu> i'm back to my system 18:27:35 <Samu> visual studio is taking too long to load symbols 18:27:48 <Samu> what are these symbols for? 18:28:06 <Samu> Microsoft Symbol Servers 18:34:31 *** tycoondemon has joined #openttd 18:46:23 *** Supercheese has joined #openttd 18:47:12 *** sla_ro|master has quit IRC 18:50:23 *** tycoondemon has quit IRC 18:55:21 <glx> you need symbols for debugging 18:55:34 <glx> contains functions names mainly 18:58:38 *** frosch123 has quit IRC 19:03:49 <Wolf01> Bah, outside is boring, I won't suggest it 19:07:17 <Samu> just cleaned all objects and stuff, lets hope i can debug 19:10:26 <Samu> meanwhile, I'm testing this https://paste.openttdcoop.org/p9jfcdsya 19:11:04 <Samu> want to prevent towns from building on tiles that contain water 19:11:21 *** gelignite has joined #openttd 19:12:33 <Samu> town growth code is quite complex, any advice I should take into account? 19:14:24 <_dp_> Samu, depends on what you want to do 19:23:17 *** Mazur has quit IRC 19:28:28 <andythenorth> Wolf01: outside is raining :P 19:28:41 <andythenorth> where’s that code albert gave me? 19:28:43 * andythenorth looks 19:29:30 *** mescalito_ has quit IRC 19:33:59 <Samu> I am worried about town growth deadlocks 19:34:05 <Samu> _dp_: 19:34:42 <andythenorth> can’t find that code :P 19:35:53 <_dp_> Samu, build spirals ^^ 19:40:04 <Alberth> andy, maybe just reconstruct it? 19:41:11 <Wolf01> Yes, it should have been just a proof of concept, not a final code 19:41:38 <V453000> fucking shithell 19:41:38 <V453000> XD 19:41:48 <V453000> I made a decision to render in cycles in blender but it's too shit 19:41:50 <V453000> need vray XD 19:42:12 *** Samu_ has joined #openttd 19:42:27 <Alberth> or wray, it has more Vs 19:46:13 <V453000> hm I could try to put Vray to blender :D 19:46:15 *** Samu has quit IRC 19:47:55 <andythenorth> it was code that I would have no idea how to write :) 19:48:16 <andythenorth> it was a replacement RoadTypes enum, and some functions to access it to pick out street or tram 19:48:33 <andythenorth> access / use /s 19:48:44 <Supercheese> roadtypes wot wot 19:49:02 <Wolf01> I think that's my job, you have already to struggle with layers, sprite composition, catenary... 19:49:51 *** Arveen has quit IRC 19:51:49 <Wolf01> The problem is how to structure bits. At firts I thought they were 2 indexes of grf spec, but now I'm not so sure 19:52:08 <Wolf01> Hence the confusion 19:52:54 <Wolf01> What m4 stores? 2 indexes or 2 sets of flags? 19:53:11 <andythenorth> 2 indexes 19:53:28 <Wolf01> Ok, so we need to define the spec 19:53:28 <andythenorth> just an integer no? 19:53:32 <Wolf01> Yes 19:54:11 <Wolf01> I always worked with flags where the integer was a combination of features 19:54:52 <Alberth> GB and SB handles keeping bits together 20:01:54 <Samu_> 7>..\src\town_cmd.cpp(1048): warning C4554: '&': check operator precedence for possible error; use parentheses to clarify precedence 20:02:11 <Samu_> if (TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)) & TRACK_BIT_ALL != TRACK_BIT_NONE) return false; 20:02:18 <Samu_> parentheses where? 20:02:52 <glx> after if, before != 20:03:11 <Samu_> hmm, brb 20:03:54 <Wolf01> https://paste.openttdcoop.org/pbdvkb8pg could be useful? 20:07:19 <andythenorth> yours? 20:07:28 <Wolf01> A part of my tests 20:08:14 <Wolf01> I would like to start from scratch 20:11:49 <Wolf01> https://paste.openttdcoop.org/pjwi4vlhg the full patch, with test stuff too 20:13:24 <Alberth> I could see roadtypes.h also in src/table, eventually 20:13:40 <Wolf01> Then I found I could just check the misc flags to know ifa a vehicle was a tram :P 20:14:00 <Alberth> one more mystery solved :) 20:14:24 <andythenorth> yeah it’s just a bool 20:14:24 <Wolf01> But a proper property should be better 20:14:51 <andythenorth> it will likely just be a match between vehicle label and available roadtype labels 20:15:05 <Wolf01> As a misc flag could be used to define which variant of light rail could travel to 20:15:21 <Wolf01> Or other non-important stuff 20:16:15 <Alberth> nn 20:16:25 <Wolf01> There is the roadtypes.h, line 752 20:16:25 *** Alberth has left #openttd 20:16:31 <Wolf01> Oh 20:17:22 <Samu_> if ((TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)) & TRACK_BIT_ALL) != TRACK_BIT_NONE) return false; 20:17:25 <Samu_> ah got it 20:17:33 <Samu_> ty glx 20:18:29 <Wolf01> I'm really open for suggestions 20:21:22 <supermop> hm what looks better, lay up on down track before up turn, build bay platform and lay up in bay, or build siding/yard down from station to lay up and turn in? 20:23:08 <supermop> layup on the down track is iffy as next down through train comes past 4 days after the train tuns 20:23:12 <supermop> turns 20:23:44 <supermop> vulcan with 5 tile rake likely can't accelerate fast enough to clear the line 20:24:31 <supermop> the minimalist crossover is cute though 20:26:39 <supermop> i guess waiting in a bay platform is good for station raating 20:28:49 * andythenorth can hear Massive Attack playing 20:28:50 <andythenorth> in the rain 20:34:06 <supermop> dont think i've heard massive attack in a good 10 years 20:34:55 <andythenorth> they’re playing live now 20:35:01 <andythenorth> about 2 miles away :P 20:35:16 <andythenorth> open air concert, much rain 20:36:32 *** Lejving has quit IRC 20:40:34 *** Lejving has joined #openttd 20:41:01 <Wolf01> With the air conditioner on I can hear a cover band playing, just behind my home (300m), don't know which group :P 20:44:48 <Samu_> _grow_town_result - there are several results, hmm must find the list 21:09:10 *** Samu_ has quit IRC 21:18:10 *** Lejving has quit IRC 21:20:54 <andythenorth> bye 21:20:56 *** andythenorth has quit IRC 21:24:35 *** Wormnest has quit IRC 21:37:01 *** Lejving has joined #openttd 21:46:45 *** Progman has quit IRC 21:48:46 <Wolf01> 'night 21:48:50 *** Wolf01 has quit IRC 21:52:25 *** Gja has quit IRC 21:55:16 *** TrueBrain_ has joined #openttd 21:55:16 *** TrueBrain has quit IRC 21:58:07 *** TrueBrain_ is now known as TrueBrain 22:04:48 *** mescalito has joined #openttd 22:05:04 *** Samu has joined #openttd 22:05:38 <Samu> hmm problem seems to be with 2x2 grid and 3x3 grid 22:05:59 *** Macha has joined #openttd 22:08:40 <Samu> static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir) 22:11:41 <_dp_> Samu, yeah, they suck 22:11:41 <_dp_> Samu, and if you're looking for infinitely growing layout there aren't many options really 22:11:41 <_dp_> Samu, because anything that has loops or dead ends is gonna stuck eventually 22:16:44 <Samu> i need to read log, i'm lost in conversation 22:16:54 <Samu> @logs 22:16:55 <DorpsGek> Samu: https://webster.openttdcoop.org/index.php?channel=openttd 22:19:38 <Samu> hopefully my computer doesn't crash in the mean time 22:19:57 <Samu> okay, the issue I got is with 2x2 and 3x3 grids, about roadbits growth 22:20:25 <Samu> when extending the road in a direction, it still builds on water 22:21:24 <Samu> I see a rb_template that disregards anykind of water in the tile, it only looks at the slope configuration 22:21:55 <Samu> something tells me this is the faulty function GetTownRoadGridElement 22:22:14 <Samu> something needs to be added to check for water in the tile, but how am I doing that? 22:22:47 <Samu> but i may be wrong, the whole town growth stuff is complicated to follow :( 22:27:53 <_dp_> Samu, and what's the problem with water? 22:28:49 <_dp_> Samu, bridge counts as one road tile so except for town zones it hardly affects anything 22:30:06 *** Macha has quit IRC 22:41:39 <Samu> ah, i see 22:42:10 <Samu> case TL_3X3_GRID: 22:42:15 <Samu> case TL_2X2_GRID: 22:42:45 <Samu> if (!IsRoadAllowedHere(t1, tile, target_dir)) return; is missing there 22:42:51 <Samu> I wonder why 22:44:19 *** keoz has quit IRC 22:51:00 *** Lejving has quit IRC 22:57:20 *** sim-al2 has quit IRC 23:03:10 <Samu> if (HasTileWaterGround(tile)) return; - this function is returning false for coasts.... 23:07:17 *** CompuDesktop has joined #openttd 23:07:19 *** sim-al2 has joined #openttd 23:09:36 *** sim-al2 has quit IRC 23:09:36 *** Supercheese has quit IRC 23:09:36 *** nilez has quit IRC 23:09:36 *** mindlesstux has quit IRC 23:09:36 *** Compu has quit IRC 23:09:36 *** Clockworker has quit IRC 23:09:36 *** ST2 has quit IRC 23:09:36 *** dpk has quit IRC 23:09:36 *** _dp_ has quit IRC 23:09:36 *** Sylf has quit IRC 23:09:36 *** planetmaker has quit IRC 23:09:36 *** ccfreak2k has quit IRC 23:12:31 *** sim-al2 has joined #openttd 23:12:31 *** Supercheese has joined #openttd 23:12:31 *** nilez has joined #openttd 23:12:31 *** mindlesstux has joined #openttd 23:12:31 *** Compu has joined #openttd 23:12:31 *** Clockworker has joined #openttd 23:12:31 *** planetmaker has joined #openttd 23:12:31 *** dpk has joined #openttd 23:12:31 *** ccfreak2k has joined #openttd 23:12:31 *** Sylf has joined #openttd 23:12:31 *** _dp_ has joined #openttd 23:12:31 *** ST2 has joined #openttd 23:12:31 *** charm.oftc.net sets mode: +ov planetmaker planetmaker 23:12:35 *** Compu has quit IRC