Log for #openttd on 8th September 2016:
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00:30:52  <Samu> finally made the map
00:31:36  <Samu> i got to test at 94 km/h because the fastest road vehicle making turns is limited to this speed
00:31:45  <Samu> i also decreased from 2000 tiles to 1999 tiles distance
00:33:24  <Samu> my internet connection isn't doing good today
00:33:32  <Samu> @logs
00:33:32  <DorpsGek> Samu:
00:38:04  <Samu> well
00:38:12  <Samu> this is the best approximation yet
00:38:22  <Samu> gonna post screenshot
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01:03:36  <Samu> bah damn internet, i can't post it
01:04:13  <Samu> patched -
01:04:26  <Samu> original -
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01:06:40  <Samu> anyone here?
01:06:49  <Samu> i can't post on the forum, internet issues today
01:08:09  <Samu> oh i guess i just could, tomorrow i'll edit the post with a better description
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07:09:19  <Wolf01> o/
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09:46:03  <Samu> hi
09:47:24  <Samu> just found yet another situation where a dock can be blocking another dock
09:47:34  <Samu> but this time it's not caused by my patch
09:48:30  <Samu> thus it's also present in 1.6.1
09:50:50  <Samu> will try to fix it
09:50:52  <Samu> brb
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10:17:59  <Samu> - problem here
10:18:45  <Samu> how to extract the tile paralel to axis-X
10:20:09  <Samu> i got diagdir, hmm i think i can do this
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11:47:51  <Samu> question, how do i get a specific industry tile gfx while it's under construction?
11:48:03  <Samu> problem is the oil rig
11:49:34  <Samu> that tile that transforms into the oil rig station has several phases
11:49:48  <Samu> when it's under construction
11:49:51  <Samu> is my problem
11:50:30  <Samu> i want to prevent a dock to be placed in the docking area of the yet-to-be an oil rig station
11:50:45  <Samu> how do I get that?
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12:48:42  <Samu> bah internet
12:48:46  <Samu> @logs
12:48:46  <DorpsGek> Samu:
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14:14:05  <Samu> who's a code expert here? - lines 12-17 and 20-25 are exactly equal, how do I avoid repetition?
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14:27:05  <Samu> can't use st for station, another st of the same name is being used afterwards
14:27:17  <Samu> dock_adj it is
14:29:16  <supermop> yo
14:35:05  <Samu> hi
14:35:25  <Samu> how do i avoid code repetition?
14:44:42  <Samu> i'd like to GetDockOffset of a Oil Rig before the Oil Rig station is built
14:44:47  <Samu> without getting an assert
14:45:44  <Samu> the fucntion is assuming that the station is already there.... but it's still under construction
14:47:36  <Samu> or if i can't get that offset
14:47:45  <Samu> i will assume it won't change in the future
14:48:03  <Samu> and use tilediff directly
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14:57:23  <Samu> this could be better, i am repeating code - anyone halp!!!
15:05:10  <_dp_> Samu, do function or loop
15:08:19  <Samu> not sure how to do it, i've done it before, but tile_adj isn't a simple tile_adj++ thingy
15:08:32  <Samu> i was used to i++
15:11:45  <_dp_> Samu, you mean you only learned loops with ++? Great, go learn the rest of the language :p
15:12:47  <_dp_> Samu, although, function is probably better in this particular case.
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16:10:44  <Samu> IsTileDock vs IsDockTile, name is confusing
16:11:02  <Samu> IsTileDock = is this tile being used for docking ships
16:11:45  <Samu> IsDockTile - is there a dock at this tile
16:20:17  <LordAro> heh
16:20:34  <LordAro> as long as the doc comment on the function says as much, it's not *too* much of an issue
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16:44:24  <Samu> 'IsTileDock': not all control paths return a value	openttd	d:\openttd\trunk\src\station_cmd.cpp	2456
16:44:40  <Samu> meh, i'll figure it out
16:51:01  <Samu> TileAddByDiagDir is bugged
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16:51:37  <Samu> static inline TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
16:51:45  <Samu> * @param dir The direction in which we want to step
16:51:52  <Samu> if the dir is NE
16:52:07  <Samu> wouldn't that mean if I'm on tile 1000, I'm now on tile 999?
16:52:16  <Samu> it is returning tile 1001
16:52:26  <Samu> is that intended? am i misinterpreting something
16:55:26  <Samu> nevermind, i was misinterpreting it
16:55:33  <Samu> :(
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17:45:08  <Alberth> o/
17:45:34  <frosch123> lo
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18:35:34  <Wolf01> o/
18:36:22  <andythenorth> o/
18:43:45  <Samu> 		GetIndustryType returned	5 '\x5'	unsigned char
18:43:58  <Samu> isn't there a name for it?
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18:44:05  <Samu> OILRIG or so?
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18:47:34  <_dp_> So, does anyone know why road lanes coordinates are asymmetrical? Namely 5 and 9
18:48:07  <_dp_> I would understand 5, 10 or 6, 10 but this doesn't seem to make sense
18:48:08  <Eddi|zuHause> what do you mean?
18:48:24  <Wolf01> |.....||...|
18:49:04  <frosch123> because that is what looked right to some eye at some point
18:49:13  <Wolf01> Because the original designers fucked things up a lot and we just kept the same sizes
18:49:19  <frosch123> bridge pillars are also complete non-sense when looking at the 3d positions
18:49:30  <_dp_> Eddi|zuHause, check roadveh_movement.h, rv goes on subcoord 5 in one direction and 9 on other
18:50:25  <_dp_> Did anyone try changing them? Coz it screws up turns making them all different
18:50:45  <Wolf01> It's a statemachine problem
18:50:49  <frosch123> _dp_: also, rv width is 3
18:50:56  <_dp_> And leads to all nonsense with roads having different lenght when travelled backwards
18:51:04  <frosch123> so the center cannot be in the center, it needs to be on one side
18:52:23  <Eddi|zuHause> i better stop it right here. there's only one place where this discussion can end: state machines
18:52:34  <_dp_> frosch123, I'm talking about straight roads atm, when rv's are visually diagonal
18:52:50  <frosch123> yes, and the bounding box has width 3
18:52:59  <frosch123> so the offset is 1 or 2 from the borders
18:53:24  <frosch123> anyway, orientation/lane is swapped when switching road side
18:53:31  <frosch123> it just needs to look right for both
18:53:59  <frosch123> so you cannot make them symmetrical, but put the remainder from centering width 3 onto the same side
18:54:09  <V453000> DO YOU EVEN SLUG?
18:54:35  <frosch123> i feel more snail today
18:55:14  <Eddi|zuHause> i'm still not sure how english ended up with two different words for slug and snail
18:55:55  <ST2> guess they didn't understood the meaning of lazyness :D
18:55:55  <andythenorth> :o
18:56:00  <andythenorth> other languages don’t?
18:56:05  <V453000> every civilized language does that Eddi|zuHause
18:56:31  <frosch123> andythenorth: it's "snail" and "naked snail" in german
18:56:37  <Eddi|zuHause> no, the advanced german language has compound words for this stuff
18:57:00  <glx> "escargot" and "limace" here :)
18:57:27  <frosch123> Eddi|zuHause: anyway, why have different names for needle trees?
18:57:43  <_dp_> frosch123, you mean width projection on x screen axis?
18:58:02  <frosch123> _dp_: RoadVehicle::UpdateDeltaXY
18:58:08  <frosch123> or ctrl+b in-game
18:58:20  <_dp_> frosch123, also it doesn's rly look right to me now, they are driving on markings :p
19:00:40  <_dp_> frosch123, you mean update_coordinates hotkey? I probaly have it reassigned
19:00:51  <frosch123> no, bounding boxes
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19:08:49  <_dp_> frosch123, is it accessible through menu somehow, can't get hotkey to work for some reason
19:09:14  <frosch123> it's probably in the ? menu, when newgrf dev stuff is enabled
19:09:39  <frosch123> the latter likely also applies to the hotkey :p
19:12:26  <_dp_> frosch123, oh, yeah, it does
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19:32:52  <_dp_> doesn't look right to me either way, bottom lane can really use +1 +1 ofsset imo
19:33:47  <_dp_> if not +2
19:34:12  <andythenorth> _dp_: for extra fun gags, try that with trams
19:34:20  <andythenorth> try lining trams up to their tracks reliably :P
19:34:31  <andythenorth> eh, computer says no
19:35:13  <Samu> is this good english?  * Is this tile a target for ships to get to a nearby dock?
19:38:18  <andythenorth> is fine
19:40:25  <_dp_> andythenorth, doesn't look any different to me
19:47:33  <andythenorth> one of them doesn’t align to the rails
19:47:43  <frosch123> cleary the tracks are in the wrong position
19:47:43  <andythenorth> but does align to the bounding box
19:48:41  <andythenorth> frosch123: is that definite? o_O
19:48:53  <andythenorth> I wondered if the vehicle was in the wrong position
19:48:58  <andythenorth> potato / potato :P
19:49:10  <frosch123> no idea, count the pixels :)
19:49:15  <_dp_> andythenorth, yeah, same for rvs, and that's what i'm talking about, one using coord 5 is fine and 9 looks wrong
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19:51:07  <andythenorth> _dp_: patch it and see if it looks better? o_O
19:51:38  <_dp_> andythenorth, on it
19:52:01  <frosch123> andythenorth: it's bogus :) unless you stick to a fixed vehicle width, it is always wrong
19:52:04  <_dp_> andythenorth, it's not about visuals for me thought but about virtual coords making sense)
19:52:23  <frosch123> the virtual coords are perfectly fine
19:52:46  <_dp_> frosch123, how's that fine, all turns have different length
19:53:32  <andythenorth> frosch123: fixed vehicle width? o_O
19:54:39  <frosch123> ah, no, indeed, virtual are off
19:54:50  <frosch123> vehicles would need width 4 to make it correct
19:55:23  <frosch123> if you give them width 4, then the vehicle is from 4/16-8/16, and 8/16-12/16
19:55:36  <frosch123> so, yeah, vehicles are too small
19:56:58  <_dp_> frosch123, how does width matter for virtual ones? It's basically center
19:57:09  <_dp_> frosch123, visual offsets come in later
19:58:46  <frosch123> integers are not as easy as real numbers
19:59:01  <frosch123> "centers" are complicated
19:59:26  <andythenorth> odd and even?  or more complicated than that?
19:59:28  <frosch123> you get different result with using "pixel start" or "pixel center"
20:00:51  <frosch123> i wouldn't even be able to tell whether the track is in the middle of the tile
20:01:06  <frosch123> because i cannot tell whether the tile grid is on one tile or the other
20:01:14  <_dp_> frosch123, well, yeah, but why do virtual coords have to deal with pixels
20:01:35  <_dp_> frosch123, and they are wrong no matter how you treat them, as start or as center
20:01:41  <frosch123> because virtual coords are for drawing
20:01:58  <frosch123> frames are for movement
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20:02:31  <_dp_> frosch123, wait, what do you call virtual coords, pos_x pos_y ?
20:03:41  <_dp_> they are used for movement
20:06:05  <_dp_> frosch123, and even in frames some turns take 8 some 9
20:06:46  <_dp_> or 10-11 if you consider turning hack
20:07:20  <frosch123> short curves are 8 frames, long curves are 16 frames
20:07:32  <frosch123> the position does not affect the movement at all
20:08:01  <_dp_> frosch123, _roadveh_drive_data_5 short curve 9 frames
20:08:49  <frosch123> so someone miscounted :p
20:08:49  <_dp_> frosch123, also 19, same for long ones, some have +1
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20:09:29  <frosch123> ah well, let eddi fix it
20:10:32  <_dp_> frosch123, it also doubles frame when turning because of articulated-vehicle-something-I-don't-understand-yet
20:11:11  <frosch123> it doubles frames when changing orientation
20:11:18  <frosch123> which it should do twice in every curve
20:12:49  <_dp_> frosch123, well, yeah, it adds same to length but is still kinda weird
20:13:08  <_dp_> frosch123, thains don't double when turning
20:14:06  <frosch123> games are not made to be logic, but to look nice and be fun
20:14:44  <_dp_> frosch123, how can it be fun without logic :p ^^
20:17:50  <_dp_> also don't rly see why those have to be mutually exclusive
20:18:07  <Alberth> no logic is a lot more fun, figuring out how it works :p
20:19:29  <frosch123> if someone thought it looks better if vehicles do not jump positon and jump orientation at once, then be it
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20:21:44  <_dp_> frosch123, I think I found that someone ;)
20:21:45  <_dp_>;a=commit;f=src/roadveh_cmd.cpp;h=7fcae50579f69e6d4fba8d4e9445ef5e93c1c711
20:23:35  <_dp_> ok, mb not...
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20:27:08  <Samu> i need halp
20:27:26  <Samu>
20:27:32  <Samu> the description needs help
20:27:37  <Samu> i don't know what to type there
20:27:44  <Samu> about diagdir
20:28:19  <Samu> diagdir is optional
20:28:26  <frosch123> i wonder whether there is a typo in the commit message, or whether it is just a scary story of searching for desyncs in arcane places, which turned out to be somewhere else
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20:29:31  <Samu> if diagdir is not provided, the function will still function
20:30:07  <Samu> but when it finds a tile that is a target for docking, it won't care about the axis and just return true
20:30:45  <Samu> how do I describe this in the description?
20:30:47  <_dp_> frosch123, well, changes are clearly not related to any desyncs
20:31:31  <_dp_> frosch123, mb it was supposed to be 5822
20:31:54  <_dp_>;a=commit;f=src/roadveh_cmd.cpp;h=cc5e8bf56d47d50aa07a300c53b62bcd0d8bb681
20:32:35  <_dp_> and here it all started
20:32:36  <_dp_>;a=commit;h=838862428498b5eed46356c5037eddb8af908398
20:38:25  <Samu>  * @param diagdir Optional diagonal direction to compare its axis against
20:38:29  <Samu> is this better?
20:38:51  <Samu> what's the opposite of against? i really suck at english today
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20:40:50  <_dp_> yeah, that will be the last one, before that it goes pretty much unchanged since r1
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21:07:48  <Samu> can someone please tell me if this description is clear?
21:24:18  <Samu> oops, it's not True, it's False
21:25:36  <Samu> fixed, plz tell me if it's clear -
21:30:45  <Wolf01> found the hypetrain :O
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21:52:54  <Samu> uh, what error is expected when u build a dock near the oil rig station? Too close to another dock or unsuitable location?
21:53:11  <Samu> is that station really a dock?
21:53:48  <Samu> is the player going to understand when he gets the "too close to another dock" error?
21:54:58  <Samu> I'm inclined towards sending the "too close to another dock" message
22:00:44  <Wolf01> I'm reading an article and I found this: "The number one thing I could not get into my skull as a junior developer was, you cannot solve a bug without understanding an execution state that manifests it."
22:00:57  <Eddi|zuHause> i'm assuming that second part of the video is sped up
22:01:22  <Wolf01> I hope it too :P
22:02:04  <Eddi|zuHause> also, i'm pretty sure i asked this before: why is it called "photo" when it's a video?
22:02:40  <Wolf01> I think they weren't smarte enough to use 2 folders or just "media"
22:03:23  <Wolf01> Samu, give this a read, it might help you too:
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22:17:19  <Samu> hmm not sure what is refactor
22:17:37  <Samu> or execution state for that matter
22:19:02  <Wolf01> Then you should learn both
22:22:27  <_dp_> debugging via refactoring probably won't work with openttd though
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22:22:54  <Wolf01> No, maybe in some little cases it does
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22:27:48  <Wolf01> 'night
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22:29:17  <_dp_> speaking of the execution state... if articulated part is on same tile as previous one ttd thinks that vehicle is reversing
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22:33:53  <_dp_> ... and nvm, I thought it over ^^
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22:48:31  <Samu> i never know if i use static inline, or static, or inline or nothing at all
22:48:55  <Samu> i never see any difference
22:49:52  <Samu> btw i changed it from a bool to a CommandCost
22:50:24  <Samu>
22:51:48  <Samu> what do I use? static inline CommandCost? static CommandCost? CommandCost? inline CommandCost?
22:51:56  <Samu> something else?
22:52:59  <_dp_> Samu, if static compiles use it, inline don't use
22:53:18  <_dp_> Samu, though it's better to understand what they do
22:54:39  <Samu> all of them compile
22:56:16  <Samu> those guides don't teach me much
22:59:08  <Samu> hmm the function is in the same file that will use it
22:59:16  <Samu> so this is what inline means?
23:01:39  <_dp_> Samu, inline is a performance hint for compiler
23:02:24  <_dp_> Samu, now sure if modern compilers pay any attention to it whatsoever
23:03:07  <_dp_> Samu, so just mark them static whenever possible and let compiler decide on optimizations
23:05:48  <_dp_> same goes for const btw
23:05:57  <Samu> alright, thx
23:06:52  <Samu> - last revision, and i'm done
23:07:02  <Samu> will post
23:11:50  <Samu>
23:11:54  <Samu> tada!
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23:21:04  <Samu> back to yesterday
23:21:25  <Samu> _dp_: my savegame might be useful, perhaps
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23:22:10  <Samu> there are 2 big roads in zig-zag direction
23:22:32  <Samu> took me a while to edit the damn map, hope it's useful
23:26:20  <_dp_> Samu, not much, I've already found what's causing it
23:26:44  <Samu> oh well :)
23:26:45  <_dp_> Samu, if mb to verify once it's fixed
23:26:50  <_dp_> if ever...
23:35:27  <Samu> regarding road vehicles
23:36:11  <Samu> with drive on right, going S to N seems to be the only correct travel time
23:36:33  <Samu> when in comparison to NW <-> SE and NE <-> SW
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