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Log for #openttd on 22nd November 2017:
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00:05:15  <Samu> here's the problem exemplified https://imgur.com/6PHynPL
00:05:53  <Samu> river is not connected to the water stream on locks
00:07:41  <Samu> but i have ensured already that the terrain is "friendly", it is missing 1, or 2, or 3 river tiles to complete the connection
00:08:50  <Samu> no terraforming is needed
00:09:37  <Samu> what can i do to make aystar build a path that accounts for the water stream when building locks?
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01:13:09  <Samu> :(
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15:46:06  <Samu> @calc 4294967295 + 1
15:46:06  <DorpsGek> Samu: 4294967296
15:46:15  <Samu> u sure?
15:46:35  <Samu> i got 0 :(
15:46:47  <supermop> wut
15:52:08  <Samu> @calc 0xffffffff + 1
15:52:08  <DorpsGek> Samu: 4294967296
15:52:41  <LordAro> Samu: fairly sure DorpsGek does not use 32bit integers
15:52:54  <crem> @calc 0xffffffffffffffff + 1
15:52:54  <DorpsGek> crem: 18446744073709551616
15:53:03  <crem> @calc 0xffffffffffffffffffffffffffffffffffffffffffffffffffff + 1
15:53:03  <DorpsGek> crem: 411376139330301510538742295639337626245683966408394965837152256
15:53:10  <LordAro> yeah, supybot is python
15:53:15  <LordAro> so arbitrary size
15:53:18  <LordAro> (ish)
15:53:24  <crem> @calc 0xfffffffffffffffffffffffffffffffffffffffffffff ** 0xffff
15:53:24  <DorpsGek> crem: Error: The answer exceeded 1.79769313486e+308 or so.
15:53:32  <LordAro> lol
15:53:42  <crem> @calc 1.79769313486e+308 + 1
15:53:42  <DorpsGek> crem: Error: invalid syntax (<string>, line 1)
15:54:10  <LordAro> @calc (1 << (1 << (1 << 10)))
15:54:10  <DorpsGek> LordAro: Error: Something in there wasn't a valid number.
15:54:26  <LordAro> @calc 1 << 10
15:54:26  <DorpsGek> LordAro: Error: Something in there wasn't a valid number.
15:54:43  <LordAro> @calc 1 ** (1 ** 10)
15:54:43  <DorpsGek> LordAro: 1
15:54:47  <LordAro> er
15:54:48  <LordAro> shh
15:55:57  <crem> @calc 10 ** 308
15:55:57  <DorpsGek> crem: 100000000000000001097906362944045541740492309677311846336810682903157585404911491537163328978494688899061249669721172515611590283743140088328307009198146046031271664502933027185697489699588559043338384466165001178426897626212945177628091195786707458122783970171784415105291802893207873272974885715430223118336
15:56:00  <crem> @calc 10 ** 309
15:56:00  <DorpsGek> crem: Error: The answer exceeded 1.79769313486e+308 or so.
15:56:24  <crem> I thought 10 ** 308 should be a round number though.
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15:58:52  <crem> @calc 10000000000000000 - 1
15:58:52  <DorpsGek> crem: 10000000000000000
15:59:32  <LordAro> crem: max double size
16:00:42  <crem> Yes I understand, but if it's python, why doesn't it use arbitrary size integers. Python does not fail on the same examples.
16:00:51  <LordAro> so it doesn't
16:00:56  <LordAro> depends how supybot implements it
16:01:05  <LordAro> probably not just doing "10**308" in python
16:02:19  <LordAro> @version
16:02:20  <DorpsGek> LordAro: The current (running) version of this Supybot is 0.83.4.1.  The newest version available online is 0.83.4.1.
16:03:27  <LordAro> https://github.com/Supybot/Supybot/blob/master/plugins/Math/plugin.py#L154
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16:05:14  <Samu> why is debug mode so terribly slow at generating a 4kx4k map?
16:05:46  <LordAro> probably because debug mode
16:05:55  <LordAro> and 4kx4k
16:07:28  <Samu> trying to test if my friendly river doesn't bug out, so decided to try that size
16:08:55  <Samu> it's already past river generation, didn't assert, so far so good, let's hope that everything is connected now
16:15:45  <Samu> it is a good things that rivers are generated before towns
16:15:59  <Samu> thing*
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16:26:19  <Samu> aww crap, i found an issue
16:29:42  <Samu> river junctions are not properly dealt with, hmm how am i gonna fix this
16:29:53  <Samu> when a river joins another
16:30:47  <Samu> seems to be a very rare occurence, but it happened, hmm :(
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16:48:03  <Samu> damn, how am i gonna detect a "yet-to-be-a-lock" tile
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18:43:52  <andythenorth> o/
18:46:11  <Alberth> o/
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18:47:59  <Eddi|zuHause> @calc 09*012
18:47:59  <DorpsGek> Eddi|zuHause: 90
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18:48:09  <Eddi|zuHause> cute :p
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18:50:59  <frosch123> @calc 0F*15
18:50:59  <DorpsGek> frosch123: Error: invalid syntax (<string>, line 1)
18:51:06  <frosch123> aw
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20:07:59  <stefino> hi. if I'm trying to code houses and it wrote in graphics block that "Directly referring to sprite sets is not possible for feature 07" what does it mean? Code here https://paste.openttdcoop.org/p7xakrcyw , thanks
20:14:22  <frosch123> https://newgrf-specs.tt-wiki.net/wiki/NML:Spritelayout <- for houses, industry tiles and objects you need to use that
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20:19:26  <stefino> oh :) okay, try to do that :) and maybe one question. I use some parts of code from Polish building set and he has here "switch_houses_cargo_type_accept", what is in graphics block too. But nml says that "Callback results are limited to -16384..16383 for signed number and 0..32767 fr unsigned number.  Nml encountered 34515. What I have to change? O.o
20:23:24  <Eddi|zuHause> difficult to say without the code
20:32:06  <stefino> code is above....https://paste.openttdcoop.org/p7xakrcyw
20:33:53  <frosch123> you need to put the cargo labels PASS, MAIL, FOOD and GOOD to the front of your cargotabler
20:34:01  <frosch123> they must be within the first 32 items
20:34:24  <frosch123> "cargo_type_accept" can only return a selection of the first 32
20:34:56  <stefino> oh
20:36:50  <stefino> okay, it works :) now let's go change spriteset into spritelayout :)
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21:29:27  <andythenorth> such cat
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22:02:31  <Samu> it is soo hard to work with an imaginary lock
22:03:14  <Samu> if i build locks everywhere, things become easier to deal with, but ultimately, I don't wanna have locks there, I just have to imagine they're there...
22:03:47  <Samu> I'm coding for an imaginary lock
22:03:52  <Samu> am I insane?
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22:13:25  <Eddi|zuHause> miau
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