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Log for #openttd on 16th January 2008:
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00:08:16  *** Wezz6400 [~Wezz6400@145-118-108-75.fttx.bbned.nl] has quit [Quit: Zzz]
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00:28:31  <fjb> The path guessing algorithm is almost unusable with single track lines. :-(
00:29:01  <Gekz> lol
00:29:07  <Gekz> that just sounds insane.
00:30:30  <fjb> And the bad thing is that it doesn't find it's way back to the route once it lost it.
00:30:53  <Gekz> awesome.
00:30:56  <Gekz> give it a high five.
00:32:03  <fjb> And I can't afford to build doble track everywhere. That is just stupid for that few trains on that lines.
00:33:11  <Rubidium> can't afford?
00:33:30  <Rubidium> just make a debug build and you can afford anything without using the cheat window ;)
00:33:51  <Rubidium> by pressing ALT-1
00:33:51  <CIA-1> OpenTTD: smatz * r11870 /trunk/src/train_cmd.cpp:
00:33:51  <CIA-1> OpenTTD: -Fix: slow down train when approaching tile we can't enter in more cases
00:33:51  <CIA-1> OpenTTD: (tunnel/bridge/depot from wrong direction, competitor's track, wrong railtype)
00:33:51  <CIA-1> OpenTTD: -Fix: do not make crossing red when we can't enter it in any case
00:34:00  <Rubidium> pressing ALT-0 in a debug build is funny too
00:34:09  <Sacro> SmatZ: oooh, tell me more
00:34:43  <SmatZ> Sacro: just changes in TrainCheckIfLineEnds(), nothing extra :)
00:34:49  <fjb> Rubidium: What does ALT-0 do?
00:35:08  <glx> try it :)
00:35:19  <SmatZ> 			case '0' | WKC_ALT: // Crash the game
00:35:35  <glx> SmatZ: you spoiled the fun ;)
00:35:39  <SmatZ> sorry :-x
00:35:41  <fjb> And it would still be insane to build a whole double track line just in cast one lost trains gets onto that line.
00:35:50  <fjb> :-)
00:37:17  <fjb> I tried the pbs patch. You can see where the pathfinder reserves block with that patch. Is that a debug option that can be switchesd on in every build?
00:38:38  <Rubidium> showing the reserved blocks? that's always on by default
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00:39:39  <Rubidium> but then again, there is no block reservation so there's nothing to show anyways
00:39:52  <fjb> The swiches got a bit darker showing the route with that patch.
00:40:42  <fjb> I mean instaed of the block reservation the path that the pathfinder found in the not patched build.
00:42:42  <Rubidium> npf can do under certain circumstances (-d npf > 0, not networking)
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00:44:12  <fjb> But yapf can not?
00:44:38  <Rubidium> don't know about it
00:44:47  <Rubidium> don't think it can though
00:45:06  <Rubidium> and npf shows the path stuff by cutting grass under the rail tiles
00:45:14  <fjb> Ok, I will lok into the source if I find something.
00:45:15  <Rubidium> so with many trains it'll become pretty bare
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00:46:13  <fjb> I would not mind that. I'm having a hopelessly lost train that doesn't find it's way back. It always misses the swich it had to take.
00:47:04  <Bjarni> heh
00:47:18  <Bjarni> imagine that in real life
00:47:24  <Bjarni> it happens
00:47:25  <fjb> And trains get lost really easy with single tack lines.
00:47:29  <Bjarni> well
00:47:31  *** TX [~pIRCuser6@hard-soft--121.colo2.kv.wnet.ua] has joined #openttd
00:47:47  <ln-> well!
00:47:51  <Bjarni> it did happen before electric systems made it clear where each train was
00:47:58  <fjb> But they will get the train back onte the route some times in reality...
00:49:51  <Bjarni> I read a story about a large group of people waiting for a train and it didn't show up and the station manager feared it had derailed because it was so late without any messages. Eventually it turned up at a station and the station manager there put his head out of the bedroom window and said "there aren't suppose to be any trains for the next two hours". Turns out that the train went down the wrong line and due to darkness and fog they didn't notice it
00:50:11  <Bjarni> meaning none of the crossings where secured and stuff
00:50:18  <Bjarni> but they could see NOTHING :P
00:50:28  <Bjarni> luckily nothing happened
00:51:26  <ln-> Bjarni: btw, have you heard about this combination called "screen + irssi"?
00:51:49  <fjb> Strange things happen...
00:52:23  <Bjarni> for the record this incident happened in the steam era before they even got electric signals
00:52:53  <Bjarni> ln-: do you mean you get one very long line?
00:54:08  <ln-> Bjarni: no.
00:54:08  <Eddi|zuHause3> fjb: if trains miss the right switch, your setup is probably wrong
00:54:31  <ln-> Bjarni: i mean; with that combination you could be here 24/7
00:54:59  <Eddi|zuHause3> fjb: if all fails, you can put up waypoints to better enforce directions
00:55:16  <Bjarni> ln-: why would I want to be here that long
00:55:20  <Bjarni> I sleep once in a while
00:55:25  <fjb> Eddi|zuHause3: The train had to turn right to go left. And it was lost, so none of the waypoints were in it's route.
00:55:34  <Bjarni> besides I prefer to think that I have a life
00:55:49  <fjb> I got it back on route by removing a pice of track.
00:56:00  <Eddi|zuHause3> fjb: i mean before it got lost
00:56:10  * fjb doen't believe that Bjarni has a life.
00:56:15  <Eddi|zuHause3> in normal operations, trains should never get lost
00:56:15  <SmatZ> lol
00:56:39  <ln-> Bjarni: you want to be here 24/7 so that people can bug you about Mac things 24/7 even if you're sleeping.
00:56:39  <Bjarni> fjb: why not?
00:56:47  <fjb> Eddi|zuHause3: It had all needed waypoints in it's list.
00:56:54  <Bjarni> ln-: that would be a reason why NOT to do so ;)
00:57:16  <Eddi|zuHause3> fjb: i can't judge that, because i do not know your setup
00:57:27  <fjb> Bjarni: I know you good enough to not believe in everything you say. :-)
00:57:39  <Bjarni> ...
00:57:51  <Bjarni> ok
00:57:54  <Bjarni> I'm dead
00:57:55  <ln-> Bjarni: besides, if you're here 24/7, it's harder to tell when you're having a life and when not. at the moment you can be assumed not to be having a life while online.
00:58:05  <Bjarni> fjb claims I lack a life... I guess that means I'm dead
00:58:08  <fjb> Eddi|zuHause3: It's a single track triangle.
00:59:19  <Eddi|zuHause3> fjb: still, i don't know it
00:59:39  <Eddi|zuHause3> for single tracks, i suggest switching twoway eol off
01:00:00  <Eddi|zuHause3> patch yapf.rail_firstred_twoway_eol off
01:00:32  <Eddi|zuHause3> that is the only reason i imagine that trains could take wrong switches
01:00:33  <ln-> Bjarni: does your university offer a shell + screen + irssi?
01:00:50  <Bjarni> I think I can get whatever I want there
01:01:08  <Bjarni> as long as it's legal, that is
01:01:45  <Bjarni> rumours has it that they kill people with p2p or hosting stuff they shouldn't host
01:02:11  <fjb> Eddi|zuHause3: I will try that. What does that switch do?
01:02:19  <Bjarni> I guess those two are related
01:02:38  <Eddi|zuHause3> [2008-01-15 23:25] <Eddi|zuHause3> fjb: it means "if the first signal is two-way and it is red, treat it like an end of line (do not search paths beyond this point)
01:02:54  <ln-> Bjarni: also, being online 24/7 makes it a lot harder for others to use your nick while you're gone.
01:03:42  <Bjarni> <ln-> Bjarni: does your university offer a shell + screen + irssi? <-- well. Looks like the shell I just opened has access to both screen and irssi
01:04:07  <Bjarni> so how do I figure out how to use this stuff?
01:04:10  *** KritiK [~Maxim@78-106-147-139.broadband.corbina.ru] has quit [Quit: Leaving]
01:04:31  <ln-> say "screen -q". then say "irssi"
01:04:58  <ln-> then say "/connect irc.oftc.net" and join here
01:05:21  <fjb> Eddi|zuHause3: Thank you.
01:06:14  <Bjarni> xmodmap:  unable to open display ''
01:06:19  <Bjarni> that went well :P
01:06:35  <ln-> err.. what command resulted in that?
01:06:43  <Bjarni> screen -q
01:07:03  <ln-> fascinating.. but are you inside screen nevertheless?
01:07:10  <Bjarni> no
01:07:14  <ln-> are you sure?
01:07:27  <Bjarni> no
01:07:47  <Bjarni> how do I make sure?
01:08:26  <Bjarni> ohh... now I have shitloads of screen-4 and bash running
01:08:26  <ln-> say e.g. "ls", then press ^A and c.
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01:08:44  <ln-> cool. time to execute irssi then.
01:09:29  <Bjarni> killed all of them
01:09:31  <Bjarni> starting over
01:09:40  <Bjarni> I don't need to run screen 5 times
01:11:29  *** Bjarni-test [~s991088@erlang.gbar.dtu.dk] has joined #openttd
01:11:36  <ln-> \o/
01:11:54  *** Tlustoch [~last_evol@r5bn73.net.upc.cz] has quit [Ping timeout: 480 seconds]
01:11:56  <Sacro> zomg, Bjarni-test
01:11:56  <Bjarni> ok I'm in
01:12:02  <SmatZ> :)
01:12:03  <Bjarni-test> then what?
01:12:18  <roboboy> grr
01:12:30  <roboboy> why do websites use realmedia
01:12:38  <Bjarni> to harass visitors
01:12:38  <ln-> the important functionality is to know how to detach and attach a screen.
01:12:57  <SmatZ> roboboy: because they don't use Windowsmedia, thanks God :-P
01:12:58  <ln-> when you press ^A d, your screen is detached.
01:12:59  <Bjarni-test> I never used screen before :(
01:13:15  <valhallasw> roboboy: because realmedia has the best compression ratio for video?
01:13:18  <ln-> after that, the command "screen -dr" will attach it back to you.
01:13:44  <roboboy> I can understand if they dont want to go with microsoft or apple but shurely mp3 would be best for audio
01:13:58  <roboboy> every one can use it
01:14:06  <Bjarni-test> then it says "no other window"
01:14:27  <Bjarni-test> I'm doing this wrong :(
01:14:37  <ln-> you pressed ^A twice?
01:14:50  <Bjarni-test> well
01:14:55  <Bjarni-test> pressing it once did nothing
01:15:06  <Bjarni-test> so I tried again
01:15:14  <glx> "^A d"
01:15:15  <ln-> it isn't supposed to do anything visible
01:15:47  <Bjarni> now it worked
01:15:49  <Bjarni> I hope
01:15:50  <ln-> Bjarni-test: ^A is a special start-of-command key.
01:16:07  <Bjarni-test> now I'm back
01:16:16  <ln-> great!
01:16:26  <Bjarni-test> but it looks horrible :(
01:16:34  <ln-> how?
01:16:44  <Bjarni-test> I lost colours, ability to click links and stuff
01:16:55  <Bjarni-test> it looks just like a shell
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01:17:01  <Bjarni-test> no GUI at all
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01:17:17  <Bjarni> \o/
01:17:18  <ln-> you have no colors at all, everything's black&white?
01:17:30  <Bjarni> roboman: welcome in the lines of the adults :)
01:17:38  <Bjarni-test> yeah
01:17:42  <Bjarni-test> B&W only
01:18:06  <Bjarni-test> it sucks
01:18:20  <ln-> then there's something odd about your terminal settings.
01:18:28  <CIA-1> OpenTTD: smatz * r11871 /trunk/src/ (10 files in 2 dirs): -Fix [FS#1074]: do not update signals after each tile when building/removing a large block of track/signals/station
01:18:43  <Tefad> TERM=xterm ? TERM=rxvt ?
01:18:56  <Bjarni-test> I have no idea
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01:19:15  <Bjarni> nice idea
01:19:16  <ln-> detach your screen, say "echo $TERM"
01:19:23  <Bjarni> but it didn't really work
01:19:36  <Bjarni> I don't want to chat in terminal anyway
01:20:19  <Bjarni> it lacks the abilities I'm using now with tabs and stuff
01:20:34  <ln-> Bjarni: even newbie girls learn to use screen + irssi over here.  (this is a chauvinistic comment, i know)
01:20:46  <SpComb> pfft, tabs
01:20:53  <Bjarni> it's not like I can't figure out how to use it
01:20:59  <Bjarni> it's more like I don't see the need for it
01:21:13  <Tefad> my wife uses a console based music player
01:21:28  <ln-> Bjarni: err... you can have e.g. 50 windows (equivalents of "tabs") in irssi.
01:21:33  <Bjarni> <SpComb> pfft, tabs <-- I need those when people talk to me in more than one window/tab
01:21:40  <ln-> Bjarni: and the ability to click links depends on your terminal.
01:22:02  <Bjarni> maybe setting this up after midnight isn't the best time
01:22:02  <Tefad> text-select then middle click
01:22:09  <Tefad> sometimes ctrl+n in browser first
01:22:13  <Tefad> (or ctrl+t)
01:22:58  <ln-> 03:11 [oftc] CTCP VERSION reply from Bjarni-test: irssi v0.8.10 - running on SunOS sun4u
01:23:06  <SmatZ> wow
01:23:35  <Bjarni> yeah
01:23:37  <SmatZ> wow
01:23:38  <Bjarni> it's a nice system
01:23:41  <ln-> 03:23 [oftc] CTCP VERSION reply from ln-: irssi v0.8.10 - running on SunOS sun4u
01:24:11  <SmatZ> I didn't know you are using SunOS
01:24:33  <Bjarni> I am when I'm not at home
01:24:43  <ln-> it's the university's unix server.
01:25:02  <SmatZ> I didn't like its WM - CDE
01:25:05  <ln-> i also have a Sun SparcStation on my desk, but i don't use that for irc.
01:25:28  <ln-> ... unfortunately i don't have a screen for the Sparcstation.
01:25:28  <Tefad> i have a sparc that doesn't boot
01:25:33  <SmatZ> and well, I am too lame to run anything except windows and linux :)
01:25:37  <Tefad> it has VGA output
01:25:41  <Tefad> (luckily)
01:25:56  <Tefad> also a DEC Alpha PWS
01:26:03  <ln-> i ordered a vga adapter from dealextreme.com a while ago, still waiting for it.
01:26:30  <Tefad> the alpha gets as far as trying to boot an OS, then fails.
01:27:05  <Tefad> weird critters those are.. their firmware emulates x86 to be compatible with VGA BIOS.
01:27:18  <Tefad> (PC VGA adapters)
01:27:36  <CIA-1> OpenTTD: bjarni * r11872 /trunk/src/engine.cpp: -Fix (r9874): EngineHasReplacementForPlayer() didn't look in ALL_GROUP
01:28:27  <ln-> Bjarni: let's have a 24-hour experiment with innocent human specimens, m'kay?
01:28:43  <SpComb> Bjarni: indeed, and I have 72 windows ("tabs") in irssi, all switchable to in under a second
01:28:52  <SpComb> it's the ultimate IRC client in terms of efficiency
01:29:06  <Eddi|zuHause3> Bjarni: is that related to one of my still-unsubmitted findings?
01:29:25  <Bjarni> with all the IRC setup and checking then when are I'm supposed to get coding time?
01:29:58  <Bjarni> Eddi|zuHause3: I have no idea. I just noticed this issue and coded a fix for it
01:30:12  <ln-> Bjarni: mode -c for 24 hours??
01:30:42  <SpComb> Bjarni: using all the time that you save when you don't have to click around with your mouse anymore
01:30:48  <ln-> and if some bonehead abuses it, kick + mode +c
01:30:50  *** Eddi|zuHause2 [~johekr@p54B77B70.dip.t-dialin.net] has joined #openttd
01:31:06  <Eddi|zuHause2> i told about the trains-cancel-service a few days ago, and today i had an issue that replacement failed when i had a rule set in "all vehicles" and a different one in its group
01:31:28  <Bjarni> basically I made a vehicle in group DEFAULT_GROUP and a replace setting in ALL_GROUP and because those two weren't the same then it failed to check for the replacement. The stuff I was looking at is still broken though but now it's due to the function itself and not the functions it calls
01:32:46  <Eddi|zuHause2> DEFAULT_GROUP is "ungrouped vehicles"?
01:33:10  <Bjarni> Eddi|zuHause2: well... now it *should* use the settings for the group and if it lacks settings for the engine in question then it checks the all group if the group haven't used replace protection
01:33:39  <Bjarni> <Eddi|zuHause2> DEFAULT_GROUP is "ungrouped vehicles"? <-- yeah... it's the group vehicles starts in when they are build
01:34:15  <Eddi|zuHause2> ah, one thing i noticed: when i sell a vehicle, and build a new one immediately, it copies orders and stuff, but not the vehicle group
01:34:33  <Eddi|zuHause2> similar when ctrl+cloning
01:34:33  <Bjarni> heh
01:34:49  <Bjarni> you should post bug reports about those findings
01:34:55  <Eddi|zuHause2> yeah, i should
01:35:10  <Bjarni> I'm not going to solve it right now
01:35:15  <Bjarni> goodnight
01:35:19  <Bjarni> I should be sleeping
01:35:34  <Bjarni> ln- took way too much of my time with the screen stuff :(
01:35:54  <Bjarni> that... and I shouldn't be coding at this hour either
01:36:01  <Bjarni> goodnight
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02:07:52  <Belugas> Sacro : ping
02:09:17  <Belugas> ok...
02:09:31  <Belugas> who is native emglish speaker around?
02:10:28  <ln-> try asking anyway
02:12:47  <Belugas> ok..
02:12:58  <Belugas> a town have different zones
02:13:03  <Belugas> in ottd as well as in reality
02:13:20  <Belugas> i'm trying to find the best naming scheme
02:13:27  <Belugas> for those zones
02:13:46  <Belugas> so far, from the further to the inner, i've got
02:14:07  <Belugas> edge
02:14:11  <Belugas> periphery
02:14:13  <Belugas> suburb
02:14:17  <Belugas> city
02:14:18  <Belugas> center
02:14:33  <Belugas> but... i do not know if it is ... hem...
02:14:36  <Belugas> relevant
02:14:46  <Belugas> so... suggestions, comments?
02:15:09  <Andel> london does it in numbers
02:15:31  <Andel> but you have centre, the suburbs, then thats it
02:15:55  <Belugas> ok
02:16:21  * Belugas notes centRE instead og centER
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02:16:33  <Belugas> -g+f
02:17:26  <Belugas> what downtown really means, by the way?
02:17:42  <Tefad> Belugas: non-commonwealth is usually Center, British is Centre.
02:17:51  <Sacro> Belugas: pong
02:18:00  <Belugas> hey Sacro :)
02:18:03  <Tefad> downtown means high desnsity usually
02:18:04  <Sacro> hey :)
02:18:11  <Tefad> density too
02:18:22  <Sacro> Tefad: downtown is more an american term
02:18:24  <Belugas> i wanted to ask you about the upper posts i write, town zones
02:18:33  <Sacro> hmm
02:18:42  <Belugas> Sacro,any british equivalent?
02:19:06  <Tefad> downtown can also mean the oldest part of a city
02:19:15  <Tefad> "historic"
02:19:33  <Belugas> by a de facto standard, the british flavor of english is enforced in ottd
02:19:42  <Belugas> too bad, i liked the downtown name :(
02:20:03  <Tefad> the city in which i live has a "historic downtown" district
02:20:16  <Sacro> Belugas: mainly just centre, suburbs, outskirts
02:20:34  <Eddi|zuHause2> whatever "historic" in america means ;)
02:21:09  <Eddi|zuHause2> my city recently celebrated 1200 years
02:21:19  <Andel> Tefad: downtown means the centre
02:21:32  <Andel> historical areas are not always "down town"
02:21:33  <Belugas> outskirts?
02:21:44  <Andel> Belugas - yes, after suburbs
02:21:44  <Tefad> Andel: i said "usually"
02:21:49  <Andel> sorry
02:21:50  <Andel> anyway
02:21:51  <Sacro> Belugas: the edges of a city
02:21:52  <Andel> !bugger me
02:21:55  <Tefad> hehe.
02:21:58  * Sacro buggers Andel
02:22:05  <Belugas> mmh...
02:22:06  <Andel> !bugger
02:22:11  <Andel> try it, Sacro
02:22:20  * Sacro buggers Andel
02:22:24  <Tefad> Eddi|zuHause2: my state just established 400 years of settlement
02:22:31  <Andel> try !bugger
02:22:39  <Sacro> !bugger
02:22:39  * Andel buggers Sacro up the arse.
02:22:42  <Sacro> :o
02:22:42  <Belugas> periphery could be valid and a synonim of outskirt?
02:22:58  <Andel> Belugas: is that an innuendo?
02:22:58  <Tefad> Belugas: sounds ok
02:22:59  <Andel> :P
02:23:05  <Belugas> a WHAT???
02:23:18  <Andel> sorry...
02:23:28  <Andel> double entendre?
02:23:36  <Belugas> oh... ok...
02:23:39  <Andel> no?
02:23:42  <Andel> i'll get my coat
02:23:43  <Belugas> i don't know
02:23:53  * Andel wanders off again before causing offence
02:24:04  <Belugas> the probnlem i have,is that ttd has 5 town zones
02:24:09  <Belugas> i want to giuve them proper naming
02:24:13  <Andel> eeek
02:24:17  <Belugas> and...well...not easy
02:24:59  <Andel> try high street (central), town centre, inner suburbs, outer suburbs, outskirts?
02:25:08  <Andel> high street being very tiny
02:25:40  <SpComb> tidy
02:25:52  <Andel> outer being fairly more... whats the word - affluent?
02:25:54  <Belugas> so... centre, inner suburb, outer suburb outskirt, edge (or border)
02:25:57  <Belugas> looks good?
02:26:02  <Andel> yeah?
02:26:17  <Andel> inner suburbs will contain more built up houses
02:26:21  <Andel> maybe flats
02:26:37  <Belugas> now... edge or border?
02:26:47  <Andel> a few small houses
02:26:55  <Andel> nothing much else
02:26:56  <Andel> cottages
02:27:02  <Belugas> indeed
02:27:07  <Belugas> almost country side
02:27:19  <Eddi|zuHause2> "rural"?
02:27:23  <Andel> yes
02:27:45  <Sacro> Andel: Central Business District?
02:27:52  <ln-> where's "ghetto"?
02:28:00  <Sacro> ln-: we don't have them here
02:28:36  <Sacro> Andel: cottages? what kind of suburbs do you have?
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02:29:06  <Tefad> ghetto hahaha
02:29:13  <Andel> Sacro: south of hull
02:29:19  <Tefad> ghetto is two blocks from downtown ; )
02:29:22  <Sacro> Andel: the river?
02:29:40  <Belugas> i like edge
02:30:38  <Eddi|zuHause2> ln-: in germany we call such words "historically tainted"
02:30:53  <Belugas> i live east of Hull!
02:30:59  <Sacro> Belugas: germany?
02:31:01  <Andel> Belugas: oh crap
02:31:05  <Belugas> no canada :D
02:31:07  <Andel> I was about to like you, too lol
02:31:09  <Sacro> i think you mean west :p
02:31:13  <Sacro> Eddi|zuHause2 is to the east
02:31:19  <Belugas> hemmm
02:31:21  <Sacro> Andel to the south
02:31:21  <Eddi|zuHause2> the question is how far east :p
02:31:23  <Belugas> no east
02:31:29  <Sacro> and orudge to the north :(
02:31:46  <Eddi|zuHause2> orudge is in scotland?
02:31:52  <Belugas> we do have a Hull in canada!
02:34:22  * ln- likes maple syrup
02:34:38  <ln-> Eddi|zuHause2: we don't
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02:37:24  * Belugas goes to bed
02:37:30  <Belugas> enjoy the evening
02:37:36  <Belugas> and thanks for the help
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02:39:13  <ln-> Eddi|zuHause2: btw, >74.2% of people here probably wouldn't associate the word "ghetto" with its original meaning.
02:39:54  <ln-> but rather understand it as "area of the poor and criminals"
02:54:11  <CIA-1> OpenTTD: belugas * r11873 /trunk/src/ (road_cmd.cpp town.h town_cmd.cpp): -Codechange: less a few magical numbers and a tiny bit more comments on town zones
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07:54:46  <Nite> morning ...
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07:57:38  <Forked> ello :)
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08:41:18  <SquireJames> hello all
08:42:50  <a1270> hello
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08:53:13  <SquireJames> I was wondering, asked it on the other chat, if someone could walk me through a little compiling
08:54:31  <Noldo> how mysterious is it to you?
09:03:00  <SquireJames> well
09:03:19  <SquireJames> (sorry for long gaps, trying to tech support for a friend, yes at 3 in the morning, some friend)
09:03:53  <SquireJames> Basically, I have Tortoise or whatever its called,
09:04:47  <SquireJames> and I downloaded the (then) current version of trunk through the program
09:04:56  <SquireJames> but, beyond that I am a little clueless
09:05:56  <Noldo> http://www.tt-forums.net/viewtopic.php?f=33&t=31823
09:06:06  <Noldo> could that be helpfull?
09:07:10  <SquireJames> I think I have that, but I will re-install and have a look through that thread
09:07:36  <SquireJames> While I am a fairly competent programmer, making any edits to OTTD myself is white mans magic
09:07:52  <SquireJames> but all I want to do is add the ChrisIn diff and then the programmable waypoints
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09:08:14  <SquireJames> (i'd love to fix the annoying flooding train crash on corner tiles issues but, again, beyond me)
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09:17:40  <SquireJames> question
09:17:51  <SquireJames> using BuildOTTD how to I select more than one diff to add?
09:26:11  <Rubidium> you can't
09:35:46  <SquireJames> ah
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09:36:06  <SquireJames> well, it barfed up again when i tried to compile 0.6.0 with ChrisIns Diff anyway
09:37:50  <murray> http://img406.imageshack.us/img406/1185/hahaiy2.jpg
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09:44:12  <Rubidium> SquireJames: you have to compile ChrisIN's diff with the revision he made that diff against
09:44:23  <Rubidium> not any 'recent' trunk version as that is NOT going to work
09:47:39  * Forked cries
09:48:24  <Forked> progwaypoints.diff (0.6) doesn't patch correctly vs rev 11834 :\ such a nice idea too
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09:53:34  <Forked> oh wait, I messed up
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09:55:17  <Forked> like always.. *shuts up and does some work*
09:55:49  <SmatZ> hello
09:58:08  <Forked> ah right, compiles fine in linux.. but fails with both builottd and vc++ 2008 express
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10:06:42  <peter1138> hellay
10:06:53  <Forked> hola
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11:25:39  <CIA-1> OpenTTD: rubidium * r11874 /trunk/src/ (6 files in 2 dirs): -Fix [FS#1655]: all wagons of maglev/monorail trains would get the livery colour of the engine instead of their wagon type.
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12:11:35  <Roujin> good day!
12:13:12  <Roujin> anyone interested in drag&draw for terraforming?
12:16:50  <Roujin> either no one's interested or no one's here... hmmm :P
12:17:53  <dih> or noone has time to respond
12:18:04  * dih tries to erase that last line
12:18:26  <Roujin> meh :P
12:18:53  <Roujin> actually i don't have time to make patches either.. i should be sitting in a lesson right now ... so what
12:20:58  <Roujin> if someone told me that my patches are utter crap, i could live with it. but just getting close to no response is kinda sad :P
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12:22:14  <Roujin> well i'll post it in the forums (after i've updated to newest rev) and then see if anyone's interested this time :P
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12:27:49  <Nukebuster> you should reverse the question...
12:28:22  <Roujin> eh?
12:28:29  <Nukebuster> anyone not interested in drag&draw for terraforming?
12:29:19  <Roujin> ah ^^ heh, that would at least make me feel better if no one answered :P
12:29:25  <Nukebuster> :)
12:31:05  <Roujin> hope devs are interested as well ^^ :P
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12:36:23  <Nukebuster> well whats the difference with normal landscaping?
12:36:57  <Nukebuster> As it is now I mean...
12:37:28  <dih> Roujin: could be good for the scn editor
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12:47:09  <Roujin> well, try it ;) http://www.tt-forums.net/viewtopic.php?f=33&t=35627
12:47:41  <Roujin> works with scn editor, only when size=1 selected tho..
12:48:24  <Roujin> i've also attached a nice screenshot in that thread, so you can see the new feature in action ;)
12:49:47  <Nukebuster> hmm... I will...
12:50:09  <Nukebuster> brb rebooting to my Linux box
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12:55:35  <dih> Roujin: i would do following
12:55:53  <dih> rather than leveling +1 at starting point and then everything to that level when moving
12:56:19  <dih> level every tile +/- 1 where the cusor is moved to
12:57:11  <Gonozal_VIII> yes, the oter can be done with raise once and default leveling tool
12:57:16  <Gonozal_VIII> +h
12:57:40  <Roujin> what to do with multiple raise then?
12:58:00  <Roujin> if i stay on a tile, is it raised and raised and raised?
12:58:09  <dih> say you want to do +1 with that 'draw' patch
12:58:19  <dih> and you move your mouse over a slope
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12:58:29  <Gonozal_VIII> sim city does that raise and raise and raise thing
12:58:30  <dih> you dont level everything to the same level
12:58:46  <dih> but level every tile separately +1
12:58:55  <dih> from wherever they are at at that moment
12:59:09  <dih> @seen Bjarni
12:59:09  <DorpsGek> dih: Bjarni was last seen in #openttd 11 hours, 23 minutes, and 7 seconds ago: <Bjarni> goodnight
12:59:13  <Roujin> that leaves me with one issue
12:59:18  <Gonozal_VIII> when the mouse button is pressed it raises the current cursor position by one every x ticks
12:59:31  <dih> that is good too
12:59:33  <dih> ^^
12:59:47  <Roujin> ok what gonozal says is possible to do...
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13:00:12  <Roujin> could be an issue tho while in fast forward mode (i think)
13:00:34  <Gonozal_VIII> then use real time instead of ticks
13:00:36  <Roujin> then you suddenly have a huge mountain because the ticks are faster (amiright?)
13:01:31  <Gonozal_VIII> the arrows to change values in the configure patches menu have that speedup with fast forward too
13:03:21  <Roujin> but:
13:03:22  <dih> would fast forward not be 'detectable'?
13:03:33  <dih> i.e. you can ceck and base the number of ticks on that
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13:04:00  <Gonozal_VIII> fast forward has a different speed depending on the map and the hardware
13:04:00  <Roujin> if i do it "one raise every x ticks", i think it would not be comfortable if you want to raise a row or something
13:04:36  <dih> would be more like drawing though
13:04:50  <dih> think of the 'spray can tool' in ms paint ^^
13:05:03  <Gonozal_VIII> but less random^^
13:05:11  <dih> and less colorfull
13:07:21  <Gonozal_VIII> i guess you just shouldn't do it in fast forward...
13:08:53  <Gonozal_VIII> are there ticks in pause?
13:08:56  <Gonozal_VIII> i guess not
13:09:41  <Gonozal_VIII> would be best with real seconds i guess
13:09:44  <dih> how does 'building in paused mode' work then?
13:09:47  <Roujin> terraforming is disabled in pause anyways
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13:09:55  <Roujin> oh yes theres that cheat..
13:09:58  <Roujin> lemme check
13:10:00  <dih> :-P
13:10:08  * dih knows nothing about the cheats ^^
13:10:35  <Dominik> what revision is beta 3 based on?
13:10:44  <Roujin> well my current version works with build in pause mode
13:11:48  <Roujin> i'll note your comments about my patch but wait until i've got more feedback. personally i don't dislike the current behavior that much :P let's see what others say..
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13:22:08  <NukeBuster> @Roujin Is it supposed to level if you drag the raise land tool over... perhaps a mountain or uneaven land?
13:22:32  <Forked> whoever asked if there was a way to apply more than one diff/patch to buildottd .. you can, indirectly. Download the source using tortoiseSVN (spelling?) .. apply all patches that you want to the wanted rev .. then just use the same turtleSVN to make one .diff  (I think I got that right..)
13:25:20  <Forked> I suck at explaining though :)
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13:25:43  <Gonozal_VIII> bjarni!
13:25:58  <Bjarni> did you script that behaviour?
13:26:05  <Roujin> NukeBuster: yep, that's intended behavior.. it works like the area terraform i did, just continiously for one tile each..
13:26:32  <NukeBuster> hmm.... woulden't it be nicer if it would raise every tile?
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13:26:55  <Roujin> the problem with that is you would have to remember the whole map somehow i think
13:27:02  <Gonozal_VIII> trillian doesn't do scripts^^
13:27:25  <NukeBuster> what i remember from the diagonal patch is that it would go about every tile
13:27:54  <Roujin> or make a 2d bool array with the size of the map and check there if a tile has been already raised
13:27:58  <NukeBuster> and make that tile the same height as the height of the tile the drag originated from
13:28:13  <Gonozal_VIII> just start at the lowest
13:28:46  <Roujin> eh? i'm confused now
13:29:05  <NukeBuster> well thats what level land drag does...
13:29:37  <NukeBuster> or at least how it worked diagonally
13:30:03  <Roujin> well with raise and lower there are some issues.. right now they do "level to source tile height +/- 1" for both area terraform and my new drag-draw terraform
13:30:06  <Gonozal_VIII> level land shoud level but raise should only raise every tile by 1
13:31:00  <NukeBuster> raise land now levels if heigher than 'originating tile height' +1
13:31:04  <Roujin> you see, the problem with that is that it would have to remember the whole map array to know which edge has already been raised by 1
13:31:18  <NukeBuster> only the selection...
13:31:26  <NukeBuster> you could do that with a for loop
13:31:42  <NukeBuster> you need to now the start tile and the end tile...
13:31:53  <Gonozal_VIII> you could sort the tiles by height in a list, then pop and raise from the lower side
13:31:57  <NukeBuster> and i think thats already covered in the level land functions
13:32:01  <Roujin> what about the drag-and-draw one @NukeBuster?
13:32:17  <Gonozal_VIII> they shouldn't get double raised that way
13:32:17  <NukeBuster> i thought i downloaded that one...
13:32:42  <Roujin> if you raise a tile at a cliff
13:32:49  <Eddi|zuHause2> <NukeBuster> raise land now levels if heigher than 'originating tile height' +1 <- i'd rather see 'lowest tile height' +1 [afaik the scenario editor worked like that]
13:32:51  <Roujin> it will raise several other tiles aswell
13:33:02  <Gonozal_VIII> it isn't a cliff anymore if the lower tiles were raised before
13:33:33  <NukeBuster> Eddi thats what i ment...
13:33:37  <Roujin> and the new drag-and-draw?
13:34:09  <Roujin> you drag and draw on a cliff, after that on a tile that was raised by raising the cliff
13:34:15  <NukeBuster> ill download and compile that one as well...
13:34:43  <NukeBuster> but i think dragging the raise land tool should raise all the tiles in the selection by one.
13:34:48  <Eddi|zuHause2> and the raise land tool should not under any circumstance ever lower a tile
13:34:51  <Gonozal_VIII> doesn't happen if it starts with the lowest
13:35:14  <NukeBuster> thats exactly the point I am trying to make Eddi
13:35:15  <Gonozal_VIII> (btw i'm talking about raise area)
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13:35:25  <NukeBuster> me too
13:35:28  <Eddi|zuHause2> yeah, i support that part of the point ;)
13:35:45  <Roujin> okay we have to seperate talk about raise/lower area and raise/lower draw
13:35:58  <NukeBuster> The problem is...
13:35:59  <Gonozal_VIII> that should raise every tile by one, same landscape shape but one tile higher
13:36:08  <Gonozal_VIII> that works when it starts with the lowest
13:36:30  <NukeBuster> the 'Raise land tool' lowers everything higher than "its starting height +1"
13:36:45  <Gonozal_VIII> lower bad^^
13:37:10  <NukeBuster> so that does work in the other patch?
13:37:23  <NukeBuster> i will try that as well
13:37:54  <NukeBuster> and i made som screenshots...
13:38:06  <Roujin> ok i didn't know that current behavior has so much opposition :P why didn't you all post something in the thread "area terraform" when it was done?
13:38:12  <NukeBuster> I'll post them @the forum
13:38:33  <NukeBuster> hmmm.... because I tried this one :)
13:38:34  <Gonozal_VIII> because i'm too stupid to apply a patch and compile^^
13:38:34  <Roujin> i mean, dev's even accepted it into trunk, didn't know so much disliked how it works... :/
13:38:47  <Roujin> (the area raise/lower)
13:38:58  <NukeBuster> well its just strange behavior....
13:39:05  <Eddi|zuHause2> <Gonozal_VIII> that works when it starts with the lowest <- the main part of that problem is a) you have to loop over the area to find the lowest tiles, for each level, and b) you have to remember which tiles you already raised, to not raise them again when starting the next level
13:39:33  <dih> you dont need b
13:39:37  <NukeBuster> if I wanted to level... I would use the level tool...
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13:39:51  <dih> even users have a brain - or are suppose to have
13:39:52  <NukeBuster> couldn't you just do something like tile_height++
13:40:15  <Eddi|zuHause2> dih: context?!?
13:40:22  <Eddi|zuHause2> this is not about "users"
13:40:30  <NukeBuster> just loop about every tile
13:40:48  <dih> Eddi|zuHause2: you are talking about the drag 'n draw thing right?
13:40:55  <Eddi|zuHause2> yes
13:41:08  <dih> then in the code you dont need to remember which tile was raised already
13:41:11  <Eddi|zuHause2> specifically Gonozal_VIII's thought about what it should do
13:41:45  <dih> again - it reminds me of the 'spray can tool' in ms paint
13:41:49  <Eddi|zuHause2> meaning "raise every tile by 1, keep original shape"
13:42:28  <Gonozal_VIII> eddi, that's why i said it should make a list of the tiles before it starts raising them
13:42:37  <Gonozal_VIII> a list sorted by height
13:42:46  <NukeBuster> for(x=origin_tile_x;x<end_drag_tile_x; x++;){for(y=origin_tile_y;y<end_drag_tile_y; y++;)tile_height++;}
13:43:14  <Eddi|zuHause2> NukeBuster: bad idea...
13:43:21  <NukeBuster> why?
13:43:52  <Eddi|zuHause2> a) you have to adjust the edges of the surrounding area
13:44:01  <Eddi|zuHause2> b) you have to check for unmovable tiles
13:44:15  <Eddi|zuHause2> c) you have to calculate the cost
13:44:35  <NukeBuster> just use a docommand "raise height"
13:44:41  <Eddi|zuHause2> d) before you implement all that again, just use the existing raise land function
13:44:43  <Gonozal_VIII> could be done while creating the list, no harm done then
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13:45:11  <NukeBuster> thats how the level diagonal land tool works...
13:45:41  <NukeBuster> or diogonal drag level land tool
13:45:52  <NukeBuster> somthing like that...
13:46:37  <Gonozal_VIII> it just raises tile_heigt without any checks?
13:47:52  <NukeBuster> it uses a docommand....
13:48:12  <NukeBuster> end in fact it does the loop twice to detirmine the cost....
13:48:16  <NukeBuster> *and
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13:49:55  <Bjarni> isn't there a problem if you raise one tile and the tile next to it is raised in the process and then you loop to the now raised tile and wants to raise it?
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13:50:34  <Roujin> because of what bjarni mentioned i did the area terraform like it is now...
13:50:37  <Gonozal_VIII> that doesn't happen if you create a sorted list first and start with the lowest :-)
13:50:39  <Bjarni> well.. the issue could be with cost estimation
13:51:15  <Roujin> and yes, cost estimation was and is off with level land (and thus now too with area raise /area lower)
13:51:26  <NukeBuster> hmm...
13:51:31  <Bjarni> Roujin: sounds sensible... I haven't read the diff though. I just have my share of unintended DoCommand issues ;)
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13:52:45  <Roujin> well i have to catch another lesson today so i'm off for now. wouldn't mind further comments about my patch in the thread tho ;) see you later
13:53:07  <Gonozal_VIII> why does nobody say something about the sorted list :S
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13:56:02  <NukeBuster> so why doesn't the level land tool as it is implemented now have the problem you mentioned Bjarni?
13:56:15  <NukeBuster> as it does use a DoCommand
13:57:30  <NukeBuster> Also I never heard any complaints about the cost estimate in the CrissIN
13:57:55  <dih> CrissIN?
13:57:56  <Gekz> ChrisIN*
13:57:58  <dih> ^^
13:58:04  <NukeBuster> Sorry
13:58:06  <dih> how many ChrissIN servers are there?
13:58:09  <Gekz> I'm always watching
13:58:14  <Gekz> Chris!
13:58:15  <Gekz> one s.
13:58:16  <Gekz> >_>
13:58:26  <NukeBuster> don't know didn't check...
13:58:27  <dih> how many people play there
13:58:51  <NukeBuster> but it the only place the patch is really implemented...
13:58:52  <Gonozal_VIII> i stopped playing that when vehicles started crashing on coasts
13:59:12  <dih> there are currently no ChrissIN servers
13:59:23  <CIA-1> OpenTTD: bjarni * r11875 /trunk/src/aircraft_cmd.cpp: (log message trimmed)
13:59:23  <CIA-1> OpenTTD: -Fix: automatically sending aircraft to depot for autoreplace/renew is now triggered by the correct conditions
13:59:23  <CIA-1> OpenTTD:  Now it triggers by the following conditions:
13:59:23  <CIA-1> OpenTTD:  - aircraft is old enough for renew or needs to be autoreplaced
13:59:23  <CIA-1> OpenTTD:  - player has 2*cost of new aircraft+autorenew money (we don't want to send many aircraft to hangars when there is only money for replacing one)
13:59:23  <CIA-1> OpenTTD:  - aircraft has no hangars in it's order list
13:59:25  <CIA-1> OpenTTD:  - new aircraft is buildable (imagine autorenewing a retired design)
13:59:50  <Bjarni>   This triggers right after a helicopter takes off or when a plane touches the ground while landing
13:59:50  <Bjarni>   Another effect of this change is that this functionality no longer generates network traffic
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14:00:06  <Bjarni> CIA-1 cut it short :/
14:03:32  <NukeBuster> @Bjarni why doesn't the current leveling system have the cost estimate problems? http://paste.openttd.org/440
14:03:50  <ln-> NukeBuster: @ is not part of his nick.
14:03:58  <Gonozal_VIII> description     OpenTTD SVN - trunk
14:03:58  <Gonozal_VIII> owner     OpenTTD
14:03:58  <Gonozal_VIII> last change     Mon, 14 Jan 2008 18:19:29 +0000
14:04:09  <Gonozal_VIII> strange, last change 43h ago
14:04:19  <NukeBuster> so how do you do the nice yellow marking thingy?
14:04:51  <Gonozal_VIII> nice yellow marking thingy?
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14:06:39  <glx> he means highloght I think :)
14:06:45  <glx> *highlight
14:06:56  <Gonozal_VIII> NukeBuster
14:06:59  <Digitalfox> Good afternoon :)
14:07:05  <Gonozal_VIII> hi
14:07:19  <NukeBuster> just by typing the nickL
14:07:21  <NukeBuster> ?
14:07:26  <glx> yes
14:07:31  <keyweed>  /hilight <word>
14:07:34  <Gonozal_VIII> we did nothing, your client does
14:07:39  <NukeBuster> hmm...
14:07:43  <keyweed> and any sentence with that word hilights. (if you're using irssi)
14:07:49  <NukeBuster> Bjarni why doesn't the current leveling system have the cost estimate problems? http://paste.openttd.org/440
14:08:04  <Gonozal_VIII> it does
14:08:13  <NukeBuster> hmm Opera doesn't know it...
14:08:52  <NukeBuster> but I still wonder about the way level land works...
14:09:09  <NukeBuster> as its just 2 for loops...
14:09:53  <Gonozal_VIII> that could also work better with a sorted list
14:10:04  <NukeBuster> sam diagonally?
14:10:10  <NukeBuster> *same
14:12:59  <NukeBuster> ?
14:13:14  <NukeBuster> doesn't keeping a list require more memory?
14:13:31  <Gonozal_VIII> it can be freed after it's done
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14:17:16  <Gonozal_VIII> for leveling you could just loop through the selected area, ignore every tile that has the right height and sort the others into the list.. then if there are tiles higher than the target height, you start with lowering the highest tile by one, removing it, if it reaches the right hight or resorting it if it didn't... continue that until all high tiles are gone and start with the lowest
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14:17:36  <dih> hello Sacro
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14:18:14  <NukeBuster> hmm... but levelling just sets a height...
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14:18:33  <NukeBuster> (probably the function behind it)
14:18:36  <Gonozal_VIII> that's why the cost is wrong
14:19:12  <NukeBuster> hmm I was wrong....
14:19:34  <NukeBuster> it lowers or heighers every tile until its at the height wanted
14:19:43  <NukeBuster> *highers
14:19:55  <Gonozal_VIII> ok... then it should do that sorted
14:20:07  <NukeBuster> what would be the benefit?
14:20:10  <NukeBuster> less action?
14:20:23  <Gonozal_VIII> only one tile at once, that makes it possible to calculate
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14:20:31  <Gonozal_VIII> (easier)
14:20:39  <NukeBuster> but the loops also do tile at a tile...
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14:20:58  <Belugas> hello
14:21:04  <Gonozal_VIII> no, if you raise a tile that's not the lowest it could also raise others
14:21:08  <dih> hello Belugas
14:21:15  <Gonozal_VIII> hi
14:23:14  <NukeBuster> is it cheaper to raise tile for tile.. from lowest to highest... or just lower a big dip and afterwards lower smal differences?
14:23:52  <NukeBuster> or doesn't that make any difference...
14:23:58  <Gonozal_VIII> it should be cheaper
14:24:51  <NukeBuster> well if you'd like you could always try it diagonally ;)
14:25:03  <NukeBuster> I've got some source for ya :)
14:25:07  <Gonozal_VIII> well... not if you only lower and the result looks the same, then it should also cost the same
14:25:31  <Belugas> diagonal what?
14:25:39  <Gonozal_VIII> terraforming
14:25:44  <NukeBuster> http://www.tt-forums.net/viewtopic.php?f=33&t=19311&st=0&sk=t&sd=a&start=40
14:25:45  <Belugas> ha
14:25:59  <NukeBuster> :)
14:26:16  <NukeBuster> Still haven't finished the function stuff...
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14:26:44  <Belugas> i know, i've asked you ^_^
14:27:08  <NukeBuster> would love to but... am afraid its nasty....
14:27:51  <NukeBuster> some parts are needed for one operation and not for another...
14:28:27  <NukeBuster> So I guess thats why the original author choose to have a big macro
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14:29:44  <Belugas> and that is why it have not got into trunk, mainly
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14:31:09  <NukeBuster> perhaps a lot of different 'switch case' 's
14:32:40  <Belugas> refactoring using another approach, maybe?
14:32:52  <Belugas> i don't know, i have nothing to suggest
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