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00:05:40 <supermop> huh? 00:05:47 <supermop> terraformable rivers? 00:09:01 <Samu> ok 00:10:32 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 00:14:35 <Samu> permanent, yet terraformable rivers 00:14:56 <Samu> but i think i have to forbid rivers at level 0 00:26:01 <supermop> how are they permanent? do they have a way of re-routing themselves? 00:27:21 <Samu> permanent in the sense of (x, y) coordinates 00:27:40 <Samu> terraformable for z 00:28:40 <Samu> they're not really permanent, they're first removed, then restored, but with a different z and slope 00:28:51 <Samu> i think this is what i have to do 00:30:25 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 00:30:28 *** mode/#openttd [+v tokai|noir] by ChanServ 00:30:52 *** BobDendry [~lachlan@14-200-248-59.static.tpgi.com.au] has joined #openttd 00:31:00 *** tycoondemon [~ashnohoe@D97BA869.cm-3-4c.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 00:32:31 <Samu> i need a different function than void MakeWaterKeepingClass(TileIndex tile, Owner o) 00:32:56 <Samu> must invent lol 00:33:50 <Samu> it has to be a bit like MakeRiver but with certain restrictions 00:34:03 <Samu> similar to those in MakeWaterKeepingClass 00:46:32 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 00:52:29 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has quit [Read error: Connection reset by peer] 00:55:29 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 01:03:00 *** chillcore [~chillcore@25.239-64-87.adsl-dyn.isp.belgacom.be] has joined #openttd 01:07:14 <Samu> hmm TerraformTile_Water(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new) 01:07:18 <Samu> :) 01:10:39 *** lastmikoi [~lastmikoi@vm-01.lastmikoi.net] has left #openttd [] 01:17:53 *** HerzogDeXtEr1 [~flex@i59F6BD31.versanet.de] has quit [Quit: Leaving.] 01:18:48 *** lastmikoi [~lastmikoi@vm-01.lastmikoi.net] has joined #openttd 01:27:25 *** APTX [~APTX@87-207-72-117.dynamic.chello.pl] has quit [Ping timeout: 480 seconds] 01:29:03 <chillcore> https://systemexplorer.net/ samu 01:29:18 <chillcore> if you are really curious what is happening behind the screen 01:29:29 *** APTX [~APTX@87-207-72-117.dynamic.chello.pl] has joined #openttd 01:29:31 <chillcore> should come wit a warinng 01:29:44 <chillcore> "Do you really wanna know?" 01:29:57 <chillcore> "Are you sure?" 01:30:10 <chillcore> "Really?" 01:30:28 <chillcore> only then you can download ... :P 01:32:45 <Samu> whayt? 01:34:18 <Samu> do you have flash installed? 01:35:08 <Samu> i am messing with rivers 01:35:33 <Samu> if you wanna see twitch.tv/xarickpreto 01:36:37 <chillcore> me flash ... I remove it after every windows update ... so nope 01:36:49 <Samu> gah 01:36:59 <chillcore> why would I need it? 01:37:10 <chillcore> htlm5 for vids works fine 01:37:15 <Samu> wanted to show you terraformable rivers 01:37:34 <Samu> it is funny that it works with only 2 lines of code, but there's a lot missing 01:37:51 <chillcore> I can imagine without testing ... don't seem like a good idea to me tbh 01:38:08 <Samu> http://www.twitch.tv/xarickpreto/hls 01:38:19 <Samu> this link for html5 but i doubt it works correctly 01:39:05 <chillcore> I has twitch on ipad noprob 01:39:14 <chillcore> channel not found 01:39:32 <chillcore> got it 01:39:37 <chillcore> loading 01:40:02 <chillcore> loading forever ... :P 01:40:27 <Samu> :8 what's the dl speed? 01:40:39 <chillcore> 50 ... it sais you're offline 01:40:56 <Samu> im not, i can see myself 01:41:11 <chillcore> let me unblcok some stuffs :P 01:43:22 <chillcore> there ... silly google 01:44:35 <chillcore> ye tat is what I mean ... now rivers run upstream 01:45:19 <chillcore> that is sea flooding 01:45:34 <chillcore> press ff 01:45:45 <Samu> ff? 01:46:01 <chillcore> fast forward ... waiting for sea to flood is silly 01:46:48 <Samu> well you're getting the idea, aren't you 01:47:01 <chillcore> ye as I imagined ;) 01:47:22 <Samu> i am terraforming rivers and they're being restored but with a different slope configuration 01:47:35 <Samu> but this is far from finished 01:48:08 <chillcore> what wold be really silly if they were not aligned to slope 01:48:19 <chillcore> so the behavour is correct 01:48:27 <chillcore> ^^^ in your patch that is 01:49:13 <Samu> kinda slow trying to level the whole map 01:49:18 <chillcore> can I see your gamesettings 01:49:25 <Samu> k 01:49:36 <chillcore> click create new scenario and random land please 01:49:49 <chillcore> just for the smoothness settng and such 01:50:40 <Samu> there it is 01:50:45 <chillcore> no not that ... 01:50:58 <chillcore> random land like you almost did :p 01:51:01 <chillcore> ye there 01:51:13 <chillcore> click random land ... 01:51:28 <Samu> just a min, i'll do that 01:51:31 <chillcore> k 01:52:57 <chillcore> grabbing some coffee 01:53:04 <Samu> ok i did random land 01:54:24 <chillcore> thx .. 01:54:54 <chillcore> seems like no variation gives and hilly gives best results on small maps better 01:55:12 <chillcore> -gives* 01:56:22 <Samu> well, apparently this is working nice so far 01:57:07 <chillcore> the thing is with these ever changing rivers ... maybe someone wnted to terraform to build something there? 01:57:45 <Samu> i know :( 01:57:46 *** Pikkaphone [~yaaic@131.181.158.140] has joined #openttd 01:58:54 <chillcore> maybe make that a seperate patch and topic on forums 01:59:09 <chillcore> let peeps test and let fedback guide you in what to do 01:59:19 <Samu> i can destroy rivers yet 01:59:34 <Samu> oh wait, i can't lol 02:00:05 <chillcore> intresting 02:00:27 <Samu> that 7500 cost wasn't supposed to happen 02:00:50 <chillcore> sure it does ... them blastmasters need to get payed :P 02:02:09 <chillcore> see this is where it gets silly 02:02:40 <chillcore> anyhoo us talking about something peeps can not se here ... kinda silly too :P 02:03:01 <chillcore> hmm I sees them glitches 02:03:05 <chillcore> not good 02:03:27 <chillcore> rivers on steep slopes is "nono" 02:04:25 <Samu> heh, that's the part I need help 02:04:36 <Samu> well, i'm posting the patch, then i'm off to bed 02:04:38 <chillcore> now know where these occasional glistches come from 02:04:42 <chillcore> foundations 02:04:57 <chillcore> hmm ... 02:05:06 <chillcore> anyhoo, good night 02:05:10 <Eddi|zuHause> happy eclipse everybody, i have a feeling i will miss it 02:05:28 <chillcore> ooh eclipse when where ? 02:05:33 <Samu> let me quickly create patch 02:06:18 <Eddi|zuHause> partial eclipse in europe ca. 8-11 UTC 02:06:42 <Eddi|zuHause> or full eclipse if you happen to be on the FÀröer 02:06:48 <Samu> https://paste.openttdcoop.org/pmv2uht5l 02:06:55 <Samu> there, now I gotta run 02:07:58 *** Samu [~oftc-webi@po-217-129-252-157.netvisao.pt] has quit [Quit: Page closed] 02:08:01 <Eddi|zuHause> hm, next full eclipse in germany is 2081. i'll be 100 then... 02:08:30 <chillcore> ah ok ... way to cloudy 02:09:18 <chillcore> I'll be 107 ... maybe we can meet up then and talk about ye olde days eddi 02:09:20 <chillcore> :P 02:09:33 <Eddi|zuHause> they said it might be nice weather over here 02:09:47 <Eddi|zuHause> i have a feeling that is unlikely to happen :p 02:10:28 <chillcore> ye but you never know what we'll have invented by then 02:12:03 <Eddi|zuHause> yeah. maybe it's a device that tells me "you made this pact 65 years ago to meet with a random person on the internet that you never met and have barely anything in common" :p 02:13:57 <chillcore> "you are not allowed to pass away and rest in peace before you met these conditions" hehe 02:14:25 <Eddi|zuHause> we have that already. it's called ghosts :p 02:18:45 *** gelignite [~gelignite@i528C33E3.versanet.de] has quit [Quit: http://bit.ly/1kso8Ta] 02:23:23 *** efess [~Efess@c-24-61-64-170.hsd1.ct.comcast.net] has joined #openttd 02:26:19 *** Flygon__ is now known as Flygon 02:26:26 <Flygon> Eddi, chillcore 02:26:28 <Flygon> We totally like 02:26:30 <Flygon> Gotta meet 02:26:33 <Flygon> And discuss how awesome I am 02:26:35 <Flygon> D: 02:26:36 <Flygon> Er 02:26:37 <Flygon> :D 02:26:49 <chillcore> :P 02:28:37 <Eddi|zuHause> Flygon: if you pay me a ticket to australia :p 02:28:45 <Flygon> Nah 02:28:53 <Flygon> We'll go to the planet's other home of VR 02:28:55 <Flygon> Finrand! 02:29:13 <Flygon> I mean, shoot 02:29:18 <Flygon> Even Finland's VR STILL uses Broad Gauge 02:29:22 <Flygon> Narrower than Victoria's VR 02:29:23 <Flygon> But, still! 02:29:39 <Flygon> (VIC uses 1600mm, Finrand uses 1524mm) 02:30:20 *** Pikkaphone [~yaaic@131.181.158.140] has quit [Ping timeout: 480 seconds] 02:30:28 <Eddi|zuHause> there was something about finland using 1520 and russia 1528 (or the other way round) and somewhen they decided "let's call it 1524 and let the error margins handle it" 02:35:05 <Flygon> To be fair 02:35:09 <Flygon> The error margins ARE very wide 02:35:12 <Flygon> Like, in Victoria 02:35:27 <Flygon> The gauge on wooden sleepers goes anywhere from 1575mm to 1835mmish 02:35:48 <Flygon> Concrete is FAR more tight, around 1595mm to 1805mm 02:35:51 <Flygon> But still very tight 02:36:00 <Flygon> These're off the top of my head, so I'm probably a bit off 02:36:09 <Flygon> But it's still well inside the acceptable error margin 02:36:29 <Flygon> Keeping in mind said concrete sleepered RFR track would be pretty reliable for 200km/h services 02:36:35 *** Pikkaphone [~yaaic@58.108.147.24] has joined #openttd 02:43:19 <Eddi|zuHause> they say the faster the track goes, the wider it must be 02:49:20 <supermop> just applied to do my own job over elance 02:52:12 <Eddi|zuHause> to see whether your boss would hire a replacement for you? 02:52:26 <supermop> haha 02:52:58 <supermop> no, as i'll being moving back to the us before too long this was his idea for having me work remotely 03:32:40 <chillcore> hmm this terrain kinda keep shooting off ... no matter what I try 03:33:37 *** Pikkaphone [~yaaic@58.108.147.24] has quit [Ping timeout: 480 seconds] 03:33:43 <chillcore> I'll have to check my patchpack to see what kind off "details" were conveniently dismissed for the sake of going faster 03:45:04 <chillcore> so sad this industries mentallity ... "we don't care how broken it is it has to be shipped yesterday" 03:45:17 <chillcore> thank god openttd is not like that 03:50:19 *** shirish_ [~quassel@59.97.98.24] has quit [Read error: Connection reset by peer] 03:52:31 <chillcore> hm balls to it ... messing with magic values it is ... alpinist values becomes mountainaus and this coast shaping is getting /64 instead of /16 03:53:24 <chillcore> sorry ic111 ... you can always re-tune if you don't like it ;) 03:55:25 *** luaduck_zzz is now known as luaduck 04:03:06 *** Pikkaphone [~yaaic@131.181.158.140] has joined #openttd 04:09:43 <chillcore> this is gonna be fun explaining to get it commited 04:10:14 <chillcore> "because violets are blue I changed stuff randomly" :P 04:13:32 <chillcore> or I will just let the results seak for itself 04:20:51 <chillcore> yep yep me is happy again ... now for some real tuning 04:31:32 *** Pikkaphone [~yaaic@131.181.158.140] has quit [Ping timeout: 480 seconds] 04:51:08 * chillcore waves hand at tgp.cpp 04:51:21 <chillcore> these are not the values you are looking for 04:54:04 <chillcore> static const height_t _invalid_height = -32768; <- see ya sometime later maybe ... or not 05:16:27 <supermop> livestock units should be tons not head 05:17:07 <supermop> some vehicles think livestock is cows, other think it is chickens, so you end up with a small truck that can carry more livestock than a rail car 05:17:48 <supermop> im sure someone will write a grf assuming it is elephants and give railcars a capacity of 1 05:18:22 <supermop> and someone will assume it is crickets and give a capacity of a billion 05:18:44 <chillcore> yeah that exactly is the prob when trying to set standards 05:18:56 <chillcore> so best is not to try? 05:19:00 <supermop> good futuristic grf: all livestock is masses of bugs 05:19:14 <chillcore> hehe ... 15 05:20:06 <chillcore> hmm enter next to decimal point ... 15.000.000.000.000 mosquitos of tiger please? 05:21:56 <chillcore> in my country we do 15.000,15 05:22:04 <chillcore> the whole world is wrong :P 05:22:07 <supermop> ok finally have the vulcan, no more chinook hauled passenger expresses 05:22:40 <supermop> i started the game in 1960 so it felt wrong to be buying new built steam engines for new services 05:23:41 <chillcore> who cares supermop ... it is your game ;) 05:24:00 <chillcore> ^^^ in regards of feeling wrong 05:24:17 <supermop> that's why i didnt buy the best engine for the service 05:24:41 <supermop> it's my game so i'll run the express with a diesel shunter rather than buy steam 05:24:47 <chillcore> but even in the real world you should give a flying freckle 05:26:39 <chillcore> man I should gave given this code the finger much sooner ... terain is playable again yay 05:27:21 * chillcore looks for some more code to just ... delete :P 05:45:35 <chillcore> too bad I did not do this a day or two earlier ... this could've been in rc1 05:45:39 <chillcore> oh well 05:46:09 <chillcore> I wonder if devs will notice if I try and sneak in my teletubbies lanscape :P 05:47:44 <chillcore> maybe if I add a comment "// *waving hand* these lines are not here." 05:49:01 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has joined #openttd 05:56:02 *** Eddi|zuHause [~johekr@p57BD5E90.dip0.t-ipconnect.de] has quit [] 05:56:16 *** Eddi|zuHause [~johekr@p5DC66DAB.dip0.t-ipconnect.de] has joined #openttd 05:57:27 <chillcore> Imma do just that ... for large maps what I did before and for small maps the tuning CommanderŠdid 05:58:01 <chillcore> with a few variations to fit the smoothness levels 05:58:17 <chillcore> and he who is not happy ... it is open source 06:02:59 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 06:06:19 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 06:10:00 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has joined #openttd 06:16:55 <supermop> hmm i just reworked this station to be 4 platforms 06:17:29 <supermop> but i was planning to build a lay-up yard beyond it, so actually it may have been fine as 3 06:17:45 <supermop> in facting i could maybe reduce it to 2 06:18:31 *** luaduck [~luaduck@0001c465.user.oftc.net] has quit [Quit: ZNC gives me a nerd boner.] 06:18:43 <supermop> it has two branches from north terminating, and one through line, 06:18:55 <supermop> another to be added in the future 06:19:27 <supermop> but if the terminating services continue to the yard empty then return on the up track, 06:19:38 <supermop> i don't need any terminal platforms 06:20:09 <supermop> timetable is only issue - do i have enough 10-day slots for services to pass through 06:20:46 <chillcore> an exra platform is always useful sometimes loading takes a bit longer while waiting for cargo 06:20:58 <supermop> if i used the 4th platform space to double-track the freight bypass, that may be wiser than providing extra room at the station 06:21:41 <chillcore> freight bypass? branch of from mainline and pass unders station with tunnel ;) 06:22:14 <supermop> currently freight only passes through once every 90 or so days 06:22:20 <supermop> but i may add more 06:22:47 <supermop> currently no north bound and south bound freight pass at same time so single track is fine 06:23:19 <chillcore> k 06:23:29 <supermop> but who knows 06:23:59 <supermop> double track is much higher than just twice single track capacity 06:24:24 <supermop> but looks bad in this narrow valley, to have so much width wasted by track 06:26:56 <supermop> i should do like in large american cities - all freight is dropped off at huge terminal on once side and then regular mixed cargo trains shuttle it through to the other terminal on the other side of the city, where it is picked up and taken the rest of the way 06:27:53 <supermop> a container from china going from LA to the east coast by rail takes less time to go from LA to the west side of chicago, than it does to go from the west side to the east side of chicago 06:27:59 <chillcore> you mean past the city to the next where this repeats? what a waste of time and effort ... lobbyists much 06:29:19 <chillcore> in the mean time these peeps do have a job but still 06:29:41 <supermop> patch labour into openttd 06:29:54 <supermop> if you make network too efficient - they go on strike 06:29:54 <chillcore> it is already 06:30:03 <chillcore> maintenance costs 06:30:15 <chillcore> no strikes though ... that would be cool 06:30:39 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has quit [Quit: Leaving] 06:31:19 <chillcore> hmm thes egreen rck tiles look out of place in artic climate 06:31:24 <supermop> some american diesels were built with long hood in front tall enough that driver could only see to one side like on a steam engine - so that the railway wash forced to hire two men to run every train 06:31:33 <supermop> yeah i was just thinking that 06:31:48 <supermop> i didn't know if i should bug planetmaker about it 06:32:12 <chillcore> there was a change in that area no long ago ... not sure if that was intentional 06:32:22 <chillcore> maybe yuo should yeah 06:32:34 <Pikka> "thes egreen rck tiles look out of place in artic climate" <- the original graphic "second rock tiles" are all rock 06:32:57 <Pikka> so it's a fault in the other base sets if they're not all rock :) 06:33:02 <chillcore> no tile? 06:33:05 <supermop> hmm i think i will revert to three platforms and duplex bypas... 06:33:08 <Pikka> the entire tile is rock 06:33:10 <chillcore> that would explain it 06:33:39 <supermop> but before i do im off to buy wine 06:33:44 <chillcore> ye I mean the terrain under it ... is green instead of brown 06:33:46 <supermop> also hi Pikka 06:34:19 <Pikka> the terrain under it should be grey, all rock. I think the idea is that the second rock tiles, the ones just reintroduced, are solid rock, and the other half-grass ones are the transitional edge tiles 06:34:42 <chillcore> hmm ... 06:35:00 <supermop> can snow transition be made longer 06:35:13 <supermop> like 10 tiles instead of about 3? 06:35:43 <supermop> need snowy coasts with ice too 06:35:48 <supermop> ok wine time 06:37:59 <chillcore> could yes but what do you do when terrain is just 15 high? 06:38:14 <chillcore> snowline moves too 06:39:05 <chillcore> pikka: should sprites 4051 and friends be used in artic? 06:39:15 <chillcore> just asking because I sux at sprites 06:39:49 <chillcore> t is these that look out of place 06:43:04 <chillcore> 4042 is the flat one 06:43:25 <Pikka> original graphics: http://i.imgur.com/5ZiXiYR.png 06:45:11 <Pikka> no grass, so they shouldn't need to be climate-dependent. or perhaps the extra sprites need expanding to include non-temperate versions of these tiles? 06:45:57 <chillcore> well the 4051 that shows up in game is not that one 06:46:03 <chillcore> in artic that is 06:46:12 <chillcore> instead it is the temeprate one 06:46:18 <Pikka> that is the temperate one 06:46:59 <Pikka> in the original graphics 06:47:05 <Pikka> not in whatever base set you're using 06:47:21 <Pikka> like I said, it could be seen as an error in the base set if those sprites are not 100% rock 06:47:29 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has joined #openttd 06:47:30 <chillcore> I am using opengf and no newGRF 06:47:35 <Pikka> yes 06:47:41 <Pikka> opengfx is not the original graphics :P 06:48:06 <chillcore> let me change ... for a sec 06:48:35 <Pikka> I think we do need to expand the additional graphics to include non-temperate versions of those sprites though 06:48:47 <Pikka> even with the original graphics, the patch makes toyland look odd :P 06:49:20 <chillcore> oh ok ... and yes with the original graphics I do not see them green tiles 06:50:46 <chillcore> and toyland yeah ... 06:51:19 <Pikka> I will post a bug? :) 06:51:46 <chillcore> not sure ... 06:52:02 <chillcore> It would be nice if climates had their dedicatd sprites for sure 06:52:23 <chillcore> but calling it a bug ... more missing feature? 06:52:58 <Pikka> well it was an error introduced by a recent patch, rather than a long-term missing feature, so... whatever. it still goes in the tracker. 06:53:36 <chillcore> the error that was fixed is that the second rockset was not used? at all 06:54:16 <chillcore> maybe the result we see now is why it got disabled in the first place? 06:54:27 <Pikka> quite possibly 06:54:49 <chillcore> I was not here then, I think, so I am just guessing 06:55:43 <chillcore> ye report as bug. planetmaker or someone else can always close the ticket if needed 06:55:50 <chillcore> :P 06:58:13 <chillcore> r27117 06:58:23 <Pikka> yes 06:58:38 <Pikka> https://bugs.openttd.org/task/6260 06:59:41 <chillcore> cool 07:00:50 <chillcore> now "someone" needs to draw 57 * 2 sprites? 07:11:22 <supermop> 57? 07:11:52 <chillcore> 1 tileset is 19 sprites 07:11:57 <chillcore> 3 climates missing 07:12:09 <chillcore> + something fitting for originals 07:12:18 <supermop> tropic will need desert and grass versions 07:12:37 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has quit [Quit: Leaving] 07:12:57 <chillcore> and snowy too ? 07:13:03 <chillcore> oh boy ... 07:13:20 <Pikka> hmm 07:13:22 <chillcore> and deserty and tropical foresty 07:13:26 <Pikka> are there rocks in the desert or snow? 07:13:32 <chillcore> not sure 07:13:35 <Pikka> I'm guessing there are not ;) 07:13:37 <supermop> can place in SE 07:13:42 <supermop> i thik 07:13:52 <supermop> i know there are rocks in desert 07:13:55 <chillcore> rocks are cacti in deset? 07:14:02 <Pikka> no 07:14:04 <supermop> cactus is a tree 07:14:07 <chillcore> k 07:14:29 <Pikka> not seeing any desert rocks in generated maps 07:15:00 <Pikka> perhaps you can put them in in the scenario editor, but asking for desert and snow rocks is another feature request altogether. :) 07:16:09 <chillcore> nah just in grasslands, for tropical forest I need to lower the snowline ... 07:16:15 *** tycoondemon [~ashnohoe@D97B8CD4.cm-3-4c.dynamic.ziggo.nl] has joined #openttd 07:16:31 <supermop> can rocks have transparent around them so tile shows through? 07:16:42 <Pikka> no, they are a ground tile 07:17:59 <supermop> even if no, we could just have rock layer and then the regular tiles as layers in PS 07:18:07 <Pikka> yes 07:18:09 <supermop> and make all the sprites in a few min 07:19:48 <chillcore> hmm tropical forest has abandoned me completely now ... not sure why 07:20:24 <supermop> delete fourth platform? 07:21:30 <supermop> not sure how much more freight will come through here 07:23:45 *** Celestar [~Celestar@fire3.tngtech.com] has joined #openttd 07:23:53 <chillcore> you could maybe leave the tracks in place? that way town can not occupy that space if you need it later 07:24:31 <chillcore> still starnge that I ave no tropical forest no more ... just dunes :P 07:29:42 *** luaduck [~luaduck@host109-149-142-5.range109-149.btcentralplus.com] has joined #openttd 07:31:58 <supermop> i enjoy never scrapping new-ish locomotives, even if they are not being used 07:32:48 <supermop> in the course of rebuilding this station i've had to demolish a depot on the south side to build the yard, then now demolish a depot on the north side 07:33:41 <supermop> but there was an idle Chinook in the south depot so i've had to keep unpausing to have it run back and forth between south and north depots as i rebuild them 07:34:21 <supermop> fun locomotive to watch run around 07:34:40 <chillcore> hehe ... instead of letting it loose on and isolated piece of track 07:34:54 <chillcore> or just clicking the stop button 07:38:53 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 07:40:33 <chillcore> oh boy ... I had disabled trees so there is where the forest went 07:41:06 <chillcore> still no forest on the peaks of mountains though ... I am pretty sure it was there before 07:42:16 <supermop> what size do images need to be to show in forum? 800x600? 07:42:17 <chillcore> there it is ... flaming max height setting 07:42:23 <chillcore> I am so going to remove it 07:42:33 <chillcore> that setting has no use whatsoever 07:43:13 <chillcore> I'll put it back when bug reports come in 07:43:30 <chillcore> so tired of this bugs that I already fixed many times before 07:43:33 <chillcore> sigh 07:43:53 <chillcore> yes 800 *600 or lower 07:44:22 <chillcore> you can inline by force but it is not apreciated 07:44:40 <chillcore> maybe do that if you are just a few pixels over? 07:44:49 <chillcore> but I did not say that :P 07:44:58 <chillcore> there is no log to prove it anyway 07:45:03 <chillcore> ... oh wait 07:52:01 <supermop> http://www.tt-forums.net/viewtopic.php?p=1145196#p1145196 07:54:29 <chillcore> pretty sweet but you have a signal just after the crossing on the top track 07:55:47 <supermop> its fine as it cannot block any train waiting on other track 07:55:57 <supermop> as its a diverging switch 07:57:03 <chillcore> depends the amount of traffic? if heavy it can block trains coming from the station, but then that train would just block the staion itself so yeah 08:03:50 <supermop> updated post with before picture 08:08:46 <supermop> i may move that little local station to the center instead of off to one side 08:09:19 <supermop> so that north bound local trains need not cross the southbound line 08:10:10 *** Flygon [~Flygon@ppp118-209-202-74.lns20.mel8.internode.on.net] has quit [Ping timeout: 480 seconds] 08:10:50 <chillcore> yeah you could that, I like iterating too as the need arises 08:11:51 *** Flygon [~Flygon@ppp118-209-1-103.lns20.mel4.internode.on.net] has joined #openttd 08:13:35 <supermop> as you can see its already sort of ruined the small valley 08:14:40 <supermop> also i want to expand that line to the east to be the new mainline as the next big town to the north has no room to expand its mainline station, but it's eastern station is in a good location 08:15:09 <supermop> so i dont need that much future capacity on the current mainline 08:17:39 <chillcore> The Gaben used to say that they were the best of the best of the whole world 08:18:06 <chillcore> Now he publicly admits that 'we' ar no match for him 08:18:11 <chillcore> just saying 08:18:39 <chillcore> we -- communnity in general, not us openttd in specific 08:18:48 <chillcore> ==* 08:19:44 <chillcore> but yeah if you don't think that the capacity will increase ... you have industry spawning disabled in your gae? 08:20:42 <chillcore> s capacity/demand 08:30:16 <chillcore> hmm no too happy with these old values by commanderZ neither ... too bland terrain, in all fairness he did say that he was not finished tuning at the time 08:30:42 <chillcore> they do work great for smaller maps 08:32:36 <supermop> industries can spawn, but its a very empty map even for 256^2 08:32:59 <supermop> and this town is not very central 08:33:40 <supermop> currently only oil freight uses that line - I may add iron ore 08:34:36 <supermop> hmm need more food 08:34:58 <supermop> have plenty of extra farm supplies 08:35:16 <chillcore> hehe ... don't take my wrd for to much truth neither 08:35:29 <chillcore> you have no clue how little games I played myself 08:36:10 <chillcore> most of my 'knowledge' comes from debugging and quick and dirty testing 08:36:23 * chillcore has played maybe three complete games 08:38:17 <supermop> haha 'complete' game 08:38:23 <chillcore> troub is finding them back in the hundreds of checkouts :P 08:38:31 <chillcore> and often I do not save so 08:38:35 <supermop> i dont think i've played a complete game in 20 years 08:39:05 <supermop> i had two TTO games that I played to the end of that game 08:39:14 <supermop> i think i got 'mogul' 08:39:34 <supermop> still kind of remember the map layout of one of them 08:39:37 <chillcore> hehe, I got this one game with a score of 666 08:39:42 <__ln__> everyone prepared for the solar eclipse? 08:40:50 <supermop> i have been playing with always finish names for years so i have tons of saves gong back 5 years or so with names of <small finnish town i've never heard of> transport 08:41:02 <supermop> i have no idea what any of them are 08:41:38 <supermop> like maybe 10 or so different 'malmi transport's 08:41:45 <chillcore> __ln__: hmm me sharpens axe ... maybe devs will not notice the removal a "the setting" while it is dark outside 08:41:48 <chillcore> :P 08:42:18 <chillcore> s a/of 08:42:28 <supermop> so now i never save anymore i just play until the next time my computer needs t o be rebooted and that's that 08:43:53 <chillcore> __ln__: also clouds as far as they eye can see ... 08:45:09 <Terkhen> hello 08:45:14 <supermop> hi 08:45:45 <supermop> map could use a little NG mountain line 08:46:00 <chillcore> o/ Terkhen 08:46:26 <chillcore> lol I just searched for eclipes in europe and it is all doomsday scenarios 08:46:30 <chillcore> lol 08:46:48 <chillcore> unprecedented blackouts 08:46:48 <supermop> most IH games i start with a NG line and then accidentally end up with a big NG networks before I know what has happened 08:47:02 <chillcore> hahahah ... these peeps 08:47:13 <chillcore> it will be as big an issue as the milenium bug 08:49:16 <supermop> NG line or 32 road hog tankers running long 120 day trips 08:50:35 <chillcore> still got about an hour before it 'hits' here 08:51:37 <supermop> NG line needs about 27 tanker cars per month if gung ho, 08:52:04 <supermop> might need to double the line, then it won't look as cute 08:52:54 <supermop> i havent seen an eclipse in a while 08:53:04 <supermop> never seen a full one 08:53:07 <chillcore> you can combine tunnels and bridges to have two lines above one another ;) 08:53:27 <chillcore> that looks cute if done properly 08:55:22 <supermop> it's a nice mountain, don't want to spoil it 08:55:40 <supermop> there is a forest on the way though, so could carry lumber 08:56:25 *** Biolunar [Biolunar@77.2.85.235] has joined #openttd 08:59:24 <chillcore> hmm nice mountains are comming ... 09:00:05 <chillcore> what is generated now I'd not call nice ... 09:00:23 <chillcore> bit yes 09:00:27 <chillcore> big* 09:01:42 <__ln__> monday: clear sky, tuesday: clear sky, wednesday: clear sky, thursday: clear sky, friday & eclipse: all cloudy 09:03:41 <chillcore> if you want nicehuge mountains now supermop, generate a map in my patchpack and export the heightmap 09:04:59 <chillcore> I want trunk to generate maps like that, then I'll be happy to sign off 09:05:26 <chillcore> if not I'd rather have MHL removed tilll 1.6 09:05:30 <chillcore> seriously 09:05:47 <chillcore> anyhoo .... not going into ranting mode 09:05:52 <chillcore> fixing as we speak 09:06:58 <Terkhen> __ln__: same here :( 09:07:09 <chillcore> idem 09:07:33 <__ln__> we had very cool northern lights on tuesday though 09:09:42 <Terkhen> we'll never guess those here :P 09:09:44 <Terkhen> ... I hope 09:09:51 <Terkhen> get* 09:13:23 <chillcore> I wonder if it will get as dark as the one we had in the '80s ... 09:16:30 *** gelignite [~gelignite@i528C352D.versanet.de] has joined #openttd 09:17:44 <supermop> i dont need huge mountains on this size map, just a few levels more is enough 09:17:53 <supermop> i set my max height to 24 09:19:32 <chillcore> ye then it is better yes 09:19:41 <chillcore> still not the right solution 09:20:39 <chillcore> terrain type and mapsize should determine max generated height 09:20:48 <chillcore> the rest is fluff IHMO 09:20:58 <chillcore> patching the brokeness in a the wrong way 09:21:50 <chillcore> variation could use a tweak too ... it varies too much and pulls the entire map down 09:22:21 <chillcore> but that will be for afterwards 09:22:51 <chillcore> first getting it to work properly with the setting at 255, which breaks tropic 09:23:15 <chillcore> that does not mean terrain will be generated at 255 09:23:35 <chillcore> currently testing with 85 on 4048** 09:23:45 <chillcore> but you can still raise manually 09:23:59 <chillcore> 4096* 09:25:41 <chillcore> Alpinist wil still have some steep peakes but if you do not like that yu should not play alpinist :P 09:29:19 *** Flygon_ [~Flygon@ppp118-209-1-103.lns20.mel4.internode.on.net] has joined #openttd 09:36:10 *** Flygon [~Flygon@ppp118-209-1-103.lns20.mel4.internode.on.net] has quit [Ping timeout: 480 seconds] 10:03:59 *** Klanticus [~quassel@179.234.179.109] has joined #openttd 10:04:30 *** gelignite [~gelignite@i528C352D.versanet.de] has quit [Read error: Connection reset by peer] 10:06:34 <supermop> my problem with steep high mountains is that they are all slope 10:07:28 <supermop> because 1:1 is the steepest slope you can have , not counting diagonal, and tall point gives a massive unbroken slope 10:07:44 *** gelignite [~gelignite@i528C3220.versanet.de] has joined #openttd 10:07:45 <supermop> which towns always build a road straight up the side of 10:08:40 *** zeknurn` [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 10:09:01 <supermop> i like having high areas but i would like my mountains to have 1:2 or 2:3 sloops as their steepest except some few bits of 1:1 10:09:34 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 10:13:45 <chillcore> huhu 10:16:16 <chillcore> thing is ther is so many setting that affect it 10:17:36 <chillcore> mapsize, smoothness, terria, mapedges and finally that bleeping maxheight settingn type, variation, sea level 10:18:04 <chillcore> s terrai/terrain type 10:19:33 <chillcore> seems like my cursor jumped a bit or I has ghosts in the machine ... again 10:20:18 <chillcore> lemme redo that line 10:22:23 <chillcore> mapsize, smoothness, terrain type, variation, sea level, mapedges and max height setting 10:22:33 <chillcore> that is more readable 10:22:38 <chillcore> ;) 10:23:19 <chillcore> change one and the whole map changes and then finally you get it right and the seed changes ... 10:24:40 <chillcore> but it is comming nicely after I messed about with some things that were in my patchpack but were reverted somehow in MHL 10:25:16 <chillcore> I'll post a screenshot in a bit ;) 10:27:13 <chillcore> MHL also used to have a function that applied extra smoothing to avaoid them 1:1 slopes 10:27:14 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: No route to host] 10:27:25 <chillcore> nowhere to be seen in 10:27:39 <chillcore> no clue why because it was needed 10:27:47 <chillcore> anyhoo 10:28:08 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 10:30:12 <chillcore> I am putting most of the missing parts back and devs can then decide if they want it or not 10:30:30 <chillcore> at least it will not be dismissed without saying a word 10:30:46 <chillcore> ^^^ this is why I started my patchpack 10:35:45 <supermop> i used that patch pack for ages 10:35:54 <supermop> man i miss departure boards 10:36:03 <supermop> i do so much scheduling 10:36:27 <supermop> i soumetimes have to write out a board on paper now 10:36:36 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 10:37:09 <supermop> thing is i dont mind if 10% of sloped areas are 1:1 and 90% are 1:2 or less 10:37:39 <supermop> i did find in the patchpack sometimes slopes were too smooth 10:38:51 <supermop> it would be nice if noise or whatever altered local steepness rather than local height? 10:41:01 <chillcore> hmm ye, depends what setting you pick though 10:41:25 *** HerzogDeXtEr [~flex@i59F6BD31.versanet.de] has joined #openttd 10:42:35 <chillcore> it works like this ... the seed defines the shape of the map and then the perlin noise pulls terrain up and down at intervals, scale zooms in and out on the details 10:42:55 <chillcore> ^^^ in very basic terms, there is more going on 10:43:27 <supermop> hehe 10:44:12 <supermop> may as well just write a whole hydrology model that erodes the map over millions of game years 10:44:24 <chillcore> eg. artic and tropic get special treatment just before releasing the map to the player 10:45:17 <chillcore> ye I am going to bump that old patch of CommanderZ most likely too one of these days 10:45:39 <supermop> and a geological and tectonic model 10:46:03 <chillcore> but first things first 10:46:13 <supermop> first spawn swamps then 100 million years later spawn coal mines there 10:46:25 <chillcore> ye that is what it did ... you had options like atol 10:47:07 <chillcore> but without eroding terrain :P 10:47:29 <chillcore> devs have to maintain afterwards ... so 10:53:48 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has quit [Read error: Connection reset by peer] 11:11:50 <chillcore> https://www.tt-forums.net/viewtopic.php?f=33&t=63595 11:12:06 <chillcore> last post to see what I has now 11:12:44 <chillcore> please be blunt as anything else does not help me. thanks 11:12:59 <chillcore> whatcha think? 11:14:47 <chillcore> small maps may be too smooth-ish still but then again they are small maps so ... 11:15:52 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Ping timeout: 480 seconds] 11:17:13 <chillcore> hmm my cursor is missing in the screenshots ... I querried the highest point 11:19:24 <Eddi|zuHause> cursor is always removed from screnshots 11:20:28 <Eddi|zuHause> (but tile highlighting should be visible) 11:24:16 <chillcore> ah ok ... I must have confused it with something else I did not expect to show up some time ago. 11:24:28 <chillcore> the highlighting is there if you squint 11:24:55 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 11:40:01 *** sla_ro|master [~sla.ro@95.76.27.245] has joined #openttd 11:42:44 <chillcore> time for a breaksie from coding ... maybe I'll have a looksie if my mnecraft server is still up 11:44:10 <chillcore> I feel like I made more progress over the past few hours then in the last month entirely, in regards of getting nicer maps generated 11:47:03 <chillcore> next will be fixing tropic ... my way :P 11:50:02 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Ping timeout: 480 seconds] 11:52:39 *** sla_ro|master2 [~sla.ro@95.76.27.245] has joined #openttd 11:54:05 <chillcore> hmm ... did anoyone notice it gettng darker? I totally forgot about that eclipse 11:54:26 <chillcore> power is still on :P 11:57:05 *** sla_ro|master [~sla.ro@95.76.27.245] has quit [Ping timeout: 480 seconds] 12:00:41 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 12:11:03 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 12:19:08 <Eddi|zuHause> i've actually caught a glimpse of it 12:20:25 <Eddi|zuHause> i tried to make a photo, but my phone camera is just a terrible tool for that :p 12:29:59 *** tokai|mdlx [~tokai@port-92-195-25-222.dynamic.qsc.de] has joined #openttd 12:31:10 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 12:31:50 *** Supercheese is now known as Guest384 12:31:55 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 12:33:32 <Eddi|zuHause> chillcore: i feel screenshot 42 is a bit too noisy 12:34:07 <Eddi|zuHause> steep hills like that with a bit smoother surface would be my preferrence 12:36:10 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 12:36:42 *** Guest384 [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Ping timeout: 480 seconds] 12:49:33 <chillcore> Thanks you for the feedback, eddi much appreciated. do note that that screenshot is with alpinist and very rough settings 12:50:13 <chillcore> I'll take some more ... same settings except hilly and rough or smooth instead 12:50:17 *** Celestar [~Celestar@fire3.tngtech.com] has quit [Ping timeout: 480 seconds] 12:53:35 <Eddi|zuHause> chillcore: not sure how good this feedback is, as it's purely episodical. 12:55:27 <chillcore> it helps very much ;) 13:01:25 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Ping timeout: 480 seconds] 13:01:34 *** Celestar [~Celestar@fire3.tngtech.com] has joined #openttd 13:02:20 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 13:09:33 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 13:10:20 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Ping timeout: 480 seconds] 13:12:05 <chillcore> I posted some more ... I need to tune the last few values of each setting still to get rid of the small bumps on smoother settings 13:12:43 <chillcore> and the cragyness ... as you can see in the settings I posted they are still all the same except for scale 13:13:20 <chillcore> but yeah ... I get your drift 13:13:33 <chillcore> these a bit better already or not? 13:15:13 <chillcore> I think I will need to fix the blobs you see in desert somewhere else in the code 13:15:31 <chillcore> one of them mysteries I seem not to be able to fix with the params 13:15:55 *** sla_ro|master2 is now known as sla_ro|master 13:16:55 <chillcore> in any case there should be a greater diff in regards of noise with just changing smoothness 13:17:08 <chillcore> more then there is now that is 13:18:26 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 13:26:40 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 13:35:22 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 13:53:57 <blathijs> rr 13:53:58 *** roidal [~roland@193-154-143-52.adsl.highway.telekom.at] has joined #openttd 13:54:00 <blathijs> w00ps 14:22:09 *** Samu [~oftc-webi@po-217-129-252-157.netvisao.pt] has joined #openttd 14:34:31 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 14:35:43 *** Celestar [~Celestar@fire3.tngtech.com] has left #openttd [] 14:38:32 *** Bluelight [~chatzilla@80.202.66.53] has joined #openttd 14:42:59 <Samu> hi 14:56:16 <chillcore> o/ 14:56:44 *** AbsoluteTruth [~|Truth|@73.177.155.170] has joined #openttd 15:23:41 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 15:23:45 *** mode/#openttd [+o Alberth] by ChanServ 15:54:17 <chillcore> samu: if (IsSteepSlope(slope)) 15:54:33 <Samu> hio 15:54:42 <chillcore> might be fun to play with but I still think it is a bad idea ;) 15:54:52 <Alberth> o/ 15:56:09 <chillcore> in your case you want to use " !IsSteepSlope " 15:56:28 <chillcore> hello Alberth 15:57:27 <Alberth> !!!IsSteelSlope :p 15:57:39 <Alberth> *Steep 15:58:31 <Samu> what is the tile is half flat, half hilly? 15:59:22 <Samu> dang 15:59:30 <Samu> let me find something in the wiki 16:00:02 <chillcore> replace (slope) with (xxx) 16:01:21 *** Progman [~progman@p57A19794.dip0.t-ipconnect.de] has joined #openttd 16:01:25 <Samu> there was a nice picture showing all slope configurations 16:02:52 <Alberth> 'doc' directory in the root of the source code 16:02:59 <chillcore> slope_func.h ... 16:03:27 <chillcore> crazy walking rivers :P 16:03:44 <Alberth> need a few nails? 16:04:08 <Samu> ah, tileh.png~ 16:04:34 <Samu> they're numbered, but what do they mean? I saw this same picture in the wiki 16:04:46 <Samu> it described them 16:05:00 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 16:05:36 <Alberth> each kind of tile has a unique number, the picture shows it 16:05:41 <chillcore> yes please Alberth, samy found a way to terraform and keep the river intact kinda 16:06:23 <chillcore> samu* ... but they are very glitchy on steep slopes ... draws see through foundations 16:06:47 <chillcore> alse the fact they run up and down is kinda ... yeah 16:08:22 <Alberth> locally reversed gravity 16:12:56 <chillcore> ofcourse now he has this other little side-effect they refuse to be demolished at all :P 16:13:06 <chillcore> luxury prob 16:14:10 *** Klanticus_ [~quassel@179.234.179.109] has joined #openttd 16:14:20 <Alberth> terraform them too often to make them disappear? :p 16:14:32 <Alberth> up down up down up poof 16:14:45 <chillcore> no use ... not even bombing the shizz out of them 16:15:19 <chillcore> I saw him try on twitch this morning 16:15:21 <Alberth> non-removable rivers are quite nice perhaps 16:16:09 <chillcore> true but they also go on steep slopes and there it is not good 16:16:56 <Alberth> sounds likely, as there are no graphics then :p 16:17:02 <Alberth> (afaik) 16:17:18 *** Klanticus [~quassel@179.234.179.109] has quit [Ping timeout: 480 seconds] 16:17:45 <Samu> https://paste.openttdcoop.org/pmv2uht5l?/pmv2uht5l 16:18:35 <chillcore> you can still build water features on them which can be destroyed but then not terraformed untill that feature is removed ... so that is kinda nice 16:21:09 <chillcore> Albert not only that the foundation it creates is against empty air ... if on north facing slopes 16:21:37 <chillcore> maybe samu can create screenshot? 16:21:50 <Samu> what 16:22:10 <Samu> that is the patch 16:22:13 <Samu> only 2 lines 16:22:20 <Samu> you can test it 16:22:44 <Alberth> Random() ? :p 16:23:01 <chillcore> anyhoo ... going to continue a bit with my tgen light patch ... need to fix tropical climate and fine-tune 16:23:04 <Samu> i dunno what Random() is but i had to put that there 16:23:45 <chillcore> once done and ready for trunk I continue with gui version 16:24:09 <Alberth> ah, yes Random() seems fine 16:26:22 <Alberth> hmm, yeah, I should do another try at my world gen gui 16:26:57 <chillcore> feel free to steal my code if you can use some ;) 16:27:16 <Alberth> but the freerct mouse mode problem is annoyingly complicated and big 16:27:39 <chillcore> I got mine somewhere too anyways ... :P 16:28:11 <chillcore> mouse mode? yuo mean the terraforming glitches? 16:28:25 <Alberth> you changed existing gui code, or did you just add a new gui? 16:28:55 <Samu> i can terraform rivers under a bridge 16:29:01 <Samu> this is interesting 16:29:03 <Alberth> no, mouse modes as in interaction of the player with mouse, some window, and stuff he wants to build 16:29:05 <Samu> knowing it is working 16:29:05 <chillcore> I added a completely new gui 16:29:25 <chillcore> except for includes is pretty much standalone 16:29:58 <chillcore> but yeah I reused parts of other guis ... 16:30:13 <chillcore> sort off 16:30:16 <Alberth> oh, that's normal, I do that too when making a new gui :) 16:31:14 <Alberth> I wrote the system, but I wouldn't know how to make a new gui from scratch without peeking :) 16:31:41 <chillcore> it can be moves to a seperate file no prob, just need the proper includes 16:31:50 <chillcore> moved* 16:32:17 <Alberth> it would probably need integration in the other world gen thingies 16:32:37 <Alberth> but the current window is a bit big...-ish 16:33:03 <Alberth> it needs more structure I think 16:33:11 <chillcore> that is because of my font? 22 16:33:43 <chillcore> the magix boxes resize to largest textlabel 16:33:47 <Alberth> big in code (and I talk about the current worldgen window, rather than your new window) 16:34:13 <Alberth> I do like your font though :) 16:34:35 <chillcore> I'll lower it and post a creenie to show ... gives me an excuse to add three more screenshots ;) 16:34:48 <Alberth> :D 16:35:04 <chillcore> ah I see .. ye complicated window that 16:35:13 <Alberth> I don't have a high-res screen, so don't need a large font size 16:35:20 <chillcore> it is used three times ... 16:36:16 <chillcore> hmm correction the same function calls one of three dependant on mode 16:37:02 <Alberth> it's just big and complicated by any measurement :) 16:37:30 <chillcore> ^^^ 16:38:51 <Alberth> for a logical flow for a player to start a new game, it needs several new parts too 16:39:13 *** chillcore [~chillcore@25.239-64-87.adsl-dyn.isp.belgacom.be] has quit [Quit: Only mortals are affected by fame and power.] 16:39:40 *** chillcore [~chillcore@2a02:a03f:1048:5400:4e72:b9ff:feac:5979] has joined #openttd 16:40:47 <chillcore> ye that s what I try to do in scenario editor ... but the method clashes with new game somewhat 16:41:15 * chillcore had to reconnect because client kept jumping to top at every new message 16:42:34 <chillcore> <Alberth> I do like your font though :) <- ah someone else who appreciates comic sans ms ... hard to find normal peeps :P 16:43:13 <chillcore> I have lucida handwriting on one of my disks ... somewhere 16:43:20 <chillcore> that is a nice one too 16:43:37 <chillcore> for games that is 16:44:36 <chillcore> might have to boot my PII for that 16:45:41 <chillcore> that or it is on the 486's HDD 16:50:57 *** shirish [~quassel@117.215.27.150] has joined #openttd 16:51:40 <Samu> I'm lost 16:54:25 <chillcore> https://www.youtube.com/watch?v=fzWQV5OiQQQ 16:54:44 <chillcore> :P 16:56:12 <Samu> where is that wiki article 16:56:16 <Samu> about slopes 16:56:29 <chillcore> just look in the source ... 16:56:36 <chillcore> slope_func.h 16:56:57 <chillcore> and the file just next to it 16:57:35 <chillcore> and that docs file is in the source too 16:57:54 <chillcore> next to bin 17:00:43 <Samu> http://wiki.openttd.org/Lively_Rivers 17:00:45 <Samu> ok 17:02:04 <Samu> someone had a similar idea apparently 17:03:26 *** HerzogDeXtEr [~flex@i59F6BD31.versanet.de] has quit [Quit: Leaving.] 17:03:56 <chillcore> last modification 2008 ... and we has "lively rivers" in trunk now? kinda 17:05:25 <Alberth> hmm, a design document? :p 17:06:02 <Samu> ##Rivers do not terraform 17:06:04 <Samu> bah 17:06:48 <chillcore> in my city most of them were covered with roads samu ... 17:07:08 <chillcore> but they were still flowing under it ... you don't just stop a river 17:07:42 <chillcore> they have uncovered them a few years back while pushing traffic out of the centrum 17:07:51 <Samu> there is slope_func.h and slope_type.h 17:08:57 <Samu> ti.tileh-> 17:09:00 <Samu> what is this 17:09:23 <chillcore> if you read the code it is documented? 17:10:03 <Samu> i searched for ti.tileh 17:10:24 <Samu> i found something in tile_cmd.h 17:10:27 <Samu> i am confussed 17:10:33 <Samu> what are those numbers supposed to mean? 17:11:03 <chillcore> which nrs? 17:12:23 <Samu> SLOPE_FLAT = 0x00, ///< a flat tile 17:12:34 <Samu> SLOPE_W = 0x01, ///< the west corner of the tile is raised 17:12:38 <Samu> etc 17:12:40 *** Plaete [~moffi@217.189.186.82] has joined #openttd 17:13:05 <Alberth> you don't know what a flat tile is? 17:13:41 <Samu> i know what it is, but I am terraforming, there's a before and after 17:13:46 <Samu> im confused 17:14:49 <Samu> i want to prevent some slopes from happening 17:15:04 <chillcore> you can not do that 17:15:18 <chillcore> no gaps allowed 17:15:37 *** Biolunar [Biolunar@77.2.85.235] has quit [Quit: Yo.] 17:15:39 <chillcore> no more then 1 tileheight difference between adjecent tiles 17:15:57 <chillcore> except diagonally the it is 2 and becomes a steep slope 17:16:21 <Samu> let me look at the numbers 17:17:53 <Samu> 0, 3, 6, 9 and 12 17:18:08 <Samu> ok, these are the only allowed slopes where rivers could be restored 17:18:47 <Alberth> 2 corners raised? 17:19:04 <Alberth> or 0 corners :) 17:19:08 <Samu> all other slopes are thus preventing terraforming of that river 17:19:15 <Samu> or land 17:19:16 <Samu> or whatever 17:19:26 <Alberth> so how are you going to terraform 1 corner at a time then? 17:19:45 <Samu> i have no idea 17:20:01 <Samu> well i have an idea, but no idea how to do it in code 17:21:03 <Samu> ah, corner 17:22:27 <Samu> there is no number 15 in that picture 17:22:43 <Alberth> makes sense 17:22:46 <Samu> but 15 is also allowed 17:23:10 <Alberth> no, it's 0 one level higher 17:23:41 <Samu> if you raise all 4 corners, it becomes 15? 17:23:55 <Alberth> ie add one to the height of the tile, and reset all corners 17:24:34 <Samu> when you level terrain 17:24:38 <Samu> to be of the same level 17:24:51 <Samu> hmm ok 17:25:27 <chillcore> afk brb 17:28:58 <Samu> SLOPE_FLAT, SLOPE_SW, SLOPE_SE, SLOPE_NW, SLOPE_NE and SLOPE_ELEVATED 17:29:11 <Samu> let me take notes 17:33:35 <Samu> about the corners 17:34:09 <Alberth> SLOPE_ELEVATED is a mask 17:34:26 <Samu> 0 corners, 4 corners, 2 corners that are not in opposite directions 17:34:32 <Samu> a mask? 17:34:46 <Alberth> it's not a value for tiles (it's the value 15 you were looking for) 17:35:20 <Samu> what happens if i raise 4 corners at the same time? 17:35:35 <Alberth> (18:23:55) Alberth: ie add one to the height of the tile, and reset all corners <-- that 17:36:31 <Samu> height of the tile 17:36:48 <Samu> that's the z coordinates? 17:37:07 <Alberth> sort of base z coordinate indeed 17:37:19 <Alberth> don't know the precise definition 17:37:34 <chillcore> tileh is in pixels IIRC 17:37:51 <chillcore> but does not matter here 17:38:26 <Samu> if 15 then z +=1 and 15 == 0 17:38:35 <Samu> kinda like that? 17:39:25 <Samu> hmm but it must be 15 for that to happen, I have to allow 15 somehow 17:40:33 <chillcore> if you raise a flat tile at level 1 by it's four corners for 1 level each, you get a flat tile at level 2 samu 17:40:38 <chillcore> ... 17:40:59 <chillcore> flat is flat 17:41:06 <chillcore> regardles of level it is at 17:42:15 <Samu> "if you raise a flat tile at level 1 by it's four corners" 17:42:25 <Samu> i have to allow 4 corners to be raised 17:42:30 <Samu> that's what I am asking 17:42:52 <ST2> looking for a flat tile, ends up with a flat tire because of a flat fire xD 17:42:52 <ST2> hi :) 17:42:52 <ST2> o/ 17:43:46 <chillcore> unless yo have run on flats then you get an semi-empty tire o_O 17:43:46 <Samu> hey 17:44:01 <chillcore> \o 17:45:33 <DorpsGek> Commit by translators :: r27199 /trunk/src/lang (hungarian.txt korean.txt) (2015-03-20 18:45:22 +0100 ) 17:45:34 <DorpsGek> -Update from WebTranslator v3.0: 17:45:35 <DorpsGek> hungarian - 4 changes by Brumi 17:45:36 <DorpsGek> korean - 1 changes by telk5093 17:45:55 <chillcore> <Samu> height of the tile 17:45:55 <chillcore> that's the z coordinates? <- just try it with the terraform tool 17:46:15 <chillcore> ingame that is 17:46:47 <chillcore> hmm copied the wrong thing 17:46:53 <chillcore> <Samu> what happens if i raise 4 corners at the same time? 17:47:07 <chillcore> ^^^ wanted to copy that but dorpsgek ... 17:48:36 <Samu> height = 0x8 17:48:56 <Samu> height = 0x9 17:52:08 <Samu> only the north corner of a tile indicates height? 17:52:58 <Samu> height is not the same as z coordinates 17:53:09 <Samu> this is quite confusing 17:53:13 <chillcore> nope yes indeed 17:53:37 <chillcore> not in that order perse 17:54:28 <Samu> what a mess 17:54:36 <chillcore> hmm ... 17:55:08 <chillcore> you can only adjust the heightlevel of corners by 8 pixels 17:55:26 <chillcore> which corresponds to 8 pixels because the game is 2.5D 17:55:37 <chillcore> not 3D 17:55:46 <Samu> all 4 corners = z+1 17:56:12 <chillcore> the slopes (or not slopes) that are drawn depend on the neighbouring tiles 17:56:21 <chillcore> yo havbe no control over that 17:56:25 <Samu> north corner = z=z, height+1 17:56:40 <Samu> any other corner = z=z, height=height 17:56:49 <chillcore> ye that is the current heightlevel of the tile ... N-corner 17:57:43 <chillcore> you can lower corners too you know :P 17:57:49 <Samu> i am deeply confused 17:57:54 <Samu> hehe 17:57:55 <Samu> ok 17:58:02 <chillcore> it is simple samu 17:58:19 <chillcore> start game , open terraform tool and reduce to one dot 17:58:33 <chillcore> now raise four corners of a tile and see the result 17:58:33 <Samu> 1 dot changes 4 tiles 17:58:49 <chillcore> concentrate on 1 17:58:57 <chillcore> pick one any one 17:59:14 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 17:59:17 *** mode/#openttd [+v glx] by ChanServ 17:59:23 <chillcore> ignore the neigbouring tiles *waves hand* these are not the tiles you are looking for 17:59:32 <chillcore> raise the north corner 17:59:38 <chillcore> now the west corner 17:59:41 <chillcore> south corner 17:59:46 <chillcore> east corner 17:59:55 <chillcore> now what does your tile look like 17:59:58 <chillcore> ??? 18:01:34 *** HerzogDeXtEr [~flex@i59F6BD31.versanet.de] has joined #openttd 18:01:42 <Samu> flat 18:01:59 <chillcore> so 15 or 0? 18:02:18 <chillcore> flat exist already so 0 18:02:26 <Samu> flat is 0 18:02:38 <chillcore> yes and four corners raised is 15 so 18:02:42 <chillcore> ... 18:03:05 <Samu> elevated? 18:03:11 <chillcore> tile-ception 18:03:30 <peter1138> Not sure that's possible :p 18:03:43 <chillcore> hehe 18:04:02 <Samu> it's an elevated that became flat 18:04:06 <Samu> i dunno 18:04:11 <chillcore> yes 18:04:23 <chillcore> but it is also flat so 0 18:04:36 <chillcore> don't make it more complicated then you have to samu 18:04:59 <Samu> okay, 15 = 0 18:05:10 <chillcore> yay 18:05:36 <Alberth> now the bonus question, what happens when you raise 4 corners of a raised tile :p 18:05:52 <peter1138> Steep elevated tile 18:06:07 <Samu> i have no idea 18:06:08 * chillcore shakes 18:06:09 <Alberth> haha :) 18:06:44 <Samu> 15 again 18:06:51 <Samu> and becomes 0 18:07:15 <chillcore> yes samu 18:07:29 <chillcore> that simple 18:07:40 <Samu> the nearby tiles are confusing me :( 18:07:46 <Samu> but ok i must focus 18:08:48 <chillcore> there is this rule that there can only be one tileheight difference between tiles 18:09:12 <chillcore> so if I raise 'this one' two tiles the ones next to me will follow 18:09:13 <Alberth> actually, between tile corners 18:09:27 <Alberth> or grid-points, for that matter 18:11:12 <chillcore> s tiles/times ... to avoid cunfuzling 18:12:33 <peter1138> Did we get cliffs yet? 18:13:21 <chillcore> hmm 18:14:10 <chillcore> kinda but in the wrong place ... with them rivers on steep slopes 18:18:12 <chillcore> hmm now I can not remember where the deserline code is ... 18:19:09 *** Ondor [~chatzilla@90.218.195.253] has joined #openttd 18:20:51 *** Ondor [~chatzilla@90.218.195.253] has quit [] 18:21:13 *** raincomplx [~raincompl@pool-108-35-123-67.nwrknj.fios.verizon.net] has joined #openttd 18:22:22 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 18:25:47 *** raincomplex [~raincompl@pool-173-70-20-227.nwrknj.fios.verizon.net] has quit [Ping timeout: 480 seconds] 18:25:55 *** Klanticus_ [~quassel@179.234.179.109] has quit [Read error: Connection reset by peer] 18:27:08 <chillcore> god damn google every time ther is youtube link on a page I get a referal cookie 18:27:20 <chillcore> assholes 18:27:27 <chillcore> µforgive me my french 18:28:24 <chillcore> thank god I am jailbroken ... me removes LSOs 18:29:50 *** Klanticus [~quassel@179.234.179.109] has joined #openttd 18:30:17 <chillcore> hup be gone evil demon ... and flurry files too 18:38:36 *** gelignite [~gelignite@i528C3220.versanet.de] has quit [Quit: http://bit.ly/1kso8Ta] 18:39:13 *** frosch123 [~frosch@x5f7452b6.dyn.telefonica.de] has joined #openttd 18:42:27 *** Plaete2 [~moffi@x4d0a7354.dyn.telefonica.de] has joined #openttd 18:44:25 <chillcore> hmm two referals ... same tt-foorums page ... thx google for saving tat info in your logs thinking peeps will never see that becuase no root on ios ... fail lol 18:46:30 *** Plaete [~moffi@217.189.186.82] has quit [Ping timeout: 480 seconds] 18:54:13 <chillcore> prob solved ... another browser and google blocked completely now ... pff so much for being nice to the SROTU 18:54:45 <chillcore> I'll donate some soon 18:55:19 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Quit: No Ping reply in 180 seconds.] 18:55:59 <frosch123> hmm, how did i miss toyland 18:56:31 <chillcore> and tropic and artic too 18:56:39 <chillcore> if yo mean them rocks 18:56:41 *** shirish [~quassel@117.215.27.150] has joined #openttd 18:56:45 <frosch123> no, those look fine 18:56:54 <chillcore> really? 18:57:04 <chillcore> green tiles in artic ... 18:57:09 <chillcore> just saying 18:57:18 <frosch123> i tried original graphics 18:57:32 <chillcore> ah yes them are greay everywhere 18:57:36 <chillcore> grey* 18:58:04 <frosch123> original graphics is the only thing that matters 18:58:08 <frosch123> the rest can be fixed 18:58:09 <chillcore> but if you swithch to opengfx it is more obvious that them tiles do not exist 18:58:11 <chillcore> true 18:59:34 <Alberth> chillcore: I have already submitted an issue for the green rocky tiles 18:59:36 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 18:59:58 <frosch123> i thought i tested all basesets in all climates 19:00:04 <frosch123> but apparently i missed toyland 19:00:08 <chillcore> ah so did pikka for the original graphics this morning ;) 19:00:08 <frosch123> and ogfx in artic 19:00:32 <frosch123> but the original graphics work in arctic and tropic 19:00:51 <Alberth> pm copied my issue also to ogfx for arctic afaik 19:01:35 <chillcore> it is the same tile everywhere ... but it is less obvious with the orignal graphs in artic and tropic 19:01:40 <frosch123> @base 10 16 4023 19:01:41 <DorpsGek> frosch123: FB7 19:01:42 <frosch123> @base 10 16 4042 19:01:42 <DorpsGek> frosch123: FCA 19:01:47 <chillcore> easy to miss 19:02:20 <Alberth> not if you just changed them :p 19:02:52 <chillcore> hehe I have not downloaded anything yet since this morning 19:03:40 <frosch123> hmm, indeed FCA is not in any of the _landscape_spriteindexes_xxx 19:03:46 <frosch123> so, three options 19:03:49 <frosch123> 1) revert 19:03:54 <frosch123> 2) add to openttd.grf 19:04:00 <frosch123> 3) add some newgrf misc flag to enable them 19:04:05 <frosch123> i prefer 3 :p 19:04:30 <chillcore> add would be nicer ... supermop might be willing to render some 19:07:21 <Samu> typedef CommandCost TerraformTileProc(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new); 19:07:28 <Samu> trying to understand how this command works 19:07:53 <Samu> * @param z_new TileZ after terraforming. 19:08:22 <Samu> * @param tileh_new Slope after terraforming. 19:08:29 <chillcore> <supermop> and make all the sprites in a few min 19:08:30 <Alberth> 3 sounds like a nice solution to me 19:09:00 <chillcore> ^^^ I could ask him nicely next time I see him? 19:09:20 <Samu> if (IsWaterTile(tile) && IsRiver(tile) && !IsTileFlat(z_new)) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED); 19:09:24 <Samu> this isn't doing what i want 19:09:29 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has joined #openttd 19:09:36 <Alberth> moin Wolf01 19:09:41 <Wolf01> o/ 19:09:49 <chillcore> oy 19:11:27 <frosch123> https://paste.openttdcoop.org/p5elx4u9u?/p5elx4u9u <- so, thatr 19:12:06 <frosch123> i think i add some linebreaks :p 19:12:55 <chillcore> I think that was the commit to enable them yes 19:13:07 *** FreeZeee [FreeZeee@2a01:4f8:d13:311::2] has quit [Ping timeout: 480 seconds] 19:13:36 <frosch123> https://paste.openttdcoop.org/pxu2tdwqc?/pxu2tdwqc <- better? 19:14:18 <Wolf01> www.bundlestars.com/all-bundles/zen-bundle/ and these are zen games? (maybe except the first one) they make me want to kill someone just by looking at the videos 19:15:36 <chillcore> hmm coding style is two tabs to break long line ... 19:15:46 <chillcore> :p 19:16:00 <Wolf01> frosch123, I think other programming languages need something like the PSR (PHP standard recommendations) 19:16:20 <Wolf01> http://www.php-fig.org/faq/ 19:17:42 <frosch123> are you sure you want some language programming language to take examples from php? 19:18:05 <peter1138> w 19:18:07 <peter1138> ew 19:18:16 <Wolf01> it isn't the programming language itself, it is coding style 19:18:33 <Wolf01> I won't suggest PHP to anyone 19:18:52 <Alberth> frosch123: first patch was better :p 19:19:00 <frosch123> ok :) 19:19:47 <frosch123> does anyone know the pipeline newgrf? 19:20:06 <chillcore> ye but never used it 19:20:17 <frosch123> are the engines supposed to be invisible? 19:20:20 <chillcore> it has incvisible vehicles yes 19:20:26 <frosch123> is there a readme i can refer to reporter to? 19:20:36 <Alberth> andy plays with pipelines 19:20:54 <chillcore> I never used it ... sofar 19:21:25 <chillcore> seems boring to me but that is maybe just me 19:21:41 <frosch123> ah, there is a grf parameter 19:22:54 <Samu> IsInclinedSlope, what does Incline mean? 19:23:13 *** FreeZeee [FreeZeee@ipv6.libra.panicbnc.net] has joined #openttd 19:24:07 <Samu> nevermind, this is what i need 19:24:40 <Samu> IsFlatSlope doesn't exist? 19:25:22 <chillcore> a flat slope ... 19:25:39 <Samu> :( 19:25:44 <frosch123> i see a unicorn with two horns standing on it 19:27:22 <DorpsGek> Commit by frosch :: r27200 /trunk/src (clear_cmd.cpp newgrf.h) (2015-03-20 20:27:15 +0100 ) 19:27:23 <DorpsGek> -Feature/Fix [FS#6260]: [NewGRF] Add Misc. GRF Feature Flag 6 to enable the second rocky tile set. 19:31:18 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 19:31:35 <Wolf01> I'm disapointed, no openttd_vs120.sln :( 19:32:38 <Samu> IsTileFlat 19:35:17 <chillcore> yep 19:35:48 <frosch123> https://paste.openttdcoop.org/pg6rltzzs?/pg6rltzzs <- any suggestion for the naming in nml? 19:35:51 <Samu> if (IsWaterTile(tile) && IsRiver(tile) && (!IsTileFlat(tileh_new) || !IsInclinedSlope(tileh_new))) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED); 19:36:25 <frosch123> hmm, tile_set or tileset ? 19:36:35 <frosch123> second_rocky_tileset or second_rocky_tile_set ? 19:40:15 <chillcore> tileset seems more obvious to me to refer to a set as opposed to setting a tile 19:41:06 <chillcore> ^^^ if/when read out of context 19:41:44 <Alberth> +1 for tileset 19:42:44 <frosch123> done 19:44:23 <chillcore> nice 19:46:15 <Samu> why am i getting a flat land required 19:46:25 <Samu> i cant seem to understand this 19:47:11 <frosch123> V453000: you need to add some "second_rocky_tileset = 1;" to RAWR somewhere 19:47:24 <Samu> https://paste.openttdcoop.org/p8sll6rsy 19:47:26 <V453000> ? :f 19:47:29 <Samu> help me here 19:48:06 <frosch123> V453000: default toyland graphics are broken otherwise :) 19:48:40 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 19:51:36 <chillcore> that should be kinda obvious samu ... 19:51:52 *** raincomplx is now known as raincomplex 19:51:54 <chillcore> on slopes you build locks not canals 19:51:59 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [] 19:52:08 <chillcore> querry tool is yor friend 19:53:39 <Samu> return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); 19:54:02 <chillcore> ye SLOPE_FLAT is kinda misleading 19:54:29 <chillcore> but it is the only kind of slope where canals are allowed to be build 19:54:38 <Samu> i dont care about the canal 19:54:43 <Samu> i am about the river 19:54:59 <Samu> i'm adding line 5 19:55:06 <Samu> 5 to 9 19:55:12 <Samu> this is failing me 19:55:54 <V453000> frosch123: what exactly is happening, one of the rocks is not being defined? 19:55:56 <V453000> or? 19:56:15 <V453000> it already seemed to work for arctic :0 19:56:26 <frosch123> the classic basesets have the second set only in temperate 19:56:41 <frosch123> it's not noticeable in original arctic and tropic, but it's very wrong in tropic 19:56:48 <V453000> o :0 19:57:01 <frosch123> err, replace the latter tropic with toyland :) 19:57:07 <chillcore> the comments started with canal can't be terraformed ... samu 19:57:17 <Samu> that was there already 19:57:34 <Samu> line 5 to 9 was not there, I am adding it 19:57:40 <chillcore> how are we suposed to kow to ignore that line 19:57:44 *** Bluelight [~chatzilla@80.202.66.53] has quit [Quit: ChatZilla 0.9.91.1 [Firefox 36.0.1/20150305021524]] 19:58:01 <chillcore> <Samu> why am i getting a flat land required 19:58:02 <chillcore> i cant seem to understand this 19:58:09 <chillcore> ^^^ based on that 19:58:15 <chillcore> anyhoo 19:58:28 <Samu> i am trying to forbid terraforming tiles which contain rivers if the result after terraforming them is not a flat or inclined tile 19:58:30 <V453000> okay :0 I havent seen it happen but fine :D added it to the code 19:59:01 <Samu> trying to prevent it without actually being present yet 19:59:03 <frosch123> you need a nml from less than 10 minutes ago, in case you wondered :p 19:59:22 <frosch123> ok, 12 meanwhile 19:59:35 <Alberth> :) 19:59:57 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 20:00:13 <Samu> let me put a comment 20:00:22 <chillcore> your logic is wrong 20:00:54 <chillcore> it will always be true no matter what 20:01:29 <chillcore> if the one true the other can only be false and vice versa 20:01:48 <chillcore> that means one of both or both will always be false 20:01:49 <Samu> ah 20:02:01 <Samu> i suck at logic 20:02:05 <Samu> okay so what do i do? 20:02:48 <chillcore> inverse logic 20:02:57 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 20:03:18 <Samu> https://paste.openttdcoop.org/pf0ccdkvi 20:04:18 <chillcore> oh great ... should I tell my neighbours I can hear them? 20:04:34 <chillcore> dmned rabbits :P 20:04:45 <Samu> gonna try inclined first 20:05:53 <chillcore> your logic is wrong samu ... changing the string will not change that 20:06:51 <Samu> all this logic fails 20:07:13 <chillcore> if not 1 or not 2 then blabla 20:07:25 <chillcore> if it is 1 then 2 triggers 20:07:32 <chillcore> if it is 2 then 1 triggers 20:07:53 <chillcore> if anything else both trigger 20:07:58 <chillcore> it always triggers 20:08:03 <chillcore> that s wrong 20:08:05 <Samu> i noticed 20:08:56 <Samu> if (the resulting tile is inclined) DO IT 20:09:01 <Samu> in english terms 20:09:26 <Samu> if (the resulting tile is not inclined but is flat) DO IT 20:09:37 <chillcore> ye if 1 or 2 do else trigger 20:10:13 <Samu> if (the resulting tile is not inclined and not flat) Don't do it 20:11:07 <Samu> so && 20:11:18 <Samu> nop 20:11:33 <Samu> got to try 20:11:36 <chillcore> ye 20:11:40 <chillcore> try 20:11:56 <chillcore> not saying that will work ;) 20:13:36 <Samu> it won't work i bet 20:14:04 <chillcore> can I bet the same as you :P 20:14:08 <chillcore> hehe 20:15:05 <chillcore> just re-read what I wrote and note the absence of ! 20:15:49 <chillcore> also move docomand in if and use an else for the error message 20:19:09 <Samu> DoCommand is not of bool type, expression wha? 20:19:50 <Samu> let me reorganize this, i am so horrible at this 20:21:15 <chillcore> if (1 || 2) {do} else {ohoh}; 20:21:41 <chillcore> any more hints and I can just write it myself ... 20:22:43 <Samu> if (IsTileFlat(tileh_new) || IsInclinedSlope(tileh_new)) 20:24:11 <chillcore> dd you try? 20:25:20 <Samu> got this atm https://paste.openttdcoop.org/psebpsnid 20:26:10 <chillcore> hmm ... common samu 20:26:40 <chillcore> move docommand 20:26:47 <Samu> nope, it fails 20:27:00 <Samu> it is letting me terraform no matter what 20:27:12 <chillcore> are you surprised? 20:27:21 <chillcore> there is nothing in if 20:27:44 <Samu> how do i move docommand 20:27:50 <chillcore> cut and paste 20:28:39 <Samu> not all control paths return a value 20:29:07 <Samu> unhandled exception :( 20:29:45 <chillcore> <chillcore> if (1 || 2) {do} else {ohoh}; 20:29:57 <chillcore> where could you paste docommand ... 20:32:14 <Samu> i dont know 20:32:53 <Samu> Error 1 error C2059: syntax error : '}' c:\openttd\trunk\src\water_cmd.cpp 1329 1 openttd 20:33:01 <chillcore> do you see a do in the line I copied maybe somewhere 20:33:17 <Samu> doCommand goes there? 20:33:28 <Samu> i put it there but now it doesn't build 20:33:28 <chillcore> have a cookie 20:33:33 <chillcore> hmm 20:33:39 <Alberth> cookies! 20:33:46 <Samu> let me copy paste 20:33:55 <chillcore> you can has one too alberth ;) 20:34:04 <Alberth> oh, thanks 20:34:09 <Samu> https://paste.openttdcoop.org/pud3xwsld 20:34:20 <Samu> sorry, i am so terrible 20:34:46 <juzza1> now you removed the return before the docommand 20:34:57 <chillcore> ^^^ 20:35:27 <chillcore> return_cmd_error and this is wrong too 20:35:45 <chillcore> return cmd_error 20:36:10 <chillcore> twice 20:38:58 <Alberth> return cmd_error; return cmd_error; 20:39:26 <chillcore> oO 20:39:36 <chillcore> two cookies 20:39:44 <Alberth> \o/ 20:39:50 <chillcore> en een kus van de juf 20:40:00 <Alberth> :blush: 20:40:05 <Alberth> :D 20:41:01 <chillcore> this is good practise for me ... if all goes well I will be teaching peeps how to do basic stuffs with linux soon-ish 20:41:32 <chillcore> instead of using windoze that is 20:41:40 <Samu> i'm back to this https://paste.openttdcoop.org/psebpsnid?/psebpsnid 20:41:43 <Samu> agian 20:41:59 <Samu> you tell me to put a DoCommand in there 20:42:01 <Samu> but how 20:43:44 <chillcore> by moving the 'return' at the same time to the same place 20:43:44 <Samu> why do I have to 20:44:17 <Samu> but then canals before it get screwed 20:44:50 <chillcore> does it work now as is? 20:44:52 <chillcore> nope 20:44:55 <chillcore> so fix it 20:45:05 <chillcore> move docommand including the return 20:45:43 <chillcore> just re-read slower samu 20:46:35 <Samu> what about the canal code= 20:46:54 <chillcore> you've got a _ 20:47:05 <chillcore> like I said before but you did not read 20:48:34 <Samu> i dont get it 20:49:06 <chillcore> 21:35 20:50:27 <Samu> cmd_error is undefined 20:50:49 <Samu> Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1329 1 openttd 20:51:22 <Samu> 2 IntelliSense: identifier "cmd_error" is undefined c:\OpenTTD\trunk\src\water_cmd.cpp 1325 11 openttd 20:51:35 *** ZathrusWriter [~oftc-webi@cpc9-bagu10-2-0-cust94.1-3.cable.virginm.net] has joined #openttd 20:51:54 <ZathrusWriter> hi guys, got a pathfinder-related question 20:52:36 <frosch123> magic pathfinders :) 20:52:39 <ZathrusWriter> when my trains wait for a path that definitely exists and can be reached once an opposing train passes by, I get frequent messages about train not being able to find a path 20:53:00 *** Klanticus [~quassel@179.234.179.109] has quit [Ping timeout: 480 seconds] 20:53:00 <ZathrusWriter> is that normal behaviour? I can provide a screenshot if needed 20:53:09 <frosch123> using two-way block signals? 20:53:23 <ZathrusWriter> using path signals 20:54:00 <frosch123> no idea, i thought for path signals those messages only appear after half a year of waiting or so 20:54:37 <ZathrusWriter> this is the setup - http://prntscr.com/6j8xq4 20:54:58 <ZathrusWriter> that yellow line between 2 stations there 20:55:50 <Samu> #define return_cmd_error(errcode) return CommandCost(errcode); 20:56:08 <Alberth> one way path signals are way easier to understand, in general 20:56:35 <frosch123> there are two settings to influence that 20:56:36 <Alberth> two-way path signals tend to be used "from the wrong side" in ways you don't expect 20:56:41 <frosch123> _settings_client.gui.lost_vehicle_warn 20:56:42 <Rubidium> Samu: an the line the error about cmd_error is on? 20:56:54 <frosch123> _settings_game.pf.wait_for_pbs_path 20:57:30 <Samu> return cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); 20:57:40 <Samu> I removed the '_' as told 20:57:41 <Rubidium> there's your problem 20:58:05 <Samu> chillcore told me 20:58:07 <chillcore> I did not know about the #define ... woopsie 20:58:15 <ZathrusWriter> I wouldn't want to turn off reporting lost trains completely (there are 2 messages - train is lost AND train cannot find a path to continue, I believe) 20:58:17 <Samu> :( 20:58:43 <chillcore> sorry samu you give me too much details 20:58:55 <chillcore> anyhoo 20:59:03 <chillcore> thanks rubidium 21:01:32 *** HerzogDeXtEr1 [~flex@i59F6C4D7.versanet.de] has joined #openttd 21:03:33 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Remote host closed the connection] 21:03:36 <Alberth> ZathrusWriter: so what train is reporting? 21:04:18 <Samu> I'm still getting Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1329 1 openttd 21:04:33 <Samu> and i get unhandled exception when running the game 21:04:54 <Alberth> I would still replace the signals by one-way path signals so you are sure of directions 21:05:04 <Samu> line 1329 is just } 21:05:26 <ZathrusWriter> @Alberth - I'm just replacing them for one-way path signals to see if that causes the same issue 21:05:27 <Alberth> Samu: that line clearly doesn't return a value, does it? 21:05:52 <Samu> it doesn't, blame chillcore :) 21:06:00 <Alberth> ha! 21:06:02 <ZathrusWriter> the train reports that it cannot find a path to continue btw 21:06:09 <Samu> canals are screwed 21:06:11 <Alberth> you are the author Samu 21:06:23 <Samu> i need a return for canals 21:06:27 <chillcore> lol samu 21:06:37 *** HerzogDeXtEr [~flex@i59F6BD31.versanet.de] has quit [Ping timeout: 480 seconds] 21:06:52 <chillcore> I found that desertline code yay 21:07:15 <Alberth> ZathrusWriter: "the trains" is too generic, unless they really do it all :) 21:07:15 <chillcore> now finding that other piece of code I know exists 21:07:59 <Samu> once again, i'm back to this https://paste.openttdcoop.org/psebpsnid?/psebpsnid 21:08:05 <Samu> this one compiles, yet the behaviour is wrong 21:08:42 <Samu> maybe I'm editing the wrong function? 21:08:49 <ZathrusWriter> @Alberth - all that wait too long do it, actually 21:09:10 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 21:09:19 <Alberth> makes sense 21:09:58 <Alberth> don't know if you can fix that by some setting 21:10:22 <Alberth> I usually fix it by adding platforms etc 21:10:38 <Alberth> or by having shorter trains, so other trains don't wait too long 21:10:44 <ZathrusWriter> so it is the expected behaviour of the pathfinder then? 21:10:57 <Alberth> it's not the path finder 21:11:02 <ZathrusWriter> or of the game itself :P 21:11:04 <Alberth> (I think) 21:11:20 <Alberth> "lost" is the path finder 21:11:21 <frosch123> you can increase _settings_game.pf.wait_for_pbs_path to increase the time before the message 21:11:49 <frosch123> not sure, whether the message applies to two-way path signals only 21:11:49 <Alberth> ^ ha, the setting does exist, thanks frosch123 21:12:17 <ZathrusWriter> frosch123 - that setting is not adjustable in GUI, or is it? 21:12:26 <ZathrusWriter> do you know? 21:12:29 <frosch123> nope, you need to use the in-ame console 21:12:36 <frosch123> *in-game 21:12:52 <chillcore> samu ... I am sorry you are still leaving the if emtpy ... it all my fault ... to puish myself I will now first find the code I need 21:13:00 <ZathrusWriter> I see... would you know if it's saved with a savegame though? 21:13:12 <chillcore> s puish/punnish 21:13:16 <frosch123> it's like every gameplay setting 21:13:18 <Samu> if is empty, isn't that supposed to be empty? 21:13:23 <frosch123> set it in a game, and it applies to that game 21:13:29 <Samu> it's empty so that it doesn't execute the else 21:13:31 <frosch123> set it in main menu, and it applies to enw games 21:13:33 <Samu> but skip it 21:13:38 <ZathrusWriter> ah, ok 21:13:42 <ZathrusWriter> makes sense :) 21:13:51 <ZathrusWriter> thanks a lot frosch123 21:14:26 <Samu> i must be overlooking something 21:14:39 <chillcore> ye it emty and it should not be 21:14:41 <chillcore> anyhoo 21:14:46 <chillcore> searching 21:15:00 <Samu> empty in this case would mean "skip the else" 21:15:02 <Samu> or not? 21:15:17 *** Defaultti [defaultti@lakka.kapsi.fi] has quit [Quit: Quitting.] 21:15:50 <juzza1> Samu: what tile is not flat nor inclined? 21:17:26 <Samu> there's only 5 different configurations for slopes for rivers 21:17:41 <Samu> all the others are to be prevented to happen 21:18:02 * chillcore fridays https://www.youtube.com/watch?v=3MteSlpxCpo 21:19:27 *** ZathrusWriter [~oftc-webi@cpc9-bagu10-2-0-cust94.1-3.cable.virginm.net] has quit [Quit: Page closed] 21:19:28 <Samu> also terraforming 1 corner is still confusing me 21:19:35 <Samu> isn't that affecting 4 tiles? 21:19:47 <Samu> how do i get a tile 21:20:43 *** Defaultti [defaultti@lakka.kapsi.fi] has joined #openttd 21:20:48 <Samu> how do i check the 4 tiles 21:21:19 <chillcore> 1 by 1 21:22:38 <Samu> https://svn.openttd.org/tags/1.0.5-RC2/docs/tileh.png 21:23:03 <chillcore> why do you need need to querry 4 tiles if you are buildng on 1 21:23:13 <Samu> 0, 3, 6, 9 and 12 21:23:37 <Samu> because i'm terraforming 21:23:41 <Samu> corners 21:23:50 <Samu> 1 corner = 4 tiles 21:25:08 <chillcore> k 21:25:12 <Samu> IsTileFlat is 0 in the picture 21:25:33 <Samu> IsInclinedSlope is 3, 6, 9, 12 in the pic 21:26:04 <Samu> rivers can only be placed in those 21:26:47 <Samu> i wanna allow terraform rivers if the result is one of these, but error if the result is any of the others 21:27:49 <Samu> for juzza1 21:28:12 <chillcore> you terraform 1 corner the other three follow ... always ... so 21:28:44 <Samu> i have a feeling this is the wrong function 21:36:19 <chillcore> Albert: with ack-grep can I exclude a folder eg. lang? 21:36:32 <chillcore> I can find what I need no prob just curious 21:37:53 *** roidal [~roland@193-154-143-52.adsl.highway.telekom.at] has quit [Quit: WeeChat 1.0.1] 21:37:55 <chillcore> hmm I can --help 21:41:32 <Samu> i'm looking at this CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) 21:41:46 <Samu> some of the rules in here might help me achieve what I want 21:41:58 *** FreeZeee [FreeZeee@ipv6.libra.panicbnc.net] has quit [Ping timeout: 480 seconds] 21:42:02 <chillcore> found it "ack-grep --ignore-dir=dir value" 21:45:20 <Samu> bah it doesn't help 21:45:33 <Samu> there's an after and a before situation 21:49:13 <Samu> trying this 21:49:14 <Samu> if ((IsTileFlat(tileh_new) || IsInclinedSlope(tileh_new)) && ((IsTileFlat(tile) || (IsInclinedSlope(GetTileSlope(tile)))))) { 21:50:01 <Terkhen> good night 21:51:06 <Samu> grrr 21:51:17 <Samu> wrong behaviour again 21:52:11 <chillcore> night Terkhen 21:52:46 <Samu> there's also a while 21:52:53 <Samu> before, while, after 21:53:10 <Samu> do i make sense? 21:53:15 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 21:54:02 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 21:58:08 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 22:04:48 <chillcore> Woohoo ... desert is fixed 22:05:01 <chillcore> or rather tropical forest is 22:05:26 <chillcore> just some tuning to do now and tgen light should be ready for trunk 22:05:57 <chillcore> Imma post a diff for review ... forum or flyspray? 22:07:04 <frosch123> you already have a forum topic 22:07:17 <frosch123> imho don't post stuff to two places 22:07:27 <frosch123> otherwise one of them will always be out of date 22:10:07 <chillcore> ah but this is a version without gui ... no prob though 22:10:16 <chillcore> they are seperate versions completely 22:10:21 <chillcore> no configuring this 22:10:28 <chillcore> just nice terrain for 1.5 22:10:39 <chillcore> gui vesion is for 1.6 maybe or maybe not 22:11:40 <chillcore> I'll post it in the firts post of my topic ... after testing a litle more 22:12:11 *** FreeZeee [FreeZeee@ipv6.libra.panicbnc.net] has joined #openttd 22:15:32 <Samu> aha, i found what my problem is 22:15:59 <Samu> hard to explain 22:16:22 <Samu> if (IsTileFlat(tile) && IsInclinedSlope(tileh_new)) { 22:16:31 <Samu> this was supposed to work 22:16:49 <Samu> tile is the original tile 22:17:02 <Samu> tileh_new is the resulting tile 22:17:30 <Samu> I was raising a flat tile into an inclinedslope 22:17:34 <Samu> but failed 22:18:06 <Samu> bah hard to explain 22:18:52 <Samu> pff, sorry, i'm so messed up with this 22:19:52 *** Plaete2 [~moffi@x4d0a7354.dyn.telefonica.de] has quit [Quit: Nettalk6 - www.ntalk.de] 22:25:19 <Samu> I can't do this 22:28:35 <chillcore> your logic is flawed again now ... can't be flat and inclined at the same time 22:28:47 <chillcore> seems like you refuse to read samu 22:31:37 *** frosch123 [~frosch@x5f7452b6.dyn.telefonica.de] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 22:36:52 *** SkeedR [~SkeedR@cpc16-wolv14-2-0-cust136.wolv.cable.virginm.net] has joined #openttd 22:37:11 <Samu> originally flat 22:37:18 <Samu> resulting inclined 22:37:28 *** SkeedR is now known as Guest424 22:37:29 <Samu> this logic is correct 22:37:37 <Samu> but it isn't working :( 22:38:13 <chillcore> if (IsTileFlat(tile) && IsInclinedSlope(tileh_new)) <- is it? this will always be false 22:38:34 <chillcore> no matter what you do afterwards or before 22:38:37 <Samu> tile is the before being terraformed, isn't it? 22:38:48 <Samu> tileh_new is the new one? 22:39:14 <Samu> then there's a z_new which i dunno what it is 22:39:17 *** gelignite [~gelignite@i528C3220.versanet.de] has joined #openttd 22:39:21 <chillcore> if (true AND true) <- not possible 22:39:47 <Samu> first tile to check is true 22:39:51 <chillcore> let me fix that for you 22:39:55 <Samu> ok 22:40:02 <chillcore> post me your link pls 22:40:27 <Samu> https://paste.openttdcoop.org/psebpsnid?/psebpsnid 22:40:28 <Samu> this one? 22:42:30 <Samu> paste isn't working 22:42:31 <Samu> :( 22:43:22 <Samu> here http://pastebin.com/iCJJcAfK 22:44:08 <chillcore> http does not work for me ... 22:47:16 <Samu> finally https://paste.openttdcoop.org/pz8my8xcv 22:49:04 <chillcore> forum pm 22:49:25 <chillcore> so sad that you have not learned this yourself 22:49:30 <chillcore> just copy paste 22:49:41 <chillcore> let me know if it wors pls 22:49:47 <chillcore> works 22:50:34 <chillcore> you may have some aligning to do as pastebin likes spaces it seems ... I di not remove those 22:51:13 <Samu> nope 22:51:22 <Samu> i've tried that before 22:51:34 <Samu> Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1328 1 openttd 22:51:48 <Samu> unhandled exception 22:51:59 <chillcore> well then you have an error somewhere else 22:52:09 <chillcore> not in the code you show 22:52:26 <Samu> you broke the canal 22:52:56 <chillcore> eg you are not using z_new at all 22:53:00 <chillcore> it seems 22:53:10 <Samu> what is it 22:53:24 <chillcore> I breaked nothing I moved docommand in the if that is it 22:53:28 *** sla_ro|master [~sla.ro@95.76.27.245] has quit [] 22:53:32 <chillcore> where it belongs 22:53:51 <Samu> that docommand must also work for the canal code before the river code 22:53:54 <chillcore> if on of both is true execute if not throw error 22:54:49 <chillcore> eh? 22:55:42 <Samu> if (IsWaterTile(tile) && IsCanal(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST); 22:55:59 <Samu> this forbids terraforming canals 22:56:13 <chillcore> then add it there also if (lala && po) {cmderror; do;} 22:56:23 <chillcore> I dunno 22:56:34 <Samu> I'm adding extra logic 22:56:37 *** HerzogDeXtEr1 [~flex@i59F6C4D7.versanet.de] has quit [Quit: Leaving.] 22:56:47 <chillcore> either it throws an error or ... 22:56:58 <Samu> permits terraforming 22:57:08 <Samu> docommand is doing the terraform thing 22:57:11 <chillcore> hmm ... 22:57:29 <Samu> it clears 22:57:41 <chillcore> then use if else like in the other 22:57:43 <Samu> but then some other function re-creates the river 22:57:48 <chillcore> but do in else 22:58:14 <Samu> this one is only preventing it to create mal-formed river tiles 22:58:23 <Samu> at least that's what I think 22:58:51 <chillcore> forget what I just said 22:58:58 <chillcore> add another function 22:59:57 <chillcore> I don't get what it is you want no more samu 23:00:11 <Samu> ok, let me try from the beginning 23:00:17 <chillcore> throw error if canal 23:00:19 <chillcore> ok 23:00:30 <chillcore> then if this or that do else throw error 23:00:35 <chillcore> what is missing then 23:00:36 <Samu> if canal, and i am attempting to terraform a tile with a canal, boom error 23:00:46 <Samu> for everthing else, do a clear command 23:00:48 <chillcore> ye you've got that 23:01:14 <chillcore> the second part you do not have 23:01:15 <Samu> when it is clearing the water 23:01:24 <Samu> it is using some other function let me get its name 23:02:04 <chillcore> then redadd the docommand at the end also 23:02:14 <Samu> static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlag flags) 23:02:16 <Samu> here it is 23:02:26 <chillcore> yay ... 23:02:28 <Samu> if it is clearing water, this function is used 23:02:41 <chillcore> now you say that 23:02:41 <Samu> this is where it re-creates the rivers 23:03:14 <Samu> yes, but the other one is a preventative function 23:03:33 <Samu> it doesn't let it terraform canals 23:03:43 <chillcore> return exits the function 23:03:56 <chillcore> everything after is not executed 23:05:18 <chillcore> so what happens with the code I gave you? 23:05:31 <chillcore> if canal you get error 23:05:33 <Samu> Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1328 1 openttd 23:05:41 <Samu> canals are screwed 23:06:01 <Samu> and unhandled exception when i run the game 23:06:53 <chillcore> like I say you are not using new_z, the other three params you do 23:07:25 <Samu> ClearTile_Water is patched to restore rivers atm 23:07:40 <Samu> that thing I showed you yesterday is put inside this 23:07:48 <chillcore> z_new is what for ... and why is it not refernced in that function? 23:07:59 <Samu> I don't know :( 23:08:16 <chillcore> me neither it is your code ... 23:08:25 <Samu> that's not my code, it was there already 23:08:41 <Samu> canals don't make use of z_new either 23:10:03 <chillcore> i see 23:11:50 <Samu> http://hg.openttd.org/trunk.hg/file/22ee3671b465/src/water_cmd.cpp#l1312 23:11:59 <Samu> this is the original file 23:12:00 <chillcore> what I gave you is correct ... based on the code youo posted 23:12:10 <chillcore> I can read I already had it open 23:12:48 <chillcore> maybe you are using the functions in the wrong way 23:13:22 <chillcore> IsTileFlat and IsInclinedSlope ... I really could not tell you 23:14:02 <Samu> did you test the patch yourself? 23:14:07 <chillcore> no 23:14:24 <chillcore> I am writing my own whenever I am not talking to you 23:14:27 <Samu> openttdcoop is slow :( 23:14:28 <chillcore> wanna test? 23:15:04 <Samu> sure 23:15:29 <Samu> https://paste.openttdcoop.org/pmv2uht5l?/pmv2uht5l 23:15:34 <Samu> that's the patch 23:15:50 <Samu> yesterday's patch 23:16:54 <Samu> i'll post it on my topic 23:17:39 *** Progman [~progman@p57A19794.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:20:14 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 23:21:48 <chillcore> https://www.tt-forums.net/viewtopic.php?f=33&t=63595 first post ... light version ... completely done today since we started taling before you went to bed and inbetween 23:22:00 <chillcore> talking* 23:22:28 <chillcore> the other version has gui but will not be ready for 1.5 23:22:33 <Samu> I'm terribly slow at this patch things... grrrr 23:22:40 <Samu> typing it manually again 23:22:42 <chillcore> it works but buggy 23:22:43 <Samu> be right back 23:22:55 <chillcore> ye 23:25:16 <chillcore> lel 23:26:07 <Samu> http://www.tt-forums.net/viewtopic.php?f=33&t=72691&p=1145266#p1145266 23:26:12 <Samu> why am I so slow 23:27:05 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 23:27:15 <chillcore> you could've just said in your topic :P 23:27:38 <Samu> i just posted it 23:28:06 <Samu> canal on river is a different thing 23:28:21 <Samu> terraforming river is another 23:29:44 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Remote host closed the connection] 23:30:56 <chillcore> I already saw this code yesterday ... you even showed it to me on twitch 23:31:23 <Samu> but well, I am trying to complement it 23:31:32 <Samu> and i fail miserably 23:31:56 <Samu> trying to prevent those glitches 23:32:30 <chillcore> trying to prevent those glitches 23:32:43 <chillcore> why do you not say that exactly directly 23:32:54 <chillcore> you drag all kinds of stuffs in the mix 23:33:16 <Samu> preventing them aka forbiding terraforming rivers which could result into those tiles 23:33:30 <Samu> it is related 23:33:35 <chillcore> this ^^^ too much info 23:33:46 <Samu> into those glitches 23:34:02 <chillcore> just trying to prevent those glitches on steep slopes is enough 23:34:28 <Samu> do you know of another way 23:34:30 <chillcore> if (IsSteepSlope(tile)) throw error; 23:34:35 <chillcore> yay 23:34:49 <Samu> bah you make it sound so easy, but it's not~ 23:35:09 <Samu> ok let me try 23:37:18 <chillcore> you do that check where the river is restored 23:37:44 <Samu> if I do that there, the river is already clean 23:37:52 <Samu> i must prevent it 23:37:58 <chillcore> indeed 23:38:05 <Samu> 1 IntelliSense: argument of type "TileIndex" is incompatible with parameter of type "Slope" c:\OpenTTD\trunk\src\water_cmd.cpp 1319 20 openttd 23:38:13 <chillcore> yes prevent restoring it on a steep slope 23:38:28 <chillcore> not prevent terraforming it 23:39:13 <Samu> :( 23:39:15 <Samu> ok trying 23:39:35 <Samu> if (IsSteepSlope(GetTileSlope(tile))); 23:39:43 <Samu> had to do this way or it wouldn't accept 23:39:55 <chillcore> huhu possible 23:41:35 <Samu> it's throwing the error 23:41:39 <Samu> bah doesn't work 23:42:00 <chillcore> eh ... whhere did you include that check 23:42:22 <Samu> TerraformTile_Water 23:42:40 <chillcore> <chillcore> yes prevent restoring it on a steep slope 23:42:41 <chillcore> not prevent terraforming it 23:42:50 <chillcore> reading do you do it sometimes? 23:43:26 <chillcore> modify that other function 23:43:32 <chillcore> the two liner 23:43:34 <Samu> I suck at logic 23:43:38 <chillcore> add check there 23:43:41 <Samu> hold on, i found the definition 23:43:55 <Samu> tile_cmd.h line 123 23:44:06 <Samu> maybe u understand better what those params mean 23:44:09 <chillcore> omg samu ... 23:44:26 <Samu> * Tile callback function signature of the terraforming callback. 23:44:34 <chillcore> I don't care about that 23:44:37 <chillcore> not one bit 23:44:59 <chillcore> your terraforming pacth 23:45:05 <chillcore> add the check there 23:45:33 <chillcore> just before if (river) MakeRiver(tile, Random()); 23:45:40 <Samu> okay okay 23:45:47 <chillcore> seriously 23:45:57 <chillcore> why do you thin peeps go silent 23:46:12 <chillcore> read 23:46:14 <NGC3982> A friend of mine just got home from a flight, where the baggage was left behind for weight concerns 23:46:23 <chillcore> ouch 23:46:30 <NGC3982> The argument from SAS was "Fule weigh more on the way back from Thailand". 23:46:58 <chillcore> he'll get it sent on the next flight most likely ... still sux 23:48:55 <Wolf01> 'night 23:49:01 <chillcore> o/ wolf 23:49:01 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:49:06 <Samu> nope, it's behaving differently 23:49:11 <Samu> but still wrong 23:49:17 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 23:49:33 <chillcore> still wrong ... too much info samu 23:49:54 <Samu> I can actually execute the terraform command but it doesn't really raise or lower any corner, yet it deducts from my bank 23:50:03 <Samu> no error 23:50:43 <chillcore> make it an if else? 23:51:23 <chillcore> if steep slope error else random() thnghy 23:53:37 <Samu> bool river = HasTileWaterClass(tile) && GetWaterClass(tile) == WATER_CLASS_RIVER; 23:53:46 <Samu> DoClearSquare(tile); 23:53:51 <Samu> if (IsWaterTile(tile) && IsRiver(tile)) { 23:53:56 <Samu> if (IsSteepSlope(GetTileSlope(tile))) { 23:54:02 <chillcore> no 23:54:33 <Samu> this is not easy 23:54:39 <Samu> there's a before and an after 23:54:58 <Samu> then there's also something happening between both 23:55:06 <Samu> which is clearing it 23:55:49 <chillcore> ye that is the idea ... clear terraform and then check 23:56:22 *** Guest424 [~SkeedR@cpc16-wolv14-2-0-cust136.wolv.cable.virginm.net] has quit [Read error: Connection reset by peer] 23:56:24 <Samu> the "something happening between both" logic is missing or failing me, or I have no idea what it is actually doing 23:56:39 <chillcore> I think it is the latter 23:57:00 <Samu> the after logic is then wrong 23:57:37 <chillcore> hmm ... no I meant you have no idea what it is actually doing 23:57:46 <chillcore> neither do I tbh 23:58:08 <Samu> there's a chain reaction, something in the chain is incorrect, or missing 23:58:25 <chillcore> have you reverted that other code? 23:58:28 <Samu> i suck at solving puzzles 23:58:32 <Samu> yes 23:58:45 <Samu> Terraform code is back to its original state 23:59:23 <chillcore> k