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00:24:52 * drac_boy is wondering whats with this rather small locomotive heh https://c4.staticflickr.com/8/7566/15959364255_2921ea4aac_z.jpg 00:25:18 <drac_boy> and is that stack tall just cause of the wagons? ;) 00:30:01 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 00:34:40 <drac_boy> also if anyone could, when they see sim-a12 again give him this https://farm5.staticflickr.com/4004/4209942820_0b80287c7b_z.jpg and tell him its re that subject on homeconverted electrics in the old days heh 00:49:27 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Read error: Connection reset by peer] 01:29:20 <Samu> Is there a build that lets me increase max_no_competitors = 14 to 15? 01:29:41 <Samu> at least, for dedicated servers 01:51:24 *** drac_boy [~oftc-webi@modemcable027.125-163-184.mc.videotron.ca] has left #openttd [] 02:18:10 *** Biolunar_ [~Biolunar@x5d820e57.dyn.telefonica.de] has joined #openttd 02:25:07 *** Biolunar [~Biolunar@x5d821e40.dyn.telefonica.de] has quit [Ping timeout: 480 seconds] 02:30:01 *** Clockworker__ [~Clockwork@189-30-213-32.paemt702.dsl.brasiltelecom.net.br] has joined #openttd 02:35:02 <sim-al2> That vehicle looks very safe and well-built... 02:36:35 *** Clockworker_ [~Clockwork@189-30-213-32.paemt702.dsl.brasiltelecom.net.br] has quit [Ping timeout: 480 seconds] 03:05:19 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 03:34:42 <Flygon> * drac_boy is wondering whats with this rather small locomotive heh https://c4.staticflickr.com/8/7566/15959364255_2921ea4aac_z.jpg 03:34:50 <Flygon> Looks 1840s-1850s era 03:35:24 <Samu> heu 03:35:45 <Flygon> Samu: Not sure, sorry :( 03:35:55 <Samu> http://git.openttd.org/?p=branches/1.6.git;a=blame_incremental;hb=17487321c4644d58c8fcced19a5f9cebc479870b;f=src%2Ftable%2Fsettings.ini#l106 03:37:27 <Samu> wish i could compile now... with a change to that line to this - "max = MAX_COMPANIES" 03:40:06 <Samu> that would let me set 15 AIs, I believe 03:43:41 *** Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has left #openttd [] 03:55:26 *** liq3 [liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has joined #openttd 04:16:57 *** HerzogDeXtEr1 [~farci@i59F6B550.versanet.de] has quit [Read error: Connection reset by peer] 04:38:38 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has quit [Quit: Snail] 05:04:28 <Eddi|zuHause> i definitely do not get osx :/ 05:11:08 *** Clockworker_ [~Clockwork@189-30-213-32.paemt702.dsl.brasiltelecom.net.br] has joined #openttd 05:18:43 *** Clockworker__ [~Clockwork@189-30-213-32.paemt702.dsl.brasiltelecom.net.br] has quit [Ping timeout: 480 seconds] 06:49:53 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 06:49:54 *** frosch123 [~frosch@00013ce7.user.oftc.net] has joined #openttd 06:54:05 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Quit: Valete omnes] 07:00:41 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 07:09:16 *** juzza1 [~juzza1@0001bead.user.oftc.net] has quit [Ping timeout: 480 seconds] 07:10:07 *** sla_ro|master [~sla.ro@89.136.141.100] has joined #openttd 07:16:51 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 07:16:56 <andythenorth> o/ 07:18:57 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 07:19:00 *** mode/#openttd [+o Alberth] by ChanServ 07:19:23 *** Pikka [~Octomom@220.240.120.137] has joined #openttd 07:20:05 <andythenorth> :o 07:20:09 <andythenorth> everyone is here :o 07:20:38 <Alberth> enjoy the moment? :) 07:20:55 <andythenorth> small things make the life 07:23:10 <peter1138> hmm, breakfast... easter egg or cereal? 07:23:42 <andythenorth> what kind of cereal is it? 07:25:37 <Alberth> make it brunch, and have both? 07:29:11 <andythenorth> http://git.openttd.org/?p=trunk.git;a=blob_plain;f=docs/landscape_grid.html;h=d34fe9840c9777b4f480142714c731779537b5ac;hb=HEAD 07:29:26 <andythenorth> is m1 5-7 free for all cases road needs? 07:29:37 <andythenorth> I think it is, but eh 07:33:06 <Alberth> looks like it 07:33:31 <Alberth> trees can have catenary too, nice :) 07:34:04 <andythenorth> didnât you ask for electric trees a few days ago? o_O 07:34:45 <Alberth> yep, and you made it possible, such a nice gift :) 07:35:15 <Alberth> does mean a ground tile with catenary can get a tree 07:35:38 <andythenorth> if I make this patch 07:35:48 <andythenorth> I will include an âelectric treesâ easter egg :P 07:35:57 <Alberth> :D 07:36:05 <andythenorth> available to build only during April :P 07:36:25 <andythenorth> ho, April 1 approaches, I should make a proper FIRS release soon 07:36:26 <Alberth> if connected from the powerplant, and build in April... :) 07:42:00 <planetmaker> \o 07:42:07 <Alberth> moin 07:46:44 <andythenorth> if I make unwise choices about bit ranges, that can be fixed later, eh? :P 07:47:24 <Alberth> yep, add functions to get and set the bits from the tiles, then it's just a matter of changing those functions 07:50:24 * andythenorth stops bikeshedding bit ranges :) 08:09:20 <Alberth> haha "Extreme" as economy name :) 08:10:10 <Alberth> /me makes it eXXtreem 08:13:22 *** sim-al2 [~sim-al2@108-221-157-231.lightspeed.mmphtn.sbcglobal.net] has quit [Ping timeout: 480 seconds] 08:14:12 <Rubidium> andythenorth: road stops do not have m1 5-6 free 08:14:33 <andythenorth> they inherit from station? 08:15:05 * andythenorth assumes 08:15:13 *** Defaultti [defaultti@lakka.kapsi.fi] has quit [Quit: Quitting.] 08:15:19 *** Progman [~progman@p57A18493.dip0.t-ipconnect.de] has joined #openttd 08:15:41 <andythenorth> judging by the current roadtype implementation, the bits used donât have to be consistent across all the relevant tile types? 08:16:09 <Rubidium> GetFloodingBehaviour uses GetWaterClass unconditionally, so the water class bits are important for all station objects 08:19:13 <Alberth> andy, indeed, that's why you have access functions. Same bits is nice for understanding but not a hard requirement 08:21:58 *** Defaultti [defaultti@lakka.kapsi.fi] has joined #openttd 08:25:13 <Pikka> isit roadtypes? 08:25:14 *** Progman_ [~progman@p57A18A33.dip0.t-ipconnect.de] has joined #openttd 08:25:28 *** Progman_ [~progman@p57A18A33.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 08:25:44 *** Progman_ [~progman@p57A18A33.dip0.t-ipconnect.de] has joined #openttd 08:27:09 *** Progman [~progman@p57A18493.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 08:27:18 *** Progman_ is now known as Progman 08:30:15 <Alberth> for some value of roadtypes, yes 08:31:50 <andythenorth> Pikka: it is trams with and without catenary 08:31:59 <andythenorth> and doing that _might_ cause other types 08:32:08 <Pikka> fancy 08:32:21 <andythenorth> if I can do it 08:44:48 *** Wolf01 [~wolf01@host98-234-dynamic.54-79-r.retail.telecomitalia.it] has joined #openttd 08:44:58 <Wolf01> o/ 08:45:03 <andythenorth> lo Wolf01 08:45:52 <Alberth> moin 08:47:22 *** Hiddenfunstuff [~Geth@y32.ip1.anvianet.fi] has joined #openttd 08:59:27 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 09:07:10 <andythenorth> can the presence of each roadtype be inferred from the road layout bits? 09:07:42 * andythenorth wonders why 2 additional bits are used for road, tram which add no more information than the presence of layout bits 09:08:19 <peter1138> don't do it 09:08:42 <Wolf01> https://youtu.be/2s4TqVAbfz4 this is easier to understand 09:10:28 <andythenorth> what do I miss? o_O 09:10:47 <Wolf01> 4d is easier than roadtypes 09:12:46 <andythenorth> if bits set for road, thereâs road 09:12:50 <andythenorth> if bits set for tram, thereâs tram 09:12:54 <andythenorth> save 2 other bits 09:12:58 <andythenorth> whereâs the loss? o_O 09:13:30 <Alberth> increased complexity of figuring out what you have? 09:13:31 <Wolf01> you can have road in one direction and tram in another 09:13:50 <Wolf01> it's like you have infinite layers of road 09:13:51 <andythenorth> yeah, there are 2 sets of bits 09:13:56 <andythenorth> so thatâs covered 09:14:23 <Wolf01> also, you need to intersect with railtypes 09:14:34 <Wolf01> or disable crossings at all 09:14:57 <andythenorth> Iâm not proposing doing it this way, it wonât work if the types are more than ROAD, TRAM 09:15:08 <andythenorth> Iâm curious why it wasnât done this way already 09:15:18 <andythenorth> probably lost in the depths of time eh? 09:15:18 <Wolf01> road with tram with catenary with level crossing on bridgehead 09:16:23 <Wolf01> probably lost in headaches 09:16:57 <andythenorth> nah, youâre right, itâs the bridge case (and probably others), no road layout bits there 09:17:48 <Wolf01> (like I never tried and failed miserably :P) 09:20:11 <andythenorth> what did you attempt? o_O 09:20:54 <Wolf01> the same you ar doing now, but it might be easier now... or more difficult 09:21:24 <andythenorth> how many types did you attempt to add? 09:22:20 <Wolf01> just one more 09:23:09 <Wolf01> freeways (automatically built like one way roads) 09:27:30 *** Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has joined #openttd 09:27:39 <Samu> hi 09:34:34 <andythenorth> Wolf01: for a while there was ROADTYPE_HIGHWAY or such lying around the code. Was that you? :) 09:34:38 <andythenorth> painful memories? 09:34:56 <Wolf01> no, I never submitted the patch 09:35:32 * andythenorth is in the over-confident phase of this attempt 09:35:45 <andythenorth> there are only 59 uses of GetRoadTypes, how hard can it be? o_O 09:36:25 <Samu> @logs 09:36:25 <DorpsGek> Samu: http://irclogs.qmsk.net/channels/openttd 09:36:30 <Samu> keks 09:36:59 <Wolf01> like there are only like 12 uses of day ticks but no daylength patch worked reliably 09:37:26 <andythenorth> thatâs only 59 places to check the logic for, understand why itâs done that way, test it, and find the old and new edge cases :P 09:37:52 <andythenorth> one a week, it will be done April 2017 09:38:25 <Alberth> I doubt all 59 are unique :) 09:38:48 <andythenorth> hopefully not 09:38:53 <Wolf01> ottd needs unit tests, so when you change a core function you can be sure it works the same way at least for the original cases 09:38:58 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has joined #openttd 09:39:21 <Wolf01> trying everything by hand is what stopped me at a certain point 09:39:35 <andythenorth> it does get tedious 09:39:43 <andythenorth> compile, start new game, build stuff 09:40:13 <Wolf01> you might end up with correctly laying roads in strange positions without glitches, but as soon you attempt to run a vehicle over it it doesn't work as expected 09:40:48 <andythenorth> nah 09:41:05 <andythenorth> Iâm keeping scope too limited for that, I hope :D :o 09:41:11 *** Ketsuban [~ketsuban@2a02:c7d:a33e:4100:1406:9e14:9705:8aa5] has quit [Quit: Leaving] 09:41:35 <Wolf01> I did that with stations on slopes, but I was blocked because trains ran down the steep edge at the end (if you put a rail there) 09:41:44 *** Biolunar_ [~Biolunar@x5d820e57.dyn.telefonica.de] has quit [Ping timeout: 480 seconds] 09:42:15 <Wolf01> drive-through road stops worked really well, they only missed the right graphics 09:43:11 <andythenorth> the train bug is the same as building rail stations perpendicular to slope direction 09:43:21 <andythenorth> Iâve seen it, looks very neat 09:43:50 <Samu> I have a request/question -> http://irclogs.qmsk.net/channels/openttd/link/1459136155#1459136155 09:45:37 <Wolf01> I wanted to add grf flags to let only build stations in plain even on slopes, but somebody raised complaints about "if you remove the grf you'll trigger unwanted behaviours"... you aren't supposed to remove a grf from a running game 09:48:57 <Wolf01> http://www.tt-forums.net/download/file.php?id=104375 :D 09:52:25 <Alberth> Samu: it's easier if you just repeat the qeustion 09:52:25 <Alberth> Also, what makes you think it's safe to change that? Limits usually exist for a good reason, in my experience 09:54:25 <Alberth> and quite likely, the limit is silently assumed to exist in other places in the code, so you'd need to check every use of company numbers to make sure it's safe 09:55:35 <andythenorth> my current headfuck is disambiguating âroadâ and âroad' 09:56:02 <andythenorth> interchangeably it means the grey thing with white tiles that is used by vehicles that have ROADTYPE_ROAD 09:56:13 <andythenorth> and also it means road tiles, and everything to do with road, including trams 09:56:21 <andythenorth> and in other places, trams have specific handling 09:56:30 <peter1138> Wolf01, curved stations! 09:56:37 <peter1138> like i did about 10 years ago ;( 09:56:45 <Wolf01> me too :P 09:56:49 <Samu> okay, my main issue is: I want to start a server that will always run 15 AIs 09:57:13 <Wolf01> but I didn't get them to work, so I started the sloped ones 09:57:32 <Samu> I edited game_start.scr and typed 15 lines with 'StartAI' 09:57:35 <andythenorth> so does DrawTramCatenary become DrawRoadCatenary? Or DrawRoadTramCatenary :P 09:57:46 * andythenorth could roll a dice, then rely on find-replace 09:57:54 <Wolf01> I was pissed off by not being able to put buffers on the last piece of a raised station 09:58:05 <Samu> 15 AIs are launched when starting the server, but there is a problem when one of the AIs bankrupts 09:58:24 <Samu> it is never replaced, because of the hard limit being 14ÂŽ 09:58:36 <Wolf01> andy, it should become "DrawCatenary" 09:58:58 <Samu> what can I do? 09:59:09 <Wolf01> let it generic, it might be used without tram in future 09:59:26 <andythenorth> DrawCatenary is ambigous, especially for bridges/tunnels 09:59:29 <andythenorth> due to rail 09:59:29 <Wolf01> also without road 09:59:43 <andythenorth> I ran into this already with HasCatenary 09:59:46 <Alberth> what catenary are you drawing? 09:59:51 <andythenorth> tram or road 10:00:10 <Wolf01> so why don't you unify the functions for rail and road? if you pass a roadtile you can skip the diagonal directions 10:00:54 <andythenorth> well that could work 10:01:12 <andythenorth> but I think the unified function is really two functions, hidden by a very large if/else 10:01:32 <Wolf01> also I remember an ambitious project to add diagonal roads 10:04:10 <Wolf01> I agree, but it's weird to check in really different places for code which almost does the same 10:05:56 <andythenorth> so looks like railtype has a DrawCatenary() method 10:06:28 <andythenorth> which lives in elrail.cpp 10:06:31 <andythenorth> that would need moved 10:06:35 <Wolf01> I like a bit of polymorphism, like when you have a DrawShape(Shape s, Point p) 10:06:37 <andythenorth> hmm patch gets big fast eh? 10:07:11 <Wolf01> yes, you need to think lots of things to prepare the terrain before starting the real patch 10:08:21 *** sla_ro|master [~sla.ro@89.136.141.100] has quit [] 10:09:02 <andythenorth> I would rather unify after testing the gameplay effect tbh 10:09:10 * andythenorth will just name everything RoadTramFoo 10:09:17 <andythenorth> because itâs easy to refactor that 10:14:25 <Samu> can a GameScript (GS's) execute console commands? 10:14:41 <Samu> like those busybees 10:14:48 <Samu> and such 10:15:43 <Alberth> https://nogo.openttd.org/api/trunk/ <-- this is what a GS can do 10:20:47 <Samu> GSEventCompanyBankrupt 10:21:32 <Samu> A Company bankrupts, startai 10:21:41 <Samu> now translating this into code lol 10:26:43 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 10:35:43 <Samu> nevermind 10:37:06 <Samu> is there a guide for configuring the OpenTDD\scripts files? 10:44:30 <Samu> i had an idea, but i bet this will cause more trouble 10:45:46 <Samu> inside game_start.scr: "startai", "exec game_start.scr" 10:46:00 <Samu> it keeps executing "startai" indefinitely, right? 10:46:23 <Samu> gonna try 10:47:48 <andythenorth> hmm 10:50:56 <andythenorth> ROADTYPE_ROAD and ROADTYPE_TRAM are also used frequently to access the road bits 10:51:06 <andythenorth> GetRoadBits(tile, ROADTYPE_TRAM) 10:51:58 <andythenorth> simply adding more types to the list will fail hard 10:54:18 *** Pikka [~Octomom@220.240.120.137] has quit [Quit: Leaving] 10:56:30 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has joined #openttd 10:58:56 <Samu> openttd crash 10:59:07 <Samu> doesn't work 10:59:47 <andythenorth> conceptually, I either need a new entity, like a road subtpye 11:00:29 <andythenorth> or I need to patch some functions so that, e.g ROADTYPE_TRAM_ELECTRIFIED resolves to ROADTYPE_TRAM, but only exactly when it needs to, and never any other times 11:02:38 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 11:04:01 <Samu> should I report this crash? 11:05:52 <Alberth> don't think so 11:06:10 <Samu> it's quite easy to reproduce 11:06:33 <Alberth> I have no doubt about that 11:06:37 <Samu> inside game_start.scr, type exec ./scripts/game_start.scr 11:06:52 <Samu> then launch openttd, click new game > crash 11:07:12 <Alberth> but things can't usefully be protected against infinite recursion 11:07:37 <Alberth> it falls in the category "don't do that" 11:07:42 <Samu> :) ok 11:19:41 <Samu> can i execute a timed console command somewhere in the script files? Every x seconds > startai 11:20:53 <frosch123> have you ever looked at ai settings? 11:21:24 <Samu> no 11:21:53 <frosch123> then try to find a pattern in what is the first setting of every ai 11:27:27 <andythenorth> are tram and road different roadtypes or different routetypes? 11:32:45 <Samu> AdmiralAI = start_date=1 - is this what you're refering to? 11:36:33 * andythenorth proposes RoadSubtype and TramSubtype 11:36:48 <andythenorth> subtypes make me itch, due to cargos :P 11:38:32 <andythenorth> what is RoadTypes (L36 in road_type.h) trying to provide? 11:38:51 <andythenorth> ROADTYPES_ROAD is 1 shifted by 0? 11:43:51 <Alberth> mapping from integer numbers to bit pattern 11:44:07 <Alberth> 0 -> b0 1 -> b1 and so on 11:45:19 <Alberth> otherwise you'd get 0x0, 0x1, 0x2, 0x4, 0x8, 0x10, ... 11:45:30 <Alberth> euhm no 0x0, of course 11:52:37 <andythenorth> ok, so if I added ROADTYPE_FOO here as bit 2 11:53:04 <andythenorth> hmm, no I thought I understood but I donât :D 11:53:35 <andythenorth> oh dear 11:54:13 <peter1138> i've got a patch for roadtypes somewhere 11:55:55 <Eddi|zuHause> so... OSX networking... i got MOST of it right, but i can't seem to work out the DNS settings 11:55:56 <andythenorth> probably your HD died? o_O 11:57:34 <Eddi|zuHause> all the webpages about OSX and DNS say to edit the networking settings for specific interfaces in the GUI, but the problem i have is that none of the adapters there are actually connected. only the virtualbox network, which doesn't show up in that list 11:58:22 <Eddi|zuHause> i tried making a /etc/resolv.conf, but that apparently only affected the nslookup program, and none of the other programs (like ping, firefox, ...) 12:01:03 *** drac_boy [~oftc-webi@modemcable027.125-163-184.mc.videotron.ca] has joined #openttd 12:01:04 <drac_boy> hi 12:01:24 <andythenorth> Eddi|zuHause: does the modem have an interface defined? 12:02:21 <drac_boy> you two still working on this? :) 12:03:43 <Eddi|zuHause> andythenorth: the modem is on a virtual machine, the virtual machine has a network interface that i can ping 12:04:03 <Eddi|zuHause> the virtual machine has NAT and everything working 12:04:13 <Eddi|zuHause> i can ping the DNS server from the host 12:04:28 <Eddi|zuHause> and i can "nslookup <name> <dns server>" manually 12:05:11 <Eddi|zuHause> just i can't get OSX to use that dns server globally 12:06:54 <andythenorth> hmm 12:07:00 <andythenorth> I only use the GUI 12:07:25 <Eddi|zuHause> the thing is, the virtualbox network doesn't show up in the GUI, only in ifconfig 12:07:26 <andythenorth> and if you canât add an interface there, bound to the VM, I have no ideas :( 12:08:08 <drac_boy> btw not to interrupt anyone here but what do you think of calling this thing "wearing a hat"? thats what I think when I look at it so.. https://farm9.staticflickr.com/8205/8265595342_59fe2249de.jpg 12:08:08 <Eddi|zuHause> i have not understood the process of adding interfaces in the GUI 12:08:27 <drac_boy> (I'm sure that its real purpose was to shield the final exhaust system from the frequent snow tho) 12:08:43 <andythenorth> you only get interfaces that are registered somehow 12:08:47 <andythenorth> not sure where yet 12:09:37 <andythenorth> Eddi|zuHause ? http://stackoverflow.com/questions/87442/virtual-network-interface-in-mac-os-x 12:09:37 <drac_boy> (and for anyone asking, its basically a Gm 3/3 as in being grouped under diesel tractor with three axles total and all being driven) 12:10:16 <andythenorth> http://tuntaposx.sourceforge.net/ 12:14:42 <Eddi|zuHause> that seems way too complicated for a task so trivial :/ 12:15:15 <andythenorth> might be 12:15:36 <andythenorth> but you need to persuade the GUI that there is an interface 12:15:41 <andythenorth> or you need to persuade BSD 12:17:01 <Eddi|zuHause> well, that has to wait... 12:19:38 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has joined #openttd 12:25:36 *** HerzogDeXtEr [~farci@i59F6B550.versanet.de] has joined #openttd 12:31:33 * andythenorth reaches the ârage quitâ phase of this roads patch 12:31:54 <andythenorth> :P 12:33:13 <andythenorth> roadtypes are impossible, Iâm going back to patching catenary 12:35:03 <Samu> what is the command line to join a server as a spectator? I tried but it says server full. "C:\Program Files\OpenTTD\openttd.exe" -n :3979 12:35:21 <Samu> all company slots are used, but spectator slots are free 12:35:38 <drac_boy> andy, I always thought one road and 2-3 rails was enough? :P heh 12:36:19 <Samu> nevermind, i think i know how 12:36:27 <Samu> which company # is spectator? 12:36:29 <Samu> 255? 12:39:55 <andythenorth> what solution is there when same constant is used for two different purposes? 12:40:10 <andythenorth> and extending the possible range of constants for one purpose breaks the other? 12:40:27 <Samu> "C:\Program Files\OpenTTD\openttd.exe" -n :3979#255 12:40:28 <Alberth> and you want it split? introduce a 2nd constant 12:40:29 <Samu> it worked! 12:42:16 <Alberth> not sure how you jump from one constant to a range though 12:43:21 <andythenorth> by extending the enum where the constants are defined 12:44:06 <andythenorth> the enum maps the constant to bit positions 12:44:13 <andythenorth> constants * 12:44:42 <andythenorth> I have no idea tbh :) 12:44:51 * drac_boy somewhat wants to quote "english please doc!" from an old sci-fi movie 12:44:52 <Alberth> sounds like typical openttd style :) 12:45:01 <drac_boy> but thats ok tho, I'm not joining this subject :) 12:45:14 <andythenorth> it looks like Iâm supposed to use a bitmask somehow 12:45:26 <Flygon> Are we discussig how stupid I am again? :3 12:45:36 <drac_boy> umm flygon, hi? :) 12:45:38 <andythenorth> so that there is someway to pickout ROADTYPE_FOO as mapping to ROADTYPE_TRAM 12:45:48 <andythenorth> but it seems like a headache to me 12:45:54 <drac_boy> hows you flygon, any good weather there? 12:46:09 <Flygon> It's Melbourne 12:46:10 <Flygon> Guess 12:46:25 <andythenorth> I am looking at someone elseâs design and trying to figure out what they wanted me to do :P 12:46:29 <Alberth> andythenorth: bitmask sounds like the answer indeed 12:46:32 <drac_boy> flygon well here theres still lot of snow on ground and now its 4C with heavy rain (and the rain is going be all day long too!) ... boring weather uhh 12:46:54 <Flygon> Lemme get a screenshot of the current weather 12:46:58 <Alberth> andythenorth: it's not designed to be extendible 12:47:15 <andythenorth> it isnât? I read the comments opposite to that :) 12:47:21 <andythenorth> that might be the problem 12:47:24 <Alberth> it's designed to be easily readable (hopefully), but that's it 12:47:40 <Alberth> openttd doesn't code things for the future 12:47:44 <Flygon> http://3.bp.blogspot.com/-k2ws7Kdig5A/UpdP1hxeXBI/AAAAAAAAArY/72yQYsmDDLM/s1600/Mad-Max-1-Final-Shot-1024x576.jpg It's dreary, it's overcast, and it's desaturated 12:47:48 <andythenorth> I have been staring at this for ~2 hours, thinking âthis design isnât workable" 12:47:51 <Flygon> Ignore the exploding car 12:48:14 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 12:48:15 *** mode/#openttd [+v tokai] by ChanServ 12:48:15 <Flygon> (yes, this is my local area :3) 12:48:25 <drac_boy> flygon heh, taking liberal with a movie photo :) 12:48:36 <Flygon> Taking liberal? 12:48:43 <Alberth> andythenorth: the problem with future extensions is there are too many, so you can never handle them all, so none of them is handled 12:48:44 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has quit [Quit: Snail] 12:48:44 <drac_boy> too bad that the Falcon was basically an australia-only car, never got it in north america 12:48:57 <andythenorth> ok 12:49:08 <drac_boy> either way I'm guessing its afternoon or evening for you now flygon? 12:49:10 <Alberth> you might be lucky and it fits easily, but maybe not 12:49:17 <Flygon> 11:49PM 12:49:20 <andythenorth> so Iâm not throwing away existing work by extending it the way I understand 12:49:22 <andythenorth> maybe 12:49:30 <drac_boy> oh...guess I was a little off :) 12:49:31 <Flygon> drac_boy: Falcons originated in the USA 12:49:33 <drac_boy> its 8:49 here 12:49:45 <Flygon> They didn't quite become popular there 12:49:48 <Flygon> But took off, here 12:50:01 <Flygon> But, Falcon? That means my car's a descendant xP 12:50:18 <Flygon> ...an LPG running Automatic descendant 12:50:25 <Flygon> Ill suited for the Apocalypse 12:52:07 <drac_boy> also there was that ford (I can't recall the model now) which was one of these many car/pickup hybrid's that were so popular between england and australia but very little to be found in north america :-/ 12:52:30 <Flygon> Uuuhm 12:52:34 <Flygon> Name escapes me 12:52:35 <drac_boy> at least north america did get the Subaru BRAT ... and a modern version with rather short bed based on the outback legacy chassis 12:52:43 <drac_boy> funny name tho.. brat ... :) 12:53:40 <drac_boy> cute photo for an ad http://assets.nydailynews.com/polopoly_fs/1.2256282.1434129243!/img/httpImage/image.jpg_gen/derivatives/article_635/subaru-brat-ad-1.jpg 12:54:09 <Flygon> That's how you get underbody corrosion >_> 12:54:34 * andythenorth had better learn about enums, yet again 12:54:58 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 12:55:11 <drac_boy> flygon also would you believe that a pickup mini/morris was still useful too as much as it could only seat 2 person and umm well yeah not much cargo weight rating either? ;) 12:55:50 <Flygon> It's 500kg 12:55:54 <drac_boy> as for underbody corrosion heh well there are many factors but yeah a car with no periodical sprays living next to salty ocean could last a short time 12:56:03 <Flygon> Four reasonably fit men can carry it 12:57:31 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Read error: Connection reset by peer] 12:58:04 <drac_boy> oh geeze the old car reminds me of the photos I've seen of single or friends-coming-together drivers being silly with their Smart's 12:58:10 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has joined #openttd 12:58:32 <drac_boy> two friends together for one spot http://www.ecojoes.com/wp-content/uploads/2009/06/Jekyll-0129.jpg heh 12:58:55 <drac_boy> or this single deciding he could steal a spot that almost noone else could ever fit into (excluding a motorcycle rider) http://image.automobilemag.com/f/32839549+w750+st0/2011-smart-fortwo-passion-coupe-front-view-parked.jpg 12:59:16 <drac_boy> theres a thousand different examples online but these are two just to start with tho :) 13:01:19 *** LadyHawk [~LadyHawk@5751e87a.skybroadband.com] has quit [Read error: No route to host] 13:05:16 *** LadyHawk [~LadyHawk@5751e87a.skybroadband.com] has joined #openttd 13:06:02 *** sim-al2 [~sim-al2@108-221-157-231.lightspeed.mmphtn.sbcglobal.net] has joined #openttd 13:07:27 <drac_boy> but anyhow all that aside, what're you doing toward midnight now flygon? 13:07:54 *** tokai [~tokai@00012860.user.oftc.net] has quit [Remote host closed the connection] 13:08:05 <Flygon> Dunno 13:08:59 * drac_boy is looking for some more specific photos to add to this project for now 13:09:18 <drac_boy> otherwise just a bit of irc and mm thats about it (stupid rain...) 13:09:40 <sim-al2> Drac_boy: I assume the extra high stack on that little locomotive is to get the smoke above the passengers 13:09:55 <drac_boy> hi sim-train :) 13:10:01 <sim-al2> Also, that little electric locomotive looks slightly dangerous... 13:10:04 <drac_boy> (sorry about that little name joke heh) 13:10:21 <drac_boy> yeah you're right, I was thinking "the axles look barely an inch apart, yet its more than six feet high??" 13:10:33 <drac_boy> talk about wanting to tip that thing over :) 13:10:57 <drac_boy> its probably only meant to run at 5kph .. some sort of depot/shed "pusher" maybe? 13:11:36 <sim-al2> Conrail built something like that: http://conrailphotos.thecrhs.org/Images/Conrail-locomotive-mover 13:12:01 <drac_boy> even then I'll rather trust the one in germany a lot more .. it was a very mini pusher but at least it had rather small axles set to a wider footprint than the stand-up cab itself 13:12:11 <drac_boy> can't recall the name of it but hm looking for it now tho 13:12:36 <sim-al2> Yeah, that thing definetly can't run that fast, looks like something that would struggle to push more than a few cars 13:12:48 <supermop> good morning 13:13:06 <sim-al2> hi 13:17:20 <supermop> andythenorth: iron crane? 13:17:33 <supermop> sort of thought out a possible scheme 13:17:38 *** gelignite [~gelignite@x4db58522.dyn.telefonica.de] has joined #openttd 13:17:43 <andythenorth> o_O 13:21:02 <drac_boy> here we go http://www.voisin.ch/vvt/photos/breuer3049.jpg its a Breuer Tractor as it was called ... had 10-80hp (date-depending) engine which apparently was mounted inbetween the chassis rails so its under the cab there 13:21:17 <supermop> kind of inverse to the pony idea 13:21:19 <drac_boy> cab -accessible coupler chain loop too 13:21:33 <supermop> but still limited 13:21:46 <sim-al2> Those wheels are crazy small 13:22:02 <sim-al2> Makes me wonder how good the brakes could be... 13:22:03 <drac_boy> well the wheels are only meant for depot shunting plus it kept the whole thing really stable :) 13:22:17 <andythenorth> when Iâm declaring a parameter which is going to be either 0 or 1 (stored in a bit), what type should I use? 13:22:19 <andythenorth> bool or int? 13:22:32 <drac_boy> btw these were usually designed to work turntables/transfers so its likely only moving one unbraked item at a time 13:22:38 <andythenorth> itâs strictly not a true / false flag 13:23:03 <Alberth> uint8 probably 13:23:20 <supermop> freight and high capacity emus (similar to metro) share the cheap track, high speed low capacity passenger trains use the "SG" track which is expensive and limited to them 13:23:35 <drac_boy> heck I recall one photo of an old Kof being used to move a big modern new C'C' electric locomotive off a turntable (I imagine the Kof's buffers were almost sticking off the end of the turntable..goes to show length restrictions you can find at times) 13:23:35 <Alberth> bool would be ok too, but it's not a number so you need to convert 13:23:56 <andythenorth> ta 13:24:07 <Alberth> b ? 1 : 0 13:24:45 <andythenorth> that is a pattern Iâve seen elsewhere 13:24:52 <andythenorth> ultimately the values might be 0-3 13:24:59 <andythenorth> but I can only change so much at once, or I get lost :) 13:25:11 <andythenorth> I know how to handle a single bit 13:25:30 <Alberth> (b0 ? 1 : 0) | (b1 ? 2 : 0) 13:26:15 <Alberth> pair of bits is better done with uint8 13:26:19 * andythenorth saves that for later :) 13:26:28 <andythenorth> (copy-pasted to my notes) 13:27:30 <Alberth> with uint8 it's much easier, as it's already a number, no need to convert :) 13:27:52 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 13:27:55 *** mode/#openttd [+v tokai] by ChanServ 13:28:43 <drac_boy> btw about brakes .. these only had manual brakes on themself basically but as they generally only stuck to zipping around yards etc this apparently wasn't a major harm to the design itself https://c3.staticflickr.com/3/2793/4098350603_b5eb0f7111.jpg 13:29:13 <drac_boy> and yeah many of them had cranes..talk about being able to unload a flatcar or other light cargos on their own :) 13:29:27 <drac_boy> too bad I'm not too interested in modelling netherlands tho 13:32:11 <andythenorth> oh 13:32:26 <andythenorth> m6 is not available for road tiles 13:32:52 <V453000> what mayhem are you up to andythenorth ? :D 13:34:14 <andythenorth> where are the available bits defined for tiles? 13:34:43 <V453000> no clue what do you mean 13:35:02 <andythenorth> error: no member named 'm6' in 'Tile' 13:35:02 <andythenorth> SB(_m[t].m6, 6, 1, subtype); 13:35:09 <andythenorth> m6 isnât present 13:35:38 <Rubidium> me 13:36:57 <andythenorth> because? 13:37:12 <Rubidium> computer maths 13:37:24 <andythenorth> error: no member named 'me' in 'Tile' 13:37:40 <Rubidium> _me[t].m6 13:38:01 <Rubidium> after all, m6 is the 8th byte... 13:38:05 <andythenorth> ok, that makes sense now 13:39:27 <sim-al2> Those Dutch shunters are rather interesting because some (not sure about that particular one) had controls on the side, made to be used by a crewman standing on the footboards 13:41:06 <drac_boy> yeah the cab was basically "empty" I think 13:41:33 <sim-al2> Actually looks like those did, it's a later version of the NS 200 class: https://upload.wikimedia.org/wikipedia/commons/1/1e/Locomotor_Sik_%281%29.jpg 13:42:30 <sim-al2> Apparently they only have manual brakes. There's not even an air system, so the whistle uses exhaust gases 13:42:41 <drac_boy> then again I recall some of the B units for emd F's basically had basic throttle/brake controls in a door on the side so they could be moved around on their own in the yard without having to fetch a cab unit to MU with them .. the engineer was mostly exposed to whatever was coming down from the sky on that day tho 13:42:47 <sim-al2> Also, the diesel fuel acts as the coolant 13:44:58 <sim-al2> Yeah, the B units have a very minimalistic control stand for that, just a brake valve and 3 or 4 notch controller (I assume limiting power for safetly reasons) 13:44:59 <drac_boy> oh the F7B apparently finally had some basic controls inside the body tho re #24 on here http://www.alternatewars.com/BBOW/Railroads/EMD_F7B_DWG.png 13:45:34 <drac_boy> and this thing about holster controls reminds me of something related ... 13:46:14 <Rubidium> aren't those already out of service? 13:46:45 <sim-al2> Which ones Rubidium? 13:47:11 <Rubidium> both of the antique Dutch trains you showed 13:47:33 <argoneus> how are train friends doing? 13:47:39 <drac_boy> http://www.smarttinc.com/email/NL-0414/dyk-0414-5.jpg want know why that has a big grille on the cab locomotive itself? thats because theres a small diesel in there both for to limp the thing on and off the ready/shed track with aside to providing some power to start the main turbine engine with 13:47:59 <drac_boy> then again to turn a turbine on just to simply move the locomotive ten feet would had made no sense .. so this was sensible 13:48:07 <Rubidium> (in a museum doesn't count as "in service") 13:48:16 <sim-al2> I'm pretty sure they are by now, they're pretty old and a bit unsafe 13:49:05 <Rubidium> but only like 20 years older than crap that is still running "for profit" 13:49:25 <sim-al2> This seems like the designated replacement: https://upload.wikimedia.org/wikipedia/commons/f/f9/VosslohG400B.jpg 13:50:54 <Rubidium> http://myalbum.com/photo/TxsMSlS1rX1P/1k0.jpg <- antique of +- 60 years old 13:50:56 * andythenorth asks stupid question: how to OR the results of two functions which both return bool? 13:51:06 <andythenorth> google does not help with âC++ OR two valuesâ :P 13:51:28 <drac_boy> the crazy thing is I know a magazine I got (no online copy tho) showed one of these 3-units turbine coupled to the one and only one Century 855B that ever existed (yep..kinda funny to think of a 8500hp turbine and 5500hp diesel paired together on a supersized freight train) 13:51:43 <Rubidium> andythenorth: binary || or logical | 13:51:48 <drac_boy> heres the 855B if you want sim https://upload.wikimedia.org/wikipedia/en/4/4f/ALCOC855B.jpg 13:52:08 <sim-al2> Rubidium, at least the crew doesn't have to hang off the side of those during regular operation (also that has air brakes and other fun useful features :p) 13:52:18 <drac_boy> (on that footnote: UP did actually have three of the 855's tho) 13:52:37 <andythenorth> thanks 13:52:41 <andythenorth> was binary not logical 13:53:05 <Rubidium> sim-al2: except that... you can easily overlook low signals in that type 13:53:17 <sim-al2> Hmmm, could the turbines and the Alcos actually MU? I think the turbines had a 20 notch MU system, since they were made to run alone or at most in pairs 13:53:31 <drac_boy> rubidium if you want a modern small electric shunter you always could check about this? https://www.sbb.ch/content/dam/sbb/all/bilder/06_Bildreihe_175x133/sbb-konzern/ueber-die-sbb/brunel_awards/elektrische_rangierlock/Ee922%20é%20Stadler%20Rail%20-%205.jpg.spooler.galleryimage.800.jpg/1317041607242/Ee922%20é%20Stadler%20Rail%20-%205.jpg 13:53:41 <drac_boy> huh...sorry weird url 13:54:25 <drac_boy> sim-a12 .. well the up turbines were built with diesel-compatible MU apparently as so many times they were mixed together with anything .. even one GTEL leading five random geeps too 13:54:29 <andythenorth> SPAD 13:56:05 <drac_boy> ah I found one where even a FA-FB set is included too for some reason http://www.railpictures.net/images/d2/0/1/5/9015.1404521343.jpg 13:56:26 <drac_boy> it just shows you what a "just throw anything out of the shed onto the line whatever" mentality UP sometimes seem to have had 13:57:31 <drac_boy> I've even seen (personally, and no I didn't have a camera sorry) a CP train being a SW1200 or alike switcher leading two Dash locomotives on a long train at roughly 30-50kph .. bit weird if you ask me 14:00:13 <sim-al2> Hmm, maybe the weird MU setup was limited to the early Coal Turbine 14:00:26 <peter1138> damn this wind 14:00:29 <drac_boy> the single-unit one pre-8500hp? could be 14:00:47 * drac_boy gives peter1138 a sail? :) 14:00:55 <drac_boy> sorry if that doesn't really help heh 14:00:57 <sim-al2> Hmm, no fuel tender either 14:00:58 <peter1138> heh 14:01:03 <peter1138> not much cop in a head wind :) 14:01:38 <drac_boy> sim-a12 yeah the fuel was a diesel-like tank under chassis .. apparently the dedicated ex-steam tender was to cure the problem of very short range 14:01:53 <drac_boy> peter1138 ah, unless you can zigzag a lot yeah its useless :-s 14:03:02 <drac_boy> (as I recall the sail book said that to go right into a headwind you hold a zigzag course so at least the wind gives you a bit of forward power ... makes for a very slow actual forward speed tho ofc 14:03:06 <sim-al2> Looks like a first gen unit, with no walkways and numbered X52, so only 4500 hp 14:03:26 <drac_boy> yep, engineers didn't like that one a lot... walking right next to the exposed turbine unit inside :-s 14:03:41 <drac_boy> thats why they had the "hollowed out" sides with outter walkways 14:04:37 <andythenorth> peter1138: are you _still_ trying to make breakfast? :o 14:04:47 * drac_boy throws andy a cooked egg :) 14:06:47 <sim-al2> Interesting train this one is hauling: https://swrails.files.wordpress.com/2010/03/up-62-veranda.jpg 14:07:07 <andythenorth> pacific fruit express no? 14:07:08 <drac_boy> oh about homemade tractors .. this is one that PRR did themself http://www.northeast.railfan.net/images/prr3907.jpg at least it seem to had been a sensible one but dunno how long it lasted for tho. I suspect that the four tanks are a split of 2 fuel and 2 air or perhaps at least 3 fuel and 1 air 14:07:12 <andythenorth> express reefer train 14:07:17 <sim-al2> Looks like a refrigerated fruit train 14:07:47 * andythenorth tries to write code not in header files 14:07:53 <andythenorth> compiles are much faster :P 14:07:54 <drac_boy> and look at that exposed radiator, the lower pipe seem to be running away to somewhere else 14:12:52 <sim-al2> The exposed radiator seems common on early gasoline engined units 14:17:36 <sim-al2> I can't really think of where that pipe goes, unless there's a water tank (or drain) on the underside 14:20:37 <supermop> horse not on bananas? 14:21:32 <drac_boy> either way I'm going off irc for now so have fun ok sim-a12? (me want go back to more images note-writing here) 14:21:41 <sim-al2> Alright take care 14:21:52 *** drac_boy [~oftc-webi@modemcable027.125-163-184.mc.videotron.ca] has left #openttd [] 14:25:15 <andythenorth> horse alpha on bananas 14:27:56 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 14:32:34 <supermop> not getting any non-pony rosters in what i found, when searching with 1.6.0 rc1 14:33:28 <andythenorth> oh horse not hog 14:33:32 <andythenorth> sorry :) 14:33:37 * andythenorth had head in uint8 :P 14:36:13 <Samu> on a dedicated server, how could I tell which is taking more cpu usage between AIs and currently running vehicles deployed in the world? 14:38:25 <supermop> do i have to get antelope from devzone? 14:38:45 <andythenorth> yes 14:38:52 <andythenorth> itâs unreleasable, and bananas 14:39:07 <supermop> unreleasable? 14:42:25 <andythenorth> would simply provoke bug reports about broken sprites 14:42:30 <andythenorth> pointless 14:43:01 <supermop> ah 14:44:52 <andythenorth> how do I push unit8 values into uint32 function parameter? 14:44:55 <andythenorth> uint* * 14:47:12 <Samu> who's draws sprites for OpenGFX? 14:49:09 <Samu> would someone consider drawing sprites for me? or would it be too much work for implementation? 14:51:06 <V453000> draw your own? :D 14:51:41 <planetmaker> hm, yes, usually people draw what they take a fancy in themselves... 14:52:05 <andythenorth> gah 14:52:06 <planetmaker> ideally there's one person drawing, another coding and they kinda have the same idea :) 14:52:19 <andythenorth> these days, theyâre usually the same person 14:52:20 <andythenorth> :P 14:52:30 <andythenorth> I assume thereâs a reason why function parameters have to be bitstuffed? 14:52:35 <andythenorth> instead of just passing around values? 14:52:36 <V453000> or you would need to have something insanely good that some random person can't wait for, to the point they want to invest their own free time in making your idea happen 14:52:45 <V453000> which won't happen very likely :P 14:53:10 <andythenorth> I am not a good enough programmer to figure out how to shift a uint8 in and out of a uint32 just to pass 0 or 1 to the next function 14:53:23 <andythenorth> it seems arcane tbh 14:54:02 <Samu> been going through my patches of one year ago. this is a simple patch that allows rivers to be terraformed, however, it is missing many sprites http://www.tt-forums.net/viewtopic.php?p=1145266#p1145266 14:54:04 <Alberth> SB and GB are your friend :) 14:54:28 <Alberth> andy: ^ 14:54:35 <andythenorth> only if I take (and pass) a course in bit maths 14:54:39 <Samu> who did the water sprites? 14:55:29 <Alberth> where should the uint8 be inserted? 14:56:25 <andythenorth> into p2 of CmdBuildRoad 14:56:32 <andythenorth> it looks like it should go in to bit 8 14:56:50 <andythenorth> but that depends on the function docs being accurate, so far Iâm finding theyâre not entirely :) 14:57:20 <andythenorth> the caller is OnPlaceMouseUp() 14:57:26 <andythenorth> in road_gui.cpp 14:57:32 <Alberth> pos = 8; SB(p2, pos, 8, uint8_value) 14:58:00 <Alberth> 8 constant means "8 bits from the uint8_value" 14:58:27 <Alberth> with pos == 8, that means bits 8..15 14:58:53 <andythenorth> and then I read same with GB? 14:59:08 <Alberth> yep, let me check 14:59:44 <Alberth> uint8_value = GB(p2, pos, 8) 14:59:47 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 15:00:36 <Alberth> obviously, you can use "8" directly instead of "pos" :) 15:01:08 <andythenorth> ta 15:01:50 <andythenorth> hmm 15:01:51 <Alberth> yw 15:01:53 <andythenorth> something is working somehow 15:01:59 <Alberth> :O 15:02:01 <andythenorth> even though I didnât apply your code yet :) 15:02:06 <andythenorth> I think itâs random accident 15:02:16 <Alberth> a nice one, though :) 15:02:36 <andythenorth> got some conditional drawing code reading the first bit of the uint 8, which happens to be set or not by accident 15:02:56 <andythenorth> biab, sun is out :) 15:02:59 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 15:05:52 <Samu> okay forget about the rivers 15:07:22 <Samu> how do i differentiate AI cpu usage to game world run cpu usage? 15:08:14 <Samu> i think it's YAPF usage 15:08:50 <supermop> Samu: do you have some images showing which/what type of sprites you need? 15:09:29 <supermop> idk anything about patching so a quick look doesn't tell me anything about whether it would be easy or hard for me to draw 15:10:30 *** pugi [~pugi@host-091-097-179-045.ewe-ip-backbone.de] has joined #openttd 15:10:55 <Samu> i'd like to answer, but I'm not sure how to answer in technical terms 15:11:11 <Samu> it's about the slopes 15:11:33 <Samu> it would need rivers to be drawn on every slope type 15:11:57 <supermop> so the angled slopes? 15:12:01 <Samu> yes, that 15:12:30 <supermop> like flowing down the slope, or along them parallel? 15:12:39 <supermop> similar to ocean coast 15:13:26 <supermop> but thats 8 sprites not counting the V shaped slopes if parallel 15:13:28 <supermop> not too bad 15:13:41 <supermop> if you want waterfalls... 15:13:43 <Samu> as it stands now, it can only draw in 5 different angles 15:13:44 <supermop> harder 15:14:12 <Samu> flat, NW, NE, SE and SW 15:16:45 <Samu> sec, let me find that funny png file 15:20:35 <Samu> https://svn.openttd.org/trunk/docs/tileh.png 15:21:42 <Samu> it draws for the examples 0, 3, 6, 9 and 12, and all the others are missing 15:34:08 <Samu> oh, about the half land, half river tiles, that's an interesting question, I am not sure what it would need 15:35:47 <Samu> would take some ships running through those tiles to make sure 15:38:42 <Samu> brb, will attempt installing msvc 15:38:48 <Samu> it's been a year 15:49:43 *** Flygon_ [~Flygon@ppp118-209-129-183.lns20.mel8.internode.on.net] has joined #openttd 15:53:55 <supermop> ok i just want to know if the goal is "half rivers" or angled waterfalls 15:57:01 *** Flygon [~Flygon@ppp118-209-132-93.lns20.mel8.internode.on.net] has quit [Ping timeout: 480 seconds] 15:59:54 *** frosch123 is now known as frosch 16:02:13 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 16:06:25 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 16:06:28 *** mode/#openttd [+v glx] by ChanServ 16:10:48 *** Ketsuban [~ketsuban@2a02:c7d:a33e:4100:d490:965c:c091:bc36] has joined #openttd 16:14:47 <andythenorth> Alberth: where values are being ORed into a uint32 with shifts, do I just shift the uint8 right by n bits? 16:14:52 <andythenorth> right / left :P 16:15:22 <Alberth> just use GB/SB 16:15:47 <Alberth> those are inline functions doing the bit shifting etc 16:15:54 <andythenorth> itâs in a LOC that looks like 16:16:01 <andythenorth> DoCommandP(start_tile, end_tile, _place_road_flag | (_cur_roadtype << 3) | (_one_way_button_clicked << 5) | (_cur_road_subtype << 7), [âŠ] 16:16:12 <andythenorth> where p2 is the 3rd parameter 16:16:15 <Alberth> ah 16:17:10 <Alberth> append "| (uint8_val << 8)" 16:18:02 <Alberth> at least I hope the uint8 gets expanded to int before the shift 16:20:04 <Alberth> looks like we already have road types and sub-road types :p 16:20:10 <andythenorth> nah, I added that 16:20:16 <andythenorth> (subtype) 16:20:37 <andythenorth> we have roadtypes, but theyâre in no way useful for what ~people think roadtypes should be 16:22:32 <Alberth> :) 16:22:56 <Alberth> alcohol directly from the vineyard, how useful :) 16:23:27 <supermop> like all nice wines? 16:24:05 <Samu> visual studio 2015 express for desktop windows 16:24:08 <Samu> still installing 16:25:08 <supermop> i'm at work anyway so i can sort of draw sprites but not that quickly 16:27:48 *** HerzogDeXtEr1 [~farci@i59F6C78C.versanet.de] has joined #openttd 16:30:04 *** lele87 [~oftc-webi@151.16.52.239] has joined #openttd 16:31:09 <lele87> hello. Can anyone help me with a problem of speed of open ttd, pls? 16:31:51 <Alberth> speed problem in what way? 16:31:56 <supermop> use the asiastar 16:32:08 <lele87> hi, 16:32:35 <lele87> my game is getting slower and slower while playing 16:32:50 <lele87> I've got +900 trains tho 16:33:00 <supermop> cpu core is not fast enough 16:33:00 <lele87> How can I make it faster? 16:33:10 <supermop> fewer trains, smaller map 16:33:32 <lele87> I might need to change pc? 16:33:45 <supermop> turn off pallet animation (i think it is called "full detail") 16:34:08 <lele87> I couldn't find it 16:34:15 <supermop> if you have a faster computer, you could try using that 16:34:22 <lele87> ho can I do that? 16:34:24 *** HerzogDeXtEr [~farci@i59F6B550.versanet.de] has quit [Ping timeout: 480 seconds] 16:35:09 *** sla_ro|master [~sla.ro@89.136.141.100] has joined #openttd 16:35:57 <supermop> i can't remember where the setting is 16:35:58 <andythenorth> turn off full âanimationâ 16:36:07 <andythenorth> on the options menu on main toolbar 16:36:33 <Alberth> https://wiki.openttd.org/FAQ_troubleshooting#My_system_is_horribly_slow_with_OpenTTD_1.5_or_later perhaps?? 16:36:57 <Alberth> but yeah, 900+ trains can hit CPU limits 16:37:14 <V453000> 3k+ eazy :P 16:37:16 <Samu> Buy a Core i7-6700K :p 16:38:39 * andythenorth learns to hack openttd with printf 16:38:45 <andythenorth> should I be ashamed? :) 16:38:49 <Samu> ah crap, visual studio needs to restart computer 16:38:54 <Samu> RIP servers 16:39:59 <lele87> It's not there. I was looking for that, I can't find it. I'm using the last version of openttd in italian :( 16:41:44 <supermop> lele87: maybe the setting moved, i cannot find it anymore either 16:41:58 <lele87> mm 16:43:22 <frosch> hold mouse button on the third toolbar button from left (the gear) 16:43:39 <frosch> uncheck fourth item from bottom "full animation" 16:44:26 *** Samu_ [~oftc-webi@po-217-129-255-23.netvisao.pt] has joined #openttd 16:45:23 <lele87> yep, done, thank you 16:45:44 *** _johannes [~johannes@port-92-203-172-88.dynamic.qsc.de] has joined #openttd 16:46:12 <andythenorth> well I now have 3 tram track subtypes buildable :P 16:46:23 <andythenorth> why 3 are needed, eh, who knows 16:46:56 *** Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has quit [Ping timeout: 480 seconds] 16:47:08 <_johannes> Hi 16:47:29 <Wolf01> 3? 16:47:48 <Wolf01> what have you done? 16:48:03 <supermop> "shiny rail" "less shiny rails" "slightly dull rails" 16:48:31 <andythenorth> but with subtypes, using a bit to store the current subtype might beâŠ.foolish 16:48:40 <andythenorth> is there a uint2? :P 16:48:41 <supermop> "sorry this tram can only run on dull rails" 16:51:27 <andythenorth> I think there are enough bits free to provide up to 3 roadtypes and 3 tramtypes 16:51:42 <andythenorth> more if anyone could be bothered to shuffle them around 16:54:50 <Alberth> 2 bit is 4 values, why 3 ? 16:55:02 <andythenorth> very good question 16:55:21 <Alberth> hmm, the "no road" case? 16:55:24 <andythenorth> yes 16:55:37 *** lele87 [~oftc-webi@151.16.52.239] has quit [Quit: Page closed] 16:55:44 <Alberth> fair enough :) 16:55:49 <andythenorth> *iff* I figure out how to fold that together with the road_subtype, without breaking all the things that look at roadtype 16:56:02 <andythenorth> seems efficient on bits to do it, but looks very hard tbh 16:56:40 <andythenorth> because roadtype is expected to be found by reading just 2 bits in a lot of places, and is not trivially extensible 16:56:58 <andythenorth> currently I am taking the lazy route, and consuming extra bits 16:57:49 <Samu_> https://wiki.openttd.org/Compiling_on_Windows_using_Microsoft_Visual_C%2B%2B_2012 16:57:55 <Samu_> microsoft windows sdk 16:58:09 <Samu_> that link is being redirected 16:59:28 <Samu_> redirects from http://msdn.microsoft.com/en-us/windows/desktop/aa904949 to https://dev.windows.com/en-us/downloads 17:00:08 <Samu_> i think i downloaded the wrong thing 17:03:23 *** Flygon__ [~Flygon@ppp118-209-180-212.lns20.mel8.internode.on.net] has joined #openttd 17:09:13 *** Flygon_ [~Flygon@ppp118-209-129-183.lns20.mel8.internode.on.net] has quit [Ping timeout: 480 seconds] 17:11:35 <andythenorth> apparently pushing uint8 values up to 3 into 2 bits works :P 17:11:36 *** Clockworker_ [~Clockwork@189-30-213-32.paemt702.dsl.brasiltelecom.net.br] has quit [Read error: Connection reset by peer] 17:11:44 * andythenorth might find out about clamping the hard way :) 17:11:54 *** Clockworker [~Clockwork@189-30-213-32.paemt702.dsl.brasiltelecom.net.br] has joined #openttd 17:13:41 <supermop> excited for apocryphal diesel trams 17:15:01 <andythenorth> I am not planning newgrf support yet 17:16:02 <V453000> andy doing roadtypes? 17:16:03 <V453000> holy fuck :D 17:16:17 <V453000> I see your child playing openttd research made you desperate :D 17:16:29 <andythenorth> nah, just couldnât face any more newgrf 17:16:33 <andythenorth> need a break from that 17:16:53 <V453000> well roadtypes iz specs 17:17:05 <andythenorth> nah, not doing roadtypes 17:17:09 <andythenorth> roadtypes is gash 17:18:06 <andythenorth> maybe I am doing RoadVisuals, 17:18:10 <andythenorth> or RoadEyeCandy 17:22:23 <andythenorth> hmm, bit weird 17:22:31 <andythenorth> bits of my patch are working that I havenât updated yet 17:22:51 * andythenorth probably doesnât understand tile inheritance 17:23:09 <andythenorth> I have some set / get functions defined on road_map.h 17:23:31 <andythenorth> and bridge tiles are apparently returning correct values from these 17:23:41 <andythenorth> whereas they should be failing 17:32:36 <andythenorth> ha ha 17:32:41 <andythenorth> YetAnotherRoadsProblem 17:33:56 <andythenorth> if a tile has existing tram track, and additional directions are added, the catenary might be removed 17:34:04 <andythenorth> if the last built subtype doesnât have catenary 17:34:15 <andythenorth> that implies storing the subtype for every direction bit 17:35:05 <V453000> so, ability to build various road graphics ? 17:36:17 <Samu_> Severity Code Description Project File Line Suppression State 17:36:29 <Samu_> oops, it cannot build 17:36:37 <Samu_> visual studio can't build openttd 17:36:52 <Samu_> 3>libpng.lib(pngerror.obj) : error LNK2001: unresolved external symbol ___iob_func 17:37:06 <Samu_> meh i forgot how I did it the other time 17:38:14 <andythenorth> V453000: my plan was tram tracks with / without catenary 17:38:40 <V453000> XD 17:38:47 <V453000> nice enuf 17:39:02 <andythenorth> as a side effect that might cause other types, which I have zero interest in right now :P 17:39:09 <_johannes> I know I've asked several times, but: Is it possible to append a picture in the forums and then show the attachment graphically? (e.g. like with the img-tag)? 17:39:12 <V453000> :) 17:39:43 <V453000> I think there is the place inline thingy _johannes , but it only works up to 900 px width or something 17:39:44 <andythenorth> _johannes: format it to < 800x600 iirc 17:39:46 <andythenorth> and it will show 17:39:52 <V453000> there 17:40:04 <andythenorth> itâs probably in the help sub-forum or whatever :) 17:41:11 <Samu_> who's a compiler expert with visual studio 2015? 17:41:26 <Samu_> need help 17:41:44 <_johannes> andythenorth: thanks, that worked :) 17:42:44 <andythenorth> eh, this patch swings around in the wind 17:42:52 <andythenorth> now a catenary bit looks cleaner again than subtype bits 17:43:01 <andythenorth> what larks :D 17:43:51 * andythenorth wonders 17:43:56 <_johannes> ok, I've made a forum post about YAPF: http://www.tt-forums.net/viewtopic.php?f=33&t=74659 ... Can someone please explain it? 17:44:05 *** gelignite [~gelignite@x4db58522.dyn.telefonica.de] has quit [Quit: http://bit.ly/1kso8Ta] 17:44:13 <andythenorth> when a tile has existing road or tram, preserve the subtype of that instead of replacing with new subtype? 17:44:13 <Samu_> HALP -> http://pastebin.com/raw/m6YA9vVs 17:44:19 <andythenorth> this would work fine for trams I think 17:44:35 <andythenorth> it just causes some redundant catenary 17:49:27 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has quit [Read error: Connection reset by peer] 17:53:03 * andythenorth wonders what elrail does 17:53:53 <andythenorth> I canât see it storing railtype per direction bit 17:54:05 <andythenorth> does it check neighbouring tile in each direction? 17:55:38 <Alberth> one railtype each tile 17:55:55 <Alberth> peter has a patch for that :) 17:56:28 <andythenorth> behaviour in game suggests that it checks neighbouring tiles, and draws catenary appropriately 17:56:33 <andythenorth> I didnât read the code yet though :) 18:00:01 * andythenorth isnât going to even think about compatibility table :P 18:02:34 <andythenorth> ha 18:02:45 <andythenorth> cable trams, like san fransisco 18:02:51 <andythenorth> and thereâs the 3rd valid type :P 18:11:25 *** Wormnest_ [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 18:12:11 <Alberth> you ever doubted you wouldn't get raodtypes filled??? :D 18:13:18 <Samu_> can i get some help? visual studio can't compile openttd 18:13:20 <andythenorth> I doubted there would be ideas that are valid for gameplay, or at least good eyecandy 18:15:01 <Samu_> where is this SDK? 18:17:03 <Samu_> https://wiki.openttd.org/Compiling_on_Windows_using_Microsoft_Visual_C%2B%2B_2012 - this article is a bit outdated, i couldn't follow it completely 18:17:18 <Samu_> where do i download the windows sdk thing? 18:17:32 <Alberth> _johannes: did you check the estimates too? how do estimates compare against the final result? 18:18:17 <Alberth> if your estimate over-estimates you run into this trouble 18:18:23 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Ping timeout: 480 seconds] 18:18:41 <Alberth> as co,puted solutions are no longer optimal 18:19:05 <Alberth> s/,/m/ 18:19:29 <_johannes> Alberth: ah, good point, I only printed the *costs* 18:19:48 <Alberth> also print the sum, to make life easier :) 18:20:16 <_johannes> so for the order of nodes which the algorithm expands, this depends on the estimate and not on the cost? is that true? 18:20:42 <Alberth> on the lowest sum 18:20:44 <_johannes> which sum exactly do you mean? 18:21:44 <_johannes> with sum you mean the sum in f(x) in https://de.wikipedia.org/wiki/A*-Algorithmus#Idee_des_Algorithmus ? 18:21:56 <Alberth> an intermediate point in A* has 2 cost components. first one is real traveled path length, which is exact 18:22:17 <Alberth> the second one is an estimate from the point to the final destination 18:23:07 <Alberth> the point with the lowest sum of both components is closest to the optimal path (as far as is known), and thus best to unfold 1 step in every direction 18:23:48 <Alberth> in theory, any intermediate point with the lowest sum can be used, it doesn't matter 18:24:49 <_johannes> I see... 18:24:52 <Alberth> in practice, either the algorithm steers here (lowest estimate seems closer to the end, let's take that), or the implementation of eg hashmap makes a decision 18:25:06 <Alberth> or sorted queue, probably 18:25:19 *** Clockworker [~Clockwork@189-30-213-32.paemt702.dsl.brasiltelecom.net.br] has quit [Read error: Connection reset by peer] 18:25:20 <_johannes> ok 18:25:39 *** Clockworker [~Clockwork@189-30-213-32.paemt702.dsl.brasiltelecom.net.br] has joined #openttd 18:25:46 <_johannes> so my call to YAPF aborted probably because the order of nodes was probably wrong? 18:26:03 <_johannes> and the order of nodes was wrong because the estimate might have been wrong? 18:26:34 <_johannes> (in that case, the estimate to go from 82 to 81 was too high, so it has been expanded too late? 18:26:35 <Alberth> the order is probably not wrong. 18:27:11 <Alberth> you're talking about lowest sum which is extremely difficult to reason about by hand 18:28:04 <_johannes> but you agree that 82->81 would have to be done before 87->81 ? 18:28:15 <_johannes> (which would imply that the order was wrong) 18:28:29 <Alberth> but likely, the estimate reduces by pretty much the same amount as the real distance increases (easy to achieve in 8 directions), which means the sum stays the same mostly 18:29:28 <Alberth> my guess is that either that 87 was really lower sum than 81, or equal 18:29:39 <Alberth> in the latter case, either order is correct 18:31:22 <_johannes> ok, I'll try to print the sum 18:31:38 <Alberth> can I also suggest enlarging the image before drawing on it? now it's a cloud of read and green colours, no idea what it says 18:31:52 <Alberth> *red 18:32:32 <_johannes> hmm if I zoom in, it gets more pixeled... 18:32:45 <_johannes> maybe I could try it with the zbase-set :) 18:32:51 <Alberth> who cares? 18:33:04 <Alberth> you want to point out positions, right? 18:33:22 <Alberth> just a plain empty grid would work, mostly 18:33:47 <_johannes> well, there's a depot and station, not sure if it matters 18:33:55 <Alberth> it probably does 18:34:25 <Alberth> but people answering A* questions do not care about looks :p 18:34:30 <_johannes> anyways, do you know why it jumps from 87 to 81 at once? why doesn't it first go to 85 etc? 18:35:06 <Alberth> after 87, 81 has a lowest summed value 18:35:32 <Alberth> it may be the same value even 18:36:33 <_johannes> yes, but it says that 87 is the direct parent of 81 18:36:44 <Alberth> if you have 4 points with equal lowest sum, any of those points is correct 18:37:12 <Alberth> not for picking a new point from the open list 18:37:39 <Alberth> you pick any point with lowest summed value from the open list 18:38:37 <_johannes> yes, I see that, but the parent pointer still says: this is the last node the train visits before this one 18:39:00 <Alberth> so? 18:39:17 <Alberth> you explore in all directions at the same time 18:39:30 <_johannes> the train can not jump from tile 87 to tile 81 without ever touching tile 85 18:39:36 <Alberth> parent relation is only used while traveling back 18:40:06 <_johannes> IIRC the parent relation is used to retrieve the shortest path after FindPath has run 18:40:19 <Alberth> yep, and you're not there yet 18:40:35 <_johannes> oO 18:40:44 <_johannes> ok now it gets complicated 18:40:53 <Alberth> that happens after you reached the destination 18:41:16 <_johannes> you mean the parent pointer are all completely remapped after reaching the destination? 18:41:28 <Alberth> then you trace back to the beginning with the parent relation (normally, not entirely sure this is done in YAPF too) 18:42:45 <_johannes> ok let's ask about the example: let's assume my train wants to go 82->81, and finds out that the route 82->85->86->87->81 is ideal... 18:42:55 <_johannes> that would be possible, I guess 18:42:57 <Alberth> parent says something about "go here for fastest way back", but it's "as far as we know now", iirc 18:43:19 <_johannes> hmm ok 18:43:38 <_johannes> so in my example, how would the caller of FindPath know what tile came before 81? 18:43:51 <_johannes> it's definitely not 87 :P 18:44:12 <_johannes> but the parent pointer seems to say this in 82->85->86->87->81 18:44:13 <Alberth> currently your call crashes 18:44:31 <Alberth> which means something is wrong, which means data values can be messed up 18:44:48 <_johannes> ok 18:45:57 <Alberth> I would start worrying about parents after you got a wrong path back :p 18:46:12 <_johannes> :) 18:46:39 <_johannes> thanks for your advice.... this YAPF problem makes me a bit desparate... 18:47:23 <Alberth> of course, it may still be caused earlier in that case, but one problem at a time :) 18:48:10 <_johannes> maybe I called YAPF wrong, this might be one result of the whole analysis 18:48:26 *** Wormnest__ [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 18:50:03 <andythenorth> ha ha, Iâve borked the bridge sprites 18:50:10 <andythenorth> must be overwriting some bits somewhere 18:50:21 <andythenorth> how to debug _that_ :P 18:52:29 <Alberth> make a save game with 1 bridge, print data once with the original game code, and once with your patched code ? 18:52:47 * andythenorth thinks itâs L17 here https://paste.openttdcoop.org/pyhluoqhz 18:52:58 <glx> Samu_: recent visual studio includes windows sdk 18:53:11 <andythenorth> _bridge_cur_road_subtype must be over-writing the bridge type bits 18:53:12 <glx> no need for a manual download 18:53:38 <Alberth> line 17? doesn't exist 18:54:55 <Samu_> just installed another visual studio 18:55:01 <Alberth> check that _bridge_cur_road_subtype has an expected value? 18:55:03 <Samu_> doesn't work, it's even worse :( 18:55:21 <Alberth> what's the type of _bridge_cur_road_subtype ? 18:55:23 *** Wormnest_ [~Wormnest@s5596abd2.adsl.online.nl] has quit [Ping timeout: 480 seconds] 18:55:26 <Samu_> You cannot open this project with your Express edition of Visual Studio for Windows 10. This edition only supports development of Universal Windows Platform apps. 18:55:47 <glx> you need the desktop version 18:56:07 <Alberth> so much for universal windows :p 18:56:11 <Samu_> ok, uninstalling it 18:57:09 <Samu_> can u give me the link to the right visual studio to download? 18:57:15 <glx> but visual studio comunity should work 18:57:16 <Samu_> there's so many versions 18:57:57 <Alberth> andythenorth: uint32 w = _bridge_cur_road_subtype ; w <<= 17; then use 'w'. It's hacky, but it ensures your bits are preserved (shifting 17 times in a value with width 8 is undefined behavior) 18:58:29 <Alberth> it may get expanded to an int beforehand, but better safe than sorry 19:01:43 * andythenorth explores 19:04:03 <andythenorth> Alberth: did I understand correctly? 19:04:05 <andythenorth> https://paste.openttdcoop.org/pkqhcuzzq 19:04:11 <glx> Samu_: community 2015 fails indeed 19:04:11 <andythenorth> doesnât work as expected :) 19:04:39 <andythenorth> I think 17 might be a bad shift 19:04:46 <Samu_> oh :( 19:05:05 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has joined #openttd 19:05:21 <glx> IIRC an updated ottd_useful is required 19:06:38 *** liq3 [liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has quit [] 19:06:42 <Alberth> andythenorth: looks like what I meant 19:09:03 * andythenorth biab :) 19:12:29 *** OsteHove` [~OsteHovel@c7815BF51.dhcp.as2116.net] has joined #openttd 19:13:48 *** frosch [~frosch@00013ce7.user.oftc.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 19:16:26 *** OsteHovel [~OsteHovel@c7815BF51.dhcp.as2116.net] has quit [Ping timeout: 480 seconds] 19:28:01 *** Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has joined #openttd 19:28:23 <Samu> @logs 19:28:23 <DorpsGek> Samu: http://irclogs.qmsk.net/channels/openttd 19:29:32 <Alberth> you can save such links in your browser :) 19:33:16 *** Samu_ [~oftc-webi@po-217-129-255-23.netvisao.pt] has quit [Ping timeout: 480 seconds] 19:33:19 <Samu> what can I do about unresolved external symbol? 19:33:53 <Samu> blame microsoft? 19:36:36 <Samu> oh -> http://www.tt-forums.net/viewtopic.php?t=73769 19:37:16 <glx> as I said, you need an updated ottd_useful 19:38:42 <Samu> so, the wiki article is wrong 19:39:07 <glx> no, it's for VS2012 :) 19:39:23 <Samu> https://www.openttd.org/en/download-openttd-useful/6.0 - is this the most up to date version? 19:43:04 <glx> yes 19:46:04 <Samu> ok, reinstalling visual studio express 2015 for desktop 19:46:27 <Samu> afk 19:51:50 <andythenorth> so my shift of 17 is based on the docs here http://git.openttd.org/?p=trunk.git;a=blob;f=src/tunnelbridge_cmd.cpp;h=5f2534b58c3bd45485aa915a7047eb7ef916d3b4;hb=HEAD#l228 19:51:53 <andythenorth> Alberth: ^ 19:52:32 <andythenorth> I assumed I could push an 8 bit value into p2, as only 17 bits are used 19:53:07 <Alberth> that looks ok to me judging from the docs 19:53:41 <andythenorth> the values are as expected when I read them with uint8 cur_road_subtype = GB(p2, 17, 8); 19:54:02 <andythenorth> but Iâm over-writing something in bridge type 19:54:35 <andythenorth> BridgeType is bits 0-7 19:58:20 *** gelignite [~gelignite@x4db58522.dyn.telefonica.de] has joined #openttd 19:58:46 <Alberth> line 330? 19:59:22 <Alberth> bits look fine to me 19:59:27 <andythenorth> what happens if I try to write a uint8 into 2 bits with SB? 19:59:33 <andythenorth> does it overflow into neighbouring bits? 19:59:55 <Alberth> doesn't look like it to me 20:00:57 <andythenorth> so what is suspicious about 330? :) 20:01:16 <Alberth> it checks transport type 20:01:24 <Alberth> of the start tile 20:01:33 <Alberth> which you may be hacking 20:02:05 <andythenorth> nah 20:02:07 <Alberth> ie maybe somwehere further a routine returns a wrong result 20:02:13 <andythenorth> deliberately left transport type alone :) 20:02:28 <andythenorth> too much depends on it 20:04:10 <andythenorth> hmm, if I shift 24, the same problem manifests exactly 20:04:17 <andythenorth> so itâs probably not the shift 20:06:12 <Alberth> it seems unlikely 20:07:07 <Alberth> you could check the used functions, and see if they depend on something you changed 20:07:21 <andythenorth> bridge_type is reporting same for every type I build, but the sprites are different in some cases 20:08:41 <Alberth> you could also step through this function, and see how adding your patch changes values or behaviour 20:08:52 <andythenorth> Iâm doing that with printfs now 20:08:55 <Alberth> flags & DC_EXEC <-- that means "really do it" 20:09:04 <andythenorth> :) 20:09:11 <Alberth> everything before is just checking 20:09:39 <Alberth> so bridgetype value there matter, as they end up in the map data 20:11:35 * andythenorth checks bytes in the map directly 20:11:48 <Alberth> good idea :) 20:12:45 <Alberth> good night 20:15:34 <andythenorth> something overflows 20:15:36 <andythenorth> goodnight :) 20:16:21 <andythenorth> oic 20:16:25 *** HerzogDeXtEr1 [~farci@i59F6C78C.versanet.de] has quit [Read error: Connection reset by peer] 20:16:54 <andythenorth> silly andythenorth 20:18:46 <supermop> rendering lots of trolleys 20:18:57 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 20:21:27 * andythenorth read the landscape grid too literally 20:21:43 <andythenorth> and assumed SB and GB counted down from highest bit :P 20:21:54 <andythenorth> perils of left-right 20:27:59 <_johannes> is it possible to build a track-cycle without danger of deadlocks? 20:28:26 <_johannes> I just have such a cycle here, and I'm getting traffic jams all the time 20:28:58 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has quit [Quit: Nettalk6 - www.ntalk.de] 20:36:32 <Samu> aha, i did it 20:36:54 <Samu> however, there is an issue with the dpi scaling 20:37:11 <Samu> the testing build isn't dpi aware or something like that, what can i do? 20:37:18 <Samu> glx: 20:47:35 *** sla_ro|master [~sla.ro@89.136.141.100] has quit [] 20:48:05 *** pugi [~pugi@host-091-097-179-045.ewe-ip-backbone.de] has quit [] 20:48:27 *** _johannes [~johannes@port-92-203-172-88.dynamic.qsc.de] has quit [Quit: leaving] 20:48:41 <peter1138> will apple ever move on to os 11? 20:51:48 <Samu> wow i think i figured it out 20:54:09 <Samu> right click openttd project > properties. Then Configuration Properties > Manifest Tool > Input and Output, then DPI Awareness: Per Monitor High DPI Aware 20:54:22 <Samu> this solved the scaling 20:54:56 <andythenorth> peter1138: unlikely 20:56:09 <andythenorth> hmm, thatâs tunnels with catenary done apparently 20:56:14 <andythenorth> and without 20:56:29 <andythenorth> how hard can NotRoadTypes be? 21:03:20 <andythenorth> peter1138: you didnât finish it before becauseâŠ? Boring? CBA? 21:18:12 <Wolf01> Rebooting... the virtual machine with XP 21:19:12 <andythenorth> random 21:19:48 * andythenorth must to bed 21:19:52 <andythenorth> boring 21:20:27 <Wolf01> meh... the software requires windows 98/2000 21:21:10 *** Wormnest__ [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 21:23:39 *** gelignite [~gelignite@x4db58522.dyn.telefonica.de] has quit [Quit: http://bit.ly/1kso8Ta] 21:24:43 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 21:25:44 <Wolf01> uhoh... no usb port found, this could be tricky 21:34:00 *** KouDy [~koudy@ip4-83-240-28-102.cust.nbox.cz] has quit [Remote host closed the connection] 21:34:14 *** KouDy [~koudy@mahdalviktor.netbox.cz] has joined #openttd 21:36:29 <Samu> supermop: https://onedrive.live.com/redir?resid=23B29F3DE45F6F1F!1250&authkey=!AKX-wUCAG6mE66o&ithint=file%2cscn 21:37:25 <Samu> download the file rivertiles.scn - it is a scenario with the rivers already placed 21:37:35 <Samu> and they miss the sprites 21:42:47 <Eddi|zuHause> hm... no frosch: https://www.youtube.com/watch?v=DY_tQli1q9Q 21:47:46 <Samu> about the ships... they are not traversing the half-tile, but I don't see any reason why they shouldn't 21:48:32 <Samu> as long as the half-tile is not declive, they should traverse it the half-flat part of it 21:49:07 <Samu> thats something I could venture myself into 21:49:15 <Samu> make it pathable 21:51:47 <Samu> should mimic the coastal pathing 21:51:56 <Samu> gonna investigate 21:55:23 *** Hiddenfunstuff [~Geth@y32.ip1.anvianet.fi] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Go on, try it!] 22:20:28 *** Progman [~progman@p57A18A33.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:25:48 <supermop> half rivers seems like a good start as you'd end up drawing much of the same stuff for sloped waterfalls 22:56:40 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Quit: Leaving] 23:08:39 <Samu> http://i.imgur.com/cmtgwgg.png vs https://svn.openttd.org/trunk/docs/tileh.png 23:10:18 <Samu> on the first image it shows the missing water sprites on the left, and the missing pathable water track on the right 23:11:31 <Samu> the bare tiles need no tracks, they already behave correctly 23:11:58 <Samu> the flat tile 0 also behaves correctly 23:12:09 <Samu> the others, half-tiles, don't 23:18:52 <Wolf01> 'night 23:18:55 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:25:23 <Eddi|zuHause> the last time i brought up half-rivers they were shot down because people would then want to build rails on the other half tile 23:30:45 <Samu> those tracks are to visualize where ships can traverse 23:31:06 <Samu> but the tile is fully water 23:31:28 *** Clockworker_ [~Clockwork@189-30-213-32.paemt702.dsl.brasiltelecom.net.br] has joined #openttd 23:32:23 <Samu> waterfall 23:33:44 *** drac_boy [~oftc-webi@modemcable027.125-163-184.mc.videotron.ca] has joined #openttd 23:33:46 <drac_boy> hi 23:38:49 *** Clockworker [~Clockwork@189-30-213-32.paemt702.dsl.brasiltelecom.net.br] has quit [Ping timeout: 480 seconds] 23:43:54 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:56:05 *** zeknurn` [~sup@hd9483bd7.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 23:57:41 *** zeknurn [~sup@hd9483bd7.seveveb.dyn.perspektivbredband.net] has joined #openttd