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Log for #openttd on 16th May 2016:
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10:27:25  <argoneus> good morning train friends
10:27:55  <Hiddenfunstuff> day
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10:45:58  <Samu> english question: widest refers to the largest width, ??? refers to the largest height. What is the word?
10:46:14  <Samu> heightest?, tallest?
10:46:29  <Samu> highest
10:58:38  <peter1138> highest
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14:00:26  <supermop> yo
14:05:11  <Alberth> hi hi
14:20:43  <supermop> hows it going Alberth ?
14:21:47  <supermop> got a kgs account yet?
14:26:49  <Alberth> too busy, as always, when having a day off :p
14:41:51  <supermop> i understand that
14:42:18  <supermop> i ended up using 6 hours of my sunday on a 'fun' thing that was really just work related
14:49:53  <Alberth> clearly, work poses sufficient good challenges :p
14:51:00  <supermop> the problem with working in a field like mine,is that you can never really stop thinking about it, but you can't charge clients for all that 'work' you did laying in bed at night
14:53:49  <Alberth> ah, I have that too, but don't get paid overtime either :p
14:55:21  <Samu> http://i.imgur.com/FUkxaTb.png - it is correctly identifying the scripts which can be used as random.
14:55:55  <Samu> but i wanted to draw the randomai sprite instead
14:56:00  <Samu> and it doesn't let me
15:09:10  <Samu> i hate it that I did the same on the other function and it works there, and on this one, it doesn't...
15:09:57  <Alberth> "doesn't work" gives no clues what it actually does
15:10:08  <Alberth> the compiler produced an error, right?
15:10:17  <Samu> yes
15:10:23  <Samu> https://paste.openttdcoop.org/pcvfymzoe - line 77
15:10:30  <Alberth> so the logical course of action would be to solve that error, or not?
15:12:08  <Samu> y isn't accepted, I took y away, and ray_y_offset isn't accepted either
15:12:53  <michi_cc> Samu: Why should it, an integer isn't a SubSprite struct.
15:13:19  <Samu> yes, that , no idea what's a SubSprite struct
15:13:35  <Samu> i did very much the same on the config window, and it accepted y
15:13:48  <michi_cc> But I'm quite sure DrawSprite wants x and y, and not two x values. Looking up the function definition of DrawSprite (it has comments) should help.
15:13:49  <Samu> on the ai list window it doesn't want it
15:14:02  <michi_cc> Samu: You didn't, no matterwhat you think.
15:14:54  <Samu> hmm :(
15:16:26  <Samu> let me check this again
15:16:37  <michi_cc> Maybe random cargo-cult programming is inferior to trying to understand it first.
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15:17:20  <Samu> crap :( i'm dumb
15:18:46  <Samu> i see what I did wrong
15:19:09  <Samu> DrawSprite isn't needing the right most side
15:20:17  <Samu> only DrawString needs that
15:20:35  <Samu> let's see now, it seems to compile
15:22:57  <Samu> yes yes it works! thx michi_cc
15:24:31  <Samu> http://i.imgur.com/i325eJY.png - looks better now, yay
15:24:39  <Samu> and it scrolls
15:25:59  <Alberth> no, just very stubborn in believing what you're doing is effective
15:26:23  <Alberth> ^ about "i'm dumb" comment
15:28:38  <Samu> it's strange, I worked with DrawSprite just a few days before
15:28:54  <Samu> i was supposed to know how to use it
15:29:03  <Samu> think i got alzheimer
15:29:39  <peter1138> you should've read the error message
15:29:45  <peter1138> it had all the info you needed
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15:51:57  <Samu> just a few hours ago, had to fix part of the code I've already worked before. It was calculating the width of sprites to determine the highest one. That's not what I've thought I've done.
15:52:24  <Samu> now it really is calculating the height
15:53:42  <Samu> how I end up messing things up like that...
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15:54:02  <Samu> and my english sometimes is horrid
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17:15:59  <WegeClausen> hi im running in a problem sometimes
17:16:26  <WegeClausen> Q ehat if i want to drop the fright and only load the station products
17:16:52  <WegeClausen> so the products i unloaded arend reloded
17:18:13  <Alberth> where do they go?
17:18:28  <Alberth> staying at the station, or accepted by industries?
17:18:50  <WegeClausen> Example train comes in and drops water foodl but then loads the same and the station goods and goes for plan
17:19:15  <WegeClausen> not accepted
17:19:45  <WegeClausen> i kmow its  best to go for 2 trains
17:20:00  <Alberth> you force unload it?
17:20:07  <WegeClausen> yes
17:20:20  <Alberth> fruit is accepted?
17:20:21  <WegeClausen> but it reloads them
17:20:50  <Alberth> yes, you load either nothing or everything
17:21:14  <Alberth> unless you use cargo-dist, and provide other means to transport the unloaded cargo
17:21:16  <WegeClausen> no fruit is at the station  it rights to a second station with corn then dets on to foodfactory with waterwell
17:21:37  <WegeClausen> ok i will get me 2 trains
17:22:02  <Alberth> or perhaps 2 stations?
17:22:33  <Alberth> force unloading unloads everything, you cannot force unload a single cargo
17:23:09  <Alberth> in general you should not need force unload at all
17:23:23  <Alberth> it exists mostly for fixing problems
17:23:52  <WegeClausen> ok
17:32:58  <WegeClausen> Gn8
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17:44:14  <Samu> how do I retrieve the width value of this text? const char *text = (*it).second->GetName();
17:45:25  <Alberth> afaik there is a function to get the width of a char * text
17:46:16  <Alberth> getting the width of a StringID uses it too
17:48:31  <Samu> ok, will look
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18:22:04  <andythenorth> o/
18:26:39  <Alberth> o/
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18:42:13  * andythenorth needs an offsider
18:42:18  <andythenorth> supermop o/
18:42:26  <supermop> yo
18:42:56  <andythenorth> played any more antelope game?
18:42:57  <andythenorth> o_O
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18:45:26  <Samu> 						SetDParamStr(0, (*it).second->GetName()); 						uint text_width = GetStringBoundingBox(STR_JUST_RAW_STRING).width;
18:45:45  <Samu> this works, but is there a better way?
18:47:09  <andythenorth> hmm
18:47:17  * andythenorth wants ropeway transport
18:47:39  <Samu> i still don't fully understand pointers
18:48:15  <andythenorth> https://en.wikipedia.org/wiki/COMILOG_Cableway
18:48:18  <supermop> not yet, got sidetracked with tram cascading micromanagement and walked away from it
18:48:31  <supermop> andythenorth: i've drawn belt sprites
18:49:34  <andythenorth> ‘tram cascading micromanagement’ :D
18:49:47  <andythenorth> how did you manage that? o_O
18:50:10  <Alberth> secret firs parameter :)
18:53:33  <supermop> didn't manage, thats why i walked away. ended up with 6 trams that were superceded in every way in the city that became center of my network
18:53:52  <Samu> what if the AI name is translated?
18:53:57  <Samu> is that even possible?
18:54:11  <supermop> but they still had lots of life left, but the only place that made sense to use them was 100+ tiles away
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18:54:53  <andythenorth> with Road Hog?
18:55:11  <Samu> static_cast
18:55:12  <supermop> no non-absurd way to send trams to somewhere that far away, so thought about sending them to the outskirts of their current city
18:55:23  <supermop> andythenorth: 2cc set.
18:55:24  <Samu> if (static_cast<AIInfo *>((*it).second)->UseAsRandomAI()) DrawSprite(SPR_AICONFIG_RANDOM, PAL_NONE, r.left + WD_MATRIX_LEFT, y + rai_y_offset);
18:55:37  <andythenorth> I would have scrapped them :)
18:55:40  <Samu> i'm not sure what's static_cast, just that I had to use it
18:56:32  <supermop> but sending them to the other side of town involved sending them across a 4 track mainline with an antelope once every 10 days in each direction
18:56:43  <supermop> and these were 20kmh trams
18:56:56  <supermop> Eddi|zuHause suggested i play frogger with the trams
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18:57:50  <Alberth> Samu: euhm, a static cast to test non-nullness?
18:58:24  <Alberth> oh, to use UseAsRandomAI()
18:58:25  <supermop> then we got distracted on irc and i haven't had a chance to revisit
18:59:26  <Alberth> still, static_cast is generally very wrong
19:00:15  <Samu> I copy pasted from somewhere further down in that function
19:00:36  <Samu> and addapted it to UseAsRandomAI()
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19:05:07  <andythenorth> road vehicles are lame
19:05:10  <andythenorth> :P
19:05:47  <Alberth> samu: basically, static_cast means "shut up compiler, just take my word for it, I hereby declare it's a 'AIInfo *'"
19:06:20  <Alberth> ie a very big sledge hammer to prevent the compiler from checking things
19:06:57  <Samu> hehe
19:07:11  <Alberth> so duh, it compiles, as you told the compiler to stop complaining
19:09:00  <andythenorth> so
.WaterTypes...?
19:09:06  * andythenorth has been thinking
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19:11:04  <Samu> Class 'ScriptInfo' has no member 'UseAsRandomAI'
19:11:07  <supermop> we already have that
19:11:25  <supermop> but if you give me a log flume i'll be ecstatic
19:12:04  <Samu> Class 'AIInfo' does
19:13:04  <Alberth> but that doesn't make a ScriptInfo* the same as a AIInfo*
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19:19:18  <andythenorth> one of the (several) dumb things about ships is lack of variety in routing
19:19:29  <andythenorth> planes have helicopters / planes
19:19:37  <andythenorth> RVs have tram / road vehicle
19:19:45  <andythenorth> trains have 3 or 4 types by default
19:19:59  <andythenorth> ships, one type, blah
19:21:16  <Samu> I can't ask UseAsRandomAI to ScriptInfo t.t
19:21:57  <Samu> but the *it dude does have a 'use_as_random' for AIs, not for GSs though
19:21:59  <supermop> andythenorth: logs
19:22:25  <Samu> i don't know how it was even working for GSs
19:22:41  <andythenorth> supermop: eh?
19:23:00  <supermop> log flumes
19:23:42  <andythenorth> well :)
19:24:08  <andythenorth> that would be better as ‘one way unit cargo transport’
19:24:20  <andythenorth> or whatever we called it last time it was discussed :P
19:24:30  <andythenorth> pipelines, cableways, log flumes etc
19:26:04  <andythenorth> but for water I’m thinking a split of sea vs. canal/river
19:26:36  * andythenorth wonders what the gameplay implications would be
19:27:10  <Samu> andythenorth, i remember working with rivers and canals before
19:27:16  <Samu> last year
19:27:57  <Samu> not graphics, just the mechanics
19:28:49  <Samu> should be in the forums yet, sec, let me find
19:29:15  <Alberth> :o  pipelines @ water?
19:29:57  <Samu> https://www.tt-forums.net/viewtopic.php?t=72691
19:30:32  <Samu> heh, revisiting the stuff I did last year
19:31:48  <Samu> i think I gave up when i was working on the code to allow bridges over locks
19:32:06  <Samu> couldn't draw the bridge ramp
19:32:23  <Samu> then i could, but the vehicles under the bridge were overlaping
19:32:32  <Samu> :(
19:33:08  <Samu> i had a very ambitious goal though
19:37:54  <Samu> Alberth the original code is then wrong?
19:38:33  <Samu> seems to be the case
19:39:04  <Samu> it treats GSs and AIs like they're alike
19:40:23  <Alberth> they are quite alike, both execute squirrel code
19:41:03  <Alberth> I didn't write AI or GS stuff, so I don't know how they are different
19:41:10  <Samu> 					if (this->selected == i - 1) selected_info = static_cast<AIInfo *>((*it).second);
19:41:23  <Samu> that's in there, sec, let me get a link
19:42:06  <Samu> https://git.openttd.org/?p=trunk.git;a=blob;f=src/ai/ai_gui.cpp;h=8944e8bc4f33f8187a50d9773078e21495e6bf6f;hb=HEAD#l143
19:42:19  <Samu> line 143
19:43:35  <Samu> i see most of the names there still mention AI, even though some of them are refering both AI and GS
19:44:05  <Samu> even the comments
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20:40:45  <glx> I guess ai_gui.cpp:143 could use ScriptInfo as the used info are from the common part
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23:55:24  <Eddi|zuHause> today's xkcd is terrible. it doesn't use A4...

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