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00:02:05 <Samu> alright, so houses have been dealt with correctly 00:02:32 <Samu> roads are still messed 00:03:12 <Samu> bridges, I am not quite sure, since they follow the road 00:07:10 *** Mazur has joined #openttd 00:09:13 <Samu> i think i've done it 00:09:19 <Samu> for roads 00:09:26 <Samu> just want to make sure... 00:20:16 <Samu> help me at englisho 00:20:18 <Samu> /* Prevent towns from building roads where ships can traverse */ 00:20:27 <Samu> can walk? can go? 00:26:41 <Samu> more english help 00:26:42 <Samu> /* Don't build the bridge if the bridge head at the destination is traversable by ships */ 00:33:23 <Samu> brb 00:37:48 <Samu> can someone take a quick look? https://paste.openttdcoop.org/pywkih1li - this patch is to prevent town growth from blocking ships 00:38:33 *** Mazur has quit IRC 00:43:46 *** Samu_ has joined #openttd 00:43:50 <Samu_> oops, disconnected 00:43:58 <Samu_> @logs 00:43:58 <DorpsGek> Samu_: https://webster.openttdcoop.org/index.php?channel=openttd 00:49:55 *** Samu has quit IRC 00:54:49 *** Mazur has joined #openttd 01:02:57 <Samu_> ewmm... i broke something, towns don't want to build bridges over rivers 01:03:05 <Samu_> must investigate 01:12:17 *** HerzogDeXtEr1 has quit IRC 01:19:19 *** mescalito has quit IRC 01:28:21 <Samu_> I can't reproduce the issue, :( 01:30:53 *** mindlesstux_ has joined #openttd 01:34:35 *** mindlesstux has quit IRC 01:34:35 *** mindlesstux_ is now known as mindlesstux 01:41:56 *** Samu_ has quit IRC 01:48:24 *** Samu has joined #openttd 01:48:31 <Samu> http://imgur.com/xxjbIPa 01:48:38 <Samu> can you see the difference? 01:53:59 <goodger> one of them has built a bridge to nowhere at vast expense 02:06:45 <Samu> :o 02:08:00 <Flygon> Town interrijens 02:08:08 <Samu> alright, this one shows the real purpose of my patch http://imgur.com/a/l1xDm 02:08:53 <Samu> the bridge to the left of Kedtown 02:09:04 <Samu> blocks ship passage 02:09:51 <Samu> with my patch, every tile that contains water won't have anything built in it 02:10:44 <Samu> I find it a bit restrictive with bridges though 02:10:55 <Samu> I'm not sure if I like that 02:14:03 <Samu> well, cyas all take care 02:14:05 *** Samu has quit IRC 03:02:14 *** gelignite has quit IRC 03:10:40 *** trendynick has joined #openttd 03:25:41 *** Lejving has joined #openttd 04:21:29 *** glx has quit IRC 04:38:39 *** supermop has quit IRC 05:09:28 *** sla_ro|master has joined #openttd 05:29:22 *** sla_ro|master has quit IRC 06:02:30 *** Arveen has joined #openttd 06:10:57 *** Alberth has joined #openttd 06:10:58 *** ChanServ sets mode: +o Alberth 06:38:15 *** sim-al2 has quit IRC 06:51:41 *** keoz has joined #openttd 08:06:05 *** Supercheese has quit IRC 08:08:26 *** andythenorth has joined #openttd 08:15:12 <Alberth> o/ 08:20:03 *** trendynick has quit IRC 08:22:34 *** Progman has joined #openttd 08:32:33 <andythenorth> o/ 08:36:25 *** tycoondemon has joined #openttd 08:40:27 *** Mazur has quit IRC 08:56:44 *** Mazur has joined #openttd 09:05:34 *** frosch123 has joined #openttd 09:07:24 <frosch123> moi 09:12:02 *** Mazur has quit IRC 09:47:10 *** Progman has quit IRC 09:51:22 <andythenorth> quak 10:09:38 <Alberth> hola 10:18:45 <andythenorth> trams http://dev.openttdcoop.org/attachments/download/8080/tram-engines.png 10:18:50 <andythenorth> such variations, such few pixels 10:22:26 <frosch123> i would still recommend against generating random pixel pattern and trying to filter them for good vehicle sprites 10:24:22 <andythenorth> generative sprites is a nice idea 10:24:34 <andythenorth> how much time will it save? 10:26:46 <Alberth> -5 10:27:37 <Alberth> not so sure what unit of time to attach :p 10:27:48 <frosch123> lightyears? :p 10:28:12 <Alberth> that's a distance :p 10:28:23 <frosch123> but it says years :) 10:28:31 <Alberth> fair enough :p 10:28:33 <frosch123> it's my favorite time unit :p 10:28:50 <frosch123> well, "time" unit 10:29:50 <Alberth> you can further configure it by changing the speed you're traveling 10:51:56 <Alberth> frosch123: I hacked the fios rewrite a bit further http://devs.openttd.org/~alberth/diffs/fios_rewrite2 10:51:56 <Alberth> Compared to the previous time (still available if you remove the "2"), 060 had the commit message typo fixed, 180 was rewritten, and 200 is merged into it, 190 and all other patches are unchanged 11:10:30 *** HerzogDeXtEr has joined #openttd 11:14:33 *** andythenorth has quit IRC 11:20:11 *** andythenorth has joined #openttd 11:24:36 <frosch123> one enum less :) 11:25:40 <Alberth> :) 11:26:53 <frosch123> looks fine to me 11:27:00 <Alberth> thanks for the reviews and useful comments 11:55:40 <andythenorth> http://dev.openttdcoop.org/attachments/download/8081/such_tramz_2.png 11:55:46 <andythenorth> think that’s ‘done' 11:55:57 <V453000> nice 11:56:07 <andythenorth> except for the angles I haven’t drawn on 10 trams :P 11:56:43 <V453000> XD 12:05:44 *** mescalito has joined #openttd 12:06:05 *** Wolf01 has joined #openttd 12:06:40 *** Samu has joined #openttd 12:06:51 <Wolf01> o/ 12:06:55 <Samu> hi 12:07:44 <Wolf01> Good trams are good 12:08:00 <Wolf01> Now need only proper lightrailtypes 12:08:59 <Wolf01> Went to town fair this morning, seen donkeys with 5 legs 12:11:47 <Samu> https://paste.openttdcoop.org/psmpbbtt2?/psmpbbtt2 12:11:54 <Samu> my next objective is 12:12:01 <Samu> rework this function 12:14:41 <Samu> it is using DistanceManhattan to get the coordinates of the closest ship depot near the ship 12:15:55 <Samu> the problem is when there's obstacles in the way 12:16:21 <Samu> or even when the depot is in another water body, innaccessible by the ship 12:16:36 <Samu> I want to prevent that 12:16:50 <Wolf01> Good luck 12:17:04 <Samu> how am I to do it? 12:17:11 <Samu> ideas? 12:17:25 <Wolf01> Pathfinding 12:19:11 *** sla_ro|master has joined #openttd 12:20:19 <Samu> pathfinding would come next 12:20:30 <Samu> i mean, after finding the closest ship depot 12:20:49 <Samu> the pathfinding will try to direct the ship towards those coordinates 12:22:30 <Samu> i'm not sure what to do 12:22:58 <Wolf01> First you use pathfinding to find a path, then the ship follows the path 12:23:13 <Wolf01> It's called "path finding" for a reason 12:23:35 <Samu> the pathfinder needs the coordinates of the destination 12:23:45 <Alberth> o/ 12:23:52 <andythenorth> 5 legs? 12:23:57 <Wolf01> :D 12:24:11 <Samu> but this function is giving it coordinates of possible inaccessible deots 12:24:20 <Samu> i need to pre-pathfind? 12:24:21 <Wolf01> Andy, I let your immagination do the rest 12:24:32 <Samu> depots* 12:24:51 <_dp_> Samu, only pathfinder can check accessibility 12:25:29 *** gelignite has joined #openttd 12:26:48 <andythenorth> Wolf01: I get the picture :P 12:27:22 <Wolf01> Samu, get a brief tour on how A* works 12:27:52 <andythenorth> Wolf01: actually need roadtypes for mining trucks ;) 12:28:00 <andythenorth> I’ve removed them from Road Hog temporarily 12:28:11 <andythenorth> they make no sense without dedicated road 12:28:19 <Wolf01> +1 12:28:41 <Samu> for all depots, pre-pathfind and get favourable results? then give the best favourable coordinates to the real pathfinder 12:28:55 <Wolf01> And pathfind it again? 12:28:58 <Samu> yes 12:29:16 <Wolf01> Once you find the depot you already have a path 12:29:55 <Wolf01> Also, you don't need to have a patfind to get the coordinates, the pathfinder is used to check if the coordinates are accessible 12:30:09 <Wolf01> *pathfinder 12:30:28 <Wolf01> For coordinates you can just scan a map sector 12:33:10 <Wolf01> If you use a pathfinder to find something which could be inaccessible you might end with an infinite loop 12:33:22 <Wolf01> Or you can limit the iterations 12:44:50 <DorpsGek> Commit by alberth :: r27633 /trunk/src (3 files) (2016-09-04 14:44:42 +0200 ) 12:44:51 <DorpsGek> -Codechange: Extract _saveload_mode use from BuildFileList 12:45:17 <DorpsGek> Commit by alberth :: r27634 /trunk/src (fios.cpp fios.h) (2016-09-04 14:45:11 +0200 ) 12:45:18 <DorpsGek> -Codechange: Improve name of the SmallFiosItem struct. 12:45:46 <DorpsGek> Commit by alberth :: r27635 /trunk/src (6 files in 2 dirs) (2016-09-04 14:45:40 +0200 ) 12:45:47 <DorpsGek> -Codechange: Move FileType and FileToSaveLoad structure definitions. 12:46:13 <DorpsGek> Commit by alberth :: r27636 /trunk/src (3 files in 2 dirs) (2016-09-04 14:46:07 +0200 ) 12:46:14 <DorpsGek> -Codechange: Rename FileType to AbstractFileType. 12:46:35 <DorpsGek> Commit by alberth :: r27637 trunk/src/saveload/signs_sl.cpp (2016-09-04 14:46:29 +0200 ) 12:46:36 <DorpsGek> -Codechange: Don't use _saveload_mode for scenario loading detection. 12:46:40 <Wolf01> FileType! 12:47:13 <DorpsGek> Commit by alberth :: r27638 /trunk/src (7 files in 2 dirs) (2016-09-04 14:47:07 +0200 ) 12:47:14 <DorpsGek> -Codechange: Move FiosType enum, move and rename SetFiosType function. 12:47:44 <DorpsGek> Commit by alberth :: r27639 /trunk/src (fileio_type.h saveload/saveload.cpp) (2016-09-04 14:47:39 +0200 ) 12:47:45 <DorpsGek> -Codechange: Also always set the abstract FileToSaveLoad::filetype when setting a mode. 12:47:57 <Alberth> not so nice memories about FileType ? 12:48:13 <Wolf01> No, just *Type hype 12:48:33 <DorpsGek> Commit by alberth :: r27640 trunk/src/openttd.cpp (2016-09-04 14:48:28 +0200 ) 12:48:34 <DorpsGek> -Codechange: Remove another use of _saveload_mode in the loading code. 12:50:28 <DorpsGek> Commit by alberth :: r27641 /trunk/src (5 files in 2 dirs) (2016-09-04 14:50:22 +0200 ) 12:50:29 <DorpsGek> -Codechange: Fold the _fios_items file list vector into its own class. 12:54:10 <DorpsGek> Commit by alberth :: r27642 /trunk/src (4 files) (2016-09-04 14:54:03 +0200 ) 12:54:11 <DorpsGek> -Codechange: FiosGet* file query functions take a destination file list. 12:54:36 <DorpsGek> Commit by alberth :: r27643 /trunk/src (4 files in 4 dirs) (2016-09-04 14:54:30 +0200 ) 12:54:37 <DorpsGek> -Codechange: FiosGetDrives function also takes a destination file list. 12:54:58 <DorpsGek> Commit by alberth :: r27644 /trunk/src (4 files) (2016-09-04 14:54:52 +0200 ) 12:54:59 <DorpsGek> -Codechange: Split GetFiosItem into BuildFileList and FindItem, and move both to FileList. 12:55:27 <DorpsGek> Commit by alberth :: r27645 trunk/src/console_cmds.cpp (2016-09-04 14:55:21 +0200 ) 12:55:28 <DorpsGek> -Add: Give console commands their own file list storage. 12:56:00 <DorpsGek> Commit by alberth :: r27646 /trunk/src (3 files) (2016-09-04 14:55:54 +0200 ) 12:56:01 <DorpsGek> -Codechange: Move _fios_items variable into the SaveLoadWindow class. 12:56:29 <DorpsGek> Commit by alberth :: r27647 /trunk/src (6 files) (2016-09-04 14:56:23 +0200 ) 12:56:30 <DorpsGek> -Codechange: Introduce file operations, and use it to replace most of SaveLoadDialogMode 12:57:02 <DorpsGek> Commit by alberth :: r27648 /trunk/src (5 files in 2 dirs) (2016-09-04 14:56:56 +0200 ) 12:57:03 <DorpsGek> -Codechange: Remove remaining _saveload_mode usage. 12:57:26 <DorpsGek> Commit by alberth :: r27649 /trunk/src (5 files in 2 dirs) (2016-09-04 14:57:20 +0200 ) 12:57:27 <DorpsGek> -Codechange: Introduce detailed file type enum, rebuild FiosType with it. 12:57:50 <DorpsGek> Commit by alberth :: r27650 /trunk/src (16 files in 4 dirs) (2016-09-04 14:57:43 +0200 ) 12:57:51 <DorpsGek> -Codechange: Replace SaveOrLoadMode by FileOperation and DetailedFileType. 12:58:10 <DorpsGek> Commit by alberth :: r27651 /trunk/src (5 files in 2 dirs) (2016-09-04 14:58:04 +0200 ) 12:58:11 <DorpsGek> -Codechange: Introduce methods for setting the name and title of _file_to_saveload. 12:58:51 <Alberth> right, now try stuff I wanted to do in the first place :p 13:10:10 *** Gja has joined #openttd 13:15:59 <frosch123> :p 13:18:51 * andythenorth has 1 out of 10 trams done :P 13:19:07 <andythenorth> such productivity :P 13:20:30 <Samu> oh, more trunk patches 13:20:35 *** sim-al2 has joined #openttd 13:20:42 <Samu> gonna ruin my patches probably 13:21:56 <Alberth> 10% done already, andy :) 13:22:44 <Alberth> Samu: unless you change things near file loading/saving handling, not likely 13:24:37 <Samu> I did change something related to saveloads for AI scripts 13:24:48 <Samu> testing my patches 13:24:50 <Samu> brb 13:25:44 <Samu> add start_date parameter for Random AIs on new game v1 r27603 - still works 13:26:25 *** Flygon_ has joined #openttd 13:27:27 <Samu> saveload.cpp, saveload.h have been changed, grrr 13:28:00 <andythenorth> Alberth: I uncovered a bug with 8 more trams :P 13:28:07 <andythenorth> one step forward…one step back... 13:28:25 <Alberth> :p 13:29:38 <Samu> faster server autosaves v5 r27601 - i am getting weird results, it says it patches everything fine, but also 2 failed hunks for every file, tortoisesvn what will it be? 13:31:56 *** Flygon has quit IRC 13:32:03 <Samu> need to look at this more carefully 13:32:06 <Samu> brb 13:35:03 <Samu> fios.cpp - never touched it 13:38:10 <Samu> toolbar_gui.cpp - i touched it, but then reverted, so i left it back to what it was, that means... im not touching it now 13:38:38 <Samu> dedicated_v.cpp - never touched it 13:38:53 <Samu> fios_gui.cpp - never touched 13:40:47 <Samu> console_cmds.cpp - i touched it but ended up not needing to change anything 13:46:17 *** supermop has joined #openttd 13:47:59 <supermop> yo 13:49:09 <Samu> openttd.cpp, saveload.h, saveload.cpp, afterload.cpp - only these 4 files that I need to check for conflicts 13:57:14 *** Mazur has joined #openttd 14:03:12 <Samu> openttd.cpp is fine 14:09:33 <Samu> saveload.cpp - Alberth adds about the way it accesses files 14:09:42 <Samu> adds stuff 14:09:56 <Samu> I add stuff about the way it saves the stuff 14:10:22 <Samu> not really conflictuous, but it touches similar areas 14:10:36 <Alberth> usually, I add stuff, and then remove other stuff :) 14:10:56 <Alberth> but yeah, could be in somewhat the same area 14:12:23 <Samu> what goes into the savegame, more specifically 14:12:33 <Wolf01> Meh, I should give up programming 14:13:52 <Samu> I've also added some other compression methods 14:13:53 <Wolf01> It looks easy but has 24536435734067293620349632e45346467 problems 14:14:06 <Samu> Alberth didn't touch that part 14:15:30 <Alberth> I didn't touch content of savegame, only split information of file names into more separate parts 14:16:29 *** Mazur has quit IRC 14:16:52 <Alberth> :o more problems than molecules in the universe? 14:16:57 <andythenorth> Wolf01: try brogramming instead 14:17:05 <andythenorth> of being devloloper 14:17:19 <Samu> you got code at line 270, i got code at line 275, it's really close, and the tortoisesvn patching isn't all that great at putting stuff in the right place 14:17:25 <Wolf01> I would like to take an advanced course but only on what I need 14:17:44 <Alberth> :D 14:17:51 * andythenorth is develoloper 14:18:23 <Alberth> Samu: it has good reason not to be too good, a developer is much better at deciding the right solution 14:19:02 <Wolf01> For example now I'm just adding a "usercontrol" which contains a scrollviewer with an image, I need to pass a property to it (the image source)... no matter of what I try, I always end up with nullPointerException... and I set up everything right 14:19:48 <Wolf01> And it's 4 lines of code and 2 clicks! 14:20:04 <Wolf01> I even used the same names of the demo 14:20:59 <Wolf01> The demo had also the image caption which I don't need 14:21:21 <Samu> next change for alberth is from 2781 and below 14:21:38 <Samu> the whole bulk of my changes are before that 14:22:02 <Samu> only got a change at 2851 14:22:10 <Samu> must check 14:23:06 <Samu> oh, threaded saves 14:23:58 <Samu> that's right in the middle of a function you make tons of changes 14:24:23 *** sim-al2 has quit IRC 14:24:25 <Samu> this may be the only real conflict 14:24:53 <Samu> original line 2833 14:25:03 <Samu> if (_network_server || !_settings_client.gui.threaded_saves) threaded = false; 14:25:48 *** Wolf03 has joined #openttd 14:25:48 *** Wolf01 is now known as Guest740 14:25:48 <Samu> i changed it to if (!_settings_client.gui.threaded_saves) threaded = false; 14:25:49 *** Wolf03 is now known as Wolf01 14:25:55 <Wolf01> Shitty router 14:26:05 *** Mazur has joined #openttd 14:26:09 <Wolf01> http://social.technet.microsoft.com/wiki/contents/articles/32795.uwp-creating-user-control.aspx see easy, and doesn't work for me 14:26:21 <Samu> but no idea if that would achieve the same expected behaviour with albert changes 14:29:01 <Samu> arg 14:29:20 <Samu> there should be a 3-way diff viewer 14:29:25 <Samu> or patch viewer 14:29:50 <Samu> revision 27632, my patch and the latest trunk version 14:30:09 *** Guest740 has quit IRC 14:30:58 <Wolf01> I think there is, at least I used it in PHPStorm 14:34:37 <Samu> faster server autosaves - RIP 14:34:38 <andythenorth> Wolf01: make some roads instead? o_O 14:34:59 * andythenorth needs a break from teeny tiny trams 14:35:11 <Wolf01> Not sure on what to do, I would like to be sure instead of redoing the same again and again 14:35:28 <Wolf01> If you want to follow me on the process I might try it 14:36:05 <andythenorth> I am here 14:36:10 <andythenorth> I can also test compile 14:36:57 <Wolf01> Let me just some minutes to finalize the image zoom of my feed reader (without the f*****g usercontrol) 14:37:52 <supermop> andythenorth: draw roads? 14:38:12 <andythenorth> moi? or tu? 14:40:39 <Samu> tortoisesvn patched saveload.cpp correctly, but i wonder if the behaviour about threaded saves is still the same 14:42:41 <Samu> openttd.cpp change is totally unrelated, there will be no conflict 14:43:10 <Samu> my change is about adding a start_date for random ais 14:43:42 <Samu> Alberth change is about save and load stuff 14:44:41 <Alberth> why do you constantly highlight me, please stop doing that 14:45:27 <LordAro> ooh, Alberth commit queue 14:46:00 <Samu> sorry 14:46:05 <Samu> :o lol 14:46:45 <Samu> i'm thinking out loud saveload.h 14:47:03 <Wolf01> Ok, andythenorth, I'm ready to do something 14:47:32 <andythenorth> 4 trams left, none of which I want to do right now :D 14:47:32 <Wolf01> Not sure what, but something must be done 14:48:21 <andythenorth> I think we can do it piece by piece 14:48:37 <Wolf01> Yes, that's a good idea 14:48:38 <andythenorth> first move the storage to m4, but provide a shim 14:48:46 <andythenorth> so that all old function calls keep working 14:49:08 <andythenorth> let’s try and rebuild the bridge while the trains still go over it :P 14:49:56 <andythenorth> patch will be too big to throw everything off the cliff and have a non-compiling game while we make 80 changes to how tile gets roadtype 14:50:58 <Wolf01> Ok, since today is saveload.h day I'll try to break things too 14:52:20 <Wolf01> I'll just move m7 7..6 to m4 1..0? 14:52:21 <Samu> max_no_competitors = 15 v31 r27601 - it appears there is no conflict with this 14:52:41 <Wolf01> Or do you have another suggestion? 14:53:13 <Samu> we touch the same files, but not the same functions 14:53:29 <andythenorth> use m4 0…3 for road and m4 4…7 for light rail 14:53:45 <andythenorth> and assume for both that 0 = default 14:53:57 <Wolf01> 0 means no road and no tram 14:54:00 <andythenorth> that will change after newgrf support, but is safe for a long time 14:54:01 <andythenorth> ach 14:54:04 <andythenorth> hmm 14:54:18 <andythenorth> ah I proposed to store an integer there corresponding to type ;) 14:54:19 <andythenorth> sorry 14:54:24 <Wolf01> 0001 0000 = road but no tram, 0000 0001 tram but no road 14:55:19 <andythenorth> so 0 is ‘no [road | light rail] type present’ 14:55:26 <Wolf01> And obviously 0001 0001 both 14:55:39 <andythenorth> how do we get 16 types of each if 0 is needed to define ‘none'? 14:55:58 <Wolf01> You get 15 types where 0 is none 14:56:06 <andythenorth> fine 14:56:08 <Eddi|zuHause> i don't think you need a "none" type 14:56:13 <andythenorth> or we could use the track bits? 14:56:15 <Eddi|zuHause> you just have no road bits 14:56:21 <Wolf01> Or we don't deprecate the m7 7..6 and get full 16 types 14:57:03 <andythenorth> shouldn’t need them :) 14:57:06 *** Samu has quit IRC 14:57:15 <andythenorth> use track bits, infer presence of road / light rail 14:57:18 <Eddi|zuHause> if there are no road bits present, the road type is ignored 14:57:28 * andythenorth needs an acronym for light rail 14:57:31 <Eddi|zuHause> and if road bits are present, the road type must be valid 14:57:38 <andythenorth> ltrl 14:57:44 <Eddi|zuHause> "tram" 14:57:47 <Wolf01> Or as eddy says, we could do some math involving m3 0..3 14:58:13 <Wolf01> But only if m5 6 = 0 14:58:18 <Eddi|zuHause> if "is not zero" is "math"? 14:59:32 <supermop> andythenorth: me. i still have so melb-ish roads and tramways i rendered while i was living there 14:59:33 <andythenorth> m5 0..3 for road as well as m3 0..3 for tram 14:59:40 <Wolf01> We'll need to change also the level crossing stuff, now it always assume road is present for tram 14:59:44 <Eddi|zuHause> what's the current meaning of m7 7..6? 14:59:57 <Wolf01> m7 7..6 is tram|road 15:00:04 <andythenorth> present road types 15:00:16 <andythenorth> could already be inferred from m5 0..3 and m3 0..3 15:00:22 <andythenorth> maybe there are performance reasons not to 15:00:24 <Eddi|zuHause> that's probably redundant 15:00:42 <Eddi|zuHause> i don't think performance is relevant here 15:00:43 <andythenorth> seems redundant to me 15:00:45 <andythenorth> already 15:01:22 <Wolf01> Ok, so 0 is normal road|tram 15:01:36 <Eddi|zuHause> afair the reason for the crossing limitation was that there are no sprites for trackbeds of tram & rail 15:02:01 <Wolf01> There will be 15:02:01 <andythenorth> ach, so m7 isn’t redundant, because of level crossings 15:02:05 <andythenorth> currently 15:02:26 * andythenorth wondered if we could refactor that first to clean house 15:02:41 <Wolf01> You need to have both m3 and m5 bits because you can have different layouts for road and tram in the same tile 15:02:45 <andythenorth> yes 15:02:49 *** Samu has joined #openttd 15:02:51 <andythenorth> +1 15:02:52 <Wolf01> So not redundant 15:02:52 <Eddi|zuHause> Wolf01: so that breaks existing tram track grfs, which don't provide the additional sprites? 15:03:09 <Samu> Error C2011 'FileOperation': 'enum' type redefinition (compiling source file ..\src\os\windows\win32.cpp) openttd C:\Program Files (x86)\Windows Kits.1\Include\um\shobjidl.h 1852 15:03:24 <Wolf01> We should find a workaround or fix the existing tram track grfs 15:03:47 <Alberth> ieks, I broke it :( 15:03:48 <andythenorth> substitute a sprite 15:03:52 <Samu> visual studio does not like r27651 15:04:21 <Eddi|zuHause> Wolf01: there are some existing workarounds for similar stuff, like a grf providing too few shore sprites 15:05:05 <Eddi|zuHause> particularly, the shore sprites where only one corner has shores, but no edge touches a water sprite 15:05:43 <Alberth> what's this um\shobjidl.h file? it's not of openttd 15:06:07 <Samu> line says typedef class FileOperation FileOperation; 15:06:34 <Samu> line before says #ifdef __cplusplus 15:06:56 <Wolf01> Samu, don't include default windows libraries, they have classes which conflict with ottd useful ones and also with ottd 15:07:39 <andythenorth> Wolf01: I think I would start by adding something like HasLightRail and HasStreet to the tile functions 15:07:56 <Samu> i just tried to build openttd r27651 15:08:05 <andythenorth> then replace calls in the drawing and construction code to HasBit() that look at m7 0..1 15:08:15 <andythenorth> then we have some abstraction 15:08:19 <Wolf01> Good idea 15:08:23 <andythenorth> then we can move the storage of type to m4 later 15:08:35 <andythenorth> road_cmd.cpp L1106 is an example 15:10:47 <DorpsGek> Commit by alberth :: r27652 trunk/src/saveload/saveload.cpp (2016-09-04 17:10:41 +0200 ) 15:10:48 <DorpsGek> -Fix(r27650): Use the file operation being performed to set the _sl.action variable. 15:11:30 <Eddi|zuHause> i'm out of ideas how to handle this Baldy's Boss guy. he seems to have a roleplaying approach to the game, but then projects that roleplaying onto game mechanics that don't exist 15:11:31 <Wolf01> Yup, just refactoring, no new features 15:11:45 <andythenorth> Eddi|zuHause I think he can be safely left alone :) 15:11:52 <andythenorth> I think he is happy in his own little world 15:11:58 <andythenorth> the questions aren’t really questions 15:12:34 <Alberth> it's fun tinkering with his save game :) 15:13:16 <Wolf01> road_map.h is a good place? 15:13:54 <andythenorth> I thought so 15:14:16 <Alberth> it can always be moved later :) 15:14:26 <V453000> Eddi|zuHause: he is retarded, you can't do much with that 15:14:39 <andythenorth> iirc correctly, you end up having to import road_map.h to places it wasn’t imported before 15:14:49 <Eddi|zuHause> V453000: i don't think that's the right word 15:14:55 <V453000> he might hold the record of opening completely idiotic threads 15:15:04 <Wolf01> Seeking attention 15:15:10 <Wolf01> Just like me :D:D:D:D:D:D 15:17:51 <Eddi|zuHause> V453000: we had a SirXavius. 15:18:08 <V453000> don't remember him luckily 15:19:38 *** Wormnest has joined #openttd 15:20:09 <Samu> who's an expert windows compiler for openttd, :o 15:20:26 <Samu> gonna try compite r27632 again 15:21:42 <Alberth> V: not remembering the 36 or so pages he once posted about a new kind of openttd game? :p 15:22:16 <Samu> r27632 can compile 15:23:40 <Samu> will try compiling every version from r27632 to r27652 to see where it fails 15:23:58 <Wolf01> andythenorth, we already have HasTileRoadType(TileIndex t, RoadType rt) 15:24:07 <Samu> r27633 compiles 15:24:44 <Samu> r27634 compiles 15:25:25 <andythenorth> Wolf01: that needs splitting imho 15:25:27 <andythenorth> if (HasTileRoadType(ti->tile, ROADTYPE_TRAM)) { 15:25:29 <Wolf01> if (HasBit(rts, rt)) { is just if (HasTileRoadType(tile, rt)) { 15:25:29 <andythenorth> for example 15:26:18 <Samu> r27635 compiles 15:26:24 <andythenorth> ROADTYPE_TRAM corresponds to the m7 bit for tram 15:26:47 <andythenorth> we need another way to know if there is tram on the tile 15:27:11 <Samu> r27636 compiles 15:28:09 <Samu> r27637 compiles 15:29:15 <Alberth> what visual studio version do you have? 15:29:47 <Samu> r27638 compiles 15:29:51 <Samu> erm, let me see 15:30:36 <Samu> Microsoft Visual Studio 2015 Shell (Integrated) 15:30:51 <Alberth> ok, should be new enough 15:31:02 <Samu> version 14.0.25420.01 Update 3 15:33:11 <Samu> r27639 compiles 15:33:36 *** tokai|noir has joined #openttd 15:33:36 *** ChanServ sets mode: +v tokai|noir 15:34:03 <Samu> r27640 compiles 15:34:26 <Wolf01> andythenorth, so this? https://paste.openttdcoop.org/p6uzw3yos 15:34:56 <andythenorth> I think so 15:35:04 <andythenorth> then we have to track all the uses of that down 15:35:11 <Alberth> 27647 will fail as first revision, I think 15:35:54 <Samu> r27641 compiles 15:36:37 <Samu> r27642 compiles 15:37:12 <Samu> r27643 compiles 15:37:14 <frosch123> https://farm.openttd.org/browse/OTTD-TEST-W64BIT-4325/log <- Alberth: we need a different name for FileOperation 15:37:23 <frosch123> some windows header already uses that name 15:37:42 <Alberth> apparently 15:37:53 <Alberth> what about LoadSaveOperation ? 15:38:10 <Samu> r27644 compiles 15:38:19 <Alberth> any way to test that without a commit? 15:38:19 <frosch123> oh, you were already on the subject 15:38:47 <Samu> r27645 compiles 15:39:02 <frosch123> i think commit is the easiest option, unless you have a win compile environment 15:39:22 <Wolf01> Pass him the patch and let him do it for you 15:39:43 <Samu> r27646 compiles 15:40:04 <michi_cc> Samu: You do realise that the compile farm already knows that: http://farm.openttd.org/browse/OTTD-TEST ? 15:40:12 *** tokai has quit IRC 15:40:46 <frosch123> Alberth: "SaveLoad" feels more common to me than "LoadSave" 15:41:00 <Samu> r27647 fails :o 15:41:40 <Samu> oh i had no idea u got stuff to test these things 15:41:58 <LordAro> Samu: you should learn how to bisect 15:42:14 <LordAro> absolutely no need to test every single commit 15:42:25 <Wolf01> Binary tree, this long unknown friend 15:42:45 <Samu> the same 2 errors 15:42:53 * LordAro divides Wolf01 into 2 equal parts 15:43:22 <Wolf01> And then checks in which one the stupid is, then divides it again 15:43:45 <Samu> i used vs140, not vs100 15:44:27 <LordAro> things aren't going to change that much 15:44:41 <LordAro> and backwards compatibility is important too 15:46:10 <Samu> https://paste.openttdcoop.org/pdrwlvexa?/pdrwlvexa 15:48:00 *** Wormnest has quit IRC 15:48:06 <Wolf01> andythenorth, I think this refactoring is pointless, I can't find a place where bits are used, and it just needs to change "HasTileRoadType(TileIndex t, RoadType rt)" or "GetRoadTypes(TileIndex t)" 15:50:00 <Alberth> Samu: try http://devs.openttd.org/~alberth/diffs/saveloadop.patch on 27652 15:50:48 <Samu> oki 15:51:16 <Wolf01> Personal continuous integration guy 15:51:32 <Alberth> very good in counting too 15:52:17 <andythenorth> Wolf01: I can’t find bits either 15:52:50 <Samu> Severity Code Description Project File Line Suppression State Error C3861 'SHSaveLoadOperation': identifier not found openttd D:\OpenTTD\trunk\src\ini.cpp 110 15:53:04 <Samu> got this error, 1 error 15:53:21 <Wolf01> Clean and rebuild 15:53:29 <Samu> ok, let me try that 15:54:02 <Samu> rebuilding usually takes more time to build 15:54:30 <LordAro> funny that 15:54:33 <Samu> got the error already, but it's still building the rest 15:55:22 <Samu> finished, 1 error 15:55:42 <Samu> https://paste.openttdcoop.org/pfz8s4gxl 15:55:45 <Samu> build log 15:56:51 <Samu> 5 warnings, but those warnings have been there for years 15:57:16 <Wolf01> andythenorth, what if I start with defining the new entries on the enum but pointing to the old values? 15:57:37 <Alberth> Samu: interestingly, that file builds for me :) 15:58:06 <Alberth> change line 110 back to SHFileOperation(&shfopt); 16:00:31 <Samu> it builds! :) 16:00:49 <Alberth> yay! thanks 16:03:58 <Samu> i built debug x64, let me try the others 16:05:29 <Samu> debug Win32, it builds 16:06:56 <DorpsGek> Commit by alberth :: r27653 /trunk/src (15 files in 4 dirs) (2016-09-04 18:06:50 +0200 ) 16:06:57 <DorpsGek> -Fix(r27647): Rename FileOperation enum and values to SaveLoadOperation to avoid nameclash with windows compiler toolkit. 16:07:03 <Alberth> I would hope so :) 16:08:03 <Samu> release x64, it builds 16:10:21 <andythenorth> Wolf01: sounds plausible 16:10:35 <andythenorth> my brain goes ‘bzrt’ when I deal with enums 16:10:52 <Samu> release win32, it builds 16:10:53 <andythenorth> I keep thinking they’re some kind of list :P 16:11:06 <Samu> everything builds 16:11:10 <Alberth> \o/ 16:11:24 <Alberth> andy, but they are, a list of constants :) 16:12:27 <Samu> tested with openttd_vs140.vcxproj 16:12:35 <andythenorth> seems more like a lookup table to me 16:12:45 <Samu> i wont test vs100, visual studio always complains about versions 16:12:45 <andythenorth> don’t ask me to explain how my brain works :P 16:13:00 <andythenorth> to me a list is a thing that can have pop, push, etc :P 16:13:15 <Alberth> ah, it's not that :) 16:13:20 <Wolf01> Enums are just a mean to give names to numbers 16:13:52 <Wolf01> And lists which could be traversed 16:13:57 <andythenorth> why not just use C pre-processor constants? 16:14:02 <Alberth> compile farm will do vs100, perhaps 16:14:12 <Alberth> type-safety 16:14:22 <Wolf01> Constants could not be traversed :P 16:15:01 <Wolf01> Look at them like a constant list 16:15:05 <Wolf01> With names 16:16:48 <Wolf01> With enums, if you are writing a switch (MyEnum value) a lot of ides automatically provide all cases for the "MyEnum" 16:22:23 <andythenorth> so we’ll have a new RoadTypes enum? 16:22:34 <Wolf01> Sort of 16:22:46 <andythenorth> and RoadType also 16:25:42 <Wolf01> https://paste.openttdcoop.org/pm1lubn4r like this one 16:26:12 <Wolf01> Not sure about the 0x7 16:26:22 <andythenorth> me neither 16:26:28 <andythenorth> I’m sure I didn’t write that patch :) 16:26:33 <andythenorth> someone gave me most of that paste 16:27:42 <andythenorth> FWIW, I think it’s fine to only have 15 each of tram / street 16:27:51 <andythenorth> and use one value for ‘none’ 16:27:57 <andythenorth> but also not necessary 16:28:41 <LordAro> those *SubtypeHasCatenary functions are horrible 16:28:48 <Wolf01> The static inline bool HasRoadType(rt) could just check if has m5 3..0 16:28:58 <Wolf01> They are stubs 16:30:47 <LordAro> well that's ok then :) 16:31:23 <andythenorth> 3 trams to draw :( 16:31:25 <andythenorth> 7 done 16:31:30 <andythenorth> 12 bugs fixed :P 16:31:31 <andythenorth> also 16:47:16 <Samu> i'm back to that depot choice problem 16:47:28 <Samu> reading logs 16:52:10 *** Wormnest has joined #openttd 17:02:18 <Samu> http://imgur.com/a/mJmHS - HALP, no idea how to begin 17:05:19 <Wolf01> https://paste.openttdcoop.org/ptyh5qfmr Something like this? 17:05:53 <Alberth> Samu: deciding what the desired result is (in the general case), would be a start 17:09:46 <Samu> desired result is any acessible depot 17:11:19 <Wolf01> How did it get the blocked depot service order? If from pathfinding then there's a problem in pathfinding, if by map scn, then you should run a pathfind routine for each found depot to check if accessible 17:11:34 <Wolf01> s/scn/scan 17:11:49 <andythenorth> Wolf01: that’s how I thought it would work 17:11:58 <andythenorth> we’ll need an equivalent setter for construction 17:12:07 <Wolf01> I'm working on it 17:12:10 <andythenorth> cool :) 17:12:40 <Alberth> simple approach is to find the closest non-examined depot on the map, and try to do a path find operation 17:13:08 <Wolf01> Not really sure on checks, wolves are not really good at math 17:13:12 <Alberth> if it works, you have a path, if it fails, find the next closest non-examined depot, and try that one 17:13:27 <Alberth> etc, until you find a depot, or you run out of depots 17:14:15 <Alberth> smart approach is to run a path find from all depots to the ship 17:14:27 <Alberth> (at the same time) 17:14:37 <Samu> RIP cpu cycles 17:14:48 <Wolf01> Implement multithreading 17:15:07 <Alberth> smart approach is not that much worse than from the closest reachable depot 17:15:45 <Samu> how do i "invoke" the pathfinder ? :( 17:16:09 <Alberth> no idea, never done that 17:16:55 <Alberth> look for a pathfind routine that looks like it computes a path, then find how it is used 17:20:10 *** [dpk] has joined #openttd 17:24:01 *** ccfreak2k has quit IRC 17:24:01 *** _dp_ has quit IRC 17:24:01 *** dpk has quit IRC 17:24:01 *** ST2 has quit IRC 17:24:01 *** nilez has quit IRC 17:24:01 *** Clockworker has quit IRC 17:24:01 *** Sylf has quit IRC 17:24:01 *** planetmaker has quit IRC 17:24:28 *** Progman has joined #openttd 17:24:47 *** nilez has joined #openttd 17:26:23 *** dP has joined #openttd 17:26:26 *** dP is now known as _dp_ 17:26:31 *** ChanServ sets mode: +o orudge 17:27:06 *** ST2 has joined #openttd 17:27:17 *** planetmaker has joined #openttd 17:27:17 *** ChanServ sets mode: +o planetmaker 17:27:27 *** Clockworker has joined #openttd 17:27:40 <_dp_> Alberth, that's num_of_depots*shortest_path even in good case, smartly checking from closest to furthest will almost always be better 17:27:46 <Wolf01> andythenorth, https://paste.openttdcoop.org/prd7bdm5e 17:29:15 <Alberth> _dp_: ... ? You know A* does not expand further-away nodes until needed, right? 17:30:21 <Samu> there are 3 pathfinders for ships t.t 17:30:44 <Wolf01> Use OPF 17:30:54 *** Sylf has joined #openttd 17:31:47 *** ccfreak2k has joined #openttd 17:31:55 <Samu> i'm trying to compare how openttd computes the nearest road vehicle depot to how it's done for ships 17:32:45 <_dp_> Alberth, ah, forgot how it works, nvm then, checked wiki, it does pretty much the same as what I meant by smartly checking. 17:33:52 <Wolf01> Dinner 17:34:17 <Alberth> "from depots" is the smart trick here :) 17:35:44 <_dp_> Alberth, nah, important part is having heuristic :p 17:36:01 <Alberth> :D 17:36:05 <_dp_> pretty sure starting from ship is actually better coz of cashing 17:37:42 <Alberth> yeah, but then you need to go through all depots for the heuristic, on each step 17:38:20 *** mender27 has joined #openttd 17:38:30 <mender27> hello fellow OpenTTD players :) 17:38:35 <Alberth> I would like to try JPS one day too, I played with it, but the article assumes a normal grid instead of our track-based grid 17:38:57 <mender27> I'm trying to add some files to Fedora Linux and I'm wondering where does OpenTTD normally store its music files? 17:38:58 <Alberth> mender27: not sure how many that are here, probably only a few at best :p 17:39:39 <mender27> I already tried the "gm" and "data" directories, but no go. The game doesn't recognize the openmsx.obm file when either of those :(. 17:39:50 <Alberth> https://hg.openttd.org/trunk.hg/file/a6407697769f/readme.txt#l267 <- readme should explain it all 17:42:31 <mender27> Alberth, yes, I wish that was the case, but I've already tried the baseset directory :). 17:43:56 <Alberth> works for me bin/baseset/orig_win.obm 17:44:21 <mender27> Alberth, however, not it seems I have omitted a key detail in the readme attached to the -sources tarball. 17:44:27 <mender27> now it seems* 17:45:51 <Alberth> you can try ./openttd -d 9 >& logfile.txt 17:46:04 <mender27> Alberth, thanks for pointing me in the right direction :) 17:46:05 <Alberth> then wait until intreo screen, en quite again 17:46:30 <Alberth> that gives a log of all the stuff openttd does 17:46:39 <Alberth> including files 17:47:12 <Alberth> for less insane amounts of output, try a lower number :p 17:48:09 <_dp_> Alberth, there should be a heuristics that doesn't need all of them ^^ 17:48:32 <_dp_> Alberth, can't think of a good one as we speak though :( 17:48:54 <Alberth> maybe only the ones that are actually reachable ? :) 17:49:02 <Alberth> as in not too far away 17:49:31 <Alberth> no point in finding a depot, if the order is refused :p 17:51:27 <mender27> Alberth, I found the mistake. It turned out that within the -source directory there was a duplicate directory that actually contained the midi files. I was copying from the wrong directory to begin with :P. 17:51:54 <Alberth> ah, that explains a few things :p 17:56:24 <mender27> Alberth, obviously, now the .rpm created by me works as intended. The music files went into "gm" per readme. 17:56:46 <_dp_> Alberth, oh, I know, closest depot can be pre-computed for every tile 17:56:57 <_dp_> it's a lot of memory though 17:57:10 <mender27> Alberth, now I need to tinker with timidity++, but that's an entirely separate thing 17:57:22 <Alberth> _dp_: store direction :) 17:57:49 <Alberth> mender27: alright, nice you solved it. 17:58:08 <mender27> Alberth, thanks a lot for help. Over and out! :) 17:58:26 <Alberth> 88, wasn't it? 18:02:18 <_dp_> Alberth, lol, I was actually thinking about heuristics for A*, didn't notice it solves the problem by itself)) 18:03:06 <Alberth> haha :) 18:03:19 <Alberth> always nice, software outsmarting humans :p 18:04:19 <_dp_> Alberth, but with direction you'll need to rebuild entire cache with every new depot 18:04:49 <Alberth> and every change in water tiles 18:05:24 <Alberth> no idea how you'd do it, tbh 18:05:47 <_dp_> do what exactly? 18:05:50 <Alberth> maybe with a floodfill algorithm flooding from all depots, or so 18:06:05 <Alberth> compute direction to nearest depot for the entire map 18:06:17 <_dp_> yeah, just bfs 18:06:54 <Alberth> I was thinking too much in single origin point :) 18:07:50 <andythenorth> can this not be generalised to ‘all ship pathfinding is hokey’? 18:07:51 <andythenorth> o_O 18:10:12 <_dp_> fun thing with storing direction is that ship doesn't even need to know which depot it's going to) 18:10:26 *** mender27 has quit IRC 18:11:39 <Alberth> the 'any' depot :p 18:17:11 <andythenorth> if there was a DAG for all possible ship routes… 18:17:24 <andythenorth> how big would the DAG be, before recalculating it when landscape changes 18:17:36 <andythenorth> takes longer than ship pathfinding every n ticks? 18:20:39 <Alberth> there is no 1 dag, you'd get 1 for each destination 18:21:55 <Alberth> and that runs away quite fast, O**3 or worse 18:22:19 <Alberth> number of station * all tiles of the map 18:22:30 <Alberth> latter is quadratic on map size 18:22:30 <Wolf01> Fetch \a n bits from \a x, started at bit \a s. <- why are there all the \a? 18:23:00 <Alberth> denotes "argument" 18:23:19 <Alberth> gives nice italic font in the documentation :) 18:23:27 <Wolf01> Pretty unreadable on IDE 18:24:08 <Alberth> yeah, like xml is any better :p 18:25:08 <Samu> there is no YapfShipFindNearestDepot function :( will try to create it somehow, lol 18:37:07 *** umgeher has quit IRC 18:43:10 *** umgeher has joined #openttd 19:02:07 <Samu> what are typedef 19:06:03 <Samu> okay i dont know how to code this... time to give up 19:11:22 <LordAro> there does come a point where you do need to know the language you're trying to write 19:29:38 <Alberth> nah :p 19:32:54 <V453000> baking 1M polygons to 8k texture 19:32:58 <V453000> let's see how this ends up XD 19:34:41 <V453000> 1% !! XD 19:34:43 <V453000> fuck 19:36:06 <andythenorth> moar computer 19:36:21 <V453000> 3% now 19:36:24 <V453000> that's 1% per minute 19:36:27 <V453000> eazy 19:37:55 <V453000> !pw 19:37:56 *** glx has joined #openttd 19:37:56 *** ChanServ sets mode: +v glx 19:38:02 <V453000> eh 19:39:39 *** frosch123 has quit IRC 19:45:29 <andythenorth> trams in last release of RH http://dev.openttdcoop.org/attachments/download/8082/such_tramz_before.png 19:45:36 <andythenorth> trams in forthcoming release http://dev.openttdcoop.org/attachments/download/8081/such_tramz_2.png 19:51:35 <V453000> 10/10 progress worth the soul sacrifice 19:53:41 *** sla_ro|master has quit IRC 19:58:00 *** sim-al2 has joined #openttd 20:01:03 <andythenorth> previous edition was quite lame 20:01:41 <andythenorth> also now haz epic cargo support 20:01:56 * Wolf01 can't see no differences :P 20:04:20 <Wolf01> Yes, they look better now 20:10:46 <Alberth> much better colours 20:13:15 <andythenorth> bye 20:13:17 <andythenorth> is bed 20:13:24 *** andythenorth has quit IRC 20:13:42 *** andythenorth has joined #openttd 20:15:05 *** Alberth has left #openttd 20:28:07 <Samu> i posted a patch https://www.tt-forums.net/viewtopic.php?f=33&t=75216&p=1176098#p1176098 20:46:36 <Samu> i posted another https://www.tt-forums.net/viewtopic.php?f=33&t=75217 20:54:24 <Samu> before my computer dies, i better post everything I've been working with 20:54:48 <Samu> i have a feeling my rig won't last, it came back to life after 5 days refusing to even POST 21:00:55 <Samu> i remember a patch being rejected because it was posted on 1st april i think of last year or 2014, must find it 21:01:55 *** Progman has quit IRC 21:04:30 <Samu> ah found it 21:04:36 <Samu> Unstuck Ship when Leaving Depot 21:13:48 *** Arveen has quit IRC 21:14:51 *** Gja has quit IRC 21:17:02 <Samu> posted https://www.tt-forums.net/viewtopic.php?f=33&t=75218 21:25:21 <Samu> last post https://www.tt-forums.net/viewtopic.php?f=33&t=75219 21:25:34 <Samu> I don't think i got anything else to post 21:25:40 *** keoz has quit IRC 21:26:40 *** Lejving has quit IRC 21:31:47 <Wolf01> https://www.youtube.com/watch?v=eX8ChJ1JhUs :o interesting fact (the first one) 21:32:46 *** Wormnest has quit IRC 21:34:39 <debdog> sound is annoying, though 21:34:45 <Wolf01> Also I already knew the last one 21:35:12 <Wolf01> It helps with the atmosphere :P 22:04:38 *** Lejving has joined #openttd 22:14:53 <Wolf01> 'night 22:14:59 *** Wolf01 has quit IRC 22:30:00 *** gelignite has quit IRC 22:42:35 *** Lejving has quit IRC 22:43:39 *** SpComb has quit IRC 23:01:44 <Flygon_> Started a game in 1752... I'm not sure Hokkaido was colonized by the Japanese until around the 1880s :U 23:01:45 *** Flygon_ is now known as Flygon 23:02:14 *** Defaultti has quit IRC 23:03:06 *** SpComb has joined #openttd 23:04:16 <goodger> Flygon: the japanese conquered hokkaido in 1457 23:05:37 <Flygon> Yes, but in terms of 23:05:42 <Flygon> Actual big cities worth noting 23:05:56 <Samu> hmm, dock placement is really restrictive... got to make it easier 23:06:17 <Samu> if there is a buoy in front of the dock, it won't place 23:06:31 <Samu> if there is an aqueduct, dock isn't placed 23:06:40 <Samu> even if its facing the right direction 23:08:32 *** Defaultti has joined #openttd 23:16:06 <Samu> how do I ask if the bridge is an aqueduct? 23:16:10 <Samu> :o 23:49:32 *** sim-al2 is now known as Guest810 23:49:34 *** sim-al2 has joined #openttd 23:53:02 *** Guest810 has quit IRC