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If you don't know the implications you really should give a look at the manual 10:54:33 <Samu> sorry 10:55:27 <Samu> im looking at my old code of last year 10:55:47 <Samu> https://paste.openttdcoop.org/pzbhgrhma - trying to understand why did i use fall through and not break 10:56:32 <Samu> lines 23-26 was added 10:56:45 <Samu> original trunk only has line 22 10:57:58 <Samu> oh, line 27 was also added, the blank line 10:59:15 <Samu> if the station is dock 10:59:36 <Samu> it does if (IsDockTile(tile) && !HasTileWaterGround(tile)) { if (c != NULL) c->infrastructure.station += 2; } 10:59:46 <Samu> if (GetWaterClass(tile) == WATER_CLASS_CANAL) { if (c != NULL) c->infrastructure.water++; } break; 10:59:52 <Samu> and that too? 11:04:16 <Samu> makes sense then 11:04:31 <Samu> fall through is needed 11:05:11 <Samu> it looks odd that it's the only fall through in this part of the code 11:09:46 <Samu> if it is the other dock tile, the change to infrastructure.station is 0 11:09:57 <Samu> but will still look if the water is canal 11:10:13 <Samu> just as I intended 11:10:21 <Samu> i see, fall through makes sense then 11:10:39 <Samu> ty Wolf01 11:22:43 *** Snail has joined #openttd 11:28:19 <Samu> i need to make a list of companies 11:29:30 <Samu> in hex, in dec, and in bin 11:29:38 <Samu> so that i dont get confused 11:37:02 *** Snail has quit IRC 11:37:40 <Samu> there are 19 entities 11:37:56 <Samu> 1-15 real companies 11:38:08 <Samu> 16 town, 17 none, 18 water, 19, deity 11:38:16 <Samu> 16 town, 17 none, 18 water, 19 deity 11:39:17 <Samu> i only got 4 bits to store owners of stuff in the tile 11:39:51 <Samu> 17 and 18 have to be stored in some manner 11:40:07 <Samu> but if 19 is also needed to be stored... then i got a huge problem 12:00:53 *** FLHerne has quit IRC 12:01:01 *** FLHerne has joined #openttd 12:07:16 <Samu> what can be built on water tiles of waterclass canal 12:08:35 <Samu> in other words, what tiles have waterclass 12:09:14 *** sla_ro|master has quit IRC 12:11:31 <Samu> 5 station, 6 water, 8 industry, A object 12:17:20 *** Gja has joined #openttd 12:18:29 *** Gja has quit IRC 12:39:31 *** heffer has quit IRC 12:40:32 *** heffer has joined #openttd 12:52:23 *** supermop has joined #openttd 12:58:37 *** supermop_ has quit IRC 13:02:41 *** Gja has joined #openttd 13:08:34 *** Flygon has quit IRC 13:08:59 *** Flygon has joined #openttd 13:10:51 *** sla_ro|master has joined #openttd 13:13:29 *** Flygon has quit IRC 13:30:31 *** Flygon has joined #openttd 14:05:19 <supermop> yo 14:09:39 *** TheMask96 has quit IRC 14:14:17 *** TheMask96 has joined #openttd 14:29:52 <Samu> what can game scripts build? 14:30:10 <Samu> can they build canals? 14:30:19 <Samu> how do I find out? 14:32:44 *** Mazur has quit IRC 14:34:36 <Samu> https://nogo.openttd.org/api/ think i found it, gonna investigate 14:35:47 <supermop> i think gs can do whatever an ai can? 14:38:24 <Samu> real question is... do they build as OWNER_DEITY? 14:38:37 <Samu> or do they switch into someones company and build for them? 14:39:12 <Samu> my only concern is canals 14:39:44 <Samu> if canals are built as OWNER_DEITY, I'm ruined 14:47:21 <Samu> alright, so they got to switch into a company to build as them 14:47:36 <Samu> what about towns? 14:50:10 <Samu> does anyone know of a GS that builds water stuff? 14:50:31 <Samu> i need a way to verify something I'm doing 14:55:13 <Samu> there is an assert(o != OWNER_WATER); on MakeCanal 14:55:36 <Samu> that means there's still 18 owners to deal with 14:56:03 *** ricus has quit IRC 14:56:36 <Samu> of which 15 are real companies 14:56:40 <Samu> 3 remain 14:57:37 <Samu> OWNER_TOWN, OWNER_NONE, OWNER_DEITY 15:04:16 <Samu> i dont know who to ask 15:04:54 <Samu> who's a game script expert? how does a gs build canals? what companies are valid to build canals as? 15:08:52 *** Alberth has joined #openttd 15:08:52 *** ChanServ sets mode: +o Alberth 15:09:01 <Alberth> hi hi 15:09:10 <Samu> hi Alberth can you help? 15:09:27 <Alberth> I quite doubt it :) 15:09:40 <Samu> you made game scripts 15:09:53 <Alberth> true 15:09:54 <Samu> which companies can build canals as a GS? 15:10:37 <Alberth> don't know 15:10:41 <Alberth> but my guess is all 15:11:15 <Samu> does that include OWNER_TOWN? OWNER_NONE? OWNER_DEITY? 15:11:46 *** ricus has joined #openttd 15:13:11 <Alberth> https://nogo.openttd.org/api/trunk/classGSMarine.html#cd73f694892f7d73091b20c30098e148 <-- it says a valid comapny 15:13:31 <Alberth> and town and deity is not a company 15:13:56 <Samu> oh, nice to hear that 15:14:14 <Alberth> but just try it :) 15:14:40 <Alberth> I never tried doing anything with companies with GS, so no experience here 15:15:33 <Samu> i'm not creating a GS, I was worried that they could build canals as towns or as none or as deity 15:15:54 <Samu> i got 4 bits to store 16 owners 15:16:26 <Samu> but there's 19 entities 15:16:38 <Alberth> did you check the conditions of the command? that should also state what is allowed, or at least in the code :) 15:17:07 <Samu> code has an assert for OWNER_WATER only 15:17:41 <Samu> that's still 18 to store 15:17:44 <Alberth> does a canal even have an owner? 15:17:59 <Samu> yes 15:18:08 <Alberth> ie if you build one, and you query it, does it say it's yours? 15:18:16 <Samu> yes it says so 15:18:22 <Alberth> spiffy 15:19:07 <Samu> deity is excluded if GS can't build them 15:19:14 <Samu> so I'm at 17 15:19:38 <Samu> towns themselves, can they build canals? 15:20:19 <Alberth> i doubt it 15:20:30 <Alberth> at least they never do anything with water 15:20:43 <Alberth> except building a bridge over it 15:22:21 <Alberth> could be fun, "oh we need more space, let's extend our land" :) 15:23:15 <_dp_> I bet only 16 owners are stored everywhere, not special ones 15:26:18 <Samu> i think roads can store 3 owners 15:26:58 <Samu> canals can store 1 owner, but i'm trying to store 2 15:28:28 <Samu> never really played with roads + trams + rails 15:28:48 <Samu> gonna try 15:32:07 <Samu> road rail tram crossing, yikes, scary 15:35:31 <Samu> m3 bits 7..4: owner of road type 1 (tram); OWNER_NONE (10) is stored as OWNER_TOWN (0F) 15:36:17 <Samu> wwell 15:36:28 <Samu> that's what i had in mind 15:36:54 <Samu> OWNER_NONE stored as OWNER_TOWN for canal 15:50:27 <Samu> list of stuff that will store 2 15:51:00 <Samu> dock (on water part) 15:51:21 <Samu> buoy - i'm not sure yet 15:51:31 <Samu> ship depot 15:52:25 <Samu> oilrig (station) 15:53:20 <Samu> lock - i'm uncertain 15:53:41 <Samu> canal 15:54:13 <Samu> industry tile type 15:54:21 <Samu> objects 15:54:41 <Samu> objects worry me a lot too, but... hopefully it's not gonna be hard 15:55:02 <Samu> it's too abstract, i have no real idea what's going on there 16:06:01 <Alberth> think "eye-candy" 16:15:14 <Samu> locks will look different on the minimap 16:15:18 <Samu> i bet 16:17:20 <Samu> MakeLock will be skipped, it will call MakeLockTile directly 16:30:50 *** Flygon_ has joined #openttd 16:37:45 *** Flygon has quit IRC 16:55:06 <Samu> Severity Code Description Project File Line Suppression State Error C2678 binary '&=': no operator found which takes a left-hand operand of type 'Owner' (or there is no acceptable conversion) (compiling source file ..\src\depot.cpp) openttd d:\openttd\trunk\src\core\bitmath_func.hpp 62 16:55:13 <Samu> what is this? 16:55:28 <Samu> 276 errors 16:56:43 <Alberth> Trying to perform & on an owner? 16:57:28 <Samu> i copy pasted adf88 code, doesn't like it 16:57:50 <Samu> https://www.tt-forums.net/viewtopic.php?p=1143683#p1143683 16:58:32 <Samu> i got these bits free 16:58:39 <Samu> m6 bit 7 and 6, then 1 and 0 16:58:53 <Samu> but got to split 16:59:15 <Samu> what can i do 17:00:26 <Samu> let me copy paste my code 17:00:52 <Samu> https://paste.openttdcoop.org/pghr7xyan 17:00:55 *** Mazur has joined #openttd 17:13:19 *** glx has joined #openttd 17:13:19 *** ChanServ sets mode: +v glx 17:22:29 <Samu> how do i make a byte 4 bits? or whatever... i dunno what to do 17:24:30 <Samu> uint4 17:24:35 <Samu> does not exist, what can i do 17:24:55 <Alberth> just also keep the other 4 17:25:11 <Alberth> simply don't look at them 17:25:13 *** Flygon has joined #openttd 17:25:39 <Alberth> or don't tore them, or whatever you do with the byte 17:29:18 <Alberth> *store 17:31:06 *** Flygon_ has quit IRC 17:41:30 <Samu> damn asserts, i hate them 17:46:56 <Samu> GetCanalOwner returned 192 Owner 17:46:59 <Samu> this is bad 17:49:00 <glx> asserts are your friends 17:49:20 <glx> they tell you something wrong was avoided 18:09:08 *** andythenorth has joined #openttd 18:09:13 <Wolf01> o/ 18:09:18 <Samu> interesting issue with locks 18:09:37 <andythenorth> o/ 18:09:51 <Samu> when they are placed, they don't build the canal under the upper and lower parts 18:10:10 <Samu> when they are removed, the MakeWaterKeepingClass builds them 18:11:13 <Samu> so much fakeness going on with locks 18:13:07 *** frosch123 has joined #openttd 18:14:04 <andythenorth> quak 18:14:38 <andythenorth> locks are dreadful Samu ;) 18:15:31 <Samu> prices are simulated on placement 18:15:47 <Samu> canals are built for free when removing lock 18:16:18 <frosch123> hoi 18:16:23 <Alberth> hola 18:16:59 *** HerzogDeXtEr has joined #openttd 18:18:16 <Samu> lock functions need a rework 18:18:31 <Samu> i'd even say all of them 18:18:46 <Samu> let's see what i can do 18:19:29 <Samu> for now, i'm skipping locks 18:19:36 <Samu> gonna work on ship depot 18:22:43 * andythenorth can’t do anything until buses / trams are sorted :P 18:22:49 <andythenorth> current latest obsession 18:23:26 *** aard has joined #openttd 18:24:18 <V453000> :) 18:25:18 <Wolf01> Quak 18:25:25 <V453000> yo 18:25:29 <V453000> biters ded yet? 18:25:48 <Wolf01> Biters die really fast with a swarm of destroyers 18:26:03 <V453000> yep, once you have the capability to produce a fuckload of them, they do 18:26:14 <V453000> which is good 18:26:50 <Wolf01> Also tanks are the most useless thing right now 18:27:38 <Wolf01> Maybe with the new grid for equip... but I don't want to mod right now 18:28:08 <Wolf01> Or I'll end up with ion cannons again 18:29:52 <V453000> XD 18:29:53 <frosch123> is there already a moo2-combat-style mod? :p 18:31:19 <andythenorth> how big are the buses in factorio? o_O 18:31:59 <frosch123> they are 50% longer in vertical direction or so 18:35:02 <frosch123> https://forums.factorio.com/viewtopic.php?f=16&t=22972 <- see, people are already complaining about size relations 18:35:07 *** umgeher_ has joined #openttd 18:36:04 <Wolf01> But that's right, the car inventory is really too big 18:36:44 <andythenorth> how many pax? o_O 18:36:52 <Wolf01> 1? 18:37:33 <Wolf01> It would be really cool with 2 pax, one which drives and the other one obliterates the biters in multiplayer 18:37:52 <andythenorth> hmm 18:38:02 <andythenorth> no answers there for my road hog problem 18:38:04 <Wolf01> So the driver can focus on not crashing on the rocks 18:38:12 <andythenorth> I have no solution :P 18:38:19 <andythenorth> should I abandon Road Hog? 18:38:25 *** umgeher has quit IRC 18:38:26 <andythenorth> the ‘running away’ solution to problems 18:39:05 <Wolf01> If is finished just keep it bug-free 18:39:20 <andythenorth> not finished :P 18:43:28 *** aard_ has joined #openttd 18:46:07 *** Progman has joined #openttd 18:48:16 <Wolf01> Also... destroyer turret mod, feed destroyers to a turret and let they wipe out any enemy on the area for 2 minutes 18:49:12 <Wolf01> And minefield turrets too, I don't want to replace all the mines by hand :P 18:49:32 <Wolf01> V453000, are these possible with mods? 18:50:16 *** aard has quit IRC 18:51:45 <V453000> it's not like construction robots don't replace them :P 18:52:03 <Wolf01> Too much outside the building area 18:52:12 <V453000> destroyer turrets exist, see klonans mod 18:52:23 <V453000> forgot the name but something with robot unit army or something 18:52:31 <Wolf01> :D 18:54:48 <Wolf01> Also I'm reading a complaint about the play style imposed by the game: walling in 18:56:28 <Wolf01> I think you should do something in future to be able to not always wall in everything of your factory, maybe just the core and the outpost and not every single piece of rail around the map 18:58:24 <V453000> yeah that is easy to say 18:59:02 <Alberth> make them smart, tunneling under the wall, and dynamiting the walls :p 18:59:07 <V453000> there are many such complaints 18:59:13 <V453000> but many people who defend it, too 18:59:35 <V453000> tbh, I think the previous mechanic which motivated you to leave random buildings in a pattern to prevent spawning is outright wrong 18:59:39 <Wolf01> Yes, nobody said that if you play aggressively you shouldn't need to wall in 18:59:45 <Wolf01> I don't mean to remove walls 18:59:51 <V453000> I believe the current method is good, but there should be special worms which are able to bypass defenses 19:00:12 <V453000> basically a walking/tunneling spawner 19:00:17 <V453000> which isn't impossible to happen 19:00:21 <V453000> spoilers :> 19:00:29 <Wolf01> And what about if I would like to play without any wall? 19:00:47 <Wolf01> With a real sandbox I should be able to do it 19:02:38 <V453000> well the worms would be very weak to direct combat 19:02:55 <V453000> they just make sure that you need to have safety measures in all of your base 19:02:57 <V453000> not just wall 19:03:16 <V453000> note, it's my concept, not official at all :) random thoughts therefore 19:05:16 <Wolf01> It's like playing Starcraft with huminz and wall in with supply depots 19:05:38 <Wolf01> Blizzy reduced the minerals patches to force you to move your lazy ass 19:06:08 <Wolf01> Also, if you wall in, you don't have enough minerals to build marines 19:19:13 *** aard_ has quit IRC 19:22:13 <Samu> help, how do i read 4 bits, split into 2 part? 19:22:18 <Samu> i tried this Owner o = (Owner)(GB(_me[t].m6, 0, 2) | GB(_me[t].m6, 6, 2)); 19:22:59 <Alberth> merging the bits on top of each other? 19:23:07 <Samu> i want to read bits on position 7610 like they're 3210 19:23:51 <Alberth> so shift the high bits by 2 bits 19:24:14 <Alberth> GB always shifts them down so the lowest is at bit 0 19:25:41 <Samu> how to shift? 19:26:17 <Samu> GB(_me[t].m6, 6, 2) and shift 2 bits to the right? 19:29:18 <Samu> Owner o = (Owner)(GB(_me[t].m6, 0, 2) | GB(_me[t].m6, 6, 2) << 2);is this it? 19:30:16 <Samu> let me test 19:31:03 <Alberth> it needs parentheses around the << 19:31:32 <Alberth> (and << shifts to the left :) ) 19:31:39 <supermop> andythenorth: understated response in firs thread 19:32:14 <supermop> you should upload all of the firs PNGs as 32bpp but otherwise unchanged 19:33:18 <Alberth> I considered answering in that direction, but the OP clearly has no clue how 32bpp and 8bpp are related 19:33:57 *** sla_ro|master has quit IRC 19:33:59 <Alberth> so he has a different meaning attached to "32bpp" 19:34:00 <Samu> testing Owner o = (Owner)(GB(_me[t].m6, 0, 2) | (GB(_me[t].m6, 6, 2) >> 2)); 19:34:11 <Alberth> Samu: << is good 19:34:27 <Alberth> GB gives an answer in bits 0 and 1 19:35:15 <Alberth> it always shifts the result down to the low bits, so you need to shift it up again (down=right, up=left) 19:40:10 <Samu> Owner o = (Owner)(GB(_me[t].m6, 0, 2) | (GB(_me[t].m6, 6, 2) << 2)); 19:40:23 <Samu> nice, nice thx 19:40:32 <Samu> i got company #5 19:40:48 <Samu> built canals, built a ship depot over it 19:40:52 <Samu> removed it 19:41:04 <Samu> and got the canals back to company 5 19:41:31 <Alberth> modern c++ does static_cast, as in static_cast<Owner>(GB(_me[t].m6, 0, 2) | (GB(_me[t].m6, 6, 2) << 2)); but yours works too 19:42:40 <Samu> got to try different companies, see if it does what i want 19:42:58 <Alberth> #5 is a bad test, as it 0101 so even if you swap the bits, you won't see it 19:43:40 <Samu> think i screwed up 19:43:57 <Samu> Owner: someone = that is bad, right? 19:44:37 <Alberth> not sure what you're trying to do there 19:44:37 *** Mazur has quit IRC 19:44:54 <Alberth> make a variable "someone" of type "Owner" ? 19:45:10 <Alberth> thats Owner someone = ... 19:45:18 <Alberth> just like int i = 4 19:45:36 <Alberth> type, variablename = value 19:46:31 <andythenorth> supermop: no over-explanation ;) 19:47:18 <Samu> lol, i mean when querying the tile it says Owner: someone 19:47:24 <Samu> someone is bad 19:47:28 <Alberth> switching to 32bpp is also a lot of effort :p 19:48:28 <Alberth> :o never seen that result, so yeah, it may be a wrong owner value indeed :) 19:49:03 <frosch123> Wolf01: have you tried using a deconstruction planner on a biter nest? 19:49:04 <Samu> https://paste.openttdcoop.org/p4zzsjzk5 - changed a bit of the code, now it looks like that 19:49:12 <Wolf01> No 19:49:50 <frosch123> me neither, but would be funny if it works :p 19:53:59 *** FLHerne has quit IRC 19:54:10 *** FLHerne has joined #openttd 19:54:56 *** Supercheese has joined #openttd 19:58:53 *** andythenorth has quit IRC 20:00:07 *** frosch123 has quit IRC 20:19:20 *** gelignite has joined #openttd 20:22:16 *** andythenorth has joined #openttd 20:30:05 *** Supercheese has quit IRC 20:33:58 *** Alberth has left #openttd 20:44:59 *** gelignite has quit IRC 21:11:15 *** andythenorth has left #openttd 21:45:18 <Eddi|zuHause> "deconstruction planner" sounds like a euphemism 22:08:14 *** HerzogDeXtEr has quit IRC 22:10:59 *** keoz has quit IRC 22:19:23 <Wolf01> 'night 22:19:26 *** Wolf01 has quit IRC 22:45:16 *** Biolunar has quit IRC 22:46:26 *** Eddi|zuHause has quit IRC 22:47:53 *** Progman has quit IRC 22:51:36 *** tokai|noir has joined #openttd 22:51:36 *** ChanServ sets mode: +v tokai|noir 22:58:42 *** tokai has quit IRC 22:58:55 <Samu> this is really complex to code after all 22:59:53 <Samu> CmdBuildShipDepot wasn't too big 22:59:58 <Samu> now it looks 3 times bigger 23:11:40 <Samu> how to GetTileOwner of tiles that actually have owner bits? 23:12:15 <Samu> houses, industries have no owners 23:14:01 <Samu> Owner o1 = wc1 == WATER_CLASS_CANAL ? GetCanalOwner(tile) : GetTileOwner(tile); 23:14:19 <Samu> problem is GetTileOwner, I can't use it, what can i use? 23:14:56 *** umgeher_ is now known as umgeher 23:20:06 <Samu> i think i'm gonna risk it and use _current_company 23:25:47 <Samu> more trouble after this 23:25:50 <Samu> :(