Config
Log for #openttd on 30th March 2016:
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00:00:29  <Eddi|zuHause> SpComb: we reported that years ago.
00:01:07  <Eddi|zuHause> the workaround was to just type the date in the address manually :p
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00:25:09  <sim-al2> Well damn: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#extreme
00:29:20  <Eddi|zuHause> well, fun. there is a cargo flow graph, but my browser only shows a tiny fraction of that, which basically covers one node of the graph, providing no overview whatsoever, and additionally to that, all the labels are missing
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00:35:17  <sim-al2> Eddi|zuHause, http://i.imgur.com/zXOzukh.png
00:35:50  <Eddi|zuHause> you have no colours?
00:36:03  <sim-al2> I have no idea why it disappeared, but it's not in the svg
00:37:26  <sim-al2> Doesn't show in Internet Explorer either, but the colors do appear in Firefox
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06:28:05  <andythenorth> GetTileTrackStatus_Road eh?
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07:47:28  <V453000> XD
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08:12:27  <Wolf01> o/
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10:37:12  <Samu> @logs
10:37:12  <DorpsGek> Samu: http://irclogs.qmsk.net/channels/openttd
10:42:31  <Samu> I am investigating the terraform command and this is the most complex function I've ever attempted to learn what it does in order
10:45:27  <Samu> it can potentially interact with all tile types! pff
10:46:54  <Samu> how can I keep it simple with the Run to Cursor option from visual studio?
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11:01:34  <Wolf01> I think is better to set breakpoints instead of run to cursor
11:02:07  <Wolf01> I use run to cursor when I'm already debugging
11:03:21  <Wolf01> it's useful when you need to skip some lines
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11:14:57  <Eddi|zuHause> andythenorth: that function is for road tiles, which have a rail track. (i.e. crossings)
11:15:42  <andythenorth> so it is, thanks
11:16:05  <andythenorth> I am looking for a pathfinder function where I can insert more checks on the road tile
11:16:20  <andythenorth> so vehicle can only enter if compatible
11:16:44  <Eddi|zuHause> that's probably called something like "vehicle enter tile"
11:17:05  <Eddi|zuHause> but i gtg
11:17:06  <andythenorth> VehicleEnter_Road
11:17:08  <andythenorth> ta
11:17:34  <Eddi|zuHause> that's what controls barred crossings and stuff
11:17:48  <andythenorth> that one looks like depots
11:17:52  <andythenorth> but it can wait anyway :)
11:17:58  * andythenorth busy rotating SSH keys :P
11:18:03  <Eddi|zuHause> there should be a function in the pathfinder where all the penalties are applied, so the tiles won't be considered valid paths in the first plcae
11:18:10  <andythenorth> that makes sense
11:19:03  <Eddi|zuHause> there's also an equivalent to TrainController for road vehicles
11:19:20  <Eddi|zuHause> which handles the actual movement
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12:15:59  <Samu> I need self-guidance help: how do I disallow the clearing of river tiles when the issued command is to terraform a tile which contains a river, so that the end result is a river tile with a new slope configuration?
12:16:55  <andythenorth> look at how something like roadstops works to preserve the roadtypes on the tile?
12:17:09  <andythenorth> possibly you’ll just be copying the river bits, and then reapplying them
12:17:59  <Samu> when the clear command is issued, it will turn the water tile type into clear tile type :( i want it to get back to water tile type
12:18:27  <andythenorth> grab the relevant tile bits before clearing and pass them along the function chain
12:18:34  <Samu> but, only for when the original issued command is to raise or lower, not when it's actually clearing
12:19:45  <Samu> ok, give me an hour to understand what you just said, yes, I am that slow
12:20:58  <Samu> checking roadstops
12:25:48  <andythenorth> he
12:26:02  <andythenorth> I only learnt this in the last week or so, I might be wrong :)
12:28:39  <Samu> I think I have to deal with the MakeWaterKeepingClass function
12:31:04  <Samu> in order, issue command to raise a river tile -> it clears the river ->  raises the land -> then rebuilds the river on the raised land
12:31:22  <Samu> seems to be this, what the game is doing
12:31:44  <Samu> the rebuild the river on the raised land is missing
12:31:57  <Samu> that's the MakeWaterKeepingClass function, right?
12:32:32  <Samu> but first, it must turn the tile type into water anyway
12:32:44  <Samu> I'm missing something :(
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13:16:49  <supermop> hi
13:19:02  <argoneus> good morning train friends
13:27:17  <Samu> hi supermop
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14:32:22  <Samu> wow damn, this was so simple after all, gosh I'm such a terrible noob
14:32:28  <Samu> if (IsWaterTile(tile) && IsRiver(tile))	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
14:32:38  <Samu> 1 simple line
14:33:04  <Samu> this line does the trick
14:37:34  <Samu> right, the price is incorrect
14:37:35  <Alberth> complexity of the solution is not related to complexity of finding that solution :)
14:39:23  <Samu> the action per se, is behaving like I want, the pricing is not
14:40:04  <Samu> i can demolish a river tile, becomes a bare land, and i can also raise/lower the river tile and maintain the river (but the pricing needs fixing)
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14:48:31  <Samu> if (IsWaterTile(tile) && IsRiver(tile))	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER]);
14:48:34  <Samu> BETTER
14:51:26  <Samu> i think i am getting a glimpse of what a foundation actually is
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15:09:52  <Sil> hello
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15:18:26  <Alberth> o/
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15:25:17  <Sil> where can i find some scenarios compatible with FIRS ?
15:32:09  <planetmaker> scenarios... scenarios must contain the NewGRFs you're going to use. But I'm sure there are some in the online content, Sil
15:32:18  <andythenorth> unlikely they’ll be FIRS 2
15:32:22  * andythenorth assumes
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15:32:28  <planetmaker> And possibly some in our forums as well. But yes... probably not FIRS2 :)
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16:15:46  <Samu> supermop: here's a slightly better patch https://paste.openttdcoop.org/pm51wvliq
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16:16:56  <Samu> that one lets you create river tiles on sloped tiles in the scenario editor, and also fixes the innability to demolish river tiles
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16:41:06  <Samu> darn, the flooding behaviour of river tiles at sea level is... crap
16:43:48  <Samu> what's a better solution for this problem? let river tiles become sea tiles if they're at sea level height?
16:44:10  <Samu> forbid lowering river tiles to sea level?
16:44:59  <Samu> some other suggestion?
16:47:26  <Wolf01> remember that you can use rivers to make dams at sea level
16:53:24  <Samu> what's a dam?
16:53:50  <Samu> barrages
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17:45:47  <DorpsGek> Commit by translators :: r27528 /trunk/src/lang (brazilian_portuguese.txt catalan.txt) (2016-03-30 19:45:37 +0200 )
17:45:48  <DorpsGek> -Update from Eints:
17:45:49  <DorpsGek> catalan: 233 changes by juanjo
17:45:50  <DorpsGek> portuguese (brazilian): 1 change by Tucalipe
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17:50:25  <PersonalityOS> Yep it is him Alberth again...
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17:51:15  <Alberth> what did I do?
17:51:32  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:51:37  <PersonalityOS> Alberth
17:51:40  <PersonalityOS> Nothing
17:51:49  <PersonalityOS> Im the doge who asked help how to update remember
17:52:04  <Alberth> ah, ok
17:52:11  <PersonalityOS> I made own Operating System
17:52:25  <PersonalityOS> But only 2 downloads ;-;'
17:52:46  <PersonalityOS> (._.')
17:53:11  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:11  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:11  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:12  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:12  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:12  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:12  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:14  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:14  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:16  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:16  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:18  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:18  <PersonalityOS> Buy the new Operating System: Personality 2017 Edition the new Linux Distro it is FREE!!!!!!!!
17:53:19  <frosch123> @kick PersonalityOS
17:53:19  *** PersonalityOS was kicked from #openttd by DorpsGek [frosch123]
17:53:31  <glx> you were faster :)
17:53:39  <frosch123> :)
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17:53:52  <PersonalityOS_> Sorry i apologise
17:55:18  <frosch123> it's not yet 2017 btw
17:56:29  <frosch123> daylight savings only shifts by a hour, not by a year
17:58:10  <PersonalityOS_> ikr
17:58:28  <PersonalityOS_> but i designed 2018 and 2016 names from Windows 95 And Windows 98
17:58:34  <PersonalityOS_> gtg
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18:03:59  <Wolf01> bye
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18:04:42  <Wolf01> andythenorth -> http://www.eurobricks.com/forum/index.php?s=59b11a1dc0af751cad4172758b50e05b&showtopic=126624
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18:04:47  <Wolf01> bye again
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18:10:28  <samu> is this a bug? when i use land area information on a coastal tile without a river, I get the name "Coast or riverbank", but when I use it on a coastal tile with a river, I get the name "River"
18:11:30  <andythenorth> nah, sounds correct
18:13:08  <samu> you sure?
18:13:23  <andythenorth> river is correct for a tile with river on
18:13:32  <andythenorth> you think it should also have ‘coast’ ?
18:13:53  <samu> should say "coast" for one and "riverbank" for the other imo
18:15:28  <samu> english is not my native language, so I am wondering
18:18:33  <andythenorth> riverbank would be a tile next to water :)
18:18:39  <andythenorth> not a tile with water :)
18:19:52  <samu> oki
18:26:42  <samu> how do i retrieve a tile that is a river and a coast at the same time, what function?
18:26:51  <samu> seems like it's not possible
18:27:23  <samu> IsCoast  vs IsCoastTile
18:33:17  <samu> andythenorth: what would you call it? River Mouth'
18:33:20  <samu> ?
18:33:33  <andythenorth> river mouth is a good name
18:33:47  <samu> ok, there is no such function :(
18:34:08  <samu> or is there? tried to look around in water_cmd.cpp
18:34:37  <samu> IsRiverMouth(tile)
18:37:24  <andythenorth> there’s no reason I know of why that would be possible
18:37:53  <andythenorth> there might be a convenience function for it, but I can’t think of any gameplay or graphical feature that needs it
18:38:23  * andythenorth hasn’t looked though :)
18:38:59  <samu> i am trying to forbid terraforming river tiles to sea level
18:39:38  <samu> and yet i don't know if this is the best solution for my problem
18:41:14  <samu> limitations tend to be bad ideas
18:44:04  <samu> IsTileAtSeaLevel(tile)
18:44:21  <samu> checks min tile height
18:44:37  <samu> then i combine it with IsRiver(tile)
18:45:50  <samu> how do I retrieve the min Z coordinates of a tile?
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18:52:11  <samu> nevermind, i figured it out by accident, lol
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18:54:38  <aard> can i somehow run a dedicated openttd minimal ubuntu server without installing all the gui packages?
18:54:38  <samu> so now that rivers are terraformable, ships are now... screwd!
18:54:48  <samu> keks patch
18:56:05  <samu> i'm opening a precedent for a new ship blocking abuse
18:57:50  <Alberth> aard: probably by compiling a dedicated server version yourself
18:58:20  <Alberth> although you will need the baseset graphics even then, as it contains more than just graphics
18:58:43  <Alberth> but not the entire x11 stuff :)
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19:00:41  <aard> Alberth: okay, just wondered if there was some easy option already there
19:00:45  <aard> thx for answer
19:01:44  <Alberth> there is no dedicated version for download, not used often enough
19:02:12  <Alberth> theoretically, ubuntu could make one, but the same holds for them as well, I guess
19:14:40  <andythenorth> Samu: ship blocking abuse by players, meh
19:14:49  <andythenorth> ship blocking by towns terraforming is very annoying
19:15:02  <andythenorth> that already happens with town bridges and towns terraforming coast
19:17:58  <Alberth> coppr and wool are both grey, and both input in a port
19:19:25  <andythenorth> grey on cargo flow?
19:19:29  <andythenorth> or grey icons?
19:19:48  * andythenorth has paid not much attention to cargo colours
19:20:16  <Alberth> cargo flow (industry chain)
19:20:28  <Alberth> did you fix the distances?
19:20:54  <Alberth> doesn't look like it, 1 tile distance :p
19:21:04  <andythenorth> nah, didn’t fix them yet
19:21:07  <andythenorth> 2.1 or so
19:21:15  <Alberth> ok
19:21:27  * andythenorth hit maximum newgrf authoring :)
19:21:33  <andythenorth> no more for a bit
19:21:37  <Alberth> fair enough :)
19:21:48  <Alberth> python code was quite nice imho
19:22:08  <Alberth> looked a lot like nml code :p
19:22:19  <andythenorth> got the link again?
19:22:22  <Alberth> perhaps not entirely accidental :)
19:22:35  <Alberth> for ?
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19:23:01  <andythenorth> the patch to detect conflicting industry types
19:23:47  <Alberth> right, let me find that
19:24:34  <Alberth> https://devs.openttd.org/~alberth/chk_ind_compatibility.py
19:24:58  <andythenorth> thanks :)
19:25:20  <Alberth> yw, "hg status" was enough to find the name :p
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19:28:05  <samu> lol
19:28:20  <samu> "Can't lower land here - Passengers in the way"
19:28:36  <samu> game is throwing random errors
19:29:10  <samu> money in the way
19:29:13  <samu> lol
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21:53:40  <Zuu> Made some trains in Software Inc :-p   https://devs.openttd.org/~zuu/software-inc/20160330234909_1.jpg
21:57:00  <Zuu> The 3 car train is the first version which is operational with teams working in the train cars. The other two are experiments to add more detail.
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22:17:04  <samu> https://onedrive.live.com/redir?resid=23B29F3DE45F6F1F!1252&authkey=!AMt2Uqlc_h2B880&ithint=video%2cm4v
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22:18:29  <samu> what do you think?
22:20:05  <FLHerne> samu: Video seems to work pretty well
22:20:39  <FLHerne> I always get pretty unbearable performance when trying to screencap things :-(
22:21:31  <samu> i used bandicam to capture, then handbrake to compress it to a reduced size
22:22:07  <samu> but eh, what about the idea of terraforming rivers?
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22:28:14  <Samu> the hardest part now is adding the missing sprites, isn't it?
22:29:35  <FLHerne> Ah, that's what I'm meant to be looking at :P
22:31:14  <FLHerne> The bit where you create a hump at 0:12 and particularly 0:14 looks rather odd
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22:31:52  <Samu> there are no available graphics
22:32:26  <Samu> surprises the game doesn't complain about missing graphics
22:32:33  <Samu> sprites
22:32:44  <FLHerne> What would the missing sprites be?
22:32:50  * FLHerne isn't really seeing it
22:34:06  <Samu> sec, let me find my picture
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22:34:43  <Samu> http://i.imgur.com/cmtgwgg.png
22:35:19  <Samu> tiles 0, 3, 6, 9, 12 have sprites
22:35:49  <Samu> the other slope formations don't have
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22:38:21  <Samu> the others are: 1, 2, 4, 8, then 7, 11, 13, 14, then 5, 10, then 23, 27, 29, 30
22:39:06  <Samu> and I have no idea where to begin
22:40:49  <FLHerne> Where would those be used? You seem to have made it work very nicely with the ones that exist :-)
22:42:29  <Samu> let me investigate water_cmd.cpp
22:43:52  <Samu> static void DrawRiverWater(const TileInfo *ti)
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22:44:11  <Samu> i have a suspicion it this thing that draws the sprites
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