Config
Log for #openttd on 23rd February 2014:
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10:04:14  <Wolf01> o/
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10:11:22  <Alberth> moin
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11:30:04  * LordAro waves at people
11:30:32  * MNIM counter-waves
11:33:13  * Virtual waves at laptop, then realises nobody can see him
11:33:18  * LordAro particles
11:39:10  * murr4y hugs screen
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12:25:39  <NGC3982`> Morning.
12:26:24  <__ln__> @seen NGC3982
12:26:24  <DorpsGek> __ln__: NGC3982 was last seen in #openttd 5 weeks, 3 days, 21 hours, 49 minutes, and 1 second ago: <NGC3982> Fantastic.
12:26:47  <NGC3982`> Yes, i know.
12:26:52  <NGC3982`> That client will be terminated.
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12:33:34  <NGC3982> Well look at that; I have been upgraded.
12:35:42  <frosch123> integrating the derivative does not necessarily result in the original function
12:45:58  <valhallasw> Who cares about constants.
12:47:28  <LordAro> ^^
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12:59:11  <Eddi|zuHause> might as well be NGC5523 then
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14:16:01  <DorpsGek> Commit by fonsinchen :: r26365 trunk/src/video/win32_v.cpp (2014-02-23 14:15:55 UTC)
14:16:02  <DorpsGek> -Fix [FS#5867]: Don't draw the cursor when its sprite isn't ready and set _screen.dst_ptr immediately when the buffer changes (frosch123)
14:16:42  <DorpsGek> Commit by fonsinchen :: r26366 trunk/src/video/win32_v.cpp (2014-02-23 14:16:36 UTC)
14:16:43  <DorpsGek> -Fix: Protect the windows video driver from concurrent access (frosch123)
14:17:12  <Eddi|zuHause> fonsinchen doing non-cargodist commits?
14:18:24  <LordAro> shocking
14:18:37  <LordAro> he must have finished cargodist :p
14:21:21  <MNIM> 'finished'
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14:22:00  <fonsinchen> I'm not finished with cargodist quite yet. I have another idea on how to annoy the YACD fans some more ;)
14:22:12  <fonsinchen> However, first I'd like to get 1.4 out
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16:08:57  <DorpsGek> Commit by michi_cc :: r26367 trunk/src/video/win32_v.cpp (2014-02-23 16:08:50 UTC)
16:08:58  <DorpsGek> -Fix: [Win32] Use a separate event to indicate that the drawing thread has finished initialising, preventing potential deadlocks.
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16:48:39  <planetmaker> good evening
16:51:02  <Alberth> evenink
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16:57:28  <LordAro> o/
16:57:58  <frosch123> planetmaker: the desync on the public server is caused by closing companies (bankrupt or autoclean)
16:58:05  <frosch123> so, just play properly :p
16:58:26  <planetmaker> frosch123, it's the 'stable' server. Noobs may play there :P
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17:23:17  <andythenorth> o/
17:28:03  <andythenorth> meh
17:28:07  <andythenorth> CC-BY-NC-SA is not GPL compatible
17:28:11  <andythenorth> that's a PITA
17:28:42  <planetmaker> why do you need NC?
17:28:56  <planetmaker> or which graphics do you look at? :)
17:30:09  <andythenorth> I want egrvts 2
17:30:13  <andythenorth> I'll ask Zeph
17:30:51  <planetmaker> ah, he's available and should agree, I guess
17:31:10  <planetmaker> I wonder why egrvts2 is not GPL anyway...
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17:32:15  <andythenorth> bbl
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17:46:35  <Virtual> I just installed OpenTTD on Windows 8 with zBase and my screen does't scroll when I move my mouse around. Any idea why ?
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17:46:50  <Virtual> I can zoom in and out with my mouse, but can't scroll the map
17:48:22  <Virtual> Ah found the setting in Interface
17:48:27  <Virtual> I wonder why it isn't enabled by default
17:49:08  <glx> because it's annoying
17:49:19  <Virtual> How do you move around normally ?
17:49:28  <glx> left click and move
17:49:40  <glx> hmm right click
17:50:04  <planetmaker> different people like different UI behaviours I guess :)
17:50:24  <glx> I never liked auto scrolling
17:53:15  <Wolf01> one thing I find really annoying is the scrolling direction with rmb, in disabled mode it's inverted and confuses me, in enabled mode the mouse pointer is still and confuses me :(
17:54:15  <Wolf01> that's why I always use lmb to scroll
17:55:12  <Wolf01> but often I click on a station and open the window instead of scrolling, which doesn't happen with rmb
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18:24:01  <andythenorth> herp
18:24:06  <Alberth> o/
18:24:14  <andythenorth> Iron Horse seems pretty well balanced, played a few test games with it
18:24:28  <andythenorth> FIRS seems pretty well balanced, I am loving playing the basic temperate economy
18:24:38  <andythenorth> but Squid is still a bit weird :(
18:25:10  <andythenorth> fricking rivers + canals :(
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18:45:19  <DorpsGek> Commit by translators :: r26368 trunk/src/lang/indonesian.txt (2014-02-23 18:45:12 UTC)
18:45:20  <DorpsGek> -Update from WebTranslator v3.0:
18:45:21  <DorpsGek> indonesian - 2 changes by abdu354
18:49:40  <Elukka> Eddi|zuHause: i've been out of the loop when it comes to all things openttd for a long time
18:49:43  <Elukka> is CETS still a thing?
18:49:55  <Eddi|zuHause> somewhat
18:50:55  <Eddi|zuHause> i've made some crude graphics (basically replacing green boxes with coloured boxes), and i'll get back to it in a month or so
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18:52:29  <Eddi|zuHause> andythenorth: i think the definition of "river" is a bit impractical. it should be something like "open see: anything further than 1 tile from a shore" and "river: anything not open sea"
18:53:14  <Alberth> nice river just along the coast :)
18:54:39  <Eddi|zuHause> Alberth: well yes, means a river boat can move along the shore without penalty
18:55:09  <Eddi|zuHause> there might be special rules for tiles next to a dock
18:55:09  <Alberth> nice idea
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18:56:15  <Eddi|zuHause> assuming that a dock is built to handle both river ships and sea ships
18:56:45  <Eddi|zuHause> there are no high winds/waves within a harbour, and they are deep enough
18:57:17  <Eddi|zuHause> and you can build canals for sea ships when you make them 3 tiles wide
18:58:26  <Alberth> locks are special too for river boats
18:58:49  <Alberth> and have 3 tile wide locks for sea boats? :)
18:58:50  <andythenorth> Eddi|zuHause: I was concluding just the same thing
18:58:58  <Alberth> should be also longer then
18:59:00  <andythenorth> logically, what is needed is inshore and deep water
18:59:12  <andythenorth> but I'm not sure that is actually desirable
18:59:19  <andythenorth> just the most logical solution
18:59:43  <andythenorth> let me see if I can explain my problem adequately...
18:59:46  <Eddi|zuHause> Alberth: well, locks are a different kind of problem, they should be (New)Objects. with a state machine
18:59:47  <Alberth> RV doesn't even have 2 speeds
19:00:02  <andythenorth> - big ships look stupid on rivers and canals, but it's easy to use speed factor to solve this
19:00:15  <andythenorth> - small ships have same speed on rivers and canals and sea
19:00:45  <andythenorth> - big river boats are desirable as eye candy, but also for larger capacity on inland routes
19:01:00  <Alberth> Eddi|zuHause: obviously, people will also want bridges with state
19:01:21  <andythenorth> - but the big river boats are slow on sea, and there is so much 'sea', .e.g inland closed 'lakes' etc
19:01:23  <Eddi|zuHause> Alberth: well once we have actual state machines, that should be possible :)
19:01:30  <andythenorth> - and all FIRS port industries build on sea
19:01:44  <andythenorth> - hence, river boats are unused in my test games
19:01:55  <Alberth> Eddi|zuHause: you also need the "bridge is closed" concept
19:02:15  <Alberth> and possibly, "bridge is free" :p
19:02:16  <Eddi|zuHause> Alberth: all handled by the state machine
19:03:01  <andythenorth> - allowing the big river boats to have same speed on sea makes the equivalent size sea ships pointless
19:03:15  * Alberth bets the state machine will need to interfere in the normal bridge access code
19:04:13  <andythenorth> - could ships route along shorelines?
19:04:25  <andythenorth> I think they'd be inefficient and get stuck
19:04:45  <Alberth> if you teach the pathfinder not to go out on sea, I see no problem
19:05:04  <Alberth> maybe you want 2 tiles instead of 1
19:05:41  <Alberth> you'd be following every small curve in the land otherwise
19:06:48  <Eddi|zuHause> it should be a simple pathfinder penalty
19:07:08  <Eddi|zuHause> and water tiles should have enough bits available to store wether they are "near the coast"
19:08:32  <Eddi|zuHause> Alberth: maybe we can completely remove bridges and reimplement them as objects
19:08:57  <frosch123> not objects
19:08:59  <frosch123> cargos!
19:09:10  <frosch123> you should add state machines to cargos
19:09:51  <andythenorth> pathfinder would need to read a flag on the vehicle?
19:09:51  <Alberth> you load eggs, and they arrive as chicken!
19:09:59  <Eddi|zuHause> with such objects you can easily implement highways, onramps, cloverleaf junctions and stuff
19:10:24  <andythenorth> also what if there is no non-sea route?  will pathfinder then just accept the penalty?
19:10:26  <frosch123> Alberth: interesting profit curve
19:10:36  <frosch123> first the worth drops, then it increases again
19:10:41  <Alberth> andythenorth: vehicle calls pathfinder with some flags to denote the kind of paths it wants
19:10:49  <frosch123> but you also need to load some grain
19:10:59  <andythenorth> could just see if the sea speed < canal speed
19:11:03  <andythenorth> automate it
19:11:06  <andythenorth> no newgrf changes
19:11:33  <Eddi|zuHause> andythenorth: works just the same with rails when a vehicle is electrified, it disregards some rail tiles as valid paths
19:11:33  <Alberth> if only speed was a simple value in a struct :p
19:12:22  <Eddi|zuHause> Alberth: this flag could be calculated on grf load and stored in the engine struct
19:12:40  <Eddi|zuHause> unless it's affected by callbacks :p
19:13:00  <Alberth> yeah, I was about to ask if you ever played with FISH :)
19:14:49  <Eddi|zuHause> probably not with a fish that has river speeds :)
19:15:55  <andythenorth> FISH has callbacks :P
19:16:28  <andythenorth> I honestly think if (canal_speed < sea_speed) { foo } is best
19:16:52  <andythenorth> hmm
19:17:08  <andythenorth> can I implement my own tile check?
19:17:17  <andythenorth> with a circular search for nearest coast?
19:20:59  <andythenorth> because that will be really efficient :P
19:26:46  <Eddi|zuHause> andythenorth: put it into the TileLoop_Water, and store it in the map
19:27:57  <Elukka> i kinda want to offer to draw sprites again but i'm not sure i can commit to making a significant amount of them
19:28:41  <Elukka> and then there's the problem of consistent style
19:32:07  <DorpsGek> Commit by frosch :: r26369 trunk/src/openttd.cpp (2014-02-23 19:32:00 UTC)
19:32:08  <DorpsGek> -Fix-ish: Do not run scripts during command replay.
19:32:38  <DorpsGek> Commit by frosch :: r26370 /trunk (3 files in 2 dirs) (2014-02-23 19:32:32 UTC)
19:32:39  <DorpsGek> -Doc: Desync debugging and command replaying.
19:33:12  <Eddi|zuHause> Elukka: well, try to stick close to the style we already have? and draw sprites one vehicle at a time :)
19:33:38  <planetmaker> ^ one sprite at a time will make a NewGRF set
19:33:47  <planetmaker> one step of a time will make a journey
19:34:07  <planetmaker> can I haz 4x sprites, too? :D
19:34:39  <andythenorth> Eddi|zuHause: and query it from cb36?
19:34:49  <andythenorth> hmm, dunno how often cb36 triggers for ships :)
19:35:01  <Eddi|zuHause> andythenorth: why do you need cb36 for that?
19:35:11  <andythenorth> adjust speed
19:35:31  <andythenorth> I am proposing handling this all in newgrf and ignoring the current canal / sea properties
19:35:39  <andythenorth> just as a thought experiment..
19:35:40  <Eddi|zuHause> it probably won't be triggered on entering every tile
19:37:03  <planetmaker> I doubt that vehicles can check surrounding tiles
19:37:25  <planetmaker> and tbh, a surrounding tile check on vehicles might not be a good idea, considering performance
19:37:26  <andythenorth> hmm
19:37:54  <frosch123> just make the ships refittable between fast and capacious
19:38:10  <frosch123> then you can refit them to fast when dirving back empty
19:38:12  <andythenorth> is the simplest thing to change the definition of river and sea tiles, make that the result of a coast-distance search, and then cache that?
19:38:27  <andythenorth> frosch123: they already go faster empty :P
19:39:04  <planetmaker> andythenorth, I rather think that the 'simplest' thing is to add a "deep water" flag to sea water. To water tiles which are more distant than N tiles from coast
19:39:22  <andythenorth> approximately same I think?
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19:39:48  <planetmaker> maybe. I don't say to change the definition of sea / river
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19:39:51  <andythenorth> oic
19:39:53  <Eddi|zuHause> that is pretty much what i said earlier
19:39:56  <planetmaker> Just adding an additional destinction for sea tiles
19:40:02  <andythenorth> then we'd have speed, canal speed, deep sea speed
19:40:06  <planetmaker> kinda
19:40:07  <frosch123> can you ctrl+build canals on rivers to create deep rivers?
19:40:10  <andythenorth> and there would be balance
19:40:36  <andythenorth> I rarely build canals anyway.  Much easier to just lower land usually
19:40:39  <Eddi|zuHause> frosch123: in my proposal, a "deep canal/river" would be one 3 tiles wide
19:40:51  <andythenorth> canals are ugly, and locks are ugly and too big
19:40:54  <planetmaker> and it could also allow possibly to colour-vary them :)
19:40:59  <Eddi|zuHause> canals are too expensive
19:41:04  <andythenorth> not with FISH
19:41:07  <andythenorth> I 'fixed' them
19:41:12  <planetmaker> deep sea water is darker than shallow water
19:41:13  <andythenorth> but the square corners are horrible
19:41:44  <planetmaker> andythenorth, that's a newgrf matter. You can make it behave like rivers
19:41:53  <planetmaker> that can be fixed already for years
19:42:35  <andythenorth> just draw curve corners?
19:42:42  <planetmaker> canals is the only reason that there's no release for pota-ghat.
19:42:51  <planetmaker> yes, just draw them curved. Or how you like them
19:43:09  <planetmaker> you can read the dike map and display sprites depending on it
19:43:19  <andythenorth> maybe that's a project one day
19:44:13  <andythenorth> I draw, you code :P
19:44:47  <andythenorth> so shall we add 'deep sea'?
19:44:52  <andythenorth> or is it another example of MOAR
19:44:57  <andythenorth> and MOAR is not Better
19:44:59  <andythenorth> ?
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19:45:34  <planetmaker> dunno. Personally I do believe a 'deep sea' property to sea water can make sense
19:45:52  <Elukka> yeah eddi, it's just that even though i try to keep to the style there's still a significant difference between me and... man, who was the more productive artist? that guy, anyway
19:46:07  <Elukka> though i'm not sure it's terribly noticeable if you're not looking out for it
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19:46:30  <planetmaker> the difference between 'no artists' and 'one artist' is quite noticable, for sure
19:46:35  <andythenorth> lo Pikka
19:46:38  <andythenorth> Pikka: I have news
19:46:42  <Pikka> news!
19:46:45  <andythenorth> indeed
19:46:50  <andythenorth> I have been playing a game
19:46:51  <Alberth> new news even :)
19:46:54  <Pikka> hello!
19:46:56  <Elukka> i also feel like i should come up with a more efficient workflow for drawing all the intermediate angles
19:46:59  <Pikka> what game have you been playing?
19:47:01  <planetmaker> !olleh
19:47:10  <andythenorth> OpenTTD, heard of it?
19:47:16  <Elukka> oh i've been meaning to play that some time
19:47:26  <Pikka> how unusual
19:47:38  <andythenorth> Pikka: AV8 is nearly perfect, but there's too much of it
19:47:42  <andythenorth> can you take some of it away?
19:47:44  <Pikka> much too much
19:47:57  <andythenorth> can you just keep the bits I like?
19:48:10  <Eddi|zuHause> Elukka: name is oberhÃŒmer
19:48:40  <frosch123> why is andy again in this "remove all choices to simplify choices" mood?
19:48:51  <andythenorth> frosch123: it's a near-permanent mood
19:48:56  <andythenorth> less is better, mostly
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19:49:16  <michi_cc> Elukka: Zephyris PixelTool might be something to look at, even if it would need extended for the extra angles.
19:49:20  <planetmaker> av8 doesn't exactly need an overhaul. Except a parameter to disable range ;)
19:49:26  <andythenorth> CETS really *needs* to be rendered
19:49:42  * andythenorth is a reluctant fan of rendered stuff
19:50:04  <Pikka> range is silly
19:50:10  <Pikka> http://i.imgur.com/gYKLkeV.png <- like that, andythenorth?
19:51:14  <andythenorth> Pikka: bin the biplane imo :P
19:51:21  <andythenorth> oh, it has good capacity
19:51:23  <andythenorth> keep it
19:51:40  <andythenorth> yeah that looks about right
19:52:07  <Pikka> o/
19:52:08  <andythenorth> most of my games need: DC3, 737, 747, Elvis and sometimes Hercules
19:52:15  <andythenorth> and A380
19:52:22  <andythenorth> not much else
19:54:02  <andythenorth> planetmaker: would deep sea need transition tiles?
19:55:09  <andythenorth> also, we are limited on water cycle, I wonder about a palette shift?
19:55:29  <andythenorth> make it automatic, avoid drawing anything new
19:55:37  <Pikka> 32bpp.. no water cycle or animated tiles at all. :)
19:56:11  <Pikka> transition tiles for the tile nearest the coast would be awesome though, especially if they were directional.
19:56:13  <planetmaker> andythenorth, I'd draw something new. And just commit the same sprite as now to avoid actually drawing something. But allowing to draw something
19:56:19  <planetmaker> Pikka, not true
19:56:23  <Pikka> no?
19:56:31  <planetmaker> zBase just doesn't use a mask
19:56:35  <planetmaker> try pota-ghat ;)
19:57:28  <Pikka> ah...
19:57:39  <Pikka> it also helps if you turn "full animation" on. :)
19:58:45  <Pikka> but it uses the ttd palette colours?
19:58:54  <Pikka> it's not an actual animation?
19:59:16  <planetmaker> it works like the company colours in 32bpp
19:59:21  <Eddi|zuHause> yes, "full animation" means palette animation
19:59:37  <planetmaker> but the water palette indices are of course animated. It uses DOS palette
19:59:43  <planetmaker> for the mask sprite
20:00:03  <Pikka> right...
20:00:17  <Pikka> so you still can't have animated water unless you want that colour water. ;)
20:00:33  <planetmaker> hu?
20:00:42  <planetmaker> you can basically have both
20:01:13  <Pikka> both what? I'm confused :D
20:02:03  <Pikka> potaghat water is nice, btw :D
20:02:07  <Eddi|zuHause> you can put non-animated pixels between the animated ones?
20:02:29  <Elukka> <andythenorth> CETS really *needs* to be rendered
20:02:36  <Elukka> having drawn some sprites for it i'm sort of inclined to agree :D
20:03:06  <Eddi|zuHause> well, pixeltool might be a start
20:03:09  <Elukka> coding a tool for it is a bit beyond my ability and inclination though
20:03:49  <Eddi|zuHause> or you try to refine the "crude" templates i have in the tracking table to use the pixa templates i have, but it won't be exact
20:04:09  <Elukka> pixeltool looks sorta magical
20:04:46  <Eddi|zuHause> Elukka: if you store the voxels somewhere, we might be able to extend it later to include the additional views into the output
20:04:56  <Elukka> if only it would do the intermediate vie- yeah
20:05:04  <andythenorth> voxel art is *nice*
20:05:12  * andythenorth likes games with voxels in
20:05:14  <Eddi|zuHause> but i can't look into that right now
20:06:21  <planetmaker> Pikka, the trick to make the water nice(r) is to simply use the existing 8bpp water sprite as mask for the 32bpp water sprite
20:06:56  <Pikka> but you will end up with default blue-coloured water if you do that, right? is what I'm saying. :)
20:07:35  <Pikka> I have other ideas for water... but I haven't tried any of them yet, so I don't know how they'll look. :)
20:07:36  <Elukka> well, tell me if you ever do :D
20:07:39  <Eddi|zuHause> there must be a newgrf-y way to replace the water colours
20:07:48  * andythenorth looks for python voxel libraries
20:07:49  <Elukka> i'm still a clueless programmer and my current code-energy is pointed towards a space combat boardgame
20:07:50  <Eddi|zuHause> TTO mars did it
20:08:13  <Pikka> mars just uses the fire cycle colours instead of the water cycle colours
20:10:00  <andythenorth> ho, rendering voxels out using PIL, how rare http://code.activestate.com/recipes/578652-voxel-based-ray-tracing/
20:10:15  <andythenorth> Eddi|zuHause: a voxel generator seems right up your street...
20:10:36  <andythenorth> I think we need to abandon this primitive 'drawing' shenanigan
20:10:38  <Eddi|zuHause> andythenorth: well pixa shapes are kinda that
20:10:47  <andythenorth> kinda, but not in a 3D space
20:10:59  <Pikka> andy: make sure you go 32bpp + ez while you're at it
20:11:00  <andythenorth> maybe I went in the wrong direction
20:11:08  <Eddi|zuHause> i could probably turn my pixa shapes to output to pixeltools
20:11:16  <andythenorth> actually, I quite literally used the DOOM engine approach instead of Quake
20:11:44  <andythenorth> DOOM is all based on floorplans, with edges extruded and surfaced
20:12:07  <andythenorth> not being very clever, I invent dumb solutions :P
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20:18:57  <planetmaker> Pikka, you're right, it won't change colours indeed
20:23:24  <andythenorth> so where does river / sea speed code live?
20:23:27  * andythenorth wonders...
20:23:33  <peter1139> go 128bpp
20:23:38  <peter1139> and eeeez
20:24:15  <Eddi|zuHause> andythenorth: grep for the property number and follow the code?
20:24:17  <Pikka> eeeez
20:24:33  <Pikka> aka bad brett's gold rush...
20:26:31  <andythenorth> hrm
20:26:53  <andythenorth> new simplest thing, simply invert sea / canal speed props
20:27:04  <andythenorth> and add a coast-search to define what is a sea tile
20:27:15  <andythenorth> so instead of special-casing canal/river, special case deep sea
20:27:26  <andythenorth> and treat all other water as 'normal'
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20:29:06  <andythenorth> breaks newgrf spec, but eh, who cares? :)
20:29:31  <Pikka> no-one makes ships but you anyway, right? ;)
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20:32:15  <andythenorth> MIchael made some
20:32:23  <andythenorth> and there's a russian river barge set
20:32:28  <andythenorth> and Andrew350's set
20:32:31  <andythenorth> but that's it
20:32:38  <planetmaker> mouse's old ships
20:33:35  <andythenorth> probably some others I don't know about
20:33:38  <andythenorth> but not many :P
20:34:18  <andythenorth> having 'Canal speed xyz, sea speed zxy, deep sea speed yxz' in the buy menu seems like overkill
20:34:53  <andythenorth> could also prevent bridges over deep water :P
20:38:34  <Eddi|zuHause> there is nothing in the newgrf specs that says "canal and river" must be "canal and river tile"
20:39:21  <andythenorth> there isn't? o_O
20:39:26  <andythenorth> how handy
20:39:54  <andythenorth> Ocean speed fraction
20:39:59  <andythenorth> Canal speed fraction
20:40:08  <andythenorth> hmm
20:40:16  <andythenorth> so redefine Ocean as n tiles from shore
20:40:31  <andythenorth> and Canal speed happens to be same as some other water tile types
20:40:39  <MNIM> would make bridges over a certain length of sea impossible.
20:41:00  <andythenorth> orly?
20:41:05  <andythenorth> I hadn't thought of that :P
20:41:22  <andythenorth> I love those 64 tile long bridges :)
20:41:28  <andythenorth> they're also really efficient to signal
20:41:40  <andythenorth> can I terraform deep sea?
20:41:42  <V453000> ok can someone tell me who could be so retarded to make a RV set, and make ALL vehicles expire sooner or later? realism ftw
20:41:45  <V453000> fuck yes
20:41:48  <Eddi|zuHause> MNIM: there is nothing in there that affects bridges at all
20:42:06  <V453000> there, complaining completed
20:42:06  <frosch123> V453000: to simulate oil running out?
20:42:11  <V453000> ...
20:42:11  <andythenorth> bridges are a completely unrelated, 'andythenorth had an idea' issue
20:42:25  <andythenorth> V453000: that was not enough complaining
20:42:29  <frosch123> MNIM: does not sound realistic
20:42:33  <andythenorth> EMoreComplainingNeeded
20:42:47  <frosch123> long bridges over sea seem to become more realistically than tunnels under it
20:42:55  <V453000> ok uk busses work somewhat
20:43:00  <andythenorth> I build islands for signals :P
20:43:15  <MNIM> well, since under sea tunnels won't be happening for a long time...
20:43:24  <MNIM> (well, unless hacked together)
20:43:38  <Eddi|zuHause> you can easily limit bridge length
20:43:48  <Pikka> under-sea bridges!
20:43:50  <andythenorth> ship_cmd.cpp? GetEffectiveWaterClass ?
20:43:56  <andythenorth> Pikka: ftw
20:44:09  <MNIM> Pikka: aerial tunnels!
20:44:12  <Pikka> underwater trains
20:44:15  <Pikka> in vacuum tunnels
20:44:20  <MNIM> no! flying trains
20:44:24  <Supercheese> Unterseebahn
20:44:31  <Pikka> articulated aircraft!
20:44:44  <andythenorth> hmm some magic for bridges?
20:45:03  <Eddi|zuHause> Supercheesebahn? why is that not in NUTS yet? :p
20:45:05  <Supercheese> forget road trains or barge trains, airship trains
20:45:20  <andythenorth> is that for going under bridges, or is that handling aquaducts?
20:45:29  <andythenorth> l47 or so
20:46:20  <MNIM> amphibious trains.
20:46:41  <Supercheese> hovertrains
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20:47:01  <frosch123> ecranotrains
20:47:49  <MNIM> ecranotrains! sounds like an idea
20:48:12  <Supercheese> actually there are 9-direction isometric sprites for a hovertrain: http://forums.civfanatics.com/downloads.php?do=file&id=16335
20:48:43  <Supercheese> porting Civ3 -> TTD needs loads of palette wrangling though
20:49:06  <Alberth> convert to 32bpp; done!
20:49:23  <Supercheese> wish it was that simple
20:49:39  <Supercheese> Civ3 has weird transparency in the palette
20:50:05  <Supercheese> where the engine interprets certain indices as "10% transparent white, 10% transparent black, 20% transparent white..." etc
20:50:51  <Alberth> that sounds like a challenge :)
20:51:20  <Supercheese> it is indeed
20:53:53  <Supercheese> definitely the sort of job to write a script for... but I have not yet attempted
20:55:04  <Supercheese> there may be one out there, even; I haven't searched
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21:03:19  <LordAro> http://dilbert.com/strips/comic/2014-02-23/
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21:05:31  <andythenorth> let's see
21:05:49  <andythenorth> where can I crib a circular search from?
21:05:56  <andythenorth> maybe industry_cmd has one somewhere
21:06:53  <andythenorth> I have succeeded in making all times WATER_CLASS_CANAL :P
21:06:58  <andythenorth> elite skills :P
21:07:02  <andythenorth> tiles *
21:07:48  <Alberth> just define a map at level 0 :p
21:07:50  <andythenorth> what does CircularTileSearch() do? o_O
21:08:16  <Alberth> it circles around a tile looking for it?
21:08:40  <Alberth> but it sounds like that's the thing you want :)
21:08:57  <andythenorth> I'm not sure how its interface works
21:09:06  <andythenorth> but then nobody else go born knowing that either :(
21:14:51  <Alberth> andythenorth:  http://paste.openttdcoop.org/show/3138/
21:21:25  <andythenorth> o_O
21:22:10  <andythenorth> so there's search callback function
21:22:27  <andythenorth> so for this case, that needs to check for coast
21:22:36  <andythenorth> with some distance limit
21:22:47  <Alberth> 2 is the distance
21:23:34  <Alberth> of the search, that is, ie you want any coast in 2 tiles
21:24:18  <andythenorth> WATER_TILE_COAST is a thing?
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21:25:31  <Pikka> it's a thing
21:25:53  <Pikka> it's the slope, it's not the water tile
21:26:10  <Pikka> afaia
21:27:07  <Alberth> andythenorth:   water_map.h          IsTileType(t, MP_WATER) && IsCoast(t)
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21:31:13  <Pikka> also that
21:35:42  <andythenorth> let's see
21:35:46  <andythenorth> dunno if I have enough time
21:35:54  * andythenorth tries
21:40:14  <Alberth> gn and good luck
21:41:29  <andythenorth> :)
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21:47:04  <andythenorth> hmm
21:47:09  <andythenorth> achieved an assert :P
21:47:10  <andythenorth> well done me
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21:52:51  <andythenorth> http://paste.openttdcoop.org/show/3139/
21:53:06  <andythenorth> assertion error on if (IsCoast(tile))
21:53:28  <andythenorth> http://paste.openttdcoop.org/show/3140/
21:55:17  <andythenorth> also...bye
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22:03:15  <DorpsGek> Commit by frosch :: r26371 /trunk/src (6 files in 2 dirs) (2014-02-23 22:03:08 UTC)
22:03:16  <DorpsGek> -Fix [FS#5831]: Calling DoCommandP during the gameloop cleared pending persistent storage changes.
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22:14:47  <Eddi|zuHause> someone should tell andy that it should be "if (!IsTileType(t, MP_WATER) || IsCoast(tile))"
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22:15:33  <Eddi|zuHause> err, "tile", not "t"
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22:43:55  <frosch123> night
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22:58:48  <Wolf01> 'night
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