Log for #openttd on 18th February 2015:
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00:39:39  <samu> if (IsTileType(tile, MP_WATER) && (!IsTileOwner(tile, OWNER_WATER) || wc == WATER_CLASS_SEA)) continue;.
00:39:56  <samu> question
00:40:06  <samu> what is ||
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00:47:55  * Pici blinks
00:50:51  <supermop> should i make the bellows joints between tram cars short little vehicles or just draw as part of the main cars? I've done one tram one way, and another the other
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07:40:22  <chillcore> <Alberth> no idea what to do with the numbers though
07:40:48  <chillcore> albert think of it like shaking a sheet
07:41:01  <chillcore> you take a corner and give it a whip
07:41:11  <chillcore> hem ripples ...
07:41:25  <chillcore> th first value is the largest
07:41:48  <chillcore> then you take second sheet and whip it again
07:42:09  <chillcore> half the aplitude and the waves ar two times shorter in lenght
07:42:16  <chillcore> meld them
07:42:33  <chillcore> thake the third ... rince repeat
07:42:44  <chillcore> I don't think I can explain it easier
07:43:11  <chillcore> that makes sence?
07:43:37  <chillcore> that means that you can esily surpress the first three values too ...
07:43:54  <chillcore> then the forth will have way more influence
07:44:06  <chillcore> you gotta be lucky yoo with seed ...
07:44:29  <chillcore> gosh spelling ...
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07:48:06  <chillcore> alberth: just like with sheets ... if you shake too hard and the thig shoots off ... somewhere
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09:58:47  <andythenorth> o/
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11:03:10  <supermop> yo
11:03:38  <__ln___> tú
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11:17:15  <Eddi|zuHause> el
11:23:03  <Xaroth|Work> oh ?
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12:55:12  <samu> hi
12:57:41  <samu> i'm going to do what albert told me
12:57:52  <samu> add comments everywhere
13:37:10  <samu> i have a question
13:37:41  <samu> if (GetWaterClass(tile) != WATER_CLASS_CANAL) {
13:38:06  <samu> what is the difference between WATER_CLASS_CANAL and WATER_CLASS_RIVER
13:39:19  <samu> I've tested with both, and it appears to work either way
13:39:48  <samu> can a tile be both classes at the same time?
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13:46:55  <samu> here, at line 9:
13:47:26  <samu> I tried WATER_CLASS_CANAL and WATER_CLASS_RIVER and it works either way when loading and saving
13:47:33  <samu> why?
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13:50:14  <samu> help
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14:07:47  <samu> who can help me understand ?
14:08:56  <planetmaker> the difference is what type of water it is. Differently drawn. Different owners
14:09:25  <planetmaker> however there's no NewGRF which displays the water differently for canals or rivers - even though it's possible to do so
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14:15:06  <samu> hmm, let me see if i understand. when the game checks that tile on load, it will only add +1 to water maintenance if the class of that tile is not ...
14:15:55  <samu> for my purpose the logical answer would be RIVER
14:16:14  <samu> but it works with canal as well... strange
14:17:55  <samu> if the lock is built on bare land, does it become canal?
14:18:00  <samu> class canal?
14:18:58  <samu> let me look at the opposite way
14:21:28  <samu> when the game checks that tile, i want it to decide if it adds +1 to water maintenance or not, based upon where it was built
14:21:55  <samu> if built on a river, don't add +1
14:22:03  <samu> if built on bare land, add +1
14:22:29  <samu> this is what I believe to be the possible outcomes of that check
14:22:34  <samu> am I missing something?
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14:30:12  <samu> something is flawed here
14:30:26  <samu> either my undertanding or...
14:32:09  <samu> i'm leaving it as WATER_CLASS_RIVER
14:32:23  <samu> but my doubt persists
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16:16:38  <andythenorth> o/
16:17:49  <Alberth> hi hi
16:20:30  <samu> hi
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16:31:07  <andythenorth> bbl
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16:36:38  <samu> albert
16:36:41  <samu> Alberth:
16:36:56  <samu> i've added comments today -
16:37:13  <samu> can you check out if they're clear enough to understand?
16:38:19  <Alberth> 73-75 can be merged together onto one line
16:40:18  <Alberth> In general, comment like        x = 1;      // Give x the value 1        is useless, people can read code
16:40:18  <Alberth> You should not repeat what the code says, but instead *why* you do what you do (ie why is the code there, what case does it handle?)
16:40:46  <samu> ah
16:41:23  <Alberth>    // extra count.    <-- that does not clarify anything for me
16:41:51  <samu> all of them?
16:42:08  <samu> it's a maintenance counting
16:42:45  <Alberth> Well, I can see you do counting, I want to know why it's there
16:43:06  <Alberth> line 93 is an example of comment explaining why some code isn't there
16:43:54  <Alberth> return cost; // final cost for this command    <-- you can safely delete this comment :)
16:43:59  <samu> I don't know what to write at that part
16:44:10  <samu> at the last part, line 93 below
16:44:56  <Alberth> line 64 seems good comment, except you probably better merge it with the comment at line 63
16:45:23  <Alberth> Also, comment is English sentences, start with an upper case letter, and end with a dot
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16:45:28  <Alberth> wb andy
16:46:15  <Alberth> 54 dependable variable     I have no idea what that means
16:46:49  <samu> dunno what to call it
16:47:18  <samu> it's going to add a cost based on a check
16:47:24  <samu> or it's not
16:48:15  <Alberth> it doesn't need comment imho
16:48:37  <Alberth> if code is clear already, no need to add comments
16:48:40  <samu> hmm in the original code that line didn't exist
16:48:52  <samu> or, well it existed at the bottom
16:49:27  <Alberth> afaik  we have a 'cost' variable all over the code
16:49:44  <Alberth> so nothing 'new' :)
16:49:58  <Alberth> line 32, shouldn't it be just above line 37 ?
16:50:37  <Alberth> empty line between 11 and 12 ?
16:51:20  <samu> hmm looks like i'm a terrible commenter
16:52:09  <samu> i added those comments in relation to a previous version
16:52:11  <Alberth> 84/85 can also be removed
16:52:40  <Alberth> no, you need to get used to commenting
16:53:07  <Alberth> most people that are not so experienced write comments just like you
16:54:00  <Alberth> the thing to keep in mind is that another coder should be able to understand what you wrote
16:54:35  <Alberth> preferably try to write code good enough such that you don't need comment
16:55:45  <Alberth> if some code is complicated, write down the piece of information that the coder should know about
16:56:21  <Alberth> the code tells already what exactly is done, so tell why you do it at that point instead
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16:57:29  <Terkhen> reading this conversation gave me a strong feeling of deja vu :P
16:57:33  <samu> ok, editing some parts
16:58:28  <Alberth> Terkhen:  :)
16:59:23  <andythenorth> lo Terkhen
16:59:27  <andythenorth> been a while :)
16:59:37  <Terkhen> andythenorth: hi, I mostly lurk nowadays
16:59:42  <andythenorth> I know :)
16:59:54  <Terkhen> :P
16:59:54  <andythenorth> it is mostly V453000 and andythenorth doing monologues these days
17:00:05  <andythenorth> nobody actually talks about anything
17:01:31  <Terkhen> heh :P
17:01:59  <andythenorth> but then again
17:02:09  <andythenorth> when I first joined this channel, someone said same to me
17:02:15  <andythenorth> only with different names
17:02:18  <Terkhen> it does not sound that different from what I remember, yep
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17:11:51  <Alberth> hola
17:11:51  <andythenorth> quak
17:12:21  * andythenorth has nearly placated pyflakes for Road Hog
17:12:32  <andythenorth> and hopefully a python 3 compile also
17:13:39  <andythenorth> Road Hog currently compiles quite fast
17:13:45  <andythenorth> 10s or so, with no fancy tricks
17:13:52  <frosch123> hai
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17:27:06  <planetmaker> good evening
17:27:34  <frosch123> nice news post :)
17:27:41  <planetmaker> andythenorth, devzone has both pythons, py2 and py3. You don't need to switch explicitly. But the binary name of py3 is python3 (as usual and recommended by python devs)
17:27:48  <planetmaker> and python2 is aliased to python
17:27:53  <planetmaker> thanks :)
17:28:06  <Taede> ello
17:28:15  <planetmaker> andythenorth, and if you got an executable python script you need to adjust the shebang, of course
17:28:58  <andythenorth> let’s see if I can just call python3 from the makefile
17:29:00  <planetmaker> hi hi :)
17:29:57  <andythenorth> works locally
17:30:03  * andythenorth will push
17:30:06  <planetmaker> heffer, blathijs, Ammler there's a new nml version out which will need packaging for the soon-to-be-released OpenGFX. If you want any changes to OpenGFX, can you please tell me which in a timely manner (preferably with patch :D ), please?
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17:30:16  <heffer> planetmaker: will do. thanks
17:30:41  <heffer> i hope that I can spend some time on this tonight
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17:31:28  <planetmaker> heffer, the new nml will need some work from you, for sure. It's based on py3 instead of py2 and has an - albeit optional - cython module
17:31:55  <planetmaker>
17:32:15  <samu> i don't know what to do about 'extra counts'
17:32:15  <andythenorth> ho a release :)
17:32:29  <Alberth> samu: delete them?
17:32:43  <samu> ok
17:39:44  <samu> here it is another go at it
17:39:45  <samu>
17:45:38  <DorpsGek> Commit by translators :: r27154 /trunk/src/lang (indonesian.txt korean.txt) (2015-02-18 17:45:30 UTC)
17:45:39  <DorpsGek> -Update from WebTranslator v3.0:
17:45:40  <DorpsGek> indonesian - 9 changes by UseYourIllusion
17:45:41  <DorpsGek> korean - 4 changes by telk5093
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17:54:30  <samu> I had some questions about that load part
17:55:10  <samu> earlier today
17:56:57  <samu> what is better correct? WATER_CLASS_RIVER or WATER_CLASS_CANAL when counting
17:57:16  <samu> either works, but I don't get why
17:57:47  <samu> at line 14 in
17:57:51  <samu>
17:58:50  <Alberth> you tried asking what it is?
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18:24:18  <Pulec> what faster multiplayer games are mostly played?
18:24:24  <Pulec> i mean in openttd
18:24:40  <Pulec> some goals like reach 0 000 comapny value
18:25:32  <planetmaker> I would think the most popular MP games are citybuilders. Or maybe those with transport goals like BusyBee or SiliconValley
18:26:11  <andythenorth> I think a game script with short goals like company value would be welcome
18:26:14  <andythenorth> but none exists yet
18:26:37  <andythenorth> it’s probably a relatively simple script
18:27:44  <Alberth> not sure you can get it exactly right, you probably have to poll company values
18:30:41  <andythenorth> first one to exceed £x ?
18:30:53  <andythenorth> at month end?
18:30:54  <andythenorth> or such
18:33:17  <Alberth> most money above X at end of month seems doable
18:34:35  <Pulec> andythenorth, what kinds of scripts are you talking about? are there any examples?
18:35:02  <andythenorth>
18:35:06  <andythenorth> GameScripts
18:35:12  <Pulec> thx
18:35:13  <andythenorth> or GoalScripts
18:35:16  <andythenorth> can’t remember which :P
18:35:38  <Alberth> game scripts :p
18:35:42  <andythenorth>
18:36:08  <Alberth> have a look at the online content
18:37:51  <Pulec> xcool python
18:39:41  <Alberth> ?
18:39:48  <Alberth> squirrel :)
18:46:29  <samu> that is for counting as canal
18:46:31  <Pulec> i mean its cool that new graph language looks pythonic
18:46:44  <Pulec> *new graphics
18:47:19  <samu> it counts +1 to water maintenance if the middle part of lock is built on bare land
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18:49:00  <samu> I'm confused
18:49:53  <samu> if it finds that it was built on a river, don't add +1
18:50:19  <Alberth> Pulec: oh, right, yes, somewhat if you ignore the { and }  :)
18:51:00  <samu> the question is, why does it also work if it checks against WATER_CLASS_CANAL
18:51:14  <samu> are rivers also canals?
18:51:18  <samu> I don't understand
18:51:25  <Pulec> i can live with that, it could be much worse
18:51:49  <Pulec> I doubt I will be writing anything soon anyway
18:52:10  <Pulec> what community is making, new graphics, trains, cars?
18:52:45  <Alberth>
18:52:55  <Alberth> some are here :)
18:53:07  <samu> halp
18:53:57  <andythenorth> some are elsewhere
18:54:00  <andythenorth> the other places
18:54:34  <samu> could I get some help, I'd like to get past this
18:54:42  <samu> want to head into my next step
18:56:41  <samu>
18:57:32  <samu> WATER_CLASS_RIVER - replacing that to WATER_CLASS_CANAL also works, but I don't understand why, it confuses me why it works
18:58:24  <samu> it feels like I'm doing something wrong
18:58:57  <Pulec> what does this code supposed to do?
18:59:19  <Alberth> there are usually lots of values that are not some other value
18:59:24  <samu> when loading a save game it will start counting all maintenance pieces of water
18:59:35  <glx> samu: because it has no class if it was not water
19:00:01  <glx> it's river or clear land
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19:00:57  <Wolf01> hi hi
19:01:32  <Pulec> ohai
19:01:45  <Pulec> i had this idea 2 years ago
19:03:00  <samu> please explain me better
19:03:47  <samu> it is a lock
19:03:53  <samu> what class is this lock
19:05:53  <samu> how could the game "guess" that canal was also river
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19:18:35  <Alberth> samu: !=  means testing *not* equal
19:19:53  <Alberth> Pulec: that's not new the simcity people also had that idea, but the other way around, and with their own game :)
19:21:09  <samu> hmm
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19:21:48  <samu> my brain got stuck
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19:25:58  <samu> I still don't undestand. I'm sorry, I'm really sorry
19:26:55  <samu> I'm bothering you too much over this
19:27:24  <Alberth> say I have a number 5
19:27:39  <Alberth> how many numbers are equal to 5?
19:27:49  <Alberth> how many numbers are not equal to 5 ?
19:28:13  <Alberth> for simplicity, let's say between 1 and 9
19:28:25  <samu> 1
19:28:38  <samu> and 8?
19:28:48  <Alberth> yeah, something like that
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19:29:07  <Alberth> so now you have some mystery number X
19:29:46  <Alberth> how is it weird that X is not equal to 2 numbers WATER_CLASS_RIVER and  WATER_CLASS_CANAL ?
19:30:38  <Alberth> there are lots of numbers not equal to some other number
19:30:45  <Alberth> and only one that is equal
19:37:37  <samu> my mind is broke :(
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19:45:02  <samu> that tile is X
19:46:53  <glx> lock middle tile class can be canal (if it was clear before building) or river (if it was river before building)
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19:47:54  <glx> well river or whatever as in the case of an already water tile it keeps de class when building the lock
19:52:12  <samu> when X is built on clear land, it is canal?
19:52:24  <samu> when X is built on river, it is river?
19:52:29  <glx> yes
19:52:37  <samu> hmm ok
19:53:26  <samu> supposing X is built on clear land, it's canal testing against not canal
19:54:02  <samu> X is built on river, it's river testing against not canal
19:54:30  <samu> X is built on clear land, it's canal testing against not river
19:54:42  <samu> X is built on river, it's river testing against not river
19:56:10  <samu> 1 - false, so it adds +1
19:56:11  <glx> maybe it's the way you test it, if you have 2 locks with 1 on river and 1 on land, the total will be the same
19:56:34  <samu> 2 - true, does not add
19:57:27  <samu> 3 - true, does not add
19:57:34  <samu> 4 - false, adds +1
19:57:48  <samu> ok makes sense now, damn, this was not obvious for me
19:58:39  <samu> thx albert and glx
19:59:12  <glx> with only 1 lock you'll see a difference if you change the line :)
20:02:56  <samu> change the line, what do you mean
20:03:32  <samu> there is an error
20:03:33  <samu> ?
20:04:04  <samu> ok let me testin in game
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20:06:30  <glx> [19:57:37] <samu> WATER_CLASS_RIVER - replacing that to WATER_CLASS_CANAL also works, but I don't understand why, it confuses me why it works <-- and test loading with only 1 lock
20:09:15  <samu> im doing that right now
20:12:02  <samu> aha
20:12:06  <samu> canal is wrong
20:12:57  <glx> so using WATER_CLASS_RIVER was correct, and should not be changed ;)
20:13:35  <samu> how the hell did i screw my testings
20:13:41  <glx> or if you wan't to change you need to also replace != with ==
20:13:56  <samu> let it stay river
20:15:06  <samu> it was initially canal
20:15:15  <samu> but it was boggling my mind
20:15:39  <samu> so i changed to river to see if it would make a difference, and it didn't
20:15:45  <samu> but
20:15:57  <samu> that save game was not a good idea
20:16:31  <samu> now i started fresh new games, test 1 lock at a time
20:17:57  <samu> what was wrong was my testing procedure
20:18:01  <samu> bah
20:19:30  <samu> it lead to all this confusion
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20:29:13  <samu> lines 94 and 100 might be wrong
20:29:17  <samu> damn
20:31:56  <andythenorth> samu is teddy bear coding :)
20:32:06  <samu> hmm?
20:32:26  <andythenorth>
20:32:38  <andythenorth> but to irc, not a bear
20:32:43  * andythenorth does same, with mixed results
20:33:01  <glx> yeah teddy bear never answers
20:33:25  <andythenorth> half the time I don’t need any answers
20:33:35  <andythenorth> usually I realise my own stupid mistake after asking the question
20:33:41  <andythenorth> and then rush to cover my tracks :P
20:35:30  <samu> must merge a company 1 lock at a time
20:35:36  <samu> lel
20:36:12  <SpComb> it's rubber ducks, not teddy bears
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20:38:45  <samu> i must bankrupt with trains
20:40:17  <samu> bankrupting with buses is better
20:40:33  <samu> there's already roads
20:40:55  * andythenorth lost in the c2 wiki again :P
20:41:50  <planetmaker> c2?
20:42:45  <andythenorth>
20:42:55  <andythenorth> it’s a proper maze of links
20:43:02  <andythenorth> I can get lost in their for hours
20:44:13  <SpComb> like tvtropes, but more IT?
20:45:06  <NGC3982> Wait, -that- is rubberducking?
20:46:13  <SpComb> the link is right there
20:55:20  <Wolf01> also called teddy bear programming if you have that instead of a rubber duck
20:56:27  <Wolf01> instead I have a nice amount of lego minifigs sit under my display :P
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20:58:27  <b_jonas> different from _duck typing_
20:59:05  <samu> lines 94 and 100 are correct after all
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21:02:52  <andythenorth> hmm
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21:03:00  <Pici> hmmm
21:04:31  *** HerzogDeXtEr [] has quit [Ping timeout: 480 seconds]
21:06:47  <samu> is it supposed to display estimated costs during scenario editing?
21:06:57  <samu> holdinsh shift
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21:23:08  <samu> tests complete, everything is correct
21:24:24  <samu> hopefully I tested this the right way
21:25:13  <samu> up next: the upper tile
21:26:54  <samu> if placing canals on rivers costs money, then placing a lock on river must also cost money for the upper tile and lower tiles
21:27:17  <samu> exception is when upper tile and lower tile are already canals
21:27:31  <samu> becomes free
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21:29:45  <samu> and alberth flees
21:29:50  <samu> I can't blame him
21:29:54  <blathijs> planetmaker: Thanks for the headsup
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21:35:09  <Eddi|zuHause> samu: you might be better off removing all this tile special casing, and treating all the tiles the same
21:37:46  <samu> hmm but there's a catch
21:37:58  <samu> water maintenance
21:38:04  <samu> on neutral canal tiles
21:38:13  <samu> can't treat them all equal
21:38:49  <samu> neutral or bankrupted canal tiles
21:39:51  <samu> or are you refering something different than this?
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21:45:43  <samu> imagine building a canal on this setup: upper tile is canal and owner is none + middle tile is bare land + lower tile is canal and ower is self
21:46:33  <samu> for upper tile, add a 0 cost, add no maintenance cost
21:47:44  <samu> for middle tile, add the lock structure price which is 7500, and 6 maintenance costs + 1 because it's not built on a river tile, so 7
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21:48:09  <samu> for lower tile, add a 0 cost again, add no maintenance cost
21:48:45  <samu> for middle tile also add that fake cost i created which is 5000
21:48:47  <samu> forgot
21:49:07  <samu> becomes 12500 / 7
21:49:36  <samu> this example looks terrible
21:50:57  <samu> 2nd example, upper tile is canal and owner is none + middle tile is bare land + lower tile is bare land
21:50:59  <Wolf01> and if you consider the lock just the sloped tile and left the upper and the lower tiles untouched?
21:51:47  <samu> lower tile in this case is bare land, when building the lower tile, it costs 5000 + 1 maintenance
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21:53:24  <samu> i have to touch because when building a canal on a river, it costs something, 5000
21:53:55  <samu> if upper tile is river, add the cost 5000, but 0 maintenance
21:54:47  <samu> building canal on a river is currently costing 1 maintenance, i intend to change that at a later point
21:55:06  <samu> should cost 5000, but 0 maintenance
21:55:17  <samu> but right now i'm editing the lock
21:57:37  <samu> ... and moving forward... removing a canal that was built on a river, reverts back to river
21:58:17  <samu> I can't do all this at once, I don't have the necessary skills to do all that at once
21:58:27  <samu> noob coding skills here
21:58:40  <Eddi|zuHause> samu: i mean you execute the same piece of code for all 3 tiles (check whether is already canal, add canal build cost, add canal maintenance cost, ...)
21:58:59  <Eddi|zuHause> samu: in a loop
21:59:59  <samu> for ?
22:00:04  <samu> switch?
22:00:14  <Eddi|zuHause> samu: look at "tile loops"
22:00:22  <samu> ah, oki
22:01:42  <samu> i've seen a tile loop for when building canal pieces
22:01:48  <samu> and I couldn't figure it out
22:01:56  <samu> is that one?
22:02:06  <Wolf01> when I was a noob and had to learn (not that I'm better now, OTTD is changed a lot and I might have to learn again), I looked for the code which worked like the feature I wanted to add, copied it, changed it and made the feature :D
22:02:07  <Eddi|zuHause> i don't know
22:02:40  <Eddi|zuHause> samu: tile loops are special for loops
22:05:32  <samu> ah, tile area loop, not the same thing
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22:06:56  <samu> tileloop_water?
22:07:06  <heffer> planetmaker: okay. first thing i notice about the release is the annoying filename
22:07:17  <samu> TileLoop_Water (TileIndex)
22:07:21  <samu> it's this?
22:07:33  <samu> TileLoop_Water (TileIndex)
22:07:35  <heffer> means i need to touch the URL in my RPM spec file every time the revision or commit changes (i.e. every release)
22:07:36  <Eddi|zuHause> samu: no
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22:08:12  <Eddi|zuHause> samu: that is a special tile loop that covers the whole map in a regular interval
22:08:15  <heffer> just noticed that i already added a variable to my spec file called "version_foo"
22:08:31  <Eddi|zuHause> samu: you don't need that. you need a tile loop that covers a small area
22:08:43  <samu> tile_area_loop?
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22:10:24  <Eddi|zuHause> heffer: you probably complained about the exact same thing last time :p
22:10:31  <samu> TILE_AREA_LOOP(tile, ta)
22:10:39  <heffer> Eddi|zuHause: pretty sure about that actually :D
22:10:57  <planetmaker> yes probably :P
22:11:29  <planetmaker> but complain especially about building opengfx development branch. I haven't released that yet :)
22:11:43  <samu> there is a TILE_AREA_LOOP in this part: CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) {
22:12:00  <samu> can't understand the heck of it
22:12:19  <planetmaker> anyway, please keep it coming that feedback... it's not pointless :)
22:12:30  * planetmaker -> bed now, though. Good night. But I'll read back
22:12:30  <samu> for (TileIndex tile = 0; tile < MapSize(); tile++)
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22:19:13  <heffer> also make or python3 build gives me -> from nml import version_info \n ImportError: cannot import name 'version_info'
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22:21:12  <glx> samu: that loops over the whole map
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22:24:54  <samu> tile - delta < tile + delta
22:24:55  <samu> ?
22:25:50  <samu> is there an example in water_cmd.cpp file?
22:27:41  <planetmaker> hm, that's bad, heffer :)
22:27:47  <Wolf01> samu: try to understand the basic concepts, a "loop" statement uses a for, a while, or even recursion, a conditional statement does not loop, nor does a switch
22:28:06  <planetmaker> it works perfectly when building from the repository
22:28:18  <planetmaker> but not from... what I put on bundles server it seems
22:28:43  <Eddi|zuHause> planetmaker: wrong handling of the case when hg is not present?
22:29:09  <planetmaker> no, it's worse
22:30:10  <heffer> almost all of the files in ./nml/ are missing
22:30:18  <planetmaker> yeah :(
22:30:22  <planetmaker> bah
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22:33:04  <samu> for (TileIndex tile = (tile - delta); (tile + delta); tile++) {
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22:33:15  <samu> hmmm
22:33:20  <planetmaker> when did it get that broken? :S
22:33:33  <l4urenz> so this is more dev chat then any other subject
22:33:34  <l4urenz> ?
22:34:05  <samu> for (TileIndex tile = (tile - delta); (tile + delta); tile + delta) { ?
22:34:09  <heffer> l4urenz: sometimes yes, sometimes no
22:34:13  <planetmaker> l4urenz, this is general openttd channel
22:34:15  <samu> pff so confused
22:34:25  <l4urenz> planetmaker, I was told yesterday
22:34:31  <Eddi|zuHause> l4urenz: usually it's more other topics than anything else :p
22:34:33  <l4urenz> but been lurking since then... mostly dev :)
22:34:50  <Eddi|zuHause> l4urenz: but there are episodes of dev talk occasionally
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22:35:17  <Wolf01> samu: yes, those look like loops, too bad that without context is difficult to tell what they are useful for
22:35:32  <Eddi|zuHause> l4urenz: if by other subjects you mean playing the game. no, that barely ever happens :p
22:35:35  <planetmaker> l4urenz, it is not talk about specific servers usually - as they all have their own channels
22:35:57  <l4urenz> ahaa, i still play offline or with friends locally
22:35:59  <planetmaker> however anything openttd is on-topic here
22:36:14  <l4urenz> trying to read up on stuff how to act/play in a server
22:36:22  <l4urenz> since most of them follow certain rules
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22:36:52  <l4urenz> then again, my own rule is not to play openttd during the week because i seem to forget time
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22:37:07  <l4urenz> which will result in only a few hours of sleep before work..
22:38:19  <heffer> planetmaker: can confirm that nml builds OK from hg
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22:39:13  <samu> ah, so what you're telling me is to re-write this whole block static CommandCost DoBuildLock(TileIndex tile, DiagDirection dir, DoCommandFlag flags)
22:39:20  <samu> using for
22:39:21  <samu> loop
22:39:24  <samu> or so
22:39:50  <samu> gee, I'm so gonna break the game
22:40:22  <samu> is that it?
22:41:09  <Wolf01> usually breaking the game and learn how to fix it is a good start point
22:42:36  <samu> better not start doing it today
22:42:49  <samu> will take hours, and I don't have time
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22:56:46  <Wolf01> 'night
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