Log for #openttd on 22nd March 2015:
Times are UTC Toggle Colours
00:01:06  <Samu> canal ownership is on a hiatus atm
00:01:29  <chillcore> huhu that is fine
00:01:32  <Samu> it's something I'd like to implement at some point, but... apparently it's impossible to do thx to objects
00:01:40  <Samu> stupid objects :)
00:02:27  <Samu> no free bits to identify all owners
00:02:36  <chillcore> while I remember ... permanent rivers patch ... lanscape.htm: there is a few leading sapces too many screwing upi alignment
00:02:50  <chillcore> spaces*
00:04:57  <chillcore> and else is written like this } else {   <- same line
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00:06:18  <chillcore> rest looks pretty good
00:07:25  <Samu> visual studio auto split } else { into two lines
00:07:43  <chillcore> you can ot force it to be one one?
00:07:59  <Samu> yes I can, but hmm ok, i am editing it
00:08:02  <Samu> brb
00:08:05  <chillcore> k
00:08:46  <Samu> i dont understand the first one, about alignment?
00:09:22  <chillcore> for future reference ... you will be asked to edhere anyways
00:09:28  <chillcore> adhere*
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00:10:04  <Eddi|zuHause> Samu: only tabs are allowed at the beginning of lines
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00:10:23  <chillcore> html files have sapces there eddi
00:10:32  <chillcore> unfortunately
00:10:38  <Eddi|zuHause> uhm, weird
00:10:49  <chillcore> ye thought so too
00:11:16  <Eddi|zuHause> but rule 1: that a file does something doesn't mean it is the standard to do something :p
00:11:25  <chillcore> but samu the first line is fine the other three are indented while they should not <- that
00:12:01  <chillcore> maybe because tab indenting would take it too far eddi?
00:12:09  <chillcore> with them tables that is
00:12:17  <chillcore> just guessing
00:13:14  <chillcore> lots of <li> <ul><tr><td> ... over and over
00:13:44  <Eddi|zuHause> chillcore: i haven't looked at these files in ages
00:14:24  <chillcore> me neither, I noticed when I applied samu's patch for testing
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00:35:50  <Samu> indented
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00:44:30  <Samu>
00:47:14  <chillcore> <chillcore>
00:47:20  <chillcore> our style
00:48:06  <supermop> maybe i'll run a metal shuttle between the aluminum plant and the steel mill to distribute all metal across whole network
00:49:03  <Samu> what is the first line?
00:49:37  <chillcore> WhatFirstLineDoYouMean();
00:49:48  <Samu> but samu the first line is fine the other three are indented while they should not <- that
00:49:59  <chillcore> landscape.html
00:50:05  <chillcore> you modified four lines
00:50:13  <chillcore> the first you did correct
00:50:22  <chillcore> the other three not so much
00:50:33  <chillcore> just a few too spaces too many ;)
00:50:53  <chillcore> -too
00:51:51  <chillcore> but yeah so far the patch works great
00:51:59  <chillcore> I have not yet tested all cases
00:52:53  <Samu> line 1091 has got
00:53:25  <Samu> AH I GOT IT
00:53:32  <chillcore> ah good
00:53:34  <Samu> tab space
00:53:45  <Samu> i removed tab space and put 4 space-bars
00:53:55  <Samu> but I didn't actually put the tab space
00:53:57  <chillcore> hmm no all the other lines have spaces too so spaces is fine
00:54:04  <chillcore> only for that file though
00:54:14  <chillcore> it seems an exception
00:54:20  <Samu> navigating backwards
00:54:21  <chillcore> do like the other lines
00:54:30  <Samu> yes, normal spaces and not tab space
00:54:35  <chillcore> if not good someone will do the entire page at once
00:54:42  <Samu> blame notepad++ then
00:54:47  <chillcore> don't do different in your patch
00:54:47  <Samu> it automated the tab
00:54:51  <chillcore> ok
00:55:58  <chillcore> also samu ... when I say something ... I do not blame
00:56:12  <chillcore> I just point out things that can be improved
00:56:25  <chillcore> would be nice if you took it that way
00:56:35  <chillcore> and don't try to blame someone else
00:56:42  <chillcore> MHL needs fixing
00:56:53  <chillcore> noone is to blame for the current state
00:57:14  <chillcore> eventhough I was less then happy at some point
00:58:23  <Samu> i could never detect this tab space on my own
00:58:28  <chillcore> I should post some scrreenies
00:58:39  <Samu> it's invisible
00:58:44  <chillcore> yes you could if you review your patch before posting
00:58:49  <chillcore> yes it is visible
00:59:08  <chillcore> as I am used to looking for such things It jumps out to me
00:59:17  <chillcore> trailing spaces is something else
00:59:17  <Samu> what I see is space, and aligned correctly with the other lines, hmm not visible
00:59:30  <chillcore> in the patchfile it shows
00:59:38  <chillcore> just check in v3 ;)
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00:59:51  <chillcore> in your source I can understand it does not
01:00:03  <chillcore> there are some hilarious whitespaces in trunk
01:00:18  <chillcore> that some peeps do not see because their editor hides it for them
01:00:40  <chillcore> I prefer plaintext with only syntax highlighting
01:00:42  <Samu> hiding what's invisible, uhm... :(
01:00:47  <chillcore> no auto indent
01:01:13  <chillcore> yes removing whitespace in the editor but not in the actual code ;)
01:02:28  <chillcore> just like visual studo puts else on a new line while noone does that ever
01:03:01  <chillcore> there is n o standard when it comes to style
01:03:13  <chillcore> compiler gives a shizz
01:06:39  <Samu> can I delete the 3rd version and place the 4th in its place?
01:06:45  <Samu> else I'd have to create a new post
01:07:10  <chillcore> how many peeps downloaded ... if 1 that is me so sure
01:07:16  <Samu> k
01:07:30  <Samu> I'll still call it 4th version anyway
01:07:38  <chillcore> k thx
01:08:55  <chillcore> if peeps have downloaded you want to keep it so you can check later if you get bugreports and such
01:09:01  <chillcore> in general
01:10:03  <Samu> post done
01:10:10  <Samu> hope everything is alright this time
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01:13:09  <Samu> ok thanks for all the help
01:13:15  <Samu> now I gotta go sleep
01:16:37  <chillcore> sleep is overrated :P
01:16:41  <chillcore> good night ;)
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01:26:11  <chillcore> more screensies posted eddi, this is what you had in mind, I think.
01:42:43  <Eddi|zuHause> i won't look at it tonight
01:43:44  <chillcore> np eddi, was just letting you know. I am never in a hurry whenn it comes to things like this ;)
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02:04:42  <chillcore> nappy time. good night all
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07:05:57  <Terkhen> hello
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07:06:35  <andythenorth> hmm
07:06:54  * andythenorth forgot that vehicles are capped to 8/8 long :P
07:07:46  <Alberth> moin
07:07:51  <andythenorth> o/
07:08:07  <V453000> asdf hy
07:08:12  <V453000> quite an achievement andy :P
07:08:16  <V453000> can hack it though, no?
07:08:28  <Alberth> /me buys an axe
07:10:50  <andythenorth> V453000: cba
07:10:59  <andythenorth> shorter vehicle ftw
07:11:00  <V453000> its not like it is a lot of work
07:11:49  <andythenorth> tmwftlb
07:17:44  <andythenorth> biab
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07:21:53  <chillcore> goeiemorgen morgen
07:22:18  <chillcore> but today to :P
07:22:26  <chillcore> hello all
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07:56:29  <andythenorth> semver is all well and good
07:56:41  <andythenorth> but what does ‘break API compatibility’ mean in context of a newgrf?
08:02:33  <Alberth> probably that some parameters change meaning
08:03:20  <Alberth> which means that any newgrf that use those parameters also change
08:03:41  <Alberth> and of course, since the change is after release, the newgrf isn't designed to handle that
08:04:04  <Alberth> hmm, false, that's ABI compatibility
08:04:13  <andythenorth> I was thinking more about when I bump something to 2.x.y
08:04:15  <andythenorth> or whatever
08:04:37  <andythenorth> savegame compatibility is bumped frequently without declaring a major version
08:04:55  <andythenorth> maybe semver doesn’t apply if you’re not a library / don’t have an external API
08:05:04  <Alberth> right, it thus means that when you compile your newgrf with a new nmlc or grfcodec, the parameters are interpreted differently
08:05:51  <Alberth> old savegames are converted to the new situation upon load
08:06:21  <Alberth> and since we preserve old behavior, everything continues to function as originally intended/designed
08:06:45  <Alberth> obviously, that implies we cannot drop any behaviour
08:07:18  <andythenorth> he
08:07:22  <Alberth> we can only move or merge behaviour, or add new behaviour
08:07:34  <andythenorth> I was asking purely about when I bump the version of Iron Horse or whatever :)
08:07:44  <andythenorth> but I didn’t frame it quite that way
08:07:52  <Alberth> quite :)
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08:08:42  <Alberth> hmm, not sure
08:09:43  <Alberth> perhaps when you change the set of vehicles (or their stats) sufficiently that people should not see it as a simple upgrade/fix?
08:10:18  * chillcore produced some screenies that Alberth should like better.
08:10:38  <chillcore> please don't let me interrupt the conversation ;)
08:10:41  <Alberth> ie loading speed fix is not a new version, as the original intention never was instant loading
08:11:16  <Alberth> thanks chillcore
08:11:35  <Alberth> the early screenies look more playable :)
08:12:19  <Alberth> but it's mostly whatever the author considers as breaking the old design, I guess
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08:15:17  <chillcore> yes I guess so alberth, there should be something for everyone in the end
08:15:44  <chillcore> for me OpenTTD has always been and will always be about choices and the freedom to make them
08:16:02  <Alberth> looks good
08:16:16  <Alberth> btw   coming is written with 1 m  :)
08:16:56  <Alberth> cumming is not, but that has a very different meaning :p
08:17:17  <chillcore> hihi, thanks for the hint
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08:52:39  <supermop> fruit plantation in arctic
08:52:44  <supermop> has pine trees
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08:53:19  <Alberth> :)
08:53:23  <supermop> this brewery is going to be making liquor from pinecones
08:53:55  <supermop> maybe they are tall and pointy juniper bushes, and it will be making gin
09:01:25  <chillcore> hmm 2 parts gin, one part red bacardi, tonic and lemon ... njummie
09:03:11  <chillcore> ^^^ recipy from my old bosses wife, don't tell her I gave to to you for free as she sells that stuff now as coctail of the house. :P
09:03:21  <chillcore> s to/it
09:04:20  <supermop> hmm even if i get the plantation to go gung-ho it will only produce enough to fill two container carriers
09:04:35  <supermop> but a two-car train looks silly
09:05:43  <Alberth> who says 'pine trees' in OpenTTD are like you know them?
09:07:27  <supermop> maybe the production is so low because they just planted a foreset, and then they go gather berries from the bushes beneath the trees
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09:34:16  <chillcore>
09:34:32  <chillcore> I feel 18 again ... jump jump jump
09:34:36  <chillcore> :P
09:36:27  <V453000> laym xd the doombox should keep playing even with vocals on :P
09:37:00  <chillcore> ye ... did not want to post too extreme hardcore ;)
09:37:29  <V453000> DUH :D
09:37:45  <chillcore> this is stll kinda tame TBH
09:38:24  <V453000> y
09:38:56  <chillcore> I'll post some pics of birdie soon too, got her on cam ... and two blue eggsies
09:39:20  <V453000> wat bird
09:39:49  <chillcore> need to boot windoze to get them off ipad; not uploading from hacked ipad and with geo loc ans stufss
09:40:53  <chillcore>
09:41:11  <chillcore> got a male too but he is still shy
09:42:04  <V453000> :)
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09:54:41  <Wolf01> hi hi
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09:59:41  <Alberth> hi hi
10:04:04  <GriffinOneTwo> which server can you make pinetrees into liquor?
10:04:14  <GriffinOneTwo> or grf for that matter
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10:27:51  <Alberth> FIRS has a brewery, and ECS has one too iirc
10:33:16  <Alberth> is git grep really just grep with some small additions?
10:38:57  <Alberth> argh, bloody useless git tools
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10:46:44  <chillcore> g(h)it them with a hammer :)
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10:48:18  <Alberth> yeah, I would hope people building tools would make them useful :p
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10:52:20  <chillcore> hehe ... you're grepping history? you could have 27000 svn checkouts and ack-grep the folder they reside in :P
10:52:26  <chillcore> on second thought ...
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10:53:14  <Alberth> thg has a nice annotate mode for browsing
10:53:25  <chillcore> yes
10:53:34  <chillcore> if only it showed everything
10:54:10  <Alberth> for now, I still have to find a git tool that shows anything
10:54:21  * chillcore is very happy with ack-grep ... thx for suggesting
10:54:42  <Alberth> it sucks at history browsing :p
10:54:51  <chillcore> before I only used docs and my instinct to find stuffs
10:55:05  <Alberth> great brain exercise :)
10:55:31  <chillcore> ye and you see lots of little things you did not search for but are still nce to know
10:56:18  <chillcore> but slow method is slow
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11:12:22  <frosch123> Alberth: did we consider the idea to add a "English (proofread)" language to eints?
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11:12:53  <Alberth> not that I am aware of
11:19:06  * chillcore retros
11:19:21  <chillcore> fisrt song should be "alice in wonderland"?
11:19:34  <chillcore> been looking for that for a long time ...
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11:19:49  <chillcore> anyhoo
11:21:09  <peter1138> Sounds terrible.
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11:21:34  <chillcore> ye crackles it seems    woopsie
11:22:15  <chillcore> crackles is retro too :P
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11:26:18  <Wolf01> just found a "he's" in place of "his" browsing the interwebz... bah, it looks worse than their => they're
11:27:05  <chillcore> in some languages it is like that ... i makke that mistake often
11:27:11  <chillcore> make*
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11:28:22  <frosch123> Alberth: :)
11:29:36  <chillcore> wolf: how do you write that correctly? ... or do you always write his in full?
11:29:45  <Wolf01> here people very often forget that "o" (subjunctive/disjuntive) and "ho" (verb, possession) are different
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11:30:23  <Wolf01> I always write "his/her/its" for possession
11:30:47  <chillcore> k then there is no room for error indeed
11:33:20  <peter1138> "<name> his" instead of "<name>'s" is a weird one that .nl people do
11:34:12  <Wolf01> I use 's only on names, in all other cases it mean "is" for me
11:34:13  <frosch123> it's funny, because the same construct exists in bad/uneducated german
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11:35:13  <Alberth> frosch123: don't like the 'non-commit' part, it means eints gets project state of its own
11:35:18  <frosch123> "Der Dativ is dem Genitiv sein Tod."
11:35:30  <frosch123> +t
11:35:57  <frosch123> Alberth: technically it already has :p
11:36:05  <frosch123> i.e. the string history
11:36:06  <chillcore> ye we are though that way ... "chillcore's" instead of "chillcore zijn"
11:36:59  <Eddi|zuHause> chillcore: i took a look at the images. i think the roughness is about right now
11:37:31  <chillcore> nice to know thanks for the feedback, much appreciated ;)
11:37:33  <Eddi|zuHause> chillcore: as for the "alpinist", i'd expect more pointy hilltops, and extensive strings of valleys. not sure how that is possible with perlin noise
11:38:13  <chillcore> they are pointy enough really ... from time to time I still get unplayable maps
11:38:15  * Wolf01 ^^^ wants it too
11:38:38  <peter1138> I had pointy valleys with my landscape generator!
11:38:39  <chillcore> if you disable variation eddi ..
11:38:47  <peter1138> Variation smells.
11:38:56  <chillcore> it varies too much yes
11:39:02  <Eddi|zuHause> i always use variation
11:39:29  <chillcore> ye but as peter points out ... needs tuning there
11:39:32  <Eddi|zuHause> meaning the 5 times i actually played the game since the feature was introduced :p
11:40:03  <Eddi|zuHause> of course peter1138 is discontent with variation. he implemented it :p
11:40:12  <chillcore> hehe
11:40:35  <chillcore> rubidium already improved it a  bt in trun not so long ago
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11:40:49  <chillcore> he commented that there is rom for improvment still in the source
11:40:59  <peter1138> It can be improved by ripping it out.
11:41:13  <peter1138> Then replacing it multiple perlin runs.
11:41:14  <chillcore> could yes
11:41:37  <Eddi|zuHause> i always thought we need a tectonics map generator
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11:42:01  <chillcore> I have nine perlin params + scale
11:42:34  <peter1138> Using abs() on perlin gives you sharp valleys.
11:42:36  <chillcore> from before variation was added, and  tune with it off TBH
11:42:40  <Eddi|zuHause> perlin has the problem that on large scale, it looks very very uniform
11:42:56  <peter1138> Multiplying perlins together gives you variety.
11:43:09  <chillcore> ye momentarily it is a bit too squary too eddi
11:43:24  <peter1138> That's partly due to our perlin algorithm.
11:43:26  <chillcore> I'll try and tackle thatafter I have my light version for 1.5
11:43:47  <Eddi|zuHause> yes, it's not something you fix in a few days :p
11:43:55  <peter1138> It's fast but can't do nice smoothing.
11:44:12  <chillcore> for now I'll be really happy if peeps get playable maps in stable
11:44:38  <chillcore> 512** is giving me some probs
11:44:56  <chillcore> can't decide if it should be considered small large map or another seperate array
11:45:12  <Eddi|zuHause> make intermediate
11:45:13  <peter1138> It's large.
11:45:28  <chillcore> I can do small and large but 512 ... always turn out wrong either way
11:45:36  <chillcore> somehow
11:46:01  <Eddi|zuHause> i feel like 512 should be the standard size
11:46:35  <peter1138> Sadly, "proper" perlin vs our perlin is orders of magnitude slower.
11:46:50  <chillcore> hmm ...
11:47:04  <chillcore> it is kinda out of my league
11:47:13  <chillcore> the code behind that is
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11:47:43  <Wolf01> make it like 2x256
11:47:47  <peter1138> I never got around to trying to understand that javascript tectonic simulator.
11:48:38  <chillcore> hehe wolf
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11:50:03  <chillcore> wolf: the number of perlin params 'used' is dependant on smallest mapsize
11:50:30  <chillcore> 128 * 128 is kinda the same in terms of result as 102 4* 128
11:50:38  <chillcore> not kinda it is
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11:50:51  <chillcore> just that there s more room for smoothing it out
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11:51:47  <Wolf01> I suspected that, but I never tried the same seed with different map sizes, only grayscale maps
11:52:04  <chillcore> making it depend on largest mapside yields interesting results but not very good in general
11:52:30  <chillcore> especially when you have water borders on
11:53:08  <chillcore> ^^^ which adds another layer of compexity and also makes more pinty terrain
11:53:30  <chillcore> complexity and pointy*
11:54:36  <chillcore> I should not have taken of this keyboard of laptop to clean dust ... shoud remove and put it back in a non bent way :P
11:54:44  <chillcore> that and cookies
11:55:03  <Wolf01> and lunch
11:55:13  <chillcore> and coffee
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11:56:36  <chillcore> why do they build these things in such a stupid way anyways
11:56:57  <chillcore> can not remove innerworks wthout removing keyboard
11:57:26  <chillcore> need to replace my jacked jack too ...
11:57:56  <Rubidium> with my laptop you can't remove the keyboard without removing the innerworks
11:58:04  <chillcore> ye
11:58:19  <chillcore> same here but keyboard is glued and ... oh well
11:58:37  <chillcore> should replace laptop but moneyz ...
11:59:07  <chillcore> maybe next year or so
12:00:09  <chillcore> perhaps I could sell minecraft mods :P
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12:03:35  <DorpsGek> Commit by translators :: r27201 /trunk/src/lang (english_US.txt latin.txt) (2015-03-21 18:45:26 +0100 )
12:03:36  <DorpsGek> -Update from WebTranslator v3.0:
12:03:37  <DorpsGek> english_US - 4 changes by Supercheese
12:03:38  <DorpsGek> latin - 4 changes by Supercheese
12:03:41  <TrueBrain> ty DorpsGek
12:03:44  *** KouDy [~koudy@] has quit [Quit: leaving]
12:05:28  <TrueBrain> cycling our frontend web proxy, expect some minor downtime of :)
12:06:07  *** KouDy [~koudy@] has joined #openttd
12:06:11  <chillcore> but people just started reporting it worked ... one after another XD
12:06:56  <TrueBrain> something something OpenSSL leaks something
12:07:12  <chillcore> freak vuln?
12:07:31  <chillcore> or the previous one still?
12:07:57  <peter1138> Constant supply of vulnerabilities, I think :p
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12:08:05  <chillcore> ye
12:08:15  <TrueBrain> the 19th they released ... 10 CVEs?
12:08:19  <TrueBrain> it was their release day or something
12:08:42  <chillcore> only solution is re-doing interwebz
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12:09:21  <chillcore> Truebrain I think it is more a case of keeping things silent untill no longer possible
12:09:39  * chillcore keeps quit about that phonecall to apple I made last month
12:09:48  <TrueBrain> security by obscurity \o/
12:09:53  <chillcore> ye
12:10:01  <TrueBrain> that has served us SO WELL in the past
12:10:04  <GriffinOneTwo_> !info
12:10:16  <TrueBrain> something @kick something wrong channel
12:10:31  <chillcore> True the baddies already know for a very long time
12:10:42  <chillcore> me is not baddie but ...
12:11:09  <chillcore> I hate devs that abuse stuff I inform them about
12:11:24  <chillcore> BIG NAME or not Mr. molyneux
12:12:05  <chillcore> anyhoo ... later more details when I get permission to disclose
12:13:04  <chillcore> apple cares at least ... steam does not :/
12:13:30  <chillcore> perln noise ... yay
12:14:31  <TrueBrain> we found a way to crash any ipad visiting a website; always, repeatable, on all types
12:14:33  <TrueBrain> reported it
12:14:36  <TrueBrain> "investigating"
12:14:39  <TrueBrain> for 6+ months now
12:14:45  <chillcore> hehe ...
12:14:49  <TrueBrain> what can I say ...
12:15:03  <peter1138> Bah my phone is so fricking slow now :S
12:15:16  <chillcore> this one is worse ... abuse comes from genuine devs
12:15:18  <chillcore> not users
12:15:35  <TrueBrain> security is overrated; just ditch is, and share all your info with everyone
12:15:38  <TrueBrain> solves all these issues
12:15:44  <TrueBrain> if anyone can wire money from any account
12:15:50  <TrueBrain> nobody would try to steal from you anymore :)
12:15:50  <chillcore> yep same as with DRM
12:16:13  <TrueBrain> *watches StarTrek again, just because he feels like it*
12:16:43  <Eddi|zuHause> star trek 8 is the best
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12:18:30  <chillcore> but in regards of info ... I just don't spread it voluntarily
12:18:49  <chillcore> can be found but needs digging a lot
12:19:28  <TrueBrain> 5 ingame euros?
12:19:29  <TrueBrain> 10?
12:20:01  <chillcore> eg. apple and MS asked my  name and I said nope you don't need it for this
12:20:21  <chillcore> ticket has my e-mail adress and that is it
12:20:34  <TrueBrain> all they need is 1 call to the NSA :P
12:20:37  <TrueBrain> *Trolls happily*
12:20:43  <chillcore> take it or leave it
12:20:46  <chillcore> yeah
12:20:57  <chillcore> then they need to contact my ISP
12:21:08  <chillcore> I have no prob with that
12:21:28  <chillcore> national security is national securtiy ... no matter the country
12:21:33  <chillcore> not just NSA
12:21:54  <TrueBrain> my troll was that they dont need to contact your ISP :P
12:21:56  <Eddi|zuHause> in my country they called it "Stasi"
12:22:04  <chillcore> BOB here
12:22:12  <chillcore> k truebrain
12:22:23  <chillcore> *trolls back later* :P
12:22:38  <TrueBrain> I imagine they have something like
12:22:44  <TrueBrain> where you can google for all kinds of private information about people
12:22:47  <TrueBrain> :D
12:23:01  <chillcore> ye they get a free pass into databases
12:23:12  <chillcore> cause asking each time is to cumbersome
12:23:47  <chillcore> ofcourse noone knows that and they certainly do not check on americans :P
12:24:02  <Eddi|zuHause> google knows everything.
12:24:26  <chillcore> I can not check google is on my blacklist
12:24:34  <Eddi|zuHause> chillcore: how does that even matter, since none of us are amaricans?
12:24:57  <chillcore> just that they tell americans that
12:25:25  <chillcore> "we check on the whole world ... but not on you ... except when you talk to a non-american"
12:25:32  <chillcore> just too funnny for words
12:26:19  <Eddi|zuHause> the german government's reaction was weird as hell...
12:26:28  <Eddi|zuHause> "we don't care that you spy on all germans"
12:26:48  <Eddi|zuHause> "wait, with 'all germans' you meant INCLUDING THE CHANCELLOR?!?"
12:28:12  <chillcore> BOB their reaction is fine ... "yes we keep records on you ... no we will not tell if we have a dossier on you personally"
12:28:23  <chillcore> and ye eddi
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12:38:47  * chillcore tunes
12:39:02  <chillcore> 22nd so plenty of time left :P
12:39:49  <chillcore> code is up for review if desired btw
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13:01:10  <Samu> hi
13:10:28  <chillcore> o/
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13:24:32  <chillcore> hmm would it be feasable to have a button/message box to mark seeds as no good just after generating maps?
13:24:51  <chillcore> as in you generate a map and OpenTTD asks if the map is any good
13:25:14  <Alberth> for the purpose of ...?
13:25:21  <chillcore> but then again some troll will just mark them all as no good is stored somewhere
13:25:39  <chillcore> some seeds are just shitty
13:25:55  <chillcore> there is int32 of them
13:26:16  <chillcore> re-generating the map is it is now works
13:26:25  <chillcore> s is/as
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13:26:50  <chillcore>  was thinking somethng like a central repo with a list that feeds into trunk
13:26:59  <chillcore> not directly ofcourse
13:27:22  <chillcore> but say you as player choose to participate in testing/tuning
13:27:35  <Alberth> @calc 2**(32-3)
13:27:35  <DorpsGek> Alberth: 536870912
13:27:45  <chillcore> more
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13:28:00  <Alberth> 1 mere 537MB bits
13:28:07  <chillcore> ah like that
13:28:15  <chillcore> ye
13:28:21  <frosch123> chillcore: the meaning of a seed changes with a dozen of settings and ottd versions
13:28:31  <chillcore> it does?
13:28:42  <chillcore> hmm ...
13:28:53  <frosch123> a hilly map will look different to flat map, even when using the same seed :)
13:28:55  <Alberth> assuming you can agree on the concept of 'good seed' (or 'bad seed') for that matter
13:29:05  <chillcore> ye
13:29:08  <frosch123> changing the map size will also make it look different
13:29:30  <frosch123> changing certain advanced settings will also affect it
13:29:32  <chillcore> shit map is shit map ... but indeed the setting can make it better
13:29:37  <frosch123> like water/land borders
13:29:43  <chillcore> bad idea nvm
13:29:58  <chillcore> damn
13:29:59  <frosch123> just add a map preview :)
13:30:09  <chillcore> just he sais ...
13:30:13  <chillcore> xD
13:30:26  <frosch123> worms 2 presented you with 5 map previews, and then you picked one of them, or discarded them all
13:30:38  <chillcore> hmm that may seem a good idea yes
13:32:17  <chillcore> but not something I can pull out of my hat in a sec
13:33:14  <chillcore> I has hats but never wear em
13:33:50  <chillcore> I should to cover my ever growing bald spot (that is  not there I swear)
13:33:54  <chillcore> xD
13:34:47  <chillcore> I told peeps to shoot me if I start to comb my hair over sideways
13:35:03  <chillcore> me has long hair still so that helps a bit
13:35:12  <chillcore> still not sideways xD
13:35:52  <frosch123> i used to wear headbands in winter, but had to switch to complete caps eventually :p
13:36:17  <chillcore> norlmally I drive bikes all the time so helmet
13:37:11  <chillcore> still cold-ish when on foot in winter
13:38:36  <chillcore> the strange thing is that it is 99% of the time 512 maps that do it
13:38:51  <chillcore> squarry low maps that just do not lookk good
13:39:06  <chillcore> maybe something happens with that in terms of params
13:39:22  <chillcore> ?
13:40:11  <chillcore> it is like they do not want to generate like 256** nor 1024**
13:40:23  <chillcore> and then other times it is fine
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13:43:06  <chillcore> don't know with what to compare it
13:43:29  <chillcore> bit like 'rallenti' on an engine
13:43:44  <chillcore> if thta is a word even
13:44:03  <chillcore> set it to low or to high and then engine still runs
13:44:28  <chillcore> but there is this sweet spot where an engine does not know what to do ... turn too fast or to slow
13:44:39  <chillcore> and then sometimes you get a runaway
13:44:46  <chillcore> that makes sense?
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13:49:30  <chillcore> maybe I should just go ahead and give 512** its own array
13:49:36  <chillcore> yay maintenance
13:50:16  <Alberth> generate a bigger map, and just a part?
13:50:55  <chillcore> it alreaydy does that kinda? or not?
13:51:15  <chillcore> but yeah that could be a solution
13:51:57  <chillcore> pretend that the smallest mapside is 1024 if it is actually 512
13:52:15  <chillcore> but maps do not have to be square
13:52:16  <Alberth> 3 more maps just for free :p
13:52:42  <chillcore> hehe ... it is a feature that has been asked for ... ingame enlargment of maps
13:52:56  <chillcore> can of worms
13:53:09  <Alberth> useless imho
13:53:19  <chillcore> not really
13:53:27  <Alberth> better make a scenario or a script that gives you more room
13:53:59  <chillcore> first fill 256 *256 and if full at that to one side
13:54:18  <chillcore> just that tile nummbering and distance from border
13:54:23  <chillcore> and and and
13:54:29  <chillcore> bad bad idea
13:54:58  <chillcore> s at/add
13:55:55  <Alberth> obviously you can do it by always having a 4096x4096 map, where you keep track of the size actually used
13:56:23  <chillcore> great zethusky on last page of android port ... "check my youtube channel"
13:56:38  <chillcore> whadda you know another referal cookie
13:56:41  <chillcore> anyhoo
13:56:59  <chillcore> yeah that would be an option
13:57:02  <chillcore> kinda
13:57:17  <chillcore> we have to abandon support for all olders ystems then
13:58:12  <chillcore> that map is +-700MB  in memory?
13:58:29  <chillcore> without anything on it
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13:59:10  <Samu> ops, i closed this window
13:59:34  <Alberth> well, it doesn't matter if there is stuff on it or not, you already have all the bits reserved :p
13:59:47  <chillcore> not vehicles
13:59:51  <chillcore> but yeah
14:00:38  <Alberth> I am fine with 1024x1024 as max size too :)
14:00:56  <chillcore> big enough for me too :)
14:01:02  <chillcore> more then big enough
14:01:53  <chillcore> can we forbid images with hidden links in them on tt-forums?
14:02:09  <chillcore> why can peeps not just post normal youtube links
14:02:24  <chillcore> instead of that stupid spyware shit
14:03:12  <chillcore> that is the same method they steal them steam accounts
14:03:20  <chillcore> look at pick and it is too late
14:03:38  <chillcore> -k
14:04:03  <chillcore> ofccourse if it is companies doing it is fine ... damned
14:04:22  <chillcore> double standards
14:04:45  <chillcore> perlin noise .... think happy thoughts ...
14:09:59  <chillcore> it even marked in logs as "refurl: tt-forums/topiclala youtube/v/string"
14:10:11  <chillcore> other wordings but yeah
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14:13:47  * chillcore ponders just straight up telling "Yow dude your signature has spyware"
14:14:21  <chillcore> me smokes sig while watching birdie
14:14:28  <chillcore> brb
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14:21:38  <chillcore> the ssad part about this BS ... browsing youtube itself does not give refcookies
14:21:45  <chillcore> noone would go there anymore
14:21:51  <chillcore> *ranting mode off*
14:24:17  <chillcore> Albert:  if I would try and generate abigger map and take a cutout ... how do I deal with mapedges and such if they are supposed to be water according to settings ...
14:24:35  <chillcore> seems to cause more troubs then it solves
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14:42:12  <Samu> hi
14:42:18  <Samu> i'm wondering what will I do next
14:46:01  <chillcore> something you can manage :P
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14:46:18  <chillcore> without someone else moving code for you  mean ;)
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14:47:01  <chillcore> deleting them canal tiles automatically when removing locks?
14:47:36  <chillcore> is still in line of what you were doing ...
14:47:37  <Samu_> is that good idea?
14:47:44  <chillcore> for me yes
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14:48:00  <chillcore> if lock was build on bare land that is
14:48:13  <Samu_> how would I guess that?
14:48:19  <chillcore> but you got that covered already
14:48:33  <chillcore> if it was river it restores river?
14:48:38  <Samu_> yup
14:48:42  <chillcore> or still canal tiles?
14:48:47  <chillcore> I have not checked
14:49:16  <chillcore> but yeah, again to me, the upper and lower tiles is part of lock
14:49:20  <Samu_> i didn't change lock code regarding that
14:49:31  <chillcore> deleting lock means deleting all of it?
14:50:41  <chillcore> I do not have your patch applied at the moment so can not immediatly test
14:50:45  <Samu_> building lock on river doesn't set any flag
14:51:11  <Samu_> let me make sure what's really happening in code
14:51:40  <chillcore> I mean what happens when you delete lock from river. does it leave canal tiles or just rive again?
14:51:50  <chillcore> you can test that ingame
14:52:11  <chillcore> you can do whatever ofcourse
14:55:44  <Samu_> ah, it retains the waterclass
14:55:47  <Samu_> static inline void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle)
14:55:59  <Samu_> * @param wc_lower Original water class of the lower part.
14:56:05  <Samu_> @param wc_upper Original water class of the upper part.
14:56:11  <Samu_> * @param wc_middle Original water class of the middle part.
14:56:15  <chillcore> k
14:56:27  <chillcore> no need to paste all that samu
14:57:03  <chillcore> "ah it retains the waterclass"  if peeps need the rest they will ask ;)
14:57:27  <chillcore> but cool you found the code
14:58:19  <Samu_> for the middle tile it is doing this check, WaterClass wc_middle = IsWaterTile(tile) ? GetWaterClass(tile) : WATER_CLASS_CANAL;
14:58:54  <chillcore> k ...
14:58:58  <Samu_> interesting magic
14:59:05  <Samu_> it doesn't even make use of a byte
14:59:09  <Samu_> oops, bit
14:59:14  <chillcore> no?
14:59:23  <Samu_> nop
14:59:39  <Samu_> just tells me how much I suck at logic
15:00:17  <Alberth> 7
15:01:45  <Alberth> no idea of the scale though
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15:08:01  <Samu_> well, for adding canal tiles if they're missing, that seems fine
15:08:26  <Samu_> auto-removing canals is, however... gonna be tricky
15:09:23  <Samu_> how could i make the game "guess" if there was a canal there
15:09:30  <Samu_> to decide if it removes it or not
15:09:42  <chillcore> hmm why would you?
15:10:08  <chillcore> when deleting canal destroy uppur an lower tile
15:10:21  <Samu_> what if there were canals there already
15:10:27  <Samu_> at those 2 tiles
15:10:30  <chillcore> your other patch shoud restore the river if there was river?
15:11:08  <chillcore> ye them two ... don't make it more complicated as needed ;)
15:11:28  <Samu_> what if the canals aren't mine
15:11:44  <chillcore> then you do not get to destroy the lock?
15:12:07  <chillcore> can you even build loc on canals that are not yours?
15:12:12  <Samu_> yes
15:12:18  <chillcore> hmm ok
15:13:01  <Samu_> it's a nice feature isn't it?
15:13:10  <chillcore> and what happens then on removal ? middle tile still gets destroyed still
15:13:22  <chillcore> no it is  not really
15:13:28  <chillcore> again to me
15:13:45  <Samu_> upper and lower tiles can be of any owner
15:14:11  <chillcore> on roads you gave a setting to allow bus/truck stops or not frpm cometitors
15:14:15  <Samu_> middle tile owner is the real lock owner
15:14:24  <chillcore> ye that I know
15:15:05  <Samu_> middle tiles also dictates the owner of the lock part at the upper/lower tiles, but the canal under it may have other owner, it's something tricky going on
15:15:26  <chillcore> I have no idea
15:15:26  <Samu_> don't know if im explaining myself correctly
15:15:53  <chillcore> I get it
15:16:06  <Samu_> the tile that tells who actually owns the lock is the middle tile
15:16:07  <chillcore> I did read that code once but not for that
15:16:31  <chillcore> huhu I said I know ;)
15:16:47  <chillcore> 6 lines back, 7 now
15:17:23  <Samu_> :)
15:17:30  <chillcore> xD
15:18:00  <chillcore> if it is too complicated leave it be ...
15:18:10  <chillcore> good for later then
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15:18:19  <Samu_> i like the feature though
15:18:30  <chillcore> then don't touch it
15:19:03  <Samu_> i mean, the feature of being able to have the upper and lower parts of a lock placed on canals owned by competitors
15:19:22  <chillcore> in that case you say "I like it too much, if you really want it ... it is open source be my guest"
15:19:26  <chillcore> :P
15:19:49  <chillcore> next
15:20:03  <Samu_> the topic was created precisely because of this
15:20:17  <chillcore> k no prob
15:20:19  <Samu_> to expand the feature for the other water-based structures
15:20:30  <Samu_> ship depots/docks
15:20:46  <Samu_> but so far I dunno how i could achieve that
15:20:58  <chillcore> 1 thing at a time
15:21:36  <chillcore> look at the other code where it is already possible
15:22:33  <Samu_> I thought storing two owners was the answer
15:22:58  <Samu_> now that I lock at the lock code, it's not storing two owners
15:23:18  <Samu_> I look at the lock code*
15:23:22  <Samu_> typo
15:23:41  <chillcore> * means typo
15:23:45  <chillcore> anyhoo
15:25:20  <Eddi|zuHause> well... that was to be expected... i leave the room for 5 seconds, and the cat sits in my spot...
15:25:37  <chillcore> nice and warm
15:29:09  <Samu_> are there "virtual" tiles?
15:30:25  <chillcore> void tiles at map border
15:30:49  <chillcore> not sure what else you mean
15:32:11  <Samu_> lock tile - delta points to middle tile for lock owner, but also for itself for canal owner
15:32:19  <Samu_> lock tile + delta points to middle tile for lock owner, but also for itself for canal owner
15:32:37  <Samu_> lock tile tells the other 2 tiles who owns the lock
15:32:38  <Eddi|zuHause> that sounds like a terrible idea
15:32:55  <Samu_> ship depot only have 2 tiles though :(
15:33:20  <Samu_> there is no middle tile, I thought of a "virtual" tile to indicate the ship depot owner instead, but hmm... i dunno
15:36:33  <Samu_> dock, hm...
15:36:41  <Samu_> one tile is at land, the other at sea
15:36:47  <Samu_> erm, water*
15:36:52  <chillcore> ye
15:37:04  <chillcore> and must be the correct slope too
15:37:21  <Samu_> i think i can do what's currently happening to locks and apply to docks
15:37:39  <Samu_> i may leave ship depots for later
15:38:13  <Samu_> okay, gonna try editing docks, brb
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16:21:25  <Alberth> o/
16:22:12  <DanMacK> Hey hey
16:23:23  <Samu> my net is intermitent today
16:24:29  <Eddi|zuHause> internettent?
16:25:01  <__ln__> who has not played Cities: Skylines yet?
16:25:12  <Alberth> /me raises hand
16:25:22  * Eddi|zuHause as well
16:25:44  <Eddi|zuHause> i did put it on my steam wishlist, though
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16:30:27  * chillcore put hands in the air and waves like he don't care
16:30:38  <chillcore> they sell it somwhere else?
16:33:39  <chillcore> like in a store, on a disc that works offline?
16:34:32  <Alberth> offline? what's that?
16:34:39  <Alberth> :)
16:35:20  <Eddi|zuHause> you can just run steam in offline mode, you know?
16:35:35  <chillcore> I know ... 20% of games
16:35:36  <Eddi|zuHause> most games only require you to be online once
16:35:49  <Eddi|zuHause> at least most games i have
16:35:58  <chillcore> tough for them, proppelerhead misses out on 500 euros too
16:36:06  <chillcore> but I get your drift
16:36:13  <Eddi|zuHause> if you stay away from origin crap and stuff
16:36:25  <chillcore> origin works fine offline all games I have
16:36:32  <chillcore> not that many
16:36:46  <chillcore> steam for the most part too ... still
16:37:04  <Alberth> I think it's a big market
16:37:15  <chillcore> no offline is no sale
16:37:52  <Alberth> xbox lives off online stuff afaik
16:38:09  <chillcore> xbox games work fine ... just do not connect
16:38:31  <Alberth> oh, I am wrong thus :)
16:38:38  <Alberth> k, good to know
16:38:50  <chillcore> xbone may be something else I don't know
16:39:02  <chillcore> but 360 just fine
16:39:26  <Alberth> online stuff is more in the media, I guess
16:40:05  <chillcore> true and bigger sales and tracking and microtransctions and push notifications and automatic updates
16:40:14  <chillcore> ^^^ this no more for me
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16:42:04  <chillcore> consoles for the win
16:42:15  <chillcore> and openttd ofcourse xD
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16:49:30  <chillcore> but setam does offer refunds to eurpope now
16:49:33  <chillcore> steam*
16:49:49  <chillcore> I might buy it and ask refund just to piss em off :P
16:50:22  <chillcore> hmm but then my money is in wallet ... going to wait a few more months
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16:53:25  <chillcore> besides they still own me HL2 ep 2 ... payed for never received it
16:53:42  <chillcore> because I already had it
16:54:20  <chillcore> stupid reason ... they could have let me give it away
16:55:40  <chillcore> offline cds don't do that ... I have multipke games two or three times
16:55:46  <Samu> yay, looks like I did it
16:56:25  <Samu> now have to take care of water maintenance ownership
16:56:35  <Samu> canal* maintenance
16:56:54  <chillcore> in regatds of?
16:57:05  <chillcore> regards*
16:57:13  <Samu> docks can be built on canals owned by opponent
16:57:49  <chillcore> so now you can block other peeps ... make it SP only please
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16:58:32  <chillcore> or a switch for the server owner to decide
16:59:09  <Samu> uhm...
16:59:11  <Samu> why
16:59:16  <Samu> locks
16:59:18  <chillcore> but congrats you did it
16:59:19  <Samu> do the same thing
16:59:21  <chillcore> griefing
16:59:27  <chillcore> ye
16:59:38  <Samu> and they don't have a setting
16:59:46  <chillcore> ships can still pass
16:59:51  <chillcore> it water
17:02:32  <chillcore> with raods too ... if server allows it you can build on competitior roads
17:02:54  <chillcore> you can stop your vehicles there but if vehicles wait for too long they clip through anyway
17:03:18  <chillcore> IIRC
17:04:37  <chillcore> you could do that later if you prefer dong something else first
17:04:48  <chillcore> was just a suggestion
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17:08:59  * chillcore looks for gameplay vid of city skylines to see what all this commotion is about
17:14:00  <Samu> i just blocekd with a lock
17:14:22  <chillcore> 1st 2 seconds I see window with "new DLC available now on steam"
17:14:30  * chillcore closes window
17:16:07  <chillcore> ye that is why it needs a swich samu
17:16:11  <frosch123> should we add such message to ottd?
17:16:22  <chillcore> I'll fork and be gone
17:16:22  <frosch123> "50 new files available in content download"
17:16:26  <chillcore> hehe
17:16:36  <chillcore> no thanks
17:16:38  <chillcore> xD
17:16:45  <frosch123> or should we reverse it?
17:16:56  <frosch123> you cannot download stuff if you downloaded more than 50% of it
17:17:08  <chillcore> if there is a button where you choose to see such stuffs fine
17:17:34  <chillcore> if it is in your face when you start the game ... meh
17:18:32  <chillcore> but that is just me
17:20:22  <chillcore> if NewGRFs were to autoupdate like steam does a lot of players would have broken games now
17:20:34  <Eddi|zuHause> frosch123: but content download is more like steam workshop, not actual DLC?
17:20:48  <chillcore> remember what 'that' user did when he left
17:21:27  <Samu> griefing lock!770&authkey=!AIdV1gspfQd9DQc&v=3&ithint=photo%2cpng
17:21:49  <chillcore> and for what
17:21:58  <Eddi|zuHause> chillcore: but you got that backwards. if there was infrastructure to autoupdate newgrfs, newgrfs would be made more backwards compatible
17:22:10  <chillcore> someone used the wrong nr in his own grf by misstake
17:22:13  <chillcore> true eddi
17:22:40  <chillcore> problem is when an update breaks your game ... what then
17:23:10  <chillcore> you can not revert because autoupdate
17:23:22  <chillcore> I once uploaded two screenshots to steam
17:23:30  <chillcore> impossible to remove them from my HDD
17:23:43  <chillcore> even if no longer available on steam
17:23:44  <Samu> I don't know what to do now
17:23:54  <chillcore> they keep comming back in my userfolder
17:23:59  <chillcore> has been two years now
17:24:14  <Samu> you could already grief with locks
17:24:41  <Eddi|zuHause> i think you're just missing the right function to remove them off "the cloud"
17:24:53  <chillcore> I deleted them in the client
17:24:59  <chillcore> then in my folder
17:25:10  <chillcore> I move to other pc tadaa
17:25:24  <chillcore> damn I am ranty today
17:25:26  <chillcore> sorry
17:29:31  <chillcore> ye samu you could aways ... that is why there should not be more ways added if possible
17:30:11  <Samu> docks at least are removed when bankrupting a company
17:30:17  <Samu> locks are not
17:31:00  <Samu> that special setting you talked about, i wonder how can that be done
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17:32:38  <DanMacK> @seen andythenorth
17:32:38  <DorpsGek> DanMacK: andythenorth was last seen in #openttd 9 hours, 24 minutes, and 53 seconds ago: <andythenorth> but I didn’t frame it quite that way
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17:33:48  <chillcore> settings ini, and then some
17:35:24  <chillcore> hmm let me check if I have some smallish patch or can find a commit that adds as setting and nothing more
17:35:40  <chillcore> the line  thickness for graphs ... that is just that
17:36:11  <chillcore> let me check what revision that was
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17:41:09  <Alberth> o/
17:41:12  <Samu> there's a setting for road stations
17:41:22  <andythenorth> o/
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17:41:29  <Samu> could I re-use that setting?
17:41:31  * andythenorth proposes Score Scripts
17:41:45  <Samu> let me find it
17:42:16  <andythenorth> with interface based on standard items, like ‘experience points’, ‘level up’, ‘daily challenge’ etc
17:42:58  <Alberth> means nothing to me, but fair enough
17:43:00  <andythenorth> gamescripts could issue events, which bubble to the scorescript
17:43:04  <andythenorth> or to newgrfs
17:43:08  <frosch123> challenge of the day: configure firs to use basic economy
17:43:11  <andythenorth> newgrfs could also issue the same events
17:43:24  <Samu> "Allow drive-through road stops on roads owned by competitors"
17:43:25  <andythenorth> scorescript could also respond to event bubbling by bubbling new events
17:43:41  <Samu> this setting, can i reuse this for docks and apparently locks?
17:43:46  <andythenorth> we would need an event queue, event dispatcher, and event factories
17:43:52  <chillcore> ye
17:43:56  <andythenorth> and we’d need a score clearing house singleton
17:43:58  <Samu> or is it better to create a whole new setting?
17:44:02  <andythenorth> to arbitrate which score is applied
17:44:06  <chillcore> no that one is fine
17:44:12  <chillcore> samu
17:44:24  <andythenorth> we’d also need it to be fully-playable configurable
17:44:26  <andythenorth> player *
17:44:30  <Alberth> a bubble queue, bubble dispatcher, and a bubble factory, hmm
17:44:33  <andythenorth> yes
17:44:44  <Samu> ok
17:45:06  <andythenorth> but players shouldn’t *have* to configure, it should use heuristics to auto-adapt to map, etc
17:45:24  <andythenorth> configuration is just for experts who want a specific play style
17:45:36  <Alberth> that;s easy, just try all scores, and pick the highest one
17:45:39  <DorpsGek> Commit by translators :: r27202 /trunk/src/lang (catalan.txt korean.txt) (2015-03-22 18:45:30 +0100 )
17:45:40  <DorpsGek> -Update from WebTranslator v3.0:
17:45:41  <DorpsGek> catalan - 1 changes by juanjo
17:45:42  <DorpsGek> korean - 1 changes by telk5093
17:45:45  <andythenorth> I like that heuristic
17:45:52  <chillcore> samu: after you get it working maybe adjust the string too in lang file
17:45:53  <andythenorth> we’d also need a levelling / normalisation function
17:46:09  <andythenorth> because players need to be able to compare against the performance of other players
17:46:23  <andythenorth> who might be playing a totally different map, GS, etc
17:46:39  <Alberth> we need something with several dimensions
17:46:39  <andythenorth> there are probably some useful universal metrics
17:46:47  <andythenorth> but these should all be optional / configurable
17:46:49  <Alberth> laid out in an octagon
17:47:00  <andythenorth> the normalised benchmarks should still be tweakable by players
17:47:39  <andythenorth> there’s no reason to force the centralised universal reference point to be the same for everyone
17:48:13  *** oskari892 [] has quit [Ping timeout: 480 seconds]
17:48:20  <Alberth> of course it should be distributed, you could disagree with the central one
17:48:53  <andythenorth> yes
17:49:02  <andythenorth> or you might not be winning on the centralised one
17:49:08  <Alberth> maybe have a configuration for each reference
17:49:09  <andythenorth> if you change it you might win
17:49:49  <Alberth> it needs likes too, how else would you know which one to use?
17:50:38  <andythenorth> star ratings
17:50:45  <andythenorth> in fact, there should be a meta-score
17:50:48  <andythenorth> which scores the score scripts
17:50:50  <Alberth> people should post the save game at tt-forums, so other can check
17:51:29  <Alberth> sounds spiffy
17:52:47  <chillcore> hehe ... and a voice that mocks you if you are just one point under the highest score
17:53:34  <Alberth> "almost.... hope you have better luck next time!"
17:54:00  <andythenorth> actually we should make a smarter heuristic
17:54:24  <andythenorth> at the beginning of the game ask “how long do you want to play for"
17:54:31  <andythenorth> player puts in 120 minutes or whatever
17:54:39  <chillcore> "buy extra points now, valid till yesterday"
17:55:06  <Alberth> nah, bubbles rather than points
17:55:15  <andythenorth> at 120:00 we run a random choice: “You win” (0.66), “You lose” (0.33)
17:55:24  <chillcore> hmm someone might sue you if you make em pink
17:56:06  <Alberth> triangular bubbles would work
17:56:19  <chillcore> ye
17:56:33  <Alberth> oh, octagon ones of course, so it fits nicely with the score
17:56:44  <andythenorth> better idea again
17:56:54  <andythenorth> score rises from 0% to 99% over time
17:57:16  <andythenorth> at 99% we put up a message
17:57:25  <andythenorth> “Do you want to win?  Winning costs €5"
17:57:31  <Alberth> lol
17:57:38  <chillcore> hahahahaha
17:57:59  <andythenorth> lots of players would consider 99% good enough
17:58:02  <chillcore> if yo click no you have to pay 10 :P
17:58:10  <chillcore> but that is shown afterwards
17:58:12  <andythenorth> we’re only out to money farm the players who really must have 100%
17:58:19  <chillcore> "bugsie"
17:58:46  <andythenorth> pay to win, not pay to play
17:58:55  <chillcore> ofcourse
17:59:09  <chillcore> pay to play is outdated
17:59:12  <andythenorth> just farm the idiots
17:59:28  <andythenorth> on iOS, pay to play seems to be default :P
17:59:46  <chillcore> if only that were true
17:59:47  <andythenorth> having a game that is clearly marked ‘Free’ on the app store
17:59:57  <andythenorth> but you can only play so many rounds before you’re out of credit
17:59:57  <chillcore> not anymore andy
18:00:14  <chillcore> nowi it is get ... I had a b it of a rant last year about that
18:00:17  <chillcore> they changed it
18:00:23  <chillcore> thanks apple
18:00:32  <chillcore> still same shit but yeh
18:01:14  <chillcore> me checks on steam ...
18:01:32  <chillcore> still free to play ;(
18:01:58  <chillcore> anyhoo openttd
18:02:33  <chillcore> should we have an autocorrect feature too?
18:02:42  <chillcore> "you did not want to do that"
18:03:03  <chillcore> just highlight buttons
18:03:07  <chillcore> click here
18:03:36  <andythenorth> I keep thinking about a ‘win’ button
18:03:45  <andythenorth> but you don’t just get to press it
18:03:59  <andythenorth> you have to do extensive cost-benefit, evaluate different strategies etc
18:04:07  <andythenorth> there could be a whole wiki about how to press it
18:04:44  <andythenorth> people could analyse that the button scale is wrong
18:04:50  <andythenorth> and that the button is unrealistic
18:04:58  <andythenorth> or has the wrong font size
18:05:08  <andythenorth> or that it’s boring being able to push it, you should be able to pull it
18:05:20  <chillcore> :P
18:05:20  <andythenorth> or that instead of the button, you should press anything except the button
18:08:43  <chillcore> but yeah score based on what ...
18:10:20  <frosch123> anyone knows about that ufo next to the moon? :p
18:10:58  * Rubidium doubts an UFO can exist anywhere near the moon
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18:12:16  <andythenorth> chillcore: easy
18:12:22  <andythenorth> if you click ‘win’ you score 100%
18:12:26  <andythenorth> if you don’t, you score 0%
18:12:44  <chillcore> makes sense
18:20:24  <frosch123> i have no idea what i am seeing though :p
18:20:42  <frosch123> it's stationary, so neither a plane nor the iss
18:20:55  <frosch123> and it's not dark enough to see stars
18:22:37  <chillcore> geo-stationary satelites are too far away to see right?
18:23:47  *** Samu [] has quit [Remote host closed the connection]
18:25:34  <frosch123> hmm, are planets big enough to be seen like that?
18:26:56  <frosch123> ah, indeed, venus position matches
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18:36:09  <frosch123> too bad pm is on vacation, i guess he would have known it straight up :)
18:38:15  <andythenorth> maybe he’s gone there :P
18:38:38  <andythenorth> if anybody would fix the offsets in my grfs
18:38:45  <andythenorth> I would be honestly grateful
18:38:56  <andythenorth> I just can’t get them right
18:39:01  <andythenorth> I move one vehicle, another is wrong
18:39:05  <andythenorth> chasing my own tail
18:41:05  <frosch123> randomise them
18:41:25  <frosch123> then each position is correct somewhen
18:42:51  * chillcore is lmost done with small maps ... just this 512 still ...
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18:45:09  <Samu> counting station tiles
18:45:15  <Samu> is screwed for savegames
18:45:22  <Samu> any tips?
18:45:43  <Samu> I'm looking at company_sl.cpp
18:46:13  <chillcore> everything is screwed ....
18:46:25  <chillcore> whatever you look at :P
18:46:50  <chillcore> for you that is samu
18:46:55  <chillcore> what is wrong now?
18:47:18  <Samu> save game, load it back, kaboom, wrong counting of maintenance.station tiles
18:48:08  <Samu> docks apparently only take 1 tile now
18:48:17  <Samu> but they're still to be counted as 2 station parts
18:49:39  <Samu> ah
18:49:41  <Samu> 				if (c != NULL && GetStationType(tile) != STATION_AIRPORT && !IsBuoy(tile)) c->infrastructure.station++;
18:50:09  <Samu> must deal with docks too
18:50:15  <Samu> hmm must think
18:50:30  <chillcore> ye and if I had my way at the time a lot more parts had been counted ... 4 doors, 2 side walls, 1 floorplate, pumps etc :P
18:50:43  <chillcore> devs were a bit more sensible nd made it two tiles
18:50:51  <chillcore> xD
18:51:14  <chillcore> in regards of maintenance that is
18:51:19  <Samu> locks take 1 tile too
18:51:24  <Samu> so, no
18:51:38  <chillcore> hmm ye I was talking about locks ... my bad
18:51:51  <chillcore> locks docks all the same lol
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18:52:19  <chillcore> that is because they are two statoin tiles samu
18:52:32  <chillcore> the code needs but one tile to know the position?
18:52:45  <chillcore> the slope it is on
18:53:06  <chillcore> still two tiles
18:53:53  <chillcore> not everything is as at seems
18:54:01  <chillcore> you see height ingame?
18:54:07  <chillcore> it is not there
18:54:29  <chillcore> openttd is a chessboard game flat as pancake
18:54:42  <chillcore> ^^^ damn I love saying that
18:54:58  <chillcore> but it is true
18:55:03  <chillcore> it all fake
18:56:01  <chillcore> docks are two tiles but code needs but one
18:56:06  <chillcore> so why store two
18:56:14  <chillcore> simples
18:59:34  <chillcore> multiply cost by 10?
18:59:42  <chillcore> via basocst newgrf?
18:59:47  <chillcore> basecost
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19:14:41  <chillcore> Hmm I need to test these changes in my gui version ... on these small maps different seed between games makes too much difference to see properly the smoothness changes
19:20:04  <chillcore> and 512 looks like poo again too ... I will have no choice but to add another array
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19:20:22  <chillcore> it's all in the same place though
19:21:46  <chillcore> for the gui version I will find a way to make the code different enough to have one array or dynamic or something
19:23:36  <chillcore> as I have it now each array has the scale and the last parameters different
19:23:54  <chillcore> all other 8 are the same for all smoothness levels
19:24:06  <chillcore> and it works fine
19:24:19  <chillcore> scaling does a lot
19:25:41  <chillcore> if I do not change this I could write the code a hell of a lot shorter
19:26:14  <chillcore> after 1.5
19:26:39  <Alberth> trunk is after 1.5 already :p
19:26:51  <chillcore> ye stable release I mean ;)
19:27:29  <chillcore> unless ya'll wanna leave tgen as is untill 1.6?
19:27:37  <chillcore> fine for me but but
19:28:22  <chillcore> I only was gone because of ISP
19:28:51  <chillcore> was just waiting for the comitting to end because I did not get the time to do anything
19:28:59  <chillcore> I was took by surprise
19:29:02  <chillcore> anyhoo
19:30:44  <chillcore> I was happy to see the commit spree and at the same time ...
19:30:52  <chillcore> ic111 should have spoken up
19:30:57  <chillcore> "not ready"
19:31:48  <chillcore> 512 array ...
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19:35:34  <chillcore> also I fix tropical forest ... so backport would be much apreciated
19:36:07  <chillcore> not asking though
19:36:14  <chillcore> just saying
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19:56:17  <chillcore> yay this will work
19:56:55  <chillcore> still needs some hospital food treatment (no spices) but yeah
19:57:12  <Alberth> \o/
19:57:49  <chillcore> thing is I can do whatever without affecting other mapsizes
19:58:02  <chillcore> so \o/ indeed
19:58:34  <chillcore> maybe in the future I can do the same for all mapsizes
19:58:38  <chillcore> future though
19:59:15  <Alberth> @calc (14-6)**2
19:59:15  <DorpsGek> Alberth: 64
19:59:29  <Alberth> hmm, 64 different arrays then :)
19:59:39  <Samu> i need help on this
20:00:07  <chillcore> could do albert but I was just thinking 7
20:00:08  <Alberth> 'this' is a reference to the current object
20:00:32  <chillcore> and since the middle params can be the same
20:00:47  <chillcore> 7 * 3 instead of 7 * 4
20:00:48  <Alberth> better generate it on the fly
20:00:51  <chillcore> or less even
20:00:59  <chillcore> huhu
20:02:14  <chillcore> store it as presets in the custom presets file ;)
20:02:23  <Alberth> ha :)
20:02:28  <chillcore> the one that is coming in the far futuure
20:02:44  <Samu> if (c != NULL && IsTileType(TileOffsByDiagDir(GetDockDirection(tile)), MP_STATION)) c->infrastructure.station += 2;
20:02:53  <Samu> will this work?
20:03:03  <chillcore> not sure if that will be before or after the preview
20:03:05  <chillcore> and regex
20:03:09  <chillcore> and pointers
20:03:21  <Samu> nope
20:03:25  <Samu> stupid assertion failed
20:03:37  <chillcore> any order will do as I sux at all equally
20:03:39  <chillcore> moehahahah
20:04:06  <chillcore> eh 1 + 2 = 3
20:04:10  <chillcore> samu
20:04:20  <Samu> i fail, not the assertion, i know
20:04:35  <chillcore> just multiply by 10
20:04:45  <chillcore> :P
20:04:58  <chillcore> 1 + 1 = 10
20:05:39  <chillcore> *= ?
20:06:11  <Samu> let me look at how lock is done again, cus i suck
20:07:14  <Samu> 						if (IsLock(tile) && GetLockPart(tile) == LOCK_PART_MIDDLE)
20:07:21  <Samu> how do I get  DockPart?
20:07:41  <Samu> there is no such thing as GetDockPart
20:07:47  <Samu> what can i do
20:07:57  <chillcore> dock is a station?
20:08:11  <Samu> yes
20:08:25  <chillcore> what kind of infrastructure?
20:08:29  <Samu> station
20:08:37  <Samu> 1 per tile
20:08:56  <chillcore> rail or road or ...
20:09:01  <chillcore> air?
20:09:25  <Samu> infrastructure.station
20:09:31  <chillcore> ship?
20:10:24  <Samu> the infrastructure is really station
20:10:45  *** Progman [] has quit [Ping timeout: 480 seconds]
20:10:53  <chillcore> yes they all are
20:11:33  <chillcore> look in dock gui for clues?
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20:12:53  <Samu> infrastructure for lock is water
20:13:07  <Samu> but this is a dock, its infrastructure is station
20:13:35  <chillcore> is lock a station samu?
20:13:44  <Samu> no
20:13:46  <chillcore> k
20:14:15  <chillcore> what are you asking about now?
20:14:19  <chillcore> dock or lock
20:14:37  <Samu> sec brb
20:14:44  <chillcore> okidoki
20:17:49  <Samu> maybe I got this line wrong: MakeStation(t + TileOffsByDiagDir(d), IsWaterTile(t + TileOffsByDiagDir(d)) ? GetTileOwner (t + TileOffsByDiagDir(d)) : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
20:19:07  <Samu> GetTileOwner is probably t - TileOffsByDiagDir (d)
20:19:11  <Samu> not +
20:19:21  <Samu> or actually t
20:19:25  <Samu> bah, brb
20:19:39  <Samu> so confused with this
20:20:30  <chillcore> you seem to taking the hard way again
20:20:43  <chillcore> step 1 decide what you want to do
20:20:51  <chillcore> step 2 sit back and think
20:21:04  <chillcore> step 3 1 thing at a time
20:21:10  <chillcore> rince repeat
20:21:12  <Samu> okay, then
20:21:47  <Samu> first I removed some code
20:22:04  * chillcore deletes file
20:22:08  <chillcore> hehe
20:22:22  <Samu> at station_cmd.cpp, somewhere inside CommandCost CmdBuildDock(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
20:22:42  <chillcore> that does not mean much to me or anyone else samu
20:22:45  <Samu> where it says /* Get the water class of the water tile before it is cleared.*/
20:22:49  <chillcore> stop messing about
20:22:56  <Samu> ret = DoCommand(tile_cur, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
20:22:59  <chillcore> and decide what you will be doing
20:23:00  <Samu> this line is cleared
20:23:08  <chillcore> to do what?
20:23:16  <Samu> this allows me to build docks on canals owned by competitor
20:23:22  <chillcore> k
20:23:38  <Samu> i better post patch
20:23:41  <chillcore> I thought you had that done alraedy
20:23:47  <chillcore> no it's fine
20:24:04  <chillcore> what are you doing you alreaydy had that covered no?
20:24:08  <Samu>
20:24:26  <Samu> okay, ignore the saveload thing for now, it's failing anyway
20:24:36  <Eddi|zuHause> <frosch123> hmm, are planets big enough to be seen like that? <-- so you've never seen venus before?
20:25:16  <chillcore> ye samu but what has that to do with mainenance costs?
20:25:39  <frosch123> Eddi|zuHause: likely i have :p
20:25:43  <Eddi|zuHause> (it's also called 'the morning star', or 'the evening star', depending on which side of the sun it is)
20:26:27  <Samu> this part here: MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
20:26:32  <Eddi|zuHause> but as a rule of thumb: bright things near the moon are usually planets
20:26:49  <Eddi|zuHause> often it's jupiter
20:26:54  <Samu> makes it possible to restore ownership
20:26:59  <Samu> of the canal
20:27:08  <Samu> if it was indeed on a canal
20:27:13  <Samu> or even on a sea
20:27:15  <Samu> or river
20:27:37  <Samu> whatever, it retains the owner of the waterpart of the dock, that's what it's doing, instead of setting it to the owner of the dock
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20:28:07  <Samu> therefore, I don't need to account for canal maintenance
20:28:17  <chillcore> I would not know samu I am focussing on my newly created array
20:28:20  <Samu> BUT... i need to account for station maintenance
20:28:30  <Samu> and that's in the saveload thing
20:28:35  <Samu> and I'm failing
20:28:53  <chillcore> after each change I have to test 4 * 5 * x settings
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20:30:22  <Eddi|zuHause> frosch123: anyway, venus is like the third brightest object on the sky, after the sun and the moon. that's why you can see it when it's still fairly bright outside
20:30:50  <chillcore> and for good measure it should be  4 * 5 * 5 * 4 * 2 * 4 * 4 times
20:31:23  <chillcore> but I am taking shortcuts samu, because I can samu
20:31:41  <chillcore> so f yo could be more precise?
20:32:06  <Samu> yeah, sorry, i'm so bad at exposing my ideas,
20:32:12  <Samu> explaining things :(
20:32:18  <Samu> hold on a min
20:32:22  <chillcore> huhu because step 1
20:34:31  <chillcore> thank got we coders have a donkey that drops pre-made code xD
20:34:42  <chillcore> and monkeys that do the testing
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20:35:49  <chillcore> just the elves get costly during the holidays
20:36:12  <Eddi|zuHause> you know that fairy tale with the donkey that shits gold?
20:36:28  <chillcore> huhu I was refering to him
20:36:43  <chillcore> there is a goose too
20:36:58  <chillcore> the giant has it ... bastard
20:37:00  <Eddi|zuHause> there's a club in a bag :p
20:40:41  <chillcore> club in a bag ... hmm it will come to me
20:40:45  <chillcore> maybe
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20:43:27  <Eddi|zuHause> you know what's funny about the donkey that shits code?
20:44:03  <Eddi|zuHause> that "code" sounds a lot like "kot" (which is a more scientific-esque way to say "shit"
20:44:44  <chillcore> huhu
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20:44:50  <chillcore> hehe*
20:45:53  <frosch123> weird how you went for huhu, while all of haha, hehe, hihi and hoho would work
20:46:21  <chillcore> ye fingers did that not me :/
20:46:50  <Samu> what does break; do?
20:47:15  <Eddi|zuHause> it flashes up red lights and stops your car
20:47:37  <frosch123> that's brake
20:47:51  <Eddi|zuHause> i always get those mixed up :p
20:48:02  <chillcore> xD
20:48:17  <chillcore> it breaks the code?
20:48:35  *** oskari89 [] has quit [Ping timeout: 480 seconds]
20:48:37  <Eddi|zuHause> anyway. then it stops working for 10 minutes while it gets coffee and talks to the coworkers
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20:49:05  <chillcore> we must remove all breaks ... openttd is broken
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20:49:39  <Samu> i don't know if i need break; at this part
20:49:53  <chillcore> the car will stop if it breaks so in a way ....
20:50:13  <frosch123> i'll take a break for sleep :)
20:50:14  <frosch123> night
20:50:15  <Eddi|zuHause> well how would you know whether you need it, if you don't know what it does?
20:50:16  <chillcore> if it breaks good the lights will be blue though
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20:50:45  <Samu> case STATION_DOCK:
20:50:52  <Samu> if (IsDockTile(tile) && !HasTileWaterGround(tile)) {
20:51:01  <Samu> if (c != NULL) c->infrastructure.station += 2;
20:51:07  <Samu> }
20:51:14  <Samu> now do I need a break,?
20:51:16  <Samu> ;
20:51:19  <chillcore>
20:51:26  <chillcore> break; ^^^
20:52:05  <Samu> this seems to have fixed it, but I'm unsure
20:52:12  <Samu> let me copy paste
20:53:05  <Samu>
20:53:39  <Samu> starting at line 17
20:54:36  <Eddi|zuHause> Samu: the coding style says, if you don't put a break, you need to put a comment that says "/* fall through */"
20:54:52  <Samu> i don't even know if I have to put a break
20:54:57  <Samu> how can i tell
20:55:03  <Eddi|zuHause> to indicate that you meant to not put a break there
20:55:26  <Eddi|zuHause> well, have you looked up what break does yet?
20:55:41  * chillcore takes mental note of this ...
20:55:54  <chillcore> I seem to forget that from time to time
20:56:00  <chillcore> the comment part
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21:03:19  <Samu>
21:04:38  <chillcore> yay a library ???
21:04:50  <chillcore> what is that link?
21:05:18  <Eddi|zuHause> Samu: great. you found a link. now can you rephrase the content of the link in your own words?
21:05:52  <chillcore> I am not even clicking 99% chance it need javascript and I don't have that
21:06:13  <chillcore> not enabled anyway
21:06:36  <Eddi|zuHause> it's microsoft. by all chance it needs silverlight :p
21:06:45  *** HerzogDeXtEr [] has quit [Ping timeout: 480 seconds]
21:06:57  <chillcore> don't have that neither not even on windoze
21:08:01  <Samu> i put break, now testing if i notice any difference
21:08:21  <chillcore> I'll ddecide for myself what is acceptable or not to play o my pc thank you very much MS
21:08:50  <Eddi|zuHause> Samu: so you randomly add and remove lines until you feel things are right?
21:09:02  <Samu> yes, usually
21:09:52  <Rubidium> monkeys + works of Shakespear?
21:10:10  <Eddi|zuHause> Rubidium: i feel like there are not enough monkeys for that
21:10:22  <chillcore> hehe
21:10:41  <chillcore> over time sure eddi
21:10:59  <chillcore> we may be 7 billion but all them before and after us ...
21:11:08  <chillcore> no idea to what it accumulates
21:11:29  <Eddi|zuHause> chillcore: then we have that already. there was a monkey called shakespeare that produced the works of shakespeare
21:11:37  <chillcore> see
21:11:39  <chillcore> xD
21:11:47  <Samu> crap, it needs break removed apparently
21:11:58  <Samu> brb
21:12:10  <Eddi|zuHause> chillcore: about 10% of all humans that ever lived are alive today
21:12:25  <chillcore> only 10%
21:12:34  <chillcore> I find that hard to believe
21:12:54  <chillcore> it's possible
21:12:59  <chillcore> but still
21:13:05  <chillcore> define human
21:13:15  <Eddi|zuHause> homo sapiens sapiens
21:13:30  <chillcore> then ye quite possibel
21:14:01  <chillcore> but we did not reach this age before
21:14:01  <Eddi|zuHause> but it doesn't make much of a difference, as the population sizes back then where not very large
21:14:08  <chillcore> and we wer fewer
21:14:17  <chillcore> that too
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21:14:27  <Samu> got it working
21:14:34  <Eddi|zuHause> anyway, that covers about the last 100000 years
21:14:35  <Samu> so... FALL THROUGH comment is needed
21:14:52  <chillcore> the comment in itself does nada samu
21:15:01  <chillcore> that is why it is called a comment
21:15:08  <Eddi|zuHause> Samu: the point of the exercise is not to get it to work
21:15:24  <Eddi|zuHause> Samu: the point of the exercise is you to explain in your words WHY it works
21:17:24  <Samu> buoys on canals were getting counted wrong
21:17:37  <Samu> not counted with break
21:17:39  <Samu> counted without break
21:17:53  <Samu> as to why... meh... I dunno still
21:17:53  <Eddi|zuHause> that is not WHY
21:18:42  <Samu> im trying to figure out why
21:19:24  <chillcore> ye what could that break be doing except break stuffs
21:19:55  <chillcore> this chillcore dude posted a link maybe follow it and spend some time there samu
21:23:12  <Samu> this is a case by case loop I think
21:23:45  <chillcore> something like a switch?
21:24:18  <Samu> once it finds one that it matches in order, the break tells the game not to look for the other cases anymore and do the next thing
21:24:28  <chillcore> k
21:24:32  <chillcore> so
21:25:02  <Samu> it found a match
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21:25:22  <Samu> does the code for it
21:25:44  <Samu> then the break prevents it from finding any other match below it?
21:26:03  <Samu> meh, something like this
21:26:59  <chillcore> and
21:28:15  <Samu> docks and buoys can both have maintenance.water
21:28:19  <Samu> if there's a canal there
21:28:44  <Samu> that's why the break can't be at the dock part only
21:29:02  <Samu> hmm, yeah, i suck at explaining stuff
21:29:29  <chillcore> you keep skipping step 1 what do you expect
21:29:42  <chillcore> also randomly ripping out code ...
21:29:50  <Samu> what step 1?
21:30:12  <chillcore> knowing what exactly it is you want to do and focus on that
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21:30:32  <Samu> well, step 1 is still this
21:30:44  <Samu> it's done now
21:31:04  <Samu> step 2 was making use of that game setting
21:31:14  <Samu> but I need step 1 to work correctly
21:31:17  <chillcore> except step one is hands of no coding involved
21:31:38  <chillcore> step 2 is your step 1
21:31:45  <chillcore> or somthing like that
21:32:36  <chillcore> step 0 ... I am hungry
21:32:53  <chillcore> step 1 saying to myself I should eat
21:33:11  <chillcore> step 3 going to fridge and taking some food
21:33:19  <chillcore> step 4 eating food
21:33:29  <chillcore> you just start eating
21:33:45  <chillcore> makes sense?
21:34:08  <chillcore> hmm step 2 is getting up
21:34:10  <Rubidium> not really... unless it's "writting" in basic
21:34:11  <chillcore> xD
21:34:30  <Rubidium> what did I write there?
21:34:35  <Eddi|zuHause> step 5, realizing you forgot to get a drink, and going all the way twice
21:34:39  <Rubidium> "writting"?
21:34:56  <chillcore> hihi
21:35:26  <chillcore> blame your fingers Rubidium ... works for me :P
21:36:46  <Samu> must test company merging now
21:37:06  <Rubidium> well... rather between my neurons deciding what to write, and the neurons actually controlling my fingers because in my head it really was "written". However, I often notice that there is a queue of text that has to be "flushed" and the locking occasionally fails in some manner so things get mixed up without me noticing it until I finalised the sentence by pressing return
21:37:43  <Rubidium> as if "return" is like walking through a door and losing some memories, and as such seeing mistakes in the written text
21:38:47  <Eddi|zuHause> i often restructure sentences when writing, and then there comes out complete nonsense
21:39:04  <chillcore> ^^^
21:39:28  <Eddi|zuHause> that gets even worse, because in german sentences often get long and nested
21:39:55  <Rubidium> Eddi|zuHause: lies... that's just the words ;)
21:40:28  <Eddi|zuHause> structure of words words is way easier :p
21:40:54  <Rubidium> oh, and meetings due to "Diskussionsbedarf" (if I written that correctly)
21:41:08  <Samu> 2+5 = 7
21:41:11  <Samu> 4+8 = 12
21:41:21  <Eddi|zuHause> that seems right :)
21:41:25  <Rubidium> Samu: and 1+2*3 ?
21:41:47  <Eddi|zuHause> Samu: what if 2+5=25 and 4+8=48?
21:42:19  <chillcore> but ... 1 + 2 = 11
21:42:23  <Samu> after the merge i must have 7 water maintenance and 12 station maintenance
21:43:24  <Rubidium> Eddi|zuHause: nah, 01234567 + 01234567 is so much more fun ;)
21:43:56  <Eddi|zuHause> Rubidium: that is 012345678 obviously
21:44:25  <chillcore> hmm
21:44:37  <chillcore> scratches head for a sec
21:44:41  <Rubidium> rather 02471356 ;)
21:45:20  <chillcore> I know that 253 + 4 = 1
21:46:00  <Rubidium> anyhow... apparantly year 01234567 BC was a leap year starting on a Monday...
21:46:16  <chillcore> but this 02471356 ... new to me
21:46:34  <Eddi|zuHause> chillcore: 0xxxx in C++ means octal notation
21:46:43  <chillcore> ah
21:46:48  <chillcore> thanks
21:47:55  <Rubidium> which makes octal numbers very useful on obfuscating C code
21:48:10  <chillcore> ye
21:48:40  <Eddi|zuHause> is there a reason why you always omit the "s" in "yes"?
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21:49:11  <Eddi|zuHause> and it's not "blame the fingers", because it seems rather deliberate and consistent
21:49:22  <chillcore> bad habit lazyness that chatting has thought me
21:49:28  <chillcore> no excuses
21:49:40  <chillcore> I'll try not to do that no more ;)
21:50:11  <chillcore> anymore*
21:50:38  <Rubidium> should ask Tron for one of his DeMorgan sprees, but on the sentences in this channel ;)
21:51:31  <Eddi|zuHause> ~(a||b) vs ~a&&~b?
21:52:17  <Eddi|zuHause> one of my math professors said "de morgan would turn in his grave if he knew that such a triviality was named after him"
21:52:22  <Rubidium> well, rather ~(a | b) vs ~a & ~b *or* !(a || b) vs !a && !b
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21:52:44  <Eddi|zuHause> Rubidium: hm, yeah. i don't do that often enough
21:53:20  <chillcore> hmm what does ~ mean again?
21:53:24  <Rubidium> though... mixing logic vs bitwise operators is also a nice obfuscation technique
21:53:35  <chillcore> except homefolder :P
21:53:35  <Eddi|zuHause> chillcore: one is bitwise logic and the other binary logic
21:54:46  <Eddi|zuHause> chillcore: ~1 is true, while !1 is false :)
21:55:35  <Eddi|zuHause> chillcore: ~1 is FF...FE
21:56:45  <chillcore> aha need to read up on that
21:57:19  <chillcore> and I need to restart my client it started jumping again ... memory full or something alike
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21:58:12  <Rubidium> do you have that little memory in your computer?
21:58:33  <chillcore> It is not that ... 8 GB
21:58:48  <Eddi|zuHause> if something leaks memory in my system, it usually takes like two weeks to build up
21:59:12  <chillcore> after a while, more like a lot of time, the chat jumsp to top with every new message
21:59:27  <Eddi|zuHause> your buffer gets too big?
21:59:31  <chillcore> no idea what causes it but restarting it helps
21:59:38  <chillcore> possibly yes
21:59:50  <Rubidium> installing a better client might work as well
22:00:08  <chillcore> maybe that too
22:00:19  <chillcore> I picked the one that was installed
22:00:33  <chillcore> Xchat gnome
22:01:00  <chillcore> I have xchat irc too
22:01:19  <chillcore> but could not be bothered to check the diff
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22:01:33  <chillcore> and pidgin and so on
22:01:52  <chillcore> any suggestions? ... there are a ton of them
22:02:04  <chillcore> just do not want bloatware
22:02:06  <Rubidium> irssi ;)
22:03:06  <chillcore> installing will test on next connect
22:03:09  <chillcore> thank you
22:12:04  <Samu> grr company merging is wrong
22:12:32  <Samu> counting water maintenance is correct, counting station maintenance is not
22:13:45  <chillcore> maybe you are trying to fix something that does not need fixing samu
22:14:00  <chillcore> or at least not in the way you afre trying to fix it
22:14:56  <chillcore> remember that you had to revert this one part and do 'your thing' in that other file for it to work?
22:15:33  <chillcore> you've spend quite some time there untill you exactly told me your goal
22:15:43  <chillcore> spent*
22:16:32  <chillcore> and I was like why did you not say THAT to begin with.
22:16:35  <chillcore> step 1
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22:17:14  <chillcore> o/
22:17:52  <Pikka> eek
22:17:55  <chillcore> pikka while I see you ... have you seen r27000?
22:18:10  <chillcore> just saying in case you did not ;)
22:18:10  <Pikka> oui
22:18:14  <chillcore> k
22:18:16  <chillcore> ok
22:18:29  <chillcore> hmm did I press enter? I did
22:20:11  <Pikka> or r27200?
22:20:26  <chillcore> yes that too :P
22:20:41  <chillcore> I meant that one
22:21:21  <chillcore> pff ... I hope I will be able to code for many more years without needing special aid tools.
22:21:43  <chillcore> fuuu eyes
22:21:58  <chillcore> mine that is
22:22:00  <Eddi|zuHause> use text to speech... :)
22:22:16  <chillcore> that works properly now?
22:22:25  <Eddi|zuHause> i doubt it :p
22:23:07  <Eddi|zuHause> but it probably sends everything you say in your home to apple/samsung/google/... :p
22:23:25  <chillcore> nothing new though with my eyes have known since a kid that one day ...
22:23:28  <chillcore> hehe
22:23:54  <chillcore> or MS
22:26:10  <chillcore> I'll just buy that 84 inch touchscreen and fontsize 150 :P
22:26:17  <chillcore> in 20 years or so
22:29:26  <chillcore> there is something speciam about mapsize 512** ... I can not put my finger on it
22:29:35  <chillcore> special*
22:31:17  <chillcore> the code should behave the same for all mapsizes yet ...
22:31:26  <chillcore> it does not
22:44:05  <Terkhen> good night
22:46:32  <chillcore> const height_t roughness = 7 + 3 * _settings_game.game_creation.tgen_smoothness;
22:46:52  <chillcore> yay undocumented magic nrs
22:47:19  <chillcore> not that this is the culprit but  why 7 + 3 and not just 10
22:47:38  <chillcore> night terkhen
22:48:12  <Wolf01> 'night
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22:49:29  <Pikka> hmm
22:50:38  <chillcore> yeah order of execution I just now realise
22:50:42  <Pikka> frosch posted a patch for , did it get forgotten about or was it considered unsuitable?
22:50:48  <Pikka> also that chillcore
22:50:50  <chillcore> still undocumented magic
22:51:08  <Pikka> needs more "// magic"
22:51:14  <Pikka> then it's documented magic
22:51:36  <chillcore> hehe after or before we remove all the breaks?
22:51:59  <chillcore> there is a part I marked as magic
22:52:16  <chillcore> seed at clientstart
22:53:04  <chillcore> / uint32_max magic
22:53:14  <chillcore> but that makes sence
22:53:33  <chillcore> one slash got eaten*
22:54:28  <chillcore> hmm the animation does not stop?
22:55:05  <chillcore> kinda makes sense if it is not treated sepperatly from the rest of the animation code
22:55:27  <chillcore> haven  not looked at code nor patches yet pikka
22:56:39  <Pikka> it was more a general musing than directed at you specifically :)
22:56:59  <chillcore> I was just looking to change my mind for a sec
22:57:01  <Pikka> just running a testgame with an AI which builds non-path signals and I noticed the bug was still there, I thought it had been fixed for some reason.
22:57:14  <chillcore> helps me focus on what I was doing ;)
22:57:22  <Pikka> :P
22:58:26  <Samu> what's the difference between IsDock(tile) and IsDockTile(tile)
22:58:29  <Samu> it's not too clear
22:58:59  <chillcore> one is the dock and the other the tile where a dock sits on
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22:59:07  <chillcore> read slower and all of it
22:59:47  <chillcore> or rather one is the  dock
23:00:29  <Samu> one is the whole
23:00:34  <chillcore> and the other the tile that is part of the dock but not hte other one?
23:00:40  <chillcore> or that
23:00:51  <Samu> the other is a part of the whole?
23:00:57  <Samu> ok, quite confusing
23:01:01  <chillcore> documentation?
23:01:07  <Samu> it is repeated
23:01:17  <Samu> * Is tile \a t a dock tile?
23:01:32  <Samu> there's only a difference * @pre IsTileType(t, MP_STATION)
23:01:37  <chillcore> I dont know
23:01:38  <Samu> don't know what's that
23:01:49  <chillcore> t mostly refers to 'a' tile
23:02:18  <chillcore> read a few lines above "t = ?"
23:02:25  <chillcore> then you know
23:02:53  <chillcore> and if t is in the params then yeah
23:03:00  <chillcore> it is a tile
23:03:06  <Samu> 4 + 8 must be 12 now, hopefully i get this right
23:03:15  *** GriffinOneTwo [] has joined #openttd
23:03:19  <chillcore> serously
23:03:45  <Samu> YES! 12
23:03:50  <Samu> fixed it
23:03:52  <chillcore> you ask bout t then you start about counting
23:04:00  <chillcore> did you?
23:04:17  <Samu> well, it's working, I don't care now lol
23:04:35  <Samu> 		if (IsDockTile(tile) && !HasTileWaterGround(tile)) {
23:04:41  <chillcore> cool untill you notice the thing that broke like an hour ago
23:04:47  <chillcore> congrats anyway
23:05:07  <Samu> i got it like this atm
23:05:15  <Samu> i could also try IsDock
23:05:17  <Samu> instead
23:05:19  <chillcore> fine fine
23:05:25  <Samu> let's see what happens
23:07:31  <Samu> very meticulous this is...
23:10:01  <Samu> if that also works, then I'll be worried
23:11:40  <chillcore> well 1 apple + 1 banana is 2 pieces of fruit
23:11:56  <chillcore> so is two bananas
23:12:03  <chillcore> and two apples too
23:12:10  <chillcore> or a pear and a kiwi
23:12:20  <chillcore> always 2
23:12:30  <chillcore> but if you're happy with 2 so am I
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23:13:36  <Samu> 4+ 8 = 12
23:13:39  <Samu> well i'm worried now
23:13:59  <chillcore> 12 pieces of fruit njummie
23:14:29  <chillcore> you really have no clue do you?
23:14:36  <chillcore> I mean that in a nice way
23:15:30  <Samu> i need to understand the difference
23:16:01  <chillcore> try something random maybe it will come to you
23:16:05  <chillcore> :P
23:16:16  <chillcore> or read what t means
23:17:27  <Samu> static inline bool IsDock(TileIndex t)   -> return GetStationType(t) == STATION_DOCK;
23:17:46  <chillcore> don't get me wrong I like faffing around too but not like that
23:17:57  <Samu> static inline bool IsDockTile(TileIndex t)  -> return IsTileType(t, MP_STATION) && GetStationType(t) == STATION_DOCK;
23:18:08  <chillcore> and in the case I do do it like that I do not ask assistance
23:18:09  <Samu> which one is better correct
23:18:45  <chillcore> I dunno I am looking at tgp.cpp
23:19:10  <chillcore> and I do not know the diff between the two because I have not looked
23:19:33  <chillcore> isdock and isdocktile
23:19:46  <chillcore> one os a tile the other is not
23:19:58  <chillcore> that I can tell from here
23:20:39  <chillcore> but that is also all I can tell without dropping whatever it is I am doing
23:23:48  <chillcore> I'll do yours if you do mine :P
23:24:54  <chillcore> mine is 15 patches to start
23:25:18  <chillcore> and 11 to fix and or rewrite from scratch
23:25:35  <chillcore> I am sure there will be at least 10 more to start
23:26:18  <chillcore> but I am not in the same rush as you are
23:26:28  <chillcore> this time next year is soon enough
23:26:38  <chillcore> to get the basics
23:27:59  <chillcore> but before doing that I got this one to fix
23:28:17  <chillcore> which is 5 patches too
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23:35:01  <chillcore>
23:40:26  *** HerzogDeXtEr1 [] has quit [Quit: Leaving.]
23:41:23  *** Progman [] has quit [Remote host closed the connection]
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23:50:31  <Samu>
23:50:33  <Samu> k
23:51:30  <chillcore> @calc 512/8/8
23:51:30  <DorpsGek> chillcore: 8
23:53:26  <chillcore> 1024/60
23:53:39  <chillcore> @calc 1024/60
23:53:39  <DorpsGek> chillcore: 17.0666666667
23:53:55  <chillcore> @calk 512/17
23:54:01  <chillcore> @calc 512/17
23:54:01  <DorpsGek> chillcore: 30.1176470588
23:57:31  <Eddi|zuHause> youtube is so broken in germany :/
23:58:39  *** smoke_fumus|2 [~smoke_fum@] has joined #openttd
23:58:39  *** smoke_fumus [~smoke_fum@] has quit [Read error: Connection reset by peer]
23:59:28  <chillcore> gema?
23:59:37  *** smoke_fumus [~smoke_fum@] has joined #openttd
23:59:37  *** smoke_fumus|2 [~smoke_fum@] has quit [Read error: Connection reset by peer]
23:59:42  <Eddi|zuHause> yes
23:59:48  <chillcore> ye it is sad

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