Log for #openttd on 27th March 2015:
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00:13:09  <Samu> post updated
00:13:11  <Samu>
00:17:19  <Samu> how do i resize the image on the forum?
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00:20:14  <Samu> i'd like to make this line more easy to read
00:20:21  <Samu> let me paste
00:21:21  <Samu>
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01:05:18  <NGC3982>
01:05:28  <NGC3982> Oh my. This game is everything SimCity should have been,
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02:52:57  <Eddi|zuHause> somehow i find rectangular grids boring
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04:03:57  <Flygon> NG: I want Skylines D:
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04:58:05  <supermop> i hate when the internet will only show me the australian internet
04:58:51  <supermop> there is no way to select the us version of this site - if i sign up with my us credit card i'll be paying a needless fee to convert to AUD
05:12:55  <Supercheese> sounds like you need a proxy or something
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05:25:59  <supermop> yeah
05:26:24  <supermop> huge pain to use just to sign up for their product
05:42:24  <supermop> downloadeing ue4
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06:00:13  <supermop> i wish i could have group specific company colors
06:00:33  <supermop> im inserting a new routes worth of trains on to the mainline
06:01:33  <supermop> no space for them to wait around before starting their timetables, so i just have to watch and start each one in turn after a train of a certain other route passes
06:02:25  <supermop> but i can't identify them by sight  so i have to click on the trains as the approach the station to see which group they belong to
06:02:37  <supermop> not actually that hard but still
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06:29:16  <chillcore> good morning all o/
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06:44:10  <supermop> yo chillcore
06:44:36  <chillcore> hi supermop
07:09:37  <V453000> okay why the actual fuck are wooden monorail/maglev bridge head sprites in different order than anywhere else XD
07:09:44  <V453000> G_G
07:11:09  <chillcore> to make you talk ... it worked :P
07:11:19  <chillcore> no idea ;)
07:11:43  <V453000> just wat
07:11:49  <chillcore> jusst kidding
07:11:57  <chillcore> it is a joke here
07:12:04  <V453000> :P
07:12:13  <chillcore> if you have no idea you say that
07:12:35  <chillcore> good morning
07:13:09  <V453000> SENSIBLE SEQUENCE OF NUMBERS: 4359, 4357, 4358, 4356, 4356, 4354, 4353, 4355, 4352
07:13:17  <V453000> I think someone had a cat sorting them
07:13:26  <V453000> because that totally looks cheezburger random
07:34:29  <chillcore> autopark "you are responsible for any misstakes the car makes" ... right
07:36:09  <chillcore> if whenever I buy one of them toys first thingto do is rip out the "conveniences"
07:36:28  <chillcore> ^^^ electric cars
07:36:44  <chillcore> contains traces of google ... yay
07:36:47  <chillcore> :P
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08:27:00  <supermop> V453000: why don't you make and sell generic models on unreal marketplace as a way to get some money from what you do
08:27:18  <V453000> eh perhaps later :)
08:27:24  <V453000> but yeah good idea
08:28:06  <supermop> looking on there for furniture to use for a project
08:28:33  <V453000> :D
08:28:43  <supermop> and though, i've designed bits of furniture over the years, may as well put some on on to make a few bucks
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08:40:37  <supermop> off to eat Uighur noodles
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08:46:18  <V453000> LMFAOSFAIOUDFGO
08:46:24  <V453000> the wooden bridge rotations are swapped too
08:46:27  <V453000> ..
08:46:46  <V453000> <3 consistency
08:51:27  <chillcore> can be easily solved ... just takes someone who is annoyed enough to put in the effort to add some
08:52:00  <chillcore> also the code to make all them old NewGRF still work correctly <3
08:53:31  <chillcore> but yeah is what you get when tons of peeps work on a project for many many years
08:57:08  <chillcore> maybe they were already swapped in the original graphics? I dunno
08:58:14  <V453000> ye
08:58:21  <V453000> idk but it is mess :D
08:58:31  <V453000> I probably have my stuff working now so /cara
08:58:34  <V453000>  /care
09:01:15  <chillcore> I did not mean you should not care ... it is nice to read what peeps think ...
09:01:20  <chillcore> anyhoo
09:02:04  <V453000> no its fine :D I just basically stated that I do not intend to clean it up :P
09:33:14  <chillcore> hehe ... if my neighbours tart drilling again sunday at 19.00 hours like they have been for the past two months ...
09:33:37  <chillcore> goodbye headphones and hello speakers ...
09:33:47  <chillcore>
09:34:16  <chillcore> I would not care if the other days of the week they were drilling too so they are done
09:35:19  * chillcore fridays
09:50:38  <V453000> omfg
09:50:42  <V453000> XD
09:50:53  <V453000> thats just bad :D
09:51:09  <V453000> 2 f4st
09:51:23  <chillcore> tempo goes up later
09:51:29  <chillcore> but yeah
09:51:44  * chillcore likes fr an hour or 2
09:52:16  <chillcore> I love putting this up from time to time
09:52:32  <V453000> I listen a lot to this motherfucker
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09:57:59  <chillcore> I like that too ...
09:58:16  <chillcore> will have a listen after what I am listening to
09:58:40  <chillcore> just very hard to find good +200bmp jumps
09:58:52  <chillcore> except old shool
09:59:52  <chillcore> one day my son came home with some stuffs on his MP3 player ... he started jumping like they do now
10:00:01  <chillcore> then I showed him some of mine
10:00:11  <chillcore> he was like WTF ...
10:00:13  <chillcore> haha
10:00:42  <chillcore> these days ... I headbang instead of jump like a madman
10:00:51  <chillcore> age and all that XD
10:02:06  <chillcore> but I like all kinds of musics
10:02:22  <chillcore> just not much into classic and shlagers
10:03:56  <chillcore> music is just so tame these days ... afraid of being unique much?
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10:08:35  <chillcore> but yeah that is how I picked my nickname 20 years ago
10:08:51  <V453000> XD
10:09:17  <chillcore> me likes HardCore very much, when you see me I am a really Chill dude
10:11:10  <V453000> well I for one take the approach that heavy music actually calms me down so .. :)
10:11:39  <chillcore> ye
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12:12:16  <Samu> hi
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12:13:33  <Samu_> test
12:14:02  <Samu_> I need clarification about
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12:15:29  <Samu_> Six attributes hold the information about a tile. isn't it 9?
12:19:38  <chillcore> hi samu
12:19:51  <Samu_> hi
12:19:55  <chillcore> mind being a bit more specific?
12:19:58  <supermop> those bridges tho... V453000
12:21:06  <Samu_> 9 attributes
12:21:06  <V453000> :)
12:21:41  <Samu_> type, height, m1, m2, m3, m4, m5, m6, m7
12:22:07  <Samu_> but the doc says 6
12:22:46  <chillcore> did you folow that link? "This can be seen in ..."
12:25:02  <chillcore> but yeah one file sais 6 and the other 9
12:25:21  <Samu_> These attributes are referred to as "type", "height", "m1", "m2", "m3", "m4", "m5", "m6" and "m7".
12:25:28  <Samu_> so its 9?
12:25:54  <chillcore> I guess so
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12:26:23  <Samu_> ok ty
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12:29:35  <chillcore> np
12:32:11  <chillcore> also samu instead of this:
12:32:23  <chillcore> 	if ((_settings_newgame.game_creation.map_x >= 9) && (_settings_newgame.game_creation.map_y >= 9)) {
12:32:29  <chillcore> try this maybe
12:32:41  <chillcore> 	int smallest_size = min(_settings_game.game_creation.map_x, _settings_game.game_creation.map_y);
12:32:53  <chillcore> 	if (smallest_size > 9) {
12:33:34  <chillcore> much more readable
12:33:54  <chillcore> ^^^ those asignments Alberth mentioned
12:36:53  <chillcore> the ">=" vs ">" difference is simply a logic error I fixed in my newer version ... you may ignore that; the above is just an example
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13:06:14  <Samu_> gosh
13:06:22  <Samu_> I hate this lingo babbling
13:07:01  <chillcore> x = 1 ... assigns 1 to x
13:07:46  <chillcore> if (x == 1) checks to see if x is 1
13:07:48  <Samu_> ancestor, classes, copy constructor, instance class
13:07:51  <Samu_> bah
13:08:04  <Samu_> what happened to english
13:08:43  <chillcore> yes samu you skipped a lot
13:12:01  <Samu_> couldn't they just write articles in words everyone could understand
13:13:08  <chillcore> where shall we start? generating electricity?
13:13:12  <chillcore> no offence
13:15:00  <Samu_> MakeStation(t + TileOffsByDiagDir(d), IsWaterTile(t + TileOffsByDiagDir(d)) ? HasTileWaterClass(t + TileOffsByDiagDir(d)) && GetWaterClass(t + TileOffsByDiagDir(d)) == WATER_CLASS_RIVER ? HasBit(_me[t + TileOffsByDiagDir(d)].m6, 0) ? o : GetTileOwner(t + TileOffsByDiagDir(d)) : GetTileOwner(t + TileOffsByDiagDir(d)) : wc == WATER_CLASS_SEA ? OWNER_WATER : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
13:16:15  <Samu_> t2 = t + TileOffsByDiagDir(d)
13:16:27  <Samu_> or int t2 = t + TileOffsByDiagDir(d) ?
13:17:26  <chillcore> the second or you'll get an error if t2 is not defined before
13:18:13  <chillcore> that is why you need to hit a book samu
13:24:03  <chillcore> also wiki is not a book
13:25:50  <Samu_> MakeStation(t2, IsWaterTile(t2) ? HasTileWaterClass(t2) && GetWaterClass(t2) == WATER_CLASS_RIVER ? HasBit(_me[t2].m6, 0) ? o : GetTileOwner(t2) : GetTileOwner(t2) : wc == WATER_CLASS_SEA ? OWNER_WATER : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
13:26:24  <Samu_> it looks better
13:26:28  <Samu_> interesting
13:26:35  <chillcore> xD
13:26:41  <Samu_> still big
13:29:38  <Samu_> IsWaterTile(t2) ? HasTileWaterClass(t2) && GetWaterClass(t2) == WATER_CLASS_RIVER ? HasBit(_me[t2].m6, 0) ? o : GetTileOwner(t2) : GetTileOwner(t2) : wc == WATER_CLASS_SEA ? OWNER_WATER : o
13:29:48  <Samu_> what can I do about this part?
13:30:13  <chillcore> use normal nested if elses?
13:30:13  <Leander_> <chillcore> that is why you need to hit a book samu <- that's what you need to do
13:30:22  <chillcore> yes I know
13:31:03  <chillcore> there is lots and lots I still do not know
13:31:12  <Leander_> you've been hacking at C++ code for weeks, and... you don't know variable assignment? you're doing it the wrong way
13:31:40  <chillcore> fair enough
13:33:19  <chillcore> show me the right way too please? so I do not teach orthers the wrong way?
13:34:03  <Leander_> you can do two things in that case: - store results of comparisons in bool variables
13:34:17  <Leander_> - indeed use normal nested if
13:34:57  <Leander_> inline if should never be nested, especially in such a complex expression... no one wants to guess how operator precedence is going to work
13:35:42  <chillcore> it was suggested to samu a few days ago already
13:35:52  <chillcore> I myself would never nest like that
13:36:22  <Samu_> I am a slow learner
13:37:54  <chillcore> but yes I do agree Leander there is lots I can do better
13:37:57  <Leander_> you seem to really lack some basics, so reading a proper book is also what I'd suggest because I'm old-fashioned, but there must be good online resources to learn correctly
13:40:06  <Leander_> chillcore I don't really know about your code, so I can't comment :)
13:40:33  <Leander_> but that nested inline if from hell, please no :)
13:40:48  <Samu_> this is my code
13:41:26  <Leander_> yes, and do you think you'll remember exactly how it works in two weeks? two months? probably not, it's too convoluted
13:41:49  <Samu_> i have the draft explaining what's happening there
13:42:06  <Samu_> but i don't know how to input the comments in there
13:42:20  <Samu_> sec
13:42:32  <Samu_>
13:43:00  <Samu_> last post
13:44:12  <Leander_> then you should reproduce that in your code, but not as a comment
13:45:17  <Leander_> you might want to learn about switch()
13:46:52  <Samu_> the MakeStation part is doing the restoration and setting the owner
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13:48:36  <Samu_> it knows a few things
13:48:41  <Samu_> from the other function
13:49:01  <Samu_> canal on river is the HasBit part
13:50:07  <Samu_> if it finds a bare land tile, it knows that it was either a demolished sea or a demolished canal
13:51:06  <Samu_> if it is a demolished canal, then it knows that it was it's own canal that was demolished and that the canal was not on a river
13:52:15  <Samu_> canals of owner none are made sure that are not demolished in the previous function
13:53:45  <Samu_> it decides based on the results given by the prior function. am I making sense?
13:54:25  <Samu_> the other function is CmdBuildDock
13:55:19  <Leander_> there's no need to explain me bit by bit
13:56:00  <Samu_> yeah but i suck at technical jargon
13:57:08  <Leander_> all I'm saying is that your huge expression should be decomposed into if/else (or possibly a switch)
13:57:44  <peter1138> there's always been ethel
13:58:11  <V453000> is ethel an alcoholic short for ethanol?
13:58:32  <Leander_> and either have several call to MakeStation() (one call for each condition) or use variables to store the values you want to put in MakeStation
13:59:06  <peter1138> there's a future for you in the fire escape trade, come up to town
14:00:19  <Eddi|zuHause> V453000: i've never heard ethel. only ethyl.
14:01:58  <V453000> exactly
14:02:00  <Eddi|zuHause> and that might actually mean ethene
14:02:04  <V453000> maybe some next gen alcoholics
14:02:15  <V453000> I dont know what it is but I want it
14:02:27  <Eddi|zuHause> or actually, ethylene
14:02:39  <Eddi|zuHause> i.e. CH2=CH2
14:03:26  <Eddi|zuHause> anyway, that's totally not my area of expertise :p
14:04:29  <V453000> if you can drink it and feel wtf after it, it should be.
14:04:42  <V453000> requires scientific research of liquids
14:05:24  <Eddi|zuHause> ethylene is probably a gas
14:05:32  <V453000> well fuck
14:05:34  <V453000> not interested then
14:05:40  <V453000> what use is it if I cant drink it
14:05:53  <Eddi|zuHause> and alcohols other than ethanol are usually poisonous
14:06:46  <V453000> alcohol is a poison too isnt it
14:07:05  <Eddi|zuHause> yes. but only in large quantities
14:07:43  <Eddi|zuHause> that also depends on how strictly you want to apply "poison"
14:08:13  <Eddi|zuHause> oxygen is a poison
14:08:45  <V453000> I KNEW IT
14:08:47  <Eddi|zuHause> there have been studies that people that live in lower areas with higher oxygen concentration, have higher frequency of lung cancer
14:10:26  <Eddi|zuHause> because free radicals may rip out electrons from molecules that are vital.
14:10:49  <Eddi|zuHause> often destroying said molecule in the process
14:11:00  <V453000> the study obviously leads to the result that solution is beer
14:11:49  <Eddi|zuHause> beer was actually often used for drinking, because it had less chance of being contaminated than water you dug out from a well
14:11:58  <V453000> exactly
14:12:00  <V453000> fish shit in it
14:12:01  <V453000> duh
14:16:47  <chillcore> If only it were just the fish ...
14:17:57  <V453000> OH YES
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14:26:52  <chillcore> all this talk about nutriciants made me hungry ...
14:28:22  <Samu_>
14:28:27  <Samu_> is this correct?
14:32:32  <Eddi|zuHause> i just ate an hour ago
14:32:52  <Samu_> (or possibly a switch)
14:32:57  <Samu_> how do i do a switch version?
14:33:03  <chillcore> no idea if it runs correctly but much better yes samu
14:33:30  <Samu_> gonna try switch method
14:33:39  <Samu_> but still not sure how to use it
14:37:38  <Samu_> i wish I could make HasBit(_me[t2].m6, 0) more english
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14:38:33  <Samu_> HasBit(_me[t2].m6, 0) = CanalOnRiver
14:39:12  <Samu_> IsCanalOnRiver(t2)
14:40:39  <Samu_> however, it could have some other meaning
14:41:22  <Samu_> in this specific case it means Is it to be a canal on a river
14:42:05  <Samu_> because it finds the flag set even though it is currently a river
14:44:21  <Samu_> makestation sets the waterclass to canal,
14:44:50  <Samu_> but to decide on the owner, it must look the value of that flag
14:45:03  <chillcore> x=1 != 1=x
14:46:19  <Samu_> hmm then how do I do this part?
14:49:14  <Samu_> if river && canal on river:
14:49:28  <Samu_> self canal was removed
14:49:59  <Samu_> don't forget that demolishing a canal built on a river reverts to river
14:53:21  <Samu_> the other function is prepating this information
14:53:25  <Samu_> preparing*
14:53:29  <Samu_> if (canal_on_river && !self_canal_maintained) SB(_me[tile + TileOffsByDiagDir(direction)].m6, 0, 1, 1);
14:53:54  <Samu_> is this code cheating?
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15:19:59  <Samu_> :(
15:21:33  <Samu_> I'm unsure if i can use a switch method
15:21:50  <Samu_>
15:22:42  <Terkhen> hello
15:23:29  <Samu_> hi
15:27:40  <Samu_> it is saying expression must have a constant value
15:29:31  <Samu_> why isn't o a constant value?
15:30:04  <Samu_> it's the self owner!
15:30:06  <Samu_> I don't get it
15:53:51  <chillcore> const values must not  change values samu
15:54:18  <chillcore> please do yourself a favour and read "thinking in c++"
15:54:47  <chillcore> also "o = o;" does nothing useful
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15:55:18  <Samu_> what can i do at that point?
15:55:32  <Samu_> ommit code?
15:55:49  <chillcore> you might as well do nothing there yes
15:56:07  <chillcore> replace if else with just if
15:56:20  <chillcore> in that place and if that is what you want to do
15:56:37  <chillcore> that bitmagic ... not my cup of cake
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15:59:07  <Samu_> it's a true or false
15:59:34  <Samu_> if it have a 1, then it's true, if it have a 0 it's false
16:00:32  <chillcore> if false do nothing?
16:01:38  <chillcore> just do if true do this
16:01:41  <Samu_> if it's true, set the owner to self, o
16:02:26  <Samu_> if it's false, set the owner to the owner of the tile, GetTileOwner etc...
16:03:16  <Samu_>  GetTileOwner(t2)
16:03:36  <Samu_> o means self
16:04:02  <Samu_> o ss always self
16:04:08  <Samu_> o is* always self
16:06:03  <Samu_> well, at that point at least
16:06:14  <chillcore> x = 0; if (true) x = 1;
16:06:31  <chillcore> what value does x have in case of false
16:06:37  <chillcore> without adding code
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16:08:10  <Samu_> if I turn it around with !HasBit(_me[t2].m6, 0)
16:08:17  <Samu_> i can remove the else part, right?
16:09:04  <chillcore> yes
16:09:09  <chillcore> book samu
16:09:15  <chillcore> this is basics
16:09:33  <chillcore> not the bitmagic part mind you
16:09:45  <chillcore> the if else part is basics
16:09:59  <chillcore> you do not grasp that so ...
16:10:07  <Samu_> i hate books, I confess
16:10:10  <Samu_> :(
16:10:19  <chillcore> ye without you reading we can not help you
16:10:32  <chillcore> unless we write your patch
16:10:35  <Samu_> they distract me from what i'm currently doing
16:10:43  <chillcore> which is not going to happen anytime soon
16:11:05  <chillcore> people give you hints, plenty of them
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16:11:26  <chillcore> o/ Alberth
16:11:32  <Alberth> hi hi
16:16:12  <Alberth> great bridges, V
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16:28:11  <V453000> thanks :)
16:28:31  <V453000> I am surprised nobody went batshit about the wooden pillars yet
16:29:15  <Alberth> :)
16:31:47  <^Spike^> \quit
16:31:49  <^Spike^> bleh
16:31:51  <^Spike^> wrong slash
16:31:53  <^Spike^> i hate windows! :)
16:31:55  <^Spike^> bye! :)
16:32:03  <Alberth> bye :)
16:34:37  <chillcore> That's some nice bolts you have there V453000
16:34:57  <V453000> :)
16:35:01  * chillcore should visit that part of the forums more often
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16:35:31  <V453000> there is nothing to do just like the rest of the forums dont worry :P
16:35:41  <chillcore> xD
16:38:05  <Eddi|zuHause> <chillcore> That's some nice bolts you have there V453000 <-- that reads like it should be continued with "... would be awful if something happened to them"
16:38:45  <V453000> wat
16:38:50  <chillcore> :P
16:38:50  <V453000> ah
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17:00:10  <Samu_>
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17:03:41  <Samu_> oops
17:03:44  <Samu_> IsWaterTIle
17:03:46  <Samu_> fixing
17:08:13  <Samu_> fixed
17:08:16  <Samu_> refresh page
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17:09:08  <Samu_> hmm let me improve this diagram a bit
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17:11:52  <Samu_> oki refresh once more, now it looks good
17:15:12  <Samu_> now, how do I translate this into code?
17:15:20  <Samu_> readable code
17:15:27  <Samu_> dont tell me to read a book :(
17:15:53  <frosch123> hire someone to read the book to you?
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17:16:04  <chillcore> I won't anymore promissed
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17:32:21  <Samu_>  * @pre
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17:35:27  <Samu_>
17:36:31  <Alberth> it's still reading :p
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17:37:38  <Samu_> doxygen?
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17:38:31  <chillcore> doxygen creates documentation
17:38:36  <Samu_> this part is boring, having to comment the way you want
17:39:05  <Samu_> @see
17:39:16  <Alberth> the general trick is to use the right style when you write the code
17:39:28  <Samu_> ok, I need a @see to the other function
17:39:33  <Alberth> fixing it afterwards is indeed very boring
17:40:49  <chillcore> Samu: talking about reading... did you report that error you found in landscape_grid.html?
17:41:20  <Samu_> no
17:41:23  <chillcore> nice find btw ;)
17:42:05  <Samu_> didn't think it was to be reported
17:42:09  <Samu_> it's a document
17:42:09  <chillcore> Alberth: especially if you forgot what you did before
17:42:25  <chillcore> hmm why should it not be fixed samu?
17:43:10  <Samu_> it's a typo
17:43:17  <Samu_> won't change anything
17:43:18  <Alberth> ? I forget what I did constantly :)
17:43:27  <Alberth> a pyto
17:43:38  <chillcore> everything that comes with a checkout is part of OpenTTD samu
17:44:25  <chillcore> you knpow that it is nine and not six ... would be nice if the peeps after you know too without being confused first?
17:44:34  <chillcore> know*
17:45:12  <chillcore> true it willnot change anything. fine
17:45:38  <DorpsGek> Commit by translators :: r27206 /trunk/src/lang (czech.txt luxembourgish.txt) (2015-03-27 18:45:28 +0100 )
17:45:39  <DorpsGek> -Update from WebTranslator v3.0:
17:45:40  <DorpsGek> czech - 5 changes by Eskymak
17:45:41  <DorpsGek> luxembourgish - 9 changes by Phreeze
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17:51:23  <chillcore> hmm thg is being mean ... my only option is commit ...
17:52:24  <chillcore> ah fixed it
17:55:27  <Samu_> if i can't have o = o;
17:55:32  <Samu_> then, what can i do?
17:55:41  <chillcore> Now I has a patch to remind me of the typo
17:55:51  <chillcore> scroll back samu
17:56:05  <chillcore> there is no book there
17:56:11  <chillcore> bit up
17:56:51  <Samu_> ah, i see, well i don't know if it will work
17:56:56  <Samu_> probably won't
17:57:02  <chillcore> you did not even try so
17:58:06  <Samu_> ok trying
17:59:51  <chillcore> before you blame me ... I never said the rest of your logic is correct
18:00:06  <chillcore> read: I have no clue about that
18:00:30  <chillcore> anyhoo
18:00:36  <Samu_> the big single line is behaving correctly, it's setting owner and stuff the right way
18:00:48  <chillcore> ok
18:00:51  <Samu_> the if/else though, i dunno
18:01:52  <Samu_> new copy paste
18:01:53  <Samu_>
18:07:07  <Samu_> if/else is so misleading
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18:09:49  <Alberth> if at line 8 makes no sense at ll, given line 13
18:09:58  <Alberth> euhm, line 12, I mean
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18:11:24  <Samu_> hey Alberth, this diagram
18:11:37  <Samu_> is what I need to translate into if/else
18:12:01  <Samu_> or something equivalent, but simpler than that single big line
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18:13:07  <Alberth> k
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18:14:56  <chillcore> if that long line is easier for you to understand samu then keep that
18:15:07  <chillcore> most of us get a headache trying to read it
18:15:23  <Alberth> nah, I give up before trying :)
18:15:32  <chillcore> hehe
18:15:46  <chillcore> me too
18:16:32  <chillcore> even wolf said it gave him a headache, seeing it for a few seconds
18:16:38  <chillcore> leander_ complained
18:16:42  <chillcore> but
18:16:52  <chillcore> I don't know what to say
18:17:08  <chillcore> if else is too complicated
18:17:26  <chillcore> but the most complicated line I have ever read ... no prob for samu
18:17:42  <chillcore> xD
18:20:06  <Alberth> I have already accepted that people can write code I cannot read :)
18:20:24  <Alberth> that's fine
18:20:31  <Samu_> can i put a skip, bail out something of that kind in a if/else?
18:21:02  <Alberth> however, I won't accept responsibility for it
18:21:26  <chillcore> understandable
18:22:01  <Samu_> for example, at line 8, if that hasbit comes out true, then i want it to get out, skip all the other if/else's
18:22:09  <Samu_> what do I type there?
18:22:35  <Alberth> hard to say without reading
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18:22:58  <Samu_> it would make o = o; so, unchanged
18:23:04  <Samu_> o is already = o
18:23:11  <chillcore> and const
18:23:34  <chillcore> if that is what your compiler complained about ...
18:23:49  <Alberth> chillcore: I can and will say what I don't like, and people can pick it up or ignore it, not much I can do about that, so, if not, I stop trying
18:24:14  <chillcore> hmm yes
18:24:43  <chillcore> I have that list of hints you gave me
18:24:58  <chillcore> It would not cross my mind to ask for more before ...
18:25:01  <chillcore> oh well
18:25:14  <Samu_> :(
18:25:38  <Samu_> i suck at explaining things
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18:25:52  <Wolf01> hi ih
18:26:17  <Samu_> before that whole if block starts, o already means something
18:26:19  <chillcore> unless it is something different then what you pointed out.    Alberth
18:26:37  <Samu_> it may change or stay the same
18:26:41  <chillcore> o/ wolf
18:26:44  <Samu_> hey
18:27:01  <Samu_> if it stays the same, I can't ommit inside the if/else
18:27:10  <Samu_> or can i?
18:27:13  <Samu_> what couldi do
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18:28:12  <Alberth> chillcore: you should abuse my lack of remembering things more often :p
18:28:16  <Alberth> hi hi andy
18:28:49  <chillcore> Pandoras box Alberth
18:28:51  <Alberth> oh, and sir W, sorry, missed your joining
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18:29:45  <Wolf01> o/ andy
18:32:45  <chillcore> <Alberth> chillcore: you should abuse my lack of remembering things more often :p   <- Also that woud require me to start rewriting my guii version and I feel like having a break for a few days
18:32:57  <chillcore> noone is reporting bugs ... light version is done
18:32:59  <Alberth> haha :)
18:33:17  <chillcore> XD
18:34:10  <andythenorth> lo
18:34:15  <chillcore> o/
18:35:27  <chillcore> the biggest prob right now is that validating of negative strings ... not sure how to handle it
18:35:41  <chillcore> few peeps already said regex is too big a canon
18:35:55  <chillcore> and passing the string after each character entered ...
18:36:16  <chillcore> would require me to know how to handle strings better
18:36:30  <chillcore> also pointers ... eventhough it works fine without
18:36:36  <chillcore> just a bit leghty code
18:36:43  <chillcore> lenghty*
18:36:45  <Alberth> sounds like a too big cannon indeed, but I don't know what's possible in that area
18:37:11  <chillcore> checking string after each character entered ...
18:37:34  <chillcore> not that I do not have the cycles available
18:37:35  <Alberth> in a custom function?
18:38:05  <chillcore> as you enter it in the querybox
18:38:20  <chillcore> validate validate validate
18:38:23  <chillcore> hmm ...
18:38:58  <Alberth> in some way you have to express you're accepting a (potentially) negative number to the input code
18:39:14  <chillcore> only as leading character that is the prob
18:39:27  <Samu_> turn it positive
18:39:28  <chillcore> not really a prob but yeah
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18:39:40  <Alberth> why is that a problem?
18:39:41  <Samu_> tell the other guy "hey this number is negative"
18:39:46  <Samu_> other function
18:39:50  <Samu_> or whatever
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18:40:27  <Alberth> you cannot differentiate between first and non-first character?
18:40:39  <chillcore> if I doot validate after each character I can do  -12-45
18:40:46  <chillcore> do not*
18:40:55  <chillcore> that comes out as -12
18:41:13  <Alberth> makes sense :)
18:41:16  <chillcore> I could loop ver the string and remove the second one
18:41:24  <chillcore> over*
18:41:37  <Alberth> forbid it  would be better imho
18:41:58  <Samu_> do you know the base value?
18:42:10  <Alberth> so yeah, you need to check every time
18:42:29  <chillcore> huhu
18:42:30  <Samu_> do you know the range or ?
18:42:37  <Samu_> bah i suck at explaining stuff
18:42:49  <Samu_> the min and max values?
18:43:05  <Alberth> domain of int, I guess
18:43:21  <chillcore> Alerth: just did not get there yet ... there were more urgent things to do
18:43:30  <Samu_> add to the base the highest negative number, so it's never negative?
18:43:36  <Samu_> am i making sense
18:43:56  <Alberth> can't do that Samu_, the result would not fit in an int
18:44:16  <Samu_> umm oki
18:44:16  <Alberth> also, users do not understand that
18:45:13  <Samu_> then readjust the number
18:46:50  <Samu_> biggest_negativenumber -12-45 >= 0
18:47:37  <Alberth> I don't understand that
18:47:56  <chillcore> samu: I'll manage thank you very much anyway
18:47:57  <Alberth> but you cannot shift values
18:48:04  <chillcore> I has this book
18:48:09  <Samu_> ok, say the range is -100 to +100
18:48:29  <Samu_> 100 - 12 - 45 = will always bring a positive number
18:48:37  <Samu_> then on the other
18:48:39  <chillcore> sigh
18:48:52  <Samu_> your last value - 100 = what you really want
18:48:58  <chillcore> try my patch samu
18:49:01  <Samu_> :(
18:49:13  <chillcore> I know what happens
18:49:22  <Alberth> chillcore: it sounds like a very fixable problem, I can haz a look when you're stuck
18:49:40  <chillcore> that would be very kind alberth
18:49:49  <chillcore> the patch is called negative nrs
18:50:15  <chillcore> all places from where the validate code is called is marked with a white line
18:50:19  <chillcore> ;)
18:50:23  <Alberth> hmm, in the non-light patch I  guess? :)
18:50:26  <chillcore> yes
18:50:33  <chillcore> but the patch itself is not big
18:50:41  <Eddi|zuHause> i still think validating against a regexp would be the most futureproof thing
18:50:42  <chillcore> it is just that
18:50:45  <chillcore> negative nrs
18:51:02  <chillcore> the qurybox stuffs is somewhere else
18:51:10  <chillcore> Alberth ^^^
18:52:06  <chillcore> you'll see when you open it ;)
18:52:24  <Alberth> Eddi|zuHause: you expect more other values that one needs to enter & validate?
18:52:35  <Samu_> can i split my line into several lines without interrupting the execution?
18:52:47  <chillcore> there are indeed more places in the code that would benifit
18:52:53  <chillcore> a few
18:52:57  <Alberth> k
18:53:41  <chillcore> we have some negative nrs in the settings gui
18:54:00  <chillcore> they can be set with the arrows but  not in querybox
18:54:16  <chillcore> and then Eddi|zuHause may have something else in mind?
18:54:35  <Eddi|zuHause> Alberth: i don't know. maybe command line, or ingame console... like setting comma-separated-lists from the console is currently impossible
18:55:22  <Eddi|zuHause> Alberth: also, entering times as HH:MM:SS
18:55:28  <Alberth> hmm, wouldn't you have to parse the input afterwards anyway?
18:55:52  <Alberth> ie you can check with a re, but you still have to decode the data
18:55:54  <Eddi|zuHause> Alberth: regexp can be used for parsing as well :)
18:56:04  <Alberth> true
18:56:22  <chillcore> yes samu you can split lines, use double tabs
18:56:24  <Alberth> we should add a scanner generator to openttd :p
18:56:49  <Alberth> somewhat overkill :p
18:57:52  <chillcore> neocortex scanners ... bring it on
18:57:57  <chillcore> xD
18:58:22  <chillcore> then I have my hands free
18:59:21  <chillcore> not sure if that would produce less typos though
18:59:33  <chillcore> and unfilterd hmm ...
18:59:39  <chillcore> bad idea
18:59:47  <Alberth> small tip for future releases, run hg qpop -a before zipping
19:00:25  <chillcore> ok ... it is just that sometimes there are patches on toop that shouldnot be applied
19:00:42  <chillcore> but ok
19:01:08  <chillcore> usually I do not include them
19:01:22  <Alberth> the Tgen_Light_v1_r27203.7z status file contains applied patches
19:01:35  <chillcore> yes as do all my zips
19:01:41  <Alberth> no doubt they were applied when you packed the directory
19:01:48  <chillcore> yes indeed
19:02:04  <Alberth> but they are not in my hg copy, as I just unpacked your archive
19:02:14  <chillcore> hmm ...
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19:02:33  <chillcore> wan me to make a new one?
19:02:39  <Samu_> is this good presentation
19:02:41  <Alberth> note that series is the list of patches, statis is the list applied patches
19:02:47  <ub_umstieg> hi why i cand build  Fruifarms in Desert at 1.5.0
19:02:47  <chillcore> yes
19:03:06  <Samu_> what happens if i put comments between the lines?
19:03:10  <Alberth> chillcore: no, just saying, so you are aware of it
19:03:12  <Samu_> will the code borks?
19:03:15  <Samu_> fail or so
19:03:28  <ub_umstieg> in older versions i coudt do so
19:03:33  <Alberth> ub_umstieg: they need water?
19:03:56  <chillcore> I had samu his permanent rivers in my queue ... I removed that manually from those two files
19:04:01  <ub_umstieg> dont understand that
19:04:33  <ub_umstieg> Alberth:  in the dropdown menue ther is no entre for building new  fruitplants
19:04:48  <Alberth> oh :)
19:05:07  <ub_umstieg> only 4 entrys now is there a setting for this
19:05:23  <Alberth> you disabled building of primary industries?
19:06:57  <Alberth> open the settings window, search for  'primary'
19:07:18  <ub_umstieg> THANKS found it  what a miss for only gamers to set up  the new version
19:07:30  <ub_umstieg> BYE
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19:08:05  <Alberth> euhm, what was that about?
19:08:15  <chillcore> good question
19:08:46  <chillcore> building primaries is off by default
19:08:53  <chillcore> manually that is
19:09:05  <chillcore> prospect is default
19:09:17  <chillcore> I guess that
19:09:26  <Samu_>
19:09:50  <Samu_> if i put comments between the lines, will I be interrupting the code?
19:10:04  <Samu_> between or at the end
19:10:18  <chillcore> nothing wrong Alberth
19:10:25  <chillcore> it is the new generation
19:10:37  <chillcore> :/
19:10:59  <Alberth> :)
19:11:07  <chillcore> a good spanking some of these kids need
19:11:16  <chillcore> but that is child abuse now
19:11:27  <chillcore> so they do whatever ... out of control
19:11:49  <Alberth> Samu_: why do you ask things you can look up?
19:11:58  <chillcore> because books
19:12:45  <Samu_> because it is already working, I don't want to screw up
19:12:53  <Samu_> when i add the comments
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19:16:46  <Alberth> hmm, tropical forest fix, is  div 4 a good idea? it could end up at 0?
19:17:07  <chillcore> as it is now you end up without forest
19:17:41  <chillcore> it assigns the tiles to desert/forests
19:18:00  <chillcore> whatever you do to height they remain that way ;)
19:18:15  <chillcore> it is not like snowline at all
19:18:39  <chillcore> 4 from water desert starts
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19:19:08  <chillcore> height of top tile generated / 4 is where forest starts
19:19:27  <chillcore> lower it to 1 and it will still be forest
19:19:36  <chillcore> raise it to 255 ... same
19:19:55  *** JacobD88 [] has quit [Quit: JacobD88]
19:20:06  <chillcore> new game that is
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19:20:34  <chillcore> in scenario you can change that manually?
19:20:44  <chillcore> I did not touch that part
19:20:54  <Alberth> I mean in your patch
19:21:00  <chillcore> yes
19:21:15  <Alberth> currently it's map max height / 4, so  16/4 = 4 or so
19:21:30  <chillcore> in trunk it is _max_height / 4
19:21:43  <Alberth> with your solution, I can make a very very flat map, of say max height 3
19:21:48  <Alberth> 3 /4 = 0
19:21:58  <chillcore> huhu
19:22:14  <Alberth> I wonder if you shouldn't at least have height 1 or so
19:22:33  <chillcore> as it is now is _max_height is at 255 and yor map is 32 high only ... all dunes
19:22:53  <chillcore> s is/if
19:22:54  <Alberth> I am not arguing trunk is good
19:23:11  <Alberth> no doubt it's broken
19:23:29  <chillcore> I know ... but I do not see how to solve it differently
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19:24:00  <chillcore> there is no way of knowing how high a map will turn out without generaing it
19:24:01  <Alberth> I am just asking if forest height should not be at least 1 or 2 or so, no matter what real max map height you have
19:24:20  <chillcore> hmm ... yeah maybe
19:24:39  <chillcore> it could perhaps use a min setting
19:24:47  <Alberth> yes, but solving a different problem from agree-ing what is right :)
19:24:55  <Alberth> +is
19:25:24  <Alberth> as for solving, just set initial top_height eg to 4 or 8
19:25:44  <chillcore> such low
19:25:45  <Alberth> 4 probably
19:25:57  <chillcore> 4 is old behaviour yes
19:26:10  <Eddi|zuHause> or using max(2, height/4)?
19:26:11  <Alberth> *initially*
19:26:23  <Alberth> ie before / 4
19:26:23  <chillcore> so make that min? but still do top generated / 4
19:26:37  <Alberth> yep
19:26:54  <chillcore> on it
19:27:03  <Alberth> so you have your solution, but for very low maps it works too
19:27:05  <chillcore> or do you want a custom setting?
19:27:17  <Alberth> nope :)
19:27:21  <chillcore> hmm that was agreed on not to do that
19:27:23  <chillcore> hehe
19:27:24  <Alberth> we want less settings :p
19:27:49  <chillcore> I'll add minimum 4 not configurable
19:27:55  <Alberth> but even very useless settings are missed :p
19:28:10  <Alberth> add a comment too
19:28:18  <chillcore> wil do ;)
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19:29:00  <chillcore> max(4, blabla)
19:29:02  <V453000> Dropbox users! Can I somehow distantly disconnect a computer from dropbox even if the PC is turned off?
19:29:09  <V453000> like, un-share some device?
19:29:22  <V453000> obviously data stays there, just not the linking
19:29:35  <V453000> ah got it nvm :D
19:32:06  <Alberth> chillcore: just set the initial value to 4
19:32:56  <chillcore> initial?
19:33:07  <chillcore> it is done on the fly during mapgen
19:33:33  <chillcore> after the terrainis in place
19:33:34  <Alberth> uint top_tile = 4;
19:33:42  <chillcore> oh ok
19:34:11  <Alberth> uint top_tile = 4; // Force forest heights to at least 4/4 = 1.
19:34:25  <Alberth> or something like that
19:34:47  <Alberth> solution by eddi is fine too
19:36:02  <chillcore> **       /* Tropical forest can not start lower then level 4. */
19:36:26  <chillcore> them stars is because else line does not show
19:36:44  <chillcore> no wait ...
19:36:47  <chillcore> hmm ...
19:37:03  <chillcore> I should raise height of map too
19:37:11  <chillcore> very flat min 5 ?
19:37:29  <chillcore> or is it ok at level 1 ...
19:37:39  <chillcore> tropical forest I mean
19:37:53  <chillcore> hmm ....
19:38:05  <Alberth> I have no idea tbh, but level 0 seemed definitely unwanted
19:38:34  <chillcore> yes
19:38:59  <chillcore> if I do level 1 the desert is gone
19:39:25  <chillcore> it is first desert the tropical that gets assigned
19:39:33  <chillcore> so level 2 is better
19:39:45  <chillcore> still 4 from water
19:40:07  <chillcore> and min height of map is 2 so
19:40:12  <chillcore> very small maps
19:41:05  <chillcore> I'll do some quick testing ... thank you for pointing it out
19:41:25  <Eddi|zuHause> Alberth: i think applying the minimum at the end makes more sense (for reading this code again in 5 years, and understanding how it does what it does)
19:41:52  <Alberth> your amplitude patch (last patch) looks somewhat weird, using 'small' for computing the index, and then indexing a different array
19:42:11  <Alberth> Eddi|zuHause: good point, chillcore, can you change that accordingly?
19:42:24  <chillcore> I just picked one, they all have the same lenght
19:42:34  <chillcore> magic nr?
19:42:53  <Alberth> and the max(0, index) stuff is weird too, but probably inherited
19:43:04  <chillcore> yes
19:43:14  <Alberth> you can make it constant if you like
19:43:18  <chillcore> and shorter
19:43:30  <Alberth> +a
19:44:18  <chillcore> I may have one already ... checking
19:44:49  <chillcore> it is just not yet used in the arrays
19:45:02  <Alberth> could be helpful to say something what each array is about, next to the meaning of the numbers
19:45:49  <chillcore> hmm it is explained at top of tgp.cpp
19:46:03  <chillcore> them little tables?
19:46:19  <Alberth> static const amplitude_t amplitudes_middle[][10]   <--- these tables
19:46:38  <chillcore> ok
19:47:02  <Alberth> the comment says how to interpret the numbers, but nothing about the purpose of the array as a whole
19:47:12  <Alberth> eg "used for 512x512 maps"
19:47:16  <chillcore> ah ok
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19:48:44  <chillcore> haha thg is crashing now
19:48:48  <chillcore> trolls
19:48:52  <chillcore> rebooting
19:49:17  <chillcore> brb ... I'll read the logs too so I do  not miss anything
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19:50:31  <frosch123> hmm, nml is really old :p
19:51:17  <frosch123> i just wonders why does some really bonker things, but they are actually needed for ottd < 1.1 :p
19:51:22  <Alberth> also, as language not really intuitive, to me at least
19:51:53  <Alberth> :O options for negative line count productivity :p
19:52:10  <frosch123> maybe at that time people still thought it could serve ttdp
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19:52:35  <frosch123> yeah, apparently varact2 had no shift left and right operations
19:52:42  <Alberth> wb
19:52:43  <frosch123> so nml construct them from rotate-right :p
19:52:47  <chillcore> o/
19:52:56  <chillcore> minecraft was still running
19:53:10  <Alberth> yeah, and wondering why the newgrf code size explodes :p
19:53:41  <frosch123> a >> b = a / (1 ror (32 - b))
19:53:58  <Alberth> chillcore: forest patch: "asigned" -> "assigned"
19:54:14  <Alberth> frosch123: yeah, it's great fun reading that code :)
19:54:22  <chillcore> thx
19:54:42  <Alberth> last added empty line shouldn't be there
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19:56:46  <V453000> hmmmm
19:56:53  <chillcore> sniper eyes you have yoda sais
19:56:55  <V453000> how do I code the CETS-like vehicle turning in curves?
19:57:01  <V453000> the shitload-of-angles?
19:57:24  <Alberth> chillcore: a case of reading too many diff files :p
19:59:29  <chillcore> ;)
20:00:37  <chillcore> strange how I see all that stuffs when reading someone elses code ... guess it is a matter of focus
20:01:06  <chillcore> just  reading instead of debugging
20:01:27  <chillcore> 'just'*
20:02:14  <Alberth> ever tried waiting a few days, and then reading the patch asif it's from someone else?
20:02:55  <chillcore> yes with the gui version ... you should see that first patch from 2012 ...
20:03:01  <chillcore> not recommended
20:03:04  <chillcore> hehe
20:03:25  <V453000> is Eddi|zuHause here? :)
20:03:37  <Eddi|zuHause> ?
20:04:00  <V453000> Eddi|zuHause: this is the day I do not ridicule incompleteness of CETS! :P
20:04:02  <Eddi|zuHause> V453000: it's actually very simple
20:04:06  <V453000> that yeah :)
20:04:09  <V453000> but how?
20:04:18  <Eddi|zuHause> i have a file somewhere...
20:04:57  <V453000> reminds me of "I have a patch for that somewhere..."
20:05:46  <V453000> :)
20:05:59  <chillcore> Alberth: uint top_tile = 0; I am going to leave at 0 ... the code has not yet looped over the map at this point
20:06:07  <chillcore> ;)
20:06:14  <Eddi|zuHause> V453000:
20:06:26  <Alberth> sure, and that's probably better
20:06:41  <chillcore> uint max_desert_height = max(2, CeilDiv(top_tile, 4));
20:06:47  <chillcore> with comment above
20:06:49  <Alberth> my solution was a bit 'kort door de bocht' :p
20:06:54  <chillcore> np
20:07:02  <Eddi|zuHause> V453000: this is the length 16 vehicle, made up as parts of 4+8+4
20:07:12  <V453000> O_O
20:07:21  <V453000> right
20:09:47  <Eddi|zuHause> V453000: basically, starting at the bottom:
20:09:54  <Eddi|zuHause> if in gui: show full sprite
20:10:16  <Eddi|zuHause> if in some kind of curve: show full sprite for middle and invisible for the end parts
20:10:18  <V453000> it is basically a huge sprite hack
20:10:22  <V453000> not a new grf feature
20:10:28  <Eddi|zuHause> otherwise: draw slice individually for each vehicle
20:10:38  <V453000> ye
20:10:44  <Eddi|zuHause> yes. kinda
20:10:57  <Alberth> how are sprite hacks not a grf feature :p
20:10:59  <V453000> ok, not sure if I want to go there :D
20:11:20  <Eddi|zuHause> V453000: it might still glitch in some corner cases
20:11:27  <V453000> mhm
20:11:34  <V453000> I was just intrigued how is stuff like this done
20:11:53  <V453000> and whether I should/want to consider adding it to DOOM
20:12:23  <V453000> the answer is probably nope though XD
20:12:38  <Eddi|zuHause> it shouldn't be very hard for DOOM
20:13:02  <Eddi|zuHause> but it would make the set bigger by a factor of large
20:13:27  <V453000> yeah well that is a thing, but I was just interested more about the execution, filesize meh
20:13:36  <Eddi|zuHause> which will probably be a major limitation
20:13:44  <V453000> mhm
20:14:00  <Eddi|zuHause> the execution is really not that tricky
20:14:15  <Eddi|zuHause> there is a bit of magic hidden in the sprite templates
20:14:44  <Eddi|zuHause> because the formulas i made up did not fully match the results, so i have random +1 or +2 offsets in places
20:15:04  <Eddi|zuHause> but this gets easier if you have only one size of vehicle
20:15:15  <V453000> obviously :)
20:16:29  <Eddi|zuHause> anyway, the key feature here is var 62 to detect whether you're in a curve or slope
20:16:47  <V453000> well it looks interesting to say the least
20:16:54  <V453000> right
20:17:24  <chillcore> minimum height of map for very flat on 64** map? with snowline and tropical forest at 2 min ... it should be 3 at least?
20:17:29  <chillcore> or 4 ?
20:18:06  <chillcore> most maps generate higher ...
20:18:25  <chillcore> hmm ... doing the rest first
20:18:55  <Eddi|zuHause> V453000: and then loads of sprite templates for each angle and whether the vehicle is drawn as full sprite or slices
20:19:15  <V453000> yeah XD
20:19:20  <Eddi|zuHause> where only the straight views are ever drawn as slices
20:19:22  <V453000> how long did it take to construct this?
20:19:39  <Eddi|zuHause> the basic concept didn't take long
20:19:53  <V453000> well sure I guess fiddling and setting up details takes the most
20:19:56  <Eddi|zuHause> but there was a lot of on-and-off thinking before
20:20:11  <Eddi|zuHause> yes, getting the offsets right was a major task
20:20:25  <Eddi|zuHause> and also getting var62 in trunk :)
20:21:01  <V453000> :D
20:21:08  <Eddi|zuHause> anyway, the exact amount of time is difficult to measure, as there were years of basically nothing happening inbetween
20:22:10  <chillcore> right ... my top patch is gone but still listed ... that is why is giving me errors
20:22:19  * chillcore has backup :P
20:23:03  <V453000> yeah I was just wondering because I can imagine how much holyshit offsets are
20:23:16  <V453000> doing them on this level sounds majorly insane
20:23:44  <V453000> my advanced template of automatically-assigning-correct-offsets-to-different-vehicle-parts is already the top I could think of XD
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20:24:02  <chillcore> I must have cut it instead of copy before posting
20:24:10  <chillcore> haha self-trolled
20:24:16  <Eddi|zuHause> V453000: the offset calculation in its current form is a major brainfuck
20:24:17  <chillcore> that is a new one
20:24:41  <V453000> if you say that then I should run away from it as far as I can
20:26:54  <Eddi|zuHause> V453000: the "view_blah" functions:
20:28:14  <Eddi|zuHause> V453000: and here the offsets bit:
20:28:33  <Eddi|zuHause> and for 4x zoom you probably can't reuse some of it
20:28:36  <V453000> im done XD
20:28:53  <V453000> ok this is out of the question XD thank you though :)
20:28:56  <Eddi|zuHause> V453000: the good part is that you only have to do this for one vehicle
20:29:17  <V453000> that I understand
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20:29:22  <V453000> but yeah, just :D
20:29:34  <Alberth> sleep a night about it :)
20:29:50  <V453000> no way
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20:30:12  <V453000> I will just writea  nice forum post like "if someone wants to see that feature, code it for me, I give you sprites" but ,,, :D
20:30:31  <Alberth> :D
20:30:46  <V453000> I mean, it would be nice for me to get more out of the models I already spend a lot of time on
20:31:03  <V453000> but that does not mean I should spend half a year getting the code to work at all :D
20:31:19  <chillcore> 	int index = frequency - MAX_TGP_FREQUENCIES + lengthof(amplitudes_small[smoothness]);
20:31:33  <chillcore> with current code that is just frequency
20:31:39  <Eddi|zuHause> V453000: i would propose making models for CETS, but that would include making them GPL-able (i.e. providing textures)
20:31:41  <chillcore> it was not before
20:31:42  <V453000> not to mention that my coding skills and understanding and b4d
20:31:55  <V453000> yeah that is not an option eddi :P
20:34:04  <Alberth> chillcore: I don't understand that line at the moment, but I can probably when I read things in context, so I assume it's fine for now
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20:35:37  <V453000> good night! :D
20:36:22  <Alberth> gn V
20:36:32  <chillcore> currently the nr of params of 1 setting is equal to TGP_MAX_FREQUENCY
20:36:42  <chillcore> beforemy code it was 7  so yes needed
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20:36:51  <frosch123> <- action2var: remove some code to enable usage of ottd11 features for shorter grf output; functioncall: add a getbits() build-in function, which i miss every time i tell someone on the forums how to do something
20:36:56  <Alberth> please don't explain now chillcore
20:37:00  <chillcore> np
20:37:30  <chillcore> I'll do as I think is best and add comments ;)
20:37:33  <V453000> frosch123: what in human language? :D
20:37:47  <frosch123> V453000: better nml :p
20:38:13  <frosch123> "better" is always a good name
20:38:18  <V453000> XD
20:38:21  <V453000> or yet another
20:38:22  <V453000> always works
20:38:28  <Eddi|zuHause> frosch123: wtf is "ottd11"? :p
20:38:51  <frosch123> Eddi|zuHause: ottd ported to c++11
20:39:17  <frosch123> LordAro finished it
20:39:21  <frosch123> well, almost
20:39:21  <Eddi|zuHause> did we do that?
20:40:29  <Eddi|zuHause> frosch123: but how is replacing some ops with another op related to c++11?
20:40:42  <frosch123> almost as in, all but a finite amount of lines
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20:41:32  <Alberth> chillcore: the problem is the patch system itself, it gives very little context so I cannot see what things 'frequency' and the constant actually is. Your code is probably fine
20:41:59  <Eddi|zuHause> frosch123: that definition of "almost" only really works for infinite sets :p
20:42:28  <chillcore> Alberth I understand.
20:42:39  <frosch123> it's just an alternative way to talk about the empty set
20:43:01  <frosch123> Eddi|zuHause: but seriously, ottd11 means 1.1 branch
20:43:39  <LordAro> wait, wat
20:43:43  <frosch123> branched in year 11 of the ottd millenium
20:44:09  <Eddi|zuHause> and that really needs an abbreviation
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20:45:10  <frosch123> well, i have folders for all the ottd branches i tested to backported to
20:45:32  <frosch123> and because i never deleted anything since 1992, i also have a folder for the ottd 1.1 branch
20:45:43  <frosch123> and since i do not like special chars in filenames, it's called ottd11
20:46:00  <frosch123> and then i got used to always writing it like that
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20:47:13  <Alberth> frosch123: doesn't nml always call 'simplify expression' immediately as well?
20:47:23  <Alberth> not sure that's actually neede though
20:47:28  <Alberth> *needed
20:47:48  <frosch123> Alberth: what do you mean by that?
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20:48:58  <Alberth> something like  part3 = part3.reduce() at line 64
20:49:02  <Eddi|zuHause> Alberth: but why artificially making it more complicated by inserting /2^n intead of <<n?
20:49:04  <Samu_> is this explanation clear?
20:49:14  <Eddi|zuHause> or >>n
20:49:36  <Samu_> oh, I see you guys are busy, sorry
20:49:38  <Alberth> don't remember the precise parameters to reduce
20:50:20  <Alberth> Eddi: I hope that is not for me
20:51:12  <frosch123> well, nml does the reduce stuff, so i do not need to add it separately
20:51:27  <Alberth> ok
20:52:55  <Alberth> looks fine to me otherwise
20:56:28  <Eddi|zuHause> Alberth: i meant: even if there was a reduce function, you shouldn't make it more complicated for that function than necessary
20:58:00  <Alberth> but all that code gets deleted, isn't it?
20:58:35  <Alberth> in general, newgrf is weird, don't expect it to have a sane set of computing operators :p
20:58:44  <Eddi|zuHause> yes. but you sounded like "why delete that code? reduce is run anyway"
20:59:07  <frosch123> before ottd11 there were no grf operators for those << >> things
20:59:23  <Eddi|zuHause> frosch123: but nml-produced grfs need 1.2 anyway
20:59:23  <frosch123> so nml replaced them with above magic
20:59:54  <frosch123> somewhen someone added the grf operators to the operator definition, but did not remove the wrappers
21:00:08  <frosch123> with removing the wrappers, the sleeping operators become alive :p
21:00:42  <Eddi|zuHause> well, back then people probably assumed that shifts are done with the normal varadjust stuff
21:01:00  <frosch123> you mean they assumed it were always constants
21:01:11  <Alberth> Eddi|zuHause: I didn't complain against removing that code, I would have been more explicit then, but I have seen that code, I know that nml does a lot of reduce calls in that area, and it was missing here, hence my question of it missing
21:01:39  <Eddi|zuHause> Alberth: i probably misread then
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21:02:36  <Alberth> fair enough
21:06:17  <Samu_> im so bored
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21:09:58  <chillcore> Alberth: almost done with documenting and stuffs.
21:10:11  <chillcore> checking the logs to see if I missed something
21:10:16  <Alberth> k
21:10:33  <chillcore> the optional patch I will split too as it does three things; it will still be optional
21:10:55  <Alberth> I am not going to read that again tonight :p
21:11:09  <chillcore> np. as usual whenever is fine ;)
21:12:33  <chillcore> I never want things done now ... I k know it comes across like that sometimes but that is my bad choice of words (not adding enough of them)
21:12:37  <chillcore> hehe
21:13:43  <chillcore> the thread will be bumped when I am done
21:13:52  <Alberth> yeah, you sound so eager when keeping me up to date on what you do :)
21:13:59  <chillcore> I know
21:14:07  <chillcore> sorry about that
21:14:09  <Samu_> what about me
21:14:53  <Alberth> Samu_: you seem to ask the same questions endlessly
21:15:13  <Alberth> in particular questions which are easy to find
21:15:45  <Alberth> I have no problems that you don't want to look them up, but please then also don't expect me to answer them
21:16:25  <frosch123> did opengfx add new sprites for aditional zoom levels?
21:16:25  <chillcore> I aways had that ... when I 'ask' something of peeps whenever is fine but when I 'feel' like doing something myself yesterday is a week too late
21:16:29  <chillcore> makes sense?
21:17:14  <chillcore> kinda hard to explain
21:17:48  <Alberth> you're too hard on yourself :)
21:17:58  <chillcore> hmm yeah maybe
21:17:59  <Alberth> I also have that problem though :p
21:18:16  <Alberth> it's hard to understand how much you can ask for
21:18:23  <chillcore> you're too hard on yourself ;)
21:18:25  <chillcore> and yes
21:20:04  <Samu_> that comment is bigger than the code :(
21:20:22  <Samu_> the whole patch combined, even
21:20:28  <Alberth> quite Samu_,  I wondered about that too
21:20:41  <Alberth> the fact that you do a function call gets totally lost
21:21:47  <Alberth> the problem however is how to fix that, I don't know the answer to that question
21:22:59  <Alberth> maybe make a new function that computes the tile owner?
21:23:49  <Alberth> which should make the if/else simpler, as you can simply return when done
21:24:51  <Alberth> gn
21:25:08  <chillcore> good nigh
21:25:11  <chillcore> t
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21:27:49  <Samu_> hmm funny, now that I re-read what I wrote, I think I don't need to check for that bit
21:28:37  <Samu_> instead of checking for the bit, check if the original wc was also river
21:29:21  <Samu_> brb, testing
21:29:43  <frosch123> hmm, weird
21:30:13  <frosch123> pm added the sprites from ogfx+biggui to ogfx as alternative sprites
21:30:20  <frosch123> but ottd doesn't actually use them
21:30:36  <frosch123> were they an investment in case someone improved ottd?
21:36:29  <chillcore> maybe for later when extra zoom sprites were added to opengfx?
21:37:15  <chillcore> I vaguely remember something when he added them ... but details escape me at the moment
21:37:55  <chillcore> exact details that is
21:38:03  <Samu_> uh, oops i broke my code
21:38:08  <Samu_> grrr why did i touch it
21:39:42  <Eddi|zuHause> frosch123: i was under the impression that the sprites are used if you set x2 or x4 gui zoom
21:40:05  <frosch123> one should hope that, but it does not work for me
21:40:25  <Eddi|zuHause> are you sure you use the right version? :p
21:42:54  <frosch123> hmm, actually it works in some places
21:43:25  <chillcore> is biggui complete now? I thought there were a few sprites missing?
21:43:39  <frosch123> they are still missing
21:43:57  <chillcore> ok then I was not dreaming xD
21:43:59  <frosch123> anyway, since the we have built-in gui zoom, the biggui grf is obsolete
21:44:07  <frosch123> it is now part of regular ogfx
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21:44:22  <frosch123> but gui zoom is still buggy all over the place :)
21:44:49  <Samu_> :) re-fixed my code, now without using the bit :)
21:44:55  <Samu_> mucho happy
21:44:58  <frosch123> ah, i see where the "in some places" comes from
21:45:08  <frosch123> it works for the extra grf, but not for the actual base grfs
21:45:26  <frosch123> maybe i try a "make clean" then
21:48:53  <frosch123> yup, worked
21:49:03  <frosch123> most devzone makefiles are broken :)
21:49:28  <chillcore> <frosch123> anyway, since the we have built-in gui zoom, the biggui grf is obsolete
21:49:28  <chillcore>  it is now part of regular ogfx   <- what happens with original graphics?
21:49:46  <chillcore> just curious without testing :P
21:49:53  <Eddi|zuHause> they just get scaled
21:50:01  <chillcore> ok thank you
21:50:01  <Eddi|zuHause> no higher resolution
21:50:11  <Eddi|zuHause> just blocky
21:50:20  <frosch123> if you used original graphics with ogfx+biggui, you did not have original gui :p
21:50:40  <frosch123> anyway, only V and andy use original graphics
21:50:46  <frosch123> any they do not play, but only talk here
21:50:49  <frosch123> so, who cares :p
21:50:54  <chillcore> I have not tested that is it
21:50:56  * Eddi|zuHause hides
21:51:08  <chillcore> I have them but only use them for testing purposes
21:51:13  <chillcore> because
21:51:16  <chillcore> ...
21:51:38  <Eddi|zuHause> some parts of how opengfx look really bother me...
21:55:49  <frosch123> oi, the biggui sprites for the vehicle lists are actually prettier than the normal zoom ones
21:57:44  <frosch123> the only part of ogfx which i do not like are the bus- (and equivalent egrvts tram-) graphics
21:57:56  <frosch123> but i always play with heqs anyway
21:58:07  <frosch123> wrt. the rest, i prefer ogfx over original meanwhile
21:58:23  <frosch123> the original sprites are really noisy now
22:00:24  <chillcore> I like toyland very much
22:01:02  <frosch123> yup, but don't tell V :p
22:01:20  <chillcore> hehe
22:01:49  <Terkhen> good night
22:02:00  <chillcore> just the terrain is a bit busy but other then that ...
22:02:07  <chillcore> good night Terkhen
22:02:56  <frosch123> damn, the ogfx makefile is really bonkers
22:03:06  <chillcore> I had firs in toyland before that was a thing :P
22:03:12  <Samu_>
22:03:24  <Samu_> now without HasBit
22:10:44  <chillcore> tgp.cpp needs a whole lot of cleaning
22:10:58  <chillcore> I will tackle that in my gui version
22:11:20  <chillcore> taking my time to do it properly tested
22:11:56  <chillcore> for now all these magic nrs. can stay IMHO
22:12:36  <peter1138> rip
22:12:38  *** Pikka [] has joined #openttd
22:12:43  <chillcore> not breaking what is not broken and all that
22:13:10  <chillcore> I hate rush jobs ... nothing but troubs
22:13:33  <chillcore> but they will go
22:14:55  *** Pereba_ [~UserNick@] has joined #openttd
22:15:31  <chillcore> I'll make sure to have seperate patches for that ;)
22:17:42  <chillcore> some parts indeed rip
22:20:27  *** Progman [] has quit [Remote host closed the connection]
22:21:10  <chillcore> I understand what happens, but not good enough how it happens to just start ripping
22:21:16  *** Pereba [~UserNick@] has quit [Ping timeout: 480 seconds]
22:21:25  *** Pereba_ is now known as Pereba
22:21:35  *** sla_ro|master [slamaster@] has joined #openttd
22:26:56  <Samu_> question about graphics, when i place a dock, the graphics are sometimes not drawn immediately
22:27:29  <Samu_> i have to move the mouse cursor
22:27:35  <Samu_> to make it draw
22:28:09  <chillcore> is the game paused?
22:28:14  <Samu_> yes
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22:30:22  <chillcore> disabling build while paused solves it?
22:30:47  <Samu_> i let it build when paused
22:30:55  <Samu_> it's a graphic glitch of some kind
22:30:59  <chillcore> that is not what I asked
22:31:05  <chillcore> anyhoo
22:32:19  <chillcore> it is ticks not advancing of some kind
22:32:48  <frosch123> sprinkle some MarkTileDirtyByTile over the place
22:32:57  <chillcore> and that
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22:33:40  <Samu_> oh, that's what that command does?
22:35:07  <Samu_> when paused: Allow all actions
22:37:05  <Samu_> seems to happen when i load a game game that was paused when it was saved
22:37:15  <Samu_> save game*
22:41:02  <chillcore> if you want to change the setting of a game you have to do so ingame
22:41:24  <chillcore> changes made from main menu is for new games
22:42:14  <chillcore> not that you have to change settings ... just saying
22:43:24  <Samu_> can't change this setting, it's grayed out
22:43:37  <Samu_> grey
22:46:10  <chillcore> did you see what frosch wrote too?
22:47:17  *** sla_ro|master [slamaster@] has quit []
22:48:01  <Samu_> yes, but i'm unsure exactly where i put that
22:48:11  <Samu_> after MakeDock?
22:51:51  <Samu_> there is a static void DrawTile_Station(TileInfo *ti)
22:51:56  <Samu_> shortly after
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23:00:05  <chillcore> anyone know per chance if gedit has an extention (or option) to show spaces and tabs?
23:01:04  <glx> probably like any correct editor
23:01:48  <Samu_> MarkTileDirtyByTile(tile + TileOffsByDiagDir(direction), 0);
23:01:55  <Samu_> this seems to have fixed it lol
23:02:23  <Samu_> none of the other stations have this line
23:03:49  <Samu_> oh, sorry, there's 2 other occurences after all
23:04:08  *** roidal_ [] has quit [Quit: WeeChat 1.0.1]
23:04:08  <chillcore> glx: I just can not find it at first glance ... I'll have a better look in a bit.
23:04:50  <chillcore> other texteditors are available ... this one reminds me of notepad++ and feels lightweight
23:04:53  *** Samu_ [] has quit [Quit: Page closed]
23:04:58  <glx>
23:04:59  *** Samu [] has joined #openttd
23:05:05  <glx> there's a plugin it seems
23:05:15  <chillcore> thank you very much.
23:07:11  <frosch123> chillcore: i use geany as leightweight editor
23:09:24  <chillcore> I can have a look at that too to see if it pleases me better, frosch
23:10:10  <chillcore> not hat I am displeased at all ... just beats clicking all lines if I can see em
23:11:23  <Samu> well
23:12:21  <Samu> moving on to my next task
23:13:19  <Samu> the bit flag
23:13:30  <Samu> yeah Canal on river bit flag
23:13:45  <Samu> seems to be the easier one (hopefully)
23:14:25  <Samu> i've been doing HasBit(blabla.m6,0), but it's time to give it a proper english name
23:14:51  <chillcore> what's with these proposed packages? just random?
23:15:09  <chillcore> not installing zeitgeist ...
23:15:24  <chillcore> I removed that already
23:15:34  <chillcore> came with something else
23:15:49  <chillcore> I can remember myself what i did
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23:17:50  <chillcore> yay tabs and spaces \o/
23:19:09  <Samu>
23:19:22  <Samu> uhm... i have to ask
23:19:33  <chillcore> and this geany looks interesting very much too ...
23:19:47  <Samu> I need an enum
23:20:23  <Samu> WBL_RIVER_FLAG?
23:21:36  <Samu> but i can't put it at m5 :(
23:22:05  *** frosch123 [] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn]
23:33:57  <chillcore> hmm lightweight he said ... comes with console and all
23:34:02  * chillcore likes
23:34:56  <chillcore> rubbadubdub geany in a botle
23:34:59  <chillcore> :P
23:35:40  <chillcore> s console/terminal
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23:55:18  <Wolf01> 'night
23:55:24  *** Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]

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