Log for #openttd on 28th March 2015:
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00:27:06  <Zoidzerg> Is the binaries server down? I'm getting connection timed out errors
00:28:33  <Sylf> the US mirror of it is working for me
00:28:48  <Sylf> and its gateway
00:29:47  <Sylf> but thinks it's down
00:30:36  <Zoidzerg> Thanks, the US one works for me too
00:30:42  <Zoidzerg> It's the hu.binaries that fails for me
00:30:49  <Zoidzerg> (which is where I get sent by default)
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00:55:24  <chillcore> anyone can comment on this?
00:55:31  <chillcore> 	int amount_of_amplitudes = lengthof(amplitudes_small[0]; // We just need the nr. of params 1 setting has here.
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00:55:49  <chillcore> not so happy with the name of variable not the comment
00:55:58  <chillcore> s not/nor
00:56:07  <chillcore> lack of inspiration ...
00:56:11  <chillcore> :P
00:56:53  <Sylf> hrm
00:57:14  <Sylf> amplitude magnitude :P
00:57:20  <chillcore> trying to move that out of the code where it is used as not to cause confusion
00:57:44  <chillcore> hmm it is not that ... 1 setting has 10 params
00:57:50  <chillcore> it is the 10 I need
00:58:02  <chillcore> one line later
00:58:20  <chillcore> but if I pick one or the other setting does not matter
00:58:50  <chillcore> also thenr of params can change it was 7 before
00:59:19  <Sylf> so, you want a new name for amplitudes_small?
00:59:39  <chillcore> no that I need somewhere else
01:00:09  <chillcore> int index = frequency - MAX_TGP_FREQUENCIES + amount_of_amplitutudes);
01:00:14  <chillcore> it was in there
01:00:16  <Sylf> sounds like I'm completely clueless.  I better shut up.
01:00:31  <chillcore> but +10 -10 is just frequency
01:01:05  <chillcore> I could do that but if later it changes then that person will have a hard time figuring out that he needs to re-add that
01:01:31  <chillcore> hmm ... thanks for the hellp anyway
01:01:37  <chillcore> much apreciated
01:02:19  <chillcore> eg. I might make the arrays for small maps smaller ...
01:02:39  <chillcore> as in later not now
01:02:52  <chillcore> I will know what to do but someone else not
01:03:38  <chillcore> read: 10 - 7 (as was before) is not just frequency and will give errors if not crash
01:04:33  <chillcore> yay magic
01:05:36  <chillcore>  // We just need the nr. of params 1 setting has here. we could have picked any setting so we take the first we see.
01:05:42  <chillcore> better?
01:06:35  <chillcore> will do for now I guess
01:08:22  <supermop> hu
01:08:23  <supermop> h
01:08:31  <chillcore> o/
01:09:48  <chillcore> amount_of_params ?
01:10:33  <chillcore> nr_of_params
01:10:36  <chillcore> hehe
01:10:44  <chillcore> it will come to me
01:11:37  <supermop> UE4 taaking long time to nstall
01:12:02  <chillcore> hmm  steam only does +-6MB/s
01:12:19  <chillcore> on a good day
01:13:10  <supermop> maybe i should plug into router instead of wifi
01:13:41  <chillcore> depends your wifi speed
01:13:58  <supermop> i should see if i can get my boss/client to buy me a monitor
01:14:12  <supermop> my laptop only has a 13" screen
01:14:27  <supermop> which i have been using for cad and 3d work
01:14:37  <chillcore> yeah I plug in external everything too
01:15:07  <chillcore> wish I had 2 ports for monitors
01:15:13  <supermop> hmm ethernet doesn't make a difference
01:15:40  <supermop> i used to use a desktop with two monitors years ago
01:16:21  <supermop> by years i mean 12 years i guess
01:16:40  <chillcore> hehe
01:17:07  <supermop> i've had this sony for 5 years, and a similar sony for 5 years before that
01:17:18  <supermop> i'd buy another but they stopped making them
01:17:30  <chillcore> I do way longer with my stuffs
01:17:43  <supermop> the 10 year old sony still works too
01:17:49  <chillcore> ^^^
01:18:03  <supermop> i just wanted an i7 and ssd 5 years ago and had just got a new job
01:18:32  <supermop> im not sure what else i need now other than bigger ssd and more ram
01:18:47  <supermop> already have as much ram as will fit in this one
01:18:56  <chillcore> still no SSD here
01:19:21  <chillcore> limited lifespan, small ...
01:19:36  <chillcore> ok it is fast
01:19:51  <chillcore> expensive
01:20:19  <Eddi|zuHause> <chillcore> but if I pick one or the other setting does not matter <-- you might want to make an assert_compile that they all have the same length (or an assert, if it's dynamic)
01:20:52  <supermop> i've had several HDD physically fail, ssd never has yet
01:21:06  <chillcore> it is not yet dynamic but it might be later Eddi|zuHause
01:21:46  <chillcore> also nr of params can not be bigger then MAX_TGP_FREQUENCIES
01:21:55  <chillcore> it will not compile
01:22:15  <chillcore> just that now they are equal
01:22:42  <chillcore> can be less no prob
01:22:58  <chillcore> Rub*dium made sure of that
01:23:06  <chillcore> some time ago
01:23:14  <Eddi|zuHause> well, i can't judge how much sense that line makes
01:23:56  <chillcore> lots that is why I am hesitant to change it
01:24:36  <chillcore> I do want to getthe correct frequncy during looping over that part of the code
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01:26:22  <chillcore> supermop: sure, but SSD already knows when it will stop working before you start using it
01:26:41  <chillcore> overwrite this many times
01:26:52  <supermop> better than not knowing and taking a chance
01:27:00  <chillcore> hehe
01:28:46  <chillcore> I am not saying they are bad ... I just don't want others to decide when my things break
01:29:11  <chillcore> it breaks when it breaks I am cool with that
01:30:25  <Eddi|zuHause> so you don't buy food that has a "good before <X>" date?
01:30:37  <chillcore> haha
01:31:22  <Eddi|zuHause> or lightbulbs that say "works for 1000 hours"
01:31:40  <chillcore> sure and then they go for 2000 if you'e lucky
01:31:53  <Eddi|zuHause> i guess i was never lucky
01:31:54  <chillcore> or 500 if not
01:32:17  <Eddi|zuHause> the 4 lightbulbs i had in my lamp always broke within few weeks of each other
01:32:30  <chillcore> ouch
01:32:34  <Eddi|zuHause> then i buy new ones, and they again all break roughly at the same time
01:32:49  <Eddi|zuHause> now i got LEDs, which said they're good for 15 years
01:33:00  <chillcore> ok
01:33:37  <Eddi|zuHause> (in lightbulb speak, 1000 hours equals 1 year)
01:34:09  <glx> and it's 1000 hours full time without switching them off
01:34:17  <chillcore> they could make em go 3000
01:34:35  <chillcore> but then the other brands would no longer sell
01:35:04  <glx> I was lucky if it lasted 3 months
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01:35:47  <chillcore> that is shortish
01:36:02  <glx> 8 hour/day
01:36:17  <glx> well night not day ;)
01:38:16  <glx> energy saving ones last way longer
01:38:23  <Eddi|zuHause> well, if you use them for three times as long for each day, they last only a third of the time in days :p
01:39:49  <chillcore> if you leave em on all the time they last longer
01:40:11  <Eddi|zuHause> but only up to a point...
01:40:16  <chillcore> but yeah cheaper to buy new
01:40:27  <chillcore> and yeah up to a point
01:42:32  <supermop> a decent ssd has enough write cycles to last longer beiing used everyday than most people would keep a computer, so i prefer that to having a read head plow into the disk surface as a fluke a couple years into a hard drives life of less
01:43:54  <supermop> with something like a hard drive reliability is much more important than longevity
01:44:03  <chillcore> sure
01:44:12  <chillcore> ^^^ no sarcasm
01:44:22  <supermop> and the speed helps a lot as well - as i am still using what was just ok amount of ram in 2010
01:44:50  <supermop> the ssd gets used as extra memory during some photoshop or rendering use
01:45:08  <supermop> faster makes a big difference there
01:45:17  <chillcore> true
01:46:11  <supermop> in fact the biggest difference iv'e ever noticed in computer's overall speed has been due to ssds
01:46:16  <Eddi|zuHause> i bought more ram at the same time as the SSD, and disabled swap at that time...
01:46:42  <supermop> also the computer runs cooler and quieter, and battery lasts longer
01:47:17  <chillcore> hmm ok
01:47:35  <chillcore> you've got a point there
01:47:39  <chillcore> more then one
01:47:40  <supermop> Eddi|zuHause: i bought my computer with most ram it would fit, so unfortunately i cannot upgrade now
01:48:05  <glx> one of the problems with laptops ;)
01:48:12  <Eddi|zuHause> the additional ram was twice as much as i already had, and cost half as much...
01:48:44  <chillcore> ye like my phone said 8gb micro max ... I have 32 in it no prob
01:49:03  <chillcore> the what if nut in me
01:49:25  <supermop> glx: at the time i was living in manhattan, and could not afford the extra space to hold a desk to hold a desktop
01:49:30  <chillcore> or 16 have to check
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01:50:48  <glx> for now I have 2x4GB and room for expansion
01:52:08  <supermop> and laptop let me move to australia with only 2 suitcases and a box for my bike
01:59:30  <Eddi|zuHause> you bring your bike on an airplane?
02:00:19  <Eddi|zuHause> wouldn't it be cheaper to just get a new bike?
02:03:14  * chillcore re-reads code tommorow morning before posting
02:03:46  <chillcore> I think I have covered all remarks (read: hints/pointers)
02:08:04  <chillcore> I should reduce range for tgen params to -1/1 exluding 0 and use floats... :P
02:08:10  <chillcore> later
02:08:22  <chillcore> needs comma in validate
02:08:33  <Eddi|zuHause> needs regexp :p
02:08:37  <chillcore> yes
02:08:56  <chillcore> but it would work fine
02:08:58  <Eddi|zuHause> -.235e-2
02:09:10  <chillcore> hehe
02:09:17  <Eddi|zuHause> (this is a valid number)
02:09:24  <chillcore> indeed
02:10:48  * chillcore wonder how devs will react :P
02:10:55  <chillcore> you wut?
02:10:55  <supermop> Eddi|zuHause: flight to aus gets you 3 free checked bags, disassembled bike in a box is small enough to count as a bag
02:11:53  <supermop> selling bike in the us and buying the same one again here would lose money as everything here cost at least 10% more at that time
02:12:10  <supermop> now the weakened AUD has negated some of that effect
02:12:33  <chillcore> I once drove a guy to the airport in paris ... 80kg handbagage
02:12:45  <supermop> thats a lot of kilograms
02:12:47  <chillcore> part for a ship near pananma
02:13:15  <supermop> i assume he wasn't paying for the baggage himself?
02:13:21  <chillcore> the thing that holds a piston in place
02:13:31  <chillcore> I think i was the captain
02:13:44  <chillcore> but they flew all the way here
02:13:55  <chillcore> one guy that is
02:13:56  <supermop> you think? you don't recall if you were the captain of a ship?
02:13:58  <supermop> hehe
02:14:39  <chillcore> :P
02:14:50  <chillcore> it*
02:15:05  <chillcore> darned did not see that
02:16:35  <chillcore> I don't recall how much he payed but it was lots
02:16:42  <supermop> i bet
02:17:13  <supermop> i was talking to a guy who founded a company that makes custom handmade bikes once
02:17:35  <chillcore> that lady at the counter did not even lift an eyebrow
02:17:57  <supermop> and he was saying it was cheaper for him to fly to europe with a bike everytime they got an order there than to ship the bike
02:20:38  * chillcore has vision of  smugglers with bike up ...
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02:23:55  <chillcore> I should catch some sleep ... else it will be 6 am again before I know it
02:23:59  <chillcore> good night
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02:31:02  <supermop> this thing is still installing...
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07:40:18  <Terkhen> hello
07:41:08  <Supercheese> Salve
07:44:23  <V453000> anus
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08:14:12  <chillcore> good morning
08:14:54  <chillcore> sleeping again gave me inspiration ...
08:15:31  <chillcore> amount_of_params -> lollyood
08:15:40  <chillcore> lollywood*
08:15:55  <chillcore> I don't want to get sued ...
08:16:21  <chillcore> hehe ...
08:17:16  <chillcore> riddles ...
08:18:36  <Supercheese> spinxes
08:18:41  <Supercheese> sphinxes*
08:18:46  <chillcore> close
08:18:51  <chillcore> o/
08:20:13  <chillcore> I'll change it to not lollywood and then tell
08:21:39  <chillcore> but yeah the best things to do do come when not doing it
08:21:47  <chillcore> it being thinking about it
08:22:01  <chillcore> s when /while
08:25:48  <chillcore> par_amount
08:25:56  <chillcore> xD
08:27:15  <chillcore> just got to fix this this compiler error now ....
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08:28:24  <Maxwell> hello
08:28:34  <chillcore> hello
08:28:49  <Maxwell> I need help
08:28:57  <chillcore> just ask ;)
08:29:51  <Maxwell> cool, i am trying to access the openttd file on my computer.  The game says it is in my home file, but my computer can't see it.  I am running ubuntu
08:30:14  <chillcore> show hidden files
08:30:17  <chillcore> .openttd
08:30:20  <Maxwell> how
08:30:51  <V453000> get rid of linux XD
08:30:54  <V453000> :P
08:31:01  <V453000>  /end of constructive help
08:31:04  <Maxwell> never
08:31:12  <Maxwell> wow
08:31:20  <Maxwell> wow man, so mean :p
08:31:26  <V453000> idk, google how to show hidden files? :D
08:31:55  <chillcore> second option on top of file explorer in there
08:32:01  <chillcore> ^^^ MATE here
08:32:13  <chillcore> and dutch
08:32:24  <V453000> apparently ctrl+H works too
08:32:53  <chillcore> third option on top ...
08:33:11  <Maxwell> ctrl+h worked for me to see it
08:33:13  <chillcore> this programmers counting ... we start at 0
08:33:16  <chillcore> cool
08:33:26  <Maxwell> how is mate btw
08:33:27  <chillcore> also section 4.2 of readme ;)
08:33:46  <chillcore> mate is oldshool windoze like ... me likes
08:33:56  <V453000> .
08:34:00  <Maxwell> nice
08:34:05  <chillcore> much lighter then unity
08:34:19  <Maxwell> yeah, unity is quite bulky
08:34:27  <Maxwell> but, I like the interface a lot
08:34:35  <chillcore> huhu none of that in MATE
08:34:48  <Maxwell> loads up fast?
08:35:04  <chillcore> at boot it takes a few seconds but yeah
08:35:20  <chillcore> no complaints here ... never in a rush
08:35:30  <Maxwell> yeah, I miss that about lubuntu
08:35:41  <Maxwell> quick loading times
08:36:04  <Maxwell> unity has almost the same loading time as kde
08:36:23  <chillcore> I don't like the mobile application look
08:36:43  <chillcore> also if you have multiple windows open of the same app
08:36:46  <Maxwell> I can understand that
08:37:03  <chillcore> but whatever rocks their boat ;)
08:37:50  <Maxwell> I am a big fan of gnome except for the huge waste of space at the top of the windows
08:38:15  <Maxwell> I am over ocd about how things look and that bugged me to no end
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08:38:35  <Maxwell> so, I just made unity more gnome like
08:39:00  <chillcore> huhu
08:39:07  <supermop> yo
08:39:11  <Maxwell> hello
08:39:29  <chillcore> but I left Ubuntu when that was introduced so things may have changed
08:39:42  <Maxwell> there is one problem with unity and making it gnome like, unity doesn't remember hotcorners
08:39:50  <Alberth> moin
08:39:52  <chillcore> it was way to slow and heavy on the system for me
08:40:05  <chillcore> good morning alberth
08:40:08  <Maxwell> oh, I started using linux after they introduced unity
08:40:50  <chillcore> ok
08:41:08  <Maxwell> so, I don't know what it was really like before that
08:41:16  <Maxwell> I know ubuntu used gnome
08:41:17  <chillcore> you can change desktop but not get rid of unity
08:41:24  <chillcore> it was better for me
08:41:43  <chillcore> try 11.10 or something like that
08:41:55  <Maxwell> I can still get that?!
08:42:01  <chillcore> if whenever you have some time
08:42:04  <chillcore> ofcourse
08:42:21  <chillcore> it should be available that is
08:42:31  <Maxwell> need to find it
08:42:36  <chillcore> but security ... keep it offline
08:42:59  <Maxwell> yeah, it is a bit under supported lol
08:43:07  <chillcore> that
08:44:27  <supermop> i wish they still sold vaios outside of japan
08:44:48  <supermop> my 5 year old computer seems to have met its match working in ue4
08:45:08  <Maxwell> the sony computer?
08:45:50  <supermop> yeah
08:46:00  <supermop> i love mine, and my previous one
08:46:23  <supermop> but it's sort of absurd to use something this old for the work i do
08:46:48  <Maxwell> if it still works then it is good
08:47:02  <Maxwell> it isn't obsolete then
08:47:02  <supermop> works fine
08:47:22  <Maxwell> A computer is only obsolete if it can't do what you want it to do
08:47:28  <supermop> but 8gb ram is not enough really for stuff i want to do now
08:48:05  <supermop> and while that was a lot in a laptop in 2010 it is barely sufficient for modelling and rendering now
08:48:26  <supermop> rendering i don't mind, I can just let it take longer to render
08:48:27  <Alberth> silly programs
08:49:20  <supermop> but if i am running autocad, openttd, a browser, and rhino it's a bit anemic
08:49:23  <Maxwell> 8gb?!
08:49:28  <Maxwell> my computer has 4
08:49:31  <Maxwell> :(
08:49:41  <supermop> add unreal to that mix and it slows down
08:50:12  <supermop> of course people may say i do not need openttd running while i am doing work though....
08:50:49  <Alberth> ha, I'd kill the browser instead :p
08:51:45  <supermop> noooo
08:51:51  <Alberth> probably gives you a lot more memory :)
08:52:04  <Maxwell> lol
08:52:10  <supermop> although often i am consulting information in it
08:52:38  <Alberth> yeah, me too
08:52:43  <supermop> or playing youtube videos or soundcloud podcasts to stave off monotony
08:53:21  <chillcore> max(int, int) is hating me so much ... does not take uints
08:53:42  <Alberth> mostly it hates combinations
08:54:17  <chillcore> there is no max(uint, uint) right?
08:54:31  <chillcore> small function ... lucky me
08:54:37  <Alberth> that should work too
08:54:47  <chillcore> hmm ... ok
08:54:47  <Alberth> but  max<uint>(a, b)
08:55:03  <chillcore> ok trying that then
08:55:15  <Alberth> check the type of the arguments, you probably have  int uint  or the other way around
08:56:23  <supermop> gah computers are so expensive
08:56:34  <chillcore> magic 2 and ceildiv, alberth
08:56:42  <chillcore> tropic forest fix
08:56:46  <Alberth> 2u ?
08:56:56  <supermop> this toshiba would be 1600 usd and im not sure it would be that much better than my vaio
08:57:18  <chillcore> testing
08:57:24  <Alberth> you didn't save any money the last 5 years for a replacement? :)
08:57:38  <supermop> hehe
08:57:59  <supermop> well if you figure a laptop gets replaced every 2.5 years
08:58:13  <supermop> and my last laptops were used for 5 years each,
08:58:23  <Alberth> you can buy 3 now :)
08:58:31  <supermop> I should be able to spend three times as much
08:58:51  <supermop> unfortunately this is somehow not reflected in my bank account
08:58:58  <Maxwell> lol
08:59:33  <Alberth> living too much the good life :)
08:59:44  <supermop> haha
09:00:18  <supermop> or not quite the life of someone who can buy a computer when they need to
09:00:28  <chillcore> :P
09:00:41  <Alberth> yeah, but that's a much less nice option :p
09:00:46  <chillcore> 100 euros get you one that runs faster than todays machines
09:00:55  <chillcore> on 1 core that is
09:01:08  <chillcore> and some machines
09:02:25  <supermop> as of that time, 2.5 years were as a student, 1 year working for a good salary, 1.5 years unemployed, 4 years working for a low salary, and year working freelance for not much at all in a strange country
09:02:56  <supermop> so i'm impressed i was even able to afford the last computer 5 years ago!
09:03:37  <chillcore> I pondered saving up for a top of the line
09:03:49  <chillcore> but then realised it will be outdated soon
09:04:34  <chillcore> so I get top of the line of 5 years ago
09:04:44  <chillcore> me happe for a fraction of the cost
09:04:49  <chillcore> happy*
09:04:59  <supermop> hmm
09:05:22  <supermop> i'd buy a 2014 vaio z - last year that sony made them - if i could get a good deal
09:06:06  <chillcore> next year maybe or find a nut :P
09:07:51  <supermop> seems to be obliging!
09:08:27  <chillcore> uint max_desert_height = max<uint>(2, CeilDiv(top_tile, 4));
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09:08:38  <chillcore> this works ... thank you Albert
09:08:56  <chillcore> s works/compiles ... testing
09:09:15  <Alberth> I think we use uint too much :)
09:09:58  <chillcore> maybe ...
09:11:08  <chillcore> all is good ... aplying rest of patches and testing again
09:11:16  <Alberth> yay
09:12:29  * chillcore tries to sneak in permanent rivers :P
09:12:38  <chillcore> noone will notice maybe
09:13:25  <Alberth> sure, nobody reads irc anyway
09:14:33  <chillcore> XD
09:15:59  <Alberth> for a river, it makes a lot of sense, imho
09:16:48  <Alberth> but it adds a ribbon of problems in the landscape
09:17:06  <Alberth> on the other hand, you can bridge it, so much less worse than antennas
09:17:19  <Alberth> and you can do shipping on it
09:17:35  <chillcore> yes and I was lucky to get the working and clean version when I 'forced' him tro post it before wanting to help more
09:17:38  <chillcore> so sad
09:18:13  <chillcore> I wonder how he will react if it makes trunk wthout the rest ...
09:18:21  <chillcore> hmm worries for later
09:18:29  <chillcore> maybe he will come to his senses
09:18:34  <Alberth> we'd need a saner dock for rivers/canals, I think
09:18:51  <chillcore> huhu
09:19:05  <chillcore> that pier is kinda evil
09:19:31  <chillcore> it is water but it is not
09:19:34  <Alberth> as is having to build a slope next to the canal
09:19:44  <chillcore> oh like that
09:19:52  <chillcore> yes maybe
09:20:10  <chillcore> it could use some foundation magics?
09:20:32  <Alberth> would be nice if you can just make a dock alongside a canal
09:20:40  <chillcore> that too
09:20:55  <chillcore> but that code is not for me ... not yet anyways
09:21:43  <chillcore> just not sure how you'd connect it to road
09:21:56  <Alberth> ?
09:22:05  <chillcore> road goes on slope
09:22:19  <chillcore> like where you put boats in water
09:22:37  <chillcore> but dock surface is one up
09:22:46  <chillcore> and if you raise tile ...
09:23:30  <Alberth> no tile raising imho
09:23:33  <chillcore> in th eother direction you get autoslope so that would work
09:23:35  <chillcore> indeed
09:24:05  <chillcore> auto-foundation
09:24:14  <chillcore> not enough coffee yet ...
09:24:22  <Alberth> just dock graphics
09:24:27  <Alberth> /me gives a coffee
09:25:03  <Alberth> hmm, why do I have 760 newgrfs, where I don't use about 750 of them? :p
09:25:29  <chillcore> hehe I don' want to know how many I have
09:26:02  <chillcore> I currently disabled the old folder for now
09:29:02  <chillcore> scanning for giggles ... was 1016
09:29:08  <chillcore> scanning ...
09:29:31  <chillcore> 2616
09:30:04  <chillcore> and there must be more ... on other HDDs
09:30:14  <chillcore> yay bugpack
09:31:29  <chillcore> anyhoo re-reading changes made one more time
09:31:39  <chillcore> should be good-ish now
09:34:19  <chillcore> <Alberth> just dock graphics    <- so how do forklifts get on the dock?
09:34:47  <chillcore> not that they will and realism, but the illusion will be broken?
09:36:09  <Alberth> graphics artists will solve that :)
09:36:25  <chillcore> yeah most likely
09:40:39  <V453000> omg relative and absolute offsets in sprite aligner
09:40:40  <V453000> awesome
09:42:15  <V453000> hmmm
09:42:25  <V453000> regarding the reserved path showing in tunnels/bridges
09:42:33  <V453000> can I replace those sprites ONLY for a certain railtype?
09:42:42  <V453000> ... making PURR
09:42:53  <V453000> reserved path in tunnel shows to me as sprite 1005
09:43:03  <V453000> which is the normal overlay sprite for tracks
09:43:17  <V453000> so I guess if I replace 1005, normal tracks will go bork
09:43:55  <Alberth> chillcore:
09:44:09  <V453000> flat doq
09:44:13  <V453000> andythenorth would love
09:44:22  <Alberth> yep :)
09:45:58  <chillcore> that would work yes Alberth, I envisioned them like that but on water instead
09:46:10  <chillcore> and sea
09:46:19  <chillcore> looks nice
09:49:45  <Alberth> V453000: juzza  made the relative offsets
09:49:55  <V453000> (:
09:52:31  <chillcore> Alberth: them headscratchers you mentioned yesterday, they are needed indeed for other functions to keep working. I'll add moar comments and explain when I have awoken
09:52:34  <V453000> I am more curious about the reserved tracks sprites
09:52:40  <V453000> pm told me once that it is possible to fix
09:52:45  <V453000> but i dont see how :(
09:52:48  <V453000> where is planetmaker anyway
09:52:54  <V453000> running somewhere with a bow or what :D
09:53:09  <Alberth> hiking on an island
09:53:17  <V453000> tis what I said
09:53:18  <chillcore> also if you need those explanations ... anyhoo
09:53:30  <Alberth> although I sort of expect him back soon-ish
09:53:40  <V453000> :)
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09:55:42  <Alberth> chillcore: no worries, I'll ask for them when needed :)
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09:56:30  <chillcore> that is what I meant yes ;)
09:57:11  <chillcore> still adding a few comments
09:57:34  <Alberth> /me starts collecting forms and signatures to file such requests
09:57:44  <supermop> i like the idea to just reuse bits of ogfx dock
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09:58:19  <Alberth> it was just a quick hack, any graphics artist will be able to better than me :)
09:58:21  <supermop> seems like parts of lock or canal edge would work too without being so tall?
09:58:42  <supermop> i like the idea of doing quick hacks to get things working!
09:58:49  <chillcore> Alberth: haha the pink carbon copy one is for keepers?
09:58:50  <supermop> the perfect is the enemy of the good
09:59:15  <Alberth> chillcore: obviously
09:59:47  <Alberth> supermop: hmm, there isn't any code yet :p
10:00:46  <supermop> well that's a little less perfect but still
10:00:59  <Alberth> a single tile would be enough I think, at least for the game
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10:06:15  <supermop> yeah
10:06:30  <supermop> but two or 3 would look nice for ships alongside
10:07:12  <supermop> man fujitsu makes a 'laptop' with 32gb of ram
10:08:32  <supermop> they call it a mobile workstation and it looks as big as a Gutenberg bible
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10:15:54  <chillcore> hmm commenting a comment ... must do better
10:17:53  <chillcore> just explaining what happens will have to do I am afraid
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10:32:27  <chillcore> and this is not future proof so ... almost rewritten the whole thing now ... :P
10:38:34  <Alberth> patches tend to expand :p
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10:47:28  <V453000> wondering whether I want to make RAWR rails less fat
10:47:33  <V453000> moar narrow
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10:52:58  <chillcore> hg ... great for quicka and testing but so easy to commit to the worng patch ...
10:53:13  <chillcore> and dirty*
10:53:28  <chillcore> also spelling*
10:56:08  <chillcore> not sure v453000 ... maybe the top a bit more roundish does wonders?
10:56:44  <chillcore> also sleepers a bit wider?
10:57:37  <V453000> nah I will make maglev a bit more fat instead
10:57:37  <chillcore> I feel like they are not enough exposed outside the track ... that may be just me so feel free to ignore
10:57:47  <V453000> hm yeah though
10:58:16  <V453000> joy of doing sleepers by texture ._.
10:58:23  <peter1138> lol, post addressed to "Mr Peter"
10:58:37  <Alberth> haha :)
10:58:38  <peter1138> relatives-who-don't-know-my-surname
10:58:50  <V453000> I took it from a photo of tracks so the sleepers are whatever they just were as in the photo
10:58:52  <chillcore> V453000: sleepers: for the wooden bridge it looks fine
10:59:05  <V453000> they are the same everywhere chillcore :P
10:59:24  <chillcore> ye I figured that much after hitting enter :P
10:59:29  <V453000> XD
10:59:57  <chillcore> hehe mister N.
11:00:58  <peter1138> post that andy sent to me was address to "Peter N" :)
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11:47:57  <chillcore> the name of an array of ints can be refered too as an int too right?
11:48:08  <chillcore> or am I being silly now?
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11:49:30  <Zoidzerg> you mean the array can be used as a pointer to an int?
11:49:59  <chillcore> ah rigth that is what I have read ... got confused a bit
11:50:09  <chillcore> Thank you Zoidzerg
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12:01:54  <Rubidium> chillcore: it's much better to just refer to everything as arrays of bits ;)
12:04:29  <chillcore> hmm ok? ... I am afraid that if you try to explain I will not follow.
12:04:48  <Rubidium> why?
12:05:28  <chillcore> what you just said confuses me already ... books and me needing to read those part
12:06:01  <chillcore> basically I need to fetch the correct arry and pass that to a valu so I can get the lenght of that
12:06:28  <Rubidium> what's a string? An array of characters. What's a character? Effectively an int (usually 8 or 16 bits, but 32 bits occurs as well). What's an int? Just an array of bits, i.e. an array of 8 bits and you got a byte. Although, with bits it's often called a bitmask but that's mostly synonymous to array for bits in any case
12:06:57  <chillcore> hmm ok
12:06:58  <Rubidium> having said that, in C/C++ arrays do not store their own length
12:07:45  <Rubidium> yes, there is the lengthof macro in OpenTTD, but that only works on statically sized arrays in which case the compiler keeps track of its length
12:07:59  <chillcore> my code works but I am trying to make it future proof for if/when arrays do not have the same lenght
12:08:31  <Rubidium> if they are array, and not points, then the lengthof trick might work. Just grep for lengthof in OpenTTD's source
12:08:54  <chillcore> pretty much the last thing (or the thing before that) you commited in tgp.cpp
12:09:01  <Rubidium> however, when they are points or references to arrays with unknown length, the lengthof test will ALWAYS return a length of 1
12:09:02  <chillcore> I know how to getthe lenght
12:09:31  <Rubidium> why can't I type the "er" of pointer?
12:09:42  <chillcore> hehe
12:09:57  <chillcore> but yeah pointers ... I sux at them
12:10:09  <chillcore> I'll have a look as I used them in my other versin
12:10:21  <chillcore> copy pasted and modified
12:11:14  <chillcore> writing it all out is a bad habbit of mine
12:11:32  <chillcore> gonna hit this book after this patch
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12:12:53  <chillcore> thank you for the explanation Rubidium
12:14:00  <chillcore> I guess I am trying to shortcut too much
12:15:10  <chillcore> ye permissive errors ... pointers alright ... been there before
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12:21:31  <chillcore> silly me is making this too complicated then it should be ...
12:21:35  <chillcore> as per usual
12:22:00  <chillcore> s too/more
12:22:18  <chillcore> revert to working an redo
12:29:54  <chillcore> instead of fetching the correct array and passing it and then getting the lenght of it with an if else
12:30:13  <chillcore> just get the lenght of the correct one with if else
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12:35:46  <chillcore> seems to work but untill I have arrays of the same size no way of kowing if it is future proof
12:35:51  <chillcore> it compiles and runs
12:36:18  <chillcore> s same/different hmm
12:36:46  <chillcore> racy mind ... testing and keeping quiet for a bit :P
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12:40:45  <Alberth> assert equal size of the arrays?
12:41:20  <chillcore> not needed?
12:42:18  <chillcore> if we reached the end of (setting in) array we return 0
12:42:44  <chillcore> it checks for trailing 0 IIRC
12:43:08  <chillcore> that is wat that [max(0, index)] is about
12:44:50  <chillcore> and arrays do not have to have the same lenght ... max_fraquency was already 10 and nr of params 7 without prob
12:44:58  <chillcore> before I started messing with it
12:45:22  <chillcore> Rub*dium did that part
12:45:43  <chillcore> but there was but 1 array when he did it
12:45:52  <chillcore> so no different sizes
12:46:43  <chillcore> as long as nr of params is less then Max_frequency all is good
12:46:50  <chillcore> I could add an assert for that
12:47:16  <chillcore> + or equal
12:47:53  <chillcore> I add that three times just after the arrays ys?
12:48:48  <chillcore> hmm me checks colour usage of small maps terrain height
12:50:22  <chillcore> ofcourse for in 1 array I can not have one setting have 7 params and another 10
12:50:36  <chillcore> that will indeed barf, bt that should be obvious?
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12:52:49  <Alberth> theoretically it is
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13:05:29  <chillcore> hehe my heightmap colours have their own file ... and someone stole the asserts
13:05:37  <chillcore> checking patchpack code
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13:06:10  <Alberth> steal them back :p
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13:08:47  <Alberth> o/
13:08:53  <V453000> frog \o/
13:09:12  <chillcore> do I loop over each setting for the re-invenentors of the wheel or just check the first setting?
13:09:30  <chillcore> o/ quack
13:09:43  <frosch123> moin :)
13:10:48  <Alberth> if you assert them as equal, they are equal?
13:11:00  <Alberth> at least, I'd hope so :)
13:11:52  <Alberth> or we are talking about two different subjects :)
13:11:55  <V453000> frosch123: is it possible to replace sprite 1005 and the sloped variant ONLY for some railtype?
13:12:22  <V453000> like, I have PURR replace all of railtypes, but reserved tracks at tunnel entrances and bridge heads show as sprite 1005
13:12:42  <V453000> it it possible to make a sprite which replaces that but doesnt bork the normal rails?
13:12:44  <chillcore> Alberth: I am going to check if the nr of params is not bigger then max frequency ... come to think of it an array has no clue where one setting begins nor ends
13:13:08  <chillcore> the three arrays do not have to be equal at all
13:13:14  <V453000> (sprite 1005 is just a normal straight track overlay)
13:13:49  <chillcore> Alberth: just not bigger then max frequency  * nr of settings
13:13:49  <frosch123> aren't all track sprites defined by the railtype grf?
13:14:13  <frosch123> how could you make purr tracks have different colors, if they all use the same sprite?
13:14:16  <V453000> well if those tunnel/bridge reserved track overlay is defined then I dont know how to do it :(
13:14:22  <frosch123> i don't get your question :p
13:14:33  <V453000> purr uses railtypes, normally
13:14:44  <frosch123> reserved track sprites are the same sprites as for junctions
13:14:44  <V453000> but the reserved track sprite on tunnels/bridge heads
13:14:58  <V453000> well not for those two cases
13:15:09  <V453000> I do define junction sprites normally
13:15:16  <V453000> (properly via railtypes)
13:15:23  <V453000> try with PURR :)
13:16:26  <frosch123> ok, made a testgame
13:16:29  <frosch123> looks like a ottd bug :p
13:16:33  <V453000> hm :D
13:16:56  <V453000> okay so I shouldnt worry about it newgrf wise
13:17:22  <V453000> ... 32bpp purr has normal rail within it so there the effect will be less visible :)
13:17:31  <V453000> assuming one uses both purr and rawr
13:17:59  <V453000> but it would still be nice if that was fixed :) should I report it to the flything?
13:18:04  <Alberth> pawurrr
13:18:08  <V453000> XD
13:25:03  <chillcore> assert_compile(lengthof(amplitudes_small) <= MAX_TGP_FREQUENCIES * 4);
13:25:17  <chillcore> another magic nr ...
13:26:06  <Alberth> number of map types has no count?
13:26:27  <chillcore> just 3 in ssetting ini
13:26:28  <Alberth> not sure why you allow <  tbh
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13:27:06  <chillcore> because 4 settings is 40 params?
13:27:18  <frosch123> [14:25] <chillcore> another magic nr ... <- just had a similar encounter in rail_cmd.cpp :p
13:27:20  <chillcore> but 36 would be fine
13:27:48  <chillcore> 37 is just a silly programmer
13:28:35  <chillcore> frosch there is really much magic in setting ini
13:28:50  <chillcore> maybe we should replace all the magic there some day?
13:29:12  <V453000> frosch123: should I report it to flyspray?
13:29:30  <frosch123> wait half an hour
13:29:34  <frosch123> that safes me closing it
13:29:35  <V453000> kayz
13:30:31  <chillcore> Alberth: in tgp.cpp 10 != 10 != 10
13:30:43  <chillcore> that is why I am going to do the magic nrs later
13:30:48  <chillcore> too much rrom for error
13:31:12  <Alberth> 0 is not 10, indeed
13:31:20  <chillcore> hehe
13:32:01  <chillcore> logic error in my code?
13:32:23  <Alberth> (10 != 10) != 10   -->  false != 10  --> 0 != 10  --> true
13:32:44  <chillcore> oh ok
13:32:48  <chillcore> XD
13:32:57  <Alberth> chaining comparisons is hardly ever useful :)
13:33:15  <chillcore> but yeah even if magic nrs are the same their meaning is not at all
13:33:19  <chillcore> true
13:33:22  <Eddi|zuHause> except in python
13:34:02  <Alberth> it's not generic, is it?
13:34:09  <chillcore> if I replace them with just one constant we are screwed ... bigtime
13:34:12  <chillcore> well I am
13:34:38  <chillcore> and those after me
13:35:39  <frosch123> Is there a reason why the PBS reservation is only drawn on bridge heads?
13:36:24  <chillcore> ther is no bridge ;)
13:36:28  <chillcore> :P
13:37:02  <V453000> :D
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13:41:45  <chillcore> haha logic error indeed in my assert
13:41:47  <frosch123> <- better?
13:42:06  <frosch123> there are a few blue pixels on the SW bridgehead
13:42:08  <V453000> considerably? :D
13:42:10  <frosch123> i have to blame them on V
13:42:21  <V453000> possible :)
13:42:51  <peter1138> Just edit the models...
13:42:56  <frosch123> ah, i need to add some more dirtying
13:43:22  <TrueBrain> what is this blue in the depot?
13:43:36  <peter1138> Coloured track./
13:43:42  <frosch123> the remnants of a blue cat
13:43:49  <frosch123> what was his name again?
13:44:05  <V453000> haters
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13:44:19  <V453000> coloured tracks carry the power of the rainbow and unicorns
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13:45:35  <frosch123> <- that one
13:45:40  <chillcore> very nice frosch ... just this little repeating patern on the corners but very nice
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13:46:37  <V453000> xd
13:48:01  <chillcore> you can avoid that if you do three tiles at once and take a cutout ;)
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13:48:26  <chillcore> but better then what I would produce so
13:48:50  <chillcore> *end nitpicking*
13:51:59  <V453000> lol frosch123 that is just wtf
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13:52:08  <V453000> mostly the explosm stuff is good but this is just wtf :d not even funny
13:52:38  <frosch123> well, it's about cats, or so
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13:55:26  <Eddi|zuHause> ANYTHING about cats MUST go on the internet!
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14:00:47  <DorpsGek> Commit by frosch :: r27207 trunk/src/rail_cmd.cpp (2015-03-28 15:00:39 +0100 )
14:00:48  <DorpsGek> -Codechange: Replace some magic integers with the appropiate symbols.
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14:02:32  <Samu> ho
14:03:32  <DorpsGek> Commit by frosch :: r27208 trunk/src/tunnelbridge_cmd.cpp (2015-03-28 15:03:26 +0100 )
14:03:33  <DorpsGek> -Fix: Draw correct overlay sprites for path reservations on bridges and tunnels.
14:04:03  <Samu> oh nice
14:04:08  <Samu> what about dock?
14:04:13  <DorpsGek> Commit by frosch :: r27209 /trunk/src (3 files) (2015-03-28 15:04:06 +0100 )
14:04:14  <DorpsGek> -Add: Draw path reservation on the whole bridge, not only on the bridge heads.
14:07:07  <chillcore> hmm seems like I sux at asserts too XD
14:08:36  <frosch123> ./configure --disable-assert :)
14:09:07  <V453000> frosch123: awesome :) thanks so much
14:09:21  <chillcore> that wil help yes , just the geting it commited part
14:09:45  <chillcore> "oh look a birdie" ... push
14:11:26  <Samu> i created an assert line code for the first time
14:11:56  <Samu> i understand them now (i think)
14:12:16  <chillcore> me too ... it barfs at me while trying to compile ... so I guess it works but not as planned
14:12:20  <chillcore> o/ samu
14:13:47  <Samu> say, I am trying to set the canal on river flag
14:14:24  <Samu> I am assuming the tile is indeed a canal
14:14:46  <Samu> what if it isn't
14:15:37  <chillcore> hmm mut be something I did (not do) ... ">=" fails "==" too and ">=" just as hard
14:15:40  <Samu> assert line will make sure I am assigning the canal on river flag to the correct tile
14:16:05  <chillcore> the last one "<="
14:16:09  <Samu> correct tile is one which has a waterclass and it is a canal
14:17:06  <Samu> the [14:14] <Samu> what if it isn't was what was confusing me at first
14:17:26  <Samu> because I was always wondering, why wouldn't it be?
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14:20:18  <chillcore> the thing is samu when you check something and the code does not agree with you, you change the code untill it does ... whether you are right or wrong does not matter much
14:20:27  <chillcore> ?
14:22:52  <chillcore> and that then escalates further
14:23:28  <chillcore> like changing NewGRF ingame
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14:23:58  <chillcore> it can be months later the probs start showing
14:25:41  <Samu> the problem is not the code agreeing with me
14:25:55  <chillcore> I am not saying in this case ;)
14:26:05  <chillcore> maybe something you did in a lower patch
14:27:23  <Samu> "why wouldn't it be?" question was boggling me, because I know what my function does, I wouldn't use it to assign a canal on river for tiles which do not have a canal
14:27:53  <chillcore> k
14:28:11  <Samu> but others
14:28:20  <Samu> who wish to make use of my function
14:28:29  <Samu> this was what I wasn't thinking
14:29:34  <Samu> when you were saying "the code does not agree with you", it actually means, when "someone sucks at using my function"
14:30:30  <chillcore> I see
14:35:03  <Samu> I suppose I'm too egocentric
14:40:05  <chillcore> if you document your functions right peeps should not use it in the wrong way?
14:40:54  <Samu> yes, i see now why explaining what functions do makes sense
14:41:11  <chillcore> ok
14:41:16  <Samu> it's not because of me, but because of others who want to use it
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14:55:36  <chillcore> sorry phone
14:55:53  <chillcore> then you add the proper explanation of what it does samu
14:56:04  <chillcore> and list the params it  needs
14:56:17  <chillcore> also what it returns if it returns something
14:56:39  <chillcore> then it is up to the others to rread and learn
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14:57:32  <chillcore> there is a list of @things on the coding style page
14:57:46  <chillcore> those go above the function
14:58:11  <chillcore> if needed you add more comments inside the function
14:58:23  <chillcore> no idea what else you can do ....
14:58:51  <chillcore> it like these peeps writing books
14:59:04  <chillcore> they do the best they can for the readers to understand
14:59:35  <chillcore> if the future reader does not want to turn cover to begin with ...
14:59:58  <chillcore> no much the writer can do about that
15:00:42  <chillcore> s future/potential
15:02:57  <chillcore> <Samu> say, I am trying to set the canal on river flag
15:02:57  <chillcore>  I am assuming the tile is indeed a canal
15:02:57  <chillcore>  what if it isn't
15:03:21  <chillcore> this confused me ... you do not assume
15:03:28  <chillcore> it is or it is not
15:04:08  <chillcore> anyhoo
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15:12:19  <Wolf01> o/
15:14:00  <frosch123> ciao
15:26:29  <Alberth> hi
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15:33:48  <Samu> hi
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16:01:46  <Samu> how do i report a typo in a document?
16:02:00  <Samu> report it as a bug
16:02:01  <Samu> ?
16:03:37  <chillcore> yes and if you add a patch that fixes just that you get extra e-points. ;)
16:04:23  <Samu> i rather just point to the typo
16:04:27  <chillcore> np
16:04:36  <Eddi|zuHause> you misspelled that, it's called e-penis :p
16:04:49  <Samu> is it really needed to provide a patch?
16:04:56  <chillcore> no ...
16:05:41  <chillcore> Eddi|zuHause: where am I going to put all these e-penisses
16:05:43  <chillcore> ?
16:05:49  <Samu> external?
16:05:58  <Samu> oops, typo is nine
16:06:07  <Samu> it's not six, it's nine
16:06:12  <Eddi|zuHause> in the e-vaginas?
16:07:08  <Samu> no category fits this criteria :(~
16:09:27  <Alberth> just leave it unchanged then
16:09:32  <Samu> the most pointless report,
16:09:38  <Samu> too late
16:10:43  <chillcore> Eddi|zuHause: do I have to accept the packages as wel? or can I send those back?
16:10:46  <chillcore> :P
16:10:50  * chillcore foods
16:11:02  <Eddi|zuHause> how should i know? :p
16:14:53  <Alberth> Samu: most useless? nah, you point to an actual issue at least. I have seen way more useless ones
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16:31:45  <Samu> bool river = HasTileCanalOnRiver(cur_tile);
16:31:57  <Samu> is this a good name for the function?
16:32:12  <Samu> canal as, waterclass canal in this case
16:32:25  <Samu> not really canal canal
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16:36:01  <Samu> :(
16:36:43  <Samu> when shall i mention the word Tile in the name of a function?
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16:36:55  <Samu> cus sometimes this is confusing
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16:41:26  <chillcore> depends the situation samu, namme should describe what funtion does or checks or sets or gets etc.
16:41:48  <chillcore> IsCanalOnRiver() ?
16:42:12  <Samu> There is a IsCanal
16:42:29  <chillcore> coolios
16:42:41  <Samu> it really checks if the tile is really canal, not if the tile has the waterclass canal
16:43:09  <Samu> IsCanalOnRiver could be confusing
16:43:38  <chillcore> yes people might know there is a river under it ... if true
16:44:01  <Samu> there are cases when you build stuff on your canal
16:44:11  <Samu> so, IsCanal is false
16:44:16  <chillcore> and case where canal is not on river too
16:44:28  <chillcore> your choice it was just an axample
16:44:30  <Samu> though the waterclass canal is true
16:45:00  <Samu> build a ship depot on a canal
16:45:23  <Samu> IsCanal is now false
16:45:30  <Samu> it's a shipdepot
16:45:47  <chillcore> ok
16:46:15  <Samu> HasCanalOnRiver or HasTileCanalOnRiver?
16:46:58  <Samu> "tile" in the name or no tile?
16:48:08  <chillcore> no idea really samu
16:48:27  <chillcore> what is it you are checking? that is your answer?
16:48:49  <Samu> return HasTileWaterClass(t) && GetWaterClass(t) == WATER_CLASS_CANAL && GetCanalType(t) == CANAL_AND_RIVER;
16:48:52  <DorpsGek> Commit by alberth :: r27210 trunk/docs/landscape_grid.html (2015-03-28 17:48:46 +0100 )
16:48:53  <DorpsGek> -Doc[FS#6268]: OpenTTD tiles have more attributes nowadays (Samu).
16:49:21  <Samu> GetCanalType is another function I invented lol
16:49:41  <Samu> still unsure about its name as well
16:49:52  <chillcore> ok
16:50:08  <chillcore> also ... above you
16:51:50  <Samu> nice fix
16:51:56  <Samu> ty
16:52:02  <Alberth> yw :)
16:52:06  <Samu> it does nothing!
16:52:20  <Samu> j/k
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16:52:57  <Alberth> false, it points people to the right view on things
16:53:05  <chillcore> true
16:53:25  <Alberth> if you say different things at different places, people get all confused
16:53:41  <Alberth> like having signs to the same destination, but pointing in different directions
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17:12:00  <chillcore> my programming is top notch again today ... producing 10 lines an hour or less :P
17:12:27  <chillcore> now I hate assert too ...
17:12:41  <chillcore> not really but yeah
17:13:01  <chillcore> trying that again ...
17:13:39  <Samu> static inline CanalType GetCanalType(TileIndex t)
17:13:52  <Samu> wait, i rather just copy paste my code
17:13:54  <Samu> brb
17:16:18  <Alberth> hmm, I only committed 4 letter change today :p
17:17:07  <Samu> okay, I got this
17:17:25  <Samu> I question about the first one
17:17:37  <Samu> the comment mentions m5, but cannal on river is on m6
17:17:44  <Samu> canal*
17:17:58  <Samu> what can i possibly do?
17:18:09  <Samu> to avoid confusion
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17:18:27  <Samu> line 13
17:20:56  <Alberth> add the m number to every line instead
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17:21:22  <Alberth> the overall comment is clearly too specific, and needs to be widened in scope
17:21:57  <Alberth> I have no idea what bit layout means though
17:24:29  <Samu> i've checked all the layouts
17:24:50  <Samu> for m5
17:25:19  <Samu> i can't put canal on river at m5 at all
17:26:12  <Samu> lock is using these bits: 000X XXXX
17:26:57  <Samu> ship depot is using these: X000 00XX
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17:27:32  <Samu> then there's station tiles with their docks
17:28:21  <Samu> 0XXX 0XXX
17:28:54  <Samu> lock and dock overlap with each other, but since dock is a station tile and it can't be a lock at the same time, there is no problem
17:29:03  <Samu> lock is a water tile
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17:31:04  <Samu> water, canal, rivers, coasts and riverbanks are defined by this 0000 000X
17:31:19  <Samu> X = 0 for canal
17:31:36  <Samu> hmm
17:31:41  <Samu> think im talkign too much
17:32:26  <Samu> X = 0 for canal - the really canal one, not waterclass
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17:33:22  <Samu> okay i'll add the m number to every line instead
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17:40:08  <Samu> i found a bug, about rocks on sub-tropic
17:40:26  <Samu> for some rocks the tile is greener
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17:40:38  <Samu> a stronger green than the other rocks
17:40:54  <Samu> 1.5.0-RC1
17:41:17  <chillcore> that bug is known fixed and is now waiting for someone to make sprites
17:41:24  <chillcore> nice find
17:41:57  <chillcore> NewGRF sprites ...
17:42:15  <Samu> uhm,, ok
17:42:17  <chillcore> same happens in other climates
17:42:27  <chillcore> they all use the temerate ones for rock2
17:42:36  <chillcore> remperate*
17:42:47  <chillcore> spelling* :P
17:48:26  <Samu> m5 Length of the 'type' bitfield.
17:48:39  <Samu> Length of the 'type' bitfield of m5?
17:48:44  <Samu> Length of the 'type' bitfield at m5?
17:48:51  <Samu> gah
17:49:50  <Samu> Length of the 'type' bitfield *insert comment about* m5?
17:50:03  <Samu> i dunno how to describe it
17:50:29  <Alberth> 'type' ?
17:50:48  <Samu> type bitfield layout
17:51:12  <Samu> the kind of structure
17:51:28  <Samu> the graphic representation
17:51:30  <Samu> bah
17:51:32  <Alberth> right
17:52:21  <Alberth> Number of bits in m5 for the structure kind
17:52:38  <Alberth> First bit in m5 for the structure kind
17:53:08  <Alberth> 'type' is very ambiguous, almost everything can be seen as 'type', so better avoid that word if possible
17:53:25  <Samu> that was not my comment lol
17:53:30  <Samu> but ok, i can change that
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17:57:27  <Samu> 7654 3210
17:57:52  <Samu> nnnX nnnn
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17:58:49  <chillcore> Alberth: organised chaos screenshots: Where do them coloured lines come from?
17:58:56  <Alberth> PURR
17:59:01  <Alberth> ie NUTS
17:59:03  <Samu> Start of the 'type' bitfield is 4, Length of the 'type' bitfield 4.
17:59:06  <chillcore> nice screenies btw.
17:59:23  <chillcore> thanks for he info
17:59:35  <Alberth> great if you're a network builder
17:59:36  <Samu> 7654 <- here's a 4, type bitfield starts here
17:59:53  <chillcore> ye I like me some chaos too but more condensed
18:00:03  <Samu> lenght is 4, so it covers 4, 5, 6 and 7
18:00:46  <Samu> 7654 nnnn = Start of the 'type' bitfield is 4, Length of the 'type' bitfield 4.
18:01:06  <Samu> 7654 nnnn = Start of the 'type' bitfield is 4, Length of the 'type' bitfield covers 7654
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18:01:13  <Alberth> chillcore: I play with few industries often, and a lot of water. Maybe I should try some more industries again, one day
18:01:49  <Alberth> I also tried the original world generator again some time ago, gives a totally different build experience :)
18:02:22  <Alberth> Samu: what is the problem?
18:02:30  <Samu> trying to understand the problem
18:02:48  <V453000> XD finishing RAWR might take less time than trying to make NUTS into 32bpp, seeing the 72442 sprites of NUTS XD
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18:03:04  <Alberth> :D
18:03:23  <Samu> 7654
18:03:31  <Samu> 0000 - water, canal or river
18:03:36  <chillcore> yes Alberth it does give a totally different terrain style
18:03:38  <Samu> 0001 - coast or riverbank
18:03:42  <Alberth> too many cargoes :p    but very very nice, I agree now, having good cargo graphics is essential
18:03:58  <Samu> 0001 - can also mean lock
18:04:08  <Samu> strange :(
18:04:25  <Samu> 1000 - ship depot
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18:06:37  <Samu> ah, i see why it doesn't conflict with the lock
18:07:59  <Samu> i am still confused, what the heck is happening, how can it share the same bit layout?
18:10:31  <Samu> ah, got it, I'm stupid
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18:10:53  <Samu> 0001 - is for lock and only lock
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18:11:27  <Samu> 0000 - is for both water, canal, river, coast or riverbank
18:11:50  <Samu> the coast flag is not at this location
18:12:26  <Samu> 0000 0001 - coast
18:12:40  <Samu> 0000 0000 - water, canal or river
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18:13:57  <Samu> this means I have 3 bits to check out if they're compatible
18:14:24  <Samu> 0000 abc0 - might be able to use one of these to indicate canal on river, must check the other tiles
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18:17:49  <chillcore> hmm my old newgrf folder was disabled too ... 3421 NewGRFs
18:18:17  <chillcore> may have a few doubles ...I bet I can find more ...
18:19:10  *** shirish__ [~quassel@] has quit [Ping timeout: 480 seconds]
18:19:25  <Alberth> use a duplicate file finder?
18:19:51  <chillcore> some have the same name but are not the same version
18:19:58  <chillcore> some of the old ones that is
18:20:16  <chillcore> but there is a ton of old OpenGFX verions and Firs
18:20:25  <Alberth> yeah, I mean a program that also checks contents of the file
18:20:34  <chillcore> aha
18:20:42  <chillcore> that may be agood idea yes
18:20:58  <Samu> i hate industry tiles
18:21:01  <Samu> :(
18:21:06  <Samu> they're always in the way
18:21:10  <Samu> ruining compatibility
18:22:40  <Samu> 0x1FF ? woah, they even get 9 bits
18:23:01  <chillcore> 3.5 GB ... 2 data folders + 2 newgrf folders + content download
18:23:29  <chillcore> 27200 openttd versions ... I can play till the end of times :P
18:24:20  <chillcore> yes we should get rid of industries samu
18:24:27  <Alberth> just play the newest one :)
18:24:32  <chillcore> mail too maybe
18:25:04  <Alberth> reading just the last one, bit tricky in my experience :)
18:25:15  <Samu> 512 different tiles for industries, really, are there that many?
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18:28:43  <Alberth> 64 different industries, with 10 tiles for each industries, 512 isn't even enough
18:29:11  <chillcore> hehe
18:29:28  <Alberth> 8 for each, on average thus
18:30:22  <Alberth> 256 tiles means you can have at most 4 tiles for an industry, on average, quite limiting
18:31:46  <Samu> why not 32 different industries, limited to 8?
18:31:55  <Samu> then again, nevermind, m5 is fully full
18:32:21  <Samu> couldn't use it either way
18:36:19  <chillcore> ... speechless
18:36:54  <chillcore> just ...
18:37:36  <chillcore> am I
18:39:39  <chillcore> I  am not sure to laugh or cry about that last comment
18:41:02  <Alberth> do both? :)
18:41:06  <chillcore> hehe
18:45:31  <chillcore> we should revert just to r1 and redo this pile of crap :/
18:45:42  <chillcore> guide us oh great leader
18:48:46  <chillcore> -----------------------
18:48:55  <chillcore> I found my very first game and it runs
18:48:58  <chillcore> yay
18:49:04  <Alberth> :D
18:49:05  <chillcore> taking some screenies
18:50:04  <Eddi|zuHause> my very first TT game got lost when i upgraded to world editor expansion, because it unconditionally overwrote the first savegame with the autosave
18:50:31  <chillcore> ouch
18:50:49  <chillcore> I have disabled autosave long time ago
18:51:11  <Eddi|zuHause> autosave is a very essential feature...
18:51:43  <chillcore> with the idea that when I debug I still have my autosaves, the backup ones
18:51:51  <chillcore> hehe
18:52:02  <chillcore> but yeah
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19:00:02  <chillcore> ooh nice I still got oldr versions of it too ... could do a before and after
19:01:52  <chillcore> if when I debug the gridlock
19:02:06  <Eddi|zuHause> oh, and i played the demo a lot before, those dozen or so games also don't exist anymore
19:02:55  <Samu> canal_and_river belongs to a subset of water_class_canal which belonds to a subset of water_tile_clear
19:03:04  <Samu> is this a good link?
19:03:18  <Samu> belongs`*
19:03:24  <Samu> brb
19:03:31  <chillcore> my trains are waiting at the back of one way signals ... now I remember why I stopped playing this game and continued in my patchpack
19:03:44  <chillcore> that means I should have a newer version somewhere
19:04:20  <chillcore> yes Eddi|zuHause sad if you lose games you're fond of
19:04:42  <chillcore> most of my testgames  I do not even save
19:04:42  <Samu> adding comments is boring
19:04:44  <Eddi|zuHause> well, that was 20 years ago. i'm over it now :p
19:04:51  <Samu> takes more time than coming up with ideas
19:04:53  <chillcore> XD
19:05:53  <Samu> enum CanalType {
19:06:19  <Samu> give me a better name for this thing, so that I don't re-use the word "type"
19:07:03  <Samu> CANAL_NOT_RIVER = 0,
19:07:13  <Samu> 	CANAL_AND_RIVER = 1,
19:07:29  <Samu> };
19:07:39  <Samu> that's what goes in there
19:16:33  <Samu>
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19:17:52  <Alberth> blahblahtype  is often fine, as you express it's the type of blahblah explicitly
19:18:09  <Samu> CanalBrand, CanalBreed, CanalCategory, CanalCharacter, CanalDescription, CanalForm,
19:18:29  <Alberth> s/AND/ALSO/  ?
19:19:00  <Alberth> 'NOT' and 'AND' don't look logical together
19:19:25  <Samu> CANAL_NORMAL
19:19:30  <Samu> CANAL_ON_RIVER
19:19:53  <Samu> JUST_A_CANAL
19:20:20  <Samu> canal without a river under it
19:20:28  <Samu> or canal with a river under it
19:20:39  <Alberth> WITH and WITHOUT  would work
19:20:43  <Samu> ok, ty
19:21:19  <Alberth> the names themselves are also documentation, they should express how they relate
19:21:47  <Samu> canal not river also implies there's no river, but I see
19:22:08  <Alberth> hmm, busy bee gives me tricky assignments
19:22:27  <Alberth> canal not river was fine, canal and river was the problem
19:22:56  <Alberth> 'not' is not a logical opposite of 'and'
19:23:09  <Alberth> unless you also have 'or'
19:24:05  *** HerzogDeXtEr [] has quit [Ping timeout: 480 seconds]
19:24:31  <Alberth> /me decides BB is just being stupid
19:29:48  <Samu> 	CANAL_WITHOUT_RIVER = 0,	///< Without a river under it
19:29:59  <Samu> the word CANAL might be misleading
19:30:08  <Samu> I am refering to the WaterClass Canal
19:30:40  <Samu> WC_CANAL_WITHOUT_RIVER ?
19:31:14  <Samu> WCC_WITHOUT_RIVER
19:33:04  <Samu> okay, I'm putting WCC_ instead of CANAL_
19:33:18  * chillcore posted some aesthetics
19:34:21  <chillcore> I did not say they are good ones. :P
19:34:56  <Samu> WCC = WaterClass Canal
19:35:08  <Samu> not Clear
19:35:32  <Samu> oops sorry, there's no WaterClass Clear, that's a water type
19:36:03  <Samu> Sea, Canal, River, Invalid
19:36:25  <Samu> WCC, WCS, WCR, WCI ohoho
19:36:54  <Samu> alright, WCC:
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19:39:34  <Alberth> nice compact chaos chillcore :)
19:39:52  <chillcore> thank you.
19:40:18  <Alberth> what's with the bridges in the 2nd screenie?
19:40:44  <chillcore> holding area
19:41:05  <chillcore> for when traffic is heavy
19:41:11  <Alberth> I mean, why a bridge?
19:41:38  <Alberth> nothing under it, it seems
19:41:44  <chillcore> no reason at all xD
19:41:55  <chillcore> just looks better then plain track
19:42:06  <Alberth> haha :)  indeed
19:42:44  <chillcore> life of a hacker
19:42:54  <chillcore> re-purpose stuffs
19:43:24  <chillcore> to the left is anothe rholding area
19:43:37  <chillcore> I think I had abut 100 trains passing there
19:44:06  <chillcore> but not always all at once
19:44:14  <chillcore> not timetabled that game
19:45:11  <chillcore> the third screenshot is another game
19:45:21  <chillcore> a bit more spaced out
19:45:41  <chillcore> but nowadays I am more organised
19:45:52  <chillcore> sort of
19:46:20  <chillcore> I'll maybe post some more later of my patchpack game
19:46:30  <chillcore> double posting and all that
19:46:56  <chillcore> and I need to installthe correct opengfx still in my local copy
19:47:04  <chillcore> glitches allover the place
19:48:40  <chillcore> hmm I should continue a bit with my patch
19:49:29  <chillcore> just them asserts still (which I do not think I need due tothe way rub*dium coded that part)
19:50:14  <chillcore> it is fine to try and read past the end of the array
19:50:42  <chillcore> that is why there is no comma there
19:50:58  <Samu> CanalStratum?
19:51:00  <chillcore> it catches the trailing 0 and goes from there
19:51:22  <Samu> CanalLayer?
19:51:54  <chillcore> talking about trailing zeros ... an array with 4 arrays in it has 5 traiilng zeroes?
19:52:03  <chillcore> my book is not clear on that ...
19:52:08  <Samu> CanalFoundation?
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19:55:52  <Samu> "Canals and navigations are human-made channels for water. In the vernacular both are referred to as 'canals'. The main difference between them is that a navigation parallels a river and shares its drainage basin, while a canal cuts across a drainage divide."
20:03:37  <Samu> who's a english teacher here?
20:04:34  <Samu> CanalDrainage?
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20:07:49  <Taede> what are you trying to name?
20:08:19  <Taede> different enums?
20:08:32  <Samu> a name for the enum
20:08:59  <Samu> 	WCC_WITHOUT_RIVER	= 0,	///< Without a river under it
20:09:08  <Samu> 	WCC_WITH_RIVER		= 1,	///< With a river under it
20:10:45  <Taede> does it contain just those 2?
20:10:47  <Samu> WCC is short for WaterClass Canal
20:10:48  <Samu> yes
20:10:55  <Taede> CanalBase ?
20:11:12  <Samu> ok, ty, why didn't I think of that
20:11:23  <Samu> seemed so simple, and right to the point
20:11:25  <Taede> because you've been thinking about it too long
20:12:16  <Eddi|zuHause> [german]
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20:17:35  <chillcore> haha
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21:22:27  <Samu>  * @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT)
21:22:31  <Samu> what is @ pre?
21:23:00  <Sylf> is that inside a comment?
21:23:09  <Sylf> sounds like a precondition
21:24:05  <Samu> yes, in a comment
21:24:51  <Samu> how many @pre's would I need for this?
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21:30:35  <chillcore> one for each condition that must be true
21:31:45  <chillcore> and they must not be inside a function or they do not end up in the "documentation of source" zip
21:44:22  <Samu> ok, is this good englisho?  * Set the base of the canal to indicate there is a river under a tile.
21:44:31  <Samu> horrible
21:44:46  <Samu> static inline void SetCanalOnRiver(TileIndex t)
21:45:01  <Samu> 	assert(GetWaterClass(t) == WATER_CLASS_CANAL);
21:45:06  <Samu> 	SB(_me[t].m6, 0, WBL_RIVER_FLAG, WCC_WITH_RIVER);
21:46:22  <Samu> FlagCanalOnRiver?
21:47:28  <Samu> whatever, i'll ask for help later
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22:03:37  <Samu> here's the difference:
22:03:40  <Samu> patch
22:03:46  <Samu> not finished yet, but
22:04:04  <Samu> need some advice about those comments
22:06:22  <Samu> let me paste as a diff
22:06:58  <chillcore> it is good enough to read
22:07:00  <Samu> highlighted there ->
22:09:37  <Samu> static inline bool IsCanalOnRiver(TileIndex t)
22:09:41  <Samu> lol this is to be deleted
22:10:07  <Samu> it's simply wrong
22:12:08  <Samu> deleted ->
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22:22:32  <FLHerne> planetmaker: Looks like the latest version of NML on pypi (hence via pip) is still 0.2.4
22:22:55  <FLHerne> Is this intentional, or was this just forgotten at some point?
22:24:20  <frosch123> do you know who put it there in the first place?
22:25:49  <frosch123> lol 143 download of nml via pypi?
22:25:58  <frosch123> in the last week
22:26:41  <frosch123> ah, am*ler is package owner
22:27:16  <frosch123> but well, iirc installation of nml is broken anyway
22:31:28  <Eddi|zuHause> <frosch123> ah, am*ler is package owner <-- that probably means nobody touched it in years
22:31:55  <frosch123> exactly, i wasn't even aware that it is there
22:32:07  <frosch123> though funnily the nml tutorial instructs to install nml via pip :p
22:32:12  <frosch123> completely out of date
22:32:20  <frosch123> but still 143 downloads per week
22:32:39  <frosch123> either the statistics is bonkers, or it's all crawlers :p
22:33:32  <Sylf> "I'm gonna install everything available through pip, I don't care what they are"
22:34:26  <Terkhen> good night
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22:37:25  <FLHerne> Sylf: Well, the semi-official wiki docs do say to do that
22:38:41  <Sylf> Yeah, I'm aware of the page, which I ignore myself as far as how to install NML :)
22:39:02  <Sylf> I was thinking more about how that package is getting 100+ downloads per week
22:40:18  <FLHerne> Maybe I should make an AUR package for it instead
22:40:40  <frosch123> yeah, please fix nml packaging :)
22:41:49  <FLHerne> Um, readme for 0.4.0 seems to be confused too
22:42:01  <FLHerne> Wiki: "With NML 0.4 we change some of its foundations, it now is written in python3 and requires python 3.2 or newer."
22:42:15  <FLHerne> Readme: "Minimal version is 2.6. Python 3 is not yet supported."
22:42:28  <Sylf> XD
22:42:28  <frosch123> hehe, wiki is correct here :)
22:42:44  <frosch123> <- just attach all your fixes to that task :)
22:46:51  <FLHerne> Oh, and buildout script want PIL 1.1.7, which lacks python3 support
22:47:10  <frosch123> delete it?
22:47:34  <frosch123> we use pillow instead of pil
22:47:43  <frosch123> i guess we can delete that buildout thingie
22:48:57  <FLHerne> Oh, looks like the readme thing is fixed in the latest hg version
22:52:28  <Samu> my own assertions complaining
22:52:33  <Samu> hah, interesting
22:53:04  <Samu> at least they're right
22:53:58  <Samu> i must set the flag AFTER the structure have been placed on a canal
22:54:05  <Samu> not before
22:54:24  <Samu> not that it would make a difference though
22:54:32  <Samu> but whatever
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23:07:33  <Samu> Owner o_lower = GetTileOwner(tile - delta);  if (o_lower != OWNER_NONE) { // Skip if canal owner is none
23:07:49  <Samu> isn't it possible to transform this into a single line?
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23:08:17  <Samu> can i do this? if (GetTileOwner(tile - delta) != OWNER_NONE) {
23:08:43  <Samu> i don't need o_lower for anything else
23:08:47  <Samu> only for this
23:08:54  <FLHerne> Aargh, NML installation is about as broken as it gets :-(
23:09:23  <frosch123> FLHerne: check the task above, and check whether the diff from there works :)
23:11:53  <FLHerne> frosch123: It doesn't, at least against 0.4
23:12:16  <FLHerne> tries to import nml.version_info, which doesn't exist
23:15:23  <FLHerne> Oh, am I doing this wrong?
23:15:45  <frosch123> the 0.4.0 bundle is known to be broken
23:15:52  <FLHerne> No, or at least not in the way I suspected I was
23:16:12  <FLHerne> Building current hg version again now
23:19:10  <FLHerne> Ok, that seems to work
23:19:38  <FLHerne> Albeit with non-fatal warning:
23:19:48  <FLHerne>  /usr/lib/python3.4/site-packages/setuptools/ UserWarning: The version specified ('0.4.0.r5564M:b4b82c1379a2') is an invalid version, this may not work as expected with newer versions of setuptools, pip, and PyPI. Please see PEP 440 for more details.
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23:36:57  <supermop> yo
23:38:00  <Samu> i have a question
23:38:12  <Samu> how to i grab randombits?
23:38:22  <Samu> then restore it later
23:38:48  <Samu> MakeRiver(tile, Random());
23:39:15  <Samu> it creates some Random thing, most noticeable on coastal river tiles
23:39:20  <supermop> man i have no idea
23:39:30  <Samu> rocks appear in different forms
23:40:06  <Samu> GetRandomBits or so?
23:40:13  <Samu> SetRandomBits?
23:40:15  <Samu> let me find
23:41:10  <Samu> ok, i got this static inline byte GetWaterTileRandomBits(TileIndex t)
23:41:52  <Samu> so when I am to remake the river how do I put back the retrieved value?
23:42:16  <Samu> MakeRiver(tile, ???)
23:43:39  <Samu> byte ?
23:45:09  <Samu> gonna try byte maintain_same_random_bits = GetWaterTileRandomBits(TileIndex t); MakeRiver(tile, maintain_same_random_bits);
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23:49:47  <Samu> what's the difference between uint32 and byte?
23:53:10  <Sylf> byte is 8bit, uint32 is 32bit?
23:54:16  <Samu> i have no idea
23:54:35  <Samu> static inline byte GetWaterTileRandomBits(TileIndex t)
23:55:04  <Samu> static inline void MakeRiver(TileIndex t, uint8 random_bits)
23:55:23  <Samu> uint8 or uint32 or byte? I am confused
23:55:39  <Eddi|zuHause> yes (usually)
23:56:00  <Eddi|zuHause> in C++ you never know...
23:57:07  <Samu> static inline uint32 Random()
23:57:24  <Samu> so which one is the better correct?
23:57:25  <Samu> lol
23:59:54  <Samu> will MakeRiver accept them all?

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