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00:01:05 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has joined #openttd 00:02:20 <Samu> well, uh i'll test them all and brb with results 00:04:50 <Samu> byte is accepted 00:05:01 <Samu> the rocks look the same 00:06:16 <Wolf01> 'night 00:06:23 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 00:10:05 <Samu> uint8 is accepted, the rocks look the same 00:11:59 <Samu> uint32 is accepted, the rocks look the same 00:12:19 <Samu> I'm confused, I don't get the point 00:17:06 <Sylf> uint8 only takes up 1 byte of memory, but can only represent numbers 0 through 255. 00:17:28 <Sylf> uint32 takes up 4 bytes of memory, but can represent numbers up to 2^32-1 00:17:40 <Sylf> so use the size of type needed for the job 00:31:19 <chillcore> rocks? 00:34:40 <Samu> it takes 8 bits 00:35:04 <Samu> how's a river created? 00:35:16 <Samu> the first born river tile? 00:36:09 <Samu> chillcore: u know about terrain generating 00:36:28 <Samu> tell me, what is happening when a rvier is creater 00:36:32 <Samu> created 00:36:51 <Samu> does it use MakeRiver? 00:37:45 <chillcore> it looks for a nice spot to make a spring 00:37:58 <chillcore> based on various conditins 00:38:24 <chillcore> then it finds a path and if it is content then that patch is converted in river 00:38:43 <Samu> erm, what's inside MakeRiver? 00:38:55 <chillcore> if not it looks for another spot to put a spring based on those same conditions 00:38:56 <Samu> MakeRiver(tile, Random())? 00:38:59 <chillcore> rince repeat 00:39:22 <Samu> lakes are also rivers, isn't it? 00:39:50 <Samu> I am wondering about the Random() part 00:39:56 <chillcore> I don't kow what is inside random ... rivers is bitmagic ... 00:40:00 <chillcore> me no go there 00:40:36 <chillcore> download a docuentation of source zip 00:40:37 <Samu> ok, but it is there? the "Random()"?, like MakeRiver(tile, Random()) 00:40:45 <chillcore> openttd.org 00:41:15 <Samu> because Random() is uint32 00:41:22 <Eddi|zuHause> the river generator is Rubidium's crime 00:41:35 <chillcore> it takes about as much effort for me to look it up samu as it does for you 00:41:47 *** AbsoluteVeritas [~|Truth|@c-73-177-155-170.hsd1.va.comcast.net] has joined #openttd 00:42:12 <chillcore> Eddi|zuHause: I know what and how it does but not the details 00:42:20 <chillcore> which is what samu ask about 00:42:38 <Samu> it seems to be passing around the information 3 times 00:42:51 <Samu> or translating it to 3 different languages 00:43:01 <Samu> while it could be using just 1 00:43:02 <chillcore> eh? 00:43:02 <Eddi|zuHause> i'm quite enjoying the ignore list. this is much healthier for me if i only see one half of the conversation 00:43:13 <chillcore> hehe 00:43:41 *** |Truth| [~|Truth|@c-73-177-155-170.hsd1.va.comcast.net] has quit [Ping timeout: 480 seconds] 00:43:49 <Samu> static inline byte GetWaterTileRandomBits(TileIndex t) <--- byte 00:44:06 <Samu> static inline void MakeRiver(TileIndex t, uint8 random_bits) <--- uint8 00:44:27 <Samu> static inline uint32 Random() <--- uint32 00:44:46 <chillcore> https://www.openttd.org/en/download-trunk 00:44:52 <chillcore> first link samu 00:45:01 <chillcore> everything you never wanted to know 00:45:08 <chillcore> the rest is undocumented 00:45:14 <chillcore> for now 00:46:05 <chillcore> lake is not river ... I guess 00:46:09 <chillcore> not sure 00:46:11 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 00:46:37 <Samu> they're using waterclass river though 00:46:51 <chillcore> the they are rivers samu? 00:47:11 <Samu> fat rivers 00:47:27 <chillcore> fat rivers are rivers too 00:47:49 <chillcore> *insert fat joke here* 00:48:11 <chillcore> what about them rocks you were talking about? 00:48:21 <chillcore> which rocks? 00:48:27 <Samu> it's the aspect of the river at the borders 00:48:35 <chillcore> ah ok 00:48:36 <Samu> or within itself 00:48:42 <Samu> it is randomized 00:49:06 <chillcore> yes to make things less boring they are randomised 00:49:21 <Samu> it's most noticeable at river coasts 00:49:30 <chillcore> and? 00:49:31 <Samu> they have some rocky things 00:49:52 <chillcore> hmm ... rocky things .. 00:50:28 <Samu> when i demolish them rivers and restore them back with my permanent river patch, they were looking slightly different 00:50:48 <Samu> turns out it's the Random() value that is re-randomized 00:51:01 <Samu> I am now trying to keep the exact value it had before 00:51:59 <chillcore> them rocky things is rocky land 00:52:08 <chillcore> ? 00:52:08 *** Warrigal [~tswett@192.241.237.138] has joined #openttd 00:52:10 <Samu> no, it's on the river itself 00:52:14 <Warrigal> Ahoy. 00:52:29 <chillcore> you know your wayto the querytool? 00:52:30 <Samu> on cascades 00:52:46 <chillcore> hey Warrigal 00:53:04 <Warrigal> I'm running OpenTTD 1.4.4, and I started a game in the year 2000. 00:53:36 <Warrigal> Only a few different engines were available; I think all of them were from something like 1980 or earlier. 00:53:55 <Warrigal> Now as time has passed, the vehicles available have been expiring and new ones haven't been showing up. 00:54:09 <chillcore> samu: querry the rocky things tile and say what it sais please 00:54:18 <Samu> ok 00:54:41 <Samu> River 00:54:43 <Samu> lol 00:55:03 <chillcore> Warrigal: "enable vehicles never expire" then run "reset_engines" in console 00:55:21 <Samu> river on a slope is still a river 00:55:49 <Samu> you might need to use my patch, it's not easy to spot the difference 00:56:09 <Samu> my permanent canal on river patch 00:56:24 <Samu> I haven't fixed it yet 00:56:33 <Samu> but it's something that I wanna fix 00:56:38 <Samu> so hurry up 00:56:39 <Samu> lol 00:56:46 <Warrigal> chillcore: that'll do it. Thanks! 00:56:52 <chillcore> range of new vehicles appearing is about 1950 -2050 but this may vary depending on NewGRF used 00:57:04 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has joined #openttd 00:57:18 <chillcore> you're welcome 00:57:46 <Samu> sec 00:58:36 <Samu> k, direct link 00:58:37 <Samu> http://www.tt-forums.net/download/file.php?id=184212 00:58:53 <chillcore> brb samu 00:58:56 *** chillcore [~chillcore@2a02:a03f:1048:5400:4e72:b9ff:feac:5979] has quit [Quit: Only mortals are affected by fame and power.] 00:59:25 *** chillcore [~chillcore@2a02:a03f:1048:5400:4e72:b9ff:feac:5979] has joined #openttd 00:59:35 <Eddi|zuHause> wow, that was almost an hour :p 00:59:58 <chillcore> I was like hungry 01:00:01 <chillcore> hehe 01:00:30 <Eddi|zuHause> you need to go offline to get food? 01:00:48 <chillcore> client started jumping and did not yet look at that other one properly 01:00:52 <frosch123> Eddi|zuHause: your clock is off 01:01:03 <Samu> [00:59] <chillcore> I was like hungry 01:01:08 <Samu> [02:00] <chillcore> hehe 01:01:10 <Samu> I see 01:01:11 <Eddi|zuHause> hm. i used to have ntp enabled 01:01:51 <chillcore> haha I will be out of sync again 6 months 01:02:04 <chillcore> can't be arsed to change clocks 01:02:11 <frosch123> 7 months 01:02:22 <Eddi|zuHause> Active: active (running) since Mon 2014-12-22 16:37:18 CET; 3 months 5 days ago 01:02:53 <chillcore> hmm ... then I should leave it at summer time ... then I am out of sync less time of the year 01:03:51 <Eddi|zuHause> frosch123: so how can my time be off? 01:08:22 <frosch123> no idea, my ntpq -p is fine 01:09:04 <Eddi|zuHause> speaking of timing, this game soundtrack bothers me... it's heavy on 7/4 01:09:08 <chillcore> samu: direct link to what? 01:09:18 <Samu> patch 01:09:24 <chillcore> how about a normal link 01:09:50 <Samu> ok http://www.tt-forums.net/viewtopic.php?f=33&t=72691 01:09:54 <chillcore> then peeps can read without downloading 01:09:58 <chillcore> thank you 01:10:03 <Samu> Permanent Rivers with Canal on Rivers patch 01:10:31 <chillcore> that one was done alreaydy 01:10:36 <Samu> download, patch, start new game, then demolish rivers on slopes 01:10:52 <Samu> yes, it's not fixed, so you can see these rocks being re-randomized 01:11:51 <chillcore> yes samu randomised rocks are randomised 01:12:18 <Samu> i found the lake function MakeRiver(lakeCenter, Random()); 01:12:29 <Samu> so it also uses Random() 01:13:29 <Eddi|zuHause> 7/4 is even more aggrivating than 5/4 (e.g. some of the uruk-hai battle themes in the LotR soundtrack) 01:13:29 <Samu> i really must suck at explaining things 01:13:36 <chillcore> yes samu ... have you looked at random() at all? 01:13:47 <Samu> yes, it's uint32 01:14:01 <Samu> but makeriver accepts uint8 only 01:14:10 <Samu> and retrieving the randombits, is byte 01:14:17 <chillcore> so? 01:14:32 <glx> it magically gets the 8 lower bits 01:14:35 <glx> that's all 01:14:37 <Samu> so what do I do if I want to preserve the same aspect 01:15:24 <chillcore> why would you want to do that samu ... it is called random for a reason 01:15:40 <Eddi|zuHause> "... but my vision" 01:15:43 <Samu> to make them behave like they're "permanent" 01:15:53 <Samu> permanent, unchanged, unaltered 01:16:09 <Samu> they are re-built but must look the same as well 01:16:45 *** frosch123 [~frosch@x5f74411e.dyn.telefonica.de] has quit [Ping timeout: 480 seconds] 01:16:58 <chillcore> it is still random ... permanent, unchanged, unaltered random 01:17:17 <chillcore> an ddo you think people will notice that samu if you restore that? 01:17:17 <Samu> :( 01:17:26 <Samu> I noticed, so other ppl will notice 01:17:48 <chillcore> you notice because you are testing 01:18:01 <chillcore> while plaing that is a minor detail 01:18:07 <chillcore> playing* 01:18:25 <chillcore> noone will notice at all 01:18:37 <Samu> i shall make a video of it 01:18:40 <chillcore> I can promise you that 01:18:48 <Samu> it's very easy to spot on with my patch 01:18:50 <chillcore> I believe you samu 01:18:58 <Samu> my "not yet fixed" patch that is 01:19:09 <chillcore> let me show you somethng peeps did not notice ... 01:19:15 <chillcore> 1 sec 01:19:49 <Samu> it's very hard to tell the difference without the patch, mind you, so that's why no one noticed 01:20:57 <Samu> ppl could only check for this during scenario editor, it's the only way ppl could re-build rivers 01:21:56 <chillcore> https://www.tt-forums.net/viewtopic.php?f=33&t=47622&start=14 01:22:10 <chillcore> now you tell me if peeps will notce a rock while playing 01:22:45 <chillcore> that canal may have been there for 100 game years 01:22:54 <chillcore> first they eed to remember to begin with 01:23:02 <chillcore> n*eed 01:24:18 <Samu> ottd on acid 01:24:20 <Samu> I see lol 01:25:27 <chillcore> that code was out in the wild for a while 01:25:37 <chillcore> before I even noticed myself 01:25:53 <chillcore> so a rock ... 01:26:06 <chillcore> that is generated at random 01:26:38 <Samu> I'll show ya, http://twitch.tv/xarickpreto 01:26:52 <chillcore> spend your time on something more interesting maybe? 01:27:14 <Samu> erm, if my patch goes through, this will be quite noticeable 01:27:28 <Samu> please look at the stream 01:28:32 <Eddi|zuHause> chillcore: to be fair, your userbase was probably a bit more resistant to bugs than the average :) 01:28:33 <chillcore> then I must unblock the whole thing and reboot ... 01:29:17 <chillcore> Eddi|zuHause: I understand that ... as it is now the river is destroyed 01:29:34 <Eddi|zuHause> i meant the forum link 01:29:58 <chillcore> yes I undrstood that Eddi|zuHause 01:30:13 <chillcore> and I agree 01:30:35 <chillcore> but samu is working on retsoring rivers which is not even a thing in trunk 01:30:42 <chillcore> it goes boom 01:30:47 <chillcore> gone forever 01:30:54 <chillcore> rocks or no rocks 01:31:23 <Eddi|zuHause> yes. so on renaturing the river, do you think someone goes there and puts every individual rock where they were a hundred years ago? 01:31:53 <chillcore> exactly my point 01:33:42 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Ping timeout: 480 seconds] 01:34:50 <Eddi|zuHause> as for the bug-resistance, i have seen people go like "it only desyncs every half hour. i can accept that in a patchpack" 01:35:09 <chillcore> I would not :P 01:35:15 <Samu> no viewers :( 01:35:20 <Eddi|zuHause> and i told them they should not... 01:35:21 <chillcore> not while playing 01:35:47 <chillcore> take two screenshots samu ... before and after 01:35:53 <Samu> ok 01:35:54 <chillcore> if you must 01:36:14 <Eddi|zuHause> but that attitude lowers the chance of you receiving error reports, even if they notice the error 01:36:29 <chillcore> I deal with crashes while coding Eddi|zuHause... while playing the occasional one 01:36:56 <chillcore> but I had me a patchpack game with DJNekkid one day and we stpped after 30 mins 01:37:10 <chillcore> stupid ISP of mine was throttling me 01:37:23 <chillcore> so he was waiting for me to relaod game 01:37:28 <chillcore> 5 times and done 01:37:33 <chillcore> sorry no can do 01:37:37 <chillcore> both of us 01:38:16 <chillcore> I could go troll some servers now perhaps 01:38:18 <chillcore> :P 01:38:40 *** HerzogDeXtEr1 [~flex@i59F6B4F9.versanet.de] has quit [Quit: Leaving.] 01:38:52 <chillcore> by now I mean with this ISP 01:38:59 <chillcore> and trolling in a good way 01:40:11 <chillcore> besides samu want to have a custom make river function now 01:40:16 <chillcore> no random rocks 01:40:30 <Samu> no i don't 01:40:31 <chillcore> sure he can but no reading books? 01:40:53 <chillcore> yes samu you do you want torestore the rocks so makeriver without random 01:41:34 <Samu> no, this is only for when demolishing a river 01:41:34 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has quit [Quit: Leaving] 01:41:39 <chillcore> and he does not want to to read books ... the diff between bool, byte, int, int32 01:41:45 <chillcore> all has to be explained 01:41:48 <chillcore> sorry samu 01:42:24 <Samu> before -> https://rupavq.dm2304.livefilestore.com/y2pdi2OlHTi_FJKUWm9QYjYzwEux1g-e3Vag7lTVnFpy3MUaFDuw3MCGHIzZKoC9x9ch2x7X8GNhp9FXFuNcotV33RnASmyw77AbJsBx_6hWG6Pz4B7kVMZLX1LI9_GccNnFepzWOyanyt4Yhe8TvPHig/Permanent%20River%20%28not%20quite%29%201.png?psid=1 01:42:28 <Samu> after -> https://rupavq.dm2304.livefilestore.com/y2pNDeypHWHPZyLhQhAjESy7rZ3olCBNBee1jJ82aPgDqkbjaT09Ty_a_TI_GjvTUwH3Hwf6tAxmaAO3BZuSinZrhvRNiVW_BzSAs5MIfJNafGUwWyzIy_585g49LvB64XjHwlVcxM7HItRbHfVJZHtQQ/Permanent%20River%20%28not%20quite%29%202.png?psid=1 01:43:33 <Samu> the mouse cursos is not in the screenshot, but imagine that the cursos is a bombing one 01:43:37 <Samu> cursor* 01:43:38 <chillcore> yes that is what i was talking about samu ... random rock on river slopes 01:44:04 <chillcore> if you bomb the river you can expect to move some rocks 01:44:14 <chillcore> even if it is restored 01:44:21 <chillcore> what is so bad about that? 01:44:37 <Samu> they're permanent 01:44:40 <Samu> damn it 01:44:41 <Samu> lol 01:44:50 <chillcore> the rivers are permanent yes 01:45:06 <chillcore> your patch isnot called permanent rocks 01:45:11 <chillcore> that is another patch 01:45:30 <chillcore> you keep doing 7 things in one patch 01:45:40 <chillcore> if you want trunk 01:45:48 <chillcore> and I know yuo do 01:45:51 <chillcore> 1 thing 01:45:53 <Samu> it's like trying to demolish a naked bare tile 01:45:55 <chillcore> 1 patch 01:46:00 <Samu> it always looks the same and costs 0 01:46:05 <Samu> that's what I'm doign here 01:46:20 <chillcore> destroying rivers costs 10.000 01:46:27 <chillcore> not 0 01:46:33 <Samu> :) 01:46:34 <chillcore> try and convince a dev 01:46:40 <chillcore> I have no powers 01:46:43 <chillcore> thank god 01:47:08 <Samu> you can demolish bare land tiles, try it 01:47:20 <Samu> they're naked, and yet you can still keep on demolishing them 01:47:35 <chillcore> samu ... I has been playing and messing with code since 2007 01:47:41 <Samu> this patch is making rivers behave like them 01:47:42 <chillcore> joined forums in 2008 01:47:56 <chillcore> look at my post history if you must 01:48:06 <chillcore> I do not need to test everything again 01:48:54 <chillcore> and after all that I still do not know 50% 01:49:42 <Samu> destroying rivers costs 0 on this patch, because they're purrmanent :( 01:49:50 <chillcore> fine 01:50:21 <Samu> they're not permanent on the scenario editor or if you enable cheat 01:50:24 <chillcore> don't be surprised if the devs do not apply that 0 cost part 01:50:31 <chillcore> you can bomb sea 01:50:35 <chillcore> it is restored 01:50:37 <Samu> with cheat enabled, it costs 10k 01:50:41 <chillcore> it costs dineros 01:50:43 <Samu> if you're gaming 01:51:00 <chillcore> try asking if they will make that cost 0 01:51:28 <chillcore> I give up samu 01:51:29 <Samu> ah, the price table 01:51:35 <Samu> I did not change that 01:51:41 <Samu> it's still 10000 01:51:48 <chillcore> too much argueing 01:51:52 <Samu> i have not edit that part 01:52:00 <chillcore> ok 01:52:16 <Samu> demolishing sea costs 10k 01:52:31 <chillcore> fine samu 01:52:33 <Samu> demolishing river costs 10k, but only if you have the magic bulldozer enabled 01:52:46 <Samu> else, it's permanent, and costs 0 01:52:47 <chillcore> the last time I agreed with everything you said things ended very well 01:53:01 <chillcore> so I agree 01:53:06 <chillcore> go for it 01:53:17 <chillcore> have a blast 01:53:36 <Eddi|zuHause> making a river look natural is much like making a woman look natural. so much money and makeup go into it... 01:53:48 <chillcore> moehahahaha 01:54:09 <Samu> speaking of costs 01:54:23 <Samu> Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]; 01:54:30 <Samu> if (IsRiver(tile) && _game_mode == GM_NORMAL && !_cheats.magic_bulldozer.value) base_cost = 0; 01:54:43 <Samu> what I just said, but in code language lol 01:57:10 <Samu> i got to ask though 01:57:14 <Samu> base_cost = 0; 01:57:39 <Samu> is this the correct way to tell that it is not going to cost anything? 01:58:34 <chillcore> perhaps that is the way to know 01:58:44 <Samu> 0 01:58:48 <chillcore> the only way to know for sure is compiling and teting 01:58:55 <Samu> well, it works 01:59:16 <Samu> but, I dunno if it's technically the correct way to assing the value like that 01:59:23 <chillcore> if it works and you know... why do you ask? 01:59:49 <Samu> because 0 could mean many things apparently 02:00:59 <chillcore> much more quiet now :/ 02:01:24 <chillcore> I hate using these lists but ... 02:07:21 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 02:11:04 <Samu> i give up 02:11:07 <Samu> it works 02:11:16 <Samu> you'll take care of the coding style then 02:19:53 *** Samu [~oftc-webi@po-217-129-252-157.netvisao.pt] has quit [Quit: Page closed] 02:23:38 <chillcore> lol logs ... I am getting a salary ... yay 02:37:55 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 03:02:47 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 03:02:50 *** mode/#openttd [+v tokai|noir] by ChanServ 03:06:38 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has quit [Read error: Connection reset by peer] 03:07:52 *** tokai|mdlx [~tokai@port-92-195-145-117.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 03:09:22 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 03:18:48 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 03:31:43 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 03:32:04 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 03:37:13 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 03:37:36 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 03:49:18 *** JGR_ [~JGR@host81-156-245-23.range81-156.btcentralplus.com] has joined #openttd 03:52:13 *** JGR [~JGR@host81-156-245-23.range81-156.btcentralplus.com] has quit [Ping timeout: 480 seconds] 03:52:13 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 03:52:13 *** JGR_ is now known as JGR 04:03:46 *** FliPPeh [~flippeh@p4FDEF794.dip0.t-ipconnect.de] has joined #openttd 04:03:59 <FliPPeh> ping 04:04:07 <FliPPeh> :I 04:04:37 <FliPPeh> disregard that 04:18:43 <Sylf> pong 04:36:41 *** namad7 [~aaaaa@pool-173-71-186-192.pitbpa.fios.verizon.net] has joined #openttd 04:56:02 *** Eddi|zuHause [~johekr@p5DC66995.dip0.t-ipconnect.de] has quit [] 04:56:17 *** Eddi|zuHause [~johekr@p5DC67F55.dip0.t-ipconnect.de] has joined #openttd 05:10:25 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has joined #openttd 06:09:46 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 06:39:03 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 06:39:06 *** mode/#openttd [+o Alberth] by ChanServ 06:51:49 *** roidal [~roland@194-152-168-145.adsl.highway.telekom.at] has joined #openttd 06:56:09 *** Pereba [~UserNick@187.113.88.17] has quit [Quit: AdiIRC - Brings new hope for the IRC longevity. [www.adiirc.com]] 07:31:58 <chillcore> good morning o/ 07:34:56 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has quit [Quit: Leaving] 07:36:59 <Supercheese> Transporting engineering supplies by airship to all the far-flung mines. Completely realistic! :P 07:37:17 <Supercheese> Zeppelins everywhere 07:44:10 <Alberth> nice :) 07:45:07 <Alberth> you can use small helicopter airports? 07:49:30 <Supercheese> Indeed 07:49:55 <Supercheese> I added the remove-date-restrictions feature to OGFX+ quit a while ago to enable just that :) 07:50:03 <Supercheese> OGFX+ airports* 07:50:14 <Supercheese> was one of the first of my forays into NML actually 07:51:05 <Supercheese> https://dev.openttdcoop.org/issues/3853 07:51:27 <Supercheese> Three years ago whew 07:56:23 <Alberth> :) 07:59:17 <Supercheese> maybe I should post screens 07:59:23 <Supercheese> I hear folks like those 08:00:43 <Alberth> +1 08:02:32 <Alberth> screenshots area is pretty much only nice looking stations or a few bendy tracks through the landscape, some variation would be nice 08:04:15 <Supercheese> oh pfff, I alt+tabbed to my screenshot, started to try and build a station, went, "wtf why isn't it worki- oh wait" 08:04:33 <Alberth> hehe 08:04:51 <Alberth> I quite often tried to move the landscape of a screenshot :p 08:08:56 <Supercheese> Let's see how long a whole map screencap will take 08:09:11 <Supercheese> wasn't too bad, it's only a 512x256 map 08:09:43 <Supercheese> 77 MB whew 08:15:52 <Supercheese> Ugh, Show Path Reservations should be in the darn transparency menu 08:16:31 <Alberth> transparency menu should be in the transparency window (^X) 08:26:54 *** Geoff_AK [~Geoff_AK_@host81-151-124-69.range81-151.btcentralplus.com] has joined #openttd 08:46:28 *** Wolf01 [~wolf01@95.232.38.183] has joined #openttd 08:46:37 <Wolf01> o/ 08:51:55 <chillcore> \o 08:56:41 <Alberth> o/ 08:56:56 *** Progman [~progman@p57A186B3.dip0.t-ipconnect.de] has joined #openttd 09:13:00 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 09:19:01 <chillcore> hmm something is wrong with birdie ... she is totally not sitting on her nest today and her eggs are getting cold ... 09:19:22 <chillcore> I could take em and keep em warm but there iis no putting them back then ... 09:19:23 <Alberth> :( 09:19:25 <chillcore> hmm 09:19:39 <chillcore> something must have disturbed her .. 09:19:52 <Alberth> probably 09:20:18 <chillcore> its 4 eggs 09:20:31 <Alberth> not much you can do, I think 09:20:57 <chillcore> ye I guess so ... nature ... just makes me kinda sad 09:21:16 <Alberth> we have a way too positive view of nature :) 09:21:23 <chillcore> how cold my they get before ... I have no idea 09:21:25 <chillcore> true 09:21:31 <chillcore> may* 09:22:17 <chillcore> also prrofreading my pact one more time ... found a few spelling errors still 09:22:40 <chillcore> proofreadin* patch* 09:22:43 <chillcore> coffee 09:22:55 <chillcore> hehe 09:23:31 <Alberth> it's too early anyway :) 09:23:52 <chillcore> ye 10.22 :P 09:24:36 <chillcore> I was going to finish yesterday but samu happened 09:25:14 <Alberth> no worries, he's going to spam the channel with or without you 09:25:33 <chillcore> XD 09:29:06 *** shirish [~quassel@59.88.99.248] has joined #openttd 09:31:09 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Read error: Connection reset by peer] 09:33:29 *** shirish [~quassel@59.88.99.248] has joined #openttd 09:35:45 *** tokai|mdlx [~tokai@port-92-195-123-1.dynamic.qsc.de] has joined #openttd 09:40:45 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 10:02:20 <chillcore> now i have peace of mind ... birdie has 4 marbles to sit on when she comes back ... and I has 4 eggs in my chestpocket 10:02:39 <chillcore> \o/ 10:07:44 <Alberth> I hope it works out 10:08:12 <chillcore> we'll see if they hacth at all ... I make myself no illusions 10:08:41 <chillcore> if she does not come back and they do hatch I have a nest to put the young in 10:09:01 <chillcore> if they don't ... it migt as well have been a cat that ate them 10:09:08 <chillcore> nature 10:09:37 <V453000> neeeeeeeeeeeew traX https://dl.dropboxusercontent.com/u/20419525/RAWR/PURR_00.png 10:09:52 <V453000> actual universal rail with all 3 tracks inside of it XD 10:10:53 <Eddi|zuHause> your offsets look wrong, the base tile shines through 10:10:56 <V453000> also, I think I will boycott the pillars for most of the bridges 10:10:58 <Eddi|zuHause> also, this looks terrible 10:11:04 <Eddi|zuHause> and like mÀrklin tracks 10:11:36 <V453000> well, still not final (: 10:11:59 <V453000> offsets should be okay-isht but apperently nope 10:12:22 <Eddi|zuHause> when are they ever :p 10:13:01 <Alberth> drop 4x zoom :) 10:13:39 <chillcore> seems like the bridgeheads should be slightly steeper 10:13:53 <chillcore> the top is ok but the bottom part is a bit off 10:14:13 <V453000> the bridge heads are in general quite borked so I dont make conclusions on those yet 10:14:15 <chillcore> ^^^ assuming the offsets are coded correctly 10:14:32 <V453000> correctly is very hard with x4 10:14:36 <V453000> very hard 10:14:38 <chillcore> yes 10:15:26 <V453000> it would help me greatly to have at least "official ground tile shapes" 10:15:33 <chillcore> but overall it is not too shabby have you tried them in toyland? 10:15:37 <V453000> frosch said he will eventually create such a thing :D 10:15:43 <V453000> why toyland? 10:16:02 <Alberth> the best industries of the country! 10:16:03 <V453000> my newgrfs overwrite everything the same way in any climate 10:16:08 <chillcore> because to me it seems they would better fit there 10:16:15 <chillcore> colour usage and such 10:16:20 <chillcore> less noisy 10:16:31 <chillcore> compared to the rest of graphcs 10:16:32 <Alberth> V is importing noise into temperate :) 10:16:48 <Alberth> slowly making the masses ready for toyland :p 10:17:01 <chillcore> ^^^ 10:17:05 <Eddi|zuHause> well, there are two different philosophies with ground tile shapes. one is ragged-edge which will look weird with other 4x sprites, and one is smooth edge that will look weird with 1x sprites... 10:17:27 <Eddi|zuHause> and there's no way to make sure all sprites are one way or the other 10:17:45 <Eddi|zuHause> so it'll definitely always look weird 10:17:50 <chillcore> I thinkit si more the way graphics fit together at higher zoom levels 10:17:54 <V453000> sue Eddi, but at least having a valid and _working_ template is kind of important 10:18:20 <V453000> my template is pretty good - juzza made it -, but I think in some parts it is not perfect 10:19:04 <V453000> factorio has it so much easier with no fucking slopes XD 10:19:42 <Eddi|zuHause> yes! slopes are too realistic! remove them! 10:20:08 <V453000> no but they create this major issue :) ALSO, the slope heights is one huge hack :) 10:20:43 <Eddi|zuHause> surely more than one :p 10:20:47 *** Rubidium [~Rubidium@000128fa.user.oftc.net] has quit [Quit: leaving] 10:20:50 <V453000> XD 10:22:57 <Eddi|zuHause> https://www.youtube.com/watch?v=3VgxY4A4Tdo 10:23:28 *** Rubidium [~Rubidium@000128fa.user.oftc.net] has joined #openttd 10:23:31 *** mode/#openttd [+o Rubidium] by ChanServ 10:29:06 <V453000> ._. 10:36:55 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 10:36:57 *** Flygon [~Flygon@ppp118-209-20-225.lns20.mel4.internode.on.net] has quit [Read error: Connection reset by peer] 10:42:51 *** Flygon [~Flygon@ppp118-209-20-225.lns20.mel4.internode.on.net] has joined #openttd 10:43:45 *** gelignite [~gelignite@i528C31A4.versanet.de] has joined #openttd 10:46:44 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 10:47:23 <supermop> tons of fireworks over in the direction of cricket stadium 10:47:47 <Eddi|zuHause> better than cricket sounds in the cricket stadium? 10:47:59 <supermop> haha 10:48:12 <supermop> i guess australia won 10:48:34 <Eddi|zuHause> is that like the USA won the football superbowl? 10:48:35 <supermop> that or they already bought the fireworks and had to use them anyway when NZ won? 10:48:46 <supermop> haha 10:49:19 <Eddi|zuHause> in the game that neither incorporates feet nor balls? 10:49:32 <supermop> yes it seems a bit one sided, but i had assumed india would have been better than NZ for the purposes of this tournament 10:49:37 <Eddi|zuHause> i bet there are no crickets involved in cricket either 10:49:51 <supermop> they kick the ball occasionally 10:50:51 <supermop> football only became the major US sport due to 100 years of targeted marketing and artificial scarcity though 10:51:33 <supermop> i don't know if i've ever met anyone who regularly or even seldomly played american football for fun 10:51:56 <supermop> whereas we all played soccer growing up, and the occasional baseball game 10:52:34 <Eddi|zuHause> i probably played volleyball the most when i was a kid... 10:52:40 <supermop> in terms of what amateurs play even rugby is bigger in the us than football 10:53:02 <supermop> volleyball is popular at picnics, cookouts etc 10:53:40 <supermop> where i grew up a few bars had beach volleyball tournaments in the summer (but we had no beaches) 10:54:27 <Eddi|zuHause> they have beach volleyball over here, too. put a pile of sand in the middle of the market place 10:54:35 <supermop> if i was going to play something with my dad or brother growing up though it was either baseball or soccer 10:54:46 <supermop> Eddi|zuHause: same but in the parking lot of the bar 10:55:12 <supermop> sometimes basketball 10:55:28 <Eddi|zuHause> well, there are half a dozen lakes where you could have actual beaches... 10:55:36 <Eddi|zuHause> but those wouldn't be in the city center :) 11:13:19 <chillcore> hmm you do not want to update VLC 11:13:25 <chillcore> at least not on ios 11:13:38 <chillcore> removed supprt for a few codecs 11:15:43 <chillcore> AC-3, E-AC-3 and MLP 11:19:30 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 11:19:33 *** mode/#openttd [+v tokai|noir] by ChanServ 11:21:53 *** Biolunar [Biolunar@x4d08f92e.dyn.telefonica.de] has joined #openttd 11:23:30 *** tokai|mdlx [~tokai@port-92-195-123-1.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 11:33:14 *** roidal_ [~roland@194-152-169-9.adsl.highway.telekom.at] has joined #openttd 11:37:56 *** roidal [~roland@194-152-168-145.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 11:48:36 *** funnel [~funnel@0001c7d4.user.oftc.net] has quit [Remote host closed the connection] 11:56:23 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 12:07:45 *** frosch123 [~frosch@x5f742a33.dyn.telefonica.de] has joined #openttd 12:09:24 *** funnel [~funnel@0001c7d4.user.oftc.net] has joined #openttd 12:18:36 *** daspork [~quassel@67.222.130.235] has quit [Quit: No Ping reply in 180 seconds.] 12:19:03 *** daspork [~quassel@67.222.130.235] has joined #openttd 12:32:40 *** Supercheese is now known as Guest395 12:32:45 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 12:37:57 *** Guest395 [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Ping timeout: 480 seconds] 12:49:12 *** oskari892 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 12:56:10 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [Ping timeout: 480 seconds] 12:57:19 *** Samu [~oftc-webi@po-217-129-252-157.netvisao.pt] has joined #openttd 12:57:34 <Samu> hello 12:59:19 <chillcore> yay finally got this assert working correctly ... I will be looping over each setting individually instead of over an entire amplitudes array to see if any of them is not longer then MAX_TGP_FREQUENCIES 12:59:24 <chillcore> good enough? 13:01:26 <Alberth> sounds a bit complicated, but if you are happy, I am too! :) 13:01:58 <Samu> oh Alberth , glad you're here, i need clarification on this other document 13:02:23 <Alberth> ha, and you think I know? :) 13:02:40 <Samu> "âŠm1 bits 1..0: stage of construction (3 = completed), incremented when the construction counter wraps around", "the meaning is different for some animated tiles which are never under construction (types 01, 1E..20, 30, 58; see above)" 13:03:08 <Samu> that part "see above", well... there's nothing above, but below 13:03:15 <Samu> still 13:03:27 <Samu> I went to verify that claim in-game and in the code 13:03:53 <Samu> I don't think that is happening anymore 13:04:11 <Alberth> stages of construction? 13:04:41 <Alberth> ever watched a house or an industry being build? 13:04:48 <Samu> yes, it seems to have been moved to m7 at some point 13:04:49 <Samu> yes 13:05:04 <Samu> not a house, but an industry, i did 13:05:39 <Samu> those tiles which it mentions that are never under construction, it's not true, they are under construction as well 13:07:37 <Samu> i checked for oil wells 13:07:45 <Samu> checked for coal mine 13:07:59 <Samu> they're under construction 13:08:21 <Alberth> how did you conclude that? 13:08:29 <Samu> i built them in-game 13:08:41 <Samu> then queried the tile during the construction stages 13:09:36 <Alberth> you checked how it derives the answer? 13:09:54 <Alberth> given the tiles are special, there is likely special code for querying them too 13:10:16 <Samu> i saw the hex values in the debug window 13:10:58 <Alberth> the comment doesn't exclude use of the m1 bits, it only says they have a different meaning 13:11:35 <Samu> let me check the code again 13:16:20 <Samu> okay, i tried reading this newgrf_industrytiles.cpp, line 268 and below, but i'm not exactly an expert 13:18:10 <Samu> also newgrf_animation_base.h 13:18:37 <Samu> static void AnimateTile(const Tspec *spec, Tobj *obj, TileIndex tile, bool random_animation, Textra extra_data = 0) 13:20:47 *** HerzogDeXtEr [~flex@i59F6B4F9.versanet.de] has joined #openttd 13:22:39 <Samu> they're not animated when they're under construction 13:22:46 *** Biolunar [Biolunar@x4d08f92e.dyn.telefonica.de] has quit [Quit: leaving] 13:23:03 <Samu> they are under construction too 13:23:08 <Samu> it doesn't animate then 13:23:28 <Samu> brb, 13:25:13 *** Biolunar [Biolunar@x4d08f92e.dyn.telefonica.de] has joined #openttd 13:27:40 <Samu> GetIndustryAnimationLoop(TileIndex tile) 13:27:49 <Samu> return _m[tile].m4; 13:28:24 <Samu> GetIndustryTriggers(TileIndex tile) 13:28:25 <Samu> return GB(_me[tile].m6, 3, 3); 13:29:52 <Samu> AHA, I found the damn file I checked yesterday 13:30:13 <Samu> industrytype.h, the one without the underscore 13:30:37 <TrueBrain> Have a dedicated server in an DC that has some (lots?) of free bandwidth? Located in US East, GB, DE, or any easy-european country (or better yet, Japan? Australia?). Want to help out OpenTTD? Help us mirror: http://devs.openttd.org/~truebrain/mirror.txt 13:30:43 <TrueBrain> @kick TrueBrain no ads ffs! 13:30:43 *** TrueBrain was kicked from #openttd by DorpsGek [no ads ffs!] 13:30:50 *** TrueBrain [~truebrain@000125f6.user.oftc.net] has joined #openttd 13:30:57 <TrueBrain> he! What was that for! 13:31:12 <chillcore> moehahahahaha 13:31:18 <TrueBrain> s/easy/east/ 13:31:32 <Samu> line 154 of industrytype.h Alberth 13:33:10 <frosch123> s/US East/US West/ 13:33:34 <TrueBrain> frosch123: yup 13:33:36 <TrueBrain> :) 13:33:45 <Alberth> Samu: ... 13:35:06 <Samu> yes? 13:35:45 <Samu> what did I do wrong 13:36:12 <Alberth> We have a boolean named 'anim_state' with some comment. what's the point of that? 13:36:24 <Alberth> I don't see a conclusion 13:37:05 <Alberth> newgrfs are full of hysteric weirdnesses and edge cases 13:37:22 <Alberth> I am not at all surprised that you find that stuff back in the code 13:38:01 <Alberth> to me, it doesn't matter whether it uses some bits for construction, animation, or whatever 13:39:17 <Alberth> maybe it's broken in some way, but even then, it's working, no point in touching it, it won't ever change, unless we delete all stuff, which is highly unlikely to ever happen 13:40:15 <Alberth> what you want to look for is the special code for those specific tile numbers 13:40:22 <Alberth> it must be somewhere 13:41:25 <Alberth> but tbh I don't give a shit about the meaning of those bits 13:43:05 <Samu> checking line 532 of industry_cmd.cpp 13:44:32 <Samu> case GFX_OILWELL_ANIMATED_3: 13:48:22 <Samu> that's strange, that's not the behaviour I observe in game 13:48:31 <Samu> and in the debug window 13:49:03 <Samu> brb again 13:49:21 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 13:49:30 <Samu> sorry, i really suck at interpreting this part fo the code 13:56:05 *** oskari892 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [Ping timeout: 480 seconds] 13:58:21 <Samu> okay, I think I got the meaning 13:58:33 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Ping timeout: 480 seconds] 14:00:53 <Samu> "the meaning is different for some animated tiles which are never under construction" - this means that when bits 1..0 are 11, and the industry tile is fully constructed, it can start doing the animation logic stuff, but never before 14:01:09 <Samu> never while under construction 14:01:24 <Samu> so sorry for the confusion, it is right after all 14:02:06 <Samu> if the industry tile is still under construction, then it means something else 14:02:37 <Samu> it's the construction stage 14:03:33 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Ping timeout: 480 seconds] 14:05:05 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Ping timeout: 480 seconds] 14:08:34 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 14:08:41 <Alberth> k 14:09:40 <Samu> it is used for the animation logic part of the code to tell those tiles to "never animate while under construction, only after" 14:09:51 <Samu> did I get it right now? 14:10:13 <Alberth> I don't know, never looked at that part of the code 14:12:01 <Samu> oki, well, at least I got something right, it's not above, it's below 14:12:04 <Samu> typo 14:14:01 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Read error: No route to host] 14:19:35 <frosch123> the animation/construction mess-up comes from ttd 14:19:47 <frosch123> the original forrest is animated by resetting the construction state 14:19:56 <frosch123> because it looks the same way as when planeted 14:20:03 <frosch123> iirc no other industry does that 14:20:58 <frosch123> original ttd code is very creative in doing things differently all over the place :p 14:21:06 <frosch123> blame assembler :) 14:21:41 <Samu> let me build a forest 14:21:43 <Samu> brb 14:24:19 <Samu> ah 14:24:30 <Samu> ok, it checks the construction stage 14:24:49 <Samu> to update tree growth state 14:24:54 <Samu> i guess 14:25:35 <Samu> or maybe not 14:25:47 <Samu> it looks the same as when planted 14:25:51 <Samu> hard to tell 14:26:37 <Samu> let me harvest 14:28:24 <Samu> got it 14:28:56 <Samu> dang, so sorry, it is right after all, it is rebuilding again 14:30:25 <Samu> the tile is being queried as (under construction) though, isn't that a bug? it is already constructed 14:31:02 <Samu> Goes from Forest (under construction) to Forest, then back again 14:31:09 <Samu> looping 14:31:36 *** Celestar [~Celestar@fire3.tngtech.com] has joined #openttd 14:31:44 *** Celestar [~Celestar@fire3.tngtech.com] has left #openttd [] 14:33:44 <Samu> the industry completed flag is being reset to 0, is that intended? 14:35:58 <frosch123> as said, original industries are all bollocks 14:36:02 <frosch123> everything is possible there 14:48:16 <Samu> ah, found it 14:48:40 <Samu> line 819 of industry_cmd.cpp 14:48:59 <Samu> it resets, but doesn't restore the flag 14:49:06 <Samu> to indicate it is already completed 14:49:08 <Samu> let me try 14:50:39 <Samu> ResetIndustryConstructionStage(tile); then I'm adding SetIndustryCompleted(tile); 14:50:43 <Samu> testing 14:54:08 <Samu> fail 14:54:13 <Samu> no animation now 14:56:11 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [Ping timeout: 480 seconds] 14:56:49 <Samu> ok reverted 15:00:09 *** DanMacK [~3265a7d8@188.cimarosa.openttdcoop.org] has joined #openttd 15:00:20 <DanMacK> Hey all 15:00:25 <DanMacK> @seen andythenorth 15:00:25 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 1 day, 20 hours, 26 minutes, and 15 seconds ago: <andythenorth> lo 15:08:48 <chillcore> o/ 15:09:53 <Samu> hi 15:10:28 <Taede> ello 15:11:48 <Samu> i had an idea last night 15:12:17 <Samu> after some time investigating about industry tiles, there is a bit 15:12:36 <Samu> at m1 7 15:13:16 <Samu> crap i lost my line of thought 15:13:50 <Samu> ok, looking at this http://hg.openttd.org/openttd/trunk.hg/raw-file/53f10edbd7f1/docs/landscape_grid.html 15:14:19 <Samu> m1 bit 7 is free for the majority of tiles except industry tiles 15:14:46 <Samu> that bit indicates when an industry is completed 15:15:21 <Samu> then I wondered if it could be switched with the m1 bit 4 which is free 15:15:36 <Samu> so as to have the m1 bit 7 also free for the industry 15:18:07 <Samu> i could then, for example, use that location for my canal on river patch 15:19:31 <Samu> the patch uses a bit which is very related to waterclass, and that location m1 bit 7 would make much more sense than the other location I've been using so far at m6, bit 0 15:20:01 <Samu> does my explanation makes sense? 15:29:33 <chillcore> darned phone ... out ... all week that thing is silent 15:29:36 <chillcore> :P 15:31:09 <Alberth> I don't see why always using the same bit is significant, except for convenience 15:46:36 <Samu> convenience, yeah 15:46:48 <Samu> the word i was missing 15:52:20 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 16:03:27 <chillcore> new tgen light patch posted ... I was going to keep going forever and the many distractions lately were not helping much. XD 16:04:12 <Samu> sorry 16:04:27 <chillcore> I'll have allok at removing a few magic nrs but that will change nothing to the path itself. 16:04:39 <chillcore> a look* 16:05:09 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Read error: Connection reset by peer] 16:05:47 <chillcore> also just saw a very confused male birdie ... he's not having the marbles but since the lady of the house is no there ... I am keeping the eggsies in my pocket 16:06:36 <chillcore> anyhoo magic nrs ... 16:06:48 <Alberth> de-magicize them! 16:07:08 <Supercheese> Numeri magici 16:07:09 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 16:07:21 <frosch123> count count? 16:07:50 <chillcore> I am going to ... smootness and maybe terrain type the rest will be for later 16:08:01 <chillcore> enums is fine? 16:08:22 *** wicope [~wicope@0001fd8a.user.oftc.net] has joined #openttd 16:08:57 <chillcore> for all settings or just min max I mean? 16:09:59 <chillcore> hmm on second thought I'll just do enums ... going to need them later anyways most likely 16:10:16 <chillcore> + for all settings 16:11:06 <chillcore> tel tel 16:11:27 <chillcore> lucky me I have fingers enough 16:13:05 <chillcore> I can count to 512 or so ... 16:13:10 <chillcore> :P 16:18:01 *** Celestar [~Celestar@p4FD6EBE1.dip0.t-ipconnect.de] has joined #openttd 16:26:05 *** Celestar [~Celestar@p4FD6EBE1.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 16:33:29 <chillcore> hmm found two more errors ... how do I do it xD 16:36:11 *** DanMacK [~3265a7d8@188.cimarosa.openttdcoop.org] has quit [Quit: Page closed] 16:37:05 *** Celestar [~Celestar@fire3.tngtech.com] has joined #openttd 16:41:21 <chillcore> replaced ... magic take 2 16:49:15 <Alberth> you're doing quite well, I'd say :) 16:51:41 <chillcore> I am infected ... 16:51:54 <chillcore> I replaced it twice more without telling :P 16:52:05 <chillcore> sssst don't tell anyone 16:52:42 <chillcore> it should be good now ... logic and all 16:52:56 <chillcore> I hope 16:53:11 <chillcore> als thank you for the kind words 16:54:25 <chillcore> spoke too soon ... 16:54:38 <Samu> i have a question 16:54:48 <Alberth> openttd has an infinite supply of weird stuff :) 16:55:20 <chillcore> xD 16:55:44 <Samu> when building a lock and the lower and upper tiles slope doesn't fit the criteria of the direction of the middle slope, could it be terraformed to match it? 16:56:06 <Samu> similar to like building a tunnel and terraforming the end tile? 16:56:49 <Samu> so, as to complement 16:57:53 <Samu> gah, let me retry describing the situation again 16:58:11 <Samu> let's say I want to place a lock 16:58:31 <Alberth> 'could' yes, 'should', don't know, tend to say no 16:59:10 <Samu> i got a nice spot for it, but one of the non-middle tiles isn't flat 16:59:22 <Alberth> what should happen when you click at a flat world? 16:59:25 <Samu> could it terraform it to flat it? 16:59:30 <Samu> and then build lock? 17:00:37 <Samu> it depends on the inclined slope of the middle tile, if this isn't flat, it just doesn't build 17:00:40 *** Celestar [~Celestar@fire3.tngtech.com] has quit [Quit: Leaving.] 17:00:45 <Samu> oops, if it isn't inclined* 17:01:27 <chillcore> we should get rid of terraform tools completely ... useles thing 17:01:33 <Samu> :) 17:01:46 <chillcore> one les gui to maintain ... win-win 17:02:04 <Alberth> haha :) 17:02:07 <chillcore> +s +s 17:02:15 <Samu> _/ -> this is the lower tile and the middle tile, which is inclined 17:02:55 <Samu> if the _ isn't flat yet, would it be a good idea to perform a terraform at that tile so as to match the conditions for building the lock? 17:03:12 <Samu> cus currently the code doesn't do it, and I was thinking maybe it could 17:06:16 <Samu> oh well, I'll figure this out 17:09:40 <Alberth> it can be extended of course, not sure it's needed 17:11:10 <Samu> it is already quite hard to build waterways, it would ease a little bit 17:11:17 <Samu> my oppinion 17:12:41 <Samu> this also helps me learn a bit about slopes flat tiles, half tiles etc 17:14:51 *** wicope [~wicope@0001fd8a.user.oftc.net] has quit [Remote host closed the connection] 17:15:27 <chillcore> for rivers it is not needed at all because ... flat tiles only 17:16:01 <chillcore> for land ... I like terraforming as little as possible and finding room to implement my infrastucture 17:16:23 <chillcore> for watching auto building ... AIs 17:17:34 <chillcore> I dunno ... may be just me ... I play games to do stuffs 17:17:40 <chillcore> keeps me busy 17:18:58 <chillcore> Ihate the games that have thes labels ... click here, here, here , no not there, buy this now, click there ... etc 17:23:51 <chillcore> ^^^ they might as well click for me 17:29:18 <chillcore> I was talking to a little budy of mine yesterday ... he was driving circles for a very long time ... to get a wrench 17:29:23 <chillcore> circles ... 17:29:32 <chillcore> not going nowhere 17:29:42 <chillcore> welp 17:40:03 <chillcore> something completely different 17:40:17 <chillcore> OpenTTD is heavily being promoted on steam 17:40:36 <chillcore> in the locomotion frums :P 17:40:46 <chillcore> not me ... but yeah 17:41:16 <chillcore> at least three threads out of 45 talk about OpenTTD 17:41:25 <chillcore> the other 42 ... hmm 17:45:24 <DorpsGek> Commit by translators :: r27211 trunk/src/lang/indonesian.txt (2015-03-29 19:45:14 +0200 ) 17:45:25 <DorpsGek> -Update from WebTranslator v3.0: 17:45:26 <DorpsGek> indonesian - 18 changes by fanioz 17:46:33 <frosch123> yay, things are back to dorpsgek time :p 17:46:43 <TrueBrain> \o/ 17:46:44 <TrueBrain> :D 17:55:50 <chillcore> for (int i = SMOOTHNESS_VERY_SMOOTH; i < SMOOTHNESS_VERY_ROUGH; i++) { 17:56:21 *** FliPPeh [~flippeh@p4FDEF794.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:56:22 <chillcore> this god or is "int i = 0" prefered? 17:56:35 <chillcore> good* 17:56:51 <TrueBrain> a decent enum is prefered :P 17:56:55 <TrueBrain> such lazyness :) 17:57:18 <chillcore> these are in an enum ... 17:57:27 <TrueBrain> yet an int ... ;) 17:57:53 <Alberth> lol 17:58:03 <chillcore> have to init i ... it is int every where in the code 17:58:38 <TrueBrain> pfft, so much lazyness ... 17:58:50 <TrueBrain> what if VERY_SMOOTH is -2 and VERY_ROUGHT is 2? 17:58:57 <TrueBrain> setting i to 0 would be silly then, wouldnt it? 17:59:12 <chillcore> hmm ... 17:59:41 <Eddi|zuHause> chillcore: usually these loops have a SMOOTHNESS_BEGIN and SMOOTHNESS_END 17:59:55 <chillcore> ah 18:00:06 <Eddi|zuHause> you set these within the enum 18:00:19 <TrueBrain> and use the enum as type for i ... 18:00:21 <Eddi|zuHause> then you can add more smoothnesses later, without changing the code 18:00:39 <chillcore> ok 18:01:01 <Eddi|zuHause> chillcore: there should be plenty of examples for this, like direction 18:01:15 <frosch123> you will also need DECLARE_POSTFIX_INCREMENT :) 18:01:32 <Eddi|zuHause> that would have been my next point 18:01:34 <TrueBrain> stupid C++ :P 18:02:00 *** Biolunar [Biolunar@x4d08f92e.dyn.telefonica.de] has quit [Quit: leaving] 18:02:52 <chillcore> so begin is -1 ... 18:02:56 *** Flygon [~Flygon@ppp118-209-20-225.lns20.mel4.internode.on.net] has quit [Ping timeout: 480 seconds] 18:02:59 <TrueBrain> why? 18:03:03 <TrueBrain> isnt begin the first item? 18:03:07 <chillcore> because very smooth is 0 18:03:11 <chillcore> settings ini 18:03:22 <TrueBrain> and begin cannot be the same as very smooth? 18:03:33 <chillcore> dun dun dun 18:03:38 <TrueBrain> :) 18:03:46 <chillcore> thank you 18:03:53 <TrueBrain> common misconception .. an enum is just a list of defines, not an incremental list of defines ;) 18:04:04 <TrueBrain> the incremental is enforced by us :) 18:04:04 *** gelignite [~gelignite@i528C31A4.versanet.de] has quit [Quit: http://bit.ly/1kso8Ta] 18:04:14 <chillcore> indeed 18:05:00 <TrueBrain> direction_type.h, as mentioned earlier, gives a very nice example btw :) 18:05:16 <chillcore> I'll have looksie 18:06:43 <frosch123> the semantics are the same as for std iterators 18:06:48 <frosch123> begin is the first valid item 18:06:59 <frosch123> end is the first no longer valid item 18:07:15 <chillcore> I am so gonna break all of your patches soon-ish 18:07:21 <TrueBrain> BEGIN <= x < END statements ... :) 18:07:24 <chillcore> out of gratitude :P 18:07:29 <chillcore> :bow: 18:16:22 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 18:29:06 *** Pereba [~UserNick@187.113.88.17] has joined #openttd 18:56:23 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 18:56:25 *** mode/#openttd [+v glx] by ChanServ 19:04:09 <planetmaker> good evening 19:07:05 <frosch123> hi pm 19:07:09 <frosch123> encountered any trolls? 19:07:14 <Supercheese> Salve planetifex 19:07:20 <frosch123> or do they only live in norway? 19:11:48 <chillcore> hello planetmaker o/ 19:15:11 *** KenjiE20 [~kenji@2001:41d0:51:1::1c1f] has joined #openttd 19:15:54 <planetmaker> no live trolls encountered. But discovered some uncareful ones which were hit by sunlight 19:16:15 <planetmaker> there are plenty of troll dwellings on Faroese islands, too 19:17:32 <planetmaker> any recommendation as of which forum threads of the last 3 weeks I should have a definitive look at? 19:17:45 <TrueBrain> 12345 19:17:47 <TrueBrain> 54321 19:17:49 <TrueBrain> 1337 19:17:50 <planetmaker> or anything else :D 19:17:55 <planetmaker> tsk! 19:17:57 <TrueBrain> those should be interesting :D 19:18:00 <TrueBrain> and hello to you too :D 19:18:21 *** HerzogDeXtEr1 [~flex@i59F6C7F2.versanet.de] has joined #openttd 19:18:26 <planetmaker> :) 19:18:48 <TrueBrain> was the solar eclipse visible for you? 19:18:52 <frosch123> planetmaker: rawr thread has new pictures :) 19:18:55 <TrueBrain> here it was waaayyyy to clouded to even see the effects :( 19:19:23 <planetmaker> TrueBrain, there, where I was, too ;) Except that it turned near pitch-dark 19:19:34 <TrueBrain> even that wasnt really noticable here :( 19:19:36 <TrueBrain> too bad 19:19:45 <TrueBrain> I really love the effect through the leaves when eclipses hit 19:19:50 <planetmaker> ah, no worry. My main purpose was hiking and troll chasing :P 19:19:59 <frosch123> planetmaker: but maybe the better screenshot was posted on reddit 19:20:16 <planetmaker> I could see what could be observed here, too, when it was not totally eclipsed. And it was a very nice atmosphere :) 19:20:25 * planetmaker goes looking 19:21:50 <TrueBrain> bridge pilars look funky :D 19:22:34 <frosch123> planetmaker: i made some fixes to ogfx 19:22:48 <planetmaker> ah, what was it? Rocks? 19:23:04 <frosch123> in particular to the makefile, i have no idea whether thar is relevant for other projects 19:23:29 <planetmaker> opengfx... maybe not so much. I shall look 19:23:43 <planetmaker> but it might interest our distro maintainers 19:23:56 <frosch123> no, it's only dependencies 19:24:08 <frosch123> so nothing for someone who builds only once :) 19:24:20 *** HerzogDeXtEr [~flex@i59F6B4F9.versanet.de] has quit [Ping timeout: 480 seconds] 19:26:35 *** wicope [~wicope@0001fd8a.user.oftc.net] has joined #openttd 19:28:27 <planetmaker> :) 19:28:46 <planetmaker> ah, might also have been rather nml which doesn't doe that properly (yet) 19:38:27 <Alberth> moin pm 19:39:31 <planetmaker> o/ 19:44:42 <chillcore> for (TgenSmoothnessPresets smooth = SMOOTHNESS_BEGIN; smooth < SMOOTHNESS_END; smooth++) { 19:44:50 <chillcore> unlazied ... 19:44:52 <chillcore> xD 19:45:32 <Supercheese> Smooooth 19:45:42 * chillcore fooded ... he almost forgot 19:48:36 <TrueBrain> gratz :) 19:51:01 <Samu> help plz, if I have a SLOPE_NW at the middle_part of a lock, and a SLOPE_E at the lower_part, how do I turn the SLOPE_E into a SLOPE_FLAT? 19:51:04 <chillcore> it was matter of just doing ...I had the enum already in my gui version 19:51:41 <chillcore> ... and following instructions 19:52:00 <Samu> seems so simple, but it's my first time 19:53:21 <TrueBrain> and not being lazy :D:D:D 19:53:31 <TrueBrain> just that name! 19:53:36 <TrueBrain> TgenSmoothnessPresets :D 19:53:49 <TrueBrain> shouldnt it then also be TGEN_SMOOTHNESS_PRESETS_BEGIN? :P :P 19:54:12 <TrueBrain> (or Smoothness :P) 19:56:18 <TrueBrain> I disagree with my first statement, and revise it to the second :D 19:57:32 <chillcore> I added my patch to the topic ... I can change it still ... 19:57:57 <TrueBrain> just a personal issue .. having a typedef not named after the values they define :) 19:58:04 <chillcore> yes actually you are right I could do that 19:58:42 <TrueBrain> ieuw 19:58:48 <TrueBrain> that is the worst feeling ever :( 19:58:52 <TrueBrain> :D:D *trolls happily* 19:58:58 *** shirish [~quassel@117.195.103.25] has joined #openttd 19:59:15 <chillcore> I think that is how I have them in my gui version ... I did not look at it much tbh while doing the light version 19:59:15 *** DanMacK [~3265a7d8@188.cimarosa.openttdcoop.org] has joined #openttd 19:59:26 <chillcore> I should check to be sure 19:59:28 <DanMacK> @seen andythenorth 19:59:29 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 2 days, 1 hour, 25 minutes, and 18 seconds ago: <andythenorth> lo 20:00:03 <Alberth> not working today DanMacK :) 20:00:59 <chillcore> Truebrain: TGEN_SMOOTHNESS_SCALE_DEF <- gui version 20:02:04 <TrueBrain> ieuw, I liked Smoothness more :) 20:02:19 <TrueBrain> but I guess it is only fair to have TGEN in there 20:02:23 <TrueBrain> meh :) Fair enough :) 20:02:27 <chillcore> hehe 20:02:30 <chillcore> xD 20:02:43 <TrueBrain> just typedef not matching the values of the enum makes me a bit sad :( 20:03:35 <chillcore> I understand and reject you reality :P 20:03:42 <chillcore> eh ... no not that 20:03:44 <TrueBrain> :D 20:03:51 <chillcore> I'll change it ;) 20:04:08 <TrueBrain> I have to remember that sentence :) 20:04:12 <TrueBrain> so going to use it at work :) 20:05:02 <chillcore> haha 20:06:20 <chillcore> half of it is stolen ... mythbusters 20:06:51 <chillcore> and where they got it ... no idea 20:09:12 <chillcore> also currently in trunk since forever: game_creation.tgen_smoothness 20:09:23 <chillcore> so with is ok then? 20:10:24 <TrueBrain> sounds perfect :) 20:10:29 <TrueBrain> but who am I :) 20:10:58 <chillcore> I prefer with tbh ... ;) 20:12:19 <chillcore> STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN ... hmm 20:12:23 <chillcore> not now ... 20:14:12 <chillcore> the translators will curse at me enough with the gui version 20:14:28 <chillcore> especially if they translate each patch 20:14:58 <chillcore> they better wait for the last patch ... if the gui makes it that is 20:15:05 <chillcore> worries for later 20:15:16 <chillcore> don't wanna know ;) 20:21:31 <Eddi|zuHause> <TrueBrain> here it was waaayyyy to clouded to even see the effects :( <-- it was perfect weather here... 20:23:05 <chillcore> Done patch 40 replaced ;) 20:27:03 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 20:32:18 *** frosch123 [~frosch@x5f742a33.dyn.telefonica.de] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 20:32:29 <chillcore> hmm maybe I can find some more magic nrs relaed to smoothness 20:32:37 <chillcore> genworld gui 20:35:17 <chillcore> nope 20:37:09 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 20:48:36 <Samu> im terrible with these logic operators 20:48:56 <TrueBrain> || -> or 20:48:58 <TrueBrain> && -> and 20:49:00 <TrueBrain> did that help? 20:49:37 <Samu> SLOPE_NW 'insert operator' SLOPE_E = SLOPE_FLAT 20:49:42 <Samu> what is the operator? 20:50:26 <Samu> SLOPE_NW 'insert operator' SLOPE_S = SLOPE_FLAT 20:51:24 <Samu> SLOPE_NE 'insert operator' SLOPE_S = SLOPE_FLAT 20:51:36 <Samu> SLOPE_NE 'insert operator' SLOPE_W = SLOPE_FLAT 20:51:48 <TrueBrain> magic operators havent been invented yet 20:51:50 <TrueBrain> very sad 20:54:51 <Samu> i wanna get a SLOPE_FLAT as the result 20:55:10 <Rubidium> == would work 20:55:17 <TrueBrain> lol @ Rubidium :D 20:55:20 <TrueBrain> & would work too :P 20:55:34 <Rubidium> ^^ (if it existed) 20:55:50 *** roidal_ [~roland@194-152-169-9.adsl.highway.telekom.at] has quit [Quit: WeeChat 1.1.1] 20:56:05 <Samu> SLOPE_NW, SLOPE_NE, SLOPE_SE, SLOPE_SW 20:56:25 <Samu> + non-flat slope = FLAT IT 20:57:01 <TrueBrain> (SLOPE_NW * SLOPE_E) * SLOPE_FLAT == SLOPE_FLAT 20:57:08 <TrueBrain> (is that valid with enums?) 20:57:30 <Rubidium> IIRC it is in C 20:57:38 <TrueBrain> in C it should work indeed 20:57:39 <TrueBrain> awesome :) 20:57:40 <Eddi|zuHause> if postfix-increment needs special treatment 20:57:53 <Eddi|zuHause> then this one probably does as well 20:58:10 <TrueBrain> operator<+> for SlopeT: return SLOPE_FLAT 20:58:14 <TrueBrain> then it is SLOPE_NW + SLOPE_E :D 20:58:43 <Eddi|zuHause> that might work :) 20:59:24 <TrueBrain> what other bullshit can we consider as valid answer 20:59:43 <Eddi|zuHause> the possibilites are endless :) 20:59:54 <TrueBrain> that makes it fun :D 21:00:29 <TrueBrain> when there are not right answers, all anwers are right, not? :D 21:00:32 <Eddi|zuHause> (well, actually not. there are only like 2^96 ways you can map two 32bit inputs to a 32bit output) 21:00:37 <TrueBrain> s/not/no/ 21:00:47 <TrueBrain> haha :D 21:00:53 <Eddi|zuHause> there are definitely some wrong answers :p 21:01:24 <Samu> the goal is to automatically flatten the lower tile of a lock depending on the slope inclination of the middle tile if it's not flat 21:02:56 <Samu> the goal is to automatically flatten the lower tile of a lock if it's not flat, depending on the slope inclination of the middle tile 21:03:04 <Samu> better english* 21:18:13 *** Progman [~progman@p57A186B3.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:41:08 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 21:41:30 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 21:46:11 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 21:47:14 <FLHerne> What actually is a .pnml file? Does nmlc do anything directly, or are they just nml fragments to be concatenated by an external build script? 21:48:59 <Eddi|zuHause> the latter 21:49:21 <Eddi|zuHause> usually they are shoved through the c-preprocessor 21:49:25 <FLHerne> Thanks, I couldn't find anything regarding them in the docs 21:49:47 <Samu> how do i make it so that 1 + 1 = 0 and not 10 21:49:52 <Samu> what is the operator 21:50:02 <Samu> bit 21:50:36 <FLHerne> Samu: xor? Modulo? 21:50:52 <FLHerne> Your description is a bit odd 21:50:55 <Samu> ah, must be xor 21:51:55 <Eddi|zuHause> understatement of the year :p 21:52:09 <Samu> hum, yeah, it's xor 21:54:00 <Samu> it doesn't accept ^^ 21:54:03 <Samu> :( 21:54:33 <FLHerne> What do you expect ^^ to do? 21:54:47 <FLHerne> xor is just ^ 21:54:51 <Samu> middle_tileh ^^ SLOPE_S 21:54:55 <Samu> ok, trying 21:54:58 <FLHerne> xor-assignment is ^= 21:55:05 *** shirish_ [~quassel@117.195.109.203] has joined #openttd 21:57:28 <Samu> arf, i«m horrible at this 22:01:24 <Wolf01> 'night 22:01:32 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 22:02:08 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Ping timeout: 480 seconds] 22:04:58 <Samu> http://i.imgur.com/rrYod0T.png 22:05:14 <Samu> i wanna flat that corner 22:11:03 <Samu> Run-Time Check Failure #2 - Stack around the variable 'lower_z' was corrupted. 22:11:08 <Samu> bah 22:20:02 *** shirish [~quassel@117.195.109.189] has joined #openttd 22:20:11 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Remote host closed the connection] 22:26:05 *** shirish_ [~quassel@117.195.109.203] has quit [Ping timeout: 480 seconds] 22:27:39 <Samu> what does -> do? 22:27:51 <Samu> coa->first_tile = end_tile; 22:29:18 <FLHerne> first_tile of the object that coa is a pointer to is made equal to end_tile 22:29:37 <FLHerne> abc->def is equivalent to (*abc).def 22:33:35 <Samu> I see 22:35:03 <Samu> ClearedObjectArea *coa = FindClearedObject(end_tile); 22:37:03 <Samu> first_tile are the corners of the first tile 22:37:17 *** DanMacK [~3265a7d8@188.cimarosa.openttdcoop.org] has quit [Quit: Page closed] 22:37:18 <Samu> they're made equal to the corners of end_tile? 22:42:08 *** Pereba_ [~UserNick@187.58.114.45] has joined #openttd 22:43:22 <Samu> i can't do this 22:46:56 *** Pereba [~UserNick@187.113.88.17] has quit [Ping timeout: 480 seconds] 22:47:06 *** Pereba_ is now known as Pereba 22:53:53 *** HerzogDeXtEr1 [~flex@i59F6C7F2.versanet.de] has quit [Quit: Leaving.] 22:58:51 <Samu> woah, i think i got it by accident 23:10:05 *** wicope [~wicope@0001fd8a.user.oftc.net] has quit [Remote host closed the connection] 23:18:54 <Samu> guys, i need to ask 23:19:33 <Samu> wait for it, i'm slow 23:27:58 *** Biolunar [Biolunar@x4d08f92e.dyn.telefonica.de] has joined #openttd 23:53:32 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Read error: Connection reset by peer] 23:59:11 *** Flygon [~Flygon@ppp118-209-20-225.lns20.mel4.internode.on.net] has joined #openttd