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Log for #openttd on 29th March 2015:
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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
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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
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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
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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
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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
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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
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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 ...
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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
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02:23:38  <chillcore> lol logs ... I am getting a salary ... yay
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04:03:59  <FliPPeh> ping
04:04:07  <FliPPeh> :I
04:04:37  <FliPPeh> disregard that
04:18:43  <Sylf> pong
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07:31:58  <chillcore> good morning o/
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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)
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08:46:37  <Wolf01> o/
08:51:55  <chillcore> \o
08:56:41  <Alberth> o/
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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
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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
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10:20:50  <V453000> XD
10:22:57  <Eddi|zuHause> https://www.youtube.com/watch?v=3VgxY4A4Tdo
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10:29:06  <V453000> ._.
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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
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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> "◩m1 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)
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13:22:39  <Samu> they're not animated when they're under construction
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13:23:03  <Samu> they are under construction too
13:23:08  <Samu> it doesn't animate then
13:23:28  <Samu> brb,
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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!
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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
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13:49:30  <Samu> sorry, i really suck at interpreting this part fo the code
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13:58:21  <Samu> okay, I think I got the meaning
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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
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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
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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
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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
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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
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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
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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
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16:33:29  <chillcore> hmm found two more errors  ... how do I do it xD
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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
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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++) {
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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:
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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 :)
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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*
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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 ;)
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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
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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)
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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*
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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 ^=
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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
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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
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22:37:18  <Samu> they're made equal to the corners of end_tile?
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22:43:22  <Samu> i can't do this
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22:58:51  <Samu> woah, i think i got it by accident
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23:18:54  <Samu> guys, i need to ask
23:19:33  <Samu> wait for it, i'm slow
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