Log for #openttd on 13th April 2015:
Times are UTC Toggle Colours
00:13:33  <supermop> wish i had a num pad
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01:24:31  <kamnet> Gotta finish my taxes too. Actually had them done in February but last week I got a notice that they don't have a particular form on file
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02:52:09  <kamnet> Instead of a num pad, supermop is given a numb pad, meaning he can no longer feel his feet, making it difficult to walk.
02:52:50  <supermop> i hope this thing works:
02:52:51  <supermop>
02:53:12  <supermop> going to take a month for it to arrive in aus
02:53:36  <Pikka> should've stuck with the more colourful description imo :)
02:53:51  <supermop> haha
02:54:06  <supermop> i that case i should have worked more innuendo into it
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02:55:01  <supermop> thing is i feel like any amount of engineering or design into this thing past this point and I may as well just design a whole new grinder
02:56:28  <supermop> i hope the 'strong flexible' plastic can be deformed enough that i can jam the grinder threads onto there in case i got the tolerances wrong
02:56:57  <supermop> ok taxes supposedly all done now
02:58:36  <supermop> maaybe i should have had one sent to someone in the us so they can test fit while i'm waiting for it to show up here
03:04:04  <supermop> are you going to print little 3d pineapple trains pikka?
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03:11:18  <Pikka> It's a nice idea. :) maybe a kickstarter stretch goal, or a backer reward...
03:11:48  <Pikka> in any case that's waiting until july, for tax reasons :)
03:12:33  * Pikka bbl
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03:12:45  <supermop> aussie tax year so odd
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03:26:23  <supermop> i was thinking i should print a series of little pubs as capsule toys or whatever
03:26:42  <supermop> maybe inspired by real melbourne ones
03:27:42  <Cheese_Flygon> I read "capsule toys"
03:27:48  <Cheese_Flygon> And thought to myself "Hmm, Pokeballs"
03:27:56  <supermop> maybe modular
03:28:06  <Cheese_Flygon> All we need now is a train powered by an Ampharos and we're set @_@
03:28:54  <supermop> i think a whole set of openttd figures would be neat
03:29:11  <supermop> the chibi trains already look like toys
03:32:31  <Cheese_Flygon> Wait, as in
03:32:36  <Cheese_Flygon> 3D Printed OTTD toys?
03:32:41  <Cheese_Flygon> You're actually onto something here
03:32:54  <Cheese_Flygon> Given almost all modern sets are made using 3D models...
03:37:38  <supermop> well i'd just model and print the original trains as they probably best embody the spirit of the game
04:16:15  <Eddi|zuHause> <Cheese_Flygon> And thought to myself "Hmm, Pokeballs" <-- uhmm... but wasn't "capsule" in dragonball?
04:18:04  <Cheese_Flygon> Dunno
04:18:12  <Cheese_Flygon> I was banned from watching that show as a kid
04:18:18  <Cheese_Flygon> My Mother was a bit... sensitive
04:18:23  <Cheese_Flygon> For anyone that knows me personally
04:18:33  <Cheese_Flygon> They know how ironically it turned out
04:22:17  <Eddi|zuHause> i probably should be glad that i don't know you personally :p
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04:34:06  <Supercheese> still cheesy eh Flygon?
04:34:15  <Cheese_Flygon> Yep
04:34:30  <Supercheese> Nice
04:35:09  <Supercheese> I don't always make jokes. But when I do, they're bad puns. Stay cheesy my friends.
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05:05:46  <V453000> ._. people apparently dont spend enough time with openttd yet, so they need 3D prints
05:05:48  <V453000> just wtf
05:06:03  <V453000> throw away all the features, people dont need them :D
05:06:11  <V453000> just give them gimp and all sprites to compose
05:07:50  <Cheese_Flygon> Mate maaate
05:07:52  <Cheese_Flygon> It'd be really cool
05:07:57  <Cheese_Flygon> To have a holo-OpenTTD
05:08:05  <Cheese_Flygon> The ground would be rendered like
05:08:06  <Cheese_Flygon> Like
05:08:11  <Cheese_Flygon> Age of Empires II's ground
05:08:13  <Cheese_Flygon> Incidentally
05:08:20  <Cheese_Flygon> AoEIIHD's ground renderer sucks major ass
05:08:31  <Cheese_Flygon> AoEII original's render looked far nicer :|
05:09:34  <Supercheese> there's another AoE 2 HD expansion coming out innit?
05:10:05  <Cheese_Flygon> Dunno
05:10:09  <Cheese_Flygon> But will it fixed the renderer?
05:10:13  <V453000> how was original render different?
05:10:39  <V453000> also there are tons of texture packs on the steam workshop so you can change it a lot, too
05:10:51  <Cheese_Flygon> The original render was sharper
05:10:55  <Cheese_Flygon> And way WAAAAY faster
05:11:02  <Cheese_Flygon> Texture packs nothing
05:11:06  <Cheese_Flygon> The issue IS the renderer
05:11:54  <V453000> idk I have no problem with it
05:12:25  <V453000> and I think there are bigger issues than some stupid ground
05:12:28  <V453000> like multiplayer lag etc
05:12:35  <Cheese_Flygon> Mate
05:12:43  <Cheese_Flygon> AoEII shouldn't have troubles running on my laptop from 2011
05:12:51  <Cheese_Flygon> AoEIIHD crashes outright
05:12:55  <Cheese_Flygon> Or is very laggy when it is
05:12:57  <V453000> no it doesnt
05:12:57  <Cheese_Flygon> isn't*
05:13:03  <Cheese_Flygon> Yes, it does
05:13:06  <V453000> I have laptop from like 2008 and it is just fine
05:13:19  <Cheese_Flygon> No lag or anything?
05:13:29  <V453000> nope
05:13:30  <V453000> at all
05:13:38  <V453000> even with 300 pop
05:13:58  <Cheese_Flygon> Wow O_o
05:14:01  <Cheese_Flygon> Hell of a laptop
05:14:14  <V453000> or the problem is nonexistent or at your side
05:14:29  <Cheese_Flygon> Well
05:14:30  <Cheese_Flygon> Depends
05:14:44  <Cheese_Flygon> On my old laptop, and on silver desktop, lagged like hell/crashed
05:14:50  <Cheese_Flygon> Haven't tested on new desky or new lappy yet
05:14:56  <Cheese_Flygon> Avoiding Steam on new lappy
05:15:15  <Cheese_Flygon> On other house occupant's PC (was most powerful til I got my new PC's)
05:15:20  <Cheese_Flygon> It also liked to lag the hell up
05:15:24  <Cheese_Flygon> Didn't crash tho
05:17:40  <V453000> do you have any link that would even describe the problem you are claiming?
05:17:47  <V453000> I cant seem to find anything
05:17:52  <V453000> but then I might be searching poorly
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05:43:45  <V453000> or at least a mention that the renderer is different? :d
05:44:40  <V453000> the only difference between terrains I can spot is that the HD one is smaller due to the higher resolution
05:47:24  <Cheese_Flygon> Sorry for the delay
05:47:30  <Cheese_Flygon> irl stuff came up
05:47:38  <Cheese_Flygon> You might have a less keen eye, then :P
05:47:51  <Cheese_Flygon> But, going by myself and other peoples I've spoken to personally
05:48:03  <Cheese_Flygon> A fair few have issues with the game having terrible performance issues
05:51:57  <V453000> must be some australian virus XD
05:52:14  <Cheese_Flygon> Nah
05:52:20  <Cheese_Flygon> Happened outside of Aussieland
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06:33:17  <planetmaker> Cheese_Flygon, don't play 4096^2 maps. Check in your cfg sprite_cache_size and increase its value
06:34:12  <V453000> I dont think he was talking bout openttd pm :P
06:34:22  <V453000> #imitebewrong
06:38:13  <Supercheese> yeah the complaints were of AoE
06:51:39  <supermop> i want to fabricate some more stuff
06:52:38  <planetmaker> lol, so he joins this channel and complains lengthy about other games?
06:53:34  <V453000> yeah kind of :)
06:53:53  <Supercheese> buy a printer if you really want more stuff, some get pretty cheap
06:54:06  <Supercheese> I saw a neat new model on kickstarter, what was it...
06:54:36  <Supercheese> ah this guy:
06:54:41  <planetmaker> I heard the newest thing is to actually build the 3D printer yourself :)
06:54:49  <planetmaker> Friend of mine just did
06:54:51  <Supercheese> ,678,098 pledged of 0,000 goal
06:54:55  <Supercheese> Oo
06:54:59  <Supercheese> O_o *
06:55:32  <Supercheese> planetmaker: yeah I bought mine as a kit and built it last summer, it was quite fun
06:55:45  <V453000> XD
06:55:49  <planetmaker> :)
06:55:54  <Supercheese> mine is basically a larger version of that one linked there... much larger
06:56:22  <V453000>  /feeling that people in this channel are nerds intensifies
06:56:42  <Supercheese> why would you ever think people here are *not* nerds? :P
06:57:08  <planetmaker> ^^ ;) Especially as the mirror should convince you otherwise already every morning :P
06:57:24  <Cheese_Flygon> planetmaker: Mate, I'm the sort of guy that'd try a 32768*32768 map then be mildly disappointed at myself because I ran out of RAM
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06:59:11  <V453000> .
06:59:17  <andythenorth> innit
06:59:33  <Supercheese> it's in tin innit?
07:01:29  <V453000> anus
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07:05:00  <chillcore> one day I'll add curvature and render the world ... the ground will thump and ripple every time a baby is born.
07:06:34  <V453000> lol
07:06:50  <V453000> it will probably be slightly biased to asia and africa :P
07:07:02  <V453000> ->  obviously racist
07:07:11  <chillcore> bonus points for clicking vehicles before they land
07:07:17  <V453000> xd
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07:11:07  <Supercheese> atque exit
07:20:29  <supermop> i like the idea of printing metal
07:20:45  <supermop> i think id be better off with a benchtop cnc mill though
07:21:03  <planetmaker> you can have both (as separate machines) :)
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07:21:56  <planetmaker> and you want, too :P
07:22:41  <V453000> im done
07:23:01  <supermop> neither in a manhattan appartment when i move back, but i may try to sublet some studio or workshop space
07:23:51  <Supercheese> renting space in a machine shop is quite possible, there are a couple new business ventures around here offering that
07:24:51  <supermop> yeah - i'm bummed that 3rd ward in nyc went out of business
07:24:54  <Supercheese> e.g.
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07:25:19  <Supercheese> a pretty neat co-op business model IMO
07:25:26  <supermop> i love the idea of having workshops like a gym membership - so you can access all of the $$$ machine tools you'd never be able to buy for yourself
07:25:32  <Supercheese> absolutely
07:25:45  <Supercheese> huge CNC mill with auto tool changer... insanely expensive
07:26:08  <Supercheese> but spread the cost around like buying a share in an airplane and it becomes affordable
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07:29:46  <supermop> yeah
07:30:21  <supermop> when i was in school in st louis there was a machine shop with 6 or so of those tools, laser and plasma cutters,
07:30:55  <supermop> laser cutter with 20 foot bed, 6 dof robot arm laser cutter
07:31:06  <supermop> electroplating and heat treating stuff
07:31:29  <supermop> and the owner let furniture students have stuff fabricated at cost
07:32:12  <supermop> i still have many many boxes of machined aluminum parts for a shelving system i design in my 4th year
07:32:48  <supermop> should probably sell them for scrap when the alu. price rebounds
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08:01:56  * Supercheese wonders how difficult it would be to add grammatical cases to station strings
08:02:08  <Supercheese> or rather support for them
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08:31:22  <kamnet> man this is getting out of hand
08:32:03  <V453000> watiz
08:35:23  <kamnet> building this tracking table for seaplanes
08:37:55  <V453000> xd
08:38:39  <V453000> just set up some series of improving speeds over the years, throw in some variety, and adjust everything else rather randomly :P
08:42:17  <kamnet> No I'm making a chart of historic seaplanes, now that we've got an airport to use them in :-)
08:43:04  <planetmaker> oh, did supercheese already include it? :)
08:43:18  <Supercheese> not quite yet
08:43:25  <Supercheese> last commit was the autofences parameter
08:44:05  <planetmaker> ok :)
08:46:48  <kamnet> But it's getting there
08:47:00  <kamnet> And you're right, we're gonna need some bigger seaplane ports! -)
08:47:03  <kamnet> ;-)
08:47:40  <kamnet> I have no idea where I'm going to land this Hughes H-4 Herculese.
08:50:14  <Supercheese> Ugh, game scripts really need to support grammatical cases
08:51:49  <Supercheese> also I wonder why the various game script settings are always hardcoded
08:51:54  <Supercheese> their strings that is
08:55:10  <planetmaker> Supercheese, iirc they *do* support cases
08:55:37  <planetmaker> should be valid for both, NewGRFs and GameScripts
08:55:57  <planetmaker> it just needs the original authors to support that
08:56:25  <planetmaker> the authors of the NewGRF or GameScript that is
08:59:04  <Supercheese> Well, I am trying to manually add the language file with cases in my local copy of a gamescript and it does not appear to support them
08:59:27  <Supercheese> I believe gamescripts lack support for any sort of {}
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09:01:05  <dlhero> hey
09:01:20  <dlhero> how do even start cleaning up this mess:
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09:07:38  <planetmaker> hm, I *thought* they would, Supercheese. Did you add the case support also to the header of the file (and does the language support it)?
09:08:02  <Supercheese> Yes and yes, but to no avail
09:08:15  <Supercheese> I can find no extant examples for GS langfile cases either
09:08:17  <planetmaker> hm, ok. drat
09:08:41  <planetmaker> dlhero, what does need cleaning up?
09:09:57  <kamnet> That's what I was gonna ask :)
09:10:42  <dlhero> planetmaker: well unfortunately due to a bug the graph links when enabled are not shown in in-game screenschots
09:12:06  <planetmaker> so first question: was that bug reported? :)
09:12:16  <dlhero> not yet. i'm writing a descriptino now
09:13:03  <dlhero> 2nd problem is how to manage the loops a) when population/passengers are increasing
09:13:57  <planetmaker> sounds like a difficult question to answer. I suggest to ask that in our forums, with the savegame attached (and the image)
09:14:17  <planetmaker> at least difficult without looking at the actual savegame
09:14:24  <dlhero> yeah.
09:14:38  <dlhero> I tried double rails/more trains. but it didn't work
09:14:46  <dlhero> planetmaker:
09:15:16  <dlhero> also another bug on cargodist. it seems that tenport east/tenport south are not connected
09:15:25  <dlhero> same for west and woods
09:15:29  <planetmaker> ah, and pretty please: do use png screenshots. jpg often blurs the  essential details
09:15:56  <dlhero> sorry about that. imgur
09:16:24  <planetmaker> and cargodist needs time. Just telling a train to connect two stations doesn't trigger the link. It needs actually to become active, thus the train needs to have gone at least once the route. And it depends on the re-calcluation settings
09:17:04  <dlhero> the trains are in a loop they always visit the stations
09:17:33  <dlhero> xm. must be a bug with the cargo flow legend then
09:21:02  <planetmaker> dlhero, no-one with any credibility will comment on link graph issues without looking at the savegame itself.
09:22:13  <dlhero> ok
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14:53:34  <kamnet> Hm, nobody's said anything for the last 5 hours
14:54:16  <Alberth> sure?  I got "mode (+o Alberth) by ChanServ"
14:54:52  <planetmaker> that's the sound of silence :)
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15:06:10  <Xaroth|Work> sup Alberth
15:06:12  <Xaroth|Work> and planetmaker
15:06:32  <Alberth> no nice posts in the forum, mostly
15:06:43  <planetmaker> :)
15:06:45  <Alberth> also, cmake and luajit are being annoying
15:06:58  <planetmaker> where do you need those? freerct?
15:07:12  <Alberth> corsixth
15:07:37  <Samu> help me draw the bridge tile
15:08:23  <Samu>
15:11:37  <Alberth> it's that hard to draw a grey area?
15:12:01  <Alberth> or hard black, for that matter
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15:46:25  <Samu> how can objects be built under bridges and still display the bridge correctly?
15:46:35  <Samu> :(
15:47:15  <Samu> WaterFeature _water_feature[CF_END];
15:48:35  <planetmaker> Samu, for the same reason anything below the bridge is displayed correctly. Why should it be otherwise?
15:49:22  <Samu> i can't make the bridge appear :(
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15:54:44  <planetmaker> ah. Ok, but that's a patched OpenTTD, yes?
15:55:08  <planetmaker> NewObjects have a height assigned and OpenTTD checks that property to decide whether they can be placed under a bridge or not
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15:57:20  <Samu> I'm looking at newgrf_canal.cpp, i need a similar property for lock tiles
15:58:14  <planetmaker> as locks are hard-coded objects, you simply need to allow bridges over them. Or at least at a certain height. Done.
15:58:45  <Samu> :(
15:58:50  <Samu> this happens
16:00:17  <Samu> I'm unsure where to look for in the code
16:00:53  <planetmaker> sprite sorting maybe
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16:02:53  <ST2> vehicles will levitate? cool feature :)
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16:07:45  <Alberth> quak
16:07:58  <frosch123> moin
16:11:20  <planetmaker> quak
16:17:56  <Samu> bah
16:18:14  <Samu> :(
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16:52:12  <Samu> i'm missing a property
16:52:42  <Samu> or attribute, I dunno
16:53:26  <Samu> :(
16:54:02  <Samu> GetTileZ - this is getting the height as the coordinates
16:54:40  <Samu> but, the lower part of a lock has an added height, or is supposed to have
16:55:02  <Samu> apparently it doesn't have it, or it's not set correctly, or I dunno
16:55:16  <Samu> I really don't know how to change the properties
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16:55:52  <planetmaker> docks don't have any height defined. They don't need it
16:56:02  <Samu> lock, not dock
16:56:10  <planetmaker> both
16:56:52  <Samu> they need now
16:56:56  <Samu> locks at least
16:57:02  <Samu> I want to allow bridges over locks
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17:01:30  <Samu> the middle tile is on a slope, calculating the corect height here is tricky :(
17:03:26  <planetmaker> Samu, no... there are the tile accessors which tell you the height. It's usually the one of the highest corner
17:04:19  <planetmaker> don't even think of re-inventing height calculation for sloped tiles for that purpose :)
17:04:55  <planetmaker> thus the height is tile_height * height_of_stuff_on_tile
17:04:59  <planetmaker> errr... +
17:05:14  <Samu> GetTileZ on the middle tile versus GetBridgeHeight on the middle tile
17:05:36  <Samu> they differ
17:06:06  <Samu> min difference is... 2, I think
17:06:22  <Samu> for the upper tile, difference is 1
17:06:48  <Samu> confused
17:06:51  <Samu> brb
17:07:38  <Samu> ah, GetTileZ is getting me the lowest value
17:08:12  <Samu> so confusing for me
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17:16:33  <Alberth> it helps if you don't make assumptions on how a function works, but instead read its documentation
17:17:38  <Samu> z_lower_bridge = 3, z_middle_bridge = 3, z_upper_bridge = 3
17:18:40  <planetmaker> Alberth, that's too simple! I mean... everyone could go and read! really!
17:20:47  <Samu> z_lower_tile = 1, z_middle_tile = 1, z_upper_tile = 2
17:24:46  <Samu> if (z_lower_bridge <= z_lower_tile + 1) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
17:29:11  <Samu> z_lower_tile + 1
17:29:20  <Samu> okay, so this is for when building a lock
17:29:35  <Samu> building a lock under a bridge
17:29:51  <Samu> building a bridge over a lock is where things get complicated :(
17:30:00  <Samu> I don't know how to get this z_lower_tile + 1
17:32:12  <Samu> if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
17:32:46  <Samu> how do I put the +1 for the lock lower part in here?
17:37:08  <Samu> line 419 of tunnelbridge_cmd.cpp
17:37:50  <Samu> it is happening before checking if it's a water tile :(
17:45:50  <DorpsGek> Commit by translators :: r27235 /trunk/src/lang (3 files) (2015-04-13 19:45:39 +0200 )
17:45:51  <DorpsGek> -Update from WebTranslator v3.0:
17:45:52  <DorpsGek> latin - 123 changes by Supercheese
17:45:53  <DorpsGek> slovak - 54 changes by andrej
17:45:54  <DorpsGek> ukrainian - 130 changes by Fixer
17:46:18  <Samu> 				case MP_OBJECT: {
17:46:34  <Samu> 					if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
17:46:36  <planetmaker> Samu, it's a bit pointless, if you paste line by line our code here
17:46:49  <Samu> :(
17:47:31  <Samu> objects have a height spec
17:47:37  <Samu> hmm...
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18:01:06  <Supercheese> Samu: I have a patch that permits bridges over locks
18:01:20  <Samu> oh, nice, give me
18:01:43  <Supercheese> In the function: static void DrawTile_Water(TileInfo *ti)
18:01:56  <Supercheese> you need to add DrawBridgeMiddle(ti); under case WATER_TILE_LOCK:
18:02:38  <Supercheese> and, if desired, change the rules about placement of locks under extant bridges by modifying line 291
18:02:53  <Supercheese> oh this is in water_cmd.cpp
18:03:00  <Supercheese> forgot to mention that at the beginning
18:03:03  <Samu> omg really that easy?
18:03:08  <Supercheese> worked for me...
18:04:41  *** tokai|mdlx [] has joined #openttd
18:05:05  <Supercheese>
18:05:26  <Supercheese> that patch permits bridges over both locks and ship depots
18:07:01  <Samu> why was it so easy, omg i'm such a dumb guy
18:07:48  <Samu> let me show you what i have so far
18:10:15  *** tokai [] has quit [Ping timeout: 480 seconds]
18:10:20  <Samu> sorry, i'm slow at this create patch, diff, copy paste stuff:
18:10:58  <Samu> yay
18:11:05  <Samu> the bridge is finally fisplayed
18:11:36  <Samu> now my issue is building a bridge over the lower part of a lock
18:11:57  <Samu> can't allow it to build if the bridge height is not high enough
18:13:25  *** andythenorth [] has joined #openttd
18:13:29  <andythenorth> o/
18:16:04  <Alberth> o/
18:16:23  <V453000> hy dudez
18:18:34  <V453000> managed to finish some deadlines at work, rawr time approaches :>
18:20:42  *** liq3 [] has quit []
18:20:49  <Alberth> brace yourselves, for rawr awesomeness!
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18:35:08  <Samu> if (IsLock(tile) && GetLockPart(tile) == LOCK_PART_LOWER && GetTileMaxZ(tile) + 1 > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
18:37:42  <Samu> it werks!
18:38:51  <Samu> the ships are crossing the pavement of the bridge :(
18:42:48  <Samu> - for this part I'm done :)
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18:44:28  <Samu> and the bridge pillars
18:44:41  <Samu> they're going through the locks lol
18:44:48  <Samu> craving into it
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18:48:41  *** Pereba_ is now known as Pereba
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18:56:53  <Wolf01> hi hi
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19:03:14  <Samu> how do you describe this problem?
19:03:29  <Samu> ship is supposed to be hidden
19:03:45  <V453000> lol
19:03:47  <Samu> it is hidden for the lower part, but not for the middle and upper parts
19:03:50  *** Celestar [] has quit [Ping timeout: 480 seconds]
19:03:57  <V453000> who builds bridges over locks XD
19:04:05  <Samu> no one
19:04:09  <Samu> but soon
19:04:16  <Samu> everyone
19:04:19  <Samu> lol
19:04:28  <andythenorth> nice testing
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19:16:36  <Samu> i got two problems to fix: bridge pillars craving into the lower part of lock, and ships not being hidden under the bridge for the middle and upper parts of lock
19:17:11  <Samu> help
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19:28:36  <andythenorth> @seen danmack
19:28:36  <DorpsGek> andythenorth: danmack was last seen in #openttd 1 day, 0 hours, 50 minutes, and 22 seconds ago: <DanMacK> Hey all
19:29:15  <Samu> real world bridges over locks
19:30:17  <andythenorth> slow forums day eh
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19:39:24  <andythenorth> @calc 26 / 66
19:39:24  <DorpsGek> andythenorth: 0.393939393939
19:39:44  <andythenorth> hmm, not done yet
19:53:22  * andythenorth puzzled by newgrf again
19:53:27  <andythenorth> random_trigger cb for industry tiles
19:53:34  *** kais58|AFK is now known as kais58__
19:54:06  <andythenorth> what is this switch doing?
20:04:36  <frosch123> it rerandomised one bit upon the tileloop
20:05:23  <andythenorth> I wonder why it’s bothering
20:05:27  <frosch123> but it should have at leas two return values
20:06:12  <andythenorth> I read it as ‘this switch is pointless'
20:06:40  <frosch123> maybe you use that bit in some other callback
20:07:10  <andythenorth> _tile_anim_random_delay switch above?
20:07:18  *** Klanticus [~quassel@] has quit [Ping timeout: 480 seconds]
20:08:10  <frosch123> anyway, i forgot how smart nml actually is... maybe that rerandomise does not work anyway
20:08:51  <andythenorth> I am dubious :)
20:08:54  <frosch123> maybe it only randomly starts the animation
20:09:07  <andythenorth> if that is a correct switch, I’ve been misunderstanding something
20:09:35  <andythenorth> unless simply handling the cb causes the re-randomise
20:09:49  <andythenorth> in which case still no switch is needed, just return CB_RESULT_DO_NOTHING
20:11:09  <V453000> hm
20:11:13  <V453000> nuts repo 7 gb
20:11:15  <V453000> yeti 9
20:11:18  <V453000> hm
20:11:30  <V453000> ok yeti 7.5
20:11:32  <V453000> still
20:11:32  <andythenorth> the resulting animation is actually random
20:11:37  <V453000> might want to move it away from ssd :(
20:11:39  * andythenorth thinks this effect is not needed
20:11:51  *** oskari89 [] has quit []
20:12:23  * andythenorth will be deleting
20:12:30  <andythenorth> moar FIRS deletions
20:13:59  *** shirish [] has quit [Read error: Connection reset by peer]
20:15:50  <andythenorth> thanks btw frosch123
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20:23:04  <kamnet> @logs
20:23:04  <DorpsGek> kamnet:
20:25:02  <Samu> who's an expert about combining sprites stuff?
20:25:18  <Samu> help me hide that ship
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20:51:12  * andythenorth wonders how many random bits are in extra_callback_info1 for anim_control
20:52:43  <andythenorth> and whether (extra_callback_info1 & 71) produces a useful value
20:56:42  <frosch123> you mean 0x71 ?
20:56:49  <frosch123> & 71 is really weird :p
20:57:12  <andythenorth> it’s the animation length
20:57:25  <frosch123> well, ok, 0x45 is not much more weird than 0x71
20:57:43  <andythenorth> it’s coming out of the code templating currently
20:57:44  <frosch123> so you want %, not &
20:57:47  <andythenorth> but might be too naive
20:58:01  <andythenorth> switch is supposed to pick a random frame, once
20:58:02  <andythenorth>
20:58:08  <andythenorth> (when construction state changes)
20:58:13  <andythenorth> then loop normally after that
20:58:17  <andythenorth> it appears to not do that
20:58:50  <andythenorth> setting INDTILE_FLAG_RANDOM_ANIMATION flag appears to make no difference
21:00:50  <andythenorth> eh % works perfectly
21:01:18  <frosch123> you can replace that whole switch with a single "return extra_callback_info1 % 71"
21:01:37  <frosch123> "abc: return abc" is pretty pointless
21:01:37  <andythenorth> even better :D
21:02:15  *** JacobD88 [] has quit [Quit: JacobD88]
21:04:06  <andythenorth> hrm, that makes a templating headache :)
21:08:42  <andythenorth> bye
21:08:44  *** andythenorth [] has quit [Quit: andythenorth]
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21:35:44  <Samu> who can help?
21:37:55  <Samu> :(
21:39:35  <Xaroth|Work> 42
21:44:44  <Samu>
21:45:35  <Samu> how do i hide the ship under the bridge
21:47:40  <Supercheese> maybe check the DrawBridgeMiddle function
21:47:46  <Supercheese> see how its sprite stacking goes
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21:53:43  <Xaroth|Work> I don't get how that image is, at all, possible
21:54:27  <Samu>
21:54:38  <Xaroth|Work> looks as though area the boat is traversing is near-same-height as the road
21:54:43  <Xaroth|Work> while it should be a level lower
21:55:01  <Xaroth|Work> but that might be the side walls acting up
21:56:10  *** Supercheese is now known as Guest1971
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21:56:50  <Samu> wow DrawBridgeMiddle is big
21:58:11  <Samu> tile height again :(
22:01:35  *** Guest1971 [] has quit [Ping timeout: 480 seconds]
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22:08:25  <Samu> draw roof, the component of the bridge which is logically between the vehicle and the camera
22:08:31  <Samu> is this what I have to edit?
22:11:41  <Supercheese> perhaps, perhaps not
22:14:06  <Samu> :(
22:15:01  <Supercheese> it certainly seems to be the function that deals with the behavior producing the issue you are describing
22:16:51  <Wolf01> 'night
22:16:56  *** Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
22:16:57  <Supercheese> Make sure the arguments there that are passed to AddSortableSpriteToDraw are appropriate
22:17:29  <Supercheese> particularly bridge_z and other z-related values
22:19:36  <Supercheese> you may need to add a special if check for when bridges are over locks and modify the z-stacking accordingly
22:21:17  <Eddi|zuHause> if the bounding boxes overlap, you have no chance to fix issues like this
22:21:32  <Eddi|zuHause> it is provably impossible
22:23:21  <Eddi|zuHause> (there are also cases of non-overlapping bounding boxes that are impossible to solve)
22:26:13  <Samu> there is no problem with the road vehicle
22:28:26  <glx> they are way smaller
22:28:52  <Samu> okay let me build a train
22:32:07  <Samu> nope, it's just the ship
22:33:37  <Samu> ship flickers when train or truck is above the bridge, but they don't overlap
22:33:44  <Samu> i just have to hide the ship :(
22:43:20  <Samu> or maybe they overlap?
22:44:01  <Samu> they overlap? the boxes?
22:44:27  <Supercheese> I am out of advice to give, sorry
22:44:48  <Samu> i'm looking at z values, it's complicated
22:44:56  <Samu> one is a darn slope
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23:00:48  <Samu> Warning	1	warning : invalid argidx -1 (FATAL)	C:\OpenTTD\trunk\src\lang\slovak.txt	3065	1	langs
23:01:02  <Samu> suddenly I can't compile?
23:02:06  *** supermop [] has joined #openttd
23:02:27  <supermop> yo
23:02:42  <Samu> i didn't edit slovak.txt, I don't even speak slovak
23:02:47  <Samu> what happened?
23:03:28  <glx> it's just a warning
23:03:46  <Samu> Warning	2	warning : language is not compiled (warning)	C:\OpenTTD\trunk\src\lang\slovak.txt	3065	1	langs
23:03:51  <Samu> Error	3	error MSB6006: "cmd.exe" exited with code 2.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets	170	5	langs
23:03:56  <Samu> doesn't work now
23:04:36  <Supercheese> well, what *did* you edit?
23:04:49  <glx> he just updated trunk :)
23:05:30  <glx> but failing lang doesn't stop compilation anyway
23:06:05  <Samu> STR_TOWN_VIEW_TOWN_GROWS_EVERY                                  :{BLACK}Mesto rastie kaÅŸd{P Ãœ é Ãœch} {ORANGE}{COMMA}{BLACK} {P deň dni dní}
23:08:49  <Samu> it doesn't let me compile
23:08:56  <Samu> There were build errors
23:08:59  <Samu> what can i do?
23:10:44  <Supercheese> oh my word, another Bad_Brett preview
23:10:50  <Supercheese> amazing pictures as usual
23:10:56  <Supercheese> still no grf
23:11:06  <glx> trunk compiles for me
23:11:48  <glx> lang failure doesn't stop compilation
23:12:15  <glx> but I'm using VS2012
23:14:27  <Supercheese> slovak fails for me too
23:14:31  <Supercheese> but the .exe compiles fine
23:14:45  <glx> yes I'm fixing it :)
23:20:29  <DorpsGek> Commit by glx :: r27236 trunk/src/lang/slovak.txt (2015-04-14 01:20:23 +0200 )
23:20:30  <glx> fixed
23:20:30  <DorpsGek> -Fix (r27235): WT3 string validation
23:22:56  <Samu> ah nice it works
23:23:05  <Samu> whatever string validation is, it fixed it
23:24:22  <glx> WT3 should not have accepted these translations, but it's not perfect :)

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