Log for #openttd on 29th March 2016:
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00:04:38  <drac_boy> seem a bit strange for a transfer table but what do I know tho
00:06:25  <Eddi|zuHause> are we playing "i don't think i see what you are seeing"?
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00:31:39  <drac_boy> at least this one isn't as confusing to figure out but heh good thing they added some touches of red paint otherwise that poor plow would easily seeming become lost in the snow its supposed to remove :->
00:36:11  <Eddi|zuHause> i somehow doubt they're getting a lot of snow in that museum
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01:43:52  <sim-al2> I'm not sure I understand why a transfer table for a tram would have only half a roof
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01:48:10  <drac_boy> personally I find the whole thing a bit strange to me...I'm used to simple ones that just looks like a flat bridge sitting on the ground and not much else (aside to overhead wire if electric locomotives required)
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01:54:17  <drac_boy> hm not finding that photo I recall before. but either way germany does have a small number of all-electrified turntables tho. kinda funny to look at that spaghetti-like mess of wires starting from the very center point and shoot in all manners of directions
01:57:01  <Samu> @logs
01:57:01  <DorpsGek> Samu:
01:58:20  <drac_boy> well can't find the real one now but heres a similar model version tho
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01:58:52  <drac_boy> I see a silly bright little diesel locomotive has sneaked in tho :) (and yeah a little military wagon/train too)
02:05:44  <drac_boy> either way going sleep so have fun
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02:07:11  <Samu> just managed to make the ships able to traverse those track slopes with this noob-coding patch
02:07:38  <Samu> supermop:
02:08:13  <Samu> do you want a savegame?
02:19:27  <Samu> download the savegame file with the name "start these ships.sav" ->!1251&authkey=!APyGXPhplGn9KKM&ithint=file%2csav
02:22:05  <Samu> with the patch, the ships will be able to run in circles. becomes easier to see how the missing sprites should look like
02:22:28  <Samu> now i'm out to sleep, good night all
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05:58:27  <Flygon> Wait
05:58:39  <Flygon> We're making a railtype that ships can drive on? O_O
06:07:17  <peter1138> we?
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06:20:46  <andythenorth> o/
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06:53:53  <andythenorth> but would NotRoadTypes have speed limits and all that crap?
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08:39:06  <peter1138> yesno
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09:30:07  <Wolf01> o/
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10:04:12  <Samu> @logs
10:04:12  <DorpsGek> Samu:
10:04:18  <Samu> hi
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10:24:48  <andythenorth> o/
10:28:07  <Wolf01> o/
10:50:12  <Wolf01> mmh, I can't understand why one subscribed feed doesn't load correctly, if I debug the collection all is in place, it just doesn't show in the UI
10:50:44  <Wolf01> even if I replace the feed values with static values
10:50:50  <Wolf01> so it can't be the feed
10:53:25  <Wolf01> slept well, andy? had some subtle revelation on dream?
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11:01:10  <wilima> Hi, is it possible the connect bank and train station with car and transport money from bank to train station and load the train to another city?
11:02:20  <Wolf01> yes, the station must not accept valuables and you need to set the truck order to unload and leave empty or transfer
11:02:48  <wilima> ah, thanks, thats the thing :)
11:02:49  <Wolf01> transfer is better because truck and train share the income
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11:15:49  <Samu> can someone explain me this piece of code
11:15:52  <Samu> static const byte coast_tracks[] = {0, 32, 4, 0, 16, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0};
11:16:15  <Samu> the coast tracks part
11:16:43  <Samu> what are those numbers inside the brackets
11:20:36  <Samu> here's the whole function;a=blob;f=src/water_cmd.cpp;h=4392eb2103732a53a0aba4aee9e53e48804f0e12;hb=HEAD#l1234
11:21:39  <Samu> case WATER_TILE_COAST: ts = (TrackBits)coast_tracks[GetTileSlope(tile) & 0xF]; break;
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11:24:33  <Wolf01> they seem to be the track bits allowed to be built on coasts
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11:30:51  * andythenorth has NotRoadType spec questions
11:31:00  <andythenorth> I think the implementation is not so hard again now
11:32:32  <andythenorth> but all the speeds and compatibility crap that railtypes has :|
11:32:35  <andythenorth> seems dull
11:33:04  <Samu> there's 16 numbers inside
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11:33:39  <Samu> 0 32 4 0 16 etc... how are they used in this ts = (TrackBits)coast_tracks[GetTileSlope(tile) & 0xF]
11:34:32  <Samu> the numbers are track bit, i think i understand that now
11:34:48  <Samu> but the ts = (TrackBits) part I still don't get it
11:38:38  <andythenorth> is that not just accessing data in a TrackBits type?
11:38:41  * andythenorth is pure guessing
11:38:53  <andythenorth> have you looked up the TrackBits type?
11:39:52  <Wolf01> Samu, each array position should be one of the slopes the tile can have, and the numbers related to the slopes you can build on are the trackbit
11:40:02  <andythenorth> if I was guessing, I’d suggest the slope was an index into some kind of array
11:40:23  <andythenorth> and that the result was the number of track bits, or a bitmask number which is unpacked for track bit pattern
11:40:30  <Wolf01> ^
11:40:33  * andythenorth _is_ guessing
11:40:37  <Wolf01> ^
11:40:42  <andythenorth> yeah :)
11:41:31  <Wolf01> (things like that are kind of magic to me, I have a lot to learn on data structures)
11:42:07  <Wolf01> but I can get the idea on how they work
11:42:38  <Wolf01> so andy, what was the question?
11:42:44  <andythenorth> coding a lot of nfo taught me how to make educated guesses
11:42:52  <andythenorth> but not how to do bitmaths properly :x
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11:44:16  <Compu> how do i change the soundfont openttd uses for midis in ubuntu?
11:45:21  <Eddi|zuHause> depends on which music driver is used. if timidity, then look at their settings
11:46:04  <Eddi|zuHause> something might be achieved by parameters to openttd's -m setting
11:46:17  <Eddi|zuHause> documentation is likely poor in that area
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12:22:17  <andythenorth> Wolf01: the question is whether NotRoadTypes should be (a) super simple (just eye candy) or (b) provide features / limits, for example speed limits, and arbitrary compatibility / incompatibility
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12:22:25  <andythenorth> or [c] something else
12:22:58  <Wolf01> B for coherence with railtypes
12:23:04  <andythenorth> I find some of the features of railtypes strikingly useless
12:23:10  <andythenorth> not most, but some
12:23:53  <andythenorth> also as a newgrf author, railtypes is just baffling to work with
12:24:06  <andythenorth> somebody else (foobar) wrote Termite because I don’t understand the spec
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12:24:17  <andythenorth> and the railtypes stuff in Iron Horse was given to me by other people
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12:24:48  <Wolf01> I usually build roro stations with a "slower" railtype so trains are forced to slow down if passing through and not going 190kph
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12:43:22  <Samu> AHA, I GOT IT
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12:49:16  <Samu> in fact, i might have actually found a bug
12:49:34  <Samu> unless my understanding failed somewhere
12:50:54  <Samu> nevermind, not a bug, it's me
12:50:59  <Samu> false alarm
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13:05:05  <Samu> question, are there water tiles that use the SLOPE_ELEVATED slope configuration? or is it the same as SLOPE_FLAT?
13:06:45  <Samu> apparently, SLOPE_ELEVATED has no trackbits
13:06:51  <Samu> but SLOPE_FLAT does
13:07:25  <Samu> any specific reason why is this so?
13:08:31  <andythenorth> it might be because the coast tiles are also water
13:08:37  <andythenorth> that’s how it works in newgrf
13:08:47  <andythenorth> and they are, of course, sloped
13:09:12  * andythenorth is giving out possibly wrong info, it’s a long time since I used that in newgrf
13:09:29  <andythenorth> water has trackbits? o_O
13:09:37  <Samu> yes, for ships
13:09:45  <Samu> to know where they can walk
13:09:46  <andythenorth> pathfinder needs them I assume
13:09:54  <andythenorth> ok so coast tiles would have no trackbits
13:10:24  <andythenorth> also there is the waterfalls case for rivers
13:10:37  <andythenorth> waterfalls are not navigable
13:10:55  <Samu> some coast tiles have tracks
13:11:04  <andythenorth> half tiles?
13:11:17  <Samu> ~yes, half-water / halt-declive, yes
13:11:20  <andythenorth> half tiles would have one or 3 bits, at a guess
13:12:45  <andythenorth> Samu: you have seen this? :);a=blob_plain;f=docs/tileh.png;hb=HEAD
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13:15:12  <Samu> yes, I started at that since yesterday night, lol
13:15:18  <Samu> stared*
13:16:15  <Samu>
13:16:31  <argoneus> there are waterfalls?!
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13:19:22  <Samu> tile 0 in the picture is a SLOPE_FLAT
13:20:32  <Samu> tile 15, which is not in the picture, would be a SLOPE_ELEVATED, and it looks like a SLOPE_FLAT with the 4 corners raised
13:20:54  <Samu> I wonder, why isn't the game currently putting tracks in SLOPE_ELEVATED
13:21:58  <Samu> is it ambiguous? pointless to do so? is it because once the 4 corners are raised, it becomes SLOPE_FLAT? what is it?
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13:39:58  <andythenorth> tile 12 is a waterfall for example
13:43:46  <supermop> good morning
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13:47:40  <Bowen> hey guys, anyone know why server 2 is down?
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13:59:59  <Samu> what do I do? put tracks in SLOPE_ELEVATED or not? It's a difference between typing a 0 or 63
14:14:27  <Samu>
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14:34:17  <andythenorth> lo Alberth
14:34:31  <Alberth> moin
14:34:46  <argoneus> moan
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14:41:39  <Samu> Alberth: hi
15:00:40  <Samu> question: GetTileSlope(tile) will never return SLOPE_ELEVATED, right?
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15:20:37  <Samu> i still have a question
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15:23:13  <Samu> assuming i am right, and that SLOPE_ELEVATED is never returned by GetTileSlope(tile), why is that there's 16 entries in coast_tracks[] = {0, 32, 4, 0, 16, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0}; and not 15?
15:25:01  <Samu> the last entry is for the SLOPE_ELEVATED tile but if it's not even returned (assuming i'm right), why is it there?
15:29:54  <Alberth> completeness? table is also used for other code? someone wasn't thinking? better safe than sorry?
15:30:07  <Alberth> take your pick :)
15:31:19  * andythenorth bets on better safe than sorry
15:32:03  <Alberth> it could even be the case that in the past that value was returned and thus used
15:33:41  <Samu> oh, that makes more sense
15:33:59  <Alberth> code is not written once and never touched again
15:34:13  <Alberth> over the years different people make changes
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15:34:37  <Alberth> it's next to impossible to move everything along
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15:35:00  <Alberth> compilers don't warn about things you don't need
15:35:29  <Alberth> except for some trivial cases like unused static in a file
15:38:06  <Samu> I see, thanks for the explanation, it was driving me crazy
15:38:22  <Samu> i thought i was misinterpreting something
15:38:50  <Alberth> don't assume code makes sense :p
15:39:12  * andythenorth fell into that
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15:39:43  <andythenorth> other apps, I learnt to judge the mentaility of the authors :P
15:39:56  <andythenorth> openttd I assume is sane and well thought out, not sure why I do that :P
15:40:19  <Alberth> dangerous :p
15:40:25  <andythenorth> yeah
15:40:33  <andythenorth> some tools and frameworks are though
15:40:49  <andythenorth> others are clearly created by bags of monkeys with keyboards
15:41:21  <andythenorth> o/t, if I ask enough people what NotRoadTypes should provide, will I eventually get the answer I want? oO_
15:42:03  <Alberth> if you know the latter, I think you would, law of the big numbers :)
15:42:14  <Alberth> not sure you'd need to ask then, however :p
15:42:36  <andythenorth> mostly I don’t know how much of speed limits and crap I’d want to support
15:42:46  <andythenorth> practically, I might not be able to code that anyway
15:42:53  <andythenorth> but conceptually eh?
15:43:37  <Samu> okay, so that leads me back to the original question: do i put tracks in SLOPE_ELEVATED (which aren't even checked), or no tracks (like it is now)?
15:43:57  <Alberth> imho, having more than 1 type of road graphically is already very ++++
15:44:28  <Alberth> coding other crap can always be done later
15:44:47  <Alberth> not to mention some patch authors will do that all by themselves
15:45:39  <Alberth> at least, I suspect someone will :)
15:46:08  <andythenorth> it affects some design choices about compatibility and so on
15:46:15  <andythenorth> and overbuilding and that sort of thing
15:46:28  <Alberth> Samu: assume the value could be returned, what is the best value then?
15:46:45  <Alberth> yeah, very complicated very quickly
15:46:54  <Samu> tracks, that would mean 63 there
15:47:00  <Samu> and not 0
15:47:18  <Samu> but the code was putting 0
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15:48:22  <Alberth> right, that would suggest the author wanted a) not a crash, and b) something obvious to see as being wrong?
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15:48:55  <Samu> IsTileFlat(tile) ? TRACK_BIT_ALL : TRACK_BIT_NONE; break;
15:49:07  <Samu> track_bit_all means 63
15:49:25  <Alberth> but I don't see the problem, the value isn't used, how can it be a wrong value?
15:49:37  <Samu> because i'm patching
15:49:52  <Samu> (TrackBits)clear_tracks[GetTileSlope(tile) & 0xF]; break;
15:49:56  <Samu> that's my replacement
15:50:07  <Samu>  here
15:50:48  <Samu> IsTileFlat(tile) function
15:50:54  <Samu> must investigate what this one do
15:50:58  <Samu> brb
15:51:24  <Alberth> /me looks for food
15:52:13  * andythenorth looks at rain
15:52:20  <andythenorth> wonders why it’s raining at home time
15:57:33  <Alberth> to annoy you?
16:01:07  <andythenorth> I am the center of my world, so probably that yes
16:01:16  * andythenorth -> rain
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16:16:33  <Samu> back, alright, I'm going to play safe and put 63
16:18:43  <Samu> IsTileFlat is checking the height of 4 adjacent tiles to find out if they're all equal or not
16:19:07  <Samu> it's not even using GetTileSlope
16:22:01  <Samu> the height of SLOPE_ELEVATED is 1 and that means that the  4 adjacent tiles height would also be 1... so in essence, the old code would eventually put tracks, so i'm gonna do the same
16:22:19  <Samu> mistery solved :p
16:30:09  <supermop> lunch time
16:31:32  <Samu>
16:31:47  <Samu> oh hi supermop :o
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16:47:05  <Samu> uhm...
16:47:51  <Samu> my code will never check SLOPE_ELEVATED, i'm still not pleased
16:48:49  <Samu> the original code doesn't check SLOPE_ELEVATED directly, but it would still put tracks
16:49:05  <Samu> grr, brb
16:50:28  <Samu> case WATER_TILE_CLEAR: ts = IsTileFlat(tile) ? TRACK_BIT_ALL : (TrackBits)clear_tracks[GetTileSlope(tile) & 0xF]; break;
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16:55:51  <Samu> Alberth: what u think now?
16:57:47  <Alberth> I am thinking I have no clue what you are doing
16:58:33  <Samu> :|
17:00:16  <Samu> improving the static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
17:02:51  <Samu> making ships able to traverse water tiles with slopes, a bit like what currently happens with coastal tiles
17:03:41  <Samu> but for all tile heights, and not just sea level
17:03:44  <Samu> i guess
17:03:48  <Samu> this is what i'm doing
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17:10:12  <Samu> Alberth: - this
17:10:23  <Samu> pretty much is what that patch do
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17:23:56  <Alberth> wb
17:24:17  <Alberth> why not build a canal on a foundation? that would do the same thing
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17:36:36  <Samu> static Foundation GetFoundation_Water(TileIndex tile, Slope tileh) return FOUNDATION_NONE;
17:36:45  <Samu> okay, i have no idea what's a foundation
17:38:42  <andythenorth> conceptually, or in the code?
17:39:12  <Samu> what Alberth asked
17:39:25  <Samu> i guess, in the code
17:39:43  <Alberth> build a track at a slope
17:39:45  <andythenorth> canals with foundations are an interesting idea
17:39:47  <andythenorth>
17:39:51  <Alberth> or a house or a depot
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17:40:20  <andythenorth> actually that newgrf link is probably not helpful sorry
17:40:27  <andythenorth> I was hoping there was a picture, but no
17:40:46  <Alberth> ha, that would be too helpful :p
17:40:53  <andythenorth> could add one :)
17:41:29  <Alberth> don't think many people read that stuff any more, with nml around
17:42:55  <Wolf01> anyone good with c#?
17:43:17  <Alberth> I treat it like Java :p
17:44:05  <Alberth> seen a few programs, but never wrote a line c# :)
17:46:38  <Wolf01> I have problems converting a collection to a dictionary :/ The example code is really easy but the IDE complaints that I can't convert a KeyValuePair(string, string) to string... I can't understand how to select only the value and not the whole KeyValuePair
17:47:26  <andythenorth> no .value or something?
17:47:35  <Wolf01> I'm doing this => Dictionary<long, Package> dictionary = packages.ToDictionary(p => p.TrackingNumber);
17:47:35  <Alberth> it doesn't have a "getKey()" or so?
17:47:49  <Wolf01> this is from the example
17:47:56  <andythenorth> .Key
17:48:00  <andythenorth> .Value
17:48:01  <andythenorth>
17:48:11  <andythenorth> they’re just props apparently
17:48:35  <Alberth> props and getters/setters are mostly the same thing in c#, afaik
17:49:20  <Wolf01> but the example creates a dictionary of <string, KVP>, where do I put the second .key?
17:50:36  <Wolf01> I just started to use the (p => p.something), I used it on the Where() extension so far
17:51:31  <Wolf01> maybe it's because p.value is already a KVP, but I'm not sure
17:51:45  <Alberth> my guess would be p.Key => p.Value   but far from knowing that
17:51:58  <Alberth> don't understand the notation
17:53:35  <Wolf01> in Where() is select p where p.prop == something, here could be return p with key p.prop
17:54:21  <Wolf01> the problem is, I don't want p, only p.value :D
17:55:11  <Alberth> perhaps try to be less smart, and use a few more lines code?
17:57:07  <Wolf01> ok, I'll go back to the old foreach
17:59:21  <Alberth> no doubt it can be done, but figuring it out also takes time
18:00:26  <Wolf01> I can't understand why it should be so difficult, maybe with a delegate...
18:03:26  <Wolf01> nah, even worse
18:03:39  <Wolf01> I'll stay with the foreach
18:04:18  <Wolf01> that notation is good because of chainability
18:04:48  <Samu> foundation is related with autoslope?
18:07:19  <Wolf01> autoslope or not, foundation is related with what there is over the tile, autoslope only avoids the user to manually terraform to have the right slope
18:08:18  <Wolf01> and does that by adding a foundation usually
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18:11:59  <Samu> eum... the only think i can say is... i wasn't planning  autosloped rivers
18:12:30  <andythenorth> rivers could use some improvements :D
18:12:36  <andythenorth> how about scope creeep? o_O
18:13:24  <Samu> imagine a mountain of water
18:13:47  <Samu> i don't want it to look like I'm playing minecraft
18:15:11  <Wolf01> just finished to play it :D
18:17:04  <Samu> scope creep, what's that?
18:17:18  <andythenorth> I have an idea, you add it to your unrelated patch :)
18:17:23  <andythenorth> good for me, not for you
18:20:53  <Samu> mindstorming ideas?
18:21:48  <Samu> to see what works best?
18:21:52  <Samu> i'm confused
18:23:15  <Wolf01> andy, you do my feed reader UWP and I do roadbits?
18:23:22  <Wolf01> *roadtypes
18:23:28  <Samu> the goal i had is: allow terraforming of tiles which contain rivers on it
18:24:01  <Samu> it needs working on sprites, i believe they're "missing sprites"
18:24:16  <Samu> so that it doesn't look stupid like on that screenshot
18:24:22  <Samu>
18:24:27  <andythenorth> Wolf01: NotRoadTypes :P
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18:25:30  <Samu> now, assuming the sprites were already available, the water tracks needed to be adjustable, because ships were not able to traverse them
18:25:59  <Samu> only the tile 0 had tracks
18:28:49  <Samu> the watered tile is 100% water, no half-parts being land and the other being something else. It's a water tile, no matter what
18:29:12  <Samu> bah typo
18:29:24  <Samu> the watered tile is 100% water, no half-parts being WATER* and the other being something else. It's a water tile, no matter what <- fixed
18:29:58  <andythenorth> frosch123: what railtype crap-with-no-gameplay-fun should I copy over to NotRoadTypes? o_O
18:32:12  <Samu> the problem is that I have no idea what's a foundation
18:32:22  <Samu> lol
18:32:27  <frosch123> drawing of custom road graphics :)
18:32:36  <frosch123> drawing of custom bridge surfaces
18:32:53  * andythenorth has a copy of railtype props in notes here
18:33:08  <frosch123> flags for drive-in availability
18:33:19  <andythenorth> interesting
18:33:48  <andythenorth> I think drive-in is determined by road or tram, subtype should ignore it
18:34:09  <andythenorth> speed_limit, acceleration_model, curve_speed_multiplier all look very boring
18:34:29  <frosch123> true, we have no drive-in movement code for trams
18:34:42  <frosch123> yeah, none of the properties look interesting
18:34:59  <frosch123> pure graphics imho
18:35:23  <Samu> foundations are sprites?
18:35:36  <andythenorth> to be clear where I got to on ‘spec'
18:36:00  <andythenorth> - every tile gets up to 1 ROADTYPE_ROAD and 1 ROADTYPE_TRAM
18:36:02  <andythenorth> not more
18:36:14  <andythenorth> - there are road subtypes and tram subtypes
18:36:21  <frosch123> Samu: foundations are Liberté, égalité and fraternité
18:36:31  <andythenorth> the chosen subtype is the one that will be built for all road bits of that roadtype on the tile
18:36:54  <andythenorth> subtype provides catenary, or not
18:37:19  <frosch123> andythenorth: i thought about that. currently i prefer splitting road and light-rail at the very top of the toolbar
18:37:24  <andythenorth> at some point, I will figure out the compatibility crap, and ‘powered on this subtype’ will be left to vehicles to figure out
18:37:30  <andythenorth> frosch123: that remains possible in my patch
18:37:43  <andythenorth> light-rail is an interesting renaming of trams
18:37:46  <frosch123> so, from the interface point of view, there are real rail, road, light rail, canal and airport
18:38:01  <frosch123> you can combine light rail and road, just like you can compbine normal rail and road
18:38:14  <andythenorth> but only one of each per tile
18:38:31  <frosch123> yes, one railtype per tile
18:38:34  <frosch123> one roadtype per tile
18:38:36  <Samu> supermop: hey, you're still interested about drawing sprites? couldn't figure out if you were willing to help
18:38:39  <frosch123> one lightrail type per tile
18:38:40  <andythenorth> one lightrailtype
18:38:43  <frosch123> one watertype per tile
18:39:04  <andythenorth> would you propose actually reimplementing all the road stuff to split trams out into light rail?
18:39:06  <andythenorth> or just in the UI?
18:39:12  <frosch123> only ui :)
18:39:23  <frosch123> internally trams are like roadvehicles
18:39:36  <frosch123> but from a gui point of view it makes no sense to put tram and road into the same dropdown
18:39:46  <andythenorth> agreed
18:39:48  <frosch123> when you can only combine one group with the other
18:39:52  <andythenorth> I’ll copy this to my notes
18:40:20  <andythenorth> in first patch, all subtypes will be cross-compatible
18:40:33  <andythenorth> then I’ll figure out ‘powered or not’ which probably means touching pathfinder :(
18:40:45  <andythenorth> and some kind of compatibility table for subtypes I guess :)
18:40:46  <andythenorth> :(
18:41:16  <frosch123> yeah, ignore compatibilty till the very end :)
18:41:28  <frosch123> after all purr is the best railset :p
18:41:33  <frosch123> so, first road-purr
18:41:48  <andythenorth> I don’t understand compatibility right now for railtypes at all, as newgrf author
18:41:53  <andythenorth> got no desire to repeat that :P
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18:43:24  <supermop> samu, if its straightforward, yes
18:44:06  * andythenorth back tomorrow
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18:47:17  <Samu> did you get the savegame I posted yesterday night? i posted a link in chat, it would let you visualize what is missing
18:47:33  <Samu> brb, i'll fetch it
18:49:21  <Samu> 03:19:27 < Samu> download the savegame file with the name "start these ships.sav" ->!1251&authkey=!APyGXPhplGn9KKM&ithint=file%2csav
18:52:21  <Samu> you may need this patch:
18:52:40  <Samu> or the ships won't turn in the corners
18:54:38  <supermop> at work now
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19:03:27  <supermop> but i can make time to draw some
19:04:28  <Samu> :)
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19:08:40  <Samu> the patch also lets you mess around with the terraforming of rivers. you can raise and lower a lake of river tiles and the river tiles will remain
19:10:02  <Samu> (but it won't currently let you demolish a river tile)
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19:10:25  <Samu> for lazy reasons
19:10:29  <Samu> :\
19:10:44  <Samu> guess that's what I'm gonna code now
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19:34:18  <Samu> @logs
19:34:18  <DorpsGek> Samu:
19:35:21  <SpComb> oh god does someone still use that
19:35:48  <Samu> sorry
19:36:06  <SpComb> it'll probably die by summer unless I get around to completely rewriting it
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19:41:31  <frosch123> SpComb: we can likely send webster here as well
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20:53:11  <Samu> terraform function is huge :(
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21:05:28  <BowenC2C> hey
21:05:32  <BowenC2C> anyone here?
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21:30:36  <Nathan1852> I have a problem with some grfs. I am trying to decode them using Grf Wizard to better understand how they work, but some of the imagesdon't decode right. Grfcodec just says that the grf has 0 sprites, although the grf works fine ingame
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21:33:11  <Nathan1852> So if someone knows why this happens and/or ho to fix it, I would be really happy
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21:34:28  <SpComb> The Webster Leiden International Relations Club (IRC) was first inspired through Webster student, Hemayel Martina. Since its initiation, it has become a force of education, communication, and passion
21:34:45  <SpComb> heh, fun misquotes aboud, "Visit our Facebook or the IRC Blog for up-to-date information and events. If you would like to become an active member in the IRC, please send an email to:"
21:35:04  <SpComb> but that's probably not what frosch meant
21:37:56  <SpComb> but if #openttd wants its irclogs and someone else is already maintaining a bot for that, it might be a sensible replacement
21:38:35  <Wolf01> I use them very often
21:39:34  <SpComb> I have some vauge ideas for reimplementing it, but I'd like to avoid having to port the current archic mess over, and the server it's currently running on is scheduled for demolition
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21:43:39  <Nathan1852> Could one of you maybe help me?
21:47:36  <FLHerne> Nathan1852: I missed whatever the original question was
21:47:48  <FLHerne> What problem are you having?
21:47:49  <Nathan1852> I have a problem with some grfs. I am trying to decode them using Grf Wizard to better understand how they work, but some of the imagesdon't decode right. Grfcodec just says that the grf has 0 sprites, although the grf works fine ingame
21:49:02  <FLHerne> Hm, I've never used 'Grf Wizard', just plain grfcodec
21:49:12  <FLHerne> Do you have a link to the grf(s) in question?
21:49:42  <Nathan1852> Well, grf wizard just starts grfcodec, so there shouldn't be any differences
21:50:31  <Nathan1852> I got the grfs from the ingame download, some of them the 2cc and chips grfs
21:50:35  <FLHerne> Well, I want to try and see if it works here :P
21:51:52  <Nathan1852> You probably can download them via the ingame downloader
21:52:21  <FLHerne> Nathan1852: Chips 1.5.0 decodes fine here with grfcodec 6.0.5
21:52:44  <FLHerne> Ah, possibly GrfWizard bundles an old grfodec version without grfv8 support?
21:53:06  <FLHerne> The newgrf format was changed to support 32-bit sprites and multiple zoom levels
21:53:35  <Nathan1852> That could be.
21:53:42  <Nathan1852> It had version 0.9.10
21:54:30  <FLHerne> Ouch
21:54:51  <FLHerne> Definitely too old, by about 5 years
21:55:21  <FLHerne> Anyway, no need to decode CHIPS
21:55:27  <Nathan1852> Yeah. I think it doesn't even bundle it, but I downloaded the wrong (old) version by mistake
21:55:28  <FLHerne>, even
21:59:27  <Nathan1852> It works now, thank you for your help
22:04:49  <FLHerne> Ah, good :-)
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22:22:00  <SpComb> the year selection dropdown on the irclogs calendar browser only goes up to 2009 :P
22:23:55  <SpComb>                 <select name="year">
22:23:55  <SpComb>                     ${h.select_options(((None, 2006), (None, 2007), (None, 2008), (None, 2009)), month.year)}
22:23:58  <SpComb>                 </select>
22:24:02  <SpComb> yes, this is code that's showing its age :P
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23:19:16  <Wolf01> 'night
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