Log for #openttd on 4th September 2016:
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00:02:05  <Samu> alright, so houses have been dealt with correctly
00:02:32  <Samu> roads are still messed
00:03:12  <Samu> bridges, I am not quite sure, since they follow the road
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00:09:13  <Samu> i think i've done it
00:09:19  <Samu> for roads
00:09:26  <Samu> just want to make sure...
00:20:16  <Samu> help me at englisho
00:20:18  <Samu> 	/* Prevent towns from building roads where ships can traverse */
00:20:27  <Samu> can walk? can go?
00:26:41  <Samu> more english help
00:26:42  <Samu> 	/* Don't build the bridge if the bridge head at the destination is traversable by ships */
00:33:23  <Samu> brb
00:37:48  <Samu> can someone take a quick look? - this patch is to prevent town growth from blocking ships
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00:43:50  <Samu_> oops, disconnected
00:43:58  <Samu_> @logs
00:43:58  <DorpsGek> Samu_:
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01:02:57  <Samu_> ewmm... i broke something, towns don't want to build bridges over rivers
01:03:05  <Samu_> must investigate
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01:28:21  <Samu_> I can't reproduce the issue, :(
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01:48:31  <Samu>
01:48:38  <Samu> can you see the difference?
01:53:59  <goodger> one of them has built a bridge to nowhere at vast expense
02:06:45  <Samu> :o
02:08:00  <Flygon> Town interrijens
02:08:08  <Samu> alright, this one shows the real purpose of my patch
02:08:53  <Samu> the bridge to the left of Kedtown
02:09:04  <Samu> blocks ship passage
02:09:51  <Samu> with my patch, every tile that contains water won't have anything built in it
02:10:44  <Samu> I find it a bit restrictive with bridges though
02:10:55  <Samu> I'm not sure if I like that
02:14:03  <Samu> well, cyas all take care
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08:15:12  <Alberth> o/
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08:32:33  <andythenorth> o/
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09:07:24  <frosch123> moi
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09:51:22  <andythenorth> quak
10:09:38  <Alberth> hola
10:18:45  <andythenorth> trams
10:18:50  <andythenorth> such variations, such few pixels
10:22:26  <frosch123> i would still recommend against generating random pixel pattern and trying to filter them for good vehicle sprites
10:24:22  <andythenorth> generative sprites is a nice idea
10:24:34  <andythenorth> how much time will it save?
10:26:46  <Alberth> -5
10:27:37  <Alberth> not so sure what unit of time to attach :p
10:27:48  <frosch123> lightyears? :p
10:28:12  <Alberth> that's a distance :p
10:28:23  <frosch123> but it says years :)
10:28:31  <Alberth> fair enough :p
10:28:33  <frosch123> it's my favorite time unit :p
10:28:50  <frosch123> well, "time" unit
10:29:50  <Alberth> you can further configure it by changing the speed you're traveling
10:51:56  <Alberth> frosch123: I hacked the fios rewrite a bit further
10:51:56  <Alberth> Compared to the previous time (still available if you remove the "2"), 060 had the commit message typo fixed, 180 was rewritten, and 200 is merged into it, 190 and all other patches are unchanged
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11:24:36  <frosch123> one enum less :)
11:25:40  <Alberth> :)
11:26:53  <frosch123> looks fine to me
11:27:00  <Alberth> thanks for the reviews and useful comments
11:55:40  <andythenorth>
11:55:46  <andythenorth> think that’s ‘done'
11:55:57  <V453000> nice
11:56:07  <andythenorth> except for the angles I haven’t drawn on 10 trams :P
11:56:43  <V453000> XD
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12:06:51  <Wolf01> o/
12:06:55  <Samu> hi
12:07:44  <Wolf01> Good trams are good
12:08:00  <Wolf01> Now need only proper lightrailtypes
12:08:59  <Wolf01> Went to town fair this morning, seen donkeys with 5 legs
12:11:47  <Samu>
12:11:54  <Samu> my next objective is
12:12:01  <Samu> rework this function
12:14:41  <Samu> it is using DistanceManhattan to get the coordinates of the closest ship depot near the ship
12:15:55  <Samu> the problem is when there's obstacles in the way
12:16:21  <Samu> or even when the depot is in another water body, innaccessible by the ship
12:16:36  <Samu> I want to prevent that
12:16:50  <Wolf01> Good luck
12:17:04  <Samu> how am I to do it?
12:17:11  <Samu> ideas?
12:17:25  <Wolf01> Pathfinding
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12:20:19  <Samu> pathfinding would come next
12:20:30  <Samu> i mean, after finding the closest ship depot
12:20:49  <Samu> the pathfinding will try to direct the ship towards those coordinates
12:22:30  <Samu> i'm not sure what to do
12:22:58  <Wolf01> First you use pathfinding to find a path, then the ship follows the path
12:23:13  <Wolf01> It's called "path finding" for a reason
12:23:35  <Samu> the pathfinder needs the coordinates of the destination
12:23:45  <Alberth> o/
12:23:52  <andythenorth> 5 legs?
12:23:57  <Wolf01> :D
12:24:11  <Samu> but this function is giving it coordinates of possible inaccessible deots
12:24:20  <Samu> i need to pre-pathfind?
12:24:21  <Wolf01> Andy, I let your immagination do the rest
12:24:32  <Samu> depots*
12:24:51  <_dp_> Samu, only pathfinder can check accessibility
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12:26:48  <andythenorth> Wolf01: I get the picture :P
12:27:22  <Wolf01> Samu, get a brief tour on how A* works
12:27:52  <andythenorth> Wolf01: actually need roadtypes for mining trucks ;)
12:28:00  <andythenorth> I’ve removed them from Road Hog temporarily
12:28:11  <andythenorth> they make no sense without dedicated road
12:28:19  <Wolf01> +1
12:28:41  <Samu> for all depots, pre-pathfind and get favourable results? then give the best favourable coordinates to the real pathfinder
12:28:55  <Wolf01> And pathfind it again?
12:28:58  <Samu> yes
12:29:16  <Wolf01> Once you find the depot you already have a path
12:29:55  <Wolf01> Also, you don't need to have a patfind to get the coordinates, the pathfinder is used to check if the coordinates are accessible
12:30:09  <Wolf01> *pathfinder
12:30:28  <Wolf01> For coordinates you can just scan a map sector
12:33:10  <Wolf01> If you use a pathfinder to find something which could be inaccessible you might end with an infinite loop
12:33:22  <Wolf01> Or you can limit the iterations
12:44:50  <DorpsGek> Commit by alberth :: r27633 /trunk/src (3 files) (2016-09-04 14:44:42 +0200 )
12:44:51  <DorpsGek> -Codechange: Extract _saveload_mode use from BuildFileList
12:45:17  <DorpsGek> Commit by alberth :: r27634 /trunk/src (fios.cpp fios.h) (2016-09-04 14:45:11 +0200 )
12:45:18  <DorpsGek> -Codechange: Improve name of the SmallFiosItem struct.
12:45:46  <DorpsGek> Commit by alberth :: r27635 /trunk/src (6 files in 2 dirs) (2016-09-04 14:45:40 +0200 )
12:45:47  <DorpsGek> -Codechange: Move FileType and FileToSaveLoad structure definitions.
12:46:13  <DorpsGek> Commit by alberth :: r27636 /trunk/src (3 files in 2 dirs) (2016-09-04 14:46:07 +0200 )
12:46:14  <DorpsGek> -Codechange: Rename FileType to AbstractFileType.
12:46:35  <DorpsGek> Commit by alberth :: r27637 trunk/src/saveload/signs_sl.cpp (2016-09-04 14:46:29 +0200 )
12:46:36  <DorpsGek> -Codechange: Don't use _saveload_mode for scenario loading detection.
12:46:40  <Wolf01> FileType!
12:47:13  <DorpsGek> Commit by alberth :: r27638 /trunk/src (7 files in 2 dirs) (2016-09-04 14:47:07 +0200 )
12:47:14  <DorpsGek> -Codechange: Move FiosType enum, move and rename SetFiosType function.
12:47:44  <DorpsGek> Commit by alberth :: r27639 /trunk/src (fileio_type.h saveload/saveload.cpp) (2016-09-04 14:47:39 +0200 )
12:47:45  <DorpsGek> -Codechange: Also always set the abstract FileToSaveLoad::filetype when setting a mode.
12:47:57  <Alberth> not so nice memories about FileType ?
12:48:13  <Wolf01> No, just *Type hype
12:48:33  <DorpsGek> Commit by alberth :: r27640 trunk/src/openttd.cpp (2016-09-04 14:48:28 +0200 )
12:48:34  <DorpsGek> -Codechange: Remove another use of _saveload_mode in the loading code.
12:50:28  <DorpsGek> Commit by alberth :: r27641 /trunk/src (5 files in 2 dirs) (2016-09-04 14:50:22 +0200 )
12:50:29  <DorpsGek> -Codechange: Fold the _fios_items file list vector into its own class.
12:54:10  <DorpsGek> Commit by alberth :: r27642 /trunk/src (4 files) (2016-09-04 14:54:03 +0200 )
12:54:11  <DorpsGek> -Codechange: FiosGet* file query functions take a destination file list.
12:54:36  <DorpsGek> Commit by alberth :: r27643 /trunk/src (4 files in 4 dirs) (2016-09-04 14:54:30 +0200 )
12:54:37  <DorpsGek> -Codechange: FiosGetDrives function also takes a destination file list.
12:54:58  <DorpsGek> Commit by alberth :: r27644 /trunk/src (4 files) (2016-09-04 14:54:52 +0200 )
12:54:59  <DorpsGek> -Codechange: Split GetFiosItem into BuildFileList and FindItem, and move both to FileList.
12:55:27  <DorpsGek> Commit by alberth :: r27645 trunk/src/console_cmds.cpp (2016-09-04 14:55:21 +0200 )
12:55:28  <DorpsGek> -Add: Give console commands their own file list storage.
12:56:00  <DorpsGek> Commit by alberth :: r27646 /trunk/src (3 files) (2016-09-04 14:55:54 +0200 )
12:56:01  <DorpsGek> -Codechange: Move _fios_items variable into the SaveLoadWindow class.
12:56:29  <DorpsGek> Commit by alberth :: r27647 /trunk/src (6 files) (2016-09-04 14:56:23 +0200 )
12:56:30  <DorpsGek> -Codechange: Introduce file operations, and use it to replace most of SaveLoadDialogMode
12:57:02  <DorpsGek> Commit by alberth :: r27648 /trunk/src (5 files in 2 dirs) (2016-09-04 14:56:56 +0200 )
12:57:03  <DorpsGek> -Codechange: Remove remaining _saveload_mode usage.
12:57:26  <DorpsGek> Commit by alberth :: r27649 /trunk/src (5 files in 2 dirs) (2016-09-04 14:57:20 +0200 )
12:57:27  <DorpsGek> -Codechange: Introduce detailed file type enum, rebuild FiosType with it.
12:57:50  <DorpsGek> Commit by alberth :: r27650 /trunk/src (16 files in 4 dirs) (2016-09-04 14:57:43 +0200 )
12:57:51  <DorpsGek> -Codechange: Replace SaveOrLoadMode by FileOperation and DetailedFileType.
12:58:10  <DorpsGek> Commit by alberth :: r27651 /trunk/src (5 files in 2 dirs) (2016-09-04 14:58:04 +0200 )
12:58:11  <DorpsGek> -Codechange: Introduce methods for setting the name and title of _file_to_saveload.
12:58:51  <Alberth> right, now try stuff I wanted to do in the first place :p
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13:15:59  <frosch123> :p
13:18:51  * andythenorth has 1 out of 10 trams done :P
13:19:07  <andythenorth> such productivity :P
13:20:30  <Samu> oh, more trunk patches
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13:20:42  <Samu> gonna ruin my patches probably
13:21:56  <Alberth> 10% done already, andy :)
13:22:44  <Alberth> Samu: unless you change things near file loading/saving handling, not likely
13:24:37  <Samu> I did change something related to saveloads for AI scripts
13:24:48  <Samu> testing my patches
13:24:50  <Samu>  brb
13:25:44  <Samu> add start_date parameter for Random AIs on new game v1 r27603 - still works
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13:27:27  <Samu> saveload.cpp, saveload.h have been changed, grrr
13:28:00  <andythenorth> Alberth: I uncovered a bug with 8 more trams :P
13:28:07  <andythenorth> one step forward…one step back...
13:28:25  <Alberth> :p
13:29:38  <Samu> faster server autosaves v5 r27601 - i am getting weird results, it says it patches everything fine, but also 2 failed hunks for every file, tortoisesvn what will it be?
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13:32:03  <Samu> need to look at this more carefully
13:32:06  <Samu> brb
13:35:03  <Samu> fios.cpp - never touched it
13:38:10  <Samu> toolbar_gui.cpp - i touched it, but then reverted, so i left it back to what it was, that means... im not touching it now
13:38:38  <Samu> dedicated_v.cpp - never touched it
13:38:53  <Samu> fios_gui.cpp - never touched
13:40:47  <Samu> console_cmds.cpp - i touched it but ended up not needing to change anything
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13:47:59  <supermop> yo
13:49:09  <Samu> openttd.cpp, saveload.h, saveload.cpp, afterload.cpp - only these 4 files that I need to check for conflicts
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14:03:12  <Samu> openttd.cpp is fine
14:09:33  <Samu> saveload.cpp - Alberth adds about the way it accesses files
14:09:42  <Samu> adds stuff
14:09:56  <Samu> I add stuff about the way it saves the stuff
14:10:22  <Samu> not really conflictuous, but it touches similar areas
14:10:36  <Alberth> usually, I add stuff, and then remove other stuff :)
14:10:56  <Alberth> but yeah, could be in somewhat the same area
14:12:23  <Samu> what goes into the savegame, more specifically
14:12:33  <Wolf01> Meh, I should give up programming
14:13:52  <Samu> I've also added some other compression methods
14:13:53  <Wolf01> It looks easy but has 24536435734067293620349632e45346467 problems
14:14:06  <Samu> Alberth didn't touch that part
14:15:30  <Alberth> I didn't touch content of savegame, only split information of file names into more separate parts
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14:16:52  <Alberth> :o more problems than molecules in the universe?
14:16:57  <andythenorth> Wolf01: try brogramming instead
14:17:05  <andythenorth> of being devloloper
14:17:19  <Samu> you got code at line 270, i got code at line 275, it's really close, and the tortoisesvn patching isn't all that great at putting stuff in the right place
14:17:25  <Wolf01> I would like to take an advanced course but only on what I need
14:17:44  <Alberth> :D
14:17:51  * andythenorth is develoloper
14:18:23  <Alberth> Samu: it has good reason not to be too good, a developer is much better at deciding the right solution
14:19:02  <Wolf01> For example now I'm just adding a "usercontrol" which contains a scrollviewer with an image, I need to pass a property to it (the image source)... no matter of what I try, I always end up with nullPointerException... and I set up everything right
14:19:48  <Wolf01> And it's 4 lines of code and 2 clicks!
14:20:04  <Wolf01> I even used the same names of the demo
14:20:59  <Wolf01> The demo had also the image caption which I don't need
14:21:21  <Samu> next change for alberth is from 2781 and below
14:21:38  <Samu> the whole bulk of my changes are before that
14:22:02  <Samu> only got a change at 2851
14:22:10  <Samu> must check
14:23:06  <Samu> oh, threaded saves
14:23:58  <Samu> that's right in the middle of a function you make tons of changes
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14:24:25  <Samu> this may be the only real conflict
14:24:53  <Samu> original line 2833
14:25:03  <Samu> 			if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
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14:25:48  <Samu> i changed it to if (!_settings_client.gui.threaded_saves) threaded = false;
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14:25:55  <Wolf01> Shitty router
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14:26:09  <Wolf01> see easy, and doesn't work for me
14:26:21  <Samu> but no idea if that would achieve the same expected behaviour with albert changes
14:29:01  <Samu> arg
14:29:20  <Samu> there should be a 3-way diff viewer
14:29:25  <Samu> or patch viewer
14:29:50  <Samu> revision 27632, my patch and the latest trunk version
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14:30:58  <Wolf01> I think there is, at least I used it in PHPStorm
14:34:37  <Samu> faster server autosaves - RIP
14:34:38  <andythenorth> Wolf01: make some roads instead? o_O
14:34:59  * andythenorth needs a break from teeny tiny trams
14:35:11  <Wolf01> Not sure on what to do, I would like to be sure instead of redoing the same again and again
14:35:28  <Wolf01> If you want to follow me on the process I might try it
14:36:05  <andythenorth> I am here
14:36:10  <andythenorth> I can also test compile
14:36:57  <Wolf01> Let me just some minutes to finalize the image zoom of my feed reader (without the f*****g usercontrol)
14:37:52  <supermop> andythenorth: draw roads?
14:38:12  <andythenorth> moi? or tu?
14:40:39  <Samu> tortoisesvn patched saveload.cpp correctly, but i wonder if the behaviour about threaded saves is still the same
14:42:41  <Samu> openttd.cpp change is totally unrelated, there will be no conflict
14:43:10  <Samu> my change is about adding a start_date for random ais
14:43:42  <Samu> Alberth change is about save and load stuff
14:44:41  <Alberth> why do you constantly highlight me, please stop doing that
14:45:27  <LordAro> ooh, Alberth commit queue
14:46:00  <Samu> sorry
14:46:05  <Samu> :o lol
14:46:45  <Samu> i'm thinking out loud saveload.h
14:47:03  <Wolf01> Ok, andythenorth, I'm ready to do something
14:47:32  <andythenorth> 4 trams left, none of which I want to do right now :D
14:47:32  <Wolf01> Not sure what, but something must be done
14:48:21  <andythenorth> I think we can do it piece by piece
14:48:37  <Wolf01> Yes, that's a good idea
14:48:38  <andythenorth> first move the storage to m4, but provide a shim
14:48:46  <andythenorth> so that all old function calls keep working
14:49:08  <andythenorth> let’s try and rebuild the bridge while the trains still go over it :P
14:49:56  <andythenorth> patch will be too big to throw everything off the cliff and have a non-compiling game while we make 80 changes to how tile gets roadtype
14:50:58  <Wolf01> Ok, since today is saveload.h day I'll try to break things too
14:52:20  <Wolf01> I'll just move m7 7..6 to m4 1..0?
14:52:21  <Samu> max_no_competitors = 15 v31 r27601 - it appears there is no conflict with this
14:52:41  <Wolf01> Or do you have another suggestion?
14:53:13  <Samu> we touch the same files, but not the same functions
14:53:29  <andythenorth> use m4 0…3 for road and m4 4…7 for light rail
14:53:45  <andythenorth> and assume for both that 0 = default
14:53:57  <Wolf01> 0 means no road and no tram
14:54:00  <andythenorth> that will change after newgrf support, but is safe for a long time
14:54:01  <andythenorth> ach
14:54:04  <andythenorth> hmm
14:54:18  <andythenorth> ah I proposed to store an integer there corresponding to type ;)
14:54:19  <andythenorth> sorry
14:54:24  <Wolf01> 0001 0000 = road but no tram, 0000 0001 tram but no road
14:55:19  <andythenorth> so 0 is ‘no [road | light rail] type present’
14:55:26  <Wolf01> And obviously 0001 0001 both
14:55:39  <andythenorth> how do we get 16 types of each if 0 is needed to define ‘none'?
14:55:58  <Wolf01> You get 15 types where 0 is none
14:56:06  <andythenorth> fine
14:56:08  <Eddi|zuHause> i don't think you need a "none" type
14:56:13  <andythenorth> or we could use the track bits?
14:56:15  <Eddi|zuHause> you just have no road bits
14:56:21  <Wolf01> Or we don't deprecate the m7 7..6 and get full 16 types
14:57:03  <andythenorth> shouldn’t need them :)
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14:57:15  <andythenorth> use track bits, infer presence of road / light rail
14:57:18  <Eddi|zuHause> if there are no road bits present, the road type is ignored
14:57:28  * andythenorth needs an acronym for light rail
14:57:31  <Eddi|zuHause> and if road bits are present, the road type must be valid
14:57:38  <andythenorth> ltrl
14:57:44  <Eddi|zuHause> "tram"
14:57:47  <Wolf01> Or as eddy says, we could do some math involving m3 0..3
14:58:13  <Wolf01> But only if m5 6 = 0
14:58:18  <Eddi|zuHause> if "is not zero" is "math"?
14:59:32  <supermop> andythenorth: me. i still have so melb-ish roads and tramways i rendered while i was living there
14:59:33  <andythenorth> m5 0..3 for road as well as m3 0..3 for tram
14:59:40  <Wolf01> We'll need to change also the level crossing stuff, now it always assume road is present for tram
14:59:44  <Eddi|zuHause> what's the current meaning of m7 7..6?
14:59:57  <Wolf01> m7 7..6 is tram|road
15:00:04  <andythenorth> present road types
15:00:16  <andythenorth> could already be inferred from m5 0..3 and m3 0..3
15:00:22  <andythenorth> maybe there are performance reasons not to
15:00:24  <Eddi|zuHause> that's probably redundant
15:00:42  <Eddi|zuHause> i don't think performance is relevant here
15:00:43  <andythenorth> seems redundant to me
15:00:45  <andythenorth> already
15:01:22  <Wolf01> Ok, so 0 is normal road|tram
15:01:36  <Eddi|zuHause> afair the reason for the crossing limitation was that there are no sprites for trackbeds of tram & rail
15:02:01  <Wolf01> There will be
15:02:01  <andythenorth> ach, so m7 isn’t redundant, because of level crossings
15:02:05  <andythenorth> currently
15:02:26  * andythenorth wondered if we could refactor that first to clean house
15:02:41  <Wolf01> You need to have both m3 and m5 bits because you can have different layouts for road and tram in the same tile
15:02:45  <andythenorth> yes
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15:02:51  <andythenorth> +1
15:02:52  <Wolf01> So not redundant
15:02:52  <Eddi|zuHause> Wolf01: so that breaks existing tram track grfs, which don't provide the additional sprites?
15:03:09  <Samu> Error	C2011	'FileOperation': 'enum' type redefinition (compiling source file ..\src\os\windows\win32.cpp)	openttd	C:\Program Files (x86)\Windows Kits.1\Include\um\shobjidl.h	1852
15:03:24  <Wolf01> We should find a workaround or fix the existing tram track grfs
15:03:47  <Alberth> ieks, I broke it :(
15:03:48  <andythenorth> substitute a sprite
15:03:52  <Samu> visual studio does not like r27651
15:04:21  <Eddi|zuHause> Wolf01: there are some existing workarounds for similar stuff, like a grf providing too few shore sprites
15:05:05  <Eddi|zuHause> particularly, the shore sprites where only one corner has shores, but no edge touches a water sprite
15:05:43  <Alberth> what's this um\shobjidl.h  file?   it's not of openttd
15:06:07  <Samu> line says typedef class FileOperation FileOperation;
15:06:34  <Samu> line before says #ifdef __cplusplus
15:06:56  <Wolf01> Samu, don't include default windows libraries, they have classes which conflict with ottd useful ones and also with ottd
15:07:39  <andythenorth> Wolf01: I think I would start by adding something like HasLightRail and HasStreet to the tile functions
15:07:56  <Samu> i just tried to build openttd r27651
15:08:05  <andythenorth> then replace calls in the drawing and construction code to HasBit() that look at m7 0..1
15:08:15  <andythenorth> then we have some abstraction
15:08:19  <Wolf01> Good idea
15:08:23  <andythenorth> then we can move the storage of type to m4 later
15:08:35  <andythenorth> road_cmd.cpp L1106 is an example
15:10:47  <DorpsGek> Commit by alberth :: r27652 trunk/src/saveload/saveload.cpp (2016-09-04 17:10:41 +0200 )
15:10:48  <DorpsGek> -Fix(r27650): Use the file operation being performed to set the _sl.action variable.
15:11:30  <Eddi|zuHause> i'm out of ideas how to handle this Baldy's Boss guy. he seems to have a roleplaying approach to the game, but then projects that roleplaying onto game mechanics that don't exist
15:11:31  <Wolf01> Yup, just refactoring, no new features
15:11:45  <andythenorth> Eddi|zuHause I think he can be safely left alone :)
15:11:52  <andythenorth> I think he is happy in his own little world
15:11:58  <andythenorth> the questions aren’t really questions
15:12:34  <Alberth> it's fun tinkering with his save game :)
15:13:16  <Wolf01> road_map.h is a good place?
15:13:54  <andythenorth> I thought so
15:14:16  <Alberth> it can always be moved later :)
15:14:26  <V453000> Eddi|zuHause: he is retarded, you can't do much with that
15:14:39  <andythenorth> iirc correctly, you end up having to import road_map.h to places it wasn’t imported before
15:14:49  <Eddi|zuHause> V453000: i don't think that's the right word
15:14:55  <V453000> he might hold the record of opening completely idiotic threads
15:15:04  <Wolf01> Seeking attention
15:15:10  <Wolf01> Just like me :D:D:D:D:D:D
15:17:51  <Eddi|zuHause> V453000: we had a SirXavius.
15:18:08  <V453000> don't remember him luckily
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15:20:09  <Samu> who's an expert windows compiler for openttd, :o
15:20:26  <Samu> gonna try compite r27632 again
15:21:42  <Alberth> V: not remembering the 36 or so pages he once posted about a new kind of openttd game?  :p
15:22:16  <Samu> r27632 can compile
15:23:40  <Samu> will try compiling every version from r27632 to r27652 to see where it fails
15:23:58  <Wolf01> andythenorth, we already have HasTileRoadType(TileIndex t, RoadType rt)
15:24:07  <Samu> r27633 compiles
15:24:44  <Samu> r27634 compiles
15:25:25  <andythenorth> Wolf01: that needs splitting imho
15:25:27  <andythenorth> 			if (HasTileRoadType(ti->tile, ROADTYPE_TRAM)) {
15:25:29  <Wolf01> if (HasBit(rts, rt)) { is just if (HasTileRoadType(tile, rt)) {
15:25:29  <andythenorth> for example
15:26:18  <Samu> r27635 compiles
15:26:24  <andythenorth> ROADTYPE_TRAM corresponds to the m7 bit for tram
15:26:47  <andythenorth> we need another way to know if there is tram on the tile
15:27:11  <Samu> r27636 compiles
15:28:09  <Samu> r27637 compiles
15:29:15  <Alberth> what visual studio version do you have?
15:29:47  <Samu> r27638 compiles
15:29:51  <Samu> erm, let me see
15:30:36  <Samu> Microsoft Visual Studio 2015 Shell (Integrated)
15:30:51  <Alberth> ok, should be new enough
15:31:02  <Samu> version 14.0.25420.01 Update 3
15:33:11  <Samu> r27639 compiles
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15:34:03  <Samu> r27640 compiles
15:34:26  <Wolf01> andythenorth, so this?
15:34:56  <andythenorth> I think so
15:35:04  <andythenorth> then we have to track all the uses of that down
15:35:11  <Alberth> 27647  will fail as first revision, I think
15:35:54  <Samu> r27641 compiles
15:36:37  <Samu> r27642 compiles
15:37:12  <Samu> r27643 compiles
15:37:14  <frosch123> <- Alberth: we need a different name for FileOperation
15:37:23  <frosch123> some windows header already uses that name
15:37:42  <Alberth> apparently
15:37:53  <Alberth> what about LoadSaveOperation  ?
15:38:10  <Samu> r27644 compiles
15:38:19  <Alberth> any way to test that without a commit?
15:38:19  <frosch123> oh, you were already on the subject
15:38:47  <Samu> r27645 compiles
15:39:02  <frosch123> i think commit is the easiest option, unless you have a win compile environment
15:39:22  <Wolf01> Pass him the patch and let him do it for you
15:39:43  <Samu> r27646 compiles
15:40:04  <michi_cc> Samu: You do realise that the compile farm already knows that: ?
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15:40:46  <frosch123> Alberth: "SaveLoad" feels more common to me than "LoadSave"
15:41:00  <Samu> r27647 fails :o
15:41:40  <Samu> oh i had no idea u got stuff to test these things
15:41:58  <LordAro> Samu: you should learn how to bisect
15:42:14  <LordAro> absolutely no need to test every single commit
15:42:25  <Wolf01> Binary tree, this long unknown friend
15:42:45  <Samu> the same 2 errors
15:42:53  * LordAro divides Wolf01 into 2 equal parts
15:43:22  <Wolf01> And then checks in which one the stupid is, then divides it again
15:43:45  <Samu> i used vs140, not vs100
15:44:27  <LordAro> things aren't going to change that much
15:44:41  <LordAro> and backwards compatibility is important too
15:46:10  <Samu>
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15:48:06  <Wolf01> andythenorth, I think this refactoring is pointless, I can't find a place where bits are used, and it just needs to change "HasTileRoadType(TileIndex t, RoadType rt)" or "GetRoadTypes(TileIndex t)"
15:50:00  <Alberth> Samu:  try   on 27652
15:50:48  <Samu> oki
15:51:16  <Wolf01> Personal continuous integration guy
15:51:32  <Alberth> very good in counting too
15:52:17  <andythenorth> Wolf01: I can’t find bits either
15:52:50  <Samu> Severity	Code	Description	Project	File	Line	Suppression State Error	C3861	'SHSaveLoadOperation': identifier not found	openttd	D:\OpenTTD\trunk\src\ini.cpp	110
15:53:04  <Samu> got this error, 1 error
15:53:21  <Wolf01> Clean and rebuild
15:53:29  <Samu> ok, let me try that
15:54:02  <Samu> rebuilding usually takes more time to build
15:54:30  <LordAro> funny that
15:54:33  <Samu> got the error already, but it's still building the rest
15:55:22  <Samu> finished, 1 error
15:55:42  <Samu>
15:55:45  <Samu> build log
15:56:51  <Samu> 5 warnings, but those warnings have been there for years
15:57:16  <Wolf01> andythenorth, what if I start with defining the new entries on the enum but pointing to the old values?
15:57:37  <Alberth> Samu: interestingly, that file builds for me :)
15:58:06  <Alberth> change line 110 back  to SHFileOperation(&shfopt);
16:00:31  <Samu> it builds! :)
16:00:49  <Alberth> yay!  thanks
16:03:58  <Samu> i built debug x64, let me try the others
16:05:29  <Samu> debug Win32, it builds
16:06:56  <DorpsGek> Commit by alberth :: r27653 /trunk/src (15 files in 4 dirs) (2016-09-04 18:06:50 +0200 )
16:06:57  <DorpsGek> -Fix(r27647): Rename FileOperation enum and values to SaveLoadOperation to avoid nameclash with windows compiler toolkit.
16:07:03  <Alberth> I would hope so :)
16:08:03  <Samu> release x64, it builds
16:10:21  <andythenorth> Wolf01: sounds plausible
16:10:35  <andythenorth> my brain goes ‘bzrt’ when I deal with enums
16:10:52  <Samu> release win32, it builds
16:10:53  <andythenorth> I keep thinking they’re some kind of list :P
16:11:06  <Samu> everything builds
16:11:10  <Alberth> \o/
16:11:24  <Alberth> andy, but they are, a list of constants :)
16:12:27  <Samu> tested with openttd_vs140.vcxproj
16:12:35  <andythenorth> seems more like a lookup table to me
16:12:45  <Samu> i wont test vs100, visual studio always complains about versions
16:12:45  <andythenorth> don’t ask me to explain how my brain works :P
16:13:00  <andythenorth> to me a list is a thing that can have pop, push, etc :P
16:13:15  <Alberth> ah, it's not that :)
16:13:20  <Wolf01> Enums are just a mean to give names to numbers
16:13:52  <Wolf01> And lists which could be traversed
16:13:57  <andythenorth> why not just use C pre-processor constants?
16:14:02  <Alberth> compile farm will do vs100, perhaps
16:14:12  <Alberth> type-safety
16:14:22  <Wolf01> Constants could not be traversed :P
16:15:01  <Wolf01> Look at them like a constant list
16:15:05  <Wolf01> With names
16:16:48  <Wolf01> With enums, if you are writing a switch (MyEnum value) a lot of ides automatically provide all cases for the "MyEnum"
16:22:23  <andythenorth> so we’ll have a new RoadTypes enum?
16:22:34  <Wolf01> Sort of
16:22:46  <andythenorth> and RoadType also
16:25:42  <Wolf01> like this one
16:26:12  <Wolf01> Not sure about the 0x7
16:26:22  <andythenorth> me neither
16:26:28  <andythenorth> I’m sure I didn’t write that patch :)
16:26:33  <andythenorth> someone gave me most of that paste
16:27:42  <andythenorth> FWIW, I think it’s fine to only have 15 each of tram / street
16:27:51  <andythenorth> and use one value for ‘none’
16:27:57  <andythenorth> but also not necessary
16:28:41  <LordAro> those *SubtypeHasCatenary functions are horrible
16:28:48  <Wolf01> The static inline bool HasRoadType(rt) could just check if has m5 3..0
16:28:58  <Wolf01> They are stubs
16:30:47  <LordAro> well that's ok then :)
16:31:23  <andythenorth> 3 trams to draw :(
16:31:25  <andythenorth> 7 done
16:31:30  <andythenorth> 12 bugs fixed :P
16:31:31  <andythenorth> also
16:47:16  <Samu> i'm back to that depot choice problem
16:47:28  <Samu> reading logs
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17:02:18  <Samu> - HALP, no idea how to begin
17:05:19  <Wolf01> Something like this?
17:05:53  <Alberth> Samu: deciding what the desired result is (in the general case), would be a start
17:09:46  <Samu> desired result is any acessible depot
17:11:19  <Wolf01> How did it get the blocked depot service order? If from pathfinding then there's a problem in pathfinding, if by map scn, then you should run a pathfind routine for each found depot to check if accessible
17:11:34  <Wolf01> s/scn/scan
17:11:49  <andythenorth> Wolf01: that’s how I thought it would work
17:11:58  <andythenorth> we’ll need an equivalent setter for construction
17:12:07  <Wolf01> I'm working on it
17:12:10  <andythenorth> cool :)
17:12:40  <Alberth> simple approach is to find the closest non-examined depot on the map, and try to do a path find operation
17:13:08  <Wolf01> Not really sure on checks, wolves are not really good at math
17:13:12  <Alberth> if it works, you have a path, if it fails, find the next closest non-examined depot, and try that one
17:13:27  <Alberth> etc, until you find a depot, or you run out of depots
17:14:15  <Alberth> smart approach is to run a path find from all depots to the ship
17:14:27  <Alberth> (at the same time)
17:14:37  <Samu> RIP cpu cycles
17:14:48  <Wolf01> Implement multithreading
17:15:07  <Alberth> smart approach is not that much worse than from the closest reachable depot
17:15:45  <Samu> how do i "invoke" the pathfinder ? :(
17:16:09  <Alberth> no idea, never done that
17:16:55  <Alberth> look for a pathfind routine that looks like it computes a path, then find how it is used
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17:27:40  <_dp_> Alberth, that's num_of_depots*shortest_path even in good case, smartly checking from closest to furthest will almost always be better
17:27:46  <Wolf01> andythenorth,
17:29:15  <Alberth> _dp_: ... ?  You know A* does not expand further-away nodes until needed, right?
17:30:21  <Samu> there are 3 pathfinders for ships t.t
17:30:44  <Wolf01> Use OPF
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17:31:55  <Samu> i'm trying to compare how openttd computes the nearest road vehicle depot to how it's done for ships
17:32:45  <_dp_> Alberth, ah, forgot how it works, nvm then, checked wiki, it does pretty much the same as what I meant by smartly checking.
17:33:52  <Wolf01> Dinner
17:34:17  <Alberth> "from depots" is the smart trick here :)
17:35:44  <_dp_> Alberth, nah, important part is having heuristic :p
17:36:01  <Alberth> :D
17:36:05  <_dp_> pretty sure starting from ship is actually better coz of cashing
17:37:42  <Alberth> yeah, but then you need to go through all depots for the heuristic, on each step
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17:38:30  <mender27> hello fellow OpenTTD players :)
17:38:35  <Alberth> I would like to try JPS one day too, I played with it, but the article assumes a normal grid instead of our track-based grid
17:38:57  <mender27> I'm trying to add some files to Fedora Linux and I'm wondering where does OpenTTD normally store its music files?
17:38:58  <Alberth> mender27: not sure how many that are here, probably only a few at best :p
17:39:39  <mender27> I already tried the "gm" and "data" directories, but no go. The game doesn't recognize the openmsx.obm file when either of those :(.
17:39:50  <Alberth>   <-  readme should explain it all
17:42:31  <mender27> Alberth, yes, I wish that was the case, but I've already tried the baseset directory :).
17:43:56  <Alberth> works for me  bin/baseset/orig_win.obm
17:44:21  <mender27> Alberth, however, not it seems I have omitted a key detail in the readme attached to the -sources tarball.
17:44:27  <mender27> now it seems*
17:45:51  <Alberth> you can try   ./openttd -d 9 >& logfile.txt
17:46:04  <mender27> Alberth, thanks for pointing me in the right direction :)
17:46:05  <Alberth> then wait until intreo screen, en quite again
17:46:30  <Alberth> that gives a log of all the stuff openttd does
17:46:39  <Alberth> including files
17:47:12  <Alberth> for less insane amounts of output, try a lower number :p
17:48:09  <_dp_> Alberth, there should be a heuristics that doesn't need all of them ^^
17:48:32  <_dp_> Alberth, can't think of a good one as we speak though :(
17:48:54  <Alberth> maybe only the ones that are actually reachable ? :)
17:49:02  <Alberth> as in not too far away
17:49:31  <Alberth> no point in finding a depot, if the order is refused :p
17:51:27  <mender27> Alberth, I found the mistake. It turned out that within the -source directory there was a duplicate directory that actually contained the midi files. I was copying from the wrong directory to begin with :P.
17:51:54  <Alberth> ah, that explains a few things :p
17:56:24  <mender27> Alberth, obviously, now the .rpm created by me works as intended. The music files went into "gm" per readme.
17:56:46  <_dp_> Alberth, oh, I know, closest depot can be pre-computed for every tile
17:56:57  <_dp_> it's a lot of memory though
17:57:10  <mender27> Alberth, now I need to tinker with timidity++, but that's an entirely separate thing
17:57:22  <Alberth> _dp_: store direction :)
17:57:49  <Alberth> mender27: alright, nice you solved it.
17:58:08  <mender27> Alberth, thanks a lot for help. Over and out! :)
17:58:26  <Alberth> 88,   wasn't it?
18:02:18  <_dp_> Alberth, lol, I was actually thinking about heuristics for A*, didn't notice it solves the problem by itself))
18:03:06  <Alberth> haha :)
18:03:19  <Alberth> always nice, software outsmarting humans :p
18:04:19  <_dp_> Alberth, but with direction you'll need to rebuild entire cache with every new depot
18:04:49  <Alberth> and every change in water tiles
18:05:24  <Alberth> no idea how you'd do it, tbh
18:05:47  <_dp_> do what exactly?
18:05:50  <Alberth> maybe with a floodfill algorithm flooding from all depots, or so
18:06:05  <Alberth> compute direction to nearest depot for the entire map
18:06:17  <_dp_> yeah, just bfs
18:06:54  <Alberth> I was thinking too much in single origin point :)
18:07:50  <andythenorth> can this not be generalised to ‘all ship pathfinding is hokey’?
18:07:51  <andythenorth> o_O
18:10:12  <_dp_> fun thing with storing direction is that ship doesn't even need to know which depot it's going to)
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18:11:39  <Alberth> the 'any' depot :p
18:17:11  <andythenorth> if there was a DAG for all possible ship routes…
18:17:24  <andythenorth> how big would the DAG be, before recalculating it when landscape changes
18:17:36  <andythenorth> takes longer than ship pathfinding every n ticks?
18:20:39  <Alberth> there is no 1 dag, you'd get 1 for each destination
18:21:55  <Alberth> and that runs away quite fast, O**3  or worse
18:22:19  <Alberth> number of station * all tiles of the map
18:22:30  <Alberth> latter is quadratic on map size
18:22:30  <Wolf01> Fetch \a n bits from \a x, started at bit \a s. <- why are there all the \a?
18:23:00  <Alberth> denotes "argument"
18:23:19  <Alberth> gives nice italic font in the documentation :)
18:23:27  <Wolf01> Pretty unreadable on IDE
18:24:08  <Alberth> yeah, like xml is any better :p
18:25:08  <Samu> there is no YapfShipFindNearestDepot function :( will try to create it somehow, lol
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19:02:07  <Samu> what are typedef
19:06:03  <Samu> okay i dont know how to code this... time to give up
19:11:22  <LordAro> there does come a point where you do need to know the language you're trying to write
19:29:38  <Alberth> nah :p
19:32:54  <V453000> baking 1M polygons to 8k texture
19:32:58  <V453000> let's see how this ends up XD
19:34:41  <V453000> 1% !! XD
19:34:43  <V453000> fuck
19:36:06  <andythenorth> moar computer
19:36:21  <V453000> 3% now
19:36:24  <V453000> that's 1% per minute
19:36:27  <V453000> eazy
19:37:55  <V453000> !pw
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19:38:02  <V453000> eh
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19:45:29  <andythenorth> trams in last release of RH
19:45:36  <andythenorth> trams in forthcoming release
19:51:35  <V453000> 10/10 progress worth the soul sacrifice
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20:01:03  <andythenorth> previous edition was quite lame
20:01:41  <andythenorth> also now haz epic cargo support
20:01:56  * Wolf01 can't see no differences :P
20:04:20  <Wolf01> Yes, they look better now
20:10:46  <Alberth> much better colours
20:13:15  <andythenorth> bye
20:13:17  <andythenorth> is bed
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20:28:07  <Samu> i posted a patch
20:46:36  <Samu> i posted another
20:54:24  <Samu> before my computer dies, i better post everything I've been working with
20:54:48  <Samu> i have a feeling my rig won't last, it came back to life after 5 days refusing to even POST
21:00:55  <Samu> i remember a patch being rejected because it was posted on 1st april i think of last year or 2014, must find it
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21:04:30  <Samu> ah found it
21:04:36  <Samu> Unstuck Ship when Leaving Depot
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21:17:02  <Samu> posted
21:25:21  <Samu> last post
21:25:34  <Samu> I don't think i got anything else to post
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21:31:47  <Wolf01> :o interesting fact (the first one)
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21:34:39  <debdog>  sound is annoying, though
21:34:45  <Wolf01> Also I already knew the last one
21:35:12  <Wolf01> It helps with the atmosphere :P
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22:14:53  <Wolf01> 'night
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23:01:44  <Flygon_> Started a game in 1752... I'm not sure Hokkaido was colonized by the Japanese until around the 1880s :U
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23:04:16  <goodger> Flygon: the japanese conquered hokkaido in 1457
23:05:37  <Flygon> Yes, but in terms of
23:05:42  <Flygon> Actual big cities worth noting
23:05:56  <Samu> hmm, dock placement is really restrictive... got to make it easier
23:06:17  <Samu> if there is a buoy in front of the dock, it won't place
23:06:31  <Samu> if there is an aqueduct, dock isn't placed
23:06:40  <Samu> even if its facing the right direction
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23:16:06  <Samu> how do I ask if the bridge is an aqueduct?
23:16:10  <Samu> :o
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