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Log for #openttd on 19th September 2016:
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00:01:44  *** FLHerne_ has quit IRC
00:04:52  <Wolf01> 'night
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08:36:00  <Wolf01> o/
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10:10:40  <argoneus> good morning train friends
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10:54:39  <Samu> I discovered the reason why terraforming with flags | DC_NO_WATER was not failing sometimes
10:55:08  <Samu> case WATER_TILE_COAST
10:55:38  <Samu> coast tiles was not prepared to handle the | DC_NO_WATER
10:55:52  <Samu> they would always clear
10:56:11  <Samu> if (IsSlopeWithOneCornerRaised(slope) && flags & DC_NO_WATER) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
10:56:33  <Samu> there's no easy way to detect water on coastal slopes
10:56:41  <Samu> code isn't too flexible
11:01:29  <Samu> now i can't place rail on coast
11:01:40  <Samu> this is complex
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11:36:18  <Wolf01> Then rewrite the code
11:37:16  <Samu> DARN RAIL TRACKS
11:37:19  <Samu> oops caps
11:38:40  <Samu> i got a bigger problem apparently, the special case of rails on coastal track
11:44:47  <Samu> it's funny that i got to work on rail part of the code about water
11:46:44  <Samu> here's the problem: http://imgur.com/a/4YdBi
11:47:01  <Samu> there's water
11:47:24  <Samu> terraform has the flags | DC_NO_WATER
11:48:00  <Samu> i should be getting an error, but I got an estimated cost, which means, it's gonna remove the water
11:48:05  <Samu> problem is on the rail tiles
11:48:13  <Samu> now where exactly :(
11:48:35  <Samu> rail code is ubberly big, complex
11:50:25  <Samu> http://imgur.com/a/Btw4X vs http://imgur.com/a/4YdBi
11:50:34  <Samu> water was removed from the rail tiles
11:50:42  <Samu> that shouldn't happen :(
12:02:10  <Samu> maybe this is simpler than i thought, let me see
12:04:30  <Samu> yay
12:04:35  <Samu> i did it
12:20:37  <Samu> terraforming object tiles is really messed up
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13:28:35  <Samu> sorry i don't understand newgrf crap, i need help, someone
13:29:53  <Samu> https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/object_cmd.cpp#l800
13:30:32  <Samu> problem I want to solve is about terraforming with 'flags | DC_NO_WATER
13:30:51  <Samu> 'flags | DC_NO_WATER
13:31:51  <Samu> when I do: ret = DoCommand(tile_cur, z ? slope : ComplementSlope(slope), z ? 0 : 1, flags | DC_NO_WATER, CMD_TERRAFORM_LAND);
13:32:28  <Samu> it gets to the object terraform part of the code, and i just have no idea what happens there
13:34:08  <Samu> who's a NewGRF expert?
13:41:35  <supermop> yo
13:41:58  <Samu> supermop: can you help
13:42:15  <supermop> almost certainly not
13:42:20  <supermop> i dont know anything about code
13:42:23  <Samu> are you familiar with OpenGFX+ Landscape 1.1.2?
13:42:32  <Samu> oh :(
13:42:33  <supermop> no
13:42:41  <supermop> that is trees right?
13:42:53  <supermop> i just got into work
13:43:00  <Samu> it's wind turbines, ground without squares
13:43:11  <Samu> placing lighthouses
13:43:15  <Samu> as objcts
13:45:33  <Samu> planetmaker: do you own OpenGFX+ Landscape 1.1.2?
13:48:16  <supermop> if it is gpl maybe no one owns it
13:50:24  <Samu> this is difficult for me
13:51:03  <Samu> there is no easy way to check for a coastal tile with 1 corner raised that is an object
13:51:16  <Samu> if it is an object, it's no longer a coast
13:51:20  <Samu> but i see a coast
13:53:41  <Samu> http://imgur.com/a/RqPYe
13:53:53  <Samu> it's not a coast, but i see a coast
13:54:08  <Samu> I can't use IsCoastTile(tile)
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14:15:27  <Samu> just found another bug
14:15:44  <Samu> too bad i have no one to talk to
14:16:42  <Samu> newgrf objects are bugged, or i just don't get their purpose
14:17:04  <Samu> they cause problems
14:18:32  <Samu> placing rocky land on a flat water tile costs £640
14:19:29  <Samu> placing rocky land on a 2-corner-raised coast tile costs £680
14:19:42  <Samu> placing rocky land on a 1-corner-raised coast tile costs..... *gasp*....
14:19:53  <Samu> £10,640
14:23:17  <Samu> I don't know who's at fault
14:23:25  <Samu> the newgrf itself, or openttd code
14:24:03  <Samu> here's another bug
14:25:21  <Samu> place rocky land on a 1-corner-raised coast tile, with SLOPE_N
14:25:47  <Samu> build a rail track on either X or Y axis - track is built
14:26:54  <Samu> now, try placing a rail track on either X or Y axis on a 1-corner-raised coast tile, with SLOPE_N - cannot build here
14:30:13  <peter1138> that's the cost of clearing water
14:30:16  <peter1138> not a bug
14:34:12  <Samu> http://imgur.com/a/t90mk vs http://imgur.com/a/LaqIJ
14:34:41  <Samu> if i place rocks, i can build track, if i don't, i can't build track
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14:36:42  <Flygon> In that first screen shot
14:36:50  <Flygon> Them railway tracks look like an Age of Empires building
14:36:52  <Flygon> The first one
14:36:58  <Flygon> Sorry for the random observatio!
14:37:02  <Flygon> Good night!
14:37:10  <Samu> :)
14:37:11  <Alberth> hello
14:39:07  <Samu> hello Alberth
14:42:27  <Samu> should be the cost of clearing the rocks
14:42:39  <Samu> peter1138:
14:46:38  <Wolf01> o/ Alberth
14:47:32  <Samu> http://imgur.com/a/Jot4I
14:47:50  <Samu> costs for placing rocky lands on those tiles
14:48:08  <Samu> £10,640 is not okay...
14:49:44  <Samu> should have been £680
14:50:24  <Samu> or perhaps half of £40
14:50:32  <Samu> £660
14:50:53  <Samu> not really sure what makes more sense there, but certainly not £10k
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16:27:24  <Samu> i'm getting WATER_CLASS_INVALID
16:27:59  <Samu> seems like the bug is happening somewhere during object placement
16:28:12  <Samu> it did not maintain the waterclass of the tile
16:28:23  <Samu> should have been WATER_CLASS_SEA
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16:30:49  <Samu> 		TILE_AREA_LOOP(t, ta) { 			if (HasTileWaterGround(t)) {
16:31:03  <Samu> HasTileWaterGround returns false for coast
16:33:20  <Samu> https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/object_cmd.cpp#l237
16:34:15  <Samu> HasTileWaterGround is the wrong question
16:34:20  <Samu> what can i do?
16:35:01  <Samu> a big chunk of object code depends on it
16:35:50  <Samu> some coasts are not coast, such as tree tiles
16:36:11  <Samu> tree tiles on coasts makes coasts no longer coasts, and yet they're coasts
16:36:26  <Samu> i'm limited
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16:38:28  <Samu> can't use IsCoast because of trees, can't use HasTileWaterGround because of coasts
16:38:45  <Samu> any ideas?
16:40:59  <Samu> i'm relunctant to make changes to HasTileWaterGround, a whole portion of OpenTTD code depends on it the way it works right now
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16:52:00  <Samu> testing with IsTileOnWater, brb
16:52:49  <Samu> oh crap
16:53:00  <Samu> HasTileWaterClass && IsTileOnWater
17:00:09  <Samu> IsWaterTile can't be used for coasts with 1 corner raised
17:00:15  <Samu> returns false
17:00:40  <Samu> in certain cases you want coasts to be water tiles
17:00:57  <Samu> in some others, you don't
17:05:20  <Samu> i dunno what to do
17:07:18  <Samu> i don't know what ppl expect from a IsWaterTIle
17:07:27  <Samu> or from a HasTileWaterGround
17:10:03  <Samu> dunno what to call this... some part of openttd assumes a result and work from there, like rail code, then some other part of the code assumes the other result, there's a coding divergence, do you get what I mean?
17:10:18  <Samu> town code for example
17:10:34  <Samu> does the opposite of rail code, when using this same function
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17:11:46  <Samu> the object code tries to be more thorough, and yet fails at it
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17:12:15  <Samu> anyone here?
17:12:18  <Samu> Alberth: ?
17:12:24  <Samu> I'm alone on this?
17:15:54  <Alberth> hola
17:16:19  <frosch123> moi
17:17:11  <Alberth> euhm, I think you are mostly, I don't know what the various water-class values mean either.  Did you check the documentation strings of the values?  They might contain valuable clues what they mean.
17:17:38  <Alberth> Of course, there is always the option to add another value, assuming there are enough bits for it
17:18:00  <Alberth> but then you need to check all uses of the water-class, and add your new value to it
17:26:16  <Samu> thinking of a IsWaterHalfTile
17:26:57  <Samu> IsWaterFullTile vs IsWaterHalfTile
17:27:12  <Samu> half-full, half-empty situation
17:31:35  <Samu> all coast tiles are tiles of tile type MP_WATER
17:31:42  <Samu> well not really all
17:32:05  <Samu> gah, this is hard to explain
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17:50:27  <Samu> trees don't have a water class
17:50:40  <Samu> and yet they are placed on tiles with water class
17:51:19  <Samu> kinda like the rail
17:51:52  <Samu> rail doesn't have a water class either, and yet they can be placed on tiles with water class
17:52:37  <Samu> this means I can't use HasTileWaterClass either
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18:01:12  <andythenorth> o/
18:04:20  <supermop> yo andy
18:07:14  <andythenorth> o/
18:09:38  <Samu> IsWateredTile seems to be the function i'm looking for, but it requires a direction, grrr
18:14:20  <Alberth> o/
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18:23:34  <andythenorth> is tram?
18:37:19  <Samu> I need a ANY_DIRECTION :(
18:37:26  <Samu> ANY_DIR
18:37:49  <Samu> i'm using INVALID_DIR
18:38:05  <Samu> might be misleading
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18:41:15  <Samu> 				if (IsWateredTile(t)) { 					if (!IsWaterTile(t)) {
18:41:21  <Samu> keks
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19:12:39  <Samu> void tiles are crashing me
19:12:50  <Samu> my fault
19:13:18  <Samu> can't really consider void tiles as watered in this case
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19:22:14  <Samu> I "nearly" fixed a bug
19:23:44  <Samu> https://imageproxy.tt-forums.net/136981332d65b5fd574105f565d72377a6e317fc/687474703a2f2f692e696d6775722e636f6d2f53424c6f3831462e706e67
19:23:53  <Samu> i made the cost £640
19:24:10  <Samu> £640 is yet not the right price though
19:24:28  <Samu> should be £680 or £660, need to investigate more
19:25:15  <Samu> I'm more inclined towards £680, what do you say?
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20:07:45  <Samu> half-empty, half-full problem again :(
20:08:30  <Samu> when building a OpenGFX+ Landscape 1.1.2 lighthouse (land-only object)
20:08:49  <Samu> i can place it on all coastal tiles, including those with water
20:09:04  <Samu> it gets a foundation under the tile
20:09:39  <Samu> with the fix I'm currently experimenting with
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20:10:06  <Samu> i can't place it on a coast tile with 1 corner raised
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20:38:08  <Wolf01> Monologue today?
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21:06:52  <goodger> Wolf01: well, there's a Y in the day
21:07:46  <Wolf01> Oh, hi good-badger :)
21:09:54  <Samu> it's only a monologue because nobody answers
21:10:42  <Wolf01> We don't want to interrupt your teddy-bear-programming ;)
21:16:03  <goodger> yeah, that is still not the origin of my surname
21:16:24  <Samu> now that I give the correct water class for the rocky land, the graphics get corrupted :(
21:17:12  <Samu> http://imgur.com/a/5ass7
21:20:33  <Wolf01> :/
21:48:28  <Samu> i "fixed" the problem... had to make it "broken"
21:50:45  <Samu> but now i don't know how the other newgrf objects are drawed
21:51:06  <Samu> i maybe have broken for the others :(
21:51:12  <Samu> sec
21:52:23  <Samu> this line, 437 https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/newgrf_object.cpp#l437
21:52:45  <Samu> i changed it to: if ((image == SPR_FLAT_WATER_TILE || spec->flags & OBJECT_FLAG_DRAW_WATER) && IsTileOnWater(ti->tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(ti->tile))) {
21:53:27  <Samu> this alone will show broken
21:53:48  <Samu> have to complement it with another line change
21:56:01  <Samu> https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/object_cmd.cpp#l120
21:56:05  <Samu> line 120
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21:56:34  <Samu> IsWaterTile returns false for coasts with 1 corner
21:56:43  <Samu> but it should have returned true
21:57:10  <Samu> I changed to WaterClass wc = (IsWateredTile(t) ? GetWaterClass(t) : WATER_CLASS_INVALID);
21:57:21  <Samu> IsWateredTile
21:57:48  <Samu> but IsWateredTile in trunk needs a direction
21:58:17  <Samu> I changed IsWateredTile to accept no direction at all, an INVALID_DIRECTION
21:58:27  <Samu> oops INVALID_DIR
21:59:37  <Samu> when no direction is provided, it will make INVALID_DIR behave like any direction
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22:17:51  <Samu> rats...
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23:06:22  <Eddi|zuHause> none of my days contain a 'y'
23:07:11  <goodger> troublesome
23:07:43  <goodger> T?
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23:34:47  <Eddi|zuHause> there are some with a t, yes
23:35:16  <goodger> wait, do they not all end in -tag except Mittwoch?
23:35:38  <goodger> dutch has ruined me for other languages
23:35:40  <Eddi|zuHause> depends on how you say "Sonnabend"
23:36:34  <goodger> ah, GDR
23:36:52  <Eddi|zuHause> "sun-eve" is the evening before "sun-day", same as "christmas-eve" is the evening before "christmas-day"
23:37:12  <goodger> yes, I know
23:37:38  <goodger> though I was not alerted to the possibility of calling it that, and learned 'Samstag' at school
23:37:42  <Eddi|zuHause> there are more such combination, but they are less known nowadays
23:38:36  <Eddi|zuHause> the way i heard it, "Sonnabend" was considered the "standard form" before the east-west split, and "samstag" was the southern regional exception, and in the west it was driven back while it survived in the east
23:40:01  <Eddi|zuHause> i think you could consider "all-hallows-eve" and "all-saints-day" another such combination
23:42:43  <goodger> I would have thought some variation on 'sabbat' would be the 'original' dominant form
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23:50:42  <Eddi|zuHause> not sure why that would be
23:50:58  <Eddi|zuHause> but etymology is a weird field
23:51:36  <Eddi|zuHause> there are all sorts of surprising relations between on the surface completely different words from various languages
23:53:23  <Eddi|zuHause> like, the english word "robot" comes from russian "robota" (=work) which is derived from old germanic "urbo" (slave) which also is the ancestor of the german word "arbeit" (=work)
23:53:45  <goodger> well, yes
23:54:04  <goodger> but 'sabbat' is the root for the name of saturday in most european languages
23:54:11  <goodger> for obvious reasons
23:54:43  <Eddi|zuHause> yes, but i could see that for "samstag" easier than for "sonnabend"
23:57:18  <Eddi|zuHause> https://de.wiktionary.org/wiki/Samstag says there's a relation
23:57:29  <Eddi|zuHause> https://de.wiktionary.org/wiki/Sonnabend doesn't say anything like that
23:57:49  <goodger> oh, samstag does mean sabbat
23:57:54  <goodger> via greek, fun
23:58:44  <Eddi|zuHause> there's also this fun word https://de.wiktionary.org/wiki/Subbotnik

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