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00:05:47 *** JezK_ has joined #openttd 00:16:23 *** Pulec has quit IRC 00:19:24 <Samu> somebody please test these for me https://www.tt-forums.net/viewtopic.php?f=33&t=72691&p=1177085#p1177085 00:19:32 <Samu> and tell me what you think 00:22:03 <Samu> reply there on the topic, I'm off to bed now, cyas goodnight 00:22:13 *** Samu has quit IRC 00:26:08 *** Fujk has joined #openttd 00:26:38 <Fujk> on the server2 modpack, which mod is overwriting the snow limit setting? In vanilla I can set it but with the mods on, my setting doesn't matter 00:30:33 <Fujk> Seems to be opengfx landscape 01:04:20 *** glx has quit IRC 01:12:28 *** Fujk has quit IRC 01:31:36 *** JezK_ has quit IRC 01:39:30 *** JezK_ has joined #openttd 01:48:04 *** Supercheese has joined #openttd 02:03:11 *** JezK_ has quit IRC 02:11:11 *** JezK_ has joined #openttd 02:55:31 *** qwebirc73763 has joined #openttd 02:55:46 <qwebirc73763> ok, guys? we have an issue 02:56:06 <qwebirc73763> are any administrators/ people with the ability to remove a version from the site around? 02:56:47 <qwebirc73763> i thorught it was a false-positive with my Server's virus scanner, but apparently the lastest version (at the LEAST the windows .exe download) is compromised, appears to be a trojan 02:57:05 <qwebirc73763> according to my sysadmin, it ISNT a false positive, as his machien threw up the following: 02:57:05 <qwebirc73763> ClamAV Win.Trojan.Onion-11 20160925 Zillya Trojan.Onion.Win32.1331 20160924 02:59:20 <qwebirc73763> the detection is the the .exe download for openttd 1.6.1 02:59:26 <qwebirc73763> could a few of you guys please check this? 03:01:32 <qwebirc73763> according to my sysadmin the .zip isnt compromised 03:06:58 <qwebirc73763> erm.. anyone actually online? dont want to sound like a twat, and i know false positives DO happen, but he was VERY sure this was a genuine detection? 03:07:39 <sim-al2> Things take a little while on this channel 03:08:00 <sim-al2> Especially a fairly major report like that 03:08:12 <qwebirc73763> https://www.virustotal.com/en/file/34c75feac87774c548fa718cb1231775f897b79f37491d7a19ec342edd285cef/analysis/1474858434/ 03:08:29 <qwebirc73763> fair enough! i just wanted to ensure it was noticed >.> 03:16:34 *** supermop has joined #openttd 03:21:58 <qwebirc73763> test 03:22:07 <sim-al2> hi 03:22:31 *** supermop_ has quit IRC 03:22:38 <sim-al2> Consider the time right now 03:22:51 <sim-al2> It's late on the US east coast, 11pm 03:23:03 <sim-al2> But still early morning in Europe, on a weekday 03:23:30 <sim-al2> That said, I'm sure this will be seen soon 03:34:45 <qwebirc73763> hope so! 03:35:01 <qwebirc73763> ive got two people on my case aobut being unable to update the server >.> 04:51:15 *** keoz has joined #openttd 05:59:07 *** ConductorCat has quit IRC 06:10:42 *** ConductorCat has joined #openttd 06:17:14 *** keoz has quit IRC 06:42:57 *** sim-al2 is now known as Guest141 06:42:58 *** sim-al2 has joined #openttd 06:46:10 *** keoz has joined #openttd 06:49:02 *** Guest141 has quit IRC 07:11:22 *** sla_ro|master has joined #openttd 07:22:39 *** Mavy has joined #openttd 07:39:51 *** Mavy_ has joined #openttd 07:39:51 *** Mavy has quit IRC 07:44:10 *** keoz has quit IRC 07:58:27 *** Stimrol has quit IRC 07:59:36 *** Stimrol has joined #openttd 08:15:37 *** tycoondemon2 has quit IRC 08:18:40 <qwebirc73763> test 08:23:41 *** JezK_ has quit IRC 08:31:27 *** Biolunar has joined #openttd 08:37:25 *** JacobD88 has joined #openttd 09:05:42 *** Supercheese has quit IRC 09:10:44 *** Smedles has quit IRC 09:12:50 *** Wolf01 has joined #openttd 09:13:24 <Wolf01> o/ 09:15:28 *** Smedles has joined #openttd 09:42:21 *** tycoondemon has joined #openttd 10:20:18 *** Flygon has quit IRC 10:20:34 *** Flygon has joined #openttd 10:29:24 *** Flygon_ has joined #openttd 10:36:02 *** Flygon has quit IRC 10:49:19 *** Flygon_ has quit IRC 10:50:58 *** Flygon has joined #openttd 11:37:46 *** Fujk has joined #openttd 11:38:14 <Fujk> is it possible to put newgrfs in the openttd directory somewhere instead of in My Documents? 11:40:05 <V453000> yeah 11:40:30 <V453000> I think you just copy your openttd.cfg into the openttd directory 11:40:35 <V453000> and it will make it "portable" 11:40:43 <V453000> - everything is within the folder 11:41:13 *** Lejving has joined #openttd 11:43:35 <Fujk> nice thanks 11:43:44 <V453000> yw 12:04:38 *** sla_ro|master has quit IRC 12:24:11 <Wolf01> \o/ sorted all the uncategorized games on my steam library 12:49:39 <V453000> \o/ wrote my first python script 12:49:43 <V453000> world is going to burn soon 12:50:25 <goodger> doombringer.pyc 12:54:41 *** nilez has quit IRC 12:55:11 *** nilez has joined #openttd 12:56:09 <V453000> goodger: well it is called RenamingAndCropping, but it is just a camouflage name, the actual purpose is doombringing indeed 12:56:38 <goodger> you just need a touchofhate.pyc and you're set 13:09:16 *** Samu has joined #openttd 13:14:17 <Eddi|zuHause> V453000: wouldn't be the first program that does something completely different than what it's called :p 13:16:31 <V453000> haha 13:17:20 <Samu> hi 13:17:43 <Samu> i'm trying to code the auto-lock a bit differently 13:18:42 <Samu> did anyone tried it? 13:19:06 <Samu> I see 2 downloads :( 13:19:15 <Samu> https://www.tt-forums.net/viewtopic.php?p=1177085#p1177085 13:25:23 *** Gja has joined #openttd 13:30:56 *** Lejving has quit IRC 13:50:53 <supermop> good morning 14:16:42 *** Alberth has joined #openttd 14:16:42 *** ChanServ sets mode: +o Alberth 14:25:52 <Alberth> moin 14:26:59 <V453000> yo 14:42:24 *** ToBeFree has quit IRC 15:11:21 *** sla_ro|master has joined #openttd 15:13:45 *** keoz has joined #openttd 15:17:55 *** Flygon has quit IRC 15:19:57 *** ToBeFree has joined #openttd 15:38:45 *** Lejving has joined #openttd 15:45:55 *** TheMask96 has quit IRC 15:51:43 *** TheMask96 has joined #openttd 15:55:07 <Samu> The auto-lock code done in another manner: https://paste.openttdcoop.org/pjtgnjoan 15:55:22 <Samu> i am wondering if i can avoid repetition 15:55:57 <Samu> it repeats at lines 86-89 and 95-98 15:59:51 <Alberth> you have the execution in the tile area loop together with the test? 16:00:04 <Alberth> that looks like a bad idea 16:00:37 <Alberth> you want a partial build lock when it fails a test somewhere in the middle of the iteraions? 16:05:24 <Alberth> line 68 doesn't seem needed? rem is always >= 0 ? 16:06:06 <Samu> it can be rem = -1 16:06:37 <Samu> rem = -1 can be defined before entering the loop 16:07:42 <Alberth> right, I see that now 16:08:19 <Alberth> doing the EXEC case after the complete test succeeded is a good idea at least 16:08:53 <Alberth> and then you can earlier do if (rem < 0) continue; 16:09:25 <Alberth> wc == WATER_CLASS_CANAL <-- you do that test quite often too, maybe test for that earlier? 16:11:33 <Samu> it's complicated, I'm dealing with 3 water classes 16:11:34 <Alberth> line 66, the "else" is not needed, since the "then" before jumps back to the loop 16:12:32 <Alberth> I don't see any trivial ways to improve at least 16:14:03 <Alberth> you can move some code though, line 51 slope_next doesn't seem needed immediately, maybe you can move it closer to first use? 16:14:54 <Samu> placing RIVER or SEA in single line mode shall not try to build lock 16:15:13 <Samu> must needs to check if the tile is clear 16:15:43 <Alberth> IsInclinedSlope(slope) <- line 69, is that needed, it got shot down at line 53 already? 16:17:26 <Samu> line 53 ensures that the slope is either flat or inclined, i thnk 16:17:48 <Samu> or am i seeing it wrong? 16:18:44 <Fujk> is it possible to refit one car, so a train can hold two different cargo with two cars? I can only seem to refit the entire train 16:19:13 <Samu> line 69 wants to ensure the tile is not the flat one 16:23:05 <Samu> [17:00] <@Alberth> you want a partial build lock when it fails a test somewhere in the middle of the iteraions 16:23:08 <Samu> what does this mean? 16:24:02 <Samu> ah, build up to a point where it succeeds? 16:24:10 <Samu> and stop building the part it fails? 16:25:06 <Samu> i'd like to have that, similar to how roads and rails are built 16:25:15 <Samu> but i don't know how to do it 16:26:22 <Samu> currently if it fails at some point, nothing is ever built 16:29:22 <Samu> slope_next is first used at line 63, ok i can move that 16:34:19 <Alberth> Fujk: in the refit window you can select a wagon, or a part of the train 16:35:53 <Alberth> Samu: basically while you test, you change the command such that you'll only build the part that works 16:36:12 <Alberth> that also means you give a cost that fits what you build 16:36:51 <Alberth> if you also have EXEC, in the next loop you perform the modified command, which will completely work, since you modified it 16:37:59 <Alberth> you can even do it in 3 steps, first change the command to the part that works, then do the test and cost estimation, and if you have EXEC, the third step is to actually build it 16:40:52 <Alberth> Samu: line 69 wants to ensure the tile is not the flat one <-- ah, you're correct there, misread line 53 16:48:38 <Wolf01> Is it possible to identify a tree type? 16:49:03 <Wolf01> Between 0x00 and 0x0C 16:52:00 *** qwebirc73763 has quit IRC 16:53:03 *** glx has joined #openttd 16:53:03 *** ChanServ sets mode: +v glx 17:01:05 <Samu> i see a way to put the bool water outside 17:07:39 <Wolf01> Also, how do I add a setting? 17:07:50 <Wolf01> Looks like automated now 17:09:39 <Samu> speaking of setting 17:09:56 <Samu> i wonder if permanent rivers could be a game setting 17:10:46 <Samu> some ppl might not like the idea of permanent rivers 17:11:20 <Samu> allow it to be disabled or enabled through a setting 17:13:00 <Alberth> Wolf01: setting specifications are in src/table/*.ini files 17:18:50 <Alberth> tree_gui.cpp suggests there are more trees in-between this->tree_to_plant = (TreeType)(this->base + widget - WID_BT_TYPE_11); 17:20:09 <Wolf01> Yup, but I would like to know if a tree is a deciduous or an evergreen one 17:20:35 <Alberth> static TreeType GetRandomTreeType(TileIndex tile, uint seed) does it too tree_cmd.cpp 17:20:36 <Wolf01> And since I think trees can have avery kind of graphic they want, they could differ from set to set 17:20:47 <Alberth> that seems likely indeed 17:21:01 <Wolf01> So I'll plant artic trees as evergreen ones 17:21:25 <Wolf01> The main problem is that I found a case where if I return TREE_INVALID it plants cactus 17:22:15 <Wolf01> Also, do I need to do some saveload - after load preparation for new settings? 17:22:55 <Alberth> GRFspecs also say nothing about trees 17:23:15 <Eddi|zuHause> no, afterload is only if you change a setting, not if you add new ones 17:23:37 <Alberth> you'll get the default value I would expect 17:23:52 <Eddi|zuHause> yeah 17:24:46 <Wolf01> That's because I get strange values as default, I put 0..16 with 16 and 8 as defaults for my settings, the value should be SLE_UINT8 but in the interface I get a date 17:25:07 <Wolf01> And the game crashes 17:25:29 <Eddi|zuHause> you also need to change settings_gui stuff 17:25:40 <Eddi|zuHause> to add your setting to the list 17:25:47 <Wolf01> Yeah, done that 17:25:50 <Eddi|zuHause> and have a properly formatted string 17:26:05 <Eddi|zuHause> gtg 17:26:09 <Wolf01> genworld->Add(new SettingEntry("game_creation.evergreen_min_height")); 17:29:16 <Wolf01> Now I get "valuables" and "mail" 17:31:11 <Wolf01> Btw, the result is pleasing 17:31:46 <Wolf01> Maybe too "exact" I should give a bit of randomness 17:40:12 *** frosch123 has joined #openttd 17:40:57 <Wolf01> Quak 17:44:11 *** aard has joined #openttd 17:46:03 <Wolf01> https://1drv.ms/i/s!AgUFeOGLNNfVhcgfYqGlZdsBI7EZYw what do you think? 17:46:34 <frosch123> moi 17:47:32 <Samu> which trees should i look at? 17:47:32 <Wolf01> Dinner, bbl 17:47:45 <Wolf01> The whole screen? 17:48:27 <Samu> i see similar trees around the mountain, but not anywhere else 17:49:58 *** gelignite has joined #openttd 17:50:24 <frosch123> is that terraform without clearing trees? 17:52:04 <Samu> min height for evergreen trees, i thnk 17:55:01 *** Arveen has joined #openttd 18:00:46 *** Progman has joined #openttd 18:02:22 *** HerzogDeXtEr has joined #openttd 18:10:14 <Samu> https://paste.openttdcoop.org/pb70f60wf - slight improvements 18:12:09 <Samu> bool water is not repeated 18:12:19 *** Mavy_ has quit IRC 18:12:22 <Samu> some extra comments 18:12:50 <Samu> and a int tile_delta just before building lock 18:13:31 *** Mavy has joined #openttd 18:16:56 <Wolf01> <Samu> min height for evergreen trees, i thnk <- that, also "no trees above x height" 18:17:53 <Wolf01> Btw is more "min trees for arctic trees" 18:17:55 <Wolf01> :P 18:18:03 <Wolf01> *min height 18:18:37 <Wolf01> And a bit of randomness of the height 18:18:56 <Wolf01> So it's not a straight line 18:21:30 <Samu> hey, while you're on the matter of trees 18:21:50 <Samu> there's a strange tree growth behaviour on desert tileset, on coastal tiles 18:22:00 <Samu> they spawn too often there 18:22:15 <Wolf01> Usually trees spawn near water 18:22:26 <Samu> oh, okay then 18:22:54 <Wolf01> It's not that they grow too often there, is that they can't grow often enough anywhere else 18:23:45 <Samu> sec, i make a screnshot 18:24:15 <Wolf01> Mmmh, settings don't work, maybe I'm stupid enough 18:25:57 <Wolf01> At least now I got "undefined string" and the right widgets to select numbers 18:26:09 <Samu> http://imgur.com/a/uhwl1 - i generated a random scenario without trees, then fast forwarded for a bit and trees start spawning. the growth towards the north coast is different than the growth at the south coast. 18:26:35 <Wolf01> It looks realistic to me 18:27:03 <Wolf01> Maybe more trees along rivers would be cool 18:27:24 <Samu> don't you find odd that the north coast gets trees and the south doesn't? 18:28:00 <Wolf01> Different latitude? 18:28:53 *** andythenorth has joined #openttd 18:28:55 <andythenorth> o/ 18:29:06 <Wolf01> Btw, I find strange that I don't see any cactus 18:29:08 <Wolf01> o/ 18:29:44 *** keoz has quit IRC 18:30:51 *** JacobD88 has quit IRC 18:48:29 <andythenorth> cat cat 18:51:14 *** FLHerne has joined #openttd 18:57:08 <Wolf01> Should evergreen trees height be clamped to snow line height? 19:04:07 <Wolf01> I really don't get the settings 19:04:39 <V453000> andythenorth: fear my shit 19:04:44 <V453000> coded my first python script today 19:04:58 * andythenorth much fear 19:06:50 <Fujk> is there a mod that reduces tree spawning? both options spawn way too many 19:07:18 <Wolf01> No, but you can make them invisible 19:12:41 <andythenorth> V453000: eh, BRIX http://www.railpictures.net/photo/590553/ 19:12:51 <andythenorth> Czech also even 19:13:02 <V453000> heh 19:13:03 <V453000> noep 19:13:25 <andythenorth> front looks badass 19:15:31 <Wolf01> Grrrrr.... how does this thing works? 19:16:30 *** aard has quit IRC 19:16:30 <V453000> yarr andythenorth 19:17:20 *** luca768 has quit IRC 19:21:05 <Samu> hmm MakeLock, will bring it back 19:24:33 <Wolf01> Alberth, do you know how this settings stuff works? 19:25:04 <Alberth> somewhat, I wrote the generator :p 19:25:21 <Alberth> but it got modified afterwards :p 19:25:50 <Wolf01> It still prints "(undefined string)" 19:26:14 <Alberth> iirc it has help strings etc 19:26:16 <Wolf01> An if I click on it I get a "17" as value instead of 24 19:26:23 * andythenorth puzzles over cdist 19:26:37 <Alberth> did you run the generator after modifying? 19:26:46 <Alberth> should run by itself though 19:26:51 <andythenorth> I have transfer stations, to which I’ve added new destinations 19:27:03 <Wolf01> It should run automatically, I can see the modified values on settings.h 19:27:14 <andythenorth> and it would be nice if cargo was allocated to those destinations 19:27:15 <Alberth> ok, so that works 19:27:29 <Alberth> andythenorth: further away than the others? 19:27:35 <andythenorth> closer 19:27:47 <andythenorth> but distance effect is 0% anyway 19:27:57 <Wolf01> https://paste.openttdcoop.org/p5ytag0br these are the 2 settings I added 19:28:09 <Alberth> hmm, maybe that's the problem andy :p 19:28:10 <andythenorth> maybe the graph is being calculated too aggressively 19:28:27 <Alberth> but computation takes time, and then new cargo must arrive there, before you see the effect 19:29:04 <Alberth> strings are also in the language files? 19:29:13 <Wolf01> Yup 19:29:13 <Alberth> they have been rebuilt too? 19:29:16 <Wolf01> Yes 19:29:18 <Wolf01> I see them 19:29:30 <andythenorth> ran a vehicle over the route, that seemed to trigger a recalculation 19:29:40 <andythenorth> unless it was a coincidence 19:29:56 <andythenorth> afaik, with distance effect 0%, the demand is levelled over all valid destinations 19:30:10 <andythenorth> so cargo should be split 50% to each (there are 2) 19:31:10 <andythenorth> I have both recalculation props set to default 19:31:41 <Alberth> Wolf01: you can have a look at the generated code, but that likely works too, as stuff compiles 19:31:57 <Alberth> afaik "(undefined string)" is a runtime thingie 19:32:20 <Alberth> perhaps put a break point there, and see what it's doing at that time? 19:32:36 <Wolf01> I found some particular threatment for other values, but mine is just numeric 19:32:50 <Alberth> ie maybe it does some weird calculation that you messed up now 19:32:56 <Wolf01> Maybe I have the wrong string, I put {STRING2} 19:33:19 <Alberth> that eats 2 arguments, iirc 19:33:32 <Samu> static inline void MakeLock(TileIndex t, Owner lock_owner, Owner canal_owner_lower, Owner canal_owner_upper, Owner canal_owner_middle, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle) 19:33:37 <Samu> too big 19:33:46 <andythenorth> game appears to recalculate link graph within 1 game month or less 19:34:06 <Wolf01> I copied from "river_amount" which is the setting just above mine 19:34:17 <Alberth> Samu: make a struct 19:34:38 *** Chaoticly has joined #openttd 19:34:51 <andythenorth> ha ha 19:34:58 <andythenorth> FIRS builds petrol stations next to roads 19:35:03 <andythenorth> but also next to tram tracks :P 19:35:09 <sim-al2> yep 19:35:22 <sim-al2> Dem gas trams would be happy 19:35:31 <andythenorth> $someone should fix that 19:35:36 <Samu> currently canal_owner_middle is the same as lock_owner, since it's not possible to build "canal" on slopes 19:35:43 <sim-al2> Seems like a fire hazard for steamers though 0.o 19:35:59 <sim-al2> *explosion sounds* 19:36:12 <Samu> unless someone hacks 19:36:54 <Alberth> Wolf01: they all do it, so that seems fine, maybe it uses the wrong sub-string or so? 19:37:02 <Wolf01> Could be 19:37:17 <Samu> static inline void MakeLock(TileIndex t, Owner lo, Owner co_lower, Owner co_upper, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle) 19:37:17 <Wolf01> But I don't know where I should change 19:37:37 <Wolf01> Other settings seem only have the world generation gui in common 19:37:39 <Alberth> set a break point on undefined string, that should give you a stack trace 19:39:19 <Alberth> strings.cpp lines 220 and 263 look promising 19:39:40 <Alberth> but I didn't check context 19:40:27 <Alberth> or maybe even on painting the widget, but that's a bit tricky perhaps 19:45:11 *** Arveen has quit IRC 19:48:19 <Samu> my lock https://paste.openttdcoop.org/pfyqwplu1 19:48:35 <Samu> original lock https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/water_map.h#l440 19:49:43 <Samu> water_map.h also has the canal owner stuff 19:49:50 <Samu> dunno if i post that 19:50:51 <Samu> oops, description is missing something 19:51:43 <Samu> https://paste.openttdcoop.org/pqyyrmave better 19:52:31 <Samu> MakeLockTile(t, lo, lo, LOCK_PART_MIDDLE, d, wc_middle); 19:52:36 <Samu> lo lo lo 19:53:20 <Wolf01> Ok, min=1, max=32, default=0x00000018, str_val=0 19:54:42 <Wolf01> It looks normal 19:55:39 <Wolf01> Default not really normal, it should be 24 19:55:43 <Samu> MakeLock(tile, _current_company, oc_lower, oc_upper, dir, wc_lower, wc_upper, wc_middle); 19:55:50 <Samu> not too big as I expected 19:56:12 <Samu> this means I don't need oc_middle for anything 19:56:15 <Samu> time to remove 20:01:08 <Samu> question, why is there a DoBuildLock and a CmdBuildLock? why not combine both in CmdBuildLock? 20:01:42 <Alberth> Wolf01: 0x18 == 24 20:02:14 <Wolf01> Oh, yes, hex 20:02:22 <Alberth> Samu: likely DoBuild gets used elsewhere 20:03:05 <Samu> DoBuildLock depends on CmdBuildLock as far as I understand 20:03:35 <Alberth> you've looked 100% longer at that code than I have :) 20:03:40 <Wolf01> Still wrong value, read from "int32 value = (int32)ReadValue(var, sd->save.conv);" is 17 20:04:15 <Alberth> hmm, incremented savegame number? 20:04:19 <Wolf01> Yes 20:04:33 <Samu> feels like DoBuildLock is the continuation of CmdBuildLock, was split into 2 functions, but why? :( 20:04:46 <Wolf01> Nothing in openttd.cfg 20:04:59 <Samu> brb searching 20:05:14 <Wolf01> I'm on title menu, so it might be the title game 20:05:17 <Alberth> you need a successful exit for openttd.cfg update 20:06:05 <Samu> Find all "DoBuildLock", Find Results 1, Entire Solution, "" D:\OpenTTD\trunk\src\water_cmd.cpp(361):static CommandCost DoBuildLock(TileIndex tile, DiagDirection dir, DoCommandFlag flags) D:\OpenTTD\trunk\src\water_cmd.cpp(553): return DoBuildLock(tile, dir, flags); Matching lines: 2 Matching files: 1 Total files searched: 1052 20:06:09 <Wolf01> Also, 17 is a good value, it can go from 1 to 32 20:07:14 <Samu> i'm gonna move DoBuildLock into CmdBuildLock, then get rid of DoBuildLock, see what happens 20:07:51 <Wolf01> I think the "ResolveVariableAddress returns the wrong variable 20:09:25 <Alberth> :o newgrf stuff? 20:09:49 <Alberth> did some refactoring there, but can't say I understand what it does 20:10:12 *** Chaoticly has left #openttd 20:10:32 <Alberth> although it would open the option to add nifty new features :p 20:12:55 <Alberth> hmm, typing "git" when you mean "hg" isn't a good thing :p 20:13:19 <Wolf01> I really can't understand, it looks right until DrawString() 20:13:50 <Wolf01> I'm debugging on the DrawSetting 20:14:22 <Alberth> so it might be STRING2 after all? 20:14:35 <Wolf01> It's the same in "snow_line_height" 20:14:42 <Wolf01> But there it works 20:15:17 <Alberth> sorry, I have no idea either 20:15:54 <Samu> it works! can compile 20:16:01 <Wolf01> strval = STR_JUST_INT 20:16:08 <Wolf01> Maybe it will do the trick? 20:16:52 <Wolf01> Yup, it does 20:17:14 <Wolf01> I can't understand the wrong default values 20:17:35 <Wolf01> Should be 24 and 16, I got 17 and 10 20:17:51 <Wolf01> Are they hex? 20:19:27 <andythenorth> bah 20:19:37 <andythenorth> my Sam plan doesn’t survive first gameplay test :P 20:21:25 <Samu> I killed a function and the game still compiles :) 20:21:38 <Samu> RIP DoBuildLock 20:23:51 <Samu> i also killed MakeLock the other day, but now I brought it back, makes more sense to have it 20:24:01 <Samu> for reading purposes 20:25:28 <andythenorth> 240t and 576t ships work fine 20:25:46 <andythenorth> but I want more 100t types - tanker, reefer etc, not just a generic multi-purpose 100t freighter 20:26:04 <andythenorth> especially for secondary or tertiary cargos, which are available in smaller amounts than primary 20:26:13 <peter1138> hmm 20:26:23 <peter1138> should i dust off my dev environment? 20:26:39 <andythenorth> you’re going to make ship newgrf? o_O :P 20:27:41 <Alberth> nah, just add more patches to the collection :) 20:28:18 * andythenorth made a patch once 20:28:57 <andythenorth> :o I have not done a single BB goal in this game 20:29:00 <andythenorth> the shame 20:31:52 <Alberth> it's a record :) 20:32:05 <Alberth> you can't do worse any more either :) 20:33:37 *** sla_ro|master has quit IRC 20:33:39 <andythenorth> I made my own routes 20:33:52 *** smoke_fumus has joined #openttd 20:34:16 <Wolf01> Ok, saving the setting works, so I don't really know were the wrong value came from 20:34:53 <Wolf01> Now, I look to generate more look alike trees in patches 20:37:16 <andythenorth> ach 20:37:20 <andythenorth> my game needs multi-docks 20:37:26 <Alberth> good night 20:37:30 <andythenorth> bye Alberth :) 20:37:32 <Wolf01> nn Alberth 20:37:35 *** Alberth has left #openttd 20:38:15 <Wolf01> Did you see the new leaked technic sets? 20:39:19 <Samu> changing variable names again, making their naming more consistent with the rest of the code 20:39:33 <Samu> static inline void MakeLock(TileIndex t, Owner o, Owner oc_lower, Owner oc_upper, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle) 20:40:47 <peter1138> hmm right can't be arsed 20:42:43 <Samu> there is no MakeShipDepotTile 20:42:49 <Samu> only a MakeShipDepot 20:42:59 <Samu> code isn't consistent :( 20:43:08 <Samu> the style or whatever u call it 20:44:57 <andythenorth> peter1138: well you could :) 20:45:07 <andythenorth> Wolf01: yes, not much to say about them 20:45:10 <andythenorth> 'lego' 20:45:32 <Wolf01> The Ripsaw imitation looks cool 20:45:58 <Wolf01> The BMW bike... another licensed set which will coost too much 20:46:13 <andythenorth> I have a technic bike, unlikely to ever buy another 20:46:25 * andythenorth should take more lego sets apart 20:46:33 <andythenorth> boring leaving them built up 20:46:57 <Samu> https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/water_map.h#l418 - check it out, there's MakeLockTile and MakeLock, but then for ship depot there's only a MakeShipDepot, the style is different 20:47:11 <Wolf01> You should always buy 2 bikes, so you can have more tyres 20:47:45 <andythenorth> rip saw looks interesting, playability depends on performance 20:48:41 *** frosch123 has quit IRC 20:48:57 <andythenorth> I built a simple track vehicle with 2 M motors, that was quite fun 20:56:49 <Samu> interesting, aqueducts don't need canal owner 20:57:01 <Samu> it always belong to the same company 21:03:37 <andythenorth> bye 21:03:38 *** andythenorth has quit IRC 21:03:41 <Samu> oh, right, object tiles and industry tiles, brb 21:05:52 <Samu> static inline void MakeIndustry(TileIndex t, Owner oc, IndustryID index, IndustryGfx gfx, uint8 random, WaterClass wc) 21:06:09 <Samu> industries have canal owners 21:06:50 <Eddi|zuHause> <Wolf01> https://1drv.ms/i/s!AgUFeOGLNNfVhcgfYqGlZdsBI7EZYw what do you think? <-- maybe make one or two heightlevels where trees don't get into the final growth stages, so they'll be "dwarf" trees? 21:07:17 <Wolf01> That could be nice too 21:07:49 <Wolf01> Do you have any suggestion about finding the nearest tile with a tree? 21:08:00 <Eddi|zuHause> other than a circular search? 21:08:03 <Wolf01> I'm looking at CircularTileSearc 21:08:06 <Wolf01> h 21:08:21 <Eddi|zuHause> never really looked at that 21:09:25 <supermop> Eddi|zuHause: the dwarf tree look would be more convincing if there wasn't bright green grass on every mountain peak then 21:09:27 <Wolf01> It's used to launch a callback which does something on the found tile 21:09:58 <Wolf01> My callback only does "return IsValidTile(t) && IsTileType(t, MP_TREES);" 21:10:25 <Eddi|zuHause> that doesn't sound right 21:10:42 <Wolf01> It's the opposite of what I want to do 21:11:26 <Wolf01> I have a tile on which I need to plant a tree on, and I want to search if a tile in a radius of 2 has a tree, so I'll use that tree type 21:13:34 <Samu> distancemanhattan :p 21:14:49 <Eddi|zuHause> you can use *user_data to store the found tile 21:15:24 <Wolf01> Oh, nice, I was using a static global variable 21:15:44 <Eddi|zuHause> or the tree type of that tile 21:16:45 <Samu> gonna increase the height of bridges over locks, someone requested it to be higher 21:17:11 <Wolf01> Me 21:17:42 <Samu> ah, are you going to draw the vehicles correctly on the bridge? 21:17:44 <Eddi|zuHause> well, in compiler construction you learn to think in passing around such references and second-order functions through algorithms 21:18:16 <Eddi|zuHause> that's how CETS works, as well :) 21:18:39 *** Mavy has quit IRC 21:18:49 <Eddi|zuHause> supermop: bright green grass needs to be solved separately 21:19:12 <Wolf01> TreeType found_tree = *(TreeType*)user_data; <- this really is nonsense for me, without copying from another piece of code I wouldn't have done that 21:19:16 <supermop> if we want to get pedantic, grass should be its own type of tree 21:19:18 <Eddi|zuHause> supermop: you could technically use the arctic grass, but the problem is, there are no transition tiles 21:19:36 <supermop> shouldbe be solid grassy meadows under a dense forest 21:19:39 *** Mavy has joined #openttd 21:19:46 <supermop> * should not be 21:19:54 <Eddi|zuHause> supermop: alternatively, you could turn all tiles above the tree line into rocks 21:20:18 <Wolf01> That's another step, but for the terrain generator 21:20:32 <Eddi|zuHause> supermop: well, forests use an incomplete grass, could use that same grass if there is more than one tree on the tile 21:20:46 <supermop> but then its natural that towns be more upset about loss of mature trees than of young grass 21:21:25 <supermop> Eddi|zuHause: well in alpine areas you may get open vegetated meadows above the treeline 21:22:12 <Eddi|zuHause> supermop: those are tiny details that you can probably ignore at this stage of development 21:22:13 <supermop> but yeah many mountains will have sparse or no herbaceous vegetation near the peaks 21:23:18 <Wolf01> Uh, CircularTileSearch is non clamped on map O_o 21:23:56 <Wolf01> Wait... I used IsValidTile 21:24:15 <Wolf01> Why does it crash with tile > MapSize? 21:24:27 <supermop> Eddi|zuHause: if there is a sparse grass tile, why not use that everywhere, and then have patches of more grassy grass grow to form prairies or meadows 21:25:23 <Eddi|zuHause> Wolf01: because it IsValidTile does not check for map dimensions, only for VOID tiles at the map edge 21:25:56 <supermop> bare rock may be better though - if a steep mountain supports no trees, it is unlikely to support much soil for grass 21:25:59 <Wolf01> No, it checks for map dimmension -> return tile < MapSize() && !IsTileType(tile, MP_VOID); 21:26:41 <Eddi|zuHause> Wolf01: hm, then i don't know 21:27:19 <Eddi|zuHause> the circular search should also try to avoid going over the edge 21:28:05 <Wolf01> TileHeight asserts 21:29:38 <Wolf01> I would like to know the stack... 21:30:03 <Eddi|zuHause> use the debugger? 21:30:30 <Wolf01> I'm using the debugger 21:30:47 <Eddi|zuHause> the debugger should show you the stack 21:32:30 <Wolf01> GetRandomTreeType which calls the TileHeight 21:33:18 <Wolf01> I think the CircularTileSearch modifies the tile 21:34:50 <Wolf01> https://paste.openttdcoop.org/p528iusnc 21:42:39 <Wolf01> Shouldn't the CircularTileSearch make a copy of tile? 21:42:54 <Eddi|zuHause> why do you pass &tile in there? 21:42:56 <Wolf01> It reuses the same variable to store the new tile 21:43:08 <Wolf01> It's the starting tile 21:44:05 <Eddi|zuHause> yeah, you need to make the copy 21:44:52 <Eddi|zuHause> Tile t = tile; and then pass &t 21:44:54 <Wolf01> Ok, I did now, but why *I* need to make the copy, shouldn't be the function? 21:45:05 <Eddi|zuHause> that would be inefficient 21:45:46 <Wolf01> Also, user_data is not changed back 21:46:02 <Wolf01> Should I change it back like the cast I did before? 21:46:02 <Eddi|zuHause> * @param tile to start the search from. Upon completion, it will return the tile matching the search. 21:46:30 <Wolf01> Ok, so I could just return the check 21:47:05 <Eddi|zuHause> pro tip: read the documentation of the function you're trying to use :p 21:47:54 <Eddi|zuHause> (also, you need to perform a "is valid tile" check on that result, in case no tree was found) 21:47:57 <Wolf01> Eh, intellisense didn't return anything, so I assumed there was none, usually I read that 21:48:30 <Eddi|zuHause> it's on the definition of the function in map.cpp, not on the declaration in map_func.h 21:51:07 <Wolf01> Mmmm, I expected more patches of similar trees, but there's already an improvement 21:55:35 <Samu> if ((GetLockPart(tile) == LOCK_PART_MIDDLE || GetLockPart(tile == LOCK_PART_UPPER) && GetTileMaxZ(tile) + 1) || GetLockPart(tile) == LOCK_PART_LOWER && GetTileMaxZ(tile) + 2 > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN); 21:55:56 <Samu> big line, hopefully it does what i want 21:57:45 <Samu> oops 21:57:49 <Samu> if (IsLock(tile) && ((GetLockPart(tile) == LOCK_PART_MIDDLE || GetLockPart(tile == LOCK_PART_UPPER) && GetTileMaxZ(tile) + 1) || GetLockPart(tile) == LOCK_PART_LOWER && GetTileMaxZ(tile) + 2 > z_start)) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN); 21:57:52 <Samu> fixed 21:59:17 <Wolf01> http://imgur.com/a/bVCbi 21:59:26 <Wolf01> What do you think? 21:59:52 *** Supercheese has joined #openttd 22:01:02 *** gelignite has quit IRC 22:05:16 <Eddi|zuHause> no opinion so far 22:05:54 <Wolf01> I have a 32MB screenshot of a whole map if you wany 22:06:00 <Wolf01> *wnat 22:06:02 <Wolf01> *want 22:06:43 <Wolf01> It is really cool 22:07:25 *** Progman has quit IRC 22:08:06 <Eddi|zuHause> a before/after comparison would be nice 22:08:26 <Wolf01> Last image is original 22:08:37 <Wolf01> There's a title 22:09:28 <Eddi|zuHause> then the page layout is weird 22:09:43 <Wolf01> Yup, I'll rearrange the images now 22:10:50 <Eddi|zuHause> anyway, i think i like the 8 tile version best 22:11:50 <Wolf01> Refresh the page 22:12:01 <Wolf01> I loaded some images of a generated map 22:13:29 *** HerzogDeXtEr has quit IRC 22:18:10 <Wolf01> Added a 16 tiles radius image 22:18:27 <Wolf01> There you can really see the patches of trees 22:19:24 <supermop> Wolf01: cool 22:26:32 *** urdh has quit IRC 22:30:46 <supermop> is the effect just to have trees prefer to grow with their same species? 22:30:53 <Wolf01> Yes 22:31:40 <supermop> but there isn't anything to saw make oaks not grow on high mountains 22:31:40 <Wolf01> Manual planting is not affected 22:31:57 <Wolf01> There is that too, but the height is low 22:32:12 <supermop> with pines at high elevation and deciduous trees at low elevation 22:32:38 <Wolf01> Yes, it's there 22:35:42 <Wolf01> With a 32x radius is wonderful, but it can really slow down a bit 22:36:20 <supermop> cool 22:36:28 <supermop> ok off to home 22:39:41 <Wolf01> Made it customizable from settings 22:40:21 <Wolf01> 0 (original) up to 32 22:40:43 <Wolf01> By steps of 4, maybe 8 fits it best? 22:41:34 *** urdh has joined #openttd 22:43:05 <Eddi|zuHause> the distinction between tree types for heghts might get tricky with newgrf trees 22:43:38 <Wolf01> As now I just loaded temperate tree below evergreen height and arctic trees above 22:44:10 <Eddi|zuHause> that might work 22:44:51 <Eddi|zuHause> but you might give newgrfs more control 22:45:59 <Wolf01> I might... but I don't know how to do 22:46:16 <Wolf01> I like to do patches like this one, the "one day patches" 22:55:56 <Wolf01> There's just a little problem with temperate trees on arctic, they won't be covered in snow 22:56:12 <Wolf01> So I think I'll clamp the values to the snowline 22:56:26 <Eddi|zuHause> hehe :) 22:56:51 <Eddi|zuHause> i wouldn't mess with the snow line 22:57:06 <Wolf01> Nah, I won't touch it, just read the value 22:58:12 <Eddi|zuHause> i mean, the snowline should have no effect in temperate whatsoever 22:58:21 <Samu> gonana try a case/switch 22:58:31 <Eddi|zuHause> snowline and treeline should be completely independent things 22:59:00 <Eddi|zuHause> (especially with the snowline varying through the seasons) 22:59:21 <Wolf01> And if you load the "snow on temperate" grf? 22:59:34 <Wolf01> Or that's arctic only? 22:59:35 <Eddi|zuHause> that does nothing in openttd 23:00:18 <Wolf01> Really? 23:00:21 <Eddi|zuHause> the closest you get to "snow in temperate" is loading the temperate grass in snowy climate 23:00:33 <Wolf01> Ok, maybe I did that 23:01:12 <Wolf01> Yup, totally dis that 23:01:16 <Wolf01> *did 23:02:41 <Wolf01> https://paste.openttdcoop.org/pqo1srqxj I did this, but I get strange results for the variable snow line... like "now it's 5... now it's 251" 23:03:33 *** FLHerne has quit IRC 23:03:33 <Wolf01> The no_trees_height could be as is and not related to the snowlone 23:03:43 <Samu> darn, locks are already so limiting, are you sure you want bridge height raised? 23:03:43 *** Gja has quit IRC 23:03:47 <Samu> Wolf01: 23:03:56 <Wolf01> Yup 23:03:59 <Eddi|zuHause> you could use the max snow line instead of the current snow line 23:04:24 <Wolf01> Not the min snow line? 23:04:35 <Eddi|zuHause> no. 23:04:36 <Wolf01> Wait, min is in summer? 23:04:44 <Samu> that yup is for me? 23:04:44 <Eddi|zuHause> min is summer, max is winter 23:04:48 <Wolf01> Ok 23:04:52 <Samu> sorry for interrupting 23:04:52 <Wolf01> Yes Sacro 23:04:54 <Eddi|zuHause> err no 23:04:56 <Wolf01> *samu 23:04:57 <Eddi|zuHause> other way around 23:05:03 <Eddi|zuHause> min is winter, max is summer 23:05:06 <Samu> alright then 23:05:11 <Wolf01> Ok, then it's min 23:05:18 <Eddi|zuHause> if it's still snowy in the summer, no trees will grow there 23:05:49 <Eddi|zuHause> (btw this will conflict with the rather silly forest limitation for arctic climate) 23:06:23 *** FLHerne has joined #openttd 23:06:38 *** tycoondemon has quit IRC 23:06:40 *** FLHerne has quit IRC 23:06:57 *** Biolunar has quit IRC 23:07:04 <Wolf01> Bah, just don't configure the "no trees" too low 23:10:50 *** tycoondemon has joined #openttd 23:11:21 <Wolf01> Oh, shit, my 2 patches conflict, raising the radius make the no trees ineffective 23:13:14 <Wolf01> Meh... PantTreesOnTile doesn't use the GetRandomTreeType 23:13:36 <Wolf01> I should move the checks there 23:14:05 <Wolf01> Or in CanPlantTreesOnTile for the no trees height 23:14:26 <Wolf01> No, that will assert 23:16:07 <Wolf01> But I don't want to limit the manual placement 23:16:38 <Eddi|zuHause> i'm assuming you're teddy-bear-programming and don't actually expect me to answer you 23:17:12 <Wolf01> No, but now yes: should I limit also the manual planting? 23:18:42 <Eddi|zuHause> yes, except in the scenario editor 23:19:13 <Wolf01> Ok, I need to put down a lot of notes on what to do 23:19:16 <Eddi|zuHause> also, you should probably extend the tree gui to show which trees can be planted where 23:19:27 <Wolf01> Yes 23:19:58 <Wolf01> And grf trees support 23:22:10 <Wolf01> Ok, there's only one assert, I could split that in 2 functions, one for the assert and one for the height 23:23:33 <Samu> Wolf01: http://imgur.com/a/YIzY8 - really limits the options on hilly terrain 23:23:53 <Wolf01> Looks right now 23:24:25 <Wolf01> Test if it glitches with ships 23:24:49 <Samu> ok 23:29:25 <Samu> yes 23:31:48 *** tokai|noir has joined #openttd 23:31:49 *** ChanServ sets mode: +v tokai|noir 23:32:04 <Samu> it's less prevalent but still happens 23:32:12 <Samu> those lamp posts 23:34:18 <Samu> bridge pilars 23:34:35 <Wolf01> Those would glitch even without the lock 23:34:42 <Samu> even the lock structure 23:36:47 <Samu> what can be done about it? 23:37:19 <Samu> part of the lock structure and lamp posts resurfaces over the bridge 23:37:37 <glx> you can't do anything about it 23:38:33 <Samu> but at least the ship below does not show anymore 23:38:41 <Samu> at least in this test 23:38:47 *** tokai has quit IRC 23:39:38 <Wolf01> That's really good 23:40:50 <Samu> gonna try with road vehicles or trains now 23:47:18 <Samu> only the lower tile is glitch-free apparently 23:48:41 <Wolf01> No problem, at least the ship does not pass through bridges now 23:49:09 <Wolf01> And I think I'll go to bed 23:49:12 <Wolf01> 'night 23:49:15 *** Wolf01 has quit IRC 23:51:38 <Samu> hmm I dunno, I wanted it to be glitch free, but not at the cost of raising the bridge height. I don't like the limitation it imposes for water construction 23:59:00 <Samu> anyway I'm gonna post it