Log for #openttd on 11th October 2016:
Times are UTC Toggle Colours
00:02:56  <Wolf01> 'night
00:03:00  *** Wolf01 has quit IRC
00:56:27  *** JezK_ has quit IRC
01:02:15  *** glx has quit IRC
01:04:16  *** JezK_ has joined #openttd
01:17:01  *** Snail has joined #openttd
01:26:31  *** tokai has joined #openttd
01:26:31  *** ChanServ sets mode: +v tokai
01:33:14  *** tokai|noir has quit IRC
01:54:05  *** HerzogDeXtEr has quit IRC
02:28:53  *** Samu has quit IRC
02:43:32  *** Supercheese has joined #openttd
02:48:12  *** sim-al2 has quit IRC
03:51:44  *** Snail has quit IRC
04:18:19  *** Antheus_ is now known as Antheus
04:51:03  *** Ethereal_Whisper has quit IRC
05:27:59  *** Ethereal_Whisper has joined #openttd
05:31:34  *** keoz has joined #openttd
06:13:38  *** JezK_ has quit IRC
06:14:08  *** JezK_ has joined #openttd
06:18:34  *** keoz has quit IRC
06:26:18  *** sla_ro|master has joined #openttd
06:42:06  *** smoke_fumus has quit IRC
06:43:54  *** goblin has quit IRC
06:44:00  *** goblin has joined #openttd
06:50:58  *** keoz has joined #openttd
07:00:35  *** Biolunar has joined #openttd
07:05:57  *** keoz has quit IRC
07:10:54  *** Supercheese has quit IRC
07:24:05  *** zeknurn` has joined #openttd
07:26:56  *** zeknurn has quit IRC
07:26:56  *** zeknurn` is now known as zeknurn
07:38:20  *** JezK_ has quit IRC
09:03:14  *** JacobD88 has joined #openttd
09:10:25  *** Wolf01 has joined #openttd
09:10:43  <Wolf01> o/
09:41:29  <Wolf01> ha
10:10:35  *** sla_ro|master has quit IRC
10:15:31  *** andythenorth has joined #openttd
10:15:39  <Wolf01> o/
10:17:49  <andythenorth> o/
10:21:27  <Wolf01> "roads can have up to four owners (railroad, road, tram, 3rd-roadtype "highway")" <- what is that?
10:21:56  <Wolf01> From a comment in LandInfoWindow
10:23:07  <andythenorth> legacy
10:23:33  <andythenorth> there was a partial implementation of ‘highway’ which got removed at some point
10:23:45  <andythenorth> presumably used a 3rd bit
10:24:08  <andythenorth> railroad owning road - that’s likely level crossings, or a mistake
10:24:32  <andythenorth> ‘owners’ looks wrong here anyway, should be ‘types’
10:24:46  <andythenorth> unless I misunderstand context
10:24:55  <Wolf01> No, it's in the owner part of the code
10:25:05  <andythenorth> ok, so it’s looking to find the owner of each type, I assume
10:25:10  <Wolf01> Yep
10:25:26  <Wolf01> I'm looking for showing the right type for road now
10:25:27  <andythenorth> in our design, there are only 2 roadtype owners, and a possible rail owner
10:25:52  <Wolf01> Yup
10:26:12  <Wolf01> Mmmh, I think I didn't set the _m[y].type right
10:26:18  <Wolf01> *_m[t]
10:27:31  <Wolf01> But where does it set type? Not in road_cmd, not in road_map
10:27:56  <Wolf01> Oh, SetTileType
10:28:18  <Wolf01> I don't know why it didn't found it
10:28:26  <andythenorth> somewhere near here is the fun path into how bridgeheads work ;)
10:28:37  <andythenorth> but you’ll find that in good time :)
10:28:47  <Wolf01> MP_ROAD,                ///< A tile with road (or tram tracks)
10:28:49  <Wolf01> Meh
10:28:53  <andythenorth> Wolf01: we are closer to bits of the code now that I patched before
10:29:02  <Wolf01> Yes
10:29:03  <andythenorth> I am working currently, but would be able to look at more of this stuff later
10:29:35  <Wolf01> No problem, I have plenty of time today
10:30:22  <Wolf01> Should we split MP_ROAD too?
10:30:38  <Wolf01> Or maybe I could just check for bits in m4
10:31:31  <andythenorth> I wouldn’t split MP_ROAD
10:31:46  <andythenorth> there are about 500 places that might affect, in vehicle routing + movement
10:31:48  <andythenorth> also GS and AI
10:31:52  <andythenorth> not necessary
10:31:58  <andythenorth> just unpack when needed
10:32:21  <andythenorth> or to quote frosch on this question when I asked him
10:32:23  <andythenorth> “[4:30pm] frosch123: be careful of balrogs”
10:32:37  <Wolf01> :)
10:33:11  <Wolf01> I already found one or two orcs patrols
10:54:27  <Wolf01> Ok, and there it is the same critical point I found yesterday evening: what GetRoadTypes() should return?
10:55:16  <andythenorth> if it was python, it would return a structure like a dict or list
10:55:18  <andythenorth> or an object :P
10:55:19  <Wolf01> In vanilla it returned a RoadTypes flags, but now we want more stuff
10:55:28  <andythenorth> and then the calling function would unpack as needed
10:55:43  <andythenorth> we could return something bitstuffed?
10:55:53  <andythenorth> and unpack as needed?
10:55:58  * andythenorth out of depth
10:56:00  <Wolf01> We are already unpacking the roadtype id to base type and sub type
10:56:09  <andythenorth> ah ok
10:56:17  <Wolf01> I would return an array of roadtype ids
10:56:39  <andythenorth> seems fair
10:57:03  <Wolf01> Or a uint16 with the 2 ids
10:57:58  <Wolf01> It looks really complicate for a so basic need
10:59:33  <Wolf01> Maybe I even made the RoadTypeIdentifier struct wrong, it should have packed both roadtype and tramtype in a single variable, but it's not usable for grf stuff that way
11:00:04  <Wolf01> I'm starting to understand why there are RoadType and RoadTypes enums
11:00:24  <Wolf01> Maybe I need to make another struct for the map related functions
11:00:39  <Wolf01> And return that one
11:01:48  <andythenorth> yeah, it took me a while to figure out why there is RoadType and RoadTypes :P
11:01:53  <Wolf01> So I'll initialise it with "0000 0000" && roadbits and it returns "you have a base road with subtype 0"
11:02:24  <andythenorth> and if roadbits are 0, then it’s ‘no road’?
11:02:28  <Wolf01> Yes
11:04:07  <Wolf01> It's something like "m4 (roadtypes) operator m5 (roadbits) operator m3 (trambits)"
11:19:36  <V453000> still attempting to make blender my bitch via python commands, shouts and stuff
11:19:38  <V453000> hell WTF
11:20:02  <andythenorth> “V453000 is now devloloper”
11:20:29  <V453000> is offended
11:20:32  <V453000> artists are developers too
11:21:15  <andythenorth> ‘artist’
11:21:29  * andythenorth is a piss artist 
11:21:30  <andythenorth> :P
11:21:47  * andythenorth wonders if that slang is translateable 
11:23:09  <andythenorth> that’s what wikis are for
11:26:19  <Wolf01> I'm a piss developer too
11:30:51  <Wolf01> ?
11:31:21  <Wolf01> Ha! I made a mistake
11:32:14  <Wolf01>
11:33:06  <Wolf01> And another one, but I wont fix that in paste
12:07:45  *** andythenorth has quit IRC
12:32:34  <Wolf01> Mmmh, teddy bear is not enough, I need a tutor here
12:33:18  <Wolf01> I need to make a set of functions to work with the RoadTypeIdentifiers
12:34:09  <Wolf01> For example RoadTypeIdentifier to RoadTypeIdentifiers, but I can't decide if it only converts the current RoadTypeIdentifier or could even merge more
12:34:33  <Wolf01> As the RoadType to RoadTypes can work with flags
12:34:56  <Wolf01> So you can do RoadTypeToRoadTypes(rt | ROADTYPE_TRAM)
12:35:08  <Wolf01> But I can't "or" 2 structs
12:35:49  <Wolf01> Any ideas?
13:04:47  *** supermop has joined #openttd
13:13:03  *** Snail has joined #openttd
13:13:14  *** Snail has quit IRC
13:38:15  *** andythenorth has joined #openttd
13:42:40  <supermop> yo
13:43:03  <andythenorth> lo
13:43:11  <Wolf01> o/
13:45:52  <supermop> back to work from several days of festivalling
14:22:43  *** keoz has joined #openttd
14:23:29  <Wolf01> andythenorth, I made some functions and a struct to work with tiles, I think we should use the struct everywhere in place of the various functions and add many more methods to the struct
14:23:53  * andythenorth learns about structs
14:24:49  <andythenorth> oh a struct is a bit like declaring a dumb object
14:24:58  <Wolf01> Yes
14:25:27  <andythenorth> so we’d give it props and read the props when needed
14:26:13  <Wolf01> No, this one is for tiles, it tells which roadtypes are on a tile in place of the old enum
14:26:28  <andythenorth> right ok
14:26:48  <Wolf01> For props you just GetRoadTypeInfo() :P
14:27:53  <Wolf01> I think I made a mistake somewhere because roads seem to work, but not trams, bits in m4 aren't set for trams
14:29:14  *** Gja has joined #openttd
14:30:00  *** Gja has quit IRC
14:37:26  *** JacobD88 has quit IRC
14:42:56  *** JacobD88 has joined #openttd
14:48:35  *** JacobD88 has quit IRC
15:11:24  <andythenorth> bbl
15:11:24  *** andythenorth has left #openttd
15:14:06  *** sla_ro|master has joined #openttd
15:38:54  *** Samu has joined #openttd
16:43:09  *** TheMask96 has quit IRC
16:44:41  *** TheMask96 has joined #openttd
16:53:16  *** Alberth has joined #openttd
16:53:16  *** ChanServ sets mode: +o Alberth
17:03:30  *** andythenorth has joined #openttd
17:03:46  <Alberth> o/
17:04:03  <andythenorth> lo
17:04:09  <Wolf01> o/
17:04:32  *** glx has joined #openttd
17:04:32  *** ChanServ sets mode: +v glx
17:05:39  *** gelignite has joined #openttd
17:05:56  <Samu> @calc 1 << 240
17:05:56  <DorpsGek> Samu: Error: Something in there wasn't a valid number.
17:06:01  <Samu> :(
17:08:40  <Samu> Milek7_: how did you managed company offering itself to others for a price?
17:09:22  <Samu> will take a look brb
17:13:46  <Alberth> Samu:  1766847064778384329583297500742918515827483896875618958121606201292619776
17:14:19  *** mikegrb has quit IRC
17:15:03  <Samu> there is no int256, i guess
17:15:14  <Samu> uint
17:15:25  <Wolf01> uint256 lol
17:16:45  <andythenorth> Wolf01: anything new? o_O
17:17:01  <Wolf01> Committed what I've done, nothing else :P
17:17:25  <Wolf01> Watched some Game of Thrones S6 episodes
17:18:00  <andythenorth> is it known that tram construction asserts? o_O
17:18:28  <Wolf01> Could be, the bots are wrong, I must have made a mistake somewhere, but too sleepy to find it
17:18:33  <Wolf01> *bits
17:19:00  * Wolf01 writing with claws is not easy
17:21:06  <Samu> c->bankrupt_asked.set(c->index, true); // Don't ask the owner
17:21:12  <Samu> ah i see what you did, a function
17:21:39  <Samu> or structure, or whatever the heck that is
17:23:25  *** sim-al2 has joined #openttd
17:28:35  *** frosch123 has joined #openttd
17:28:37  <andythenorth> c->cat
17:28:42  <andythenorth> also quak()
17:29:29  <frosch123> this->greet()
17:29:55  <Wolf01> me->dinner()
17:30:08  <Wolf01> Also echo "quak"
17:30:18  <andythenorth> printf(“quak”)
17:30:31  <andythenorth> syntax error: missing ;
17:38:16  <Samu> roadrunner reached 2051, finally!
17:43:50  <Samu> meh, minimal differences, I guess nothing really changed
17:46:51  *** Progman has joined #openttd
17:50:15  *** sla_ro|master2 has joined #openttd
17:54:01  *** sla_ro|master has quit IRC
17:56:00  *** mikegrb has joined #openttd
17:59:33  *** Arveen has joined #openttd
18:09:53  <Milek7_> Samu: i used custom Bitset class
18:10:16  <Milek7_> defined in bitmath_func.hpp
18:11:08  <Milek7_> didn't used std::bitset because it doesn't expose internal structure for savegames
18:23:57  <Wolf01> andythenorth, back to work, I should fix that trams assert
18:23:57  *** goblin has quit IRC
18:28:21  <Wolf01> andythenorth, where does it asserts?
18:28:44  <andythenorth> Wolf01: just finishing some work, but will look shortly
18:34:22  *** OsteHovel has joined #openttd
18:38:07  *** OsteHove` has quit IRC
18:45:38  <Wolf01> Ok, found it, I put an assert there because I didn't know how to handle the situation
18:45:53  *** frosch123 has quit IRC
18:49:45  <andythenorth> Wolf01: what’s the situation? o_O
18:49:54  <Wolf01> 2 trams on the same tile
18:49:59  <Wolf01> And 2 roads too
18:50:06  <andythenorth> invalid?
18:50:08  <Wolf01> Not possible at the moment
18:50:35  <andythenorth> 1 tramtype, 1 streettype per tile
18:50:42  <andythenorth> not more
18:51:32  <andythenorth> or do I misunderstand the issue? o_O
18:51:44  *** keoz has quit IRC
18:52:08  <Wolf01> No, that's right
18:53:06  *** Samu has quit IRC
18:57:31  <andythenorth> Wolf01: I figured we’d look at the over-building behaviour from railtypes and steal it
18:58:10  <Wolf01> Yes, removing the assert already does it
18:58:28  <Wolf01> It could be used for the convert tool
18:59:45  <Wolf01> If you are sure that you want to be able to overbuild a roadtype with one of the same base type, we can avoid any further test and remove the assert
19:01:43  <Wolf01> But on creating a RoadTypeIdentifiers structure I'll leave the assert there, you can't create a couple TRAM+TRAM or ROAD+ROAD
19:02:07  <Wolf01> On merge it's ok to overwrite the type
19:07:46  <andythenorth> definitely ok to overbuild with same basetype afaict
19:08:01  <andythenorth> and yeah ROAD+ROAD is all kinds of wrong :)
19:09:03  <Wolf01> We will need to decide what to do with asphalt road + dirt road crossings
19:09:19  <andythenorth> tricks
19:09:25  <andythenorth> seen how rail catenary works?
19:09:32  <andythenorth> elrail will fill gaps
19:09:40  <Wolf01> Yes
19:09:55  <andythenorth> we’ll do some complex function reading the track bits
19:10:15  <andythenorth> actually no, simpler
19:10:26  <Wolf01> You will need to read road bits outside of the current tile
19:10:35  <andythenorth> yeah, that’s not worth it
19:10:45  <andythenorth> if the tile contains dirt road, draw dirt road
19:10:55  <andythenorth> if it contains asphalt, draw asphalt
19:10:59  <Wolf01> Also, it's asphalt with dirt over or dirt with traces of asphalt at the sides?
19:11:16  <andythenorth> it’s all asphalt or all dirt on that tile
19:11:18  <andythenorth> for all track bits
19:11:20  <andythenorth> no magic
19:11:25  <Wolf01> Yup
19:11:36  <andythenorth> simple
19:12:05  <Wolf01> The first one built is the base... but this mean the previous assertions are invalid
19:12:19  <Wolf01> = you can't overbuild a tile
19:12:54  <Wolf01> Because if you drag a dirt road over an asphalt road, you will get a dirt intersection
19:13:06  <Wolf01> You are free to do it, like rails
19:13:40  <Wolf01> We can't have both behaviours
19:14:15  <Wolf01> I'll do it like rails = overbuild possible, it's your decision on how the crossing will appear
19:14:33  <Wolf01> Your = player
19:22:00  <andythenorth> yeah if you drag over an existing road, it’s overbuilt
19:22:14  <andythenorth> if the types are incompatible for vehicles, build a bridge :P
19:22:34  <Wolf01> :)
19:23:38  <Wolf01> Like narrow gauge over high speed track with catenary
19:24:29  <andythenorth> might be carnage if towns or AIs cross your road :P
19:24:45  <andythenorth> let’s worry about that later
19:32:00  <Wolf01> I'm cleaning up the code and writing docs, I'll commit soon
19:32:27  *** Samu has joined #openttd
19:32:30  <Samu> updated topic
19:33:22  <glx> or you could have a kind of priority so dirt < asphalt but probably hard to manage
19:33:59  *** seatsea has joined #openttd
19:34:38  <Wolf01> Could be managed with sorting
19:35:27  *** seatsea has quit IRC
19:35:56  *** seatsea has joined #openttd
19:36:12  *** sla_ro|master2 has quit IRC
19:41:14  <andythenorth> sorting is hard to explain to player
19:41:28  <andythenorth> and newgrfs might have conflicting sort orders
19:41:43  <Wolf01> Yes, I thought that too
19:41:44  <andythenorth> stick to simple
19:42:26  <andythenorth> railtypes is pretty bullet proof [except for newgrf authors ideas] :)
19:42:31  <Wolf01> Committing.... Done
19:42:50  <Wolf01> You can use the land area info tool now
19:43:26  <Wolf01> It tells you which road sub type is in the tile, but not yet if there are road+tram
19:43:31  *** HerzogDeXtEr has joined #openttd
19:45:02  <andythenorth> cool
19:50:00  <Samu> rails with water do have a few conflicts
19:50:17  <Samu> i created some patches about it
19:52:39  <Samu> I didn't fix the pbs conflict thing, was told it doesn't matter what vehicle is on the other part
19:53:43  <Samu> but the vehicle could be a ship :(
19:53:48  <Samu> and not a train
19:59:41  *** Samu has quit IRC
20:17:17  *** Arveen has quit IRC
20:19:10  *** Alberth has left #openttd
20:33:16  * andythenorth bed
20:35:57  *** andythenorth has left #openttd
21:18:09  <Wolf01> Note for andy: trains do not let overbuild :P
21:24:03  *** gelignite has quit IRC
21:36:48  *** seatsea has quit IRC
21:41:29  *** Progman has quit IRC
21:42:01  *** CompuDesktop has quit IRC
21:42:50  *** keoz has joined #openttd
21:51:08  *** Compu has joined #openttd
22:08:41  *** Biolunar has quit IRC
22:30:49  *** keoz has quit IRC
22:51:06  *** Myhorta has joined #openttd
23:09:29  <Wolf01> 'night
23:09:31  *** Wolf01 has quit IRC
23:19:07  *** Samu has joined #openttd
23:24:49  *** Snail has joined #openttd
23:42:40  *** Samu has quit IRC

Powered by YARRSTE version: svn-trunk