Log for #openttd on 24th March 2017:
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00:28:29  <Wolf01> 'night
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00:57:43  <peter1138> oo i found some old savegames :D
00:57:47  <peter1138> not that old mind
00:57:57  <peter1138> 2014
01:05:45  <peter1138> Passenger Production at x Oil Rig decreases 50%!
01:05:49  <peter1138> Oh dear...
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02:09:56  <supermop_home> really I should hope the roughnecks on the rig aren't producing too many people to begin with
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07:33:37  <DorpsGek> Commit by peter1138 :: r27822 /trunk/src (6 files in 4 dirs) (2017-03-24 08:33:31 +0100 )
07:33:38  <DorpsGek> -Feature: Vehicle Group Info: Add profits and occupancy display to group vehicle list (mtm, JGR)
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08:45:48  <Wolf01> o/
08:45:54  <V453000> yo
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09:01:48  <Wolf01> Refunded astroneer, purchased again on steam
09:03:56  <Wolf01> Fuck UWP games, no savegames because they are self-contained and no app file is exposed, also I closed the game 4 times yesterday by clicking on the X button which appear when you move the pointer to the top border
09:04:02  <Wolf01> Also no friends
09:08:00  <Wolf01> I'll keep on xbox live only the exclusives, like halo wars
09:09:05  <peter1138> UWP?
09:09:26  <Wolf01> Yeah, the apps purchased on microsoft store
09:09:30  <peter1138> Hmm.
09:09:49  <peter1138> Well you better add me on Steam and then you can show me how to play :p
09:09:51  <Wolf01> It's a cool thing when they are well done
09:10:17  <Wolf01> But if I want full screen I want full screen
09:10:54  <peter1138> Sad that I couldn't help but touch that patch ;(
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09:11:31  <Wolf01> Minecraft doesn't have this problem, the pointer is captured in the window, the "problem" happens only when you open the inventory and release the captured pointer
09:11:40  <Samu> hi
09:11:45  <Wolf01> Ho
09:13:32  <Wolf01> Also I was stuck with a "the demo version of astroneer is expired" every time I booted the pc
09:13:55  <crem> Why astroneer not pioneer?
09:14:28  <crem> pioneersim is very similar to openttd. Both are remakes of old game.  Probably it's good idea to merge those projects!
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09:14:46  <Wolf01> Because it's a totally different game
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09:14:48  <Samu_> uh, disconnected
09:15:15  <crem> It's almost the same! Open ended, about transport.
09:15:29  <Wolf01> Astroneer is like lego worlds
09:16:03  <crem> Is astroneer is one of gazilion survival games?
09:16:16  <Wolf01> Yes
09:20:43  <Wolf01> peter1138, what's your steam name?
09:21:07  <peter1138> erm... err.....
09:21:12  <peter1138> "peter" :p
09:21:19  <Wolf01> Lol...
09:21:40  <Wolf01> 1.234e23 results
09:22:02  <Wolf01> Better if you add me, wolf01_wdd
09:22:02  <peter1138> there's a tt-forums group which i'm in
09:22:20  <Wolf01> Oh cool
09:22:43  <Wolf01> I'm in the group too, now XD
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09:23:49  <Wolf01> Found you
09:26:21  <Wolf01> Eh, it works really better in steam, at least I can see the loading screens
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09:51:00  <V453000> ._.
09:51:20  <V453000> automate?
09:54:54  <peter1138> ?
09:57:32  <Wolf01> I could automate my death
10:00:00  <Wolf01> Mmmh, no resin... lot of compound but no resin
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10:30:21  <Wolf01> Peek-a-boo?
10:31:58  <andythenorth> lo
10:33:56  <Wolf01> Ha! Found 2 dead astroneers, free air tanks and batteries
10:34:31  <Wolf01> Getting lost in caves might be a risk but is rewarding
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10:48:54  <peter1138> Your own dead bodies?
10:49:02  <peter1138> I've not played enough to die :D
10:49:27  <Wolf01> Nope, random astroneers which died exploring
10:50:18  <Wolf01> Trust me, you will die often, specially if you are far from the habitat and shit... ehm a storm happens
10:51:03  <peter1138> Hmm
10:51:55  <Wolf01> Or you want to know how it feel when you try to feed a sarlacc
10:52:42  <Wolf01> Or you want to pick up flowers but flowers sting you with spikes, or acid gas, or explosions
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11:04:19  <peter1138> Spoilers!
11:06:10  <Wolf01> Mmmh, I need solar power, and big batteries
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12:00:59  <DorpsGek> Commit by peter1138 :: r27823 trunk/src/vehicle_gui.cpp (2017-03-24 13:00:52 +0100 )
12:01:00  <DorpsGek> -Fix: Vehicle viewport is not user scrollable so flag window as such.
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12:31:51  <silentcontrib> @logs
12:31:52  <DorpsGek> silentcontrib:
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13:31:06  <supermop> yo
13:31:33  <Wolf01> o/
13:39:51  <supermop> how's it going
13:39:58  <supermop> and how is IT going
13:40:16  <supermop> i hope that's the abbreviation for italy,
13:40:50  <Wolf01> I thought you meant Information Technology XD
13:41:06  <crem> Does't abbreviation exist only for things which consist of more than 1 word?
13:41:18  <Wolf01> BTW, same shit, everyday :(
13:42:37  <Wolf01> Today news are "more jobs! but not fixed positions... also more unemployment compensation requested
13:43:14  <peter1138> You can abbreviate a single word.
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13:43:52  <peter1138> You might be thinking of initialisms.
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14:10:54  <supermop> bored
14:11:18  <supermop> only task on agenda at work that must be done today is very unpleasant
14:11:36  <supermop> and fast running out of other tasks to stall with
14:12:19  <andythenorth> get it out the way
14:12:41  <supermop> entails arguing with a client over a budget
14:13:49  <peter1138> Plenty of tasks:
14:14:12  <andythenorth> if it’s ‘bugs’ in the subdomain, can we delete all the feature requests? o_O
14:14:29  <supermop> fence on top of ufo
14:14:39  <supermop> truly the most game breaking of experiences
14:20:32  <peter1138> andythenorth, I'm working on it :D
14:20:57  <andythenorth> 793
14:21:07  <andythenorth> how many were there a few months ago, 900 or so?
14:21:19  <peter1138> See!
14:22:40  <peter1138> Wolf01, what was fs#1167 meant to be? :p
14:22:48  <peter1138> (It's slightly out of date)
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15:30:17  <Wolf01> peter1138: do you know those UI which appear around your mouse pointer? I don't remember how they are called, but it's widely used in console games (where you don't really gave a pointer) so you can select the action with a movement of the stick
15:30:35  <Alberth> o/
15:30:39  <Wolf01> o/
15:31:16  <Wolf01> something like this
15:31:34  <Wolf01> Which I already use for OTTD :P
15:33:01  <Wolf01> The problem is that you won't see it as it's handled by the OS, I wanted to pop up a classic OTTD UI with the buttons all around
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15:35:23  <Alberth> ieks
15:36:53  <Wolf01> I only handle key modifiers with that, ctrl and shift, also del to close all the other windows, you can't really use it to change the building tool as OTTD has too many functions
15:37:39  <Alberth> just 3 or 4 items thus
15:37:52  <Alberth> isn't it called "pie-menu" ?
15:37:54  <Wolf01> And the problem is that since is system wide, I usually end up with the ctrl key stuck and write garbage all around
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15:38:28  <Wolf01> Yeah, it might be "pie menu"
15:39:07  <Wolf01> Or radial menu
15:39:30  <Wolf01> <- this one for example is the OneNote radial menu
15:39:31  <Alberth> I don't know how you want to open it, but if that's a click, you're doubling the number of clicks
15:40:53  <Wolf01> Yes, you do one more click, or in case of windows you can keep pressed the button in a single place and then drag, the action is selected "on mouse button released"
15:41:34  <Alberth> that would be the other option indeed
15:41:57  <Alberth> but map drag is likely more relevant :)
15:42:45  <Wolf01> You can still drag the map, if you move the pointer before it opens the popup
15:43:21  <Alberth> hmm, and you add a delay as well, thus
15:44:18  <Wolf01> Maybe a visual timer will help to know the right time to do the actions
15:44:28  <Alberth> we have all kinds of options to express what you want, and we compress it all into one button :p
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15:51:15  <Wolf01> The main objective was to remove the need of the keyboard
15:51:40  <Alberth> fair enough
15:52:12  <Wolf01> As currently the keyboard is really useful only for A, S, D, B, ctrl, shift, del
15:52:26  <Alberth> having all buttons in the game helps in finding all the 'hidden' functionality :)
15:52:41  <Alberth> R (remove signal)
15:52:54  <Wolf01> Yeah, R too
15:53:21  <Alberth> I think I have a key for the road toolbar too, but not sure :p
15:53:56  <Wolf01> Expanding all the UI buttons, so having toolbars with 500 buttons and even a button for every single function in all the UIs would be better, but can you fit them to a screen then? XD
15:53:57  <Alberth> oh, and f1 for pause, I use a lot
15:54:10  <Alberth> likely other use the other function keys too
15:54:44  <Wolf01> Maybe in future I'll bring back that patch
15:54:46  <Alberth> the game isn't really designed for non-keyboard play
15:55:23  <Alberth> I do like the more interactive guis of the newer transport games
15:55:46  <Alberth> where things pop up balloons and icons when they want something
15:56:22  <Alberth> but it may not really fit in openttd retro look and feel
15:58:14  <Wolf01> And it will change a lot of the UI as we are used now
16:01:48  <Alberth> quite
16:13:00  <peter1138> Wolf01, ok
16:13:48  <peter1138> Wolf01, I suspect that UI design would be a bit tricky with the current system.
16:14:57  <Wolf01> Yes, I noticed it, that is the reason because I've never updated/finished the patch
16:15:58  <Wolf01> Maybe some alternatives like the android port ones could be ported back to trunk
16:16:05  <peter1138> That and it's 10 years old...
16:16:23  <Wolf01> I think you can happily close that task :P
16:16:38  <Wolf01> It should be re coded from scratch
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16:18:07  <Wolf01> Quak
16:18:18  <crem> Quack
16:18:25  <frosch123> mola
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16:28:18  <Eddi|zuHause> <Wolf01> Trust me, you will die often, specially if you are far from the habitat and shit... ehm a storm happens <-- get a vehicle? you're safe in vehicles
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16:30:47  <Alberth> hola
16:32:05  <peter1138> aloh
16:32:11  <supermop> aloha
16:33:47  <Samu_> woah, there's still players that don't know how to loan money
16:34:27  <Samu_> they run out of money and then leave the game :(
16:37:14  <Samu_> what is that current usage in the group vehicle
16:38:23  <supermop> ok the unpleasant client task is complete
16:38:50  <frosch123> which unpleasant task is next?
16:40:01  <supermop> no remaining tasks between now and Wednesday are unpleasant, until client emails back
16:46:07  <Samu_> pyoro is here?
16:49:16  <Samu_> i'd like to do what pyoro is asking, but my skills...
16:49:27  <Samu_> without help i doubt i can do what he asks
16:50:43  <supermop> i don't recall seeing him on irc
16:50:45  <Alberth> looks like pyoro is just making a suggestion, to me
16:50:50  <supermop> doubt he is on regularly
16:51:42  <Alberth> if he knew how to do it, he would not have added the disclaimer at the end
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17:00:28  <Wolf01> Eddi|zuHause: "get a vehicle? you're safe in vehicles" <- almost, not completely safe :P
17:01:31  <Wolf01> <Samu_> they run out of money and then leave the game :( <- just like me, if I can't work it out with the initial loan and repay it in 4-6 years then the game is doomed
17:03:39  <Samu_> i think what he's asking is what I was hoping to do as well
17:09:02  <Samu_> this is bad
17:09:44  <Samu_> that river feels unnatural
17:09:44  <Wolf01> Never seen a river like that
17:10:35  <Samu_> i'm forcing the pathfinder to get 3 flat tiles at the upper part
17:10:55  <Samu_> sec, let me show you what i mean
17:12:57  <Wolf01> Lol V the new FFF is wonderful XD
17:12:58  <Samu_> nope, something else failed
17:13:55  <Samu_> ah, right, nothing failed, it's how i am forcing it, but looks weird indeed
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17:16:28  <Wolf01> "The graphics can be integrated just before the release, as it shouldn't introduce new bugs." we are all counting on V for this ;)
17:17:43  <Eddi|zuHause> "what could possibly go wrong"
17:18:00  <Wolf01> Slugs everywhere
17:18:37  <Samu_>
17:18:46  <Samu_> my testing
17:18:50  <Samu_> when it finds a slope
17:19:03  <Samu_> it asks those tiles at x if they're flat
17:20:10  <Samu_> the pathfinder decides to go left instead
17:20:21  <Wolf01> I think it should just ask and not effectively make a river in all of those, also just 2 of them are really required to be flat
17:20:23  <Samu_> but i see that in this case it would be correct to go straight
17:23:05  <Samu_> the problem i have is that I don't know which direction the river is going to
17:23:32  <Samu_> where it comes from and where it goes to
17:23:40  <Wolf01> Make first pass, cache the final path, cycle the path and make the river
17:24:16  <Samu_> what?
17:24:21  <Samu_> english plz lol
17:25:46  <Samu_> hmm actually, i might now where the river goes to
17:26:09  <Samu_> pathfinder is a weird dude, it starts planning from the spring
17:26:25  <Samu_> but then it starts building the river at the end and does it backwards from the mouth to the spring
17:27:11  <Samu_> I can ask if there is water at the lower parts
17:27:34  <Samu_> but it's unknown at the upper parts, no idea which direction the pathfinder goes next
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17:34:44  <Alberth> only when you reach the destination, you know what the shortest path is
17:35:24  <Alberth> going back from the destination to the source is easiest
17:36:03  <Alberth> sort-of breadcrumbs always point to the previous tile (ie nearer to the source)
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17:50:07  <Samu_> nope, i dont know how to do this
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17:55:10  <peter1138> Hmm
17:57:09  <peter1138> mouse click events are strange in ottd
17:58:08  <peter1138> in most uis button down activates the highlight
17:58:15  <peter1138> and then button up activates the action
17:58:20  <peter1138> ottd does the action on button down
17:58:31  <Wolf01> Yeah, I noticed that too
17:58:54  <peter1138> (except tabs, they activate on button down)
17:59:08  <peter1138> (and drop downs but in that case it's more like a drag)
17:59:51  <peter1138> i wanted something to happen on mouse up, then i realised that ottd always does it on mouse down
17:59:52  <Wolf01> The odd is that you can't cancel the action if you click on the wrong button and then move the pointer outside the button
17:59:56  <peter1138> yup
18:00:03  <peter1138> it's done, instantly
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18:01:20  <Wolf01> Like selling trains, blowing up things :P
18:01:46  <peter1138> well actually
18:02:04  <peter1138> blowing up land at least does it on button up
18:02:09  <peter1138> but that's because it's doing it after a drag
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18:45:56  <DorpsGek> TrueBrain: Commit by translators :: r27824 /trunk/src/lang (63 files in 2 dirs) (2017-03-24 19:45:45 +0100 )
18:45:57  <DorpsGek> TrueBrain: -Update from Eints:
18:45:58  <DorpsGek> TrueBrain: catalan: 7 changes by juanjo
18:45:59  <DorpsGek> TrueBrain: croatian: 4 changes by VoyagerOne
18:46:00  <DorpsGek> TrueBrain: korean: 15 changes by telk5093
18:46:01  <DorpsGek> TrueBrain: (...)
18:55:22  <DorpsGek> Commit by peter1138 :: r27825 /trunk/src (5 files in 3 dirs) (2017-03-24 19:55:16 +0100 )
18:55:23  <DorpsGek> -Feature [FS#4950]: Add option to close windows with right click (Flamefire)
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18:58:16  <peter1138> (Damn sight quicker than hunting for the tiny X)
19:02:20  <andythenorth> lo
19:06:04  <andythenorth> hmm
19:06:15  <andythenorth> merge of trunk to NRT conflicts
19:06:23  <andythenorth> that never happened before :P
19:06:59  <andythenorth> are there some kind of project files for windows?
19:07:15  <frosch123> they are generated
19:07:28  <frosch123> projects/ or something
19:07:41  <andythenorth> hmm, actually there are a shitload of conflicts :)
19:07:44  <andythenorth> larks
19:07:57  <andythenorth> we don’t normally have many upstream commits to bring in :)
19:08:01  <andythenorth> $someone has been busy
19:08:27  <LordAro> peter1138: bad coding style on that if statement :p
19:15:21  <Samu_> damn this is so complex for me, i dunno how to do this
19:16:28  <peter1138> LordAro, oops, work-style!
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19:19:10  <Samu_> i can not do what pyoro asks, I also wanted to do it, but i'm failing
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19:20:34  <Samu_>
19:21:07  <Samu_> Wolf01:  only 2 needed to be connected, but the pathfinder goes the other way, gg
19:21:49  <LordAro> peter1138: so many wasted lines! :p
19:24:18  <peter1138> LordAro, put a patch on flyspray so we can look at it in 10 years
19:25:07  <DorpsGek> Commit by peter1138 :: r27826 trunk/src/window.cpp (2017-03-24 20:25:01 +0100 )
19:25:08  <LordAro> :p
19:25:09  <DorpsGek> -Fix (r27825): Wrong code style
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19:26:59  <Wolf01> Wrong cheat code
19:27:31  <andythenorth> so are rivers fixed then? o_O
19:27:40  <peter1138> Yes. I removed them.
19:28:13  <Wolf01> +1
19:28:32  <andythenorth> probably best
19:28:44  <peter1138> I always removed NewGRF.
19:32:10  <peter1138> "sizes bigger than 1024x1024 (1048576 tiles) should be disabled (or maybe 524288 tiles max, because 1024x1024 will be a hell to play for dial-up players"
19:32:15  <peter1138> gotta love the reasoning
19:32:35  <peter1138> 10 years ago, of course. but who was using dialup even then?
19:33:45  <andythenorth> nice to be considerate
19:33:46  <Samu_> I vs H
19:34:02  <andythenorth> given that my ADSL couldn’t maintain a stable ottd connection...
19:34:46  <Samu_> i just noticed that towns can ruin building of locks
19:34:51  <Samu_> stupid bridges
19:35:08  <andythenorth> towns also block ship routes sometimes....
19:35:22  <Samu_> i have a patch that solves that
19:35:34  <peter1138> Remove towns.
19:35:39  <Alberth> /me discovered Chinooks
19:35:46  <Samu_> ppl shown interest in that, but then nothing happened
19:36:43  <Samu_> andythenorth: and
19:36:52  <Wolf01> <peter1138> 10 years ago, of course. but who was using dialup even then? <- I had just switched to 512Kbps ADSL
19:38:21  <LordAro> Alberth: Chinooks are best helicopters
19:38:31  <LordAro> closely followed by Apaches
19:39:03  <Wolf01> Astroneer... need to discover again trucks
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19:43:00  <LordAro> peter1138: why am i now trying to come up with a reasonable approximation of a clang-format file
19:43:03  <LordAro> i blame you for this
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19:49:57  <peter1138> ?
19:50:52  <frosch123> the clang formatter seems surprisingly advances
19:50:56  <frosch123> does it work?
19:50:57  <LordAro> peter1138: for code style enforcement :p
19:51:03  <LordAro> frosch123: eh
19:51:27  <Alberth> LordAro: nah, they're diesel engines!
19:51:46  <Wolf01> I tried an extension for VS... had to uninstall it because even if told to not change the style it tried to change everything
19:52:06  <Wolf01> I was too used to PSR for PHP :|
19:52:09  <LordAro> frosch123: this is the closest i've got so far
19:52:14  <LordAro> (just running on src/core/ )
19:52:37  <frosch123> need to disable max line width :)
19:52:51  <LordAro> (now with the clangformat file)
19:53:01  <LordAro> possibly
19:53:10  <LordAro> i do feel there should be some upper limit though
19:54:21  <LordAro> setting it to 200 just for the copyright header causes other weirdness in the rest of the code
19:55:06  <frosch123> some differences are valid fixes :)
19:55:32  <LordAro> oh indeed
19:55:53  <LordAro> OTTD source isn't rigid enough ;)
19:56:30  <frosch123> it doesn't do doxygen, does it?
19:56:37  <frosch123>  //!< vs ///<
19:56:57  <LordAro> don't think it touches comments beyond prepending with a '*'
19:57:48  <Samu_> Wolf01: this is the best I can do
19:57:48  <frosch123> ReflowComments = false
19:58:04  <Samu_> but you clearly notice those I and H forms
19:58:42  <LordAro> frosch123: that looks useful
19:59:00  <Wolf01> Make rivers 3 to 1 tile wide (3 near the mouth and 1 in the mountains)
19:59:41  <frosch123> DerivePointerAlignment <- lol
19:59:50  <frosch123> in case you cannot decide yourself :)
20:00:05  <frosch123> or you just want to adjust to others
20:00:18  <LordAro> mm :)
20:00:56  <frosch123> ColumnLimit = 0 read as if it would not delete existing line breaks
20:01:27  <LordAro> gist updated
20:03:34  <frosch123> ctor list indent seems to use spaces
20:04:01  <LordAro> instead of 2 tabs?
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20:04:17  <frosch123>
20:04:53  <frosch123> ofc it has a hard time with our "space between * const"
20:06:00  <frosch123> lots of weird exceptions :)
20:06:35  <LordAro> aye
20:07:12  <frosch123> the include grouping is also an interesting thing
20:07:30  <frosch123> s/grouping/categories/
20:08:03  <frosch123> that's what my apprentices always have trouble with for some reason
20:11:53  <andythenorth> can we have ottd apprentices? o_O
20:12:52  <LordAro> frosch123: seems to me that there's a fair number of classes in the core files that could be replaced with an STL implementation
20:13:03  <peter1138> probably
20:13:09  <peter1138> we had that aversion to them originally
20:13:13  <frosch123> LordAro: c++1 should deprecate all of it :)
20:13:38  <frosch123> most of our custom containers exist because there was no emplace
20:13:56  <andythenorth>
20:14:04  <LordAro> i'm looking at src/core/multimap.hpp currently
20:14:36  <LordAro> which apparently is only used in one place anyway
20:14:48  <LordAro> various sort functions are probably redundant as well
20:15:17  <frosch123> multimap is rarely useful
20:15:24  <LordAro> fairly sure i saw some sort of autoptr in there as well
20:15:59  <frosch123> we have a shared_ptr in the script api
20:16:09  <frosch123> i don't think we have unique_ptr
20:17:12  <frosch123> anyway, i mean to say: whenever i used multimap i later replaced it with map<vector>
20:17:45  <LordAro> typedef MultiMap<StationID, CargoPacket *> StationCargoPacketMap;
20:17:47  <LordAro> ¯\_(ツ)_/¯
20:18:18  <LordAro> i'm perfectly willing to get you some diffs, if you want :)
20:18:40  <LordAro> (he says, having no time for this already)
20:19:03  <frosch123> well, maybe in december :p before the next branch :)
20:19:23  <frosch123> i don't think we could pick a worse time for reformatting all code than now
20:19:28  <LordAro> haha
20:19:47  <LordAro> more on removing the redundant stuff in core/, rather than reformatting
20:19:50  <frosch123> also fun for patchpacks :)
20:19:55  <LordAro> hehe
20:20:07  <frosch123> ah, core, well... we need a new compile farm :)
20:20:42  <LordAro> just move everything to travis-ci, clearly
20:20:43  <LordAro> :p
20:21:09  <frosch123> when it comes to single core things, i have a bit of an allergy for removing stuff there :p
20:21:26  <LordAro> but that technical debt
20:21:44  <frosch123> some years ago we had some guy who removed dozen of function from the kudr templates, if ottd still compiled after that
20:22:01  <frosch123> unfortunately that also included removing dozen of copy constructors and assignment operators
20:22:13  <frosch123> which were then implicitly added,
20:22:27  <LordAro> ah
20:22:31  <frosch123> i.e. it took hours to debug and readd them :p
20:22:42  <LordAro> well, you can do `... = delete;` nowadays :p
20:23:10  <LordAro> but that would mean dropping pre-C++11 support
20:23:23  <frosch123> there is also boost::not_copyable and stuff :p
20:23:45  <LordAro> i'm not advocating adding boost, don't worry :p
20:24:13  <frosch123> well, everything that looked important about boost went into c++17
20:24:26  <LordAro> heh
20:24:46  <frosch123> though possibly i just did not notice the usefulness of other stuff :p
20:25:35  <frosch123> but so far the filesystem stuff was the last annoyance that was missing
20:26:10  <LordAro> mm, that's in std::experimental::, rather than std:: tho
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20:27:49  <frosch123> <- that uses std::tbd::filesystem :)
20:29:09  <frosch123> no idea, search results hit for both std::filesystem and std::experimental::filesystem
20:29:23  <LordAro> yeah, not clear
20:29:38  <LordAro> i think "officially" filesystem isn't part of c++17, only a TS
20:29:44  <LordAro> but i suspect in practice both will work
20:30:27  <frosch123> <- that lists it
20:30:30  <frosch123> wiki also lists it
20:31:45  <Eddi|zuHause> wiki is always right about everything.
20:32:06  <LordAro> maybe i got it mixed up with C++14 or something
20:32:09  <LordAro> i can't remember
20:32:20  <LordAro> regardless, i'd presume OTTD won't target C++17 for a while yet :p
20:32:46  <frosch123> at least it compiles with c++11
20:32:46  <Eddi|zuHause> i don't know enough C++ to really care...
20:33:04  <frosch123> isn't c++17 the one where they remove the trigraphs?
20:33:15  <frosch123> i wonder whether some standard also removes the octal thing
20:33:29  <__ln__> "the octal thing"?
20:33:31  <LordAro> yeah (to the former)
20:34:47  <frosch123> i wonder who fell over them
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20:35:04  <frosch123> i completely forgot there were trigraphs on the attic
20:35:15  <Eddi|zuHause> i've never seen a use for octal numbers outside chmod
20:35:21  <frosch123> s/on/in/ probably
20:35:28  <frosch123> Eddi|zuHause: exactly
20:36:47  <Eddi|zuHause> in PLC languages you specify number bases with 2#xxx 16#xxx etc
20:37:09  <frosch123> oh, btw. did i read it correctly that there are now some standard attributes?
20:37:10  <LordAro> Eddi|zuHause: i read something about that the other day, how it's a thing because the PDP-8(?) had 12bits, so the 3 octal values made sense
20:37:20  <frosch123> i.e. no longer compiler specific #pragma stuff
20:37:39  <LordAro> and that they (Kernighan & Ritchie) added the 0 prefix because of that computer
20:38:22  <Eddi|zuHause> but 12 bit are 4 octal digits
20:38:26  <Eddi|zuHause> or 3 hex digits
20:39:20  <__ln__> but please remember that even if c++17 "removes" some feature, it doesn't mean compilers are required to remove the said feature.
20:39:27  <Samu_> hmm gonna try fat rivers
20:39:35  <Samu_> let's see if I can do that
20:39:40  <peter1138> Samu_, make them carve
20:39:56  <LordAro> Eddi|zuHause: er, yeah
20:39:58  <Samu_> carve? what's carve, my english sucks
20:39:59  <LordAro> that one
20:40:15  <Wolf01> Samu_: dig hole in terrain
20:40:50  <Samu_> i was thinking this: make rivers 3-tiles wide
20:41:03  <Samu_> i think i can do this, have to experiment with the code
20:43:19  * andythenorth tried 2 tiles onece
20:43:23  <andythenorth> got an assert :)
20:43:42  <andythenorth> ha child #2 learnt his first trigraph today
20:43:50  <andythenorth> not a C++ trigraph though
20:43:59  <Alberth> :)
20:45:55  <frosch123> someone showed me a language today, which used "if (a,b) #labelsmaller #labelequal #labelbigger;"
20:46:36  <Eddi|zuHause> goto!
20:46:42  <frosch123> we do not know what name it had though, it was some example snippet, and he gueesed the meaning
20:47:05  <frosch123> Eddi|zuHause: yes, but combined with a quaterny operator
20:47:54  <LordAro> frosch123: ew.
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21:23:29  <Eddi|zuHause> well, it sorta does make sense if you have a low-level platform that sets both the equal and the smaller/bigger flag in one comparison operation
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21:25:55  <Eddi|zuHause> that must have totally thrown him off...
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21:35:01  <Wolf01> It seem there is some room for automation in astroneer, as soon as you discover the trade station you might want to trade (free) energy for rare materials
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21:40:35  <andythenorth> such bedtime
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21:44:35  <peter1138> When do we get LINQ in C++?
21:48:41  <peter1138> svn is annoying :(
21:50:34  <LordAro> peter1138: sure you want to ask that? :p
21:51:35  <Samu_> fat rivers don't look as impressive as I first though
21:52:32  <Wolf01> I've never used it in c#, never had the real necessity
21:53:12  <Samu_> i can't seem to make rivers with a width lower than 4 :(
21:53:54  <Samu_> CircularTileSearch(&t, 1, 0, 0, RiverModifyWidth, &tileh);
21:54:16  <Samu_> i'm fattening the river with the circulartilesearch
21:54:30  <Samu_> sec, let me take a screenshot
21:56:14  <Samu_>
21:57:15  <Samu_> didn't make it build river on inclined slopes, perhaps i should
21:57:16  <Wolf01> Mmmh, it's a start, too bad they need straight slopes
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21:57:46  <Samu_> brb, i can make it do that
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21:59:44  <Samu_> if (IsValidTile(tile) && !IsWaterTile(tile) && (IsTileFlat(tile) || IsInclinedSlope(slope_tile)) && height == height_tile) {
22:00:08  <Samu_> unsure about the height == height_tile, but let's see what happens
22:00:22  <Wolf01> Try not to break graphics, ships pathfinder...
22:00:54  <Wolf01> I love this one "IsTileFlat(tile) || IsInclinedSlope(slope_tile)"
22:03:22  <Samu_>
22:03:36  <Samu_> rivers on inclined slopes
22:04:28  <Wolf01> Seem nice
22:04:51  <Wolf01> Some artifacts which need to be addressed but I like large rivers
22:04:53  <Samu_> height == height_tile doesn't seem to be doing what I want
22:04:58  <Samu_> yeah
22:05:31  <Samu_> i guess I need to look for the max_height
22:05:37  <Samu_> brb
22:06:06  <peter1138> LordAro, eww, no. I mean the linq functions. I can't stand that stupid syntax
22:12:36  <Samu_> looks like i can't use circular tile search, hmm
22:12:54  <Samu_> 4 is too wide
22:13:14  <Samu_> i will try to make a function on my own, which is diagdirection search based
22:13:41  <Wolf01> 4 is right near the mouth
22:14:00  <peter1138> That's what she said.
22:14:10  <Wolf01> +1
22:14:23  <peter1138> Hmm, whisky time.
22:15:36  <supermop> good idea peter1138
22:15:47  <peter1138> That's "about" a serving...
22:15:47  <Wolf01> Mmmh, biscuits
22:15:58  <supermop> bourbon, scotch, or japanese?
22:16:07  <peter1138> single malt scotch yar
22:16:31  <supermop> islands, highlands ?
22:17:54  <supermop> actually our house is all bourbon and rye now
22:17:57  <peter1138> talisker skye. not particulary posh.
22:18:21  <supermop> talisker always a crowd favorite
22:18:27  <supermop> nice and peaty
22:18:38  <peter1138> i find bourbon works better with coke ;(
22:20:31  <peter1138> then again i didn't like scotch for ages either
22:24:14  <supermop> i actually liked scotch first
22:24:38  <supermop> and didn't drink boubon or rye until i got into to cocktails with bitters
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22:25:29  <supermop> rye i generally would never drink on its own or with just water
22:25:38  <supermop> alright subway home time
22:25:45  <supermop> to where the whiskey is
22:26:52  <Samu_> i gotta work on the inclined slopes a bit better :(
22:27:23  <Samu_> seems that the idea of fat rivers is good after all
22:27:50  <Samu_> i see potential for forbidden 90 degrees with them
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22:51:55  <Samu_> Wolf01:
22:52:04  <Samu_> better now
22:52:08  <Wolf01> Fantastic
22:52:10  <Samu_> not as wide though
22:52:44  <Wolf01> You should limit the width with height ant is might be perfect
22:52:54  <Wolf01> *and it
22:55:03  <supermop_home> maybe mezcal instead
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22:57:00  <peter1138> needs to split up into smaller sources
22:57:54  *** Maarten has joined #openttd
22:58:46  <supermop_home> the source of this mescal is pretty small
22:59:12  <peter1138> heh
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23:23:58  <Samu_> well, think i'm done, have to clean up the code mess I've made, too experimental, but i kinda like the outcome of this
23:24:38  <Samu_> it's not perfect though, it just disguises part of the weirdness just so that rivers are connectable with locks from start to end
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23:25:44  <Samu_> on this one here: just need to build locks, not even canals
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23:38:33  <Wolf01> So, the time has come
23:38:36  <Wolf01> 'night
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23:38:40  <supermop_home> night
23:39:09  <Samu_>
23:39:11  <Samu_> here's the code
23:39:21  <Samu_> part of it
23:39:41  <Samu_> i have many stuff repeating, how can I make it better? halp
23:39:45  <Samu_> less repetitive
23:41:46  <Samu_> what i want to do is... how do I append TileIndexes so that I don't repeat MakeRiver and CircularTileSearch every time
23:45:55  <Samu_> oops, a copy paste bug
23:46:11  <Samu_> line 25 should be  t = path->node.tile - delta;
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