Log for #openttd on 1st December 2017:
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05:00:44  <ZexaronS> Hello
05:01:26  <ZexaronS> tried openTTD for the first time, I probably saw this on some windows 3.1 PC or some similar game like this way back in the day in school
05:01:57  <ZexaronS> But here's some feedback, I thought of just going in without reading absolutely anything about it
05:02:15  <ZexaronS> I've been searching for 30 mins and I can't find how to make new train order
05:03:59  <ZexaronS> secondly, I hoped the popup windows would close down if i clicked the button again
05:04:31  <ZexaronS> this is just pure feedback from someone crashing in, hopefully not taken personally
05:05:06  <supermop_home> not many people on here at this hour
05:05:10  <ZexaronS> so I have no idea what is intentional or not
05:05:22  <supermop_home> not many would take it personally either
05:05:53  <supermop_home> for orders... there is a button on the train's window
05:05:58  <supermop_home> looks like an arrow
05:06:08  <supermop_home> opens the order UI
05:06:26  <supermop_home> order UI has plenty of its own problems
05:06:45  <supermop_home> but in there you can click 'go to' then click stations etc
05:07:24  <supermop_home> if you click the orders in the list you can then set things like 'load' or 'unload'
05:07:39  <supermop_home> holding down those buttons gives more options
05:07:52  <ZexaronS> oh, I mean "personally" it more of a "outsider" or someone from another community, I'm actually the old cat still even very young at the time, I was born into commander keen and dangerous dave so I'm not from the modernwarfare commuinty and I wouldn't want to force anything from the wild pop indutry into this program, just to clear that out
05:09:13  <supermop_home> openttd is a project of many people over 20 years, so lots of ideas have come that maybe don't work all that intuitively together
05:09:29  <supermop_home> so its a given that somethings are not ideal
05:09:38  <ZexaronS> this got my attention because I remember a train game, with lots of train tracks, and always wanted kept wondering, I rememebered it years later but I forgot to ask my friends about it at the time
05:10:13  <supermop_home> and usually insight of others is not frowned upon, just so long as you don't demand changes a certain way right now
05:10:33  <supermop_home> as things only get worked on when people have time to do it for free
05:10:51  <ZexaronS> it's one of those i didn't knew the name, we knew commander keen, but I didn't knew I was playing dangerous dave because it was a weird exe, probably ddav.exe or something hah
05:11:30  <ZexaronS> I'm not sure if the train game was this, but it's very similar, but I remember it in a texas-like desert theme
05:12:39  <ZexaronS> The year was something 2000-2001 ... everything was delayed here, it's now USA
05:12:48  <ZexaronS> so stuff that was 5 years out, was new here
05:13:10  <ZexaronS> not usa*
05:19:01  <ZexaronS> Oh yes
05:19:11  <ZexaronS> ofcourse
05:19:39  <ZexaronS> I installed it a week ago gave it a try at the last min, yeah it's late, later
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05:29:13  <ZexaronS> bah i was clicking on the factories with the goto thingy
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09:49:28  <planetmaker> I had to think of wolf and andy:
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14:46:35  <Samu> hi
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14:51:49  <Alberth> o/
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14:52:50  <crem> \o
14:56:30  <Samu> uhm... i'm scared of showing this to u
14:57:20  <Samu> line 80 to 154
14:57:33  <Samu> how can I improve that :(
14:58:24  <Alberth> you have good reason to be afraid :p
14:58:48  <Alberth> how do you manage to make such code?
14:59:34  <Samu> hehehe
14:59:48  <Samu> that is the auto-terraform code for ship depots :(
14:59:48  <Alberth> anyway, look for duplicate pieces of code, move them to their own function, and call that function when you need to
15:00:27  <Alberth> lots of detailed cases eh?
15:01:08  <Alberth> if you look at the end-result, how many different results can you get?
15:02:04  <Alberth> eg if it is always flat, you basically have 1 end result
15:02:45  <Alberth> so another approach is to describe the end result, and then write code that modifies the terrain to that result
15:03:18  <Alberth> where "describe the end result" is a simple array of desired tile heights
15:05:06  <Alberth> instead of hard-coding all cases, you compute what must be done on each tile, by comparing reality with desired result
15:05:55  <Samu> it's always flat, but sometimes the height can differ
15:06:15  <Samu> flat with the height +1 or flat with the height + 0
15:06:51  <Alberth> where does the height + 1 (or + 0)  depend on
15:06:53  <Alberth> ?
15:07:50  <Samu> can't remember specifically, but I think I was counting the number of corners
15:10:16  <Samu> damn, i worked on this last year or so, i had posted some screenshots, gonna see if i can still find them
15:19:40  <Samu> who would have thought, I found a bug right away :(
15:21:48  <Samu> there are 6 corners
15:22:03  <Alberth> it also would help if you comment what each block of code is doing
15:22:29  <Alberth> right now, you have to carefully read each line and decude what it aims to do
15:22:56  <Alberth> if you write that in text/comment above the lines, it's faster to read, and less error-prone
15:24:26  <Samu> if 4 corners were tileheight +1 and 2 tileheight 0, then the result would be flatten to the height of +1
15:24:58  <Samu> in case of a tie, I dunno, gotta read all those cases indeed
15:26:12  <Alberth> 6 corners? I'd hope a tile has 4
15:26:22  <Samu> 2 overlap
15:26:37  <Samu> the middle
15:26:47  <Alberth> right this is just 2 tiles below the depot?
15:27:45  <Samu> tile 1 has 4 corner, tile 2 has 4 corners, but tile 1 and tile 2 share 2 of those corners
15:28:37  <Alberth> so what if you obtain highest corner height and lowest corner height, and then for each height in that range compute how much height difference exists for the 6 corners.
15:28:50  <Alberth> Then pick the height with the smallest height difference
15:29:44  <Alberth> ie compute the best solution instead of testing for all cases
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15:43:11  <Samu> if (slope1 == ComplementSlope(slope2) && IsInclinedSlope(slope1)) {
15:43:18  <Samu> this one is bugged :(
15:43:33  <Samu> it only flattens one tile
15:44:04  <Samu> maybe it is what it should do, but it's not detecting how it should be done
15:44:23  <Samu> oh well, gonna try do this differently
15:45:12  <Samu> okay, so first thing to do is count corner heights?
15:52:25  <Alberth> I'd start with finding  lowest and highest height
15:52:49  <Alberth> which can be different from each other by at most 2
15:55:17  <Alberth> hmm wait, how do you need terra-forming here?   you build a depot on water, which is flat, aren't you?
15:55:38  <Samu> i build on land
15:55:47  <Samu> it flattens it, builds canals, then the lock
15:56:11  <Alberth> euhm, ok
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15:56:35  <Samu> er, i mean depot*
15:57:31  <Samu> i'm finally starting to see the light*
15:58:32  <Samu> z_slope1
15:58:40  <Samu> z_middle_corner_n
15:58:46  <Samu> z_middle_corner_s
15:58:51  <Samu> z_slope2
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15:59:05  <Samu> I was working with only 4 heights
15:59:17  <Samu> wasn't it supposed to be 6? now i'm confused myself
15:59:45  <Alberth> a slope is not a corner
16:00:46  <Samu> Slope GetTileSlope(TileIndex tile, int *h)
16:00:57  <Samu> *h = TileHeight(tile);
16:02:05  <Samu> no wonder this was bugging
16:02:40  <Samu> z_slope2 is the same as z_middle_corner_n
16:02:45  <Samu> damn it
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16:03:32  <Alberth> height of a tile is not the same thing as height of a corner
16:03:51  <Alberth> since a tile has 4 corners, which may be at different heights
16:08:39  <Samu> z_slope2 is different than z_middle_corner_n?
16:08:44  <Samu> i'm even more confused now
16:10:04  <Samu> GetTileSlopeGivenHeight
16:11:10  <Alberth> why are you dragging slopes in?
16:12:02  <Samu> im following the code, and apparently I messed up
16:12:28  <Samu> tileslope height is not really the same as tileheight
16:12:37  <Alberth> ok, have fun
16:12:45  <Samu> :(
16:13:09  <Samu> was trying to understand what to do
16:14:30  <Alberth> so start with 4 functions that computes height of the 4 corner of a tile
16:15:53  <Alberth> break your problem in smaller pieces, until the pieces are small enough to build, then build them, and compose them to the whole functionality
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19:13:46  <Samu> I am so confused with this height tiles corner z h stuff! :(
19:14:32  <Samu> and slope
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22:32:16  <supermop> so the first job offer i had seems to have evaporated, but i just got another offer
22:32:36  <supermop> unfortunately the compensation is worse than my current job
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22:55:03  <Samu> v9
22:55:05  <Samu>
22:55:24  <Samu> but i'm yet unable to do as Alberth suggested :(
22:55:31  <Samu> i'm so bad
22:55:37  <Samu> can't code
22:55:53  <Samu> can't see what he means
22:56:33  <Samu> he tries to help me, and yet... i still can't figure it out
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