Log for #openttd on 2nd December 2017:
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07:38:17  <andythenorth> o/
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08:16:17  <Alberth> ping
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09:10:38  <andythenorth> moin Alberth
09:10:50  <Alberth> moin
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09:33:09  <Wolf01> Moin
09:38:49  <Alberth> moin sir W
10:01:26  <PressureLine> o/
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12:21:31  <andythenorth> tquak
12:28:56  <frosch123> hoi
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14:29:25  <Alberth> moin
14:31:18  <frosch123> o/
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14:53:50  <andythenorth> I did try merging trunk to NRT to keep it alive, but I can't merge ottd.grf :P
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15:01:31  <frosch123> andythenorth: merged
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15:08:58  <frosch123> ah, i forgot to touch the .nfo to force a proper recompile
15:09:03  <frosch123> well, fixed now
15:22:35  <andythenorth> thanks :)
15:23:13  <frosch123> anyway, it's a generated file, so you merge the rest, compile and add whatever the result grf is
15:23:36  <frosch123> you just need to make sure that it actually gets recompiled
15:23:44  <frosch123> which i failed on the first time :)
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15:28:44  <andythenorth> works for me
15:29:41  <Wolf01> <frosch123> andythenorth: merged <- what a good guy :P
15:30:16  <Wolf01> I'm here building a lego robotic arm instead
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15:35:32  <Wormnest> Looking at WormAI´s airport upgrading I notice it fails to demolish aiport when there´s planes in the landing queue above the airport tiles
15:35:41  <Wormnest> Is this intentional or should I report it as abug
15:38:16  <Alberth> original ttd already did this
15:38:37  <Alberth> so I'd classify it as "working as intended" :)
15:43:47  <Wormnest> Ah guess I´ll have to work around that then. At least I figured out what´s going on that´s already the start of a solution
15:44:34  <Samu> Alberth: I'm sorry, I can't figure out how to do this
15:46:11  <Samu> meanwhile I was reviewing my own code, fixed a few issues, and at the same time I learned why I did it the way I did
15:46:16  <Alberth> Wormnest: remove the airport of the orders of all aircraft, then destroy it
15:46:36  <Samu> there's something I can try to do
15:46:40  <Alberth> not sure if aircraft could get rerouted to it for maintenance in the meantime
15:46:53  <Samu> there is at most 2 tiles that will be terraformed
15:47:21  <Samu> i can compute the variables for the DoCommand and for the MakeClearedObjectArea
15:47:29  <Alberth> so probably a cycle of "try to demolish, if failed, check for aircraft going there, reroute
15:47:58  <Alberth> with a big question what to do if you don't find such aircraft :p
15:48:10  <Alberth> crash would be my guess :p
15:48:29  <Wormnest> Alberth: Well the thing is I intend to rebuild an upgraded airport so I´d prefer to keep the orders of the planes going there
15:48:31  <Samu> so that I would only call these two functions once or twice
15:48:48  <Samu> avoiding the whole repetition
15:48:58  <Wormnest> But shouldn´t be too hard checking if planes are above airport
15:49:14  <Alberth> Wormnest: ah, I used to defert all aircraft to it to the next station, then quickly replace it
15:49:36  <Alberth> until some sneaky AI used that space in the mean time :p
15:49:38  <Wormnest> In fact it might make the current check even simpler :)
15:49:59  <Wormnest> hehe that happens :)
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15:51:26  <Alberth> Samu: what value of "this" did you refer to?
15:52:04  <Samu> i can't figure how or even why would I calculate corner heights
15:52:36  <Samu> i tried something
15:52:48  <Samu> getting the best height range of all the 6 corners
15:52:57  <Samu> but there was cases of ties
15:53:07  <Alberth> of course there is
15:53:43  <Alberth> it's also in your current solution, although you may have never realized that
15:53:51  <Samu> range 5 to 8, the best height would be 6 or 7
15:54:14  <Alberth> how do you get 5 to 8 in 2 tiles?
15:54:26  <Alberth> oh, steep tile?
15:54:30  <Samu> steep slope
15:54:31  <Samu> yes
15:55:09  <Alberth> 5 to 9 would be possible?
15:55:16  <Alberth> but never mind
15:55:16  <Samu> i forbid terraforming steep slopes on my code  though, so i could probably exclude these there too
15:56:05  <Samu> but hmm okay, I got a tie,
15:56:14  <Samu> 6 or 7, but it would only use one of these
15:56:29  <Samu> i couldn't figure what to do next
15:56:36  <Alberth> there are many more ties, eg 3 corners at height 5 and 3 corners at height 6
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15:56:52  <Alberth> just pick one, imho
15:57:20  <Alberth> you could take surrounding tiles into account to further reduce tarraforming
15:57:49  <Alberth> but eventually, I think you will encounter several equivalent solutions
15:58:17  <Alberth> either refuse to do them, and let the user decide, or pick one
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15:58:54  <Alberth> if they are equally good, it doesn't matter which you end up with
15:59:37  <andythenorth> can't AI close airport?
16:00:35  <Samu> gonna rewrite the code I had yesterday
16:00:44  <Samu> I deleted it meanwhile
16:00:47  <Samu> brb
16:02:54  <Wormnest> andythenorth: Yes airport was closed but then planes waiting to land start accumulating flying around above the closed airport
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16:11:24  <Gustavo6046> Qui sunt illis, obliviscatur fecimus magna in praeteritum? Ad praeterita nostris obliviscatur equalus ut monumentum obliviscatur! Nostris praeterita tergo adducere nostrum!
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16:51:23  <Samu> this is what I had yesterday
16:51:25  <Samu>
16:51:52  <Samu> line 66 to 96
17:04:06  <Samu> i'm missing something, seems incomplete
17:06:20  <Samu> how do i count the number of corners of the same height
17:06:28  <Samu> with the same height
17:10:21  <Samu> counting corners
17:10:37  <Alberth> why do you want to know?
17:10:38  <Samu> to determine the best_h
17:12:20  <Alberth> why not compute the amount of absolute deviation for each height between and inclusing min to max ?
17:12:47  <Alberth> and take the height with the smallest deviation
17:13:10  <Alberth> or rather, take *a* height with the smallest deviation
17:13:47  <Samu> have to google smallest deviation
17:14:23  <Alberth> abs(wanted_height - current_height)
17:14:36  <Alberth> sum them for all corners
17:15:03  <Alberth> that's the total deviation for a wanted height
17:15:26  <Samu> i dont know how to get the wanted_height
17:15:39  <Samu> to get to the wanted_height :(
17:15:50  <Alberth> "smallest" means to select that wanted_height with the smallest sum
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17:16:05  <Alberth> try all heights
17:17:17  <Alberth> for (wanted_height = min_height; wanted_height <= max_height; wanted_height++) { ... }
17:18:29  <Samu> for (int h = min_h; h <= max_h; h++) {
17:18:34  <Samu> isn't that similar
17:18:54  <Alberth> seems that way
17:19:28  <Samu>  delta = max(delta, Delta(h, corners[c]));
17:19:42  <Alberth> there are only around 3 heights to try at most, or so. Don't make it more difficult than needed
17:21:17  <Samu> isn't Delta the same as abs?
17:21:29  <Samu> gonna try, brb
17:22:12  <Alberth> don't know, I never said Delta
17:22:45  <Alberth> you could use least square method, but likely not relevant either
17:24:11  <Alberth> if you dared opening a book, you'd just know what things mean, instead of trying it all, which is horribly inefficient
17:27:47  <Samu> looks like I dunno what deviation means :( goota learn
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17:52:05  <Naksu> hello, any idea what might be causing weird jitter when trying to scroll with mouse2 instead of the actual scrolling happening
17:52:08  <Naksu> the screen just shakes
17:52:36  <Alberth> windows?
17:52:41  <Naksu> yes
17:53:17  <Alberth> I mean, as in, windows is what is happening
17:53:22  <frosch123> it's broken in w10 since november update
17:53:35  <frosch123> switch to left-mouse-button scrolling for now
17:53:37  <Alberth>   don't have windows, so no clue, but here is the topic
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18:11:26  <Samu>
18:11:32  <Samu> was that it? I guess not :(
18:15:47  <Alberth> best_h needs to be initialized
18:16:15  <Alberth> min_h would be a valid value
18:16:37  <Alberth> otherwise looks fine to me
18:17:36  <Alberth> last_sum initialization is a bit weird, why MAX_TILE_HEIGHT?
18:18:22  <Alberth> actually last_sum is better named best_sum
18:20:47  <Samu> oh, right, it's not MAX_TILE_HEIGHT, it's a sum
18:20:58  <Samu> so, INT_MAX or so?
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18:53:49  <Alberth> 6 * (max_height - min_height) ?
18:53:59  <Alberth> INT_MAX works too
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19:12:04  <Samu> how to detect a tie? :(
19:12:56  <Samu> if (there is a tier) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
19:13:17  <Samu> tie*
19:18:41  <peter1138> Hmm, so what's needed to set up a dev environment on Windows these days?
19:19:10  <peter1138> Last time I fiddled I was using the Linux subsystem and X11, which isn't going to be helpful for ^ that bug.
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19:26:54  <peter1138> Hmm, I already have VS 2015 Community apparently. I wonder if it actually supports not-.Net
19:28:53  <andythenorth> docker? :P
19:29:33  <peter1138> Ooh, it's building.
19:29:43  <peter1138> Hmm, need the build dependencies though.
19:30:55  <peter1138> "This is an archived release of openttd-useful 6.0, released on 2015-10-03 07:18 UTC."
19:31:01  <peter1138> I guess that is reasonably recent.
19:41:01  <peter1138> Gosh, it built.
19:43:46  <Samu>
19:43:53  <Samu> lol
19:44:29  <Samu> my drawing of 2 tiles
19:58:12  <peter1138> Hmm, I'm guessing that after sending SetCursorPos() we're now getting the new position back immediately, as it's "moved".
20:05:33  <frosch123> did you read the fs task?
20:05:39  <frosch123> it has a lot of detail information
20:06:06  <peter1138> Didn't see it.
20:06:36  <frosch123>
20:08:18  <peter1138> Yeah, basically what I figured.
20:08:42  <peter1138> It's buggy behaviour that just happened to work before.
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20:15:39  <Samu> how to detect a tie? :(
20:16:44  <Samu> if the sum of an h equals the sum of another h and they're both the best_h
20:16:55  <Samu> return error
20:17:02  <Samu> can't figure it out
20:17:31  <Samu> in case of a tie, don't terraform (and don't construct the depot)
20:18:42  <peter1138> ==?
20:21:59  * peter1138 grumbles at documentation that doesn't tell you what includes to... include.
20:28:53  <Exec> Hey. For some reason, I can't move the camera with the right mouse. Any idea what gives? v1.7.1.
20:29:25  <peter1138> Haha
20:29:27  <Exec> It's like "it wants" to move but it can't. Moves a few pixels but gets straight back to the original position
20:29:37  <peter1138> Windows 10. Enable left-click dragging and use that instead for now.
20:30:04  <Exec> What. :D How could that be?
20:30:28  <Exec> Yeah, left one works. In what way W10 fscks it up?
20:31:40  <peter1138> Nothing really, the latest update it just exposes a long-time OpenTTD bug.
20:31:42  <peter1138> -it
20:33:57  <glx> 1709 changed some things and "fixed" a behaviour that used to work
20:35:53  <Exec> IIRC there was some bug with raw mouse input, back with W8.1.1 or W10.0, is it related to that?
20:36:08  <glx> maybe
20:36:22  <peter1138> No, we don't use raw input.
20:36:29  <glx> I read there was a problem with raw input since 1703
20:36:55  <glx> or without it but fixed by enabling raw input in some games
20:37:07  <peter1138> Yeah, it's a problem without it. Same as ours.
20:37:26  <peter1138> Anyway, I'm trying to use it, but stdafx makes it not work. Hmm.
20:38:13  <peter1138> Probably where we define a target platform.
20:38:34  <peter1138> The raw input stuff is only in XP+, not 95/2000.
20:38:37  <glx> btw I like the details provided in FS6629 comments
20:39:17  <peter1138> Yeah
20:39:37  <Exec> FS as in flyspray?
20:39:42  <glx> yup
20:39:47  <Exec> oh
20:39:52  <Exec> I'm used to bugzilla :D
20:39:56  <glx>
20:40:48  <peter1138> Exec, anyway, yeah, I was already looking at this issue when you mentioned it.
20:40:58  <peter1138> Hence setting up the dev env etc./
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20:48:10  <Exec> One other question: Isn't a dedicated server supposed to run with ipv6 and 4 at the same time?
20:48:37  <peter1138> Yes.
20:49:25  <Exec> I only see mine with "(IPv6)" in the list but not one without it (I see other servers having two there).
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20:51:28  <V453000> frosch123: could you please have a look at ? I'm clearly doing something wrong, and I have no idea what getbits(extra_callback_info1, 8, 8) is, tt-wiki said it at Composing vehicles from multiple sprites ... NML now compiles but the vehicle only draws the 0: spriteset_wagon_wheel; .. the 100 or 1 at the second entry has no difference :)
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20:53:20  <peter1138> glx, frosch123, i attached a patch that works for me on windows.
20:53:53  <peter1138> i can't enable rawinput support as we target earlier windows.
20:58:25  <Exec> I think my server is not running on ipv4 only ipv6, which config line can I change to listen on both?
20:58:38  <peter1138> Why do you think that?
20:58:58  <Exec> My friend can't connect. I can. He has only ipv4 connection, I have both.
20:59:14  <Exec> Also, the server browser only shows the "(IPv6)" only
21:00:26  <peter1138> dbg: [net] [tcp] listening on IPv4 port (IPv4)
21:00:26  <peter1138> dbg: [net] [tcp] listening on IPv6 port [::]:3979 (IPv6)
21:00:34  <peter1138> You should see that in the server log.
21:00:48  <frosch123> peter1138: isn't that the same as when setting queued_warp to false?
21:01:30  <Exec> wow
21:01:36  <frosch123> V453000: it should be a "1", otherwise i see nothing wrong
21:01:58  <Exec> I restarted the daemon. It listens on ipv4 too now. Did something break the interface?
21:03:47  <peter1138> frosch123, hmm, i guess i'm basically ignoring the queued_warp thing. not sure how to handle that.
21:04:09  <frosch123> iirc the queued_warp is set differently for different video drivers
21:04:15  <frosch123> sdl on linux behaved different to win32
21:04:59  <frosch123> on some platforms the setcursorpos applied immediately, on some it did not affect already queued mouse events
21:05:26  <frosch123> on w10 it now does neither
21:05:41  <frosch123> it does neither take effect immediately, nor does it queue a specific event
21:05:45  <peter1138> I think it does matter.
21:06:36  <peter1138> Hmm, I dunno. All I can say then is this *appears* to work for me, on Windows.
21:06:52  <peter1138> Maybe accidentally :-)
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21:08:32  <peter1138> frosch123, I see what you mean now. That parameter is meant to account for this.
21:08:40  <peter1138> But if it's different depending on version... Hmm.
21:08:43  <V453000> what should be 1, the 100?
21:08:45  <frosch123> <- it's that
21:08:47  <V453000> yeah that makes sense but neither works
21:09:13  <frosch123> but the problem with that approach is that it reverts the "fix" that prevents ottd to scroll to the other end of the map when lagging
21:09:53  <peter1138> Deleted it.
21:11:14  <peter1138> I wonder if the "fix" needed with this new behavour in the November update.
21:11:18  <peter1138> +is
21:12:11  <peter1138> I should be able to make the game lag. Large map + debug build... :D
21:12:51  <glx> hmm load an ottdcoop save
21:13:18  <Exec> peter1138: Large map with maximum cities and industries
21:14:02  <peter1138> Still building a 2048x2048 map.
21:15:14  <peter1138> I remember when a full recompile took 12 seconds on this thing ;)
21:20:50  <peter1138> seems like too many bandaids there :(
21:25:11  <peter1138> frosch123, so can we set "false" when using the November update, and true before that? Somehow? :S
21:25:47  <frosch123> when i looked at the logs from november update, both true and false would be wrong
21:26:00  <peter1138> Hmm, false works for me. What would be wrong about it?
21:26:18  <frosch123> it's completely non-obvious at which position in the event series the warp takes place
21:27:05  <frosch123> false assumes that setcursorpos directly affects the next event
21:27:40  <frosch123> if ottd lacks and multiple events are queued, you multiply the move-distance by the amount of queued events
21:28:04  <frosch123> while the external sources from msdn claim that setcursorpos would happen immediately
21:28:21  <frosch123> the logs show that that is neither true before or after the november update
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23:58:26  <Wolf01> 'night
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