Log for #openttd on 24th June 2018:
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04:27:41  <Alberth> moin
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04:53:31  <Alberth> hola
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06:22:33  <Alberth> o/
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06:23:14  <Rubidium> morning early bird ;)
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06:30:19  <peter1138> hi
06:31:51  <Alberth> 6-ish am is quite normal for me nowadays :)
06:33:17  <Alberth> how to construct an adaptive k-d tree ?
06:38:27  <Alberth> where k=2, so perhaps a map of maps would be enough
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06:50:19  <Alberth> o/
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06:51:44  <andythenorth> moin
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06:52:41  <andythenorth> so do we have 64 cargos yes peter1138 ?
06:53:03  <peter1138> Nope.
06:53:07  <andythenorth> oh dear
06:53:42  <peter1138> I think there's a PR for it.
06:53:49  <andythenorth> there is
06:54:01  <andythenorth> I need to stop playing tanks
06:54:05  <andythenorth> and wreck FIRS instead
06:54:22  <andythenorth> I have a tanks addiction that is causing me marital strife
06:54:50  <andythenorth> the problem with 7 minute MP you can't just stop
06:55:02  <andythenorth>
06:55:37  <andythenorth> also
06:55:53  <peter1138> That one breaks the compile farm.
06:56:13  <andythenorth> it does
06:56:26  <peter1138> Due to macros in sq I believe.
06:58:09  <andythenorth> Alberth has been busy? o_O
06:59:09  <Alberth> random simple-ish fixes :p
06:59:27  <Alberth> problem is of course that it will run out of simple stuff :p
07:00:00  <nielsm> the simple things also need to be kept down, if everyone only works on "interesting" stuff the simple stuff piles up!
07:00:25  <andythenorth> then it gets overwhelming
07:00:35  <andythenorth> like 'why can nobody even do simple things?'
07:00:36  <Alberth> so you tried the {LRE} things, nielsm ?
07:00:51  <nielsm> no
07:01:52  <peter1138> I figured just renaming the sq macro, but. Hmm.
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07:04:28  <Alberth> I owndered about #6505 (Allow rail when ships are on lower halftile), I tend to think it's not feasible. We clear the tile, which implies there should no vehicle on it. The patch gets around that by not clearing the tile, but still adding the cost, which seems the wrong solution imho
07:05:22  <Alberth> only ways to make it feasible is to either drop clearing the tile, or to extend the 'clear tile' with "don't mind having a vehicle at it"
07:08:04  <peter1138> Yeah I remember looking at it originally and thinking it felt wrong.
07:10:36  <andythenorth> peter1138: do you need a test grf for 64 cargos?  It requires that I patch nml to do that :P
07:14:28  <peter1138> Suppose it would be useful.
07:14:40  <Alberth> bbl
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07:17:43  <andythenorth> ok
07:17:47  <andythenorth> nmlc is easy to patch
07:18:08  <andythenorth> it's only hard to get it in my path correctly :(
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07:28:12  <andythenorth> hg is so hostile to branches
07:28:19  <andythenorth> really wish it wasn't :)
07:28:33  <andythenorth> probably I should learn to use it right :P
07:32:56  <andythenorth> ok made a test
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07:48:59  <LordAro> peter1138: interestingly, there's also a #define sq_type, which seems to be identical
07:52:34  <andythenorth> so how do I fix NRT then? :P
07:52:44  <andythenorth> it seems
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08:15:15  <nielsm> hmm I should return to my music logic stuff, I don't know if anyone else has noticed but with the latest music PR merged the title song will loop forever even after starting a game... need to fix that
08:15:23  <nielsm> ._.
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08:24:40  <LordAro> haha
08:24:46  <LordAro> no nightlies, so no one notices
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08:46:24  <andythenorth> should we be fixing having nightlites? :P
08:46:30  <andythenorth> or even nightlies?
08:53:31  <LordAro> well it'd mean that we'd have actual people testing stuff
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09:54:57  <nielsm> rewriting the entire music control logic, it shouldn't be a problem to replace the playlist shuffle mechanism should it?
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09:55:24  <LordAro> probably not
09:55:52  <nielsm> it shouldn't cause desyncs and nobody would notice anyway
09:56:33  <LordAro> i would be very surprised if anything sound related was sent over the network
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10:43:49  <nielsm> ugh I'm more and more tempted to even scrap the BaseMusic class and rebuild something not using BaseSet<>, it feels like such a bad fit for the music things
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10:57:48  <nielsm> hmm, why is "music playing" even a game setting that gets saved? it doesn't in TTD DOS at least
11:01:33  <michi_cc> nielsm: Because it dang annoying if you have to stop the music each and every time? Music volume control doesn't work reliably on some platforms.
11:01:46  <nielsm> select the no music set?
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11:02:48  <michi_cc> Somebody might want to have music sometimes. And I would guess this setting is older than the support for alternative music sets.
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12:23:18  <LordAro> Alberth: you still need to add your ottd email address to your GH account
12:26:05  <Alberth> hmm "verification email sent", where would that arrive? :p
12:27:16  <Alberth> done
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12:40:43  <LordAro> :)
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13:26:11  <nielsm> okay, time for the smoke test~
13:26:48  <nielsm> it starts music when starting the game! so that part's fine
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13:27:21  <nielsm> switching music set on main menu works
13:27:50  <nielsm> starting a new game switches song to first in the playlist
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13:29:09  <nielsm> only problem I can find is the shuffle button not seeming to work entirely right
13:32:25  <nielsm> custom playlist building breaks
13:43:15  <andythenorth> so eh
13:43:24  <andythenorth> improved-building-in-towns?
13:43:28  <andythenorth> what's needed? o_O
13:46:45  <nielsm> wtf why is (-1) % 21 == 15
13:47:36  <FLHerne> Bridges over houses, and signals on bridges
13:47:37  <LordAro> because it's actually 0xffff..., probably
13:47:59  <FLHerne> (and in tunnels, and on tunnel mouths)
13:48:26  <FLHerne> Currently, building rail in towns is horrible, because you have to demolish the entire damn town first
13:49:17  <FLHerne> Hm, is that the question?
13:49:58  <FLHerne> Placement of town buildings - is usually fine when towns just grow outward, but it doesn't work properly when different growth areas merge together
13:50:14  <FLHerne> You get disjointed bits of road all over with the non-grid layout
13:59:02  <Alberth> should be cleared by the authorities, perhaps?
13:59:32  <Alberth> or get reconnected :p
14:00:27  <Alberth> so perhaps some form of reserving tiles for future build or so?
14:04:07  <FLHerne> Yes
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14:20:11  <Alberth> (-1) % 21  should be 20
14:23:16  <nielsm> it was a signed/unsigned issue as LordAro suggested
14:28:18  <Alberth> I know that -1 == -1*21 + 20, but how does that explain the 5 difference?
14:29:42  <Alberth> oh, your -1 was interpreted as unsigned. ok, nvm
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14:38:30  <andythenorth> towns with gaps
14:38:45  <andythenorth> removal of road tiles even when connected on more than one side
14:39:17  <nielsm> there we go!
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14:41:45  <Alberth> tbh I am not sure you should be able to have your constructs in a town
14:42:05  <Alberth> if you want it, be early
14:42:37  <Alberth> or what the modelers do, build a roadplan, and then let the city have them
14:43:25  <Alberth> ie being able to put a continental airport in the middle of the city would be wrong?
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14:47:47  <FLHerne> Yes, definitely
14:49:07  <FLHerne> But the things that make rail networks take up a lot of space are still a problem if they're built in advance; it still looks odd
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14:50:50  <FLHerne> e.g. this one's nicely inconspicuous, but relies on signals-in-tunnels to have useful capacity
14:52:41  <Alberth> subways, with stations built on the ground :)
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14:52:58  <Alberth> I can also see the need to eg make a nice bus station
14:53:35  <FLHerne> (fwiw, I've found a less-grey group of building sets since then :P)
14:54:14  <FLHerne> Eh, the current ones are both pretty and reasonably flexible
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14:54:33  <Alberth> our city transport with trains is a bit weird though, don't think many cities have a 4 block wide band running through the city for trains
14:56:01  <Alberth> you'd mostly have a single station in a city
14:56:16  <Alberth> but perhaps it's due to weird openttd scale
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14:58:46  <FLHerne> I'm not sure I understand your point
14:59:33  <FLHerne> With cities >15k or so, you definitely need some sort of suburban/metro rail
15:00:05  <FLHerne> And OTTD rail infrastructure being overscale is part of the problem, because it looks silly and takes up too much space
15:01:15  <FLHerne> Signals in bridges/tunnels, custom-bridgeheads etc. are all popular because they help reduce that problem
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15:02:25  <FLHerne> You can use them to build urban rail networks /without/ those ugly swathes of surface rail
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15:04:33  <Alberth> perhaps townsize in openttd is too large?
15:05:37  <FLHerne> No, pretty much all real cities have multiple stations and/or metro rail
15:06:19  <FLHerne> If anything, the small towns look comically small compared to industries, vehicles etc.
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15:13:19  <nielsm> the catchment area is also weird
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15:18:09  <LSky> Age old question, why isnt my personal server advertising? I port forward both ports, didnt help, tried adding openttd as exception to windows firewall, didnt help, tried putting the machine in question in the router's DMZ, didnt help, tried disabling the machine's firewal entirely, didnt help... what steps am I missing?
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15:19:45  <LordAro> @ports
15:19:45  <DorpsGek> LordAro: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
15:19:54  <LordAro> LSky: ^ sure you've done UDP & TCP?
15:19:59  <LSky> Yes
15:20:11  <LSky> for both 3978,3979
15:20:16  <andythenorth>
15:20:26  <LordAro> well i guess that *should* be working
15:20:33  <LordAro> LSky: do you know your public IP?
15:20:36  <LSky> yes
15:20:40  <LSky> I tried a port scanning website
15:20:46  <LSky> doesnt show the port as open
15:21:06  <LordAro> seems like something is missing on your end then
15:21:07  <Alberth> isp blocking them?
15:21:11  <LordAro> your ISP could be doing something
15:22:35  <LSky> I doubt Ziggo of all ISPs is blocking this :/
15:23:01  <LordAro> ISPs do weird things sometimes
15:23:15  <LordAro> either way they can probably help diagnose issues better than we can
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16:04:25  <andythenorth> so how am I supposed to resolve merge conflicts then? o_O
16:05:06  <nielsm> edit the conflicted files appropriately
16:06:25  <LordAro> woah, controversial
16:06:36  <andythenorth> so specifically, one of the conflicts involves rewiting code, not just picking lines
16:07:01  <andythenorth> so I end up with a merge commit, that isn't just a merge, but changes behaviour
16:07:05  <andythenorth> which seems all wrong
16:07:29  <andythenorth> should I cp the offending commit out of upstream first?
16:08:20  <nielsm> when you have >>>>>>>>>>> change A ============== change B <<<<<<<<<<<<<<<,  you generally need to edit the thing so it has both change A and B, if they make sense together
16:08:51  <andythenorth> and what should the commit history look like for that?
16:09:25  <LordAro> doesn't matter for the purposes of fixing the merge commit
16:09:28  <nielsm> if you're rebasing, it should look like the "foreign" change (not yours) was there from the beginning when you started your work
16:09:29  <LordAro> commit history can be fixed later
16:09:55  <LordAro> fixing the merge conflict*
16:09:59  <nielsm> if you're merging, the merge commit will have lines that don't exist in either parent
16:10:18  <andythenorth> so it's not worth cp?
16:10:23  <andythenorth> before merge?
16:10:40  <LordAro> i doubt it
16:12:25  <andythenorth> ok
16:12:37  <andythenorth> I don't think I have the skills to do this tbh
16:12:40  <andythenorth> I leave it
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16:19:04  <LordAro> andythenorth: if you give me commit permissions on your fork i could take a look
16:19:58  <andythenorth>
16:20:17  <andythenorth> branch is nrt-block
16:20:24  <andythenorth> trying to sync to upstream master
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16:25:55  <LordAro> andythenorth: so this one isn't actually too bad - NRT's modifications are basically replacing the hardcoded _road.foobar constants with a roadtype lookup function. the code that changed ( ) did something weird with the code but we don't need to care about that
16:26:38  <LordAro> we can just make the same change (_road -> GetRoadTypeInfo) to the new code
16:26:48  <andythenorth> peter pasted this as a possible fix, but I don't read C++ well enough
16:26:52  <andythenorth> to know if it works
16:28:58  <LordAro> ah, hmm, i was looking at the wrong switch :)
16:29:20  <LordAro> but still, pretty sure the same changes can be applied
16:30:34  <nielsm> LordAro, so if C++11 is still out that also means no auto type deduction? :(
16:30:43  <LordAro> nielsm: for now, yeah :/
16:31:00  <LordAro> nielsm: you could come up with an actual "OTTD uses C++11 now" PR :)
16:32:18  <nielsm> for (MusicSystem::Playlist::const_iterator song = _music.music_set.cbegin(); song != _music.music_set.cend(); ++song)
16:32:19  <nielsm> versus
16:32:20  <nielsm> for (const auto &song : _music.music_set)
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16:38:26  <LordAro> oh, i know
16:38:36  <LordAro> it's not great
16:38:50  <LordAro> it's part of the reason why stl containers have been shunned so far
16:39:14  <LordAro> i think uses in other places put the initialiser on the line above, c89-style
16:40:03  <nielsm> that affects scoping though
16:40:23  <nielsm> especially important inside switches
16:40:51  <nielsm> (I prefer avoiding ugly braces around case blocks)
16:45:18  <LordAro> this is why C++11 is a good thing!
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16:45:31  <LordAro> but we're not able to use it yet
16:45:34  <michi_cc> nielsm: cbegin() and cend() are C++11, too, BTW.
16:45:43  <nielsm> what
16:45:48  <nielsm> ;_;
16:46:00  <michi_cc> begin() and end() have const overloads.
16:46:32  <LordAro> andythenorth: done
16:46:38  <andythenorth> :o
16:46:38  <andythenorth> :)
16:46:48  <LordAro> (twice actually, i screwed up the rebase)
16:47:18  <nielsm> but those only get used in a const context I think? so you can't quite force a const_iterator out of it
16:48:11  <andythenorth> how do I get a merge conflict on pull :P
16:48:18  * andythenorth must have some local changes
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16:49:10  <michi_cc> You can still assign them to a const_interator.
16:51:02  <andythenorth> tabs vs. spaces :P
16:51:11  <andythenorth> ok
16:51:23  <andythenorth> I have to get a different editor for C++ I think :P
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16:56:59  <andythenorth> ach, deleted local nrt branch and checked it out again
16:57:13  <andythenorth> had a merge that wouldn't commit
16:57:15  <Thedarkb-X40> I used to use emacs but I use Notepad++ in Wine now.
16:57:30  <LordAro> i... can't think of anything worse
16:57:45  <andythenorth> is that trolling Thedarkb-X40 ? :)
16:57:54  <Thedarkb-X40> It's actually not.
16:58:00  <andythenorth> I love my editor, but it doesn't have per-language settings
16:58:15  <andythenorth> and tabs are meaningless in python and html
16:58:34  <Thedarkb-X40> When I was a Windows peasant, I ran something called CodePad or CodeEdit or something.
16:58:46  <Thedarkb-X40> It had a built in Hex editor and I used to be big into ROM hacking.
16:59:28  <nielsm> ahh, the thing I forgot to test also works! automatic advance to next song
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17:00:01  <andythenorth> interestingly, nrt doesn't work
17:00:05  * andythenorth wonders why
17:00:11  <LordAro> heh
17:00:12  <Thedarkb-X40> What does voice actually mean on this server?
17:00:16  <Thedarkb-X40> channel*
17:00:21  <LordAro> pretty much nothing
17:00:40  <Thedarkb-X40>
17:00:41  <michi_cc> andythenorth: Half-trolling: Visual Studio Code :p
17:00:45  <Thedarkb-X40> This is what I used to use back then.
17:00:53  <LordAro> andythenorth: assuming it actually compiles, the only thing that i could've broken is construction of bus/truck stops
17:01:01  <andythenorth> LordAro: I think it predates your change
17:01:03  <Thedarkb-X40> ...when I could assemble Z80 code in my head...
17:01:06  <LordAro> michi_cc: afaik, that's the best of the electron editors
17:01:15  <andythenorth> it won't load my NRT test grf
17:01:18  <andythenorth> says invalid sprites
17:01:20  <LordAro> better than atom, anyway
17:01:28  <andythenorth> so NRT is shafted I think
17:01:33  <LordAro> oh dear
17:01:47  <andythenorth> well
17:01:51  <andythenorth> it's a bad idea anyway
17:02:01  <Thedarkb-X40> I used to mess around with Doom and I used to make engine patches with a hex editor too.
17:02:01  <LordAro> :(
17:04:04  <Thedarkb-X40> I used to mess around with Pokémon ROMs and there is no room for any extra code.
17:04:12  <Thedarkb-X40> They literally pushed the Game Boy to the limit.
17:04:30  <LordAro> nice
17:04:36  <andythenorth> I liked doom wadding
17:04:46  * andythenorth still plays doom sometimes
17:04:47  <LordAro> i have great respect for people who can do that sort of thing, i certainly couldn't
17:04:49  <Thedarkb-X40> I never made anything good.
17:04:51  <andythenorth> but not with wads
17:04:53  <Thedarkb-X40> I'm more of a Quake man.
17:05:01  <LordAro> someone should review & merge some PRs
17:05:09  <andythenorth> they are stacking up
17:05:22  <Thedarkb-X40> Quake is a lot easier to mess with because the source is available.
17:05:32  <Thedarkb-X40> and FOSS.
17:05:43  <Thedarkb-X40> I suppose Doom is too.
17:10:13  <andythenorth> ok so the NRT here works
17:10:16  <andythenorth> so something broke since then
17:10:47  <LordAro> diff the diff
17:10:54  <andythenorth> ah
17:11:09  <andythenorth> I made a 47 cargo version of FIRS to test 64 cargo OpenTTD
17:11:16  <andythenorth> and that is tripping up the NRT branch :P
17:11:21  <andythenorth> I've removed that grf, seems to work
17:11:22  <andythenorth> oops
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17:12:08  <LordAro> hahah
17:12:13  <Thedarkb-X40> Remember MissingNo. in Pokémon?
17:12:27  <andythenorth> "Crashed Thread:        8  ottd:genworld"
17:12:33  <andythenorth> probably a random crash :P
17:13:25  <Thedarkb-X40> That happened because when you get the Pokémon catching tutorial, the game has no where to store your username, because the Old Man's name has to go in your username's buffer, so it writes your name to the wild Pokémon data.
17:13:34  <andythenorth> so does the PR automatically update? it's against the same commit
17:13:35  <andythenorth>
17:14:30  <Thedarkb-X40> This shouldn't matter because as soon as you leave the area, the wild pokémon buffer should get overwritten.
17:14:58  <Thedarkb-X40> But on cinnabar island, there are tiles where you can encounter wild Pokémon, but no wild pokémon data.
17:15:10  <Thedarkb-X40> So the pokémon you encounter will be based on your username.
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17:24:36  <Alberth> andythenorth: PR updates itself on push indeed
17:29:44  <LordAro> andythenorth: it's a different commit hash, technically
17:30:44  <LordAro> the old one (pre rebase) is at 25644fd9e
17:41:21  <andythenorth> yeah the CI has re-run
17:41:23  <andythenorth> good :)
17:41:37  <andythenorth> peter1138: this is synced to master again
17:54:13  <LordAro> :)
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18:00:06  <nielsm> well I've looked over all open PRs and don't think I can give useful feedback or confirmation on any of them
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18:02:44  <Eddi|zuHause> <andythenorth> probably a random crash :P <-- there's no such thing as a "random" crash...
18:03:10  <Eddi|zuHause> well, except if you're living in a high radiation area, i guess :p
18:04:46  <Alberth> while (true) { if (random() == 0.5) crash(); }
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18:05:43  <Eddi|zuHause> what's that? 1:2^48-ish?
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18:28:14  <ANIKHTOS>
18:28:27  <ANIKHTOS> my repository and the branch i make the changes
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18:41:55  <Alberth> Eddi: yep, quite random :p
18:44:29  <LordAro> #define if(x) if(x == (rand() % 2))
18:45:20  <Eddi|zuHause> LordAro: "rand()" is usually a number between 0 and 1
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18:56:48  <Rubidium> even then it's not random, e.g. with if (true || false) you'll always go into the true branch
18:56:55  <michi_cc> Anyone going to review and merge my PR? Otherwise I've probably broken OTTD enough today ;)
18:57:15  <LordAro> Rubidium could do it!
18:59:08  <michi_cc> Unfortunately there's four CI builds in the queue before, no merge till then.
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18:59:25  <LordAro> more builders!
19:00:18  <michi_cc> peter1138: I've approved something, in case you want to merge.
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19:01:05  <nielsm> michi_cc: any reason why only 64 byte buffer?
19:01:29  <LordAro> the array for the version of OTTD needs to be increased generally, what with git hashes taking up most of it
19:02:20  <LordAro> getting tired of the "string too long" warnings
19:04:42  <ANIKHTOS> okey so i make a fork of openttd, i made a new branch and i place there my changed files
19:04:58  <ANIKHTOS> is there anything else i need to do in github??
19:06:02  <LordAro> ANIKHTOS: you've managed to change date.cpp entirely
19:06:06  <LordAro> i'd recommend fixing that
19:06:10  <LordAro>
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19:07:05  <ANIKHTOS> actually  the change is not that much i kept eveythign old there but the change is only n the end of the file
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19:08:27  <ANIKHTOS> i i only changes 1 function in the date.cpp the rest changes are there to accomodate my changes and make the change possilbe, new variables,  giving value to the varibles and so on
19:08:36  <LordAro> github thinks otherwise
19:08:52  <ANIKHTOS> well it compares lines
19:09:03  <ANIKHTOS> and lien by lien it finds a lot of differences yes
19:09:27  <ANIKHTOS> but if youa re human and see there is only 1 change  in the Increasedate() function
19:10:07  <LordAro> no
19:10:17  <LordAro> because humans use git to see what has changed
19:10:24  <michi_cc> nielsm: Same reason as for the 50 applies (i.e. probably none at all).
19:10:50  <Rubidium> LordAro: making it longer breaks network compatibility and reviewing a Windows only change is not really something I'd be good at
19:11:29  <michi_cc> I'm quite sure that changing the title of the Windows window will not affect network code.
19:11:58  <ANIKHTOS> come on now gitbub says i changes all the lines!?!?!??!
19:12:02  <ANIKHTOS> which is nto true
19:12:42  <ANIKHTOS> even the first 25 lines it marks them as changed!?!?!?
19:12:44  <michi_cc> "Changed all lines" can usually be translated as "I used an editor that either sucks at line endings or at tabs".
19:13:02  <Rubidium> michi_cc: the first part was about LordAro's suggestion to make the revision generally longer, so it has no direct relation to your actual change
19:13:05  <ANIKHTOS> notepad++
19:13:55  <ANIKHTOS> but only screw up this file the rest are shown better
19:14:31  <michi_cc> That does support proper line endings, but you've still managed to save the file with different line endings (CRLF or LF).
19:15:33  <ANIKHTOS> okey i will re write the file maybe this time will not be broken
19:17:28  <Rubidium> LordAro: there where I talked about network compat, it's specificly about the "server discovery" protocols (i.e. master server)
19:21:26  <andythenorth> wow
19:21:35  <andythenorth> I got an actual legit 4096 in 2048
19:23:41  <andythenorth> probably won
19:34:51  <Eddi|zuHause> i definitely had 8192s
19:35:05  <Eddi|zuHause> well, besides the "perfect game" i mean
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19:43:41  <ANIKHTOS> re make the file
19:43:52  <ANIKHTOS> now it will not show this huge differences
19:45:22  <LordAro> better :)
19:45:34  <LordAro> no idea why you've added strings for numbers though
19:46:06  <LordAro> and watch your indentation & coding style
19:46:24  <ANIKHTOS> i am trying to learn the style of ottd and write the ssame
19:46:33  <ANIKHTOS> in many case i just make minor alters
19:46:39  <LordAro> is fine :) - have a read of
19:46:40  <ANIKHTOS> so the style is identical???
19:47:05  <LordAro> it should be, but you've introduced things like spaces where there shouldn't be or broken indentation
19:47:36  <LordAro> (oh, and branches should be made off master, not a release branch (like 1.8) )
19:47:50  <ANIKHTOS> i am workign in 1.8
19:48:01  <ANIKHTOS> so i will nto have problems with the changes happenign in the amster
19:48:13  <ANIKHTOS> if someone change a file in the master then my code will nto work???
19:48:28  <LordAro> you'll only get problems when you try to update (merge or rebase) the branch
19:48:29  <ANIKHTOS> to avoid conflict i make it for now in 1.8 which no one will alter
19:48:33  <LordAro> it won't stop working randomly
19:48:47  <nielsm> the code on your machine won't change behind your back
19:48:49  <LordAro> but in general i wouldn't expect anything to be changing about the date code anyway
19:48:54  <nielsm> it only updates when you pull
19:48:56  <Eddi|zuHause> no, you will create an own branch anyway, so if someone changes master, you will not be affected, until you rebase your branch to the new master
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19:49:30  <ANIKHTOS> okey do nto hit the first day i download the amster and i could nto compile it i was gettign error
19:49:37  <ANIKHTOS> i downloas 1.8 an dic oudl compile it
19:49:43  <ANIKHTOS> so i stayed with 1.8
19:50:31  <nielsm> working on an old version now will make it harder to keep up with future changes in the rest of the game
19:50:35  <nielsm> since you're already behind
19:51:01  <LordAro> but whatever, for now it's fine
19:51:32  <stefino> Hi. If I have a house and I want to reduce its quantity in one city with   "same_house_count_town"  variable, how to code it? Any kind of switch?
19:52:15  <Eddi|zuHause> stefino: there should be a callback that gets called on placing a house
19:52:38  <Eddi|zuHause> to find out whether that house will be allowed at this location
19:53:15  <Eddi|zuHause> from this callback, you would make a switch that checks the variable, and then return positive or negative result
19:54:03  <LordAro> ANIKHTOS: oh, you'll want view->show symbol->show whitespace and tab enabled
19:54:44  <stefino> Eddi|zuHause: ahhh...I'm goint to try it
19:55:31  <Eddi|zuHause> stefino: callbacks are the things you put in the "graphics {...}" block
19:57:45  <stefino> Eddi|zuHause: yes yes, these two parts are OK - propertise and callbacks. I have a troubles with variables. For example I'm thinking how to write this switch atm :D
20:02:41  <ANIKHTOS> lordara where i put liens where i shoudl not have??
20:02:49  <stefino> Eddi|zuHause: I understand how it works but don't know how to write it. Something like this?
20:03:42  <Eddi|zuHause> stefino: what do you need the getbits for?
20:03:58  <LordAro> ANIKHTOS: take a look at the compare link above, maybe the side-by-side view might make it clearer ("Split")
20:04:52  <Eddi|zuHause> stefino: you probably want this callback: "construction_check    0 or 1    Return 1 to allow building the house or 0 to disallow. Called only for the north tile."
20:05:50  <Eddi|zuHause> stefino: so you want to have "return 0" or "return 1" in your switch
20:07:59  <stefino> Eddi|zuHause: I don't know? :D I need to check number of this ID houses in the city. So I thougnt that in this switch I set maximum number of this buildings (2) and in case of 0,1 it is possible, in other case it returns "fail"
20:12:18  <Eddi|zuHause> stefino: say, you want to have no more than 10 houses of this type, you could do it something like this (pseudocode):
20:12:56  <Eddi|zuHause> stefino: i don't think getbits does what you think it does
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20:14:08  <stefino> Eddi|zuHause: ahh thanks :)
20:15:27  <stefino> I rewrote old switch where was getbits - honestly, I have no idea what the "getbits" done O.o
20:15:35  <Eddi|zuHause> your getbits will result in "0" for 0,4,8,12,... houses, and "1" for 1,5,9,13,... houses
20:17:31  <stefino> Eddi|zuHause: so thanks a lot again :)
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20:19:23  <ANIKHTOS> if you see the code lordara is mostly add code and some lines of existign code alter a tiny bit
20:20:53  <LordAro> i can see it
20:21:02  <LordAro> that doesn't change the indentation being wrong
20:21:16  <ANIKHTOS> indentation=??
20:21:41  <LordAro> tabs/spaces
20:21:44  <LordAro> read the wiki page
20:22:16  <LordAro> and probably this one, for a more general view
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20:24:31  <ANIKHTOS> okey indentation means formating style
20:25:00  <ANIKHTOS> i read it i foudn a few errors
20:25:05  <stefino> Eddi|zuHause: nice, it works :)
20:25:49  <Eddi|zuHause> stefino: you can also do more crazy things, like have more houses allowed for bigger cities
20:27:16  <stefino> Eddi|zuHause: interesting :) the next step will be to code houses near the street, what I wrote on the forum (what you also comment)
20:27:41  <Eddi|zuHause> yeah, that also gets complicated rather quickly :p
20:28:06  <Eddi|zuHause> if you want the house to stay put if new roads are constructed, you must set the animation frame and stuff
20:30:00  <stefino> it sounds like a big fun :D
20:30:42  <Eddi|zuHause> yeah, but it gets easier the more comfortable you get with switches and stuff
20:31:03  <Eddi|zuHause> there's gonna be a lot of "... and stuff" from here on :p
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20:45:41  <ANIKHTOS> so anyone wants me to add something in the patch?? have found any bug??
20:49:10  <snail_UES_> guys, I’m planning to add an “alpine mode” for my trainset, featuring only trains used on mountain lines
20:49:31  <snail_UES_> would you prefer this to be used by default when climate is “arctic”
20:49:45  <snail_UES_> or always selectable through a parameter regardless of the climate?
20:50:11  <ANIKHTOS> i vote selectable if possible
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20:51:00  <ANIKHTOS> your traisn will be slow but with a lot of power so they can go sttep climps with no problem?? as in reality??
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20:54:06  <snail_UES_> ANIKHTOS: yes
20:54:17  <snail_UES_> there will be some trains with rackrail
20:54:28  <snail_UES_> and others will be powerful electrics since the early years
20:55:05  <snail_UES_> you will miss the faster railcars that are used on flat lines
20:55:11  <ANIKHTOS> you will intorduxe new rail track or it is not possible??
20:55:37  <snail_UES_> my set already includes rackrail type (with and without catenary)
20:55:58  <snail_UES_> but it’s not very useful in-game, because speed is limited to 20km/h (and that’s already unrealistically high)
20:56:10  <snail_UES_> it’s more of an eye-candy than anything else :p
20:56:43  <ANIKHTOS> well for the game you need to put speed aroudn 80-100
20:56:56  <ANIKHTOS> nto realsitic as a number but will be more realsisitc for the game
20:58:31  <nielsm> wait, did my changeset to music_gui.cpp end up exactly 666 lines worth? :D
20:59:34  <ANIKHTOS> add a commet i made it 66 line dman now 667 :p
20:59:44  <snail_UES_> non-rackrail trains can do up to 80 km/h, freight can do up to 50 (it’s narrow gauge trains)
21:00:57  <ANIKHTOS> well in reality normal traisn can nto climp where thsi special trains go
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21:06:07  <snail_UES_> yes, unfortunately we’ve only got one kind of slopes in OTTD
21:06:28  <snail_UES_> if we had slopes of different steeps, we could allow rackrail to go where adherence trains can’t
21:08:55  <ANIKHTOS> well if railtype  is used you can make normal traisn nto able to work there
21:10:53  <ANIKHTOS> able to use it but not powered thus you will need a speacial engine to pull the train
21:10:57  <nielsm> hmm I get crashing during startup after pulling and rebasing my fps-meter on top of master
21:11:14  <nielsm> during init of ScanProgressWindow
21:13:29  <ANIKHTOS> its the 666 lines nielsm
21:13:34  <ANIKHTOS> thats the problem
21:15:52  <nielsm> hmm went back to master and did a full rebuild, no crash then
21:16:26  <nielsm> it was either because of a faulty partial rebuild, or because of some game script or newgrf files
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21:34:35  <Eddi|zuHause> <snail_UES_> or always selectable through a parameter regardless of the climate? <-- this
21:36:03  <Eddi|zuHause> snail_UES_: i use "arctic" more as a "snow in temperate" simulation, not for the mountaneousness
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21:37:16  <snail_UES_> Eddi|zuHause: another way would be to restrict alpine trains only in arctic, and make the user choose in temperate
21:37:23  <andythenorth> Eddi|zuHause: all climates in one map? o_O
21:37:42  <snail_UES_> but that wouldn’t help in your case if you’re playing on a flat land in arctic
21:38:08  <stefino> one more question - any idea where the problem is? O.o
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21:40:01  <Eddi|zuHause> snail_UES_: probably being consistent is the better choice in the long term
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21:40:24  <Eddi|zuHause> stefino: you need to set the bounding box
21:41:18  <stefino> aaahh...X,Y,Z offset in spritelayout?
21:41:45  <Eddi|zuHause> stefino: if you enable newgrf developer tools, press Ctrl+B
21:42:02  <stefino> yes
21:42:35  <Eddi|zuHause> stefino: you want your bounding box to be big enough to cover your house, but not so big it would overlap with other nearby bounding boxes
21:43:17  <stefino> yes yes..there is no box :) only under the building :)
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21:44:20  <snail_UES_> Eddi|zuHause: so always an option
21:44:41  <snail_UES_> I’m also adding a “toy mode” option that will replace historical liveries with 2cc and remove ALL realism features
21:44:51  <snail_UES_> hopefully this will make some players happy :p
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22:03:06  <stefino> Eddi|zuHause: thanks :)
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22:34:43  <stefino> Eddi|zuHause: there has tobe another bug O.o With activated ctrl+b it is ok, but whed is it switched off, it gives a bugs
22:36:41  <Eddi|zuHause> stefino: the bug is still there with the ctrl+B, it's just less visible
22:37:34  <stefino> but where is the problem? I think thas I set boxes corectly
22:38:41  <Eddi|zuHause> i can't really make it out from the video
22:41:24  <stefino>
22:43:43  <Eddi|zuHause> i'm afraid i don't have enough experience with houses to see the problem
22:46:12  <stefino> and if I have for example animations on industry tiles, I thought it is the same
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22:48:07  <Eddi|zuHause> it is pretty similar
22:49:10  <Eddi|zuHause> note that with industries you have the individual "industry tiles" and the "industry" that groups them together
22:49:33  <Eddi|zuHause> each doing only half the things that an industry does from a player point of view
22:50:01  <Eddi|zuHause> where houses, even though they can be mutli-tile, are missing this combining entity
22:51:06  <stefino> mmm, it is possible :/
22:52:41  <stefino> so thanks a lot for today, I go sleep. bye :)
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