Times are UTC Toggle Colours
00:00:10 <samu> i forgot something, my goal was to attach a fake cost of building a canal, instead of calculating the cost of clearing a river tile into the formula 00:00:23 <samu> i did that for building it 00:00:30 <samu> but i forgot to do that for demolishing it 00:00:34 <samu> bah 00:05:16 <glx> maybe you could merge the tests in ChangeOwner 00:06:28 <glx> as they share is_lock_middle 00:09:33 <samu> before that, I have to put this cost.AddCost(_price[PR_BUILD_CANAL]); 00:09:38 <samu> somewhere in the removelock part 00:09:51 <samu> where 00:10:31 <samu> not addcost, removecost or whatever it's called 00:12:42 <glx> oh it's probably an addcost :) 00:14:05 <samu> where is the pricelist, is there a PR_DESTROY_CANAL? 00:14:17 <samu> have to guess 00:15:22 <glx> PR_CLEAR_CANAL maybe 00:15:54 <glx> yup that's it 00:16:09 <samu> ty 00:16:29 <samu> cost.AddCost(_price[PR_CLEAR_CANAL]); 00:17:12 <glx> first step is to add a local variable for that 00:17:51 <glx> like in DoBuildLock 00:19:30 <glx> and in RemoveLock() you split return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]); in 2 lines, cost.AddCost(_price...); return cost; 00:20:36 <glx> and of course all cost stuff must be outside if (flags & DC_EXEC) { 00:25:07 <samu> hmm 00:25:14 <samu> CommandCost cost(EXPENSES_CONSTRUCTION); 00:25:34 <samu> sorry i can't follow you 00:26:57 <glx> where are you lost ? 00:27:25 <samu> i'm at the first line 00:27:40 <samu> static CommandCost RemoveLock(TileIndex tile, DoCommandFlag flags) 00:27:58 <samu> what I put after it? CommandCost cost(EXPENSES_CONSTRUCTION); 00:28:03 <glx> yes 00:28:03 <samu> no? 00:28:06 <samu> oh 00:28:31 <glx> and at the end of the function you split the return line 00:29:07 <glx> of course with only these changes the result should be unmodified :) 00:29:26 <glx> until you add your extra cost 00:31:30 <samu> last line says return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]); 00:31:45 <samu> i split expenses construction and price clear lock? 00:31:50 <samu> hmm how is that done 00:32:29 <glx> the first part is done by creating the local variable 00:32:46 <samu> expenses_construction goes to last place? 00:32:51 <glx> you just need to add clear lock price and return cost 00:33:02 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 00:34:01 <samu> im confused 00:34:05 <samu> sorry 00:34:19 <glx> EXPENSES_CONSTRUCTION is the type of CommandCost 00:34:32 <glx> you defined it when creating the local variable 00:35:15 <glx> you just need to do cost.AddCost(_price[PR_CLEAR_LOCK]); 00:35:21 <glx> and return cost; 00:35:51 <glx> to have the same effect as return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]); 00:36:24 <samu> ah i got it, I think 00:36:30 <samu> cost is the name of variable? 00:36:36 <glx> yes 00:36:38 <samu> such a short name 00:36:40 <samu> ok 00:36:51 <samu> but it depends 00:36:56 <samu> i need a if 00:37:08 <glx> that's the basic cost 00:37:08 <samu> ok i guess i know how to do that part 00:37:30 <glx> then you'll need to ad your extra cost somewhere in the function 00:37:54 <glx> but outside if (flags & DC_EXEC) block 00:37:58 <samu> the extra cost is only added if there was no river tile under it 00:38:35 <samu> ah, in the else part? 00:38:42 <glx> no 00:38:55 <samu> but... it's similar, they go in tandem 00:38:58 <glx> it should be added in any case, it's for estimation cost 00:39:05 <samu> hmm ok 00:39:15 <glx> as estimation and real must be the same 00:39:30 <glx> DC_EXEC block does the real part 00:40:07 <glx> cost calculation just need to be outside the block and it's ok 00:42:12 <glx> if (GetWaterClass(tile) != WATER_CLASS_RIVER) cost.AddCost(...) outside the block 00:42:26 <samu> WaterClass wc_middle = IsWaterTile(tile) ? GetWaterClass(tile) : WATER_CLASS_CANAL; 00:42:55 <samu> hmm wait 00:43:14 <glx> it's the same test used to decrement ;) 00:43:18 <samu> if (GetWaterClass(tile) != WATER_CLASS_CANAL) 00:43:27 <samu> CANAL or RIVER 00:43:55 <glx> you decrement in !river 00:44:09 <glx> so the cost should be added for !river too 00:44:49 <samu> that's a big mess then 00:45:01 <samu> part of the game calls ir river, other part calls it canal 00:45:13 <glx> only rivers are kept when destroying the lock 00:46:00 <samu> hmm 00:46:02 <samu> ok 00:46:07 <samu> i try river on this part 00:46:34 <glx> on construction you add cost if there's no water on the tile 00:46:59 <glx> meaning you build canal and lock on the tile 00:47:22 <glx> so on destruction you remove canal and lock if there's no river under it 00:48:13 <glx> that's how I understand your code :) 00:51:40 <samu> if (GetWaterClass(tile) != WATER_CLASS_RIVER) cost.AddCost(_price[PR_CLEAR_LOCK]); 00:52:01 <glx> not LOCK, CANAL :) 00:52:10 <samu> oh crap yes 00:52:40 <samu> if (GetWaterClass(tile) != WATER_CLASS_RIVER) cost.AddCost(_price[PR_CLEAR_CANAL]); 00:52:48 <glx> yes 00:53:05 <samu> now, where do i put this line at 00:53:09 <samu> heh, im such a noob 00:53:34 <samu> let me copy paste this part 00:53:35 <glx> can be anywhere exept the DC_EXEC block 00:54:38 <samu> https://paste.openttdcoop.org/pjorloxax 00:55:19 <samu> it's at line 7 00:55:26 <samu> cus i have no idea where it goes 00:55:36 <samu> line 3 and line 7 00:56:06 <glx> line 4 is misaligned 00:56:45 <glx> and line 7 is not the right place 00:56:55 <glx> it should be outside this block 00:57:17 <samu> hmm 00:57:18 <samu> ok 00:57:51 <glx> you can put it around line 17 or line 40 00:58:12 <glx> and the return is still unsplit :) 01:00:19 <samu> ok i put it at 40 01:01:39 <samu> what's a split? 01:01:47 <samu> i have to make it in two parts? 01:02:02 <samu> but what 01:02:02 <glx> yes else the cost won't change 01:02:20 <samu> let me try ad hoc split 01:03:03 <glx> cost.AddCost(...); return cost; 01:04:15 <samu> if (GetWaterClass(tile) != WATER_CLASS_RIVER) cost.AddCost(_price[PR_CLEAR_CANAL]); 01:04:25 <samu> and now 01:04:37 <samu> cost.addcost(pr.. etc return cost? 01:04:42 <glx> yes 01:04:45 <samu> and the last line is unchanged? 01:04:57 <glx> and the last line is removed 01:05:10 <glx> replaced by the 2 lines you are writing 01:05:48 <samu> oh, so im doing this wrong 01:06:50 <glx> you should have 3 lines after the DC_EXEC block 01:07:11 <glx> if (!river) add clear canal cost 01:07:19 <glx> add clear lock cost 01:07:24 <glx> return cost 01:07:43 <samu> i can't follow you, sorry so much 01:08:23 <samu> https://paste.openttdcoop.org/p1pxxabbn 01:08:27 <samu> i have this 01:08:44 <glx> that's wrong :) 01:09:06 <glx> I'll try to explain clearly 01:09:49 <samu> the price of clearing the lock must be accounted as well 01:10:30 <samu> it sums both 01:10:34 <glx> return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]); is similar to 01:10:34 <glx> CommandCost cost(EXPENSES_CONSTRUCTION); 01:10:34 <glx> cost.AddCost(_price[PR_CLEAR_LOCK]); 01:10:34 <glx> return cost; 01:11:04 <samu> oh, i see 01:11:08 <glx> the declaration is moved on top of the function 01:11:25 <glx> and you add your extra cost in between 01:12:04 <samu> 1 line became 3 01:12:06 <samu> not 2 01:12:12 <samu> ok i see 01:12:20 <glx> well the first is already correct 01:13:16 <samu> the expenses_construction is the dependable value, I seeeee :) 01:13:18 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Read error: Connection reset by peer] 01:13:22 <samu> damn i'm such a nab 01:13:38 <glx> at least you try 01:14:56 <glx> and you touched many parts of the game without noticing :) 01:15:09 <glx> construction, destruction, loading 01:15:41 <glx> company merging too 01:16:00 <glx> for just a simple idea 01:16:23 <glx> not bad for a start :) 01:17:14 <samu> I'd never guess the save and load one if no one would tell me 01:18:16 <glx> but I think you would have noticed it when testing 01:18:28 <samu> https://paste.openttdcoop.org/pmwystspn 01:19:08 <glx> line 42 is already on line 3 :) 01:20:37 <glx> else this code should do what you want 01:20:45 <samu> ah, which one do i remove 01:20:56 <glx> remove line 42 01:21:36 <samu> https://paste.openttdcoop.org/plgp1zulc 01:21:43 <samu> k, hopefully it will work 01:21:47 <glx> to resume, the old return is split and your extra cost is added 01:23:06 <samu> it is building 01:23:12 <samu> and executing 01:23:19 <samu> but you mentioned something else 01:23:35 <samu> that needs fixing or imrpoving 01:23:43 <glx> what ? 01:24:05 <samu> before I mentioned I forgot to add this cost when removing 01:24:13 <samu> let me read back 01:24:37 <glx> ha yes the saveload checks 01:25:01 <glx> ha no the owner change 01:26:56 <samu> building lock: 7500+5000+5000+5000 = 22500, let me see if it confirms 01:27:10 <samu> correct, 22,500 01:27:29 <samu> destroying lock: I actually don't know the base price 01:27:49 <samu> dont know the base price + 5000 01:27:57 <glx> I think 2 canals are kept when destroying lock 01:28:10 <samu> assertion failed 01:28:14 <samu> at line blabla 01:28:16 <samu> so i failed 01:28:43 <glx> which assertion failed ? 01:28:44 <samu> hastilewaterclass(t) 01:28:52 <samu> can't be river? 01:29:00 <samu> then it's canal, gonna try canal 01:29:16 <glx> oh of course 01:29:27 <glx> it's no longer a river after destruction 01:29:45 <glx> move the canal cost before the DC_EXEC 01:29:56 <samu> ok 01:32:02 <glx> because if it was not a river it became a clear tile, so you can't check water class for that 01:32:42 <glx> as it's not a water tile 01:32:51 <glx> but before the DC_EXEC it's ok 01:33:01 <glx> as nothing has been done yet 01:34:03 <samu> building 01:34:14 <samu> ok its running 01:35:07 <samu> bah fail 01:35:11 <samu> well no error, but 01:35:26 <samu> it didn't account 5000 01:35:41 <samu> 2000+5000 = 7000 01:35:44 <samu> should cost 7000 01:37:06 <samu> ok it's doing the opposite of what I want 01:37:14 <samu> its adding 5000 if built on river 01:37:20 <samu> pff 01:37:24 <glx> weird 01:37:55 <samu> let me compare with 1.5.0-beta1 01:38:15 <glx> because the code cleary says if !river add 01:38:44 <samu> with river, it does assert error 01:38:48 <samu> i am trying with canal now 01:39:08 <samu> it is doing the calculation but the wrong way 01:39:27 <samu> so != becomes == ? 01:39:55 <samu> let me re-check 01:40:25 <glx> decrement is done in else so != river 01:40:45 <glx> cost is increased for != river too 01:41:23 <samu> let me try river again 01:41:29 <samu> since it moved up 01:43:14 <samu> is it because it's on a coast slope? 01:43:26 <samu> river slope is also on coast 01:46:19 <samu> nice it works 01:46:36 <samu> moving that line before dc_exec apparently fixed it 01:46:44 <samu> and it's river again 01:46:55 <glx> so 2000 in this case 01:47:04 <samu> no, 7000 already 01:47:10 <samu> all working as intended 01:48:13 <glx> hmm removing on river should cost 2000 01:48:26 <samu> removing on river costs 2000 01:48:32 <samu> removing on bareland costs 7000 01:48:35 <samu> working as intended 01:48:44 <glx> nice 01:48:56 <samu> much happy! 01:49:11 <samu> thx for all the help 01:49:28 <samu> there's some other thing to solve but i dont have time now 01:49:33 <samu> i can do that tomorrow 01:49:58 <glx> you learned a lot with a "small" change :) 01:50:41 <samu> heh it looks so small but in truth it's not too easy to get it right 01:50:48 <samu> :) 01:53:22 <samu> okay, here it is 01:53:24 <samu> https://paste.openttdcoop.org/pft3rt0m2 01:53:31 <samu> the whole patch file 01:53:53 <samu> except the visual studio parts 01:53:59 <samu> i unticked it 01:54:19 <glx> well it's not a patch file it's a paste of the patch ;) 02:03:45 <samu> if the owner of the lock is owner_none, will it still work? 02:04:05 <samu> i got to check this tomorrow 02:04:12 <samu> no time now 02:04:14 <samu> cyas 02:04:30 *** samu [~oftc-webi@po-217-129-155-33.netvisao.pt] has quit [Quit: Page closed] 02:08:18 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 02:13:27 *** Myhorta[1] [~Myhorta@10.87.37.188.rev.vodafone.pt] has quit [Read error: Connection reset by peer] 02:26:56 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 02:31:56 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 02:47:22 *** quorzom [~quorzom@cable-78-35-98-177.netcologne.de] has quit [Read error: Connection reset by peer] 02:56:36 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 03:59:46 *** HerzogDeXtEr1 [~flex@i59F6A776.versanet.de] has quit [Quit: Leaving.] 04:15:30 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 04:18:52 *** Flygon_ [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 04:21:12 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 04:25:36 *** Flygon__ [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Ping timeout: 480 seconds] 04:27:35 *** Flygon_ [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Ping timeout: 480 seconds] 04:32:23 *** luaduck_zzz is now known as luaduck 05:12:13 *** Flygon_ [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 05:18:40 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Ping timeout: 480 seconds] 05:39:46 *** Plaete [~moffi@dsdf-5f7660e0.pool.mediaWays.net] has joined #openttd 05:42:47 *** Plaete [~moffi@dsdf-5f7660e0.pool.mediaWays.net] has quit [] 05:56:01 *** Eddi|zuHause [~johekr@p57BD594E.dip0.t-ipconnect.de] has quit [] 05:56:16 *** Eddi|zuHause [~johekr@p57BD46B4.dip0.t-ipconnect.de] has joined #openttd 06:29:21 *** KouDy [~koudy@188.75.190.58] has quit [Quit: leaving] 06:29:43 *** KouDy [~koudy@188.75.190.58] has joined #openttd 07:12:55 *** Yotson [~Yotson@2001:980:6ac8:1:e115:b60f:b322:60fe] has joined #openttd 07:18:03 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 07:22:57 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 07:51:48 *** Celestar [~Celestar@p5DE452D4.dip0.t-ipconnect.de] has joined #openttd 07:52:06 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 07:52:09 *** mode/#openttd [+o Alberth] by ChanServ 08:10:47 <andythenorth> o/ 08:13:40 *** oskari892 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 08:20:41 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [Ping timeout: 480 seconds] 08:27:30 <Alberth> moin 08:36:01 *** Flygon__ [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 08:42:41 *** Flygon_ [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Ping timeout: 480 seconds] 08:43:30 *** KWKdesign [~KWKdesign@pool-72-94-147-76.phlapa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 08:43:41 *** KWKdesign [~KWKdesign@184.75.212.234] has joined #openttd 09:13:47 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 09:18:00 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 09:20:31 *** oskari892 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [Ping timeout: 480 seconds] 09:23:36 *** chillcore [~chillcore@91.182.36.19] has joined #openttd 09:24:10 <chillcore> o/ 09:25:30 *** KWKdesign [~KWKdesign@184.75.212.234] has quit [Ping timeout: 480 seconds] 09:25:43 *** KWKdesign [~KWKdesign@pool-72-94-147-76.phlapa.fios.verizon.net] has joined #openttd 09:28:00 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has quit [Quit: Leaving] 09:29:00 *** DanMacK [~3265a7d8@188.cimarosa.openttdcoop.org] has joined #openttd 09:30:00 <Alberth> o/ 09:31:05 <SpComb> o7 09:38:47 *** DanMacK [~3265a7d8@188.cimarosa.openttdcoop.org] has quit [Quit: Page closed] 09:39:06 <chillcore> not safe for work if people around you understand/speak french 09:39:09 <chillcore> https://www.youtube.com/watch?v=fjgRIiMix3o 09:40:25 *** glevans2 [~glevans2@71-8-126-76.dhcp.ftwo.tx.charter.com] has quit [Ping timeout: 480 seconds] 09:41:53 *** shadowalkerAFK is now known as shadowalker 09:42:14 *** glevans2 [~glevans2@71-8-126-76.dhcp.ftwo.tx.charter.com] has joined #openttd 09:46:04 <Alberth> I don't understand it :) 09:46:38 <chillcore> still nice melody I hope ;) 09:46:52 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 09:53:00 <planetmaker> moin 09:54:43 <planetmaker> https://paste.openttdcoop.org/pkjfbsgzy <-- Alberth that's nmlc's current changelog. Is there anything you think needs doing before it can be released? 09:55:15 *** itsatacoshop247__ [~itsatacos@2601:9:1180:237:47a:9047:89b3:7540] has quit [Ping timeout: 480 seconds] 09:55:39 <Alberth> nice :) 09:56:03 <Alberth> I wouldn't know, nml & newgrf is still a big mystery to me :) 09:56:34 <Alberth> frosch would have a better idea about it, probably 09:57:30 <planetmaker> last evening I found out a new OpenGFX really needs a new NML, no sensible way around. And it can easier be 0.4.0 than 0.3.2 10:00:46 <V453000> :0 10:00:52 <Alberth> makes sense :) 10:00:58 <V453000> hy humanz 10:01:12 <planetmaker> hihi 10:48:18 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 11:22:33 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 11:24:11 *** liq4 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 11:24:11 *** liq3 is now known as Guest5719 11:24:12 *** liq4 is now known as liq3 11:25:45 *** glevans2 [~glevans2@71-8-126-76.dhcp.ftwo.tx.charter.com] has quit [Ping timeout: 480 seconds] 11:26:22 *** glevans2 [~glevans2@71-8-126-76.dhcp.ftwo.tx.charter.com] has joined #openttd 11:29:40 *** Guest5719 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [Ping timeout: 480 seconds] 11:49:56 *** supermop [~supermop@d110-33-170-165.sun801.vic.optusnet.com.au] has quit [Ping timeout: 480 seconds] 11:55:24 *** HerzogDeXtEr [~flex@i59F6A776.versanet.de] has joined #openttd 12:08:05 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 12:14:09 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 12:16:43 <andythenorth> o/ 12:17:22 <V453000> \Q 12:18:24 <Alberth> birds-eye view :) 12:24:05 <chillcore> hehe, talking about birds, I have one in the back that likes cookies. This morning it flew down instead of up when opening the door. yay 12:24:36 <chillcore> Don't know what it is called in english. Merel in dutch 12:24:40 <chillcore> anyhoo 12:24:52 <chillcore> so much rewriting to be done still ... 12:25:15 <chillcore> first fixing this crash 12:27:44 *** Pereba [~UserNick@177.17.87.16] has joined #openttd 12:28:14 <andythenorth> hmm 12:28:24 <andythenorth> did I upload Busy Bee on my bananas account, not coop? 12:28:25 <andythenorth> oops 12:28:51 <V453000> BURN IN HELL 12:28:55 <andythenorth> yes 12:29:10 <andythenorth> I only have a bananas account by accident 12:29:18 <V453000> XD 12:30:05 <chillcore> imagine what would have happened had you chosen too ... ;) 12:30:29 <chillcore> -o 12:32:12 *** Supercheese is now known as Guest5722 12:32:17 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 12:34:53 <chillcore> andy: about them million USB drives ... would be so I could rip out all these hardrives out of them public computers and have those that have no computers at home bring their own OS and storage? 12:35:17 <chillcore> that weay they can be stupid as much as they want without infecting others 12:35:24 <chillcore> ? 12:35:49 <chillcore> not that I have the money ... nor jurisdiction to do that ... 12:36:34 <chillcore> those that run these pcs can still check traffic ... 12:36:45 *** Guest5722 [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Ping timeout: 480 seconds] 12:37:51 <chillcore> or limit 12:40:57 *** samu [~oftc-webi@po-217-129-155-33.netvisao.pt] has joined #openttd 12:41:10 <samu> hello 12:42:02 <chillcore> hello 12:43:46 <samu> i want to read yesterday's night chat log, forgot what I was going to do today 12:44:08 <samu> broken mind 12:44:55 <samu> ah 12:44:56 <samu> http://irclogs.qmsk.net/channels/openttd 12:44:59 <samu> found it 12:49:07 <andythenorth> chillcore: http://keepod.org 12:51:41 <chillcore> Thx andy. 13:32:07 <samu> hmm before advancing into my next step 13:33:24 <samu> which is canal tiles built on top of river tiles to have a different cost than canal tiles built on non-river tiles 13:33:31 *** tokai|mdlx [~tokai@port-92-195-16-12.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 13:33:52 <samu> i need to know how would the game handle destruction of a canal tile that was built on a river tile 13:34:08 <samu> it currently removed all, doesn't revert back to river 13:34:12 <samu> removes* 13:34:39 <samu> that is, in my opinion, wrong 13:35:00 <chillcore> ared you using buldozer or removal tool? 13:35:31 <samu> dynamite 13:35:37 <samu> there's no remove 13:36:10 <chillcore> ctrl+build click? 13:36:20 <samu> doesn't turn red 13:36:42 <chillcore> a challange ... 13:36:45 <chillcore> hehe 13:36:46 <samu> removing isn't implemented on rivers 13:36:49 <samu> oops, canals 13:39:14 <samu> thinking of my future finalized mission, I would have river tiles that are permanent, but terraformable 13:40:40 <samu> have to do this in steps towards that goal 13:43:21 *** shadowalker is now known as shadowalkerAFK 13:43:23 <samu> i imagine i will have a hell of a job understanding slopes 13:43:29 <samu> and terraform 13:44:15 <chillcore> and rivers :P 13:46:28 <samu> if everything goes as planned, then the final thing to do is dried and watered river tiles, canals, locks, everything related to having water pretty much, and letting water flood up-level 13:46:50 <samu> up-level and down-level 13:47:32 <samu> then, the pricing structure 13:47:34 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 13:47:36 *** mode/#openttd [+v tokai] by ChanServ 13:47:36 <samu> i guess 13:47:42 <samu> and it's done, lel 13:53:16 *** samu [~oftc-webi@po-217-129-155-33.netvisao.pt] has quit [Quit: Page closed] 14:00:50 *** quorzom [~quorzom@cable-78-35-98-177.netcologne.de] has joined #openttd 14:03:38 <Alberth> isn't the point of rivers that you cannot change them? 14:03:54 <Alberth> just like antennas and light houses? 14:04:32 <Alberth> ie making rivers non-deletable would be a good step 14:12:48 *** Belugas [~belugas@216.191.111.230] has joined #openttd 14:12:51 *** mode/#openttd [+o Belugas] by ChanServ 14:15:59 *** samu [~oftc-webi@po-217-129-155-33.netvisao.pt] has joined #openttd 14:17:17 <samu> back 14:20:52 <Eddi|zuHause> Alberth: but then, why allow terraforming water at all? 14:21:51 <Eddi|zuHause> also, there may be cases for rerouting rivers, i.e. building a canal and then cutting off the river from its old flow 14:22:19 <Alberth> true 14:22:28 <Eddi|zuHause> Alberth: i'd much rather have an algorithm that checks whether the river spring is still connected to the sea, and forbid destroying if not 14:22:41 <Alberth> +1 14:23:04 <Eddi|zuHause> also, same algorithm for city roads being connected to the city center 14:23:13 <Alberth> gets quite complicated perhaps 14:23:37 <chillcore> maybe just remember that this was a water tile when building canals to restore it in that case only? 14:23:38 <Alberth> ie you shouldn't be able to destroy the canal 14:24:42 <chillcore> even not if it reverted to river? 14:24:59 <chillcore> i like eddi's idea 14:25:12 <Eddi|zuHause> Alberth: there should be enough bits available to store whether a canal is used for river flow, to prevent destroying the canal in that case 14:25:43 <Alberth> chillcore: I was talking about eddi's idea, build a canal around something, destroy the river, and prevent then destroying the canal 14:25:52 <chillcore> if spring destroyed remove 'was river' flag form tiles 14:26:06 <chillcore> ah like that ye that is still a good idea 14:26:21 <chillcore> spring connect to sea whenever and always 14:26:22 <Eddi|zuHause> if destroying a canal/river with the flag set, invoke the pathfinder from the left to the right tile 14:26:50 <Eddi|zuHause> if alternate path found, invert the flag on this alternate path, otherwise, forbid destruction 14:27:21 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 14:27:55 <chillcore> then just make those destroyed canals rivers automatically when if it is the last connextion to sea 14:28:08 <chillcore> might get heavy on the patchfinder? 14:28:11 <chillcore> i dunn 14:28:14 <andythenorth> ho 14:28:16 <andythenorth> rivers 14:28:18 <andythenorth> are silly 14:28:23 <chillcore> hihi 14:29:50 <Eddi|zuHause> invoking the pathfinder on user interaction shouldn't be significant... 14:30:15 * andythenorth usually just bulldozes rivers 14:30:17 <chillcore> true 14:30:50 <Alberth> andythenorth: it's easier not to make them :) 14:31:17 <chillcore> building rivers will then be very expensive too 14:31:32 <chillcore> first yuou needd to build canal then destroy it 14:32:11 <chillcore> only available on feb 29 14:32:15 <chillcore> :P 14:32:48 <Eddi|zuHause> chillcore: i don't think the player should be able to degrade canals into rivers 14:34:07 <chillcore> ok 14:35:54 <andythenorth> simplest idea 14:35:57 <andythenorth> remove them from the game 14:36:02 <andythenorth> just lower land instead 14:36:33 <Eddi|zuHause> andythenorth: you find that this is not simple at all. 14:36:34 <planetmaker> except on February 30th, of course 14:37:20 <Eddi|zuHause> planetmaker: so only when playing with swedish localization in the 1700s? :p 14:37:34 <planetmaker> dunno, maybe? :) 14:38:27 <Eddi|zuHause> "if halloween falls on a friday the 13th" 14:39:41 <andythenorth> eh, how hard can it be to diff out rivers and canals? o_O 14:39:45 <andythenorth> break savegames 14:39:47 <andythenorth> problem solved 14:40:24 <samu> :) nice chat 14:40:36 <chillcore> it would clean out afterload ... two flies xD 14:41:09 <Eddi|zuHause> can we ban andythenorth? so many problems solved. 14:41:37 <andythenorth> there is no easy reverse diff for andythenorth 14:42:13 <andythenorth> rivers are rubbish currently 14:42:17 <andythenorth> :) 14:43:17 <samu> ah, when clearing a river, it clears it of water, but the river foundation stays 14:44:00 <samu> it will re-flood 14:44:33 <samu> in my vision, all rivers will be re-flooded no mater how much you clear them 14:45:46 <Eddi|zuHause> i can't imagine why comments are disabled on this song: https://www.youtube.com/watch?v=rTIorwtJbhE (probably NSFW) 14:46:23 <samu> canal tiles won't be terraformable, even if they're built on river 14:46:43 <samu> I imagine the procedure to be like this: remove canal first, then terraform 14:46:50 <andythenorth> Iâm really unconvinced that rivers are âsolvable' 14:47:00 <samu> removing canal will not destroy the river tile, but will revert to river tile 14:47:03 <Eddi|zuHause> samu: then really, why even allow clearing them? 14:47:14 <andythenorth> respawn is problematic 14:47:23 <samu> because of pricing structure 14:47:25 <andythenorth> pathfinding to enforce flow is problematic 14:47:32 <andythenorth> making them immovables is problematic 14:47:33 <samu> must be cheap when clearing dry tiles 14:48:18 * andythenorth considers a hack 14:48:32 <andythenorth> enforcing an edge connection check when clearing 14:48:43 <andythenorth> horrible, pathfinder would be more elegant, but would be simple to understand 14:48:54 <andythenorth> so a river could be moved, but not broken 14:49:54 <andythenorth> an edge connection check (or pathfinder) should be able to enforce that the flow cannot be interrupted 14:50:14 <samu> terraforming a river is the bigger puzzle that i need to solve 14:50:26 <samu> in my head 14:51:45 <samu> in essence, I want the river to be always connected 14:51:55 <andythenorth> enforce that flow cannot be broken 14:51:57 <samu> what can chance is the slope directions 14:52:05 <samu> and drying them of water 14:52:26 <andythenorth> basically I am +lots to Eddiâs suggestion 14:52:49 <andythenorth> we need canals that are not so ugly :P 14:52:55 <samu> typo: what can change* are the slope directions 14:53:48 <Alberth> samu how do propose to have a slope changed? 14:54:06 <samu> that is part of the puzzle 14:54:18 <Alberth> since a non-flat, non-steep slope has exactly 2 corners raised at all times 14:54:22 <samu> it needs to know direction, via drag and drop 14:54:37 <andythenorth> also I should make that rivers grf 14:54:40 <andythenorth> with custom corners 14:54:42 <samu> similar to path signals 14:54:44 <andythenorth> so they look less terrible 14:55:00 <andythenorth> and locks should be two tiles 14:55:00 <samu> minimum is 2 tiles 14:55:04 <Alberth> andythenorth: make a newobject river :p 14:55:10 <andythenorth> and rivers should carve a canyon 14:55:13 <andythenorth> bah 14:55:14 <andythenorth> rivers 14:55:15 <Alberth> too bad you cannot bridge them :p 14:55:18 <Eddi|zuHause> andythenorth: better locks need state machines 14:55:18 * andythenorth hates rivers 14:55:33 <andythenorth> Eddi|zuHause: if we live long enough, someone will do your state machines :) 14:55:35 <andythenorth> so many use cases 14:56:33 <samu> terraforming river tiles needs direction, and this is gonna be my headache 14:56:44 <samu> keks 14:58:49 <samu> terraform will need some special capability to "mold" a river into a slope direction 14:59:06 <samu> there is no possibility to build a river tile 14:59:10 <samu> currently 14:59:31 <samu> but I imagine that's something that I will need, and it's only available for the terraforming tool 14:59:41 <Alberth> start with drag/drop rivers in the SE ? 14:59:56 <andythenorth> you want river to follow contour? 15:00:05 <andythenorth> so when changing contour, river adapts? 15:00:20 <samu> i mean it like this: raise 2 corner of a flat river tile 15:01:03 <samu> what terraform will do is: destroy the river tile, not just dry it, but remove it, raise those 2 corners, then re-build the river tole as a slope 15:01:16 <samu> river tile* 15:01:51 <samu> demolishing via dynamite however, will only dry the river 15:02:09 <andythenorth> hmm 15:02:10 <samu> so, this ability to really destroy the river is only for this terraforming specialty 15:02:13 * andythenorth goes back to something else 15:02:51 <andythenorth> but yeah, rivers. Maybe a new class of thing - not immovables, but uninterruptables 15:03:12 <andythenorth> also, why donât we have glaciers? 15:03:14 <andythenorth> and lava flows? 15:03:34 <Alberth> /me has disasters disabled 15:04:01 <Eddi|zuHause> samu: i don't think you need to destroy the river tile for that 15:04:02 <samu> and the pricing must also make sense 15:04:16 <Eddi|zuHause> samu: but only allow changing both corners is... problematic 15:05:02 <andythenorth> lava flow might be a disaster 15:05:06 <andythenorth> glacier is just an obstacle :) 15:05:39 <andythenorth> also transport type 15:05:40 <andythenorth> http://www.brewster.ca/brewster_travel/media/Images/Rocky-Mountains/Destinations/Columbia-Icefield/Activities/Columbia-Icefield-Glacier-Adventure/BN-Destination-GlacierAdventure.jpg?width=1400&height=506&ext=.jpg 15:05:49 * andythenorth has been on that Brewster bus 15:07:14 <samu> changing both corners? 15:07:19 <Eddi|zuHause> well, we have glaciers in the alps, but not for long anymore :p 15:09:42 <Eddi|zuHause> samu: terraforming is done per corner. so in your "imagination" checking to change one corner requires to check whether the other corner gets changed during the same command at a later time (which may have currently unknown restrictions), and also checking that the other corners will not change 15:10:41 <Eddi|zuHause> so requiring to change two corners is both unweildy from a user's point of view, as well as from a programmers point of view 15:11:02 <samu> ah, I see, it needs to know which direction it is terraforming 15:11:47 <berndj> is there a way to set up bus routes so they don't cross rails? when maglevs get fast enough eventually collisions become inevitable when the train zooms in out of nowhere 15:11:48 <samu> if it knows, then I believe it can work for the remaining tiles, at least in theory, it's just that I'm not really totally sure of it 15:12:30 <andythenorth> berndj: bridges 15:12:33 <andythenorth> tunnels 15:13:10 <berndj> if i provide a road network that's grade-separated and dense enough, is the city guaranteed not to build its own crashy roads? 15:13:54 <V453000> just dont allow towns to build roads, easy enough 15:14:24 * andythenorth wonders how python handles circular refs 15:14:35 <andythenorth> I have a Consist object, which I store in a list in Roster object 15:14:48 *** roidal [~roland@cm140-210.liwest.at] has joined #openttd 15:14:59 <andythenorth> and the Consist also has the Roster object in a property... 15:15:06 <andythenorth> I know itâs all references, but still 15:15:17 <andythenorth> seems like an easy route to infinite recursion 15:15:26 <andythenorth> or is that âprogrammer beware'? 15:15:56 <Eddi|zuHause> berndj: busses avoid level crossings, if a nearby route does not have any. and you can forbid towns from building level crossings 15:16:04 * chillcore hides from anything that has exceptions 15:16:27 <Eddi|zuHause> berndj: also, fast railtypes can forbid level crossings, if the NewGRF chooses to do so 15:16:36 <berndj> ah, if i can find that setting then i'll just use that - it feels undemocratic to not allow them to build at all 15:16:40 <Alberth> andythenorth: sounds fine to me, except perhaps some consistency problems 15:18:03 <andythenorth> k 15:18:29 <Alberth> circular references are handled fine in newer pythons, since python 2.<ages-ago> 15:19:06 <Eddi|zuHause> circular references are sometimes an issue with garbage collection. 15:19:09 <Alberth> if worried, just remove the list reference 15:20:58 <samu> dragging signals works 15:21:08 <samu> something similar will be needed for this 15:21:33 <samu> dragging corners 15:21:56 <Alberth> dragging signals? 15:22:07 <Alberth> I usually drag just 2-3 tiles 15:22:08 <Eddi|zuHause> samu: you can already do that 15:23:08 <samu> to decide which direction to terraform a specific river tile, it must know the direction at which it will slope the river 15:23:09 <Alberth> dragging road is more similar, imho 15:23:42 <samu> ah yeh, road yes 15:23:48 <samu> they have one-way 15:24:09 <Eddi|zuHause> that will probably not help you at all 15:24:50 <samu> no? 15:25:35 <Eddi|zuHause> you should better invest your time into removing the restriction of rivers needing both corners raised in a slope 15:26:20 <samu> but there are no graphics for that 15:26:40 <chillcore> yet? 15:26:41 <Eddi|zuHause> no, but they could be made 15:33:12 <samu> it would simplify terraform, I see 15:33:38 <planetmaker> getting those river sprites for the other slopes is not *that* difficult 15:34:21 <Eddi|zuHause> needs potentially a bit of fuzz for legacy NewGRFs 15:35:01 * andythenorth would draw them for TTD base set style 15:35:18 <andythenorth> I drew all the other bloody river sprites for the base set :) 15:35:23 <andythenorth> in all the variations :P 15:35:28 <andythenorth> drew / fixed 15:36:26 <samu> is water painted onto a river tile? 15:36:41 <Eddi|zuHause> no, it's all one sprite 15:36:46 <samu> crap :( 15:36:54 <andythenorth> itâs many many sprites :P 15:38:07 <Eddi|zuHause> well, potentially the shores are drawn on top of a water sprite 15:39:48 <samu> how does the snow gets painted in a river 15:40:13 <Eddi|zuHause> no idea. actually 15:40:47 <samu> don't paint water, paint ice 15:40:51 <samu> if on snow 15:41:07 <samu> gee 15:41:13 <samu> i don't wanna draw 15:41:15 <Eddi|zuHause> flowing rivers don't freeze that easily 15:41:51 <samu> it shouldn't be painting a brown thingy if it's dry though 15:43:06 <Eddi|zuHause> i still have no idea what you need dry rivers for 15:43:09 <samu> ok, back to yesterday 15:43:14 <samu> i have something to finish 15:45:04 <samu> +glx told me i have to improve this coding block static void ChangeTileOwner_Water(TileIndex tile, Owner old_owner, Owner new_owner) 15:45:35 <samu> https://paste.openttdcoop.org/pft3rt0m2?/pft3rt0m2 15:48:06 <andythenorth> Eddi|zuHause: so uninterruptables? Simple pathfinder check? 15:48:19 <andythenorth> canât be much more sophisticated than the ship routing check on adding orders 15:48:34 <andythenorth> is there any pathological case where a river has two outlets to the sea? 15:49:01 <Eddi|zuHause> a delta. 15:49:05 * andythenorth wonders if there is no routing check on adding orders 15:49:18 <andythenorth> maybe itâs just crow-flies distance to next bouy / dock 15:49:59 <Eddi|zuHause> the order check is manhattan distance, probably 15:50:51 <andythenorth> where many rivers converge, the pathfinder could spend a lot of time evaluating dead ends 15:51:21 <Eddi|zuHause> andythenorth: the way i imagine it, a river gets (on map generation, scenario editor might need some handling of this as well) a spring and a sink assigned, and every tile in a pathfinder run between them gets a flag set that this river tile is part of a flow (potentially with direction) 15:51:50 <planetmaker> not sure that the sink needs assignment a priori 15:51:50 <Eddi|zuHause> if a river converges with another one, the pathfinder stops at this converging point 15:51:58 <andythenorth> so itâs cached, rather than checked on bulldoze? 15:52:21 <andythenorth> if tile knew next tile(s), then itâs just a list 15:52:23 <Eddi|zuHause> yes. 15:52:25 <andythenorth> and the list canât be broken 15:52:45 <Eddi|zuHause> well, each tile has exactly 4 adjacent tiles 15:53:43 <andythenorth> hrm multiprocessing really does break object refs 15:53:45 <andythenorth> nvm 15:54:56 <andythenorth> urgh, does mercurial actually feature revert? 15:55:36 <planetmaker> of course 15:55:55 <planetmaker> hg revert (for uncommitted); hg backout (for committed some time ago) 15:56:14 <andythenorth> ah backout :) 15:56:26 <Alberth> hg rollback for undoing the last commit-ish action 15:56:27 <andythenorth> searching for revert just got me pages of people who havenât pushed yet :P 15:56:59 <planetmaker> Alberth, with evolve there's hg uncommit ;) 15:57:25 <planetmaker> or you could hg qimport the last changeset 15:57:36 <planetmaker> many roads to Rome 15:58:02 * andythenorth uses backout 15:58:19 <andythenorth> see if that works :P 15:58:30 <andythenorth> that = Iron Horse broken compile 15:59:30 <samu> a river slope blocks pathing for ships 16:00:05 <samu> no matter what 16:01:06 <Eddi|zuHause> samu: so? 16:01:18 <samu> i don't know about the pathfinding 16:01:44 <samu> what I observe is that it needs a lock 16:01:56 <Eddi|zuHause> pathfinding is heavily customizable in that matter 16:03:08 <Eddi|zuHause> i.e. a river flow pathfinder can have much different restrictions than a ship pathfinder 16:03:29 <samu> ah 16:03:41 <samu> so there must be two 16:03:47 <samu> one for water, one for ships 16:05:39 <samu> i thought water flooding behaviour was already done 16:06:04 <Eddi|zuHause> water flooding does not have (or need) a pathfinder 16:08:14 <samu> it needs to check the next tile adjacent to it, if it can flood it or not, and how to transform that tile when it floods, I guess 16:09:16 <andythenorth> thatâs just ânext tileâ 16:09:20 <andythenorth> no pathfinder really 16:09:28 <Eddi|zuHause> samu: there would be no flooding in my suggestion 16:09:44 <Eddi|zuHause> samu: just a search for an alternate connection that already is water 16:10:03 <samu> coast tiles are transformed a little bit 16:10:39 <Eddi|zuHause> that has no connection to the problem... 16:10:58 <samu> every river will become "coasts"-alike, except how they're drawn 16:11:14 <samu> i think 16:11:24 <samu> but i'm not expert on that matter 16:11:27 * andythenorth whips the horse a bit 16:13:59 <planetmaker> https://plus.google.com/u/0/photos/107191069901530811927/albums/5588142349480607121/6116847710531828738?pid=6116847710531828738&oid=107191069901530811927 <-- that will happen, andythenorth ;) 16:16:54 <andythenorth> apparently I broke it 16:16:58 <andythenorth> bundles is cross with me 16:18:09 * andythenorth looks at Jenkins 16:22:48 <andythenorth> hmm 16:22:58 <andythenorth> yeah, itâs going to fail on the failing commit :P 16:23:05 <andythenorth> it hasnât built the 2 most recent 16:23:17 <samu> will this subtract 1 water maintenance to the owner_none? https://paste.openttdcoop.org/pudp2meuk 16:23:35 <samu> ah the lines 39-41 16:25:59 <samu> i guess not 16:26:06 <samu> damn i forgot what I had to do 16:30:08 <samu> DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR); 16:30:14 <samu> what's a do comand 16:30:17 *** Pici [~pici@nullcortex.com] has joined #openttd 16:31:05 <samu> the tile bankrupts? 16:31:24 <andythenorth> company bankrupts 16:31:32 <andythenorth> dunno what that actually relates to though 16:31:49 <samu> it destroys a ship depot on bankrupt 16:32:37 <samu> it is pointing to tile 16:32:45 <planetmaker> I can try look later, andythenorth. But no promise I manage today 16:32:55 <andythenorth> planetmaker: I think itâs just failed to build on push 16:33:23 <andythenorth> oh actually no 16:33:38 <andythenorth> 1083: Codechange: move to a python 3 compile (experimental) 16:33:43 <andythenorth> will be the offender :) 16:34:00 * andythenorth forgot about bundles python version 16:34:41 <andythenorth> FIRS may have same issue 16:36:02 <Eddi|zuHause> samu: the command that it executes is the last parameter of DoCommand(P) 16:36:16 <andythenorth> ah no, FIRS has a branch for python 3, so default branch still builds 16:36:22 <andythenorth> ho ho 16:36:26 <andythenorth> âprogressâ :) 16:37:43 <Eddi|zuHause> samu: before that are the "flags", which usually means DC_EXEC: actually do it (don't just check how much it costs). DC_BANKRUPT probably means don't let lack of money prevent it 16:38:51 <samu> ah, makes sense now 16:41:39 <samu> how could I tell the game is doing the right thing for the old_owner if this company bankrupts 16:42:16 <samu> i have no way to visualize it in-game 16:42:24 *** shirish [~quassel@59.94.120.140] has joined #openttd 16:48:06 <samu> bug or intended? start a game via Play scenario, then type in console restart. it doesn't restart that scenario 16:48:28 <Eddi|zuHause> no, it starts a new game with the same random seed as the old game 16:49:14 <Eddi|zuHause> that may or may not result in the same map, depending on other circumstances (like game version, settings, newgrfs, ...) 17:09:01 *** TheMask96 [martijn@lust.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 17:10:13 <samu> doo dee 17:11:04 <Eddi|zuHause> dabadee dabadai 17:11:15 *** frosch123 [~frosch@frnk-5f742f77.pool.mediaWays.net] has joined #openttd 17:11:34 *** TheMask96 [martijn@wrath.vhost.ne2000.nl] has joined #openttd 17:11:41 <samu> i'm confused at my own code lol 17:12:02 <samu> i threw it in, and it works 17:12:29 <samu> but i can't verify if it works for every case 17:12:57 <samu> how do I play as the owner_none, if that is even possible 17:14:14 <planetmaker> you can't. owner_none is the game itself 17:16:04 <samu> i rather ask 17:16:28 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 17:17:02 <samu> i have the code like this https://paste.openttdcoop.org/p7qjxwaex 17:17:26 <Eddi|zuHause> samu: you can make tests like that by setting a breakpoint, and wait for the program to go through that line of code, then single step and watch what the variables do 17:19:42 <samu> i forgot 17:20:18 <samu> if (!IsTileOwner(tile, old_owner)) return; 17:20:24 <samu> what does this mean 17:20:48 <Eddi|zuHause> that means skip tiles that are not owned by old_owner 17:21:11 <Alberth> that's why have generated documentation samu, there are tooooo many functions to know them all 17:21:34 <Alberth> so you can look up what functions do 17:21:49 <Alberth> +we 17:22:38 <samu> old_owner must be a company? or can it also be a no_owner? 17:23:25 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has joined #openttd 17:23:47 <Eddi|zuHause> no idea 17:24:04 <samu> :) 17:24:10 <Alberth> don't know either 17:24:33 <Alberth> read the source code :) 17:26:34 <chillcore> hmm if I allow changing values in scenarioeditor like in r27151 ... I do not need that _game_mode hack no more? 17:26:52 <planetmaker> what values? 17:27:06 <chillcore> smoothness ... for starters ... 17:27:14 <chillcore> just smoothness for now 17:27:46 <chillcore> i go into menu mode change and back to SE mode 17:27:49 <planetmaker> smoothness is a thing used during map gen... thus it's pointless when there's already a map. But it makes sense to allow setting those in SE when you're about to generate a map 17:28:29 <chillcore> ^^^ that ... i need to be able to change or this patch is pretty much useles haha 17:28:42 <chillcore> just that that hack is ugly 17:29:37 <chillcore> just the diffuculty setting though noy so for the params 17:30:29 <samu> i think +glx is wrong on this, or i don't see what he meant 17:32:33 <andythenorth> pythoon 17:32:34 <andythenorth> hmm 17:32:37 <andythenorth> typo 17:32:40 <samu> there are two ways to transfer ownership. Bankrupt and company merge. I always have to subtract watermaintenance no matter the case 17:32:51 <samu> why do i have to do it per case' 17:32:58 <andythenorth> not many translator commits in FIRS :P 17:34:48 <samu> subtract once, no matter the case, then if it's a merge, add once 17:34:56 <samu> if it's a bankrupt... leave it be 17:35:17 <samu> or am i missing the point? 17:36:58 <samu> what am i doing wrong, can you help 17:37:20 <Alberth> andythenorth: change more strings :p 17:38:06 <samu> this was correct already, and now it's not 17:38:13 <samu> :( 17:38:23 <samu> unless I'm missing something 17:39:00 <samu> let me show you my two versions 17:39:04 <samu> brb 17:40:51 *** Plaete [~moffi@dsdf-5f7660e0.pool.mediaWays.net] has joined #openttd 17:42:04 <samu> today's version -> https://paste.openttdcoop.org/p7qjxwaex 17:42:33 <samu> yesterday's version -> https://paste.openttdcoop.org/ptp0qnve4 17:44:13 <samu> which one is correct? or are they both doing the same? 17:44:36 <chillcore> Alberth I edited two pictures in my last post. thoughts? 17:45:24 <chillcore> that one still has a very still slope I know ... more shape of terrain there 17:45:49 *** Progman [~progman@p57A18DC2.dip0.t-ipconnect.de] has joined #openttd 17:46:50 <chillcore> that is at level 199 17:48:03 *** CosmicRay [~jgoerzen@0000fdc9.user.oftc.net] has quit [Quit: Coyote finally caught me] 17:48:10 <Alberth> the detailed one looks quite useless? 17:48:58 <chillcore> with our without smallmap? the one without has the wwhole map like that ... almost no steaap slopes 17:49:17 <chillcore> IIRC. there is a lot of finetuning left i agree 17:50:32 *** CosmicRay [~jgoerzen@0000fdc9.user.oftc.net] has joined #openttd 17:50:41 <Alberth> without smallmap 17:50:53 <chillcore> it is stiil rough yes 17:51:19 <Alberth> you're generating a world, zooooming to a specific spot is probably less useful 17:51:38 <Alberth> (although no doubt there are users claiming the opposite :) ) 17:52:01 <chillcore> prob is when I start toying with that I get mesmerized and no much coding happens :P 17:53:01 *** Plaete [~moffi@dsdf-5f7660e0.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 17:53:03 <chillcore> in the end it is still simply going up yes, but you sometimes have to think wat route to take because the terrain is hardly terraformable 17:53:22 <chillcore> once towns and industries come into play 17:53:46 <Alberth> oh, toying has its merits too :) 17:53:46 <chillcore> industries create flats, which causes terraforming 17:54:18 <Alberth> maybe we need other terraforming tools too now 17:54:18 <chillcore> so they create and inaccesible side sometimes 17:54:34 <chillcore> yes ... still a few niggles 17:54:42 <Alberth> ie 16 levels high is quite doable by raising a single point 17:54:49 <chillcore> need shortening save load code 17:54:55 <chillcore> and loading presets 17:55:08 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 17:55:09 *** mode/#openttd [+v glx] by ChanServ 17:55:09 <chillcore> probably yes 17:55:28 <samu> glx: hi 17:55:41 <chillcore> but for trunk I think these presets have priority 17:55:59 <chillcore> bugs me that peeps see that terrain as default 17:56:11 <chillcore> as custom it is your choice 17:56:36 <chillcore> anyhoo ... removing ugly hack 17:57:23 <samu> i am in need of help 18:00:15 <chillcore> <Alberth> ie 16 levels high is quite doable by raising a single point <- unless you are raising a really really long slope 18:00:29 <chillcore> then it hangs a bit ... at least it used to 18:01:11 <chillcore> unless you want to build a pyramide ... that does not happen much 18:03:17 <samu> glx, yesterday night you told me that I had to fix transfer ownership. today i look into it but i think there's nothing to fix 18:03:39 <samu> +glx 18:03:57 *** FLHerne [~flh@212.219.116.90] has joined #openttd 18:05:24 <frosch123> [18:28] <chillcore> ^^^ that ... i need to be able to change or this patch is pretty much useles haha <- there is a difference between "current game" settings, and "new game" settings 18:05:39 <frosch123> you can change smoothness for "new game" settings, but it is pointless for "current game" settings 18:06:11 <chillcore> if I try to change smoothness settinh without my hack the game happily crashes 18:07:37 <glx> samu: it's not a fix, but an optimisation 18:07:42 <chillcore> I did not yet try after adding the SE flag 18:07:58 <samu> 00:05:16 <+glx> maybe you could merge the tests in ChangeOwner 18:08:38 <Eddi|zuHause> samu: the + is not acually prt of the nick :p 18:09:16 <chillcore> frosh: when you generate a new scnewrio you stat from scratch and the difficulty is changed 18:09:39 <glx> yes you have an if (is_lock_middle) followed by an if (canal && is_lock_middle) 18:09:40 <chillcore> but while messing wwith my gui the "game" has already started 18:09:47 <planetmaker> difficulty is a deprecated thing. It can't be different than 'custom' (=3?) 18:10:05 <chillcore> in a later stage the game is restarted again and that is fine, setting are kept 18:11:21 <chillcore> in my gui yes 18:11:26 <chillcore> not in the game 18:11:33 <chillcore> I load them in defaults 18:11:41 <chillcore> in custom I mean 18:11:44 <samu> aha, i think i understand what you mean, ok let me edit it 18:12:18 <chillcore> but for as far as the code is concerned if you select eg smooth and not change nothing you are not in custom mode for that setting 18:12:30 <chillcore> think ... score 18:12:48 <chillcore> it is disconnected somewhat 18:13:13 <chillcore> hmm how do I explain this ... 18:13:55 <chillcore> in tgen gui all is custom ... if settings match easy ... difficulty remains easy in score 18:15:07 <chillcore> I kept that behaviour intact ... i hope 18:15:20 <frosch123> there is no difficulty setting anymore that affects smoothness 18:15:51 <chillcore> hmm ok 18:16:13 <samu> here it is https://paste.openttdcoop.org/pg37zx0bm 18:17:07 <frosch123> savegame version 177 removes the difficulty level 18:17:31 <glx> samu: yes, but you forgot the new one :) 18:18:11 <samu> new one? 18:18:54 *** luaduck is now known as luaduck_zzz 18:19:04 <glx> 3 lines later 18:19:27 <andythenorth> bloody garratts :) 18:19:34 * andythenorth is having issues with articulated engines 18:20:03 <frosch123> are they better than issues with liveries? 18:20:43 <samu> ah, this part? if (GetWaterClass(tile) == WATER_CLASS_CANAL && is_lock_middle) { 18:20:55 <andythenorth> frosch123: yes, they are :P 18:20:58 <chillcore> frosh only 2.5k revisions ago eh ... :P 18:21:07 <andythenorth> just wrong length sprites, with wrong offsets 18:21:13 <samu> it needs to be inside the if (new_owner != INVALID_OWNER) { 18:21:26 <glx> but you can do the same thing 18:24:12 <samu> oh yah, i am idiot, it was right between these 2 18:24:18 <samu> ok let me do 18:26:02 <Eddi|zuHause> *mental note* you can't skip songs on the radio 18:27:48 <samu> https://paste.openttdcoop.org/pt53yaqwv 18:28:42 <glx> alignment ;) 18:29:56 <samu> https://paste.openttdcoop.org/ppynulxhp 18:30:01 <samu> :o 18:32:50 <Eddi|zuHause> is that just me or should canals be not removed upon bankrupcy, because they are common infrastructure (like roads)? 18:33:21 <samu> they're not removed already 18:33:32 <glx> they are not removed, they get OWNER_NONE 18:33:54 <planetmaker> frosch123, I meant to ask you: anything you want to see done before nml 0.4.0? https://paste.openttdcoop.org/pkjfbsgzy?/pkjfbsgzy 18:33:57 <Eddi|zuHause> then that comment is probably misleading 18:34:00 <planetmaker> I need it for OpenGFX-next 18:34:22 <frosch123> - Feature: Cache position where previous search ended for more speed. <- what's that? 18:34:27 <Eddi|zuHause> /* Only subtract from the old owner here if the new owner is valid,otherwise we clear ship depots and canal water below. */ 18:34:36 <planetmaker> frosch123, check commit logs. Dunno :) 18:34:38 <frosch123> not english, is it? :p 18:34:42 <glx> depot is removed 18:34:52 <glx> but canal stay 18:34:57 <planetmaker> probably your own words ;) 18:35:38 <frosch123> anyway, i have nothing that needs to make 0.4 or something 18:35:47 <frosch123> not sure how much work you want to put into the changelog 18:35:57 <frosch123> but it has a lot of redundancy 18:36:15 <Eddi|zuHause> frosch123: in english, word order is probably a bit more relevant than in german :p 18:36:37 <samu> where is the dock being removed in the code? 18:37:16 <chillcore> is it? Fun are words when mangled much. 18:37:48 <samu> is it a station? 18:38:12 <frosch123> planetmaker: no, by albert 18:38:22 <frosch123> still no idea what it is, even after looking at the diff :p 18:38:43 <Eddi|zuHause> chillcore: well, "die katze beiÃt der hund" means something different than "the cat bites the dog" :p 18:39:06 <glx> it's a station yes 18:39:20 <samu> docks disappear but I don't see it in this part of the code 18:39:21 <planetmaker> frosch123, I think something with the position attached to each line (which also is reported in case of errors) 18:39:25 <samu> is it somewhere else? 18:39:37 <planetmaker> thus data usually not exposed from internal structures 18:39:53 <glx> it's somewhere in station_cmd.cpp I think 18:39:59 <samu> ah, ok then 18:40:13 <planetmaker> but ok, thanks. I'll then try to come up with a release in the next days. 18:40:40 <Eddi|zuHause> chillcore: in german you can flip around subject and object of the sentence, should you want to put more emphasis on the object. in english you can't do that 18:40:41 <planetmaker> Not sure I want to spend much time on the changelog. What I pasted was mostly automatically gathered with very limited manual retouching 18:41:12 <planetmaker> However I updated man page and readme 18:41:57 <Eddi|zuHause> chillcore: because english got rid of the cases that designate which word is the object, and puts this semantics into the word order 18:42:41 <chillcore> I see. eddi 18:44:38 <Eddi|zuHause> (although in german it can get ambiguous, too, if both words are female) 18:45:19 <planetmaker> neuter, too 18:45:33 <chillcore> I can hardly understand the peeps i my own country, I doubt I would notive the difference :P 18:45:40 <chillcore> still intersting though 18:46:35 <Eddi|zuHause> chillcore: the difference is the article. "die katze [object] beiÃt der hund [subject]" vs. "die katze [subject] beiÃt den hund [object]" 18:54:24 <frosch123> now explain "die katze beiÃt die giraffe" 18:54:48 <Eddi|zuHause> i did that already 18:55:25 <Eddi|zuHause> if both words are female [or neutral], you also have to rely on word order in german 18:55:39 *** gelignite [~gelignite@i5387a64f.versanet.de] has joined #openttd 18:56:16 <frosch123> sounds sexist 18:56:27 <Eddi|zuHause> the reverse order is also pretty rare 18:59:03 *** Wolf01 [~wolf01@95.232.38.183] has joined #openttd 18:59:41 <Wolf01> hello 18:59:50 <Alberth> hi hi 19:00:00 <chillcore> o/ 19:05:27 <Wolf01> bah, why people don't remember they own email addresses and use MINE to do their stuff FOR MONTHS and they won't change also if you notice them? 19:05:57 <frosch123> s/people/your girlfriend/ 19:07:00 <frosch123> though, grandpa would also work 19:07:12 <Wolf01> in my case is a guy with the same name who lives in another city and we don't know each other... 19:07:40 <chillcore> hmm contact your email provider? 19:07:50 <Wolf01> google? 19:07:54 <chillcore> first come first serve? 19:08:00 <frosch123> ah, you mean they registered your address somewhere 19:08:10 <chillcore> depends who it is yes ... google 19:08:11 <frosch123> i thought they hacked your account to use it to send mails :) 19:08:15 <Wolf01> the problem is they put the wrong address in outlook or such 19:08:47 <chillcore> it should not be possible ... 19:09:18 *** habmalnefrage [~Client@p57A00E63.dip0.t-ipconnect.de] has joined #openttd 19:09:29 <Wolf01> if you set that as "reply to" address, yes, it is 19:10:01 <frosch123> well, someone registered my ottd address to some archaeology conference :) 19:10:23 <frosch123> possibly a pun about the ottd code/interface :p 19:10:31 <Wolf01> ahah 19:10:38 <Pici> Attend as that person then. 19:11:21 *** Plaete [~moffi@dsdf-5f7660e0.pool.mediaWays.net] has joined #openttd 19:11:39 <Wolf01> when somebody register your address to a service, you should be able to unsubscribe or at least dissable the account (as I did multiple times with facebook and the other "game" address) 19:11:56 <Wolf01> the problem is when they use it in their cliend and use it for their job 19:12:22 <frosch123> na, always ignore unknown mails, put them in a filter, don't answer 19:12:26 <Wolf01> so you also get lots of reserved stuff, notify them, still get lots of reserved stuff 19:15:41 *** abc [~abc123@p57A00E63.dip0.t-ipconnect.de] has joined #openttd 19:16:58 <samu> i need to know what I can do about how would the game handle destruction of a canal tile that was built on a river tile 19:17:11 <abc> Am I right for asking a question to OpenTTD here? 19:17:49 <samu> more specificaly, i need authorization 19:18:26 <frosch123> sometimes this channel is about openttd 19:18:29 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 19:18:52 <chillcore> <frosch123> na, always ignore unknown mails, put them in a filter, don't answer <- +1 19:19:29 <samu> can i change the way demolish works for river tiles? 19:19:55 <samu> oops, canal tiles 19:20:01 <frosch123> though i have special folder for very authentic fake mails 19:20:19 <frosch123> i like spam/scam, if it is done good :p 19:21:06 <chillcore> first you need to store 'river' tiles ... then everytime you demolish a canal compare tot that list samu 19:21:09 <frosch123> same as ads really, they are fine if they are good :) 19:21:37 <abc> i use OpenTTD version 1.4.4 and I am not able to find the option to build more than one industry of the same kind in a city in the extended options. (sorrx if my English is bad) 19:21:54 <abc> where can I find this option? 19:22:00 <frosch123> there are some filter options in the settings window 19:22:05 <frosch123> make sure to select "all settings" 19:22:05 <chillcore> needs digging in the code and compiling 19:22:36 <abc> where can I select "all settings"? 19:22:42 <frosch123> dropdown at the top 19:23:47 <samu> let me look at river 19:25:05 <abc> if you refer to chillcore: Where do I find the code and how can I compile it? I'm an IT-noob only wanting to play a nice game :( 19:25:20 <Alberth> samu: http://en.wikipedia.org/wiki/File:The_River_Cam_from_the_Green_Dragon_Bridge.jpg ? 19:26:01 <chillcore> I was talking to samu abc. sorry for the confusion 19:26:50 <abc> oh, OK 19:27:08 <abc> can frosch123 answer my question? 19:28:31 <chillcore> https://wiki.openttd.org/Category:Compiling_OpenTTD since you asked. ;) 19:28:38 <chillcore> have fun paying ;) 19:28:51 <frosch123> https://wiki.openttd.org/Advanced_Settings#Changing_Advanced_Settings <- abc 19:28:51 <chillcore> playing* woops 19:30:20 <Alberth> chillcore: unable to read Temp_Adjust_API.diff <-- removed it from the patch set, but not from series? 19:31:00 <chillcore> hmm let me check the zip ...I may have forgotten that one 19:31:17 <chillcore> it should be fine without though 19:33:05 <abc> frosch123, thank you for the link it was a great solution. sorry chillcore, this was to hard for me. I didn't realized the dropdown button at "Show" could be the solution. Now it works 19:34:23 *** Martin89 [~martin89o@2001:470:caab:fd5a:a2::61] has joined #openttd 19:34:46 *** Yotson [~Yotson@2001:980:6ac8:1:e115:b60f:b322:60fe] has quit [Quit: .] 19:35:16 <chillcore> Alberth: uploaded 19:35:24 *** abc [~abc123@p57A00E63.dip0.t-ipconnect.de] has left #openttd [Leaving] 19:35:52 <Alberth> should I try that one instead? 19:36:29 <chillcore> just stick the temp file it in you patches folder 19:36:56 <chillcore> if there is one ... it should be the same 19:37:07 <chillcore> I did not add widgets yet so 19:37:15 <Alberth> I did rm *.diff :p 19:37:32 <chillcore> it is the third attachment in my last post 19:37:53 <chillcore> or adjust series .. as you wwish 19:38:25 <chillcore> there is no ai/scripts using smoothness? yet :P 19:38:55 <chillcore> I made it to be sure as moki was using NewGRF .. 19:39:34 <Alberth> that shouldn't crash worldgen, as there are no newgrfs at that stage 19:39:50 <chillcore> true 19:40:14 <chillcore> unless someone has a mofified menugame? 19:40:29 <Eddi|zuHause> menu game cannot use NewGRFs 19:40:37 <Alberth> windowy stuff is quite free of newgrf-specifics, except for the newgrf window :) 19:40:51 <Eddi|zuHause> the menu game is loaded before the game can find NewGRFs 19:41:32 <chillcore> less worries then 19:41:39 <Eddi|zuHause> [the only way to fix this is to run the NewGRF search on a black background] 19:42:14 <Eddi|zuHause> there is one exception: ActionF (town name) NewGRFs get activated on the menu, to get the entries into the dropdown selection 19:42:31 <chillcore> I had to move my data folder because of that ... grrr 19:42:32 <frosch123> except it is half broken for 2 years :p 19:42:43 <frosch123> well, actually for 5 years 19:42:47 <chillcore> a few GB takes a bit 19:43:00 <frosch123> since 1.0 :) 19:43:19 *** roidal [~roland@cm140-210.liwest.at] has quit [Quit: WeeChat 1.0.1] 19:43:21 *** habmalnefrage [~Client@p57A00E63.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 19:43:45 <chillcore> then again ... if I am just playing i care less 19:44:07 <chillcore> start game ... grab coffee ... 19:44:19 <chillcore> when testeing it is another story hehe 19:45:21 <Alberth> grab tgen zip, put in patch directory, hit make, start chatting :p 19:45:24 <Eddi|zuHause> frosch123: could you specify "it"? 19:45:50 <chillcore> I hope I fixed it ... 19:46:26 <frosch123> fs#5819 - townname newgrfs fail to activate if the titlegame is a post 0.6 titlegame 19:46:36 <frosch123> i.e. it works in nightlies, but fails in all stable releases :p 19:48:28 <chillcore> noice 19:48:30 <frosch123> we should adjust the rules for the titlegame competition 19:48:41 <frosch123> savegames may not be made with ottd newer than 0.4 19:48:56 <Eddi|zuHause> haha :p 19:48:57 <frosch123> (i believe it is 0.4, not 0.6, it must be from before newgrf were stored in the savegame)= 19:49:24 <chillcore> creatief met kurk ... sounds good frosch 19:50:05 <samu> can i build ship depots on canals owned by competitors? 19:50:08 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 19:50:10 <samu> let me check 19:50:40 <samu> nope 19:50:44 <samu> t.t 19:51:13 <Alberth> chillcore: it fails to crash with me, so that's good :p 19:51:24 <Alberth> no idea what to do with the numbers though 19:51:31 <chillcore> k 19:51:38 <chillcore> picj somethings as first 19:51:53 <chillcore> then the next is half the aplitude 19:52:00 <chillcore> so for staying flat you go 19:52:07 <chillcore> 1000, 2000 19:52:51 <chillcore> try to keep your values in a range of 2 19:53:03 <Alberth> what I mean, it's not in user terms "more height", or "less water", or so 19:53:19 <chillcore> your pick ... 19:53:23 <Alberth> but maybe that's not feasible with these parameters 19:53:25 <chillcore> mapsize? 19:53:45 <Alberth> hmm, let me try again 19:53:57 <chillcore> I usually go for littlest water, no or little variation 19:53:58 <Alberth> I press "generate", the map is all wrong 19:54:09 <Alberth> now, which number to change? 19:54:15 <chillcore> hmm ... 19:54:38 <chillcore> it depends what you want ... 19:54:44 <Alberth> you know, because you understand the meaning of the numbers 19:55:00 <chillcore> I do not see your screen ... hehe 19:55:10 <samu> allow-drive through road stops on roads owned by competitors 19:55:23 <Alberth> but as I said, maybe it's not possible to make it more user oriented 19:55:24 <chillcore> hmm how to eplain this ... 19:55:35 <chillcore> set everything to 1 19:55:52 <chillcore> mapsize 2048 squared 19:56:06 <Alberth> write a wiki page is probably the solution here :) 19:56:10 <chillcore> heightlevel 199 or so 19:56:16 <chillcore> it is hard to explain 19:56:20 <Alberth> there you have room to explain things 19:56:20 <chillcore> you have to see it 19:56:25 <chillcore> true 19:56:33 <Alberth> but once the patch is done, imho 19:56:37 <samu> I might need a "allow water structure stuff on canals owned by competitors" setting 19:56:44 <samu> unsure yet 19:56:51 <chillcore> yeah that sound good 19:57:18 <chillcore> for now set scale to max 19:57:32 <chillcore> rest to 1 and generate 19:57:41 <chillcore> then start making your way down 19:58:04 <chillcore> 1 by 1 ann see how that influenceds things 19:58:21 <chillcore> maybe try to find some nice seed first 19:58:27 <chillcore> with default values 19:59:03 <chillcore> then keep seed ... while making our way through 19:59:26 <chillcore> limit yourself to a factor of two up or down 19:59:39 <chillcore> taking into account that the next value is halved 20:00:03 <glx> <frosch123> well, someone registered my ottd address to some archaeology conference :) <-- oh mine too 20:00:10 <samu> how many owners can there be for a single tile? 20:00:11 <chillcore> it becomes obvious real quick 20:00:21 <chillcore> but you go out of bounds real quick too 20:00:33 <chillcore> them flats and steep cliffs 20:01:17 <chillcore> I believe safe would be 1.4 up max and 2 down 20:01:31 <Alberth> http://devs.openttd.org/~alberth/watery_world.png I need a little more practice I think :) 20:01:39 <chillcore> ^^^ factors, but don't pin me on that 20:02:27 <samu> is it possible to have 3 owners on a single tile at all? 20:02:33 <Alberth> what does "keep" mean, isn't that "ok", or "close" or so? 20:02:38 <frosch123> glx: it does not include a flight ticket though :) 20:02:45 <chillcore> hehe up the scale a bit if you can 20:02:48 <glx> indeed :) 20:02:58 <chillcore> that or lower first parameter followed by rest 20:03:30 <chillcore> Keep closes this gui and opens worldgen 20:03:31 <Alberth> chillcore: it's ok, I don't have time for real experimentation now, will try another day 20:03:35 <samu> upper lock tile: owner 1, canal under upper lock tile: owner 2, bridge over upper lock tile: owner 3, is this possible? 20:03:39 <chillcore> no problem ;) 20:03:53 <chillcore> thank for testing anyway, much aprecciated 20:04:13 <Alberth> yw 20:04:16 <samu> and possibly a 4th owner, river tile under canal tile under upper lock tile under bridge 20:04:26 <chillcore> one more bug ticked of the list yay 20:05:45 <samu> tell me 20:06:24 *** Plaete [~moffi@dsdf-5f7660e0.pool.mediaWays.net] has quit [Quit: Nettalk6 - www.ntalk.de] 20:06:38 <samu> is this an impossible request? 20:06:40 <chillcore> multiple owners of the same object ... that gonna be fun 20:06:58 <samu> yeah 20:07:10 <frosch123> roal tiles can have up to 3 owners 20:07:29 <frosch123> 1 for road, 1 for tram, 1 for additional structure (like rail crossing, bridge, ...) 20:07:42 <chillcore> read: with infrastucture sharing I do not mind you running on my rails, I'd rather you not move them ... 20:07:53 <samu> i guess the answer is yes 20:08:50 <chillcore> yeah like that 20:09:50 <samu> there's no possibility to build a bridge over the upper lock tile right now, i ask why 20:10:07 <samu> was it because nobody thought of it, or is there some technical issue 20:10:16 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Quit: Leaving] 20:10:36 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 20:11:55 <samu> with enough bridge height, it could even be possible to build over the lower and middle lock tiles 20:12:44 <samu> so, can i do this? 20:13:04 <samu> start messing with game code to make this happen? 20:13:13 <samu> and pester you for help :p 20:16:08 <Eddi|zuHause> samu: look at how the code allows bridges over objects? 20:17:20 <Eddi|zuHause> "objects" being the eyecandy objects that NewGRFs provide 20:18:00 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 20:21:32 <NGC3982> One of my servers are filled up with this: http://i.imgur.com/fWLWZNI.png 20:21:53 <NGC3982> I cannot join the unnamed company, and the log does not fortell of any unnamed user or company being created 20:21:59 <NGC3982> Did i somehow configure this myself? 20:24:00 * NGC3982 should have Googled first. 20:24:33 <frosch123> what's the answer? 20:25:09 <frosch123> are they ais? 20:26:35 <NGC3982> Yeah, i managed to enable ai_in_multiplayer without an actual AI present. 20:26:59 <NGC3982> That's why i should never copy my local openttd.cfg to the server one. 20:34:03 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 20:34:27 <samu> can you guys test this patch? https://paste.openttdcoop.org/pun0ehlix?/pun0ehlix 20:35:09 <samu> or how I submit it? is it bugs.openttd.org? 20:35:59 <samu> i don't consider it finalized though 20:37:08 <samu> the pricing structure for the lock makes "better" sense, but it's still not totally perfect 20:39:06 <chillcore> post it on the forums while perfecting it? 20:39:19 <samu> forum? i can't 20:39:23 <chillcore> not sure if FS is supposed to be used for developing patches ... 20:39:28 <chillcore> why not samu? 20:39:40 <chillcore> you are still locked out of your account? 20:39:42 <samu> i need my account to be unbanned 20:39:45 <samu> yes unlocked 20:39:58 <chillcore> I see ... I know what happened not going to explain here 20:40:06 <chillcore> contact orudge 20:40:27 <Alberth> I am sure we don't want non-finished patches at FS 20:41:08 <samu> orudge: hi 20:41:16 <samu> i doubt he will unlock it 20:41:30 <chillcore> yes he will but you need to contact him privatly 20:41:52 <chillcore> I can send him a reminder np ... but first contact him yourself 20:41:58 <chillcore> it is your account not mine 20:44:05 <samu> query? 20:44:11 <samu> here on irc 20:44:37 *** Hazzard_ [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has joined #openttd 20:44:42 <chillcore> tt-forums support iss not here no samu 20:45:12 *** Hazzard_ [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has quit [] 20:46:13 <samu> this chat is in the forum 20:46:25 <samu> http://www.tt-forums.net/chatroom.php 20:47:05 *** samu [~oftc-webi@po-217-129-155-33.netvisao.pt] has quit [Quit: Page closed] 20:47:20 <chillcore> ye but you do not ask for a account restore ina chat do you now? 20:47:34 <chillcore> email him? 20:47:44 <frosch123> chillcore: he closed the tab 20:48:22 <andythenorth> urgh, broken offsets 20:48:30 * andythenorth will defer that until another day 20:48:46 <chillcore> ok ... new account then? 20:48:47 *** samu [~oftc-webi@po-217-129-155-33.netvisao.pt] has joined #openttd 20:49:05 <samu> #tycoon ? 20:49:19 <Alberth> email? 20:49:38 <chillcore> pigeon 20:49:42 <chillcore> :P 20:49:58 <samu> who's that bukkit guy? 20:52:29 <samu> i give up 20:56:24 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 20:58:49 *** HerzogDeXtEr1 [~flex@i59F6A0A8.versanet.de] has joined #openttd 21:00:35 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 21:01:16 *** FLHerne [~flh@212.219.116.90] has quit [Quit: There's a real world out here!] 21:02:50 *** Flygon__ [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Ping timeout: 480 seconds] 21:04:11 *** HerzogDeXtEr [~flex@i59F6A776.versanet.de] has quit [Ping timeout: 480 seconds] 21:21:28 *** Pereba [~UserNick@177.17.87.16] has quit [Read error: Connection reset by peer] 21:27:14 *** Pereba [~UserNick@177.17.87.16] has joined #openttd 21:29:13 *** Progman [~progman@p57A18DC2.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:32:57 *** KWKdesign [~KWKdesign@pool-72-94-147-76.phlapa.fios.verizon.net] has quit [Read error: Connection reset by peer] 21:33:19 *** KWKdesign [~KWKdesign@pool-72-94-147-76.phlapa.fios.verizon.net] has joined #openttd 21:34:10 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has left #openttd [] 21:39:08 *** l4urenz [~l4urenz@D97B5AAC.cm-3-4b.dynamic.ziggo.nl] has joined #openttd 21:39:41 <l4urenz> Hi 21:40:14 <frosch123> hai 21:40:47 <l4urenz> haven't been on irc for years 21:40:54 <l4urenz> but saw that openttd had its own chat xD 21:41:27 <frosch123> well, there are like 10 openttd related channels 21:41:45 <l4urenz> the website only mentioned this one :) 21:42:00 <frosch123> let's call it the newbie channel then :p 21:42:52 <frosch123> or is it the gate to trap you in the ottd hell? 21:43:11 <frosch123> where you have to build tracks all day? 21:44:58 <l4urenz> sure 21:45:00 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Read error: Connection reset by peer] 21:45:12 <l4urenz> thats more like a bonus i guess :) 21:45:36 <Eddi|zuHause> say that again when you're still here in 10 years :p 21:45:45 <l4urenz> haha 21:45:56 <frosch123> l4urenz: that's the trick :) until you read the fineprint about backseat gamers 21:46:14 <l4urenz> used to be on quakenet wayback 21:46:26 <l4urenz> but thats pretty much dead 21:48:19 <Eddi|zuHause> i suppose the kiddies are not introduced to irc anymore 21:48:29 <Eddi|zuHause> too much new social media 21:48:56 <Eddi|zuHause> or online games have their own chats 21:49:04 <l4urenz> exactly. its more like fb messenger 21:55:55 <chillcore> goodnight all 21:56:00 *** chillcore [~chillcore@91.182.36.19] has quit [Quit: Only mortals are affected by fame and power.] 21:56:29 *** gelignite [~gelignite@i5387a64f.versanet.de] has quit [Quit: http://bit.ly/1kso8Ta] 21:58:39 *** Pereba_ [~UserNick@179.186.31.159.dynamic.adsl.gvt.net.br] has joined #openttd 22:05:10 *** Pereba [~UserNick@177.17.87.16] has quit [Ping timeout: 480 seconds] 22:05:19 *** Pereba_ is now known as Pereba 22:05:32 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 22:22:53 <samu> :( i'm going back to pricing canal tiles 22:23:58 <samu> think 22:26:09 <ST2> dnt think, play BusyBee :P 22:26:21 <samu> void MakeWaterKeepingClass(TileIndex tile, Owner o) 22:28:12 <samu> my brain is stuck atm 22:28:48 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 22:30:15 <samu> * Only river water should be restored on appropriate slopes. Other water would be invalid on slopes */ 22:31:11 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 22:36:59 <samu> ah, the game restores rivers via this void MakeWaterKeepingClass(TileIndex tile, Owner o)? 22:37:26 *** Celestar [~Celestar@p5DE452D4.dip0.t-ipconnect.de] has quit [Quit: Leaving.] 22:39:18 <samu> this comment: If we clear the canal, we have to remove it from the infrastructure count as well. 22:39:31 <samu> but there is no way to clear canals, only demolish canal 22:41:28 <samu> MakeWaterKeepingClass - must understand what is this for 22:50:33 *** frosch123 [~frosch@frnk-5f742f77.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 22:51:28 <Wolf01> 'night 22:51:32 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 22:59:01 *** Pulec [pulec@unaffilated.amunak.net] has joined #openttd 22:59:24 <samu> question: Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]; 22:59:40 <samu> what does ? do in thhis 22:59:48 <samu> it picks one of the prices? 23:01:00 <samu> what is being decided there? 23:01:42 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 23:04:37 <peter1138> IsCanal(tile) 23:05:16 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Read error: Connection reset by peer] 23:05:59 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 23:07:36 *** supermop [~supermop@d110-33-170-165.sun801.vic.optusnet.com.au] has joined #openttd 23:07:40 <supermop> hi 23:07:46 <samu> hi 23:08:10 <samu> question: Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]; 23:08:24 <samu> do you know what that ? do? 23:08:30 <samu> ? symbol 23:08:35 <samu> and the : 23:09:58 <supermop> me? 23:10:00 <supermop> no idea 23:12:16 <samu> is it deciding one of the prices for the base cost? 23:13:04 <samu> ok, it is 23:13:16 <samu> just tested in-game 23:22:53 <glx> it's the ?: operator 23:23:25 <glx> it's a simple if then else with assignation 23:26:53 <planetmaker> the ternary operator is nice. And a bitch. At the same time :) 23:43:09 *** l4urenz [~l4urenz@D97B5AAC.cm-3-4b.dynamic.ziggo.nl] has quit [Quit: Leaving] 23:51:21 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 23:51:53 *** Tg1 [~tobias@p200300544E3D6F34719F3BDC4B62B904.dip0.t-ipconnect.de] has joined #openttd 23:59:18 *** Tg1 [~tobias@p200300544E3D6F34719F3BDC4B62B904.dip0.t-ipconnect.de] has quit [Quit: Leaving] 23:59:48 *** itsatacoshop247 [itsatacosh@c-76-102-167-252.hsd1.ca.comcast.net] has joined #openttd