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Log for #openttd on 14th September 2016:
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08:02:32  <Wolf01> o/
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10:00:05  <argoneus> good morning train friends
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11:32:06  <Samu> my connection is failing lately
11:32:09  <Samu> t.t
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12:05:04  <Samu> a
12:05:13  <Samu> @logs
12:05:13  <DorpsGek> Samu: https://webster.openttdcoop.org/index.php?channel=openttd
12:06:04  <Samu> querying tile info on a buoy placed on a canal, gets the wrong owner of the buoy
12:06:18  <Samu> bug present in 1.6.1
12:21:34  <Samu> okay, not really a bug, but a workaround due to a limitation
12:21:42  <Samu> but now it can be changed
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12:55:30  <Samu> what is use of undefined type
12:55:32  <Samu> MakeStation(t, Station::Get(sid)->owner, sid, STATION_BUOY, 0, wc);
12:55:45  <Samu> undefined type 'station
12:55:50  <V453000> Lejving: nice factorio mods :P
12:56:00  <Lejving> thanks
12:56:21  <V453000> next stop openttd newgrfs? :P
12:56:45  <Lejving> one totally fucking op armor, one 4 lines mod, one terrible "epic electric mimning drill" :D
12:57:13  <Lejving> no, next stop is to stop my game from crashing every 10min :D
12:57:36  <V453000> yes XD
12:57:48  <V453000> is it actually crashing?
12:59:04  <Lejving> yeah every 10min
12:59:16  <Lejving> sometimes it works a long time, but sometimes I crash every 10min
12:59:27  <V453000> did you bug report it?
12:59:32  <Lejving> no not yet =/
12:59:43  <V453000> please do, I am sure guys will get on it quickly
13:00:04  <V453000> they are currently trying to fix all the bugs before work on 0.15 fully starts
13:00:16  <Lejving> oh
13:00:18  <Lejving> not factorio
13:00:19  <Lejving> openttd
13:00:29  <Lejving> factorio is fine :D
13:00:37  <V453000> openttd crashes? :d
13:00:39  <Lejving> yes
13:00:41  <V453000> that's also wtf :)
13:00:49  <Lejving> it's an access violation
13:01:13  <V453000> ah recompiling newgrfs makes it crash?
13:01:22  <Lejving> no just regular playing
13:01:29  <V453000> ._.
13:02:08  <Lejving> http://i.imgur.com/hTV0af1.jpg
13:02:12  <Lejving> look my lastest pic of crash
13:02:27  <Lejving> sorry game for trying to place rail!
13:02:49  <V453000> that's pretty weird shit
13:02:59  <V453000> 1.6.1?
13:03:20  <Lejving> yea
13:03:26  <V453000> :d
13:03:47  <Lejving> in crash.log it says exception: c00000005 or what ever which is access violation afaik
13:04:19  <V453000> then don't violate it XD
13:04:30  <Lejving> hahaha
13:04:48  <Lejving> openttd: LEJVING JUST VIOLATED ME
13:05:55  <V453000> pretty much
13:05:57  <V453000> poor thing
13:06:20  <Lejving> :D
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13:09:32  <Lejving> newgrfs are mostly graphics though V453000 isn't it
13:09:40  <Lejving> and I'm not much of a graphics guy =/
13:09:53  <V453000> eh not really
13:10:06  <V453000> there is a fuckload of possibilities to do
13:10:16  <Lejving> there is?
13:10:22  <V453000> but yeah graphics are vital, but you can borrow them from other open source projects :P
13:10:34  <Lejving> is the ui modular?
13:10:35  <V453000> I mean possibilities to do with code only
13:10:51  <V453000> don't think newgrfs or game scripts can touch UI
13:13:28  <Lejving> well I had this one idea that every player should start with one railyard
13:13:34  <Lejving> or trainyard rather*
13:13:42  <Lejving> and they have to build out of that and spawn trains only there
13:13:59  <Lejving> to force one big rail network instead of many isolated ones
13:14:29  <Lejving> that should be possible I guess
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13:15:17  <V453000> I wonder how, no clue :)
13:15:58  <Lejving> I'll have to dig into it later, first figure out how to not make the game crash all the time :
13:15:59  <Lejving> D
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13:18:57  <Samu_> lag?
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14:42:21  <Samu> buoys can have OWNER_WATER at the moment
14:43:05  <Samu> complicated case this is, with the buoy
14:44:20  <Samu> when doing savegame conversion, buoys cannot have OWNER_WATER at canals, i'm chaning their owner to OWNER_NONE
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14:44:45  <Samu> canals on the other hand, cannot have OWNER_WATER
14:44:55  <Samu> confusing
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14:56:28  <Alberth> o/
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14:58:36  <Samu_> test
14:58:47  <peter1138> no
14:59:10  <Samu_> i got a small problem with buoy
14:59:34  <Samu_> on the minimap, owner of buoy will be none now
14:59:54  <Samu_> previously it was the owner of the water at the tile
15:00:17  <Samu_> if it was a canal, the buoy on minimal would show up with the company
15:00:25  <Samu_> on minimap*
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15:01:19  <Samu_> buoy owner now takes precedence no matter who's the owner of the canal
15:01:27  <Samu_> it won't show on minimap
15:01:39  <Samu_> owner is none
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15:19:56  <Samu> darn internet issues
15:20:54  <Samu> what's a better owner for buoys?
15:20:59  <Samu> water or none?
15:21:40  <Samu> station stores OWNER_NONE, tile stores OWNER_WATER
15:21:42  <Samu> who's right?
15:22:57  <Samu> i'm inclined to make the tile store the same as the station
15:24:14  <Samu> 			if (IsBuoyTile(t) && GetWaterClass(t) != WATER_CLASS_CANAL && GetTileOwner(t) == OWNER_WATER) { 				SetTileOwner(t, OWNER_NONE); 			}
15:26:09  <Alberth> who can remove a buoy?
15:26:34  <Samu> everyone, as long as no ship uses it
15:27:57  <Samu> let me check remove buoy code
15:28:53  <Samu> 	/* XXX: strange stuff, allow clearing as invalid company when clearing landscape */
15:29:11  <Alberth> lol
15:29:26  <Samu> if (!Company::IsValidID(_current_company) && !(flags & DC_BANKRUPT)) return_cmd_error(INVALID_STRING_ID);
15:29:30  <peter1138> Buoys don't have owners
15:31:42  <Samu> technically, they have
15:31:54  <NGC3982> What kind of language is that?
15:32:05  <Samu> 		wp->owner = OWNER_NONE;
15:32:06  <Alberth> techie talk :)
15:32:13  <Samu> wp is waypoint station
15:33:43  <Alberth> but that explains why the minimap shows the canal owner
15:34:01  <Alberth> at least in trunk
15:34:10  <Samu> MakeStation(t, GetTileOwner(t),, sid, STATION_BUOY, 0, wc);
15:34:15  <Samu> let me check
15:36:18  <Samu> minimap needs to change a little bit
15:36:23  <Samu> minimap code
15:36:51  <Samu> won't have it use GetTileOwner on buoys
15:36:55  <Samu> but GetCanalOwner
15:37:20  <Samu> is this possible? where is minimap code
15:38:03  <peter1138> smallmap?
15:43:19  <Samu> GetSmallMapOwnerPixels ?
15:43:34  <Samu> there is a FIXME notice here
15:46:41  <Alberth> we have 12 such lines
15:49:09  <Sacro> Anyone here play BRSet, I'm only getting 4 electric sets, nothing else
15:49:47  <Sacro> *Brtrains even
15:54:37  <Samu> Run-Time Check Failure #3 - The variable 'o' is being used without being initialized.
15:58:03  <Samu> ah, i think i understand
16:01:47  <Samu> fixed
16:27:58  <Samu> done
16:28:45  <Samu> buoy is done, gonna check oilrig station
16:30:44  <Samu> hmm to change oilrig station, i got to change industry tile type first
16:30:57  <Samu> touching industry tiles is scary
16:47:24  <Wolf01> Mmmmh, a good busy pattern for the airport state machine: http://img-9gag-fun.9cache.com/photo/aqLDoZv_460s.jpg
16:47:50  <Samu> _m[t].m1 &= 1 << 7; - does this do what I think it does?
16:49:10  <Samu> 7654 3210 - i want bit 7 to remain untouched, and all the others to be zero'ed
16:51:06  <Samu> bit 7 is to be inherited
16:51:51  <Samu> it's the canal on river flag thingy
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17:06:22  <Wolf01> Quak
17:06:35  <frosch123> ciao
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17:08:24  <Wolf01> o/
17:08:38  <andythenorth> hi
17:14:55  <Alberth> o/
17:15:37  <Samu> industry tiles now have canal owners
17:15:45  <Samu> i wonder if this is gonna break newgrf stuff
17:16:30  <Alberth> making a canal of an industry-tile?
17:16:48  <Samu> build oil rig on canal tiles
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17:17:05  <Samu> it stores the owner of the canal now
17:17:26  <Alberth> nobody is stupid enough to build a canal and then build an oil rig :p
17:17:37  <Alberth> it's much cheaper to have a land-based oil well :)
17:17:54  <Samu> it also stores the canal on river flag
17:18:16  <Samu> tile type industry has no more bits free
17:18:21  <Samu> once this is done
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17:19:36  <supermop> Lejving: maybe a GS could do it
17:19:48  <supermop> still might need patching
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17:26:40  <Samu> how does an industry die?
17:26:41  <Samu> grrr
17:26:45  <Samu> must edit it
17:30:03  <Samu> Industry::~Industry() is this where an industry is removed from the world?
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17:37:03  <Samu> nice, it works
17:37:18  <Samu> but needs savegame conversion stuff
17:38:36  <Samu> else old canals would become part of company 1
17:54:40  <andythenorth> is tramz
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18:10:17  <Samu> ah, industry description
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18:19:48  <Samu> ChangeTileOwner_Industry i'm surprised this function already exists
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18:29:42  <Samu> incomplete type is not allowed
18:29:46  <Samu> what does this mean?
18:31:44  <Samu> https://paste.openttdcoop.org/pfzbrepaq
18:31:59  <Samu> problem with Company::Get - it says incomplete type is not allowed, what can I do?
18:32:18  <Samu> line 9 and 10
18:36:42  <Alberth> define Company, probably by adding an include file
18:37:34  <Alberth> ie it knows there is a thing called "Company", but you need to also give its members, so it can check the "get" exists
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18:50:24  <Samu> can't do it :(
18:50:59  <Samu> industy tiles have no company owners
18:51:06  <Samu> or something like that
18:52:08  <Samu> Severity	Code	Description	Project	File	Line	Suppression State Error	C2027	use of undefined type 'Company'	openttd	D:\OpenTTD\trunk\src\industry_cmd.cpp	922
18:57:31  <Samu> ah, think i got it, but... i'm uncertain
18:57:33  <Samu> #include "company_base.h"
18:58:17  <Samu> yes, it compiles
18:58:23  <Samu> ty Alberth
19:03:13  <Alberth> success!
19:24:15  <Samu> looks strange, canal owner when querying industries
19:24:34  <Samu> the canal can't be removed unless the industry closes
19:26:16  <Samu> company 1 is the owner of the canal of an oil rig, but the oil rig owner is n/a
19:27:00  <Samu> working as intended, though it's quite strange
19:31:16  <Samu> i need an oil rig to close itself, without magic bulldozer
19:31:28  <Samu> what's the best way to trigger it?
19:32:58  <Alberth> not, mostly
19:33:20  <Alberth> don't think oilrigs ever close
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19:34:43  <Samu> they close, of that I'm sure
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20:26:09  <Alberth> ok
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21:59:59  <Wolf01> 'night
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22:01:03  <Samu> counting canal tiles under industry tiles is a little bit complicated
22:01:41  <Samu> when an industry is placed, the code clears whatever it is in the tile, including canals
22:02:01  <Samu> when a canal is cleared, infrastructure.water is decreased
22:02:53  <Samu> so the not-so-elegant solution i found was
22:03:37  <Samu> after MakeIndustry, increase infrastructure.water again
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22:16:37  <Samu> there are no owners on industry tiles
22:16:58  <Samu> grr this is doable, but quite delicate
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