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Log for #openttd on 22nd September 2016:
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08:45:18  <Wolf01> o/
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12:05:19  <Samu> is frosch here?
12:10:07  <Samu> who's a slope master? how can i simplify this? https://paste.openttdcoop.org/pwme4lx6r
12:10:41  <Samu> i'd like to avoid a case by case check, and do some math operations on the slopes
12:10:51  <Samu> pls someone answer :o
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12:54:37  <Samu> aww nobody answered
13:04:40  <Samu> I got a SLOPE_STEEP_W, and I want to transform it into the highest corner as a slope
13:04:51  <Samu> SLOPE_STEEP_W into SLOPE_W
13:04:58  <Samu> what is the math involved to achieve this?
13:05:34  <Samu> SLOPE_STEEP_W has these bits: 0001 1011
13:05:44  <Samu> SLOPE_W has these bits: 0000 0001
13:07:11  <Samu> is there a Highest corner  to slope conversion?
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13:10:19  <tarpl> hello
13:10:30  <tarpl> any body her me?
13:10:55  <ST2> hello tarpl
13:10:55  <tarpl> hey
13:10:59  <tarpl> hi
13:11:19  <tarpl> i have a qations
13:11:28  <ST2> it's about your ban?
13:11:28  <tarpl> sory for my english
13:11:34  <tarpl> yes
13:11:39  <tarpl> iam sorry
13:11:41  <ST2> enter our channel, please
13:11:45  <ST2> http://openttd.btpro.nl/contact-us
13:11:54  <tarpl> i dont do again
13:11:58  <ST2> this is not the place to chat about it ^^
13:12:31  <tarpl> how do you no about my ban?
13:13:03  <tarpl> what is "channel"?
13:13:36  <ST2> click the link in http://openttd.btpro.nl/contact-us
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13:29:23  <Wolf01> Samu, what about making the tile flat and then raise the corners you need?
13:31:22  <Samu> i don't know what the corner is
13:31:43  <Wolf01> You know the direction of the dock
13:31:44  <Samu> Slope tileh_north_aqueduct = GetTileSlope(tile_start);
13:33:15  <Samu> Slope tileh_north_result = tileh_north_aqueduct (incredible bitmath operations) SLOPE_WITH_ONE_CORNER
13:33:45  <Samu> it's an aqueduct
13:34:13  <Wolf01> Doesn't matter, you have a direction
13:36:39  <Wolf01> Did you try with CmdLevelLand()?
13:37:13  <Samu> nope
13:37:34  <Samu> not sure what that one does
13:37:42  <Wolf01> It levels land
13:39:44  <Samu> let me check
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13:44:37  <Samu> hmm there is no area drag :(
13:50:00  <peter1138> hmm, new red dwarf tonight
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14:11:16  <Flygon_> It isn't out in Australia yet :(
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14:13:24  <Samu> i got something
14:14:01  <Samu> SLOPE_STEEP_N ^(SLOPE_ELEVATED | SLOPE_STEEP) = SLOPE_S
14:14:16  <Samu> i want the opposite corner of SLOPE_S now
14:14:28  <Samu> SLOPE_N
14:18:06  <Samu> the other side of the aqueduct got SLOPE_SW, the complement of this one is SLOPE_NE
14:27:36  <Samu> what's the operator that makes this: 10 (op) 11 = 01
14:29:05  <Samu> gonna try ^
14:35:32  <peter1138> ^
14:35:40  <peter1138> aka xor
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14:39:10  <Samu> think i made it!
14:39:14  <Samu> 				Slope tileh_north_result = IsSteepSlope(tileh_north_aqueduct) ? (tileh_north_aqueduct ^(SLOPE_ELEVATED | SLOPE_STEEP)) ^ tileh_end : ComplementSlope(tileh_end) & ~tileh_north_aqueduct;
14:39:50  <Samu> tileh_north_result is what the terraform command will do, and raise
14:42:51  <Samu> think i can safely remove the switch/case now
14:42:58  <Samu> not needed anymore
14:47:33  <Samu> and the same for the south
14:47:53  <Samu> Slope tileh_south_result = IsSteepSlope(tileh_south_aqueduct) ? (tileh_south_aqueduct ^ (SLOPE_ELEVATED | SLOPE_STEEP)) ^ tileh_start : ComplementSlope(tileh_start) & ~tileh_south_aqueduct;
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14:50:46  <Samu> nop, im wrong, still crash, grrr i suck
14:53:59  <Samu> oh right, it's not SLOPE_W that I want, it's SLOPE_E :(
14:54:07  <Samu> why am i so stupid
15:10:45  <Samu> how do i transform a corner into a slope?
15:10:48  <Samu> convert
15:11:00  <Samu> CornerToSlope
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15:18:34  <Alberth> moin
15:23:38  <Samu> ugly math testing
15:23:40  <Samu> SlopeWithOneCornerRaised(OppositeCorner(GetHighestSlopeCorner((tileh_north_aqueduct ^(SLOPE_ELEVATED | SLOPE_STEEP)) ^ tileh_end)))
15:25:14  <Samu> alright, i think i got it this time, :o
15:25:24  <Samu> (in before crash)
15:29:04  <Samu> it's working
15:29:21  <Samu> Slope tileh_north_result = IsSteepSlope(tileh_north_aqueduct) ? SlopeWithOneCornerRaised(OppositeCorner(GetHighestSlopeCorner((tileh_north_aqueduct ^(SLOPE_ELEVATED | SLOPE_STEEP)) ^ tileh_end))) : ComplementSlope(tileh_end) & ~tileh_north_aqueduct;
15:29:37  <Samu> Slope tileh_south_result = IsSteepSlope(tileh_south_aqueduct) ? SlopeWithOneCornerRaised(OppositeCorner(GetHighestSlopeCorner((tileh_south_aqueduct ^ (SLOPE_ELEVATED | SLOPE_STEEP)) ^ tileh_start))) : ComplementSlope(tileh_start) & ~tileh_south_aqueduct;
15:29:52  <Samu> do yousee any means to simplify this?
15:33:08  <Samu> trying with real values
15:35:01  <Samu> SlopeWithOneCornerRaised(OppositeCorner(GetHighestSlopeCorner((SLOPE_STEEP_N ^ (SLOPE_ELEVATED | SLOPE_STEEP)) ^ SLOPE_SW)))
15:37:10  <Samu> (SLOPE_STEEP_N ^ (SLOPE_ELEVATED | SLOPE_STEEP)) = SLOPE_S
15:37:31  <Samu> SLOPE_S ^ SLOPE_SW = SLOPE_W
15:38:36  <Samu> SlopeWithOneCornerRaised(OppositeCorner(GetHighestSlopeCorner(SLOPE_W))) = SLOPE_E
15:38:57  <Samu> that's the result I wanted
15:41:42  <Samu> can this expression/code be simplified? more readable?
15:43:46  <Alberth> don't use ? : , but an if statement
15:44:27  <Alberth> or you have 2 results, one north and one south?
15:44:40  <Alberth> looks like an awful lot of duplication in there
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16:00:04  <Wolf01> Also if possible, make a generic function
16:01:45  <Wolf01> https://www.thelocal.de/20160920/first-alstom-hydrogen-train-at-berlin-innotrans-tradeshow uh, nice
16:02:05  <Wolf01> Do we have that on some trainset?
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16:05:21  <Samu> i'm still getting crashes... sorry :(
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16:14:20  <Samu> there is a swap in the middle of somewhere ruining the coordinates of the tile I'm about to terraform, arg!!! :(
16:15:14  <Samu> tile_end is sometimes tile_start and vice versa
16:16:06  <Samu> if (tile_end < tile_start) Swap(tile_start, tile_end);
16:16:20  <Samu> :)
16:22:54  <Eddi|zuHause> i would have assumed 2ccset already has every one-off prototype ever
16:23:04  <Eddi|zuHause> including future ones
16:25:34  <Eddi|zuHause> anyway, i'm sure LINT train sets were already part of some NewGRFs, and the propulsion method has no pracital impact on the game mechanics
16:29:07  <Wolf01> They could be even atomic ones, just use diesel-behavior :P
16:30:03  <supermop> Eddi|zuHause: small chance of train exploding?
16:30:29  <supermop> every train in game looks like it has a huge hydrogen tank on the roof when it crashes
16:30:50  <Wolf01> They should have run it with helium, zellepins teaches :P
16:32:42  <supermop> Wolf01: might be a bit harder to get that to burn in the fuel cell though
16:32:58  <Wolf01> :D
16:33:01  <Samu> it's not the tile swap, it's me
16:34:43  <supermop> i wonder, is building out the infrastructure for hydrogen fuel cell MUs really cheaper than using batteries or diesel hybrids?
16:35:21  <Eddi|zuHause> supermop: the article says the trains are probably more expensive than diesel
16:35:25  <Samu> i suck at bit operations
16:35:35  <supermop> seems battery technology would be at the point now where a train could easily lug around 1000kg or batteries and be set for even a long journey
16:35:42  <Eddi|zuHause> i can't imagine this being different for the infrastructure
16:35:46  <supermop> *of batteries
16:36:06  <Eddi|zuHause> well, we had battery powered trains since like 100 years ago
16:36:19  <Samu> 1100 (operation) 1000 = 0100, what's the operation?
16:36:30  <Alberth> you need a lot of power for trains, much more than cars
16:36:34  <Eddi|zuHause> until they got phased out about 20 years ago
16:37:07  <supermop> yeah, seems like they would be even better today, with tesla and nissan and bmw selling significant numbers
16:37:40  <Alberth> Samu: that depends on what 100 (operation) 1000 should do
16:37:47  <supermop> Alberth: but a train on steel wheels is less penalized by carrying very heavy batteries around with it
16:37:59  <Samu> 1100 ^ 1000 = 0100  ?
16:38:09  <Alberth> yep
16:38:26  <Samu> hmm 1100 ^ 0100 = 1000 ?
16:38:50  <Wolf01> Isn't 1100^0100=1011?
16:39:07  <Alberth> 0^0 -> 0    1^0 -> 1     0^1 -> 1    1^1 -> 0
16:39:34  <Wolf01> Right
16:39:37  <Eddi|zuHause> 1100^0100=1000
16:39:49  <Samu> I was using & ~
16:40:03  <Samu> 1100 &~0100 = some ugly result that i do not want
16:40:19  <Alberth> 1000 ?  :)
16:40:35  <Samu> i got a negative number somehow
16:40:55  <Samu> there are no negative slopes
16:40:57  <Alberth> yep, the sign bit is also a bit :)
16:41:50  <Alberth> doing bit operations on signed values works, but the decoding to text makes a mess :)
16:42:09  <Alberth> it's more predictable to work with unsigned values
16:42:31  <Samu> 		operator~ returned	-9	Slope
16:42:36  <Samu> slope -9
16:43:10  <Alberth> that's just how it gets printed
16:43:47  <Alberth> ie don't print it as a signed value
16:45:07  <Samu> ComplementSlope(tileh_start) ^ tileh_south_aqueduct
16:46:03  <Samu> i was having trouble with the non-steep slopes now, it's funny that i never get it right at the first try
16:46:30  <Samu> 		tileh_start	SLOPE_NE (12)	Slope
16:46:49  <Samu> 		tileh_south_aqueduct	SLOPE_W (1)	Slope
16:48:19  <Samu> ComplementSlope(SLOPE_NE) = SLOPE_SW
16:48:42  <Samu> SLOPE_SW ^ SLOPE_W = SLOPE_S, hopefully
16:49:21  <Samu> SLOPE_SW = 11, SLOPE_W = 1
16:49:32  <Samu> 11 ^ 1 = 10 ?
16:50:21  <Samu> SLOPE_S = 10
16:50:37  <Samu> if 11 ^ 1 = 10, then I got this right
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17:03:27  <Wolf01> Is there a function which does actions while dragging? I don't mean the VpStartPlaceSizing
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17:03:58  <Eddi|zuHause> Wolf01: updating the measurement tooltips?
17:04:12  <Wolf01> Nah, terrain paintbrush
17:04:28  <Eddi|zuHause> i mean, the functions that update the selection and stuff
17:13:13  <Wolf01> Not really
17:13:28  <Wolf01> Still bound to a rectangle in the map
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17:23:56  <Samu> i found another crash, managed to find out why it was happening
17:24:22  <Samu> if (!IsInclinedSlope(tileh_north_aqueduct)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
17:25:45  <Samu> if (!IsInclinedSlope(tileh_south_aqueduct)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
17:26:00  <Samu> this fixes it, before it starts doing the terraform
17:26:31  <Samu>  i need a new string STR_ERROR_UNABLE_TO_EXCAVATE_LAND
17:26:48  <Samu> this says unable to excavate land at the other side of tunnel
17:27:04  <Samu> i want a unable to raise land at the other side of aqueduct
17:27:32  <Samu> or re-use another message that suits this
17:55:13  <Samu> what's the opposite of excavate
17:55:23  <Samu> elevate?
17:55:25  <Samu> level?
17:55:31  <Samu> raise?
17:56:25  <Samu> "Unable to 'abcde' at the other side of aqueduct"
17:56:32  <Samu> what fits better?
17:57:17  <Samu> "Unable to 'abcde' land at the other side of aqueduct" typo
17:59:40  <Samu> bury?
17:59:42  <Samu> fill?
18:00:01  <Samu> cover?
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18:03:38  <Samu> smooth?
18:05:35  <Wolf01> frosch123, could I ask some questions?
18:06:04  <Wolf01> *ask you
18:08:40  <supermop> Samu: alter is probably easiest word
18:09:11  <Wolf01> Terraform
18:09:28  <Eddi|zuHause> Wolf01: have you ever read the topic?
18:10:37  <Wolf01> I'm asking directly to frosch, maybe he has other things to do, but if you want to help me instead...
18:11:37  <Wolf01> I'm trying to make a continuous level land tool with gui resizable brush like the raise/lower land
18:12:37  <Wolf01> And I have a little problem calculating the right mode (0 = lower; 1 = raise) to use
18:15:20  <Eddi|zuHause> yo mean, like, compare the current height to the desired height?
18:15:29  <Eddi|zuHause> +u
18:15:34  <Wolf01> Yes, but for eachh tile
18:16:32  <Eddi|zuHause> isn't there like a TILE_LOOP macro?
18:17:03  <Wolf01> Yes it is, I copied the CommonRaiseLowerBigLand
18:17:43  <Wolf01> But I removed the part which calculates "h" as I have no mode (raise or lower)
18:17:52  <Wolf01> Because I'm leveling
18:18:41  <Eddi|zuHause> can you give a link to the code? because i'm having difficulty understanding what your actual problem is
18:18:51  <Wolf01> And if I just put a TileHeight(tile2) > TileHeight(tile) ? 0 : 1 it doesn't work right in most situations
18:19:03  <frosch123> https://www.tt-forums.net/viewtopic.php?f=33&t=35627 <- Wolf01: something like that?
18:19:28  <Wolf01> Mmmh, yes
18:20:01  <Wolf01> I think I could just update that patch
18:20:13  <Wolf01> But for scenario editor only
18:24:00  <Wolf01> The nice part is that I started with the VpStart*(), but I ended up doing another function like the one for the raise/lower
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18:35:32  <Wolf01> And I just noticed I'm trying to do the suggestions I posted on that topic... I think those things were printed with fire in my subconscious
18:37:46  <Samu> STR_ERROR_UNABLE_TO_SMOOTH_LAND_AQUEDUCT                        :{WHITE}Unable to smooth land for other end of aqueduct
18:38:49  <Samu> seems to be good
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18:43:15  <Wolf01> Mmmh, roujin used WindowEvent, which counterpart has it now?
18:43:17  <Wolf01> o/
18:44:06  <andythenorth> o/
18:47:21  <Wolf01> Samu, I like the bridge over locks patch, but I think the min bridge height should be 2
18:48:50  <Samu> oki
18:49:19  <Samu> first time someone likes something i do
18:49:48  <Samu> i'm still getting trouble with the darn terraform command
18:49:52  <Samu> on aqueduct
18:49:56  <Samu> incredible... :(
18:51:08  <Wolf01> Would like to help, but I'm already confused with my stuff about terraform... and mine should be easy, it's only the interface process which need to change
18:52:06  <Alberth> what does WindowEvent do?
18:52:14  <Wolf01> Don't know
18:52:23  <Samu> there is a swap happening and i still didn't get the correct handling of this swap
18:52:24  <Alberth> we don't have that one :p
18:52:33  <Wolf01> We had that one
18:53:19  <Wolf01> In the patch seem to be used to get the coordinates of the tile under the mouse
18:53:47  <Wolf01> Or to set them
18:54:43  <Alberth> OnMouseLoop?
18:56:04  <Wolf01> No, but looks like the HandlePlacePresize()
18:57:24  <Wolf01> https://paste.openttdcoop.org/ptvuv4bkz
18:57:28  <Wolf01> This part
18:57:39  <Alberth> sounds better than OnMouseLoop :)
18:58:22  <Wolf01> Window shouldn't be a problem, the problem is WindowEvent
19:00:44  <Alberth> maybe it is some sort of mouse mode now
19:01:14  <Wolf01> Probably OnMouseDrag or such
19:01:21  <Alberth> ie WindowEvent  sounds like a very low level DIY
19:02:36  <Wolf01> I'll try with your first suggestion, OnMouseLoop
19:03:10  <Alberth> tree_gui does dragging stuff, maybe steal that
19:03:35  <Wolf01> Yup
19:03:46  <Alberth> OnPlaceObject / OnPlaceDrag / OnPlaceMouseUp
19:09:53  <Samu> if (!IsInclinedSlope(tileh_south_aqueduct) && !IsInclinedSlope(GetTileSlope(tile_start))) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
19:10:01  <Samu> if (!IsInclinedSlope(tileh_north_aqueduct) && !IsInclinedSlope(GetTileSlope(tile_end))) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
19:10:10  <Samu> will this work?
19:11:25  <Alberth> I don't even know what it means :)
19:11:27  <Samu> there's a tile_start and tile_end swap happening and it is ruining my code
19:11:36  <Samu> sec, let me bring up the line
19:11:52  <Alberth> detect the swap?
19:11:58  <Alberth> or try both cases?
19:12:19  <Wolf01> Uh, nice, I did it, 3 lines of code...
19:12:28  <Alberth> \o/
19:12:33  <Samu> https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/tunnelbridge_cmd.cpp#l228
19:12:40  <Wolf01> Now I just need to make it work as intended
19:12:40  <Samu> line 301 is ruining me
19:12:52  <Alberth> lol W :)
19:13:16  <Wolf01> OnMouseLoop is too fast
19:13:22  <Wolf01> It triggers 4253465436 times
19:13:29  <Wolf01> I'm trying with OnHundredthTick
19:14:01  <Wolf01> Which is too slow
19:14:03  <Wolf01> XD
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19:14:26  <Samu> i'm adding the terraform code between lines 392, 393 and lines 401, 402
19:14:55  <Samu> the swap ruins it :(
19:15:01  <Samu> i hate that swap
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19:16:48  <Alberth> OnTick?  :)
19:17:53  <Alberth> wow, that bridge code can update an existing bridge
19:18:02  <Alberth> never knew that
19:20:27  <frosch123> it even works on town-owned bridges
19:20:39  <frosch123> when you increase the speed limit
19:20:50  <Alberth> ah :)
19:21:28  <Alberth> line 301 sorts the bridge ends, so how does it ever get swapped?
19:31:16  <Samu> let me copy paste my code
19:32:12  <Samu> https://paste.openttdcoop.org/pawn8ypdk
19:33:36  <Samu> lines 165 to 195, then lines 203 to 233
19:34:19  <Samu> the swap is at line 74
19:37:56  <Samu> i think my code isn't 100% ready to deal with the swap happening or not happening
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19:43:51  <Alberth> so what variable do you use from before the swap? I don't see it
19:44:29  <Samu> tile_end and tile_start
19:45:02  <Alberth> they're swapped if needed at line 74 in your code
19:45:18  <Alberth> so they are always in the same order
19:46:15  <Alberth> if you start modifying after that, and not use variables from before, you can't have a wrong order, as there is only one
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19:47:16  <Samu> sometimes tile_start is the tile that is on the cursor, sometimes it is the tile at the other side of the aqueduct
19:47:38  <Samu> and yet they're still called tile_start
19:50:40  <Samu> i need to create an error depending on the current slope configuration of the tile that is on the cursor
19:51:20  <Samu> 				if (!IsInclinedSlope(tileh_north_aqueduct) && !IsInclinedSlope(GetTileSlope(tile_end))) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
19:51:44  <Samu> i hope this is enough
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19:52:37  <Alberth> no
19:53:12  <Alberth> where you started building a bridge is lost after line 74
19:53:38  <Alberth> tile_start is the smallest tile, always after line 74
19:54:32  <Alberth> if you want to preserve that information, you need to introduce new variables for the sorted tiles
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19:56:26  <Alberth> but losing where you started building seems like a good thing to me, it means it makes no difference how you lay down the bridge, you'll always get the same result
19:57:18  <Samu> it makes for the error
19:57:47  <Samu> there is a weird behaviour happening when clicking on non-inclined slope
19:57:56  <Samu> it builds the aqueduct
19:59:09  <Samu> sometimes with an assert
20:01:21  <Samu> * @param p1 packed start tile coords (~ dx)
20:01:53  <Samu> * @param end_tile end tile
20:02:38  <Samu> which one is the cursor?
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20:04:08  <Wolf01> https://1drv.ms/u/s!AgUFeOGLNNfVhb9ZJPHngM3G3LY0Lg any chance to avoid the continuous trigger whan moving the mouse? I get the terrain to max height in less than 1 second :(
20:05:18  <Wolf01> (also it raises only, I want it to get the height of the tile under the mouse and apply that)
20:07:45  <Samu> GetTileZ or GetTileMaxZ
20:09:20  <Samu> there's a end_tile  and a tile_end
20:09:25  <Wolf01> Eh, I have only "direction" -> up/down
20:10:07  <Wolf01> I should use the TerraformTileHeight directly, but I don't want to reinvent the wheel
20:10:45  <Alberth> there is no cursor any more
20:13:42  <Samu> end_tile is always the same, doesn't swap
20:14:02  <Samu> tile_end can swap with tile_start
20:14:11  <Samu> tile_start can swap with tile_end
20:15:14  <Samu> end_tile is the tile where the cursor clicked
20:15:17  <Samu> apparently
20:15:37  <Samu> p1 is the other side of the aqueduct
20:15:51  <Samu> let's see if this is always  true in every case
20:23:38  <Wolf01> Would it be possible to change the _multi_terraform_coords array to put in the center the tile under the mouse?
20:41:47  <Samu> DC_AUTO | DC_NO_WATER (10) - grrr, how do i remove the  DC_NO_WATER
20:42:22  <Samu> ret = DoCommand(tile_start, tileh_north_aqueduct, 1, flags, CMD_TERRAFORM_LAND);
20:43:25  <Samu> bridges can't be built on water, that's fine, but for the terraform command, i might think it's a good idea that water can be altere
20:43:33  <Wolf01> How did you remove slopes before
20:43:55  <Samu> flags ^ DC_NO_WATER ?
20:43:58  <Wolf01> Or you can prepare the terrain before building the bridge
20:44:34  <Wolf01> (checking for ret.Error() to be false before building the bridge)
20:44:34  <Samu> i want to keep DC_AUTO
20:46:19  <Samu> 		m1	DC_EXEC | DC_AUTO | DC_QUERY_COST | DC_BANKRUPT | DC_NO_CARGO_CAP_CHECK | 8192 (8519)	DoCommandFlag
20:46:22  <Samu> oops...
20:48:06  <Samu> 		flags	DC_QUERY_COST | DC_NO_WATER | DC_BANKRUPT | DC_AUTOREPLACE | DC_NO_MODIFY_TOWN_RATING | DC_FORCE_CLEAR_TILE | -858996736 (-858993460)	DoCommandFlag
20:48:24  <Samu> 		flags	DC_AUTO | DC_NO_WATER (10)	DoCommandFlag
20:48:38  <Samu> darn it, i want to get rid of DC_NO_WATER
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20:49:22  <Samu> 		flags	DC_AUTO (2)	DoCommandFlag
20:49:25  <Samu> ah, i did it!
20:49:43  <Samu> ret = DoCommand(tile_start, tileh_north_aqueduct, 1, flags & ~DC_NO_WATER, CMD_TERRAFORM_LAND);
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21:28:36  <Samu> I think i'm done with aqueducts
21:28:43  <Samu> i'm not getting any errors now
21:28:59  <Samu> "I did it!", cough
21:29:28  <Samu> aqueduct pricing is still ridiculously high
21:29:39  <Samu> but that's another matter
21:29:57  <Wolf01> Nah, I think an aqueduct costs way more than a bridge also for real
21:32:12  <Samu> ridiculous price of aqueduct + price of leveling land on water
21:32:19  <Samu> = mucho price
21:36:47  <Samu> moving on to ship depot
21:36:55  <Wolf01> 'night
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22:23:10  <Samu> ship depot will be a bit more complicated, dealing with 2 tiles next to each other
22:23:40  <Samu> both will have to become flat
22:23:58  <Samu> but the terraform command has to be smart about it
22:24:18  <Samu> both will need the same height
22:24:32  <Samu> how to decide the height? that is the question
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