Times are UTC Toggle Colours
00:02:56 <Wolf01> 'night 00:03:00 *** Wolf01 has quit IRC 00:56:27 *** JezK_ has quit IRC 01:02:15 *** glx has quit IRC 01:04:16 *** JezK_ has joined #openttd 01:17:01 *** Snail has joined #openttd 01:26:31 *** tokai has joined #openttd 01:26:31 *** ChanServ sets mode: +v tokai 01:33:14 *** tokai|noir has quit IRC 01:54:05 *** HerzogDeXtEr has quit IRC 02:28:53 *** Samu has quit IRC 02:43:32 *** Supercheese has joined #openttd 02:48:12 *** sim-al2 has quit IRC 03:51:44 *** Snail has quit IRC 04:18:19 *** Antheus_ is now known as Antheus 04:51:03 *** Ethereal_Whisper has quit IRC 05:27:59 *** Ethereal_Whisper has joined #openttd 05:31:34 *** keoz has joined #openttd 06:13:38 *** JezK_ has quit IRC 06:14:08 *** JezK_ has joined #openttd 06:18:34 *** keoz has quit IRC 06:26:18 *** sla_ro|master has joined #openttd 06:42:06 *** smoke_fumus has quit IRC 06:43:54 *** goblin has quit IRC 06:44:00 *** goblin has joined #openttd 06:50:58 *** keoz has joined #openttd 07:00:35 *** Biolunar has joined #openttd 07:05:57 *** keoz has quit IRC 07:10:54 *** Supercheese has quit IRC 07:24:05 *** zeknurn` has joined #openttd 07:26:56 *** zeknurn has quit IRC 07:26:56 *** zeknurn` is now known as zeknurn 07:38:20 *** JezK_ has quit IRC 09:03:14 *** JacobD88 has joined #openttd 09:10:25 *** Wolf01 has joined #openttd 09:10:43 <Wolf01> o/ 09:41:29 <Wolf01> http://betanews.com/2016/10/10/samsung-global-shutdown-sales-exchanges-galaxy-note7/ ha 10:10:35 *** sla_ro|master has quit IRC 10:15:31 *** andythenorth has joined #openttd 10:15:39 <Wolf01> o/ 10:17:49 <andythenorth> o/ 10:21:27 <Wolf01> "roads can have up to four owners (railroad, road, tram, 3rd-roadtype "highway")" <- what is that? 10:21:56 <Wolf01> From a comment in LandInfoWindow 10:23:07 <andythenorth> legacy 10:23:33 <andythenorth> there was a partial implementation of ‘highway’ which got removed at some point 10:23:45 <andythenorth> presumably used a 3rd bit 10:24:08 <andythenorth> railroad owning road - that’s likely level crossings, or a mistake 10:24:32 <andythenorth> ‘owners’ looks wrong here anyway, should be ‘types’ 10:24:46 <andythenorth> unless I misunderstand context 10:24:55 <Wolf01> No, it's in the owner part of the code 10:25:05 <andythenorth> ok, so it’s looking to find the owner of each type, I assume 10:25:10 <Wolf01> Yep 10:25:26 <Wolf01> I'm looking for showing the right type for road now 10:25:27 <andythenorth> in our design, there are only 2 roadtype owners, and a possible rail owner 10:25:52 <Wolf01> Yup 10:26:12 <Wolf01> Mmmh, I think I didn't set the _m[y].type right 10:26:18 <Wolf01> *_m[t] 10:27:31 <Wolf01> But where does it set type? Not in road_cmd, not in road_map 10:27:56 <Wolf01> Oh, SetTileType 10:28:18 <Wolf01> I don't know why it didn't found it 10:28:26 <andythenorth> somewhere near here is the fun path into how bridgeheads work ;) 10:28:37 <andythenorth> but you’ll find that in good time :) 10:28:47 <Wolf01> MP_ROAD, ///< A tile with road (or tram tracks) 10:28:49 <Wolf01> Meh 10:28:53 <andythenorth> Wolf01: we are closer to bits of the code now that I patched before 10:29:02 <Wolf01> Yes 10:29:03 <andythenorth> I am working currently, but would be able to look at more of this stuff later 10:29:35 <Wolf01> No problem, I have plenty of time today 10:30:22 <Wolf01> Should we split MP_ROAD too? 10:30:38 <Wolf01> Or maybe I could just check for bits in m4 10:31:31 <andythenorth> I wouldn’t split MP_ROAD 10:31:46 <andythenorth> there are about 500 places that might affect, in vehicle routing + movement 10:31:48 <andythenorth> also GS and AI 10:31:52 <andythenorth> not necessary 10:31:58 <andythenorth> just unpack when needed 10:32:21 <andythenorth> or to quote frosch on this question when I asked him 10:32:23 <andythenorth> “[4:30pm] frosch123: be careful of balrogs” 10:32:37 <Wolf01> :) 10:33:11 <Wolf01> I already found one or two orcs patrols 10:54:27 <Wolf01> Ok, and there it is the same critical point I found yesterday evening: what GetRoadTypes() should return? 10:55:16 <andythenorth> if it was python, it would return a structure like a dict or list 10:55:18 <andythenorth> or an object :P 10:55:19 <Wolf01> In vanilla it returned a RoadTypes flags, but now we want more stuff 10:55:28 <andythenorth> and then the calling function would unpack as needed 10:55:43 <andythenorth> we could return something bitstuffed? 10:55:53 <andythenorth> and unpack as needed? 10:55:58 * andythenorth out of depth 10:56:00 <Wolf01> We are already unpacking the roadtype id to base type and sub type 10:56:09 <andythenorth> ah ok 10:56:17 <Wolf01> I would return an array of roadtype ids 10:56:39 <andythenorth> seems fair 10:57:03 <Wolf01> Or a uint16 with the 2 ids 10:57:58 <Wolf01> It looks really complicate for a so basic need 10:59:33 <Wolf01> Maybe I even made the RoadTypeIdentifier struct wrong, it should have packed both roadtype and tramtype in a single variable, but it's not usable for grf stuff that way 11:00:04 <Wolf01> I'm starting to understand why there are RoadType and RoadTypes enums 11:00:24 <Wolf01> Maybe I need to make another struct for the map related functions 11:00:39 <Wolf01> And return that one 11:01:48 <andythenorth> yeah, it took me a while to figure out why there is RoadType and RoadTypes :P 11:01:53 <Wolf01> So I'll initialise it with "0000 0000" && roadbits and it returns "you have a base road with subtype 0" 11:02:24 <andythenorth> and if roadbits are 0, then it’s ‘no road’? 11:02:28 <Wolf01> Yes 11:04:07 <Wolf01> It's something like "m4 (roadtypes) operator m5 (roadbits) operator m3 (trambits)" 11:19:36 <V453000> still attempting to make blender my bitch via python commands, shouts and stuff 11:19:38 <V453000> hell WTF 11:20:02 <andythenorth> “V453000 is now devloloper” 11:20:29 <V453000> is offended 11:20:32 <V453000> artists are developers too 11:21:15 <andythenorth> ‘artist’ 11:21:29 * andythenorth is a piss artist 11:21:30 <andythenorth> :P 11:21:47 * andythenorth wonders if that slang is translateable 11:23:09 <andythenorth> that’s what wikis are for https://en.wiktionary.org/wiki/piss_artist 11:26:19 <Wolf01> I'm a piss developer too 11:30:51 <Wolf01> https://paste.openttdcoop.org/padmgkfwe ? 11:31:21 <Wolf01> Ha! I made a mistake 11:32:14 <Wolf01> https://paste.openttdcoop.org/pj4zarksi 11:33:06 <Wolf01> And another one, but I wont fix that in paste 12:07:45 *** andythenorth has quit IRC 12:32:34 <Wolf01> Mmmh, teddy bear is not enough, I need a tutor here 12:33:18 <Wolf01> I need to make a set of functions to work with the RoadTypeIdentifiers 12:34:09 <Wolf01> For example RoadTypeIdentifier to RoadTypeIdentifiers, but I can't decide if it only converts the current RoadTypeIdentifier or could even merge more 12:34:33 <Wolf01> As the RoadType to RoadTypes can work with flags 12:34:56 <Wolf01> So you can do RoadTypeToRoadTypes(rt | ROADTYPE_TRAM) 12:35:08 <Wolf01> But I can't "or" 2 structs 12:35:49 <Wolf01> Any ideas? 13:04:47 *** supermop has joined #openttd 13:13:03 *** Snail has joined #openttd 13:13:14 *** Snail has quit IRC 13:38:15 *** andythenorth has joined #openttd 13:42:40 <supermop> yo 13:43:03 <andythenorth> lo 13:43:11 <Wolf01> o/ 13:45:52 <supermop> back to work from several days of festivalling 14:22:43 *** keoz has joined #openttd 14:23:29 <Wolf01> andythenorth, I made some functions and a struct to work with tiles, I think we should use the struct everywhere in place of the various functions and add many more methods to the struct 14:23:53 * andythenorth learns about structs 14:24:49 <andythenorth> oh a struct is a bit like declaring a dumb object 14:24:58 <Wolf01> Yes 14:25:27 <andythenorth> so we’d give it props and read the props when needed 14:26:13 <Wolf01> No, this one is for tiles, it tells which roadtypes are on a tile in place of the old enum 14:26:28 <andythenorth> right ok 14:26:48 <Wolf01> For props you just GetRoadTypeInfo() :P 14:27:53 <Wolf01> I think I made a mistake somewhere because roads seem to work, but not trams, bits in m4 aren't set for trams 14:29:14 *** Gja has joined #openttd 14:30:00 *** Gja has quit IRC 14:37:26 *** JacobD88 has quit IRC 14:42:56 *** JacobD88 has joined #openttd 14:48:35 *** JacobD88 has quit IRC 15:11:24 <andythenorth> bbl 15:11:24 *** andythenorth has left #openttd 15:14:06 *** sla_ro|master has joined #openttd 15:38:54 *** Samu has joined #openttd 16:43:09 *** TheMask96 has quit IRC 16:44:41 *** TheMask96 has joined #openttd 16:53:16 *** Alberth has joined #openttd 16:53:16 *** ChanServ sets mode: +o Alberth 17:03:30 *** andythenorth has joined #openttd 17:03:46 <Alberth> o/ 17:04:03 <andythenorth> lo 17:04:09 <Wolf01> o/ 17:04:32 *** glx has joined #openttd 17:04:32 *** ChanServ sets mode: +v glx 17:05:39 *** gelignite has joined #openttd 17:05:56 <Samu> @calc 1 << 240 17:05:56 <DorpsGek> Samu: Error: Something in there wasn't a valid number. 17:06:01 <Samu> :( 17:08:40 <Samu> Milek7_: how did you managed company offering itself to others for a price? 17:09:22 <Samu> will take a look brb 17:13:46 <Alberth> Samu: 1766847064778384329583297500742918515827483896875618958121606201292619776 17:14:19 *** mikegrb has quit IRC 17:15:03 <Samu> there is no int256, i guess 17:15:14 <Samu> uint 17:15:25 <Wolf01> uint256 lol 17:16:45 <andythenorth> Wolf01: anything new? o_O 17:17:01 <Wolf01> Committed what I've done, nothing else :P 17:17:25 <Wolf01> Watched some Game of Thrones S6 episodes 17:18:00 <andythenorth> is it known that tram construction asserts? o_O 17:18:28 <Wolf01> Could be, the bots are wrong, I must have made a mistake somewhere, but too sleepy to find it 17:18:33 <Wolf01> *bits 17:19:00 * Wolf01 writing with claws is not easy 17:21:06 <Samu> c->bankrupt_asked.set(c->index, true); // Don't ask the owner 17:21:12 <Samu> ah i see what you did, a function 17:21:39 <Samu> or structure, or whatever the heck that is 17:23:25 *** sim-al2 has joined #openttd 17:28:35 *** frosch123 has joined #openttd 17:28:37 <andythenorth> c->cat 17:28:42 <andythenorth> also quak() 17:29:29 <frosch123> this->greet() 17:29:55 <Wolf01> me->dinner() 17:30:08 <Wolf01> Also echo "quak" 17:30:18 <andythenorth> printf(“quak”) 17:30:31 <andythenorth> syntax error: missing ; 17:38:16 <Samu> roadrunner reached 2051, finally! 17:43:50 <Samu> meh, minimal differences, I guess nothing really changed 17:46:51 *** Progman has joined #openttd 17:50:15 *** sla_ro|master2 has joined #openttd 17:54:01 *** sla_ro|master has quit IRC 17:56:00 *** mikegrb has joined #openttd 17:59:33 *** Arveen has joined #openttd 18:09:53 <Milek7_> Samu: i used custom Bitset class 18:10:16 <Milek7_> defined in bitmath_func.hpp 18:11:08 <Milek7_> didn't used std::bitset because it doesn't expose internal structure for savegames 18:23:57 <Wolf01> andythenorth, back to work, I should fix that trams assert 18:23:57 *** goblin has quit IRC 18:28:21 <Wolf01> andythenorth, where does it asserts? 18:28:44 <andythenorth> Wolf01: just finishing some work, but will look shortly 18:34:22 *** OsteHovel has joined #openttd 18:38:07 *** OsteHove` has quit IRC 18:45:38 <Wolf01> Ok, found it, I put an assert there because I didn't know how to handle the situation 18:45:53 *** frosch123 has quit IRC 18:49:45 <andythenorth> Wolf01: what’s the situation? o_O 18:49:54 <Wolf01> 2 trams on the same tile 18:49:59 <Wolf01> And 2 roads too 18:50:06 <andythenorth> invalid? 18:50:08 <Wolf01> Not possible at the moment 18:50:35 <andythenorth> 1 tramtype, 1 streettype per tile 18:50:42 <andythenorth> not more 18:51:32 <andythenorth> or do I misunderstand the issue? o_O 18:51:44 *** keoz has quit IRC 18:52:08 <Wolf01> No, that's right 18:53:06 *** Samu has quit IRC 18:57:31 <andythenorth> Wolf01: I figured we’d look at the over-building behaviour from railtypes and steal it 18:58:10 <Wolf01> Yes, removing the assert already does it 18:58:28 <Wolf01> It could be used for the convert tool 18:59:45 <Wolf01> If you are sure that you want to be able to overbuild a roadtype with one of the same base type, we can avoid any further test and remove the assert 19:01:43 <Wolf01> But on creating a RoadTypeIdentifiers structure I'll leave the assert there, you can't create a couple TRAM+TRAM or ROAD+ROAD 19:02:07 <Wolf01> On merge it's ok to overwrite the type 19:07:46 <andythenorth> definitely ok to overbuild with same basetype afaict 19:08:01 <andythenorth> and yeah ROAD+ROAD is all kinds of wrong :) 19:09:03 <Wolf01> We will need to decide what to do with asphalt road + dirt road crossings 19:09:19 <andythenorth> tricks 19:09:25 <andythenorth> seen how rail catenary works? 19:09:32 <andythenorth> elrail will fill gaps 19:09:40 <Wolf01> Yes 19:09:55 <andythenorth> we’ll do some complex function reading the track bits 19:10:15 <andythenorth> actually no, simpler 19:10:26 <Wolf01> You will need to read road bits outside of the current tile 19:10:35 <andythenorth> yeah, that’s not worth it 19:10:45 <andythenorth> if the tile contains dirt road, draw dirt road 19:10:55 <andythenorth> if it contains asphalt, draw asphalt 19:10:59 <Wolf01> Also, it's asphalt with dirt over or dirt with traces of asphalt at the sides? 19:11:16 <andythenorth> it’s all asphalt or all dirt on that tile 19:11:18 <andythenorth> for all track bits 19:11:20 <andythenorth> no magic 19:11:25 <Wolf01> Yup 19:11:36 <andythenorth> simple 19:12:05 <Wolf01> The first one built is the base... but this mean the previous assertions are invalid 19:12:19 <Wolf01> = you can't overbuild a tile 19:12:54 <Wolf01> Because if you drag a dirt road over an asphalt road, you will get a dirt intersection 19:13:06 <Wolf01> You are free to do it, like rails 19:13:40 <Wolf01> We can't have both behaviours 19:14:15 <Wolf01> I'll do it like rails = overbuild possible, it's your decision on how the crossing will appear 19:14:33 <Wolf01> Your = player 19:22:00 <andythenorth> yeah if you drag over an existing road, it’s overbuilt 19:22:14 <andythenorth> if the types are incompatible for vehicles, build a bridge :P 19:22:34 <Wolf01> :) 19:23:38 <Wolf01> Like narrow gauge over high speed track with catenary 19:24:29 <andythenorth> might be carnage if towns or AIs cross your road :P 19:24:45 <andythenorth> let’s worry about that later 19:32:00 <Wolf01> I'm cleaning up the code and writing docs, I'll commit soon 19:32:27 *** Samu has joined #openttd 19:32:30 <Samu> updated topic https://www.tt-forums.net/viewtopic.php?f=65&t=74943&p=1171159#p1171159 19:33:22 <glx> or you could have a kind of priority so dirt < asphalt but probably hard to manage 19:33:59 *** seatsea has joined #openttd 19:34:38 <Wolf01> Could be managed with sorting 19:35:27 *** seatsea has quit IRC 19:35:56 *** seatsea has joined #openttd 19:36:12 *** sla_ro|master2 has quit IRC 19:41:14 <andythenorth> sorting is hard to explain to player 19:41:28 <andythenorth> and newgrfs might have conflicting sort orders 19:41:43 <Wolf01> Yes, I thought that too 19:41:44 <andythenorth> stick to simple 19:42:26 <andythenorth> railtypes is pretty bullet proof [except for newgrf authors ideas] :) 19:42:31 <Wolf01> Committing.... Done 19:42:50 <Wolf01> You can use the land area info tool now 19:43:26 <Wolf01> It tells you which road sub type is in the tile, but not yet if there are road+tram 19:43:31 *** HerzogDeXtEr has joined #openttd 19:45:02 <andythenorth> cool 19:50:00 <Samu> rails with water do have a few conflicts 19:50:17 <Samu> i created some patches about it 19:52:39 <Samu> I didn't fix the pbs conflict thing, was told it doesn't matter what vehicle is on the other part 19:53:43 <Samu> but the vehicle could be a ship :( 19:53:48 <Samu> and not a train 19:59:41 *** Samu has quit IRC 20:17:17 *** Arveen has quit IRC 20:19:10 *** Alberth has left #openttd 20:33:16 * andythenorth bed 20:35:57 *** andythenorth has left #openttd 21:18:09 <Wolf01> Note for andy: trains do not let overbuild :P 21:24:03 *** gelignite has quit IRC 21:36:48 *** seatsea has quit IRC 21:41:29 *** Progman has quit IRC 21:42:01 *** CompuDesktop has quit IRC 21:42:50 *** keoz has joined #openttd 21:51:08 *** Compu has joined #openttd 22:08:41 *** Biolunar has quit IRC 22:30:49 *** keoz has quit IRC 22:51:06 *** Myhorta has joined #openttd 23:09:29 <Wolf01> 'night 23:09:31 *** Wolf01 has quit IRC 23:19:07 *** Samu has joined #openttd 23:24:49 *** Snail has joined #openttd 23:42:40 *** Samu has quit IRC