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#openttd IRC Logs for 2014-02-23

---Logopened Sun Feb 23 00:00:09 2014
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06:30*LordAro waves at people
06:30*MNIM counter-waves
06:33*Virtual waves at laptop, then realises nobody can see him
06:33*LordAro particles
06:39*murr4y hugs screen
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07:26<__ln__>@seen NGC3982
07:26<@DorpsGek>__ln__: NGC3982 was last seen in #openttd 5 weeks, 3 days, 21 hours, 49 minutes, and 1 second ago: <NGC3982> Fantastic.
07:26<NGC3982`>Yes, i know.
07:26<NGC3982`>That client will be terminated.
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07:33<NGC3982>Well look at that; I have been upgraded.
07:35<frosch123>integrating the derivative does not necessarily result in the original function
07:45<valhallasw>Who cares about constants.
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07:59<Eddi|zuHause>might as well be NGC5523 then
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09:16<@DorpsGek>Commit by fonsinchen :: r26365 trunk/src/video/win32_v.cpp (2014-02-23 14:15:55 UTC)
09:16<@DorpsGek>-Fix [FS#5867]: Don't draw the cursor when its sprite isn't ready and set _screen.dst_ptr immediately when the buffer changes (frosch123)
09:16<@DorpsGek>Commit by fonsinchen :: r26366 trunk/src/video/win32_v.cpp (2014-02-23 14:16:36 UTC)
09:16<@DorpsGek>-Fix: Protect the windows video driver from concurrent access (frosch123)
09:17<Eddi|zuHause>fonsinchen doing non-cargodist commits?
09:18<LordAro>he must have finished cargodist :p
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09:22<fonsinchen>I'm not finished with cargodist quite yet. I have another idea on how to annoy the YACD fans some more ;)
09:22<fonsinchen>However, first I'd like to get 1.4 out
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11:08<@DorpsGek>Commit by michi_cc :: r26367 trunk/src/video/win32_v.cpp (2014-02-23 16:08:50 UTC)
11:08<@DorpsGek>-Fix: [Win32] Use a separate event to indicate that the drawing thread has finished initialising, preventing potential deadlocks.
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11:48<@planetmaker>good evening
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11:57<frosch123>planetmaker: the desync on the public server is caused by closing companies (bankrupt or autoclean)
11:58<frosch123>so, just play properly :p
11:58<@planetmaker>frosch123, it's the 'stable' server. Noobs may play there :P
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12:28<andythenorth>CC-BY-NC-SA is not GPL compatible
12:28<andythenorth>that's a PITA
12:28<@planetmaker>why do you need NC?
12:28<@planetmaker>or which graphics do you look at? :)
12:30<andythenorth>I want egrvts 2
12:30<andythenorth>I'll ask Zeph
12:30<@planetmaker>ah, he's available and should agree, I guess
12:31<@planetmaker>I wonder why egrvts2 is not GPL anyway...
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12:31-!-planetmaker is "Ingo von Borstel" on @#openttd @+#openttdcoop @+#openttdcoop.stable #debian #openttdcoop.devzone @+#openttdcoop.nightly #openttdcoop.bots @+#coopetition #oftc +#openDune
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12:46<Virtual>I just installed OpenTTD on Windows 8 with zBase and my screen does't scroll when I move my mouse around. Any idea why ?
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12:46<Virtual>I can zoom in and out with my mouse, but can't scroll the map
12:48<Virtual>Ah found the setting in Interface
12:48<Virtual>I wonder why it isn't enabled by default
12:49<+glx>because it's annoying
12:49<Virtual>How do you move around normally ?
12:49<+glx>left click and move
12:49<+glx>hmm right click
12:50<@planetmaker>different people like different UI behaviours I guess :)
12:50<+glx>I never liked auto scrolling
12:53<Wolf01>one thing I find really annoying is the scrolling direction with rmb, in disabled mode it's inverted and confuses me, in enabled mode the mouse pointer is still and confuses me :(
12:54<Wolf01>that's why I always use lmb to scroll
12:55<Wolf01>but often I click on a station and open the window instead of scrolling, which doesn't happen with rmb
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13:24<andythenorth>Iron Horse seems pretty well balanced, played a few test games with it
13:24<andythenorth>FIRS seems pretty well balanced, I am loving playing the basic temperate economy
13:24<andythenorth>but Squid is still a bit weird :(
13:25<andythenorth>fricking rivers + canals :(
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13:45<@DorpsGek>Commit by translators :: r26368 trunk/src/lang/indonesian.txt (2014-02-23 18:45:12 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>indonesian - 2 changes by abdu354
13:49<Elukka>Eddi|zuHause: i've been out of the loop when it comes to all things openttd for a long time
13:49<Elukka>is CETS still a thing?
13:50<Eddi|zuHause>i've made some crude graphics (basically replacing green boxes with coloured boxes), and i'll get back to it in a month or so
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13:52<Eddi|zuHause>andythenorth: i think the definition of "river" is a bit impractical. it should be something like "open see: anything further than 1 tile from a shore" and "river: anything not open sea"
13:53<@Alberth>nice river just along the coast :)
13:54<Eddi|zuHause>Alberth: well yes, means a river boat can move along the shore without penalty
13:55<Eddi|zuHause>there might be special rules for tiles next to a dock
13:55<@Alberth>nice idea
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13:56<Eddi|zuHause>assuming that a dock is built to handle both river ships and sea ships
13:56<Eddi|zuHause>there are no high winds/waves within a harbour, and they are deep enough
13:57<Eddi|zuHause>and you can build canals for sea ships when you make them 3 tiles wide
13:58<@Alberth>locks are special too for river boats
13:58<@Alberth>and have 3 tile wide locks for sea boats? :)
13:58<andythenorth>Eddi|zuHause: I was concluding just the same thing
13:58<@Alberth>should be also longer then
13:59<andythenorth>logically, what is needed is inshore and deep water
13:59<andythenorth>but I'm not sure that is actually desirable
13:59<andythenorth>just the most logical solution
13:59<andythenorth>let me see if I can explain my problem adequately...
13:59<Eddi|zuHause>Alberth: well, locks are a different kind of problem, they should be (New)Objects. with a state machine
13:59<@Alberth>RV doesn't even have 2 speeds
14:00<andythenorth>- big ships look stupid on rivers and canals, but it's easy to use speed factor to solve this
14:00<andythenorth>- small ships have same speed on rivers and canals and sea
14:00<andythenorth>- big river boats are desirable as eye candy, but also for larger capacity on inland routes
14:01<@Alberth>Eddi|zuHause: obviously, people will also want bridges with state
14:01<andythenorth>- but the big river boats are slow on sea, and there is so much 'sea', .e.g inland closed 'lakes' etc
14:01<Eddi|zuHause>Alberth: well once we have actual state machines, that should be possible :)
14:01<andythenorth>- and all FIRS port industries build on sea
14:01<andythenorth>- hence, river boats are unused in my test games
14:01<@Alberth>Eddi|zuHause: you also need the "bridge is closed" concept
14:02<@Alberth>and possibly, "bridge is free" :p
14:02<Eddi|zuHause>Alberth: all handled by the state machine
14:03<andythenorth>- allowing the big river boats to have same speed on sea makes the equivalent size sea ships pointless
14:03*Alberth bets the state machine will need to interfere in the normal bridge access code
14:04<andythenorth>- could ships route along shorelines?
14:04<andythenorth>I think they'd be inefficient and get stuck
14:04<@Alberth>if you teach the pathfinder not to go out on sea, I see no problem
14:05<@Alberth>maybe you want 2 tiles instead of 1
14:05<@Alberth>you'd be following every small curve in the land otherwise
14:06<Eddi|zuHause>it should be a simple pathfinder penalty
14:07<Eddi|zuHause>and water tiles should have enough bits available to store wether they are "near the coast"
14:08<Eddi|zuHause>Alberth: maybe we can completely remove bridges and reimplement them as objects
14:08<frosch123>not objects
14:09<frosch123>you should add state machines to cargos
14:09<andythenorth>pathfinder would need to read a flag on the vehicle?
14:09<@Alberth>you load eggs, and they arrive as chicken!
14:09<Eddi|zuHause>with such objects you can easily implement highways, onramps, cloverleaf junctions and stuff
14:10<andythenorth>also what if there is no non-sea route? will pathfinder then just accept the penalty?
14:10<frosch123>Alberth: interesting profit curve
14:10<frosch123>first the worth drops, then it increases again
14:10<@Alberth>andythenorth: vehicle calls pathfinder with some flags to denote the kind of paths it wants
14:10<frosch123>but you also need to load some grain
14:10<andythenorth>could just see if the sea speed < canal speed
14:11<andythenorth>automate it
14:11<andythenorth>no newgrf changes
14:11<Eddi|zuHause>andythenorth: works just the same with rails when a vehicle is electrified, it disregards some rail tiles as valid paths
14:11<@Alberth>if only speed was a simple value in a struct :p
14:12<Eddi|zuHause>Alberth: this flag could be calculated on grf load and stored in the engine struct
14:12<Eddi|zuHause>unless it's affected by callbacks :p
14:13<@Alberth>yeah, I was about to ask if you ever played with FISH :)
14:14<Eddi|zuHause>probably not with a fish that has river speeds :)
14:15<andythenorth>FISH has callbacks :P
14:16<andythenorth>I honestly think if (canal_speed < sea_speed) { foo } is best
14:17<andythenorth>can I implement my own tile check?
14:17<andythenorth>with a circular search for nearest coast?
14:20<andythenorth>because that will be really efficient :P
14:26<Eddi|zuHause>andythenorth: put it into the TileLoop_Water, and store it in the map
14:27<Elukka>i kinda want to offer to draw sprites again but i'm not sure i can commit to making a significant amount of them
14:28<Elukka>and then there's the problem of consistent style
14:32<@DorpsGek>Commit by frosch :: r26369 trunk/src/openttd.cpp (2014-02-23 19:32:00 UTC)
14:32<@DorpsGek>-Fix-ish: Do not run scripts during command replay.
14:32<@DorpsGek>Commit by frosch :: r26370 /trunk (3 files in 2 dirs) (2014-02-23 19:32:32 UTC)
14:32<@DorpsGek>-Doc: Desync debugging and command replaying.
14:33<Eddi|zuHause>Elukka: well, try to stick close to the style we already have? and draw sprites one vehicle at a time :)
14:33<@planetmaker>^ one sprite at a time will make a NewGRF set
14:33<@planetmaker>one step of a time will make a journey
14:34<@planetmaker>can I haz 4x sprites, too? :D
14:34<andythenorth>Eddi|zuHause: and query it from cb36?
14:34<andythenorth>hmm, dunno how often cb36 triggers for ships :)
14:35<Eddi|zuHause>andythenorth: why do you need cb36 for that?
14:35<andythenorth>adjust speed
14:35<andythenorth>I am proposing handling this all in newgrf and ignoring the current canal / sea properties
14:35<andythenorth>just as a thought experiment..
14:35<Eddi|zuHause>it probably won't be triggered on entering every tile
14:37<@planetmaker>I doubt that vehicles can check surrounding tiles
14:37<@planetmaker>and tbh, a surrounding tile check on vehicles might not be a good idea, considering performance
14:37<frosch123>just make the ships refittable between fast and capacious
14:38<frosch123>then you can refit them to fast when dirving back empty
14:38<andythenorth>is the simplest thing to change the definition of river and sea tiles, make that the result of a coast-distance search, and then cache that?
14:38<andythenorth>frosch123: they already go faster empty :P
14:39<@planetmaker>andythenorth, I rather think that the 'simplest' thing is to add a "deep water" flag to sea water. To water tiles which are more distant than N tiles from coast
14:39<andythenorth>approximately same I think?
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14:39<@planetmaker>maybe. I don't say to change the definition of sea / river
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14:39<Eddi|zuHause>that is pretty much what i said earlier
14:39<@planetmaker>Just adding an additional destinction for sea tiles
14:40<andythenorth>then we'd have speed, canal speed, deep sea speed
14:40<frosch123>can you ctrl+build canals on rivers to create deep rivers?
14:40<andythenorth>and there would be balance
14:40<andythenorth>I rarely build canals anyway. Much easier to just lower land usually
14:40<Eddi|zuHause>frosch123: in my proposal, a "deep canal/river" would be one 3 tiles wide
14:40<andythenorth>canals are ugly, and locks are ugly and too big
14:40<@planetmaker>and it could also allow possibly to colour-vary them :)
14:40<Eddi|zuHause>canals are too expensive
14:41<andythenorth>not with FISH
14:41<andythenorth>I 'fixed' them
14:41<@planetmaker>deep sea water is darker than shallow water
14:41<andythenorth>but the square corners are horrible
14:41<@planetmaker>andythenorth, that's a newgrf matter. You can make it behave like rivers
14:41<@planetmaker>that can be fixed already for years
14:42<andythenorth>just draw curve corners?
14:42<@planetmaker>canals is the only reason that there's no release for pota-ghat.
14:42<@planetmaker>yes, just draw them curved. Or how you like them
14:43<@planetmaker>you can read the dike map and display sprites depending on it
14:43<andythenorth>maybe that's a project one day
14:44<andythenorth>I draw, you code :P
14:44<andythenorth>so shall we add 'deep sea'?
14:44<andythenorth>or is it another example of MOAR
14:44<andythenorth>and MOAR is not Better
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14:45<@planetmaker>dunno. Personally I do believe a 'deep sea' property to sea water can make sense
14:45<Elukka>yeah eddi, it's just that even though i try to keep to the style there's still a significant difference between me and... man, who was the more productive artist? that guy, anyway
14:46<Elukka>though i'm not sure it's terribly noticeable if you're not looking out for it
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14:46<@planetmaker>the difference between 'no artists' and 'one artist' is quite noticable, for sure
14:46<andythenorth>lo Pikka
14:46<andythenorth>Pikka: I have news
14:46<andythenorth>I have been playing a game
14:46<@Alberth>new news even :)
14:46<Elukka>i also feel like i should come up with a more efficient workflow for drawing all the intermediate angles
14:46<Pikka>what game have you been playing?
14:47<andythenorth>OpenTTD, heard of it?
14:47<Elukka>oh i've been meaning to play that some time
14:47<Pikka>how unusual
14:47<andythenorth>Pikka: AV8 is nearly perfect, but there's too much of it
14:47<andythenorth>can you take some of it away?
14:47<Pikka>much too much
14:47<andythenorth>can you just keep the bits I like?
14:48<Eddi|zuHause>Elukka: name is oberhümer
14:48<frosch123>why is andy again in this "remove all choices to simplify choices" mood?
14:48<andythenorth>frosch123: it's a near-permanent mood
14:48<andythenorth>less is better, mostly
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14:49<+michi_cc>Elukka: Zephyris PixelTool might be something to look at, even if it would need extended for the extra angles.
14:49<@planetmaker>av8 doesn't exactly need an overhaul. Except a parameter to disable range ;)
14:49<andythenorth>CETS really *needs* to be rendered
14:49*andythenorth is a reluctant fan of rendered stuff
14:50<Pikka>range is silly
14:50<Pikka> <- like that, andythenorth?
14:51<andythenorth>Pikka: bin the biplane imo :P
14:51<andythenorth>oh, it has good capacity
14:51<andythenorth>keep it
14:51<andythenorth>yeah that looks about right
14:52<andythenorth>most of my games need: DC3, 737, 747, Elvis and sometimes Hercules
14:52<andythenorth>and A380
14:52<andythenorth>not much else
14:54<andythenorth>planetmaker: would deep sea need transition tiles?
14:55<andythenorth>also, we are limited on water cycle, I wonder about a palette shift?
14:55<andythenorth>make it automatic, avoid drawing anything new
14:55<Pikka>32bpp.. no water cycle or animated tiles at all. :)
14:56<Pikka>transition tiles for the tile nearest the coast would be awesome though, especially if they were directional.
14:56<@planetmaker>andythenorth, I'd draw something new. And just commit the same sprite as now to avoid actually drawing something. But allowing to draw something
14:56<@planetmaker>Pikka, not true
14:56<@planetmaker>zBase just doesn't use a mask
14:56<@planetmaker>try pota-ghat ;)
14:57<Pikka>it also helps if you turn "full animation" on. :)
14:58<Pikka>but it uses the ttd palette colours?
14:58<Pikka>it's not an actual animation?
14:59<@planetmaker>it works like the company colours in 32bpp
14:59<Eddi|zuHause>yes, "full animation" means palette animation
14:59<@planetmaker>but the water palette indices are of course animated. It uses DOS palette
14:59<@planetmaker>for the mask sprite
15:00<Pikka>so you still can't have animated water unless you want that colour water. ;)
15:00<@planetmaker>you can basically have both
15:01<Pikka>both what? I'm confused :D
15:02<Pikka>potaghat water is nice, btw :D
15:02<Eddi|zuHause>you can put non-animated pixels between the animated ones?
15:02<Elukka><andythenorth> CETS really *needs* to be rendered
15:02<Elukka>having drawn some sprites for it i'm sort of inclined to agree :D
15:03<Eddi|zuHause>well, pixeltool might be a start
15:03<Elukka>coding a tool for it is a bit beyond my ability and inclination though
15:03<Eddi|zuHause>or you try to refine the "crude" templates i have in the tracking table to use the pixa templates i have, but it won't be exact
15:04<Elukka>pixeltool looks sorta magical
15:04<Eddi|zuHause>Elukka: if you store the voxels somewhere, we might be able to extend it later to include the additional views into the output
15:04<Elukka>if only it would do the intermediate vie- yeah
15:05<andythenorth>voxel art is *nice*
15:05*andythenorth likes games with voxels in
15:05<Eddi|zuHause>but i can't look into that right now
15:06<@planetmaker>Pikka, the trick to make the water nice(r) is to simply use the existing 8bpp water sprite as mask for the 32bpp water sprite
15:06<Pikka>but you will end up with default blue-coloured water if you do that, right? is what I'm saying. :)
15:07<Pikka>I have other ideas for water... but I haven't tried any of them yet, so I don't know how they'll look. :)
15:07<Elukka>well, tell me if you ever do :D
15:07<Eddi|zuHause>there must be a newgrf-y way to replace the water colours
15:07*andythenorth looks for python voxel libraries
15:07<Elukka>i'm still a clueless programmer and my current code-energy is pointed towards a space combat boardgame
15:07<Eddi|zuHause>TTO mars did it
15:08<Pikka>mars just uses the fire cycle colours instead of the water cycle colours
15:10<andythenorth>ho, rendering voxels out using PIL, how rare
15:10<andythenorth>Eddi|zuHause: a voxel generator seems right up your street...
15:10<andythenorth>I think we need to abandon this primitive 'drawing' shenanigan
15:10<Eddi|zuHause>andythenorth: well pixa shapes are kinda that
15:10<andythenorth>kinda, but not in a 3D space
15:10<Pikka>andy: make sure you go 32bpp + ez while you're at it
15:11<andythenorth>maybe I went in the wrong direction
15:11<Eddi|zuHause>i could probably turn my pixa shapes to output to pixeltools
15:11<andythenorth>actually, I quite literally used the DOOM engine approach instead of Quake
15:11<andythenorth>DOOM is all based on floorplans, with edges extruded and surfaced
15:12<andythenorth>not being very clever, I invent dumb solutions :P
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15:18<@planetmaker>Pikka, you're right, it won't change colours indeed
15:23<andythenorth>so where does river / sea speed code live?
15:23*andythenorth wonders...
15:23<peter1139>go 128bpp
15:23<peter1139>and eeeez
15:24<Eddi|zuHause>andythenorth: grep for the property number and follow the code?
15:24<Pikka>aka bad brett's gold rush...
15:26<andythenorth>new simplest thing, simply invert sea / canal speed props
15:27<andythenorth>and add a coast-search to define what is a sea tile
15:27<andythenorth>so instead of special-casing canal/river, special case deep sea
15:27<andythenorth>and treat all other water as 'normal'
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15:29<andythenorth>breaks newgrf spec, but eh, who cares? :)
15:29<Pikka>no-one makes ships but you anyway, right? ;)
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15:32<andythenorth>MIchael made some
15:32<andythenorth>and there's a russian river barge set
15:32<andythenorth>and Andrew350's set
15:32<andythenorth>but that's it
15:32<@planetmaker>mouse's old ships
15:33<andythenorth>probably some others I don't know about
15:33<andythenorth>but not many :P
15:34<andythenorth>having 'Canal speed xyz, sea speed zxy, deep sea speed yxz' in the buy menu seems like overkill
15:34<andythenorth>could also prevent bridges over deep water :P
15:38<Eddi|zuHause>there is nothing in the newgrf specs that says "canal and river" must be "canal and river tile"
15:39<andythenorth>there isn't? o_O
15:39<andythenorth>how handy
15:39<andythenorth>Ocean speed fraction
15:39<andythenorth>Canal speed fraction
15:40<andythenorth>so redefine Ocean as n tiles from shore
15:40<andythenorth>and Canal speed happens to be same as some other water tile types
15:40<MNIM>would make bridges over a certain length of sea impossible.
15:41<andythenorth>I hadn't thought of that :P
15:41<andythenorth>I love those 64 tile long bridges :)
15:41<andythenorth>they're also really efficient to signal
15:41<andythenorth>can I terraform deep sea?
15:41<V453000>ok can someone tell me who could be so retarded to make a RV set, and make ALL vehicles expire sooner or later? realism ftw
15:41<V453000>fuck yes
15:41<Eddi|zuHause>MNIM: there is nothing in there that affects bridges at all
15:42<V453000>there, complaining completed
15:42<frosch123>V453000: to simulate oil running out?
15:42<andythenorth>bridges are a completely unrelated, 'andythenorth had an idea' issue
15:42<andythenorth>V453000: that was not enough complaining
15:42<frosch123>MNIM: does not sound realistic
15:42<frosch123>long bridges over sea seem to become more realistically than tunnels under it
15:42<V453000>ok uk busses work somewhat
15:43<andythenorth>I build islands for signals :P
15:43<MNIM>well, since under sea tunnels won't be happening for a long time...
15:43<MNIM>(well, unless hacked together)
15:43<Eddi|zuHause>you can easily limit bridge length
15:43<Pikka>under-sea bridges!
15:43<andythenorth>ship_cmd.cpp? GetEffectiveWaterClass ?
15:43<andythenorth>Pikka: ftw
15:44<MNIM>Pikka: aerial tunnels!
15:44<Pikka>underwater trains
15:44<Pikka>in vacuum tunnels
15:44<MNIM>no! flying trains
15:44<Pikka>articulated aircraft!
15:44<andythenorth>hmm some magic for bridges?
15:45<Eddi|zuHause>Supercheesebahn? why is that not in NUTS yet? :p
15:45<Supercheese>forget road trains or barge trains, airship trains
15:45<andythenorth>is that for going under bridges, or is that handling aquaducts?
15:45<andythenorth>l47 or so
15:46<MNIM>amphibious trains.
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15:47<MNIM>ecranotrains! sounds like an idea
15:48<Supercheese>actually there are 9-direction isometric sprites for a hovertrain:
15:48<Supercheese>porting Civ3 -> TTD needs loads of palette wrangling though
15:49<@Alberth>convert to 32bpp; done!
15:49<Supercheese>wish it was that simple
15:49<Supercheese>Civ3 has weird transparency in the palette
15:50<Supercheese>where the engine interprets certain indices as "10% transparent white, 10% transparent black, 20% transparent white..." etc
15:50<@Alberth>that sounds like a challenge :)
15:51<Supercheese>it is indeed
15:53<Supercheese>definitely the sort of job to write a script for... but I have not yet attempted
15:55<Supercheese>there may be one out there, even; I haven't searched
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16:05<andythenorth>let's see
16:05<andythenorth>where can I crib a circular search from?
16:05<andythenorth>maybe industry_cmd has one somewhere
16:06<andythenorth>I have succeeded in making all times WATER_CLASS_CANAL :P
16:06<andythenorth>elite skills :P
16:07<andythenorth>tiles *
16:07<@Alberth>just define a map at level 0 :p
16:07<andythenorth>what does CircularTileSearch() do? o_O
16:08<@Alberth>it circles around a tile looking for it?
16:08<@Alberth>but it sounds like that's the thing you want :)
16:08<andythenorth>I'm not sure how its interface works
16:09<andythenorth>but then nobody else go born knowing that either :(
16:22<andythenorth>so there's search callback function
16:22<andythenorth>so for this case, that needs to check for coast
16:22<andythenorth>with some distance limit
16:22<@Alberth>2 is the distance
16:23<@Alberth>of the search, that is, ie you want any coast in 2 tiles
16:24<andythenorth>WATER_TILE_COAST is a thing?
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16:25<Pikka>it's a thing
16:25<Pikka>it's the slope, it's not the water tile
16:27<@Alberth>andythenorth: water_map.h IsTileType(t, MP_WATER) && IsCoast(t)
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16:31<Pikka>also that
16:35<andythenorth>let's see
16:35<andythenorth>dunno if I have enough time
16:35*andythenorth tries
16:40<@Alberth>gn and good luck
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16:47<andythenorth>achieved an assert :P
16:47<andythenorth>well done me
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16:53<andythenorth>assertion error on if (IsCoast(tile))
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17:03<@DorpsGek>Commit by frosch :: r26371 /trunk/src (6 files in 2 dirs) (2014-02-23 22:03:08 UTC)
17:03<@DorpsGek>-Fix [FS#5831]: Calling DoCommandP during the gameloop cleared pending persistent storage changes.
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17:14<Eddi|zuHause>someone should tell andy that it should be "if (!IsTileType(t, MP_WATER) || IsCoast(tile))"
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17:15<Eddi|zuHause>err, "tile", not "t"
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---Logclosed Mon Feb 24 00:00:11 2014