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#openttd IRC Logs for 2015-02-20

---Logopened Fri Feb 20 00:00:21 2015
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00:51<supermop>Ok A class is done
00:52<supermop>should I make a spreadsheet somewhere of information about these?
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00:58<chillcore>supermop: about coffeegrinder ...
00:58<chillcore>liveries change over time, company colours do not ;)
00:59<chillcore>if they do it is only because of the player actively changing it
00:59<chillcore>so liveries
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01:06<supermop>ah hmm
01:06<supermop>but - lets say the store had some old griders and then got a new shipment in - if I walk in there i could choose which color I wanted
01:07<supermop>but if i bought an old one with a green switch, i will not rush out to buy a new one with a red one later?
01:08<chillcore>I suppose you code in a mask to be used, given the right offsets and composition
01:09<chillcore>configurable in the newgrf config ... I would not do it using cc
01:13<chillcore>unless ofcourse you want cc to be the choice of colour and not have it change over time ... hmm
01:14<chillcore>can you even overwrite cc? ... questions question ;)
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01:16<Flygon_>It'd be neat to buy a copper bridge or building
01:17<Flygon_>And have it turn Gold to Green
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01:21*chillcore wonders how long it would take the copper thieves ...
01:21<chillcore>would be cool though
01:23<Flygon>But yeah
01:23<Flygon>A Flinders Street Station GRF would be cool
01:23<Flygon>So many people don't know the domes were originally GOLD :D
01:23<Flygon>They turned green in 15 years 'course
01:25<chillcore>them lazy polishers ... :P
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01:40<Pikka><supermop> are sprite sheets possible for 32bpp sprites or does each one need to be on its own? <-- any format is possible, the sprite definitions in nfo/nml are no different between 8bpp and 32bpp (or normal and ez). But providing sprites the same size / format as you already have would be easiest for me to code :P
01:54<chillcore>them lazy coders ... :P
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02:19*chillcore gets ready to give some more peeps a gentle-ish wake up call ... IRL.
02:19<chillcore>laters all ;)
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02:24<V453000>LOL FUCK ME I had a model of the pillars rotated by 5 degrees by accident XD
02:24<V453000>lets see how it works when done properly :D
02:29<V453000>of course it fixed everything :)
02:35<V453000>nice :> bridges ready to model
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03:58<@planetmaker>supermop, to answer your earlier question: 32bpp sprites are treated wrt spritesheets about the same as 8bpp
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04:18<Pikka>chillcore> can you even overwrite cc? ... questions question ;) <- you can apply different recolour sprites via newgrf in 8bpp, don't know about 32bpp. :)
04:19<Pikka>supermop: cc masking is "not too hard" as far as code goes. making the sprites line up and look nice is where it gets painful. :)
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04:45<Pikka>g'day cobber
05:22<V453000>supermop: just see NUTS / RAWR repository ... I have way larger sprite sheets than one might consider healthy :D
05:39<Eddi|zuHause>i think "healthy" is probably long out of the window by the time you join this channel :p
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06:01<chillcore>Pikka: I forgot about that black company colour newgrf for a minute. Thx. another question still remains ... can I overwrite the company mask for a specific sprite instead of all via newgrf? not that I would do this but would be nice to know
06:02<peter1138>company mask?
06:03<chillcore>supermop wanted to know about different liveries or cc for sprite choice.
06:04<Pikka>yes, you can.
06:04<peter1138>Just do CC properly ;(
06:04<Pikka>see, for example, the multicoloured boxcars in NARS or the "real world" UKRS liveries.
06:05<chillcore>the log is not long peter ;) and yes I agree
06:05<Pikka>RGBCC, peter1138?
06:05<peter1138>Still a patch around for that somewhere...
06:06<chillcore>4:46 today peter ... if you are curious that is. anyhoo
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06:26*chillcore ponders throwing in negative nrs at some point ... later, much, much later :P
06:55<chillcore>hmm strange things happen when your mind drifts away ... I was thinking ... a find Waldo minigame. his hat can be in 'magic' company colours and has a counter on how many times you found him.
06:55<chillcore>only available on those really special days
06:56<chillcore>back to not drifting mode
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07:31<NGC3982>Is there any reason shared tracks are not yet implemented?
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07:32<@planetmaker>time, effort and mostly the indecision on how to treat the interaction in edge cases: who is in control of a train? what to do during bancruptcy?
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07:32<__ln___>NGC3982: in short, unwillingness to have shared tracks.
07:33<NGC3982>I see.
07:33<@planetmaker>I'd not say that, __ln___
07:35<__ln___>shared tracks are not a new idea, and if there was true desire to implement them, it would have been done already in the past 11 years.
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07:36<Pikka>shared tracks are implemented perfectly well: just play in the same company.
07:37<__ln___>that's what i do because there is no alternative.
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07:40<V453000>shared tracks just have so many disadvantages
07:40<V453000>you need to be able to stop, reroute, ... the trains which run on your tracks
07:44<__ln___>sure, but all this could have been resolved in 11 years.
07:44<V453000>it is solved as Pikka says
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08:03<andythenorth>no rains of frogs?
08:04<Pikka>not at the moment. calm before the frogs.
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08:07<Pikka>still looking for jobs, I thought things would pick up a bit after the election/australia day, but they haven't...
08:09<Pikka>If I depart Karawatha at 1500Hrs is it possible to be on time for a 1525Hrs departure from Ferny Grove?
08:10<Pikka> - almost tempted to apply, except I can't into full-time work. :)
08:12<@planetmaker>he :)
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08:14<Pikka>the answer to that question btw is "no, unless there's no-one else available in which case head on up mate and let me know when you're nearly there".
08:14<@planetmaker>Pikka, I find that actually a clever question to add in that place :)
08:15<@planetmaker>I don't parse your answer, though
08:16<andythenorth>“no you can’t make it any time, but it might be better to go anyway and be late, rather than not go at all"
08:16<andythenorth>any / in /s
08:16<andythenorth>this typing problem of mine is getting ridiculous
08:16<V453000>make pixels not letters
08:17<andythenorth>bloody pixels
08:17*andythenorth invents TrainDoom
08:17<@planetmaker>ok, I can understand that sentence. Thanks, andythenorth :)
08:17<andythenorth>it’s like Doom, but with trains
08:17<Pikka>sounds like a sure-fire winner
08:17<andythenorth>what is gameplay?
08:17<chillcore>club doom
08:18*andythenorth probably can’t spend a year making a really nice little mobile transport game, to sell for £3.99
08:19<andythenorth>but /me can spend since 2008 making FIRS :P
08:19<andythenorth>how odd
08:19<V453000>well if you sell a million copies :)
08:19<andythenorth>no pay-to-play, no DLC; straight-forward shareware like Doom, 1/3 of the game is free, the other 2/3 paid for
08:20<V453000>better make a good decision which 1/3rd is which :P
08:20<andythenorth>no badges, no level up, no ‘log in to facebook to share with your friends'
08:21<andythenorth>all this crap
08:21<Pikka>andythenorth, I have the trains if you have the game :)
08:21<andythenorth>no game yet
08:21<chillcore>achievments are cool though
08:21<andythenorth>just because all the casual games companies (and EA) are doing pay-to-play and DLC, doesn’t make it right
08:21<andythenorth>my five year old plays casual games incessantly, but loves Minecraft and OpenTTD the most
08:22<V453000>dont make him see Factorio
08:22<V453000>it is even better than minecraft and even more wtf-it-is-half-past-five-in-the-morning-again
08:23<andythenorth>half-past-five is getting up time V453000
08:23<andythenorth>I see more half-past-five than you would want to :|
08:23<V453000>yes or going to bed if you are playing factorio
08:23*andythenorth wonders when V453000 will have children
08:23<V453000>in a couple of years most likely
08:23<andythenorth>and if they will get 3D-printed slugs
08:23<andythenorth>have you considered 3D printing any NUTS models?
08:23<V453000>eh, we have snails as pets :P african snails
08:24<V453000>nope, it isnt like I have any solid 3D models for NUTS yet anyway
08:24<V453000>you should get your kids a giant snail as wel
08:25<V453000>it is a perfect pet
08:25<V453000>no noise, no mess, is quite funny, can be taken in hand
08:25<V453000>kids love them
08:25<V453000>and you can hope you can avoid the "dad I want a dog" case XD
08:31<andythenorth>here’s one I made earlier
08:31<andythenorth>long time since I made that :P
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08:49<andythenorth>5 year old took my laptop away to play that game
08:49<andythenorth>just got him off it
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09:16<V453000>is there any actual reason to make the "bottom" sprites of bridges reduced by anything?
09:16<V453000>since the only thing visible in those "reduced" parts is the overlay anyway
09:20<Eddi|zuHause>i don't understand the question
09:20<Eddi|zuHause>what is "reduced"?
09:22<V453000>imagine rendered bridge
09:22<V453000>that is the main sprite, below trains
09:22<V453000>then there is the overlay, a cut out part to be on top of vehicles
09:23<V453000>so I am wondering if there is any reason to make the main sprite without the overlay
09:23<V453000>I think not
09:23<V453000>in fact it is easier not to do that since I need the shadows/whatever from it anyway
09:25<@planetmaker>you can draw the main sprite as the full bridge, yes
09:25<@planetmaker>then draw tracks on top, draw vehicles on top, and then the overlay
09:25<@planetmaker>the tricky part is to cut appropriately that the overlay is really what's on top and foreground only :)
09:26<V453000>nah that isnt so hard :)
09:39<samu>marktiledirty, is this only for painting? can it change who owns the tile?
09:43<samu>im gonna try
09:45<samu>MakeShipDepot(tile, _current_company, depot->index, DEPOT_PART_NORTH, axis, wc1);
09:46<samu>I need to keep the owner of the canal tile a ship depot is built upon
09:46<@planetmaker>samu, that's a painting function
09:47<samu>if for example, canal owner is self, then ship depot belongs to self, and canal still belongs to self
09:47<samu>if canal owner is competitor, then ship depot belongs to self, and canal tile belongs to competitor
09:47<samu>if canal owner is neutral, ship depot belongs to self, canal tile belongs to neutral
09:47<samu>how am I to do this
09:48<samu>then upon removing ship depot, same rules apply
09:48<samu>removes depot, maintains canal owner
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09:49<samu>even if owner is self
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09:52<samu>glx told me about tile array
09:52<samu>but no idea what he means
09:52<samu>free bits, tile array
09:54<samu>i have the impression i need to store extra information in some free bit, but I don't really know how to do it
09:54*chillcore weekends
09:54<samu>tried reading the documentation, but I don't understand "bit" "byte"
09:54<chillcore>samu you are making it way too complicated maybe?
09:55<chillcore>your goal is to have river tiles to always be rivertiles when things are unbuilt? right?
09:55<chillcore>except when terraforming is involved
09:56<samu>there is a "bug" when I build a ship depot on a canal with no owner
09:56<samu>the canal becomes yours
09:56<samu>I don't want that to happen
09:57<samu>the canal owner is supposed to be unchanged
09:57<chillcore>hmm they could become owner none like bridges maybe yes ...
09:57<samu>i also want to allow ship depots to be built on competitors' canals
09:58<samu>it currently doesn't let me do that
09:58<samu>says owned by competitor
09:58<chillcore>there is a road setting for that ... maybe have a look at stealing code
09:58<samu>too complex for me without guidance
09:59<samu>i looked upon a similar case with road stops
09:59<samu>but that code is toooooo large for me to follow
10:00<chillcore>I don't understand half neither ;) the trees become forest in time
10:01<samu>building a bus stop on a competitor road is currently possible
10:01<samu>building a ship depot on a competitor canal is not
10:01<samu>and that's what I'm trying to do
10:01<chillcore>maybe open a FS# then if there is none already
10:02<samu>oh, so I won't work on this code?
10:02<chillcore>you are the tester and you see behaviour
10:03<samu>i can see a problem when attempting to come with a fix
10:03<samu>how would the depot owner be able to remove that depot?
10:04<samu>to remove a bus stop on a competitor road, demolish button won't let me do it
10:04<chillcore>hmm depot ... no that is not a vry good idea ... I thought you meant harbour ... you are comparing ships with depots
10:05<samu>but it can be removed with the "toggle remove" button
10:05<chillcore>station I mean instead of ships
10:05<samu>there is no "toggle remove" button for swater construction
10:07<samu>I could report this as a bug, but it's probably not a bug as it stands right now
10:07<samu>it's more like an omission
10:09<samu>maybe report as feature request?
10:09<samu>how do I report this?
10:10<samu>you've mention stations, well, dock behaves similar to depot
10:10<samu>if the canal is from a competitor, I can't build a dock there
10:11<samu>if the canal has no owner, building a dock will make that canal become yours
10:11<chillcore>hmm feature request maybe yes, it is possible be that it was overlooked but there may be a very valid reason I don't know about.
10:11<samu>removing the dock afterwards you notice that canal as being yours
10:12<chillcore>that is a bugreport
10:12<chillcore>make it seperate from the other ;)
10:13<samu>while it's separate, they are all tied together in the end, but ok
10:13<samu>gonna report, brb
10:13<chillcore>Thank you
10:21<samu>interesting, buoys can be built on competitor canals
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10:41<@Alberth>hi hi
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11:07<DanMacK>@seen andythenorth
11:07<@DorpsGek>DanMacK: andythenorth was last seen in #openttd 2 hours, 17 minutes, and 52 seconds ago: <andythenorth> just got him off it
11:16<samu>and now... I'm stuck! I don't know what to do
11:18<samu>wait for a bug fix?
11:19<@planetmaker>samu, canals usually do have an owner
11:19<@planetmaker>they only can have owner 'none', if its owner bancrupts
11:19<@planetmaker>thus if you claim the canal, it's just fair that you then pay for it, too
11:20<samu>you entered the loop
11:20<samu>it's not consistent with the other parts
11:21<@planetmaker>1.2 might be considered a bug, though
11:22<@planetmaker>as it also has potential to cause griefing
11:22<@planetmaker>anyhow, now that you spend so much time on this issue: why not write the bug fix(es) yourself?
11:23<@planetmaker>each of the issues as a nice, small, separate fix.
11:23<@planetmaker>don't invent the jack-of-all-trades fix. keep it small, keep it simple. one step at a time
11:24<samu>i heard i need a map tile array free bit something like that
11:24<samu>to store owners
11:24<samu>but i dunno how to proceed
11:24<@planetmaker>water should have plenty
11:26<@planetmaker>file:///home/$USER/ottd-trunk/docs/landscape_grid.html <-- that link won't work for you, but there you find bit info for tile types
11:26<samu>yes, i've looked at it, but really, no idea what I can do with that information
11:28<@planetmaker>it tells you which parts are still free to store owner info.
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12:18<samu>if (!Depot::CanAllocateItem()) return CMD_ERROR; - is this the problem?
12:19<samu>it doesn't let me build a ship depot on canals owned by competitor, is this where it originates the error?
12:19<samu>how does the game know which depot is it gonna build?
12:20<samu>there are many depots
12:21<@Alberth>that only happens if there are tooooo many depots
12:22<@Alberth>ie there is no room to store another in memory, or you ran into some limit
12:22<@Alberth>shouldn't happen in practice
12:26<samu>assertion error when i disable that line
12:27<@Alberth>bad idea
12:27<samu>line 139 of core\pool_func.hpp
12:27<@Alberth>assertions check things that should never ever happen, or the code will do bad things
12:28<samu>hmm, then how do I allow it to build?
12:28<@Alberth>thus if you manage to trigger it, you made a mistake somewhere, or it is a bug in the code
12:29<@Alberth>you solve assertions by failing to trigger them, ie fix the code so it passes the check
12:30<samu>this->checked != 0
12:30<samu>no idea
12:30<Eddi|zuHause>samu: if that line causes your error, then you probably have an endless recursion or something
12:30<Eddi|zuHause>(i mean the allocate line)
12:31<samu>ok, bringing back the line
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12:33<samu>wanna change the behaviour
12:35<samu>struct Depot
12:36*chillcore gives a shoutout to Apple Support
12:36<chillcore>Thank you. Kimberly ;)
12:37<samu>okay, I navigated into depot_base.h
12:37<samu>game is treating road, train and ship depots as equal
12:37<samu>ship depots are to become different
12:37<samu>how do I separate
12:38<samu>want to let them to be built on any canal, no matter the owner
12:39<@Alberth>can a competitor ship pass through a depot?
12:39<samu>it currently does that already
12:39<@Alberth>ok, that's good
12:40<samu>let me verify, just in case...
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12:41<samu>verified, it can
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12:45<@DorpsGek>Commit by translators :: r27156 trunk/src/lang/traditional_chinese.txt (2015-02-20 17:45:21 UTC)
12:45<@DorpsGek>-Update from WebTranslator v3.0:
12:45<@DorpsGek>traditional_chinese - 1 changes by siu238X
12:48<samu>ah, i found something
12:49<samu>static inline void MakeShipDepot(TileIndex t, Owner o, DepotID did, DepotPart part, Axis a, WaterClass original_water_class)
12:50<samu>so that's where I can store owners?
12:50<Eddi|zuHause>a griefer could still place the depot 90° rotated to block a canal
12:51<Eddi|zuHause>samu: yes. but you also need to adapt the functions that read the owner
12:51<Eddi|zuHause>(or add a new one, like GetDepotOwner(tile))
12:54<chillcore>hmm could you destroy someone elses depot on your canal, with everything in it, too?
12:54<chillcore>just thinking out loud ...
12:57<samu>it's not even possible to build a depot on someone's else canal
12:57<samu>exception is if the canal has no owner
12:57<samu>but that turns the canal as yours
12:58<Eddi|zuHause>well, one problem could be that once someone built a depot on your canal, you can't remove the canal anymore to save maintenance
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12:59<samu>that's fine i guess, a road stop on competitor road does that correctly
12:59<samu>should behave the same for ship depot
13:00<samu>road maintenance belongs to competitor, station belongs to self
13:00<b_jonas>how easily can you block a canal by builing a ship depot orthogonally?
13:03<chillcore>make canal three wide, build, unwiden canal, plonk stuffs down?
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13:04<samu>i intend to cheapen canal build costs
13:05<samu>5000 is such a huge number
13:05<samu>i've been toying with a price of 625
13:05<Eddi|zuHause>that will probably need a newgrf
13:05<samu>base price
13:06<samu>so, in the source code?
13:06<Eddi|zuHause>i mean, you won't convince a dev to include that in the game
13:07<samu>what can go wrong with that?
13:08<Eddi|zuHause>has nothing to do with that
13:08<chillcore>tastes colours ... you can use/make a base cost newgrf and do whatever you please. much simpler samu
13:09<chillcore>other opinions are available ;)
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13:10<samu>what about default game?
13:11<@Alberth>what about it?
13:11<chillcore>if values are way off then ofcourse adjustments are welcome ;) I guess
13:11<@Alberth>chillcore: if only we could get agreement on "way off" :)
13:12<chillcore>But yeah what Alberth said ...
13:12<samu>for default ships, i think it's way off
13:12<samu>especially aqueducts
13:12<@Alberth>I don't remember having problems with it
13:13<@Alberth>how can you have any problem? it's trivial to make loads of money in default game
13:14<@Alberth>and it's always nice if you make some things feasible later in the game
13:15<Eddi|zuHause>i somewhat agree that canals are a bit expensive
13:15<@Alberth>imagine what happens if you get the final train/ship/aircraft/RV, and nothing after it
13:15<Eddi|zuHause>e.g. when you're in 1870 and want to start out with ships
13:15<@Alberth>in default game? :p
13:15<+glx>same IRL I think
13:15<Eddi|zuHause>canals were popular way before railways were
13:17<samu>default game, i mean starting in 1950~75, minimum 1920
13:17<samu>hell, even 2050
13:18<samu>having a max loan of 100k
13:18<samu>and the terrain being all land
13:18<samu>start with ships in such a scenario
13:19<+glx>enough to start a coal line
13:19<samu>there's too many hard costs for such a route
13:19<samu>canals, terraform, aqueduct
13:19<samu>and the ship itself
13:20<samu>it's on this position that I am trying to re-evaluate prices
13:21<samu>reusing rivers is good if they exist
13:22<samu>but it's too easy for some competitor demolish a river tile
13:23<samu>lowering canal costs should compensate for that
13:23<samu>demolishing rivers will still maintain their price, so it won't be abused
13:24<chillcore>best anti-grief is playing with friends ;)
13:37<samu>how are you going to solve the bug/issue?
13:37<samu>or I
13:37<samu>there's different solutions
13:38<samu>i'd prefer to have it similar to how bus stops on competitor roads implementation works
13:39<samu>makes sense
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13:41<samu>it just works and the approach makes sense
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13:54<Eddi|zuHause> <-- well that about sums up my knowledge of physics...
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14:02<Wolf01>hello o/
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14:23<samu>no results found
14:23<chillcore>hmm sentences that start with "in general ..." grrr
14:24<chillcore>samu try without '(tile)' ?
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14:24<andythenorth>has cat been seen?
14:25<samu>GetDepotOwner - no results
14:25<samu>have to create this function?
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14:27<chillcore>@seen cat
14:27<@DorpsGek>chillcore: I have not seen cat.
14:28<chillcore>thank you DorpsGek ... had to try that once at least :P
14:30<andythenorth>remains a mystery
14:31*andythenorth fails to recode FIRS
14:31<andythenorth>short on motivation
14:31<andythenorth>refactored 3 newgrfs this week
14:34<@Alberth>4th one should be a piece of cake then?
14:34<Eddi|zuHause>i have seen a cat or two today
14:35<Eddi|zuHause>samu: maybe read again what i said?
14:35<samu>i was reading that
14:35<samu>where do i create that thing
14:35<Eddi|zuHause>so, what was i saying?
14:36<samu>addapt the functions, or create a new fucntion
14:37<Eddi|zuHause>yes. and then i made a suggestion about a function name
14:37<Eddi|zuHause>and new things generally go where existing things already are that are somewhat similar
14:37<andythenorth>eh FIRS is so much bigger than the others :P
14:37<andythenorth>acres of python modules, python templates, and cpp templates
14:38<andythenorth>poorly architected
14:38<samu>"also have to adapt the functions that read the owner"
14:39<samu>i know i need to put something on this file
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14:39<samu>about m3?
14:39<samu>which is free
14:40<Eddi|zuHause>well it becomes not-free once you write something in it
14:40<Eddi|zuHause>and when you write something in it, you also need to read it
14:40<Eddi|zuHause>otherwise why bother writing it?
14:41<samu>i dont know what to do
14:41<Eddi|zuHause>my computer science room in school had a painting on it, which featured, amongst others, a "write only memory", which was a crocodile eating crates that were shoved in its direction
14:42<Eddi|zuHause>samu: the point is not about knowing what to do, but asking the right questions (to yourself) to find out what to do
14:42<samu>so what is the question i should be asking :(
14:42<samu> _m[t].m3 = 0;
14:43<samu>that 0 is to be altered
14:43<samu>to, I have no idea what
14:43<Eddi|zuHause>to the owner that you want to store, of course
14:44<Eddi|zuHause>the owner is currently stored somewhere else, where it overwrites the canal owner
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14:44<Eddi|zuHause>you take that away, and introduce it somewhere else
14:47<+glx>using accessors
14:47<+glx>cleaner than directly writing in _m[]
14:48<Eddi|zuHause>glx: that is in the accessor
14:49<samu>im at line 433 of water_map.h
14:49<samu>if you're wondering
14:50<+glx>MakeShipDepot is not an accessor :)
14:51<samu>replace that 0 to... owner of the water
14:52<Eddi|zuHause>glx: then your opinion and my opinion on what an accessor is differ
14:52<+glx>you need something similar to SetTileOwner
14:52<+glx>and use it there
14:53<+glx>Eddi|zuHause: it's an helper function for me :)
14:54<samu>tile_map.h ?
14:55<Eddi|zuHause>glx: that is borderline nitpicking
14:55<+glx>SetTileOwner is in tile_map.h yes, but I think SetCanalOwner (or something like that) should be in water_map.h
14:55<+glx>with of course the necessary checks to ensure it's applied only to the appropriate tiles
14:59<samu>static inline TileIndex GetShipDepotNorthTile(TileIndex t)
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15:00<samu>static inline WaterTileType GetWaterTileType(TileIndex t)
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15:14<samu>static inline void MakeCanal(TileIndex t, Owner o, uint8 random_bits)
15:14<samu>there's only a MakeCanal
15:16<samu>MakeCanal points to MakeWater
15:17<samu>static inline void MakeWater(TileIndex t, Owner o, WaterClass wc, uint8 random_bits) {
15:17<samu> _m[t].m3 = 0;
15:17<samu>line 380
15:17<samu>so it's here?
15:21<samu>what is the question i should be asking
15:23<+glx>no SetCanalOwner (or whatever) is the function you need to write
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15:34<andythenorth>bed time
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16:59<Eddi|zuHause>good fight
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19:12<samu>i'm looking into road_map.h, comparing to water_map.h to learn what I'm supposed to create
19:12<samu>a function
19:18<samu>I'm lost, it's a labyrinth
19:19<samu>like a hierarchy of some sorts
19:20<samu>how do i visualize this tree in visual studio?
19:22<samu>eh, the program is not called "visual" studio for nothing
19:32<samu>wow jesus, 90 degrees really hurt ships
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19:41<samu>looks like the problem is bigger than I had anticipated
19:42<samu>building a ship depot on a river vs building a ship depot on a canal with no owner
19:43<samu>it doesn't take the river as yours
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20:01<samu>i don't know how to do this
20:04<samu>there's 2 road types
20:04<samu>road and tram
20:04<samu>but there's 4 water types
20:05<samu>or sub-types
20:06<samu>iswater, iscanal, isriver, issea?
20:07<samu>depot can be built in all of them
20:08<samu>road and tram depots don't re-uses the road
20:10<samu>then i read this m1 Bits 4..0: The owner of a tile can be either companies (human or AI) or "Game entities".
20:10<samu>and i get lost, i dont understand
20:11<samu>i need a very complex function apparently
20:11<samu>ship depot got 2 water tiles
20:11<Eddi|zuHause>samu: but opposing to roadtypes, different watertypes cannot be on the same tile
20:12<samu>there's too many combinations of owners and class on those two tiles
20:12<Eddi|zuHause>a tile can't be both canal and sea
20:12<Eddi|zuHause>samu: but each tile has only ever two owners, water owner and depot owner. who cares whether the other tile is the same?
20:14<samu>it can have a 3rd owner
20:14<samu>a bridge over it
20:15<samu>wait, no
20:15<Eddi|zuHause>the bridge is not actually on the tile
20:15<+glx>only bridge ends have an owner
20:15<Eddi|zuHause>the bridge stores its owner on the end tile
20:17<Eddi|zuHause>the only thing the tile stores about a bridge is whether it has to search in \ or / direction for the end tile
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20:25<samu>in the advent that I need to store a 3rd owner, what can I do?
20:25<samu>thinking of locks upper/lower parts
20:26<Eddi|zuHause>those each have a different tile, why would you need to store them?
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20:26<samu>say, if i am to allow bridges over lock parts
20:29<Eddi|zuHause>totally unrelated
20:29<samu>okay, back to the ship depot then
20:31<samu>must think of what I need
20:32<samu>two owners
20:32<samu>i can't stay focused on this
20:33<samu>i know what I need, but i don't know how to tackle this
20:34<samu>different watertypes cannot be on the same tile
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20:37<samu>canal could move from being a class into some other category
20:39<samu>HasTileWaterClass(TileIndex t)
20:40<samu>return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT);
20:42<samu>assert(IsTileType(t, MP_ROAD) || IsTileType(t, MP_STATION) || IsTileType(t, MP_TUNNELBRIDGE));
20:43<samu>these two are so similar and so different
20:44<samu>return (RoadTypes)GB(_me[t].m7, 6, 2);
20:44<samu>return (WaterClass)GB(_m[t].m1, 5, 2);
20:45<ST2>somehow I'm with the feeling that Samu is not changing nothing at all, he only asks what todo
20:45<+glx>I think you need to learn more C/C++ :)
20:46<samu>im not doing anything without knowing where to start
20:46<samu>i'm trying to understand what I need first
20:46<samu>then i start
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20:48<samu>i have to create a function
20:49<+glx>well 2 functions, 1 to write and 1 to read
20:49<+glx>but there are very similar
20:49<ST2>sorry glx, I had to say and post that link
20:50<ST2>sometimes I have doubts too and if all googling work dnt do the job, I ask here
20:51<ST2>but Samu is not even googling for leaning C++
20:51<ST2>it's hard that way
20:52<ST2>again, sorry. but I had to say it
20:52<ST2>Samu, get your priorities
21:00<samu>okay i'm going to read this
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22:35<Pikka>Dr mop I presume?
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---Logclosed Sat Feb 21 00:00:23 2015