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#openttd IRC Logs for 2015-02-23

---Logopened Mon Feb 23 00:00:26 2015
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02:12<supermop>is there a fast way to cut up a PS document into sections?
02:12<V453000>sections?
02:13<V453000>just reference it in another PS document via file - place linked or smart objects
02:18<supermop>like, i rendered a 5x5 grid of trams - bunch of views
02:18<supermop>now i want to cut that into 25 256x192 px or so sections so each view is its own png with vehicle centered
02:19<V453000>1. just animating the camera will be easier and more precise
02:19<V453000>2. yeah, the referencing would work
02:19<supermop>there is a camera in ps?
02:19<V453000>no
02:19<V453000>in your 3D program
02:20<V453000>just make the camera animate and jump from one object to another, in 25 frames of animation
02:20<supermop>unfortunately i need all views in frame at time of render to get the colors consistent
02:20<V453000>but if you just want to cut in photoshop, well ... just make a 256*192 file and Place as Linked some other file, and position it correctly
02:20<V453000>uh
02:21<V453000>the colors should be consistent regardless?
02:21<V453000>shouldnt matter if you render one camera with 25 views or 25 cameras with 1 view each if the result is to be the same
02:21<V453000>the problem with e.g. 5x5 (or 16x16 in my case) grids is that it is less precise
02:22<supermop>using the photometric renderer it works like a camera with auto WB and auto exposure - so if i render the \ view which darker due to the \ side
02:22<supermop>it will lighten it up, and vis versa for /
02:22<supermop>so the roof of \ is lighter than /
02:22<V453000>well sure
02:22<V453000>but that is the same regardless if you render it separately or at once?
02:23<supermop>if i render them all at once the flat roofs will all be the same shade
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02:24<V453000>well, I do all cutting/sprite stuff doing through after effects
02:24<V453000>effective and easy to re-render
02:24<V453000>photoshop kind of works but it is more clunky to get it done
02:24<supermop>ok
02:24<V453000>works though.
02:24<V453000>after effects basically gives you the extra dimension of time which I like to abuse a lot
02:26<supermop>hmm
02:27<supermop>i wonder if i can grey-card these renders somehow
02:29<V453000>greycard?
02:31<V453000>hm
02:32<V453000>or reconsider the render engine if it throws such incostencies :)
02:41<V453000>I currently use Vray, but when I used mental ray in photometric mode I thought it throws consistent results no matter how far the camera is
02:42<V453000>but I might have just not tried enough
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02:44<supermop>like if i have 3-5 cubes and spheres in the shot, from pure white to total matte black, then it seems it would make everything basically medium?
02:45<V453000>o_O
02:48<V453000> do you have any other render engine options?
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03:15<Sonny_Jim>I just downloaded some content using the console on a dedicated server, where does it download it's files (on linux)
03:16<Sonny_Jim>Oh nm, $home/.openttd/content_download
03:16<Sonny_Jim>How can I setup my dedicated server to use a heightmap I've downloaded?
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03:27<V453000>idk, but creating a savegame with the heightmap, uploading to the server, loading it on the server
03:27<V453000>should be convenient enough
03:28<Sonny_Jim>I've noticed there's an option to load a scenario
03:28<Sonny_Jim>I can just use that
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04:12<supermop>V453000: flamingo 2.0 photometric is 'best' renderer i have
04:13<supermop>just finally figured out how to render to an explicit size file though
04:19<V453000>hm :)
04:28<argoneus>V453000: do you know how to use adobe premiere?
04:33<V453000>more or less
04:33<V453000>I use After Effects for most things instead
04:34<V453000>since they both export by media encoder it is not a big deal which you use
04:34<V453000>but well, previews in premiere are convenient
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05:35<supermop>need to test if photometric gives consistent results if all views are shown in scene but are off camera
06:03<V453000>oh you had them hidden
06:04<V453000>hm
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06:27<chillcore>hello all
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06:49<Sonny_Jim>Any idea why I'm getting weird chars in my dedicated server log output?
06:49<Sonny_Jim>[2015-02-23 11:48:34] ‎*** เกมหยุด (จำนวนผู้เล่น)
06:51<V453000>that looks considerably evil
06:53<Sonny_Jim>Looks like Thai to me
06:54<supermop>certainly thai
06:57<Sonny_Jim>Sure
06:57<supermop>renders go to 8 sec when doing just one view
06:57<Sonny_Jim>Ah
06:57<Sonny_Jim>It'll be because I have "lang = thai" in my config lol
06:57<Sonny_Jim>No idea how it got there, the config was autogenerated
06:58<V453000>8sec is great
06:58<supermop>fan doesn't even spool up
06:59<supermop>doing 256px sq instead of about 4000x2000 with 24 views
06:59<V453000>aye
06:59<Sonny_Jim>Ok now this is really wierd
06:59<Sonny_Jim>I changed language = thai.lng to english.lng
06:59<Sonny_Jim>Saved, started openttd
07:00<Sonny_Jim>It was back in thai, quitted the server, checked the cfg and it had changed back to thai.lng?
07:03<supermop>no luck V453000
07:03<V453000>hm
07:03<V453000>different colours in different renders?
07:03<supermop>the roofs are pretty close but slightly different
07:04<chillcore>when and where did you make changes Sonny_Jim. changed made in the config file itself while openttd is running do not stick, file is overwritten on exit.
07:04<V453000>question is, does it matter?
07:04<V453000>wont the inconstency actually make it look nicer?
07:04<supermop>also it seems more washed out
07:04<V453000>well adding contrast in postproduction is easy
07:06<supermop>hmm
07:08<V453000>idk how does rhino handle matting, but my renders totally need matte removing on the contours, too
07:08<V453000>or well, flamingo rather :)
07:10<supermop>matting?
07:11<V453000>well yeah when you render things, a little bit of "background" can stay around the object edges if there is transparency behind it
07:11<V453000>typically white/black matte
07:12<V453000>removing it make the object fit into the game a lot better
07:12<supermop>ok yeah i get those fuzzy edges at times
07:13<supermop>like i have a small crevice where alpha should show through
07:13<V453000>right
07:14<V453000>photoshop has a function "remove white/black matte or something like that under layer - matting ... but the layer has to be rasterized which means you cannot do it on linked files
07:14<V453000>one of the key advantages of after effects
07:14<supermop>but bc of some slight antialiasing it shows up in ps as the color of the backdrop (cyan) instead of clear
07:15<supermop>i just select by color then delete
07:15<V453000>mhm
07:16<V453000>I dont think that has the same effect, but yeah seemingly that could be a solution enough
07:18<supermop>ok this is weird when i render 256 sq its very light and washed out, but rendering larger but more zoomed out it looks good
07:22<V453000>do you have orthographic camera?
07:26<juzza1>supermop: that sounds weird indeed, shouldn't make any difference, but i probably don't understand how your renderer works
07:28<juzza1>would be interested in seeing some screenshots
07:29<V453000>^
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07:33<supermop>where should i post them?
07:34<V453000>anywhere :D
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07:41<supermop>tests: http://www.tt-forums.net/viewtopic.php?p=1143098#p1143098
07:41<supermop>ok im off to bed
07:41<V453000>dem tramz
07:42<supermop>later
07:42<V453000>cya
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08:50<DanMacK>Hey all
08:50<DanMacK>@seen andythenorth
08:50<@DorpsGek>DanMacK: andythenorth was last seen in #openttd 19 hours, 37 minutes, and 38 seconds ago: <andythenorth> where is cat?
08:52<Eddi|zuHause>are you cat?
08:52<__ln___>@seen cat
08:52<@DorpsGek>__ln___: I have not seen cat.
08:55<Eddi|zuHause>well, it would explain a lot
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10:45<V453000>XD australian helicopter https://38.media.tumblr.com/b0107b42f721d314a6d03a9d4377d0e6/tumblr_nk1fo5bSnP1rsxqqio1_500.gif
10:46<Eddi|zuHause>it's photoshopped! i can tell by the pixels!
10:48<@planetmaker>:) indeed
10:49<Eddi|zuHause>i'm sure it's better than the helicopters that were ordered by the german navy. they have no permission to be used over the ocean.
11:01-!-samu [~oftc-webi@po-217-129-252-91.netvisao.pt] has joined #openttd
11:01<samu>hi
11:05-!-frosch123 [~frosch@frnk-5f7439d4.pool.mediaWays.net] has joined #openttd
11:09<samu>levelcrossing save game is cheated
11:10<@planetmaker>cheating is totally fine for titlegames
11:10<samu>there's some ship with a total capacity of 209
11:10<samu>it should be 190
11:10<samu>hacks
11:10<@planetmaker>err, what?
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11:10<@planetmaker>you cannot cheat that
11:11<@planetmaker>\o/
11:11<@Alberth>hi hi
11:11<samu>209 tons of wood
11:11<samu>how can that be
11:12<samu>all cargo ships for orange
11:13<frosch123>hola
11:15<@planetmaker>samu, the capacity depends on the cargo
11:15<@planetmaker>it's not 100 of every stuff.
11:15<@planetmaker>it's 190 goods or 209 wood or whatever onother cargo goes into it
11:16<samu>you sure?
11:16<@planetmaker>yes
11:17<@planetmaker>hm, at least it's possible
11:17<samu>i'm pretty sure that's not true
11:17<samu>how?
11:17<samu>i've never seen that before
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11:19<samu>how can you do that? i can only refit to 190 of everything
11:19<@Alberth>I have not seen it, therefore it does not exist?
11:20<@planetmaker>samu, you're right... it seems the default ships usually don't change their cargo capcity between fright types
11:20<@planetmaker>however I don't see how that game has been tempered with
11:21<Sonny_Jim>screenshot!
11:22<@planetmaker>samu, you should ask in the titlegame thread :)
11:22<samu>can't post on forum
11:22<samu>:(
11:22<@planetmaker>Sonny_Jim, all there http://devs.openttd.org/~planetmaker/titlegame/round1/
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11:31<samu>Votes can now be cast by sending an e-mail to me
11:31<samu>what is planetmaker email
11:32<@planetmaker>take an educated guess :)
11:34<samu>i can't vote without being on the forum?
11:37<Sonny_Jim>Oh FYI, the dedicated server seems to run OK on a Pi, but I've only tried a 256x256 map with 2 players
11:37<Sonny_Jim>And the openttd build in the repository is hilariously out of date
11:42<@Alberth>samu: email is not the same as a PM at the forum, you can take an educated guess, and check at our site
11:51<@planetmaker>Alberth, I allow votes via several means: forum posting, forum message and e-mail. And actually also on google+ ;)
11:51<@planetmaker>he's right, I failed to integrate the e-mail link it seems
11:52<@planetmaker>however guessing my e-mail is easy :)
11:52<@Alberth>good, now I only need to create 3 aliases for voting :p
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11:53<@Alberth>most people will use a PM anyway
11:53<@planetmaker>maybe, yeah
11:53<@planetmaker>though e-mail has been popular too in the last years
11:54<@Alberth>hmm, yes, it's more readily available at the desktop, probably
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11:57<frosch123>what is the deadline for votes?
11:57<@planetmaker>next sunday
11:58-!-TheMask96 [martijn@sloth.vhost.ne2000.nl] has joined #openttd
11:58<frosch123>is that written somewhere? :p
11:58<@planetmaker>I think so :P
11:58<@planetmaker>but might not :P
12:03<@planetmaker>added
12:09<@Terkhen>hello
12:09<@planetmaker>hi :)
12:10<samu>oh
12:10<samu>http://www.openttd.org/en/contact
12:10<samu>orudge email's there too
12:11<samu>if only i knew earlier
12:16<samu>project leader: rubidium
12:16<samu>the big boss of openttd
12:18<samu>pathfinder expert
12:19<samu>oh Alberth is gui dude
12:19<samu>interesting heh
12:20<@Alberth>you going to write the entire web page here? :)
12:21<samu>i had many gui photoshop ideas in the past
12:22<@Alberth>the problem is usually that the code behind it also needs to be changed, quite dramatically, at times
12:25<samu>what is Basesets?
12:26<samu>opengfx, openmsx and so?
12:27<@DorpsGek>Samu: http://lmgtfy.com/?q=+openttd+baseset
12:27<@Alberth>opengfx, zbase, and the original game data
12:28<@Alberth>thanks DorpsGek
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12:37<@Alberth>hi hi
12:37<chillcore>o/
12:39<chillcore>In case someone feels the urge to take the axe to my trees ... don't let me stop you. :P
12:40<chillcore>I got me one of these when entering seeds manualy ... Assertion `min <= max' failed.
12:41<chillcore>I should investigate that UINT32_MAX magic
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12:42<chillcore>thing is that I did clamp properly in OnQueryTextFinished and still it gives me negative results.
12:43<chillcore>Yay challanges, no fun if things go by themselves all the time. :P
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12:45<@Alberth>using a signed variable to store the result?
12:45<@DorpsGek>Commit by translators :: r27168 trunk/src/lang/latin.txt (2015-02-23 17:45:46 UTC)
12:45<@DorpsGek>-Update from WebTranslator v3.0:
12:45<@DorpsGek>latin - 4 changes by Supercheese
12:46<@Alberth>or you store it in a smaller sized variable (ie you lost the higher bits)?
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12:49<chillcore>possibly things get mixed up somewhere in the code, yes Alberth, setting.ini declares type SLE_UINT32, max value sais UINT32_MAX <- magic nr to generate a new seed everytime openttd is started
12:53<chillcore>TBH, I have not yet investigated much as it was working before
12:53*chillcore sings "Digging the code, diggy diggy code ..."
12:55<@Alberth>only 32 bits? hmm, could work as a seed
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13:13<chillcore>core/random_func.hpp: "Pick a random number between 0 and \a limit - 1, inclusive. That means 0 can be returned and \a limit - 1 can be returned, but \a limit can not be returned."
13:14<chillcore>somehow I have the feeling the prob is notlocated here ...
13:24<chillcore>^^^ as generating random ones works fine ... it crashes when entering seeds manually ... even a simple '5' which is more then within range.
13:29<@Alberth>5 sounds pretty much within bounds :p
13:29<@Alberth>perhaps print the value, lower, and upper bounds?
13:30<@Alberth>it sounds like the lower or upper bound is wrong
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13:47<chillcore>#4 0x00000000007e0c6f in Clamp<int> (a=5, min=0, max=-2) at ~/src/core/math_func.hpp:141 __PRETTY_FUNCTION__ = "T Clamp(T, T, T) [with T = int]" #5 0x00000000007e0103 in Clamp (a=5, min=0, max=-2) at ~/src/core/math_func.hpp:165
13:47<chillcore>right ... - 2 is max eh ...
13:48<chillcore>let's see what happens if I enter 0 :P
13:49<+glx>oh no assert to check min<max ?
13:50<@Alberth>Clamp uses 'int' interpretation
13:50<chillcore>maybe I am using the wrong clamp funtion then?
13:51<@Alberth>a is an int, apparently
13:51<michi_cc>No, but at least one of the parameters to Clamp is a signed type and not an unsigned type it seems.
13:52<+glx>unsigned -2 is very big
13:52<@Alberth>Clamp<uint...>(...)
13:53<@Alberth>although the 'uint' is normally implied by the arguments, so you don't have to write it yourself
13:53<chillcore>even entering 0 as seed crashes ...
13:54<+glx>crashes how ?
13:54<chillcore>hmm maybe I should take the axe to the seedmagic on gamestart
13:54<@Alberth>of course min is bigger than max, which means there is no valid value in the domain
13:54<@Alberth>can you give the 'Clamp' line?
13:56<@Alberth>and probably the type of the 'a' argument :)
13:56<chillcore>_settings_newgame.game_creation.generation_seed = Clamp(value, TGEN_SEED_MIN, TGEN_SEED_MAX); // UINT32_MAX is reserved for random magic.
13:56<@Alberth>k
13:56<chillcore>min and max are enums 0 and 4294967294
13:56<@Alberth>that comment explains the -2
13:56<chillcore>^^^ -1 to make sure
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13:56<chillcore>enums?
13:57<@Alberth>type of 'value' ?
13:57<chillcore>SLE_UINT32 <- settings.ini
13:58<@Alberth>euhm, you don't have a 'uint32 value' like thing?
13:58<@Alberth>or, more likely, a 'int value' or so
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13:59<Onyxsiet>i have a question
14:00<@Alberth>try it!
14:00<chillcore>I don't think so ... seed was already declared and stuffs, I just replaced UINt32_MAX with TGEN_SEED_MAX, it was working before so I did not dig much deeper
14:00<Onyxsiet>im told a currently used graphics set is missing a number of sprites
14:00<@Alberth>hmm, right, is the source anywhere available?
14:00<Onyxsiet>please update the base graphics set
14:01<Onyxsiet>since you are playing a development snapshot
14:01<Onyxsiet>you might need a snapshot of the base graphics set
14:01<chillcore>Alberth, I'll post it with a warning on it, give me a few moments to zip it up
14:02<Onyxsiet>so how do i fix that
14:02<@Alberth>http://bundles.openttdcoop.org/opengfx/nightlies/LATEST/ <-- new baseset Onyxsiet
14:02<Onyxsiet>which one do i download
14:02<Onyxsiet>all?
14:03<@Alberth>nah, just the .zip of 3M
14:03<@Alberth>install instructions are in the readme you got with your OpenTTD program
14:04<@Alberth>directory to put it, is different, depending on what system you have
14:05<@Alberth>unzip, but you can keep the .tar
14:08-!-andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd
14:09<@Alberth>hi hi andy
14:09<andythenorth>lo
14:09<andythenorth>kind of interesting http://research.scee.net/files/presentations/gcapaustralia09/Pitfalls_of_Object_Oriented_Programming_GCAP_09.pdf
14:09<andythenorth>bit over my head
14:09*andythenorth has been reading a few “OO is bad” articles recently
14:10<chillcore>o/ andy
14:10<chillcore>Alberth: third attachment of last post ... seed is patch 80
14:11<Onyxsiet>where do i put the open gfx.tar thing at
14:11<chillcore>https://www.tt-forums.net/viewtopic.php?f=33&t=63595 Alberth
14:12<@Alberth>Onyxsiet: depends on your platform, the readme of OpenTTD explains where to put basesets
14:12<@Alberth>unless you have a Linux system, I cannot tell you :)
14:13<Onyxsiet>im normal windows 7 64 bit
14:15<chillcore>Onyxsiet ... section 4.2 of readme.txt ... too long to copy here ;)
14:16<chillcore>read: you have options ...
14:18<@Alberth>andythenorth: how to code for max cpu usage, imho
14:23<@Alberth>chillcore: int value; <-- so it's an integer (line 359 of 20_Tgen_smoothness_gui.diff)
14:24<@Alberth>which makes Clamp use 'int' as input and comparison type
14:24<@Alberth>values near UINT32_MAX interpreted as signed int are negative
14:25<@Alberth>for signed integers, you should use INT32_MAX
14:25<@Alberth>@calc 0x7fffffff
14:25<@DorpsGek>Alberth: 2147483647
14:25<@Alberth>^ that's INT32_MAX
14:25<chillcore>right ...
14:25<@Alberth>or you should use an uint32 variable instead of 'value'
14:27<andythenorth>Alberth: yeah, it’s games orientated
14:28<@Alberth>to be expected with PS :p
14:28*andythenorth has been having OO fun recently
14:29<@Alberth>do you have an opinion about open BB issues?
14:30<@Alberth>but you use classes all the time!
14:30<@Alberth>I made the news item clickable, if you have a new enough BB and OpenTTD
14:31<andythenorth>for newgrfs, I use classes that are in a run-once static compiles :P
14:31<andythenorth>it’s cheating
14:31<chillcore>@Alberth: hmm ... I kinda would like to keep value signed actually as I would like to experiment with negative perlin noise parameters later perhaps ... this seedy thing however ... there is a lso ClampU() I could perhaps use ... choices choices
14:31<@Alberth>:)
14:31<andythenorth>clickable news item ftw \o/
14:31<andythenorth>was bugging me in current game
14:31<andythenorth>I need to get to end of current game
14:31<@Alberth>me too :)
14:31<andythenorth>but BB keeps me going
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14:32<@Alberth>any other issues you'd like to have?
14:32<andythenorth>I feel that GS development is quite slow moving by nature
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14:32<andythenorth>right now it does the minimum needed
14:32<andythenorth>my version is quite old, so maybe some things are fixed already
14:32<andythenorth>- I would like more info about time left to complete a goal I started
14:33<andythenorth>- I would like to get fewer goals that are trivially fulfilled because I’ve already got established deliveries to an industry
14:33-!-JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit []
14:34<andythenorth>re https://dev.openttdcoop.org/issues/7412, I have no desire for rewards
14:34<andythenorth>I wonder if that’s almost a point of Busy Bee - no bigger reward than just doing the goal
14:34<andythenorth>it’s just being in flow, making trains, no bigger narrative
14:34<@Alberth>chillcore: 'value' is just used to pass temporary data? in that case, why not make a 'uint32 seed_value' specifically for passing seeds?
14:35<@Alberth>yeah, I just added it because it was mentioned, but I have no desire for rewards either.
14:35<@Alberth>I'll close it
14:35<andythenorth>thanks :)
14:36<chillcore>Alberth: That is kinda what I had in mind yes; Also before I forget, Thank you for saving my ass once again :P
14:36<@Alberth>yw :)
14:36<@Alberth>always a pleasure to do random things and make someone happy in the evening
14:37<peter1138>0~
14:37<@Alberth>someone is having silly thoughts there :p
14:37<andythenorth>peter1138: has your postman been?
14:37<peter1138>Yup, thanks
14:37<peter1138>Not been at it yet.
14:38<andythenorth>np, just checking it arrived ;)
14:38<andythenorth>if it doesn’t work, let me know
14:39<andythenorth>can’t remember if you hold down alt or mouse button or something to get the OS disk to boot the mac
14:39<andythenorth>there are various tricks
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14:40<peter1138>C it says, heh
14:40<andythenorth>yeah
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15:00<chillcore>Yay ... no more crashy bits (in this part of the code)
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15:03<andythenorth>ugh
15:03<andythenorth>no consist managment :(
15:03<andythenorth>the last remaining really annoying mangementy thing
15:09<samu>hi, so m1 stores owners?
15:10<samu>m1 = 0x51 - how do I interpret this?
15:13<samu>•m1 bits 4..0: owner (for sea, rivers, and coasts normally 11)
15:14<@Alberth>convert hexadecimal number to binary number, find bits 4..0
15:15<samu>•m1 bits 6..5 : Water class (sea, canal or river)
15:15<@Alberth>alternatively, learn how bits and hexadecimal numbers are related, and read the value directly from 0x51
15:16<@Alberth>third option, code a program that gets the bits, and prints the value for you
15:16<+glx>in this case owner is 0x11 ;)
15:16<samu>it's a river tile
15:16<samu>i run the game with debug window
15:16<+glx>and class is 2 if I'm correct
15:17<@Alberth>seems like the right number to me
15:18<+glx>(shifting bits mentaly can be hard but not in this case)
15:19<samu>windows calculator says 110011
15:19<samu>ah hex to bin
15:19<samu>1010001
15:19<+glx>yup
15:20<+glx>5 left bits are 4..0
15:20<@Alberth>5 right bits :)
15:21<@Alberth>ie 10001
15:21<samu>ah
15:22<samu>let me look at canal with no owner
15:22<samu>0x30
15:22<+glx>ha yes wrong left :)
15:22<samu>110000
15:23<+glx>owner 0x10 type 1
15:23<samu>canal owned by company 15:
15:23<samu>0x2e
15:24<samu>101110
15:24<+glx>owner 0x0E (=15) type 2
15:24<+glx>hmm type 1
15:25<samu>lock on river tile
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15:26<samu>0x4e
15:26<samu>lock is by company 15
15:27<+glx>yes owner 15 and type 2
15:28<@Rubidium>isn't 0xE 14?
15:28<samu>1001110
15:28<+glx>hmm indeed 0xE is 14
15:29<+glx>but the display starts at 1 IIRC
15:29<samu>what is type 2 type 1 you're mentioning?
15:29<+glx>water class
15:29<samu>ah
15:45<chillcore>Alberth: I uploaded my new version, if/when you have some time can you check patch 20 again to see if my abusing "default in switch" is acceptable? No rush though, going to do some tuning and testing now ... the fun stuffs :P
15:47<chillcore>Alberth ... I meant patch 80 as that is where changes happen ... oops
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15:51<@Alberth>- Shouldn't it have a 'break' after the seed_value case? A simple if/else is perhaps easier here
15:51<@Alberth>- 'atoi' means you output 'int', ie not unsigned, maybe atoll (if that exists at all systems)?
15:52<@Alberth>chillcore: ^^
15:53<@Alberth>mapgeneration -> map generation, English people like to write separate words :)
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15:55<samu>i found a bug! in a multiplayer game, the drop down
15:55<samu>list for goals
15:56<samu>when highlisting Spectator, it becomes all blak
15:56<michi_cc>strtoul should be available everywhere I think.
15:56<samu>oh, bug also happens in story book
15:57<@Alberth>michi_cc: looks like it, it's from stdlib.h. Thanks
15:57<chillcore>Alberth: It should have a break yes ... fixed ... over here that is :P
15:58<samu>Spectator could be written in white color?
15:58<samu>must like in Company list?
15:58<chillcore>Thank you michi_cc ... fixed that too. ;)
15:59<@Alberth>add a break after default case too, just for consistency
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16:00<chillcore>Will do ... Alberth ;)
16:01<@Alberth>you probably never add anything under it, but ..... who knows
16:01<chillcore>error: too few arguments to function ‘long unsigned int strtoul(const char*, char**, int)’ case WID_TGEN_SEED_VALUE: seed_value = strtoul(str); break;
16:02<chillcore>hmm compiler sais no ..
16:02<@Alberth>3 arguments != 1 argument :p
16:02<chillcore>ye
16:03<@Alberth>strtoul(str, NULL, 10)
16:03<samu>spectator is hidding in that black bar : https://onedrive.live.com/redir?resid=23B29F3DE45F6F1F!738&authkey=!AF-C1uClCmi128Q&v=3&ithint=photo%2cpng
16:03<@Alberth>strtoul(3) or man strtoul :)
16:04<@Alberth>if you have man pages installed, that is :)
16:04<@Alberth>gn
16:05<andythenorth>bye Alberth
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16:05<chillcore>good night Alberth
16:05<chillcore>milliseconds too late :P
16:07*andythenorth wonders which translator sunshare uses
16:07<andythenorth>and if it would be better for him to just post the Spanish
16:07<andythenorth>I think there’d be more of us who’d understand it
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16:24<samu>bits 6..0 means 7 bits?
16:24<+glx>yes
16:25<samu>i think i'm starting to understand
16:25<samu>that grid
16:28<samu>isn't the m1 cell 8 bits?
16:28<samu>what happened to the 8th bit?
16:29<peter1138>What tile type?
16:29<+glx>water
16:30<+glx>8th bit is unused
16:30<samu>ah it's unused
16:30<samu>landscape_grid.html
16:30<samu>ah, I finally understand that thing
16:31<+glx>the grid is explicit ;)
16:31<samu>OXXX XXXX
16:32<samu>it means it's 0?
16:33<samu>1001110 is actually 01001110?
16:33<+glx>yes
16:33<samu>hmm interesting
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16:34<+glx>useless 0 are not shown in binary
16:40<samu>hmm, to store 15 companies i need 4 bits
16:40<samu>i get it
16:41<samu>to store that twice
16:41<samu>i need 8
16:41<samu>i see
16:41<samu>i only need 4 apparently
16:41<+glx>but to store an owner (including town, none, water) you neen 5 bits
16:42<+glx>*need
16:42<samu>5?
16:42<+glx>owner_town is 0xF, owner_none is 0x10, owner_water is 0x12
16:43<samu>ah, there's more owners
16:43<+glx>0x11 not 0x12
16:43<+glx>yes 15 companies + special owners
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17:32<samu>oh, lock middle tile is actually a canal
17:33<samu>i thouht the game viewed it as not being anything
17:33<samu>waterless
17:34<+glx>it's a canal unless it was a river before construction
17:34<samu>yes, i see
17:34<samu>that patch makes even more sense
17:35<samu>road depots vs drive-through lorry stations
17:36<samu>i'm watching these, where they store owners
17:36<samu>investigating
17:38<samu>m1 m3 m7
17:38<samu>oh, really?
17:38<samu>that many?
17:38<+glx>m1 4..0 for depot
17:45<+glx>and for stations you have station owner, road owner and tram owner
17:46<samu>ah, stations are on another group
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17:48<samu>gotta edit docks as well
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18:03<samu>dock on river: 4e
18:03<samu>river: 51
18:04<samu>canal: 30
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18:04<samu>dock on canal: 2e
18:05<samu>i see
18:05<samu>rivers always have the same owner
18:05<samu>canals don't
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18:09<samu>that's why the game always revert back correctly to rivers and sea
18:10<samu>:o
18:13<samu>game is assuming stuff incorrectly
18:14<samu>by necessity
18:14<samu>ok, i see there's no other way to do this without storing owners twice
18:15<samu>now i am wondering if i need 4 bits or 5 bits
18:15<samu>think
18:36<samu>ah bit 7 is used
18:36<samu>or 8
18:36<samu>its for oilrig
18:37<samu>ah wait, it's a station grr
18:39<samu>no, i'm correct I think
18:39<samu>if 0, then buoy
18:39<samu>if 1, then oilrig station
18:39<samu>glx!!
18:41<+glx>oilrig and buoy are station tiles
18:41<+glx>m6 bits 5..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy, waypoint)
18:42<samu>but it does have water
18:42<+glx>yes
18:42<samu>hmm
18:43<samu>it's not shared with water m1 at all?
18:43<+glx>m1 bits 6..5: water class for buoys, water part of docks and for airport tiles
18:43<+glx>same bits are used
18:43<samu>oil rig is using bit 7
18:43<samu>i guess
18:44<samu>it says 0x90
18:44<samu>at m1= 10010000
18:44<samu>but it's of type station
18:46<+glx>bit 7 is not used
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18:48<samu>buoy tile says 0x11
18:49<samu>class 5, m1, bit 7, in the grid it says inherit, what is that
18:50<+glx>same as previous line
18:52<samu>i don't see then
18:52<samu>what you mean it's not using bit 7
18:52<+glx>bit 7 is not touched
18:52<samu>which class is that?
18:52<samu>station?
18:52<+glx>yes
18:53<samu>but it was saying 0x90, i dont get it
18:55<samu>gonna try build an oil rig on canal tiles
18:57<samu>0xb0
18:58<samu>m1 is now 10110000
18:59<+glx>hmm bit 7 is set bit I don't know why
18:59<samu>gonna try build oil rig on canal tiles of company 1
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19:02<+glx>anyway no station tiles use bit 7
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19:08<samu>class 0x80
19:08<samu>m1 0xa3
19:10<samu>i see
19:10<samu>where that 1 comes from
19:10<samu>it's an industry before a station is planted on it
19:11<samu>class 0x50, m1 is 0xb0
19:12<samu>that's the station in oil rig
19:12<samu>it's on a canal
19:12<samu>canal is mine I think
19:12<samu>don't know how to tell now
19:13<samu>•m1 bits 4..0: owner of the station
19:14<samu>the station is owned by no owner
19:14<samu>but the canal is
19:14<samu>owned by company 1
19:14<samu>or maybe it's not
19:14<samu>I dunno how to tell
19:17<samu>fastforwading game for oilrig bankrupcy
19:20<samu>it says owner N/A
19:20<samu>let me save and reload on debug version
19:21<samu>class 0x60, m1 is 0x30
19:22<samu>canal with no owner?
19:23<chillcore><samu> i think i'm starting to understand
19:23<chillcore>I see someone will be running circles around me soon-ish
19:23<samu>so, upon oil rig placement, the canal becomes owned by no owner
19:23<chillcore>nice very very nice ;)
19:23<samu>it was owned by company 1
19:24<samu>what is nice?
19:26<+glx>oilrig station has no owner
19:27<+glx>and stores only one owner
19:27<+glx>so canal owner just disappear
19:28<+glx>because it's a station usable by anyone
19:28<+glx>same for buoys
19:28<+glx>hmm no buoys have owner
19:29<+glx>it's the owner of the tile the buoy is built on
19:29<chillcore>samu: seeing your progress ;)
19:32<samu>so this means m3 is not free
19:32<samu>to store canal owner
19:32<samu>because industry is putting stuff in m3
19:32<samu>right?
19:33<+glx>but the oilrig station tile is a station not an industry
19:34<samu>what about the other tiles
19:34<samu>there's 5 more tiles
19:37<+glx>but indeed it's an industry tile during construction then become a station
19:38<+glx>and there's no free space in industry tiles to store 2 owners
19:39<samu>crap :(
19:40<samu>there's 5 bits
19:40<samu>but they're all sparse
19:43<+glx>oh then it's doable
19:43<samu>m1 is probably not
19:43<samu>so, there's 4
19:44<samu>let me look at water, canal, station
19:46<samu>looks compatible
19:47<samu>m6 bits 8..7, and m6 bits 1..0 - the only 4 bits available
19:48<+glx>you could also abuse industry m1 to temporary store canal owner for oilrig tile
19:53<+glx>hmm no there's no owner for industries
19:54<samu>i dont think i need 5 bits
19:54<samu>only 4
19:55<+glx>15 companies + OWNER_WATER = 16 so 4 bits
19:55<samu>canal is owner_none
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19:58<+glx>ah yes canals can't be owner_water
20:01<+glx>but they can be anything else including OWNER_TOWN and OWNER_DEITY
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22:21<chillcore>good night
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---Logclosed Tue Feb 24 00:00:27 2015