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#openttd IRC Logs for 2015-02-28

---Logopened Sat Feb 28 00:00:33 2015
00:21-!-chillcore [~chillcore@] has joined #openttd
00:21<chillcore>hello all
00:27<chillcore>I am torn between tackling some of the stuffs I still have to learn the details of or picking some low hanging fruits ...
00:27<chillcore>does not feel like my patch advanced much this week
00:31<ST2>pick the fruits, make juice and enjoy the weekend xD
00:33<chillcore>that seems like a good idea yeah ;)
00:36<ST2>well, or grab some beers
00:36<ST2>works too xD
00:37<chillcore>I stopped drinking completely early 2013 ...
00:37<ST2>had an ass of a task to improve a GS, not made by me, and that was merged in our master GS, that communicates with server software
00:37<chillcore>hmm ...
00:38<chillcore>those server communications can be a pain in the ass yeah
00:39<ST2>gets easier if using xShunter as server controller software
00:39<ST2>many of the functions already there
00:40<ST2>and most of the work is on plugins
00:40<ST2>wich are in C#
00:40<ST2>and I'm not confortable with it :S
00:42<chillcore>That I do not know, I do know that if "a" server just asumes datablobs to be valid (legit) because it is coming from "a" client things may go very wrong without the server owner noticing.
00:42<chillcore>untill the server owner has his nose rubbed into it that is
00:42<chillcore>unrelated to openttd but yeah
00:43<ST2>hehe, that's a funny way to put things ont the table ^^
00:43<ST2>but quite true xD
00:44<ST2>in case of OpenTTD, xShunter does this:
00:45<ST2>not yet opensource, and servers still need a key to operate with that software
00:45<ST2>well, not my program
00:45<ST2>but makes server things way much simplier ^^
00:46<chillcore>entering that link on my ipad ... computer sais no ... :P
00:46<ST2>it's safe
00:47<chillcore>I am sure, it is just if you look at how they are stealing all these steam accounts ... can't trust noone no more
00:47<chillcore>sadly enough
00:48<ST2>well, no one will ever steal my steam account
00:48<ST2>it's very well protected
00:48<chillcore>hmm don't be sure of that
00:48<ST2>I'm sure
00:48<ST2>reason: I dnt have a Steam account
00:49<ST2>so yeah, I'm sure
00:49<chillcore>yeah second time I got "account restricted untill verification of blabla" from paypall
00:49<chillcore>don't have one
00:50<ST2>funny mails xD
00:50<ST2>specially when you dnt have nothing in the stuff
00:51<ST2>well, makes me sad on what internet becomes
00:51<chillcore>yeah I looked into it but they needed my bank account nr, my real name ... yada yada so i did not finish registering
00:51<chillcore>but that was like two years ago so I doubt they would start sending me messages now
00:52<ST2>and someday someone will knock your door :P
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00:53<chillcore>instead I took an anonymous credit card ... anonymous to the outside world that is, postal office has my real name but they will never give it to anyone
00:55<chillcore>Steam allowed me one purchase, then they tried some of their magic verification (putting money in it) but they do not have the extra "code" so that failed
00:55<chillcore>since then they do not accept that payment method no more
00:55<chillcore>that card at least
00:56-!-Eddi|zuHause [] has quit []
00:56<ST2>follow the wise man advice: dnt create an account there xD
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00:56<ST2>I barely have time to openttd (and not playing)
00:57<chillcore>still do not understand why someone would allow any access to a bank account by whatever company for whatever reason
00:57<chillcore>ye I get your drift
00:57<ST2>oh well, playing now KaM, to kill the missings of it ^^
00:57<ST2>well, KaM Remake
00:58<ST2>an opensource of KaM ^^
00:58<chillcore>it is just that I bought a bxed version of HL2 ep1 and 2, did not notice the registering requirment and had to let it rot for two years on the shelf
00:58<chillcore>so I got one and bought a few oldies
00:59<ST2>have to ask: if using an Ipad, had you filled your credit card details there?
00:59<chillcore>e-mail adress and that is it
00:59<chillcore>even the store has nothing
00:59<chillcore>they tried though ...
00:59<ST2>that's a thing on Apple stuff
01:00<ST2>always ask that
01:00<chillcore>ye ...
01:00<chillcore>it was not an apple store but the guy tried filling in the warranty forms
01:00<ST2>note: I only have it on VM's to check if changes I make compiles there too
01:00<chillcore>I gave him my phone nr
01:01<chillcore>then he asked for my name too and I was like "for what?"
01:01<chillcore>"warranty sir ..."
01:02<chillcore>my reply was "look in have this invoice right with the date?... when there is a prob that is all I need"
01:02<chillcore>and I walked out
01:03<chillcore>then when it came to registering it with apple just an e-mail adress was good enough and it still is
01:03<ST2>well, gonna watch the other cause of free time lacks sometimes.... TV series
01:03<ST2>new episode of 12 monkeys :)
01:04<chillcore>I threw the cable out years ago ... I can watch adds everywhere else too :P
01:04<chillcore>anyhoo, have fun ;)
01:04<ST2>who said was cable?!
01:04<ST2>internet ^^
01:05*ST2 grabs the pirate costum xD
01:05<chillcore>yeah ...
01:05<ST2>well, I bought DVD's of the series I saw and liked
01:06<ST2>Prison Break, Band of Brothers
01:06<ST2>and others
01:06<chillcore>I sometimes watch stuff that is on youtube ... much more fun to binge then wait a week for the rest over and over again
01:06*chillcore wants all startrek dvds
01:07<chillcore>there are just so many ...
01:07<ST2>Spok gone :S
01:07<chillcore>maybe some day
01:07<chillcore>Live long and prosper. MR. Spock.
01:08<chillcore>RIP Leanord Nimoy, you will be missed.
01:13<ST2>[06:12:01] * +ttd-srv5 * !! EMERSON TRANSPORTES (1/Dark Blue) had a crash (vehicle ID 2038: road vehicle was destroyed by a train at 0x73593). <<-- I hate when this spams the channel only because dnt build bridges :S
01:14<chillcore>filter it out?
01:15<chillcore>also xShunter ... looks cool except for GeoIP
01:15<ST2>it's servers channel - very good to spot when it's a train to crash RV's
01:15<chillcore>I consider that spyware ... but that may be just me
01:15<ST2>geoip is a file only
01:16<ST2>actually now are 2 files
01:16<chillcore>still it retrieves my location
01:16<chillcore>I understand most peeps have no prob with this
01:16<ST2>it's a public file
01:18<ST2>basically it's a table with IP ranges and ISP's that use them
01:18<ST2>updated monthly or so
01:19<ST2>only tells you the country xD
01:20<ST2>something like this: [06:16:21] * +ttd-srv27 * # Player (#11/user_IP/UA) has started company 4 ()
01:20<ST2>the "UA" is the country
01:21<chillcore>yes I know ... I just don't see the point of it, except for greeting someone in his own language
01:21<ST2>preciselly :)
01:21<chillcore>which can be achieved by looking at the language config
01:21<chillcore>all my progs are set to english
01:21<ST2>mine too
01:22<chillcore>not my country not my native language
01:22<ST2>when you join a ttd server
01:22<chillcore>so being greeted inmy own language looks shady
01:22<chillcore>again to me
01:22<ST2>no one knows your language settings
01:22<chillcore>yet, might be a nice patch
01:23<ST2>it's not a patch
01:23<ST2>it's on servers controller software
01:23<ST2>servers dnt need to be patched for that
01:24<chillcore>what I mean is that it would be nice pacth for openttd
01:24<chillcore>send lang config on connect
01:24<ST2>join this IRC server, just to check it:
01:25<ST2>and on it, channel #btpro-openttd
01:25<ST2>just to check the work of it ^^
01:25<ST2>can give you ideas ;)
01:26<chillcore>hehe I think I just created my own private btpro channel ... hihi
01:26<chillcore>I am new to this
01:27<ST2>after connect to server, type /join #btpro-openttd
01:28<chillcore>thing is I do not find "hub.irc.x" to begin with
01:28<chillcore>I click networks and it is not in the list
01:29<ST2>maybe must be added ^^
01:29<chillcore>most likely yes
01:30<chillcore>when I enter just hub ... it shows me York univeristy student club
01:30<chillcore>I'll figure this out I am sure
01:31<ST2>well, irc server address is:
01:31<ST2>but on port 6668
01:31<chillcore>I am checking prefs now
01:33<ST2>well, laziest ppl use this link on our website:
01:33<ST2>but it's a mibbit link :S
01:35<chillcore>I used mibbit before untill it was no longer alowed here
01:36<ST2>well, above link will work, if you dnt want to make it easier xD
01:37<chillcore>checking on my ipad ... maybe I will get a message about dead frogs maybe not
01:38<chillcore>hmm does not find btpro
01:38<chillcore>I'll enter the link directly
01:39-!-Flygon_ [] has joined #openttd
01:41<chillcore>hmm I saw it then clicked go and it took me back to mibbit's front page
01:41<ST2>if nogo in direct, use this link:
01:41<ST2>I tested both of them
01:42<chillcore>ah ok it opened a tab I did not see before
01:42<chillcore>dr_bibble has entered the building
01:43<ST2>saw it ^^
01:43<ST2>already seeing the servers actions?
01:43<chillcore>ye I see
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04:21<chillcore>hello Alberth
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04:39<@Terkhen>good morning
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04:48<@Alberth>argh, how to delete the local tracking branch of a remote repo in git?
04:50<@Alberth>as "git branch -D" would be the logical command, that obviously fails to work "branch not found"
04:52<@Alberth>"git remote remove" fails with "cannot remove config section"
04:52<chillcore>I once almost commited to trunk untill I changed/removed the push location, this was in the gui however and not quite the same prob you are having?
04:53<chillcore>the act of puhing was stopped by me not being allowed to push .... luckily
04:53<@Alberth>yeah, always nice not to have too many powers :)
04:54<chillcore>so true
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04:55<@Alberth>I added another 'upstream-like' repository in the past where I pulled updates from, but that's done now, so I want to kill all tracking branches from it now
04:56<@Alberth>preferably without killing that repo as a possible remote source, in case I need it again
04:57<@Alberth>but git refuses to delete the branches
05:02<chillcore>fetch -p ?? removes any remote-tracking branches which no longer exist on the remote
05:02<chillcore>don't take my word for it though
05:03<@Alberth>I know, but the remote hasn't dropped the branches :)
05:03<chillcore>hmm small caps "d" ?
05:05<@Alberth>? git fetch has no -d option
05:05<@Alberth>and push will fail due to not having push access, as it's not my remote
05:06<@Alberth>ah well, it's just git being useless :)
05:07<@Alberth>they must have taken a master course in making error messages as non-informative as possible :)
05:07<chillcore>hmm then why does this page sais so? ... "git branch -d branchname"
05:08<@Alberth>that works for your own local branches
05:08<chillcore>k. any further help will be just guessing on my part so ... :(
05:08<@Alberth>and -D if the branch didn't get merged into something
05:09<@Alberth>yeah, thanks for trying though :)
05:09<@Alberth>one day we'll find the answer :)
05:10<chillcore>for sure yeah.
05:14<chillcore> ... ? --track --no-track options ?
05:15<chillcore>if that it is not it I give up ;)
05:26<@Alberth>looks like that is only used when you make a new branch
05:27<@Alberth>don't give up, book it under 'needs further study somewhen' ;)
05:27<+michi_cc>I don't think you're supposed to delete the remote branch if it still exists on the remote, after all it is a remote tracking branch, and not a local one.
05:28<@Alberth>so I have to kill the remote entirely to get rid of the tracking branches?
05:29<+michi_cc>You don't actually, reading man pages does seem to help. (i.e look at -r option to git branch)
05:31<@Alberth>michi_cc: if only the commands would actually work
05:32<+michi_cc>git branch -d -r sadger/0.01
05:32<+michi_cc>I.e. like git remote -r lists them.
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05:33<@Alberth>yay! thanks
05:33<chillcore>coolios. \o/
05:37<@Alberth>so the "-r" option sort-of adds the 'remotes' prefix
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05:38<Eddi|zuHause>i'm sure that's all perfectly logical in the twisted sense of a git developer
05:39<Eddi|zuHause>but if you don't have that exact same mindset, git is terrible...
05:40<@Alberth>yeah, mostly playing around with it in another project to get exposed to it :p
05:42<chillcore>I had some fun with it while doing some never published patchpacks, as long as you do not intend to take out a patch it is kinda cool.
05:43<Eddi|zuHause>the problem is that "the community" is so immersed in that mindset, that they cannot even adapt to people not having this mindset, and understand their problems.
05:43<Eddi|zuHause>it's like talking to a person that only watched FOX News their entirel life
05:46<chillcore>news? on fox? :P
05:47<chillcore>reminds me of the news on filmnet <- for those that know filmnet
05:48<@Alberth>I can see how that happens, I already have problems mapping git concepts onto hg, let alone if you never seriously used hg
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05:50<chillcore>I like git for the option to continue to develop each branch seperatly and then merging them into "main"
05:51<chillcore>as for taking something out of main ... you're better of starting a new "main"
05:52<chillcore>^^^ and lose the merging stuffs ... sniff
05:54<Eddi|zuHause>pulling cargodist was a nightmare, because every time it was basically a new repo
05:54<Eddi|zuHause>that was before i had "fast" internet
05:55<@Alberth>chillcore: that's what 'rebse' is supposed to fix, haven't used that much yet
05:55<chillcore>exactly ... but you avoid the troubs you get with hg ... which can be a pain too if a piece of code keeps getting modified
05:55<chillcore>eddi ^^^
05:57<@Alberth>You sort-of want branches stacked onto each other, where each branch can change indpendently, I think
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05:58<@Alberth>hi hi Wolf01
05:58<Wolf01>hi o/
05:58<chillcore>"did you mean rense?" fuuuuuuuuu
05:58<chillcore>hi wolf
06:01<chillcore>"did you mean reese version control?" double fuuuuuu
06:01<chillcore>got a link alberth?
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06:02<@Alberth>chillcore: oh, typo, "rebase" :)
06:02<@Alberth>git-rebase(1) :)
06:03<chillcore>(Tr)(l)ol :P
06:03<@Alberth>^^ notation for man 1 git-rebase
06:03<chillcore>got it
06:04<@Alberth>but rebase where the merge will be non-trivial scares me too much to even attempt, currently :)
06:07<chillcore>not sure if used rebase yet, can't remember anyways ... I am an avid svn user unless I want something comitted someday and do not feel like splitting afterwards.
06:09<chillcore>maybe it is the way I do things but I spend way too much time "fixing" patches with hg
06:09<@Alberth>rebase is basically about moving branches around
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06:10<chillcore>right ... no never done that
06:10<@Alberth>ie you created a branch from master, and update master from upstream. Then your branch has to be moved to the new HEAD. That's where you rebase
06:11<@Alberth>ie the branching point between master and your branch moves
06:11<chillcore>hmm ... ye done that plenty of times then, no different then pulling in hg or updating in svn
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06:12<@Alberth>that's not rebase, a pull in hg doesn't move your branch
06:13<chillcore>before I pull I pop all pacthes and aply to tip ... that is not the same?
06:14<chillcore>with svn I leave patch applied while updating, ususally
06:15<Eddi|zuHause>it may have similar results, but it certainly is not "the same"
06:15<@Alberth>hg qpop -a does it somewhat the same, but your mq patches are not in the repository
06:15<@Alberth>ie they are not a commit
06:16<@Alberth>they live just next to the repository
06:17<chillcore>hg qpop -a == click the double arrow
06:19<chillcore>but I see the difference now thanks. ;)
06:21<Eddi|zuHause>but something different: what am i doing wrong?
06:22<@Alberth>:O you can actually do that?
06:24*chillcore dislikes spaces in patches names
06:24<@Alberth>hmm, "patch repository" no idea what what means
06:25<@Alberth>hg qser lists the patch?
06:25<Eddi|zuHause>Alberth: if you "hg init --mq", then the patch queue gets under version control
06:26<chillcore>you forgot the 'test' part eddi?
06:26<Eddi|zuHause>or "hg qinit" might work as well
06:26<@Alberth>yeah, tried that one time, but diffs between patch file revisions are less than readable :p
06:26<chillcore>nvm diff patch
06:26<Eddi|zuHause>true :)
06:28<@Alberth>hg qgo "adjacent crossings" ; hg diff -r qparent ?
06:28<+michi_cc>That's what interdiff was invented for.
06:29<Eddi|zuHause>Alberth: i'm not sure that that would do what i want it to do
06:29<@Alberth>ok, what is it that you want? :)
06:29<Eddi|zuHause>Alberth: show the changes made to the adjacent crossings patch, but not the one to the diagonal crossings patch
06:30<Eddi|zuHause>i can "cd .hg/patches" and do the "hg diff" there
06:30<Eddi|zuHause>but why wouldn't hg diff --mq do that exact same thing?
06:30<Eddi|zuHause>is it really the space that's screwing things up?
06:30<@Alberth>find a random patch with a non-space name?
06:32<Eddi|zuHause>doesn't work with "series" either
06:32<Eddi|zuHause>so that's not it
06:33-!-luaduck is now known as luaduck_zzz
06:35<@Alberth>with a real patch it would be better, but I suspect the result will be the same
06:36<@Alberth>however, since mq is quite dead, reporting it as bug won't really help, I am afraid
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06:47<onlyonemac>where can i ask development-specific questions?
06:47<Eddi|zuHause>where can i ask metaquestions?
06:48<onlyonemac>what are metaquestions?
06:48<@Alberth>here is fine
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06:48<onlyonemac>could someone tell me what the os-specific files are in the openttd source?
06:48<Eddi|zuHause>a metaquestion is a question about asking a question
06:48<@Alberth>onlyonemac: asking about asking is a meta question :)
06:49<Eddi|zuHause>the os-specific files are in src/os/
06:49<onlyonemac>what about video drivers?
06:49<onlyonemac>aren't those in src/video/?
06:49<onlyonemac>what else is there?
06:50<Eddi|zuHause>well, in src/video are platform-dependent files, which may or may not apply to multiple OSes
06:51<onlyonemac>ok i think i mean to ask where the platform-dependent files are, not the os-specific files
06:51<Eddi|zuHause>there are also sound-related files like this
06:51<onlyonemac>basically i'm wanting to port to a new os on a new platform
06:51<@Alberth>fios has file stuff
06:51<onlyonemac>what files do i need to look at?
06:52<@Alberth>grep for the usual suspects, LINUX WIN32, etc ?
06:52<onlyonemac>i was wondering if there was a centralised list of such files though, so that i can be sure to have everything
06:52<Eddi|zuHause>onlyonemac: if the new platform has SDL, then you don't need to touch the video/sound/music stuff
06:53<onlyonemac>also i don't know what functions in the other parts of the source are used for platform abstraction and which are the platform-specific files
06:53<onlyonemac>no the new platform does not have SDL
06:53<Eddi|zuHause>onlyonemac: additionally to the ones mentioned, src/thread/ is also platform specific
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06:54<@Alberth>don't think there is a simple list or directory you can look at
06:54<onlyonemac>are there any other considerations that i should take into account?
06:55<onlyonemac>e.g. the new platform has no stdlib - where are the memory allocation functions that i must rewrite?
06:55<Eddi|zuHause>onlyonemac: you should probably look through configure (config.lib)
06:56<Eddi|zuHause>i don't know anything about stdlib
06:57<Eddi|zuHause>sounds like a horrible job to rewrite that
06:57<onlyonemac>i shouldn't have to rewrite stdlib; i'll just need to change calls to stdlib to match the functions implemented by the new platform/os combination
06:57<@Alberth>I would you you have a c++ compiler for the platform
06:58<@Alberth>that should handle new/malloc things, wouldn't it?
06:58<onlyonemac>no because those are in stdlib
06:59<onlyonemac>the os has other library functions which do the same things as stdlib but they are called differently
06:59<onlyonemac>so the openttd code would need to be modified to use the new os library
06:59<Eddi|zuHause>onlyonemac: src/stdafx.h has some compiler specific stuff
06:59<chillcore><Alberth> don't think there is a simple list or directory you can look at <- grep #endif ?
06:59<@Alberth>chillcore: that's all .h files :)
07:00<chillcore>not .cpp too ... hmm ok
07:00<onlyonemac>you could grep WIN32 or something like that but that would probably for example miss calls to stdlib
07:00<onlyonemac>maybe i should also grep stdlib or something like that
07:00<onlyonemac>(or grep strings.h/malloc.h/etc...)
07:00<@Alberth>run the compiler, it will break on anything you don't have
07:00<onlyonemac>that's the other option lol!
07:01<onlyonemac>i might try that
07:01<@Alberth>it does a lot better search than you can :p
07:02<@Alberth>I use that trick quite often, rename or comment something out, and recompile everything
07:02<onlyonemac>that's probably what i'll do then
07:02<@Alberth>the compiler will nicely list where it is used :p
07:02<onlyonemac>i was just wondering if there was a list of such files/functions, but it seems that there isn't
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07:11<Eddi|zuHause>btw. the mercurial thing is some working directory bullshit.
07:12<Eddi|zuHause>"hg diff --mq blah" passes ./blah to the command, but ./blah is not inside .hg/patches, so it bails out
07:12<Eddi|zuHause>so i must write .hg/patches/blah
07:20<@Alberth>I had some trouble with hg -R in that area too (point to repo other than current directory) iirc, but never bothered figuring it out exactly
07:21<Eddi|zuHause>yes, they said --mq is basically an alias for -R .hg/patches
07:22<Eddi|zuHause>i'll file this under "stupid behaviour"
07:23<Eddi|zuHause>things that should be circumnavigated, but not important enough to worry about
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08:42<Samu>i submited the patch again, last night
08:42<Samu>is it better?
08:44<@Alberth>it still doesn't make sense to me
08:44<@Alberth>in my view, the value of an unused bit is not relevant to preserve, as it is not used.
08:44<@Alberth>therefore the entire patch serves no purpose
08:46<frosch123>V453000: <- so, did you not test correctly? or do different windows versions behave differently? :p
08:48<frosch123>can other windows users reproduce that?
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09:16<Samu>i experienced a similar issue once
09:16<Samu>about right click panning
09:16<V453000>no clue frosch123
09:16<V453000>but I cant seem to find it
09:18<Samu>when releasing right click button, the cursor was outside OpenTTD borders
09:19<frosch123>was that before beta2 ?
09:19<frosch123>because the whole thing was changed on the day before beta2
09:19<Samu>it was in one of the testing versions
09:19<Samu>haven't happened yet in beta2 as far as i can tell
09:20<Samu>seemed to happen often when it was lagging
09:20<Samu>input delay
09:20<V453000>I see it now
09:20<V453000>you cant pan out of the map?
09:20<frosch123>well, that's adifferent issue then
09:20<V453000>oh yeah now I got it too
09:20<V453000>it keeps me in some area
09:21<V453000>not always though
09:22<Samu>i'm not sure
09:23<Samu>i could pan towards a direction, but then the cursor would show up outside the window openttd border
09:23<Samu>releasing button would make the openttd cursor to disappear
09:24<Samu>it wasn't in that place
09:25<Samu>it's like there was two programs tracking cursor position
09:27<Samu>it wouldn't retain it's position at the moment the button was pressed down, it would show up somewhere else
09:29<Samu>let me explain again, it's becoming confusing
09:29<Samu>1 - hold down right click inside OpenTTD window
09:30<Samu>2 - while hold down, move mouse towards outside borders. the cursor is still in the same hold position in OpenTTD, but another cursor would appear outside oepnttd window
09:30<Samu>an OS-style cursor
09:31<Samu>I'm just not sure if it was still scrolling when it was outside the borders though
09:33<Samu>3 - upon releasing right click button, the cursor outside openttd was the true one with the real position, the other inside OpenTTD would disappear.
09:33<Samu>not sure which version of OpenTTD this happened, but it was one or two days before beta2 release
09:36<Samu>I am on Windows 7
09:37<Samu>testing version was 32-bit
09:37<Samu>if that is of any help
09:37<Samu>windows 7 is 64-bit
09:57<frosch123> <- well, if that is true, i have to disable the event queueing for windows as well
09:57<frosch123>would explain why it only happens sometimes for V
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10:01<@Alberth>joy :(
10:02<frosch123>hmm, actually i may have an idea to make it less reliant on exact behaviour
10:02<frosch123>so it can wobble around win overwriting messages sometimes
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10:16<frosch123> <- doesn't break it for me, maybe it makes it better on windows
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11:06<Samu>sea 00, canal 01, river 10
11:07<Samu>sea 001, canal 01x, river 101
11:09<Samu>canal on river 011, canal on sea 010 hmm
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11:19<Samu>sea tile, owner m1=x0010001, canal owner m6=(notacanal)
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11:23<Samu>canal tile on sea or on land of company 15, owner m1=x0101110, canal owner m6=11xxxx10 (iscanal)
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11:25<Eddi|zuHause>that is complete gibberish.
11:29<Samu>canal tile on sea or on land of owner none, owner m1=x0110000, canal owner m6=11xxxx11 (iscanal, isonsea, isnoowner)
11:31<Samu>hmm, sorry, thinking out loud
11:34<Samu>canal tile on land 110
11:36<Samu>canal tile on sea or land 010
11:37<Eddi|zuHause>i don't think this is the right place for these ramblings
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11:45<Samu>if canals could be owned by towns only, this would be much easier
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11:50<Samu>to identify a canal built on either river or sea/land, it would be preferrible if the canal owner was town
11:51<Samu>this would allow me to store 3 owners
11:51<Samu>only 2 at a given time, but with the possibility to reconstruct the 3rd owner
11:56<@Alberth>lots of people do teddy bear programming, eddi :)
11:57<frosch123>also eddi has a beard, so it suitable to be a teddy bear
12:04<Eddi|zuHause>5 nights at Eddi's?
12:08<@peter1138>Someone wants my 21" CRT, right?
12:08<@peter1138>Any gamers still prefering CRTs? :p
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12:13<Samu>i don't have means to distinguish between company 1 and owner_none
12:13<@DorpsGek>Commit by frosch :: r27172 trunk/src/gfx.cpp (2015-02-28 17:13:07 UTC)
12:13<@DorpsGek>-Fix [FS#6238] (r27167): Apparently Windows randomly drops SetCursorPos calls. According to internet due to incorrect/missing synchronisation in threads accessing the event queue.
12:25<Eddi|zuHause>i had a 21" CRT some years ago, and even carried it to a LAN party once
12:26<Samu>ok it's possible after all, with some crude logic to determine owner
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13:10<Samu>damn, there's 4 possible layers
13:25<@planetmaker>good evening :)
13:26<Samu>i thought a bare land tile had waterclass invalid
13:27<Samu>they dont have waterclass apparently
13:29<@Alberth>it's land, why would it need a water class?
13:29<frosch123>stuff that exists on both land and water has a water class
13:29<frosch123>e.g. industry tiles
13:29<frosch123>if they are removed they revert back to water or land depending on the stored water class
13:29<frosch123>in that case the invalid-water-class counts as land
13:31<frosch123>but plain land has no water class, just like they have no road bits :p
13:32<Samu>no problem
13:32<Samu>i can work this out
13:32<Samu>it's just going to be quite messy
13:44<heffer>planetmaker: fixed nml 0.4.0 source tarball in sight? :D
13:45<@planetmaker>ehm, would be 0.4.1 :)
13:45<heffer>okay :D
13:48<@planetmaker>heffer: can you check whether the current dev version is more to your liking? :) The manifest was really borked
13:49<@planetmaker>it doesn't fix the un-nice version in the filename though. Just that it should build at all ;)
13:52<Eddi|zuHause>call it in memory of openttd's version scheme :p
14:01<heffer>planetmaker: looks good. seems to build without an error :D
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14:04<heffer>hmm nmlc gives me "ImportError: No module named 'nml'"
14:06<heffer>i do python3 build first
14:07<heffer>then python3 install -O1 --skip-build --root $RPM_BUILD_ROOT
14:07<heffer>and it doesn't seem to install all files to the correct directory
14:09<heffer>yup. looks like the whole nml module directory is not installed:
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14:14<alluke>ffffffuuuuuuuucking fuck
14:14<alluke>angerfist in helsinki today
14:14<alluke>but sold out >:(
14:19<V453000>hi Terkhen :)
14:19<@Terkhen>hi V453000
14:24<@planetmaker>hm, so install fails, heffer?
14:25<@planetmaker>do you want to write me a patch? :D
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14:39<heffer>planetmaker: i'm afraid i won't be able to. I'm currently moving :D
14:42<Eddi|zuHause>alluke: i don't know what an angerfist is. but maybe you should have planned ahead? :p
14:43<Eddi|zuHause>alluke: but it's nice that of all the people on the whole internet, you come to us :)
14:43<alluke>isnt it
14:44<Samu>i'm thinking so slow today
14:45<alluke>but this is what i was talking about
14:46<Eddi|zuHause>i have no desire to watch that video :p
14:47<alluke>damn you :D
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15:09<@DorpsGek>Commit by frosch :: r27173 trunk/src/newgrf_debug_gui.cpp (2015-02-28 20:09:49 UTC)
15:09<@DorpsGek>-Fix [FS#6237] (r27134): Use the regular clipping functions in the sprite aligner instead of some magic.
15:12<__ln___>is it now less magical?
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15:38<Eddi|zuHause>now implement sensible alignment across zoom levels, and tracking of changes made?
15:38-!-Cybertinus [] has quit [Ping timeout: 480 seconds]
15:38<frosch123>already done
15:38<frosch123>albert is reviewing
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15:39<Supercheese>Eddi|zuHause: Not monitoring
15:39<Supercheese>there was some discussion there
15:40<Eddi|zuHause>there was something annoying about that channel
15:40<Eddi|zuHause>i think it was that i need to register to get +v or so
15:40<frosch123>assuming you would get +v :p
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15:40<Eddi|zuHause>i think i was offered +v :p
15:41<Supercheese>Yeah there is a bit of hoopstuff to jump through
15:41<frosch123>maybe just to laugh afterwards :p
15:42<frosch123>anyway, this channel is quite spammy lately, so .dev becomes more active :p
15:42<Supercheese>spam spam wonderful spam
15:42<frosch123>it even shares 3 of 4 letters
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16:09<@Terkhen>good night
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16:23<Samu>how do i tell the game that owner with bits 01111 is not town, but either owner_none or owner_water?
16:24<Samu>i wanna store owner_none and owner_water depending on that tile waterclass
16:25<Samu>can i trick the game believing "this" owner is actually "that owner" and behave accordingly?
16:28<Samu>i have to expose this problem clearer, it's becoming too complex without guidance
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16:30<@planetmaker>Samu: it sounds like total folly to try some kind of trickery in that area. Define the bits to mean *that* in the context of whatever. That's it
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16:32<Samu>basically, have a special rule in which all water tiles owner are stored as x1111, that x will be a variable I wanna use for other purpose
16:32<Samu>instead of using 5 bits to store owner, use 4
16:34<Samu>then retrieving owner of that tile wouldn't return owner_town, but it would be constructed to output the exact owner
16:34<Samu>based on some checks
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16:36<@planetmaker>samu you really should get into actually doing some stuff and *trying*. Without sharing every thought on every line as it crosses your mind
16:37<Samu>i'm building the bit matrix first
16:37<Samu>in excel
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16:38<Samu>yes, i wanna make sure if it is possible to have no bits conflcting with each other
16:38<Samu>it's complex when not looking at it
16:39<Samu>there's 3 possible layers on a given water tile
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16:41<Samu>each layer can store 2 owners
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16:41<Samu>i have 8 bits for owners, 4 at m1, 4 at m6
16:41<Samu>then i have 1 more bit which must be shared by both
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16:42<Samu>this is the one that's causing most trouble
16:43<Eddi|zuHause>that will never work
16:43<Samu>the third layer uses this sharing bit to identify the firstmost owner of the tile, and the owners are always either none or water, but i have to store them in the form of 4 bits
16:43<Eddi|zuHause>you can't store 10 bits worth of data in 9 bits
16:44<Samu>i can because, the owner of sea is always water
16:44<Samu>the owner of river is always water
16:44<@planetmaker>then you do not need to store it
16:44<Samu>the owner of canal, however... complicates
16:44<Samu>a big deal
16:46<Samu>i speak of 3 layers because i am also trying to distiguish canals built on river or on sea/dryland
16:47<Eddi|zuHause>that needs 1 bit. why do you want 8?
16:47<Samu>destroying canal reverts to either river, or sea/land
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16:48<Samu>let me show u "matrix"
16:49<Samu>can you open excel files?
16:50<Samu>great :(
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16:51<Samu>just to get an idea
16:51<Samu>it is not final, nor correct yet
16:51<Samu>i am still fiddling with bits
16:54<Samu>destroying ship depot, reverts to previous layer
16:54<Samu>destroying that layer, reverts to the one before
16:54<Samu>and so on
16:54<Samu>until it's at the base
16:56<Samu>the first is correct
16:56<Samu>the second is with an error
16:56<Samu>or actually, it is as if owner_none was using 5 bits
16:59<Samu>that line with 4 layers is misleading, i really have to work on this yet
16:59<Samu>but the idea is there
17:00<Samu>being have to revert canals to rivers instead of just getting rid of them, and at the same time know which owner owns what at a given tile
17:03<Samu>that bit 4 at m1 will be of extreme importance, it will allow the game to restore it's first form. I can see this as being possible with 4 bits for identifying 1 owner, instead of 5.
17:04<Samu>with 5, well... I don't know if it's doable, it probably is, but may become too complex
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17:46<Samu>dumb question, can there be rivers on sea?
17:53<FLHerne>Samu: Sea doesn't flood rivers/canals
17:53<FLHerne>If that's the question
17:56<Samu>sorry, i was confusing myself
17:57<Samu>thinking that if removing a river tile that was planted on sea would revert back to sea
18:00<+glx>if you remove it it will be flooded
18:01<Samu>that means i can treat rivers like they're the base
18:01<Samu>simplifies this even further
18:01<Eddi|zuHause>river or canal on sea level prevents the sea from flooding
18:02<Eddi|zuHause>so you can have land on sea level that way
18:03<Samu>I see, but I was thinking of something related to ownership
18:04<Samu>don't have to store river owners
18:04<Eddi|zuHause>i don't know what you try to achieve here. there's no difference if the river was built on land or at sea level. river is river
18:05<Samu>something cool :p
18:05<Samu>so, 3 layers it is
18:05<Samu>there's no 4th layer to take care off
18:05<Eddi|zuHause>excuse my scepticism about this.
18:07<Samu>thus in turn, owner_none becomes the only exception rule, I don't have to care about owner_water, this simplifies it
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18:40<Samu>can you see a patern:
18:51<Samu>now i got to repeat, but for the case station tile, then later, for the case industry tile
18:51<Samu>it's taking shape
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20:05<Samu>just finished
20:06<Samu>have yet to check for mistakes/conflicts
20:06<Samu>it's a big image, zoom in
20:09<Samu>found 1 mistake already, :(
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22:30<Flygon>supermop: Running low on Victorians in the Melbourne area. Want a free 32in widescreen CRT?
22:30<supermop>sorry, no thanks
22:31<supermop>not a tv kind of guy
22:31<Flygon>Thanks, anyway!
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---Logclosed Sun Mar 01 00:00:34 2015