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#openttd IRC Logs for 2015-03-04

---Logopened Wed Mar 04 00:00:38 2015
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03:23<Dennis_>Hi there! Is there a way to set the game speed? Im hosting a server that keeps alive 24/7 but when the night comes almost 50years past by.
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03:25<@planetmaker>Dennis_, you can pause the game when no client (or too few) are connected. Look for min_active_clients
03:25<@planetmaker>but you cannot set game speed
03:26<Flygon>Dynamic game speed would be quite neatg
03:26<Dennis_>Thanks a lot. @planetmaker
03:26<Flygon>As more years pass
03:26<Flygon>The slower the years go by
03:31<Celestar>write a patch, or adjust one of the many daylength patches :P
03:31<@planetmaker>well. First make daylength work with less rough edges. Then adjust it for time-varying daylength ;)
03:35<V453000>I would have expected slow motion mode in some action games but openttd? :D
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04:14<Pikkaphone>yes but
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04:19<Pikkaphone>that got rid of *him*!
04:21<@planetmaker>I notice that pikka didn't vote for a titlegame :P
04:47<Pikkaphone>well I always use nightlies so I haven't seen a new one in years anyway. ;)
04:48<Pikkaphone>yoyo toto
04:49<V453000>the nightly one is best, though on larger screens the bottom right is a bit boring :)
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06:35<V453000>fuck, making a model of steamer is really a lot of shit to do :D
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06:40<__johannes>hello, can someone plz help with a sound problem on linux?
06:41<__johannes>during to some linux update, music is not playing anymore (sound is)
06:41<__johannes>I read this here:
06:41<__johannes>it worked, but why isn't it working without that?
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07:31<DanMacK>Hey all
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09:52<chillcore>hello all o/
09:55<chillcore>hmm only 2031 views ...
09:56<V453000>for good reason o_O
09:56<chillcore>it helps if you understand them ;)
09:57<chillcore>but yeah tastes and colours ...
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10:24<chillcore>:) V453000
10:26<Ketsuban>"Thou shalt not smile".
10:27<chillcore>I see there is no STR_JUST_UINT in the lang files ... how much pixels do I reserve for negative signs to prevent '...' cutoffs in number strings? <- GetStringBoundingBox returns size is in pixels
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10:29<chillcore>V453000: I can not help but smileth ... me and my cookiemunching wild bird are building a nest since a day or three
10:32<chillcore>for real ... this bird goes nuts when it sees me and it has decided to build a nest on top of an old ladder
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10:33<chillcore>I'll take some pics and post 'em somewhere ;)
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10:36<V453000>send burd
10:38<chillcore>and as if that is not enough to make me smile ... I had my way with this public computer ... again (deleting spyware and locking it down somewhat). friday I get to demonstrate the advantages of giving each user his own USB with own OS on it instead off letting everyone use the same account and infecting eachother without them realising it.
10:41<@planetmaker>chillcore, yes, GetStringBoundingBox should return the (maximum) size a string can have. If you calculate that for varying numbers, feed it with like -9999 or whatever
10:41<@planetmaker>is the maximum you need to display
10:44<chillcore>ye that is the prob planetmaker, I can not find a string that has just a minus sign to add to the maxsize
10:45<@planetmaker>I don't understand. Maybe GetStringBoundingBox is wrong as it does not consider a sign?
10:45<chillcore>but I should rephrase my question and make it a bugreport? STR_JUST_INT does not take into account the possibility of having a negative sign in the string
10:45<chillcore>you were faster ;)
10:46<@planetmaker>Make it a patch instead of bug report :P
10:47<chillcore>hmm I can not add it to STR_JUST_INT ... and I has me three 'bugs' already
10:48<chillcore>three bugs that have me scratching my head that is. I really should focus on getting terrainengeration acceptable for trunk
10:49<chillcore>otherwise I'd be happy to; maybe I can solve it while doing the rest of my tgen patch
10:50<V453000>yeah, crowds wants terragen
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10:53<chillcore>yeah me too ...
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11:18<Samu>i can't create patch, i get inconsistent new lines
11:18<Samu>because of those html files
11:23<Samu>screw them, i put them apart
11:25<Samu>this kind of works
11:25<Samu>i get unhandled exception when i build a canal on scenario editor when I don't have a town yet
11:25<Samu>what can i do
11:26<@Alberth>don't allow building a canal
11:27<Samu>not a good solution
11:27<Samu>i could place canals before
11:28<Samu>i'd like to apply the exception rule for GetTileOwner
11:29<@Alberth>change all code that does something with the owner of a tile then
11:29<Samu>store as OWNER_TOWN, but retrieve, behave, etc... as OWNER_NONE
11:30<@Alberth>as the guarantee that the assert gives, doesn't apply then
11:30<@Alberth>you ever have a real OWNER_TOWN?
11:30<@Alberth>if yes, how do you know the difference?
11:31<Samu>i don't think towns can ever have canals
11:31<Samu>at least, I've never seen any with one
11:31<@Alberth>so why do you even store OWNER_TOWN then?
11:31<Samu>because i want to use 4 bits only for owners, instead of 5
11:32<@Alberth>"I've never seen" doesn't count, the code must make it impossible
11:32<@Alberth>unless you have checked every possible openttd map that may exist
11:32<@Alberth>but that would take more time than you live
11:34<chillcore>V45300: did you not ask for a windoze binary to test the tgen patch a few days back? moki posted one that you could use to help me tune values ... hint hint :)
11:35<@Alberth>hi hi chillcore
11:36<chillcore>you may want to tune large maps ( bigger than 512) and small maps seperatly, I'll most likely introduce two arrays to make things simpler
11:36<chillcore>hello Alberth
11:38<Samu>Owner: Brealey... this is wrong, that's the name of a town
11:38<Samu>m1 = 0x2f - this part here is correct however
11:39<Samu>can towns own tiles of type object?
11:40<Samu>if they can, I'm screwed
11:41<@Alberth>look in the landscape.html file, it's documented there
11:42<Samu>◾bits 4..0 : owner of the object (for lighthouses and transmitters normally 10)
11:43<openbu>{`????y[q??i?>??ww???P?Jy?47 ?V(??*?*???<?(28?
11:43<openbu>?{w??? ?u?T*??`?E?????^1k?%? ?$?Z?v`c?X??i????5????'/xI?????dn????d???/o??1????-?e???7??x^? a???1J?Q@!??0??l?<?9?M??8g?"?+???*??b|/@???0????
11:43<openbu>????KNihhx????W?y??j???N?nqk?H?R???K??v??{eW_O+?3??JQ?i#????f?????Uo?!?"?a "??i\?J?!<??0??????4?q??X? C??9????!??!c??OS?<??M`E $?(??;?????Ib?/
11:43<openbu>?s.???????M?¨³O>?i?Y?\?l6;??N8W?rBjkk????G?>??o???W{Z#?@k?@F?[f?w??r-(D5tBUB?(???yU??#?1K?~?v?????8O`LD ?t
11:43<Samu>what's that?
11:43<openbu>!??m?wV?????? )
11:43<openbu> ?e??¨¶6?\???S*F8??+??Xa9??§¢??Rud??!e???=??e??3?????(?x???k??¨¯ Zi?s8???x?I?K?? ??????E?b?rI//n???Wa?vL??
11:44<openbu>????Z?U??? ???? Q\?W>?tD?j??*b?{?·©Ti|?C'|?O'I???:~C???(.E?%??A
11:44<openbu>?CP.V?2?B??g?/??1h????"?|AW?R??>8AlB¡§??kjDK?z??s?/_?S7Q?v'1?Cu?S?^??}?????K?,????q??E??<?S7Q??c????H2?,?¦£+(?U?8??p 8???)??a????0a?F?IA:?E,bF-J$?c?@U?I?)?D?\.?a\?T?09?b?)G*??\Vd????J??YO?+?(?Y?p?IITs?J?????sY1\?i?O?gwl???+?? !?? ?t????? KO?0??Z???^q?????8?J?????>?VT+ubU|| 8Zj?Z??M??R??Q)?Y?8D???()?)|O1????u??I?O????%(????C?=/?P?q?????ijN???? nH?Kd??????+???????5??%?l?a?8"|`?!?c?!-??§°F{>A?M??R?P<?=
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11:44<gnu_jj>dafuq stop it
11:44<openbu>/MT)?!?J?S?Omv Y??}|??D?? .?? -j2Y?8?[?X?)?}'l?
11:44<openbu>?F? n????????D????Op?)??@>D?H??<'@??? <???TFF0??YcB? Q??\xA7§@y>?t?K?r?%? ?q?c?o e1"FH?F?o?j?$Z ??"?s?,
11:44<openbu>?N?!BC:???"#?E?L~?H8J?|Y+ZJri???Z???????9??S?h??|"??J?? ?z????*??;?5? ?F?He1?X#?a??Z+?8??k???Q?(?H&????f?B???>RW??F????$
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11:44<SpComb>if you look at it cross-eyed in the right way you can kinda make out the image
11:45<Samu>all I see is question marks
11:46<juzza1>is some of the text blinking for anyone else?
11:46<juzza1>didn't know that was even possible
11:46<chillcore>not for me juzza
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11:49<Leander_>if you're in a terminal and your client didn't escape that thing properly, maybe
11:50<Samu>"I've never seen" doesn't count, the code must make it impossible. hmm, how do i make canals never owned by towns
11:50<Samu>by code
11:51<Samu> assert(o != OWNER_TOWN);?
11:52<Samu>gonna try
11:52<chillcore>oh my ...
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11:55<@planetmaker>one really should not paste PNG files as text in IRC ;)
11:56<Samu>ah, i see
11:57<Samu>i don't get the heck out of asserts
11:57<Samu>unhandled exception again
11:57<@planetmaker>they're simple: they're wards against doing stupid things.
11:58<@planetmaker>they're lines of code which say "if you encounter this condition here, something is seriously wrong. I abort now before worse happens"
11:58<@planetmaker>and you need to check why you encounter the assert, thus which placed called that function with wrong assumptions
11:59<@Alberth>in terms of a developer it means "you messed up, fix your code so you don't get here at this moment"
11:59<@Alberth>and yep, it happens to me too every now and then :)
11:59<Samu>it passed the assert
12:00<Samu>but gave me unhandled exception
12:00<Eddi|zuHause><juzza1> is some of the text blinking for anyone else? <-- i suppose "blinking" doesn't fall under "no colour codes (+C)" mode
12:00<@Alberth>segmentation fault or bus error or so?
12:01<Eddi|zuHause>but the terminal-emulator (or client) must implement that
12:01<Samu>Unhandled exception at 0x00FEAB4B in openttd.exe: 0xC0000005: Access violation reading location 0x00000000.
12:01<__ln___>i do see many colors despite +c
12:01<@Alberth>ah, null pointers :)
12:01<Samu>i was querying a tile with owner_town in scenario editor
12:01<Samu>and no town in existance
12:02<Samu>oki, existence
12:02<Samu>i built a canal tile, then query it, boom unhandled exception
12:02<@Alberth>querying a town under that circumstance will probably give you a NULL value, which you cannot use to get a tile owner
12:03<@Alberth>since NULL means "nothing"
12:03<Samu>if i built a town first, then place canal, then it comes up with canal being owned by town, it's also wrong, should be owned by none
12:03<@Alberth>and 'nothing' has no tile owner
12:07<Samu>void GetNameOfOwner(Owner owner, TileIndex tile)
12:08<Samu> SetDParam(1, t->index);
12:08<Samu>it ends here
12:08<Samu>i didn't edit company_cmd.cpp, but the error was here?
12:08<Samu>this is so confusingh
12:11<Leander_>the game probably assumes that everything "built" belongs to a town or a player?
12:11<Samu>+ t 0x00000000 <NULL> const Town *
12:11<Samu> owner MAX_COMPANIES (15) Owner
12:11<Samu> tile 2022 unsigned int
12:12<@Alberth>a large amount of code accesses the map, so yeah, it's likely you didn't edit all map accesses
12:12<Samu>ah, I see, the game is treating it as being part of a town, this is wrong, it should not do that
12:13<@Alberth>no, GetNameOfOwner suggests it wants the name of the owner
12:13<Samu>it's trying to get the name of the closest town
12:13<Samu>there is no town
12:13<@Alberth>ie for a station tile that would be the owning company
12:14<Samu>shouldn't even be doing this
12:15<Samu>when i built a canal tile, this happens: if (o == OWNER_NONE) o = OWNER_TOWN;
12:15<Samu>then MakeWater does something, let me see
12:16<Samu>SetTileOwner(t, o);
12:16<Samu>this is what's ruining everything
12:17<Samu>canal on scenario editor is by OWNER_NONE
12:18<Samu>i rename owner to town
12:18<Samu>i want to store it as 4 bits only
12:18<Samu>at m1
12:18<Samu>but still treat it as OWNER_NONE
12:18<Samu>this part is missing
12:18<Eddi|zuHause>Samu: when you convert OWNER_NONE to OWNER_TOWN on writing, you must obviously make the reverse conversion on reading
12:19<Samu>that's at GetTileOwner?
12:19<Samu>or at MakeWater?
12:20<Eddi|zuHause>you probably put the conversion in the wrong place
12:21<Eddi|zuHause>you don't want to change the owner for the generic SetTileOwner
12:21<Eddi|zuHause>you only want to change it in SetCanalOwner
12:23<Samu>i have to store owners twice when making a canal tile
12:24<Eddi|zuHause>but you need to store the unchanged owner in the place that stores the tile owner
12:24<Eddi|zuHause>and store the changed owner only in the place that stores the canal owner
12:25<Samu>hmm, confused
12:26<Samu>must store the unchanged owner
12:26<Samu>that is 5 bits?
12:26<Samu>it must be 4 on both owners :(
12:26<Samu>else i'm screwed
12:27<Samu>not enough free bits
12:27<Eddi|zuHause>you need to pass the unchanged 5 bits to any function that stores or reads an owner, and then fudge the storage to store only 4 of these 5 bits
12:27<Eddi|zuHause>so any piece in the code THINKS it's storing all 5 bits
12:27<Eddi|zuHause>even if it doesn't
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12:29<Eddi|zuHause>so, the conversion must happen at the place that sets or reads m6 (or m1)
12:29<Eddi|zuHause>and only there
12:29<Samu>GetCanalOwner and GetTileOwner
12:30<Samu>SetCanalOwner and SetTileOwner
12:30<Eddi|zuHause>exaclty. those are the ONLY places where such a conversion may happen
12:31<Samu>i'm at tile_map.h
12:31<Samu>this is where GetTileOwner is located
12:32<Eddi|zuHause>yes. because owner is supposed to be handled the same in all types of tiles
12:32<Eddi|zuHause>now you want to make an exception for water tiles
12:33<Samu>not all water tiles, just water tiles with waterclass canal
12:33<Eddi|zuHause>so you must either put an exception in GetTileOwner. or you must make a new function ("GetWaterOwner" or so), and make all places that call GetTileOwner check for IsWater first
12:33<Samu>and it's not only for water, but also object and station
12:37<Samu>tiles of type station, water, object, if of waterclass canal - GetTileOwner at m1
12:38<Samu>tiles of type station, water, object, industry, if of waterclass canal - GetCanalOwner at m6
12:39<Samu>tiles of type station, water, object, if waterclass not canal - GetTileOwner at m1 as 5 bits
12:40<Samu>tiles of type station, water, object, industry, if waterclass not canal - nothing to do about m6
12:40<Eddi|zuHause>yes, so that should be a simple condition to check
12:42<Eddi|zuHause>(there is probably potential for optimization here, but let's not worry about that for now)
12:42*chillcore builds canals in scenario editor before a town exists with owner N/A ...
12:43<Samu>that is the behaviour I am trying to achieve, even though i'm to store them as 4 bits
12:43<Samu>ok, gonna try zuhause
12:43<chillcore>I was just saying ... I still think you are trying to fix things that are not broken while creating broken stuffs
12:45<Samu>i have to break it to get one extra bit out of it
12:45<Samu>it will have a meaning later on
12:53<Samu> if (IsTileType(tile, (MP_STATION || MP_WATER || MP_OBJECT)) && IsWaterTile(tile) && owner == OWNER_TOWN) SB(_m[tile].m1, 0, 4, OWNER_TOWN);
12:54<Samu>oops, water class missing
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12:58<Samu>error, identifier IsCanal is undefined
12:59<+glx>missing include
13:02<Samu>oh, so that was it, I had similar problem yesterday night
13:03<Samu>nope, can't do it :(
13:04<Samu>2900 errors, it's becoming worse with include
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13:06<Samu>identifier not found :(
13:06<Samu>182 errors
13:06<Samu>182 errors or 2900 errors with include
13:06<Samu>what can i do
13:07<@Alberth>find the cause
13:07<Samu>IsCanal is the cause
13:08<+glx>undefined identifier implies missing include
13:09<Samu>i'm removing iscanal then
13:09<+glx>checking the errors and fixing them in order is the best thing to do
13:09<chillcore>Alberth, there is no WWT_SLIDER yet, right? My thingy does not slide properly.
13:09<+glx>just trying random things usually doesn't work
13:10<@Alberth>chillcore: right, I didn't make such a thing, not even in freerct, and it's on my list there :)
13:10<chillcore>also int32 will happily overflow while UINT16 does not ... hmm
13:10<Eddi|zuHause>chillcore: peter's 32bpp colour patch had sliders
13:10<Samu>without iscanal it can boot the game
13:10<Samu>but then, it's not doing the right thing
13:11<Eddi|zuHause>"removing the battery fixes the short circut. but then it's not powered."
13:11<@Alberth>yep, all code has a purpose
13:12<chillcore>I already have the link I believe Alberth, I'll check to see if I can steal something
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13:12<chillcore>thing is I have this one slider that does not slide but clicking in the box works ... I want to fix that before adding 9 more
13:13<Eddi|zuHause><glx> just trying random things usually doesn't work <-- well, trying a million random things might work. then you have genetic programming :p
13:13<@Alberth>if you can steal the code of my not implemented slider thingie, I'd like a copy :)
13:14<Eddi|zuHause>well, a slider is basically a horizontal scroll bar?
13:14<Eddi|zuHause>just without an associated panel/list that gets scrolled
13:15<chillcore>Alberth: ofcourse you get a copy ... me works on GPL v2 not later project ... I meant I should have the link of peterns colour patch
13:15<@planetmaker>chillcore, we have scrollbars
13:15<@planetmaker>chillcore, dunno what you plan, but they might double as what you want. See e.g. station and object selection windows
13:16<chillcore>ye but I do not want the gui to start scrolling ... :P
13:17<chillcore>I am adding sliders for the perlin noise params ... I could post what I have so far, it has been a few days and some things are added already, working but buggy still kinda
13:18<chillcore>I used the slider from music gui ... volume and effect volume
13:19<Eddi|zuHause>but those are vertical?
13:19<Eddi|zuHause>seems impractical
13:19<@Alberth>rotate the monitor :p
13:20<chillcore>just that my slider is stuck-ish on one side because I did not yet convert the SetVolume code ... which I can not find
13:20<Eddi|zuHause>i mean, most of the ingame guis extend more easy horizontally than vertically
13:20<@planetmaker>chillcore, misc_gui?
13:20<chillcore>yes indeed and no I am having horizontal sliders
13:20<chillcore>music_gui planetmaker
13:22<chillcore>I'll post the pacth then you can see what I did so far ... zippedy-zipping
13:23<chillcore>patch* ...darned dyslectic fingers of mine
13:23<@Alberth>nah, your brain is too fast :)
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13:25<chillcore>hmm could that be the cause? I'd like to think so. ;)
13:30*V453000 wants RGB sliders
13:31<@Alberth>add a "rainbow" slider too
13:31<Eddi|zuHause>that's what i think causes stuttering, the brain is moving faster than the mouth reacts
13:32<Eddi|zuHause>so when the mouth is speaking word X, the brain is already thinking word Y, and that confuses the mouth
13:33<Eddi|zuHause>what i never really figured out. if RGB is caused by our eyes/brains, then how is there a "colour circle", when the rainbow/visible light spectrum is linear?
13:35<Eddi|zuHause>mixing red+green, and green+blue causes colours that are on the rainbow/spectrum inbetween, but how can red+blue make a colour, that can't be on the spectrum (because that would be green)
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13:38<Wolf01>(i have a bunch of cotton in my mouth)
13:39<Eddi|zuHause>dentist forgot to take them out?
13:39<Wolf01>what the pain... it's not the act of pop a tooth, it's the after
13:39<frosch123>Eddi|zuHause: how can e^iπ be the same as e^-iπ
13:40<Eddi|zuHause>frosch123: because complex numbers are not a linear spectrum
13:40<frosch123>how can you smoothly transform a line into a circle? :p
13:40<Eddi|zuHause>because you can't
13:40<Eddi|zuHause>you can transform a line into a circle, but you loose the "smooth" part
13:40<Eddi|zuHause>or you get a gap in the circle
13:40<Wolf01>use a filter
13:41<@peter1138>who what
13:42<frosch123>Eddi|zuHause: they are holomorphic almost everywhere, how can it be more smooth?
13:42<@planetmaker>Eddi|zuHause, depends on the nature of the origin. If it's a significant root, integration e^i\pi won't end in the same place but further up or down :)
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13:42<Eddi|zuHause>frosch123: the fun part about "almost" everywhere, is the points where it's not (singularities)
13:42<chillcore>I want to steal your sliders peter ... after you fixed 'em. :P
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13:44<frosch123>Eddi|zuHause: ah, well, the colour circle does not matter. green is the best colour anyway
13:44<chillcore>not that I have tested if they are broken or not ... I was told they may still have some bugsies ;)
13:44<Eddi|zuHause>frosch123: so the dress is green?
13:44<@planetmaker>kermit-green, of course :P
13:44<@planetmaker>similar to chillcore's colour actually ;)
13:45<frosch123>Eddi|zuHause: that was the first time spon gave me a hint to understand xkcd
13:45<Eddi|zuHause>frosch123: haha :p
13:45<chillcore>for me dress is ligt blue and brown golden (in that overlighted picture)... and ye colourblindness is greatly underestimated
13:46<Eddi|zuHause>chillcore: except it's not about colour blindness at all
13:46<chillcore>it is kinda related ... but yeah I get your point
13:46<Eddi|zuHause>chillcore: it's like the optical illusions about "these squares are the same colour", or "these figures are the same size"
13:47<Eddi|zuHause>your brain does internal colour correction
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13:47<Eddi|zuHause>and depending on how your brain is conditioned, it interpretes the dress in different colours
13:48<chillcore><planetmaker> similar to chillcore's colour actually ;) ... here we say "still wet behind the ears"
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13:48<Eddi|zuHause>chillcore: "Grünschnabel"
13:49<@planetmaker>chillcore, I was more referencing the colour you have in my IRC client. But there's "grün hinter den Ohren" oder "Grünschnabel" ;)
13:49<frosch123>are greenhorns close relatives to unicorns?
13:50<chillcore>ah ok ... the only coloour I have is yellow when someone mentions me ... horrible unreadable yellow
13:50<Eddi|zuHause>frosch123: i imagine they have two green horns.
13:50<Eddi|zuHause>frosch123: unicorns exist. only they are fat and live in africa.
13:52<frosch123>Eddi|zuHause: the "last unicorn" is a silly term. there is only a "unique unicorn", which travels time and space, so you can see it multiple times
13:52<Eddi|zuHause>frosch123: also, if "being mammals" means "closely related", then probably yes
13:53<Eddi|zuHause>except if you think it's an alien. then it's probably not related at all
13:56<Wolf01>but there is a song which tells of a "last winged unicorn", so?
13:57<chillcore>haai Terkhen o/
13:57<Eddi|zuHause>frosch123: but that's just a semantical thing if the only thing could also be the last?
13:57<Wolf01>or the first
13:58<Eddi|zuHause>frosch123: is there a last doctor?
13:58<Eddi|zuHause>frosch123: is the doctor a unicorn?
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14:03<Eddi|zuHause>i was just thinking "there is cat"
14:03<Wolf01>I sometimes find the cat but not his human
14:04<Samu>Owner: someone
14:04<Samu>it's something
14:05<Eddi|zuHause>or Town?
14:05<Samu>i managed to get the game booting and to query a tile
14:05<andythenorth>cat owner always returns None
14:05<Eddi|zuHause>i suppose there are some towns that employ cats
14:05<Samu>i get tons of warnings
14:06<Samu>but oh well
14:06<Samu>it boots
14:07<Samu>Warning 6 warning C4353: nonstandard extension used: constant 0 as function expression. Use '__noop' function intrinsic instead (..\src\bridge_gui.cpp) c:\openttd\trunk\src\tile_map.h 177 1 openttd
14:07*andythenorth should do something useful
14:08<Samu>tons of these
14:08<Eddi|zuHause>Samu: that probably means you did something very wrong
14:08<Samu> Owner co = (Owner)(0(GB(_m[tile].m1, 0, 4)));
14:09<Eddi|zuHause>yes. that looks very wrong.
14:09<Wolf01>what's that 0?
14:09<Samu>how do i put the 5th bit as 0 in there?
14:09<Samu>simulate as 0
14:09<Wolf01>with SB()?
14:10<Samu>0xxxx, xxxx won't get over 1111
14:10<Eddi|zuHause>Samu: bits are always 0 unless you set them
14:10<Samu>but it needs to behave like it's 01111
14:10<Eddi|zuHause>GB always returns 32 bit, with most of them as 0
14:10<Samu>that 0 however, isn't there
14:11<Samu>it's simulated
14:11<Eddi|zuHause>Samu: but "0(x)" is a function called "0" that gets parameter "x"
14:11<Eddi|zuHause>Samu: which is probably not what you meant to write
14:11<Samu>it's not :)
14:11<Eddi|zuHause>Samu: see, and that's why the compiler warns you
14:12<Samu>Owner: someone, at least it not unhandled exception
14:14<Eddi|zuHause>Samu: well, the return value of the function "0" is probably of type "void"
14:14<Eddi|zuHause>which you then cast into "Owner"
14:14<Eddi|zuHause>which means it's either 0 or garbage
14:15<Eddi|zuHause>where in C(++) it usually tends towards garbage
14:15<Samu>it's wrong
14:15<Samu>shouldn't be 3f
14:15<Wolf01>because it's garbage
14:15<Eddi|zuHause>of course it's wrong
14:16<Samu>should have been 2f
14:16<Samu>that "0" turned to "1" :(
14:17<Eddi|zuHause>Samu: say, you want to buy bananas. but instead of a store, you went to a dumping site
14:17<Eddi|zuHause>Samu: how can you expect to return with a banana?
14:18<Eddi|zuHause>even if you went to aisle 3, row 4, and grabbed the yellow object there, assuming it's yellow.
14:19<Eddi|zuHause>because that's where the bananas are in the shop where you usually go
14:20<Wolf01>really? never noticed that
14:20<Samu>trying Owner co = (Owner)(_m[tile].m1 &= GB(_m[tile].m1, 0, 4));
14:20<@Alberth>nice :p
14:21<Eddi|zuHause>so you destroy whatever else is written in m1, just to read it?
14:21<Samu>i have no idea
14:21<Eddi|zuHause>we noticed that
14:21<Wolf01>destructive read
14:21<Samu>assertion failed now
14:21<Eddi|zuHause>Samu: so you throw away the chocolate in the kinder egg, to get to the toy?
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14:26<TrueBrain>hmmm ... BaNaNaS ....
14:27<Eddi|zuHause>... Batman!
14:27<TrueBrain>no more yellow furry small living silly thingies for you Xar
14:28<Xaroth|Work>but but but
14:29<TrueBrain>you are a cow?
14:31<TrueBrain>now you are just being silly andythenorth
14:31<andythenorth>I’ll stop
14:34<Wolf01>mmmh, it's starting the headache...
14:36<Eddi|zuHause># la la lala la la la la lala
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14:41<andythenorth>suggestions forum is dissapointing
14:42<andythenorth>or disappointing
14:43<@Alberth>both are not good :)
14:44<Samu> Owner co = (Owner)(SB(co,_m[tile].m1, 0, 4));
14:45<Samu>Error 1 error C2678: binary '&=' : no operator found which takes a left-hand operand of type 'Owner' (or there is no acceptable conversion) (..\src\animated_tile.cpp) c:\openttd\trunk\src\core\bitmath_func.hpp 62 1 openttd
14:45<Samu>i am horrible at this
14:46<Eddi|zuHause>because you don't listen to anything we say
14:48<@planetmaker>we had that very same message yesterday or the day before from you. Quite literally.
14:48<@planetmaker>Also your preceeding and trailing lines to that error
14:48<@planetmaker>quite a déjà vu
14:49<Samu>i got this on the other Owner co = (Owner)(GB(_me[t].m6, 0, 2) || GB(_me[t].m6, 6, 2));
14:50<Eddi|zuHause>"we put 10 differences in these two lines, can you spot them all?"
14:51<Samu>so it's also wrong?
14:52<Eddi|zuHause>i mean, independently of whether that last line is wrong or not. can you name some differences beteween the two lines?
14:52<@Alberth>c++ doesn't mind if you want to shoot yourself in the foot
14:53<@Alberth>it will happily allow you to do so
14:54<Eddi|zuHause>i've never seen anyone shoot himself in the foot so much, and keep going...
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14:59<Eddi|zuHause>is there an elevenacity?
14:59<andythenorth>is it louder than tenacity?
14:59<Eddi|zuHause>elevenacious D?
15:00<Samu> Owner co = (Owner)GB(_m[tile].m1, 0, 4);
15:00<Eddi|zuHause>Samu: is that an answer to my question?
15:00<Samu>i get assertion with that
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15:02<chillcore>samu then it is not that
15:03<Samu>no idea what to do
15:04<chillcore>join the club ;)
15:05<chillcore>may I suggest you read logs for the past week or two?
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15:05<chillcore>no offense intended
15:05<NGC3982>No intern offended
15:06<Eddi|zuHause>no online internet
15:09<chillcore>I swear if my old ISP sends me a new invoice end of april before offering me free internet for seven months at least, 4G or not, the online internet will be too small.
15:09*chillcore refuses to send back modem as that would mean I have cancelled subscription myself
15:11<Samu>what the assert says is
15:11<Samu>line 113 of pool_type.hpp
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15:14<chillcore>pretty sure the assert sais more than that samu ...
15:15<Samu>cannot load savegame etc... I wasn't loading any save
15:15<Samu>i was starting openttd
15:15<Wolf01>which loads the title screen, which is a savegame
15:17<Samu> assert(index < this->first_unused);
15:17<Samu>expression: assert(index < this->first_unused);
15:17<@Alberth>sounds useful to enforce
15:18<Eddi|zuHause>that's where you use a debugger, and go "up" in the backtrace until you find a sensible line
15:18<@Alberth>ha, it implies ability to detect "sensible line"
15:18<Eddi|zuHause>yes, i'm naive like that :p
15:20<@Alberth>woo, that's old :)
15:20<@Alberth>swingin' yeah!
15:20<chillcore>"ik zoek iets maar ik weet niet wat"
15:21<Samu>ignoring assert error and it gets unhandled exception
15:21<chillcore>you're not supposed to ignore asserts
15:21<Samu> if (GetWaterClass(tile) == WATER_CLASS_CANAL && !is_lock_middle) Company::Get(old_owner)->infrastructure.water--;
15:22<Samu>line 1302 at water_cmd.cpp
15:22<chillcore>assert means "you made booboo"
15:22<Samu>i really don't know what to do
15:22<Samu>go up
15:22<@Alberth>chillcore: don't bother, samu has been told so a zillion times
15:22<chillcore>I know :/
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15:23<Eddi|zuHause>Samu: my guess is that Company::Get(old_owner) fails because old_owner has a wrong value
15:23<Wolf01>assert means "you are lucky I stopped this stuff before it does something weird and I also tell you why I stopped it"
15:23-!-lobstar is now known as lobster
15:24<Eddi|zuHause>Samu: which is to be expected, even if you did it right. because the old savegame has the owner still stored in the old way, so you cannot call "GetTileOwner" on that old savegame in AfterLoadGame anymore
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15:27<andythenorth>what happens if the assert is broken? o_O
15:27<Eddi|zuHause>andythenorth: fixing the assert is something different than ignoring the assert
15:27<chillcore>we need asserts on the asserts?
15:28<andythenorth>chillcore: we should probably
15:28<andythenorth>or tests
15:28<andythenorth>and tests for the tests
15:28*andythenorth can’t debug with python multiprocessing
15:28<Eddi|zuHause>chillcore: the weird thing about listening to dutch is that you understand half a sentence, and then nothing
15:28<andythenorth>the Error object doesn’t pickle cleanly I think, so the error handling just blows up
15:28<andythenorth>which is fun the first time
15:28<andythenorth>and then very boring
15:29<chillcore>ye many dialects ... belgium is worse then the dutchies in that regards
15:29<chillcore>I think
15:29<Samu>Call Stack says > ntdll.dll!77bcf8d4() Unknown
15:29<Eddi|zuHause>chillcore: well, i don't speak dutch at all :p
15:29<Samu>there's many lines
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15:30<Eddi|zuHause>Samu: that is a not-useful line
15:30<Samu>and I don't know what to get out of that
15:30<chillcore>I don't speak german so I get that too ... understanding half and misunderstanding the other half, eddi
15:30<Eddi|zuHause>Samu: you won't get anything out of that line, no matter how hard you try
15:30<Samu> [Frames below may be incorrect and/or missing, no symbols loaded for user32.dll]
15:31<Samu>ok, i'm stopping for now
15:32<Samu>oh i had to change the Thread
15:33<Samu>> openttd.exe!Pool<Company,TinyEnumT<enum Owner>,1,15,1,0,1>::Get(unsigned int index=1) Line 113 C++
15:35<Eddi|zuHause>that seems to want the 2nd company
15:35<Eddi|zuHause>where probably only one company (with index 0) exists most of the time
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15:37<Samu>> openttd.exe!Pool<Company,TinyEnumT<enum Owner>,1,15,1,0,1>::PoolItem<&_company_pool>::Get(unsigned int index=1) Line 249 C++
15:37<Samu>> openttd.exe!ChangeTileOwner_Water(unsigned int tile=257, Owner old_owner=1, Owner new_owner=INVALID_OWNER) Line 1302 C++
15:37<Eddi|zuHause>that is basically the same as above. still says index=1. nothing interesting
15:38<Samu>this one is where it gets unhandled exception
15:38<Eddi|zuHause>but the question is WHY old_owner=1 there
15:38<Samu>> openttd.exe!ChangeTileOwner(unsigned int tile=257, Owner old_owner=1, Owner new_owner=INVALID_OWNER) Line 521 C++
15:39<Samu>> openttd.exe!AfterLoadGame() Line 1799 C++
15:39<chillcore>titlegame only has 1 company which is 0, no matter how many times you post the same error
15:39<Eddi|zuHause>Samu: that finally seems like an interesting line.
15:39<Wolf01>help us obi wan kenoby, you are our only hope
15:40<Samu>oh really?
15:40<Samu>hmm oki
15:40<Eddi|zuHause>Samu: and points us back to what i initially said
15:40<chillcore>*waves hand* this is not the company you are looking for
15:40<Eddi|zuHause>Samu: you read an old savegame (which likely has stored 10001 for invalid owner), and read only 4 bits of that (which is 0001)
15:41<Eddi|zuHause>Samu: you must convert the owner from the old format to the new format BEFORE this is done
15:41<Eddi|zuHause>(this needs a savegame bump)
15:42<Eddi|zuHause>(you can't get away with fudging this like last time)
15:43<Samu>i see, makes sense
15:44<Samu>so that's what assertions do
15:45<Samu>that savegame must be really really old
15:46<Samu>to catch all errors
15:46<chillcore>you'd get the same prob with a new one ...
15:46<Samu>okay, creating a bump
15:48<Eddi|zuHause>but yes, we intentionally kept this really really old savegame to catch all sorts of errors
15:48<Wolf01>at least it seem he visualized his flux capacitor
15:49<chillcore>hmm pete*rns fuzzle dir ask for a password ...
15:51<chillcore>and alb*erths code is hosted on google+ which I have blocked ...
15:51<chillcore>so much for stealing sliders :P
15:51<@Alberth>/me whispers about a GH mirror
15:51<Eddi|zuHause>so why intentionally not highlight him, when he's the only one who could possibly have a sane response?
15:52<chillcore>ah ye ... me checks to see if I have a checkout on this HDD
15:52<@Alberth>but no worries, it's not there either, other than a few sprites
15:52<chillcore>because I do not expect peeps to change their stuffs for me eddi
15:53<chillcore>ah ok alberth
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15:55<@Alberth>not tonight, but if you give me a few pointers to the problem, I can have a look
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15:57<chillcore>the patch in my last posted patch works but the code is ugly (no WWT_SLIDER) and the slider does not slide properly yet, most likely because I do not call a redraw properly after changing the value
15:58<chillcore>read: slider wiggles but keeps jumping back to the side
15:58<Eddi|zuHause>chillcore: seems like you reset the value somewhere
15:58<chillcore>Also I do not think I should copy the same code 9 times neither
15:59<chillcore>hmm that is possible eddi, I'll have a looksie for that
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15:59<chillcore>thing is that the number reads/changes correctly on the button
16:00<chillcore>so I did not think of that yet
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16:00<Eddi|zuHause>so that interfering code only sets the slider position, not the slider's associated value
16:01<chillcore>something like that yes
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16:03<chillcore>however the same code works for music gui volume
16:04<Eddi|zuHause>maybe you forgot to customize something in your 9 copies
16:04<Eddi|zuHause>and that part accesses all 9 things simultaneously
16:04<chillcore>I have just one for the moment untill I get this fixed
16:05<chillcore>then I will remove the magic nrs and make it a funtion with parameters
16:05<chillcore>before aplying to the other 9 values ;)
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16:06<@Terkhen>good nigh
16:06<chillcore>I'll take a screenshot of the current gui that will make it easier to see without having to compile
16:06<chillcore>good night Terkhen
16:07<Samu>version 87 0.5.x
16:10<@Alberth>good night
16:11*andythenorth also
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16:11<chillcore>good night Alberth
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16:12<chillcore>eddi, second attachment of my last post, ideally I want to make the label a button and have the slider contain the value
16:13<chillcore>as you can see the slider is not slightly past the middle
16:14<Eddi|zuHause>i won't try (or read) that
16:17<chillcore>hmm? not reading the code is fine really ... it is fuggly
16:26<chillcore>also, if I do not get things properly working and cleaned up by sunday next week will be spent tweaking values for trunk as it is now
16:26<chillcore>I can still do a gui afterwards
16:30<Samu>the first GetTileOwner is at line 433, omg...
16:32<chillcore>cool now find the other 130 occurances ...
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16:33<Samu>line 525 bool AfterLoadGame()
16:34<Samu>there's GetTileOwner before line 525
16:34<Samu>am I screwed?
16:34<chillcore>samu GetTileOwner is about 130 times in the code ... please do not list em all
16:35<chillcore>in afterload cpp you need to convert from the olds avegameformat to the new
16:35<chillcore>there are plenty of examples
16:35<chillcore>but only changing it there will not solve your prob
16:39<Samu>im worried about that
16:40<Samu>I need some sort of GetTileOwnerOldBehaviour
16:41<chillcore>you need to change it there yes but you also need to make sure you do not violate asserts
16:42<chillcore>what for?
16:42<Eddi|zuHause>Samu: you only need to change from the old format to the new format once, before the first GetTileOwner is called. then you should be fine
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17:21<Samu>pff, i have a problem somewhere else
17:21<Samu>tile owner is 0x3f, that happens at the brother
17:22<Samu>should be 0x2f
17:28<Eddi|zuHause>you don't set bit 4 anymore, so it retains whatever value was in there. but you also don't care about that anymore, because you don't read it
17:33<Samu>let me think
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17:35<Samu>that 1 shouldn't be there either
17:35<Samu>i'm doing a bad conversion
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17:38<Samu> SB(_m[tile].m1, 0, 4, OWNER_TOWN);
17:38<Samu>why is that the first value is 1?
17:38<Eddi|zuHause>it's not
17:38<Samu>what happens when i build a canal?
17:39<Samu>that 1 is coming from something else
17:39<Eddi|zuHause>when you build a canal, you need to convert from the old format to the new
17:40<Eddi|zuHause>but you set the owner anyway when building a canal
17:40<Eddi|zuHause>so it will automatically get the new format
17:40<Eddi|zuHause>assuming you set the canal bit before calling SetTileOwner
17:41<Eddi|zuHause><Samu> SB(_m[tile].m1, 0, 4, OWNER_TOWN); <-- this writes 4 bits. the 5th bit is unchanged
17:41<Eddi|zuHause>(as are the 6ths, 7th or 8th)
17:42<Samu>hmm, must be landscape clear again
17:42<Samu>this is so depressing
17:43<Eddi|zuHause>that's because you're changing something which works better if left unchanged
17:43<Eddi|zuHause>but also, because you don't understand bitstuffing
17:45<Eddi|zuHause>anyway, you must set bit 4 separately, because when you add meaning to it, you also have to add a map accessor function for it.
17:45<Eddi|zuHause>and before you add that map accessor, the value of the bit is irrelevant
17:48<Samu>ret = DoCommand(tile, 0, 0, flags | DC_FORCE_CLEAR_TILE, CMD_LANDSCAPE_CLEAR);
17:48<Samu>set bit 4 separately
17:49<Samu>i wish i could understand what you're trying to tell me, it not that I don't listen
17:49<Samu>i listen, but i'm as clueless as before
17:52<Eddi|zuHause>Samu: again, clear tile probably sets owner to 10001. then you turn it into a canal. then you set the tile owner to 1111
17:52<Eddi|zuHause>but not to 01111 like it used to
17:52<Eddi|zuHause>so the 1 stays in place
17:52<Eddi|zuHause>you then need to overwrite this 1 with "tile_was_river_before" or somesuch
17:53<Samu>somewhere at DoCommand
17:53<Samu>must have that fix
17:53<Eddi|zuHause>in MakeCanal or so
17:53<+glx>clear tile does exactly what it have to
17:53<Eddi|zuHause>before calling the clear command
17:54<Eddi|zuHause>you read what the tile was
17:54<Eddi|zuHause>if the tile was a river, you remember that for later
17:54<Samu>ah, like i did for the industry
17:54<Samu>but ah... i see
17:54<Eddi|zuHause>and after clear command, turn into canal, set owner, you set the other bit for river
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17:55<Samu>i see that i need something that identifies that bit 4 as meaning something else first
17:56<Samu>at the so called map accessor
17:56<Samu>which is what?
17:57<Samu>all these? omg
17:59<Samu>Map accessors for 'clear' tiles
17:59<Samu>i have other plan
18:00<Samu>okay nevermind, I better not
18:01<Samu>let me see which files i have to edit
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18:03<Eddi|zuHause>Samu: you only need one map accessor (as long as all the tiles access the bit in the same place)
18:04<Eddi|zuHause>Samu: but you need to call this accessor from anything that creates canals (like build industry on river)
18:04<George>How to test if vehicle with specified ID is available on the market in CB?
18:04<George>Additional text CB
18:04<Eddi|zuHause>George: i don't think NewGRF has access to that information
18:05<Eddi|zuHause>George: but the availability is a bitmask that has one bit per company
18:05<George>It has accest for vehicle_is_available for the current vehicle
18:05<George>Also vehicle_is_offered and vehicle_is_testing are available
18:06<George>But for current vehicle too
18:06<Eddi|zuHause>i don't think there is a way to access other vehicles
18:06<George>Eddi|zuHause: in my case it would be ok if I get this information for the current player only
18:06<Pikka>I don't think so as well also, Eddi|zuHause
18:08<Eddi|zuHause>George: what exactly is your use case?
18:10<George>For the DR1A_H I want to change additional text to "Can attach DR1A_N" when DR1_N appears on the market
18:10<Samu>something is telling me it's a mixture of tile_map.h and water_map.h
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18:11<Samu>all others access tile_map.h though
18:11<Bobix>is there a way to disable the ship is lost warning without disabling it for the other vehicle types?
18:11<Samu>im unsure about this
18:12<Eddi|zuHause>George: what's the harm in writing that before it's available? a player might not check the text again later
18:13<George>I would do it in case there is no other solution
18:13<Eddi|zuHause>Bobix: try YAPF for ships instead of original pathfinder, it should get "lost" messages way less
18:14<Eddi|zuHause>George: the closest you can do is check the date for when the vehicle is usually available
18:14<George>Eddi|zuHause: Because DR1A_H appears 15 years before DR1A_N
18:14<Bobix>ty i'll try that Eddi|zuHause
18:15<Eddi|zuHause>the intro date is randomized by 512 days (about 2 years)
18:15<Eddi|zuHause>plus potentially the 1 year trial period
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18:16<cypher_>Hi. Is anybody here? I'd like to ask someone about a compiling error I get while trying to compile OpenTTD.
18:16<Pikka>there's nobody here but us chickens
18:16<Bobix>already had YAPF enabled
18:16<Pikka>build more bouys, Bobix
18:17<Eddi|zuHause>Hi. Is there anybody here? I'd like to ask someone about a meta question i get"
18:17<Bobix>it happens when they are at dock but maybe some bouys just outside of my neatly build harbours will help
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18:17<cypher_>Pikka, well do you chickens know what might be causing this? error: 'fdatasync' was not declared in this scope
18:17<Samu>it's at water_map.h right?
18:17<Samu>i have to create some enumerator?
18:17<Eddi|zuHause>Bobix: that probably means they have not enough space to turn around
18:18<Bobix>that's likely
18:18<cypher_>(building in mingw32)
18:18<Eddi|zuHause>Samu: well, you don't HAVE to, but it makes the code way more readable
18:19<Samu>ok, i prefer to get the code more readable
18:19<Eddi|zuHause>Bobix: that may actually be something better fixed in the game logic. ships turning around when leaving the dock, like trains do
18:20<Bobix>it would be more realistic
18:20<Eddi|zuHause>Bobix: in that case, make a feature request at the bugtracker. maybe someone will do it
18:21<Eddi|zuHause>Bobix: also, adding a savegame might help your case
18:28<Samu>:) keke
18:29<Samu>i wonder how i do this
18:30<Samu>this looks so simple but when i start doing it, i get to messed up
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18:33<chillcore>cypher: you are trying to compile clean trunk on windows right? just asking ... not sure if I will be able to help you
18:35<cypher_>chillcore, yes. In fact, I managed to "figure it out" temporarily - just commented out the (conditional) code that relied on fdatasync, however now I get some problem with icu.
18:35<cypher_>chillcore, c:/dev/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: c:/dev
18:35<cypher_>c:/dev/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: final
18:35<cypher_>link failed: Invalid operation
18:35<chillcore>well I was going to suggest to look in ini.cpp ye
18:35<chillcore>seems you found that part already ;)
18:36<cypher_>I did, and it helped. However I'm not sure how to deal with this...
18:38<chillcore>well since the include is excluded from the windoze part there must be a reason for it ... I wish I knew which
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18:39<chillcore>are you sure your compiler is sert up correctly? the configure part that is
18:40<chillcore>it has been ages I used mingw/msys
18:40<Eddi|zuHause>cypher_: people have been reporting problems with icu on mingw. the usual answer is just disabling it
18:41<chillcore>I had a tough time getting the libs in the correct dir
18:41<chillcore>that I do remember
18:41<chillcore>in the end I moved stuffs manually
18:42<cypher_>Eddi|zuHause, riddiculous question perhaps, but how do I disable it?
18:42<Eddi|zuHause>./configure --without-icu or so
18:42<+glx>icu is a pain to build on windows
18:42<Bobix>Eddi|zuHause: i did it
18:43<chillcore>ye but also msys ... it has some "same name" folders as mingw
18:43<chillcore>I just provided libs in both
18:44<Eddi|zuHause>chillcore: that *shouldn't* be a problem
18:44<Eddi|zuHause>as long as both are in the search path
18:44<chillcore>I guess so ... but it was for me at the time
18:45<chillcore>maybe search paths is what was wrong for me yeah
18:45<Eddi|zuHause>that can be a pain to figure out if you're not familiar with the system, and it doesn't do The Right Thing(tm)
18:46<cypher_>Damn I hope it compiles now :-D
18:46<chillcore>I have set it up twice ... not planning on doing it again any time soon :P
18:46<chillcore>and Yay
18:49<chillcore>hmm you hope ... missed that little detail somehow :P
18:51<cypher_>OK... any ideas? :(
18:53<Eddi|zuHause>never seen that before
18:53<Eddi|zuHause>maybe an incompletely installed library?
18:54<cypher_>Really? I just followed the manual :/
18:55<Samu>I'm lost
18:55<Eddi|zuHause>nothing new there.
18:55<chillcore>I did see '__errno' before I did what I discribed above
18:56<chillcore>I am sure that having the same libs in two folders is not the best solution
18:57<chillcore>did you follow the manual to the letter? cypher
18:58<Eddi|zuHause>did you read the manual? [yes] [no]
18:58<Eddi|zuHause>did you really read the manual? [maybe] [no]
18:58<Eddi|zuHause>seriously, did you read the manual? [no]
18:58<cypher_>yes, yes and yes -f
19:01<Samu> return IsWater(t) && GetWaterClass(t) == WATER_CLASS_CANAL && HasBit(_m[t].m1, 4) ? 1 : 0;
19:01<Samu>ugly numers
19:01<Eddi|zuHause>"IsWater(t) && GetWaterClass(t) == WATER_CLASS_CANAL" <-- that should be an assert
19:02<+glx>looks like IsCanal
19:02<Eddi|zuHause>you should only call this function, if those are true anyway
19:02<Eddi|zuHause>and "?1:0" is pointless
19:03<+glx>indeed the first part is IsCanal()
19:03<+glx>why reinvent the wheel ???
19:03<Samu> assert(IsCanal(t));
19:04<Eddi|zuHause>glx: maybe the other people didn't do the wheel the right way?
19:04<Samu>return... i dunno what
19:04<Samu>return HasBit(_m[t].m1, 4) ? 1 : 0;
19:04<Samu>let me read
19:04<Eddi|zuHause>pointless parts are pointless
19:05<+glx>assert(IsCanal(t)); return HasBit()
19:05<Samu>oh, that looks simple
19:05<Samu>but im so nab
19:06<Samu> return HasBit(_m[t].m1, 4);
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19:09<Samu>IsRiverUnderCanal or IsCanalOnRiver
19:09<Samu>0 means no, 1 means yes
19:09<Rusty>I have downloaded the 5.0 version and now can't play multiplayer on line as there are only two green dots ? Anything I can do to get the old one back ?
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19:09<+glx>there's no 5.0 version
19:10<Rusty>It said beta 5.0 testing
19:10<chillcore>you can have as many versions as you want side by side
19:10<chillcore>1.5 beta2
19:10<chillcore>not 5.0 ;)
19:10<Samu>which bit tells the bool thing true?
19:10<Samu>1 or 0?
19:10<+glx>true when set
19:11<+glx>it's logical
19:11<Samu>when 1?
19:11<Samu>nice, then this name fits
19:11<chillcore> ... download zip and unpack rusty, stable version or n oghtly or both
19:11<+glx>client version must match server version
19:11<Rusty>Sorry that's what I mean 1.5 . Well I've tried downloading 1.4.4 but it says you have a newer version and closes
19:12<+glx>and beta servers are rare
19:12<+glx>you can't use installer in this case
19:12<+glx>but you can unzip any older version somewhere else
19:13<Rusty>I wished I hadn't downloaded it . But since then I can take part in one of two servers both have someone on it all day every day and are on hundreds if years old
19:13<Rusty>Where do I go to unzip one ?
19:13<+glx>the other option is uninstall the beta and reinstall the older version
19:13<Rusty>I thought about that one . Think I'll try that
19:14<Rusty>Wanted to check it wasn't something simple
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19:15<Eddi|zuHause>depends on your definition of "simple"
19:15-!-Rusty [] has quit [Remote host closed the connection]
19:15<Eddi|zuHause>i'd call unzipping "simple"
19:18<cypher_>Oh god, it finally compiled.
19:18<cypher_>That's just sexy.
19:18<chillcore>how did you solve it?
19:19<chillcore>maybe you could adjust the wiki if needed ... while you remember?
19:20<chillcore>and Yay
19:20<cypher_>Well, Msys installed its own zlib - 1.2.7-something and I installed 1.2.8 from the manual. And it did use the older version and hence the error.
19:21<chillcore>what does "./configure" say it is using?
19:23<chillcore>1.2.8 ... I should learn to read properly :P
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19:35<chillcore>good night
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19:36<Samu>emperorjake savegame is horrid
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19:36<Samu>i don't know how that save is getting praise
19:38<Eddi|zuHause>newsflash: people have different taste!
19:38<Samu>those roads make me dizzy
19:38<Samu>chosing white for vehicles that go up on snow
19:39<Samu>small airport with green tiles, built on snow, doesn't combine
19:40<Eddi|zuHause>yes. i also noticed that. temperate grass colour in arctic is weird
19:40<Eddi|zuHause>but that can only be fixed in NewGRF
19:40<Eddi|zuHause>which cannot be used on title screen
19:41<Samu>i like level crossing
19:41<Samu>trucks don't die there on the level crossing
19:41<Samu>nicely placed signals for the trains
19:42<Samu>nice to watch trains going along with that road
19:42<Samu>interesting tunnel
19:43<Samu>fleashosio is just... tooo burdening
19:43<Samu>not my kind of thing
19:43<Samu>only bad thing is that coal mine for level crossing
19:43<Samu>autosloped coal mine, bah
19:45<Eddi|zuHause>so, what's your problem? you like one, and dislike the two others? seems like an easy solution.
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20:18<Samu>assertions again
20:19<Eddi|zuHause>aren't they great?
20:19<Samu> bool canal = IsCanalOnRiver(tile);
20:20<Samu>boom assertion
20:21<+glx>I guess it's the IsCanal() one
20:21<Eddi|zuHause>because you didn't check for IsCanal
20:23<+glx>and I'm sure checking for IsCanal() will trigger the IsTileType(t, MP_WATER) one in this case
20:23<Samu> assert(IsCanal(t));
20:24<Eddi|zuHause>Samu: an assert is not a check. an assert is there as a reminder that you should check this before
20:25<+glx>like being sure to check you are on a water tile with canal before calling the accessor
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20:25<+glx>as the accessor is only valid for these tiles
20:26<Eddi|zuHause>that was too much for him :p
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20:38<supermop>i dont really know anything about modern gaame engines
20:38<Samu>ah i understand the assert now
20:38<Samu>the tile is currently not water
20:38<Samu>but it would be
20:39<supermop>the guy i do freelance work for wants to make occulus rift walkthroughs of houses, but this most architectural rendering is not done in real time
20:39<supermop>so i have to read up on this
20:40<supermop>reminds me of back in 2005 when i would make counter strike source levels of my studio projects to explore interior spaces and lighting
20:40<Samu>not yet a water tile that will become a water tile afterwards
20:40<Eddi|zuHause>you mean like make rendering out of design blueprints?
20:41<supermop>yeah - if we make a presentation rendering
20:42<supermop>its typically of a specific view, and rendered to as high of quality as time allows and project demands
20:42<Eddi|zuHause>realtime rendering should be no problem if you reduce texture quality/number of polygons
20:42<supermop>so often done on render farms when the office is asleep
20:42<Eddi|zuHause>but i have no clue about that topic :p
20:43<supermop>its a very different way of thinking about architectural presentation, but i am intrigued
20:43<Eddi|zuHause>i once went to a computergraphics lecture, but the lecturer was sooooo booooring
20:44<supermop>as i think as clients get younger (not younger but of younger generations) an interactive presentation would be more valuable than a static presentation of higher quality
20:44<Eddi|zuHause>i see how that would be fun for a few minutes
20:44<supermop>people younger than me are more used to interacting with a space rather than just wanting to look at a pretty picture
20:44<supermop>i think it makes more sense as a design tool though
20:45<supermop>i mean i can do a decent job of visualizing what it would be like to be in an imaginary space, but there are always details you'll forget about etc
20:45<supermop>you could better catch stupid design features earlier
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20:47<supermop>or figure things out like "there is awful glare in this room in the afternoon" or "this thing looks ugly for this side"
20:47<supermop>whereas if you are drawing presentation drawings by hand or making fancy renderings, you may subconsciously avoid showing those views that look bad
20:47-!-Flygon_ is now known as Flygon
20:48<Flygon>You'd be amazed how many artists do that
20:48<Flygon>Then I work with them on colourization
20:48<Flygon>Then I realize they've borked something up majorly
20:48<Flygon>So it becomes impossible to represent when shaded
20:49<supermop>with something interactive, a colleague or client could walk to a weird place and say "this area doesn't really look well thought out"
20:49<Flygon>Anyway, exercise time
20:49<supermop>Flygon: printing?
20:49<Flygon>I'm just a colourist
20:49<Samu>i can't do this
20:49<Samu> const Company *c = Company::Get(this->face);
20:50<Flygon>People get commissioned to draw things
20:50<Flygon>Then the commissioner wants to save $$$
20:50<Flygon>So they get someone else either bored or with spare time to colourize it
20:50<Flygon> Granted, I'm a pretty poor colourist
20:50<Flygon>But, this sort of thing happens. I didn't draw the base artwork. :U
20:51<Samu>this looked so simple, it's becoming a nightmare
20:51<Flygon>Just like colourizationing
20:51<Flygon>Exercise time
20:51<Samu>i'm losing track
20:51<Samu>of what I have to fix
20:54<Samu>why is it getting a face for some manager while throwing an error that I can't demolish a canal tile which I was supposed to be able to demolish...
20:54<Samu>too many wrongs
20:54<Eddi|zuHause>because the error message contains the manager face
20:54<Eddi|zuHause>of the company that owns the area
20:55<Eddi|zuHause>and the name of the company
20:55<Samu>first, it is wrong to give me the error, that's not what's supposed to do
20:55<Samu>it should remove
20:55<Samu>i just plain suck at this
20:57<Eddi|zuHause>just always ask yourself: 1) what exactly is it doing? 2) why is it doing what it does? 3) what do i want it to do? 4) how do i take a step into that direction?
20:59<Samu>1. it is giving me an error message when i am removing a canal tile placed on scenario editor
20:59<Samu>removing, in this case, demolishing it
21:00<Samu>2. it's doing that because... owner is still wrong
21:00<Eddi|zuHause>maybe it wrote an owner that you didn't expect it to write?
21:00<Samu>i want 0x2f
21:00<Samu>or i dunno
21:01<Eddi|zuHause>then maybe the check for which owner it is is wrong?
21:01<Samu>owner 11111
21:01<Samu>still didn't fix this?
21:01<Samu>omg, why
21:04<Eddi|zuHause>that obviously means you read more bits that you should read
21:05<Samu> <Unable to read memory> Company *
21:06<Samu>- data 0x00000000 {???} Company * *
21:06<Eddi|zuHause>that is only the place where it blows up. not where you lighted the fuse.
21:07<Eddi|zuHause>you have a case where GetTileOwner reads more bits than SetTileOwner wrote
21:10<Samu>i give up for today
21:12<Samu>i'm posting my current code, it's horrible i bet
21:21<Samu>im off to bed, cyas
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22:43<supermop>its really hard to get the color of tram tracks
22:44<supermop>everything to grey to brown to purplish
22:44<supermop>complex because the lighting on them varies so much, rarely are you seeing the obliquely under direct sun
22:45<supermop>if you are in a built up city area in late afternoon, the angle and color of incident light changes dramatically from street to street
22:46<supermop>so hard for me to tell, should it be dull grey shiny from shallow angles, or brownish iron that is blue grey in certain parts...
22:47<supermop>the part worn by wheel flanges always looks bright silver, but the patina on new or unworn portions seems to vary greatly
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---Logclosed Thu Mar 05 00:00:40 2015