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#openttd IRC Logs for 2015-03-20

---Logopened Fri Mar 20 00:00:59 2015
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00:09<chillcore>this is gonna be fun explaining to get it commited
00:10<chillcore>"because violets are blue I changed stuff randomly" :P
00:13<chillcore>or I will just let the results seak for itself
00:20<chillcore>yep yep me is happy again ... now for some real tuning
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00:51*chillcore waves hand at tgp.cpp
00:51<chillcore>these are not the values you are looking for
00:54<chillcore>static const height_t _invalid_height = -32768; <- see ya sometime later maybe ... or not
01:16<supermop>livestock units should be tons not head
01:17<supermop>some vehicles think livestock is cows, other think it is chickens, so you end up with a small truck that can carry more livestock than a rail car
01:17<supermop>im sure someone will write a grf assuming it is elephants and give railcars a capacity of 1
01:18<supermop>and someone will assume it is crickets and give a capacity of a billion
01:18<chillcore>yeah that exactly is the prob when trying to set standards
01:18<chillcore>so best is not to try?
01:19<supermop>good futuristic grf: all livestock is masses of bugs
01:19<chillcore>hehe ... 15
01:20<chillcore>hmm enter next to decimal point ... mosquitos of tiger please?
01:21<chillcore>in my country we do 15.000,15
01:22<chillcore>the whole world is wrong :P
01:22<supermop>ok finally have the vulcan, no more chinook hauled passenger expresses
01:22<supermop>i started the game in 1960 so it felt wrong to be buying new built steam engines for new services
01:23<chillcore>who cares supermop ... it is your game ;)
01:24<chillcore>^^^ in regards of feeling wrong
01:24<supermop>that's why i didnt buy the best engine for the service
01:24<supermop>it's my game so i'll run the express with a diesel shunter rather than buy steam
01:24<chillcore>but even in the real world you should give a flying freckle
01:26<chillcore>man I should gave given this code the finger much sooner ... terain is playable again yay
01:27*chillcore looks for some more code to just ... delete :P
01:45<chillcore>too bad I did not do this a day or two earlier ... this could've been in rc1
01:45<chillcore>oh well
01:46<chillcore>I wonder if devs will notice if I try and sneak in my teletubbies lanscape :P
01:47<chillcore>maybe if I add a comment "// *waving hand* these lines are not here."
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01:57<chillcore>Imma do just that ... for large maps what I did before and for small maps the tuning Commanderł did
01:58<chillcore>with a few variations to fit the smoothness levels
01:58<chillcore>and he who is not happy ... it is open source
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02:16<supermop>hmm i just reworked this station to be 4 platforms
02:17<supermop>but i was planning to build a lay-up yard beyond it, so actually it may have been fine as 3
02:17<supermop>in facting i could maybe reduce it to 2
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02:18<supermop>it has two branches from north terminating, and one through line,
02:18<supermop>another to be added in the future
02:19<supermop>but if the terminating services continue to the yard empty then return on the up track,
02:19<supermop>i don't need any terminal platforms
02:20<supermop>timetable is only issue - do i have enough 10-day slots for services to pass through
02:20<chillcore>an exra platform is always useful sometimes loading takes a bit longer while waiting for cargo
02:20<supermop>if i used the 4th platform space to double-track the freight bypass, that may be wiser than providing extra room at the station
02:21<chillcore>freight bypass? branch of from mainline and pass unders station with tunnel ;)
02:22<supermop>currently freight only passes through once every 90 or so days
02:22<supermop>but i may add more
02:22<supermop>currently no north bound and south bound freight pass at same time so single track is fine
02:23<supermop>but who knows
02:23<supermop>double track is much higher than just twice single track capacity
02:24<supermop>but looks bad in this narrow valley, to have so much width wasted by track
02:26<supermop>i should do like in large american cities - all freight is dropped off at huge terminal on once side and then regular mixed cargo trains shuttle it through to the other terminal on the other side of the city, where it is picked up and taken the rest of the way
02:27<supermop>a container from china going from LA to the east coast by rail takes less time to go from LA to the west side of chicago, than it does to go from the west side to the east side of chicago
02:28<chillcore>you mean past the city to the next where this repeats? what a waste of time and effort ... lobbyists much
02:29<chillcore>in the mean time these peeps do have a job but still
02:29<supermop>patch labour into openttd
02:29<supermop>if you make network too efficient - they go on strike
02:29<chillcore>it is already
02:30<chillcore>maintenance costs
02:30<chillcore>no strikes though ... that would be cool
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02:31<chillcore>hmm thes egreen rck tiles look out of place in artic climate
02:31<supermop>some american diesels were built with long hood in front tall enough that driver could only see to one side like on a steam engine - so that the railway wash forced to hire two men to run every train
02:31<supermop>yeah i was just thinking that
02:31<supermop>i didn't know if i should bug planetmaker about it
02:32<chillcore>there was a change in that area no long ago ... not sure if that was intentional
02:32<chillcore>maybe yuo should yeah
02:32<Pikka>"thes egreen rck tiles look out of place in artic climate" <- the original graphic "second rock tiles" are all rock
02:32<Pikka>so it's a fault in the other base sets if they're not all rock :)
02:33<chillcore>no tile?
02:33<supermop>hmm i think i will revert to three platforms and duplex bypas...
02:33<Pikka>the entire tile is rock
02:33<chillcore>that would explain it
02:33<supermop>but before i do im off to buy wine
02:33<chillcore>ye I mean the terrain under it ... is green instead of brown
02:33<supermop>also hi Pikka
02:34<Pikka>the terrain under it should be grey, all rock. I think the idea is that the second rock tiles, the ones just reintroduced, are solid rock, and the other half-grass ones are the transitional edge tiles
02:34<chillcore>hmm ...
02:35<supermop>can snow transition be made longer
02:35<supermop>like 10 tiles instead of about 3?
02:35<supermop>need snowy coasts with ice too
02:35<supermop>ok wine time
02:37<chillcore>could yes but what do you do when terrain is just 15 high?
02:38<chillcore>snowline moves too
02:39<chillcore>pikka: should sprites 4051 and friends be used in artic?
02:39<chillcore>just asking because I sux at sprites
02:39<chillcore>t is these that look out of place
02:43<chillcore>4042 is the flat one
02:43<Pikka>original graphics:
02:45<Pikka>no grass, so they shouldn't need to be climate-dependent. or perhaps the extra sprites need expanding to include non-temperate versions of these tiles?
02:45<chillcore>well the 4051 that shows up in game is not that one
02:46<chillcore>in artic that is
02:46<chillcore>instead it is the temeprate one
02:46<Pikka>that is the temperate one
02:46<Pikka>in the original graphics
02:47<Pikka>not in whatever base set you're using
02:47<Pikka>like I said, it could be seen as an error in the base set if those sprites are not 100% rock
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02:47<chillcore>I am using opengf and no newGRF
02:47<Pikka>opengfx is not the original graphics :P
02:48<chillcore>let me change ... for a sec
02:48<Pikka>I think we do need to expand the additional graphics to include non-temperate versions of those sprites though
02:48<Pikka>even with the original graphics, the patch makes toyland look odd :P
02:49<chillcore>oh ok ... and yes with the original graphics I do not see them green tiles
02:50<chillcore>and toyland yeah ...
02:51<Pikka>I will post a bug? :)
02:51<chillcore>not sure ...
02:52<chillcore>It would be nice if climates had their dedicatd sprites for sure
02:52<chillcore>but calling it a bug ... more missing feature?
02:52<Pikka>well it was an error introduced by a recent patch, rather than a long-term missing feature, so... whatever. it still goes in the tracker.
02:53<chillcore>the error that was fixed is that the second rockset was not used? at all
02:54<chillcore>maybe the result we see now is why it got disabled in the first place?
02:54<Pikka>quite possibly
02:54<chillcore>I was not here then, I think, so I am just guessing
02:55<chillcore>ye report as bug. planetmaker or someone else can always close the ticket if needed
03:00<chillcore>now "someone" needs to draw 57 * 2 sprites?
03:11<chillcore>1 tileset is 19 sprites
03:11<chillcore>3 climates missing
03:12<chillcore>+ something fitting for originals
03:12<supermop>tropic will need desert and grass versions
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03:12<chillcore>and snowy too ?
03:13<chillcore>oh boy ...
03:13<chillcore>and deserty and tropical foresty
03:13<Pikka>are there rocks in the desert or snow?
03:13<chillcore>not sure
03:13<Pikka>I'm guessing there are not ;)
03:13<supermop>can place in SE
03:13<supermop>i thik
03:13<supermop>i know there are rocks in desert
03:13<chillcore>rocks are cacti in deset?
03:14<supermop>cactus is a tree
03:14<Pikka>not seeing any desert rocks in generated maps
03:15<Pikka>perhaps you can put them in in the scenario editor, but asking for desert and snow rocks is another feature request altogether. :)
03:16<chillcore>nah just in grasslands, for tropical forest I need to lower the snowline ...
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03:16<supermop>can rocks have transparent around them so tile shows through?
03:16<Pikka>no, they are a ground tile
03:17<supermop>even if no, we could just have rock layer and then the regular tiles as layers in PS
03:18<supermop>and make all the sprites in a few min
03:19<chillcore>hmm tropical forest has abandoned me completely now ... not sure why
03:20<supermop>delete fourth platform?
03:21<supermop>not sure how much more freight will come through here
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03:23<chillcore>you could maybe leave the tracks in place? that way town can not occupy that space if you need it later
03:24<chillcore>still starnge that I ave no tropical forest no more ... just dunes :P
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03:31<supermop>i enjoy never scrapping new-ish locomotives, even if they are not being used
03:32<supermop>in the course of rebuilding this station i've had to demolish a depot on the south side to build the yard, then now demolish a depot on the north side
03:33<supermop>but there was an idle Chinook in the south depot so i've had to keep unpausing to have it run back and forth between south and north depots as i rebuild them
03:34<supermop>fun locomotive to watch run around
03:34<chillcore>hehe ... instead of letting it loose on and isolated piece of track
03:34<chillcore>or just clicking the stop button
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03:40<chillcore>oh boy ... I had disabled trees so there is where the forest went
03:41<chillcore>still no forest on the peaks of mountains though ... I am pretty sure it was there before
03:42<supermop>what size do images need to be to show in forum? 800x600?
03:42<chillcore>there it is ... flaming max height setting
03:42<chillcore>I am so going to remove it
03:42<chillcore>that setting has no use whatsoever
03:43<chillcore>I'll put it back when bug reports come in
03:43<chillcore>so tired of this bugs that I already fixed many times before
03:43<chillcore>yes 800 *600 or lower
03:44<chillcore>you can inline by force but it is not apreciated
03:44<chillcore>maybe do that if you are just a few pixels over?
03:44<chillcore>but I did not say that :P
03:44<chillcore>there is no log to prove it anyway
03:45<chillcore>... oh wait
03:54<chillcore>pretty sweet but you have a signal just after the crossing on the top track
03:55<supermop>its fine as it cannot block any train waiting on other track
03:55<supermop>as its a diverging switch
03:57<chillcore>depends the amount of traffic? if heavy it can block trains coming from the station, but then that train would just block the staion itself so yeah
04:03<supermop>updated post with before picture
04:08<supermop>i may move that little local station to the center instead of off to one side
04:09<supermop>so that north bound local trains need not cross the southbound line
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04:10<chillcore>yeah you could that, I like iterating too as the need arises
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04:13<supermop>as you can see its already sort of ruined the small valley
04:14<supermop>also i want to expand that line to the east to be the new mainline as the next big town to the north has no room to expand its mainline station, but it's eastern station is in a good location
04:15<supermop>so i dont need that much future capacity on the current mainline
04:17<chillcore>The Gaben used to say that they were the best of the best of the whole world
04:18<chillcore>Now he publicly admits that 'we' ar no match for him
04:18<chillcore>just saying
04:18<chillcore>we -- communnity in general, not us openttd in specific
04:19<chillcore>but yeah if you don't think that the capacity will increase ... you have industry spawning disabled in your gae?
04:20<chillcore>s capacity/demand
04:30<chillcore>hmm no too happy with these old values by commanderZ neither ... too bland terrain, in all fairness he did say that he was not finished tuning at the time
04:30<chillcore>they do work great for smaller maps
04:32<supermop>industries can spawn, but its a very empty map even for 256^2
04:32<supermop>and this town is not very central
04:33<supermop>currently only oil freight uses that line - I may add iron ore
04:34<supermop>hmm need more food
04:34<supermop>have plenty of extra farm supplies
04:35<chillcore>hehe ... don't take my wrd for to much truth neither
04:35<chillcore>you have no clue how little games I played myself
04:36<chillcore>most of my 'knowledge' comes from debugging and quick and dirty testing
04:36*chillcore has played maybe three complete games
04:38<supermop>haha 'complete' game
04:38<chillcore>troub is finding them back in the hundreds of checkouts :P
04:38<chillcore>and often I do not save so
04:38<supermop>i dont think i've played a complete game in 20 years
04:39<supermop>i had two TTO games that I played to the end of that game
04:39<supermop>i think i got 'mogul'
04:39<supermop>still kind of remember the map layout of one of them
04:39<chillcore>hehe, I got this one game with a score of 666
04:39<__ln__>everyone prepared for the solar eclipse?
04:40<supermop>i have been playing with always finish names for years so i have tons of saves gong back 5 years or so with names of <small finnish town i've never heard of> transport
04:41<supermop>i have no idea what any of them are
04:41<supermop>like maybe 10 or so different 'malmi transport's
04:41<chillcore>__ln__: hmm me sharpens axe ... maybe devs will not notice the removal a "the setting" while it is dark outside
04:42<chillcore>s a/of
04:42<supermop>so now i never save anymore i just play until the next time my computer needs t o be rebooted and that's that
04:43<chillcore>__ln__: also clouds as far as they eye can see ...
04:45<supermop>map could use a little NG mountain line
04:46<chillcore>o/ Terkhen
04:46<chillcore>lol I just searched for eclipes in europe and it is all doomsday scenarios
04:46<chillcore>unprecedented blackouts
04:46<supermop>most IH games i start with a NG line and then accidentally end up with a big NG networks before I know what has happened
04:47<chillcore>hahahah ... these peeps
04:47<chillcore>it will be as big an issue as the milenium bug
04:49<supermop>NG line or 32 road hog tankers running long 120 day trips
04:50<chillcore>still got about an hour before it 'hits' here
04:51<supermop>NG line needs about 27 tanker cars per month if gung ho,
04:52<supermop>might need to double the line, then it won't look as cute
04:52<supermop>i havent seen an eclipse in a while
04:53<supermop>never seen a full one
04:53<chillcore>you can combine tunnels and bridges to have two lines above one another ;)
04:53<chillcore>that looks cute if done properly
04:55<supermop>it's a nice mountain, don't want to spoil it
04:55<supermop>there is a forest on the way though, so could carry lumber
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04:59<chillcore>hmm nice mountains are comming ...
05:00<chillcore>what is generated now I'd not call nice ...
05:00<chillcore>bit yes
05:01<__ln__>monday: clear sky, tuesday: clear sky, wednesday: clear sky, thursday: clear sky, friday & eclipse: all cloudy
05:03<chillcore>if you want nicehuge mountains now supermop, generate a map in my patchpack and export the heightmap
05:04<chillcore>I want trunk to generate maps like that, then I'll be happy to sign off
05:05<chillcore>if not I'd rather have MHL removed tilll 1.6
05:05<chillcore>anyhoo .... not going into ranting mode
05:05<chillcore>fixing as we speak
05:06<Terkhen>__ln__: same here :(
05:07<__ln__>we had very cool northern lights on tuesday though
05:09<Terkhen>we'll never guess those here :P
05:09<Terkhen>... I hope
05:13<chillcore>I wonder if it will get as dark as the one we had in the '80s ...
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05:17<supermop>i dont need huge mountains on this size map, just a few levels more is enough
05:17<supermop>i set my max height to 24
05:19<chillcore>ye then it is better yes
05:19<chillcore>still not the right solution
05:20<chillcore>terrain type and mapsize should determine max generated height
05:20<chillcore>the rest is fluff IHMO
05:20<chillcore>patching the brokeness in a the wrong way
05:21<chillcore>variation could use a tweak too ... it varies too much and pulls the entire map down
05:22<chillcore>but that will be for afterwards
05:22<chillcore>first getting it to work properly with the setting at 255, which breaks tropic
05:23<chillcore>that does not mean terrain will be generated at 255
05:23<chillcore>currently testing with 85 on 4048**
05:23<chillcore>but you can still raise manually
05:25<chillcore>Alpinist wil still have some steep peakes but if you do not like that yu should not play alpinist :P
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06:06<supermop>my problem with steep high mountains is that they are all slope
06:07<supermop>because 1:1 is the steepest slope you can have , not counting diagonal, and tall point gives a massive unbroken slope
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06:07<supermop>which towns always build a road straight up the side of
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06:09<supermop>i like having high areas but i would like my mountains to have 1:2 or 2:3 sloops as their steepest except some few bits of 1:1
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06:16<chillcore>thing is ther is so many setting that affect it
06:17<chillcore>mapsize, smoothness, terria, mapedges and finally that bleeping maxheight settingn type, variation, sea level
06:18<chillcore>s terrai/terrain type
06:19<chillcore>seems like my cursor jumped a bit or I has ghosts in the machine ... again
06:20<chillcore>lemme redo that line
06:22<chillcore>mapsize, smoothness, terrain type, variation, sea level, mapedges and max height setting
06:22<chillcore>that is more readable
06:23<chillcore>change one and the whole map changes and then finally you get it right and the seed changes ...
06:24<chillcore>but it is comming nicely after I messed about with some things that were in my patchpack but were reverted somehow in MHL
06:25<chillcore>I'll post a screenshot in a bit ;)
06:27<chillcore>MHL also used to have a function that applied extra smoothing to avaoid them 1:1 slopes
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06:27<chillcore>nowhere to be seen in
06:27<chillcore>no clue why because it was needed
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06:30<chillcore>I am putting most of the missing parts back and devs can then decide if they want it or not
06:30<chillcore>at least it will not be dismissed without saying a word
06:30<chillcore>^^^ this is why I started my patchpack
06:35<supermop>i used that patch pack for ages
06:35<supermop>man i miss departure boards
06:36<supermop>i do so much scheduling
06:36<supermop>i soumetimes have to write out a board on paper now
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06:37<supermop>thing is i dont mind if 10% of sloped areas are 1:1 and 90% are 1:2 or less
06:37<supermop>i did find in the patchpack sometimes slopes were too smooth
06:38<supermop>it would be nice if noise or whatever altered local steepness rather than local height?
06:41<chillcore>hmm ye, depends what setting you pick though
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06:42<chillcore>it works like this ... the seed defines the shape of the map and then the perlin noise pulls terrain up and down at intervals, scale zooms in and out on the details
06:42<chillcore>^^^ in very basic terms, there is more going on
06:44<supermop>may as well just write a whole hydrology model that erodes the map over millions of game years
06:44<chillcore>eg. artic and tropic get special treatment just before releasing the map to the player
06:45<chillcore>ye I am going to bump that old patch of CommanderZ most likely too one of these days
06:45<supermop>and a geological and tectonic model
06:46<chillcore>but first things first
06:46<supermop>first spawn swamps then 100 million years later spawn coal mines there
06:46<chillcore>ye that is what it did ... you had options like atol
06:47<chillcore>but without eroding terrain :P
06:47<chillcore>devs have to maintain afterwards ... so
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07:12<chillcore>last post to see what I has now
07:12<chillcore>please be blunt as anything else does not help me. thanks
07:12<chillcore>whatcha think?
07:14<chillcore>small maps may be too smooth-ish still but then again they are small maps so ...
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07:17<chillcore>hmm my cursor is missing in the screenshots ... I querried the highest point
07:19<Eddi|zuHause>cursor is always removed from screnshots
07:20<Eddi|zuHause>(but tile highlighting should be visible)
07:24<chillcore>ah ok ... I must have confused it with something else I did not expect to show up some time ago.
07:24<chillcore>the highlighting is there if you squint
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07:42<chillcore>time for a breaksie from coding ... maybe I'll have a looksie if my mnecraft server is still up
07:44<chillcore>I feel like I made more progress over the past few hours then in the last month entirely, in regards of getting nicer maps generated
07:47<chillcore>next will be fixing tropic ... my way :P
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07:54<chillcore>hmm ... did anoyone notice it gettng darker? I totally forgot about that eclipse
07:54<chillcore>power is still on :P
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08:19<Eddi|zuHause>i've actually caught a glimpse of it
08:20<Eddi|zuHause>i tried to make a photo, but my phone camera is just a terrible tool for that :p
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08:33<Eddi|zuHause>chillcore: i feel screenshot 42 is a bit too noisy
08:34<Eddi|zuHause>steep hills like that with a bit smoother surface would be my preferrence
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08:49<chillcore>Thanks you for the feedback, eddi much appreciated. do note that that screenshot is with alpinist and very rough settings
08:50<chillcore>I'll take some more ... same settings except hilly and rough or smooth instead
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08:53<Eddi|zuHause>chillcore: not sure how good this feedback is, as it's purely episodical.
08:55<chillcore>it helps very much ;)
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09:12<chillcore>I posted some more ... I need to tune the last few values of each setting still to get rid of the small bumps on smoother settings
09:12<chillcore>and the cragyness ... as you can see in the settings I posted they are still all the same except for scale
09:13<chillcore>but yeah ... I get your drift
09:13<chillcore>these a bit better already or not?
09:15<chillcore>I think I will need to fix the blobs you see in desert somewhere else in the code
09:15<chillcore>one of them mysteries I seem not to be able to fix with the params
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09:16<chillcore>in any case there should be a greater diff in regards of noise with just changing smoothness
09:17<chillcore>more then there is now that is
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11:54<chillcore>samu: if (IsSteepSlope(slope))
11:54<chillcore>might be fun to play with but I still think it is a bad idea ;)
11:56<chillcore>in your case you want to use " !IsSteepSlope "
11:56<chillcore>hello Alberth
11:57<@Alberth>!!!IsSteelSlope :p
11:58<Samu>what is the tile is half flat, half hilly?
11:59<Samu>let me find something in the wiki
12:00<chillcore>replace (slope) with (xxx)
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12:01<Samu>there was a nice picture showing all slope configurations
12:02<@Alberth>'doc' directory in the root of the source code
12:02<chillcore>slope_func.h ...
12:03<chillcore>crazy walking rivers :P
12:03<@Alberth>need a few nails?
12:04<Samu>ah, tileh.png~
12:04<Samu>they're numbered, but what do they mean? I saw this same picture in the wiki
12:04<Samu>it described them
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12:05<@Alberth>each kind of tile has a unique number, the picture shows it
12:05<chillcore>yes please Alberth, samy found a way to terraform and keep the river intact kinda
12:06<chillcore>samu* ... but they are very glitchy on steep slopes ... draws see through foundations
12:06<chillcore>alse the fact they run up and down is kinda ... yeah
12:08<@Alberth>locally reversed gravity
12:12<chillcore>ofcourse now he has this other little side-effect they refuse to be demolished at all :P
12:13<chillcore>luxury prob
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12:14<@Alberth>terraform them too often to make them disappear? :p
12:14<@Alberth>up down up down up poof
12:14<chillcore>no use ... not even bombing the shizz out of them
12:15<chillcore>I saw him try on twitch this morning
12:15<@Alberth>non-removable rivers are quite nice perhaps
12:16<chillcore>true but they also go on steep slopes and there it is not good
12:16<@Alberth>sounds likely, as there are no graphics then :p
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12:18<chillcore>you can still build water features on them which can be destroyed but then not terraformed untill that feature is removed ... so that is kinda nice
12:21<chillcore>Albert not only that the foundation it creates is against empty air ... if on north facing slopes
12:21<chillcore>maybe samu can create screenshot?
12:22<Samu>that is the patch
12:22<Samu>only 2 lines
12:22<Samu>you can test it
12:22<@Alberth>Random() ? :p
12:23<chillcore>anyhoo ... going to continue a bit with my tgen light patch ... need to fix tropical climate and fine-tune
12:23<Samu>i dunno what Random() is but i had to put that there
12:23<chillcore>once done and ready for trunk I continue with gui version
12:24<@Alberth>ah, yes Random() seems fine
12:26<@Alberth>hmm, yeah, I should do another try at my world gen gui
12:26<chillcore>feel free to steal my code if you can use some ;)
12:27<@Alberth>but the freerct mouse mode problem is annoyingly complicated and big
12:27<chillcore>I got mine somewhere too anyways ... :P
12:28<chillcore>mouse mode? yuo mean the terraforming glitches?
12:28<@Alberth>you changed existing gui code, or did you just add a new gui?
12:28<Samu>i can terraform rivers under a bridge
12:29<Samu>this is interesting
12:29<@Alberth>no, mouse modes as in interaction of the player with mouse, some window, and stuff he wants to build
12:29<Samu>knowing it is working
12:29<chillcore>I added a completely new gui
12:29<chillcore>except for includes is pretty much standalone
12:29<chillcore>but yeah I reused parts of other guis ...
12:30<chillcore>sort off
12:30<@Alberth>oh, that's normal, I do that too when making a new gui :)
12:31<@Alberth>I wrote the system, but I wouldn't know how to make a new gui from scratch without peeking :)
12:31<chillcore>it can be moves to a seperate file no prob, just need the proper includes
12:32<@Alberth>it would probably need integration in the other world gen thingies
12:32<@Alberth>but the current window is a bit big...-ish
12:33<@Alberth>it needs more structure I think
12:33<chillcore>that is because of my font? 22
12:33<chillcore>the magix boxes resize to largest textlabel
12:33<@Alberth>big in code (and I talk about the current worldgen window, rather than your new window)
12:34<@Alberth>I do like your font though :)
12:34<chillcore>I'll lower it and post a creenie to show ... gives me an excuse to add three more screenshots ;)
12:35<chillcore>ah I see .. ye complicated window that
12:35<@Alberth>I don't have a high-res screen, so don't need a large font size
12:35<chillcore>it is used three times ...
12:36<chillcore>hmm correction the same function calls one of three dependant on mode
12:37<@Alberth>it's just big and complicated by any measurement :)
12:38<@Alberth>for a logical flow for a player to start a new game, it needs several new parts too
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12:40<chillcore>ye that s what I try to do in scenario editor ... but the method clashes with new game somewhat
12:41*chillcore had to reconnect because client kept jumping to top at every new message
12:42<chillcore><Alberth> I do like your font though :) <- ah someone else who appreciates comic sans ms ... hard to find normal peeps :P
12:43<chillcore>I have lucida handwriting on one of my disks ... somewhere
12:43<chillcore>that is a nice one too
12:43<chillcore>for games that is
12:44<chillcore>might have to boot my PII for that
12:45<chillcore>that or it is on the 486's HDD
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12:51<Samu>I'm lost
12:56<Samu>where is that wiki article
12:56<Samu>about slopes
12:56<chillcore>just look in the source ...
12:56<chillcore>and the file just next to it
12:57<chillcore>and that docs file is in the source too
12:57<chillcore>next to bin
13:02<Samu>someone had a similar idea apparently
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13:03<chillcore>last modification 2008 ... and we has "lively rivers" in trunk now? kinda
13:05<@Alberth>hmm, a design document? :p
13:06<Samu>##Rivers do not terraform
13:06<chillcore>in my city most of them were covered with roads samu ...
13:07<chillcore>but they were still flowing under it ... you don't just stop a river
13:07<chillcore>they have uncovered them a few years back while pushing traffic out of the centrum
13:07<Samu>there is slope_func.h and slope_type.h
13:09<Samu>what is this
13:09<chillcore>if you read the code it is documented?
13:10<Samu>i searched for ti.tileh
13:10<Samu>i found something in tile_cmd.h
13:10<Samu>i am confussed
13:10<Samu>what are those numbers supposed to mean?
13:11<chillcore>which nrs?
13:12<Samu> SLOPE_FLAT = 0x00, ///< a flat tile
13:12<Samu> SLOPE_W = 0x01, ///< the west corner of the tile is raised
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13:13<@Alberth>you don't know what a flat tile is?
13:13<Samu>i know what it is, but I am terraforming, there's a before and after
13:13<Samu>im confused
13:14<Samu>i want to prevent some slopes from happening
13:15<chillcore>you can not do that
13:15<chillcore>no gaps allowed
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13:15<chillcore>no more then 1 tileheight difference between adjecent tiles
13:15<chillcore>except diagonally the it is 2 and becomes a steep slope
13:16<Samu>let me look at the numbers
13:17<Samu>0, 3, 6, 9 and 12
13:18<Samu>ok, these are the only allowed slopes where rivers could be restored
13:18<@Alberth>2 corners raised?
13:19<@Alberth>or 0 corners :)
13:19<Samu>all other slopes are thus preventing terraforming of that river
13:19<Samu>or land
13:19<Samu>or whatever
13:19<@Alberth>so how are you going to terraform 1 corner at a time then?
13:19<Samu>i have no idea
13:20<Samu>well i have an idea, but no idea how to do it in code
13:21<Samu>ah, corner
13:22<Samu>there is no number 15 in that picture
13:22<@Alberth>makes sense
13:22<Samu>but 15 is also allowed
13:23<@Alberth>no, it's 0 one level higher
13:23<Samu>if you raise all 4 corners, it becomes 15?
13:23<@Alberth>ie add one to the height of the tile, and reset all corners
13:24<Samu>when you level terrain
13:24<Samu>to be of the same level
13:24<Samu>hmm ok
13:25<chillcore>afk brb
13:29<Samu>let me take notes
13:33<Samu>about the corners
13:34<@Alberth>SLOPE_ELEVATED is a mask
13:34<Samu>0 corners, 4 corners, 2 corners that are not in opposite directions
13:34<Samu>a mask?
13:34<@Alberth>it's not a value for tiles (it's the value 15 you were looking for)
13:35<Samu>what happens if i raise 4 corners at the same time?
13:35<@Alberth>(18:23:55) Alberth: ie add one to the height of the tile, and reset all corners <-- that
13:36<Samu>height of the tile
13:36<Samu>that's the z coordinates?
13:37<@Alberth>sort of base z coordinate indeed
13:37<@Alberth>don't know the precise definition
13:37<chillcore>tileh is in pixels IIRC
13:37<chillcore>but does not matter here
13:38<Samu>if 15 then z +=1 and 15 == 0
13:38<Samu>kinda like that?
13:39<Samu>hmm but it must be 15 for that to happen, I have to allow 15 somehow
13:40<chillcore>if you raise a flat tile at level 1 by it's four corners for 1 level each, you get a flat tile at level 2 samu
13:40<chillcore>flat is flat
13:41<chillcore>regardles of level it is at
13:42<Samu>"if you raise a flat tile at level 1 by it's four corners"
13:42<Samu>i have to allow 4 corners to be raised
13:42<Samu>that's what I am asking
13:42<ST2>looking for a flat tile, ends up with a flat tire because of a flat fire xD
13:42<ST2>hi :)
13:43<chillcore>unless yo have run on flats then you get an semi-empty tire o_O
13:45<@DorpsGek>Commit by translators :: r27199 /trunk/src/lang (hungarian.txt korean.txt) (2015-03-20 18:45:22 +0100 )
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>hungarian - 4 changes by Brumi
13:45<@DorpsGek>korean - 1 changes by telk5093
13:45<chillcore><Samu> height of the tile
13:45<chillcore> that's the z coordinates? <- just try it with the terraform tool
13:46<chillcore>ingame that is
13:46<chillcore>hmm copied the wrong thing
13:46<chillcore><Samu> what happens if i raise 4 corners at the same time?
13:47<chillcore>^^^ wanted to copy that but dorpsgek ...
13:48<Samu>height = 0x8
13:48<Samu>height = 0x9
13:52<Samu>only the north corner of a tile indicates height?
13:52<Samu>height is not the same as z coordinates
13:53<Samu>this is quite confusing
13:53<chillcore>nope yes indeed
13:53<chillcore>not in that order perse
13:54<Samu>what a mess
13:54<chillcore>hmm ...
13:55<chillcore>you can only adjust the heightlevel of corners by 8 pixels
13:55<chillcore>which corresponds to 8 pixels because the game is 2.5D
13:55<chillcore>not 3D
13:55<Samu>all 4 corners = z+1
13:56<chillcore>the slopes (or not slopes) that are drawn depend on the neighbouring tiles
13:56<chillcore>yo havbe no control over that
13:56<Samu>north corner = z=z, height+1
13:56<Samu>any other corner = z=z, height=height
13:56<chillcore>ye that is the current heightlevel of the tile ... N-corner
13:57<chillcore>you can lower corners too you know :P
13:57<Samu>i am deeply confused
13:58<chillcore>it is simple samu
13:58<chillcore>start game , open terraform tool and reduce to one dot
13:58<chillcore>now raise four corners of a tile and see the result
13:58<Samu>1 dot changes 4 tiles
13:58<chillcore>concentrate on 1
13:58<chillcore>pick one any one
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13:59<chillcore>ignore the neigbouring tiles *waves hand* these are not the tiles you are looking for
13:59<chillcore>raise the north corner
13:59<chillcore>now the west corner
13:59<chillcore>south corner
13:59<chillcore>east corner
13:59<chillcore>now what does your tile look like
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14:01<chillcore>so 15 or 0?
14:02<chillcore>flat exist already so 0
14:02<Samu>flat is 0
14:02<chillcore>yes and four corners raised is 15 so
14:03<@peter1138>Not sure that's possible :p
14:04<Samu>it's an elevated that became flat
14:04<Samu>i dunno
14:04<chillcore>but it is also flat so 0
14:04<chillcore>don't make it more complicated then you have to samu
14:04<Samu>okay, 15 = 0
14:05<@Alberth>now the bonus question, what happens when you raise 4 corners of a raised tile :p
14:05<@peter1138>Steep elevated tile
14:06<Samu>i have no idea
14:06*chillcore shakes
14:06<@Alberth>haha :)
14:06<Samu>15 again
14:06<Samu>and becomes 0
14:07<chillcore>yes samu
14:07<chillcore>that simple
14:07<Samu>the nearby tiles are confusing me :(
14:07<Samu>but ok i must focus
14:08<chillcore>there is this rule that there can only be one tileheight difference between tiles
14:09<chillcore>so if I raise 'this one' two tiles the ones next to me will follow
14:09<@Alberth>actually, between tile corners
14:09<@Alberth>or grid-points, for that matter
14:11<chillcore>s tiles/times ... to avoid cunfuzling
14:12<@peter1138>Did we get cliffs yet?
14:14<chillcore>kinda but in the wrong place ... with them rivers on steep slopes
14:18<chillcore>hmm now I can not remember where the deserline code is ...
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14:27<chillcore>god damn google every time ther is youtube link on a page I get a referal cookie
14:27<chillcore>µforgive me my french
14:28<chillcore>thank god I am jailbroken ... me removes LSOs
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14:30<chillcore>hup be gone evil demon ... and flurry files too
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14:44<chillcore>hmm two referals ... same tt-foorums page ... thx google for saving tat info in your logs thinking peeps will never see that becuase no root on ios ... fail lol
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14:54<chillcore>prob solved ... another browser and google blocked completely now ... pff so much for being nice to the SROTU
14:54<chillcore>I'll donate some soon
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14:55<frosch123>hmm, how did i miss toyland
14:56<chillcore>and tropic and artic too
14:56<chillcore>if yo mean them rocks
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14:56<frosch123>no, those look fine
14:57<chillcore>green tiles in artic ...
14:57<chillcore>just saying
14:57<frosch123>i tried original graphics
14:57<chillcore>ah yes them are greay everywhere
14:58<frosch123>original graphics is the only thing that matters
14:58<frosch123>the rest can be fixed
14:58<chillcore>but if you swithch to opengfx it is more obvious that them tiles do not exist
14:59<@Alberth>chillcore: I have already submitted an issue for the green rocky tiles
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14:59<frosch123>i thought i tested all basesets in all climates
15:00<frosch123>but apparently i missed toyland
15:00<chillcore>ah so did pikka for the original graphics this morning ;)
15:00<frosch123>and ogfx in artic
15:00<frosch123>but the original graphics work in arctic and tropic
15:00<@Alberth>pm copied my issue also to ogfx for arctic afaik
15:01<chillcore>it is the same tile everywhere ... but it is less obvious with the orignal graphs in artic and tropic
15:01<frosch123>@base 10 16 4023
15:01<@DorpsGek>frosch123: FB7
15:01<frosch123>@base 10 16 4042
15:01<@DorpsGek>frosch123: FCA
15:01<chillcore>easy to miss
15:02<@Alberth>not if you just changed them :p
15:02<chillcore>hehe I have not downloaded anything yet since this morning
15:03<frosch123>hmm, indeed FCA is not in any of the _landscape_spriteindexes_xxx
15:03<frosch123>so, three options
15:03<frosch123>1) revert
15:03<frosch123>2) add to openttd.grf
15:04<frosch123>3) add some newgrf misc flag to enable them
15:04<frosch123>i prefer 3 :p
15:04<chillcore>add would be nicer ... supermop might be willing to render some
15:07<Samu>typedef CommandCost TerraformTileProc(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new);
15:07<Samu>trying to understand how this command works
15:07<Samu> * @param z_new TileZ after terraforming.
15:08<Samu> * @param tileh_new Slope after terraforming.
15:08<chillcore><supermop> and make all the sprites in a few min
15:08<@Alberth>3 sounds like a nice solution to me
15:09<chillcore>^^^ I could ask him nicely next time I see him?
15:09<Samu> if (IsWaterTile(tile) && IsRiver(tile) && !IsTileFlat(z_new)) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
15:09<Samu>this isn't doing what i want
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15:09<@Alberth>moin Wolf01
15:11<frosch123> <- so, thatr
15:12<frosch123>i think i add some linebreaks :p
15:12<chillcore>I think that was the commit to enable them yes
15:13-!-FreeZeee [FreeZeee@2a01:4f8:d13:311::2] has quit [Ping timeout: 480 seconds]
15:13<frosch123> <- better?
15:14<Wolf01> and these are zen games? (maybe except the first one) they make me want to kill someone just by looking at the videos
15:15<chillcore>hmm coding style is two tabs to break long line ...
15:16<Wolf01>frosch123, I think other programming languages need something like the PSR (PHP standard recommendations)
15:17<frosch123>are you sure you want some language programming language to take examples from php?
15:18<Wolf01>it isn't the programming language itself, it is coding style
15:18<Wolf01>I won't suggest PHP to anyone
15:18<@Alberth>frosch123: first patch was better :p
15:19<frosch123>ok :)
15:19<frosch123>does anyone know the pipeline newgrf?
15:20<chillcore>ye but never used it
15:20<frosch123>are the engines supposed to be invisible?
15:20<chillcore>it has incvisible vehicles yes
15:20<frosch123>is there a readme i can refer to reporter to?
15:20<@Alberth>andy plays with pipelines
15:20<chillcore>I never used it ... sofar
15:21<chillcore>seems boring to me but that is maybe just me
15:21<frosch123>ah, there is a grf parameter
15:22<Samu>IsInclinedSlope, what does Incline mean?
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15:24<Samu>nevermind, this is what i need
15:24<Samu>IsFlatSlope doesn't exist?
15:25<chillcore>a flat slope ...
15:25<frosch123>i see a unicorn with two horns standing on it
15:27<@DorpsGek>Commit by frosch :: r27200 /trunk/src (clear_cmd.cpp newgrf.h) (2015-03-20 20:27:15 +0100 )
15:27<@DorpsGek>-Feature/Fix [FS#6260]: [NewGRF] Add Misc. GRF Feature Flag 6 to enable the second rocky tile set.
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15:31<Wolf01>I'm disapointed, no openttd_vs120.sln :(
15:35<frosch123> <- any suggestion for the naming in nml?
15:35<Samu> if (IsWaterTile(tile) && IsRiver(tile) && (!IsTileFlat(tileh_new) || !IsInclinedSlope(tileh_new))) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
15:36<frosch123>hmm, tile_set or tileset ?
15:36<frosch123>second_rocky_tileset or second_rocky_tile_set ?
15:40<chillcore>tileset seems more obvious to me to refer to a set as opposed to setting a tile
15:41<chillcore>^^^ if/when read out of context
15:41<@Alberth>+1 for tileset
15:46<Samu>why am i getting a flat land required
15:46<Samu>i cant seem to understand this
15:47<frosch123>V453000: you need to add some "second_rocky_tileset = 1;" to RAWR somewhere
15:47<V453000>? :f
15:47<Samu>help me here
15:48<frosch123>V453000: default toyland graphics are broken otherwise :)
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15:51<chillcore>that should be kinda obvious samu ...
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15:51<chillcore>on slopes you build locks not canals
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15:52<chillcore>querry tool is yor friend
15:53<Samu> return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
15:54<chillcore>ye SLOPE_FLAT is kinda misleading
15:54<chillcore>but it is the only kind of slope where canals are allowed to be build
15:54<Samu>i dont care about the canal
15:54<Samu>i am about the river
15:54<Samu>i'm adding line 5
15:55<Samu>5 to 9
15:55<Samu>this is failing me
15:55<V453000>frosch123: what exactly is happening, one of the rocks is not being defined?
15:56<V453000>it already seemed to work for arctic :0
15:56<frosch123>the classic basesets have the second set only in temperate
15:56<frosch123>it's not noticeable in original arctic and tropic, but it's very wrong in tropic
15:56<V453000>o :0
15:57<frosch123>err, replace the latter tropic with toyland :)
15:57<chillcore>the comments started with canal can't be terraformed ... samu
15:57<Samu>that was there already
15:57<Samu>line 5 to 9 was not there, I am adding it
15:57<chillcore>how are we suposed to kow to ignore that line
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15:58<chillcore><Samu> why am i getting a flat land required
15:58<chillcore> i cant seem to understand this
15:58<chillcore>^^^ based on that
15:58<Samu>i am trying to forbid terraforming tiles which contain rivers if the result after terraforming them is not a flat or inclined tile
15:58<V453000>okay :0 I havent seen it happen but fine :D added it to the code
15:59<Samu>trying to prevent it without actually being present yet
15:59<frosch123>you need a nml from less than 10 minutes ago, in case you wondered :p
15:59<frosch123>ok, 12 meanwhile
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16:00<Samu>let me put a comment
16:00<chillcore>your logic is wrong
16:00<chillcore>it will always be true no matter what
16:01<chillcore>if the one true the other can only be false and vice versa
16:01<chillcore>that means one of both or both will always be false
16:02<Samu>i suck at logic
16:02<Samu>okay so what do i do?
16:02<chillcore>inverse logic
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16:04<chillcore>oh great ... should I tell my neighbours I can hear them?
16:04<chillcore>dmned rabbits :P
16:04<Samu>gonna try inclined first
16:05<chillcore>your logic is wrong samu ... changing the string will not change that
16:06<Samu>all this logic fails
16:07<chillcore>if not 1 or not 2 then blabla
16:07<chillcore>if it is 1 then 2 triggers
16:07<chillcore>if it is 2 then 1 triggers
16:07<chillcore>if anything else both trigger
16:07<chillcore>it always triggers
16:08<chillcore>that s wrong
16:08<Samu>i noticed
16:08<Samu>if (the resulting tile is inclined) DO IT
16:09<Samu>in english terms
16:09<Samu>if (the resulting tile is not inclined but is flat) DO IT
16:09<chillcore>ye if 1 or 2 do else trigger
16:10<Samu>if (the resulting tile is not inclined and not flat) Don't do it
16:11<Samu>so &&
16:11<Samu>got to try
16:11<chillcore>not saying that will work ;)
16:13<Samu>it won't work i bet
16:14<chillcore>can I bet the same as you :P
16:15<chillcore>just re-read what I wrote and note the absence of !
16:15<chillcore>also move docomand in if and use an else for the error message
16:19<Samu>DoCommand is not of bool type, expression wha?
16:19<Samu>let me reorganize this, i am so horrible at this
16:21<chillcore>if (1 || 2) {do} else {ohoh};
16:21<chillcore>any more hints and I can just write it myself ...
16:22<Samu>if (IsTileFlat(tileh_new) || IsInclinedSlope(tileh_new))
16:24<chillcore>dd you try?
16:25<Samu>got this atm
16:26<chillcore>hmm ... common samu
16:26<chillcore>move docommand
16:26<Samu>nope, it fails
16:27<Samu>it is letting me terraform no matter what
16:27<chillcore>are you surprised?
16:27<chillcore>there is nothing in if
16:27<Samu>how do i move docommand
16:27<chillcore>cut and paste
16:28<Samu>not all control paths return a value
16:29<Samu>unhandled exception :(
16:29<chillcore><chillcore> if (1 || 2) {do} else {ohoh};
16:29<chillcore>where could you paste docommand ...
16:32<Samu>i dont know
16:32<Samu>Error 1 error C2059: syntax error : '}' c:\openttd\trunk\src\water_cmd.cpp 1329 1 openttd
16:33<chillcore>do you see a do in the line I copied maybe somewhere
16:33<Samu>doCommand goes there?
16:33<Samu>i put it there but now it doesn't build
16:33<chillcore>have a cookie
16:33<Samu>let me copy paste
16:33<chillcore>you can has one too alberth ;)
16:34<@Alberth>oh, thanks
16:34<Samu>sorry, i am so terrible
16:34<juzza1>now you removed the return before the docommand
16:35<chillcore>return_cmd_error and this is wrong too
16:35<chillcore>return cmd_error
16:38<@Alberth>return cmd_error; return cmd_error;
16:39<chillcore>two cookies
16:39<chillcore>en een kus van de juf
16:41<chillcore>this is good practise for me ... if all goes well I will be teaching peeps how to do basic stuffs with linux soon-ish
16:41<chillcore>instead of using windoze that is
16:41<Samu>i'm back to this
16:41<Samu>you tell me to put a DoCommand in there
16:42<Samu>but how
16:43<chillcore>by moving the 'return' at the same time to the same place
16:43<Samu>why do I have to
16:44<Samu>but then canals before it get screwed
16:44<chillcore>does it work now as is?
16:44<chillcore>so fix it
16:45<chillcore>move docommand including the return
16:45<chillcore>just re-read slower samu
16:46<Samu>what about the canal code=
16:46<chillcore>you've got a _
16:47<chillcore>like I said before but you did not read
16:48<Samu>i dont get it
16:50<Samu>cmd_error is undefined
16:50<Samu>Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1329 1 openttd
16:51<Samu> 2 IntelliSense: identifier "cmd_error" is undefined c:\OpenTTD\trunk\src\water_cmd.cpp 1325 11 openttd
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16:51<ZathrusWriter>hi guys, got a pathfinder-related question
16:52<frosch123>magic pathfinders :)
16:52<ZathrusWriter>when my trains wait for a path that definitely exists and can be reached once an opposing train passes by, I get frequent messages about train not being able to find a path
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16:53<ZathrusWriter>is that normal behaviour? I can provide a screenshot if needed
16:53<frosch123>using two-way block signals?
16:53<ZathrusWriter>using path signals
16:53<frosch123>no idea, i thought for path signals those messages only appear after half a year of waiting or so
16:54<ZathrusWriter>this is the setup -
16:54<ZathrusWriter>that yellow line between 2 stations there
16:55<Samu>#define return_cmd_error(errcode) return CommandCost(errcode);
16:56<@Alberth>one way path signals are way easier to understand, in general
16:56<frosch123>there are two settings to influence that
16:56<@Alberth>two-way path signals tend to be used "from the wrong side" in ways you don't expect
16:56<@Rubidium>Samu: an the line the error about cmd_error is on?
16:57<Samu>return cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
16:57<Samu>I removed the '_' as told
16:57<@Rubidium>there's your problem
16:58<Samu>chillcore told me
16:58<chillcore>I did not know about the #define ... woopsie
16:58<ZathrusWriter>I wouldn't want to turn off reporting lost trains completely (there are 2 messages - train is lost AND train cannot find a path to continue, I believe)
16:58<chillcore>sorry samu you give me too much details
16:59<chillcore>thanks rubidium
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17:03<@Alberth>ZathrusWriter: so what train is reporting?
17:04<Samu>I'm still getting Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1329 1 openttd
17:04<Samu>and i get unhandled exception when running the game
17:04<@Alberth>I would still replace the signals by one-way path signals so you are sure of directions
17:05<Samu>line 1329 is just }
17:05<ZathrusWriter>@Alberth - I'm just replacing them for one-way path signals to see if that causes the same issue
17:05<@Alberth>Samu: that line clearly doesn't return a value, does it?
17:05<Samu>it doesn't, blame chillcore :)
17:06<ZathrusWriter>the train reports that it cannot find a path to continue btw
17:06<Samu>canals are screwed
17:06<@Alberth>you are the author Samu
17:06<Samu>i need a return for canals
17:06<chillcore>lol samu
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17:06<chillcore>I found that desertline code yay
17:07<@Alberth>ZathrusWriter: "the trains" is too generic, unless they really do it all :)
17:07<chillcore>now finding that other piece of code I know exists
17:07<Samu>once again, i'm back to this
17:08<Samu>this one compiles, yet the behaviour is wrong
17:08<Samu>maybe I'm editing the wrong function?
17:08<ZathrusWriter>@Alberth - all that wait too long do it, actually
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17:09<@Alberth>makes sense
17:09<@Alberth>don't know if you can fix that by some setting
17:10<@Alberth>I usually fix it by adding platforms etc
17:10<@Alberth>or by having shorter trains, so other trains don't wait too long
17:10<ZathrusWriter>so it is the expected behaviour of the pathfinder then?
17:10<@Alberth>it's not the path finder
17:11<ZathrusWriter>or of the game itself :P
17:11<@Alberth>(I think)
17:11<@Alberth>"lost" is the path finder
17:11<frosch123>you can increase to increase the time before the message
17:11<frosch123>not sure, whether the message applies to two-way path signals only
17:11<@Alberth>^ ha, the setting does exist, thanks frosch123
17:12<ZathrusWriter>frosch123 - that setting is not adjustable in GUI, or is it?
17:12<ZathrusWriter>do you know?
17:12<frosch123>nope, you need to use the in-ame console
17:12<chillcore>samu ... I am sorry you are still leaving the if emtpy ... it all my fault ... to puish myself I will now first find the code I need
17:13<ZathrusWriter>I see... would you know if it's saved with a savegame though?
17:13<chillcore>s puish/punnish
17:13<frosch123>it's like every gameplay setting
17:13<Samu>if is empty, isn't that supposed to be empty?
17:13<frosch123>set it in a game, and it applies to that game
17:13<Samu>it's empty so that it doesn't execute the else
17:13<frosch123>set it in main menu, and it applies to enw games
17:13<Samu>but skip it
17:13<ZathrusWriter>ah, ok
17:13<ZathrusWriter>makes sense :)
17:13<ZathrusWriter>thanks a lot frosch123
17:14<Samu>i must be overlooking something
17:14<chillcore>ye it emty and it should not be
17:15<Samu>empty in this case would mean "skip the else"
17:15<Samu>or not?
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17:15<juzza1>Samu: what tile is not flat nor inclined?
17:17<Samu>there's only 5 different configurations for slopes for rivers
17:17<Samu>all the others are to be prevented to happen
17:18*chillcore fridays
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17:19<Samu>also terraforming 1 corner is still confusing me
17:19<Samu>isn't that affecting 4 tiles?
17:19<Samu>how do i get a tile
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17:20<Samu>how do i check the 4 tiles
17:21<chillcore>1 by 1
17:23<chillcore>why do you need need to querry 4 tiles if you are buildng on 1
17:23<Samu>0, 3, 6, 9 and 12
17:23<Samu>because i'm terraforming
17:23<Samu>1 corner = 4 tiles
17:25<Samu>IsTileFlat is 0 in the picture
17:25<Samu>IsInclinedSlope is 3, 6, 9, 12 in the pic
17:26<Samu>rivers can only be placed in those
17:26<Samu>i wanna allow terraform rivers if the result is one of these, but error if the result is any of the others
17:27<Samu>for juzza1
17:28<chillcore>you terraform 1 corner the other three follow ... always ... so
17:28<Samu>i have a feeling this is the wrong function
17:36<chillcore>Albert: with ack-grep can I exclude a folder eg. lang?
17:36<chillcore>I can find what I need no prob just curious
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17:37<chillcore>hmm I can --help
17:41<Samu>i'm looking at this CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
17:41<Samu>some of the rules in here might help me achieve what I want
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17:42<chillcore>found it "ack-grep --ignore-dir=dir value"
17:45<Samu>bah it doesn't help
17:45<Samu>there's an after and a before situation
17:49<Samu>trying this
17:49<Samu> if ((IsTileFlat(tileh_new) || IsInclinedSlope(tileh_new)) && ((IsTileFlat(tile) || (IsInclinedSlope(GetTileSlope(tile)))))) {
17:50<Terkhen>good night
17:51<Samu>wrong behaviour again
17:52<chillcore>night Terkhen
17:52<Samu>there's also a while
17:52<Samu>before, while, after
17:53<Samu>do i make sense?
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18:04<chillcore>Woohoo ... desert is fixed
18:05<chillcore>or rather tropical forest is
18:05<chillcore>just some tuning to do now and tgen light should be ready for trunk
18:05<chillcore>Imma post a diff for review ... forum or flyspray?
18:07<frosch123>you already have a forum topic
18:07<frosch123>imho don't post stuff to two places
18:07<frosch123>otherwise one of them will always be out of date
18:10<chillcore>ah but this is a version without gui ... no prob though
18:10<chillcore>they are seperate versions completely
18:10<chillcore>no configuring this
18:10<chillcore>just nice terrain for 1.5
18:10<chillcore>gui vesion is for 1.6 maybe or maybe not
18:11<chillcore>I'll post it in the firts post of my topic ... after testing a litle more
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18:15<Samu>aha, i found what my problem is
18:15<Samu>hard to explain
18:16<Samu> if (IsTileFlat(tile) && IsInclinedSlope(tileh_new)) {
18:16<Samu>this was supposed to work
18:16<Samu>tile is the original tile
18:17<Samu>tileh_new is the resulting tile
18:17<Samu>I was raising a flat tile into an inclinedslope
18:17<Samu>but failed
18:18<Samu>bah hard to explain
18:18<Samu>pff, sorry, i'm so messed up with this
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18:25<Samu>I can't do this
18:28<chillcore>your logic is flawed again now ... can't be flat and inclined at the same time
18:28<chillcore>seems like you refuse to read samu
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18:37<Samu>originally flat
18:37<Samu>resulting inclined
18:37-!-SkeedR is now known as Guest424
18:37<Samu>this logic is correct
18:37<Samu>but it isn't working :(
18:38<chillcore> if (IsTileFlat(tile) && IsInclinedSlope(tileh_new)) <- is it? this will always be false
18:38<chillcore>no matter what you do afterwards or before
18:38<Samu>tile is the before being terraformed, isn't it?
18:38<Samu>tileh_new is the new one?
18:39<Samu>then there's a z_new which i dunno what it is
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18:39<chillcore>if (true AND true) <- not possible
18:39<Samu>first tile to check is true
18:39<chillcore>let me fix that for you
18:40<chillcore>post me your link pls
18:40<Samu>this one?
18:42<Samu>paste isn't working
18:44<chillcore>http does not work for me ...
18:49<chillcore>forum pm
18:49<chillcore>so sad that you have not learned this yourself
18:49<chillcore>just copy paste
18:49<chillcore>let me know if it wors pls
18:50<chillcore>you may have some aligning to do as pastebin likes spaces it seems ... I di not remove those
18:51<Samu>i've tried that before
18:51<Samu>Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1328 1 openttd
18:51<Samu>unhandled exception
18:51<chillcore>well then you have an error somewhere else
18:52<chillcore>not in the code you show
18:52<Samu>you broke the canal
18:52<chillcore>eg you are not using z_new at all
18:53<chillcore>it seems
18:53<Samu>what is it
18:53<chillcore>I breaked nothing I moved docommand in the if that is it
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18:53<chillcore>where it belongs
18:53<Samu>that docommand must also work for the canal code before the river code
18:53<chillcore>if on of both is true execute if not throw error
18:55<Samu> if (IsWaterTile(tile) && IsCanal(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
18:55<Samu>this forbids terraforming canals
18:56<chillcore>then add it there also if (lala && po) {cmderror; do;}
18:56<chillcore>I dunno
18:56<Samu>I'm adding extra logic
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18:56<chillcore>either it throws an error or ...
18:56<Samu>permits terraforming
18:57<Samu>docommand is doing the terraform thing
18:57<chillcore>hmm ...
18:57<Samu>it clears
18:57<chillcore>then use if else like in the other
18:57<Samu>but then some other function re-creates the river
18:57<chillcore>but do in else
18:58<Samu>this one is only preventing it to create mal-formed river tiles
18:58<Samu>at least that's what I think
18:58<chillcore>forget what I just said
18:58<chillcore>add another function
18:59<chillcore>I don't get what it is you want no more samu
19:00<Samu>ok, let me try from the beginning
19:00<chillcore>throw error if canal
19:00<chillcore>then if this or that do else throw error
19:00<chillcore>what is missing then
19:00<Samu>if canal, and i am attempting to terraform a tile with a canal, boom error
19:00<Samu>for everthing else, do a clear command
19:00<chillcore>ye you've got that
19:01<chillcore>the second part you do not have
19:01<Samu>when it is clearing the water
19:01<Samu>it is using some other function let me get its name
19:02<chillcore>then redadd the docommand at the end also
19:02<Samu>static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlag flags)
19:02<Samu>here it is
19:02<chillcore>yay ...
19:02<Samu>if it is clearing water, this function is used
19:02<chillcore>now you say that
19:02<Samu>this is where it re-creates the rivers
19:03<Samu>yes, but the other one is a preventative function
19:03<Samu>it doesn't let it terraform canals
19:03<chillcore>return exits the function
19:03<chillcore>everything after is not executed
19:05<chillcore>so what happens with the code I gave you?
19:05<chillcore>if canal you get error
19:05<Samu>Warning 1 warning C4715: 'TerraformTile_Water' : not all control paths return a value c:\openttd\trunk\src\water_cmd.cpp 1328 1 openttd
19:05<Samu>canals are screwed
19:06<Samu>and unhandled exception when i run the game
19:06<chillcore>like I say you are not using new_z, the other three params you do
19:07<Samu>ClearTile_Water is patched to restore rivers atm
19:07<Samu>that thing I showed you yesterday is put inside this
19:07<chillcore>z_new is what for ... and why is it not refernced in that function?
19:07<Samu>I don't know :(
19:08<chillcore>me neither it is your code ...
19:08<Samu>that's not my code, it was there already
19:08<Samu>canals don't make use of z_new either
19:10<chillcore>i see
19:11<Samu>this is the original file
19:12<chillcore>what I gave you is correct ... based on the code youo posted
19:12<chillcore>I can read I already had it open
19:12<chillcore>maybe you are using the functions in the wrong way
19:13<chillcore>IsTileFlat and IsInclinedSlope ... I really could not tell you
19:14<Samu>did you test the patch yourself?
19:14<chillcore>I am writing my own whenever I am not talking to you
19:14<Samu>openttdcoop is slow :(
19:14<chillcore>wanna test?
19:15<Samu>that's the patch
19:15<Samu>yesterday's patch
19:16<Samu>i'll post it on my topic
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19:21<chillcore> first post ... light version ... completely done today since we started taling before you went to bed and inbetween
19:22<chillcore>the other version has gui but will not be ready for 1.5
19:22<Samu>I'm terribly slow at this patch things... grrrr
19:22<Samu>typing it manually again
19:22<chillcore>it works but buggy
19:22<Samu>be right back
19:26<Samu>why am I so slow
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19:27<chillcore>you could've just said in your topic :P
19:27<Samu>i just posted it
19:28<Samu>canal on river is a different thing
19:28<Samu>terraforming river is another
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19:30<chillcore>I already saw this code yesterday ... you even showed it to me on twitch
19:31<Samu>but well, I am trying to complement it
19:31<Samu>and i fail miserably
19:31<Samu>trying to prevent those glitches
19:32<chillcore>trying to prevent those glitches
19:32<chillcore>why do you not say that exactly directly
19:32<chillcore>you drag all kinds of stuffs in the mix
19:33<Samu>preventing them aka forbiding terraforming rivers which could result into those tiles
19:33<Samu>it is related
19:33<chillcore>this ^^^ too much info
19:33<Samu>into those glitches
19:34<chillcore>just trying to prevent those glitches on steep slopes is enough
19:34<Samu>do you know of another way
19:34<chillcore>if (IsSteepSlope(tile)) throw error;
19:34<Samu>bah you make it sound so easy, but it's not~
19:35<Samu>ok let me try
19:37<chillcore>you do that check where the river is restored
19:37<Samu>if I do that there, the river is already clean
19:37<Samu>i must prevent it
19:38<Samu> 1 IntelliSense: argument of type "TileIndex" is incompatible with parameter of type "Slope" c:\OpenTTD\trunk\src\water_cmd.cpp 1319 20 openttd
19:38<chillcore>yes prevent restoring it on a steep slope
19:38<chillcore>not prevent terraforming it
19:39<Samu>ok trying
19:39<Samu>if (IsSteepSlope(GetTileSlope(tile)));
19:39<Samu>had to do this way or it wouldn't accept
19:39<chillcore>huhu possible
19:41<Samu>it's throwing the error
19:41<Samu>bah doesn't work
19:42<chillcore>eh ... whhere did you include that check
19:42<chillcore><chillcore> yes prevent restoring it on a steep slope
19:42<chillcore> not prevent terraforming it
19:42<chillcore>reading do you do it sometimes?
19:43<chillcore>modify that other function
19:43<chillcore>the two liner
19:43<Samu>I suck at logic
19:43<chillcore>add check there
19:43<Samu>hold on, i found the definition
19:43<Samu>tile_cmd.h line 123
19:44<Samu>maybe u understand better what those params mean
19:44<chillcore>omg samu ...
19:44<Samu> * Tile callback function signature of the terraforming callback.
19:44<chillcore>I don't care about that
19:44<chillcore>not one bit
19:44<chillcore>your terraforming pacth
19:45<chillcore>add the check there
19:45<chillcore>just before if (river) MakeRiver(tile, Random());
19:45<Samu>okay okay
19:45<chillcore>why do you thin peeps go silent
19:46<NGC3982>A friend of mine just got home from a flight, where the baggage was left behind for weight concerns
19:46<NGC3982>The argument from SAS was "Fule weigh more on the way back from Thailand".
19:46<chillcore>he'll get it sent on the next flight most likely ... still sux
19:49<chillcore>o/ wolf
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19:49<Samu>nope, it's behaving differently
19:49<Samu>but still wrong
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19:49<chillcore>still wrong ... too much info samu
19:49<Samu>I can actually execute the terraform command but it doesn't really raise or lower any corner, yet it deducts from my bank
19:50<Samu>no error
19:50<chillcore>make it an if else?
19:51<chillcore>if steep slope error else random() thnghy
19:53<Samu>bool river = HasTileWaterClass(tile) && GetWaterClass(tile) == WATER_CLASS_RIVER;
19:53<Samu> DoClearSquare(tile);
19:53<Samu>if (IsWaterTile(tile) && IsRiver(tile)) {
19:53<Samu> if (IsSteepSlope(GetTileSlope(tile))) {
19:54<Samu>this is not easy
19:54<Samu>there's a before and an after
19:54<Samu>then there's also something happening between both
19:55<Samu>which is clearing it
19:55<chillcore>ye that is the idea ... clear terraform and then check
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19:56<Samu>the "something happening between both" logic is missing or failing me, or I have no idea what it is actually doing
19:56<chillcore>I think it is the latter
19:57<Samu>the after logic is then wrong
19:57<chillcore>hmm ... no I meant you have no idea what it is actually doing
19:57<chillcore>neither do I tbh
19:58<Samu>there's a chain reaction, something in the chain is incorrect, or missing
19:58<chillcore>have you reverted that other code?
19:58<Samu>i suck at solving puzzles
19:58<Samu>Terraform code is back to its original state
20:00<chillcore>then now in your terrforming patch
20:00<Samu>inclined slopes can also be terraformed, you now
20:00<Samu>they can become inclined again afterwards or flat
20:01<Samu>then there's the surrounding tiles which are also affected, and I have no idea how to check these
20:02<Samu>like they're chained together
20:02<Samu>sorry i dunno how to explain this
20:02<Samu>it's hard to visualize it
20:03<Samu>allowing terraform is dependant on the surrounding tiles
20:03<Samu>not just the initial tile
20:03<Samu>and the final tile
20:04<Samu>pff sorry
20:04<Samu>i'm getting depressed
20:04<chillcore>if (IsSteepSlope) { error; } else { if (river) MakeRiver(bla); }
20:04<chillcore>if that don't wor then I do not now
20:05<Samu>i have a feeling that will place rivers on all affected tiles
20:05<Samu>ok let me see
20:06<Samu>ah i have to bring the bool down there too
20:06<chillcore>that bool is just defining it
20:06<chillcore>you could bring it down one line
20:07<chillcore>but you dont include it in the if else
20:10<Samu>bool river = HasTileWaterClass(tile) && GetWaterClass(tile) == WATER_CLASS_RIVER;
20:10<Samu> DoClearSquare(tile);
20:10<Samu> if (IsWaterTile(tile) && IsRiver(tile)) {
20:10<Samu> if (IsSteepSlope(GetTileSlope(tile))) {
20:10<Samu> return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
20:11<Samu> else {
20:11<Samu> if (river) MakeRiver(tile, Random());
20:11<chillcore>samu seriously
20:12<chillcore>where does this come from if (IsWaterTile(tile) && IsRiver(tile)) {
20:12<Samu>it's clearing rivers when terraforming
20:13<ST2>from my side, not knowing the functions, I only see opening { and not being closed
20:13<chillcore>ye so don'rt check for that if you kow there is none
20:13<Samu>they are closed
20:13<chillcore><chillcore> if (IsSteepSlope) { error; } else { if (river) MakeRiver(bla); }
20:13<chillcore>do you see anything related to what you posted?
20:17<Samu>i removed that part
20:17<chillcore> read here then
20:17<Samu>if (IsWaterTile(tile) && IsRiver(tile)) { is removed
20:18<Samu>this is letting me terraform river tiles, they're glitchy yet, but once a steepslope is formed, no river is restored there
20:19<chillcore>time for cake then
20:19<chillcore>after how many hours?
20:19<Supercheese>Is there a way to figure out which engine ID a vehicle added by a newgrf uses, other than decompiling and looking at the NFO?
20:19<Samu>no river is restored = a bareland tile
20:19<Samu>is what it shows
20:19<Samu>it is terraformed
20:20<Samu>i have a flat river
20:21<Samu>i raise one corner -> glitchy river is restored into them
20:21<Samu>I raise it again -> river is removed
20:21<Samu>bad behaviour :(
20:22<chillcore>it fixed river on steep slopes ... you need to continue with more checs but now you now how
20:23<Samu>how? it is removing the river... it's worse
20:23<Samu>if it is to restore a river on a steepslope, it just doesn't restore, and leaves the bareland tile there instead
20:24<Samu>it is still terraforming
20:25<chillcore>you can use newgrf dev tools somehow supercheese? otherwse I would not know
20:25<Supercheese>they have a lot of information, but not the engine ID sadly
20:26<Samu>i have to play tetris with this
20:26<chillcore>hmm ...supercheese I do not now really
20:26<Eddi|zuHause>Supercheese: i usually decompile the grf and look for the string
20:27<Supercheese>yeah, it's really tough to match the vehicle name string with its engine ID
20:27<Samu>didn't prevent terraforming at all :(
20:27<Supercheese>I don't really know what to look for
20:27<Samu>I am sad, sorry
20:27<Supercheese>NFO is inscrutable
20:27<Eddi|zuHause>Supercheese: the engine ID should be in the action 4
20:27<Samu>it prevented the river to be restored instead
20:28<chillcore>it should not prevent that samu ... yes on steep slopes cause that is all you check
20:28<Eddi|zuHause>Supercheese: format is something like <trains> <action4> <number of vehicles affected> <id of the first vehicle affected> <data>
20:29<Eddi|zuHause>Supercheese: for details, check the wiki
20:30<chillcore>try raising twwo corners samu that is a sloope that is not steep but normal
20:31<chillcore>tiles with one corner rased should not have rivers neither
20:31<chillcore>so normal behaviour
20:31<Samu>those are inclinedslopes, not steepslopes
20:32<chillcore>rivers on flatland and normal slopes
20:32<chillcore>else no
20:33<Samu>alright, testing
20:33<Supercheese>Oh neat, you were right
20:33<Supercheese>got things working, thanks
20:34<Samu>nice chillcore, with inclinedslopes it is doing what you're telling me
20:34<Samu>not with steepslopes
20:34<Samu>i raise two corners
20:34<Samu>it restores them
20:35<chillcore>no kidding holmes :P
20:35<Samu>i raise 1 corner it leaves 2 bareland tiles
20:35<chillcore>yes norlmal behaviour
20:35<Samu>still not quite there
20:36<chillcore>what happens if you raise then next corner on that tile with one corner up alreay
20:37<Samu>raising 1 corner sometimes leaves 1 bareland, sometimes 2, sometimes 0
20:37<Samu>something's amiss
20:37<chillcore>then something needs fixing
20:38<chillcore>you know how now and where
20:38<chillcore>good luck and have fun
20:38<chillcore>don't forget to take a breaksie from time to time
20:38<chillcore>carodist and MHL took about 5 years each
20:39<chillcore>hmm MHL is still in the works
20:39<chillcore>make that 6 and a bit then
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20:40<Samu>i need to raise twice to actually terraform, i dont get this
20:41<chillcore>me neither ... I do know that tomorrow I will be tuning all day long so that by the evening hopefully terrain generation in trunk is fixed
20:41<chillcore>I could have been done today but ... oh well
20:41<Samu>sorry about that
20:42<chillcore>noone forced me :)
20:42<chillcore>but yeah I want this light version in shape tomorrow then reviewing ... the 1st is aproaching
20:43<chillcore>I totally expect 1 patch out of 4 to be rejected
20:43<Samu>"tiles with one corner rased should not have rivers neither"
20:43<Samu>what do u mean with this
20:44<chillcore>some magic values I deem important and other peeps do not
20:44<chillcore>I am not going to cry over it ... It is the second or third time I will be tryiing to sneak em in :P
20:44<chillcore>they just make terrain nicer IHMO
20:45<chillcore>bit more water
20:45<Samu>if only there could be an easy way to demonstrate what's happening
20:45<Samu>other than twitch
20:45<chillcore>bit more interesting coast
20:45<Samu>speaking of coasts
20:45<chillcore>I deleted a define that was only used once
20:45<chillcore>and map init at level 0 instead of -32k
20:45<Samu>rivers on coasts are glitchy
20:46<chillcore>those things we'll see
20:46<chillcore>the other three things are more important
20:46<chillcore>lower generated height
20:46<chillcore>two arrays for perlin noise params
20:47<chillcore>and retuning those
20:52<chillcore>eddi: if you do not mind having a quick look ... do you like screenshot 45 in my topic better?
20:54<Eddi|zuHause>chillcore: i looked at it earlier, it's quite nice, but for "very smooth" it's still a bit noisy
20:55<chillcore>ok. a bit or a bit much? and thanks for the feedback
20:58<Eddi|zuHause>is there a difference between these two?
20:58<chillcore>ye I can make that smooth or I can make that rough
20:58<chillcore>and then the rest accordingly ;)
21:01<chillcore>afterwards there will be custom settings via the gui so peeps can do whatever they please
21:01<Eddi|zuHause>hm, it could probably pass as smooth
21:02<chillcore>untill then ... me I like my pimpled terrain so not valid opinion hehe
21:02<chillcore>smooth and a half it is ;)
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21:12<chillcore><Samu> "tiles with one corner rased should not have rivers neither"
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21:12<chillcore>by this I mean that they will be just as glitchy as they are on stepp slopes
21:13<chillcore>just trust me on this I do not feel like explaining foundations to you nor cliffs
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21:13<chillcore>way too soon and would only confuse you even more
21:15<chillcore>also not sure that I even could explain if I wanted too :P
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21:15<chillcore>hmm ...
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21:21<chillcore>I wonder how samu will react the day he tries something difficult ...
21:22<chillcore>or he gets a job and the boss tells him he could do better ...
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21:31<chillcore>good night all o/
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22:51<supermop>hows it going up north?
23:06<supermop>hmm maybe i need to halve this local slammer service
23:07<supermop>now that the express is running, there are usually about 40-60 people waiting for the local at each stop just before it gets there
23:07<supermop>might not need a 3 railcar/2 carriage train every 40 days
23:11<ST2>make quality service: a wagon for 15 ppl, with free wireless and enough privacy - people love it xD
23:16<supermop>haha negative cargo decay - the service is so good the passengers are angry if you arrive at the destination too quickly
23:17<ST2>as I said: quality service ^^
23:18<Pikka>it's going alright. :) gotta head out soon. Was just working out the stats for some of your trams.
23:18*Pikka bbl
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23:33<supermop>pikka sorry i can compile those if you prefer
---Logclosed Sat Mar 21 00:00:01 2015