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#openttd IRC Logs for 2015-03-29

---Logopened Sun Mar 29 00:00:11 2015
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00:03<FliPPeh>ping
00:04<FliPPeh>:I
00:04<FliPPeh>disregard that
00:18<Sylf>pong
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03:31<chillcore>good morning o/
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03:36<Supercheese>Transporting engineering supplies by airship to all the far-flung mines. Completely realistic! :P
03:37<Supercheese>Zeppelins everywhere
03:44<@Alberth>nice :)
03:45<@Alberth>you can use small helicopter airports?
03:51<Supercheese>Indeed
03:51<Supercheese>I added the remove-date-restrictions feature to OGFX+ quit a while ago to enable just that :)
03:51<Supercheese>OGFX+ airports*
03:51<Supercheese>was one of the first of my forays into NML actually
03:51<Supercheese>https://dev.openttdcoop.org/issues/3853
03:51<Supercheese>Three years ago whew
03:56<@Alberth>:)
03:59<Supercheese>maybe I should post screens
03:59<Supercheese>I hear folks like those
04:00<@Alberth>+1
04:02<@Alberth>screenshots area is pretty much only nice looking stations or a few bendy tracks through the landscape, some variation would be nice
04:04<Supercheese>oh pfff, I alt+tabbed to my screenshot, started to try and build a station, went, "wtf why isn't it worki- oh wait"
04:04<@Alberth>hehe
04:04<@Alberth>I quite often tried to move the landscape of a screenshot :p
04:08<Supercheese>Let's see how long a whole map screencap will take
04:09<Supercheese>wasn't too bad, it's only a 512x256 map
04:09<Supercheese>77 MB whew
04:15<Supercheese>Ugh, Show Path Reservations should be in the darn transparency menu
04:16<@Alberth>transparency menu should be in the transparency window (^X)
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04:46<Wolf01>o/
04:51<chillcore>\o
04:56<@Alberth>o/
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05:19<chillcore>hmm something is wrong with birdie ... she is totally not sitting on her nest today and her eggs are getting cold ...
05:19<chillcore>I could take em and keep em warm but there iis no putting them back then ...
05:19<@Alberth>:(
05:19<chillcore>hmm
05:19<chillcore>something must have disturbed her ..
05:19<@Alberth>probably
05:20<chillcore>its 4 eggs
05:20<@Alberth>not much you can do, I think
05:20<chillcore>ye I guess so ... nature ... just makes me kinda sad
05:21<@Alberth>we have a way too positive view of nature :)
05:21<chillcore>how cold my they get before ... I have no idea
05:21<chillcore>true
05:21<chillcore>may*
05:22<chillcore>also prrofreading my pact one more time ... found a few spelling errors still
05:22<chillcore>proofreadin* patch*
05:22<chillcore>coffee
05:22<chillcore>hehe
05:23<@Alberth>it's too early anyway :)
05:23<chillcore>ye 10.22 :P
05:24<chillcore>I was going to finish yesterday but samu happened
05:25<@Alberth>no worries, he's going to spam the channel with or without you
05:25<chillcore>XD
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06:02<chillcore> now i have peace of mind ... birdie has 4 marbles to sit on when she comes back ... and I has 4 eggs in my chestpocket
06:02<chillcore>\o/
06:07<@Alberth>I hope it works out
06:08<chillcore>we'll see if they hacth at all ... I make myself no illusions
06:08<chillcore>if she does not come back and they do hatch I have a nest to put the young in
06:09<chillcore>if they don't ... it migt as well have been a cat that ate them
06:09<chillcore>nature
06:09<V453000>neeeeeeeeeeeew traX https://dl.dropboxusercontent.com/u/20419525/RAWR/PURR_00.png
06:09<V453000>actual universal rail with all 3 tracks inside of it XD
06:10<Eddi|zuHause>your offsets look wrong, the base tile shines through
06:10<V453000>also, I think I will boycott the pillars for most of the bridges
06:10<Eddi|zuHause>also, this looks terrible
06:11<Eddi|zuHause>and like märklin tracks
06:11<V453000>well, still not final (:
06:11<V453000>offsets should be okay-isht but apperently nope
06:12<Eddi|zuHause>when are they ever :p
06:13<@Alberth>drop 4x zoom :)
06:13<chillcore>seems like the bridgeheads should be slightly steeper
06:13<chillcore>the top is ok but the bottom part is a bit off
06:14<V453000>the bridge heads are in general quite borked so I dont make conclusions on those yet
06:14<chillcore>^^^ assuming the offsets are coded correctly
06:14<V453000>correctly is very hard with x4
06:14<V453000>very hard
06:14<chillcore>yes
06:15<V453000>it would help me greatly to have at least "official ground tile shapes"
06:15<chillcore>but overall it is not too shabby have you tried them in toyland?
06:15<V453000>frosch said he will eventually create such a thing :D
06:15<V453000>why toyland?
06:16<@Alberth>the best industries of the country!
06:16<V453000>my newgrfs overwrite everything the same way in any climate
06:16<chillcore>because to me it seems they would better fit there
06:16<chillcore>colour usage and such
06:16<chillcore>less noisy
06:16<chillcore>compared to the rest of graphcs
06:16<@Alberth>V is importing noise into temperate :)
06:16<@Alberth>slowly making the masses ready for toyland :p
06:17<chillcore>^^^
06:17<Eddi|zuHause>well, there are two different philosophies with ground tile shapes. one is ragged-edge which will look weird with other 4x sprites, and one is smooth edge that will look weird with 1x sprites...
06:17<Eddi|zuHause>and there's no way to make sure all sprites are one way or the other
06:17<Eddi|zuHause>so it'll definitely always look weird
06:17<chillcore>I thinkit si more the way graphics fit together at higher zoom levels
06:17<V453000>sue Eddi, but at least having a valid and _working_ template is kind of important
06:18<V453000>my template is pretty good - juzza made it -, but I think in some parts it is not perfect
06:19<V453000>factorio has it so much easier with no fucking slopes XD
06:19<Eddi|zuHause>yes! slopes are too realistic! remove them!
06:20<V453000>no but they create this major issue :) ALSO, the slope heights is one huge hack :)
06:20<Eddi|zuHause>surely more than one :p
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06:20<V453000>XD
06:22<Eddi|zuHause>https://www.youtube.com/watch?v=3VgxY4A4Tdo
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06:29<V453000>._.
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06:47<supermop>tons of fireworks over in the direction of cricket stadium
06:47<Eddi|zuHause>better than cricket sounds in the cricket stadium?
06:47<supermop>haha
06:48<supermop>i guess australia won
06:48<Eddi|zuHause>is that like the USA won the football superbowl?
06:48<supermop>that or they already bought the fireworks and had to use them anyway when NZ won?
06:48<supermop>haha
06:49<Eddi|zuHause>in the game that neither incorporates feet nor balls?
06:49<supermop>yes it seems a bit one sided, but i had assumed india would have been better than NZ for the purposes of this tournament
06:49<Eddi|zuHause>i bet there are no crickets involved in cricket either
06:49<supermop>they kick the ball occasionally
06:50<supermop>football only became the major US sport due to 100 years of targeted marketing and artificial scarcity though
06:51<supermop>i don't know if i've ever met anyone who regularly or even seldomly played american football for fun
06:51<supermop>whereas we all played soccer growing up, and the occasional baseball game
06:52<Eddi|zuHause>i probably played volleyball the most when i was a kid...
06:52<supermop>in terms of what amateurs play even rugby is bigger in the us than football
06:53<supermop>volleyball is popular at picnics, cookouts etc
06:53<supermop>where i grew up a few bars had beach volleyball tournaments in the summer (but we had no beaches)
06:54<Eddi|zuHause>they have beach volleyball over here, too. put a pile of sand in the middle of the market place
06:54<supermop>if i was going to play something with my dad or brother growing up though it was either baseball or soccer
06:54<supermop>Eddi|zuHause: same but in the parking lot of the bar
06:55<supermop>sometimes basketball
06:55<Eddi|zuHause>well, there are half a dozen lakes where you could have actual beaches...
06:55<Eddi|zuHause>but those wouldn't be in the city center :)
07:13<chillcore>hmm you do not want to update VLC
07:13<chillcore>at least not on ios
07:13<chillcore>removed supprt for a few codecs
07:15<chillcore>AC-3, E-AC-3 and MLP
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08:57<Samu>hello
08:59<chillcore>yay finally got this assert working correctly ... I will be looping over each setting individually instead of over an entire amplitudes array to see if any of them is not longer then MAX_TGP_FREQUENCIES
08:59<chillcore>good enough?
09:01<@Alberth>sounds a bit complicated, but if you are happy, I am too! :)
09:01<Samu>oh Alberth , glad you're here, i need clarification on this other document
09:02<@Alberth>ha, and you think I know? :)
09:02<Samu>"◦m1 bits 1..0: stage of construction (3 = completed), incremented when the construction counter wraps around", "the meaning is different for some animated tiles which are never under construction (types 01, 1E..20, 30, 58; see above)"
09:03<Samu>that part "see above", well... there's nothing above, but below
09:03<Samu>still
09:03<Samu>I went to verify that claim in-game and in the code
09:03<Samu>I don't think that is happening anymore
09:04<@Alberth>stages of construction?
09:04<@Alberth>ever watched a house or an industry being build?
09:04<Samu>yes, it seems to have been moved to m7 at some point
09:04<Samu>yes
09:05<Samu>not a house, but an industry, i did
09:05<Samu>those tiles which it mentions that are never under construction, it's not true, they are under construction as well
09:07<Samu>i checked for oil wells
09:07<Samu>checked for coal mine
09:07<Samu>they're under construction
09:08<@Alberth>how did you conclude that?
09:08<Samu>i built them in-game
09:08<Samu>then queried the tile during the construction stages
09:09<@Alberth>you checked how it derives the answer?
09:09<@Alberth>given the tiles are special, there is likely special code for querying them too
09:10<Samu>i saw the hex values in the debug window
09:10<@Alberth>the comment doesn't exclude use of the m1 bits, it only says they have a different meaning
09:11<Samu>let me check the code again
09:16<Samu>okay, i tried reading this newgrf_industrytiles.cpp, line 268 and below, but i'm not exactly an expert
09:18<Samu>also newgrf_animation_base.h
09:18<Samu>static void AnimateTile(const Tspec *spec, Tobj *obj, TileIndex tile, bool random_animation, Textra extra_data = 0)
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09:22<Samu>they're not animated when they're under construction
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09:23<Samu>they are under construction too
09:23<Samu>it doesn't animate then
09:23<Samu>brb,
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09:27<Samu>GetIndustryAnimationLoop(TileIndex tile)
09:27<Samu> return _m[tile].m4;
09:28<Samu>GetIndustryTriggers(TileIndex tile)
09:28<Samu>return GB(_me[tile].m6, 3, 3);
09:29<Samu>AHA, I found the damn file I checked yesterday
09:30<Samu>industrytype.h, the one without the underscore
09:30<TrueBrain>Have a dedicated server in an DC that has some (lots?) of free bandwidth? Located in US East, GB, DE, or any easy-european country (or better yet, Japan? Australia?). Want to help out OpenTTD? Help us mirror: http://devs.openttd.org/~truebrain/mirror.txt
09:30<TrueBrain>@kick TrueBrain no ads ffs!
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09:30-!-TrueBrain is "Patric Stout" on #openttd @+#openDune
09:30<TrueBrain>he! What was that for!
09:31<chillcore>moehahahahaha
09:31<TrueBrain>s/easy/east/
09:31<Samu>line 154 of industrytype.h Alberth
09:33<frosch123>s/US East/US West/
09:33<TrueBrain>frosch123: yup
09:33<TrueBrain>:)
09:33<@Alberth>Samu: ...
09:35<Samu>yes?
09:35<Samu>what did I do wrong
09:36<@Alberth>We have a boolean named 'anim_state' with some comment. what's the point of that?
09:36<@Alberth>I don't see a conclusion
09:37<@Alberth>newgrfs are full of hysteric weirdnesses and edge cases
09:37<@Alberth>I am not at all surprised that you find that stuff back in the code
09:38<@Alberth>to me, it doesn't matter whether it uses some bits for construction, animation, or whatever
09:39<@Alberth>maybe it's broken in some way, but even then, it's working, no point in touching it, it won't ever change, unless we delete all stuff, which is highly unlikely to ever happen
09:40<@Alberth>what you want to look for is the special code for those specific tile numbers
09:40<@Alberth>it must be somewhere
09:41<@Alberth>but tbh I don't give a shit about the meaning of those bits
09:43<Samu>checking line 532 of industry_cmd.cpp
09:44<Samu>case GFX_OILWELL_ANIMATED_3:
09:48<Samu>that's strange, that's not the behaviour I observe in game
09:48<Samu>and in the debug window
09:49<Samu>brb again
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09:49<Samu>sorry, i really suck at interpreting this part fo the code
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09:58<Samu>okay, I think I got the meaning
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10:00<Samu>"the meaning is different for some animated tiles which are never under construction" - this means that when bits 1..0 are 11, and the industry tile is fully constructed, it can start doing the animation logic stuff, but never before
10:01<Samu>never while under construction
10:01<Samu>so sorry for the confusion, it is right after all
10:02<Samu>if the industry tile is still under construction, then it means something else
10:02<Samu>it's the construction stage
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10:08<@Alberth>k
10:09<Samu>it is used for the animation logic part of the code to tell those tiles to "never animate while under construction, only after"
10:09<Samu>did I get it right now?
10:10<@Alberth>I don't know, never looked at that part of the code
10:12<Samu>oki, well, at least I got something right, it's not above, it's below
10:12<Samu>typo
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10:19<frosch123>the animation/construction mess-up comes from ttd
10:19<frosch123>the original forrest is animated by resetting the construction state
10:19<frosch123>because it looks the same way as when planeted
10:20<frosch123>iirc no other industry does that
10:20<frosch123>original ttd code is very creative in doing things differently all over the place :p
10:21<frosch123>blame assembler :)
10:21<Samu>let me build a forest
10:21<Samu>brb
10:24<Samu>ah
10:24<Samu>ok, it checks the construction stage
10:24<Samu>to update tree growth state
10:24<Samu>i guess
10:25<Samu>or maybe not
10:25<Samu>it looks the same as when planted
10:25<Samu>hard to tell
10:26<Samu>let me harvest
10:28<Samu>got it
10:28<Samu>dang, so sorry, it is right after all, it is rebuilding again
10:30<Samu>the tile is being queried as (under construction) though, isn't that a bug? it is already constructed
10:31<Samu>Goes from Forest (under construction) to Forest, then back again
10:31<Samu>looping
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10:33<Samu>the industry completed flag is being reset to 0, is that intended?
10:35<frosch123>as said, original industries are all bollocks
10:36<frosch123>everything is possible there
10:48<Samu>ah, found it
10:48<Samu>line 819 of industry_cmd.cpp
10:48<Samu>it resets, but doesn't restore the flag
10:49<Samu>to indicate it is already completed
10:49<Samu>let me try
10:50<Samu>ResetIndustryConstructionStage(tile); then I'm adding SetIndustryCompleted(tile);
10:50<Samu>testing
10:54<Samu>fail
10:54<Samu>no animation now
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10:56<Samu>ok reverted
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11:00<DanMacK>Hey all
11:00<DanMacK>@seen andythenorth
11:00<@DorpsGek>DanMacK: andythenorth was last seen in #openttd 1 day, 20 hours, 26 minutes, and 15 seconds ago: <andythenorth> lo
11:08<chillcore>o/
11:09<Samu>hi
11:10<Taede>ello
11:11<Samu>i had an idea last night
11:12<Samu>after some time investigating about industry tiles, there is a bit
11:12<Samu>at m1 7
11:13<Samu>crap i lost my line of thought
11:13<Samu>ok, looking at this http://hg.openttd.org/openttd/trunk.hg/raw-file/53f10edbd7f1/docs/landscape_grid.html
11:14<Samu>m1 bit 7 is free for the majority of tiles except industry tiles
11:14<Samu>that bit indicates when an industry is completed
11:15<Samu>then I wondered if it could be switched with the m1 bit 4 which is free
11:15<Samu>so as to have the m1 bit 7 also free for the industry
11:18<Samu>i could then, for example, use that location for my canal on river patch
11:19<Samu>the patch uses a bit which is very related to waterclass, and that location m1 bit 7 would make much more sense than the other location I've been using so far at m6, bit 0
11:20<Samu>does my explanation makes sense?
11:29<chillcore>darned phone ... out ... all week that thing is silent
11:29<chillcore>:P
11:31<@Alberth>I don't see why always using the same bit is significant, except for convenience
11:46<Samu>convenience, yeah
11:46<Samu>the word i was missing
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12:03<chillcore>new tgen light patch posted ... I was going to keep going forever and the many distractions lately were not helping much. XD
12:04<Samu>sorry
12:04<chillcore>I'll have allok at removing a few magic nrs but that will change nothing to the path itself.
12:04<chillcore>a look*
12:05-!-shirish [~quassel@0001358e.user.oftc.net] has quit [Read error: Connection reset by peer]
12:05<chillcore>also just saw a very confused male birdie ... he's not having the marbles but since the lady of the house is no there ... I am keeping the eggsies in my pocket
12:06<chillcore>anyhoo magic nrs ...
12:06<@Alberth>de-magicize them!
12:07<Supercheese>Numeri magici
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12:07<frosch123>count count?
12:07<chillcore>I am going to ... smootness and maybe terrain type the rest will be for later
12:08<chillcore>enums is fine?
12:08-!-wicope [~wicope@0001fd8a.user.oftc.net] has joined #openttd
12:08<chillcore>for all settings or just min max I mean?
12:09<chillcore>hmm on second thought I'll just do enums ... going to need them later anyways most likely
12:10<chillcore>+ for all settings
12:11<chillcore>tel tel
12:11<chillcore>lucky me I have fingers enough
12:13<chillcore>I can count to 512 or so ...
12:13<chillcore>:P
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12:33<chillcore>hmm found two more errors ... how do I do it xD
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12:41<chillcore>replaced ... magic take 2
12:49<@Alberth>you're doing quite well, I'd say :)
12:51<chillcore>I am infected ...
12:51<chillcore>I replaced it twice more without telling :P
12:52<chillcore>sssst don't tell anyone
12:52<chillcore>it should be good now ... logic and all
12:52<chillcore>I hope
12:53<chillcore>als thank you for the kind words
12:54<chillcore>spoke too soon ...
12:54<Samu>i have a question
12:54<@Alberth>openttd has an infinite supply of weird stuff :)
12:55<chillcore>xD
12:55<Samu>when building a lock and the lower and upper tiles slope doesn't fit the criteria of the direction of the middle slope, could it be terraformed to match it?
12:56<Samu>similar to like building a tunnel and terraforming the end tile?
12:56<Samu>so, as to complement
12:57<Samu>gah, let me retry describing the situation again
12:58<Samu>let's say I want to place a lock
12:58<@Alberth>'could' yes, 'should', don't know, tend to say no
12:59<Samu>i got a nice spot for it, but one of the non-middle tiles isn't flat
12:59<@Alberth>what should happen when you click at a flat world?
12:59<Samu>could it terraform it to flat it?
12:59<Samu>and then build lock?
13:00<Samu>it depends on the inclined slope of the middle tile, if this isn't flat, it just doesn't build
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13:00<Samu>oops, if it isn't inclined*
13:01<chillcore>we should get rid of terraform tools completely ... useles thing
13:01<Samu>:)
13:01<chillcore>one les gui to maintain ... win-win
13:02<@Alberth>haha :)
13:02<chillcore>+s +s
13:02<Samu>_/ -> this is the lower tile and the middle tile, which is inclined
13:02<Samu>if the _ isn't flat yet, would it be a good idea to perform a terraform at that tile so as to match the conditions for building the lock?
13:03<Samu>cus currently the code doesn't do it, and I was thinking maybe it could
13:06<Samu>oh well, I'll figure this out
13:09<@Alberth>it can be extended of course, not sure it's needed
13:11<Samu>it is already quite hard to build waterways, it would ease a little bit
13:11<Samu>my oppinion
13:12<Samu>this also helps me learn a bit about slopes flat tiles, half tiles etc
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13:15<chillcore>for rivers it is not needed at all because ... flat tiles only
13:16<chillcore>for land ... I like terraforming as little as possible and finding room to implement my infrastucture
13:16<chillcore>for watching auto building ... AIs
13:17<chillcore>I dunno ... may be just me ... I play games to do stuffs
13:17<chillcore>keeps me busy
13:18<chillcore>Ihate the games that have thes labels ... click here, here, here , no not there, buy this now, click there ... etc
13:23<chillcore>^^^ they might as well click for me
13:29<chillcore>I was talking to a little budy of mine yesterday ... he was driving circles for a very long time ... to get a wrench
13:29<chillcore>circles ...
13:29<chillcore>not going nowhere
13:29<chillcore>welp
13:40<chillcore>something completely different
13:40<chillcore>OpenTTD is heavily being promoted on steam
13:40<chillcore>in the locomotion frums :P
13:40<chillcore>not me ... but yeah
13:41<chillcore>at least three threads out of 45 talk about OpenTTD
13:41<chillcore>the other 42 ... hmm
13:45<@DorpsGek>Commit by translators :: r27211 trunk/src/lang/indonesian.txt (2015-03-29 19:45:14 +0200 )
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>indonesian - 18 changes by fanioz
13:46<frosch123>yay, things are back to dorpsgek time :p
13:46<TrueBrain>\o/
13:46<TrueBrain>:D
13:55<chillcore>for (int i = SMOOTHNESS_VERY_SMOOTH; i < SMOOTHNESS_VERY_ROUGH; i++) {
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13:56<chillcore>this god or is "int i = 0" prefered?
13:56<chillcore>good*
13:56<TrueBrain>a decent enum is prefered :P
13:56<TrueBrain>such lazyness :)
13:57<chillcore>these are in an enum ...
13:57<TrueBrain>yet an int ... ;)
13:57<@Alberth>lol
13:58<chillcore> have to init i ... it is int every where in the code
13:58<TrueBrain>pfft, so much lazyness ...
13:58<TrueBrain>what if VERY_SMOOTH is -2 and VERY_ROUGHT is 2?
13:58<TrueBrain>setting i to 0 would be silly then, wouldnt it?
13:59<chillcore>hmm ...
13:59<Eddi|zuHause>chillcore: usually these loops have a SMOOTHNESS_BEGIN and SMOOTHNESS_END
13:59<chillcore>ah
14:00<Eddi|zuHause>you set these within the enum
14:00<TrueBrain>and use the enum as type for i ...
14:00<Eddi|zuHause>then you can add more smoothnesses later, without changing the code
14:00<chillcore>ok
14:01<Eddi|zuHause>chillcore: there should be plenty of examples for this, like direction
14:01<frosch123>you will also need DECLARE_POSTFIX_INCREMENT :)
14:01<Eddi|zuHause>that would have been my next point
14:01<TrueBrain>stupid C++ :P
14:02-!-Biolunar [Biolunar@x4d08f92e.dyn.telefonica.de] has quit [Quit: leaving]
14:02<chillcore>so begin is -1 ...
14:02-!-Flygon [~Flygon@ppp118-209-20-225.lns20.mel4.internode.on.net] has quit [Ping timeout: 480 seconds]
14:02<TrueBrain>why?
14:03<TrueBrain>isnt begin the first item?
14:03<chillcore>because very smooth is 0
14:03<chillcore>settings ini
14:03<TrueBrain>and begin cannot be the same as very smooth?
14:03<chillcore>dun dun dun
14:03<TrueBrain>:)
14:03<chillcore>thank you
14:03<TrueBrain>common misconception .. an enum is just a list of defines, not an incremental list of defines ;)
14:04<TrueBrain>the incremental is enforced by us :)
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14:04<chillcore>indeed
14:05<TrueBrain>direction_type.h, as mentioned earlier, gives a very nice example btw :)
14:05<chillcore>I'll have looksie
14:06<frosch123>the semantics are the same as for std iterators
14:06<frosch123>begin is the first valid item
14:06<frosch123>end is the first no longer valid item
14:07<chillcore>I am so gonna break all of your patches soon-ish
14:07<TrueBrain>BEGIN <= x < END statements ... :)
14:07<chillcore>out of gratitude :P
14:07<chillcore>:bow:
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15:04<@planetmaker>good evening
15:07<frosch123>hi pm
15:07<frosch123>encountered any trolls?
15:07<Supercheese>Salve planetifex
15:07<frosch123>or do they only live in norway?
15:11<chillcore>hello planetmaker o/
15:15-!-KenjiE20 [~kenji@2001:41d0:51:1::1c1f] has joined #openttd
15:15<@planetmaker>no live trolls encountered. But discovered some uncareful ones which were hit by sunlight
15:16<@planetmaker>there are plenty of troll dwellings on Faroese islands, too
15:17<@planetmaker>any recommendation as of which forum threads of the last 3 weeks I should have a definitive look at?
15:17<TrueBrain>12345
15:17<TrueBrain>54321
15:17<TrueBrain>1337
15:17<@planetmaker>or anything else :D
15:17<@planetmaker>tsk!
15:17<TrueBrain>those should be interesting :D
15:18<TrueBrain>and hello to you too :D
15:18-!-HerzogDeXtEr1 [~flex@i59F6C7F2.versanet.de] has joined #openttd
15:18<@planetmaker>:)
15:18<TrueBrain>was the solar eclipse visible for you?
15:18<frosch123>planetmaker: rawr thread has new pictures :)
15:18<TrueBrain>here it was waaayyyy to clouded to even see the effects :(
15:19<@planetmaker>TrueBrain, there, where I was, too ;) Except that it turned near pitch-dark
15:19<TrueBrain>even that wasnt really noticable here :(
15:19<TrueBrain>too bad
15:19<TrueBrain>I really love the effect through the leaves when eclipses hit
15:19<@planetmaker>ah, no worry. My main purpose was hiking and troll chasing :P
15:19<frosch123>planetmaker: but maybe the better screenshot was posted on reddit
15:20<@planetmaker>I could see what could be observed here, too, when it was not totally eclipsed. And it was a very nice atmosphere :)
15:20*planetmaker goes looking
15:21<TrueBrain>bridge pilars look funky :D
15:22<frosch123>planetmaker: i made some fixes to ogfx
15:22<@planetmaker>ah, what was it? Rocks?
15:23<frosch123>in particular to the makefile, i have no idea whether thar is relevant for other projects
15:23<@planetmaker>opengfx... maybe not so much. I shall look
15:23<@planetmaker>but it might interest our distro maintainers
15:23<frosch123>no, it's only dependencies
15:24<frosch123>so nothing for someone who builds only once :)
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15:28<@planetmaker>:)
15:28<@planetmaker>ah, might also have been rather nml which doesn't doe that properly (yet)
15:38<@Alberth>moin pm
15:39<@planetmaker>o/
15:44<chillcore>for (TgenSmoothnessPresets smooth = SMOOTHNESS_BEGIN; smooth < SMOOTHNESS_END; smooth++) {
15:44<chillcore>unlazied ...
15:44<chillcore>xD
15:45<Supercheese>Smooooth
15:45*chillcore fooded ... he almost forgot
15:48<TrueBrain>gratz :)
15:51<Samu>help plz, if I have a SLOPE_NW at the middle_part of a lock, and a SLOPE_E at the lower_part, how do I turn the SLOPE_E into a SLOPE_FLAT?
15:51<chillcore>it was matter of just doing ...I had the enum already in my gui version
15:51<chillcore>... and following instructions
15:52<Samu>seems so simple, but it's my first time
15:53<TrueBrain>and not being lazy :D:D:D
15:53<TrueBrain>just that name!
15:53<TrueBrain>TgenSmoothnessPresets :D
15:53<TrueBrain>shouldnt it then also be TGEN_SMOOTHNESS_PRESETS_BEGIN? :P :P
15:54<TrueBrain>(or Smoothness :P)
15:56<TrueBrain>I disagree with my first statement, and revise it to the second :D
15:57<chillcore>I added my patch to the topic ... I can change it still ...
15:57<TrueBrain>just a personal issue .. having a typedef not named after the values they define :)
15:58<chillcore>yes actually you are right I could do that
15:58<TrueBrain>ieuw
15:58<TrueBrain>that is the worst feeling ever :(
15:58<TrueBrain>:D:D *trolls happily*
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15:59<chillcore>I think that is how I have them in my gui version ... I did not look at it much tbh while doing the light version
15:59-!-DanMacK [~3265a7d8@188.cimarosa.openttdcoop.org] has joined #openttd
15:59<chillcore>I should check to be sure
15:59<DanMacK>@seen andythenorth
15:59<@DorpsGek>DanMacK: andythenorth was last seen in #openttd 2 days, 1 hour, 25 minutes, and 18 seconds ago: <andythenorth> lo
16:00<@Alberth>not working today DanMacK :)
16:00<chillcore>Truebrain: TGEN_SMOOTHNESS_SCALE_DEF <- gui version
16:02<TrueBrain>ieuw, I liked Smoothness more :)
16:02<TrueBrain>but I guess it is only fair to have TGEN in there
16:02<TrueBrain>meh :) Fair enough :)
16:02<chillcore>hehe
16:02<chillcore>xD
16:02<TrueBrain>just typedef not matching the values of the enum makes me a bit sad :(
16:03<chillcore>I understand and reject you reality :P
16:03<chillcore>eh ... no not that
16:03<TrueBrain>:D
16:03<chillcore>I'll change it ;)
16:04<TrueBrain>I have to remember that sentence :)
16:04<TrueBrain>so going to use it at work :)
16:05<chillcore>haha
16:06<chillcore>half of it is stolen ... mythbusters
16:06<chillcore>and where they got it ... no idea
16:09<chillcore>also currently in trunk since forever: game_creation.tgen_smoothness
16:09<chillcore>so with is ok then?
16:10<TrueBrain>sounds perfect :)
16:10<TrueBrain>but who am I :)
16:10<chillcore>I prefer with tbh ... ;)
16:12<chillcore>STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN ... hmm
16:12<chillcore>not now ...
16:14<chillcore>the translators will curse at me enough with the gui version
16:14<chillcore>especially if they translate each patch
16:14<chillcore>they better wait for the last patch ... if the gui makes it that is
16:15<chillcore>worries for later
16:15<chillcore>don't wanna know ;)
16:21<Eddi|zuHause><TrueBrain> here it was waaayyyy to clouded to even see the effects :( <-- it was perfect weather here...
16:23<chillcore>Done patch 40 replaced ;)
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16:32<chillcore>hmm maybe I can find some more magic nrs relaed to smoothness
16:32<chillcore>genworld gui
16:35<chillcore>nope
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16:48<Samu>im terrible with these logic operators
16:48<TrueBrain>|| -> or
16:48<TrueBrain>&& -> and
16:49<TrueBrain>did that help?
16:49<Samu>SLOPE_NW 'insert operator' SLOPE_E = SLOPE_FLAT
16:49<Samu>what is the operator?
16:50<Samu>SLOPE_NW 'insert operator' SLOPE_S = SLOPE_FLAT
16:51<Samu>SLOPE_NE 'insert operator' SLOPE_S = SLOPE_FLAT
16:51<Samu>SLOPE_NE 'insert operator' SLOPE_W = SLOPE_FLAT
16:51<TrueBrain>magic operators havent been invented yet
16:51<TrueBrain>very sad
16:54<Samu>i wanna get a SLOPE_FLAT as the result
16:55<@Rubidium>== would work
16:55<TrueBrain>lol @ Rubidium :D
16:55<TrueBrain>& would work too :P
16:55<@Rubidium>^^ (if it existed)
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16:56<Samu>SLOPE_NW, SLOPE_NE, SLOPE_SE, SLOPE_SW
16:56<Samu>+ non-flat slope = FLAT IT
16:57<TrueBrain>(SLOPE_NW * SLOPE_E) * SLOPE_FLAT == SLOPE_FLAT
16:57<TrueBrain>(is that valid with enums?)
16:57<@Rubidium>IIRC it is in C
16:57<TrueBrain>in C it should work indeed
16:57<TrueBrain>awesome :)
16:57<Eddi|zuHause>if postfix-increment needs special treatment
16:57<Eddi|zuHause>then this one probably does as well
16:58<TrueBrain>operator<+> for SlopeT: return SLOPE_FLAT
16:58<TrueBrain>then it is SLOPE_NW + SLOPE_E :D
16:58<Eddi|zuHause>that might work :)
16:59<TrueBrain>what other bullshit can we consider as valid answer
16:59<Eddi|zuHause>the possibilites are endless :)
16:59<TrueBrain>that makes it fun :D
17:00<TrueBrain>when there are not right answers, all anwers are right, not? :D
17:00<Eddi|zuHause>(well, actually not. there are only like 2^96 ways you can map two 32bit inputs to a 32bit output)
17:00<TrueBrain>s/not/no/
17:00<TrueBrain>haha :D
17:00<Eddi|zuHause>there are definitely some wrong answers :p
17:01<Samu>the goal is to automatically flatten the lower tile of a lock depending on the slope inclination of the middle tile if it's not flat
17:02<Samu>the goal is to automatically flatten the lower tile of a lock if it's not flat, depending on the slope inclination of the middle tile
17:03<Samu>better english*
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17:47<FLHerne>What actually is a .pnml file? Does nmlc do anything directly, or are they just nml fragments to be concatenated by an external build script?
17:48<Eddi|zuHause>the latter
17:49<Eddi|zuHause>usually they are shoved through the c-preprocessor
17:49<FLHerne>Thanks, I couldn't find anything regarding them in the docs
17:49<Samu>how do i make it so that 1 + 1 = 0 and not 10
17:49<Samu>what is the operator
17:50<Samu>bit
17:50<FLHerne>Samu: xor? Modulo?
17:50<FLHerne>Your description is a bit odd
17:50<Samu>ah, must be xor
17:51<Eddi|zuHause>understatement of the year :p
17:52<Samu>hum, yeah, it's xor
17:54<Samu>it doesn't accept ^^
17:54<Samu>:(
17:54<FLHerne>What do you expect ^^ to do?
17:54<FLHerne>xor is just ^
17:54<Samu>middle_tileh ^^ SLOPE_S
17:54<Samu>ok, trying
17:54<FLHerne>xor-assignment is ^=
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17:57<Samu>arf, i«m horrible at this
18:01<Wolf01>'night
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18:04<Samu>http://i.imgur.com/rrYod0T.png
18:05<Samu>i wanna flat that corner
18:11<Samu>Run-Time Check Failure #2 - Stack around the variable 'lower_z' was corrupted.
18:11<Samu>bah
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18:27<Samu>what does -> do?
18:27<Samu>coa->first_tile = end_tile;
18:29<FLHerne>first_tile of the object that coa is a pointer to is made equal to end_tile
18:29<FLHerne>abc->def is equivalent to (*abc).def
18:33<Samu>I see
18:35<Samu>ClearedObjectArea *coa = FindClearedObject(end_tile);
18:37<Samu>first_tile are the corners of the first tile
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18:37<Samu>they're made equal to the corners of end_tile?
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18:43<Samu>i can't do this
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18:58<Samu>woah, i think i got it by accident
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19:18<Samu>guys, i need to ask
19:19<Samu>wait for it, i'm slow
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20:00<Samu>how do I get the tile height?
20:31<Samu>anyone around?
20:31<Samu>http://i.imgur.com/uInQTxd.png
20:32<Samu>i wanna flat all those tiles automagically
20:32<Samu>when placing a lock
20:34<Flygon>Isn't there a tool for that already?
20:34<Flygon>The landscaping tool with the = sign
20:34<Samu>it doesn't magically terraform
20:35<Samu>i want to change this in code
20:35<Flygon>Hm
20:35<Flygon>I aint the guy to ask then
20:35<Samu>ok
20:35<Samu>so sad I wasted all this day on this and still nothing
20:35<Samu>no real results
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23:25<supermop>yo
---Logclosed Mon Mar 30 00:00:13 2015