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#openttd IRC Logs for 2016-03-29

---Logopened Tue Mar 29 00:00:03 2016
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01:58<Flygon>Wait
01:58<Flygon>We're making a railtype that ships can drive on? O_O
02:07<peter1138>we?
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02:20<andythenorth>o/
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02:53<andythenorth>but would NotRoadTypes have speed limits and all that crap?
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04:39<peter1138>yesno
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05:30<Wolf01>o/
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06:04<Samu>@logs
06:04<@DorpsGek>Samu: http://irclogs.qmsk.net/channels/openttd
06:04<Samu>hi
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06:24<andythenorth>o/
06:28<Wolf01>o/
06:50<Wolf01>mmh, I can't understand why one subscribed feed doesn't load correctly, if I debug the collection all is in place, it just doesn't show in the UI
06:50<Wolf01>even if I replace the feed values with static values
06:50<Wolf01>so it can't be the feed
06:53<Wolf01>slept well, andy? had some subtle revelation on dream?
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07:01<wilima>Hi, is it possible the connect bank and train station with car and transport money from bank to train station and load the train to another city?
07:02<Wolf01>yes, the station must not accept valuables and you need to set the truck order to unload and leave empty or transfer
07:02<wilima>ah, thanks, thats the thing :)
07:02<Wolf01>transfer is better because truck and train share the income
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07:15<Samu>can someone explain me this piece of code
07:15<Samu>static const byte coast_tracks[] = {0, 32, 4, 0, 16, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0};
07:16<Samu>the coast tracks part
07:16<Samu>what are those numbers inside the brackets
07:20<Samu>here's the whole function https://git.openttd.org/?p=branches/1.6.git;a=blob;f=src/water_cmd.cpp;h=4392eb2103732a53a0aba4aee9e53e48804f0e12;hb=HEAD#l1234
07:21<Samu>case WATER_TILE_COAST: ts = (TrackBits)coast_tracks[GetTileSlope(tile) & 0xF]; break;
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07:24<Wolf01>they seem to be the track bits allowed to be built on coasts
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07:30*andythenorth has NotRoadType spec questions
07:31<andythenorth>I think the implementation is not so hard again now
07:32<andythenorth>but all the speeds and compatibility crap that railtypes has :|
07:32<andythenorth>seems dull
07:33<Samu>there's 16 numbers inside
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07:33<Samu>0 32 4 0 16 etc... how are they used in this ts = (TrackBits)coast_tracks[GetTileSlope(tile) & 0xF]
07:34<Samu>the numbers are track bit, i think i understand that now
07:34<Samu>but the ts = (TrackBits) part I still don't get it
07:38<andythenorth>is that not just accessing data in a TrackBits type?
07:38*andythenorth is pure guessing
07:38<andythenorth>have you looked up the TrackBits type?
07:39<Wolf01>Samu, each array position should be one of the slopes the tile can have, and the numbers related to the slopes you can build on are the trackbit
07:40<andythenorth>if I was guessing, I’d suggest the slope was an index into some kind of array
07:40<andythenorth>and that the result was the number of track bits, or a bitmask number which is unpacked for track bit pattern
07:40<Wolf01>^
07:40*andythenorth _is_ guessing
07:40<Wolf01>^
07:40<andythenorth>yeah :)
07:41<Wolf01>(things like that are kind of magic to me, I have a lot to learn on data structures)
07:42<Wolf01>but I can get the idea on how they work
07:42<Wolf01>so andy, what was the question?
07:42<andythenorth>coding a lot of nfo taught me how to make educated guesses
07:42<andythenorth>but not how to do bitmaths properly :x
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07:44<Compu>how do i change the soundfont openttd uses for midis in ubuntu?
07:45<Eddi|zuHause>depends on which music driver is used. if timidity, then look at their settings
07:46<Eddi|zuHause>something might be achieved by parameters to openttd's -m setting
07:46<Eddi|zuHause>documentation is likely poor in that area
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08:22<andythenorth>Wolf01: the question is whether NotRoadTypes should be (a) super simple (just eye candy) or (b) provide features / limits, for example speed limits, and arbitrary compatibility / incompatibility
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08:22<andythenorth>or [c] something else
08:22<Wolf01>B for coherence with railtypes
08:23<andythenorth>I find some of the features of railtypes strikingly useless
08:23<andythenorth>not most, but some
08:23<andythenorth>also as a newgrf author, railtypes is just baffling to work with
08:24<andythenorth>somebody else (foobar) wrote Termite because I don’t understand the spec
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08:24<andythenorth>and the railtypes stuff in Iron Horse was given to me by other people
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08:24<Wolf01>I usually build roro stations with a "slower" railtype so trains are forced to slow down if passing through and not going 190kph
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08:43<Samu>AHA, I GOT IT
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08:49<Samu>in fact, i might have actually found a bug
08:49<Samu>unless my understanding failed somewhere
08:50<Samu>nevermind, not a bug, it's me
08:50<Samu>false alarm
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09:05<Samu>question, are there water tiles that use the SLOPE_ELEVATED slope configuration? or is it the same as SLOPE_FLAT?
09:06<Samu>apparently, SLOPE_ELEVATED has no trackbits
09:06<Samu>but SLOPE_FLAT does
09:07<Samu>any specific reason why is this so?
09:08<andythenorth>it might be because the coast tiles are also water
09:08<andythenorth>that’s how it works in newgrf
09:08<andythenorth>and they are, of course, sloped
09:09*andythenorth is giving out possibly wrong info, it’s a long time since I used that in newgrf
09:09<andythenorth>water has trackbits? o_O
09:09<Samu>yes, for ships
09:09<Samu>to know where they can walk
09:09<andythenorth>pathfinder needs them I assume
09:09<andythenorth>ok so coast tiles would have no trackbits
09:10<andythenorth>also there is the waterfalls case for rivers
09:10<andythenorth>waterfalls are not navigable
09:10<Samu>some coast tiles have tracks
09:11<andythenorth>half tiles?
09:11<Samu>~yes, half-water / halt-declive, yes
09:11<andythenorth>half tiles would have one or 3 bits, at a guess
09:12<andythenorth>Samu: you have seen this? :) https://git.openttd.org/?p=trunk.git;a=blob_plain;f=docs/tileh.png;hb=HEAD
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09:15<Samu>yes, I started at that since yesterday night, lol
09:15<Samu>stared*
09:16<Samu>http://i.imgur.com/cmtgwgg.png
09:16<argoneus>there are waterfalls?!
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09:19<Samu>tile 0 in the picture is a SLOPE_FLAT
09:20<Samu>tile 15, which is not in the picture, would be a SLOPE_ELEVATED, and it looks like a SLOPE_FLAT with the 4 corners raised
09:20<Samu>I wonder, why isn't the game currently putting tracks in SLOPE_ELEVATED
09:21<Samu>is it ambiguous? pointless to do so? is it because once the 4 corners are raised, it becomes SLOPE_FLAT? what is it?
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09:39<andythenorth>tile 12 is a waterfall for example
09:43<supermop>good morning
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09:47<Bowen>hey guys, anyone know why server 2 is down?
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10:00<Samu>what do I do? put tracks in SLOPE_ELEVATED or not? It's a difference between typing a 0 or 63
10:14<Samu>https://paste.openttdcoop.org/pjv8ib4iq?/pjv8ib4iq
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10:34<andythenorth>lo Alberth
10:34<@Alberth>moin
10:34<argoneus>moan
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10:41<Samu>Alberth: hi
11:00<Samu>question: GetTileSlope(tile) will never return SLOPE_ELEVATED, right?
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11:20<Samu>i still have a question
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11:23<Samu>assuming i am right, and that SLOPE_ELEVATED is never returned by GetTileSlope(tile), why is that there's 16 entries in coast_tracks[] = {0, 32, 4, 0, 16, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0}; and not 15?
11:25<Samu>the last entry is for the SLOPE_ELEVATED tile but if it's not even returned (assuming i'm right), why is it there?
11:29<@Alberth>completeness? table is also used for other code? someone wasn't thinking? better safe than sorry?
11:30<@Alberth>take your pick :)
11:31*andythenorth bets on better safe than sorry
11:32<@Alberth>it could even be the case that in the past that value was returned and thus used
11:33<Samu>oh, that makes more sense
11:33<@Alberth>code is not written once and never touched again
11:34<@Alberth>over the years different people make changes
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11:34<@Alberth>it's next to impossible to move everything along
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11:35<@Alberth>compilers don't warn about things you don't need
11:35<@Alberth>except for some trivial cases like unused static in a file
11:38<Samu>I see, thanks for the explanation, it was driving me crazy
11:38<Samu>i thought i was misinterpreting something
11:38<@Alberth>don't assume code makes sense :p
11:39*andythenorth fell into that
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11:39<andythenorth>other apps, I learnt to judge the mentaility of the authors :P
11:39<andythenorth>openttd I assume is sane and well thought out, not sure why I do that :P
11:40<@Alberth>dangerous :p
11:40<andythenorth>yeah
11:40<andythenorth>some tools and frameworks are though
11:40<andythenorth>others are clearly created by bags of monkeys with keyboards
11:41<andythenorth>o/t, if I ask enough people what NotRoadTypes should provide, will I eventually get the answer I want? oO_
11:42<@Alberth>if you know the latter, I think you would, law of the big numbers :)
11:42<@Alberth>not sure you'd need to ask then, however :p
11:42<andythenorth>mostly I don’t know how much of speed limits and crap I’d want to support
11:42<andythenorth>practically, I might not be able to code that anyway
11:42<andythenorth>but conceptually eh?
11:43<Samu>okay, so that leads me back to the original question: do i put tracks in SLOPE_ELEVATED (which aren't even checked), or no tracks (like it is now)?
11:43<@Alberth>imho, having more than 1 type of road graphically is already very ++++
11:44<@Alberth>coding other crap can always be done later
11:44<@Alberth>not to mention some patch authors will do that all by themselves
11:45<@Alberth>at least, I suspect someone will :)
11:46<andythenorth>it affects some design choices about compatibility and so on
11:46<andythenorth>and overbuilding and that sort of thing
11:46<@Alberth>Samu: assume the value could be returned, what is the best value then?
11:46<@Alberth>yeah, very complicated very quickly
11:46<Samu>tracks, that would mean 63 there
11:47<Samu>and not 0
11:47<Samu>but the code was putting 0
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11:48<@Alberth>right, that would suggest the author wanted a) not a crash, and b) something obvious to see as being wrong?
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11:48<Samu>IsTileFlat(tile) ? TRACK_BIT_ALL : TRACK_BIT_NONE; break;
11:49<Samu>track_bit_all means 63
11:49<@Alberth>but I don't see the problem, the value isn't used, how can it be a wrong value?
11:49<Samu>because i'm patching
11:49<Samu>(TrackBits)clear_tracks[GetTileSlope(tile) & 0xF]; break;
11:49<Samu>that's my replacement
11:50<Samu> here https://paste.openttdcoop.org/pjv8ib4iq?/pjv8ib4iq
11:50<Samu>IsTileFlat(tile) function
11:50<Samu>must investigate what this one do
11:50<Samu>brb
11:51<@Alberth>/me looks for food
11:52*andythenorth looks at rain
11:52<andythenorth>wonders why it’s raining at home time
11:57<@Alberth>to annoy you?
12:01<andythenorth>I am the center of my world, so probably that yes
12:01*andythenorth -> rain
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12:16<Samu>back, alright, I'm going to play safe and put 63
12:18<Samu>IsTileFlat is checking the height of 4 adjacent tiles to find out if they're all equal or not
12:19<Samu>it's not even using GetTileSlope
12:22<Samu>the height of SLOPE_ELEVATED is 1 and that means that the 4 adjacent tiles height would also be 1... so in essence, the old code would eventually put tracks, so i'm gonna do the same
12:22<Samu>mistery solved :p
12:30<supermop>lunch time
12:31<Samu>https://paste.openttdcoop.org/pxkv7w1re
12:31<Samu>oh hi supermop :o
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12:47<Samu>uhm...
12:47<Samu>my code will never check SLOPE_ELEVATED, i'm still not pleased
12:48<Samu>the original code doesn't check SLOPE_ELEVATED directly, but it would still put tracks
12:49<Samu>grr, brb
12:50<Samu>case WATER_TILE_CLEAR: ts = IsTileFlat(tile) ? TRACK_BIT_ALL : (TrackBits)clear_tracks[GetTileSlope(tile) & 0xF]; break;
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12:55<Samu>Alberth: what u think now? https://paste.openttdcoop.org/ps2m2br1i
12:57<@Alberth>I am thinking I have no clue what you are doing
12:58<Samu>:|
13:00<Samu>improving the static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
13:02<Samu>making ships able to traverse water tiles with slopes, a bit like what currently happens with coastal tiles
13:03<Samu>but for all tile heights, and not just sea level
13:03<Samu>i guess
13:03<Samu>this is what i'm doing
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13:10<Samu>Alberth: http://i.imgur.com/cmtgwgg.png - this
13:10<Samu>pretty much is what that patch do
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13:23<@Alberth>wb
13:24<@Alberth>why not build a canal on a foundation? that would do the same thing
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13:36<Samu>static Foundation GetFoundation_Water(TileIndex tile, Slope tileh) return FOUNDATION_NONE;
13:36<Samu>okay, i have no idea what's a foundation
13:38<andythenorth>conceptually, or in the code?
13:39<Samu>what Alberth asked
13:39<Samu>i guess, in the code
13:39<@Alberth>build a track at a slope
13:39<andythenorth>canals with foundations are an interesting idea
13:39<andythenorth>http://newgrf-specs.tt-wiki.net/wiki/Callbacks#Decide_drawing_default_foundations_.2830.2F14E.2F150.29
13:39<@Alberth>or a house or a depot
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13:40<andythenorth>actually that newgrf link is probably not helpful sorry
13:40<andythenorth>I was hoping there was a picture, but no
13:40<@Alberth>ha, that would be too helpful :p
13:40<andythenorth>could add one :)
13:41<@Alberth>don't think many people read that stuff any more, with nml around
13:42<Wolf01>anyone good with c#?
13:43<@Alberth>I treat it like Java :p
13:44<@Alberth>seen a few programs, but never wrote a line c# :)
13:46<Wolf01>I have problems converting a collection to a dictionary :/ The example code is really easy but the IDE complaints that I can't convert a KeyValuePair(string, string) to string... I can't understand how to select only the value and not the whole KeyValuePair
13:47<andythenorth>no .value or something?
13:47<Wolf01>I'm doing this => Dictionary<long, Package> dictionary = packages.ToDictionary(p => p.TrackingNumber);
13:47<@Alberth>it doesn't have a "getKey()" or so?
13:47<Wolf01>this is from the example
13:47<andythenorth>.Key
13:48<andythenorth>.Value
13:48<andythenorth>https://msdn.microsoft.com/en-us/library/5tbh8a42%28v=vs.110%29.aspx
13:48<andythenorth>they’re just props apparently
13:48<@Alberth>props and getters/setters are mostly the same thing in c#, afaik
13:49<Wolf01>but the example creates a dictionary of <string, KVP>, where do I put the second .key?
13:50<Wolf01>I just started to use the (p => p.something), I used it on the Where() extension so far
13:51<Wolf01>maybe it's because p.value is already a KVP, but I'm not sure
13:51<@Alberth>my guess would be p.Key => p.Value but far from knowing that
13:51<@Alberth>don't understand the notation
13:53<Wolf01>in Where() is select p where p.prop == something, here could be return p with key p.prop
13:54<Wolf01>the problem is, I don't want p, only p.value :D
13:55<@Alberth>perhaps try to be less smart, and use a few more lines code?
13:57<Wolf01>ok, I'll go back to the old foreach
13:59<@Alberth>no doubt it can be done, but figuring it out also takes time
14:00<Wolf01>I can't understand why it should be so difficult, maybe with a delegate...
14:03<Wolf01>nah, even worse
14:03<Wolf01>I'll stay with the foreach
14:04<Wolf01>that notation is good because of chainability
14:04<Samu>foundation is related with autoslope?
14:07<Wolf01>autoslope or not, foundation is related with what there is over the tile, autoslope only avoids the user to manually terraform to have the right slope
14:08<Wolf01>and does that by adding a foundation usually
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14:12<Samu>eum... the only think i can say is... i wasn't planning autosloped rivers
14:12<andythenorth>rivers could use some improvements :D
14:12<andythenorth>how about scope creeep? o_O
14:13<Samu>imagine a mountain of water
14:13<Samu>i don't want it to look like I'm playing minecraft
14:15<Wolf01>just finished to play it :D
14:17<Samu>scope creep, what's that?
14:17<andythenorth>I have an idea, you add it to your unrelated patch :)
14:17<andythenorth>good for me, not for you
14:20<Samu>mindstorming ideas?
14:21<Samu>to see what works best?
14:21<Samu>i'm confused
14:23<Wolf01>andy, you do my feed reader UWP and I do roadbits?
14:23<Wolf01>*roadtypes
14:23<Samu>the goal i had is: allow terraforming of tiles which contain rivers on it
14:24<Samu>it needs working on sprites, i believe they're "missing sprites"
14:24<Samu>so that it doesn't look stupid like on that screenshot
14:24<Samu>http://i.imgur.com/cmtgwgg.png
14:24<andythenorth>Wolf01: NotRoadTypes :P
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14:25<Samu>now, assuming the sprites were already available, the water tracks needed to be adjustable, because ships were not able to traverse them
14:25<Samu>only the tile 0 had tracks
14:28<Samu>the watered tile is 100% water, no half-parts being land and the other being something else. It's a water tile, no matter what
14:29<Samu>bah typo
14:29<Samu>the watered tile is 100% water, no half-parts being WATER* and the other being something else. It's a water tile, no matter what <- fixed
14:29<andythenorth>frosch123: what railtype crap-with-no-gameplay-fun should I copy over to NotRoadTypes? o_O
14:32<Samu>the problem is that I have no idea what's a foundation
14:32<Samu>lol
14:32<frosch123>drawing of custom road graphics :)
14:32<frosch123>drawing of custom bridge surfaces
14:32*andythenorth has a copy of railtype props in notes here
14:33<frosch123>flags for drive-in availability
14:33<andythenorth>interesting
14:33<andythenorth>I think drive-in is determined by road or tram, subtype should ignore it
14:34<andythenorth>speed_limit, acceleration_model, curve_speed_multiplier all look very boring
14:34<frosch123>true, we have no drive-in movement code for trams
14:34<frosch123>yeah, none of the properties look interesting
14:34<frosch123>pure graphics imho
14:35<Samu>foundations are sprites?
14:35<andythenorth>to be clear where I got to on ‘spec'
14:36<andythenorth>- every tile gets up to 1 ROADTYPE_ROAD and 1 ROADTYPE_TRAM
14:36<andythenorth>not more
14:36<andythenorth>- there are road subtypes and tram subtypes
14:36<frosch123>Samu: foundations are Liberté, égalité and fraternité
14:36<andythenorth>the chosen subtype is the one that will be built for all road bits of that roadtype on the tile
14:36<andythenorth>subtype provides catenary, or not
14:37<frosch123>andythenorth: i thought about that. currently i prefer splitting road and light-rail at the very top of the toolbar
14:37<andythenorth>at some point, I will figure out the compatibility crap, and ‘powered on this subtype’ will be left to vehicles to figure out
14:37<andythenorth>frosch123: that remains possible in my patch
14:37<andythenorth>light-rail is an interesting renaming of trams
14:37<frosch123>so, from the interface point of view, there are real rail, road, light rail, canal and airport
14:38<frosch123>you can combine light rail and road, just like you can compbine normal rail and road
14:38<andythenorth>but only one of each per tile
14:38<frosch123>yes, one railtype per tile
14:38<frosch123>one roadtype per tile
14:38<Samu>supermop: hey, you're still interested about drawing sprites? couldn't figure out if you were willing to help
14:38<frosch123>one lightrail type per tile
14:38<andythenorth>one lightrailtype
14:38<frosch123>one watertype per tile
14:39<andythenorth>would you propose actually reimplementing all the road stuff to split trams out into light rail?
14:39<andythenorth>or just in the UI?
14:39<frosch123>only ui :)
14:39<frosch123>internally trams are like roadvehicles
14:39<frosch123>but from a gui point of view it makes no sense to put tram and road into the same dropdown
14:39<andythenorth>agreed
14:39<frosch123>when you can only combine one group with the other
14:39<andythenorth>I’ll copy this to my notes
14:40<andythenorth>in first patch, all subtypes will be cross-compatible
14:40<andythenorth>then I’ll figure out ‘powered or not’ which probably means touching pathfinder :(
14:40<andythenorth>and some kind of compatibility table for subtypes I guess :)
14:40<andythenorth>:(
14:41<frosch123>yeah, ignore compatibilty till the very end :)
14:41<frosch123>after all purr is the best railset :p
14:41<frosch123>so, first road-purr
14:41<andythenorth>I don’t understand compatibility right now for railtypes at all, as newgrf author
14:41<andythenorth>got no desire to repeat that :P
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14:43<supermop>samu, if its straightforward, yes
14:44*andythenorth back tomorrow
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14:47<Samu>did you get the savegame I posted yesterday night? i posted a link in chat, it would let you visualize what is missing
14:47<Samu>brb, i'll fetch it
14:49<Samu>03:19:27 < Samu> download the savegame file with the name "start these ships.sav" -> https://onedrive.live.com/redir?resid=23B29F3DE45F6F1F!1251&authkey=!APyGXPhplGn9KKM&ithint=file%2csav
14:52<Samu>you may need this patch: https://paste.openttdcoop.org/ps2m2br1i
14:52<Samu>or the ships won't turn in the corners
14:54<supermop>at work now
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15:03<supermop>but i can make time to draw some
15:04<Samu>:)
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15:08<Samu>the patch also lets you mess around with the terraforming of rivers. you can raise and lower a lake of river tiles and the river tiles will remain
15:10<Samu>(but it won't currently let you demolish a river tile)
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15:10<Samu>for lazy reasons
15:10<Samu>:\
15:10<Samu>guess that's what I'm gonna code now
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15:34<Samu>@logs
15:34<@DorpsGek>Samu: http://irclogs.qmsk.net/channels/openttd
15:35<SpComb>oh god does someone still use that
15:35<Samu>sorry
15:36<SpComb>it'll probably die by summer unless I get around to completely rewriting it
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15:41<frosch123>SpComb: we can likely send webster here as well
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16:53<Samu>terraform function is huge :(
17:05-!-BowenC2C [4f42167b@107.161.19.53] has joined #openttd
17:05<BowenC2C>hey
17:05<BowenC2C>anyone here?
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17:30<Nathan1852>I have a problem with some grfs. I am trying to decode them using Grf Wizard to better understand how they work, but some of the imagesdon't decode right. Grfcodec just says that the grf has 0 sprites, although the grf works fine ingame
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17:33<Nathan1852>So if someone knows why this happens and/or ho to fix it, I would be really happy
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17:34<SpComb>The Webster Leiden International Relations Club (IRC) was first inspired through Webster student, Hemayel Martina. Since its initiation, it has become a force of education, communication, and passion
17:34<SpComb>heh, fun misquotes aboud, "Visit our Facebook or the IRC Blog for up-to-date information and events. If you would like to become an active member in the IRC, please send an email to: websterleidenirc@gmail.com"
17:35<SpComb>but that's probably not what frosch meant
17:37<SpComb>but if #openttd wants its irclogs and someone else is already maintaining a bot for that, it might be a sensible replacement
17:38<Wolf01>I use them very often
17:39<SpComb>I have some vauge ideas for reimplementing it, but I'd like to avoid having to port the current archic mess over, and the server it's currently running on is scheduled for demolition
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17:43<Nathan1852>Could one of you maybe help me?
17:47<FLHerne>Nathan1852: I missed whatever the original question was
17:47<FLHerne>What problem are you having?
17:47<Nathan1852>I have a problem with some grfs. I am trying to decode them using Grf Wizard to better understand how they work, but some of the imagesdon't decode right. Grfcodec just says that the grf has 0 sprites, although the grf works fine ingame
17:49<FLHerne>Hm, I've never used 'Grf Wizard', just plain grfcodec
17:49<FLHerne>Do you have a link to the grf(s) in question?
17:49<Nathan1852>Well, grf wizard just starts grfcodec, so there shouldn't be any differences
17:50<Nathan1852>I got the grfs from the ingame download, some of them the 2cc and chips grfs
17:50<FLHerne>Well, I want to try and see if it works here :P
17:51<Nathan1852>You probably can download them via the ingame downloader
17:52<FLHerne>Nathan1852: Chips 1.5.0 decodes fine here with grfcodec 6.0.5
17:52<FLHerne>Ah, possibly GrfWizard bundles an old grfodec version without grfv8 support?
17:53<FLHerne>The newgrf format was changed to support 32-bit sprites and multiple zoom levels
17:53<Nathan1852>That could be.
17:53<Nathan1852>It had version 0.9.10
17:54<FLHerne>Ouch
17:54<FLHerne>Definitely too old, by about 5 years
17:55<FLHerne>Anyway, no need to decode CHIPS https://www.google.co.uk/search?q=chips+openttdcoop&ie=utf-8&oe=utf-8&gws_rd=cr&ei=vPn6VqiNO8q4auO7i5AH
17:55<Nathan1852>Yeah. I think it doesn't even bundle it, but I downloaded the wrong (old) version by mistake
17:55<FLHerne>https://dev.openttdcoop.org/projects/chips, even
17:59<Nathan1852>It works now, thank you for your help
18:04<FLHerne>Ah, good :-)
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18:22<SpComb>the year selection dropdown on the irclogs calendar browser only goes up to 2009 :P
18:23<SpComb> <select name="year">
18:23<SpComb> ${h.select_options(((None, 2006), (None, 2007), (None, 2008), (None, 2009)), month.year)}
18:23<SpComb> </select>
18:24<SpComb>yes, this is code that's showing its age :P
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19:19<Wolf01>'night
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20:00<Eddi|zuHause>SpComb: we reported that years ago.
20:01<Eddi|zuHause>the workaround was to just type the date in the address manually :p
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20:25<sim-al2>Well damn: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#extreme
20:29<Eddi|zuHause>well, fun. there is a cargo flow graph, but my browser only shows a tiny fraction of that, which basically covers one node of the graph, providing no overview whatsoever, and additionally to that, all the labels are missing
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20:35<sim-al2>Eddi|zuHause, http://i.imgur.com/zXOzukh.png
20:35<Eddi|zuHause>you have no colours?
20:36<sim-al2>I have no idea why it disappeared, but it's not in the svg
20:37<sim-al2>Doesn't show in Internet Explorer either, but the colors do appear in Firefox
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---Logclosed Wed Mar 30 00:00:05 2016