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#openttd IRC Logs for 2016-05-16

---Logopened Mon May 16 00:00:16 2016
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06:27<argoneus>good morning train friends
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06:45<Samu>english question: widest refers to the largest width, ??? refers to the largest height. What is the word?
06:46<Samu>heightest?, tallest?
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07:10<Samu>thank you
07:27<Samu>'void DrawSprite(SpriteID,PaletteID,int,int,const SubSprite *,ZoomLevel)': cannot convert argument 5 from 'int' to 'const SubSprite *' openttd D:\OpenTTD\trunk\src\ai\ai_gui.cpp 131
07:27<Samu>what's wrong?
07:28<Samu>it works somewhere else, but not here... t.t
07:29<Samu>if (text == STR_AI_CONFIG_RANDOM_AI) DrawSprite(SPR_AICONFIG_RANDOM, PAL_NONE, r.left + WD_MATRIX_LEFT, r.left + WD_MATRIX_LEFT + GetSpriteSize(SPR_AICONFIG_RANDOM).width, y + rai_y_offset);
07:36<@peter1138>It tells you what's wrong.
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07:40<Samu>it does not like the value of y
07:42<@peter1138>It does not say that.
07:48<Samu> - line 77
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07:50<marlinc>Hey, is there a reason why the download speed of a map is limited to about 5-6 mbit/s?
07:50<marlinc>Or is it some technical limit?
07:51<Eddi|zuHause>that should be your network's limit somewhere on the way
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07:54<marlinc>Well, that's 1000 Mbit as its setting next to mne
07:54<Samu>compression level
07:55<Samu>see if it helps
07:59<Samu>i made some research about this a few weeks ago, let me find it
08:00<@peter1138>Samu, line 77 is the same line you pasted above.
08:00<Samu>:( i don't know what to do there
08:00<marlinc>Could it be related to CPU usage?
08:00<@peter1138>What part of "'void DrawSprite(SpriteID,PaletteID,int,int,const SubSprite *,ZoomLevel)': cannot convert argument 5 from 'int' to 'const SubSprite *'" means "it does not like the value of y" to you?
08:01<marlinc>Its at about 36% at the moment with two players
08:01<Eddi|zuHause>marlinc: could be CPU, or disk speed, or spam software, or whatever
08:02<marlinc>Well its not the disk.. its sitting on my ZFS array..
08:02<@peter1138>Bah, wish this cloud would psis off
08:05<Samu>marlinc: it's a research comparing several speeds of the different savegame formats!1271&authkey=!AAIUn3D6oXYFDM4&ithint=file%2cxlsx
08:05<Samu>but for my cpu only :o
08:06<marlinc>Lol, onedrive
08:06<Samu>it compresses the map on the fly when sending it to another client
08:06<marlinc>Thanks Samu, I'll take a look :)
08:07<Samu>oh, and the map size used for that sample was 4096x4096 :p
08:08<@peter1138>Samu, the error is telling you the arguments you have supplied are wrong, and it tells you what it is expecting.
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10:05<@Alberth>hi hi
10:20<supermop>hows it going Alberth ?
10:21<supermop>got a kgs account yet?
10:26<@Alberth>too busy, as always, when having a day off :p
10:41<supermop>i understand that
10:42<supermop>i ended up using 6 hours of my sunday on a 'fun' thing that was really just work related
10:49<@Alberth>clearly, work poses sufficient good challenges :p
10:51<supermop>the problem with working in a field like mine,is that you can never really stop thinking about it, but you can't charge clients for all that 'work' you did laying in bed at night
10:53<@Alberth>ah, I have that too, but don't get paid overtime either :p
10:55<Samu> - it is correctly identifying the scripts which can be used as random.
10:55<Samu>but i wanted to draw the randomai sprite instead
10:56<Samu>and it doesn't let me
11:09<Samu>i hate it that I did the same on the other function and it works there, and on this one, it doesn't...
11:09<@Alberth>"doesn't work" gives no clues what it actually does
11:10<@Alberth>the compiler produced an error, right?
11:10<Samu> - line 77
11:10<@Alberth>so the logical course of action would be to solve that error, or not?
11:12<Samu>y isn't accepted, I took y away, and ray_y_offset isn't accepted either
11:12<+michi_cc>Samu: Why should it, an integer isn't a SubSprite struct.
11:13<Samu>yes, that , no idea what's a SubSprite struct
11:13<Samu>i did very much the same on the config window, and it accepted y
11:13<+michi_cc>But I'm quite sure DrawSprite wants x and y, and not two x values. Looking up the function definition of DrawSprite (it has comments) should help.
11:13<Samu>on the ai list window it doesn't want it
11:14<+michi_cc>Samu: You didn't, no matterwhat you think.
11:14<Samu>hmm :(
11:16<Samu>let me check this again
11:16<+michi_cc>Maybe random cargo-cult programming is inferior to trying to understand it first.
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11:17<Samu>crap :( i'm dumb
11:18<Samu>i see what I did wrong
11:19<Samu>DrawSprite isn't needing the right most side
11:20<Samu>only DrawString needs that
11:20<Samu>let's see now, it seems to compile
11:22<Samu>yes yes it works! thx michi_cc
11:24<Samu> - looks better now, yay
11:24<Samu>and it scrolls
11:25<@Alberth>no, just very stubborn in believing what you're doing is effective
11:26<@Alberth>^ about "i'm dumb" comment
11:28<Samu>it's strange, I worked with DrawSprite just a few days before
11:28<Samu>i was supposed to know how to use it
11:29<Samu>think i got alzheimer
11:29<@peter1138>you should've read the error message
11:29<@peter1138>it had all the info you needed
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11:51<Samu>just a few hours ago, had to fix part of the code I've already worked before. It was calculating the width of sprites to determine the highest one. That's not what I've thought I've done.
11:52<Samu>now it really is calculating the height
11:53<Samu>how I end up messing things up like that...
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11:54<Samu>and my english sometimes is horrid
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13:15<WegeClausen>hi im running in a problem sometimes
13:16<WegeClausen>Q ehat if i want to drop the fright and only load the station products
13:16<WegeClausen>so the products i unloaded arend reloded
13:18<@Alberth>where do they go?
13:18<@Alberth>staying at the station, or accepted by industries?
13:18<WegeClausen>Example train comes in and drops water foodl but then loads the same and the station goods and goes for plan
13:19<WegeClausen>not accepted
13:19<WegeClausen>i kmow its best to go for 2 trains
13:20<@Alberth>you force unload it?
13:20<@Alberth>fruit is accepted?
13:20<WegeClausen>but it reloads them
13:20<@Alberth>yes, you load either nothing or everything
13:21<@Alberth>unless you use cargo-dist, and provide other means to transport the unloaded cargo
13:21<WegeClausen>no fruit is at the station it rights to a second station with corn then dets on to foodfactory with waterwell
13:21<WegeClausen>ok i will get me 2 trains
13:22<@Alberth>or perhaps 2 stations?
13:22<@Alberth>force unloading unloads everything, you cannot force unload a single cargo
13:23<@Alberth>in general you should not need force unload at all
13:23<@Alberth>it exists mostly for fixing problems
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13:44<Samu>how do I retrieve the width value of this text? const char *text = (*it).second->GetName();
13:45<@Alberth>afaik there is a function to get the width of a char * text
13:46<@Alberth>getting the width of a StringID uses it too
13:48<Samu>ok, will look
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14:42*andythenorth needs an offsider
14:42<andythenorth>supermop o/
14:42<andythenorth>played any more antelope game?
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14:45<Samu> SetDParamStr(0, (*it).second->GetName()); uint text_width = GetStringBoundingBox(STR_JUST_RAW_STRING).width;
14:45<Samu>this works, but is there a better way?
14:47*andythenorth wants ropeway transport
14:47<Samu>i still don't fully understand pointers
14:48<supermop>not yet, got sidetracked with tram cascading micromanagement and walked away from it
14:48<supermop>andythenorth: i've drawn belt sprites
14:49<andythenorth>‘tram cascading micromanagement’ :D
14:49<andythenorth>how did you manage that? o_O
14:50<@Alberth>secret firs parameter :)
14:53<supermop>didn't manage, thats why i walked away. ended up with 6 trams that were superceded in every way in the city that became center of my network
14:53<Samu>what if the AI name is translated?
14:53<Samu>is that even possible?
14:54<supermop>but they still had lots of life left, but the only place that made sense to use them was 100+ tiles away
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14:54<andythenorth>with Road Hog?
14:55<supermop>no non-absurd way to send trams to somewhere that far away, so thought about sending them to the outskirts of their current city
14:55<supermop>andythenorth: 2cc set.
14:55<Samu>if (static_cast<AIInfo *>((*it).second)->UseAsRandomAI()) DrawSprite(SPR_AICONFIG_RANDOM, PAL_NONE, r.left + WD_MATRIX_LEFT, y + rai_y_offset);
14:55<andythenorth>I would have scrapped them :)
14:55<Samu>i'm not sure what's static_cast, just that I had to use it
14:56<supermop>but sending them to the other side of town involved sending them across a 4 track mainline with an antelope once every 10 days in each direction
14:56<supermop>and these were 20kmh trams
14:56<supermop>Eddi|zuHause suggested i play frogger with the trams
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14:57<@Alberth>Samu: euhm, a static cast to test non-nullness?
14:58<@Alberth>oh, to use UseAsRandomAI()
14:58<supermop>then we got distracted on irc and i haven't had a chance to revisit
14:59<@Alberth>still, static_cast is generally very wrong
15:00<Samu>I copy pasted from somewhere further down in that function
15:00<Samu>and addapted it to UseAsRandomAI()
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15:05<andythenorth>road vehicles are lame
15:05<@Alberth>samu: basically, static_cast means "shut up compiler, just take my word for it, I hereby declare it's a 'AIInfo *'"
15:06<@Alberth>ie a very big sledge hammer to prevent the compiler from checking things
15:07<@Alberth>so duh, it compiles, as you told the compiler to stop complaining
15:09*andythenorth has been thinking
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15:11<Samu>Class 'ScriptInfo' has no member 'UseAsRandomAI'
15:11<supermop>we already have that
15:11<supermop>but if you give me a log flume i'll be ecstatic
15:12<Samu>Class 'AIInfo' does
15:13<@Alberth>but that doesn't make a ScriptInfo* the same as a AIInfo*
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15:19<andythenorth>one of the (several) dumb things about ships is lack of variety in routing
15:19<andythenorth>planes have helicopters / planes
15:19<andythenorth>RVs have tram / road vehicle
15:19<andythenorth>trains have 3 or 4 types by default
15:19<andythenorth>ships, one type, blah
15:21<Samu>I can't ask UseAsRandomAI to ScriptInfo t.t
15:21<Samu>but the *it dude does have a 'use_as_random' for AIs, not for GSs though
15:21<supermop>andythenorth: logs
15:22<Samu>i don't know how it was even working for GSs
15:22<andythenorth>supermop: eh?
15:23<supermop>log flumes
15:23<andythenorth>well :)
15:24<andythenorth>that would be better as ‘one way unit cargo transport’
15:24<andythenorth>or whatever we called it last time it was discussed :P
15:24<andythenorth>pipelines, cableways, log flumes etc
15:26<andythenorth>but for water I’m thinking a split of sea vs. canal/river
15:26*andythenorth wonders what the gameplay implications would be
15:27<Samu>andythenorth, i remember working with rivers and canals before
15:27<Samu>last year
15:27<Samu>not graphics, just the mechanics
15:28<Samu>should be in the forums yet, sec, let me find
15:29<@Alberth>:o pipelines @ water?
15:30<Samu>heh, revisiting the stuff I did last year
15:31<Samu>i think I gave up when i was working on the code to allow bridges over locks
15:32<Samu>couldn't draw the bridge ramp
15:32<Samu>then i could, but the vehicles under the bridge were overlaping
15:33<Samu>i had a very ambitious goal though
15:37<Samu>Alberth the original code is then wrong?
15:38<Samu>seems to be the case
15:39<Samu>it treats GSs and AIs like they're alike
15:40<@Alberth>they are quite alike, both execute squirrel code
15:41<@Alberth>I didn't write AI or GS stuff, so I don't know how they are different
15:41<Samu> if (this->selected == i - 1) selected_info = static_cast<AIInfo *>((*it).second);
15:41<Samu>that's in there, sec, let me get a link
15:42<Samu>line 143
15:43<Samu>i see most of the names there still mention AI, even though some of them are refering both AI and GS
15:44<Samu>even the comments
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16:40<+glx>I guess ai_gui.cpp:143 could use ScriptInfo as the used info are from the common part
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19:55<Eddi|zuHause>today's xkcd is terrible. it doesn't use A4...
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20:36<supermop>today's work is terrible. I am still here
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---Logclosed Tue May 17 00:00:18 2016