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#openttd IRC Logs for 2016-09-05

---Logopened Mon Sep 05 00:00:55 2016
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06:14<Flygon>My desktop needs new Thermal Paste for the CPU
06:14<Flygon>Got the OTTD save off it
06:14<Flygon>But I worry I'll overload lappy CPU with 4096*4096 map
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06:15<Wolf01>My router need a fan, I can cook eggs over it
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06:17<Eddi|zuHause>you can't "overload" a CPU with a game. it'll counteract by going slower instead...
06:18<NGC3982>And that is of course not recommended
06:18<NGC3982>So get thermal paste.
06:18<Flygon>Eddi: It'd go eaaallly slow
06:18<Flygon>NGC: Yeah. Kinda sucks I'll have to fork out the $15AUD... but
06:18<Flygon>It's my own freakin' fault for my foot slipping and bumping the side of the case :)
06:18<Eddi|zuHause>sounds expensive
06:18<NGC3982>For paste?
06:19<NGC3982>I could send you paste for free.
06:19<Flygon>Thermal Paste
06:19<Flygon>You'll pay for International Shipping?
06:19<Flygon>I can tell you're...
06:19<NGC3982>Where are you?
06:19<Eddi|zuHause>i'd expect something like 5€
06:19<Flygon>iunno, Telia is both Finnish and Swedish
06:19<NGC3982>Swedish :).
06:19<Flygon>But I mostly speak with Finns @_@
06:19<Flygon>VITTU PERKELE
06:19<Flygon>srsly tho
06:20<Flygon>Nah, shipping to Australia too expensive and take too long :)
06:20<NGC3982>You can get really good (read this with caution) paste on ebay for a dollar -with- shipping.
06:20<NGC3982>Oh, indeed.
06:21<Eddi|zuHause>still, 15 sounds overpriced, you probably find a cheaper shop even in australia
06:21<Flygon>This was skimming eBay
06:22*NGC3982 looks into international shipping.
06:23<NGC3982>I guess i could send it in a normal letter.
06:23<NGC3982>Though, how do customs see grey paste? :P
06:23<Flygon>(for reference, $1AUD = $0.75USD... or since y'all are European, 0.68EUR)
06:24<Flygon> Like, this's $12.50AUD with shipping
06:24<Flygon>It'd cost the same for me to walk to the computer shop and buy physically :P
06:25<NGC3982>Do it. :p
06:25<Flygon>And most listings hover around $7.50AUD to $12.50AUD
06:25<Eddi|zuHause>do that then... you have it immediately, and you support the local economy
06:25<Flygon>And any cheaper are either tiny quantities, or suss
06:25<Flygon>Yeah, pmuch :P
06:25<Flygon>It'll count towards my 10,000 steps a day
06:25<Flygon>I'm a terrible OTTD player. I don't do how I play
06:25<Flygon>Then again, the bus's too infrequent. It's faster to walk. :|
06:28<Flygon>I dunno what my point is suppose to be now @_@
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06:56<andythenorth>V453000: forumz does not provide enough ego massage these days :P
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07:24<V453000>andythenorth: helps?
07:34<V453000>ima probably post some train rendars tonight finally
07:48<andythenorth>V453000: awesome feedback
07:48<andythenorth>thanks for your great feedback :)
07:48<andythenorth>some of the best feedback I’ve seen
07:49<V453000>you are welcome for the feedback
07:50<V453000>how are you in general?
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07:50<V453000>I had a horrible experience with a child doctor, other than that it's fine
07:51<V453000>basically a doctor who was on the fly thinking of random diagnosis and shit, basically openly lying
07:51<V453000>can't understand what should I think of that
07:51<V453000>czech medical care <3
07:53<V453000>in BRIX, I went through modelling the SH40 in blender, did test renders in blender, figured I want to use the edge-aware material, tried to replicate edge-aware material in 3DS MAX, found out it's not doable in 3DS MAX, decided to render from blender because max can't do it, did test renders from blender to discover that blender's renderer is totally different and the colours are so wrong in compare to the rest of BRIX that not even heavy co
07:53<V453000>postproduction can save it, re-decided that I have to render from max, and finall now I learned how to bake the edge-awareness into a texture i could reuse in max. Spent last evening unwrapping the models and baking texture into them. XD tonight hopefully final render
07:54<andythenorth>very hard for doctors with babies
07:54<andythenorth>they see a lot for which there is literally nothing wrong, except panicking parents
07:54<andythenorth>and then sometimes something serious, and it’s hard to spot
07:55<andythenorth>also babies can’t answer questions
07:55<V453000>that I understand
07:55*andythenorth wife is a GP
07:55<andythenorth>but also I was about 12 hours away from dying when I was 7 months old, GP sent my mum home
07:55<andythenorth>so eh
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07:56<V453000>but when the doctor says to you that your baby shits too often, but she shits once per day, and then sends an infectuous child to share room with you because you have the same symptoms (you shit too often), ...
07:56<V453000>a doctor who wonders why a 7kg child pisses so often when you infuse 0.5 liters of water into her, ...
07:56<andythenorth>once per day?
07:56<V453000>yeah mostly
07:56<andythenorth>my kids managed anything from 0.3 to 5 times per day
07:56<V453000>yeah, that's compltely normal
07:57<V453000>and she basically declared that our child has problems and shits too often, and is infectuous because of that
07:57<V453000>like what
07:58<V453000>but yeah luckily my wife isn't a doctor, but she knows her shit around this stuff, so she was able to argue with the doctor
08:01<@peter1138>all children are infectious
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08:19<Samu>shouldn't tunnelbridge tiles have waterclass?
08:19<Samu>because of aqueducts
08:20<Samu>HasTileWaterClass - if the tile is an aqueduct, it says no
08:24<Samu>return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT);
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08:30<Samu>ok, i see why
08:31<Samu>HasTileGroundWaterClass would be less misleading
08:32<Samu>or HasBaseOfTileWaterClass
08:32<Samu>meh, doesn't matter
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09:56<Samu>aqueduct tiles are giving me a headache
09:56<Samu>they're the only tiles in the game that ships can go to, but are not water
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10:00<Samu> - about building dock
10:02<Samu>tile_cur is the 3rd tile
10:03<Samu>in front of the dock, where the ship loads/unloads
10:03<Samu>are those checks enough?
10:04<Samu>erm... nevermind, I'll try to figure it out
10:08<Samu>well, as long as aqueducts cannot be built on slopes with only 1 corner raised, it is enough
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10:21*LordAro waves
10:27<@Alberth>hi hi :)
10:27<@Alberth>waiting for uni to begin?
10:28<LordAro>finished work last week
10:37<Samu>building buoys and removing buoys does not need to check if there's a vehicle on the ground
10:37<Samu>don't you think?
10:38<Samu>gonna remove that part of the code that tries to ensure no vehicles on the ground for buoys
10:38<@Alberth>I don't think at all, currently
10:38<@Alberth>except about dinner
10:45<Samu>code only checks for vehicle on the ground when removing the buoy, but not when building it
10:45<Wolf01>Cropping bitmaps... always cropping bitmaps
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10:46<Wolf01>Then loading sprites
10:47<Samu>somebody think with me, cus sometimes my logic fails. If you build a buoy on a water tile that has a ship on it, what would you expect? build the buoy or error out with ship in the way?
10:48<Wolf01>Build the buoy
10:49<supermop_>cant build a waypoint on rail with a train on it
10:50<Wolf01>Nice, got distracted and done an achievement, a train tried to pass over me but I have too much shield
10:50<LordAro>Samu: either would be valid, imo
10:51<LordAro>consistency is key though
10:51<LordAro>e.g. what does road & rail do
10:52<Samu>there is no waypoint for roads
10:52<Samu>but i can test rail
10:52<Wolf01>V fix signals plz, I layed again the wrong type because I can't read and go with icon only
10:53<LordAro>Samu: there are drive through stops though, which are kinda similar
10:53<Samu>can't place waypoint on rail, as supermop_ said
10:54<supermop_>andythenorth: nice to see fruit cars on tramway!
10:54<Samu>just tested drive-through road stops
10:54<Samu>can't build, vehicle in the way
10:55<LordAro>well then
10:55<LordAro>that seems fairly conclusive :)
10:55<Samu>wondering what happens on removal
10:55<Samu>testing that now
10:56<Samu>train in the way, road vehicle in the way
10:56<LordAro>not entirely sure the running commentary is necessary ;)
10:57<@Alberth>it is for samu :p
10:57<@Alberth>he may do things we don't know about, otherwise :p
10:58<Samu>that's it then, building buoys was not checking for ships
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11:09<andythenorth>supermop_: apple tram
11:22<supermop_>durian hoppers?
11:27<Samu>what's the difference between tunnelbridge_map.h and bridge_map.h?
11:27<@Alberth>6 letters ?
11:28<@Alberth>likely, latter does code common to both tunnels and bridges
11:28<@Alberth>euhm, I mean former
11:29<Samu>GetTunnelBridgeTransportType(TileIndex t) is part of tunnelbridge_map.h, but stations does not include tunnelbridge_map.h, only bridge_map.h, i need to use this function
11:30<LordAro>istr that tunnels are actually invisible bridges?
11:30<LordAro>or something close to that
11:32<Samu>or I need a IsAqueduct(TileIndex t) at bridge_map.h
11:32<@Alberth>they're both worm holes :)
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11:34<Samu>there is no aqueduct_map.h
11:35<Wolf01>Because is a bridge
11:36<Samu>but there is no way to detect an aqueduct, using only bridge_map.h
11:36<@Alberth>so use another file?
11:36<Samu>use the #include "tunnelbridge_map.h"?
11:36<Eddi|zuHause>LordAro: there are a few subtle differences between bridges and tunnels
11:36<Wolf01>It seem to work like a tunnel (you can't set an arbitrary length, bot heads needs to be on full slope), check in tunnelbridge?
11:38<@peter1138>custo bridge heads?
11:39<LordAro>Eddi|zuHause: i don't doubt
11:39<Wolf01>If you want to add them, we would be really happy :P
11:39<LordAro>(other than the sprites :p )
11:40<Samu> #include "bridge_map.h" #include "tunnelbridge_map.h"
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11:40<Samu>is it ok to include both? seems kinda weird
11:42<LordAro>if you need both, include both
11:42<Samu>IsTileType(tile_cur, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile_cur) != TRANSPORT_WATER)
11:43<Samu>only because of this
11:43<Samu>erm let me post the whole patch
11:44<LordAro>if you need both, include both
11:44<LordAro>you know better than anyone whether that's the case
11:44<LordAro>functionality first, tidying can be done later
11:51<Samu>trying to get aqueducts working right
11:51<Samu>erm, docks
11:51<Samu>placing docks right when near aqueduct
11:56<Samu>oops, it's still wrong, damn it, i'm horrible at this check
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12:07<Samu>working with waterish tiles is so complicated, there's so many exceptions
12:07<Samu>even tree tiles get in the way
12:11<Samu> - better
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12:39<Samu>patch about building buoys where ships are
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12:55<Samu>railway tiles may also have water... :( grrr
12:57<Samu>oh i see how
12:57<Samu>darn it
12:57<Samu>coastal tiles with a rail in the corner
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13:06<Samu>must think :|
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13:22<Samu>i need a way to get a list of all tiles where ships can walk to
13:22<Samu>without doing 5000 checks
13:24<@Alberth>5000 checks would be neat
13:25<@Alberth>that's better than all tiles of a 128x128 map
13:26<Samu>((TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)) & TRACK_BIT_ALL) != TRACK_BIT_NONE)
13:27<Samu>can't think of anything better than this
13:27<Samu>does it account for aqueducts?
13:29<Samu>does it take care of buoys, oil rigs, even object tyles?
13:29<Samu>railway with water?
13:29<Samu>depots? locks? and probably some other stuff I'm missing
13:31<Samu>what would happen on a tile without water, but with an aqueduct ramp?
13:31<Samu>or even with both
13:37<Wolf01>V453000 how do I limit how many bots an inserter could put in the logistic network?
13:37<V453000>I guess by reading the roboport?
13:38<Wolf01>It only reads the current roboport
13:38<Wolf01>And logistic network doesn't give a fuck
13:38<V453000>well it's planned feature then I guess
13:46<@Alberth>everything is a feature! :)
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13:51<andythenorth>if you wanted to disable vehicles in another newgrf, how would you do it?
13:51<andythenorth>target the grfid, and the vehicle ID, and change the climate setting?
14:00<@Alberth>switching to toyland climate usually does the trick :p
14:00<@Alberth>lots of newgrfs ignore toyland completely
14:00<V453000>just disable your newgrf under 9234 conditions
14:01<@Alberth>assuming you talk about the road hog claim, you don't know what configuration the person has
14:01<@Alberth>he may have an obsolete openttd.cfg or so
14:02<@Alberth>alternatively, the newgrfs he talks about may be weird :p
14:03<Wolf01>Talking about obsolete openttd.grf, I think mine is there since 0.x
14:03<andythenorth>it would be hard to deliberately disable vehicles in another grf
14:03<andythenorth>if it was easy…certain authors would already have done it :P
14:10<Samu>hmm, Juanjo posts here on irc or just the forum?
14:10*andythenorth has a break from newgrf
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14:14<andythenorth>eh, FIRS lumber yard IRL
14:15<andythenorth>pretty close eh? o_O
14:16<Wolf01>Do the trading post act as port too? Like oil rigs
14:16<@Alberth>it misses a hill, mostly :p
14:17<Wolf01>Terraform and track are a user problem, not industry ;)
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14:18<Wolf01>I would like an industry with an integrated airport
14:18*Wolf01 awaits "state machine"
14:18<andythenorth>we could fix airport industry tiles
14:19<andythenorth>I’ve tested at least one proof of concept patch for it
14:19<andythenorth>maybe two
14:19<andythenorth>from yexo and frosch iirc
14:20<Wolf01>I looked into the tables for vehicle movement, doesn't look too complicated, I remember the "data" definitions in basic
14:20<Wolf01>Sprites, musics...
14:21<Wolf01>Next stuff I'll do will be a =>-<= station for trams
14:21<Wolf01>Breaking all the existing stuff :D
14:22<Wolf01>Btw... NotRoadTypes
14:34<LordAro>Wolf01: state machine.
14:37<LordAro>i looked into that once apon a time
14:37<LordAro>i quickly stopped
14:41<LordAro>turns out compiling with clang doesn't make use of c++11
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14:45*LordAro blames frosch123
14:45<Wolf01>Yeah, everybody into frosch123
14:46<frosch123>hoi mammals
14:48<andythenorth>frogs wolves
14:48<Wolf01>There's everything here
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14:58<LordAro>frosch123: :)
14:58<frosch123>i don't know enough about pokemon to tell which or any are mammals
15:04<LordAro>on a related note, i don't know what's going on inside newgrf_debug_data.h , but i'd rather not know
15:05<Wolf01>All Pokémons lay eggs, also snakes could mate with mammals, birds with bats and other weird stuff
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15:11<@DorpsGek>Commit by frosch :: r27654 /trunk (config.lib src/table/newgrf_debug_data.h) (2016-09-05 21:11:01 +0200 )
15:11<@DorpsGek>-Change: Enable C++11 for clang 3.3 (LordAro)
15:15*andythenorth confused by not having to draw trams today
15:15<frosch123>maybe go on vacation
15:16<frosch123>in spain or so
15:16<LordAro>fastest commit turnaround ever
15:18<Samu>water track vs rail track - my new headache
15:19<Samu>when building a rail track on a piece of land that also contains water on the other half of the tile, I don't want it to check if there is a ship nearby
15:22<andythenorth>spose I could do the remaining vehicles :P
15:22<andythenorth>passenger trams, buses, mail trucks
15:22<Samu>oh this problem is also present in 1.6.1
15:22<Wolf01>Mmmh, confusing NotRoadTypes is confusing :(
15:23<frosch123>andythenorth: do we have offroad roadtrack graphics?
15:23<andythenorth>some from years ago
15:23<andythenorth>I’ll find them
15:24<andythenorth>should be some in this thread
15:24<Wolf01>I always found hard to start something of which I couldn't see the result
15:25<frosch123>2008 :p
15:25<andythenorth>almost the first thing I contributed :P
15:25<andythenorth>do we like .pcx? o_O
15:25<andythenorth>wow, even a GUI sprite
15:26<frosch123>it has tram-style dead ends
15:27<Wolf01>Oh, so it was you at that time
15:27<andythenorth>found a png
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15:27<andythenorth>I drew over the tram tracks
15:27<andythenorth>didn’t know any better :)
15:29<frosch123>so, this would be an example for: no walkways allowed, grass underlay
15:31<andythenorth>ha ha, how did I do at predicting the future? o_O
15:31<andythenorth>cargo distribution: done
15:31<andythenorth>improved RV acceleration: done
15:31<andythenorth>more height levels: done
15:31<andythenorth>new road and rail types: o_O
15:32<andythenorth>frosch123: +1
15:32<frosch123>what is P1JK?
15:32*andythenorth tries to think of some abuse of walkways, just to be difficult :P
15:33<frosch123>"psim1 - just kidding"?
15:33<andythenorth>UKRS 2
15:33<frosch123>"Hey ho, back to the nfo..." <- your prediction gets slightly off at the end
15:33<Garfield222>hi. something wrong with this link . I does not give any error message and does not start downloading.
15:33<andythenorth>it’s nice to be wrong sometimes
15:34<andythenorth>nfo was…a slow way to get things done
15:34<andythenorth>so the “tram without catenary” case is too vanilla eh? :)
15:34<frosch123>Garfield222: works fine for me
15:34<andythenorth>doesn’t throw us anything hard to think about
15:35<Wolf01>Tram without catenary = horse powered :P
15:35<Wolf01>Even steam tram
15:35<andythenorth>that’s how all this started :)
15:35<andythenorth>steam trams in Road Hog
15:36*andythenorth toggling catenary on and off with invisibility tools
15:36<andythenorth>so similar to trails, there might be an ‘express road'
15:36<andythenorth>[for example]
15:36<andythenorth>no pavements?
15:36<andythenorth>allows one way?
15:36<andythenorth>no crossings?
15:36<andythenorth>frosch123: pavements are coming from base set, yes?
15:36<frosch123>yes, default road
15:37<frosch123>partly overdrawn by newgrf, same as bridge
15:37<andythenorth>so no allowance, for e.g. using pavements to provide crash barriers
15:37<Wolf01>Btw, I have a bunch of function which I couldn't find a way to use... replacing old uses is not the best thing to do as the new ones do different things
15:37<andythenorth>can I have lights on my express way? o_O
15:38<andythenorth>Wolf01: I think frosch is right, we need to rework the approach to drawing, then the new functions will become obviously needed
15:38<andythenorth>…I think :P
15:38<andythenorth>I find this a hard patch, because it’s ‘change everything'
15:38<andythenorth>and I hate not having a working compile while I work
15:39<Wolf01>Yes, with no fast "WYSIWYG"
15:39<Garfield222>probably, because of antivirus. Thanks. No it works.
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15:40<Wolf01>Lets define the spec before all
15:41<Wolf01>So, as you said, it would be nice to have roadtypes which disallow crossings
15:41<frosch123>i think first implementing a prototype spec is more fun
15:41<Wolf01>And what about roadtypes which disallow some layouts?
15:41<frosch123>like: ignore all the labels and reservation and stuff
15:42<frosch123>and just hardcode 4 roadtypes, whcih newgrfs can assign graphics to
15:42<frosch123>it should be action123 though
15:42<frosch123>not action5 :p that's useless
15:42<frosch123>action123 will help you identify the variables and requirements and stuff
15:43<frosch123>essentially an equivalent to GetCustomRailSprite
15:44<andythenorth>can we dump some sprites into openttd.grf for a prototype?
15:44<frosch123>nah, directly start with a newgrf
15:44<frosch123>i think openttd.grf makes it more complicated :p
15:45<andythenorth>compile it with grfcodec?
15:45<frosch123>i think a few constants to nml is enough
15:45<frosch123>mostly FEAT_ROADTYPE, and 3 properties or so
15:45<andythenorth>maybe we should patch nml first, work backwards from a grf :P
15:46*andythenorth started at the top, with the UI, rather the data structure
15:46<andythenorth>typical web devloloper
15:46<Wolf01>Me too
15:46<frosch123>for vehstack i wrote the grf first :)
15:48<andythenorth>well at least hacking NML is easy
15:49<andythenorth>Wolf01: got an nml checkout? o_O
15:49<Wolf01>No, I don't even know how to use it, lol :D
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15:56<andythenorth>pretty easy :)
15:56*Wolf01 is looking in rail.h for ideas
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15:59*andythenorth wishes nml had a src dir
15:59<andythenorth>not nml/
16:00<andythenorth>ach my nml dir is full of junk :) Patches and so forth
16:00<andythenorth>what was my silly json patch for? Incremental compiles?
16:00<andythenorth>wtf did I need to pass ‘safe_constants’ in for? :P
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16:04<andythenorth> 'FEAT_RAILTYPES': 0x10,
16:04<andythenorth> 'FEAT_ROADTYPES': 0x12,
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16:05<frosch123> <- andythenorth: 13 is next
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16:05<andythenorth>towns not in nml?
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16:06<frosch123>i wonder why it is in the list :p
16:06<frosch123>it has "no" everywhere
16:06<andythenorth>I thought newgrf towns was done?
16:06<andythenorth>did it never ship? o_o
16:06<frosch123>yeah, it's bogus
16:06<frosch123>use 12 :)
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16:09<andythenorth>I seem to have commit rights on nml :P
16:10<andythenorth>maybe a branch for safety
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16:13<andythenorth>looks like straight copy of all railtypes functions, remove most properties
16:14<Wolf01>Yup, just leave there the catenary
16:14<andythenorth>L197 of looks...interesting
16:14<Wolf01>So we could have 2 roadtypes and 2 railtypes
16:14<andythenorth>comment claims airport_tyiles, but they’re not in the list
16:15<andythenorth>nvm, misreading
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16:16<andythenorth>frosch123: o_O
16:20<Samu>alright, the problem is with the rail_cmd.cpp ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
16:20<Samu>this is going to check if there is a ship at the water portion of the tile
16:20<Samu>it should not do it
16:20<Samu>line 560 of rail_cmd.cpp
16:21<frosch123>i think it's equally arbitrary :)
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16:22<frosch123>it's only used as PARENT scope
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16:23<Samu>i think i understand why it is doing ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); - it's for price purposes
16:23<frosch123>andythenorth: you broke nml compilation
16:23<Samu>wants to get the price of clearing the grass
16:23<frosch123>why did you push?
16:24<Samu>it clears water too, but then subtracts that cost
16:24<Samu>hmm, needs a different workaround
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16:24<andythenorth>:( what broke?
16:24*andythenorth looks
16:25<frosch123>well, official nml is no playground for experimental stuff anyway, is it?
16:26<andythenorth>is it the branch that broke it, or the .hgignore?
16:26<frosch123>ah, you broke it by adding some branch or something?
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16:26<andythenorth>not sure yet
16:27<andythenorth>I’d be surprised if .hgignore broke it
16:27<andythenorth>but I’d expect the branch to break
16:27<frosch123>still, why official nml?
16:27<andythenorth>bad choice
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16:28<Wolf01>Router died o_o
16:28<andythenorth>I’m too used to just pushing experimental feature branches on projects
16:28<andythenorth>I’ve removed my user from the repo in redmine, I don’t really want commit rights
16:29<andythenorth>dunno if that blocks me though
16:29<frosch123>the users in redmine do not matter
16:29<frosch123>it's all via sshkeys
16:29<frosch123>and yours is probably allowed for everything :p
16:31<frosch123>change to http if you do not want to push
16:31<andythenorth>I’ll find a better way
16:31<andythenorth>I just need a local repo where I can’t push
16:31<andythenorth>I’ll make one
16:38<andythenorth>no, I’ll just make a mess :|
16:38*andythenorth stepping away from this for now
16:45<andythenorth>“silly things andythenorth does"
16:45<andythenorth>change the Apache config on a Friday, for no justifiable reason
16:46<andythenorth>without backups or version control, taking n sites offline
16:46<frosch123>maybe you were worried about a boring weekend :)
16:46<andythenorth>deleted an entire day of someone’s work by copying the backup the wrong way
16:47<andythenorth>drove a borrowed landrover into quicksand on a beach, with incoming tide
16:47<frosch123>oh, i know someone who managed that with the work of one of of 150 people :p
16:47<andythenorth>pixar did it during Toy Story
16:54<Samu>new patch!
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17:22<Samu>i think i found a function that is not being used by the rest of the code
17:23<Samu>call hierarchy returns nothing
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17:23<Samu>static CommandCost ClearTile_Track(TileIndex tile, DoCommandFlag flags)
17:24<Samu>can you confirm?
17:25<Samu>ClearTile_Track, // clear_tile_proc
17:25<Samu>guess it's being used by that thing
17:26<Samu>set of callback function to perform operations on tile
17:40<_dp_>Samu, you guessed right
17:41<Samu>what is pbs signal?
17:41<Samu> SetSignalStates(tile, (GetSignalStates(tile) & ~mask) | ((HasBit(GetRailReservationTrackBits(tile), track) && EnsureNoVehicleOnGround(tile).Succeeded() ? UINT_MAX : 0) & mask));
17:42<Samu>what if there is a vehicle on the ground, but it's actually a ship, not a train? will it conflict with the signalstate thingy?
17:43<Samu>the comment says
17:43<Samu> /* PBS signals should show red unless they are on reserved tiles without a train. */
17:44<Samu>the comment expects to check trains, but there can be ships there on halftiles
17:44<Samu>what will happen?
17:46<Samu>wrong signal state?
17:46<Samu>trains crashing?
17:46<Samu>something else?
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17:47<Samu>pls help, i'm not an expert on signals, I was only working with water tracks, and i ended up on that
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18:17<Samu>anyone here?
18:18<Samu>who's a signal expert, on the code side of things that is
18:19<FLHerne_>Samu: PBS are path-signals, the ones with track reservations
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18:21<Samu>here's the situation
18:21<Samu>and this line in the code
18:23<Samu>EnsureNoVehicleOnGround is the problem
18:23<Samu>there is a ship on there
18:23<Sylf>isn't that the same thing as a train being on the other half tile?
18:24<Samu>no, it checks the tile for any vehicle
18:24<Samu>and that tile can have a ship, and it may ruin the signal state somehow, i'm not sure how severe it will be
18:25<Samu>but i'm not an expert on signals, so i don't know
18:29<Samu>just wanted to bring it to your attention, but I guess it's gonna get lost, what do I do to report this issue?
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18:32<FLHerne>I think that's fine
18:32<FLHerne>Or not
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18:34<Guest941>Not knowing the code, I can't see how that works with two diagonal rail tracks either
18:35-!-Guest941 is now known as FLHerne_
18:35<FLHerne_>But someone would definitely have noticed if it didn't :P
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18:38<Samu>ah, i guess i understand
18:40<Samu>well i'm moving on to what I was doing
18:40<Samu>ship stuff
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18:58<Samu>hmm rail conversion with a ship on the tile
18:59<Samu>hmmm.... :O
19:02<Samu>i knew it
19:02<Samu>rail isn't converted if there is a ship in the tile
19:04<Samu> - can u spot the ship?
19:08<Samu> - reported
19:14<Samu>I think EnsureNoVehicleOnGround should be enhanced
19:15<Samu>EnsureNoVehicleOnGround(tile, vehicle_type
19:15<Samu>like that
19:15<Samu>or similar
19:15<Samu>EnsureNoVehicleOnGround(tile, ignore_ships = true)
19:15<Samu>or ignore_ships = false
19:15<Samu>i dunno
19:15<Samu>what u think?
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19:20<Samu>ensurenotrainontrackbits is better in this situation, i think the fix is easier than I thought
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19:25<Samu>CommandCost ret = EnsureNoTrainOnTrackBits(tile, GetTrackBits(tile));
19:31<Samu>it werks!
19:31<Samu>posting patch
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21:53<Samu>new patch for docks -
21:53<Samu>now i'm off to bed, cyas
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---Logclosed Tue Sep 06 00:00:57 2016