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#openttd IRC Logs for 2016-09-08

---Logopened Thu Sep 08 00:00:05 2016
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05:47<Samu>just found yet another situation where a dock can be blocking another dock
05:47<Samu>but this time it's not caused by my patch
05:48<Samu>thus it's also present in 1.6.1
05:50<Samu>will try to fix it
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06:17<Samu> - problem here
06:18<Samu>how to extract the tile paralel to axis-X
06:20<Samu>i got diagdir, hmm i think i can do this
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07:47<Samu>question, how do i get a specific industry tile gfx while it's under construction?
07:48<Samu>problem is the oil rig
07:49<Samu>that tile that transforms into the oil rig station has several phases
07:49<Samu>when it's under construction
07:49<Samu>is my problem
07:50<Samu>i want to prevent a dock to be placed in the docking area of the yet-to-be an oil rig station
07:50<Samu>how do I get that?
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08:48<Samu>bah internet
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10:14<Samu>who's a code expert here? - lines 12-17 and 20-25 are exactly equal, how do I avoid repetition?
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10:27<Samu>can't use st for station, another st of the same name is being used afterwards
10:27<Samu>dock_adj it is
10:35<Samu>how do i avoid code repetition?
10:44<Samu>i'd like to GetDockOffset of a Oil Rig before the Oil Rig station is built
10:44<Samu>without getting an assert
10:45<Samu>the fucntion is assuming that the station is already there.... but it's still under construction
10:47<Samu>or if i can't get that offset
10:47<Samu>i will assume it won't change in the future
10:48<Samu>and use tilediff directly
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10:57<Samu>this could be better, i am repeating code - anyone halp!!!
11:05<_dp_>Samu, do function or loop
11:08<Samu>not sure how to do it, i've done it before, but tile_adj isn't a simple tile_adj++ thingy
11:08<Samu>i was used to i++
11:11<_dp_>Samu, you mean you only learned loops with ++? Great, go learn the rest of the language :p
11:12<_dp_>Samu, although, function is probably better in this particular case.
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12:10<Samu>IsTileDock vs IsDockTile, name is confusing
12:11<Samu>IsTileDock = is this tile being used for docking ships
12:11<Samu>IsDockTile - is there a dock at this tile
12:20<LordAro>as long as the doc comment on the function says as much, it's not *too* much of an issue
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12:44<Samu>'IsTileDock': not all control paths return a value openttd d:\openttd\trunk\src\station_cmd.cpp 2456
12:44<Samu>meh, i'll figure it out
12:51<Samu>TileAddByDiagDir is bugged
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12:51<Samu>static inline TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
12:51<Samu>* @param dir The direction in which we want to step
12:51<Samu>if the dir is NE
12:52<Samu>wouldn't that mean if I'm on tile 1000, I'm now on tile 999?
12:52<Samu>it is returning tile 1001
12:52<Samu>is that intended? am i misinterpreting something
12:55<Samu>nevermind, i was misinterpreting it
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14:43<Samu> GetIndustryType returned 5 '\x5' unsigned char
14:43<Samu>isn't there a name for it?
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14:44<Samu>OILRIG or so?
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14:47<_dp_>So, does anyone know why road lanes coordinates are asymmetrical? Namely 5 and 9
14:48<_dp_>I would understand 5, 10 or 6, 10 but this doesn't seem to make sense
14:48<Eddi|zuHause>what do you mean?
14:49<frosch123>because that is what looked right to some eye at some point
14:49<Wolf01>Because the original designers fucked things up a lot and we just kept the same sizes
14:49<frosch123>bridge pillars are also complete non-sense when looking at the 3d positions
14:49<_dp_>Eddi|zuHause, check roadveh_movement.h, rv goes on subcoord 5 in one direction and 9 on other
14:50<_dp_>Did anyone try changing them? Coz it screws up turns making them all different
14:50<Wolf01>It's a statemachine problem
14:50<frosch123>_dp_: also, rv width is 3
14:50<_dp_>And leads to all nonsense with roads having different lenght when travelled backwards
14:51<frosch123>so the center cannot be in the center, it needs to be on one side
14:52<Eddi|zuHause>i better stop it right here. there's only one place where this discussion can end: state machines
14:52<_dp_>frosch123, I'm talking about straight roads atm, when rv's are visually diagonal
14:52<frosch123>yes, and the bounding box has width 3
14:53<frosch123>so the offset is 1 or 2 from the borders
14:53<frosch123>anyway, orientation/lane is swapped when switching road side
14:53<frosch123>it just needs to look right for both
14:53<frosch123>so you cannot make them symmetrical, but put the remainder from centering width 3 onto the same side
14:54<V453000>DO YOU EVEN SLUG?
14:54<frosch123>i feel more snail today
14:55<Eddi|zuHause>i'm still not sure how english ended up with two different words for slug and snail
14:55<ST2>guess they didn't understood the meaning of lazyness :D
14:56<andythenorth>other languages don’t?
14:56<V453000>every civilized language does that Eddi|zuHause
14:56<frosch123>andythenorth: it's "snail" and "naked snail" in german
14:56<Eddi|zuHause>no, the advanced german language has compound words for this stuff
14:57<+glx>"escargot" and "limace" here :)
14:57<frosch123>Eddi|zuHause: anyway, why have different names for needle trees?
14:57<_dp_>frosch123, you mean width projection on x screen axis?
14:58<frosch123>_dp_: RoadVehicle::UpdateDeltaXY
14:58<frosch123>or ctrl+b in-game
14:58<_dp_>frosch123, also it doesn's rly look right to me now, they are driving on markings :p
15:00<_dp_>frosch123, you mean update_coordinates hotkey? I probaly have it reassigned
15:00<frosch123>no, bounding boxes
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15:08<_dp_>frosch123, is it accessible through menu somehow, can't get hotkey to work for some reason
15:09<frosch123>it's probably in the ? menu, when newgrf dev stuff is enabled
15:09<frosch123>the latter likely also applies to the hotkey :p
15:12<_dp_>frosch123, oh, yeah, it does
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15:32<_dp_> doesn't look right to me either way, bottom lane can really use +1 +1 ofsset imo
15:33<_dp_>if not +2
15:34<andythenorth>_dp_: for extra fun gags, try that with trams
15:34<andythenorth>try lining trams up to their tracks reliably :P
15:34<andythenorth>eh, computer says no
15:35<Samu>is this good english? * Is this tile a target for ships to get to a nearby dock?
15:38<andythenorth>is fine
15:40<_dp_>andythenorth, doesn't look any different to me
15:47<andythenorth>one of them doesn’t align to the rails
15:47<frosch123>cleary the tracks are in the wrong position
15:47<andythenorth>but does align to the bounding box
15:48<andythenorth>frosch123: is that definite? o_O
15:48<andythenorth>I wondered if the vehicle was in the wrong position
15:48<andythenorth>potato / potato :P
15:49<frosch123>no idea, count the pixels :)
15:49<_dp_>andythenorth, yeah, same for rvs, and that's what i'm talking about, one using coord 5 is fine and 9 looks wrong
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15:51<andythenorth>_dp_: patch it and see if it looks better? o_O
15:51<_dp_>andythenorth, on it
15:52<frosch123>andythenorth: it's bogus :) unless you stick to a fixed vehicle width, it is always wrong
15:52<_dp_>andythenorth, it's not about visuals for me thought but about virtual coords making sense)
15:52<frosch123>the virtual coords are perfectly fine
15:52<_dp_>frosch123, how's that fine, all turns have different length
15:53<andythenorth>frosch123: fixed vehicle width? o_O
15:54<frosch123>ah, no, indeed, virtual are off
15:54<frosch123>vehicles would need width 4 to make it correct
15:55<frosch123>if you give them width 4, then the vehicle is from 4/16-8/16, and 8/16-12/16
15:55<frosch123>so, yeah, vehicles are too small
15:56<_dp_>frosch123, how does width matter for virtual ones? It's basically center
15:57<_dp_>frosch123, visual offsets come in later
15:58<frosch123>integers are not as easy as real numbers
15:59<frosch123>"centers" are complicated
15:59<andythenorth>odd and even? or more complicated than that?
15:59<frosch123>you get different result with using "pixel start" or "pixel center"
16:00<frosch123>i wouldn't even be able to tell whether the track is in the middle of the tile
16:01<frosch123>because i cannot tell whether the tile grid is on one tile or the other
16:01<_dp_>frosch123, well, yeah, but why do virtual coords have to deal with pixels
16:01<_dp_>frosch123, and they are wrong no matter how you treat them, as start or as center
16:01<frosch123>because virtual coords are for drawing
16:01<frosch123>frames are for movement
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16:02<_dp_>frosch123, wait, what do you call virtual coords, pos_x pos_y ?
16:03<_dp_>they are used for movement
16:06<_dp_>frosch123, and even in frames some turns take 8 some 9
16:06<_dp_>or 10-11 if you consider turning hack
16:07<frosch123>short curves are 8 frames, long curves are 16 frames
16:07<frosch123>the position does not affect the movement at all
16:08<_dp_>frosch123, _roadveh_drive_data_5 short curve 9 frames
16:08<frosch123>so someone miscounted :p
16:08<_dp_>frosch123, also 19, same for long ones, some have +1
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16:09<frosch123>ah well, let eddi fix it
16:10<_dp_>frosch123, it also doubles frame when turning because of articulated-vehicle-something-I-don't-understand-yet
16:11<frosch123>it doubles frames when changing orientation
16:11<frosch123>which it should do twice in every curve
16:12<_dp_>frosch123, well, yeah, it adds same to length but is still kinda weird
16:13<_dp_>frosch123, thains don't double when turning
16:14<frosch123>games are not made to be logic, but to look nice and be fun
16:14<_dp_>frosch123, how can it be fun without logic :p ^^
16:17<_dp_>also don't rly see why those have to be mutually exclusive
16:18<@Alberth>no logic is a lot more fun, figuring out how it works :p
16:19<frosch123>if someone thought it looks better if vehicles do not jump positon and jump orientation at once, then be it
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16:21<_dp_>frosch123, I think I found that someone ;)
16:23<_dp_>ok, mb not...
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16:27<Samu>i need halp
16:27<Samu>the description needs help
16:27<Samu>i don't know what to type there
16:27<Samu>about diagdir
16:28<Samu>diagdir is optional
16:28<frosch123>i wonder whether there is a typo in the commit message, or whether it is just a scary story of searching for desyncs in arcane places, which turned out to be somewhere else
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16:29<Samu>if diagdir is not provided, the function will still function
16:30<Samu>but when it finds a tile that is a target for docking, it won't care about the axis and just return true
16:30<Samu>how do I describe this in the description?
16:30<_dp_>frosch123, well, changes are clearly not related to any desyncs
16:31<_dp_>frosch123, mb it was supposed to be 5822
16:32<_dp_>and here it all started
16:38<Samu> * @param diagdir Optional diagonal direction to compare its axis against
16:38<Samu>is this better?
16:38<Samu>what's the opposite of against? i really suck at english today
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16:40<_dp_>yeah, that will be the last one, before that it goes pretty much unchanged since r1
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17:07<Samu>can someone please tell me if this description is clear?
17:24<Samu>oops, it's not True, it's False
17:25<Samu>fixed, plz tell me if it's clear -
17:30<Wolf01> found the hypetrain :O
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17:52<Samu>uh, what error is expected when u build a dock near the oil rig station? Too close to another dock or unsuitable location?
17:53<Samu>is that station really a dock?
17:53<Samu>is the player going to understand when he gets the "too close to another dock" error?
17:54<Samu>I'm inclined towards sending the "too close to another dock" message
18:00<Wolf01>I'm reading an article and I found this: "The number one thing I could not get into my skull as a junior developer was, you cannot solve a bug without understanding an execution state that manifests it."
18:00<Eddi|zuHause>i'm assuming that second part of the video is sped up
18:01<Wolf01>I hope it too :P
18:02<Eddi|zuHause>also, i'm pretty sure i asked this before: why is it called "photo" when it's a video?
18:02<Wolf01>I think they weren't smarte enough to use 2 folders or just "media"
18:03<Wolf01>Samu, give this a read, it might help you too:
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18:17<Samu>hmm not sure what is refactor
18:17<Samu>or execution state for that matter
18:19<Wolf01>Then you should learn both
18:22<_dp_>debugging via refactoring probably won't work with openttd though
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18:22<Wolf01>No, maybe in some little cases it does
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18:29<_dp_>speaking of the execution state... if articulated part is on same tile as previous one ttd thinks that vehicle is reversing
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18:33<_dp_>... and nvm, I thought it over ^^
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18:48<Samu>i never know if i use static inline, or static, or inline or nothing at all
18:48<Samu>i never see any difference
18:49<Samu>btw i changed it from a bool to a CommandCost
18:51<Samu>what do I use? static inline CommandCost? static CommandCost? CommandCost? inline CommandCost?
18:51<Samu>something else?
18:52<_dp_>Samu, if static compiles use it, inline don't use
18:53<_dp_>Samu, though it's better to understand what they do
18:54<Samu>all of them compile
18:56<Samu>those guides don't teach me much
18:59<Samu>hmm the function is in the same file that will use it
18:59<Samu>so this is what inline means?
19:01<_dp_>Samu, inline is a performance hint for compiler
19:02<_dp_>Samu, now sure if modern compilers pay any attention to it whatsoever
19:03<_dp_>Samu, so just mark them static whenever possible and let compiler decide on optimizations
19:05<_dp_>same goes for const btw
19:05<Samu>alright, thx
19:06<Samu> - last revision, and i'm done
19:07<Samu>will post
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19:21<Samu>back to yesterday
19:21<Samu>_dp_: my savegame might be useful, perhaps
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19:22<Samu>there are 2 big roads in zig-zag direction
19:22<Samu>took me a while to edit the damn map, hope it's useful
19:26<_dp_>Samu, not much, I've already found what's causing it
19:26<Samu>oh well :)
19:26<_dp_>Samu, if mb to verify once it's fixed
19:26<_dp_>if ever...
19:35<Samu>regarding road vehicles
19:36<Samu>with drive on right, going S to N seems to be the only correct travel time
19:36<Samu>when in comparison to NW <-> SE and NE <-> SW
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20:11<Samu>darn, this whole deal of docking tile stuff is a bit more complex than I thought
20:14<Samu>but i think my patch is ready to deal with it
20:14<Samu>let me confirm
20:15<Samu>yup, it's fine after all lol
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23:22-!-glx [] has quit [Quit: Bye]
---Logclosed Fri Sep 09 00:00:06 2016