--- | Log | opened Mon Sep 19 00:00:23 2016 |
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04:36 | <Wolf01> | o/ |
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06:10 | <argoneus> | good morning train friends |
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06:54 | <Samu> | I discovered the reason why terraforming with flags | DC_NO_WATER was not failing sometimes |
06:55 | <Samu> | case WATER_TILE_COAST |
06:55 | <Samu> | coast tiles was not prepared to handle the | DC_NO_WATER |
06:55 | <Samu> | they would always clear |
06:56 | <Samu> | if (IsSlopeWithOneCornerRaised(slope) && flags & DC_NO_WATER) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); |
06:56 | <Samu> | there's no easy way to detect water on coastal slopes |
06:56 | <Samu> | code isn't too flexible |
07:01 | <Samu> | now i can't place rail on coast |
07:01 | <Samu> | this is complex |
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07:36 | <Wolf01> | Then rewrite the code |
07:37 | <Samu> | DARN RAIL TRACKS |
07:37 | <Samu> | oops caps |
07:38 | <Samu> | i got a bigger problem apparently, the special case of rails on coastal track |
07:44 | <Samu> | it's funny that i got to work on rail part of the code about water |
07:46 | <Samu> | here's the problem: http://imgur.com/a/4YdBi |
07:47 | <Samu> | there's water |
07:47 | <Samu> | terraform has the flags | DC_NO_WATER |
07:48 | <Samu> | i should be getting an error, but I got an estimated cost, which means, it's gonna remove the water |
07:48 | <Samu> | problem is on the rail tiles |
07:48 | <Samu> | now where exactly :( |
07:48 | <Samu> | rail code is ubberly big, complex |
07:50 | <Samu> | http://imgur.com/a/Btw4X vs http://imgur.com/a/4YdBi |
07:50 | <Samu> | water was removed from the rail tiles |
07:50 | <Samu> | that shouldn't happen :( |
08:02 | <Samu> | maybe this is simpler than i thought, let me see |
08:04 | <Samu> | yay |
08:04 | <Samu> | i did it |
08:20 | <Samu> | terraforming object tiles is really messed up |
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09:28 | <Samu> | sorry i don't understand newgrf crap, i need help, someone |
09:29 | <Samu> | https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/object_cmd.cpp#l800 |
09:30 | <Samu> | problem I want to solve is about terraforming with 'flags | DC_NO_WATER |
09:30 | <Samu> | 'flags | DC_NO_WATER |
09:31 | <Samu> | when I do: ret = DoCommand(tile_cur, z ? slope : ComplementSlope(slope), z ? 0 : 1, flags | DC_NO_WATER, CMD_TERRAFORM_LAND); |
09:32 | <Samu> | it gets to the object terraform part of the code, and i just have no idea what happens there |
09:34 | <Samu> | who's a NewGRF expert? |
09:41 | <supermop> | yo |
09:41 | <Samu> | supermop: can you help |
09:42 | <supermop> | almost certainly not |
09:42 | <supermop> | i dont know anything about code |
09:42 | <Samu> | are you familiar with OpenGFX+ Landscape 1.1.2? |
09:42 | <Samu> | oh :( |
09:42 | <supermop> | no |
09:42 | <supermop> | that is trees right? |
09:42 | <supermop> | i just got into work |
09:43 | <Samu> | it's wind turbines, ground without squares |
09:43 | <Samu> | placing lighthouses |
09:43 | <Samu> | as objcts |
09:45 | <Samu> | planetmaker: do you own OpenGFX+ Landscape 1.1.2? |
09:48 | <supermop> | if it is gpl maybe no one owns it |
09:50 | <Samu> | this is difficult for me |
09:51 | <Samu> | there is no easy way to check for a coastal tile with 1 corner raised that is an object |
09:51 | <Samu> | if it is an object, it's no longer a coast |
09:51 | <Samu> | but i see a coast |
09:53 | <Samu> | http://imgur.com/a/RqPYe |
09:53 | <Samu> | it's not a coast, but i see a coast |
09:54 | <Samu> | I can't use IsCoastTile(tile) |
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10:15 | <Samu> | just found another bug |
10:15 | <Samu> | too bad i have no one to talk to |
10:16 | <Samu> | newgrf objects are bugged, or i just don't get their purpose |
10:17 | <Samu> | they cause problems |
10:18 | <Samu> | placing rocky land on a flat water tile costs £640 |
10:19 | <Samu> | placing rocky land on a 2-corner-raised coast tile costs £680 |
10:19 | <Samu> | placing rocky land on a 1-corner-raised coast tile costs..... *gasp*.... |
10:19 | <Samu> | £10,640 |
10:23 | <Samu> | I don't know who's at fault |
10:23 | <Samu> | the newgrf itself, or openttd code |
10:24 | <Samu> | here's another bug |
10:25 | <Samu> | place rocky land on a 1-corner-raised coast tile, with SLOPE_N |
10:25 | <Samu> | build a rail track on either X or Y axis - track is built |
10:26 | <Samu> | now, try placing a rail track on either X or Y axis on a 1-corner-raised coast tile, with SLOPE_N - cannot build here |
10:30 | <@peter1138> | that's the cost of clearing water |
10:30 | <@peter1138> | not a bug |
10:34 | <Samu> | http://imgur.com/a/t90mk vs http://imgur.com/a/LaqIJ |
10:34 | <Samu> | if i place rocks, i can build track, if i don't, i can't build track |
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10:36 | <Flygon> | In that first screen shot |
10:36 | <Flygon> | Them railway tracks look like an Age of Empires building |
10:36 | <Flygon> | The first one |
10:36 | <Flygon> | Sorry for the random observatio! |
10:37 | <Flygon> | Good night! |
10:37 | <Samu> | :) |
10:37 | <@Alberth> | hello |
10:39 | <Samu> | hello Alberth |
10:42 | <Samu> | should be the cost of clearing the rocks |
10:42 | <Samu> | peter1138: |
10:46 | <Wolf01> | o/ Alberth |
10:47 | <Samu> | http://imgur.com/a/Jot4I |
10:47 | <Samu> | costs for placing rocky lands on those tiles |
10:48 | <Samu> | £10,640 is not okay... |
10:49 | <Samu> | should have been £680 |
10:50 | <Samu> | or perhaps half of £40 |
10:50 | <Samu> | £660 |
10:50 | <Samu> | not really sure what makes more sense there, but certainly not £10k |
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12:27 | <Samu> | i'm getting WATER_CLASS_INVALID |
12:27 | <Samu> | seems like the bug is happening somewhere during object placement |
12:28 | <Samu> | it did not maintain the waterclass of the tile |
12:28 | <Samu> | should have been WATER_CLASS_SEA |
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12:30 | <Samu> | TILE_AREA_LOOP(t, ta) { if (HasTileWaterGround(t)) { |
12:31 | <Samu> | HasTileWaterGround returns false for coast |
12:33 | <Samu> | https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/object_cmd.cpp#l237 |
12:34 | <Samu> | HasTileWaterGround is the wrong question |
12:34 | <Samu> | what can i do? |
12:35 | <Samu> | a big chunk of object code depends on it |
12:35 | <Samu> | some coasts are not coast, such as tree tiles |
12:36 | <Samu> | tree tiles on coasts makes coasts no longer coasts, and yet they're coasts |
12:36 | <Samu> | i'm limited |
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12:38 | <Samu> | can't use IsCoast because of trees, can't use HasTileWaterGround because of coasts |
12:38 | <Samu> | any ideas? |
12:40 | <Samu> | i'm relunctant to make changes to HasTileWaterGround, a whole portion of OpenTTD code depends on it the way it works right now |
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12:52 | <Samu> | testing with IsTileOnWater, brb |
12:52 | <Samu> | oh crap |
12:53 | <Samu> | HasTileWaterClass && IsTileOnWater |
13:00 | <Samu> | IsWaterTile can't be used for coasts with 1 corner raised |
13:00 | <Samu> | returns false |
13:00 | <Samu> | in certain cases you want coasts to be water tiles |
13:00 | <Samu> | in some others, you don't |
13:05 | <Samu> | i dunno what to do |
13:07 | <Samu> | i don't know what ppl expect from a IsWaterTIle |
13:07 | <Samu> | or from a HasTileWaterGround |
13:10 | <Samu> | dunno what to call this... some part of openttd assumes a result and work from there, like rail code, then some other part of the code assumes the other result, there's a coding divergence, do you get what I mean? |
13:10 | <Samu> | town code for example |
13:10 | <Samu> | does the opposite of rail code, when using this same function |
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13:11 | <Samu> | the object code tries to be more thorough, and yet fails at it |
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13:12 | <Samu> | anyone here? |
13:12 | <Samu> | Alberth: ? |
13:12 | <Samu> | I'm alone on this? |
13:15 | <@Alberth> | hola |
13:16 | <frosch123> | moi |
13:17 | <@Alberth> | euhm, I think you are mostly, I don't know what the various water-class values mean either. Did you check the documentation strings of the values? They might contain valuable clues what they mean. |
13:17 | <@Alberth> | Of course, there is always the option to add another value, assuming there are enough bits for it |
13:18 | <@Alberth> | but then you need to check all uses of the water-class, and add your new value to it |
13:26 | <Samu> | thinking of a IsWaterHalfTile |
13:26 | <Samu> | IsWaterFullTile vs IsWaterHalfTile |
13:27 | <Samu> | half-full, half-empty situation |
13:31 | <Samu> | all coast tiles are tiles of tile type MP_WATER |
13:31 | <Samu> | well not really all |
13:32 | <Samu> | gah, this is hard to explain |
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13:50 | <Samu> | trees don't have a water class |
13:50 | <Samu> | and yet they are placed on tiles with water class |
13:51 | <Samu> | kinda like the rail |
13:51 | <Samu> | rail doesn't have a water class either, and yet they can be placed on tiles with water class |
13:52 | <Samu> | this means I can't use HasTileWaterClass either |
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14:01 | <andythenorth> | o/ |
14:04 | <supermop> | yo andy |
14:07 | <andythenorth> | o/ |
14:09 | <Samu> | IsWateredTile seems to be the function i'm looking for, but it requires a direction, grrr |
14:14 | <@Alberth> | o/ |
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14:23 | <andythenorth> | is tram? |
14:37 | <Samu> | I need a ANY_DIRECTION :( |
14:37 | <Samu> | ANY_DIR |
14:37 | <Samu> | i'm using INVALID_DIR |
14:38 | <Samu> | might be misleading |
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14:41 | <Samu> | if (IsWateredTile(t)) { if (!IsWaterTile(t)) { |
14:41 | <Samu> | keks |
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15:12 | <Samu> | void tiles are crashing me |
15:12 | <Samu> | my fault |
15:13 | <Samu> | can't really consider void tiles as watered in this case |
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15:22 | <Samu> | I "nearly" fixed a bug |
15:23 | <Samu> | https://imageproxy.tt-forums.net/136981332d65b5fd574105f565d72377a6e317fc/687474703a2f2f692e696d6775722e636f6d2f53424c6f3831462e706e67 |
15:23 | <Samu> | i made the cost £640 |
15:24 | <Samu> | £640 is yet not the right price though |
15:24 | <Samu> | should be £680 or £660, need to investigate more |
15:25 | <Samu> | I'm more inclined towards £680, what do you say? |
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16:07 | <Samu> | half-empty, half-full problem again :( |
16:08 | <Samu> | when building a OpenGFX+ Landscape 1.1.2 lighthouse (land-only object) |
16:08 | <Samu> | i can place it on all coastal tiles, including those with water |
16:09 | <Samu> | it gets a foundation under the tile |
16:09 | <Samu> | with the fix I'm currently experimenting with |
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16:10 | <Samu> | i can't place it on a coast tile with 1 corner raised |
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16:38 | <Wolf01> | Monologue today? |
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17:06 | <goodger> | Wolf01: well, there's a Y in the day |
17:07 | <Wolf01> | Oh, hi good-badger :) |
17:09 | <Samu> | it's only a monologue because nobody answers |
17:10 | <Wolf01> | We don't want to interrupt your teddy-bear-programming ;) |
17:16 | <goodger> | yeah, that is still not the origin of my surname |
17:16 | <Samu> | now that I give the correct water class for the rocky land, the graphics get corrupted :( |
17:17 | <Samu> | http://imgur.com/a/5ass7 |
17:20 | <Wolf01> | :/ |
17:48 | <Samu> | i "fixed" the problem... had to make it "broken" |
17:50 | <Samu> | but now i don't know how the other newgrf objects are drawed |
17:51 | <Samu> | i maybe have broken for the others :( |
17:51 | <Samu> | sec |
17:52 | <Samu> | this line, 437 https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/newgrf_object.cpp#l437 |
17:52 | <Samu> | i changed it to: if ((image == SPR_FLAT_WATER_TILE || spec->flags & OBJECT_FLAG_DRAW_WATER) && IsTileOnWater(ti->tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(ti->tile))) { |
17:53 | <Samu> | this alone will show broken |
17:53 | <Samu> | have to complement it with another line change |
17:56 | <Samu> | https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/src/object_cmd.cpp#l120 |
17:56 | <Samu> | line 120 |
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17:56 | <Samu> | IsWaterTile returns false for coasts with 1 corner |
17:56 | <Samu> | but it should have returned true |
17:57 | <Samu> | I changed to WaterClass wc = (IsWateredTile(t) ? GetWaterClass(t) : WATER_CLASS_INVALID); |
17:57 | <Samu> | IsWateredTile |
17:57 | <Samu> | but IsWateredTile in trunk needs a direction |
17:58 | <Samu> | I changed IsWateredTile to accept no direction at all, an INVALID_DIRECTION |
17:58 | <Samu> | oops INVALID_DIR |
17:59 | <Samu> | when no direction is provided, it will make INVALID_DIR behave like any direction |
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18:17 | <Samu> | rats... |
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19:06 | <Eddi|zuHause> | none of my days contain a 'y' |
19:07 | <goodger> | troublesome |
19:07 | <goodger> | T? |
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19:34 | <Eddi|zuHause> | there are some with a t, yes |
19:35 | <goodger> | wait, do they not all end in -tag except Mittwoch? |
19:35 | <goodger> | dutch has ruined me for other languages |
19:35 | <Eddi|zuHause> | depends on how you say "Sonnabend" |
19:36 | <goodger> | ah, GDR |
19:36 | <Eddi|zuHause> | "sun-eve" is the evening before "sun-day", same as "christmas-eve" is the evening before "christmas-day" |
19:37 | <goodger> | yes, I know |
19:37 | <goodger> | though I was not alerted to the possibility of calling it that, and learned 'Samstag' at school |
19:37 | <Eddi|zuHause> | there are more such combination, but they are less known nowadays |
19:38 | <Eddi|zuHause> | the way i heard it, "Sonnabend" was considered the "standard form" before the east-west split, and "samstag" was the southern regional exception, and in the west it was driven back while it survived in the east |
19:40 | <Eddi|zuHause> | i think you could consider "all-hallows-eve" and "all-saints-day" another such combination |
19:42 | <goodger> | I would have thought some variation on 'sabbat' would be the 'original' dominant form |
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19:50 | <Eddi|zuHause> | not sure why that would be |
19:50 | <Eddi|zuHause> | but etymology is a weird field |
19:51 | <Eddi|zuHause> | there are all sorts of surprising relations between on the surface completely different words from various languages |
19:53 | <Eddi|zuHause> | like, the english word "robot" comes from russian "robota" (=work) which is derived from old germanic "urbo" (slave) which also is the ancestor of the german word "arbeit" (=work) |
19:53 | <goodger> | well, yes |
19:54 | <goodger> | but 'sabbat' is the root for the name of saturday in most european languages |
19:54 | <goodger> | for obvious reasons |
19:54 | <Eddi|zuHause> | yes, but i could see that for "samstag" easier than for "sonnabend" |
19:57 | <Eddi|zuHause> | https://de.wiktionary.org/wiki/Samstag says there's a relation |
19:57 | <Eddi|zuHause> | https://de.wiktionary.org/wiki/Sonnabend doesn't say anything like that |
19:57 | <goodger> | oh, samstag does mean sabbat |
19:57 | <goodger> | via greek, fun |
19:58 | <Eddi|zuHause> | there's also this fun word https://de.wiktionary.org/wiki/Subbotnik |
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20:02 | <Eddi|zuHause> | goodger: the original Samstag/Sonnabend split might have come from the areas influenced by roman culture (south and west) vs. the areas influenced by christian missionaries (north and east) |
20:02 | <goodger> | makes sense |
20:03 | <Eddi|zuHause> | but i have no data to support this claim |
20:06 | <goodger> | I accidentally almost drove in to germany the other week |
20:06 | <goodger> | (irrelevant but mildly interesting factoid) |
20:07 | <Eddi|zuHause> | i can only imagine what a disaster that would have been, crossing an open border... |
20:08 | <goodger> | yes, I would have had to turn around and been late for my chair appointment :O |
20:10 | <Eddi|zuHause> | well, you could have been a goodger(man) |
20:11 | <goodger> | a goodger man? |
20:11 | <goodger> | I already am one of those |
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20:46 | <Wolf01> | 'night |
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--- | Log | closed Tue Sep 20 00:00:24 2016 |