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#openttd IRC Logs for 2016-09-25

---Logopened Sun Sep 25 00:00:32 2016
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02:42<andythenorth>cat is
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03:09<@Alberth>Maybe I should restart the firs game with new road hog?
03:10<andythenorth>how old is yours?
03:11<@Alberth>no idea, I don't even have one in the current game
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03:13<@Alberth>road-hog-r620.tar I have
03:13<andythenorth>seems old
03:13<andythenorth>Beta 7 is latest release, r1074
03:14<andythenorth>Beta 7 included a *lot* of improvements :)
03:14<@Alberth> and lots of alphas :)
03:14<andythenorth>alphas were…not good :)
03:15<@Alberth>nah, just less good :)
03:16<@Alberth>ok, let's try that, thanks
03:16<@Alberth>what PIPE grf do you use?
03:18<@Alberth>I have one with pipes up to 2012, which is tricky if you are in 2020 :p
03:18<andythenorth>I have PIPE v6.4
03:18<andythenorth>I never make it to 2020 :)
03:19<andythenorth>last pump is 2013 in this one
03:20<@Alberth>does seem to work though, I set the no-expire vehicle flag
03:20<@Alberth>I started at 2020, to play with maglev only :)
03:22<andythenorth>truck looks ‘bigger’ than ship due to chunky shape
03:22<andythenorth>both are 40t
03:22<andythenorth>problem is, ships are mostly below waterline :P
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03:30<@Alberth>assume we have a different liquid, eg mercury or so :)
03:31<andythenorth>I think the best solution is not to worry about scale too much :)
03:31<@Alberth>but you can show it if the ship is empty
03:32<@Alberth>not worrying works too, people are used to small boats in RL :p
03:33<@Alberth>hmm, 120K pounds for a 50 year old ship?
03:34<@Alberth>or 45, rather
03:41<@Alberth>openttd could really use a window with all the parameter settings :)
03:43<@Alberth>or something higher level, combining 1 or more newgrf or GS/AI selections with parameter values
03:51<andythenorth>yes, something like that
03:52<andythenorth>Sam has a narrow range of capacities (Squid goes up to 1200t or so)
03:52<andythenorth>narrower *
03:52<andythenorth>so the small ships are bigger, relative to Squid
03:52<andythenorth>will look better
03:58<@Alberth>looks good, I never used the very small ships
04:01<andythenorth>not very often a need
04:01<andythenorth>and they don’t look good in Squid
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04:14<@Alberth>maybe it is because I don't do supplies much, so I always have large quantities to move
04:17<andythenorth>yes small is mostly supplies or mail
04:17<andythenorth>or food and such
04:17<andythenorth>tweaked the small one
04:18<andythenorth>lengths now are super logical
04:34<andythenorth>“General Cargo Ship” is equivalent to a box van / box truck
04:34<andythenorth>they carry packaged goods
04:35<andythenorth>but the name sounds like it carries anything
04:36<andythenorth>I can’t call them ‘box ship
04:36<andythenorth>because that’s the RL term for a container carrier
04:36<andythenorth>the other RL term is ‘break-bulk’ which is way too confusing for anyone who isn’t a ship nerd
04:37<andythenorth>meanwhile the equivalent of open wagon / open truck is
04:38<andythenorth>shipz :x
04:38*andythenorth wonders about translating the English names to Dutch or German or something, then back again
04:38<andythenorth>Alberth ^ ? o_O
04:40<@Alberth> <-- follow that link? :p
04:41<@Alberth>maybe "algemeen" which is mostly "general"
04:42<@Alberth>multi sort of implies you have several different cargo holds
04:43<@Alberth>for different kinds of cargo
04:43<andythenorth>they have different holds for different cargo, which can be reconfigured
04:43<andythenorth>add / remove interior decks etc
04:43<andythenorth>seems ships aren’t just one giant space :P
04:43<@Alberth>"enorme zeewaardige vrachtwagen" :) enormous sea-worthy trucks :)
04:44<andythenorth>in Squid, this was solved by ‘freighter’ for the universal ships
04:44<@Alberth>freighter fits better in the idea of smaller ships, I think
04:45<andythenorth>the box ship, could be ‘packaged cargo ship’ or so
04:45<andythenorth>the ship types match up with Iron Horse and Road Hog vehicles
04:47<andythenorth>‘piece goods ship’
04:47<@Alberth>multi-purpose in german is something like multiple goals
04:50<@Alberth>but names for cargo types seems a fair solution
04:51<andythenorth>the multi-purpose ones can be ‘universal freighter’ for now
04:52<@Alberth>sounds good to me :)
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05:58<Wolf01>Studies have shown I should work on NRT
06:01<@Alberth>would likely be a good option
06:10*andythenorth must go to fix a car tyre
06:11<andythenorth>Wolf01: get openttd to load the grf without assert?
06:11<andythenorth>step 1
06:15*andythenorth biab
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06:21<Wolf01>Uh, maybe I found why it does crash...
06:21<Wolf01> &_nif_object, // GSF_OBJECTS
06:21<Wolf01> &_nif_railtype, // GSF_RAILTYPES
06:21<Wolf01> &_nif_airporttile, // GSF_AIRPORTTILES
06:21<Wolf01> &_nif_town, // GSF_FAKE_TOWNS
06:21<Wolf01>I think that towns were alreasy implemented in game, at least some loading support
06:22<frosch123>towns are the "related" object for industries, houses, and probably some more
06:22<frosch123>they are no feature on their own
06:22<frosch123>that's why it says "FAKE"
06:22<Wolf01>The order in the array should match the features?
06:23<frosch123>GSF_TRAINS...GSF_END match the grfspecs
06:24<frosch123>GSF_FAKE is just appended at the end to make stuff easier
06:24<Wolf01>So I must add the roadtypes before fake towns
06:24<frosch123>just before GSF_END :)
06:24<Wolf01>That's easy, GSF_FAKE_TOWNS is already GSF_END
06:25<Wolf01> GSF_RAILTYPES,
06:25<Wolf01> GSF_ROADTYPES,
06:25<Wolf01> GSF_END,
06:25<Wolf01>Ok, it create a new game without asserting now
06:26<Wolf01> &_nif_airporttile, // GSF_AIRPORTTILES
06:26<Wolf01> NULL, // GSF_ROADTYPES
06:26<Wolf01> &_nif_town, // GSF_FAKE_TOWNS
06:26<Wolf01>^ done that
06:26<frosch123>maybe add an assert_compile to the arrays, while you are at it
06:26<Wolf01>this? assert_compile(lengthof(_nifeatures) == GSF_FAKE_END);
06:26<frosch123>yup :)
06:26<frosch123>oh, it was already there
06:27<Wolf01>Now I should define what is in place of the "null"
06:27<frosch123>i thought you crashed it while running
06:29<Wolf01>I'll commit this for the moment
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06:30<Wolf01>As andy copied the RailType feature, the RoadType should be almost a copy of NIHRailType
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06:49<Wolf01>Meh, I need another monitor
06:49<Wolf01>Wait, I have 2 monitors
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07:31<Wolf01>What the... identifier undefined... and it is defined, it even found it with "go to definition"
07:33<Taede>does the definition happen before the use?
07:34<Wolf01>It's a different file
07:34<Wolf01>Maybe it's not even used
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07:43<Wolf01>Bah, includes
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07:50<Samu>drag and drop is hard to deal with, but i think i got this right
07:51<Samu>tried to make it compatible with both scenario editor and normal play
07:53<Samu>building canals will build locks now...
07:53<Samu>so... what about the build lock button now?
07:53<Samu>remove it?
07:57<Samu>let me compare with the original
07:58<Wolf01>Don't remove things because another thing does that as "a plus"
07:58<Samu>oki then
07:59<Wolf01>Now create a state machine for locks
08:00<Samu>i have no idea what that is
08:03<Samu>there is a command with flags | DC_FORCE_CLEAR_TILE
08:04<Samu>DC_FORCE_CLEAR_TILE was giving me a headache
08:04<Samu>but i didn't want to change this part
08:04<Samu>i wanted to maintain the original functionality
08:04<Wolf01>Look at where the ships move, how it moves when in the lock, make it stop and move vertically for one height level and then go forward again
08:04<Samu>had to work around this thing
08:05<Wolf01>Then change the lock allowing one ship at time and put a water raising/lowering animation
08:06<Samu>ah, i thing i remember seeing a gif of that
08:06<Wolf01>Not just a gif, that's how it works on TTDPatch
08:06<Wolf01>And don't forget animated doors
08:07<Samu>i saw a gif it posted on the forum, think it was peter1138
08:07<Samu>never played ttdpatch
08:07<Samu>sec, let me find it
08:09<Samu>is petern the same guy as peter1138?
08:11<Wolf01>Who knows
08:16<@Alberth> <-- lock state diagram
08:16<@Alberth>black rectangles are states, where the lock waits until the next condition holds
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08:32<Samu>woah, too complex for me
08:32<@Alberth>just do one path first
08:32<@Alberth>eg from the top one to the bottom through the right-most sequence
08:33<@Alberth>once you have that, the others are just variations on the same idea
08:34<@Alberth>ie the left most path from bottom to top is the same as the right-most path, but in the other direction
08:34<@Alberth>those 2 paths together alternatingly move ship down, and a ship up
08:35<@Alberth>the paths on the center are for the case where there is a ship at the "wrong" side, where you must first change water level before the ship can enter
08:36<@Alberth>but just one direction at first is enough, even
08:37<@Alberth>you need to have a lock that waits for a condition as the first step
08:37<@Alberth>eg waiting until a ship enters
08:39<andythenorth>Samu: petern is mostly peter1138
08:39<andythenorth>except some days
08:39<andythenorth>but not petert
08:44<Wolf01>Mmmh, I have some problems defining "roadtype_scope" function in the RoadTypeResolverObject, it says "incomplete type"
08:45<Samu>i have no idea where to begin
08:46<@Alberth>detect that a ship has entered a lock
08:46<Wolf01>I did the same as the RailTypeScopeResolver, looked for all the symbol usages
08:47<Wolf01>The only thing I removed is the signal graphics feature, as roads don't have signals
08:48<@Alberth>it doesn't have a class definition when you access it?
08:48<Wolf01>Yes it does
08:49<Samu>but ships can go through each other everywhere else
08:50<@Alberth>maybe start with detecting ships in front of the lock, so you can stop them, except one?
08:53<andythenorth>Wolf01: that’s a problem independent of the test grf? (I think the test grf is broken w.r.t the roadtype table)
08:53<Wolf01>Yes, I already made it load without the assert
08:53<Wolf01>Just pull from my branches/dev
08:57<Wolf01>Meh, I'm stupid
08:58<Wolf01>Copy/paste error
09:01<andythenorth>so for the first time ever, I start a vehicle set with some ‘schema’ as V453000 favours :P
09:01<andythenorth>instead of just ‘nice vehicles’ or ‘arbitrary numerology'
09:03<andythenorth>Universal Freighter, Piece Goods Ship, Bulk Cargo Ship, Tanker, Edibles Tanker, Livestock Ship, Reefer, Log Ship etc
09:03<andythenorth>just two sizes, ’small’ and ‘large’ for each
09:03<andythenorth>except a few which have ‘mini’, and one universal ‘micro’
09:03<andythenorth>so which types need ‘mini’? :P
09:04<andythenorth>100t / 100k litres
09:14<Samu>hmm it's like adding a path signal
09:15<Samu>i'm not too motivated to start this now
09:21<@peter1138>locks, eh?
09:25<Samu> :( trains are stuck
09:26<Samu>ships, with the lock thing would be stuck too
09:26<Samu>state thing
09:26<@peter1138>my lock thing was just visual
09:36<@peter1138>as andythenorth said
09:38<@Alberth>I don't think you want to do path reservation like trains do, a ship should ask permission to proceed to a lock
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09:43<Wolf01>Ok andythenorth, I made it work now, it compiles and loads a game without crashing with the test newgrf
09:43<Wolf01>Now I should use what it loads
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09:44<Samu>i dont understand this state machine stuff
09:45<Wolf01>Nobody does
09:45<Samu>it's like aircraft in the airports?
09:45<Wolf01>Or road ehicles in roadstations
09:45<Samu>that's too complex, if i recall watching road vehicles, it was so messed up
09:47<Samu>i rather do something else
09:47<Samu>i don't get the whole picture
09:49<Samu>besied, before yesterday I was doing stuff about placing ship depots and how to decide the terraform
09:49<Samu>and my code for that is horribad
09:50<Samu>someone talked about helper functions
09:50<Samu>think i need something like that for this case
09:52<Samu>i'm also working on top of my other code, and not on top of trunk, i'm getting lost
09:53<Samu> - my ship depot
09:53<Samu> - original ship depot
09:55<andythenorth>state machine?
09:55<Samu>the whole terraform decision mess starts at line 65 and ends at line 172
09:56<Samu>it's too much lines, with repetitive code, i know it sucks, i just can't figure out how to improve it
10:06<@Alberth>27 to 63 too?
10:06<@Alberth>that looks like 2 times alomost the same code
10:07<@Alberth>cleared object code 101 to 106 I can see a few times
10:07<@Alberth>make a function for it, and call the function a number of times from the main code
10:08<@Alberth>last but not least use at most 1 ?: in an expression
10:09<@Alberth>I can't even read what that does
10:10<@Alberth>if you have long lines, split them into several lines, so they break at a logical point instead of whenever the webbrowser thinks it's enough
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10:18<Samu>27 to 63 is repeated not only just for ship depots, i'm using a very similar logic there for buoys, flat dock part and locks
10:20<Samu>buoy code is in waypoint_cmd.cpp, dock code is in station_cmd.cpp, shipt depot and lock code is in water_cmd.cpp
10:20<Samu>it's not in the same place
10:21<Samu>lock code is somewhat slightly different, albeit trying to do the same
10:22<Samu>cleared object code, i'm massively using it for everywhere i'm auto-terraforming
10:23<Samu>buoy, dock, shipt depot, aqueduct, canal, lock
10:23<Samu>canal code is also part of water_cmd.cpp
10:23<Samu>aqueduct code is in tunnelbridge_cmd.cpp
10:24<Samu>in some cases, the tile area isn't the same
10:24<@peter1138>hmm, went 47.2 mph today o_O
10:24<Samu>tile area for ship depot is 1x2 or 2x1, for all the others, it's always 1x1
10:25<@Alberth>so perhaps a cleared object area function?
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10:30<Samu>yes, but where would i put this function?
10:30<Samu>which file?
10:32<Wolf01>A header file which is included by every file you need
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11:03<Samu>now i'm confused :(
11:03<Samu>ClearedObjectArea is a function in object_cmd.cpp
11:03<Samu>erm, i mean FindClearedObject
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11:08<Wolf01>Define it in object_cmd.h and implement it in object_cmd.cpp?
11:10<Samu>it needs object_base.h
11:11<Samu>to use ClearedObjectArea, i had to include object_base.h
11:12<Samu>so that means... define it in object_base.h and implement it in object_cmd.cpp?
11:12<Samu>gonna try something, i'm unsure if it will work
11:13<Samu>i'm not sure which parameters will be needed
11:14<Samu>yeah, i dunno how to do it, intercalate functions
11:16<@Alberth>easy, make a new function, paste the code you want in it, any variable that is missing is required from outside
11:16<@Alberth>ie must be brought in from the parameters
11:25<Samu>i'm unsure how to put the OrthogonalTileArea in the parameters
11:25<Samu>OrthogonalTileArea(TileIndex tile = INVALID_TILE, uint8 w = 0, uint8 h = 0) : tile(tile), w(w), h(h)
11:25<Samu>ClearedObjectArea IHaveNoIdeaFunction(TileIndex findclearedobject_tile, TileIndex coa_first_tile, TileIndex coa_area_tile, uint coa_area_x, uint coa_area_y)
11:34<Samu>what shall i call it?
11:38<Samu>it's not working :(
11:38<Samu>ClearedObjectArea coa = IHaveNoIdeaFunction(tile, tile, tile, 1, 1); - looks weird
11:39<Samu>i can't use TileIndex tile_before = coa->first_tile;
11:39<Samu>expression must have pointer type
11:41<Samu>cannot overload functions distinguished by return type alone
11:41<Samu>no idea what these errors mean
11:45<Samu>nevermind, now it seems to be working, let's see if it builds
11:46<Samu>Severity Code Description Project File Line Suppression State Error C4716 'IHaveNoIdeaFunction': must return a value openttd d:\openttd\trunk\src\object_cmd.cpp 473
11:46<Samu>no it shouldn't return anything
11:46<Samu>i don't get it
11:47<@Alberth>void FunctionName(...)
11:47<@Alberth>"void" means "I have nothing to return"
11:47<@Alberth>int FunctionName(...) : "int" means "I have an integer to return"
11:47<Samu>ok void
11:48<@Alberth>Objects should be passed by pointer or by reference
11:48<@Alberth>if you don't modify them, by const pointer or const reference
11:50<Samu>void made it worse
11:50<Samu>285 errors
11:50<Samu>void ClearedObjectArea *IHaveNoIdeaFunction(TileIndex findclearedobject_tile, TileIndex coa_first_tile, TileIndex coa_area_tile, uint coa_area_w, uint coa_area_h);
11:51<Samu>variable ClearedObjectArea is not a type name
11:51<Samu>expected a ; where?
11:52<Samu>const pointer?
11:53<Samu>identifier pointer is undefined
11:54<Samu>Severity Code Description Project File Line Suppression State Error C2440 'initializing': cannot convert from 'const ClearedObjectArea *' to 'ClearedObjectArea *' openttd D:\OpenTTD\trunk\src\waypoint_cmd.cpp 329
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11:59<Samu>i still get 3 errors
11:59<Samu>Severity Code Description Project File Line Suppression State Error C3490 'first_tile' cannot be modified because it is being accessed through a const object openttd D:\OpenTTD\trunk\src\waypoint_cmd.cpp 337
12:00<Samu>C4716 'IHaveNoIdeaFunction': must return a value openttd d:\openttd\trunk\src\object_cmd.cpp 473
12:00<Samu>think i'm gonna give up
12:02<Samu>const ClearedObjectArea *IHaveNoIdeaFunction(TileIndex findclearedobject_tile, TileIndex coa_first_tile, TileIndex coa_area_tile, uint coa_area_w, uint coa_area_h)
12:02<Samu>const ClearedObjectArea *coa = IHaveNoIdeaFunction(tile, tile, tile, 1, 1);
12:02<Samu>coa->first_tile = INVALID_TILE;
12:03<Samu>the error is in coa
12:03<Samu>expression must be a modifiable lvalue
12:04<@Alberth>dropping "void" is good, as you have a pointer to return
12:04<@Alberth>"const ClearedObjectArea *coa" means "coa is a constant, I promise to never change coa"
12:04<@Alberth>if that promise does not hold, don't make it const
12:05<@Alberth>ie you cannot copy a const pointer into a non-const pointer variable
12:06<@Alberth>as the latter allows modification
12:07<Samu>without const i'm down to 1 error: Severity Code Description Project File Line Suppression State Error C4716 'IHaveNoIdeaFunction': must return a value openttd d:\openttd\trunk\src\object_cmd.cpp 473
12:08<Samu>with void i get 285 errors...
12:08<Samu>i don't know, i think this can't be done
12:09<@Alberth>you must end with "return <something>" if you have a result value in your function
12:10<@Alberth>eg walking out of the function at the bottom without returning a value won't work
12:10<@Alberth>if you state a return value, it's promise you'll always do that
12:10<@Alberth>*return type
12:11<Samu>but there's nothing to return
12:11<Samu>i think i failed at it
12:11<@Alberth>return NULL; ??
12:11<@Alberth>indicating "this pointer points to nothing"
12:12<andythenorth>peter1138: that’s quite fast
12:12<@Alberth>which of course you must deal with after you called the function
12:13<Samu>there's nothing to deal with...
12:13<Samu>i'm copy pasting
12:15<@Alberth>return coa after line 8 ?
12:16<@Alberth>that's what you have at that point, right?
12:16<Samu>oh, is that it?
12:17<Samu>yehhh it builds!
12:17<Samu>let's place a buoy, see if it works
12:21<Samu>it works
12:21<Samu>thx Alberth ´
12:28<Samu>what should this function be named
12:34<@Alberth>MakeClearedArea or something like that
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12:35<Samu>Ah i see, makes sense
12:36<andythenorth>ach RL
12:36<andythenorth>bulk ships carry grain
12:37<andythenorth>but dump trucks and hopper wagons in Road Hog and Iron Horse don’t
12:48<Samu>i'm noticing that the 2 first tiles
12:48<Samu>they are the same
12:49<Samu>unless i'm missing something, i can remove 1 parameter
12:50<Samu>findclearedobject_tile is the same as coa_first_tile
12:50<@Alberth>you have to check that in the places where you call the function
12:51<@Alberth>in the function itself that information is lost
12:51<@Alberth>also, I don't know what that code does, so I cannot give an answer whether that is true
12:52<andythenorth>hmm time to refactor Sam
12:55<Samu>i think it treats the tiles as already clean for the CMD_LANDSCAPE_CLEAR
12:55<Samu>makes the cost £0
12:55<Samu>but with water tiles, it's somewhat buggy
12:56<Samu>or I don't yet know how it fully works
12:57<Samu>it's good to be used on a command that calls another command
12:57<Samu>and both are clearing
12:58<Samu>won't clear it twice
13:05<Samu>line 630
13:06<Samu>630 to 643 - dealing with water
13:06<andythenorth>just 2 ship generations 1850, 1950
13:06<andythenorth>100 year vehicle life?
13:08<Samu>there's another DoCommand before this one, it's confusing
13:10-!-Eddi|zuHause2 is now known as Eddi|zuHause
13:11<Eddi|zuHause>you need to learn to follow through with a plan before coming up with a new plan that means to redo all the work done so far without coming closer to a result
13:12<andythenorth>but will he learn without doing? o_O
13:13<Samu>line 470, and then line 492, one tests, the other executes, sometimes the costs differ because of water stuff
13:13<Samu>who me?
13:18<andythenorth>although unwavering commitment to a plan is not particularly a virtue
13:18<andythenorth>most notably in the face of evidence that the plan needs adjusted
13:19<andythenorth>why don’t these ships have standard offsets?
13:19<andythenorth>who made this? :P
13:20<@Rubidium>some Brits?
13:21<andythenorth>mostly just andythenorth
13:22<andythenorth>hmm so ships with 100 year life
13:23<andythenorth>not very realistic :P
13:24<@Rubidium>what about 25-30 years?
13:25<Wolf01>Cisco Blamed A Router Bug On 'Cosmic Radiation'
13:25<andythenorth>it would mean replacing with same model, as there are only 2 generations
13:25<andythenorth>Wolf01: we blame some bugs on magnetic bees
13:26<andythenorth>yeah, figures
13:26<andythenorth>I might just ignore RL here
13:26<andythenorth>it’s easy to change later, as it’s applied to every ship in the grf :P
13:26<Wolf01>So, my pc was hit 3 times by cosmic radiation and once I had to change the motherboard for no reason at all... suddenly bot bios stopped working
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13:27<andythenorth>bees, magnetic
13:27<Samu>my system died for 5 days 2 weeks ago
13:28<Samu>couldn't boot, went to a shop for repair, and when the replacement mobo came, it suddenly starts working
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13:29<Samu>replacement mobo wasn't needed, and to this day it is still working
13:29<Samu>very odd
13:29<Samu>for 5 days it refused to even POST
13:30<Wolf01>In my case I think is some EFI bios problem, all the problems occurred when I rebooted, usually after updates
13:31<Samu>everything was indicating towards a mobo failure or cpu failure
13:32<Wolf01>On both motherboards? With different CPU?
13:32<Wolf01>Also I changed the ram
13:32<Wolf01>The only 2 original parts are the GPU and the SSD
13:32<Samu>I'm still running with the exact same components, no replacements
13:33<Samu>I'm always expecting something bad is going to happen ever since
13:34<andythenorth>my computer is a glowing slab of computing substrate
13:34<andythenorth>also, what buy menu extra text is valid?
13:34*andythenorth developed a prejudice against buy menu extra text
13:34<andythenorth>but eh, maybe it’s useful
13:35<andythenorth>loading speed?
13:35<Samu>i almost forgot what I was doing... MakeClearedObject
13:35<andythenorth>payment (decay) bonus?
13:35<andythenorth>intended usage of the vehicle?
13:35<andythenorth>historical notes?
13:35<Samu>ah, the function description
13:36<andythenorth>capacity when refitted to mail versus other cargos?
13:36<Samu>trying to figure out what parameters are really needed
13:39<Samu>TileIndex first_tile; ///< The first tile being cleared, which then causes the whole object to be cleared.
13:40<Samu>hmm, i used it for other purposes
13:41<Samu>The first tile being "insert command action", which then causes the whole object to be "insert command action".
13:41<Samu>i'm still confused about cleared object area stuff
13:41<Samu>i just know that it works
13:42<Samu>i used it to automatically build locks
13:43<Samu>the first tile being "commanded to build a lock", which then causes the whole lock to be "commanded to build a lock".
13:44<Samu>lock command does indeed have landscape clear
13:45<Samu>feels like I used the wrong function to achieve something, and managed to make it work
13:45<Samu>terraform also clears tiles
13:46<Samu>the first tile being "terraformed", which then causes the whole ??? to be "terraformed"?
13:47<Samu>terraform is even more complex
13:48<Samu>i can raise 1 corner, and it can alter a min of 4 tiles, up to a huge amount of tiles
13:48<Samu>all those tiles are cleared by the terraform command
13:52<Samu>it keeps track of tiles that have already been cleared
13:52<Samu>not necessarily true :(
13:53<Samu>I can't think, I don't know how to describe this function
13:58<Samu>When a lock is to be built with drag & drop canal placement, the first tile that is cleared is the middle tile. I ensured that the previous and next tiles are not cleared. I also did not mark them as cleared, because the cmd-build-lock will be clearing these two. But the middle tile is cleared before building the lock, that's the tile I marked as cleared before executing the build lock command.
14:00<Samu>due to the stupid DC_FORCE_FULL_CLEAR, i have to ensure that the river is maintained in the build lock command
14:00<Samu>i pass that information to the lock command as p1
14:02<Samu>the lock command then passes that information to the makewaterkeepingclass function and everything is set straight
14:09<Samu>I'm lost again :(
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14:29<Samu>MakeClearedObjectArea seems to be a more fitting name
14:29<Samu>or MarkClearedObjectArea
14:36<@Alberth>add to what?
14:45<Samu>adds an entry to the list of tiles that are already marked as cleared
14:45<Samu>i thnk
14:45<Samu>Appends ?
14:47<@Alberth>don't know, I asked because a name of a function should make sense just by itself
14:50<@Alberth>Append also appends to something, I think
14:50<@Alberth>that "something" would typically go into the function as a parameter
14:50<Samu>there may be already cleared tiles there
14:50<@Alberth>although in your case it's a global variable, by the looks of it
14:50<Samu>it's a list of tiles that are cleared
14:50<@Alberth>fair enough, if you think appends is the best name, that's it
14:50<@Alberth>naming a function is often difficult :)
14:50<Samu>I don't really know how to describe it
14:50<Samu>if it is already cleared, it won't append it
14:50<Samu>already "marked as " cleared
14:52<Samu>some objects, such as ship depot, is 2 tiles, destroying one, destroys the other, and i think cleared object areas also keeps track of these
14:53<Samu>i'm not too sure what to say
14:53<Samu>how to describe it
15:08<Samu>does this make sense
15:08<Samu>this description
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15:11<Samu>something is amiss, i'm just not sure what
15:12<@Alberth>the @return is used to denote what comes out of the function in context of the call, at that point "coa" variable is not available, just remove it
15:12<@Alberth>any reason why coa_w is not just width, or w ?
15:13<@Alberth>you don't actually return a list as you say at line 2, do you?
15:14<@Alberth>it looks like a pointer to an object to me
15:21<Samu>brb, dinner is ready, sorry
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15:49<andythenorth>Squid ships travel faster when empty
15:49<andythenorth>BAD FEATURE?
15:49<Supercheese>fed beature
15:50<andythenorth>keep or lose?
15:50*andythenorth about to delete it
15:50*Supercheese shrugs
15:50<Supercheese>I'm ambivalent
15:50<drac_boy> much 'faster'?
15:52<andythenorth>10% or
15:53<Samu>Alberth: a pointer to an object?
15:53<drac_boy>hm sounds normal tbh .. 9 knots empty or 7-8 knots loaded isn't too uncommon
15:53<andythenorth>the main application was log tugs
15:53<andythenorth>slow with a tow, otherwise fast
15:54<@Alberth>you return a ClearedObjectArea pointer, right?
15:54<@Alberth>which is an area, and not a list :)
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15:57<Samu>i don't know what i'm returning then
15:57<@Alberth>ie you're trying to explain what things are at a higher level than the code. If I want to read details, I'll check the code myself
15:57<@Alberth>an area of tiles?
15:58<@Alberth>how is it a list?
15:59<Samu>i'm not sure what coa actually is
16:00<Samu>first, it finds for tiles marked as cleared tiles
16:00<Samu>if it matches
16:00<@Alberth>yes I can read code
16:00<Samu>well i dont know what it does
16:00<@Alberth>well, just leave it as is then
16:00<Samu>it clears
16:01<Samu>darn i'm sorry
16:01<@Alberth>np, programming is hard
16:01<Samu>i know it works, but not entirely sure why
16:02<@Alberth>the latter is the interesting part :)
16:02<@Alberth>but it needs reasoning at a level above the code
16:03<@Alberth>which is always complicated to get started with
16:03<drac_boy>going afk for a bit sorry
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16:04<Samu>I'm using it so that it won't re-clears the same tiles
16:04<@Alberth>oh, making a function from a common piece of code is good
16:04<@Alberth>it reduces duplication
16:05<@Alberth>but it opens a lot of new doors :)
16:05<Samu>keeps track of tiles that have been marked as already cleared during test/execution thingy
16:05<Samu>so it won't mess up with the CommandCost
16:06<Samu>but i dunno, it's not entirely true
16:06<@Alberth>what it does, is not the same as why it's there
16:06<Samu>tile types can be changed during execution
16:07<@Alberth>but just give it a shot, and then let it rest for a while
16:07<@Alberth>making a description becomes easier as you do it more often
16:10<Samu>what do i put at the return?
16:10<Samu>return the pointer to _cleared_object_tiles ?
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16:14<Samu> looks like this now
16:18<Samu>time to make use of it
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16:28<Samu>im listening to this album,
16:28<Samu>so she's french
16:29<Samu>music from el corte inglés commercial
16:32<@Alberth>good night
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20:19<Samu>somebody please test these for me
20:19<Samu>and tell me what you think
20:22<Samu>reply there on the topic, I'm off to bed now, cyas goodnight
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20:26<Fujk>on the server2 modpack, which mod is overwriting the snow limit setting? In vanilla I can set it but with the mods on, my setting doesn't matter
20:30<Fujk>Seems to be opengfx landscape
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22:55<qwebirc73763>ok, guys? we have an issue
22:56<qwebirc73763> are any administrators/ people with the ability to remove a version from the site around?
22:56<qwebirc73763>i thorught it was a false-positive with my Server's virus scanner, but apparently the lastest version (at the LEAST the windows .exe download) is compromised, appears to be a trojan
22:57<qwebirc73763> according to my sysadmin, it ISNT a false positive, as his machien threw up the following:
22:57<qwebirc73763> ClamAV Win.Trojan.Onion-11 20160925 Zillya Trojan.Onion.Win32.1331 20160924
22:59<qwebirc73763>the detection is the the .exe download for openttd 1.6.1
22:59<qwebirc73763>could a few of you guys please check this?
23:01<qwebirc73763>according to my sysadmin the .zip isnt compromised
23:06<qwebirc73763>erm.. anyone actually online? dont want to sound like a twat, and i know false positives DO happen, but he was VERY sure this was a genuine detection?
23:07<sim-al2>Things take a little while on this channel
23:08<sim-al2>Especially a fairly major report like that
23:08<qwebirc73763>fair enough! i just wanted to ensure it was noticed >.>
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23:22<sim-al2>Consider the time right now
23:22<sim-al2>It's late on the US east coast, 11pm
23:23<sim-al2>But still early morning in Europe, on a weekday
23:23<sim-al2>That said, I'm sure this will be seen soon
23:34<qwebirc73763>hope so!
23:35<qwebirc73763>ive got two people on my case aobut being unable to update the server >.>
---Logclosed Mon Sep 26 00:00:34 2016