--- | Log | opened Tue Sep 27 00:00:29 2016 |
--- | Day | changed Tue Sep 27 2016 |
00:00 | <sim-al2> | Like a bus doing a 180 turn without moving forward |
00:05 | <supermop_> | Fujk: i made a save game with the type of transfer i talked about |
00:05 | <supermop_> | are you on tt-forums? |
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00:20 | <supermop_> | Fujk: https://www.tt-forums.net/viewtopic.php?p=1177146#p1177146 |
00:20 | <supermop_> | good night |
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05:25 | <Wolf01> | Moin |
05:43 | <Wolf01> | If I want to get Random() 0 to 3, what should I do? GB(Random(), 0, 3)? |
05:43 | <Wolf01> | *0, 2 |
05:44 | <Eddi|zuHause> | yes, 0,2 |
05:49 | <Wolf01> | if (_settings_game.game_creation.landscape == LT_TROPIC && (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) && CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) { |
05:49 | <Wolf01> | This condition makes me sick |
06:01 | <Wolf01> | Nice... the tree placing algorithm only places more or less trees, it does not "improve" anything |
06:02 | <Eddi|zuHause> | i don't think i ever cared about that, because the map will be swamped with trees anyway after a while |
06:02 | <Wolf01> | Yes, but at least I'm trying to give it a good looking |
06:03 | <Wolf01> | I could hijack the tree placing algorithm setting |
06:03 | <Wolf01> | If you set "improved" it really improves the placement, not just the number |
06:04 | <Wolf01> | So I could avoid the "0" value to disable the CircularTileSearch |
06:06 | <Wolf01> | * Place a number of trees based on the tile height. |
06:06 | <Wolf01> | * This gives a cool effect of multiple trees close together. |
06:06 | <Wolf01> | * It is almost real life ;) |
06:06 | <Wolf01> | Lol |
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06:22 | <Wolf01> | PlaceTree(cur_tile, GetNearestTreeType(cur_tile, r), r); this looks bad :( |
06:22 | <Wolf01> | I should make a wrapper "PlaceRandomTree(tile, r)" |
06:26 | <Eddi|zuHause> | why do both functions need r? |
06:27 | <Wolf01> | Because the GetNearestTreeType returns a random type if no tree was found nearby |
06:27 | <Wolf01> | Shoult it return "invalid tree" instead? |
06:29 | <Eddi|zuHause> | but why does PlaceTree need r then? |
06:29 | <Eddi|zuHause> | if GetNearest already looped around? |
06:29 | <Wolf01> | Randomizes the terrain and tree counter |
06:30 | <Eddi|zuHause> | i don't understand |
06:30 | <Wolf01> | Thats vanilla |
06:30 | <Wolf01> | PlaceTree does 3 things |
06:31 | <Wolf01> | Random tree, random terrain (if not shore or snow) and random tree counter on the tile |
06:33 | <Wolf01> | I wanted to remove the "random tree" and pass it from outside, as I don't need everytime a random tree |
06:33 | <Wolf01> | As I always want the nearest tree |
06:34 | <Wolf01> | *always*, only with improved placement |
06:34 | <Eddi|zuHause> | ok, then i suggest to skip the random tree in GetNearest and just return invalid, then in PlaceTree randomize the tree type if parameter is invalid |
06:34 | <Wolf01> | Ok |
06:38 | <Wolf01> | I think I should add a TREE_RANDOM in the enum |
06:39 | <Wolf01> | PlaceTree(tile, TREE_INVALID, r); <- if I want a real random tree this is comfusing |
06:39 | <Eddi|zuHause> | change the parmaeter order, so the tree type is optional |
06:40 | <Eddi|zuHause> | PlaceTree(Tile tile, uint r, Type type = TYPE_INVALID) |
06:40 | <Eddi|zuHause> | then you can run PlaceTree(tile, r) |
06:41 | <Eddi|zuHause> | or PlaceTree(tile, r, GetNearest(tile)) |
06:41 | <Wolf01> | Yep |
06:44 | <Wolf01> | Lets check what I have broken |
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06:46 | <Samu> | hi |
06:46 | <Wolf01> | hi |
06:52 | <Wolf01> | Strange... I planted a tree on a tile, but GetTreeGround asserts there's not a tree |
06:52 | <Samu> | :) |
06:55 | <Wolf01> | Ops, my fault |
06:55 | <Wolf01> | It's a tile above no trees height |
07:09 | <Wolf01> | http://imgur.com/a/mjykH search radius of 16, tree height limit of 24(+/-4) and evergreen line of 16 (+/-4) |
07:10 | <Wolf01> | With high search radius the evergreen trees could "walk" even below their line, not much I can do there without double checking and picking another random tree |
07:10 | <Wolf01> | And deciduous trees can "walk" up too |
07:11 | <Wolf01> | But the height for both is preferred on planting with clean map, so you have more and bigger evergreen forests on high terrain |
07:13 | <Wolf01> | If you make a flat, sea level map, you shouldn't have any evergreen tree, provided you change all the trees from temperate to be deciduous ;) |
07:17 | <@peter1138> | hmm, i should never restart that ntp server. it's managed to get a stratum 1 connection, heh. |
07:18 | <^Spike^> | lol |
07:21 | <Wolf01> | Mmh, I think I should really check for which tree I can plant on a tile after the CircularTileSearch... Baobabs in the middle of a desert are not cool |
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07:30 | <Wolf01> | Eddi|zuHause, is there a "InRange(x, lower, upper)" function somewhere? |
07:34 | <Eddi|zuHause> | i have no idea |
07:34 | <Eddi|zuHause> | in math_func.h(pp)? |
07:35 | <Eddi|zuHause> | there is Clamp |
07:35 | <Wolf01> | IsInsideBS could be used |
07:35 | <Wolf01> | Clamp limits a value |
07:36 | <Wolf01> | Even IsInsideMM |
07:37 | <Wolf01> | I'll go for IsInsideBS, as I have start and size |
07:37 | <Wolf01> | *base and size |
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07:38 | <Wolf01> | return IsInsideBS(tree, TREE_TEMPERATE, TREE_COUNT_TEMPERATE); should do it |
07:39 | <Wolf01> | Lets see how many cycles I'll waste with no trees planted |
07:40 | <Wolf01> | At least I fixed desert now |
07:44 | <Wolf01> | And forests don't "walk" anymore outside their height |
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07:49 | <Wolf01> | "The TreeType to check the tile for suitability" is this english? |
08:00 | <Samu> | i found a bug with dock placement |
08:00 | <Samu> | on my version, that is |
08:01 | <Samu> | on the edge of the map, the 3rd tile must not be void tile |
08:01 | <Samu> | ships could never dock |
08:01 | <Wolf01> | Just add a "IsValidTile()" check |
08:14 | <Samu> | if (!IsValidTile(tile_cur)) return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB); |
08:17 | <Samu> | now moving on to ship depot terraform decision, yet again |
08:18 | <Samu> | the code i have there blows |
08:18 | <Samu> | for readability purposes, it's horribad |
08:18 | <Samu> | i need a strategy :( |
08:20 | <Samu> | and i need to be consistent with the rules |
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08:37 | <Wolf01> | /* 2x as expensive to add more trees to an existing tile */ <- wait, what? |
08:39 | <Wolf01> | I can't understand why I get the desert filled with cactus... maybe it's the TREE_INVALID => TREE_CACTUS conversion |
08:41 | <Samu> | cactus spawn on newgame, but not on scenario editor |
08:41 | <Samu> | do they need a town? |
08:42 | <Wolf01> | They spawn here, and in the right number... |
08:43 | <Wolf01> | But on new game I get the desert filled with cactus |
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08:45 | <Wolf01> | Mmmh, no, it works now |
08:45 | <Wolf01> | Maybe I missed a check |
08:46 | <Samu> | when the last cactus die, no more cactus spawn on the map |
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08:49 | <Wolf01> | Industry placement in sub arctic should be reworked |
08:50 | <Wolf01> | Oil wells in the top of a mountain |
08:50 | <Wolf01> | Even factories |
08:51 | <Samu> | do you have a way to count trees? |
08:52 | <Samu> | total number of trees of type A, B or C, in the world |
08:52 | <Wolf01> | No |
08:52 | <Wolf01> | Only in tropic |
08:53 | <Samu> | i'd like to see the trend |
08:53 | <Samu> | what's planted more, how it changes past some time, etc |
08:53 | <Samu> | to find out "issues" |
08:55 | <Samu> | can't find any more cactus |
08:55 | <Samu> | rip last cactus, they lasted for about ~53 years |
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09:14 | <Wolf01> | You know you can plant them? |
09:32 | <Wolf01> | I had to disable the GetNearestTreeType for cactus |
09:32 | <Wolf01> | Or better.. for desert |
09:34 | <Wolf01> | I think that's because it raises a lot the possibility to get a cactus instead of a tree |
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09:56 | <supermop> | cactus? |
10:00 | <supermop> | V453000: what style of buildings are you considering for brix? |
10:06 | <Wolf01> | Yes, cactus |
10:08 | <supermop> | agave? |
10:08 | <supermop> | tequila? |
10:08 | <Wolf01> | I don't know, there's only one cactus type in OTTD |
10:09 | <supermop> | patch: NewCacti |
10:09 | <Wolf01> | CactiTypes |
10:09 | <Wolf01> | Btw, TreeTypes would be cool |
10:10 | <Wolf01> | But I have enough work with NotRoadTypes |
10:12 | <Samu> | i give up |
10:12 | <Samu> | can't come up with a strategy |
10:12 | <Samu> | a coding style |
10:13 | <Samu> | what I have works |
10:13 | <Samu> | it just sucks to read it |
10:16 | <supermop> | Wolf01: CacTypes |
10:16 | <supermop> | CacTipes? |
10:16 | <Samu> | https://paste.openttdcoop.org/pprhioggd SCARY!!! |
10:18 | <Samu> | lines 65-154 is the scary part :O |
10:18 | <Samu> | @calc 173-154-65 |
10:18 | <@DorpsGek> | Samu: -46 |
10:18 | <Samu> | erm, math expert |
10:19 | <Samu> | @calc 173-(154-65) |
10:19 | <@DorpsGek> | Samu: 84 |
10:19 | <Samu> | @calc 154-65 |
10:19 | <@DorpsGek> | Samu: 89 |
10:19 | <Samu> | there's more lines for the terraform decision than the rest of the ship depot code |
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10:21 | <Samu> | okay, gonna work on something else |
10:21 | <supermop> | Wolf01: what are your goals with this batch of tree work? |
10:21 | <Wolf01> | Better looking maps |
10:22 | <supermop> | sounds good |
10:30 | <Samu> | ah, docking point |
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10:39 | <Fujk> | why are the shores so pointy? |
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10:44 | <supermop> | what do you mean Fujk |
10:45 | <supermop> | also, did you look at the game i posted? |
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10:52 | <Wolf01> | _settings_newgame.game_creation.tree_placer_radius = Clamp(_settings_newgame.game_creation.tree_placer_radius + widget - WID_GL_TREE_RADIUS_TEXT, 1, MAX_MAX_HEIGHTLEVEL); |
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10:52 | <Wolf01> | I need to use steps of 4 |
10:52 | <Wolf01> | How could I change this? |
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10:54 | <supermop> | Fujk: i realized i made an error in my train orders. Corrected save game is here: https://www.tt-forums.net/viewtopic.php?p=1177146#p1177146 |
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11:01 | <Samu> | what would be the best .h file to get a function of this kind: EnsureNoDockingTile |
11:02 | <Samu> | there's a DockOffset at station_map.h |
11:02 | <Samu> | i currently got it at station_cmd.cpp |
11:02 | <Samu> | i need to use it on water_cmd.cpp |
11:02 | <Samu> | and i can't |
11:02 | <Samu> | what can i do |
11:03 | <Fujk> | supermop: no what is it? |
11:03 | <Samu> | it's a CommandCost |
11:03 | <Samu> | static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR) |
11:03 | <Wolf01> | Samu, include station_map.h in water_cmd.cpp |
11:04 | <Samu> | oki, thx |
11:04 | <supermop> | Fujk: at the link i posted - the save game shows a train that transfers metal, then loads scrap metal and coal (instead of ore) |
11:05 | <Fujk> | two cargo types on same train? |
11:06 | <supermop> | yes |
11:07 | <Samu> | Severity Code Description Project File Line Suppression State Error (active) identifier "EnsureNoDockingTile" is undefined openttd d:\OpenTTD\trunk\src\water_cmd.cpp 734 |
11:07 | <Samu> | i suck |
11:07 | <supermop> | coal and scrap metal go one way, then metal comes back the other way |
11:09 | <supermop> | the metal gets transfered and taken away while the coal and scrap get loaded |
11:10 | <Fujk> | oh you refit at the station every time |
11:10 | <supermop> | in the orders |
11:10 | <Fujk> | Interesting |
11:12 | <Samu> | i can't put EnsureNoDockingTile on station_map.h, it requires station code stuff :( |
11:12 | <Samu> | must be on station_cmd.cpp |
11:12 | <Samu> | im confused |
11:14 | <Wolf01> | You can define the function in .h and implement it in .cpp |
11:15 | <Samu> | water.h? |
11:15 | <Samu> | i see water.h is common for both |
11:15 | <Wolf01> | If is a station, then belongs to station_map.h |
11:15 | <Wolf01> | Doesn't matter if water, grass, desert... |
11:16 | <Eddi|zuHause> | <Wolf01> I need to use steps of 4 <-- you could add a callback function to the setting that makes sure it's always a multiple of 4 |
11:16 | <Samu> | it's not really a station, but it needs to find a station nearby |
11:16 | <Samu> | a dock nearby |
11:16 | <Eddi|zuHause> | no idea if there's a stepping system built already to avoid that |
11:16 | <Samu> | sec, i got the code |
11:16 | <Samu> | https://www.tt-forums.net/viewtopic.php?f=33&t=75237 |
11:17 | <Samu> | i'm trying to use it on clearing a water tile, which is at water_cmd.cpp, but says identifier not found |
11:17 | <Samu> | so when trying to clear a water tile, i want it to check if there's a dock nearby, but to check for dock stuff, i need station code |
11:19 | <Samu> | i'm probably gonna use it on tunnelbridge code as well |
11:20 | <Samu> | demolishing aqueduct will have to EnsureNoDockingTile |
11:22 | <supermop> | ok now that i opened that save up to fix it, I can't help built build out a passenger network |
11:29 | <supermop> | Fujk: the next step is to timetable those trains so that they run more effectively |
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11:31 | <Samu> | declared but not defined |
11:31 | <Samu> | i have no idea what these errors mean |
11:32 | <Samu> | Severity Code Description Project File Line Suppression State Error C2129 static function 'CommandCost EnsureNoDockingTile(TileIndex,DiagDirection)' declared but not defined openttd D:\OpenTTD\trunk\src\water_cmd.cpp 1641 |
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11:34 | <Wolf01> | o/ |
11:38 | <Samu> | Severity Code Description Project File Line Suppression State Error LNK2019 unresolved external symbol "class CommandCost __cdecl EnsureNoDockingTile(unsigned int,enum DiagDirection)" (?EnsureNoDockingTile@@YA?AVCommandCost@@IW4DiagDirection@@@Z) referenced in function "class CommandCost __cdecl ClearTile_Water(unsigned int,enum DoCommandFlag)" (?ClearTile_Water@@YA?AVCommandCost@@IW4DoCommandFlag@@@Z) openttd D:\OpenTTD\trunk\projects - Có |
11:39 | <Samu> | i hate chinese errors |
11:39 | <Samu> | Error LNK1120 1 unresolved externals openttd D:\OpenTTD\trunk\objs\x64\Debug\openttd.exe 1 |
11:41 | <Samu> | sorry, i can't do this |
11:41 | <Samu> | i dunno where i got to put this code |
11:42 | <@peter1138> | It means you declared it but didn't define it. |
11:44 | <@Alberth> | lots of english characters for a chinese error :) |
11:44 | <Wolf01> | Chinese errors XD |
11:44 | <Wolf01> | Btw... anyone wants to help me on the "steps of 4" thing? I'm not that good on math |
11:46 | <Samu> | i created the whole function and it says it's not defined? |
11:46 | <@Alberth> | think in steps of 1, and multiply the result by 4 ? |
11:46 | <Samu> | i don't get these errors |
11:46 | <Wolf01> | Could be, Alberth, but then I need to limit it to "8" |
11:47 | <Wolf01> | 0 to 32 step 4 |
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11:49 | <Samu> | https://paste.openttdcoop.org/pw0td0crh |
11:49 | <Wolf01> | Seem to work |
11:49 | <Samu> | i want to use it at water_cmd.cpp |
11:49 | <Wolf01> | As it reads the calculated value |
11:50 | <Samu> | it says identifier Severity Code Description Project File Line Suppression State Error C3861 'EnsureNoDockingTile': identifier not found openttd D:\OpenTTD\trunk\src\water_cmd.cpp 733 |
11:50 | <Samu> | how to make water_cmd.cpp access that function, at station_cmd.cpp |
11:51 | <Wolf01> | Samu, put "static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR);" in station_map.h? |
11:51 | <Samu> | ok gonna try |
11:52 | <Wolf01> | And include station_map.h in water_cmd.cpp |
11:52 | <Samu> | hmm it's worse |
11:53 | <Samu> | 588 errors |
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11:53 | <Wolf01> | Maybe you missed something? |
11:53 | <Wolf01> | o/ |
11:53 | <Wolf01> | Like the ";" at the end of the function declaration? |
11:54 | <supermop> | andythenorth: i started up a tiny IH game to show how to transfer multiple cargoes using cargo dist, and now i cant stop going ahead and building out a passenger network |
11:55 | <andythenorth> | :P |
11:55 | <supermop> | chinooks and vulcans too cute |
11:56 | <Samu> | there's # include "station_map.h" at water_cmd.cpp, there's a ; at the end of the line |
11:56 | <Samu> | it does not like it |
11:56 | <Samu> | 588 errors |
11:57 | <Wolf01> | Don't put a ; at the end of "#include..." |
11:57 | <Samu> | Severity Code Description Project File Line Suppression State Error (active) cannot overload functions distinguished by return type alone openttd d:\OpenTTD\trunk\src\station_cmd.cpp 2459 |
11:57 | <Samu> | english plz |
11:58 | <Samu> | this is line 2459 static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR) |
11:59 | <Wolf01> | line 2459 static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR) <---- ; |
11:59 | <Wolf01> | And #include "statioon_map.h" <---- no ; |
12:00 | <Samu> | #include "station_map.h" |
12:01 | <Wolf01> | Samu, you should learn at least the syntax, at least look at the surrounding lines how they are written |
12:01 | <Samu> | doesn't work, still 588 errors |
12:03 | <Samu> | expected a declaration now that I put the ";" |
12:04 | <Wolf01> | Wait |
12:04 | <Samu> | syntax errors everywhere and missing type everywhere, assumed int |
12:05 | <Wolf01> | In "station_map.h" |
12:05 | <Wolf01> | static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR); |
12:05 | <Wolf01> | In "station_cmd.cpp" |
12:05 | <Wolf01> | static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR) { .. the code .. } |
12:12 | <Samu> | sorry, it doesn't work |
12:17 | <@Rubidium> | static implies that it is in the same file. Remove them from the declaration and definition and try again |
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12:23 | <Wolf01> | http://imgur.com/a/bVCbi Ok, I'm happy now, I put the settings also in the new game/load heightmap window |
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12:25 | <andythenorth> | Wolf01: are you making plantations? o_O |
12:26 | <Wolf01> | I made trees grouped by type, max tree height, evergreen trees line |
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12:26 | <andythenorth> | shame I always turn trees off :P |
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12:27 | * | andythenorth turns trees visible in current game |
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12:27 | <@Alberth> | help, all tracks are gone! |
12:29 | <Eddi|zuHause> | i like trees |
12:29 | <Eddi|zuHause> | i try to avoid turning them invisible |
12:29 | <Eddi|zuHause> | i hit X when necessary |
12:29 | <andythenorth> | I find I can’t see enough with them visible |
12:30 | <Wolf01> | You will enjoy the look with this patch |
12:30 | <andythenorth> | this map has not too many though |
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12:32 | <Eddi|zuHause> | i remember conversations like "why are all the local authorities hating me?" - "have you tried making trees visible?" - "HOLY FUCK THE WHOLE MAP IS COVERED" |
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12:41 | <supermop> | andythenorth: the problem is that you can't see topography at all with trees on |
12:41 | <supermop> | its like perfect camouflage |
12:41 | <andythenorth> | yeah |
12:42 | <supermop> | if trees varied strongly by height that would help on the macro scale but less usefull for route planning |
12:42 | <supermop> | if trees were shaded by slope, to match the shading of hills, that would help more |
12:42 | <Eddi|zuHause> | how would that work? |
12:43 | <Eddi|zuHause> | both from a "realism" and from a game internals point of view |
12:43 | <@Alberth> | sun only shines on sunny hills |
12:43 | <Eddi|zuHause> | there isn't actually a "sun" that makes the shading differences |
12:43 | <supermop> | Eddi|zuHause: tree would have to to be aware of either the slope of its tile, or the relative heights of its 8 neighbors |
12:44 | <Eddi|zuHause> | the shading is built into the sprite itself |
12:44 | <supermop> | and then darken tree by appropriate amount, like with the glass roof effect |
12:44 | <Eddi|zuHause> | that's a palette recolouring |
12:45 | <Eddi|zuHause> | which is not very flexible |
12:45 | <supermop> | no reason a tree low on the north face of a mountain would be same brightness as a tree high on the south face, from a 'realism' view |
12:45 | <supermop> | Eddi|zuHause: its the simplest way i can conceive |
12:46 | <supermop> | i just hate that i cant see any relief at all in a landscape with trees on |
12:46 | <Wolf01> | https://www.tt-forums.net/viewtopic.php?f=33&t=75305 |
12:46 | <Eddi|zuHause> | supermop: well, go ahead and implement applying a recolour map on each tree depending on the slope they stand on |
12:46 | <Eddi|zuHause> | it shouldn't be impossibly hard |
12:46 | <supermop> | map should look prettier with trees, not more like uniform noise |
12:46 | <Eddi|zuHause> | maybe a bit performance draining |
12:47 | <Eddi|zuHause> | but you probably need to come up with a few recolour maps |
12:47 | <Eddi|zuHause> | to get the effect you desire |
12:47 | <Eddi|zuHause> | but that's a few steps down the road |
12:48 | <andythenorth> | remap once, cache it :P |
12:48 | <andythenorth> | or just paint more trees |
12:53 | <supermop> | Eddi|zuHause: of the 9 possible slope directions, (incl. flat) you caould have the 4 'dark' slops all the same recolor, and the 4 light slopes plus flat could be normal |
12:53 | <supermop> | would probably make enough difference with just two 'shades' |
12:55 | <supermop> | i guess relative heights of neighbors is better than actual slop, as idk if map actually stores the slope of each tile - just the north corner height? |
12:56 | <supermop> | also, then thin flat steps on the north of a hill don't return to full brightness |
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13:22 | <Wolf01> | Oh, somebody downloaded my trees patch :D |
13:23 | <andythenorth> | also cat patch |
13:23 | <andythenorth> | moar cats |
13:24 | * | andythenorth considers a base sprite replacement set |
13:24 | <andythenorth> | trees -> cats |
13:24 | <andythenorth> | local authority hates you -> plant cats |
13:25 | <andythenorth> | StolenCats.grf |
13:25 | <@Alberth> | :D |
13:25 | <Wolf01> | Why not just make a cat statue? |
13:25 | <andythenorth> | dunno why cats are funny |
13:25 | <andythenorth> | they just are |
13:25 | * | andythenorth is not a cat owner or anything |
13:25 | <Wolf01> | I was, I can confirm they are funny |
13:30 | <andythenorth> | https://medium.com/@martinbelam/how-no-manss-sky-exposes-the-gaming-generation-gap-for-80-s-kids-ede6e736eea2#.shl7fewsw |
13:32 | <andythenorth> | douglas adams quote is fun |
13:32 | <andythenorth> | has anyone played NMS? |
13:32 | <Wolf01> | Nope, but I play Minecraft |
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13:37 | <@Alberth> | "... Watching your 3 year old pilot your precious starship and cargo through an onrushing storm of asteroids is, I can tell you, an experience. ..." :) |
13:39 | <Wolf01> | I reached the point ofview of the guy at least 20 years ago, I play games for fun and not for win |
13:39 | <andythenorth> | I think he reached it 20 years ago too :) |
13:39 | <andythenorth> | we are old now |
13:39 | <andythenorth> | some of us |
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13:40 | <Samu> | ppl are actually interested in 240 companies patch |
13:40 | <Samu> | i can't imagine 240 AIs |
13:40 | <Samu> | it slows down so much already with 15 AIs |
13:40 | <@Alberth> | anything with a bigger number is automatically better, no questions asked |
13:41 | <Wolf01> | Also because I don't want to put effort in something not so useful (at least for me), and so I always get blamed on online play... that's why I usually play only coop and totally non-competitive games |
13:41 | <Samu> | AI is limited to 4 GB mem each |
13:41 | <andythenorth> | we should play a coop |
13:42 | <Samu> | @calc 4x15 |
13:42 | <@DorpsGek> | Samu: Error: invalid syntax (<string>, line 1) |
13:42 | <andythenorth> | not played for ages |
13:42 | <Samu> | @calc 4*15 |
13:42 | <@DorpsGek> | Samu: 60 |
13:42 | <Samu> | @calc 4*240 |
13:42 | <@DorpsGek> | Samu: 960 |
13:42 | <Samu> | hmm ... :( |
13:42 | <andythenorth> | NoCarGoal was really fun for coop |
13:42 | <Samu> | i need more ram |
13:42 | <andythenorth> | me too |
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13:43 | <Samu> | there's an AI with "memory leak", it's BorkAI if I recall |
13:43 | <supermop> | andyland coop |
13:44 | <Samu> | it's not exactly a memory leak, just that he needs more than 4 GB |
13:44 | <andythenorth> | who plays coop these days? |
13:44 | <andythenorth> | anyone? |
13:44 | <Samu> | can't use it on large maps |
13:46 | <supermop> | i'll play |
13:46 | <andythenorth> | we need a server |
13:46 | <Samu> | if AIs could start their own cpu-thread or something like that, 15 AIs wouldn't slow down as much... in theory. |
13:46 | <andythenorth> | and a map, and some newgrfs |
13:47 | <andythenorth> | unusually, I could actually play tonight and tomorrow |
13:47 | <andythenorth> | which is long enough to do a NCG 7-year game or so |
13:47 | <andythenorth> | frosch was keeping a record of MP games somewhere |
13:51 | <@Alberth> | https://wiki.openttd.org/NoCarGoal |
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13:52 | <andythenorth> | yay |
13:52 | <andythenorth> | setting the goals too high makes the MP game boring |
13:52 | <andythenorth> | unwinnable is no fun |
13:54 | <@Alberth> | it doesn't say what is winnable |
13:54 | <supermop> | andythenorth: i think you've got a decent set of newgrfs to roll with |
13:54 | <supermop> | for map, use some heightmap of some island? |
13:57 | <andythenorth> | looks like 512x512 is the best |
13:57 | <andythenorth> | Alberth: no it doesn’t :P |
13:58 | <andythenorth> | but I think we usually had 50k as the goal |
13:59 | <@Alberth> | just make it longer, then we always win :) |
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14:02 | <andythenorth> | supermop: are you making a map? |
14:02 | <andythenorth> | we’ll need $someone to put it on a coop server |
14:03 | <andythenorth> | also about 5 players or so are needed |
14:03 | <Samu> | gonna try 240 AIs with that patch, see what happens :p |
14:07 | <supermop> | i dont have access to a server |
14:08 | <supermop> | but i could make a map if you dont want to just go with some generated whatever |
14:13 | <Samu> | does not compile |
14:13 | <Samu> | can't mix his patch with mine :( |
14:14 | <supermop> | hawaii? |
14:14 | <supermop> | mexico DF? |
14:16 | <Samu> | tons of weird warnings |
14:16 | <Samu> | but it compiles |
14:16 | <Samu> | assertion on openttd launch ... bah, i fail |
14:18 | <Samu> | saveload error stuff |
14:18 | <Samu> | invalid chunck bla bla |
14:18 | <andythenorth> | supermop: have to make a map for newgrfs and settings and stuff |
14:18 | <andythenorth> | then copy it to a coop server |
14:18 | <andythenorth> | dunno which one |
14:19 | <andythenorth> | we probably all have to have same OpenTTD |
14:19 | <andythenorth> | or so |
14:19 | <supermop> | do you care what type of terrain? |
14:19 | <andythenorth> | no |
14:19 | <supermop> | 1.6.1? |
14:19 | <andythenorth> | seems fine |
14:19 | <andythenorth> | FIRS 2, anything but extreme |
14:19 | <andythenorth> | also Road Hog |
14:20 | * | andythenorth remembers that setting up a game is faff |
14:20 | <Samu> | how did his patch work for him? |
14:21 | <Samu> | bugfix in loading unpatched savegames . lies! |
14:21 | <supermop> | give me 1 sec |
14:21 | <Samu> | that's exactly where it fail |
14:23 | <@Alberth> | maybe it failed twice before :p |
14:25 | <Samu> | what trunk version would this patch work with? |
14:25 | <Samu> | he does not mention it :( |
14:26 | <Samu> | and there were recent changes to saveload stuff |
14:26 | <Samu> | maybe it worked before |
14:27 | <Samu> | nevermind, he says Patch based on 1.6.1 |
14:28 | <Samu> | how am i doing this trunk version to be the same as 1.6.1? |
14:28 | <andythenorth> | hmm |
14:30 | <@Alberth> | svn switch iirc, but I would need to look it up |
14:31 | <Samu> | 27609? |
14:31 | <Samu> | let's try |
14:31 | * | andythenorth can’t remember how to use coop servers |
14:32 | <@Alberth> | Samu: revision is not relevant, the path is |
14:33 | <@Alberth> | svn /tags/1.6.1 seems to be the path |
14:34 | <@Alberth> | instead of /trunk what you have now |
14:35 | <Samu> | svn://svn.openttd.org/trunk i change this? |
14:35 | <Samu> | svn://svn.openttd.org/tags/1.6.1 ? |
14:36 | <Samu> | i rather make a new folder brb |
14:36 | <@Alberth> | yep, usuallu with svn switch, but a new checkout works too |
14:36 | <Samu> | ah, switch i found that |
14:36 | <@Alberth> | it's used for changing the path, and changing the url |
14:37 | <@Alberth> | quite tricky difference |
14:37 | <supermop> | andythenorth: what size? |
14:37 | <@Alberth> | 512^2 |
14:37 | <@Alberth> | Samu: new checkout is much safer |
14:38 | <supermop> | what rail set? |
14:39 | <Samu> | ok |
14:40 | <supermop> | swedish houses? |
14:41 | <supermop> | japanese? |
14:43 | <andythenorth> | Iron Horse? :P |
14:43 | <andythenorth> | NARS 2? |
14:43 | <supermop> | IH |
14:43 | <supermop> | termite |
14:43 | <supermop> | RH |
14:44 | <supermop> | in a hot country? |
14:44 | <supermop> | tropic basic? |
14:44 | <andythenorth> | either |
14:45 | <supermop> | GS? |
14:46 | <supermop> | bee reward? |
14:46 | <andythenorth> | NoCarGoal |
14:46 | <supermop> | nocar goal |
14:46 | <supermop> | ok |
14:46 | <andythenorth> | 50k |
14:46 | <andythenorth> | you might have to generate a few times to get 3 interesting cargos |
14:48 | <andythenorth> | we used to play on the coop dev server or such |
14:48 | <andythenorth> | ach |
14:48 | <andythenorth> | dunno |
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14:49 | <Samu> | it is building upon tags/1.6.1 now |
14:49 | <Samu> | let's see... |
14:49 | * | andythenorth doesn’t have enough upstream bandwidth, nor reliable enough connection to host |
14:50 | <Samu> | oh, nice it gets to main menu :) |
14:51 | <Samu> | bah, can't configure more than 14 ais |
14:54 | <Samu> | i don't get it, how am i starting 240 companies? I missed something |
14:54 | <Samu> | nevermind, i'm stupid |
14:54 | <Samu> | didn't apply his patch at all |
14:57 | <supermop> | year? |
14:57 | <andythenorth> | 1950s or later |
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14:57 | -!- | glx is "Loïc GUILLOUX" on +#openttd |
14:57 | <andythenorth> | NCG is no fun with slow trains |
14:57 | <andythenorth> | V453000 how to play an MP game? Not many coop people here :P |
14:58 | <andythenorth> | 1.6.1 |
14:59 | <Samu> | maximum no competitors 239. hmmm :))) `_` |
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14:59 | <Samu> | time to RIP my machine |
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15:03 | <Samu> | the config file is ugly to watch at, now |
15:06 | <Samu> | looking at ram usage |
15:06 | <Samu> | omg now |
15:06 | <V453000> | u wot |
15:07 | <andythenorth> | V453000: need some kind of server |
15:07 | <andythenorth> | or something |
15:07 | <V453000> | probably |
15:07 | <V453000> | or public ip |
15:08 | <Samu> | 250000 opcodes for 239 ais, this is a bad idea |
15:08 | * | andythenorth has only ever played on coop server |
15:08 | <V453000> | I never really hosted a game either |
15:08 | <V453000> | and the technical stuff is done by our tech guys, not me |
15:08 | <V453000> | I only know how to play the game and how to make people enjoy it |
15:08 | <andythenorth> | is coop getting kind of dead? The blog is way outdated |
15:09 | <andythenorth> | and I stopped going in the irc channels, nothing there |
15:09 | <V453000> | not really, there is just nobody to write blogs |
15:09 | <V453000> | games are still being played, especially recently |
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15:15 | <supermop> | ok i made a 512^2 map |
15:17 | <Samu> | this is bad.... |
15:17 | <Samu> | http://imgur.com/a/XxCjc - lol |
15:18 | <andythenorth> | supermop: now we just need a server :D |
15:18 | <Samu> | do ppl really want 240 companies? |
15:18 | <supermop> | im at work, pretty sure i cant host from here |
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15:19 | <andythenorth> | there was an openttdcoop.nightly or something http://www.openttdcoop.org/?page=servers |
15:19 | <andythenorth> | not currently there |
15:21 | <andythenorth> | planetmaker is there a way to host a 1.6.1 game on coop (not the welcome server)? |
15:22 | <V453000> | andythenorth: we can upload your map to the welcome server, of if you dont mind using nightly, use prozone |
15:22 | <andythenorth> | someone is playing on welcome I think |
15:22 | <andythenorth> | but prozone might work |
15:22 | <andythenorth> | supermop: put the save somewhere? |
15:24 | <V453000> | or just send me the save, or put it on devzone |
15:24 | <V453000> | I will do the resgtf |
15:24 | <supermop> | https://www.tt-forums.net/viewtopic.php?f=60&t=75306 |
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15:27 | <Fujk> | Samu: I rather want bigger depots |
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15:28 | <V453000> | have to check the newgrfs |
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15:33 | <supermop> | IH, Firs, RH, termite, .se houses |
15:33 | <supermop> | i think thats it |
15:34 | <supermop> | squid |
15:34 | <supermop> | and chips |
15:35 | <andythenorth> | all bananaed |
15:37 | <supermop> | yep |
15:38 | <V453000> | join #openttdcoop.pro |
15:38 | <supermop> | towns and industries randomly placed |
15:39 | <andythenorth> | moar players needed |
15:39 | <supermop> | need PW |
15:39 | <supermop> | also says wrong version? |
15:39 | <V453000> | join the channel supermop |
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15:39 | <supermop> | not 1.6.1? |
15:40 | <V453000> | no |
15:40 | <V453000> | is that absolutely necessary? |
15:40 | <andythenorth> | nightly |
15:40 | <V453000> | the PW changes all the time so you need ot be in IRC to get it |
15:40 | <supermop> | current nightly? |
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16:17 | <Samu> | @calc 240*4 |
16:17 | <@DorpsGek> | Samu: 960 |
16:17 | <Samu> | @calc 64*64 |
16:17 | <@DorpsGek> | Samu: 4096 |
16:18 | <Samu> | heh |
16:18 | <Samu> | 1/4 of the map for the company HQ |
16:20 | <Samu> | nevertheless, i'm impressed by the patch |
16:20 | <Samu> | tons of gui issues though |
16:21 | <Samu> | it's not prepared to handle this many companies |
16:21 | <Samu> | damn, each town with 1 statue |
16:21 | <Samu> | imagine 240 statues, heh |
16:21 | <Samu> | per town |
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16:25 | <Samu> | too bad it uses too many bits |
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16:45 | <Samu> | Milek7_: hey, did u make the 240 companies patch? :o |
16:46 | <Milek7_> | yes |
16:47 | <Samu> | how do you deal with 3 owners :o |
16:47 | <Samu> | tram+road+rail crossing |
16:49 | <Milek7_> | there is updated docs in patch, you can look at it |
16:49 | <Milek7_> | docs/landscape.html and docs/landscape_grid.html |
16:50 | <Samu> | i'm looking at it, but can't understand how you managed 3 owners for a single tile |
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16:53 | <Milek7_> | m4 bits 3..0 and m3 bits 7..4: owner of road type 1 (tram) |
16:53 | <Milek7_> | m1 bit 7 and m6 bits 1..0 and m1 bits 4..0: owner of the railway track |
16:53 | <Milek7_> | m4 bits 7..5 and m7 bits 4..0: owner of the road type 0 (normal road) |
16:54 | <Samu> | 8+8+8 |
16:54 | <Samu> | yay 24 bits |
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16:56 | <Samu> | this is at tile type road? or rail? |
16:56 | <Samu> | impressive :) |
16:57 | <Samu> | i recently added canal owners and i struggled to fit 5 bits in 4 |
16:57 | <Samu> | mainly due to industry tiles |
16:58 | <Samu> | how would you store a canal owner if you need 8 bits for the owner |
16:58 | <Samu> | and there's only 5 bits free at industry tiles... |
16:59 | <Samu> | and i used the other for canal on river, damn... i think i'm not efficient |
17:01 | <Samu> | 8 industry XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX |
17:01 | <Samu> | i used them all |
17:05 | <Samu> | Milek7_: I kinda like it, but there's tons of gui issues, it's simply not prepared to handle this many companies |
17:06 | <Samu> | did you look at it? http://imgur.com/a/XxCjc |
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17:07 | <Samu> | and 960 GB of RAM to use 240 AIs, nearly 1 TB of mem just for that, maybe in the next 10 years, this is possible :p |
17:07 | <Samu> | for multiplayer, i know that I can't have more than 64 clients connected, i guess this is OS dependent |
17:08 | <Milek7_> | have you found any gui issues others than that huge windows don't fit on screen? |
17:09 | <Samu> | well, accessing the list of vehicles for companies |
17:09 | <Samu> | must scroll with the left click button pressed down and moving the cursor, it's really not good |
17:11 | <Samu> | not just vehicle list, like, anthing, story book, finances, etc |
17:13 | <Samu> | some windows don't have scrollbars |
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17:24 | <Milek7_> | ok, i will need to look into ottd gui system and add scrollbars |
17:24 | <Milek7_> | btw. i never thought that somebody would want to start 240 ai |
17:25 | <Milek7_> | or even 16 active players is already too much |
17:25 | <Samu> | well i have that weird nerd dream |
17:25 | <Samu> | to run 15 ais in 4096x4096 |
17:25 | <Samu> | but 240 is better :p |
17:25 | <Samu> | some AIs really like ram |
17:26 | <Samu> | some are lighter |
17:26 | <Milek7_> | but on multiplayer some players buy 1 train and go away |
17:26 | <Milek7_> | and i don't want to delete these companies because i don't know if they will come back or not |
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17:27 | <Milek7_> | but, with 240 companies available there is no need to delete small companies ;p |
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18:31 | <Wolf01> | Uhm, I'm trying to host a server, but it's not accessible, firewall and nat are ok |
18:33 | <supermop> | tree server? |
18:33 | <Wolf01> | Standard server |
18:33 | <Wolf01> | Just want to play with a friend |
18:33 | <Wolf01> | Neither IP nor serverlist (it's advertised) |
18:34 | <Wolf01> | Both have the same problem |
18:34 | <supermop> | hmm |
18:42 | <+glx> | stupid ISP doing nasty stuff with UDP ? |
18:43 | <Wolf01> | I don't think so |
18:43 | <Wolf01> | Never had any problem |
18:44 | <+glx> | maybe wrong private IP in NAT (I think you checked that already but can happen) |
18:44 | <Wolf01> | Nah, it's right |
18:44 | <Wolf01> | I just changed it |
18:57 | <Wolf01> | It could be that I have some virtual machines? |
18:57 | <Wolf01> | Maybe OTTD listen on the wrong interface |
19:06 | <+glx> | it should listen on all interfaces |
19:06 | <Wolf01> | I have no clues |
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19:10 | <Wolf01> | https://paste.openttdcoop.org/pxqgkxsvl this is my network section in the config |
19:19 | <+glx> | anything in [server_bind_addresses] section ? |
19:25 | <Wolf01> | I don't have that |
19:26 | <Wolf01> | Oh yes, I have that, empty |
19:27 | <+glx> | ok so it really listen on all interfaces |
19:28 | <+glx> | I don't know what's wrong |
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19:34 | <Wolf01> | Uh, I didn't think you could estimate a cost to change a config setting O_o |
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19:58 | <Wolf01> | 'night |
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--- | Log | closed Wed Sep 28 00:00:37 2016 |