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#openttd IRC Logs for 2016-09-27

---Logopened Tue Sep 27 00:00:29 2016
---Daychanged 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_>good night
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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 ;)
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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
06:38<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))
06:44<Wolf01>Lets check what I have broken
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06:52<Wolf01>Strange... I planted a tree on a tile, but GetTreeGround asserts there's not a tree
06:55<Wolf01>Ops, my fault
06:55<Wolf01>It's a tile above no trees height
07:09<Wolf01> 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.
07:21<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>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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10:00<supermop>V453000: what style of buildings are you considering for brix?
10:06<Wolf01>Yes, cactus
10:08<Wolf01>I don't know, there's only one cactus type in OTTD
10:09<supermop>patch: NewCacti
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<Samu> 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:
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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?
11:07<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
11:12<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>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
11:17<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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11:38<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<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>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<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<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> 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
12:42<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<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<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
13:32<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<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
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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>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>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?
14:30<@Alberth>svn switch iirc, but I would need to look it up
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:// i change this?
14:35<Samu>svn:// ?
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>Samu: new checkout is much safer
14:38<supermop>what rail set?
14:40<supermop>swedish houses?
14:43<andythenorth>Iron Horse? :P
14:43<andythenorth>NARS 2?
14:44<supermop>in a hot country?
14:44<supermop>tropic basic?
14:46<supermop>bee reward?
14:46<supermop>nocar goal
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
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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<andythenorth>1950s or later
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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
14:59<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>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> - 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
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
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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>and chips
15:35<andythenorth>all bananaed
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>is that absolutely necessary?
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>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
16:47<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>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>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?
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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
18:42<+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> 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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---Logclosed Wed Sep 28 00:00:37 2016