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#openttd IRC Logs for 2017-12-01

---Logopened Fri Dec 01 00:00:44 2017
---Daychanged Fri Dec 01 2017
00:00<ZexaronS>Hello
00:01<ZexaronS>tried openTTD for the first time, I probably saw this on some windows 3.1 PC or some similar game like this way back in the day in school
00:01<ZexaronS>But here's some feedback, I thought of just going in without reading absolutely anything about it
00:02<ZexaronS>I've been searching for 30 mins and I can't find how to make new train order
00:03<ZexaronS>secondly, I hoped the popup windows would close down if i clicked the button again
00:04<ZexaronS>this is just pure feedback from someone crashing in, hopefully not taken personally
00:05<supermop_home>not many people on here at this hour
00:05<ZexaronS>so I have no idea what is intentional or not
00:05<supermop_home>not many would take it personally either
00:05<supermop_home>for orders... there is a button on the train's window
00:05<supermop_home>looks like an arrow
00:06<supermop_home>opens the order UI
00:06<supermop_home>order UI has plenty of its own problems
00:06<supermop_home>but in there you can click 'go to' then click stations etc
00:07<supermop_home>if you click the orders in the list you can then set things like 'load' or 'unload'
00:07<supermop_home>holding down those buttons gives more options
00:07<ZexaronS>oh, I mean "personally" it more of a "outsider" or someone from another community, I'm actually the old cat still even very young at the time, I was born into commander keen and dangerous dave so I'm not from the modernwarfare commuinty and I wouldn't want to force anything from the wild pop indutry into this program, just to clear that out
00:09<supermop_home>openttd is a project of many people over 20 years, so lots of ideas have come that maybe don't work all that intuitively together
00:09<supermop_home>so its a given that somethings are not ideal
00:09<ZexaronS>this got my attention because I remember a train game, with lots of train tracks, and always wanted kept wondering, I rememebered it years later but I forgot to ask my friends about it at the time
00:10<supermop_home>and usually insight of others is not frowned upon, just so long as you don't demand changes a certain way right now
00:10<supermop_home>as things only get worked on when people have time to do it for free
00:10<ZexaronS>it's one of those i didn't knew the name, we knew commander keen, but I didn't knew I was playing dangerous dave because it was a weird exe, probably ddav.exe or something hah
00:11<ZexaronS>I'm not sure if the train game was this, but it's very similar, but I remember it in a texas-like desert theme
00:12<ZexaronS>The year was something 2000-2001 ... everything was delayed here, it's now USA
00:12<ZexaronS>so stuff that was 5 years out, was new here
00:13<ZexaronS>not usa*
00:19<ZexaronS>Oh yes
00:19<ZexaronS>ofcourse
00:19<ZexaronS>I installed it a week ago gave it a try at the last min, yeah it's late, later
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00:29<ZexaronS>bah i was clicking on the factories with the goto thingy
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04:49<@planetmaker>I had to think of wolf and andy: http://brickarchitect.com/guide/
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09:46<Samu>hi
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09:51<@Alberth>o/
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09:52<crem>\o
09:56<Samu>uhm... i'm scared of showing this to u
09:57<Samu>line 80 to 154 https://paste.openttdcoop.org/pdynurwc5
09:57<Samu>how can I improve that :(
09:58<@Alberth>you have good reason to be afraid :p
09:58<@Alberth>how do you manage to make such code?
09:59<Samu>hehehe
09:59<Samu>that is the auto-terraform code for ship depots :(
09:59<@Alberth>anyway, look for duplicate pieces of code, move them to their own function, and call that function when you need to
10:00<@Alberth>lots of detailed cases eh?
10:01<@Alberth>if you look at the end-result, how many different results can you get?
10:02<@Alberth>eg if it is always flat, you basically have 1 end result
10:02<@Alberth>so another approach is to describe the end result, and then write code that modifies the terrain to that result
10:03<@Alberth>where "describe the end result" is a simple array of desired tile heights
10:05<@Alberth>instead of hard-coding all cases, you compute what must be done on each tile, by comparing reality with desired result
10:05<Samu>it's always flat, but sometimes the height can differ
10:06<Samu>flat with the height +1 or flat with the height + 0
10:06<@Alberth>where does the height + 1 (or + 0) depend on
10:06<@Alberth>?
10:07<Samu>can't remember specifically, but I think I was counting the number of corners
10:10<Samu>damn, i worked on this last year or so, i had posted some screenshots, gonna see if i can still find them
10:19<Samu>who would have thought, I found a bug right away :(
10:21<Samu>there are 6 corners
10:22<@Alberth>it also would help if you comment what each block of code is doing
10:22<@Alberth>right now, you have to carefully read each line and decude what it aims to do
10:22<@Alberth>if you write that in text/comment above the lines, it's faster to read, and less error-prone
10:24<Samu>if 4 corners were tileheight +1 and 2 tileheight 0, then the result would be flatten to the height of +1
10:24<Samu>in case of a tie, I dunno, gotta read all those cases indeed
10:26<@Alberth>6 corners? I'd hope a tile has 4
10:26<Samu>2 overlap
10:26<Samu>the middle
10:26<@Alberth>right this is just 2 tiles below the depot?
10:27<Samu>tile 1 has 4 corner, tile 2 has 4 corners, but tile 1 and tile 2 share 2 of those corners
10:28<@Alberth>so what if you obtain highest corner height and lowest corner height, and then for each height in that range compute how much height difference exists for the 6 corners.
10:28<@Alberth>Then pick the height with the smallest height difference
10:29<@Alberth>ie compute the best solution instead of testing for all cases
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10:43<Samu>if (slope1 == ComplementSlope(slope2) && IsInclinedSlope(slope1)) {
10:43<Samu>this one is bugged :(
10:43<Samu>it only flattens one tile
10:44<Samu>maybe it is what it should do, but it's not detecting how it should be done
10:44<Samu>oh well, gonna try do this differently
10:45<Samu>okay, so first thing to do is count corner heights?
10:52<@Alberth>I'd start with finding lowest and highest height
10:52<@Alberth>which can be different from each other by at most 2
10:55<@Alberth>hmm wait, how do you need terra-forming here? you build a depot on water, which is flat, aren't you?
10:55<Samu>i build on land
10:55<Samu>it flattens it, builds canals, then the lock
10:56<@Alberth>euhm, ok
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10:56<Samu>er, i mean depot*
10:57<Samu>i'm finally starting to see the light*
10:58<Samu>z_slope1
10:58<Samu>z_middle_corner_n
10:58<Samu>z_middle_corner_s
10:58<Samu>z_slope2
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10:59<Samu>I was working with only 4 heights
10:59<Samu>wasn't it supposed to be 6? now i'm confused myself
10:59<@Alberth>a slope is not a corner
11:00<Samu>Slope GetTileSlope(TileIndex tile, int *h)
11:00<Samu>*h = TileHeight(tile);
11:02<Samu>no wonder this was bugging
11:02<Samu>z_slope2 is the same as z_middle_corner_n
11:02<Samu>damn it
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11:03<@Alberth>height of a tile is not the same thing as height of a corner
11:03<@Alberth>since a tile has 4 corners, which may be at different heights
11:08<Samu>z_slope2 is different than z_middle_corner_n?
11:08<Samu>i'm even more confused now
11:10<Samu>GetTileSlopeGivenHeight
11:11<@Alberth>why are you dragging slopes in?
11:12<Samu>im following the code, and apparently I messed up
11:12<Samu>tileslope height is not really the same as tileheight
11:12<@Alberth>ok, have fun
11:12<Samu>:(
11:13<Samu>was trying to understand what to do
11:14<@Alberth>so start with 4 functions that computes height of the 4 corner of a tile
11:15<@Alberth>break your problem in smaller pieces, until the pieces are small enough to build, then build them, and compose them to the whole functionality
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14:13<Samu>I am so confused with this height tiles corner z h stuff! :(
14:14<Samu>and slope
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15:08-!-Mek_ is "Marijn Kruisselbrink" on #openttd
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17:32<supermop>so the first job offer i had seems to have evaporated, but i just got another offer
17:32<supermop>unfortunately the compensation is worse than my current job
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17:55<Samu>v9
17:55<Samu>https://www.tt-forums.net/viewtopic.php?p=1194669#p1194669
17:55<Samu>but i'm yet unable to do as Alberth suggested :(
17:55<Samu>i'm so bad
17:55<Samu>can't code
17:55<Samu>can't see what he means
17:56<Samu>he tries to help me, and yet... i still can't figure it out
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22:30-!-ToBeFree is "Tobias "ToBeFree" Frei" on #https-everywhere #oolite-dev #openttd #tor #debian @#linux #oolite #oolite-ger
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---Logclosed Sat Dec 02 00:00:48 2017