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#openttd IRC Logs for 2017-03-24

---Logopened Fri Mar 24 00:00:38 2017
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03:33<@DorpsGek>Commit by peter1138 :: r27822 /trunk/src (6 files in 4 dirs) (2017-03-24 08:33:31 +0100 )
03:33<@DorpsGek>-Feature: Vehicle Group Info: Add profits and occupancy display to group vehicle list (mtm, JGR)
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05:01<Wolf01>Refunded astroneer, purchased again on steam
05:03<Wolf01>Fuck UWP games, no savegames because they are self-contained and no app file is exposed, also I closed the game 4 times yesterday by clicking on the X button which appear when you move the pointer to the top border
05:04<Wolf01>Also no friends
05:08<Wolf01>I'll keep on xbox live only the exclusives, like halo wars
05:09<Wolf01>Yeah, the apps purchased on microsoft store
05:09<@peter1138>Well you better add me on Steam and then you can show me how to play :p
05:09<Wolf01>It's a cool thing when they are well done
05:10<Wolf01>But if I want full screen I want full screen
05:10<@peter1138>Sad that I couldn't help but touch that patch ;(
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05:11<Wolf01>Minecraft doesn't have this problem, the pointer is captured in the window, the "problem" happens only when you open the inventory and release the captured pointer
05:13<Wolf01>Also I was stuck with a "the demo version of astroneer is expired" every time I booted the pc
05:13<crem>Why astroneer not pioneer?
05:14<crem>pioneersim is very similar to openttd. Both are remakes of old game. Probably it's good idea to merge those projects!
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05:14<Wolf01>Because it's a totally different game
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05:14<Samu_>uh, disconnected
05:15<crem>It's almost the same! Open ended, about transport.
05:15<Wolf01>Astroneer is like lego worlds
05:16<crem>Is astroneer is one of gazilion survival games?
05:20<Wolf01>peter1138, what's your steam name?
05:21<@peter1138>erm... err.....
05:21<@peter1138>"peter" :p
05:21<Wolf01>1.234e23 results
05:22<Wolf01>Better if you add me, wolf01_wdd
05:22<@peter1138>there's a tt-forums group which i'm in
05:22<Wolf01>Oh cool
05:22<Wolf01>I'm in the group too, now XD
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05:23<Wolf01>Found you
05:26<Wolf01>Eh, it works really better in steam, at least I can see the loading screens
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05:57<Wolf01>I could automate my death
06:00<Wolf01>Mmmh, no resin... lot of compound but no resin
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06:33<Wolf01>Ha! Found 2 dead astroneers, free air tanks and batteries
06:34<Wolf01>Getting lost in caves might be a risk but is rewarding
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06:48<@peter1138>Your own dead bodies?
06:49<@peter1138>I've not played enough to die :D
06:49<Wolf01>Nope, random astroneers which died exploring
06:50<Wolf01>Trust me, you will die often, specially if you are far from the habitat and shit... ehm a storm happens
06:51<Wolf01>Or you want to know how it feel when you try to feed a sarlacc
06:52<Wolf01>Or you want to pick up flowers but flowers sting you with spikes, or acid gas, or explosions
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07:06<Wolf01>Mmmh, I need solar power, and big batteries
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08:00<@DorpsGek>Commit by peter1138 :: r27823 trunk/src/vehicle_gui.cpp (2017-03-24 13:00:52 +0100 )
08:01<@DorpsGek>-Fix: Vehicle viewport is not user scrollable so flag window as such.
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09:39<supermop>how's it going
09:39<supermop>and how is IT going
09:40<supermop>i hope that's the abbreviation for italy,
09:40<Wolf01>I thought you meant Information Technology XD
09:41<crem>Does't abbreviation exist only for things which consist of more than 1 word?
09:41<Wolf01>BTW, same shit, everyday :(
09:42<Wolf01>Today news are "more jobs! but not fixed positions... also more unemployment compensation requested
09:43<@peter1138>You can abbreviate a single word.
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09:43<@peter1138>You might be thinking of initialisms.
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10:11<supermop>only task on agenda at work that must be done today is very unpleasant
10:11<supermop>and fast running out of other tasks to stall with
10:12<andythenorth>get it out the way
10:12<supermop>entails arguing with a client over a budget
10:13<@peter1138>Plenty of tasks:
10:14<andythenorth>if it’s ‘bugs’ in the subdomain, can we delete all the feature requests? o_O
10:14<supermop>fence on top of ufo
10:14<supermop>truly the most game breaking of experiences
10:20<@peter1138>andythenorth, I'm working on it :D
10:21<andythenorth>how many were there a few months ago, 900 or so?
10:22<@peter1138>Wolf01, what was fs#1167 meant to be? :p
10:22<@peter1138>(It's slightly out of date)
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11:30<Wolf01>peter1138: do you know those UI which appear around your mouse pointer? I don't remember how they are called, but it's widely used in console games (where you don't really gave a pointer) so you can select the action with a movement of the stick
11:31<Wolf01> something like this
11:31<Wolf01>Which I already use for OTTD :P
11:33<Wolf01>The problem is that you won't see it as it's handled by the OS, I wanted to pop up a classic OTTD UI with the buttons all around
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11:36<Wolf01>I only handle key modifiers with that, ctrl and shift, also del to close all the other windows, you can't really use it to change the building tool as OTTD has too many functions
11:37<@Alberth>just 3 or 4 items thus
11:37<@Alberth>isn't it called "pie-menu" ?
11:37<Wolf01>And the problem is that since is system wide, I usually end up with the ctrl key stuck and write garbage all around
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11:38<Wolf01>Yeah, it might be "pie menu"
11:39<Wolf01>Or radial menu
11:39<Wolf01> <- this one for example is the OneNote radial menu
11:39<@Alberth>I don't know how you want to open it, but if that's a click, you're doubling the number of clicks
11:40<Wolf01>Yes, you do one more click, or in case of windows you can keep pressed the button in a single place and then drag, the action is selected "on mouse button released"
11:41<@Alberth>that would be the other option indeed
11:41<@Alberth>but map drag is likely more relevant :)
11:42<Wolf01>You can still drag the map, if you move the pointer before it opens the popup
11:43<@Alberth>hmm, and you add a delay as well, thus
11:44<Wolf01>Maybe a visual timer will help to know the right time to do the actions
11:44<@Alberth>we have all kinds of options to express what you want, and we compress it all into one button :p
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11:51<Wolf01>The main objective was to remove the need of the keyboard
11:51<@Alberth>fair enough
11:52<Wolf01>As currently the keyboard is really useful only for A, S, D, B, ctrl, shift, del
11:52<@Alberth>having all buttons in the game helps in finding all the 'hidden' functionality :)
11:52<@Alberth>R (remove signal)
11:52<Wolf01>Yeah, R too
11:53<@Alberth>I think I have a key for the road toolbar too, but not sure :p
11:53<Wolf01>Expanding all the UI buttons, so having toolbars with 500 buttons and even a button for every single function in all the UIs would be better, but can you fit them to a screen then? XD
11:53<@Alberth>oh, and f1 for pause, I use a lot
11:54<@Alberth>likely other use the other function keys too
11:54<Wolf01>Maybe in future I'll bring back that patch
11:54<@Alberth>the game isn't really designed for non-keyboard play
11:55<@Alberth>I do like the more interactive guis of the newer transport games
11:55<@Alberth>where things pop up balloons and icons when they want something
11:56<@Alberth>but it may not really fit in openttd retro look and feel
11:58<Wolf01>And it will change a lot of the UI as we are used now
12:13<@peter1138>Wolf01, ok
12:13<@peter1138>Wolf01, I suspect that UI design would be a bit tricky with the current system.
12:14<Wolf01>Yes, I noticed it, that is the reason because I've never updated/finished the patch
12:15<Wolf01>Maybe some alternatives like the android port ones could be ported back to trunk
12:16<@peter1138>That and it's 10 years old...
12:16<Wolf01>I think you can happily close that task :P
12:16<Wolf01>It should be re coded from scratch
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12:28<Eddi|zuHause><Wolf01> Trust me, you will die often, specially if you are far from the habitat and shit... ehm a storm happens <-- get a vehicle? you're safe in vehicles
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12:33<Samu_>woah, there's still players that don't know how to loan money
12:34<Samu_>they run out of money and then leave the game :(
12:37<Samu_>what is that current usage in the group vehicle
12:38<supermop>ok the unpleasant client task is complete
12:38<frosch123>which unpleasant task is next?
12:40<supermop>no remaining tasks between now and Wednesday are unpleasant, until client emails back
12:46<Samu_>pyoro is here?
12:49<Samu_>i'd like to do what pyoro is asking, but my skills...
12:49<Samu_>without help i doubt i can do what he asks
12:50<supermop>i don't recall seeing him on irc
12:50<@Alberth>looks like pyoro is just making a suggestion, to me
12:50<supermop>doubt he is on regularly
12:51<@Alberth>if he knew how to do it, he would not have added the disclaimer at the end
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13:00<Wolf01>Eddi|zuHause: "get a vehicle? you're safe in vehicles" <- almost, not completely safe :P
13:01<Wolf01><Samu_> they run out of money and then leave the game :( <- just like me, if I can't work it out with the initial loan and repay it in 4-6 years then the game is doomed
13:03<Samu_>i think what he's asking is what I was hoping to do as well
13:09<Samu_>this is bad
13:09<Samu_>that river feels unnatural
13:09<Wolf01>Never seen a river like that
13:10<Samu_>i'm forcing the pathfinder to get 3 flat tiles at the upper part
13:10<Samu_>sec, let me show you what i mean
13:12<Wolf01>Lol V the new FFF is wonderful XD
13:12<Samu_>nope, something else failed
13:13<Samu_>ah, right, nothing failed, it's how i am forcing it, but looks weird indeed
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13:16<Wolf01>"The graphics can be integrated just before the release, as it shouldn't introduce new bugs." we are all counting on V for this ;)
13:17<Eddi|zuHause>"what could possibly go wrong"
13:18<Wolf01>Slugs everywhere
13:18<Samu_>my testing
13:18<Samu_>when it finds a slope
13:19<Samu_>it asks those tiles at x if they're flat
13:20<Samu_>the pathfinder decides to go left instead
13:20<Wolf01>I think it should just ask and not effectively make a river in all of those, also just 2 of them are really required to be flat
13:20<Samu_>but i see that in this case it would be correct to go straight
13:23<Samu_>the problem i have is that I don't know which direction the river is going to
13:23<Samu_>where it comes from and where it goes to
13:23<Wolf01>Make first pass, cache the final path, cycle the path and make the river
13:24<Samu_>english plz lol
13:25<Samu_>hmm actually, i might now where the river goes to
13:26<Samu_>pathfinder is a weird dude, it starts planning from the spring
13:26<Samu_>but then it starts building the river at the end and does it backwards from the mouth to the spring
13:27<Samu_>I can ask if there is water at the lower parts
13:27<Samu_>but it's unknown at the upper parts, no idea which direction the pathfinder goes next
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13:34<@Alberth>only when you reach the destination, you know what the shortest path is
13:35<@Alberth>going back from the destination to the source is easiest
13:36<@Alberth>sort-of breadcrumbs always point to the previous tile (ie nearer to the source)
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13:50<Samu_>nope, i dont know how to do this
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13:57<@peter1138>mouse click events are strange in ottd
13:58<@peter1138>in most uis button down activates the highlight
13:58<@peter1138>and then button up activates the action
13:58<@peter1138>ottd does the action on button down
13:58<Wolf01>Yeah, I noticed that too
13:58<@peter1138>(except tabs, they activate on button down)
13:59<@peter1138>(and drop downs but in that case it's more like a drag)
13:59<@peter1138>i wanted something to happen on mouse up, then i realised that ottd always does it on mouse down
13:59<Wolf01>The odd is that you can't cancel the action if you click on the wrong button and then move the pointer outside the button
14:00<@peter1138>it's done, instantly
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14:01<Wolf01>Like selling trains, blowing up things :P
14:01<@peter1138>well actually
14:02<@peter1138>blowing up land at least does it on button up
14:02<@peter1138>but that's because it's doing it after a drag
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14:45<@DorpsGek>TrueBrain: Commit by translators :: r27824 /trunk/src/lang (63 files in 2 dirs) (2017-03-24 19:45:45 +0100 )
14:45<@DorpsGek>TrueBrain: -Update from Eints:
14:45<@DorpsGek>TrueBrain: catalan: 7 changes by juanjo
14:45<@DorpsGek>TrueBrain: croatian: 4 changes by VoyagerOne
14:46<@DorpsGek>TrueBrain: korean: 15 changes by telk5093
14:46<@DorpsGek>TrueBrain: (...)
14:55<@DorpsGek>Commit by peter1138 :: r27825 /trunk/src (5 files in 3 dirs) (2017-03-24 19:55:16 +0100 )
14:55<@DorpsGek>-Feature [FS#4950]: Add option to close windows with right click (Flamefire)
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14:58<@peter1138>(Damn sight quicker than hunting for the tiny X)
15:06<andythenorth>merge of trunk to NRT conflicts
15:06<andythenorth>that never happened before :P
15:07<andythenorth>are there some kind of project files for windows?
15:07<frosch123>they are generated
15:07<frosch123>projects/ or something
15:07<andythenorth>hmm, actually there are a shitload of conflicts :)
15:07<andythenorth>we don’t normally have many upstream commits to bring in :)
15:08<andythenorth>$someone has been busy
15:08<LordAro>peter1138: bad coding style on that if statement :p
15:15<Samu_>damn this is so complex for me, i dunno how to do this
15:16<@peter1138>LordAro, oops, work-style!
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15:19<Samu_>i can not do what pyoro asks, I also wanted to do it, but i'm failing
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15:21<Samu_>Wolf01: only 2 needed to be connected, but the pathfinder goes the other way, gg
15:21<LordAro>peter1138: so many wasted lines! :p
15:24<@peter1138>LordAro, put a patch on flyspray so we can look at it in 10 years
15:25<@DorpsGek>Commit by peter1138 :: r27826 trunk/src/window.cpp (2017-03-24 20:25:01 +0100 )
15:25<@DorpsGek>-Fix (r27825): Wrong code style
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15:26<Wolf01>Wrong cheat code
15:27<andythenorth>so are rivers fixed then? o_O
15:27<@peter1138>Yes. I removed them.
15:28<andythenorth>probably best
15:28<@peter1138>I always removed NewGRF.
15:32<@peter1138>"sizes bigger than 1024x1024 (1048576 tiles) should be disabled (or maybe 524288 tiles max, because 1024x1024 will be a hell to play for dial-up players"
15:32<@peter1138>gotta love the reasoning
15:32<@peter1138>10 years ago, of course. but who was using dialup even then?
15:33<andythenorth>nice to be considerate
15:33<Samu_>I vs H
15:34<andythenorth>given that my ADSL couldn’t maintain a stable ottd connection...
15:34<Samu_>i just noticed that towns can ruin building of locks
15:34<Samu_>stupid bridges
15:35<andythenorth>towns also block ship routes sometimes....
15:35<Samu_>i have a patch that solves that
15:35<@peter1138>Remove towns.
15:35<@Alberth>/me discovered Chinooks
15:35<Samu_>ppl shown interest in that, but then nothing happened
15:36<Samu_>andythenorth: and
15:36<Wolf01><peter1138> 10 years ago, of course. but who was using dialup even then? <- I had just switched to 512Kbps ADSL
15:38<LordAro>Alberth: Chinooks are best helicopters
15:38<LordAro>closely followed by Apaches
15:39<Wolf01>Astroneer... need to discover again trucks
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15:43<LordAro>peter1138: why am i now trying to come up with a reasonable approximation of a clang-format file
15:43<LordAro>i blame you for this
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15:50<frosch123>the clang formatter seems surprisingly advances
15:50<frosch123>does it work?
15:50<LordAro>peter1138: for code style enforcement :p
15:51<LordAro>frosch123: eh
15:51<@Alberth>LordAro: nah, they're diesel engines!
15:51<Wolf01>I tried an extension for VS... had to uninstall it because even if told to not change the style it tried to change everything
15:52<Wolf01>I was too used to PSR for PHP :|
15:52<LordAro>frosch123: this is the closest i've got so far
15:52<LordAro>(just running on src/core/ )
15:52<frosch123>need to disable max line width :)
15:52<LordAro>(now with the clangformat file)
15:53<LordAro>i do feel there should be some upper limit though
15:54<LordAro>setting it to 200 just for the copyright header causes other weirdness in the rest of the code
15:55<frosch123>some differences are valid fixes :)
15:55<LordAro>oh indeed
15:55<LordAro>OTTD source isn't rigid enough ;)
15:56<frosch123>it doesn't do doxygen, does it?
15:56<frosch123> //!< vs ///<
15:56<LordAro>don't think it touches comments beyond prepending with a '*'
15:57<Samu_>Wolf01: this is the best I can do
15:57<frosch123>ReflowComments = false
15:58<Samu_>but you clearly notice those I and H forms
15:58<LordAro>frosch123: that looks useful
15:59<Wolf01>Make rivers 3 to 1 tile wide (3 near the mouth and 1 in the mountains)
15:59<frosch123>DerivePointerAlignment <- lol
15:59<frosch123>in case you cannot decide yourself :)
16:00<frosch123>or you just want to adjust to others
16:00<LordAro>mm :)
16:00<frosch123>ColumnLimit = 0 read as if it would not delete existing line breaks
16:01<LordAro>gist updated
16:03<frosch123>ctor list indent seems to use spaces
16:04<LordAro>instead of 2 tabs?
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16:04<frosch123>ofc it has a hard time with our "space between * const"
16:06<frosch123>lots of weird exceptions :)
16:07<frosch123>the include grouping is also an interesting thing
16:08<frosch123>that's what my apprentices always have trouble with for some reason
16:11<andythenorth>can we have ottd apprentices? o_O
16:12<LordAro>frosch123: seems to me that there's a fair number of classes in the core files that could be replaced with an STL implementation
16:13<@peter1138>we had that aversion to them originally
16:13<frosch123>LordAro: c++1 should deprecate all of it :)
16:13<frosch123>most of our custom containers exist because there was no emplace
16:14<LordAro>i'm looking at src/core/multimap.hpp currently
16:14<LordAro>which apparently is only used in one place anyway
16:14<LordAro>various sort functions are probably redundant as well
16:15<frosch123>multimap is rarely useful
16:15<LordAro>fairly sure i saw some sort of autoptr in there as well
16:15<frosch123>we have a shared_ptr in the script api
16:16<frosch123>i don't think we have unique_ptr
16:17<frosch123>anyway, i mean to say: whenever i used multimap i later replaced it with map<vector>
16:17<LordAro>typedef MultiMap<StationID, CargoPacket *> StationCargoPacketMap;
16:18<LordAro>i'm perfectly willing to get you some diffs, if you want :)
16:18<LordAro>(he says, having no time for this already)
16:19<frosch123>well, maybe in december :p before the next branch :)
16:19<frosch123>i don't think we could pick a worse time for reformatting all code than now
16:19<LordAro>more on removing the redundant stuff in core/, rather than reformatting
16:19<frosch123>also fun for patchpacks :)
16:20<frosch123>ah, core, well... we need a new compile farm :)
16:20<LordAro>just move everything to travis-ci, clearly
16:21<frosch123>when it comes to single core things, i have a bit of an allergy for removing stuff there :p
16:21<LordAro>but that technical debt
16:21<frosch123>some years ago we had some guy who removed dozen of function from the kudr templates, if ottd still compiled after that
16:22<frosch123>unfortunately that also included removing dozen of copy constructors and assignment operators
16:22<frosch123>which were then implicitly added,
16:22<frosch123>i.e. it took hours to debug and readd them :p
16:22<LordAro>well, you can do `... = delete;` nowadays :p
16:23<LordAro>but that would mean dropping pre-C++11 support
16:23<frosch123>there is also boost::not_copyable and stuff :p
16:23<LordAro>i'm not advocating adding boost, don't worry :p
16:24<frosch123>well, everything that looked important about boost went into c++17
16:24<frosch123>though possibly i just did not notice the usefulness of other stuff :p
16:25<frosch123>but so far the filesystem stuff was the last annoyance that was missing
16:26<LordAro>mm, that's in std::experimental::, rather than std:: tho
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16:27<frosch123> <- that uses std::tbd::filesystem :)
16:29<frosch123>no idea, search results hit for both std::filesystem and std::experimental::filesystem
16:29<LordAro>yeah, not clear
16:29<LordAro>i think "officially" filesystem isn't part of c++17, only a TS
16:29<LordAro>but i suspect in practice both will work
16:30<frosch123> <- that lists it
16:30<frosch123>wiki also lists it
16:31<Eddi|zuHause>wiki is always right about everything.
16:32<LordAro>maybe i got it mixed up with C++14 or something
16:32<LordAro>i can't remember
16:32<LordAro>regardless, i'd presume OTTD won't target C++17 for a while yet :p
16:32<frosch123>at least it compiles with c++11
16:32<Eddi|zuHause>i don't know enough C++ to really care...
16:33<frosch123>isn't c++17 the one where they remove the trigraphs?
16:33<frosch123>i wonder whether some standard also removes the octal thing
16:33<__ln__>"the octal thing"?
16:33<LordAro>yeah (to the former)
16:34<frosch123>i wonder who fell over them
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16:35<frosch123>i completely forgot there were trigraphs on the attic
16:35<Eddi|zuHause>i've never seen a use for octal numbers outside chmod
16:35<frosch123>s/on/in/ probably
16:35<frosch123>Eddi|zuHause: exactly
16:36<Eddi|zuHause>in PLC languages you specify number bases with 2#xxx 16#xxx etc
16:37<frosch123>oh, btw. did i read it correctly that there are now some standard attributes?
16:37<LordAro>Eddi|zuHause: i read something about that the other day, how it's a thing because the PDP-8(?) had 12bits, so the 3 octal values made sense
16:37<frosch123>i.e. no longer compiler specific #pragma stuff
16:37<LordAro>and that they (Kernighan & Ritchie) added the 0 prefix because of that computer
16:38<Eddi|zuHause>but 12 bit are 4 octal digits
16:38<Eddi|zuHause>or 3 hex digits
16:39<__ln__>but please remember that even if c++17 "removes" some feature, it doesn't mean compilers are required to remove the said feature.
16:39<Samu_>hmm gonna try fat rivers
16:39<Samu_>let's see if I can do that
16:39<@peter1138>Samu_, make them carve
16:39<LordAro>Eddi|zuHause: er, yeah
16:39<Samu_>carve? what's carve, my english sucks
16:39<LordAro>that one
16:40<Wolf01>Samu_: dig hole in terrain
16:40<Samu_>i was thinking this: make rivers 3-tiles wide
16:41<Samu_>i think i can do this, have to experiment with the code
16:43*andythenorth tried 2 tiles onece
16:43<andythenorth>got an assert :)
16:43<andythenorth>ha child #2 learnt his first trigraph today
16:43<andythenorth>not a C++ trigraph though
16:45<frosch123>someone showed me a language today, which used "if (a,b) #labelsmaller #labelequal #labelbigger;"
16:46<frosch123>we do not know what name it had though, it was some example snippet, and he gueesed the meaning
16:47<frosch123>Eddi|zuHause: yes, but combined with a quaterny operator
16:47<LordAro>frosch123: ew.
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17:23<Eddi|zuHause>well, it sorta does make sense if you have a low-level platform that sets both the equal and the smaller/bigger flag in one comparison operation
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17:25<Eddi|zuHause>that must have totally thrown him off...
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17:35<Wolf01>It seem there is some room for automation in astroneer, as soon as you discover the trade station you might want to trade (free) energy for rare materials
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17:40<andythenorth>such bedtime
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17:44<@peter1138>When do we get LINQ in C++?
17:48<@peter1138>svn is annoying :(
17:50<LordAro>peter1138: sure you want to ask that? :p
17:51<Samu_>fat rivers don't look as impressive as I first though
17:52<Wolf01>I've never used it in c#, never had the real necessity
17:53<Samu_>i can't seem to make rivers with a width lower than 4 :(
17:53<Samu_>CircularTileSearch(&t, 1, 0, 0, RiverModifyWidth, &tileh);
17:54<Samu_>i'm fattening the river with the circulartilesearch
17:54<Samu_>sec, let me take a screenshot
17:57<Samu_>didn't make it build river on inclined slopes, perhaps i should
17:57<Wolf01>Mmmh, it's a start, too bad they need straight slopes
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17:57<Samu_>brb, i can make it do that
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17:59<Samu_>if (IsValidTile(tile) && !IsWaterTile(tile) && (IsTileFlat(tile) || IsInclinedSlope(slope_tile)) && height == height_tile) {
18:00<Samu_>unsure about the height == height_tile, but let's see what happens
18:00<Wolf01>Try not to break graphics, ships pathfinder...
18:00<Wolf01>I love this one "IsTileFlat(tile) || IsInclinedSlope(slope_tile)"
18:03<Samu_>rivers on inclined slopes
18:04<Wolf01>Seem nice
18:04<Wolf01>Some artifacts which need to be addressed but I like large rivers
18:04<Samu_>height == height_tile doesn't seem to be doing what I want
18:05<Samu_>i guess I need to look for the max_height
18:06<@peter1138>LordAro, eww, no. I mean the linq functions. I can't stand that stupid syntax
18:12<Samu_>looks like i can't use circular tile search, hmm
18:12<Samu_>4 is too wide
18:13<Samu_>i will try to make a function on my own, which is diagdirection search based
18:13<Wolf01>4 is right near the mouth
18:14<@peter1138>That's what she said.
18:14<@peter1138>Hmm, whisky time.
18:15<supermop>good idea peter1138
18:15<@peter1138>That's "about" a serving...
18:15<Wolf01>Mmmh, biscuits
18:15<supermop>bourbon, scotch, or japanese?
18:16<@peter1138>single malt scotch yar
18:16<supermop>islands, highlands ?
18:17<supermop>actually our house is all bourbon and rye now
18:17<@peter1138>talisker skye. not particulary posh.
18:18<supermop>talisker always a crowd favorite
18:18<supermop>nice and peaty
18:18<@peter1138>i find bourbon works better with coke ;(
18:20<@peter1138>then again i didn't like scotch for ages either
18:24<supermop>i actually liked scotch first
18:24<supermop>and didn't drink boubon or rye until i got into to cocktails with bitters
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18:25<supermop>rye i generally would never drink on its own or with just water
18:25<supermop>alright subway home time
18:25<supermop>to where the whiskey is
18:26<Samu_>i gotta work on the inclined slopes a bit better :(
18:27<Samu_>seems that the idea of fat rivers is good after all
18:27<Samu_>i see potential for forbidden 90 degrees with them
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18:52<Samu_>better now
18:52<Samu_>not as wide though
18:52<Wolf01>You should limit the width with height ant is might be perfect
18:52<Wolf01>*and it
18:55<supermop_home>maybe mezcal instead
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18:57<@peter1138>needs to split up into smaller sources
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18:58<supermop_home>the source of this mescal is pretty small
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19:23<Samu_>well, think i'm done, have to clean up the code mess I've made, too experimental, but i kinda like the outcome of this
19:24<Samu_>it's not perfect though, it just disguises part of the weirdness just so that rivers are connectable with locks from start to end
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19:25<Samu_>on this one here: just need to build locks, not even canals
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19:38<Wolf01>So, the time has come
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19:39<Samu_>here's the code
19:39<Samu_>part of it
19:39<Samu_>i have many stuff repeating, how can I make it better? halp
19:39<Samu_>less repetitive
19:41<Samu_>what i want to do is... how do I append TileIndexes so that I don't repeat MakeRiver and CircularTileSearch every time
19:45<Samu_>oops, a copy paste bug
19:46<Samu_>line 25 should be t = path->node.tile - delta;
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20:01<Samu_>anyone here can help?
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20:18<supermop_home>alright peter1138, now its yamazaki and soda time
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20:27<@peter1138>nah, it's bed time
20:34<Samu_>peter1138: updated
20:34<Samu_>what u think?
20:34<Samu_>or are you in bed already
20:34<@peter1138>looks like ass
20:35<@peter1138>looks like flood plains everywhere
20:36<Samu_>yeah :(
20:38<Samu_>those town bridges can still ruin placement of locks
20:39<Samu_>flood plains, hmm, i see that it makes many lakes now
20:40<Samu_>rivers that don't go to ocean
20:40<@peter1138>that's why you want carving
20:40<@peter1138>preferably with sweeping curves
20:40<@peter1138>big job
20:40<@peter1138>if it was easy someone else would've already done it
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20:45<supermop_home>rainfall river generator
20:52<supermop_home>Samu_ the rivers look bad to us, but my wife just walked in here and said "well that's what rivers do" so I think it is a matter of expectation
20:53<Samu_>i have a dilema
20:54<Samu_>i can disable lakes, but this would make mountainous terran quite impossible to generate rivers
20:55<Samu_>without lakes, all rivers that get generates will lead to ocean
20:56<Samu_>or, i can make lakes larger, but they look like big squares
20:56<Samu_>flood plains would become more flooded
20:56<Samu_>not good to see
20:57<Samu_>or leave it like it is right now, rivers leading to nowhere
20:57<Samu_>part of the problem is still the issue of compatibility with locks
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22:01<Supercheese>@commit 27822
22:01<@DorpsGek>Supercheese: Commit by peter1138 :: r27822 /trunk/src (6 files in 4 dirs) (2017-03-24 08:33:31 +0100 )
22:01<@DorpsGek>Supercheese: -Feature: Vehicle Group Info: Add profits and occupancy display to group vehicle list (mtm, JGR)
22:01<Supercheese>"occupancy display"
22:02<Supercheese>Is that "percentage of the total vehicles of this type that belong to this group"?
22:02*Supercheese is confused
22:03<Supercheese>Aha, seems based on:
22:04<Supercheese>Still slightly confused, but ok
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23:12<dlite>if I have a wagon full of goods and I set it to refit at certain station to some other cargo type, will it unload the goods or will the goods be destroyed?
23:14<Supercheese>you'd best unload the goods before you refit
23:19<dlite>getting a vehicle to "transfer and take cargo with refit" was a bit unintuitive
23:19<dlite>but seems to do what I want
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---Logclosed Sat Mar 25 00:00:35 2017