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#openttd IRC Logs for 2018-06-24

---Logopened Sun Jun 24 00:00:07 2018
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02:23<@Rubidium>morning early bird ;)
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02:31<@Alberth>6-ish am is quite normal for me nowadays :)
02:33<@Alberth>how to construct an adaptive k-d tree ?
02:38<@Alberth>where k=2, so perhaps a map of maps would be enough
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02:52<andythenorth>so do we have 64 cargos yes peter1138 ?
02:53<andythenorth>oh dear
02:53<peter1138>I think there's a PR for it.
02:53<andythenorth>there is
02:54<andythenorth>I need to stop playing tanks
02:54<andythenorth>and wreck FIRS instead
02:54<andythenorth>I have a tanks addiction that is causing me marital strife
02:54<andythenorth>the problem with 7 minute MP you can't just stop
02:55<peter1138>That one breaks the compile farm.
02:56<andythenorth>it does
02:56<peter1138>Due to macros in sq I believe.
02:58<andythenorth>Alberth has been busy? o_O
02:59<@Alberth>random simple-ish fixes :p
02:59<@Alberth>problem is of course that it will run out of simple stuff :p
03:00<nielsm>the simple things also need to be kept down, if everyone only works on "interesting" stuff the simple stuff piles up!
03:00<andythenorth>then it gets overwhelming
03:00<andythenorth>like 'why can nobody even do simple things?'
03:00<@Alberth>so you tried the {LRE} things, nielsm ?
03:01<peter1138>I figured just renaming the sq macro, but. Hmm.
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03:04<@Alberth>I owndered about #6505 (Allow rail when ships are on lower halftile), I tend to think it's not feasible. We clear the tile, which implies there should no vehicle on it. The patch gets around that by not clearing the tile, but still adding the cost, which seems the wrong solution imho
03:05<@Alberth>only ways to make it feasible is to either drop clearing the tile, or to extend the 'clear tile' with "don't mind having a vehicle at it"
03:08<peter1138>Yeah I remember looking at it originally and thinking it felt wrong.
03:10<andythenorth>peter1138: do you need a test grf for 64 cargos? It requires that I patch nml to do that :P
03:14<peter1138>Suppose it would be useful.
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03:17<andythenorth>nmlc is easy to patch
03:18<andythenorth>it's only hard to get it in my path correctly :(
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03:28<andythenorth>hg is so hostile to branches
03:28<andythenorth>really wish it wasn't :)
03:28<andythenorth>probably I should learn to use it right :P
03:32<andythenorth>ok made a test
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03:48<LordAro>peter1138: interestingly, there's also a #define sq_type, which seems to be identical
03:52<andythenorth>so how do I fix NRT then? :P
03:52<andythenorth> it seems
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04:15<nielsm>hmm I should return to my music logic stuff, I don't know if anyone else has noticed but with the latest music PR merged the title song will loop forever even after starting a game... need to fix that
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04:24<LordAro>no nightlies, so no one notices
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04:46<andythenorth>should we be fixing having nightlites? :P
04:46<andythenorth>or even nightlies?
04:53<LordAro>well it'd mean that we'd have actual people testing stuff
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05:54<nielsm>rewriting the entire music control logic, it shouldn't be a problem to replace the playlist shuffle mechanism should it?
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05:55<LordAro>probably not
05:55<nielsm>it shouldn't cause desyncs and nobody would notice anyway
05:56<LordAro>i would be very surprised if anything sound related was sent over the network
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06:43<nielsm>ugh I'm more and more tempted to even scrap the BaseMusic class and rebuild something not using BaseSet<>, it feels like such a bad fit for the music things
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06:57<nielsm>hmm, why is "music playing" even a game setting that gets saved? it doesn't in TTD DOS at least
07:01<+michi_cc>nielsm: Because it dang annoying if you have to stop the music each and every time? Music volume control doesn't work reliably on some platforms.
07:01<nielsm>select the no music set?
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07:02<+michi_cc>Somebody might want to have music sometimes. And I would guess this setting is older than the support for alternative music sets.
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08:23<LordAro>Alberth: you still need to add your ottd email address to your GH account
08:26<@Alberth>hmm "verification email sent", where would that arrive? :p
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09:26<nielsm>okay, time for the smoke test~
09:26<nielsm>it starts music when starting the game! so that part's fine
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09:27<nielsm>switching music set on main menu works
09:27<nielsm>starting a new game switches song to first in the playlist
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09:29<nielsm>only problem I can find is the shuffle button not seeming to work entirely right
09:32<nielsm>custom playlist building breaks
09:43<andythenorth>so eh
09:43<andythenorth>what's needed? o_O
09:46<nielsm>wtf why is (-1) % 21 == 15
09:47<FLHerne>Bridges over houses, and signals on bridges
09:47<LordAro>because it's actually 0xffff..., probably
09:47<FLHerne>(and in tunnels, and on tunnel mouths)
09:48<FLHerne>Currently, building rail in towns is horrible, because you have to demolish the entire damn town first
09:49<FLHerne>Hm, is that the question?
09:49<FLHerne>Placement of town buildings - is usually fine when towns just grow outward, but it doesn't work properly when different growth areas merge together
09:50<FLHerne>You get disjointed bits of road all over with the non-grid layout
09:59<@Alberth>should be cleared by the authorities, perhaps?
09:59<@Alberth>or get reconnected :p
10:00<@Alberth>so perhaps some form of reserving tiles for future build or so?
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10:20<@Alberth>(-1) % 21 should be 20
10:23<nielsm>it was a signed/unsigned issue as LordAro suggested
10:28<@Alberth>I know that -1 == -1*21 + 20, but how does that explain the 5 difference?
10:29<@Alberth>oh, your -1 was interpreted as unsigned. ok, nvm
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10:38<andythenorth>towns with gaps
10:38<andythenorth>removal of road tiles even when connected on more than one side
10:39<nielsm>there we go!
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10:41<@Alberth>tbh I am not sure you should be able to have your constructs in a town
10:42<@Alberth>if you want it, be early
10:42<@Alberth>or what the modelers do, build a roadplan, and then let the city have them
10:43<@Alberth>ie being able to put a continental airport in the middle of the city would be wrong?
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10:47<FLHerne>Yes, definitely
10:49<FLHerne>But the things that make rail networks take up a lot of space are still a problem if they're built in advance; it still looks odd
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10:50<FLHerne>e.g. this one's nicely inconspicuous, but relies on signals-in-tunnels to have useful capacity
10:52<@Alberth>subways, with stations built on the ground :)
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10:52<@Alberth>I can also see the need to eg make a nice bus station
10:53<FLHerne>(fwiw, I've found a less-grey group of building sets since then :P)
10:54<FLHerne>Eh, the current ones are both pretty and reasonably flexible
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10:54<@Alberth>our city transport with trains is a bit weird though, don't think many cities have a 4 block wide band running through the city for trains
10:56<@Alberth>you'd mostly have a single station in a city
10:56<@Alberth>but perhaps it's due to weird openttd scale
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10:58<FLHerne>I'm not sure I understand your point
10:59<FLHerne>With cities >15k or so, you definitely need some sort of suburban/metro rail
11:00<FLHerne>And OTTD rail infrastructure being overscale is part of the problem, because it looks silly and takes up too much space
11:01<FLHerne>Signals in bridges/tunnels, custom-bridgeheads etc. are all popular because they help reduce that problem
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11:02<FLHerne>You can use them to build urban rail networks /without/ those ugly swathes of surface rail
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11:04<@Alberth>perhaps townsize in openttd is too large?
11:05<FLHerne>No, pretty much all real cities have multiple stations and/or metro rail
11:06<FLHerne>If anything, the small towns look comically small compared to industries, vehicles etc.
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11:13<nielsm>the catchment area is also weird
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11:18<LSky>Age old question, why isnt my personal server advertising? I port forward both ports, didnt help, tried adding openttd as exception to windows firewall, didnt help, tried putting the machine in question in the router's DMZ, didnt help, tried disabling the machine's firewal entirely, didnt help... what steps am I missing?
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11:19<@DorpsGek>LordAro: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
11:19<LordAro>LSky: ^ sure you've done UDP & TCP?
11:20<LSky>for both 3978,3979
11:20<LordAro>well i guess that *should* be working
11:20<LordAro>LSky: do you know your public IP?
11:20<LSky>I tried a port scanning website
11:20<LSky>doesnt show the port as open
11:21<LordAro>seems like something is missing on your end then
11:21<@Alberth>isp blocking them?
11:21<LordAro>your ISP could be doing something
11:22<LSky>I doubt Ziggo of all ISPs is blocking this :/
11:23<LordAro>ISPs do weird things sometimes
11:23<LordAro>either way they can probably help diagnose issues better than we can
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12:04<andythenorth>so how am I supposed to resolve merge conflicts then? o_O
12:05<nielsm>edit the conflicted files appropriately
12:06<LordAro>woah, controversial
12:06<andythenorth>so specifically, one of the conflicts involves rewiting code, not just picking lines
12:07<andythenorth>so I end up with a merge commit, that isn't just a merge, but changes behaviour
12:07<andythenorth>which seems all wrong
12:07<andythenorth>should I cp the offending commit out of upstream first?
12:08<nielsm>when you have >>>>>>>>>>> change A ============== change B <<<<<<<<<<<<<<<, you generally need to edit the thing so it has both change A and B, if they make sense together
12:08<andythenorth>and what should the commit history look like for that?
12:09<LordAro>doesn't matter for the purposes of fixing the merge commit
12:09<nielsm>if you're rebasing, it should look like the "foreign" change (not yours) was there from the beginning when you started your work
12:09<LordAro>commit history can be fixed later
12:09<LordAro>fixing the merge conflict*
12:09<nielsm>if you're merging, the merge commit will have lines that don't exist in either parent
12:10<andythenorth>so it's not worth cp?
12:10<andythenorth>before merge?
12:10<LordAro>i doubt it
12:12<andythenorth>I don't think I have the skills to do this tbh
12:12<andythenorth>I leave it
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12:19<LordAro>andythenorth: if you give me commit permissions on your fork i could take a look
12:20<andythenorth>branch is nrt-block
12:20<andythenorth>trying to sync to upstream master
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12:25<LordAro>andythenorth: so this one isn't actually too bad - NRT's modifications are basically replacing the hardcoded _road.foobar constants with a roadtype lookup function. the code that changed ( ) did something weird with the code but we don't need to care about that
12:26<LordAro>we can just make the same change (_road -> GetRoadTypeInfo) to the new code
12:26<andythenorth>peter pasted this as a possible fix, but I don't read C++ well enough
12:26<andythenorth>to know if it works
12:28<LordAro>ah, hmm, i was looking at the wrong switch :)
12:29<LordAro>but still, pretty sure the same changes can be applied
12:30<nielsm>LordAro, so if C++11 is still out that also means no auto type deduction? :(
12:30<LordAro>nielsm: for now, yeah :/
12:31<LordAro>nielsm: you could come up with an actual "OTTD uses C++11 now" PR :)
12:32<nielsm>for (MusicSystem::Playlist::const_iterator song = _music.music_set.cbegin(); song != _music.music_set.cend(); ++song)
12:32<nielsm>for (const auto &song : _music.music_set)
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12:38<LordAro>oh, i know
12:38<LordAro>it's not great
12:38<LordAro>it's part of the reason why stl containers have been shunned so far
12:39<LordAro>i think uses in other places put the initialiser on the line above, c89-style
12:40<nielsm>that affects scoping though
12:40<nielsm>especially important inside switches
12:40<nielsm>(I prefer avoiding ugly braces around case blocks)
12:45<LordAro>this is why C++11 is a good thing!
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12:45<LordAro>but we're not able to use it yet
12:45<+michi_cc>nielsm: cbegin() and cend() are C++11, too, BTW.
12:46<+michi_cc>begin() and end() have const overloads.
12:46<LordAro>andythenorth: done
12:46<LordAro>(twice actually, i screwed up the rebase)
12:47<nielsm>but those only get used in a const context I think? so you can't quite force a const_iterator out of it
12:48<andythenorth>how do I get a merge conflict on pull :P
12:48*andythenorth must have some local changes
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12:49<+michi_cc>You can still assign them to a const_interator.
12:51<andythenorth>tabs vs. spaces :P
12:51<andythenorth>I have to get a different editor for C++ I think :P
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12:56<andythenorth>ach, deleted local nrt branch and checked it out again
12:57<andythenorth>had a merge that wouldn't commit
12:57<Thedarkb-X40>I used to use emacs but I use Notepad++ in Wine now.
12:57<LordAro>i... can't think of anything worse
12:57<andythenorth>is that trolling Thedarkb-X40 ? :)
12:57<Thedarkb-X40>It's actually not.
12:58<andythenorth>I love my editor, but it doesn't have per-language settings
12:58<andythenorth>and tabs are meaningless in python and html
12:58<Thedarkb-X40>When I was a Windows peasant, I ran something called CodePad or CodeEdit or something.
12:58<Thedarkb-X40>It had a built in Hex editor and I used to be big into ROM hacking.
12:59<nielsm>ahh, the thing I forgot to test also works! automatic advance to next song
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13:00<andythenorth>interestingly, nrt doesn't work
13:00*andythenorth wonders why
13:00<Thedarkb-X40>What does voice actually mean on this server?
13:00<LordAro>pretty much nothing
13:00<+michi_cc>andythenorth: Half-trolling: Visual Studio Code :p
13:00<Thedarkb-X40>This is what I used to use back then.
13:00<LordAro>andythenorth: assuming it actually compiles, the only thing that i could've broken is construction of bus/truck stops
13:01<andythenorth>LordAro: I think it predates your change
13:01<Thedarkb-X40>...when I could assemble Z80 code in my head...
13:01<LordAro>michi_cc: afaik, that's the best of the electron editors
13:01<andythenorth>it won't load my NRT test grf
13:01<andythenorth>says invalid sprites
13:01<LordAro>better than atom, anyway
13:01<andythenorth>so NRT is shafted I think
13:01<LordAro>oh dear
13:01<andythenorth>it's a bad idea anyway
13:02<Thedarkb-X40>I used to mess around with Doom and I used to make engine patches with a hex editor too.
13:04<Thedarkb-X40>I used to mess around with Pokémon ROMs and there is no room for any extra code.
13:04<Thedarkb-X40>They literally pushed the Game Boy to the limit.
13:04<andythenorth>I liked doom wadding
13:04*andythenorth still plays doom sometimes
13:04<LordAro>i have great respect for people who can do that sort of thing, i certainly couldn't
13:04<Thedarkb-X40>I never made anything good.
13:04<andythenorth>but not with wads
13:04<Thedarkb-X40>I'm more of a Quake man.
13:05<LordAro>someone should review & merge some PRs
13:05<andythenorth>they are stacking up
13:05<Thedarkb-X40>Quake is a lot easier to mess with because the source is available.
13:05<Thedarkb-X40>and FOSS.
13:05<Thedarkb-X40>I suppose Doom is too.
13:10<andythenorth>ok so the NRT here works
13:10<andythenorth>so something broke since then
13:10<LordAro>diff the diff
13:11<andythenorth>I made a 47 cargo version of FIRS to test 64 cargo OpenTTD
13:11<andythenorth>and that is tripping up the NRT branch :P
13:11<andythenorth>I've removed that grf, seems to work
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13:12<Thedarkb-X40>Remember MissingNo. in Pokémon?
13:12<andythenorth>"Crashed Thread: 8 ottd:genworld"
13:12<andythenorth>probably a random crash :P
13:13<Thedarkb-X40>That happened because when you get the Pokémon catching tutorial, the game has no where to store your username, because the Old Man's name has to go in your username's buffer, so it writes your name to the wild Pokémon data.
13:13<andythenorth>so does the PR automatically update? it's against the same commit
13:14<Thedarkb-X40>This shouldn't matter because as soon as you leave the area, the wild pokémon buffer should get overwritten.
13:14<Thedarkb-X40>But on cinnabar island, there are tiles where you can encounter wild Pokémon, but no wild pokémon data.
13:15<Thedarkb-X40>So the pokémon you encounter will be based on your username.
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13:24<@Alberth>andythenorth: PR updates itself on push indeed
13:29<LordAro>andythenorth: it's a different commit hash, technically
13:30<LordAro>the old one (pre rebase) is at 25644fd9e
13:41<andythenorth>yeah the CI has re-run
13:41<andythenorth>good :)
13:41<andythenorth>peter1138: this is synced to master again
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14:00<nielsm>well I've looked over all open PRs and don't think I can give useful feedback or confirmation on any of them
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14:02<Eddi|zuHause><andythenorth> probably a random crash :P <-- there's no such thing as a "random" crash...
14:03<Eddi|zuHause>well, except if you're living in a high radiation area, i guess :p
14:04<@Alberth>while (true) { if (random() == 0.5) crash(); }
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14:05<Eddi|zuHause>what's that? 1:2^48-ish?
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14:28<ANIKHTOS>my repository and the branch i make the changes
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14:41<@Alberth>Eddi: yep, quite random :p
14:44<LordAro>#define if(x) if(x == (rand() % 2))
14:45<Eddi|zuHause>LordAro: "rand()" is usually a number between 0 and 1
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14:56<@Rubidium>even then it's not random, e.g. with if (true || false) you'll always go into the true branch
14:56<+michi_cc>Anyone going to review and merge my PR? Otherwise I've probably broken OTTD enough today ;)
14:57<LordAro>Rubidium could do it!
14:59<+michi_cc>Unfortunately there's four CI builds in the queue before, no merge till then.
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14:59<LordAro>more builders!
15:00<+michi_cc>peter1138: I've approved something, in case you want to merge.
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15:01<nielsm>michi_cc: any reason why only 64 byte buffer?
15:01<LordAro>the array for the version of OTTD needs to be increased generally, what with git hashes taking up most of it
15:02<LordAro>getting tired of the "string too long" warnings
15:04<ANIKHTOS>okey so i make a fork of openttd, i made a new branch and i place there my changed files
15:04<ANIKHTOS>is there anything else i need to do in github??
15:06<LordAro>ANIKHTOS: you've managed to change date.cpp entirely
15:06<LordAro>i'd recommend fixing that
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15:07<ANIKHTOS>actually the change is not that much i kept eveythign old there but the change is only n the end of the file
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15:08<ANIKHTOS>i i only changes 1 function in the date.cpp the rest changes are there to accomodate my changes and make the change possilbe, new variables, giving value to the varibles and so on
15:08<LordAro>github thinks otherwise
15:08<ANIKHTOS>well it compares lines
15:09<ANIKHTOS>and lien by lien it finds a lot of differences yes
15:09<ANIKHTOS>but if youa re human and see there is only 1 change in the Increasedate() function
15:10<LordAro>because humans use git to see what has changed
15:10<+michi_cc>nielsm: Same reason as for the 50 applies (i.e. probably none at all).
15:10<@Rubidium>LordAro: making it longer breaks network compatibility and reviewing a Windows only change is not really something I'd be good at
15:11<+michi_cc>I'm quite sure that changing the title of the Windows window will not affect network code.
15:11<ANIKHTOS>come on now gitbub says i changes all the lines!?!?!??!
15:12<ANIKHTOS>which is nto true
15:12<ANIKHTOS>even the first 25 lines it marks them as changed!?!?!?
15:12<+michi_cc>"Changed all lines" can usually be translated as "I used an editor that either sucks at line endings or at tabs".
15:13<@Rubidium>michi_cc: the first part was about LordAro's suggestion to make the revision generally longer, so it has no direct relation to your actual change
15:13<ANIKHTOS>but only screw up this file the rest are shown better
15:14<+michi_cc>That does support proper line endings, but you've still managed to save the file with different line endings (CRLF or LF).
15:15<ANIKHTOS>okey i will re write the file maybe this time will not be broken
15:17<@Rubidium>LordAro: there where I talked about network compat, it's specificly about the "server discovery" protocols (i.e. master server)
15:21<andythenorth>I got an actual legit 4096 in 2048
15:23<andythenorth>probably won
15:34<Eddi|zuHause>i definitely had 8192s
15:35<Eddi|zuHause>well, besides the "perfect game" i mean
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15:43<ANIKHTOS>re make the file
15:43<ANIKHTOS>now it will not show this huge differences
15:45<LordAro> better :)
15:45<LordAro>no idea why you've added strings for numbers though
15:46<LordAro>and watch your indentation & coding style
15:46<ANIKHTOS>i am trying to learn the style of ottd and write the ssame
15:46<ANIKHTOS>in many case i just make minor alters
15:46<LordAro>is fine :) - have a read of
15:46<ANIKHTOS>so the style is identical???
15:47<LordAro>it should be, but you've introduced things like spaces where there shouldn't be or broken indentation
15:47<LordAro>(oh, and branches should be made off master, not a release branch (like 1.8) )
15:47<ANIKHTOS>i am workign in 1.8
15:48<ANIKHTOS>so i will nto have problems with the changes happenign in the amster
15:48<ANIKHTOS>if someone change a file in the master then my code will nto work???
15:48<LordAro>you'll only get problems when you try to update (merge or rebase) the branch
15:48<ANIKHTOS>to avoid conflict i make it for now in 1.8 which no one will alter
15:48<LordAro>it won't stop working randomly
15:48<nielsm>the code on your machine won't change behind your back
15:48<LordAro>but in general i wouldn't expect anything to be changing about the date code anyway
15:48<nielsm>it only updates when you pull
15:48<Eddi|zuHause>no, you will create an own branch anyway, so if someone changes master, you will not be affected, until you rebase your branch to the new master
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15:49<ANIKHTOS>okey do nto hit the first day i download the amster and i could nto compile it i was gettign error
15:49<ANIKHTOS>i downloas 1.8 an dic oudl compile it
15:49<ANIKHTOS>so i stayed with 1.8
15:50<nielsm>working on an old version now will make it harder to keep up with future changes in the rest of the game
15:50<nielsm>since you're already behind
15:51<LordAro>but whatever, for now it's fine
15:51<stefino>Hi. If I have a house and I want to reduce its quantity in one city with "same_house_count_town" variable, how to code it? Any kind of switch?
15:52<Eddi|zuHause>stefino: there should be a callback that gets called on placing a house
15:52<Eddi|zuHause>to find out whether that house will be allowed at this location
15:53<Eddi|zuHause>from this callback, you would make a switch that checks the variable, and then return positive or negative result
15:54<LordAro>ANIKHTOS: oh, you'll want view->show symbol->show whitespace and tab enabled
15:54<stefino>Eddi|zuHause: ahhh...I'm goint to try it
15:55<Eddi|zuHause>stefino: callbacks are the things you put in the "graphics {...}" block
15:57<stefino>Eddi|zuHause: yes yes, these two parts are OK - propertise and callbacks. I have a troubles with variables. For example I'm thinking how to write this switch atm :D
16:02<ANIKHTOS>lordara where i put liens where i shoudl not have??
16:02<stefino>Eddi|zuHause: I understand how it works but don't know how to write it. Something like this?
16:03<Eddi|zuHause>stefino: what do you need the getbits for?
16:03<LordAro>ANIKHTOS: take a look at the compare link above, maybe the side-by-side view might make it clearer ("Split")
16:04<Eddi|zuHause>stefino: you probably want this callback: "construction_check 0 or 1 Return 1 to allow building the house or 0 to disallow. Called only for the north tile."
16:05<Eddi|zuHause>stefino: so you want to have "return 0" or "return 1" in your switch
16:07<stefino>Eddi|zuHause: I don't know? :D I need to check number of this ID houses in the city. So I thougnt that in this switch I set maximum number of this buildings (2) and in case of 0,1 it is possible, in other case it returns "fail"
16:12<Eddi|zuHause>stefino: say, you want to have no more than 10 houses of this type, you could do it something like this (pseudocode):
16:12<Eddi|zuHause>stefino: i don't think getbits does what you think it does
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16:14<stefino>Eddi|zuHause: ahh thanks :)
16:15<stefino>I rewrote old switch where was getbits - honestly, I have no idea what the "getbits" done O.o
16:15<Eddi|zuHause>your getbits will result in "0" for 0,4,8,12,... houses, and "1" for 1,5,9,13,... houses
16:17<stefino>Eddi|zuHause: so thanks a lot again :)
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16:19<ANIKHTOS>if you see the code lordara is mostly add code and some lines of existign code alter a tiny bit
16:20<LordAro>i can see it
16:21<LordAro>that doesn't change the indentation being wrong
16:21<LordAro>read the wiki page
16:22<LordAro> and probably this one, for a more general view
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16:24<ANIKHTOS>okey indentation means formating style
16:25<ANIKHTOS>i read it i foudn a few errors
16:25<stefino>Eddi|zuHause: nice, it works :)
16:25<Eddi|zuHause>stefino: you can also do more crazy things, like have more houses allowed for bigger cities
16:27<stefino>Eddi|zuHause: interesting :) the next step will be to code houses near the street, what I wrote on the forum (what you also comment)
16:27<Eddi|zuHause>yeah, that also gets complicated rather quickly :p
16:28<Eddi|zuHause>if you want the house to stay put if new roads are constructed, you must set the animation frame and stuff
16:30<stefino>it sounds like a big fun :D
16:30<Eddi|zuHause>yeah, but it gets easier the more comfortable you get with switches and stuff
16:31<Eddi|zuHause>there's gonna be a lot of "... and stuff" from here on :p
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16:45<ANIKHTOS>so anyone wants me to add something in the patch?? have found any bug??
16:49<snail_UES_>guys, I’m planning to add an “alpine mode” for my trainset, featuring only trains used on mountain lines
16:49<snail_UES_>would you prefer this to be used by default when climate is “arctic”
16:49<snail_UES_>or always selectable through a parameter regardless of the climate?
16:50<ANIKHTOS>i vote selectable if possible
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16:51<ANIKHTOS>your traisn will be slow but with a lot of power so they can go sttep climps with no problem?? as in reality??
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16:54<snail_UES_>ANIKHTOS: yes
16:54<snail_UES_>there will be some trains with rackrail
16:54<snail_UES_>and others will be powerful electrics since the early years
16:55<snail_UES_>you will miss the faster railcars that are used on flat lines
16:55<ANIKHTOS>you will intorduxe new rail track or it is not possible??
16:55<snail_UES_>my set already includes rackrail type (with and without catenary)
16:55<snail_UES_>but it’s not very useful in-game, because speed is limited to 20km/h (and that’s already unrealistically high)
16:56<snail_UES_>it’s more of an eye-candy than anything else :p
16:56<ANIKHTOS>well for the game you need to put speed aroudn 80-100
16:56<ANIKHTOS>nto realsitic as a number but will be more realsisitc for the game
16:58<nielsm>wait, did my changeset to music_gui.cpp end up exactly 666 lines worth? :D
16:59<ANIKHTOS>add a commet i made it 66 line dman now 667 :p
16:59<snail_UES_>non-rackrail trains can do up to 80 km/h, freight can do up to 50 (it’s narrow gauge trains)
17:00<ANIKHTOS>well in reality normal traisn can nto climp where thsi special trains go
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17:06<snail_UES_>yes, unfortunately we’ve only got one kind of slopes in OTTD
17:06<snail_UES_>if we had slopes of different steeps, we could allow rackrail to go where adherence trains can’t
17:08<ANIKHTOS>well if railtype is used you can make normal traisn nto able to work there
17:10<ANIKHTOS>able to use it but not powered thus you will need a speacial engine to pull the train
17:10<nielsm>hmm I get crashing during startup after pulling and rebasing my fps-meter on top of master
17:11<nielsm>during init of ScanProgressWindow
17:13<ANIKHTOS>its the 666 lines nielsm
17:13<ANIKHTOS>thats the problem
17:15<nielsm>hmm went back to master and did a full rebuild, no crash then
17:16<nielsm>it was either because of a faulty partial rebuild, or because of some game script or newgrf files
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17:34<Eddi|zuHause><snail_UES_> or always selectable through a parameter regardless of the climate? <-- this
17:36<Eddi|zuHause>snail_UES_: i use "arctic" more as a "snow in temperate" simulation, not for the mountaneousness
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17:37<snail_UES_>Eddi|zuHause: another way would be to restrict alpine trains only in arctic, and make the user choose in temperate
17:37<andythenorth>Eddi|zuHause: all climates in one map? o_O
17:37<snail_UES_>but that wouldn’t help in your case if you’re playing on a flat land in arctic
17:38<stefino>one more question - any idea where the problem is? O.o
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17:40<Eddi|zuHause>snail_UES_: probably being consistent is the better choice in the long term
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17:40<Eddi|zuHause>stefino: you need to set the bounding box
17:41<stefino>aaahh...X,Y,Z offset in spritelayout?
17:41<Eddi|zuHause>stefino: if you enable newgrf developer tools, press Ctrl+B
---Logclosed Sun Jun 24 17:47:39 2018
---Logopened Sun Jun 24 17:47:48 2018
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18:03<stefino>Eddi|zuHause: thanks :)
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18:34<stefino>Eddi|zuHause: there has tobe another bug O.o With activated ctrl+b it is ok, but whed is it switched off, it gives a bugs
18:36<Eddi|zuHause>stefino: the bug is still there with the ctrl+B, it's just less visible
18:37<stefino>but where is the problem? I think thas I set boxes corectly
18:38<Eddi|zuHause>i can't really make it out from the video
18:43<Eddi|zuHause>i'm afraid i don't have enough experience with houses to see the problem
18:46<stefino>and if I have for example animations on industry tiles, I thought it is the same
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18:48<Eddi|zuHause>it is pretty similar
18:49<Eddi|zuHause>note that with industries you have the individual "industry tiles" and the "industry" that groups them together
18:49<Eddi|zuHause>each doing only half the things that an industry does from a player point of view
18:50<Eddi|zuHause>where houses, even though they can be mutli-tile, are missing this combining entity
18:51<stefino>mmm, it is possible :/
18:52<stefino>so thanks a lot for today, I go sleep. bye :)
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22:11<ANIKHTOS>good night all
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---Logclosed Mon Jun 25 00:00:08 2018