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Logs Mon Sep 05

  1. Session Start: Mon Sep 05 10:50:13 2016
  2. Session Ident: #openttd
  3. [10:50:13] * Now talking in #openttd
  4. [10:50:13] * Topic is '1.6.1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | Logs: @logs | #openttd.dev if this channel is really spammy'
  5. [10:50:13] * Set by ChanServ!services@services.oftc.net on Wed Aug 24 19:45:58
  6. [10:51:18] <Wolf01> o/
  7. [10:59:00] * Joins: Arveen (~Arveen@ip-178-202-138-209.hsi09.unitymediagroup.de)
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  15. [12:14:09] <Flygon> Hrmmm
  16. [12:14:16] <Flygon> My desktop needs new Thermal Paste for the CPU
  17. [12:14:21] <Flygon> Got the OTTD save off it
  18. [12:14:31] <Flygon> But I worry I'll overload lappy CPU with 4096*4096 map
  19. [12:14:35] <Flygon> @_@
  20. [12:14:55] * Joins: HerzogDeXtEr (~farci@i59F6CE79.versanet.de)
  21. [12:15:24] <Wolf01> My router need a fan, I can cook eggs over it
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  24. [12:17:51] <Eddi|zuHause> you can't "overload" a CPU with a game. it'll counteract by going slower instead...
  25. [12:18:05] <NGC3982> And that is of course not recommended
  26. [12:18:09] <NGC3982> So get thermal paste.
  27. [12:18:28] <Flygon> Eddi: It'd go eaaallly slow
  28. [12:18:38] <Flygon> NGC: Yeah. Kinda sucks I'll have to fork out the $15AUD... but
  29. [12:18:55] <Flygon> It's my own freakin' fault for my foot slipping and bumping the side of the case :)
  30. [12:19:00] <Eddi|zuHause> sounds expensive
  31. [12:19:00] <NGC3982> For paste?
  32. [12:19:09] <NGC3982> I could send you paste for free.
  33. [12:19:10] <Flygon> Thermal Paste
  34. [12:19:20] <Flygon> You'll pay for International Shipping?
  35. [12:19:35] <Flygon> I can tell you're...
  36. [12:19:37] <NGC3982> Where are you?
  37. [12:19:38] <Flygon> Finnish?
  38. [12:19:38] <Eddi|zuHause> i'd expect something like 5€
  39. [12:19:45] <Flygon> iunno, Telia is both Finnish and Swedish
  40. [12:19:51] <NGC3982> Swedish :).
  41. [12:19:53] <Flygon> But I mostly speak with Finns @_@
  42. [12:19:58] <Flygon> VITTU PERKELE
  43. [12:20:01] <Flygon> :B
  44. [12:20:02] <Flygon> srsly tho
  45. [12:20:16] <Flygon> Nah, shipping to Australia too expensive and take too long :)
  46. [12:20:23] <NGC3982> You can get really good (read this with caution) paste on ebay for a dollar -with- shipping.
  47. [12:20:26] <NGC3982> Oh, indeed.
  48. [12:21:18] <Eddi|zuHause> still, 15 sounds overpriced, you probably find a cheaper shop even in australia
  49. [12:21:38] <Flygon> This was skimming eBay
  50. [12:22:06] * NGC3982 looks into international shipping.
  51. [12:22:24] <Eddi|zuHause> DHL?
  52. [12:23:20] <NGC3982> I guess i could send it in a normal letter.
  53. [12:23:31] <NGC3982> Though, how do customs see grey paste? :P
  54. [12:23:45] <Flygon> (for reference, $1AUD = $0.75USD... or since y'all are European, 0.68EUR)
  55. [12:24:15] <Flygon> http://www.ebay.com.au/itm/Arctic-Silver-5-Thermal-Compound-3-5g-CPU-Cooling-Paste-/221041922353?hash=item3377201131:m:m8BwdBrrkMJ7hEukrHKVheA Like, this's $12.50AUD with shipping
  56. [12:24:25] <Flygon> It'd cost the same for me to walk to the computer shop and buy physically :P
  57. [12:25:07] <NGC3982> Do it. :p
  58. [12:25:13] <Flygon> And most listings hover around $7.50AUD to $12.50AUD
  59. [12:25:14] <Eddi|zuHause> do that then... you have it immediately, and you support the local economy
  60. [12:25:21] <Flygon> And any cheaper are either tiny quantities, or suss
  61. [12:25:24] <Flygon> Yeah, pmuch :P
  62. [12:25:40] <Flygon> It'll count towards my 10,000 steps a day
  63. [12:25:51] <Flygon> I'm a terrible OTTD player. I don't do how I play
  64. [12:26:02] <Flygon> Then again, the bus's too infrequent. It's faster to walk. :|
  65. [12:28:17] <Flygon> I dunno what my point is suppose to be now @_@
  66. [12:39:45] * Quits: Lejving (~Lejving@78-68-169-135-no37.tbcn.telia.com) (Ping timeout: 480 seconds)
  67. [12:56:45] * Joins: andythenorth (~Andy@194.168.185.226)
  68. [12:56:58] <andythenorth> V453000: forumz does not provide enough ego massage these days :P
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  70. [13:24:09] <V453000> andythenorth: helps?
  71. [13:34:09] <V453000> ima probably post some train rendars tonight finally
  72. [13:48:33] <andythenorth> V453000: awesome feedback
  73. [13:48:39] <andythenorth> thanks for your great feedback :)
  74. [13:48:46] <andythenorth> some of the best feedback I’ve seen
  75. [13:49:22] <V453000> you are welcome for the feedback
  76. [13:50:06] <V453000> how are you in general?
  77. [13:50:13] * Joins: Lejving (~Lejving@78-68-169-135-no37.tbcn.telia.com)
  78. [13:50:15] <andythenorth> +1
  79. [13:50:17] <andythenorth> basically
  80. [13:50:18] <andythenorth> you?
  81. [13:50:35] <V453000> I had a horrible experience with a child doctor, other than that it's fine
  82. [13:51:05] <V453000> basically a doctor who was on the fly thinking of random diagnosis and shit, basically openly lying
  83. [13:51:13] <V453000> can't understand what should I think of that
  84. [13:51:23] <V453000> czech medical care <3
  85. [13:53:21] <V453000> in BRIX, I went through modelling the SH40 in blender, did test renders in blender, figured I want to use the edge-aware material, tried to replicate edge-aware material in 3DS MAX, found out it's not doable in 3DS MAX, decided to render from blender because max can't do it, did test renders from blender to discover that blender's renderer is totally different and the colours are so wrong in compare to the rest of BRIX that not even heavy co
  86. [13:54:01] <V453000> postproduction can save it, re-decided that I have to render from max, and finall now I learned how to bake the edge-awareness into a texture i could reuse in max. Spent last evening unwrapping the models and baking texture into them. XD tonight hopefully final render
  87. [13:54:40] <andythenorth> very hard for doctors with babies
  88. [13:54:51] <andythenorth> they see a lot for which there is literally nothing wrong, except panicking parents
  89. [13:55:00] <andythenorth> and then sometimes something serious, and it’s hard to spot
  90. [13:55:07] <andythenorth> also babies can’t answer questions
  91. [13:55:26] <V453000> yeah
  92. [13:55:31] <V453000> that I understand
  93. [13:55:37] * andythenorth wife is a GP
  94. [13:55:56] <andythenorth> but also I was about 12 hours away from dying when I was 7 months old, GP sent my mum home
  95. [13:55:58] <andythenorth> so eh
  96. [13:55:59] * Joins: heffer (~felix@hyperion.fk.cx)
  97. [13:56:08] <V453000> but when the doctor says to you that your baby shits too often, but she shits once per day, and then sends an infectuous child to share room with you because you have the same symptoms (you shit too often), ...
  98. [13:56:27] <andythenorth> once per day?
  99. [13:56:27] <V453000> a doctor who wonders why a 7kg child pisses so often when you infuse 0.5 liters of water into her, ...
  100. [13:56:34] <V453000> yeah mostly
  101. [13:56:42] <andythenorth> my kids managed anything from 0.3 to 5 times per day
  102. [13:56:51] <V453000> yeah, that's compltely normal
  103. [13:57:12] <V453000> and she basically declared that our child has problems and shits too often, and is infectuous because of that
  104. [13:57:14] <V453000> like what
  105. [13:58:36] <V453000> but yeah luckily my wife isn't a doctor, but she knows her shit around this stuff, so she was able to argue with the doctor
  106. [14:01:10] <peter1138> all children are infectious
  107. [14:18:48] * Joins: Samu (~oftc-webi@po1-84-91-250-188.netvisao.pt)
  108. [14:18:52] <Samu> hi
  109. [14:19:09] <Samu> shouldn't tunnelbridge tiles have waterclass?
  110. [14:19:41] <Samu> because of aqueducts
  111. [14:20:35] <Samu> HasTileWaterClass - if the tile is an aqueduct, it says no
  112. [14:22:19] <Samu> sec
  113. [14:22:52] <Samu> HasTileWaterClass(tile)
  114. [14:24:50] <Samu> return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT);
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  116. [14:30:38] <Samu> ok, i see why
  117. [14:31:19] <Samu> HasTileGroundWaterClass would be less misleading
  118. [14:32:05] <Samu> or HasBaseOfTileWaterClass
  119. [14:32:13] <Samu> meh, doesn't matter
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  125. [15:56:05] <Samu> aqueduct tiles are giving me a headache
  126. [15:56:34] <Samu> they're the only tiles in the game that ships can go to, but are not water
  127. [16:00:33] * Joins: supermop (~supermop@static-71-249-209-97.nycmny.east.verizon.net)
  128. [16:00:58] <Samu> https://paste.openttdcoop.org/pljcnvs1m - about building dock
  129. [16:02:55] <Samu> tile_cur is the 3rd tile
  130. [16:03:17] <Samu> in front of the dock, where the ship loads/unloads
  131. [16:03:30] <Samu> are those checks enough?
  132. [16:04:06] <Samu> erm... nevermind, I'll try to figure it out
  133. [16:08:31] <Samu> well, as long as aqueducts cannot be built on slopes with only 1 corner raised, it is enough
  134. [16:19:30] * Joins: Alberth (~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11)
  135. [16:19:30] * ChanServ sets mode: +o Alberth
  136. [16:19:35] <Wolf01> o/
  137. [16:19:39] <Alberth> moin!
  138. [16:21:46] * LordAro waves
  139. [16:27:15] <Alberth> hi hi :)
  140. [16:27:53] <Alberth> waiting for uni to begin?
  141. [16:28:28] <LordAro> yup!
  142. [16:28:40] <LordAro> finished work last week
  143. [16:37:41] <Samu> building buoys and removing buoys does not need to check if there's a vehicle on the ground
  144. [16:37:59] <Samu> don't you think?
  145. [16:38:23] <Samu> gonna remove that part of the code that tries to ensure no vehicles on the ground for buoys
  146. [16:38:54] <Alberth> I don't think at all, currently
  147. [16:39:04] <Alberth> except about dinner
  148. [16:42:37] <LordAro> nom
  149. [16:45:58] <Samu> code only checks for vehicle on the ground when removing the buoy, but not when building it
  150. [16:46:03] <Wolf01> Cropping bitmaps... always cropping bitmaps
  151. [16:46:15] * Joins: supermop_ (~supermop@pool-100-37-117-73.nycmny.fios.verizon.net)
  152. [16:46:31] <Wolf01> Then loading sprites
  153. [16:48:02] <Samu> somebody think with me, cus sometimes my logic fails. If you build a buoy on a water tile that has a ship on it, what would you expect? build the buoy or error out with ship in the way?
  154. [16:48:30] <Wolf01> Build the buoy
  155. [16:48:55] <Samu> oki
  156. [16:49:46] <supermop_> cant build a waypoint on rail with a train on it
  157. [16:50:09] <Wolf01> Nice, got distracted and done an achievement, a train tried to pass over me but I have too much shield
  158. [16:50:58] <LordAro> Samu: either would be valid, imo
  159. [16:51:10] <LordAro> consistency is key though
  160. [16:51:27] <LordAro> e.g. what does road & rail do
  161. [16:52:22] <Samu> there is no waypoint for roads
  162. [16:52:26] <Samu> but i can test rail
  163. [16:52:53] <Wolf01> V fix signals plz, I layed again the wrong type because I can't read and go with icon only
  164. [16:53:25] <LordAro> Samu: there are drive through stops though, which are kinda similar
  165. [16:53:27] <Samu> can't place waypoint on rail, as supermop_ said
  166. [16:54:38] <supermop_> andythenorth: nice to see fruit cars on tramway!
  167. [16:54:52] <Samu> just tested drive-through road stops
  168. [16:55:00] <Samu> can't build, vehicle in the way
  169. [16:55:24] <LordAro> well then
  170. [16:55:30] <LordAro> that seems fairly conclusive :)
  171. [16:55:41] <Samu> ty
  172. [16:55:56] <Samu> wondering what happens on removal
  173. [16:56:01] <Samu> testing that now
  174. [16:56:49] <Samu> train in the way, road vehicle in the way
  175. [16:57:01] <LordAro> not entirely sure the running commentary is necessary ;)
  176. [16:57:15] <Alberth> it is for samu :p
  177. [16:57:34] <Alberth> he may do things we don't know about, otherwise :p
  178. [16:58:26] <Samu> that's it then, building buoys was not checking for ships
  179. [17:01:24] * Joins: Arveen (~Arveen@ip-178-202-138-209.hsi09.unitymediagroup.de)
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  181. [17:09:22] <andythenorth> supermop_: apple tram
  182. [17:23:03] <supermop_> durian hoppers?
  183. [17:27:35] <Samu> what's the difference between tunnelbridge_map.h and bridge_map.h?
  184. [17:27:57] <Alberth> 6 letters ?
  185. [17:28:24] <Samu> :)
  186. [17:28:34] <Alberth> likely, latter does code common to both tunnels and bridges
  187. [17:28:47] <Alberth> euhm, I mean former
  188. [17:29:52] <Samu> GetTunnelBridgeTransportType(TileIndex t) is part of tunnelbridge_map.h, but stations does not include tunnelbridge_map.h, only bridge_map.h, i need to use this function
  189. [17:30:14] <Samu> station_cmd.cpp*
  190. [17:30:30] <LordAro> istr that tunnels are actually invisible bridges?
  191. [17:30:35] <LordAro> or something close to that
  192. [17:32:14] <Samu> or I need a IsAqueduct(TileIndex t) at bridge_map.h
  193. [17:32:24] <Alberth> they're both worm holes :)
  194. [17:33:48] * Joins: tokai (~tokai@00012860.user.oftc.net)
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  196. [17:34:25] <Samu> there is no aqueduct_map.h
  197. [17:35:26] <Wolf01> Because is a bridge
  198. [17:36:06] <Samu> but there is no way to detect an aqueduct, using only bridge_map.h
  199. [17:36:34] <Alberth> so use another file?
  200. [17:36:50] <Samu> use the #include "tunnelbridge_map.h"?
  201. [17:37:01] <Eddi|zuHause> LordAro: there are a few subtle differences between bridges and tunnels
  202. [17:37:03] <Wolf01> It seem to work like a tunnel (you can't set an arbitrary length, bot heads needs to be on full slope), check in tunnelbridge?
  203. [17:38:46] <peter1138> custo bridge heads?
  204. [17:38:50] <peter1138> +m
  205. [17:39:45] <LordAro> Eddi|zuHause: i don't doubt
  206. [17:39:50] <Wolf01> If you want to add them, we would be really happy :P
  207. [17:39:53] <LordAro> (other than the sprites :p )
  208. [17:40:30] <Samu>  #include "bridge_map.h" #include "tunnelbridge_map.h"
  209. [17:40:39] * Quits: tokai|noir (~tokai@00012860.user.oftc.net) (Ping timeout: 480 seconds)
  210. [17:40:42] <Samu> is it ok to include both? seems kinda weird
  211. [17:42:10] <LordAro> if you need both, include both
  212. [17:42:11] <LordAro> :p
  213. [17:42:41] <Samu> IsTileType(tile_cur, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile_cur) != TRANSPORT_WATER)
  214. [17:43:08] <Samu> only because of this https://paste.openttdcoop.org/pljcnvs1m
  215. [17:43:26] <Samu> erm let me post the whole patch
  216. [17:44:02] <Samu> https://paste.openttdcoop.org/p9fb2bmxh
  217. [17:44:23] <LordAro> if you need both, include both
  218. [17:44:31] <LordAro> you know better than anyone whether that's the case
  219. [17:44:40] <LordAro> functionality first, tidying can be done later
  220. [17:51:26] <Samu> trying to get aqueducts working right
  221. [17:51:30] <Samu> erm, docks
  222. [17:51:47] <Samu> placing docks right when near aqueduct
  223. [17:56:35] <Samu> oops, it's still wrong, damn it, i'm horrible at this check
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  226. [18:07:08] <Samu> working with waterish tiles is so complicated, there's so many exceptions
  227. [18:07:58] <Samu> even tree tiles get in the way
  228. [18:11:54] <Samu> https://paste.openttdcoop.org/p6scznosn - better
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  231. [18:40:02] <Samu> patch about building buoys where ships are https://bugs.openttd.org/task/6504
  232. [18:48:09] * Joins: glx (~glx@000128ec.user.oftc.net)
  233. [18:48:09] * ChanServ sets mode: +v glx
  234. [18:49:05] * Joins: keoz (~keikoz@pha75-1-81-57-54-15.fbx.proxad.net)
  235. [18:55:43] <Samu> railway tiles may also have water... :( grrr
  236. [18:57:10] <Samu> oh i see how
  237. [18:57:13] <Samu> darn it
  238. [18:57:30] <Samu> coastal tiles with a rail in the corner
  239. [19:05:18] * Quits: andythenorth (~Andy@194.168.185.226) (Quit: andythenorth)
  240. [19:06:52] <Samu> must think :|
  241. [19:08:41] * Joins: Stimrol (~Stimrol@46.239.220.130)
  242. [19:22:05] <Samu> i need a way to get a list of all tiles where ships can walk to
  243. [19:22:12] <Samu> without doing 5000 checks
  244. [19:24:21] <Alberth> 5000 checks would be neat
  245. [19:25:42] <Alberth> that's better than all tiles of a 128x128 map
  246. [19:26:59] <Samu> ((TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)) & TRACK_BIT_ALL) != TRACK_BIT_NONE)
  247. [19:27:05] <Samu> can't think of anything better than this
  248. [19:27:59] <Samu> does it account for aqueducts?
  249. [19:29:06] <Samu> does it take care of buoys, oil rigs, even object tyles?
  250. [19:29:13] <Samu> tiles*
  251. [19:29:21] <Samu> railway with water?
  252. [19:29:42] <Samu> depots? locks? and probably some other stuff I'm missing
  253. [19:31:23] <Samu> what would happen on a tile without water, but with an aqueduct ramp?
  254. [19:31:56] <Samu> or even with both
  255. [19:34:01] <Samu> :/
  256. [19:37:44] <Wolf01> V453000 how do I limit how many bots an inserter could put in the logistic network?
  257. [19:38:03] <V453000> I guess by reading the roboport?
  258. [19:38:16] <Wolf01> It only reads the current roboport
  259. [19:38:23] <V453000> ooo
  260. [19:38:24] <V453000> :D
  261. [19:38:24] <V453000> hm
  262. [19:38:30] <Wolf01> And logistic network doesn't give a fuck
  263. [19:38:32] <V453000> well it's planned feature then I guess
  264. [19:47:00] <Alberth> everything is a feature! :)
  265. [19:50:33] * Joins: andythenorth (~Andy@cpc87153-aztw31-2-0-cust212.18-1.cable.virginm.net)
  266. [19:50:51] <andythenorth> hmm
  267. [19:51:09] <andythenorth> if you wanted to disable vehicles in another newgrf, how would you do it?
  268. [19:51:22] <andythenorth> target the grfid, and the vehicle ID, and change the climate setting?
  269. [20:00:05] <Alberth> switching to toyland climate usually does the trick :p
  270. [20:00:22] <Alberth> lots of newgrfs ignore toyland completely
  271. [20:00:45] <V453000> just disable your newgrf under 9234 conditions
  272. [20:01:45] <Alberth> assuming you talk about the road hog claim, you don't know what configuration the person has
  273. [20:02:00] <Alberth> he may have an obsolete openttd.cfg or so
  274. [20:02:20] <Alberth> alternatively, the newgrfs he talks about may be weird :p
  275. [20:03:22] <Wolf01> Talking about obsolete openttd.grf, I think mine is there since 0.x
  276. [20:03:28] <Wolf01> *cfg
  277. [20:03:33] <andythenorth> it would be hard to deliberately disable vehicles in another grf
  278. [20:03:44] <andythenorth> if it was easy…certain authors would already have done it :P
  279. [20:03:54] <Wolf01> Sabotage
  280. [20:10:06] <Samu> hmm, Juanjo posts here on irc or just the forum?
  281. [20:10:46] * andythenorth has a break from newgrf
  282. [20:10:51] * Joins: guru3_ (~guru3@109.200.19.187)
  283. [20:14:24] <andythenorth> eh, FIRS lumber yard IRL http://www.railpictures.net/photo/587968/
  284. [20:14:53] <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#lumber_yard
  285. [20:15:28] <andythenorth> pretty close eh? o_O
  286. [20:15:56] <Wolf01> Yup
  287. [20:16:35] <Wolf01> Do the trading post act as port too? Like oil rigs
  288. [20:16:35] <Alberth> it misses a hill, mostly :p
  289. [20:17:14] <Wolf01> Terraform and track are a user problem, not industry ;)
  290. [20:17:17] * Quits: guru3 (~guru3@000128ea.user.oftc.net) (Ping timeout: 480 seconds)
  291. [20:17:26] <Alberth> :)
  292. [20:18:12] <Wolf01> I would like an industry with an integrated airport
  293. [20:18:47] * Wolf01 awaits "state machine"
  294. [20:18:58] <andythenorth> we could fix airport industry tiles
  295. [20:19:13] <andythenorth> I’ve tested at least one proof of concept patch for it
  296. [20:19:14] <andythenorth> maybe two
  297. [20:19:20] <andythenorth> from yexo and frosch iirc
  298. [20:20:11] <Wolf01> I looked into the tables for vehicle movement, doesn't look too complicated, I remember the "data" definitions in basic
  299. [20:20:22] <Wolf01> Sprites, musics...
  300. [20:21:21] <Wolf01> Next stuff I'll do will be a =>-<= station for trams
  301. [20:21:34] <Wolf01> Breaking all the existing stuff :D
  302. [20:22:31] <Wolf01> Btw... NotRoadTypes
  303. [20:34:43] <LordAro> Wolf01: state machine.
  304. [20:34:53] <Wolf01> :D
  305. [20:37:34] <LordAro> i looked into that once apon a time
  306. [20:37:40] <LordAro> i quickly stopped
  307. [20:37:53] <LordAro> upon*
  308. [20:41:46] <LordAro> turns out compiling with clang doesn't make use of c++11
  309. [20:45:23] * Joins: frosch123 (~frosch@00013ce7.user.oftc.net)
  310. [20:45:32] * LordAro blames frosch123
  311. [20:45:37] <Wolf01> Quak
  312. [20:45:55] <Wolf01> Yeah, everybody into frosch123
  313. [20:46:26] <frosch123> hoi mammals
  314. [20:48:38] <andythenorth> frogs wolves
  315. [20:48:39] <andythenorth> cats
  316. [20:48:51] <Wolf01> Pokémons
  317. [20:49:04] <Wolf01> There's everything here
  318. [20:52:06] * Joins: HerzogDeXtEr (~farci@i59F6D454.versanet.de)
  319. [20:52:24] * Joins: Progman (~progman@p57A1873D.dip0.t-ipconnect.de)
  320. [20:58:30] <LordAro> frosch123: https://paste.openttdcoop.org/pkmn8gtmo :)
  321. [20:58:53] <frosch123> i don't know enough about pokemon to tell which or any are mammals
  322. [21:04:53] <LordAro> on a related note, i don't know what's going on inside newgrf_debug_data.h , but i'd rather not know
  323. [21:05:56] <Wolf01> All Pokémons lay eggs, also snakes could mate with mammals, birds with bats and other weird stuff
  324. [21:08:18] <frosch123> LordAro: https://wiki.openttd.org/NewGRF_Debugging#Variable_.2F_Property_inspection_tool
  325. [21:10:02] * Quits: keoz (~keikoz@pha75-1-81-57-54-15.fbx.proxad.net) (Ping timeout: 480 seconds)
  326. [21:11:13] <DorpsGek> Commit by frosch :: r27654 /trunk (config.lib src/table/newgrf_debug_data.h) (2016-09-05 21:11:01 +0200 )
  327. [21:11:14] <DorpsGek> -Change: Enable C++11 for clang 3.3 (LordAro)
  328. [21:15:38] * andythenorth confused by not having to draw trams today
  329. [21:15:55] <LordAro> :D
  330. [21:16:04] <frosch123> maybe go on vacation
  331. [21:16:23] <frosch123> in spain or so
  332. [21:16:47] <LordAro> fastest commit turnaround ever
  333. [21:17:28] <andythenorth> venga
  334. [21:17:36] <andythenorth> vale
  335. [21:17:40] <andythenorth> adios
  336. [21:18:14] <Samu> water track vs rail track - my new headache
  337. [21:20:04] <Samu> when building a rail track on a piece of land that also contains water on the other half of the tile, I don't want it to check if there is a ship nearby
  338. [21:22:10] <andythenorth> spose I could do the remaining vehicles :P
  339. [21:22:16] <andythenorth> passenger trams, buses, mail trucks
  340. [21:22:26] <Samu> oh this problem is also present in 1.6.1
  341. [21:22:53] <Wolf01> Mmmh, confusing NotRoadTypes is confusing :(
  342. [21:23:15] <frosch123> andythenorth: do we have offroad roadtrack graphics?
  343. [21:23:23] <andythenorth> some from years ago
  344. [21:23:25] <andythenorth> I’ll find them
  345. [21:24:11] <andythenorth> should be some in this thread https://www.tt-forums.net/viewtopic.php?f=33&t=38108&p=702698&hilit=trails#p702698
  346. [21:24:40] <Wolf01> I always found hard to start something of which I couldn't see the result
  347. [21:24:53] <andythenorth> lawks https://www.tt-forums.net/download/file.php?id=93015
  348. [21:25:13] <frosch123> 2008 :p
  349. [21:25:23] <andythenorth> almost the first thing I contributed :P
  350. [21:25:31] <andythenorth> do we like .pcx? o_O https://www.tt-forums.net/download/file.php?id=93014
  351. [21:25:51] <andythenorth> wow, even a GUI sprite
  352. [21:26:23] <frosch123> it has tram-style dead ends
  353. [21:27:10] <Wolf01> Oh, so it was you at that time
  354. [21:27:25] <andythenorth> found a png
  355. [21:27:35] <andythenorth> http://dev.openttdcoop.org/attachments/download/8083/trails.png
  356. [21:27:46] * Joins: Garfield222 (~Garfield2@webauth-50-114.uni-paderborn.de)
  357. [21:27:46] <andythenorth> I drew over the tram tracks
  358. [21:27:52] <andythenorth> didn’t know any better :)
  359. [21:29:33] <andythenorth> https://www.tt-forums.net/download/file.php?id=93123
  360. [21:29:48] <frosch123> so, this would be an example for: no walkways allowed, grass underlay
  361. [21:31:29] <andythenorth> ha ha, how did I do at predicting the future? o_O https://www.tt-forums.net/viewtopic.php?p=828391#p828391
  362. [21:31:44] <andythenorth> cargo distribution: done
  363. [21:31:51] <andythenorth> improved RV acceleration: done
  364. [21:31:55] <andythenorth> more height levels: done
  365. [21:32:01] <andythenorth> new road and rail types: o_O
  366. [21:32:30] <andythenorth> frosch123: +1
  367. [21:32:59] <frosch123> what is P1JK?
  368. [21:32:59] * andythenorth tries to think of some abuse of walkways, just to be difficult :P
  369. [21:33:07] <frosch123> "psim1 - just kidding"?
  370. [21:33:08] <andythenorth> UKRS 2
  371. [21:33:46] <frosch123> "Hey ho, back to the nfo..." <- your prediction gets slightly off at the end
  372. [21:33:57] <Garfield222> hi. something wrong with this link http://dev.openttdcoop.org/attachments/8074  . I does not give any error message and does not start downloading.
  373. [21:33:58] <andythenorth> it’s nice to be wrong sometimes
  374. [21:34:06] <andythenorth> nfo was…a slow way to get things done
  375. [21:34:32] <andythenorth> so the “tram without catenary” case is too vanilla eh? :)
  376. [21:34:39] <frosch123> Garfield222: works fine for me
  377. [21:34:43] <andythenorth> doesn’t throw us anything hard to think about
  378. [21:35:31] <Wolf01> Tram without catenary = horse powered :P
  379. [21:35:41] <Wolf01> Even steam tram
  380. [21:35:44] <andythenorth> yair
  381. [21:35:48] <andythenorth> that’s how all this started :)
  382. [21:35:54] <andythenorth> steam trams in Road Hog
  383. [21:36:11] * andythenorth toggling catenary on and off with invisibility tools
  384. [21:36:19] <andythenorth> so similar to trails, there might be an ‘express road'
  385. [21:36:23] <andythenorth> [for example]
  386. [21:36:27] <andythenorth> no pavements?
  387. [21:36:31] <andythenorth> allows one way?
  388. [21:36:36] <andythenorth> no crossings?
  389. [21:36:55] <andythenorth> frosch123: pavements are coming from base set, yes?
  390. [21:37:03] <frosch123> yes, default road
  391. [21:37:17] <frosch123> partly overdrawn by newgrf, same as bridge
  392. [21:37:20] <andythenorth> so no allowance, for e.g. using pavements to provide crash barriers
  393. [21:37:21] <andythenorth> good
  394. [21:37:23] <Wolf01> Btw, I have a bunch of function which I couldn't find a way to use... replacing old uses is not the best thing to do as the new ones do different things
  395. [21:37:30] <andythenorth> can I have lights on my express way? o_O
  396. [21:38:18] <andythenorth> Wolf01: I think frosch is right, we need to rework the approach to drawing, then the new functions will become obviously needed
  397. [21:38:22] <andythenorth> …I think :P
  398. [21:38:35] <andythenorth> I find this a hard patch, because it’s ‘change everything'
  399. [21:38:57] <andythenorth> and I hate not having a working compile while I work
  400. [21:39:26] <Wolf01> Yes, with no fast "WYSIWYG"
  401. [21:39:28] <Garfield222> probably, because of antivirus. Thanks. No it works.
  402. [21:39:35] * Parts: Garfield222 (~Garfield2@webauth-50-114.uni-paderborn.de)
  403. [21:40:20] <Wolf01> Lets define the spec before all
  404. [21:41:24] <Wolf01> So, as you said, it would be nice to have roadtypes which disallow crossings
  405. [21:41:53] <frosch123> i think first implementing a prototype spec is more fun
  406. [21:41:53] <Wolf01> And what about roadtypes which disallow some layouts?
  407. [21:42:00] <frosch123> like: ignore all the labels and reservation and stuff
  408. [21:42:14] <andythenorth> yeah
  409. [21:42:20] <frosch123> and just hardcode 4 roadtypes, whcih newgrfs can assign graphics to
  410. [21:42:20] <Wolf01> Agreed
  411. [21:42:29] <frosch123> it should be action123 though
  412. [21:42:34] <frosch123> not action5 :p that's useless
  413. [21:42:56] <frosch123> action123 will help you identify the variables and requirements and stuff
  414. [21:44:02] <frosch123> essentially an equivalent to GetCustomRailSprite
  415. [21:44:08] <andythenorth> can we dump some sprites into openttd.grf for a prototype?
  416. [21:44:25] <frosch123> nah, directly start with a newgrf
  417. [21:44:42] <frosch123> i think openttd.grf makes it more complicated :p
  418. [21:45:23] <andythenorth> compile it with grfcodec?
  419. [21:45:36] <frosch123> i think a few constants to nml is enough
  420. [21:45:50] <andythenorth> hmm
  421. [21:45:53] <frosch123> mostly FEAT_ROADTYPE, and 3 properties or so
  422. [21:46:01] <andythenorth> maybe we should patch nml first, work backwards from a grf :P
  423. [21:46:15] * andythenorth started at the top, with the UI, rather the data structure
  424. [21:46:21] <andythenorth> typical web devloloper
  425. [21:46:28] <Wolf01> Me too
  426. [21:46:38] <frosch123> for vehstack i wrote the grf first :)
  427. [21:48:25] <andythenorth> well at least hacking NML is easy
  428. [21:49:18] <andythenorth> Wolf01: got an nml checkout? o_O
  429. [21:49:33] <Wolf01> No, I don't even know how to use it, lol :D
  430. [21:55:04] * Joins: gelignite (~gelignite@x4e30638e.dyn.telefonica.de)
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  432. [21:56:53] <andythenorth> pretty easy :)
  433. [21:57:01] * Wolf01 is looking in rail.h for ideas
  434. [21:59:43] * Joins: Macha (~Macha@89.100.194.189)
  435. [21:59:53] * andythenorth wishes nml had a src dir
  436. [21:59:57] <andythenorth> not nml/
  437. [21:59:59] <andythenorth> nvm
  438. [22:00:12] <andythenorth> ach my nml dir is full of junk :)  Patches and so forth
  439. [22:00:21] <andythenorth> what was my silly json patch for?  Incremental compiles?
  440. [22:00:50] <andythenorth> wtf did I need to pass ‘safe_constants’ in for? :P
  441. [22:01:29] * Joins: Long_yanG (~long@15255.s.t4vps.eu)
  442. [22:04:18] <andythenorth>     'FEAT_RAILTYPES': 0x10,
  443. [22:04:24] <andythenorth>     'FEAT_ROADTYPES': 0x12,
  444. [22:04:25] <andythenorth> ?
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  456. [22:05:32] <frosch123> https://newgrf-specs.tt-wiki.net/wiki/Features <- andythenorth: 13 is next
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  493. [22:05:49] <andythenorth> oic
  494. [22:05:50] * funnel_ is now known as funnel
  495. [22:05:53] <andythenorth> towns not in nml?
  496. [22:06:12] * berndj-blackout is now known as berndj
  497. [22:06:22] <frosch123> i wonder why it is in the list :p
  498. [22:06:34] <frosch123> it has "no" everywhere
  499. [22:06:45] <andythenorth> I thought newgrf towns was done?
  500. [22:06:49] <andythenorth> did it never ship? o_o
  501. [22:07:00] <frosch123> yeah, it's bogus
  502. [22:07:03] <frosch123> use 12 :)
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  505. [22:09:59] <andythenorth> hmm
  506. [22:10:04] <andythenorth> I seem to have commit rights on nml :P
  507. [22:10:09] <andythenorth> maybe a branch for safety
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  530. [22:13:55] <andythenorth> looks like straight copy of all railtypes functions, remove most properties
  531. [22:13:57] <andythenorth> afaict
  532. [22:14:35] <Wolf01> Yup, just leave there the catenary
  533. [22:14:46] <andythenorth> L197 of action2.py looks...interesting
  534. [22:14:48] <Wolf01> So we could have 2 roadtypes and 2 railtypes
  535. [22:14:54] <Wolf01> *ltrailtypes
  536. [22:14:58] <andythenorth> comment claims airport_tyiles, but they’re not in the list
  537. [22:15:34] <andythenorth> nvm, misreading
  538. [22:15:56] * Joins: Ram-Z (~Ram-Z@rmz.io)
  539. [22:16:18] <andythenorth> hmm
  540. [22:16:57] <andythenorth> frosch123: o_O http://dev.openttdcoop.org/projects/nml/repository/entry/nml/actions/action2var_variables.py#L732
  541. [22:20:11] <Samu> alright, the problem is with the rail_cmd.cpp             ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
  542. [22:20:29] <Samu> this is going to check if there is a ship at the water portion of the tile
  543. [22:20:41] <Samu> it should not do it
  544. [22:20:49] <Samu> line 560 of rail_cmd.cpp
  545. [22:22:34] * Disconnected
  546. Session Close: Mon Sep 05 22:22:35 2016
  547.  
  548. Session Start: Mon Sep 05 22:22:35 2016
  549. Session Ident: #openttd
  550.  
  551. Session Start: Mon Sep 05 22:22:57 2016
  552. Session Ident: #openttd
  553. [22:28:07] * Rejoined channel #openttd
  554. [22:28:07] * Topic is '1.6.1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | Logs: @logs | #openttd.dev if this channel is really spammy'
  555. [22:28:08] * Set by ChanServ!services@services.oftc.net on Wed Aug 24 19:45:58
  556. [22:28:19] <Wolf01> Router died o_o
  557. [22:28:34] <andythenorth> I’m too used to just pushing experimental feature branches on projects
  558. [22:29:01] <andythenorth> I’ve removed my user from the repo in redmine, I don’t really want commit rights
  559. [22:29:24] <andythenorth> dunno if that blocks me though
  560. [22:29:25] <frosch123> the users in redmine do not matter
  561. [22:29:34] <frosch123> it's all via sshkeys
  562. [22:29:48] <frosch123> and yours is probably allowed for everything :p
  563. [22:30:05] <andythenorth> ach
  564. [22:31:14] <frosch123> change to http if you do not want to push
  565. [22:31:32] <andythenorth> I’ll find a better way
  566. [22:31:43] <andythenorth> I just need a local repo where I can’t push
  567. [22:31:54] <andythenorth> I’ll make one
  568. [22:38:29] <andythenorth> no, I’ll just make a mess :|
  569. [22:38:38] * andythenorth stepping away from this for now
  570. [22:45:43] <andythenorth> “silly things andythenorth does"
  571. [22:45:59] <andythenorth> change the Apache config on a Friday, for no justifiable reason
  572. [22:46:10] <andythenorth> without backups or version control, taking n sites offline
  573. [22:46:30] <frosch123> maybe you were worried about a boring weekend :)
  574. [22:46:49] <andythenorth> deleted an entire day of someone’s work by copying the backup the wrong way
  575. [22:47:16] <andythenorth> drove a borrowed landrover into quicksand on a beach, with incoming tide
  576. [22:47:32] <frosch123> oh, i know someone who managed that with the work of one of of 150 people :p
  577. [22:47:58] <andythenorth> pixar did it during Toy Story
  578. [22:50:53] <andythenorth> http://thenextweb.com/media/2012/05/21/how-pixars-toy-story-2-was-deleted-twice-once-by-technology-and-again-for-its-own-good/#gref
  579. [22:54:52] <Samu> new patch! https://bugs.openttd.org/task/6505
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  587. [23:23:01] <Samu> i think i found a function that is not being used by the rest of the code
  588. [23:23:13] <Samu> call hierarchy returns nothing
  589. [23:23:52] * Joins: Lejving (~Lejving@78-68-169-135-no37.tbcn.telia.com)
  590. [23:24:03] <Samu> static CommandCost ClearTile_Track(TileIndex tile, DoCommandFlag flags)
  591. [23:24:20] <Samu> can you confirm?
  592. [23:25:21] <Samu> uhm...
  593. [23:25:28] <Samu> ClearTile_Track,          // clear_tile_proc
  594. [23:25:45] <Samu> guess it's being used by that thing
  595. [23:26:14] <Samu> set of callback function to perform operations on tile
  596. [23:40:31] <_dp_> Samu, you guessed right
  597. [23:41:20] <Samu> pbs
  598. [23:41:25] <Samu> what is pbs signal?
  599. [23:41:27] <Samu>           SetSignalStates(tile, (GetSignalStates(tile) & ~mask) | ((HasBit(GetRailReservationTrackBits(tile), track) && EnsureNoVehicleOnGround(tile).Succeeded() ? UINT_MAX : 0) & mask));
  600. [23:42:14] <Samu> what if there is a vehicle on the ground, but it's actually a ship, not a train? will it conflict with the signalstate thingy?
  601. [23:43:25] <Samu> the comment says
  602. [23:43:28] <Samu>  /* PBS signals should show red unless they are on reserved tiles without a train. */
  603. [23:44:12] <Samu> the comment expects to check trains, but there can be ships there on halftiles
  604. [23:44:18] <Samu> what will happen?
  605. [23:46:17] <Samu> wrong signal state?
  606. [23:46:21] <Samu> trains crashing?
  607. [23:46:26] <Samu> something else?
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  609. [23:47:45] <Samu> pls help, i'm not an expert on signals, I was only working with water tracks, and i ended up on that
  610. Session Time: Tue Sep 06 00:00:00 2016
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  619. [00:17:59] <Samu> anyone here?
  620. [00:18:37] <Samu> who's a signal expert, on the code side of things that is
  621. [00:19:23] <FLHerne_> Samu: PBS are path-signals, the ones with track reservations
  622. [00:20:42] * Quits: Biolunar (Biolunar@x4d088678.dyn.telefonica.de) (Ping timeout: 480 seconds)
  623. [00:21:25] <Samu> here's the situation
  624. [00:21:39] <Samu> http://imgur.com/a/1f6pq
  625. [00:21:45] <Samu> and this line in the code
  626. [00:23:02] <Samu> https://hg.openttd.org/trunk.hg/file/923a9b1002d8/src/rail_cmd.cpp#l1161
  627. [00:23:26] <Samu> EnsureNoVehicleOnGround is the problem
  628. [00:23:35] <Samu> there is a ship on there
  629. [00:23:50] <Sylf> isn't that the same thing as a train being on the other half tile?
  630. [00:24:13] <Samu> no, it checks the tile for any vehicle
  631. [00:24:53] <Samu> and that tile can have a ship, and it may ruin the signal state somehow, i'm not sure how severe it will be
  632. [00:25:49] <Samu> but i'm not an expert on signals, so i don't know
  633. [00:29:58] <Samu> just wanted to bring it to your attention, but I guess it's gonna get lost, what do I do to report this issue?
  634. [00:32:08] * FLHerne_ is now known as FLHerne
  635. [00:32:13] <FLHerne> I think that's fine
  636. [00:32:40] <FLHerne> Or not
  637. [00:32:45] * FLHerne is now known as Guest941
  638. [00:35:05] <Guest941> Not knowing the code, I can't see how that works with two diagonal rail tracks either
  639. [00:35:14] * Guest941 is now known as FLHerne_
  640. [00:35:33] <FLHerne_> But someone would definitely have noticed if it didn't :P
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  643. [00:38:42] <Samu> ah, i guess i understand
  644. [00:40:14] <Samu> well i'm moving on to what I was doing
  645. [00:40:20] <Samu> ship stuff
  646. [00:44:22] * Quits: tokai (~tokai@00012860.user.oftc.net) (Ping timeout: 480 seconds)
  647. [00:46:57] <Wolf01> 'night
  648. [00:47:02] * Disconnected
  649. Session Close: Tue Sep 06 00:47:02 2016

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