Session Start: Mon Sep 05 10:50:13 2016 Session Ident: #openttd [10:50:13] * Now talking in #openttd [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' [10:50:13] * Set by ChanServ!services@services.oftc.net on Wed Aug 24 19:45:58 [10:51:18] o/ [10:59:00] * Joins: Arveen (~Arveen@ip-178-202-138-209.hsi09.unitymediagroup.de) [11:09:33] * Joins: Biolunar (Biolunar@x4d088678.dyn.telefonica.de) [11:11:44] * Joins: andythenorth (~Andy@194.168.185.226) [11:12:03] * Parts: andythenorth (~Andy@194.168.185.226) [11:40:57] * Joins: JacobD88 (~Thunderbi@cpc80661-stap13-2-0-cust817.12-2.cable.virginm.net) [11:50:23] * Quits: JacobD88 (~Thunderbi@cpc80661-stap13-2-0-cust817.12-2.cable.virginm.net) (Quit: JacobD88) [11:53:29] * Joins: JacobD88 (~Thunderbi@cpc80661-stap13-2-0-cust817.12-2.cable.virginm.net) [12:02:10] * Quits: Progman (~progman@p57A1873D.dip0.t-ipconnect.de) (Remote host closed the connection) [12:14:09] Hrmmm [12:14:16] My desktop needs new Thermal Paste for the CPU [12:14:21] Got the OTTD save off it [12:14:31] But I worry I'll overload lappy CPU with 4096*4096 map [12:14:35] @_@ [12:14:55] * Joins: HerzogDeXtEr (~farci@i59F6CE79.versanet.de) [12:15:24] My router need a fan, I can cook eggs over it [12:15:25] * Joins: Pulec (~pulec@78.46.211.162) [12:15:51] * Quits: HerzogDeXtEr (~farci@i59F6CE79.versanet.de) (Read error: Connection reset by peer) [12:17:51] you can't "overload" a CPU with a game. it'll counteract by going slower instead... [12:18:05] And that is of course not recommended [12:18:09] So get thermal paste. [12:18:28] Eddi: It'd go eaaallly slow [12:18:38] NGC: Yeah. Kinda sucks I'll have to fork out the $15AUD... but [12:18:55] It's my own freakin' fault for my foot slipping and bumping the side of the case :) [12:19:00] sounds expensive [12:19:00] For paste? [12:19:09] I could send you paste for free. [12:19:10] Thermal Paste [12:19:20] You'll pay for International Shipping? [12:19:35] I can tell you're... [12:19:37] Where are you? [12:19:38] Finnish? [12:19:38] i'd expect something like 5€ [12:19:45] iunno, Telia is both Finnish and Swedish [12:19:51] Swedish :). [12:19:53] But I mostly speak with Finns @_@ [12:19:58] VITTU PERKELE [12:20:01] :B [12:20:02] srsly tho [12:20:16] Nah, shipping to Australia too expensive and take too long :) [12:20:23] You can get really good (read this with caution) paste on ebay for a dollar -with- shipping. [12:20:26] Oh, indeed. [12:21:18] still, 15 sounds overpriced, you probably find a cheaper shop even in australia [12:21:38] This was skimming eBay [12:22:06] * NGC3982 looks into international shipping. [12:22:24] DHL? [12:23:20] I guess i could send it in a normal letter. [12:23:31] Though, how do customs see grey paste? :P [12:23:45] (for reference, $1AUD = $0.75USD... or since y'all are European, 0.68EUR) [12:24:15] 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 [12:24:25] It'd cost the same for me to walk to the computer shop and buy physically :P [12:25:07] Do it. :p [12:25:13] And most listings hover around $7.50AUD to $12.50AUD [12:25:14] do that then... you have it immediately, and you support the local economy [12:25:21] And any cheaper are either tiny quantities, or suss [12:25:24] Yeah, pmuch :P [12:25:40] It'll count towards my 10,000 steps a day [12:25:51] I'm a terrible OTTD player. I don't do how I play [12:26:02] Then again, the bus's too infrequent. It's faster to walk. :| [12:28:17] I dunno what my point is suppose to be now @_@ [12:39:45] * Quits: Lejving (~Lejving@78-68-169-135-no37.tbcn.telia.com) (Ping timeout: 480 seconds) [12:56:45] * Joins: andythenorth (~Andy@194.168.185.226) [12:56:58] V453000: forumz does not provide enough ego massage these days :P [13:06:59] * Quits: sla_ro|master (slamaster@31.5.74.162) (Ping timeout: 480 seconds) [13:24:09] andythenorth: helps? [13:34:09] ima probably post some train rendars tonight finally [13:48:33] V453000: awesome feedback [13:48:39] thanks for your great feedback :) [13:48:46] some of the best feedback I’ve seen [13:49:22] you are welcome for the feedback [13:50:06] how are you in general? [13:50:13] * Joins: Lejving (~Lejving@78-68-169-135-no37.tbcn.telia.com) [13:50:15] +1 [13:50:17] basically [13:50:18] you? [13:50:35] I had a horrible experience with a child doctor, other than that it's fine [13:51:05] basically a doctor who was on the fly thinking of random diagnosis and shit, basically openly lying [13:51:13] can't understand what should I think of that [13:51:23] czech medical care <3 [13:53:21] 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 [13:54:01] 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 [13:54:40] very hard for doctors with babies [13:54:51] they see a lot for which there is literally nothing wrong, except panicking parents [13:55:00] and then sometimes something serious, and it’s hard to spot [13:55:07] also babies can’t answer questions [13:55:26] yeah [13:55:31] that I understand [13:55:37] * andythenorth wife is a GP [13:55:56] but also I was about 12 hours away from dying when I was 7 months old, GP sent my mum home [13:55:58] so eh [13:55:59] * Joins: heffer (~felix@hyperion.fk.cx) [13:56:08] 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), ... [13:56:27] once per day? [13:56:27] a doctor who wonders why a 7kg child pisses so often when you infuse 0.5 liters of water into her, ... [13:56:34] yeah mostly [13:56:42] my kids managed anything from 0.3 to 5 times per day [13:56:51] yeah, that's compltely normal [13:57:12] and she basically declared that our child has problems and shits too often, and is infectuous because of that [13:57:14] like what [13:58:36] 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 [14:01:10] all children are infectious [14:18:48] * Joins: Samu (~oftc-webi@po1-84-91-250-188.netvisao.pt) [14:18:52] hi [14:19:09] shouldn't tunnelbridge tiles have waterclass? [14:19:41] because of aqueducts [14:20:35] HasTileWaterClass - if the tile is an aqueduct, it says no [14:22:19] sec [14:22:52] HasTileWaterClass(tile) [14:24:50] return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT); [14:28:00] * Quits: Lejving (~Lejving@78-68-169-135-no37.tbcn.telia.com) (Ping timeout: 480 seconds) [14:30:38] ok, i see why [14:31:19] HasTileGroundWaterClass would be less misleading [14:32:05] or HasBaseOfTileWaterClass [14:32:13] meh, doesn't matter [14:47:38] * Joins: mescalito (~mescalito@65-182-191-90.dyn.estpak.ee) [15:23:51] * Joins: sla_ro|master (slamaster@31.5.74.162) [15:28:55] * Quits: Arveen (~Arveen@ip-178-202-138-209.hsi09.unitymediagroup.de) (Quit: Nettalk6 - www.ntalk.de) [15:36:05] * Quits: sla_ro|master (slamaster@31.5.74.162) [15:39:10] * Joins: sla_ro|master (slamaster@31.5.74.162) [15:56:05] aqueduct tiles are giving me a headache [15:56:34] they're the only tiles in the game that ships can go to, but are not water [16:00:33] * Joins: supermop (~supermop@static-71-249-209-97.nycmny.east.verizon.net) [16:00:58] https://paste.openttdcoop.org/pljcnvs1m - about building dock [16:02:55] tile_cur is the 3rd tile [16:03:17] in front of the dock, where the ship loads/unloads [16:03:30] are those checks enough? [16:04:06] erm... nevermind, I'll try to figure it out [16:08:31] well, as long as aqueducts cannot be built on slopes with only 1 corner raised, it is enough [16:19:30] * Joins: Alberth (~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11) [16:19:30] * ChanServ sets mode: +o Alberth [16:19:35] o/ [16:19:39] moin! [16:21:46] * LordAro waves [16:27:15] hi hi :) [16:27:53] waiting for uni to begin? [16:28:28] yup! [16:28:40] finished work last week [16:37:41] building buoys and removing buoys does not need to check if there's a vehicle on the ground [16:37:59] don't you think? [16:38:23] gonna remove that part of the code that tries to ensure no vehicles on the ground for buoys [16:38:54] I don't think at all, currently [16:39:04] except about dinner [16:42:37] nom [16:45:58] code only checks for vehicle on the ground when removing the buoy, but not when building it [16:46:03] Cropping bitmaps... always cropping bitmaps [16:46:15] * Joins: supermop_ (~supermop@pool-100-37-117-73.nycmny.fios.verizon.net) [16:46:31] Then loading sprites [16:48:02] 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? [16:48:30] Build the buoy [16:48:55] oki [16:49:46] cant build a waypoint on rail with a train on it [16:50:09] Nice, got distracted and done an achievement, a train tried to pass over me but I have too much shield [16:50:58] Samu: either would be valid, imo [16:51:10] consistency is key though [16:51:27] e.g. what does road & rail do [16:52:22] there is no waypoint for roads [16:52:26] but i can test rail [16:52:53] V fix signals plz, I layed again the wrong type because I can't read and go with icon only [16:53:25] Samu: there are drive through stops though, which are kinda similar [16:53:27] can't place waypoint on rail, as supermop_ said [16:54:38] andythenorth: nice to see fruit cars on tramway! [16:54:52] just tested drive-through road stops [16:55:00] can't build, vehicle in the way [16:55:24] well then [16:55:30] that seems fairly conclusive :) [16:55:41] ty [16:55:56] wondering what happens on removal [16:56:01] testing that now [16:56:49] train in the way, road vehicle in the way [16:57:01] not entirely sure the running commentary is necessary ;) [16:57:15] it is for samu :p [16:57:34] he may do things we don't know about, otherwise :p [16:58:26] that's it then, building buoys was not checking for ships [17:01:24] * Joins: Arveen (~Arveen@ip-178-202-138-209.hsi09.unitymediagroup.de) [17:05:05] * Joins: Lejving (~Lejving@78-68-169-135-no37.tbcn.telia.com) [17:09:22] supermop_: apple tram [17:23:03] durian hoppers? [17:27:35] what's the difference between tunnelbridge_map.h and bridge_map.h? [17:27:57] 6 letters ? [17:28:24] :) [17:28:34] likely, latter does code common to both tunnels and bridges [17:28:47] euhm, I mean former [17:29:52] 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 [17:30:14] station_cmd.cpp* [17:30:30] istr that tunnels are actually invisible bridges? [17:30:35] or something close to that [17:32:14] or I need a IsAqueduct(TileIndex t) at bridge_map.h [17:32:24] they're both worm holes :) [17:33:48] * Joins: tokai (~tokai@00012860.user.oftc.net) [17:33:49] * ChanServ sets mode: +v tokai [17:34:25] there is no aqueduct_map.h [17:35:26] Because is a bridge [17:36:06] but there is no way to detect an aqueduct, using only bridge_map.h [17:36:34] so use another file? [17:36:50] use the #include "tunnelbridge_map.h"? [17:37:01] LordAro: there are a few subtle differences between bridges and tunnels [17:37:03] 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? [17:38:46] custo bridge heads? [17:38:50] +m [17:39:45] Eddi|zuHause: i don't doubt [17:39:50] If you want to add them, we would be really happy :P [17:39:53] (other than the sprites :p ) [17:40:30] #include "bridge_map.h" #include "tunnelbridge_map.h" [17:40:39] * Quits: tokai|noir (~tokai@00012860.user.oftc.net) (Ping timeout: 480 seconds) [17:40:42] is it ok to include both? seems kinda weird [17:42:10] if you need both, include both [17:42:11] :p [17:42:41] IsTileType(tile_cur, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile_cur) != TRANSPORT_WATER) [17:43:08] only because of this https://paste.openttdcoop.org/pljcnvs1m [17:43:26] erm let me post the whole patch [17:44:02] https://paste.openttdcoop.org/p9fb2bmxh [17:44:23] if you need both, include both [17:44:31] you know better than anyone whether that's the case [17:44:40] functionality first, tidying can be done later [17:51:26] trying to get aqueducts working right [17:51:30] erm, docks [17:51:47] placing docks right when near aqueduct [17:56:35] oops, it's still wrong, damn it, i'm horrible at this check [17:58:35] * Quits: TheMask96 (martijn@envy.vhost.ne2000.nl) (Ping timeout: 480 seconds) [18:01:12] * Joins: TheMask96 (martijn@envy.vhost.ne2000.nl) [18:07:08] working with waterish tiles is so complicated, there's so many exceptions [18:07:58] even tree tiles get in the way [18:11:54] https://paste.openttdcoop.org/p6scznosn - better [18:30:57] * Joins: Flygon_ (~Flygon@124-168-221-123.dyn.iinet.net.au) [18:37:43] * Quits: Flygon (~Flygon@210-84-57-238.dyn.iinet.net.au) (Ping timeout: 480 seconds) [18:40:02] patch about building buoys where ships are https://bugs.openttd.org/task/6504 [18:48:09] * Joins: glx (~glx@000128ec.user.oftc.net) [18:48:09] * ChanServ sets mode: +v glx [18:49:05] * Joins: keoz (~keikoz@pha75-1-81-57-54-15.fbx.proxad.net) [18:55:43] railway tiles may also have water... :( grrr [18:57:10] oh i see how [18:57:13] darn it [18:57:30] coastal tiles with a rail in the corner [19:05:18] * Quits: andythenorth (~Andy@194.168.185.226) (Quit: andythenorth) [19:06:52] must think :| [19:08:41] * Joins: Stimrol (~Stimrol@46.239.220.130) [19:22:05] i need a way to get a list of all tiles where ships can walk to [19:22:12] without doing 5000 checks [19:24:21] 5000 checks would be neat [19:25:42] that's better than all tiles of a 128x128 map [19:26:59] ((TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)) & TRACK_BIT_ALL) != TRACK_BIT_NONE) [19:27:05] can't think of anything better than this [19:27:59] does it account for aqueducts? [19:29:06] does it take care of buoys, oil rigs, even object tyles? [19:29:13] tiles* [19:29:21] railway with water? [19:29:42] depots? locks? and probably some other stuff I'm missing [19:31:23] what would happen on a tile without water, but with an aqueduct ramp? [19:31:56] or even with both [19:34:01] :/ [19:37:44] V453000 how do I limit how many bots an inserter could put in the logistic network? [19:38:03] I guess by reading the roboport? [19:38:16] It only reads the current roboport [19:38:23] ooo [19:38:24] :D [19:38:24] hm [19:38:30] And logistic network doesn't give a fuck [19:38:32] well it's planned feature then I guess [19:47:00] everything is a feature! :) [19:50:33] * Joins: andythenorth (~Andy@cpc87153-aztw31-2-0-cust212.18-1.cable.virginm.net) [19:50:51] hmm [19:51:09] if you wanted to disable vehicles in another newgrf, how would you do it? [19:51:22] target the grfid, and the vehicle ID, and change the climate setting? [20:00:05] switching to toyland climate usually does the trick :p [20:00:22] lots of newgrfs ignore toyland completely [20:00:45] just disable your newgrf under 9234 conditions [20:01:45] assuming you talk about the road hog claim, you don't know what configuration the person has [20:02:00] he may have an obsolete openttd.cfg or so [20:02:20] alternatively, the newgrfs he talks about may be weird :p [20:03:22] Talking about obsolete openttd.grf, I think mine is there since 0.x [20:03:28] *cfg [20:03:33] it would be hard to deliberately disable vehicles in another grf [20:03:44] if it was easy…certain authors would already have done it :P [20:03:54] Sabotage [20:10:06] hmm, Juanjo posts here on irc or just the forum? [20:10:46] * andythenorth has a break from newgrf [20:10:51] * Joins: guru3_ (~guru3@109.200.19.187) [20:14:24] eh, FIRS lumber yard IRL http://www.railpictures.net/photo/587968/ [20:14:53] http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#lumber_yard [20:15:28] pretty close eh? o_O [20:15:56] Yup [20:16:35] Do the trading post act as port too? Like oil rigs [20:16:35] it misses a hill, mostly :p [20:17:14] Terraform and track are a user problem, not industry ;) [20:17:17] * Quits: guru3 (~guru3@000128ea.user.oftc.net) (Ping timeout: 480 seconds) [20:17:26] :) [20:18:12] I would like an industry with an integrated airport [20:18:47] * Wolf01 awaits "state machine" [20:18:58] we could fix airport industry tiles [20:19:13] I’ve tested at least one proof of concept patch for it [20:19:14] maybe two [20:19:20] from yexo and frosch iirc [20:20:11] I looked into the tables for vehicle movement, doesn't look too complicated, I remember the "data" definitions in basic [20:20:22] Sprites, musics... [20:21:21] Next stuff I'll do will be a =>-<= station for trams [20:21:34] Breaking all the existing stuff :D [20:22:31] Btw... NotRoadTypes [20:34:43] Wolf01: state machine. [20:34:53] :D [20:37:34] i looked into that once apon a time [20:37:40] i quickly stopped [20:37:53] upon* [20:41:46] turns out compiling with clang doesn't make use of c++11 [20:45:23] * Joins: frosch123 (~frosch@00013ce7.user.oftc.net) [20:45:32] * LordAro blames frosch123 [20:45:37] Quak [20:45:55] Yeah, everybody into frosch123 [20:46:26] hoi mammals [20:48:38] frogs wolves [20:48:39] cats [20:48:51] Pokémons [20:49:04] There's everything here [20:52:06] * Joins: HerzogDeXtEr (~farci@i59F6D454.versanet.de) [20:52:24] * Joins: Progman (~progman@p57A1873D.dip0.t-ipconnect.de) [20:58:30] frosch123: https://paste.openttdcoop.org/pkmn8gtmo :) [20:58:53] i don't know enough about pokemon to tell which or any are mammals [21:04:53] on a related note, i don't know what's going on inside newgrf_debug_data.h , but i'd rather not know [21:05:56] All Pokémons lay eggs, also snakes could mate with mammals, birds with bats and other weird stuff [21:08:18] LordAro: https://wiki.openttd.org/NewGRF_Debugging#Variable_.2F_Property_inspection_tool [21:10:02] * Quits: keoz (~keikoz@pha75-1-81-57-54-15.fbx.proxad.net) (Ping timeout: 480 seconds) [21:11:13] Commit by frosch :: r27654 /trunk (config.lib src/table/newgrf_debug_data.h) (2016-09-05 21:11:01 +0200 ) [21:11:14] -Change: Enable C++11 for clang 3.3 (LordAro) [21:15:38] * andythenorth confused by not having to draw trams today [21:15:55] :D [21:16:04] maybe go on vacation [21:16:23] in spain or so [21:16:47] fastest commit turnaround ever [21:17:28] venga [21:17:36] vale [21:17:40] adios [21:18:14] water track vs rail track - my new headache [21:20:04] 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 [21:22:10] spose I could do the remaining vehicles :P [21:22:16] passenger trams, buses, mail trucks [21:22:26] oh this problem is also present in 1.6.1 [21:22:53] Mmmh, confusing NotRoadTypes is confusing :( [21:23:15] andythenorth: do we have offroad roadtrack graphics? [21:23:23] some from years ago [21:23:25] I’ll find them [21:24:11] should be some in this thread https://www.tt-forums.net/viewtopic.php?f=33&t=38108&p=702698&hilit=trails#p702698 [21:24:40] I always found hard to start something of which I couldn't see the result [21:24:53] lawks https://www.tt-forums.net/download/file.php?id=93015 [21:25:13] 2008 :p [21:25:23] almost the first thing I contributed :P [21:25:31] do we like .pcx? o_O https://www.tt-forums.net/download/file.php?id=93014 [21:25:51] wow, even a GUI sprite [21:26:23] it has tram-style dead ends [21:27:10] Oh, so it was you at that time [21:27:25] found a png [21:27:35] http://dev.openttdcoop.org/attachments/download/8083/trails.png [21:27:46] * Joins: Garfield222 (~Garfield2@webauth-50-114.uni-paderborn.de) [21:27:46] I drew over the tram tracks [21:27:52] didn’t know any better :) [21:29:33] https://www.tt-forums.net/download/file.php?id=93123 [21:29:48] so, this would be an example for: no walkways allowed, grass underlay [21:31:29] ha ha, how did I do at predicting the future? o_O https://www.tt-forums.net/viewtopic.php?p=828391#p828391 [21:31:44] cargo distribution: done [21:31:51] improved RV acceleration: done [21:31:55] more height levels: done [21:32:01] new road and rail types: o_O [21:32:30] frosch123: +1 [21:32:59] what is P1JK? [21:32:59] * andythenorth tries to think of some abuse of walkways, just to be difficult :P [21:33:07] "psim1 - just kidding"? [21:33:08] UKRS 2 [21:33:46] "Hey ho, back to the nfo..." <- your prediction gets slightly off at the end [21:33:57] hi. something wrong with this link http://dev.openttdcoop.org/attachments/8074 . I does not give any error message and does not start downloading. [21:33:58] it’s nice to be wrong sometimes [21:34:06] nfo was…a slow way to get things done [21:34:32] so the “tram without catenary” case is too vanilla eh? :) [21:34:39] Garfield222: works fine for me [21:34:43] doesn’t throw us anything hard to think about [21:35:31] Tram without catenary = horse powered :P [21:35:41] Even steam tram [21:35:44] yair [21:35:48] that’s how all this started :) [21:35:54] steam trams in Road Hog [21:36:11] * andythenorth toggling catenary on and off with invisibility tools [21:36:19] so similar to trails, there might be an ‘express road' [21:36:23] [for example] [21:36:27] no pavements? [21:36:31] allows one way? [21:36:36] no crossings? [21:36:55] frosch123: pavements are coming from base set, yes? [21:37:03] yes, default road [21:37:17] partly overdrawn by newgrf, same as bridge [21:37:20] so no allowance, for e.g. using pavements to provide crash barriers [21:37:21] good [21:37:23] 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 [21:37:30] can I have lights on my express way? o_O [21:38:18] Wolf01: I think frosch is right, we need to rework the approach to drawing, then the new functions will become obviously needed [21:38:22] …I think :P [21:38:35] I find this a hard patch, because it’s ‘change everything' [21:38:57] and I hate not having a working compile while I work [21:39:26] Yes, with no fast "WYSIWYG" [21:39:28] probably, because of antivirus. Thanks. No it works. [21:39:35] * Parts: Garfield222 (~Garfield2@webauth-50-114.uni-paderborn.de) [21:40:20] Lets define the spec before all [21:41:24] So, as you said, it would be nice to have roadtypes which disallow crossings [21:41:53] i think first implementing a prototype spec is more fun [21:41:53] And what about roadtypes which disallow some layouts? [21:42:00] like: ignore all the labels and reservation and stuff [21:42:14] yeah [21:42:20] and just hardcode 4 roadtypes, whcih newgrfs can assign graphics to [21:42:20] Agreed [21:42:29] it should be action123 though [21:42:34] not action5 :p that's useless [21:42:56] action123 will help you identify the variables and requirements and stuff [21:44:02] essentially an equivalent to GetCustomRailSprite [21:44:08] can we dump some sprites into openttd.grf for a prototype? [21:44:25] nah, directly start with a newgrf [21:44:42] i think openttd.grf makes it more complicated :p [21:45:23] compile it with grfcodec? [21:45:36] i think a few constants to nml is enough [21:45:50] hmm [21:45:53] mostly FEAT_ROADTYPE, and 3 properties or so [21:46:01] maybe we should patch nml first, work backwards from a grf :P [21:46:15] * andythenorth started at the top, with the UI, rather the data structure [21:46:21] typical web devloloper [21:46:28] Me too [21:46:38] for vehstack i wrote the grf first :) [21:48:25] well at least hacking NML is easy [21:49:18] Wolf01: got an nml checkout? o_O [21:49:33] No, I don't even know how to use it, lol :D [21:55:04] * Joins: gelignite (~gelignite@x4e30638e.dyn.telefonica.de) [21:56:23] * Joins: MonkeyDrone (~MonkeyDro@107.ip-91-134-138.eu) [21:56:53] pretty easy :) [21:57:01] * Wolf01 is looking in rail.h for ideas [21:59:43] * Joins: Macha (~Macha@89.100.194.189) [21:59:53] * andythenorth wishes nml had a src dir [21:59:57] not nml/ [21:59:59] nvm [22:00:12] ach my nml dir is full of junk :) Patches and so forth [22:00:21] what was my silly json patch for? Incremental compiles? [22:00:50] wtf did I need to pass ‘safe_constants’ in for? :P [22:01:29] * Joins: Long_yanG (~long@15255.s.t4vps.eu) [22:04:18] 'FEAT_RAILTYPES': 0x10, [22:04:24] 'FEAT_ROADTYPES': 0x12, [22:04:25] ? [22:04:44] * Joins: berndj-blackout (~berndj@mail.azna.co.za) [22:04:49] * Joins: Fuco_ (~foobar@83-167-252-232.static.masterinter.net) [22:04:51] * Joins: Lamp-_ (~bakkerl@vps.lannerd.nl) [22:04:56] * Joins: czaks_ (~unspecifi@carrier.6irc.net) [22:04:56] * Joins: Sacro_ (~ben@ns364742.ip-94-23-0.eu) [22:05:00] * Joins: Xaroth_ (~Xaroth@250-193-128-083.dynamic.caiway.nl) [22:05:06] * Joins: joho^_^ (~joho@takamachi.nanoha.se) [22:05:06] * Joins: KouDy_ (~koudy@ip4-83-240-28-102.cust.nbox.cz) [22:05:12] * Joins: funnel_ (~funnel@81.4.123.134) [22:05:12] * Joins: argoneus_ (~argoneus@argoneus.com) [22:05:28] * Joins: Rubidium_ (~Rubidium@92.222.33.193) [22:05:32] https://newgrf-specs.tt-wiki.net/wiki/Features <- andythenorth: 13 is next [22:05:37] * Joins: Darkfirst (~darksecon@a82-94-53-70.adsl.xs4all.nl) [22:05:42] * Joins: Xaroth|W1rk (~XarothAtW@194.1.204.204) [22:05:47] * Quits: joho (~joho@takamachi.nanoha.se) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: Alkel_U3 (~alkel@252.244.forpsi.net) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: Dakkus (dakkus@ihan.ulalla.fi) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: goodger (~goodger@185.83.217.70) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: Xaroth|Work (~XarothAtW@00017153.user.oftc.net) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: Xaroth (~Xaroth@00017153.user.oftc.net) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: Darksecond (~darksecon@a82-94-53-70.adsl.xs4all.nl) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: KouDy (~koudy@mahdalviktor.netbox.cz) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: czaks (~unspecifi@carrier.6irc.net) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: OsteHovel (~OsteHovel@c3EFA45C1.dhcp.as2116.net) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: luca768 (~luca768@00021443.user.oftc.net) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: Lamp- (~bakkerl@vps.lannerd.nl) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: m1cr0man (~m1cr0man@ns312254.ip-188-165-194.eu) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: idl0r (~idl0r@qasl.de) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: argoneus (~argoneus@argoneus.com) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: Fuco (~foobar@83-167-252-232.static.masterinter.net) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: FR^2 (~frquadrat@frquadrat.de) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: TheIJ (~rita@2a03:b0c0:0:1010::95:4001) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: blathijs (matthijs@tika.stderr.nl) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: orudge (~orudge@000128f1.user.oftc.net) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: Sacro (~ben@ns364742.ip-94-23-0.eu) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: KenjiE20 (~kenji@vps.longbowslair.co.uk) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: TinoDidriksen (~TinoDidri@tinodidriksen.com) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: berndj (~berndj@197.242.93.84) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: zeta (~nobody@00021ac5.user.oftc.net) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: Keridos (~Keridos@2a00:5ba0:8000:64:2e0:4cff:fe23:44af) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: Ram-Z (~Ram-Z@rmz.io) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: chnkr_ (~chnkr@31.204.130.10) (synthon.oftc.net helix.oftc.net) [22:05:47] * Quits: LongyanG (~long@15255.s.t4vps.eu) (synthon.oftc.net helix.oftc.net) [22:05:48] * Quits: Rubidium (~Rubidium@000128fa.user.oftc.net) (synthon.oftc.net helix.oftc.net) [22:05:48] * Quits: michi_cc (michi@00012723.user.oftc.net) (synthon.oftc.net helix.oftc.net) [22:05:48] * Quits: funnel (~funnel@0001c7d4.user.oftc.net) (synthon.oftc.net helix.oftc.net) [22:05:48] * Quits: luaduck (~luaduck@0001c465.user.oftc.net) (synthon.oftc.net helix.oftc.net) [22:05:48] * Quits: womble (~mjp16@minotaur.hezmatt.org) (synthon.oftc.net helix.oftc.net) [22:05:49] oic [22:05:50] * funnel_ is now known as funnel [22:05:53] towns not in nml? [22:06:12] * berndj-blackout is now known as berndj [22:06:22] i wonder why it is in the list :p [22:06:34] it has "no" everywhere [22:06:45] I thought newgrf towns was done? [22:06:49] did it never ship? o_o [22:07:00] yeah, it's bogus [22:07:03] use 12 :) [22:08:09] * Joins: OsteHovel (~OsteHovel@c3EFA45C1.dhcp.as2116.net) [22:09:28] * Joins: FLHerne (~flh@cpc4-papw5-2-0-cust175.5-3.cable.virginm.net) [22:09:59] hmm [22:10:04] I seem to have commit rights on nml :P [22:10:09] maybe a branch for safety [22:10:48] * Joins: FR^2 (~frquadrat@2001:41d0:1:f924::1) [22:11:03] * Joins: m1cr0man (~m1cr0man@ns312254.ip-188-165-194.eu) [22:11:20] * FR^2 is now known as Guest927 [22:11:39] * Joins: goodger (~goodger@185.83.217.70) [22:11:56] * Joins: luaduck (~luaduck@cream.duck.me.uk) [22:12:05] * Quits: Lejving (~Lejving@78-68-169-135-no37.tbcn.telia.com) (Ping timeout: 480 seconds) [22:12:10] * Joins: blathijs (matthijs@tika.stderr.nl) [22:12:12] * Joins: Alkel_U3 (~alkel@252.244.forpsi.net) [22:12:17] * Joins: chnkr_ (~chnkr@31.204.130.10) [22:13:09] * Joins: zeta (~nobody@00021ac5.user.oftc.net) [22:13:14] * Joins: idl0r (~idl0r@qasl.de) [22:13:14] * Joins: TheIJ (~rita@2a03:b0c0:0:1010::95:4001) [22:13:14] * Joins: luca768 (~luca768@00021443.user.oftc.net) [22:13:14] * Joins: Keridos (~Keridos@2a00:5ba0:8000:64:2e0:4cff:fe23:44af) [22:13:14] * Joins: womble (~mjp16@minotaur.hezmatt.org) [22:13:14] * Joins: KenjiE20 (~kenji@vps.longbowslair.co.uk) [22:13:14] * Joins: TinoDidriksen (~TinoDidri@tinodidriksen.com) [22:13:14] * Joins: michi_cc (michi@00012723.user.oftc.net) [22:13:14] * Joins: Dakkus (dakkus@ihan.ulalla.fi) [22:13:14] * Joins: orudge (~orudge@000128f1.user.oftc.net) [22:13:14] * helix.oftc.net sets mode: +vo michi_cc orudge [22:13:30] * ChanServ sets mode: +v orudge [22:13:55] looks like straight copy of all railtypes functions, remove most properties [22:13:57] afaict [22:14:35] Yup, just leave there the catenary [22:14:46] L197 of action2.py looks...interesting [22:14:48] So we could have 2 roadtypes and 2 railtypes [22:14:54] *ltrailtypes [22:14:58] comment claims airport_tyiles, but they’re not in the list [22:15:34] nvm, misreading [22:15:56] * Joins: Ram-Z (~Ram-Z@rmz.io) [22:16:18] hmm [22:16:57] frosch123: o_O http://dev.openttdcoop.org/projects/nml/repository/entry/nml/actions/action2var_variables.py#L732 [22:20:11] alright, the problem is with the rail_cmd.cpp ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); [22:20:29] this is going to check if there is a ship at the water portion of the tile [22:20:41] it should not do it [22:20:49] line 560 of rail_cmd.cpp [22:22:34] * Disconnected Session Close: Mon Sep 05 22:22:35 2016 Session Start: Mon Sep 05 22:22:35 2016 Session Ident: #openttd Session Start: Mon Sep 05 22:22:57 2016 Session Ident: #openttd [22:28:07] * Rejoined channel #openttd [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' [22:28:08] * Set by ChanServ!services@services.oftc.net on Wed Aug 24 19:45:58 [22:28:19] Router died o_o [22:28:34] I’m too used to just pushing experimental feature branches on projects [22:29:01] I’ve removed my user from the repo in redmine, I don’t really want commit rights [22:29:24] dunno if that blocks me though [22:29:25] the users in redmine do not matter [22:29:34] it's all via sshkeys [22:29:48] and yours is probably allowed for everything :p [22:30:05] ach [22:31:14] change to http if you do not want to push [22:31:32] I’ll find a better way [22:31:43] I just need a local repo where I can’t push [22:31:54] I’ll make one [22:38:29] no, I’ll just make a mess :| [22:38:38] * andythenorth stepping away from this for now [22:45:43] “silly things andythenorth does" [22:45:59] change the Apache config on a Friday, for no justifiable reason [22:46:10] without backups or version control, taking n sites offline [22:46:30] maybe you were worried about a boring weekend :) [22:46:49] deleted an entire day of someone’s work by copying the backup the wrong way [22:47:16] drove a borrowed landrover into quicksand on a beach, with incoming tide [22:47:32] oh, i know someone who managed that with the work of one of of 150 people :p [22:47:58] pixar did it during Toy Story [22:50:53] 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 [22:54:52] new patch! https://bugs.openttd.org/task/6505 [22:57:24] * Joins: aard (~aard@108.134.189.109.customer.cdi.no) [22:58:01] * Quits: andythenorth (~Andy@cpc87153-aztw31-2-0-cust212.18-1.cable.virginm.net) (Quit: andythenorth) [23:07:22] * Quits: frosch123 (~frosch@00013ce7.user.oftc.net) (Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn) [23:20:31] * Joins: FLHerne_ (~flh@cpc4-papw5-2-0-cust175.5-3.cable.virginm.net) [23:20:46] * Quits: FLHerne (~flh@cpc4-papw5-2-0-cust175.5-3.cable.virginm.net) (Read error: Connection reset by peer) [23:21:02] * Joins: keoz (~keikoz@pha75-1-81-57-54-15.fbx.proxad.net) [23:21:57] * Quits: aard (~aard@108.134.189.109.customer.cdi.no) (Read error: Connection reset by peer) [23:23:01] i think i found a function that is not being used by the rest of the code [23:23:13] call hierarchy returns nothing [23:23:52] * Joins: Lejving (~Lejving@78-68-169-135-no37.tbcn.telia.com) [23:24:03] static CommandCost ClearTile_Track(TileIndex tile, DoCommandFlag flags) [23:24:20] can you confirm? [23:25:21] uhm... [23:25:28] ClearTile_Track, // clear_tile_proc [23:25:45] guess it's being used by that thing [23:26:14] set of callback function to perform operations on tile [23:40:31] <_dp_> Samu, you guessed right [23:41:20] pbs [23:41:25] what is pbs signal? [23:41:27] SetSignalStates(tile, (GetSignalStates(tile) & ~mask) | ((HasBit(GetRailReservationTrackBits(tile), track) && EnsureNoVehicleOnGround(tile).Succeeded() ? UINT_MAX : 0) & mask)); [23:42:14] 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? [23:43:25] the comment says [23:43:28] /* PBS signals should show red unless they are on reserved tiles without a train. */ [23:44:12] the comment expects to check trains, but there can be ships there on halftiles [23:44:18] what will happen? [23:46:17] wrong signal state? [23:46:21] trains crashing? [23:46:26] something else? [23:46:54] * Quits: JacobD88 (~Thunderbi@cpc80661-stap13-2-0-cust817.12-2.cable.virginm.net) (Quit: JacobD88) [23:47:45] pls help, i'm not an expert on signals, I was only working with water tracks, and i ended up on that Session Time: Tue Sep 06 00:00:00 2016 [00:01:55] * Quits: Lejving (~Lejving@78-68-169-135-no37.tbcn.telia.com) (Ping timeout: 480 seconds) [00:04:00] * Quits: keoz (~keikoz@pha75-1-81-57-54-15.fbx.proxad.net) (Ping timeout: 480 seconds) [00:06:16] * Joins: Gja (~Martin@93-167-84-102-static.dk.customer.tdc.net) [00:06:22] * Quits: gelignite (~gelignite@x4e30638e.dyn.telefonica.de) (Quit: http://bit.ly/1kso8Ta) [00:06:27] * Quits: Gja (~Martin@93-167-84-102-static.dk.customer.tdc.net) [00:07:47] * Lamp-_ is now known as Lamp- [00:14:27] * Joins: smoke_fumus (~smoke_fum@188.35.176.90) [00:16:55] * Quits: Progman (~progman@p57A1873D.dip0.t-ipconnect.de) (Remote host closed the connection) [00:17:59] anyone here? [00:18:37] who's a signal expert, on the code side of things that is [00:19:23] Samu: PBS are path-signals, the ones with track reservations [00:20:42] * Quits: Biolunar (Biolunar@x4d088678.dyn.telefonica.de) (Ping timeout: 480 seconds) [00:21:25] here's the situation [00:21:39] http://imgur.com/a/1f6pq [00:21:45] and this line in the code [00:23:02] https://hg.openttd.org/trunk.hg/file/923a9b1002d8/src/rail_cmd.cpp#l1161 [00:23:26] EnsureNoVehicleOnGround is the problem [00:23:35] there is a ship on there [00:23:50] isn't that the same thing as a train being on the other half tile? [00:24:13] no, it checks the tile for any vehicle [00:24:53] and that tile can have a ship, and it may ruin the signal state somehow, i'm not sure how severe it will be [00:25:49] but i'm not an expert on signals, so i don't know [00:29:58] just wanted to bring it to your attention, but I guess it's gonna get lost, what do I do to report this issue? [00:32:08] * FLHerne_ is now known as FLHerne [00:32:13] I think that's fine [00:32:40] Or not [00:32:45] * FLHerne is now known as Guest941 [00:35:05] Not knowing the code, I can't see how that works with two diagonal rail tracks either [00:35:14] * Guest941 is now known as FLHerne_ [00:35:33] But someone would definitely have noticed if it didn't :P [00:37:39] * Joins: tokai|noir (~tokai@00012860.user.oftc.net) [00:37:39] * ChanServ sets mode: +v tokai|noir [00:38:42] ah, i guess i understand [00:40:14] well i'm moving on to what I was doing [00:40:20] ship stuff [00:44:22] * Quits: tokai (~tokai@00012860.user.oftc.net) (Ping timeout: 480 seconds) [00:46:57] 'night [00:47:02] * Disconnected Session Close: Tue Sep 06 00:47:02 2016