IRC logs for #openttd on OFTC at 2017-06-17
            
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00:14:31 <supermop_home> can I put a callback for the vehicle name string in the graphics block?
00:16:30 <Eddi|zuHause> no
00:16:56 <supermop_home> ;_;
00:16:59 <Eddi|zuHause> name is static
00:16:59 <supermop_home> oh well
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03:42:48 <Vadtec> does anyone have a good set of instructions for building a dual teatrathorp? im trying to build it, but I keep coming up off by one all over the place
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08:29:12 <Alberth> hi hi
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10:40:49 <LordAro> moining
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10:43:30 <Wolf01> Moin
10:46:23 <Alberth> o/
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11:42:13 <andythenorth> o/
11:42:20 <Wolf01> o/
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11:53:58 <LordAro> Alberth: i made a thing http://termbin.com/zhek
11:59:11 <Wolf01> Oh, cleanup :D
11:59:23 <Wolf01> Good job with that nested if too
12:28:52 <Alberth> BinNegator looks wrong
12:31:13 <andythenorth> nothing says “Sunny Saturday” like the GDPR http://www.eugdpr.org/
12:31:16 <andythenorth> :P
12:31:41 <Alberth> The "less" operator means that at most one of f(a, b) and f(b, a) is true, negator makes both false
12:33:10 <Alberth> o/ andy, and a sunny saturday to you as well, for as long as it lasts
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12:36:36 <Alberth> return !(minr1 < minr2); <-- looks suspicious for the same reason
12:37:12 <Eddi|zuHause> andythenorth: well, i guess even brexit won't save you from that
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12:38:51 <Alberth> LordAro: ^ (min2 < min1) instead ?
12:39:48 <LordAro> Alberth: i didn't say it was perfect
12:39:50 <LordAro> :p
12:39:57 <LordAro> definitely noticed some inverted sorts floating around
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12:40:57 <andythenorth> Eddi|zuHause: nope it won’t :P
12:41:15 <andythenorth> it’s not actually bad
12:41:23 <andythenorth> I just don’t want to be doing it on a Saturday
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12:43:10 <LordAro> Alberth: i don't think there's anything wrong with BinNegator though - it's only supposed to do BinNegator(f(a, b)) == !f(a, b)
12:43:17 <LordAro> the order of the arguments isn't relevant to it
12:43:27 <LordAro> it's a reimplementation of std::not_fn
12:44:10 <Alberth> as a first thing, it looks good
12:44:45 <LordAro> (i won't mention how just as i was trying to pastebin it, i managed to git checkout -- . the whole thing)
12:45:18 <Alberth> I wonder if you could do the * -> & conversion separately, by introducing references in our custom sort-routines
12:45:33 <Alberth> yeah, better not mention that :p
12:46:52 <LordAro> (managed to retrieve most of it from a git diff from scrollback)
12:47:01 <LordAro> hmm
12:47:17 <LordAro> not sure if that's a thing that qsort can cope with
12:47:24 <Alberth> also not sure it's worth the effort, tbh
12:48:07 <andythenorth> bbl
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12:48:28 <Alberth> why not? you can do the pointer dereferencing in the qsort-compare call then
12:48:48 <Alberth> ie our qsort
12:49:04 <Alberth> or do we use other qsorts too?
12:49:18 <LordAro> hmm, maybe
12:49:22 <LordAro> i'll have to investigate
12:49:39 <LordAro> there's also an implementation of gnome sort, which i decided probably wasn't worth the bother
12:51:07 <Alberth> In QSort: qsort() <-- we eventually use a library, it seems, could be a problem in that case I agree
12:52:55 <Alberth> never even heard of it until I read your diff :)
12:53:18 <Alberth> no idea about qsort performance in almost sorted lists either
12:55:36 <Alberth> still, somewhat fuzzy, you'd expect comparators to take actual values, or is qsort inherited from C ?
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13:23:18 <Execthts> uh
13:23:23 <Execthts> guys
13:23:48 <Execthts> I just downloaded 1.7.1 source, compiled it and it reports 1.7.0, why?
13:24:31 <Eddi|zuHause> either you compiled the wrong thing, or you ran the wrong executable
13:24:58 <Eddi|zuHause> (or much less likely: the bundle is wrong)
13:26:09 <Execthts> Doing it again, just in case I was an idiot
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13:28:49 <frosch123> ahoi
13:36:34 <Execthts> ok, I fsck'd it up, nvm
13:36:37 <Execthts> it works now.
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13:40:54 <Wolf01> Quak
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13:44:53 <Alberth> hola
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13:50:22 <LordAro> Alberth: qsort is C :)
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13:59:16 <Alberth> ok, that explains use of pointers
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15:45:18 <supermop_home> ERROR: "moprv25.nml", line 10102: No unique free parameters available for internal computations.
15:45:21 <supermop_home> oops
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15:46:57 <supermop_home> going to need a different way
15:56:23 <supermop_home> maybe Ill just make one switch for capacity that can somehow tell what generation a truck is, and hardcode the values there
15:58:31 <supermop_home> even better if the switch can also tell what type of truck it is
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15:59:22 <supermop_home> but would need to add some superfluous differentiation to tell flat beds from hoppers... like all hoppers have HP ending in 5
16:00:11 <supermop_home> also 2550hp for RVs seems too low for a big modern tram
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16:30:01 <supermop_home> yo andythenorth
16:30:07 <andythenorth> hi hi
16:30:08 <supermop_home> you till have your tuk tuk
16:30:10 <supermop_home> ?
16:32:37 <andythenorth> trying to sell it
16:32:44 <andythenorth> might need to fix it first :P
16:32:49 <supermop_home> haha
16:33:02 <andythenorth> why? o_O
16:33:26 <supermop_home> wife and I were talking about tuk tuks last night, made me think of it
16:34:37 <supermop_home> so is this crazy?: I am making a switch that picks a 2nd switch based on number of parts in veh, and then the second switch picks capacity based on vehicles introduction date
16:38:37 <andythenorth> why would that be crazy?
16:38:46 <andythenorth> that’s programming
16:38:57 <andythenorth> whether the result is crazy…. :P
16:39:36 <supermop_home> seems convoluted but trying to move all of the capacities etc to one place at top of file where i can set them once
16:39:51 <supermop_home> rather than having to update 300 locations
16:40:32 <supermop_home> can't figure out a way yet for the switch to ask whether a truck is a flat bed or hopper etc
16:40:47 <supermop_home> so will still a handful of different switches
16:40:54 <andythenorth> python or similar :P
16:40:57 <andythenorth> proper compile
16:41:01 <andythenorth> ‘proper'
16:43:57 <Vadtec> does anyone have a good set of instructions for building a dual teatrathorp? im trying to build it, but I keep coming up off by one all over the place
16:44:30 <supermop_home> Vadtec don't know what that is
16:44:48 <Vadtec> https://wiki.openttd.org/Dual_Tetrathorp-Junction
16:44:59 <supermop_home> no idea
16:45:31 <supermop_home> andythenorth: road trains - always 3 trailers? or length grows with generation?
16:45:45 <supermop_home> like 2, 3, 4
16:46:38 <andythenorth> I would keep them the same overall length
16:46:50 <andythenorth> and fit the number of trailers to what looks good
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16:52:51 <peter1138> hurr
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16:56:05 <supermop_home> wonder if I really want that number of parts switch
16:56:34 <supermop_home> or just keep the rigid, semi, and road train switch chains apart
17:54:02 <andythenorth> hurr peter1138
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20:30:25 <luaduck> is there a set of cvars for adjusting ship pathfinding / creation rules? we've got a spammer on our public server that keeps spamming ships with extremely long / complex paths without buoys, causing the server to lag like crazy
20:31:06 <luaduck> I've turned max_ships way down as a stopgap measure, but a nicer solution would be being able to set the maximum routing distance for ships in a cvar
20:31:24 <luaduck> something like ship_node_max_distance
20:34:18 <Eddi|zuHause> there used to be a limit, but it might be specific to one pathfinder
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21:26:22 <supermop_home> gah
21:26:37 <supermop_home> switch cannot operate on 'introduction date'
21:26:56 <supermop_home> so much for that
21:32:15 <supermop_home> i could make it based on build date
21:32:39 <supermop_home> so that if you buy a new old model of truck, it comes with a new large capacity trailer
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21:52:12 <supermop_home> can't think of any other way to identify what 'generation' a truck is from
21:57:42 <supermop_home> is there a way to take either only the first or the last digit of the item id and have a switch work on that?
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22:49:16 <Eddi|zuHause> that does not sound like the right solution to any problem
22:50:07 <supermop_home> eddi probably not
22:50:17 <supermop_home> I am deep in a swamp of my own making here
22:51:57 <supermop_home> should all rigid trucks be ordered together in buy menu, or all mineral trucks, rigid or otherwise?
22:53:01 <supermop_home> road hog and egrvts seem to do the latter
22:53:13 <supermop_home> I was doing the former
22:57:45 <supermop_home> maybe I can turn the id into a string
23:05:32 <supermop_home> Eddi|zuHause: want i want is a way to define that a truck is of a certain generation, but there doesn't seem to be any way to do that
23:07:45 <supermop_home> so formatting the ids such that one digit of the id corresponds to the generation, then having the switch work on that is best i can think of
23:10:57 <Eddi|zuHause> there is no reason for this "generation" being in a dynamic switch. the generation is static, so you can also use it statically (by calling something "generation1_xxx"
23:11:05 <Eddi|zuHause> or so)
23:12:46 <supermop_home> but the capacity switch decides capacity based on what the generation of a vehicle is
23:12:57 <Eddi|zuHause> also, you can set the buy menu ordering separately from the order in which they appear in your grf, or the ids the vehicles have
23:13:25 <supermop_home> so the capacity switch needs some way to infer the generation
23:13:56 <Eddi|zuHause> no, you need a separate capacity switch for each generation
23:15:30 <supermop_home> i guess that's not really the end of the world
23:16:03 <Eddi|zuHause> anyway, there is probably an 80+ variable for vehicle ID in NFO, which probably is not mapped to an NML variable, and i advise against using it this way
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