IRC logs for #openttd on OFTC at 2007-04-22
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00:01:35 <Eddi|zuHause> the railway site does not tell prices :(
00:03:47 * Belugas feels like he's going to work on rail costs
00:03:48 <Eddi|zuHause> if i tell it "only local trains" it takes 30 hours :p
00:04:03 <Belugas> not tonight, not tomorrow,
00:05:30 <Sacro> lolman: i hacked around
00:05:39 <Sacro> hopefully the makefile is happy
00:06:02 * Sacro needs to add more musics
00:06:57 <lolman> Sacro, it's good music
00:07:26 * Belugas will deintoxicate in his bed
00:07:42 <lolman> Night Belugas, if you're going
00:08:26 <Sacro> lolman: im in a rock mood
00:08:58 <Sacro> but i have nothing but fresh orange
00:09:11 <Sacro> and i have a lack of toilet paper
00:09:14 * lolman has some Dandelion 'n' Burdock here to keep him ticking
00:10:23 <lolman> Just reminded self, need to install webcam drivers :)
00:11:09 <lolman> Never use it, but it's useful to have there
00:11:49 <Sacro> MAKE INSTALL=1 needs setting
00:12:02 <Sacro> any more troubles and i'll prod the debian maintainer
00:13:37 <lolman> That's the trouble I had, was chucking them in the home folder instead of where they should have been
00:14:52 <lolman> Damn this reminds me of last summer
00:15:01 <lolman> sitting in here all night :P
00:15:23 <lolman> Just beng in here regularly again
00:15:40 <Sacro> and on irc.quakenet.org #tycoon ;)
00:15:45 <lolman> I enjoyed last summer, was awesome
00:16:16 <Sacro> you are indeed severley badgered
00:16:21 <Sacro> and is ./configure even used
00:17:23 * Sacro pokes the debian maintainer for help
00:18:33 <Sacro> make INSTALL=1 PREFIX=/usr BINARY_DIR=bin ICON_DIR=share/pixmaps DATADIR=share/openttd PERSONAL_DIR=.openttd USE_HOMEDIR=1
00:19:22 <Sacro> maybe i have to prefix with / as well
00:20:31 <lolman> I tried, it just added another slash to the path it tried to use
00:24:51 <Sacro> put DATADIR instead of DATA_DIR
00:28:45 <Sacro> whoah, mad moment there
00:28:50 <Sacro> right, now to upload to AUR
00:29:21 * Sacro wants to become the official ArchLinux maintainer
00:30:04 * lolman would vote for Sacro if he had an account
00:34:16 <Sacro> its got rid of those horrible sed hacks on the makefile
00:36:16 <Sacro> lolman: it doesn't move the manpage :(
00:36:35 <lolman> Least of my worries :)
00:37:13 <Sacro> that can be fixed though i think
00:42:16 <lolman> Gonna spectate an online game to keep me ticking for a bit :P
00:42:28 <Sacro> gonna reup the PKGBUILD
00:43:02 <Sacro> just mv $startdir/pkg/usr/openttd/docs/openttd.6 $startdir/pkg/usr/man/man6
00:43:45 <lolman> Just dump it at the end?
00:43:56 <Ammler> Hi, does someone of you know the dest_pax patch command?
00:44:07 <Ammler> to switch it on over console
00:46:36 <lolman> Sacro, thanks for the PKGBUILD :)
00:49:28 <Sacro> lolman: still can't get the manpage going
00:49:30 <lolman> And one question: have you bothered trying to get graphical bootup working?
00:49:33 <Sacro> but everything else seems to work
00:49:42 <Sacro> im using gensplash currently
00:49:58 * lolman doesn't understand the wiki page for some reason
00:50:10 <Sacro> setup ssh and ill get it going :p
00:50:34 <lolman> Gimme a minute then :)
00:51:28 <lolman> Any groups the user needs to be in?
00:52:17 <lolman> Hang on, I'm sending it now :P
00:54:19 <glx> Ammler: try list_patches to get it's name
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08:53:35 <Wolf01> C:/msys/mingw/include/stdlib.h:362: error: expected unqualified-id before "int"
08:53:35 <Wolf01> C:/msys/mingw/include/stdlib.h:362: error: expected `)' before "int"
08:53:35 <Wolf01> make: *** [ObjectCollector.o] Error 1
08:53:35 <Wolf01> there's a way to resolve this? (is not OTTD, but another project, but i don't know who ask :P)
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09:12:31 <Rubidium> Wolf01: apparantly something has already defined something that is defined in stdlib.h I guess or something that should be defined isn't
09:12:54 <Rubidium> and why wouldn't you know who to ask? You must have downloaded it from somewhere
09:13:25 <Wolf01> from a friend, but he had the same problem :P
09:14:11 <Wolf01> however thanks, seem that i/he resolved moving the #include <stdlib.h> at the top
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09:33:51 <boekabart> actually one above that one
09:41:34 <peter1138> it fixes a problem with making flooded vehicles crash
09:41:52 <peter1138> still has the problem of ships being drawn at 0
09:43:03 <peter1138> i left the transparency stuff in :/
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10:09:27 <boekabart> transparency stuff?
10:10:32 *** Nigel_ is now known as Nigel
10:14:03 <boekabart> peter1138: what transparency stuff?
10:14:34 <boekabart> i see some more changes: sealevel as patch setting (OK!)
10:16:59 <boekabart> huh? you left the tile-0 raising to change sea level in - but doesn't raise sea level anymore?
10:21:14 <peter1138> besides, i didn't say it was finished ;)
10:23:27 <Thomas[NL]> will these town-classifications be used just for the "Peter1138/Towngrowth Challenge" or will they also go into trunk?
10:24:28 <peter1138> Thomas[NL], i'd like to get the whole thing into trunk, optional of course
10:24:47 <Thomas[NL]> great! looks very cool
10:24:49 <peter1138> some bits clearly don't actually affect game play, and they can be done either way
10:29:21 <yeti_> hi guys :) what does "allow more realistically sized catchment areas" (in the "patches" menu) mean? larger or smaller catchment areas?
10:30:01 <Eddi|zuHause> it reduces the catchment area of bus and lorry stations, and increases the catchment area of large airports
10:30:31 <yeti_> ah, thanks :) also, is there a way to enable building while game is paused?
10:30:34 <Eddi|zuHause> check the "show catchment area" button in the station building
10:30:55 <Eddi|zuHause> yes, ctrl+alt(+win)+c
10:31:57 <Wolf01> nobody installed successfully an svn server under windows xp?
10:32:20 <Eddi|zuHause> tortoise should be able to do that...
10:32:57 <Wolf01> i need to use it as a service and to access it remotely
10:34:41 <Wolf01> i can do this with cygwin
10:36:33 <Eddi|zuHause> and tortoise cannot run as service?
10:39:12 <Thomas[NL]> I found a little bug in the latest trunk, in the station windows, the little train road-vehicle, ship and aircraft icons are not visible
10:40:00 <Wolf01> maybe i can't start the service because THERE IS ALREADY TORTOISE!!!! if it's so, i need only to access the svn remotely, because i can access the repository locally, but not from another computer via lan and internet
10:40:16 <Thomas[NL]> also arrow up is gone on the scroll bar
10:41:06 <Thomas[NL]> this is for all windows
10:41:22 <Wolf01> no, there isn't a tortoise svn service -_-'''
10:45:08 <Rubidium> Wolf01: just run apache with mod_svn
10:45:39 <Thomas[NL]> peter1138, my problem or the svn server?
10:47:46 <Wolf01> Rubidium, i have an old version of apache (1.something) and i want to avoid to break my website/forum to use svn, i need only to access via svn://
10:47:59 <Thomas[NL]> you are right, my fontrenew grf was the problem
10:54:43 <Rubidium> Wolf01: then you have to run it at another port I guess
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11:01:25 <Wolf01> Rubidium: starting the svnserve manually, when i chechout it says something like "persistent refuse from the destination computer"
11:02:37 <Rubidium> or puncture a hole in it
11:08:01 <Wolf01> mmm is not the firewall
11:09:01 <Rubidium> well, it gets the reject signal from something and it sounds like you've tried to translate some italian? error message back to english.
11:10:35 <HMage> maybe Wolf01's computer is behind some kind of NAT
11:11:30 <Wolf01> i'm trying locally, so the NAT shouldn't be the problem
11:11:37 <Wolf01> i hate when there isn't an automathic way to install something...
11:12:36 <Wolf01> is a miracle that i installed succesfully a ssh server, but with the svn server is another thing
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11:14:34 <Rubidium> Windows (non-server) isn't quite the OS to run those services on
11:17:35 <Wolf01> i will switch to linux when i have enough time
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11:47:39 <Rubidium> see how fast you can install linux and make it working ;)
11:47:40 <Wolf01> ok, now some autentication is required, i don't want that every guy in internet can commit on my server
11:48:07 <Wolf01> that's not a problem, i have some virtual machines ready :P
11:48:19 <Wolf01> but i succesfully installed the svn server
12:01:33 <Alltaken> hows it all going everyone
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13:03:50 <boekabart> Wolf01: I have SVNSERVE running as service on XP, just followed the instructions basically
13:03:58 <boekabart> but i see not that you have it working
13:04:58 <Wolf01> now i'm trying to set the authorizations, every time i try i get authorization failed on checkout, if i use no authorizations i can checkout but not commit
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13:11:47 <Bulb> I have just downloaded most recent trunk from subversion and built it.
13:12:01 <Bulb> And want to try out the new cargos/new industries feature.
13:12:31 <peter1138> what with there being no new industries feature
13:12:34 <Bulb> However, the pb_ukrsi.grf (UK Renewal Industries) tells me I have to turn it on.
13:13:14 <Bulb> Ah, I see. It's only the newcargos, but no new industries.
13:13:46 <Bulb> Now how can I try out newcargos without newindustries? Do you know which newgrf set has it?
13:14:49 <peter1138> becuase without the industry support nothing will produce the cargo
13:15:37 <Bulb> A few more cargos would make it more fun.
13:16:02 <Bulb> By the way, peter1138, can you make a small fix?
13:16:42 <Bulb> When Celestar implemented the fast aircraft, he (or someone else) implemented reading the respective patch variable.
13:17:49 <Bulb> He however forgot to set the respective bit in patch features, so Aviator Aricraft set won't read that variable anyway.
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13:30:08 <neli> how to make a station with >5 platforms more efficient ?
13:30:32 <neli> I have 5 now, but trains are never waiting for a free platform, they're always busy with entering
13:31:09 <Eddi|zuHause> that does not make any sense
13:31:27 <Bulb> neli, do you use presignals?
13:32:14 <neli> it takes time for a train to accelerate and enter a platform
13:32:26 <Bulb> neli: And they are still waiting on a busy signal, rather than going to the free one?
13:32:27 <neli> in this time, another train has left the station
13:32:34 <hylje> neli: have several distinct entries
13:32:36 <neli> so there is no use in adding another platform (have 5 now)
13:32:44 <hylje> neli: so there >1 signal block allowing entry
13:33:20 <neli> I think this is causing delay, because trains are waiting at each entry point, having to accelerate etc.
13:33:35 <hylje> when you got enough platforms they dont have to wait
13:33:45 <Wolf01> make a ring where trains can enter and continue to run, when a platform frees the train enter it without stopping
13:33:50 <Bulb> neli: You might want to have prefered platforms for each entry.
13:34:05 <neli> it would be more efficient if they could run into the station while coming
13:34:37 <neli> Wolf01: that's my point, there is always a platform free already
13:35:41 <Eddi|zuHause> Hadron, not Hydron
13:36:04 <Bulb> neli: Split the station to blocks. Each entry goes to one block. Between the blocks, put combo (entry+exit) presignals.
13:36:59 <neli> Bulb: the input is too random for that to work efficiently
13:37:11 <neli> (the arrival of trains at the entry points)
13:37:23 <neli> ((actually, the distribution of arrival))
13:38:31 <hylje> one block for entry and exit
13:38:38 <hylje> thus one train can enter at a time
13:39:22 <neli> peter1138: yes it's crying for it
13:39:25 <Eddi|zuHause> i had a screenshot of a multi-block station entrance once, but i cannot find it
13:39:47 <hylje> multiblocking that station would involve some town conditioning
13:40:16 <Bulb> Ad pbs: Is there pbs available in some branch?
13:40:31 <Wolf01> Green & Co. and the company color is pink -_-'''
13:40:37 <neli> hylje: the mountain in the top right is a bit problematic
13:42:20 <Cipri> Wolf01: What grf are those towns from?
13:42:53 <Wolf01> TTRSv3 and stolentrees by sac (i have invisible trees but they are)
13:43:15 <neli> ideally the entry of the station is at least 2 trains long
13:43:23 <neli> there is no way to fit that in here
13:44:52 <neli> can someone redesign signals to be placed on tile edges instead of on the tiles itself ? :)
13:44:59 <neli> that would make a lot of things sooo much easie
13:45:11 <Wolf01> my should fit, if you reduce drastically the length of a train to, i say, loco+1 wagon and you disable "forbid 90° turns" to reduce the junction space
13:53:10 <Bulb> Folks, is there anyone willing - and being able - to apply a quick one-line bugfix in trunk?
13:53:33 <Bulb> I'll create a bug report otherwise, but it's really sooo trivial.
13:53:38 <Wolf01> yes there are a lot of people here
13:53:59 <Bulb> diff --git a/src/newgrf.cpp b/src/newgrf.cpp
13:53:59 <Bulb> index 4920ca3..f40325b 100644
13:53:59 <Bulb> @@ -4126,7 +4126,7 @@ static void InitializeGRFSpecial()
13:54:01 <Bulb> | (0 << 0x0C) // newagerating
13:54:01 <Bulb> | ((_patches.build_on_slopes ? 1 : 0) << 0x0D) // buildonslopes
13:54:03 <Bulb> | ((_patches.full_load_any ? 1 : 0) << 0x0E) // fullloadany
13:54:03 <Bulb> - | (0 << 0x0F) // planespeed
13:54:05 <Bulb> + | (1 << 0x0F) // planespeed
13:54:05 <Bulb> | (0 << 0x10) // moreindustriesperclimate - obsolete
13:54:07 <Bulb> | (0 << 0x11) // moretoylandfeatures
13:54:07 <Bulb> | (1 << 0x12) // newstations
13:55:09 <Wolf01> maybe a paste in a pastebin is better
13:56:13 <neli> Wolf01: hmm that doesn't really work either
13:56:59 <neli> because if only one platform is free all entries will be green
13:57:07 <neli> two trains can enter simultaneously
13:59:33 <Bulb> (Note it is a diff -p1 patch -- I checked out with git-svn)
14:02:21 <Bulb> Add the patch: The GetPatchVariable will correctly return 4 for the 0x10 variable (planespeed factor), but the newgrfs won't read that without the bit in patch features.
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14:05:21 <neli> see, the second platform becomes free
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14:05:31 <neli> now there are two trains entering at once
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14:06:36 <neli> the right train sees all signals red, and therefore chooses to go the light red line
14:06:44 <neli> originally it wanted to go the peach line, I think
14:07:01 <neli> or: (1) my signalling is wrong (2) it's a bug in openttd
14:08:04 <Rubidium> well, it actually does exactly what it's supposed to do
14:09:22 <neli> seems to me the exclusivity principle is broken when using pre/exit signals
14:09:52 <Rubidium> the red train enters the pre-signal block because the second (from top) platform is free and his first signal block is free, the grain train enters too because the second platform is free and his first signal block is free. Once the grain train enters, the red train cannot go to that platform anymore and it goes to the closest platform
14:10:17 <Rubidium> neli: what you assume is PBS, which this isn't
14:11:04 <neli> as soon as the grain train enters the signal block, the pre/exit signal goes to red also, so the red train should keep waiting
14:11:44 <Rubidium> neli: the red train enters the signal block first
14:12:20 <Rubidium> the entrance signal becomes green if at least one of the 'exit' (including combo) signals is green.
14:12:22 <Wolf01> neli, try using 2 way signals in front of stations
14:12:33 <Rubidium> Wolf01: that doesn't solve his problem
14:12:45 <neli> Rubidium: ah, you're right
14:13:27 <neli> the grain train can always enter
14:27:56 <Wolf01> ok, this layout works well with only 2 entrances
14:29:45 <neli> the entrances have to be directly connected
14:29:54 <neli> and then the parallellism is gone
14:30:58 <Wolf01> 2 parallel entrances with a combo presignal in the middle and all works for me, with 3 entrances i got 2 deadlocks and about 10 locks
14:31:08 <neli> wow deadlock solved itself after all
14:31:11 <Wolf01> when a train stopped in the middle
14:31:18 <Eddi|zuHause> neli: just completely remove that 2 way track, let the trains from the left only enter the left three platforms, the trains from the right only the right two (mabe make three) platforms
14:31:25 <Eddi|zuHause> and the trains from the middle may chose whichever is free
14:32:06 <Eddi|zuHause> and possibly invest in another parallel exit track as well
14:32:49 <neli> left three tracks is too little
14:33:43 <Eddi|zuHause> then make a 4+2 station, or something
14:34:39 <neli> if the middle can choose, then all are connected
14:35:15 <Eddi|zuHause> no, you already have the middle choose between two one-way signals, just remove that additional track
14:35:32 <Eddi|zuHause> the track where you painted the peach arrow
14:35:51 <neli> then the problem I showed is still possible
14:36:03 <neli> but, from the middle track
14:36:45 <Eddi|zuHause> yes, in a limited way, but it will not block the other entrances
14:37:51 <Eddi|zuHause> you could also add presignal priority magic so the middle train will not choose the left track if a train is waiting on the left entrance, but you definitely lack space for that
14:38:12 <Eddi|zuHause> hm, i need to find that screenshot...
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14:56:23 <Eddi|zuHause> not exactly the one i meant, but it might do the trick: www.informatik.uni-halle.de/~krause/Johannes%20Transport,%204.%20Jun%201965.png
14:57:19 <Eddi|zuHause> (not 100% uploaded yet)
14:57:31 <yeti_> what do you do against the literally hundreds of "production at xyz increased" messages each month?
14:58:04 <yeti_> where exactly? haven't found the option yet :(
15:01:25 <Eddi|zuHause> the second icon from the right
15:01:31 <Eddi|zuHause> is a newspaper icon
15:01:38 <Eddi|zuHause> click and hold that
15:07:24 <neli> Eddi|zuHause: what does it show ? :)
15:07:36 <Eddi|zuHause> a station entrance
15:07:45 <Eddi|zuHause> with several signal blocks
15:07:56 <Eddi|zuHause> so arriving trains rarely block each other
15:08:19 <neli> you don't need presignals ?
15:09:24 <Eddi|zuHause> that's the cool thing, it works :)
15:09:44 <rane_> one problem i always face when building a rail network is that it gets immensely crowded sooner or later. is there any easy way to counter that?
15:10:17 <rane_> i usually build one track for each direction
15:10:25 <neli> there are ways, but that's the challenge of the game :)
15:12:23 <Eddi|zuHause> there are two approaches for that: a) don't rely on a "backbone" and route the trains over several different doubletrack lines, or b) make that "backbone" line more than double track
15:14:31 <neli> it's rare for the backbone to be the bottleneck, for me
15:16:53 <neli> otoh, maybe my trains are too short or I have too few of them yet
15:17:35 <yeti_> are there presignals in openttd? i've seen them with ttdpatch
15:18:04 <Eddi|zuHause> yes, just ctrl+click
15:20:42 <neli> rane_: btw, crowded is not a problem, locked is a problem :)
15:25:04 <rane_> because of the trains joining the "backbone" the queue just grows
15:27:37 <hylje> rane_: you can build more than two rails next to each other
15:27:45 <hylje> rane_: like 3 or usually 4
15:28:11 <hylje> just have the joins have a choice between the two rails
15:28:14 <rane_> hylje: i know but at this point it's pretty err.. time consuming
15:28:27 <hylje> just build it somewhere else
15:28:37 <neli> rane_: you should climb, then have a long strip, then merge
15:28:40 <hylje> capacity is something that you can't get magically more
15:28:43 <neli> not merge direct after climb
15:28:52 <hylje> and besides, you have 2*45 merges
15:32:32 <Eddi|zuHause> dbg: [misc] German Townnames are buggy (-2049118791) <- ???
15:32:47 <Eddi|zuHause> (ancient TTD(P) savegame)
15:39:29 <peter1138> i guess it just means you'll end up with different names
15:40:53 <Eddi|zuHause> hm, i cannot load TTD savegames with -g
15:41:04 <Eddi|zuHause> only from the load game window
15:42:07 <Eddi|zuHause> dbg: [sl] Unknown savegame type, trying to load it as the buggy format
15:42:07 <Eddi|zuHause> Load game failed: inconsistent size.
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16:00:50 <Desolator> BUG: The finances screen is empty - AGAIN!
16:01:11 <Desolator> only happens when playing a scenario
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19:06:59 <CIA-2> OpenTTD: rubidium * r9713 /branches/noai/ (166 files in 14 dirs): [NoAI] -Sync with trunk (r9631:9712).
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21:21:58 <KraL> 1kere vercek ansl insan aranyor
21:25:09 <ln-> quick death to those not speaking english
21:28:23 <yeti_> good evening ladies and gentlemen :)
21:28:32 <yeti_> which pathfinder should i use?
21:28:57 <yeti_> "new global pathfinding"? YAPF? both?
21:31:23 <Thomas[NL]> YAPF, it uses less CPU
21:33:28 <glx> and disable yapf and npf for ships
21:33:57 <yeti_> i'm asking because i'm using YAPF at the moment, and there's a train that often reports being lost - but in fact it's not really lost, as it travels on a straight but very long track with no junctions at all
21:35:31 <yeti_> and there was another train that would constantly take the wrong junction and never reach its destination, but it wasn't a very complex rail system in my opinion - i had to use a waypoint to solve that
21:45:28 <Thomas[NL]> why disable yapf and npf for ships?
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21:48:57 <Digitalfox[Home]> And what about yapf for road vehicles, it's the only one i have activated, does it really makes roadvehicles have a better way of finding stations?
21:49:20 <Digitalfox[Home]> Is the original algorithm for road vehicles bad?
21:50:39 <Eddi|zuHause2> Thomas[NL]: water has too many possible paths so the pathfinder gets very cpu intensive, for little effect
21:51:38 <Eddi|zuHause2> Digitalfox[Home]: the original pathfinder did only search for a few tiles, and might not find the correct path if it involves long detours
21:51:52 <Thomas[NL]> ok, learn something new every day :)
21:52:40 <Eddi|zuHause2> those two points are related btw. :)
21:52:41 <Digitalfox[Home]> So from a city with 50000 to another with 50000 using roadvehicles, yapf helps?
21:53:06 <Digitalfox[Home]> I say a city with 50000, because it gets huge, so lot's of road
21:54:09 <Eddi|zuHause2> Digitalfox[Home]: more like if you have 4 cities in a C shape, the road vehicle might take a completely wrong route initially, resulting in a dead end
21:54:39 <Eddi|zuHause2> if you want to go from A to C
21:54:51 <Digitalfox[Home]> So just by conecting 2 cities and the orders only being A-B and B-A theres no need for yapf?
21:54:57 <Eddi|zuHause2> the vehicle has to chose wether to take the road to D or B
21:55:10 <Eddi|zuHause2> if it does not look far enough, it might chose the road to B
21:55:17 <Eddi|zuHause2> where it cannot go on to C
21:55:53 <Eddi|zuHause2> no, if the roads are rather straight, and no dead ends, it is probably fine
21:56:39 <Digitalfox[Home]> I have someday, to try with and without yapf...
21:57:19 <Digitalfox[Home]> And does yapf with 400 road vehicles, use a lot of cpu or almost like original?
21:58:00 <Eddi|zuHause2> Yapf was desinged with performance in mind, it should not be much more ressource intensive than the original pathfinder
21:59:02 <Digitalfox[Home]> thanks for the info :)
21:59:21 <Eddi|zuHause2> yapf really only has a problem with ships...
21:59:46 <glx> like all complete pathfinders
22:00:05 <Digitalfox[Home]> yeah, i don't have it activated for ships, i only use it with road vehicles :)
22:01:29 <Eddi|zuHause2> well, the model is just not fitting for very closely connected networks... it's for networks with long straight segments (like most train networks)
22:03:14 <Eddi|zuHause2> you either have to artificially reduce the number of possible paths, or use a completely different approach for pathfinding
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22:25:33 <Ailure> there's only really one feature I miss from mini-in
22:25:40 <Ailure> the ability to set the max amount of trains at stations
22:26:01 <Ailure> since it helps alot at preventing deadlock situation and made life easier with passenger stations D:
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23:28:49 <Ihmemies> where the heck i can get newstations
23:32:36 <Belugas_Gone> have you tried searcing in the forums?
23:32:47 <Belugas_Gone> or on grfwalker?
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23:40:55 <Ihmemies> just hard to believe that last upd ate was 2 years ago
23:42:25 <Eddi|zuHause2> afaik he is working on new stuff
23:42:35 <Eddi|zuHause2> and "it is done when it's done"
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