IRC logs for #openttd on OFTC at 2016-05-28
            
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00:24:49 <Samu> I see yexo broke many stuff that was working in the first place
00:24:53 <Samu> t.t
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00:25:49 <Samu> or maybe I don't understand the purpose
00:28:11 <Samu> i think this functions needs to be re-written from zero, the call hierarchy is quite big
00:28:37 <Samu> it doesn't seem to accomodate to all case scenarios
00:30:54 <Samu> i dunno, just me saying... what do i know after all
00:31:39 <NoShlomo> With asymmetrical cargo distribution, does it still work fine if I force unload all the passengers on a station that doesn't take any passengers?
00:32:11 <NoShlomo> but then, if I take them to a station that doesn't take passengers either, I can only force unload all of them
00:43:49 <Samu> nevermind, it was truebrain who broke it this time :(
00:43:55 <NoShlomo> err, am I supposed to do 'station walking'? Just found out about this, is there no other way?
00:44:35 <Samu> sorry, it's been a long time I played with cargodist
00:44:47 <Samu> can't remember details
00:46:10 <Samu> the passengers should say where they want to go next
00:48:27 <NoShlomo> the problem is I have 2 cities, but I built train stations far away and they don't accept anything, so passengers only want specific destinations within their towns, and the rest of them don't care at all
00:49:05 <Eddi|zuHause> cargodist handles "unload all" orders just fine
00:49:35 <Eddi|zuHause> sometimes with such connections, the passengers take a while to recognize the new link
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00:50:45 <Samu> wouldn't "transfer" work in that case?
00:50:50 <NoShlomo> What happens if I add a 3rd city but unload all of them to the 2nd city?
00:51:28 <Eddi|zuHause> if there's a valid connection, they will figure it out after a while
00:52:09 <NoShlomo> that's pretty odd but I'll try it, cheers
00:52:53 <Samu> their final destination is probably in the same city, but just another station within the same city
00:55:59 <Samu> pay attention to where they wanna go, not where you want them to go, it's easier this way
00:58:04 <Samu> TrueBrain: maybe you could help, it seems you were the first to implement this code
00:59:21 <Samu> "-Change [NoAI]: make the AI finder a bit more clever, mostly related to version finding " - you made it dumber :(
00:59:26 <Samu> hehe, sorry
01:00:16 <Samu> this was on r15095
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01:04:53 <Samu> oops, that wasn't the version
01:05:08 <Samu> my bad, i should always double check before talking :(
01:06:10 <NoShlomo> okay yeah seems to work, I have all passenger vehicles on transfer+takeanycargo on all passenger stations and feeders
01:06:16 <NoShlomo> thanks a lot
01:06:43 <Eddi|zuHause> you should not use "transfer
01:06:45 <Eddi|zuHause> "
01:07:24 <NoShlomo> really? why?
01:07:56 <Eddi|zuHause> "transfer" means "never deliver any cargo", so if all your orders have "transfer", nobody ever arrives anywhere
01:08:08 <Eddi|zuHause> they just eternally go in circles
01:09:29 <NoShlomo> woops
01:10:10 <NoShlomo> so transfer should be on the feeder trains that go around the stations that dont actually take passengers
01:10:17 <Samu> are you in a multiplayer game? I'd like to take a look
01:10:38 <NoShlomo> and the ones that take passengers just normal unload?
01:10:45 <NoShlomo> I'm in singleplayer hehe
01:11:06 <Eddi|zuHause> well, you can just leave out transfer altogether, cargodist does that automatically
01:11:14 <NoShlomo> Gotten back into ottd after not playing for a year and a half
01:11:22 <Eddi|zuHause> transfer is for when you use "manual" distribution
01:13:25 <Samu> the fix log for r15095 and r15096 confuse me
01:13:39 <Samu> isn't it the other way around
01:14:15 <NoShlomo> hmmm I don't understand that, is it to for example move coal along 3 stations that take coal, with train 1 A->B and train 2 picking up the coal on B and going to C?
01:14:36 <NoShlomo> so station B doesn't take the coal for itself
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01:18:51 <Eddi|zuHause> yes
01:19:05 <NoShlomo> I see, thanks
01:33:07 <Samu> nevermind, not confused anymore, it's just me being dumb, as always
01:33:39 <Samu> there's 2 lists info_list and info_single_list
01:34:36 <Samu> info_list - includes all versions of the same script, info_list - includes only the latest version of the same script
01:35:12 <Samu> info_list - includes all versions of the same script, info_single_list - includes only the latest version of the same script
01:35:20 <Samu> :( that typo
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03:52:09 <supermop_> yo
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06:12:54 <Eddi|zuHause> someone should slap me every time i think 54 divided by 9 is 8 instead of 6...
06:14:43 <Eddi|zuHause> i think my brain is confusing it with 56 divided by 7, which is 8
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08:45:41 <Rubidium> Eddi|zuHause: you know that the last digit of the product plus the last digit of the multiplicand have to result in the last digit of the sum being 0 when using multiplier 9? 1x9=9 (1+9=10), 4x9=36 (4+6=10), 13x9=117 (3+7=10), 10*9=90 (0+0=0)
08:47:06 <Rubidium> so in that case you know 4+x=10 -> x=6
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10:13:38 <Wolf01> o/
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10:49:23 <Wolf01> where's V?
10:51:23 <TrueBrain> hiding
10:51:25 <TrueBrain> he is scared of you
10:51:27 <TrueBrain> :D
10:51:40 <Wolf01> nah, too much hype
10:55:45 <Wolf01> "When the player is on the rails, the signals are reserved by the circuit network, and the train has to wait until the player leaves." ha!
10:56:43 <Wolf01> http://eu6.factorio.com/assets//img/blog/fff-140-controlled-gates.gif this is really cool
10:56:47 <TrueBrain> awh, that is too bad
10:56:52 <TrueBrain> those deaths were so much fun!
10:58:37 <Wolf01> we should make level crossings acting like a signal too, when a vehicle is over the crossing the trains stops, so no more wasted vehicles and everybody is happy
10:58:50 <TrueBrain> everybody?
10:58:53 <TrueBrain> I LIKE DISASTER! :D
10:59:03 <Wolf01> make it toggleable XD
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10:59:56 <Wolf01> I usually put a PBS signal if I really have to build a level crossing, but it is still useless with double tracks
11:06:46 * Rubidium agrees with Wolf01. More unrealistic features!
11:06:57 <Rubidium> (like cargodist)
11:23:39 <Samu> the author of uTorrent was the first author of OpenTTD?
11:26:20 <Samu>
11:26:26 <Samu> https://en.wikipedia.org/wiki/Ludvig_Strigeus
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12:55:58 <Samu> *strrchr.c - find last occurrence of character in string * * Copyright (C) 2009-2010 Intel Corporation. All rights reserved.
12:56:20 <Samu> i don't understand licenses sometimes
12:57:14 <Samu> *Purpose: * defines strrchr() - find the last occurrence of a given character * in a string.
12:57:48 <Samu> how can a source code be copyrighted?
12:58:30 <Alberth> it's a work made by someone, so that someone has copyright
12:59:25 <Alberth> in this case, that someone did that for "Intel Corp", so it has ownership
12:59:59 <Alberth> all source code you write is automatically copyrighted by you
13:02:12 <Alberth> it makes that I cannot claim I wrote that code
13:02:33 <Alberth> if I did, I'd be violating your copyright
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13:06:46 <Samu> it's using SSE 4.2 just to do this function
13:08:02 <Alberth> I am not surprised, tbh
13:08:42 <Alberth> Intel wants to show you should buy a CPU with SSE 4.2
13:09:45 <Samu> :p
13:12:09 <Alberth> programmer time is quite expensive, if you can buy a new computer to solve the problem, it's likely cheaper
13:13:02 <Alberth> even though it's crazy that you use strrchr at all if you're in a hurry :)
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13:22:54 <Samu> the ridiculous amount of code written just to pass number 3
13:23:02 <Samu> microsoft code
13:24:04 <Samu> atoi(e)
13:26:03 <Alberth> :o atoi is a nice function to write yourself
13:32:15 <Samu> I need to write down my findings
13:32:55 <Samu> in console, i typed startai wormai.3 - I don't have wormai with version 3 in my system, only 4 and 5.
13:33:08 <Samu> what is supposed to happen?
13:33:56 <Samu> https://noai.openttd.org/docs/trunk/classAIController.html#_details
13:34:07 <Samu> let's see if i can interpret this
13:34:18 <Alberth> we already concluded docs are out of date, right?
13:35:34 <Samu> hum... I need a guidance of some sort, to understand what's intended or not
13:36:19 <Samu> it appears to be various interpretations to what's supposed to happen
13:37:27 <Alberth> yep, that's the two clock problem, if you have more than one clock, you don't know the time anymore
13:39:02 <Alberth> you should find a global aim or rule that makes sense
13:40:02 <Alberth> and use that aim as guide
13:41:28 <Samu> https://bugs.openttd.org/task/3232 . I've also found this during yesterday's research
13:43:37 <Eddi|zuHause> Rubidium: yes, i know that. but that is rule is complicated enough not to use it on first glance at things
13:45:57 <Samu> yexo fix, works for savegames, but the implementation changed the rules a bit for the console command
13:49:53 <Samu> in short, it can't accomodate for both
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14:04:30 <Samu> brb
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14:09:32 <Samu> this is bad :(
14:09:44 <Samu> start wormai.3 -> launches v5
14:10:00 <Samu> save the game -> saves as wormai.3, saves version as v5
14:16:00 <Samu> load the game -> loads v5, keeps wormai.3 in the name, loads v5 saved data with my fix
14:16:19 <Samu> i really shouldn't have my fix implemented when I'm checking what it's currently doing
14:26:19 <Samu> without my fix: load the game -> loads NULL at first attempt, loads v5 on second attempt, discards saved damage, prints a message in console about loading latest version, but without save data
14:26:39 <Samu> damage? lol, data*
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15:46:52 <Samu> dbg: [script] The savegame has an AI by the name 'wormai.3', version 5 which is no longer available.
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16:13:55 <Samu> i found another issue :(
16:14:08 <Samu> start wormai.4 -> launches v4
16:14:25 <Samu> savegame -> saves with name wormai.4 / version = 4
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16:14:41 <Samu> loadgame -> loads v5, without data
16:14:56 <Samu> 2nd savegame -> saves with name wormai.4 / version = 5
16:17:23 <Samu> 2nd loadgame -> loads v5, without data
16:18:11 <Samu> and from now on, it will save as wormai.4 / version = 5
16:18:20 <Samu> hi Wormnest
16:18:38 <Wormnest> hi Samu
16:19:30 <Samu> i'm still examining this whole issue, to see what I can do
16:19:58 <Samu> I'm too slow/stubborn about it but I'm getting somewhere eventually
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16:20:37 <Wormnest> Why not let it rest for a while it´s not like it´s a major issue
16:22:08 <andythenorth> o/
16:23:21 <Alberth> o/
16:30:19 <andythenorth> ha ha HEQS
16:30:25 <andythenorth> stupid, but quite well drawn
16:30:32 * andythenorth hasn’t used it in a game for years
16:38:56 <Alberth> always nice to rediscover your own work :)
16:39:24 <Wolf01> ... when it's good
16:39:36 <Alberth> it never is :p
16:39:36 <Wolf01> btw o/
16:39:43 <Alberth> hi hi
16:39:59 <Alberth> natural progress of your abilities prevents that :)
16:41:22 <Wolf01> not in my case, I have a nice superpower which implies regression of abilities, even while I'm doing the same work everyday
16:41:57 <Alberth> :O
16:42:40 <Alberth> maybe do something new everyday instead :)
16:44:01 <Wolf01> that's what I try to do, the downside is that I'm not able to finish anything :P
16:44:10 <Alberth> haha, true :)
16:44:44 <Alberth> your whole house filled with partially built lego models :)
16:46:14 <Wolf01> some partially, some finished but neverhappy with them, so I change them a bit every now and then
16:46:41 <Wolf01> but the problem is when that applies to the job :/
16:46:50 <Alberth> improving is a never ending process :)
16:47:23 <Alberth> luckily I get bored with my work once all the thinking is done
16:47:41 <Alberth> so I just want to finish it to get something else
16:49:57 * andythenorth feels approximately same right now :P
16:50:03 <andythenorth> I want to ship Road Hog 1.0 :P
16:50:32 <Alberth> hmm, I read that as Ship Road Hog :p
16:51:10 <andythenorth> Road Squid Pony
16:51:36 <Alberth> something like that
16:52:11 <andythenorth> I should just make one grf
16:52:14 <andythenorth> with everything in it
16:54:52 <Wolf01> hardly maintainable, may have lots of critical flaws
16:55:45 <Wolf01> like my arocs semi trailer... it bends under the weight of 6 motors, I need to make it like one of the overweight transports
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16:56:39 <Wolf01> and I need to finish it soon, then next exhibit is the first week of july
16:56:43 <andythenorth> building big with Lego is…trouble :P
16:56:44 <Wolf01> *weekend
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18:11:34 <Samu> I need an opinion
18:12:05 <Samu> about that same question again, suppose I got wormai version 4 and 5 in the system, and I want to startai wormai.3
18:12:14 <Samu> what is preferible to do?
18:12:27 <Samu> load the latest version, or error out without loading anything?
18:13:40 <Samu> the easy way to fix would be to error out without loading
18:14:06 <Samu> the hard way to fix would be loading the latest version, but then I have to fix the name of the script
18:14:17 <Samu> and this last part is still complicated for me
18:14:30 <Samu> what is preferible?
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19:15:58 <Wormnest> Since you can only do that in the console I would go for a console error message
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19:26:07 <Samu> I came to realize bool force_exact_match is only true when passed around via console startai command, no other function anywhere else passes it as true. This may simplify a lot of my research
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19:27:28 <Samu> and only for AI scripts, not even GS scripts
19:27:42 <Samu> makes it much easier
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20:06:35 * andythenorth ponders
20:07:16 <frosch123> pondering pondering?
20:07:26 <andythenorth> nah
20:07:42 <andythenorth> pondering pixels
20:08:35 <peter1138> antialias them
20:09:21 <andythenorth> dunno
20:09:26 <andythenorth> might not be room
20:09:43 <andythenorth> 8bpp trucks at traditional 1x zoom :P
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23:51:37 <Samu> how do I pass an updated value of force_exact_match from a child function to the parent function?
23:52:57 <Samu> the parent force_exact_match is false, child does something that requires passing force_exact_match as true so that the parent function can handle it
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