IRC logs for #openttd on OFTC at 2016-06-20
            
00:00:04 <Wormnest> but your current situations should be because of what I told about waiting for trains to arrive in depot
00:00:38 <Samu> oki, I will wait it up
00:05:30 <Samu> strange, the log says Monburg Oil Refinery removedfrom the world
00:05:43 <Samu> but I still see it in the game
00:05:51 <Samu> it's not removed
00:06:19 <Samu> i don't see any closure announcement either, NoCAB got this wrong
00:09:27 <Samu> dbg: [script] [0] [I] INFO: Industry: Monburg Oil Refinery removed from the world! dbg: [script] [0] [W] WARNING: Demolishing connection from Pedinghall Oil Wells to Monburg Oil Refinery
00:09:44 <Samu> this is wrong, the Refinery is there
00:10:04 <Samu> I see him sending trains to depot however
00:10:42 <Wormnest> Maybe it decided the route was not profitable
00:10:59 <Wormnest> However it shouldn´t say that industry was removed from world then
00:11:41 <Samu> settings for the game are 1 industry type per town
00:12:19 <Samu> too bad i can't save with NoCAB, can't go back to see if the refinery has even been closed
00:12:20 <Wormnest> It shows that message in World::ProcessIndustryClosedEvent
00:12:40 <Samu> and reopened in the same place
00:12:50 <Wormnest> Which is called after it receives an event that the industry is closing from OpenTTD
00:13:22 <Samu> tileset is arctic
00:13:29 <Samu> maybe it's bugged on arctic tileset?
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00:15:38 <Samu> last train for that connection is entering depot, let's see if it speeds up
00:16:34 <Wormnest> I don´t think it has any specific code for arctic
00:17:11 <NGC3982> Can mods stop in-game time?
00:18:16 <Samu> he bugged out...
00:18:19 <Samu> dbg: [script] [0] [I] INFO: Industry: Wronhill Gold Mine removed from the world! dbg: [script] [0] [W] WARNING: Demolishing connection from Binwood Forest to Wronhill Gold Mine
00:18:28 <Samu> forest to gold mine? makes no sense
00:19:13 <Wormnest> Maybe some other industry is near there?
00:19:32 <Wormnest> Still sounds wrong I agree
00:20:43 <Wormnest> NGC3982 and how would the game work without passing time?
00:21:12 <Samu> Gold mine is not being removed
00:21:16 <Samu> it's there
00:21:26 <Samu> he's failing to detect closures
00:22:06 <Samu> he's sending trains that connect wood, it's near the gold mine, but not really within 4 tiles range
00:22:17 <Samu> sending trains that connect wood to depot*`
00:23:21 <Samu> there is no Paper Mill
00:23:38 <Samu> makes sense that it removes the connection, but he gets the wrong names
00:25:19 <Samu> the first one, with oil trains, made no sense
00:25:39 <Samu> the connection is valid, there's oil wells and oil refinery, none announced closure
00:26:05 <NGC3982> Wormnest: D'you know, computers and stuff.
00:26:20 <Samu> this one makes sense in a way that there is no paper mill anymore, but what the log said, connection from forest to gold mine, makes no sense
00:27:47 <Wormnest> Hm I can´t see anything wrong with the code there though
00:28:09 <Wormnest> NGC3982: I have some computer knowledge yes
00:28:46 <NGC3982> Why is this always the thing around here.
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00:32:33 <NGC3982> I wished i could have server games that went on indefinitely.
00:32:52 <NGC3982> Without having to rely on the current vehicle grfs
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02:49:49 <Eddi|zuHause> NGC3982: you can't stop time, but you can stop the introduction of new vehicles
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06:28:33 <tipsyTina> Random question : do any of y'all play with bots offline? If so, which ones?
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09:53:16 <NGC3982> Eddi|zuHause: Oh, how?
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10:33:25 <Wolf01> moin
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11:14:53 <ShrewdSpirit> Hi. How can I build a train platform with 14 length or even longer? It says station too spread out but I've seen others do this but don't know how
11:16:08 <argoneus> you need to change station spread in advanced settings
11:16:16 <argoneus> @ ShrewdSpirit
11:17:38 <ShrewdSpirit> Aha, thank you so much \o/
11:19:37 <ShrewdSpirit> 30 tiles will be a veeery long train xD
11:20:16 <ShrewdSpirit> But does this setting affect performance or something?
11:22:39 <Alkel_U3> it says in the station spread setting details that it does
11:23:22 <Alkel_U3> although I personaly use 22 and don't think I've run into issues due to that
11:24:16 <NGC3982> I have only encountered performance issues with station spread on >2048^2 maps with massive amounts of operative stations.
11:24:36 <NGC3982> As long as you are playing on a moderately new computer, don't think too much about it.
11:25:58 <ShrewdSpirit> Hmm, I see. So I wont worry about it cuz my map is not that huge ;) Thank you for the information
11:28:13 <ShrewdSpirit> BTW do multiple train engines increase the power/speed of train?
11:29:19 <ShrewdSpirit> Oh wait, it does :o
11:30:00 <Taede> max speed is the lowest of max speeds of any engine (or wagon if wagon speed limits are enabled) in the train
11:30:38 <Taede> wether or not it can reach this speed depends on how much power and weight the total train has
11:33:58 <ShrewdSpirit> So more power the train has, it will have more speed (without any limitation)?
11:35:53 <NGC3982> A train still has a max speed.
11:36:08 <NGC3982> As in reality, power and weight dictate how fast it get's there.
11:36:14 <Alkel_U3> Max speed of slowest engine applies, power of the engines adds up. If you have a weak engine pulling 30tile freight train uphill, it will likely not reach it's top speed. Adding more power to help áccelerate will get it closer to the top speed faster
11:36:53 <Flygon> I've had to build 50-60 tile long trains
11:37:01 <Flygon> I think the game caps @ 64.
11:37:07 <Alkel_U3> also you want to keep your eye on max tractive effort, especially on hilly service
11:37:16 <Flygon> https://dl.dropboxusercontent.com/u/2651992/Art/Other/openttdbigboy48tiles.png
11:37:37 <Alkel_U3> nice :-)
11:38:10 <Alkel_U3> of course that bit about max T.E. applies only with realistic acceleration model, btw
11:38:58 <ShrewdSpirit> Aha, so a train won't go more than its top speed but power helps reaching that speed faster. I get it :D Well, I make my maps extremely smooth, so I don't have that much hills to worry about ;)
11:39:23 <ShrewdSpirit> Wow Flygon :O That's really long .-.
11:39:32 <Flygon> I justified the Big Boy
11:39:39 <Flygon> All because of the Iceland map and default industries being...
11:39:40 <Flygon> derp
11:39:45 <Flygon> The map had only one Oil Refinery
11:40:18 <Alkel_U3> that was without freight weight multiplicator, I assume?
11:41:09 <Flygon> I think it was at 2x?... I forgot
11:41:30 <Flygon> The Big Boy is an utter MONSTER tho
11:41:37 <Flygon> No other locomotive like it in the 2CC set
11:42:03 <Flygon> That isn't Electric. But the electrics either lack the top speed or the tractive effort.
11:42:29 <Alkel_U3> I used to play with 5×, now 3×. Especially back then with the 5×, that was a bit difficult :-)
11:42:32 <Flygon> ...BBs are bloody expensive, though
11:42:34 * Flygon nod
11:42:41 <Flygon> Yeah, anything over 3x makes the Steam Era, frankly
11:42:42 <Flygon> Impossible
11:43:41 <Alkel_U3> not really, you just have to really follow the terrain and avoid any inclines on most connections
11:44:16 <Alkel_U3> and don't count on the trains being too fast when loaded :-)
11:48:49 <ShrewdSpirit> How many seconds a month takes in game?
11:53:05 <Flygon> Alkel_U3: Of course
11:53:12 <Flygon> But gradients that'd be smooth af irl
11:53:19 <Flygon> Can become prohibitive in OpenTTD
11:53:34 <Flygon> Due to how sharp the distances between heights are
11:53:48 <Flygon> Granted, this's an issue integral to how the OTTD engine works
11:54:01 <Alkel_U3> yeah. Fortunately, it can be also set. I play with 3% nowadays, previously5 or 6%
11:54:08 * Flygon nod
11:55:27 <Alkel_U3> I like RRT series in this regard, but the gui didn't really allow any terraforming, except with an ocasional hack with bilding adjacent tracks which could as much as level a mountain
11:55:51 <Alkel_U3> ShrewdSpirit: IIRC one day is approximately 2 sec
11:57:30 <ShrewdSpirit> So it takes about 1 day to finish the game (starting from 1950) :o
11:57:38 <Alkel_U3> yeah
11:58:38 <Alkel_U3> but, finishing the game... I regard the game as finished when it's no longer interesting to me. Might be sooner or later :-)
11:59:00 <Alkel_U3> the year 2050 is too arbitrary
11:59:30 <Flygon> I finish the same point
11:59:35 <Flygon> Usually by the 60s...
11:59:41 <Flygon> Needs more competititon from other players
11:59:43 <Flygon> And timepatch
11:59:44 <Flygon> :U
11:59:57 <Flygon> Time goes too faaaat
11:59:59 <Flygon> faaaast
12:00:10 <Alkel_U3> yeah, I have daylength on a server now
12:00:16 <Flygon> I feel unsatisfied if I don't have all the branchlines built before suddenly Shinkansen :D
12:01:07 <Alkel_U3> yeah, if you work on a megaproject you might miss out on a generation of vehicles :-)
12:04:00 <Alkel_U3> Factorio in a week! \o/
12:04:08 * NGC3982 looks into Factorio.
12:04:25 <NGC3982> Oh, i know that one.
12:06:08 <NGC3982> A web site offering a demo version in an on-site exe file.
12:06:20 <NGC3982> Sadly, that's rare.
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13:44:18 <Wolf01> Alkel_U3, hype intensifies more
13:44:37 <stefino_cz> hey guys...is here anybody who can help me with nml?
13:46:14 <Wolf01> no clue
13:46:50 <Wolf01> maybe in the evening you'll find more people
13:47:25 <stefino_cz> okey, I'll try it later :)
13:47:29 <stefino_cz> thx
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13:55:38 <Alkel_U3> I can't afford hype at that date, though. I'll be completely away from PC from next Thursday till 10th of July :-)
13:57:10 <V453000> stefino_cz: just ask a question, don't ask "can someone help me" :)
13:57:53 <stefino_cz> yes sir :D
13:59:02 <stefino_cz> Is there any way how to put my 32bit extra zoom graphic into this trafficlights patch? 3D model was finished but I have no idea how to write a nml code . Original nfo seems quite siple - only number of sprites with dimensions, offsets and position of sprites. Any idea if it is possible or not? Thanks
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14:53:19 <Samu> TracAI is struggling with train jams
14:53:24 <Samu> he really tries
14:54:19 <Samu> he detects jams, tries to act accordingly, but... it temporary fixes it, it's prone to happen again. His profit graph is up and down from time to time
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15:02:57 <Flygon> Samu: You make it sound like he's Bipolar
15:03:15 <Samu> he seems to be doing this: too much cargo at station? add more trains. trains without profit? sell.
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15:03:50 <Samu> im still wondering if he really got a jam detection mechanism
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15:04:33 <Samu> can't find a jam line in the log
15:04:40 <Samu> only unprofitable trains
15:05:44 <Samu> i just saw a train crash from NoCAB, now that's something I've never seen before, coming from an AI
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15:07:17 <Flygon> What
15:07:20 <Flygon> Seriously?
15:07:24 <Samu> yes
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15:11:09 <Samu> and again
15:11:14 <Samu> ok i'm posting screenshot
15:11:46 <Samu> http://imgur.com/8KnRY9m - top left
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15:22:33 <Samu> I was more likely to see a crash from OTVI than NoCAB
15:22:39 <Samu> expecting to see*
15:22:55 <Samu> OTVI network is really terrible
15:23:18 <ShrewdSpirit> It seems that my trains forget to load cargo and they leave the station with no cargo loaded. It takes 3 years to arrive at the same station :(
15:23:48 <ShrewdSpirit> I've checked their schedule and they just skip loading cargo
15:24:12 <Samu> TracAI network is actually clean, he just masses too many trains on his routes
15:24:56 <Samu> from start to finish there's a train on every stop signal
15:25:35 <Samu> and it's not really a network in the sense that everything is connected to everything
15:26:05 <Samu> don't know the right word
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15:39:38 <Eddi|zuHause> do you have cargodist enabled?
15:41:25 <Eddi|zuHause> or are they maybe already full with stuff they cannot unload?
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15:55:49 <supermop_> yo
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16:00:28 <Samu> hi Wormnest
16:00:56 <Wormnest> hi Samu
16:01:08 <Samu> most servers are in 1990
16:01:29 <Samu> NoCAB has been acting strange, he got train crashes
16:01:40 <Samu> he still get that huge cpu bottleneck
16:01:52 <Samu> from time to time it unstucks
16:02:03 <Samu> but then the slowness comes back
16:02:42 <Samu> nocab server is now delayed by 19 years
16:03:08 <Wormnest> Well it´s not for nothing I´ve been trying to fix some problems in nocab :)
16:03:30 <Samu> :) nice, i know, just wanted to share my observations since you're working on them
16:03:44 <Samu> he's still acting weird with the wrong closures
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16:04:42 <Samu> about the trains crashing, the log doesn't mention anythnig about it
16:04:51 <Samu> seems like he doesn't care if they crashed
16:05:02 <Samu> how did he make them crash however.. i dunno
16:05:13 <Wormnest> My guess is that he was reusing existing rail for a new connection
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16:05:33 <Wormnest> and then was adding some signals maybe at the wrong moment idk
16:07:12 <Samu> there must be something wrong in how he sees industry closing
16:07:13 <Wormnest> He indeed does not check vehicle crash events
16:07:31 <Samu> sometimes it says null has closed
16:07:42 <Samu> sometimes it says their name, and it did not really close
16:08:44 <Wormnest> null is normal if it tried to write the name but the industry was already completely removed by openttd
16:09:08 <Samu> everytime he says an industry has closed but it really didn't, he proceeds to removing the route
16:09:16 <Samu> and this is what hogs CPU
16:10:03 <Samu> until the trains are not removed, the server is horribly slow
16:10:19 <Samu> once they're sold, it goes back to normal cpu usage
16:10:23 <Wormnest> Well that´s why my version has added: if (!allVehiclesInDepot)
16:10:23 <Wormnest> AIController.Sleep(10);
16:10:37 <Samu> nice, :)
16:11:21 <Wormnest> But needs more improvements. It should not wait there for all trains to arrive in depot
16:11:39 <Wormnest> Instead it should check once in a while and in the meantime do other things
16:13:20 <Samu> not sure if you've been looking at TracAI code
16:13:32 <Samu> does he have jam detection mechanism of some sort?
16:13:57 <Samu> he keeps adding trains like nothing on the same routes
16:14:11 <Samu> it's way over the physical network capacity of that route
16:14:20 <Samu> can't move
16:14:33 <Wormnest> No i´m not famliar with its train code, just know it´s derived from trains.
16:14:42 <Samu> ah, oki
16:14:56 <Samu> well then it maybe has jam detection
16:15:11 <Samu> he still manages to not crash anything, and sell some trains
16:15:27 <Samu> but it's temporary fix, he then keeps adding back more trains, going back to the same problem
16:16:27 <Wormnest> Probably no detection then he just sees trains with low profits and sells them
16:18:29 <Samu> wormai seems to be doing great
16:18:33 <Samu> trains also doing great
16:18:37 <Samu> trAIns*
16:18:58 <Samu> simpleAI also doing great, but there's some recurring stalls from time to time
16:19:16 <Samu> wormai also has them, but it's not as common as simpleai
16:19:56 <supermop_> hmm should not have built these airports so soon
16:20:37 <Samu> and the strangest one, OtviAI, i really don't know what to say of him
16:20:50 <Samu> bad networking
16:20:52 <Wormnest> stalls might be because of pathfinding
16:20:59 <Samu> trains wait too much at signals
16:21:16 <Samu> weirdest network i've ever seen
16:21:21 <Samu> it's sub-optimal
16:22:11 <Samu> then there's trains with no orders, removed stations, with tracks staying behind
16:22:18 <Samu> it's quite bad, but he's making a profit
16:24:35 <Samu> otviai also has these weird stalls from time to time
16:24:44 <Wormnest> nocab also leaves the tracks but removes stations
16:25:07 <Samu> but otviai server isn't actually delayed by too much, only 1 year behind fastest server
16:25:07 <Wormnest> It may be difficult to figure out what can be deleted because tracks can be reused by other connections
16:25:21 <peter1138> heh heh heh https://www.reddit.com/r/openttd/comments/4n2rp4/original_tt_ps1_1994_gameplay/d42hmwc
16:27:22 <Samu> fastest server is SynTrans, but he only made 3 trains, seems to be doign nothing ever since
16:28:28 <Wormnest> That´s all he over does
16:28:44 <Wormnest> Makes 3 trains at the start and then never looks at them again I think
16:29:06 <Samu> ah, that's the one that only uses them for early money
16:29:11 <Samu> I see
16:29:33 <Samu> Trans doesn't build any train
16:30:17 <Samu> he's loan management, I'd say, it's good, we'll see if it reaches 2051 without bankrupting
16:30:21 <Samu> his*
16:31:20 <Samu> profits, trAIns leads indisputably
16:31:31 <Samu> WormAI is 2nd, with half the profit
16:31:35 <stefino_cz> Hey guys. Is there any way how to put my 32bit extra zoom graphic into this trafficlights patch? 3D model was finished but I have no idea how to write a nml code. Original nfo seems quite siple - only number of sprites with dimensions, offsets and position of sprites. Any idea if it is possible or not?
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16:32:23 <Samu> ops
16:32:38 <Samu> NoCAB is 3rd in profit, even with 19 years delay
16:33:12 <Samu> SimpleAI is 4th, TracAI is 5th, OtviAI is 6th, SynTrans is 7th, Trans without trains is 8th
16:37:11 <Alberth> stefino_cz: continue to use original nfo?
16:37:39 <Alberth> or rather, adapt for 32bpp, I guess
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17:00:43 <Samu> dbg: [script] [0] [I] INFO: Industry: Hedinghall Farm removed from the world! dbg: [script] [0] [W] WARNING: Demolishing connection from Hedinghall Farm to Ketston Food Processing Plant
17:00:47 <Samu> he got that one right!
17:00:56 <Samu> farm really is gone
17:01:17 <Wormnest> nice :)
17:01:47 <Samu> he's selling wheet trains, my massacring cpu usage, heh, at least I know what's going on
17:02:26 <stefino_cz> Alberth: I have Idea to use original NFO but it is for 8bit sprites and in normal zoom...and I need to write code for 32bit and extra zoom...
17:03:12 <Alberth> yep, and nfo should allow that
17:03:29 <Alberth> ie you can't express anything in NML that's not in nfo
17:03:45 <Samu> wheat*
17:04:02 <Wormnest> I think I fixed the saving/loading for nocab.
17:04:49 <Wormnest> Just started a 4k square map to see if it will stay within the limit if it nears 5000 trains
17:05:04 <Samu> woah, awesome job!
17:05:05 <Wormnest> Will probably take forever lol
17:06:20 <Samu> i remember nocab couldn't start on 4kx4k map
17:06:41 <Samu> the garbage collector thing reaches it's capacity and crashes openttd
17:06:52 <Samu> he could start on 2kx4k
17:07:10 <Wormnest> I already fixed that part earlier
17:07:15 <Samu> oh, oki nice
17:08:34 <stefino_cz> @Alberth: I'm a little bit lost :D I'm begginer in code writing . And if I understand...I have to edit nfo?
17:09:22 <Alberth> stefino_cz: your first remark was that nfo looked easier than nml
17:09:48 <Alberth> I don't understand either, so don't ask me :)
17:10:19 <Alberth> but if you want to change it to support 32bpp, you have to do that either in nfo or in nml
17:11:49 <stefino_cz> no no, I wanna to say that NFO is almost a lot of numbers and other "unlogic"signs but in this NFO is only this
17:11:51 <stefino_cz> https://paste.openttdcoop.org/pyzm6yfon
17:12:17 <stefino_cz> so that it looks simple...only sprite's descrtiption
17:12:28 <Alberth> yep, looks like nfo :p
17:14:02 <Alberth> and you're correct, nfo is just numbers without structure
17:14:26 <stefino_cz> yes :D and I need to write new nml what will encode the same grf but in 32bit with extra zoom
17:15:30 <stefino_cz> cause I have no idea how to edit this nfo into correct form
17:19:12 <Alberth> ok, writing nml may or may not work, I don't know what nml adds by itself, and what the patch needs/requires
17:19:42 <stefino_cz> if exista any process how to get this new graphic into the game. There is no way to encode new nml cause trfficlights are made by patch (quite high lvl for me)
17:20:57 <stefino_cz> so it will be very hard or impossible ?
17:21:13 <Alberth> yes :p
17:21:25 <Alberth> really, no idea
17:21:38 <Alberth> in the end the solution is likely to be simple
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17:23:09 <Alberth> you may want to try checking out nfo, since it's just sprites as you say, it may be simple to find out
17:24:26 <Samu> question, what is the advertisement to master server interval time?
17:25:01 <Samu> how often does this occur?
17:25:29 <Samu> i can calculate the time nocab stalls for, by counting the number of "advertising to master server" messages
17:25:35 <stefino_cz> I think (logic) that I need to define each sprite only but have no idea which commad use for it (in nml)
17:25:54 <stefino_cz> I'll try to find some more...but thx for information :)
17:26:28 <Samu> i cound 8 "advertisings"
17:26:31 <Samu> count*
17:28:01 <Alberth> stefino_cz: https://newgrf-specs.tt-wiki.net/wiki/NML:Realsprites is the way to define a real sprite
17:30:29 <Samu> i found it static const uint32 ADVERTISE_NORMAL_INTERVAL = 15 * 60 * 1000; ///< interval between advertising in ms (15 minutes)
17:33:24 <Samu> 15*8 = 120 minutes?
17:33:31 <Samu> gee....
17:33:49 <Samu> it's gonna take forever to reach 2051
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17:37:56 <Samu> i got time, but damn, this is gonna take days to finish
17:46:35 <stefino_cz> Alberth: I read about real sprites - you think that I need only that table?
17:46:54 <Alberth> I have truly no idea
17:47:12 <Alberth> a grfid seems another minimal thing that you need
17:47:22 <Alberth> but otherwise.... absolutely clueless
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17:47:29 <Alberth> but no harm in trying :)
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17:59:14 <Samu> 93 trains that go to a 2 platform station
17:59:19 <Samu> TracAI :)
17:59:48 <Samu> i just clicked on a train depot...
17:59:51 <Samu> omg
18:01:07 <Samu> it's worse than i thought
18:01:07 <Alberth> don't do that :p
18:01:39 <stefino_cz> https://paste.openttdcoop.org/pdxbuai2y
18:01:54 <stefino_cz> it makes grf but empty :D
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18:06:27 <Alberth> pseudo-smart, and sees you're not using the graphics, I think
18:07:51 <stefino_cz> not using graphic? need to write graphic path into table?
18:08:08 <stefino_cz> [(left_x, upper_y, width, height, )offset_x, offset_y(, flags)(, filename)(, mask)] - filename?
18:08:54 <Alberth> no, I mean you define graphics, but it's not attached to eg a vehicle, or an industry or so
18:09:07 <Alberth> ie not used -> can be removed safely
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18:17:37 <Samu> monorail is out - http://imgur.com/UMAuUhK
18:19:06 <Alberth> stefino_cz: assuming that's the case, nml is going to be pain, unless you want to extend nml itself :p
18:19:46 <Alberth> so perhaps nfo is less complicated after all, it would be https://newgrf-specs.tt-wiki.net/wiki/RealSprites this page I think, but euhm, not sure at all
18:21:13 <stefino_cz> okey, I'll try it :) thanks :)
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18:46:21 <Samu> WormAI is catching up to trAIns, but it's probably temporary
18:46:39 <Samu> trAIns is in the middle of railway to monorail upgrade
18:46:59 <Samu> he really commits suicide while doing so
18:59:53 <Samu> train crash for nocab
19:00:16 <stefino_cz> https://paste.openttdcoop.org/p27gploqd
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19:00:48 <stefino_cz> error: insufficient meta-data while reading sprite 2
19:01:04 <stefino_cz> any idea? what could be wrong?
19:02:36 <Alberth> the amount of meta data, clearly :p
19:02:38 <Samu> Wormnest: does NoCAB remove block signals in code? or does he force bypass signal?
19:03:29 <Samu> the trains that crashed were relatively recently built
19:03:40 <Samu> about 6 months later they crash
19:03:54 <Alberth> stefino_cz: 32bpp real sprites takes 2 sprites ?
19:03:57 <Samu> maybe more, about 9 months
19:04:07 <stefino_cz> Alberth : XD and what the meta data are?
19:04:11 <stefino_cz> 2?
19:04:44 <Alberth> first number is the sprite numbers
19:04:48 <Alberth> *number
19:05:39 <stefino_cz> yeah...sprite number...not number of sprites
19:05:50 <Alberth> so if you omit that, like lines 6+7, it's one 'sprite' for the grf (one instruction, as 'sprite' means 'instruction' in newgrf world)
19:06:57 <Samu> hmm NoCAB has quite a network jam
19:06:58 <Wormnest> Samu: I´ve never really looked at the signal placement of nocab but I´ve seen errors in where it places signals
19:07:04 <Alberth> -143-150 looks suspicious too, I don't think nfo can do computations
19:07:13 <Wormnest> besdes that it only uses one way tracks
19:07:13 <Alberth> or at least not infix
19:07:21 <Wormnest> *besides
19:07:22 <Alberth> you could try prefix :p
19:07:42 <Samu> hmm version 499 i see block signals
19:07:45 <stefino_cz> -143 -150 are offsets
19:08:00 <Alberth> missing space then?
19:08:15 <Alberth> line 7 has no space between them
19:09:33 <stefino_cz> yeah...fixed...but problem still here
19:09:48 <Alberth> tried giving each line a sprite number?
19:09:49 <Samu> query tile says: Railway track with block signals
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19:10:13 <Alberth> or at least for test, the first few
19:10:18 <Alberth> check if that helps
19:10:54 <stefino_cz> ok, I'll try it
19:11:00 <Wormnest> I didn´t say it didn´t use block signals :)
19:11:47 <Samu> NoCAB is in a very difficult situation from what I see now
19:11:59 <Samu> he got the right corner of the map completely jammed
19:13:20 <Samu> i thought tracAI was bad, but nocab is bad in an order of magnitude much higer
19:16:51 <Wormnest> Well at least it´s good at something then :p
19:17:42 <Samu> seems like eveything is connected
19:18:53 <stefino_cz> looks that is problem with png file
19:20:33 <Alberth> hmm, makes sense to call that "meta data"
19:21:12 <Alberth> 8bpp png?
19:21:46 <stefino_cz> 8bpp are 8bpp and 32 are 32
19:22:10 <Alberth> ah, ok, some ms programs think they can sneakily change that
19:23:56 <Wormnest> Current test version of nocab used 4% of allowed saving time for 49 train routes
19:24:39 <Wormnest> Compared to an older development version used 91% and had to discard 32 of 54 routes
19:26:05 <Samu> it is starting to have an impact in profits NoCAB profits are starting to do down
19:27:23 <Wormnest> It may also have some old vehicles waiting in depot that it forgot about
19:27:54 <Samu> let me look at his list
19:28:01 <Samu> he got 3020 trains... hmm
19:30:15 <Samu> more than half of his trains have negative profit
19:30:42 <Samu> 1442 trains have a profit
19:31:36 <Samu> there are some old trains that are stuck in a jam, they're heading to depot but can't move
19:32:52 <Samu> too many unprofitable trains in depot trying to get out
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19:33:02 <Samu> can't get out because of jams
19:33:10 <Samu> there's a few unsold trains indeed
19:33:14 <Samu> stopped in depot
19:34:15 <Wormnest> It´s because of too long bridges/tunnels sometimes and also reuse of tracks for several busy lines
19:34:38 <Wormnest> I don´t think it checks if a line is too busy for more trains
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19:37:19 <Samu> http://imgur.com/lnaQAeo right corner of nocab
19:42:02 <stefino_cz> Alberth: nothink
19:42:39 <Wormnest> Yea I´ve seen similar problems in my own tests too
19:43:29 <Samu> TracAI at least, does several different networks
19:44:03 <Samu> i think TracAI author could fix it easily
19:44:36 <Samu> but NoCAB... ugh, hmmm i really don't know, he makes use of many different networks
19:45:26 <Samu> mixes part of routes with each other
19:45:41 <Samu> rail re-using
19:46:03 <Samu> will be tough to fix it, i bet
19:48:14 <Samu> TracAI uses one-way path-signals
19:48:25 <Samu> NoCAB uses block signals, one way too
19:49:59 <Samu> 410 trains have positive profit, out of 2223 for TracAI, the ratio is way worse for TracAI
19:51:33 <Alberth> stefino_cz: :( no ideas what to try now, I am afraid, perhaps post at the forum?
19:54:10 <stefino_cz> Alberth: I tried...but I¨m afraid that I have so little experiences to invent somethink like that :/ 3D and sprites generaly are ok for me but encoding is bad
19:54:58 <stefino_cz> https://www.tt-forums.net/download/file.php?id=192627
19:55:18 <stefino_cz> this is it :) but only picture for now and maybe forever
19:57:43 <stefino_cz> Other graphics are quite easy cause there are tutorials or I only replacing base grf. But this trafficlights are different . It's patch and there is no other way than try to encode it...somehow >(
19:58:01 <Samu> looking at trAIns, he got a jam, a weird one, cus i see no reason why the trains don't move
19:59:51 <Samu> http://imgur.com/uJo723r - why don't the trains move?
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20:03:20 <supermop_> yo
20:03:33 <andythenorth> lo
20:05:01 <Wolf01> andy... I did it... https://www.amazon.co.uk/gp/product/B00SDTS2CS/ref=s9_simh_gw_g21_i2_r?ie=UTF8&fpl=fresh&pf_rd_m=A3P5ROKL5A1OLE&pf_rd_s=desktop-1&pf_rd_r=MZ7TD0HBYTMG9JT2M9TP&pf_rd_t=36701&pf_rd_p=26de8ef0-2ad7-412c-8634-6cd03b7b73e2&pf_rd_i=desktop
20:05:16 <Wolf01> and not once... I purchased 2 of them XD
20:06:11 <Wormnest> 949 cant go further because 360 is in the block it wants to go through and its not waiting at a path signal
20:06:55 <Wormnest> and 360 wants to go to the block 949 is in
20:07:30 <andythenorth> Wolf01: good price eh? :P
20:07:46 <Wolf01> too good to miss the chance
20:08:01 <Wolf01> I spared almost 80€
20:09:07 <Samu> train 949 wants to go north actually
20:09:18 <Samu> wants to turn left
20:09:24 <Wolf01> even with the shipping fee it costs 30% less than here
20:09:41 <Wormnest> doesn´t matter it´s part of the same block
20:10:14 <Samu> they're blocking each other?
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20:10:21 <Wolf01> quak
20:11:12 <Samu> block signals are bad
20:11:16 <Samu> it's official
20:11:20 <Samu> :()
20:11:21 <stefino_cz> Alberth: Is here someone else who can help me with this problem?
20:12:36 <Alberth> I am sure everybody that actually reads the channel knows by now what you're trying to do, so the only thing you can do is wait
20:13:10 <frosch123> hoi
20:13:22 <Alberth> hola
20:13:27 <stefino_cz> okey okey :) thank's
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20:47:10 <andythenorth> http://dev.openttdcoop.org/attachments/download/7846/truck_lengths_eh.png
20:47:21 <andythenorth> I made livestock trucks a bit longer, because cows need space eh?
20:47:48 <andythenorth> and the refrigerated truck, because they have a lot of insulation and stuff, so they tend to be max permitted length
20:48:09 <andythenorth> or alternative rationale, just to add variety to graphics :P
20:51:34 <frosch123> the grid is quite regular
20:51:45 <frosch123> i would expect some more partitions
20:51:54 <frosch123> it looks like a single big room
20:52:03 <andythenorth> on the livestock trucks?
20:52:10 <frosch123> also, cows are not transported on two floors
20:52:18 <frosch123> so, either it carries chicken
20:52:22 <frosch123> or it is quite tall :p
20:52:23 <andythenorth> sheep!
20:56:56 <andythenorth> giraffes!
20:57:55 <andythenorth> regular grid = easy copy paste for all angles :P
20:57:59 <andythenorth> I should break it up a bit?
20:58:26 <frosch123> yeah, some of the veticals ones could be thicker
20:58:28 <andythenorth> https://c1.staticflickr.com/1/381/20164438435_7bfcca013c_b.jpg
20:58:29 <frosch123> or something
21:00:07 <andythenorth> some this one is less uniform, just because of TTD lengths http://dev.openttdcoop.org/attachments/download/7847/livestock_truck.png
21:00:11 <andythenorth> -some
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21:02:31 <Wolf01> andythenorth http://bricknerd.com/home/trucking-in-spaaaace-19-2016 trucks!
21:09:49 <andythenorth> Wolf01: pretty awesome
21:10:33 <Wolf01> and how it placed the bricks... I can't even imagine how some pieces stay in place
21:10:42 <V453000> ._.
21:11:08 <Wolf01> V, hype.
21:11:23 <Wolf01> did you do your homework?
21:11:50 <andythenorth> Wolf01: do you think it’s non-playable? o_O
21:11:56 <andythenorth> swoosh it and bits fall off?
21:12:50 <V453000> Wolf01: hype as fuck, yeah, graphics are done for 0.13 :)
21:12:51 <Wolf01> if you go to the flickr page it says the trailer wheels barely roll
21:13:03 <V453000> already lost like 40 hours to 0.13 :D
21:13:23 <V453000> well I found like 10 bugs so it isn't lost :)
21:14:22 <Wolf01> did you made the UB more likely to understand they could be abused to block a lane?
21:14:40 <V453000> no changes there
21:15:57 <V453000> I understand your issue but it is not priority, at least definitely not right now
21:15:58 <Wolf01> and do you plan to add sidings to the "floating" belts? XD
21:16:10 <V453000> belts might get an overhaul at some point, but probably not for 0.14
21:19:10 <Wolf01> https://www.humblebundle.com/neo-geo-encore mmmh
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22:03:18 <Samu> Wormnest_: dbg: [script] [0] [I] INFO: Industry: Tonfield Printing Works removed from the world!
22:03:28 <Samu> it's actually the opposite, it was born
22:04:23 <Samu> New Printing works under construction near Tonfield! on the newspaper
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22:09:26 <Samu> some Printing Works was removed, but it was not Tonfields
22:09:45 <Samu> he's demolishing the connection dbg: [script] [0] [W] WARNING: Demolishing connection from Flinfingford Forest to Tonfield Printing Works
22:11:50 <Samu> he's doing the right thing, but the industry is not Tonfield Printing Works. The trains he's removing are from that forest, yes, and go to a place near Little Chudingville, which no longer accepts wood, that's where it must have been the missing Printing Works
22:13:19 <Samu> There's a town named Tanfield and another named Tonfield
22:14:23 <Samu> Tanfield is closer to the place the missing Printing Works is. Tonfield, is way... far distant from that connection
22:14:51 <Samu> either way... there is a bug somewhere with NoCAB detecting the names of industries
22:15:16 <Samu> at least on 2.1.3, don't know if your version has the same problem
22:17:09 <Samu> still, given the location of Tanfield and Little Chudingville, that printing works wouldn't be Tanfields' anyway, but Little Chudingville
22:19:14 <Samu> trying to see if there's a trend in my findings, but apparently not
22:19:34 <Samu> oil refinery, then food processing plant, then printing works... hmmm
22:19:52 <Samu> affects non-primary industries at least
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22:21:52 <Samu> there was a farm that closed and he removed the connection, so... i guess there's really no relation
22:22:03 <Samu> tough to understand why this happens
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22:37:11 <Samu> most of the trains on the right corner of the map are being told to enter depots
22:37:19 <Samu> but they're all stuck in jams
22:38:15 <Samu> I see that block signals are part of the problem
22:39:57 <Samu> not sure if Path Signals would help
22:40:07 <Samu> that's way too many trains
22:40:28 <Samu> i dunno, something you may experiment with, Wormnest_ ?
22:42:08 <Wormnest_> Not sure if I wanna bother with that Samu. I already made some changes that may help a little
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22:42:58 <Wormnest_> About the open/close problem: in WorldEventManager it looks like the right functions are called for each
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22:55:18 <Wormnest_> Now that I think of it the wrong industry name may be because it may take a long time before nocab handles the close event
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22:56:01 <Wormnest_> In the meantime a new industry may have been created that gets assigned the same id as what the old industry that closed was using
23:00:49 <Samu> :)
23:01:05 <Samu> you're on to something, me I'm still trying to find clues
23:03:17 <Samu> i think nocab got stuck "forever" now
23:03:29 <Samu> he's attempting to demolish a connection where trains are stuck
23:03:59 <Samu> and the server is slow... year 1977
23:04:44 <Samu> if it stays this slow till 2051... then... maybe next week or so it finishes
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23:05:21 <Samu> i don't know if i have the patience
23:10:35 <Wormnest_> well trains are nocab´s weakest part I think. Even in my fork trains still need more fixing
23:12:00 <Wormnest_> In my game started this afternoon in 1950 its now 1976
23:12:23 <Wormnest_> That´s with my fixed nocab and an older version with less fixes
23:14:10 <Samu> :|
23:15:41 <Samu> i started all these servers at the same time
23:15:54 <Wormnest_> Ofcourse I´m not using a server just singleplayer
23:16:17 <Wormnest_> but it is on a 4kx4k map
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23:17:35 <Samu> current year: Syntrans 2021, trAIns 2020, WormAI 2019, TracAI 2018, OtviAI 2018, Trans 2016, SimpleAI 2011, NoCAB 1977
23:17:58 <Samu> special note, Trans got nothing
23:18:04 <Samu> and yet his servers gets delayed
23:19:28 <Wormnest_> Must be trying to think how to get out of that situation lol
23:22:52 <Samu> there are 7 human companies on OtviAI server
23:23:20 <Samu> NoCAB is password protected so that it doesn't make any save
23:23:57 <Samu> there's 1 human company on SimpleAI server, and 1 on Trans server
23:24:03 <Samu> the others have no companies
23:24:08 <Samu> human*
23:26:21 <Samu> total CPU usage of these servers is about 68%, i saw it peaking at 85% some few times, there's still headroom
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23:44:42 <Samu> aww TracAI crashed
23:45:35 <Samu> server 4
23:46:27 <Samu> crashed 75 minutes ago
23:46:32 <Samu> 75-90
23:47:31 <Samu> checking if anyone else crashed
23:48:56 <Samu> SimpleAI crashed, too long to save
23:49:26 <Wormnest_> uhoh
23:49:36 <Samu> crashed 60-75 minutes ago
23:49:46 <Samu> the others are running, must check syntrans yet
23:51:11 <Samu> syntrans still running
23:51:42 <Samu> ok, just these 2
23:51:58 <Samu> SimpleAI, will restart without autosaving and password protected
23:52:13 <Samu> TracAI... not gonna restart, it's an error in the script
23:55:07 <Samu> 1st Dec 2009 seems to be the last time SimpleAI was alive
23:55:11 <Samu> let me check
23:56:52 <Samu> correct
23:57:03 <Samu> 1st Jan 2010 save doesn't have saved data
23:57:31 <Wormnest_> I´ve never seen SimpleAI crash but I usually have a lot lower vehicle limits
23:58:33 <Samu> TracAI was last alive on 1st Apr 2015
23:58:51 <Samu> 1st May 2015 it was already crashed
23:59:09 <Samu> ok, sending these saves
23:59:35 <Samu> WormAI is still going