IRC logs for #openttd on OFTC at 2016-07-15
            
00:04:52 <andythenorth> Wolf01: if you build road with catenary...
00:04:59 <andythenorth> you’ll see the things I didn’t try to finish :)
00:05:27 <Wolf01> you mean the road with those little road-icons?
00:05:39 <andythenorth> garbled sprites
00:05:58 <Wolf01> I might give a look to it
00:10:09 <andythenorth> if I was to start properly on this...
00:10:26 <andythenorth> the first thing would be to sort out the enum that holds the roadtypes
00:10:35 <andythenorth> and the map bits
00:11:39 <andythenorth> all things like ‘(HasBit(roadtypes, ROADTYPE_ROAD))’
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00:21:09 <Wolf01> 'night
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03:03:01 <Samu> 2040
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07:06:23 <MonkeyDrone> V453000, you around?
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07:39:35 <MonkeyDrone> alien
07:39:43 <MonkeyDrone> yes, lol, monkey here
07:39:47 <MonkeyDrone> too lazy to change
07:40:12 <Elle> Ooooh
07:40:15 <Elle> There we go!
07:40:52 <MonkeyDrone> Elle,
07:40:58 <MonkeyDrone> Elle, hallo
07:41:17 <MonkeyDrone> settings -> preferences -> color
07:42:17 <Elle> Try highlight again
07:43:02 <MonkeyDrone> Elle,
07:43:10 <MonkeyDrone> i've set mine to dark
07:43:19 <MonkeyDrone> dark colors, easy on the eyes then the white killer
07:43:50 <Elle> I did too, the ast time I had Hexchat, but I want to see that its old glitches are gone before I dive into too much customisation again
07:44:24 <MonkeyDrone> lol
07:44:29 <MonkeyDrone> Elle, well how is it going so far?
07:45:33 <Elle> Good, good. Still trying to make some sense of this IRC wizardry. Like, I know that it exists, and I know that people are using it, and I know that it's very useful, but I never used it myself and never figured it out
07:49:05 <MonkeyDrone> well , it's as simple as it gets :P
07:49:19 <MonkeyDrone> hopefully V453000 shows up today morning and we can have a nice chat with him :P
07:49:49 <Elle> That would be nice, but I cant help but wonder what I've gotten myself into
07:49:59 <MonkeyDrone> meanwhile, run another instance of openttd and install RAWR through the online content download and give it a quick run xd
07:50:15 <MonkeyDrone> well i'm going to see if i can make magic happen :P
07:50:41 <MonkeyDrone> 2 heads are better than 1, am i rite? :D
07:52:02 <Elle> Remind me, what is the end goal here? You'd like me to consider modelling for OpenTTD's engine?
07:52:45 <MonkeyDrone> yes :P
07:52:55 <MonkeyDrone> you have potential :D
07:53:13 <MonkeyDrone> i will do what i can to utilize it for openttd's sake :p
07:53:31 <Elle> Thanks for the kind words... but what you saw was something that I'm only learning to make =P
07:53:49 <Elle> We'll have to see if I can make something usable in this case
07:54:33 <MonkeyDrone> that is why I would like you to have a talk with V453000
07:54:40 <MonkeyDrone> so we can see where you stand :D
07:54:51 <MonkeyDrone> cause i've no idea how life of modelers work xD
07:57:04 <Elle> http://178.222.36.170:256/SuperBrickWall.7z
07:57:43 <Elle> MonkeyDrone take a peek at that file
07:58:13 <MonkeyDrone> lol clickable urls, yay
07:58:19 <Elle> Awesome!
07:58:41 <MonkeyDrone> build walls?
07:58:58 <MonkeyDrone> building*
07:59:26 <Elle> Yeah, like what I used in the renders that I showed you
07:59:43 <Elle> This is one of the textures that I needed to make from scratch
08:00:12 <Elle> It has all the required advanced maps; diffuse, nmap, ao, roughness, metalness
08:00:36 <Elle> You could go to an AAA game with that set of technical textures =P
08:01:04 <Elle> It's very low rez though, because thats all I needed for my usage. I could make them of any quality
08:01:44 <MonkeyDrone> and that is exactly what you shall talk about with V453000 :D
08:03:05 <Elle> Pfff. Fine, fine... This gonna be good
08:03:31 <Elle> Unless he comes around and decides that I'm a newbie who can only impress even bigger newbies =P
08:03:57 <Elle> ...I worry too much, dont I
08:05:11 <MonkeyDrone> yeah, you are worrying too much :P
08:05:17 <MonkeyDrone> just have alook at his work
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08:05:38 <MonkeyDrone> https://dev.openttdcoop.org/projects/rawr
08:05:39 <Elle> *slips one more here just to be sure* http://178.222.36.170:256/SuperPanels.7z
08:06:18 <Elle> This is not a big atlas of textures, but thats what I used to panel the engine that I showed you earlier
08:06:19 <MonkeyDrone> https://dev.openttdcoop.org/attachments/download/7238/PURR_00.png
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08:07:29 <MonkeyDrone> oooo, that's the body of the engine :D sweeet
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08:09:13 <Elle> Humm... I looked at the screenshot and there's something that I dont understand about it
08:09:26 <MonkeyDrone> what is that?
08:09:56 <Elle> Is this serious 3D? Or is this just prerendered 2D?
08:10:03 <Supercheese> pre-rendered
08:10:23 <Elle> Yeah then, this isnt what I was up for =(
08:10:24 <Supercheese> I think he posted his gfx pipeline somewhere
08:11:10 <Supercheese> https://www.tt-forums.net/viewtopic.php?p=1146823#p1146823
08:11:13 <Elle> I mean I can do this, but there are so many reasons why I would much rather do proper 3D
08:12:05 <MonkeyDrone> thanks Supercheese , Elle , check that link, that should make a lot more sense:p
08:13:05 <Elle> V uses 3ds Max... Just as I do, which is awesome...
08:13:30 <Elle> But he uses Vray and I come from Mental Ray, and we kinda hat each other =D
08:13:58 <MonkeyDrone> you will get along fine :P
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08:30:24 <Wolf01> o/
08:30:56 <MonkeyDrone> o/
08:31:02 <MonkeyDrone> only ghosts in here
08:32:01 <Wolf01> not a new
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09:28:03 <V453000> yo huminz
09:28:32 <V453000> ooh someone talking about interesting stuff
09:28:35 <Wolf01> zog zog
09:28:48 <V453000> @logs
09:28:48 <DorpsGek> V453000: http://irclogs.qmsk.net/channels/openttd
09:29:52 <V453000> Elle: around?
09:30:09 <Elle> Wuh? *snaps up, looks around*
09:30:11 <Elle> Oh, hello
09:30:27 <V453000> hi. :) just slowly reading the logs atm
09:32:11 <V453000> how are you? :)
09:32:13 <MonkeyDrone> read all about it
09:32:30 <MonkeyDrone> hello V453000 , how's it going?
09:33:27 <V453000> stuff is nice
09:33:37 <V453000> if I could get someone to help with BRIX/RAWR, it would be splendid
09:33:37 <MonkeyDrone> Elle, meet V453000 , V453000 meet Elle. Elle is a modeller and has an idea for a train engine and wants to know how one goes about it to bring it to life in Ottd
09:33:50 <V453000> nice
09:33:56 <V453000> I am all ears :)
09:33:58 <MonkeyDrone> all i know is, you both are modellers
09:34:18 <MonkeyDrone> talk it out and see where you both stand and if its possible to even work together :P
09:34:57 <V453000> sooo what's this idea about? :)
09:36:10 <MonkeyDrone> hehe, Elle should be here in a moment hopefully
09:36:18 <MonkeyDrone> i want to see this go down :D
09:36:27 <Elle> I got an impression that you're working on a 3D engine for OTTD. Our pal here has seen some of my art, and he said that my sort of art would be welcome in OTTD
09:36:56 <Elle> Like... I showed off some buildings... a single train engine that I came up with... Such stuff.
09:37:00 <MonkeyDrone> there was a slight misunderstanding that OTTD was bringing 3D to the game
09:37:04 <V453000> right, well 3D OpenTTD would be a cute thing but someone would have to program it, and it would be completely incompatible with old ttd probably, unless you added some wild shit like locked isometric view etc
09:37:17 <V453000> so, now I just do 2D sprites
09:37:22 <V453000> rendered from 3D models of course
09:38:21 <Elle> Yeah, I was getting to that point. It turned out not to be what how the pal initially made me believe. And yeah, thats what I said to him after seeing RAWR; "If V was able to work in 3D, he wouldnt be converting them to 2D for no good reason"
09:38:50 <V453000> well I kind of like the sprite workflow
09:39:05 <V453000> but yeah if there was the option to have OpenTTD in 3D, it would be interesting
09:39:07 <V453000> to say the least
09:39:14 <Elle> We came to the topic because I told him how I first played TTD on PSX, which had some rather likable 3D graphics. Like, real 3D, free camera and all
09:39:17 <V453000> the problem is that such project would probably be utterly enormous
09:39:40 <V453000> to be done properly
09:40:10 <V453000> right now, I don't have the energy or time to start something so gigantic, but I am trying to finish BRIX to at least have some nice higher resolution style
09:40:23 <Elle> It wouldnt be as enormous as you say it would be... If it was really that hard, our modern videogames wouldnt be 95% 3D nowadays
09:40:25 <V453000> RAWR is an ok proof of concept but needs massive amount of work
09:40:35 <V453000> fair point Elle :)
09:40:46 <V453000> admittedly rendering 10 000 sprites to have a base set is insane
09:41:00 <Supercheese> 'tis over nine thousand
09:41:13 <Elle> Many shortcuts could be taken with a true 3D engine for OTTD. For example, very little stuff is animated.
09:41:36 <V453000> well yeah
09:41:41 <Elle> Another example is that everything sits on a 2D plane. There arent overlapping objects to complicate stuff.
09:41:47 <V453000> I am more thinking all of the pathfinder/other things to do
09:42:43 <Elle> No need for extra pathfinding. You dont need to rewrite the game just to have a 3D engine. Internally, the game would still be doing exactly what it's doing right now. It would just be drawing to the screen differently.
09:43:11 <V453000> I understand
09:43:36 <Elle> It would even be compatible with the non-3D saves
09:43:38 <V453000> well, sounds interesting, what steps would you take?
09:43:54 <Elle> And I remember the PSX version being able to switch between 3D, and the one that we have now
09:44:34 <Elle> Steps, steps, steps... Well the terrain could be generated on the spot from the nodes (those little dots when you raise and lower terrain, they define the terrain)
09:44:57 <Elle> And the buildings and other objects could be in OBJ format
09:45:19 <Elle> That already covers the graphics for terrain, cities, and vehicles.
09:45:51 <Elle> The water could be either simple as ingame now, or some fancier shader could be used just as well, perhaps customisable
09:46:25 <V453000> that's pretty much how I imagine it as well
09:46:26 <Elle> The overall look could be kept very close to how it is now, just 3D
09:46:56 <V453000> there are some pitfalls I could see, because for example trains travel at different speeds on diagonal directions, compared to straight ones
09:47:06 <V453000> or heights of tunnels are huge hacks etc
09:48:05 <Elle> Everything would be calculated same as ever. If trains went "faster" diagonally, they would do the same here. If they went down into a tunnel, they would again do so here. The only thing that would change would be drawing to the screen
09:49:01 <V453000> well yeah, but for example the diagonal/straight train issue is a problem because you need 141% longer train models on diagonals, to make them fit, but I guess that can be solved
09:49:45 <V453000> we could even have super simple placeholders for now, like boxes etc
09:50:06 <V453000> honestly, when I made everything just coloured boxes in BRIX, it actually kind of worked nicely XD
09:50:14 <Elle> Very much so. Or some quick test objects could be quickly whipped up
09:50:34 <V453000> I would prefer boxes because test objects tend to already set pace for some visual style etc
09:51:45 <Elle> Okay, but wouldnt we already know what visual style we'd want? One close to the original.
09:52:02 <V453000> well yeah.
09:52:04 <V453000> that's true
09:53:46 <Flygon_> I kno I'm late but
09:53:55 <Flygon_> <Elle> I got an impression that you're working on a 3D engine for OTTD. Our pal here has seen some of my art, and he said that my sort of art would be welcome in OTTD
09:54:03 <Flygon_> Wasn't the playstation release in 3D?
09:54:07 *** Flygon_ is now known as Flygon
09:54:15 <V453000> yes, he said that. :)
09:54:25 <Flygon> Right
09:54:36 <Flygon> Sorry, haven't gotten around to reading fully yet
09:55:06 <Elle> The playstation release really was in 3D. Thats the first one I played.
09:55:41 <Flygon> If there would be an insane feature request I'd want, that isn't "Free routing of tunnels and bridges in a 3D space", it'd be having variable gradient slopes
09:56:05 <Elle> It even looked pretty good, like this... http://s189.photobucket.com/user/capturas_psp_meristation/media/ePSXe2007-07-1516-52-28-63.gif.html
09:56:46 <Elle> And this was over 15 years ago, we could do even better today
09:56:47 <V453000> interesting :D I like how it is replicated from the sprites
09:57:02 <V453000> definitely
09:57:57 <Elle> What do you mean by variable gradient slopes, Flygon?
09:58:13 <MonkeyDrone> something like mountain slopes i assume
09:58:21 <Flygon> Mountain slopes too
09:58:21 <MonkeyDrone> whiter on top but gets less snow as you come down
09:58:23 <Flygon> But more
09:58:33 <Flygon> Instead of taking just one tile to go from 'height' 22 to 23 for example
09:58:35 <Flygon> Take 2 or 4 tils
09:58:39 <Flygon> With a smoother slope
09:58:42 <Flygon> tiles*
09:58:47 <Elle> Well in the current engine we cant raise them higher, or else you wouldnt be able to see whats behind. But in 3D...
09:58:48 <MonkeyDrone> oh that,
09:59:00 <Elle> Oh I see what you meant now.
09:59:13 <Flygon> Weeeeeeeeeeelllll... 90 degree rotation isn't impooooooooooooooooooooossible
09:59:13 <V453000> I wouldn't add anything extra like that
09:59:19 <Flygon> But a nightmare in the art department
09:59:29 <V453000> keeping it basic for now
09:59:31 <Supercheese> and the map array department
09:59:35 <Flygon> Same reason it'd never happen in AoEII
09:59:37 <Flygon> Yeah, that too
09:59:57 <Elle> I wouldnt add something like that, I agree with V, because that would be a gameplay change, and here I'm mostly advocating that the stuff just draws differently... and the rest remains as is
10:00:17 <V453000> yes exactly
10:01:03 <MonkeyDrone> so to this layman, what are the chances of 3D sprites coming to OTTD
10:01:10 <V453000> well, how would one go about using a 3D engine? unity orsomething?
10:01:27 <V453000> MonkeyDrone: 100% if someone does it :P
10:01:28 <Elle> Whats funny is, if we had a 3D engine, and could make some modifications to the 3D generator, we could have a smooth terrain with smoothly climbing gradients... Our current limitation is just because it's 2D
10:01:38 <Flygon> Map array
10:01:44 <V453000> yes that would work Elle
10:01:52 <Flygon> Wait, it would?
10:01:54 <Flygon> O_o
10:02:04 <V453000> well if it's just drawing
10:02:11 <Flygon> My understanding of the engine is clearly nowhere near what I thought it was
10:02:17 <Flygon> Well, I was thinking more of
10:02:22 <Flygon> Hillclimbing mechanics
10:02:31 <V453000> no retarded gameplay ideas
10:02:31 <Elle> Because we would be able to set those nodes to any height we want. It wouldnt have to be 2 high or 3 high, it could be 2.43 high if we wanted.
10:02:33 <Flygon> Smoother slope = Vehicles not being locked to, say, 7% gradients
10:02:37 <V453000> we are just trying to draw the game differently
10:03:03 <Flygon> Hence, it'd look a bit odd a metal train struggling the same way on a smooth slope as a steep slope
10:03:21 <Elle> Yeah, so let's just stick to the graphics for now =P
10:03:25 <Elle> as V suggested
10:04:16 <Wolf01> I think you want "train fever", if only the devs didn't let it die... maybe an open train fever one day...
10:04:22 <Flygon> (I'm actually kind of curious how processing/RAM intensive a fully-3D map array would be, instead of the '2D' one currently used)
10:04:24 <V453000> soo, unity? unreal? how does one go about that? I never did graphics for a 3D engine
10:04:48 <V453000> you draw only things you see Flygon , map array stays the same
10:04:58 <Flygon> I meant in terms of
10:05:01 <Elle> I could probably supply all kinds of models if this thing existed (and couple probably model anything thats in the game right now with enough effort), and I could make textures, including the advanced textures used in modern game engines
10:05:04 <Wolf01> oh, I just found why they let the game die
10:05:11 <Flygon> Having tunnels with signalling, curves, ect
10:05:13 <V453000> I think we want openttd, in 3D. Train fever is realistic bullshit
10:05:16 <Flygon> And viaducts the same way
10:05:16 <Wolf01> http://www.transportfever.com/
10:05:34 <Flygon> The sort of thing that can't really be faked with wormholes, to my understanding
10:05:48 <V453000> well yeah I can spew models and textures too Elle , problem is creating the enviromnent to put them in
10:05:50 <Flygon> And instead requires a '3D' map array instead of '2D'? O_o?
10:06:04 <MonkeyDrone> so as the current ottd engine stands, you can't add 3d model artwork to the game correct?
10:06:25 <V453000> yes, only sprites atm MonkeyDrone
10:06:25 <Flygon> You can pre-render it, but that doesn't allow a 3D camera :P
10:06:40 <Elle> Flygon, as I said earlier, a lot of shortcuts would be possible to take with OTTD, and one of them is that the game is already 2D
10:06:58 <Flygon> I'm referring to the engine, not rendere
10:07:00 <Flygon> renderer
10:07:31 <Flygon> As in... the z axis is mostly just for graphics
10:07:45 <Flygon> Same way Ragnarok Online has a z axis, but it's only really used for graphics rendering
10:07:51 <Flygon> The engine game, engine-wise, is 2D
10:07:56 <V453000> Elle , MonkeyDrone please join me in #openttd.3d ... just type /join #openttd.3d
10:08:17 <Elle> Well even if it's mostly for the show, the game already KNOWS when something is above something else (like a train going above another train using a bridge) we in a 3D engine we would just need use it
10:08:25 <Flygon> (either way, I'm strongly intrigued by a 3D frontend put onto OpenTTD :3)
10:08:34 <Flygon> (PSX TTD has always fascinated me)
10:08:47 <Flygon> Elle: The power of wormholes
10:09:08 <Flygon> As I understand it, the vehicle basically remains 'trapped' in one tile internally, but works around that fact when rendering
10:10:58 <Supercheese> black magick
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10:14:08 <Flygon> (I should look into if it'll be possible to put '3D' spaces into Open Source Ragnaok Online clients... but simply creating a shitload of stacked 2D arrays would eat up too much RAM)
10:14:27 <Flygon> (maybe just do hacky stuff like how the 2D Sonic games have multiple collissions :U)
10:23:03 <MonkeyDrone> anyone here can help me with server side scripts, how to do the MOTD in private chat etc?
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11:20:09 <Wolf01> anybody knows how to get rid of the "expression must have a constant value" error from an enum? (VS2015)
11:23:43 <peter1138> use a constant value
11:24:35 <Wolf01> it's the base ottd code, but I think is the intellisense mistake here
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11:29:07 <Wolf01> it seem to not like much the overloaded | operator
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12:44:29 <MonkeyDronez> sup V
12:44:50 <MonkeyDronez> you know anyone who knows how to work with scripts in this game
12:45:10 <MonkeyDronez> reddit has a 'Welcome player', basically reading players name and printing it to them in a private message
12:45:26 <MonkeyDronez> i have managed to just get the general MOTD popping up in 'All' whnever a player joins
12:45:51 <MonkeyDronez> don't even know where to begin, wiki has no information whatsoever on it and google is useless for it.
12:50:20 <V453000> Sylf coded some scripts :)
12:50:30 <V453000> he could probably give you hints
12:50:45 <V453000> he usually appears in #openttdcoop channels in european morning and night
12:50:47 <V453000> he is us
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13:29:30 <Samu> bah, system crashed...
13:29:39 <Samu> it was already on year 2040
13:29:46 <Samu> got to restart again
13:30:18 <Samu> gonna update everything to 1.6.1 anyway
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13:39:51 <argoneus> good morning train friends
13:40:03 <argoneus> anyone here uses vim?
13:40:06 <argoneus> or used to use vim
13:43:13 <Alkel_U3> yes, I am very proud to say I can exit it and some more
13:44:16 <Alkel_U3> truth to be told, I started using vim after getting used to vimperator addon in firefox :-)
13:44:47 <Alkel_U3> what's your emergency?
13:44:59 <argoneus> I'm just wondering if it's still worth learning
13:45:08 <argoneus> I downloaded some plugins yesterday and started trying to learn it via vimtutor and such
13:45:14 <debdog> depends on how dirty your sink is
13:45:16 <argoneus> and while I can see how it makes some editing operations easier
13:45:23 <argoneus> I also lose all the features of an IDE
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13:49:26 <Alkel_U3> I use it for tinkering with configs on my server and writing short scripts so I can't really judge how big a loss that would be
13:56:17 <V453000> currently planning 30k sprites for ALL cargoes having unique sprites, with 22 unique wagon types and with some nice roster of trains :)
13:56:20 <V453000> 's good
13:58:30 <Wolf01> and you have time to work too?
13:58:40 <V453000> am on holiday this week
13:58:59 <V453000> so setting up system for train set, so I can spend little bits of time here and there to make the actual models
13:59:04 <Wolf01> usually one goes on holiday to stop working
13:59:27 <Wolf01> I need to work to stop holiday instead :|
14:00:16 <V453000> well I go on holiday to be with family and work on openttd stuff :P
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14:19:25 <Samu> just started testing NoNoCAB
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14:43:28 <Eddi|zuHause> sounds normal. :p
14:46:10 <Samu> wormnest is offline? :(
14:47:30 <Samu> NoNoCAB servers are slow
14:47:38 <Samu> in comparison with NoCAB
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14:47:44 <Samu> strange
14:49:15 <Samu> testing 5 NoNoCAB and 1 NoCAB.
14:51:23 <MonkeyDronez> thanks V453000 , i'll ask him when i see him
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15:47:38 <supermop> yo
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16:00:43 <Samu> NoNoCAB is logging too much information
16:05:04 <Samu> Warning: the best engine for connection .... etc... spam
16:05:36 <Samu> in 5 years, it logged 300 MB of text
16:05:39 <Samu> :(
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16:46:44 <Wolf01> o/
16:46:53 <Alberth> hi hi
16:47:03 <frosch123> hoin
16:47:13 <Wolf01> oh, theres'a frog too
16:47:16 <Wolf01> quak
16:48:26 <frosch123> yay, i made it before albert :)
17:09:45 <Alberth> :)
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17:43:17 <Samu> hi Wormnest
17:43:21 <Samu> im testing nonocab
17:44:51 <Samu> it's slow early game
17:45:20 <Samu> erm, I mean, it's slow
17:45:34 <Samu> i guess it will be for the whole test
17:46:20 <Samu> nonocab servers are currently in year 1957, the nocab server is in 1963
17:46:55 <Samu> it is spamming a lot of log info
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17:48:12 <Samu> dbg: [script] [0] [W] WARNING: The best engine for the connection: From: Wrindingbury to Senningstone carrying: MAIL is Yate Cargo Ship holding cargo by: Yate Cargo Ship
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17:48:26 <Samu> spams this warning for every connection
17:48:35 <Samu> then keeps the same ship
17:48:40 <Alberth> important information :)
17:49:39 <Samu> dbg: [script] [0] [W] WARNING: Keeping current best engine for existing connection From: Lunfingway to Grondwood carrying: PASS - MPS Passenger Ferry
17:50:25 <Samu> it is logging too much information
17:50:44 <Samu> 576 MB (604.879.745 bytes) in year 1957
17:51:07 <Samu> in 100 years test it will be about 20 GB?
17:53:52 <Samu> nonocab trains is running faster
17:53:56 <Samu> 1962
17:54:10 <Samu> nonocab road vehicles, as well as ships are in 1957
17:54:29 <Alberth> @calc (604879745*100/7)/1024/1024/1024
17:54:29 <DorpsGek> Alberth: 8.04768802066
17:55:47 <Alberth> hmm, why is that not even close to 20G?
17:55:49 <Samu> nonocab trains logged 290 MB
17:56:16 <Samu> seems that it's a problem with ships?
17:56:23 <Samu> but road vehicles is also delayed
17:56:29 <Samu> let me check
17:56:29 <Alberth> oh right it's 7 years rather than 5
17:57:22 <Samu> road vehicles nonocab log size - 74,2 MB (77.853.120 bytes) year 1957
17:58:18 <Samu> original ships nonocab log size - 585 MB (613.497.082 bytes) year 1958
17:58:58 <Samu> npf ships nonocab log size - 535 MB (561.407.542 bytes) year 1958
17:59:31 <Samu> yapf ships nonocab log size - 493 MB (517.288.678 bytes) year 1958
18:00:13 <Samu> trains nonocab log size - 288 MB (302.751.591 bytes) year 1963
18:01:05 <Samu> npf ships nocab log size - 2,81 MB (2.954.150 bytes) year 1963
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18:01:15 <Samu> there, testing 5 nonocabs and 1 nocab
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18:05:41 <Alberth> forgot to turn off a debug flag or so?
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18:07:39 <Samu> it is constantly checking for best vehicles for every connection
18:07:57 <Samu> and it logs that in a spam way
18:09:01 <Alberth> maybe it should store the list available vehicles, and only check if a new one arrives :p
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19:11:22 <Wormnest> hi Samu
19:11:55 <Wormnest> I think I left a statement as Warning that should have been debug only
19:12:58 <Wormnest> There´s still lots of things that can be improved especially how often it checks for optimal vehicle for a connection
19:13:35 <Wormnest> If you have developer settings turned on you can easily reduce log messages by setting it to errors only
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19:28:59 <Samu> I don't have dev settings turned on :(
19:29:44 <Samu> won't change that mid testing
19:30:41 <Samu> npf ships nonocab seems stuck
19:31:28 <Samu> lets seee what the log says
19:31:59 <Samu> dbg: [script] [0] [W] WARNING: Demolishing connection from Brathill City Forest to (null : 0x0000000000000000)+
19:32:14 <Samu> last message, before those saves
19:32:25 <Samu> it's stuck at that, it seems
19:34:17 <Samu> ah i see
19:34:21 <Samu> ship is lost
19:34:33 <Samu> its trying to go to a depot, but its running in circles
19:34:45 <Samu> won't reach any depot
19:35:19 <Samu> npf pathfinder is bad
19:38:14 <Samu> http://imgur.com/CueQ9by
19:39:28 <Samu> ship is running in circles near retbridge buoy #6
19:39:49 <Samu> depot he wants to go is near pruntbourne buoy #5
19:40:37 <Samu> there is a way to go there, but npf seems to fail
19:40:41 <Samu> can't find it
19:44:12 <Wormnest> Yea getting ships to depots can be problematic
19:47:27 <Wormnest> The entire demolish connection code needs to be rewritten the way it´s done now is too inefficient
19:47:47 <Wormnest> And like you noticed if something goes wrong the entire AI gets stuck
19:48:26 <Samu> the orders are from brathill city docks to retbridtge docks
19:48:36 <Samu> using the buys in the way
19:48:39 <Samu> buoys
19:49:03 <Samu> he has a brathill city depot order
19:49:18 <Samu> but npf decided to use an unreachable depot :(
19:49:24 <Samu> in pruntbourne
19:51:20 <Samu> it's a wood ship
19:51:28 <Samu> yeah, the sawmill is gone
19:51:45 <Samu> he's doing the right thing, but npf screwed up
19:52:25 <Wormnest> well if he sent it explicitly to go to a depot then nonocab did it wrong
19:52:50 <Wormnest> Can´t remember if he does that when demolishing for ships but if he does that´s wrong
19:53:32 <Wormnest> Since it´s known that ship pathfinding is problematic he should always wait until he is at a depot order
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20:06:39 <Wolf01> andytheblinking
20:07:09 <andythenorth> o/
20:07:15 <Wolf01> o/
20:08:38 <andythenorth> what next?
20:09:25 <Wolf01> I'm sleeping standing up
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20:35:17 <Alberth> more room for lego!
20:35:46 <andythenorth> Wolf01: (probably seen it already) https://www.youtube.com/watch?v=WEAHq7391GM
20:36:24 <Wolf01> yup
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21:24:51 <Samu> just tried 3d mark time spy directx 12 benchmark
21:25:45 <Samu> monitor isn't even 2560x1440 or whatever
21:25:57 <Samu> looks like my mon is outdated
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21:30:56 * andythenorth ponders
21:34:02 <Wolf01> moving to 3d you too?
21:35:35 <andythenorth> nah
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21:52:03 <andythenorth> should I do a Road Hog release?
21:52:23 <ST2> where is the poll?
21:52:24 <ST2> xD
21:52:38 <andythenorth> here
21:52:41 <andythenorth> +/-1
21:53:11 <andythenorth> I am good at betting on votes
21:53:12 <ST2> well, how you think about it? that's my option too ^^
21:53:23 * andythenorth does it
21:53:29 <andythenorth> have to write the changelog though
21:53:31 <andythenorth> admin crap :P
21:53:36 <ST2> hehe
21:53:49 <ST2> let me grab some stamina bottles to send ^^
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22:08:52 <andythenorth> done
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22:09:47 <andythenorth> https://www.tt-forums.net/viewtopic.php?p=1173169#p1173169
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22:11:00 <ST2> "Beta 4 never made it to Bananas, but seems no-one noticed. :twisted:" <<-- haha, sneaky xD
22:11:05 <andythenorth> it was an oops
22:11:06 <ST2> good job :)
22:11:20 <ST2> and thank you :)
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22:16:29 <andythenorth> needs more cargos :P
22:20:45 <Alberth> \o/
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23:09:08 <Samu> Wormnest: http://imgur.com/CzHDqQg - why can't that train move?
23:09:56 <ST2> because he's blocking himself
23:10:06 <Rubidium> non-path signal
23:10:24 <Rubidium> so, block signal and therefor what ST2 says
23:10:36 <Wormnest> yep
23:11:06 <ST2> if that's done by an AI, well :S
23:11:20 <Samu> yes, nonocab
23:11:23 <ST2> anyway, the reason why got well explaned ^^
23:12:02 <Wormnest> Caused by connecting different lines then it decides for that small spot to go a different route before getting together again
23:12:19 <Wormnest> just at a spot where already a blocksignal was from the original line
23:12:56 <Wormnest> Trains really need more work they don´t perform too well
23:14:31 <Eddi|zuHause> isn't that realistic? :p
23:15:03 <Wormnest> Easiest in this case is probably to not let the lines merge again within a certain amount of tiles
23:15:33 <Wormnest> who said it should be realistic ;)
23:17:29 <Samu> there's 21 trains stuck for that
23:17:34 <Samu> :(
23:19:56 <Samu> i see nonocab trains is performing much better than nocab
23:21:04 <Samu> doesn't eat much cpu
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23:27:31 <Wormnest> There´s still lots of areas where it can be improved though
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