IRC logs for #openttd on OFTC at 2016-10-10
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02:12:38 <Samu> have yet to do trains and road, will take more work
02:26:33 <Samu> road vehicles won't be ready, need a few more days
02:26:47 <Samu> im currently testing 2 road ais and they've not finished
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10:01:08 <Wolf01> V453000, liquid wagon is yours?
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10:34:38 <Wolf01> I'm trying to figure out why a road depot needs an owner for depot and one for road piece
10:36:03 <Eddi|zuHause> wouldn't a difference there result in indestructible depots, since you can't bulldoze a depot, only dynamite it?
10:38:59 <Wolf01> Stations use the same but only for roadstops which makes sense
10:40:49 <Wolf01> Maybe this could be abused for drive through depots, for service purpose, not purchasing/stop, like heliports
10:41:24 <Eddi|zuHause> well. what happens if you try to build a depot on a half-tile road owned by someone else/town?
10:42:33 <Wolf01> But if you dynamite the depot, you also remove the road bit?
10:43:51 <Eddi|zuHause> that's what i would expect dynamite to do
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10:45:24 <Wolf01> But if you aren't the road bit owner you shouldn't be allowed to dynamite the tile
10:45:57 <Eddi|zuHause> yes, that's why i asked about this case.
10:46:37 <Wolf01> Mmmh, I'll think about it, must go out for a commission now
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11:48:17 <V453000> Wolf01: no, Albert's work :) I am working on the rails, they are a total technical hell
11:57:53 <Wolf01> Nice, V, it seem you have a lot of work for 0.15
11:58:56 <V453000> & most things in hires
11:59:24 <Samu> oh, plagiarism, i dunno the english word for it
12:00:32 <Samu> yes, plagiarism is the correct word, my bad
12:00:50 <Wolf01> I won't surprise if the music is a "stock" music, but even the sing style is the same
12:02:45 <Wolf01> Mmmh, I think I lost the part which tells me "where to put the roadtypes bits"
12:02:48 <Samu> inb4 Delerium invites Hana
12:03:08 <Samu> with vocals like that...
12:03:37 <Wolf01> Spec says m8 which is a typo error, there's m4 free for *clear* road, but I need 8 bits free always
12:03:41 <Samu> and then it's no more plagiarism
12:05:08 <Samu> she has the nerve to call the song Chimera, u know there's a Delerium album called exactly that, Chimaera
12:05:20 <Samu> i guess she really wants it
12:05:32 <Wolf01> Also, I need to recognize an invalid roadtype
12:06:46 <Eddi|zuHause> a road type is invalid if it has no road bits?
12:07:40 <Wolf01> No, even before the use on map
12:08:33 <Eddi|zuHause> put a INVALID in the enum, outside of the usual range? (usually INVALID is -1)
12:09:01 <Wolf01> I thought so, but I don't know how asserts will handle that
12:09:21 <Eddi|zuHause> asserts should be fine
12:09:36 <Eddi|zuHause> you should check for INVALID in most places anyway
12:10:00 <Wolf01> The Pack()/Unpack() should be able to set an "invalid id"
12:10:41 <Wolf01> Because I store the identifiers in the array
12:11:00 <Wolf01> Then from the identifiers I can get the roadtypes
12:11:22 <Eddi|zuHause> i don't understand
12:15:46 <Samu> purple hair on both, whatever...
12:16:45 <Wolf01> Eddi, I allocate an array of 16 items for both roads and trams, but I need to tell which items aren't initialized
12:17:51 <Eddi|zuHause> how is that done for railtypes, industries, etc.?
12:19:53 <Wolf01> It uses INVALID_RAILTYPE
12:20:02 <Wolf01> But they only have 1 array, not 2
12:20:34 <Eddi|zuHause> why does that make a difference?
12:20:56 <Wolf01> Because I like to make my life a hell?
12:24:13 <argoneus> good morning train friends
12:40:24 <Wolf01> Eddi, the problem is that INVALID_ROADTYPE is 0xFF, but I can't store it in the identifier, so I need to use an identifier which unpacks to INVALID_ROADTYPE + INVALID_ROADSUBTYPE (which could be 0xFF too)
12:41:04 <Wolf01> If I use such identifier, we leave room only for 15 roadtypes instead of 16
12:44:30 <Wolf01> For example, if I ask GetRoadTypeByLabel("ETRM", ROADTYPE_ROAD), which mean I'm looking for an electric tram in roads, it should return an invalid RoadTypeIdentifier
12:45:03 <Eddi|zuHause> i still don't understand why that can't be 0xFF
12:46:36 <Eddi|zuHause> then you need to use 8 bits in pack
12:46:45 <Wolf01> And if I check if it's invalid before Pack(), what "uint8" should I expect?
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13:20:38 <Samu> i think you need a NONE, rather than INVALID
13:23:22 <Samu> aren't they all electric
13:29:36 <Wolf01> You could have horse driven trams and even steam/diesel ones
13:32:12 <Wolf01> Also, none is already based on trambits, if you don't have trambits you have no tram
13:32:45 <Wolf01> But it's not this the problem, the proble is when I need to ask for the roadtype info
13:41:58 <Eddi|zuHause> but as soon as i move, they will jump up and demand food
13:49:42 <Samu> that would make a terrible meme pic
13:51:27 <Eddi|zuHause> aw crap, i moved :p
14:42:32 <Samu> assert (that this is indeed a tram)
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19:08:13 <Samu> RoadAI finished. I got mixed results
19:08:38 <Samu> in comparison to v3, company value rised slightly
19:08:46 <Samu> there's more vehicles profiting
19:09:08 <Samu> but the average profit is slightly less
19:09:21 <Samu> and road usage efficiency is also less
19:10:19 <Samu> there's nothing standing out, i guess not much changed, if anything
19:10:45 <Samu> differences are within 1%
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19:39:51 <Samu> i guess they associate downloading of OpenGFX OpenSFX OpenMSX to something with malicious intent
19:42:58 <Samu> "the Onion communicates with command and control servers located somewhere inside the anonymous network."
19:44:18 <Samu> i wasn't aware openttd used nsis installer
19:45:44 <DorpsGek> Commit by translators :: r27660 trunk/src/lang/portuguese.txt (2016-10-10 19:45:36 +0200 )
19:45:46 <DorpsGek> portuguese: 7 changes by Samu
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20:52:30 <Wolf01> Note for andy: props 0x09 to 0x0D are missing from grf, those are the droids I was looking for
20:53:02 <andythenorth> I should get you a working nml :P
20:53:14 <andythenorth> nobody has done nmlc-as-a-web-service? o_O
20:53:46 <andythenorth> Wolf01: I will add them shortly
20:53:53 <andythenorth> assuming it doesn’t need an nmlc patch
20:53:59 <andythenorth> in which case I will add them longly
20:54:04 <Wolf01> Btw, I made some fixes and changes
20:54:30 <Wolf01> Oh, those are just strings, the ones for dropdown, toolbar title and whatever
20:57:09 <Wolf01> I'm trying to make place road work now, it should place a road/tram with catenary but even if the bit is set it doesn't show
20:57:20 <Wolf01> I think it's because it still reference the base one
20:57:46 <Wolf01> Also, where we decided to put the 8 bits for roadtypes?
20:58:45 <Wolf01> I can't remember if m4 or what
20:59:43 <andythenorth> “move the storage to m4 as part of this, and deprecate the two existing road/tram bits”
20:59:58 <andythenorth> that assumes I counted free bits accurately
21:00:07 <andythenorth> possibility I didn’t :P
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21:01:53 <Wolf01> I should trash my old links to pastes
21:26:00 <andythenorth> strings are explicitly labelled to match props
21:26:46 <andythenorth> some work for me
21:26:57 <Wolf01> The dropdown one works
21:27:27 <Wolf01> The toolbar I think is based on the basetype so it's road
21:27:45 <Wolf01> But it's a step forward
21:30:41 <Wolf01> Ok, at least now I'm able to build bot road and tram, I should do it step by step
21:37:04 <Wolf01> Yes, it has some weird building techniques
21:37:27 <Wolf01> Like the lipsticks to keep the exhaust pipe connected
21:38:53 <Wolf01> \o/ I finally got both tram with catenary and without catenary
21:40:11 <Wolf01> Now I should avoid to overwrite the catenary bit disabling it if I build a road over the tram track
21:40:36 * andythenorth can’t remember if we’re having catenary per both road and tram
21:40:42 <andythenorth> or once per tile
21:40:49 <andythenorth> got notes somewhere
21:41:09 <Wolf01> We initially said multiple catenary tipes
21:47:43 <Wolf01> Done, you should be able to add a catenary flag to a roadtype
21:56:47 <Wolf01> My second tram type has the catenary
21:57:41 <andythenorth> hmm, I only see one :)
21:58:04 <Wolf01> Because I added one more :P
21:58:25 <Wolf01> I think road doesn't show catenarty yet
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22:12:18 <Wolf01> Why not a horse driven one?
22:12:44 <andythenorth> or stored energy flywheel tram :P
22:13:43 <andythenorth> NRT is great for toyland
22:13:46 <Wolf01> Must be 32bpp, need much detail :P
22:13:51 <andythenorth> scalextrics track
22:14:48 <Wolf01> We could even trash canals and make little barges on wetroad :D
22:21:44 <Wolf01> Uhm, I need to make a GetRoadTypes function, what should it return? The old one returned "RoadTypes" flags, I have 2 structs
22:26:52 <andythenorth> iirc, GetRoadTypes should tell if it’s street or light rail on the tile (base type)
22:27:01 <andythenorth> and we need GetTramTypes() and GetStreetTypes()
22:27:16 <andythenorth> and consumers need updated appropriately
22:29:45 <andythenorth> I have this fragment of code in my notes (out of context now)
22:29:54 <andythenorth> static inline bool HasTramType(rt) { return GetTramType(rt) != ROADTYPES_TRAM_INVALID; }
22:34:16 <Wolf01> static inline RoadTypeIdentifier GetRoadTypeRoad(TileIndex t)
22:34:17 <Wolf01> return RoadTypeIdentifier(GB(_m[t].m4, 0, 4));
22:42:35 <andythenorth> Wolf01: I need to sleep, but good progess is good :)
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23:16:27 <Samu> Microsoft Releases Windows 10 Build 14942: Increases RAM Usage
23:16:37 <Samu> Chrome 55 To Intelligently Reduce Memory Usage By As Much Half, When Needed
23:17:34 <Samu> these news next to each other
23:19:41 <sim-al2> >Service hosts are split into separate processes on PCs with 3.5 GB+ of RAM: If your PC has 3.5+ GB of memory, you may notice an increased number of processes in Task Manager. While this change may look concerning at first glance, many will be excited to find out the motivation behind this change. As the number of preinstalled services grew, they began to get grouped into processes known as service
23:19:41 <sim-al2> hosts (svchost.exes) with Windows 2000.
23:20:21 <sim-al2> Apparently it increases reliability
23:21:21 <Samu> Mafia III requires 8 GB RAM just for the game
23:21:39 <Samu> + windows increases ram usage
23:21:55 <Samu> not that i'm buying that game, but gee
23:22:24 <Samu> they're quickly forcing game systems to standardize 16 GB ram quickly
23:23:46 <Samu> they're also making HDDs suck for gaming
23:23:56 <Samu> with their sub-optimal loading
23:42:22 <Samu> what if water tracks were not like rails
23:42:52 <Samu> to reduce pathfinder cpu usage
23:42:58 <ST2> or like Rails... gotta love NUTS Wet Rails xD
23:43:49 <Samu> they currently are like raisl
23:45:36 <Samu> each water tile is the same as 6 rail pieces in a tile
23:47:24 <Samu> for pathfinding purposes i guess it doesn't matter,4 road pieces in a tile still have 4 possible directions
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