IRC logs for #openttd on OFTC at 2017-03-31
            
00:04:17 <Samu> how is int to uint converted?
00:04:31 <Samu> why use int for distances if they're always positive?
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00:06:26 <Samu> question, i got a int max_distance = INT_MAX, but i need to convert it to uint
00:06:43 <Samu> (uint)max_distance = what?
00:06:52 <Samu> INT_MAX or UINT_MAX?
00:07:21 <Wolf01> 'night
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00:08:30 <Samu> nobody knows?
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00:45:06 <glx> Samu: https://en.wikipedia.org/wiki/Two%27s_complement
00:59:30 <peter1138> hurr
00:59:33 <peter1138> tubular brass
01:09:20 <Eddi|zuHause> it's called a Tuba for a reason :p
01:14:33 <Eddi|zuHause> oh, there was a transport fever patch
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02:19:21 <Samu> glx, i got (uint)max_distance = INT_MAX
02:19:26 <Samu> which is still okay
02:19:51 <Samu> if (distdepot <= (uint)max_distance && distdepot < best_dist) {
02:20:16 <Samu> max_distance is a int and is equalt to INT_MAX
02:20:53 <glx> casting to uint never change the value, only its interpretation
02:21:12 <Samu> sometimes max_distance is equal to 20
02:21:23 <Samu> (uint)20 = 20
02:21:32 <Samu> so i got nothing to worry about then
02:21:33 <glx> negative int just become big uint
02:22:04 <glx> (uint)-1=MAX_UINT ;)
02:22:47 <Samu> ah nah. i'm never dealing with negative distances, the values max_distance can be are 0, 20 and INT_MAX
02:23:15 <glx> so it's safe for your math
02:23:24 <Samu> cool, thx
02:24:18 <Samu> alrigh, going to bed, tomorrow i'll post this, i just figured out better how to feed OPF
02:24:33 <Samu> patch is nearly ready for opf :)
02:24:50 <Samu> cyas
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08:14:33 <Samu> @logs
08:14:33 <DorpsGek> Samu: https://webster.openttdcoop.org/index.php?channel=openttd
08:39:40 <Samu> anyone around?
08:40:19 <Supercheese> Maaaaaaybe
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08:54:34 <Samu> nice, good morning
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09:09:51 <Samu> can someone review if these comments are good? does it need more clarification? https://paste.openttdcoop.org/pxwa9eode
09:09:58 <Samu> thx in advance
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10:14:01 <peter1138> hi
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10:15:10 <Wolf01> Moin
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10:15:42 <Samu> peter1138: can you look at my code for a moment?
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10:39:40 <Samu> dead chat
10:39:59 <peter1138> sorry i have a real job too :p
10:42:02 <Samu> t.t
10:43:08 <peter1138> i don't even know what that is meant to be
10:43:36 <Samu> what?
10:43:47 <Samu> it's locating a depot using opf
10:44:19 <peter1138> no, i mean 't.t'
10:44:28 <Samu> it gets the tile where a depot might be so it can ask the pathfinder
10:44:29 <Samu> oh
10:44:57 <Samu> having a job sucks
10:45:04 <Samu> unless you really like it
10:45:04 <Wolf01> It's the t member of a class in a variable t
10:45:24 <Wolf01> Yeah, having a job sucks :'(
10:45:28 <peter1138> :)
10:45:35 <peter1138> not having a job sucks more
10:46:13 <Samu> t.t is the same as :(
10:46:36 <Wolf01> I don't see the resemblance
10:47:34 <Samu> i have a question about this case VPF_OPF: max_distance = 12; break;
10:47:40 <Samu> why is it 12?
10:47:49 <peter1138> it's a good number
10:47:54 <Samu> the others at default are 20
10:48:10 <Samu> was there a special reason opf gets a lower max_distance than npf and yapf
10:51:40 <Samu> hmm i'll be back later to read the answer, if any, got to go out do something
10:51:48 <Samu> cya later
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11:42:44 <Wolf01> Aww, not even an hour, give us time to think
11:42:57 <Samu_> t.t
11:43:01 <Samu_> :(
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12:15:55 <Samu> i found something
12:15:59 <Samu> -Feature-ish: make maximum pathfinder penalties for finding depots customisable, also increase it slightly to 20 tiles worth of penalties.
12:16:12 <Samu> r18481 by Rubidium
12:16:38 <Samu> it was 12
12:16:41 <Samu> for all
12:17:07 <Samu> then it became 12/20/20
12:17:30 <Wolf01> I think nobody want to touch the OPF because "it just works"
12:18:02 <Samu> i was thinking 20/20/20, 20 for all
12:18:11 <Wolf01> And break OPF?
12:18:29 <Samu> it is gonna ask opf
12:18:32 <Wolf01> What if 20 formats your hard drive?
12:19:11 <Samu> only opf isn't customizable
12:19:42 <Wolf01> Maybe because even a slight change might make it unreliable?
12:20:17 <Samu> i don't think it's worth a customization though, but i guess it could be increased to 20, now that i made it use opf to search for it
12:20:58 <Samu> if, within 20, the opf finds a depot, the ship really goes to it
12:21:10 <Samu> but if it doesn't...
12:21:44 <Samu> it comes back with a UINT_MAX
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12:22:04 <Samu> UINT_MAX is higher than 20, so it fails
12:22:15 <Samu> it's also higher than 12 anyway
12:22:55 <Samu> then it resorts to finding a depot with distancemanhattan
12:23:09 <Samu> to a max of 20 tiles away
12:25:43 <Samu> if I leave it at 12, opf would only be searching within 12 tiles distance, but it could reliably find something further away...
12:26:10 <Samu> i dunno, i'm inclined to setting it to 20
12:28:13 <Samu> from opf code, it can find up to a length of 50 tiles
12:28:26 <Samu> reliably
12:28:38 <Samu> (but unlikely)
12:29:39 <Samu> okay, i'm setting it to 20
12:30:09 <Samu> if opf doesn't find, it's still UINT_MAX, returning no depot
12:30:34 <Samu> gonna post patch
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12:52:50 <UncleCJ> Hey everyone. My first game-related question here - I am confused by the "virtual" block signal at train stations. I've been successfully using one-way path signals and trains enter free tracks in the station, but now at one (spread) station they suddenly don't, effectively making it a single-track station. Any ideas?
12:54:35 <peter1138> there's no virtual block signal at a station
12:55:18 <peter1138> there are penalties for crossing junction tiles which can affect which platform is chosen
12:55:22 <peter1138> show us a picture
12:55:49 <Samu> here's the explanation for OPF, how I implemented it https://www.tt-forums.net/viewtopic.php?p=1184731#p1184731
12:57:13 <UncleCJ> peter1138: I'll have to get a picture later
12:58:08 <UncleCJ> peter1138: Exactly, that was one thought too, that it prefers a path that is busy and doesn't see the one that would be free
12:58:56 <UncleCJ> ... and I've considered if my 10 car+engine trains block the station, but that would be silly
12:59:07 <Samu> edited topic, added a bit more clarity
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13:04:31 <UncleCJ> peter1138: No invisible block signal at stations? Then I don't know why the video tutorial I watched mentioned it and how... oh, well I guess that could explain things...
13:06:40 <UncleCJ> On my working RORO I had path signals at the exit of each platform, breaking up the paths in entry junction + platform and exit junction.
13:17:10 <Samu> darn automatic services vs forced services, I'm always messing up these two during explanation
13:18:02 <Samu> whatever, the code works, explaining how it works, however... :|
13:22:38 <peter1138> ROROs need signals, yes
13:22:46 <peter1138> you can get away without signals on terminus stations
13:23:02 <peter1138> i tend to put them in though
13:27:36 <Wolf01> peter1138, maybe he mean the fact that a train wait at station end platform when using pbs
13:28:37 <Wolf01> UncleCJ, stations are safe waiting points with an implicit PBS signal, like depots
13:29:23 <peter1138> not a block signal certainly
13:30:25 <Wolf01> No, it's PBS, but it's active only with other PBS in the block, if you only use block signals it won't work
13:31:33 <UncleCJ> Wolf01: Well that's what I assumed, but seemed it didn't work like that - unless I broke entry+platforms+exit up somewhere a train wouldn't see that a platform was free but only that the whole complex was busy?
13:31:56 <Wolf01> Screen or didn't happen
13:32:19 <Wolf01> I don't even signal stations and junctions and everything works :P
13:32:20 <UncleCJ> Wolf01: :-)
13:33:35 <Samu> currently testing yapf original vs yapf with reachable, let's see if the company profits increase
13:33:43 <Samu> there's 89 ships in the company
13:37:57 <Samu> there is an increase
13:38:01 <Samu> yay, i'm pleased
13:38:41 <Samu> +£5,641,262 to +£5,717,100
13:39:38 <Samu> there was a decrease on the 2nd year, hmm
13:40:17 <Samu> +£5,838,146 vs +£5,820,247
13:40:22 <Samu> slight decrease
13:44:10 <Wolf01> See, don't mess up with the pathfinder
13:45:18 <Samu> 3 years straight with slighth decreases, hmm i wonder why
13:45:35 <Samu> the difference isn't much, about £15k-£20k
13:45:48 <Samu> but still... i'm wondering what went wrong
13:46:22 <Wolf01> Now you need to fix running costs
13:46:26 <Wolf01> Blizzard style
13:47:51 <UncleCJ> Wolf01: Screen: https://twitter.com/unclecj/status/847776506973745152
13:47:53 <Samu> the biggest difference on the 4th year, by about £300k, i must investigate better
13:48:50 <Samu> must see if i catch some ships behaving erraticaly if any
13:49:06 <Wolf01> Can you enable the PBS highlight?
13:49:08 <Samu> i see them all profiting
13:49:22 <Samu> so, i wonder why is reachable depot worse
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13:51:13 <Wolf01> Also you might be missing one piece of track on the 3 platform stations, the middle platform couldn't exit to north
13:52:09 <UncleCJ> Wolf01: I'll check that out later then
13:53:38 <UncleCJ> Wolf01: True, middle platform can't exit north. The main issue though (and I think I'll rebuild it from a roro terminus to proper roro) is that trains from the north won't enter the free platforms
13:53:38 <Samu> the situation reversed, a year later
13:54:01 <Samu> +£200k difference favoring reachable depot
13:54:07 <Samu> so this is quite varied it seems
13:55:23 <Wolf01> Samu, I really think that the profits are totally unrelated to your change, maybe you will get all ships to have profit as they don't get lost
13:56:07 <Samu> i suppose so, the world doesn't evolve the same
13:56:15 <Wolf01> You should look for a decrease of lost ships not for $200k difference on profit
13:56:45 <Samu> this savegame had 89 ships, none were lost
13:56:53 <Wolf01> And before the change?
13:57:18 <Samu> that's what i mean, before the change, none were lost
13:57:28 <Samu> after the change, none is lost as well
13:57:28 <Wolf01> Then what are you testing for?
13:57:58 <Samu> testing how much a pf finding depots would influence the profits
13:58:26 <Samu> in this case, yapf
13:59:06 <Wolf01> Testing how much changing the color of tiles in a supermarket affects profits
13:59:36 <Wolf01> https://media.giphy.com/media/rkXNems5uxExG/giphy.gif
14:00:27 <peter1138> UncleCJ, yeah, you, uh, need some signals!
14:00:28 <Samu> for this specific savegame, all depots were reachable, they might not have been the closest in terms of pf, perhaps i need another sample
14:02:09 <Samu> another thing i notice, it's fast forwarding faster on my build
14:02:28 <Wolf01> That's welcome
14:02:28 <Samu> already 5 months ahead
14:03:09 <Samu> i'm using 1.7.0-RC1 from openttd.org and the one i compiled here with vs2015, not sure if that can influence
14:03:29 <UncleCJ> peter1138: Well according to Wolf01 platforms have some PBS magic, but I'm listening to the tutorial again to understand
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14:04:35 <Samu> alright, enough Yapf
14:04:44 <Samu> now gonna compare NPF
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14:09:09 <crem> Hi sim-al2.
14:09:23 <crem> Here is some entropy for you, as a gift: itU7Eu5aqigTF6yftC0b
14:12:29 <Samu> about the same variances
14:12:57 <Samu> fast forwarding seems to be slightly slower, about 5 days delayed
14:14:44 <Samu> nothing is lost, everything is profiting
14:17:15 <Samu> alright, testing OPF now
14:17:35 <Samu> this one has a great degree of random
14:18:27 <Samu> uses Random() when chosing a direction if the distance with either choice is the same
14:20:13 <Samu> it appears to be fastforwading faster
14:20:30 <Samu> will wait a bit more for confirmation
14:23:34 <Samu> there's a greater variance favoring rechable depots, by about +£200k for 2 years straight
14:24:40 <Samu> but with this much randomness i can't be too sure
14:26:10 <Samu> on the 3rd year, less profit on my patch than on 1.7.0-rc1
14:26:19 <Samu> but only by -£30k
14:27:43 <Samu> in 3 years, fastforward is ahead by ~10 days
14:28:43 <Samu> that is a surprise, as I am asking the pf to pf so many depots per ship
14:29:03 <Samu> i've even increased the range from 12 to 20
14:29:09 <Samu> hmm interesting result
14:30:51 <Samu> 18 lost ships in 1.7.0-RC1, 18 lost ships in my build
14:31:09 <Samu> well, didn't get worse at least
14:31:48 <Samu> the same lost ships
14:32:05 <UncleCJ> Here was the mention of the "fictitious PBS signal at platforms", but as he doesn't clarify much it's more confusing than helpful. He uses it correctly though: https://www.youtube.com/watch?v=ekviqorobps&t=574s
14:34:28 <Samu> 19 lost ships now for 1.7.0-RC1
14:34:34 <Samu> only 18 for mine
14:34:35 <Samu> yay
14:35:37 <Samu> now it's the opposite, 18 on original, 19 on me
14:35:42 <Samu> heh, random is random
14:36:47 <Samu> alright, enough testing, i'm satisfied with these results overall
14:43:41 <peter1138> what's the performance hit like?
14:45:22 <Samu> in 6 years, fast forward was 1 month ahead
14:45:29 <Samu> with opf
14:45:37 <Samu> yapf in 6 years had 5 months ahead
14:45:48 <Samu> npf decreased about 1 month
14:46:23 <Samu> i wonder if i conducted the tests reliably, it was by eye
14:46:28 <Samu> not fool proof
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14:49:16 <Samu> here's OPF decing my build vs 1.7.0-RC1 http://imgur.com/kKvyNsE
14:49:21 <Samu> deciding*
14:49:57 <Samu> distance manhattan alone would decide on EAST depot
14:50:39 <Samu> OPF deciding counts how many hops it had to travel for both and then picks the lowest
14:50:44 <Samu> picks WEST
14:53:19 <Samu> i hope npf and yapf also pick west, gonna confirm
14:54:09 <Samu> yep, npf picks west
14:54:14 <UncleCJ> When you build truck loading docks - how do you prefer to do them? I'm undecided between the drive-through and "pockets" but certainly one-way streets can make a big difference
14:56:24 <peter1138> drive-through are quicker
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14:56:53 <drac_boy> hi
14:57:21 <drac_boy> how woudl you correctly call a locomotive that was both diesel-electric and battery-electric modes altogether? (and well optionally yes the diesel does recharge battery on go)
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14:58:23 <Samu> confirmed for yapf, also picks west
15:00:15 <Samu> and now, let me showcase the biggest reason why I made this patch
15:01:27 <Samu> http://imgur.com/qGgoZSt
15:01:29 <Samu> keks
15:01:39 <Samu> I did it
15:01:56 <Wolf01> drac_boy, hybrid?
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15:03:58 <drac_boy> wolf..hmm so in that case lets see if I perhaps get this right: diesel-electric = diesel to traction, diesel hybrid = diesel&battery multimode, electro-diesel = diesel or electric-pickup to traction multimode
15:04:21 <Samu> now with the other depot blocked, http://imgur.com/bic4fKg
15:04:23 <Wolf01> Do diesel traction engines exists?
15:04:33 <drac_boy> or you got nay other thoughts wolf?
15:05:32 <Wolf01> I always thought that after steam everything mounted electric engines with various power system... steam turbine, gas, diesel and catenary
15:06:52 * drac_boy bonks wolf with the thing called mechanical or hydrostatic/hydraulic :P
15:08:00 <Wolf01> Not for transporation, I see them more for caterpillars
15:08:22 <drac_boy> which country you from again btw?
15:08:39 <Wolf01> Banana's republic
15:08:53 <drac_boy> that would explain some of it
15:10:40 <drac_boy> but anyhow heres a relatively small/medium sized hydraulic as easily noted by the shafts inside the middle part of underbelly http://www.marub.ro/images/articole/locomotiva-diesel-hidraulica-1.jpg
15:11:35 * drac_boy doesn't see any immediate outline drawings for either the infamous german examples or the many "western" in england but wouldn't bother too much with the web now
15:16:59 <drac_boy> oh and wolf its still a rather minority niche but theres apparently still turbines .. russia started running thee in some trains as far as I recall news for it early last year (or late two years ago...not recalling) http://www.railjournal.com/media/k2/items/cache/9421db24f7b59a33518581167d545b9b_XL.jpg
15:17:30 <drac_boy> then again they got heavy freight through a lot of populationless place .. plus tons of their own internal fuel sources so .. I guess burning lng isn't too bad :)
15:17:53 <drac_boy> the first unit is basically a glorified lng tanker with cab added to it .. the real stuff is in the second unit heh
15:18:39 <Wolf01> Oh, so the DB class V200 is hydraulic, nice to know, TBH I don't really care about how an engine is moved, I' fine with the power source classification
15:20:58 <drac_boy> wolf well, just to add - there one thing that nearly all diesel-hydraulic have .. passive traction control .. diesel-electric have absolutely nothing unless you add very expensive sensory&throttle computers to every single separate axles
15:23:38 <Wolf01> BTW, without trying to get too much smartass on me (I'm don't know every single bit of rail info, just the general part, so it isn't needed to pick on me because I didn't know or just ignored some niche things), this might answer to your first question: https://en.wikipedia.org/wiki/Hybrid_train
15:24:12 <drac_boy> as for power source classification yeah that was one thing german did really well at (the UIC system is a bit stupid compared to it but no comment tho) ...
15:24:37 <drac_boy> :)
15:25:13 <drac_boy> some other countries did have a bit of their own simple classifications too (even if english translation could be a little colorful)
15:25:53 <drac_boy> like eg a tank locomotive would be lettered K for Kusy which in english translates to "chopped off" .. a colorful way to state its a tank not tender steam locomotive ;)
15:26:54 <supermop> yo
15:27:39 <Wolf01> o/
15:27:46 * drac_boy grabs the big mop and make a big watery "mess" on the floor
15:27:51 <drac_boy> hows the silly mop? :P
15:27:59 <drac_boy> heh
15:28:08 <Wolf01> I'm going to make a watery mess on the shower instead
15:28:24 * drac_boy jabs the mop into wolf's feet then
15:28:56 <peter1138> i'm not sure i like the connotation of "mess" in quotes...
15:33:44 <supermop> its fairly rainy here
15:34:40 <Wolf01> Is fairly summer here
15:35:19 <Wolf01> Not sure what to wear :S
15:37:38 <Samu> i'm bored
15:37:55 <peter1138> https://s-media-cache-ak0.pinimg.com/originals/9a/eb/0f/9aeb0f69100520c0c78f8a8577248f04.jpg
15:37:58 <peter1138> seems suitable
15:38:10 <peter1138> Samu, try your patch with a real test case
15:38:22 <peter1138> there must be some large openttdcoop game with lots of ships, right?
15:38:35 <Samu> 1.7.0?
15:39:41 <Samu> there's only 1 openttdcoop game, it requires newgrf stuff, gah, i hate to have that folder filled with crap
15:39:51 <peter1138> what?
15:39:59 <peter1138> there's loads of openttdcoop savegames
15:40:20 <Samu> i was going online :(
15:40:30 <Samu> where are those savegames, must find
15:50:06 <Samu> nobody plays with breakdowns, damn it
15:50:57 <drac_boy> samu its called single-player game :)
15:54:21 <Samu> NewGRF presets don't work as I think
15:55:24 <Samu> instead of Delete preset, I wish for a Delete NewGRF
15:55:31 <Samu> from the system
15:55:39 <Samu> not from the list
15:57:25 <Samu> if i can delete savegames, why not delete newgrfs :(
15:57:56 <drac_boy> samu its called folder delete
15:58:12 <Samu> i want to keep some, not all
15:58:47 <Samu> the more newgrf games i join, the bigger that list becomes with stuff i don't even care
16:00:18 <Samu> and then the next time, the game listing mixes it up with all the newgrfs i have installed, i don't quite like this
16:00:55 <Samu> just because I have it, doesn't mean i want it sorted
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16:02:19 <Samu> why not sort vanilla games on top, newgrf games below
16:02:37 <Samu> at least they're not mixed up, would be easier to distinguish
16:03:05 <drac_boy> you do know how to read row icons don't you?
16:03:19 <drac_boy> theres already an icon for games that aren't vanilla
16:04:04 <Alberth> o/
16:04:33 <Samu> that's not how it works
16:05:07 <Samu> vanilla and newgrfs are mixed together, unsorted
16:05:19 <Samu> if i already have the newgrfs that is
16:06:04 <drac_boy> samu yes it is .. icon = grf .. no icon = vanilla
16:06:08 <drac_boy> it never changes simple as it
16:06:24 <drac_boy> hi alberth? :)
16:06:46 <Samu> it shows a green icon if i have the newgrf...
16:07:20 <Samu> if i don't have the newgrf it shows yellow
16:07:58 <Samu> my problem is... when i have those newgrfs installed, it shows green, the game is listed without criteria if it's vanilla or newgrf
16:08:10 <Samu> that sucks
16:08:41 <peter1138> ...
16:08:43 <Samu> i have to check one by one
16:08:52 <Samu> to see if it's vanilla or not
16:11:11 <Samu> the easier way to filter newgrf games out is to delete the entire folder
16:11:22 <Samu> see them listed as yellow
16:11:38 <peter1138> if you have the newgrf, what's the problem?
16:12:03 <Wolf01> Oh, is tomorrow the 1.7.0 day?
16:12:19 <Samu> but it happens that I want to keep some newgrfs installed, but still a way to distinguish vanilla from those installed newgrfs
16:12:28 <Samu> bah, nobody understands me
16:12:31 <Samu> i give up
16:13:27 <Samu> i wouldn't like to delete the folder everytime I want to list vanilla games
16:14:05 <Wolf01> I came up with a 1.7.0 announce while showering
16:14:06 <peter1138> lol
16:14:19 <peter1138> customer called, reoslved his query
16:14:26 <peter1138> then he said "thank you for your call"
16:14:29 <peter1138> yeah no
16:14:34 <Wolf01> Lol
16:15:52 <drac_boy> and what was it wolf? :)
16:16:12 <Wolf01> I need to regroup the ideas and write it first
16:16:26 <peter1138> Wolf01, dunno, i imagine there may be some back porting. dunno though.
16:17:35 <Wolf01> I write it down anyway
16:22:06 <peter1138> :)
16:25:37 <Samu> is 1.7.0 coming with the cpu evaluator thingy?
16:25:48 <Samu> RIP GS's
16:25:55 <Samu> RIP AI's
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16:29:39 * drac_boy is still waiting for two overdue updates too :-/
16:33:43 <drac_boy> (if anyone's ever bothered, 1. platform support and 2. being able to use real signalling)
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16:34:35 <Samu> just build separate stations adjacent to each other
16:35:52 <drac_boy> samu, and how does that even help #2 one bit at all other than for wasting much more land and still not being able to redirect trains anyway?
16:35:55 <drac_boy> just asking
16:36:43 <Samu> use one station just for a cargo
16:37:20 <Samu> a farm producing livestock and grain, build 2 stations adjacent to each other
16:37:32 <drac_boy> samu and how is that EVEN one bit relevant to #2 pls?
16:37:41 <Samu> train grain goes to one of the stations
16:37:48 <Samu> livestock goes to the other
16:38:29 <Samu> what is real signalling?
16:40:11 <drac_boy> divert trains by operation types aside to for example holding a red if certain conditions at other signals aren't met (even if the immediate route was still clear)
16:40:20 <drac_boy> dunno why you think thats got anything to do with stations tbh
16:45:26 <Samu> http://imgur.com/qfvPAjf
16:46:19 <Wolf01> Ok, I think I'm fine with my announce
16:47:08 <Wolf01> It might need some syntax checking btw
16:48:19 <Samu> if 2 grain trains are at the platforms and a 3rd grain train wants to go in, it won't, it stops at red sign
16:49:28 <Samu> if the 3rd train was livestock, it would proceed to its livestock station
16:49:45 <drac_boy> samu now pls explain this: how to make the signal at entry of factory stay red if there is not at least one goods train already inside?
16:50:12 <Samu> separate that then
16:50:31 <drac_boy> samu do I need to repeat? how to make the signal R-E-D
16:50:45 <Samu> 1 station where trains unload livestock and grain, the other where trains load grain
16:50:52 <Samu> then i dunno
16:51:04 <peter1138> drac_boy, without programmable signals... nope
16:51:40 <peter1138> just do it the easy way, separate platforms
16:52:36 <drac_boy> and how do you suggest trying to make timetable for goods trains to use 2+ platforms and not even knowing which one is empty?
16:52:55 <drac_boy> easier to do it at the signal level as ttdxp had for a rather long time by comparison
16:53:39 <peter1138> cool, play ttdp for now then :p
16:53:40 <Samu> oops load goods*
16:54:55 <peter1138> at least ttdp can't look as shit as openttd
16:55:37 <Samu> never played ttd patch
16:55:38 <drac_boy> and also as a bonus it lets you build uk-style stations for mixed bidirectional&deadend express services too :)
16:56:08 <Alberth> clearly, you're playing with the wrong program :)
16:56:09 <drac_boy> (because the through line has plain signal but the bay track has lengthrestrict signal :) )
16:57:48 <peter1138> https://www.rcts.org.uk/cache/photographs/branches/thames%20valley/55034%20%20at%20Princes%20Risborough%20Princes%20Risborough%2027Sep16%20Stuart%20Hicks.780.jpg
16:58:03 <peter1138> ^ this lovely yummy modern train is what i see on my bike ride to work every day...
16:59:35 <Alberth> looks lovely indeed
17:00:39 <peter1138> hmm, built in 1960
17:01:15 <Samu> Alberth: is my patch good?
17:01:20 <drac_boy> wouldn't lay the stowaway track to the rightmost ingame but even then heres an example of the bay platform in reality still https://s-media-cache-ak0.pinimg.com/564x/7c/40/e0/7c40e0ea9952b4d1fca868309371d4e6.jpg
17:01:22 <Alberth> it also looks aged, but still good :)
17:01:23 <Samu> depots for ships :p
17:01:38 <peter1138> ooh 300hp
17:01:54 <drac_boy> railcar or any short <3 car services can borrow the stubby platform for themself to avoid blocking the heavy express trains from going through nonstop
17:02:34 <peter1138> drac_boy, in ottd trains already try to choose an appropriately long platform
17:03:01 <drac_boy> well dunno about you but one single signal is all it takes to make any non-thru short train not block the main line :)
17:03:06 <Alberth> Samu: no idea, imho, pathfinding should become much faster first
17:03:48 <peter1138> yeah i suggested he test it with a bigger game than his tiny test case :p
17:04:16 <drac_boy> will admit that it should be possible for a train to leave deadend platform then reverse its direction mid-route but I think the game code is too complex to warrant doing such a thing so meh with it :p
17:04:41 <peter1138> admit?
17:04:51 <drac_boy> (at least as a semi-cheat a waypoint placed on deadend track sorta does a similar job)
17:04:52 <peter1138> not exactly an admission that
17:05:38 <peter1138> our pathfinders can't trace back over an existing path
17:06:18 <peter1138> a* doesn't know anything about unable to turn
17:10:17 <drac_boy> no? hm well dunno what to say about that as the train orders has no problem being instructed in this 3-orders manner: 1. go to City2 (and gets signal-redirected into the bay platform) 2. go via Waypoint (which is a deadend track making the train bounce into other direction) 3. go to city1 (which wasn't accessible from the bay platform route anyhow)
17:10:29 <peter1138> well obviously
17:10:44 <peter1138> the pathfinder goes to each destination in turn
17:11:03 <drac_boy> ah you were talking about without the waypoint? yeah I see your point there too sorry :)
17:12:45 <Samu> I'm not sure if its faster, my unreliable tests indicated that it's faster
17:12:54 <Samu> not scientifically measured
17:13:02 <Samu> only npf became slower
17:14:23 <Samu> unless i run it for 100 years in fast forward? :(
17:14:50 <Alberth> depots are rarely used, gaining some speed for a seldomly used feature doesn't help
17:15:27 <Samu> yeah ppl dont use breakdowns most of the time :|
17:16:06 <Alberth> even with breakdowns, it's seldomly used, compared with regular path-finding between harbours/buoys
17:17:19 <Samu> t.t i like the auto-service feature
17:17:59 <Alberth> sure, I use it too, as I play with breakdown enabled :)
17:19:29 <Alberth> but how often does a ship need service? almost never
17:19:39 <Samu> every 360
17:19:46 <Alberth> ok
17:19:47 <Samu> if default
17:20:08 <Alberth> I would prefer to have a speedup for the remaining 359 days instead
17:21:03 <Alberth> and not 10-20% faster, but 200-500% faster, preferably even more
17:25:37 <peter1138> Alberth, this isn't a speed up for servicing
17:25:53 <peter1138> Alberth, this is "don't try to go to unreachable depot"
17:26:30 <Alberth> fair enough
17:26:41 <Samu> it's both
17:27:20 <peter1138> this may improve performance and it may stop ships being unable to route and causing lag
17:27:29 <peter1138> s/and/as/
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17:40:18 <Alberth> hi hi
17:40:25 <Zuu> Hello
17:40:55 <drac_boy> anyway going to sort out lunch here
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17:41:07 <Zuu> When I start a game with WAS (world airline set) in 1950, human player cannot construct airports, but my old PAXLink AI builds a small airport fine. :-)
17:41:21 <Alberth> haha :)
17:41:40 <Zuu> In the GUI the airport button is disabled.
17:42:06 <Alberth> it has secret ways in, built for it, by the devs of the game :p
17:42:17 <Zuu> :-)
17:43:18 <Zuu> CluelessPlus on the other hand finds no possible nodes to connect. Maybe it use an API that list zero available airports or something.
17:43:48 <Zuu> Instead of just trying with the constant ID that the small airpot have. :-)
17:43:53 <Alberth> yeah, stuff not properly connected or cross-checked
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17:53:18 <Wolf01> What bothers me most is that my friend in a coop play is able to run steam trains without cabeese
17:53:51 <peter1138> haha
17:54:09 <peter1138> apparently it's a bad feature
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17:55:16 <Alberth> o/
17:55:23 <Wolf01> Oh, cat returned
17:55:31 <Wolf01> Mating season or what?
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17:56:49 <andythenorth> hi
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18:14:57 <Samu> might have to edit a v5, i found a peculiar situation t.t
18:15:42 <Samu> if (sfdd.best_length == UINT_MAX || sfdd.best_length >= max_distance)
18:16:14 <Samu> i'm wondering if I should remove ' || sfdd.best_length >= max_distance'
18:16:25 <andythenorth> such
18:16:27 <andythenorth> but such what?
18:16:30 * andythenorth has been away
18:16:53 <Wolf01> We noticed it
18:17:30 <andythenorth> Wolf01: fancy merging trunk to NRT?
18:17:39 <andythenorth> there are conflicts...
18:17:43 <andythenorth> :|
18:17:44 <Wolf01> I noticed
18:18:56 <andythenorth> hmm, man
18:19:01 <andythenorth> * maybe
18:19:51 <andythenorth> maybe FIRS
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18:26:02 <Samu> nop, it's not this
18:29:53 <peter1138> how can there be conflicts when ottd is dead!
18:30:17 <andythenorth> oh
18:30:20 <andythenorth> I missed that :P
18:30:45 <andythenorth> sounds greatly exaggerated
18:36:58 <Zuu> Hmm was library variables scoped off for AIs/Scripts?
18:37:02 <Wolf01> https://img-9gag-fun.9cache.com/photo/aVqEMVw_460sv.mp4 conflicts
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18:38:18 <Zuu> In the past they shared the global scope with the host AI. But now a list that SuperLib store in global scope variable is retained, but the content is empty on the second call.
18:40:39 <Zuu> But it only occur with WAS. And it makes no sense..
18:41:25 <andythenorth> hi Zuu
18:41:31 <Zuu> Hi andythenorth
18:42:03 <andythenorth> hmm FIRS bugs
18:42:13 <andythenorth> never fix themselves :P
18:43:52 <Zuu> Although before loosing the list, it is able to add item 0 twice to the list which should not be possible. A small dummy AI is not able to reproduce that.
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18:52:16 <Zuu> Hmm, no it is not. It is just me forgetting to write ", _" in foreach(item, _ list)
18:54:15 <Zuu> Oh.. and the truncated list is probably just by-ref :-)
18:57:37 <Samu> zuu, do you work on clueless plus?
18:58:18 <Samu> cpu evaluator kills many AIs, i think clueless plus and paxlink die when placing HQ
18:58:38 <Samu> choochoo dies
18:58:40 <Samu> mailai dies
18:59:34 <Samu> either terron or otvi dies, i forgot which
18:59:36 <Samu> i think its otvi
19:01:16 <Zuu> Samu: I looked into why it was not trying to build airports in the WAS test. But not really developing on it really.
19:05:54 <Zuu> It seem to be fixed by the SuperLib fix to always return copies of the internal cache instead of returning pointer to the cache.
19:06:56 <Zuu> It relates also to starting the game before there is any airplane available (and other modes disabled) and then continue into a time when aircrafts are available.
19:08:43 <Zuu> I have fixed the HQ problem of CluelessPlus locally.
19:09:54 <Zuu> Its recursive valuator usage that kills CluelessPlus which is easy to rewrite, but requires some time from the author. :-)
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19:25:02 <Samu> nice, thx
19:25:24 <Samu> once 1.7.0 is released i may test some ais
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20:19:30 <Samu> i can improve Yapf a bit, gonna try avoid that go back and forth when trying to service at a nearby depot
20:20:31 <Samu> will make it, either go, or never go
20:21:28 <Samu> this is "kinda" how OPF is doing
20:21:37 <Samu> it doesn't get into a deadlock
20:22:05 <Samu> unless i haven't made it trigger it
20:22:23 <Samu> trigger yet*
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20:34:44 <Wolf01> Quak
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20:39:30 <frosch123> moi
20:57:07 <andythenorth> lo frosch123
21:04:02 * andythenorth needs some FIRS station names
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21:09:48 <Samu> is this single line correct coding style? CYapfCostShipT() : m_max_cost(0) { }
21:10:08 <Samu> do I need { } ?
21:10:20 <Samu> do i put them in the next 2 lines?
21:10:57 <Samu> if it's single line is it {} or { } ?
21:12:01 <Samu> my copy paste skills can't deal with this
21:25:59 <peter1138> who knows!
21:26:24 <Wolf01> I would use ; instead of { }
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21:28:09 <Wolf01> Oh, I didn't understand what's written in that line, it seemed a ternary operator
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21:31:13 <peter1138> heh
21:36:42 <glx> looks like an empty constructor
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21:39:27 <Wolf01> Yeah, looking at it, it looks as a method definition for partial class
21:40:15 <Wolf01> Or a value object
21:41:42 <Wolf01> Also, andythenorth, how do you sync with trunk in your repo? I tried it to see where it conflicts but I can only sync between branches or my clone, while on my clone I see all the clones from github o_O
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21:48:28 <andythenorth> Wolf01: I added ottd trunk as a git remote to my repo
21:48:37 <andythenorth> it was a command line thing
21:48:41 <andythenorth> not hard though
21:49:27 <andythenorth> https://help.github.com/articles/adding-a-remote/
21:50:05 <Wolf01> Oh that thing which doesn't work when you checkout with SVN from github
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21:54:00 <peter1138> github does svn?
21:54:42 <Wolf01> You can checkout, yes
21:55:10 <Wolf01> But remotes don't seem to work, even if it should just create an external
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21:56:09 <Wolf01> :o
21:56:10 <Wolf01> Look who is here
21:56:11 <Wolf01> o/
21:56:49 <Belugas> naaaa.... you had too much to drink ;)
21:56:56 <Belugas> delirium tremens!
21:58:34 <Wolf01> How is going?
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22:01:31 <peter1138> Belugas, Belugas Belugas Belugas <3
22:02:55 <Belugas> :D
22:02:56 <peter1138> speaking of drink
22:03:14 <Belugas> lol! I have a reputation ^^
22:04:17 <andythenorth> is Belugas
22:06:41 *** bwn has quit IRC
22:07:54 <Belugas> I came just because there is someone is celebrating something thoday ^^
22:08:25 <Wolf01> Like, your birthday?
22:08:52 *** Progman has quit IRC
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22:11:43 <Belugas> not mine ;) mine is in december. and at my age (now 52), that is not a date i want to celebrate lol!!!!
22:16:43 <V453000> birthday?
22:18:31 <Belugas> yeah, a birthday :) a good friend of mine!
22:20:17 <Samu> i just smartened Yapf
22:20:40 <Samu> there's a greater degree with yapf than with the others
22:20:49 <Samu> but it's much harder to understand
22:21:32 <Samu> ship will no longer go back and forth
22:22:05 <Samu> gpnna try do it for npf too, hopefully I can
22:24:30 <Samu> degree of customizability*
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23:02:48 <Wolf01> https://www.amazon.com/Million-Random-Digits-Normal-Deviates/dp/0833030477/ yeah
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23:34:52 <__ln__> Wolf01: have you read it through?
23:35:32 <Wolf01> Yes I usually read some PI cyphers before sleeping
23:35:52 <Wolf01> BTW, the comments are funny
23:36:34 <Samu> i can improve npf code a little bit
23:36:37 <Samu> yay
23:37:32 <peter1138> pom te pom
23:37:34 <Wolf01> He looks like my chatbot... quiet for hours, when you start talking it starts too with another random argument
23:39:55 <__ln__> i read a whole 10 lines of those random digits, and i found a pattern.
23:41:24 <Wolf01> I found a pattern too, writing prime numbers in a square
23:41:31 <Wolf01> At school, while bored
23:43:12 <Wolf01> I found it years later while watching numberphile on youtube...
23:46:30 <peter1138> https://www.youtube.com/watch?v=ChgvPTVpbzs
23:47:15 <Wolf01> It's.... wonderful
23:57:03 <Wolf01> Heh, I'm now trapped in a loop of their videos