IRC logs for #openttd on OFTC at 2017-04-04
        
        
        
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00:00:07  <Samu> +static FindDepotData FindClosestReachableShipDepot(const Ship *v, int max_penalty)
 
00:01:28  <Samu> if I separate one pathfinder, one patch, i dunno what to write there
 
00:02:34  <DorpsGek> Commit by peter1138 :: r27845 trunk/src/pathfinder/yapf/yapf_rail.cpp (2017-04-04 00:02:28 +0200 )
 
00:02:35  <DorpsGek> -Change: (Yapf) Use FindDepotData struct to simplify depot finding code and remove need to return fake path distance. (juanjo)
 
00:02:39  *** Lejving_ is now known as Lejving
 
00:03:15  <peter1138> (Although actually the fake distance doesn't matter since the previous two commits)
 
00:04:49  <peter1138> Damn, forgot a FS reference for r27844. Oh well.
 
00:05:17  <peter1138> And the last one. Heh.
 
00:05:21  <peter1138> Maybe it's sleepy time.
 
00:16:08  <Wolf01> I wish a way to set switches as double slip only when I want them to be :(
 
00:17:21  <peter1138> Just use X & Y tracks only :D
 
00:17:28  <Wolf01> It would help *a lot* on some tracks configurations I use
 
00:28:36  <peter1138> i wonder what that is
 
00:44:06  <Samu> uhmm peter1138, it already is a depot tile
 
00:44:45  <Samu> you fixed it different than me :(
 
00:46:12  <Samu> if (cur.tile == prev.tile), this is always a depot
 
00:47:53  <Samu> i tested it like this: if (!Yapf().PfDetectDestination(cur.tile, cur.td)) segment_cost += Yapf().PfGetSettings().rail_depot_reverse_penalty;
 
00:52:32  <Samu> what if the path routes through a depot?
 
00:55:34  <Samu> what if the destination is actually the depot?
 
01:10:09  <peter1138> just when samu thinks he has cracked it
 
01:10:19  <peter1138> i do something different
 
01:11:27  <Samu> im trying to see if it differs
 
01:21:57  <Samu> mine picks C 8424 D 0 - c0(sc0, ts0, o0), yours doesn't
 
01:23:04  <Samu> yours picks 8224, where do these 200 cost come from
 
01:23:52  <peter1138> segment_cost += Yapf().OneTileCost(cur.tile, cur.td);
 
01:24:41  <peter1138> my change makes it pick the depot when it gets to it
 
01:25:02  <peter1138> before, it picked the depot only after it had reversed inside it and added penalties
 
01:41:35  <Samu> erm,, you''re getting 5872
 
01:41:50  <Samu> seems that yours is adding an extra 200 wrongly
 
01:44:36  <Samu> wow, now mine is getting 5872 too, why u do this to me, openttd :(
 
01:44:52  <Samu> anyway, we're both wrong?
 
01:46:01  <Samu> wait, yours would be right, if it was 5671
 
01:46:23  <Samu> the 200 extra was on mine after all, not on yours
 
01:46:44  <Samu> but now you got 5872, i got 5872, hmm.... confusing
 
01:47:01  <peter1138> if that is a path *through* a depot, then they will be the same
 
01:47:57  <Samu> go to station 1, go to depot, go to station 2
 
01:48:12  <Samu> then from 2 go to 1, but it's forced to enter depot
 
01:50:13  <Samu> retesting yours again, brb
 
01:52:12  <peter1138> why would it be different?
 
01:52:29  <Samu> i think we're both wrong, unless I'm missing something obvious
 
01:52:49  <peter1138> what are you trying to prove?
 
01:53:15  <Samu> going from 1 to 2 costs 201, not 200, my bad
 
01:53:42  <Samu> the cost for reversing at the station is 1, then it walks 2 straigth tiles, 100 each
 
01:54:04  <Samu> the 2nd straigth tile is also the depot tile
 
01:54:50  <Samu> from depot to 2, it gets 471
 
01:55:14  <Samu> is that 1 the cost for reversing in depot?
 
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01:56:26  <peter1138> implicit signal maybe?
 
01:56:29  <Samu> 1 reverse + 100 straigth + (70 horizontal + 100 curve) + 100 straigth
 
01:56:40  <peter1138> reversing in depot is 5000
 
01:57:11  <Samu> the order is from depot to 2, 5000 is supposed not to be added
 
01:57:21  <Samu> for that part it's doing fine
 
01:57:34  <Samu> now, from 2 to 1, it has to go through that depot
 
01:57:45  <Samu> it's doing the way back, and the depot is in the middle of it
 
02:00:41  <peter1138> LAZY SUNDAY AFTERNOON
 
02:00:44  <Samu> @calc 1 + 100 + 100 + 70 + 100 + 100 + 1 + 100 + 100
 
02:00:45  <peter1138> I'VE GOT NO MIND TO WORRY
 
02:00:49  <DorpsGek> Commit by peter1138 :: r27846 trunk/src/pathfinder/yapf/yapf_costrail.hpp (2017-04-04 02:00:43 +0200 )
 
02:00:50  <DorpsGek> -Fix [FS#5926]: Infinite loop in pathfinder when checking safe waiting position from a waypoint.
 
02:01:02  <Samu> @calc 1 + 100 + 100 + 70 + 100 + 100 + 1 + 100 + 100 + 5000
 
02:01:20  <Samu> nop, that isn't the result I was looking for
 
02:01:22  <peter1138> Opened by Vaclav Benc (V453000) - Monday, 24 February 2014, 06:25 GMT
 
02:01:23  <peter1138> Last edited by Peter Nelson (peter1138) - Tuesday, 04 April 2017, 00:01 GMT
 
02:02:35  <Samu> @calc 1 + 100 + 100 + 70 + 100 + 100 + 1 + 100 + 100 + + 100 + 5000
 
02:02:37  <peter1138> these are not the droids you are looking for
 
02:04:17  <Samu> 1 rev at station 2 + 100 straigth + 100 straigth + 170 turning + 100 straigth in depot + 1 rev in depot + 5000 rev in depot + 100 straigth in depot + 100 straigth + 100 straigth
 
02:04:29  <Samu> unless station tiles have a different cost than 100 :(
 
02:05:19  <peter1138> yapf.rail_station_penalty = 1000
 
02:05:19  <peter1138> yapf.rail_pbs_station_penalty = 800
 
02:05:33  <peter1138> yapf.rail_longer_platform_penalty = 800
 
02:05:33  <peter1138> yapf.rail_longer_platform_per_tile_penalty = 0
 
02:05:33  <peter1138> yapf.rail_shorter_platform_penalty = 4000
 
02:05:33  <peter1138> yapf.rail_shorter_platform_per_tile_penalty = 0
 
02:07:59  <Samu> hmm from station 1 to depot, the cost should be 300, actually
 
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02:08:50  <Samu> 1 rev in station1 + 100 straigth in station + 100 straigth + 100 straigth in depot
 
02:09:50  <Samu> depot is the destination, and the cost isn't applied?
 
02:10:57  <Samu> IsDiagonalTrackdir(trackdir)
 
02:11:06  <Samu> depots are diagonaltrackdirs, right?
 
02:14:33  <peter1138> that savegame in fs#5926 is so laggy :S
 
02:14:51  <peter1138> mind you, debug build
 
02:18:18  <Samu> confirmed, depots are diagonaltrackdirs, it's not this :(
 
02:21:01  <Samu> i see where the cost is coming from
 
02:21:11  <Samu> it counts 2 curves there
 
02:23:50  <Samu> and it's 71 for turning, not 70
 
02:24:21  <Samu> 100 for doing a curve + 71 for the length + 100 for doing another curve
 
02:25:17  <Samu> when reversing at the station, it is not counting the platform length, strange
 
02:25:29  <Samu> it would be 100, but it's being discarded
 
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02:26:27  <Samu> now i finally understand those 471 from depot to station 2
 
02:28:01  <Samu> 1 from reversing at depot + 100 curve1 + 71 going horizontal + 100 curve2 + 100 straigth + 100 station length
 
02:28:19  <Samu> it does not count the length of the first tile
 
02:29:46  <Samu> cost of reverse at depot is 0 in this situation?
 
02:30:07  <Samu> it doesn't really reverse, does it?
 
02:30:49  <Samu> when the train is starting from the depot, it does not do a reverse, even though it looks like it does
 
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08:01:16  <peter1138> just played pacman on google maps...
 
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10:40:19  <Wolf01> Since it's not a plane it must be superman
 
10:42:01  <peter1138> Samu, correct, 1 > depot > 2 is not reversing in the depot, because it was scheduled to go there.
 
10:44:21  <Wolf01> Mmmh, what game is the lucky one for today?
 
10:44:56  <Wolf01> I need to throw my 512 dice
 
10:45:10  <peter1138> steam makes it too easy
 
10:45:18  <peter1138> to have too many games that you never play
 
10:46:09  <Wolf01> Still 512 unplayed games
 
10:56:38  <Wolf01> What? Other 2 games added on my library... some bundle I purchased ages ago
 
10:57:39  <Wolf01> "Oh it seem you purchased X, here is another of our games for free"
 
10:58:08  <peter1138> I've seen a few games get revamped versions
 
10:58:55  <Wolf01> Yeah, usually they give it for free, but I had to purchase again all the serious sam bundle
 
10:59:19  <Wolf01> Luckily with 91% discount...
 
11:00:51  <peter1138> "Welcome to the Hypothetical Hurricanes Wiki, a friendly community on which you can create your very own tropical cyclone seasons, made completely from your imagination!"
 
11:07:53  <Wolf01> OMG Gogle Play store... Cock colouring book... They translated cock the wrong way... the very wrong way ;_;
 
11:11:47  <__ln__> which kind of a colouring book is it?
 
11:14:55  <__ln__> Wolf01: btw, do you know what is "have a look at the sea" in finnish
 
11:15:13  <Wolf01> Say it and I'll call the police XD
 
11:16:14  <__ln__> so a finnish tourist at the coast of italy could say: "katso merta"
 
11:16:49  <Wolf01> We say that too, for the same exact thing
 
11:17:29  <Wolf01> Ok, we say that for every thing...
 
13:13:16  <Samu> there is a "not-really-a-bug" with opf and doing 90 degree turns~
 
13:14:33  <Samu> more like a limitation, rather than a bug
 
13:25:22  <Samu> if there was no limit, it would enter into an infinite loop
 
13:26:42  <peter1138> there's a "bug" because if there was no limit it would get in an infinite loop?
 
13:27:20  <Samu> depth is not increased after doing a 45 turn, then a 90, then another 45
 
13:28:18  <Samu> okay, not a bug, just a peculiar error when following track
 
13:28:52  <Samu> 		/* Change direction 4 times only */ 		if (!only_one_track && track != tpf->rd.last_choosen_track) {
 
13:30:07  <Samu> !only_one_track is false once it makes the entire 180 turn
 
13:30:42  <Samu> last choosen track is track_X, and after the 180, the track is still X
 
13:30:57  <Samu> it doesn't change direction, and keeps following it
 
13:31:26  <Samu> while the track is still X, the ship is now heading the opposite direction
 
13:31:37  <Samu> on a paralel track to the previous one
 
13:32:09  <Samu> depth is not increased :(
 
13:32:18  <Samu> in my opinion it should increase
 
13:38:04  <Samu> i suck at explainin things
 
13:40:35  <Wolf01> We should really remove the 90° turns, also canals
 
13:41:06  <Wolf01> No canals, no andy bitching for docks looking weird :D
 
14:16:36  <Samu> TrackBits bits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)) & DiagdirReachesTracks(direction);
 
14:16:46  <Samu> 	Track last_choosen_track;
 
14:17:11  <Samu> Track track = RemoveFirstTrack(&bits);
 
14:18:01  <Samu> i must try with trackdir and trackdirbits instead
 
14:19:40  <peter1138> i think there's a patch for that
 
14:25:24  <peter1138> one of the git repos
 
14:30:42  <Samu> what is that? I dont use anything like that
 
14:48:01  <Wolf01> I think I'll try to drain some more resources from the second planet in astroneer... it's really annoying to build an underground settlement because the surface is... shit
 
14:49:44  <Wolf01> It's even more annoying to find out it didn't save
 
14:51:33  <Wolf01> Oh wait.. it did... but somewhat it loaded the original terrain
 
14:59:48  <crem> Did you know that (()) was not a palindrome! ())( is.
 
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15:43:10  <Samu> how do i convert TrackdirBits to Trackdir? halp
 
15:44:48  <crem> TrackdirBits is a set of trackdir actually
 
15:45:02  <crem> So it can contain more than one trackdir
 
15:45:42  <crem> I have no clue what trackdirbits is, just googled fro "trackdirbits" and followed the first link.
 
15:47:22  <Samu> static inline TrackdirBits TrackdirToTrackdirBits(Trackdir trackdir)
 
15:47:30  <Samu> i was the conversion the other way
 
15:47:41  <Samu> TrackdirBitsToTrackdir, doesn't exist :(
 
15:49:54  <peter1138> while Trackdir maps easily to TrackdirBits, the other way doesn't
 
15:50:17  <peter1138> That applies to any of the X / XBits types
 
15:52:31  <Samu> 		TrackdirBits trackdirbits = TrackStatusToTrackdirBits(TrackToTrackBits(track) & DiagdirReachesTracks(direction)); 		Trackdir trackdir = RemoveFirstTrackdir(&trackdirbits);
 
15:59:27  <Samu> i got a TileIndex, i got a DiagDirection
 
16:03:21  <Samu> this conversion looks excessive, is there a way to simplify?
 
16:05:36  <Samu> all i want is the trackdir
 
16:05:44  <Samu> i need many conversions, kinda sucks
 
16:06:28  <Wolf01> Mmmh... I think I just tried to read the keyboard
 
16:11:11  <Wolf01> Weather says it's raining and 21°C, but is sunny, slightly cloudy and I bet no less than 25°C
 
16:11:56  <peter1138> ah no, it was track -> trackdir, not trackdir -> trackdirbits
 
16:16:47  <Samu> what do you mean? i'm a bit lost
 
16:31:03  <peter1138> 13:18 < Samu> i must try with trackdir and trackdirbits instead
 
16:31:03  <peter1138> 13:19 <@peter1138> i think there's a patch for that
 
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16:39:32  <Samu> im computing trackdir wrong still... grrr
 
16:47:04  <Samu> perhaps this is what I'm looking for
 
16:47:05  <Samu> Trackdir trackdir = TrackExitdirToTrackdir(track, direction);
 
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16:50:30  <Samu> will try TrackDirectionToTrackdir(Track track, Direction dir)
 
16:54:32  <peter1138> Just make up stuff.
 
17:00:04  <Samu> Trackdir trackdir = TrackEnterdirToTrackdir(track, direction);
 
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17:04:12  <Samu> TRACKDIR_X_NE != TRACKDIR_X_SW
 
17:04:29  <Samu> they're both TRACK_X, just different directions
 
17:05:22  <Samu> now, i wonder if this changes anything at all in the way it searches
 
17:10:54  <Samu> there's some differences in the chosen paths
 
17:11:26  <Samu> i wonder how the random function works
 
17:11:44  <Samu> 			/* if we reach this position, there's two paths of equal value so far. 			 * pick one randomly. */ 			uint r = GB(Random(), 0, 8);
 
17:11:59  <Samu> Random is based on what?
 
17:23:16  <Samu> isn't random deterministic or
 
17:24:07  <Alberth> it usually is, except in a very complicated way
 
17:35:23  <Samu> comparing track vs trackdir, finally
 
17:36:05  <Samu> if deterministic doesn't fail me
 
17:36:14  <Samu> i expect some differences in the path chosen
 
17:38:13  <Samu> yep, it's different yet again
 
17:38:32  <Samu> different the same way as my previous comparison
 
17:40:53  <Samu> the real question now is... does it make it smarter?
 
17:42:09  <Samu> Alberth: do you understand opf pathfinder? what is the depth for
 
17:42:30  <Samu> i have a vague idea, can't see the whole picture
 
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17:49:57  <Alberth> no pictures there either?
 
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18:11:55  <Samu> it feels less dumb, but still dumb
 
18:13:04  <Alberth> I don't know how opf works
 
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18:17:50  <Samu> testing fastforward on both
 
18:18:11  <Samu> see who reaches 2051 with the least cpu time
 
18:22:20  <Samu> interesting results so far, it's faster
 
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18:22:59  <Samu> and it's earning more money too
 
18:26:39  <Wolf01> Good onw, I'll get one of my wasabi kitkats
 
18:28:44  <frosch123> i am not a fan of green tea kitkats
 
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18:36:38  <Samu> instead of relying on track, it relies on trackdir
 
18:37:03  <Samu> but the pf is still dumb anyway
 
18:37:09  <Samu> just feels a little less dumb
 
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19:14:59  <peter1138> anyone fancy fixing helicopter shadows on towers and oilrigs? :p
 
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19:29:17  <Eddi|zuHause> you mean like, adjust shadow height by bounding box height? or actual 3D shadows with bump mapping all sprites? :p
 
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19:40:32  <Alberth> magic, with sprinkles
 
19:41:49  <frosch123> regular expressions?
 
19:42:25  <andythenorth> there are parts of programming that andythenorth doesn't
 
19:42:54  <andythenorth> I have about 5 parts of FIRS I have re-engineered
 
19:42:59  <andythenorth> except for the edge cases :P
 
19:43:14  <andythenorth> such bullet point notes I have :P
 
19:44:03  <Samu> trackdir was faster, but i doubt the authtenticy of my tests
 
19:45:44  <DorpsGek> Commit by translators :: r27847 trunk/src/lang/german.txt (2017-04-04 19:45:36 +0200 )
 
19:45:46  <DorpsGek> german: 19 changes by planetmaker
 
19:45:51  <andythenorth> eh, could try the trunk -> NRT merge :P
 
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19:57:46  <Samu> i wonder so much what this modification do
 
19:58:02  <Samu> it's funny, i do stuff without knowing the results
 
19:59:39  <Samu> explain me how this pathfinder works
 
20:08:36  <andythenorth> it’s the day of unanswered questions
 
20:09:43  <Eddi|zuHause> more than usual?
 
20:27:54  * andythenorth shaves more yaks
 
20:33:55  <Samu> who can take a look at opf with me ? :( i'm sad
 
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20:42:22  <debdog> oy! IIRC there was some talk in here not that long ago about a patch or something which enables players to zoom out the main map further. so to have more oversight without the need to open the map window. is this a thing or just an idea or WPI? if working, where can I get it?
 
20:42:55  <debdog> 've searched newgrfs for map and zoom without result
 
20:43:46  <ST2> as you said, it's a patch - not a newgrf
 
20:47:49  <debdog> Search found 383 matches
 
20:47:49  <debdog> Search term used: map zoom patch ignored: map 	Search these results:
 
20:48:00  <debdog> any hint please to what to look for
 
20:48:32  <debdog> hehe, that yellow font on grey background really hurts my eyes
 
20:49:19  <frosch123> you can also find a link in the topic
 
20:49:25  <frosch123> or a branch in jgr's git
 
20:49:28  <ST2> frosch123 to the rescue ;)
 
20:50:52  <debdog> oh, some neat patches there. thanks guys!
 
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21:24:19  <andythenorth> such new bugs in FIRS
 
21:28:10  <Samu> how do i extract the direction out of a trackdir?
 
21:31:07  <Samu> there are 6 trackdirs, there are 8 directions
 
21:31:21  <Samu> actually, no, there are 12 trackdirs
 
21:32:28  <Wolf01> Maybe ignore crossings
 
21:32:47  <Samu> there's more actually, but i'm only interested in 12
 
21:33:28  <Samu> say, I got a TRACKDIR_X_NE, i wanna get DIR_NE
 
21:34:17  <Samu> TRACKDIR_UPPER_E - DIR_E
 
21:34:23  <Samu> TRACKDIR_LOWER_E - DIR_E
 
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21:42:47  <andythenorth> ach, debugging by reading the nml :|
 
21:42:59  <andythenorth> always a sign of losing
 
21:52:04  <Samu> Trackdir to Direction, how to convert?
 
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21:56:56  <Rubidium> why do you want direction?
 
21:57:17  <Rubidium> what does the direction tell you that you need to know?
 
22:05:13  <supermop> i have been listening to ennio morricone music for several hours now
 
22:06:28  <supermop> i don't know if i need any more direction than that, but i feel like living in some 19th C silver mining town in nevada now
 
22:06:59  <supermop> and/or studio backlot in 60s Italy
 
22:10:39  <Wolf01> Yep seen, yesterday I asked if that was you :P
 
22:10:40  <planetmaker> __ln__, my guess was actually on you being on vacation in London ;)
 
22:13:18  <Eddi|zuHause> except it says bristol, and that it's been going on for 13 years?
 
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22:13:32  <Wolf01> ln easier to spot than bansky XD
 
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22:24:20  <planetmaker> nighty nigh, a lberth :)
 
22:29:00  <__ln__> i've only corrected grammar on some signs inside elevators.
 
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23:31:53  <Samu> i still don't understand what depth does
 
23:39:18  <Samu> hmm, opf is depth-first search?
 
23:45:36  <supermop> but i assume the word 'depth' in terms of path-finding would be used in the same context
 
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