IRC logs for #openttd on OFTC at 2017-11-04
        
        
        
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00:45:01  <PressureLine> Original or Realistic accel model?
 
00:56:36  <Samu> were you talking to me PressureLine ?
 
01:02:37  <PressureLine> to anyone listening
 
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01:22:42  <Samu> gonna take a look at his code
 
01:23:02  <Samu> i notice ppl heavily comment their stuff
 
01:27:17  <Samu> I did it way simpler, probably why I complain about shortcomings
 
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01:48:00  <PressureLine> need to decide what cargo to do next
 
01:56:11  <PressureLine> Farms are suct a pain
 
01:56:29  <PressureLine> rather than just producing 1x set of goods at a good rate
 
01:56:48  <PressureLine> produce 2x, at an uneven, rubbish rate
 
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04:08:59  <PressureLine> would be nice if those stupid transmitters could use foundations
 
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04:16:59  <supermop_home> that's the point
 
04:17:18  <supermop_home> transmitters are just an obstavle
 
04:18:21  <PressureLine> but even on industries i can drop a corner of a tile under the industry
 
04:19:24  <supermop_home> yeah, I guess the point of the transmitter is to limit terraforming as much as possible
 
04:20:13  <PressureLine> probably not as efficient as it could be, but seems to be doing the job
 
04:21:10  <supermop_home> the most efficient will always have to involve an aesthetic compromise
 
04:21:24  <supermop_home> eg a loops or 'roro' station
 
04:21:57  <supermop_home> i'd forgotten what original arctic looked like
 
04:22:01  <PressureLine> going for 'realistic-ish'
 
04:22:26  <supermop_home> for 'realistic' path signal station throats are best
 
04:23:33  <PressureLine> yep. but traffic jams
 
04:24:10  <PressureLine> or more "incoming trains blocking outgoing trains (and v.v) on a regular basis"
 
04:25:02  <supermop_home> I generally try to timetable a clockwork schedule even for freight
 
04:25:21  <PressureLine> way too advanced for me :D
 
04:25:29  <supermop_home> so nothing is trying to arrive at the same time something is leaving
 
04:25:54  <supermop_home> I spend 90% of the time I play in pause trying to work out schedules
 
04:26:07  <PressureLine> to use or not to use
 
04:26:40  <PressureLine> given that all the trains on this line are 55kph trains :/
 
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04:30:03  <supermop_home> the other 10% I am checking the messed up sprite offsets in my grf
 
04:30:22  <supermop_home> and I just spilled mescal all over my computer
 
04:31:02  <PressureLine> im usually pretty good with stuff from the states
 
04:31:13  <supermop_home> its from mexico!
 
04:31:18  <PressureLine> but *woosh* as that reference flies over my head
 
04:31:27  <supermop_home> which does also have states to be fair
 
04:31:43  <PressureLine> im not even in the same hemisphere :D
 
04:32:04  <supermop_home> <?xml version="1.0" encoding="utf-8" standalone="yes"?>
 
04:32:04  <supermop_home> <Archive name="Root">
 
04:32:04  <supermop_home>   <!--Grasshopper archive-->
 
04:32:04  <supermop_home>   <!--Grasshopper and GH_IO.dll are copyrighted by Robert McNeel & Associates-->
 
04:32:04  <supermop_home>   <!--Archive generated by GH_IO.dll file utility library {0.2.0002}-->
 
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04:33:51  <PressureLine> "Despite the similar name, mezcal does not contain mescaline or other psychedelic substances."
 
04:34:09  <supermop_home> but it is sublime
 
04:34:09  <PressureLine> the only thing I could think of was mescaline
 
04:34:25  <PressureLine> and was like "he seems pretty coherent for someone on mescaline"
 
04:34:29  <supermop_home> it does come from a succulent plant
 
04:34:43  <supermop_home> so it has that in common with mescaline
 
04:35:13  <PressureLine> "While mescaline-containing cacti of the genus Echinopsis are technically controlled substances under the Controlled Substances Act, they are commonly sold publicly as ornamental plants."
 
04:37:20  <PressureLine> maybe i should just ignore the FD20 until it can do 80kph (in 1936)
 
04:37:26  <supermop_home> well smells pretty good in here now
 
04:38:35  <PressureLine> but yeah. its faster than all the current freight locos
 
04:38:44  <PressureLine> which will cause snarlups
 
04:38:46  <supermop_home> have used polish set sometimes
 
04:39:05  <supermop_home> but its a little too rivet-countery to be fun for my taste
 
04:39:05  <PressureLine> ussr set w/ SBB set wagons
 
04:39:37  <PressureLine> (because there's *^*^ing gaps in the wagon lineup)
 
04:40:04  <supermop_home> you can set the train to run slower in the timetable
 
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04:45:41  <Pressure_Line> [16:41:15] <PressureLine> would be nice if it was an option for 'regular' order
 
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04:55:27  <supermop_home> please use mop RV
 
04:56:04  <PressureLine> b b but i'll have to start a new game
 
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09:07:41  <Pressure_Line> playing moar with Road Hog
 
09:08:00  <Pressure_Line> having the length of the vehicles listed somewhere would be useful
 
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09:09:25  <Pressure_Line> and im just blind/stupid
 
09:10:00  <andythenorth> how would it help you?
 
09:10:46  <andythenorth> articulated vs. non-articulated?
 
09:10:50  <andythenorth> or actual lengths?
 
09:11:00  <Pressure_Line> actual lengths (like for trains
 
09:11:38  <andythenorth> trams are easy, they're all 16/8 except mail tram
 
09:11:51  <andythenorth> single tile length
 
09:11:58  <andythenorth> trucks vary more
 
09:13:08  <Pressure_Line> i thought that some of 1st gen trams (Scrooby Top etc) were 1.1 for some reason
 
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09:13:42  <andythenorth> there was a bug where one tram was missing a wagon, so wrong length
 
09:13:55  <andythenorth> rest are 16/8, makes for easy station use
 
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09:14:25  <Pressure_Line> id probably be more interested in such a thing if I was a regular HEQS user
 
09:14:36  <andythenorth> HEQS is a mess :)
 
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09:33:43  <Pressure_Line> I wonder how good V's 32bpp->8bpp converter is
 
09:36:57  <alluke> i guess theres only one way to find out
 
09:37:40  <alluke> why can't i login into web translator?
 
09:37:55  <Pressure_Line> because reasons
 
09:38:59  <Pressure_Line> did there used to be a bug w/ articulated vehicles and realistic acceleration?
 
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10:59:13  <alluke> COFFEEEEEFEFEFEFEFEFEFEEEEEE
 
11:01:43  <andythenorth> ok Steeltown is boring
 
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11:03:04  <Pressure_Line> coffee is great
 
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11:22:57  <andythenorth> is it worth switching to Windows?
 
11:23:45  <Eddi|zuHause> for what purpose?
 
11:24:15  <Wolf01> If for the glory of Satan, yes
 
11:24:45  <andythenorth> Spintires is Windows only
 
11:25:00  <andythenorth> and also Macs don't work right any more
 
11:27:25  <alluke> spintires is fun, ive played it on friends pc
 
11:27:43  <alluke> how mas dont work right
 
11:28:19  <Eddi|zuHause> there are plenty of games available for linux nowadays
 
11:30:02  <Eddi|zuHause> i barely ever started wine in the past 2 years
 
11:30:18  <alluke> wine is pain in the ass to get work properly
 
11:30:47  <Eddi|zuHause> i've used it for ~10 years
 
11:32:57  <alluke> i tried to make gta sa run on it but cannot find the config to make graphics work properly
 
11:33:19  <alluke> the shaders and such need to be tweaked
 
11:33:48  <Eddi|zuHause> part of the reason why wine has declined so much for me is lack of DX11 support
 
11:35:02  <alluke> do you have nya idea how the config works
 
11:35:10  <alluke> in cider its just a text file
 
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11:46:07  * andythenorth wrecks FIRS more
 
11:46:18  <andythenorth> delete Steeltown? o_O
 
12:10:25  <Pressure_Line> andythenorth> Spintires is Windows only
 
12:10:29  <Pressure_Line> spintires is great
 
12:10:41  <Pressure_Line> too bad Pavel is such a colossal tool
 
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12:11:36  <PressureLine> want run looooong trains
 
12:11:53  <PressureLine> all industries on map are rubbish
 
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12:32:27  <andythenorth> OpenTTD is pretty unreasonable about crashing`
 
12:32:42  <andythenorth> why crash when I delete a grf that's in use?
 
12:42:01  <Eddi|zuHause> yeah. totally unreasonable
 
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12:44:14  <andythenorth> seems like it wants something stupid, like loading sprites from disk
 
12:44:24  <andythenorth> totally unreasonable
 
12:44:45  <alluke> is there any way to completely remove AI from game
 
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13:06:31  <alluke> @andythenorth when will chips get snow-awareness? the same ground tiles firs uses atm
 
13:07:43  <alluke> i love chips but thats the only annoying feature atm
 
13:07:58  <andythenorth> what is the point of a station set with snow?
 
13:08:28  <alluke> blend into th escenery
 
13:08:42  <andythenorth> but then all cargo sprites look same: snow
 
13:08:48  <andythenorth> and all ground types look same: snow
 
13:08:56  <andythenorth> defeats the point, no?
 
13:09:13  <alluke> yes but only during winter
 
13:09:20  <alluke> i wouldnt snow the cargo sprites tho
 
13:09:36  <andythenorth> someone could fork it
 
13:09:52  <alluke> there could be some tire tracks etc to separate them  a bit from ground tiles
 
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13:13:05  <alluke> does bulk terminal have any restrictions on how much water it needs around
 
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13:17:14  <andythenorth> failing to build?
 
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13:18:52  <alluke> i guess the lake is just too small
 
13:19:09  <alluke> which firs psd file contains snow sprites? cant find
 
13:19:42  <andythenorth> depends on the industry
 
13:20:13  <andythenorth> some are also in psds, some aren't
 
13:20:43  <andythenorth> CHIPS lacks a coder btw
 
13:20:48  <andythenorth> I have NFI how the code works
 
13:21:00  <andythenorth> so your on your own for adding snow
 
13:36:15  <andythenorth> yes that's the ground tile
 
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13:52:43  <alluke> when someone wants to code the snow awareness there are ready sprites
 
13:53:23  <andythenorth> might be a while waiting :)
 
13:53:36  <andythenorth> you could recode CHIPS
 
13:53:47  <alluke> who coded the previous versions?
 
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13:54:32  <andythenorth> he's on linkedin
 
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14:29:43  <andythenorth> maybe I should put explosives back into Steeltown :P
 
14:38:51  <Arveen> talking about Steeltown - is it safe to upgrade the version within a running game of FIRS3 ?
 
14:41:37  <Arveen> got a Steeltown game running atm in which I spend like 20 hrs so far
 
14:41:58  <alluke> sucks that save games seem to have some kind of sprite cache that gets breached
 
14:42:08  <alluke> orevents new firses from working properly
 
14:42:14  <alluke> if upgraded too many times
 
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14:48:44  <alluke> all graphics are default coal mine
 
14:51:24  <alluke> if i upgrade to firs for first time it works fine, after second or third upgrade the graphics get fucked
 
14:52:27  <andythenorth> sounds quite special
 
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15:20:49  <val_> I tried using notes on wiki openttd but it don't work, support it ?
 
15:22:42  <val_> i've used: <ref>text</ref> and <references/>
 
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17:05:01  <Samu> even cargoes have their own identity
 
17:05:17  <Samu> this game is really precise
 
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17:05:48  <Samu> now I understand that variety I was getting
 
17:09:41  <Samu> i was thinking i'd be always working with 5 pieces at a time, then suddenly, I work with 1 piece + 4 pieces, due to this cargo packeting
 
17:10:10  <Samu> now I see why the closest industry would always get higher amounts of wood
 
17:12:32  <val_> wiki openttd support references, notes ?
 
17:16:48  <LordAro> ah, orudge actually keeps his stuff up to date :p
 
17:18:14  <Samu> I'm gonna call this "cargo packet fragmentation"
 
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17:27:48  <Samu> -		packets	{ size=2 }	std::list<CargoPacket *,std::allocator<CargoPacket *> >
 
17:28:35  <LordAro> frosch123: "This [cite] extension comes with MediaWiki 1.21 and above...."
 
17:28:42  <LordAro> not exactly by choice :p
 
17:28:50  <LordAro> just that ottd wiki is so old...
 
17:32:04  <andythenorth> if you only use trains
 
17:32:10  <andythenorth> Steeltown is the worst thing ever
 
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17:46:38  <frosch123> LordAro: i think we had to install it separately for newgrf wiki, no idea how long ago that was
 
17:47:54  <frosch123> LordAro: 1.21 is from 2013, newgrfwiki is from 2011
 
17:48:18  <LordAro> so someone actually updated it? :o
 
17:52:48  <Samu> Industry *ind = st->industries_near[RandomRange(st->industries_near.Length())];
 
17:52:54  <Samu> what's the worst that could happen? :p
 
17:56:39  <Alberth> computational melt-down?
 
17:58:05  <Alberth> total earth destruction sounds pretty bad too
 
17:58:22  <Alberth> not sure if it is significant for us
 
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18:03:35  <Samu> so instead of delivering cargo to the nearest industries first, and iterating towards the farthest industries, I'm trying to deliver cargo randomly
 
18:04:31  <Samu> let's see how biased RandomRange is
 
18:05:40  <Samu> woah, not so biased after all
 
18:07:17  <Samu> not bad, i expected worse
 
18:09:25  <Alberth> discrete uniform distribution is quite nicely flat indeed :)
 
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18:10:37  <Samu> hmm, there is a problem, i don't count 240 total :(
 
18:10:44  <Samu> only 217, something is wrong :(
 
18:11:11  <Samu> no, they have no ratings
 
18:11:31  <Samu> something's wrong with the iterator
 
18:11:48  <Samu> 		for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) { 			Industry *ind = st->industries_near[RandomRange(st->industries_near.Length())];
 
18:13:05  <Samu> randomrange(11) does make it pick a number from 0-10? or 0-11?
 
18:14:33  <Alberth> no idea, the docs should make that clear
 
18:16:05  <Alberth> why do you stop after "Length" iterations?
 
18:18:36  <Alberth> I am not even sure why you iterate at all, tbh, you split the delivered cargo in small pieces?
 
18:19:11  <Samu> yes, 1 by 1, with a do, while
 
18:19:41  <Alberth> nice if you need to deliver 3000 cargo
 
18:21:01  <Samu> 5 at a time, maximum, if the cargo packet isn't fragmented
 
18:21:11  <Samu> then it's 4 +1 or 3 + 2, etc
 
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18:23:31  <Samu> i got 11 industries in this case and a random number of pieces going from 1 to 5
 
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18:28:35  <Samu> hmm, the iterator only iterates 0, 1, 2, 3, 4, then it runs out of pieces
 
18:28:58  <Samu> never got random being = 11
 
18:29:39  <Samu> so that's fine, then why the sum of all pieces delivered by the train isn't 240 ?
 
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18:33:13  <Alberth> delivering a large amount to only a few industries will likely trigger your Length limitation
 
18:34:22  <Alberth> print how much you deliver to what
 
18:35:38  <Samu> i was expecting the sum of all goods produced to be 240
 
18:36:21  <Samu> now I got 224, something is being lost :(
 
18:37:57  <DorpsGek> Alberth: 0.933333333333
 
18:38:40  <Alberth> bit high for station rating, isn't it?
 
18:39:03  <Samu> station rating doesn't matter here :(
 
18:39:18  <Samu> it's the industry taking delivered cargo
 
18:39:53  <Samu> the station accepts, and there 11 industries near the station
 
18:39:55  <Alberth> "goods" is produced cargo, not delivered cargo
 
18:40:43  <Samu> the sum of all "production last month" should be 240
 
18:41:19  <Alberth> accepted cargo amount and delivered cargo amounts are not equal
 
18:41:36  <Alberth> the station rating fraction is between them
 
18:41:53  <Alberth> try unpatched openttd with 1 industry
 
18:47:49  <Alberth> did you try to deliver to the same industry more than once?
 
18:48:20  <Samu> yes, it can do that, can't it?
 
18:49:29  <Samu> ind->incoming_cargo_waiting[cargo_index] += amount;
 
18:51:21  <Samu> gonna try my old method, isntead of a random iterator
 
18:51:54  <Alberth> did you sum how much cargo you tried to deliver for a second or later time to the same industry?
 
18:54:00  <Samu> not sure I understand the question
 
18:55:14  <Samu> my old way is doing correct
 
18:55:30  <Samu> i wonder if it can be delivered twice to the same industry
 
18:56:23  <Samu> Industry *ind = st->industries_near[0];
 
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18:57:59  <Samu> 240 to one industry, it worked... very odd
 
18:59:41  <Samu> i dont understand why it fails if it's random
 
19:01:08  <Wolf01> Is industries_near randomized each time?
 
19:04:36  <Samu> if the length can be at times less than 11? I don't think that can happen
 
19:04:50  <Alberth> remove an industry :p
 
19:05:30  <Samu> i didn't remove any, they're all there yet
 
19:05:44  <Samu> so, it should always be 11 nearby industries
 
19:07:46  <Samu> gonna try another assert
 
19:08:49  <Samu> assert(st->industries_near.Length() == 11);
 
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19:10:38  <Samu> gonna demolish one, see if it crashes
 
19:11:04  <Samu> yep, crashed openttd right away
 
19:11:44  <Samu> assert(r < st->industries_near.Length() && r >= 0);
 
19:11:53  <Samu> also tried that, never crashed because of it
 
19:12:03  <Samu> RandomRange is doing fine
 
19:12:47  <Samu> unless an industry temporarily refuses cargo? but how can that happen?
 
19:16:30  <Alberth> pnly newgrf industries can do that, eg ECS
 
19:17:19  <Alberth> not sure if you can deliver cargo to the same industry multiple times
 
19:17:34  <Alberth> (for newgrf industries)
 
19:17:58  <Samu> i tried it just a moment ago, delivered piece by piece
 
19:18:06  <Samu> 240 were delivered to the same industry
 
19:18:43  <Alberth> ok, so double deliveries are not a problem apparently
 
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19:36:38  <Samu> 			i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
 
19:36:44  <Samu> could be a rounding error from this?
 
19:37:07  <Samu> hmm nah, strange if it was
 
19:45:55  <Samu> this_month_production, how is this being updated?
 
19:49:19  <alluke> installed yellow headlights to my car
 
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19:59:48  <alluke> because its old and french
 
20:00:27  <Samu> RecomputeProductionMultipliers - i wonder if this has an impact on cargo
 
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20:01:34  <Samu> i deliver 240 wood, but the industry could perhaps produce half of it?
 
20:01:45  <Samu> could something like that happen?
 
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20:03:20  <Samu> maybe the missing cargo originates from this? how can i tell?
 
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21:40:13  <Samu> anyways, I just manually calculated every sum each industry was receiving
 
21:40:34  <Samu> i got 240, therefore it's a display problem
 
21:41:22  <Samu> the problem isn't originating where I made changes, but further down the code
 
21:43:55  <Samu> i'm suspicious of production last month not being updated correctly?
 
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22:35:18  <Samu> this is really strange, i just got 254 now
 
22:35:45  <Samu> got 241 before this last delivery
 
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continue to next day ⏵