IRC logs for #openttd on OFTC at 2018-02-19
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00:18:37 <Samu> okay Wolf01, the very few AIs that build trams can't build trams on ratt :(
00:19:14 <Wolf01> Maybe they try to build RAIL
00:20:28 <Samu> trans also builds trams, but for some reason it detects ratt as revision 0
00:20:31 <Wolf01> Try with unspooled loaded and roadhog for NRT
00:20:42 <Samu> and doesn't start because revision is low
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10:47:08 <Wolf01> Last day @ home... tomorrow back to work
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13:17:01 <Samu> out of 5 tram AIs, only one built a complete service
13:17:33 <Samu> that AI that refused to start yesterday
13:20:11 <Samu> that is with roadhog + unspooled
13:20:28 <Samu> gonna try only with generic set, brb
13:22:22 <Wolf01> I could start working on the next step
13:23:34 <Samu> no trams built with generic tram set only
13:24:01 <Wolf01> Which trams were built with roadhog?
13:24:22 <Samu> not sure, gonna try roadhog again
13:27:00 <Samu> trans got the worst road pathfinder I know of
13:27:27 <Samu> still planning first service
13:28:48 <Samu> Ladycross Passenger Tram
13:29:49 <Samu> do you want the savegame?
13:30:11 <Wolf01> So they just won't build electric trams
13:30:18 <Samu> admiral ai builds tram lines, but doesn't complete it with vehicles
13:30:41 <Wolf01> Because every AI isn't aware that there are different tramways/roads
13:31:01 <Wolf01> Admiral might want to use more powerful electric trams
13:32:42 <Samu> yeam seems to be that, none of the trams are electric
13:33:09 <Wolf01> AIs will need some update
13:34:12 <Samu> Trans also builds cargo trams successfully
13:34:34 <Samu> Buildwas Open Tram, transporting Coal
13:45:48 <Samu> none builds heavy haul road apparently
13:46:19 <Wolf01> I bet noone builds asphalt road too
13:47:35 <Samu> i dont have asphalt listed, is that part of unspooled?
13:48:18 <Samu> pathzilla built a tram line! wondering if it builds the vehicles
13:49:15 <Samu> nop, seems to be doing as Admiral... builds the connections, but then doesn't build the vehicles
13:50:16 <Samu> otvi built some tram line too, heh, let me take a look
13:53:31 <Samu> got the route built, but then doesn't build vehicles
13:55:50 <Wolf01> Ha, town build the roads I want :>
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14:10:17 <Wolf01> Yeah, I even made the roadworks to change the roadtype
14:46:51 <Wolf01> I need to create a nice function which takes only the roads which towns should build and available to the current year
14:49:04 <Wolf01> I got towns with highway, a lot of towns with electrified roads
14:58:29 <Samu> AIAI was trying to build a truck that isn't available at that depot
15:02:07 <Wolf01> Not a problem for me, AIs need to be updated
15:02:56 <Wolf01> It was trying to purchase HAUL vehicles in ROAD depots, it's not my fault
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16:26:17 <Samu> DictatorAI "can't find an engine of type VT_ROAD to use with cargo #0 PASS
16:27:16 <Samu> gonna investigate what it means with VT_ROAD
16:27:55 <Wolf01> I wouldn't do other tests until we have proper AIs
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16:32:47 <Samu> enum VehicleType { VT_RAIL, ///< Rail type vehicle. VT_ROAD, ///< Road type vehicle (bus / truck). VT_WATER, ///< Water type vehicle. VT_AIR, ///< Air type vehicle. VT_INVALID = 0xFF, ///< Invalid vehicle type. };
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16:34:53 <Samu> this can only be true if DictatorAI is trying to build for HAUL road ?
16:35:03 <Samu> no passenger vehicles on that road
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17:00:12 <Samu> none of the AIs I tested so far has built heavy haul or electric tramway
17:03:56 <supermop> samu, most ais probably think of the cheapest waytype as being best
17:04:12 <supermop> in roadhog, the HAUL vehicles are very expensive
17:04:43 <supermop> AI probably thinks 4 regular trucks on regular road is a better deal than 1 big truck on special road
17:04:57 <Samu> i think they don't know those road subtypes as you call it, even exist
17:05:31 <Alberth> I would hope so, as it doesn't exist in current openttd :)
17:05:38 <supermop> i don't think any AIs even look for different railtypes, and those have been in trunk for years
17:05:54 <supermop> they typically just build RAIL
17:06:16 <supermop> even if it has a speed of 80kmh
17:06:53 <supermop> so i made both green and grey electrical machines
17:06:56 <Samu> trAIns upgrades rail to electric, to monorail and to maglev
17:06:59 <Alberth> that would fail if you run a default 100 year game :)
17:07:07 <supermop> the green ones look very pre-1970 to me
17:08:04 <supermop> so i don't know if it is neater to have green before year x, then transition, then grey
17:08:16 <Wolf01> supermop: prepare yourself for more grfs for test, I hope you read what I've done today
17:08:19 <supermop> or just always have a random assortment of greey and grey
17:08:33 <supermop> have not read yet Wolf01
17:08:43 <supermop> i need to fix something in docklands though
17:08:54 <supermop> its disabling itself when i load spool now
17:09:18 <Alberth> for a transition you need a 3rd set of machines?
17:09:25 <supermop> oops i boiled my water for tea
17:09:48 <supermop> Alberth: i use stacks on the sprites so i can just stack in a mix
17:11:58 <Samu> MogulAI: "Good engine for COAL not found!"
17:12:17 <Samu> i'm getting several AIs complaining about this similar problem
17:12:29 <Wolf01> Tell them to fuck off :P
17:12:42 <Samu> only seems to happen with the roadhog newgrf
17:12:56 <Samu> if no newgrf is loaded, then they build fine
17:13:31 <Samu> eh... i thought it was supposed to maintain compatibility with the old stuff
17:14:01 <Wolf01> You just said that if no grf is loaded they build fine
17:14:18 <Alberth> transition may depend on how long it is, if you add a 3rd set of engines, transition can easily take a decade or more
17:14:24 <Wolf01> What is missing is the compatibility with NEW stuff
17:14:46 <Samu> old stuff in this case, the AI being old
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17:18:09 <Samu> gonna investigate the choice of engine code, brb
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17:20:28 <supermop> so what have you added Wolf01 ?
17:21:28 <Wolf01> It needs a lot of refinement and it might not be the final solution, but it works
17:22:40 <Wolf01> But I think I'll move it to properties, so you are forced to tell if a roadtype can be used or not
17:24:16 <Wolf01> Currently no roadtype is usable, so it defaults to normal road
17:25:41 <supermop> well tell me how to use it and i will
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17:27:43 <supermop> i still need to figure out how to recolor cargo sprites
17:27:45 <Wolf01> Actually I also check for NO_HOUSES flag (it's useless to set a roadtype as town road and it can't even support houses), and discarded all the electric ones
17:28:26 <supermop> the docs make no sense to me
17:29:38 <supermop> i need a dumber explanation, like 'here is how you make x1-x8 look like y1-y8' and here is where you put that code
17:32:41 <supermop> Wolf01: is there a property for how much town wants to build the type?
17:32:56 <Wolf01> No, it's totally random now
17:33:20 <Wolf01> But I can add a weight
17:59:27 <Samu> Wolf01: which roadsybtype 2 is this on roadhod?
17:59:41 <Samu> (((e)->u).road).roadsubtype 2 RoadSubType
18:00:40 <Samu> confused, some vehicles don't have a roadsubtype
18:08:47 <Samu> ScriptEngineList found 52 engines
18:09:20 <Samu> list.Valuate(AIEngine.GetRoadType);
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18:26:28 <Samu> from a list of 52 road vehicles, it shortened it to 24
18:26:36 <Samu> now from these 24, it's selecting only those with coal
18:27:26 <Samu> 5 vehicles can trnsport coal, and can run on roadtype road
18:27:38 <Samu> well, why does mogul fail then
18:28:03 <Samu> he's looking for articulated vehicles now
18:28:11 <Samu> for non-articulated, actually
18:28:19 <Samu> i guess roadhog vehicles are all articulated, right?
18:29:08 <Samu> yep, all coal vehicles found are articulated
18:29:48 <Samu> he kept 0 vehicles, then outputs that message "Good engine for COAL not found!"
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18:35:02 <Samu> i hacked mogulai code to let him buy articulated vehicles
18:35:40 <Samu> "vehicle with engine Broadrock Mining Truck not bought! ERR_VEHICLE_WRONG_DEPOT
18:39:29 <Samu> needs to filter out incompatible vehicles, hmm how am i gonna do this
18:41:47 <Samu> CanRunOnRail (EngineID engine_id, AIRail::RailType track_rail_type) Check if a train vehicle can run on a RailType.
18:41:57 <Samu> is there an equivalent for Road?
18:49:44 <Alberth> not in trunk, as all road are runnable
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19:02:06 <Wolf01> There's HasPowerOnRoad in RATT
19:03:37 <LordAro> Wolf01: should probably be consistently named, imo
19:05:28 <Samu> what mogulai wanted to buy at this point was a road vehicle that transports coal, is articulated, and can run on road ROAD, he tried to buy a road HAUL vehicle :(
19:06:15 <Samu> needs a way to exclude HAUL vehicles
19:06:25 <Samu> or a way to keep only ROAD vehicles
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19:14:51 <Samu> wagonlist.Valuate(AIEngine.CanRunOnRail, AIRail.GetCurrentRailType());
19:14:58 <Samu> something like this, but for road
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19:23:30 <Samu> woah, even buses are articulated in roadhog, while they don't articulate
19:29:11 <Samu> uh, nop, simpleai is complaining about something else, my bad
19:30:48 <Samu> are roadhog buses articulated or not? strange
19:37:04 <Samu> Wolf01: can you confirm something for me? are roadhog buses articulated? They don't look like they are, but the valuator is excluding all articulated buses
19:38:33 <Samu> when i tell it to keep articulated buses, he builds them
19:44:45 <Wolf01> They are all articulated
19:45:45 <Wolf01> It's a grf and made like that with a purpose
19:46:18 <Samu> the buses don't look articulated
19:46:49 <Wolf01> They are made so to not being able to enter in drive-in roadstops
19:47:39 <Samu> they can enter normal stations
19:48:04 <Wolf01> So they aren't articulated
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19:53:18 <Samu> just checked. there are 11 engines that are able to enter normal stations, all the buses and the courier trucks, but you flagged them as articulated and the ai can't use them :(
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20:03:07 <andythenorth> how do they enter normal stations if they are articulated?
20:03:11 <andythenorth> that's not possible
20:03:35 <andythenorth> where does that bug originate then? o_O
20:04:16 <Samu> all roadhog buses can enter normal stations
20:06:11 <andythenorth> yes, so they don't have an articulated flag
20:06:26 <andythenorth> so where in the stack is the error?
20:06:51 <Samu> that's weird SimpleAI is using a valuator
20:06:58 <Samu> asking if the engine is articulated
20:07:20 <Samu> it keeps all non-articulated engines
20:07:28 <Samu> which is 0 in the case of roadhog
20:07:56 <andythenorth> I'll check Hog first
20:08:53 <Wolf01> andythenorth: I implemented town road as a flag, but I think I'll implement it as a set of properties (enable, choice weight...), but some things need to be considered, like the no-houses flag which isn't compatible with town road (you want a dead city? because that's how you get a dead city), also I discarded electric types, maybe I should not, and I'll need to discard not available roadtypes
20:09:27 <andythenorth> ok this is interesting
20:09:34 <andythenorth> all Hog vehicles are articulated
20:09:55 <andythenorth> and in some cases n is one
20:10:04 <andythenorth> so that breaks AIs eh?
20:10:28 <andythenorth> that's interesting
20:10:44 <andythenorth> Wolf01: maybe a dead city is a goal? o_O
20:10:47 <Wolf01> Is it possible with NML to warn if one set the roadtype as town road and also sets the no-houses flag?
20:10:49 <andythenorth> for weird scenarios :P
20:12:17 <Samu> AI is apparently selecting vehicles that can enter normal stations as that's the only station type it uses
20:12:53 <Wolf01> Ban AIs which use normal road stations
20:13:36 <Wolf01> First official NRT grf from andy: no drive-in roadstops.
20:15:02 <andythenorth> I suspect the AI reads the flag (property) on the vehicle where the articulated bit is set
20:15:17 <andythenorth> rather than counting the number of vehicles in the consist
20:15:30 <andythenorth> I could resolve that in the newgrf, if I can be arsed
20:15:41 <andythenorth> all Hog vehicles seem to have the flag set, afaict
20:15:47 <andythenorth> NML hides this away a bit, so not sure
20:16:06 <Samu> line 238 script_engine.cpp ScriptEngine::IsArticulated(EngineID engine_id)
20:17:10 <Samu> bool IsArticulatedEngine(EngineID engine_type) { return HasBit(EngInfo(engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE); }
20:17:53 <Samu> doesn't go counting parts :(
20:26:14 <andythenorth> I'll need to change the grf
20:27:15 <andythenorth> although....an AI that only uses drive-in stops is a silly AI
20:35:20 <andythenorth> seems daft, but eh
20:35:35 <andythenorth> I've added it to my to-do list
20:36:24 <Wolf01> While you are at it, you might want to test also the town roads ;)
20:36:48 <Wolf01> I added a property, now I need to load it from grfs
20:37:33 <Samu> AIs might see it as a different kind of road and fail, keks
20:37:38 <Wolf01> andythenorth: which property indexes are free?
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20:39:07 <andythenorth> but I can have a look in 1 hour or so :)
20:39:10 <andythenorth> I have to go out
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20:43:35 <Samu> how am I testing townroads?
20:45:40 <Samu> i funded local road reconstruction, but the road is still the same
20:52:21 <Wolf01> I made it today and it won't be compiled for a long time
20:52:53 <Samu> looks like a nice feature, but will bridges be upgraded?
20:54:13 <Wolf01> I'm not even sure if I'll keep the roadworks stuff
20:55:10 <Samu> i'd keep it, but then disallow companies upgrading town roads. Do it by the means of roadworks
20:56:45 <Wolf01> Roadworks are to piss off players, not to aid them
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21:47:23 <Wolf01> So, I'm changing it again, just the choice weight, if 0 is disabled, byte size
21:47:59 <Wolf01> Tell me a property index and I'll use that :P
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21:59:02 <supermop> now im wondering if mixing transformer colors isn't worth it afterall,
21:59:24 <supermop> as a factory probably is only making one color of them at any given time
21:59:47 <supermop> so a truck isn't ever going to leave the factory with two green ones and a grey one
22:00:17 <supermop> its not like crates where you need the different shades to break up the mass
22:00:48 <andythenorth> I wouldn't bother
22:00:58 <andythenorth> unless you use magic recolouring
22:01:12 <supermop> andythenorth: i already drew green and grey and i like both
22:01:25 <supermop> but i might just have green up to year x then grey
22:01:44 <supermop> that or each truck load is randomly all green or all grey
22:01:56 <supermop> i don't understand how to do recoloring yet
22:02:20 <andythenorth> some of the properties might be reserved, dunno
22:02:33 <andythenorth> allocations in nfo can be straightforward, or not
22:03:14 <Wolf01> It's just a number, isn't it?
22:03:58 <andythenorth> I would just stick it on 0x1E yes
22:04:09 <andythenorth> I was going to suggest same, was just checking nml code first
22:04:58 <andythenorth> specific to roadtypes?
22:05:03 <andythenorth> or also in tramtypes?
22:05:34 <Wolf01> Only roads for now, maybe trams in future
22:06:01 <Wolf01> Pushed, if you want to try
22:06:23 <Wolf01> There is no weight considered, just put a value different than 0
22:06:32 <andythenorth> will it need a newgrf?
22:07:01 <Wolf01> If no town road is enabled it just fall back to normal road
22:07:07 <andythenorth> so you need me to patch nml as well
22:07:19 <andythenorth> I won't get to that tonight :)
22:07:30 <andythenorth> it's an easy patch
22:08:43 <andythenorth> oh the NRT branch fails to compile for me :)
22:09:06 <andythenorth> #include "core\random_func.hpp"
22:09:17 <andythenorth> src/road.cpp:25:10: fatal error: 'core\random_func.hpp' file not found
22:09:17 <andythenorth> #include "core\random_func.hpp"
22:09:45 <andythenorth> is that a windows path slash?
22:09:51 <andythenorth> goes the wrong way :P
22:10:24 <supermop> ok so i just do 'weight: 1'?
22:11:15 <Wolf01> With weight I could just sort the available types by weight, then generate a value between 0 and max-weight, then cycle the types until it finds the first one with weight > random
22:11:50 <supermop> andythenorth: do you recolor using maps, or with some python magic?
22:11:57 <andythenorth> both, depending on context
22:12:10 <andythenorth> recolour maps are harder to use imho
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22:12:20 <supermop> is it easy in nml? the doca are a little opaque to me
22:12:20 <andythenorth> but python recolouring bloats the compile
22:12:56 <supermop> particularly i want to recolor to non cc colors, like greys and browns
22:13:10 <andythenorth> yeah, it's work to set up
22:13:21 <andythenorth> frosch gave me the code for CC
22:13:41 <supermop> and i don't know how from the docs to say 'purples become these 8 greys'
22:14:17 <andythenorth> in principle it just maps palette index -> palette index
22:14:28 <andythenorth> but there are some tricks to it
22:18:17 <supermop> testing pipes and transformers is hard
22:18:48 <supermop> have to get a pretty strong chain going to see them show up on my trams
22:19:08 <supermop> and then im too distracted by playing my steeltown game to fix grf
22:20:35 <supermop> so far my 'vehicles' are shipped in wooden crates
22:21:15 <supermop> f i draw little cars i'll need recoloring there for sure
22:29:56 <supermop> also drew both rolls and ignots for the metals
22:30:36 <supermop> but really a mixed load of some copper sheet and some copper bars is pretty unlikely
22:33:21 <Wolf01> I think it's better if I go to bed so I can get up tomorrow in time to go to work
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22:53:14 <Thedarkb> It just segfaults before it starts.
23:19:18 <debdog> I suppose you've installed libSDL by now?
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23:54:56 <LordAro> Thedarkb: run it through gdb?
23:55:27 <Thedarkb> debdog, LordAro bear with me, I broke my whole install doing something else.
23:55:39 <LordAro> probably won't help :p
23:57:04 <Thedarkb> I'm reinstalling right now.
23:57:12 <Thedarkb> Would it help if I tried compiling it from source?
23:57:20 <Thedarkb> I'm on a bit of a weird distro.
23:57:45 <Thedarkb> my partition table did not survive.
23:58:07 * Thedarkb downloads gparted from the livecd
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