IRC logs for #openttd on OFTC at 2018-09-02
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02:11:01 <Samu> what's the difference between cargoID cargo_type and cargoClass cargo_class ?
02:20:55 <Samu> I'm surprised it still worked
02:31:10 <LordAro> welcome to software :p
02:49:41 <Samu> i'm off to bed, take care
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11:31:54 <Samu_> what if the pathfinder actually used real costs
11:33:58 <Alberth> number of electrons used for displaying the train or so?
11:34:55 <Samu_> not whatever internal cost it uses now
11:36:10 <Alberth> distance is time, time is money, so 1 railtrack has fixed cost
11:36:41 <Alberth> therefore it makes no difference whether you count railtrack pieces or number of fixed cost to apply
11:38:37 <Samu_> You are not allowed to change parameters of a running pathfinder.
11:38:43 <Samu_> guess it's not possible
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11:41:13 <Samu_> road re-use costs would maybe cause weird path choices
11:49:11 <Samu_> i think i'm editing pathfinder.road.4
11:49:18 <Samu_> wanna experiment with money costs
11:51:58 <Samu_> i got some semi-repetitive classes
11:52:05 <Samu_> wait, i'm copy pastying
11:57:37 <Samu_> all cases where I needed classes
11:58:26 <Samu_> there' some that are quite similar, just wondering if this could be made in another manner
12:01:45 <Samu_> anyway, it works great the way it is
12:01:52 <Samu_> just wondering if it's sub-optimal code
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12:09:06 <Samu_> it works, that's all that matters
12:11:52 <Samu_> oh, before I go head on into the pathfinder code
12:12:06 <Samu_> there's something before that that needs fixing
12:12:37 <Samu_> the pathfinder returns a bunch of tiles
12:12:53 <Samu_> the building that happens always fails to detect an existing bridge
12:13:08 <Samu_> because of road auto-complete
12:14:04 <Samu_> tiles 1 -> 2 -> 3 where 3 is an existing bridge
12:14:28 <Samu_> the builder starts from 1 -> 2, builds a road from middle of tile 1 to middle of tile 2
12:14:47 <Samu_> but when building from middle of tile 2 to middle of tile 3
12:15:01 <Samu_> it connects the bridge with an extra road piece
12:15:18 <Samu_> that's what is making it fail to detect a bridge after
12:15:39 <Samu_> it checks if it's connected
12:15:50 <Samu_> and since it is, it doesn't even bother checking the bridge
12:16:40 <Samu_> what can I do so that I can actually keep track of bridges
12:18:51 <Samu_> I failed my explanation
12:19:18 <Samu_> when building 1 -> 2 it actually connects everything from 1 to 3
12:19:29 <Samu_> it doesn't build up to the middle of tile 2
12:20:39 <Samu_> more precisely, from the middle of tile 1 to the edge of tile 2, which then it means tiles 2 and 3 are connected
12:21:15 <Alberth> build from edge to edge
12:22:01 <Alberth> or build 4 half-tiles at a tile
12:22:47 <Alberth> (ie build code thinks in road units of 1/2 a tile
12:23:37 <Samu_> AIRoad.BuildRoad says it connects from middle of tile start to middle of tile end, and that is not entirely true
12:26:10 <Samu_> in this situation, with a bridge ahead, it connected from middle of start tile to edge of tile end :(
12:26:39 <Samu_> bug or just mimicing human behaviour?
12:31:42 <Samu_> I wish i could make a gif
12:36:39 <Samu_> easier to spot the problem
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12:52:29 <Alberth> technically it's incorrect wrt to its description I agree, but not sure other options exist there
12:52:53 <Alberth> ie you can't build a half tile road under the bridge head
12:54:05 <Alberth> not to mention it will likely break all AIs if you change it
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13:11:07 <Samu_> it would build the missing half tile
13:11:51 <Samu_> or at least I think it would
13:12:00 <Samu_> if it's mimicing human behaviour again
13:37:52 <Samu_> lines 886 and 887 of roac_cmd.cpp
13:38:45 <Samu_> seems to be where it's causing the issue
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14:06:22 <hrnek> there's a lot of people here
14:07:28 <hrnek> I'm translating the wiki and there's the {{Railway_toolbar_overview}}
14:07:59 <hrnek> it's a nice table describing what each part does, but it stays in english
14:08:39 <Wolf01> Iirc you need to make a sub-template in your language, it will automatically get it
14:09:37 <hrnek> sorry, I've never done templates from scratch
14:12:23 <Wolf01> I made some templates from scratch, it's not difficult, but translating one... I did it once, years ago
14:17:15 <hrnek> looking for the source of the template but I can't find it
14:17:27 <hrnek> the link helps, though, it's a nice one
14:18:11 <hrnek> I would probably make a copy of the original one and redo whatever needs to be redone
14:19:04 <Wolf01> Call it Railway_toolbar_overview/YourLanguage, so it keeps it tidy, or try to look if it has been done in other languages
14:21:36 <hrnek> I believe it's like the main menu on the right side
14:21:42 <Wolf01> Just copy what they did, the best approach in wikimedia :P
14:22:47 <hrnek> But I still don't know how to get to the source to copy/edit. They all have it hidden in the {{ X }}
14:23:40 <Wolf01> The links at the bottom of the edit page
14:23:59 <Wolf01> Template:Raiilway_toolbar...
14:26:21 <Wolf01> So, it just seem you have to create the same template for your language
14:27:02 <hrnek> Ohhhhh, that's how you get to it! Nice!
14:27:05 <Wolf01> Template:RailwayToolbarInYourLanguage/YourLanguageCode
14:27:40 <Samu_> this is strange, i can't spot the issue
14:29:28 <Samu_> i can't reproduce the issue :( why
14:34:48 <Samu_> why the heck i can't reproduce the issue now
14:34:54 <hrnek> and I make a new template by going to an address that doesn't exist and edit the page?
14:35:26 <Samu_> Alberth: sorry, my report can't be reproduced
14:35:43 <Samu_> it's already doing what it should do
14:35:56 <Samu_> damn, and I thought there was a bug in openttd
14:36:30 <Samu_> it actually does "what it should do" when i tried to reproduce it :(
14:36:42 <Samu_> sorry for the false alarm
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15:17:41 <Samu_> okay, the issue is the builder itself
15:19:34 <Samu_> i failed to interpret what it was doing
15:21:53 <Samu_> line 127 never triggers
15:25:31 <Samu_> instead it triggers line 57, even on a bridge tile
15:27:02 <Samu_> actually no, not even that
15:39:28 <Samu_> im confused as hell about this builder
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15:49:15 <Samu_> that && should have been ||
15:50:01 <Samu_> damn it, I spent so much time figuring out why it wasn't triggering the bridge message
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16:51:32 <Samu_> Build a bridge from one tile to the other. As an extra for road, this functions builds two half-pieces of road on each end of the bridge, making it easier for you to connect it to your network.
16:51:46 <Samu_> why's that? it only complicates
16:53:24 <Samu_> it also does the same for tunnels
16:53:50 <Wolf01> It does the same for depots and roadstops
16:53:53 <Samu_> the path builder is smarter enough to know that
16:55:04 <Samu_> nop, doesn't say anything else
16:55:30 <Wolf01> Did you try to build a depot facing a road?
16:56:10 <Samu_> I think i have to manually connect to the road
17:03:08 <Samu_> nop, it doesn't connect automatically
17:03:32 <Wolf01> Strange, the game should do it
17:03:58 <Wolf01> Like when you build it by hand
17:04:16 <Samu_> for the AIs it's better not to
17:04:41 <Samu_> at least in my perspective
17:04:59 <Samu_> gives me a better control of the things happening
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17:10:21 <Samu_> for tunnels and bridges, it doesn't even need a road in front to build the 2 pieces, it just builds it no matter what, that's kinda gay
17:12:54 <Samu_> the pathbuilder is apparently already taking care of these
17:13:31 <Samu_> demolishes them if it needs to build 2 bridges in a row
17:14:14 <Samu_> doesn't seem to make life easier
17:14:48 <Wolf01> That might be wrong, yes
17:28:52 <Samu_> yep, no issues for the pathbuilder, but it's just an awkward waste of money
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19:30:18 <nielsm> hm were anyone here using linux for daily desktop OS? any recommendation for distro? (or, arguments against ubuntu)
19:33:12 <LordAro> basically use whatever you're comfortable with
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19:48:31 <debdog> or anyting without systemd :P
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19:58:35 <andythenorth> real internet :P
19:58:56 <SpComb> you mean working IPv6?
19:59:34 <SpComb> I should finally get around to deploying to my shell, but I can't decide between stateless RA and DHCPv6
20:01:27 <LordAro> doesn't look like working ipv6, from the rdns :p
20:01:40 <LordAro> also because it's virgin media
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20:12:49 <Samu_> something weird with pathfinder, does it not count drivethrough stations as roads or something?
20:12:58 <andythenorth> but where is deliveroo? :|
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20:17:19 <andythenorth> laptop screen is unfeasibly wide
20:17:25 <andythenorth> 2 weeks using 4 inch phone
20:17:36 <andythenorth> my eyes can't stretch this big :P
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21:15:57 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 pushed 1 commits to master:
21:15:57 <DorpsGek_II> - Fix: Variable 0x85 had no bounds checks. (by frosch123)
21:22:30 <frosch123> hmm, dg2 does not report about approval
21:23:09 <Samu_> vehicles in the way are annoying
21:23:19 <Samu_> especially when I am trying to remove a station
21:25:06 <nielsm> my best suggestion is that you try to restructure your code into assembling a list of actions to be performed, so it can retry actions later if they fail once
21:27:57 <nielsm> for instance, an entry in that list could contain fields like: actual action to perform, number of times attempted, excepted cost, deadline for when it must be done by, reference to internal goal the action is part of (i.e. route build)
21:28:43 <nielsm> the internal goal thing could be used for backing out of a failed build attempt and develop an alternate plan
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21:31:18 <DorpsGek_II> [OpenTTD/OpenTTD] michicc pushed 1 commits to master:
21:31:18 <DorpsGek_II> - Feature: [NewGRF] Increase size of persistent storage to 256. (by michicc)
21:40:20 <Samu_> nielsm: that is a lot of stuff
21:41:52 <Samu_> i'm gonna do what I've seen everywhere else in the code, try for 500 times to remove the station. If it still fails, well.... leave it
21:42:12 <Samu_> guess it's not the best solution
21:42:56 <Samu_> or do the way i do for airports
21:43:07 <Samu_> every loop look for empty stations and remove them
21:45:08 <Samu_> the route manager dude however might break, i still don't quite understand how LuDi is keeping everything tracked down
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21:51:25 <frosch123> still, noone wants to review stuff
21:51:40 <andythenorth> there's a fear factor to reviewing eh
21:51:52 <peter1138> I guess OpenTTD is dead then.
21:51:58 <andythenorth> nobody wants to get yelled at
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23:51:38 <Samu_> how do i remove an item from an array
23:57:04 <Samu_> inside a for cycle in the same array, not possible?
23:58:06 <Samu_> halp! :) i'm new to arrays
23:58:34 <Samu_> for(local i = 0; i < routeManager.m_townRouteArray.len(); ++i) {
23:59:34 <Samu_> i do some checking and I find a m_townRouteArray[i] that is of no use, I wanna remove it, while inside the for cycle, is that possible? or is it gonna ruin something?
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