IRC logs for #openttd on OFTC at 2018-11-09
        
        
        
            ⏴ go to previous day
01:13:48  *** triolus has joined #openttd
 
01:45:11  *** snail_UES_ has joined #openttd
 
06:55:55  <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #6966: GSTown.PerformTownAction crashes OpenTTD if called during world generation https://git.io/fpIIo
 
07:51:59  *** Maarten has joined #openttd
 
08:03:30  *** Maarten has joined #openttd
 
09:17:09  *** Maarten has joined #openttd
 
11:01:27  *** andythenorth has joined #openttd
 
11:01:29  *** andythenorth has left #openttd
 
11:19:49  *** matt21347 has joined #openttd
 
12:12:45  *** Progman has joined #openttd
 
13:59:40  *** kragniz has joined #openttd
 
14:33:33  *** snail_UES_ has joined #openttd
 
18:11:23  *** frosch123 has joined #openttd
 
19:14:34  *** andythenorth has joined #openttd
 
19:30:33  <nielsm> I guess I should try playing a real game with that house cargo patch
 
19:53:42  <andythenorth> I played a game once
 
19:54:00  <andythenorth> nielsm: you should play test my newgrfs :P
 
19:54:04  <andythenorth> LordAro: funny you should mention that
 
19:56:22  <nielsm> I hope if the patch goes in, the default is changed away from original btw ;)
 
19:56:36  <Wolf01> I'm playing for real with my new lego microbots
 
19:57:45  <andythenorth> you should probably play with default vehicles though
 
19:57:49  <andythenorth> for balance reasons
 
19:58:00  <andythenorth> I would test these patches too
 
19:58:05  <andythenorth> if I had a clean compile :P
 
20:06:25  <andythenorth> Wolf01: FIRS in lego?
 
20:07:02  <andythenorth> it's a series, looks like a coal mine too?
 
20:07:07  <andythenorth> looks like Faller HO buildings
 
20:14:56  <frosch123> hmm.. dwarf factorio
 
20:17:31  <andythenorth> yeah he's doing Faller kits
 
20:19:21  <andythenorth> I considered same for game sprites
 
20:19:28  <andythenorth> did I do a concrete works?
 
20:22:42  <frosch123> does hog have a conrete mixing truck?
 
20:24:16  <andythenorth> what does it deliver though? o_O
 
20:24:35  <andythenorth> I considered some kind of building site industry, but it's weird
 
20:24:45  <andythenorth> houses accept concrete? o_O
 
20:25:52  <nielsm> it didn't do that before
 
20:26:06  <nielsm> I've also seen helipad sprites overlap the helipad recently
 
20:26:14  <nielsm> helipad overlapping helicopter *
 
20:27:00  <frosch123> (does it need dev tools active?)
 
20:27:21  <nielsm> I do have the dev tools enabled
 
20:28:21  <nielsm> doesn't reproduce reliably, seems to also depend on position of vehicles on screen
 
20:28:23  <frosch123> hmm, you mean "recently"? try without 25ab9c19?
 
20:28:59  <nielsm> the sprite sorting performance patch, I presume?
 
20:29:30  <frosch123> i did not check the last version, so no idea what it actually did
 
20:30:01  <frosch123> but spritesorting is not well-defined, so always magical :)
 
20:31:47  <nielsm> yeah not immediately seeing anything with that reverted
 
20:37:41  <nielsm> (cargo amounts, profits)
 
20:42:42  <andythenorth> so this rescales pax generation per house?
 
20:42:52  * andythenorth didn't read all the memos
 
20:43:47  <nielsm> I'm playing with the bitcount2 algorithm here
 
20:44:08  <nielsm> the numbers are pax generated across 5000 tile ticks
 
20:45:00  <andythenorth> I'm not going to ask how you raised the floor while compressing the ceiling :)
 
20:45:11  <andythenorth> but it might make a big worthwhile difference to the game
 
20:45:17  <andythenorth> as long as it doesn't get too compressed
 
20:45:40  <nielsm> it's actually that the original is scaled by roughly n^2
 
20:48:39  <nielsm> those 5000 tile ticks is a little more than 47 years
 
20:50:23  <nielsm> which means a size 5 house might generate 2 passengers in a good year with the original algorithm
 
20:52:18  <nielsm> while a size 200 house would spew 1000 passengers out every year
 
21:05:18  <Wolf01> Mmmh, my city is completely locked up on a huge traffic jam... I need to put more roads and fewer houses
 
21:15:20  <nielsm> (cargodist probably makes the numbers bigger than they strictly need to be)
 
21:15:26  <andythenorth> it's still a transport game :)
 
21:15:38  <nielsm> true, it needs stuff to transport :P
 
21:15:56  <nielsm> though the abundancy of cargo might make the game part too easy
 
21:16:04  <andythenorth> you need metro trains :P
 
21:19:48  <nielsm> I'd really like to lower the chance of generation just a bit, but making a 1:3 chance with bits is annoying (I don't want to work it out atm)
 
21:21:44  <frosch123> scale the population? fake_population = setting * real_population / 16 with setting 8..23 or something
 
21:22:48  <frosch123> somewhen i wondered whether there is too little mail to transport
 
21:27:53  <nielsm> a 1:3 chance could maybe be counting bits set of two chosen equals to bits set in six chosen
 
21:28:13  <frosch123> 5/16 is pretty much 1:3
 
21:30:04  <nielsm> I'll try switching to the flat distribution low range alg instead
 
21:30:15  <nielsm> see if the amounts feel better here
 
21:30:48  <frosch123> how much is the flat/gaussian distribution noticeable?
 
21:31:24  <frosch123> the more houses there are the more both are averaged
 
21:31:45  <frosch123> i think making them very variadic for low house amounts makes the game more interesting
 
21:32:45  <nielsm> I don't really notice it, I guess
 
21:35:10  <nielsm> the bus in the small town makes significantly less profit now
 
21:41:25  <nielsm> the low-range flat distribution is probably better from a difficulty perspective, although my perception might be skewed by experience ;)
 
21:42:47  <nielsm> the medium and high levels would seem to make passengers too easy to profit on but are probably interesting for optimization challenge games
 
21:43:06  <frosch123> well, the total amount of passengers is one thing. but i wonder whether it is possible to actually make the amounts vary, or how many houses does to take to average out any deviations
 
21:43:19  <nielsm> binomial might be interesting for realism nerds (since it kind-of simulates individual coin flips per potential pax)
 
21:43:40  <nielsm> but should probably also be tuneable in how much it generates
 
21:43:46  <frosch123> i think "realism" is a big trap here
 
21:44:24  <frosch123> if your algorithm has many small random elements, they average out, and in the end there is no randomness
 
21:44:36  <frosch123> that's kind of what happens with "smooth economy"
 
21:45:04  <frosch123> if has many small adjustmnets whcih cancel each other out, so there is rarely a big change like with "non-smooth economy"
 
21:45:11  <nielsm> right, "nothing big ever really happens"?
 
21:45:26  <frosch123> same applies to ecs. it models so many small details which cancel/average each other, that in the end it does not have any effect
 
21:46:32  <frosch123> so, i would always go for something that makes the game more diverse than realistic :)
 
21:46:49  <nielsm> I'm too tired to set anything up now, but my sim could probably be used to build a "full town sim" kind of thing
 
21:47:00  <frosch123> diverse can make the game interesting, realism can be quite boring
 
21:47:39  <andythenorth> frosch123: there is too little mail to transport
 
21:47:49  <andythenorth> or it needs adjusted in newgrf, by increasing value
 
21:47:52  <frosch123> nielsm: you computed average amounts, can you also compute a standard deviation?
 
21:49:00  <frosch123> andythenorth: currently nielsm's patch had one setting to adjust 3/4 things: 1. amounts of pax, 2. amount of mail, 3./4. variation fo pax/mail amounts
 
21:49:20  <frosch123> i try to figure out whether 1. and 2. should be different settings, and whether 3./4. is noticeable at all :)
 
21:50:03  <nielsm> stddev is probably most interesting if you look at a "whole town" sim, i.e. generation for a cluster of buildings in catchment area of a station
 
21:50:46  <frosch123> huh? for whole town sim the distribution per house does not matter. it all averages out to the "expected value"
 
21:50:53  <nielsm> and then sum up a month of values at a time
 
21:51:22  <frosch123> with gaussian distribution
 
21:51:50  <frosch123> you can only make small towns interesting, big towns will always be boring :p
 
21:52:24  <frosch123> (wrt. continuous cargo generation)
 
21:57:55  <andythenorth> I suspect variation is rarely useful
 
22:08:39  <andythenorth> I am curious about variation between towns
 
22:08:53  <andythenorth> and whether there's a single factor that could be exposed to GS or something
 
22:10:58  <nielsm> something like residents in one town being more likely to take transit than in another town?
 
22:11:22  <nielsm> I think station rating already covers that plenty
 
22:11:38  <andythenorth> I was thinking of total generation
 
22:11:46  <andythenorth> e.g. some towns might like to travel more than others :P
 
22:11:54  <nielsm> unless you want towns with super angry mayors running smear campaigns against you :P
 
22:12:10  <andythenorth> tie it to advertising campaign :P
 
22:12:28  <andythenorth> I only ever use 'bribe' though, dunno what those others do
 
22:12:43  <nielsm> ad campaign literally raises station ratings
 
22:13:42  <nielsm> building status gives a permanent station rating boost to stations near the town center
 
22:14:09  <nielsm> (I don't know if it ties to the town zones, population, or just a fixed range)
 
22:15:08  <nielsm> funding new buildings is almost always a waste
 
22:16:22  <frosch123> "commuter towns" vs "tourism towns"
 
22:16:49  <nielsm> now you're getting into simutrans turf aren't you :P
 
22:17:11  <andythenorth> one day there'll be a reason to deliver goods
 
22:17:19  <frosch123> no idea, haven't looked at it in 12 years
 
22:17:44  <nielsm> play tropical climate and deliver both food and water
 
22:20:24  <andythenorth> I liked arctic for food above snowline
 
22:20:36  <andythenorth> everything I want is in GS already
 
22:20:40  <andythenorth> but GS are single-purpose
 
22:20:53  <frosch123> when towns grow they switch from accepting sweets to fizzy drinks
 
22:21:30  <frosch123> if you want a constant acceptance for sweets you either have to move the station or prevent the town from growing
 
23:33:34  *** ChanServ sets mode: +v tokai
 
continue to next day ⏵