IRC logs for #openttd on OFTC at 2019-02-21
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00:01:07 <glx> it refits before loading I think
00:01:35 <peter1138> I've never used it.
00:02:44 <Samu> this is where I'm trying to check for exclusive transport rights too
00:03:00 <Samu> but it can involve autorefitting in the process
00:03:23 <peter1138> Hmm, I'm not sure exclusive transport rights as anything to do with autorefit.
00:03:56 <Samu> it's ReserveConsist what I'm editing
00:04:43 <glx> yes you don't care about refitting
00:05:07 <Samu> but cargo can't be reserved either
00:05:31 <Samu> for the ship that doesn't have excusivity
00:05:35 <glx> Reserves cargo if the full load order and improved_load is set or if theme.apply current order allows autorefit.
00:06:19 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7227: Replace Window::scrolling_scrollbar with Window::active_widget https://git.io/fhFTS
00:06:59 <Samu> well, it must be somewhere around here, around cargo reservation
00:07:21 <peter1138> LordAro, so as nielsm suggests?
00:07:31 <peter1138> mouse_capture_widget or something?
00:07:53 <Samu> I don't care about autorefitting, but it's autorefitting that's in the way
00:07:58 <LordAro> yeah, i think mouse_capture_widget
00:08:00 <peter1138> mouse_captured_widget.
00:08:11 <glx> I think you just need to edit ReserveCargoAction
00:08:42 <nielsm> mouse capturing network packets
00:08:59 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7252: Fix #7159, e934f09: Waiting time at red one-way signals was too short. https://git.io/fhd6W
00:09:04 <LordAro> nielsm: i do like that picture
00:09:35 <Eddi|zuHause> nielsm: my gunea pigs used to chew on cables all the time
00:09:54 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7252: Fix #7159, e934f09: Waiting time at red one-way signals was too short. https://git.io/fhFTH
00:11:13 <LordAro> michi_cc: it's almost a "Change" at this point
00:11:54 <peter1138> The old behaviour which depended on vehicle speed/acceleration is obviously... wrong.
00:12:09 <peter1138> But I suspect it is based on TTD-original code.
00:13:05 <LordAro> someone find ludde's cvs repo
00:13:05 <peter1138> I usually have the option to autoreverse turned off :-)
00:13:41 <glx> reverse at end of line for me IIRC
00:17:17 <peter1138> Okay so it's not original.
00:18:07 <LordAro> i don't understand cvs enough to read the repo
00:18:13 <peter1138> I'm just looking at 0.1
00:19:15 <Eddi|zuHause> oh, the old commit visualisation
00:19:48 <peter1138> Funny how some of the comments are exactly the same.
00:20:35 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7147: Change: Synchronize randomness in vehicle introduction… https://git.io/fhFTx
00:20:45 <peter1138> uint o_tile -> TileIndex o_tile.
00:20:48 <peter1138> But it's still o_tile :-)
00:24:16 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470) https://git.io/fhFTj
00:27:23 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7092: Fix #7091: Close dropdown menu windows after rebuilding AI/GS settings https://git.io/fhFkk
00:27:28 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings https://git.io/fhFkI
00:28:31 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction… https://git.io/fhFkL
00:29:26 <peter1138> Might just post that one to the forum?
00:29:46 <peter1138> I was kinda suggesting that the proposer should find out, but I guess that was too subtle :p
00:31:04 <glx> I think when #7092 or #7093 will be merged, the other will conflict
00:33:30 <peter1138> perl -pi -e 's/active_widget/mouse_capture_widget/g' *
00:33:37 <Eddi|zuHause> peter1138: asking me to go out and talk to people is a sure way to never get anything done
00:34:00 <Samu> if (v->cargo_cap > v->cargo.RemainingCount() && (st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner)) {
00:35:12 <peter1138> Eddi|zuHause, as it is it's a like a spec-change without any supporting documentation. And I guess it changes how existing sets behave, for better or worse.
00:35:59 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7092: Fix #7091: Close dropdown menu windows after rebuilding AI/GS settings https://git.io/fhrIN
00:36:06 <DorpsGek_II> [OpenTTD/OpenTTD] michicc closed issue #7091: Dropdown menu can set value to a parameter of a different AI https://git.io/fhwhr
00:36:12 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7147: Change: Synchronize randomness in vehicle introduction… https://git.io/fhFkY
00:37:01 <Samu> oh, my stuff is getting approved
00:37:33 <DorpsGek_II> [OpenTTD/OpenTTD] michicc dismissed a review for pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings https://git.io/fhFkI
00:37:34 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings https://git.io/fhrLG
00:38:27 <peter1138> Hmm, mouse_capture.. what about people using trackpads? :p
00:39:11 <michi_cc> Hmm, I don't really think I want a merge commit by GitHub there.
00:39:31 <michi_cc> Samu: Can you rebase #7093 and force push?
00:40:30 <Samu> but first let me finish this exclusivity thing
00:40:56 <glx> michi_cc: it's still possible to squash
00:41:10 <glx> it was only one commit anyway
00:41:52 <michi_cc> glx: The CI rebase conflicts and aborts.
00:46:52 <peter1138> I prefer thing like fixes to be squashed before hand.
00:46:58 <peter1138> But doesn't matter too much I guess.
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00:47:27 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7227: Replace Window::scrolling_scrollbar with Window::active_widget https://git.io/fhFTS
00:47:28 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7227: Replace Window::scrolling_scrollbar with Window::active_widget https://git.io/fh74H
00:47:29 <michi_cc> The combined change diff looks reasonable, so not too bad.
00:48:46 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations https://git.io/fhFk0
00:49:06 <Samu> that was rushed a bit, now let me do that rebase
00:49:52 <peter1138> src/lang/dutch.txt | 688 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++------------------------------------------------------------------------------------
00:50:02 <peter1138> A living language :D
00:50:49 <peter1138> LordAro, I can't rename the branch though :D
00:52:04 <peter1138> Just noticed the date on 45ce517105... Dec 2012.
00:52:08 <glx> hmm someone in github staff broke a the notification css
00:52:52 <nnyby> hehe i noticed that too
00:53:26 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7147: Change: Synchronize randomness in vehicle introduction… https://git.io/fhDkW
00:53:43 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings https://git.io/fhrLG
00:53:49 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction… https://git.io/fhFkE
00:59:04 <drac_boy> sorry to ask as its been quite a long time but .. can articulated buses be passed or do they still have that old no-passing 'bug'?
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01:03:13 <Eddi|zuHause> nobody changed that
01:04:08 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7257: Codechange: Remove never-used StationIDList. https://git.io/fhFkw
01:05:15 <drac_boy> eddi so I'm gussing latter then?
01:12:22 <Samu> what to do to passengers waiting at a station when another company buys exclusive transport rights?
01:13:12 <Samu> allow them to go into buses?
01:13:18 <peter1138> src/economy.cpp:typedef SmallVector<Industry *, 16> SmallIndustryList;
01:13:21 <peter1138> src/station_base.h:typedef SmallVector<Industry *, 2> IndustryVector;
01:13:26 <Samu> leave them at the station, unable to go into buses?
01:14:00 <drac_boy> samu technically the existing waiting passenger would still board from the 'a station' but no new passengers would be processed at all
01:14:18 <drac_boy> same thing with a station that already has coal on it but the coal mine itself disappeared "yesterday" technically
01:14:50 <Samu> if they were already waiting before exclusivity, they're still loaded
01:15:05 <Samu> only the new passengers won't show up there during exclusivity
01:15:21 <Samu> so my code is not working properly, must fix
01:15:35 <glx> peter1138: unused stuff ?
01:15:48 <peter1138> glx, used, but very similar duplicates.
01:17:02 <glx> ah yes only different step
01:20:39 <peter1138> Meh, I'll ignore that for now as it's conflict central:p
01:21:19 <glx> and someone is already replacing with direct vector<> access :)
01:22:40 <Samu> (st->town->exclusive_counter == 0 || (st->town->exclusivity == v->owner && (st->owner == st->town->exclusivity || st->owner == OWNER_NONE)))
01:22:46 <Samu> something like this, I think
01:25:27 <glx> where ? in ReserveCargoAction ?
01:25:39 <Samu> (st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner || st->owner == OWNER_NONE)
01:26:07 <Samu> hmm bah, i'm doing this wrong
01:26:44 <Samu> maybe st->owner != OWNER_NONE?
01:27:07 <glx> what do you wan't to do ? just block if OWNER_NONE if not having right ?
01:28:02 <Samu> I'm not sure yet, gonna test
01:28:54 <Samu> except when the station is neutral
01:28:57 <glx> st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner
01:29:48 <glx> anyway in any order that's what you want I think
01:30:28 <glx> or check exclusivity for neutral stations
01:31:51 <glx> and testing OWNER_NONE first will skip other tests if it's a player owned station
01:34:40 <glx> it's easier if you write what you want then convert into code
01:35:02 <glx> instead trying to guess while modifying code
01:36:57 <glx> ah the css has been fixed, they were fast :)
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01:39:50 <drac_boy> hi again french NG snail ;)
01:40:20 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings https://git.io/fhFIl
01:40:38 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings https://git.io/fhrLG
01:41:59 <Samu> #1940, #2141 #3283 are all against
01:42:46 <drac_boy> snail or do you prefer something non-french tonight?
01:43:56 <Samu> should I mention all these issues?
01:45:38 <glx> and I think you don't need to link closed bug
01:46:15 <glx> 5102 is an incomplete report
01:46:31 <peter1138> "In my opinion it works exactly as advertised." thanks rubi :p
01:47:39 <glx> 5178 is work as intended, not related to neutral
01:48:27 <peter1138> Despite what Rubi kept saying, I think it makes sense that a neutral station should still work (for only the rights holder)
01:48:27 <glx> 2191 is duplicate fo 1940 :)
01:48:43 <glx> (people should learn to search before opening)
01:50:24 <glx> 6657 is also a duplicate but you added a patch in it
01:51:04 <Samu> that patch is makes the station not part of exclusive
01:51:42 <glx> it was incomplete, your new version seems better
01:51:56 <Samu> ehm, no, it was complete, but contested
01:52:49 <glx> well I think you implemented what was suggested there in your new version
01:54:34 <glx> so maybe you can link to 6657 in 7256 comments, but no need to put it in the commit message
01:56:18 <Samu> #1940, #2191, #3283, #6657
01:56:56 <Samu> i may be missing some others..
01:57:23 <glx> only those with useful comments
01:58:18 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations https://git.io/fhFk0
01:59:27 <glx> because your change may be important if 7234 is merged
01:59:57 <Samu> peter1138 took command of that now
02:00:27 <peter1138> I'm going to tidy it up.
02:00:52 <peter1138> Maybe something a bit more descriptive? :D
02:01:16 <glx> comments are supposed to be readable
02:02:14 <peter1138> Industry::neutral_station?
02:02:46 <glx> because right now we know why the references are there, but tomorrow we probably forget
02:04:45 <Samu> Industry::neutral_station?
02:04:49 <glx> something like "followup of this issue", "will prevent no cargo in neutral station if this PR is merged"
02:08:35 <Samu> sorry about that, it's just that I get stuck
02:08:59 <Samu> sometimes I don't know what to say
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02:17:02 <Samu> my ai gs stuff is probably conflicting now
02:18:40 <Samu> wow, no conflicts? how come
02:21:53 <peter1138> Why would it conflict?
02:23:04 <Samu> master now matches exactly as I had in the PR, is that why it doesn't conflict?
02:31:06 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fh5qg
02:33:57 <peter1138> Might load some old savegames.
02:34:00 <peter1138> Found some from 2014.
02:37:12 <peter1138> Oh wow, I found the sprite scalers patch.
02:40:35 <peter1138> Hmm, a patch that adds the ability to set a sprite recolour on widgets with images.
02:40:44 <peter1138> But no patch that uses it.
02:50:48 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on pull request #6965: Add: Option for population-linear town cargo generation https://git.io/fhFLc
02:52:49 <supermop_Home_> what would you even use it for
02:54:30 <peter1138> Hmm, I have a savegame here with "andythen0rth Transport"
02:56:50 <peter1138> Ok, this is UKRS2. I miss the running sounds!
02:58:19 <supermop_Home_> anyone here have one of the 4 1.9.0 b3 servers?
02:58:32 <supermop_Home_> and if so can I get the pw to join?
02:59:00 <peter1138> I have one. But it's not passworded.
02:59:05 <supermop_Home_> but yeah if you're running a b3 server I guess let me know too
02:59:22 <peter1138> Oh, maybe it's not b2.
02:59:34 <supermop_Home_> im down with that
02:59:47 <supermop_Home_> the non pw b2 server is all full up
03:00:02 <peter1138> Just been left a couple of weeks :p
03:00:11 <peter1138> I was playing but then went bankrupt while I was away.
03:01:43 <supermop_Home_> hmm maybe I need to figure out how to fwd ports on my weird fios router
03:05:42 <peter1138> It's pretty basic, though.
03:06:27 <supermop_Home_> ooh armoured boxcar
03:06:33 <supermop_Home_> the only available train
03:07:10 <peter1138> Have you got everything filtered?
03:07:55 <peter1138> Hmm, I think this has cargodist, infrastructure, breakdowns, disasters... on...
03:08:07 <peter1138> Oh well, I like a challenge.
03:08:52 <supermop_Home_> I had it filtered
03:09:12 <supermop_Home_> my mps regal empire is good enough for me
03:10:25 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhFLa
03:12:28 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhFLo
03:13:44 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fh5qg
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03:20:28 <peter1138> force push but I didn't actually change it. Oops.
03:21:02 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fh5qg
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03:39:20 <Samu> i still have my ai bugged grrr
03:39:45 <Samu> i dont understand groups
03:41:06 <Samu> im getting 280 something aircraft in the same group
03:41:22 <Samu> they have different orders
03:41:28 <Samu> but they're in the wrong group
03:41:35 <peter1138> They're in the group you put them in.
03:41:38 <Samu> they should be on their own group
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03:42:03 <Samu> i get multiple routes on the same group for reasons i dont know
03:42:40 <peter1138> By putting the vehicles in the wrong group?
03:42:46 <Samu> the vehicles don't even get replaced when old
03:42:59 <peter1138> autorenew not enabled? not enough cash?
03:43:37 <Samu> i do manual replaces, but the groups are being incorrectly used, so ... no replaces are happening
03:43:41 <peter1138> That's not surprising then.
03:43:56 <peter1138> Manual replaces... o_O
03:44:35 <Samu> road vehicle groups on the other hand, appear to do fine
03:44:43 <peter1138> So what's the issue?
03:44:50 <peter1138> Build vehicle, move it to group.
03:45:06 <peter1138> Hav eyou got a repo with your AI in it?
03:45:28 <Samu> yes, i think it still exists
03:48:14 <Samu> WrightAI::ManageAirRoutes
03:48:46 <Samu> they handle groups one way or another
03:50:20 <Samu> vehicles aren't being renewed when old indicates that the group they're in, are one of vehicle_to_depot
03:50:38 <Samu> but they're not actually heading to hangar
03:50:39 <peter1138> What was wrong with autorenew?
03:50:57 <Samu> they're only in this group when I send an order to go to hangar
03:51:17 <Samu> why aren't they heading to hangar :/
03:52:10 <Samu> autorenew modifies vehicle_ids, it's unpredictable, can make vehicle list iteration fail
03:52:20 <Samu> that's why I dont use it
03:52:39 <peter1138> And you're having more luck this other way, I see.
03:52:58 <Samu> for road vehicles, it works, apparently
03:53:11 <Samu> air vehicles are handled differently
03:53:19 <peter1138> Okay but I'm looking at this code
03:53:21 <Samu> and i must have failed yet
03:53:29 <peter1138> And other than I've never really seen squirrel before, it's looks a horrible mess.
04:05:18 <Samu> AIVehicle.GetGroupID(v) != route_group
04:07:27 <Samu> I don't know, really, I'm lost
04:07:39 <Samu> something is wrong, and I have no idea what
04:09:31 <Samu> must identify the problem
04:10:52 <Samu> everything that uses MoveVehicle
04:12:20 <Samu> AIGroup.MoveVehicle(new_vehicle, AIGroup.GROUP_DEFAULT);
04:12:34 <Samu> AIGroup.MoveVehicle(AIGroup.GROUP_DEFAULT, new_vehicle);
04:12:46 <Samu> group comes first, vehicle comes second
04:17:43 <Samu> I wonder if this was the only cause
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07:43:58 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
07:44:33 <peter1138> I currently want 'cd' to put me in the root of my current working tree...
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07:46:22 <andythenorth> so we could add a night mode flag
07:46:29 <andythenorth> and newgrfs could read it, or not
07:46:42 <peter1138> Apparently we don't need to.
07:47:19 <andythenorth> can you chmod it or something?
07:48:49 <andythenorth> is this for master? Or one of the many PRs?
07:50:15 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
07:51:32 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhFmK
07:51:42 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhFm6
07:52:57 <andythenorth> is that the game where I made a castle?
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07:57:23 <dwfreed> peter1138: have you met our lords and saviors pushd and popd ?
07:58:29 <dwfreed> They manipulate a stack of working directories; the top of the stack is the current working directory
07:58:34 <dwfreed> akin to a cd with memory
08:00:17 <peter1138> I've only been doing this 20 years and never knew of that.
08:00:36 <peter1138> Although annoying that "pushd" without arguments doesn't work how I'd expect :/
08:00:37 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
08:01:16 <dwfreed> 'dirs' will show the current state of the stack in case you've forgotten
08:01:37 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhFmx
08:01:40 <dwfreed> pushd and popd also show the resultant stack after they've performed their operations
08:01:45 <peter1138> Hmm, okay, it's not quite how I expected.
08:02:06 <peter1138> cd is still just muscle-memory.
08:02:23 <peter1138> I'm tempted to write an alias for cd.
08:03:05 <peter1138> git rev-parse --show-toplevel
08:08:26 <dwfreed> you probably want this: cd() { command cd $(git rev-parse --show-toplevel)/"$1"; }
08:09:18 <dwfreed> and then when you don't want that behavior anymore, just 'unset cd'
08:24:40 <andythenorth> so why are pikka's recolour sprites broken in that savegame?
08:26:27 <andythenorth> nope, just odd CC choices :P
08:46:44 <peter1138> As Eddi|zuHause didn't get the hint :P
08:59:48 <LordAro> i'm use "cd -" quite a lot, to bounce between 2 different directories
09:03:26 <peter1138> git config --global alias.make '!exec make '
09:03:52 <peter1138> Then I can type "git make" from any directory and it does it from the git root, so that's mostly what I do.
09:04:32 <peter1138> Also added a bare exec alias, so I can do 'git exec bin/openttd'
09:04:42 <peter1138> 'git openttd' is going a bit to far :p
09:04:58 <LordAro> huh, didn't realise all commands were run from the root
09:06:08 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations https://git.io/fhFYx
09:08:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7227: Replace Window::scrolling_scrollbar with Window::mouse_capture_widget https://git.io/fhFOe
09:09:27 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7231: Add: Add flag and railtype sprite type to draw pre-combined ground sprites. https://git.io/fhFOJ
09:11:10 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7227: Replace Window::scrolling_scrollbar with Window::mouse_capture_widget https://git.io/fhFOk
09:11:39 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7227: Replace Window::scrolling_scrollbar with Window::mouse_capture_widget https://git.io/fh74H
10:00:58 <andythenorth> obvs. I am +1 to synchronised dates :P
10:01:03 <andythenorth> but that's not useful info
10:01:32 <peter1138> You can say that, though.
10:08:00 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7253: Fix #7189: Fluidsynth volume gain too high https://git.io/fhF3G
10:24:32 <Samu> static bool IsNormalOrExclusivityStation(Station *st, Vehicle *v)
10:25:51 <peter1138> static bool CompanyMayLoad(const Station *st, Owner owner) maybe
10:26:57 <peter1138> ChooChoo AI is a bit noisy.
10:27:12 <peter1138> "(the following red text is not an actual error)"
10:27:19 <Samu> static bool HasExclusiveTransportRights(Station *st, Vehicle *v)
10:28:02 <Samu> static bool CompanyMayLoad(Station *st, Vehicle *v)
10:28:02 <Samu> return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner;
10:28:44 <peter1138> If you take a Vehicle, make it VehicleMayLoad()
10:28:48 <peter1138> And keep the consts.
10:28:53 <peter1138> const Station *st, const Vehicle 8v
10:30:27 <peter1138> Yeah, just a bit :(
10:31:48 <peter1138> Something else then. Hmm.
10:32:43 <peter1138> "throw TaskRetryException();"
10:32:52 <peter1138> Urgh, that AI is use exceptions for flow control :-(
10:34:16 <LordAro> istr pm complaining about it years ago
10:35:46 <Samu> * Test whether a vehicle can load cargo at a neutral station under exclusive transport rights.
10:37:01 <Samu> description is a bit misleading
10:38:02 <Samu> or do you have a better description?
10:38:02 <peter1138> "even if exclusive transport rights are present."
10:38:30 <Samu> * Test whether a vehicle can load cargo at a neutral station even if exclusive transport rights are present.
10:38:57 <Samu> maybe no need to mention "neutral"?
10:39:06 <peter1138> Yeah, no need for neutral
10:39:22 <Samu> * Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
10:46:32 <peter1138> You are about the function name.
10:47:35 <peter1138> Needs to have Exclusive/Exclusivity in the name somewhere.
10:48:28 <peter1138> CheckVehicleLoadExclusivity maybe?
10:48:41 <Samu> VehicleMayLoadEvenUnderExclusivity
10:51:53 <Samu> static bool VehicleMayLoadEvenUnderExclusivity(const Station *st, const Vehicle *v)
10:56:32 <peter1138> VehicleMayLoadEvenUnderExclusivity < that isn't all that bad :p
10:56:58 <Samu> static bool MayLoadUnderExclusieRights(const Station *st, const Vehicle *v)
10:58:55 <peter1138> I'm fine with the condition in the other file as you only added one there.
11:02:21 <crem2> What's happening in openttd world? Any new exciting features?
11:02:45 <crem2> Since 2 years ago or so..
11:03:01 <Eddi|zuHause> no. nothing ever happens here.
11:03:01 <peter1138> Apparently group liveries are popular.
11:03:03 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations https://git.io/fhFk0
11:03:33 <peter1138> There's some nice things, and everyone's like "wow, I can change colours!"
11:05:19 <crem2> Wow group liveries is actually interesting idea. It's different color depending on engine type?
11:05:44 <peter1138> Nah. That was already there.
11:05:52 <peter1138> Just one colour per group.
11:06:05 <peter1138> Yeah, andy liked the rainbow effect :D
11:06:31 <Eddi|zuHause> so andy is everyone now?
11:06:35 <crem2> I didn't know it was. But it's probably visually pleasing and also useful sometimes.
11:07:30 <crem2> "Overhaul of music system" -- can I hear original TTD jazz music again?! That would be nice feature too. :)
11:08:53 <Eddi|zuHause> could you not before?
11:09:30 <crem2> No. I think native MIDI disappeared from sound cards like 15 years ago, and most OSes don't emulate that, no?
11:09:50 <peter1138> Windows does, and Linux will with the correct software.
11:10:48 <crem2> Linux doesn't do "out of the box" for most setups. I believe one has to recompile something with some flag.
11:10:57 <peter1138> Probably loads in Protools :p
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11:11:12 <peter1138> No, you needed to have timidty available.
11:11:27 <Eddi|zuHause> you must have a strange linux
11:22:35 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations https://git.io/fhFGB
11:24:43 <peter1138> Error: Unable to load driver 'fluidsynth'. The error was: Could not open any sound font
11:25:42 <peter1138> But yeah, once you have the stuff, it just plays like it should.
11:25:47 <peter1138> No process spawning hacks.
11:28:17 <LordAro> lots of exciting things
11:28:36 <LordAro> honestly the "better fast forward" is likely to be most noticable
11:28:57 <crem2> Hm, for me colours is the only visible feature, but even it is cosmetic. But I'm not complaining. :)
11:29:29 <crem2> Better fast forward?.. which line of changelog is that?
11:30:10 <LordAro> "Change: Decouple GUI timing from game ticks"
11:30:20 <LordAro> it is a bit of a technical changelog entry...
11:30:32 <LordAro> i imagine someone can inprove that for beta3/rc1
11:30:34 <crem2> But actually I think there were lots of newgrf-related features in last X years, but most of players don't discover it because it's pretty tiring to find good compatible newgrf modules.
11:30:37 <peter1138> Eh, that was a side effect anyway, it wasn't the intention.
11:30:47 <Eddi|zuHause> but how would that affect someone who doesn't use fast forward?
11:31:01 <crem2> I think there's a need of "newgrf packs", and having one of them as "default/recommended" would be even better.
11:31:57 <crem2> not "packs" but rather "presets".
11:32:17 <peter1138> Eddi|zuHause, is improves things when the game is runing too slow, as well.
11:32:34 <peter1138> The intention was to make the window animation work normally regardless of the game speed.
11:32:44 <peter1138> The sideeffect is that fast-forward became superfast.
11:32:48 <Eddi|zuHause> that sounds more along my use cases :p
11:33:18 <peter1138> Eddi|zuHause, I had the Wentbourne save and the news popups took ages to come and go... :p
11:34:07 <Eddi|zuHause> i don't know if that is due to something my system does very wrong, but during game startup, the mouse is still choppy when it scans for grfs
11:34:53 <peter1138> The patch does absolutely _not_ decouple the gui from the gameloop (or any other loop)
11:35:29 <peter1138> The main change is it uses real time instead of game tick time for GUI stuff.
11:35:53 <peter1138> So yeah, it won't improve the GUI speed if the game is running slow, but it will improve GUI animations and responses.
11:36:07 <Eddi|zuHause> also, the game generation window kinda gets stuck instead of repeatedly updated during longer tasks for me
11:36:15 <Eddi|zuHause> which is meant to be threaded
11:36:29 <peter1138> It's possible that is using the wrong ticks.
11:37:03 <Eddi|zuHause> sometimes it works, sometimes not
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11:49:32 <peter1138> Complex industry placement?
11:56:30 <andythenorth> - place n modular layouts, not just one monolithic layout (not convinced on this one)
11:56:40 <andythenorth> - industries can terraform properly
11:57:20 <andythenorth> - don't force the origin to be N tile, allow an offset of (0, 0) to any location in the layout
12:00:10 <peter1138> Don't industries have multiple layouts anyway?
12:00:21 <Eddi|zuHause> anything of that helps getting an area preview while funding/placing in editor?
12:00:54 <andythenorth> so in principle, the modular layouts thing is redundant, at least for me
12:01:02 <andythenorth> I could define submodules in my python compile
12:01:20 <andythenorth> then assemble 255 layouts or whatever
12:01:28 <peter1138> Hmm, that need the randomization to be pushed forward to the client.
12:02:31 <andythenorth> offsetting the origin is far more interesting for the problems I currently have
12:02:46 <andythenorth> that's probably 'just' a co-ordinate transform?
12:02:49 <peter1138> Or you could make it pseudorandom based on game seed, current date, x/y, etc...
12:04:17 <peter1138> andythenorth, what's the difference between offseting the origin and... placing it at that offsetted origin anyway?
12:05:49 <andythenorth> possibly nothing
12:05:59 <andythenorth> the words or pictures to describe this are quite long
12:06:25 <andythenorth> if you start a FIRS 3 game, money cheat, then try placing a port or bulk terminal on all the different coast orientations....
12:06:37 <andythenorth> ...the frustration is quite high
12:06:55 <andythenorth> there are some more possible solutions to that in newgrf also
12:07:20 <andythenorth> - more special casing to handle slopes, so that placement can be more lax
12:11:41 <Eddi|zuHause> there's no real reason why when placing random industry, the tile the person clicked on should be the (0,0) tile of the layout
12:12:35 <Eddi|zuHause> and at least in scenario editor, one could allow picking a specific layout (which will then have an area preview)
12:17:26 <andythenorth> so is solving the 0,0 issue just a walk of all the tiles?
12:23:52 <peter1138> i.e. it doesn't matter for any other purpose?
12:24:47 <Eddi|zuHause> maybe we find another purpose?
12:25:17 <Eddi|zuHause> also, can someone fix pantograph placement in TF?
12:31:47 <peter1138> Ok, so in createNewInduistFF been a marquer for a check on clear water, skip it
12:31:50 <peter1138> FF been a marquer for a check on clear water, skip it
12:32:02 <peter1138> belugas comments :D
12:54:49 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470) https://git.io/fhFnB
13:32:00 <peter1138> This music is beautiful...
13:37:29 <peter1138> Hmm, AI schedular could be better.
14:07:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7258: Change: When creating an industry move the origin tile to the center. https://git.io/fhFCI
14:13:43 <peter1138> Where "center" usually means +1+1 tile in, cos of rounding.
14:14:10 <peter1138> Are there 5x5 layouts? :D
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14:17:46 <andythenorth> more natural for non-weird industries
14:17:53 <andythenorth> not helping the port stuff much :)
14:19:16 <peter1138> I'm not sure how it would help.
14:35:51 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7258: Change: When creating an industry move the origin tile to the center. https://git.io/fhFWe
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14:44:51 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7258: Change: When creating an industry move the origin tile to the center. https://git.io/fhFWG
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15:02:01 <supermop_work____> long tail today
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15:10:30 <supermop_work____> yo andythenorth
15:13:43 <peter1138> andythenorth, so does it solve anything? Shall I close it?
15:36:16 <supermop_work____> hmm do i need even more grey collarless shirts?
15:36:57 <supermop_work____> i am currently wearing a similar shirt in the office
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16:03:54 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7258: Change: When creating an industry move the origin tile to the center. https://git.io/fhF85
16:04:04 <drac_boy> think it got a little lost in all the push/pull talks yesterday so don't mind me asking .. did someone indeed said articulated rv's can't be passed?
16:22:05 <peter1138> 23:59 < drac_boy> sorry to ask as its been quite a long time but .. can articulated buses be passed or do they still
16:22:09 <peter1138> have that old no-passing 'bug'?
16:22:10 <peter1138> 00:03 < Eddi|zuHause> nobody changed that
16:22:24 <peter1138> So yeah... you even responded to that :p
16:22:56 <peter1138> Samu, such black borders
16:23:41 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6965: Add: Option for population-linear town cargo generation https://git.io/fhF40
16:24:41 <drac_boy> peter .. that doesn't answer anything :)
16:25:08 <peter1138> It precisely answers it. Nobody changed anything.
16:25:29 <drac_boy> peter...changed what?
16:26:28 <peter1138> you literally ask a question, it gets and answer, and you don't know what the answer is about?
16:27:44 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhF4u
16:27:59 <drac_boy> samu mm let me know if you want :)
16:29:23 <Samu> articulated buses can be taken over by non-articulated buses
16:31:11 <drac_boy> hmm nice .. probably something to do with the pathfinder and the tail section of the articulated vehicle anyway
16:31:27 <drac_boy> anyway I'll probably have to think of a good batch of non-articulated vehicles for my list
16:31:47 <peter1138> There's a state-machine in there for overtaking which is simply bypassed for articulated vehicles.
16:33:05 <Samu> looks like aircraft groups are working correctly now
16:33:23 <Samu> will give it 1 more day for testing before I upload v9
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16:36:49 <Samu> cloning a vehicle also clones the group
16:37:07 <nielsm> creates a new, separate group?
16:37:19 <nielsm> or places the clone in the same group as the original?
16:37:47 <Samu> places the clone in the same group as the original, I believe that was what was causing aircraft being in the wrong groups
16:37:57 <nielsm> well yes, that's what cloning does
16:38:12 <nielsm> it makes an identical vehicle including group and orders and consist and refit
16:38:40 <nielsm> you should not be surprised by that
16:39:15 <Samu> it was a different problem
16:39:26 <Samu> I was using MoveVehicle incorrectly
16:39:37 <Samu> resulted in nothing happening
16:39:55 <Samu> the cloned vehicle would stay in the wrong group
16:40:02 <Samu> instead of being moved to the right group
16:45:34 <peter1138> Yeah, cloning... makes a clone.
16:45:44 <peter1138> Apart from construction date :p
17:00:49 <andythenorth> peter1138: so 7258, doesn't really solve anything no :)
17:01:27 * drac_boy kinda wonders how many people like the lv4 grf from george :)
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17:05:24 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7254: Codechange: introduce a few unit tests https://git.io/fhFB8
17:07:42 * drac_boy is going for some real food ;) (sorry no food.grf for that heh)
17:14:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7258: Change: When creating an industry move the origin tile to the center. https://git.io/fhFBr
17:14:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7258: Change: When creating an industry move the origin tile to the center. https://git.io/fhFCI
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17:45:42 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7257: Codechange: Remove never-used StationIDList. https://git.io/fhFR6
17:45:51 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7257: Codechange: Remove never-used StationIDList. https://git.io/fhFkw
17:49:50 <supermop_work____> andythenorth: i've been enjoying my little gatwick express rakes
17:52:25 <andythenorth> BAD FEATURE though
17:58:18 <supermop_work____> FUN FEATURE
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18:06:58 <andythenorth> you got livery groups supermop_work____ ?
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18:26:51 <nielsm> okay almost ready to pretend I wrote a perfect kdtree.hpp all along
18:32:29 <nielsm> hmm I do want to split this one commit into two :s
18:37:17 <Samu> those guys at the british house of commons do have some weird rituals
18:37:31 <Samu> do ppl in the uk take that crap seriously?
18:41:43 <Samu> at least it's a much smaller room than ours
18:42:03 <Samu> ours is so large for such a small country
18:43:30 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhd4b
18:45:08 <nielsm> there's a big cleanup :P
19:02:20 <Samu> that looks kinda repeating in 1144
19:03:33 <nielsm> hm yeah that's a strange way of expressing it
19:03:40 <nielsm> maybe it was different previously?
19:05:42 <nielsm> yeah it used to do something before the inner if
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19:33:27 <Eddi|zuHause> gah, i thought i solved my performance issues with some changes to limits.conf, but now they're back with a vengeance :/
19:42:51 <Samu> I'm inventing some weird stuff
19:43:21 <Samu> and I can already see it not working
19:46:09 <Samu> uint16 produced_cargo_waiting[INDUSTRY_NUM_OUTPUTS][MAX_COMPANIES + 1];
19:46:51 <Samu> 15 companies + owner_none
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19:55:05 <Eddi|zuHause2> ok, that was a service that was actually in use :p
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20:14:45 <Samu> bah, newgrf getting in the way
20:17:45 <Samu> whatever, I'll calculate the sum
20:19:15 <nielsm> if you return the wrong value there, production callbacks will behave wrong
20:20:08 <nielsm> if you want industries to have separate stockpiles per company serving them, you need to do one or two things:
20:20:41 <nielsm> the one thing you must do is make newgrf industries with production callback not have the per-company behavior by default, because they don't know how to deal with it
20:21:29 <nielsm> the one thing you can add on top is a new flag for newgrf industries that enables them to work with per-company stockpiles/production, by changing the meaning of production callback and the stockpile variables
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20:42:33 <andythenorth> so what GS are there?
20:42:42 <andythenorth> Busy Bee, Silicon Valley, NoCarGoal
20:43:30 <Eddi|zuHause> don't city builders rely on heavily modified servers (and clients)?
20:43:31 <andythenorth> I don't understand city building
20:43:40 <andythenorth> cities are annoying
20:43:47 <andythenorth> they're one of the fail points of OpenTTD
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20:44:04 <LordAro> andythenorth: a BAD FEATURE?
20:44:11 <m3henry> I think it's makes the game more like a 'base builder'
21:05:57 <nielsm> hm I want to take all viewport signs (station names, town names, player signs) and put in a kdtree, but not sure if it's fancier to put them in a single shared tree or make a separate tree for each
21:06:54 <nielsm> with a single shared tree I'd make the tree element something like struct ViewportElement { enum ViewportElementClass; union id { StationID station; TownID town; SignID sign; }; }
21:07:50 <nielsm> the major disadvantage of that might be viewport signs being less well defined in draw order, perhaps
21:35:55 <_dp_> Eddi|zuHause, there are Aphid's CB and Simple CB
21:36:12 <_dp_> Eddi|zuHause, and they don't rely on modified stuff, they're just better with it
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21:38:44 <Eddi|zuHause> nielsm: intuitively i'd say separate for each
21:39:04 <_dp_> CB is basically a goal that requires stable deliveries of stuff to a single place
21:39:12 <_dp_> mixed with some town growth mechanics
21:41:20 <andythenorth> IndustryBuilder :P
21:42:09 <nielsm> GS sadly lacks a lot of industry controls, and all the newgrf industry stuff gets in the way of implementing that well
21:42:41 <Wolf01> Eddi|zuHause: how are you with astroneer? I have iron and I'm going to hunt for lithium now
21:42:44 <_dp_> GS lacks all kinds of control xD
21:43:05 <Wolf01> "now"... it's late... tomorrow maybe
21:43:16 <Eddi|zuHause> Wolf01: i have lithium and tungsten, looking for iron next, but the vehicle enter bugs and low fps kinda hold me back
21:43:33 <andythenorth> but I wouldn't play without it
21:44:00 <Wolf01> The vehicle enter bug is easily fixable, just move away from the vehicle until it is invisible and go back
21:44:34 <andythenorth> but I don't understand it :P
21:45:32 <andythenorth> I like BB, SV and NCG because there's no 'reward' other than arbitrary message
21:45:55 <andythenorth> it's just a goal, I fail or win, there's no additional gameplay from achieving the goal
21:46:23 <andythenorth> 'well done your city has grown' is just about the worst reward I can think of :P
21:48:17 <_dp_> andythenorth, well, in mp you can compete with others in speed or town size
21:49:00 <andythenorth> I don't play MP much though
21:49:44 <andythenorth> so now I need to write a GS, so I can play interesting test games, so I can test new OpenTTD features, so I can make newgrfs
21:49:52 <_dp_> andythenorth, pretty much all goal mp servers are basically sp but in controlled environment
21:49:53 <andythenorth> wheels in wheels :P
22:00:59 <peter1138> Non-square catchment, option or not?
22:01:12 <nielsm> why does youtube think I have any interest in videos of people doing absurdly dangerous things like riding on the exterior of freight trains at speed :(
22:03:18 <nielsm> peter1138: arguably the old behaviour is only a feature in the sense of being a documented bug
22:03:30 <nielsm> so more like an exploit
22:03:39 <peter1138> This one is kinda tricky to make an option.
22:04:12 <peter1138> The "is station in catchment" part is easy, but the catchment iterator would require some specialness.
22:04:19 <peter1138> And... not worth it? :p
22:04:50 <peter1138> Hmm, resting HR back down to 51 bpm.
22:05:18 <nielsm> cargo magically being at both an airport terminal and a bus station 16 tiles apart at the same time quantum behaviour is still exploit-ish but harder to do something about in a reasonable way
22:05:41 <peter1138> That still happens :/
22:06:07 <peter1138> I wondered if we could "rate" catchment by how detached it is...
22:06:27 <peter1138> so detached parts would still count, but have a localized effect, and not be as good as the main part.
22:06:34 <peter1138> Probably too much effort :p
22:07:35 <nielsm> anyway, I'm good with classing the old catchment behaviour as an exploit that ought to be fixed
22:07:41 <nielsm> and not worth a switch
22:08:17 <peter1138> It's kinda silly fixing it, tbh, cos you can just plonk more road stops down, but...
22:08:26 <peter1138> There's some edge cases where it would get you catchment that
22:08:32 <peter1138> Like, as you say, a big hole.
22:10:47 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhd4b
22:11:03 <nielsm> I wonder if that new commit is a good idea, and if I did it correct :)
22:12:00 <peter1138> Ok, that was damned good baklava.
22:13:12 <peter1138> Hmm, testing exclusivity in a single-player game :S
22:13:50 <nielsm> get a null AI and use cheats to switch companies :)
22:14:32 <peter1138> I've loaded an old save in multiplayer :-)
22:14:45 <peter1138> Although I realise single player + cheats yes... D'oh.
22:19:09 <peter1138> Hmm, how long does exclusivity last? :p
22:20:17 <peter1138> Testing Samu's patch, appears to do what it says on the tin.
22:20:40 <peter1138> Hmm, apparently I've got a viewer.
22:21:51 <peter1138> Well, I'm happy with it.
22:22:25 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations https://git.io/fhF2G
22:23:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations https://git.io/fhFk0
22:39:09 <peter1138> Falling back to patching base and 3-way merge...
22:41:20 <peter1138> It's nrt, so yes, I'd like to.
22:51:25 <Eddi|zuHause> oh, next astroneer patch
23:02:31 <peter1138> Why would it not work?
23:03:11 <nielsm> maybe I'm missing something that suddenly turns out to make things much harder than initially thought :)
23:03:16 <peter1138> Hmm, sorted by ID, is that right?
23:03:42 <nielsm> the operator< really only matters for Kdtree::FindNearest
23:03:50 <nielsm> to discriminate between multiple items with equal distance
23:04:02 <nielsm> (it could be used to determine mouse clicks)
23:04:06 <peter1138> Ok, so it's not really part of the sorting.
23:04:38 <nielsm> not implemented yet :)
23:04:51 <nielsm> haven't written any of the Add or Remove functions
23:05:12 <peter1138> That's the bit where balancing the tree is awkward, right?
23:05:17 <nielsm> yeah no, as I said, it's getting late and I'm too tired to write good code at this point
23:05:18 <peter1138> Or did you solve that.
23:05:30 <peter1138> nielsm, it'll be better than Samu code!
23:06:16 <peter1138> Correctly summoned :-)
23:06:16 <nielsm> yeah you can't balance a k-d tree by rotations, unlike most common balanced trees (red-black etc), since each level has different key
23:06:34 <nielsm> so basically have to rebuild a branch entirely to rebalance
23:06:40 <peter1138> I know nothing about balanced trees.
23:06:58 <nielsm> there might be faster methods that don't require full rebuilds, but that's too advanced for me at this point :P
23:07:06 <peter1138> Right, I should remove my old engine-introduction-date-sync.
23:07:23 <peter1138> Seeing as it seems the synchronize-random-date stuff is looking better.
23:08:29 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470) https://git.io/fhFaT
23:24:13 *** octernion has joined #openttd
23:56:50 <Eddi|zuHause> ok, so definitely something has changed... i still get abysmal FPS, but the vehicle is way faster, so i can't react to anything and it's basically just flailing around
23:57:19 <Eddi|zuHause> also, i used the drill on my tractor, and now the train behind me is sunken into the ground and i can't move
23:58:13 <Samu> could you call me when u got ppl transporting goods that isn't theirs in one of your servers? Need a savegame test case
23:58:27 <DorpsGek_II> [OpenTTD/OpenTTD] SylvainDevidal opened issue #7259: Waiting cargo show cargo that should be hidden https://git.io/fhFa9
23:59:21 <Samu> or i may just take a look
23:59:52 <Samu> crap, i dont have 1.8.0 installed anymore, nevermind ST2
continue to next day ⏵