IRC logs for #openttd on OFTC at 2019-08-06
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03:47:33 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7683: Codechange: dedicated_v: remove duplicate thread.h include https://git.io/fjQIM
04:32:48 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7683: Codechange: dedicated_v: remove duplicate thread.h include https://git.io/fjQLG
04:40:20 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on issue #6598: Possible for client to be in a nonexistent company on a server; but then the client crashes. https://git.io/fjQLC
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06:40:43 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7684: Fix: saving crash.sav when disconnected from network game https://git.io/fjQtu
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08:43:03 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7683: Codechange: dedicated_v: remove duplicate thread.h include https://git.io/fjQIM
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08:47:38 <andythenorth> issue count has crept up :D
08:47:44 <andythenorth> has stalebot resigned its post?
08:48:08 <andythenorth> 82 open issues, was about 50 a while ago
08:52:10 <LordAro> we turned off stalebot when rate of developer activity slowed down
08:52:21 <LordAro> things were getting closed before anyone got to them
08:53:12 <LordAro> and i never really liked it anyway
09:08:10 * andythenorth will stalebot some things
09:08:41 <LordAro> i'm not aware of anything "invalid"
09:08:49 <LordAro> that's been left open
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09:21:19 <andythenorth> there are a couple, I'll close them later
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10:30:29 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7684: Fix: saving crash.sav when disconnected from network game https://git.io/fjQY9
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12:37:27 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7684: Fix: saving crash.sav when disconnected from network game https://git.io/fjQsv
12:53:59 <Samu> i thought that was fixed before
13:20:59 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7685: Codechange: math_func.hpp - use cpp-style casts https://git.io/fjQs2
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13:37:53 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math_func.hpp - use cpp-style casts https://git.io/fjQs2
13:39:54 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQs2
14:00:53 <Samu> emergency saving too early
14:10:21 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQGn
14:11:37 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQGC
14:12:32 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQs2
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14:33:08 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQGH
14:46:55 <Samu> t.t my ai still does bad in desert tileset
15:03:20 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQs2
15:41:30 <Samu> damn, AIAI is playing so so dirty
15:46:36 <Samu> dries everyone else's stations of passengers
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17:01:31 <Samu> I need a "strategy" for my AI to be successful in sub-tropic
17:03:33 <Samu> prioritizing towns that don't require water or food isn't paying off
17:04:16 <Samu> then there's other AIs also competing for the same
17:05:00 <nielsm> remember that hardcoding for the base economies may make it more difficult to support newgrf economies
17:06:17 <Samu> i don't want to turn mine into what AIAI do
17:07:05 <Samu> mine does station spreading, but not to such ridiculous, abusive look
17:07:46 <Samu> have not tried full loading orders
17:08:07 <Samu> RoadRunner uses full load in one direction, but not the other
17:08:27 <Samu> and he's doing really well for some unexplainable reason
17:08:59 <Samu> I'm not keen on using full load orders for passengers/mail
17:09:20 <Samu> just to see what difference does it make
17:12:00 <Samu> basically only AIAI and RoadRunner can survive with bus services in desert tileset
17:12:26 <Samu> Terron does okay, but nothing stellar
17:13:05 <Samu> clueless plus just manages to stay afloat
17:13:19 <Samu> then there's the two LuDi's
17:13:35 <Samu> barely surviving, and admiralai pretty much dead
17:17:23 <Samu> admiralai may trigger bankrupt soon
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17:53:02 <adwus> hi. how is travelled distance counted?
17:53:14 <adwus> is this how far a vehicle travels or the two destinations are apart?
17:58:45 <Eddi|zuHause> destinations (manhattan distance)
17:59:10 <Eddi|zuHause> more specifically, the location of the station signs
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18:52:57 <Samu> admiralai bankrupted, the original ludiai too
18:53:15 <Samu> mine is surviving but...
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19:28:03 <andythenorth> coop cert died again :)
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19:57:25 <Samu> now my ai uses full load, let's see what happens
20:14:15 <nielsm> prediction: on some stations it will make no difference, on some it will improve ratings and make more money in the long run, and on many it will cause services to bec too infrequent to affect town growth and the vehicles will make a loss
20:16:06 <nielsm> at least be prepared to check for vehicles taking too long to fill and cancel the full order flag
20:33:37 <Samu> canceling full order, all road vehicles are sharing orders, hmm im not sure
20:34:27 <Samu> the results so far are surprising me
20:35:57 <Samu> still has positive company value
20:36:15 <Samu> has over 80 road vehicles, that's better than the other time
20:37:30 <Samu> terron has 152, but that one does also mail
20:37:45 <Samu> can't force him to only buses
20:38:11 <Samu> roadrunner also does pass and mail, has 124
20:42:09 <Samu> woah, roadrunner does create some really long routes
20:43:00 <Samu> i think roadrunner strategy is solid, makes a really long route, then transports pass and mail at the same time
20:44:45 <Samu> AIAI strategy is spamming stations, distant joining them to cover the whole town, really crude
20:47:02 <Samu> doesn't look like the full load strategy will work, i'm losing value, 73 busses now
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20:49:47 <Samu> maybe I should turn my AI to transport PASS and MAIL
20:53:20 <Samu> I add, then remove then add then remove, it's slowly eating value
20:56:00 <nielsm> my own heuristic is that if I have more than two vehicles (that share orders) waiting for full load on the same station at the same time, then I have too many vehicles on that route and should sell some of the vehicles
20:59:46 <Samu> adding vehicles needs rework in that case
21:00:04 <Samu> my code isn't exactly smart in this regard
21:01:26 <Samu> it checks both stations if there's more than "bus cargo capacity" waiting, then adds a vehicle if so
21:03:45 <Samu> if only one of the stations has that much cargo waiting, it adds a vehicle
21:04:08 <Samu> maybe it should instead check if both, at the same time have it
21:07:43 <Samu> if (cargoWaiting1 > engine_capacity || cargoWaiting2 > engine_capacity) {
21:11:29 <Samu> before I restart this, i wanna see how long the ai survives
21:12:17 <Samu> i wish there was a "restart in a new openttd"
21:15:24 <andythenorth> just run lots of OpenTTD?
21:16:17 <Samu> this is a bad system for that
21:35:09 <peter1139> Oh, so it's shit for anything really.
22:20:56 <LordAro> i can't imagine it would be very good at that, even if you removed the cooler
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22:32:33 <andythenorth> do I have a celeron? o_O
22:38:09 * andythenorth wonders what FPS samu gets
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