IRC logs for #openttd on OFTC at 2020-01-10
            
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00:09:28 <Samu> i don't know what kind of math magic is that, but I like it
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00:12:25 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvuY
00:16:29 <Samu> rounding losses is a new feature
00:17:04 <Samu> can you do it without rounding losses?
00:17:13 <Samu> would it add too much complexity?
00:17:24 <_dp_> I just don't see any point wasting time to catch 1/256 of cargo unit
00:17:42 <_dp_> neither my time nor cpu one :p
00:18:33 <Samu> t.t
00:18:52 <Samu> my method doesn't waste any bit
00:18:54 <_dp_> and yeah, I don't know of any way to do it without having a relatively significant performance loss
00:18:55 <Samu> :(
00:19:25 <Samu> i made it so that best rated station gets the rounding extras
00:19:49 <_dp_> lol, after you did qsort there isn't anything to lose anymoer performance-wise :p
00:20:22 <Samu> qsort? oh you're watching the PR that got closed
00:20:55 <_dp_> moving extras to one company isn't correct either
00:21:17 <Samu> https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:distribute-cargo-to-multiple-stations-or-industries?expand=1
00:21:30 <Samu> my up to date one :o i ignored the squared rating
00:21:33 <Samu> that was suggested
00:22:20 <Samu> now it's std::sort
00:22:23 <Samu> :p
00:22:40 <_dp_> rofl
00:23:09 <_dp_> you know you can find max without sorting? ;)
00:25:11 <Samu> i needed to iterate from worst rated to best rated
00:25:24 <Samu> didn't know there was another way
00:26:09 <Samu> total amount was being deducted each iteration, until the last one, the best rated station, get's all the remainder amount
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00:28:59 <_dp_> Samu, I saw what you did, it's just that moving all to best is even more wrong than ignoring rounding imo
00:29:29 <_dp_> even original ignores rounding before in one place to "save" it in another
00:29:58 <Samu> also, what about OWNER_NONE stations? oil rigs?
00:30:34 <Samu> you created slots for like 16 or 17 companies, and included OWNER_NONE, looks weird
00:30:35 <_dp_> handled as if it's just another company
00:31:47 <Samu> that's a bit strange
00:31:50 <Samu> but
00:32:11 <Samu> oh well, hope it gets approved anyway
00:32:19 <_dp_> strange is to have two OWNER_NONE stations compete for one industry
00:32:19 <Samu> i wanted to do something like that
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00:32:58 <Samu> your approach is better, because of that company abuse thig
00:33:13 <Samu> well take care, gonna sleep
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08:09:58 <andythenorth> Pikka syphon?
08:13:22 <Pikka> maybe?
08:14:23 <andythenorth> seems to be a nickname for 37/0
08:14:27 <andythenorth> something about the fan
08:16:05 <Pikka> oh
08:16:34 <Pikka> in that case, I suppose so ;)
08:16:48 <Pikka> might do some variants later
08:19:01 <Pikka> hmm, speaking of the fan...
08:19:03 * Pikka adjusts
08:19:41 <andythenorth> I got sucked into this blog a few years ago
08:19:42 <andythenorth> https://class37basher.blogspot.com/2011/03/secrets-of-class-37s-success.html
08:19:52 <andythenorth> lots of class 37 love, and lots of 'what if'
08:20:21 <andythenorth> I included this one in Horse :P https://class37basher.blogspot.com/2011/03/british-rail-class-38that-never-was.html
08:31:10 <Pikka> fancy :)
08:33:27 <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #7923: Suggestion: Allow AI/GS to fully timetable vehicles. https://git.io/Jvv69
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08:37:14 <Pikka> hmmm
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08:55:40 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvviT
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09:27:27 <andythenorth> updated end-game Horse https://dev.openttdcoop.org/attachments/download/9606/Horse-2020.png
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10:07:08 <DorpsGek_III> [OpenTTD/OpenTTD] Soongood commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt
10:10:50 <DorpsGek_III> [OpenTTD/OpenTTD] liquid245 commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt
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10:30:13 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt
10:30:14 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro reopened issue #7006: Hardware mouse cursor https://git.io/fhqLt
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12:05:04 <andythenorth> so is it done?
12:35:36 <LordAro> yes
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12:55:25 <crazystacy> why is it that boats need to go to nearby buoys/waypoints/
12:55:39 <crazystacy> presumably pathfinding would take too long otherwise?
12:55:54 <Eddi|zuHause> yes
12:56:17 <Eddi|zuHause> it's purely for performance reasons
12:56:26 <crazystacy> a vehicle presumably has a set route though, surely it doesn't recalculate its path every time?
12:56:46 <crazystacy> (i understand that circumstances change, like terrain, but maybe there is some system to deal with it?)
12:58:29 <Eddi|zuHause> crazystacy: some of the values in the pathfinder may be dynamic (dunno for ships, but trains for example can react to the presence of other nearby trains or signal states)
12:58:50 <Eddi|zuHause> so there may not be a set repeatable route
12:58:57 <Eddi|zuHause> in the general case
12:59:22 <Eddi|zuHause> there is (now) a cache for ships, so they don't have to run the pathfinder on every tile they enter
13:00:42 <crazystacy> ah
13:00:49 <crazystacy> that is what i was thinking might be needed
13:00:56 <crazystacy> i was on some server and the boat limit was 20 :(
13:02:00 <Eddi|zuHause> server owners may still be wary of performance impact
13:02:13 <crazystacy> oh, so it should be "fine"? nice
13:02:21 <crazystacy> i was thinking i should go in and see if i could figure something out
13:02:39 <crazystacy> probably the actual solution is much better than what i had in mind
13:02:47 <Eddi|zuHause> i'm not sure if "fine" is the right word, but there are mitigations in place
13:03:35 <Eddi|zuHause> ideally we would have a pathfinder that can better handle big open spaces (lakes, oceans) with lots of equivalent paths
13:03:58 <Eddi|zuHause> but as far as i followed, that development went nowhere
13:05:11 <crazystacy> ah
13:05:18 <crazystacy> i was thinking while cooking what could be done
13:06:06 <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt
13:06:06 <crazystacy> really, what you have is oil rigs (and similar), docks, buoys. recalculate their paths whenever there is a change?
13:06:36 <crazystacy> could also have some floodfill for bodies of water for finding which docks/buoys are in the vehicle's body of water and are reachable at all. i dunno
13:07:02 <FLHerne> crazystacy: It's much better in, I think, 1.10
13:07:13 <crazystacy> Eddi|zuHause, do you know which algorithm is used?
13:07:14 <andythenorth> the bouy limits were either removed or extended
13:07:16 <andythenorth> I didn't check
13:07:21 <crazystacy> there are limits?
13:07:25 <andythenorth> but long routes no longer require bouys
13:07:31 <crazystacy> i spammed a server with 100 buoys to protect against griefing
13:07:32 <crazystacy> oh.
13:07:34 <crazystacy> that's great
13:07:53 <Eddi|zuHause> crazystacy: some variation of A*
13:07:57 <FLHerne> As Eddi|zuHause said, there's now a path cache, and because ships don't collide or anything there's very little need to actually calculate paths :P
13:08:17 <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt
13:08:50 <FLHerne> crazystacy: It's A*, working on virtual 'tracks' in the sea (imagine a big grid of every possible rail direction on each tile)
13:09:36 <FLHerne> Which gives it even more possible duplicate paths to slow it down than just tiles would
13:10:42 <FLHerne> (I once tried to write a JPF version, but that was back when I was an overconfident-but-clueless student programmer, so needless to say it didn't work :P)
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13:27:16 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt
13:28:49 <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt
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13:34:26 <crazystacy> FLHerne. oh so i am at that level now
13:35:20 <crazystacy> so it uses literally the same code as the trains you're saying?
13:37:47 <Eddi|zuHause> yes, the only difference between the different vehicle types is the "follow track" function, which determines which tiles are considered adjacent, and what penalties they give
13:38:02 <crazystacy> hm
13:39:01 <Eddi|zuHause> for example, trains have not only the option of going to the 4 neighbouring tiles, but also jumping through "wormholes" (bridges, tunnels)
13:40:12 <crazystacy> nice
13:40:31 <crazystacy> i saw someone worked on a patch at some point trying to put signals on bridges
13:40:46 <andythenorth> doesn't JGR have that?
13:40:48 <andythenorth> and tunnels?
13:41:00 <Eddi|zuHause> yeah, i'm not convinced they have the right approach for that...
13:41:04 <crazystacy> JGR?
13:41:42 <andythenorth> https://github.com/JGRennison/OpenTTD-patches
13:41:48 <andythenorth> "Signals in tunnels and on bridges"
13:44:59 <crazystacy> oh, so he did get the mto work
13:45:36 <Eddi|zuHause> there's different levels of "work"
13:46:58 <crazystacy> :P
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13:50:24 <SpComb> yeah, there's some weird thing with blocl signals on bridges
13:52:26 <Eddi|zuHause> nobody needs block signals.
13:53:18 <crazystacy> :|
13:53:24 <crazystacy> i used only block signals for 10 years until 1 week ago
13:53:43 <crazystacy> i didn't trust path signals, and it's completely wrong to put block signals on the mainline surely
13:53:47 <crazystacy> or, on a straight path
13:53:51 <crazystacy> now i mix
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13:54:33 <Eddi|zuHause> if it were on me, block signals would be removed from the game
13:54:42 <FLHerne> <crazystacy> FLHerne. oh so i am at that level now
13:55:19 <FLHerne> Don't let that stop you, the best way to learn how not to do things is to try them :P
13:56:19 <crazystacy> i am doing something truly deranged with the source now
13:56:23 <crazystacy> too embarrassed to say what
13:56:28 <crazystacy> i mean it's not literally disgusting
13:56:53 <crazystacy> Eddi|zuHause, but it makes no sense to use a PBS every 3 tiles?
13:57:34 <Eddi|zuHause> why? if it makes no difference...
13:57:42 <crazystacy> oh, i thought they would be marginally slower
13:57:53 <Eddi|zuHause> that is disputed
13:58:54 <crazystacy> ok :P
13:58:57 <FLHerne> Eddi|zuHause: Because PBS signals are ugly!
13:59:01 <crazystacy> i am not really violently against them
13:59:08 <crazystacy> *that* they are. but only the light ones. i only use semaphores
13:59:12 <crazystacy> semaphores are beautiful
13:59:24 <Eddi|zuHause> nothing that couldn't be fixed with a newgrf
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14:14:38 <Samu> hey _dp_ I wonder if the *any_station code is needed
14:24:41 <Pikka> if only AIs could use semaphores :)
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14:36:38 <Samu> just tested, any_station isn't needed
14:36:57 <Samu> @calc 95 * 94 * 94 / 94 / 94
14:36:57 <DorpsGek> Samu: 95
14:37:18 <Samu> same amount as that of any_station code is moved
14:37:27 <Samu> 95
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15:03:51 <andythenorth> Pikka: it was me :P https://firs-test-1.s3.eu-west-2.amazonaws.com/firs/docs/html/cargos.html#lumber
15:04:30 <Pikka> figures :P
15:04:39 <andythenorth> it was lumber, but then it had to change
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15:26:22 <_dp_> Samu, huh? any_station is for early return with one station
15:27:14 <Samu> im doing weird stuff to your code :p
15:31:26 <_dp_> Samu, it will work without early returns ofc, just slower
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15:31:52 <Samu> why didn't you use StationList?
15:32:08 <_dp_> Samu, for what?
15:32:21 <Samu> is it also slow? now you have to repeat CanMoveGoodsToStation
15:32:34 <_dp_> Samu, ah, yeah, it's faster to repeat
15:33:19 <nielsm> the number of stations in the list passed is very small for most common cases
15:34:00 <Samu> uint st_owner = st->owner;
15:34:00 <Samu> if (st_owner == OWNER_NONE) st_owner = MAX_COMPANIES; // OWNER_NONE is remapped
15:34:04 <Samu> doing my stuff
15:34:20 <Samu> uint company_best[MAX_COMPANIES + 1]
15:34:22 <Samu> :p
15:34:36 <_dp_> btw, std::set doesn't seems to be relatively slow
15:35:23 <_dp_> only good for big sets with a lot of find
15:35:41 <Samu> now i'm thinking about the best rated station
15:35:53 <Samu> to give them the extra missing pieces that got discarded
15:37:22 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt
15:37:38 <_dp_> Samu, it's completely wrong to give every remainder to the best station
15:37:57 <_dp_> imagine 99 pieces shared between 100 stations, 99 get 0 and 1 gets 99
15:38:14 <_dp_> if anything they should be sorter by remainder with some randomness as a tiebreaker
15:38:18 <_dp_> but tmwftlb
15:38:21 <Samu> that's what i will find out - to see what numbers it results
15:38:50 <_dp_> or, no, actually they should be randomized with chance proportional to remainder
15:39:09 <_dp_> that will make it totally fair on averagge
15:50:04 <Samu> intro title had a nice case
15:50:54 <Samu> 171 was the amount that was going to be moved to best station. Now, with this fix, it gained 1 more, 172
15:51:42 <Samu> the difference here was only 1, couldn't split it with any other station
15:51:52 <Samu> i need to test extreme cases
15:56:14 <Samu> remainder has always been 1 for the main title game
15:58:27 <Samu> i need a busy savegame
15:58:32 <Samu> with ppl stealing each other
16:00:21 <Samu> assert(remainder == 1); well this should help
16:08:22 <Samu> aha, i got a remainder == 2
16:08:27 <Samu> an assert
16:09:56 <Samu> i dont know if i can call UpdateStationWaiting twice for the same station
16:10:12 <Samu> but if I can, I have a solution
16:12:31 <Samu> if i can't, i need more code :o
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16:14:35 <_dp_> it's easy to dump remainder to the best station, just utterly pointless
16:18:00 <_dp_> it's only reasonable in original code because there are just 2 stations and there is no extra effort required
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16:27:58 <nielsm> https://en.wikipedia.org/wiki/Proportional_representation
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16:55:14 <FLHerne> andythenorth: In Horse, are the 'Broadrock' trucks supposed to produce such a huge amount of smoke while accelerating?
16:55:27 <andythenorth> yes
16:55:31 <andythenorth> too much? o_O
16:55:32 <FLHerne> I mean, I've seen smoky heavy trucks, but it looks a bit silly :P
16:56:05 <FLHerne> From a standstill it's fine
16:56:20 <FLHerne> The 'problem' is that they slow down when going around corners
16:57:27 <FLHerne> So on twisty roads they do it all the time, which is perhaps a bit much
16:58:04 <Samu> my terrible terrible coding skills :p
16:58:51 <FLHerne> Oh, I switched to JGRPP again?
16:59:20 <FLHerne> And it still has non-colliding ships
16:59:43 <FLHerne> So does that mean it doesn't use the path cache, or jgr found a sane way to do it?
16:59:46 * FLHerne looks
17:00:37 <Samu> how ugly is this? uint station_moved[0xFFFF] = {};
17:00:45 <Samu> 65535
17:04:20 <Samu> all i need is a list which stores station index and amount moved, dunno how to do it
17:04:25 <FLHerne> It's quite a big array; why?
17:04:30 <Samu> because im noob
17:04:50 <Samu> i have only like... 2, 3 stations normally
17:05:41 <Samu> wanted something like "add item x to list with value y", much like AI scripts
17:06:08 <Samu> and then, "get value of item x"
17:07:30 <_dp_> Samu, std::map
17:11:10 <andythenorth> one day I will make a decent road set
17:11:18 <andythenorth> Hog is awful
17:13:59 <andythenorth> git st
17:14:05 <andythenorth> nope, this is not shell
17:14:48 <andythenorth> anyway, just 52 more trains to draw for Horse :P
17:23:43 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1
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17:26:09 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1
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17:55:14 <Samu> i dont know how to std::map :p
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17:56:55 <Samu> you made a typo signle
17:58:08 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1
17:58:23 <_dp_> fixed
18:03:50 <andythenorth> yo
18:17:33 <Samu> here's what I've done to your code https://pastebin.com/JuaZWeFx
18:17:37 <Samu> :p
18:18:21 <Samu> the remainder part is what's interesting
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18:22:34 <_dp_> Samu, https://pastebin.com/Pvm9M3vM
18:22:54 <_dp_> about 3 times slower than mine and 10x original
18:24:13 <_dp_> can get rid of map tho
18:34:11 <Samu> 10 times original :)
18:34:21 <Samu> how would i get rid of map?
18:38:12 <Samu> haven't found yet a remainding == 3
18:38:21 <Samu> but i didn't try enough either
18:39:05 <_dp_> Samu, like this https://pastebin.com/WSGZ2DDD
18:39:10 <_dp_> still 5-8x tho
18:39:20 <_dp_> Samu, you need at least 3 stations for rem == 3
18:39:53 <_dp_> actually, 4
18:40:20 <_dp_> 3 units to 4 station
18:40:25 <_dp_> *stations
18:41:15 <Samu> wow how did u time that so quickly
18:45:10 <nielsm> some things don't need to be timed or tested, you calculate it
18:45:22 <nielsm> (I don't know if that's the case here but I suspect it)
18:46:01 * _dp_ doesn't even know what exactly is Samu so surprised about
18:50:38 <Samu> excelent edit
18:50:48 <_dp_> ... and now that we have an alternative implementation solving a non-existing problem we can waste much more time discussing which one to use
18:50:50 <Samu> you know some tricks I don't
18:50:54 <_dp_> fan-freaking-tastic :p
18:54:30 <Samu> i dont like wasted cargo :(
18:54:34 <Samu> use mine
18:54:35 <Samu> :p
18:55:11 <_dp_> it still kinda wastes some :p
18:55:31 <Samu> how does it waste cargo?
18:55:59 <_dp_> hm, or mb not...
18:56:35 <_dp_> as it seemingly never actually does /256
19:18:55 <Samu> best_sum is > 256
19:18:58 <Samu> some times
19:19:42 <Samu> now I wanna use this patch for my SamuPatchPack stuff
19:19:57 <Samu> the AIs will be happy
19:21:04 <Samu> they will finally be able to steal each other
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19:30:42 <andythenorth> make on macos has started printing the makefile comments to stdout
19:30:43 <andythenorth> https://github.com/andythenorth/iron-horse/blob/master/Makefile
19:30:56 <andythenorth> is that something I have to fix locally, or is it someting in the makefile?
19:31:26 <andythenorth> is it just indenting?
19:31:56 <nielsm> dunno is it BSD make or GNU make?
19:32:14 <andythenorth> GNU Make 3.81
19:33:08 <LordAro> andythenorth: it's always done that
19:33:24 <andythenorth> maybe I didn't notice so much
19:33:30 <LordAro> prefix with '@' to silence them
19:33:53 <LordAro> it just runs every (indented) line in a shell, so "# foo bar" just does nothing
19:34:09 <LordAro> also 3.81 is ancient
19:41:57 <frosch123> enterprise linux crap still has 3.81
19:42:21 <frosch123> combined with gcc 4.8 :)
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19:45:50 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JvvNF
19:45:50 <DorpsGek_III> - Update: Translations from eints (by translators)
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20:11:18 <nielsm> STR_REPLACE_HELP_ROADTYPE :{BLACK}Choose the road type you want to replace engines for
20:11:28 <nielsm> shouldn't that be vehicles, not engines?
20:17:24 <andythenorth> plausible
20:21:27 <frosch123> copy paste :)
20:32:25 <nielsm> woo da_DK again complete... except for a bunch of places I think I accidentally (or intentionally) used different terms for some things
20:32:33 <nielsm> not that it's entirely consistent in the first place
20:33:30 <nielsm> and "road vehicle" is such an awkward term
20:38:27 <Wolf01> Ahahahah 500 players F speedrun is EPIC
20:39:17 <_dp_> rejoice Samu, I turbocharged your implementation to acceptable levels: https://pastebin.com/LkKsPHKs
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20:41:29 <LordAro> Wolf01: link?
20:41:36 <Wolf01> https://factorio.com/blog/post/fff-329
20:41:44 <LordAro> oh yeah, friday
20:42:36 <crazystacy> what's up with safeguard_do_not_use_this_method. compiled fine before
20:42:58 <LordAro> crazystacy: exactly what it says :p
20:43:08 <LordAro> certain unsafe functions are "banned"
20:43:29 <crazystacy> hold on. it's just odd. it worked fine before as i said :P
20:43:45 <Eddi|zuHause> crazystacy: you might have missed an include, or put them in the wrong order
20:44:00 <crazystacy> aha.
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20:44:16 <crazystacy> i had included something after safeguard.h
20:44:19 <crazystacy> +s
20:45:41 <Samu> wow
20:47:04 <Samu> great job
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20:47:21 <crazystacy> well i had no idea what that was
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20:50:36 <andythenorth> what shall we PR?
20:50:47 <LordAro> your mother
20:51:09 <andythenorth> oof
20:51:10 <andythenorth> rude
20:51:12 <Wolf01> OTTD 2.0
20:51:32 <andythenorth> shall we fix Eddi|zuHause's town patch?
20:51:36 <andythenorth> it's really quite good
20:51:54 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/7745
20:52:10 <andythenorth> I'm not saying Eddi|zuHause will *never* do it :D
20:52:16 <nielsm> I want it
20:52:24 <LordAro> andythenorth: define "fix"
20:52:26 <Eddi|zuHause> *i* am saying i will never do it
20:52:30 <andythenorth> fix / finish /s
20:53:35 <andythenorth> can we move the floodius essay somewhere else?
20:53:41 <andythenorth> it has nothing to do with reviewing the PR
20:53:48 <LordAro> can't move it
20:53:54 <LordAro> could delete it
20:54:22 <andythenorth> it's an entirely valid issue in someone's own fork
20:54:29 <andythenorth> it's not PR commentary
20:54:47 <andythenorth> Eddi|zuHause: what's left to do?
20:54:50 <andythenorth> scenario editor?
20:54:51 <andythenorth> strings?
20:55:09 <andythenorth> oh I neglected lunch :(
20:55:16 <andythenorth> without peter1138 I am helpless as an adult
20:55:24 <Eddi|zuHause> script compat
20:55:46 <nielsm> GUI
20:55:55 <Eddi|zuHause> scenario gui
20:56:03 <Eddi|zuHause> wording for the setting descriptions
20:57:39 <andythenorth> is there 'fund a town' gui?
20:57:49 <LordAro> yeah
20:57:55 <LordAro> in the scenario editor
20:58:06 <Samu> _dp_, [img]https://i.imgur.com/Ywp7j4U.png[/img]
20:58:13 <Samu> the difference it makes
20:58:36 <Eddi|zuHause> what i never was quite happy with is if you use "random" layout for towns, you might want to have two different min/max spacing numbers for natural and grid... but that would totally explode the number of settings
20:59:21 <andythenorth> could be added later if necessary?
20:59:23 <Eddi|zuHause> like "natural" should be between 2 and 4, "grid" between 3 and 6
21:00:08 <andythenorth> having tested the PR locally, good > perfect
21:00:11 <Eddi|zuHause> also, i think we miss a validation function that makes sure min <= max
21:01:40 <nielsm> it would be kind of nice to have a settings gui thing for selecting ranges instead of just single values
21:02:00 <Samu> more settings! more choice!
21:02:21 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1
21:09:10 <frosch123> founding towns can also be enabled in game
21:09:38 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7922: Improved logic of sharing industry production between stations https://git.io/Jvvx5
21:10:45 <frosch123> Wolf01: is that a video of someone making other build the factory, while they play a 3rd person shooter?
21:11:23 <LordAro> frosch123: pretty much, yes
21:11:49 <frosch123> i think i was factorio dev, i would not have picked it as highlight
21:16:15 <frosch123> about twenty years ago a drunk school mate told me on a party, that they liked to spawn 100 bots in cs 1.x, and wait with the submachine at the spawn point, until they show up
21:16:22 <frosch123> that f video reminded me about that :p
21:17:47 <frosch123> omg, they are like rich and bored ottd players... they want to flatten the map
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21:44:48 <Wolf01> Book of demons + support pack, is it worth?
21:45:19 <Wolf01> https://store.steampowered.com/app/449960/Book_of_Demons/
21:49:00 <Wolf01> <frosch123> about twenty years ago a drunk school mate told me on a party, that they liked to spawn 100 bots in cs 1.x, and wait with the submachine at the spawn point, until they show up <- this reminded me about when I and my best friend played serious sam 2 on the last level with 200% (or it was 400%) more enemies and all the weapons unlocked with infinite ammo... on the same pc
21:50:03 <frosch123> two controllers? or hot seat?
21:50:14 <Wolf01> 2 mice :D
21:50:28 <Wolf01> One had to be serial and not installed
21:50:50 <Wolf01> WASD and arrow keys
21:51:52 <frosch123> oh, another story: playing nhl93 was way better with keyboard than with mouse. so i took a second pc and wrote a program to simulate mouse actions when pressing keys
21:52:09 <frosch123> just so two people could play with keyboard
21:53:12 <frosch123> it didn't work well though, there were no good method to reset the origin position
21:55:50 <Wolf01> The only problem we had was that the keyboard allowed only 4 keys to be pressed at the same time
21:56:27 <frosch123> those limits are very different for different areas on the keyboard
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21:57:22 <hythlodaeus> hello everyone
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21:57:34 <hythlodaeus> I have a question regarding english.txt
21:58:28 <hythlodaeus> STR_DEPOT_TRAIN_LIST_TOOLTIP
21:58:38 <hythlodaeus> STR_DEPOT_ROAD_VEHICLE_LIST_TOOLTIP
21:58:43 <hythlodaeus> STR_DEPOT_SHIP_LIST_TOOLTIP
21:58:48 <hythlodaeus> STR_DEPOT_AIRCRAFT_LIST_TOOLTIP
21:59:00 <hythlodaeus> there doesn't seem to be one for tramways yet
21:59:09 <hythlodaeus> there should be, as trams have their own depots
22:00:48 <frosch123> there are probably 20 other examples where road and trams share a button
22:00:54 <frosch123> or text
22:01:14 <frosch123> they also share a vehicle list
22:01:25 <hythlodaeus> this should be arranged for in the future then
22:01:49 <glx> tram is just a roadtype IIRC
22:02:21 <frosch123> you could also remove all the train/road/ship/aircraft texts and use a snigle generic one
22:02:56 <glx> generic can't work with some languages I think
22:02:57 <frosch123> why have separate "drag train/road/ship/aircraft to here to sell it", when a single "drag vehicle to here to sell it" works
22:03:17 <glx> different verb depending on the object
22:04:37 <hythlodaeus> Trams now have their own little own building tool section outside of the road construction cascade. That and considering they don't share depots et al, trams should have their unique strings
22:09:47 <andythenorth> drag unit :P
22:09:49 <andythenorth> drag asset :P
22:09:52 <andythenorth> drag thing
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22:21:31 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7914: Town, station and industry directory window sorting performance improvements https://git.io/Jvvhg
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22:30:23 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7922: Improved logic of sharing industry production between stations https://git.io/Jvvhy
22:45:06 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1
22:48:17 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvjW
22:50:44 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7922: Improved logic of sharing industry production between stations https://git.io/Jvvj4
22:55:41 <FLHerne> glx: Since NRT trams have their own toolbar thing
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23:07:45 <MDTWN> Hi
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23:08:54 <andythenorth> more weird PBS crap
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23:09:40 <hythlodaeus> hey again. guys, I forgot how to use strgen to create a proper english.lng file
23:10:14 <hythlodaeus> i recall I can't simply do "strgen english.txt" because that generates a conflict with STRING entries
23:10:19 <glx> strgen ./english.txt
23:10:28 <glx> you need to add a path
23:10:33 <hythlodaeus> aha
23:11:41 <hythlodaeus> hmm i dont think that was it
23:11:41 <andythenorth> https://dev.openttdcoop.org/attachments/download/9607/PBS-oof.png
23:11:44 <andythenorth> what do I miss ^^
23:11:57 <andythenorth> train 127 is waiting for a free path into Frogsworth
23:12:01 <andythenorth> all tracks have el
23:12:05 <hythlodaeus> it does create an .lng file but it isn't recognized by openttd
23:12:27 <andythenorth> there are signals on each station entrance track, facing correctly
23:12:30 <Eddi|zuHause> <Wolf01> One had to be serial and not installed <-- we tried to play settlers (1) once with a second mouse, that was a real pain to set up
23:12:31 <andythenorth> everything is PBS, no block
23:12:42 <FLHerne> andythenorth: Looks fine to me
23:12:49 <andythenorth> yeah trains won't go
23:12:57 <FLHerne> andythenorth: Enable 'show path reservations' if you haven't already?
23:12:58 <andythenorth> had PBS weirdness throughout this game
23:13:03 <glx> hythlodaeus: copied the lng in the wrong place ?
23:13:09 <andythenorth> they're on
23:13:10 <nielsm> do you have signals at the exit end of the platform?
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23:13:16 <andythenorth> yes, facing the correct way
23:13:28 <nielsm> and not one-way
23:13:34 <nielsm> `?
23:13:45 <FLHerne> nielsm: There's a picture linked
23:13:55 <andythenorth> not one way
23:14:02 <hythlodaeus> glx: /usr/local/share/games/openttd/lang/
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23:14:22 <andythenorth> we haven't touched path signal stuff recently have we?
23:14:28 <andythenorth> this 1.10-beta-2
23:14:35 <glx> and english.txt corresponding to the exe version ?
23:14:39 <andythenorth> but I had weird PBS behavious same game, master
23:14:55 <andythenorth> there were path reservations stuck, nothing would clear them until I deleted the track
23:15:06 <frosch123> andythenorth: is everything properly electrified, i can't tell for the platform in the back
23:15:19 <andythenorth> yes
23:15:22 <nielsm> FLHerne: difficult to tell when the signals are mostly hidden behind the station roof
23:15:37 <frosch123> maybe set station to invisible, so you can see the tracks and their reservations
23:15:54 <andythenorth> it's something to do with the depot
23:15:58 <FLHerne> andythenorth: I've seen stuck reservations before, but years ago
23:16:03 <nielsm> yeah I'd demolish the station and rebuild it
23:16:08 <nielsm> :/
23:16:28 <andythenorth> the white train is waiting at a one way on the left
23:16:33 <hythlodaeus> glx: I think it might be that
23:16:41 <andythenorth> I added another one way next to it, and everything freed
23:16:48 <glx> depot entrance should be inside the PBS block I think andythenorth
23:17:01 <nielsm> agree on that
23:17:04 <hythlodaeus> I've compiled the latest code, and updated my modified english.txt accordingly
23:17:11 <hythlodaeus> but i might have done something wrong
23:17:17 <hythlodaeus> or saved in the wrong text format
23:17:32 <nielsm> when you modify english.txt you generally need to recompile the game to match it
23:17:46 <nielsm> I'm not sure it's supported to modify english.lng without doing a recompile
23:18:04 <glx> it's ok as long as the commands are untouched
23:18:49 <glx> and of course no added/removed strings
23:18:54 <andythenorth> magic bulldozer time, more tracks needed
23:19:02 <andythenorth> 'sandbox mode'
23:19:39 <hythlodaeus> nielsm: it used to work fine before
23:19:55 <hythlodaeus> ffff yeah i think my file is messed up
23:19:58 <hythlodaeus> damn
23:20:35 <glx> btw you don't need to do make install, it's easier the just run openttd from bin
23:20:48 <hythlodaeus> i prefer make install
23:20:52 <nielsm> you can actually "make run"
23:21:33 <hythlodaeus> ffff any ideas on how to compare .txt files asides from using track changes on libreoffice?
23:21:47 <glx> diff
23:22:00 <hythlodaeus> wots dat?
23:22:15 <nielsm> diff file1.txt file2.txt
23:22:17 <glx> and I think there are graphic tools around diff too
23:22:20 <nielsm> just do that command
23:22:23 <nielsm> yeah
23:22:35 <glx> on windows I use winmerge
23:28:14 <hythlodaeus> hmm yeah a graphic ui would help since i made a lot of changes on the file...
23:28:36 <glx> google for "diff gui"
23:28:49 <glx> there are many available tools
23:29:12 <frosch123> on linux use kdiff3
23:29:19 <frosch123> kdiff3 file1.txt file2.txt
23:29:43 <dwfreed> vim has a diff mode as well
23:30:20 <LordAro> these are perhaps not the best suggestions for someone who doesn't know what diff is
23:30:49 <hythlodaeus> that requires kde
23:31:11 <frosch123> sure, everything good requires kde :p
23:31:42 <LordAro> meld is an alternative
23:31:58 <frosch123> yep, meld or tkdiff
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23:32:25 <hythlodaeus> ok tks
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23:38:47 <andythenorth> is it bed?
23:38:52 <andythenorth> probs
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23:48:46 <Samu> how do i test regression again?
23:49:08 <glx> MSVC ?
23:49:19 <Samu> i edited regression.bak and put a -k there
23:49:23 <Samu> bat*
23:49:31 <Samu> then i run via visual studio?
23:49:35 <glx> yes
23:49:45 <glx> should work
23:49:48 <Samu> i want it to log the file
23:50:00 <Samu> but i'm getting a 0 bytes file
23:50:27 <glx> with -k it should keep the files
23:50:54 <Samu> they're kept, but empty inside
23:51:06 <Samu> maybe im doing this wrong
23:51:06 <glx> so no diffs
23:51:28 <glx> hmm
23:52:30 <Samu> gonna retry
23:52:47 <Samu> now it wrote a big file, i dont know why
23:54:53 <Samu> oh i see
23:55:03 <glx> you need to wait for regression to finish
23:55:18 <Samu> if i run the bat file directly from explorer, it generates empty text files
23:55:39 <Samu> if i run regression>build in visual studio, it generates content to those files
23:56:19 <glx> from explorer the editbin won't work, so exe is not converted to console mode I guess
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23:58:56 <Samu> i see
23:59:19 <Samu> well, then now i need a diff viewer between two files to find the differences :(