IRC logs for #openttd on OFTC at 2020-01-23
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00:04:27 <_dp_> fib heap is only faster in theory
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00:17:04 <Samu_> it's faster here for AIs
00:17:29 <Samu_> so I tested 3 different Fibonaccis
00:17:35 <Samu_> they all result the same
00:17:56 <Samu_> there's only 1 version of binary heap to test
00:19:24 <Samu_> then there's Queue.PriorityQueue which is utterly slow
00:30:08 <Samu_> it's weird, sometimes cost is cheaper, sometimes it's not
00:31:10 <Samu_> meh, screw it, I shouldn't look much into it
00:31:36 <Samu_> I accept that different queues return different paths, but I didn't expect different costs :(
00:32:31 <Samu_> if A star always returns the cheapest path, I don't understand why it didn't happen regardless the queue
00:37:16 <LordAro> Samu_: if you looked into how the A* works, you might get why different queues might mean that it doesn't always return the optimal result
00:39:11 <LordAro> though hmm, perhaps the A* heuristic is not quite "correct"
00:59:35 <Samu_> binary has the cheapest findPath cost
01:00:13 <Samu_> maybe it's binary who's at fault?
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06:39:54 <DorpsGek_III_> [OpenTTD/OpenTTD] kiwitreekor opened pull request #7956: Add: [NewGRF] Var 6A, querying GRFID of nearby station tiles https://git.io/JvtUP
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12:31:29 <DorpsGek_III_> [OpenTTD/OpenTTD] spnda commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvtOw
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12:55:52 <rptr> Samu: the screenshot at the right looks weird.
12:56:12 <rptr> it seems like it's stuck on the same tile for a really long time?
12:58:38 <DorpsGek_III_> [OpenTTD/OpenTTD] HazelLessiter commented on issue #7831: Crash on placing vehicle in group that used to contain 1 vehicle https://git.io/JerJc
15:23:32 <Samu> road vehicle ticks ~30 ms
16:32:15 <DorpsGek_III_> [OpenTTD/OpenTTD] kiwitreekor updated pull request #7956: Add: [NewGRF] Var 6A, querying GRFID of nearby station tiles https://git.io/JvtUP
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17:58:06 <spnda> pfew finally fixed some NFO code I made. I really hate NFO lol....
18:06:11 <nielsm> I haven't looked much into M4NFO but I think it might have lower barrier to entry for new features, or however you might put it
18:08:29 <andythenorth> my guess is that it would require writing macros for the underlying nfo
18:09:04 <andythenorth> once that initial investment is made, it's going to be easier, but writing the macros would require understanding the full spec and how to exercise it in the macro
18:09:33 * andythenorth considered switching to m4nfo
18:13:54 <spnda> From people using m4NFO I have heard it's very unlogical and has a lot of weird things...
18:14:07 <nielsm> one big issue I see with NML is that is somewhat obscures what really goes on
18:14:33 <supermop_work> better just write everything in assembly
18:14:43 <spnda> Write it directly in binary bytes
18:15:41 <supermop_work> really if you can't understand the cpu instructions directly do you really understand your software?
18:16:02 <spnda> Also I'd guess m4nfo wouldn't like me putting feature 14 everywhere, as it will have no clue what that is supposed to be
18:18:48 <supermop_work> base set default stations change sprite based on rail type - do any newgrf rail stations do that?
18:21:34 <supermop_work> add termini for trams?
18:23:22 <spnda> Well I have had a few other suggestions from other people. Though for now I am just focusing on having NewGRF Road stops in the game at all. Then I'll look into maybe adding extra stuff...
18:24:20 <nielsm> thing I would actually want from newgrf road stops would be multi-tile station parts with special lanes/movement code
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18:24:49 <nielsm> e.g. large prefab one-way bus terminals
18:25:33 <nielsm> like larger versions of the original bus and truck stations
18:26:26 <spnda> Well, some custom rail stations have fixed sizes. That *could* be added to this aswell
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19:16:24 <nielsm> it also doesn't have a good way to highlight a commit message as the issue
19:16:48 <glx> but at least it's clear in the log
19:17:11 <glx> and the log is not hidden deep inside other errors
19:17:22 <nielsm> and the superfluous exit code entry
19:19:05 <glx> problem matchers are very nice
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19:41:17 <glx> and yes it's possible to modify githook scripts, but that would add "garbage" in output for people using the hooks in the intended way
19:42:32 <DorpsGek_III_> [OpenTTD/OpenTTD-git-hooks] TrueBrain commented on pull request #13: Add: [DorpsGek] notify IRC about events in this repository https://git.io/Jvt04
19:42:33 <TrueBrain> helps to press "save"
19:44:10 <DorpsGek_III_> [OpenTTD/OpenTTD-git-hooks] glx22 approved pull request #11: Fix: GIT_DIR is no longer set in git >= 2.18.0 https://git.io/Jvt00
19:45:11 <TrueBrain> okay, that works like a charm
19:53:48 <DorpsGek_III_> [OpenTTD/OpenTTD-git-hooks] glx22 commented on pull request #9: Change: Allow multiple #<issue>s without additional prefixes. https://git.io/Jvt0o
19:57:56 <DorpsGek_III_> [OpenTTD/OpenTTD-git-hooks] glx22 commented on pull request #8: Fix: Allow fixing files with missing newline at end https://git.io/Jvt0X
19:59:48 <TrueBrain> "You do not have permission to push to this repository."
20:00:50 <nielsm> trf2 on easy, large 2:1 map with low industries and cities count is so stupidly easy
20:01:54 <nielsm> so just following the strategy of first hooking up all primary industries to a secondary, although only setting up lines for as many as can sensibly serve it until I hook up the secondaries to something more
20:03:30 <nielsm> tried for once building a separated rail/rail crossing without the bridge (or tunnel) part being overly long, by lowering one line and raising the other: https://0x0.st/irB6.jpg
20:03:38 <TrueBrain> downloading 15GB with 5MB/s ... this is going to take a while ..
20:04:26 <TrueBrain> maybe I should just delete a shitton of these nightlies ..
20:04:31 <TrueBrain> a year of nightlies is not that useful
20:05:24 <spnda> So.. I think I got it to load my feature 14 sprites. Though now how do I access them? I can't really find anything for that anywhere
20:08:47 <TrueBrain> we have a total of 100GB of binary archive :D 67GB of that is for nightlies, back to r1 (source-only)
20:09:07 <TrueBrain> over 30GB of releases :D (all binaries of those, dating back to 0.1.1 :D)
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20:22:02 <Wolf01> <nielsm> trf2 on easy, large 2:1 map with low industries and cities count is so stupidly easy <- yeah I played with those settings too, got to have 50 millions on year 1900
20:24:28 <nielsm> I started in 1910 to skip the era of everything-is-slow and playing on 1/4 calendar speed
20:24:56 <nielsm> it's 1930 now, I have 2.6 billion on account, earnings of 75M
20:25:36 <nielsm> and I'm not delivering any finished goods or moving any passengers
20:26:41 <nielsm> I'll hook up the tier 2 secondaries now, then when all chains to produce all finished goods are ready I'll begin hooking up cities
20:27:26 <nielsm> only thing is, the map is missing a single oil well, one of the oil refineries won't be able to get full production
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21:30:11 <glx> the back track seems to be really close to the bridge pillar
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21:47:25 <nielsm> the construction UI makes it very difficult to control where you want bridges and tunnels to begin and end, and where bridge pillars get placed
21:48:52 <nielsm> so often I end up building and demolishing sections several times to get the right grade and height of different parts
21:50:21 <nielsm> like build a half bridge, demolish some sections of it, build off the hanging end at a slightly different angle to end the bridge earlier than the previous build step would have done, demolish the rest of the first built part and rebuild it
21:50:35 <nielsm> and then maybe demolish the middle again and rebuild that too
21:51:00 <nielsm> game really needs some kind of advanced construction mode with multi-part splines or such
22:04:01 <TrueBrain> yhttps://www.openttd-cdn.org/openttd-releases/1.10.0-beta2/changelog.txt <- well, uploading is complete .. now I have to change where new releases are uploaded, and redirect traffic I guess :D
22:04:06 <TrueBrain> well, without the y :P
22:04:38 <TrueBrain> it should be a lot faster and more reliable :)
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22:11:26 <TrueBrain> I really should put an index.html in there ... that would make things a lot easier .. hmm .. something for this weekend I am sure :D
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