IRC logs for #openttd on OFTC at 2022-06-07
            
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07:22:46 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9910: Fix: Refresh company window when switching companies https://github.com/OpenTTD/OpenTTD/pull/9910#pullrequestreview-997622906
07:24:48 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed pull request #9897: Update IDR currency to current exchange rate https://github.com/OpenTTD/OpenTTD/pull/9897
07:24:51 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9897: Update IDR currency to current exchange rate https://github.com/OpenTTD/OpenTTD/pull/9897#issuecomment-1148293914
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12:35:54 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9295: Music Audio is not normalized/leveled correctly https://github.com/OpenTTD/OpenTTD/issues/9295
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14:28:31 <Samu> i've been working on adding a starting tile cost for yapf
14:28:56 <Samu> but the way yapf is done, i also had to add one for ships
14:29:13 <Samu> so be it, road and ships now both get a starting tile cost
14:30:08 <Samu> main issue in implementing this, is getting slope cost for road, and getting curve cost for ship
14:30:28 <Samu> it depends on 2 tiles to properly calculate that
14:30:32 <Samu> and i have only 1
14:31:29 <glx> yes the cost is not for a tile, it's for going from a tile to the next one
14:35:57 <glx> so in https://i.imgur.com/ucKnWfq.png, the issue is not starting node not having a cost, but left node not having rotation cost
14:39:41 <dwfreed> I mean, it looks like the vehicle is on the tile before, so the starting point is one off
14:40:00 <dwfreed> changing that would solve the displayed issue
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15:52:02 <Samu> tunnelbridge really complicate
15:52:15 <Samu> i feel like giving up on this
15:53:10 <Samu> i cannot use TileAddByDiagDir
15:53:32 <Samu> well, i can, but on tunnels, it's just too complicated
15:56:33 <Samu> i think for ships, can I assume the ship already made the curve, and not add the cost?
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16:08:48 <Samu> for road, there are two possible inputs, the vehicle can already be in the starting node tile, or it is 1 tile away, I have at times two tiles to work with
16:10:50 <Samu> in the case v->tile == startingtile, i then am in the same situation as ships
16:24:03 <Samu> https://github.com/SamuXarick/OpenTTD/commit/8e2b83ba542218ab671086da9c85e30bc0a33b6a
16:24:33 <Samu> the commented out code is buggy, I don't feel like continuing with it
16:26:41 <glx> https://github.com/OpenTTD/OpenTTD/blob/master/src/pathfinder/yapf/yapf_road.cpp#L378 <-- using v->tile and trackdir derived from enterdir here might be simpler
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17:39:46 <Samu> welp, i'm still using TileAddByDiagDir which could put me on non road tiles :(
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18:48:09 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/0d3756818fc2178242b0a72d979131a9cb376d76
18:48:10 <DorpsGek> - Update: Translations from eints (by translators)
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18:48:45 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9915: Fix #9914, 86818e5: prevent useless pathfinder run for blocked vehicles https://github.com/OpenTTD/OpenTTD/pull/9915
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19:17:52 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #9910: Fix: Refresh company window when switching companies https://github.com/OpenTTD/OpenTTD/pull/9910#pullrequestreview-998722803
19:19:11 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9910: Fix: Refresh company window when switching companies https://github.com/OpenTTD/OpenTTD/pull/9910
19:20:13 <wallabra> What if a train waiting on rail has less running cost than a train running, and a train waiting on a station has even less running cost?
19:31:20 <Rubidium> then you're playing with a NewGRF like NARS2 ;)
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19:54:21 <wallabra> What's that :o
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20:39:45 <Samu> npf does add the cost of starting tile
20:39:53 <Samu> interesting, maybe i can copy from there some bits
20:41:32 <Samu> npf curve cost is 100 + 100
20:41:43 <Samu> yapf curve cost is 100 + 71
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20:56:40 <wallabra> ugh, why are trams turning right into tram stations on the occupied lane, instead of doing the loop around to enter from the vacant side!
20:57:21 <wallabra> I have to manually click the Turn Around button and they'll prod station by station, until they're past the stations and then they actually do the loop around!
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23:22:45 <wallabra> What's the most efficient layout for a cargo tram station?
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23:44:07 <wallabra> Also huff, those freight wagons from 2cc Trains have quite the punishingly low max speeds. There should be a better kind of caveat, that just makes it harder to use them effectively...
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