IRC logs for #openttd on OFTC at 2022-07-04
            
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00:39:28 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #9931: Feature: Multi-track level crossings https://github.com/OpenTTD/OpenTTD/pull/9931#issuecomment-1173211773
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07:17:37 <peter1138> Is it?
07:45:04 <LordAro> maybe
07:59:13 <peter1138> Legs feeling it now.
07:59:49 <peter1138> Fellow rider pushing a bit too hard on the way home yesterday.
08:00:06 <LordAro> there's always one
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08:25:21 <peter1138> My own fault, I could just have fallen back...
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09:00:11 <peter1138> Urgh, trying to view the plain-text part of an email but Outlook is... urgh.
09:01:49 <LordAro> yup
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10:54:28 <peter1138> Ooh, should I install the map update for my Garmin or will it never work again... :/
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11:20:43 <Eddi|zuHause> probably the latter.
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12:44:04 <peter1138> The new innovation for Garmin... solar power.
13:18:29 <Samu> some weird stuff happening with GetMaxHeight
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13:30:11 <Samu> nevermind, i swaped tiles, it's me
13:40:13 <DorpsGek> [OpenTTD/OpenTTD] Moth-Tolias commented on pull request #9931: Feature: Multi-track level crossings https://github.com/OpenTTD/OpenTTD/pull/9931#issuecomment-1173835809
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13:48:25 <Samu> turns out the original pathfinder is bugged
13:48:34 <Samu> when detecting slopes
13:48:42 <Samu> doesn't pick up all cases
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13:50:56 <Samu> whats an alternative for pastebin, that doesn't spam me with ads
13:52:54 <LordAro> https://paste.openttdcoop.org/ still seems to be working
13:53:19 <LordAro> ...though looking at the archives, perhaps it should be turned off
13:54:52 <Samu> Your IP address is listed as a malicious IP.
13:54:56 <Samu> (
14:02:26 <Samu> ah
14:02:27 <Samu> https://gist.github.com/SamuXarick/3a52c9c057606dc7448e4a5637e2a5a0
14:02:30 <Samu> interesting
14:02:39 <Samu> didn't even know it could be used for this
14:04:32 <Samu> so, how do I simplify that big if check
14:05:29 <Samu> the first if is equal to the second if
14:05:40 <Samu> but the check is still long
14:07:12 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #9931: Feature: Multi-track level crossings https://github.com/OpenTTD/OpenTTD/pull/9931#issuecomment-1173863256
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15:03:24 <Samu> i just realized i don't have to loop the entire path for a collision for every neighbour
15:03:38 <Samu> must speed gain!
15:27:21 <Samu> fantastic! peaked at 7.09GB memory usage https://i.imgur.com/5zKPzLW.png
15:27:42 <Samu> 256 x 128 map size
15:31:35 <LordAro> that's a lot of bridges
15:32:01 <TrueBrain> imagine this with bridges over bridges
15:32:03 <TrueBrain> THE INSANITY
15:37:38 <DorpsGek> [OpenTTD/OpenTTD] milsa commented on issue #9941: [Bug]: I don't see wagons with unlimited speed https://github.com/OpenTTD/OpenTTD/issues/9941
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15:43:31 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9941: [Bug]: I don't see wagons with unlimited speed https://github.com/OpenTTD/OpenTTD/issues/9941
15:43:34 <DorpsGek> [OpenTTD/OpenTTD] nielsmh closed issue #9941: [Bug]: I don't see wagons with unlimited speed https://github.com/OpenTTD/OpenTTD/issues/9941
15:45:17 <DorpsGek> [OpenTTD/OpenTTD] milsa commented on issue #9941: [Bug]: I don't see wagons with unlimited speed https://github.com/OpenTTD/OpenTTD/issues/9941
15:52:21 <Samu> once I feel certain that the pathfinder is not giving me any issues, I will attempt dual rail code
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15:57:21 <nielsm> idea for dual rail: decide if you're building the left or right track first, and during pathfinding the first half (one way) give a penalty to tiles where the tile that would have the second rail on it is blocked or needs modification to be buildable
15:58:05 <nielsm> (the "decide which side you build first" doesn't have to be a decision the code makes, just an assumption written into the code that e.g. it's always building the right-hand track first)
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16:30:22 <Samu> my current idea is having "segments", two rail tracks next to each other in parallel, and then link to other segments to form a path
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16:31:11 <Samu> but i found out there can be 20 different segment pieces
16:32:52 <Samu> my next problem to tackle is how am I advancing each tile, if i can have up to 4 tiles each segment
16:32:59 <Samu> advancing each neighbour
16:33:19 <Samu> they have to advance as a whole
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16:35:19 <Samu> and then there's the matter of bridges and tunnels, with are another type of segment, how am I advancing them
16:35:52 <Samu> but for starting, i can ignore bridge and tunnels for a while
16:37:59 <glx> are you trying to pathfind both tracks in the same PF run ? I think that can't work with A*
16:39:17 <Samu> i make so many typos
17:02:37 <Eddi|zuHause> well, you could transform the map to combine 2 adjacent tiles, and run the PF on that (that'll be a weird follow_track function with lots of cases)
17:03:23 <nielsm> do a very rough/low accuracy pathfinding first, choose a number of key points along that path, then use high quality/accurate pathfinding to attempt to connect those key points. first connect the right track to a key point, then connect the left track to the same key point
17:04:15 <nielsm> and when doing the right track between key points, prefer choosing tiles where there is space for a track on the left too
17:04:27 <nielsm> when doing the left track afterwards, prefer tiles that are next to the right track
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17:08:23 <nielsm> a good distance between key points is probably 20-40 tiles
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18:04:43 <TrueBrain> and how are we enjoying not receiving a ton of spam because of dependency updates? :P
18:05:22 <nielsm> I didn't know I missed it
18:07:12 <TrueBrain> the best changes ;)
18:50:05 <Samu> looks like I need more offsets
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19:52:00 <Samu> question, how do i print a variable name?
19:52:17 <Samu> from an enum
19:53:44 <Samu> enum SegmentDir { SW_NE, etc... }, now I wanna print it to debug console
19:54:03 <Samu> AILog.Info(SegmentDir.SW_NE.tostring())?
19:54:23 <glx> you need to do it by hand I think
19:54:37 <Samu> :(
19:55:43 <Samu> guess i better get used to numbers
20:00:01 <nielsm> make an array of strings naming each of the values
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21:31:15 <Samu> i really need to use asserts more often
21:31:25 <Samu> too prone to fail somewhere
21:31:45 <Samu> they help find mistakes
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