IRC logs for #openttd on OFTC at 2023-02-17
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00:11:35 <petern> Hmm, "Noto Sans" has a massive space above it, even using the alternative metrics.
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12:12:16 <Samu> the window open code doesn't sync in multiplayer
12:12:29 <Samu> only when the host opens the window
12:23:14 <Samu> thid doesn't work in multiplayer at all... if (!GSWindow.IsOpen(GSWindow.WC_COMPANY_LEAGUE, window_number)) continue;
12:24:25 <petern> Why would you expect it to work?
12:25:53 <Samu> i expected at least it would work for host
12:27:04 <petern> Check those preconditions eh?
12:29:34 <Samu> so i have to check each client clicks? that's :... daunting
12:36:33 <andythenorth> GS is a world of details
12:38:07 <glx[d]> The idea behind GSWindow is tutorials
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13:16:56 <petern> Ah, of course, andythenorth uses the sprite fonts.
13:17:35 <petern> Otherwise #10477 would've been... actually, no, it would still have slipped through as "normal"...
13:22:07 <Samu> i got another script instance crash... they never end
13:22:42 <Samu> ah nevermind, i'm outdated
13:56:56 <andythenorth> Sprite font -> truetype when?
14:04:03 <petern> When you even test it :p
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14:13:53 <Samu> hmm my method of detecting stations is flawed
14:14:34 <Samu> someone attached bus/lorry stations to a train station, but it's only using trains
14:15:04 <Samu> yet I point out as a lorry station
14:18:31 <Samu> so i need to also check whether the station has road vehicles loading that cargo which has the highest rating
14:20:01 <glx[d]> I'm doing quick test with GS strings, there are so many things to validate beside param type
14:20:42 <glx[d]> param count is of course not checked, nor is the use of the right {STRINGX} flavour
14:41:23 <Samu> arg, i need to go through orders
14:41:41 <Samu> check if they're actually loading
14:42:09 <Samu> it's doable, but it's gonna be so slow
14:42:21 <andythenorth> Samu: Many of these things might be done already in Superlib
14:42:52 <andythenorth> Or would be good candidates for including in a lib like superlib
14:43:09 <andythenorth> Possibly very very low use though
14:43:30 <andythenorth> I would guess there are mayve 10 GS authors?
14:43:48 <petern> Hmm, need cmath for std::ceil?
15:24:14 <petern> Hmm, that's quite a lot just to test a PR 😉
15:56:50 <andythenorth> Quite fast though
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15:59:35 <andythenorth> michi_cc[d]: how about contractDist? Specific amounts per month between industry pairs?
16:07:19 <andythenorth> Wonder if we could do it by patching cdist _only_ at the first station the cargo arrives on the network, and leaving the rest up to cdist
16:07:36 <andythenorth> Hmm no that’s not how cdist works 😏
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16:51:30 <dP> f̷̀̅l̴͒͝ạ̴̽w̴͛͠l̶̅̇e̴̎̍ŝ̴̃s̵̻͂l̸̀̋y̶̐͝
16:57:44 <Samu> what is that? RAW_STRING?
16:59:10 <dP> some messed up string codes I guess
17:01:20 <petern> dP: Sanitizing NewGRF strings could be better 🙂
17:04:28 <dP> sanitizing newgrf everything could be better xD
17:06:25 <Brickblock1> I might have found a bug
17:07:25 <Brickblock1> train is set to elrl but still shows up on monorail tracks
17:08:09 <Brickblock1> this happened when I removed the railtype table
17:30:10 <petern> You removed the table which tells the game it is elrail, what did you expect?
17:31:20 <petern> (caveat, discord mobile won't let me zoom on the text so I can't read it)
17:31:53 <Brickblock1> fair I guess I was just dumb
17:40:50 <dP> isn't there a default railtype table?
17:41:08 <dP> `The default railtype labels are "RAIL", "ELRL", "MONO", "MGLV".`
17:41:23 <Brickblock1> yes in nml but it only has RAIL, MONO and MGLV
17:42:41 <Brickblock1> "Default railtype table: RAIL, MONO, MGLV."
17:42:45 <frosch> the default railtype of ttdp 🙂
17:44:57 <frosch> either way, i would expect nml to not compile ELRL, if it is not defined
17:45:24 <Brickblock1> tho it was an old version
17:47:27 <frosch> yeah, looks like yexo made a typo in 2010
17:52:02 <Gwyd> You put RAIL and set engine_class to ENGINE_CLASS_ELECTRIC
17:53:06 <Brickblock1> I know but I needed a railtype table which would make that not work as of openttd 13
17:54:14 <Samu> the plural of aircraft is aircrafts? :o
17:54:33 <Samu> Ranks companies by profit of aircrafts per number of airport pieces.
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17:57:41 <Samu> im getting a strange error
17:58:13 <Samu> The index STR_MAIN_EMPTY does not exist?
18:00:46 <Samu> assumes these 4 railtypes, 3 now?
18:03:17 <Samu> Ah, i had strings with the same name
18:03:32 <Samu> but the error wasn't clear at all...
18:03:45 <Samu> it should error more correctly
18:09:06 <Gwyd> Brickblock1: In theory none on the train side
18:09:48 <Gwyd> railtype: rail; engine_class: ENGINE_CLASS_ELECTRIC; is the same as defining ELRL and using that
18:11:05 <frosch> the ENGINE_CLASS_ELECTRIC thingie is a compatiblity thingie for stuff before railtypes were a thing. it only works if you have no railtype table
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18:29:27 <Samu> wow, found a bug with ships
18:29:41 <Samu> they can't leave depot when there's a ship on the tile
18:29:55 <Samu> but the problem is that it's a ship from a competitor
18:31:33 <Samu> not sure if it's worth reporting
18:38:04 <Samu> a savegame that won't load
18:39:46 <Samu> gonna try reproduce on 13.0
18:40:00 <petern> Introduced by #6784 I assume.
18:42:34 <TallTyler> #8578 is related, I think
18:42:36 <glx[d]> just need an owner check
18:43:12 <petern> TallTyler: Not really, that mitigates another problem, but 6784 introduced this issue 🙂
18:43:41 <TallTyler> Indeed. Related as in, where to look to put the easy fix 🙂
18:47:39 <DorpsGek> - Update: Translations from eints (by translators)
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19:12:22 <andythenorth> Ok so whilst we wait for WASM future
19:12:52 <andythenorth> Can we add some more traditional channels for town and industry comms?
19:13:49 <andythenorth> I’d like to be able to assign a ‘type’ to towns, which could guide house placement etc
19:14:01 <andythenorth> Although regions could also do that
19:16:57 <petern> YouTube has put me on the Timberwolf algorithm.
19:17:18 <andythenorth> I’d also like to be able to call the random (rather than monthly) production change cb on an industry instance, with a hint value to the grf in a var
19:17:29 <andythenorth> petern: Same, all retro game stuff
19:17:43 <andythenorth> “Timberwolf is trending”
19:22:38 <andythenorth> Or we could extend INDUSTRY_CONTROL_FLAGS
19:26:47 <petern> Only in Doom can I defeat year another Cyberdemon, and yet die when ambushed by a Hellknight.
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19:39:07 <petern> Mainly because other games have other enemies.
19:39:26 <petern> andythenorth: does #10489 work?
20:05:06 <petern> Maybe it can be emulated these days...
20:07:50 <frosch> nightly was successful \o/
20:12:36 <frosch> lol, ai/gs docs failed though
20:12:44 <frosch> everyday something different fails
20:14:45 <andythenorth> AWS can spot rent mac instances
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20:20:11 <Kuhnovic> Alright, I think it is time to confess. Time to come clean. I can't hold it in any longer...
20:20:11 <Kuhnovic> ... for the last 6 months I have been working on improving the ship pathfinder. I have always been annoyed by it, working with buoys is just a pain. I've read many tt-forums threads, several people have tried different but to no avail apparently. After many different attempts / ideas I've landed on something that seems to work really well. The TL;DR explanation is that it divides the world up into 8x8 "High Level Regions". The ship p
20:20:11 <Kuhnovic> world at this high level. If it finds a path then it will proceed with regular YAPF search, but only towards the next High Level Region.
20:21:36 <Kuhnovic> Here's a picture with lot's of ugly debug drawing enabled. The black 8x8 regions sort of show the high level path, and you see that the ship only finds it's path towards the next region (the white path)
20:21:47 <glx[d]> frosch: nightly workflow doesn't show any error
20:29:47 <andythenorth> Kuhnovic: Intriguing 🙂
20:32:19 <petern> Kuhnovic: Nice, someone(tm) has actually done it ...
20:32:52 <Kuhnovic> What is the best place nowadays to show off / colaborate on something like this? We have github PRs and discussions, tt-forums, and the development forum here in discord....
20:33:25 <petern> If you have code (you clearly do) then a PR 🙂
20:34:25 <petern> This is someone that has been wanted for years too.
20:37:11 <andythenorth> Reviews here don’t always move quickly 🙂
20:37:21 <Kuhnovic> petern: Alright, then I'll go for a PR. Just a warning, I created a giant mess, it needs lots of cleanup. Right now I am trying to get the concept to work reliably. Just a little disclaimer 😉
20:39:42 <andythenorth> If you PR it and someone adds the preview tag it can be WASM tested
20:42:51 <Kuhnovic> Does preview work even if any checks fail? I can 100% guarantee that there are accidental tabs-where-there-are-spaces, and worse 😛
20:43:56 <glx[d]> preview doesn't care, it's a different workflow
20:55:58 <Samu> testing with infrastructure maintenance costs enabled, the statistics are very interesting
20:56:14 <Samu> I just don't know how to account for them exactly
20:56:24 <Samu> I'm adding the profit of all vehicles
20:56:34 <Samu> last year + current year
20:57:41 <Samu> then subtract by infra maint cost, which is a montly value, so i multiply between 12 + (range 1 to 12, depending on current month)
20:57:52 <Samu> and divide by number of pieces
20:58:36 <Samu> local efficiency = infrastructure_count > 0 ? (profits - maintenance_cost * 12 + GSDate.GetMonth(GSDate.GetCurrentDate())) / infrastructure_count : 0;
21:00:19 <Samu> i could be more pedantic, and do it for each day of the year
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21:39:32 <Samu> could someone check my efficiency formula is correct?
21:40:26 <Samu> if someone cheats the date, it breaks :p
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