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Log for #openttd on 7th September 2016:
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00:30:16  <Samu> patch posted https://www.tt-forums.net/viewtopic.php?f=33&t=75230
00:30:21  <Samu> another topic open :(
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08:13:59  <Wolf01> Moin
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08:44:49  <V453000> I have just tried to purchase some music album ... in US, the mp3 version is cheaper, CD version gets a mp3 version with it for free but it's more expensive and requires shipping. BUT for some reason when I want to pay on amazon for the mp3 version, it complains that my address must be local or something. So I tried purchasing on german amazon, and the mp3 is even more expensive than CD version there! XD WTF ... and they complain about local
08:45:10  <V453000> and then someone wonders why people listen to music on youtube or download it if they want quality
08:45:51  <Wolf01> US is a different market with different prices, they don't want you to purchase from them
08:46:43  <Wolf01> That's why we should buy the shit out of UK before brexit
08:46:47  <V453000> well the prices are pretty identical, just shipping is obviously more
08:47:07  <V453000> but why is mp3 cheaper in US (as it makes sense), but CD is cheaper in germany?
08:47:32  <V453000> I bet there is some anti-theft-super-piracy-money going to some fucking organization for the digital copy
08:47:57  <Wolf01> Yup, US doesn't gives money to GEMA if you purchase there
08:48:00  <V453000> just like when you buy an empty disk you pay like a bitch
08:48:41  <Wolf01> Also there's different taxation on digital products
08:48:56  <Wolf01> For example an ebook is not a book even if it's a book
08:49:27  <Wolf01> And, in Italy you pay 22% tax on ebook but only 4% or such on books
08:49:59  <Wolf01> I think the same happen with music
08:50:24  <Wolf01> MP3 is not CD aven if the CD could contain MP3
08:50:27  <Wolf01> *even
08:50:30  <V453000> fuck it lol I will just pirate it if I figure it is that much worth it for me
08:51:09  <V453000> I just expected similar nice shit like at bandcamp where you just pay, get the high quality MP3s immediately, enjoy.
08:51:16  <V453000> if you want you can even pay more if you really enjoy the band
08:51:33  <V453000> and since it's all so problem-free, you don't have a problem with paying a few more dollars more voluntarily
08:51:56  <V453000> but yeah what would I expect in today's world
08:52:09  <Wolf01> Today's world is shit
08:52:47  <Wolf01> Binding a changing property in UWP is shit
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09:19:40  <Samu> hi
09:31:45  <Samu> euclidian vs manhattan
09:35:24  <Samu> a
09:35:28  <Samu> https://lyfat.wordpress.com/2012/05/22/euclidean-vs-chebyshev-vs-manhattan-distance/
09:35:46  <Samu> chebyshev for openttd?
09:38:44  <Samu> hmm nop
09:58:18  <Wolf01> I found this: float dist = sqrt((x2-x1) + (2*(y2-y1))^2); not sure if fits
10:05:59  <Samu> @calc sqrt((7-0) + (2*(0-0))^2)
10:06:00  <DorpsGek> Samu: Error: Something in there wasn't a valid number.
10:06:08  <Samu> :(
10:07:57  <Wolf01> 2.65?
10:09:06  <Samu> @calc ((7-0) + (2*(0-0))^2)^(1/2)
10:09:06  <DorpsGek> Samu: Error: Something in there wasn't a valid number.
10:09:22  <Samu> this calc does not like me
10:09:38  <Samu> @calc ((7-0)+(2*(0-0))^2)^(1/2)
10:09:38  <DorpsGek> Samu: Error: Something in there wasn't a valid number.
10:09:59  <Wolf01> Meybe is the ^
10:10:04  <Wolf01> *Maybe
10:10:35  <Samu> @calc 2^2
10:10:35  <DorpsGek> Samu: Error: Something in there wasn't a valid number.
10:10:39  <Samu> eh... oki
10:10:57  <Wolf01> Also, don't you have a calculator?
10:11:14  <Samu> @calc sqrt(4)
10:11:15  <DorpsGek> Samu: 2
10:12:06  <Samu> 2,6457513110645905905016157536393
10:12:10  <Samu> i do
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10:14:40  <Samu> 2,64 seems a weird distance going from (0,0) to (7,0)
10:14:46  <Samu> i was expecting 7
10:15:01  <Wolf01> It's isometric
10:15:49  <Wolf01> It's the distance projected on screen, not the "real"
10:17:07  <Samu> oh i found this http://gamedev.stackexchange.com/questions/14306/how-do-i-get-the-distance-between-2-points-on-an-isometric-grid
10:22:33  <Samu> https://en.wikipedia.org/wiki/Euclidean_tilings_by_convex_regular_polygons - which one is openttd rail tracks?
10:22:46  <Samu> lel, i'm staring at it and i can't even recognize
10:24:40  <Wolf01> Regular tiling?
10:27:53  <Samu> i was looking at this https://en.wikipedia.org/wiki/Triangular_tiling#/media/File:1-uniform_2_dual.svg - but maybe it's not it
10:28:28  <Wolf01> Do you see triangles in ottd?
10:28:52  <Samu> i see rails in form of triangles
10:29:00  <Wolf01> In the map?
10:29:08  <Samu> nop
10:29:21  <Wolf01> Maybe hexagons then?
10:31:48  <Samu> https://en.wikipedia.org/wiki/Square_tiling#/media/File:Isohedral_tiling_p4-55.png
10:31:56  <Samu> they call it rhombus?
10:32:27  <Wolf01> Yup
10:33:31  <Wolf01> https://en.wikipedia.org/wiki/Square_tiling#/media/File:Isohedral_tiling_p3-3.png I bet OTTD will work better and have more possibilities with this kind of map
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10:36:03  <Samu> oh gosh i cant identify the darn problem
10:37:04  <Wolf01> Neither do I
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10:59:50  <Flygon> <Wolf01> https://en.wikipedia.org/wiki/Square_tiling#/media/File:Isohedral_tiling_p3-3.png I bet OTTD will work better and have more possibilities with this kind of map
10:59:51  <Flygon> Seriously?
11:00:58  <Wolf01> Did I look serious?
11:30:36  <Samu> darn tracks
11:30:52  <Samu> there are 6 exits for a rail traick
11:31:15  <Samu> but a tile only has 4 sides
11:31:44  <Samu> and... i have no idea what to think anymore
11:31:48  <Samu> :(
11:33:13  <Samu> seems like rail tracks need an extra coordinate?
11:35:05  <Samu> track_axis_x, track_axis_y, track_left, track_right, track_upper, track_lower
11:35:26  <Samu> does this mean hexagon?
11:38:19  <Samu> there are 4 exits for a road bit
11:38:31  <Samu> there are 4 sides on a tile
11:38:35  <Flygon> Hexagons seem nice
11:38:49  <Flygon> Then you gotta render them in a '3D' environment <_>
11:39:26  <peter1138> gridless
11:42:59  <Wolf01> Gridless is the way
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11:46:15  <Samu> http://imgur.com/a/nbSxl - i was pretty bored and made this
11:46:21  <V453000> XD
11:46:37  <Wolf01> Also I like all the potentialities of SimCity4, a tutorial I looked at explained how to make realistic road/rail networks with embankments on bridges etc
11:46:57  <V453000> does any game use the isohedral tileS?
11:46:58  <Samu> it shows something weird about distances and manhattan
11:47:06  <V453000> isometric is already fuckton of problems tbh :P
11:47:54  <Wolf01> Even worse the Factorio projection
11:48:32  <Wolf01> That's fucked up badly, but you managed to make it look good
11:49:50  <Samu> oh ya, the bottom left one has a 6x * 6y it should say 5x  5y, posting new screenshot
11:50:29  <Samu> http://imgur.com/a/oB3WL.
11:51:18  <Samu> anyway I give up
11:51:58  <Samu> yesterday i did something suggested by _dp_
11:52:03  <V453000> in many ways OpenTTD is even worse Wolf01
11:52:09  <Samu> i got some interesting results
11:52:40  <V453000> it's just not mentioned much because almost nobody makes 3D models and instead pixel-draws the "what they are used to" optical illusions
11:52:56  <Wolf01> V, you mean the glitching problems and the illusion for tunnels entrances?
11:53:27  <V453000> not just that, but yeah height illusion is generally a big issue, but also tiling of ANYTHING in diagonal/straight for example tracks
11:53:54  <V453000> anything that is not 100% flat requires an illusion, otherwise unsolvable / gligchy-ish
11:54:43  <V453000> if you have topdown-ish projection, the tile borders are straight, which helps a fuckload in that thing
11:56:28  <Wolf01> In fact on isometric you shouldn't do shape transformation, but just draw it in the way it looks right, at least this is what a tutorial said
11:57:03  <V453000> which tutorial?
11:57:04  <Wolf01> And lots of compromises
11:57:39  <Wolf01> One made by a rpgmaker/gamemaker at least 14 years ago
11:57:46  <Wolf01> *artist
11:59:10  <V453000> u haz linko?
11:59:40  <Wolf01> No, it was put offline ages ago, I only have some bits saved
12:02:15  <V453000> asdf
12:02:16  <Wolf01> It was from here: http://ftp.gmitalia.altervista.org/forum/viewtopic.php?p=4065&sid=b0b52ddcd8c09114b46b0fd19e3022a8#p4065
12:02:51  <V453000> ye, well links seem to be fokd op
12:02:59  <Wolf01> The last ones I think, the site does not exist anymore
12:03:59  <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=74253&p=1176219#p1176219 - trying altered GetAdvanceDistance values
12:04:06  <Samu> those are the results
12:04:18  <Samu> perphaps i should try an even slower max speed for the vehicles
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12:05:20  <Wolf01> https://z4g0.com/graphics-pixelart/ the guy is really good, and we started developing at the same time :P
12:07:23  <V453000> cool stuff
12:07:51  <Wolf01> Lol, I found some sprites of my old mediaval RTS
12:08:11  <Wolf01> Clearly he made them prettier
12:08:13  <Samu> i have no way to reliably test aircraft travel times :(
12:08:26  <Samu> oh, you're not about my results
12:08:28  <Samu> :(
12:11:29  <Flygon> Ahh, man
12:11:38  <Flygon> All I ever did was test art for the Sega Master System
12:11:39  <V453000> wat medieval RTS?
12:11:54  <Samu> will change to 3 km/h max speed
12:11:56  <Samu> brb
12:12:18  <Flygon> https://dl.dropboxusercontent.com/u/2651992/Art/Other/DirtyRatKingProject/redfoxpalettetestaspectcorrect.png THE THING CANNOT DO THE COLOUR BROWN
12:12:36  <Flygon> (an adaption of a drawing a friend drew :U )
12:33:50  <Samu> just posted results at 3 km/h
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13:04:24  <Samu> this is strange, these results don't make sense
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13:08:04  <Samu> a ship and a train moving at 24 km/h have the same travel time going from NE to SW
13:08:39  <Samu> a ship and a train moving at 3 km/h have different travel times going from NE to SW which is exactly the same route
13:09:33  <Samu> train is slower than ship at 3 km/h in the same route
13:09:45  <Samu> what is wrong with this? am i missing something
13:10:22  <Wolf01> <V453000> wat medieval RTS? <- not able to show you, I need to compile it and the old version of the tool doesn't work on >=Vista, I should import it on the latest GMStudio but that mean I have to change lots of things :(
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13:11:40  <andythenorth> o/
13:11:46  <Wolf01> o/
13:14:25  <Wolf01> http://imgur.com/a/oBO4I by the way, these were my sprites, https://z4g0.files.wordpress.com/2010/08/gianttmb9.png these instead are his ones :P
13:15:24  <Wolf01> Then I abandoned drawing because you can see the reasons
13:16:34  <Samu> math experts needed
13:17:32  <Samu> if a train moving at 3 km/h traveling 50 tiles takes 693 days, then how many days would it take at .. 4 km/h or 24 km/h
13:17:49  <Wolf01> Samu, proportions
13:18:40  <Samu> in openttd units
13:18:58  <Samu> not real life measurement
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13:23:45  <Samu> at 4 km/h it takes 462 days (according to the game
13:24:48  <Wolf01> Ever tried wolfram alpha?
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13:24:54  <Samu> at 6 km/h it takes 347 days
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13:26:03  <Samu> at 12 km/h it takes 154 days
13:26:37  <Samu> at 24 km/h it takes 78 days
13:26:46  <Samu> what is the formula
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13:29:53  <Samu> it doesn't match conventional logic
13:30:03  <Samu> or am i seeing things?
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13:38:53  <Samu> @calc 693/50*3
13:38:53  <DorpsGek> Samu: 41.58
13:38:57  <sim-al2> Samu, maybe this will help? https://wiki.openttd.org/Speed#Vehicle_speeds
13:39:09  <Samu> @calc 462/50*4
13:39:09  <DorpsGek> Samu: 36.96
13:39:17  <sim-al2> Speeds are a bit off
13:39:20  <Samu> @calc 347/50*6
13:39:21  <DorpsGek> Samu: 41.64
13:39:32  <Samu> @calc 154/50*12
13:39:32  <DorpsGek> Samu: 36.96
13:39:45  <Samu> @calc 78/50*24
13:39:45  <DorpsGek> Samu: 37.44
13:40:59  <Samu> well, it's all making no sense in this game
13:41:06  <Samu> can't really trust anything
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13:43:01  <Samu> then again... days aren't an exact measure
13:43:11  <Samu> think i'm gonna use that tick patch
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13:49:39  <Samu> woah big numbers
13:49:45  <Samu> yeah i like this tick patch already
13:53:58  <Samu> bah misleading patch
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13:54:05  <Samu> it's not exact
13:54:15  <Samu> it's multiples of *74
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14:02:57  <supermop> phone finally succumbed to being in the ocean 2 months ago
14:11:42  <Samu> i'd like to have a way to exactly measure the time travel, and that patch by hcoopz isn't it https://www.tt-forums.net/viewtopic.php?f=33&t=75202
14:13:34  <Samu> @calc (1 * 16 * 256) / (74 * 2) * 24
14:13:34  <DorpsGek> Samu: 664.216216216
14:14:11  <Samu> @calc (1 * 16 * 256) / (74 * 2) * 24 * 1.00584
14:14:11  <DorpsGek> Samu: 668.095238919
14:17:59  <Samu> how many sublocations per track side?
14:18:08  <Samu> for the axies its 16
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14:24:07  <Samu> looks like it's 8
14:24:22  <Samu> @calc (1 * 8 * 256) / (74 * 2) * 24 * 1.00584
14:24:22  <DorpsGek> Samu: 334.047619459
14:27:16  <Samu> strange, i counted 12
14:27:21  <Samu> @calc (1 * 12 * 256) / (74 * 2) * 24 * 1.00584
14:27:21  <DorpsGek> Samu: 501.071429189
14:28:54  <Samu> ah, 16, i see
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14:51:23  <Samu> 17/11 - ROAD_E
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14:55:57  <Samu> 10/18 - ROAD_W
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15:02:16  <Alberth> hi hi
15:04:30  <supermop> hi Alberth
15:04:54  <Alberth> o/
15:06:00  <Wolf01> o/
15:08:12  <LordAro> o/
15:09:21  <Samu> i'm counting sublocations
15:09:30  <Samu> cus im bored
15:13:48  <Alberth> more peoples even, hihi  :)
15:14:36  <Samu> heh, so all sublocations for roads are different
15:15:22  <Samu> 18/11, 18/10, 17/10, 17/11
15:15:47  <Samu> shouldn't they all be equal?
15:15:56  <Samu> maybe i'm missing something important
15:16:37  <Samu> on the axis, it's 16/16
15:16:51  <Samu> on both
15:19:05  <Samu> @calc 11+18+11+18+11
15:19:05  <DorpsGek> Samu: 69
15:19:54  <Samu> @calc 17+10+17+10+17
15:19:54  <DorpsGek> Samu: 71
15:20:00  <Samu> ha...
15:23:09  <Samu> @calc 18+11+18+11+18
15:23:10  <DorpsGek> Samu: 76
15:38:41  <Samu> mister Alberth i think i figured out the zig-zag N<->S discrepance
15:38:53  <Samu> it's the counting of sublocations
15:39:57  <Alberth> ok
15:40:26  <Samu> http://imgur.com/a/jLca8 does this make sense?
15:41:14  <Samu> E<->W had (almost) the same time travel in both directions, i wonder if it's sublocation related
15:43:08  <Samu> where in the code are these road sublocations at
15:44:26  <Alberth> it doesn't make sense to me
15:44:42  <Alberth> I never ever looked at road movement, ever
15:46:00  <Samu> from E to W, I count 28 sublocations, from W to E, I count 28 sublocations
15:46:21  <Samu> from N to S, I count 27 sublocations, from S to N, I count 29 sublocations
15:48:04  <Samu> on that savegame i sent you N to S was faster than S to N, and today I found these sublocations thingies, and apparently they may be what's causing the different travel times
15:49:25  <Samu> later on I went to find out that E to W and W to E did not have the discrepancy
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15:49:41  <Samu> it's not exemplified on the save I sent you, though
15:50:01  <Samu> sublocation counting seems to corroborate my findings
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16:06:32  <Wolf01> https://www.youtube.com/watch?v=gkyV9hD8cQ8 see, even lego trains have slopes like TT
16:08:14  <V453000> dat hi res transport belt
16:12:09  <V453000> well lego can get even more nerdy than I thought XD
16:12:34  <Wolf01> I just finished building this http://keyboardsforchrist.com/Walschaerts_motion.gif
16:12:48  <Wolf01> It quite work
16:13:47  <V453000> in lego?
16:13:50  <V453000> oh fuck sakes
16:13:50  <Wolf01> Yup
16:13:55  <V453000> I modeled this in 3D a few times
16:14:06  <V453000> making it actually animated properly is especially retarded
16:14:21  <Wolf01> Now I understand how a reverser works and why there are 2 pistons in a steam engine
16:14:22  <V453000> 3D programs can't do it, you have to hack it :D
16:14:41  <V453000> yeah I understand the mechanism a lot better now too :D
16:17:08  <Samu> cargo flow should have the company colors
16:17:33  <Samu> i see many lines but find it hard to know which company they belong to
16:18:24  <Samu> also, water color on the minimap... hmm wish i could change the color
16:18:46  <Samu> some smart asses pick dark blue and i can never know where they are
16:29:07  <Alberth> you can't enable/disable companies from being displayed?
16:29:32  <Alberth> at least you can select on cargotypes
16:36:21  <Samu> you can see them when you're a spectator
16:37:33  <Samu> road vehicles and trains use the same GetAdvanceSpeed
16:37:44  <Samu> ships and aircraft use the same GetOldAdvanceSpeed
16:39:49  <Samu> my observations tell me that trains and ships should have the same function, whichever it is
16:40:17  <Samu> maybe aircraft too, road vehicles are the "exception"
16:40:30  <Samu> must do some tests
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16:59:07  <Samu> there is a bug in the description
16:59:33  <Samu> * The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance.
16:59:48  <Samu> or my interpretation is wrong?
17:01:02  <Samu> if the direction is 1, what will this return? return (this->1 & 1) ? 100 : 100 * 3 / 4;
17:01:43  <Samu> DIR_NE  = 1,            ///< Northeast
17:02:36  <peter1138> "this->1" ?
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17:03:00  <Samu> I mean 1
17:03:13  <Samu> return (1 & 1) ? 100 : 100 * 3 / 4;
17:03:55  <Samu> return (this->direction & 1) ? speed : speed * 3 / 4;
17:05:05  <Samu> it returns 100 or 75? :(
17:05:15  <Samu> i thnk it's 100, but the direction is NE
17:05:29  <Samu> description is misleading or am i interpreting it wrong?
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17:11:23  <Samu> @calc 100 * 3 / 4
17:11:24  <DorpsGek> Samu: 75
17:11:37  <Samu> @calc 100 * 3 / 4 / (3 / 2)
17:11:37  <DorpsGek> Samu: 50
17:11:43  <Samu> orly?
17:12:12  <Samu> testing return (this->direction & 1) ? speed : speed /2
17:12:54  <glx> 1 and 3 return speed, 0 and 2 return speed * 3/4
17:17:09  <Samu> wow, i fixed ships :o
17:17:31  <Samu> and probably aircraft, since the function is shared with them
17:18:20  <Samu> okay, not exactly
17:18:25  <Samu> there is a 1 day difference
17:18:32  <Samu> must test at lower speeds ,brb
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17:21:13  <Samu> bah, 404 days vs 353 days, it was too good to be true
17:22:44  <Samu> i must push those 353 days to 404
17:22:50  <Samu> by the means of speed
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17:23:30  <Samu> in short, it must be slower that speed /2
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17:27:55  <Samu> speed /3 i get 471, too slow now
17:28:53  <Samu> faster than speed / 2 and slower than speed / 3
17:29:19  <Samu> hmm, any idea?
17:33:12  <Alberth> multiply everything by 2, then take the value in-between
17:34:40  <Alberth> speed / 2 == 2 speed / 4;  speed / 3 == 2 speed / 6;  in between   2 speed / 5
17:35:45  <Samu> i got it the wrong way
17:35:52  <Samu> slower than speed /2, faster than speed / 3
17:36:27  <Alberth> that is of course   speed / 2.5
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17:42:08  <Samu> return (this->direction & 1) ? speed : speed * 2 / 5; testing
17:47:07  <Samu> why am i getting 471 days again
17:47:50  <Samu> t.t
17:48:12  <Samu> looks like I can't use really low speed values to begin with
17:48:55  <Samu> time to create a bigger map
17:50:04  <Samu> fastest ship is 64 km/h hmmm i wonder if 64 is a big enough value
17:55:40  <Alberth> fastest possible ship is around 80km/h iirc
17:57:30  <Wolf01> Bye
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18:00:33  <frosch123> Alberth: 0x80 km/h :)
18:00:42  <Alberth> :O
18:00:59  <Alberth> much faster boats thus :)
18:10:40  <Samu> 2000 tiles at 64 km/h
18:12:22  <frosch123> i just like that you got the digits right :)
18:12:47  <Samu> oh, ship actually moves at 112 km/h
18:12:49  <Samu> nice
18:13:41  <Samu> bah, got to switch to NPF pathfinder
18:27:16  <Samu> with 1.6.1 values: ship going NE<->SW = 494 days
18:27:34  <Samu> with 1.6.1 values: ship going E<->W = 330 days
18:27:53  <Samu> goes at 112 km/h, over 2000 manhattan distance
18:27:56  <Samu> tiles
18:28:24  <Samu> now my goal is to make E<->W = 494 days
18:30:52  <Samu> ugh, debug mode on 4096x4096 map is too slow, zzzz
18:33:45  <Samu> gonna test this in release mode
18:39:50  <Samu> if a tile is 16 steps and each step has 256 advance units, the map is 4096x4096 tiles, then crossing the map from a corner to another is...
18:40:15  <Samu> @calc 16*256*4096*4096
18:40:15  <DorpsGek> Samu: 68719476736
18:40:27  <Samu> okay :(
18:40:48  <Samu> oh, manhatan distance
18:41:08  <Samu> @calc 16*256*4096*2
18:41:08  <DorpsGek> Samu: 33554432
18:43:15  <Samu> got E<->W = 611 days with speed * 2 / 5
18:43:21  <Samu> too slow, needs to be faster
18:43:41  <Samu> will try speed / 2 again
18:52:12  <Samu> it's actually 617, not 611, my bad
18:55:52  <Samu> crap, i forgot about town statues on my town growth patch
18:56:17  <Samu> company statue on the town, I wonder if they are built on those slopes I don't want to
18:59:54  <Samu> nice, looks like they don't
19:01:18  <Samu> i wonder the same about industries
19:01:24  <Samu> banks
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19:02:54  <Samu> with speed / 2 values: E<->W = 492 days
19:03:13  <Samu> it's not really 494 days, but considering it's travelling 2000 tiles
19:03:33  <Samu> that's awesome
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19:08:29  <Samu> question
19:08:47  <Samu> is it possible to improve vehicle speed accuracy?
19:09:17  <Samu> 112 km/h is kind of a low number
19:09:56  <Samu> it is 224 in the code, right?
19:10:47  <Samu> math operations on these values seem to be the issue
19:11:05  <Samu> they're not precise, it only keeps the integer
19:17:04  <Samu> 3 / 2 = 1 according to game logic :(
19:17:07  <Samu> no wonder
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19:34:23  <_dp_> somebody fix it already before Samu spams the crap out of this channel xD
19:34:30  * _dp_ reading logs...
19:35:18  <goodger> too late
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19:41:03  <andythenorth> o/
19:41:33  <Samu> hi _dP_
19:44:03  <Samu> I was actually waiting for u
19:44:35  <Samu> 	inline uint GetOldAdvanceSpeed(uint speed) 	{ 		return (this->direction & 1) ? speed : speed / 2; 	}
19:44:55  <Samu> try this, where it says speed *3 / 4, change it to speed / 2
19:45:11  <Samu> this one affects ships and aircraft
19:45:57  <Samu> the other, GetAdvanceSpeed, affects both trains and road vehicles, i have not tested any changes here yet, but I might
19:46:07  <Alberth> o/ andy
19:48:46  <Samu> GetAdvanceSpeed hmm
19:49:56  <andythenorth> is cat
19:52:10  <Samu> yep, road and train
19:52:25  <Samu> they should be separated
19:52:34  <Samu> hmm must think
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19:57:03  <_dp_> Samu, not rly interested. Don't like you entire idea of slowing down stuff
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19:59:34  <_dp_> If anything they should be moving properly in euclidean metric imo (and they are quite close already) not some manhattan crap
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20:04:25  <Samu> i also have this sublocation screenshot http://imgur.com/a/jLca8
20:04:54  <_dp_> Samu, how did you count those?
20:05:25  <Samu> I watched them
20:05:30  <Samu> at super slow speeds
20:05:33  <Samu> 2 km/h
20:05:37  <_dp_> Samu, pff
20:05:53  <Alberth> samu is very good at counting :)
20:06:17  <_dp_> Samu, if anything diagonals should be counted separately I think
20:06:39  <Samu> for the Axis i counted 16
20:06:43  <Samu> X and Y
20:07:52  <_dp_> Samu, anyway, I'm changing my script to work with rvs atm, would be faster than trying to argue here)
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20:20:32  <Samu> i used the land information tool to help me count
20:21:31  <Samu> as the bus was advancing in pixels and the tool was still telling me that i couldn't clear the area, i counted it as a sublocation
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20:35:26  <_dp_> well, what can I say... it's weird http://imgur.com/a/hSTnN
20:41:28  <Samu> i count 17, 16, 14, 15
20:41:29  <Samu> on there
20:42:15  <Samu> what's the small red line after a turn, behind?
20:43:20  <Samu> doesn't seem to match my values
20:44:19  <Samu> that's a road vehicle driving on the right or on the left?
20:44:29  <_dp_> x and + are subtile coordinates, dots and squares is my attempt to get exact position
20:44:30  <Samu> and on the outer circle
20:44:46  <Samu> or the inner circle
20:45:05  <andythenorth> bed
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20:45:57  <_dp_> Samu, on the right, ccw outer circle cw inner, it goes from depot on bottom, you can track it from there
20:48:29  <_dp_> this can't be right, it even has different number of diagonals on turns
20:50:18  <Samu> i think the grid is misaligned by 1 square, not sure which direction
20:50:39  <Samu> but... meh, i counted by eye, i may be mislead
20:56:04  <_dp_> my grid is fine, ttd one is screwed
20:56:32  <_dp_> it goes up on y 41 and down on 21
20:57:23  <_dp_> that gives 9 and 5 %16, not very symmetric
20:59:59  <Samu> static inline  doesn't let me use this->
21:00:07  <Samu> inline does let me
21:00:25  <Samu> no idea what's the difference but i hope i'm not breaking the game lol
21:01:53  <_dp_> Samu, learn what static means first :p
21:06:58  <_dp_> holy crap, it's actually hardcoded in roadveh_movement.h
21:07:16  <_dp_> how does any of that make sense?
21:09:08  <Samu> http://stackoverflow.com/questions/7762731/whats-the-difference-between-static-and-static-inline-function - i have no idea what i just read, i think i'll pass
21:10:35  <Samu> roadveh_movement.h, will check it out
21:15:10  <Samu> eh seems like there's data for drive on left and drive on right, :)
21:17:07  <Samu> oh, also trams.... :)
21:18:14  <Samu> and stations, depots, drive-through stations, facing every direction and drive side
21:18:20  <Samu> interesting
21:18:39  <_dp_> and this file is mostly unchanged since r1
21:19:19  <_dp_> I suspect it was extracted from original game
21:20:31  <_dp_> Where it probably was made by designers who only cared for it to look pretty, not move consistently))
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21:26:01  <Samu> @calc 100*3/4/2
21:26:01  <DorpsGek> Samu: 37.5
21:26:17  <Samu> @calc 100*(3/4)/2
21:26:17  <DorpsGek> Samu: 37.5
21:26:28  <Samu> really? :o
21:26:59  <Samu> @calc ((100*3)/4)/2
21:27:00  <DorpsGek> Samu: 37.5
21:27:07  <Samu> okay i believe then
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21:32:50  <Samu> this is what I did to GetAdvanceSpeed
21:32:53  <Samu> 	inline uint GetAdvanceSpeed(uint speed) 	{ 		return (this->type == VEH_TRAIN) ? (this->direction & 1) ? speed * 3 / 4 : speed / 2 : (speed * 3 / 4); 	}
21:33:19  <Samu> doesn't need parentheses
21:33:36  <Samu> return (this->type == VEH_TRAIN) ? (this->direction & 1) ? speed * 3 / 4 : speed / 2 : speed * 3 / 4;
21:33:50  <Samu> the other vehicle type on this case is the road vehicle
21:33:51  <_dp_> Samu, are trains even using this function?
21:34:15  <Samu> GetAdvanceSpeed is being used for trains and road vehicles
21:34:24  <Samu> GetOldAdvanceSpeed is being used for ships and aircraft
21:34:28  <_dp_> Samu, btw it's integer division there
21:35:51  <Samu> let me post patch
21:41:07  <Samu> https://paste.openttdcoop.org/ can't open this site, is it jsut me?
21:43:12  <glx> works for me
21:43:46  <Samu> i hope im not double pasting
21:45:01  <Samu> ugh, i didn't want to post it on the forum without testing it a little bit more
21:54:41  <Samu> This HTTP request method is not allowed.
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21:55:26  <Samu> pase.openttdcoop.org doesn't like me today
21:55:46  <_dp_> 		 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
21:55:46  <_dp_> 		 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
21:55:46  <_dp_> 		 * The short (inner) curve has 8 frames, this elongates it to 10. */
21:56:07  <_dp_> ok, that explains some of it...
21:57:15  <Samu> https://paste.openttdcoop.org/pe2rbusr7 - finally
21:58:09  <Samu> now i need to build a map to test it
21:58:14  <Samu> lol
21:58:26  <Samu> scenario editor
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22:05:38  <Samu> building a zig-zag road over 2000 tiles.... zzzz
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22:20:32  <supermop> sounds like a task for an ai
22:25:26  <_dp_> hm, rv on diagonals aren't even visually symmetric http://imgur.com/a/vv4ot
22:26:09  <_dp_> 6 + 5 pixels going up while 4 + 7 going down
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