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Log for #openttd on 4th November 2017:
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00:02:37  <PressureLine> to anyone listening
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00:17:28  <Samu> bartje did something
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00:21:25  <PressureLine> ┬┐que?
00:21:29  <Eddi|zuHause> realistic
00:22:14  <Samu> a
00:22:22  <Samu> i mean https://www.tt-forums.net/viewtopic.php?f=33&t=77093
00:22:42  <Samu> gonna take a look at his code
00:23:02  <Samu> i notice ppl heavily comment their stuff
00:27:17  <Samu> I did it way simpler, probably why I complain about shortcomings
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00:48:00  <PressureLine> need to decide what cargo to do next
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00:56:06  <PressureLine> also
00:56:11  <PressureLine> Farms are suct a pain
00:56:29  <PressureLine> rather than just producing 1x set of goods at a good rate
00:56:48  <PressureLine> produce 2x, at an uneven, rubbish rate
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03:08:59  <PressureLine> would be nice if those stupid transmitters could use foundations
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03:16:59  <supermop_home> that's the point
03:17:18  <supermop_home> transmitters are just an obstavle
03:17:27  <supermop_home> obstacle
03:17:46  <PressureLine> ofc
03:18:21  <PressureLine> but even on industries i can drop a corner of a tile under the industry
03:19:24  <supermop_home> yeah, I guess the point of the transmitter is to limit terraforming as much as possible
03:19:51  <PressureLine> true enough
03:19:53  <PressureLine> also
03:19:54  <PressureLine> https://i.imgur.com/G2O492b.png
03:20:13  <PressureLine> probably not as efficient as it could be, but seems to be doing the job
03:20:21  <supermop_home> looks decent
03:21:10  <supermop_home> the most efficient will always have to involve an aesthetic compromise
03:21:24  <supermop_home> eg a loops or 'roro' station
03:21:44  <PressureLine> yeah
03:21:57  <supermop_home> i'd forgotten what original arctic looked like
03:22:01  <PressureLine> going for 'realistic-ish'
03:22:26  <supermop_home> for 'realistic' path signal station throats are best
03:23:33  <PressureLine> yep. but traffic jams
03:24:10  <PressureLine> or more "incoming trains blocking outgoing trains (and v.v) on a regular basis"
03:25:02  <supermop_home> I generally try to timetable a clockwork schedule even for freight
03:25:21  <PressureLine> way too advanced for me :D
03:25:29  <supermop_home> so nothing is trying to arrive at the same time something is leaving
03:25:54  <supermop_home> I spend 90% of the time I play in pause trying to work out schedules
03:25:56  <PressureLine> https://i.imgur.com/vkYS5tR.png
03:25:58  <PressureLine> hmmm
03:26:07  <PressureLine> to use or not to use
03:26:40  <PressureLine> given that all the trains on this line are 55kph trains :/
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03:30:03  <supermop_home> the other 10% I am checking the messed up sprite offsets in my grf
03:30:22  <supermop_home> and I just spilled mescal all over my computer
03:30:29  <PressureLine> mescal?
03:30:35  <supermop_home> mezcal
03:30:41  <PressureLine> ...
03:31:02  <PressureLine> im usually pretty good with stuff from the states
03:31:13  <supermop_home> its from mexico!
03:31:18  <PressureLine> but *woosh* as that reference flies over my head
03:31:27  <supermop_home> which does also have states to be fair
03:31:43  <PressureLine> im not even in the same hemisphere :D
03:32:04  <supermop_home> <?xml version="1.0" encoding="utf-8" standalone="yes"?>
03:32:04  <supermop_home> <Archive name="Root">
03:32:04  <supermop_home>   <!--Grasshopper archive-->
03:32:04  <supermop_home>   <!--Grasshopper and GH_IO.dll are copyrighted by Robert McNeel & Associates-->
03:32:04  <supermop_home>   <!--Archive generated by GH_IO.dll file utility library {0.2.0002}-->
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03:32:33  <PressureLine> lol?
03:32:33  <supermop_home> wtf
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03:32:41  <supermop_home> what happened
03:32:59  <supermop_home> https://en.wikipedia.org/wiki/Mezcal
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03:33:51  <PressureLine> "Despite the similar name, mezcal does not contain mescaline or other psychedelic substances."
03:34:02  <supermop_home> unfortunately
03:34:09  <supermop_home> but it is sublime
03:34:09  <PressureLine> the only thing I could think of was mescaline
03:34:25  <PressureLine> and was like "he seems pretty coherent for someone on mescaline"
03:34:29  <supermop_home> it does come from a succulent plant
03:34:43  <supermop_home> so it has that in common with mescaline
03:35:13  <PressureLine> "While mescaline-containing cacti of the genus Echinopsis are technically controlled substances under the Controlled Substances Act, they are commonly sold publicly as ornamental plants."
03:36:50  <PressureLine> hmm
03:37:20  <PressureLine> maybe i should just ignore the FD20 until it can do 80kph (in 1936)
03:37:26  <supermop_home> well smells pretty good in here now
03:37:32  <supermop_home> whats fd20?
03:37:49  <PressureLine> https://i.imgur.com/vkYS5tR.png
03:38:09  <supermop_home> ussr set?
03:38:12  <PressureLine> yep
03:38:18  <supermop_home> never used it
03:38:35  <PressureLine> but yeah. its faster than all the current freight locos
03:38:44  <PressureLine> which will cause snarlups
03:38:46  <supermop_home> have used polish set sometimes
03:39:05  <supermop_home> but its a little too rivet-countery to be fun for my taste
03:39:05  <PressureLine> ussr set w/ SBB set wagons
03:39:37  <PressureLine> (because there's *^*^ing gaps in the wagon lineup)
03:40:04  <supermop_home> you can set the train to run slower in the timetable
03:40:09  <supermop_home> its a pain tho
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03:43:03  <Pressure_Line> >_<
03:45:41  <Pressure_Line> [16:41:15] <PressureLine> would be nice if it was an option for 'regular' order
03:45:47  <Pressure_Line> (speed limits)
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03:51:53  <PressureLine> *sigh*
03:52:18  <supermop_home> mezcal time
03:54:59  <PressureLine> also
03:55:11  <PressureLine> NRT
03:55:18  <supermop_home> yes
03:55:27  <supermop_home> please use mop RV
03:56:04  <PressureLine> b b but i'll have to start a new game
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08:06:19  <andythenorth> o/
08:07:30  <Pressure_Line> \o
08:07:41  <Pressure_Line> playing moar with Road Hog
08:08:00  <Pressure_Line> having the length of the vehicles listed somewhere would be useful
08:08:50  <andythenorth> ? o_O
08:09:17  <Pressure_Line> or is it
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08:09:25  <Pressure_Line> and im just blind/stupid
08:09:51  * andythenorth interested
08:10:00  <andythenorth> how would it help you?
08:10:23  <Pressure_Line> stations
08:10:46  <andythenorth> articulated vs. non-articulated?
08:10:50  <andythenorth> or actual lengths?
08:11:00  <Pressure_Line> actual lengths (like for trains
08:11:38  <andythenorth> trams are easy, they're all 16/8 except mail tram
08:11:51  <andythenorth> single tile length
08:11:58  <andythenorth> trucks vary more
08:12:32  <Pressure_Line> ahh
08:13:08  <Pressure_Line> i thought that some of 1st gen trams (Scrooby Top etc) were 1.1 for some reason
08:13:11  <Pressure_Line> or 0.9
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08:13:42  <andythenorth> there was a bug where one tram was missing a wagon, so wrong length
08:13:55  <andythenorth> rest are 16/8, makes for easy station use
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08:13:59  <Pressure_Line> nice
08:14:04  <Pressure_Line> nvm then ^_^
08:14:25  <Pressure_Line> id probably be more interested in such a thing if I was a regular HEQS user
08:14:36  <andythenorth> HEQS is a mess :)
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08:16:08  <Pressure_Line> :D
08:33:43  <Pressure_Line> I wonder how good V's 32bpp->8bpp converter is
08:36:57  <alluke> i guess theres only one way to find out
08:37:40  <alluke> why can't i login into web translator?
08:37:55  <Pressure_Line> because reasons
08:38:59  <Pressure_Line> did there used to be a bug w/ articulated vehicles and realistic acceleration?
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08:43:35  <Wolf01> Moin
08:48:22  <andythenorth> lo
08:52:55  <Pressure_Line> o/
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09:59:13  <alluke> COFFEEEEEFEFEFEFEFEFEFEEEEEE
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10:01:43  <andythenorth> ok Steeltown is boring
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10:03:04  <Pressure_Line> coffee is great
10:03:13  <alluke> why boring
10:03:25  <alluke> havent tested it yet
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10:22:57  <andythenorth> is it worth switching to Windows?
10:23:45  <Eddi|zuHause> for what purpose?
10:24:15  <Wolf01> If for the glory of Satan, yes
10:24:45  <andythenorth> Spintires is Windows only
10:25:00  <andythenorth> and also Macs don't work right any more
10:27:25  <alluke> spintires is fun, ive played it on friends pc
10:27:43  <alluke> how mas dont work right
10:28:19  <Eddi|zuHause> there are plenty of games available for linux nowadays
10:28:32  <alluke> steam is great
10:28:40  <alluke> i have ets2 and fs15
10:30:02  <Eddi|zuHause> i barely ever started wine in the past 2 years
10:30:18  <alluke> wine is pain in the ass to get work properly
10:30:27  <Eddi|zuHause> yes
10:30:47  <Eddi|zuHause> i've used it for ~10 years
10:32:57  <alluke> i tried to make gta sa run on it but cannot find the config to make graphics work properly
10:33:19  <alluke> the shaders and such need to be tweaked
10:33:48  <Eddi|zuHause> part of the reason why wine has declined so much for me is lack of DX11 support
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10:35:02  <alluke> do you have nya idea how the config works
10:35:10  <alluke> in cider its just a text file
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10:46:07  * andythenorth wrecks FIRS more
10:46:18  <andythenorth> delete Steeltown? o_O
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11:10:25  <Pressure_Line> andythenorth> Spintires is Windows only
11:10:29  <Pressure_Line> spintires is great
11:10:41  <Pressure_Line> too bad Pavel is such a colossal tool
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11:11:30  <PressureLine> grrr
11:11:36  <PressureLine> want run looooong trains
11:11:53  <PressureLine> all industries on map are rubbish
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11:17:06  <PressureLine> http://www.oovee.co.uk/forum/topic/10589-rel-realmod/
11:17:09  * PressureLine gasps
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11:32:27  <andythenorth> OpenTTD is pretty unreasonable about crashing`
11:32:42  <andythenorth> why crash when I delete a grf that's in use?
11:42:01  <Eddi|zuHause> yeah. totally unreasonable
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11:44:14  <andythenorth> seems like it wants something stupid, like loading sprites from disk
11:44:24  <andythenorth> totally unreasonable
11:44:45  <alluke> is there any way to completely remove AI from game
11:44:51  <alluke> so they dont reload
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12:06:31  <alluke> @andythenorth when will chips get snow-awareness? the same ground tiles firs uses atm
12:06:39  <andythenorth> never
12:07:26  <alluke> why
12:07:43  <alluke> i love chips but thats the only annoying feature atm
12:07:58  <andythenorth> what is the point of a station set with snow?
12:08:28  <alluke> blend into th escenery
12:08:42  <andythenorth> but then all cargo sprites look same: snow
12:08:48  <andythenorth> and all ground types look same: snow
12:08:56  <andythenorth> defeats the point, no?
12:09:13  <alluke> yes but only during winter
12:09:20  <alluke> i wouldnt snow the cargo sprites tho
12:09:36  <andythenorth> someone could fork it
12:09:52  <alluke> there could be some tire tracks etc to separate them  a bit from ground tiles
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12:12:58  <andythenorth> http://dev.openttdcoop.org/projects/chips/repository
12:13:05  <alluke> does bulk terminal have any restrictions on how much water it needs around
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12:16:55  <andythenorth> some
12:17:14  <andythenorth> failing to build?
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12:18:52  <alluke> i guess the lake is just too small
12:19:09  <alluke> which firs psd file contains snow sprites? cant find
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12:19:42  <andythenorth> depends on the industry
12:20:05  <andythenorth> snow spritesheets in here http://dev.openttdcoop.org/projects/firs/repository/show/src/graphics/industries
12:20:13  <andythenorth> some are also in psds, some aren't
12:20:21  <alluke> thx
12:20:43  <andythenorth> CHIPS lacks a coder btw
12:20:48  <andythenorth> I have NFI how the code works
12:21:00  <andythenorth> so your on your own for adding snow
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12:32:18  <alluke> @andythenorth https://www.dropbox.com/s/n6uuqwuv6hdczak/groundtiles.psd?dl=1
12:36:15  <andythenorth> yes that's the ground tile
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12:52:24  <alluke> yep
12:52:43  <alluke> when someone wants to code the snow awareness there are ready sprites
12:53:23  <andythenorth> might be a while waiting :)
12:53:31  <alluke> yeah
12:53:36  <andythenorth> you could recode CHIPS
12:53:47  <alluke> who coded the previous versions?
12:54:06  <andythenorth> yexo
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12:54:21  <alluke> and he has vanished?
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12:54:32  <andythenorth> he's on linkedin
12:54:35  <andythenorth> but he's busy
12:54:45  <alluke> right
12:57:07  <andythenorth> quak
13:04:00  <frosch123> moiu
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13:29:43  <andythenorth> maybe I should put explosives back into Steeltown :P
13:38:51  <Arveen> talking about Steeltown - is it safe to upgrade the version within a running game of FIRS3 ?
13:40:26  <andythenorth> nope
13:40:29  <andythenorth> very not
13:40:32  <andythenorth> :)
13:40:48  <Arveen> Ok
13:41:37  <Arveen> got a Steeltown game running atm in which I spend like 20 hrs so far
13:41:58  <alluke> sucks that save games seem to have some kind of sprite cache that gets breached
13:42:08  <alluke> orevents new firses from working properly
13:42:14  <alluke> if upgraded too many times
13:42:49  <andythenorth> what breaks?
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13:48:44  <alluke> all graphics are default coal mine
13:50:31  <andythenorth> all?
13:50:41  <alluke> yes
13:51:24  <alluke> if i upgrade to firs for first time it works fine, after second or third upgrade the graphics get fucked
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13:52:27  <andythenorth> sounds quite special
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14:20:49  <val_> I tried using notes on wiki openttd but it don't work, support it ?
14:22:42  <val_> i've used: <ref>text</ref> and <references/>
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14:58:01  <Samu> hi
15:02:53  *** debdog has joined #openttd
15:17:08  <val_> hi
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16:04:27  <Samu> woah
16:04:52  <Samu> cargo packets
16:05:01  <Samu> even cargoes have their own identity
16:05:17  <Samu> this game is really precise
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16:05:48  <Samu> now I understand that variety I was getting
16:09:41  <Samu> i was thinking i'd be always working with 5 pieces at a time, then suddenly, I work with 1 piece + 4 pieces, due to this cargo packeting
16:10:10  <Samu> now I see why the closest industry would always get higher amounts of wood
16:12:32  <val_> wiki openttd support references, notes ?
16:15:33  <frosch123> https://wiki.openttd.org/Special:Version <- the extensions are listed there
16:15:57  <LordAro> ouch, mediawiki 1.19
16:16:27  <frosch123> https://newgrf-specs.tt-wiki.net/wiki/Special:Version <- grfspecs have the "cite" extension and it is used often
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16:16:48  <LordAro> ah, orudge actually keeps his stuff up to date :p
16:18:14  <Samu> I'm gonna call this "cargo packet fragmentation"
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16:27:48  <Samu> -		packets	{ size=2 }	std::list<CargoPacket *,std::allocator<CargoPacket *> >
16:28:35  <LordAro> frosch123: "This [cite] extension comes with MediaWiki 1.21 and above...."
16:28:42  <LordAro> not exactly by choice :p
16:28:50  <LordAro> just that ottd wiki is so old...
16:31:59  <andythenorth> right
16:32:04  <andythenorth> if you only use trains
16:32:10  <andythenorth> Steeltown is the worst thing ever
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16:37:58  <Alberth> hi hi
16:39:58  <val_> ok, thanks frosh
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16:46:38  <frosch123> LordAro: i think we had to install it separately for newgrf wiki, no idea how long ago that was
16:47:54  <frosch123> LordAro: 1.21 is from 2013, newgrfwiki is from 2011
16:48:18  <LordAro> so someone actually updated it? :o
16:52:48  <Samu> Industry *ind = st->industries_near[RandomRange(st->industries_near.Length())];
16:52:54  <Samu> what's the worst that could happen? :p
16:56:39  <Alberth> computational melt-down?
16:58:05  <Alberth> total earth destruction sounds pretty bad too
16:58:22  <Alberth> not sure if it is significant for us
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17:03:35  <Samu> so instead of delivering cargo to the nearest industries first, and iterating towards the farthest industries, I'm trying to deliver cargo randomly
17:04:31  <Samu> let's see how biased RandomRange is
17:05:40  <Samu> woah, not so biased after all
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17:07:07  <Samu> https://imgur.com/UcC28ly
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17:07:17  <Samu> not bad, i expected worse
17:09:25  <Alberth> discrete uniform distribution is quite nicely flat indeed :)
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17:10:37  <Samu> hmm, there is a problem, i don't count 240 total :(
17:10:44  <Samu> only 217, something is wrong :(
17:11:02  <Alberth> industry rating?
17:11:11  <Samu> no, they have no ratings
17:11:31  <Samu> something's wrong with the iterator
17:11:48  <Samu> 		for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) { 			Industry *ind = st->industries_near[RandomRange(st->industries_near.Length())];
17:12:40  <Samu> there are 11 industries
17:13:05  <Samu> randomrange(11) does make it pick a number from 0-10? or 0-11?
17:14:33  <Alberth> no idea, the docs should make that clear
17:16:05  <Alberth> why do you stop after "Length" iterations?
17:17:15  <Samu> maybe that's it?
17:18:36  <Alberth> I am not even sure why you iterate at all, tbh, you split the delivered cargo in small pieces?
17:19:11  <Samu> yes, 1 by 1, with a do, while
17:19:41  <Alberth> nice if you need to deliver 3000 cargo
17:20:48  <Samu> it does per wagon
17:21:01  <Samu> 5 at a time, maximum, if the cargo packet isn't fragmented
17:21:11  <Samu> then it's 4 +1 or 3 + 2, etc
17:21:57  <Samu> @calc 240 / 5
17:21:57  <DorpsGek> Samu: 48
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17:23:31  <Samu> i got 11 industries in this case and a random number of pieces going from 1 to 5
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17:28:35  <Samu> hmm, the iterator only iterates 0, 1, 2, 3, 4, then it runs out of pieces
17:28:58  <Samu> never got random being = 11
17:29:39  <Samu> so that's fine, then why the sum of all pieces delivered by the train isn't 240 ?
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17:33:13  <Alberth> delivering a large amount to only a few industries will likely trigger your Length limitation
17:34:22  <Alberth> print how much you deliver to what
17:35:14  <Samu> the train brings 240
17:35:38  <Samu> i was expecting the sum of all goods produced to be 240
17:36:21  <Samu> now I got 224, something is being lost :(
17:37:57  <Alberth> @calc 224/240.0
17:37:57  <DorpsGek> Alberth: 0.933333333333
17:38:40  <Alberth> bit high for station rating, isn't it?
17:39:03  <Samu> station rating doesn't matter here :(
17:39:18  <Samu> it's the industry taking delivered cargo
17:39:53  <Samu> the station accepts, and there 11 industries near the station
17:39:55  <Alberth> "goods" is produced cargo, not delivered cargo
17:40:43  <Samu> the sum of all "production last month" should be 240
17:40:54  <Alberth> no
17:40:57  <Samu> no? :(
17:41:19  <Alberth> accepted cargo amount and delivered cargo amounts are not equal
17:41:36  <Alberth> the station rating fraction is between them
17:41:53  <Alberth> try unpatched openttd with 1 industry
17:42:16  <Samu> it delivers 240
17:42:19  <Samu> nothing is lost
17:43:17  <Samu> yep, 240, just tested
17:43:20  <Samu> on 1.7.1
17:43:27  <Samu> 1 industry got it all
17:44:12  <Samu> https://imgur.com/a/Nr0lk 1.7.1
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17:46:39  <Samu> let me try more asserts
17:47:21  <Alberth> hmm, how weird
17:47:49  <Alberth> did you try to deliver to the same industry more than once?
17:48:20  <Samu> yes, it can do that, can't it?
17:48:28  <Samu> random is random
17:48:39  <Alberth> yep
17:49:29  <Samu> ind->incoming_cargo_waiting[cargo_index] += amount;
17:51:11  <Alberth> that line looks fine
17:51:21  <Samu> gonna try my old method, isntead of a random iterator
17:51:54  <Alberth> did you sum how much cargo you tried to deliver for a second or later time to the same industry?
17:54:00  <Samu> not sure I understand the question
17:55:03  <Samu> @calc 43+49+53+47+48
17:55:03  <DorpsGek> Samu: 240
17:55:14  <Samu> my old way is doing correct
17:55:30  <Samu> i wonder if it can be delivered twice to the same industry
17:56:12  <Samu> gonna try ind = 0
17:56:23  <Samu> Industry *ind = st->industries_near[0];
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17:57:59  <Samu> 240 to one industry, it worked... very odd
17:59:37  <Wolf01> https://www.packtpub.com/packt/offers/free-learning seems interesting
17:59:41  <Samu> i dont understand why it fails if it's random
18:00:46  <Samu> can r be negative?
18:00:50  <Samu> random
18:01:08  <Wolf01> Is industries_near randomized each time?
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18:04:36  <Samu> if the length can be at times less than 11? I don't think that can happen
18:04:50  <Alberth> remove an industry :p
18:05:30  <Samu> i didn't remove any, they're all there yet
18:05:44  <Samu> so, it should always be 11 nearby industries
18:07:46  <Samu> gonna try another assert
18:07:48  <Samu> brb
18:08:49  <Samu> assert(st->industries_near.Length() == 11);
18:08:55  <Samu> keks
18:10:19  <Samu> nop, it ain't this
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18:10:38  <Samu> gonna demolish one, see if it crashes
18:11:04  <Samu> yep, crashed openttd right away
18:11:44  <Samu> assert(r < st->industries_near.Length() && r >= 0);
18:11:53  <Samu> also tried that, never crashed because of it
18:12:03  <Samu> RandomRange is doing fine
18:12:48  <Samu> unless an industry temporarily refuses cargo? but how can that happen?
18:16:30  <Alberth> pnly newgrf industries can do that, eg ECS
18:16:41  <Alberth> *only
18:17:19  <Alberth> not sure if you can deliver cargo to the same industry multiple times
18:17:34  <Alberth> (for newgrf industries)
18:17:58  <Samu> i tried it just a moment ago, delivered piece by piece
18:18:06  <Samu> 240 were delivered to the same industry
18:18:43  <Alberth> ok, so double deliveries are not a problem apparently
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18:36:38  <Samu> 			i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
18:36:44  <Samu> could be a rounding error from this?
18:37:07  <Samu> hmm nah, strange if it was
18:45:55  <Samu> this_month_production, how is this being updated?
18:46:00  <Samu> must investigate
18:49:19  <alluke> installed yellow headlights to my car
18:51:19  <Wolf01> Why you do that?
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18:59:48  <alluke> because its old and french
18:59:55  <alluke> retro look
19:00:27  <Samu> RecomputeProductionMultipliers - i wonder if this has an impact on cargo
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19:01:34  <Samu> i deliver 240 wood, but the industry could perhaps produce half of it?
19:01:39  <Samu> 120 goods?
19:01:45  <Samu> could something like that happen?
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19:02:58  <Samu> half of 1 is 0
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19:03:20  <Samu> maybe the missing cargo originates from this? how can i tell?
19:18:53  <Wolf01> http://sbiii.com/bwdhggpx/x4hopper.jpg Ahahah
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19:20:34  <Wolf01> Aahahahahha lol a 0-2-0 http://sbiii.com/bwdhggpx/ggburdik.jpg
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20:02:39  <andythenorth> o/
20:07:34  <NGC3982> \o
20:07:45  <NGC3982> zup
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20:37:42  <Samu> bah, alberth is gone
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20:40:13  <Samu> anyways, I just manually calculated every sum each industry was receiving
20:40:34  <Samu> i got 240, therefore it's a display problem
20:41:22  <Samu> the problem isn't originating where I made changes, but further down the code
20:41:27  <Samu> past it
20:43:55  <Samu> i'm suspicious of production last month not being updated correctly?
20:44:02  <Samu> or not in time?
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21:04:05  <AcMafee> Hello
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21:35:18  <Samu> this is really strange, i just got 254 now
21:35:45  <Samu> got 241 before this last delivery
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23:00:33  <Samu> i finally got this!
23:02:37  <Samu> 		if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
23:02:46  <Samu> that minimal_cargo
23:03:26  <Samu> cargo waiting must be higher than the minimal_cargo
23:03:34  <Samu> which is 5 for all industries
23:03:53  <Samu> sometimes the cargo waiting was less
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23:13:54  <Samu> Run Tile Loop versus Call Landscape Tick
23:14:56  <Samu> so my implementation isn't bugged, it's just the way it works
23:15:03  <Samu> now I get it
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