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00:16:32 *** Stimrol has quit IRC 00:17:22 *** FLHerne has quit IRC 00:18:23 *** synchris has quit IRC 00:23:00 *** supermop has quit IRC 00:36:28 *** Samu has quit IRC 00:51:22 *** Gja has quit IRC 00:51:51 *** Snail has joined #openttd 00:55:44 *** supermop has joined #openttd 01:08:59 *** Thedarkb has quit IRC 01:15:15 *** HerzogDeXtEr has quit IRC 01:19:03 <Eddi|zuHause> now... i missed quite a lot of achievements there 01:32:05 *** supermop has quit IRC 02:30:40 *** Supercheese has quit IRC 02:47:23 *** supermop has joined #openttd 03:00:10 *** tycoondemon2 has joined #openttd 03:01:47 *** ToffeeYogurtPots has quit IRC 03:02:21 *** ToffeeYogurtPots has joined #openttd 03:05:32 *** tycoondemon has quit IRC 03:44:28 *** mikegrb has quit IRC 04:12:56 *** mikegrb has joined #openttd 04:22:23 *** Snail has quit IRC 04:41:28 *** glx has quit IRC 04:53:37 *** supermop has quit IRC 05:03:17 *** DDR has joined #openttd 05:16:42 *** Supercheese has joined #openttd 05:22:57 *** ZexaronS has joined #openttd 05:33:35 *** Smedles has quit IRC 05:40:29 *** ToffeeYogurtPots has quit IRC 05:40:49 *** ToffeeYogurtPots has joined #openttd 06:39:53 *** sla_ro|master has joined #openttd 07:10:31 *** sim-al2 has quit IRC 07:25:19 *** andythenorth has joined #openttd 07:25:28 <andythenorth> moin 07:25:41 *** DDR has quit IRC 07:41:32 *** Supercheese has quit IRC 08:25:51 *** Smedles has joined #openttd 08:51:00 *** synchris has joined #openttd 09:06:09 *** Progman has joined #openttd 09:07:24 *** roidal has joined #openttd 09:13:32 *** gelignite has joined #openttd 09:31:56 *** stefino has joined #openttd 09:32:12 <stefino> hi, one engine tick is 27ms? thx 09:47:49 <planetmaker> moin. 0.030s 09:49:41 <stefino> thanks :) 09:55:55 *** Wolf01 has joined #openttd 09:56:33 <Wolf01> o/ 10:02:32 *** FLHerne has joined #openttd 10:02:55 <Wolf01> andythenorth: I'm trying to fix the proble to convert town roads to ELRDs... that thing bothers me 10:03:15 <andythenorth> k 10:03:18 <andythenorth> I pushed the CC fix 10:03:36 <Wolf01> K 10:03:36 <andythenorth> I brb 10:07:40 <Wolf01> supermop_work: ping 10:08:11 *** tokai|noir has joined #openttd 10:08:11 *** ChanServ sets mode: +v tokai|noir 10:08:16 <Wolf01> I'm trying to understand why asphalt road + catenary isn't compatible with asphalt road 10:12:08 *** ZexaronS has joined #openttd 10:15:09 *** tokai has quit IRC 10:18:39 <andythenorth> in game or SE? 10:19:43 *** sla_ro|master has quit IRC 10:19:56 <Wolf01> Game, but it seem that asphalt misses the "has power on asphalt+catenary" 10:20:19 <Wolf01> As stone is compatible, so there isn't a problem in the code 10:21:20 <Wolf01> Yes, I can't even run vehicles on asphalt 10:24:48 <Wolf01> Mmhhh no, they can, it's just the asphalt+catenary which is not compatible with other roads, it doesn't even connect 10:26:55 <Wolf01> Ok, the code already works, the grf needs some fix 10:27:31 <Wolf01> Ok, next? 10:28:00 *** HerzogDeXtEr has joined #openttd 10:28:55 <Wolf01> As I said previously, my code doesn't have bugs XD 10:30:33 <Wolf01> Now I need frosch 10:34:32 *** Laedek has quit IRC 10:34:36 *** Biolunar has joined #openttd 10:35:13 <stefino> can someone explain to me how to write part of code for sound events? It is in callbacks paragraph but it doesn't work in my nml 10:36:01 <andythenorth> Wolf01: have we got a burn-down list of what's left to do? 10:36:02 <Wolf01> andythenorth: could you play test the can-build-vehicles-infrastructure branch to be sure everything works fine? It should disable not available roadtypes and fixes the editor too 10:36:19 <andythenorth> https://github.com/andythenorth/NotRoadTypes/issues/20 10:37:03 <Wolf01> Lol 10:37:56 <Wolf01> Ok, I'll make some issues to keep track of the work 10:37:57 <andythenorth> ok playtesting 10:38:16 <andythenorth> if there's only small things, put them all in one issue 10:38:19 <andythenorth> burndown 10:41:07 <andythenorth> Wolf01: how did you test the can-build... branch? 10:41:19 <andythenorth> I guess I need a grf with roads but no vehicles for it 10:41:55 <Wolf01> Yes, or just check if the roadtype is available before the introduction date (it shouldn't) 10:42:23 <Wolf01> Also a roadtype must be available if expired but you still have vehicles 10:43:15 <andythenorth> works for me 10:43:23 <andythenorth> lacking enough types to test with 10:43:28 <andythenorth> not comprehensive :P 10:43:37 <Wolf01> SE trams work? 10:43:39 <andythenorth> that's one to ship and await player reports 10:43:46 <andythenorth> SE trams work for everything I could think of 10:44:01 <Wolf01> Should we merge it? 10:44:07 <andythenorth> +1 10:44:18 <andythenorth> merge all branches, get nightlies tested 10:45:26 <Wolf01> We could merge no-houses, can-build 10:45:38 <Wolf01> Maybe no-junctions too 10:45:40 <andythenorth> yup 10:45:43 <Wolf01> I have it ready 10:45:50 <andythenorth> no-junctions is hard to take away if there are problems :P 10:45:53 <andythenorth> is it tested? 10:46:31 <Wolf01> No, it needs more testing, but for the basic feature it just does its job 10:47:17 <Wolf01> It's a bit difficult to use as you need to remove roadbits to change direction, but nothing can help here 10:53:49 <stefino> problem solved... 10:54:09 <andythenorth> ok so we need an nml patch for no-houses 10:54:40 <Wolf01> https://github.com/andythenorth/NotRoadTypes/issues/22 10:55:15 <andythenorth> there's also the frosch spec https://wiki.openttd.org/Frosch/NotRoadTypes#Introduction 10:56:59 <Wolf01> Yes, I linked that, I took the entries from the TODO 10:59:00 <Wolf01> Merged no-houses 10:59:10 <andythenorth> https://github.com/andythenorth/nml-andythenorth/commit/8434ab8eb90bd2dcdbdbcd35838972857a356aa1 10:59:17 <andythenorth> not sure about names yet 11:06:16 *** frosch123 has joined #openttd 11:06:31 <Wolf01> Quak 11:06:43 <frosch123> we need gps vehicle tracking for openttd 11:06:48 <frosch123> hoi 11:07:36 <Wolf01> We need to merge branch stuff into NRT, I've just merged no-houses, next is the can-build-veh-infra 11:12:08 <Wolf01> Do you have any suggestion for https://github.com/andythenorth/NotRoadTypes/blob/can-build-vehicle-infrastructure/src/road.cpp#L261 11:12:49 *** Thedarkb has joined #openttd 11:14:07 *** iSoSyS has joined #openttd 11:15:15 *** Samu has joined #openttd 11:16:31 <Samu> hi 11:17:58 *** gelignite has quit IRC 11:33:42 <andythenorth> "Non-constructible rail-/road-/tramtypes to model vehicle compatibility/poweredness" 11:33:47 <andythenorth> do we need that before a trunk merge? 11:33:58 <Wolf01> Maybe not 11:37:49 *** FLHerne has quit IRC 11:38:44 <Eddi|zuHause> andythenorth: i'd say no, but it might be something to add to road and railtypes later 11:38:56 <andythenorth> +1 11:38:59 <Samu> i figured how to make tortoisehg patches to work with tortoisesvn 11:39:34 <Samu> got to edit in a text editor and remove 'a/' and 'b/' from every file that is changed 11:40:17 <Samu> notepad++ is handy 11:42:32 <LordAro> still say you don't need to switch back to tortoisesvn 11:44:47 <Wolf01> Mmmh, my tortoisesvn applied git patches to svn without problems, which version do you use? 11:45:09 <Samu> they were hg patches 11:45:43 <Samu> never seen a git patch in my life yet, or maybe I did but didn't realise it 11:45:48 <Wolf01> It shouldn't be a problem, git patches have a/ b/ too 11:46:27 <Samu> TortoiseSVN 1.9.7, Build 27907 - 64 Bit , 2017/08/08 19:34:38 Subversion 1.9.7, -release apr 1.5.2 apr-util 1.5.4 serf 1.3.9 OpenSSL 1.0.2l 25 May 2017 zlib 1.2.8 SQLite 3.14.1 11:46:57 <Wolf01> Lol, I have 1.9.4 11:48:02 <Samu> ok, test this patch 11:48:02 <Wolf01> I had the other problem: when creating a patch I had to remember to create it as a git patch or only svn users were able to apply it 11:48:20 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=42758&p=1007201#p1202116 11:48:34 <Samu> from HackALittleBit 11:49:08 <Samu> for me, it creates a 'b' folder :( 11:49:17 <Samu> b/src/etc.. 11:51:20 <Wolf01> Ok, it does that for me too 11:54:41 <Wolf01> From command line it works with --strip 11:54:55 <Wolf01> E:\progetti\OpenTTD\trunk> svn patch --strip 1 ..\svn_27967_ship_collision_v7.patch 11:55:33 <Samu> there is a command line huh 11:56:39 <Wolf01> :| 11:56:42 <LordAro> we explained this to you quite some time ago 11:56:43 <Wolf01> Lunch time 11:57:04 <Samu> for hg, not for svn :( 11:59:49 <Samu> there is no svn.exe on my system :( 12:00:03 <LordAro> that seems unlikely 12:00:53 <Samu> TortoiseUDiff 12:00:58 <Samu> TortoiseProc 12:01:02 <Samu> TortoisePlink 12:01:07 <Samu> TortoiseMerge 12:01:12 <Samu> TortoiseIDiff 12:01:17 <Samu> TortoiseBlame 12:01:22 <stefino> did anyone sounds for vehicles? for start, running and stop vehicle? 12:01:27 <Samu> SubWCRevCOM 12:01:35 <Samu> SubWCRev 12:01:41 <Samu> ConnectVPN 12:01:44 <LordAro> Samu: stop 12:01:46 <Samu> all exes 12:01:53 <Eddi|zuHause> some old pikka sets had running sounds 12:02:08 <Eddi|zuHause> they were removed in later versions 12:03:16 <stefino> mmm, I'm trying to find right length of sound track 12:05:01 <Samu> so git patches is compatible with hg patchers? 12:05:07 <Samu> are* 12:05:11 <planetmaker> of course 12:05:20 <planetmaker> patch is independent of VCS basically 12:06:20 <Samu> link me to a git patch plz 12:06:40 <stefino> wiki says that sound will be generate every 16 ticks - in case of 30ms it is 0,48s per one track. But in game it sounds like that ticks are not in periodic 12:08:06 <Eddi|zuHause> i can't really help you with that as i've never looked into sounds 12:09:31 <stefino> :) np 12:09:37 <Wolf01> Samu: if you open a command line and type "svn help" what does it say? 12:10:08 <Samu> 'svn' is not recognized as an internal or external command, operable program or batch file. 12:10:34 <Wolf01> Ok so you didn't install the tools when the installer let you choose that 12:11:03 <Samu> oh, so those were it? 12:11:05 <Samu> :( 12:11:16 <Samu> reinstalling, brb 12:13:01 <Samu> command line client tools? 12:13:14 <Samu> i usually do next next next 12:13:26 <Wolf01> You usually don't read 12:14:08 <Samu> usage: svn <subcommand> [options] [args] 12:14:12 <Samu> yeah, i see it now 12:15:40 *** frosch123 has quit IRC 12:16:23 <Samu> ack, pathnames in command line programs are so daunting 12:16:44 <Wolf01> You have the TAB key on the keyboard, learn how to use it 12:17:48 <Wolf01> And everything you need to know is that ../ means "the parent folder" and ./ means "the current folder" 12:18:19 <Wolf01> Everything else runs on the folder you are on (unless you start with / which is the root) 12:19:27 <Samu> svn patch --strip 1 "C:\Users\Ricardo\Downloads\svn_27967 settings.patch" D:\OpenTTD\trunk 12:19:52 <Samu> daunting!!! 12:20:01 <Wolf01> Congratulations! 12:20:17 <Samu> and i'm lucky svn runs directly from anywhere 12:20:38 <Samu> it's usually not the case 12:20:59 <peter1138> You know what PATH is, right? 12:21:00 <Wolf01> With a bit of knowledge you can also make the calculator run from everywhere 12:22:01 <peter1138> Hmm, earl grey or plain tea? 12:22:12 <Samu> oh, so the program ruined my path variable? :( 12:22:17 <Samu> great 12:22:18 <Wolf01> Earl grey thank you 12:22:19 *** iSoSyS has quit IRC 12:22:34 <Samu> feels like going back to DOS era 12:22:35 <peter1138> s/ruined/just added something to/ 12:22:56 <peter1138> Good call Wolf01 12:23:07 <peter1138> Hmm, wonder if I have any decent missions on E:D at the moment 12:23:34 <peter1138> Haha 12:23:40 <peter1138> Boom time delivery of 4 units of tea 12:23:40 <Samu> i wonder what will happen if i uninstall it 12:23:47 <Samu> is path reverted back? 12:24:05 <Samu> or was that ruined forever? 12:25:23 <Samu> C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\AMD\ATI.ACE\Core-Static;C:\Program Files (x86)\ATI Technologies\ATI.ACE\Core-Static;C:\Program Files\Microsoft SQL Server0\Tools\Binn\;C:\Program Files\Microsoft SQL Server0\Tools\Binn\;C:\Program Files (x86)\Windows Kits\Windows Performance Toolkit\;C:\Program Files (x86)\Microsoft SQL Server0\DTS\Binn\;C:\Pr 12:25:28 <Samu> damn my path looks ugly as hell 12:25:31 <Wolf01> Mmh, I lost my first game on Stellaris, I don't know if I want to retry or loose myself on factorio for the entire weekend 12:26:08 <Wolf01> Samu, it's a fucking path variable, not a desktop wallpaper, you don't need to stare at it every second 12:26:37 <Samu> C:\Program Files\TortoiseSVN\bin 12:26:38 <Samu> there it is 12:26:44 <__ln__> Wolf01: *lose 12:26:51 <Wolf01> +1 12:27:09 <Samu> in the dos era, i tried to keep this as clean as possible 12:27:09 <Wolf01> I always have problems with 'oo's 12:27:22 <Samu> feels like going back in time 12:28:21 <Wolf01> CLI is the future 12:29:28 <Samu> well thx for the help 12:29:47 <Samu> i still think i prefer to edit a/ and b/ out with notepad++ 12:30:01 <Samu> full pathnames are a headache 12:31:59 <LordAro> you need to get into your head that development involves the commandline 12:32:04 <LordAro> and actually use it 12:35:01 <Samu> gonna google online patch converter 12:36:27 <Samu> meh, i was looking for a web browser tool 12:37:06 <Samu> i would submit the hg patch, the web does its magic, and gives me back a svn patch to download 12:37:26 *** iSoSyS has joined #openttd 12:38:45 <LordAro> i reiterate, why do you want to convert between them 12:39:29 <Samu> to be able to right click > TortoiseSVN > Apply Patch... 12:40:06 <LordAro> why 12:40:10 <LordAro> why use svn at all 12:40:56 <Samu> because it's smarter, well integrated with windows explorer 12:41:12 <LordAro> don't bullshit me 12:41:52 <Samu> right click a folder or a patch file in the explorer, and tortoisesvn is all there, create patch, revert, update to, etc... 12:42:43 <LordAro> 1) svn is not smart, hg/git are smarter 12:43:02 <LordAro> 2) all tortoises have explorer context menus 12:43:24 <Samu> eh, tortoisehg didn't have that, not even close :( 12:43:53 <LordAro> http://tortoisehg.readthedocs.io/en/latest/explorer.html the documentation disagrees with you 12:44:25 <Wolf01> The problem is not SVN itselv, which I still consider a valid thing, but the UI tools aren't always as good as we want 12:44:30 <Wolf01> *itself 12:44:56 <Samu> it doesn't let me create patch or apply patch from there 12:45:18 <Wolf01> Samu, go in config and enable the menu items 12:45:45 <Samu> meh, it's not installed :( 12:45:51 <Samu> i don't feel like installing it again 12:46:24 <Samu> also, it creates weird openttd versions with visual studio 12:46:45 <Samu> svn is more clear about it 12:47:28 <Samu> if it's r27967, then it's r27967M, not gf89dgfsd9gh3 or whatever 12:47:40 <Wolf01> Bullshit 12:48:29 <Wolf01> Use git so you can see the branch name on the title 12:50:15 <Wolf01> The main problem about SVN is that sequential number which mislead you on everything, it's like the autoincrement primary key on SQL databases 12:50:32 <Wolf01> Use GUIDs everywhere and you solve everything 12:51:19 <andythenorth> they're just changeset hashes 12:51:26 <andythenorth> not incremental version numbers 12:51:47 <Wolf01> r27967 is incremental 12:52:17 <Wolf01> You can easy tell if one version is older than another 12:53:47 <LordAro> that is the one advantage to svn 12:54:24 <Eddi|zuHause> you buy the advantage with a heap of inflexibility 12:54:34 <LordAro> exactly 12:55:54 <Eddi|zuHause> that's why SVN is only used for the main repo, anyone who seriously works on developing patches uses hg or git 12:58:17 *** iSoSyS has quit IRC 13:05:19 <peter1138> s/hg or // 13:07:53 *** frosch123 has joined #openttd 13:09:14 *** john-aj has joined #openttd 13:14:30 <LordAro> quak 13:15:16 <frosch123> moi 13:21:02 *** sim-al2 has joined #openttd 13:31:59 *** Flygon has quit IRC 13:33:33 <Samu> woah, git patches are even worse 13:33:49 <Samu> unless i failed to identify a git patch 13:33:59 <Samu> can someone link me to a real git patch? 13:37:00 <LordAro> hg patches are basically the same as hg patches 13:37:05 <LordAro> what did you find? 13:38:03 *** supermop has joined #openttd 13:40:00 <Samu> instead of a/ or b/ 13:40:16 <Samu> i need to remove a/trunk/ and b/trunk/ 13:40:26 <Samu> and also remove the diff --git something something 13:40:31 <Wolf01> --strip 2 13:40:52 *** Gustavo6046 has joined #openttd 13:43:05 *** john-aj has quit IRC 13:45:51 <LordAro> Samu: ok, so it was just created from another directory 13:46:03 <LordAro> as Wolf01 says, this is quite easy to solve 13:46:20 <LordAro> and i'm pretty sure even svn can cope with diff --git 13:46:25 <LordAro> hell, it can generate them 13:50:59 *** Thedarkb has quit IRC 14:08:27 <Samu> diff --git a/trunk/src/lang/english.txt b/trunk/src/lang/english.txt --- a/trunk/src/lang/english.txt (revision 27967) +++ b/trunk/src/lang/english.txt (working copy) 14:08:55 <Samu> seems to me that tortoisesvn can't make a decent git patch 14:09:09 <Samu> it can't apply what it created 14:09:24 <Samu> can't apply patch* 14:10:26 <Samu> Wolf01: show me one of your git patches, plz 14:10:53 <Wolf01> I use github directly now, no patches 14:12:51 <Samu> :( 14:14:09 <frosch123> stefino: what is there to ask about vehicle sounds? 14:14:56 <stefino> frosch123: this https://www.tt-forums.net/viewtopic.php?f=31&t=82600 14:14:59 <supermop> is a curtain-sided boxcar a thing? 14:16:02 <frosch123> stefino: you cannot create a continuous running sound 14:16:35 <frosch123> the timing when executing newgrf is not precise enough 14:16:43 <stefino> so in this case are these events quite useless or not? :D 14:16:59 <andythenorth> supermop: not really, but it's a game 14:17:00 <andythenorth> so eh 14:17:06 <andythenorth> they do exist 14:17:18 <supermop> looks better for modern industrial trams 14:17:40 <supermop> so i'm drawing 14:18:28 <frosch123> stefino: https://bugs.openttd.org/task/5473 14:19:32 <supermop> though nowmeans have to draw the cargo inside 14:21:07 <frosch123> stefino: the currently available stuff is probably good enough for starting steam engines, which have some silence between iterations, but it does not work for combustion engines 14:22:08 <frosch123> andythenorth: do you know a more recent essay similar to "the cathedral and the bazzar"? 14:22:16 <stefino> frosch123: yes I'm trying it on car atm. 14:22:20 *** john-aj has joined #openttd 14:22:23 <frosch123> *bazaar 14:23:16 <andythenorth> no on similar subjects no 14:24:12 <frosch123> ok, at least my guess was correct that you know the essay :p 14:24:37 <andythenorth> yes 14:25:00 <andythenorth> also the guy who invented Lisp has a lot of stuff on architecture, and why 'worse is better' beat Lisp 14:25:05 <supermop> hmm stack deck, then cargo, then whole upper structure, or deck+ends+roof, then cargo, then curtains 14:25:06 <Eddi|zuHause> i've heard of "the cathedral and the bazaar" but i have no clue what it's about 14:25:14 <andythenorth> it's about 'good enough' 14:25:34 <andythenorth> and why letting things grow as a mess still gets results 14:26:02 <frosch123> Eddi|zuHause: there is a 30 page essay on the internet 14:26:13 <Eddi|zuHause> that's how evolution works... it grows as a mess, and the more successfull messes stick around longer 14:26:20 <frosch123> and some book with 240 pages, which i am currenly wondering about how it relates 14:26:57 <supermop> stacking whole upper part of boxcar on top means can reuse flatbed cargo sprites 14:27:13 <frosch123> ah, the book is a collection of stories 14:27:20 <frosch123> and the catb is only one of them 14:35:14 <andythenorth> http://dreamsongs.com/SiteMap.html 14:43:46 <supermop> i wonder if random 1cc +2cc accent vs 2cc +1cc accent is bad design 14:44:10 <supermop> as players are likely to choose 2cc to be a bolder accent color in general 14:44:40 <supermop> so getting an all bright boxcar with drab stripes would look dumb 14:48:25 *** Guest1853 is now known as ATMunn 14:58:01 *** sim-al2 has quit IRC 15:15:33 *** Gja has joined #openttd 15:25:15 <Samu> sup 15:33:23 *** Snail has joined #openttd 15:38:13 <andythenorth> hi Snail 15:38:30 <Snail> hi andytthenorth 15:43:14 <andythenorth> Wolf01: allowing towns to choose roads? 15:43:20 <andythenorth> that would need a heuristic 15:43:24 <andythenorth> or GS or newgrf 15:43:52 <andythenorth> one option would be a newgrf cb 15:43:58 <andythenorth> for 'town is building a road tile' 15:44:26 <andythenorth> but I dunno 15:44:38 <andythenorth> if there are multiple NRT grfs, who handles the cb? 16:04:46 *** john-aj_ has joined #openttd 16:09:54 *** john-aj has quit IRC 16:09:54 *** john-aj_ is now known as john-aj 16:22:00 <supermop> andythenorth: some value per road type that indicates town attractiveness 16:22:23 <supermop> the available roadtype with highest value is chosen? 16:22:37 <supermop> if tie, the type defined earlier wins 16:23:45 <supermop> spent the last hour drawing cardboard boxes to go into curtain siders 16:23:55 <andythenorth> 'probability of being built by town' :P 16:24:16 <andythenorth> towns choose a random roadtype 16:24:29 <supermop> with nice variation in the stacks between 'tan' and 'slightly darker tan' 16:34:22 <Samu> https://bugs.openttd.org/task/6674 no details :( 16:35:01 <Samu> but uhm... i think i managed to crash openttd with nocab once 16:35:26 <Samu> start a 4096x4096 map with 12k towns and 20k industries 16:35:44 <Samu> start the ai... wait a while, and suddenly... crash 16:36:31 <Samu> nonocab limits towns to 1000 and industries to 2000, so ... maybe his crash is different 16:37:30 <supermop> i wish ps would let me have two different things in clipboard 16:37:38 <Samu> i think the crashes are more prominent on 32-bit of openttd... probably mem allocation issues? out of memory? 16:37:46 <supermop> and choose which to paste by some modifier key 16:37:56 <supermop> is that possible andythenorth ? 16:38:01 <Wolf01> andythenorth: when we'll get a common point for that I could start looking at the code, honestly I don't even have an idea of how it should work 16:38:22 *** iSoSyS has joined #openttd 16:40:00 <supermop> Wolf01: andythenorth focus on other flags first? 16:40:13 <Wolf01> no-houses is merged 16:40:37 <Wolf01> I published the no-junctions branch, so it could be tested 16:41:25 <andythenorth> supermop: you can have multiple clipboards on mac, but only with 3rd party apps 16:41:33 <andythenorth> and it's a security risk, they can read passwords etc 16:42:30 <supermop> oh well. i just want 'paste the tan box' and 'paste the dark tan box' 16:48:14 <Wolf01> Paste all the tan boxes first and the dark tan ones later 16:48:35 <Wolf01> And if you need different combinations, do them before and paste the combinations :P 16:48:53 <supermop> some need to go in front of dark tan boxes, some need to go behind 16:49:09 *** Cursarion has joined #openttd 16:49:43 <Samu> i still have no feedback about this https://www.tt-forums.net/viewtopic.php?f=33&t=77246#p1201778 :( 16:49:43 *** Cursarion has quit IRC 16:49:57 <Wolf01> Draw white boxes, arrange them as you want, add colour, add shading :P 16:50:05 <Samu> feels like I did that for nothing :| /foreveralone 16:50:30 <Wolf01> The hard life of a developer 16:51:08 <Samu> well, i had some feedback, about filenames being too long 16:51:23 <Samu> but, other than that, i dunno if ppl can use those patches 16:52:09 *** Cursarion has joined #openttd 17:02:18 *** Cursarion has left #openttd 17:03:00 <supermop> ok boxes done 17:09:25 <andythenorth> no feedback is still feedback 17:27:04 *** Alberth has joined #openttd 17:27:04 *** ChanServ sets mode: +o Alberth 17:34:07 *** iSoSyS has quit IRC 17:35:57 *** gelignite has joined #openttd 17:36:47 <supermop> andythenorth: what about random variant grey with 1cc as alternate for 1cc with 2cc 17:37:10 <supermop> i guess i can recolor or something 17:37:20 *** Snail has quit IRC 17:37:36 <andythenorth> for?? 17:38:51 <supermop> boxcars 17:39:02 <supermop> yellow boxcars look odd 17:45:29 *** iSoSyS has joined #openttd 17:53:32 <andythenorth> Wolf01: disabled construction of drive-in stops? 17:53:37 <andythenorth> that's another flag? 17:53:40 <Wolf01> Yeah 17:54:03 <andythenorth> what are Roadsides and Underlay? 17:54:07 *** glx has joined #openttd 17:54:07 *** ChanServ sets mode: +v glx 17:54:12 <Wolf01> Eyecandy 17:54:22 <andythenorth> so basically the core is done? 17:54:25 <Wolf01> Yes 17:54:28 <andythenorth> there's a bug in SE? 17:54:41 <Wolf01> Yes, at least until I merge the other branch 17:58:44 *** cyne has joined #openttd 18:01:21 *** cyne has quit IRC 18:05:22 *** Snail has joined #openttd 18:17:26 *** supermop has quit IRC 18:26:35 *** supermop has joined #openttd 18:40:29 *** Thedarkb has joined #openttd 18:51:37 <andythenorth> so what next? 18:51:39 *** Thedarkb has quit IRC 18:54:15 *** Thedarkb has joined #openttd 18:57:32 *** supermop has quit IRC 18:58:28 <Wolf01> Merge can-build-too-long-name, decide how to implement roads built by cities 18:58:58 *** john-aj has quit IRC 18:59:08 <andythenorth> profit 18:59:52 <Wolf01> No, that's point 4, before there is "???" 19:06:25 *** supermop has joined #openttd 19:08:04 *** Thedarkb has quit IRC 19:14:27 *** supermop has quit IRC 19:17:46 *** stefino has quit IRC 19:18:07 <Samu> i just realized something 19:18:34 <Samu> forbid 90 degrees has a positive impact on yapf 19:18:45 <Samu> less nodes to search 19:19:33 <Samu> at least in theory 19:20:43 <Samu> when entering a new tile, coming from a diagonal with forbid 90 degrees, there's only 2 choices, not 3 19:22:26 <Samu> i'm speaking about water tiles, mind u 19:27:58 <andythenorth> forbid 90 degress causes lost ships 19:28:01 <andythenorth> with yapf 19:28:05 <andythenorth> they get stuck in dead ends 19:28:08 <andythenorth> and near some docks 19:33:33 <Samu> testing my theory 19:35:18 <Samu> 2 days on debug x64 build with 5000 ships: 17.532 seconds, 16.981 seconds 19:37:16 <Samu> with forbid 90 degrees: 17.152 seconds, 17.063 seconds 19:37:24 <Samu> meh .-. 19:37:30 <Samu> there goes the theory 19:38:35 <Samu> i don't have a decent way to test this 19:46:06 *** sla_ro|master has joined #openttd 19:47:26 <Eddi|zuHause> that setting should be split for trains and ships 19:48:05 <Eddi|zuHause> and movement for ships maybe should be completely reworked 19:49:02 <Samu> Eddi|zuHause: https://www.tt-forums.net/viewtopic.php?p=1184322#p1184322 i did that 19:56:19 <Samu> dbg: [yapf] [YAPFw]- 1- 3288 us - 125 rounds - 79 open - 124 closed - CHR 0.0% - C 1823 D 0 - c0(sc0, ts0, o0) -- 19:56:24 <Samu> dbg: [yapf] [YAPFw]- 2- 3333 us - 130 rounds - 80 open - 129 closed - CHR 0.0% - C 1823 D 0 - c0(sc0, ts0, o0) -- 19:56:33 <Samu> 1 is with forbig 90 deg 19:56:39 <Samu> 2 is without 19:57:08 <Samu> less rounds = more time? that's confusing 19:57:24 <Samu> ah, no less rounds = less time, that's correct, my bad 20:02:26 *** Supercheese has joined #openttd 20:02:58 <Samu> tested on another scenario, i got a different result 20:03:04 <Samu> dbg: [yapf] [YAPFw]- 1- 20831 us - 2161 rounds - 1485 open - 2160 closed - CHR 0.0% - C 8823 D 0 - c0(sc0, ts0, o0) -- 20:03:18 <Samu> dbg: [yapf] [YAPFw]- 2- 18637 us - 1743 rounds - 1017 open - 1742 closed - CHR 0.0% - C 8823 D 0 - c0(sc0, ts0, o0) -- 20:03:26 <Samu> 1 with forbod 90 deg 20:03:29 <Samu> 2 without 20:05:40 <Samu> looks like I can't prove my theory, but at least, I know that forbid 90 degrees setting impacts the pathfinder performance somehow 20:06:13 <Alberth> that would be expected, as there are a different number of feasible paths 20:06:23 <andythenorth> lo Alberth 20:06:46 <Alberth> lo andy 20:07:34 <Alberth> for ships it hardly matter though, as it's a sea of paths literally, so dropping 50% of them has little impact 20:07:48 <Alberth> you still have to visit the same number of tiles 20:08:21 *** john-aj has joined #openttd 20:08:52 *** Eddi|zuHause has quit IRC 20:12:58 <andythenorth> Wolf01: shall I merge long-branch-name? 20:14:02 <Wolf01> If your tests passed, then yes 20:14:14 <Wolf01> So we'll let other user test it more 20:14:31 <andythenorth> ok pushed 20:15:49 *** Eddi|zuHause has joined #openttd 20:26:05 *** Gja has quit IRC 20:30:39 *** Samu has quit IRC 20:34:08 *** Snail has quit IRC 20:34:47 *** iSoSyS has quit IRC 20:41:36 <Wolf01> supermop_work: there is something to fix on asphalt road+catenary on unspooled 20:45:23 *** Thedarkb has joined #openttd 21:03:34 *** Thedarkb has quit IRC 21:04:18 *** sim-al2 has joined #openttd 21:05:23 *** michi_cc has quit IRC 21:05:30 *** michi_cc has joined #openttd 21:05:30 *** ChanServ sets mode: +v michi_cc 21:06:05 *** iSoSyS has joined #openttd 21:06:24 *** Alberth has left #openttd 21:07:13 *** michi_cc has quit IRC 21:07:17 *** michi_cc has joined #openttd 21:07:17 *** ChanServ sets mode: +v michi_cc 21:11:50 *** Supercheese has quit IRC 21:14:09 *** FLHerne has joined #openttd 21:17:53 *** stefino has joined #openttd 21:20:37 *** Samu has joined #openttd 21:23:32 <stefino> last question about sounds. If road vehicle go out from bus stop or freight station( type where vehicle goes through), why there is no outgoing sound and it is only in "end" station. It was too poisonous in city? 21:26:18 *** synchris has quit IRC 21:29:15 *** iSoSyS has quit IRC 21:36:17 <Samu> Wolf01: since you're working with roads, do you know the inner workings of how/when towns expand with roads? 21:36:28 <Samu> town growth code 21:36:48 <Wolf01> A bit 21:39:30 <Samu> alright, i'd like you to take a look at this piece of code when you have time 21:39:36 <Samu> sec, searching 21:40:48 <Samu> https://www.tt-forums.net/viewtopic.php?p=1176101#p1176101 21:41:49 <Samu> I question whether I made the checks in the correct locations in code 21:42:13 <Samu> sometimes I get a feeling the towns could grow more, and just don't grow 21:43:41 *** roidal_ has joined #openttd 21:44:51 <Eddi|zuHause> i remember towns that went "ding" constantly 21:45:23 <Eddi|zuHause> from an early version of german tram set 21:50:10 <stefino> Eddi|zuHause: so it was removed due this ? 21:50:20 <Eddi|zuHause> i don't remember it being removed 21:50:34 *** roidal has quit IRC 21:54:14 <Wolf01> Samu, if you limit the places where towns grow then it takes more time to grow in other places (they don't check continuously where to grow if failed to do it) 21:55:07 <Wolf01> You can try it in scenario editor, expand towns, it will take more clicks to get the same size of the original version 22:02:09 <Samu> they appear to reach a situation where no matter how many tries, it just won't grow anymore 22:03:35 <Wolf01> Maybe they lock in? They shouldn't be able to build houses where roads go, but I can't be sure 22:05:45 *** Samu has quit IRC 22:06:08 *** stefino has quit IRC 22:09:44 *** Samu has joined #openttd 22:21:32 *** DDR has joined #openttd 22:26:22 * andythenorth bed 22:26:26 <andythenorth> Wolf01: maybe more tomorrow? 22:26:31 <Wolf01> Maybe 22:26:34 <Wolf01> nn 22:26:34 <andythenorth> maybe 22:26:36 <andythenorth> bye 22:26:37 *** andythenorth has left #openttd 22:27:09 *** Samu has quit IRC 22:27:48 *** sla_ro|master has quit IRC 22:30:35 *** roidal_ has quit IRC 22:33:42 <Wolf01> 'night 22:33:44 *** Wolf01 has quit IRC 22:37:39 *** frosch123 has quit IRC 22:37:55 *** ZexaronS has quit IRC 22:41:54 *** Samu has joined #openttd 22:54:18 *** Samu has quit IRC 23:02:53 *** john-aj has quit IRC 23:20:35 *** Stimrol has joined #openttd 23:21:16 *** Flygon has joined #openttd 23:27:35 *** nielsm has joined #openttd 23:29:22 *** supermop has joined #openttd 23:32:31 <nielsm> hi I'm toying around with making a patch that adds a "cargo-tiles delivered" statistic to vehicles, as an alternate measure of vehicle usefulness than profit 23:32:35 <nielsm> http://0x0.st/sbR6.png 23:32:55 *** Samu has joined #openttd 23:33:17 <nielsm> the basic idea being that while vehicles in slow legs on feeder routes can end up showing a "false loss", it's still useful to know whether they're actually moving cargo around 23:35:31 <nielsm> (my dream is to replace the "min profit" component of performance rating with something that can actually be achieved when playing with cargodist for passengers, without making unrealistic routes where buses never link up with planes, etc.) 23:36:26 <nielsm> does this sound viable/something worth keep working on? 23:37:31 <nielsm> my current changeset, based on svn 27967: http://0x0.st/sb7-.patch 23:57:36 *** supermop has quit IRC