Log for #openttd on 3rd February 2018:
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01:19:03  <Eddi|zuHause> now... i missed quite a lot of achievements there
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07:25:28  <andythenorth> moin
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09:32:12  <stefino> hi, one engine tick is 27ms? thx
09:47:49  <planetmaker> moin. 0.030s
09:49:41  <stefino> thanks :)
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09:56:33  <Wolf01> o/
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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
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10:08:16  <Wolf01> I'm trying to understand why asphalt road + catenary isn't compatible with asphalt road
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10:18:39  <andythenorth> in game or SE?
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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?
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10:28:55  <Wolf01> As I said previously, my code doesn't have bugs XD
10:30:33  <Wolf01> Now I need frosch
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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>
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>
10:55:15  <andythenorth> there's also the frosch spec
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>
10:59:17  <andythenorth> not sure about names yet
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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
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11:16:31  <Samu> hi
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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
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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>
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
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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
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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
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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> 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
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13:05:19  <peter1138> s/hg or //
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13:14:30  <LordAro> quak
13:15:16  <frosch123> moi
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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?
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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
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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
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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
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:
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.
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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>
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
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15:25:15  <Samu> sup
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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?
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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> 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
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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
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16:49:43  <Samu> i still have no feedback about this :(
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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
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17:03:00  <supermop> ok boxes done
17:09:25  <andythenorth> no feedback is still feedback
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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
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17:37:36  <andythenorth> for??
17:38:51  <supermop> boxcars
17:39:02  <supermop> yellow boxcars look odd
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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?
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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
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18:51:37  <andythenorth> so what next?
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18:58:28  <Wolf01> Merge can-build-too-long-name, decide how to implement roads built by cities
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18:59:08  <andythenorth> profit
18:59:52  <Wolf01> No, that's point 4, before there is "???"
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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
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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: 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
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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
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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
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20:41:36  <Wolf01> supermop_work: there is something to fix on asphalt road+catenary on unspooled
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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?
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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>
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
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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
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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
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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
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22:33:42  <Wolf01> 'night
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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>
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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:
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