Log for #openttd on 7th January 2020:
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00:02:11  <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison updated pull request #7911: Codechange: Remove std::function from Pool iteration wrapper
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00:14:46  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7911: Codechange: Remove std::function from Pool iteration wrapper
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00:17:39  <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison opened pull request #7913: Codechange: [Linkgraph] Skip MCF source node Dijkstra when all demand satisfied
00:17:42  <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison opened pull request #7914: Directory list window sort perf improvements
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00:38:24  <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison opened pull request #7915: Fix: Non-deterministic name sorting in industry directory window
00:51:40  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7914: Town, station and industry directory window sorting performance improvements
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01:06:26  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7915: Fix: Non-deterministic name sorting in industry directory window
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03:06:35  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #7869: The human-readable name of a cargo type can't be queried by AI/GS.
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07:27:41  <andythenorth> hi
07:29:48  <andythenorth> pikka alright? ok?  what's occuring?
07:30:02  <Pikka> o/
07:30:35  <Pikka> moin
07:32:23  <Pikka> adding hint texts to UKRS3... I guess at least mentioning what's electric and what's not might be a good idea :)
07:33:59  <andythenorth> probably wise
07:34:56  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7902: Wedge volume control sliders
07:35:40  <Pikka> Amerihorse?
07:36:05  <andythenorth> Canadian NARS 3 Horse Renewal Set
07:36:10  <andythenorth> Add On
07:37:26  <andythenorth> 6 generations of American trains eh
07:37:29  <andythenorth> that's quite a lot :|
07:38:03  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7902: Wedge volume control sliders
07:38:42  <Pikka> how many different locos in a generation?
07:39:32  <andythenorth> dunno yet
07:39:39  <andythenorth> let's see
07:39:51  <andythenorth>
07:40:23  <andythenorth> 'lots'
07:40:28  <andythenorth> about 18
07:40:34  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7902: Wedge volume control sliders
07:40:35  <andythenorth> most of them are railcars :P
07:41:07  <Pikka> not so many railcars ameristyle?
07:43:27  <andythenorth> Budd car, repeat
07:44:16  <andythenorth> UK Horse does strict speed increase progression every generation
07:44:24  <andythenorth> wondering if I could drop that for NARS Horse
07:44:37  <Pikka> 65mph all year every year?
07:45:36  <andythenorth> I'm thinking of 2 freight speed classes
07:45:39  <andythenorth> drag, hotshot
07:45:52  <andythenorth> but not changing them often
07:46:09  <Pikka> sounds reasonable
07:46:16  <andythenorth> isn't max. speed the main progression point though?
07:46:28  <andythenorth> why use a new engine if not faster?
07:46:53  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7912: Feature: Disallow industry production changes from GS
07:47:38  <Pikka> maybe. depends on the wagons I think...
07:47:58  <andythenorth> progression is 'interesting'
07:48:03  <andythenorth> the tank game I play has 10 levels
07:48:20  <andythenorth> gun and shell increase every level
07:48:26  <andythenorth> but so does armour
07:48:31  <andythenorth> and engine
07:49:09  <Pikka> stats inflation, not great design :)
07:49:21  <andythenorth> it has limitations
07:49:30  <andythenorth> but by tier 10, there is a wide spread of tank types
07:49:51  <andythenorth> tier 1, everything is 20mph, 200hp, 20mm gun
07:49:57  <andythenorth> not much room for variety
07:50:20  <Pikka> I think there are some cues from "realism" that are useful, especially for trains. And I like previous generational vehicles fitting into a different tier in the next generation... eg a former express becoming a general purpose loco when a new faster (but more expensive) one becomes available
07:51:01  <andythenorth> I like that idea too
07:51:18  <andythenorth> I can't expoit it currently, because I aggressively remove vehicles
07:51:26  <andythenorth> to keep buy menu under control
07:52:15  <andythenorth> many thoughts :P
07:58:06  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7914: Town, station and industry directory window sorting performance improvements
07:59:26  <andythenorth> gen 6 tho :P
07:59:36  <andythenorth> what I need for my current game is 6000hp electric
07:59:47  <andythenorth> what I have is 4000hp and 7500hp electrics :P
08:00:15  <andythenorth> if I increase the 4k, there's a gap low down, and progression seems to demand the 7.5k
08:03:03  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7913: Codechange: [Linkgraph] Skip MCF source node Dijkstra when all demand satisfied
08:03:40  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7915: Fix: Non-deterministic name sorting in industry directory window
08:11:30  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on pull request #7912: Feature: Disallow industry production changes from GS
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08:56:51  <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker commented on pull request #7912: Feature: Disallow industry production changes from GS
09:00:49  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7911: Codechange: Remove std::function from Pool iteration wrapper
09:05:41  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7913: Codechange: [Linkgraph] Skip MCF source node Dijkstra when all demand satisfied
09:07:13  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7914: Town, station and industry directory window sorting performance improvements
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09:34:08  <andythenorth> Pikka: what's your biggest electric engine? o_O
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11:05:25  <Pikka> andythenorth, class 91 / IC225
11:05:35  <andythenorth> RL stats?
11:05:43  <andythenorth> 6400hp or similar?
11:05:47  <Pikka> 140mph 6480hp 190kN
11:06:13  <Pikka> the 92 is 90mph 5300hp 360kN, so considerably more TE but slower
11:07:01  <Pikka> and the 60 is 60mph 3100hp 474kN, so slower with more TE again
11:07:23  <Pikka> they're my 3 big endgame locos
11:07:29  <andythenorth> yup
11:07:34  <andythenorth> I have "gen 6 problems" :D
11:07:52  <andythenorth> the jump from 6000hp fake class 90
11:07:59  <andythenorth> to 7500hp fake Alstom prima
11:08:05  <andythenorth> leaves a gap :P
11:16:35  <Pikka> who needs more than 6000hp? ;)
11:28:09  <LordAro> 6000hp ought to be enough for anybody
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11:47:47  <Pikka> 1750hp ought to be enough for anybody
11:47:58  <Pikka> Class 37 gang :D
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11:58:43  <andythenorth> just use 3
11:58:52  <andythenorth> probably fine
11:59:34  <andythenorth> so yeah, massively powerful engines don't add much for the way I play
11:59:54  <andythenorth> most trains are 5-6 tiles, big trains are 8-10 tiles
12:00:09  <andythenorth> Pikka: reduced cost for double-headed engines?  Only one driver? :P
12:17:24  <Pikka> I'm sure NARS2 did something like that :P
12:23:41  <andythenorth> file it under BAD FEATURE :)
12:24:07  <andythenorth> representing that is tricky eh :P
12:24:19  <andythenorth> how about really stupid things?
12:24:26  <andythenorth> 'caboose reduces cost of using multiple engines' :P
12:24:29  <andythenorth> modifier vehicles
12:26:48  <Pikka> nooo
12:26:53  <Pikka> no BAD FEATURES :P
12:27:36  <andythenorth> I have 2 I think
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12:29:39  <andythenorth> 3's a pair?
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12:54:34  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #7910: Fix #7908, b524f1a: "Show the NewGRF name in the build vehicle window…
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13:16:01  <Samu> there is a discrepancy in values for group last year profit in gui and group last year profit in noai
13:17:43  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #7916: Fix 196d5868: Always apply filter on town directory rebuild
13:21:36  <Samu> profit last year in gui doesn't account for VEHICLE_PROFIT_MIN_AGE
13:21:44  <Samu> profit last year in noai does
13:21:54  <Samu> which one is the correct way?
13:26:28  <Samu> there is so much work around VEHICLE_PROFIT_MIN_AGE and then the gui simply disregards it, strange
13:28:15  <Samu> ah, i see, not totally, it's being regarded towards displaying a red, green or yellow sprite
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13:59:23  <Samu>
13:59:40  <Samu> this is imo, misleading
13:59:57  <Samu> it's not the same value as shown in gui, can I fix it?
14:00:49  <Samu> anyone familiar with the code? peter1138
14:00:59  <Samu> I think you made this
14:04:11  <andythenorth> oof
14:04:21  <andythenorth> high horsepower engines
14:04:28  <andythenorth> hard to use in my game
14:09:08  <Pikka> problem is
14:09:29  <Pikka> most people play the game thinking trains need to hit maximum speed before they're clear of the platform
14:09:37  <Pikka> and never drop below that speed
14:09:44  <Pikka> and those people are playing the game wrong :P
14:10:54  <Samu> Pikka, do you use ScriptGroup::GetProfitLastYear(GroupID group_id) in your ai
14:11:18  <Pikka> doesn't sound familiar Samu, why?
14:11:30  <Samu> AIGroup.GetProfitLastYear
14:11:32  <Samu> ok
14:11:42  <Samu> i think it's bugged, or at least misleading
14:11:57  <Pikka> I check the profit of individual vehicles but never of a group, I don't think
14:12:26  <Samu> it only accounts vehicles above  VEHICLE_PROFIT_MIN_AGE
14:12:43  <Samu> but in the gui, it accounts for all vehicles
14:14:04  <Samu> in gui it's being used for 2 things, actually
14:14:26  <Samu> to display Profit Last Year and to display that red/green/yellow/na sprite
14:15:45  <Samu> the coloured sprite only accounts for VEHICLE_PROFIT_MIN_AGE, that seems fine imo
14:16:00  <Samu> the displaying of the actual vaulue doesn't account for min age
14:16:34  <Samu> I think im gonna make a PR anyway
14:18:58  <Samu> I need devs to say anything about the issue! :( I feel alone
14:19:51  <Samu> if I were to use this feature on my AI, what would I expect it to give me
14:20:10  <Pikka> whatever the API says it returns? :)
14:20:28  <Pikka> I'm not sure I see much of a use for it tbh
14:21:00  <Samu>
14:21:33  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7916: Fix 196d5868: Always apply filter on town directory rebuild
14:21:39  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7916: Fix 196d5868: Always apply filter on town directory rebuild
14:21:56  <Samu> GetProfitThisYear gets the profit of all vehicles regardless of their age
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14:29:01  <andythenorth> Pikka: for 5 generations of Horse, the train won't hit max speed that fast :P
14:29:25  <andythenorth> although the low speed freight trains don't take long to hit 45mph :)
14:30:19  <andythenorth> highest HP electric was 8500hp, I can't find many places to use it :)
14:30:24  * andythenorth testing LESS
14:30:43  <andythenorth> "NUTS is also available"
14:31:34  <Samu> Fix e04ca90: Widget missed squirrel export
14:31:42  <Samu> is this good commit message?
14:31:55  <Samu> probably not
14:34:41  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #7917: Fix e04ca90: Widget missed squirrel export
14:35:21  <Samu> fix it someone
14:35:23  <Samu> :p
14:38:56  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7917: Fix e04ca90: Widget missed squirrel export
14:39:03  <LordAro> Samu: more or less fine
14:44:39  <FLHerne> Pikka: Part of the problem is that we don't have distant signals :P
14:45:28  <FLHerne> So if there's any speed differential the following train stops dead
14:45:39  <FLHerne> And if that takes time to get up to speed, it all cascades
14:45:53  <FLHerne> (of course I do it anyway)
14:46:54  <andythenorth> I over-power trains for that exact reason
14:47:23  <andythenorth> they'll go up the ruling grade at reasonable speed for much lower hp, but then they get a signal check and have to start from 0
14:47:30  <andythenorth> the faster they clear the junction, the better
14:47:43  * andythenorth introduces andythenorth to bridges and tunnels
14:53:03  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #7918: Fix 3c047b1: AIGroup.GetProfitLastYear could get values different than those displayed in gui
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15:04:43  <Samu> my not-really mine lifetime profit patch is nearly ready for PR, except that gui issue
15:07:09  <andythenorth> hmm rebalanced UK Horse electric engines
15:07:11  <andythenorth> mostly LESS power
15:07:18  <andythenorth> didn't have to add any more for 'balance' :D
15:07:27  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7917: Fix e04ca90: Widget missed squirrel export
15:07:43  <andythenorth> Pikka: so very heavy (tare weight) wagons in NARS Horse, to force high power engines? o_O
15:07:46  <andythenorth> or other lolz?
15:08:48  <Pikka> dunno.. I mean, long trains are good. heavy wagons could make shorter trains.
15:11:50  <andythenorth> I think I like short trains for USA
15:12:09  <andythenorth> the Tropic roster I want to do would be narrow gauge, low capacity, long trains, slow
15:12:14  <andythenorth> all Garratts obvs
15:13:19  <andythenorth> maybe...a Deltic
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15:33:38  <supermop_work_> NG deltic?
15:44:47  <Pikka> near enough ;)
15:47:46  <Samu> halp me someone, see the red arrows? [img]
15:48:02  <Samu> how do i fix that
15:48:30  <Samu> left arrow, the height is too hight, right arrow, there's some extra line there
15:48:55  <Samu> the code is this
15:49:27  <Samu> problem is somewhere in group_gui.cpp, just not sure how to fix it
15:49:48  <nielsm> Samu: it's hard or impossible to fix that
15:50:06  <nielsm> the same weirdness happens with my "efficiency" patch and the additional stats it adds
15:50:23  <nielsm> I have no idea how it calculates those heights
15:50:24  <Samu> oh, so it's "fine"?
15:51:40  <nielsm> not really, no
15:51:51  <nielsm> but the resizing logic in the GUI is very obscure
15:51:52  <nielsm> imo
15:56:21  <Samu> need to remove 2 strings from every language and then it's finished :o
15:56:29  <Samu> boring to do
15:59:53  <michi_cc> Samu: The command line utility to make it unboring is called sed
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16:00:23  <Samu> wow BASH got sed
16:02:14  <michi_cc> sed -i '/STR_NAME_HERE/d' *.txt (or something like that).
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16:06:56  <Samu> ok, the string name is...
16:07:27  <nielsm> I used regex replace in vscode when I needed to earlier:
16:07:29  <Samu> and
16:09:47  <Samu> english.txt is also there hmm
16:09:57  <Samu> well, it's removed from it, so it's fine
16:11:35  <nielsm> nooooooo my plan to make raised/lowered polygons for GUI were foiled
16:11:44  <Samu> that one was to say
16:12:11  <nielsm> by clockwise/counter-clockwise polygons getting opposite shading
16:12:49  <nielsm> it needs not just angle of the line, but also which side of the line is interior/exterior
16:13:25  <nielsm> and that one's more difficult
16:13:44  <nielsm> (it would also all break down with self-intersecting polygons)
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16:14:45  <nielsm> alternative would be to merge the frame painting with the polygon filling
16:15:08  <nielsm> would then need to annotate each line segment with its relative angle anyway
16:15:33  <nielsm> (which would also allow for selecting between odd/even or positive fill rule)
16:16:07  <Samu> it also happens to be a lonely line
16:16:10  <Samu>
16:16:23  <Samu> now i removed the line and it left a 2 paragraph interval :( just my luck
16:23:05  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7902: Wedge volume control sliders
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17:02:53  <nielsm> okay this polygon stuff is getting too hard, I'm done!
17:03:42  <Samu> i have 3 languages complaining about something I didn't do
17:03:46  <Samu> 6>D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\lang\french.txt(1316): warning : STR_CONFIG_SETTING_SHOW_NEWGRF_NAME: Param idx #0 '<empty>' doesn't match with template command 'STRING2' (warning)
17:03:53  <Samu> french, finnish and korean
17:03:54  <nielsm> just ignore it
17:03:56  <Samu> ok
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17:12:05  <LordAro> Samu: eints should remove them this evening
17:13:01  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7902: Wedge volume control sliders
17:14:02  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7902: Wedge volume control sliders
17:16:11  <LordAro> :)
17:17:17  <Samu>
17:17:22  <Samu> I have this problem
17:17:29  <Samu> is it on openttd side?
17:17:53  <LordAro> no
17:18:03  <LordAro> that's VS falling over
17:20:41  <Samu> i cant find the whole program optimization in release build they talk about
17:20:54  <LordAro> it's unlikely to be the same issue
17:21:05  <LordAro> *exactly the same issue
17:21:09  <LordAro> did you make any changes recently?
17:21:13  <LordAro> try undoing them
17:21:18  <LordAro> or, just try building again
17:23:59  <nielsm> there seems to be some general problems with the VC2019 linker failing in strange ways
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17:24:34  <nielsm> it's probably a symptom of the same thing that also causes you to get debug builds where the debugger can't find any symbols so you can't get breakpoints working
17:24:53  <nielsm> or that one time I had a build that crashed in an insane way, and a complete rebuild just solved it
17:25:29  <nielsm> or that "object was built without debug symbols" thing it occasionally loves to spew in the build output
17:27:10  <Samu> i also get tons of those
17:27:41  <Samu> i found the "Whole Program Optimization" it's hidden somewhere in openttd properties
17:28:27  <nielsm> yes it's a think you only want enabled for release builds
17:28:41  <nielsm> it makes compile take 3x as long, or something like that
17:28:59  <LordAro> presumably LTO of some sort?
17:29:04  <nielsm> exactly
17:30:38  <Samu> [img][/img]
17:56:07  <andythenorth> home james
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18:00:23  <nielsm> should probably begin focusing on bugs instead of features so a beta3 or rc1 can be made
18:00:29  <nielsm> (I should)
18:11:14  <Samu> how do I credit authors?
18:11:46  <nielsm> just an extra line in the commit message
18:12:10  <nielsm> actually you can add the --author argument to git commit
18:12:17  <nielsm> e.g.:
18:12:35  <nielsm> git commit --author "Foo Barsion <>"
18:12:49  <Samu>
18:12:54  <Samu> i done it this way :(
18:13:50  <LordAro> that's fine
18:13:56  <LordAro> you can only have 1 author anyway
18:15:30  <DorpsGek_III> [OpenTTD/website] TrueBrain opened pull request #137: Fix version detection and top-left banner
18:16:59  <DorpsGek_III> [OpenTTD/website] LordAro approved pull request #137: Fix version detection and top-left banner
18:18:34  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #7919: Lifetime profit
18:18:46  <Samu> well, it is done :|
18:19:33  <Samu> there is a gui issue i mentioned earlier, and getprofitlastyear being different than the 2 others
18:19:41  <Samu> which i made a pr of too
18:19:47  <DorpsGek_III> [OpenTTD/website] TrueBrain dismissed a review for pull request #137: Fix version detection and top-left banner
18:19:48  <DorpsGek_III> [OpenTTD/website] TrueBrain updated pull request #137: Fix version detection and top-left banner
18:19:59  <TrueBrain> sorry LordAro :) I found one more random commit to add :P
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18:37:14  <Samu> im not too convinced of JGR   - Reset overall lifetime profit to 0 when renewing vehicle.
18:37:19  <Samu> must check
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18:39:27  <Samu> doesn't seem to be doing what he meant
18:41:30  <Samu> what should happen to lifetime profit when a vehicle is renewed?
18:42:42  <glx> if it's renewed, lifetime profit is reset
18:44:29  <Samu> ah, it's reset, it's kinda strange how the other 2 aren't
18:44:37  <Samu> working correctly, but confusing at first
18:45:49  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:45:49  <DorpsGek_III>   - Update: Translations from eints (by translators)
18:56:30  <andythenorth> yo
19:50:30  <Samu> why can't GS's use GSGroup?
20:01:55  <nielsm> well it's declared as @api ai
20:02:20  <nielsm> but you're right, there's no reason a GS should not be able to look at groups
20:03:05  <Samu> no packages
20:04:04  <Samu> nor do I know what it's for
20:04:11  <andythenorth> so
20:04:13  <nielsm> because we don't release with gotjin
20:04:22  <andythenorth> spurious vehicle stat calculations? o_O
20:04:23  <nielsm> with github's distribution
20:06:49  <andythenorth> I've reset some Horse stats based on hp/speed
20:07:02  <andythenorth> which is a useful analogue for relative performance
20:07:23  <Samu> have you ever had a GS enter an AI company and manage everything of that company?
20:07:31  <Samu> can it do that?
20:07:54  <glx> it doesn't need to enter the company
20:08:06  <glx> GS can do everything, it's god
20:08:16  <Samu> but can't use GSGroup
20:08:19  <Samu> :o
20:19:17  <andythenorth> 'train compare' tool? o_O
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22:14:32  <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison updated pull request #7913: Codechange: [Linkgraph] Skip MCF source node Dijkstra when all demand satisfied
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22:15:23  <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison updated pull request #7914: Town, station and industry directory window sorting performance improvements
22:31:52  <DorpsGek_III> [OpenTTD/OpenTTD] floodious commented on pull request #7745: Feature: setting for more flexible town spacing
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22:52:36  <supermop_work> yo Pikka
22:52:43  <Pikka> yoyo
22:53:10  <supermop_work> how's it going down there?
22:56:28  <Pikka> not too bad
22:56:54  <Pikka> how's up there?
22:58:26  <supermop_work> not in a hot war yet
22:58:36  <supermop_work> so about as good as i could hope for
22:59:40  <Pikka> always a good start to the day
22:59:45  <supermop_work> or end it
22:59:52  <supermop_work> up here it is beer time
23:02:54  <Pikka> o/
23:04:05  <Samu> i'm studying HackaLittleBit ship collision avoidance, and when there's more than one choice available, it just picks the first tested choice, doesn't even look whether the 2nd choice is also valid
23:05:49  <Samu> well, it simplifies the code, but... this would be a nice opportunity to randomize the choice
23:05:57  <Samu> if both are valid, of course
23:06:05  <LordAro> Samu: could be a speed concern
23:07:20  <supermop_work> later - beer
23:08:55  <Samu> if the ship is heading towards NE direction and find another ship in the way, it uses KillFirstBit function, and finds 2 possible tracks, one towards SE direction, other towards NW. KillFirstBit makes it test the SE direction first
23:09:15  <Samu> if it can follow it, bam, that's the one it picks, disregards the other entirely
23:10:05  <Samu> only if it can't be followed, then it tests the other one second
23:10:32  <Samu> i think this could lead to some bias about direction choices
23:16:02  <Samu> I'm 90% sure this would invalidate ship path cache but have not tested that yet
23:16:32  <Samu> this would be fine before ship cache was added
23:16:41  <Samu> but now...
23:16:48  <Samu> ... I wonder
23:25:52  <Samu> gotta go, cyas
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