Log for #openttd on 10th January 2020:
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07:09:58  <andythenorth> Pikka syphon?
07:13:22  <Pikka> maybe?
07:14:23  <andythenorth> seems to be a nickname for 37/0
07:14:27  <andythenorth> something about the fan
07:16:05  <Pikka> oh
07:16:34  <Pikka> in that case, I suppose so ;)
07:16:48  <Pikka> might do some variants later
07:19:01  <Pikka> hmm, speaking of the fan...
07:19:03  * Pikka adjusts
07:19:41  <andythenorth> I got sucked into this blog a few years ago
07:19:42  <andythenorth>
07:19:52  <andythenorth> lots of class 37 love, and lots of 'what if'
07:20:21  <andythenorth> I included this one in Horse :P
07:31:09  <Pikka> fancy :)
07:33:27  <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #7923: Suggestion: Allow AI/GS to fully timetable vehicles.
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07:37:14  <Pikka> hmmm
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07:55:40  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7922: Improved logic of sharing industry production between stations
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08:27:27  <andythenorth> updated end-game Horse
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09:07:08  <DorpsGek_III> [OpenTTD/OpenTTD] Soongood commented on issue #7006: Hardware mouse cursor
09:10:50  <DorpsGek_III> [OpenTTD/OpenTTD] liquid245 commented on issue #7006: Hardware mouse cursor
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09:30:13  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7006: Hardware mouse cursor
09:30:14  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro reopened issue #7006: Hardware mouse cursor
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11:05:04  <andythenorth> so is it done?
11:35:36  <LordAro> yes
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11:55:25  <crazystacy> why is it that boats need to go to nearby buoys/waypoints/
11:55:39  <crazystacy> presumably pathfinding would take too long otherwise?
11:55:54  <Eddi|zuHause> yes
11:56:17  <Eddi|zuHause> it's purely for performance reasons
11:56:26  <crazystacy> a vehicle presumably has a set route though, surely it doesn't recalculate its path every time?
11:56:46  <crazystacy> (i understand that circumstances change, like terrain, but maybe there is some system to deal with it?)
11:58:29  <Eddi|zuHause> crazystacy: some of the values in the pathfinder may be dynamic (dunno for ships, but trains for example can react to the presence of other nearby trains or signal states)
11:58:50  <Eddi|zuHause> so there may not be a set repeatable route
11:58:57  <Eddi|zuHause> in the general case
11:59:22  <Eddi|zuHause> there is (now) a cache for ships, so they don't have to run the pathfinder on every tile they enter
12:00:42  <crazystacy> ah
12:00:49  <crazystacy> that is what i was thinking might be needed
12:00:56  <crazystacy> i was on some server and the boat limit was 20 :(
12:02:00  <Eddi|zuHause> server owners may still be wary of performance impact
12:02:13  <crazystacy> oh, so it should be "fine"? nice
12:02:20  <crazystacy> i was thinking i should go in and see if i could figure something out
12:02:39  <crazystacy> probably the actual solution is much better than what i had in mind
12:02:47  <Eddi|zuHause> i'm not sure if "fine" is the right word, but there are mitigations in place
12:03:35  <Eddi|zuHause> ideally we would have a pathfinder that can better handle big open spaces (lakes, oceans) with lots of equivalent paths
12:03:58  <Eddi|zuHause> but as far as i followed, that development went nowhere
12:05:11  <crazystacy> ah
12:05:18  <crazystacy> i was thinking while cooking what could be done
12:06:06  <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor
12:06:06  <crazystacy> really, what you have is oil rigs (and similar), docks, buoys. recalculate their paths whenever there is a change?
12:06:36  <crazystacy> could also have some floodfill for bodies of water for finding which docks/buoys are in the vehicle's body of water and are reachable at all. i dunno
12:07:02  <FLHerne> crazystacy: It's much better in, I think, 1.10
12:07:13  <crazystacy> Eddi|zuHause, do you know which algorithm is used?
12:07:14  <andythenorth> the bouy limits were either removed or extended
12:07:16  <andythenorth> I didn't check
12:07:21  <crazystacy> there are limits?
12:07:25  <andythenorth> but long routes no longer require bouys
12:07:31  <crazystacy> i spammed a server with 100 buoys to protect against griefing
12:07:32  <crazystacy> oh.
12:07:34  <crazystacy> that's great
12:07:53  <Eddi|zuHause> crazystacy: some variation of A*
12:07:57  <FLHerne> As Eddi|zuHause said, there's now a path cache, and because ships don't collide or anything there's very little need to actually calculate paths :P
12:08:17  <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor
12:08:50  <FLHerne> crazystacy: It's A*, working on virtual 'tracks' in the sea (imagine a big grid of every possible rail direction on each tile)
12:09:36  <FLHerne> Which gives it even more possible duplicate paths to slow it down than just tiles would
12:10:42  <FLHerne> (I once tried to write a JPF version, but that was back when I was an overconfident-but-clueless student programmer, so needless to say it didn't work :P)
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12:27:16  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7006: Hardware mouse cursor
12:28:49  <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor
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12:34:26  <crazystacy> FLHerne. oh so i am at that level now
12:35:20  <crazystacy> so it uses literally the same code as the trains you're saying?
12:37:47  <Eddi|zuHause> yes, the only difference between the different vehicle types is the "follow track" function, which determines which tiles are considered adjacent, and what penalties they give
12:38:02  <crazystacy> hm
12:39:01  <Eddi|zuHause> for example, trains have not only the option of going to the 4 neighbouring tiles, but also jumping through "wormholes" (bridges, tunnels)
12:40:12  <crazystacy> nice
12:40:31  <crazystacy> i saw someone worked on a patch at some point trying to put signals on bridges
12:40:46  <andythenorth> doesn't JGR have that?
12:40:48  <andythenorth> and tunnels?
12:41:00  <Eddi|zuHause> yeah, i'm not convinced they have the right approach for that...
12:41:04  <crazystacy> JGR?
12:41:42  <andythenorth>
12:41:48  <andythenorth> "Signals in tunnels and on bridges"
12:44:59  <crazystacy> oh, so he did get the mto work
12:45:36  <Eddi|zuHause> there's different levels of "work"
12:46:58  <crazystacy> :P
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12:50:24  <SpComb> yeah, there's some weird thing with blocl signals on bridges
12:52:26  <Eddi|zuHause> nobody needs block signals.
12:53:18  <crazystacy> :|
12:53:24  <crazystacy> i used only block signals for 10 years until 1 week ago
12:53:43  <crazystacy> i didn't trust path signals, and it's completely wrong to put block signals on the mainline surely
12:53:47  <crazystacy> or, on a straight path
12:53:51  <crazystacy> now i mix
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12:54:33  <Eddi|zuHause> if it were on me, block signals would be removed from the game
12:54:42  <FLHerne> <crazystacy> FLHerne. oh so i am at that level now
12:55:19  <FLHerne> Don't let that stop you, the best way to learn how not to do things is to try them :P
12:56:19  <crazystacy> i am doing something truly deranged with the source now
12:56:23  <crazystacy> too embarrassed to say what
12:56:28  <crazystacy> i mean it's not literally disgusting
12:56:53  <crazystacy> Eddi|zuHause, but it makes no sense to use a PBS every 3 tiles?
12:57:34  <Eddi|zuHause> why? if it makes no difference...
12:57:42  <crazystacy> oh, i thought they would be marginally slower
12:57:53  <Eddi|zuHause> that is disputed
12:58:54  <crazystacy> ok :P
12:58:57  <FLHerne> Eddi|zuHause: Because PBS signals are ugly!
12:59:01  <crazystacy> i am not really violently against them
12:59:08  <crazystacy> *that* they are. but only the light ones. i only use semaphores
12:59:12  <crazystacy> semaphores are beautiful
12:59:24  <Eddi|zuHause> nothing that couldn't be fixed with a newgrf
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13:14:38  <Samu> hey _dp_ I wonder if the *any_station code is needed
13:24:41  <Pikka> if only AIs could use semaphores :)
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13:36:38  <Samu> just tested, any_station isn't needed
13:36:57  <Samu> @calc 95 * 94 * 94 / 94 / 94
13:36:57  <DorpsGek> Samu: 95
13:37:18  <Samu> same amount as that of any_station code is moved
13:37:27  <Samu> 95
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14:03:51  <andythenorth> Pikka: it was me :P
14:04:30  <Pikka> figures :P
14:04:39  <andythenorth> it was lumber, but then it had to change
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14:26:22  <_dp_> Samu, huh? any_station is for early return with one station
14:27:14  <Samu> im doing weird stuff to your code :p
14:31:26  <_dp_> Samu, it will work without early returns ofc, just slower
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14:31:52  <Samu> why didn't you use StationList?
14:32:08  <_dp_> Samu, for what?
14:32:21  <Samu> is it also slow? now you have to repeat CanMoveGoodsToStation
14:32:34  <_dp_> Samu, ah, yeah, it's faster to repeat
14:33:19  <nielsm> the number of stations in the list passed is very small for most common cases
14:34:00  <Samu> 		uint st_owner = st->owner;
14:34:00  <Samu> 		if (st_owner == OWNER_NONE) st_owner = MAX_COMPANIES; // OWNER_NONE is remapped
14:34:04  <Samu> doing my stuff
14:34:20  <Samu> uint company_best[MAX_COMPANIES + 1]
14:34:22  <Samu> :p
14:34:36  <_dp_> btw, std::set doesn't seems to be relatively slow
14:35:23  <_dp_> only good for big sets with a lot of find
14:35:41  <Samu> now i'm thinking about the best rated station
14:35:53  <Samu> to give them the extra missing pieces that got discarded
14:37:22  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7006: Hardware mouse cursor
14:37:38  <_dp_> Samu, it's completely wrong to give every remainder to the best station
14:37:57  <_dp_> imagine 99 pieces shared between 100 stations, 99 get 0 and 1 gets 99
14:38:14  <_dp_> if anything they should be sorter by remainder with some randomness as a tiebreaker
14:38:18  <_dp_> but tmwftlb
14:38:21  <Samu> that's what i will find out - to see what numbers it results
14:38:50  <_dp_> or, no, actually they should be randomized with chance proportional to remainder
14:39:09  <_dp_> that will make it totally fair on averagge
14:50:04  <Samu> intro title had a nice case
14:50:54  <Samu> 171 was the amount that was going to be moved to best station. Now, with this fix, it gained 1 more, 172
14:51:42  <Samu> the difference here was only 1, couldn't split it with any other station
14:51:52  <Samu> i need to test extreme cases
14:56:14  <Samu> remainder has always been 1 for the main title game
14:58:27  <Samu> i need a busy savegame
14:58:32  <Samu> with ppl stealing each other
15:00:21  <Samu> assert(remainder == 1); well this should help
15:08:22  <Samu> aha, i got a remainder == 2
15:08:27  <Samu> an assert
15:09:56  <Samu> i dont know if i can call UpdateStationWaiting twice for the same station
15:10:12  <Samu> but if I can, I have a solution
15:12:31  <Samu> if i can't, i need more code :o
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15:14:35  <_dp_> it's easy to dump remainder to the best station, just utterly pointless
15:18:00  <_dp_> it's only reasonable in original code because there are just 2 stations and there is no extra effort required
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15:27:58  <nielsm>
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15:55:14  <FLHerne> andythenorth: In Horse, are the 'Broadrock' trucks supposed to produce such a huge amount of smoke while accelerating?
15:55:27  <andythenorth> yes
15:55:31  <andythenorth> too much? o_O
15:55:32  <FLHerne> I mean, I've seen smoky heavy trucks, but it looks a bit silly :P
15:56:05  <FLHerne> From a standstill it's fine
15:56:20  <FLHerne> The 'problem' is that they slow down when going around corners
15:57:27  <FLHerne> So on twisty roads they do it all the time, which is perhaps a bit much
15:58:04  <Samu> my terrible terrible coding skills :p
15:58:51  <FLHerne> Oh, I switched to JGRPP again?
15:59:19  <FLHerne> And it still has non-colliding ships
15:59:43  <FLHerne> So does that mean it doesn't use the path cache, or jgr found a sane way to do it?
15:59:46  * FLHerne looks
16:00:37  <Samu> how ugly is this? uint station_moved[0xFFFF] = {};
16:00:45  <Samu> 65535
16:04:20  <Samu> all i need is a list which stores station index and amount moved, dunno how to do it
16:04:25  <FLHerne> It's quite a big array; why?
16:04:30  <Samu> because im noob
16:04:50  <Samu> i have only like... 2, 3 stations normally
16:05:41  <Samu> wanted something like "add item x to list with value y", much like AI scripts
16:06:08  <Samu> and then, "get value of item x"
16:07:30  <_dp_> Samu, std::map
16:11:10  <andythenorth> one day I will make a decent road set
16:11:18  <andythenorth> Hog is awful
16:13:59  <andythenorth> git st
16:14:05  <andythenorth> nope, this is not shell
16:14:48  <andythenorth> anyway, just 52 more trains to draw for Horse :P
16:23:43  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations
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16:26:09  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations
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16:55:14  <Samu> i dont know how to std::map :p
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16:56:55  <Samu> you made a typo signle
16:58:08  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations
16:58:23  <_dp_> fixed
17:03:50  <andythenorth> yo
17:17:33  <Samu> here's what I've done to your code
17:17:37  <Samu> :p
17:18:21  <Samu> the remainder part is what's interesting
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17:22:34  <_dp_> Samu,
17:22:54  <_dp_> about 3 times slower than mine and 10x original
17:24:13  <_dp_> can get rid of map tho
17:34:11  <Samu> 10 times original :)
17:34:21  <Samu> how would i get rid of map?
17:38:12  <Samu> haven't found yet a remainding == 3
17:38:21  <Samu> but i didn't try enough either
17:39:05  <_dp_> Samu, like this
17:39:10  <_dp_> still 5-8x tho
17:39:20  <_dp_> Samu, you need at least 3 stations for rem == 3
17:39:53  <_dp_> actually, 4
17:40:20  <_dp_> 3 units to 4 station
17:40:25  <_dp_> *stations
17:41:15  <Samu> wow how did u time that so quickly
17:45:10  <nielsm> some things don't need to be timed or tested, you calculate it
17:45:22  <nielsm> (I don't know if that's the case here but I suspect it)
17:46:01  * _dp_ doesn't even know what exactly is Samu so surprised about
17:50:38  <Samu> excelent edit
17:50:48  <_dp_> ... and now that we have an alternative implementation solving a non-existing problem we can waste much more time discussing which one to use
17:50:50  <Samu> you know some tricks I don't
17:50:54  <_dp_> fan-freaking-tastic :p
17:54:30  <Samu> i dont like wasted cargo :(
17:54:34  <Samu> use mine
17:54:35  <Samu> :p
17:55:11  <_dp_> it still kinda wastes some :p
17:55:31  <Samu> how does it waste cargo?
17:55:59  <_dp_> hm, or mb not...
17:56:35  <_dp_> as it seemingly never actually does /256
18:18:55  <Samu> best_sum is > 256
18:18:58  <Samu> some times
18:19:42  <Samu> now I wanna use this patch for my SamuPatchPack stuff
18:19:57  <Samu> the AIs will be happy
18:21:04  <Samu> they will finally be able to steal each other
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18:30:42  <andythenorth> make on macos has started printing the makefile comments to stdout
18:30:43  <andythenorth>
18:30:56  <andythenorth> is that something I have to fix locally, or is it someting in the makefile?
18:31:26  <andythenorth> is it just indenting?
18:31:56  <nielsm> dunno is it BSD make or GNU make?
18:32:14  <andythenorth> GNU Make 3.81
18:33:08  <LordAro> andythenorth: it's always done that
18:33:24  <andythenorth> maybe I didn't notice so much
18:33:30  <LordAro> prefix with '@' to silence them
18:33:53  <LordAro> it just runs every (indented) line in a shell, so "# foo bar" just does nothing
18:34:09  <LordAro> also 3.81 is ancient
18:41:57  <frosch123> enterprise linux crap still has 3.81
18:42:21  <frosch123> combined with gcc 4.8 :)
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18:45:50  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:45:50  <DorpsGek_III>   - Update: Translations from eints (by translators)
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19:11:18  <nielsm> STR_REPLACE_HELP_ROADTYPE      :{BLACK}Choose the road type you want to replace engines for
19:11:28  <nielsm> shouldn't that be vehicles, not engines?
19:17:24  <andythenorth> plausible
19:21:27  <frosch123> copy paste :)
19:32:25  <nielsm> woo da_DK again complete... except for a bunch of places I think I accidentally (or intentionally) used different terms for some things
19:32:33  <nielsm> not that it's entirely consistent in the first place
19:33:30  <nielsm> and "road vehicle" is such an awkward term
19:38:27  <Wolf01> Ahahahah 500 players F speedrun is EPIC
19:39:17  <_dp_> rejoice Samu, I turbocharged your implementation to acceptable levels:
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19:41:29  <LordAro> Wolf01: link?
19:41:36  <Wolf01>
19:41:44  <LordAro> oh yeah, friday
19:42:36  <crazystacy> what's up with safeguard_do_not_use_this_method. compiled fine before
19:42:58  <LordAro> crazystacy: exactly what it says :p
19:43:08  <LordAro> certain unsafe functions are "banned"
19:43:29  <crazystacy> hold on. it's just odd. it worked fine before as i said :P
19:43:45  <Eddi|zuHause> crazystacy: you might have missed an include, or put them in the wrong order
19:44:00  <crazystacy> aha.
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19:44:16  <crazystacy> i had included something after safeguard.h
19:44:19  <crazystacy> +s
19:45:41  <Samu> wow
19:47:04  <Samu> great job
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19:47:21  <crazystacy> well i had no idea what that was
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19:50:36  <andythenorth> what shall we PR?
19:50:47  <LordAro> your mother
19:51:09  <andythenorth> oof
19:51:10  <andythenorth> rude
19:51:12  <Wolf01> OTTD 2.0
19:51:32  <andythenorth> shall we fix Eddi|zuHause's town patch?
19:51:36  <andythenorth> it's really quite good
19:51:54  <andythenorth>
19:52:10  <andythenorth> I'm not saying Eddi|zuHause will *never* do it :D
19:52:16  <nielsm> I want it
19:52:24  <LordAro> andythenorth: define "fix"
19:52:26  <Eddi|zuHause> *i* am saying i will never do it
19:52:29  <andythenorth> fix / finish /s
19:53:35  <andythenorth> can we move the floodius essay somewhere else?
19:53:41  <andythenorth> it has nothing to do with reviewing the PR
19:53:48  <LordAro> can't move it
19:53:54  <LordAro> could delete it
19:54:22  <andythenorth> it's an entirely valid issue in someone's own fork
19:54:29  <andythenorth> it's not PR commentary
19:54:47  <andythenorth> Eddi|zuHause: what's left to do?
19:54:50  <andythenorth> scenario editor?
19:54:51  <andythenorth> strings?
19:55:09  <andythenorth> oh I neglected lunch :(
19:55:16  <andythenorth> without peter1138 I am helpless as an adult
19:55:24  <Eddi|zuHause> script compat
19:55:46  <nielsm> GUI
19:55:55  <Eddi|zuHause> scenario gui
19:56:03  <Eddi|zuHause> wording for the setting descriptions
19:57:39  <andythenorth> is there 'fund a town' gui?
19:57:49  <LordAro> yeah
19:57:55  <LordAro> in the scenario editor
19:58:06  <Samu> _dp_, [img][/img]
19:58:13  <Samu> the difference it makes
19:58:36  <Eddi|zuHause> what i never was quite happy with is if you use "random" layout for towns, you might want to have two different min/max spacing numbers for natural and grid... but that would totally explode the number of settings
19:59:21  <andythenorth> could be added later if necessary?
19:59:23  <Eddi|zuHause> like "natural" should be between 2 and 4, "grid" between 3 and 6
20:00:08  <andythenorth> having tested the PR locally, good > perfect
20:00:11  <Eddi|zuHause> also, i think we miss a validation function that makes sure min <= max
20:01:40  <nielsm> it would be kind of nice to have a settings gui thing for selecting ranges instead of just single values
20:02:00  <Samu> more settings! more choice!
20:02:21  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations
20:09:10  <frosch123> founding towns can also be enabled in game
20:09:38  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7922: Improved logic of sharing industry production between stations
20:10:45  <frosch123> Wolf01: is that a video of someone making other build the factory, while they play a 3rd person shooter?
20:11:23  <LordAro> frosch123: pretty much, yes
20:11:49  <frosch123> i think i was factorio dev, i would not have picked it as highlight
20:16:15  <frosch123> about twenty years ago a drunk school mate told me on a party, that they liked to spawn 100 bots in cs 1.x, and wait with the submachine at the spawn point, until they show up
20:16:22  <frosch123> that f video reminded me about that :p
20:17:47  <frosch123> omg, they are like rich and bored ottd players... they want to flatten the map
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20:44:48  <Wolf01> Book of demons + support pack, is it worth?
20:45:19  <Wolf01>
20:49:00  <Wolf01> <frosch123> about twenty years ago a drunk school mate told me on a party, that they liked to spawn 100 bots in cs 1.x, and wait with the submachine at the spawn point, until they show up <- this reminded me about when I and my best friend played serious sam 2 on the last level with 200% (or it was 400%) more enemies and all the weapons unlocked with infinite ammo... on the same pc
20:50:03  <frosch123> two controllers? or hot seat?
20:50:14  <Wolf01> 2 mice :D
20:50:28  <Wolf01> One had to be serial and not installed
20:50:49  <Wolf01> WASD and arrow keys
20:51:52  <frosch123> oh, another story: playing nhl93 was way better with keyboard than with mouse. so i took a second pc and wrote a program to simulate mouse actions when pressing keys
20:52:09  <frosch123> just so two people could play with keyboard
20:53:12  <frosch123> it didn't work well though, there were no good method to reset the origin position
20:55:50  <Wolf01> The only problem we had was that the keyboard allowed only 4 keys to be pressed at the same time
20:56:27  <frosch123> those limits are very different for different areas on the keyboard
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20:57:22  <hythlodaeus> hello everyone
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20:57:34  <hythlodaeus> I have a question regarding english.txt
20:58:28  <hythlodaeus> STR_DEPOT_TRAIN_LIST_TOOLTIP
20:58:43  <hythlodaeus> STR_DEPOT_SHIP_LIST_TOOLTIP
20:58:48  <hythlodaeus> STR_DEPOT_AIRCRAFT_LIST_TOOLTIP
20:59:00  <hythlodaeus> there doesn't seem to be one for tramways yet
20:59:09  <hythlodaeus> there should be, as trams have their own depots
21:00:48  <frosch123> there are probably 20 other examples where road and trams share a button
21:00:54  <frosch123> or text
21:01:14  <frosch123> they also share a vehicle list
21:01:25  <hythlodaeus> this should be arranged for in the future then
21:01:49  <glx> tram is just a roadtype IIRC
21:02:20  <frosch123> you could also remove all the train/road/ship/aircraft texts and use a snigle generic one
21:02:56  <glx> generic can't work with some languages I think
21:02:57  <frosch123> why have separate "drag train/road/ship/aircraft to here to sell it", when a single "drag vehicle to here to sell it" works
21:03:17  <glx> different verb depending on the object
21:04:37  <hythlodaeus> Trams now have their own little own building tool section outside of the road construction cascade. That and considering they don't share depots et al, trams should have their unique strings
21:09:47  <andythenorth> drag unit :P
21:09:49  <andythenorth> drag asset :P
21:09:52  <andythenorth> drag thing
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21:21:31  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7914: Town, station and industry directory window sorting performance improvements
21:24:38  *** sla_ro|master has quit IRC
21:30:23  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7922: Improved logic of sharing industry production between stations
21:45:06  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations
21:48:17  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7922: Improved logic of sharing industry production between stations
21:50:42  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7922: Improved logic of sharing industry production between stations
21:55:41  <FLHerne> glx: Since NRT trams have their own toolbar thing
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22:07:45  <MDTWN> Hi
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22:08:54  <andythenorth> more weird PBS crap
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22:09:40  <hythlodaeus> hey again. guys, I forgot how to use strgen to create a proper english.lng file
22:10:14  <hythlodaeus> i recall I can't simply do "strgen english.txt" because that generates a conflict with STRING entries
22:10:19  <glx> strgen ./english.txt
22:10:29  <glx> you need to add a path
22:10:33  <hythlodaeus> aha
22:11:41  <hythlodaeus> hmm i dont think that was it
22:11:41  <andythenorth>
22:11:44  <andythenorth> what do I miss ^^
22:11:57  <andythenorth> train 127 is waiting for a free path into Frogsworth
22:12:01  <andythenorth> all tracks have el
22:12:05  <hythlodaeus> it does create an .lng file but it isn't recognized by openttd
22:12:27  <andythenorth> there are signals on each station entrance track, facing correctly
22:12:30  <Eddi|zuHause> <Wolf01> One had to be serial and not installed <-- we tried to play settlers (1) once with a second mouse, that was a real pain to set up
22:12:31  <andythenorth> everything is PBS, no block
22:12:42  <FLHerne> andythenorth: Looks fine to me
22:12:49  <andythenorth> yeah trains won't go
22:12:57  <FLHerne> andythenorth: Enable 'show path reservations' if you haven't already?
22:12:57  <andythenorth> had PBS weirdness throughout this game
22:13:03  <glx> hythlodaeus: copied the lng in the wrong place ?
22:13:09  <andythenorth> they're on
22:13:10  <nielsm> do you have signals at the exit end of the platform?
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22:13:16  <andythenorth> yes, facing the correct way
22:13:28  <nielsm> and not one-way
22:13:34  <nielsm> `?
22:13:45  <FLHerne> nielsm: There's a picture linked
22:13:55  <andythenorth> not one way
22:14:02  <hythlodaeus> glx: /usr/local/share/games/openttd/lang/
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22:14:22  <andythenorth> we haven't touched path signal stuff recently have we?
22:14:27  <andythenorth> this 1.10-beta-2
22:14:35  <glx> and english.txt corresponding to the exe version ?
22:14:39  <andythenorth> but I had weird PBS behavious same game, master
22:14:55  <andythenorth> there were path reservations stuck, nothing would clear them until I deleted the track
22:15:06  <frosch123> andythenorth: is everything properly electrified, i can't tell for the platform in the back
22:15:19  <andythenorth> yes
22:15:22  <nielsm> FLHerne: difficult to tell when the signals are mostly hidden behind the station roof
22:15:37  <frosch123> maybe set station to invisible, so you can see the tracks and their reservations
22:15:54  <andythenorth> it's something to do with the depot
22:15:58  <FLHerne> andythenorth: I've seen stuck reservations before, but years ago
22:16:03  <nielsm> yeah I'd demolish the station and rebuild it
22:16:08  <nielsm> :/
22:16:28  <andythenorth> the white train is waiting at a one way on the left
22:16:33  <hythlodaeus> glx: I think it might be that
22:16:41  <andythenorth> I added another one way next to it, and everything freed
22:16:48  <glx> depot entrance should be inside the PBS block I think andythenorth
22:17:01  <nielsm> agree on that
22:17:04  <hythlodaeus> I've compiled the latest code, and updated my modified english.txt accordingly
22:17:11  <hythlodaeus> but i might have done something wrong
22:17:17  <hythlodaeus> or saved in the wrong text format
22:17:32  <nielsm> when you modify english.txt you generally need to recompile the game to match it
22:17:46  <nielsm> I'm not sure it's supported to modify english.lng without doing a recompile
22:18:04  <glx> it's ok as long as the commands are untouched
22:18:49  <glx> and of course no added/removed strings
22:18:54  <andythenorth> magic bulldozer time, more tracks needed
22:19:02  <andythenorth> 'sandbox mode'
22:19:39  <hythlodaeus> nielsm: it used to work fine before
22:19:55  <hythlodaeus> ffff yeah i think my file is messed up
22:19:58  <hythlodaeus> damn
22:20:35  <glx> btw you don't need to do make install, it's easier the just run openttd from bin
22:20:48  <hythlodaeus> i prefer make install
22:20:52  <nielsm> you can actually "make run"
22:21:33  <hythlodaeus> ffff any ideas on how to compare .txt files asides from using track changes on libreoffice?
22:21:47  <glx> diff
22:22:00  <hythlodaeus> wots dat?
22:22:15  <nielsm> diff file1.txt file2.txt
22:22:17  <glx> and I think there are graphic tools around diff too
22:22:20  <nielsm> just do that command
22:22:23  <nielsm> yeah
22:22:35  <glx> on windows I use winmerge
22:28:14  <hythlodaeus> hmm yeah a graphic ui would help since i made a lot of changes on the file...
22:28:36  <glx> google for "diff gui"
22:28:49  <glx> there are many available tools
22:29:12  <frosch123> on linux use kdiff3
22:29:19  <frosch123> kdiff3 file1.txt file2.txt
22:29:43  <dwfreed> vim has a diff mode as well
22:30:20  <LordAro> these are perhaps not the best suggestions for someone who doesn't know what diff is
22:30:49  <hythlodaeus> that requires kde
22:31:11  <frosch123> sure, everything good requires kde :p
22:31:42  <LordAro> meld is an alternative
22:31:57  <frosch123> yep, meld or tkdiff
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22:32:25  <hythlodaeus> ok tks
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22:38:47  <andythenorth> is it bed?
22:38:52  <andythenorth> probs
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22:48:46  <Samu> how do i test regression again?
22:49:08  <glx> MSVC ?
22:49:19  <Samu> i edited regression.bak and put a -k there
22:49:23  <Samu> bat*
22:49:31  <Samu> then i run via visual studio?
22:49:35  <glx> yes
22:49:45  <glx> should work
22:49:48  <Samu> i want it to log the file
22:50:00  <Samu> but i'm getting a 0 bytes file
22:50:27  <glx> with -k it should keep the files
22:50:54  <Samu> they're kept, but empty inside
22:51:06  <Samu> maybe im doing this wrong
22:51:06  <glx> so no diffs
22:51:28  <glx> hmm
22:52:30  <Samu> gonna retry
22:52:47  <Samu> now it wrote a big file, i dont know why
22:54:52  <Samu> oh i see
22:55:03  <glx> you need to wait for regression to finish
22:55:18  <Samu> if i run the bat file directly from explorer, it generates empty text files
22:55:39  <Samu> if i run regression>build in visual studio, it generates content to those files
22:56:19  <glx> from explorer the editbin won't work, so exe is not converted to console mode I guess
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22:58:56  <Samu> i see
22:59:19  <Samu> well, then now i need a diff viewer between two files to find the differences :(
23:00:30  <Samu> ah, i think i know
23:01:12  <Samu> there's finally a use for tortoise svn, good thing I kept it installed
23:01:32  <glx> hehe, I use winmerge to compare files
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23:07:31  <Samu> [img][/img] wow ... seriously...
23:08:08  <glx> ahah date changes
23:08:11  <glx> happens
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23:09:10  <Samu> i wonder what does this
23:09:18  <Samu> i suspect variable max op codes
23:09:44  <glx> regression use it's own cfg
23:09:46  <Samu> because... it's variable
23:10:00  <Samu> i'll never get a static result
23:10:39  <glx> but a change in AI API can delay some AI stuff
23:11:08  <LordAro> glx: this is presumably Samu's variable max opcode patch
23:11:28  <LordAro> which essentially just breaks the regression testing
23:11:35  <glx> must be disabled for regression :)
23:12:33  <Samu> im unsure yet, gotta have to check
23:14:09  <hythlodaeus> tks guys, found the problem by comparing w/ Meld!
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23:25:53  <Samu> confirmed, it's
23:26:03  <Samu> got yet another result
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23:26:31  <Samu> cannot be predicted, hmm so i guess i need to make a setting about having it disabled
23:27:34  <Samu> first test, 4 vehicles had differences, 2nd test only 3 had differences
23:27:40  <Samu> :p
23:28:22  <Samu> but it's too late atm, gonna bed, cyas
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