Config
Log for #openttd on 25th August 2016:
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00:03:49  <Samu> what is the ents patch?
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00:27:16  <goodger> a joke
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00:37:21  <Samu> epictrans still bankrupts... :(
00:39:02  <Samu> i'm gonna give up on him
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01:38:07  <sim-al2> RIP FLHerne's internet
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01:39:19  <alask0ud> LOL
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01:41:17  <alask0ud> dude.
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02:56:18  <Lejving> Hey. I'm super new to openttd, two questions! Is zbase the "best" hd graphic mod, or at least the standard one? How can I enable more technology from the start (like electric trains), is it just to enter later start date?
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02:59:35  <supermop_> id say ogfx is more of a standard
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03:00:19  <supermop_> if you want different from default trains - including earlier electric trains, there are other train newgrfs
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03:00:41  <supermop_> realistic and non-realistic
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03:01:28  <Lejving> manpower ogfx-industries?
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03:55:06  <Eddi|zuHause> no, "ogfx" is shorthand for "OpenGFX", which is the first free base set that was develped. it is not high-res though
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03:55:52  <Eddi|zuHause> manpower industries is a grf that tries to make the game more challenging by requiring workers and stuff to produce goods
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04:14:37  <Ethereal_Whisper> http://i.imgur.com/Htwdill.png screw you town, you're not allowed to grow.
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06:17:39  <Nitrodev> Hi all
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06:38:02  <ccfreak2k> Ethereal_Whisper I did something vaguely similar in a multiplayer game.
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06:38:22  <ccfreak2k> I was building a train that circled the island for no reason other than I could do it.
06:38:35  <ccfreak2k> A few other players were frantically trying to clear and build in front of me.
06:38:40  <ccfreak2k> It ended in the total destruction of a small town.
06:38:58  <ccfreak2k> Well, it didn't end. I built that railroad.
06:39:05  <ccfreak2k> But it was the end for that town.
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08:17:13  <Wolf01> moin
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09:22:13  <Alkel_U3> and andy thought he has unstable connection :-)
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09:27:46  <Wolf01> :)
09:28:02  <V453000> get rekt
09:28:10  <V453000> brix tranez u wot m8
09:28:13  <V453000> belts everywhere
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10:18:55  <Samu> hello
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10:20:33  <Samu> question about AI libraries
10:20:43  <Samu> what are they used for ?
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10:21:07  <Wolf01> Standard base of functions to share between AIs?
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10:23:28  <Samu> hmm i see
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10:24:05  <Samu> is there a library that deals with loan/money management?
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10:24:30  <Wolf01> Maybe, if not try to write one ;)
10:24:35  <Samu> uh :(
10:24:40  <Samu> no, not me :(
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10:25:58  <Samu> found this https://wiki.openttd.org/AI:Library
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10:28:12  <Samu> gosh... SynTrans bankrupted, money management
10:28:23  <Samu> tons of profit and still bankrupts
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10:35:39  <Samu> money management is the achilles' heel of some otherwise good ais
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10:36:03  <Samu> wish i could help
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10:37:04  <Samu> there are ais that are blatantly bad at turning a profit, i'm not refering to these, but to those that have huge profits and yet manage to bankrupt
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10:43:39  <Samu> FLHerne: having trouble staying connected?
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10:48:09  <Samu> uh, german commentary
10:48:11  <Samu> local townid_a = townpoplist.Begin();		//suche die größte Stadt
10:48:13  <Samu> what does it mean
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11:11:25  <Samu> oops, when trying to fix money issues for epictrans,
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11:11:38  <Samu> I made him wait indefinitely for money, i think i failed somewhere
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11:14:38  <Samu> while (AICompany.GetBankBalance(AICompany.COMPANY_SELF+10000) < AIRoad.GetBuildCost(AIRoad.ROADTYPE_ROAD, AIRoad.BT_ROAD))
11:14:43  <Samu> how much is 10000?
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11:15:27  <Samu> or am I trying to get the bank balance of company 10001?
11:15:32  <Samu> omg lol
11:16:11  <Samu> i just imagined openttd with 10k companies
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11:50:02  <Samu> what is wrong with FLHerne_ ?
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12:25:58  <Samu> i'm looking at openttd code *FindClosestShipDepot(const Vehicle *v, uint max_distance)
12:26:11  <Samu> it looks for the manhattan distance
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12:26:28  <Samu> what is the depot is on a lake that the ship can't access?
12:26:31  <Samu> if*
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12:28:55  <Samu> omg, this is so wrong
12:29:31  <Samu> it should look for the closest ship depot that the ship has access to
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12:44:33  <Samu> 			if (dist >= 130) { 				return_cmd_error(STR_ERROR_TOO_FAR_FROM_PREVIOUS_DESTINATION);
12:44:40  <Samu> why 130?
12:44:55  <Samu> how did you came up with 130? :(
12:45:21  <SpComb> someone forgot to do it properly and write `const int MAGIC_NUMBER_130 = 130;`
12:49:41  <Samu> why check for YAPF?
12:49:49  <Samu> i'm gonna try something
12:50:45  <Samu> if (v->type == VEH_SHIP && _settings_game.pf.pathfinder_for_ships == VPF_OPF) {
12:50:55  <Samu> is it == or = ?
12:51:30  <Snail> if it’s Matlab it should be ==
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13:05:21  <Samu> thx
13:09:22  <Samu> the function at line 133 of ship_cmd.cpp needs rework, it's really bad the way it is
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13:11:04  <Samu> just tested something, i placed a ship depot on a lake, innaccessible by the ship not on this lake, and another ship depot a bit further away, accessible by the ship
13:11:25  <Samu> i told the ship to go to depot, and it picks the ship depot on the lake
13:11:29  <Samu> :(
13:12:02  <Samu> it should run the pathfinder to look for the closest depot
13:12:33  <Samu> how can i fix this? I'd like to change that function to be more "intelligent"
13:14:07  <Samu> https://hg.openttd.org/trunk.hg/file/4051bab2730c/src/ship_cmd.cpp#l133
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13:30:23  <Samu> who's a yapf expert?
13:33:20  <Samu> :|, what am i supposed to do? this seems so simple, but it is so hard
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13:46:53  <Samu> how do I understand the limits of the pathfinder?
13:46:59  <Samu> i'd like to investigate
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13:59:58  <Samu> uhm... nevermind, YAPF is doing great after all
14:00:19  <Samu> it's just that strange limitation of 130 tiles that's confusing me, why did you decide to put it in?
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14:01:06  <Samu> it's even running faster
14:02:00  <Samu> must test this further, brb
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14:14:34  <Samu> noob question, is there a hotkey for cloning vehicles?
14:14:54  <Samu> i dont feel like clicking 5000 times
14:15:48  <V453000> just clone the vehicle in the vehicle window?
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14:16:21  <argoneus> good afternoon train friends
14:16:41  <V453000> noep
14:16:42  <V453000> fuck tranez
14:16:52  <argoneus> ;;
14:17:21  <andythenorth_> V453000 brix trainz?
14:17:39  <V453000> shittin brix has slowed down a little bit lately
14:17:49  <argoneus> >notice factorio is hiring python developers
14:17:52  <argoneus> >get hyped and open it
14:17:53  <V453000> a bit of identity crisis, wasn't sure what amount of detail I wantz
14:17:54  <argoneus> >it's webdev
14:17:56  <argoneus> aaaaaaaaaaaaaaaaa
14:18:14  <V453000> got quite a final model naow though, will try to render tonight
14:18:54  <Samu> i'm at 2000, 3000 to go
14:22:10  <Samu> 2000 clicks to go
14:22:14  <Samu> im tired already
14:22:38  <V453000> andythenorth_: https://dev.openttdcoop.org/attachments/download/8066/test-sh40.png
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14:23:11  <andythenorth_> That works
14:23:18  <andythenorth_> Are those rivets?
14:24:00  <V453000> rather screws
14:24:00  <V453000> but yeah
14:24:27  <argoneus> Samu: absolute madman
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14:26:43  <andythenorth_> V 'done'
14:27:18  <V453000> I think so
14:27:21  <andythenorth_> looks like Micro Machines \o/
14:27:30  <V453000> might paint some extra texture on it
14:27:35  <V453000> even though I have a rule of no textures for brix XD
14:27:36  <andythenorth_> Maybe
14:27:44  <V453000> painted mess works
14:27:54  <andythenorth_> I would leave it flat colour
14:28:06  <andythenorth_> Reduce prominence of screws
14:28:18  <V453000> yeah sure, just an extra multiply-like texture in spots
14:28:32  <V453000> I guess yeah
14:28:36  <V453000> they kind of hit the eyes hard
14:29:13  <andythenorth_> Add grilles or ports in same colour as body if you want to break up the flat
14:29:29  <V453000> did, didn't like it
14:29:36  <V453000> I do want to keep some flat
14:29:47  <V453000> preserves the general shape instead of making it a mess of details imo
14:32:22  <andythenorth_> Fair
14:33:27  <V453000> also, this is a model-scene lighting setup, the final will probably be better lit
14:33:39  <V453000> I model in blender and then export to max with vray
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14:34:44  <Samu> yes, I did it! 5000 ships
14:40:06  <Samu> holy crap what a giant stall
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14:46:26  <Samu> ugly stalls, i wonder how the pathfinders do their work
14:46:47  <Samu> i'm testing 5000 ships crossing a 1024x1024 map horizontally
14:47:23  <andythenorth> RL ships are very inconvenient for ottd
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14:47:49  <andythenorth> Basically standard small cargo ship carries most cargos, including containers
14:47:52  <Alberth> o/
14:47:55  <V453000> andythenorth: -insert comment-
14:47:59  <V453000> yo Alberth
14:48:07  <andythenorth> Lo Alberth
14:48:21  <Samu> hi alberth, are you an expert on pathfinders? I'm trying to *ahem*... do something about the slowdowns
14:48:27  <andythenorth> V reality needs rearranging
14:48:41  <V453000> https://dev.openttdcoop.org/attachments/download/8068/test-sh40-pointiness.png
14:49:13  <V453000> note the differences on the gray material of the coupling
14:49:14  <V453000> MF
14:49:54  <V453000> and the rivets are too hidden now :D
14:50:15  <supermop_> looks grim
14:50:19  <Alberth> Samu: I did look into path finder theory, and not much in the OpenTTD implementation
14:50:24  <Samu> i've set up a map with 5000 ships, a worst case scenario, and see which pathfinder slows down the least, goiing from a corner to another
14:50:28  <V453000> supermop_: the lighting is super provisional
14:50:35  <Samu> map size 1024x1024
14:50:46  <Alberth> bit oversized coupling?
14:51:03  <V453000> hell yeah Alberth
14:51:11  <supermop_> the side panels seem like the panels from the erector set i had in the early 90s
14:51:36  <Alberth> Samu: that's not even close to worst case
14:52:07  <V453000> https://dev.openttdcoop.org/attachments/download/8069/test-sh40-LET-THERE-BE-LIGHT.png
14:52:13  <Samu> could be 4096x4096, i know
14:52:49  <Alberth> Path-finders usually try to extend in a straight line to the destination, so the real problems arise when there are obstacles in the way
14:52:54  <V453000> coupling is big because exaggerated shapes, me like
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14:53:15  <V453000> & shit like filling gaps between units etc asdf
14:53:25  <Samu> at first, i think there could be some sort of pathfind queuing
14:53:50  <Samu> before computing it for a path or whatever th heck it does, queue that request
14:54:20  <Samu> so, essentially, if the queue is full, let them vehicles be lost for a while
14:54:57  <supermop_> i think the buffers throw me off
14:55:14  <Alberth> V: ah ok, filling space :)    otherwise couplings are pretty much non-essential to show
14:55:29  <V453000> are essential here
14:55:38  <V453000> wheel aren't really visible so a coupling is the defining part of a train
14:55:41  <V453000> vs a RV etc
14:55:54  <Alberth> fair enough :)
14:56:03  <supermop_> i buy that
14:56:17  <V453000> for example diesel trains don't have top pantograph
14:56:21  <V453000> so they could get close to RV
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14:56:33  <V453000> since they won't have this shit, it's clear
14:56:36  <supermop_> radiator fan on top?
14:56:42  <Alberth> who said trains could not drive on road? :p
14:56:44  <V453000> well yeah more or less
14:57:39  <V453000> hm maybe I could render vehicles from max
14:57:42  <V453000> I mean blender
14:57:51  <V453000> but the amount of mess that is ._.
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15:03:16  <Samu> darn, 5000 ships is too much
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15:10:20  <Samu> even with only 50 ships the stalls are noticeable :(
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15:13:56  <andythenorth> Bloody ships
15:16:01  <Samu> seems the original pathfinder has the potential to be the least cpu intensive
15:16:19  <Samu> i wish i could adjust some of its limitations
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15:18:45  <andythenorth> To make it more accurate? o_O
15:19:41  <Samu> he seems to throw things towards a direction and then hope for the best, until in finds something wrong, then tries to fix it
15:19:55  <Samu> typos
15:20:15  <Samu> he throws ships towards a direction and then hope for the best, until it finds an obstacle
15:21:23  <Samu> original also has a "stable" cpu usage
15:21:34  <Samu> the others have a "peaky" cpu usage
15:21:39  <Samu> they cause stalls
15:22:01  <andythenorth> Stupid ships :p
15:22:15  <V453000> shits
15:22:28  <andythenorth> How do I make a 'bulk cargo' ship look different to general cargo ship?
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15:23:13  <andythenorth> For RVs one is dump truck, one open truck, and I can make them look different even though they are only 32px wide and 6px high :p
15:23:35  <andythenorth> Ship is much bigger, shoukd have much more eye candy possibility
15:23:46  <V453000> you give it a gigantic hopper?
15:25:06  <Samu> http://imgur.com/a/ueQca
15:25:13  <Samu> look at cpu usage
15:25:29  <andythenorth> V453000 maybe :p
15:29:34  <Samu> hmm, some random idea
15:29:48  <Samu> spreading ships to avoid "peak"
15:29:57  <Samu> peak usage
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15:30:48  <Samu> would mask that peak usage if the pathfinder isn't requested at the exact same time, i think
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15:31:37  <Samu> the screenshot shows 1 ship, but that's actually 50 ships stacked together
15:31:44  <Samu> at middle and at right
15:31:52  <andythenorth> Ships need to not have hold covers
15:32:06  <andythenorth> Like this one http://www.istockphoto.com/es/foto/mineral-de-hierro-de-transporte-de-carga-barcaza-gm506042444-84011075?st=_p_mainship
15:32:14  <andythenorth> So cargo can be seen
15:33:03  <Samu> i dunno what to say, just randomly throwing ideas
15:33:11  <Samu> I'm of no help
15:40:03  <Samu> could the pathfinder, or just some parts of it, be started on a 2nd thread, avoid stalls?
15:40:18  <Samu> i still see the peak being 12.5%
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15:42:59  <Rubidium> not feasibly; path finding depends on other vehicles, so running it asynchroniously makes pathfinding undeterministic and as such breaks multiplayer
15:44:08  <Rubidium> also, pathfinding is done in the middle of the vehicle moving process, so you'd need to introduce some extra states for vehicles that are waiting to get their pathfinding results and then continue where they were
15:44:17  <Rubidium> which makes it even trickier
15:44:49  <Alberth> last but not least, moving it to another CPU does not decrease CPU usage, you just shift it
15:45:22  <Samu> i meant only for ships
15:45:25  <Rubidium> having said that, you can make a game that does spread the load over all CPUs, but then you have to give up some of the other features of OpenTTD
15:45:35  <Samu> ships can cross each other
15:46:10  <Rubidium> they still interact at stations when (un)loading
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15:49:19  <Rubidium> the only reasonable solution for improving ship pathfinding seems to be implementing shipping "lanes", that is "road" in the water that ships should follow
15:49:44  <andythenorth>  Auto-bouy
15:49:47  <Rubidium> that reduces the number of choices so dramatically that pathfinding becomes cheaper and better cachable
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15:50:42  <Alberth> What about Jump-Point search?
15:51:14  <andythenorth> Pre-seed the map with hidden bouys, on 16-tile grid? Then keep a linkgraph between the nodes?
15:51:41  <andythenorth> The linkgraph will be hideously big for 16 tile grid :(
15:52:07  <andythenorth> But pathfinder would be much faster :)
15:52:50  <Alberth> you don't unload cargo at a bouy :)
15:53:31  <andythenorth> Dock - [bouys] - dock
15:54:19  <Alberth> maybe caching a path between docks is enough already
15:54:27  <Alberth> except that fails for lost ships
15:54:36  <andythenorth> Yeah...
15:55:53  <Samu> interesting observation, the OPF ships are the first to arrive at the destination
15:56:17  <Samu> in real time that is
15:56:22  <Alberth> less CPU usage, I guess
15:56:24  <Samu> in openttd game time... not really
15:57:29  <Samu> considerably less cpu time
15:58:36  <Samu> well, i lie, they didn't arrive yet, but they're the first to approach it, i hope they dont get lost
15:59:28  <Alberth> OPF takess less cpu time, but is also less powerful
15:59:50  <Alberth> ie it looses ships more often
16:00:25  <Samu> 9 jul 1955, the first ship arrived
16:00:34  <Samu> about 22 secs cpu time
16:00:39  <Alkel_U3> well, not only ships, should it be trusted with something else :-)
16:02:04  <Alkel_U3> I remember seeing AI's trucks spinning forever in would-seem-like-a-shortcut loop instead of taking a detour to actually take the bridge to lead to their destination
16:02:05  <Samu> 27 aug 1955, last ship arrived
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16:02:13  <Samu> for OPF
16:02:18  <Samu> now who's next?
16:02:31  <Samu> i guess it will be YAPF with his stack of 50 ships
16:03:17  <Samu> i notice YAPF peaks are less intense
16:03:22  <Samu> as the ship approach destination
16:03:25  <Samu> ships*
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16:04:13  <Samu> peaking to about 2.78%
16:06:02  *** andythenorth has joined #openttd
16:06:24  <andythenorth> Quak
16:06:36  <Samu> about 1.10% when almost there
16:06:45  <Samu> something like 10 tiles away
16:07:14  <Samu> reached destination at 16 jan 1955
16:07:32  <Samu> faster in game time, but not in cpu time
16:07:39  <Samu> user time or whatever u call it
16:07:55  <Samu> cpu time was 15 minutes, 10 seconds
16:08:22  <Samu> waiting for NPF now
16:08:29  <frosch123> hoi
16:10:02  <andythenorth> So layered sprites
16:10:13  <andythenorth> Means I can animate ship wakes
16:11:12  <Samu> oh, Alberth https://hg.openttd.org/trunk.hg/file/4051bab2730c/src/ship_cmd.cpp#l133 this is a problem
16:11:31  <Samu> closest depot could be on a lake that the ship can't access
16:11:45  <andythenorth> Why blame alberth? :p
16:11:52  <Samu> i dunno, anyone then
16:12:03  <Alberth> hola
16:12:19  <Alberth> There is an issue about that, afaik
16:12:39  <Alberth> basically, the solution is "improve the path finder to be less stupid"
16:13:15  <Samu> it's not a path finder issue, at least it's not directly his fault
16:13:29  <Samu> he is given the coordinates of a depot
16:14:28  <andythenorth> Each isolated body of water gets a linkgraph for routing? :p
16:14:50  <andythenorth> Don't try and route off the graph?
16:16:16  <Samu> given a ship position, pathfind the closest accessible ship depot nearby
16:16:34  <supermop_> make bouys work different
16:16:45  <supermop_> build a route with them
16:16:50  <Samu> what that function is doing is, given a ship position, get the coordinates of the closest ship depot nearby
16:17:17  <Samu> wrong implementation :( how do I fix
16:17:43  <supermop_> and if point between bouys gets broken/blocked try to route around? but otherwise dont pathfind for each ship journet
16:18:47  * andythenorth bets ship pathfinding is fine, until some inflection point
16:19:02  <Samu> yapf seems to be the most accurate
16:19:15  <andythenorth> My guess is, just need to reduce the area considered
16:19:35  <andythenorth> Which is what the yapf limit does
16:19:55  <Samu> original is easy on cpu usage, and apparently efficient enough provided the ships don't get lost, but... they do
16:20:01  <andythenorth> But current limit tuned to gameplay not cpu use
16:20:10  * andythenorth guessing 100%
16:22:04  <Samu> NPF ships have arrived, 16 jan 1955
16:22:34  <Samu> 29 min, 40 sec cpu time, that's nearly the double of YAPF
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16:26:12  <Samu> if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) && "is this ship depot reachable?"
16:26:28  <Samu> help me code that part, where do i look for?
16:26:44  <Samu> :)
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16:34:29  <andythenorth> RL needs more cargo-visible ships like http://www.shipspotting.com/gallery/photo.php?lid=2484242
16:35:05  <Alberth> Such an appropriate ship name :p
16:35:28  <Alberth> translated:  "variation"
16:36:18  <Alberth> RL is probably bothered by bad weather, and the show must go on
16:36:51  <andythenorth> At sea, open hatches = sinking
16:37:13  <Alberth> makes sense
16:37:26  <Alberth> another RL problem :p
16:37:35  <andythenorth> Hmm
16:37:59  <andythenorth> Does openttd have 'sea' or 'water'?
16:38:21  * andythenorth is not near an openttd right now
16:38:22  <Alberth> afaik we do have sea and not sea
16:38:44  <Alberth> except I don't know what variations the latter contains
16:39:22  <andythenorth> Canal, river
16:42:46  <andythenorth> As long as we don't add weather, I can use open-topped ships :p
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16:47:42  <supermop_> andythenorth: https://gcaptain.com/spotd-mv-aranui-the-mullet-of-cruise-ships/
16:48:31  <andythenorth>   It's a beaut
16:48:49  <andythenorth> No mixed pax/cargo ships :p
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16:53:09  <andythenorth> Bloody ships
16:53:25  <andythenorth> Too many wrong turns with FISH :p
16:53:40  <andythenorth> Too many sprites I want to reuse :p
16:53:45  <andythenorth> Not helping
16:53:55  <V453000> ._.
16:54:01  <V453000> wtf are you doing now?
16:54:21  <supermop_> write something in python that automatically makes a ship grf
16:54:30  <V453000> nice idea
16:54:34  <supermop_> and chooses stats on its own with no input from you
16:55:54  <andythenorth> Stats fine, but sprites also :p
16:56:21  <V453000> and then write a script to push outputs to bananas
16:56:27  <V453000> one of them will be a good grf perhaps
16:56:41  <andythenorth> Generative
16:56:53  <andythenorth> 'Use algos' :p
16:57:29  <andythenorth> V453000 I will be needing you to render some stuff thanks
16:57:43  <andythenorth> Also mostly realism, some chibi
16:57:49  <V453000> XD
16:57:56  <V453000> sure after I am done with BRIX and PART
16:57:57  <andythenorth> And to correct lengths for all angles :p
16:58:16  <andythenorth> 'Correct' for original ttd way of counting
16:58:59  <V453000> wat
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17:05:00  <andythenorth> Diagonal lengths
17:05:22  <Samu> HALP! https://paste.openttdcoop.org/psmpbbtt2
17:05:22  <andythenorth> Most of FISH is wrong because it was based on iso renders
17:05:22  <V453000> ships don't care about that?
17:05:32  <andythenorth> Looks wrong :p
17:05:37  <andythenorth> Weird
17:05:46  <V453000> it can't look wrong if it's rendered so it's physically correct
17:05:46  <andythenorth> Not chibi enough in / views
17:05:55  <V453000> trains look wrong when taking turn
17:06:16  <andythenorth> I am used to it :D
17:06:18  <andythenorth> R
17:06:24  <andythenorth> Wrong becomes right
17:06:31  <V453000> cpu had nothing to do
17:06:45  <V453000> https://dev.openttdcoop.org/attachments/download/8070/test-sh40-FAT.png
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17:07:12  <V453000> x40 zoom yet?
17:07:32  <Samu> gah... i dunno where to start, any hint?
17:08:08  <andythenorth> V put fork in it, that's done
17:08:12  <Samu> i want to create a list of depots that are accessible for the ship
17:08:24  <andythenorth> Except maybe...stickers? o_O
17:08:42  <Samu> once the list done, pick the closest depot from that list
17:08:49  <V453000> andythenorth: I will also make the sharp meshes with subdivision and likely slap the edge detecting material on all of it
17:08:51  <Samu> so, how am i doing this?
17:08:52  <V453000> it adds a lot of depth
17:08:59  <V453000> stickers probably not
17:09:42  <Samu> i want to avoid pathfinding for every depot out there, then again, i dont even know how to make openttd pathfind
17:09:54  <Samu> i'm pretty much lost
17:09:55  <andythenorth> V something printed on sides of cabs
17:10:05  <andythenorth> Barcode? :D
17:10:09  <V453000> XD
17:10:13  <V453000> not a retarded idea
17:10:24  <andythenorth> Needs something
17:10:38  <andythenorth> Real trains have numbers, logos, data plates etc
17:10:47  <V453000> exactly, this isn't real train :D
17:11:00  <V453000> but I will consider something
17:11:14  <V453000> nyway, I gtfo
17:11:16  <V453000> cya
17:15:38  <andythenorth> http://dev.openttdcoop.org/attachments/download/7780/FISH-0-9-2.png
17:15:54  <andythenorth> Which ones are similar capacities? :p
17:17:41  <Alberth> so many :)
17:18:12  <andythenorth> If I have 10 types of cargo ship, I need ways to make them look different per type, but all equivalent sized, roughly
17:18:39  <andythenorth> (10 types, 3 capacities, 30 in total)
17:19:44  <Samu> bah, too long to save errors
17:19:46  <andythenorth> Mixing barges and ships is one way to add variety, but sizes then look quite different
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17:25:48  <Alberth> looks very nice, imho
17:27:53  <Samu> gonna post a patch,brb
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17:32:04  * andythenorth wonders about just two sizes of ship per type :p
17:32:14  <andythenorth> Dunno if that works though
17:34:12  <andythenorth> In my games, primary cargo routes tend to need more or larger ships than secondary
17:34:55  <andythenorth> Because of cargo processing ratios at industries, and because secondary cargos often have more destinations
17:43:33  <Samu> https://bugs.openttd.org/task/6500 - plz implement :)
17:43:50  <Alberth> maybe because FIRS doesn't give more output on secondary?
17:46:10  <andythenorth> Yeah
17:46:18  <Alberth> at least, with trains and default set, secondary and tertiary industries give more output
17:46:33  <andythenorth> Which is fine, but means wider range of ship sizes needed :p
17:47:20  <andythenorth> 'Small' and 'big' is quite appealing :)
17:47:45  <Alberth> just make "big" a little bigger :)
17:47:58  <Alberth> it's easy to just buy more ships
17:48:10  <Alberth> in case big is too big
17:50:49  <Samu> gonna test YAPF unlimited
17:50:58  <Samu> see if the AIs actually benefit from it
17:51:02  <Samu> I expect that they do
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17:58:01  <andythenorth> So what's the Goldilocks size for freight ships?
17:58:28  <andythenorth> I thought it was 360t, but it would be convenientbif it was 240t or so :p
17:58:43  <Alberth> smallest size?
17:59:01  <Alberth> 360t for smallest size seems a bit large indeed
17:59:15  <andythenorth> Goldilocks = most commonly used
17:59:38  <Alberth> since you don't always have lots to move, it just needs to be transported across water
18:00:33  <andythenorth> There will be some kind of small 'all freight' ship below 100t ;)
18:00:53  <Alberth> train is around 250-300 t, so 240t looks fine to me
18:01:06  <andythenorth> But the types - refrigerated, livestock, wood etc - would be 2 or 3 sizes
18:01:31  <andythenorth> 180, 360, 720 or 240, 720
18:01:45  <andythenorth> Or so
18:02:07  <Alberth> the *2 concept seems a bit weird to me
18:02:17  <andythenorth> 180->360 is possibly too close
18:02:57  <andythenorth> 3 sizes means 90 ships, all looking similar-but-unique
18:02:58  <Alberth> 240, 720  would be ok
18:03:11  <andythenorth> 2 sizes means 60 ships
18:03:30  <andythenorth> As they all have to be drawn...2 is better :p
18:03:31  <Alberth> would be a nice test, imho
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18:03:59  <Alberth> if it doesn't work, you can add one in-between, possibly with a bit rescaling
18:04:15  <andythenorth> Also it's easier to maintain graphical variety between 60 ships than 90
18:04:42  <andythenorth> Also sanity :p
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18:05:13  <Alberth> you could add some really small ones and make them refittable, if you want an even smaller size
18:05:36  <andythenorth> Yes, they will just be generic cargo
18:05:40  <Alberth> but they mostly only make sense at a river or so
18:06:22  <andythenorth> Narrow gauge IH doesn't have all types of wagon that standard rail has, for example
18:09:51  <andythenorth> Hmm
18:10:32  <andythenorth> Better to not reuse FISH sprites directly
18:11:39  <andythenorth> I can adjust sizing, making all ships bigger relative to FISH
18:11:50  <andythenorth> These means more detail for small ships
18:12:50  <andythenorth> But because there are no really high capacity ships, the biggest sprites will still be smaller than FISH
18:12:58  <andythenorth> Reducing clipping issues
18:13:11  <Wolf01> o/
18:13:28  <Wolf01> Just finished building one Claas Xerion
18:13:41  <andythenorth> Any good?
18:14:57  <Wolf01> Yes, one of the best sets I purchased
18:16:00  <Wolf01> The second one will be heavily modded to be fully RC
18:16:08  <andythenorth> Something about the lime green makes me feel ill
18:16:17  <andythenorth> No matter how good the set :d
18:16:50  <andythenorth> I built a xerion ~10 years ago, but had to rebuild it yellow as JCB fastrac :D
18:19:22  <supermop_> andythenorth: a 100t all cargo ship i would use for 80% of routes
18:20:34  <andythenorth> that's goldilocks for you?
18:22:47  <andythenorth> Bbl
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18:24:31  <Samu> eumm...
18:24:54  <Samu> https://paste.openttdcoop.org/psmpbbtt2
18:25:16  <Samu> this needs fixing
18:25:23  <Samu> ais would greatly benefit from it
18:25:36  <Samu> sorry for insisting :(
18:38:05  <Alberth> unlimited distance search? not likely to happen, imho
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18:39:33  <Alberth> besides a useful tool for a deny-of-service attack, I see no poiint in sending a ship to the other side of the map at all
18:40:24  <Alberth> not to mention manhattan distance has nothing to do with real distance
18:40:51  <Samu> unlimited distance search is already in NPF
18:41:30  <Samu> and NPF performs worse
18:41:48  <Samu> why not on YAPF?
18:43:20  <Samu> I'm testing YAPF unlimited with OtviAI right now, on fast forward, hope he gets to 2051 today
18:44:09  <Samu> his script does fail on some routes, he tries to have ships access lakes
18:44:25  <Samu> there is no way a ship would get there, no matter the pathfinder
18:44:57  <Samu> on the other hand, he no longer generates ships with single orders thx to the unlimited destination
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18:46:04  <Samu> there are some of the ships of his that want to reach ship depots, but... YAPF isn't "smart" enough to find a route for it
18:46:16  <Samu> NPF would do way worse by the way
18:46:44  <Samu> there are other ship depots, a bit more distant, but more easily reachable for the ship and the pathfinder
18:46:59  <Samu> but that code uses manhatan distance and that's not ideal :(
18:48:02  <Samu> fixing that part of the code and OtviAI would only be failing 99% of the time due to his own mistakes
18:48:14  <Samu> not because of the pathfinder
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19:02:17  <supermop_> V453000: procedural bricks/tiles in vray - is it possible?
19:02:52  <V453000> idk based on software probably
19:02:54  <V453000> vray just renders shit
19:03:54  <supermop_> making vray materials is hard
19:20:08  <supermop_> V453000: grime -https://docs.chaosgroup.com/display/VR2R/VRayDirt
19:21:18  <ElleKitty> Oooo some procedural cavity action
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19:21:37  <ElleKitty> No... this isnt cavity... this is inverted AO
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19:22:42  <V453000> no that is just simple ao
19:22:54  <V453000> which is fine :)
19:23:17  <ElleKitty> supermop_ Having access to various maps, such as the brick pattern, will probably be provided by your modelling program of choice. Your renderer is only likely to provide some technical maps, such as noises and curvatures and such
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19:24:30  <ElleKitty> Oh wait, I just saw this: https://docs.chaosgroup.com/download/attachments/5538638/Dirt_26.png?version=1&modificationDate=1395442678000&api=v2 And immediately said "Inverted AO". but yeah, this is the overall AO map. Mental Ray has such one too.
19:25:44  <ElleKitty> Inverted AO is for fake Sub Surface Scattering
19:26:29  <supermop_> ElleKitty: what i miss is the ability to create a material that has procedural tile behavior
19:26:54  <ElleKitty> Which program?
19:26:58  <ElleKitty> There is such one in Max
19:27:32  <supermop_> not to change the geometry, on the way my geometry gets drawn at render
19:27:44  <supermop_> vray for rhino
19:27:53  <supermop_> flamingo can do this easily
19:27:53  <V453000> just take a tileable brick texture
19:27:58  <V453000> and you're fine
19:28:15  <supermop_> V453000: not using bricks tho
19:28:21  <V453000> something else then
19:28:46  <supermop_> so now my only option is to make a texture in PS
19:30:29  <supermop_> i don't want a texture of tiles, i want my software to divide my surface into regions and choose by some rng or procedural means to use say 'concrete A' on this tile, then 'concrete b' on that tile etc
19:30:51  <supermop_> and the chose a different texture for the grout between
19:31:01  <supermop_> so i get some randomness
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19:31:57  <supermop_> will try this:
19:31:58  <supermop_> http://courses.washington.edu/arch481/1.Tapestry%20Reader/6.How%20To/2.Rhino%20+%20V-Ray/3.Textures/2.Procedural.html
19:32:40  <supermop_> even tho that seems to be for rhino materials not vray materials
19:41:46  <ElleKitty> supermop_ You can get any kind of material or map you want by scripting... But not everyone can script a new map from scratch. I, for example, dont know how to do it in Max.
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19:46:41  <supermop_> i cant get procedural tiles in rhino material now
19:47:05  <supermop_> but cant figure out how to vary texture between tiles now
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20:14:53  <supermop_> i
20:15:10  <Alberth> o/
20:15:46  <supermop_> ended up just asking my intern to make a big seamless image of a random combination of 4 different tiles
20:20:19  <Samu> EnsureNoVehicleOnGround
20:20:44  <Samu> is there a better function to check for ships on ground, and only ships
20:21:40  <Samu> for what i'm doing, if it finds a road vehicle it would make no sense
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21:05:15  <Samu> there are 12 cases in which upon placing a ship depot, a ship may be blocked, actually 24 cases, because 2 ship depots
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21:37:20  <Samu> http://imgur.com/a/RBYhH
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21:37:51  <Samu> those track pieces are where a ship cannot be found when placing the ship depot, dock or lock
21:38:02  <Samu> otherwise it may risk blocking the ship
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22:01:58  <supermop_> i feel like buying this file:
22:01:59  <supermop_> https://3dsky.org/3dmodels/show/la_marzocco_linea_classic
22:07:20  <Samu> i'm bored :(
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22:11:06  <Samu> GetTrackBits is returning rail tracks, right?
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22:11:33  <Samu> what about the water equivalent? :(
22:13:00  <Samu> bah asserts...
22:17:53  <Samu> GetTileTrackStatus_Water
22:18:05  <Samu> this function hmm uhmmm :(
22:18:54  <Samu> im so confused :(
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22:38:06  <Samu> tb = TrackStatusToTrackBits(GetTileTrackStatus(tile + (axis == AXIS_X ? TileDiffXY(0, -1) : TileDiffXY(-1, 0)), TRANSPORT_WATER, 0));
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22:40:07  <NGC3982> http://skarmdump.henjoh.se/villhaaaaa.PNG
22:40:13  <NGC3982> This game is actually quite nice.
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22:43:15  <Eddi|zuHause> seems you don't quite have enough money :p
22:44:13  <Samu> erm, too many conversions taking place
22:45:49  <Samu> trackstatus to trackbits to trackdirbits, so confusing, when in the end it works with trackbits which is what i want
22:46:34  <Samu> whatever, I got the trackbits equal to TRACK_BIT_ALL
22:49:06  <Samu> now how do I check if the trackbits that I found have at least one of these tracks in it: TRACK_BIT_LOWER, TRACK_BIT_RIGHT, TRACK_BIT_Y
22:49:33  <Samu> I know TRACK_BIT_ALL have all three, but how exactly to i make the comparison
22:51:32  <Samu> if (TRACK_BIT_ALL & TRACK_BIT_RIGHT != 0)? what operators am i supposed to use grrr
22:51:47  <Wolf01> 'night
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