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00:19:40 *** strohalm has quit IRC 00:22:40 *** strohalm has joined #openttd 00:25:35 *** Mazur has quit IRC 00:30:16 <Samu> patch posted https://www.tt-forums.net/viewtopic.php?f=33&t=75230 00:30:21 <Samu> another topic open :( 00:38:54 *** supermop has joined #openttd 00:41:51 *** Mazur has joined #openttd 00:45:23 *** supermop_ has quit IRC 00:48:42 *** Supercheese has left #openttd 01:13:11 *** Supercheese has joined #openttd 01:30:54 *** mindlesstux_ has joined #openttd 01:34:28 *** mindlesstux has quit IRC 01:34:28 *** mindlesstux_ is now known as mindlesstux 01:37:59 *** sim-al2 has quit IRC 01:38:30 *** sim-al2 has joined #openttd 01:42:06 *** JezK_ has joined #openttd 02:00:28 *** _dp_ has quit IRC 02:12:20 *** Samu has quit IRC 02:39:14 *** Mazur has quit IRC 02:51:24 *** glx has quit IRC 02:54:28 *** smoke_fumus has quit IRC 04:24:09 *** Lejving has joined #openttd 04:43:23 *** sla_ro|master has joined #openttd 05:01:04 *** Biolunar has joined #openttd 05:01:45 *** Lejving has quit IRC 05:08:39 *** Mazur has joined #openttd 05:23:10 *** sim-al2 has quit IRC 05:23:10 *** Supercheese has quit IRC 05:23:10 *** tokai has quit IRC 05:25:31 *** sim-al2 has joined #openttd 05:25:31 *** Supercheese has joined #openttd 05:25:31 *** tokai has joined #openttd 05:25:31 *** oxygen.oftc.net sets mode: +v tokai 05:37:56 *** orudge has quit IRC 05:39:52 *** sla_ro|master has quit IRC 05:46:43 *** keoz has joined #openttd 05:48:20 *** NGC3982 has quit IRC 05:56:32 *** sim-al2 has quit IRC 06:15:01 *** Lejving has joined #openttd 06:15:34 *** Mazur has quit IRC 06:25:45 *** andythenorth has joined #openttd 06:30:47 *** andythenorth has quit IRC 07:22:23 *** nilez has quit IRC 07:22:41 *** nilez has joined #openttd 07:36:43 *** Progman has joined #openttd 08:00:49 *** Supercheese has quit IRC 08:11:47 *** JezK_ has quit IRC 08:13:21 *** Wolf01 has joined #openttd 08:13:59 <Wolf01> Moin 08:14:13 *** Progman has quit IRC 08:31:09 *** TheMask96 has quit IRC 08:36:10 *** TheMask96 has joined #openttd 08:44:49 <V453000> I have just tried to purchase some music album ... in US, the mp3 version is cheaper, CD version gets a mp3 version with it for free but it's more expensive and requires shipping. BUT for some reason when I want to pay on amazon for the mp3 version, it complains that my address must be local or something. So I tried purchasing on german amazon, and the mp3 is even more expensive than CD version there! XD WTF ... and they complain about local 08:45:10 <V453000> and then someone wonders why people listen to music on youtube or download it if they want quality 08:45:51 <Wolf01> US is a different market with different prices, they don't want you to purchase from them 08:46:43 <Wolf01> That's why we should buy the shit out of UK before brexit 08:46:47 <V453000> well the prices are pretty identical, just shipping is obviously more 08:47:07 <V453000> but why is mp3 cheaper in US (as it makes sense), but CD is cheaper in germany? 08:47:32 <V453000> I bet there is some anti-theft-super-piracy-money going to some fucking organization for the digital copy 08:47:57 <Wolf01> Yup, US doesn't gives money to GEMA if you purchase there 08:48:00 <V453000> just like when you buy an empty disk you pay like a bitch 08:48:41 <Wolf01> Also there's different taxation on digital products 08:48:56 <Wolf01> For example an ebook is not a book even if it's a book 08:49:27 <Wolf01> And, in Italy you pay 22% tax on ebook but only 4% or such on books 08:49:59 <Wolf01> I think the same happen with music 08:50:24 <Wolf01> MP3 is not CD aven if the CD could contain MP3 08:50:27 <Wolf01> *even 08:50:30 <V453000> fuck it lol I will just pirate it if I figure it is that much worth it for me 08:51:09 <V453000> I just expected similar nice shit like at bandcamp where you just pay, get the high quality MP3s immediately, enjoy. 08:51:16 <V453000> if you want you can even pay more if you really enjoy the band 08:51:33 <V453000> and since it's all so problem-free, you don't have a problem with paying a few more dollars more voluntarily 08:51:56 <V453000> but yeah what would I expect in today's world 08:52:09 <Wolf01> Today's world is shit 08:52:47 <Wolf01> Binding a changing property in UWP is shit 09:01:30 *** Lejving has quit IRC 09:15:16 *** Samu has joined #openttd 09:19:40 <Samu> hi 09:31:45 <Samu> euclidian vs manhattan 09:35:24 <Samu> a 09:35:28 <Samu> https://lyfat.wordpress.com/2012/05/22/euclidean-vs-chebyshev-vs-manhattan-distance/ 09:35:46 <Samu> chebyshev for openttd? 09:38:44 <Samu> hmm nop 09:58:18 <Wolf01> I found this: float dist = sqrt((x2-x1) + (2*(y2-y1))^2); not sure if fits 10:05:59 <Samu> @calc sqrt((7-0) + (2*(0-0))^2) 10:06:00 <DorpsGek> Samu: Error: Something in there wasn't a valid number. 10:06:08 <Samu> :( 10:07:57 <Wolf01> 2.65? 10:09:06 <Samu> @calc ((7-0) + (2*(0-0))^2)^(1/2) 10:09:06 <DorpsGek> Samu: Error: Something in there wasn't a valid number. 10:09:22 <Samu> this calc does not like me 10:09:38 <Samu> @calc ((7-0)+(2*(0-0))^2)^(1/2) 10:09:38 <DorpsGek> Samu: Error: Something in there wasn't a valid number. 10:09:59 <Wolf01> Meybe is the ^ 10:10:04 <Wolf01> *Maybe 10:10:35 <Samu> @calc 2^2 10:10:35 <DorpsGek> Samu: Error: Something in there wasn't a valid number. 10:10:39 <Samu> eh... oki 10:10:57 <Wolf01> Also, don't you have a calculator? 10:11:14 <Samu> @calc sqrt(4) 10:11:15 <DorpsGek> Samu: 2 10:12:06 <Samu> 2,6457513110645905905016157536393 10:12:10 <Samu> i do 10:14:27 *** Lejving has joined #openttd 10:14:40 <Samu> 2,64 seems a weird distance going from (0,0) to (7,0) 10:14:46 <Samu> i was expecting 7 10:15:01 <Wolf01> It's isometric 10:15:49 <Wolf01> It's the distance projected on screen, not the "real" 10:17:07 <Samu> oh i found this http://gamedev.stackexchange.com/questions/14306/how-do-i-get-the-distance-between-2-points-on-an-isometric-grid 10:22:33 <Samu> https://en.wikipedia.org/wiki/Euclidean_tilings_by_convex_regular_polygons - which one is openttd rail tracks? 10:22:46 <Samu> lel, i'm staring at it and i can't even recognize 10:24:40 <Wolf01> Regular tiling? 10:27:53 <Samu> i was looking at this https://en.wikipedia.org/wiki/Triangular_tiling#/media/File:1-uniform_2_dual.svg - but maybe it's not it 10:28:28 <Wolf01> Do you see triangles in ottd? 10:28:52 <Samu> i see rails in form of triangles 10:29:00 <Wolf01> In the map? 10:29:08 <Samu> nop 10:29:21 <Wolf01> Maybe hexagons then? 10:31:48 <Samu> https://en.wikipedia.org/wiki/Square_tiling#/media/File:Isohedral_tiling_p4-55.png 10:31:56 <Samu> they call it rhombus? 10:32:27 <Wolf01> Yup 10:33:31 <Wolf01> https://en.wikipedia.org/wiki/Square_tiling#/media/File:Isohedral_tiling_p3-3.png I bet OTTD will work better and have more possibilities with this kind of map 10:35:40 *** NGC3982 has joined #openttd 10:36:03 <Samu> oh gosh i cant identify the darn problem 10:37:04 <Wolf01> Neither do I 10:50:47 *** [dpk] has quit IRC 10:52:15 *** Lejving has quit IRC 10:56:20 *** sla_ro|master has joined #openttd 10:57:03 *** dpk has joined #openttd 10:59:50 <Flygon> <Wolf01> https://en.wikipedia.org/wiki/Square_tiling#/media/File:Isohedral_tiling_p3-3.png I bet OTTD will work better and have more possibilities with this kind of map 10:59:51 <Flygon> Seriously? 11:00:58 <Wolf01> Did I look serious? 11:30:36 <Samu> darn tracks 11:30:52 <Samu> there are 6 exits for a rail traick 11:31:15 <Samu> but a tile only has 4 sides 11:31:44 <Samu> and... i have no idea what to think anymore 11:31:48 <Samu> :( 11:33:13 <Samu> seems like rail tracks need an extra coordinate? 11:35:05 <Samu> track_axis_x, track_axis_y, track_left, track_right, track_upper, track_lower 11:35:26 <Samu> does this mean hexagon? 11:38:19 <Samu> there are 4 exits for a road bit 11:38:31 <Samu> there are 4 sides on a tile 11:38:35 <Flygon> Hexagons seem nice 11:38:49 <Flygon> Then you gotta render them in a '3D' environment <_> 11:39:26 <peter1138> gridless 11:42:59 <Wolf01> Gridless is the way 11:46:09 *** Lejving has joined #openttd 11:46:15 <Samu> http://imgur.com/a/nbSxl - i was pretty bored and made this 11:46:21 <V453000> XD 11:46:37 <Wolf01> Also I like all the potentialities of SimCity4, a tutorial I looked at explained how to make realistic road/rail networks with embankments on bridges etc 11:46:57 <V453000> does any game use the isohedral tileS? 11:46:58 <Samu> it shows something weird about distances and manhattan 11:47:06 <V453000> isometric is already fuckton of problems tbh :P 11:47:54 <Wolf01> Even worse the Factorio projection 11:48:32 <Wolf01> That's fucked up badly, but you managed to make it look good 11:49:50 <Samu> oh ya, the bottom left one has a 6x * 6y it should say 5x 5y, posting new screenshot 11:50:29 <Samu> http://imgur.com/a/oB3WL. 11:51:18 <Samu> anyway I give up 11:51:58 <Samu> yesterday i did something suggested by _dp_ 11:52:03 <V453000> in many ways OpenTTD is even worse Wolf01 11:52:09 <Samu> i got some interesting results 11:52:40 <V453000> it's just not mentioned much because almost nobody makes 3D models and instead pixel-draws the "what they are used to" optical illusions 11:52:56 <Wolf01> V, you mean the glitching problems and the illusion for tunnels entrances? 11:53:27 <V453000> not just that, but yeah height illusion is generally a big issue, but also tiling of ANYTHING in diagonal/straight for example tracks 11:53:54 <V453000> anything that is not 100% flat requires an illusion, otherwise unsolvable / gligchy-ish 11:54:43 <V453000> if you have topdown-ish projection, the tile borders are straight, which helps a fuckload in that thing 11:56:28 <Wolf01> In fact on isometric you shouldn't do shape transformation, but just draw it in the way it looks right, at least this is what a tutorial said 11:57:03 <V453000> which tutorial? 11:57:04 <Wolf01> And lots of compromises 11:57:39 <Wolf01> One made by a rpgmaker/gamemaker at least 14 years ago 11:57:46 <Wolf01> *artist 11:59:10 <V453000> u haz linko? 11:59:40 <Wolf01> No, it was put offline ages ago, I only have some bits saved 12:02:15 <V453000> asdf 12:02:16 <Wolf01> It was from here: http://ftp.gmitalia.altervista.org/forum/viewtopic.php?p=4065&sid=b0b52ddcd8c09114b46b0fd19e3022a8#p4065 12:02:51 <V453000> ye, well links seem to be fokd op 12:02:59 <Wolf01> The last ones I think, the site does not exist anymore 12:03:59 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=74253&p=1176219#p1176219 - trying altered GetAdvanceDistance values 12:04:06 <Samu> those are the results 12:04:18 <Samu> perphaps i should try an even slower max speed for the vehicles 12:04:51 *** sim-al2 has joined #openttd 12:05:20 <Wolf01> https://z4g0.com/graphics-pixelart/ the guy is really good, and we started developing at the same time :P 12:07:23 <V453000> cool stuff 12:07:51 <Wolf01> Lol, I found some sprites of my old mediaval RTS 12:08:11 <Wolf01> Clearly he made them prettier 12:08:13 <Samu> i have no way to reliably test aircraft travel times :( 12:08:26 <Samu> oh, you're not about my results 12:08:28 <Samu> :( 12:11:29 <Flygon> Ahh, man 12:11:38 <Flygon> All I ever did was test art for the Sega Master System 12:11:39 <V453000> wat medieval RTS? 12:11:54 <Samu> will change to 3 km/h max speed 12:11:56 <Samu> brb 12:12:18 <Flygon> https://dl.dropboxusercontent.com/u/2651992/Art/Other/DirtyRatKingProject/redfoxpalettetestaspectcorrect.png THE THING CANNOT DO THE COLOUR BROWN 12:12:36 <Flygon> (an adaption of a drawing a friend drew :U ) 12:33:50 <Samu> just posted results at 3 km/h 12:34:52 *** Guest927 is now known as FR^2 13:04:24 <Samu> this is strange, these results don't make sense 13:07:07 *** LadyHawk has quit IRC 13:08:04 <Samu> a ship and a train moving at 24 km/h have the same travel time going from NE to SW 13:08:39 <Samu> a ship and a train moving at 3 km/h have different travel times going from NE to SW which is exactly the same route 13:09:33 <Samu> train is slower than ship at 3 km/h in the same route 13:09:45 <Samu> what is wrong with this? am i missing something 13:10:22 <Wolf01> <V453000> wat medieval RTS? <- not able to show you, I need to compile it and the old version of the tool doesn't work on >=Vista, I should import it on the latest GMStudio but that mean I have to change lots of things :( 13:11:39 *** andythenorth has joined #openttd 13:11:40 <andythenorth> o/ 13:11:46 <Wolf01> o/ 13:14:25 <Wolf01> http://imgur.com/a/oBO4I by the way, these were my sprites, https://z4g0.files.wordpress.com/2010/08/gianttmb9.png these instead are his ones :P 13:15:24 <Wolf01> Then I abandoned drawing because you can see the reasons 13:16:34 <Samu> math experts needed 13:17:32 <Samu> if a train moving at 3 km/h traveling 50 tiles takes 693 days, then how many days would it take at .. 4 km/h or 24 km/h 13:17:49 <Wolf01> Samu, proportions 13:18:40 <Samu> in openttd units 13:18:58 <Samu> not real life measurement 13:19:45 *** andythenorth has quit IRC 13:23:45 <Samu> at 4 km/h it takes 462 days (according to the game 13:24:48 <Wolf01> Ever tried wolfram alpha? 13:24:53 *** LadyHawk has joined #openttd 13:24:54 <Samu> at 6 km/h it takes 347 days 13:25:24 *** LadyHawk is now known as Guest1087 13:26:03 <Samu> at 12 km/h it takes 154 days 13:26:37 <Samu> at 24 km/h it takes 78 days 13:26:46 <Samu> what is the formula 13:29:00 *** Wolf03 has joined #openttd 13:29:00 *** Wolf01 is now known as Guest1088 13:29:01 *** Wolf03 is now known as Wolf01 13:29:53 <Samu> it doesn't match conventional logic 13:30:03 <Samu> or am i seeing things? 13:34:25 *** Guest1088 has quit IRC 13:38:53 <Samu> @calc 693/50*3 13:38:53 <DorpsGek> Samu: 41.58 13:38:57 <sim-al2> Samu, maybe this will help? https://wiki.openttd.org/Speed#Vehicle_speeds 13:39:09 <Samu> @calc 462/50*4 13:39:09 <DorpsGek> Samu: 36.96 13:39:17 <sim-al2> Speeds are a bit off 13:39:20 <Samu> @calc 347/50*6 13:39:21 <DorpsGek> Samu: 41.64 13:39:32 <Samu> @calc 154/50*12 13:39:32 <DorpsGek> Samu: 36.96 13:39:45 <Samu> @calc 78/50*24 13:39:45 <DorpsGek> Samu: 37.44 13:40:59 <Samu> well, it's all making no sense in this game 13:41:06 <Samu> can't really trust anything 13:42:10 *** Guest1087 has quit IRC 13:43:01 <Samu> then again... days aren't an exact measure 13:43:11 <Samu> think i'm gonna use that tick patch 13:44:10 *** LadyHawk- has joined #openttd 13:48:54 *** LadyHawk- has quit IRC 13:49:08 *** LadyHawk- has joined #openttd 13:49:22 *** LadyHawk- has quit IRC 13:49:39 <Samu> woah big numbers 13:49:45 <Samu> yeah i like this tick patch already 13:53:58 <Samu> bah misleading patch 13:54:05 *** Mazur has joined #openttd 13:54:05 <Samu> it's not exact 13:54:15 <Samu> it's multiples of *74 13:55:55 *** sim-al2 has quit IRC 14:02:57 <supermop> phone finally succumbed to being in the ocean 2 months ago 14:11:42 <Samu> i'd like to have a way to exactly measure the time travel, and that patch by hcoopz isn't it https://www.tt-forums.net/viewtopic.php?f=33&t=75202 14:13:34 <Samu> @calc (1 * 16 * 256) / (74 * 2) * 24 14:13:34 <DorpsGek> Samu: 664.216216216 14:14:11 <Samu> @calc (1 * 16 * 256) / (74 * 2) * 24 * 1.00584 14:14:11 <DorpsGek> Samu: 668.095238919 14:17:59 <Samu> how many sublocations per track side? 14:18:08 <Samu> for the axies its 16 14:19:15 *** HerzogDeXtEr has joined #openttd 14:24:07 <Samu> looks like it's 8 14:24:22 <Samu> @calc (1 * 8 * 256) / (74 * 2) * 24 * 1.00584 14:24:22 <DorpsGek> Samu: 334.047619459 14:27:16 <Samu> strange, i counted 12 14:27:21 <Samu> @calc (1 * 12 * 256) / (74 * 2) * 24 * 1.00584 14:27:21 <DorpsGek> Samu: 501.071429189 14:28:54 <Samu> ah, 16, i see 14:47:25 *** TheMask96 has quit IRC 14:48:22 *** TheMask96 has joined #openttd 14:51:23 <Samu> 17/11 - ROAD_E 14:51:23 *** Mazur has quit IRC 14:55:57 <Samu> 10/18 - ROAD_W 15:01:55 *** Progman has joined #openttd 15:01:59 *** Alberth has joined #openttd 15:01:59 *** ChanServ sets mode: +o Alberth 15:02:16 <Alberth> hi hi 15:04:30 <supermop> hi Alberth 15:04:54 <Alberth> o/ 15:06:00 <Wolf01> o/ 15:08:12 <LordAro> o/ 15:09:21 <Samu> i'm counting sublocations 15:09:30 <Samu> cus im bored 15:13:48 <Alberth> more peoples even, hihi :) 15:14:36 <Samu> heh, so all sublocations for roads are different 15:15:22 <Samu> 18/11, 18/10, 17/10, 17/11 15:15:47 <Samu> shouldn't they all be equal? 15:15:56 <Samu> maybe i'm missing something important 15:16:37 <Samu> on the axis, it's 16/16 15:16:51 <Samu> on both 15:19:05 <Samu> @calc 11+18+11+18+11 15:19:05 <DorpsGek> Samu: 69 15:19:54 <Samu> @calc 17+10+17+10+17 15:19:54 <DorpsGek> Samu: 71 15:20:00 <Samu> ha... 15:23:09 <Samu> @calc 18+11+18+11+18 15:23:10 <DorpsGek> Samu: 76 15:38:41 <Samu> mister Alberth i think i figured out the zig-zag N<->S discrepance 15:38:53 <Samu> it's the counting of sublocations 15:39:57 <Alberth> ok 15:40:26 <Samu> http://imgur.com/a/jLca8 does this make sense? 15:41:14 <Samu> E<->W had (almost) the same time travel in both directions, i wonder if it's sublocation related 15:43:08 <Samu> where in the code are these road sublocations at 15:44:26 <Alberth> it doesn't make sense to me 15:44:42 <Alberth> I never ever looked at road movement, ever 15:46:00 <Samu> from E to W, I count 28 sublocations, from W to E, I count 28 sublocations 15:46:21 <Samu> from N to S, I count 27 sublocations, from S to N, I count 29 sublocations 15:48:04 <Samu> on that savegame i sent you N to S was faster than S to N, and today I found these sublocations thingies, and apparently they may be what's causing the different travel times 15:49:25 <Samu> later on I went to find out that E to W and W to E did not have the discrepancy 15:49:29 *** TheMask96 has quit IRC 15:49:41 <Samu> it's not exemplified on the save I sent you, though 15:50:01 <Samu> sublocation counting seems to corroborate my findings 15:52:31 *** TheMask96 has joined #openttd 15:59:02 *** ChanServ sets mode: +v Alberth 15:59:02 *** ChanServ sets mode: +v planetmaker 16:06:32 <Wolf01> https://www.youtube.com/watch?v=gkyV9hD8cQ8 see, even lego trains have slopes like TT 16:08:14 <V453000> dat hi res transport belt 16:12:09 <V453000> well lego can get even more nerdy than I thought XD 16:12:34 <Wolf01> I just finished building this http://keyboardsforchrist.com/Walschaerts_motion.gif 16:12:48 <Wolf01> It quite work 16:13:47 <V453000> in lego? 16:13:50 <V453000> oh fuck sakes 16:13:50 <Wolf01> Yup 16:13:55 <V453000> I modeled this in 3D a few times 16:14:06 <V453000> making it actually animated properly is especially retarded 16:14:21 <Wolf01> Now I understand how a reverser works and why there are 2 pistons in a steam engine 16:14:22 <V453000> 3D programs can't do it, you have to hack it :D 16:14:41 <V453000> yeah I understand the mechanism a lot better now too :D 16:17:08 <Samu> cargo flow should have the company colors 16:17:33 <Samu> i see many lines but find it hard to know which company they belong to 16:18:24 <Samu> also, water color on the minimap... hmm wish i could change the color 16:18:46 <Samu> some smart asses pick dark blue and i can never know where they are 16:29:07 <Alberth> you can't enable/disable companies from being displayed? 16:29:32 <Alberth> at least you can select on cargotypes 16:36:21 <Samu> you can see them when you're a spectator 16:37:33 <Samu> road vehicles and trains use the same GetAdvanceSpeed 16:37:44 <Samu> ships and aircraft use the same GetOldAdvanceSpeed 16:39:49 <Samu> my observations tell me that trains and ships should have the same function, whichever it is 16:40:17 <Samu> maybe aircraft too, road vehicles are the "exception" 16:40:30 <Samu> must do some tests 16:44:11 *** Flygon has quit IRC 16:44:32 *** Flygon has joined #openttd 16:55:29 *** glx has joined #openttd 16:55:29 *** ChanServ sets mode: +v glx 16:58:00 *** Ethereal_Whisper has joined #openttd 16:59:07 <Samu> there is a bug in the description 16:59:33 <Samu> * The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance. 16:59:48 <Samu> or my interpretation is wrong? 17:01:02 <Samu> if the direction is 1, what will this return? return (this->1 & 1) ? 100 : 100 * 3 / 4; 17:01:43 <Samu> DIR_NE = 1, ///< Northeast 17:02:36 <peter1138> "this->1" ? 17:02:55 *** Ethereal_Shiver has quit IRC 17:03:00 <Samu> I mean 1 17:03:13 <Samu> return (1 & 1) ? 100 : 100 * 3 / 4; 17:03:55 <Samu> return (this->direction & 1) ? speed : speed * 3 / 4; 17:05:05 <Samu> it returns 100 or 75? :( 17:05:15 <Samu> i thnk it's 100, but the direction is NE 17:05:29 <Samu> description is misleading or am i interpreting it wrong? 17:05:42 *** Biolunar has quit IRC 17:11:23 <Samu> @calc 100 * 3 / 4 17:11:24 <DorpsGek> Samu: 75 17:11:37 <Samu> @calc 100 * 3 / 4 / (3 / 2) 17:11:37 <DorpsGek> Samu: 50 17:11:43 <Samu> orly? 17:12:12 <Samu> testing return (this->direction & 1) ? speed : speed /2 17:12:54 <glx> 1 and 3 return speed, 0 and 2 return speed * 3/4 17:17:09 <Samu> wow, i fixed ships :o 17:17:31 <Samu> and probably aircraft, since the function is shared with them 17:18:20 <Samu> okay, not exactly 17:18:25 <Samu> there is a 1 day difference 17:18:32 <Samu> must test at lower speeds ,brb 17:19:51 *** Mazur has joined #openttd 17:20:21 *** frosch123 has joined #openttd 17:21:13 <Samu> bah, 404 days vs 353 days, it was too good to be true 17:22:44 <Samu> i must push those 353 days to 404 17:22:50 <Samu> by the means of speed 17:23:13 *** Mazur has quit IRC 17:23:30 <Samu> in short, it must be slower that speed /2 17:25:15 *** keoz has quit IRC 17:27:55 <Samu> speed /3 i get 471, too slow now 17:28:53 <Samu> faster than speed / 2 and slower than speed / 3 17:29:19 <Samu> hmm, any idea? 17:33:12 <Alberth> multiply everything by 2, then take the value in-between 17:34:40 <Alberth> speed / 2 == 2 speed / 4; speed / 3 == 2 speed / 6; in between 2 speed / 5 17:35:45 <Samu> i got it the wrong way 17:35:52 <Samu> slower than speed /2, faster than speed / 3 17:36:27 <Alberth> that is of course speed / 2.5 17:39:37 *** Mazur has joined #openttd 17:42:08 <Samu> return (this->direction & 1) ? speed : speed * 2 / 5; testing 17:47:07 <Samu> why am i getting 471 days again 17:47:50 <Samu> t.t 17:48:12 <Samu> looks like I can't use really low speed values to begin with 17:48:55 <Samu> time to create a bigger map 17:50:04 <Samu> fastest ship is 64 km/h hmmm i wonder if 64 is a big enough value 17:55:40 <Alberth> fastest possible ship is around 80km/h iirc 17:57:30 <Wolf01> Bye 17:57:32 *** Wolf01 has quit IRC 18:00:33 <frosch123> Alberth: 0x80 km/h :) 18:00:42 <Alberth> :O 18:00:59 <Alberth> much faster boats thus :) 18:10:40 <Samu> 2000 tiles at 64 km/h 18:12:22 <frosch123> i just like that you got the digits right :) 18:12:47 <Samu> oh, ship actually moves at 112 km/h 18:12:49 <Samu> nice 18:13:41 <Samu> bah, got to switch to NPF pathfinder 18:27:16 <Samu> with 1.6.1 values: ship going NE<->SW = 494 days 18:27:34 <Samu> with 1.6.1 values: ship going E<->W = 330 days 18:27:53 <Samu> goes at 112 km/h, over 2000 manhattan distance 18:27:56 <Samu> tiles 18:28:24 <Samu> now my goal is to make E<->W = 494 days 18:30:52 <Samu> ugh, debug mode on 4096x4096 map is too slow, zzzz 18:33:45 <Samu> gonna test this in release mode 18:39:50 <Samu> if a tile is 16 steps and each step has 256 advance units, the map is 4096x4096 tiles, then crossing the map from a corner to another is... 18:40:15 <Samu> @calc 16*256*4096*4096 18:40:15 <DorpsGek> Samu: 68719476736 18:40:27 <Samu> okay :( 18:40:48 <Samu> oh, manhatan distance 18:41:08 <Samu> @calc 16*256*4096*2 18:41:08 <DorpsGek> Samu: 33554432 18:43:15 <Samu> got E<->W = 611 days with speed * 2 / 5 18:43:21 <Samu> too slow, needs to be faster 18:43:41 <Samu> will try speed / 2 again 18:52:12 <Samu> it's actually 617, not 611, my bad 18:55:52 <Samu> crap, i forgot about town statues on my town growth patch 18:56:17 <Samu> company statue on the town, I wonder if they are built on those slopes I don't want to 18:59:54 <Samu> nice, looks like they don't 19:01:18 <Samu> i wonder the same about industries 19:01:24 <Samu> banks 19:02:51 *** ConductCat has joined #openttd 19:02:54 <Samu> with speed / 2 values: E<->W = 492 days 19:03:13 <Samu> it's not really 494 days, but considering it's travelling 2000 tiles 19:03:33 <Samu> that's awesome 19:05:00 *** ConductorCat has quit IRC 19:08:29 <Samu> question 19:08:47 <Samu> is it possible to improve vehicle speed accuracy? 19:09:17 <Samu> 112 km/h is kind of a low number 19:09:56 <Samu> it is 224 in the code, right? 19:10:47 <Samu> math operations on these values seem to be the issue 19:11:05 <Samu> they're not precise, it only keeps the integer 19:17:04 <Samu> 3 / 2 = 1 according to game logic :( 19:17:07 <Samu> no wonder 19:20:10 *** dP has joined #openttd 19:20:12 *** dP is now known as _dp_ 19:25:35 *** FLHerne has joined #openttd 19:34:23 <_dp_> somebody fix it already before Samu spams the crap out of this channel xD 19:34:30 * _dp_ reading logs... 19:35:18 <goodger> too late 19:38:22 *** Mazur has quit IRC 19:40:04 *** andythenorth has joined #openttd 19:41:03 <andythenorth> o/ 19:41:33 <Samu> hi _dP_ 19:44:03 <Samu> I was actually waiting for u 19:44:35 <Samu> inline uint GetOldAdvanceSpeed(uint speed) { return (this->direction & 1) ? speed : speed / 2; } 19:44:55 <Samu> try this, where it says speed *3 / 4, change it to speed / 2 19:45:11 <Samu> this one affects ships and aircraft 19:45:57 <Samu> the other, GetAdvanceSpeed, affects both trains and road vehicles, i have not tested any changes here yet, but I might 19:46:07 <Alberth> o/ andy 19:48:46 <Samu> GetAdvanceSpeed hmm 19:49:56 <andythenorth> is cat 19:52:10 <Samu> yep, road and train 19:52:25 <Samu> they should be separated 19:52:34 <Samu> hmm must think 19:55:06 *** Mazur has joined #openttd 19:57:03 <_dp_> Samu, not rly interested. Don't like you entire idea of slowing down stuff 19:58:08 *** mescalito has joined #openttd 19:59:34 <_dp_> If anything they should be moving properly in euclidean metric imo (and they are quite close already) not some manhattan crap 20:02:04 *** frosch123 has quit IRC 20:04:25 <Samu> i also have this sublocation screenshot http://imgur.com/a/jLca8 20:04:54 <_dp_> Samu, how did you count those? 20:05:25 <Samu> I watched them 20:05:30 <Samu> at super slow speeds 20:05:33 <Samu> 2 km/h 20:05:37 <_dp_> Samu, pff 20:05:53 <Alberth> samu is very good at counting :) 20:06:17 <_dp_> Samu, if anything diagonals should be counted separately I think 20:06:39 <Samu> for the Axis i counted 16 20:06:43 <Samu> X and Y 20:07:52 <_dp_> Samu, anyway, I'm changing my script to work with rvs atm, would be faster than trying to argue here) 20:11:31 *** Alberth has left #openttd 20:16:34 *** aard has joined #openttd 20:20:32 <Samu> i used the land information tool to help me count 20:21:31 <Samu> as the bus was advancing in pixels and the tool was still telling me that i couldn't clear the area, i counted it as a sublocation 20:21:48 *** sim-al2 has joined #openttd 20:34:53 *** aard has quit IRC 20:35:26 <_dp_> well, what can I say... it's weird http://imgur.com/a/hSTnN 20:41:28 <Samu> i count 17, 16, 14, 15 20:41:29 <Samu> on there 20:42:15 <Samu> what's the small red line after a turn, behind? 20:43:20 <Samu> doesn't seem to match my values 20:44:19 <Samu> that's a road vehicle driving on the right or on the left? 20:44:29 <_dp_> x and + are subtile coordinates, dots and squares is my attempt to get exact position 20:44:30 <Samu> and on the outer circle 20:44:46 <Samu> or the inner circle 20:45:05 <andythenorth> bed 20:45:07 *** andythenorth has quit IRC 20:45:57 <_dp_> Samu, on the right, ccw outer circle cw inner, it goes from depot on bottom, you can track it from there 20:48:29 <_dp_> this can't be right, it even has different number of diagonals on turns 20:50:18 <Samu> i think the grid is misaligned by 1 square, not sure which direction 20:50:39 <Samu> but... meh, i counted by eye, i may be mislead 20:56:04 <_dp_> my grid is fine, ttd one is screwed 20:56:32 <_dp_> it goes up on y 41 and down on 21 20:57:23 <_dp_> that gives 9 and 5 %16, not very symmetric 20:59:59 <Samu> static inline doesn't let me use this-> 21:00:07 <Samu> inline does let me 21:00:25 <Samu> no idea what's the difference but i hope i'm not breaking the game lol 21:01:53 <_dp_> Samu, learn what static means first :p 21:06:58 <_dp_> holy crap, it's actually hardcoded in roadveh_movement.h 21:07:16 <_dp_> how does any of that make sense? 21:09:08 <Samu> http://stackoverflow.com/questions/7762731/whats-the-difference-between-static-and-static-inline-function - i have no idea what i just read, i think i'll pass 21:10:35 <Samu> roadveh_movement.h, will check it out 21:15:10 <Samu> eh seems like there's data for drive on left and drive on right, :) 21:17:07 <Samu> oh, also trams.... :) 21:18:14 <Samu> and stations, depots, drive-through stations, facing every direction and drive side 21:18:20 <Samu> interesting 21:18:39 <_dp_> and this file is mostly unchanged since r1 21:19:19 <_dp_> I suspect it was extracted from original game 21:20:31 <_dp_> Where it probably was made by designers who only cared for it to look pretty, not move consistently)) 21:22:38 *** Biolunar has joined #openttd 21:26:01 <Samu> @calc 100*3/4/2 21:26:01 <DorpsGek> Samu: 37.5 21:26:17 <Samu> @calc 100*(3/4)/2 21:26:17 <DorpsGek> Samu: 37.5 21:26:28 <Samu> really? :o 21:26:59 <Samu> @calc ((100*3)/4)/2 21:27:00 <DorpsGek> Samu: 37.5 21:27:07 <Samu> okay i believe then 21:28:00 *** Mazur has quit IRC 21:28:40 *** sla_ro|master has quit IRC 21:32:50 <Samu> this is what I did to GetAdvanceSpeed 21:32:53 <Samu> inline uint GetAdvanceSpeed(uint speed) { return (this->type == VEH_TRAIN) ? (this->direction & 1) ? speed * 3 / 4 : speed / 2 : (speed * 3 / 4); } 21:33:19 <Samu> doesn't need parentheses 21:33:36 <Samu> return (this->type == VEH_TRAIN) ? (this->direction & 1) ? speed * 3 / 4 : speed / 2 : speed * 3 / 4; 21:33:50 <Samu> the other vehicle type on this case is the road vehicle 21:33:51 <_dp_> Samu, are trains even using this function? 21:34:15 <Samu> GetAdvanceSpeed is being used for trains and road vehicles 21:34:24 <Samu> GetOldAdvanceSpeed is being used for ships and aircraft 21:34:28 <_dp_> Samu, btw it's integer division there 21:35:51 <Samu> let me post patch 21:41:07 <Samu> https://paste.openttdcoop.org/ can't open this site, is it jsut me? 21:43:12 <glx> works for me 21:43:46 <Samu> i hope im not double pasting 21:45:01 <Samu> ugh, i didn't want to post it on the forum without testing it a little bit more 21:54:41 <Samu> This HTTP request method is not allowed. 21:54:55 *** Flygon_ has joined #openttd 21:55:26 <Samu> pase.openttdcoop.org doesn't like me today 21:55:46 <_dp_> * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow. 21:55:46 <_dp_> * (The following part may only be one tile behind, and the front part is moved before the following ones.) 21:55:46 <_dp_> * The short (inner) curve has 8 frames, this elongates it to 10. */ 21:56:07 <_dp_> ok, that explains some of it... 21:57:15 <Samu> https://paste.openttdcoop.org/pe2rbusr7 - finally 21:58:09 <Samu> now i need to build a map to test it 21:58:14 <Samu> lol 21:58:26 <Samu> scenario editor 22:01:15 *** Flygon has quit IRC 22:05:38 <Samu> building a zig-zag road over 2000 tiles.... zzzz 22:08:41 *** Ethereal_Whisper has quit IRC 22:20:32 <supermop> sounds like a task for an ai 22:25:26 <_dp_> hm, rv on diagonals aren't even visually symmetric http://imgur.com/a/vv4ot 22:26:09 <_dp_> 6 + 5 pixels going up while 4 + 7 going down 22:33:55 *** LadyHawk has joined #openttd 22:45:02 *** tokai has quit IRC 22:49:56 *** tokai has joined #openttd 22:49:56 *** ChanServ sets mode: +v tokai 23:04:40 *** Progman has quit IRC 23:23:05 *** Samu has quit IRC 23:35:27 *** FLHerne has quit IRC 23:43:58 *** Samu has joined #openttd 23:56:54 *** Mazur has joined #openttd