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Log for #openttd on 17th March 2017:
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01:19:29  <V453000> yo?
01:19:43  <Supercheese> 0.15 when?
01:19:55  <V453000> I don't know what you are talking about at all
01:20:03  <Supercheese> Suuuuure
01:21:20  <Mazur> Or, rather, unsure.
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10:01:38  <Wolf01> o/
10:05:37  <crem> \o
10:06:31  <crem> o_  _o  (fencing)
10:07:21  <crem> O_O O_O O_O O_O
10:07:22  <crem> O_O O_O O_O O_O
10:07:22  <crem> O_O O_O O_O O_O
10:07:34  <crem> O_O O_O O_O O_O  (movie theatre, view from the screen)
10:07:53  <Wolf01> ^^^ chan flood
10:08:51  <crem> But it was pretty small theatre hall.
10:08:58  <crem> 16 people.
10:10:31  <Wolf01> https://security-center.intel.com/BugBountyProgram.aspx
10:12:17  <crem>  (  <- banana
10:12:51  <crem>  .  <- excavator (far away)
10:13:44  <Wolf01> Breakfast with beer?
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11:18:17  <Samu> should towns build bridges over rail tracks?
11:25:46  <Wolf01> IMO towns shouldn't build even houses, town growth should be replaced by a special AIs
11:34:22  <Samu> aren't GS's for that?
11:35:45  <Samu> i'm gonna post the patch, though I'm not totally happy about it
11:36:34  <peter1138> I think yes but not exclusively.
11:38:01  <peter1138> And if they place level crossings, it would be good if they can test/build across all parallel tracks and onto the next clear tile.
11:38:14  <Wolf01> Btw, with NRT towns could already be forbidden to build level crossings
11:38:18  <peter1138> That would stop useless level crosses into buildings.
11:38:53  <peter1138> Wolf01, good.
11:39:23  <peter1138> That's why any patch shouldn't be *only* bridges, must be based on newgrf specs and randomness.
11:39:37  <Wolf01> Maybe trying to build bridges after... like 1990, instead of level crossings should be a nice addition
11:48:54  <Samu> the code for avoiding building long bridges over lakes doesn't work that well
11:49:44  <Samu> it works if it's gonna build a ramp going up, but not if it's gonna build ramp going down
11:49:56  <Samu> going straight*
11:51:23  <Samu> it asks if it's water, but doesn't care if it's sea, river or canal
11:52:00  <Samu> line 1100 town_cmd.cpp
11:52:08  <crem> Among those, only sea is salty, right?
12:05:38  <Samu> i have it building bridges over rails, regardless if the bridge leads into a building, it's not that good
12:06:23  <Samu> but then again, this also happens with rivers and sea, not just because i added rails
12:10:52  <peter1138> Yeah that's separate behaviour
12:19:48  <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=76052
12:19:53  <Samu> posted
12:20:08  <Samu> i need screenshots of it
12:20:10  <Samu> must find
12:21:03  <peter1138> Why does it limit length?
12:21:15  <peter1138> Bridges already have length limits.
12:22:14  <peter1138> Uh, the patch doesn't have anything about length limits in it.
12:23:11  <peter1138> Well, it does but it's already there, so not relevant to the patch.
12:23:57  <Samu> too simple
12:24:12  <Samu> 5 is enough to cross a double rail
12:24:26  <Samu> this screenshot doesn't make it justice, must generate another
12:24:58  <Samu> oh wait, it does, on the bottom right side, duh, i'm blind
12:25:16  <Samu> those bridges there are length = 5
12:26:21  <Samu> the one on the left side that leads into the rail, is length = 4
12:27:34  <Samu> brb, gonna try generate more screenshots
12:29:08  <peter1138> Yeah but why are you talking about length. Your patch doesn't touch length.
12:30:31  <Samu> it re-uses it
12:30:33  <Samu> :(
12:30:38  <Samu> i thought it would be worth mentioning
12:30:40  <peter1138> It does nothing with it.
12:36:46  <crem> cd D:\
12:37:07  <Wolf01> It is d:
12:37:35  <crem> format a:
12:39:39  <crem> Wow, one can use A: and B: nowadays for hdd.
12:42:21  <Wolf01> I use B: for a backup network mounted folder
12:42:43  <crem> I use O: for openttd.
12:42:53  <Wolf01> Not on this pc, here I directly use Z for the NAS
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12:46:22  <Samu> interesting thing i noticed, if level crossings are enabled, it can still build them, in certain situations
12:46:51  <Samu> i didn't ruin that, amazing
12:47:52  <Samu> most of the time, it prefers building a bridge, only when it really can't build a bridge, it builds a level crossing
12:47:58  <Wolf01> "It works but I don't know why, musty ship this before I break it down while working some more on it"
12:53:06  <Samu> http://imgur.com/QzLCLcq
12:54:00  <Samu> rail was first, then town expanded later
12:54:22  <Samu> it prefers to expand south with bridges, except that middle part
12:54:50  <Samu> it couldn't really build a bridge in that situation, so it opted for level crossing
12:57:32  <Samu> overall, i'm impressed
12:57:43  <Samu> could be better, but oh well
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12:59:59  <andythenorth> isn’t it
13:00:05  <Wolf01> :(
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13:02:20  <andythenorth> why does importing Windows 10 & IE Edge make iTunes skip? :P
13:02:49  <Wolf01> Lolwhat?
13:02:57  <andythenorth> Virtualbox :P
13:03:04  <andythenorth>  I am adding VMs
13:03:13  <Samu> http://imgur.com/FFtLQ8z
13:03:54  <andythenorth> mac has gone laggy, even though CPU and IO are doing piss all
13:06:07  <andythenorth> :o Windows 10 is not the Windows I am used to :P
13:06:56  <Wolf01> You'll end up with windows 10 on hardware and OS X on VM as soon as windows will start taking control of the machine
13:07:00  <andythenorth> what is One Drive and why do I have to update it straight away?
13:07:12  <Samu> microsoft's dropbox
13:07:15  <andythenorth> “If I want to continue using it"
13:07:20  <andythenorth> I just booted for first time
13:07:25  <andythenorth> I haven’t used it afaik
13:07:31  <Wolf01> You can ignore it
13:08:02  <andythenorth> Why is Cortana popping me up asking me to ask it stuff?
13:08:38  <Samu> there is no support for Cortana on my country
13:08:39  <andythenorth> tbf, this isn’t unique to Windows, current versions of macOS do dumb shit as well when you first get them
13:09:01  <andythenorth> Cortana is listening to me?
13:09:13  <andythenorth> wtf is that doing enabled by default
13:09:14  <crem> I'm waiting so much windows os to become subscription based.
13:09:38  <Samu> can't tell what she really does
13:15:22  <Wolf01> No andy, Cortana is the entire API, not just the chitty-chatty part
13:17:55  <andythenorth> I’ll have to turn that off…security
13:19:49  <Wolf01> Disable the ads too
13:20:33  <Wolf01> And don't forget to disable the ads ID on the privacy tab
13:22:08  <Wolf01> Disable "occasionally show suggestions" (or what is called) in the customization->start
13:33:52  <supermop> andy on windows?????
13:35:30  <Wolf01> Dunno what for... on VM you can't play games :P
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13:41:54  <supermop> not working out so well huh
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14:12:30  * peter1138 grumbles about mother's day spam.
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14:18:42  * andythenorth grumbles about Virgin
14:18:47  <andythenorth> making me change modem
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14:24:24  <supermop> fiber?
14:25:50  <andythenorth> nah, cable
14:26:03  <andythenorth> seems faster, after an hour of fucking around with set up :)
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15:05:41  <supermop> do you have it looking at your face to log you in?
15:09:18  <Samu> peter1138: https://bugs.openttd.org/task/6504
15:09:21  <Samu> I answered
15:16:55  <Samu> peter1138: problem is... the AI is assuming that buoys are always placed, doesn't deal with the error message if the patch is implemented
15:17:20  <peter1138> Yes exactly. And what's the point.
15:18:06  <Samu> i have some other patches for water construction that actually facilitate placing
15:18:26  <Samu> but then again, AIs are not prepared to handle them graciously
15:18:42  <Samu> it can go both ways
15:18:56  <peter1138> I'm in favour of removing things that don't add anything
15:19:12  <peter1138> I use Gnome after all ;)
15:19:59  <Samu> i have one patch which allows placing docks when the 3rd tile check, water tile, is half-filled with water
15:20:33  <Samu> some AIs just place the dock and it results in closing the tiny passage, they end up blocking the ships themselves
15:20:51  <Samu> it eases construction from the point of a human player, but not so for the AI
15:22:39  <planetmaker> The AI can check that themselves, too. They're just too lazy. And it's a game (mostly) for humans. So making it difficult or annoying for those for the sake of a few AI which could solve that, too, if they were better maintained, is IMHO not the right way
15:27:15  <Samu> sec, i got this one https://www.tt-forums.net/viewtopic.php?f=33&t=75221
15:27:22  <Samu> what i was talking about
15:34:21  <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=75237&hilit=patch
15:34:49  <Samu> this one really helps AI, but hinders HU
15:35:16  <Samu> perhaps not as much though
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15:36:02  <Samu> AIs tend to build multiple docks close to each other, leading to blockades
15:36:23  <Samu> with this patch, if I recall, ships never got blocked cause of multiple docks
15:36:32  <Samu> caused by
15:39:06  <Samu> my bad, I meant this patch https://www.tt-forums.net/viewtopic.php?f=33&t=75216&hilit=patch
15:40:31  <Alberth> hi hi
15:41:43  <andythenorth> lo Alberth
15:42:16  <Samu> here's another one to help ships viability https://www.tt-forums.net/viewtopic.php?f=33&t=75217&hilit=patch
15:42:16  <Alberth> how's firs' make ?
15:42:32  <Samu> town growth tend to block passageways to ships
15:42:48  <Samu> helps both HU and AI
15:43:05  <andythenorth> Alberth: I wanted to complete Iron Horse make first ;)
15:43:06  <Samu> helps AI a great deal actually
15:43:11  <andythenorth> FIRS one is thus a stub
15:43:32  <andythenorth> http://dev.openttdcoop.org/projects/iron-horse/repository/revisions
15:44:19  <Samu> AIs just amass ships, hindering game performance
15:44:39  <Samu> main cause was towns blocking passage with buildings and such
15:45:12  <andythenorth> Alberth: I have 2 confusions
15:45:27  <Samu> oh well i dunno if peter1138 is listening yet :( I guess not
15:46:01  <Alberth> oh, the "build.py" file, makes sense
15:46:28  <andythenorth> 1. I don’t know how to specify graphics deps to be accurate, but also maintainable
15:46:56  <andythenorth> 2. my projects have 2 kinds of ‘docs’; html docs that I care about, and the license.txt and changelog.txt that _nobody_ cares about
15:49:17  <Alberth> $(GRF_FILE): generated/graphics generated/lang $(NML_FILE)  <-- $(GRF_FILE): $(GRAPHICS) $(LANG) $(NML_FILE)
15:49:17  <Alberth> seems better
15:49:50  <Alberth> although directory is not what you want, I guess
15:50:25  <Alberth> you actually want the source files themselves
15:52:14  <Alberth> standard trick for that is to make a dummy time-stamp file that you 'touch' when you re-generate eg the graphics
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15:54:32  <Alberth> https://paste.openttdcoop.org/pxtm1nceq   the 'graphics.timestamp represents the last time you generated the graphics
15:55:28  <Alberth> you can make that dependent on the times of the graphics source files (ie files used by src/render_graphics.py)
15:56:29  <andythenorth> oops, I intended to use $(GRAPHICS) etc :).
15:56:31  <andythenorth> oversight
15:56:33  <Alberth> so if you touch a graphics source file, graphics.timestamp must be rebuilt, and it triggers a run of the python script, and an updated time-stamp of the dummy file. That in turn triggers the nml to be recreated
15:58:19  <Alberth> oh, graphics.timestamp must be in the grf_file rule, my example uses the wrong nml rule
16:00:09  <Alberth> (nml doesn't need to be recreated when you change graphics)
16:01:01  <andythenorth> nope :)
16:01:29  <andythenorth> probably anything in src/graphics, and src/graphics_processor
16:01:53  <andythenorth> but also if any vehicle changes, or the vehicle classes in train.py, or global constants defining cargos
16:02:14  <andythenorth> or if the rosters change, or iron_horse.py
16:02:24  <andythenorth> so ~everything is a dep for graphics :P
16:02:57  <Alberth> GRAPHICS_SOURCES = $(shell bin/find-files src/graphics src/graphics_processor)
16:03:36  <Alberth> perhaps just run the graphics generator each time when you generate the nml?
16:03:59  <Alberth> no point in making it a separate step if you do it every time anyway
16:05:02  <Alberth> oh, perhaps every time you build the grf instead
16:05:22  <Alberth> stil confusing nml generation with grf generation :)
16:05:29  <andythenorth> it’s nice to have the different elements decomposed :)
16:05:36  <andythenorth> it’s useful when developing
16:06:09  <Alberth> just rebuild always?
16:06:29  <andythenorth> for graphics, I think so
16:06:42  <andythenorth> in principle 10-15s could be saved by not, but it’s a source of likely bugs
16:07:38  <Alberth> https://paste.openttdcoop.org/ppbfppktt
16:08:12  <Alberth> the .PHONY  line says 'there is a target named 'graphics', but don't bother finding a time-stamp for it'
16:08:31  <Alberth> so it's always out of date when you need it
16:09:32  <andythenorth> ok, I’ll add that in a bit
16:09:38  * andythenorth has to do school run shortly
16:09:57  <Alberth> running around the school :p
16:10:33  <andythenorth> I’ve pushed some tidying
16:10:44  <Alberth> ok
16:12:38  <Alberth> htnl_docs  should also be .PHONY, I think
16:13:16  <andythenorth> I find it confusing that docs and html_docs have to be treated separately :P
16:13:43  <andythenorth> I considered shipping the html docs in the tar
16:14:01  <andythenorth> they’re quite big, about 2MB in FIRS case
16:14:09  <andythenorth> but eh, how big is YETI? :P
16:14:19  <Alberth> that's perhaps my fault, I never considered your html docs, I only say docs/*txt  files in the output
16:14:30  <andythenorth> it’s a long-standing issue tbh :)
16:14:36  <Alberth> compressed?
16:14:56  <Alberth> you're not a yeti-size grf, I think :p
16:15:10  <andythenorth> IH docs compress to 138KB
16:15:23  <Alberth> that seems quite nice
16:15:25  <andythenorth> the decision about whether to ship them in the tar was never concluded
16:15:33  <andythenorth> but I am thinking they should
16:15:43  <Alberth> it makes sense, imho
16:15:52  <andythenorth> sites send me 1MB of JS just for a single page
16:15:58  <Alberth> now we only need an html browser in openttd :p
16:16:19  <andythenorth> frosch was contemplating one, or trolling me
16:17:01  <andythenorth> ok biab
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16:39:18  <peter1138> moo
16:45:09  <peter1138> Samu, posts aren't deleted just because they are implemented
16:51:16  <Samu> t.t
16:51:27  <Samu> it's worthless now
16:51:43  <peter1138> Lots of posts are worthless.
16:52:11  <Samu> and it's bugged too, and implemented
16:52:18  <Samu> so remove it
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16:55:18  <Alberth> not useful to you doesn't mean it's not useful in general
16:56:28  <Samu> i'd have to fix something that is already correctly implemented :(
16:56:28  <Alberth> if usefulness to the author of the post was the only reason to write, nobody would ever post anything, as by definition, the author already knows what he writes (you can't write something you don't know)
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16:57:09  <Alberth> wb
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17:00:11  <peter1138> Some people do go around deleting their posts when something is resolved.
17:00:16  <peter1138> It's bloody annoying.
17:00:31  <peter1138> It's not how forums work!
17:00:52  <andythenorth> o_O
17:01:14  <peter1138> I'm ignoring that Canadian guy's outrage :p
17:01:56  <Samu> what do i do about it? fix something that is already implemented? :(
17:02:01  <Samu> weird
17:02:14  <Samu> feels bad to leave it there
17:02:21  <supermop> peter1138: for some certain definitions of 'resolved' in that case i guess
17:03:06  <Samu> feels pointless to fix as well, hmm ughhh
17:03:23  <Alberth> add a note it has been correctly implemented
17:03:28  <peter1138> Just leave it and it'll fall off the list.
17:03:34  <peter1138> Yeah, after that.
17:04:26  <Alberth> at the time, you believed it was the right solution. That's history you want to preserve. Nowadays, you have new insights, so tell them
17:05:19  <Alberth> if you delete history, people are not going to understand how you arrived at the point that you do explain
17:05:47  <Alberth> if you delete all, people may try to do it all again, without the opportunity to learn from previous efforts
17:06:18  <peter1138> ^^
17:06:43  <Alberth> now if only git was so consistent too...  :p
17:06:46  <andythenorth> I don't need your civil war
17:06:47  <andythenorth> It feeds the rich while it buries the poor
17:06:55  <andythenorth> https://www.youtube.com/watch?v=JYoIgKxOK4A
17:07:10  * andythenorth happened to be listening, and got reminded of our Canadian friend
17:08:00  <Samu> oki, i edited the topic, hope it's not bumped to front page
17:08:32  <andythenorth> peter1138: there are probably some canset-related FS issues that could be closed :P
17:09:16  <andythenorth> Alberth: so I need .PHONY for graphics?
17:10:29  <peter1138> Samu, no need to *edit* it either, but never mind.
17:11:20  <Alberth> andy: yeah, it avoids accidents if you make by accident a file called 'graphics' and make starts looking at the time stamp of that file
17:12:09  <andythenorth> ok so L20 I have already GRAPHICS = generated/graphics
17:12:13  <andythenorth> do I keep that or delete? o_O
17:13:02  <Alberth> a variable and a target are different things
17:13:37  <Alberth> if you get confused, you may want to rename one of them (or both)
17:13:46  <Alberth> computer doesn't mind, afaik
17:13:59  <andythenorth> GRAPHICS_FILES or so?
17:14:16  <Alberth> fine by me
17:14:34  <Alberth> GRAPHICS_DIR ??
17:14:40  <andythenorth> also
17:16:39  <andythenorth> can I add ‘graphics’ target to the existing .PHONY list on L53
17:16:45  <Alberth> sure
17:17:46  <Alberth> you may want to move that line a bit up then, but it's likely not relevant
17:18:02  <andythenorth> I can also extend the clean list
17:18:18  <Alberth> I hope you can :p
17:18:19  <andythenorth> strictly clean could just ‘rm -r generated’
17:19:09  <Alberth> I folded a 'exists' tests around it, I think, I prefer that rather than -f, but ymmv
17:19:20  <Alberth> s/than/above/
17:19:35  <andythenorth> I like the exists test, previous makefile spat warnings if the dirs didn’t exist
17:20:44  <Alberth> bit of a corner case whether it's worth writing a python script for that
17:21:53  <andythenorth> I can at least read the python script without much effort ;)
17:22:37  <andythenorth> I’ve pushed some more stuff
17:22:46  <andythenorth> I think clean now cleans up correctly
17:22:59  <andythenorth> although I previously had it removing nml and chameleon caches also
17:23:30  <andythenorth> not sure if that’s correct or not
17:23:46  <andythenorth> caches can cause spurious errors to persist even when fixed in src
17:23:53  <andythenorth> so safer to remove in my experience
17:24:59  <Alberth> you're the boss to decide what 'clean' does :)
17:25:11  <andythenorth> oic :P
17:27:49  <andythenorth> http://dev.openttdcoop.org/projects/iron-horse/repository/revisions/9356a50c9193/diff/Makefile
17:30:22  <Alberth> you can split the line by a \ at the end (no spaces or tabs behind it!)
17:31:05  <Alberth> not sure what the src/*/__pycache__  thing does if there are not python caches, the shell may give a warning
17:31:22  <Alberth> s/not/no/
17:31:34  <andythenorth> seems not to
17:31:55  * andythenorth pushed the split line
17:32:13  <andythenorth> ok, now for docs :)
17:32:27  <Alberth> maybe your shell is "smart" and keeps src/*/__pycache__ which the 'exists' check then discards :)
17:32:49  <Alberth> but works, so done :)
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17:35:53  <Alberth> o/
17:36:04  <ZirconiumX> Is there any way to find out why Cargodist is giving a negative profit for a route?
17:37:16  <Alberth> cargodist doesn't do that
17:37:28  <Alberth> it's purely the cargo you're moving
17:37:50  <Alberth> https://wiki.openttd.org/Negative_income_with_feeder_service
17:39:10  <Alberth> ie check where cargo is coming from, and going to
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17:43:04  <andythenorth> oops, I broke bundle_tar
17:43:26  <ZirconiumX> I also have £1,337k.
17:44:14  <Alberth> 1M is enough, you can stop playing, and exchange it at the bank
17:44:53  <ZirconiumX> Fair enough
17:45:15  <frosch123> hoi
17:45:34  <ZirconiumX> Hi frosch123
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17:48:19  <Samu> Wormnest_: hi
17:48:20  <andythenorth> structuring the bundle is a bit of faff
17:48:33  <andythenorth> I can see how the coop makefile got complicated
17:48:44  <andythenorth> I need to build license.txt in the docs dir
17:48:50  <andythenorth> then move that to the bundle dir
17:48:58  <andythenorth> then copy docs dir into bundle dir
17:49:19  <Samu> are you a pathfinder expert? I'm looking for someone who understands what Aystar code is doing
17:49:52  <Alberth> no need to move files, mk-archive collects from anywhere
17:50:03  <Samu> i wanted to make river generation code friendly to locks, so far all my efforts have failed me
17:50:33  <Samu> goal was to generate rivers which are friendly for lock placement during map creation
17:51:08  <Samu> make ships great on openttd
17:51:11  <Samu> keks
17:51:19  <Alberth> Samu: A* explanations all around the Interwebs
17:52:16  <Samu> i guess i also need a slope expert
17:52:22  <Samu> or i'm just too dumb
17:52:55  <Alberth> examine 1 thing at a time
17:53:29  <Alberth> trying to do it all at the same time is very fast very difficult
17:55:11  <Samu> i examined the slope part, looks perfected to check tile by tile, but not the surrounding tiles
17:56:10  <Samu> it marks tiles for the pathfinder, and that's the unknown part
17:57:14  <Alberth> could be, I never looked at that code
17:57:48  <Alberth> aystar is horribly complicated though
17:58:01  <Alberth> so many layers of templates on top of each other
17:58:47  <Alberth> also, it's heavily optimized, so not simple to understand at all
17:58:52  <Samu> seems that when the pathfinder starts building, it picks random directions
17:58:59  <Samu> no matter what tiles I mark
17:59:13  <Alberth> it's not random :p
18:00:51  <Samu> static bool FlowsDown(TileIndex begin, TileIndex end)
18:00:54  <Eddi|zuHause> weird... something broke, and i can't move any windows...
18:00:58  <Alberth> http://www-cs-students.stanford.edu/~amitp/gameprog.html#paths  this may be useful
18:00:58  <Samu> line 1000 at landscape.cpp
18:01:29  <andythenorth> Alberth: bin/mk-archive expects only files, never dirs?
18:01:29  <Samu> that part is what decides which tiles are marked
18:01:37  <Alberth> Eddi|zuHause: the window manager (sets focus, etc)
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18:01:50  <Eddi|zuHause> yes, but focus and stuff works fine
18:01:51  <Alberth> andythenorth: also directories
18:01:58  <Eddi|zuHause> also, minimizing/maximizing
18:02:08  <Eddi|zuHause> just not move...
18:02:13  <andythenorth> Alberth: do dirs need some flag?
18:02:14  <Alberth> hmm, weird
18:02:27  <andythenorth> I’m trying to feed it the docs/ dir
18:02:33  <Alberth> andythenorth: no, afaik just list them
18:02:58  <Alberth> it should include the contents recursively
18:03:11  <Alberth> you can try it at the command-line
18:03:49  <Alberth> note that --flatten  removes directory trees :p
18:03:59  <andythenorth> mk-archive ERROR: Path 'docs' is not a file
18:04:00  <Alberth> you may want to read --help a bit :)
18:04:03  <andythenorth> ok
18:04:10  <Alberth> :o
18:04:33  <andythenorth> (bin35) iron-horse$ bin/mk-archive -o=foo.tar docs
18:04:33  <Alberth> sounds like something that needs extending then?
18:04:39  <andythenorth> or I use it wrong?
18:05:02  <Alberth> not sure, it looks reasonable
18:05:12  <Alberth> it works if you give it  a file?
18:05:44  <Alberth> maybe add a --tar ?
18:06:03  <Alberth> may be default though
18:06:11  <andythenorth> works fine with a file
18:06:34  <Alberth> ok, I think it's reasonable to give a directory to it
18:07:56  <andythenorth> os.isdir() ?
18:08:56  <Alberth> sanity checking would break with --flatten, so it needs more work
18:10:32  <andythenorth> zip the dir, move the zip, unzip it :P
18:10:37  * andythenorth redneck solutions
18:10:54  <Wormnest_> Samu: No, I know a little bit of what it does but certainly not an expert
18:12:37  <Alberth> andythenorth: 'fix' line 159  err = None  # err = check_uniq_filenames(args, flatten)
18:13:05  <__ln__> leaders of the free world speaking live: https://www.youtube.com/watch?v=g7HIFCwnPXQ
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18:15:14  <Samu> they're both terribad
18:15:21  <ZirconiumX> Don't you just love NewGRFs not playing along nicely?
18:18:33  <andythenorth> Alberth: moves the dir, but not the contents :D
18:18:57  <andythenorth> 80% is easy, it’s always the 20% :P
18:19:57  <peter1138> moo
18:20:09  <peter1138> hmm
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18:25:50  <Eddi|zuHause> __ln__: depends on your definitions of "leader", "free" or "world", i suppose...
18:25:57  <Eddi|zuHause> __ln__: and possibly "live"
18:27:59  <Montana> you forgot speaking too
18:28:00  <__ln__> and even "speaking"
18:28:03  <Montana> lol
18:29:30  <Wolf01> And what about "of the"?
18:29:59  <__ln__> or ":"
18:40:53  <Samu> what are the SET_MARK doing?
18:41:06  <Samu> line 1110 landscape.cpp
18:41:36  <Samu> i see it clears the marks right before calling the aystar to build the river
18:41:51  <Samu> pathfinder doesn't see these marks, :( I don't get this
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18:47:21  <Samu> what's a breadth first search :(
18:48:08  <andythenorth> possible entry points?
18:48:11  * andythenorth is guessing
18:48:33  <Samu> http://www.redblobgames.com/pathfinding/a-star/introduction.html i stumbled here for breadth first search
18:48:53  <ZirconiumX> But A* isn't Breadth first, it's Best first
18:50:43  <Samu> 	/* Breadth first search for the closest tile we can flow down to. */
18:51:10  <Samu> it's trying to locate an inclined slope?
18:51:15  <Alberth> search in every direction, closest unexamined tile first
18:52:38  <Alberth> andythenorth:: interesting that it skips the content :)  will have a look tomorrow
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19:11:40  <andythenorth> Alberth: ok cool, I am afk soon also
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19:28:43  <Wolf01> http://www.kystverket.no/en/About-Kystverket/Stad-Ship-Tunnel-project/ so... there is no reason to not implement it on OTTD too, R world is less realistic sometime...
19:29:19  <andythenorth> I see no reason to not have it in ottd
19:29:23  <andythenorth> it’s not a balancing issue
19:29:34  <andythenorth> ships already have clipping issues
19:29:40  <andythenorth> tunnels already have clipping issues
19:29:48  <andythenorth> so it’s not a graphics issue either
19:31:29  <Alberth> what, first ship tunnel?
19:32:01  <Alberth> I am pretty sure I saw tunnels for ships aged around the start of the industrial revolution
19:32:10  <Alberth> in the UK
19:32:22  <Wolf01> Not as big
19:32:44  <Alberth> true, but it's not the first by any means
19:33:49  <Eddi|zuHause> france has loads of ship tunnels that date from before industrialisation
19:34:11  <Alberth> sounds likely
19:34:51  <Alberth> have hilly enough country, and sooner or later someone is going to dig a tunnel
19:35:36  <Eddi|zuHause> yes, and they had really extensive channel projects
19:36:56  <Eddi|zuHause> like dating back to louis XIV
19:36:57  <Wolf01> Yeah they indeed have a nice channel network
19:37:33  <supermop> sounds like cable tv
19:38:08  <Eddi|zuHause> i don't think louis XIV knew about cable tv
19:38:50  <Wolf01> They performed naval battles at Versailles!
19:39:58  <Eddi|zuHause> what else would you do without cable tv? :p
19:40:47  <Wolf01> The same as I do now, as I don't watch tv if not for the rare moments I pass through the living room to get to the kitchen
19:41:17  <andythenorth> bye
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19:41:20  <Eddi|zuHause> but you have this box in front of you that performs naval battles and stuff
19:41:38  <Wolf01> Yup
19:41:59  <Eddi|zuHause> you probably performed more naval battles than all 18th century versailles people combined
19:42:23  <Wolf01> Probably, let me check how many hours I played Windward
19:43:09  <Wolf01> Not much, only 68 hours
19:43:37  <Eddi|zuHause> there are more games with naval battles...
19:43:49  <Wolf01> I should play patrician 3 and 4
19:44:18  <Eddi|zuHause> also, i have only like 30 hours
19:50:53  <Alberth> RL battles perhaps lasted days?
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20:00:24  <peter1138> Hmm
20:12:26  <Wolf01> Exactly
20:27:23  * peter1138 ponders the chances of nvidia drivers working with an RT kernel
20:31:49  <Eddi|zuHause> what would you need an RT kernel for?
20:32:46  <peter1138> Audio.
20:49:05  <SpComb> are your buffers not long enough
21:00:00  <peter1138> Low latency for realtime MIDI synthesis. Like wot I did with Belugas.
21:03:31  <Eddi|zuHause> try like a virtual realtime?
21:04:04  <Eddi|zuHause> PLC simulation uses stuff like that
21:04:32  *** Alberth has left #openttd
21:07:54  <peter1138> What?
21:08:25  <peter1138> It's not real realtime anyway, as it's Linux.
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21:49:17  <peter1138> Hmm
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22:04:34  <peter1138> v->NeedsServicing is a pain ;(
22:11:11  <Wolf01> 'night
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22:47:03  <peter1138> Doesn't seem to help anyway.
22:47:19  <peter1138> Oh, rtirq might work
22:48:34  <peter1138> Hmm, no, it was already there.
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23:13:13  <drac_boy> hi..anyone from europe area for a short chat atm?
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23:48:44  <peter1138> Nah
23:49:52  <drac_boy> hi supercheese, any big cheeses tonight? ;)
23:50:32  <Supercheese> no just corned beef
23:50:39  <drac_boy> :p
23:51:08  <peter1138> Hmm, so helicopters autorenewing but sometimes they unnecessarily go off on a jolly to just do servicing.

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