Times are UTC Toggle Colours
00:37:27 *** Samu has quit IRC 00:42:00 *** Flygon has joined #openttd 01:14:10 *** Thedarkb has quit IRC 01:26:53 *** Gustavo6046 has quit IRC 02:24:00 *** michi_cc has quit IRC 02:24:05 *** michi_cc has joined #openttd 02:24:05 *** ChanServ sets mode: +v michi_cc 02:57:56 *** supermop has joined #openttd 03:04:05 *** Supercheese has quit IRC 03:05:57 *** supermop has quit IRC 03:06:19 *** supermop has joined #openttd 03:39:54 *** chomwitt has quit IRC 03:40:28 *** glx has quit IRC 04:12:46 *** Mazur has joined #openttd 05:59:00 *** supermop has quit IRC 06:24:16 *** supermop has joined #openttd 06:33:17 *** supermop has quit IRC 06:53:14 *** synchris has joined #openttd 07:04:50 *** Cubey has quit IRC 07:13:25 *** snail_UES_ has joined #openttd 07:18:05 *** snail_UES_ has quit IRC 07:26:56 *** andythenorth has joined #openttd 07:40:16 *** john-aj has joined #openttd 08:12:58 *** andythenorth has left #openttd 08:24:19 *** supermop has joined #openttd 08:32:20 *** supermop has quit IRC 08:35:40 *** john-aj has quit IRC 09:20:44 *** chomwitt has joined #openttd 09:46:14 *** Wolf01 has joined #openttd 09:46:31 <Wolf01> Moin 09:47:08 <Wolf01> Last day @ home... tomorrow back to work 09:49:08 *** Biolunar has joined #openttd 09:50:14 *** APTX| has quit IRC 09:50:15 *** APTX_ has joined #openttd 10:08:36 *** tokai has joined #openttd 10:08:36 *** ChanServ sets mode: +v tokai 10:15:44 *** tokai|noir has quit IRC 10:52:30 *** snail_UES_ has joined #openttd 11:50:29 *** Samu has joined #openttd 11:50:42 <Samu> hi 12:02:53 *** agentw4b has joined #openttd 12:04:16 *** agentw4b has quit IRC 12:16:34 <Samu> Wolf01: well well 12:17:01 <Samu> out of 5 tram AIs, only one built a complete service 12:17:15 <Samu> Trans did it! 12:17:33 <Samu> that AI that refused to start yesterday 12:18:24 <Wolf01> Well 12:20:11 <Samu> that is with roadhog + unspooled 12:20:28 <Samu> gonna try only with generic set, brb 12:22:22 <Wolf01> I could start working on the next step 12:23:34 <Samu> no trams built with generic tram set only 12:23:36 <Samu> t.t 12:24:01 <Wolf01> Which trams were built with roadhog? 12:24:23 <Samu> not sure, gonna try roadhog again 12:27:01 <Samu> trans got the worst road pathfinder I know of 12:27:09 <Samu> looks like dijstra 12:27:27 <Samu> still planning first service 12:28:38 <Samu> finally 12:28:48 <Samu> Ladycross Passenger Tram 12:29:00 <Samu> Tram type: tramway 12:29:49 <Samu> do you want the savegame? 12:29:53 <Wolf01> No 12:30:11 <Wolf01> So they just won't build electric trams 12:30:18 <Samu> admiral ai builds tram lines, but doesn't complete it with vehicles 12:30:41 <Wolf01> Because every AI isn't aware that there are different tramways/roads 12:31:01 <Wolf01> Admiral might want to use more powerful electric trams 12:32:42 <Samu> yeam seems to be that, none of the trams are electric 12:33:09 <Wolf01> AIs will need some update 12:34:12 <Samu> Trans also builds cargo trams successfully 12:34:34 <Samu> Buildwas Open Tram, transporting Coal 12:34:58 *** Gja has joined #openttd 12:45:48 <Samu> none builds heavy haul road apparently 12:46:19 <Wolf01> I bet noone builds asphalt road too 12:47:35 <Samu> i dont have asphalt listed, is that part of unspooled? 12:47:40 <Samu> only trying roadhog 12:47:41 <Wolf01> Yes 12:48:18 <Samu> pathzilla built a tram line! wondering if it builds the vehicles 12:49:15 <Samu> nop, seems to be doing as Admiral... builds the connections, but then doesn't build the vehicles 12:50:16 <Samu> otvi built some tram line too, heh, let me take a look 12:53:15 <Samu> same issue 12:53:31 <Samu> got the route built, but then doesn't build vehicles 12:55:50 <Wolf01> Ha, town build the roads I want :> 12:58:02 <Wolf01> https://imgur.com/LtSDWpj 13:03:01 *** john-aj has joined #openttd 13:10:17 <Wolf01> Yeah, I even made the roadworks to change the roadtype 13:23:30 <Wolf01> https://imgur.com/KSmdFpt 13:44:53 <Samu> pretty 13:46:51 <Wolf01> I need to create a nice function which takes only the roads which towns should build and available to the current year 13:49:04 <Wolf01> I got towns with highway, a lot of towns with electrified roads 13:57:36 <Samu> got a problem for u 13:58:14 <Samu> https://imgur.com/9nO7Rji 13:58:29 <Samu> AIAI was trying to build a truck that isn't available at that depot 13:58:54 *** Flygon has quit IRC 14:00:31 <Samu> yeah it's available at the other road type https://imgur.com/KJpsg71 14:02:07 <Wolf01> Not a problem for me, AIs need to be updated 14:02:56 <Wolf01> It was trying to purchase HAUL vehicles in ROAD depots, it's not my fault 14:03:55 <Samu> :p 14:17:48 *** john-aj has quit IRC 14:34:33 *** efess has joined #openttd 14:35:27 *** supermop has joined #openttd 14:50:49 *** ToffeeYogurtPots has joined #openttd 14:57:00 *** Gja has quit IRC 15:21:17 *** snail_UES_ has quit IRC 15:26:17 <Samu> DictatorAI "can't find an engine of type VT_ROAD to use with cargo #0 PASS 15:26:45 <Samu> that is strange 15:27:16 <Samu> gonna investigate what it means with VT_ROAD 15:27:55 <Wolf01> I wouldn't do other tests until we have proper AIs 15:32:36 *** ToffeeYogurtPots has quit IRC 15:32:47 <Samu> enum VehicleType { VT_RAIL, ///< Rail type vehicle. VT_ROAD, ///< Road type vehicle (bus / truck). VT_WATER, ///< Water type vehicle. VT_AIR, ///< Air type vehicle. VT_INVALID = 0xFF, ///< Invalid vehicle type. }; 15:33:05 *** ToffeeYogurtPots has joined #openttd 15:34:53 <Samu> this can only be true if DictatorAI is trying to build for HAUL road ? 15:35:03 <Samu> no passenger vehicles on that road 15:35:08 *** Alberth has joined #openttd 15:35:08 *** ChanServ sets mode: +o Alberth 15:42:53 *** Gja has joined #openttd 15:51:05 <Alberth> hi hi 15:51:16 <Samu> hi 15:51:35 <Wolf01> o/ 16:00:13 <Samu> none of the AIs I tested so far has built heavy haul or electric tramway 16:00:24 <Samu> gonna test the next 14 16:03:56 <supermop> samu, most ais probably think of the cheapest waytype as being best 16:04:12 <supermop> in roadhog, the HAUL vehicles are very expensive 16:04:43 <supermop> AI probably thinks 4 regular trucks on regular road is a better deal than 1 big truck on special road 16:04:57 <Samu> i think they don't know those road subtypes as you call it, even exist 16:05:31 <Alberth> I would hope so, as it doesn't exist in current openttd :) 16:05:38 <supermop> i don't think any AIs even look for different railtypes, and those have been in trunk for years 16:05:54 <supermop> they typically just build RAIL 16:06:16 <supermop> even if it has a speed of 80kmh 16:06:53 <supermop> so i made both green and grey electrical machines 16:06:56 <Samu> trAIns upgrades rail to electric, to monorail and to maglev 16:06:59 <Alberth> that would fail if you run a default 100 year game :) 16:07:07 <supermop> the green ones look very pre-1970 to me 16:07:35 <Alberth> sounds fair :) 16:08:04 <supermop> so i don't know if it is neater to have green before year x, then transition, then grey 16:08:16 <Wolf01> supermop: prepare yourself for more grfs for test, I hope you read what I've done today 16:08:19 <supermop> or just always have a random assortment of greey and grey 16:08:33 <supermop> have not read yet Wolf01 16:08:43 <supermop> i need to fix something in docklands though 16:08:54 <supermop> its disabling itself when i load spool now 16:09:18 <Alberth> for a transition you need a 3rd set of machines? 16:09:25 <supermop> oops i boiled my water for tea 16:09:48 <supermop> Alberth: i use stacks on the sprites so i can just stack in a mix 16:11:32 <Alberth> ah, spiffy 16:11:58 <Samu> MogulAI: "Good engine for COAL not found!" 16:12:17 <Samu> i'm getting several AIs complaining about this similar problem 16:12:29 <Wolf01> Tell them to fuck off :P 16:12:42 <Samu> only seems to happen with the roadhog newgrf 16:12:56 <Samu> if no newgrf is loaded, then they build fine 16:13:10 <Wolf01> Write an AI for NRT 16:13:31 <Samu> eh... i thought it was supposed to maintain compatibility with the old stuff 16:14:01 <Wolf01> You just said that if no grf is loaded they build fine 16:14:18 <Alberth> transition may depend on how long it is, if you add a 3rd set of engines, transition can easily take a decade or more 16:14:24 <Wolf01> What is missing is the compatibility with NEW stuff 16:14:47 <Samu> old stuff in this case, the AI being old 16:15:55 *** Wormnest has joined #openttd 16:18:09 <Samu> gonna investigate the choice of engine code, brb 16:18:54 *** snail_UES_ has joined #openttd 16:20:29 <supermop> so what have you added Wolf01 ? 16:20:51 <Wolf01> Roads for towns 16:21:28 <Wolf01> It needs a lot of refinement and it might not be the final solution, but it works 16:21:35 <supermop> docs? 16:21:51 <Wolf01> Just set another flag 16:22:40 <Wolf01> But I think I'll move it to properties, so you are forced to tell if a roadtype can be used or not 16:24:16 <Wolf01> Currently no roadtype is usable, so it defaults to normal road 16:25:20 <supermop> ok 16:25:41 <supermop> well tell me how to use it and i will 16:25:55 <Wolf01> Needs NML patch 16:27:10 *** ToffeeYogurtPots has quit IRC 16:27:43 <supermop> i still need to figure out how to recolor cargo sprites 16:27:45 <Wolf01> Actually I also check for NO_HOUSES flag (it's useless to set a roadtype as town road and it can't even support houses), and discarded all the electric ones 16:28:26 <supermop> the docs make no sense to me 16:29:38 <supermop> i need a dumber explanation, like 'here is how you make x1-x8 look like y1-y8' and here is where you put that code 16:32:41 <supermop> Wolf01: is there a property for how much town wants to build the type? 16:32:56 <Wolf01> No, it's totally random now 16:33:20 <Wolf01> But I can add a weight 16:35:42 <supermop> ok 16:39:58 <supermop> brb museum time 16:59:27 <Samu> Wolf01: which roadsybtype 2 is this on roadhod? 16:59:41 <Samu> (((e)->u).road).roadsubtype 2 RoadSubType 17:00:40 <Samu> confused, some vehicles don't have a roadsubtype 17:08:47 <Samu> ScriptEngineList found 52 engines 17:09:20 <Samu> list.Valuate(AIEngine.GetRoadType); 17:14:14 *** ToffeeYogurtPots has joined #openttd 17:18:06 *** john-aj has joined #openttd 17:26:12 <Samu> i see 17:26:28 <Samu> from a list of 52 road vehicles, it shortened it to 24 17:26:36 <Samu> now from these 24, it's selecting only those with coal 17:27:04 <Samu> only 5 were found 17:27:26 <Samu> 5 vehicles can trnsport coal, and can run on roadtype road 17:27:38 <Samu> well, why does mogul fail then 17:28:03 <Samu> he's looking for articulated vehicles now 17:28:11 <Samu> for non-articulated, actually 17:28:19 <Samu> i guess roadhog vehicles are all articulated, right? 17:28:24 *** TheMask96 has quit IRC 17:29:08 <Samu> yep, all coal vehicles found are articulated 17:29:48 <Samu> he kept 0 vehicles, then outputs that message "Good engine for COAL not found!" 17:30:08 <Samu> false alarm Wolf01 :( 17:32:43 *** TheMask96 has joined #openttd 17:35:02 <Samu> i hacked mogulai code to let him buy articulated vehicles 17:35:08 <Samu> i get another error now 17:35:40 <Samu> "vehicle with engine Broadrock Mining Truck not bought! ERR_VEHICLE_WRONG_DEPOT 17:39:29 <Samu> needs to filter out incompatible vehicles, hmm how am i gonna do this 17:41:47 <Samu> CanRunOnRail (EngineID engine_id, AIRail::RailType track_rail_type) Check if a train vehicle can run on a RailType. 17:41:57 <Samu> is there an equivalent for Road? 17:42:00 <Samu> CanRunOnRoad 17:43:29 *** Cubey has joined #openttd 17:49:44 <Alberth> not in trunk, as all road are runnable 17:50:07 *** sla_ro|master has joined #openttd 17:50:43 *** HerzogDeXtEr has joined #openttd 17:52:52 <Samu> not in ratt either :( 17:58:04 *** ToffeeYogurtPots has quit IRC 18:02:05 *** snail_UES_ has quit IRC 18:02:06 <Wolf01> There's HasPowerOnRoad in RATT 18:02:13 *** glx has joined #openttd 18:02:13 *** ChanServ sets mode: +v glx 18:03:37 <LordAro> Wolf01: should probably be consistently named, imo 18:05:28 <Samu> what mogulai wanted to buy at this point was a road vehicle that transports coal, is articulated, and can run on road ROAD, he tried to buy a road HAUL vehicle :( 18:06:15 <Samu> needs a way to exclude HAUL vehicles 18:06:25 <Samu> or a way to keep only ROAD vehicles 18:08:14 <Samu> CamRunOnRoad(ROAD) 18:08:19 <Samu> Can* 18:08:36 *** Thedarkb has joined #openttd 18:14:51 <Samu> wagonlist.Valuate(AIEngine.CanRunOnRail, AIRail.GetCurrentRailType()); 18:14:58 <Samu> something like this, but for road 18:19:07 *** frosch123 has joined #openttd 18:19:51 <Alberth> o/ 18:21:49 *** Gja has quit IRC 18:23:18 *** Gja has joined #openttd 18:23:30 <Samu> woah, even buses are articulated in roadhog, while they don't articulate 18:23:39 <Samu> fix ploz 18:27:18 <frosch123> moi 18:28:02 <Samu> hi 18:29:11 <Samu> uh, nop, simpleai is complaining about something else, my bad 18:30:48 <Samu> are roadhog buses articulated or not? strange 18:37:04 <Samu> Wolf01: can you confirm something for me? are roadhog buses articulated? They don't look like they are, but the valuator is excluding all articulated buses 18:37:13 <Samu> it's none left 18:38:33 <Samu> when i tell it to keep articulated buses, he builds them 18:42:22 *** quiznilo has quit IRC 18:44:45 <Wolf01> They are all articulated 18:45:18 <Samu> heh, I suspected 18:45:23 <Samu> can u fix that? 18:45:26 <Wolf01> No 18:45:27 <Samu> :8 18:45:45 <Wolf01> It's a grf and made like that with a purpose 18:45:51 <Wolf01> Nothing to fix there 18:45:57 <Wolf01> Fix the AI 18:46:18 <Samu> the buses don't look articulated 18:46:23 <Samu> :( 18:46:49 <Wolf01> They are made so to not being able to enter in drive-in roadstops 18:47:37 *** supermop has quit IRC 18:47:39 <Samu> they can enter normal stations 18:47:53 <Samu> i just tested that 18:48:04 <Wolf01> So they aren't articulated 18:48:11 *** andythenorth has joined #openttd 18:48:13 <andythenorth> o/ 18:48:24 <Samu> uh, they are for the AI 18:48:29 <Samu> he can't use them 18:48:36 <Wolf01> frosch123: quak, I was fiddling with towns and https://github.com/andythenorth/NotRoadTypes/tree/town-roads happened, not even long to be ready, but it's a start 18:48:41 <Wolf01> 'lo andy 18:49:04 <andythenorth> random roads :) 18:49:27 <Wolf01> https://imgur.com/a/NUryq first 2 images 18:49:47 <Wolf01> Dinner is ready, bbl 18:53:18 <Samu> just checked. there are 11 engines that are able to enter normal stations, all the buses and the courier trucks, but you flagged them as articulated and the ai can't use them :( 18:53:32 <Samu> why u no fix :( 19:01:09 *** Progman has joined #openttd 19:03:07 <andythenorth> how do they enter normal stations if they are articulated? 19:03:11 <andythenorth> that's not possible 19:03:35 <andythenorth> where does that bug originate then? o_O 19:04:16 <Samu> all roadhog buses can enter normal stations 19:06:11 <andythenorth> yes, so they don't have an articulated flag 19:06:26 <andythenorth> so where in the stack is the error? 19:06:51 <Samu> that's weird SimpleAI is using a valuator 19:06:58 <Samu> asking if the engine is articulated 19:07:20 <Samu> it keeps all non-articulated engines 19:07:28 <Samu> which is 0 in the case of roadhog 19:07:32 <Samu> keeps nothing 19:07:56 <andythenorth> I'll check Hog first 19:08:53 <Wolf01> andythenorth: I implemented town road as a flag, but I think I'll implement it as a set of properties (enable, choice weight...), but some things need to be considered, like the no-houses flag which isn't compatible with town road (you want a dead city? because that's how you get a dead city), also I discarded electric types, maybe I should not, and I'll need to discard not available roadtypes 19:08:53 <Wolf01> by date too 19:09:27 <andythenorth> ok this is interesting 19:09:34 <andythenorth> all Hog vehicles are articulated 19:09:50 <andythenorth> with n parts 19:09:55 <andythenorth> and in some cases n is one 19:10:04 <andythenorth> so that breaks AIs eh? 19:10:17 <Samu> yes 19:10:26 <andythenorth> well 19:10:28 <andythenorth> that's interesting 19:10:44 <andythenorth> Wolf01: maybe a dead city is a goal? o_O 19:10:47 <Wolf01> Is it possible with NML to warn if one set the roadtype as town road and also sets the no-houses flag? 19:10:49 <andythenorth> for weird scenarios :P 19:10:52 <Wolf01> Lol 19:12:17 <Samu> AI is apparently selecting vehicles that can enter normal stations as that's the only station type it uses 19:12:40 <Samu> engines* 19:12:53 <Wolf01> Ban AIs which use normal road stations 19:13:36 <Wolf01> First official NRT grf from andy: no drive-in roadstops. 19:15:02 <andythenorth> I suspect the AI reads the flag (property) on the vehicle where the articulated bit is set 19:15:05 <andythenorth> at a guess 19:15:17 <andythenorth> rather than counting the number of vehicles in the consist 19:15:30 <andythenorth> I could resolve that in the newgrf, if I can be arsed 19:15:42 <andythenorth> all Hog vehicles seem to have the flag set, afaict 19:15:47 <andythenorth> NML hides this away a bit, so not sure 19:16:06 <Samu> line 238 script_engine.cpp ScriptEngine::IsArticulated(EngineID engine_id) 19:17:10 <Samu> bool IsArticulatedEngine(EngineID engine_type) { return HasBit(EngInfo(engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE); } 19:17:53 <Samu> doesn't go counting parts :( 19:26:09 <andythenorth> yeah 19:26:14 <andythenorth> I'll need to change the grf 19:27:15 <andythenorth> although....an AI that only uses drive-in stops is a silly AI 19:33:02 <Samu> there's many like that 19:35:20 <andythenorth> seems daft, but eh 19:35:35 <andythenorth> I've added it to my to-do list 19:36:24 <Wolf01> While you are at it, you might want to test also the town roads ;) 19:36:48 <Wolf01> I added a property, now I need to load it from grfs 19:36:49 <Samu> ok 19:37:33 <Samu> AIs might see it as a different kind of road and fail, keks 19:37:37 <Samu> j/k 19:37:38 <Wolf01> andythenorth: which property indexes are free? 19:37:58 *** quiznilo has joined #openttd 19:38:54 <andythenorth> dunno :) 19:39:01 *** Alberth has left #openttd 19:39:07 <andythenorth> but I can have a look in 1 hour or so :) 19:39:10 <andythenorth> I have to go out 19:39:55 *** andythenorth has left #openttd 19:40:34 *** Stimrol has joined #openttd 19:43:35 <Samu> how am I testing townroads? 19:45:40 <Samu> i funded local road reconstruction, but the road is still the same 19:52:04 <Wolf01> You can't 19:52:21 <Wolf01> I made it today and it won't be compiled for a long time 19:52:41 <Samu> oh :( 19:52:53 <Samu> looks like a nice feature, but will bridges be upgraded? 19:53:37 <Samu> and tunnels 19:54:13 <Wolf01> I'm not even sure if I'll keep the roadworks stuff 19:55:10 <Samu> i'd keep it, but then disallow companies upgrading town roads. Do it by the means of roadworks 19:55:42 <Wolf01> Nope 19:56:45 <Wolf01> Roadworks are to piss off players, not to aid them 19:57:18 <Samu> :( 20:02:07 *** andythenorth has joined #openttd 20:10:52 *** sim-al2 has quit IRC 20:25:07 *** efess has quit IRC 20:27:06 *** efess has joined #openttd 20:27:55 *** supermop has joined #openttd 20:28:37 <supermop> yo 20:36:02 <andythenorth> yo 20:45:09 *** frosch123 has quit IRC 20:47:02 *** quiznilo has quit IRC 20:47:23 <Wolf01> So, I'm changing it again, just the choice weight, if 0 is disabled, byte size 20:47:59 <Wolf01> Tell me a property index and I'll use that :P 20:48:31 <supermop> what'd i miss? 20:48:38 <Wolf01> Town roads 20:57:40 *** quiznilo has joined #openttd 20:59:02 <supermop> now im wondering if mixing transformer colors isn't worth it afterall, 20:59:24 <supermop> as a factory probably is only making one color of them at any given time 20:59:47 <supermop> so a truck isn't ever going to leave the factory with two green ones and a grey one 21:00:07 *** sla_ro|master has quit IRC 21:00:17 <supermop> its not like crates where you need the different shades to break up the mass 21:00:48 <andythenorth> I wouldn't bother 21:00:58 <andythenorth> unless you use magic recolouring 21:01:12 <supermop> andythenorth: i already drew green and grey and i like both 21:01:25 <supermop> but i might just have green up to year x then grey 21:01:29 <andythenorth> fair 21:01:44 <supermop> that or each truck load is randomly all green or all grey 21:01:56 <supermop> i don't understand how to do recoloring yet 21:01:57 <andythenorth> Wolf01: https://wiki.openttd.org/Frosch/NotRoadTypes#Properties 21:02:20 <andythenorth> some of the properties might be reserved, dunno 21:02:33 <andythenorth> allocations in nfo can be straightforward, or not 21:02:54 <Wolf01> Could I use 0x1E? 21:03:14 <Wolf01> It's just a number, isn't it? 21:03:33 *** Gja has quit IRC 21:03:58 <andythenorth> I would just stick it on 0x1E yes 21:04:09 <andythenorth> I was going to suggest same, was just checking nml code first 21:04:54 <andythenorth> https://github.com/andythenorth/nml-andythenorth/blob/NotRoadTypes/nml/actions/action0properties.py#L1054 21:04:58 <andythenorth> specific to roadtypes? 21:05:03 <andythenorth> or also in tramtypes? 21:05:34 <Wolf01> Only roads for now, maybe trams in future 21:06:01 <Wolf01> Pushed, if you want to try 21:06:23 <Wolf01> There is no weight considered, just put a value different than 0 21:06:32 <andythenorth> will it need a newgrf? 21:06:44 <Wolf01> Yep 21:07:01 <Wolf01> If no town road is enabled it just fall back to normal road 21:07:08 <andythenorth> so you need me to patch nml as well 21:07:10 *** synchris has quit IRC 21:07:11 <Wolf01> :P 21:07:19 <andythenorth> I won't get to that tonight :) 21:07:24 <Wolf01> NP 21:07:30 <andythenorth> it's an easy patch 21:08:43 <andythenorth> oh the NRT branch fails to compile for me :) 21:09:06 <andythenorth> #include "core\random_func.hpp" 21:09:17 <andythenorth> src/road.cpp:25:10: fatal error: 'core\random_func.hpp' file not found 21:09:17 <andythenorth> #include "core\random_func.hpp" 21:09:40 <Wolf01> Strange 21:09:45 <andythenorth> is that a windows path slash? 21:09:51 <andythenorth> goes the wrong way :P 21:10:06 <Wolf01> Oh fuck 21:10:24 <supermop> ok so i just do 'weight: 1'? 21:11:15 <Wolf01> With weight I could just sort the available types by weight, then generate a value between 0 and max-weight, then cycle the types until it finds the first one with weight > random 21:11:48 <andythenorth> seems fair 21:11:50 <supermop> andythenorth: do you recolor using maps, or with some python magic? 21:11:57 <andythenorth> both, depending on context 21:12:10 <andythenorth> recolour maps are harder to use imho 21:12:13 *** sim-al2 has joined #openttd 21:12:20 <supermop> is it easy in nml? the doca are a little opaque to me 21:12:20 <andythenorth> but python recolouring bloats the compile 21:12:31 <andythenorth> it's not hard 21:12:56 <supermop> particularly i want to recolor to non cc colors, like greys and browns 21:13:10 <andythenorth> yeah, it's work to set up 21:13:21 <andythenorth> frosch gave me the code for CC 21:13:41 <supermop> and i don't know how from the docs to say 'purples become these 8 greys' 21:13:47 <supermop> etc 21:13:55 <andythenorth> me neither 21:14:17 <andythenorth> in principle it just maps palette index -> palette index 21:14:28 <andythenorth> but there are some tricks to it 21:18:17 <supermop> testing pipes and transformers is hard 21:18:48 <supermop> have to get a pretty strong chain going to see them show up on my trams 21:19:08 <supermop> and then im too distracted by playing my steeltown game to fix grf 21:20:19 <andythenorth> :P 21:20:35 <supermop> so far my 'vehicles' are shipped in wooden crates 21:21:15 <supermop> f i draw little cars i'll need recoloring there for sure 21:29:56 <supermop> also drew both rolls and ignots for the metals 21:30:36 <supermop> but really a mixed load of some copper sheet and some copper bars is pretty unlikely 21:33:21 <Wolf01> I think it's better if I go to bed so I can get up tomorrow in time to go to work 21:33:37 <Wolf01> 'night 21:33:40 *** Wolf01 has quit IRC 21:42:16 *** sim-al2 has quit IRC 21:42:22 *** cHawk has quit IRC 21:47:08 *** andythenorth has left #openttd 21:47:13 *** cHawk has joined #openttd 21:51:09 *** sim-al2 has joined #openttd 21:52:55 <Thedarkb> https://media.discordapp.net/attachments/367720269994917892/415264386689663095/VirtualBox_TinyCore_19_02_2018_21_51_50.png?width=641&height=481 21:52:59 <Thedarkb> Any ideas? 21:53:14 <Thedarkb> It just segfaults before it starts. 22:19:18 <debdog> I suppose you've installed libSDL by now? 22:20:16 *** snail_UES_ has joined #openttd 22:28:35 *** Progman has quit IRC 22:40:13 *** snail_UES_ has quit IRC 22:45:47 *** Flygon has joined #openttd 22:54:56 <LordAro> Thedarkb: run it through gdb? 22:55:27 <Thedarkb> debdog, LordAro bear with me, I broke my whole install doing something else. 22:55:39 <LordAro> probably won't help :p 22:57:04 <Thedarkb> I'm reinstalling right now. 22:57:12 <Thedarkb> Would it help if I tried compiling it from source? 22:57:20 <Thedarkb> I'm on a bit of a weird distro. 22:57:39 <Thedarkb> I had a dd accident 22:57:45 <Thedarkb> my partition table did not survive. 22:58:07 * Thedarkb downloads gparted from the livecd 22:59:31 <Samu> gamelog 22:59:38 *** chomwitt has quit IRC 23:06:44 <Samu> gamelog 23:06:57 <Thedarkb> huh 23:07:09 <Thedarkb> I obliterated my install, remember? 23:07:44 <Thedarkb> I'm running TinyCore Linux and I'm trying to make an OpenTTD package but it won't cooperate. 23:11:41 *** john-aj has quit IRC 23:16:20 *** Stimrol has quit IRC 23:24:38 <Thedarkb> I'm going to try compiling from the source. 23:28:03 <LordAro> Thedarkb: oh dear 23:28:08 <Thedarkb> Bad idea? 23:28:13 <LordAro> (re dd) 23:28:23 <LordAro> the generic binary *should* work 23:28:36 <LordAro> i'd be interested in seeing why it's segfaulting 23:29:01 <Thedarkb> I'll download both. 23:31:00 <LordAro> at a complete guess, i'd say there's an issue with SDL, given how early it's breaking 23:31:26 <Thedarkb> Will I just install every version of SDL in the package manager and hope for the best? 23:31:57 <LordAro> sdl1.2 23:32:21 <LordAro> someone should update it to sdl2 at some point 23:32:55 <Thedarkb> There are a couple of outdated libs in use. 23:33:13 <Thedarkb> gcc is 85% installed 23:33:26 <Thedarkb> Yeah, I had 1.2 when it was crashing. 23:33:28 <LordAro> icu & sdl are the only ones i'm aware of 23:35:07 *** Wormnest has quit IRC 23:36:12 *** sim-al2 has quit IRC 23:36:20 <Thedarkb> YEah. 23:37:58 *** Biolunar has quit IRC 23:42:39 <Thedarkb> OK, I'm getting SDL 1.2 23:43:28 <Thedarkb> Installing gdb 23:43:59 <Thedarkb> No debugging symbols found. 23:44:41 <LordAro> not unexpected 23:45:08 <LordAro> but would be interesting to see exactly where the segfault occurs 23:45:26 <LordAro> (`run`, followed by `backtrace`) 23:48:44 <Samu> could this get trunk'ed? https://www.tt-forums.net/viewtopic.php?f=33&t=75342&p=1177621&hilit=patch#p1177621 23:48:48 <Samu> request 23:49:06 <Samu> i hate to see rich ais bankrupting 23:52:27 *** Thedarkb has quit IRC 23:55:32 <Samu> LordAro: your ai actually suffers from that 23:55:57 <LordAro> hwh 23:56:00 <LordAro> heh* 23:57:11 <Samu> start him with 250k ops 23:57:21 <Samu> soon it will trigger bankrupt warnings 23:57:36 <Samu> if unlucky, it bankrupts with 1500 buses or so