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Log for #openttd on 19th February 2018:
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09:46:31  <Wolf01> Moin
09:47:08  <Wolf01> Last day @ home... tomorrow back to work
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11:50:42  <Samu> hi
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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
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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
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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
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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
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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
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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. 	};
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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
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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
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16:18:09  <Samu> gonna investigate the choice of engine code, brb
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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
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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);
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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?
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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 :(
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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
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17:49:44  <Alberth> not in trunk, as all road are runnable
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17:52:52  <Samu> not in ratt either :(
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18:02:06  <Wolf01> There's HasPowerOnRoad in RATT
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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*
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18:14:51  <Samu> wagonlist.Valuate(AIEngine.CanRunOnRail, AIRail.GetCurrentRailType());
18:14:58  <Samu> something like this, but for road
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18:19:51  <Alberth> o/
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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
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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
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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
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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 :(
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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?
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19:38:54  <andythenorth> dunno :)
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19:39:07  <andythenorth> but I can have a look in 1 hour or so :)
19:39:10  <andythenorth> I have to go out
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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> :(
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20:28:37  <supermop> yo
20:36:02  <andythenorth> yo
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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
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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
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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?
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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
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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
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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
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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?
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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
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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.
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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
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23:36:20  <Thedarkb> YEah.
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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
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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

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