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00:08:20 <Eddi|zuHause> c++11 is only 7 years old, how can you demand support for that? 00:19:04 *** Gustavo6056 has joined #openttd 00:26:07 *** Gustavo6046 has quit IRC 00:26:07 *** Gustavo6056 is now known as Gustavo6046 01:19:05 *** Supercheese has quit IRC 01:19:14 *** Gustavo6056 has joined #openttd 01:20:36 *** WWacko1976-work has joined #openttd 01:24:47 *** Gustavo6046 has quit IRC 01:24:48 *** Gustavo6056 is now known as Gustavo6046 01:30:14 *** Laedek has joined #openttd 01:58:44 <Samu> what's the fastest priority queue for graph aystar? 02:00:36 <Samu> and when i mean fastest, it's the one with less op codes needed 02:10:55 *** snail_UES_ has quit IRC 02:19:20 *** Gustavo6056 has joined #openttd 02:19:25 <Samu> very funny 02:19:27 <Samu> https://imgur.com/a/MS3mbIt 02:19:42 <Samu> fibonacci heap vs binary heap 02:20:18 <Samu> fibonacci was faster than binary, but the routes are different 02:20:31 <Samu> why? 02:20:47 <Samu> all costs are the same on both 02:22:48 *** Samu 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now known as Gustavo6046 07:27:46 *** Supercheese has quit IRC 07:45:20 *** sla_ro|master has quit IRC 08:12:46 <peter1138> hi 08:14:02 <LordAro> o/ 08:19:52 *** Gustavo6056 has joined #openttd 08:27:27 *** Gustavo6046 has quit IRC 08:27:27 *** Gustavo6056 is now known as Gustavo6046 09:14:29 <crem4> Did TTD take a sawmill sound from beginning of Billy Joel's "Allentown" song? 09:14:32 <crem4> \o 09:18:03 <peter1138> Stock audio, probably. 09:20:18 *** Gustavo6056 has joined #openttd 09:24:37 *** Gustavo6046 has quit IRC 09:24:37 *** Gustavo6056 is now known as Gustavo6046 09:35:30 <LordAro> i hear AoE2's horse sound so often 09:51:49 *** Samu has joined #openttd 09:52:47 <Samu> hi 09:53:50 <Samu> why does fibonacci heap and binary heap produce different results? 09:53:59 <Samu> is that supposed to happen? 09:54:33 <Samu> https://imgur.com/a/MS3mbIt here 09:55:30 <Samu> take a look at the 2 images and the roads built on both, they're different 10:07:10 <Samu> just tried priority queue, it's utterly slow 10:07:37 <Samu> produced the same result as fibonacci 10:07:44 <Samu> does that mean it's binary heap that's bugged? 10:07:54 <Samu> or it's not a bug at all? 10:20:35 *** Gustavo6056 has joined #openttd 10:24:06 *** Samu has quit IRC 10:26:59 *** m3henry has joined #openttd 10:27:37 *** Gustavo6046 has quit IRC 10:27:37 *** Gustavo6056 is now known as Gustavo6046 10:39:27 *** hph^ has quit IRC 10:39:38 *** hph^ has joined #openttd 10:53:10 *** Webster has joined #openttd 10:53:38 *** Yexo has quit IRC 10:53:55 *** Terkhen has joined #openttd 10:53:55 *** ChanServ sets mode: +o Terkhen 10:54:10 *** planetmaker has quit IRC 10:54:25 *** Yexo has joined #openttd 10:54:25 *** planetmaker has joined #openttd 10:54:25 *** ChanServ sets mode: +o planetmaker 10:54:58 *** XeryusTC has quit IRC 10:55:14 *** fonsinchen has quit IRC 10:55:25 *** XeryusTC has joined #openttd 10:55:55 *** fonsinchen has joined #openttd 11:09:55 *** KouDy has quit IRC 11:16:34 *** peter1138 has 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has joined #openttd 13:07:37 *** ChanServ sets mode: +v tokai|noir 13:14:29 *** tokai has quit IRC 13:20:37 *** Gustavo6056 has joined #openttd 13:27:52 *** Gustavo6046 has quit IRC 13:27:52 *** Gustavo6056 is now known as Gustavo6046 13:44:51 *** nielsm has joined #openttd 14:20:51 *** Gustavo6056 has joined #openttd 14:21:23 *** sla_ro|master has joined #openttd 14:23:47 <Samu> are heaps supposed to give different results? 14:25:57 *** Gustavo6046 has quit IRC 14:25:57 *** Gustavo6056 is now known as Gustavo6046 14:46:16 *** andythenorth has joined #openttd 14:48:14 <Samu> @calc 0x7FFFFFFF 14:48:14 <DorpsGek> Samu: 2147483647 14:52:04 <andythenorth> o/ 14:52:05 <andythenorth> such 14:52:07 <andythenorth> and very 14:53:47 <Samu> andythenorth: do u understand fibonacci heap and binary heap used in aystar? 14:54:08 <Samu> priority queue 14:57:40 <LordAro> Samu: asking anyone who says anything is bordering on harrassment 14:57:44 <LordAro> go ask google 14:58:14 <Samu> :( 14:58:29 <Samu> google doesn't help here 14:58:58 *** V453000 has quit IRC 14:59:25 *** V453000 has joined #openttd 14:59:28 <Samu> it's very specific to my observed results 15:00:09 <Samu> aren't priority queues supposed to deliver the same results? 15:02:52 <andythenorth> I am quitting the channel for a bit 15:02:59 <andythenorth> getting asked random questions about stuff 15:03:03 <andythenorth> is pointless 15:03:03 *** andythenorth has left #openttd 15:03:12 *** sla_ro|master has quit IRC 15:03:43 <Eddi|zuHause> that's why i have an ignore list 15:03:46 <Samu> sorry 15:04:13 <Eddi|zuHause> with about 2 entries on it 15:04:25 <Samu> don't have where else to ask abouth this kind of things 15:04:51 <nielsm> find a professor of computer science, or research things yourself 15:07:31 <LordAro> Samu: first step would be working out what a heap is 15:07:34 <LordAro> then go from there 15:07:39 <LordAro> wikipedia's pretty good at this sort of stuff 15:07:40 <nielsm> asking why two variants of a complex algorithm produce different results is a really difficult question and will likely require hours of research 15:08:06 <nielsm> that is, for someone already well acquianted with the concepts involved 15:08:47 <nielsm> for someone who hasn't learned about the algorithms and data structures it's built upon it'll take days or weeks to get up to speed 15:10:25 *** Wormnest has joined #openttd 15:12:25 *** Alberth has joined #openttd 15:12:25 *** ChanServ sets mode: +o Alberth 15:14:58 *** APTX_ has quit IRC 15:14:59 *** APTX_ has joined #openttd 15:17:38 *** SpComb has quit IRC 15:17:43 *** SpComb has joined #openttd 15:20:53 *** Gustavo6056 has joined #openttd 15:21:33 *** Gja has joined #openttd 15:22:05 *** rocky113844 has joined #openttd 15:23:37 *** Gustavo6056 has quit IRC 15:24:57 *** Gustavo6056 has joined #openttd 15:25:26 *** Flygon has quit IRC 15:25:44 *** WWacko1976-work has quit IRC 15:27:27 *** Gustavo6046 has quit IRC 15:27:27 *** Gustavo6056 is now known as Gustavo6046 15:31:22 <Samu> i think im gonna investigate this on my own 15:31:26 <Samu> google doesn't help 15:31:50 <Samu> in reading valgrinds and stack and heaps, nothing to do with what I'm looking for 15:31:55 <Samu> I give up 15:34:12 <Samu> i used Queue.PriorityQueue-2 and produced the same result as Queue.FibonacciHeap-3 15:34:17 <Samu> albeit extremely slow 15:34:39 <Samu> only Queue.BinaryHeap-1 is different 15:35:09 <Samu> but that's what Graph.AyStar-6 is using, I must understand why 15:35:31 <FLHerne> Samu: The problem is that most of what you write here is just meaningless to anyone else without telepathy 15:36:29 <FLHerne> The sort of implementation-detail questions you're asking only really make sense in the context of how you're thinking about a specific bit of code 15:36:46 <FLHerne> But no-one else can know what you're looking at, nor what you're thinking about it 15:37:06 <Samu> it's about https://imgur.com/a/MS3mbIt these images 15:37:16 <FLHerne> I mean, yes I know about different kinds of heap, and yes I know about A* 15:37:18 <crem4> If it's a heap with standard opeartions, and there are no equal elements, any heap implementation will have the same results. 15:37:39 <crem4> If there are equal elements, they can be returned from heap in arbitrary order. 15:37:56 <FLHerne> But understanding why /you/ care about using different kinds of heap, in A*, right now, and what your problems with that are would take a whole conversation that I don't have time for 15:38:54 <FLHerne> ^ditto for the images 15:39:05 <FLHerne> I can see you have images with slightly-different debug output 15:39:16 <Samu> the routes are different in themselves 15:39:26 <Samu> and the only thing I changed was the queue 15:39:31 <Samu> look at the roads 15:39:31 <FLHerne> I don't know what produces that output, nor what it means, nor why it (presumably) concerns you 15:40:17 <FLHerne> Hm 15:40:29 <FLHerne> Then if they have different costs, your code is wrong somehow :P 15:41:03 <Samu> nop, the costs are the same, only difference was queue class 15:41:35 <Samu> towns didn't grow, didn't build roads, i have that disabled 15:41:50 <FLHerne> Either the heap sorting itself, or you have some error in how you take items from the queue 15:42:04 <FLHerne> It /says right in your images/ that the route costs were different 15:42:24 <Samu> that's not the pathfinder cost 15:42:30 <Samu> that is the £ 15:42:52 <FLHerne> Ok, so back to "you don't provide enough context for anyone to provide meaningful input" 15:43:08 <FLHerne> I said that, and tried to ignore it anyway, and it didn't work :P 15:43:34 <Samu> ok, gonna try get the pathfinder costs displayed 15:43:35 <Samu> brb 15:43:43 <FLHerne> Meh 15:43:50 <FLHerne> It won't help 15:44:19 <FLHerne> Trying to get input on that sort of debugging over a text channel /is just a waste of people's time/ 15:44:38 <FLHerne> You need to share more state with the other person than anyone can reasonably type 15:44:57 <FLHerne> (and end up spamming the channel, like you have been for weeks) 15:45:30 <FLHerne> General design decisions, choice of algorithm, maybe 15:46:12 <FLHerne> But "my code doesn't work, why?!" isn't something it's worth discussing except with someone else looking at the same code and ideally in the same room 15:46:39 <FLHerne> [/rant] 15:51:41 <Eddi|zuHause> weeks? my ignore list entry is from years ago... nothing improved... 15:53:33 <Samu> [16:37] <crem4> If there are equal elements, they can be returned from heap in arbitrary order. 15:53:45 <Samu> should be something like this that's happening, have to investigate 15:55:16 *** Progman has joined #openttd 15:56:40 <FLHerne> Samu: If the final pathfinder costs /are/ identical, there's no problem 15:57:17 <FLHerne> A* is guaranteed to return /an/ optimal path; if there's more than one of those it can return any of them based on anything 15:58:07 <FLHerne> (which is why the ship pathfinder is so slow, the big equal-cost areas of water give it far too many options) 16:01:45 *** sla_ro|master has joined #openttd 16:03:11 <Samu> Queue.PriorityQueue-2: ticks: 28016, pathfinder cost: 9120 16:04:17 <Samu> Queue.FibonacciHeap-3: ticks: 524, pathfinder cost: 9120 16:04:48 <Alberth> if equal, prefer smallest estimate (ie generally closer to the end-point) 16:05:30 <Samu> Queue.BinaryHeap-1-1: ticks: 544, pathfinder cost: 9120 16:12:36 <FLHerne> Ok, so there's no problem 16:12:48 <FLHerne> All the routes are equally valid 16:13:07 <Samu> min_cost = min(_AIMap.DistanceManhattan(cur_tile, tile) * self._cost_tile, min_cost); 16:13:19 <Samu> the estimator 16:13:56 <Samu> foreach (tile in goal_tiles) { 16:14:00 <Alberth> weird 16:14:12 <Samu> there's only 1 goal tile 16:14:44 <Alberth> ah, fair enough, that's the 'min' about 16:17:32 <Samu> gonna plant signs, i wanna see how different they behave 16:20:39 <nielsm> I'm quite sure you're into entirely acememic exercise territory now. if your goal is to understand the algorithms, go ahead, but if your goal is optimization you're better off just picking one based on measurements and try to find other ways to fast-eliminate potential route segments 16:20:50 *** milek7 has quit IRC 16:20:50 <nielsm> (i.e. experiment with heuristics) 16:20:50 *** milek7 has joined #openttd 16:27:18 *** Thedarkb-T60 has joined #openttd 16:30:38 *** Progman has quit IRC 16:35:09 *** TheMask96 has quit IRC 16:37:41 *** TheMask96 has joined #openttd 16:39:46 *** Alkel_U3 has quit IRC 16:39:57 *** Alkel_U3 has joined #openttd 16:43:59 *** IgnoredAmbience has joined #openttd 16:44:50 *** Mek has quit IRC 16:44:51 *** Mek has joined #openttd 16:46:29 *** Thedarkb-T60 has quit IRC 16:53:19 <Samu> https://imgur.com/a/p6FXyYG - the signs 16:53:25 <Samu> that kinda explains it 16:53:53 <Samu> those are the open neighbours 16:54:21 <Samu> Fibonacci opened less 16:56:06 <Samu> seems that fibonacci is better for my purposes :p 16:57:34 <Samu> out of curiosity, will check Queue.PriorityQueue-2 16:57:49 <Samu> how this one builds them signs 16:59:52 *** Thedarkb-T60 has joined #openttd 17:01:23 <Alberth> you tried it in the other direction as well? 17:02:36 *** Wolf01 has joined #openttd 17:02:40 <Alberth> o/ 17:02:44 <Wolf01> o/ 17:12:14 <Samu> heh, it took so long that industries closed, it affected outcome 17:12:44 <Samu> but it seems to match fibonacci 17:12:58 <Samu> except that part closer to the industry that went missing 17:13:26 <Samu> sec, uploading 17:14:10 <Samu> https://imgur.com/a/p6FXyYG 17:14:26 <Samu> steel mill gave place to a forest 17:14:35 <Wolf01> Does somebody remember a game like SEGA Golden Axe but with a warrior, a ranger and a wizard? I played it on a coin-op like 25 years ago and I forgot the name, every time I see Golden Axe on my library I remember that one 17:15:15 <peter1138> I remember Golden Axe. 17:15:22 <Samu> i played it on pc 17:16:34 *** greeter has quit IRC 17:16:51 *** greeter has joined #openttd 17:21:51 <Samu> in sum, what I learned, binary heap ordering of equal elements is different than the other two, and while it's not wrong, it's still as mismatch :( 17:22:02 <Samu> oh well 17:23:09 <Samu> is it *ahem* easy to fix? 17:23:24 <Samu> sorry for asking 17:26:07 *** HerzogDeXtEr has joined #openttd 17:27:22 <Alberth> give less room, consider tiles closer to the target (lower estimate) better if the total cost is the same 17:30:15 <nielsm> for building roads, I think giving penalty to turns, slopes, and directions away from the final destination, would be a start 17:30:22 <nielsm> but I don't know what you have now 17:30:43 <Samu> i could copy paste my code 17:30:48 <Samu> if interested :o 17:31:06 <nielsm> also perhaps outright rejecting tiles outside a rectangle bounded by the source and destination plus some border space 17:31:46 <nielsm> and if finding a valid route with that bounding box fails, increase the allowed border space and try again 17:32:24 <nielsm> source and destination being the full route endpoints, not any partial route 17:32:32 <Samu> https://paste.openttdcoop.org/ps2fppr8y 17:34:42 *** m3henry has quit IRC 17:40:55 *** andythenorth has joined #openttd 17:41:53 <Samu> hmm the rectangle idea 17:43:00 <Samu> it's something to do with the estimator, right 17:43:17 <nielsm> the neighbors function I think 17:43:36 <Samu> make the estimator return some incredibly high cost if going outside that rectangle 17:43:49 <nielsm> that's also a possibility 17:44:11 <nielsm> adding to the cost the further away from the ideal bounding box you go 17:45:16 <Samu> DistanceSquare 17:45:25 <Samu> :) gonna mess with it 17:47:55 *** gelignite has joined #openttd 17:48:52 <andythenorth> lo 17:48:57 <Alberth> oi 17:49:05 <andythenorth> oo 17:49:33 <andythenorth> Eddi|zuHause: so I should reject this? https://github.com/OpenTTD/OpenTTD/issues/6915 17:56:03 <Samu> oops, forget distancesquare 18:00:35 <planetmaker> hihi 18:00:47 <andythenorth> hello planetmaker :D 18:04:17 *** Supercheese has joined #openttd 18:08:07 *** rocky113844 has quit IRC 18:20:54 *** Thedarkb-T60 has quit IRC 18:22:53 *** Thedarkb-T60 has joined #openttd 18:24:14 <Wolf01> <Wolf01> Does somebody remember a game like SEGA Golden Axe but with a warrior, a ranger and a wizard? I played it on a coin-op like 25 years ago and I forgot the name, every time I see Golden Axe on my library I remember that one <- ha! should be "the king of dragons" 18:24:37 <Eddi|zuHause> andythenorth: it's a valid feature request, but it's probably more involved than you think 18:25:10 <andythenorth> my friend had a game with a warrior a ranger and a wizard 18:25:13 <andythenorth> on the amiga 18:25:17 <andythenorth> or maybe that was goldenaxe 18:25:19 <Wolf01> https://store.steampowered.com/app/885150/Capcom_Beat_Em_Up_Bundle/ 18:25:57 <Wolf01> Is the one with the green and orange dragon 18:27:38 <andythenorth> Eddi|zuHause: the version I want is probably invalid 18:27:46 <andythenorth> all handled in newgrf, I abuse it for livery tricks 18:28:02 <andythenorth> won't work due to recursion failure? 18:28:41 <Wolf01> And now, for the nostalgia time, I should find out the sega game I played with my cousin, of which I recreated the gun with lego :P 18:28:43 <Eddi|zuHause> it'll work, but only on otherwise symmetric vehicles. 18:28:59 <andythenorth> I think that's close enough to "won't work" 18:32:39 <Eddi|zuHause> ok, well, it's a "bad" feature request in the sense that you're not requesting what you want, but a have a too specific implementation of what you want in mind which doesn't fit with the reality of the game 18:33:16 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6915 18:33:33 <andythenorth> I wonder what shift-click does in depot 18:34:32 <Eddi|zuHause> likely the same thing as everywhere else, estimate the cost of whatever a normal click would do (usually 0 won't show up) 18:36:19 *** Wacko1976 has joined #openttd 18:43:37 <andythenorth> do we support alt-click? :P 18:43:51 <andythenorth> all the ideas I've seen for liveries involve pissing around with dropdown menus 18:43:55 <andythenorth> which is terribly indirect 18:44:50 <Eddi|zuHause> alt+click is usually special on linuxoid windowing systems, and doesn't arrive at the program level 18:44:55 <andythenorth> ctrl-click is really direct 18:46:19 <Eddi|zuHause> you could add more options for the "can this vehicle flip" callback to determine what action is actually done on ctrl+click 18:46:39 <Eddi|zuHause> (nothing, flip, cycle livery group, ...?) 18:47:06 <andythenorth> that is an appealing proposal 18:47:25 <andythenorth> I would just modify it to delete 'flip' 18:47:34 <andythenorth> newgrf author has to handle flipping explicitly anyway 18:47:50 <andythenorth> the alleged support doesn't work for non 8/8 vehicles 18:52:00 <andythenorth> nielsm: fancy patching flip? :) 18:52:10 <nielsm> nah 18:53:08 <Eddi|zuHause> andythenorth: that is exactly the point of the callback. the builtin flipping doesn't work for non-8/8 so the callback is there to tell the game "hey, it's safe to flip this non-8/8 because i implemented it myself" 19:04:28 <andythenorth> hmm 19:04:30 <andythenorth> but why? 19:04:37 <andythenorth> it has been removed in JGR PP 19:04:40 <andythenorth> so why is it needed? 19:05:46 <andythenorth> https://www.tt-forums.net/viewtopic.php?p=1212850#p1212850 19:07:53 <andythenorth> hmm the newgrf wiki does say that flipping isn't magic for shorter vehicles 19:08:36 * andythenorth checks the nml docs 19:09:07 <andythenorth> nml docs aren't as explicit 19:14:57 *** glx has joined #openttd 19:14:57 *** ChanServ sets mode: +v glx 19:33:05 <Samu> https://paste.openttdcoop.org/puskquvt9 what do you think? 19:34:10 <Samu> the further is goes away from the distancemanhattan(source, goal), the higher the estimate cost 19:34:58 *** sla_ro|master has quit IRC 19:34:59 <Samu> that comment is false, don't read it 19:35:17 <Samu> at lines 30, 31 19:48:14 <Alberth> of course 19:48:27 <Eddi|zuHause> it's not "magic", you just need different sprite offsets, because the offsets are relative to the start of the bounding box, not the center 19:57:50 *** ToBeCloud has joined #openttd 19:57:50 *** ToBeCloud is now known as ToBeFree 19:59:29 <andythenorth> well it could be made magic 20:00:04 <andythenorth> I implemented my own last year so potato / potato 20:00:58 <Alberth> why do you have both multiple sources and multiple goals, samu? seems a bit too much, doesn't it? 20:05:47 <andythenorth> Eddi|zuHause: so what does the spec look like for ctrl-click has multiple interpretations? 20:06:29 <Samu> because it's what graph.Aystar reads 20:06:58 <Samu> i haven't really touched graph.aystar code, except for the priority queue class 20:07:03 <Samu> and placing signs 20:12:24 *** Progman has joined #openttd 20:14:08 *** Wormnest has quit IRC 20:18:37 <Eddi|zuHause> andythenorth: needs more looking up what the actual spec is currently before i can answer that 20:27:46 *** HeyCitizen_ has joined #openttd 20:27:54 *** Alberth has left #openttd 20:31:32 *** HeyCitizen has quit IRC 20:38:47 *** HeyCitizen_ has quit IRC 20:41:26 *** HeyCitizen has joined #openttd 20:42:02 <Wolf01> 'night 20:42:05 *** Wolf01 has quit IRC 20:47:19 *** Thedarkb1-T60 has joined #openttd 20:49:06 *** Wacko1976_ has joined #openttd 20:51:31 <sushibear> Hello guys! Is OpenTTD being developed in C or C++? 20:52:09 *** nielsm has quit IRC 20:52:54 <LordAro> C++ 20:53:13 <LordAro> though it was originally C, so there's still quite a lot of C-isms in the codebase 20:53:31 *** gelignite has quit IRC 20:53:59 *** Thedarkb-T60 has quit IRC 20:54:58 *** Thedarkb1-T60 has quit IRC 20:55:04 *** Wacko1976 has quit IRC 20:55:37 *** Thedarkb-T60 has joined #openttd 21:03:11 <andythenorth> Eddi|zuHause: it might be just another flag :P 21:03:23 <andythenorth> but that seems slightly wrong 21:03:53 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/Action0/Vehicles/Trains#Miscellaneous_flags_.2827.29 21:04:11 <andythenorth> I suspect there's no clean way to change the semantics of bit 3 21:04:15 <andythenorth> and bit 3 can't be removed 21:04:35 <andythenorth> and adding 'just another bit' for livery counting conflicts with bit 3 21:16:30 <andythenorth> can't have 2 separate bits for the behaviour 21:16:43 <andythenorth> needs a bitmask eh? :P 21:16:59 <andythenorth> or 21:17:11 <andythenorth> how about changing semantics of bit 3 to 'ctrl-click can be used in depot' 21:17:40 <andythenorth> and adding a new bit for what var ctrl-click changes: 0 = flip, 1 = counter 21:17:51 <andythenorth> backwards compatible :P 21:23:12 *** Gja has quit IRC 21:24:58 <planetmaker> sushibear, and there's places in the codebase where C probably will loom long (or forever). And there's some objective-C in the OSX support. 21:26:55 *** IcyPalm has left #openttd 21:26:58 *** Progman has quit IRC 21:28:32 *** Wormnest has joined #openttd 21:38:12 <andythenorth> oof bed 21:38:13 *** andythenorth has quit IRC 21:49:21 *** Wormnest has quit IRC 21:56:59 <sushibear> Mah dudes, what is FHC? 21:57:33 <LordAro> context? 21:58:46 <sushibear> "FHC server" i guess... I found the term here: http://failheap-challenge.com/archive/index.php/t-5503.html 21:59:35 <LordAro> "failheap-challenge.com" 21:59:44 <sushibear> Oh xD 22:00:21 *** HerzogDeXtEr has quit IRC 22:22:44 *** Thedarkb-T60 has quit IRC 23:15:59 *** Wacko1976_ has quit IRC 23:16:34 *** snail_UES_ has joined #openttd 23:50:41 *** Supercheese has quit IRC