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00:20:54 *** Thedarkb-T60 has joined #openttd 00:22:37 *** y2kboy23_ is now known as y2kboy23 01:08:49 *** rocky11384497 has joined #openttd 02:34:37 *** Samu has quit IRC 02:42:16 *** glx has quit IRC 03:45:26 *** Flygon has joined #openttd 04:40:16 *** Thedarkb-T60 has quit IRC 05:40:11 *** Thedarkb-T60 has joined #openttd 05:52:09 *** SpComb^ has quit IRC 05:59:05 *** andythenorth has joined #openttd 06:34:33 <andythenorth> switch on line 114 is failing to detect VEHI cargo https://paste.openttdcoop.org/pgncfvpdb#line-114 06:34:42 <andythenorth> seems to find FMSP and ENSP fine 06:35:05 <andythenorth> VEHI is in the cargo table, and defined in the savegame 06:35:49 * andythenorth quite confused 06:43:04 * andythenorth wonders if cargo_type clamps to first n cargos in CTT? 06:44:28 <andythenorth> 'cargo_type_in_veh' : {'var': 0x47, 'start': 0, 'size': 8}, 06:44:56 <andythenorth> should be fine 06:49:16 <Eddi|zuHause> you're probably using it wrong 06:49:49 <andythenorth> yes 06:50:00 <andythenorth> unfortunately, I can't find the wrong 06:50:36 <andythenorth> it will be obvious after it's found :P 06:50:49 <Eddi|zuHause> that's how these things usually work :p 06:52:10 <andythenorth> L115 and L116 appear to be working, L117 doesn't 06:55:14 <andythenorth> if I add other arbitrary cargos, they work 06:57:38 <Eddi|zuHause> then you're probably using the wrong cargo 06:57:44 <andythenorth> I wondered 06:58:28 <andythenorth> cargo has cargo_label='VEHI' 07:01:33 <andythenorth> last byte of vehicle var 0x47 is 17, which corresponds to VEHI position in CTT 07:02:26 * andythenorth guesses what it could be 07:02:35 <andythenorth> yup 07:02:40 <andythenorth> CTT has VEHI twice 07:03:26 <andythenorth> thanks :) 07:04:59 <Eddi|zuHause> it should maybe complain about that? 07:05:45 <andythenorth> nml maybe should 07:05:52 <andythenorth> I'm going to at least write a guard locally 07:07:36 <DorpsGek_II> [OpenTTD/nml] andythenorth opened issue #40: No guard against multiple CTT entries for same cargo https://git.io/fj1rr 07:17:48 <Eddi|zuHause> andythenorth: can you try https://paste.openttdcoop.org/pmrucek77 ? 07:18:19 <andythenorth> sure :) It will be a few minutes :) 07:25:44 <DorpsGek_II> [OpenTTD/nml] Eddi-z opened pull request #41: Fix #40: issue a warning on duplicate CTT entries https://git.io/fj1rA 07:26:08 <Eddi|zuHause> not sure if "fix" is the right word 07:34:33 <Eddi|zuHause> also, maybe it makes sense to keep the first value? 07:36:15 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7657: Fix: Narrowing cast in one storybook command https://git.io/fj1z9 07:37:07 <DorpsGek_II> [OpenTTD/nml] andythenorth commented on pull request #41: Fix #40: issue a warning on duplicate CTT entries https://git.io/fj1oL 07:42:14 <DorpsGek_II> [OpenTTD/nml] Eddi-z updated pull request #41: Fix #40: issue a warning on duplicate CTT entries https://git.io/fj1rA 07:42:33 <Eddi|zuHause> andythenorth: with the new change, your old code should work correctly 07:43:16 <DorpsGek_II> [OpenTTD/nml] Eddi-z commented on pull request #41: Fix #40: issue a warning on duplicate CTT entries https://git.io/fj1oc 07:45:46 *** andythenorth is now known as Guest7857 07:45:46 *** andythenorth has joined #openttd 07:46:03 <Eddi|zuHause> andythenorth: saw the new change? 07:46:26 <Eddi|zuHause> andythenorth: your old code should now work correctly 07:47:26 *** Guest7857 has quit IRC 07:53:51 *** andythenorth has quit IRC 07:55:59 <DorpsGek_II> [OpenTTD/OpenTTD] telk5093 opened pull request #7658: Add: 'getsysdate' console command https://git.io/fj1oP 08:06:09 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7658: Add: 'getsysdate' console command https://git.io/fj1op 08:16:13 *** andythenorth has joined #openttd 08:16:36 <andythenorth> Eddi|zuHause: makes sense to do that 08:16:48 <andythenorth> does it need testing? Looks like it will just work 08:17:00 <Eddi|zuHause> andythenorth: would be nice to have confirmation 08:17:17 <Eddi|zuHause> both that it does what it says, and that it didn't break anything (obvious) 08:21:10 <DorpsGek_II> [OpenTTD/nml] andythenorth commented on pull request #41: Fix #40: issue a warning on duplicate CTT entries https://git.io/fj1KI 08:22:20 <peter1138> andythenorth, yes, I have a branch for newgrf-defined docks. 08:22:29 <peter1138> andythenorth, it is incomplete. 08:23:34 <peter1138> http://fuzzle.org/~petern/ottd/docks12.png 08:32:06 <reldred> that is dope 08:32:44 <Eddi|zuHause> andythenorth: now we only need to find someone who can merge it :) 08:33:42 <Eddi|zuHause> peter1138: does that need some indication which tiles can be used for docking, and which ones are just decoration? 08:34:17 <Eddi|zuHause> peter1138: that could also solve the "ships dock at the wrong end of the default dock if a river happens to run past" situation 08:34:49 <peter1138> It needs someone to finish it, basically. 08:34:59 <peter1138> I could try getting back into things again at some point. 08:35:14 <peter1138> Maybe taking my yoke & pedals away from the desk would help :p 08:35:34 <peter1138> And removing bikes. 08:35:45 <peter1138> Although apparently it's going to rain this weekend, so maybe. 08:36:23 <peter1138> It suffered the usual problem, somewhat your fault, of "but State Machien!111" 08:38:31 <peter1138> http://fuzzle.org/~petern/ottd/rgbcc1.png 08:38:41 <peter1138> Maybe I should finish that too, along with Eddi|zuHause's patch for it. 08:39:22 <Eddi|zuHause> state machines are always my fault, it seems 08:39:33 <peter1138> :D 08:39:54 <peter1138> Did vehicle variants need a state machine? I can't remember... 08:44:24 <reldred> CS layperson here; what's the aversion to state machines? 08:45:13 <peter1138> Designing them with desired features and flexibility, almost set in stone from the start, to be used via NewGRF byte-code. 08:45:26 <reldred> ahh 08:45:50 <peter1138> Most of the time the feature requirements are "1) unicorns 2) is it merged yet?" 08:46:01 <reldred> Yeah I guess you're trying to define a finite set of states and a finite set of inputs/putput? 08:46:04 <reldred> hah 08:47:16 <Eddi|zuHause> 3) ??? 08:47:19 <Eddi|zuHause> 4) profit 08:49:20 <Eddi|zuHause> reldred: the two problems are: A) deciding what features should be accessible, B) how to specify stuff in NFO but also keep the programmer safe, and C) how to handle deadlocks 08:49:38 <reldred> it's like scoping projects with customers; list of deliverables: 1) shit we haven't paid for 2) delivered yesterday 08:50:24 <reldred> Keep the programmer safe as in physically safe from harm from deranged NFO coders and users who all want competing things? :P 08:51:12 <Eddi|zuHause> safe from mental breakdown 08:51:30 <Eddi|zuHause> because it will be impossible to debug 08:51:30 <reldred> So the problem not so much is with state machines themselves but more that you can only really build them once and knowing the end users are never satisfied with what they've got 08:51:59 <reldred> yeah more states and more inputs means I guess an ever growing matrix of possible combinations. 08:52:26 <reldred> and possible ways of offending the userbase for $REASONS 08:52:54 <reldred> but the latter I suppose applies to everything I guess 08:54:37 <Eddi|zuHause> reldred: say you're programming a bus station, with different parallel loading bays, you want a feature to load-balance the incoming busses across the bays 08:54:48 <Eddi|zuHause> so you need a path reservation feature 08:55:06 <Eddi|zuHause> and the ability to read which paths are reserved or occupied 08:55:31 <Eddi|zuHause> and a feature to check whether the (articulated) bus is too long for the bay 08:55:42 <Eddi|zuHause> and ... 08:56:20 <reldred> Yeah righto. THat makes good sense actually because I'm looking at the turnstile state machine example on wikipedia 08:56:38 <reldred> So yeah, suddenly it's starting to spiral out of control a bit 08:57:53 <Eddi|zuHause> reldred: or you're programming a drawbridge over a canal. you suddenly need to specify separate paths for the rail across and the canal underneath, blocking one path or the other, and setting signal states, and stuff 08:59:06 <Eddi|zuHause> and that's still just the A) part 08:59:25 <Eddi|zuHause> and we're already hoplessly drowning in features 09:00:35 <reldred> And I guess because OpenTTD is still very much adhering to the TTDPatch ideology of every feature being disableable to an extent. You've then got the interaction of logic between features that are also seperately enabled and disabled. 09:01:29 <reldred> or more trying to compartmentalise it so it doesn't interact 09:06:02 <andythenorth> peter1138: it's not like there's a deadline, do it when it's interesting :) 09:18:44 *** andythenorth has quit IRC 09:18:56 <reldred> ahhh, rainfall produces some really pretty maps 09:19:23 <reldred> I need to sit down and try and get the diff to apply against jgr's patchpack 09:19:44 <reldred> rainfall plus everest would make for some really nice maps. 09:23:12 <Eddi|zuHause> whenever i mess with river generation, i come to this barrier that river tiles can't go on all slope tiles 09:24:41 <reldred> the diagonals? 09:25:00 <Eddi|zuHause> yes 09:25:32 <Eddi|zuHause> you have to work around them, or terraform them, but in either case, it messes with your algorithm 09:25:38 <reldred> Yeah 09:26:14 <reldred> Rainfalls algorithm has its shortcomings, it seems to be croaking entirely on my heightmaps at 1024x2048, but it can stomach 512x1024 09:26:49 <reldred> I get the feeling if I looked under the hood more it'd be very... expensive to run. Certainly blows out map generation times severely. 09:26:54 <reldred> And doesn't take much to break it. 09:28:43 <reldred> general question, but would openttd be able to stomach the concept of a backwards foundation? Instead of extending vertically up and draw foundations underneath to instead extend down and draw foundations against the tear created against the landscape? 09:29:05 <Eddi|zuHause> reldred: you could also compare with https://github.com/OpenTTD/OpenTTD/pull/7213 09:29:29 <reldred> I think for rivers for instance it wouldn't make sense to draw foundation under it 09:30:48 <Eddi|zuHause> reldred: you could go that one step further and allow arbitrary height cliffs. main problem with that is lack of map rotation to see behind mountains 09:31:36 <reldred> Yeah, I remember those sort of convos. At least with only one step of height difference there is still the ability to partially see the obscured tile with transparency options. 09:31:50 <reldred> Perhaps a transparency option to hide the landscape tiles themselves? 09:32:21 <peter1138> reldred, rainfall looked quite nice. If you make the diff apply against master instead, then merging it with JGR becomes JGR's problem ;) 09:32:31 <Eddi|zuHause> reldred: one idea was "slicing" the terrain at some heightlevel 09:32:50 <reldred> Eddi|zuHause: I've seen other vidya games do exactly that 09:32:59 <reldred> Can't remember exact examples though 09:33:23 <reldred> peter1138: that's what I did, but I stuffed something up when I tried to apply it myself. 09:33:26 <Eddi|zuHause> reldred: that's mostly an UI problem, no big technical hurdles 09:33:35 <reldred> Hmm 09:34:09 <reldred> do I need to post a bounty? "GiveReldredRealCliffs" 09:34:10 <peter1138> Well, the main thing is to understand it all, fix most of the issues, and get it merged to master. 09:34:13 <reldred> :P 09:34:22 *** andythenorth has joined #openttd 09:34:39 <reldred> peter1138: Yeah, most of it seems to be pulled into its own files and then referred back from its hooks into the UI, worldgen, etc. 09:34:53 <reldred> But it's all way way way over my head. 09:35:03 <peter1138> Best way to learn... dive in ;) 09:35:41 <reldred> Hah, well my gentle poking and prodding of stevef2 finally got it compiling in VS2019 so I'm happy for the moment ;) 09:38:34 <reldred> Eddi|zuHause: just had a gander through the comments on that one, also as an fyi the guy who picked up rainfall after ic111 does have his branch up on github. 09:39:44 <reldred> Eddi|zuHause: most of the points you raised about yours failing (local terforming to fix dead ends, etc.) are part of rainfall but I also feel like that's where it starts to then get really computationally expensive. it has a whole bunch of steps to widen rivers, fix deadends, prevent uphill flow, find a good destination for the flow, etc. 09:40:42 <reldred> mind you the heightmaps I keep feeding it are cruel and unusual. 09:41:19 <peter1138> :) 09:41:34 <Eddi|zuHause> reldred: i've never actually looked at the rainfall patch, but i imagine the worst case for that is a completely flat area 09:42:29 <reldred> It doesn't do too badly depending on the users settings. Lowlands can sometimes look a bit like the Mississippi but tbh I kinda enjoy sadistic maps so I'm okay with that. 09:43:24 <andythenorth> breadth first anyone? o_O 09:44:54 <Eddi|zuHause> breathe first 09:48:17 <Eddi|zuHause> guys, civ4 turns out to be not fun when 4 people gang up on you, and you're 2 tech levels behind 09:48:56 <nakki> lol 09:48:58 *** godbed has joined #openttd 09:50:39 <peter1138> Heh 09:50:51 <peter1138> Is it lunch time yet? 09:50:57 <Eddi|zuHause> no 09:50:57 <andythenorth> I am hoping so 09:50:58 <nakki> definitely 09:51:04 <andythenorth> ask the bot 09:51:07 <nakki> i grabbed lunch over an hour ago 09:51:11 <andythenorth> DorpsGek: is it lunch yet? 09:51:29 <andythenorth> no answer, now we're screwed 09:52:19 *** D-HUND has quit IRC 09:56:20 <reldred> you would leave a decision as important as lunch up to a cold uncaring machine? :O 09:56:59 <andythenorth> I substituted elevenses 09:57:02 <andythenorth> coffee 10:01:06 <Artea> anyone there knows a MMORPG called MU Online ? 10:07:38 * andythenorth Horse obessions 10:21:32 <reldred> They're good horses 10:24:19 <reldred> Roight, home time. 10:56:46 *** Trinity^ has joined #openttd 11:57:28 <andythenorth> articulated vehicle carrying wagons? 11:57:38 <andythenorth> somehow articulated wagons never work 11:57:47 <andythenorth> oh it's because they can't be flipped :P 13:08:41 *** Thedarkb-T60 has quit IRC 13:23:25 *** Samu has joined #openttd 13:29:21 <Samu> hi 13:32:49 <andythenorth> ha ha 13:32:52 <andythenorth> iz problem 13:33:08 <andythenorth> I thought I could use Road Hog trucks as loads for Horse vehicles wagons 13:33:17 <andythenorth> but they're drawn to same height as trains :P 13:33:24 <andythenorth> so they are way too high 13:33:31 <andythenorth> such lolz 13:34:51 <Samu> I need a GetNextStoppingAirport 13:35:11 <Samu> should I create it? 13:35:20 <Eddi|zuHause> means you must completely redraw the set? :p 13:35:20 *** andythenorth has quit IRC 13:38:49 *** Thedarkb-T60 has joined #openttd 13:41:12 *** nielsm has joined #openttd 13:58:15 <peter1138> Samu, is that something aircraft specific or something missing from orders? 13:58:36 <Samu> airport specific 13:58:43 <Samu> because airports are also hangars 13:58:48 <Samu> depots* 14:00:20 <Samu> I'm trying to determine next_dest that is within aircraft maxrange 14:00:45 <Samu> GetNextStoppingStation ignores depots/hangars 14:01:06 <Samu> if the next order is go to hangar, it won't consider it 14:01:31 <Samu> thus it can screw with the max range of the aircraft 14:02:51 <Samu> https://github.com/OpenTTD/OpenTTD/pull/7104/files#diff-9c7b810bde1e9a328e481df1a0bd5cb8R141 something that I can use on this line 14:06:08 <Samu> https://imgur.com/XGeOP2d 14:06:40 <Samu> order 4: Go to the nearest hangar, this order triggers GetNextStoppingStation line I linked 14:06:51 <Samu> next stopping station is A 14:07:17 <Samu> but the order I have below is going to C hangar, it's skipping that 14:23:34 <Eddi|zuHause> "update scheduled: tomorrow 3:56AM" 14:23:42 <Eddi|zuHause> i "love" steam 14:26:08 *** andythenorth has joined #openttd 14:26:15 <andythenorth> Eddi|zuHause: which set? Horse or Hog? Or both? 14:26:22 <Eddi|zuHause> andythenorth: yes 14:26:47 <Eddi|zuHause> andythenorth: although, i meant hog in that case. also, i was being ironic 14:26:48 <andythenorth> thought so 14:27:21 <andythenorth> I think it's plausible that I could draw trucks that are less tall, as load sprites :P 14:27:45 <andythenorth> I used the Hog sprites as waiting cargo in CHIPS platforms though :D 14:33:08 *** gareppa has joined #openttd 14:34:17 *** gareppa has quit IRC 14:41:45 *** Flygon has quit IRC 14:41:53 <Eddi|zuHause> you could just fudge a pixel here or there? 14:44:33 <andythenorth> just cut the cabs down 14:52:26 <andythenorth> should vehicle wagons be sloped? :P 14:52:40 <andythenorth> https://farm5.static.flickr.com/4621/39011969094_3ecc44739e_b.jpg 14:55:15 <andythenorth> or flat, like https://farm9.static.flickr.com/8391/29171592053_06371e3db1_b.jpg 15:08:57 <andythenorth> 'work needed' https://dev.openttdcoop.org/attachments/download/9478/vehicles_cars_trucks.png 15:11:59 <Eddi|zuHause> andythenorth: slopes probably look weird at this scale 15:14:10 <peter1138> Why not draw 1x scale ;) 15:14:26 <peter1138> This old 4x zoom-out stuff... I dunno... 15:15:17 *** Gumle2 has joined #openttd 15:23:59 <reldred> https://dev.openttdcoop.org/attachments/download/9478/vehicles_cars_trucks.png 15:24:02 <reldred> woops 15:24:05 <reldred> stupid putty 15:25:45 <reldred> they do look good though andythenorth, looks a little weird at that scale but that's just ttd I suppose 15:26:19 <reldred> alas, bed awaits me 15:26:23 <reldred> ciao 15:37:12 *** Beerbelott has joined #openttd 15:38:17 *** SpComb has joined #openttd 15:38:41 *** Gumle2 has quit IRC 15:41:10 <nielsm> huh, wikipedia and other wikimedia stuff down? 15:46:44 <peter1138> Not for me. 15:47:03 <nielsm> back up now it seems 15:47:45 <Eddi|zuHause> a glitch in the matrix? 15:48:14 <peter1138> The Matrix is showing at my cinema tonight. 15:48:25 <peter1138> I can't be arsed to go though. 15:48:50 <Eddi|zuHause> it's probably still a nice movie 15:48:57 <Eddi|zuHause> haven't watched it in like a decade 15:49:08 <peter1138> Probably but I have an SSD to fit. 15:49:43 <Eddi|zuHause> i wanted to screw open my dead SSD, but it has "special" 5-point star screws 15:50:00 <LordAro> Eddi|zuHause: that's because you're not supposed to open it :p 15:50:03 <Eddi|zuHause> i managed to get two of them off, but the third one won't budge 15:50:16 <Eddi|zuHause> LordAro: why should that stop me? :p 15:51:31 <Eddi|zuHause> also, i can never find the exact screwdriver i'm looking for 15:57:37 *** Smedles has quit IRC 16:03:04 *** Progman has joined #openttd 16:06:43 <andythenorth> Eddi|zuHause: you don't have a pentalobe screwdriver set? :o 16:07:00 <Eddi|zuHause> i don't have... anything... 16:07:14 <Eddi|zuHause> and even if i did, i wouldn't find it in a situation where i needed it 16:08:13 <andythenorth> :P 16:08:17 <andythenorth> I have something like https://www.accu.co.uk/en/ifixit-drive-bit-sets/499126-EU145299-4?uk_google_shopping=1&c=3&mkwid=_dc&pcrid=305223976559&kword=&match=&plid=&gclid=EAIaIQobChMIsvSR9Oy-4wIV0kPTCh23XgZEEAkYByABEgI___D_BwE 16:08:22 <andythenorth> only cheaper 16:09:18 <andythenorth> anyway, those trucks are too tall, they hit the electric wires 16:18:29 <Samu> should I work on a GetNextStoppingAirport at all? 16:19:36 <Samu> or there's another way to solve the problem? 16:20:48 <Samu> or am I using the wrong function 16:29:21 <andythenorth> https://dev.openttdcoop.org/attachments/download/9479/vehicles_cars_trucks_2.png 16:29:24 <andythenorth> bit meh, but eh 16:40:07 <nielsm> https://wiki.openttd.org/User:Nielsmh/GS_performance_rating 16:41:11 <nielsm> _dp_: any thougts about the above? 16:45:26 * andythenorth needs to draw better trucks cargo 16:48:05 *** Gumle2 has joined #openttd 16:56:07 <andythenorth> or should it be cars? 16:56:20 <andythenorth> hmm the industries and stations show trucks :P 16:59:21 *** Smedles has joined #openttd 17:01:16 <andythenorth> this type of wagon instead? o_O https://i.pinimg.com/originals/f6/59/57/f659579025461a26ab37805b623b4a64.jpg 17:06:11 *** sla_ro|master has joined #openttd 17:11:51 *** Wolf01 has joined #openttd 17:12:02 *** sla_ro|master has quit IRC 17:13:27 <Samu> GetNextStoppingStation doesn't do what I think it does grr... 17:15:30 <Samu> it's smart, but not smart enough for what I think it could do 17:15:34 <Samu> :| 17:16:31 <andythenorth> probably better https://dev.openttdcoop.org/attachments/download/9480/vehicles_cars_trucks_3.png 17:16:56 <andythenorth> more random colours needed? 17:17:34 <Wolf01> More random shapes needed 17:19:41 <nielsm> some vans and dump trucks would be a better mix 17:20:04 <nielsm> maybe try the trucks on a car facing each other instead of both in same direction 17:20:09 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #6193: RCON cd allows full browsing https://git.io/fj19H 17:20:30 <andythenorth> I'll try a few things 17:20:32 <andythenorth> thanks 17:22:00 *** HerzogDeXtEr has joined #openttd 17:24:02 <Wolf01> Black vans 17:24:05 <andythenorth> BIAB 17:24:15 *** andythenorth has quit IRC 17:27:38 *** sla_ro|master has joined #openttd 17:28:08 *** Gumle2 has quit IRC 17:44:13 *** glx has joined #openttd 17:44:13 *** ChanServ sets mode: +v glx 17:46:03 *** andythenorth has joined #openttd 18:07:21 *** gelignite has joined #openttd 18:16:06 *** Thedarkb-T60 has quit IRC 18:19:58 <Samu> linkgraph doesn't seem to include service at nearest depots 18:20:07 <Samu> or am i seeing things wrong 18:28:58 *** Thedarkb-T60 has joined #openttd 18:34:20 <DorpsGek_II> [OpenTTD/OpenTTD] Shindurion opened issue #7659: Railway construction menu disappears https://git.io/fj1Q3 18:34:54 <nielsm> depots are not stations you can pick up or deliver cargo at 18:35:01 <nielsm> hence they don't participate in the link graph 18:40:07 <nielsm> the link graph is about where cargo can get from and to, no where vehicles stop 18:41:06 <Samu> it considers refits 18:42:23 <nielsm> the link graph is about where cargo can get from and to, no where vehicles stop 18:44:59 <Samu> are you sure? it will stop at refit orders 18:45:41 <nielsm> the link graph is about where cargo can get from and to, not where vehicles stop or how they have the capacity 18:45:54 <nielsm> the link graph REPRESENTS the possible cargo flow 18:46:18 <nielsm> as links between stations the cargo can move directly between 18:46:44 <Samu> *LinkRefresher::PredictNextOrder - if the order is a refit at a depot, it is handling it 18:46:54 <nielsm> I never said it does not consider refits 18:47:09 <nielsm> I said the link graph is not about vehicle order lists 18:47:20 <nielsm> the link graph does not represent vehicle orders 18:47:24 <nielsm> it represents where cargo can move 18:47:54 <nielsm> the mechanism for generating the link graph involves analysing vehicle orders 18:49:06 <Eddi|zuHause> you sound like you're having fun... 18:49:41 <Samu> Ah, ok, I get it 18:52:56 <Samu> conditional orders with service at nearest hangar doesn't work too well with GetNextStoppingAirport 18:53:10 <nielsm> conditional orders break everything 18:53:30 <nielsm> you may as well give up as soon as an orders list has conditionals in it 18:54:00 <Samu> if load percentage is equal to 0, for instance, it considers 2 airports 18:54:14 <Samu> but doesn't even evaluate the load percentage :( 18:57:06 <nielsm> you're probably way overthinking this 18:57:46 <Samu> order 3: go to nearest hangar, order 4: jump to order 2 if load % = 0 18:58:11 <nielsm> compare distance to previous and current destination, go to the closer of the two that exists, if closest is out of range break down and go the closest airport regardless of orders list 18:58:20 <Samu> nearest hangar order makes the conditional order not work 18:59:48 <Samu> it kinda does that already 19:00:11 <Samu> current destination is... not perfect 19:00:40 <nielsm> also remember: garbage in garbage out 19:01:05 <nielsm> if the player does something stupid like destroy and airport the aircraft was heading for, just do whatever is easiest for you 19:01:15 <nielsm> don't try to fix the player's mistakes for them 19:01:17 <Samu> if it's a place where it can load/unload ,it is considered 19:01:37 <Samu> if it's a hangar, then... well... it doesn't consider 19:01:48 <Samu> GetNextStoppingStation 19:02:11 <Samu> so I'm trying a GetNextStoppingAirport which also considers go to hangar orders as stopping places 19:04:23 <Samu> the stupid thing is 2 orders that are like this: order 1:) go to nearest hangar, then order 2) go to hangar named A, then order 3) go load cargo at B 19:04:38 <nielsm> <Samu> order 3: go to nearest hangar, order 4: jump to order 2 if load % = 0 <-- but where was the aircraft positioned when it reached order 3, it wasn't in mid-air because that's not possible (unless the player presses skip order) 19:04:49 <Samu> GetNextStoppingStation doesn't detect A, only B 19:06:31 <nielsm> you should go read up on what "undefined behaviour" is in the context of C and C++ programming 19:06:50 <nielsm> then consider how it can relate to this kind of problem you're looking at 19:07:24 <nielsm> hint: it has to do with deciding that certain cases are not worth trying to handle or there is no good way to handle them, so you can just do whatever is easiest 19:07:53 <nielsm> player tries to do something dumb => player receives dumb or undesirable behaviour in return 19:08:07 <Samu> in that case GetNextStoppingStation is sufficient 19:10:14 <glx> never try to fix player mistakes, just make sure player mistakes don't cause asserts :) 19:10:29 <glx> or crashes or ... :) 19:10:54 <nielsm> like, if the player tries to destroy their last airport while they have planes in the air 19:10:58 <nielsm> really dumb 19:11:17 <nielsm> I don't even know what happens then 19:12:05 <glx> probably invalid orders and the plane goes in "infinite" loop 19:12:23 <glx> and good luck to click on the plane if it's a fast one ;) 19:13:00 <nielsm> just tried 19:13:08 <nielsm> it explodes in the air 19:13:09 *** rocky11384497 has quit IRC 19:13:23 <glx> nice 19:13:35 <glx> it's handled properly I think :) 19:13:49 *** rocky11384497 has joined #openttd 19:13:52 <nielsm> and the broken hull is now hovering 50 meters in the air 19:14:10 <nielsm> https://0x0.st/z9k2.jpg 19:14:28 <Eddi|zuHause> i remember some screenshot ages ago where someone sent a bunch of helicopters circling, then destroyed the airport 19:14:34 <andythenorth> I like it 19:15:28 <glx> at least the game engine doesn't break, that's the more important thing 19:15:50 <Eddi|zuHause> i don't even know if that's an original feature 19:16:12 <andythenorth> oof these vehicle transporter wagons are just untidy 19:16:19 * andythenorth puzzled 19:16:24 <andythenorth> how to make better :P 19:16:33 <Eddi|zuHause> burn them with fire 19:20:16 <andythenorth> might work 19:24:06 <nielsm> original ttd behaviour is just to go to the top tile and circle 19:28:31 <andythenorth> the truck sprites are just bad :P 19:28:32 <andythenorth> oof 19:28:37 <andythenorth> and the wagon sprites are just bad 19:28:38 <andythenorth> fire 19:30:56 <andythenorth> here's the answer https://farm5.static.flickr.com/4206/35175626102_be0b945792.jpg 19:33:28 <Eddi|zuHause> andythenorth: but that's higher zoomlevel 19:33:38 <andythenorth> quite pixelated 19:34:18 <Eddi|zuHause> yes, but still too many pixels 19:35:58 <Eddi|zuHause> i recently saw a video on how lego roads changed over time, because vehicles went from a width of 4 to 6 19:36:56 <glx> I think I only saw width of 4 19:37:23 <Eddi|zuHause> it was 4 in the 90s 19:37:48 <Eddi|zuHause> which is basically all the lego i got 19:38:18 <andythenorth> car wagons IRL are quite uninspiring eh https://PaulBartlett.zenfolio.com/brmotorail/e15a429e9 19:38:42 <glx> but my old 4.5 motor (usable with trains and wheels/caterpillar) had width of 6 with wheels 19:39:18 <glx> *4.5V 19:39:34 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7190: Fix #7188: AI instance crash when reloading AI in a server. https://git.io/fh9jW 19:39:36 <glx> it's from the time trains were 4.5V or 12V 19:39:53 <andythenorth> I took that motor apart 19:39:59 <andythenorth> oops 19:40:04 <Eddi|zuHause> glx: i only got 9V monorail stuff 19:40:25 <Samu> i should actually let #7190 die 19:40:25 <glx> I added the 4.5V motor to the push/pull train :) 19:40:52 <Samu> i've only solved a conflict with this push 19:40:53 <Eddi|zuHause> an some lego technic stuff which is way bigger 19:41:20 <glx> some recent technic are huge 19:41:43 <glx> https://www.bricklink.com/v2/catalog/catalogitem.page?S=7710-1#T=S&O={%22iconly%22:0} 19:41:49 <Samu> can u put a stale in there again? 19:42:47 <Eddi|zuHause> andythenorth: the bilevel car wagons might be interesting, but that won't cover trucks/vans 19:45:05 <andythenorth> yes 19:45:43 <andythenorth> I guess I just need to do better drawing :P 19:49:59 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7659: Railway construction menu disappears https://git.io/fj176 20:28:03 *** Eddi|zuHause is now known as Eddi|zuHause2 20:34:48 *** Jyggalag has quit IRC 20:40:45 *** gelignite has quit IRC 20:41:33 *** Eddi|zuHause2 is now known as Eddi|zuHause 20:45:53 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1 20:46:59 <DorpsGek_II> [OpenTTD/nml] michicc merged pull request #41: Fix #40: issue a warning on duplicate CTT entries https://git.io/fj1rA 20:47:01 <DorpsGek_II> [OpenTTD/nml] michicc closed issue #40: No guard against multiple CTT entries for same cargo https://git.io/fj1rr 20:50:14 <andythenorth> thanks 20:53:09 *** Progman has quit IRC 20:54:54 <Eddi|zuHause> i was thinking whether RTT need a similar treatment, but it's a bit complicated with all the fallback stuff 20:59:44 *** Thedarkb-T60 has quit IRC 21:00:19 *** nielsm has quit IRC 21:06:04 *** Wolf01 has quit IRC 21:11:51 *** sla_ro|master has quit IRC 21:22:11 <LordAro> michi_cc: glx: https://github.com/OpenTTD/CompileFarm/pull/37 any chance of this being merged? :) 21:22:59 <michi_cc> LordAro: I can approve it, but I don't know if I have merge rights. 21:23:13 <LordAro> oh, it's glx with admin, isn't it? 21:23:16 <LordAro> i lose track 21:23:16 <glx> I think I'm the only one with merge rights 21:23:28 <glx> and TB of course 21:23:51 <LordAro> and frosch & pm, apparently 21:26:06 <michi_cc> Is there a point to run both 3.8 and 3.9 for the CI? It would increase running time. 21:26:42 <glx> 3.8 is the default on debian 21:28:19 <LordAro> i didn't want to remove 3.8 until i knew 3.9 was working :p 21:28:35 <LordAro> 3.8 is default, but 3.9 is easily available 21:28:41 <glx> true 21:29:05 <LordAro> also technically speaking, default clang on debian stable is now 7.0 :p 21:29:12 <LordAro> (given buster was released last week) 21:29:24 <glx> and by default we still rely on gcc anyway 21:29:43 <glx> 3.8 is just an extra CI check 21:29:51 <glx> well clang 21:30:11 <LordAro> yeah, and we're now in the situation of gcc9.2 warning about something that clang3.8 requires 21:30:15 <LordAro> 9.1* 21:30:47 <glx> I think adding an image is not really an issue anyway 21:30:58 <LordAro> just adding an image isn't, no 21:31:11 <LordAro> it requires the azure pipelines changing to actually pick it up regardless 21:31:23 <LordAro> (which i've done in #7630 already) 21:32:29 <glx> oh nightly failed to generate the docs image 21:33:05 <glx> error 503, will be ok tomorrow I guess 21:33:24 <LordAro> :< 21:33:37 <LordAro> could it be retriggered? 21:35:21 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8 21:35:47 <glx> not really important as the bundles were published anyway 21:36:00 <LordAro> oh, just the docs 21:36:06 <LordAro> yeah, not like they've changed :p 21:38:28 <glx> for now we build 19 images 21:39:06 <glx> most of them being bases for other images 21:40:06 <glx> and release images use gcc only 21:40:33 <glx> so yeah upgrading clang should not be an issue 21:41:12 <DorpsGek_II> [OpenTTD/CompileFarm] glx22 approved pull request #37: Add: clang-3.9 Docker image https://git.io/fj1dn 21:42:29 <DorpsGek_II> [OpenTTD/CompileFarm] glx22 merged pull request #37: Add: clang-3.9 Docker image https://git.io/fjo5d 21:42:40 <LordAro> :) 21:51:40 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7424: Add: Kdtree for AirportGetNearestTown https://git.io/fjU1d 22:01:03 <glx> LordAro: you can rebase #7630 22:03:22 *** andythenorth has left #openttd 22:24:17 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fj1dh 22:27:14 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9 https://git.io/fjo5z 22:29:05 <LordAro> glx: the 3 PRs on the dorpsgek repos look like they're fine to be merged, btw 22:29:51 <LordAro> also, yes, i was write about it not being able to find clang-3.9 22:29:57 <LordAro> ..right 22:30:27 *** Sheogorath has joined #openttd 22:40:41 *** HerzogDeXtEr has quit IRC 22:46:42 <DorpsGek_II> [OpenTTD/CompileFarm] LordAro opened pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image https://git.io/fj1Fl 23:01:27 *** Thedarkb-T60 has joined #openttd 23:02:07 <glx> LordAro: how about the cmake PR with clang-3.9 ? 23:02:44 <LordAro> unknown 23:02:53 <LordAro> cmake might be clever enough to find it 23:04:07 <glx> hmm I could add a temporary commit in the cmake branch to check that 23:05:04 <LordAro> i'd still quite like to see cmake merged for 1.10 23:05:13 <LordAro> what needs doing to it? 23:05:59 <nnyby> LordAro: about the sdl2 problem.. you're on linux? i'm just curious 23:06:05 <LordAro> yeah 23:06:12 <glx> review mostly, and probably some stuff that can be done after the merge I think 23:06:27 <nnyby> what distro and kernel version? 23:07:00 <nnyby> i'll try some weird setups with this branch to try and find problems. ill try in a virtualbox or something. 23:07:09 <LordAro> nnyby: Arch, kernel 5.2. i'm pretty sure i'm not using nvidia proprietary drivers, just mesa 23:07:17 <nnyby> cool, thanks 23:09:28 <LordAro> hang on, no, i am using nvidia drivers 23:14:15 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 23:14:26 <glx> ok let's see how cmake handles 3.9 :) 23:15:53 <glx> hmm should probably rebase to fix conflicts too 23:16:26 *** Thedarkb-T60 has quit IRC 23:19:04 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 23:21:49 <glx> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=3709 <-- ok tricks needed for cmake too I guess 23:23:53 <LordAro> yeah, same thing, it looks like 23:23:59 <LordAro> might as well just export the vars 23:24:29 <glx> it's the only compiler available on the image anyway 23:24:54 <DorpsGek_II> [OpenTTD/CompileFarm] LordAro updated pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image https://git.io/fj1Fl 23:24:59 * LordAro bedtime 23:28:50 <DorpsGek_II> [OpenTTD/CompileFarm] glx22 commented on pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image https://git.io/fj1FN 23:29:36 <DorpsGek_II> [OpenTTD/CompileFarm] LordAro updated pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image https://git.io/fj1Fl 23:29:42 <LordAro> ...i forgot to add before committing 23:29:49 <glx> huhu 23:42:05 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window https://git.io/fjqQz 23:58:17 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame. https://git.io/fjtsp