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Log for #openttd on 6th August 2019:
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01:47:32  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7683: Codechange: dedicated_v: remove duplicate thread.h include https://git.io/fjQIM
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02:32:49  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7683: Codechange: dedicated_v: remove duplicate thread.h include https://git.io/fjQLG
02:40:20  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on issue #6598: Possible for client to be in a nonexistent company on a server; but then the client crashes. https://git.io/fjQLC
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04:40:43  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7684: Fix: saving crash.sav when disconnected from network game https://git.io/fjQtu
04:57:24  <DorpsGek_II> [OpenTTD/website] nikolas opened pull request #97: minor grammar fix in June/July post https://git.io/fjQtS
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06:39:24  <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #97: minor grammar fix in June/July post https://git.io/fjQqF
06:40:05  <DorpsGek_II> [OpenTTD/website] LordAro merged pull request #97: minor grammar fix in June/July post https://git.io/fjQtS
06:43:03  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7683: Codechange: dedicated_v: remove duplicate thread.h include https://git.io/fjQIM
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06:47:38  <andythenorth> issue count has crept up  :D
06:47:44  <andythenorth> has stalebot resigned its post?
06:48:08  <andythenorth> 82 open issues, was about 50 a while ago
06:52:10  <LordAro> we turned off stalebot when rate of developer activity slowed down
06:52:21  <LordAro> things were getting closed before anyone got to them
06:53:12  <LordAro> and i never really liked it anyway
07:08:10  * andythenorth will stalebot some  things
07:08:20  <LordAro> :o
07:08:41  <LordAro> i'm not aware of anything "invalid"
07:08:49  <LordAro> that's been left open
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07:21:19  <andythenorth> there are a couple, I'll close them  later
07:21:21  <andythenorth> not many
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08:30:29  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7684: Fix: saving crash.sav when disconnected from network game https://git.io/fjQY9
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10:23:57  <Samu> hi
10:25:19  <Samu> milek7: where are you?
10:37:27  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7684: Fix: saving crash.sav when disconnected from network game https://git.io/fjQsv
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10:53:59  <Samu> i thought that was fixed before
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11:20:59  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7685: Codechange: math_func.hpp - use cpp-style casts https://git.io/fjQs2
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11:37:53  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math_func.hpp - use cpp-style casts https://git.io/fjQs2
11:39:54  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQs2
12:00:32  <Samu> where was I?
12:00:38  <Samu> ah
12:00:53  <Samu> emergency saving too early
12:01:04  <Samu> or too late
12:03:48  <Samu> https://github.com/OpenTTD/OpenTTD/pull/7298
12:10:21  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQGn
12:11:37  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQGC
12:12:32  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQs2
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12:33:08  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQGH
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12:46:55  <Samu> t.t my ai still does bad in desert tileset
12:47:03  <Samu> even after the changes
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13:03:20  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts https://git.io/fjQs2
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13:41:47  <Samu> damn, AIAI is playing so so dirty
13:45:59  <Samu> abusive competition
13:46:09  <Samu> mass stations in town
13:46:36  <Samu> dries everyone else's stations of passengers
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15:01:31  <Samu> I need a "strategy" for my AI to be successful in sub-tropic
15:03:33  <Samu> prioritizing towns that don't require water or food isn't paying off
15:04:16  <Samu> then there's other AIs also competing for the same
15:04:54  <Samu> some compete abusively
15:05:00  <Samu> like AIAI
15:05:00  <nielsm> remember that hardcoding for the base economies may make it more difficult to support newgrf economies
15:06:17  <Samu> i don't want to turn mine into what AIAI do
15:07:05  <Samu> mine does station spreading, but not to such ridiculous, abusive look
15:07:46  <Samu> have not tried full loading orders
15:08:07  <Samu> RoadRunner uses full load in one direction, but not the other
15:08:27  <Samu> and he's doing really well for some unexplainable reason
15:08:35  <Samu> and is not abusive
15:08:59  <Samu> I'm not keen on using full load orders for passengers/mail
15:09:08  <Samu> but i may try
15:09:20  <Samu> just to see what difference does it make
15:12:00  <Samu> basically only AIAI and RoadRunner can survive with bus services in desert tileset
15:12:26  <Samu> Terron does okay, but nothing stellar
15:13:05  <Samu> clueless plus just manages to stay afloat
15:13:19  <Samu> then there's the two LuDi's
15:13:35  <Samu> barely surviving, and admiralai pretty much dead
15:17:23  <Samu> admiralai may trigger bankrupt soon
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15:53:02  <adwus> hi. how is travelled distance counted?
15:53:14  <adwus> is this how far a vehicle travels or the two destinations are apart?
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15:58:45  <Eddi|zuHause> destinations (manhattan distance)
15:59:10  <Eddi|zuHause> more specifically, the location of the station signs
16:06:18  <adwus> i see, thanks
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16:52:57  <Samu> admiralai bankrupted, the original ludiai too
16:53:15  <Samu> mine is surviving but...
16:53:31  <Samu> only 1 service
16:57:22  <Samu> clueless is improving
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16:57:27  <Samu> interesting
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17:28:03  <andythenorth> coop cert died again :)
17:28:07  <andythenorth> https://dev.openttdcoop.org/
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17:57:25  <Samu> now my ai uses full load, let's see what happens
18:14:15  <nielsm> prediction: on some stations it will make no difference, on some it will improve ratings and make more money in the long run, and on many it will cause services to bec too infrequent to affect town growth and the vehicles will make a loss
18:16:06  <nielsm> at least be prepared to check for vehicles taking too long to fill and cancel the full order flag
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18:33:37  <Samu> canceling full order, all road vehicles are sharing orders, hmm im not sure
18:34:27  <Samu> the results so far are surprising me
18:35:57  <Samu> still has positive company value
18:36:15  <Samu> has over 80 road vehicles, that's better than the other time
18:36:48  <Samu> AIAI has 189 by now
18:37:30  <Samu> terron has 152, but that one does also mail
18:37:45  <Samu> can't force him to only buses
18:38:11  <Samu> roadrunner also does pass and mail, has 124
18:42:09  <Samu> woah, roadrunner does create some really long routes
18:43:00  <Samu> i think roadrunner strategy is solid, makes a really long route, then transports pass and mail at the same time
18:43:07  <Samu> 2 for 1
18:44:45  <Samu> AIAI strategy is spamming stations, distant joining them to cover the whole town, really crude
18:44:56  <Samu> but it works
18:47:02  <Samu> doesn't look like the full load strategy will work, i'm losing value, 73 busses now
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18:49:46  <Samu> maybe I should turn my AI to transport PASS and MAIL
18:53:20  <Samu> I add, then remove then add then remove, it's slowly eating value
18:56:00  <nielsm> my own heuristic is that if I have more than two vehicles (that share orders) waiting for full load on the same station at the same time, then I have too many vehicles on that route and should sell some of the vehicles
18:58:16  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7686: Fix: Spelling in running costs help text https://git.io/fjQBI
18:59:46  <Samu> adding vehicles needs rework in that case
19:00:03  <Samu> my code isn't exactly smart in this regard
19:01:26  <Samu> it checks both stations if there's more than "bus cargo capacity" waiting, then adds a vehicle if so
19:03:45  <Samu> if only one of the stations has that much cargo waiting, it adds a vehicle
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19:04:08  <Samu> maybe it should instead check if both, at the same time have it
19:04:16  <Samu> gonna experiment, brb
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19:07:43  <Samu> if (cargoWaiting1 > engine_capacity || cargoWaiting2 > engine_capacity) {
19:07:53  <Samu> changing || to &&
19:11:29  <Samu> before I restart this, i wanna see how long the ai survives
19:12:17  <Samu> i wish there was a "restart in a new openttd"
19:15:24  <andythenorth> just run lots of OpenTTD?
19:16:17  <Samu> this is a bad system for that
19:28:39  <peter1139> How so?
19:30:51  <Samu> this is the celeron
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19:35:09  <peter1139> Oh, so it's shit for anything really.
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20:18:14  <andythenorth> making toast?
20:20:56  <LordAro> i can't imagine it would be very good at that, even if you removed the cooler
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20:32:33  <andythenorth> do I have a celeron? o_O
20:37:45  <LordAro> no
20:38:09  * andythenorth wonders what  FPS samu gets
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