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00:25:20 *** Wormnest has joined #openttd 00:48:41 *** MarkQuestion has joined #openttd 00:49:01 <MarkQuestion> hello chaps, just popping in for what is probably a fairly common question 00:50:13 <MarkQuestion> I am in the process of updating the old OpenTTD and wonder where I might find in the filesystem where my NewGRF presets are stored so I can migrate them over with minimal pain and suffering and agony 00:50:55 <glx> presets are stored in openttd.cfg IIRC 00:52:01 <MarkQuestion> cool cool. would that get vaporized with an install? I'm cloning it now 00:54:20 <MarkQuestion> don't even answer. it quite clearly wasn't 00:54:32 <MarkQuestion> pip pip cheerio to you. hopefully I will never return! 00:54:34 *** MarkQuestion has quit IRC 01:17:50 *** Wormnest has quit IRC 01:48:58 *** Wormnest has joined #openttd 02:10:34 *** D-HUND has joined #openttd 02:13:55 *** debdog has quit IRC 02:35:18 *** WormnestAndroid has quit IRC 02:35:41 *** WormnestAndroid has joined #openttd 02:41:30 *** Wormnest has quit IRC 03:01:14 *** glx has quit IRC 03:11:30 *** pm has joined #openttd 03:12:02 *** pm is now known as Guest464 03:15:01 *** Wormnest has joined #openttd 03:18:51 *** Guest367 has quit IRC 03:56:47 *** Flygon has joined #openttd 04:41:38 *** Wormnest has quit IRC 04:50:34 *** tokai|noir has joined #openttd 04:50:34 *** ChanServ sets mode: +v tokai|noir 04:57:26 *** tokai has quit IRC 04:58:40 *** tokai|noir has quit IRC 05:54:43 *** sla_ro|master has joined #openttd 07:37:00 *** Kitrana has quit IRC 07:40:32 *** Kitrana has joined #openttd 08:19:50 *** andythenorth has joined #openttd 08:59:25 <DorpsGek> [OpenTTD/OpenTTD] Limyx826 opened issue #9565: [Bug]: XG midi playback is weird https://git.io/JzloT 09:04:15 *** roadt_ has quit IRC 09:07:00 *** WormnestAndroid has quit IRC 09:07:13 *** WormnestAndroid has joined #openttd 09:08:17 <DorpsGek> [OpenTTD/OpenTTD] Limyx826 commented on issue #9295: Music Audio is not normalized/leveled correctly https://git.io/JGvg7 09:08:49 *** natalie[m] has quit IRC 09:08:49 *** khavik[m] has quit IRC 09:08:49 *** philip[m] has quit IRC 09:08:50 *** igor[m]123 has quit IRC 09:08:50 *** hylshols7qui[m] has quit IRC 09:08:50 *** johanna[m] has quit IRC 09:08:50 *** glothit7ok[m] has quit IRC 09:08:51 *** olmvnec[m] has quit IRC 09:08:51 *** joey[m] has quit IRC 09:08:51 *** iarp[m] has quit IRC 09:08:51 *** karoline[m] has quit IRC 09:08:51 *** yoltid[m] has quit IRC 09:08:52 *** elliot[m] has quit IRC 09:08:52 *** leward[m] has quit IRC 09:08:52 *** linda[m] has quit 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09:09:04 *** andythenorth[m] has quit IRC 09:09:04 *** robert[m]12 has quit IRC 09:09:04 *** jeremy[m] has quit IRC 09:09:05 *** NekomimiGunner18[m] has quit IRC 09:09:05 *** vista_narvas[m] has quit IRC 09:12:41 *** roadt_ has joined #openttd 09:18:37 *** tokai has joined #openttd 09:18:37 *** ChanServ sets mode: +v tokai 09:29:08 *** Supersonic[m] has joined #openttd 09:52:54 *** Samu has joined #openttd 09:59:35 *** Etua has joined #openttd 10:02:52 <Samu> hi 10:18:36 *** Etua has quit IRC 10:24:44 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9565: [Bug]: XG MIDI playback is weird with external MIDI output https://git.io/JzloT 10:33:21 <Samu> ah, I rename a vehicle to x, and i get cool lines 10:35:47 *** andythenorth has quit IRC 11:03:24 <Samu> wow, ship is lost by just a few tiles https://i.imgur.com/NrRZ5mc.png 11:10:13 <Samu> from Dahill Buoy #2 to Great Franingpool Central 11:14:22 <Samu> 'set ship_curve90_penalty 100' solves 11:14:35 <Samu> more nodes are checked 11:14:38 <Samu> more tiles 11:43:38 <DorpsGek> [OpenTTD/OpenTTD] danskidb updated pull request #9511: Feature: Add selected toolbar buttons to MacBook Pro Touch Bar https://git.io/JE318 11:47:44 *** D-HUND is now known as debdog 12:26:10 <Samu> interesting find 12:26:51 <Samu> with path cache disabled, the ship finds its way after 2 or 3 tiles moving while lost 12:27:48 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9511: Feature: Add selected toolbar buttons to MacBook Pro Touch Bar https://git.io/Jz8On 12:28:20 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9511: Feature: Add selected toolbar buttons to MacBook Pro Touch Bar https://git.io/Jz8OC 12:32:33 *** glx has joined #openttd 12:32:33 *** ChanServ sets mode: +v glx 12:42:57 *** Guest464 has quit IRC 12:55:47 <glx> https://imgur.com/a/BdJVIrQ <-- visit counter is weird, the lock is visited once, but the river tiles behind it are visited 3 times 12:58:43 <glx> https://imgur.com/aVGzQdy and a full view of the searched area 12:59:16 <glx> the ship is just in an infinite loop around the hangar 12:59:34 <Samu> how do i get the visit count? I dont seem to get it 12:59:50 <glx> latest version of the patch 13:03:20 <Samu> im experimenting with something 13:03:39 <Samu> GetEffectiveWaterClass being SEA gets an added penalty of 100 13:03:39 <glx> pf seems to visit some tiles way too much (like the 1 tile large sea area visited 6 times) 13:04:35 <glx> but that's probably how pf works 13:05:15 <Samu> trying to force the pf to give some sort of priority by visit rivers/canals more often 13:06:33 <glx> way be counter productive if the path doesn't need to follow rivers/canals to reach destination 13:06:45 <glx> *may 13:17:43 *** ad5twoknebor[m] has joined #openttd 13:17:45 *** Aileen[m] has joined #openttd 13:17:45 *** albert[m] has joined #openttd 13:17:45 *** amal[m] has joined #openttd 13:17:46 *** andythenorth[m] has joined #openttd 13:17:46 *** aperezdc__ has joined #openttd 13:17:46 *** bkilm[m] has joined #openttd 13:17:46 *** blikjeham[m] has joined #openttd 13:17:47 *** cacheerror[m] has joined #openttd 13:17:47 *** 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joined #openttd 13:18:06 *** patricia[m] has joined #openttd 13:18:06 *** patrick[m]1 has joined #openttd 13:18:06 *** paulus[m] has joined #openttd 13:18:06 *** phil[m]1 has joined #openttd 13:18:06 *** philip[m]1 has joined #openttd 13:18:07 *** pothyurf[m] has joined #openttd 13:18:07 *** robert[m]12 has joined #openttd 13:18:07 *** rudolfs[m] has joined #openttd 13:18:09 *** shedidthedog[m] has joined #openttd 13:18:09 *** tonyfinn has joined #openttd 13:18:09 *** TrueBrain has joined #openttd 13:18:09 *** twom[m] has joined #openttd 13:18:10 *** JamesRoss[m] has joined #openttd 13:18:10 *** udo[m] has joined #openttd 13:18:10 *** Venemo has joined #openttd 13:18:10 *** vista_narvas[m] has joined #openttd 13:18:10 *** yoltid[m] has joined #openttd 13:18:11 *** yur3shmukcik[m] has joined #openttd 13:18:23 <LordAro> lolmatrix 13:21:09 <Samu> you're right, its worse 13:21:12 <Samu> just tested 13:35:04 <Samu> i see why nodes are visited 3 times, it's because each tile has 3 directions ship can chose from 13:36:42 <Samu> i remember when ships had forbidden 90 degrees setting 13:36:55 <Samu> the trackdir was removed from the pathfinder 13:37:33 <Samu> it actually lowered the number of nodes visited per tile 13:52:21 *** felix has quit IRC 13:52:27 *** felix has joined #openttd 14:06:21 *** Gustavo6046_ has joined #openttd 14:07:12 *** virtualrandomnumber has joined #openttd 14:07:13 *** Gustavo6046 has quit IRC 14:07:13 *** Gustavo6046_ is now known as Gustavo6046 14:07:50 *** virtualrandomnumber has quit IRC 14:12:05 <DorpsGek> [OpenTTD/OpenTTD] Limyx826 commented on issue #9565: [Bug]: XG MIDI playback is weird with external MIDI output https://git.io/JzloT 14:13:19 <Samu> i found something that can be improved 14:13:57 <glx> I think I found something too, added some debug stuff to check first 14:14:09 <Samu> when leaving a dock, ask the pathfinder if it should reverse 14:14:52 <Samu> sometimes the ship can move forward if it enters the dock by the side, perpendicular to it 14:26:56 <Samu> of course, I am unable to code this 14:26:59 <Samu> :| 14:28:20 <DorpsGek> [OpenTTD/OpenTTD] danskidb updated pull request #9511: Feature: Add selected toolbar buttons to MacBook Pro Touch Bar https://git.io/JE318 14:29:36 <DorpsGek> [OpenTTD/OpenTTD] danskidb updated pull request #9511: Feature: Add selected toolbar buttons to MacBook Pro Touch Bar https://git.io/JE318 14:31:43 <DorpsGek> [OpenTTD/OpenTTD] danskidb updated pull request #9511: Feature: Add selected toolbar buttons to MacBook Pro Touch Bar https://git.io/JE318 14:34:46 *** nielsm has joined #openttd 14:38:58 *** sla_ro|master has quit IRC 14:58:44 <Samu> what do you think of allowing ships to reverse after leaving docks? 14:58:56 <Samu> ask the pf whether it should reverse or not 15:04:36 <Samu> instead of doing this https://github.com/OpenTTD/OpenTTD/blob/master/src/ship_cmd.cpp#L678-L681 15:07:04 <Samu> not sure if I open an issue of this: https://i.imgur.com/HQM3Sfm.png 15:07:32 <Samu> ship enters the docks perpendicular to it 15:09:26 <Samu> when it leaves it, it goes to Little Bunfingburg Lakeside. but since it does not reverse, it follows the canal towards SE and gets lost 15:09:38 <glx> pf never reverse ships 15:10:02 <Samu> i know, but it can be asked if it's better to reverse 15:10:25 <Samu> ship_cmd.cpp has enough code to perform the reverse 15:12:39 <Samu> YapfShipCheckReverse 15:15:04 <Samu> this situation in the screenshot is the only explanation I have why some of my AI ships move so further out of place than gets them lost 15:15:41 <Samu> they enter some canal route leading to open sea and unable to return back 15:16:30 <TrueBrain> glx: a tile can be visited at most 7 times, so you haven't reached the limit yet with 6 :D 15:17:04 <glx> yeah when you enter a tile it's already 3 visits 15:17:09 <glx> basic water 15:17:35 <glx> even when 2 of them are unusable 15:34:48 *** Wormnest has joined #openttd 15:37:26 <glx> btw some tiles are visited more than 7 times :) 16:05:43 <TrueBrain> That is weird, as a node is tile + trackdir .. so I would assume there are only 8 variations per tile? 16:06:11 <glx> maximum seems to be 12 on my test case 16:06:16 <nielsm> trackdir also includes direction 16:06:17 <nielsm> not just track 16:06:30 <TrueBrain> Ugh ... 16:06:31 <nielsm> X axis going NE or X axis going SW 16:06:38 <glx> and indeed 12 makes sense, each entry leads to 3 exits 16:06:53 <TrueBrain> Fair point 16:07:21 <TrueBrain> So 11 should be max .. otherwise the PF wrapped round on itself 16:07:44 <TrueBrain> Which is a bad sign on its own :D 16:08:55 <glx> the drawpf thing just show what is open, so it's possible a tile is tested from different direction without looping 16:09:52 <glx> open sea, many possible path through any tile 16:10:21 <TrueBrain> Still don't see why a node isn't just a tile 16:10:57 <glx> tile alone can't tell what to test next 16:11:09 <TrueBrain> Ofc it can 16:11:21 <glx> but tile+exitdir should be an improvement 16:11:45 <TrueBrain> Normally with A* you have previous node and current node 16:11:56 <TrueBrain> Which tells you the direction you come from 16:12:37 <TrueBrain> The tile + exitnode PF exists 16:12:43 <TrueBrain> But is disabled by setting 16:14:21 <glx> no, exitdir is used by default for ships 16:15:21 <TrueBrain> Last time I followed the rabbit I found that no longer being the case 16:15:47 <TrueBrain> Pf2 is picked over pf1 if 90 degree penalty is different I believe? 16:16:55 <TrueBrain> https://github.com/OpenTTD/OpenTTD/blob/master/src/pathfinder/yapf/yapf_ship.cpp#L347 16:17:19 <TrueBrain> So most (all?) games use the trackdir variant 16:18:11 <glx> seems so indeed (I just checked yapf.disable_node_optimization and missed the 45°!=90°) 16:18:38 <glx> so many pf settings 16:18:54 <TrueBrain> And the templates makes it so hard to understand the code 16:19:18 <TrueBrain> Just writing one from scratch might solve a lot of issues :p 16:19:46 <Samu> are you touching ship curve penalties? 16:21:54 <glx> hehe I just set 90° penalty to 45° penalty and path is found :) 16:22:28 <glx> with max visit being 4 as expected 16:22:45 <Samu> i've been telling that all the time 16:23:07 <Samu> set it to 100 16:23:28 <TrueBrain> glx: still sounds like it is wrapping back on its own a lot 16:27:25 <Samu> i think im making a PR, or at least an issue 16:27:39 <Samu> another ship is lost issue 16:33:16 <TrueBrain> that sounds very counterproductive 16:34:47 *** Progman has joined #openttd 16:42:11 <glx> the penalty is not an issue (chosen path is cleaner), but the implication on the number of nodes is huge 16:42:40 <TrueBrain> it is just a bit ironic, that this is the most basic of all pathfinders :P 16:42:46 <TrueBrain> rail and road are vastly more complex to implement :D 16:43:28 <glx> yeah but they have less options on each tile 16:43:40 <TrueBrain> on that part I still don't agree :) 16:43:51 <TrueBrain> as long as the estimation isn't overshooting (by a lot), there shouldn't be need for trackdir/exitdir 16:44:35 <TrueBrain> open waters is almost textbook A*, basically 16:45:06 <TrueBrain> as long as you update the tile with the lowest score you found 16:45:11 <TrueBrain> by the time it is picked up from the open list 16:45:18 <TrueBrain> there is no possible other way to get to that tile with a lower score 16:45:24 <TrueBrain> (again, given estimations are not widely off) 16:46:24 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened issue #9566: [Bug]: Lost ship after leaving station if it docked in a perpendicular manner and doesn't reverse https://git.io/Jz4Ub 16:48:42 <TrueBrain> I tried to modify YAPF to work like that, but I got really lost in the template stuff :P 16:49:15 <glx> Samu: maybe try replacing the test in https://github.com/OpenTTD/OpenTTD/blob/master/src/ship_cmd.cpp#L681 with YapfShipCheckReverse() 16:49:55 <Samu> I already did 16:50:18 <Samu> it needs to ProcessOrders first to update destination before feeding the pf 16:53:06 <nielsm> I tried modifying it to draw every trackdir considered... https://0x0.st/-3IU.jpg 16:53:47 <glx> well the number of visit alreay implied the trackdirs ;) 16:53:51 <nielsm> but basically just showing that "yes it's visiting everything" 16:53:53 <nielsm> yeah 16:54:16 <glx> minimum visit count is 3 16:54:35 <glx> because 3 trackdirs from entry point 16:54:51 <nielsm> and right now the conclusion (to me) is that it needs to stop going into open water tiles from all directions when it's already been there 16:55:24 <TrueBrain> can any of you see a reason it needs ExitDir/TrackDir at all? 16:55:33 <TrueBrain> I mean, take a pencil, and try drawing a situation where that is useful 16:55:35 <nielsm> the "tracks" approach is necessary in limited situations with the lock and the depot 16:55:45 <glx> it needs trackdir to detect 90° turns 16:55:50 <TrueBrain> no 16:55:53 <TrueBrain> it just needs to know where it came from 16:55:58 <TrueBrain> the Node doesn't need to include it 16:55:59 <nielsm> but for almost everything else for ships it'd be saner to only consider whole tiles 16:56:04 <TrueBrain> A* works with parent node + current node 16:56:15 <TrueBrain> so 90 degrees you can detect based on that information alone 16:56:37 <TrueBrain> nielsm: in what case would that be needed for locks? 16:56:54 <glx> 90 is the movement of the ship when crossing the tile border 16:58:25 <nielsm> because there is only one valid track through a lock, you can't enter it from the sides https://0x0.st/-3IG.png 16:58:31 <TrueBrain> glx: so having the parent tile + current is enough to see if it is a 90 degree not? 16:58:43 <nielsm> I'm not sure why it shows those trackdirs on the lock though... 16:58:47 <TrueBrain> nielsm: so that can still be done tile-based, just reject the other options :) 16:59:16 <nielsm> specialcasing entering the few special tiles should work yeah 16:59:17 <glx> no you also need to check parent's parent, and current's next 16:59:44 <TrueBrain> that is a 90 degree over a 2x2? 16:59:51 <glx> to know exactly the behaviour of the ship on the tile crossing 17:00:40 <nielsm> and yeah if I limit the search space by blocking off a ton of open water from the ship, it finds the right path with fewer max nodes 17:00:54 <glx> you need it's heading when it leaves parent, and the new heading when it leaves current 17:00:57 <TrueBrain> glx: yeah, okay, you need 3 tiles of course 17:01:01 <TrueBrain> (not 4 btw, just 3 :P) 17:01:39 <nielsm> basically it's the paradox of choice, "it's open water! you can go anywhere!!" "but that's too much to choose from!" 17:02:10 <glx> well it's easy, except we added cosmetic limitations :) 17:03:24 <TrueBrain> looking at the overlay, what surprises me is that the second tile already is visited 3 times 17:03:29 <glx> to prevent ship to make loops in a 2x2 square when a better looking movement exists with more tiles 17:04:07 <TrueBrain> but TrackDir ofc follows rail-rules 17:04:12 <glx> when you add a new tile, you actually add 3 nodes 17:04:22 <nielsm> obviously works well enough when the solution is obvious: https://0x0.st/-3Id.png 17:06:37 <nielsm> huh, the pf is somehow escaping through my wall of depots? https://0x0.st/-3In.jpg 17:07:09 <TrueBrain> that sounds like an actual bug :) 17:07:58 <glx> or it just tried to go from the other side 17:08:06 <nielsm> after patching it up so it's not sloppy it gets blocked off properly: https://0x0.st/-3IR.jpg 17:09:03 <glx> yeah you had an open path through the double depot 17:10:12 <nielsm> hmm... https://0x0.st/-3Ih.jpg 17:10:29 <nielsm> https://0x0.st/-3IF.png 17:10:35 <nielsm> whyoh... 17:10:45 <nielsm> I see it 17:10:46 <glx> I kwow why 17:11:25 <glx> CanEnterNewTile() or CanExitOldTile() miss some checks 17:12:32 <glx> https://github.com/OpenTTD/OpenTTD/blob/master/src/pathfinder/follow_track.hpp#L247 <-- most likely 17:12:50 <nielsm> https://0x0.st/-3IC.jpg huh it reports lost, but as far as I can tell it does have a complete path? 17:13:14 <TrueBrain> you print the open list 17:13:17 <TrueBrain> it stops after 10k on the closed list 17:13:23 <TrueBrain> so the open list might have a solution 17:13:40 <glx> open list is not checked yet :) 17:13:50 *** andythenorth has joined #openttd 17:13:56 <andythenorth> it's Dependabot! 17:14:00 <andythenorth> telling me about vulns 17:15:44 <TrueBrain> glx: okay, I get the 90 degrees, as you indeed need 3 tiles for that. For some reason I did not consider ships would follow train-layout 17:15:46 <andythenorth> so GG, now I have to figure out what to do with that info 17:15:51 <TrueBrain> I just assumed it would go from center to tile to center of tile 17:16:36 <andythenorth> hmm 17:16:50 <glx> andythenorth: usually it means please update all your dependencies 17:17:03 <andythenorth> this is my fork of openttd website 17:17:11 <andythenorth> but that has recent updates 17:17:16 <andythenorth> I've rebased master 17:17:39 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #9567: Feature: Ships may ask pathfinder whether to reverse when leaving docks https://git.io/Jz4qS 17:17:53 <andythenorth> oh do I need to rebase to main? 17:18:24 <andythenorth> hmm that doesn't fix the alerts 17:18:42 * andythenorth daily adventures 17:18:51 <TrueBrain> guess changing how ships move over tiles is not an option? 17:18:58 <andythenorth> hoverships! 17:19:02 <andythenorth> give them z height 17:19:06 <andythenorth> ekranoplan? 17:19:11 <andythenorth> probably not helpful andythenorth 17:19:54 <glx> they move from middle of tile border to middle of tile border 17:20:04 <glx> dunno if it's easy to change that 17:20:13 <TrueBrain> if they would go from center to center, it is easier :P 17:20:24 <TrueBrain> I am just afraid of the rant posts :D 17:23:02 <andythenorth> I feel your pain 17:23:09 <andythenorth> can I have a beer? 17:24:58 <TrueBrain> check your fridge 17:26:45 <DorpsGek> [OpenTTD/OpenTTD] ldpl opened pull request #9568: Add: allow gamescripts to build neutral objects https://git.io/Jz4Yo 17:29:05 <andythenorth> I found a beer! 17:29:07 <andythenorth> it is cold! 17:29:18 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #9568: Add: allow gamescripts to build neutral objects https://git.io/Jz4Yo 17:30:36 <TrueBrain> https://github.blog/changelog/2021-09-21-tab-size-rendering-preference/ <- useful 17:33:16 *** gelignite has joined #openttd 17:35:21 *** sla_ro|master has joined #openttd 17:35:35 <glx> nielsm: I think some trackdirs are not drawn properly https://imgur.com/QwMIiRd 17:36:32 <nielsm> hmm 17:37:04 <glx> in the lock I would expect a straight one :) 17:38:41 <glx> and a 90° clockwise rotation for the tile next to the one after top of the lock 17:39:48 <glx> may explain the strange ones in you screenshots 17:41:35 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9565: [Bug]: XG MIDI playback is weird with external MIDI output https://git.io/JzloT 17:43:08 <glx> but if drawing is right, then the issue would be pf not adding the right nodes 17:44:22 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #9568: Add: allow gamescripts to build neutral objects https://git.io/Jz4Yo 18:01:09 <nielsm> glx: I'm not sure what could be causing it to draw some wrong just... the code in my own GetTileEdgeMiddle() that adjusts the point by the DiagDirection must be right because otherwise one of the edges of tiles would never be touched. and if TrackdirToExitdir or ReverseTrackdir were wrong I'm pretty sure something else in the game would have broken years ago 18:03:22 <nielsm> okay actually... nothing else in the code appears to be using TrackdirToExitTrackdir 18:05:25 <nielsm> but the table it uses does seem correct 18:06:50 <nielsm> ah okay nm, it is being used elsewhere, it was just VS not finding those uses via "find all references", but a plain text search found it 18:16:32 *** Flygon has quit IRC 18:33:51 *** virtualrandomnumber has joined #openttd 18:35:31 *** virtualrandomnumber has quit IRC 18:50:21 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jz4Rp 18:50:22 <DorpsGek> - Update: Translations from eints (by translators) 18:50:33 <peter1138> TrueBrain, ideally they can go anywhere within a tile :D 19:09:56 <TrueBrain> In circles ofc ;) 19:18:08 <andythenorth> ships need axle weight 19:19:23 *** lobster has joined #openttd 19:21:50 *** lobstarooo has joined #openttd 19:21:52 <michi_cc> Proper water depth! 19:22:04 <michi_cc> And stranded disaster. 19:25:02 <andythenorth> mutiny 19:25:06 <andythenorth> kraken 19:28:15 *** lobster has quit IRC 19:28:21 *** lobstarooo is now known as lobster 19:28:45 <debdog> Ever Given 'maneuver' 19:37:15 <TrueBrain> New disaster type :D 19:38:37 *** iSoSyS has joined #openttd 19:41:15 <Samu> hmm 19:43:37 <Samu> nielsm, are Point .x in horizontal and .y in vertical? 19:44:14 <Samu> different than the tile coordinates x and y? 19:44:24 <Samu> on a viewport 19:44:29 <Samu> meh, my english 19:45:11 <nielsm> Point p = RemapCoords(x, y, z); <-- this translates world coordinates (x, y, z) into graphics viewport coordinates 19:46:11 <nielsm> look at the very top of viewport.cpp, there is an explanation of the coordinate systems used 19:46:24 <glx> on first check, entry/exit dir seems correct, so it's the drawing :) 19:51:10 <Samu> also think it's the drawing, i checked entry and exit dir, seems fine 19:53:34 <Samu> aha, got it 19:54:03 <Samu> case DIAGDIR_NW: x += TILE_SIZE / 2; break; 19:54:03 <Samu> case DIAGDIR_NE: y += TILE_SIZE / 2; break; 19:54:12 <Samu> you have x and y switched 19:57:58 <glx> my try on a paper says the same 19:58:03 <nielsm> you're right 19:58:12 <nielsm> pushed the fix 20:00:13 <glx> X and Y not being in the usual direction doesn't help to get it right on first try :) 20:04:26 *** gelignite has quit IRC 20:19:36 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9565: [Bug]: XG MIDI playback is weird with external MIDI output https://git.io/JzloT 20:26:40 <nielsm> that music bug is going to be annoying to trace down, I fear... something about timing of note on/off sequences is my best guess 20:35:40 *** nielsm has quit IRC 20:36:10 * andythenorth playing OpenTTD 20:40:30 <andythenorth> oof river building in main game when? :P 21:10:39 *** dwfreed has quit IRC 21:10:45 *** dwfreed has joined #openttd 21:13:25 *** Samu has quit IRC 21:14:43 *** andythenorth has quit IRC 21:26:21 *** dwfreed has quit IRC 21:26:22 *** dwfreed has joined #openttd 21:29:45 *** Gustavo6046 has quit IRC 21:29:49 *** Gustavo6046 has joined #openttd 22:12:54 *** Progman has quit IRC 22:23:53 *** sla_ro|master has quit IRC 23:40:48 <DorpsGek> [OpenTTD/OpenTTD] PepsiDoggo started discussion #9570: No sound/music on Linux Debian https://git.io/Jz4pG