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00:10:06 <_glx_> xarick: it used to work, but now Convert makes sure the class is correct 00:13:52 <_glx_> because it was possible to Convert between incompatible events 00:29:14 *** MinchinWeb[m] has quit IRC 00:29:59 *** MinchinWeb[m] has joined #openttd 00:36:26 *** andythenorth has quit IRC 00:45:18 *** keoz has joined #openttd 00:46:39 *** keikoz1 has joined #openttd 00:51:26 *** keikoz has quit IRC 00:53:31 *** keoz has quit IRC 01:05:52 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #15338: Fix 98ac75e: non deterministic handling of train crashes https://github.com/OpenTTD/OpenTTD/pull/15338 01:42:01 *** lobster has quit IRC 01:54:12 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #15338: Fix 98ac75e: non deterministic handling of train crashes https://github.com/OpenTTD/OpenTTD/pull/15338#issuecomment-3948425811 01:55:01 *** Flygon has joined #openttd 01:55:21 *** lobster has joined #openttd 02:04:19 *** MinchinWeb[m] has quit IRC 02:05:00 *** MinchinWeb[m] has joined #openttd 02:12:44 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #15338: Fix 98ac75e: non deterministic handling of train crashes https://github.com/OpenTTD/OpenTTD/pull/15338 02:19:27 *** MinchinWeb[m] has quit IRC 02:20:25 *** MinchinWeb[m] has joined #openttd 02:51:58 *** Flygon has quit IRC 03:01:41 *** Wormnest has quit IRC 03:44:44 *** Flygon has joined #openttd 04:11:30 *** Zathras_4 has joined #openttd 04:11:33 *** Zathras_7 has joined #openttd 04:14:56 *** Zathras_1 has quit IRC 04:15:11 *** Zathras_11 has quit IRC 04:44:03 *** baricus has joined #openttd 04:44:03 <baricus> A long time ago I brought up adding a "screensaver mode" to openttd and I finally have time and something mostly working enough to try to polish up for a pull request, but I wanted to ask: 04:44:03 <baricus> - Is it preferred to put "new functionality" like this into it's own file or should I include it in some other location. Currently it's all in a `screensaver.cpp` file 04:44:03 <baricus> - Is there a better way to schedule somethign to run every game tick than the timer systems? I didn't see anything obvious but I'm not super familiar with the code. Using timers for that feels icky though. I currently use it to smooth-scroll to new vehicles rather than immediately swapping the followed one. Maybe there's also a better way to do that? 05:07:49 <mmtunligit> New file is almost certainly correct for something like this 05:08:23 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/6b25087c56393c2d45a524c32c754ed278790212 05:08:23 <DorpsGek> - Update: Translations from eints (by translators) 05:08:58 <mmtunligit> And im not the last word on this but smooth scrolling to new vehicles should probably be a separate PR entirely 05:10:24 <baricus> That's a good point. I originally just did this for personal use so I wasn't thinking about how to handle thing sfor merging. I'll look at what it would be like without the problematic timers, though I still hope there's a nice way to do it 05:10:38 <baricus> I can't remember how bad it was with direct jumping between vehicles 05:34:03 *** andythenorth has joined #openttd 06:04:55 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #15338: Fix 98ac75e: non deterministic handling of train crashes https://github.com/OpenTTD/OpenTTD/pull/15338#pullrequestreview-3845317448 06:45:32 <andythenorth> “InvisiGronk” for Horse then 07:16:31 *** tokai has joined #openttd 07:16:31 *** ChanServ sets mode: +v tokai 07:34:44 <LordAro> baricus: there's some stuff around the sign controls for title games. can't remember precisely where that is, but i think it covers scrolling to new vehicles? 08:01:15 <peter1138> Viewports already have smooth scrolling, so it should just be a case of picking the target. 08:26:33 <peter1138> (Smooth scrolling for vehicle following is okay until you fast forward...) 08:50:31 <mmtunligit> id imagine that wouldnt be a problem for a screen saver 09:02:00 <DorpsGek> [OpenTTD/OpenTTD] dos-ise updated pull request #15304: Feature: Add Tizen Smart TV build support https://github.com/OpenTTD/OpenTTD/pull/15304 09:15:23 <andythenorth> InvisiGronk probably fits here https://usercontent.irccloud-cdn.com/file/fnFCOHnI/image.png 09:15:28 <andythenorth> wonder how much HP to give it 09:42:35 <andythenorth> seems Toyland has players :) https://www.tt-forums.net/download/file.php?id=234123 10:17:41 *** peter1138 has quit IRC 10:20:56 *** peter1138 has joined #openttd 10:20:56 *** ChanServ sets mode: +o peter1138 11:24:53 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1475815745689489439/2026-02-24_11-24-04.mp4?ex=699edc05&is=699d8a85&hm=e79c7bb51516d90bca4528b33829ea847eea0558fd5658a7d282cefa058acd43& 11:24:53 <xarick> Trans not that great with airports 12:06:51 <xarick> could the smallmap refresh more often? <https://github.com/OpenTTD/OpenTTD/blob/master/src/smallmap_gui.cpp#L741> 12:09:48 <xarick> refresh at the same rate of your fps 12:18:03 <__abigail> I imagine there would be significant performance impacts for very little gain 12:19:41 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1475829535978164244/image.png?ex=699ee8dc&is=699d975c&hm=df60030f8c987fe1a89616777cbbdacd169283d2b1b68ba1d0b7648cc6c092c4& 12:19:41 <xarick> PR? :p 12:22:30 <xarick> oh I see 12:22:42 <xarick> tried a big map with zoom out, not that great of a result 12:28:49 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1475831835635351665/image.png?ex=699eeb01&is=699d9981&hm=9bcf6a57c2796411bc9f0a6216d946b48b81f099a31645f82f70fcfa85fe72d4& 12:28:49 <xarick> ewww it's bad on a 4k map 12:29:03 <LordAro> shock. 12:29:14 <xarick> this is 165 Hz 12:29:24 <xarick> or 240 Hz, one of those 14:04:46 <peter1138> https://www.tt-forums.net/viewtopic.php?p=1278249#p1278249 uh huh 14:07:51 <LordAro> oh that's the drama i missed last week 14:07:54 <LordAro> goodness 14:10:18 <peter1138> Oh ignore the thread, soryr. 14:10:42 <LordAro> too late 14:11:11 <peter1138> Damn, please don't bill me :p 14:19:43 <LordAro> one wonders if the menu would be hated so much if there wasn't a toyland background 14:26:48 <xarick> omg andythenorth take on that topic is quite vile 14:27:10 <LordAro> xarick: stop now. 14:27:14 <LordAro> we don't need your take on this 15:21:49 *** praime3172 has joined #openttd 15:21:49 <praime3172> Hello, 15:21:49 <praime3172> I am a French student, and a classmate and I have a project for university. We have to write a scientific article on the subject: “A Comparative Analysis of Simulated Annealing, Tabu Search, and Genetic Algorithms for Train Routing Optimization in OpenTTD.” 15:21:49 <praime3172> We would like some advice on a certain point. 15:21:49 <praime3172> We have reached the point where we need to “test” certain algorithms such as Tabu search and genetic algorithms. 15:21:49 <praime3172> Would it be possible to carry out smaller-scale tests using the same game? We are a little unsure about what we need to modify/add in order to carry out tests to compare the results between these algorithms. Any advice? Thank you in advance! 15:24:59 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #15330: Codechange: document parameters of destructors... https://github.com/OpenTTD/OpenTTD/pull/15330 15:30:43 <Rubidium> I guess the easiest way would be to prepare a savegame, and then run the different algorithms on that savegame in subsequent runs. Though I've got no clue how you'd be able to reliably rate the different runs, as minor changes in the routing will yield a different game state and then the effect of all the Random calls might be the thing you're measuring 15:33:56 <Rubidium> alternatively you could run your 3 algorithms and the current pathfinder for every 'YapfTrainChooseTrack' call and log the differences between them. Although comparing those differences might be very hard as you don't have clue what the end result is going to be, as you likely won't have the complete game state to check. 15:37:23 *** Smedles has quit IRC 15:37:48 *** Smedles has joined #openttd 15:43:52 *** andythenorth has quit IRC 15:58:50 *** ahyangyi has joined #openttd 15:58:50 <ahyangyi> praime3172: Is it route design or pathfinding? 16:00:31 <ahyangyi> If the former, you might want to run the existing AIs and I especially recommend AAAHogEx; If the latter, what Rubidium said. 16:11:57 *** Wolf01 has joined #openttd 16:32:31 <praime3172> Is it for pathfinding, our job is to compare the 3 algorithms i said 16:33:01 <praime3172> but its quite hard for us to figure where we have to work because the application is big 16:42:14 <Rubidium> if you're talking about pathfinding in the context as in "there are already rails, the train reaches a junction: which way should the train go", then in src/pathfinder (specifically a function called YapfTrainChooseTrack). If it is pathfinding like "I have two industries that I want to connect by rail", then OpenTTD doesn't have that functionality in itself and you need to look at AIs. 16:46:01 *** Flygon has quit IRC 16:48:10 *** andythenorth has joined #openttd 16:49:37 <andythenorth> @xarick please don't give your take on that topic - but you're here, you try and contribute, sometimes it goes well, sometimes it doesn't, but you don't ever complain about how awful it all is, and I haven't seen you ever say anything rude or insulting about the people in the project 16:49:53 <andythenorth> it can't be as bad as they say, surely? 16:51:58 <_jgr_> Most likely 99+% of the userbase are playing quite happily and neither know nor care about the stuff in that thread 16:52:08 <_jgr_> I wouldn't worry that much about it 16:53:46 <andythenorth> I was somewhat looking for moral high ground fights last week 16:53:51 <andythenorth> wasn't a good idea 16:54:05 <praime3172> Rubidium: Yes, I understand. I think I should use algorithms rather than AI. But first, since this is pure research, I need to establish an approach to the problem and translate the general “vrp” problem into the tdd game, i.e., decide which hyperparameters to use, etc. 16:54:39 <andythenorth> steam though https://usercontent.irccloud-cdn.com/file/hf3vwZTP/image.png 16:57:37 <andythenorth> also this is just a nice post https://www.tt-forums.net/viewtopic.php?t=92711 17:01:05 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1475900351159861330/screenshot85.png?ex=699f2ad0&is=699dd950&hm=0664fd2c06d19d2dc12dd9567da465495652c7d3ee69e1f853f9762d61e72ed5& 17:01:05 <xarick> I'm experimenting with an idea; towns have a local authority zone. I thought of forbidding a town to expand towards a neighbours town local authority 17:01:51 <andythenorth> "green belt" 17:02:06 <andythenorth> would actually help routing trains a lot 17:02:14 <andythenorth> towns often merge 17:02:26 <andythenorth> merging is realistic though 17:06:07 <Rubidium> praime3172: I'm not talking about AI here in the sense of Claude/ChatGPT/..., but about the single player computer competitors as AI. Those are using algorithms to find the 'best' way to place the railroad tracks between two industries. In that context, take a look at, for example, AAAHogEx to see how it is placing its track. Then it's up to you to replace the algorithm that decides which tracks to build 17:34:23 <peter1138> Well. 17:52:58 <xarick> A new AI would be nice 17:53:33 <peter1138> Write it. 17:59:02 <xarick> archived? <https://github.com/matkoniecz/AIAI/issues> 18:10:52 <_glx_> happens when owner decides to stop maintaining 18:25:06 <xarick> pull requests probably not accepted... 18:54:51 <peter1138> Fork it 18:55:19 <peter1138> Or it's possibly been moved to another system, away from github. 18:55:48 <LordAro> something other than github? impossible 19:28:07 <rito12_51026> xarick: Looks a bit like someone has curved out a rhombus centered on neighbouring towns from the middle one 19:28:11 <rito12_51026> Have you tried decreasing probability instead of banning? 19:36:22 <xarick> oh, probability sounds like a nice idea 20:05:29 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1475946759304908820/image.png?ex=699f5609&is=699e0489&hm=33b73394b167971a20998a3a331ec54f720ce4d5bfe7994017e05f4fd4c88d0a& 20:05:29 <xarick> I mean, it works, but they eventually merge :( 20:11:04 <xarick> actually, it's pretty good 20:12:37 <rito12_51026> You could make the decreasement dependent on distance to the center of the other town, although that still wouldn't make them not merge 20:12:40 <xarick> rito12_51026: <https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:OpenTTD:towns-cant-build-on-neighbouring-towns'-local-authority> 20:16:06 <rito12_51026> rito12_51026: Ah, you do that already 20:16:08 <xarick> commits were generated by AI 20:16:17 <xarick> cus im just too dumb for that 20:16:23 *** reverend has joined #openttd 20:16:23 <reverend> xarick: I dig the tree ring. looks like a lil suburban metro should swing through there 20:16:44 <rito12_51026> xarick: 🙁 20:17:02 *** reverend is now known as Guest3640 20:17:03 *** Guest3640 is now known as reverend[d] 20:19:14 <andythenorth> hmm should I also do narrow gauge invisigronks 20:31:25 <rito12_51026> xarick: They feel a bit too long for such small commits, and if you wrote them yourself you could make a PR 20:40:03 <xarick> TownGrowthResult::SearchStopped vs TownGrowthResult::Continue, what's the difference 20:44:17 <xarick> ah, Continue is bad 20:44:30 <xarick> SearchStopped does a better job 20:45:11 <_glx_> there should be some comments around the enum 20:52:20 <andythenorth> well 20:52:22 <andythenorth> what if 20:52:50 <andythenorth> instead of silly invisible leading engine, or powered wagons....trains didn't have to have an engine leading the train? 20:53:30 <talltyler> Consists.jpg 20:53:56 <talltyler> Yes, that would be much better. But it will take some work. 20:57:16 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #15338: Fix 98ac75e: non deterministic handling of train crashes https://github.com/OpenTTD/OpenTTD/pull/15338 20:57:19 <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #15188: [Bug]: Desync on save+collision https://github.com/OpenTTD/OpenTTD/issues/15188 20:59:49 <andythenorth> emperorjake electrical parts? :P https://www.youtube.com/watch?v=aLRJTIIb3RQ 21:00:42 <andythenorth> talltyler: michi has a long branch somewhere :) 21:48:38 <xarick> okay, I'm making a PR 22:04:19 *** Wolf01 is now known as Guest3651 22:04:21 *** Wolf01 has joined #openttd 22:05:33 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1475976974689112184/image.png?ex=699f722d&is=699e20ad&hm=6e5243f9b1ac0a3bf7fcd9ed227d4c64b27bbdf5319dc8bef41593042d3afb17& 22:05:33 <xarick> hmm 22:06:20 <xarick> looks fine 22:06:37 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #15339: Change: Stop town expansion near other towns using proximity‑based growth chance https://github.com/OpenTTD/OpenTTD/pull/15339 22:08:28 <xarick> oh, commit checker detected AI slop 22:09:29 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #15339: Change: Stop town expansion near other towns using proximity‑based growth chance https://github.com/OpenTTD/OpenTTD/pull/15339 22:10:16 *** Guest3651 has quit IRC 22:45:44 <xarick> AIAI isn't accepting PR's I tried 22:46:05 *** Wolf01 has quit IRC 22:46:25 <xarick> https://github.com/matkoniecz/AIAI/compare/master...SamuXarick:AIAI:fixes 22:53:33 <__abigail> https://cdn.discordapp.com/attachments/1008473233844097104/1475989054972629014/image.png?ex=699f7d6d&is=699e2bed&hm=6c4eea71cfe48614f452ba1982d4a03cba0b3cbe49330e1b9b3648971ef3f506&