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00:03:49 <Samu> what is the ents patch? 00:03:55 *** supermop__ has quit IRC 00:05:51 *** keoz has quit IRC 00:12:07 *** Snail has joined #openttd 00:16:49 *** supermop__ has joined #openttd 00:20:09 *** supermop___ has joined #openttd 00:23:11 *** supermop has quit IRC 00:24:50 *** supermop__ has quit IRC 00:27:16 <goodger> a joke 00:28:14 *** supermop___ has quit IRC 00:29:14 *** supermop has joined #openttd 00:35:46 *** sim-al2 has quit IRC 00:35:46 *** alask0ud has quit IRC 00:35:46 *** ConductorCat has quit IRC 00:35:46 *** txtsd has quit IRC 00:35:46 *** Belugas has quit IRC 00:35:46 *** Vadtec has quit IRC 00:35:46 *** fiatjaf has quit IRC 00:35:46 *** Snail has quit IRC 00:35:46 *** nilez has quit IRC 00:35:46 *** supermop_ has quit IRC 00:35:46 *** mindlesstux has quit IRC 00:35:46 *** Tharbakim has quit IRC 00:35:46 *** Antheus has quit IRC 00:35:46 *** DDR has quit IRC 00:35:46 *** Ethereal_Whisper has quit IRC 00:35:46 *** Klanticus has quit IRC 00:35:46 *** urdh has quit 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02:54:35 *** Lejving has joined #openttd 02:55:34 *** FLHerne has quit IRC 02:55:48 *** FLHerne has joined #openttd 02:56:18 <Lejving> Hey. I'm super new to openttd, two questions! Is zbase the "best" hd graphic mod, or at least the standard one? How can I enable more technology from the start (like electric trains), is it just to enter later start date? 02:56:44 *** FLHerne has quit IRC 02:56:59 *** FLHerne has joined #openttd 02:58:10 *** FLHerne has joined #openttd 02:58:39 *** FLHerne has quit IRC 02:58:50 *** FLHerne has joined #openttd 02:59:21 *** FLHerne has joined #openttd 02:59:35 <supermop_> id say ogfx is more of a standard 03:00:17 *** FLHerne has quit IRC 03:00:19 <supermop_> if you want different from default trains - including earlier electric trains, there are other train newgrfs 03:00:32 *** FLHerne has joined #openttd 03:00:41 <supermop_> realistic and non-realistic 03:01:25 *** FLHerne has quit IRC 03:01:28 <Lejving> manpower ogfx-industries? 03:01:43 *** FLHerne has joined #openttd 03:02:25 *** glx has quit IRC 03:02:39 *** FLHerne has quit IRC 03:02:54 *** FLHerne has joined #openttd 03:04:05 *** FLHerne has joined #openttd 03:05:03 *** FLHerne has quit IRC 03:05:16 *** FLHerne has joined #openttd 03:06:27 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<Eddi|zuHause> no, "ogfx" is shorthand for "OpenGFX", which is the first free base set that was develped. it is not high-res though 03:55:52 *** FLHerne_ has quit IRC 03:55:52 <Eddi|zuHause> manpower industries is a grf that tries to make the game more challenging by requiring workers and stuff to produce goods 03:56:09 *** FLHerne_ has joined #openttd 03:57:05 *** FLHerne_ has quit IRC 03:57:20 *** FLHerne_ has joined #openttd 03:58:31 *** FLHerne_ has joined #openttd 03:59:24 *** FLHerne_ has quit IRC 03:59:42 *** FLHerne_ has joined #openttd 03:59:51 *** Clockworker has quit IRC 03:59:55 *** Clockworker_ is now known as Clockworker 04:00:39 *** FLHerne_ has quit IRC 04:00:53 *** FLHerne_ has joined #openttd 04:02:04 *** FLHerne_ has joined #openttd 04:03:01 *** FLHerne_ has quit IRC 04:03:15 *** FLHerne_ has joined #openttd 04:04:12 *** FLHerne_ has quit IRC 04:04:26 *** FLHerne_ has joined #openttd 04:05:23 *** FLHerne_ has quit IRC 04:05:37 *** FLHerne_ has joined #openttd 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*** Nitrodev has joined #openttd 06:16:58 *** FLHerne has joined #openttd 06:17:20 *** FLHerne has quit IRC 06:17:38 *** FLHerne has joined #openttd 06:17:39 <Nitrodev> Hi all 06:18:01 *** FLHerne has quit IRC 06:18:09 *** FLHerne has joined #openttd 06:19:20 *** FLHerne has joined #openttd 06:20:41 *** FLHerne has joined #openttd 06:21:11 *** FLHerne has joined #openttd 06:21:25 *** FLHerne has quit IRC 06:21:42 *** FLHerne has joined #openttd 06:22:01 *** Nitrodev has quit IRC 06:22:05 *** FLHerne has quit IRC 06:22:22 *** FLHerne has joined #openttd 06:22:53 *** FLHerne has joined #openttd 06:23:50 *** FLHerne has quit IRC 06:24:04 *** FLHerne has joined #openttd 06:25:15 *** FLHerne has joined #openttd 06:26:11 *** FLHerne has quit IRC 06:26:26 *** FLHerne has joined #openttd 06:26:49 *** Snail has quit IRC 06:27:24 *** FLHerne has quit IRC 06:27:37 *** FLHerne has joined #openttd 06:28:48 *** FLHerne has joined #openttd 06:29:41 *** FLHerne has quit IRC 06:29:59 *** FLHerne has 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#openttd 09:22:13 <Alkel_U3> and andy thought he has unstable connection :-) 09:22:27 *** FLHerne has quit IRC 09:22:45 *** FLHerne has joined #openttd 09:23:56 *** FLHerne has joined #openttd 09:24:51 *** supermop_ has quit IRC 09:24:51 *** FLHerne has quit IRC 09:25:07 *** FLHerne has joined #openttd 09:26:18 *** FLHerne has joined #openttd 09:27:29 *** FLHerne has joined #openttd 09:27:46 <Wolf01> :) 09:28:02 <V453000> get rekt 09:28:10 <V453000> brix tranez u wot m8 09:28:13 <V453000> belts everywhere 09:28:25 *** FLHerne has quit IRC 09:28:40 *** FLHerne has joined #openttd 09:29:51 *** FLHerne has joined #openttd 09:30:48 *** FLHerne has quit IRC 09:31:02 *** FLHerne has joined #openttd 09:32:13 *** FLHerne has joined #openttd 09:33:24 *** FLHerne has joined #openttd 09:34:20 *** FLHerne has quit IRC 09:34:35 *** FLHerne has joined #openttd 09:35:31 *** FLHerne has quit IRC 09:35:46 *** FLHerne has joined #openttd 09:36:42 *** FLHerne has quit IRC 09:36:57 *** FLHerne has joined 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quit IRC 10:11:01 *** FLHerne has quit IRC 10:11:16 *** FLHerne has joined #openttd 10:12:27 *** FLHerne has joined #openttd 10:13:43 *** FLHerne has joined #openttd 10:14:34 *** FLHerne has quit IRC 10:14:49 *** FLHerne has joined #openttd 10:16:00 *** FLHerne has joined #openttd 10:16:57 *** FLHerne has quit IRC 10:17:11 *** FLHerne has joined #openttd 10:18:22 *** FLHerne has joined #openttd 10:18:52 *** Samu has joined #openttd 10:18:55 <Samu> hello 10:19:19 *** FLHerne has quit IRC 10:19:33 *** FLHerne has joined #openttd 10:20:26 *** FLHerne has quit IRC 10:20:33 <Samu> question about AI libraries 10:20:43 <Samu> what are they used for ? 10:20:44 *** FLHerne has joined #openttd 10:21:07 <Wolf01> Standard base of functions to share between AIs? 10:21:40 *** FLHerne has quit IRC 10:22:00 *** FLHerne has joined #openttd 10:22:51 *** FLHerne has quit IRC 10:23:06 *** FLHerne has joined #openttd 10:23:28 <Samu> hmm i see 10:24:02 *** FLHerne has quit IRC 10:24:05 <Samu> is there a library that deals with loan/money management? 10:24:17 *** FLHerne has joined #openttd 10:24:30 <Wolf01> Maybe, if not try to write one ;) 10:24:35 <Samu> uh :( 10:24:40 <Samu> no, not me :( 10:25:10 *** FLHerne has quit IRC 10:25:28 *** FLHerne has joined #openttd 10:25:58 <Samu> found this https://wiki.openttd.org/AI:Library 10:26:24 *** FLHerne has quit IRC 10:26:39 *** FLHerne has joined #openttd 10:27:50 *** FLHerne has joined #openttd 10:28:12 <Samu> gosh... SynTrans bankrupted, money management 10:28:23 <Samu> tons of profit and still bankrupts 10:28:43 *** FLHerne has quit IRC 10:29:01 *** FLHerne has joined #openttd 10:30:12 *** FLHerne has joined #openttd 10:31:06 *** FLHerne has quit IRC 10:31:23 *** FLHerne has joined #openttd 10:32:34 *** FLHerne has joined #openttd 10:33:31 *** Wolf03 has joined #openttd 10:33:31 *** Wolf01 is now known as Guest923 10:33:31 *** Wolf03 is now known as Wolf01 10:33:45 *** FLHerne has joined #openttd 10:34:43 *** FLHerne has quit IRC 10:34:56 *** FLHerne has joined #openttd 10:35:32 *** Guest923 has quit IRC 10:35:39 <Samu> money management is the achilles' heel of some otherwise good ais 10:35:52 *** FLHerne has quit IRC 10:36:03 <Samu> wish i could help 10:36:07 *** FLHerne has joined #openttd 10:37:00 *** FLHerne has quit IRC 10:37:04 <Samu> there are ais that are blatantly bad at turning a profit, i'm not refering to these, but to those that have huge profits and yet manage to bankrupt 10:37:18 *** FLHerne has joined #openttd 10:38:29 *** FLHerne has joined #openttd 10:39:40 *** FLHerne has joined #openttd 10:40:02 *** supermop_ has joined #openttd 10:40:37 *** FLHerne has quit IRC 10:40:51 *** FLHerne has joined #openttd 10:42:02 *** FLHerne has joined #openttd 10:43:00 *** FLHerne has quit IRC 10:43:05 *** supermop__ has joined #openttd 10:43:13 *** FLHerne has joined #openttd 10:43:39 <Samu> FLHerne: having trouble staying connected? 10:44:11 *** supermop has quit IRC 10:44:55 *** FLHerne has quit IRC 10:45:04 *** FLHerne has joined #openttd 10:45:35 *** FLHerne has joined #openttd 10:46:31 *** FLHerne has quit IRC 10:46:46 *** FLHerne has joined #openttd 10:47:57 *** FLHerne has joined #openttd 10:48:06 *** supermop_ has quit IRC 10:48:09 <Samu> uh, german commentary 10:48:11 <Samu> local townid_a = townpoplist.Begin(); //suche die größte Stadt 10:48:13 <Samu> what does it mean 10:48:51 *** FLHerne has quit IRC 10:49:08 *** FLHerne has joined #openttd 10:50:19 *** FLHerne has joined #openttd 10:51:12 *** FLHerne has quit IRC 10:51:30 *** FLHerne has joined #openttd 10:52:41 *** Clockworker has joined #openttd 10:52:41 *** FLHerne has joined #openttd 10:53:52 *** FLHerne has joined #openttd 10:54:48 *** FLHerne has quit IRC 10:55:03 *** FLHerne has joined #openttd 10:56:45 *** FLHerne_ has joined #openttd 10:56:46 *** FLHerne has quit IRC 10:57:10 *** FLHerne_ has quit IRC 10:57:25 *** FLHerne_ has joined #openttd 10:58:36 *** FLHerne_ has joined #openttd 10:58:39 *** Sova has joined #openttd 10:59:29 *** FLHerne_ has quit IRC 10:59:47 *** FLHerne_ has joined #openttd 10:59:56 *** Clockworker_ has quit IRC 11:00:43 *** FLHerne_ has quit IRC 11:00:58 *** FLHerne_ has joined #openttd 11:02:09 *** FLHerne_ has joined #openttd 11:03:06 *** FLHerne_ has quit IRC 11:03:20 *** FLHerne_ has joined #openttd 11:04:31 *** FLHerne_ has joined #openttd 11:05:42 *** FLHerne_ has joined #openttd 11:06:40 *** FLHerne_ has quit IRC 11:06:53 *** FLHerne_ has joined #openttd 11:08:04 *** FLHerne_ has joined #openttd 11:09:12 *** FLHerne_ has quit IRC 11:09:25 *** FLHerne_ has joined #openttd 11:10:24 *** yorick_ is now known as yorick 11:10:26 *** FLHerne_ has joined #openttd 11:11:20 *** FLHerne_ has quit IRC 11:11:25 <Samu> oops, when trying to fix money issues for epictrans, 11:11:37 *** FLHerne_ has joined #openttd 11:11:38 <Samu> I made him wait indefinitely for money, i think i failed somewhere 11:12:31 *** FLHerne_ has quit IRC 11:12:48 *** FLHerne_ has joined #openttd 11:13:59 *** FLHerne_ has joined #openttd 11:14:38 <Samu> while (AICompany.GetBankBalance(AICompany.COMPANY_SELF+10000) < AIRoad.GetBuildCost(AIRoad.ROADTYPE_ROAD, AIRoad.BT_ROAD)) 11:14:43 <Samu> how much is 10000? 11:14:52 *** FLHerne_ has quit IRC 11:15:10 *** FLHerne_ has joined #openttd 11:15:27 <Samu> or am I trying to get the bank balance of company 10001? 11:15:32 <Samu> omg lol 11:16:11 <Samu> i just imagined openttd with 10k companies 11:17:06 *** FLHerne_ has quit IRC 11:17:32 *** FLHerne_ has joined #openttd 11:18:43 *** FLHerne_ has joined #openttd 11:19:54 *** FLHerne_ has joined #openttd 11:20:50 *** FLHerne_ has quit IRC 11:21:05 *** FLHerne_ has joined #openttd 11:22:16 *** FLHerne_ has joined #openttd 11:23:12 *** FLHerne_ has quit IRC 11:23:27 *** FLHerne_ has joined #openttd 11:24:38 *** FLHerne_ has joined #openttd 11:25:49 *** FLHerne_ has joined #openttd 11:26:42 *** FLHerne_ has quit IRC 11:27:00 *** FLHerne_ has joined #openttd 11:28:55 *** FLHerne_ has quit IRC 11:29:22 *** FLHerne_ has joined #openttd 11:30:33 *** FLHerne_ has joined #openttd 11:31:27 *** FLHerne_ has quit IRC 11:31:44 *** FLHerne_ has joined #openttd 11:32:38 *** FLHerne_ has quit IRC 11:32:55 *** FLHerne_ has joined #openttd 11:34:06 *** FLHerne_ has joined #openttd 11:34:59 *** FLHerne_ has quit IRC 11:35:17 *** FLHerne_ has joined #openttd 11:36:28 *** FLHerne_ has joined #openttd 11:37:27 *** FLHerne_ has quit IRC 11:37:39 *** FLHerne_ has joined #openttd 11:38:50 *** FLHerne_ has joined #openttd 11:40:01 *** FLHerne_ has joined #openttd 11:40:57 *** FLHerne_ has quit IRC 11:41:12 *** FLHerne_ has joined #openttd 11:42:23 *** FLHerne_ has joined #openttd 11:43:17 *** FLHerne_ has quit IRC 11:43:34 *** FLHerne_ has joined #openttd 11:44:45 *** FLHerne_ has joined #openttd 11:45:56 *** FLHerne_ has joined #openttd 11:46:50 *** FLHerne_ has quit IRC 11:47:07 *** FLHerne_ has joined #openttd 11:48:18 *** FLHerne_ has joined #openttd 11:49:14 *** FLHerne_ has quit IRC 11:49:29 *** FLHerne_ has joined #openttd 11:50:02 <Samu> what is wrong with FLHerne_ ? 11:50:23 *** FLHerne_ has quit IRC 11:50:40 *** FLHerne_ has joined #openttd 11:51:51 *** FLHerne_ has joined #openttd 11:52:47 *** FLHerne_ has quit IRC 11:52:50 *** Clockworker_ has joined #openttd 11:53:02 *** FLHerne_ has joined #openttd 11:54:13 *** FLHerne_ has joined #openttd 11:55:10 *** FLHerne_ has quit IRC 11:55:24 *** FLHerne_ has joined #openttd 11:56:35 *** FLHerne_ has joined #openttd 11:57:28 *** FLHerne_ has quit IRC 11:57:46 *** FLHerne_ has joined #openttd 11:58:44 *** FLHerne_ has quit IRC 11:58:57 *** FLHerne_ has joined #openttd 12:00:08 *** FLHerne_ has joined #openttd 12:00:33 *** Clockworker has quit IRC 12:01:04 *** FLHerne_ has quit IRC 12:01:19 *** FLHerne_ has joined #openttd 12:02:30 *** FLHerne_ has joined #openttd 12:03:26 *** FLHerne_ has quit IRC 12:03:41 *** FLHerne_ has joined #openttd 12:04:02 *** supermop has joined #openttd 12:04:02 *** FLHerne_ has quit IRC 12:04:21 *** FLHerne_ has joined #openttd 12:04:52 *** FLHerne_ has joined #openttd 12:06:03 *** FLHerne_ has joined #openttd 12:06:51 *** FLHerne_ has quit IRC 12:09:06 *** supermop__ has quit IRC 12:21:25 *** Snail has joined #openttd 12:25:58 <Samu> i'm looking at openttd code *FindClosestShipDepot(const Vehicle *v, uint max_distance) 12:26:11 <Samu> it looks for the manhattan distance 12:26:17 *** mindlesstux_ has joined #openttd 12:26:28 <Samu> what is the depot is on a lake that the ship can't access? 12:26:31 <Samu> if* 12:26:51 *** mindlesstux has quit IRC 12:26:51 *** mindlesstux_ is now known as mindlesstux 12:28:55 <Samu> omg, this is so wrong 12:29:31 <Samu> it should look for the closest ship depot that the ship has access to 12:29:38 *** supermop_ has joined #openttd 12:31:15 *** supermop__ has joined #openttd 12:36:08 *** supermop has quit IRC 12:36:28 *** supermop has joined #openttd 12:37:41 *** supermop_ has quit IRC 12:42:18 *** supermop__ has quit IRC 12:44:33 <Samu> if (dist >= 130) { return_cmd_error(STR_ERROR_TOO_FAR_FROM_PREVIOUS_DESTINATION); 12:44:40 <Samu> why 130? 12:44:55 <Samu> how did you came up with 130? :( 12:45:21 <SpComb> someone forgot to do it properly and write `const int MAGIC_NUMBER_130 = 130;` 12:49:41 <Samu> why check for YAPF? 12:49:49 <Samu> i'm gonna try something 12:50:45 <Samu> if (v->type == VEH_SHIP && _settings_game.pf.pathfinder_for_ships == VPF_OPF) { 12:50:55 <Samu> is it == or = ? 12:51:30 <Snail> if it’s Matlab it should be == 12:52:54 *** Clockworker__ has joined #openttd 13:00:32 *** Snail has quit IRC 13:00:36 *** Clockworker_ has quit IRC 13:05:21 <Samu> thx 13:09:22 <Samu> the function at line 133 of ship_cmd.cpp needs rework, it's really bad the way it is 13:09:56 *** supermop_ has joined #openttd 13:11:04 <Samu> just tested something, i placed a ship depot on a lake, innaccessible by the ship not on this lake, and another ship depot a bit further away, accessible by the ship 13:11:25 <Samu> i told the ship to go to depot, and it picks the ship depot on the lake 13:11:29 <Samu> :( 13:12:02 <Samu> it should run the pathfinder to look for the closest depot 13:12:33 <Samu> how can i fix this? I'd like to change that function to be more "intelligent" 13:14:07 <Samu> https://hg.openttd.org/trunk.hg/file/4051bab2730c/src/ship_cmd.cpp#l133 13:16:23 *** supermop has quit IRC 13:29:52 *** keikoz has joined #openttd 13:30:23 <Samu> who's a yapf expert? 13:33:20 <Samu> :|, what am i supposed to do? this seems so simple, but it is so hard 13:34:59 *** keikoz has quit IRC 13:35:39 *** keikoz has joined #openttd 13:40:32 *** keikoz has quit IRC 13:44:58 *** zeknurn` has joined #openttd 13:46:26 *** zeknurn has quit IRC 13:46:26 *** zeknurn` is now known as zeknurn 13:46:53 <Samu> how do I understand the limits of the pathfinder? 13:46:59 <Samu> i'd like to investigate 13:52:55 *** Clockworker_ has joined #openttd 13:59:58 <Samu> uhm... nevermind, YAPF is doing great after all 14:00:19 <Samu> it's just that strange limitation of 130 tiles that's confusing me, why did you decide to put it in? 14:00:43 *** Clockworker__ has quit IRC 14:01:06 <Samu> it's even running faster 14:02:00 <Samu> must test this further, brb 14:10:06 *** sim-al2 has quit IRC 14:14:34 <Samu> noob question, is there a hotkey for cloning vehicles? 14:14:54 <Samu> i dont feel like clicking 5000 times 14:15:48 <V453000> just clone the vehicle in the vehicle window? 14:16:01 *** andythenorth_ has joined #openttd 14:16:21 <argoneus> good afternoon train friends 14:16:41 <V453000> noep 14:16:42 <V453000> fuck tranez 14:16:52 <argoneus> ;; 14:17:21 <andythenorth_> V453000 brix trainz? 14:17:39 <V453000> shittin brix has slowed down a little bit lately 14:17:49 <argoneus> >notice factorio is hiring python developers 14:17:52 <argoneus> >get hyped and open it 14:17:53 <V453000> a bit of identity crisis, wasn't sure what amount of detail I wantz 14:17:54 <argoneus> >it's webdev 14:17:56 <argoneus> aaaaaaaaaaaaaaaaa 14:18:14 <V453000> got quite a final model naow though, will try to render tonight 14:18:54 <Samu> i'm at 2000, 3000 to go 14:22:10 <Samu> 2000 clicks to go 14:22:14 <Samu> im tired already 14:22:38 <V453000> andythenorth_: https://dev.openttdcoop.org/attachments/download/8066/test-sh40.png 14:23:07 *** Clockworker__ has joined #openttd 14:23:11 <andythenorth_> That works 14:23:18 <andythenorth_> Are those rivets? 14:24:00 <V453000> rather screws 14:24:00 <V453000> but yeah 14:24:27 <argoneus> Samu: absolute madman 14:26:19 *** Clockworker_ has quit IRC 14:26:43 <andythenorth_> V 'done' 14:27:18 <V453000> I think so 14:27:21 <andythenorth_> looks like Micro Machines \o/ 14:27:30 <V453000> might paint some extra texture on it 14:27:35 <V453000> even though I have a rule of no textures for brix XD 14:27:36 <andythenorth_> Maybe 14:27:44 <V453000> painted mess works 14:27:54 <andythenorth_> I would leave it flat colour 14:28:06 <andythenorth_> Reduce prominence of screws 14:28:18 <V453000> yeah sure, just an extra multiply-like texture in spots 14:28:32 <V453000> I guess yeah 14:28:36 <V453000> they kind of hit the eyes hard 14:29:13 <andythenorth_> Add grilles or ports in same colour as body if you want to break up the flat 14:29:29 <V453000> did, didn't like it 14:29:36 <V453000> I do want to keep some flat 14:29:47 <V453000> preserves the general shape instead of making it a mess of details imo 14:32:22 <andythenorth_> Fair 14:33:27 <V453000> also, this is a model-scene lighting setup, the final will probably be better lit 14:33:39 <V453000> I model in blender and then export to max with vray 14:33:40 *** andythenorth has joined #openttd 14:34:11 *** andythenorth_ has quit IRC 14:34:44 <Samu> yes, I did it! 5000 ships 14:40:06 <Samu> holy crap what a giant stall 14:40:50 *** chnkr_ has quit IRC 14:40:50 *** TheMask96 has quit IRC 14:40:50 *** heffer has quit IRC 14:40:50 *** planetmaker has quit IRC 14:40:50 *** [dpk] has quit IRC 14:40:50 *** Guest134 has quit IRC 14:40:50 *** Fuco has quit IRC 14:40:50 *** Xaroth|Work has quit IRC 14:40:50 *** czaks has quit IRC 14:40:50 *** berndj has quit IRC 14:40:50 *** Milek7 has quit IRC 14:40:50 *** gnu_jj has quit IRC 14:40:50 *** SpBot has quit IRC 14:40:50 *** APTX has quit IRC 14:40:50 *** zeta has quit IRC 14:40:50 *** dihedral has quit IRC 14:40:50 *** Prof_Frink has quit IRC 14:40:50 *** argoneus has quit IRC 14:40:50 *** ABCRic has quit IRC 14:40:50 *** Sheogorath has quit IRC 14:40:50 *** Darksecond has quit IRC 14:40:50 *** Hagbard has quit IRC 14:40:50 *** peter1138 has quit IRC 14:40:50 *** Hirundo has quit IRC 14:40:50 *** Hazzard has quit IRC 14:40:50 *** Terkhen has quit IRC 14:40:50 *** Taede has quit IRC 14:42:42 *** Sova has quit IRC 14:44:28 *** Sova has joined #openttd 14:44:28 *** chnkr_ has joined #openttd 14:44:28 *** TheMask96 has joined #openttd 14:44:28 *** heffer has joined #openttd 14:44:28 *** planetmaker has joined #openttd 14:44:28 *** [dpk] has joined #openttd 14:44:28 *** Guest134 has joined #openttd 14:44:28 *** Fuco has joined #openttd 14:44:28 *** Xaroth|Work has joined #openttd 14:44:28 *** czaks has joined #openttd 14:44:28 *** berndj has joined #openttd 14:44:28 *** Milek7 has joined #openttd 14:44:28 *** gnu_jj has joined #openttd 14:44:28 *** SpBot has joined #openttd 14:44:28 *** Taede has joined #openttd 14:44:28 *** APTX has joined #openttd 14:44:28 *** zeta has joined #openttd 14:44:28 *** dihedral has joined #openttd 14:44:28 *** Prof_Frink has joined #openttd 14:44:28 *** argoneus has joined #openttd 14:44:28 *** ABCRic has joined #openttd 14:44:28 *** Sheogorath has joined #openttd 14:44:28 *** Darksecond has joined #openttd 14:44:28 *** Hagbard has joined #openttd 14:44:28 *** peter1138 has joined #openttd 14:44:28 *** helix.oftc.net sets mode: +ovov planetmaker planetmaker peter1138 peter1138 14:44:28 *** Hirundo has joined #openttd 14:44:28 *** Hazzard has joined #openttd 14:44:28 *** Terkhen has joined #openttd 14:44:28 *** helix.oftc.net sets mode: +ov Terkhen Terkhen 14:46:26 <Samu> ugly stalls, i wonder how the pathfinders do their work 14:46:47 <Samu> i'm testing 5000 ships crossing a 1024x1024 map horizontally 14:47:23 <andythenorth> RL ships are very inconvenient for ottd 14:47:45 *** Alberth has joined #openttd 14:47:45 *** ChanServ sets mode: +o Alberth 14:47:49 <andythenorth> Basically standard small cargo ship carries most cargos, including containers 14:47:52 <Alberth> o/ 14:47:55 <V453000> andythenorth: -insert comment- 14:47:59 <V453000> yo Alberth 14:48:07 <andythenorth> Lo Alberth 14:48:21 <Samu> hi alberth, are you an expert on pathfinders? I'm trying to *ahem*... do something about the slowdowns 14:48:27 <andythenorth> V reality needs rearranging 14:48:41 <V453000> https://dev.openttdcoop.org/attachments/download/8068/test-sh40-pointiness.png 14:49:13 <V453000> note the differences on the gray material of the coupling 14:49:14 <V453000> MF 14:49:54 <V453000> and the rivets are too hidden now :D 14:50:15 <supermop_> looks grim 14:50:19 <Alberth> Samu: I did look into path finder theory, and not much in the OpenTTD implementation 14:50:24 <Samu> i've set up a map with 5000 ships, a worst case scenario, and see which pathfinder slows down the least, goiing from a corner to another 14:50:28 <V453000> supermop_: the lighting is super provisional 14:50:35 <Samu> map size 1024x1024 14:50:46 <Alberth> bit oversized coupling? 14:51:03 <V453000> hell yeah Alberth 14:51:11 <supermop_> the side panels seem like the panels from the erector set i had in the early 90s 14:51:36 <Alberth> Samu: that's not even close to worst case 14:52:07 <V453000> https://dev.openttdcoop.org/attachments/download/8069/test-sh40-LET-THERE-BE-LIGHT.png 14:52:13 <Samu> could be 4096x4096, i know 14:52:49 <Alberth> Path-finders usually try to extend in a straight line to the destination, so the real problems arise when there are obstacles in the way 14:52:54 <V453000> coupling is big because exaggerated shapes, me like 14:53:00 *** Clockworker_ has joined #openttd 14:53:15 <V453000> & shit like filling gaps between units etc asdf 14:53:25 <Samu> at first, i think there could be some sort of pathfind queuing 14:53:50 <Samu> before computing it for a path or whatever th heck it does, queue that request 14:54:20 <Samu> so, essentially, if the queue is full, let them vehicles be lost for a while 14:54:57 <supermop_> i think the buffers throw me off 14:55:14 <Alberth> V: ah ok, filling space :) otherwise couplings are pretty much non-essential to show 14:55:29 <V453000> are essential here 14:55:38 <V453000> wheel aren't really visible so a coupling is the defining part of a train 14:55:41 <V453000> vs a RV etc 14:55:54 <Alberth> fair enough :) 14:56:03 <supermop_> i buy that 14:56:17 <V453000> for example diesel trains don't have top pantograph 14:56:21 <V453000> so they could get close to RV 14:56:31 *** andythenorth has quit IRC 14:56:33 <V453000> since they won't have this shit, it's clear 14:56:36 <supermop_> radiator fan on top? 14:56:42 <Alberth> who said trains could not drive on road? :p 14:56:44 <V453000> well yeah more or less 14:57:39 <V453000> hm maybe I could render vehicles from max 14:57:42 <V453000> I mean blender 14:57:51 <V453000> but the amount of mess that is ._. 14:58:49 *** Clockworker_ has quit IRC 14:59:01 *** Clockworker_ has joined #openttd 14:59:40 *** Clockworker__ has quit IRC 15:00:56 *** andythenorth has joined #openttd 15:03:16 <Samu> darn, 5000 ships is too much 15:05:51 *** keikoz has joined #openttd 15:08:12 *** Sova has quit IRC 15:10:20 <Samu> even with only 50 ships the stalls are noticeable :( 15:11:45 *** keikoz has quit IRC 15:12:51 *** keikoz has joined #openttd 15:13:56 <andythenorth> Bloody ships 15:16:01 <Samu> seems the original pathfinder has the potential to be the least cpu intensive 15:16:19 <Samu> i wish i could adjust some of its limitations 15:17:01 *** keikoz has quit IRC 15:18:45 <andythenorth> To make it more accurate? o_O 15:19:41 <Samu> he seems to throw things towards a direction and then hope for the best, until in finds something wrong, then tries to fix it 15:19:55 <Samu> typos 15:20:15 <Samu> he throws ships towards a direction and then hope for the best, until it finds an obstacle 15:21:23 <Samu> original also has a "stable" cpu usage 15:21:34 <Samu> the others have a "peaky" cpu usage 15:21:39 <Samu> they cause stalls 15:22:01 <andythenorth> Stupid ships :p 15:22:15 <V453000> shits 15:22:28 <andythenorth> How do I make a 'bulk cargo' ship look different to general cargo ship? 15:23:04 *** Clockworker__ has joined #openttd 15:23:13 <andythenorth> For RVs one is dump truck, one open truck, and I can make them look different even though they are only 32px wide and 6px high :p 15:23:35 <andythenorth> Ship is much bigger, shoukd have much more eye candy possibility 15:23:46 <V453000> you give it a gigantic hopper? 15:25:06 <Samu> http://imgur.com/a/ueQca 15:25:13 <Samu> look at cpu usage 15:25:29 <andythenorth> V453000 maybe :p 15:29:34 <Samu> hmm, some random idea 15:29:48 <Samu> spreading ships to avoid "peak" 15:29:57 <Samu> peak usage 15:29:59 *** andythenorth has quit IRC 15:30:48 <Samu> would mask that peak usage if the pathfinder isn't requested at the exact same time, i think 15:30:51 *** Clockworker_ has quit IRC 15:31:16 *** andythenorth has joined #openttd 15:31:37 <Samu> the screenshot shows 1 ship, but that's actually 50 ships stacked together 15:31:44 <Samu> at middle and at right 15:31:52 <andythenorth> Ships need to not have hold covers 15:32:06 <andythenorth> Like this one http://www.istockphoto.com/es/foto/mineral-de-hierro-de-transporte-de-carga-barcaza-gm506042444-84011075?st=_p_mainship 15:32:14 <andythenorth> So cargo can be seen 15:33:03 <Samu> i dunno what to say, just randomly throwing ideas 15:33:11 <Samu> I'm of no help 15:40:03 <Samu> could the pathfinder, or just some parts of it, be started on a 2nd thread, avoid stalls? 15:40:18 <Samu> i still see the peak being 12.5% 15:42:48 *** Lejving has joined #openttd 15:42:59 <Rubidium> not feasibly; path finding depends on other vehicles, so running it asynchroniously makes pathfinding undeterministic and as such breaks multiplayer 15:44:08 <Rubidium> also, pathfinding is done in the middle of the vehicle moving process, so you'd need to introduce some extra states for vehicles that are waiting to get their pathfinding results and then continue where they were 15:44:17 <Rubidium> which makes it even trickier 15:44:49 <Alberth> last but not least, moving it to another CPU does not decrease CPU usage, you just shift it 15:45:22 <Samu> i meant only for ships 15:45:25 <Rubidium> having said that, you can make a game that does spread the load over all CPUs, but then you have to give up some of the other features of OpenTTD 15:45:35 <Samu> ships can cross each other 15:46:10 <Rubidium> they still interact at stations when (un)loading 15:46:31 *** mindlesstux_ has joined #openttd 15:49:19 <Rubidium> the only reasonable solution for improving ship pathfinding seems to be implementing shipping "lanes", that is "road" in the water that ships should follow 15:49:44 <andythenorth> Auto-bouy 15:49:47 <Rubidium> that reduces the number of choices so dramatically that pathfinding becomes cheaper and better cachable 15:50:23 *** mindlesstux has quit IRC 15:50:23 *** mindlesstux_ is now known as mindlesstux 15:50:42 <Alberth> What about Jump-Point search? 15:51:14 <andythenorth> Pre-seed the map with hidden bouys, on 16-tile grid? Then keep a linkgraph between the nodes? 15:51:41 <andythenorth> The linkgraph will be hideously big for 16 tile grid :( 15:52:07 <andythenorth> But pathfinder would be much faster :) 15:52:50 <Alberth> you don't unload cargo at a bouy :) 15:53:31 <andythenorth> Dock - [bouys] - dock 15:54:19 <Alberth> maybe caching a path between docks is enough already 15:54:27 <Alberth> except that fails for lost ships 15:54:36 <andythenorth> Yeah... 15:55:53 <Samu> interesting observation, the OPF ships are the first to arrive at the destination 15:56:17 <Samu> in real time that is 15:56:22 <Alberth> less CPU usage, I guess 15:56:24 <Samu> in openttd game time... not really 15:57:29 <Samu> considerably less cpu time 15:58:36 <Samu> well, i lie, they didn't arrive yet, but they're the first to approach it, i hope they dont get lost 15:59:28 <Alberth> OPF takess less cpu time, but is also less powerful 15:59:50 <Alberth> ie it looses ships more often 16:00:25 <Samu> 9 jul 1955, the first ship arrived 16:00:34 <Samu> about 22 secs cpu time 16:00:39 <Alkel_U3> well, not only ships, should it be trusted with something else :-) 16:02:04 <Alkel_U3> I remember seeing AI's trucks spinning forever in would-seem-like-a-shortcut loop instead of taking a detour to actually take the bridge to lead to their destination 16:02:05 <Samu> 27 aug 1955, last ship arrived 16:02:12 *** frosch123 has joined #openttd 16:02:13 <Samu> for OPF 16:02:18 <Samu> now who's next? 16:02:31 <Samu> i guess it will be YAPF with his stack of 50 ships 16:03:17 <Samu> i notice YAPF peaks are less intense 16:03:22 <Samu> as the ship approach destination 16:03:25 <Samu> ships* 16:03:35 *** andythenorth has quit IRC 16:04:13 <Samu> peaking to about 2.78% 16:06:02 *** andythenorth has joined #openttd 16:06:24 <andythenorth> Quak 16:06:36 <Samu> about 1.10% when almost there 16:06:45 <Samu> something like 10 tiles away 16:07:14 <Samu> reached destination at 16 jan 1955 16:07:32 <Samu> faster in game time, but not in cpu time 16:07:39 <Samu> user time or whatever u call it 16:07:55 <Samu> cpu time was 15 minutes, 10 seconds 16:08:22 <Samu> waiting for NPF now 16:08:29 <frosch123> hoi 16:10:02 <andythenorth> So layered sprites 16:10:13 <andythenorth> Means I can animate ship wakes 16:11:12 <Samu> oh, Alberth https://hg.openttd.org/trunk.hg/file/4051bab2730c/src/ship_cmd.cpp#l133 this is a problem 16:11:31 <Samu> closest depot could be on a lake that the ship can't access 16:11:45 <andythenorth> Why blame alberth? :p 16:11:52 <Samu> i dunno, anyone then 16:12:03 <Alberth> hola 16:12:19 <Alberth> There is an issue about that, afaik 16:12:39 <Alberth> basically, the solution is "improve the path finder to be less stupid" 16:13:15 <Samu> it's not a path finder issue, at least it's not directly his fault 16:13:29 <Samu> he is given the coordinates of a depot 16:14:28 <andythenorth> Each isolated body of water gets a linkgraph for routing? :p 16:14:50 <andythenorth> Don't try and route off the graph? 16:16:16 <Samu> given a ship position, pathfind the closest accessible ship depot nearby 16:16:34 <supermop_> make bouys work different 16:16:45 <supermop_> build a route with them 16:16:50 <Samu> what that function is doing is, given a ship position, get the coordinates of the closest ship depot nearby 16:17:17 <Samu> wrong implementation :( how do I fix 16:17:43 <supermop_> and if point between bouys gets broken/blocked try to route around? but otherwise dont pathfind for each ship journet 16:18:47 * andythenorth bets ship pathfinding is fine, until some inflection point 16:19:02 <Samu> yapf seems to be the most accurate 16:19:15 <andythenorth> My guess is, just need to reduce the area considered 16:19:35 <andythenorth> Which is what the yapf limit does 16:19:55 <Samu> original is easy on cpu usage, and apparently efficient enough provided the ships don't get lost, but... they do 16:20:01 <andythenorth> But current limit tuned to gameplay not cpu use 16:20:10 * andythenorth guessing 100% 16:22:04 <Samu> NPF ships have arrived, 16 jan 1955 16:22:34 <Samu> 29 min, 40 sec cpu time, that's nearly the double of YAPF 16:25:57 *** andythenorth has quit IRC 16:26:12 <Samu> if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) && "is this ship depot reachable?" 16:26:28 <Samu> help me code that part, where do i look for? 16:26:44 <Samu> :) 16:27:21 *** Progman has joined #openttd 16:30:03 *** andythenorth has joined #openttd 16:34:29 <andythenorth> RL needs more cargo-visible ships like http://www.shipspotting.com/gallery/photo.php?lid=2484242 16:35:05 <Alberth> Such an appropriate ship name :p 16:35:28 <Alberth> translated: "variation" 16:36:18 <Alberth> RL is probably bothered by bad weather, and the show must go on 16:36:51 <andythenorth> At sea, open hatches = sinking 16:37:13 <Alberth> makes sense 16:37:26 <Alberth> another RL problem :p 16:37:35 <andythenorth> Hmm 16:37:59 <andythenorth> Does openttd have 'sea' or 'water'? 16:38:21 * andythenorth is not near an openttd right now 16:38:22 <Alberth> afaik we do have sea and not sea 16:38:44 <Alberth> except I don't know what variations the latter contains 16:39:22 <andythenorth> Canal, river 16:42:46 <andythenorth> As long as we don't add weather, I can use open-topped ships :p 16:43:03 *** glx has joined #openttd 16:43:03 *** ChanServ sets mode: +v glx 16:47:42 <supermop_> andythenorth: https://gcaptain.com/spotd-mv-aranui-the-mullet-of-cruise-ships/ 16:48:31 <andythenorth> It's a beaut 16:48:49 <andythenorth> No mixed pax/cargo ships :p 16:49:07 *** aard has joined #openttd 16:52:42 *** Gja has joined #openttd 16:53:09 <andythenorth> Bloody ships 16:53:25 <andythenorth> Too many wrong turns with FISH :p 16:53:40 <andythenorth> Too many sprites I want to reuse :p 16:53:45 <andythenorth> Not helping 16:53:55 <V453000> ._. 16:54:01 <V453000> wtf are you doing now? 16:54:21 <supermop_> write something in python that automatically makes a ship grf 16:54:30 <V453000> nice idea 16:54:34 <supermop_> and chooses stats on its own with no input from you 16:55:54 <andythenorth> Stats fine, but sprites also :p 16:56:21 <V453000> and then write a script to push outputs to bananas 16:56:27 <V453000> one of them will be a good grf perhaps 16:56:41 <andythenorth> Generative 16:56:53 <andythenorth> 'Use algos' :p 16:57:29 <andythenorth> V453000 I will be needing you to render some stuff thanks 16:57:43 <andythenorth> Also mostly realism, some chibi 16:57:49 <V453000> XD 16:57:56 <V453000> sure after I am done with BRIX and PART 16:57:57 <andythenorth> And to correct lengths for all angles :p 16:58:16 <andythenorth> 'Correct' for original ttd way of counting 16:58:59 <V453000> wat 17:02:31 *** Progman_ has joined #openttd 17:05:00 <andythenorth> Diagonal lengths 17:05:22 <Samu> HALP! https://paste.openttdcoop.org/psmpbbtt2 17:05:22 <andythenorth> Most of FISH is wrong because it was based on iso renders 17:05:22 <V453000> ships don't care about that? 17:05:32 <andythenorth> Looks wrong :p 17:05:37 <andythenorth> Weird 17:05:46 <V453000> it can't look wrong if it's rendered so it's physically correct 17:05:46 <andythenorth> Not chibi enough in / views 17:05:55 <V453000> trains look wrong when taking turn 17:06:16 <andythenorth> I am used to it :D 17:06:18 <andythenorth> R 17:06:24 <andythenorth> Wrong becomes right 17:06:31 <V453000> cpu had nothing to do 17:06:45 <V453000> https://dev.openttdcoop.org/attachments/download/8070/test-sh40-FAT.png 17:06:46 *** Progman has quit IRC 17:06:53 *** Progman_ is now known as Progman 17:07:12 <V453000> x40 zoom yet? 17:07:32 <Samu> gah... i dunno where to start, any hint? 17:08:08 <andythenorth> V put fork in it, that's done 17:08:12 <Samu> i want to create a list of depots that are accessible for the ship 17:08:24 <andythenorth> Except maybe...stickers? o_O 17:08:42 <Samu> once the list done, pick the closest depot from that list 17:08:49 <V453000> andythenorth: I will also make the sharp meshes with subdivision and likely slap the edge detecting material on all of it 17:08:51 <Samu> so, how am i doing this? 17:08:52 <V453000> it adds a lot of depth 17:08:59 <V453000> stickers probably not 17:09:42 <Samu> i want to avoid pathfinding for every depot out there, then again, i dont even know how to make openttd pathfind 17:09:54 <Samu> i'm pretty much lost 17:09:55 <andythenorth> V something printed on sides of cabs 17:10:05 <andythenorth> Barcode? :D 17:10:09 <V453000> XD 17:10:13 <V453000> not a retarded idea 17:10:24 <andythenorth> Needs something 17:10:38 <andythenorth> Real trains have numbers, logos, data plates etc 17:10:47 <V453000> exactly, this isn't real train :D 17:11:00 <V453000> but I will consider something 17:11:14 <V453000> nyway, I gtfo 17:11:16 <V453000> cya 17:15:38 <andythenorth> http://dev.openttdcoop.org/attachments/download/7780/FISH-0-9-2.png 17:15:54 <andythenorth> Which ones are similar capacities? :p 17:17:41 <Alberth> so many :) 17:18:12 <andythenorth> If I have 10 types of cargo ship, I need ways to make them look different per type, but all equivalent sized, roughly 17:18:39 <andythenorth> (10 types, 3 capacities, 30 in total) 17:19:44 <Samu> bah, too long to save errors 17:19:46 <andythenorth> Mixing barges and ships is one way to add variety, but sizes then look quite different 17:23:17 *** andythenorth has quit IRC 17:25:25 *** andythenorth has joined #openttd 17:25:48 <Alberth> looks very nice, imho 17:27:53 <Samu> gonna post a patch,brb 17:29:12 *** andythenorth has quit IRC 17:31:08 *** andythenorth has joined #openttd 17:32:04 * andythenorth wonders about just two sizes of ship per type :p 17:32:14 <andythenorth> Dunno if that works though 17:34:12 <andythenorth> In my games, primary cargo routes tend to need more or larger ships than secondary 17:34:55 <andythenorth> Because of cargo processing ratios at industries, and because secondary cargos often have more destinations 17:43:33 <Samu> https://bugs.openttd.org/task/6500 - plz implement :) 17:43:50 <Alberth> maybe because FIRS doesn't give more output on secondary? 17:46:10 <andythenorth> Yeah 17:46:18 <Alberth> at least, with trains and default set, secondary and tertiary industries give more output 17:46:33 <andythenorth> Which is fine, but means wider range of ship sizes needed :p 17:47:20 <andythenorth> 'Small' and 'big' is quite appealing :) 17:47:45 <Alberth> just make "big" a little bigger :) 17:47:58 <Alberth> it's easy to just buy more ships 17:48:10 <Alberth> in case big is too big 17:50:49 <Samu> gonna test YAPF unlimited 17:50:58 <Samu> see if the AIs actually benefit from it 17:51:02 <Samu> I expect that they do 17:56:23 *** Clockworker__ is now known as Clockworker 17:58:01 <andythenorth> So what's the Goldilocks size for freight ships? 17:58:28 <andythenorth> I thought it was 360t, but it would be convenientbif it was 240t or so :p 17:58:43 <Alberth> smallest size? 17:59:01 <Alberth> 360t for smallest size seems a bit large indeed 17:59:15 <andythenorth> Goldilocks = most commonly used 17:59:38 <Alberth> since you don't always have lots to move, it just needs to be transported across water 18:00:33 <andythenorth> There will be some kind of small 'all freight' ship below 100t ;) 18:00:53 <Alberth> train is around 250-300 t, so 240t looks fine to me 18:01:06 <andythenorth> But the types - refrigerated, livestock, wood etc - would be 2 or 3 sizes 18:01:31 <andythenorth> 180, 360, 720 or 240, 720 18:01:45 <andythenorth> Or so 18:02:07 <Alberth> the *2 concept seems a bit weird to me 18:02:17 <andythenorth> 180->360 is possibly too close 18:02:57 <andythenorth> 3 sizes means 90 ships, all looking similar-but-unique 18:02:58 <Alberth> 240, 720 would be ok 18:03:11 <andythenorth> 2 sizes means 60 ships 18:03:30 <andythenorth> As they all have to be drawn...2 is better :p 18:03:31 <Alberth> would be a nice test, imho 18:03:31 *** gelignite has joined #openttd 18:03:59 <Alberth> if it doesn't work, you can add one in-between, possibly with a bit rescaling 18:04:15 <andythenorth> Also it's easier to maintain graphical variety between 60 ships than 90 18:04:42 <andythenorth> Also sanity :p 18:04:48 *** HerzogDeXtEr has joined #openttd 18:05:13 <Alberth> you could add some really small ones and make them refittable, if you want an even smaller size 18:05:36 <andythenorth> Yes, they will just be generic cargo 18:05:40 <Alberth> but they mostly only make sense at a river or so 18:06:22 <andythenorth> Narrow gauge IH doesn't have all types of wagon that standard rail has, for example 18:09:51 <andythenorth> Hmm 18:10:32 <andythenorth> Better to not reuse FISH sprites directly 18:11:39 <andythenorth> I can adjust sizing, making all ships bigger relative to FISH 18:11:50 <andythenorth> These means more detail for small ships 18:12:50 <andythenorth> But because there are no really high capacity ships, the biggest sprites will still be smaller than FISH 18:12:58 <andythenorth> Reducing clipping issues 18:13:11 <Wolf01> o/ 18:13:28 <Wolf01> Just finished building one Claas Xerion 18:13:41 <andythenorth> Any good? 18:14:57 <Wolf01> Yes, one of the best sets I purchased 18:16:00 <Wolf01> The second one will be heavily modded to be fully RC 18:16:08 <andythenorth> Something about the lime green makes me feel ill 18:16:17 <andythenorth> No matter how good the set :d 18:16:50 <andythenorth> I built a xerion ~10 years ago, but had to rebuild it yellow as JCB fastrac :D 18:19:22 <supermop_> andythenorth: a 100t all cargo ship i would use for 80% of routes 18:20:34 <andythenorth> that's goldilocks for you? 18:22:47 <andythenorth> Bbl 18:22:48 *** andythenorth has quit IRC 18:24:31 <Samu> eumm... 18:24:54 <Samu> https://paste.openttdcoop.org/psmpbbtt2 18:25:16 <Samu> this needs fixing 18:25:23 <Samu> ais would greatly benefit from it 18:25:36 <Samu> sorry for insisting :( 18:38:05 <Alberth> unlimited distance search? not likely to happen, imho 18:38:32 *** alask0ud has joined #openttd 18:39:33 <Alberth> besides a useful tool for a deny-of-service attack, I see no poiint in sending a ship to the other side of the map at all 18:40:24 <Alberth> not to mention manhattan distance has nothing to do with real distance 18:40:51 <Samu> unlimited distance search is already in NPF 18:41:30 <Samu> and NPF performs worse 18:41:48 <Samu> why not on YAPF? 18:43:20 <Samu> I'm testing YAPF unlimited with OtviAI right now, on fast forward, hope he gets to 2051 today 18:44:09 <Samu> his script does fail on some routes, he tries to have ships access lakes 18:44:25 <Samu> there is no way a ship would get there, no matter the pathfinder 18:44:57 <Samu> on the other hand, he no longer generates ships with single orders thx to the unlimited destination 18:45:14 *** srhnsn has joined #openttd 18:46:04 <Samu> there are some of the ships of his that want to reach ship depots, but... YAPF isn't "smart" enough to find a route for it 18:46:16 <Samu> NPF would do way worse by the way 18:46:44 <Samu> there are other ship depots, a bit more distant, but more easily reachable for the ship and the pathfinder 18:46:59 <Samu> but that code uses manhatan distance and that's not ideal :( 18:48:02 <Samu> fixing that part of the code and OtviAI would only be failing 99% of the time due to his own mistakes 18:48:14 <Samu> not because of the pathfinder 18:53:15 *** Clockworker_ has joined #openttd 19:00:31 *** Clockworker has quit IRC 19:02:17 <supermop_> V453000: procedural bricks/tiles in vray - is it possible? 19:02:52 <V453000> idk based on software probably 19:02:54 <V453000> vray just renders shit 19:03:54 <supermop_> making vray materials is hard 19:20:08 <supermop_> V453000: grime -https://docs.chaosgroup.com/display/VR2R/VRayDirt 19:21:18 <ElleKitty> Oooo some procedural cavity action 19:21:32 *** Clockworker_ has quit IRC 19:21:37 <ElleKitty> No... this isnt cavity... this is inverted AO 19:21:50 *** Clockworker_ has joined #openttd 19:22:42 <V453000> no that is just simple ao 19:22:54 <V453000> which is fine :) 19:23:17 <ElleKitty> supermop_ Having access to various maps, such as the brick pattern, will probably be provided by your modelling program of choice. Your renderer is only likely to provide some technical maps, such as noises and curvatures and such 19:23:24 *** Clockworker__ has joined #openttd 19:24:30 <ElleKitty> Oh wait, I just saw this: https://docs.chaosgroup.com/download/attachments/5538638/Dirt_26.png?version=1&modificationDate=1395442678000&api=v2 And immediately said "Inverted AO". but yeah, this is the overall AO map. Mental Ray has such one too. 19:25:44 <ElleKitty> Inverted AO is for fake Sub Surface Scattering 19:26:29 <supermop_> ElleKitty: what i miss is the ability to create a material that has procedural tile behavior 19:26:54 <ElleKitty> Which program? 19:26:58 <ElleKitty> There is such one in Max 19:27:32 <supermop_> not to change the geometry, on the way my geometry gets drawn at render 19:27:44 <supermop_> vray for rhino 19:27:53 <supermop_> flamingo can do this easily 19:27:53 <V453000> just take a tileable brick texture 19:27:58 <V453000> and you're fine 19:28:15 <supermop_> V453000: not using bricks tho 19:28:21 <V453000> something else then 19:28:46 <supermop_> so now my only option is to make a texture in PS 19:30:29 <supermop_> i don't want a texture of tiles, i want my software to divide my surface into regions and choose by some rng or procedural means to use say 'concrete A' on this tile, then 'concrete b' on that tile etc 19:30:51 <supermop_> and the chose a different texture for the grout between 19:31:01 <supermop_> so i get some randomness 19:31:11 *** Clockworker_ has quit IRC 19:31:57 <supermop_> will try this: 19:31:58 <supermop_> http://courses.washington.edu/arch481/1.Tapestry%20Reader/6.How%20To/2.Rhino%20+%20V-Ray/3.Textures/2.Procedural.html 19:32:40 <supermop_> even tho that seems to be for rhino materials not vray materials 19:41:46 <ElleKitty> supermop_ You can get any kind of material or map you want by scripting... But not everyone can script a new map from scratch. I, for example, dont know how to do it in Max. 19:46:41 *** smoke_fumus has quit IRC 19:46:41 <supermop_> i cant get procedural tiles in rhino material now 19:47:05 <supermop_> but cant figure out how to vary texture between tiles now 19:53:25 *** Clockworker_ has joined #openttd 19:55:18 *** keoz has quit IRC 19:55:25 *** keoz has joined #openttd 20:01:11 *** Clockworker__ has quit IRC 20:07:00 *** Wormnest has joined #openttd 20:14:53 <supermop_> i 20:15:10 <Alberth> o/ 20:15:46 <supermop_> ended up just asking my intern to make a big seamless image of a random combination of 4 different tiles 20:20:19 <Samu> EnsureNoVehicleOnGround 20:20:44 <Samu> is there a better function to check for ships on ground, and only ships 20:21:40 <Samu> for what i'm doing, if it finds a road vehicle it would make no sense 20:23:29 *** Clockworker__ has joined #openttd 20:26:38 *** ElleKitty has quit IRC 20:29:15 *** Bluelight has joined #openttd 20:31:13 *** Clockworker_ has quit IRC 20:41:03 *** Clockworker__ is now known as Clockworker 20:41:10 *** Alberth has left #openttd 20:45:34 *** sim-al2 has joined #openttd 20:54:04 *** frosch123 has quit IRC 20:55:17 *** Hiddenfunstuff has quit IRC 21:00:22 *** srhnsn has quit IRC 21:05:15 <Samu> there are 12 cases in which upon placing a ship depot, a ship may be blocked, actually 24 cases, because 2 ship depots 21:23:30 *** Clockworker_ has joined #openttd 21:23:40 *** norbert79 has joined #openttd 21:25:31 *** norbert79 has left #openttd 21:30:22 *** Progman has quit IRC 21:31:16 *** Clockworker has quit IRC 21:31:56 *** Clockworker_ is now known as Clockworker 21:37:20 <Samu> http://imgur.com/a/RBYhH 21:37:45 *** tokai|noir has joined #openttd 21:37:45 *** ChanServ sets mode: +v tokai|noir 21:37:51 <Samu> those track pieces are where a ship cannot be found when placing the ship depot, dock or lock 21:38:02 <Samu> otherwise it may risk blocking the ship 21:44:31 *** tokai has quit IRC 21:44:58 *** Clockworker_ has joined #openttd 21:52:17 *** Clockworker has quit IRC 21:53:25 *** gelignite has quit IRC 21:53:34 *** Clockworker__ has joined #openttd 22:01:22 *** Clockworker_ has quit IRC 22:01:58 <supermop_> i feel like buying this file: 22:01:59 <supermop_> https://3dsky.org/3dmodels/show/la_marzocco_linea_classic 22:07:20 <Samu> i'm bored :( 22:08:23 *** aard has quit IRC 22:11:06 <Samu> GetTrackBits is returning rail tracks, right? 22:11:31 *** Clockworker__ is now known as Clockworker 22:11:33 <Samu> what about the water equivalent? :( 22:13:00 <Samu> bah asserts... 22:17:53 <Samu> GetTileTrackStatus_Water 22:18:05 <Samu> this function hmm uhmmm :( 22:18:54 <Samu> im so confused :( 22:23:35 *** Clockworker_ has joined #openttd 22:27:13 *** Clockworker has quit IRC 22:31:12 *** Stimrol has joined #openttd 22:34:08 *** rellig has joined #openttd 22:38:06 <Samu> tb = TrackStatusToTrackBits(GetTileTrackStatus(tile + (axis == AXIS_X ? TileDiffXY(0, -1) : TileDiffXY(-1, 0)), TRANSPORT_WATER, 0)); 22:38:16 *** Wormnest has quit IRC 22:40:07 <NGC3982> http://skarmdump.henjoh.se/villhaaaaa.PNG 22:40:13 <NGC3982> This game is actually quite nice. 22:40:51 *** Supercheese has joined #openttd 22:43:15 <Eddi|zuHause> seems you don't quite have enough money :p 22:44:13 <Samu> erm, too many conversions taking place 22:45:49 <Samu> trackstatus to trackbits to trackdirbits, so confusing, when in the end it works with trackbits which is what i want 22:46:34 <Samu> whatever, I got the trackbits equal to TRACK_BIT_ALL 22:49:06 <Samu> now how do I check if the trackbits that I found have at least one of these tracks in it: TRACK_BIT_LOWER, TRACK_BIT_RIGHT, TRACK_BIT_Y 22:49:33 <Samu> I know TRACK_BIT_ALL have all three, but how exactly to i make the comparison 22:51:32 <Samu> if (TRACK_BIT_ALL & TRACK_BIT_RIGHT != 0)? what operators am i supposed to use grrr 22:51:47 <Wolf01> 'night 22:51:49 *** Wolf01 has quit IRC 23:16:31 *** ElleKitty has joined #openttd 23:19:23 *** supermop has joined #openttd 23:23:38 *** Clockworker__ has joined #openttd 23:25:32 *** supermop_ has quit IRC 23:31:22 *** Clockworker_ has quit IRC 23:31:41 *** Lejving has quit IRC 23:53:49 *** Clockworker_ has joined #openttd