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00:11:49 <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=75144&p=1174945#p1174945 - better presentation of parameters and score, what u think? 00:12:23 <Samu> also did the same for aircraft https://www.tt-forums.net/viewtopic.php?f=65&t=75174 00:12:38 <Samu> have yet to do trains and road, will take more work 00:22:24 *** Snail has quit IRC 00:26:11 <Samu> trains https://www.tt-forums.net/viewtopic.php?f=65&t=75027&p=1172829#p1172829 00:26:33 <Samu> road vehicles won't be ready, need a few more days 00:26:47 <Samu> im currently testing 2 road ais and they've not finished 00:45:11 *** Samu has quit IRC 01:08:49 *** Myhorta has quit IRC 01:26:37 *** tokai|noir has joined #openttd 01:26:37 *** ChanServ sets mode: +v tokai|noir 01:31:47 *** Fuco has joined #openttd 01:31:48 *** KouDy_ has joined #openttd 01:33:19 *** tokai has quit IRC 01:33:35 *** KouDy has quit IRC 01:33:42 *** Fuco_ has quit IRC 01:55:39 *** Snail has joined #openttd 02:35:50 *** glx has quit IRC 03:37:57 *** Snail has quit IRC 03:53:00 *** Sylf has quit IRC 03:53:12 *** Sylf has joined #openttd 04:45:31 *** smoke_fumus has quit IRC 04:52:01 *** keoz has joined #openttd 06:13:02 *** keoz has quit IRC 06:38:46 *** keoz has joined #openttd 07:34:27 *** Wolf01 has joined #openttd 07:34:33 <Wolf01> o/ 07:37:44 *** keoz has quit IRC 08:01:08 <Wolf01> V453000, liquid wagon is yours? 08:10:03 *** Smedles has joined #openttd 08:27:36 *** Biolunar has joined #openttd 08:34:38 <Wolf01> I'm trying to figure out why a road depot needs an owner for depot and one for road piece 08:36:03 <Eddi|zuHause> wouldn't a difference there result in indestructible depots, since you can't bulldoze a depot, only dynamite it? 08:38:59 <Wolf01> Stations use the same but only for roadstops which makes sense 08:40:49 <Wolf01> Maybe this could be abused for drive through depots, for service purpose, not purchasing/stop, like heliports 08:41:24 <Eddi|zuHause> well. what happens if you try to build a depot on a half-tile road owned by someone else/town? 08:41:47 <Wolf01> Right 08:42:02 <Wolf01> There's that case too 08:42:33 <Wolf01> But if you dynamite the depot, you also remove the road bit? 08:42:56 <Wolf01> I never tried that 08:43:51 <Eddi|zuHause> that's what i would expect dynamite to do 08:43:52 *** JacobD88 has joined #openttd 08:45:24 <Wolf01> But if you aren't the road bit owner you shouldn't be allowed to dynamite the tile 08:45:57 <Eddi|zuHause> yes, that's why i asked about this case. 08:46:37 <Wolf01> Mmmh, I'll think about it, must go out for a commission now 08:47:12 *** Samu has joined #openttd 08:47:17 <Samu> hi 09:46:17 *** Myhorta has joined #openttd 09:48:17 <V453000> Wolf01: no, Albert's work :) I am working on the rails, they are a total technical hell 09:56:54 <Wolf01> o/ 09:57:12 <Samu> so i heard this Hana girl - https://www.youtube.com/watch?v=MHNb1k7YxeA - , and it quickly reminded of Delerium https://www.youtube.com/watch?v=lUTjXjYuW3g 09:57:53 <Wolf01> Nice, V, it seem you have a lot of work for 0.15 09:57:59 <Samu> plagium much 09:58:32 <V453000> yes, fuckload 09:58:56 <V453000> & most things in hires 09:59:24 <Samu> oh, plagiarism, i dunno the english word for it 10:00:32 <Samu> yes, plagiarism is the correct word, my bad 10:00:50 <Wolf01> I won't surprise if the music is a "stock" music, but even the sing style is the same 10:02:45 <Wolf01> Mmmh, I think I lost the part which tells me "where to put the roadtypes bits" 10:02:48 <Samu> inb4 Delerium invites Hana 10:03:08 <Samu> with vocals like that... 10:03:37 <Wolf01> Spec says m8 which is a typo error, there's m4 free for *clear* road, but I need 8 bits free always 10:03:41 <Samu> and then it's no more plagiarism 10:03:52 <Samu> typical Delerium 10:05:08 <Samu> she has the nerve to call the song Chimera, u know there's a Delerium album called exactly that, Chimaera 10:05:20 <Samu> i guess she really wants it 10:05:32 <Wolf01> Also, I need to recognize an invalid roadtype 10:06:46 <Eddi|zuHause> a road type is invalid if it has no road bits? 10:07:40 <Wolf01> No, even before the use on map 10:08:33 <Eddi|zuHause> put a INVALID in the enum, outside of the usual range? (usually INVALID is -1) 10:09:01 <Wolf01> I thought so, but I don't know how asserts will handle that 10:09:21 <Eddi|zuHause> asserts should be fine 10:09:36 <Eddi|zuHause> you should check for INVALID in most places anyway 10:10:00 <Wolf01> The Pack()/Unpack() should be able to set an "invalid id" 10:10:24 <Eddi|zuHause> why? 10:10:41 <Wolf01> Because I store the identifiers in the array 10:10:48 <Wolf01> And not roadtypes 10:11:01 <Wolf01> Then from the identifiers I can get the roadtypes 10:11:22 <Eddi|zuHause> i don't understand 10:12:28 <Samu> https://www.youtube.com/watch?v=B6VUa8z1pQw oh what a coincidence https://www.youtube.com/watch?v=Lc_k_-jRl1w 10:15:46 <Samu> purple hair on both, whatever... 10:15:59 <Samu> i need to shut up 10:16:45 <Wolf01> Eddi, I allocate an array of 16 items for both roads and trams, but I need to tell which items aren't initialized 10:17:51 <Eddi|zuHause> how is that done for railtypes, industries, etc.? 10:19:53 <Wolf01> It uses INVALID_RAILTYPE 10:20:02 <Wolf01> But they only have 1 array, not 2 10:20:34 <Eddi|zuHause> why does that make a difference? 10:20:56 <Wolf01> Because I like to make my life a hell? 10:24:13 <argoneus> good morning train friends 10:28:52 <Samu> i hate trains 10:29:05 <Samu> j/k 10:30:37 <argoneus> banned 10:32:07 <Samu> trains for u https://www.tt-forums.net/viewtopic.php?f=65&t=75027 10:40:24 <Wolf01> Eddi, the problem is that INVALID_ROADTYPE is 0xFF, but I can't store it in the identifier, so I need to use an identifier which unpacks to INVALID_ROADTYPE + INVALID_ROADSUBTYPE (which could be 0xFF too) 10:41:04 <Wolf01> If I use such identifier, we leave room only for 15 roadtypes instead of 16 10:44:30 <Wolf01> For example, if I ask GetRoadTypeByLabel("ETRM", ROADTYPE_ROAD), which mean I'm looking for an electric tram in roads, it should return an invalid RoadTypeIdentifier 10:45:03 <Eddi|zuHause> i still don't understand why that can't be 0xFF 10:45:48 <Wolf01> Pack() will assert 10:46:36 <Eddi|zuHause> then you need to use 8 bits in pack 10:46:45 <Wolf01> And if I check if it's invalid before Pack(), what "uint8" should I expect? 11:03:40 *** sla_ro|master has joined #openttd 11:09:35 *** Gja has joined #openttd 11:20:38 <Samu> i think you need a NONE, rather than INVALID 11:23:07 <Samu> electrified trams 11:23:22 <Samu> aren't they all electric 11:29:36 <Wolf01> You could have horse driven trams and even steam/diesel ones 11:29:53 <Wolf01> http://www.picturesofgateshead.co.uk/postcards_trams2/ophss7w.jpg 11:32:12 <Wolf01> Also, none is already based on trambits, if you don't have trambits you have no tram 11:32:45 <Wolf01> But it's not this the problem, the proble is when I need to ask for the roadtype info 11:41:00 <Wolf01> Where's cat? 11:41:34 <Eddi|zuHause> over there --> 11:41:58 <Eddi|zuHause> but as soon as i move, they will jump up and demand food 11:49:31 <Samu> woah, king of salt 11:49:42 <Samu> that would make a terrible meme pic 11:51:24 <Samu> i'm bored today https://www.youtube.com/watch?v=S0Phf5ANXYI 11:51:27 <Eddi|zuHause> aw crap, i moved :p 11:55:07 *** Myhorta has quit IRC 11:58:04 <Samu> brb 12:34:17 *** Snail has joined #openttd 12:42:32 <Samu> assert (that this is indeed a tram) 12:43:02 <Samu> pre IsTram or something 12:44:04 *** Gja has quit IRC 12:59:28 *** Snail has quit IRC 13:17:54 *** DDR has quit IRC 13:21:56 *** DDR has joined #openttd 13:26:52 *** ivan_ has joined #openttd 14:07:11 *** Alberth has joined #openttd 14:07:11 *** ChanServ sets mode: +o Alberth 14:07:41 <Alberth> moin 14:37:36 <Wolf01> o/ 15:45:15 *** frosch123 has joined #openttd 15:45:21 <Alberth> hola 15:49:09 *** TheMask96 has quit IRC 15:49:48 *** TheMask96 has joined #openttd 15:51:01 <frosch123> moi 15:51:26 <Wolf01> Quak 16:04:05 *** Progman has joined #openttd 16:44:08 *** keoz has joined #openttd 16:48:33 *** Arveen has joined #openttd 16:55:03 *** glx has joined #openttd 16:55:03 *** ChanServ sets mode: +v glx 17:08:13 <Samu> RoadAI finished. I got mixed results 17:08:38 <Samu> in comparison to v3, company value rised slightly 17:08:46 <Samu> there's more vehicles profiting 17:09:08 <Samu> but the average profit is slightly less 17:09:21 <Samu> and road usage efficiency is also less 17:09:43 <Samu> meh, statistics 17:10:19 <Samu> there's nothing standing out, i guess not much changed, if anything 17:10:45 <Samu> differences are within 1% 17:12:38 <Samu> waiting for roadrunner 17:19:26 *** TheMask96 has quit IRC 17:21:58 *** TheMask96 has joined #openttd 17:30:48 *** Flygon__ has joined #openttd 17:36:56 <Samu> http://nsis.sourceforge.net/NSIS_False_Positives virustotal.com is there 17:37:36 *** Flygon_ has quit IRC 17:38:48 *** aard has joined #openttd 17:39:51 <Samu> i guess they associate downloading of OpenGFX OpenSFX OpenMSX to something with malicious intent 17:42:58 <Samu> "the Onion communicates with command and control servers located somewhere inside the anonymous network." 17:44:18 <Samu> i wasn't aware openttd used nsis installer 17:45:44 <DorpsGek> Commit by translators :: r27660 trunk/src/lang/portuguese.txt (2016-10-10 19:45:36 +0200 ) 17:45:45 <DorpsGek> -Update from Eints: 17:45:46 <DorpsGek> portuguese: 7 changes by Samu 17:46:28 <Samu> http://nsis.sourceforge.net/mediawiki/skins/nsis/logo.gif - that icon does not inspire confidence everytime I see it, I'm scared of openttd now :o 17:51:18 *** Gja has joined #openttd 18:17:31 *** roidal has joined #openttd 18:17:32 *** frosch123 has quit IRC 18:28:37 *** Gja has quit IRC 18:33:25 *** JacobD88 has quit IRC 18:36:47 *** jonty-co1p has quit IRC 18:36:48 *** jonty-comp has joined #openttd 18:44:14 *** andythenorth has joined #openttd 18:45:24 *** Myhorta has joined #openttd 18:45:28 *** roidal has quit IRC 18:52:16 <andythenorth> Tramz! 18:52:28 <Wolf01> Oh, here you are 18:52:30 <Wolf01> Note for andy: props 0x09 to 0x0D are missing from grf, those are the droids I was looking for 18:53:02 <andythenorth> I should get you a working nml :P 18:53:14 <andythenorth> nobody has done nmlc-as-a-web-service? o_O 18:53:46 <andythenorth> Wolf01: I will add them shortly 18:53:53 <andythenorth> assuming it doesn’t need an nmlc patch 18:53:59 <andythenorth> in which case I will add them longly 18:54:04 <Wolf01> Btw, I made some fixes and changes 18:54:30 <Wolf01> Oh, those are just strings, the ones for dropdown, toolbar title and whatever 18:55:46 <andythenorth> ok cool 18:57:09 <Wolf01> I'm trying to make place road work now, it should place a road/tram with catenary but even if the bit is set it doesn't show 18:57:20 <Wolf01> I think it's because it still reference the base one 18:57:46 <Wolf01> Also, where we decided to put the 8 bits for roadtypes? 18:58:13 <andythenorth> m something :P 18:58:45 <Wolf01> I can't remember if m4 or what 18:59:43 <andythenorth> “move the storage to m4 as part of this, and deprecate the two existing road/tram bits” 18:59:58 <andythenorth> that assumes I counted free bits accurately 19:00:07 <andythenorth> possibility I didn’t :P 19:00:27 *** HerzogDeXtEr has joined #openttd 19:01:53 <Wolf01> I should trash my old links to pastes 19:16:01 *** Progman has quit IRC 19:25:42 <andythenorth> Wolf01: try this http://dev.openttdcoop.org/attachments/download/8120/example_roadtype_more_strings.grf 19:26:00 <andythenorth> strings are explicitly labelled to match props 19:26:06 <Wolf01> Thanks 19:26:46 <andythenorth> some work for me 19:26:57 <Wolf01> The dropdown one works 19:27:19 <andythenorth> yup 19:27:27 <Wolf01> The toolbar I think is based on the basetype so it's road 19:27:45 <Wolf01> But it's a step forward 19:28:12 <andythenorth> +1 19:30:41 <Wolf01> Ok, at least now I'm able to build bot road and tram, I should do it step by step 19:30:45 <Wolf01> *both 19:36:38 <andythenorth> Wolf01: I wouldn’t buy this, but it looks great :) http://www.eurobricks.com/forum/index.php?/forums/topic/141463-review-21307-caterham-seven-620r/ 19:37:04 <Wolf01> Yes, it has some weird building techniques 19:37:27 <Wolf01> Like the lipsticks to keep the exhaust pipe connected 19:38:53 <Wolf01> \o/ I finally got both tram with catenary and without catenary 19:40:03 <andythenorth> ha ha 19:40:11 <Wolf01> Now I should avoid to overwrite the catenary bit disabling it if I build a road over the tram track 19:40:36 * andythenorth can’t remember if we’re having catenary per both road and tram 19:40:42 <andythenorth> or once per tile 19:40:49 <andythenorth> got notes somewhere 19:41:09 <Wolf01> We initially said multiple catenary tipes 19:41:11 <Wolf01> *types 19:41:55 <andythenorth> yeah 19:43:27 <Wolf01> Ok, seem to work 19:43:48 <Wolf01> I'll commit this 19:45:42 *** Arveen has quit IRC 19:47:43 <Wolf01> Done, you should be able to add a catenary flag to a roadtype 19:55:23 * andythenorth pulls 19:56:26 <andythenorth> no catenary :) 19:56:47 <Wolf01> My second tram type has the catenary 19:57:41 <andythenorth> hmm, I only see one :) 19:57:45 * andythenorth checks 19:58:04 <Wolf01> Because I added one more :P 19:58:25 <Wolf01> I think road doesn't show catenarty yet 20:04:46 <Wolf01> http://imgur.com/a/9c8BP 20:05:06 <Wolf01> Sorry for the jpg :P 20:08:15 *** FLHerne has joined #openttd 20:11:41 <andythenorth> steam tram time 20:12:18 <Wolf01> Why not a horse driven one? 20:12:25 <andythenorth> also 20:12:44 <andythenorth> or stored energy flywheel tram :P 20:12:50 <Wolf01> :D 20:13:00 <Wolf01> Pull-bakc tram 20:13:03 <Wolf01> *back 20:13:13 <andythenorth> clockwork also 20:13:18 <andythenorth> (toyland) :P 20:13:43 <andythenorth> NRT is great for toyland 20:13:46 <Wolf01> Must be 32bpp, need much detail :P 20:13:46 <andythenorth> hotwheels track 20:13:51 <andythenorth> scalextrics track 20:13:54 <andythenorth> lego track 20:14:48 <Wolf01> We could even trash canals and make little barges on wetroad :D 20:21:44 <Wolf01> Uhm, I need to make a GetRoadTypes function, what should it return? The old one returned "RoadTypes" flags, I have 2 structs 20:24:03 <Wolf01> Where's frosch :( 20:26:52 <andythenorth> iirc, GetRoadTypes should tell if it’s street or light rail on the tile (base type) 20:27:01 <andythenorth> and we need GetTramTypes() and GetStreetTypes() 20:27:03 <andythenorth> or so 20:27:16 <andythenorth> and consumers need updated appropriately 20:29:45 <andythenorth> I have this fragment of code in my notes (out of context now) 20:29:54 <andythenorth> static inline bool HasTramType(rt) { return GetTramType(rt) != ROADTYPES_TRAM_INVALID; } 20:30:06 <andythenorth> :P 20:33:43 <Wolf01> Mmmh 20:34:16 <Wolf01> static inline RoadTypeIdentifier GetRoadTypeRoad(TileIndex t) 20:34:17 <Wolf01> { 20:34:17 <Wolf01> return RoadTypeIdentifier(GB(_m[t].m4, 0, 4)); 20:34:17 <Wolf01> } 20:34:17 <Wolf01> I did this 20:37:51 *** Alberth has left #openttd 20:42:35 <andythenorth> Wolf01: I need to sleep, but good progess is good :) 20:46:25 <andythenorth> bye 20:46:29 *** andythenorth has quit IRC 21:06:15 *** Myhorta has quit IRC 21:08:42 *** gelignite has joined #openttd 21:13:12 *** sla_ro|master has quit IRC 21:16:27 <Samu> Microsoft Releases Windows 10 Build 14942: Increases RAM Usage 21:16:37 <Samu> Chrome 55 To Intelligently Reduce Memory Usage By As Much Half, When Needed 21:17:34 <Samu> these news next to each other 21:19:41 <sim-al2> >Service hosts are split into separate processes on PCs with 3.5 GB+ of RAM: If your PC has 3.5+ GB of memory, you may notice an increased number of processes in Task Manager. While this change may look concerning at first glance, many will be excited to find out the motivation behind this change. As the number of preinstalled services grew, they began to get grouped into processes known as service 21:19:41 <sim-al2> hosts (svchost.exes) with Windows 2000. 21:20:01 <sim-al2> https://blogs.windows.com/windowsexperience/2016/10/07/announcing-windows-10-insider-preview-build-14942-for-pc/ 21:20:21 <sim-al2> Apparently it increases reliability 21:21:21 <Samu> Mafia III requires 8 GB RAM just for the game 21:21:39 <Samu> + windows increases ram usage 21:21:43 <Samu> thx 21:21:55 <Samu> not that i'm buying that game, but gee 21:22:24 <Samu> they're quickly forcing game systems to standardize 16 GB ram quickly 21:23:46 <Samu> they're also making HDDs suck for gaming 21:23:56 <Samu> with their sub-optimal loading 21:24:14 <Samu> sucks to be poor 21:26:42 *** aard has quit IRC 21:36:07 *** keoz has quit IRC 21:42:01 <Samu> so i was thinking 21:42:22 <Samu> what if water tracks were not like rails 21:42:28 <Samu> but like... hmm roads 21:42:52 <Samu> to reduce pathfinder cpu usage 21:42:58 <ST2> or like Rails... gotta love NUTS Wet Rails xD 21:43:49 <Samu> they currently are like raisl 21:44:46 <Wolf01> Rails are like rails 21:45:36 <Samu> each water tile is the same as 6 rail pieces in a tile 21:47:24 <Samu> for pathfinding purposes i guess it doesn't matter,4 road pieces in a tile still have 4 possible directions 21:48:14 <Samu> meh :(i dunno 22:15:08 <FLHerne> Samu: There's a patch for region-based ship pathfinding, which made an impressive difference 22:15:40 <Samu> oh, where 22:15:54 <FLHerne> Forum somewhere 22:16:06 <Samu> gonna try searcin 22:16:16 <FLHerne> I think the simplest way to speed things up would be to just store the next [n] steps per ship 22:17:06 <FLHerne> Currently (unless I missed something buried in all YAPF's templates), each ship has to calculate the entire route to its next order at every tile edge 22:17:48 <FLHerne> It then _throws away_ all but the immediately-next route, because of the junction-on-every-tile thing 22:18:24 <FLHerne> But because ships don't have signals and don't collide, the route never actually changes unless the player alters the landscape or moves a dock/buoy 22:18:42 <FLHerne> So there's an incredible amount of wasted computation 22:18:55 <FLHerne> Even without changing the actual pathfinding algorithm 22:21:12 <FLHerne> (n.b. I looked at this a few years ago, when I was fairly new to C++, so quite possibly wrong somewhere) 22:25:31 *** gelignite has quit IRC 22:25:48 <Samu> i got a ship heavy map, actually several ship heavy maps 22:25:55 <Samu> courtesy of NoNoCAB 22:26:03 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=58905&hilit=region+based+ship+pathfinding&start=20 this is the topic right? 22:28:11 <FLHerne> Yes 22:28:23 <Samu> is 5000 ships enough? 22:28:25 <Samu> kek 22:29:09 <Samu> gah, that patch is so old it doesn't have a vs_140 22:29:21 <Samu> trunk, revision too old 22:31:09 <Samu> D:\OpenTTD\trunk\projects\settingsgen_vs100.vcxproj : warning : The build tools for Visual Studio 2010 (v100) cannot be found. To build using the Visual Studio 2015 (v140) build tools, either click the Project menu or right-click the solution, and then select "Upgrade Solution...". Install Visual Studio 2010 (v100) to build using the Visual Studio 2010 (v100) build tools. 22:31:13 <Samu> no wai 22:35:46 <Samu> does not build 22:35:51 <Samu> well, i give up 22:37:57 <Samu> conflicts everywhere t.t 23:05:48 *** FLHerne has quit IRC 23:21:29 *** Biolunar has quit IRC 23:31:07 *** JezK_ has joined #openttd 23:37:33 *** smoke_fumus has joined #openttd