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Log for #openttd on 10th October 2016:
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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
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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
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07:34:33  <Wolf01> o/
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08:01:08  <Wolf01> V453000, liquid wagon is yours?
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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
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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
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08:47:17  <Samu> hi
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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?
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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
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11:58:04  <Samu> brb
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12:42:32  <Samu> assert (that this is indeed a tram)
12:43:02  <Samu> pre IsTram or something
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14:07:41  <Alberth> moin
14:37:36  <Wolf01> o/
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15:45:21  <Alberth> hola
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15:51:01  <frosch123> moi
15:51:26  <Wolf01> Quak
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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
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17:36:56  <Samu> http://nsis.sourceforge.net/NSIS_False_Positives virustotal.com is there
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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
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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
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19:01:53  <Wolf01> I should trash my old links to pastes
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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
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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
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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
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20:42:35  <andythenorth> Wolf01: I need to sleep, but good progess is good :)
20:46:25  <andythenorth> bye
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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
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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)
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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
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