Times are UTC Toggle Colours
00:00:05 <Eddi|zuHause> and "usual" is also already earlier than i'd like 00:00:19 <Wolf01> Heh 00:00:25 <Eddi|zuHause> so it's now triple early 00:05:42 *** FLHerne has quit IRC 00:14:49 *** bwn has joined #openttd 00:20:33 *** Stimrol has joined #openttd 00:28:37 <Samu> holy crap, I did it! 00:28:56 <Samu> but only for yapf 00:31:14 <Wolf01> 'night 00:31:17 *** Wolf01 has quit IRC 00:36:29 *** paooolino has quit IRC 00:54:30 *** Stimrol has quit IRC 01:07:49 *** supermop_home has quit IRC 01:17:52 <Samu> my extreme copy paste skills allowed me to create a "FindClosestReachableShipDepot" feature for Yapf, https://paste.openttdcoop.org/ppqwyyw9s 01:17:58 <Samu> lol 01:18:14 <Samu> peter1138: u awake? 01:18:43 <Samu> take a look and tell me how bad it is 01:21:08 *** nekomaster has quit IRC 01:25:51 *** Samu has quit IRC 01:38:51 *** supermop_home has joined #openttd 02:16:56 *** gelignite_ has joined #openttd 02:19:50 *** APTX has quit IRC 02:19:51 *** Milek7 has quit IRC 02:24:07 *** gelignite has quit IRC 02:25:06 *** APTX has joined #openttd 02:37:10 *** smoke_fumus has quit IRC 03:03:20 *** gelignite_ has quit IRC 03:11:33 *** Snail has quit IRC 03:28:12 *** glx has quit IRC 03:53:46 *** nekomaster has joined #openttd 03:53:51 <nekomaster> *yawns* 03:54:04 <nekomaster> I can't believe I actually went and passed out 04:15:53 *** Milek7 has joined #openttd 04:15:59 <nekomaster> Bonjour 05:02:41 *** Biolunar has joined #openttd 05:08:16 *** supermop_home has quit IRC 05:45:09 *** HerzogDeXtEr has quit IRC 05:55:47 *** andythenorth has joined #openttd 06:09:55 <nekomaster> hey andy 06:12:20 <andythenorth> lo 06:29:21 *** cHawk has joined #openttd 06:37:32 *** Hiddenfunstuff has joined #openttd 06:40:26 *** Alberth has joined #openttd 06:40:26 *** ChanServ sets mode: +o Alberth 06:40:30 <Alberth> o/ 06:41:29 <nekomaster> hoi 06:42:17 *** sim-al2 has quit IRC 06:52:41 *** Supercheese has quit IRC 06:53:21 *** Progman has joined #openttd 07:05:23 <peter1138> Hmm, is there a reason we still need 3 pathfinders? 07:06:16 <Sacro> OCPF, one combining path finder 07:06:34 <Sacro> (only works in darkenness) 07:07:16 <Alberth> only for trade-off between performance and perfection, probably 07:07:46 <andythenorth> don’t we just need YAPF and the original? 07:08:12 <Alberth> something like that could work :) 07:08:59 <peter1138> Original is only there for ships. 07:09:04 <Alberth> although, I do want to implement JPS one day, at least for ships 07:09:26 <peter1138> Does NPF ever perform better than YAPF? 07:09:28 * andythenorth should try NPF 07:09:35 <andythenorth> maybe it lets RVs find depots 07:09:47 <andythenorth> with YAPF, they can’t 07:09:55 <andythenorth> but turning breakdowns off fixes that 07:10:19 <Alberth> I don't know how NPF and YAPF compare 07:10:53 <peter1138> andythenorth, eh? they do for me 07:11:20 <andythenorth> :| 07:11:28 * andythenorth never posts FS reports of bugs 07:11:42 <andythenorth> because I always have a bunch of newgrfs that can’t be had from bananas 07:11:53 <andythenorth> and I’ve blatantly been reloading them over and over again 07:18:01 <Eddi|zuHause> peter1138: i have in the back of my head that NPF is usually like 10 times slower than YAPF 07:18:21 <Eddi|zuHause> because of all the virtualisation overhead 07:19:10 <Eddi|zuHause> peter1138: i guess it's kept because there is no real reason to remove it 07:21:59 <peter1138> virtualisation? 07:22:04 <nekomaster> wouldn't removing NPF streamline some code though? 07:22:49 <andythenorth> it would increase maintainability 07:23:17 <Eddi|zuHause> virtual functions, i mean 07:23:31 <peter1138> NPF doesn't have any 07:24:23 <Eddi|zuHause> afair it reimplements those, because it's written in C, not C++ 07:24:54 <Eddi|zuHause> but i never actually looked at it 07:25:34 <Eddi|zuHause> YAPF was the first true C++ part of the code 07:25:47 <Alberth> nekomaster: hardly, there is a common interface to talk with the path-finder for all the other parts, so basically you throw away one case, reducing eg pathfinder settings from 3 cases to 2 07:26:08 <Alberth> true C++ *cough* *cough* 07:26:12 <Eddi|zuHause> and before the entire project was moved to C++, the C part reimplemented lots of object-oriented patterns 07:26:33 <Alberth> I killed some of those :p 07:26:47 <Alberth> ie entire newgrf code :p 07:26:57 <peter1138> linked lists ahoy 07:27:22 <Alberth> ah, is death at current processors, isn't it? 07:27:36 <Eddi|zuHause> anyway, that can't have been easy for optimisation purposes 07:28:41 <Alberth> would be interesting to find out whether all the template stuff is actually improving performance 07:29:05 <Eddi|zuHause> Alberth: even 10 years ago i was taught that you better implement lists as continuous array chunks, because of caching 07:29:28 <Alberth> :O nobody ever told me :p 07:29:44 <Alberth> I am too old, probably :p 07:30:10 <andythenorth> bah 07:30:26 <andythenorth> ottd hung 07:30:41 <nekomaster> hmm 07:31:02 <nekomaster> Would it ever be possible to have proper directional single tracks in openTTD? 07:31:37 <Alberth> how don't we have those now? 07:31:48 <Eddi|zuHause> Alberth: the point of all the templating was that you have all the flexibility of NPF available, but resolved at compile-time rather than run-time 07:32:41 <Eddi|zuHause> which resulted in this factor 10-ish improvement 07:32:51 <Alberth> likely 07:33:04 <Eddi|zuHause> back then, NPF was kept for comparison 07:33:27 <Alberth> but at the same time, you make c++ optimization impossible due to all the convoluted constructs 07:34:30 <Eddi|zuHause> what do you mean? 07:34:50 <Alberth> you can up-cast to a derived class with a template, but I don't believe a c++ compiler can't recognize that case by itself 07:35:38 <Alberth> all optimization in a compiler is based on common code patterns, wrapping it all in templates breaks having common patterns, and thus optimization opportunity recognition 07:36:36 <Eddi|zuHause> i'm not sure what you mean... all the template stuff should be resolved by the time optimization happens 07:37:21 <Alberth> if you have a virtual derived method, the compiler recongizes that, and eliminates it 07:37:49 <Alberth> diy at template-unfolding time means the compiler never recgonizes such a thing 07:38:14 <Alberth> ie the templates try to outsmart all compiler optimizations from the moment it was add until eternity 07:38:32 <Alberth> ie sort-of hard-coding the 'optimal' result 07:38:48 <Alberth> except the optimal result is unlikely to be optimal at any point in time 07:39:27 <Eddi|zuHause> well, you could re-implement NPF with actual classes and stuff, and compare performance with YAPF again 07:39:51 <andythenorth> if we delete it, does it get faster or slower? o_O 07:39:59 <Alberth> like I said, it would be an interesting experiment to see if the template stuff is actually working 07:40:02 <Eddi|zuHause> probably neither 07:40:32 <Alberth> compiling the code gets a bit faster, but hardly noticable :p 07:40:45 *** Progman has quit IRC 07:40:55 <Alberth> NPF is only a few small files 07:40:56 <andythenorth> is a non-existent NPF infinitely fast or infinitely slow? 07:40:57 <peter1138> i was more thinking about maintainability 07:41:21 <peter1138> if you need a pf change right now, you need to do 2 or 3 times 07:41:33 <andythenorth> fork it! 07:41:46 <Alberth> would it also kill some old src/core data containers? 07:42:37 <peter1138> doubt it, npf is pre all thawt 07:42:47 <Eddi|zuHause> i think if we removed NPF, all the infrastructure for having multiple pathfinders will decay, and if we ever want to try a new pathfinder again, it would have to be redone 07:42:54 <peter1138> urgh, zbase never got fixed :( 07:42:56 <Alberth> we established NPF is slower? 07:43:04 <peter1138> nope 07:43:14 <Alberth> I have no problem throwing the slowest one out 07:43:19 <peter1138> it probably is, as that was largely the point of yapf 07:43:47 <andythenorth> ‘fork it’ https://youtu.be/K6R9fY8lfGo?t=69 07:44:02 <Eddi|zuHause> it's easy to test... pick a huge coop game, and switch pathfinders 07:44:24 <Alberth> you need some ship tests too, imho 07:44:43 <Alberth> and perhaps RVs 07:44:52 <Eddi|zuHause> there might be sublte behaviour differences because all the penalties are different, which might block a coop network 07:44:59 <Eddi|zuHause> there is no NPF for ships 07:45:15 <Alberth> ok, that's a fast test then :p 07:45:52 <peter1138> there certainly is NPF for ships 07:46:26 <Eddi|zuHause> since when? 07:46:52 <andythenorth> it’s in the settings 07:47:02 <andythenorth> so either the settings lie, or... 07:47:29 <Eddi|zuHause> weird, i never noticed it there 07:47:38 <peter1138> git blame says 2005 07:48:06 <peter1138> ships also never had the original pathfinder removed 07:48:09 <Eddi|zuHause> well, ok, then there is NPF for ships 07:48:49 <Eddi|zuHause> yes, because both NPF and YAPF have problem with large fully-connected areas 07:49:29 <Eddi|zuHause> the problem with original ship pathfinder is that it completely fails with rivers 07:49:49 <Eddi|zuHause> and even in large open waters it may fail to recognize diagonal routes 07:50:06 <peter1138> doesn't it also have an element of chance? 07:50:19 <Eddi|zuHause> dunno 07:50:20 <peter1138> with yapf ships always take the same route 07:50:24 <peter1138> with opf, they don't 07:56:08 <andythenorth> 15 slopes yak-shaved, 3 more to do \o/ 07:56:57 <peter1138> hmm, in the arabic translation, some texts are missing their colour codes 07:59:28 <nekomaster> i honestly dont know how some people can get motivated to draw so many sprites 08:00:31 <peter1138> hmm 5°C, that's a bit cold to get the legs out 08:01:28 <andythenorth> nekomaster: mental strength :P 08:01:46 <andythenorth> if you look at RH, it’s mostly copy-paste 08:01:51 <nekomaster> I'm not fond of tedious work 08:03:55 <nekomaster> coding isn't so bad because I can just recycle stuff and change a few settings 08:04:26 <andythenorth> vehicles same 08:06:09 <andythenorth> there are only about 5 trucks and 5 trams here http://bundles.openttdcoop.org/road-hog/push/LATEST/docs/html/road_vehicles.html 08:06:16 <andythenorth> the rest is copy-paste 08:07:36 <Alberth> pixel-copying :) 08:08:32 <andythenorth> if only I could automate it :P 08:08:58 <Alberth> get a few infinite amount of monkeys :p 08:09:22 <andythenorth> you mean evolutionary procedural? o_O 08:09:25 <andythenorth> then pick the best ones? 08:10:10 <nekomaster> Well right now I'm planning on just reusing one model of truck for each class for all cargos 08:10:42 <Alberth> :O generate random combinations, and ask which to iterate in the next generation, hmm, tediously clicking I am afraid :p 08:10:52 <andythenorth> Alberth: yeah, that’s why I didn’t :P 08:11:42 <Alberth> if you have good constraints on what "good" is, you could dramatically reduce the number of vehicles to select from 08:12:06 <Alberth> but it's non-trivial, to say the least :p 08:12:38 <nekomaster> hmm 08:13:02 <nekomaster> does anyone have any idea when Semi-Trailer Truck Doubles started becoming a thing? 08:14:38 <andythenorth> nekomaster: IRL, 1930s-1950s 08:14:45 <nekomaster> oh really? 08:14:55 <andythenorth> well that’s when I found a picture of one in California 08:15:00 <nekomaster> Ahh 08:15:13 <andythenorth> but there is a difference betwen ‘something unusual that is worth a picture on the internet’ 08:15:17 <nekomaster> when I think of Doubles I think of your typical Semi-Tractor 08:15:19 <andythenorth> and 'actual history’ 08:15:51 <nekomaster> I imagine that doubles as we know them today probably started becoming a big thing after the success of big powerful Semi-tractors in the 60's and 70's 08:18:42 <andythenorth> nekomaster: you could spend a lot of time in Hank’s Truck Pictures ;) 08:19:00 <andythenorth> http://www.hankstruckpictures.com/autocar.htm 08:20:14 <nekomaster> looks like Western Express started doing doubles in 1958 08:20:18 <nekomaster> :| 08:21:09 <andythenorth> http://www.hankstruckpictures.com/john_jurkowski_trucks4.htm 08:21:27 <andythenorth> https://s-media-cache-ak0.pinimg.com/originals/17/f5/91/17f591357815c89dc1dbc69b5024db78.jpg 08:22:11 <nekomaster> At the moment Articulated Semi-Trucks don't start appearing on my lists until 1975, after they lifted the limit on length of semi-trucks 08:22:22 <nekomaster> so by 1975 long nose trucks started becoming the norm 08:22:28 <andythenorth> https://www.picclickimg.com/d/l400/pict/361772326845_/1950-AUTOCAR-DCU75-INLAND-EXPRESS-Massachusetts-Turnpike-DOUBLES.jpg 08:24:31 <andythenorth> my advice: just use IRL to get rough ideas, then make it fit the game 08:25:03 <andythenorth> if it helps, north america is a big continent, and the rules etc for trucks in Florida can be very different to those in BC 08:25:05 <nekomaster> Well in 1975, the first Semi-turck appears 08:25:15 <andythenorth> take what you need to make a good roster 08:25:27 <nekomaster> and I think in 1980 the first doubles will appear 08:25:48 <nekomaster> I'll just take some other Semi-tractors from each generation date, and make them fit 08:26:08 <andythenorth> doubles are a massive jump in capacity, right? 08:26:35 <andythenorth> maybe you should limit them to a turnpike NRT :P 08:26:52 <nekomaster> Well some area's do allow doubles 08:27:18 <nekomaster> I know they apepar here in Oshawa from time to time on major roads but they're usually coming off the highways and going to General motors or other industries in Oshawa 08:27:42 <nekomaster> Like trucks going to and from the Concrete plant here 08:29:56 <nekomaster> I think I might go with a 1980 GMC General for the first Double Semi-Tractor 08:31:59 <nekomaster> I think I'll model the first Double semi-tractor after the Smokey and the Bandit 1980 GMC General 08:33:48 <andythenorth> fair 08:34:06 <nekomaster> Also I like how its got a big sleeper cab bolted on the back 09:03:46 <andythenorth> 28 slopes done :P 12 left to do 09:05:14 <nekomaster> http://pastebin.com/gPP5ZSEx 09:05:17 <nekomaster> trucks! 09:06:37 <andythenorth> I get the names of forests, lakes, rivers, quarries and mines btw 09:06:39 <andythenorth> mostly 09:06:53 <nekomaster> Hmm? 09:07:07 <andythenorth> for trucks 09:07:11 <andythenorth> of / from /s 09:07:11 <nekomaster> YOu talking about how you name Road Hog trucks? 09:07:13 <andythenorth> yes 09:07:23 <nekomaster> that might work out for North american stuff too 09:08:28 <nekomaster> 1975 Petrolia [SEMI TANKER] 09:08:55 <nekomaster> 2025 Kedron Triple 09:13:21 <nekomaster> so now that I have some stuff laid out, I think I should get to work on the sprites 09:23:09 *** tokai has joined #openttd 09:23:09 *** ChanServ sets mode: +v tokai 09:30:08 *** tokai|noir has quit IRC 09:32:22 *** FLHerne has joined #openttd 09:33:58 *** Samu has joined #openttd 09:34:02 <Samu> hello 09:34:43 <nekomaster> mm 09:34:50 <nekomaster> time for for the painful tedious work of sprit work 09:36:08 <Samu> hmm when the ship is going against the pier and wants to find a ship depot, it fails at finding it, it should not fail 09:36:26 <Samu> pathfinder doesn't try reverse finding 09:36:30 <Samu> how to fix? 09:44:49 <Alberth> ships don't turn around 09:46:26 <Alberth> likely, it should explore other feasible directions 09:48:46 <andythenorth> ‘paste from viewport’ is nuts :) 09:48:51 * andythenorth wonders who uses it 09:48:57 <andythenorth> maybe I should 09:49:44 <Eddi|zuHause> i don't think the feature is that crazy... but i don't really use viewports 09:50:00 <Eddi|zuHause> it's possibly a bit misnamed 09:50:29 <andythenorth> I could make a section of map with ready-made stations on 09:50:31 <andythenorth> and just paste them in 09:52:02 <Alberth> ? 09:52:40 <Alberth> it just jumps to the VP location, afaik 09:53:07 <Samu> when the ship leaves depot, it goes the wrong way now, it didn't use to be like this, or at least I don't recall it doing like this 09:53:14 <Samu> need to test 1.7.0-RC1 09:53:28 <Samu> picks the wrong exit 09:55:08 <andythenorth> ha 09:55:19 * andythenorth thought paste from viewport would paste infra 09:55:31 <Samu> okay, the problem might be caused by me after all, gonna try fix it 09:56:05 *** gelignite has joined #openttd 10:01:37 <Samu> bool bDest = IsShipDepotTile(n.m_segment_last_tile) && GetShipDepotPart(n.m_segment_last_tile) == DEPOT_PART_NORTH; 10:01:53 <Samu> ships only stop at the northest tile of a ship depot 10:02:02 <Samu> i was letting them stop at either 10:02:03 <Samu> :( 10:03:07 *** Wormnest has joined #openttd 10:03:26 *** ChanServ sets mode: +v Alberth 10:03:26 *** ChanServ sets mode: +v orudge` 10:05:51 <Alberth> andy, that would require the copy/paste patch :p 10:08:28 <Samu> ships have to reverse at times 10:08:58 <Samu> but the pathfinder says path not found, hmm 10:09:23 *** Wolf01 has joined #openttd 10:09:43 <Samu> once it reverses, path is found 10:09:56 <Wolf01> o/ 10:10:00 <Samu> hi 10:10:01 <Alberth> o/ 10:10:18 <Samu> how do i make the pathfinder aware that it will eventually reverse the ship' 10:10:29 <Samu> and thus, find a path 10:12:32 <Wolf01> Eh 10:13:27 <Wolf01> Is it me or webster didn't update the clock? 10:14:53 * andythenorth bbl 10:14:56 *** andythenorth has quit IRC 10:17:40 <Samu> http://imgur.com/MLPpTNT 10:17:42 <Wolf01> Samu, if you make the pathfinder ignore the ship direction? When stationally most ships can turn around in place, so once the pathfinder finds a path, the ship should automatically rotate 10:17:49 <Eddi|zuHause> Wolf01: is it maybe set to UTC? 10:18:00 <Samu> problem in picture 10:18:32 <Samu> order 1 was skipped because ship is "lost", pathfinder doesn't find a path, but the ship would reverse anyway 10:18:43 <Samu> and then it would find the path 10:19:07 <Wolf01> Ships should avoid 90° turns only when moving 10:19:32 <Wolf01> But I don't see why they can't turn 180° when stationary 10:19:50 <Wolf01> Like trains at stations 10:21:26 <Alberth> imho, only as a last resort 10:23:39 <Wolf01> <Eddi|zuHause> Wolf01: is it maybe set to UTC? <- yeah, time zones and DST always ruin my biorythm... I don't see why not to use UTC everywhere, you can have high noon even at 20:30, even now clocks aren't in sync with the sun anyway 10:23:58 <Eddi|zuHause> i've seen ships get hopelessly lost after docking in a river, because they couldn't turn around 10:25:02 <Eddi|zuHause> Wolf01: well, the general idea of DST is that the clock should move with sunrise (but changing the clock every day to adjust would be unwieldy) 10:25:27 <Eddi|zuHause> it's rather unimportant for your biorhythm when noon is 10:25:41 <Wolf01> Lets use roosters then 10:37:27 *** frosch123 has joined #openttd 10:37:33 <Wolf01> Quak 10:38:12 <frosch123> ciao 10:40:26 *** nekomaster has left #openttd 10:48:32 *** FLHerne has quit IRC 10:52:46 <Samu> what are tile hases for? I see this many times, but still not sure what they're doing 10:52:49 <Samu> hashes 11:01:07 <Alberth> quick finding of a tile 11:02:10 <Alberth> if you have a million tiles randomly picked, and you need to know if a given tile is in that set, you don't want to check each of the million tiles 11:03:13 <Alberth> so you compute a mostly unique value for each tile, and save each of the million tiles according to its unique value 11:03:51 <Alberth> for a given tile that you need to find, compute also the unique value, and only checks the tiles stored on that value 11:05:06 <Alberth> for a good hash, the latter is a few tiles at most 11:05:29 <Alberth> so you save checking of about 999,998 other tiles or so 11:07:42 <Samu> typedef CNodeList_HashTableT<CYapfShipNodeExitDir , 10, 12> CShipNodeListExitDir; 11:28:31 *** FLHerne has joined #openttd 11:39:36 <Samu> m_max_search_nodes = 10000 is quite a low value 11:40:02 <Samu> can't detect a ship depot a few tiles away on open sea 11:41:12 <Samu> wish i could visualize what tiles it has worked on during search 11:41:39 <Samu> how further 10000 can reach 12:07:36 <Wolf01> Try caching all ship depots, order them by nearest and then try to pathfind towards the nearest one, if unreachable then try the next one 12:08:49 <Samu> it's a hard setting that value m_max_search_nodes = 10000 12:09:37 <Samu> user defined, actually, in config 12:09:47 <Samu> but i never touched it 12:10:27 <Samu> when invoking pathfinder, it would still only search up to 10000 12:10:30 <Samu> nodes 12:11:43 <Samu> if (!QueryNewTileTrackStatus()) return TryReverse(); 12:11:53 <Samu> querynewtiletrackstatus returns false 12:12:00 <Samu> !false becomes true 12:12:07 <Samu> tryreverse, wondering what happens 12:13:11 <Samu> i see, TryReverse only reverses for non-tram road vehicles 12:13:29 <Samu> i think i know where i got to fix 12:18:18 <Samu> ships might be doing reversings unexpectedly, i wonder 12:18:29 <Samu> nothing like testing and see what happens 12:21:13 <Samu> problem solved! 12:21:22 <Samu> yay, can't believe i'm doing well 12:21:28 *** gelignite has quit IRC 12:22:43 <Samu> this has also solved the ship is lost message, it's no longer lost 12:22:48 <Samu> yay 12:22:51 <Samu> 2 in 1 fix 12:24:43 <Samu> must try some 90 degree forbidden stuff 12:24:46 <Samu> don't wanna break it 12:27:23 <Samu> ah i see, the ship is too smart now 12:27:47 <Samu> this fix is creating unexpected reversals 12:28:09 <Samu> Alberth: how do i make a OnlyReverseAsLastResort 12:32:09 <Samu> http://imgur.com/x9KNfVo - ship turns left to go into terrain because it knows it can reverse :( 12:32:26 <Samu> it should go straight because there's still water ahead 12:56:31 *** orudge` has quit IRC 12:56:56 *** orudge` has joined #openttd 12:56:56 *** ChanServ sets mode: +o orudge` 12:58:21 <Eddi|zuHause> https://scholar.harvard.edu/files/mickens/files/towashitallaway.pdf 13:00:25 <peter1138> Afternoon 13:04:47 *** a_sad_dude has joined #openttd 13:05:35 <Wolf01> a Web page is now like 13:05:35 <Wolf01> "V’Ger from the first “Star Trek” movie, a piece of technology 13:05:35 <Wolf01> that we once understood but can no longer fathom" true... that's really true 13:06:37 <Wolf01> WTF copying from PDF is always so shitty? 13:26:07 *** Progman has joined #openttd 13:26:21 *** sim-al2 has joined #openttd 13:31:44 <Eddi|zuHause> PDF is only marginally better than CSS :p 13:37:36 *** tokai|noir has joined #openttd 13:37:36 *** ChanServ sets mode: +v tokai|noir 13:40:24 *** supermop_home has joined #openttd 13:44:38 *** tokai has quit IRC 14:06:48 <supermop_home> dont have univers on here anymore 14:07:02 <supermop_home> also new ID seems not to have spell check 14:10:40 *** HerzogDeXtEr has joined #openttd 14:13:48 <Samu> who can help? 14:13:53 <Samu> https://paste.openttdcoop.org/phoeeb6pa 14:14:14 <Samu> problem i have is this: http://imgur.com/x9KNfVo 14:14:21 <Samu> i added that to follow track 14:15:42 <Samu> ship is turning left to reverse 14:15:53 <Samu> instead, i want it to follow the water 14:16:05 <Samu> Alberth: !! :( 14:17:01 <Samu> i only want it to reverse if there really is no other alternative 14:19:05 <peter1138> hi 14:21:40 <Samu> unsure how to do this 14:22:04 <Samu> it needs to know if there are other exits 14:22:13 <Samu> if there is, then don't reverse 14:22:19 <Wolf01> <Eddi|zuHause> PDF is only marginally better than CSS :p <- indeed, in PDF is the whole structure which is a pita 14:22:36 <Samu> don't take this node 14:22:45 <Samu> use the node which has an exit 14:23:06 <Wolf01> "ship too smart now" XD 14:24:23 *** sim-al2 has quit IRC 14:24:27 <Alberth> try the reverse exit last 14:24:49 <Alberth> or give it a high penalty 14:26:32 <Samu> reverse exit last? gonna see if such thing exists 14:30:06 <Samu> CYapfOriginTileTwoWayT ? 14:33:41 <peter1138> Yeah, big penalty for reverse 14:36:51 *** iSoSyS has joined #openttd 14:46:33 <Samu> gotta see how's it done for rails, rails have it working best 14:55:47 <Samu> bool ret = pfnFindNearestDepotTwoWay(v, origin.tile, origin.trackdir, last_tile, td_rev, max_penalty, YAPF_INFINITE_PENALTY, &fdd.tile, &fdd.reverse); 14:55:54 <Samu> interesting 14:58:25 <Samu> infinite penalty 14:58:36 <Samu> nice way to solve things 15:05:45 <Samu> pfnFindNearestDepotTwoWay isn't what I want 15:05:48 <Samu> hmm 15:08:16 *** andythenorth has joined #openttd 15:08:22 <Wolf01> Meow 15:09:04 <Wolf01> https://scholar.harvard.edu/files/mickens/files/towashitallaway.pdf <- andythenorth please read 15:18:07 *** smoke_fumus has joined #openttd 15:23:38 *** Snail has joined #openttd 15:24:30 <andythenorth> such 15:25:54 <Wolf01> Last time I've laughed so much it was when I read the same rants about Delphi and it's weird conversion of values to boolean 15:26:53 <andythenorth> there’s a guy with a list of poor PHP design choices somewhere 15:27:05 <andythenorth> it’s very lojng 15:27:06 <Wolf01> Yeah, I bookmarked that 15:28:04 <peter1138> lol @ song lyrics : bedding taylor swift, every night in the oculus rift 15:37:25 *** foobar has joined #openttd 15:37:40 *** marrenarre has joined #openttd 15:37:55 *** foobar has quit IRC 15:38:57 <marrenarre> If I install OpenTTD via the system package manager on Debian, is it bad to install online content via OpenTTD’s package manager? 15:39:34 <marrenarre> Especially since e.g. opengfx is installed by APT as a dependency. 15:40:03 <frosch123> there is only a bare minimum in the package manager 15:40:37 <supermop_home> hmm need to remember how to put stuff on my website 15:41:26 <marrenarre> frosch123: Okay so no worries about any weird mixup? I’ll just go ahead and install stuff? 15:42:51 <frosch123> the content download is only supposed to offer stuff that is compatible 15:42:54 <Alberth> since online content is done as normal user, it'll end in your $HOME, not in /usr/somewhere, where the packages stuff is 15:50:02 *** Gja has joined #openttd 15:53:04 <peter1138> marrenarre, it will not conflict :) openttd will not alter the system installed content, and will use the newest content when possible. 15:54:43 <marrenarre> frosch123, peter1138: Okay, thank you! 15:55:02 <marrenarre> Alberth also. 15:55:32 *** marrenarre has left #openttd 15:55:47 *** orudge` has quit IRC 15:55:55 *** orudge` has joined #openttd 15:55:55 *** ChanServ sets mode: +o orudge` 16:02:34 <Snail> peter1138: any chance we could raise the number of RailTypes in a game to 32? 16:02:47 <peter1138> I had a patch for that... 16:03:10 <Snail> nice… where can I find it? 16:03:45 <peter1138> http://fuzzle.org/~petern/ottd/rt32.diff 16:03:50 <peter1138> It's... old. 16:03:58 <peter1138> 2013... 16:04:14 *** sla_ro|master has joined #openttd 16:04:18 <Rubidium> it's from this millenium, so it's not that old 16:04:20 <peter1138> I think there's a more recent one someone else did on the forums. 16:04:33 <peter1138> Rubidium, they all are! decade, on the other hand... 16:04:40 <Snail> it would be nice itf it were put in trunk 16:05:10 <Rubidium> maybe we should... 16:05:13 <peter1138> Well it was a bit nasty, and might break stuff like NRT... 16:05:34 <Rubidium> ... make a folder with ancient patches in ^/trunk ... 16:05:53 <peter1138> http://fuzzle.org/~petern/ottd/ < start there :D 16:05:57 <Rubidium> ... and then not provide or update them. We did put the patch in trunk, right? 16:06:06 <peter1138> http://fuzzle.org/o/ < don't forget this though. 16:06:14 <peter1138> http://fuzzle.org/o/dump/ < and this 16:06:54 <peter1138> ahhh the old opengl patch 16:07:04 <Rubidium> π <- there, all of my patches 16:07:18 <peter1138> pocketpc patch 16:07:25 <peter1138> i mean... what even is a pocket pc these days? 16:09:12 <Rubidium> given that pockets are growing in size as of late... I guess they're getting bigger 16:09:19 <Snail> how many road types do we have with NRT? 16:09:48 <Rubidium> too 16:11:32 <frosch123> Snail: 16 road + 16 tram 16:11:45 <frosch123> so, essentially, 16 items in every dropdown 16:12:12 <Snail> right… but considering that rails have additional levels of complexity (gauges, electrification types) 16:12:14 <frosch123> Snail: why do you need more railtypes? do you want to vary them like new objects? or do you want to provide combinations of mixed properties? 16:12:16 <Snail> we could have 32 for them 16:12:42 <Snail> I need to provide combinations of rail types (light, heavy, highspeed…) with electrification systems 16:12:52 <frosch123> 18:12] <Snail> right… but considering that rails have additional levels of complexity (gauges, electrification types) <- that does not sound as if you have taken a look at the existing nrt grfs :p 16:13:13 <frosch123> Snail: consider adding grf parameters 16:13:27 <peter1138> consider gameplay vs realism 16:13:44 <frosch123> a dropdown with "a" "b", "a+b", "c", "a+c", "b+c", "a+b+c" just makes no sense 16:13:52 <Snail> even with parameters, I’d need more than 16 in a game… especially if the game spans from 1840 to today 16:15:11 <Rubidium> oh yes... we definitely need 4 feet 8.5 inches and 1435 mm gauges ;) 16:15:22 <Snail> frosch123: it does make sense. A player would need to choose between “catenary”, “third rail”, “third rail + catenary” across different track types (2 gauges, 3 axle weights, different speeds) 16:15:43 <Snail> Rubidium: no, but we can’t put 1435 and 1000mm on the same track :p 16:15:46 <frosch123> Snail: no, it makes no sense, because there is no train grf which would use all those combinations 16:15:57 <Snail> frosch123: there will be 16:16:00 <Snail> so it does make sense 16:16:48 <Snail> frosch123: it’s like the chicken and the egg. There are no train grf’s like that, because the rail types don’t allow. It’s not a valid argument to not expand rail types 16:17:17 <frosch123> it's a first world problem, you cannot have everything 16:17:20 <Alberth> having 32 different train types that cannot use each other rail, is nuts 16:17:38 <Snail> Alberth: there will of course be compatibilities 16:18:03 <Alberth> why have different railtypes if they can both use 1? 16:18:03 <peter1138> does NUTS have rail types? 16:18:06 <Snail> trains with both 3rd rail and catenary would be able to use “3rd rail”, “catenary” and “3rd-rail + catenary” types 16:18:10 <Alberth> peter1138: yes 16:19:13 <Alberth> Snail: people will simply build the most common railtype 16:19:37 *** juzza1 has quit IRC 16:19:57 <Rubidium> super high speed, super heavy 3rd rail catenary... aka "universal rail" 16:20:00 <peter1138> and complain that autoreplace doesn't work 16:20:15 <Snail> Alberth: but they would evolve with time, and with their needs 16:20:22 *** Biolunar has quit IRC 16:20:44 <Alberth> 200 year game play, 32 railtypes, 6 years for a new railtype? 16:20:48 <Snail> say, if the best vehicle for climbing a mountain is a 3rd-rail engine, they would build that track, or a “3rd rail + catenary” track to allow for more compatibilities 16:20:49 <Alberth> models life longer 16:21:34 <Alberth> *live 16:21:35 <Snail> Alberth: not necessarily, because different railtypes would be available at the same time. Users would choose the best depending on cost and their capabilities 16:21:48 <Alberth> cost is a non-issue 16:22:55 <Alberth> you'll end up with 3/4 of the track types unused, so why have them in the first place? 16:23:20 <Alberth> condense choices, and give player a reasonable amount of useful alternatives 16:24:06 <Snail> this is a way to avoid the problem rather than dealing with it 16:24:43 <Snail> I’d need to force my players to buy a heavier track if they need 3rd rail… even if they only use light vehicles 16:25:22 <Alberth> most players don't care about such details, imho 16:25:39 <Alberth> unless you have trains as a hobby or prefosseion 16:25:51 <Snail> they’d have to pay more for a track that’s heavier and has a higher topspeed than they actually need… because we don’t want to increase the number of rail types 16:27:14 <Alberth> any number is insufficient, by definition 16:27:33 <Snail> so why not going back to 2 :p 16:27:41 <Alberth> fine by me 16:27:58 <Alberth> I could even play with 1 16:28:06 <peter1138> well we had 3 originally... 16:28:24 <Snail> right, so we play in a different way. My point is, I don’t want to force anyone to use lots of railtypes if they don’t want to 16:28:44 <Snail> I’m just suggesting the possibility of using more than 16 for those who need to/want to 16:30:18 *** Gja has quit IRC 16:31:02 <Alberth> reality is broken, don't need to replicate it in openttd, imho 16:31:15 *** ChanServ sets mode: +v orudge` 16:31:21 <Rubidium> but if you want to go so far into the nitty gritty of things, then railtypes are basically bad. You need something to configure the perfect railtype for your particular situation 16:31:26 <peter1138> +return (RailType)(GB(_m[t].m3, 0, 4) | (GB(_m[t].m1, 7, 1) << 4)); 16:31:34 <peter1138> ^ that was the nasty bit about the patch :p 16:32:34 <Rubidium> So you don't have 32 railtypes, no you have dozens of gauges, dozens of voltages, dozens of weights, dozens of forms, dozens of types of steel and so on to choose from 16:34:05 <Alberth> use a railway simulator to simulate a railway 16:34:12 <peter1138> This is :D 16:34:26 <Snail> that’s like putting to an extreme. I’d be fine to have a combination of 2 / 3 gauges, max weight, max speed, and electrification type to choose from 16:34:30 <Alberth> it's not, it's a transport game 16:34:37 <Snail> a bit like locomotion when electrification was an overlay to a track 16:34:54 <Snail> but it’s not possible in OTTD to allowing for more railtypes would be a way to get the same effect 16:35:03 <Rubidium> because for reality, I really need NP46, UIC54E1, UIC54E3, UIC54E5 and UIC60 16:35:30 <peter1138> don't forget uk loading gauge! 16:36:06 <Rubidium> and 1500 VDC <2500 A, 1500 VDC 2500-4000 A, VDC > 4000 A, 3000 VDC, 15kV AC, 25 kV AC 16:36:26 <peter1138> bah 16:36:31 <peter1138> just add a byte to the map array 16:36:33 <peter1138> 256 rail types 16:36:50 <Alberth> only 8 properties :p 16:37:15 <Alberth> less if you have more values for a property than 2 :p 16:37:33 <Rubidium> and not to mention the safety systems that might be available (which is, ofcourse, a bitmask): ATB EG, ATB NG, ATB VV, ERTMS level 1, ERTMS level 2, ERTMS level 3, ERTMS level 3 hybrid, PZB, LZB, ... 16:37:57 <Snail> ok, so let’s put everything on 1 railtype 16:38:01 <Rubidium> oh, and the type of sleepers ofcourse... concrete, wooden, composite 16:38:08 <Snail> monorail, maglev, electrified… 16:38:14 <Snail> but why not road vehicles and trams too 16:38:18 <Snail> all in 1 16:38:38 <Rubidium> heh... by I haven't started on the hardnesses/brands of rail yet... 16:39:56 <Snail> even cable cars… and airplane runways too… who needs different roads/rails anyway 16:41:08 <Rubidium> there are at least 14 "qualities" of rail and at least 44 "brands" of rail that we need to model properly 16:41:24 <Rubidium> can we ever be realistic for a huge country like the Netherlands 16:42:43 <peter1138> ok we can use 4 bits of m6 16:42:48 <Alberth> :O that many? lots of old tracks I guess 16:43:15 <Snail> Rubidium: if we took things to an extreme, we could talk about either 1 type for all, or thousands of types. My point is just to have the possibility to expand current things a bit 16:43:49 <Rubidium> but where it too much? 16:44:14 <Rubidium> s/it/is/ 16:45:21 <Rubidium> and we already expanded it two bits 16:46:28 <peter1138> actually it was always 4 bits 16:47:35 <frosch123> peter1138: we need a dropdown with a text filter :p 16:47:45 <Snail> one could argue that 16 tram tracks are also “too much”… after all there is less variation for trams than there is for trains… but that was done 16:48:07 <Alberth> Snail: it's like the map size. I have yet to see a usefully filled map at 1024x1024, yet people wanted 2048x2048. Later, people wanted 4096x4096. Patchpacks still have 8192x8192, it is never enough, even though all those maps are just more empty space 16:48:32 <Alberth> yet I still haven't seen anyone filling a map of 1024x1024 16:50:00 *** iSoSyS has quit IRC 16:50:28 <peter1138> ps, why the game run so slow? 16:50:38 <peter1138> make it use all cores! 16:54:02 <Alberth> gpu doesn't work either 16:56:21 <peter1138> michi_cc has a patch for that! 17:03:25 *** Gja has joined #openttd 17:06:42 *** glx has joined #openttd 17:06:42 *** ChanServ sets mode: +v glx 17:14:55 <andythenorth> Snail: why weight, specifically? 17:15:45 <andythenorth> also do you have speed limits? 17:32:30 <Snail> andythenorth: yes 17:32:44 <Snail> I have both axle weight limits and speed limits 17:33:10 <Snail> axle weight limits are important in the early years, when you can run light rolling stock on lighter rails (cheaper) 17:33:29 <Snail> and before using the large steamers of the late XIX century, you need to upgrade your rails 17:34:37 <Snail> having more railtypes allows to use early electric rolling stock, without having to buy heavier tracks 17:35:11 *** ST2 has quit IRC 17:35:48 *** Supercheese has joined #openttd 17:37:44 *** ST2 has joined #openttd 17:45:48 <DorpsGek> Commit by translators :: r27830 /trunk/src/lang (3 files) (2017-03-26 19:45:37 +0200 ) 17:45:49 <DorpsGek> -Update from Eints: 17:45:50 <DorpsGek> catalan: 6 changes by juanjo 17:45:51 <DorpsGek> italian: 1 change by lorenzodv 17:45:52 <DorpsGek> russian: 6 changes by Lone_Wolf 17:47:23 *** Snail has quit IRC 18:00:13 *** Arveen2 has joined #openttd 18:05:53 *** Arveen has quit IRC 18:07:55 * andythenorth finds constraints useful 18:08:02 * peter1138 ties up andythenorth 18:08:10 <peter1138> Wait that sounds a bit too kinky. 18:08:18 <andythenorth> can you unsay that? 18:08:19 <andythenorth> thanks 18:09:05 <V453000> omg you guys tying each other? 18:09:06 <V453000> shit got real 18:09:58 <andythenorth> is V453000 18:10:05 <andythenorth> look everyone 18:10:08 <V453000> is 18:10:53 <andythenorth> such BRIX 18:11:01 <V453000> yeah no 18:11:08 <V453000> factorio 300% atm 18:11:15 <Supercheese> more like such railtankers 18:11:19 <Supercheese> very higres 18:11:22 <V453000> but big time python mayhem 18:11:29 <Supercheese> much biter 18:11:47 <V453000> doing some pretty mad shit with python blender :) all of my rendering is now handled by python scripts now 18:12:16 <andythenorth> lawks 18:12:24 <andythenorth> saves pressing the buttons though 18:12:31 <andythenorth> also proof that python is dangerous 18:12:34 <andythenorth> anyone can use it :P 18:12:51 <V453000> it's not just about that, with blender you can do "some" degree of automation, but this is so much more flexible 18:13:00 <Supercheese> and it's Factorio 18:13:03 <Supercheese> so automate everything 18:13:22 <andythenorth> factorio should have a script API 18:13:26 <V453000> for example, ever since I started using Blender I always wanted a feature which would allow me to override all materials EXCEPT some in a render pass ... blender only allows to override everything, which has stupidly many cases when it completely breaks 18:13:27 <andythenorth> in and out 18:13:44 <V453000> andythenorth: some guy already wrote fbasic, he controls the factory with it 18:13:50 <frosch123> sounds like we will see yaks in factorio before we see slugs 18:13:50 <V453000> he made a self-replicating base that plays itself 18:13:50 <andythenorth> the real factory? 18:14:07 * andythenorth considers F as general-purpose automation software 18:14:11 <V453000> XD 18:14:18 <andythenorth> could have a real furnace somewhere 18:14:22 <andythenorth> super pro edition 18:16:23 <V453000> but yeah, stuff's fun 18:16:34 <V453000> also what is it with yaks? :D 18:16:48 <frosch123> they produce a lot of wool 18:17:03 <frosch123> which is an ingredient to firs or something 18:18:14 <andythenorth> FIRS Tibet economy 18:18:26 <andythenorth> yak farm: butter, wool 18:18:34 <andythenorth> windchime factory 18:32:35 <andythenorth> so in Photoshop CC 2017, the paint bucket has anti-alias on permanently 18:32:52 <andythenorth> NFI what Adobe think they’re doing 18:32:58 <andythenorth> this seems like the worst photoshop ever 18:33:09 <supermop_home> andythenorth well I will be sticking with 2016 then 18:33:37 <frosch123> isn't there some checkbox to uncheck somewhere? 18:34:08 <andythenorth> it’s permanently checked and greyed out 18:34:34 <andythenorth> I have to switch to RGB mode, uncheck it, and switch back to indexed 18:35:23 <supermop_home> that sounds even worse than if they had even removed the option to uncheck 18:35:30 <frosch123> ah, yeah, you are probably their only indexed user 18:35:34 <supermop_home> if they make you jump through a hoop 18:35:38 <supermop_home> me too 18:35:45 <supermop_home> but I'm not on 2017 18:38:06 *** ST2 has quit IRC 18:40:12 *** ST2 has joined #openttd 18:43:25 *** sla_ro|master has quit IRC 18:53:16 *** iSoSyS has joined #openttd 18:59:58 <peter1138> if x is constant 19:00:15 <peter1138> does "+ 1 - x" get nicely thrown away? 19:04:24 <supermop_home> now iD has frozen up while trying to print a pdf 19:05:04 <Alberth> + (1 - x) I would expect to be surely being computed at compile time 19:05:13 <peter1138> Yeah 19:05:34 <Alberth> but, if you want to win the war by merging constants, you have basically already lost :p 19:06:31 <frosch123> where is lordaro to talk about constexpr? :p 19:06:47 <Alberth> but it likely does common sub-expression elimination etc, so likely it computes something completely different than you think :p 19:07:14 <DorpsGek> Commit by peter1138 :: r27831 trunk/src/widget.cpp (2017-03-26 21:07:08 +0200 ) 19:07:15 <DorpsGek> -Fix (r24577): Misaligned resize icon (due to widget bounds being inclusive) 19:07:33 <LordAro> frosch123: sup 19:08:19 <peter1138> Hmm 19:09:14 <peter1138> Damn it 19:09:50 <peter1138> Thought I'd messed up. I was running the wrong copy :po 19:09:52 <peter1138> -o 19:10:02 <Alberth> phew :) 19:10:15 <peter1138> It would've been a "you had one job" moment... 19:10:48 <peter1138> (but yeah, most of the time left = 10, right = 20 ... 10 pixels... not in ottd land! that's 11 pixels... 19:10:51 <peter1138> ) 19:12:40 <peter1138> I also spent too long verifying that I wasn't imagining it was different. 19:12:54 <peter1138> Turns out original TTD doesn't even have them. 19:15:23 *** ST2 has quit IRC 19:17:28 *** supermop_home has quit IRC 19:17:35 *** ST2 has joined #openttd 19:26:23 <Alberth> yep, left and right are messy inclusive 19:26:53 <Alberth> I killed a lot of that in the gui rewrite :p 19:30:22 <peter1138> It simplifies some things. But it's unusual. 19:33:06 *** supermop_home has joined #openttd 19:49:14 <peter1138> Hmm 19:49:41 <peter1138> Width 65 x 22... results in the widget being about double the height it should be 19:49:46 <peter1138> (didn't actually measure it) 19:49:49 <peter1138> Width 0 x22 19:49:51 <peter1138> works 19:49:53 <peter1138> er 19:49:57 <peter1138> s/width/size/ 19:53:51 <Alberth> 0 wide or 0 high widgets are used a lot :) 19:54:00 *** ST2 has quit IRC 19:54:13 <peter1138> it's just a minimum size 19:54:37 <Alberth> ah, ok 19:54:50 <peter1138> i don't see why, if the width is set correctly (and is narrower than the widget ends up being) it makes the widget taller 19:56:12 <Alberth> weird, width and height aren't related, except in some special widgets, afaik 19:56:37 *** ST2 has joined #openttd 19:59:17 *** Alberth has left #openttd 19:59:44 <peter1138> Oh, I found it... 20:01:06 *** frosch123 has quit IRC 20:08:18 <peter1138> http://fuzzle.org/~petern/ottd/fakecaption1.diff 20:08:18 <peter1138> or 20:08:23 <peter1138> http://fuzzle.org/~petern/ottd/fakecaption2.diff 20:27:21 *** gelignite has joined #openttd 20:29:58 * andythenorth makes better vineyard 20:30:37 *** sim-al2 has joined #openttd 20:32:50 *** FLHerne has quit IRC 20:33:36 *** Hiddenfunstuff has quit IRC 20:34:40 <andythenorth> http://dev.openttdcoop.org/attachments/download/8394/vineyard.png 20:34:50 <andythenorth> is just base set sprites 20:34:54 <andythenorth> not too far from https://sites.create-cdn.net/siteimages/40/9/8/409824/11/5/5/11552532/1732x1082.jpg?1456180223 20:41:42 *** Compu has quit IRC 20:42:59 <Eddi|zuHause> the building is too tall 20:44:59 *** FLHerne has joined #openttd 20:45:16 *** Compu has joined #openttd 20:45:52 <andythenorth> the building is ugh 20:46:45 <andythenorth> also bedtime 20:46:46 *** andythenorth has left #openttd 20:52:34 *** Snail has joined #openttd 21:06:36 *** Progman has quit IRC 21:19:31 *** xT2 has joined #openttd 21:19:31 *** ST2 has quit IRC 21:19:31 *** xT2 is now known as ST2 21:23:30 *** gelignite has quit IRC 21:56:13 *** ST2 has quit IRC 21:57:28 *** ST2 has joined #openttd 21:58:37 *** Biolunar has joined #openttd 22:06:40 *** Wormnest has quit IRC 22:25:37 <Eddi|zuHause> https://www1.wdr.de/kinder/tv/die-sendung-mit-der-maus/video-vorspann-maus-klingonisch-100.html 22:26:43 *** orudge` has quit IRC 22:27:06 *** orudge` has joined #openttd 22:27:07 *** ChanServ sets mode: +o orudge` 22:34:28 *** ST2 has quit IRC 22:34:35 *** ST2 has joined #openttd 22:58:47 *** Biolunar has quit IRC 23:02:40 *** Gja has quit IRC 23:13:54 <Samu> i'm invoking pathfinder twice :( https://paste.openttdcoop.org/pxmwekzc2 23:14:48 <peter1138> shocking 23:14:48 <Samu> typedef CYapfOriginTileT<Types> PfOrigin; // origin provider 23:15:20 <Samu> i would have to use CYapfOriginTileTwoWayT, but that would require changing a ton of code 23:16:19 *** nekomaster has joined #openttd 23:16:25 <nekomaster> blargh 23:17:36 <Samu> besides, water tracks don't have signals 23:17:59 <Samu> i'd need a slightly different version of CYapfOriginTileTwoWayT 23:18:44 <Samu> and i'm still unsure how to interpret this code 23:18:57 <Samu> i'm surprised I made it this far 23:19:06 <peter1138> to be h onest 23:19:12 <peter1138> nobody really understands the yapf code 23:19:18 <peter1138> not even the author 23:19:35 <Samu> orly 23:19:37 <peter1138> i mean, notice how the code style is totally different to the rest... :p 23:19:51 <peter1138> nobody dare touch it 23:20:42 <Samu> i see tons of template class, consts and whatever 23:20:42 *** orudge` has quit IRC 23:21:03 <Samu> don't really know how it builds up nicely with each other 23:21:06 *** orudge` has joined #openttd 23:21:06 *** ChanServ sets mode: +o orudge` 23:21:13 *** APTX has quit IRC 23:22:14 *** APTX has joined #openttd 23:24:00 <Wolf01> Man... I've just finished to set a custom highlight for locomotive basic 23:24:42 <peter1138> Hmm, just noticed the intro game in TTD is muted 23:25:01 <Samu> oops, i made the wrong copy paste 23:25:02 <Wolf01> Notepad++ is not really the right tool for custom highlights, I had to do some compromises 23:25:49 <Samu> this is what I wanted to paste https://paste.openttdcoop.org/pubn57tm0 23:25:58 *** HerzogDeXtEr1 has joined #openttd 23:26:27 <Samu> line 79 and 80 is invoking the pathfinder twice 23:26:43 <Samu> ideally, i should invoke only 1 pathfinder, which accents 2 origins 23:27:02 <Samu> it wouldn't be repeating some nodes 23:27:16 <Samu> which accepts* 2 origins typo 23:28:35 <Samu> path_found1 is the path that is found on the direction the ship is heading to, path_found2 is the path found starting on the opposite ship direction 23:29:23 <Samu> sometimes pf1 doesn't find a path, but on the reversed direction it does 23:30:02 <Samu> i retrieve the ship depot tile that it finds on pf2, but still let the ship take pf1 path, to maintain expected behaviour 23:30:17 <Wolf01> 280 i$=UPPER$(INKEY$):IF i$<>"Y" AND i$<>"N" THEN 280 <- maybe I'm tired 23:30:21 <Samu> ship doesn't smart up 23:30:39 <Samu> and i still get a depot found 23:31:09 *** FLHerne has quit IRC 23:32:00 <Samu> the correct way to do this would be however with 1 pathfinder, 2 origins, not 2 pathfinders, each with 1 origin 23:32:03 <Samu> halp 23:32:12 *** HerzogDeXtEr has quit IRC 23:33:16 <glx> <Wolf01> Man... I've just finished to set a custom highlight for locomotive basic <-- the amstrad cpc one ? 23:33:24 <Wolf01> Exactly 23:34:10 <glx> hmm missing GOTO on your 280 line I think :) 23:34:21 <Wolf01> Implicit 23:34:35 <Wolf01> It's the condition I can't understand 23:35:08 <glx> it wants "Y" or "N" 23:35:23 <Wolf01> Yes, but it can't be both 23:35:24 <glx> if not it restarts input 23:36:00 <glx> !Y and !N is Y OR N 23:36:17 <glx> well !(Y OR N) 23:36:27 <Wolf01> Then I'm tired 23:36:49 <Wolf01> And the Pirate DeMorgan will come to pull my feets this night 23:37:38 <glx> but yes basic DeMorgan stuff :) 23:37:39 <Wolf01> *-s 23:38:36 <Wolf01> I don't know why but I've seen <> as == 23:39:09 <glx> == is = in conditions 23:39:28 <glx> (not the best idea at that time) 23:39:38 <Wolf01> Yeah, it doesn't even exists == in loco basic 23:41:26 <glx> but using only <,> and = to write conditions probably simplified the parsing 23:43:01 <Wolf01> BTW, code is unreadable... it seem javascript with inline closures... full of subroutines mixed in the main loop 23:43:44 <glx> size optimisation for a big program ? 23:43:57 <Wolf01> Nah, a 300 lines game 23:44:43 <Wolf01> I'm trying to fix the ocr errors 23:45:02 <glx> anyway basic is easily unreadable when you start to do some complex stuff 23:45:15 <Wolf01> Spaghetti code 23:45:23 <Wolf01> At its finest 23:45:38 <glx> I remember the fun it was to enter lines of data :) 23:46:04 <Wolf01> Eh, I just passed one of the symbol definitions, and I have 2 pages of data at the end 23:47:04 <glx> usually data lines contained z80 asm stuff, but can also be music or graphics 23:47:43 <peter1138> urgh... screen burn 23:48:29 <Wolf01> 820 CLS:LOCATE 1,3:IN~ 6,0 <- here is one error... INK became IN~ 23:51:32 <Wolf01> 1090 x=INT(RND*(maxx-minx+1»+minx <- yes, like I won't spot this one 23:52:07 <glx> mode 0 game I guess 23:52:22 <Wolf01> Yeah 23:53:37 <peter1138> BBC BASIC or get out 23:53:43 <Wolf01> Oh dear... FOR ;=1 TO objr... all "i" became ";" 23:55:24 <glx> I hope "j" detection was better 23:55:51 <Wolf01> That seem ok 23:55:54 <glx> else good luck with the usual imbricated i and j loops :) 23:56:11 <Samu> max_search_nodes of 10000 is quite low :( 23:56:19 <Samu> at least for ships 23:56:40 <glx> that's why buoys are recommended for ships 23:56:42 <Samu> on open sea that's like 15 tiles away max radius 23:58:01 <Samu> but when searching for nearest depot, i don't have buoys 23:58:11 <Samu> it's the pathfinder that is looking for it