Times are UTC Toggle Colours
00:03:56 <Samu> wow, his code is very much alike mine, lol 00:06:29 <Samu> is juanjo on irc? 00:06:43 <Samu> we should talk 00:17:34 *** FLHerne has quit IRC 00:46:02 *** chomwitt1 has joined #openttd 00:46:07 *** Samu has quit IRC 00:52:28 *** chomwitt has quit IRC 01:09:04 *** Cybertinus has quit IRC 01:11:27 <luaduck> yo, trying to debug a segfault when running under docker, what's the easiest way to get openttd to vomit a stacktrace? 01:18:53 *** Cybertinus has joined #openttd 01:38:35 <luaduck> gdb is throwing me a "no stack" when doing bt after running make run-gdb 02:03:54 <luaduck> nevermind, needed to be in privileged mode: says it's throwing an exception in LZMASaveFilter 02:27:28 <luaduck> for the record, I've documented the fault at https://www.reddit.com/r/openttd/comments/62u68m/openttd_170_final_released/dfpqy0x/ 03:34:14 *** glx has quit IRC 03:57:02 *** HerzogDeXtEr1 has quit IRC 04:36:32 *** chomwitt2 has joined #openttd 04:42:59 *** chomwitt1 has quit IRC 04:44:47 *** CompuDesktop has joined #openttd 04:46:28 *** Compu has quit IRC 05:30:29 *** Progman has joined #openttd 06:04:45 <peter1138> luaduck, https://bugs.openttd.org/ 06:05:29 <peter1138> though i'd be surprised if anything had changed in ottd 06:08:09 *** sla_ro|master has joined #openttd 06:15:33 *** orudge` has quit IRC 06:15:48 *** orudge` has joined #openttd 06:15:48 *** ChanServ sets mode: +o orudge` 06:35:43 *** Montana has quit IRC 06:53:35 *** Hiddenfunstuff has joined #openttd 07:11:15 *** efess has quit IRC 07:41:39 *** juzza1 has quit IRC 07:49:45 <Eddi|zuHause> luaduck: in debug builds, there is a key that deliberately crashes the game (i think it's something like Alt+0, but i'm not sure) 07:56:34 *** Supercheese has quit IRC 08:03:14 <__ln__> http://mentalfloss.com/article/69699/11-examples-odd-dialect-called-eu-english 08:06:24 *** roidal has joined #openttd 08:11:05 <Eddi|zuHause> __ln__: i'm not quite sure i understand all of this 08:11:29 <Eddi|zuHause> especially the "important" paragraph 08:19:32 <__ln__> i guess they're implying "important" is not a word that would normally be used with "amount"... however, such combination seems to be used outside of EU texts all over the web. 08:22:35 *** sim-al2 has quit IRC 08:23:13 *** Alberth has joined #openttd 08:23:13 *** ChanServ sets mode: +o Alberth 08:23:24 <Alberth> :o such late time 08:23:26 <Alberth> hi hi 08:37:15 *** HerzogDeXtEr has joined #openttd 08:49:14 *** Wolf01 has joined #openttd 08:49:34 <Wolf01> Moin 08:50:08 <Wolf01> Meh hangover from ginger ale... 08:53:10 <Alberth> moin! 08:56:24 <ZirconiumX> Hi Alberth 09:03:24 *** efess has joined #openttd 09:17:07 *** Samu has joined #openttd 09:17:09 <Samu> hi 09:17:54 <Eddi|zuHause> "Animal Adventure Park Giraffe Cam" yeah, that is certainly what i was looking for, youtube... 09:18:25 <Wolf01> I don't want to look at youtube suggestions after what I've seen lately 09:21:06 <Eddi|zuHause> "You have reached the Russian embassy, your call is very important to us. To arrange a call from a Russian diplomat to your political opponents, press one. 09:21:08 <Eddi|zuHause> To use the services of Russian hackers press two. 09:21:09 <Eddi|zuHause> To request election interference, press three and wait until the next election campaign. Please note that all calls are recorded for quality improvement and training purposes." 09:24:41 <V453000> is? 09:36:42 *** chomwitt3 has joined #openttd 09:40:17 <Alberth> hi V453000, nice blog, but "So I re-used some of the BRIX sources and code, and continued" <-- shouldn't that be RAWR ? 09:41:34 *** chomwitt2 has quit IRC 09:41:56 *** andythenorth has joined #openttd 09:42:13 <Alberth> yo andy 09:42:31 <andythenorth> lo 09:43:15 <Wolf01> o/ 09:47:29 <Samu> https://1drv.ms/v/s!Ah9vX-Q9n7IjilbCYvOwjrUqH_u5 09:47:33 <Samu> does it open? 09:48:25 <andythenorth> video of two screens? 09:48:34 <Samu> yes 09:53:28 <V453000> Albrth yeah need to proofread at least once, was tired yesterday 09:55:27 <Alberth> not a good time to post important news :) 09:56:34 <V453000> important are products, words less :) 10:00:34 <Alberth> pictures say many words :D 10:01:02 <V453000> take much time to make though :P 10:01:21 <Alberth> pictures also take many words :p 10:01:50 <Alberth> but it's good to see you have a clear goal, that is half the project, often 10:03:00 <V453000> yeah, let's see how many times it changes 10:04:16 <V453000> but a decision "won't do new big features" is easy to follow usually :P 10:06:48 <Wolf01> "I mostly use canals to divert multi level rivers. Gonna need an alt solution now :(" Lol 10:08:42 <Alberth> lots of canal discussion :) 10:09:16 <Wolf01> I really moved the waters eh :D 10:09:28 <Alberth> haha :) 10:09:52 <Alberth> V, new big features are usually just moved to the next project :p 10:10:13 <Wolf01> Shame nobody was like "wow NRT might be in trunk" but everyone "Don't remove canals plz" 10:10:42 <V453000> we'll see 10:10:51 <andythenorth> if you go trolling, you get what you get 10:11:39 <Wolf01> If only I were more smart, I would have prepared some "NotShips" branch with ships disabled and desert in place of the water 10:12:08 <Wolf01> And linked that in the announce, with screens to 10:12:12 <Wolf01> *havok* 10:14:10 <Wolf01> I love how mean andy could be XD https://www.tt-forums.net/viewtopic.php?p=1184829#p1184829 10:14:47 <andythenorth> I used a smiley 10:14:56 <andythenorth> that’s not mean, that’s English :P 10:15:06 <Wolf01> :D 10:15:27 * andythenorth is always surprised how direct mainland Europeans are :P 10:16:22 <Wolf01> BTW, we should really consider to remove canals and make them an addon (smiley) 10:17:50 <andythenorth> srsly 10:18:14 <Wolf01> Like is tramway 10:26:01 <Rubidium> well... how many people are asking for ye olde AI? 10:26:25 <V453000> andythenorth: iz brix :) 10:26:48 <V453000> the converted 8bpp is actually almost unusable because of some things 10:26:49 <Wolf01> Eh, I want old bugs reintroduced... mmmh, this might be the next year's april fool joke 10:26:52 <andythenorth> iz? o_O 10:26:54 <V453000> slopes look shit, shadows look shit 10:26:57 <V453000> andythenorth: look iz 10:27:17 *** Progman has quit IRC 10:27:22 <andythenorth> where iz? 10:27:25 <andythenorth> not in tt-f? 10:27:35 <V453000> tt-f, openttdcoop blog, bananaz 10:29:30 <Samu> can't embed videos on the forum? 10:29:51 *** Progman has joined #openttd 10:29:55 <andythenorth> V453000: reckon you can keep up with how fast I add cargos to FIRS? o_O 10:30:10 <V453000> andythenorth: eventually :P 10:30:27 <V453000> the universal wagon makes sure it techically works, regarding sprites it's harder 10:30:42 <V453000> I want to rewrite the system to utilize the layering, and recolour masks 10:31:00 <V453000> it's so much less sprites for so much better result & maintainability 10:34:13 <andythenorth> much 10:35:23 <V453000> I mainly retrospectively regret not utilizing the recolours on cargo things 10:36:26 <andythenorth> recolours are my favourite way to cargo 10:36:35 <andythenorth> Road Hog tankers just change colour for cargo :P 10:36:49 <V453000> it's how NUTS does it as well, just not in code :) 10:37:07 <V453000> I actually managed to do it quite fast after doing thousands of sprites that way 10:37:10 <andythenorth> I considered that box wagons should change colour too 10:37:12 <V453000> but yeah still just way much pain 10:37:18 <andythenorth> and whether I could match them to cargo colour in game 10:37:20 <andythenorth> but eh 10:37:23 <V453000> everything should change colour 10:37:27 <V453000> rainbow everything 10:37:29 <V453000> slugs rule 10:37:30 <V453000> G_G 10:37:33 <V453000> automate 10:37:56 <andythenorth> such game 10:38:35 <Wolf01> I'm having some ideas for a new industry set. How many different cargo an industry can accept and produce? 10:39:27 <Wolf01> Also, can industries change cargo with ages? 10:39:39 <andythenorth> 3 in, 2 out 10:39:41 <andythenorth> and no 10:39:47 <Wolf01> Meh 10:39:55 <andythenorth> they can change when constructed 10:40:08 <Wolf01> I need like 8 in, 8 out and year based 10:40:30 <Eddi|zuHause> you probably won't get that... 10:40:33 *** Arveen has quit IRC 10:42:21 <andythenorth> sounds awful :D 10:42:25 <andythenorth> what’s the idea? 10:43:58 <Alberth> build clusters of industries :p 10:44:12 <Wolf01> Some late game futuristic stuff 10:44:26 <Alberth> bbl 10:44:31 *** Alberth has left #openttd 10:48:52 <V453000> Wolf01: ? 10:48:54 <V453000> wat be idea? 10:49:24 <Wolf01> Idea died, that was the core point to start from :( 10:49:52 <V453000> what 10:50:24 <Wolf01> Grf set in cooperation with a gamescript to make a sort of puzzle game 10:50:36 <V453000> nice, any specifics ? :) 10:51:40 <Wolf01> More different raw materials you deliver to a processor, more different goods it produces 10:52:37 <Wolf01> Also different ages might impact on what you might obtain from it 10:52:38 <V453000> hmmm 10:52:41 <V453000> would be nice 10:52:44 <V453000> if can be done 10:52:57 *** frosch123 has joined #openttd 10:53:01 <Wolf01> Quak 10:53:07 <andythenorth> one day, industries 3 in 2 out will probably get adjusted 10:53:12 <Wolf01> It's a sort of chem factory game 10:53:14 <andythenorth> but it’s probably not much net gain 10:53:57 <Wolf01> And the final goal: build spaceships 10:55:45 <V453000> never heard about building spaceships before :P 10:55:47 <frosch123> hoi 10:55:50 <V453000> hi 10:56:17 <Wolf01> You bring in 8 cargo items and get spaceships as production 11:02:14 *** andythenorth has quit IRC 11:02:59 <Wolf01> I was looking for a sort of A->B->C+A->B->C->B->D+A+C->B->E industry chain with fictional cargo, lot of refitting and puzzling for delivering in restricted space 11:03:01 *** andythenorth has joined #openttd 11:06:18 <V453000> seems to have gameplay idea -> I like it sofar 11:06:28 <andythenorth> such kerbals 11:06:50 <Wolf01> I think, I should go play factorio instead... it already has everything, also I can make the factory as I want :S 11:07:09 <V453000> haha 11:07:26 <Wolf01> Plus, I can ion cannon the creeps out of the map 11:15:42 <luaduck> @logs 11:15:42 <DorpsGek> luaduck: https://webster.openttdcoop.org/index.php?channel=openttd 11:16:19 <luaduck> peter1138: I'll raise that bug later tonight 11:16:44 <luaduck> once I have time to document exactly what libraries are getting pulled in 11:19:01 <luaduck> my best guess is that alpine is rocking either a really new or a really really old version of lzma 11:19:20 <Wolf01> I would like to know what weird sequence of characters makes the weblog to panic 11:22:54 <frosch123> i already know :) 11:22:56 <frosch123> it's php shit 11:27:14 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=76137&p=1184618#p1184618 do these videos work? 11:28:31 <andythenorth> finally redrawn the iron ore mine http://dev.openttdcoop.org/attachments/download/8407/iron_ore_mine.png 11:28:48 <andythenorth> no more temperate grass on non-temperate terrain 11:29:05 <andythenorth> different enough to this? http://dev.openttdcoop.org/attachments/download/8409/manganese_mine.png 11:34:58 <frosch123> pile colors are common language to distinguish mines in various games 11:35:22 <frosch123> i am just surprised by the water tanks 11:35:33 <frosch123> i would expect them in some processing industry, not at the mine 11:36:05 <andythenorth> iron ore tends to be processed on site http://s256.photobucket.com/user/industrialrailray/media/DSC04002.jpg.html 11:36:07 <andythenorth> but eh 11:36:10 <andythenorth> I am not convinced 11:36:16 <andythenorth> there is other greeble I could replace them with 11:40:41 <andythenorth> seems more like it needs a loading shovel 11:40:45 <andythenorth> and some chimneys 11:41:52 *** gelignite has joined #openttd 11:43:05 <andythenorth> http://www.ontarioexplorations101.com/uploads/2/8/1/6/28168073/6947639_orig.jpg 11:46:59 <Wolf01> Looks nice, andy 12:00:43 *** Wormnest has joined #openttd 12:05:38 *** orudge` has quit IRC 12:05:42 *** orudge` has joined #openttd 12:05:42 *** ChanServ sets mode: +o orudge` 12:08:25 <andythenorth> making it better 12:18:13 *** chomwitt4 has joined #openttd 12:24:41 <Wolf01> https://img-9gag-fun.9cache.com/photo/a0bV1YO_460s.jpg this joke make GB brexit a bit deadpool-ish 12:24:44 *** chomwitt3 has quit IRC 12:32:12 *** andythenorth is now known as Guest336 12:32:32 *** andythenorth has joined #openttd 12:32:59 *** sim-al2 has joined #openttd 12:34:37 <andythenorth> openttd does not like grfs being changed under it 12:36:49 *** Guest336 has quit IRC 12:41:14 <andythenorth> crane or front loader iron ore mine? 12:48:16 *** FLHerne has joined #openttd 13:01:35 *** roidal_ has joined #openttd 13:06:28 *** roidal has quit IRC 13:08:19 *** orudge` has quit IRC 13:09:07 *** orudge` has joined #openttd 13:09:07 *** ChanServ sets mode: +o orudge` 13:20:33 *** Stimrol has joined #openttd 13:23:44 *** gelignite has quit IRC 13:36:25 <Samu> i hate to have to separate patches 13:36:29 <Samu> when i do all at once 13:36:42 <Samu> makes no sense, i don't get it 13:36:55 <Samu> why separate things if they only make sense together 13:37:27 <andythenorth> because big diff 13:38:14 <Rubidium> so you just throw eggs, mustard and potatoes in a fryer? After all, they only make sense together 13:39:03 <Rubidium> though... good luck making fries/crisps with mayonaise that way ;) 13:40:38 <Samu> have to undo what i've done, just for the sake of being separated, it sucks 13:46:23 *** Samu has quit IRC 13:49:37 *** Samu has joined #openttd 13:52:22 <andythenorth> if you commit atomically, it’s much easier 13:53:43 <peter1138> plus it looks like we're busier 13:53:51 <Samu> bah, the forums are bugged, can't right click or it crashes the page 13:54:06 <Samu> there goes my writtings 13:57:39 <peter1138> sounds more like your browser is buggy... 14:04:21 <Samu> hit reply on some topic 14:04:37 <Samu> the bottom part which shows the past posts is where I can't right click 14:04:41 <Samu> it crashes 14:05:09 <peter1138> "crashes" 14:05:25 <Samu> page gets stuck 14:05:35 <peter1138> works for me 14:05:47 <Samu> browser says something about having to reload page as it wasn't answering a request 14:05:56 <peter1138> i bet you're using something shitty like edge anyway 14:06:02 <Samu> i'm using edge 14:07:34 *** Alberth has joined #openttd 14:07:34 *** ChanServ sets mode: +o Alberth 14:26:23 <peter1138> hi 14:27:00 *** sim-al2 has quit IRC 14:28:50 <andythenorth> done, for now http://dev.openttdcoop.org/attachments/download/8411/iron_ore_mine_2.png 14:34:36 <Alberth> feeling a bit blue? :) 14:35:00 <peter1138> it's CC, right? 14:35:03 <Alberth> looks very different from other mines, nice 14:35:20 <peter1138> well, IC 14:35:31 <peter1138> same range though heh 14:35:33 <Alberth> it's likely recourable, like the other mines 14:44:44 <andythenorth> CC 14:45:02 <andythenorth> probably needs snow 14:45:04 <andythenorth> :P 14:45:05 <andythenorth> bah 14:46:34 <andythenorth> cola canals 14:46:35 <andythenorth> not bad 14:46:41 <peter1138> pipelines 14:46:46 <andythenorth> such 14:48:51 <andythenorth> hmm 14:48:58 <andythenorth> FIRS has a fertiliser plant 14:51:33 *** gelignite has joined #openttd 14:52:35 <Alberth> piperoad rather than pipeline :) 14:53:43 <frosch123> can camels also be called "desert ships" in english? (german has this allegory) 14:54:17 <peter1138> well once canals are removed we can fit pipes in their space 15:05:29 <andythenorth> fertiliser is made from air 15:05:42 * andythenorth considers a weird primary-secondary industry 15:13:35 <andythenorth> also salt cargo 15:16:39 * andythenorth also considers removing all industry date restrictions 15:21:56 *** Zuu has joined #openttd 15:22:08 <Zuu> Hello 15:27:40 <Alberth> hi hi 15:27:53 <planetmaker> good evening 15:28:14 <Alberth> :o evening already, indeed 15:39:47 <Samu> i'm a terrible coder, damn 15:53:21 <andythenorth> hmm 15:53:26 <andythenorth> FIRS makefile needs work 15:57:49 *** orudge` has quit IRC 15:58:18 *** orudge` has joined #openttd 15:58:18 *** ChanServ sets mode: +o orudge` 16:02:56 *** andythenorth has quit IRC 16:03:24 *** andythenorth has joined #openttd 16:07:44 *** chomwitt has joined #openttd 16:14:08 *** chomwitt4 has quit IRC 16:33:06 *** roidal_ has quit IRC 16:33:47 *** Gja has joined #openttd 16:42:52 *** glx has joined #openttd 16:42:53 *** ChanServ sets mode: +v glx 16:48:29 <peter1138> it's all gone quiet 16:48:47 <Alberth> it's sunday evening, and very good weather :) 16:48:49 <planetmaker> psst, don't disturb the silence :) 16:49:46 <peter1138> nobody told my weather to be nice :S 16:49:53 <V453000> slugs don't talk 16:50:59 <Wolf01> I would only talk about self pity, so better not talk 16:51:14 <Samu> doing a fastforward test with my depots patch 16:51:30 <Samu> from 1992 to 2050 16:51:36 <Samu> will see which one takes more cpu time 16:52:08 <Samu> 2051* 16:52:23 <peter1138> lol profiling 16:52:43 <Samu> yeah, i guess that is the term 16:57:25 <peter1138> not if you're doing it like that 16:58:48 <Samu> don't know how else to test it 16:59:43 <peter1138> i'd suggest using a profiler 17:03:28 <andythenorth> industry location, incomaptible industries checks 17:03:49 <andythenorth> check distances to industries supplying inputs, industries processing outputs, or both? 17:03:51 <Wolf01> Like a farm is incompatible with a mine? 17:04:12 <andythenorth> iron ore mine has to be min 16 tiles from steel mill 17:04:33 <andythenorth> hmm, maybe just check both ways, and special case supplies 17:09:19 <Samu> https://en.wikipedia.org/wiki/Profiling_(computer_programming) - what do I need? 17:09:54 <Alberth> I have a somewhat love/hate relation with nearby related industries 17:10:34 <andythenorth> +1 17:10:36 <Alberth> one the one hand it gives diversity, on the other hand, it's not making money :p 17:10:40 <andythenorth> when it suits me, it suits me 17:10:44 <andythenorth> and when it doesn’t… 17:11:21 * Zuu have a noise issue. AP ending up being closer to a different town than you plan for need you to check that other towns noise limit instead, still keeping track of the future noise budget of the planned town in a upgrade scenario. 17:11:22 <Alberth> so I have become less decided on what is best 17:11:30 <andythenorth> looks like current FIRS mostly enforces checks on primary <-> secondary 17:11:42 <andythenorth> and not secondary <-> secondary <-> tertiary 17:12:18 <Zuu> Easy solution is to only allow building new airport closest to the town it is planned for. 17:12:44 <Zuu> hm.. my code is supposed to do that already ... 17:13:14 <Zuu> Oh.. using AITile instead of AIAirport. 17:15:59 *** frosch123 has quit IRC 17:17:15 *** frosch123 has joined #openttd 17:23:08 <Alberth> you could also make it a feature to have some industries not too far away from each other :p 17:23:34 <Alberth> especially if you have slow dedicated wagons for the cargo :p 17:23:56 *** andythenorth has quit IRC 17:24:04 <Samu> got some results 17:24:17 <Samu> 28m21s with depots patch 17:24:23 <Samu> 28m02s without 17:24:39 <Samu> that was yapf 17:25:14 *** andythenorth has joined #openttd 17:28:20 *** andythenorth has quit IRC 17:29:02 *** andythenorth has joined #openttd 17:30:07 <Samu> about ~1% slower 17:31:47 <peter1138> what map size and how many ships? 17:32:18 <andythenorth> ha I got python in a loop 17:32:19 <Samu> i used a savegame posted on the bugs 17:32:23 <andythenorth> circular imports :l 17:32:24 <Samu> used it 17:32:28 <Samu> let me find 17:32:33 <peter1138> just tell me : 17:32:47 <Samu> https://bugs.openttd.org/task/5531 17:32:57 <Samu> 89 ships i think, but there was more than just ships 17:37:01 <DorpsGek> Commit by peter1138 :: r27841 trunk/src/industry_cmd.cpp (2017-04-02 19:36:53 +0200 ) 17:37:02 <DorpsGek> -Fix: Don't consider locks or ship depots as clear water when placing industries. 17:37:34 <Samu> oh noes 17:40:00 *** Gja has quit IRC 17:54:39 *** Gja has joined #openttd 18:01:20 <andythenorth> ach 18:01:30 <andythenorth> Alberth: I’ve managed to write an incompatible check that takes 30s 18:01:35 <andythenorth> :P 18:02:12 *** andythenorth is now known as Guest359 18:02:12 *** andythenorth_ has joined #openttd 18:02:12 *** andythenorth_ is now known as andythenorth 18:02:36 <andythenorth> even python shouldn’t be that slow :| 18:03:03 <Alberth> oh, do enough, and it gets slow all by itself :p 18:04:55 <peter1138> dunno why i bother posting patches for george 18:04:59 <peter1138> i don't think he can ever test them 18:05:43 <Samu> npf: 40m34s with depots patch 18:05:52 <Samu> npf: 37m35s without 18:05:57 <Samu> :( 18:06:29 <Samu> i thought npf wasn't much different than yapf, what has gone wrong? 18:08:25 *** bwn has quit IRC 18:09:38 *** Guest359 has quit IRC 18:11:04 <Samu> about ~9% slower 18:13:46 <andythenorth> ach, the incompatible industries check is much harder than it seems :P 18:17:11 <andythenorth> the full list of industries isn’t known until they all been inited 18:17:23 <andythenorth> but they need the incompatible check at init time 18:17:46 <andythenorth> that direction is fundamentally impossible :P 18:19:54 *** bwn has joined #openttd 18:21:54 <frosch123> if you want to make it more horrible, add incremental builds 18:22:17 <frosch123> read the incompatible checks from a generated file 18:22:24 <frosch123> it's empty the first time you build it 18:22:34 <frosch123> it's filled the more often you recompile 18:23:03 <frosch123> if you are lucky it converges at some point, but it can also toggle between multiple states :) 18:23:11 <peter1138> ew 18:23:13 <Eddi|zuHause> andythenorth: you need an absolute non-cyclic abstract grammar (ANCAG) for solving your initialization problem? :p 18:23:34 <andythenorth> :P 18:26:41 <andythenorth> hmm, now my check calculation takes about 0.2s 18:26:46 <andythenorth> better than 30s 18:27:57 <Alberth> quite 18:28:04 <andythenorth> dunno if it works yet :P 18:30:22 <Alberth> just a minor detail to work out :p 18:33:21 *** Supercheese has joined #openttd 18:33:27 <Alberth> hi hi 18:33:30 <peter1138> brix 0.0.1? 18:34:12 <peter1138> brix realism is xxxx 18:34:13 <peter1138> haha 18:37:09 <Supercheese> Forum users' status: Fooled ☑ Not Fooled ☐ 18:37:23 <Alberth> let's have a poll :p 18:37:37 <Supercheese> NotFooledTypes when 18:37:45 <Alberth> :) 18:38:15 <peter1138> brix trains are a bit tall i think 18:38:30 <Alberth> yeti compatible, perhaps 18:38:50 <peter1138> V453000, 18:39:07 <peter1138> V453000, V453000, V453000 18:39:21 <V453000> peter1138: are disabled by default, you never seen anything 18:39:30 <andythenorth> and this is why the best malware are the ‘malware removal tools' 18:39:36 <peter1138> :D 18:39:40 <peter1138> V453000, no i meant to say 18:39:42 <peter1138> this is awesomne 18:39:44 <peter1138> -n 18:39:52 <V453000> =D 18:40:03 <V453000> well I like the proportions of ultra chibby a lot 18:40:06 <V453000> but $time 18:40:32 *** tokai has joined #openttd 18:40:32 *** ChanServ sets mode: +v tokai 18:40:49 <peter1138> rough land isn't kidding 18:40:51 <peter1138> giant crater :p 18:41:53 <Supercheese> ultrachib 18:42:07 <V453000> tbh I am pretty ashamed of how BRIX looks atm 18:42:14 <V453000> might motivate me to do something with it 18:42:18 <V453000> hopefully 18:42:23 <peter1138> didn't see it last night as i don't usually read the graphics forums 18:42:51 <V453000> I uploaded it at like 0:40 a.m. today 18:44:33 <V453000> & the 8bpp is basically unusable 18:44:42 <V453000> some grass just blends together so slopes are invisible 18:44:47 <V453000> shadows are borken 18:44:48 <V453000> etc 18:45:02 <V453000> about as good proof of concept as zbase is to 32bpp :D 18:45:10 <peter1138> doesn't matter does it? 18:45:22 <V453000> everything matters 18:45:28 <peter1138> oh yeah shadows 18:45:28 <peter1138> lol 18:45:49 <peter1138> basically you don't have them in 8bpp :D 18:45:57 <V453000> yeah 18:45:59 <peter1138> i suppose you could do a black chequer dot pattern 18:46:03 <V453000> just alpha cutout rules 18:46:13 <V453000> I'll figure something out 18:46:24 <V453000> likely the checker pattern yes 18:47:07 <andythenorth> hmm 18:47:12 <andythenorth> incompatible check might work 18:47:22 <andythenorth> biab 18:47:24 *** tokai|noir has quit IRC 18:48:09 *** andythenorth has quit IRC 18:48:11 <V453000> but overall i quite like the idea of 8bpp in x4 zoom 18:48:26 <peter1138> yeah, sure it's harder though 18:48:36 <V453000> just needs tweaking the converter accordingly 18:48:47 <peter1138> ooh a guy chopping down a tree 18:48:55 <V453000> I'm just going to make a better algorithm for it and then expose many settings to control it very well 18:49:30 <V453000> for example if I see a certain terrain is getting a green I don't want it to get, I just ban that ID from that sprite/row/column/whatever 18:49:32 <Samu> lost ships are a terrible thing for OPF, still waiting 18:52:46 <Wolf01> I need to cheer up :( 18:53:10 <V453000> Wolf01: what's wrong? 18:53:13 <V453000> can't remove canals? 18:53:22 <Wolf01> Nah, can't remove real life 18:54:26 <peter1138> heh, girder bridges are weird 18:54:48 <V453000> old, new or both? 18:54:48 <Samu> peter1138: provide me a good savegame 18:54:50 <peter1138> wait no 18:54:51 <peter1138> suspension 18:55:06 <Samu> with ships doing weird things 18:55:15 <V453000> yeah the colour masks are goign wild there I think 18:55:17 <peter1138> ok what's holding up the wooden bridge... haha 18:55:23 <peter1138> V453000, nah it's the pillar 18:55:34 <V453000> built a tall bridge? 18:55:46 <peter1138> nope 18:55:51 <V453000> good XD 18:56:00 <V453000> seems to be proper fucked actually 18:56:45 <peter1138> tubular is awesome 18:56:54 <Supercheese> Totally tubular 18:56:56 <V453000> yez 18:57:04 <V453000> tubular is the shit 18:57:18 <peter1138> semaphores lol 18:57:36 <V453000> they make more sense than the original ones :P 18:58:30 <Samu> 20 game years to finish OPF test, zzzz 19:00:12 <Alberth> test-result: "Tester fell asleep" 19:02:32 <Wolf01> OTTD needs functional tests 19:03:06 <Wolf01> It also really needs some unit tests 19:04:06 <Wolf01> Too bad that for what I've tried so far, the only way to test it is to start the game... 19:06:53 *** Arveen has joined #openttd 19:10:56 <Alberth> "some" is an understatement :p 19:11:33 <Alberth> likely the tests will become a bigger maintenance effort than the program 19:12:03 <Wolf01> Yes, like every other program with tests 19:12:35 <peter1138> unit test the unit tests! 19:13:28 <Supercheese> Yo dawg, I heard you like tests 19:13:32 <Wolf01> On my game I only tested the static functions, just to be sure the stateless things are working right 19:13:43 <Supercheese> so we made tests for your tests so you can test while you're testin 19:14:11 <V453000> sounds like automation 19:14:29 <Wolf01> It is, just set up enough data providers :P 19:18:07 <Samu> 6 years to go 19:27:54 <Samu> it's over 19:28:18 <Samu> opf: 1h20m54s with depots patch 19:28:26 <Samu> opf: 1h19m59s without 19:29:52 <Samu> that's ~1% slower 19:30:29 <Samu> only npf became too slow 19:30:41 <Samu> ~9% for some reason, why? :( 19:44:38 <V453000> thank you for the forum post peter1138 :) I appreciate it a lot 19:52:51 <peter1138> hmm, NUTS appears twice in the content list 19:52:58 <peter1138> 0.7.8 & 0.7.9 19:53:19 <peter1138> 0.7.8 much bigger 19:54:00 <peter1138> oh i guess it is incompatible and therefore has a new grfid? 19:55:38 <frosch123> usually that only happens if it is a dependency of something else 19:56:26 <frosch123> 0.7.8 is bigger because it contains 32bpp 19:58:17 *** chomwitt1 has joined #openttd 19:58:32 *** chomwitt has quit IRC 20:01:13 <Zuu> Evil AI, using a very long signal block with PBS to cross a road. A short block is fine to save trucks, but 20-30 tiles blocking distance is a bit evil. :-) 20:04:29 <V453000> what different grfid? 20:04:44 <peter1138> i dunno, i guessed wrong 20:04:46 <V453000> iz same 20:05:05 *** sim-al2 has joined #openttd 20:06:26 *** Alberth has left #openttd 20:14:56 *** andythenorth has joined #openttd 20:24:32 <peter1138> "but there clearly stays its not a joke." 20:24:39 *** Hiddenfunstuff has quit IRC 20:24:52 <andythenorth> Do Not Press This Button 20:26:38 <V453000> can someone explain to me what the shit is /r/place ? 20:28:24 <Supercheese> no idea 20:28:28 <Supercheese> looks like pixels 20:30:59 <frosch123> V453000: apparently every user can draw a pixel every few minutes 20:31:17 <frosch123> i have no idea how big the canvas is though, you only ever get some random section ro so 20:31:19 <V453000> well yeah but in /r/factorio it's EVERYWHERE 20:31:27 <frosch123> not just thee 20:31:33 <V453000> I can imagine 20:31:39 <frosch123> it's everywhere :p 20:31:58 <frosch123> it's the hype of the week or so 20:32:07 <frosch123> just go on vacation :p 20:32:19 <V453000> well, gnight 20:32:24 <V453000> solution there :P 20:32:48 <Samu> zuu, did you make Epic ai or whatever it's called, sec, brb 20:32:51 <frosch123> i saw a r/place screenshot with factorio though 20:32:56 <frosch123> it may be about that 20:33:17 <Samu> EpicTrans 20:33:29 <Zuu> No. That is probably Trans. 20:33:48 <Samu> Author is Tovermodus, do u know who that is? 20:34:02 <Zuu> Oh.. there is one EpicTrans on bananas. Probably a fork of Trans. 20:34:31 <LordAro> frosch123: 1000x1000, you can move around :p 20:34:45 <LordAro> but yeah, essentially PvP MS Paint 20:34:54 <LordAro> is the best way i've seen it described 20:35:19 <frosch123> well, it will be taken over by bots 20:35:33 <LordAro> not so far, as far as i'm aware 20:35:49 <LordAro> fought off a 4chan botting attempt 20:38:00 <LordAro> frosch123: https://www.reddit.com/place?webview=true probably makes it look a little better :p 20:38:28 <Zuu> No idea who that is. 20:38:51 <Zuu> The AI code is quite short, but it doesn't seem to deal with save/load. 20:39:05 <frosch123> LordAro: there are way too many flags in that 20:39:30 <LordAro> teehee 20:41:06 <Samu> what's the difference between NULL and 0 again? 20:41:19 <Zuu> I only made a few AIs :-) : Clueless(Plus), PAXLink, TownCars AI, IdleMore and Tutorial AI. 20:41:39 <Zuu> Samu: Depends on the programming language. 20:41:48 <Samu> it's a int 20:41:57 <Zuu> Is it a pointer? 20:42:06 <Samu> - pfs.max_length = (max_penalty == NULL || max_penalty > OPF_MAX_LENGTH) ? OPF_MAX_LENGTH : max_penalty; 20:42:17 <Samu> + pfs.max_length = (max_penalty == 0 || max_penalty > OPF_MAX_LENGTH) ? OPF_MAX_LENGTH : max_penalty; 20:42:36 <Samu> why did juanjo modified it from NULL to 0? 20:42:55 <Samu> actually, it's uint 20:43:04 <Samu> no wait, it's int 20:43:07 <Samu> lol i'm stupid, my bad 20:43:29 <Zuu> NULL is in general used to check if a pointer is equal to NULL. But 0 is usually used for integer 0. 20:44:07 <Zuu> In C++ you can compare a pointer to 0 as NULL == 0, but in other languages that does not hold. 20:44:47 <Zuu> But it is not very good style to compare a integer non-pointer variable to NULL if you mean to compare it to integer 0. 20:45:04 <Zuu> NULL is coding style wise only for comparing with pointers. 20:45:50 <Samu> Sometimes I pass max_penalty as 0, some other times i pass as OPF_MAX_LENGTH, but some other times I don't pass anything, but I suppose it's defaulted to OPF_MAX_LENGTH, or is it passed as NULL? 20:45:50 <Zuu> Though not all C++ projects use NULL. Some use 0 for both integers and pointers. 20:46:32 <Samu> how am i knowing it will be defaulted to OPF_MAX_LENGTH 20:47:00 <frosch123> LordAro: your turn to point out "nullptr" :p 20:48:08 <peter1138> Samu, ... if it has a default value... that's the default value 20:48:17 <peter1138> if it doesn't have a default value, you have to provide it 20:49:14 <Samu> static uint FindShipTrack(const Ship *v, TileIndex tile, DiagDirection dir, TrackBits bits, TileIndex skiptile, Track *track, uint max_penalty = OPF_MAX_LENGTH, TileIndex depottile = INVALID_TILE) 20:50:12 <Samu> distr = FindShipTrack(v, tile2, ReverseDiagDir(enterdir), b, tile, &track) 20:50:31 <Samu> i don't put anything past &track 20:50:39 <Samu> is it gonna use the default? 20:50:44 <Zuu> That will use the default values. 20:50:50 <peter1138> that's what default values are for, yes 20:51:13 <Zuu> Sometimes called optional function/method arguments in docs. 20:51:26 <Samu> static const uint OPF_MAX_LENGTH = 50; ///< The default maximum path length 20:51:47 <Samu> it's uint? i guess it should be int 20:51:54 <Samu> dam, i'm a terrible coder 20:52:26 <Zuu> int is only needed if it needs to hold negative values like -1. 20:52:37 <Samu> it never does 20:52:39 <peter1138> uint means unsigned int 20:53:01 <peter1138> negative values would seem bad for a penaltyu 20:53:04 <peter1138> -u 20:53:24 <Samu> but when passing this value around multiple functions, sometimes it's int sometimes it's uint 20:53:34 <Samu> but the value is always positive 20:53:49 <Samu> it confuses me, i never know if i create a uint or int 20:54:12 <Zuu> Imho it should be consistent uint, but maybe it is not in current code. 20:54:16 <Samu> code isn't consistent 20:55:01 <Samu> for example, in ship_cmd.cpp, it uses int max_penalty 20:55:07 <Samu> or int max_distance 20:56:07 <Samu> when it's passed to opf_ship.cpp, i have to compare this a uint with this int, something like uint < int, the compiler does not like this 20:56:44 <Samu> if (distdepot <= (uint)max_penalty && distdepot < best_dist) { 20:56:54 <Samu> i had to put (uint) there 20:57:57 <Samu> then there's best_dist, it's uint 20:58:09 <Zuu> Unless it use -1 anywhere as "no penalty", it may be best to make a -Codechange and fix it to consistently use uint at all places. 20:58:10 <Samu> inside the pathfinder code it's also uint 20:58:45 <peter1138> there's no max_penalty in opf_ship.cpp 20:58:48 <Samu> there's always a penalty 20:58:49 <peter1138> so the wrong type is your doing :p 20:59:02 <Samu> if it's 0, then treat it as 50 20:59:08 <LordAro> frosch123: i thought i couldn't mention that until the CF gets upgraded? :p 20:59:11 <Samu> if it's not specified, trat it as 50 20:59:24 <Samu> yes peter1138 it's my code, i suck right? 20:59:45 <peter1138> well just fix it properly instead of casting 20:59:49 <Samu> but it's not consistent with everywhere else that already uses a penalty 20:59:58 <Samu> everywhere else, it's int 21:00:13 <frosch123> LordAro: btw. we got a new user adding changelogs to the wiki 21:00:20 <Zuu> FindClosestRoadDepot do have the int/uint mismatch in trunk. 21:00:41 <Zuu> Unless it was fixed the very last few days. 21:00:49 <LordAro> frosch123: i shall have to inspect their work! 21:02:08 <Samu> yes zuu, i guess it's not the only one 21:02:08 <peter1138> Zuu, ah i see 21:02:51 *** Stimrol has quit IRC 21:03:17 <peter1138> qwll 21:03:25 <Samu> it's int everywhere 21:03:38 <peter1138> src/pathfinder/yapf/yapf.h:FindDepotData YapfRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_penalty); 21:03:41 <peter1138> src/pathfinder/yapf/yapf_road.cpp:FindDepotData YapfRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_distance) 21:03:44 <peter1138> worse: 21:03:48 <peter1138> variable name is different :p 21:04:17 <Zuu> But in that case all callers of FindClosestRoadDepot supply uint data, so changing FindClosestRoadDepot to uint would be possible without having it spread further away to other parts. 21:04:54 <Samu> look at the other depots too, they're all ints 21:06:35 <Zuu> So now its possible to speed up the game by a tiny fraction by removing a uint -> int conversion for all depot types assuming it is not needed deep in the depot finding methods. :-) 21:06:46 <Samu> some say max_distance, some say max_penalty 21:07:07 <peter1138> max_distance seems more appropriate 21:07:09 <peter1138> it's not a penalty 21:07:30 <Samu> it's both at the same time 21:07:44 *** frosch123 has quit IRC 21:07:45 <Samu> it's a penalty inside the pathfinder 21:07:48 <Samu> a distance outside it 21:08:33 <Samu> it's the total computed cost 21:08:34 <Zuu> like a generalized cost possible 21:08:35 <peter1138> it's not a penalty inside the pathfinder 21:09:23 <Samu> if it goes past that value, the pathfinder stops that node or something like that, won't look beyond that path 21:11:18 <peter1138> yes 21:12:30 <Samu> case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty 21:12:40 <Samu> config setting uses the name "penalty" 21:16:50 <Samu> trains: uint max_penalty 21:16:53 <Samu> FindClosestTrainDepot(Train *v, int max_distance) 21:17:12 <Samu> heh, it's not consistent, but oh well 21:17:18 <Samu> as long as it works 21:17:42 *** andythenorth has quit IRC 21:18:21 <peter1138> ^ what i posted up there :p 21:18:28 <peter1138> mismatching names for the same function 21:18:30 *** HerzogDeXtEr has quit IRC 21:18:31 <peter1138> bad :p 21:19:17 <Samu> are you gonna fix that? 21:19:25 <Samu> there's a lot of places it's being used and re-used 21:20:22 <Samu> i think aystar, inside NPF, uses int for that value 21:20:58 <Samu> it sometimes looks if the value is = -1, not entirely sure 21:21:02 <Samu> == -1 21:22:37 *** Samu has quit IRC 21:22:44 *** Samu has joined #openttd 21:22:49 <Samu> if (new_g == AYSTAR_INVALID_NODE) return; 21:22:57 <Samu> AYSAR_INVALID_NODE is == -1 21:23:31 <Samu> typo 21:24:12 <Samu> new_g is the cost of something, forgot exactly what 21:25:05 <Samu> case TRANSPORT_RAIL: _npf_aystar.CalculateG = NPFRailPathCost; break; case TRANSPORT_ROAD: _npf_aystar.CalculateG = NPFRoadPathCost; break; case TRANSPORT_WATER: _npf_aystar.CalculateG = NPFWaterPathCost; break; 21:25:16 <Samu> ah, cost of the node, yeah, it's always positive then 21:25:20 <Samu> or 0 21:27:06 *** Progman has quit IRC 21:27:18 <Samu> is this the reason why NPF is slow? it's doing uint to int conversions all the time? 21:27:25 <peter1138> yes! 21:27:27 <peter1138> (lol no) 21:28:38 <Zuu> Slowness in programs in general comes from algorithms, not type casts or not using bit shifts etc. 21:38:43 <Samu> regarding ships, npf is slow but not annoiyng, opf is slow and random but not annoying, yapf is best but with annoying "ship it lost" brief popups 21:42:58 *** Zuu has quit IRC 21:43:40 *** sla_ro|master has quit IRC 21:47:31 <Samu> gonna experiment something with NPF, try to feed it two-way 21:47:38 <Samu> see if that makes him faster 22:02:17 *** cHawk has quit IRC 22:22:47 *** Gja has quit IRC 22:23:54 <Samu> can't do it, t.t 22:24:50 *** Wormnest has quit IRC 22:26:49 <peter1138> erm, if i run a savegame multiple times without touching it, will the random stuff do exactly the same each time? i assume it will. 22:28:40 <peter1138> of course it should, else multiplayer would never work 22:30:45 <Samu> yes, for the same builds 22:34:16 <Wolf01> Samu, patch the game so for every new game it loads your colors and face instead of random 22:35:10 <Samu> what? 22:49:50 <Wolf01> Oh, the caboose problem seem fixed, my friend was pissed off to not be able to run steam trains without cabeese XD 22:52:51 <peter1138> you caboose 22:52:59 <peter1138> wonder what the problem was 22:53:19 <Wolf01> No clue 22:53:24 <peter1138> nothing changed like that since i ... came back 22:53:28 <Wolf01> He is still able to select € in 1850 22:54:06 <Samu> just uploaded v6 22:54:11 <peter1138> i still can't in 2017 ;( 22:54:23 <Samu> https://www.tt-forums.net/viewtopic.php?p=1184731#p1184731 22:54:37 <Eddi|zuHause> you won't for quite a long time i'm afraid 22:55:26 <peter1138> cunts 22:55:29 <Wolf01> TBH, he has a strange computer, this evening chivalry didn't display class selection or team selection for him... 22:56:34 <Eddi|zuHause> and my sleeping pattern doesn't align with my working pattern 22:57:52 <Eddi|zuHause> which can't be good for my health 22:58:07 <Wolf01> my sleeping pattern doesn't align with real life 23:03:00 <Samu> @logs 23:03:00 <DorpsGek> Samu: https://webster.openttdcoop.org/index.php?channel=openttd 23:06:23 <ST2> Samu: our patches don't work with 1.7.0 for not allowing rails crossings and neither the Water bourne industris ^^ 23:07:14 *** gelignite has quit IRC 23:07:40 <Samu> that means no btpro for 1.7.0? :( 23:07:52 <Samu> rip btpro 23:08:00 <ST2> really?! 23:08:09 <Samu> what can you do? 23:08:11 <ST2> damn Samu 23:08:27 <ST2> you should really try more online games ^^ 23:08:52 <ST2> all BTPro's are with 1.7.0 23:08:55 <Samu> nevermind, they're all listed now 23:09:09 <Samu> they weren't for 2 days, I thought they'd never come 23:09:31 <ST2> we only have a couple admins with server access 23:10:10 <ST2> I was with my nephews and no internet, the other wasn't even on his country xD 23:10:28 <ST2> that's why only updated tonight :) 23:14:44 *** OsteHovel has quit IRC 23:16:23 *** OsteHovel has joined #openttd 23:16:50 <Samu> Original: 1h20m54s with patch (~1.15% slower) Original: 1h19m59s without NPF: 40m34s with patch (~7.94% slower) NPF: 37m35s without Yapf: 28m21s with patch (~1,13% slower) Yapf: 28m02s without 23:16:53 <Samu> oops 23:16:59 <Samu> https://www.tt-forums.net/viewtopic.php?p=1184847#p1184847 23:17:04 <Samu> what I meant to paste 23:17:26 <Samu> NPF did bad, why? I don't get it 23:17:42 <Samu> peter1138: any logic explanation :( 23:21:30 <Samu> NPF, why u so slow? 23:21:35 <Samu> :| 23:23:03 <Samu> st2, do u got a non-grf server with ships? must get some savegames from them 23:23:53 <ST2> [00:23:42] <~ST2> 17limits 23:23:53 <ST2> [00:23:42] <+ttd-srv17> Current vehicle limits: Trains: 1000, Road vehicles: 1000, Ships: 40, Aircraft: 35 | Station spread: 25 tile(s), Train length: 25 tile(s) 23:24:07 <ST2> aka, server K1 23:25:30 <ST2> no NewGRF's used 23:27:57 *** FLHerne has quit IRC 23:28:41 <Wolf01> 'night 23:28:44 *** Wolf01 has quit IRC 23:47:01 *** Samu has quit IRC 23:58:26 *** orudge` has quit IRC 23:58:37 *** orudge` has joined #openttd 23:58:37 *** ChanServ sets mode: +o orudge`