Log for #openttd on 17th June 2017:
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01:42:48  <Vadtec> does anyone have a good set of instructions for building a dual teatrathorp? im trying to build it, but I keep coming up off by one all over the place
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06:29:12  <Alberth> hi hi
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08:40:49  <LordAro> moining
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08:43:30  <Wolf01> Moin
08:46:23  <Alberth> o/
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09:42:13  <andythenorth> o/
09:42:20  <Wolf01> o/
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09:53:58  <LordAro> Alberth: i made a thing
09:59:11  <Wolf01> Oh, cleanup :D
09:59:23  <Wolf01> Good job with that nested if too
10:28:52  <Alberth> BinNegator looks wrong
10:31:14  <andythenorth> nothing says “Sunny Saturday” like the GDPR
10:31:16  <andythenorth> :P
10:31:41  <Alberth> The "less" operator means that at most one of f(a, b) and f(b, a) is true, negator makes both false
10:33:11  <Alberth> o/ andy, and a sunny saturday to you as well, for as long as it lasts
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10:36:36  <Alberth> return !(minr1 < minr2);  <-- looks suspicious for the same reason
10:37:12  <Eddi|zuHause> andythenorth: well, i guess even brexit won't save you from that
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10:38:51  <Alberth> LordAro:  ^  (min2 < min1)  instead  ?
10:39:48  <LordAro> Alberth: i didn't say it was perfect
10:39:50  <LordAro> :p
10:39:58  <LordAro> definitely noticed some inverted sorts floating around
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10:40:57  <andythenorth> Eddi|zuHause: nope it won’t :P
10:41:15  <andythenorth> it’s not actually bad
10:41:24  <andythenorth> I just don’t want to be doing it on a Saturday
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10:43:11  <LordAro> Alberth: i don't think there's anything wrong with BinNegator though - it's only supposed to do BinNegator(f(a, b)) == !f(a, b)
10:43:17  <LordAro> the order of the arguments isn't relevant to it
10:43:27  <LordAro> it's a reimplementation of std::not_fn
10:44:10  <Alberth> as  a first thing, it looks good
10:44:45  <LordAro> (i won't mention how just as i was trying to pastebin it, i managed to git checkout -- . the whole thing)
10:45:19  <Alberth> I wonder if you could do the  * -> & conversion separately, by introducing references in our custom sort-routines
10:45:33  <Alberth> yeah, better not mention that :p
10:46:52  <LordAro> (managed to retrieve most of it from a git diff from scrollback)
10:47:01  <LordAro> hmm
10:47:17  <LordAro> not sure if that's a thing that qsort can cope with
10:47:24  <Alberth> also not sure it's worth the effort, tbh
10:48:07  <andythenorth> bbl
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10:48:28  <Alberth> why not?  you can do the pointer dereferencing in the qsort-compare call then
10:48:48  <Alberth> ie our qsort
10:49:04  <Alberth> or do we use other qsorts too?
10:49:18  <LordAro> hmm, maybe
10:49:22  <LordAro> i'll have to investigate
10:49:40  <LordAro> there's also an implementation of gnome sort, which i decided probably wasn't worth the bother
10:51:07  <Alberth> In QSort:    qsort()  <-- we eventually use a library, it seems,  could be a problem in that case I agree
10:52:55  <Alberth> never even heard of it until I read your diff :)
10:53:18  <Alberth> no idea about qsort performance in almost sorted lists either
10:55:36  <Alberth> still, somewhat fuzzy, you'd expect comparators to take actual values, or is qsort inherited from C ?
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11:23:19  <Execthts> uh
11:23:23  <Execthts> guys
11:23:48  <Execthts> I just downloaded 1.7.1 source, compiled it and it reports 1.7.0, why?
11:24:32  <Eddi|zuHause> either you compiled the wrong thing, or you ran the wrong executable
11:24:58  <Eddi|zuHause> (or much less likely: the bundle is wrong)
11:26:10  <Execthts> Doing it again, just in case I was an idiot
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11:28:50  <frosch123> ahoi
11:36:34  <Execthts> ok, I fsck'd it up, nvm
11:36:37  <Execthts> it works now.
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11:40:54  <Wolf01> Quak
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11:44:53  <Alberth> hola
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11:50:22  <LordAro> Alberth: qsort is C :)
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11:59:16  <Alberth> ok, that explains use of pointers
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13:45:18  <supermop_home> ERROR: "moprv25.nml", line 10102: No unique free parameters available for internal computations.
13:45:21  <supermop_home> oops
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13:46:57  <supermop_home> going to need a different way
13:56:23  <supermop_home> maybe Ill just make one switch for capacity that can somehow tell what generation a truck is, and hardcode the values there
13:58:31  <supermop_home> even better if the switch can also tell what type of truck it is
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13:59:23  <supermop_home> but would need to add some superfluous differentiation to tell flat beds from hoppers... like all hoppers have HP ending in 5
14:00:11  <supermop_home> also 2550hp for RVs seems too low for a big modern tram
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14:30:02  <supermop_home> yo andythenorth
14:30:07  <andythenorth> hi hi
14:30:08  <supermop_home> you till have your tuk tuk
14:30:10  <supermop_home> ?
14:32:37  <andythenorth> trying to sell it
14:32:43  <andythenorth> might need to fix it first :P
14:32:49  <supermop_home> haha
14:33:02  <andythenorth> why? o_O
14:33:26  <supermop_home> wife and I were talking about tuk tuks last night, made me think of it
14:34:37  <supermop_home> so is this crazy?: I am making a switch that picks a 2nd switch based on number of parts in veh, and then the second switch picks capacity based on vehicles introduction date
14:38:37  <andythenorth> why would that be crazy?
14:38:46  <andythenorth> that’s programming
14:38:57  <andythenorth> whether the result is crazy…. :P
14:39:36  <supermop_home> seems convoluted but trying to move all of the capacities etc to one place at top of file where i can set them once
14:39:51  <supermop_home> rather than having to update 300 locations
14:40:32  <supermop_home> can't figure out a way yet for the switch to ask whether a truck is a flat bed or hopper etc
14:40:47  <supermop_home> so will still a handful of different switches
14:40:54  <andythenorth> python or similar :P
14:40:57  <andythenorth> proper compile
14:41:01  <andythenorth> ‘proper'
14:43:57  <Vadtec> does anyone have a good set of instructions for building a dual teatrathorp? im trying to build it, but I keep coming up off by one all over the place
14:44:30  <supermop_home> Vadtec don't know what that is
14:44:48  <Vadtec>
14:44:59  <supermop_home> no idea
14:45:31  <supermop_home> andythenorth: road trains - always 3 trailers? or length grows with generation?
14:45:45  <supermop_home> like 2, 3, 4
14:46:38  <andythenorth> I would keep them the same overall length
14:46:50  <andythenorth> and fit the number of trailers to what looks good
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14:52:51  <peter1138> hurr
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14:56:05  <supermop_home> wonder if I really want that number of parts switch
14:56:34  <supermop_home> or just keep the rigid, semi, and road train switch chains apart
15:54:02  <andythenorth> hurr peter1138
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18:30:25  <luaduck> is there a set of cvars for adjusting ship pathfinding / creation rules? we've got a spammer on our public server that keeps spamming ships with extremely long / complex paths without buoys, causing the server to lag like crazy
18:31:06  <luaduck> I've turned max_ships way down as a stopgap measure, but a nicer solution would be being able to set the maximum routing distance for ships in a cvar
18:31:24  <luaduck> something like ship_node_max_distance
18:34:18  <Eddi|zuHause> there used to be a limit, but it might be specific to one pathfinder
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19:26:22  <supermop_home> gah
19:26:37  <supermop_home> switch cannot operate on 'introduction date'
19:26:56  <supermop_home> so much for that
19:32:15  <supermop_home> i could make it based on build date
19:32:39  <supermop_home> so that if you buy a new old model of truck, it comes with a new large capacity trailer
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19:52:12  <supermop_home> can't think of any other way to identify what 'generation' a truck is from
19:57:42  <supermop_home> is there a way to take either only the first or the last digit of the item id and have a switch work on that?
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20:49:16  <Eddi|zuHause> that does not sound like the right solution to any problem
20:50:07  <supermop_home> eddi probably not
20:50:17  <supermop_home> I am deep in a swamp of my own making here
20:51:57  <supermop_home> should all rigid trucks be ordered together in buy menu, or all mineral trucks, rigid or otherwise?
20:53:01  <supermop_home> road hog and egrvts seem to do the latter
20:53:13  <supermop_home> I was doing the former
20:57:45  <supermop_home> maybe I can turn the id into a string
21:05:32  <supermop_home> Eddi|zuHause: want i want is a way to define that a truck is of a certain generation, but there doesn't seem to be any way to do that
21:07:46  <supermop_home> so formatting the ids such that one digit of the id corresponds to the generation, then having the switch work on that is best i can think of
21:10:57  <Eddi|zuHause> there is no reason for this "generation" being in a dynamic switch. the generation is static, so you can also use it statically (by calling something "generation1_xxx"
21:11:05  <Eddi|zuHause> or so)
21:12:46  <supermop_home> but the capacity switch decides capacity based on what the generation of a vehicle is
21:12:57  <Eddi|zuHause> also, you can set the buy menu ordering separately from the order in which they appear in your grf, or the ids the vehicles have
21:13:25  <supermop_home> so the capacity switch needs some way to infer the generation
21:13:56  <Eddi|zuHause> no, you need a separate capacity switch for each generation
21:15:30  <supermop_home> i guess that's not really the end of the world
21:16:04  <Eddi|zuHause> anyway, there is probably an 80+ variable for vehicle ID in NFO, which probably is not mapped to an NML variable, and i advise against using it this way
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