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00:07:24 <peter1138> Hmm 00:24:50 *** KouDy has quit IRC 00:39:49 *** ToBeFree has joined #openttd 00:41:42 *** ToBeFree has quit IRC 00:42:45 *** KouDy has joined #openttd 00:47:43 *** chomwitt has quit IRC 01:04:56 *** supermop_work has quit IRC 01:06:34 *** snail_UES_ has quit IRC 01:06:54 *** snail_UES_ has joined #openttd 01:07:51 *** snail_UES_ is now known as Guest2977 01:07:51 *** snail_UES_ has joined #openttd 01:46:48 *** glx has quit IRC 02:00:31 *** ToBeFree has joined #openttd 02:01:33 *** KouDy has quit IRC 02:12:40 *** KouDy has joined #openttd 02:24:39 *** Smedles has quit IRC 02:28:45 *** muffindrake1 has joined #openttd 02:30:38 *** muffindrake has quit IRC 02:41:09 *** Smedles has joined #openttd 02:51:10 *** Flygon has joined #openttd 03:06:10 *** Supercheese has joined #openttd 03:56:15 *** sla_ro|master has joined #openttd 04:14:25 *** KouDy has quit IRC 04:21:36 *** snail_UES_ has quit IRC 04:59:43 *** Supercheese has quit IRC 05:00:00 *** Supercheese has joined #openttd 05:04:05 *** dustinm` has quit IRC 05:09:35 *** dustinm` has joined #openttd 05:25:00 *** gnemonix has quit IRC 05:26:35 *** KouDy has joined #openttd 05:33:27 *** KouDy has quit IRC 05:51:44 *** sla_ro|master has quit IRC 05:56:36 *** andythenorth has joined #openttd 06:07:45 *** Wacko1976 has joined #openttd 06:13:36 *** sim-al2 has quit IRC 06:26:39 *** andythenorth has quit IRC 06:36:48 <peter1138> Hmm 06:44:14 <peter1138> Meh @ ships 06:53:57 *** andythenorth has joined #openttd 06:54:55 <peter1138> Hi 06:56:05 <andythenorth> pilo 06:56:31 * andythenorth needs to learn to type, quite badly 07:04:48 *** Wacko1976 has quit IRC 07:12:25 *** KouDy has joined #openttd 07:28:41 *** andythenorth has quit IRC 07:36:41 *** andythenorth has joined #openttd 07:42:37 *** Fuco has joined #openttd 07:51:33 *** Supercheese has quit IRC 08:03:38 <peter1138> Well 08:09:38 *** TheMask96 has quit IRC 08:10:49 *** TheMask96 has joined #openttd 08:11:55 *** KouDy has quit IRC 08:21:51 <andythenorth> how do you apply a gist anyway/ 08:21:59 <andythenorth> ? 08:22:18 <andythenorth> damn keyboard now working, there's a class action suit against fruit company now 08:22:23 <andythenorth> now / not /s 08:35:57 <peter1138> Copy and paste it? 08:36:38 <andythenorth> https://gist.github.com/Wolfolo/c113fa31d6cf81ded843239f17f55541 08:36:43 *** Fuco has quit IRC 08:38:03 *** andythenorth has quit IRC 09:37:09 *** muffindrake1 has quit IRC 09:39:09 *** muffindrake has joined #openttd 09:41:51 *** andythenorth has joined #openttd 09:49:19 *** KouDy has joined #openttd 09:54:36 <Xaroth> o7 10:14:29 <peter1138> Has anyone ever got anywhere with clustering for pathfinding for ships? 10:18:24 <V453000> set max_ships 0 10:25:26 *** WWacko1976-work has joined #openttd 10:25:45 <Eddi|zuHause> i think there were one or two patches, ages ago 10:33:15 <andythenorth> there's a ship separation path 10:33:21 <andythenorth> tries to keep them on separate tiles or something 10:50:07 <Eddi|zuHause> that's something completely different 10:53:04 <andythenorth> does peter mean caching paths? 10:53:12 <andythenorth> for performance? 10:53:23 <andythenorth> I though he had a patch for that :P 10:53:43 <Xaroth> Wait, he doesn't have a patch for that? 10:53:51 <andythenorth> :o 10:53:53 <Eddi|zuHause> "clustering" means "treat large bodies of water as one block" 10:54:09 <andythenorth> ? o_O 10:55:05 <Eddi|zuHause> large bodies of water have the problem that there are lots of paths through them which have equivalent lengths, making pathfinding very inefficient 10:55:22 <Eddi|zuHause> if you can reliably identify these blocks 10:55:35 <Eddi|zuHause> then you can reduce the complexity/search space of the pathfinder 10:55:44 <andythenorth> right 10:56:21 <andythenorth> how is a block bounded? 10:56:30 <Eddi|zuHause> nobody knows 10:56:37 <andythenorth> it's arbitrary how any connected body of water is sliced into blocks 10:56:43 <andythenorth> unless a heuristic is proposed :P 10:56:50 <Eddi|zuHause> exactly. 10:57:00 <andythenorth> human brain would want to reduce it to things that look like seas or lakes 10:57:09 <andythenorth> but the maths might not work that way 10:57:31 <peter1138> Yeah, that's why I'm asking :-) 10:57:32 <Eddi|zuHause> i would imagine making rectangles 10:57:32 * andythenorth wonders if there's a vector space for it 10:57:40 <peter1138> It's start with 16x16 chunks or something like that. 10:57:54 <Eddi|zuHause> smallest rectangle is one tile 10:57:57 <peter1138> But yeah, it doesn't exactly fit. 10:58:03 <peter1138> I have a patch to cache paths. 10:58:04 <Eddi|zuHause> and then you merge adjacent rectangles 10:58:09 <Eddi|zuHause> until you have nothing left to merge 10:58:15 <andythenorth> for every tile, there are vectors to every other tile 10:58:20 <andythenorth> some vectors will cluster 10:58:24 <peter1138> It actually works really well, until the landscape gets change. 10:58:26 <peter1138> +d 10:58:37 <andythenorth> vectors are probably computationally intense, and demanding on RAM 10:58:50 <andythenorth> we made a vector space for YouTube videos once :P 10:58:58 <peter1138> Save/load would be an issue of course. 10:59:44 <peter1138> I can solve some pathfinding cpu consumption issues simply by limiting the code to not bother pathfinding if the distance is greater than the existing max-order distance. 10:59:58 <peter1138> (That check is only there when adding orders, not when pathfinding.) 11:00:30 * andythenorth has randomly stupid ideas 11:00:39 <andythenorth> I mean you could do this https://en.wikipedia.org/wiki/Dimension_(vector_space) 11:01:02 <peter1138> This leaves one (afaik) remaining issue: trying to pathfind to an unreachable destination which is within that limit is still very expensive. 11:01:23 <andythenorth> but we could also just make the game build navigation points (lighthouses) on a grid, and everybody has to route ships 'via flinborough lighthouse' or whatever 11:01:32 <andythenorth> replacing silly buoys 11:01:56 <andythenorth> divide the map into sectors somehow, of fixed size 11:02:40 * andythenorth back to GDPR fun 11:03:16 <Eddi|zuHause> there was a patch once that placed random buoys on the map and divided the water into regions that way 11:03:31 <peter1138> fixed-size sectors break when you have areas within a sector that are separate don't reach. 11:03:42 <Eddi|zuHause> so pathfinding across multiple regions would just go between buoys 11:04:00 <peter1138> Eddi|zuHause, interesting. 11:04:21 <andythenorth> having to place buoys is really annoying for some reason 11:04:29 <andythenorth> it's very hard to predict which routes will need them 11:04:32 <peter1138> But you have to know which automatic buoys are reachable, I suppose. 11:04:44 <peter1138> But that can be a much smaller search area. 11:05:13 *** snail_UES_ has joined #openttd 11:05:39 <peter1138> There's the "flood fill regions to determine reachability" but that requires additional storage and needs to be updates when the map is changed. 11:06:15 <peter1138> And that only 'solves' the unreachable case, not 'difficult' paths. 11:06:24 <Eddi|zuHause> might be this one https://www.tt-forums.net/viewtopic.php?f=33&t=74620& 11:07:01 <peter1138> Region index, heh. There we go. 11:07:27 <peter1138> 64k regions. 11:07:42 <peter1138> That could be exceeded, I guess. 11:09:52 <Eddi|zuHause> well, you could just cut out the smallest regions, and fall back to tile mode 11:24:55 <Eddi|zuHause> another attempt to cut down on ship pathfinding cost is to reduce the number of pathfinder calls by storing the found path (kinda like reservations), instead of rerunning the pathfinder on every tile 11:25:38 <Eddi|zuHause> on a first approximation, store in each ship "go in a straight line for X tiles" 11:26:15 <Eddi|zuHause> all tiles inbetween would skip the pathfinder call, and just choose the continuing trackbit 11:26:43 <peter1138> Yes, that works, I have a patch for it :p 11:27:07 <peter1138> Just has issues when landscape is changed currently. 11:27:15 <peter1138> And of course not multiplayer safe. 11:27:33 <peter1138> (I couldn't easily figure out how to save a std::stack :-)) 11:29:07 <Eddi|zuHause> well, doesn't need a stack if you just store the first leg of the path 11:31:40 <peter1138> Also doesn't work for my current worst-case of unreachable destination. 11:32:02 <peter1138> Well, the pathfinder works on trackbits, not directions, so you basically need to store each tile as a step. 11:32:18 <andythenorth> anyone want an SRE job? o_O 11:32:29 * andythenorth is taking long shots :P 11:34:05 <Eddi|zuHause> peter1138: well, a "direction" is either a sequence of the same straight trackbit, or an alternating sequence of diagonal tackbits 11:36:30 <Eddi|zuHause> it should also be easy to adjust pathfinder penalties to try to minimize turns 11:37:16 <peter1138> Hah 11:38:28 <peter1138> Also wondering about making ships take turn pathfinding. 11:38:41 <peter1138> Cos setting 100 ships off at once causes mayhem. 11:39:06 <Eddi|zuHause> one-ship-per-tile would solve that? 11:39:16 <Eddi|zuHause> or, per trackbit 11:39:20 <Eddi|zuHause> or whatever 11:39:25 <peter1138> With a massive drawback. 11:40:16 <Eddi|zuHause> it would suffice to impose that limit on leaving a dock 11:40:20 <Eddi|zuHause> or shipyard 11:45:12 <andythenorth> hah 11:45:28 <andythenorth> forcing a delay on ships leaving dock/depot might be really interesting 11:45:41 <andythenorth> just enough to fix some ship problems without nerfing them totally 11:46:04 *** andythenorth is now known as Eddi|zuHause2 11:46:08 <Eddi|zuHause2> state machines 11:46:11 *** Eddi|zuHause2 is now known as andythenorth 11:46:43 <Eddi|zuHause> i would never say that 11:46:59 <Eddi|zuHause> i would say 11:47:08 <Eddi|zuHause> *cough*state machines*cough* 11:47:41 <Eddi|zuHause> but that also has nothing to do with the topic discussed here 11:55:31 <peter1138> Yet! 11:57:26 <andythenorth> each tile is a state machine :P 11:57:36 <andythenorth> how about 'seas' that are state machines :P 12:00:01 <andythenorth> why can't Google find an image of the hexagonal columns that naturally form in boiling oil? 12:03:15 *** synchris has joined #openttd 12:12:51 *** Pikka has joined #openttd 12:16:02 *** sim-al2 has joined #openttd 12:16:10 *** chomwitt has joined #openttd 12:22:32 <peter1138> Fuck money. 12:27:17 <andythenorth> lo Pikka 12:27:39 <andythenorth> peter1138: is that a koan of some kind? 12:39:38 *** Thedarkb-X40 has quit IRC 13:06:42 <Pikka> yowza 13:09:13 <Eddi|zuHause> peter1138: pathfinding through statemachines will be another crazy nightmare :p 13:11:08 <peter1138> :D 13:14:41 *** nielsm has joined #openttd 14:00:00 *** Alberth has joined #openttd 14:00:00 *** ChanServ sets mode: +o Alberth 14:00:04 *** sim-al2 has quit IRC 14:13:58 * peter1138 grumbles at irc channels switching to gitter. Pain in the arse :( 14:14:14 <Pikka> grumble grumble 14:14:15 *** Pikka has quit IRC 14:15:34 <LANJesus> does gitter have an IRC gateway? 14:16:25 <peter1138> Doubt it 14:16:36 <peter1138> Hmm 14:16:43 <peter1138> Seems they do but you need to login and shit :S 14:19:49 <peter1138> I'll give it a go, thanks for pointing it out :p 14:25:35 <Eddi|zuHause> what's a gitter? 14:27:50 *** Gja has joined #openttd 14:29:43 <andythenorth> some new thing 14:29:58 <LANJesus> well yeah, i'd expect some kind of authentication for gitter 14:30:07 <LANJesus> they better support sasl ; ) 14:34:58 *** KouDy has quit IRC 14:46:42 <peter1138> No need, SSL is better. 14:51:35 <LANJesus> i use CertFP/SASL when possible. no password needed 14:52:06 <LANJesus> authentication based on my SSL fingerprint 14:58:05 *** Gja has quit IRC 15:01:26 *** Thedarkb-X40 has joined #openttd 15:05:54 *** argoneus_ has quit IRC 15:07:07 *** KouDy has joined #openttd 15:07:35 *** argoneus has joined #openttd 15:08:13 <FLHerne> peter1138: I did wonder at one point why virtually all ship paths can't be cached 15:09:12 <FLHerne> Unlike the other ground vehicles, they don't collide or anything, so the best path between two tiles will never change unless someone landscapes the map 15:10:51 <FLHerne> And the actual number of docks/buoys/water-industries served is relatively low, so it would be perfectly feasible to simply cache the complete path for every pair 15:10:53 <Alberth> or until you implement ship collision avoiding like hackalittlebit did 15:11:25 <Xaroth> Ship collision would be neat 15:11:26 <FLHerne> (on first use, so you only store the pairs that are actually used, obv) 15:12:00 <Alberth> the killer is more in lost ships, I think 15:12:18 <Alberth> which by definition is not a known path :p 15:12:29 <Alberth> and it's tried every frame 15:12:40 <peter1138> Well, every new tile. 15:12:56 <Alberth> fair enough 15:13:02 <peter1138> I've "solved" the other cases, it's just the unreachable case which sucks CPU now. 15:13:45 <FLHerne> peter1138: Well, can't /that/ be cached until someone flips a water bit? 15:14:03 <FLHerne> If it was unreachable before, it'll stay unreachable until there's more water 15:14:04 *** KouDy has quit IRC 15:14:13 <peter1138> Yeah but where do you cache it? 15:15:26 <Eddi|zuHause> you just store a body-of-water-ID in the map? 15:15:56 <peter1138> Eddi|zuHause, yeah, that link you gave earlier might be useful. 15:16:16 <Alberth> switching to JPS would remove most of the open/closed list operations 15:16:17 <FLHerne> VF_PATHFINDER_LOST is already a thing, right? 15:16:20 <peter1138> Looks like a big patch though. 15:16:42 <peter1138> FLHerne, yeah, it's not a problem for 1 ship 15:16:48 <FLHerne> So my idea is that you have a global (well,per-map...) flag for whether someone poked a water bit this frame 15:16:56 <peter1138> But when you have 200 all trying to do it... 15:16:59 <FLHerne> Oh, I see the problem 15:17:11 <FLHerne> Meh, I'll carry on explaining first :P 15:17:20 <peter1138> They'll still all do the pathfinding and cause a freeze. 15:17:34 <peter1138> Maybe we should lower the node limit :-) 15:17:52 <peter1138> It's 10000 at the moment. 15:18:24 <Eddi|zuHause> but!! 16kx16k maps with ships going one trip around the map border? 15:18:27 <FLHerne> Have the build-water and flood operations set that bit 15:18:33 <Alberth> have a max number of ships doing pathfinding each round, others are queued 15:18:39 <Eddi|zuHause> 5k ships, of course 15:18:52 <peter1138> I think the pathfinder could do with a max-distance check as well. 15:18:59 <FLHerne> Then when doing pathfinding, if (this ship is lost) and (water hasn't changed), skip 15:19:07 <FLHerne> Because it'll always fail 15:19:07 <peter1138> Alberth, yeah, I've considered that. 15:19:27 <Alberth> FLHerne: but it moved to a new tile, it may be findable now 15:19:47 <FLHerne> Alberth: Only with the distance limits, which are a stupid hack 15:20:13 <FLHerne> Hm, too harsh :P 15:20:15 <Eddi|zuHause> FLHerne: sometimes ships are lost because of dead ends/90° turns disabled/whatever that is dependent on the ship position 15:20:44 <peter1138> If you want to remove the distance limits, you need a different path finder. 15:21:10 *** KouDy has joined #openttd 15:21:16 <peter1138> Alberth, any idea how to add JPS? :) 15:21:20 <FLHerne> Eddi|zuHause: And that's bloody annoying when ships get 'lost' in canal basins and rivers for three tiles until they change direction and sort themselves out 15:21:41 <FLHerne> The PF should know about reversing 15:21:42 <andythenorth> 'just' enable 90º turns 15:21:49 <andythenorth> it's a stupid feature anyway :) 15:22:18 <Eddi|zuHause> FLHerne: imho the 90° thing is just pointless, and ships should be able to turn in-place 15:22:23 <peter1138> 90° turns should be allowed for ships. 15:22:38 <andythenorth> it's even realism :P 15:22:45 <FLHerne> The problem I saw was that ships don't pathfind every frame, so a single 'changed' flag would get missed 15:22:52 <FLHerne> There do seem to be other ones 15:23:10 <peter1138> Pathfinding every frame would make it worse 15:23:10 <Eddi|zuHause> i don't have a clue who came up with the idea that 90° turns should apply to both trains AND ships 15:23:12 <FLHerne> Eddi|zuHause: Ok, that's a better idea 15:23:18 <Alberth> peter1138: JPS assumes center of tile as position, while we use center of edge, so jps assumes 8 directions, we have 6. That's the biggest adaption to make. 15:23:20 <andythenorth> https://www.youtube.com/watch?v=rq_lcQt2QaA 15:23:29 <Alberth> otherwise, jps is quite easy 15:24:25 <Alberth> https://www.gamedev.net/articles/programming/artificial-intelligence/jump-point-search-fast-a-pathfinding-for-uniform-cost-grids-r4220 15:25:38 <Alberth> in the diagonal case, jps branches out both horizontally and vertically, while we probably would do only one direction 15:26:48 <Alberth> no idea how that article is related to artificial-intelligence :p 15:27:32 <Eddi|zuHause> pathfinding is a basic AI topic... 15:28:04 <Eddi|zuHause> AI is not just neural networks :p 15:30:48 *** Thedarkb has joined #openttd 15:31:50 *** frosch123 has joined #openttd 15:32:31 *** Wormnest has joined #openttd 15:36:31 *** Fuco has joined #openttd 15:44:28 *** TheMask96 has quit IRC 15:45:39 *** TheMask96 has joined #openttd 15:47:23 *** Gja has joined #openttd 15:55:20 <Alberth> hmm, they mangled the code layout :( 16:13:32 *** Progman has joined #openttd 16:23:14 <nielsm> okay maybe I should actually ask this... does anyone know if original TTD has any preferred timer frequencies for frame lengths or anything like that? 16:24:00 <nielsm> because in my DOS music decoding code I've just sort-of guessed that 6.5 ms gives a good approximation of the correct tempo, when I decode a "frame" of music on that interval 16:24:27 <nielsm> but there might be a more correct value hidden somewhere 16:29:37 <nielsm> hmm there is actually a magical number 148 as part of the tempo code in the music decoder, maybe that's the actual rate intended, since 148 hz = every 6.757 ms 16:31:58 <nielsm> (I don't see the "music frame rate" directly in the disassembly of the DOS music driver, since that gets called as an interrupt from the game, and the main game engine is responsible for the timing of that interrupt call) 16:45:53 *** Fuco has quit IRC 16:46:28 <nielsm> yeah 148 hz does seem to match the tempo of the windows version midi files perfectly, based on just a listening test 16:46:43 *** andythenorth has quit IRC 16:52:50 <nielsm> okay I made a mistake somewhere http://0x0.st/seWl.webm 16:55:44 <peter1138> Hmm, so only allowing one ship out of a depot a time helps. 16:56:42 <peter1138> Spreads out the pathfinding a bit. 16:56:46 *** rocky1138 has quit IRC 16:57:05 <peter1138> With 100 ships it even still goes faster in FFWD. 16:57:41 <peter1138> Adds a bit of a bottleneck though. 17:01:44 <Alberth> they eventually do spread themselves out over the route anyway :) 17:01:49 <peter1138> True. 17:04:24 <peter1138> https://github.com/PeterN/OpenTTD/commits/ship-cpu-hog-workaround-bug6145 17:05:08 <peter1138> Middle commit is shitty with the table in it. Couldn't see an equivalent function :p 17:05:29 *** Wolf01 has joined #openttd 17:08:04 <peter1138> So not quite a fix for ship pathfinding, just a series of kluges. 17:14:29 *** sla_ro|master has joined #openttd 17:15:05 <peter1138> Hmm, continue coding, or Minecraft? 17:15:18 <Xaroth> why not both? 17:18:51 <Wolf01> o/ 17:20:58 *** Thedarkb has quit IRC 17:25:17 <peter1138> Woo 16 diamonds. 17:25:26 *** Flygon has quit IRC 17:27:32 <Alberth> moin 17:32:31 *** Progman has quit IRC 17:48:47 *** andythenorth has joined #openttd 17:52:20 <andythenorth> well 17:52:41 <peter1138> Hello 17:52:42 <Xaroth> well what? 17:53:05 <peter1138> I guess he's reviewing NRT 17:53:31 <andythenorth> I think we should just commit tbh 17:53:35 <andythenorth> and sweep up the mess later 17:53:43 <peter1138> Time to prune my tree farm. 17:54:07 <andythenorth> I like this https://github.com/OpenTTD/OpenTTD/pull/6784/commits/3b771a268e1f5dba301cd4652aa4269efee94b15 17:55:18 *** Fuco has joined #openttd 17:58:50 <Xaroth> but it used to be fun to send out 500 ships at the same time :( 18:02:33 <Wolf01> I like this https://www.brothers-brick.com/2018/05/17/lego-technic-fall-2018-sets-revealed-in-new-york-including-the-42082-rough-terrain-crane/ 18:02:43 <andythenorth> wondered when you'd mention that 18:02:48 <andythenorth> new valve 18:02:58 <andythenorth> there are very high res images linked from Eurobricks 18:03:06 <andythenorth> I'm buying the forest harvester, it's really awful 18:07:52 *** KouDy has quit IRC 18:10:09 *** Cubey has quit IRC 18:15:45 *** KouDy has joined #openttd 18:24:32 *** gelignite has joined #openttd 18:28:27 <peter1138> Yay it built 18:38:57 *** tokai has joined #openttd 18:38:57 *** ChanServ sets mode: +v tokai 18:45:53 *** tokai|noir has quit IRC 18:51:34 <andythenorth> deliveroo 18:51:45 *** glx has joined #openttd 18:51:45 *** ChanServ sets mode: +v glx 19:03:37 <andythenorth> oops 19:03:42 <andythenorth> playing tanks again 19:07:42 <peter1138> :) 19:07:57 <peter1138> Good ol' Blitzkrieg 19:11:31 <andythenorth> WOTB 19:12:15 <peter1138> liveries? 19:18:05 <andythenorth> tanks have camo 19:18:08 <andythenorth> can choose them 19:18:11 <andythenorth> hmm 19:18:20 <andythenorth> maybe alberth knows how ottd GUI works? 19:18:30 <andythenorth> credits say he's a GUI Wizard or something :) 19:18:52 <Alberth> I didn't write that credits :p 19:25:01 <nielsm> maybe they meant to say lizard 19:29:05 <Wolf01> <andythenorth> new valve <- I hope is easier to motorize 19:29:17 <andythenorth> looks made for it 19:29:34 <Wolf01> I don't want to put a servo for that... servos drain battery really fast 19:29:39 <andythenorth> now just need an S motor 19:29:51 <Wolf01> Eh, that :( 19:30:16 <andythenorth> they made nearly everything ever wanted 19:30:21 <andythenorth> new pneumatics, all that jazz 19:31:08 <Wolf01> Bigger turntable 19:31:15 <Wolf01> (already with BWE) 19:31:27 <Wolf01> I still need to build the BWE :( 19:31:27 <andythenorth> giant wheels 19:31:34 <andythenorth> only thing I lack is an S motor 19:31:38 <andythenorth> all other ideas covered 19:32:26 <Wolf01> I would like PF valves 19:33:03 <andythenorth> bit too specialised imho :) 19:33:09 <andythenorth> and probably $$$$ 19:34:45 *** Progman has joined #openttd 19:34:53 <Wolf01> Also I want helicoidal gears 19:35:54 <peter1138> What I want is... 19:36:07 <Wolf01> NRT on master 19:42:50 <andythenorth> 1 commit is all it takes 19:45:13 *** Cubey has joined #openttd 19:53:36 <peter1138> Hmm, how do you get the sprite aligner up? 19:55:07 <andythenorth> ? menu 19:55:34 <peter1138> Gotta enable it in the config. Done now. 19:55:47 <peter1138> So I have a patch here to add zoom in/out buttons :p 19:59:17 <peter1138> Not that it applies of course. 19:59:18 <andythenorth> o_O 19:59:41 <peter1138> It's only 4 years old though. 20:05:05 <peter1138> Heh, the old patches to scale images differently. 20:06:18 <peter1138> http://fuzzle.org/~petern/ottd/ez10real.png 20:06:21 <peter1138> How weird. 20:08:45 <andythenorth> ha 20:08:51 <andythenorth> let's not though :) 20:08:55 <peter1138> :-) 20:09:03 <peter1138> It's pre-32bpp-grfs. 20:09:14 <andythenorth> it's uncanny valley 20:09:17 <andythenorth> it's nearly brilliant 20:09:19 <andythenorth> but not quite 20:09:57 <peter1138> http://fuzzle.org/~petern/ottd/halfriver.png 20:09:59 <peter1138> Oh look! 20:11:12 <Wolf01> :o 20:12:12 <andythenorth> :( 20:12:34 <andythenorth> it's like a tour of all the things we can't have :) 20:12:59 <Wolf01> Devs are mean, I leave :( 20:13:28 *** Alberth has left #openttd 20:13:28 <peter1138> http://fuzzle.org/~petern/ottd/pikka.png 20:13:32 <peter1138> That's not actually Pikka... 20:13:49 <glx> cosmetic work needed tor the half rivers 20:14:51 <glx> *for 20:15:17 <Wolf01> https://sites.google.com/site/boekabart/deepwater I'm still waiting for this 20:15:57 <peter1138> Heh 20:16:11 <peter1138> http://fuzzle.org/~petern/ottd/tto.png 20:16:19 <peter1138> I spent time doing that at some point... why... 20:16:41 <andythenorth> Wolf01: bad community 20:16:55 <andythenorth> i drew the half-rivers :P 20:16:59 <andythenorth> then I rage quit 20:17:15 <andythenorth> peter1138: 'because you could' :P 20:17:47 *** glx has quit IRC 20:19:16 *** Thedarkb-X40 has quit IRC 20:31:50 *** debdog has quit IRC 20:33:17 *** debdog has joined #openttd 20:37:15 <peter1138> 8So. 20:37:17 <peter1138> -8 20:38:28 <__ln__> maybe you should divide it by 8 20:38:44 <peter1138> Ok 20:38:46 <Wolf01> ln is right 20:39:05 <LordAro> maybe take the natural log of 8 20:39:52 *** Wacko1976 has joined #openttd 20:42:32 *** sla_ro|master has quit IRC 20:43:13 <peter1138> Hmm, where did I leave my tablet... 20:58:22 *** Gja has quit IRC 21:15:27 <andythenorth> sleep time 21:15:27 *** andythenorth has left #openttd 21:19:09 <peter1138> Eddi|zuHause, https://github.com/PeterN/OpenTTD/tree/no-forbid-90-deg-for-ships 21:23:11 *** sim-al2 has joined #openttd 21:26:51 *** iSoSyS has joined #openttd 21:29:50 *** iSoSyS has quit IRC 21:33:48 <Wolf01> 'night 21:33:51 *** Wolf01 has quit IRC 21:35:45 *** glx has joined #openttd 21:35:45 *** ChanServ sets mode: +v glx 21:39:54 *** nielsm has quit IRC 21:40:12 *** Thedarkb has joined #openttd 21:44:02 *** gelignite has quit IRC 21:48:28 *** Thedarkb has quit IRC 22:07:36 *** Smedles has quit IRC 22:09:22 *** Smedles has joined #openttd 22:09:47 *** debdog has quit IRC 22:10:43 *** frosch123 has quit IRC 22:13:08 *** debdog has joined #openttd 22:13:21 *** Progman has quit IRC 22:13:47 *** KouDy has quit IRC 22:14:57 <peter1138> Hmm... how to store a value which can be a DiagDir or an Axis? 22:36:27 *** Thedarkb has joined #openttd 22:40:57 <Eddi|zuHause> have it be a DiagDir and for the cases where it's an Axis assert it doesn't use any values outside DiagDirToAxis()? 22:41:50 <Eddi|zuHause> or use modern concepts like polymorphism 22:42:06 <peter1138> Hahaha 22:42:23 *** KouDy has joined #openttd 22:42:27 <peter1138> That's not so helpful for stuffing into 3 bits in the map array. 22:42:55 <peter1138> Nor do I want to rewrite the whole game. 22:43:07 <Eddi|zuHause> but as far as i know, Axis is a subset of DiagDir, right? 22:43:16 <peter1138> No? 22:43:34 <peter1138> DiagDir is compass directions. 22:44:19 <Eddi|zuHause> yeah, you have 2 axes and 8 diagdirs 22:44:42 <peter1138> Just 4 diagdirs. 22:45:37 <Eddi|zuHause> ah, 8 directions, 4 diagdirs and 2 axes 22:46:14 <peter1138> Right, but that's irrelevant. 22:46:24 <Eddi|zuHause> but there definitely were these conversion functions like "AxisToDiagDir" 22:46:31 <peter1138> I have 6 values. 22:46:40 <Eddi|zuHause> trackdir? 22:46:54 <peter1138> No, DiagDir or Axis. 22:48:22 <Eddi|zuHause> why is there need to differentiate that? surely the axis is just the diagdir modulo up/down 22:48:54 <Eddi|zuHause> NE/SW == X, NW/SE == Y, or so 22:49:13 <peter1138> DiagDir is half a tile (single direction), Axis is a full tile (bi directional) 22:49:49 <Eddi|zuHause> i'm afraid i'm missing some context on what you're trying to achieve 22:49:51 *** Wormnest has quit IRC 23:08:53 *** KouDy has quit IRC 23:20:57 *** synchris has quit IRC 23:39:13 *** Fuco has quit IRC