Log for #openttd on 2nd September 2018:
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00:11:01  <Samu> what's the difference between cargoID cargo_type and cargoClass cargo_class ?
00:20:36  <Samu> nevermind, i got it
00:20:45  <Samu> LuDiAI had it wrong
00:20:55  <Samu> I'm surprised it still worked
00:31:10  <LordAro> welcome to software :p
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00:49:41  <Samu> i'm off to bed, take care
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08:33:08  <Wolf01> o/
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08:52:14  <Alberth> hi hi
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09:31:54  <Samu_> what if the pathfinder actually used real costs
09:33:58  <Alberth> number of electrons used for displaying the train or so?
09:34:20  <Samu_> the money type of cost
09:34:55  <Samu_> not whatever internal cost it uses now
09:36:10  <Alberth> distance is time, time is money, so 1 railtrack has fixed cost
09:36:41  <Alberth> therefore it makes no difference whether you count railtrack pieces or number of fixed cost to apply
09:38:37  <Samu_> You are not allowed to change parameters of a running pathfinder.
09:38:38  <Samu_> boo
09:38:43  <Samu_> guess it's not possible
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09:40:54  <Samu_> oh i see
09:41:13  <Samu_> road re-use costs would maybe cause weird path choices
09:41:20  <Samu_> cost would be always 0
09:47:22  <Samu_> oh, bridges
09:47:24  <Samu_> hmm
09:47:32  <Samu_> cost of a bridge
09:47:37  <Samu_> how would it decide
09:47:47  <Samu_> the bridge type
09:47:53  <Samu_> to get the cost off
09:49:11  <Samu_> i think i'm editing pathfinder.road.4
09:49:18  <Samu_> wanna experiment with money costs
09:51:41  <Samu_> oh, Alberth one thing
09:51:58  <Samu_> i got some semi-repetitive classes
09:52:05  <Samu_> wait, i'm copy pastying
09:57:01  <Samu_>
09:57:05  <Samu_> here
09:57:37  <Samu_> all cases where I needed classes
09:58:26  <Samu_> there' some that are quite similar, just wondering if this could be made in another manner
10:01:45  <Samu_> anyway, it works great the way it is
10:01:52  <Samu_> just wondering if it's sub-optimal code
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10:08:53  <Samu_> nevermind
10:09:06  <Samu_> it works, that's all that matters
10:11:52  <Samu_> oh, before I go head on into the pathfinder code
10:12:06  <Samu_> there's something before that that needs fixing
10:12:20  <Samu_> bridges :(
10:12:37  <Samu_> the pathfinder returns a bunch of tiles
10:12:53  <Samu_> the building that happens always fails to detect an existing bridge
10:13:08  <Samu_> because of road auto-complete
10:14:04  <Samu_> tiles 1 -> 2 -> 3 where 3 is an existing bridge
10:14:28  <Samu_> the builder starts from 1 -> 2, builds a road from middle of tile 1 to middle of tile 2
10:14:47  <Samu_> but when building from middle of tile 2 to middle of tile 3
10:15:01  <Samu_> it connects the bridge with an extra road piece
10:15:18  <Samu_> that's what is making it fail to detect a bridge after
10:15:39  <Samu_> it checks if it's connected
10:15:50  <Samu_> and since it is, it doesn't even bother checking the bridge
10:16:40  <Samu_> what can I do so that I can actually keep track of bridges
10:18:50  <Samu_> I failed my explanation
10:19:18  <Samu_> when building 1 -> 2 it actually connects everything from 1 to 3
10:19:29  <Samu_> it doesn't build up to the middle of tile 2
10:20:39  <Samu_> more precisely, from the middle of tile 1 to the edge of tile 2, which then it means tiles 2 and 3 are connected
10:21:15  <Alberth> build from edge to edge
10:22:01  <Alberth> or build 4 half-tiles at a tile
10:22:47  <Alberth> (ie build code thinks in road units of 1/2 a tile
10:23:37  <Samu_> AIRoad.BuildRoad says it connects from middle of tile start to middle of tile end, and that is not entirely true
10:26:10  <Samu_> in this situation, with a bridge ahead, it connected from middle of start tile to edge of tile end :(
10:26:39  <Samu_> bug or just mimicing human behaviour?
10:31:42  <Samu_> I wish i could make a gif
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10:36:33  <Samu_> now with a picture
10:36:39  <Samu_> easier to spot the problem
10:46:10  <DorpsGek_II> [OpenTTD/OpenTTD] YodasWs opened issue #6888: Add layer(s) showing station coverage
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10:51:14  <Alberth> hmm, tricky puzzle
10:52:29  <Alberth> technically it's incorrect wrt to its description I agree, but not sure other options exist there
10:52:53  <Alberth> ie you can't build a half tile road under the bridge head
10:54:05  <Alberth> not to mention it will likely break all AIs if you change it
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11:11:07  <Samu_> it would build the missing half tile
11:11:51  <Samu_> or at least I think it would
11:12:00  <Samu_> if it's mimicing human behaviour again
11:37:52  <Samu_> lines 886 and 887 of roac_cmd.cpp
11:38:45  <Samu_> seems to be where it's causing the issue
11:38:51  <Samu_> road_cmd.cpp
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11:52:31  <Samu_> maybe not
11:52:36  <Samu_> im still investigating
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12:06:22  <hrnek> there's a lot of people here
12:06:24  <hrnek> HI
12:07:11  <Wolf01> Hi
12:07:28  <hrnek> I'm translating the wiki and there's the {{Railway_toolbar_overview}}
12:07:35  <hrnek> in railways
12:07:49  <Wolf01> Template
12:07:59  <hrnek> it's a nice table describing what each part does, but it stays in english
12:08:05  <hrnek> how can I get to it?
12:08:39  <Wolf01> Iirc you need to make a sub-template in your language, it will automatically get it
12:08:52  <LordAro> Template:Foobar
12:09:37  <hrnek> sorry, I've never done templates from scratch
12:12:23  <Wolf01> I made some templates from scratch, it's not difficult, but translating one... I did it once, years ago
12:12:57  <Wolf01>
12:17:15  <hrnek> looking for the source of the template but I can't find it
12:17:16  <hrnek>
12:17:27  <hrnek> the link helps, though, it's a nice one
12:18:11  <hrnek> I would probably make a copy of the original one and redo whatever needs to be redone
12:19:04  <Wolf01> Call it Railway_toolbar_overview/YourLanguage, so it keeps it tidy, or try to look if it has been done in other languages
12:21:18  <hrnek> Some do..
12:21:36  <hrnek> I believe it's like the main menu on the right side
12:21:40  <hrnek> the same sort of thing
12:21:42  <Wolf01> Just copy what they did, the best approach in wikimedia :P
12:21:51  <hrnek> :D
12:22:47  <hrnek> But I still don't know how to get to the source to copy/edit. They all have it hidden in the {{ X }}
12:23:40  <Wolf01> The links at the bottom of the edit page
12:23:59  <Wolf01> Template:Raiilway_toolbar...
12:25:56  <Wolf01>
12:26:21  <Wolf01> So, it just seem you have to create the same template for your language
12:27:02  <hrnek> Ohhhhh, that's how you get to it! Nice!
12:27:05  <Wolf01> Template:RailwayToolbarInYourLanguage/YourLanguageCode
12:27:40  <Samu_> this is strange, i can't spot the issue
12:28:09  <Wolf01> PEBKAC
12:29:28  <Samu_> i can't reproduce the issue :( why
12:34:48  <Samu_> why the heck i can't reproduce the issue now
12:34:54  <hrnek> and I make a new template by going to an address that doesn't exist and edit the page?
12:35:08  <Wolf01> Yes
12:35:26  <Samu_> Alberth: sorry, my report can't be reproduced
12:35:43  <Samu_> it's already doing what it should do
12:35:56  <Samu_> damn, and I thought there was a bug in openttd
12:36:10  <Samu_>
12:36:30  <Samu_> it actually does "what it should do" when i tried to reproduce it :(
12:36:35  <Samu_> bah, i fail
12:36:42  <Samu_> sorry for the false alarm
12:37:41  <Alberth> np
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13:17:41  <Samu_> okay, the issue is the builder itself
13:19:34  <Samu_> i failed to interpret what it was doing
13:21:53  <Samu_> line 127 never triggers
13:21:55  <Samu_>
13:25:31  <Samu_> instead it triggers line 57, even on a bridge tile
13:25:35  <Samu_> why
13:27:02  <Samu_> actually no, not even that
13:27:34  <Samu_> triggers line 65
13:27:35  <Samu_> my bad
13:39:28  <Samu_> im confused as hell about this builder
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13:48:20  <Alberth> less confused now :)
13:48:54  <Samu_> i found the culprit!
13:49:04  <Samu_> line 82
13:49:15  <Samu_> that && should have been ||
13:49:23  <Samu_> now it works
13:50:01  <Samu_> damn it, I spent so much time figuring out why it wasn't triggering the bridge message
13:51:53  <Samu_> it finally triggered!
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14:51:32  <Samu_> Build a bridge from one tile to the other.  As an extra for road, this functions builds two half-pieces of road on each end of the bridge, making it easier for you to connect it to your network.
14:51:46  <Samu_> why's that? it only complicates
14:53:24  <Samu_> it also does the same for tunnels
14:53:26  <Samu_> :(
14:53:50  <Wolf01> It does the same for depots and roadstops
14:53:53  <Samu_> the path builder is smarter enough to know that
14:54:05  <Samu_> orly?
14:54:07  <Samu_> :(
14:55:00  <Samu_> Builds a road depot.
14:55:04  <Samu_> nop, doesn't say anything else
14:55:30  <Wolf01> Did you try to build a depot facing a road?
14:56:00  <Samu_> as an AI? yes, but...
14:56:10  <Samu_> I think i have to manually connect to the road
14:56:12  <Samu_> must test
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14:59:43  <Samu_> testing
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15:03:08  <Samu_> nop, it doesn't connect automatically
15:03:32  <Wolf01> Strange, the game should do it
15:03:58  <Wolf01> Like when you build it by hand
15:04:16  <Samu_> for the AIs it's better not to
15:04:41  <Samu_> at least in my perspective
15:04:59  <Samu_> gives me a better control of the things happening
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15:10:21  <Samu_> for tunnels and bridges, it doesn't even need a road in front to build the 2 pieces, it just builds it no matter what, that's kinda gay
15:12:54  <Samu_> the pathbuilder is apparently already taking care of these
15:13:31  <Samu_> demolishes them if it needs to build 2 bridges in a row
15:13:38  <Samu_> or tunnel
15:14:14  <Samu_> doesn't seem to make life easier
15:14:22  <Samu_> only complicated
15:14:48  <Wolf01> That might be wrong, yes
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15:28:52  <Samu_> yep, no issues for the pathbuilder, but it's just an awkward waste of money
15:29:15  <Samu_> tested just now
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17:19:39  <Wolf01> Bye
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17:30:18  <nielsm> hm were anyone here using linux for daily desktop OS? any recommendation for distro? (or, arguments against ubuntu)
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17:32:52  <LordAro> ubuntu is fine
17:33:12  <LordAro> basically use whatever you're comfortable with
17:34:21  <peter1138> Debian, of course.
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17:48:31  <debdog> or anyting without systemd :P
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17:49:41  <peter1138> systemd is fine
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17:58:31  <andythenorth> o/
17:58:35  <andythenorth> real internet :P
17:58:45  <peter1138> Gosh
17:58:56  <SpComb> you mean working IPv6?
17:59:34  <SpComb> I should finally get around to deploying to my shell, but I can't decide between stateless RA and DHCPv6
18:01:27  <LordAro> doesn't look like working ipv6, from the rdns :p
18:01:40  <LordAro> also because it's virgin media
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18:12:49  <Samu_> something weird with pathfinder, does it not count drivethrough stations as roads or something?
18:12:58  <andythenorth> but where is deliveroo? :|
18:13:03  * andythenorth is hungry
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18:17:13  <andythenorth> oof
18:17:19  <andythenorth> laptop screen is unfeasibly wide
18:17:25  <andythenorth> 2 weeks using 4 inch phone
18:17:36  <andythenorth> my eyes can't stretch this big :P
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18:43:11  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6885: Feature: [NewGRF] Increase size of persistent storage to 256.
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19:15:57  <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 merged pull request #6886: Fix: Variable 0x85 had no bounds checks.
19:15:57  <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 pushed 1 commits to master:
19:15:57  <DorpsGek_II>   - Fix: Variable 0x85 had no bounds checks. (by frosch123)
19:15:58  <DorpsGek_II>
19:22:30  <frosch123> hmm, dg2 does not report about approval
19:23:09  <Samu_> vehicles in the way are annoying
19:23:19  <Samu_> especially when I am trying to remove a station
19:25:06  <nielsm> my best suggestion is that you try to restructure your code into assembling a list of actions to be performed, so it can retry actions later if they fail once
19:27:57  <nielsm> for instance, an entry in that list could contain fields like: actual action to perform, number of times attempted, excepted cost, deadline for when it must be done by, reference to internal goal the action is part of (i.e. route build)
19:28:43  <nielsm> the internal goal thing could be used for backing out of a failed build attempt and develop an alternate plan
19:28:46  <nielsm> and more
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19:31:17  <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #6885: Feature: [NewGRF] Increase size of persistent storage to 256.
19:31:18  <DorpsGek_II> [OpenTTD/OpenTTD] michicc pushed 1 commits to master:
19:31:18  <DorpsGek_II>   - Feature: [NewGRF] Increase size of persistent storage to 256. (by michicc)
19:31:18  <DorpsGek_II>
19:38:29  <Samu_> oh, fixes!
19:40:20  <Samu_> nielsm: that is a lot of stuff
19:41:52  <Samu_> i'm gonna do what I've seen everywhere else in the code,  try for 500 times to remove the station. If it still fails, well.... leave it
19:42:12  <Samu_> guess it's not the best solution
19:42:56  <Samu_> or do the way i do for airports
19:43:07  <Samu_> every loop look for empty stations and remove them
19:45:08  <Samu_> the route manager dude however might break, i still don't quite understand how LuDi is keeping everything tracked down
19:50:37  <andythenorth> ooh
19:50:39  <andythenorth> 10 PRs open
19:50:44  <andythenorth> not bad
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19:51:25  <frosch123> still, noone wants to review stuff
19:51:40  <andythenorth> there's a fear factor to reviewing eh
19:51:52  <peter1138> I guess OpenTTD is dead then.
19:51:58  <andythenorth> nobody wants to get yelled at
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21:51:38  <Samu_> how do i remove an item from an array
21:57:04  <Samu_> inside a for cycle in the same array, not possible?
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21:58:06  <Samu_> halp! :) i'm new to arrays
21:58:34  <Samu_> for(local i = 0; i < routeManager.m_townRouteArray.len(); ++i) {
21:59:34  <Samu_> i do some checking and I find a m_townRouteArray[i] that is of no use, I wanna remove it, while inside the for cycle, is that possible? or is it gonna ruin something?
22:10:26  <mloc> what type is routeManager.m_townRouteArray?
22:11:14  <mloc> fair warning I'm not in any way knowledgeable about the OpenTTD codebase
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22:17:45  <Samu_> it's squirrel
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22:18:31  <Samu_> basically, I wanna remove the [i]
22:18:40  <Samu_> from the m_townRouteArray list
22:18:50  <Samu_> remove an index
22:19:04  <Samu_> but not break it for the for cycle :(
22:20:33  <Samu_> routeManager.m_townRouteArray.remove(i);
22:20:40  <Samu_> gonna try it, lol
22:21:27  <Samu_> what could possibly go wrong!
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23:40:39  <Samu_> i dont understand arrays
23:43:27  <peter1138> Why?
23:45:41  <Samu_> how do i remove the slot itself!
23:45:53  <Samu_> not the value it was there :(
23:47:10  <Samu_> i dont understand the difference between tables and arrays
23:48:14  <Samu_> array.remove(idx)  removes the value at the position ‘idx’ in the array
23:48:24  <Samu_> what exactly is removed
23:48:52  <Samu_> what about the idx? is it removed?

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