Log for #openttd on 5th February 2019:
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00:07:22  <Samu> how's cargo moved from house tile to station, and then from station to vehicle, what information is kept when moving it around to the final destination
00:07:43  <peter1138> Cargo doesn't exist at houses.
00:08:05  <Samu> they produce
00:10:28  <peter1138> Yes but it firsts exists at the station.
00:14:42  <Samu> ge.cargo.Append(new CargoPacket(st->index, st->xy, amount, source_type, source_id), next);
00:21:10  <Samu> hmm
00:21:21  <Samu> the source doesn't go down to the house that produced it
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00:21:28  <Samu> only to the town the house belongs to
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00:24:06  <peter1138> yea
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00:26:25  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector
00:27:39  <Samu> what I need to know is... how's station acceptance calculated for houses, must find
00:28:45  <Samu> to which town is then the cargo delivered to
00:47:10  <Samu> each house can accept 16 different cargo types
00:47:14  <Samu> why not 64?
00:47:51  <Samu> still, 16 is already pretty insane
00:48:11  <Pikka> you couldn't even have 64 cargos in a game until five minutes ago
00:48:41  <Pikka> and is the town the cargo is delivered to not just the town the station belongs to?
00:49:24  <Pikka> houses can check if a nearby station received a particular cargo recently... beyond that, I'm not sure cargo is meaningfully "delivered" to houses or towns at all
00:49:48  <Samu> multiple houses accepting different types could also make up for a total of 64, isn't it?
00:50:05  <Samu> or am i interpreting this wrong?
00:51:41  <Samu> it's a HouseSpec
00:51:52  <Samu> CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]; ///< input cargo slots
01:00:29  <peter1138> It was originally 3.
01:11:10  <Samu> this is a weird place for a house to generate at
01:12:14  <Samu> not because it blocks passage, but because it's on the other side of the river
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01:33:33  <Samu> oh
01:33:57  <Samu> the st->town dictates which town accepted the cargo
01:34:07  <Samu> that's a bit unfair
01:34:33  <Samu> it should distrtibute acceptance
01:35:21  <Samu> if my station covers 2 towns, both towns should get their part
01:35:29  <Samu> hmm, how to solve
01:39:54  <Samu> i have an idea but i'm a bit sleepy atm, time to bed, cyas
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01:59:32  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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05:51:09  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7165: [core] Implement SmallVector using std::vector
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07:29:06  <peter1138> Hi.
07:29:10  <andythenorth> lo
07:29:16  <peter1138> lo bob
07:52:58  <SpComb^> pie
08:07:26  <andythenorth> mm pie
08:25:01  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7118: Add #5006: Flag to hide rail type from construction.
08:25:02  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7118: Add #5006: Flag to hide rail type from construction.
08:27:10  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7118: Add #5006: Flag to hide rail type from construction.
08:30:54  <andythenorth> wow 13MB for Iron Horse
08:30:58  <andythenorth> that's quite big
08:39:22  <Eddi|zuHause> i'm destroying my system now
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08:43:36  <Eddi|zuHause> didn't succeed... :p
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08:55:47  <peter1138> Uhh
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09:03:41  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
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09:05:53  <Pikka> zounds
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09:28:04  <peter1138> Hmm
09:28:18  <Pikka> hmmmmmmm
09:36:31  <peter1138> What larks!
09:36:47  <peter1138> So George's test NewGRF was useful after all o_O
09:37:19  <orudge>
09:42:28  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #5006: Railtypes: 'hide railtype' flag
09:48:45  <Pikka> wot larks, orudge
09:59:23  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
10:06:15  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on issue #7181: GRF Airport landing trigger does not reflect documentation
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10:19:04  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328
10:19:47  <Eddi|zuHause> i should probably have done a git fetch before :p
10:20:21  <peter1138> Hmm?
10:20:27  <Eddi|zuHause> but now i can test whether saveload update is easier :p
10:20:30  <peter1138> Ah you updated but not to current.
10:20:42  <peter1138> I've tested, it is :D
10:21:23  <peter1138> You'll find the conflict pretty much says everything.
10:23:45  <Eddi|zuHause> it's slightly too stupid to handle afterload.cpp changes
10:24:26  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328
10:25:14  <peter1138> It shouldn't be.
10:25:39  <peter1138> Ah, I suppose it depends what's in there.
10:26:03  <planetmaker> hmpf... my BIOS forgot the VM extension setting... and now I have to reboot nontheless :|
10:26:17  <Eddi|zuHause> well, the correct way is just chain both of the changes, but it tried to merge some lines containing only }
10:26:39  <peter1138> *nod*
10:28:07  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7118: Add #5006: Flag to hide rail type from construction.
10:28:33  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7051: Feature: Moveable depots #6328
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12:03:18  <peter1138> Is it lunch yet?
12:05:01  <Eddi|zuHause> weird, if i "xinit <something> :1", then my :0 xserver disappears
12:05:50  <Eddi|zuHause> it seems to still be running, and i can ctrl+alt+backspace to kill it
12:05:55  <Eddi|zuHause> but no display
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12:41:44  <Heiki[m]> have you tried Ctrl+Alt+F7/F8/etc.?
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13:11:47  <peter1138> Mmm, chocolate cake
13:19:02  <andythenorth> mmm
13:19:17  <peter1138> It disappeared :(
13:20:03  <andythenorth> get more
13:34:22  <peter1138> Hmm, I could actually.
13:34:25  <peter1138> But I don't think I will.
13:42:02  <andythenorth> I am sat next to a pile of chocolate and fruit gums
13:42:04  <andythenorth> I should move
13:42:56  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed.
13:43:02  <andythenorth> so can newgrf read which company colours are set for which type?
13:43:06  <andythenorth> from the buy menu?
13:47:44  <Pikka> they can test the company colour
13:48:16  <Pikka> I don't know whether that takes type ccs into account
13:48:55  <Eddi|zuHause> you got disappearing chocolate cakes, i got disappearing xservers... strange worlds
13:49:07  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed.
13:49:16  <nielsm> okay now let's add that flag to a bunch more commands!
13:49:41  <nielsm> like taking/repaying loans, and moving rail cars around inside a depot
13:50:46  <Pikka> andythenorth: or are you wanting to check the type ccs of a type other than the current vehicle, for $features?
13:51:14  <Eddi|zuHause> does checkking CC really work in the buy menu?
13:51:29  <Pikka> yes
13:52:14  <Pikka> stupid pineapple trains uses different sprites for each cc rather than remapping, and it works in the buy menu
13:52:45  <Pikka> in which case, I guess it does take type cc into account, or I would have noticed
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14:07:54  <supermop_work> yo
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14:11:35  <Samu> hi
14:12:52  <planetmaker> yo
14:12:56  <peter1138> Isn't it.
14:13:19  <peter1138> I'd advise not to test CC :/
14:13:33  <supermop_work_> ?
14:13:42  <supermop_work_> only blue trains?
14:14:02  <andythenorth> I just wanted to fix that high speed train thing
14:14:09  <andythenorth> where the coaches are different colours to the engines
14:14:32  <andythenorth>
14:14:47  <andythenorth> fixed for the case in the screenshot, but not in the buy menu :D
14:14:59  <supermop_work_> hmmm??
14:15:38  <supermop_work_> you want it to be different colors, or no? am i missing something?
14:15:45  <Pikka> it's hard to see a workaround, if you're going to have special coaches for your MUs
14:15:46  <andythenorth> I make new screenshot
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14:16:05  <peter1138> Oh right. I see.
14:16:09  <peter1138> andythenorth, no, you can't do that.
14:16:23  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
14:16:24  <peter1138> There's no mechanism for it.
14:16:51  <peter1138> You could try adding a spec to specify liveryscheme directly.
14:17:44  <peter1138> That would supersede the is_mu flag, I suppose.
14:17:47  <andythenorth>
14:17:57  <andythenorth> on the one hand, it's not really a big deal
14:18:04  <andythenorth> on the other, if I can fix it, I will
14:18:13  <peter1138> < mmhmm
14:18:25  <peter1138> Yeah, there is no way to fix it currently
14:18:43  <supermop_work_> you want them to be emu colored rather than electric locomotive+stock colored?
14:18:49  <peter1138> Those colours are mostly dups, but.
14:19:00  <peter1138> supermop_work_, the issue is in the buy menu.
14:19:15  <peter1138> supermop_work_, cos the carriages have no loco head in the buy menu, obviously.
14:19:28  <peter1138> So they are always the default colour.
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14:19:33  <peter1138> TMWFTLB
14:19:36  <supermop_work_> peter1138: isn't that ok?
14:20:16  <peter1138> I think so.
14:20:18  <peter1138> Andy apparently not :p
14:20:22  <supermop_work_> haha
14:20:28  <supermop_work_> sounds about right
14:21:07  <peter1138> 13:49 < nielsm> okay now let's add that flag to a bunch more commands!
14:21:14  <peter1138> nielsm, well, work out which I guess.
14:21:26  <peter1138> nielsm, set colours?
14:21:38  <nielsm> yeah that sounds like another for it
14:21:51  <nielsm> and change face and company name?
14:21:51  <peter1138> I think it's not a good idea, yet.
14:22:55  <peter1138> Hmm, actually yeah probably is fine.
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14:27:29  <andythenorth> nah it's fine like it is
14:27:34  <andythenorth> just set the colours differently
14:27:48  <andythenorth> I just didn't want to ignore any fixes that I could apply
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14:38:25  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
14:40:20  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7178: Add AI and GS to framerate window
14:41:16  <peter1138> Uh oh, you did a merge o_O
14:41:33  <nielsm> ugh, right...
14:41:55  <supermop_work_> peter1138: whats with the 32 colors
14:42:08  <peter1138> supermop_work_, testing.
14:42:36  <peter1138> Although obviously it's impossible, because then everyone will be asking for more companies... :p
14:42:39  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
14:42:43  <Samu> what is wrong here
14:42:51  <supermop_work_> how are you picking the colors? is there enough in the pallette to get that many, or are you using 32bpp
14:42:51  <nielsm> well that merge disappeared when I rebased onto new master :)
14:43:09  <andythenorth> @calc 32 * 8
14:43:09  <DorpsGek> andythenorth: 256
14:43:11  <andythenorth> well
14:43:11  <peter1138> nielsm, yup, git can be clever.
14:43:36  * andythenorth wonders about CC ranges with multi-hue :P
14:43:40  <supermop_work_> always seemed to me like there were maybe enough colors in the pallette for 2-3 more cc at most
14:43:41  <andythenorth> probably looks terrible
14:44:01  <peter1138> I took the colours from teh NewCC NewGRF.
14:44:12  <peter1138> However, yeah, some of the colours are repeats of the originals.
14:44:14  <andythenorth> supermop_Home:
14:44:21  <Eddi|zuHause> <peter1138> That would supersede the is_mu flag, I suppose. <-- wouldn't evaluating/simulating "is mu" and "is electric" flags for wagons work for this case?
14:44:49  <peter1138> Eddi|zuHause, I wouldn't drop support for that flag.
14:45:05  <Samu> there are some industry NewGRF that make industries limit how much cargo quantity it can accept
14:45:09  <peter1138> But I think it's not necessary.
14:45:18  <andythenorth> it's not necessary
14:45:30  <Eddi|zuHause> peter1138: i mean, a wagon could be able to set those flags, even though they would be meaningless for wagons
14:45:32  <andythenorth> it's an edge case which player can resolve trivially for themselves
14:46:12  <peter1138> Oh. Well, no.
14:46:13  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
14:47:57  <peter1138> Oh, maybe.
15:04:33  <Samu> weird
15:04:38  <Samu> i can't send trains to depots
15:05:00  <Samu> with either yapf and npf
15:05:04  <Samu> on master
15:09:04  <Samu> why does it reserve the entire path when there are no PBS signals?
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15:11:11  <peter1138> "reserve paths" is an option.
15:12:02  <peter1138> It defaults to false, though.
15:12:53  <Samu> strange, bug is also present in 1.8.0? how come
15:14:26  <Samu> let me try a new game
15:15:17  <Samu> not present on new game
15:15:32  <Samu> maybe savegame conversion failing?
15:15:40  <peter1138> "reserve paths" is an option.
15:15:42  <peter1138> It defaults to false, though.
15:15:57  <Samu> what option?
15:16:02  <peter1138> "reserve paths"
15:16:06  <peter1138> I think I said that.
15:16:09  <Samu> i doubt it
15:16:23  <Samu> Show path reservation for tracks?
15:16:30  <Samu> that's only a display feature
15:17:00  <andythenorth> are you trying to manually send trains to depots?
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15:17:21  <Samu> yes
15:17:58  <Samu> sec
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15:18:05  <Samu> let me post savegame link
15:18:17  <andythenorth> have you got a PBS signal in front of the depot entrance?
15:19:32  <Samu> no
15:20:48  <Samu> r27929
15:20:54  <Samu> is the savegame version
15:21:21  <peter1138> Have you tried turning off the option "reserve paths"?
15:21:31  <Samu> yes, nothing changed in behaviour
15:21:52  <Samu> let me try this newgrf on a new game
15:22:01  <Samu> wondering if it has any effect
15:23:35  <peter1138> so "set pf.reserve_paths" shows off?
15:24:10  <Samu> i better post the savegame
15:25:16  <Eddi|zuHause> have you tried turning it off and on again?
15:25:59  * andythenorth is intrigued
15:26:24  <peter1138> andythenorth, there is doubt, for some reason.
15:26:47  <andythenorth>  I suspect a PBS signal on the route somewhere
15:27:00  <andythenorth> then it's the known issue with "train can't find depot"
15:27:07  <andythenorth> but eh
15:27:24  * andythenorth back to enterprise software making
15:27:32  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7183: Can't send train to depot, paths are reserved for no reason
15:29:26  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7183: Can't send train to depot, paths are reserved for no reason
15:29:36  <peter1138> What a massive surprise.
15:30:21  <Samu> what is that settings
15:30:28  <Samu> isn't it the display?
15:30:43  <peter1138> Is it, perhaps, the setting "reserve paths" or "pf.reserve_paths" that MAY have been mentioned a few times?
15:31:18  <andythenorth> is that setting not just display?
15:31:38  <andythenorth> toggling it does resolve the issue
15:31:40  <peter1138> Remember when we had that bot command to show a revision?
15:31:59  <andythenorth> good times
15:32:18  <Samu> is that recent?
15:32:31  <peter1138> No, the display setting is called gui.show_path_reservation
15:32:37  <peter1138> Samu, 2008.
15:32:50  <Samu> honestly why was it loaded as on then?
15:33:18  <peter1138> So I'm going to go with "no".
15:33:26  <peter1138> Maybe you've set it to on.
15:33:50  <Samu> no, that's an old save
15:34:03  <peter1138> Maybe it was on in the old save.
15:34:26  <Samu> it wasn't, i seriously doubt it
15:34:36  <peter1138> Well it obviously is.
15:35:08  <Samu> if you look at the train
15:35:19  <Samu> right after loading, it only reserves 1 track in front of it
15:35:27  <Samu> then suddenly everything is reserved
15:35:33  <Samu> there is a bug somewhere
15:37:14  <Samu> even the startdate is weird
15:37:18  <Samu> 50000000?
15:37:56  <Samu> and the way the train is loading, unloading
15:39:46  <Samu> what would the M mean?
15:39:56  <Samu> r27929M?
15:40:05  <peter1138> Modified.
15:40:31  <Samu> by who, me?
15:41:08  <peter1138> Your local checkout in svn was modified.
15:41:13  <peter1138> Who knows who did it.
15:42:13  <Samu> oh, that is plausible, i may have been working with an edited build :|
15:42:27  <Samu> doesn't necessarily mean I edited the savegame
15:42:48  <Samu> there's no way to make it load as r27929?
15:43:51  <Samu> even 1.8.0 is loading it wrong
15:44:41  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 updated pull request #7120: Feature: Town Voronoi diagram
15:44:42  <andythenorth> this was fun :)
15:44:48  <andythenorth> liveries? o_O
15:44:57  <peter1138> Samu, then it's using a modified version.
15:46:05  <Samu> what was the savegame version of 27929?
15:46:10  <Samu> is there a way to find out?
15:46:10  <peter1138> Samu, 196.
15:46:25  <Samu> and 27929M is 197?
15:46:34  <peter1138> Your 27929M is 197.
15:46:37  <peter1138> 27929 was 196/.
15:46:38  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7120: Feature: Town Voronoi diagram
15:46:49  <Samu> ok, then sorry, i guess it was my fault after all
15:47:17  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7183: Can't send train to depot, paths are reserved for no reason
15:47:18  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7183: Can't send train to depot, paths are reserved for no reason
15:47:33  <peter1138> But at least you now know about that setting, which you "doubt"
15:47:40  <peter1138> The one from 2008.
15:48:18  <Samu> i thought there was only one about reserve path and that it was a gui display
15:48:36  <Samu> seems that the save is loaded with different defaults
15:48:49  <Samu> i didn't change them
15:48:59  <peter1138> Interestingly enough, 27978 is when the bump to 197 happened, and... it was your bump.
15:49:29  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7120: Feature: Town Voronoi diagram
15:51:23  <Samu> where are you seeing that
15:51:57  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
15:52:09  <Samu> ah
15:52:12  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7120: Feature: Town Voronoi diagram
15:52:18  <Samu> variety setting
15:52:34  <peter1138> Hmm, why would "make regression" fail to find a graphics baseset?
15:53:01  <Eddi|zuHause> because you don't have a baseset?
15:54:04  <peter1138> I do when I run it normally, but yes, it does not find it when using the regression.cfg
15:55:22  <Eddi|zuHause> try -d misc=3 to see which paths it is trying?
15:56:27  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7178: Add AI and GS to framerate window
15:57:15  <Eddi|zuHause> also, maybe we should try to remove the dependency on graphics set for dedicated/null driver? it's just because of those terrain generator sprites?
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16:09:29  <Samu> what is wrong here, peter1138
16:10:08  <Samu> what I see wrong is maybe the town which gets credits for the delivery, it's taken from the station->town
16:10:38  <Samu> not the town of the industry that actually accepts it/them
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16:32:55  <Samu> wow , 22 minutes without any chat
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16:35:58  <Samu> what's a BigTick
16:36:14  <Samu> every 250 ticks station acceptance is computed?
16:37:56  <Samu> that would mean station acceptance could be outdated for 249 ticks
16:38:07  <Samu> it's not real time acceptance :(
16:41:57  <Samu> is webchat dead or just nobody talking?
16:42:25  <Samu> @seen samu
16:42:25  <DorpsGek> Samu: samu was last seen in #openttd 28 seconds ago: <Samu> is webchat dead or just nobody talking?
16:42:31  <Samu> k
16:44:51  <peter1138> Samu, what part of "i'm not sure how yet" do you not understand?
16:46:00  <Samu> what don't you understand?
16:46:11  <peter1138> CargoMonitor, mainly.
16:46:25  <peter1138> It talks about industries, stations, source, destination...
16:46:58  <Samu> source type is town or industry, source id is the index of source type
16:47:07  <Samu> so, index of town or index of industry
16:47:30  <Samu> destination is similar
16:47:48  <peter1138>  * @param ind %Industry providing or accepting the cargo.
16:48:16  <peter1138> There's nothing in there to differentiate between providing or accepting.
16:49:58  <peter1138> Hmm, okay so there's two maps, one is always for pickups, and one is always for deliveries.
16:50:32  <peter1138> Starting to make more sense.
16:50:32  <Samu> where the cargo being delivered came from
16:50:53  <peter1138> It could've been a bit added to the encoding, and then just one map. But okay.
16:51:46  <peter1138> Ok
16:53:04  <peter1138>          * Note that delivery in the right area is sufficient to prevent trouble with neighbouring industries or houses. */
16:53:20  <Samu> that's the bug
16:53:47  <peter1138> It's documented so kinda by design.
16:54:20  <peter1138> But is the cargo delivered to a station or an industry?
16:54:32  <peter1138> Confusing.
16:54:51  <Samu> it triggers an industry accepting it
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16:56:35  <Samu> but the monitoring has an index
16:56:39  <Samu> of the industry
16:56:57  <Samu> and yet, when it gets to check if it was accepted at it, it doesnt' care which industry accepted
16:56:59  <peter1138> I guess for cargomonitor purposes it is delivered to both?
16:57:17  <peter1138> (both station and industry)
16:59:10  <Samu> it causes buggy busybee behaviour if I recall
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17:00:06  <Samu> an industry which busybee is monitoring could disappear
17:00:13  <nielsm> if a station has multiple industries accepting the delivered cargo in its radius, you can't really control as player where the cargo is delivered
17:00:17  <Samu> because no cargo is being delivered to it
17:00:28  <Samu> yet busybee believes it is
17:00:43  <Samu> industry declaring imminent closures if i recall
17:01:34  <peter1138> nielsm, you can move the station :)
17:02:45  <Samu> I don't think cargo monitor keeps track which station the delivery was made at
17:05:49  <Samu> there is a list of st->industries_near, why isn't there a list of st->towns_near? :(
17:06:15  <Samu> it just assumes st->town
17:07:22  <nielsm> because a station only belongs to a single town, the one closest to its sign
17:09:20  <Samu> but the cargo acceptance is computed from nearby houses
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17:09:50  <Samu> must think
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17:11:35  <Samu> there could be more houses from one town than the other
17:11:59  <Samu> more acceptance from town A than the town B station belongs to
17:12:37  <nielsm> that would massively complicate the acceptance calculations
17:12:38  <Samu> ideally, both towns are being delivered cargo
17:13:19  <Samu> I'm looking for a way to put these calculations included in the BigTick thing
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17:17:33  <Samu> I have an idea, the not so complicated way, keep track of towns which accept passengers in the bigtick, then when delivering passengers, split the cargo to both
17:17:40  <Samu> deliver cargo at random
17:18:05  <Samu> the complicated way would be to keep track of the total acceptance level from each town
17:18:52  <Samu> deliver x amount of cargo based on the level of town x, and y amount of cargo based on the leve of town y
17:19:46  <Samu> or a 3rd way, compute the acceptance of nearby towns, but only keep 1 town, the one that accepts the most
17:19:54  <Samu> that town gets the cargo
17:19:59  <Samu> the other gets nothing
17:20:09  <Samu> (which is a bit weird though)
17:33:13  <Samu> gonna start inventing, let's see where does this lead me to
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17:49:30  <Samu> you guys really like CircularTileSearch
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18:04:08  <Wolf01> o/
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18:35:39  <Samu> objects can accept cargo?
18:35:48  <Samu> ah, the HQ
18:35:50  <Samu> lol
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18:37:37  <Samu> they're not an industry, nor a town
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18:44:38  <Samu> what's the difference between CargoArray &acceptance, CargoTypes *always_accepted
18:44:42  <Samu> & and *
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18:46:17  <Samu> google isn't helping
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18:49:11  <nielsm> & is a reference
18:49:16  <nielsm> * is a pointer
18:49:56  <nielsm> a reference can't change (to refer to a differnent object) and is guaranteed to refer to a valid object
18:50:36  <nielsm> (you can make a reference refer to something invalid, that'd undefined behaviour and the compiler will optimize with the assumption that references are always valid)
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18:52:57  <Samu> I'm gonna try both, see what happens
18:53:26  <Samu> i think what I need is &
18:53:39  <Wolf01> &*acceptance
18:54:11  <nielsm> if you just spray sigils over your code without knowing what they do you're almost guaranteed to make errors
18:54:27  <Samu> TownVector *towns_nearby vs TownVector &towns_nearby
18:54:36  <Samu> one of them should work
18:55:08  <nielsm> this is the main point in C and C++ where you need to sit down and think and understand what you need where and why
18:56:12  <Samu> I want AddAcceptedCargoProc *proc = _tile_type_procs[GetTileType(tile)]->add_accepted_cargo_proc;
18:56:32  <Samu> to tell which towns they're from
18:56:40  <Samu> add to the list
18:56:47  <Samu> if it's not yet there
18:56:56  <Samu> that list is evolving
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18:57:48  <Samu> end result is a st->towns_nearby having a list of nearby towns to that statin
18:57:54  <Samu> station
18:57:56  <Samu> my englisho
18:59:15  <Samu> industry tiles, town tiles and object tiles are those that will proc
18:59:29  <Samu> whatever proc means
19:01:54  <nielsm> procedure
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19:19:25  <Samu> time to give up
19:19:27  <Samu> can't do this
19:30:02  <Samu> it's probably easy to do, but I'm just too noob for this
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19:36:59  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector
19:46:49  <supermop_work_> in martinique i discovered that french reggaeton exists
19:46:57  <supermop_work_> which makes me very happy
19:48:50  <frosch123> i prefer ska
19:50:23  <supermop_work_> there was also french ska, and french reggae, and dancehall
19:50:49  <supermop_work_> we only have spanish reggaeton in the US really though
19:50:58  <supermop_work_> though some has some english lyrics
19:51:13  <supermop_work_> french trap also pretty good
19:54:48  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
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19:58:39  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7118: Add #5006: Flag to hide rail type from construction.
20:00:45  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
20:06:39  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
20:17:36  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7184: Change: Distribute cargo to multiple stations or industries
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21:21:27  <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag
21:23:26  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7184: Change: Distribute cargo to multiple stations or industries
21:28:00  <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag
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23:33:53  <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
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