Log for #openttd on 21st February 2019:
Times are UTC Toggle Colours
00:01:44  *** m3henry has quit IRC
00:02:20  *** tokai|noir has joined #openttd
00:02:20  *** ChanServ sets mode: +v tokai|noir
00:03:13  <Eddi|zuHause> nobody changed that
00:04:08  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7257: Codechange: Remove never-used StationIDList.
00:05:15  <drac_boy> eddi so I'm gussing latter then?
00:09:20  *** tokai has quit IRC
00:12:22  <Samu> what to do to passengers waiting at a station when another company buys exclusive transport rights?
00:13:12  <Samu> allow them to go into buses?
00:13:18  <peter1138> src/economy.cpp:typedef SmallVector<Industry *, 16> SmallIndustryList;
00:13:21  <peter1138> src/station_base.h:typedef SmallVector<Industry *, 2> IndustryVector;
00:13:24  <peter1138> Mmmhmm
00:13:26  <Samu> leave them at the station, unable to go into buses?
00:14:00  <drac_boy> samu technically the existing waiting passenger would still board from the 'a station' but no new passengers would be processed at all
00:14:18  <drac_boy> same thing with a station that already has coal on it but the coal mine itself disappeared "yesterday" technically
00:14:19  <drac_boy> :)
00:14:29  <Samu> I see
00:14:39  <drac_boy> np
00:14:50  <Samu> if they were already waiting before exclusivity, they're still loaded
00:14:56  <drac_boy> yeah
00:15:05  <Samu> only the new passengers won't show up there during exclusivity
00:15:21  <Samu> so my code is not working properly, must fix
00:15:35  <glx> peter1138: unused stuff ?
00:15:49  <peter1138> glx, used, but very similar duplicates.
00:17:02  <glx> ah yes only different step
00:20:39  <peter1138> Meh, I'll ignore that for now as it's conflict central:p
00:21:19  <glx> and someone is already replacing with direct vector<> access :)
00:21:28  <peter1138> Yeah.
00:22:40  <Samu> (st->town->exclusive_counter == 0 || (st->town->exclusivity == v->owner && (st->owner == st->town->exclusivity || st->owner == OWNER_NONE)))
00:22:46  <Samu> something like this, I think
00:23:58  <Samu> hmm noo
00:25:27  <glx> where ? in ReserveCargoAction ?
00:25:39  <Samu> (st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner || st->owner == OWNER_NONE)
00:26:07  <Samu> hmm bah, i'm doing this wrong
00:26:44  <Samu> maybe st->owner != OWNER_NONE?
00:27:07  <glx> what do you wan't to do ? just block if OWNER_NONE if not having right ?
00:28:02  <Samu> I'm not sure yet, gonna test
00:28:30  <Samu> i want vehicles to load
00:28:54  <Samu> except when the station is neutral
00:28:57  <glx> st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner
00:29:16  <glx> order matters for || :)
00:29:48  <glx> anyway in any order that's what you want I think
00:30:00  <glx> load if player owned
00:30:28  <glx> or check exclusivity for neutral stations
00:31:52  <glx> and testing OWNER_NONE first will skip other tests if it's a player owned station
00:33:28  <Samu> yep, that was it!
00:34:40  <glx> it's easier if you write what you want then convert into code
00:35:02  <glx> instead trying to guess while modifying code
00:36:57  <glx> ah the css has been fixed, they were fast :)
00:38:59  *** snail_UES_ has joined #openttd
00:39:50  <drac_boy> hi again french NG snail ;)
00:39:52  <drac_boy> heh
00:40:20  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
00:40:38  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
00:40:44  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 closed issue #7090: Query box sets value to hidden parameters
00:41:59  <Samu> #1940, #2141 #3283 are all against
00:42:46  <drac_boy> snail or do you prefer something non-french tonight?
00:43:47  <Samu> #5102, #5178, #6657
00:43:56  <Samu> should I mention all these issues?
00:44:00  <Samu> they're quite many
00:44:25  <peter1138> Against what?
00:44:38  <glx> 2141 seems unrelated
00:45:38  <glx> and I think you don't need to link closed bug
00:45:39  <peter1138> lol 1940 is mine
00:46:15  <glx> 5102 is an incomplete report
00:46:31  <peter1138> "In my opinion it works exactly as advertised." thanks rubi :p
00:47:23  <Samu> oh, i meant 2191
00:47:26  <Samu> not 2141
00:47:39  <glx> 5178 is work as intended, not related to neutral
00:48:27  <peter1138> Despite what Rubi kept saying, I think it makes sense that a neutral station should still work (for only the rights holder)
00:48:27  <glx> 2191 is duplicate fo 1940 :)
00:48:43  <glx> (people should learn to search before opening)
00:48:56  <peter1138> heh
00:50:24  <glx> 6657 is also a duplicate but you added a patch in it
00:51:04  <Samu> that patch is makes the station not part of exclusive
00:51:10  <Samu> english
00:51:32  <Samu> keep it free for all
00:51:42  <glx> it was incomplete, your new version seems better
00:51:56  <Samu> ehm, no, it was complete, but contested
00:52:49  <glx> well I think you implemented what was suggested there in your new version
00:54:34  <glx> so maybe you can link to 6657 in 7256 comments, but no need to put it in the commit message
00:56:18  <Samu> #1940, #2191, #3283, #6657
00:56:56  <Samu> i may be missing some others..
00:57:08  <glx> no need to list all
00:57:23  <glx> only those with useful comments
00:58:18  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
00:58:50  <Samu> done
00:58:54  <glx> oh link to 7234 too
00:59:25  <peter1138> Hmm?
00:59:27  <glx> because your change may be important if 7234 is merged
00:59:41  <Samu> done
00:59:57  <Samu> peter1138 took command of that now
01:00:28  <peter1138> I'm going to tidy it up.
01:00:38  <peter1138> Industry::st
01:00:52  <peter1138> Maybe something a bit more descriptive? :D
01:00:55  <glx> please Samu use words :)
01:01:12  <peter1138> Yeah, words.
01:01:16  <glx> comments are supposed to be readable
01:02:14  <peter1138> Industry::neutral_station?
01:02:24  <peter1138> Maybe too long.
01:02:46  <glx> because right now we know why the references are there, but tomorrow we probably forget
01:03:38  <Samu> hmm
01:03:41  <Samu> what to say
01:04:45  <Samu> Industry::neutral_station?
01:04:49  <glx> something like "followup of this issue", "will prevent no cargo in neutral station if this PR is merged"
01:05:08  <glx> you know words :)
01:06:34  <Samu> like that?
01:06:45  <glx> better than nothing ;)
01:08:35  <Samu> sorry about that, it's just that I get stuck
01:08:59  <Samu> sometimes I don't know what to say
01:13:27  <drac_boy> night anyhow snail
01:13:29  *** drac_boy has left #openttd
01:16:50  *** supermop_Home_ has joined #openttd
01:16:56  <supermop_Home_> yo
01:17:02  <Samu> my ai gs stuff is probably conflicting now
01:17:04  <Samu> must retest
01:17:55  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7254: Codechange: introduce a few unit tests
01:18:40  <Samu> wow, no conflicts? how come
01:21:53  <peter1138> Why would it conflict?
01:22:09  <Samu> because it should
01:22:17  <Samu>
01:23:04  <Samu> master now matches exactly as I had in the PR, is that why it doesn't conflict?
01:31:06  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
01:33:57  <peter1138> Might load some old savegames.
01:34:00  <peter1138> Found some from 2014.
01:37:12  <peter1138> Oh wow, I found the sprite scalers patch.
01:38:10  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7254: Codechange: introduce a few unit tests
01:40:35  <peter1138> Hmm, a patch that adds the ability to set a sprite recolour on widgets with images.
01:40:44  <peter1138> But no patch that uses it.
01:50:48  <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on pull request #6965: Add: Option for population-linear town cargo generation
01:52:49  <supermop_Home_> what would you even use it for
01:54:30  <peter1138> Hmm, I have a savegame here with "andythen0rth Transport"
01:56:50  <peter1138> Ok, this is UKRS2. I miss the running sounds!
01:58:19  <supermop_Home_> anyone here have one of the 4 1.9.0 b3 servers?
01:58:32  <supermop_Home_> and if so can I get the pw to join?
01:58:36  <peter1138> There's a b3?
01:58:41  <supermop_Home_> 2
01:58:43  <supermop_Home_> oops
01:59:00  <peter1138> I have one. But it's not passworded.
01:59:05  <supermop_Home_> but yeah if you're running a b3 server I guess let me know too
01:59:22  <peter1138> Oh, maybe it's not b2.
01:59:25  <peter1138> Might be NRT.
01:59:34  <supermop_Home_> im down with that
01:59:40  <peter1138> Hmm, no, it's b2.
01:59:47  <supermop_Home_> the non pw b2 server is all full up
01:59:53  <peter1138> That's mine, yes.
02:00:02  <peter1138> Just been left a couple of weeks :p
02:00:12  <peter1138> I was playing but then went bankrupt while I was away.
02:01:43  <supermop_Home_> hmm maybe I need to figure out how to fwd ports on my weird fios router
02:04:36  *** snail_UES_ has quit IRC
02:04:46  <peter1138> I might reset it
02:05:39  <peter1138> There we go.
02:05:42  <peter1138> It's pretty basic, though.
02:06:27  <supermop_Home_> ooh armoured boxcar
02:06:33  <supermop_Home_> the only available train
02:06:39  <peter1138> Err
02:07:11  <peter1138> Have you got everything filtered?
02:07:55  <peter1138> Hmm, I think this has cargodist, infrastructure, breakdowns, disasters... on...
02:08:07  <peter1138> Oh well, I like a challenge.
02:08:46  <supermop_Home_> oops
02:08:52  <supermop_Home_> I had it filtered
02:09:12  <supermop_Home_> my mps regal empire is good enough for me
02:10:25  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
02:12:28  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
02:13:44  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
02:15:26  *** snail_UES_ has joined #openttd
02:20:19  <peter1138> Hmm
02:20:28  <peter1138> force push but I didn't actually change it. Oops.
02:21:02  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
02:21:40  *** Mahjong has quit IRC
02:38:36  *** supermop_Home_ has quit IRC
02:39:20  <Samu> i still have my ai bugged grrr
02:39:45  <Samu> i dont understand groups
02:39:55  <peter1138> What about them?
02:40:41  *** snail_UES_ has quit IRC
02:41:06  <Samu> im getting 280 something aircraft in the same group
02:41:22  <Samu> they have different orders
02:41:25  <peter1138> Ok?
02:41:28  <Samu> but they're in the wrong group
02:41:36  <peter1138> They're in the group you put them in.
02:41:38  <Samu> they should be on their own group
02:41:42  <Samu> one group per route
02:41:50  *** snail_UES_ has joined #openttd
02:42:03  <Samu> i get multiple routes on the same group for reasons i dont know
02:42:34  <Samu> not only that
02:42:40  <peter1138> By putting the vehicles in the wrong group?
02:42:46  <Samu> the vehicles don't even get replaced when old
02:42:59  <peter1138> autorenew not enabled? not enough cash?
02:43:09  <Samu> no, the ai is rich
02:43:15  <Samu> autorenew is disabled
02:43:23  <peter1138> Ok.
02:43:37  <Samu> i do manual replaces, but the groups are being incorrectly used, so ... no replaces are happening
02:43:41  <peter1138> That's not surprising then.
02:43:56  <peter1138>  Manual replaces... o_O
02:44:35  <Samu> road vehicle groups on the other hand, appear to do fine
02:44:43  <peter1138> So what's the issue?
02:44:44  <Samu> can't spot any problem
02:44:50  <peter1138> Build vehicle, move it to group.
02:45:06  <peter1138> Hav eyou got a repo with your AI in it?
02:45:22  <peter1138> Yes
02:45:28  <Samu> yes,  i think it still exists
02:45:58  <Samu>
02:46:23  <Samu>
02:47:07  <Samu> WrightAI::BuildAircraft
02:47:45  <Samu> WrightAI::GroupVehicles
02:48:14  <Samu> WrightAI::ManageAirRoutes
02:48:28  <Samu> WrightAI::SellAirport
02:48:46  <Samu> they handle groups one way or another
02:50:20  <Samu> vehicles aren't being renewed when old indicates that the group they're in, are one of vehicle_to_depot
02:50:31  <peter1138> Ok
02:50:38  <Samu> but they're not actually heading to hangar
02:50:39  <peter1138> What was wrong with autorenew?
02:50:57  <Samu> they're only in this group when I send an order to go to hangar
02:51:17  <Samu> why aren't they heading to hangar :/
02:52:10  <Samu> autorenew modifies vehicle_ids, it's unpredictable, can make vehicle list iteration fail
02:52:20  <Samu> that's why I dont use it
02:52:28  <peter1138> I see
02:52:39  <peter1138> And you're having more luck this other way, I see.
02:52:58  <Samu> for road vehicles, it works, apparently
02:53:11  <Samu> air vehicles are handled differently
02:53:19  <peter1138> Okay but I'm looking at this code
02:53:21  <Samu> and i must have failed yet
02:53:29  <peter1138> And other than I've never really seen squirrel before, it's looks a horrible mess.
02:53:44  <Samu> :)
03:03:51  <Samu> line 555 perhaps
03:05:18  <Samu> AIVehicle.GetGroupID(v) != route_group
03:07:27  <Samu> I don't know, really, I'm lost
03:07:39  <Samu> something is wrong, and I have no idea what
03:09:21  <Samu> time for v9
03:09:31  <Samu> must identify the problem
03:10:33  <Samu> AIGroup.MoveVehicle
03:10:52  <Samu> everything that uses MoveVehicle
03:10:59  <Samu> will be rechecked
03:12:09  <Samu> oh snap
03:12:20  <Samu> AIGroup.MoveVehicle(new_vehicle, AIGroup.GROUP_DEFAULT);
03:12:23  <Samu> this is reversed
03:12:34  <Samu> AIGroup.MoveVehicle(AIGroup.GROUP_DEFAULT, new_vehicle);
03:12:46  <Samu> group comes first, vehicle comes second
03:12:50  <Samu> dumb me
03:16:43  <Samu> retesting
03:17:32  *** glx has quit IRC
03:17:43  <Samu> I wonder if this was the only cause
03:18:40  *** D-HUND has joined #openttd
03:26:10  *** debdog has quit IRC
03:28:40  *** supermop_Home_ has joined #openttd
03:38:11  *** Wormnest has quit IRC
04:06:50  *** Samu has quit IRC
04:15:19  *** supermop_Home_ has quit IRC
04:57:21  *** k-man is now known as Guest1382
05:00:44  *** Guest1382 is now known as k-man[i]
05:06:31  *** k-man[i] is now known as k-man
05:07:44  *** sla_ro|master has joined #openttd
05:26:40  *** sla_ro|master has quit IRC
06:04:16  *** snail_UES_ has quit IRC
06:27:30  <peter1138> Hai dere
06:43:58  <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders
06:44:33  <peter1138> I currently want 'cd' to put me in the root of my current working tree...
06:44:53  *** andythenorth has joined #openttd
06:44:58  <peter1138> andythenorth
06:45:13  <andythenorth> peter1138
06:46:06  <andythenorth>
06:46:22  <andythenorth> so we could add a night mode flag
06:46:29  <andythenorth> and newgrfs could read it, or not
06:46:42  <peter1138> Apparently we don't need to.
06:46:56  <peter1138> -- thry that.
06:46:58  <peter1138> -h
06:47:19  <andythenorth> can you chmod it or something?
06:47:25  <andythenorth> 403 forbidden
06:47:31  <peter1138> Oh
06:47:55  <peter1138> Done
06:48:49  <andythenorth> is this for master?  Or one of the many PRs?
06:50:15  <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders
06:51:32  <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders
06:51:42  <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders
06:52:57  <andythenorth> is that the game where I made a castle?
06:53:35  <peter1138> Yup
06:54:16  <andythenorth> more castles
06:55:27  *** FLHerne has quit IRC
06:56:13  *** FLHerne has joined #openttd
06:57:23  <dwfreed> peter1138: have you met our lords and saviors pushd and popd ?
06:57:40  <peter1138> No.
06:58:29  <dwfreed> They manipulate a stack of working directories; the top of the stack is the current working directory
06:58:34  <dwfreed> akin to a cd with memory
07:00:02  <peter1138> Thanks.
07:00:17  <peter1138> I've only been doing this 20 years and never knew of that.
07:00:23  <dwfreed> haha
07:00:36  <peter1138> Although annoying that "pushd" without arguments doesn't work how I'd expect :/
07:00:38  <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders
07:01:16  <dwfreed> 'dirs' will show the current state of the stack in case you've forgotten
07:01:37  <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders
07:01:40  <dwfreed> pushd and popd also show the resultant stack after they've performed their operations
07:01:45  <peter1138> Hmm, okay, it's not quite how I expected.
07:02:06  <peter1138> cd is still just muscle-memory.
07:02:23  <peter1138> I'm tempted to write an alias for cd.
07:03:05  <peter1138> git rev-parse --show-toplevel
07:08:26  <dwfreed> you probably want this: cd() { command cd $(git rev-parse --show-toplevel)/""; }
07:09:18  <dwfreed> and then when you don't want that behavior anymore, just 'unset cd'
07:24:40  <andythenorth> so why are pikka's recolour sprites broken in that savegame?
07:26:27  <andythenorth> nope, just odd CC choices :P
07:46:44  <peter1138> As Eddi|zuHause didn't get the hint :P
07:59:48  <LordAro> i'm use "cd -" quite a lot, to bounce between 2 different directories
07:59:53  <LordAro> i*
08:03:26  <peter1138> git config --global alias.make '!exec make '
08:03:52  <peter1138> Then I can type "git make" from any directory and it does it from the git root, so that's mostly what I do.
08:04:32  <peter1138> Also added a bare exec alias, so I can do 'git exec bin/openttd'
08:04:42  <peter1138> 'git openttd' is going a bit to far :p
08:04:58  <LordAro> huh, didn't realise all commands were run from the root
08:05:01  <LordAro> neat
08:06:08  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
08:08:23  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7227: Replace Window::scrolling_scrollbar with Window::mouse_capture_widget
08:09:27  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7231: Add: Add flag and railtype sprite type to draw pre-combined ground sprites.
08:11:10  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7227: Replace Window::scrolling_scrollbar with Window::mouse_capture_widget
08:11:39  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7227: Replace Window::scrolling_scrollbar with Window::mouse_capture_widget
08:27:36  *** Samu has joined #openttd
08:55:48  <peter1138> o
09:00:58  <andythenorth> obvs. I am +1 to synchronised dates :P
09:01:03  <andythenorth> but that's not useful info
09:01:32  <peter1138> You can say that, though.
09:08:00  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7253: Fix #7189: Fluidsynth volume gain too high
09:08:11  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7253: Fix #7189: Fluidsynth volume gain too high
09:08:17  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #7189: fluidsynth driver plays music too loudly
09:10:01  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7178: Add AI and GS to framerate window
09:14:24  <andythenorth> done
09:21:04  <Samu> oh I'm bad with names
09:24:32  <Samu> static bool IsNormalOrExclusivityStation(Station *st, Vehicle *v)
09:25:24  <Samu> nop
09:25:51  <peter1138> static bool CompanyMayLoad(const Station *st, Owner owner) maybe
09:26:57  <peter1138> ChooChoo AI is a bit noisy.
09:27:12  <peter1138> "(the following red text is not an actual error)"
09:27:14  <peter1138> Uh huh
09:27:19  <Samu> static bool HasExclusiveTransportRights(Station *st, Vehicle *v)
09:27:23  <Samu> ok
09:27:42  <Eddi|zuHause> sounds legit
09:28:02  <Samu> static bool CompanyMayLoad(Station *st, Vehicle *v)
09:28:02  <Samu> {
09:28:02  <Samu> 	return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner;
09:28:03  <Samu> }
09:28:44  <peter1138> If you take a Vehicle, make it VehicleMayLoad()
09:28:48  <peter1138> And keep the consts.
09:28:53  <peter1138> const Station *st, const Vehicle 8v
09:30:16  <Samu> such a generic name
09:30:27  <peter1138> Yeah, just a bit :(
09:31:48  <peter1138> Something else then. Hmm.
09:32:43  <peter1138> "throw TaskRetryException();"
09:32:52  <peter1138> Urgh, that AI is use exceptions for flow control :-(
09:33:11  <Eddi|zuHause> how pythonic
09:33:25  <LordAro> choochoo?
09:33:51  <peter1138> Yeah
09:34:04  <LordAro> mm
09:34:16  <LordAro> istr pm complaining about it years ago
09:35:46  <Samu> * Test whether a vehicle can load cargo at a neutral station under exclusive transport rights.
09:37:01  <Samu> description is a bit misleading
09:37:24  <Samu> but still correct
09:38:02  <Samu> or do you have a better description?
09:38:02  <peter1138> "even if exclusive transport rights are present."
09:38:30  <Samu> * Test whether a vehicle can load cargo at a neutral station even if exclusive transport rights are present.
09:38:57  <Samu> maybe no need to mention "neutral"?
09:39:06  <peter1138> Yeah, no need for neutral
09:39:22  <Samu> * Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
09:39:39  <Samu> * @param st bla
09:39:43  <Samu> * @param v bla
09:43:26  <Samu>
09:43:39  <Samu> good?
09:46:21  <peter1138> Almost.
09:46:32  <peter1138> You are about the function name.
09:47:31  *** andythenorth has quit IRC
09:47:35  <peter1138> Needs to have Exclusive/Exclusivity in the name somewhere.
09:48:28  <peter1138> CheckVehicleLoadExclusivity maybe?
09:48:41  <Samu> VehicleMayLoadEvenUnderExclusivity
09:48:43  <Samu> lol
09:51:53  <Samu> static bool VehicleMayLoadEvenUnderExclusivity(const Station *st, const Vehicle *v)
09:52:02  <Samu> ugh looks so... big
09:53:25  <Samu> MayLoadUnderExclusivity
09:53:31  <Samu> MayLoadUnderExclusive
09:56:32  <peter1138> VehicleMayLoadEvenUnderExclusivity < that isn't all that bad :p
09:56:58  <Samu> static bool MayLoadUnderExclusieRights(const Station *st, const Vehicle *v)
09:57:06  <Samu> oops, typo
09:58:33  <peter1138> Go with it
09:58:55  <peter1138> I'm fine with the condition in the other file as you only added one there.
10:02:00  <crem2> Morgen!
10:02:21  <crem2> What's happening in openttd world? Any new exciting features?
10:02:45  <crem2> Since 2 years ago or so..
10:03:01  <Eddi|zuHause> no. nothing ever happens here.
10:03:01  <peter1138> Apparently group liveries are popular.
10:03:03  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
10:03:33  <peter1138> There's some nice things, and everyone's like "wow, I can change colours!"
10:03:50  <Samu> openttd mtx
10:05:19  <crem2> Wow group liveries is actually interesting idea. It's different color depending on engine type?
10:05:44  <peter1138> Nah. That was already there.
10:05:51  <Samu> wow! colours!
10:05:52  <peter1138> Just one colour per group.
10:05:54  <peter1138> Wow!u
10:06:05  <peter1138> Yeah, andy liked the rainbow effect :D
10:06:31  <Eddi|zuHause> so andy is everyone now?
10:06:35  <crem2> I didn't know it was. But it's probably visually pleasing and also useful sometimes.
10:07:30  <crem2> "Overhaul of music system" -- can I hear original TTD jazz music again?! That would be nice feature too. :)
10:08:53  <Eddi|zuHause> could you not before?
10:09:30  <crem2> No. I think native MIDI disappeared from sound cards like 15 years ago, and most OSes don't emulate that, no?
10:09:50  <peter1138> Windows does, and Linux will with the correct software.
10:10:30  <Samu> what does mac do?
10:10:48  <crem2> Linux doesn't do "out of the box" for most setups. I believe one has to recompile something with some flag.
10:10:57  <peter1138> Probably loads in Protools :p
10:11:02  *** andythenorth has joined #openttd
10:11:12  <peter1138> No, you needed to have timidty available.
10:11:26  <Eddi|zuHause> you must have a strange linux
10:22:34  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
10:24:43  <peter1138> Error: Unable to load driver 'fluidsynth'. The error was: Could not open any sound font
10:24:51  <peter1138> Silent warning ;(
10:25:42  <peter1138> But yeah, once you have the stuff, it just plays like it should.
10:25:47  <peter1138> No process spawning hacks.
10:27:05  <LordAro> crem2:
10:27:30  <crem2> Yeah, just read that!
10:28:17  <LordAro> lots of exciting things
10:28:36  <LordAro> honestly the "better fast forward" is likely to be most noticable
10:28:57  <crem2> Hm, for me colours is the only visible feature, but even it is cosmetic. But I'm not complaining. :)
10:29:29  <crem2> Better fast forward?.. which line of changelog is that?
10:30:10  <LordAro> "Change: Decouple GUI timing from game ticks"
10:30:20  <LordAro> it is a bit of a technical changelog entry...
10:30:32  <LordAro> i imagine someone can inprove that for beta3/rc1
10:30:33  <crem2> But actually I think there were lots of newgrf-related features in last X years, but most of players don't discover it because it's pretty tiring to find good compatible newgrf modules.
10:30:37  <peter1138> Eh, that was a side effect anyway, it wasn't the intention.
10:30:41  <LordAro> true
10:30:47  <Eddi|zuHause> but how would that affect someone who doesn't use fast forward?
10:31:01  <crem2> I think there's a need of "newgrf packs", and having one of them as "default/recommended" would be even better.
10:31:57  <crem2> not "packs" but rather "presets".
10:32:17  <peter1138> Eddi|zuHause, is improves things when the game is runing too slow, as well.
10:32:34  <peter1138> The intention was to make the window animation work normally regardless of the game speed.
10:32:44  <peter1138> The sideeffect is that fast-forward became superfast.
10:32:48  <Eddi|zuHause> that sounds more along my use cases :p
10:33:18  <peter1138> Eddi|zuHause, I had the Wentbourne save and the news popups took ages to come and go... :p
10:34:07  <Eddi|zuHause> i don't know if that is due to something my system does very wrong, but during game startup, the mouse is still choppy when it scans for grfs
10:34:53  <peter1138> The patch does absolutely _not_ decouple the gui from the gameloop (or any other loop)
10:35:09  <peter1138> 'patch' heh
10:35:29  <peter1138> The main change is it uses real time instead of game tick time for GUI stuff.
10:35:53  <peter1138> So yeah, it won't improve the GUI speed if the game is running slow, but it will improve GUI animations and responses.
10:36:07  <Eddi|zuHause> also, the game generation window kinda gets stuck instead of repeatedly updated during longer tasks for me
10:36:15  <Eddi|zuHause> which is meant to be threaded
10:36:29  <peter1138> It's possible that is using the wrong ticks.
10:37:03  <Eddi|zuHause> sometimes it works, sometimes not
10:41:59  *** andythenorth has quit IRC
10:45:53  *** andythenorth has joined #openttd
10:49:32  <peter1138> Complex industry placement?
10:55:25  <andythenorth> yes
10:55:29  <andythenorth> super complex
10:56:00  <andythenorth> ideas
10:56:30  <andythenorth> - place n modular layouts, not just one monolithic layout (not convinced on this one)
10:56:40  <andythenorth> - industries can terraform properly
10:57:20  <andythenorth> - don't force the origin to be N tile, allow an offset of (0, 0) to any location in the layout
11:00:10  <peter1138>  Don't industries have multiple layouts anyway?
11:00:18  <andythenorth> yes
11:00:21  <Eddi|zuHause> anything of that helps getting an area preview while funding/placing in editor?
11:00:54  <andythenorth> so in principle, the modular layouts thing is redundant, at least for me
11:01:02  <andythenorth> I could define submodules in my python compile
11:01:20  <andythenorth> then assemble 255 layouts or whatever
11:01:28  <peter1138> Hmm, that need the randomization to be pushed forward to the client.
11:02:31  <andythenorth> offsetting the origin is far more interesting for the problems I currently have
11:02:46  <andythenorth> that's probably 'just' a co-ordinate transform?
11:02:49  <peter1138> Or you could make it pseudorandom based on game seed, current date, x/y, etc...
11:04:17  <peter1138> andythenorth, what's the difference between offseting the origin and... placing it at that offsetted origin anyway?
11:05:49  <andythenorth> possibly nothing
11:05:59  <andythenorth> the words or pictures to describe this are quite long
11:06:25  <andythenorth> if you start a FIRS 3 game, money cheat, then try placing a port or bulk terminal on all the different coast orientations....
11:06:37  <andythenorth> ...the frustration is quite high
11:06:55  <andythenorth> there are some more possible solutions to that in newgrf also
11:06:58  <andythenorth> - more layouts
11:07:20  <andythenorth> - more special casing to handle slopes, so that placement can be more lax
11:11:41  <Eddi|zuHause> there's no real reason why when placing random industry, the tile the person clicked on should be the (0,0) tile of the layout
11:12:35  <Eddi|zuHause> and at least in scenario editor, one could allow picking a specific layout (which will then have an area preview)
11:17:26  <andythenorth> so is solving the 0,0 issue just a walk of all the tiles?
11:23:30  <peter1138> Is it a UI thing?
11:23:52  <peter1138> i.e. it doesn't matter for any other purpose?
11:24:47  <Eddi|zuHause> maybe we find another purpose?
11:25:17  <Eddi|zuHause> also, can someone fix pantograph placement in TF?
11:27:16  <peter1138> TF?
11:27:44  <Eddi|zuHause> Transport Fever
11:31:47  <peter1138> Ok, so in createNewInduistFF been a marquer for a check on clear water, skip it
11:31:50  <peter1138> err..
11:31:50  <peter1138> FF been a marquer for a check on clear water, skip it
11:32:02  <peter1138> belugas comments :D
11:41:23  <andythenorth> le marquer
11:54:49  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
12:31:50  *** Flygon has quit IRC
12:32:00  <peter1138> This music is beautiful...
12:37:30  <peter1138> Hmm, AI schedular could be better.
12:45:20  *** Thedarkb1-T60 has quit IRC
13:07:39  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7258: Change: When creating an industry move the origin tile to the center.
13:13:20  * andythenorth tests
13:13:43  <peter1138> Where "center" usually means +1+1 tile in, cos of rounding.
13:13:51  <andythenorth> yup
13:14:10  <peter1138> Are there 5x5 layouts? :D
13:14:16  <andythenorth> probs
13:15:48  *** Thedarkb-T60 has joined #openttd
13:16:20  *** Thedarkb-T60 has quit IRC
13:16:37  *** Thedarkb-T60 has joined #openttd
13:17:46  <andythenorth> more natural for non-weird industries
13:17:52  <andythenorth> not helping the port stuff much :)
13:19:16  <peter1138> I'm not sure how it would help.
13:21:49  <andythenorth> yes
13:35:51  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7258: Change: When creating an industry move the origin tile to the center.
13:36:53  <peter1138> ^^
13:41:27  *** snail_UES_ has joined #openttd
13:44:51  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7258: Change: When creating an industry move the origin tile to the center.
13:48:43  *** Eddi|zuHause2 has joined #openttd
13:48:44  *** Eddi|zuHause has quit IRC
13:50:28  *** Eddi|zuHause2 is now known as Eddi|zuHause
13:54:28  *** supermop_work has joined #openttd
13:55:42  *** supermop_work_ has joined #openttd
13:56:33  <DorpsGek_II> [OpenTTD/website] andreszs commented on issue #48:
13:58:11  *** supermop_work__ has joined #openttd
13:59:43  *** supermop_work___ has joined #openttd
13:59:50  *** snail_UES_ has quit IRC
14:01:39  *** supermop_work____ has joined #openttd
14:01:53  <supermop_work____> hmm
14:02:01  <supermop_work____> long tail today
14:02:31  *** supermop_work has quit IRC
14:03:43  *** supermop_work_ has quit IRC
14:06:16  *** supermop_work__ has quit IRC
14:07:48  *** supermop_work___ has quit IRC
14:10:30  <supermop_work____> yo andythenorth
14:13:43  <peter1138> andythenorth, so does it solve anything? Shall I close it?
14:36:16  <supermop_work____> hmm do i need even more grey collarless shirts?
14:36:31  <supermop_work____>
14:36:57  <supermop_work____> i am currently wearing a similar shirt in the office
14:42:28  *** nielsm has joined #openttd
15:03:21  *** drac_boy has joined #openttd
15:03:54  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7258: Change: When creating an industry move the origin tile to the center.
15:04:04  <drac_boy> think it got a little lost in all the push/pull talks yesterday so don't mind me asking .. did someone indeed said articulated rv's can't be passed?
15:18:53  <Samu>
15:18:58  <Samu> new zealand
15:19:54  <Samu> new zealand likes blood
15:22:05  <peter1138> 23:59 < drac_boy> sorry to ask as its been quite a long time but .. can articulated buses be passed or do they still
15:22:09  <peter1138>                   have that old no-passing 'bug'?
15:22:10  <peter1138> 00:03 < Eddi|zuHause> nobody changed that
15:22:24  <peter1138> So yeah... you even responded to that :p
15:22:56  <peter1138> Samu, such black borders
15:23:41  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6965: Add: Option for population-linear town cargo generation
15:24:41  <drac_boy> peter .. that doesn't answer anything :)
15:25:08  <peter1138> It precisely answers it. Nobody changed anything.
15:25:29  <drac_boy> peter...changed what?
15:25:40  <Samu> they can be passed
15:25:44  <Samu> by non-artic
15:25:48  <Samu> isn't it?
15:26:09  <Samu> must test
15:26:11  <peter1138> drac_boy, what?
15:26:28  <peter1138> you literally ask a question, it gets and answer, and you don't know what the answer is about?
15:27:44  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
15:27:59  <drac_boy> samu mm let me know if you want :)
15:28:56  <Samu> just tested
15:29:23  <Samu> articulated buses can be taken over by non-articulated buses
15:30:50  <Samu> but not the opposite
15:31:08  <peter1138> Improve it :D
15:31:11  <drac_boy> hmm nice .. probably something to do with the pathfinder and the tail section of the articulated vehicle anyway
15:31:27  <drac_boy> anyway I'll probably have to think of a good batch of non-articulated vehicles for my list
15:31:47  <peter1138> There's a state-machine in there for overtaking which is simply bypassed for articulated vehicles.
15:33:05  <Samu> looks like aircraft groups are working correctly now
15:33:23  <Samu> will give it 1 more day for testing before I upload v9
15:33:39  *** Wormnest has joined #openttd
15:34:18  *** Thedarkb1-T60 has joined #openttd
15:35:49  *** Thedarkb-T60 has quit IRC
15:36:24  *** sla_ro|master has joined #openttd
15:36:49  <Samu> cloning a vehicle also clones the group
15:37:00  <Samu> copies the group
15:37:07  <nielsm> creates a new, separate group?
15:37:19  <nielsm> or places the clone in the same group as the original?
15:37:47  <Samu> places the clone in the same group as the original, I believe that was what was causing aircraft being in the wrong groups
15:37:57  <nielsm> well yes, that's what cloning does
15:38:12  <nielsm> it makes an identical vehicle including group and orders and consist and refit
15:38:40  <nielsm> you should not be surprised by that
15:39:15  <Samu> it was a different problem
15:39:26  <Samu> I was using MoveVehicle incorrectly
15:39:37  <Samu> resulted in nothing happening
15:39:55  <Samu> the cloned vehicle would stay in the wrong group
15:40:02  <Samu> instead of being moved to the right group
15:40:46  <Samu>
15:45:34  <peter1138> Yeah, cloning... makes a clone.
15:45:44  <peter1138> Apart from construction date :p
15:56:54  *** Thedarkb1-T60 has quit IRC
16:00:49  <andythenorth> peter1138: so 7258, doesn't really solve anything no :)
16:01:27  * drac_boy kinda wonders how many people like the lv4 grf from george :)
16:02:47  <andythenorth> unknowable :P
16:03:37  *** Thedarkb1-T60 has joined #openttd
16:05:24  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7254: Codechange: introduce a few unit tests
16:07:42  * drac_boy is going for some real food ;) (sorry no food.grf for that heh)
16:07:44  *** drac_boy has left #openttd
16:14:40  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7258: Change: When creating an industry move the origin tile to the center.
16:14:41  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7258: Change: When creating an industry move the origin tile to the center.
16:32:08  *** Thedarkb2-T60 has joined #openttd
16:37:07  <Samu> Remove: OPF, kekeke
16:37:48  <Samu> LordAro:opfbyebye
16:38:44  *** Thedarkb1-T60 has quit IRC
16:45:42  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7257: Codechange: Remove never-used StationIDList.
16:45:51  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7257: Codechange: Remove never-used StationIDList.
16:49:50  <supermop_work____> andythenorth: i've been enjoying my little gatwick express rakes
16:52:19  <andythenorth> yay
16:52:25  <andythenorth> BAD FEATURE though
16:53:23  *** Gja has joined #openttd
16:58:18  <supermop_work____> FUN FEATURE
17:02:20  *** Laedek_ has joined #openttd
17:06:58  <andythenorth> you got livery groups supermop_work____ ?
17:07:01  <andythenorth> 1.9.0 beta?
17:09:15  *** Laedek has quit IRC
17:19:59  *** glx has joined #openttd
17:19:59  *** ChanServ sets mode: +v glx
17:20:38  *** HerzogDeXtEr has joined #openttd
17:23:59  *** Progman has joined #openttd
17:26:52  <nielsm> okay almost ready to pretend I wrote a perfect kdtree.hpp all along
17:28:38  *** andythenorth has quit IRC
17:32:29  <nielsm> hmm I do want to split this one commit into two :s
17:37:17  <Samu> those guys at the british house of commons do have some weird rituals
17:37:31  <Samu> do ppl in the uk take that crap seriously?
17:38:15  *** Thedarkb2-T60 has quit IRC
17:41:43  <Samu> at least it's a much smaller room than ours
17:42:03  <Samu> ours is so large for such a small country
17:43:26  <Samu> too bg
17:43:30  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups
17:45:08  <nielsm> there's a big cleanup :P
18:02:06  <Samu>
18:02:20  <Samu> that looks kinda repeating in 1144
18:03:33  <nielsm> hm yeah that's a strange way of expressing it
18:03:40  <nielsm> maybe it was different previously?
18:05:34  <nielsm>
18:05:42  <nielsm> yeah it used to do something before the inner if
18:06:28  <Samu> 12 years ago
18:07:37  *** m3henry has joined #openttd
18:11:54  *** Wormnest_ has joined #openttd
18:18:28  *** Wormnest has quit IRC
18:31:23  *** Wormnest_ has quit IRC
18:33:27  <Eddi|zuHause> gah, i thought i solved my performance issues with some changes to limits.conf, but now they're back with a vengeance :/
18:42:51  <Samu> I'm inventing some weird stuff
18:43:21  <Samu> and I can already see it not working
18:46:09  <Samu> uint16 produced_cargo_waiting[INDUSTRY_NUM_OUTPUTS][MAX_COMPANIES + 1];
18:46:21  <Samu> cargo bias
18:46:51  <Samu> 15 companies + owner_none
18:54:45  *** Eddi|zuHause2 has joined #openttd
18:54:45  *** Eddi|zuHause has quit IRC
18:55:05  <Eddi|zuHause2> ok, that was a service that was actually in use :p
18:55:08  *** Eddi|zuHause2 is now known as Eddi|zuHause
19:14:45  <Samu> bah, newgrf getting in the way
19:16:34  <Samu>
19:16:39  <Samu> how is this used for?
19:17:45  <Samu> whatever, I'll calculate the sum
19:18:53  <nielsm> careful with that
19:19:15  <nielsm> if you return the wrong value there, production callbacks will behave wrong
19:20:08  <nielsm> if you want industries to have separate stockpiles per company serving them, you need to do one or two things:
19:20:41  <nielsm> the one thing you must do is make newgrf industries with production callback not have the per-company behavior by default, because they don't know how to deal with it
19:21:29  <nielsm> the one thing you can add on top is a new flag for newgrf industries that enables them to work with per-company stockpiles/production, by changing the meaning of production callback and the stockpile variables
19:22:48  *** Eddi|zuHause has quit IRC
19:26:38  *** Eddi|zuHause has joined #openttd
19:41:43  *** andythenorth has joined #openttd
19:41:52  <andythenorth> well
19:42:33  <andythenorth> so what GS are there?
19:42:42  <andythenorth> Busy Bee, Silicon Valley, NoCarGoal
19:42:45  <andythenorth> any others?
19:42:53  <Eddi|zuHause> never tried any
19:42:57  <nielsm> city builder?
19:43:30  <Eddi|zuHause> don't city builders rely on heavily modified servers (and clients)?
19:43:31  <andythenorth> I don't understand city building
19:43:40  <andythenorth> cities are annoying
19:43:47  <andythenorth> they're one of the fail points of OpenTTD
19:43:53  *** frosch123 has joined #openttd
19:44:04  <LordAro> andythenorth: a BAD FEATURE?
19:44:11  <m3henry> I think it's makes the game more like a 'base builder'
19:59:01  *** APTX has quit IRC
20:02:43  *** APTX has joined #openttd
20:05:57  <nielsm> hm I want to take all viewport signs (station names, town names, player signs) and put in a kdtree, but not sure if it's fancier to put them in a single shared tree or make a separate tree for each
20:06:54  <nielsm> with a single shared tree I'd make the tree element something like struct ViewportElement { enum ViewportElementClass; union id { StationID station; TownID town; SignID sign; }; }
20:07:50  <nielsm> the major disadvantage of that might be viewport signs being less well defined in draw order, perhaps
20:29:58  *** Wolf01 has joined #openttd
20:30:08  <Wolf01> Moin
20:35:54  <_dp_> Eddi|zuHause, there are Aphid's CB and Simple CB
20:36:12  <_dp_> Eddi|zuHause, and they don't rely on modified stuff, they're just better with it
20:38:31  *** Thedarkb-T60 has joined #openttd
20:38:44  <Eddi|zuHause> nielsm: intuitively i'd say separate for each
20:39:04  <_dp_> CB is basically a goal that requires stable deliveries of stuff to a single place
20:39:12  <_dp_> mixed with some town growth mechanics
20:41:06  *** sla_ro|master has quit IRC
20:41:20  <andythenorth> IndustryBuilder :P
20:42:10  <nielsm> GS sadly lacks a lot of industry controls, and all the newgrf industry stuff gets in the way of implementing that well
20:42:41  <Wolf01> Eddi|zuHause: how are you with astroneer? I have iron and I'm going to hunt for lithium now
20:42:44  <_dp_> GS lacks all kinds of control xD
20:43:05  <Wolf01> "now"... it's late... tomorrow maybe
20:43:16  <Eddi|zuHause> Wolf01: i have lithium and tungsten, looking for iron next, but the vehicle enter bugs and low fps kinda hold me back
20:43:26  <andythenorth> GS is awful :)
20:43:33  <andythenorth> but I wouldn't play without it
20:44:00  <Wolf01> The vehicle enter bug is easily fixable, just move away from the vehicle until it is invisible and go back
20:44:30  <andythenorth> I should try this
20:44:34  <andythenorth> but I don't understand it :P
20:45:15  <andythenorth> eh also
20:45:32  <andythenorth> I like BB, SV and NCG because there's no 'reward' other than arbitrary message
20:45:55  <andythenorth> it's just a goal, I fail or win, there's no additional gameplay from achieving the goal
20:46:23  <andythenorth> 'well done your city has grown' is just about the worst reward I can think of :P
20:48:17  <_dp_> andythenorth, well, in mp you can compete with others in speed or town size
20:48:52  <andythenorth> understood :)
20:49:00  <andythenorth> I don't play MP much though
20:49:44  <andythenorth> so now I need to write a GS, so I can play interesting test games, so I can test new OpenTTD features, so I can make newgrfs
20:49:52  <_dp_> andythenorth, pretty much all goal mp servers are basically sp but in controlled environment
20:49:53  <andythenorth> wheels in wheels :P
20:56:29  <peter1138> hi
21:00:59  <peter1138> Non-square catchment, option or not?
21:01:12  <nielsm> why does youtube think I have any interest in videos of people doing absurdly dangerous things like riding on the exterior of freight trains at speed :(
21:03:18  <nielsm> peter1138: arguably the old behaviour is only a feature in the sense of being a documented bug
21:03:30  <peter1138> Maybe.
21:03:30  <nielsm> so more like an exploit
21:03:39  <peter1138> This one is kinda tricky to make an option.
21:04:12  <peter1138> The "is station in catchment" part is easy, but the catchment iterator would require some specialness.
21:04:19  <peter1138> And... not worth it? :p
21:04:50  <peter1138> Hmm, resting HR back down to 51 bpm.
21:05:18  <nielsm> cargo magically being at both an airport terminal and a bus station 16 tiles apart at the same time quantum behaviour is still exploit-ish but harder to do something about in a reasonable way
21:05:41  <peter1138> That still happens :/
21:06:07  <peter1138> I wondered if we could "rate" catchment by how detached it is...
21:06:27  <peter1138> so detached parts would still count, but have a localized effect, and not be as good as the main part.
21:06:30  <peter1138> BUT
21:06:34  <peter1138> Probably too much effort :p
21:06:39  *** Thedarkb-T60 has quit IRC
21:07:36  <nielsm> anyway, I'm good with classing the old catchment behaviour as an exploit that ought to be fixed
21:07:41  <nielsm> and not worth a switch
21:08:17  <peter1138> It's kinda silly fixing it, tbh, cos you can just plonk more road stops down, but...
21:08:26  <peter1138> There's some edge cases where it would get you catchment that
21:08:32  <peter1138> Like, as you say, a big hole.
21:10:47  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups
21:11:03  <nielsm> I wonder if that new commit is a good idea, and if I did it correct :)
21:12:00  <peter1138> Ok, that was damned good baklava.
21:13:12  <peter1138> Hmm, testing exclusivity in a single-player game :S
21:13:50  <nielsm> get a null AI and use cheats to switch companies :)
21:14:32  <peter1138> I've loaded an old save in multiplayer :-)
21:14:45  <peter1138> Although I realise single player + cheats yes... D'oh.
21:14:57  <peter1138> Oh, fail my life.
21:14:59  <peter1138> It's a co-op game.
21:15:41  *** Gja has quit IRC
21:19:09  <peter1138> Hmm, how long does exclusivity last? :p
21:19:18  <nielsm> a year
21:20:06  <peter1138> Ok
21:20:18  <peter1138> Testing Samu's patch, appears to do what it says on the tin.
21:20:40  <peter1138> Hmm, apparently I've got a viewer.
21:21:51  <peter1138> Well, I'm happy with it.
21:22:25  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
21:23:41  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
21:30:21  *** andythenorth has quit IRC
21:39:09  <peter1138> Falling back to patching base and 3-way merge...
21:39:11  <peter1138> Scary ;)(
21:40:42  <LordAro> lol
21:40:50  <peter1138> It compiled.
21:40:56  <LordAro> ship it.
21:41:20  <peter1138> It's nrt, so yes, I'd like to.
21:42:52  *** frosch123 has quit IRC
21:51:25  <Eddi|zuHause> oh, next astroneer patch
21:56:51  <Sacro> Do like astroneer
22:00:41  <nielsm> wonder if this can be made work...
22:00:50  <nielsm> regardless, not today
22:00:54  <nielsm> it's getting late
22:02:07  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
22:02:07  <peter1138> No it's not.
22:02:31  <peter1138> Why would it not work?
22:03:11  <nielsm> maybe I'm missing something that suddenly turns out to make things much harder than initially thought :)
22:03:16  <peter1138> Hmm, sorted by ID, is that right?
22:03:42  <nielsm> the operator< really only matters for Kdtree::FindNearest
22:03:49  <peter1138> Hmm
22:03:50  <nielsm> to discriminate between multiple items with equal distance
22:04:02  <nielsm> (it could be used to determine mouse clicks)
22:04:06  <peter1138> Ok, so it's not really part of the sorting.
22:04:17  <peter1138> Does it work?
22:04:21  <peter1138> Is it faster?
22:04:38  <nielsm> not implemented yet :)
22:04:41  <peter1138> o
22:04:44  <peter1138> Do it :D
22:04:51  <nielsm> haven't written any of the Add or Remove functions
22:05:12  <peter1138> That's the bit where balancing the tree is awkward, right?
22:05:17  <nielsm> yeah no, as I said, it's getting late and I'm too tired to write good code at this point
22:05:18  <peter1138> Or did you solve that.
22:05:21  <peter1138> :/
22:05:30  <peter1138> nielsm, it'll be better than Samu code!
22:06:01  <Samu> hi
22:06:16  <peter1138> Correctly summoned :-)
22:06:16  <nielsm> yeah you can't balance a k-d tree by rotations, unlike most common balanced trees (red-black etc), since each level has different key
22:06:34  <nielsm> so basically have to rebuild a branch entirely to rebalance
22:06:40  <peter1138> I know nothing about balanced trees.
22:06:59  <nielsm> there might be faster methods that don't require full rebuilds, but that's too advanced for me at this point :P
22:07:06  <peter1138> Right, I should remove my old engine-introduction-date-sync.
22:07:23  <peter1138> Seeing as it seems the synchronize-random-date stuff is looking better.
22:08:29  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
22:10:03  <nielsm> gn
22:12:02  <peter1138> nn
22:18:05  *** nielsm has quit IRC
22:24:12  *** D-HUND has quit IRC
22:24:13  *** octernion has joined #openttd
22:31:56  *** Progman has quit IRC
22:40:30  *** octernion has quit IRC
22:44:48  *** m3henry has quit IRC
22:56:01  <Samu> ST2, hi
22:56:50  <Eddi|zuHause> ok, so definitely something has changed... i still get abysmal FPS, but the vehicle is way faster, so i can't react to anything and it's basically just flailing around
22:57:19  <Eddi|zuHause> also, i used the drill on my tractor, and now the train behind me is sunken into the ground and i can't move
22:58:13  <Samu> could you call me when u got ppl transporting goods that isn't theirs in one of your servers? Need a savegame test case
22:58:27  <DorpsGek_II> [OpenTTD/OpenTTD] SylvainDevidal opened issue #7259: Waiting cargo show cargo that should be hidden
22:59:21  <Samu> or i may just take a look
22:59:52  <Samu> crap, i dont have 1.8.0 installed anymore, nevermind ST2
23:02:11  <LordAro> #7259 sounds like it might be a window ticks thing?
23:03:27  <Eddi|zuHause> no, it's not a "hide this cargo" feature
23:03:40  <peter1138> It's a filter.
23:03:58  <Eddi|zuHause> but not an "exclude" filter, just a "don't include" filter
23:04:01  <peter1138> Yes.
23:04:30  <Eddi|zuHause> if you select "mail", it still shows passengers on stations that have mail
23:06:54  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #7259: Waiting cargo show cargo that should be hidden
23:08:49  <Samu> it works!
23:09:29  <Samu> do u guys have savegames where multiple companies are transporting goods or steel from the same industry?
23:09:34  <Samu> need to test
23:11:05  <LordAro> ah, i see
23:11:09  <LordAro> perhaps a tooltip could be improved?
23:13:38  *** Wolf01 has quit IRC
23:15:46  <DorpsGek_II> [OpenTTD/OpenTTD] SylvainDevidal commented on issue #7259: Waiting cargo show cargo that should be hidden
23:15:47  <DorpsGek_II> [OpenTTD/OpenTTD] SylvainDevidal closed issue #7259: Waiting cargo show cargo that should be hidden
23:19:01  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7252: Fix #7159, e934f09: Waiting time at red one-way signals was too short.
23:19:07  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7252: Fix #7159, e934f09: Waiting time at red one-way signals was too short.
23:19:15  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #7159: Reverse at signal timeouts occur unexpectedly quickly, affects title game
23:20:41  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7243: Change: Decrease the min #opcodes
23:23:29  <nnyby> hmm.. is the nightly changelog broken?
23:24:02  <LordAro> looks it
23:26:46  <Samu> is this good english Feature: Favour company which delivers primary cargo to an industry by prioritizing stations of that company at receiving the transformed cargo
23:26:58  <Samu> maybe "when"
23:27:14  <Samu> Feature: Favour company which delivers primary cargo to an industry by prioritizing stations of that company when receiving the transformed cargo
23:29:53  <Samu> i have many questions about my implementation
23:29:59  <Samu> it was rushed
23:30:16  <Samu> i have no idea about newgrf_industries how they work
23:30:27  <Samu> i dont know how to perform savegame conversion
23:31:37  <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on pull request #6965: Add: Option for population-linear town cargo generation
23:32:46  <Samu>
23:42:45  <Samu> btw, I'm reusing MAX_COMPANIES as OWNER_NONE
23:43:10  *** drac_boy has joined #openttd
23:44:53  <drac_boy> hi there..was just thinking a bit about in-game maths and had to ask for a second opinion .. would loosely loaded versus sacks-loaded open wagons (or mineral wagons for any uk-eng people here) basically really come to the same total cargo tonnage? my reasoning was that although the sacks would induce a bit more air space the fact that it can be stacked a bit higher than the wagonbody's rim neglects this
23:45:07  <drac_boy> oh sorry I didn't think I would type so much in one go :-s heh
23:45:58  <Samu> what have you done to holding left click on a scrollbar...
23:46:37  <Samu> only moves once
23:46:50  <LordAro> ooh, did peter1138 break it?
23:47:48  <Samu> on the arrows
23:47:55  <Samu> not on the scrollbar, my bad
23:47:59  <peter1138> Hmm.
23:48:05  <peter1138> Who even clicks on them? :o
23:48:21  <peter1138> Yeah, I see
23:48:57  <peter1138>                         /* If cursor hasn't moved, there is nothing to do. */
23:49:01  <peter1138> That needs to be moved.
23:52:30  <LordAro> holding down left click on the scrollbar itself also only moves it once
23:52:41  <peter1138> Huh?
23:52:52  <peter1138> Oh right, same fix.
23:53:02  <LordAro> i assumed so
23:53:29  *** HerzogDeXtEr has quit IRC
23:55:37  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7260: Fix #7227: Don't apply mouse-hasn't-moved test to scrollbars.
23:56:46  <Samu> i meant the arrow buttons
23:56:53  <Samu> the scrollbars are fine
23:57:09  <peter1138> The buttons are part of the scrollbars.

Powered by YARRSTE version: svn-trunk