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00:02:14 *** tokai has joined #openttd 00:02:14 *** ChanServ sets mode: +v tokai 00:08:46 <peter1138> Ok, RV path cache working. 00:09:24 *** tokai|noir has quit IRC 00:12:22 <peter1138> 19-20fps in Wentbourne. 00:14:45 <peter1138> Oh of course, that's with the group vehicle ticks too. 00:28:12 <glx> big improvement it seems 00:28:45 <Eddi|zuHause> is there a slow gear on the tractor? i can't get up any slopes like this :/ 00:29:10 <drac_boy> tractor? john deere? :) 00:29:22 <Eddi|zuHause> who? 00:32:17 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7261: Add: Road vehicle path cache. https://git.io/fhFw4 00:32:53 <peter1138> glx, screenshot of the framerate window in there :) 00:33:13 <peter1138> So only 2-3fps improvement with the rv path cache. 00:33:23 <peter1138> Probably still worthwhile. 00:33:46 <peter1138> The group-vehicle-ticks path is still a massive win for me. 00:33:50 <peter1138> *patch 00:34:37 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7254: Codechange: introduce a few unit tests https://git.io/fhFw0 00:34:43 <glx> even if 2-3fps seems small it's important I think 00:34:47 <peter1138> I tried not saving the path cache in the savegame, it works but takes quite a long time for performance to pick up again, and you need to synchronize when to clear the caches on all clients. 00:35:38 <peter1138> 2-3 fps is small, but actually it's a 33% improvement. 00:35:53 <peter1138> (in that savegame) 00:36:12 <glx> yes on heavy games it's important 00:36:20 <peter1138> Any savegame with large cities with grid-pattern layouts would see an improvement, I think. 00:36:29 <peter1138> Er, as long as RVs are used :-) 00:36:51 <glx> they are often used as feeders 00:36:51 <peter1138> grid = lots of mostly equal paths, and lots of pathfinding on every junction. 00:37:08 <peter1138> I set the limit to 8 segments, which means it'll cache the result of 8 junctions. 00:37:33 <peter1138> Or maybe 7, there's a > 1 in there. Hmm. 00:39:55 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7254: Codechange: introduce a few unit tests https://git.io/fhFwa 00:45:51 <Samu> im a terrible boolean 00:46:21 <Samu> https://paste.openttdcoop.org/ptsdqblf6 will this work? :o 00:47:14 *** Flygon has joined #openttd 00:47:35 *** drac_boy has left #openttd 00:50:02 <Samu> suddenly pink transports goods, let's see what happens 00:50:18 <peter1138> Samu, " } else { if { " -> " } else if { " 00:53:26 <peter1138> st1/st2 implies whatever it is is still only the first 2 stations. 00:53:36 <peter1138> s/first/best/ 00:54:02 <Samu> bad stuff happens, i failed 00:54:11 <Samu> only pink should be allowed to get cargo 00:54:40 <Samu> orange is getting some :| 00:54:57 <Samu> pink is the one delivering wood 00:55:13 <Samu> should have priority to transport goods 00:55:36 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7255: Crashlog truncated with many news messages https://git.io/fhFwD 01:00:56 *** Thedarkb-T60 has joined #openttd 01:16:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7262: Change: Smooth AI CPU usage by spreading out AI ticks in relation to competitor speed. https://git.io/fhFwN 01:17:33 <peter1138> ^ kinda ruins Samu's "start all AIs on the first tick" stuff, but... 01:32:35 <glx> they will still start in about the same tick 01:33:09 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7262: Change: Smooth AI CPU usage by spreading out AI ticks in relation to competitor speed. https://git.io/fhFrO 01:33:10 <peter1138> About. 01:33:25 <peter1138> If competitor_speed is max, then no change. 01:35:23 <glx> worst case is 15 ticks difference, but still in the same day 01:37:26 <glx> eh of course, different tick may have different random 01:41:00 <glx> hmm GetWagonAge() one is weird, but maybe related to random too 01:44:08 <glx> hmm or different day 01:47:04 <glx> yes different day 01:54:19 <Samu> i fail at bools :( 01:54:41 <Eddi|zuHause> old and busted: trying to drive the rover train but only managing to flail around wildly 01:54:59 <Eddi|zuHause> new hotness: using the winch to drag the rover train, really flailing around wildly 02:20:34 *** snail_UES_ has joined #openttd 02:53:04 *** glx has quit IRC 03:06:57 <Samu> https://paste.openttdcoop.org/pzk83sgm1 03:07:13 <Samu> testing it seems to be doing well, but not 100% sure yet 03:08:15 <Samu> it's a complex network of cargo, hard to follow 03:08:34 <Samu> there are 6 stations around the industry 03:08:57 <Samu> it's a sawmill. 4 stations receive wood 03:09:15 <Samu> 3 of those stations receive it from pink 03:09:24 <Samu> 1 of those receive it from orange 03:09:54 <Samu> then, 3 of the stations around the industry load goods 03:10:15 <Samu> 1 from pink, 1 from orange and 1 from green 03:11:31 <Samu> pink can load goods because it's also pink that delivers wood 03:11:50 <Samu> but pink can't load goods when orange delivers wood 03:12:06 <Samu> because orange also delivers it 03:12:45 <Samu> orange, on the other hand can load goods because it's also orange that delivers wood 03:13:07 <Samu> but orange can't load goods when pink delivers wood 03:13:12 <Samu> because pink also delivers it 03:13:24 <Samu> green can never load goods in any case 03:13:32 <Samu> becase it never delivers any wood 03:14:59 <Samu> but !!! 03:15:28 <Samu> if pink doesn't transport goods 03:15:53 <Samu> both orange and green may load goods even when it's pink delivering wood 03:16:46 <Samu> does all of this make any sense? 03:19:19 <Samu> perhaps my explanation is confusing :| 03:21:33 <Samu> this appears to be working, but I still need to test multiple stations of the same owners 03:21:36 <Samu> loading goods 03:21:47 <Samu> will do that tomorrow 03:22:04 *** Samu has quit IRC 04:32:32 *** Wormnest has joined #openttd 04:35:09 *** Wormnest has quit IRC 06:39:18 *** FLHerne has quit IRC 06:40:02 *** FLHerne has joined #openttd 06:50:35 <peter1138> I added "make regression" to the end of .git/hooks/pre-commit, should be useful :-) 06:59:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7262: Change: Smooth AI CPU usage by spreading out AI ticks in relation to competitor speed. https://git.io/fhFwN 07:01:19 *** snail_UES_ has quit IRC 07:20:24 <peter1138> Hmm, okay, not so good, it tries to compile when rebasing. 07:32:48 *** andythenorth has joined #openttd 07:36:45 *** debdog has joined #openttd 08:14:59 <peter1138> Morning. 08:15:23 <peter1138> andythenorth, I squashed nrt-block down a bit last night. 08:15:52 <andythenorth> awesome 08:15:54 <andythenorth> 1.9? 08:19:16 <LordAro> i feel it's a little on the late side to be in 1.9 08:19:17 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fh5s1 08:19:21 <peter1138> Aww :p 08:19:33 <LordAro> better to have a whole year of testing for 1.10 08:19:39 <peter1138> Just removed the catchment visualization. 08:19:48 <peter1138> LordAro, I'll be honest, I think another whole YEAR is way too much 08:19:53 <peter1138> It's only a gasme. 08:19:57 <peter1138> And also a game. 08:20:21 <peter1138> We can have point-releases, or release 1.10 a couple of months later. 08:20:39 <peter1138> Releasing only on April 1st is a stupid tradition. 08:21:18 <peter1138> +471 −116 08:21:21 <LordAro> ¯\_(ツ)_/¯ 08:21:23 <peter1138> Station catchment got big :o 08:21:27 <peter1138> No, seriously. 08:21:51 <peter1138> We've had people developing NRT NewGRFs for longer than a year already. 08:22:09 <peter1138> supermop_work____ is about ready to give up on it. 08:22:23 <LordAro> just my opinion, i don't mind either way 08:22:50 <peter1138> I accept maybe too late for 1.9 08:22:59 <peter1138> I don't accept a whole +1 year for 1.10 08:23:28 <peter1138> ffs now non-rect fails :( 08:23:39 <peter1138> fuck it 08:23:45 <peter1138> must've had a bad rebase :( 08:28:10 <peter1138> h 08:28:25 <peter1138> Station::RecomputeIndustriesNearForAll(); 08:28:28 <peter1138> :/ 08:28:35 <peter1138> Ah, it was in the visualization commit ... sigh 08:30:21 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fh5s1 08:33:23 <andythenorth> too late for 1.9 08:33:26 <andythenorth> so 1.9.x 08:33:33 <andythenorth> or 1.10 in September 08:34:11 <andythenorth> or we put a bleeding edge release track, in between stable and nightlies 08:35:56 <LordAro> shouldn't be in 1.9.x (x>=1) 08:36:05 <LordAro> screw it, put it in 1.9 08:36:27 <andythenorth> forgiveness > permission 08:36:34 <LordAro> heh 08:36:38 <andythenorth> it doesn't regularly assert, and it hasn't munched my savegames 08:36:51 <andythenorth> and if the commits were cleaned up, the nml support is 99% or 100% there 08:36:53 <LordAro> "regularly" 08:37:24 <peter1138> It'll get a lot of testing if it's included in 1.9 :p 08:37:39 <andythenorth> our insistence that the major digit of semver never changes :P 08:37:42 <andythenorth> is weird 08:37:56 <LordAro> if we get up to 1.9.5, then i'll complain :p 08:38:01 <andythenorth> we're never going to bump it, because we insist the API never breaks 08:38:22 <andythenorth> so the 1 of 1.y.z is daft, just noise 08:38:29 <LordAro> ¯\_(ツ)_/¯ 08:38:50 <LordAro> could be all Linus, and just bump the major version when he feels like it 08:39:30 *** debdog has quit IRC 09:08:00 *** debdog has joined #openttd 09:13:58 <andythenorth> BBL eh 09:14:08 *** andythenorth has left #openttd 09:14:53 *** m3henry has joined #openttd 09:21:31 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fh5s1 09:34:53 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhFXZ 10:30:36 <DorpsGek_II> [OpenTTD/OpenTTD] nirasa1957 opened issue #7263: Programmable signals doesn't works https://git.io/fhF1u 10:31:25 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7263: Programmable signals doesn't works https://git.io/fhF1z 10:31:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7263: Programmable signals doesn't works https://git.io/fhF1u 10:37:46 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7225: Add: Various AI/GS functions that may be useful. https://git.io/fhF1K 10:41:15 *** debdog has quit IRC 10:46:38 <Eddi|zuHause> <LordAro> could be all Linus, and just bump the major version when he feels like it <- didn't he say "i don't have enough fingers to count to 21"? 10:47:46 <Eddi|zuHause> which is preposterous, of course. even without resorting to binary, you can count to like 60 with two hands 11:29:14 *** debdog has joined #openttd 11:42:44 *** andythenorth has joined #openttd 11:43:26 <peter1138> Hm, is there a gui version of tig? :S 11:43:52 <peter1138> It's one of those text UIs where one wrong keypress loses all the state... 11:44:44 <peter1138> cursor keys change the selected commit 11:44:54 <Eddi|zuHause> i feel like i heard about tig before, but then completely forgot about it 11:44:55 <peter1138> pgup/pgdown can be used to scroll the commit diff 11:45:11 <andythenorth> yo 11:45:13 <peter1138> i keep trying to use cursor keys to scroll the commit diff, as is logical 11:45:24 <peter1138> it even has some kinda of window focus, but that has no bearing on it 11:46:55 <peter1138> I liked my old version of gitg, that had a stash viewer. 11:56:00 <Eddi|zuHause> i'd like a gui as intuitive as tortoisehg... 12:00:05 <peter1138> Is tortoisegit a thing? 12:03:06 <Eddi|zuHause> it exists, but i found it horrible and unintuitive, like everything about git 12:19:49 *** Thedarkb-T60 has quit IRC 12:25:36 <peter1138> Heh 12:25:44 <peter1138> git makes sense when you ignore other vcs ;) 12:31:07 <Eddi|zuHause> you could say that about any religion 12:31:25 <peter1138> git isn't faith, it's science :) 12:34:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7264: Fix: Resorting file list did not update filtered rows. https://git.io/fhFDK 12:35:11 <Eddi|zuHause> no it's not. it's a set of arbitrary rules put up by more or less a single person 12:35:51 <Eddi|zuHause> also, maths is the only true religion 13:09:56 *** snail_UES_ has joined #openttd 13:15:53 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fh5s1 13:16:12 *** Flygon has quit IRC 13:17:12 <andythenorth> git is very divisive 13:17:30 <andythenorth> I find it really intuitive and easy to use, probably because I don't understand it 13:20:21 <peter1138> Heh 13:21:06 <m3henry> I found http://think-like-a-git.net/sections/experimenting-with-git/references-make-commits-reachable.html to have the best explanation 13:30:07 *** snail_UES_ has quit IRC 13:40:52 *** synchris has joined #openttd 13:48:04 *** Samu has joined #openttd 13:49:42 <peter1138> Samu-samu 13:49:45 <Samu> hi 13:50:52 <peter1138> Samu, it's called "logic", by the way. 13:51:01 <peter1138> 01:54 < Samu> i fail at bools :( 13:52:03 <Samu> ah 13:52:29 <Samu> i actually failed at logic classes 13:52:37 <peter1138> :-) 13:52:54 <Samu> working as intended 13:53:23 <andythenorth> I avoided logic in my philosophy degree 13:53:31 <andythenorth> it was a specific set of modules 13:53:48 <andythenorth> wasn't much to do with bools 13:54:03 <andythenorth> much more to do with this http://www.philosophy-index.com/logic/symbolic/ 13:54:34 <andythenorth> bools are level 0 in that 14:06:44 <peter1138> Boolean logic, I suppose. 14:09:25 <Samu> https://paste.openttdcoop.org/pzk83sgm1 just tested stations of the same owner, it's doing fine 14:12:23 <peter1138> Same as last night. 14:12:29 <Samu> yes 14:12:36 <peter1138> 00:50 <@peter1138> Samu, " } else { if { " -> " } else if { " 14:12:48 <Samu> it's the same code 14:12:56 <peter1138> kk 14:13:07 <Samu> ah, that 14:14:47 *** nielsm has joined #openttd 14:15:32 *** octernion has joined #openttd 14:18:48 <Samu> it works! that's all that matters to me 14:18:57 <Samu> I have no idea why everything works 14:19:12 <Samu> but it's doing good 14:19:33 <Samu> now the else ifs that you request 14:21:09 <peter1138> It just stops it being massively indented for no rason. 14:21:12 <peter1138> *reason 14:21:35 <Samu> https://paste.openttdcoop.org/pzkhn4386 14:22:40 <Samu> oh, haven't tested owner_none stations 14:22:49 <Samu> there is no easy way to test this 14:23:02 <Samu> I need water industries that produce secondary cargo 14:23:14 <Samu> firs doesn't have it 14:23:43 <Samu> or if it does... plz tell me 14:24:05 <Samu> andythenorth, 14:25:11 <Samu> speaking of firs... 14:25:17 <Samu> they're newgrfs 14:25:26 <Samu> i have absolutely no idea if this works for newgrf industries 14:25:30 <Samu> time to test anyway 14:30:56 *** supermop_work has joined #openttd 14:32:54 <andythenorth> samu: there are no FIRS water industries producing secondary cargos 14:33:04 <andythenorth> not aware of any industry set doing that, it's highly unusual 14:33:05 <andythenorth> :) 14:33:23 <Samu> dredging site accepts engineering supplies, I wonder if that's equivalent 14:35:17 <andythenorth> no 14:35:25 <andythenorth> well, depends what you're trying to do 14:35:36 <andythenorth> newgrf industry production is non-trivial 14:36:35 *** supermop_work_ has joined #openttd 14:37:36 *** supermop_work____ has quit IRC 14:37:55 <Samu> favouring companies that deliver the main product to have station priority transporting the transformed product 14:39:00 <supermop_work_> andythenorth: vietnamese floating village? 14:39:31 <Samu> company 1 delivers wood to sawmill, company 1 stations get priority when transporting goods from the sawmill 14:39:49 <Samu> something like this 14:39:51 <andythenorth> supermop_work_: more water industries are sought 14:41:56 <Samu> but then firs has these weird industries that already produce cargo without needing to deliver the main product 14:42:14 <Samu> coal mine already produces coal, but still accepts engineering supplies 14:42:28 *** supermop_work has quit IRC 14:43:07 <Samu> if i deliver engineering supplies, what would happen to coal production 14:43:23 <Samu> who to prioritize that coal to 14:46:36 <nielsm> yes that's not something you can answer in general, and that's why I proposed yesterday that per-company industry ratings needs additional variables/callback flags for newgrf industries 14:47:30 <andythenorth> you prioritise to whoever has the highest rating 14:47:43 <andythenorth> is that not working right? 14:48:13 <Samu> i'm segmentating the production 14:48:27 <Samu> wonder what happens to those engineering supplies, must test 14:52:50 <Samu> it's not a rating system 14:53:15 <Samu> it's working with cargo amounts 14:53:22 <Samu> not cargo rating 14:53:33 <andythenorth> why not just read the code? o_O 14:53:50 <Samu> because i'm breaking the code 14:53:57 <andythenorth> and what do you mean, it's not working with cargo rating? 14:54:24 <andythenorth> cargo is distributed to stations based on station ratings 14:54:27 <Samu> okay, it is, but that's only in the end of the chain 14:54:41 <Samu> there's something happening in.between that I'm messing with 14:54:50 <andythenorth> ok I can't help with that :) 14:55:05 <andythenorth> if you want to highlight me with pings, pls actually have a question 14:55:13 <andythenorth> I'm at work, these random pings are interrupting 14:55:22 <andythenorth> I have to usually quit the channel because of them 14:55:24 *** andythenorth has left #openttd 15:00:46 <Samu> ah snap 15:00:51 <Samu> firs ruin it 15:01:31 <Samu> these engineering supplies aren't directly transformed into coal 15:01:36 <Samu> i wonder why 15:02:27 <peter1138> Why would they? 15:02:48 <nielsm> yes that's the way it works 15:02:54 <peter1138> Engineering supplies are like the tools needed by the industry to do its work. 15:03:28 <peter1138> They should increase its efficiency maybe, or they just provide somewhere to dump a cargo type. 15:04:22 *** sla_ro|master has joined #openttd 15:04:37 <nielsm> they increase the production rate for a period of time 15:13:11 *** Gja has joined #openttd 15:15:31 <nielsm> say, as far as I can tell, you can change someone else's sign, and then it becomes your sign, is that intentional? 15:15:55 <nielsm> except for OWNER_DEITY signs, those are frozen (outside editor) 15:16:41 <nielsm> okay well, the comment for CmdRenameSign says so 15:16:51 <nielsm> "Ownership of signs has no meaning/effect whatsoever except for eyecandy" 15:23:46 *** Thedarkb-X40 has joined #openttd 15:24:38 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fhFHF 15:25:58 <Samu> IndustryProductionCallback is failing me, or i fail at understanding what it's supposed to be doing 15:30:31 *** octernion has quit IRC 15:31:34 *** octernion has joined #openttd 15:31:36 *** octernion has quit IRC 15:41:19 *** octernion has joined #openttd 15:42:06 <nielsm> the production callback is a complicated beast to understand 15:43:48 <Samu> just found a bug/typo 15:43:58 <Samu> in my own code, fixed it, let's see now what changes 15:46:03 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fhFQ2 15:47:54 <Samu> num_adjusts = 7 15:48:06 <Samu> 7 adjustments, and i have no idea what exactly 15:49:21 <Samu> 0x40 15:49:25 <Samu> 0x41 now 15:50:29 <Samu> ah, the 3 cargo types 15:50:40 <Samu> but i thought there's 16 now 15:50:55 *** octernion has joined #openttd 15:51:12 <Samu> don't newgrf industries support 16 cargos? 15:51:49 <peter1138> Yes, but original vars are still required. 15:52:15 <nielsm> old newgrfs still need to work 15:52:26 <Samu> firs is old? 15:52:29 <nielsm> yes 15:52:37 *** Wormnest has joined #openttd 15:52:38 <Samu> i just downloaded an update, but it's old 15:52:40 <Samu> ok 15:52:57 <nielsm> it isn't using the new properties and callbacks 15:53:02 <nielsm> so it's old 15:53:08 <peter1138> Age-wise it is old. 15:53:23 <peter1138> And it probably still needs to support 1.8 16:03:27 <Samu> this whole 0x40, 0x41, 0x42 may need to be done in a different way, still not quite sure 16:04:12 <Samu> each cargo has 16 owners 16:04:37 <Samu> currently i get the cargo sum of all 16 and return a single value 16:05:08 <Samu> but maybe I need to return the value per owner 16:05:32 <Samu> and since this is newgrf stuff, i have absolutely no idea what needs to be done 16:06:34 <nielsm> that's why I suggest the best course of action (initially) is to do nothing, and preserve the original behaviour al all respects, when an industry uses production callbacks 16:08:58 <Samu> too chinese, too abstract 16:09:26 <peter1138> 40/41/42 are there for compatibility. 16:09:31 <peter1138> They can't be changed. 16:10:19 <Samu> i may need to turn 40/41/42 into 40[owner], 41[owner], 42[owner] 16:10:21 <peter1138> The replacement variable is 0x69, which takes a parameter. 16:10:24 <Samu> something liek that 16:10:31 <peter1138> You can't change those variables. 16:10:33 <nielsm> you cannot change 40/41/42 16:10:40 <nielsm> they need to keep working exactly as they have always done 16:10:53 <nielsm> otherwise you won't be able to use any existing industry newgrf 16:11:29 <Samu> how do i pass the owner around? 16:11:50 <nielsm> how indeed 16:11:54 <nielsm> that's an open question 16:12:05 <Samu> there's always a owner now 16:12:12 <peter1138> You probably don't want to. 16:12:19 <Samu> or just the total sum 16:12:25 <peter1138> The industry doesn't have an owner. 16:12:28 *** HerzogDeXtEr has joined #openttd 16:13:09 <peter1138> Industry varactions are not run in the context of a user. 16:13:27 <nielsm> when a newgrf industry has production callbacks, the core game is no longer setting the rules for how goods is accepted and produced by the industry is, the newgrf author is making the rules 16:13:50 <nielsm> if you change the rules, you're going to get every newgrf industry author angry at you for breaking their work 16:14:19 <nielsm> for that reason YOU NEED TO keep a compatible mode, where newgrf industries keep working as they did without your patch 16:14:30 <nielsm> even if the player has enabled your new rules in the settings 16:14:50 <nielsm> if the industry is not designed to work with the new rules, it must not use the new rules 16:14:58 <Samu> hmm, for compatibility purposes, openttd still sets owners now 16:14:59 <nielsm> that's the curse of backwards compatibility 16:15:53 <Samu> i am company 1 and deliver wood to sawmill 16:16:05 <Samu> incoming cargo acceptance [wood][company1] 16:16:06 <nielsm> you don't need to explain 16:16:34 <peter1138> Yeah but not all callbacks have a company. 16:16:52 <nielsm> the compatibility with existing newgrf industries is why I keep telling you that you should first make a version of your patch where newgrf industries with production callbacks are not affected at all 16:16:54 <peter1138> These variables are also used for things like graphical variations. There's no owner there. 16:16:54 <nielsm> and keep the old rules 16:17:23 <Eddi|zuHause> <nielsm> when a newgrf industry has production callbacks, the core game is no longer setting the rules for how goods is accepted and produced by the industry is, the newgrf author is making the rules <-- that's basically why "smooth economy" never really caught on 16:18:55 <peter1138> Smooth economy was around long before we had any cargo callbacks. 16:19:48 <Eddi|zuHause> that is true, but there was never any effort to bring the two approaches together 16:20:11 <Samu> i guess for "compatibility purposes" the sum of all wood will suffice 16:20:34 <Eddi|zuHause> using prod callback just silently disabled smooth economy 16:21:10 <nielsm> Eddi|zuHause well there is the monthly production rate change callback 16:21:33 <nielsm> where the industry can decide to change production either by original or by smooth rules, or by its own rules 16:24:09 <nielsm> when are we converting the base industries to newgrf? 16:25:20 <peter1138> We're not. 16:25:23 <Samu> PersistentStorage 16:25:24 <nielsm> :) 16:25:30 <Samu> what's a PersistentStorage :| 16:25:33 <Eddi|zuHause> i don't think we can 16:25:46 <nielsm> Samu, a way for a newgrf to store data 16:26:03 <Eddi|zuHause> because that means we drop the default values for existing newgrfs 16:26:04 <Samu> ah, i see, just a weird name 16:26:54 <nielsm> for example FIRS industries likely use a persisteng storage slot to store how many days/production ticks/whatever it has left of high production rate resulting from delivery of engineering supplies 16:27:46 <nielsm> it's persistent storage as opposed to temporary storage which only exists during one callback chain execution and is then discarded 16:30:39 *** Thedarkb-T60 has joined #openttd 16:32:00 <nielsm> woah, my ViewportSignKdtree stuff compiles! 16:32:36 <nielsm> now to see how hard it crashes :P 16:32:54 <peter1138> :D 16:33:28 <Samu> so it's storing engineering supplies in the persistent storage 16:33:38 <Samu> hmm 16:33:45 <nielsm> maybe? I don't know 16:33:47 <nielsm> just guessing 16:34:02 <Samu> current production gung-ho 16:34:20 <Samu> well, this indeed doesn't need to know which company made the delivery 16:34:26 <Samu> the total sum is fine 16:34:44 *** Gja has quit IRC 16:35:04 <Samu> however, this production is then... benefiting everyone equally 16:35:12 <Samu> hmm hmm... .huuumm..... 16:37:13 <Samu> are scrap yards supposed to produce this much ? 16:37:29 <Samu> 1700 tonnes a month 16:37:55 <Samu> i need to compare this with base master 16:37:57 <Samu> brb 16:41:50 <Samu> nop 16:42:08 <Samu> 300 tonnes a month on master, 1500 on mine, something's wrong 16:43:55 <peter1138> Samu, I think you're going too low-level. 16:45:35 <nielsm> okay, can load the title game without crashing now 16:45:43 <peter1138> That's useful. 16:46:03 * peter1138 ponders some food before going home. 16:46:04 <peter1138> OR... 16:46:16 <peter1138> Go home on an empty stomach and fill it with b33r. 16:46:36 <peter1138> Hmm, only one bottle iirc. Could do wine. 16:46:53 <SpComb> fill bottle with wine 16:47:20 <peter1138> It's already in a bottle. 16:47:25 <peter1138> Fill peter1138 with wine. 16:47:32 <peter1138> Then show me all your PRs. 16:47:59 <nielsm> and can generate a new game as well! 16:48:01 <peter1138> Although I seem to have flooded the PR view :/ 16:54:18 <Eddi|zuHause> i heard drinking alcohol on empty stomach is particularly effective 16:58:02 <nnyby> happy friday:p 17:00:04 <Samu> 26 adjustments holy crap, triggering industries is complex! 17:00:05 *** acklen has quit IRC 17:02:05 <Samu> 24 17:02:10 <Samu> still, a lot 17:04:23 *** acklen has joined #openttd 17:04:29 <nielsm> Samu, consider that it will be AT LEAST as much change as this: https://github.com/OpenTTD/OpenTTD/pull/6867/commits/eea6cce4d7ea913b37e77e02bff705bbbedf1f89 17:06:52 <Samu> wow 17:06:54 <Samu> :( 17:08:10 <nielsm> and that took a huge amount of research and learning how to make industry newgrfs on my part to get (hopefully) right 17:10:47 <DorpsGek_II> [OpenTTD/OpenTTD] JGRennison commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470) https://git.io/fhF5t 17:14:46 <Samu> suffixes? 17:21:19 <Samu> I think I understand where the problem may come from 17:27:38 <Samu> cases: 0x8D, 0x8C, 0x8B, 0x8A, 0x6D variable 0x69, 0x6F variable 0x6F 17:28:00 <Samu> now in english if anyone knows how these are used 17:28:50 <nielsm> https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Industries 17:30:22 * peter1138 is back 17:31:57 <Samu> so all this stuff is new for 1.9 17:32:02 <peter1138> Yes. 17:32:03 <Samu> it didn't exist before 17:32:08 <peter1138> Correct. 17:32:29 <peter1138> Because there was only 3-in/2-out or whatever. 17:32:39 <Samu> and now I'm breaking it 17:32:41 <Samu> :o 17:35:19 <Samu> 0x69 0x69 i meant 17:35:23 <Samu> failed at reading this 17:36:10 <Samu> 0x6F 0x6F 17:36:42 <Samu> 6A 6B 6C 6D 6E aren't touched 17:39:16 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7178: Add AI and GS to framerate window https://git.io/fhF56 17:40:54 *** m3henry has quit IRC 17:41:06 <Samu> for some reason, the breakpoints don't reach any of these 17:41:12 <Samu> firs 17:41:15 <Samu> doesn't use them 17:42:01 <Samu> which means, the problem is elsewhere 17:46:56 <peter1138> Genius. 17:48:08 <Samu> oops, I can't use lengthof(i->produced_cargo_waiting) 17:48:11 <Samu> anymore 17:48:54 <Samu> or can I? 17:49:02 <peter1138> Hmm, how best to do station catchment visualisation... 17:50:04 <nielsm> it would be cool if the combined catchment popped up when hovering the build tool adjacent to an existing station 17:50:14 <peter1138> That's what I'm thinking 17:50:20 <nielsm> but that doesn't solve ctrl-combining 17:50:31 <nielsm> nor if you want to view of an already built without adding more parts 17:50:49 <peter1138> Well, when using ctrl you can hover over the station in the "Join station" window. 17:51:13 <peter1138> The already existing view is easy, that was part of my debug visualization. 17:51:31 <Eddi|zuHause> i think it should just be a button in the station window 17:51:40 <Eddi|zuHause> show/hide catchment area 17:51:58 <Samu> can I replace lengthof(i->produced_cargo_waiting) with INDUSTRY_NUM_OUTPUTS? 17:52:08 <Samu> or am I doing it wrong? 17:52:09 <peter1138> Exactly. That's okay for viewing existing. 17:52:39 <Eddi|zuHause> you can have one or more of those open while building a station, and you can have the existing switch in the station construction window 17:54:06 <Eddi|zuHause> that should cover most use cases, depending on whether you want or don't want overlapping areas and stuff 17:54:54 *** Progman has joined #openttd 17:57:09 <peter1138> Hmm, I only allowed 1 station at a time, but yeah, could have a list. 17:58:16 <peter1138> I also did it for town and industries, which is possibly more useful. 17:58:21 <peter1138> But not everything is covered by a town. 18:00:03 <peter1138> Hmm. 18:01:08 <Eddi|zuHause> ... and then there was this tile highlighting patch where you could overlay two separate layers 18:01:20 <peter1138> Yes 18:01:21 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/industry_cmd.cpp#L1136 how is this working? 18:01:53 <Eddi|zuHause> i never actually used it, but i imagine that gui was a bit overloaded 18:01:56 <peter1138> What do you mean how? 18:02:49 <Samu> what is it doing 18:03:11 <peter1138> It's adding production_rate to produced_cargo_waiting and limiting the result to 65535. 18:04:12 <Eddi|zuHause> it does 3 things: 1) it takes the existing waiting and adds the production amount, 2) it applies a hard cap of 0xFFFF, and 3) it assigns the new value to the waiting amount 18:04:14 <Samu> hmm, production_rate, how to solve this 18:04:24 <Eddi|zuHause> read from right to left, mostly 18:04:47 <Eddi|zuHause> (well, technically, from inside out) 18:06:17 <Samu> i wonder if repeating production_rate 16 times is correct 18:06:32 <Samu> must experiment anyway 18:06:46 <peter1138> Well, isn't that once per possible cargo type? 18:07:14 <peter1138> Ahhhh gotta love the original music :D 18:07:19 <peter1138> nielsm is a star. 18:07:55 <peter1138> I suppose timidity worked, but it was such a kludge. 18:08:08 <Samu> for (Owner owner = COMPANY_FIRST; owner <= MAX_COMPANIES; owner++) { 18:08:08 <Samu> i->produced_cargo_waiting[j][owner] = min(0xffff, i->produced_cargo_waiting[j][owner] + i->production_rate[j]); 18:08:08 <Samu> } 18:08:20 <Eddi|zuHause> i wonder if i still have a TTO backup somewhere. i definitely lost the original install disk, and my backup copies were already a bit corrupted back then 18:08:20 <peter1138> Oh. 18:08:24 <peter1138> That definitely sounds wrong. 18:08:26 <Samu> I think this is gonna be a problem 18:08:52 <Samu> the production rate is for the total sum 18:08:53 <peter1138> Surely you on't want to increase cargo waiting depending on the company's rating? 18:09:07 <peter1138> s/on't/only/g 18:09:36 <Eddi|zuHause> surely you want also production_rate[j][owner]? 18:10:07 <peter1138> I actually think he wants none of that because I don't think it makes any sense. 18:10:27 <Eddi|zuHause> well, different definitions of "want" :p 18:10:39 <Samu> don't know what I want yet 18:10:43 <peter1138> What you probably want to do is store a value per company which represents the %age of goods supplied by that company. 18:10:55 <peter1138> Then you can share out the goods produced relative to the %age. 18:13:16 <peter1138> Hmm, thinking of an alternative to #7262 18:13:33 <Samu> yep, this is not what I want, reverting 18:15:32 <Eddi|zuHause> i was just having a random thought: you tried yesterday to have regression on a pre-commit-hook, and that failed because commits are done all over the place (rebase). is there maybe a pre-push-hook? 18:16:36 <peter1138> Yes, there is. 18:16:43 <peter1138> It's called... pre-push. 18:17:15 <Samu> it works fine for the basic industries 18:17:33 <Samu> then enters newgrf stuff, and everything fails 18:19:51 <Samu> i still dont get how production gets so inflated 18:19:58 <Samu> when i deliver engineering supplies 18:20:04 <peter1138> Well if you were adding it 16 times... 18:20:28 <Samu> I reverted it, and it's not from here 18:20:39 <Samu> must be somewhere else 18:21:37 <Samu> looking at https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_industries.cpp#L610 atm 18:24:24 <Samu> hmm 18:27:51 <Samu> it's probably here :| 18:31:14 *** glx has joined #openttd 18:31:14 *** ChanServ sets mode: +v glx 18:31:58 <peter1138> Hmm, maybe I just put it on the Land Area Information tool. 18:32:15 <peter1138> Select tile -> highlight catchment. 18:33:18 *** andythenorth has joined #openttd 18:34:21 <andythenorth> o/ 18:34:53 <Samu> alright, it's not so inflated now, but there's still no match 18:37:36 <supermop_work_> hi andy 18:40:05 <Samu> https://imgur.com/3HQzGfx 18:40:07 <Samu> no match 18:40:17 <Samu> not as inflated, but still wrong 18:40:39 <andythenorth> supermop_work_: screenshots, or it didn't happen :P 18:41:25 <Samu> as long as I don't deliver engineering supplies, the production matches 18:41:43 <Samu> if I deliver engineering supplies, they do different :( 18:41:47 <Samu> should do equal 18:43:23 <Samu> what am i missing, what am i doing wrong 18:44:23 *** gelignite has joined #openttd 18:50:22 *** frosch123 has joined #openttd 18:52:41 <andythenorth> what is the question? 18:54:32 <frosch123> to be or not to be 18:55:31 <andythenorth> apparently 18:55:51 <Eddi|zuHause> it's not 42. 18:56:24 <nielsm> sigh https://0x0.st/ziho.png 18:57:00 <Eddi|zuHause> stop violating your invariant! 18:57:07 <andythenorth> samu: I really fail to understand what your trying to make happen 18:58:20 <Samu> wanna do what happens on st2 servers 18:58:39 <nielsm> andythenorth: the end goal is to have each industry keep track of which company delivered how much cargo and distribute production to companies' stations based on how the ratio, something like that 18:58:56 <andythenorth> well 18:59:00 <andythenorth> that's not going to work :) 18:59:03 <Samu> secondary cargo can only be transported by the company that delivered primary cargo 18:59:10 <andythenorth> it's a meaningless objective 18:59:19 <nielsm> even nicer: https://0x0.st/zih8.png 18:59:26 <Eddi|zuHause> that argument has never stopped anyone, ever :p 18:59:28 <andythenorth> (meainingless in the context of openttd) 19:00:11 <andythenorth> cargo should be distributed based on station rating 19:00:16 <andythenorth> is that not already implemented? 19:00:29 <Eddi|zuHause> nielsm: stop going out of bounds, too! :p 19:01:35 <nielsm> Eddi|zuHause it seems I may have tried to draw the sign for a station that was destroyed when the title game was unloaded, but that station was not removed from the index tree 19:01:36 <nielsm> so oops 19:02:19 <Samu> https://imgur.com/BGBWW7B they match! 19:02:24 <Samu> but I'm kinda cheating 19:02:29 <nielsm> I should get some food before continuing this quest 19:03:21 <Samu> i'm moving cargo from the deliverer into the free for all pool 19:03:41 <Samu> because newgrfs 19:05:01 <Samu> which in turn means everyone would benefit 19:05:09 <Samu> i guess for this type of cargo, that is okay 19:05:19 <Samu> the industry produces for all 19:05:25 <Samu> have to ask ST2 19:06:04 <peter1138> nielsm, Can you do the vscroll thing please? ;) 19:06:30 <peter1138> Hmm, or actually am I able to push to the PR? 19:07:08 <Samu> ST2, u there!? in FIRS, what do you consider Scrap Metal/Engineering Supplies relationship? 19:07:23 *** octernion has quit IRC 19:07:46 <Samu> who's allowed to transport Scrap Metal if engineering supplies are also delivered there? 19:08:41 <Samu> never been in a FIRS server :| 19:08:54 <peter1138> Huh? 19:08:59 <peter1138> Anyone? Cargo is not owned. 19:09:31 <Samu> server rules 19:09:55 <Samu> but since engineering supplies is a different kind of specimen 19:10:10 <Samu> I don't know how the rule is enforced for this case 19:14:21 <andythenorth> you'll have to special case by specific industries in specific newgrfs if you want to do this 19:19:08 <Samu> bah, i need to install 1.8.0 to enter a firs server 19:19:10 <Samu> brb 19:23:50 <Samu> st2 is away :/ 19:25:24 <Eddi|zuHause> nielsm: so you didn't invalidate the cache on new game? 19:25:59 <nielsm> Eddi|zuHause: rather I do it too late 19:27:10 <nielsm> peter1138: you're welcome to push to my pr branch 19:27:22 <peter1138> :-) 19:27:40 <Eddi|zuHause> i think i saw a checkbox like "developers can write to my PR" 19:28:51 <zuzak> i think that's just "can edit the PR text" 19:28:58 <nielsm> yeah it's on by default 19:29:25 <nielsm> nope it is in fact pushing to the branch 19:29:39 <nielsm> I've done it once or twice 19:30:35 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7178: Add AI and GS to framerate window https://git.io/fhSMz 19:35:12 <nielsm> peter1138: then the question is just, split into a "make scrollable" and a "add ai/gs" commit, or just squash it all? :) 19:35:53 <Samu> engineering supplies can also be a secondary cargo and a primary cargo at the same time, hmm uhm... im utterly confised now 19:36:39 <Samu> pretty much, they're valuables? 19:36:43 <Samu> i see 19:41:01 <peter1138> Hmm, I wonder if I can approve it now? :p 19:41:21 <peter1138> nielsm, yeah, go for 2 commits. 19:42:42 <peter1138> Hmm, so, staiton catchment... land query tool or button on station windows... 19:42:58 <peter1138> I'm fine with catchment for only 1 station being visible at a time 19:43:34 <peter1138> The town visualization is really useful 19:43:42 <peter1138> but the industry one is pretty odd, it's either in or not in. 19:47:07 <andythenorth> samu: what's a primary cargo? 19:47:11 <andythenorth> what's a secondary cargo? 19:50:30 <peter1138> Hmm, accepts is wrong :/ 19:54:06 <peter1138> Oh... Strange, I never updated GetAcceptanceAroundTiles() 19:55:56 <Samu> i dont get firs, it changes the way stuff normally works 19:57:08 <peter1138> Yes, that's the point. 19:58:00 <andythenorth> I don't know how to explain 19:58:03 <andythenorth> where do we start? 19:58:09 <andythenorth> OpenTTD has a content API 19:58:23 <andythenorth> it allows modification of substantial parts of the game 19:59:24 * andythenorth amends that 19:59:31 <andythenorth> OpenTTD has multiple content APIs 20:06:24 <glx> newgrf can change stuff, GS can change stuff 20:07:30 *** octernion has joined #openttd 20:09:06 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fh5s1 20:22:57 *** gelignite has quit IRC 20:27:09 <peter1138> Hmm. 20:27:22 <peter1138> Yeah, acceptance looks good now. 20:27:54 <peter1138> Now matches the catchment, instead of the rectangle. 20:28:56 <nielsm> well it works if I load a game... sort of https://0x0.st/zih5.jpg 20:29:09 <peter1138> Hrm 20:30:34 <nielsm> I think it has to do with partial redraw :/ 20:30:53 <nielsm> it checks some rectangle and decides, nope don't need to draw any signs here 20:31:03 <nielsm> then paints landscape over some existing signs that ought to be where 20:31:04 <peter1138> Ah, you need to extend your bounds. 20:31:07 <nielsm> yeah 20:32:11 <peter1138> Where should I put the view catchment button? These windows are kinda crowded :/ 20:33:20 *** sla_ro|master has quit IRC 20:34:16 <nielsm> uh hm, how about merging location/rename buttons to a dropdown, then adding a toggle in place of rename? 20:35:18 <peter1138> Wondering about making a small icon but I can't think of anything that would scream out "catchment / coverage area" 20:35:45 <nielsm> https://0x0.st/zihF.mp4 ugh 20:36:29 <peter1138> Yup, classic. 20:37:57 <nielsm> just for the performance check, let me try a release build, and that 50k stations save 20:38:00 <nielsm> that should stress it 20:38:09 <peter1138> :D 20:39:40 <nielsm> https://0x0.st/ziFz.png <- that's a bad stack :( 20:39:46 *** octernion has quit IRC 20:41:35 <Eddi|zuHause> i could have sworn i saw a TF station mod where you could split a platform into 2 and have a switch inbetween 20:41:39 <Eddi|zuHause> but i can't find it 20:42:08 *** octernion has joined #openttd 20:52:39 <nielsm> I think I figured this one out, it's a stack overflow 20:52:51 *** gnu_jj_ has joined #openttd 20:53:02 <nielsm> building a tree based on coordinates, while all coordinates are zero 20:53:17 <nielsm> meaning it's impossible to balance at all 20:53:32 <nielsm> it becomes a linked list down the right branch 20:53:45 <nielsm> and with 50k+ elements that overflows the recursion :) 20:54:53 *** frosch123 has quit IRC 21:00:24 *** gnu_jj has quit IRC 21:00:28 <peter1138> Hmm 21:03:02 *** andythenorth has quit IRC 21:03:17 *** andythenorth has joined #openttd 21:03:58 <peter1138> Oh! 21:05:07 <nielsm> I should probably just use the entire viewport space for querying potential signs, rather than the pixel area being updated 21:05:30 <nielsm> assuming this fixes the stack ovberflowing 21:07:22 <nielsm> hm yeah it looks like it's busy doing the industries near thing now 21:07:40 <nielsm> which is further than it got before 21:08:05 <andythenorth> ok so consensus is achieved when people stop objecting 21:08:14 <andythenorth> and no-one's objecting https://github.com/OpenTTD/OpenTTD/pull/7147 21:08:22 <andythenorth> can we jam it into 1.9.0? 21:08:51 <peter1138> After ... 2 days? 21:08:53 <nielsm> that's a crude term 21:11:40 <nielsm> hah yeah this is an improvement 21:12:22 <nielsm> on master, panning around the landscape at halfway zoomed out is 40 ms/frame most of the time 21:12:39 <nielsm> with k-d tree for signs it peaks at 6 ms/frame 21:12:59 <nielsm> (but more commonly 3-4 ms) 21:13:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected https://git.io/fhnEu 21:13:03 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected https://git.io/fhFbH 21:13:54 <nielsm> https://0x0.st/ziFc.jpg 21:14:03 <nielsm> https://0x0.st/ziFT.png 21:14:56 <peter1138> Is it faster because you're not drawing the whole sign? :p 21:15:04 <nielsm> I don't think that's it :P 21:15:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7178: Add AI and GS to framerate window https://git.io/fhF56 21:16:23 *** Wolf01 has joined #openttd 21:16:25 * LordAro wonders if peter1138's PR count has exceeded Samu's 21:17:05 <Wolf01> o/ 21:17:09 <peter1138> Nope, 12 vs 16. 21:18:10 <LordAro> heh 21:18:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhFbA 21:23:12 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7262: Change: Smooth AI CPU usage by spreading out AI ticks in relation to competitor speed. https://git.io/fhFbh 21:30:00 <nielsm> okay yeah problem here is I need a heuristic for the widest possible a sign can be 21:31:44 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7264: Fix: Resorting file list did not update filtered rows. https://git.io/fhFNk 21:31:50 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7264: Fix: Resorting file list did not update filtered rows. https://git.io/fhFDK 21:32:10 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7260: Fix #7227: Don't apply mouse-hasn't-moved test to scrollbars. https://git.io/fhFNI 21:32:15 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7260: Fix #7227: Don't apply mouse-hasn't-moved test to scrollbars. https://git.io/fhFwL 21:35:43 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7261: Add: Road vehicle path cache. https://git.io/fhFNY 21:38:03 *** octernion has quit IRC 21:44:29 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhFN8 21:46:12 <Samu> IndustryProductionSpriteGroup 21:46:21 <Samu> I got a feeling I need to edit this 21:47:46 <Samu> subtract_input and add_output 21:48:00 <nielsm> Samu: it will be much less work to not change the game rules at all, but instead provide a few extra variables (and maybe storage) to newgrf industries to allow them to change the rules in more flexible ways 21:49:13 <Samu> I'm kinda lost 21:49:43 <Samu> at this point I'm pretty much giving up 21:50:18 <Samu> I fail at explaining what I want to achieve, and newgrfs make it too abstract 21:51:02 <andythenorth> they do that :P 21:51:26 <nielsm> start by programming some newgrf industries yourself, using nml or whatever, to understand what goes on from that end 21:51:52 <nielsm> not necessarily to make anything anyone would ever play with, but for the same of learning about the system 21:52:03 <nielsm> for the sake of * 21:54:46 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhd4b 21:56:11 *** synchris has quit IRC 21:56:29 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhFN2 22:00:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7261: Add: Road vehicle path cache. https://git.io/fhFNa 22:02:38 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7261: Add: Road vehicle path cache. https://git.io/fhFNw 22:04:29 <nielsm> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=1367&view=logs <-- peculiar, regressions fail on some builds but not all 22:05:50 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7261: Add: Road vehicle path cache. https://git.io/fhFNX 22:08:26 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhFND 22:09:58 <Samu> a fatal NewGRF error has occurred ;( 22:14:20 <peter1138> Hmm 22:15:56 *** supermop_work has joined #openttd 22:16:08 <Samu> the end! 22:20:17 <peter1138> https://gist.github.com/PeterN/922c34309e437920c5af0cc56708bd12 22:20:23 <peter1138> ^ LordAro is that... actually better? :/ 22:22:01 <LordAro> maybe `if (steps > 1 && steps <= YAPF...) { ... } steps--;` ? 22:22:06 *** supermop_work_ has quit IRC 22:22:30 <LordAro> except steps-- inside the if 22:22:32 <peter1138> No because then it won't decrement if it's higher than the constant. 22:22:45 <peter1138> Oh, after. 22:23:19 <LordAro> i guess i'm suggesting the logic could be reorganised, rather than just the code 22:23:28 <LordAro> though i don't have ideas of how that could be 22:26:13 <peter1138> steps--; if (steps > 0 && steps < YAPF..) { .. } 22:26:38 <peter1138> Hmm. 22:26:40 <peter1138> Actually. 22:27:09 <peter1138> steps > 0 is never necessary 22:27:28 <peter1138> if (--steps < YAPF_ROADVEH_PATH_CACHE_SEGMENTS) 22:27:31 <peter1138> Is that ok? 22:27:44 <LordAro> i guess 22:27:45 <peter1138> Or just 22:27:54 <peter1138> steps--; if (steps < YAPF..) { .. } 22:27:55 <LordAro> still not a fan of my if statements having side effects 22:28:50 <peter1138> Oh, hmm, might've had the printf in the wrong place. 22:29:38 <peter1138> Yeah, > 0 is necessary. 22:30:05 <peter1138> It should never go below 0 (ignore that it's unit) 22:30:10 <peter1138> ... uint 22:31:03 <peter1138> It doesn't add the last step because that's the track that's returned from the pathfinder. 22:31:32 <peter1138> Maybe we need a path cache for aircraft... 22:32:37 *** Flygon has joined #openttd 22:34:47 <peter1138> Wentbourne still works :-) 22:35:00 <LordAro> peter1138: surely aircraft pathing is trivial? 22:35:01 <Samu> pushed! 22:35:16 <peter1138> LordAro, it was a joke. There isn't any. 22:35:28 <LordAro> :p 22:36:29 <Samu> https://github.com/SamuXarick/OpenTTD/commit/c0a5ba6f9f080dcb7d261682d0e18cc31e33a512 - if anyone wants to peak at my experimentations 22:36:41 <Samu> i can't advance it further :| 22:36:54 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7261: Add: Road vehicle path cache. https://git.io/fhFw4 22:37:23 <peter1138> You're still trying to have separate cargo waiting for each company... 22:39:02 <Samu> it was working for vanilla industries 22:39:16 <Samu> but then newgrf got in the way... and RIP 22:40:38 <peter1138> 18:10 <@peter1138> What you probably want to do is store a value per company which 22:40:42 <peter1138> represents the %age of goods supplied by that company. 22:40:44 <peter1138> 18:10 <@peter1138> Then you can share out the goods produced relative to the %age. 22:40:47 <peter1138> I don't know if I mentioned that. 22:41:04 <peter1138> Might be a path worth trying, 4.5 hours ago. 22:46:29 <Samu> isn't that what I've done? 22:46:39 <Samu> not a percentage though 22:47:20 <nielsm> I had not heard this term before https://en.wikipedia.org/wiki/Elvis_operator 22:47:40 <peter1138> No, you seem to be messing about by splitting up the whole of the industry chain by company 22:48:37 <nielsm> keep in mind that conceptually, the player companies in TT are not buying and selling cargo, they are paid to transport it 22:48:47 <peter1138> ^^ 22:49:00 <nielsm> industries buy cargo from industries, companies are paid for doing the logistics of getting it from A to B 22:49:03 <peter1138> It's definitely not the company's cargo. 22:49:35 <peter1138> It is reasonable, though, to share out that cargo (when moving goods to stations) based on ratings. 22:49:40 <peter1138> Which is already done. 22:49:40 <nielsm> (and if you want a game with better simulation of industries having deals with other industries, play simutrans) 22:49:55 <peter1138> So I think you really just want to be fiddling with the rating algorithms. 22:50:44 <peter1138> nielsm, simutrans smells though :( 22:50:56 <Samu> dont know what simultrans is 22:51:05 <Samu> another game? 22:51:22 <nielsm> yes, it's a proper clean slate transport tycoon-like 22:51:37 <nielsm> written from the ground up 22:51:49 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7261: Add: Road vehicle path cache. https://git.io/fhFA4 22:52:07 <nielsm> (rather than being based on disassembly and reverse engineering of an original game which ottd is) 22:52:18 <peter1138> I started out playing Simutrans before I got into OpenTTD. 22:52:25 <peter1138> It's probably improved a bit since then. 22:52:34 <peter1138> Then again I tried it last year and it was still horrible. 22:53:25 <_dp_> this whole cargo topic was brought up by mp gameplay needs not some industry simulation whatever 22:55:41 <nielsm> I think it would be a better solution to provide extra tools to newgrf authors, to let them implement special rules for sharing/distribution of cargo among companies 22:55:56 <nielsm> and keep the base game unchanged 22:56:09 <_dp_> nielsm, passing the problem to newgrf authors is not a solution :p 22:56:45 <peter1138> nielsm, I think you've lost sight of what Samu was trying to achieve, because of the way he's been trying to go about it. 22:56:50 <_dp_> nielsm, also sharing logic part of a game mode, newgrfs shouldn't deal with it 22:57:02 <_dp_> nielsm, GS could though if only it didn't suck 22:58:03 <andythenorth> it does though 22:58:15 <andythenorth> because newgrf 22:58:21 <andythenorth> GS is crippled forever 22:58:43 <_dp_> nerf newgrfs! xD 22:59:53 <_dp_> actually it's not only because of newgfs 23:00:45 <peter1138> GS could be improved if there was someone interested in writing a GS _and_ improving the API. 23:00:57 <_dp_> like newgrfs have nothing to do with GS not being able to do reliable callbacks 23:01:52 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7261: Add: Road vehicle path cache. https://git.io/fhFw4 23:01:54 <_dp_> peter1138, it's not just api, GS engine has to change as well 23:02:09 <peter1138> Okay. What needs to change? 23:02:28 <_dp_> peter1138, 1 command / tick 23:03:14 <_dp_> peter1138, and if we talk about callbacks any execution delay in general + operation limit I guess 23:03:39 <peter1138> Ok, that's because there's a delay in how commands are sent :/ 23:04:13 <_dp_> peter1138, yeah, I know why :) 23:04:44 <peter1138> network_command.cpp:157 23:04:50 <_dp_> peter1138, doesn't change that it needs to go :p 23:05:38 <_dp_> I was actually thinking to patch citymania servers to get rid of that delay 23:05:46 <_dp_> but then I got rid of GS altogether 23:05:50 <peter1138> I'm thinking that delay should not apply to GS. 23:06:22 <peter1138> I don't know if it actually solves anything though. 23:06:38 <peter1138> It's not going to make the GS be executed again. 23:07:31 <peter1138> The command system kinda works like syscalls on a co-operative multitasking system (e.g. old RISC OS) 23:07:54 <peter1138> Except there is the max opcodes thing as well :) 23:08:16 <andythenorth> bring back RISC OS :P 23:08:21 <andythenorth> and a three-button mouse 23:08:51 <peter1138> Can we speed up the CI? :/ 23:09:34 <LordAro> not without giving MS large sums of money 23:10:09 <peter1138> Not sure if it's possible to execute commands on the server and then queue it to send to the clients. 23:11:24 <_dp_> peter1138, should be fine as long as order stays the same 23:11:47 <peter1138> Yes, I was thinking in terms of already-queued commands, dunno though. 23:12:06 <peter1138> Not just the same order, they have to be on the same tick. 23:12:22 <peter1138> Why the heck am I listening to Enigma? 23:13:08 <andythenorth> sadeness 23:13:30 <peter1138> heh 23:13:37 * andythenorth should bed 23:13:44 <peter1138> No. 23:13:46 <andythenorth> watching a documentary about Dre though 23:14:13 <_dp_> peter1138, yeah, I basically consider tick change to be another command 23:19:41 *** Progman has quit IRC 23:23:14 *** Wolf01 has quit IRC 23:26:15 *** nielsm has quit IRC 23:36:16 *** andythenorth has quit IRC 23:37:08 *** supermop_work_ has joined #openttd 23:38:00 *** supermop_work__ has joined #openttd 23:44:16 *** supermop_work has quit IRC 23:45:11 *** supermop_work_ has quit IRC 23:48:44 <peter1138> Ooh. Vivecraft for 1.13.2