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00:02:35 *** snail_UES_ has joined #openttd 00:03:51 *** nielsm has quit IRC 01:39:48 *** Pikka has joined #openttd 01:45:46 *** floodious has joined #openttd 01:49:25 *** mindlesstux[m] has joined #openttd 01:52:34 *** spnda has quit IRC 01:56:32 *** WormnestAndroid has quit IRC 01:57:00 *** WormnestAndroid has joined #openttd 02:53:52 *** Wormnest has joined #openttd 03:06:37 *** floodious has quit IRC 03:18:01 *** debdog has joined #openttd 03:21:26 *** D-HUND has quit IRC 03:24:15 *** glx has quit IRC 03:27:36 *** smoke_fumus has quit IRC 04:05:02 *** snail_UES_ has quit IRC 04:26:28 *** zvxb has joined #openttd 04:28:33 *** Wormnest has quit IRC 05:51:06 *** sla_ro|master has joined #openttd 05:59:21 *** cHawk has joined #openttd 06:42:01 *** HerzogDeXtEr has joined #openttd 07:02:52 *** andythenorth has joined #openttd 07:09:58 <andythenorth> Pikka syphon? 07:13:22 <Pikka> maybe? 07:14:23 <andythenorth> seems to be a nickname for 37/0 07:14:27 <andythenorth> something about the fan 07:16:05 <Pikka> oh 07:16:34 <Pikka> in that case, I suppose so ;) 07:16:48 <Pikka> might do some variants later 07:19:01 <Pikka> hmm, speaking of the fan... 07:19:03 * Pikka adjusts 07:19:41 <andythenorth> I got sucked into this blog a few years ago 07:19:42 <andythenorth> https://class37basher.blogspot.com/2011/03/secrets-of-class-37s-success.html 07:19:52 <andythenorth> lots of class 37 love, and lots of 'what if' 07:20:21 <andythenorth> I included this one in Horse :P https://class37basher.blogspot.com/2011/03/british-rail-class-38that-never-was.html 07:31:09 <Pikka> fancy :) 07:33:27 <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #7923: Suggestion: Allow AI/GS to fully timetable vehicles. https://git.io/Jvv69 07:34:10 *** andythenorth has quit IRC 07:37:14 <Pikka> hmmm 07:38:20 *** andythenorth has joined #openttd 07:55:40 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvviT 07:56:54 *** HerzogDeXtEr has quit IRC 08:25:56 *** peter1138 has quit IRC 08:27:27 <andythenorth> updated end-game Horse https://dev.openttdcoop.org/attachments/download/9606/Horse-2020.png 08:28:42 *** andythenorth has quit IRC 09:06:56 *** Laedek_ has joined #openttd 09:07:08 <DorpsGek_III> [OpenTTD/OpenTTD] Soongood commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt 09:10:50 <DorpsGek_III> [OpenTTD/OpenTTD] liquid245 commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt 09:13:39 *** Laedek has quit IRC 09:19:39 *** Laedek_ has quit IRC 09:20:51 *** Laedek has joined #openttd 09:24:42 *** Laedek_ has joined #openttd 09:30:13 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt 09:30:14 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro reopened issue #7006: Hardware mouse cursor https://git.io/fhqLt 09:31:53 *** Laedek has quit IRC 09:32:18 *** Wormnest has joined #openttd 09:52:53 *** WormnestAndroid has quit IRC 09:53:06 *** WormnestAndroid has joined #openttd 10:03:04 *** andythenorth has joined #openttd 10:24:57 *** Wormnest has quit IRC 11:05:04 <andythenorth> so is it done? 11:35:36 <LordAro> yes 11:38:16 *** crazystacy has joined #openttd 11:43:20 *** syr has quit IRC 11:43:49 *** syr has joined #openttd 11:55:25 <crazystacy> why is it that boats need to go to nearby buoys/waypoints/ 11:55:39 <crazystacy> presumably pathfinding would take too long otherwise? 11:55:54 <Eddi|zuHause> yes 11:56:17 <Eddi|zuHause> it's purely for performance reasons 11:56:26 <crazystacy> a vehicle presumably has a set route though, surely it doesn't recalculate its path every time? 11:56:46 <crazystacy> (i understand that circumstances change, like terrain, but maybe there is some system to deal with it?) 11:58:29 <Eddi|zuHause> crazystacy: some of the values in the pathfinder may be dynamic (dunno for ships, but trains for example can react to the presence of other nearby trains or signal states) 11:58:50 <Eddi|zuHause> so there may not be a set repeatable route 11:58:57 <Eddi|zuHause> in the general case 11:59:22 <Eddi|zuHause> there is (now) a cache for ships, so they don't have to run the pathfinder on every tile they enter 12:00:42 <crazystacy> ah 12:00:49 <crazystacy> that is what i was thinking might be needed 12:00:56 <crazystacy> i was on some server and the boat limit was 20 :( 12:02:00 <Eddi|zuHause> server owners may still be wary of performance impact 12:02:13 <crazystacy> oh, so it should be "fine"? nice 12:02:20 <crazystacy> i was thinking i should go in and see if i could figure something out 12:02:39 <crazystacy> probably the actual solution is much better than what i had in mind 12:02:47 <Eddi|zuHause> i'm not sure if "fine" is the right word, but there are mitigations in place 12:03:35 <Eddi|zuHause> ideally we would have a pathfinder that can better handle big open spaces (lakes, oceans) with lots of equivalent paths 12:03:58 <Eddi|zuHause> but as far as i followed, that development went nowhere 12:05:11 <crazystacy> ah 12:05:18 <crazystacy> i was thinking while cooking what could be done 12:06:06 <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt 12:06:06 <crazystacy> really, what you have is oil rigs (and similar), docks, buoys. recalculate their paths whenever there is a change? 12:06:36 <crazystacy> could also have some floodfill for bodies of water for finding which docks/buoys are in the vehicle's body of water and are reachable at all. i dunno 12:07:02 <FLHerne> crazystacy: It's much better in, I think, 1.10 12:07:13 <crazystacy> Eddi|zuHause, do you know which algorithm is used? 12:07:14 <andythenorth> the bouy limits were either removed or extended 12:07:16 <andythenorth> I didn't check 12:07:21 <crazystacy> there are limits? 12:07:25 <andythenorth> but long routes no longer require bouys 12:07:31 <crazystacy> i spammed a server with 100 buoys to protect against griefing 12:07:32 <crazystacy> oh. 12:07:34 <crazystacy> that's great 12:07:53 <Eddi|zuHause> crazystacy: some variation of A* 12:07:57 <FLHerne> As Eddi|zuHause said, there's now a path cache, and because ships don't collide or anything there's very little need to actually calculate paths :P 12:08:17 <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt 12:08:50 <FLHerne> crazystacy: It's A*, working on virtual 'tracks' in the sea (imagine a big grid of every possible rail direction on each tile) 12:09:36 <FLHerne> Which gives it even more possible duplicate paths to slow it down than just tiles would 12:10:42 <FLHerne> (I once tried to write a JPF version, but that was back when I was an overconfident-but-clueless student programmer, so needless to say it didn't work :P) 12:13:30 *** andythenorth is now known as Guest13454 12:14:56 *** andythenorth has joined #openttd 12:15:26 *** Guest13454 has quit IRC 12:27:16 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt 12:28:49 <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt 12:31:27 *** snail_UES_ has joined #openttd 12:34:26 <crazystacy> FLHerne. oh so i am at that level now 12:35:20 <crazystacy> so it uses literally the same code as the trains you're saying? 12:37:47 <Eddi|zuHause> yes, the only difference between the different vehicle types is the "follow track" function, which determines which tiles are considered adjacent, and what penalties they give 12:38:02 <crazystacy> hm 12:39:01 <Eddi|zuHause> for example, trains have not only the option of going to the 4 neighbouring tiles, but also jumping through "wormholes" (bridges, tunnels) 12:40:12 <crazystacy> nice 12:40:31 <crazystacy> i saw someone worked on a patch at some point trying to put signals on bridges 12:40:46 <andythenorth> doesn't JGR have that? 12:40:48 <andythenorth> and tunnels? 12:41:00 <Eddi|zuHause> yeah, i'm not convinced they have the right approach for that... 12:41:04 <crazystacy> JGR? 12:41:42 <andythenorth> https://github.com/JGRennison/OpenTTD-patches 12:41:48 <andythenorth> "Signals in tunnels and on bridges" 12:44:59 <crazystacy> oh, so he did get the mto work 12:45:36 <Eddi|zuHause> there's different levels of "work" 12:46:58 <crazystacy> :P 12:47:23 *** tokai has joined #openttd 12:47:23 *** ChanServ sets mode: +v tokai 12:47:44 *** snail_UES_ has quit IRC 12:50:24 <SpComb> yeah, there's some weird thing with blocl signals on bridges 12:52:26 <Eddi|zuHause> nobody needs block signals. 12:53:18 <crazystacy> :| 12:53:24 <crazystacy> i used only block signals for 10 years until 1 week ago 12:53:43 <crazystacy> i didn't trust path signals, and it's completely wrong to put block signals on the mainline surely 12:53:47 <crazystacy> or, on a straight path 12:53:51 <crazystacy> now i mix 12:54:19 *** tokai|noir has quit IRC 12:54:33 <Eddi|zuHause> if it were on me, block signals would be removed from the game 12:54:42 <FLHerne> <crazystacy> FLHerne. oh so i am at that level now 12:55:19 <FLHerne> Don't let that stop you, the best way to learn how not to do things is to try them :P 12:56:19 <crazystacy> i am doing something truly deranged with the source now 12:56:23 <crazystacy> too embarrassed to say what 12:56:28 <crazystacy> i mean it's not literally disgusting 12:56:53 <crazystacy> Eddi|zuHause, but it makes no sense to use a PBS every 3 tiles? 12:57:34 <Eddi|zuHause> why? if it makes no difference... 12:57:42 <crazystacy> oh, i thought they would be marginally slower 12:57:53 <Eddi|zuHause> that is disputed 12:58:54 <crazystacy> ok :P 12:58:57 <FLHerne> Eddi|zuHause: Because PBS signals are ugly! 12:59:01 <crazystacy> i am not really violently against them 12:59:08 <crazystacy> *that* they are. but only the light ones. i only use semaphores 12:59:12 <crazystacy> semaphores are beautiful 12:59:24 <Eddi|zuHause> nothing that couldn't be fixed with a newgrf 13:02:54 *** Samu has joined #openttd 13:14:38 <Samu> hey _dp_ I wonder if the *any_station code is needed 13:24:41 <Pikka> if only AIs could use semaphores :) 13:33:12 *** andythenorth has quit IRC 13:34:32 *** crazystacy has quit IRC 13:36:38 <Samu> just tested, any_station isn't needed 13:36:57 <Samu> @calc 95 * 94 * 94 / 94 / 94 13:36:57 <DorpsGek> Samu: 95 13:37:18 <Samu> same amount as that of any_station code is moved 13:37:27 <Samu> 95 14:02:21 *** andythenorth has joined #openttd 14:03:51 <andythenorth> Pikka: it was me :P https://firs-test-1.s3.eu-west-2.amazonaws.com/firs/docs/html/cargos.html#lumber 14:04:30 <Pikka> figures :P 14:04:39 <andythenorth> it was lumber, but then it had to change 14:22:18 *** nielsm has joined #openttd 14:26:22 <_dp_> Samu, huh? any_station is for early return with one station 14:27:14 <Samu> im doing weird stuff to your code :p 14:31:26 <_dp_> Samu, it will work without early returns ofc, just slower 14:31:37 *** Flygon has quit IRC 14:31:52 <Samu> why didn't you use StationList? 14:32:08 <_dp_> Samu, for what? 14:32:21 <Samu> is it also slow? now you have to repeat CanMoveGoodsToStation 14:32:34 <_dp_> Samu, ah, yeah, it's faster to repeat 14:33:19 <nielsm> the number of stations in the list passed is very small for most common cases 14:34:00 <Samu> uint st_owner = st->owner; 14:34:00 <Samu> if (st_owner == OWNER_NONE) st_owner = MAX_COMPANIES; // OWNER_NONE is remapped 14:34:04 <Samu> doing my stuff 14:34:20 <Samu> uint company_best[MAX_COMPANIES + 1] 14:34:22 <Samu> :p 14:34:36 <_dp_> btw, std::set doesn't seems to be relatively slow 14:35:23 <_dp_> only good for big sets with a lot of find 14:35:41 <Samu> now i'm thinking about the best rated station 14:35:53 <Samu> to give them the extra missing pieces that got discarded 14:37:22 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt 14:37:38 <_dp_> Samu, it's completely wrong to give every remainder to the best station 14:37:57 <_dp_> imagine 99 pieces shared between 100 stations, 99 get 0 and 1 gets 99 14:38:14 <_dp_> if anything they should be sorter by remainder with some randomness as a tiebreaker 14:38:18 <_dp_> but tmwftlb 14:38:21 <Samu> that's what i will find out - to see what numbers it results 14:38:50 <_dp_> or, no, actually they should be randomized with chance proportional to remainder 14:39:09 <_dp_> that will make it totally fair on averagge 14:50:04 <Samu> intro title had a nice case 14:50:54 <Samu> 171 was the amount that was going to be moved to best station. Now, with this fix, it gained 1 more, 172 14:51:42 <Samu> the difference here was only 1, couldn't split it with any other station 14:51:52 <Samu> i need to test extreme cases 14:56:14 <Samu> remainder has always been 1 for the main title game 14:58:27 <Samu> i need a busy savegame 14:58:32 <Samu> with ppl stealing each other 15:00:21 <Samu> assert(remainder == 1); well this should help 15:08:22 <Samu> aha, i got a remainder == 2 15:08:27 <Samu> an assert 15:09:56 <Samu> i dont know if i can call UpdateStationWaiting twice for the same station 15:10:12 <Samu> but if I can, I have a solution 15:12:31 <Samu> if i can't, i need more code :o 15:13:20 *** Pikka has quit IRC 15:14:35 <_dp_> it's easy to dump remainder to the best station, just utterly pointless 15:18:00 <_dp_> it's only reasonable in original code because there are just 2 stations and there is no extra effort required 15:27:09 *** andythenorth has quit IRC 15:27:58 <nielsm> https://en.wikipedia.org/wiki/Proportional_representation 15:44:30 *** andythenorth has joined #openttd 15:55:14 <FLHerne> andythenorth: In Horse, are the 'Broadrock' trucks supposed to produce such a huge amount of smoke while accelerating? 15:55:27 <andythenorth> yes 15:55:31 <andythenorth> too much? o_O 15:55:32 <FLHerne> I mean, I've seen smoky heavy trucks, but it looks a bit silly :P 15:56:05 <FLHerne> From a standstill it's fine 15:56:20 <FLHerne> The 'problem' is that they slow down when going around corners 15:57:27 <FLHerne> So on twisty roads they do it all the time, which is perhaps a bit much 15:58:04 <Samu> my terrible terrible coding skills :p 15:58:51 <FLHerne> Oh, I switched to JGRPP again? 15:59:19 <FLHerne> And it still has non-colliding ships 15:59:43 <FLHerne> So does that mean it doesn't use the path cache, or jgr found a sane way to do it? 15:59:46 * FLHerne looks 16:00:37 <Samu> how ugly is this? uint station_moved[0xFFFF] = {}; 16:00:45 <Samu> 65535 16:04:20 <Samu> all i need is a list which stores station index and amount moved, dunno how to do it 16:04:25 <FLHerne> It's quite a big array; why? 16:04:30 <Samu> because im noob 16:04:50 <Samu> i have only like... 2, 3 stations normally 16:05:41 <Samu> wanted something like "add item x to list with value y", much like AI scripts 16:06:08 <Samu> and then, "get value of item x" 16:07:30 <_dp_> Samu, std::map 16:11:10 <andythenorth> one day I will make a decent road set 16:11:18 <andythenorth> Hog is awful 16:13:59 <andythenorth> git st 16:14:05 <andythenorth> nope, this is not shell 16:14:48 <andythenorth> anyway, just 52 more trains to draw for Horse :P 16:23:43 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1 16:24:32 *** andythenorth has quit IRC 16:26:09 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1 16:42:57 *** Wormnest has joined #openttd 16:46:09 *** crazystacy has joined #openttd 16:47:00 *** andythenorth has joined #openttd 16:55:14 <Samu> i dont know how to std::map :p 16:55:43 *** Progman has joined #openttd 16:56:55 <Samu> you made a typo signle 16:58:08 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1 16:58:23 <_dp_> fixed 17:03:50 <andythenorth> yo 17:17:33 <Samu> here's what I've done to your code https://pastebin.com/JuaZWeFx 17:17:37 <Samu> :p 17:18:21 <Samu> the remainder part is what's interesting 17:19:30 *** HerzogDeXtEr has joined #openttd 17:22:34 <_dp_> Samu, https://pastebin.com/Pvm9M3vM 17:22:54 <_dp_> about 3 times slower than mine and 10x original 17:24:13 <_dp_> can get rid of map tho 17:34:11 <Samu> 10 times original :) 17:34:21 <Samu> how would i get rid of map? 17:38:12 <Samu> haven't found yet a remainding == 3 17:38:21 <Samu> but i didn't try enough either 17:39:05 <_dp_> Samu, like this https://pastebin.com/WSGZ2DDD 17:39:10 <_dp_> still 5-8x tho 17:39:20 <_dp_> Samu, you need at least 3 stations for rem == 3 17:39:53 <_dp_> actually, 4 17:40:20 <_dp_> 3 units to 4 station 17:40:25 <_dp_> *stations 17:41:15 <Samu> wow how did u time that so quickly 17:45:10 <nielsm> some things don't need to be timed or tested, you calculate it 17:45:22 <nielsm> (I don't know if that's the case here but I suspect it) 17:46:01 * _dp_ doesn't even know what exactly is Samu so surprised about 17:50:38 <Samu> excelent edit 17:50:48 <_dp_> ... and now that we have an alternative implementation solving a non-existing problem we can waste much more time discussing which one to use 17:50:50 <Samu> you know some tricks I don't 17:50:54 <_dp_> fan-freaking-tastic :p 17:54:30 <Samu> i dont like wasted cargo :( 17:54:34 <Samu> use mine 17:54:35 <Samu> :p 17:55:11 <_dp_> it still kinda wastes some :p 17:55:31 <Samu> how does it waste cargo? 17:55:59 <_dp_> hm, or mb not... 17:56:35 <_dp_> as it seemingly never actually does /256 18:18:55 <Samu> best_sum is > 256 18:18:58 <Samu> some times 18:19:42 <Samu> now I wanna use this patch for my SamuPatchPack stuff 18:19:57 <Samu> the AIs will be happy 18:21:04 <Samu> they will finally be able to steal each other 18:30:06 *** frosch123 has joined #openttd 18:30:42 <andythenorth> make on macos has started printing the makefile comments to stdout 18:30:43 <andythenorth> https://github.com/andythenorth/iron-horse/blob/master/Makefile 18:30:56 <andythenorth> is that something I have to fix locally, or is it someting in the makefile? 18:31:26 <andythenorth> is it just indenting? 18:31:56 <nielsm> dunno is it BSD make or GNU make? 18:32:14 <andythenorth> GNU Make 3.81 18:33:08 <LordAro> andythenorth: it's always done that 18:33:24 <andythenorth> maybe I didn't notice so much 18:33:30 <LordAro> prefix with '@' to silence them 18:33:53 <LordAro> it just runs every (indented) line in a shell, so "# foo bar" just does nothing 18:34:09 <LordAro> also 3.81 is ancient 18:41:57 <frosch123> enterprise linux crap still has 3.81 18:42:21 <frosch123> combined with gcc 4.8 :) 18:45:03 *** Wolf01 has joined #openttd 18:45:50 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JvvNF 18:45:50 <DorpsGek_III> - Update: Translations from eints (by translators) 18:47:08 *** tokai|noir has joined #openttd 18:47:08 *** ChanServ sets mode: +v tokai|noir 18:54:07 *** tokai has quit IRC 19:11:18 <nielsm> STR_REPLACE_HELP_ROADTYPE :{BLACK}Choose the road type you want to replace engines for 19:11:28 <nielsm> shouldn't that be vehicles, not engines? 19:17:24 <andythenorth> plausible 19:21:27 <frosch123> copy paste :) 19:32:25 <nielsm> woo da_DK again complete... except for a bunch of places I think I accidentally (or intentionally) used different terms for some things 19:32:33 <nielsm> not that it's entirely consistent in the first place 19:33:30 <nielsm> and "road vehicle" is such an awkward term 19:38:27 <Wolf01> Ahahahah 500 players F speedrun is EPIC 19:39:17 <_dp_> rejoice Samu, I turbocharged your implementation to acceptable levels: https://pastebin.com/LkKsPHKs 19:40:04 *** Wormnest has quit IRC 19:41:29 <LordAro> Wolf01: link? 19:41:36 <Wolf01> https://factorio.com/blog/post/fff-329 19:41:44 <LordAro> oh yeah, friday 19:42:36 <crazystacy> what's up with safeguard_do_not_use_this_method. compiled fine before 19:42:58 <LordAro> crazystacy: exactly what it says :p 19:43:08 <LordAro> certain unsafe functions are "banned" 19:43:29 <crazystacy> hold on. it's just odd. it worked fine before as i said :P 19:43:45 <Eddi|zuHause> crazystacy: you might have missed an include, or put them in the wrong order 19:44:00 <crazystacy> aha. 19:44:09 *** peter1138 has joined #openttd 19:44:09 *** ChanServ sets mode: +o peter1138 19:44:16 <crazystacy> i had included something after safeguard.h 19:44:19 <crazystacy> +s 19:45:41 <Samu> wow 19:47:04 <Samu> great job 19:47:19 *** WormnestAndroid has quit IRC 19:47:21 <crazystacy> well i had no idea what that was 19:48:22 *** WormnestAndroid has joined #openttd 19:50:36 <andythenorth> what shall we PR? 19:50:47 <LordAro> your mother 19:51:09 <andythenorth> oof 19:51:10 <andythenorth> rude 19:51:12 <Wolf01> OTTD 2.0 19:51:32 <andythenorth> shall we fix Eddi|zuHause's town patch? 19:51:36 <andythenorth> it's really quite good 19:51:54 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/7745 19:52:10 <andythenorth> I'm not saying Eddi|zuHause will *never* do it :D 19:52:16 <nielsm> I want it 19:52:24 <LordAro> andythenorth: define "fix" 19:52:26 <Eddi|zuHause> *i* am saying i will never do it 19:52:29 <andythenorth> fix / finish /s 19:53:35 <andythenorth> can we move the floodius essay somewhere else? 19:53:41 <andythenorth> it has nothing to do with reviewing the PR 19:53:48 <LordAro> can't move it 19:53:54 <LordAro> could delete it 19:54:22 <andythenorth> it's an entirely valid issue in someone's own fork 19:54:29 <andythenorth> it's not PR commentary 19:54:47 <andythenorth> Eddi|zuHause: what's left to do? 19:54:50 <andythenorth> scenario editor? 19:54:51 <andythenorth> strings? 19:55:09 <andythenorth> oh I neglected lunch :( 19:55:16 <andythenorth> without peter1138 I am helpless as an adult 19:55:24 <Eddi|zuHause> script compat 19:55:46 <nielsm> GUI 19:55:55 <Eddi|zuHause> scenario gui 19:56:03 <Eddi|zuHause> wording for the setting descriptions 19:57:39 <andythenorth> is there 'fund a town' gui? 19:57:49 <LordAro> yeah 19:57:55 <LordAro> in the scenario editor 19:58:06 <Samu> _dp_, [img]https://i.imgur.com/Ywp7j4U.png[/img] 19:58:13 <Samu> the difference it makes 19:58:36 <Eddi|zuHause> what i never was quite happy with is if you use "random" layout for towns, you might want to have two different min/max spacing numbers for natural and grid... but that would totally explode the number of settings 19:59:21 <andythenorth> could be added later if necessary? 19:59:23 <Eddi|zuHause> like "natural" should be between 2 and 4, "grid" between 3 and 6 20:00:08 <andythenorth> having tested the PR locally, good > perfect 20:00:11 <Eddi|zuHause> also, i think we miss a validation function that makes sure min <= max 20:01:40 <nielsm> it would be kind of nice to have a settings gui thing for selecting ranges instead of just single values 20:02:00 <Samu> more settings! more choice! 20:02:21 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1 20:09:10 <frosch123> founding towns can also be enabled in game 20:09:38 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7922: Improved logic of sharing industry production between stations https://git.io/Jvvx5 20:10:45 <frosch123> Wolf01: is that a video of someone making other build the factory, while they play a 3rd person shooter? 20:11:23 <LordAro> frosch123: pretty much, yes 20:11:49 <frosch123> i think i was factorio dev, i would not have picked it as highlight 20:16:15 <frosch123> about twenty years ago a drunk school mate told me on a party, that they liked to spawn 100 bots in cs 1.x, and wait with the submachine at the spawn point, until they show up 20:16:22 <frosch123> that f video reminded me about that :p 20:17:47 <frosch123> omg, they are like rich and bored ottd players... they want to flatten the map 20:27:24 *** crazystacy has quit IRC 20:44:48 <Wolf01> Book of demons + support pack, is it worth? 20:45:19 <Wolf01> https://store.steampowered.com/app/449960/Book_of_Demons/ 20:49:00 <Wolf01> <frosch123> about twenty years ago a drunk school mate told me on a party, that they liked to spawn 100 bots in cs 1.x, and wait with the submachine at the spawn point, until they show up <- this reminded me about when I and my best friend played serious sam 2 on the last level with 200% (or it was 400%) more enemies and all the weapons unlocked with infinite ammo... on the same pc 20:50:03 <frosch123> two controllers? or hot seat? 20:50:14 <Wolf01> 2 mice :D 20:50:28 <Wolf01> One had to be serial and not installed 20:50:49 <Wolf01> WASD and arrow keys 20:51:52 <frosch123> oh, another story: playing nhl93 was way better with keyboard than with mouse. so i took a second pc and wrote a program to simulate mouse actions when pressing keys 20:52:09 <frosch123> just so two people could play with keyboard 20:53:12 <frosch123> it didn't work well though, there were no good method to reset the origin position 20:55:50 <Wolf01> The only problem we had was that the keyboard allowed only 4 keys to be pressed at the same time 20:56:27 <frosch123> those limits are very different for different areas on the keyboard 20:56:28 *** hythlodaeus has joined #openttd 20:57:22 <hythlodaeus> hello everyone 20:57:29 *** glx has joined #openttd 20:57:29 *** ChanServ sets mode: +v glx 20:57:34 <hythlodaeus> I have a question regarding english.txt 20:58:28 <hythlodaeus> STR_DEPOT_TRAIN_LIST_TOOLTIP 20:58:38 <hythlodaeus> STR_DEPOT_ROAD_VEHICLE_LIST_TOOLTIP 20:58:43 <hythlodaeus> STR_DEPOT_SHIP_LIST_TOOLTIP 20:58:48 <hythlodaeus> STR_DEPOT_AIRCRAFT_LIST_TOOLTIP 20:59:00 <hythlodaeus> there doesn't seem to be one for tramways yet 20:59:09 <hythlodaeus> there should be, as trams have their own depots 21:00:48 <frosch123> there are probably 20 other examples where road and trams share a button 21:00:54 <frosch123> or text 21:01:14 <frosch123> they also share a vehicle list 21:01:25 <hythlodaeus> this should be arranged for in the future then 21:01:49 <glx> tram is just a roadtype IIRC 21:02:20 <frosch123> you could also remove all the train/road/ship/aircraft texts and use a snigle generic one 21:02:56 <glx> generic can't work with some languages I think 21:02:57 <frosch123> why have separate "drag train/road/ship/aircraft to here to sell it", when a single "drag vehicle to here to sell it" works 21:03:17 <glx> different verb depending on the object 21:04:37 <hythlodaeus> Trams now have their own little own building tool section outside of the road construction cascade. That and considering they don't share depots et al, trams should have their unique strings 21:09:47 <andythenorth> drag unit :P 21:09:49 <andythenorth> drag asset :P 21:09:52 <andythenorth> drag thing 21:19:17 *** hythlodaeus has quit IRC 21:21:31 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7914: Town, station and industry directory window sorting performance improvements https://git.io/Jvvhg 21:24:38 *** sla_ro|master has quit IRC 21:30:23 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7922: Improved logic of sharing industry production between stations https://git.io/Jvvhy 21:45:06 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1 21:48:17 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvjW 21:50:42 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7922: Improved logic of sharing industry production between stations https://git.io/Jvvj4 21:55:41 <FLHerne> glx: Since NRT trams have their own toolbar thing 22:03:18 *** WormnestAndroid has quit IRC 22:03:41 *** WormnestAndroid has joined #openttd 22:07:28 *** HerzogDeXtEr has quit IRC 22:07:42 *** MDTWN has joined #openttd 22:07:45 <MDTWN> Hi 22:08:03 *** Wolf01 is now known as Guest13483 22:08:05 *** Wolf01 has joined #openttd 22:08:23 *** MDTWN has quit IRC 22:08:54 <andythenorth> more weird PBS crap 22:09:11 *** hythlodaeus has joined #openttd 22:09:40 <hythlodaeus> hey again. guys, I forgot how to use strgen to create a proper english.lng file 22:10:14 <hythlodaeus> i recall I can't simply do "strgen english.txt" because that generates a conflict with STRING entries 22:10:19 <glx> strgen ./english.txt 22:10:29 <glx> you need to add a path 22:10:33 <hythlodaeus> aha 22:11:41 <hythlodaeus> hmm i dont think that was it 22:11:41 <andythenorth> https://dev.openttdcoop.org/attachments/download/9607/PBS-oof.png 22:11:44 <andythenorth> what do I miss ^^ 22:11:57 <andythenorth> train 127 is waiting for a free path into Frogsworth 22:12:01 <andythenorth> all tracks have el 22:12:05 <hythlodaeus> it does create an .lng file but it isn't recognized by openttd 22:12:27 <andythenorth> there are signals on each station entrance track, facing correctly 22:12:30 <Eddi|zuHause> <Wolf01> One had to be serial and not installed <-- we tried to play settlers (1) once with a second mouse, that was a real pain to set up 22:12:31 <andythenorth> everything is PBS, no block 22:12:42 <FLHerne> andythenorth: Looks fine to me 22:12:49 <andythenorth> yeah trains won't go 22:12:57 <FLHerne> andythenorth: Enable 'show path reservations' if you haven't already? 22:12:57 <andythenorth> had PBS weirdness throughout this game 22:13:03 <glx> hythlodaeus: copied the lng in the wrong place ? 22:13:09 <andythenorth> they're on 22:13:10 <nielsm> do you have signals at the exit end of the platform? 22:13:14 *** henry has joined #openttd 22:13:16 <andythenorth> yes, facing the correct way 22:13:28 <nielsm> and not one-way 22:13:34 <nielsm> `? 22:13:45 <FLHerne> nielsm: There's a picture linked 22:13:55 <andythenorth> not one way 22:14:02 <hythlodaeus> glx: /usr/local/share/games/openttd/lang/ 22:14:11 *** Guest13483 has quit IRC 22:14:22 <andythenorth> we haven't touched path signal stuff recently have we? 22:14:27 <andythenorth> this 1.10-beta-2 22:14:35 <glx> and english.txt corresponding to the exe version ? 22:14:39 <andythenorth> but I had weird PBS behavious same game, master 22:14:55 <andythenorth> there were path reservations stuck, nothing would clear them until I deleted the track 22:15:06 <frosch123> andythenorth: is everything properly electrified, i can't tell for the platform in the back 22:15:19 <andythenorth> yes 22:15:22 <nielsm> FLHerne: difficult to tell when the signals are mostly hidden behind the station roof 22:15:37 <frosch123> maybe set station to invisible, so you can see the tracks and their reservations 22:15:54 <andythenorth> it's something to do with the depot 22:15:58 <FLHerne> andythenorth: I've seen stuck reservations before, but years ago 22:16:03 <nielsm> yeah I'd demolish the station and rebuild it 22:16:08 <nielsm> :/ 22:16:28 <andythenorth> the white train is waiting at a one way on the left 22:16:33 <hythlodaeus> glx: I think it might be that 22:16:41 <andythenorth> I added another one way next to it, and everything freed 22:16:48 <glx> depot entrance should be inside the PBS block I think andythenorth 22:17:01 <nielsm> agree on that 22:17:04 <hythlodaeus> I've compiled the latest code, and updated my modified english.txt accordingly 22:17:11 <hythlodaeus> but i might have done something wrong 22:17:17 <hythlodaeus> or saved in the wrong text format 22:17:32 <nielsm> when you modify english.txt you generally need to recompile the game to match it 22:17:46 <nielsm> I'm not sure it's supported to modify english.lng without doing a recompile 22:18:04 <glx> it's ok as long as the commands are untouched 22:18:49 <glx> and of course no added/removed strings 22:18:54 <andythenorth> magic bulldozer time, more tracks needed 22:19:02 <andythenorth> 'sandbox mode' 22:19:39 <hythlodaeus> nielsm: it used to work fine before 22:19:55 <hythlodaeus> ffff yeah i think my file is messed up 22:19:58 <hythlodaeus> damn 22:20:35 <glx> btw you don't need to do make install, it's easier the just run openttd from bin 22:20:48 <hythlodaeus> i prefer make install 22:20:52 <nielsm> you can actually "make run" 22:21:33 <hythlodaeus> ffff any ideas on how to compare .txt files asides from using track changes on libreoffice? 22:21:47 <glx> diff 22:22:00 <hythlodaeus> wots dat? 22:22:15 <nielsm> diff file1.txt file2.txt 22:22:17 <glx> and I think there are graphic tools around diff too 22:22:20 <nielsm> just do that command 22:22:23 <nielsm> yeah 22:22:35 <glx> on windows I use winmerge 22:28:14 <hythlodaeus> hmm yeah a graphic ui would help since i made a lot of changes on the file... 22:28:36 <glx> google for "diff gui" 22:28:49 <glx> there are many available tools 22:29:12 <frosch123> on linux use kdiff3 22:29:19 <frosch123> kdiff3 file1.txt file2.txt 22:29:43 <dwfreed> vim has a diff mode as well 22:30:20 <LordAro> these are perhaps not the best suggestions for someone who doesn't know what diff is 22:30:49 <hythlodaeus> that requires kde 22:31:11 <frosch123> sure, everything good requires kde :p 22:31:42 <LordAro> meld is an alternative 22:31:57 <frosch123> yep, meld or tkdiff 22:32:16 *** lastmikoi has quit IRC 22:32:25 <hythlodaeus> ok tks 22:34:38 *** nielsm has quit IRC 22:38:47 <andythenorth> is it bed? 22:38:52 <andythenorth> probs 22:38:52 *** andythenorth has left #openttd 22:45:32 *** WormnestAndroid has quit IRC 22:46:29 *** WormnestAndroid has joined #openttd 22:48:46 <Samu> how do i test regression again? 22:49:08 <glx> MSVC ? 22:49:19 <Samu> i edited regression.bak and put a -k there 22:49:23 <Samu> bat* 22:49:31 <Samu> then i run via visual studio? 22:49:35 <glx> yes 22:49:45 <glx> should work 22:49:48 <Samu> i want it to log the file 22:50:00 <Samu> but i'm getting a 0 bytes file 22:50:27 <glx> with -k it should keep the files 22:50:54 <Samu> they're kept, but empty inside 22:51:06 <Samu> maybe im doing this wrong 22:51:06 <glx> so no diffs 22:51:28 <glx> hmm 22:52:30 <Samu> gonna retry 22:52:47 <Samu> now it wrote a big file, i dont know why 22:54:52 <Samu> oh i see 22:55:03 <glx> you need to wait for regression to finish 22:55:18 <Samu> if i run the bat file directly from explorer, it generates empty text files 22:55:39 <Samu> if i run regression>build in visual studio, it generates content to those files 22:56:19 <glx> from explorer the editbin won't work, so exe is not converted to console mode I guess 22:56:50 *** frosch123 has quit IRC 22:58:56 <Samu> i see 22:59:19 <Samu> well, then now i need a diff viewer between two files to find the differences :( 23:00:30 <Samu> ah, i think i know 23:01:12 <Samu> there's finally a use for tortoise svn, good thing I kept it installed 23:01:32 <glx> hehe, I use winmerge to compare files 23:03:02 *** cHawk- has joined #openttd 23:07:31 <Samu> [img]https://i.imgur.com/fQhmpaQ.png[/img] wow ... seriously... 23:08:08 <glx> ahah date changes 23:08:11 <glx> happens 23:09:06 *** cHawk has quit IRC 23:09:10 <Samu> i wonder what does this 23:09:18 <Samu> i suspect variable max op codes 23:09:44 <glx> regression use it's own cfg 23:09:46 <Samu> because... it's variable 23:10:00 <Samu> i'll never get a static result 23:10:39 <glx> but a change in AI API can delay some AI stuff 23:11:08 <LordAro> glx: this is presumably Samu's variable max opcode patch 23:11:28 <LordAro> which essentially just breaks the regression testing 23:11:35 <glx> must be disabled for regression :) 23:12:33 <Samu> im unsure yet, gotta have to check 23:14:09 <hythlodaeus> tks guys, found the problem by comparing w/ Meld! 23:19:54 *** cHawk_ has joined #openttd 23:22:18 *** cHawk- has quit IRC 23:25:47 *** hythlodaeus has quit IRC 23:25:53 <Samu> confirmed, it's https://github.com/SamuXarick/OpenTTD/commit/000d2b5c1d1d0218867d91b07c5f3ff49ee6a94c 23:26:03 <Samu> got yet another result 23:26:21 *** lastmikoi has joined #openttd 23:26:31 <Samu> cannot be predicted, hmm so i guess i need to make a setting about having it disabled 23:27:34 <Samu> first test, 4 vehicles had differences, 2nd test only 3 had differences 23:27:40 <Samu> :p 23:28:22 <Samu> but it's too late atm, gonna bed, cyas 23:31:25 *** henry has quit IRC 23:32:11 *** Samu has quit IRC