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:P 08:18:36 *** marimeireles has quit IRC 08:18:55 <Pikka> only the diagonal view matters :) 08:18:58 * Pikka bbs 08:27:49 *** Smedles has quit IRC 08:28:33 <DorpsGek_III_> [OpenTTD/OpenTTD] JMcKiern commented on issue #7950: Normal screenshot mode may incorrectly show a huge screenshot warning dialog https://git.io/JvIMx 08:29:03 *** Smedles has joined #openttd 08:31:18 *** andythenorth has quit IRC 08:45:37 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7954: Feature: Add news notifications for significantly delayed trains https://git.io/JvLur 08:51:33 *** tokai has joined #openttd 08:51:33 *** ChanServ sets mode: +v tokai 08:58:29 *** tokai|noir has quit IRC 09:04:52 *** Smedles has quit IRC 09:07:35 *** Smedles has joined #openttd 09:27:01 *** Samu has joined #openttd 09:27:44 <Samu> hi 09:32:46 *** gnu_jj has quit IRC 09:45:45 *** gnu_jj has joined #openttd 09:54:42 *** gnu_jj has quit IRC 09:57:27 *** andythenorth has joined #openttd 09:59:38 *** gnu_jj has joined #openttd 10:53:31 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh dismissed a review for pull request #7868: Feature: NewGRF callback profiling https://git.io/JeddG 10:55:49 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7868: Feature: NewGRF callback profiling https://git.io/JvL2A 11:23:40 *** marimeireles has joined #openttd 11:39:12 *** andythenorth has quit IRC 12:25:31 *** andythenorth has joined #openttd 13:24:05 <Samu> hi 13:48:03 *** tokai|noir has joined #openttd 13:48:03 *** ChanServ sets mode: +v tokai|noir 13:48:17 *** snail_UES_ has joined #openttd 13:54:51 *** tokai has quit IRC 13:56:55 *** sla_ro|master has quit IRC 14:06:45 <Pikka> hi 14:08:41 *** snail_UES_ has quit IRC 14:09:28 <andythenorth> hi bob 14:10:29 <Pikka> hallo 14:13:01 <andythenorth> haz hoppers 14:13:05 <andythenorth> all solved 14:14:59 <planetmaker> hazzard hoppers, too? 14:17:50 <planetmaker> I wonder for something like uranium ore :D Or live scorpions 14:24:57 <Sacro> Just don't fly directly overhead 14:29:57 <andythenorth> lava 14:30:03 <andythenorth> geysers 14:30:11 <andythenorth> magnetic anomolies 14:30:15 <planetmaker> that's liquids :P 14:30:31 <planetmaker> but sure... a hopper with liquids might be even more fun :D 14:40:49 *** nielsm has joined #openttd 14:52:48 *** Flygon has quit IRC 14:54:25 *** tokai has joined #openttd 14:54:25 *** ChanServ sets mode: +v tokai 14:59:34 *** sla_ro|master has joined #openttd 15:01:24 *** tokai|noir has quit IRC 15:21:24 *** WormnestAndroid has quit IRC 15:22:54 *** WormnestAndroid has joined #openttd 15:24:02 *** WormnestAndroid has joined #openttd 15:24:54 *** WormnestAndroid has joined #openttd 15:49:27 *** agentsmith101 has quit IRC 15:53:18 *** agentsmith101 has joined #openttd 15:55:58 <Pikka> 101% horse then? 15:55:58 *** agentsmith101 has quit IRC 15:56:39 *** spnda has joined #openttd 16:03:16 <spnda> What's the difference between Action1 and 2? 16:03:19 <andythenorth> 109% Pikka 16:03:40 <andythenorth> got any torpedo wagons in 1x 8bpp? o_O 16:03:52 <Pikka> afraid not 16:03:55 <andythenorth> nvm 16:04:00 <andythenorth> I shall draw some for you 16:04:02 <Pikka> in grf spnda? 16:04:44 <planetmaker> @spnda, "Action2 is used to group sets of sprites from the previous Action1 together, and make them accessible by a variational or random action 2 (chain) or an Action3. " 16:05:34 <Pikka> draw them in 2x 32bpp and I'll put them in UKRS3 too :) 16:07:00 <spnda> planetmaker: So could I call a Action2 a "spritegroup ()" in NML? 16:08:19 <planetmaker> I guess that's true. But Pikka knows better, I guess. My NFO is *very* rusty 16:08:30 <spnda> It was my first time writing NFO yesterday lol 16:08:45 <planetmaker> he... bridges or stations or why? 16:08:51 <spnda> Testing a new feature 16:09:10 <planetmaker> hm? 16:09:14 <Pikka> yes, in nml "spriteset" is action 1 and "spritegroup" is action 2, afaict 16:09:41 <planetmaker> what are you testing exactly, spnda 16:09:48 <spnda> So I don't necessarily need Action2? I can just bind Action1 sprites to Action0 with Action3? 16:09:57 <spnda> planetmaker: Road Stops 16:10:22 <Pikka> action 3 normally refers to one or more action 2 16:11:05 <Pikka> you'll want action 2 chains if you want to be able to do any sort of variable test to decide what graphics to use 16:12:07 <spnda> Pikka: So should I just define a Action 2 like "1 * 1 02 14 00 01 01 01"? The first two 01 just saying there's just one sprite coming or? 16:13:17 <Pikka> whatever format works for you. bearing in mind action 1/2 IDs are word-sized 16:13:40 <Pikka> https://newgrf-specs.tt-wiki.net/wiki/Action2 16:14:21 <Pikka> when referring to them from action 2s, that is 16:14:27 <spnda> My Action1 ID isn't word sized... It's just "7 * 4 01 14 02 06" Huh? 16:15:00 <Pikka> yep, sorry 16:15:20 <Pikka> I meant when referring to them from another action 2/3. The "entries..." in the spec 16:16:16 <planetmaker> hm, is road stops stations or another, new feature? 16:16:32 <spnda> i did it as a new feature, 14 16:16:38 <spnda> just thought it'd be a nice addition to nrt 16:16:56 <planetmaker> spnda, then you might be quicker in making a small patch for NML than writing it in NFO :D 16:17:25 <spnda> Well, I kinda want to learn NFO aswell 16:17:34 <Pikka> NML still has to be NFO underneath, doesn't it? 16:17:35 <planetmaker> if it's a sane structure to how it works, e.g. like industries, objects or so, it's really easy 16:17:45 <spnda> And NML still basically uses NFO 16:17:48 <planetmaker> there's not really NFO beneath NML. It compiles directly to GRF 16:18:13 <spnda> Though it uses the same data structure 16:18:39 <planetmaker> nah, there's not NFO beneath it. Of course it outputs a (new)grf... which very much is similar to NFO in binary form 16:18:50 *** Wormnest__ has joined #openttd 16:18:51 <Pikka> ya 16:19:22 <spnda> And also having the code here infront of you resembles NFO. I can quite literally read from the docs where and which data and bytes from NFO are read where and when... 16:19:31 <planetmaker> but strictly speaking there's no NFO involved anywhere in NML except when you ask it to output NFO. Nowhere else 16:19:45 <Pikka> makes sense 16:20:30 <Pikka> hmm 16:20:35 <Pikka> road stops should probably be stations 16:20:59 <Pikka> or at least have access to the basestations variables 16:21:12 <spnda> or use the same variables 16:21:44 <spnda> I mean, I'm not going to completely redo how road stops are handled. They're still going to be a BaseStation 16:21:44 <Pikka> I guess the stations variables aren't that useful. just the basestations ones that are shared with airports 16:22:27 <Pikka> new feature ID it is then :P 16:23:16 <spnda> yup, 14 16:25:03 <planetmaker> hm, yeah. And it just needs re-implementing the variables as in basestation 16:25:11 <planetmaker> with their same name and numeric ID 16:25:58 <planetmaker> hm...! Then you can indeed borrow the sprite generation and composition like from industries and objects @ spnda 16:26:03 <planetmaker> that would... make it nice :D 16:26:29 <planetmaker> rail stations are... different 16:26:56 <planetmaker> I remember frosch saying / explaining somewhen that the way stations do it is actually 'better' by certain definitions... alas 16:27:00 <planetmaker> it's unique 16:27:06 <planetmaker> and that sucks :P 16:27:36 <planetmaker> https://xkcd.com/927/ 16:29:01 <spnda> I'd guessed there's a reason why there's still no NML support for stations lol 16:29:14 <planetmaker> yes. And the same reasoning applies for bridges 16:29:29 <planetmaker> stations are unique. bridges are unique. Everything else follows a common scheme 16:30:10 <planetmaker> (or two. vehicles all one scheme. all other buildings another common scheme) 16:30:23 <spnda> So I will follow that common scheme for buildings aswell! 16:35:41 *** Progman has joined #openttd 16:36:46 <planetmaker> hm... https://dev.openttdcoop.org/issues/2746 16:37:44 <spnda> 5 years ago already? its been a long time with no updates.. 16:38:32 <planetmaker> https://dev.openttdcoop.org/issues/1348 for bridges... 8 years :D 16:44:08 <spnda> Object's Action3 looks exactly like Station's Action 3... hmm 16:44:28 <spnda> There's a lot of mentions of default groups and other groups. What are these? 16:44:35 <planetmaker> the differences are - iirc - in how layouts are handled 16:44:51 <planetmaker> groups are the things how it is sorted in the building menu 16:45:31 <planetmaker> cargo stations, rural stations, trackless stations could be groups for stations. For objects like fences, foot paths,... 16:45:44 <planetmaker> light houses etc 16:45:56 <spnda> Ok so just Station Classes and the default group would be the default stations? 16:46:06 <planetmaker> I think so 16:47:44 <spnda> Well actually it seems that the first checks are for cargo ids, then come default groups... 16:47:52 <spnda> RoadTypes and TramTypes don't use the default group at all it seemss 16:48:56 <spnda> Ohhh I think the documentation is actually giving a good explanation... 16:51:25 <spnda> Yeah so I basically don't care about cargo ids for now... 16:56:40 <nielsm> can there be decorative station tiles that don't belong to a specific transport mode? 16:56:48 <nielsm> I guess it would change the rules for station (sign) ownership 16:59:50 *** marimeireles has quit IRC 17:00:26 <FLHerne> That would be nice 17:00:48 <FLHerne> So many of my stations have 'rail' logos on them just because I'm using empty tiles 17:00:54 <nielsm> also station tiles that don't confer catchment area (but could be cheaper in maintenance) 17:01:43 <nielsm> although that's leaning into "newobjects that respond to nearby stations" kind of 17:02:09 <spnda> Well aren't those just objects anyway? 17:02:25 *** rptr has joined #openttd 17:02:35 <rptr> was this the last on copy&paste? https://www.tt-forums.net/viewtopic.php?f=33&t=41259&start=220 17:04:11 <FLHerne> spnda: Objects don't have cargo state 17:04:22 <spnda> Ok that's true.. 17:16:38 <spnda> Which sprite is that even showing there on the right?? https://cdn.discordapp.com/attachments/495228944719544324/669589916992405504/unknown.png 17:16:54 <spnda> Is that some docks sprite? I don't recall seeing that anywhere before 17:19:33 <andythenorth> that is a piece of a dock from a newgrf or base set 17:24:46 *** Pikka has quit IRC 17:28:59 *** Samu_ has joined #openttd 17:34:51 *** Samu has quit IRC 17:47:02 *** HerzogDeXtEr has joined #openttd 17:51:31 *** HerzogDeXtEr has quit IRC 18:00:45 *** andythenorth has quit IRC 18:14:53 *** Wolf01 has joined #openttd 18:29:00 *** glx has joined #openttd 18:29:00 *** ChanServ sets mode: +v glx 18:30:17 <spnda> I can't find where the Spec in the GRFFile struct is put into a Class... Is there some function or something? 18:34:16 *** andythenorth has joined #openttd 18:35:23 <glx> which Spec spnda ? 18:35:34 <spnda> StationSpec 18:35:52 <glx> StationChangeInfo() 18:37:58 <spnda> Well I saw that, but didn't see any place in there adding a spec into a specific StationClass 18:40:57 <spnda> I only see prop 0x08 which allocates a StationClass and adds it into the cls_id for a StationSpec array in the GRFFile 18:41:34 <glx> yes classes are created if needed by prop 08 18:41:56 <spnda> Still if I would do StationClass::Get(cls_id)->GetSpecCount() I get 0 18:42:12 <spnda> This is not for StationClass, rather for RoadStopClass but it's the same for 0x08 18:42:28 <supermop_work> "Each vessel will be approximately 135,000 gross tons" 18:42:32 <supermop_work> is that big? 18:47:10 <Wolf01> So, I noticed I own Train Simulator 2020 too, that's like Fifa, but it's literally always the same game just changed the year in the name 18:48:51 <spnda> glx: In the BuildRailStationWindow struct the count of stations is assigned by "StationClass::Get(_railstation.station_class)->GetSpecCount()". I do the same for RoadStops but the ones I added by my GRF are not showing up. The class exists but there's no specs assigned. 18:48:51 <supermop_work> yeah but every year the best star locomotives sign with different teams 18:49:47 <andythenorth> supermop_work: 135k is quite big 18:50:00 <glx> https://github.com/OpenTTD/OpenTTD/blob/9d5dd893cdd6ca75d1ed7ad2aa7ca5d98feffa5f/src/newgrf.cpp#L5521 <-- count is updated there 18:51:52 <spnda> "RoadStopClass::Assign(roadstopspec);" I've got it at the same position in there for my feature... 18:52:23 <andythenorth> supermop_work: this is 135k grt http://www.shipspotting.com/photos/middle/9/0/1/2833109.jpg 18:52:35 <andythenorth> https://en.wikipedia.org/wiki/MSC_Daniela 18:52:47 *** mindlesstux has quit IRC 18:53:25 <supermop_work> this one has themed rooms instead of containers 18:53:40 <glx> spnda: code is visible somewhere ? 18:54:06 <spnda> Only locally just now. I could commit it to my repo though 18:54:50 *** mindlesstux has joined #openttd 18:56:36 <spnda> glx: https://github.com/spnda/OpenTTD/tree/roadstops 18:57:52 <spnda> I'm kinda thinking of making a Draft PR for this already 18:58:12 <nielsm> wow that's a very smooth-looking flyover I built here for once https://0x0.st/zCwh.jpg 18:59:21 <nielsm> bridge portion barely any longer than necessary, no huge curves to get back to parallel with the line being joined 19:10:20 <andythenorth> supermop_work: is it a Disney cruise ship? 19:10:56 <supermop_work> i might not be allowed to saw yes 19:11:17 <supermop_work> rather i am allowed to say that disney is building 3 new cruise ships of that displacemnt 19:11:22 <supermop_work> but not much more 19:12:32 <andythenorth> yeah that's on Google, top result for 135k 19:14:23 <spnda> I think I might aswell just open up a draft PR for my feature 14 already 19:15:48 <andythenorth> it's definitely wanted :) 19:15:58 <andythenorth> how easy it is to get reviewed, I don't know :) 19:19:22 <spnda> I'm just gonna have it be a thing 19:53:31 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro merged pull request #7953: Fix #7952: don't try to access destroyed QueryStrings https://git.io/JvL3g 19:53:32 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro closed issue #7952: When closing an interface window within the game whilst typing in Japanese with IME keyboard, the game crashes https://git.io/JvLko 19:54:20 *** Smedles has quit IRC 19:55:20 *** Smedles has joined #openttd 20:14:43 <glx> spnda: after a quick read it seems ok, are you testing with a custom GRF ? 20:15:08 <spnda> yeah I wrote it myself. Maybe I made some mistakes in my NFO code. Idk 20:15:24 <spnda> I'm opening a draft pr btw 20:19:34 <DorpsGek_III_> [OpenTTD/OpenTTD] spnda opened pull request #7955: Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL 20:19:54 <spnda> nonono that was suppossed to be a draft 20:19:57 <andythenorth> screenshots? o_O :) 20:21:07 <LordAro> spnda: just add WIP to the title 20:21:13 <spnda> ok, will do 20:21:34 <glx> the new commit checker is so nice :) 20:21:54 <spnda> andythenorth: https://cdn.discordapp.com/attachments/495228944719544324/669591112696070185/unknown.png is the latest one I have from the GUI 20:21:55 <LordAro> sooper fast 20:22:05 <andythenorth> spnda: add that 20:22:06 <spnda> Still not finished and buggy, but something atleast 20:22:11 <glx> 2 clicks and you see clearly why it fails :) 20:22:11 <andythenorth> it just helps to get attention 20:22:13 <andythenorth> makes it real 20:22:18 <LordAro> test GRF couldn't hurt either 20:22:55 <spnda> my own test grf doesn't work anyway I think so yeah 20:24:10 <spnda> glx: Oh does that commit checker automatically bail when there's no confirmed review? 20:24:46 <glx> no, it always checks 20:25:04 <glx> same for the compile farm, each time you push changes it builds 20:28:23 <TrueBrain> glx: and just realise that if we port the rest to Actions, warnings/errors of GCC etc are also shown where it happens :o :D 20:28:35 <LordAro> :o 20:28:50 <TrueBrain> well, a simple annotation file would also do that for commit-checker :P 20:28:55 <TrueBrain> something for the weekend I guess :D 20:29:10 <glx> anyway commit checker needs to be improved, if you have trailing whitespaces and a bad commit message only the whitespaces are shown 20:29:20 <glx> commit message check is skiped 20:29:54 <glx> oh and it could also tell on which commit it's working 20:30:36 <TrueBrain> go for it :) 20:31:54 <glx> https://github.com/OpenTTD/OpenTTD-git-hooks/blob/master/hooks/check-commits.sh is only used for CI and not by git ? 20:34:19 <TrueBrain> frosch knows, but it looks that way, yes 20:44:14 <TrueBrain> https://github.com/OpenTTD/OpenTTD/contribute 20:44:15 <TrueBrain> funny page 20:45:22 <TrueBrain> https://github.blog/2020-01-22-browse-good-first-issues-to-start-contributing-to-open-source/ for more info 20:50:45 *** spnda has quit IRC 21:24:47 *** marimeireles has joined #openttd 21:25:26 <TrueBrain> https://www.openttd-cdn.org/ <-okay, first building blocks of the CDN are also in place. Lets see if I can provision that tomorrow :) 21:25:33 <TrueBrain> should be a lot better than the DO CDN :) 21:26:48 <SpComb> dragged your own hardware out to a couple POPs across the globe? 21:27:03 <TrueBrain> that is what we used to do :P 21:27:27 <TrueBrain> kinda trying to move away from that :) 21:28:41 <andythenorth> TrueBrain: there's nothing there! 21:28:45 <andythenorth> I'll check back soon 21:28:48 <andythenorth> \o/ 21:29:08 <TrueBrain> you bettah! :P 21:29:26 <TrueBrain> this is now CloudFlare -> CloudFront -> S3 21:29:31 <TrueBrain> too many layers of indirection 21:29:43 <TrueBrain> but it is fully encrypted and verified connections from start to finish 21:30:30 <TrueBrain> enough for one day; sleep well all 21:32:33 <andythenorth> :) 21:36:30 <rptr> so why wasn't the clipboard feature added? it looks really fancy on youtube 21:36:35 <rptr> i thought it would be crude but it's incredibly fancy 21:50:08 <glx> hmm DorpsGek doesn't watch OpenTTD-git-hooks 21:50:49 <glx> https://github.com/OpenTTD/OpenTTD-git-hooks/pull/12 21:52:41 <glx> oh there was already https://github.com/OpenTTD/OpenTTD-git-hooks/pull/5 22:06:41 *** nielsm has quit IRC 22:12:41 <DorpsGek_III_> [OpenTTD/OpenTTD] stormcone updated pull request #7886: Group management enhancements https://git.io/JeAdk 22:14:57 <DorpsGek_III_> [OpenTTD/OpenTTD] stormcone commented on pull request #7886: Group management enhancements https://git.io/JvLFU 22:18:46 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLF3 22:21:06 *** marimeireles has quit IRC 22:23:25 <glx> TrueBrain: for DorpsGek to watch a repo it just needs a .dorpsgek.yml ? 22:35:51 <DorpsGek_III_> [OpenTTD/OpenTTD] stormcone commented on pull request #7919: Lifetime profit https://git.io/JvLFd 22:40:42 *** sla_ro|master has quit IRC 22:41:36 <Samu_> I have a question, should priority queues and a star always deliver the cheapest path? 22:41:56 <Samu_> because I'm not getting the same path costs :( 22:42:13 <Samu_> between binary queue and fibonacci queue 22:43:23 <rptr> a star should 22:43:32 <rptr> that's the whole point of the algorithm isn't it? 22:47:34 *** Wolf01 has quit IRC 22:49:29 <Samu_> i better test the different implementations of these priority queues 22:50:04 <Samu_> fibonacci is faster than binary 22:50:25 <Samu_> but i wonder if it's bugged 22:53:18 <rptr> which one is getting a higher path cost? 22:54:51 *** Progman has quit IRC 22:55:41 *** andythenorth has left #openttd 22:56:18 <TrueBrain> glx: yes, and I need to assign permission .. I will do that tomorrow if you do the file :) 22:59:03 <Samu_> binary has higher path cost 23:02:38 <glx> TrueBrain: https://github.com/OpenTTD/OpenTTD-git-hooks/pull/13 :) 23:04:27 <_dp_> fib heap is only faster in theory 23:07:41 *** tyteen4a03 has quit IRC 23:08:08 *** tyteen4a03 has joined #openttd 23:11:23 *** Laedek has quit IRC 23:17:04 <Samu_> it's faster here for AIs 23:17:29 <Samu_> so I tested 3 different Fibonaccis 23:17:35 <Samu_> they all result the same 23:17:56 <Samu_> there's only 1 version of binary heap to test 23:19:09 <Samu_> https://bananas.openttd.org/en/ailibrary/ 23:19:24 <Samu_> then there's Queue.PriorityQueue which is utterly slow 23:30:08 <Samu_> it's weird, sometimes cost is cheaper, sometimes it's not 23:31:10 <Samu_> meh, screw it, I shouldn't look much into it 23:31:36 <Samu_> I accept that different queues return different paths, but I didn't expect different costs :( 23:32:31 <Samu_> if A star always returns the cheapest path, I don't understand why it didn't happen regardless the queue 23:37:16 <LordAro> Samu_: if you looked into how the A* works, you might get why different queues might mean that it doesn't always return the optimal result 23:39:11 <LordAro> though hmm, perhaps the A* heuristic is not quite "correct" 23:58:27 <Samu_> https://i.imgur.com/BzxLEl0.png binaryheap vs fibonacciheap vs priorityqueue 23:59:35 <Samu_> binary has the cheapest findPath cost 23:59:49 <Samu_> 45490