Log for #openttd on 18th July 2020:
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06:53:00  <LordAro> it is a shame that almost none of the 32bpp-ez tars got converted to grfs
06:53:20  <LordAro> there was a lot of really good artwork in there
07:25:55  <_dp_> hm... any way to get opengfx sources except milking devzone with wget?
07:26:47  <_dp_> oh, nvm, it has github
07:41:05  <_dp_> o_O is it really not possible to add trees with newgrf?
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07:46:42  <nielsm> nope there is no newgrf trees at all
07:46:49  <nielsm> you can just replace the original tree sprites
07:46:59  <nielsm> with the replace baseset sprite action
07:49:58  <_dp_> freaking newgrfs, do all the silly logic but not the job they're made for :/
07:50:48  <_dp_> nielsm, I saw tree shading patch somewhere, was it you who made it?
07:52:23  <nielsm> yeah
07:52:53  <nielsm>
07:53:07  <nielsm> it's an ugly hack for 32bpp blitter
07:53:36  <_dp_> nielsm, thx, I was curious to try it but couldn't find anywhere
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07:53:54  <_dp_> nielsm, color remapping for 32bpp is an ugly hack in general
07:54:27  <nielsm> when you see the code you'll know why I say ugly hack :)
07:54:30  <nielsm> it's FAR worse than that
07:54:51  <Wolf01> _dp_ the grass with night mode enabled looks good for snow transition :P
07:55:39  <nielsm> in particular you will find the global int32 _hack_brightness; ;)
07:56:20  <_dp_> nielsm, yeah, that sounds like a weird way to do shading :p
07:57:37  <_dp_> nielsm, I'd probably just hardcode more palette remaps
07:57:55  <nielsm> I have no idea how those work
07:58:41  <nielsm> also I think it'd be better to drop the 8bpp blitter and let all graphics assume there is a general way of multiply blending or similar available
07:59:57  <_dp_> nielsm, they work ... fine xD
08:01:14  <Wolf01> :o
08:03:16  <_dp_> though I actually forgot to hardcode them for 32bpp
08:03:49  <_dp_> also it's a questionable endevour performance-wise, as working with color correctly isn't partucularly fast
08:04:23  <_dp_> I actually had to change color space for that tint to look good
08:10:05  <TrueBrain> I will be redeploying some instances on on the OpenTTD infra; active connections will drop, but no service downtime is expected :)
08:10:20  <LordAro> excite
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08:13:21  <TrueBrain> it might or might not be related to a CVE :D
08:17:03  <TrueBrain> bye DorpsGek_III
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08:20:42  <TrueBrain> it waits till TCP connections are dropped before it reroutes traffic away from an instance (as a good boy it is). Then you notice that someone has an open connection to the BaNaNaS API and doesn't want to give it up .. GRRRRR :D
08:20:59  <TrueBrain> well, it gets forcefully terminated after 5 minutes, but that is a long time!
08:21:43  <Eddi|zuHause> aint nobody got time for that!!
08:22:00  <TrueBrain> I wonder what kind of connection it is .. :)
08:22:37  <TrueBrain> but okay .. time to drop some UDP connections now :)
08:22:39  <Eddi|zuHause>
08:24:06  <TrueBrain> it is still a very well done remix :)
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08:30:53  <_dp_> xD
08:32:09  <nielsm> those trees look unhealthy
08:32:22  <TrueBrain> anti-trees :D
08:33:09  <TrueBrain> right, maintenance done; we are running the latest updates \o/
08:33:13  <TrueBrain> AWS made this so fucking easy :)
08:34:01  <Eddi|zuHause> maybe they're ectoplasm trees?
08:39:29  <Wolf01>
08:39:36  <Wolf01> wtf?
08:48:41  <Eddi|zuHause> let me guess: china?
08:48:58  <Wolf01> Probably
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08:50:47  <Eddi|zuHause> looks like the route out of the tunnel can go back in... maybe some emergency access road?
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08:54:58  <SpComb> real life inspired by cities:skylines
08:55:24  <SpComb> points to whoever finds it on google maps, the captian/comments don't tell
08:56:26  <Wolf01> I was a champion in geoguessr, I could give it a try
09:02:00  <Eddi|zuHause> seems very incomplete
09:12:52  <Eddi|zuHause> turns out china is huuuuge
09:13:03  <TrueBrain> really? Super weird
09:13:06  <Wolf01> And road layer is off by like 100m
09:14:46  <Eddi|zuHause> Wolf01: and that's besides the fact that the pictures are probably not too current, and the roads are often still under construction
09:18:04  <Eddi|zuHause> reddit: "where is this?" "i presume china"... very helpful :p
09:19:30  <Wolf01> I'm checking G42, G50, G5515, looks promising, a lot of tunnels
09:20:11  <Wolf01> Or I could just google
09:20:24  <Wolf01> But I like waste time scrolling a map
09:23:37  <SpComb> yeah, it looks recent enough that you wouldn't necessarily find the completed structure on google maps, but maybe some construction
09:23:58  <Wolf01> But the road layer should be there
09:24:53  <Wolf01> Or maybe not...
09:24:54  <Eddi|zuHause> SpComb: i imagine this would have been filmed before opening
09:28:06  <Eddi|zuHause> what on earth is this structure?
09:28:48  <Wolf01> Driving school track?
09:29:34  <Eddi|zuHause> hm, some kind of race track/road surface testing area?
09:29:51  <Wolf01> Or just an expansion area, you need to lay down roads to do zoning
09:30:21  <Eddi|zuHause> that does not look like zoning
09:31:43  <_dp_> tree shading really adds a lot of character, especially in arctic
09:31:54  <michi_cc> The secret base from where China's autonomous cars overtake the world :)
09:32:23  <Eddi|zuHause> _dp_: yes, if trees are on, the map totally loses its slope contours
09:33:22  <michi_cc>
09:34:42  <_dp_> what are tree recolor palletes used for btw? i see some defined in tree_land.h but didn't notice any effect in the game
09:35:01  <_dp_> { { 0x7a2, PALETTE_TO_MAUVE },  { 0x7a2, PALETTE_TO_GREEN },
09:35:13  <_dp_> don't recall any mauve trees %)
09:35:33  <Eddi|zuHause> _dp_: those are colourblind modes for the minimap, i think
09:35:56  <_dp_> Eddi|zuHause, no, I'm pretty sure map colours are defined elsewhere
09:36:15  <_dp_> Eddi|zuHause, these are used for rendering tree sprites
09:36:22  <SpComb> agreed that there's a strong china vibe there. The terrain and style of highway construction is a strong match, and once you get a sense for the scope of those mountain highway projects that kind of u-turn ramp is like nothing
09:37:00  <SpComb> something like the G75 road looks like the right style, but didn't find anything matching yet
09:37:03  <Eddi|zuHause> SpComb: i don't think there was ever any serious doubt that this was china
09:37:33  <SpComb> btw the road layer is way more than just 100m off, in some places it's completely wrong
09:37:57  <Eddi|zuHause> michi_cc: so it is what i thought it was
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09:48:47  <Eddi|zuHause> looks more like 300m to me
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14:18:46  <Eddi|zuHause> so, i still haven't found it, but i'm pretty sure now that it's a real exit, not just a "loop in the middle of nowhere", and the exit ramps are the two outer tunnels. if we label the tunnel entrances A-B-b-a, and the other open ends c-C, then from A you can reach c straight on and b+a through the loop, from B the same, and from C you can reach only b+a (but not go back to c)
14:21:31  <Eddi|zuHause> you're saving yourself some complicated onramps-in-tunnel, at the cost of some traffic efficiency by having additional mergings
14:36:03  <b_jonas> this metal workshop that I supplied with a lot of steel for over 20 years then I abandonned it will hate me
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15:11:12  <b_jonas> argh I was missing a signal agin
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15:56:51  <argoneus> hi, can someone please explain how pax works? if I have a bus station with 5000 passengers, will it help anything if I make another station nearby or does it need to be the same exact station
15:57:13  <argoneus> if I understand correctly each house counts as a production building producing pax, but I assume cargodist isn't smart enough to redistribute it to the other station?
15:57:34  <nielsm> assuming it's passengers generated at the station, and not transfers, then yes it will in the long run
15:58:03  <argoneus> ah so the passengers will eventually go to the other station when they see the bus one isn't serviced enough?
15:58:04  <nielsm> passengers or cargo can never move between stations without a vehicle
15:58:37  <nielsm> new passengers generated from the buildings around the stations will distribute among the stations according to the station ratings
15:58:58  <argoneus> I see
15:59:22  <argoneus> and does cargodist determine where people want to go per-station or per-production building?
15:59:27  <nielsm> existing passengers will stay, eventually if there's too many passengers waiting or the rating drops too low, passengers will disappear
15:59:28  <argoneus> ie is it like "people from this house want to go to that station"
15:59:37  <argoneus> or will that give me different cargodist if I change the station
15:59:40  <nielsm> cargodist doesn't have destinations
15:59:52  <nielsm> it pretends they have destinations but they don't
16:00:39  <argoneus> h-huh?
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16:00:58  <argoneus> how does it work then
16:01:36  <b_jonas> ah, so one of these newGRFs, probably the OpenGFX+ trains, edits the Asiastar to have zero carrying capacity
16:01:39  <nielsm> when a passenger appears at a station with cdist enabled, the passenger considers all possible destinations accdording to the cargp flow graph, and selects a destination according to the distance (more passengers to nearby stations) and congestion (fewer take congested routes)
16:02:15  <argoneus> i see
16:02:20  <nielsm> after picking the destination it picks one of the possible next hops (adjacent stations) and takes the next vehicle that will visit that station
16:02:20  <b_jonas> nielsm: but how do they boot that up then? how do they start going to a new station?
16:03:03  <nielsm> after the passengers board the vehicle, they lose all information about where they considered going
16:03:56  <nielsm> so when the vehicle stops at the next station, all passengers aboard the vehicle decide whether that station is their destination (if the station accepts passengers), whether they want to change vehicle at the station (unload and become waiting passengers at station), or stay in the vehicle
16:04:09  <nielsm> and after unloading then all passengers waiting at the station get a chance to board
16:04:33  <argoneus> i see.... one more thing
16:04:39  <nielsm> I might have some details wrong, I haven't studied it fully
16:04:42  <argoneus> why does cargodist show lines as green if there's 1000 passengers on each station?
16:04:48  <b_jonas> nielsm: ah, so they use that only to decide what train to board
16:04:49  <argoneus> doesn't it mean it's hella congested
16:04:49  <b_jonas> thanks
16:04:56  <b_jonas> though that still doesn't explain everything
16:05:20  <nielsm> I'm not sure how the congestion is determined
16:05:41  <nielsm> I think it has to do with the load factor of vehicles traveling that hop
16:05:59  <nielsm> but really don't know
16:10:28  <argoneus> mm, still thank you a lot
16:11:00  <nielsm> and that's why it's "cargo distribution" and not "cargo destinations"
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17:39:09  <_dp_> crazy idea of the day: drop minor version
17:39:18  <_dp_> or, well, patch version if you count useless major one
17:40:12  <nielsm> so next is ottd version 11?
17:40:22  <nielsm> or... something higher
17:40:27  <_dp_> XI ;)
17:40:31  <b_jonas> please don't
17:41:27  <_dp_> 1.11 though
17:42:02  <_dp_> like, what's even the point of patch version? it would make sense if there were 2 active branches with backports and stuff
17:42:09  <_dp_> but it's always "latest"
17:42:16  <_dp_> and always network incompatible
17:42:25  <_dp_> savegame compatible, sure, but who cares :p
17:43:01  <glx> there is 2 "active" branches
17:43:06  <nielsm> but having client compatible releases would def. be an advantage at times
17:43:08  <glx> master and release
17:43:21  <b_jonas> I care about savegame compat with openttd (not about ttd savegame compat)
17:44:07  <_dp_> b_jonas, you sure you understand what I'm talking about? have you ever opened newer saves in older versions?
17:44:26  <b_jonas> no
17:44:35  <b_jonas> only older saves in newer versions
17:44:50  <b_jonas> that's the part I need
17:45:16  <_dp_> b_jonas, nobody's removing that, I'm talking about opening, for example, 1.10.2 save with 1.10.1
17:45:24  <_dp_> you can do that currently but why?
17:45:35  <_dp_> it only stops new features from being available sooner
17:46:43  <b_jonas> ok
17:49:23  <_dp_> nielsm, with the current state of openttd I don't think client compatibility is a good idea. Any compatible release will be pretty much poinless.
17:50:29  <nielsm> it's mostly to be able to fix really stupid things like the 1.9.3 station sign thing or the thing with mac builds crashing when loading the server list
17:50:41  <nielsm> without forcing servers to upgrade too
17:51:20  <_dp_> nielsm, well, I guess that pretty much the same idea, do major releases sooner and keep patch stuff network compatible
17:51:39  <nielsm> since that's one of the big blockers I see with releases, the delay until servers upgrade
17:52:30  <_dp_> that's more of a servers trouble than openttd itself
17:53:18  <glx> from a user point of view I think it's easier if server version matches client version
17:56:53  <_dp_> glx, well, they can always match if they want :p
17:58:25  <_dp_> main issue with current release cycle imo is that it's year-long
17:58:42  <_dp_> there are features that I want for servers, like, yesterday, not in April :p
17:59:26  <glx> use a nightly server then :)
17:59:56  <_dp_> glx, if i wanted an empty server I could run it locally :P
18:00:38  <glx> many user also just run the client available on their linux distro
18:00:42  <b_jonas> _dp_: no no, you want the server because you want to test those new features and find bugs that appear only in server game, not local game
18:01:52  <_dp_> b_jonas, local server != singleplayer
18:03:50  <_dp_> besides, features I want aren't even merged yet because it's not march and noone cares about 1.11 :p
18:04:38  <b_jonas> _dp_: sure
18:05:10  <LordAro> oh yes, i was going to go through merged PRs and see about putting a 1.10.3 together
18:05:25  <b_jonas> a local server will reproduce you most of the bugs that a remote server would, except for some lag-related ones, for which you may have to deliberately add fake lag
18:06:48  <_dp_> b_jonas, I don't think I remember any lag-related issue in openttd ever
18:07:08  <_dp_> and most nasty network stuff usually only happens on a full server after 10 hours of game :p
18:07:16  <b_jonas> _dp_: even better than, if you want to use features immediately, you'll test it for us and we'll get nice stable releases with not many bugs
18:07:25  <b_jonas> and we'll thank you for your testing work
18:08:54  <_dp_> b_jonas, I already test features that I care about :p
18:09:17  <_dp_> also it's a bad practice when programmer is the only person testing his own feature :p
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18:33:28  <_dp_> meanwhile my 1.9.3 server keeps getting more and more popular...
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19:41:33  <Afdal> Quick modding question: why is it in practice trains can't break an apparent max speed of 11,888 km/h?  Even if I set an engine's max speed much higher than that?
19:43:14  <Afdal> At least under the Realistic acceleration model
19:43:35  <Afdal> Something to do with air resistance?
19:45:22  <nielsm> good question! I'm not one to try to answer, I never looked into that part of vehicle movement code
19:48:05  <Afdal> I've been trying to fool around with coefficients of tractive effort and air drag but neither seems to affect anything
19:48:21  <Afdal> Not sure if I'm just not editing this code right or what
19:49:10  <Afdal> (working in NFO)
19:49:23  <_dp_> I think there is a limit to how much vehicle can move in a single tick
19:49:28  <_dp_> no idea what that limit is though
19:49:49  <Afdal> I turned on Original acceleration and it seems to not have this limitation
19:50:14  <Afdal> after several minutes my train managed to reach the maximum specifiable speed limit of 65,918 km/h :)
19:50:39  <Afdal> Of course Original acceleration stinks, so I gotta figure out how this works still
19:50:51  <nielsm> I'm not sure if they're correct but I think they should be
19:50:54  <nielsm> some formulas here:
19:57:15  <Afdal> How do all those fancy newgrfs manage to put extra information in the vehicle descriptions
19:57:28  <Afdal> Are those passing variables along or are they plain text
19:57:51  <Afdal> I'd like some sort of indicator that my editing these coefficients is actually doing something...
19:59:06  <nielsm>
19:59:50  <nielsm> with one of the important points being this: "Since OpenTTD r23045 the contents of registers 100h..105h are copied onto the text reference stack."
20:00:06  <Afdal> oh it is plain text isn't it
20:00:08  <Afdal> dang
20:00:10  <nielsm> i.e. if you fill those registers with relevant data during the callback resolution you can pull those data in the text formatting
20:00:13  <Afdal> can't use that for testing then
20:01:20  <Afdal> oh no it isn't
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