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I want to get the sum of values for a specific date... but I actually still need these sum values as nonoverlapping ranges. Hmm. 09:52:43 <andythenorth> sounds like some business dashboard 09:52:53 * andythenorth is the co-author of one of those 09:53:21 <andythenorth> I avoided the date stuff and got the real programmers to do it 09:53:25 <andythenorth> still we have bugs in it :P 09:53:30 <andythenorth> 'dates are hard' 09:53:49 <andythenorth> hmm goes it automate github actions to publish a website? 09:53:55 <andythenorth> can I be arsed? 09:55:03 <andythenorth> fuck sakes 09:55:15 <andythenorth> I often copy the grf docs to the dist folder not the src 09:55:17 <andythenorth> then I run make 09:55:23 <andythenorth> then the dist gets rmed and rebuilt 09:55:25 <andythenorth> clown 09:56:12 <andythenorth> this makefile is incredibly slow for something just do copy-tree and a tiny bit of templating 10:01:39 <peter1138> i got it working in t-sql 10:01:41 <peter1138> madness. 10:02:13 <peter1138> based on ... https://dba.stackexchange.com/a/236947 10:02:21 <peter1138> good ol copy & paste sites ;) 10:04:06 <andythenorth> after the fastly outage, I added stack overflow to our list of engineering deps 10:04:21 <andythenorth> no SO, might not be able to ship 10:05:58 <andythenorth> ok so how do I tell GS things from grf? 10:06:15 <andythenorth> I need to place industries in specific places 10:06:20 <andythenorth> only GS can do that 10:06:35 <andythenorth> but the GS doesn't know what the grf wants it to do 10:10:39 *** Samu has joined #openttd 10:14:25 *** iSoSyS has quit IRC 10:16:30 <Timberwolf> Partner brought coffee back from the coffee shop at the same time I made one. 10:16:35 * Timberwolf double parked for coffee. 10:17:14 <Timberwolf> Maybe if I gather enough barely-controlled nervous energy I might draw another boat. 10:17:20 <Timberwolf> Currently averaging about 1 every 4 weeks. 10:18:18 <andythenorth> I did 3 in a day 10:18:40 <andythenorth> but it has taken 4 years to do 24 10:19:51 <andythenorth> I could do the – views and you could transpose them to voxels :P 10:20:29 <Timberwolf> Heh. 10:22:36 *** WormnestAndroid has quit IRC 10:22:53 *** WormnestAndroid has joined #openttd 10:26:49 <Timberwolf> I'm mostly struggling to find good prototypes. 10:27:07 <Timberwolf> The other day I gave serious consideration to using the boat from "The Life Aquatic With Steve Zissou" 10:29:25 <Timberwolf> Actually, searching by shipping company seems to give nice lists of things within a category. 10:29:33 <Timberwolf> e.g. Everards had lots of coastal freighters. 10:32:21 <Timberwolf> There is still that issue the appearance and performance don't really change much, so the distinction between "1900 coastal freighter", "1930 coastal freighter", "1960 coastal freighter" and "1990 coastal freighter" is pretty meaningless in game terms. 10:32:30 <Timberwolf> "meh, bump it up another couple of mph" level stuff. 10:37:01 <andythenorth> the stats are almost zero progression 10:37:08 <andythenorth> the hull shapes change quite a lot 10:43:37 *** D-HUND is now known as debdog 10:48:53 <Samu> LordAro, AroAI comes up with "the index 'town' does not exist". 10:49:02 <Samu> long standing bug 10:49:29 <Samu> i can fix it locally but it's not the same thing, it's not a bananas release 10:50:32 <LordAro> mm 11:13:07 *** andythenorth_ has joined #openttd 11:20:34 *** andythenorth has quit IRC 11:56:15 *** andythenorth has joined #openttd 12:03:49 *** andythenorth_ has quit IRC 12:14:15 *** XeryusTC has quit IRC 12:14:15 *** avdg has quit IRC 12:14:15 *** Yexo has quit IRC 12:14:15 *** V453000 has quit IRC 12:14:15 *** tneo has quit IRC 12:14:15 *** argoneus has quit IRC 12:14:15 *** dihedral has quit IRC 12:14:15 *** vista_narvas[m] has quit IRC 12:14:15 *** peter1138 has quit IRC 12:14:15 *** Xaroth has quit IRC 12:14:15 *** Samu has quit IRC 12:14:15 *** tokai|noir has quit IRC 12:14:15 *** FLHerne has quit IRC 12:14:15 *** Strom has quit IRC 12:14:15 *** Hirundo has quit IRC 12:14:15 *** Hazzard has quit IRC 12:14:15 *** planetmaker has quit IRC 12:14:15 *** 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*** Heiki has joined #openttd 12:19:19 *** SpComb has joined #openttd 12:19:19 *** Cursarion has joined #openttd 12:19:19 *** helix.oftc.net sets mode: +vov tokai|noir planetmaker planetmaker 12:27:32 *** ChanServ changes topic to "1.11.2 | Website: *.openttd.org (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only" 12:27:32 *** ChanServ sets mode: +v orudge 12:34:19 <Samu> im thinking of adding ship support to my AI, somehow 12:34:30 <Samu> after all, I got a very nice ship pathfinder 12:35:40 <Samu> just not sure how to "import" to it, make it fit with the existing code 12:36:38 *** glx has joined #openttd 12:36:38 *** ChanServ sets mode: +v glx 12:57:00 *** snail_UES_ has joined #openttd 13:01:22 *** sla_ro|master has quit IRC 13:06:13 <Samu> man, the 90 degrees curve penalty for ships really ruin the pathfinder 13:07:19 <Samu> going from open sea to inland via canals, where 90 degrees are prevalent, just makes it somehow not find the target 13:07:32 <Samu> ships get lost 13:08:01 <glx> check for missing locks 13:08:20 <Samu> it's not that, the pathfinder finds a viable path 13:08:32 <Samu> the one from my script, that is 13:08:46 <Samu> then the other from openttd, makes the ship get lost 13:09:55 <Samu> when i change pf.yapf.ship_curve90_penalty to 100, every ship finds its way 13:10:58 <glx> if there's only one possible path, penalty should not matter 13:12:23 <peter1138> Is it misdetecting 90 degree turns? 13:12:33 <peter1138> I'm not really sure how you are getting them. 13:12:50 <peter1138> 90 degree turn for a ship should be when it stops and turns on the spot. 13:12:53 <LordAro> i know that ships often display 'bogus' lost messages 13:12:59 <LordAro> it's something to do with the path cache 13:13:04 <peter1138> A path along the canal shouldn't encounter any 90 degree turns. 13:13:13 <Samu> the penalty being 600 makes it increase the number of nodes to search 13:13:30 <Samu> since open sea is much vast with non-90 degrees, they're searched first 13:14:09 <Samu> the 90 degrees are checked very late, or in most cases, past the max num of search nodes, making the ship be lost 13:14:31 <peter1138> LordAro, path cache just makes it pathfind less... 13:15:15 <LordAro> i think it hits some sort of "ship hasn't done any pathfinding in a while" timeout 13:15:18 <LordAro> or something 13:15:19 <LordAro> it's definitely related 13:15:48 <peter1138> Hmm, in which it is definitely a bogus message. 13:16:09 <peter1138> Samu, but inland with canals isn't full of 90 degree turns. 13:16:17 <peter1138> it's 2 x 45 degree turns. 13:16:31 <peter1138> Unless it's not somehow :p 13:17:33 <Samu> I see 13:17:54 <Samu> there's still a few 90 degrees 13:17:58 <peter1138> I'm pretty sure ships use 6-way tracks, not 4-way tracks, as they do go diagonally. 13:18:14 <Samu> a dock adjacent to a lock in paralel 13:19:05 <Samu> docking area has a penalty too, doesn't it? 13:19:12 <Samu> can't recall 13:19:35 <peter1138> Might be something to prefer using an empty dock. 13:19:43 <peter1138> Which is of course pretty pointless but. 13:20:03 <peter1138> Oh right, Debian 10.10 was released. Hmm. 13:20:25 <peter1138> If I was a good sysadmin I would 1) have known 2) wouldn't care because it would just be magic 13:22:19 <Samu> find closest ship depot is also pretty meh 13:22:32 <Samu> but that's ok 13:23:03 <Samu> just gotta use go to depot order 13:29:36 <Rubidium> peter1138: 3) know that the point release is pretty pointless for security as everything security wise was already pushed via security.debian.org ;) 13:32:18 <Samu> looks like i have to make use of buoys, as much as I wouldn't like to 13:37:54 <peter1138> LordAro, doesn't seem to be a timer on VF_PATHFINDER_LOST 13:39:14 <LordAro> peter1138: no, it's not an actual timer 13:39:34 <LordAro> i don't know any details, only that it appeared after path cache was added 13:40:10 <peter1138> Well, the thing is at about the same time the order distance limits were relaxed. 13:40:39 <LordAro> mm, some of the constants could be interacting poorly 13:41:19 *** nielsm has joined #openttd 13:41:21 <peter1138> I can see if it follows a cached path it will never set VF_PATHFINDER_LOST, but equally it will never unset VF_PATHFINDER_LOST. I don't know if it's possible to have a cached path in that case though. 13:43:40 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9391: Fix #9386: use variant instead of unique_ptr to prevent compilers failing on the code generation https://git.io/JnPSD 13:46:01 <Samu> what i see, when ships have a sudden urge to go to a ship depot for service, they get a temporary ship is lost 13:46:11 <Samu> if they're on a canal, single lane 13:46:21 <Samu> and the depot is behind 13:47:11 <Samu> the other ship is lost message is when they're just departing from a dock 13:47:28 <Samu> having to make a 180 degree turn to find their way 14:02:26 <peter1138> Hmm, so it might be depot interaction? 14:02:44 <Samu> ship 9: https://i.imgur.com/SzT2rGd.png 14:02:46 <peter1138> Should be simple to test, disable breakdowns and servicing and see if it stops... 14:03:25 <Samu> it needs to go around the peninsula, then into land via canals 14:03:30 <peter1138> Also there is a way to allow docking on the side of docks. 14:04:12 <Samu> maybe i should provide savegame 14:07:37 <peter1138> Multistop docks did originally allow docking at any tile adjacent to the dock, but... I added code to keep behaviour... 14:08:37 <glx> IIRC adjacent tiles are marked as dockable 14:09:25 <peter1138> Something in IsValidDockingDirectionForDock() 14:10:00 <peter1138> The first four zeros are the part on the slope, so all blocked. 14:11:54 <peter1138> if you make both the other 2 lines 15 (1 << for all) then you can dock on any side. 14:11:57 <glx> oh and only the end is allowed 14:13:37 <Samu> where do I post the savegame? 14:13:55 <peter1138> In the mail. 14:16:24 <Samu> do you have discord, seems i can share files there 14:19:19 <Samu> hmm guess not 14:21:05 <peter1138> Who are you expecting to open your savegame? 14:21:24 <Samu> someone to take a look at the ships becoming lost 14:21:46 <glx> most lost ship are false positive 14:28:40 *** iSoSyS has joined #openttd 14:30:58 *** iSoSyS has quit IRC 14:46:49 <Samu> automatic service making lost ships, is just too funny :p 14:47:16 <Samu> ok, i had a fix for this one 14:47:27 <Samu> it's buried somewhere in a closed PR 14:47:52 *** andythenorth has quit IRC 14:53:12 *** WormnestAndroid has quit IRC 14:58:58 *** WormnestAndroid has joined #openttd 15:20:12 *** Wormnest has joined #openttd 15:21:28 <Samu> hmm 15:21:45 <Samu> not sure if I open a new issue, or just add to existing one 15:21:51 <Samu> the savegame 15:22:42 <Samu> or just forget about the idea 15:24:31 <Samu> there's actual solutions to the problems i found, like placing buoys 15:24:37 *** andythenorth has joined #openttd 15:24:53 <Samu> setting pf.yapf.ship_curve90_penalty to 100 15:25:18 <Samu> and using go to ship depot orders to prevent lost ships by automatic service 15:35:22 *** gelignite has joined #openttd 15:42:15 *** Wormnest has quit IRC 16:14:58 <peter1138> Urgh, bootstrap 5 contains a lot of breaking changes :/ 16:17:47 *** Flygon_ has joined #openttd 16:19:01 *** Flygon has quit IRC 16:30:11 *** jottyfan has joined #openttd 16:32:40 *** jottyfan has quit IRC 16:44:11 *** Progman has joined #openttd 16:53:29 *** sla_ro|master has joined #openttd 17:05:10 *** Wuzzy has joined #openttd 17:07:46 <andythenorth> it does? 17:07:51 <andythenorth> I'm still on 3 everywhere 17:07:58 <andythenorth> I want to go to 5, skipping 4 17:08:04 <andythenorth> but waiting for IE 11 to die 17:08:15 <andythenorth> Timberwolf new game for ships, try not to get lost in this https://www.marinetraffic.com/en/ais/home/centerx:-1.2/centery:50.9/zoom:7 17:09:35 <glx> oh it's https://www.flightradar24.com for ships 17:10:03 *** Flygon_ has quit IRC 17:10:52 <andythenorth> yes 17:11:01 <andythenorth> looks like my current ottd game 17:11:58 <andythenorth> https://media.discordapp.net/attachments/853284744056799252/856944574882643968/unknown.png 17:28:06 *** andythenorth has quit IRC 17:31:28 *** Progman has quit IRC 17:38:39 *** andythenorth has joined #openttd 17:40:28 <andythenorth> ok let's redesign FIRS 17:40:30 <andythenorth> Again 17:43:38 <andythenorth> ok town indexes, any surprises lurking? 17:44:51 <andythenorth> if I want to declare 3 types of town, evenly distributed, can I call index.mod(3) or so 17:46:13 <nielsm> towns very rarely get deleted but I guess a scenario made in the editor can have them in a weird distribution 17:46:52 <andythenorth> this is all a bit of a hack 17:47:03 <andythenorth> nobody is going to do anything about regions etc without a test case :) 17:47:24 <glx> even in a random game indexes are not in any order 17:47:28 <andythenorth> the test case is very limited in what it can do because the spec for what I want is almost non-existent 17:47:36 <andythenorth> but a test case is better than no test case 17:48:27 <nielsm> glx: on the contrary, in a handmade scenario the towns are more likely to be in some kind of order 17:51:24 <andythenorth> a grf callback on towns might be helpful, periodic / game start 17:51:37 <andythenorth> for the purpose of managing register values 17:52:43 * andythenorth thinking out loud 17:52:58 <andythenorth> hmm 17:53:06 <andythenorth> assuming towns want certain local industries supplied 17:53:40 <andythenorth> how might a 'mining' town, an 'agricultural town' and a 'heavy industry town' vary in their wants? 17:54:00 <andythenorth> ag town doesn't particularly want a power station, or lots of building materials? 17:55:03 <andythenorth> hmm 'trading town' might also be a thing, for ports, and high value converting industries 17:55:39 *** Wolf01 has joined #openttd 17:56:22 <andythenorth> nah 17:58:45 <peter1138> Oh look, local install of Wordpress shat itself... 17:58:55 <peter1138> Seems like the default state. 17:59:47 <andythenorth> it's banned on our prod 18:00:58 <andythenorth> hmm is there some thing with some towns being cities? 18:01:02 <andythenorth> how does that work? 18:01:45 <andythenorth> what's this var 40 thing? https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Towns#Larger_town_effect_.2840.29 18:05:50 <nielsm> sounds like a ttdpatch thing 18:06:20 <andythenorth> is it the 'some towns are cities' thing maybe? 18:06:40 <nielsm> maybe it means that in ottd, not sure 18:07:27 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_town.cpp#L20-L24 18:07:41 <andythenorth> hmm 18:08:05 <nielsm> so yeah it's 1 if it's a "city" (i.e. doubled growth rate) 18:08:05 <andythenorth> modulo 3 of the town index might not work 18:08:28 <andythenorth> ok, so limiting town growth (in the house grf) can't rely just on the town index 18:08:37 <andythenorth> because of this extra feature 18:08:48 <andythenorth> always a new reason to prevent gameplay in mods 18:09:05 <andythenorth> like...the game has just enough gameplay affecting flags that mods are fucked 18:10:25 <andythenorth> I wanted to stop ag towns growing big 18:10:40 <andythenorth> maybe there's some mathematical trick to redistribute 18:10:42 <Timberwolf> andythenorth: cool, it has the Thames Clippers on it 18:10:52 <andythenorth> does it have the DUKWs? 18:10:55 *** WormnestAndroid has quit IRC 18:11:38 <andythenorth> hmm 18:11:50 <andythenorth> what proportion of towns have this city flag? 18:12:07 <andythenorth> oh it's a setting 18:13:23 <andythenorth> can I read the setting though? 18:13:25 *** WormnestAndroid has joined #openttd 18:13:48 <andythenorth> seems not 18:13:59 <andythenorth> oof 18:17:49 <andythenorth> ok so if it's got the larger city flag it can't be mining or ag 18:18:12 <andythenorth> but then I need a way to force some of the non-city towns to be mining or ag, to level the distribution 18:18:21 <andythenorth> can I do this statistically somehow? 18:18:42 <andythenorth> grf has no way to read the other towns on the map 18:33:47 *** WormnestAndroid has quit IRC 18:55:10 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jnysw 18:55:11 <DorpsGek> - Update: Translations from eints (by translators) 19:09:41 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #9394: Codechange: [OSX] Use more exact enum names where introduced with the 10.12 SDK. https://git.io/JnXum 19:17:48 <andythenorth> another michi_cc special :) 19:17:57 <andythenorth> so good 19:27:18 <peter1138> Why does a label, in a form, need the class form-label, and an input, in a form, need the class form-control? 19:33:29 <LordAro> bootstrap has always been a bit like that 19:39:22 <andythenorth> it's bootstrap 19:39:26 <andythenorth> it gives you explicit control 19:39:58 <andythenorth> if it just magically restyled all the html elements, you wouldn't be able to style anything custom inside the form without nerfing all the bootstrap stuff first 19:40:37 * andythenorth gave the sensible answer sorry 19:40:41 <andythenorth> bad form 19:46:20 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9391: Fix #9386: use variant instead of unique_ptr to prevent compilers failing on the code generation https://git.io/JnPSD 20:04:58 <peter1138> Renamed .text-left and .text-right to .text-start and .text-end. 20:05:00 <peter1138> Hmm. 20:05:17 <peter1138> Maybe LTR/RTL? 20:11:53 <andythenorth> I did a bootstrap 2to3 migration 20:11:59 <andythenorth> mostly find and replace 20:12:18 <andythenorth> although they also changed the format of the vars from camelCase to with-dashes 20:12:21 <andythenorth> or something 20:25:43 *** andythenorth has quit IRC 20:26:17 *** gelignite has quit IRC 20:33:55 *** Borg has joined #openttd 20:33:57 <Borg> hello. 20:40:24 *** Borg has quit IRC 20:41:31 *** andythenorth has joined #openttd 20:42:48 <LordAro> goodbye 20:51:01 *** andythenorth has quit IRC 20:55:12 *** Samu has quit IRC 21:06:18 *** andythenorth has joined #openttd 21:06:38 <andythenorth> so if I place industries into 'types' of town 21:06:48 <andythenorth> using modulo 3 of town index 21:06:55 <andythenorth> and player has only 1 or 2 towns 21:07:00 <andythenorth> broken 21:07:01 <andythenorth> oof 21:09:04 *** Wolf01 has quit IRC 21:11:16 * andythenorth wonders where the town list is 21:12:01 <andythenorth> some kind of Town pool? 21:12:41 <andythenorth> does a pool know how many items are in it? 21:12:52 <glx> yes 21:13:17 *** nielsm has quit IRC 21:15:09 * andythenorth newgrf var for number of towns? 21:15:16 <andythenorth> not sure what scope that var would have 21:15:26 <andythenorth> it's map, we don't really have map scope 21:15:47 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9391: Fix #9386: use variant instead of unique_ptr to prevent compilers failing on the code generation https://git.io/JnyVX 21:16:19 <andythenorth> global var? 21:17:06 <andythenorth> is number of towns deterministic? 21:20:43 *** jottyfan has joined #openttd 21:24:06 *** Progman has joined #openttd 21:29:48 *** andythenorth has quit IRC 22:01:05 *** Progman has quit IRC 22:11:50 *** WormnestAndroid has joined #openttd 22:18:11 *** sla_ro|master has quit IRC 22:19:26 *** sla_ro|master has joined #openttd 22:22:25 *** HerzogDeXtEr has quit IRC 22:26:38 *** StilRyen19 has joined #openttd 22:30:14 *** StilRyen19 has left #openttd 22:42:56 *** WormnestAndroid has quit IRC 22:55:23 *** WormnestAndroid has joined #openttd 23:09:48 <DorpsGek> [OpenTTD/OpenTTD] BrinzaBezrukoff commented on discussion #8420: Network Improvements (read: no more passwords!) https://git.io/Jny9C 23:16:10 <DorpsGek> [OpenTTD/OpenTTD] Bohaska commented on issue #9277: Allow changing font-size in-game (and not only double or nothing) https://git.io/JslSd 23:20:27 *** WormnestAndroid has quit IRC 23:21:56 *** tokai has joined #openttd 23:21:56 *** ChanServ sets mode: +v tokai 23:22:08 <DorpsGek> [OpenTTD/OpenTTD] BrinzaBezrukoff commented on discussion #8420: Network Improvements (read: no more passwords!) https://git.io/Jny9C 23:26:27 *** WormnestAndroid has joined #openttd 23:28:28 *** tokai|noir has quit IRC 23:36:15 *** sla_ro|master has quit IRC 23:50:51 *** WormnestAndroid has quit IRC