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00:51:30 *** rocky1138 has joined #openttd 01:00:13 *** Thedarkb1 has joined #openttd 01:00:34 *** sim-al2 has quit IRC 01:01:12 *** sim-al2 has joined #openttd 01:04:26 *** Flygon has joined #openttd 01:05:33 *** Thedarkb has quit IRC 01:29:03 *** chomwitt has quit IRC 02:15:36 *** glx has quit IRC 02:28:20 *** muffindrake1 has joined #openttd 02:30:13 *** muffindrake has quit IRC 03:52:52 *** sim-al2 is now known as Guest3074 03:52:54 *** sim-al2 has joined #openttd 04:04:03 *** sla_ro|master has joined #openttd 04:57:52 *** snail_UES_ has quit IRC 05:51:33 <peter1138> hi 06:11:34 *** andythenorth has joined #openttd 06:24:57 <andythenorth> is it though? 06:40:22 *** Alberth has joined #openttd 06:40:22 *** ChanServ sets mode: +o Alberth 06:51:18 *** andythenorth has quit IRC 06:55:48 *** andythenorth has joined #openttd 06:56:22 *** KouDy has joined #openttd 07:08:14 <Alberth> o/ 07:13:56 <peter1138> its not 07:16:47 <LordAro> tiz 07:22:17 *** nielsm has joined #openttd 07:39:51 *** Progman has joined #openttd 07:46:46 <andythenorth> what we've got here is failure to communicate 07:51:10 <peter1138> Communication breakdown 08:02:47 <andythenorth> some men you just can't reach 08:02:57 <andythenorth> I don't like it any more than you do 08:03:40 <Alberth> right, openttd dropping revision number breaks BB 08:06:29 <andythenorth> oic :) 08:06:37 <andythenorth> wonder if it breaks grfs too? o_O 08:07:56 <Alberth> I don't see how it won't break grfs that use anything "introduced in rXYZ" 08:08:32 <andythenorth> maybe we need an adapter 08:08:43 <andythenorth> to preserve old revs :P 08:09:07 <andythenorth> or simply return that the github build is > any old rev number used in GS or newgrf 08:09:11 <Alberth> wouldn't just setting it to the latest rev work? 08:09:26 <nielsm> rev of the move + 1 08:09:40 <andythenorth> seems plausible 08:09:44 <Alberth> something like that 08:10:02 <peter1138> BB? 08:10:10 <Alberth> busy bee game script 08:10:15 <nielsm> or maybe even rev of the move + day difference of most recent git commit to day of the move 08:10:39 <peter1138> rev of move + number of commits since :p 08:10:51 <peter1138> (Wrong for branches but okay for master) 08:10:59 <nielsm> but is that easy to calculate? 08:11:19 <andythenorth> count hashes since hash xyz? 08:11:23 <andythenorth> it's easy at compile time no? 08:11:55 <nielsm> well it's (at least) linear time on the number of commits, I think? 08:11:57 <andythenorth> it will be interestingly broken for forks / patchpacks :P 08:12:02 <nielsm> (not well-versed in git data structures) 08:12:04 <andythenorth> but that applies to the svn rev too 08:12:44 <andythenorth> len git rev-list or something 08:12:56 <Alberth> if you want new features in-between releases, you do need some incremental number thing 08:14:02 <andythenorth> well 08:14:07 <andythenorth> we could strictly version the API instead 08:14:15 <andythenorth> so check the API rev, not ottd rev 08:14:30 <Alberth> could work 08:14:52 <andythenorth> kind of bureaucratic :P 08:14:57 <andythenorth> needs manual intervention every time 08:15:07 <nielsm> save game version already does 08:15:13 <Alberth> not unlike save game versions :p 08:15:41 *** KouDy has quit IRC 08:15:49 <andythenorth> we could have a CI guard for that, but it would be complex 08:16:04 <andythenorth> if there was a hash of the current API features, stored against a version 08:16:18 <andythenorth> then CI could fail if hash changes without rev bumping 08:16:21 <andythenorth> but TMWFTLB 08:16:59 <Alberth> you'd need a separate API description too then 08:17:39 <nielsm> or otherwise change from version-checking going forward to use feature detection 08:18:05 <andythenorth> have a test suite, and hash that :P 08:18:12 <andythenorth> layers in layers in layers :P 08:22:35 *** KouDy has joined #openttd 08:23:23 <peter1138> Hmm, why is forbidding 90 deg turns for ships bad? 08:24:34 <Alberth> lots of narrow passages for ships 08:24:49 <Alberth> anything river or canal eg 08:25:14 *** Fuco has joined #openttd 08:25:39 <Alberth> even 3 wide isn't enough if the ship is not at one of the sides 08:28:42 <peter1138> Is there any case where forbidding 90 deg turns for ships is good? 08:30:14 <Alberth> it looks better, but that holds equally for trains, I guess 08:30:19 *** Wolf01 has joined #openttd 08:30:45 <Alberth> hmm, 1.5 doc has more parameters for publishing news than my fallback 08:30:48 <Wolf01> o/ 08:30:52 <Alberth> o/ 08:31:02 <Eddi|zuHause> <peter1138> rev of move + number of commits since :p <-- how would that work for people checking out stuff from before the move? or forking from there? 08:32:22 <peter1138> Er, before the move they have the rev already. 08:32:30 <peter1138> And forking from before the move... well that's stupid. 08:33:03 <Eddi|zuHause> people do stuopid things all the time 08:33:29 <peter1138> Anyway, if it's a fork, it's always gotta be maintained by them separately. 08:34:38 <Alberth> wouldn't it already break by checking out an old revision? 08:34:39 <peter1138> Alberth, hmm, I guess it would be nice to some allow ships to turn around on the spot (rather than instant reversing) 08:34:51 <Alberth> the revision number isn't in the source itself 08:35:26 <Alberth> that sound like a good idea, peter1138 08:35:30 <Eddi|zuHause> anyway, we really need some sort of finegrained counter, either automatic (commits? nightlies?) or manual (like savegame version) 08:35:34 *** sla_ro|master has quit IRC 08:36:04 <peter1138> Issue I see is that ships get to a dock, and pathfind continuing forwards, so they do a loop forwards instead of just turning around. 08:36:05 <Alberth> I wonder if BB doesn't claim incorrect compatibility in this case 08:36:22 <Eddi|zuHause> Alberth: iirc, the revision number is in the commit message, and be build script checked that 08:37:12 <Alberth> yes, so git co <some-old.rev> ; ./configure ; make run fails, as the rev number is not in the source 08:37:30 <Alberth> or would it? 08:37:32 <Wolf01> TL;DR what is the argument of the day? 08:37:40 <Alberth> 73 08:37:46 <Wolf01> 42? 08:37:59 <Alberth> would be a bit too obvious, wouldn't it? :) 08:38:19 <Wolf01> I could make a script to convert to ascii everything I write if you like it more ;) 08:38:41 <peter1138> I wonder if going out on the bike will make me feel better 08:38:49 <peter1138> (Got a cold coming on :() 08:39:37 <Wolf01> A cup of tea and a ginger biscuit 08:39:42 <andythenorth> peter1138: sometimes ships with 90º forbidden get stuck in a dead end river 08:40:05 <andythenorth> they leave a dock the 'wrong' way, then pathfinder fails to find a route out of the dead end somehow 08:40:15 <Wolf01> The real question is: why is the ship there? 08:40:17 * andythenorth had the lergy Monday/Tuesday, fell asleep at work 08:40:52 <Alberth> aliens dropped the ship there 08:41:22 * Wolf01 installs train mechanic simulator 2017 08:41:38 <Eddi|zuHause> why did the ship cross the road? 08:41:41 <peter1138> Bah, ICU crash :( 08:41:46 <Wolf01> Strange 08:43:19 <Wolf01> https://www.tt-forums.net/viewtopic.php?f=29&t=83268 andythenorth you needed something in canada? 08:43:49 <andythenorth> not that :P 08:53:36 <andythenorth> bbl 08:53:37 *** andythenorth has quit IRC 08:59:26 <Eddi|zuHause> something made me think of V there: https://www.youtube.com/watch?v=pUpKv3RGwRw 09:00:04 <Wolf01> Ahaha 09:41:33 <Wolf01> Yeah, I repaired a diesel engine rubber springs, it was really easy! 09:42:00 <Wolf01> Now the brakes 09:42:17 <Eddi|zuHause> how are springs made of rubber? 09:42:48 <Wolf01> There are steel coil springs and rubber blocks on the suspension system 09:43:00 <Wolf01> At least the game says that 09:43:24 <Eddi|zuHause> i somehow just try to imagine a surgeon-simulator type game :ü 09:43:25 <Eddi|zuHause> :p 09:43:37 <Wolf01> Yeah, not so far 09:47:59 <Wolf01> Mmmh, brakes cost too much, and broken parts sell for a really low price... I made enough money to complete the current order, but what for the next one? 09:48:42 <Wolf01> Oh, going to scrap a locomotive 09:51:55 *** ToBeFree has joined #openttd 10:00:41 *** synchris has joined #openttd 10:11:23 *** iSoSyS has joined #openttd 10:12:16 <Alberth> Eddi: https://en.wikipedia.org/wiki/Operation_(game) probably more common known as Dr Bibber :p 10:16:32 <Eddi|zuHause> Alberth: i know of that, but that's not really what i meant :) 10:17:33 <Alberth> :) 10:17:59 <Eddi|zuHause> Alberth: surgeon simulator is one of those "fun" games where the controls are so ill-defined that you're bound to kill the person anyway 10:18:24 <Alberth> ugh :( 10:18:52 <Eddi|zuHause> just go to youtube and pick a random video about it :p 10:19:26 <Wolf01> I can't understand the signals in this game 10:19:40 <Eddi|zuHause> that's common for signals :p 10:20:59 <Eddi|zuHause> https://www.youtube.com/watch?v=MOwYjeefaWA 10:21:20 <Alberth> signals are a bad feature, we should remove them in the next version 10:21:59 <Wolf01> Implicit PBS 10:24:08 <Wolf01> Better, timetable properly the trains so they won't collite 10:24:12 <Wolf01> *collide 10:24:18 <Wolf01> Puzzle game 10:24:37 <Eddi|zuHause> i think that game exists :p 10:24:51 <Wolf01> Train conductor iirc 10:25:16 <Eddi|zuHause> was thinking of train valley 10:25:25 <Wolf01> Ok, the most boring part of this game are the screws 10:27:30 <nielsm> A-train doesn't have signals, you have to timetable trains to not interfere 10:28:15 <nielsm> (at least based on the one version I've played) 10:28:33 <peter1138> Now that's an old series. 10:30:28 <nielsm> http://0x0.st/GDU.mp4 10:30:35 <nielsm> thing I set up last year 10:32:38 <Eddi|zuHause> they're all driving on the wrong side 10:33:06 <nielsm> it's japan, left is right 10:36:16 *** frosch123 has joined #openttd 10:40:17 <peter1138> Sir frosch123 10:40:24 <frosch123> moi 10:43:30 <Wolf01> Quak 10:43:39 <frosch123> peter1138: roadstops have two bits which can be either axis or diagdir 10:43:57 <Wolf01> Ow... I can't keep scrapped parts to repair them for later :( 10:45:05 <peter1138> frosch123, yes, but that depends on what the station graphics value is. 10:46:00 <peter1138> I will probably go with 0-3 = diagdirection, 4 = axis_x, 5 = axis_y 10:47:52 <peter1138> If I bother doing anything :) 10:49:36 <frosch123> that sounds equivalent to bit 2 deciding between axis and diagdir 10:58:17 *** gelignite has joined #openttd 11:06:06 <Wolf01> Driving around the map looks like driving a model train where the coupling is attached to the truck, but I don't really bother, I'm used to the sudden 45 degree turns of OTTD :P 11:06:35 *** Alberth has left #openttd 11:09:05 <peter1138> frosch123, pretty much, yes. 11:10:12 *** Eddi|zuHause2 has joined #openttd 11:12:13 *** Eddi|zuHause has quit IRC 11:18:43 *** Thedarkb1 has quit IRC 11:20:37 <Wolf01> Chance to repair 100% => repair failed 11:20:40 <Wolf01> WTF? 11:22:26 <Wolf01> I can't purchase a new part, I was expected to repair it... 11:24:45 *** Thedarkb1 has joined #openttd 11:37:23 <peter1138> Nice. 11:37:50 <Wolf01> I could purchase it... loosing the bonus 11:37:55 <Wolf01> *losing 11:43:13 <Wolf01> "there's a problem on the exhaust system, go out and find the engine"... the engine was laying on the side 12:06:38 *** Wacko1976 has quit IRC 12:12:01 *** andythenorth has joined #openttd 12:13:33 <Wolf01> Awww damaged truck frame... 12:13:59 <andythenorth> peter1138: you on a bike then? o_O 12:14:05 *** Coobies has joined #openttd 12:16:04 *** ToBeFree has quit IRC 12:18:04 *** Cubey has quit IRC 12:27:41 <peter1138> Not at the moment. 12:28:00 <peter1138> Thinking about it. Got a cold coming on so might go for something gentle. 12:28:53 * peter1138 hmms at #6689. 12:29:09 *** Eddi|zuHause2 is now known as Eddi|zuHause 12:29:12 <peter1138> So it improves hash collisions, but otherwise no performance improvement. 12:32:08 <LordAro> can't hurt 12:32:40 <peter1138> I did wonder if there's something in std:: to use instead. 12:34:35 *** chomwitt has joined #openttd 12:34:56 * andythenorth is in chesham, weather is tops 12:35:05 <andythenorth> near some kind of Chiltern cycleway 12:35:25 <Eddi|zuHause> you mean like a standard set of hash functions? 12:36:03 <Eddi|zuHause> there's occasionally a tradeoff between the number of collision, and the complexity of calculating the hash 12:38:53 <peter1138> Arr, Chesham is not far from me. 12:42:58 *** Thedarkb1 has quit IRC 12:53:13 <peter1138> if ((2 * Thash_bits) < 32) hash ^= hash >> (min(2 * Thash_bits, 31)); 12:53:16 <peter1138> So... 12:53:22 <peter1138> Given that 2 * Thash_bits is < 32 12:53:36 <peter1138> I don't see the point of the min() 12:53:54 <peter1138> Never mind the redundant brackets. 12:55:24 <peter1138> hash ^= hash >> 24; 12:55:28 <peter1138> hash ^= hash >> 12; 12:55:40 <peter1138> Is what boils down to. 12:55:50 <peter1138> hash -= hash >> 17; 12:55:54 <peter1138> hash -= hash >> 5; 12:55:59 <peter1138> Is the replacement. 12:58:38 <Eddi|zuHause> i can't see a huge performance impact of ^ vs - 12:59:33 <peter1138> Yeah, it looks worse currently use to the if and min conditionals. 12:59:54 <peter1138> But Thash_bits is compile-time constant so they should be optimized out. 13:02:08 *** virtualrandomnumber has joined #openttd 13:07:23 *** sim-al2 is now known as Guest3096 13:07:23 *** sim-al2 has joined #openttd 13:11:54 *** Guest3096 has quit IRC 13:11:54 <_dp_> performance comes from hash function quality, not ^ vs - 13:12:51 <_dp_> haven't checked if it's actually better but overall description sounds pretty reasonable 13:13:23 <_dp_> if hash function collides on straight lines it's not a good function 13:16:31 <peter1138> I think the issue here is that the system using the hash is vastly more costly than the hashtable and so its quality doesn't matter. But it's nice to make it better quality. 13:20:08 *** iSoSyS has quit IRC 13:23:43 <virtualrandomnumber> I think I found a bug in OpenTTD 1.8.0: https://i.imgur.com/2Q6gRFb.png 13:26:09 <virtualrandomnumber> if there's a conditional order jump and you type in the value "306", it is displayed as "307" after clicking OK 13:26:54 <nielsm> without knowing anything about how it actually works, my guess is that it can be a side effect of how speed values are stored and handled internally 13:32:46 <peter1138> Probably. 13:33:36 <_dp_> yeah, something gets lost when doing ConvertDisplaySpeedToSpeed and back with ConvertSpeedToDisplaySpeed 13:34:34 <Eddi|zuHause> it's basically a rounding error 13:41:10 <peter1138> There'll also be no vehicle with a max-speed of 306 km/h for the same reason, I guess. 13:41:18 <_dp_> 301->302, 303->304, 306-307, 308->309, 311->312, yeah, looks like rounding error 13:42:24 <_dp_> 2->3 lol 13:50:07 <andythenorth> oops 13:50:10 <andythenorth> Hog is broken 13:52:35 <andythenorth> who makes this stuff anyway? 13:54:59 <peter1138> Well... 13:55:33 <peter1138> Oh... villager is opening a door it can't reach. Nice. 14:05:13 <_dp_> ehm... why do condition orders work in mph instead of game internal units? 14:06:06 <Wolf01> I thought mph were the internal units 14:06:36 <Eddi|zuHause> internal units are weird 14:06:41 <_dp_> internal is kmh-ish/h 14:07:21 <_dp_> which is mph * 10 / 16 iirc 14:08:19 <_dp_> other way around, * 16 / 10 14:08:34 <Eddi|zuHause> some people were feeling 1mph=1.6km/h is not accurate enough 14:09:01 <_dp_> so it's about equal kmh but rounds well with mph %) 14:09:29 <Eddi|zuHause> ... i think catering for that made everything worse 14:10:50 <_dp_> well, whatever, speed orders are screwed because they store in mph 14:10:56 <_dp_> so it's actually a domain error 14:11:10 <_dp_> mph can't store half of kmh values even though game itself can 14:12:35 <_dp_> OrderConditionCompare(occ, v->GetDisplayMaxSpeed() * 10 / 16, value) 14:12:49 <_dp_> that's order condition very logic, like wtf xD 14:13:36 <Eddi|zuHause> how does that not desync when people play with different units? 14:13:44 <andythenorth> conditional orders are a bag of spanners 14:13:57 <_dp_> display there is not display speed) 14:14:45 <_dp_> don't ask me why GetDisplayMaxSpeed returns speed in game units xD 14:15:26 <_dp_> * Returns max speed of the engine for display purposes 14:15:30 <_dp_> * @return max speed in km-ish/h 14:15:31 <_dp_> rofl 14:16:04 <Eddi|zuHause> for what other purposes are the other speed functions? 14:16:58 <_dp_> Eddi|zuHause, by the looks of it there are no other functions 14:17:38 <Eddi|zuHause> _dp_: i think you're treading down a wtf-fractal there 14:19:03 <andythenorth> hmm 14:19:10 <andythenorth> there is too much sun on my screen to fix Hog 14:19:21 <andythenorth> I can read irc because it's high contrast :P 14:19:39 <nielsm> make a high contrast graphics set 14:19:47 <nielsm> oh wait is that toyland? 14:19:53 <_dp_> well, I guess logic was that {VELOCITY} accepts kmh-ish/h values, so returning them counts as "display purposes" 14:20:05 <_dp_> and other stuff just piled on top of existing functions 14:21:39 <_dp_> and nobody noticed that it basically does ConvertKmhishSpeedToDisplaySpeed(v->GetDisplayMaxSpeed()) ... 14:27:53 <_dp_> I bet there is even some max speed value that doesn't work with "equals" condition even if you can put it there 14:28:19 <_dp_> because of different rounding for displaying max speed for vehicle and max speed in condition 14:28:40 <Eddi|zuHause> _dp_: shows how "well tested" this feature is 14:36:37 <andythenorth> and nobody understands conditional orders 14:37:01 * andythenorth *is* irrationally biased against conditional orders, sorry :) 14:37:34 <andythenorth> is there a guide somewhere about what they're for? 14:37:34 <_dp_> Eddi|zuHause, It kind of looks like it was specifically designed to avoid that so I may be wrong 14:37:54 * andythenorth found wiki page 14:38:03 <andythenorth> https://wiki.openttd.org/Conditional_Orders 14:38:11 <andythenorth> doesn't explain why they're useful though 14:38:24 *** Coobies has quit IRC 14:38:33 <andythenorth> the example is stupid 14:38:45 <andythenorth> why piss around making conditional orders for old vehicles? 14:38:48 <Eddi|zuHause> i always felt like it doesn't cover the most obviously useful cases anayway 14:38:56 <_dp_> I know conditional orders can be exploited for some SRNW 14:38:59 <andythenorth> old vehicles are auto-renewed, it's solving a non-issue 14:39:02 <_dp_> no idea what else xD 14:39:21 <andythenorth> conditional orders only seem to serve the purpose of giving weird people a topic for forum posts 14:39:27 <andythenorth> and bug reports about 'it doesn't work' 14:39:40 <andythenorth> the only case I ever wanted them for, they can't do 14:39:43 <andythenorth> which is partial loading 14:39:50 <andythenorth> 'leave when load is 70%' 14:40:05 <andythenorth> so that a train can collect from multiple places 14:40:14 <andythenorth> but that actually useful case isn't possible 14:41:10 <nielsm> does anyone have a suggestion what to do different here, if anything? https://github.com/OpenTTD/OpenTTD/pull/6775#discussion-diff-187805077R988 14:41:14 <nielsm> (also ping LordAro) 14:41:18 <_dp_> I'd probably use "renew vehicle if it's older than 3 year" but doesn't seem like they can do it either Xd 14:41:53 <andythenorth> they are as far as I can tell, nonsense 14:42:08 <Eddi|zuHause> andythenorth: i think partial loading is something that must be separate from conditional orders 14:42:18 *** vorot93 has quit IRC 14:42:35 <Eddi|zuHause> andythenorth: conditional orders can only ever be evaluated when loading has already finished 14:42:49 <andythenorth> yes 14:42:53 *** johnwhitlow[m] has quit IRC 14:42:58 <andythenorth> seems like we shoudl delete them 14:43:29 <Eddi|zuHause> andythenorth: they still should be able to do the opposite: "wait until at least 70% full" 14:43:34 *** argoneus_ has joined #openttd 14:43:49 <Eddi|zuHause> [but continue to load to 100% if available] 14:45:39 <andythenorth> the examples I've seen turn off 'full load' and loop the train around constantly 14:45:42 <andythenorth> which seems stupid 14:45:57 <andythenorth> totally logical, but stupid 14:46:53 <Eddi|zuHause> yes, it misses an improvement whereby a "gp tp <same station>" order is checked before leaving the station, and no movement takes place, just goes back to loading state 14:46:58 *** argoneus has quit IRC 14:48:59 <_dp_> Seems like current orders can be used for "if train is full jump to unload station" 14:49:16 <_dp_> somewhat reasonable for collecting cargo from a several stations 14:49:27 <andythenorth> somewhat 14:50:06 <Eddi|zuHause> _dp_: yes, but you can only collect from several places if each of them doesn't fill the whole train. you have no way of restricting the load below what's already waiting 14:51:54 <_dp_> Eddi|zuHause, I see no reason for collecting from several when one can fill the train 14:51:55 <Eddi|zuHause> there's also no "try to fully load, but wait at most X days" order 14:52:38 <_dp_> problem with collecting from several is that last station is much less likely to have anything collected from it 14:52:52 <Eddi|zuHause> _dp_: well, the equivilent problem exists for unloading 14:52:53 <_dp_> so don't see how that can be useful in an actual game 14:53:49 <_dp_> Eddi|zuHause, yeah, but unloading can't be done with conditional orders. And I tried to think of some use for them) 14:54:01 <_dp_> Eddi|zuHause, unloading is actualy much more useful with stuff like firs 14:54:54 <Eddi|zuHause> _dp_: well, conditional orderns with unloading works for things like PBI, where the industry stops accepting 14:54:57 <_dp_> Eddi|zuHause, can't you make train wait X days with timetables? 14:55:17 <Eddi|zuHause> _dp_: as in "if load > 0% after unloadingstation, go to overflowstation" 14:55:53 <Eddi|zuHause> _dp_: yes, but you cannot say which one takes precedence, the timetable or the full load order 14:56:07 <_dp_> Eddi|zuHause, don't make it full load? 14:56:30 <Eddi|zuHause> _dp_: you can say "full load or wait for X days", but it fills util full, and THEN waits another few days, if the time has not pased 14:56:41 <Eddi|zuHause> _dp_: you cannot cancel full load if the time is exceeded 14:57:17 <Eddi|zuHause> _dp_: and you can also not make it leave before the time exceeded, if the full load is reached 14:57:50 <_dp_> Eddi|zuHause, I mean just make it load if available and wait X days 14:57:57 <andythenorth> conditional unloading would also be useful 14:57:59 <_dp_> Eddi|zuHause, or does it not load then even if cargo comes? 14:58:05 <andythenorth> partial loading is about station rating 14:58:26 <Eddi|zuHause> _dp_: it does load that. but again, it won't leave if it fills up more quickly 14:58:37 <_dp_> Eddi|zuHause, ah, right 15:00:04 *** iSoSyS has joined #openttd 15:00:21 <Eddi|zuHause> _dp_: you can sort of do it with "if load is not 100%, go back to loading station" orders, but that will make the train needlessly move, because the "just stay at the platform" feature is not implemented 15:01:02 <andythenorth> anything about conditional orders needs the 'that escalated quickly' gif :P 15:01:06 <andythenorth> also timetables 15:01:40 <Eddi|zuHause> it's a giant pile of incomplete features with a terribly undesigned UI glued on top 15:01:46 <_dp_> add conditional orders to know bugs :p 15:02:01 <_dp_> just like that: known bugs: 1) conditional orders xD 15:02:18 <Eddi|zuHause> we should start a NoOrders branch? 15:05:15 <_dp_> liberate trains! no one can order them! trains have feelings too! 15:07:24 <nielsm> LordAro: I think my dos music PR should be good now :) 15:18:59 *** Flygon has quit IRC 15:20:08 *** Wacko1976 has joined #openttd 15:33:47 <andythenorth> trains go where the cargo is 15:33:50 <andythenorth> no orders needed 15:34:08 <andythenorth> calculate the graph 15:34:18 <andythenorth> calculate the valid refits 15:34:25 <andythenorth> calculate the cargo weighting 15:34:39 <andythenorth> then dice roll for which station, with weighting towards those with more cargo 15:34:53 <andythenorth> then dice roll for a valid destination 15:35:15 <andythenorth> could just be a new conditional order 'any accepting station' 15:35:32 <Eddi|zuHause> i would never want to play that game... 15:35:37 <andythenorth> imagine the chaos 15:39:58 *** gelignite has quit IRC 15:50:39 *** johnwhitlow[m] has joined #openttd 16:03:47 *** vorot93 has joined #openttd 16:08:42 <_dp_> hm, that makes me worder, how does cargodist even work with conditional orders? 16:09:35 <andythenorth> very badly 16:12:15 <andythenorth> fonso had to do things like this 33034 16:12:18 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/5674 16:31:44 *** Thedarkb1 has joined #openttd 16:38:31 *** virtualrandomnumber has quit IRC 16:39:07 *** snail_UES_ has joined #openttd 16:46:57 *** Wacko1976_ has joined #openttd 16:49:53 *** Wacko1976 has quit IRC 16:54:58 *** Wacko1976_ has quit IRC 17:11:11 *** gelignite has joined #openttd 17:12:10 <peter1138> Hi 17:13:11 <peter1138> andythenorth, "also addresses"? 17:13:49 <peter1138> Although, point, having #6145 in the PR title doesn't link it. 17:19:41 <andythenorth> -also 17:19:48 <andythenorth> such wasted words 17:19:54 <andythenorth> good job they're not in short supply 17:20:02 <andythenorth> I could debug this nml template 17:20:08 <andythenorth> but it's very sunny isn't it 17:20:08 <Eddi|zuHause> "peak words"? 17:20:16 <Eddi|zuHause> (as in "peak oil") 17:21:20 <Eddi|zuHause> "from this point on, the rate of words produced by humanity will only drop" 17:24:20 <andythenorth> that might be to the good 17:24:35 <andythenorth> I'm not sure we're gaining much from everyone being able to spew words 17:29:52 <peter1138> Did someone decide how to slice water into regions? 17:30:30 <andythenorth> I think you did 17:30:52 <andythenorth> I was trying to figure out a flood fill idea, to handle the irregular edges 17:31:42 <Eddi|zuHause> make it able to slice in any generic way, then let it find out the best way? 17:33:07 <Xaroth> Didn't you have a patch for that, peter1138? 17:33:48 <peter1138> No 17:34:00 <peter1138> We lost Wolf01 again. 17:35:36 *** glx has joined #openttd 17:35:36 *** ChanServ sets mode: +v glx 17:35:36 <andythenorth> come back Wolf01 17:38:32 *** HerzogDeXtEr has joined #openttd 17:44:45 <Eddi|zuHause> why don't i have Zak McKracken in my ScummVM? 17:47:11 * peter1138 ponders making his ship locks patch Yet Another Configuration Setting 17:51:07 *** Wacko1976 has joined #openttd 17:51:20 *** Cubey has joined #openttd 18:04:52 <andythenorth> Do It 18:05:01 <andythenorth> what does it do? o_O 18:05:58 <Eddi|zuHause> but we can't ever add more settings!! 18:06:05 <Eddi|zuHause> there are too many settings!!! 18:06:21 <Eddi|zuHause> it's even more sacred than the map array!!!! 18:07:18 *** Wacko1976 has quit IRC 18:07:24 <andythenorth> there are too many settings 18:07:55 <Eddi|zuHause> there are, but citing that as a reason to not add new ones is crazy 18:11:31 <andythenorth> as long as there's a habit of removing dead settings, then adding new ones is to the good 18:11:43 <andythenorth> it's only a problem if no-one is culling the useless ones 18:12:56 <Eddi|zuHause> remove the 90° setting, make it always on for trains and always off for ships? 18:13:16 <peter1138> Nah, there are people who play with it off. 18:13:25 <Eddi|zuHause> screw those :p 18:13:33 <Eddi|zuHause> make them see the light! :p 18:13:45 <Eddi|zuHause> my way is the only true way to play the game!! :p 18:14:46 <andythenorth> remove it for ships 18:17:34 <andythenorth> so who approves peter1138's PR pile? :P 18:21:49 <Eddi|zuHause> typical steam: price: 10€, bundle with just that one thing in it: 9€ 18:21:55 <LordAro> andythenorth: peter1138 ? 18:22:17 <andythenorth> peter1139 can probably review them 18:22:27 <LordAro> or petern 18:22:31 <andythenorth> fair 18:22:35 <andythenorth> first rule of fight club 18:22:47 <Eddi|zuHause> don't trust that guy 18:23:09 <peter1138> Eh? No, you can't review your own PRs. 18:25:16 <LordAro> could merge a few though 18:25:41 <LordAro> oh wait, no 18:25:44 <LordAro> all are review required 18:25:45 <LordAro> oh dear 18:27:10 <andythenorth> shall I review them? o_O 18:27:16 <LordAro> could do! 18:27:31 <LordAro> some of them have "reviews" from me, but i don't like to tick the approve button 18:27:31 <andythenorth> I think TB would revoke my privileges :P 18:27:36 <LordAro> i don't feel like i have that power 18:27:50 <andythenorth> well there are only about 3 people who can 18:27:59 <andythenorth> it's a bit...slow :P 18:28:17 <LordAro> need to add more people 18:28:22 <andythenorth> it's peter, frosch or TB 18:28:34 <LordAro> michi_cc & glx too 18:28:47 <andythenorth> probably RB too, if he has github login 18:28:55 <andythenorth> and alberth same 18:30:04 <Wolf01> Hmm? 18:37:51 <LordAro> at the very least we could make more people reviewers 18:37:56 <LordAro> like me & andy 18:39:40 *** tokai|noir has joined #openttd 18:39:40 *** ChanServ sets mode: +v tokai|noir 18:42:53 <Wolf01> Uh nice, zellepins for TF 18:46:18 *** tokai has quit IRC 18:46:43 *** Thedarkb1 has quit IRC 18:55:52 *** Thedarkb-X40 has joined #openttd 18:57:11 *** KouDy has quit IRC 18:58:35 <andythenorth> making me a reviewer :o 18:58:41 <andythenorth> I wouldn't recommend that :P 19:16:15 <Wolf01> I might agree 19:20:58 <peter1138> LordAro, oops? 19:21:36 <LordAro> peter1138: admittedly i didn't even try compiling and just assumed it would work 19:22:22 <LordAro> i'll try again 19:22:23 <peter1138> Just {} isn't it? 19:22:36 <peter1138> Or { } depending on how you feels. 19:22:37 <peter1138> -s 19:29:51 *** Wacko1976 has joined #openttd 19:31:35 <Wolf01> andythenorth: should I push the explained TODOs to your repo? 19:31:50 <andythenorth> nah, that one's dead 19:31:54 <andythenorth> peter1138: already made fixes 19:32:04 <peter1138> I've got them somewhere. 19:32:07 <andythenorth> either we fork peter's, or he applies them ;) 19:32:51 *** KouDy has joined #openttd 19:33:17 <LordAro> or he gives you commit permissions 19:45:46 *** iSoSyS has quit IRC 19:51:53 *** Thedarkb-X40 has quit IRC 19:55:21 *** Thedarkb-X40 has joined #openttd 19:56:37 <frosch123> LordAro: what is a runtime-length string? 19:59:50 <frosch123> ah, only SLE_VAR_STRB used length 20:03:57 <LordAro> frosch123: pointer rather than array 20:08:05 *** Wormnest has joined #openttd 20:12:07 <frosch123> https://github.com/OpenTTD/OpenTTD/pull/6771/commits/d24269f0c6a62fc510b043943aff5cb3488914be#diff-b1530b23b24eb40dd2be64d0a9b21103R200 <- hmm 20:12:30 <frosch123> last time i commented that the code changes behaviour 20:12:52 <frosch123> now the commit is more complicated to read and still changes behavious 20:16:17 <Wolf01> "Disagree here - the condition is unchanged, it's just moved to an early return style instead of a boolean, which ultimately reduces the length of the code." <- LordAro that seem something Samu would say :( 20:18:48 <andythenorth> hmm 20:18:52 <LordAro> really? 20:19:04 <frosch123> why is that PR so broken? 20:19:15 <frosch123> everytime i add a comment it hides it as outdated 20:47:42 <peter1138> back 20:53:01 *** iSoSyS has joined #openttd 20:55:34 *** Supercheese has joined #openttd 21:05:16 <peter1138> frosch123, dunno, doesn't do that for me. 21:06:23 <frosch123> yeah, our OnTick stuff does not fit the usual threaded timers :p 21:07:02 <peter1138> ? 21:07:09 *** Compu has quit IRC 21:07:23 <Wolf01> 'night 21:07:25 *** Wolf01 has quit IRC 21:10:09 *** andythenorth has quit IRC 21:13:18 *** Compu has joined #openttd 21:17:38 *** chomwitt has quit IRC 21:20:09 *** gelignite has quit IRC 21:27:42 *** Supercheese has quit IRC 21:27:59 *** Supercheese has joined #openttd 21:42:44 *** chomwitt has joined #openttd 21:53:51 *** synchris_ has joined #openttd 21:56:01 *** synchris has quit IRC 21:56:21 <peter1138> Huh 21:56:45 <peter1138> Just had the game crash on startup with the ICU issue, like, half a dozen times in a row o_O 21:56:48 *** nielsm has quit IRC 22:03:55 <_dp_> frosch123, you reviewed old version, that's probably why it's outdated 22:05:39 *** KouDy has quit IRC 22:13:26 <_dp_> frosch123, and he seems to be right, it should work the same 22:36:23 *** Fuco has quit IRC 22:41:52 *** Wormnest has quit IRC 22:52:48 *** synchris_ has quit IRC 23:02:03 *** Wacko1976 has quit IRC 23:15:49 *** iSoSyS has quit IRC 23:18:19 *** frosch123 has quit IRC 23:23:36 *** Progman has quit IRC 23:25:26 *** KouDy has joined #openttd 23:30:46 *** KouDy has quit IRC