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00:01:22 *** Andrew350 has quit IRC 00:01:42 *** tokai|noir has joined #openttd 00:01:42 *** ChanServ sets mode: +v tokai|noir 00:02:50 <drac_boy> oh, thanks :-s 00:08:25 *** tokai has quit IRC 00:19:21 <drac_boy> hmm thanks..found the csd freight wagons I was looking for .. seem that tycoonez.com still wouldn't resolve to any webhost 00:31:08 <peter1138> samu, https://github.com/OpenTTD/OpenTTD/compare/master...PeterN:more-orders 00:31:54 <peter1138> samu, that may be enough to work, but I don't have a big savegame to test. It doesn't affect loading existing saves, at least. 00:40:00 <samu> yay 00:40:28 <samu> well, start 15 ludiai afterfix's 00:40:40 <samu> with 5000 road vehs and 5000 aircraft each 00:40:52 <samu> or wait, i may have given a save to you already 00:41:26 <samu> ah here it is https://github.com/OpenTTD/OpenTTD/issues/6968 00:42:14 <drac_boy> 0_0 ... thats way too many for me to ever track at all :-| 00:42:17 <peter1138> Nah, I've gone to bed now. 01:15:24 <drac_boy> hm can't think of anything good to sort out on irc now so...meh..bye :-> 01:15:26 *** drac_boy has left #openttd 01:22:30 *** Mazur has quit IRC 01:32:54 *** Thedarkb1-T60 has quit IRC 01:36:38 *** Thedarkb-X40 has joined #openttd 02:21:27 *** glx has quit IRC 02:34:43 *** Lejving_ has quit IRC 02:49:55 *** samu has quit IRC 03:02:20 *** Lejving has joined #openttd 03:09:09 *** snail_UES_ has quit IRC 03:13:01 *** Wormnest has joined #openttd 03:19:13 *** snail_UES_ has joined #openttd 03:33:16 *** D-HUND has joined #openttd 03:36:39 *** debdog has quit IRC 03:46:17 *** Wormnest has quit IRC 03:47:45 *** Thedarkb-X40 has quit IRC 04:24:58 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator https://git.io/fhHN6 04:53:14 *** Eddi|zuHause has quit IRC 04:55:52 *** Eddi|zuHause has joined #openttd 05:03:20 *** Eddi|zuHause has quit IRC 05:06:38 *** Eddi|zuHause has joined #openttd 05:47:12 *** snail_UES_ has quit IRC 06:48:56 <peter1138> ~Error: failed loading savegame: Order index 64000 out of range (64000) 06:48:59 <peter1138> :-) 06:55:21 <Eddi|zuHause> i think i still have a slight problem with the meandering randomness, where in some cases it gets overzealous and turns into DFS mode for a while 06:56:03 <Eddi|zuHause> resulting in silly zigzag lines 06:59:32 <Eddi|zuHause> and on smoother maps we need wider and less branch-y rivers 07:32:01 *** andythenorth has joined #openttd 07:36:57 <andythenorth> o/ 07:46:39 <peter1138> Hmm, how can I tell if we're currently loading a savegame? 07:48:23 <andythenorth> flag? 07:54:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7219: Change: Use SlErrorCorrupt() on pool index error when loading a savegame, instead of terminating. https://git.io/fhQLM 08:16:47 <peter1138> That'll do. 08:16:55 <peter1138> Argh, bloody monitor 08:19:51 *** chomwitt has joined #openttd 08:20:29 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7220: Change: Increase maximum number of orders from 64000 to ~16.7m. https://git.io/fhQLh 08:22:38 *** Gustavo6046 has quit IRC 08:27:22 *** andythenorth has quit IRC 08:33:54 <DorpsGek_II> [OpenTTD/OpenTTD] telk5093 opened issue #7221: Version information is not applied on finger.openttd.org https://git.io/fhQtW 08:52:46 *** Thedarkb1-T60 has joined #openttd 09:00:30 *** andythenorth has joined #openttd 09:03:12 <DorpsGek_II> [OpenTTD/OpenTTD] telk5093 closed issue #7221: Is there any way to crawling a new version? https://git.io/fhQtW 09:03:32 <DorpsGek_II> [OpenTTD/OpenTTD] telk5093 commented on issue #7221: Is there any way to crawling a new version? https://git.io/fhQtj 09:52:34 *** m3henry has joined #openttd 10:07:14 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #7221: Is there any way to crawling a new version? https://git.io/fhQqj 10:09:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7219: Change: Use SlErrorCorrupt() on pool index error when loading a savegame, instead of terminating. https://git.io/fhQmJ 10:18:54 *** Thedarkb1-T60 has quit IRC 10:37:56 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7219: Change: Use SlErrorCorrupt() on pool index error when loading a savegame, instead of terminating. https://git.io/fhQLM 10:38:00 <peter1138> < back to work :p 10:39:00 * andythenorth already was :P 10:40:13 <peter1138> I was, had a meeting, then got distracted, oops. 10:40:27 <peter1138> "waiting for a compile" mmhmm 10:41:58 <andythenorth> time for eggs soon 10:49:49 <peter1138> I had an egg & 'bacon' muffin. 10:49:59 <peter1138> "Turkey rashers" 10:51:29 *** drac_boy has joined #openttd 10:52:04 <peter1138> Hello dragonhorseboy 10:53:48 <drac_boy> hi..as usual I just had to wonder but are planes still always either passenger/mail or all-mail .... no all-passenger for some reason, right? 10:54:13 <peter1138> I... don't know. 11:10:32 <Eddi|zuHause> drac_boy: yes 11:10:48 <andythenorth> XOR yes? 11:10:50 <Eddi|zuHause> drac_boy: turns out you can't legally mount seats in the baggage area 11:11:01 <andythenorth> oh IRL? 11:11:39 <Eddi|zuHause> drac_boy: but if you make a NewGRF, you're free to set the mail capacity to 0 11:11:55 <drac_boy> eddi well you're not suppose to fly 100+ cattle on a plane either but the refit window lets you do that tho ;) 11:12:42 * drac_boy still remembers doing that a few silly times in ttdx (quite a while before I knew about the patch which meant new planes tho) 11:12:53 <drac_boy> and hmm good thought, zero mail 11:18:16 <peter1138> heh 11:18:24 <peter1138> coal planes 11:18:57 <Eddi|zuHause> i did oil zeppelins once 11:24:03 <Eddi|zuHause> nobody on this internet seems to have my "read_hpet" performance problem... :/ 11:29:01 <drac_boy> well peter, as a footnote coal planes actually is in the russia plane grf .. 1 or 2 huge planes with like a 300-400 tonnes capacity 11:29:29 <drac_boy> its been a very long time I had that grf I seem to forgot where it was sourced from but ah :) 11:36:53 *** WWacko1976-work has joined #openttd 11:49:02 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7220: Change: Increase maximum number of orders from 64000 to ~16.7m. https://git.io/fhQOs 12:02:14 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7220: Change: Increase maximum number of orders from 64000 to ~16.7m. https://git.io/fhQO8 12:04:27 <drac_boy> hmm is that like a map-wide cap? for a silly moment there I was thinking 'who orders one train to stop at a balizzion stations?' 12:05:04 <peter1138> It's not map related... 12:05:08 <peter1138> But it is game-wide, yes. 12:05:24 <drac_boy> np 12:06:25 <peter1138> The order limit is reachable if you have lots of AIs not using shared orders :-) 12:06:42 <Eddi|zuHause> "deleting kernel-default" is a strange message to watch in the package manage 12:06:43 <Eddi|zuHause> r 12:07:09 <peter1138> oo 12:07:38 <Eddi|zuHause> well, i have multi-kernel enabled and clicked uninstall on some older versions :p 12:08:28 <peter1138> multi-kernel enabled... you're not using the one-true Linux OS then. (Debian) 12:08:28 <Eddi|zuHause> also, i'm by now desperate enough to try 5.0-rc2 12:08:48 <Eddi|zuHause> rc5 12:09:15 <peter1138> How's the rivers going, though? 12:09:21 <peter1138> It looks good in... some cases. 12:09:24 <Eddi|zuHause> and mesa 19.0.0-rc2 12:10:19 <Eddi|zuHause> i updated it earlier today with some tweaks 12:10:53 <Eddi|zuHause> still some odd cases 12:12:26 <Eddi|zuHause> 3 roads to take here: 1) clean up the code, 2) tweak the randomness in the priority queue, 3) consider different flow amount calculations and thresholds 12:13:10 <Eddi|zuHause> but... destroying my system right now.. 12:13:14 <drac_boy> mesa? hmm what graphic thing you working on now? 12:13:45 *** Eddi|zuHause has quit IRC 12:16:08 *** Eddi|zuHause has joined #openttd 12:19:16 <andythenorth> I did something regrettable with sliding door sprites on EMUs :P 12:19:18 <andythenorth> in stations 12:19:26 <andythenorth> I will regret this level of detail 12:19:57 <peter1138> Sounds good to me. 12:20:16 <peter1138> Maybe it needs persistent storage. 12:20:19 <Eddi|zuHause> aren't the regretworthy things the best things, according to some philosophies? 12:21:21 <andythenorth> dunno 12:21:33 <andythenorth> peter1138: will it resolve sprites faster with persistent storage? 12:24:21 <peter1138> If you can use it as a cache and not have to query lots of vars every time, sure. 12:27:50 <drac_boy> hmm is it just me having a wisful thought or can you actually ensure a certain industry only works on/adjacent canal tiles? (versus the ocean tile) 12:28:19 <Eddi|zuHause> ok, my performance seems a bit better so far, but far from great 12:30:00 *** Flygon has quit IRC 12:33:15 <andythenorth> FWIW, I would cache sprite stuff if there was storage 12:33:55 <andythenorth> but eh seems like faff 12:36:55 <peter1138> Ideally we would cache it :p 12:37:27 <peter1138> But we'd need to know when to dirty the cache. 12:37:42 <peter1138> e.g. steam train animation == no cache 12:42:16 <Eddi|zuHause> aw, i think it's not really improved 12:46:14 <andythenorth> animation is the killer 12:46:21 <andythenorth> errr 12:46:24 <andythenorth> wait 12:46:34 <andythenorth> animation is just a set of cached frames 12:46:51 <peter1138> No it's not. 12:46:54 <andythenorth> we're not having blue wheels in game month June and red wheels in game month July 12:47:09 * andythenorth wavey hands 12:47:13 <peter1138> Each frame is a separate result. 12:47:16 <andythenorth> do people measure speed and stuff? 12:47:20 <peter1138> No. 12:47:28 <peter1138> Maybe? 12:47:34 <andythenorth> so cache a list of results? 12:47:38 <andythenorth> no animation, list is length 1? 12:47:46 <peter1138> Eh 12:48:13 <andythenorth> on the other hand, imagine the BAD FEATURES from persistent storage 12:48:14 <peter1138> Frame animation could be done by returning a spriteset with > 8 images, I suppose. 12:48:39 <peter1138> But no point as you have to calculate it every frame anyway 12:49:31 <andythenorth> we can't just cycle through results then :D 12:49:33 <andythenorth> 'just' 12:50:00 <peter1138> heh 12:51:15 <andythenorth> I haven't bothered animating the steam engines 12:51:29 <andythenorth> probably matters a lot more in higher res sprites 12:51:45 <peter1138> maybe 12:52:21 <andythenorth> cache unless animated? 12:52:29 <andythenorth> probably gets 98% of newgrfs covered 12:52:38 <andythenorth> do we know this is even slow? :P 12:52:59 <drac_boy> andy yeah a 8bit sprite only has like 2 or few frames for simple siderod but if you're doing 32bit it does indeed get tricky with the very high details (even crossrods if thats ever the case) 12:53:12 <drac_boy> just my own opinion :) 12:53:46 <peter1138> drac_boy, please don't confuse bit with bpp, and 32bpp with extra zoom. 12:54:04 <peter1138> drac_boy, extra zoom at 8bpp does, of course, warrant more detail just as much as extra zoom at 32bpp. 12:55:43 <peter1138> https://www.tt-forums.net/viewtopic.php?f=26&t=83238 12:56:56 <andythenorth> Horse 86% done 12:56:59 <andythenorth> was 93% eh 12:57:19 <peter1138> "8 bit" graphics refers to the type of graphics produced by 8 bit computers and consoles of the 80s, where memory was vastly more limited. The idea of using 8bpp in the 8 bit era was out of the question. 12:57:42 *** Pikka has quit IRC 12:57:55 <peter1138> (and most hardware couldn't do it, anyway) 13:00:08 *** sla_ro|master has joined #openttd 13:00:13 *** WWacko1976-work has quit IRC 13:34:08 *** Eddi|zuHause has quit IRC 13:34:34 *** Eddi|zuHause has joined #openttd 13:37:33 *** snail_UES_ has joined #openttd 13:50:50 *** octernion has quit IRC 14:02:50 *** snail_UES_ has quit IRC 14:08:29 *** Extrems has quit IRC 14:09:03 <drac_boy> hm think I'll just simply try detect any water in first place instead..ah well..lets see whats next 14:09:33 *** Extrems has joined #openttd 14:11:28 *** octernion has joined #openttd 14:23:39 *** Extrems has quit IRC 14:24:42 *** Extrems has joined #openttd 14:42:24 <Eddi|zuHause> oh weather is great 14:44:02 <peter1138> You've gone from rivers to full on weather simulation? ;-) 14:46:28 *** nielsm has joined #openttd 14:51:54 <peter1138> Hi 14:57:12 <nielsm> lo 15:04:05 <Eddi|zuHause> sure. :p 15:04:38 <nielsm> recent news have scientists claiming they trained bees to solve arithmetic problems with small integers... based on their data it sounds like one bee can handle about 3 bits worth of information, so I propose we now call a 3-bit quantity a 'beet' 15:05:51 <Eddi|zuHause> being able to count to seven has been a property observed in many animals 15:06:15 <drac_boy> what comes after seven? zero? 15:06:22 *** samu has joined #openttd 15:06:38 <nielsm> undefined 15:07:28 <peter1138> 10 15:16:21 <Eddi|zuHause> 42. 15:17:07 <drac_boy> anyway have fun with bees .. I need to go out for today tho 15:17:11 *** drac_boy has left #openttd 15:18:35 <andythenorth> is it nap time? 15:18:41 <andythenorth> I can't have more coffee 15:20:38 *** Thedarkb-T60 has joined #openttd 15:27:24 <samu> im gonna test the 16.7 million orders 15:27:31 <andythenorth> :D 15:27:44 <andythenorth> Samu is regressions expert :P 15:27:52 *** Thedarkb1-T60 has joined #openttd 15:29:15 *** Wormnest has joined #openttd 15:30:54 *** Thedarkb-T60 has quit IRC 15:36:39 *** Thedarkb1-T60 has quit IRC 15:50:31 *** octernion has quit IRC 15:51:46 *** octernion has joined #openttd 15:57:17 <peter1138> Hah 15:57:42 <peter1138> That savegame was horribly slow though, so it's not exactly much use :p 16:03:44 *** octernion has quit IRC 16:18:28 <Eddi|zuHause> horribly slow is my second name 16:18:44 <andythenorth> I thought it was BFS? :| 16:19:18 <Eddi|zuHause> beyond fucking slow? 16:23:46 *** synchris has joined #openttd 16:41:50 <samu> i suspect town voronoi thing would speed up many AIs 16:41:57 <samu> if it ever gets implemented 16:42:48 <samu> calculate closest town is often used 16:44:04 <samu> one other thing I notice that gets slower is creating list of vehicles 16:44:14 <samu> for stations 16:44:35 <samu> list vehicles with x order in schedule, usually 16:45:10 <samu> initially it's fast, but as more and more vehicles get added into the world, it becomes heavy 16:45:23 <nielsm> are these also the AIs that do not use shared orders? 16:45:43 <samu> no, it's not due to that 16:46:07 <samu> it's more of a decision issue, to know whether to add or remove vehicles to routes 16:46:42 <nielsm> that's not what I was talking about 16:47:06 <nielsm> it might be slow if there are many unique orders lists 16:47:30 <nielsm> versus fewer unique orders lists shared among the same number of vehicles 16:47:54 <nielsm> since finding all orders involving a particular stations would involve visiting all orders lists 16:48:13 <samu> ah, maybe it's related 16:48:26 <samu> looks like it 16:48:53 <samu> but im not too sure if it even looks wether orders are shared 16:48:58 <nielsm> you should probably be badgering AI authors to fix their code so it uses shared orders 16:49:03 <samu> it goes through all vehicles 16:49:06 <samu> let me check code 16:50:25 <samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/script/api/script_vehiclelist.cpp#L30 16:50:32 <samu> nop, doesn't care about shared orders 16:50:43 <nielsm> oh well 16:57:56 <samu> how to remove something from bananas? 16:58:49 <samu> I wanna remove Improved Oil Rig Layout 16:58:58 <samu> it's no longer needed for 1.9.0 17:01:55 <samu> Maximum OpenTTD version doesn't let me chose 1.8.0 17:02:11 <samu> can i use Custom? then set 1.8.0 manually? would that work? 17:02:37 *** Progman has joined #openttd 17:03:02 <samu> gonna try 17:05:38 <samu> Invalid value. 17:05:40 <samu> :/ 17:06:04 <samu> doesn't let me 17:06:43 <DorpsGek_II> [OpenTTD/OpenTTD] mattimat47 opened issue #7222: Terminal Start Network game not work: ./openttd -n xxx.xxx.xxx.xxx:3797 https://git.io/fhQc1 17:07:12 <samu> where do i report banana issues? 17:07:39 <samu> Maximum OpenTTD Version: Invalid value. 17:07:47 <samu> doesn't let me pick Custom with 1.8.0 17:08:47 <samu> https://bananas.openttd.org/en/manager/edit/3573 halp 17:15:01 <samu> starting 15 ship ais, to quickly fill 64000 orders 17:15:13 <LordAro> so much for the issue template 17:17:09 <samu> maybe a bit of my own AI too, cus no shared orders 17:21:01 <samu> meh can only start 14 on this version 17:23:58 <nielsm> that issue is a dupe of an existing isn't it 17:26:11 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7222: Terminal Start Network game not work for Connect : ./openttd -n xxx.xxx.xxx.xxx:3797 Game Crash and show the load windows with: Load new grf .... https://git.io/fhQCL 17:28:59 <samu> strange, random deviation is being added 17:29:04 <samu> to start_date = 0 yet 17:29:13 <samu> where did I miss it? 17:30:39 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7222: Terminal Start Network game not work for Connect : ./openttd -n xxx.xxx.xxx.xxx:3797 Game Crash and show the load windows with: Load new grf .... https://git.io/fhQCs 17:31:35 *** glx has joined #openttd 17:31:35 *** ChanServ sets mode: +v glx 17:38:41 <samu> we failed 17:43:34 <peter1138> If you tested an older version, it may just have set your start_date to 1. 17:44:05 <samu> no, it's calling from ScriptConfig instead of AIConfig 17:44:37 <glx> AIConfig is ScriptConfig 17:44:51 <glx> just extended 17:45:31 *** m3henry has quit IRC 17:46:31 <samu> MakeNewSettingsLive is called 17:46:35 <samu> _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]); 17:46:57 <samu> it calls void ScriptConfig::AddRandomDeviation() 17:47:00 *** HerzogDeXtEr has joined #openttd 17:47:17 <samu> that's not the random deviation it should be calling 17:47:42 <glx> this function is surcharged by AIConfig 17:53:35 <samu> so much for the assert 17:53:44 <samu> doesn't even get through it 17:55:38 <samu> surcharged? 17:55:43 <samu> what does that mean? 17:56:53 <nielsm> glx: do you mean overridden? 17:57:16 <glx> ah yes overridden is the right term 17:57:48 <samu> but it wasn't 17:57:52 <peter1138> No other 1.9.0-beta2 servers yet. 17:58:28 <samu> I had a reason to be suspicious about doing it in that place 17:59:04 <peter1138> MakeNewSettingsLive doesn't exist. 17:59:20 <peter1138> MakeNewgameSettingsLive does. 17:59:24 <samu> yes, that one 17:59:53 <peter1138> That deals with AIConfig, so there's no reason it'll be wrong. 18:00:04 <samu> but it is 18:00:07 <samu> test it 18:00:21 <peter1138> Under what conditions? 18:00:32 <samu> select an ai for the slot 18:00:36 <samu> start new game 18:00:42 <samu> boom random deviation 18:00:51 <samu> dont select random ai 18:00:55 <samu> select a real ai 18:01:07 <peter1138> No deviation for me. 18:01:12 <glx> but start_date won't be randomised 18:01:17 <glx> only other settings 18:01:25 <samu> it's doing it for me 18:02:06 <samu> https://paste.openttdcoop.org/pfxktjee4 18:02:16 <glx> you can put some printf in both AddRandomDeviation 18:03:16 <samu> printf? 18:03:47 <glx> ha but it's the constructor 18:05:03 <samu> testing with random ai 18:05:04 <samu> brb 18:05:15 <glx> it's the copy constructor 18:05:20 *** Gabda has joined #openttd 18:05:34 <glx> of course it calls the base AddRandomDeviation 18:05:51 <Gabda> hi 18:05:59 <peter1138> Why of course? 18:06:06 <glx> you need to take care of that in AIConfig::AIConfig() 18:06:28 <peter1138> Fun. 18:06:35 <glx> ScriptConfig::ScriptConfig(const ScriptConfig *config) calls this->AddRandomDeviation(); 18:06:43 *** octernion has joined #openttd 18:07:40 <glx> but AIConfig(const AIConfig *config) : ScriptConfig(config) {} 18:08:11 <peter1138> Oh 18:08:21 <peter1138> I think I can see how to do it :-) 18:08:32 <samu> doesn't happen with random ai because for some reason, there is no list of settings yet 18:08:37 <samu> weird stuff 18:08:49 <glx> not weird, works as intended ;) 18:08:59 <samu> it should have start_date 18:09:04 <samu> this is all too weird 18:10:09 <peter1138> Testing :) 18:10:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7223: Fix: Random start date was still applied when AI is not set to random. https://git.io/fhQWU 18:11:30 <peter1138> Probably needs a comment, but test it please ;) 18:12:06 <peter1138> I was thinking it'd be difficult because start_date would already be deviated, but of course we have access to the original. 18:14:04 <glx> indeed it's the copy construtor, we have the original :) 18:17:56 *** Thedarkb-T60 has joined #openttd 18:23:09 *** Gustavo6046 has joined #openttd 18:27:11 <samu> gonna test, brb 18:28:07 <peter1138> Bah, it's so hard to fit platforms into towns :/ 18:35:03 <andythenorth> isn't it 18:35:12 <andythenorth> kinda the point though :) 18:35:17 <andythenorth> underground stations? o_O 18:35:57 <samu> nop, didn't fix it 18:36:22 <samu> it's still using the scriptconfig random deviation 18:38:52 <peter1138> Yes, it is using it but resetting the start_date afterwards. 18:39:11 <samu> oh, i see 18:40:57 <samu> it was random deviated to 0, I wonder if it wasn't 18:41:09 <peter1138> orig 0, ours 56, now 0 18:41:15 <peter1138> Seems to work. 18:41:53 *** octernio_ has joined #openttd 18:41:57 *** gelignite has joined #openttd 18:43:06 <samu> nice 18:43:19 <samu> looks like it is 18:44:15 <samu> retesting just to make sure 18:44:28 *** supermop_Home has quit IRC 18:44:35 <peter1138> Hmm, should I move try moving the constructor to ai_config.cpp instead, to avoid leaving this implementation detail in the header? 18:44:41 <peter1138> -move 18:44:58 *** octernion has quit IRC 18:45:33 <supermop_work_> yo andythenorth 18:46:18 <andythenorth> yo 18:46:22 <supermop_work_> when am i supposed to use NG DMU? 18:46:23 <andythenorth> what's the go? 18:46:30 <andythenorth> well 18:46:44 <andythenorth> when you want to pretend you're on honeymoon in Corsica? 18:46:47 <andythenorth> obvs. 18:46:51 <supermop_work_> remote hotels produce too many people 18:47:11 <supermop_work_> (seems remote hotels produce more than non-remote) 18:47:40 <andythenorth> too many hotels what? :P 18:47:41 <andythenorth> https://dev.openttdcoop.org/attachments/download/9279/testing-testing.png 18:47:49 * andythenorth testing pax train moneymaking 18:48:09 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7223: Fix: Random start date was still applied when AI is not set to random. https://git.io/fhQWU 18:48:29 *** frosch123 has joined #openttd 18:48:32 <peter1138> Bit larger but I think it's nicer that way. 18:49:29 <andythenorth> stations peter1138 :) https://dev.openttdcoop.org/attachments/download/9280/stations.png 18:49:47 <andythenorth> there are some 1 tile distant-join bits, catchment covers whole town 18:49:58 <andythenorth> (I think) 18:49:58 <peter1138> Out of town, yes. 18:50:12 <andythenorth> add walkability :P 18:50:13 <peter1138> I prefer not to station-spread-cheat ;( 18:50:22 <andythenorth> 'cheat' :D 18:50:29 <peter1138> Maybe George's bug would help that, heh. 18:50:43 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7223: Fix: Random start date was still applied when AI is not set to random. https://git.io/fhQla 18:50:44 <peter1138> I have cargodist on so I just setup a bus network in town, but... busy busy! 18:51:44 <andythenorth> faff :P 18:51:56 <andythenorth> actually one thing that would be really helpful is configurable catchment size 18:52:03 <andythenorth> or even newgrf catchments :o 18:52:26 <andythenorth> 8 tile rail station catchments 18:52:27 <peter1138> Well 18:52:42 <peter1138> Let's say... stations should specificy a catchment size, and also have a different cost. 18:52:55 <andythenorth> yes 18:52:57 <peter1138> Build cost and maintenance cost. 18:53:22 <peter1138> So you could build an expensive station and have it catch a larger area. 18:53:23 <peter1138> Hmm 18:53:25 <andythenorth> it would also help the problem of fitting enough stations around industries 18:53:28 <peter1138> git checkout -b :p 18:53:31 <andythenorth> hmm 18:53:33 <samu> confirmed, it works1 18:53:36 <samu> gj 18:53:44 <andythenorth> so stations in town are hard because there's no gap 18:54:11 <peter1138> No gap? 18:54:16 <andythenorth> space 18:54:29 <peter1138> Oh 18:54:40 <peter1138> Hmm, so if we make it so that catchment size depends on each part... 18:54:44 <peter1138> Like George thought... 18:54:46 <andythenorth> and industries end up surrounded by station, with industry in the middle 18:54:56 <andythenorth> yeah 18:55:05 <andythenorth> both situations are kind irritating 18:55:06 <peter1138> Otherwise you would only need one piece of catchment-extending station, and the rest could be shit cheap stuff. 18:55:18 <andythenorth> I cheat for towns, but cheating for industries get confusing 18:55:45 <andythenorth> if I have multiple stations adjacent, I end up bulldozing the wrong one sometimes :P 18:55:59 <andythenorth> but multiple stations are needed to see waiting cargo sprites 18:56:04 <andythenorth> and because cdist is broken 18:56:14 <peter1138> Hmm. 18:56:27 <peter1138> Didn't we have a plan for that? :/ 18:56:33 <andythenorth> I bet we did 18:56:47 <andythenorth> was it state machine? 18:56:50 <andythenorth> newgrf docks? 18:57:04 <andythenorth> something about stations-are-just-new-objects? 18:57:21 *** Gabda has quit IRC 18:57:25 <andythenorth> hmm just one game of tanks, then back to software 18:58:21 <peter1138> No, nothing stupid. 18:59:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7223: Fix: Random start date was still applied when AI is not set to random. https://git.io/fhQWU 19:00:28 <peter1138> Should I have spaghetti or wholewheat fusilli? 19:00:46 <peter1138> ^ That probably just missed the nightly :p 19:02:03 *** Thedarkb1-T60 has joined #openttd 19:02:10 <peter1138> Pasta to go with bolognese, so spaghetti is kinda the norm, but... 19:03:05 *** Thedarkb-T60 has quit IRC 19:17:18 <andythenorth> all kinds are valid 19:24:20 <DorpsGek_II> [OpenTTD/OpenTTD] ThomasdenH updated pull request #7168: Fix CompanyEconomy documentation https://git.io/fhSgg 19:24:57 <supermop_work_> peter1138: i did penne with arrabiata 19:25:14 <supermop_work_> but my arrabiata sauce is closer to a puttanesca 19:25:18 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7168: Fix CompanyEconomy documentation https://git.io/fhQ8O 19:25:45 <DorpsGek_II> [OpenTTD/OpenTTD] ThomasdenH commented on pull request #7168: Fix CompanyEconomy documentation https://git.io/fhQ83 19:28:05 <andythenorth> supermop_work_: used that railcar yet? 19:28:07 <andythenorth> o_O 19:28:22 <andythenorth> also what version are you playing? Alpha 4 has horrible run costs 19:28:44 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7168: Fix: CompanyEconomy documentation https://git.io/fhSgV 19:32:48 <peter1138> I'm playing 1.9.0-beta2 ;) 19:33:14 <LordAro> :o 19:33:30 <peter1138> Someone joined my server. 19:36:59 <supermop_work_> 6 last night 19:37:11 <supermop_work_> started in 85 instead of 50 19:37:21 <supermop_work_> mostly MUs 19:37:39 <supermop_work_> waiting for enough cash to buy some 225s 19:38:15 <supermop_work_> i have one NG train taking apples to a cider press 19:38:50 <supermop_work_> what railfreight sector was 'cider apples'? 19:39:11 <supermop_work_> i have it as grey and dark blue at the moment 19:40:32 <andythenorth> supermop_work_: probably orange and orange 19:40:32 <andythenorth> https://theciderblog.files.wordpress.com/2012/08/thatchers_cheddarvalley.jpg 19:40:36 <andythenorth> ^ actual RL colours 19:40:51 <andythenorth> Cheddar Valley 19:45:42 <andythenorth> peter1138: so also station tiles that improve rating :P 19:45:57 <peter1138> Hmm 19:46:24 <andythenorth> probably about as pointless as brake vans tbh 19:46:34 <andythenorth> you either build those tiles everywhere, or not at all :P 19:46:39 <andythenorth> no gameplay value 19:48:21 <peter1138> Currently that describes all of newstations :p 19:52:40 <andythenorth> eh 19:52:47 <andythenorth> one thing 19:52:58 <andythenorth> ability to route to specific platform(s) 19:53:15 <andythenorth> maybe by embedding a waypoint 19:53:15 <peter1138> Hmm 19:53:46 <andythenorth> bit realisms 20:04:07 *** sla_ro|master has quit IRC 20:07:26 <peter1138> 70g fruitcake o_O 20:07:35 <peter1138> So dense and heavy. 20:07:40 <peter1138> So tasty. 20:09:30 <andythenorth> rice and lamb and lettuce 20:09:44 <peter1138> Had some corn on the cob as well. 20:12:19 *** Thedarkb1-T60 has quit IRC 20:12:54 *** chomwitt has quit IRC 20:14:10 *** Thedarkb-T60 has joined #openttd 20:21:50 <DorpsGek_II> [OpenTTD/OpenTTD] mattimat47 commented on issue #7222: Terminal Start Network game not work for Connect : ./openttd -n xxx.xxx.xxx.xxx:3797 Game Crash and show the load windows with: Load new grf .... https://git.io/fhQ4w 20:23:14 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7222: Terminal Start Network game not work for Connect : ./openttd -n xxx.xxx.xxx.xxx:3797 Game Crash and show the load windows with: Load new grf .... https://git.io/fhQ4o 20:25:54 <LordAro> didn't even know about #6619 20:27:00 <peter1138> andythenorth probably closed it 20:27:08 <glx> no it's not closed 20:27:29 <glx> but it should since a duplicate has been fixed 20:28:49 <LordAro> mm 20:29:33 <peter1138> Hmm. 20:31:07 <andythenorth> I should close everything 20:37:33 <peter1138> Nah. 20:37:36 <peter1138> Approve everything. 20:37:49 <peter1138> So guys, NRT AI interface? 20:37:58 <peter1138> Do I need to split road and tram up? 20:40:21 *** Progman has quit IRC 20:41:33 <peter1138> That was a suggestion from frosch123 20:41:46 <peter1138> I'm not sure if it was a suggestion or a "this needs to happen" 20:42:26 <DorpsGek_II> [OpenTTD/OpenTTD] mattimat47 commented on issue #7222: Terminal Start Network game not work for Connect : ./openttd -n xxx.xxx.xxx.xxx:3797 Game Crash and show the load windows with: Load new grf .... https://git.io/fhQ4b 20:42:30 <DorpsGek_II> [OpenTTD/OpenTTD] mattimat47 closed issue #7222: Terminal Start Network game not work for Connect : ./openttd -n xxx.xxx.xxx.xxx:3797 Game Crash and show the load windows with: Load new grf .... https://git.io/fhQc1 20:42:51 <frosch123> it's the only idea i came up with 20:43:17 <frosch123> (except sub-sub-sub-sub-vehicle-types :p) 20:43:32 <peter1138> What I've done so far has road type and road sub type exposed. 20:43:48 <peter1138> So it'll work, but... 20:44:46 <peter1138> Splitting them means duplicating a ton of stuff elsewhere, bridges for example. 20:45:21 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 closed issue #6619: Games freezes at start-up if -n command line option is used. https://git.io/fhQ4N 20:45:36 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #6619: Games freezes at start-up if -n command line option is used. https://git.io/fhQ4x 20:46:42 *** synchris has quit IRC 20:50:57 <frosch123> is there any ai author still active? 20:51:04 <frosch123> @seen zuu 20:51:04 <DorpsGek> frosch123: zuu was last seen in #openttd 6 weeks, 4 days, 19 hours, 40 minutes, and 20 seconds ago: <Zuu> So any data that is slow to determine for saving has to be pre-cached already before Save() is called. Load is easier, just save the data to this._save and handle it in Start() and you are good. 20:51:30 <frosch123> there is wormnest, no idea whether still active 20:54:29 <LordAro> do i count? :p 20:55:21 <frosch123> when was the last update to darloro? 20:55:57 <LordAro> i checked recently actually 20:56:04 <LordAro> turns out i did some stuff only 3 years ago! 20:56:32 <frosch123> sounds like when i check my ottd work :p 20:56:55 <LordAro> hehe 21:04:19 <peter1138> :D 21:16:14 <peter1138> LordAro, so what makes sense from your perspective? 21:16:45 *** gelignite has quit IRC 21:19:14 <LordAro> peter1138: uh 21:20:55 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #7120: Codechange: Improve performance of closest town lookups with cache https://git.io/fhQB6 21:21:59 <peter1138> BC 21:23:42 <frosch123> one could also throw out tramtypes and make "tram" a single special roadtype 21:24:10 <peter1138> Um 21:24:15 <LordAro> so, NRT essentially makes roads & tram tracks as GRF-controllable as railtypes, right? Is there any particular reason why the road interface couldn't mirror the rail interface? 21:24:53 <peter1138> currently road types are split into road and tram 21:24:53 <frosch123> LordAro: road and tram are constructed independently 21:25:00 <frosch123> like rail and road 21:25:27 <peter1138> but the internal api is not split 21:25:43 <peter1138> internally it is two parameters, road/tram and subtype./ 21:26:05 <LordAro> is there a particular reason that was done? 21:26:46 <peter1138> pass 21:26:59 <frosch123> LordAro: what part do you mean? 21:27:07 <LordAro> road/tram split 21:27:17 <frosch123> you can have road and tram on the same tile 21:27:22 <frosch123> they are independent 21:28:03 <frosch123> roadvehicles and trams also move differently when reversing 21:28:24 <frosch123> in theory subtypes can be used to model different poweredness 21:28:37 <frosch123> but actually roadtypes are used to model eye candy 21:28:43 <frosch123> while tramtypes are not used at all 21:28:50 <peter1138> not used at all? 21:28:52 <frosch123> (except to hide catenary for andy) 21:29:45 <frosch123> peter1138: that's my number one reason why i abandoned nrt 2/3? years ago. tramtypes are just pointless 21:30:34 <frosch123> when there is road present, tramtypes affect only a few pixels on the tile 21:31:31 <peter1138> Maybe there's more now than 2/3 years ago. 21:32:01 <frosch123> are there tramtypes? 21:32:07 <peter1138> Yes 21:32:33 <frosch123> that kind of surprises me :p 21:32:46 <peter1138> It is, of course, mostly eyecandy and speed limits. 21:33:17 <peter1138> So yeah, to say it's unused is not quite fiar. 21:33:20 <peter1138> *fair 21:34:18 <andythenorth> I did start with a patch that hid catenary 21:34:21 <frosch123> so, stuff happened last year :p 21:34:24 <andythenorth> it kinda worked 21:34:35 <frosch123> i stopped forum a year ago, because nothing was happening :) 21:34:39 <andythenorth> then we talked ourselves into NRT :P 21:34:49 <peter1138> Error: Assertion failed at line 193 of /home/petern/Projects/OpenTTD/src/road.h: rtid.IsValid() 21:34:53 <peter1138> Well, that's not so good :p 21:37:33 <peter1138> There's more enough newgrfs about that changing how it works now is going to annoy people. 21:42:54 <peter1138> Ok, found it. 21:44:26 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg 21:50:49 *** Extrems has quit IRC 21:52:02 *** Extrems has joined #openttd 21:52:20 * andythenorth pixels 22:01:26 <Wormnest> frosch123: I consider myself still active only the last thing I did was a year ago :) 22:03:00 <supermop_work_> frosch123: i certainly used tramtypes 22:03:16 <andythenorth> I will use tramtypes 22:03:23 <andythenorth> I didn't yet because stuff and things 22:03:35 <frosch123> supermop_work_: i checked forums, i found a tramtype grf from last month 22:03:46 <frosch123> so, to me tramtype grfs are a new thing 22:04:12 <supermop_work_> unspooled has powered and unpowered tracks 22:04:24 <supermop_work_> and powered and unpowered roads 22:04:32 <andythenorth> tram, electrified tram, industrial railway (feldbahn), electrified industrial railway 22:04:35 <andythenorth> HEQS rides again! 22:04:38 <supermop_work_> and both of various speeds 22:04:50 <peter1138> And we even fixed some bugs ;p 22:04:56 * andythenorth wonders if funicular will work :P 22:05:08 <andythenorth> 10,000HP, 10mph 22:05:20 <samu> how is a #opcode calculated? 22:05:36 <supermop_work_> frosch123: https://www.tt-forums.net/viewtopic.php?f=26&t=75986&hilit=unspooled&start=40 22:06:11 <supermop_work_> i was using tramtypes a year+ ago 22:06:24 <samu> i've been wondering if #opcodes could be a lower value, lower than 5000 22:06:29 <supermop_work_> i guess people really didn't give a shit 22:07:03 <peter1138> I do. 22:07:10 <peter1138> I think I'm outnumbered on 1.9 though 22:07:13 <samu> I found that pathfinding is usually limited by competitor speed rather than #opcodes 22:09:22 <LordAro> build it and they will come 22:09:24 <LordAro> or something 22:09:48 <andythenorth> 1.9.5 :P 22:09:53 <andythenorth> October 22:09:56 <peter1138> Ew 22:09:59 <andythenorth> TB did mention maybe releasing more often 22:10:36 <andythenorth> in 0.6.x days releases seemed....frequent 22:10:48 <samu> gonna edit the lower limit of #opcodes, wanna experiment with it 22:11:18 <frosch123> they weren't 22:11:34 <frosch123> 1 branch per year was started with 0.6 22:11:50 <frosch123> 0.5 and 0.4 took longer 22:12:12 <frosch123> also, the changelog is not that long that it makes sense to branch more often 22:12:22 <frosch123> unless you want to abandon branching and just release from master 22:16:54 <supermop_work_> peter1138: my main motivation in trying to figure out how to make a NRT grf was to try to get a critical mass of users/testers, and help encourage NRT moving forward 22:18:07 <frosch123> apparently you succeeded :) 22:22:51 <andythenorth> such bed :) 22:22:52 *** andythenorth has left #openttd 22:28:13 *** m3henry has joined #openttd 22:28:34 *** frosch123 has quit IRC 22:28:56 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0 22:32:16 <DorpsGek_II> [OpenTTD/OpenTTD] Moth-Tolias commented on pull request #7120: Codechange: Improve performance of closest town lookups with cache https://git.io/fhQ0O 22:32:55 *** nielsm has quit IRC 22:33:05 <samu> testing 500 #opcodes 22:33:12 <samu> with very fast build speed 22:35:19 *** Thedarkb-T60 has quit IRC 22:36:37 *** octernio_ has quit IRC 22:37:29 <samu> over 40 fps with 14 AIs 22:37:35 <samu> fast forward mode 22:37:48 <samu> not bad, but seems that the AIs are mostly asleep 22:38:01 <samu> map is also 4kx4k 22:39:52 <Eddi|zuHause> <peter1138> ^ That probably just missed the nightly :p <-- i thought the nightly is forked like an hour earlier now? 22:40:16 <peter1138> I have no idea. 22:40:52 <peter1138> Hmm, nope, it made it. 22:41:42 <Eddi|zuHause> <andythenorth> peter1138: so also station tiles that improve rating :P <-- not necessarily "improve rating" but "reduce rating decay"? 22:43:54 <Eddi|zuHause> together with a rating rework so it is less of a "have always a train waiting" and instead a "transport all cargo" 22:58:29 *** HerzogDeXtEr has quit IRC 23:00:12 *** Thedarkb-T60 has joined #openttd 23:03:45 *** m3henry has quit IRC 23:05:52 <samu> hmm video scrolling is a bit slower than it used to be 23:06:22 <samu> when fully zoomed out 23:12:33 *** Wormnest has quit IRC 23:15:11 <samu> looks like 500 opcodes is too little 23:23:24 *** Flygon has joined #openttd 23:26:59 <samu> trying with 1500 opcodes 23:28:35 <samu> 1500 opcodes is already below 33 fps 23:32:26 <samu> release every month? 23:32:34 <samu> 1.9.4 23:32:37 <samu> 1.9.5 23:32:43 <samu> 1.9.12