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00:55:55 *** riis has joined #openttd 01:52:45 *** Gustavo6046 has quit IRC 01:53:08 *** Gustavo6046 has joined #openttd 01:56:18 *** Wormnest has quit IRC 02:07:00 *** debdog has joined #openttd 02:10:24 *** D-HUND has quit IRC 02:33:47 *** snail_UES_ has quit IRC 02:40:49 *** glx has quit IRC 03:28:08 *** tokai|noir has joined #openttd 03:28:08 *** ChanServ sets mode: +v tokai|noir 03:34:36 *** tokai has quit IRC 04:17:50 *** riis has quit IRC 04:30:30 *** tokai has joined #openttd 04:30:30 *** ChanServ sets mode: +v tokai 04:37:06 *** tokai|noir has quit IRC 04:41:43 *** Flygon has joined #openttd 05:01:25 *** sla_ro|master has joined #openttd 09:33:57 *** Markk has quit IRC 09:37:00 *** Markk has joined #openttd 09:48:13 *** nielsm has joined #openttd 09:48:55 *** Samu has joined #openttd 09:54:04 <Samu> hi 09:54:20 <Samu> is there a way to get the number of vehicles in a group? 09:55:48 <Samu> AIGroup.GetNumEngines doesn't seem to be it 10:06:15 <Samu> there's AIVehicleList_Group 10:06:34 <Samu> then Count 10:06:40 <Samu> but that's inneffective 10:06:53 <Samu> inefficient 11:26:13 <Samu> im inventing a function 11:28:20 <Samu> https://pastebin.com/A3XwvrKE 11:28:29 <Samu> help me with english description plz 11:28:43 <Samu> is that english good? 12:26:45 <Samu> now my goal is 12:28:02 <Samu> compare 'AIVehicleList_Group(group_id).Count()' versus 'AIGroup.GetNumVehicles(group_id)' in terms of performance degradation 12:31:35 <Samu> one iterates all groups, the other iterates all vehicles 12:32:02 <Samu> in normal usage, there's less groups than vehicles 12:36:42 *** glx has joined #openttd 12:36:42 *** ChanServ sets mode: +v glx 12:37:53 <glx> Samu: don't forget `AIGroup.GetNumVehicles(group_id)` must be enclosed in an engine loop to achieve the same result 12:39:20 <glx> but my guess is AIGroup should iterate way less items than AIVehicleList_Group 12:41:39 <glx> engine count per group is cached 12:42:57 *** roadt_ has joined #openttd 12:45:00 *** snail_UES_ has joined #openttd 12:47:00 *** ioangogo has quit IRC 12:47:03 *** ioangogo has joined #openttd 12:48:05 <Samu> just testing now, it's faster! 12:48:17 <Samu> peak of 11 ms vs peak of 32 ms 12:48:22 *** ioangogo has quit IRC 12:49:45 <Samu> not sure how many groups there are 12:49:52 <Samu> but there's 10k vehicles atm 12:50:00 *** roadt__ has quit IRC 12:51:27 <Samu> 239 road routes + 1362 water routes, so that's about 1500 groups 12:51:28 *** ioangogo has joined #openttd 12:51:32 <Samu> 1600 12:53:46 <Samu> engine loop? 12:53:51 <Samu> what do youmean 12:54:20 <glx> I was thinking of GetGroupNumEngines 12:54:55 <glx> anyway counts are cached in groups (because GUI) 12:56:02 <Samu> if i actually need to know which vehicles are in a group then... i can only resort to using AIVehicleList_Group :( 12:57:05 <Samu> it doesn't cache the actual vehicles that are in the group, just a counter 12:57:50 <glx> oh and the GetGroupNum functions include sub groups 12:58:47 <Samu> I see, but for my case, I'm fine 12:58:54 <Samu> i dont use sub groups 12:59:04 <glx> while ScriptVehicleList_Group() doesn't 13:07:51 <Samu> im not sure if group stuff goes into GS 13:08:00 <Samu> GSGroup 13:11:34 *** snail_UES_ has quit IRC 13:11:52 <Samu> where do I see this 13:28:16 <Samu> there's no easy way to tell this 13:28:56 <Samu> im under the impression this won't be available for GS'es 13:29:01 <Samu> but unsure 13:44:41 <glx> in source you can check the @api marker in function comments 13:45:41 <glx> group stuff is ai only 13:59:30 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #9462: Add: [AI] Get the number of vehicles in a given group https://git.io/JRJxr 13:59:58 <Samu> oh, i didnt create a ... regression test thing, is it needed? 14:01:05 *** WormnestAndroid has quit IRC 14:01:18 *** WormnestAndroid has joined #openttd 14:02:47 <Samu> oops typo 14:04:45 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9462: Add: [AI] Get the number of vehicles in a given group https://git.io/JRJxr 14:07:57 <Samu> the derriere test 14:08:00 <Samu> while(true) { 14:08:00 <Samu> AIGroup.GetNumVehicles(m_sentToDepotRoadGroup[1], AIVehicle.VT_ROAD); 14:08:00 <Samu> } 14:10:08 <Samu> 35.95 ms 14:10:36 <Samu> and now... 14:10:38 <Samu> while(true) { 14:10:38 <Samu> AIVehicleList_Group(m_sentToDepotRoadGroup[1]).Count(); 14:10:38 <Samu> } 14:11:34 <Samu> holy crap, it's horrible 14:12:34 <Samu> 3,179.86 ms 14:20:45 *** virtualrandomnumber has joined #openttd 14:40:59 <DorpsGek> [OpenTTD/nml] ZvikaZ opened issue #229: Not enough random bits for the town name generation (40 needed, 32 available) https://git.io/JRUIc 14:42:33 <DorpsGek> [OpenTTD/nml] FLHerne commented on issue #229: Not enough random bits for the town name generation (40 needed, 32 available) https://git.io/JRUIc 14:48:12 <DorpsGek> [OpenTTD/nml] ZvikaZ commented on issue #229: Not enough random bits for the town name generation (40 needed, 32 available) https://git.io/JRUIc 14:48:40 <LordAro> we really should do a new nml release 14:48:44 <LordAro> what was holding it up? 14:49:33 <glx> https://github.com/OpenTTD/nml/pull/193 14:50:31 <glx> #224 could go into it too, and I need to check #228 14:50:55 <FLHerne> There's also the thing about opt warnings being annoying and not disableable 14:51:05 <FLHerne> unless I missed a fix for that 14:51:13 <glx> ah yes the warnings 14:51:17 <FLHerne> (without -q suppressing *all* warnings) 14:51:40 <FLHerne> 228 looks ok to me 14:52:35 <DorpsGek> [OpenTTD/nml] glx22 approved pull request #228: Fix: define PY_SSIZE_T_CLEAN in _lz77.c https://git.io/JRUqi 14:52:54 <glx> indeed it follows what the doc says 14:54:26 <glx> anyway the warnings are just annoying ;) 15:50:33 *** Wormnest has joined #openttd 15:58:31 *** Progman has joined #openttd 16:06:09 *** Strom has quit IRC 16:07:44 *** Strom has joined #openttd 16:08:07 *** andythenorth has joined #openttd 16:10:16 * andythenorth plays solitaire 16:14:55 <Samu> all that remains atm is dealing with AIVehicleList_Station for aircraft 16:15:08 *** virtualrandomnumber has quit IRC 16:15:13 <Samu> and it won't be easy 16:16:16 <Samu> I don't even know where to start 16:16:36 <Samu> the aircraft portion of the code is coded very different than that or road and ship 16:17:31 <Samu> in the long run, what i need is a re-write of it 16:19:48 <Samu> I got myself into a mess 16:41:08 <TrueBrain> I blame andythenorth 16:41:57 <andythenorth> same 16:43:01 <TrueBrain> complete and utter lack of motivation 16:43:14 <TrueBrain> IT IS ALL YOUR FAULT 16:43:18 <TrueBrain> no clue why btw 16:43:22 <TrueBrain> just easier to blame someone else 16:43:27 <andythenorth> yes 16:50:03 <andythenorth> it's holiday time 16:50:10 <TrueBrain> it is? How nice! 16:50:10 * andythenorth not producing anything 16:50:18 <TrueBrain> are you going to add stuff to TrueGRF now? 16:50:40 <andythenorth> I am testing how to play solitaire 16:52:56 <TrueBrain> found any bugs? 16:53:01 <andythenorth> not yet 16:55:32 <TrueBrain> keep trying 17:01:59 * andythenorth tries 17:02:13 <andythenorth> I could do some grf 17:02:36 <andythenorth> but the grf I want to do involves working around the spec, not with it :P 17:02:44 <andythenorth> so it's not interesting today 17:02:51 *** HerzogDeXtEr has joined #openttd 17:04:17 <TrueBrain> no no, not make stuff with .. add stuff to :P 17:10:43 *** virtualrandomnumber has joined #openttd 17:10:49 *** iSoSyS has joined #openttd 17:32:12 *** andythenorth has quit IRC 17:33:45 <glx> https://github.com/OpenTTD/OpenTTD/compare/master...glx22:script_events2 <-- second try, with autodetection 17:35:52 *** andythenorth has joined #openttd 17:37:20 *** iSoSyS has quit IRC 17:45:47 <Timberwolf> I wonder what the top 5/10 OpenTTD myths are. 17:46:02 <Timberwolf> "Path signals use more CPU than block signals" has to be a contender. 17:46:46 <TrueBrain> glx: much better :D just the function names could use some love ;) this will confuse someone :p 17:47:22 <glx> the hardest part was to find where to plug in the compiler 17:48:24 <glx> and it also fix the "events are pushed to dead scripts" issue 17:52:56 <andythenorth> "goods grow towns" 17:55:49 <Timberwolf> Hah. That one is a fun one, I thought that they did for many years. 17:56:01 <Timberwolf> Confusing because the act of unloading cargo does of course grow the town. 18:02:40 *** Flygon has quit IRC 18:29:59 *** tokai|noir has joined #openttd 18:29:59 *** ChanServ sets mode: +v tokai|noir 18:33:47 <nielsm> I'm not sure why, but I had the idea for the longest time that oil rig passengers could only be served by heli and oil rig oil only by ship (the latter only until I discovered filling in the sea) 18:36:28 <FLHerne> I think there's an option for that 18:36:55 <Timberwolf> I have fond memories of one of our multiplayer UK map games, in which the North Sea received a land reclamation project that would make the Netherlands go, "hang on, isn't that a bit ambitious?" 18:37:01 *** tokai has quit IRC 18:37:39 <FLHerne> "Company stations can serve industries with attached neutral stations" 18:37:46 <FLHerne> I think it's quite recent though 18:38:07 <FLHerne> but it makes filling in the sea not work 18:38:22 <Timberwolf> Oh yes, that's... a 1.11 change or something, isn't it? 18:40:03 <Timberwolf> I miss my world of remote oil rigs, nothing around but sea and a massive 6-track roll-on, roll-off train station. 18:41:02 <FLHerne> hah 18:41:08 <FLHerne> It's still on by default 18:49:10 *** gelignite has joined #openttd 18:50:23 <nielsm> yeah that option was made specifically to nerf oil rigs a bit 18:58:26 * andythenorth plays more solitaire 18:58:27 <andythenorth> oof 18:58:30 <andythenorth> I think I played enough 19:00:12 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JRUA8 19:00:13 <DorpsGek> - Update: Translations from eints (by translators) 19:03:49 <andythenorth> ok naming things is hard 19:04:04 <andythenorth> I'm going to make it so towns only do grow if certain cargos are delivered 19:04:21 <andythenorth> and also industries might increase production if the town is happy 19:04:45 <andythenorth> how do I explain town 'happiness' 19:05:03 <andythenorth> without totally embedding capitalist consumer materialism? :P 19:08:49 <andythenorth> 'town satisfaction'? 19:08:53 <andythenorth> 'town happiness'? 19:08:59 <andythenorth> 'town prosperity'? 19:09:58 <Timberwolf> This was my problem with the more advanced settings in Villages Is Villages. 19:10:00 <Samu> i have a function sized 500 lines :( 19:10:06 <Samu> i'm so lost 19:10:18 <Timberwolf> It is impossible to make a video game economic model without also making some kind of political statement. 19:10:46 <andythenorth> I already reworked FIRS to not make lolz of Belgian colonialism :P 19:11:10 <andythenorth> there are parts of the playerbase that would see it as an aspiration, not a warning :P 19:12:59 <andythenorth> anyway 19:13:03 <andythenorth> I need words 19:13:41 <andythenorth> Prospects for long-term growth at this industry: depends on town prosperity. See the Newspaper Office industry in this town for details. 19:13:46 <andythenorth> or something 19:14:00 <andythenorth> 'prospects' probably confuses players 19:14:31 <andythenorth> 'outlook' ? 'potential'? 19:14:34 <andythenorth> 'chances'? 19:15:04 <andythenorth> it's very complicated :( 19:15:19 <andythenorth> industry A will increase production if town is happy 19:15:26 <andythenorth> town is made happy by delivering cargo to industry B 19:15:42 <andythenorth> the only way to find out if the town is happy is to check industry C 19:16:45 <andythenorth> there isn't room in the industry window to explain this at industry A 19:16:49 <andythenorth> nor at B 19:16:57 <andythenorth> and grf can't put any text in town window 19:17:16 <andythenorth> did I ever mention that the design of the newgrf economy sucks? :P 19:17:46 <andythenorth> anyone looking from the outside would just think it was thrown together with no plan, no care, no real idea ;) 19:22:07 <andythenorth> I blame TrueBrain 19:22:55 <andythenorth> hmm have I got town name in scope in text callbacks? 19:22:57 * andythenorth looks 20:07:35 <andythenorth> hmm no town name var :o 20:07:44 <andythenorth> 80+ ? :P 20:08:29 <andythenorth> hmm 84? Town name (text ID) 20:08:39 <andythenorth> or 86? Town name parts (for randomly-generated names), bitcoded (no exact information yet) 20:20:58 *** esselfe has quit IRC 20:35:27 *** gelignite has quit IRC 20:54:40 *** Progman has quit IRC 21:03:30 *** Samu has quit IRC 21:11:04 *** sla_ro|master has quit IRC 21:20:05 *** jottyfan has joined #openttd 21:20:37 *** jottyfan has quit IRC 21:42:40 *** nielsm has quit IRC 21:58:29 *** HerzogDeXtEr has quit IRC 22:06:44 *** andythenorth has quit IRC 22:45:16 *** virtualrandomnumber has quit IRC