Times are UTC Toggle Colours
00:22:57 *** chomwitt has quit IRC 00:49:38 *** Samu has quit IRC 01:17:55 *** Gustavo6046 has quit IRC 01:18:38 *** Gustavo6046 has joined #openttd 01:31:47 *** glx has quit IRC 01:36:03 *** WWacko1976-work has joined #openttd 01:53:11 *** KouDy has quit IRC 02:04:43 *** Flygon has joined #openttd 02:37:41 *** rocky113844 has joined #openttd 02:54:26 *** KouDy has joined #openttd 03:02:51 *** KouDy has quit IRC 03:22:50 *** Supercheese has joined #openttd 03:34:45 *** haudrauf has quit IRC 03:35:44 *** haudrauf has joined #openttd 03:46:37 *** KouDy has joined #openttd 03:53:22 *** KouDy has quit IRC 04:00:22 *** KouDy has joined #openttd 04:06:23 *** rocky113844 has quit IRC 04:15:49 *** sim-al2 has joined #openttd 04:23:07 *** ttech2 has joined #openttd 04:24:04 *** wodencafe has joined #openttd 04:26:31 *** cboyd_ has quit IRC 04:26:31 *** greeter has quit IRC 04:26:31 *** rocky1138 has quit IRC 04:26:31 *** cHawk has quit IRC 04:26:31 *** Ttech has quit IRC 04:27:54 *** rocky1138 has joined #openttd 04:29:50 *** greeter has joined #openttd 04:31:27 *** cHawk has joined #openttd 05:07:47 *** KouDy has quit IRC 05:16:29 *** KouDy has joined #openttd 05:53:46 *** Supercheese has quit IRC 05:54:08 *** Supercheese has joined #openttd 05:55:53 *** sla_ro|master has joined #openttd 06:01:42 *** snail_UES_ has joined #openttd 06:14:42 *** sla_ro|master has quit IRC 06:31:17 *** Progman has joined #openttd 06:35:31 *** andythenorth has joined #openttd 06:47:43 *** snail_UES_ has quit IRC 06:56:01 *** roidal has joined #openttd 07:04:44 *** andythenorth has quit IRC 07:25:24 *** roidal has quit IRC 07:32:23 *** Supercheese has quit IRC 07:32:44 *** Supercheese has joined #openttd 07:50:48 *** andythenorth has joined #openttd 07:52:10 *** snail_UES_ has joined #openttd 07:56:11 *** Supercheese has quit IRC 08:27:24 *** snail_UES_ has quit IRC 09:11:30 *** Groope has joined #openttd 09:11:51 <Groope> Hey, does automatic signal placement works in Chris Sawyer's locomotion or just in OPEN TTD ? 09:18:08 <peter1138> Does it it work in Microsoft Train Simulator? 09:20:21 <peter1138> Locomotion is a commercial game from 2004. It's not related to OpenTTD. 09:23:43 <Groope> okey, but there is any way to put signals automatically ? or I have to install them one by one ? 09:30:34 <peter1138> In Locomotion? No idea, haven't played it for over a decade. 09:30:52 <peter1138> IIRC Locomotion's signals are too basic to be able to do much useful with. 09:58:40 *** Samu has joined #openttd 10:07:58 <Samu> andythenorth: hey, what is the name of that roadhaul newgrfs that was used to test notroadtypes? i wanna try the equivalent version for 1.8.0, do youknow the name? 10:08:06 <Samu> wanna test the engines 10:09:04 <Samu> btw, did you fix the articulated vehicles issue? 10:10:45 *** Groope has quit IRC 10:12:08 <andythenorth> road hog? 10:12:34 <Samu> yes i think 10:14:44 <Samu> gonna test the articulated part precisely with the ai 10:14:47 <Samu> see what it choses 10:36:38 *** Samu has quit IRC 10:36:50 *** Samu has joined #openttd 10:42:11 <Samu> you don't have any articulated mail truck that is faster than the non articulated counterpart. The way I have the AI set up, it would always look for the fastest engine 10:43:02 <Samu> which means, no articulated chosen, hmm i gotta make a few changes 10:45:47 <Samu> oh, i see a window of opportunity between 1968 and 1971 10:46:33 <Samu> before goldmire courier truck is available, quickset box truck is the fastest mail truck and is articulated 10:46:42 <Samu> let's test 10:57:48 *** andythenorth has left #openttd 11:20:14 *** KouDy has quit IRC 12:02:23 *** chomwitt has joined #openttd 12:10:23 <Samu> it is done, AI is now refit and articulated viable! 12:10:33 <Samu> for road vehicles 12:42:47 *** KouDy has joined #openttd 12:50:31 *** sla_ro|master has joined #openttd 13:16:22 *** snail_UES_ has joined #openttd 13:20:23 <Samu> darn, lost helicopters are annoying 13:20:45 <Samu> how do they end trying to go to an hangar of an airport that does not exist anymore 13:20:52 <Samu> a* hangar 13:50:14 *** nielsm has joined #openttd 13:57:27 *** sla_ro|master has quit IRC 13:58:09 <Samu> okay, i found the problem 13:58:56 <Samu> https://noai.openttd.org/api/trunk/classAIVehicleList__Depot.html 13:59:18 <Samu> this does not include orders of the kind "nearest hangar" 13:59:39 <Samu> "service at nearest hangar" 13:59:44 <Samu> it fails to detect 14:00:03 <Samu> that a vehicle is heading to the hangar 14:00:27 <Samu> bug or intended? 14:03:16 *** chomwitt has quit IRC 14:07:47 *** Progman has quit IRC 14:14:09 *** chomwitt has joined #openttd 14:21:19 <Eddi|zuHause> nielsm: so, are you volunteering to host a party for the next commit, then? :p 14:21:53 <nielsm> nah 14:22:25 <Eddi|zuHause> (also, didn't we already have an r25k party, how can we then celebrate 23k now?) 14:23:26 <nielsm> the 23k is linear count from now until beginning of the master branch, while 25k is number of svn revisions across all branches 14:26:37 *** HeyCitizen has joined #openttd 14:29:16 *** HeyCitizen_ has quit IRC 14:30:41 <Samu> what is ResolveOrderPosition doing 14:30:43 <Samu> https://noai.openttd.org/api/trunk/classAIOrder.html#d55d2edd69c1d988aadfe6c414bbe6d9 14:31:17 <Samu> I am trying to skip orders to the next 14:32:01 <Samu> AIOrder.SkipToOrder(i, AIOrder.ResolveOrderPosition(AIOrder_ORDER_CURRENT) == 0 ? 1 : 0); 14:32:14 <Samu> orderlist only contains 2 orders 14:32:23 <Samu> is this gonna do what I want? 14:33:51 <Samu> hmm 14:34:06 <Samu> AIOrder.SkipToOrder(i, AIOrder.ResolveOrderPosition(AIOrder.ORDER_CURRENT) == 0 ? 1 : 0); 14:34:46 *** Tweeterman has joined #openttd 14:35:11 *** snail_UES_ has quit IRC 14:37:18 <Tweeterman> I can't find a Japanese Track set for the Total Bridge Renewal Japan GRF. Any help? 14:38:25 <Samu> not familiar with that newgrf 14:45:45 *** Tweeterman has quit IRC 14:45:58 <Samu> I am the worst coder in the world 14:46:11 <Samu> AIOrder.SkipToOrder(i, AIOrder.ResolveOrderPosition(i, AIOrder.ORDER_CURRENT) == 0 ? 1 : 0); 14:46:24 <Samu> 3rd fix on the same line 14:46:24 <Samu> lol 15:14:16 *** IgnoredAmbience has joined #openttd 15:27:57 *** Wormnest has joined #openttd 15:30:06 *** WWacko1976-work has quit IRC 15:50:39 *** streen has joined #openttd 15:51:12 *** streen has left #openttd 15:53:30 *** sla_ro|master has joined #openttd 16:01:33 *** KouDy has quit IRC 16:02:56 *** Thedarkb has joined #openttd 16:11:56 *** frosch123 has joined #openttd 16:14:34 *** andythenorth has joined #openttd 16:24:51 *** flitz has joined #openttd 16:25:01 <flitz> [test] 16:29:35 *** Thedarkb has quit IRC 16:31:42 *** Thedarkb has joined #openttd 16:34:21 <andythenorth> @seen alberth 16:34:21 <DorpsGek> andythenorth: alberth was last seen in #openttd 2 days, 2 hours, 46 minutes, and 1 second ago: <Alberth> less confused now :) 16:34:23 <andythenorth> oof 16:37:19 *** HerzogDeXtEr has joined #openttd 16:39:30 *** Flygon has quit IRC 16:59:51 *** Wormnest has quit IRC 17:02:43 <flitz> Hi. I just wanted to revive an old openttd project of mine. I switched the trunk URL I used to use to the new github one and wanted to update the +openttd master branch on it. But during the merge my old version of the game's files and the current master have merge conflicts in almost 400 +files. So it seems like a nightmare to merge the 2 versions. 17:05:57 <nielsm> not sure if this is the best way, but assuming your old work is based on the pre-github move tree, it might be best to first rebase your work onto the equivalent revision of your old base in the new repository 17:06:19 <nielsm> and then merge in the changes from then until current head 17:07:00 <nielsm> i.e. start out with what is hopefully a clean rebase and then do the "dirty" merge after that 17:07:18 *** Wormnest has joined #openttd 17:07:56 *** greeter has quit IRC 17:07:56 *** cHawk has quit IRC 17:07:56 *** Laedek_ has quit IRC 17:08:11 *** Laedek has joined #openttd 17:08:17 *** cHawk has joined #openttd 17:08:46 *** greeter has joined #openttd 17:10:15 <Eddi|zuHause> yeah, don't switch to github "head", but to github "old revision that you had back then" 17:11:39 <Eddi|zuHause> from there, you can also try to make smaller steps to upgrade to non-conflicting revisions 17:12:37 <Eddi|zuHause> as always with jobs that seem overwhelmingly complex and hard, separate them into easier smaller steps 17:17:46 *** IgnoredAmbience has left #openttd 17:24:14 *** Wolf01 has joined #openttd 17:24:30 <Wolf01> o/ 17:24:56 <LordAro> flitz: rebase --onto is useful here 17:28:21 <flitz> I was also already thinking about just dropping my old git history and applying the patch in small chunks onto the new tree. that would give me the opportunity to review it. but its still a lot of work with about ~10k lines of code in the patch 17:33:36 <Eddi|zuHause> really, i would start patching the old revision, as then you can commit it to git and have an easy fallback if you make mistakes updating 17:33:38 <Wolf01> andythenorth: https://img-9gag-fun.9cache.com/photo/ajEpV88_460s.jpg 17:34:10 <Eddi|zuHause> then maybe try bisecting the update so you identify which revisions conflict 17:34:29 <Eddi|zuHause> if you know the revision that conflicts, you often get an idea from there how to resolve the conflict 17:35:11 *** KouDy has joined #openttd 17:49:56 *** ToBeFree has joined #openttd 17:52:09 <andythenorth> so should I get Dwarf Fortress? 17:52:18 <Wolf01> Yes, definitely 17:58:55 *** HeyCitizen has quit IRC 18:00:42 <frosch123> only if you can survive blinking text 18:00:57 <frosch123> i couldn't 18:02:01 *** HeyCitizen has joined #openttd 18:03:11 <DorpsGek_II> [OpenTTD/OpenTTD] RailwAI opened issue #6890: Crash: disconnecting road vehicle https://github.com/OpenTTD/OpenTTD/issues/6890 18:03:11 *** Progman has joined #openttd 18:05:18 <LordAro> that's a new one 18:05:20 *** Wacko1976 has joined #openttd 18:05:46 <frosch123> or a old one 18:06:17 <LordAro> possibly 18:06:20 <LordAro> the message is weird 18:06:46 <frosch123> hmm, it's a new one 18:06:47 *** tokai has joined #openttd 18:06:47 *** ChanServ sets mode: +v tokai 18:06:59 <frosch123> it's the standard message when people change vehicle grfs in game 18:07:03 <frosch123> but the gamelog is fine 18:07:04 <nielsm> let's see where the message exists 18:07:39 <nielsm> https://0x0.st/svQw.txt roadveh_cmd.cpp 18:08:03 <LordAro> road vehicle trying to split itself? 18:08:33 <nielsm> FollowPreviousRoadVehicle returning INVALID_TRACKDIR 18:08:39 <frosch123> i can only imagine it being a timing problem 18:08:42 <LordAro> removing a road piece under an articulated road veh? 18:08:49 <LordAro> i'm speculating wildly here 18:08:54 <nielsm> yeah it smells a bit like the road disappearing 18:08:57 <frosch123> like the ai being able to reverse vehicles in weird spots 18:09:02 <frosch123> or selling/buying them 18:09:17 <frosch123> or removing tracks beneath a vehicle 18:12:12 <LordAro> can't manage to remove a road beneath a road vehicle myself 18:12:18 <LordAro> could need some AI preciseness 18:12:28 <nielsm> far too many ways FollowPreviousRoadVehicle can return INVALID_TRACKDIR 18:12:49 <frosch123> if it is reproducible with the ai, you can print the commands 18:13:00 <frosch123> LordAro: maybe depot, road stop, level crossing, ... 18:13:03 <nielsm> might be reversing while entering/leaving a depot or wormhole 18:13:15 <LordAro> frosch123: aye 18:13:22 <frosch123> yeah, or tunnel, bridge, ... 18:13:47 *** tokai|noir has quit IRC 18:14:09 <Wolf01> Had a lot of those in NRT when vehicles tried to take the wrong path 18:14:31 <Wolf01> Like, eltrams trying to go on non electric rail 18:14:36 <frosch123> ah, so also removing/adding tram/road to existing road/tram :) 18:15:03 <frosch123> so many options :) 18:15:29 <LordAro> nooo 18:16:56 <nielsm> if it's even reproducible (need to let the save run for 11+ years??) it's probably a good idea to augment the code to print some more details on the failed movement 18:17:19 <Wolf01> Agreed 18:17:34 <Wolf01> I had the same discussion with my coworkers today 18:17:35 <frosch123> usually crash.sav is sufficient 18:17:37 <frosch123> but it is missing 18:17:55 <frosch123> crash.sav contains everything 18:18:07 <frosch123> *would 18:19:10 <LordAro> frosch123: not if it's AI triggered 18:19:43 <frosch123> crash.sav, not crash.png 18:20:03 <frosch123> crash.sav contains the broken rv, and you can check the landscape around it and guess what changed 18:20:12 <nielsm> well it happens inside the roadveh movement code, not as a result of another command 18:20:36 <frosch123> it most likely happens directly after a command 18:22:04 <nielsm> oh it's one-and-a-half year, not eleven years, the save needs to run 18:22:20 <andythenorth> hmm 18:22:27 <andythenorth> I was testing a set of patches for NML 18:22:33 * andythenorth looks for those 18:22:40 <frosch123> nielsm: yes, but it is not exactly a light-cpu game :p 18:22:43 <andythenorth> it was 3 weeks ago :P 18:23:36 <andythenorth> oh here we go https://github.com/nielsmh/nml/commits/indcargonum 18:23:42 *** [1]sim-al2 has joined #openttd 18:23:42 *** sim-al2 is now known as Guest2407 18:23:42 *** [1]sim-al2 is now known as sim-al2 18:23:55 <andythenorth> I had fixes https://paste.openttdcoop.org/phnoopups/fpaxbg/raw 18:24:12 <andythenorth> and then there's the prop 28 question 18:24:24 <andythenorth> nielsm: ^ not sure how to best integrate those patches 18:25:23 <nielsm> lol buoys https://0x0.st/svQ0.png 18:26:00 <frosch123> 1999-05-30, this takes ages :p 18:26:41 <andythenorth> also what are those terrible newgrf ships :P 18:26:59 <frosch123> dbg: [sprite] Tried to load character sprite #15 as a recolour sprite. Probable cause: NewGRF interference <- is that their fault? 18:27:09 <nielsm> lol https://0x0.st/svQG.jpg 18:27:31 <andythenorth> more terrible grf choices :P 18:27:46 <LordAro> haha 18:27:51 *** Guest2407 has quit IRC 18:28:16 <andythenorth> oh there was this too https://github.com/OpenTTD/OpenTTD/issues/6880 18:28:22 <andythenorth> so many things I should do :P 18:28:39 <LordAro> oh yeah, that thing 18:28:49 <LordAro> still no idea how to fix that properly 18:29:13 <frosch123> more coffee? 18:29:15 *** gelignite has joined #openttd 18:29:30 <LordAro> smacking apple upside the head for using a completely separate version scheme 18:29:48 <andythenorth> class action suit? :P 18:30:02 <andythenorth> it's the only thing that gets Apple's attention :P 18:31:27 <LordAro> could hardcode a "if apple, version number is actually this" set of rules 18:31:42 <LordAro> or could finish TB's cmake build system 18:32:02 <andythenorth> for now, I have a workaround 18:32:20 <andythenorth> it builds, we have a probably cause 18:32:29 <andythenorth> so cmake? :P 18:32:50 <LordAro> mm. 18:33:50 <nielsm> almost aug 7 2000 18:34:06 <nielsm> okay doesn't reproduce in this build at least 18:34:10 <nielsm> (it's not 1.8.0) 18:34:37 <frosch123> LordAro: is it known that cmake fixed it, or is that only hopeful thinking? 18:37:41 <LordAro> frosch123: hopeful, but expected, iirc 18:41:48 *** sim-al2 has quit IRC 18:42:55 <nielsm> okay doesn't reproduce in my vanilla 1.8.0 install either 18:45:48 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #6890: Crash: disconnecting road vehicle https://github.com/OpenTTD/OpenTTD/issues/6890#issuecomment-418476397 18:46:28 <frosch123> nielsm: there are tons of Random calls in the ai 18:47:36 <nielsm> but aren't those supposed to be deterministic too? 18:47:55 <nielsm> or are they Actually Random? 18:48:17 <nielsm> (since AI only runs on the host in multiplayer, and not every client, afaik) 18:48:18 <frosch123> i think ai random seed it not store 18:48:27 <frosch123> iirc ottd only has two random seeds 18:48:35 <frosch123> one for gameplay, which ai must not used 18:48:41 <frosch123> and a second one for client stuff 18:51:52 * nielsm looks at the time 18:52:04 <frosch123> 20:52 18:52:07 <nielsm> late, haven't had much food yet, need to run out 18:53:04 *** sim-al2 has joined #openttd 18:53:09 <andythenorth> deliveroo :D 18:59:37 <Eddi|zuHause> i just made some freezer food in the oven 19:00:18 <frosch123> do you also cook food in the fridge? 19:01:44 <andythenorth> I cook the oven in the fridge 19:01:50 <andythenorth> and freezer the fridge in the food 19:02:17 <Samu> how do I use CONFIG_RANDOM flag? https://noai.openttd.org/api/trunk/classAIInfo.html#5c8349ebc14ec2c4b63187780c33f5b91309df213c56b6b5bc1beecc8450dd3a 19:02:24 <Eddi|zuHause> or i fridge food in the cooker? 19:02:34 <Samu> doesn't seem to work, I am randomizing PASS and MAIL choice 19:02:39 <Samu> it always picks PASS 19:04:41 *** KouDy has quit IRC 19:05:18 <Eddi|zuHause> oha, it's no longer "public transport", it's now "Mobility as a Service" 19:06:36 <andythenorth> that happened 19:06:53 <andythenorth> I need alberth as a service 19:07:02 <andythenorth> or at least someone else who will indulge my GS idea 19:07:14 <andythenorth> https://paste.openttdcoop.org/pwiz28dvn/gy5e7c/raw 19:08:23 <andythenorth> I could have called it 'credit mobilier' 19:08:39 <andythenorth> which is has echoes of mobility-as-a-service :P 19:08:47 <Samu> help! https://paste.openttdcoop.org/pwxcszvll 19:08:51 <andythenorth> https://en.wikipedia.org/wiki/Cr%C3%A9dit_Mobilier_of_America_scandal 19:09:01 <Samu> it always picks PASS, nor MAIL, why! 19:09:05 <Samu> it should be random 19:09:47 <Samu> https://wiki.openttd.org/AI:AIInfo wiki doesn't have a clear example :( 19:11:31 <Samu> forgot to copy paste the labels https://paste.openttdcoop.org/przwrcgpv 19:12:28 <Eddi|zuHause> that name sounds familiar somehow 19:19:25 <Eddi|zuHause> andythenorth: using fixed regions based on map size might not be that useful of an idea, if that region doesn't actually contain a significant portion of land 19:20:59 <Eddi|zuHause> andythenorth: in theory you could go through the map adding up all the land tiles, and then choosing a point where x% of the landmass is to decide the origin area 19:22:40 <andythenorth> good point 19:22:49 <andythenorth> this is oriented to railroad construction 19:23:01 <andythenorth> I hadn't considered water map cases, or non-rail transport types :P 19:24:40 <Eddi|zuHause> "Can a cargo monitor detect origin of cargo on delivery?" <-- in theory the game could do that, but i doubt that GS currently has access to that kind of information 19:28:23 <andythenorth> it doesn't 19:28:38 <andythenorth> the stuff at the bottom is older ideas 19:29:03 <andythenorth> I reduced it to 'connecting towns' 19:30:12 <Eddi|zuHause> so essentially an extension of the "subsidies" of the original game 19:30:45 <Eddi|zuHause> "establish a connection of <cargo> between <town> and <town>" 19:31:46 <Eddi|zuHause> the existing code to check for subsidy completion could be used to trigger a response from the GS to fulfill a goal? 19:43:42 *** flitz has quit IRC 19:44:13 *** gelignite has quit IRC 19:45:34 <andythenorth> yes I wondered about that 19:45:49 <andythenorth> it's perhaps just a more structured way to generate subsidies? 19:45:55 <andythenorth> or at least that might be worth exploring 19:46:15 <andythenorth> so the subsidies are for a deliberate graph, in sequence 19:46:18 <andythenorth> not just random 19:49:01 *** sim-al2 has quit IRC 20:11:26 *** sla_ro|master has quit IRC 20:13:42 <Eddi|zuHause> yeah, something like that 20:18:13 <andythenorth> is there a name for a graph that has a specific layout on a grid? 20:18:27 <andythenorth> most graphs I've encountered are not anchored to a plane 20:18:41 <Eddi|zuHause> "embedded" 20:19:33 <andythenorth> I am way out of my depth 20:19:49 <andythenorth> but I need something like, given an array of town x,y pairs 20:20:00 <andythenorth> generate a weighting of nodes that implies an order 20:20:09 <andythenorth> with some nodes equally weighted to allow randomness 20:20:44 <andythenorth> then x% of nodes at each weight must be connected before unlocking the next tier 20:21:39 <Eddi|zuHause> well, you already chose an origin, so you can calculate a distance to that origin 20:22:02 <Eddi|zuHause> and then divide a range of distances into groups 20:22:31 <Eddi|zuHause> you don't even need a graph for that 20:23:31 <andythenorth> so just bands of the map 20:23:36 <andythenorth> along an axis 20:23:39 <Eddi|zuHause> pretty much 20:23:40 <andythenorth> 32 tiles or so 20:23:45 *** nielsm has quit IRC 20:23:54 <Eddi|zuHause> more like x% of the map 20:23:55 <andythenorth> so it's a side note that it's a graph, not the implementation 20:24:26 <Eddi|zuHause> x% of the distance between the chosen origin and final destination 20:24:50 <Eddi|zuHause> where the method of choosing those is a separate issue 20:33:32 <andythenorth> thanks 20:33:35 * andythenorth bed 20:33:40 *** andythenorth has quit IRC 20:36:28 *** HerzogDeXtEr has quit IRC 21:04:26 <Samu> Wormnest: can you help me ? 21:04:48 <Samu> CONFIG_BOOLEAN in AIInfo doesn't work for me, or I can't manage to make it work 21:07:40 <Samu> Users won't explicitly set the value, it'll get a random value between min_value and max_value. 21:07:51 <Samu> i can't manage to make it work :( 21:10:23 <Wormnest> Check how other ai´s use it 21:11:17 <Samu> do you know any ai using it? :( 21:18:16 <DorpsGek_II> [OpenTTD/OpenTTD] bou6 opened issue #6891: Question Building the project on Windows https://github.com/OpenTTD/OpenTTD/issues/6891 21:20:29 <LordAro> well that's not an issue 21:22:16 <Wolf01> 'night 21:22:18 *** Wolf01 has quit IRC 21:29:06 <Samu> Wormnest: can't find any ai that uses it 21:29:14 <Samu> so far, still on E 21:29:20 <Samu> doing the search alphabetically 21:29:33 *** andythenorth has joined #openttd 21:35:14 <Wormnest> Samu: idk where you are looking but at least WormAI uses it 21:36:09 <Samu> oh, ok let me check 21:37:11 <Samu> oh crap, I meant to say CONFIG_RANDOM 21:37:16 <Samu> not CONFIG_BOOLEAN :( 21:39:50 *** Thedarkb has quit IRC 21:39:55 <Samu> my bad 21:40:12 <Samu> CONFIG_RANDOM is what doen't work for me, sorry about that 21:46:46 *** andythenorth has quit IRC 21:48:12 <Samu> I looked through them all 21:48:25 <Samu> no AI uses CONFIG_RANDOM flag 21:48:38 <Samu> I wonder if this feature actually works 21:50:49 *** rocky113844 has joined #openttd 22:02:20 *** Thedarkb has joined #openttd 22:08:50 <Samu> AHA 22:09:03 <Samu> i think I figured it out 22:09:54 <Samu> the AI must be selected from the pool of Random AIs 22:10:22 *** Wormnest has quit IRC 22:11:37 *** frosch123 has quit IRC 22:20:12 *** snail_UES_ has joined #openttd 22:21:06 <Samu> guys, your pseudo random number generator always returns 0 22:23:05 <Samu> this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value - (*it).min_value) + (*it).min_value); 22:23:21 <Samu> max value is 1 22:23:23 <Samu> min value is 0 22:23:40 <Samu> InteractiveRandomRange dude has always returned 0 22:23:46 <Samu> out of 14 times 22:23:51 <Samu> that's not very random 22:25:08 <Samu> line 39 of script_config.cpp 22:28:39 <Samu> peter1138: can u look into this? 22:31:09 <Samu> out of 42 times, always 0 22:31:15 <Samu> should I go on? 22:41:42 <Samu> this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value + 1 - (*it).min_value) + (*it).min_value); 22:41:46 <Samu> this fixes it 22:42:01 <Samu> change max_value to max_value + 1 22:42:14 <Samu> because max_value is exclusive 22:43:40 <Samu> for anyone reading :( 22:44:41 <acklen> I was waiting for your 43rd try 22:45:19 <Samu> heh, can you fix it? 22:45:52 *** Thedarkb has quit IRC 22:46:13 <acklen> so, 1-0 doesn't work, but 2-0 does? 22:49:21 <Samu> yes 22:50:04 <Samu> Pick a random number between 0 and \a limit - 1, inclusive. 22:50:11 <Samu> 2-1 = 1 22:50:23 <Samu> 1-0 = 0 22:50:30 <Samu> no wonder it was always returning 0 22:51:23 <Samu> plz fix :) i wanna use this feature in the AI 23:07:55 *** sim-al2 has joined #openttd 23:16:01 *** sim-al2 has quit IRC 23:28:37 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/script/script_config.cpp#L39 23:28:46 <Samu> someone ploz, :(