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#openttd IRC Logs for 2016-07-15

---Logopened Fri Jul 15 00:00:57 2016
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01:06<MonkeyDrone>V453000, you around?
01:38-!-Elle [] has joined #openttd
01:39<MonkeyDrone>yes, lol, monkey here
01:39<MonkeyDrone>too lazy to change
01:40<Elle>There we go!
01:40<MonkeyDrone>Elle, hallo
01:41<MonkeyDrone>settings -> preferences -> color
01:42<Elle>Try highlight again
01:43<MonkeyDrone>i've set mine to dark
01:43<MonkeyDrone>dark colors, easy on the eyes then the white killer
01:43<Elle>I did too, the ast time I had Hexchat, but I want to see that its old glitches are gone before I dive into too much customisation again
01:44<MonkeyDrone>Elle, well how is it going so far?
01:45<Elle>Good, good. Still trying to make some sense of this IRC wizardry. Like, I know that it exists, and I know that people are using it, and I know that it's very useful, but I never used it myself and never figured it out
01:49<MonkeyDrone>well , it's as simple as it gets :P
01:49<MonkeyDrone>hopefully V453000 shows up today morning and we can have a nice chat with him :P
01:49<Elle>That would be nice, but I cant help but wonder what I've gotten myself into
01:49<MonkeyDrone>meanwhile, run another instance of openttd and install RAWR through the online content download and give it a quick run xd
01:50<MonkeyDrone>well i'm going to see if i can make magic happen :P
01:50<MonkeyDrone>2 heads are better than 1, am i rite? :D
01:52<Elle>Remind me, what is the end goal here? You'd like me to consider modelling for OpenTTD's engine?
01:52<MonkeyDrone>yes :P
01:52<MonkeyDrone>you have potential :D
01:53<MonkeyDrone>i will do what i can to utilize it for openttd's sake :p
01:53<Elle>Thanks for the kind words... but what you saw was something that I'm only learning to make =P
01:53<Elle>We'll have to see if I can make something usable in this case
01:54<MonkeyDrone>that is why I would like you to have a talk with V453000
01:54<MonkeyDrone>so we can see where you stand :D
01:54<MonkeyDrone>cause i've no idea how life of modelers work xD
01:57<Elle>MonkeyDrone take a peek at that file
01:58<MonkeyDrone>lol clickable urls, yay
01:58<MonkeyDrone>build walls?
01:59<Elle>Yeah, like what I used in the renders that I showed you
01:59<Elle>This is one of the textures that I needed to make from scratch
02:00<Elle>It has all the required advanced maps; diffuse, nmap, ao, roughness, metalness
02:00<Elle>You could go to an AAA game with that set of technical textures =P
02:01<Elle>It's very low rez though, because thats all I needed for my usage. I could make them of any quality
02:01<MonkeyDrone>and that is exactly what you shall talk about with V453000 :D
02:03<Elle>Pfff. Fine, fine... This gonna be good
02:03<Elle>Unless he comes around and decides that I'm a newbie who can only impress even bigger newbies =P
02:03<Elle>...I worry too much, dont I
02:05<MonkeyDrone>yeah, you are worrying too much :P
02:05<MonkeyDrone>just have alook at his work
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02:05<Elle>*slips one more here just to be sure*
02:06<Elle>This is not a big atlas of textures, but thats what I used to panel the engine that I showed you earlier
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02:07<MonkeyDrone>oooo, that's the body of the engine :D sweeet
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02:09<Elle>Humm... I looked at the screenshot and there's something that I dont understand about it
02:09<MonkeyDrone>what is that?
02:09<Elle>Is this serious 3D? Or is this just prerendered 2D?
02:10<Elle>Yeah then, this isnt what I was up for =(
02:10<Supercheese>I think he posted his gfx pipeline somewhere
02:11<Elle>I mean I can do this, but there are so many reasons why I would much rather do proper 3D
02:12<MonkeyDrone>thanks Supercheese , Elle , check that link, that should make a lot more sense:p
02:13<Elle>V uses 3ds Max... Just as I do, which is awesome...
02:13<Elle>But he uses Vray and I come from Mental Ray, and we kinda hat each other =D
02:13<MonkeyDrone>you will get along fine :P
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02:31<MonkeyDrone>only ghosts in here
02:32<Wolf01>not a new
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03:28<V453000>yo huminz
03:28<V453000>ooh someone talking about interesting stuff
03:28<Wolf01>zog zog
03:29<V453000>Elle: around?
03:30<Elle>Wuh? *snaps up, looks around*
03:30<Elle>Oh, hello
03:30<V453000>hi. :) just slowly reading the logs atm
03:32<V453000>how are you? :)
03:32<MonkeyDrone>read all about it
03:32<MonkeyDrone>hello V453000 , how's it going?
03:33<V453000>stuff is nice
03:33<V453000>if I could get someone to help with BRIX/RAWR, it would be splendid
03:33<MonkeyDrone>Elle, meet V453000 , V453000 meet Elle. Elle is a modeller and has an idea for a train engine and wants to know how one goes about it to bring it to life in Ottd
03:33<V453000>I am all ears :)
03:33<MonkeyDrone>all i know is, you both are modellers
03:34<MonkeyDrone>talk it out and see where you both stand and if its possible to even work together :P
03:34<V453000>sooo what's this idea about? :)
03:36<MonkeyDrone>hehe, Elle should be here in a moment hopefully
03:36<MonkeyDrone>i want to see this go down :D
03:36<Elle>I got an impression that you're working on a 3D engine for OTTD. Our pal here has seen some of my art, and he said that my sort of art would be welcome in OTTD
03:36<Elle>Like... I showed off some buildings... a single train engine that I came up with... Such stuff.
03:37<MonkeyDrone>there was a slight misunderstanding that OTTD was bringing 3D to the game
03:37<V453000>right, well 3D OpenTTD would be a cute thing but someone would have to program it, and it would be completely incompatible with old ttd probably, unless you added some wild shit like locked isometric view etc
03:37<V453000>so, now I just do 2D sprites
03:37<V453000>rendered from 3D models of course
03:38<Elle>Yeah, I was getting to that point. It turned out not to be what how the pal initially made me believe. And yeah, thats what I said to him after seeing RAWR; "If V was able to work in 3D, he wouldnt be converting them to 2D for no good reason"
03:38<V453000>well I kind of like the sprite workflow
03:39<V453000>but yeah if there was the option to have OpenTTD in 3D, it would be interesting
03:39<V453000>to say the least
03:39<Elle>We came to the topic because I told him how I first played TTD on PSX, which had some rather likable 3D graphics. Like, real 3D, free camera and all
03:39<V453000>the problem is that such project would probably be utterly enormous
03:39<V453000>to be done properly
03:40<V453000>right now, I don't have the energy or time to start something so gigantic, but I am trying to finish BRIX to at least have some nice higher resolution style
03:40<Elle>It wouldnt be as enormous as you say it would be... If it was really that hard, our modern videogames wouldnt be 95% 3D nowadays
03:40<V453000>RAWR is an ok proof of concept but needs massive amount of work
03:40<V453000>fair point Elle :)
03:40<V453000>admittedly rendering 10 000 sprites to have a base set is insane
03:41<Supercheese>'tis over nine thousand
03:41<Elle>Many shortcuts could be taken with a true 3D engine for OTTD. For example, very little stuff is animated.
03:41<V453000>well yeah
03:41<Elle>Another example is that everything sits on a 2D plane. There arent overlapping objects to complicate stuff.
03:41<V453000>I am more thinking all of the pathfinder/other things to do
03:42<Elle>No need for extra pathfinding. You dont need to rewrite the game just to have a 3D engine. Internally, the game would still be doing exactly what it's doing right now. It would just be drawing to the screen differently.
03:43<V453000>I understand
03:43<Elle>It would even be compatible with the non-3D saves
03:43<V453000>well, sounds interesting, what steps would you take?
03:43<Elle>And I remember the PSX version being able to switch between 3D, and the one that we have now
03:44<Elle>Steps, steps, steps... Well the terrain could be generated on the spot from the nodes (those little dots when you raise and lower terrain, they define the terrain)
03:44<Elle>And the buildings and other objects could be in OBJ format
03:45<Elle>That already covers the graphics for terrain, cities, and vehicles.
03:45<Elle>The water could be either simple as ingame now, or some fancier shader could be used just as well, perhaps customisable
03:46<V453000>that's pretty much how I imagine it as well
03:46<Elle>The overall look could be kept very close to how it is now, just 3D
03:46<V453000>there are some pitfalls I could see, because for example trains travel at different speeds on diagonal directions, compared to straight ones
03:47<V453000>or heights of tunnels are huge hacks etc
03:48<Elle>Everything would be calculated same as ever. If trains went "faster" diagonally, they would do the same here. If they went down into a tunnel, they would again do so here. The only thing that would change would be drawing to the screen
03:49<V453000>well yeah, but for example the diagonal/straight train issue is a problem because you need 141% longer train models on diagonals, to make them fit, but I guess that can be solved
03:49<V453000>we could even have super simple placeholders for now, like boxes etc
03:50<V453000>honestly, when I made everything just coloured boxes in BRIX, it actually kind of worked nicely XD
03:50<Elle>Very much so. Or some quick test objects could be quickly whipped up
03:50<V453000>I would prefer boxes because test objects tend to already set pace for some visual style etc
03:51<Elle>Okay, but wouldnt we already know what visual style we'd want? One close to the original.
03:52<V453000>well yeah.
03:52<V453000>that's true
03:53<Flygon_>I kno I'm late but
03:53<Flygon_><Elle> I got an impression that you're working on a 3D engine for OTTD. Our pal here has seen some of my art, and he said that my sort of art would be welcome in OTTD
03:54<Flygon_>Wasn't the playstation release in 3D?
03:54-!-Flygon_ is now known as Flygon
03:54<V453000>yes, he said that. :)
03:54<Flygon>Sorry, haven't gotten around to reading fully yet
03:55<Elle>The playstation release really was in 3D. Thats the first one I played.
03:55<Flygon>If there would be an insane feature request I'd want, that isn't "Free routing of tunnels and bridges in a 3D space", it'd be having variable gradient slopes
03:56<Elle>It even looked pretty good, like this...
03:56<Elle>And this was over 15 years ago, we could do even better today
03:56<V453000>interesting :D I like how it is replicated from the sprites
03:57<Elle>What do you mean by variable gradient slopes, Flygon?
03:58<MonkeyDrone>something like mountain slopes i assume
03:58<Flygon>Mountain slopes too
03:58<MonkeyDrone>whiter on top but gets less snow as you come down
03:58<Flygon>But more
03:58<Flygon>Instead of taking just one tile to go from 'height' 22 to 23 for example
03:58<Flygon>Take 2 or 4 tils
03:58<Flygon>With a smoother slope
03:58<Elle>Well in the current engine we cant raise them higher, or else you wouldnt be able to see whats behind. But in 3D...
03:58<MonkeyDrone>oh that,
03:59<Elle>Oh I see what you meant now.
03:59<Flygon>Weeeeeeeeeeelllll... 90 degree rotation isn't impooooooooooooooooooooossible
03:59<V453000>I wouldn't add anything extra like that
03:59<Flygon>But a nightmare in the art department
03:59<V453000>keeping it basic for now
03:59<Supercheese>and the map array department
03:59<Flygon>Same reason it'd never happen in AoEII
03:59<Flygon>Yeah, that too
03:59<Elle>I wouldnt add something like that, I agree with V, because that would be a gameplay change, and here I'm mostly advocating that the stuff just draws differently... and the rest remains as is
04:00<V453000>yes exactly
04:01<MonkeyDrone>so to this layman, what are the chances of 3D sprites coming to OTTD
04:01<V453000>well, how would one go about using a 3D engine? unity orsomething?
04:01<V453000>MonkeyDrone: 100% if someone does it :P
04:01<Elle>Whats funny is, if we had a 3D engine, and could make some modifications to the 3D generator, we could have a smooth terrain with smoothly climbing gradients... Our current limitation is just because it's 2D
04:01<Flygon>Map array
04:01<V453000>yes that would work Elle
04:01<Flygon>Wait, it would?
04:02<V453000>well if it's just drawing
04:02<Flygon>My understanding of the engine is clearly nowhere near what I thought it was
04:02<Flygon>Well, I was thinking more of
04:02<Flygon>Hillclimbing mechanics
04:02<V453000>no retarded gameplay ideas
04:02<Elle>Because we would be able to set those nodes to any height we want. It wouldnt have to be 2 high or 3 high, it could be 2.43 high if we wanted.
04:02<Flygon>Smoother slope = Vehicles not being locked to, say, 7% gradients
04:02<V453000>we are just trying to draw the game differently
04:03<Flygon>Hence, it'd look a bit odd a metal train struggling the same way on a smooth slope as a steep slope
04:03<Elle>Yeah, so let's just stick to the graphics for now =P
04:03<Elle>as V suggested
04:04<Wolf01>I think you want "train fever", if only the devs didn't let it die... maybe an open train fever one day...
04:04<Flygon>(I'm actually kind of curious how processing/RAM intensive a fully-3D map array would be, instead of the '2D' one currently used)
04:04<V453000>soo, unity? unreal? how does one go about that? I never did graphics for a 3D engine
04:04<V453000>you draw only things you see Flygon , map array stays the same
04:04<Flygon>I meant in terms of
04:05<Elle>I could probably supply all kinds of models if this thing existed (and couple probably model anything thats in the game right now with enough effort), and I could make textures, including the advanced textures used in modern game engines
04:05<Wolf01>oh, I just found why they let the game die
04:05<Flygon>Having tunnels with signalling, curves, ect
04:05<V453000>I think we want openttd, in 3D. Train fever is realistic bullshit
04:05<Flygon>And viaducts the same way
04:05<Flygon>The sort of thing that can't really be faked with wormholes, to my understanding
04:05<V453000>well yeah I can spew models and textures too Elle , problem is creating the enviromnent to put them in
04:05<Flygon>And instead requires a '3D' map array instead of '2D'? O_o?
04:06<MonkeyDrone>so as the current ottd engine stands, you can't add 3d model artwork to the game correct?
04:06<V453000>yes, only sprites atm MonkeyDrone
04:06<Flygon>You can pre-render it, but that doesn't allow a 3D camera :P
04:06<Elle>Flygon, as I said earlier, a lot of shortcuts would be possible to take with OTTD, and one of them is that the game is already 2D
04:06<Flygon>I'm referring to the engine, not rendere
04:07<Flygon>As in... the z axis is mostly just for graphics
04:07<Flygon>Same way Ragnarok Online has a z axis, but it's only really used for graphics rendering
04:07<Flygon>The engine game, engine-wise, is 2D
04:07<V453000>Elle , MonkeyDrone please join me in #openttd.3d ... just type /join #openttd.3d
04:08<Elle>Well even if it's mostly for the show, the game already KNOWS when something is above something else (like a train going above another train using a bridge) we in a 3D engine we would just need use it
04:08<Flygon>(either way, I'm strongly intrigued by a 3D frontend put onto OpenTTD :3)
04:08<Flygon>(PSX TTD has always fascinated me)
04:08<Flygon>Elle: The power of wormholes
04:09<Flygon>As I understand it, the vehicle basically remains 'trapped' in one tile internally, but works around that fact when rendering
04:10<Supercheese>black magick
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04:14<Flygon>(I should look into if it'll be possible to put '3D' spaces into Open Source Ragnaok Online clients... but simply creating a shitload of stacked 2D arrays would eat up too much RAM)
04:14<Flygon>(maybe just do hacky stuff like how the 2D Sonic games have multiple collissions :U)
04:23<MonkeyDrone>anyone here can help me with server side scripts, how to do the MOTD in private chat etc?
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05:20<Wolf01>anybody knows how to get rid of the "expression must have a constant value" error from an enum? (VS2015)
05:23<@peter1138>use a constant value
05:24<Wolf01>it's the base ottd code, but I think is the intellisense mistake here
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05:29<Wolf01>it seem to not like much the overloaded | operator
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06:44<MonkeyDronez>sup V
06:44<MonkeyDronez>you know anyone who knows how to work with scripts in this game
06:45<MonkeyDronez>reddit has a 'Welcome player', basically reading players name and printing it to them in a private message
06:45<MonkeyDronez>i have managed to just get the general MOTD popping up in 'All' whnever a player joins
06:45<MonkeyDronez>don't even know where to begin, wiki has no information whatsoever on it and google is useless for it.
06:50<V453000>Sylf coded some scripts :)
06:50<V453000>he could probably give you hints
06:50<V453000>he usually appears in #openttdcoop channels in european morning and night
06:50<V453000>he is us
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07:29<Samu>bah, system crashed...
07:29<Samu>it was already on year 2040
07:29<Samu>got to restart again
07:30<Samu>gonna update everything to 1.6.1 anyway
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07:39<argoneus>good morning train friends
07:40<argoneus>anyone here uses vim?
07:40<argoneus>or used to use vim
07:43<Alkel_U3>yes, I am very proud to say I can exit it and some more
07:44<Alkel_U3>truth to be told, I started using vim after getting used to vimperator addon in firefox :-)
07:44<Alkel_U3>what's your emergency?
07:44<argoneus>I'm just wondering if it's still worth learning
07:45<argoneus>I downloaded some plugins yesterday and started trying to learn it via vimtutor and such
07:45<debdog>depends on how dirty your sink is
07:45<argoneus>and while I can see how it makes some editing operations easier
07:45<argoneus>I also lose all the features of an IDE
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07:49<Alkel_U3>I use it for tinkering with configs on my server and writing short scripts so I can't really judge how big a loss that would be
07:56<V453000>currently planning 30k sprites for ALL cargoes having unique sprites, with 22 unique wagon types and with some nice roster of trains :)
07:56<V453000>'s good
07:58<Wolf01>and you have time to work too?
07:58<V453000>am on holiday this week
07:58<V453000>so setting up system for train set, so I can spend little bits of time here and there to make the actual models
07:59<Wolf01>usually one goes on holiday to stop working
07:59<Wolf01>I need to work to stop holiday instead :|
08:00<V453000>well I go on holiday to be with family and work on openttd stuff :P
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08:19<Samu>just started testing NoNoCAB
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08:43<Eddi|zuHause>sounds normal. :p
08:46<Samu>wormnest is offline? :(
08:47<Samu>NoNoCAB servers are slow
08:47<Samu>in comparison with NoCAB
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08:49<Samu>testing 5 NoNoCAB and 1 NoCAB.
08:51<MonkeyDronez>thanks V453000 , i'll ask him when i see him
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09:37-!-mode/#openttd [+v tokai|noir] by ChanServ
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10:00<Samu>NoNoCAB is logging too much information
10:05<Samu>Warning: the best engine for connection .... etc... spam
10:05<Samu>in 5 years, it logged 300 MB of text
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10:46-!-mode/#openttd [+o Alberth] by ChanServ
10:46<@Alberth>hi hi
10:47<Wolf01>oh, theres'a frog too
10:48<frosch123>yay, i made it before albert :)
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11:43<Samu>hi Wormnest
11:43<Samu>im testing nonocab
11:44<Samu>it's slow early game
11:45<Samu>erm, I mean, it's slow
11:45<Samu>i guess it will be for the whole test
11:46<Samu>nonocab servers are currently in year 1957, the nocab server is in 1963
11:46<Samu>it is spamming a lot of log info
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11:48<Samu>dbg: [script] [0] [W] WARNING: The best engine for the connection: From: Wrindingbury to Senningstone carrying: MAIL is Yate Cargo Ship holding cargo by: Yate Cargo Ship
11:48-!-Sylf [] has joined #openttd
11:48<Samu>spams this warning for every connection
11:48<Samu>then keeps the same ship
11:48<@Alberth>important information :)
11:49<Samu>dbg: [script] [0] [W] WARNING: Keeping current best engine for existing connection From: Lunfingway to Grondwood carrying: PASS - MPS Passenger Ferry
11:50<Samu>it is logging too much information
11:50<Samu>576 MB (604.879.745 bytes) in year 1957
11:51<Samu>in 100 years test it will be about 20 GB?
11:53<Samu>nonocab trains is running faster
11:54<Samu>nonocab road vehicles, as well as ships are in 1957
11:54<@Alberth>@calc (604879745*100/7)/1024/1024/1024
11:54<@DorpsGek>Alberth: 8.04768802066
11:55<@Alberth>hmm, why is that not even close to 20G?
11:55<Samu>nonocab trains logged 290 MB
11:56<Samu>seems that it's a problem with ships?
11:56<Samu>but road vehicles is also delayed
11:56<Samu>let me check
11:56<@Alberth>oh right it's 7 years rather than 5
11:57<Samu>road vehicles nonocab log size - 74,2 MB (77.853.120 bytes) year 1957
11:58<Samu>original ships nonocab log size - 585 MB (613.497.082 bytes) year 1958
11:58<Samu>npf ships nonocab log size - 535 MB (561.407.542 bytes) year 1958
11:59<Samu>yapf ships nonocab log size - 493 MB (517.288.678 bytes) year 1958
12:00<Samu>trains nonocab log size - 288 MB (302.751.591 bytes) year 1963
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12:01<Samu>npf ships nocab log size - 2,81 MB (2.954.150 bytes) year 1963
12:01<Samu>there, testing 5 nonocabs and 1 nocab
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12:05<@Alberth>forgot to turn off a debug flag or so?
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12:07<Samu>it is constantly checking for best vehicles for every connection
12:07<Samu>and it logs that in a spam way
12:09<@Alberth>maybe it should store the list available vehicles, and only check if a new one arrives :p
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13:11<Wormnest>hi Samu
13:11<Wormnest>I think I left a statement as Warning that should have been debug only
13:12<Wormnest>There´s still lots of things that can be improved especially how often it checks for optimal vehicle for a connection
13:13<Wormnest>If you have developer settings turned on you can easily reduce log messages by setting it to errors only
---Logclosed Fri Jul 15 13:20:20 2016
---Logopened Fri Jul 15 13:20:26 2016
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13:28<Samu>I don't have dev settings turned on :(
13:29<Samu>won't change that mid testing
13:30<Samu>npf ships nonocab seems stuck
13:31<Samu>lets seee what the log says
13:31<Samu>dbg: [script] [0] [W] WARNING: Demolishing connection from Brathill City Forest to (null : 0x0000000000000000)+
13:32<Samu>last message, before those saves
13:32<Samu>it's stuck at that, it seems
13:34<Samu>ah i see
13:34<Samu>ship is lost
13:34<Samu>its trying to go to a depot, but its running in circles
13:34<Samu>won't reach any depot
13:35<Samu>npf pathfinder is bad
13:39<Samu>ship is running in circles near retbridge buoy #6
13:39<Samu>depot he wants to go is near pruntbourne buoy #5
13:40<Samu>there is a way to go there, but npf seems to fail
13:40<Samu>can't find it
13:44<Wormnest>Yea getting ships to depots can be problematic
13:47<Wormnest>The entire demolish connection code needs to be rewritten the way it´s done now is too inefficient
13:47<Wormnest>And like you noticed if something goes wrong the entire AI gets stuck
13:48<Samu>the orders are from brathill city docks to retbridtge docks
13:48<Samu>using the buys in the way
13:49<Samu>he has a brathill city depot order
13:49<Samu>but npf decided to use an unreachable depot :(
13:49<Samu>in pruntbourne
13:51<Samu>it's a wood ship
13:51<Samu>yeah, the sawmill is gone
13:51<Samu>he's doing the right thing, but npf screwed up
13:52<Wormnest>well if he sent it explicitly to go to a depot then nonocab did it wrong
13:52<Wormnest>Can´t remember if he does that when demolishing for ships but if he does that´s wrong
13:53<Wormnest>Since it´s known that ship pathfinding is problematic he should always wait until he is at a depot order
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14:08<andythenorth>what next?
14:09<Wolf01>I'm sleeping standing up
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14:35<@Alberth>more room for lego!
14:35<andythenorth>Wolf01: (probably seen it already)
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15:24<Samu>just tried 3d mark time spy directx 12 benchmark
15:25<Samu>monitor isn't even 2560x1440 or whatever
15:25<Samu>looks like my mon is outdated
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15:30*andythenorth ponders
15:34<Wolf01>moving to 3d you too?
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15:52<andythenorth>should I do a Road Hog release?
15:52<ST2>where is the poll?
15:53<andythenorth>I am good at betting on votes
15:53<ST2>well, how you think about it? that's my option too ^^
15:53*andythenorth does it
15:53<andythenorth>have to write the changelog though
15:53<andythenorth>admin crap :P
15:53<ST2>let me grab some stamina bottles to send ^^
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16:11<ST2>"Beta 4 never made it to Bananas, but seems no-one noticed. :twisted:" <<-- haha, sneaky xD
16:11<andythenorth>it was an oops
16:11<ST2>good job :)
16:11<ST2>and thank you :)
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16:16<andythenorth>needs more cargos :P
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17:09<Samu>Wormnest: - why can't that train move?
17:09<ST2>because he's blocking himself
17:10<@Rubidium>non-path signal
17:10<@Rubidium>so, block signal and therefor what ST2 says
17:11<ST2>if that's done by an AI, well :S
17:11<Samu>yes, nonocab
17:11<ST2>anyway, the reason why got well explaned ^^
17:12<Wormnest>Caused by connecting different lines then it decides for that small spot to go a different route before getting together again
17:12<Wormnest>just at a spot where already a blocksignal was from the original line
17:12<Wormnest>Trains really need more work they don´t perform too well
17:14<Eddi|zuHause>isn't that realistic? :p
17:15<Wormnest>Easiest in this case is probably to not let the lines merge again within a certain amount of tiles
17:15<Wormnest>who said it should be realistic ;)
17:17<Samu>there's 21 trains stuck for that
17:19<Samu>i see nonocab trains is performing much better than nocab
17:21<Samu>doesn't eat much cpu
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17:27<Wormnest>There´s still lots of areas where it can be improved though
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18:03<Elle>Sleep well!
18:09<Eddi|zuHause>that never works :p
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18:31<Elle>I'm using Hexchat, how can I set it to mark me as Away/Idle when I've been AFK for a certain time? I think I found how to auto-un-away myself, but not how to Away
18:32<Eddi|zuHause>i'm not using hexchat, so i can't help you with that
18:33<Elle>What are you using? Might as well hear about an alternative (everyone else is still free to advise me, of course)
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18:34<Eddi|zuHause>i'm using Konversation
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18:55<Samu>I use
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---Logclosed Sat Jul 16 00:00:59 2016