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#openttd IRC Logs for 2016-09-07

---Logopened Wed Sep 07 00:00:03 2016
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04:44<V453000>I have just tried to purchase some music album ... in US, the mp3 version is cheaper, CD version gets a mp3 version with it for free but it's more expensive and requires shipping. BUT for some reason when I want to pay on amazon for the mp3 version, it complains that my address must be local or something. So I tried purchasing on german amazon, and the mp3 is even more expensive than CD version there! XD WTF ... and they complain about local
04:45<V453000>and then someone wonders why people listen to music on youtube or download it if they want quality
04:45<Wolf01>US is a different market with different prices, they don't want you to purchase from them
04:46<Wolf01>That's why we should buy the shit out of UK before brexit
04:46<V453000>well the prices are pretty identical, just shipping is obviously more
04:47<V453000>but why is mp3 cheaper in US (as it makes sense), but CD is cheaper in germany?
04:47<V453000>I bet there is some anti-theft-super-piracy-money going to some fucking organization for the digital copy
04:47<Wolf01>Yup, US doesn't gives money to GEMA if you purchase there
04:48<V453000>just like when you buy an empty disk you pay like a bitch
04:48<Wolf01>Also there's different taxation on digital products
04:48<Wolf01>For example an ebook is not a book even if it's a book
04:49<Wolf01>And, in Italy you pay 22% tax on ebook but only 4% or such on books
04:49<Wolf01>I think the same happen with music
04:50<Wolf01>MP3 is not CD aven if the CD could contain MP3
04:50<V453000>fuck it lol I will just pirate it if I figure it is that much worth it for me
04:51<V453000>I just expected similar nice shit like at bandcamp where you just pay, get the high quality MP3s immediately, enjoy.
04:51<V453000>if you want you can even pay more if you really enjoy the band
04:51<V453000>and since it's all so problem-free, you don't have a problem with paying a few more dollars more voluntarily
04:51<V453000>but yeah what would I expect in today's world
04:52<Wolf01>Today's world is shit
04:52<Wolf01>Binding a changing property in UWP is shit
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05:31<Samu>euclidian vs manhattan
05:35<Samu>chebyshev for openttd?
05:38<Samu>hmm nop
05:58<Wolf01>I found this: float dist = sqrt((x2-x1) + (2*(y2-y1))^2); not sure if fits
06:06<Samu>@calc sqrt((7-0) + (2*(0-0))^2)
06:06<@DorpsGek>Samu: Error: Something in there wasn't a valid number.
06:09<Samu>@calc ((7-0) + (2*(0-0))^2)^(1/2)
06:09<@DorpsGek>Samu: Error: Something in there wasn't a valid number.
06:09<Samu>this calc does not like me
06:09<Samu>@calc ((7-0)+(2*(0-0))^2)^(1/2)
06:09<@DorpsGek>Samu: Error: Something in there wasn't a valid number.
06:09<Wolf01>Meybe is the ^
06:10<Samu>@calc 2^2
06:10<@DorpsGek>Samu: Error: Something in there wasn't a valid number.
06:10<Samu>eh... oki
06:10<Wolf01>Also, don't you have a calculator?
06:11<Samu>@calc sqrt(4)
06:11<@DorpsGek>Samu: 2
06:12<Samu>i do
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06:14<Samu>2,64 seems a weird distance going from (0,0) to (7,0)
06:14<Samu>i was expecting 7
06:15<Wolf01>It's isometric
06:15<Wolf01>It's the distance projected on screen, not the "real"
06:17<Samu>oh i found this
06:22<Samu> - which one is openttd rail tracks?
06:22<Samu>lel, i'm staring at it and i can't even recognize
06:24<Wolf01>Regular tiling?
06:27<Samu>i was looking at this - but maybe it's not it
06:28<Wolf01>Do you see triangles in ottd?
06:28<Samu>i see rails in form of triangles
06:29<Wolf01>In the map?
06:29<Wolf01>Maybe hexagons then?
06:31<Samu>they call it rhombus?
06:33<Wolf01> I bet OTTD will work better and have more possibilities with this kind of map
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06:36<Samu>oh gosh i cant identify the darn problem
06:37<Wolf01>Neither do I
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06:59<Flygon><Wolf01> I bet OTTD will work better and have more possibilities with this kind of map
07:00<Wolf01>Did I look serious?
07:30<Samu>darn tracks
07:30<Samu>there are 6 exits for a rail traick
07:31<Samu>but a tile only has 4 sides
07:31<Samu>and... i have no idea what to think anymore
07:33<Samu>seems like rail tracks need an extra coordinate?
07:35<Samu>track_axis_x, track_axis_y, track_left, track_right, track_upper, track_lower
07:35<Samu>does this mean hexagon?
07:38<Samu>there are 4 exits for a road bit
07:38<Samu>there are 4 sides on a tile
07:38<Flygon>Hexagons seem nice
07:38<Flygon>Then you gotta render them in a '3D' environment <_>
07:42<Wolf01>Gridless is the way
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07:46<Samu> - i was pretty bored and made this
07:46<Wolf01>Also I like all the potentialities of SimCity4, a tutorial I looked at explained how to make realistic road/rail networks with embankments on bridges etc
07:46<V453000>does any game use the isohedral tileS?
07:46<Samu>it shows something weird about distances and manhattan
07:47<V453000>isometric is already fuckton of problems tbh :P
07:47<Wolf01>Even worse the Factorio projection
07:48<Wolf01>That's fucked up badly, but you managed to make it look good
07:49<Samu>oh ya, the bottom left one has a 6x * 6y it should say 5x 5y, posting new screenshot
07:51<Samu>anyway I give up
07:51<Samu>yesterday i did something suggested by _dp_
07:52<V453000>in many ways OpenTTD is even worse Wolf01
07:52<Samu>i got some interesting results
07:52<V453000>it's just not mentioned much because almost nobody makes 3D models and instead pixel-draws the "what they are used to" optical illusions
07:52<Wolf01>V, you mean the glitching problems and the illusion for tunnels entrances?
07:53<V453000>not just that, but yeah height illusion is generally a big issue, but also tiling of ANYTHING in diagonal/straight for example tracks
07:53<V453000>anything that is not 100% flat requires an illusion, otherwise unsolvable / gligchy-ish
07:54<V453000>if you have topdown-ish projection, the tile borders are straight, which helps a fuckload in that thing
07:56<Wolf01>In fact on isometric you shouldn't do shape transformation, but just draw it in the way it looks right, at least this is what a tutorial said
07:57<V453000>which tutorial?
07:57<Wolf01>And lots of compromises
07:57<Wolf01>One made by a rpgmaker/gamemaker at least 14 years ago
07:59<V453000>u haz linko?
07:59<Wolf01>No, it was put offline ages ago, I only have some bits saved
08:02<Wolf01>It was from here:
08:02<V453000>ye, well links seem to be fokd op
08:02<Wolf01>The last ones I think, the site does not exist anymore
08:03<Samu> - trying altered GetAdvanceDistance values
08:04<Samu>those are the results
08:04<Samu>perphaps i should try an even slower max speed for the vehicles
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08:05<Wolf01> the guy is really good, and we started developing at the same time :P
08:07<V453000>cool stuff
08:07<Wolf01>Lol, I found some sprites of my old mediaval RTS
08:08<Wolf01>Clearly he made them prettier
08:08<Samu>i have no way to reliably test aircraft travel times :(
08:08<Samu>oh, you're not about my results
08:11<Flygon>Ahh, man
08:11<Flygon>All I ever did was test art for the Sega Master System
08:11<V453000>wat medieval RTS?
08:11<Samu>will change to 3 km/h max speed
08:12<Flygon>(an adaption of a drawing a friend drew :U )
08:33<Samu>just posted results at 3 km/h
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09:04<Samu>this is strange, these results don't make sense
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09:08<Samu>a ship and a train moving at 24 km/h have the same travel time going from NE to SW
09:08<Samu>a ship and a train moving at 3 km/h have different travel times going from NE to SW which is exactly the same route
09:09<Samu>train is slower than ship at 3 km/h in the same route
09:09<Samu>what is wrong with this? am i missing something
09:10<Wolf01><V453000> wat medieval RTS? <- not able to show you, I need to compile it and the old version of the tool doesn't work on >=Vista, I should import it on the latest GMStudio but that mean I have to change lots of things :(
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09:14<Wolf01> by the way, these were my sprites, these instead are his ones :P
09:15<Wolf01>Then I abandoned drawing because you can see the reasons
09:16<Samu>math experts needed
09:17<Samu>if a train moving at 3 km/h traveling 50 tiles takes 693 days, then how many days would it take at .. 4 km/h or 24 km/h
09:17<Wolf01>Samu, proportions
09:18<Samu>in openttd units
09:18<Samu>not real life measurement
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09:23<Samu>at 4 km/h it takes 462 days (according to the game
09:24<Wolf01>Ever tried wolfram alpha?
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09:24<Samu>at 6 km/h it takes 347 days
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09:26<Samu>at 12 km/h it takes 154 days
09:26<Samu>at 24 km/h it takes 78 days
09:26<Samu>what is the formula
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09:29<Samu>it doesn't match conventional logic
09:30<Samu>or am i seeing things?
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09:38<Samu>@calc 693/50*3
09:38<@DorpsGek>Samu: 41.58
09:38<sim-al2>Samu, maybe this will help?
09:39<Samu>@calc 462/50*4
09:39<@DorpsGek>Samu: 36.96
09:39<sim-al2>Speeds are a bit off
09:39<Samu>@calc 347/50*6
09:39<@DorpsGek>Samu: 41.64
09:39<Samu>@calc 154/50*12
09:39<@DorpsGek>Samu: 36.96
09:39<Samu>@calc 78/50*24
09:39<@DorpsGek>Samu: 37.44
09:40<Samu>well, it's all making no sense in this game
09:41<Samu>can't really trust anything
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09:43<Samu>then again... days aren't an exact measure
09:43<Samu>think i'm gonna use that tick patch
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09:49<Samu>woah big numbers
09:49<Samu>yeah i like this tick patch already
09:53<Samu>bah misleading patch
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09:54<Samu>it's not exact
09:54<Samu>it's multiples of *74
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10:02<supermop>phone finally succumbed to being in the ocean 2 months ago
10:11<Samu>i'd like to have a way to exactly measure the time travel, and that patch by hcoopz isn't it
10:13<Samu>@calc (1 * 16 * 256) / (74 * 2) * 24
10:13<@DorpsGek>Samu: 664.216216216
10:14<Samu>@calc (1 * 16 * 256) / (74 * 2) * 24 * 1.00584
10:14<@DorpsGek>Samu: 668.095238919
10:17<Samu>how many sublocations per track side?
10:18<Samu>for the axies its 16
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10:24<Samu>looks like it's 8
10:24<Samu>@calc (1 * 8 * 256) / (74 * 2) * 24 * 1.00584
10:24<@DorpsGek>Samu: 334.047619459
10:27<Samu>strange, i counted 12
10:27<Samu>@calc (1 * 12 * 256) / (74 * 2) * 24 * 1.00584
10:27<@DorpsGek>Samu: 501.071429189
10:28<Samu>ah, 16, i see
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10:51<Samu>17/11 - ROAD_E
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10:55<Samu>10/18 - ROAD_W
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11:02-!-mode/#openttd [+o Alberth] by ChanServ
11:02<@Alberth>hi hi
11:04<supermop>hi Alberth
11:09<Samu>i'm counting sublocations
11:09<Samu>cus im bored
11:13<@Alberth>more peoples even, hihi :)
11:14<Samu>heh, so all sublocations for roads are different
11:15<Samu>18/11, 18/10, 17/10, 17/11
11:15<Samu>shouldn't they all be equal?
11:15<Samu>maybe i'm missing something important
11:16<Samu>on the axis, it's 16/16
11:16<Samu>on both
11:19<Samu>@calc 11+18+11+18+11
11:19<@DorpsGek>Samu: 69
11:19<Samu>@calc 17+10+17+10+17
11:19<@DorpsGek>Samu: 71
11:23<Samu>@calc 18+11+18+11+18
11:23<@DorpsGek>Samu: 76
11:38<Samu>mister Alberth i think i figured out the zig-zag N<->S discrepance
11:38<Samu>it's the counting of sublocations
11:40<Samu> does this make sense?
11:41<Samu>E<->W had (almost) the same time travel in both directions, i wonder if it's sublocation related
11:43<Samu>where in the code are these road sublocations at
11:44<@Alberth>it doesn't make sense to me
11:44<@Alberth>I never ever looked at road movement, ever
11:46<Samu>from E to W, I count 28 sublocations, from W to E, I count 28 sublocations
11:46<Samu>from N to S, I count 27 sublocations, from S to N, I count 29 sublocations
11:48<Samu>on that savegame i sent you N to S was faster than S to N, and today I found these sublocations thingies, and apparently they may be what's causing the different travel times
11:49<Samu>later on I went to find out that E to W and W to E did not have the discrepancy
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11:49<Samu>it's not exemplified on the save I sent you, though
11:50<Samu>sublocation counting seems to corroborate my findings
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11:59-!-mode/#openttd [+v Alberth] by ChanServ
11:59-!-mode/#openttd [+v planetmaker] by ChanServ
12:06<Wolf01> see, even lego trains have slopes like TT
12:08<V453000>dat hi res transport belt
12:12<V453000>well lego can get even more nerdy than I thought XD
12:12<Wolf01>I just finished building this
12:12<Wolf01>It quite work
12:13<V453000>in lego?
12:13<V453000>oh fuck sakes
12:13<V453000>I modeled this in 3D a few times
12:14<V453000>making it actually animated properly is especially retarded
12:14<Wolf01>Now I understand how a reverser works and why there are 2 pistons in a steam engine
12:14<V453000>3D programs can't do it, you have to hack it :D
12:14<V453000>yeah I understand the mechanism a lot better now too :D
12:17<Samu>cargo flow should have the company colors
12:17<Samu>i see many lines but find it hard to know which company they belong to
12:18<Samu>also, water color on the minimap... hmm wish i could change the color
12:18<Samu>some smart asses pick dark blue and i can never know where they are
12:29<@Alberth>you can't enable/disable companies from being displayed?
12:29<@Alberth>at least you can select on cargotypes
12:36<Samu>you can see them when you're a spectator
12:37<Samu>road vehicles and trains use the same GetAdvanceSpeed
12:37<Samu>ships and aircraft use the same GetOldAdvanceSpeed
12:39<Samu>my observations tell me that trains and ships should have the same function, whichever it is
12:40<Samu>maybe aircraft too, road vehicles are the "exception"
12:40<Samu>must do some tests
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12:59<Samu>there is a bug in the description
12:59<Samu>* The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance.
12:59<Samu>or my interpretation is wrong?
13:01<Samu>if the direction is 1, what will this return? return (this->1 & 1) ? 100 : 100 * 3 / 4;
13:01<Samu>DIR_NE = 1, ///< Northeast
13:02<@peter1138>"this->1" ?
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13:03<Samu>I mean 1
13:03<Samu>return (1 & 1) ? 100 : 100 * 3 / 4;
13:03<Samu>return (this->direction & 1) ? speed : speed * 3 / 4;
13:05<Samu>it returns 100 or 75? :(
13:05<Samu>i thnk it's 100, but the direction is NE
13:05<Samu>description is misleading or am i interpreting it wrong?
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13:11<Samu>@calc 100 * 3 / 4
13:11<@DorpsGek>Samu: 75
13:11<Samu>@calc 100 * 3 / 4 / (3 / 2)
13:11<@DorpsGek>Samu: 50
13:12<Samu>testing return (this->direction & 1) ? speed : speed /2
13:12<+glx>1 and 3 return speed, 0 and 2 return speed * 3/4
13:17<Samu>wow, i fixed ships :o
13:17<Samu>and probably aircraft, since the function is shared with them
13:18<Samu>okay, not exactly
13:18<Samu>there is a 1 day difference
13:18<Samu>must test at lower speeds ,brb
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13:21<Samu>bah, 404 days vs 353 days, it was too good to be true
13:22<Samu>i must push those 353 days to 404
13:22<Samu>by the means of speed
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13:23<Samu>in short, it must be slower that speed /2
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13:27<Samu>speed /3 i get 471, too slow now
13:28<Samu>faster than speed / 2 and slower than speed / 3
13:29<Samu>hmm, any idea?
13:33<@Alberth>multiply everything by 2, then take the value in-between
13:34<@Alberth>speed / 2 == 2 speed / 4; speed / 3 == 2 speed / 6; in between 2 speed / 5
13:35<Samu>i got it the wrong way
13:35<Samu>slower than speed /2, faster than speed / 3
13:36<@Alberth>that is of course speed / 2.5
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13:42<Samu>return (this->direction & 1) ? speed : speed * 2 / 5; testing
13:47<Samu>why am i getting 471 days again
13:48<Samu>looks like I can't use really low speed values to begin with
13:48<Samu>time to create a bigger map
13:50<Samu>fastest ship is 64 km/h hmmm i wonder if 64 is a big enough value
13:55<@Alberth>fastest possible ship is around 80km/h iirc
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14:00<frosch123>Alberth: 0x80 km/h :)
14:00<@Alberth>much faster boats thus :)
14:10<Samu>2000 tiles at 64 km/h
14:12<frosch123>i just like that you got the digits right :)
14:12<Samu>oh, ship actually moves at 112 km/h
14:13<Samu>bah, got to switch to NPF pathfinder
14:27<Samu>with 1.6.1 values: ship going NE<->SW = 494 days
14:27<Samu>with 1.6.1 values: ship going E<->W = 330 days
14:27<Samu>goes at 112 km/h, over 2000 manhattan distance
14:28<Samu>now my goal is to make E<->W = 494 days
14:30<Samu>ugh, debug mode on 4096x4096 map is too slow, zzzz
14:33<Samu>gonna test this in release mode
14:39<Samu>if a tile is 16 steps and each step has 256 advance units, the map is 4096x4096 tiles, then crossing the map from a corner to another is...
14:40<Samu>@calc 16*256*4096*4096
14:40<@DorpsGek>Samu: 68719476736
14:40<Samu>okay :(
14:40<Samu>oh, manhatan distance
14:41<Samu>@calc 16*256*4096*2
14:41<@DorpsGek>Samu: 33554432
14:43<Samu>got E<->W = 611 days with speed * 2 / 5
14:43<Samu>too slow, needs to be faster
14:43<Samu>will try speed / 2 again
14:52<Samu>it's actually 617, not 611, my bad
14:55<Samu>crap, i forgot about town statues on my town growth patch
14:56<Samu>company statue on the town, I wonder if they are built on those slopes I don't want to
14:59<Samu>nice, looks like they don't
15:01<Samu>i wonder the same about industries
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15:02<Samu>with speed / 2 values: E<->W = 492 days
15:03<Samu>it's not really 494 days, but considering it's travelling 2000 tiles
15:03<Samu>that's awesome
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15:08<Samu>is it possible to improve vehicle speed accuracy?
15:09<Samu>112 km/h is kind of a low number
15:09<Samu>it is 224 in the code, right?
15:10<Samu>math operations on these values seem to be the issue
15:11<Samu>they're not precise, it only keeps the integer
15:17<Samu>3 / 2 = 1 according to game logic :(
15:17<Samu>no wonder
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15:34<_dp_>somebody fix it already before Samu spams the crap out of this channel xD
15:34*_dp_ reading logs...
15:35<goodger>too late
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15:41<Samu>hi _dP_
15:44<Samu>I was actually waiting for u
15:44<Samu> inline uint GetOldAdvanceSpeed(uint speed) { return (this->direction & 1) ? speed : speed / 2; }
15:44<Samu>try this, where it says speed *3 / 4, change it to speed / 2
15:45<Samu>this one affects ships and aircraft
15:45<Samu>the other, GetAdvanceSpeed, affects both trains and road vehicles, i have not tested any changes here yet, but I might
15:46<@Alberth>o/ andy
15:48<Samu>GetAdvanceSpeed hmm
15:49<andythenorth>is cat
15:52<Samu>yep, road and train
15:52<Samu>they should be separated
15:52<Samu>hmm must think
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15:57<_dp_>Samu, not rly interested. Don't like you entire idea of slowing down stuff
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15:59<_dp_>If anything they should be moving properly in euclidean metric imo (and they are quite close already) not some manhattan crap
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16:04<Samu>i also have this sublocation screenshot
16:04<_dp_>Samu, how did you count those?
16:05<Samu>I watched them
16:05<Samu>at super slow speeds
16:05<Samu>2 km/h
16:05<_dp_>Samu, pff
16:05<@Alberth>samu is very good at counting :)
16:06<_dp_>Samu, if anything diagonals should be counted separately I think
16:06<Samu>for the Axis i counted 16
16:06<Samu>X and Y
16:07<_dp_>Samu, anyway, I'm changing my script to work with rvs atm, would be faster than trying to argue here)
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16:20<Samu>i used the land information tool to help me count
16:21<Samu>as the bus was advancing in pixels and the tool was still telling me that i couldn't clear the area, i counted it as a sublocation
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16:35<_dp_>well, what can I say... it's weird
16:41<Samu>i count 17, 16, 14, 15
16:41<Samu>on there
16:42<Samu>what's the small red line after a turn, behind?
16:43<Samu>doesn't seem to match my values
16:44<Samu>that's a road vehicle driving on the right or on the left?
16:44<_dp_>x and + are subtile coordinates, dots and squares is my attempt to get exact position
16:44<Samu>and on the outer circle
16:44<Samu>or the inner circle
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16:45<_dp_>Samu, on the right, ccw outer circle cw inner, it goes from depot on bottom, you can track it from there
16:48<_dp_>this can't be right, it even has different number of diagonals on turns
16:50<Samu>i think the grid is misaligned by 1 square, not sure which direction
16:50<Samu>but... meh, i counted by eye, i may be mislead
16:56<_dp_>my grid is fine, ttd one is screwed
16:56<_dp_>it goes up on y 41 and down on 21
16:57<_dp_>that gives 9 and 5 %16, not very symmetric
16:59<Samu>static inline doesn't let me use this->
17:00<Samu>inline does let me
17:00<Samu>no idea what's the difference but i hope i'm not breaking the game lol
17:01<_dp_>Samu, learn what static means first :p
17:06<_dp_>holy crap, it's actually hardcoded in roadveh_movement.h
17:07<_dp_>how does any of that make sense?
17:09<Samu> - i have no idea what i just read, i think i'll pass
17:10<Samu>roadveh_movement.h, will check it out
17:15<Samu>eh seems like there's data for drive on left and drive on right, :)
17:17<Samu>oh, also trams.... :)
17:18<Samu>and stations, depots, drive-through stations, facing every direction and drive side
17:18<_dp_>and this file is mostly unchanged since r1
17:19<_dp_>I suspect it was extracted from original game
17:20<_dp_>Where it probably was made by designers who only cared for it to look pretty, not move consistently))
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17:26<Samu>@calc 100*3/4/2
17:26<@DorpsGek>Samu: 37.5
17:26<Samu>@calc 100*(3/4)/2
17:26<@DorpsGek>Samu: 37.5
17:26<Samu>really? :o
17:26<Samu>@calc ((100*3)/4)/2
17:27<@DorpsGek>Samu: 37.5
17:27<Samu>okay i believe then
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17:32<Samu>this is what I did to GetAdvanceSpeed
17:32<Samu> inline uint GetAdvanceSpeed(uint speed) { return (this->type == VEH_TRAIN) ? (this->direction & 1) ? speed * 3 / 4 : speed / 2 : (speed * 3 / 4); }
17:33<Samu>doesn't need parentheses
17:33<Samu>return (this->type == VEH_TRAIN) ? (this->direction & 1) ? speed * 3 / 4 : speed / 2 : speed * 3 / 4;
17:33<Samu>the other vehicle type on this case is the road vehicle
17:33<_dp_>Samu, are trains even using this function?
17:34<Samu>GetAdvanceSpeed is being used for trains and road vehicles
17:34<Samu>GetOldAdvanceSpeed is being used for ships and aircraft
17:34<_dp_>Samu, btw it's integer division there
17:35<Samu>let me post patch
17:41<Samu> can't open this site, is it jsut me?
17:43<+glx>works for me
17:43<Samu>i hope im not double pasting
17:45<Samu>ugh, i didn't want to post it on the forum without testing it a little bit more
17:54<Samu>This HTTP request method is not allowed.
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17:55<Samu> doesn't like me today
17:55<_dp_> * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
17:55<_dp_> * (The following part may only be one tile behind, and the front part is moved before the following ones.)
17:55<_dp_> * The short (inner) curve has 8 frames, this elongates it to 10. */
17:56<_dp_>ok, that explains some of it...
17:57<Samu> - finally
17:58<Samu>now i need to build a map to test it
17:58<Samu>scenario editor
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18:05<Samu>building a zig-zag road over 2000 tiles.... zzzz
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18:20<supermop>sounds like a task for an ai
18:25<_dp_>hm, rv on diagonals aren't even visually symmetric
18:26<_dp_>6 + 5 pixels going up while 4 + 7 going down
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20:30<Samu>finally made the map
20:31<Samu>i got to test at 94 km/h because the fastest road vehicle making turns is limited to this speed
20:31<Samu>i also decreased from 2000 tiles to 1999 tiles distance
20:33<Samu>my internet connection isn't doing good today
20:38<Samu>this is the best approximation yet
20:38<Samu>gonna post screenshot
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21:03<Samu>bah damn internet, i can't post it
21:04<Samu>patched -
21:04<Samu>original -
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21:06<Samu>anyone here?
21:06<Samu>i can't post on the forum, internet issues today
21:08<Samu>oh i guess i just could, tomorrow i'll edit the post with a better description
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---Logclosed Thu Sep 08 00:00:05 2016