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#openttd IRC Logs for 2016-09-11

---Logopened Sun Sep 11 00:00:09 2016
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04:27<andythenorth>what are pax trams for?
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05:42<andythenorth>why are pax trams?
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06:41<Samu> - question about this bug, are there objects that could be placed on coastal tiles with 1 corner raised?
06:42<Samu>if so, then the patch I posted there isn't good :(
06:42<Samu>it won't be checking if the tile is clear
06:44<Samu>have to think of a workaround
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06:50<Samu>how to deal with half water, half land tiles?
06:52<Samu>how to check if the tile is clear on the half land part of it, but not on the water part?
06:52<Samu>ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
06:52<Samu>this one is bad
06:58<Samu>:( sleepy chat
07:00<Samu> - lines 136-142 is where I've made the edits
07:00<@Alberth>for me, I have no idea what all the cases are with such a tile, so I can't answer your questions
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07:01<@Alberth>and at least you change more than you promise, at first sight
07:03<Samu>is there a No water flag? sec let me find
07:07<Samu>well, time to test
07:08<Samu>there is DC_NO_WATER and CMD_NO_WATER
07:12<Samu>without the patch, "can't build railway track here ... ship in the way."
07:12<Samu>this error comes up because of ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
07:14<Samu>ret = DoCommand(tile, 0, 0, flags & DC_NO_WATER, CMD_LANDSCAPE_CLEAR); = ship in the way error
07:15<Samu>didn't work :(
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07:17<@Alberth>Samu: well, that makes sense, clearing a water tile means you remove the sea from it, can't have a ship on it then
07:18<Samu>DC_WATER then?
07:18<Wolf01>Meh, GitHub project with external dependencies, SVN can't get them
07:18<Samu>i think it doesn't exist
07:18<andythenorth>are trams precursors to buses? (history lesson)
07:19<Wolf01>And Git for Windows can't checkout the project "not a valid Git repository"
07:19<andythenorth>or are trams high-capacity pax transport for cities?
07:21<Samu>so now i'm at ClearTile_Water, at water_cmd.cpp
07:21<Samu> /* Make sure no vehicle is on the tile */ CommandCost ret = EnsureNoVehicleOnGround(tile);
07:21<Samu>this brings up the error ship in the way t.t
07:22<Samu>case WATER_TILE_COAST:
07:23<Samu>it's a coast tile
07:27<Wolf01>What's the right command to make a link? ln -T /long/path/i/don_t/want/to/write/ ?
07:28<Wolf01>Also I don't want to delete the linked folder if I delete the link
07:28<Wolf01>(already happened)
07:29<Eddi|zuHause>andythenorth: i'd say trams came earlier than busses
07:30<andythenorth>that’s currently how Road Hog models it
07:30<andythenorth>but it causes problems with design
07:31<andythenorth>the constraints for trams push them to have relatively high capacity
07:31<andythenorth>which makes them ineffective for most towns
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07:33<Eddi|zuHause>well, if you can't justify making the early trams a full tile, then don't...
07:34<andythenorth>I could
07:35<andythenorth>but they’d have capacity of 100 or more
07:35<andythenorth>which might be fine
07:35<andythenorth>currently buses start at 1900 or so, I’m considering adding older versions
07:35<andythenorth>steam buses are valid historically, and also gameplay > realism
07:36<Eddi|zuHause>i'd vote for horse carriages
07:39<andythenorth>can’t use drive-in stops :P
07:39<andythenorth>eh, I could just not articulate them
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07:55<Samu>can't make it work
07:57<Samu>if (ret.Failed() && ret.GetErrorMessage() == STR_ERROR_SHIP_IN_THE_WAY) "change it to Succeeded()"
07:57<Samu>how do i do this
07:57<Samu>change a fail into a success?
07:59<Wolf01>By looking why is ret.Failed()
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08:08<Samu>it failed because there is a ship in the way, but i'm building a rail on the land part
08:08<Samu>doesn't make sense to fail
08:12<Samu>better link
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08:13<Samu>actually, that's a screenshot with my fix, grrr
08:13<Samu>but i suspect my fix has issues, so i'm trying an alternative
08:13<Samu>looking for an alternative
08:14<andythenorth>18/8 mail and pax trams offers quite nice visuals
08:14<andythenorth>3 x 6/8 units
08:14<andythenorth>all the freight trams are 16/8
08:16<Samu> - here's the problem in 1.6.1
08:16<Samu>coincidence, the tool turns red when i press Ctrl-S to take a screenshot, imagine it as red
08:16<Samu>as white*
08:20<Eddi|zuHause>does not sound like a problem
08:21*andythenorth experiments with tram length and station blocking again
08:21<andythenorth>I suspect it’s quite dependent on station layout
08:23<andythenorth>12/8 leaves some empty loading bays, and then the vehicles start tunneling
08:37<andythenorth>Alberth: planning Maglev Renewal grf? o_O
08:37<@Alberth>nah, just trying some more improvements, scarily, it might involve pixels :p
08:38<@Alberth>ie further brighten the tracks, so you can see where they go
08:38<@Alberth>or darken the non-tracks, obviously :)
08:39<@Alberth>for some reason people are scared to paint them non-gray :p
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08:41<@Alberth>going offline to read the logs :p
08:43<Samu_>i get disconnected
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09:46<Samu_>cleartile_water needs a workaround
09:53<Samu_>there is no real way to clear half of a tile, is it?
09:53<Samu_>it's either all of it, or nothing
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09:58<andythenorth>visually, 2 units or 3?
09:59<andythenorth>obviously has gameplay implications
09:59<Wolf01>We need to rework roadstops
10:00<Wolf01>After NRT we could give them a look
10:01<andythenorth>what look? :)
10:01<Wolf01>A look like 1 vehicle per lane doesn't matter the length?
10:01<@Alberth>2 looks nicer?
10:02<andythenorth>Wolf01: would mean moving the loading bays?
10:02<Wolf01>Sort of
10:02<andythenorth>Alberth: I think 2 is nicer, but the behaviour in roadstops…leaves gaps
10:02<andythenorth>looks messy :P
10:03<Wolf01>After NRT we should give some more life to roads
10:03<andythenorth>we need that nml patch :P
10:04<Wolf01>Rails have enough control with signals and layout, while roads have just the oneway
10:05<Wolf01>Could I help with something non nml, non graphic?
10:07<andythenorth>can you babysit and put away the shopping? o_O
10:07<Wolf01>I'm a bit too far away
10:07<andythenorth>can you persuade someone else to do the nml patch?
10:07<andythenorth>it doesn’t require much design afaict
10:08<andythenorth>just copy most of railtypes, but on feature ID 0x13
10:08<andythenorth>drop the callback handlers
10:08<andythenorth>maybe check if the tests need updated
10:09<Samu_>ojects with water
10:09<Wolf01>Shouldn't we define the features first?
10:09<andythenorth>it’s what frosch said before, just get something compiling a roadtype grf
10:10<andythenorth>frosch pretty much defined a spec last week or so in irc (logs?)
10:10<Wolf01>But I meant "define exactly what NRT will support"
10:10<andythenorth>we need some collaborative editing tool
10:11<Samu_>do you know of any newgrf with items than can be placed on coast tiles with 1 corner raised?
10:11<Samu_>as objects
10:11<Eddi|zuHause><Wolf01> Rails have enough control with signals and layout, while roads have just the oneway <-- i can only think of distributing traffic over multiple lanes
10:11<Eddi|zuHause>what else would you need?
10:12<Eddi|zuHause>there's this old "traffic light" patch, which i never quite understood what it's useful for
10:13<Wolf01>Yes, I remember that, we don't have "traffic", but I would like animated tiles with people on pavements
10:13<Eddi|zuHause>i can't see how that would work, the people would need to traverse multiple tiles
10:14<FLHerne>Samu_: Lighthouse set
10:14<Eddi|zuHause>so you need to model the people (town road AI style)
10:14<Eddi|zuHause>instead of "just" animating a tile
10:14<Eddi|zuHause>you wouldn't have the map space for animation state anyway
10:15<Wolf01>Also, different kinds of road stations (eg. 2x2, 2x3, 1x4), hardcoded
10:15<FLHerne>Samu_: Also all the OpenGFX+ Landscape objects, VAST objects, probably a lot of other things
10:15<Eddi|zuHause>*cough* state machines *cough*
10:15<andythenorth>I used to think that variety in road stop graphics might be wanted
10:15<andythenorth>not sure now
10:16<Wolf01>You'll need state machines even for roundabouts or highway ramps
10:16<Eddi|zuHause>yes, "traffic objects" i called those once
10:16<Eddi|zuHause>non-station things with state machines
10:16<Eddi|zuHause>locks, drawbridges, onramps, ...
10:17<andythenorth>roundabouts would actually be interesting
10:17<Wolf01>Isn't really time to do state machines?
10:17<andythenorth>locks also, are currently crap
10:17<Eddi|zuHause>well, feel free to do state machines :p
10:18<Wolf01>Aren't they just move {23, 53, 1, 554, 22, 245, 6...} on a grf?
10:18<Eddi|zuHause>i'd just say chances of success are fairly low
10:18<Samu_>alright, thx
10:18<Wolf01>The problem is to develop a proper editing tool
10:19<andythenorth>where are the roadstops?
10:19<andythenorth>are they spaced 8/8 ?
10:19<andythenorth>[drive through]
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10:23<Eddi|zuHause>Wolf01: it's not just "move along these coordinates", but also "wait here if sections A and B are occupied"
10:23<andythenorth>and prevent deadlocks
10:24<andythenorth>Wolf01: stick to NRT? :D
10:24<andythenorth>or we could fix rivers :P
10:25<Eddi|zuHause>andythenorth: the road stops are continuous. the vehicle will move forward until it is stopped, an there it loads
10:25<Wolf01>I'll prefer NRT, for rivers I would like far more stuff than just a fix
10:25<NGC3982>So, i'm trying to split up cargo between two stations
10:25<andythenorth>how long is a stop?
10:26<Eddi|zuHause>the whole tile, i think
10:26<andythenorth>there are 2 per tile, per direction?
10:26<Eddi|zuHause>no, if you have short vehicles, more than 2 can stop
10:27<NGC3982> <- Sorry for the language, but that order say "full load at station one, go to station #2, when cargo is <50%, go to station #3".
10:27<andythenorth>trying to understand this tunnelling I’m seeing with 12/8 trams
10:27<NGC3982>This does not work, and i can't see what i'm doing wrong.
10:27<Wolf01>roadveh_cmd.cpp, 1409
10:28<Eddi|zuHause>NGC3982: which "this" is not working?
10:28<NGC3982>Eddi|zuHause: The train leaves all the cargo at station #1.
10:28<Eddi|zuHause>because the conditional order is only evaluated AFTER unloading
10:29<NGC3982>Ah, i see.
10:29<Eddi|zuHause>so it can only apply to something that is left in the vehicle because it wasn't accepted
10:29<NGC3982>So, splitting the cargo from the same train between two stations is therefor not possible?
10:29<Eddi|zuHause>you cannot stop unloading halfway through
10:30*NGC3982 settles with two trains.
10:30<Wolf01>I usually do Load A, Go B, Load A, Go C, back from begin
10:31<Wolf01>2 trains also do it
10:37<Samu_>alright, tiles of type objects won't bug out
10:37<Samu_>it clears the object
10:37<Samu_>then places the rail
10:38<Samu_>but the real question is
10:38<Samu_>are there objects that have track bits?
10:38<Samu_>water track bits
10:39<Samu_>or even if they re-use the existant track bits?
10:40<Samu_>I am wondering if ships could walk on tiles of type OBJECT
10:40<andythenorth>Eddi|zuHause: if you use a lot of magic water tiles, coastal industries rarely get built
10:40<andythenorth>it’s not a valid way to detect small closed lakes
10:40<Eddi|zuHause>andythenorth: maybe, but i still think you're just not doing it right
10:40<@Alberth>sounds mostly like an engine primitive tbh
10:41<@Alberth>not sure if the user should have influence on it
10:41<Eddi|zuHause>like, you don't need a 180° free space, but maybe two layouts which check 90° left or 90° right
10:41<@Alberth>but "does water has at least x tiles" sounds like something that could work
10:42<andythenorth>Eddi|zuHause: how would you detect that the water body is closed?
10:43<Eddi|zuHause>you don't
10:43<andythenorth>I am happy to try something
10:43<andythenorth>the issue looks silly
10:43<Eddi|zuHause>but you maybe avoid thee most silly dead end cases
10:45<Samu_>is that to me? *confused
10:45<andythenorth>Eddi|zuHause: propose layouts with ascii art?
10:45<Samu_>Alberth: ?
10:45<andythenorth>I’ll test them (it’s laborious, but eh)
10:45<Eddi|zuHause>andythenorth: not really in the mood for that
10:45<andythenorth>eh ok
10:45<@Alberth>Samu_: no, it wasn't for you
10:46<Eddi|zuHause>andythenorth: if you can produce ascii-art of the existing layout, i might some day get around to modifying them
10:47<Samu_>static TrackStatus GetTileTrackStatus_Object(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) { return 0; }
10:47<Samu_>nice, that was the answer I was looking for
10:47<Samu_>no tracks on object tiles
10:48<Samu_>that means my patch is *ahem* bug free
10:48<andythenorth>Eddi|zuHause: you could just supply python directly :P
10:49<Eddi|zuHause>andythenorth: '255' is the magic water tile?
11:01<Samu_>255 is the same as 0xFF
11:01<andythenorth>Eddi|zuHause: yes
11:01<Samu_>it ensures that the tile is water
11:01<andythenorth>if it’s simply a matter of having 16 layouts or so....fine
11:01<andythenorth>but I miss how that will find the lake case :)
11:01<Samu_>i remember working with the oil rig layout
11:01<NGC3982>Eddi|zuHause: Thanks :)
11:02<Samu_>it can also be canals
11:02<Samu_>or rivers
11:03<Eddi|zuHause>andythenorth: it can't find "lakes" (as in bodies of water not connected to the map edge), but it could make sure the "lake" is somewhat big enough to plausibly explain the presence of this industry
11:04<V453000>yo homanz
11:04<andythenorth>also frogs
11:04<andythenorth>and cats
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11:11*andythenorth wonders about writing a min. contiguous water tiles variable for newgrf tile check
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11:14<andythenorth>webster gone away?
11:15<andythenorth>getting 500s
11:15<Samu_>15:14:59 <andythenorth> webster gone away? Powered by YARRSTE version: svn-trunk
11:17<Samu_>i got a feature request
11:18<Samu_> - plz plz
11:19<andythenorth>+1 (if the patch is sound)
11:19*andythenorth buys land to stop towns doing that
11:20<Samu_>this alone avoids major cpu usage on ships that would be otherwise stuck, and lost
11:20<andythenorth>can anyone see the logs for 5th Sept?
11:21<Samu_>5th september does not want to open
11:22<Samu_>4 6 7 8 9 10 11 all can open
11:22<Samu_>5 cant
11:23<Samu_>http 500
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11:37<@Alberth>internal server error, call webster maintenance :)
11:40<Wolf01>Funny when the maintenance guy get the error and had to call himself, and himself doesn't have a clue too :P
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12:02<Samu_>building canals should be cheaper without the need of a newgrf :(
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12:10<Samu_>woah black bar spectator bug is still there, i reported it 1 year ago
12:10<Samu_>1 year ago
12:10<Samu_>look at date
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12:21<andythenorth>seems 9/8 vehicles fill stops without gaps
12:22<andythenorth>that’s not a convenient length for drawing :P
12:24<andythenorth>10/8 seems to pack stations ok
12:28<andythenorth>as does 14/8
12:29<andythenorth>dunno why 12/8 doesn't
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12:46<andythenorth>maybe I should just make one of those realism sets
12:46<andythenorth>with a bazillion trams :P
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12:59<supermop_>think i inhaled some cement last night
12:59<supermop_>feel like shit
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13:01<@Alberth>andy, that needs lots of pixels
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13:06<andythenorth>Alberth: I’ll use PIL
13:06<@Alberth>fair enough :)
13:07<andythenorth>random pixels
13:07<supermop_>procedurally generated tram
13:07<supermop_>no two cities trams are alike
13:07<andythenorth>why do the metro trains in Iron Horse increase pax capacity so much per generation?
13:08<andythenorth>they’re same vehicle length every time
13:08<andythenorth>240 -> 320 -> 400
13:08<supermop_>andythenorth: have you seen a metro train from 100 years ago vs today?
13:09<supermop_>they used to have nice caned seats facing each other, and a conductor in every car
13:09<andythenorth>oh so it’s a legit increase?
13:10<andythenorth>why don’t the mail units increase? :P
13:10<andythenorth>who makes this stuff?
13:10<supermop_>also most town sets are going to produce more pasengers in the 70s than the 30s, and increasing max speed alone will be worthless on a dense metro line
13:12<andythenorth>trying to find a scheme for tram generations
13:12<supermop_>i see IH metro as more of a life preserver than gameplay feature
13:12<andythenorth>are trams solving same problem as IH metro?
13:12<andythenorth>or something else?
13:12<andythenorth>[freight trams are fine]
13:12<andythenorth>just need to sort out pax + mail
13:13<supermop_>trams are distributive/feeder i think
13:13<supermop_>better for branching out at fringes of cities
13:14<supermop_>mail trams and mail metros don't have a widespread rl prototype, so they can be whatever you want
13:15<supermop_>mail tube was what, like 1ft gauge?
13:15<supermop_>thats more of a pipe than a train
13:16<andythenorth>so what’s the capacity of a pax tram?
13:16*andythenorth needs to reduce capacity of buses
13:16<supermop_>ih metro is for when your trunk line runs through a conurbation and you cant keep up with sheer numbers created by .se houses, so you run a parallel metro track
13:17<@Alberth>finally a legit use of PIPE newgrf :)
13:17<supermop_>i mean ive been on a w class with 60 or so people
13:18<andythenorth>Alberth: :P
13:18<andythenorth>I like PIPE :P
13:18<andythenorth>use it in every game
13:18<@Alberth>never used it, must try it some time
13:18<@Alberth>for transporting what?
13:18<supermop_>i use your shuttle and pumping station method andythenorth
13:18<andythenorth>it’s unusual
13:18<andythenorth>and works
13:18<supermop_>rather than return pipe
13:19<supermop_>looks ok with the right station tiles
13:19<@Alberth>hmm, feeders from nearby industry would be possible with PIPE
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13:20<supermop_>then dont need signals so can bury pipe in tunnels
13:20<andythenorth>usually feeders yes
13:21<supermop_>andythenorth: would benefit from a non-default depot
13:24<andythenorth>I thought of forking the grf
13:24<andythenorth>just one pump per generation
13:24<@Alberth>I now often have these kind of lines between stations
13:24<supermop_>yeah i dont need the selection
13:25<supermop_>except if you are trying to force the hand of cdist, and give one branch explicitly 1/3 the capacity of the other
13:25<supermop_>works ok
13:26<supermop_>use a 75k pump and a 25k pump and set them both to run once every x days
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13:28<supermop_>had a wasteland game with 3 towns in a line fed by one water source, 75, transfer at 1st town to a 50, transfer at 2nd to a 25
13:29<supermop_>each town got about 25kL
13:30<supermop_>easier to set up in reverse to the onward capacity is already established when first water gets delivered
13:30<andythenorth>it’s a myth that cdist measures capacity ;)
13:30<andythenorth>unless I have made a myth that it’s a myth
13:31<andythenorth>nope, I have it on record from fonso
13:32<andythenorth>link capacity plays no role in demand calculation
13:32<supermop_>well i somehow got water going all the way to the end
13:32<andythenorth>only in assigning where there are multiple valid links
13:32<@Alberth>makes sense
13:32*andythenorth was going to update the cdist wiki, there are multiple cdist myths
13:32<andythenorth>never got round to that :)
13:33<@Alberth>it'll get reverted anyway :p
13:33<andythenorth>I have a long transcript from April 2016 about it :)
13:33<supermop_>keep it mysterious
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13:49<andythenorth>way too much progression on buses
13:50<andythenorth>30 -> 50 -> 70 -> 90
13:52<andythenorth>trams are 80 -> 120 -> 160 -> 200 -> 240
13:52<andythenorth>also much too much
14:03<Samu_>oops, nevermind
14:08<andythenorth>Wolf01: work on NRT nml is blocked by lack of logs for 5th of September :) :P
14:11<Wolf01>I have logs of that day
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14:16<Wolf01>I can't paste as text ò_O
14:17<Wolf01> pasted as brainfuck
14:18<Wolf01>I have a blank of 6 minutes at 22:22, the useful things might be there
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14:23<Eddi|zuHause>something is weird :/ it messed up sound during boot, but i can't reboot right now
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14:49<Wolf01>andythenorth, found what you needed?
14:51<argoneus_>good evening train friends
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14:53<andythenorth>Wolf01: think so
15:05<Samu_>currently looking at my work last year, but i can't remember why I was focusing on permanent rivers
15:06<andythenorth>because disappearing rivers are a bit weird?
15:06<andythenorth>they should be immovables or something
15:08<Samu_>they are not demolishable
15:08<Samu_>maybe I had a really good reason at the time, now i can't remember
15:08<Wolf01>I think rivers should have at least 2 fixed points, the spring and the mouth, in the middle you can change everything you want (width, shape...) provided the spring and the mouth are connected
15:09<andythenorth>seems reasonable
15:09<Wolf01>So nobody stops you from cutting a meander with a canal and blow up the old river
15:09<Wolf01>But then you can't remove the canal
15:09<Wolf01>And aqueducts don't count as river
15:11<Samu_>if rivers are permanent, then why did i bother with the canal on river?
15:12<Samu_>I should of just forbid canals being built on rivers
15:12<Samu_>since they're permanent.. what's the point
15:12<Wolf01>Having a straight path?
15:14<Samu_>demolishing a canal built on a river, restores the river
15:14<Wolf01>And that is good
15:14<Samu_>demolishing the river... does nothing, not even a price, river stays
15:15<Eddi|zuHause>"provided the spring and the mouth are connected" <-- i agree with that, but it needs the added condition that the connection only goes flat or down
15:16<Eddi|zuHause>also, provide a setting like for blowing up town roads
15:16<Eddi|zuHause>and change the town roads algorithm to a similar "needs an alternate connection" algorithm
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15:18<Wolf01>Today I also found that Breadth First algorithm is faster than A*
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15:34<Samu_>i'm not sure if i totally like the idea of permanent rivers, unless the river generation algorithm is changed somewhat
15:34<Samu_>or locks
15:34<andythenorth>locks need changed
15:34<andythenorth>locks are broken
15:34<Samu_>ok tell me what needs to be changed about locks
15:35<Wolf01>State Machine
15:35<Eddi|zuHause><Wolf01> Today I also found that Breadth First algorithm is faster than A* <-- depends on what you search and how it is embedded
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15:37<Eddi|zuHause>A* might need fewer steps, but does more things in each step
15:38<Eddi|zuHause>i'm a bit fuzzy on what exactly A* does, though
15:38<Samu_>multi-threaded A* finding - does it exist?
15:39<Wolf01>Is not A* which needs to be multithread, your application should launch a search on every thread
15:40<Samu_>yeah, that
15:45<andythenorth>locks are too big
15:45<andythenorth>they should be 2 tiles not 3, or even 1
15:45<Wolf01>And if you have 3-tile ships?
15:45<andythenorth>you’ve done it wrong
15:45<andythenorth>depots are 2 tiles only
15:45<andythenorth>3 tile ships aren’t valid
15:46<Wolf01>Also train depots are 1-tile, but nobody stops you from having a 64-tile long train
15:46<andythenorth>fair point
15:47<andythenorth>3 tile ships visually stick out of the ship depot though
15:47<Samu_>there's 3 tile ships? really?
15:47<Wolf01>No problem, I use open depots grf for ships
15:47<Samu_>and what the heck is a 3 tile ship?
15:47<Wolf01>Ship just automagically popups when started
15:48<Wolf01>The sailing ship will glitch out badly if I don't ;)
15:49<Wolf01>Also, bridges should be changed to define a heigth for what could pass below them
15:49<Samu_>can i see a 3 tile ship? i thought they were 2 tiles
15:49<Samu_>shouldn't that be a ship property
15:50<Wolf01>Don't squid has some very large ships?
15:50<Samu_>let me look, brb
15:51<Samu_>is it FISH 2?
15:51<Wolf01>Could be
15:53<Samu_>holy crap, that is retardedly large
15:54<Samu_>about ship height
15:54<Samu_>it would require higher depots too
15:54<Wolf01>Not only ship height, if one day andythenorth will draw a 5 stories tram, it shouldn't be allowed under a low bridge
15:59<Samu_>interesting ships
15:59<Samu_>but they're still only on 1 track piece, not 2
16:00<andythenorth>they’re too big :)
16:00*andythenorth must make improvements
16:01<Samu_> - i mean this
16:01<Eddi|zuHause>once you have proper state machines, you can make locks as small or big as you like
16:02<Samu_>what's a state machines? sorry I dont know
16:02<Samu_>the ship is BIG, but it's still only using 1 track, on that water tile
16:02<Eddi|zuHause>and ship dimensions must be dealt with separately, they will inevitably glitch all over the place, because their bounding box is too big
16:03<Eddi|zuHause>you could separate it into smaller bounding boxes
16:03<andythenorth>Samu_: yes, ships have no specific concept of length
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19:35<Samu_>once i place a buoy on water, i have to move mouse cursor around for it to be drawn
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19:37<Samu_>happens more often at zoom x2 and x4
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19:44<Samu_>why don't you fix bugs?
19:45<Samu_>at least those minor ones
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---Logclosed Mon Sep 12 00:00:12 2016