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#openttd IRC Logs for 2018-09-10

---Logopened Mon Sep 10 00:00:43 2018
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02:31<andythenorth>@seen supermop
02:31<@DorpsGek>andythenorth: supermop was last seen in #openttd 9 weeks, 4 days, 13 hours, 4 minutes, and 28 seconds ago: <supermop> i want rich tree biome simulation in openttd
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03:14<@planetmaker>moin moin
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04:25<DorpsGek_II>[OpenTTD/OpenTTD] EgyLynx commented on issue #6894: destroy but keep land
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05:24<LordAro>anyone work out what that last comment means?
05:24<LordAro>Mahjong: fix your connection
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07:02<Samu>connection reset by peer?
07:02<Samu>read error
07:03<Samu>nevermind, I'm too late
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09:04<Samu>the AI is now able to track down where he place bridges
09:04<Samu>and can upgrade them
09:08<Samu>and it can save and load them back
09:08<Samu>so proud! :p
09:09<Samu>there is a "maybe not a bug" about tunnels
09:10<Samu>it he tries to build a tunnel from x to y in a tunnel from the same x to the same y, the error message it gets is AREA NOT CLEAR
09:11<Samu>the pathbuilder was expecting ALREADY BUILT message :(
09:11<Samu>for bridges it gets ALREADY BUILT
09:11<Samu>for road pieces it gets ALREADY BUILT
09:11<Samu>but for tunnels it does not
09:11<Samu>bug or intended?
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09:13<@peter1138>Probably neither.
09:14<@peter1138>It's not actually wrong, and it's not deliberately intended to be different to the others.
09:14<@peter1138>It's not like we all sat down and decided what error messages to give throughout the game.
09:15<@peter1138>You could make a feature suggestion (or, heh, a PR) if you think ALREADY BUILT would be a useful status to return in this case.
09:36<Eddi|zuHause>random idea for #6894: ctrl+click with the buy land tool could bulldoze whatever is there to buy the land
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11:39*andythenorth has a puzzle
11:48<Samu>local next_tile = cur_node + (cur_node - other_end) / AIMap.DistanceManhattan(cur_node, other_end);~
11:49<Samu>what kind of magic math is this
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11:50<Samu>@calc 500 + (500 - 300) / 200
11:50<@DorpsGek>Samu: 501
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11:53<andythenorth>next tile innit
11:53<Samu>@calc 500 + (500 - 700) / 200
11:53<@DorpsGek>Samu: 499
11:53<Samu>ah, the next adjacent tile towards a direction, i see
11:54<Samu>what about y axis :(
11:55<Samu>@calc 500 + (500 - 564) / 1
11:55<@DorpsGek>Samu: 436
11:55<Samu>@calc 500 + (500 - 436) / 1
11:55<@DorpsGek>Samu: 564
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11:55<Samu>nice magic
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12:03<@Alberth>x=0; x=1-x; x=1-x; ...
12:08<andythenorth>lo Alberth
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12:21<FLHerne>LordAro: I think it just translates as "I disagree"
12:25<@Alberth>lo andy
12:30<andythenorth>the brown one
12:30<andythenorth>too much the colour of a poo?
12:32<@Alberth>at this size somewhat yeah, in a green grassfield it may be not so bad imho
12:32<@planetmaker>the colour is fine IMHO
12:32<@Alberth>\o planet person
12:33<@planetmaker>wood and poo... is just different in touching ;)
12:33<@Alberth>doow !
12:34<andythenorth>I want some variety in default wagon colours
12:35<andythenorth>mostly they are CC, which is good
12:35<@planetmaker>so... use 32bpp :)
12:35<andythenorth>not that kind of variety :)
12:35<@planetmaker>and still stick to the palette but deviate where it "needs more colour"
12:38<andythenorth>oof, I still need to get the 16 cargos patch fixed
12:39<andythenorth>specifically the nml for it
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13:01<Samu>just changed the pathfinder costs to use real costs
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13:01<Samu>£ costs
13:01<Samu>i actually wonder what the results will be
13:03<Samu>woah, not bad, for the first route
13:03<Samu>i expected worse
13:11<Samu>lol, it contourns trees
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13:13<Samu>contourns farm land, that's good
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13:20<Samu>construction costs conscious pathfinder
13:21<Samu>sometimes it goes great lenghts to avoid demolishing trees, that's the worst part
13:22<Samu>it's interesting nevertheless
13:23<andythenorth>so I need to clone a branch from a git remote
13:23<andythenorth>so I have a local working branch in my repo
13:23<nielsm>clone the repo (or add it as remote on an existing local repo and fetch)
13:23<nielsm>then checkout remotename/branchname
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13:33<@Alberth>Samu: it doesn't know you can also build at tiles with 1 corner up?
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13:33<@Alberth>or is that much more expensive ?
13:34<nielsm>Alberth I'm guessing the landscaping costs offset it
13:34<@Alberth>it would build foundations, wouldn't it?
13:34<nielsm>yes, those are actually rather expensive
13:35<@Alberth>ah, so working properly then :)
13:36<LordAro>iirc all the pathfinder costs are configurable
13:36<LordAro>almost no one ever touches them though
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13:40<FLHerne>andythenorth: I think they look fine
13:42<Samu> this one was the weirdest
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13:49<nielsm>okay that's weird yes, was that really cheaper than cutting a more direct route through?
13:49<Samu>i doubt it
13:49<Samu>clearing trees aren't all that expensive, are they
13:50<Samu>i guess the cost is applied twice
13:50<Samu>new_tile becomes prev_tile, and it estimates costs from prev_tile to new_tile, so there is some repetition
13:51<Samu>since it's in test mode
13:51<Samu>the trees aren't actually cleared
13:54<Samu>if i could just get the cost of every individual part separated :(
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14:00<@Alberth>LordAro: I think this is a pathdfinder in squirrel
14:00<Samu>it takes longer to time out
14:00<@Alberth>clear the tile if it is not empty?
14:01<Samu>it's pathfinding
14:01<Samu>can't clear
14:02<Samu>with some math involved, i can try separate prices. i can check the price of demolishing tile
14:02<@Alberth>for checking, build the road, note the cost, clear the tile, and build it again, note the cost again
14:03<@Alberth>gives an idea of the how much cost you avoided by not going through the woods
14:03<Samu>prev_tile wouldn't need to be accounted again
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14:04<@Alberth>you could also add a cost for the length of the road
14:05<Samu>this pathfinder always involves two tiles to get costs
14:05<@Alberth>to avoid it building long detours
14:05<Samu>hmm let me think
14:05<@Alberth>it would always clear the tile right?
14:06<Samu>1 - 2 - 3 - 4 - 5, starts with null and 1
14:06<Samu>then 1 and 2
14:06<Samu>then 2 and 3
14:06<@Alberth>and each tile is equal in cost for road, so you can count number of tiles and multiply by road cost for 1 tile
14:07<@Alberth>*each cleared tile
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14:07<andythenorth>I need checkout -b, yes?
14:08<@Alberth>makes life simpler to refer to the branch, mostly
14:08<@Alberth>and required if you add more changes
14:09<andythenorth>I need to interactive rebase
14:09<@Alberth>ie you can check-out any commit by referring to the hash, but the only thing from getting it garbage collected is the fact that it is part of some branch
14:09<andythenorth>so I am assuming I need a branch for that
14:10<@Alberth>yes, you'll be changing the branch, so head would be dangling otherwise
14:13<andythenorth>I really like git, but I can't use it
14:13<andythenorth>I have checked out the remote branch, but it has no diff with master
14:13<andythenorth>so that can't be correct
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14:14<andythenorth>ok fixed :|
14:16<Samu>maybe i'll have to put this to use
14:16<Samu>AITile functions
14:16<Samu>and define a base price for all that stuff
14:16<andythenorth>this is now the worst teddy bear coding channel ever
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14:30<@Alberth>make a channel with just you? :)
14:31<@Alberth>or use a real teddy bear :p
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14:33<andythenorth>and one for samu
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15:16<andythenorth>I need a bigger screen :P
15:16<andythenorth>I have 2 shells, 3 browser windows and a text editor
15:16<andythenorth>just to patch nml :P
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15:21<andythenorth>don't think I can do this
15:21<andythenorth>the instructions didn't work
15:21<andythenorth>I am following this
15:21<andythenorth>I have a commit changed locally
15:21<andythenorth>but it won't show in github
15:22<andythenorth>I force pushed
15:22<andythenorth>git sees no more changes to push
15:22<andythenorth>that's one problem
15:22<andythenorth>separately, I need to amend another commit, but I get conflicts when I try to do that
15:22<nielsm>you pushed to my repos on github
15:23<nielsm>not sure if that was your intention
15:24<andythenorth>how did I do that?
15:25<andythenorth>how did I get rights?
15:25*andythenorth hates wearing clown shoes, it makes me feel stupid
15:25<nielsm>I added you as a collaborator a while ago so you could use the issue tracker on my fork
15:25<andythenorth>so my local branch treats your remote as origin?
15:26<nielsm>and projects on personal accounts don't have access rights
15:26<andythenorth>well sorry :(
15:26<nielsm>yes it's the default push remote for your local branch
15:26<andythenorth>so I have to specify origin on push?
15:27<andythenorth>this is the problem with trying to follow 2 guides, and having to combine instructiosn from each
15:27<nielsm>at least once
15:27<nielsm>git push -u otherremote
15:28<nielsm>pushes the branch to otherremote and sets that as the default remote for push
15:28<andythenorth>hmm, now I have
15:28<andythenorth>I should stick to drawing
15:29<andythenorth>that looks like the rebase is gone, and now I have additional commits
15:29<andythenorth>but nothing in my shell history should have done that afaict
15:34<andythenorth>let's delete the branch
15:35<andythenorth>how many times can I interactive rebase?
15:35<andythenorth>is it a one-time thing?
15:36<nielsm>as much as you desire
15:36<nielsm>I did it a ton when working on my music patches
15:37<nielsm>mainly to integrate fixes in old commits
15:37<andythenorth>I can see how it would get easy if you're in the habit
15:37<andythenorth>it's a bit like a patch queue
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15:44<andythenorth>nielsm: so I have my patches integrated, afaict they are on the right commits
15:44<andythenorth>grf builds anyway :P
15:44<andythenorth>shall I push them to your repo too, as I'm 50% there already :P
15:45<nielsm>you can do that
15:45<nielsm>but I'm going to bed now, slight headache and stuff :(
15:45<andythenorth>ok done
15:48<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6867: 16 cargo types in and out for industries
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15:55<andythenorth>anyone fancy reviewing? :P
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16:09<frosch123>i have been wanting to do that for 6 weeks :)
16:11<frosch123>if it was not a pr, i probably would have committed the first patches, and skipped stuff like prop 28
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16:11<andythenorth>process eh :)
16:12<frosch123>can i split a pr and commit the settled part? while skipping what is unclear?
16:16<andythenorth>if you can manage the bureacracy yes :)
16:16<@peter1138>Cherrypicking isn't exactly simple with github's PR process.
16:16<andythenorth>I like git, I like github
16:16<@peter1138>Well, sort of.
16:16<andythenorth>but the bureacracy
16:16<andythenorth>it's quite offputting for actually writing code
16:17<andythenorth>frosch123: so I think prop 28 is unsettled
16:17<andythenorth>dunno what else you would drop, but eh, up to you :)
16:17<frosch123>i would drop everything that is not immediately put to use by firs
16:17<@peter1138>The bureaucracy is stuff we've turned on.
16:19<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6897: GetMonthlyMaintenanceCost
16:19<andythenorth>the bureacracy is fixing commits with rebase, instead of whacking a patch in a later commit :P
16:20<andythenorth>actually it's fine, I'm just bad at it
16:22<andythenorth>I think FIRS would use all but prop 28 frosch123
16:22<andythenorth>I'm just checking again, it's a big PR :)
16:29<andythenorth>it's kind of hard to follow exactly the final spec, but industry props 25, 26, 27 and flag 18, and tile flag 1 look like what FIRS needs
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16:45<Samu>@calc 16408-450
16:45<@DorpsGek>Samu: 15958
16:46<Samu>@calc 17724-15958
16:46<@DorpsGek>Samu: 1766
16:46<Samu>pathfinder computed cost was £17724
16:46<ST2>one day Samu will find that Windows has a calculator too :D
16:47<Samu>real built cost was 15958
16:47<Samu>not bad
16:47<Samu>hi ST2
16:47<ST2>hi :)
16:47<Samu>where are those extra costs coming from :(
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17:39<Samu>already able to compute the real cost
17:39<Samu>now the estimated cost should be matching the actual cost
17:39<Samu>it is not :(
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17:56<Samu>i detected where the costs don't match
17:56<Samu>it's on sloped tiles
18:02<Samu>the actual costs can vary on the fly
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18:03<Samu>if a tree is being born or dies in a tile, it could affect the costs
18:05<Samu>but the major discrepance is on sloped tiles
18:05<Samu>how am I gonna handle this
18:18<Samu>oh, the pathfinder computes frontwards
18:18<Samu>the pathbuilder builds backwards
18:20<Samu>if I reverse the order, slopes might solve themselves, let's test
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18:27<Samu>didn't solve it
18:44<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6894: destroy but keep land
18:44<DorpsGek_II>[OpenTTD/OpenTTD] jottyfan closed issue #6894: destroy but keep land
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19:23<Eddi|zuHause>bot announcements still broken?
19:24<+glx>no changes in the bot source so...
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19:24<LordAro>no they magically fixed themselves
19:25<Eddi|zuHause>i've had bosses that seemed to think like that... "why is this still not working?" "well... nobody worked on it?"
19:49<Samu>ah LordAro
19:49<Samu>the >> 3
19:50<Samu>sec, let me open visual studio
19:50<Samu>will tell you where I get that from
19:51<Samu>ah, the int thing
19:52<Samu>there is no uint16 operator conversion thing
19:52<Samu>when doing the * operation
19:52<Samu>so i transformed uint16 to int
19:54<Samu>station.cpp line 555, where I got that >> 3 thing
20:05<Samu>as for the other questions
20:06<Samu>the cost grow per number of pieces of road / rail
20:06<Samu>it's not the same as airport
20:07<Samu>getting the cost of a road piece or a road tunnel or so will not be a fixed value, it depends on the amount of infrastructure count :(
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20:10<Samu>isn't it?
20:11<Samu>let me confirm
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20:18<Samu>yep, the more you have the more it costs per piece
20:19<Samu>just confirmed, so it's pointless to do it for road and rail,
20:19<Samu>airports are different
20:19<Samu>cost doesn't grow
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---Logclosed Tue Sep 11 00:00:45 2018