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#openttd IRC Logs for 2019-01-11

---Logopened Fri Jan 11 00:00:16 2019
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00:26<DorpsGek_II>[OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhZbc
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00:26<DorpsGek_II>[OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhZbl
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01:18<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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02:52<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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03:10<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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03:52<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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03:53<andythenorth>moin
04:02<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
04:09<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
04:18<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZAS
04:18<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZA9
04:20<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZA7
04:27<@planetmaker>moin
04:28<@peter1138>Well that's annoying.
04:28<@peter1138>My Fitbit battery died :(
04:28<andythenorth>:x
04:32<LordAro>ono
05:20<andythenorth>40% of CPU in pause mode?
05:20<andythenorth>Openttd :P
05:20<andythenorth>doesn't usually do that
06:01<Sacro>RIP peter1138
06:04<@peter1138>IKR
06:13<andythenorth>oof https://github.com/OpenTTD/OpenTTD/issues/6698
06:13<andythenorth>bad andythenorth
06:14<andythenorth>not completing tickets
06:16<@peter1138>Just close it.
06:16<andythenorth>no I'm going to do the work
06:16<andythenorth>we still using SVN revs? https://wiki.openttd.org/FAQ_development#Contributing_to_the_main_game
06:16<andythenorth>or is that undecided?
06:16<@peter1138>No?
06:17<andythenorth>fixed
06:33<andythenorth>"Subversion has not been ported to my platform / I don't want to install more software - is there any other way I can get to the source code?"
06:33<andythenorth>GTFO
06:34<andythenorth>ok I cleaned this up https://wiki.openttd.org/FAQ_development
06:34<andythenorth>this stuff about patching is cruft? https://wiki.openttd.org/FAQ_development#How_do_I_create_a_patch.3F
06:36<@peter1138>Yes
06:37<@peter1138>Anything referencing svn should be a subnote.
06:37<@peter1138>Or just removed. We don't use it any more.
06:37<andythenorth>fixed
06:38<andythenorth>wikis have history if anyone really wants to gravedig
06:40<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6698: Developer docs updates for git / github move https://git.io/fhZhj
06:53<DorpsGek_II>[OpenTTD/OpenTTD] ZehMatt commented on pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/fhZjY
06:55<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/fhZjn
06:55<@peter1138>Ooh, it was approved. Hm.
06:56<andythenorth>boring this needs updated for git and github https://wiki.openttd.org/Compiling_on_(GNU/)Linux_and_*BSD
06:56<andythenorth>I've done the mac page
06:56<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/vpDSL
06:56<@peter1138>Feck it, get it out the way.
06:56<@peter1138>Bugs can be reported later ;p
06:57<andythenorth>yay
06:57<@planetmaker>https://github.com/OpenTTD/OpenTTD/pull/6780 is approved but not merged?
06:57<@planetmaker>any reason for?
06:57<@planetmaker>oh.
06:57<@planetmaker>race condition :P
06:58<@peter1138>We seem to have a habit, for dev-opened PRs, of approving but letting the original dev actually merge.
07:00<andythenorth>ha ha
07:00<andythenorth>'probably fine'
07:00<andythenorth>whatever gets it done?
07:06<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth opened pull request #7036: Doc: replace 2 references to SVN with Git #6698 https://git.io/fhZj6
07:07<andythenorth>^ trivial one to merge
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07:15<Gabda>hi
07:16<andythenorth>o/
07:16<Gabda>andy: after I saw your commit, i searched for the svn string in the project, and the howto compile lang files has 2 more references
07:17<Gabda>if you want to include it your current commit
07:17<Gabda>*in
07:17*andythenorth searches the whole project :)
07:17<andythenorth>eh config.lib is still checking for svn
07:18<@peter1138>Are you... stalking us? :p
07:18<@planetmaker>andythenorth, it's ok. but it's also checking for git, is it?
07:18<@planetmaker>version-determination should work for all 3 VCS we used to have
07:18<andythenorth>planetmaker: yes :)
07:19<@planetmaker>then it's a first-grade non-issue :P
07:19<andythenorth>I'll fix the lang one
07:20<andythenorth>"strgen will tell what svn revision it was last modified"
07:20<andythenorth>change simply to "strgen will tell what git revision it was last modified"
07:20<andythenorth>?
07:20<andythenorth>I never used strgen so eh
07:21<Gabda>only stalking the github page
07:23<Gabda>i was looking for Samu's town growth pr and saw the new pr
07:25<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth updated pull request #7036: Doc: replace 2 references to SVN with Git #6698 https://git.io/fhZj6
07:25<andythenorth>oof git or Git
07:25<andythenorth>probably not a big deal
07:27<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7036: Doc: replace 2 references to SVN with Git #6698 https://git.io/fhnee
07:27<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker approved pull request #7036: Doc: replace 2 references to SVN with Git #6698 https://git.io/fhnef
07:27<Gabda>btw, if I want to define a new global variable, is there a good place to inicialize it on general?
07:28<@planetmaker>that depends on the variable's use. They are defined in the appropriate header files
07:28<Gabda>i want a counter on how may town boundary zone is set to be displayed
07:28<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6698: Developer docs updates for git / github move https://git.io/fhneJ
07:28<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6698: Developer docs updates for git / github move https://git.io/fhneU
07:29<Gabda>and I want it to be 0 when starting/loading/joining a new game
07:29<@planetmaker>isn't that a GUI-only one and should be in the gui / settings part and struct?
07:30<Gabda>yes, it is a gui only think
07:31<Gabda>I will look around there, thanks for the tip
07:31<@planetmaker>I know... it was not much help, sorry :)
07:32<@planetmaker>(I just have irc running on a 2nd screen at work :P)
07:32<Gabda>? it helped me alright
07:33<@planetmaker>maybe the (in)visibility window is a good place to show and toggle that (where you toggle trees / houses / ...)
07:34<Gabda>as i am only familiar with really small parts of the project, it is hard to navigate for now
07:34<@planetmaker>I know how that feels. I also only now some small parts
07:34<Gabda>so even if you point at a file, it is a big help
07:39<@peter1138>Best way to learn the code is to dive in ;)
07:40<@planetmaker>absolutely. But yes, some pointers on where to start looking sometimes are very helpful. And some grasp of grep -E blah src/* ;)
07:41<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker merged pull request #7036: Doc: replace 2 references to SVN with Git #6698 https://git.io/fhZj6
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08:11<andythenorth>merge this one? https://github.com/OpenTTD/OpenTTD/pull/7026
08:14<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6315: Advanced Fences: (with patch) https://git.io/fhney
08:15<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #5877: Motion counter continues to increase while train is waiting at non-path signals https://git.io/fhne9
08:15<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #5877: Motion counter continues to increase while train is waiting at non-path signals https://git.io/fhneH
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08:40<andythenorth>hmm BAD FEATURES
08:41<@peter1138>Uh oh
08:42<andythenorth>mumble mumble 4TC
08:43<andythenorth>magic sprite changing https://en.wikipedia.org/wiki/British_Rail_Class_438
08:43<andythenorth>probably not
08:43<andythenorth>build passenger coaches, attach them to some engines, get cabs
08:45<andythenorth>nope
08:49<@peter1138>Livery refit ;)
08:49<andythenorth>tempting :P
08:49<andythenorth>I already have the sprites for railcars
09:02<andythenorth>oof ok, so that BAD FEATURE is getting added
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09:18<@peter1138>DO IT
09:22<andythenorth>when do I get an incrementing counter on ctrl-click?
09:23<LordAro>andythenorth: i would've merged #7026, but i decided i don't know enough about the code
09:24<andythenorth>do you want to unapprove? :)
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09:28<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
09:42<andythenorth>oof FFWD works again
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09:52<@peter1138>Hmm?
09:54<nnyby>btw, on the wiki's left-hand navigation, the WebTranslator link is broken. Should probably link to http://translator.openttd.org/ without the /status
09:54<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnf2
09:55<Sacro>Is CVS still going?
09:58<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnfP
09:58<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnfX
09:59<@peter1138>andythenorth, is that my patch making a difference? How much?
10:01<Samu>LordAro which version comes next? I'm gonna assume 1.9?
10:01<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnfM
10:03<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
10:03<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnf9
10:03<Samu>./* 1.9 GSBridge::GetName takes one extra parameter to refer the vehicle type */
10:04<Samu>./* 1.9 GSBridge.GetName takes one extra parameter to refer the vehicle type */
10:04<Samu>is 1.9 correct?
10:04<LordAro>Samu: yeah
10:04<Samu>oki
10:06<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7035: Add: Mexican Peso currency https://git.io/fhnf7
10:06<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnfd
10:07<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7033: Fix: typo in variable name: pices -> pieces https://git.io/fhnfN
10:08<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7033: Fix: typo in variable name: pices -> pieces https://git.io/fhZ7M
10:08<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnfx
10:08<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7035: Add: Mexican Peso currency https://git.io/fhnfp
10:09<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7035: Add: Mexican Peso currency https://git.io/fhZFR
10:11<Samu>./* 1.9 adds a vehicle type reference to the bridge name */
10:11<Samu>what is a better comment?
10:12<Samu>adds a vehicle type reference to get the bridge name
10:13<Samu>adds vehicle type parameter to refer the bridge name?
10:13<Samu>help, my english!
10:14<nnyby>s/refer/refer to/
10:15<nnyby>uhh hmm, idk which one is best tho, sorry
10:15<Samu>i hate comments
10:15<Samu>for me all the code would go without any comment
10:15<Samu>hehe
10:16<nnyby>if the code is clear enough, that's the ideal way to do it :P
10:16<nnyby>comments become out of date easier than code
10:17<Samu>maybe explaining what I did will help with the comment
10:18<Samu>I made the function GSBridge.GetName to take 2 parameters instead of 1, the new parameter is vehicle_type, and is used to get the name of the bridge for that vehicle type
10:19<Samu>so instead of calling every bridge "insert material rail bridge"
10:19<Samu>it's now "insert material vehicle type bridge"
10:20<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7035: Add: Mexican Peso currency https://git.io/fhnJq
10:20<LordAro>Samu: i'd be happy with "1.9 adds a vehicle type parameter"
10:20<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7035: Add: Mexican Peso currency https://git.io/fhnJG
10:21<Samu>ah, ok, sounds easier than i thought
10:23<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7035: Add: Mexican Peso currency https://git.io/fhZFR
10:36<Samu>uh oh I screwed up, i didn't commit first before fetch
10:36<Samu>now i got unstaged changes and can't rebase
10:36<Samu>halp
10:36<nnyby>make a new commit with your unstaged changes
10:37<nnyby>that should allow you to rebase, even if conflicts turn up
10:38<Samu>i'm unsure what to do, so i guess i'll just ignore all changes and re-do them
10:38<nnyby>that's another possibility >_<
10:38<Samu>changes can be restored from recycle bin, good!
10:39<nnyby>what I've done before is just copy the whole directory to a backup directory
10:39<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhnJd
10:40<nnyby>then get your main git repo up to date with master, and re-apply the changes, either manually or just copying over the relevant files
10:41<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7032: Ugly regular font after FreeType update https://git.io/fhnJN
10:42<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type https://git.io/fhfaC
10:43<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
10:51<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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11:42<Samu>byte values look like weird symbols on visual studio
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11:54<LordAro>Samu: probably because they're actually chars
11:54<LordAro>sorta
12:06<Samu>byte ship_dir = v->direction & 3;
12:06<Samu>why not call it Direction
12:06<Samu>Direction ship_dir = v->direction & 3;
12:07<Samu>opf code has a lot of byte code
12:07<Samu>doesn't make it easy to read
12:07<Samu>nielsm
12:09<Samu>ok, i'm reverting
12:11<nielsm>if you're talking to me I have no idea what you're commenting on
12:11<nielsm>(apart from "one or more of those 10+ comments")
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12:14<Samu>https://github.com/OpenTTD/OpenTTD/pull/6928/files#r247157423
12:14<Samu>i changed some byte into stuff that has enumerated names
12:14<Samu>to make it easier to read
12:14<Samu>and follow on visual studio
12:15<andythenorth>samu being friendly, can you please not highlight random people
12:15<andythenorth>you might get kicked for it
12:15<Samu>it was him who asked for changes
12:18<Samu> ship_dir 0 '\0' unsigned char
12:19<nielsm>when I ask "why" I'm asking you to explain the idea behind it, not saying it's wrong
12:20<nielsm>it's changes that don't seem to have a clear purpose to me, no functional effect
12:20<nielsm>but if it makes debugging the code easier that's a valid explanation
12:21<andythenorth>so NRT branch conflicts again
12:21<andythenorth>yay
12:25<andythenorth>due to depot pathfinder fixes https://paste.openttdcoop.org/pl3jnl4gc/txrw2n/raw
12:26<andythenorth>and something else
12:27<Samu>Conversion to enumeration type requires an explicit cast (static_cast, C-style cast or function-style cast)
12:27<Samu>guess i better give up
12:27<Samu>byte it is
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12:42<Samu>Why the condition check for max_penalty == 0, if it's wrong to call the function with that parameter zero then make it an assert that it much be greater than zero, and change this line to a simple max() call.
12:43<Samu>because findclosestdepot can pass 0
12:45<Samu>or maybe not, apparently i made sure it's not passed as 0
12:53<Samu>I'm bad with names
12:54<Samu>max_length should probably be named max_cost
12:54<Samu>or max_penalty
12:54<Samu>max_cost, max_penalty, max_length, max_dist
12:55<Samu>it's the thing that makes the pathfinder to stop searching beyond
12:55<nielsm>in the context of pathfinding, "penalty" is a value added to the path cost when an undesirable path is taken
12:56<Samu>opf uses bird distance as cost
12:56<nielsm>while maximum path cost would be an abort condition for pathfinding
12:56<Samu>or length
12:56<Samu>* Finish if we already exceeded the maximum path cost */
12:56<Samu> if (++tpf->rd.cur_length > tpf->max_length) return;
12:57<Samu>tpf->max_cost
12:57<andythenorth>why don't ships use the pathfinder already for depots?
12:57<Samu>tpf->max_penalty
12:57<Samu>tpf->max_dist
12:57<andythenorth>I suspect the answer is here https://github.com/OpenTTD/OpenTTD/pull/6928#issuecomment-452937884
12:57<nielsm>and my point about the word "penalty" is that nowhere you're using it does it refer to a penalty applied, but to an abort condition
12:58<andythenorth>the pathfinder is likely very expensive for ships finding depots
12:58<andythenorth>so it's not used
12:58<Samu>lost ships cost more
12:58<andythenorth>the proposed solution seems to be 'try the pathfinder until it fails, then fallback to the known broken current method'
12:58<andythenorth>if I've understood it correctly
12:58<Samu>yes
12:59<Samu>it also solves some other weird behaviours
12:59<andythenorth>it seems to be a lot of work for minimal benefit tbh :)
13:00<andythenorth>peter1138: what hole did this fall into? https://github.com/OpenTTD/OpenTTD/pull/6784
13:00<Samu>going outside a leash range
13:00<Samu>unsure how to explain
13:01<Samu>it's when the ship goes back and forth and everytime it goes forth, it reverts direction, then it re-searches depot and turns back again
13:01<Samu>stays in this loop if not using a pathfinder
13:01<andythenorth>how does a ship have a non-reachable depot?
13:02<andythenorth>I understand what it looks like, they're on the wrong side of lan
13:02<andythenorth>land *
13:02<andythenorth>I've seen it happen
13:02<andythenorth>but what causes it?
13:02<Samu>distance manhattan
13:02<andythenorth>it's caused by player building insuffiicent depots
13:02<andythenorth>player has to provide enough depots to account for the way ships behave
13:03<Samu>pathfinders use their internal costs
13:03<Samu>one it finds a valid path, it can only decrease the next tile the ship advances
13:04<andythenorth>fix route causes not symptoms
13:04<andythenorth>root causes *
13:04<Samu>ship will not turn back again
13:04*andythenorth can't type today :|
13:04<andythenorth>or any day
13:05<andythenorth>are you pathfinding to find the nearest depot?
13:05<andythenorth>or finding the nearest depot and pathfinding the sea distance to it?
13:05<Samu>pathfinding the sea distance to the nearest depot, that is the nearest that the pathfinder found
13:06<Samu>the cheaper pathfinder cost
13:06<nielsm>you call the pathfinder a whole lot to try a whole bunch of depots
13:06<Samu>well, for opf, yes :(
13:06<andythenorth>why not find the nearest depot, then pathfind to that?
13:06<andythenorth>nearest, manhattan
13:07<andythenorth>then abort and report lost if path can't be found
13:07<andythenorth>one-time
13:07<Samu>that's what nielsm done
13:07<Samu>causes stalls
13:07<Samu>they're very perceptive
13:07<Samu>but what im doing with opf is kinda similar
13:08<Samu>not just with yapf or npf
13:09<andythenorth>ok GL, I just don't want you to waste time unless you're having fun :)
13:09<andythenorth>the chances of this PR being merged are very low
13:09<Samu>well, i suspect opf being the one with the biggest slowdown
13:10<Samu>the other should be doing better
13:10<Samu>didn't really test
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13:10<Samu>there was no fps feature when i did that patch
13:11<Samu>now there is, i can use it to see how much time ships are wasting
13:11<andythenorth>the current PR touches far too much stuff
13:11<andythenorth>it provides only a partial fix
13:11<andythenorth>to an issue that's already an edge case
13:11<andythenorth>and ships already have pathfinding performance problems
13:12<andythenorth>so being objective, it is unlikely that anyone is going to approve the PR
13:12<andythenorth>if your goal is to get it merged, you need to rethink, as it stands the PR is just clogging up the queue
13:12<andythenorth>if your goal is learning more code, carry on, but then the PR isn't needed
13:12<Samu>I'm trying to a merge, but :(
13:13<Samu>it already uses MAX_DEPOT_PENALTY thing variables
13:13<Samu>which should somewhat limit how further it can search
13:13<andythenorth>I will start marking this and related PRs as non-viable if the approach doesn't change
13:14<andythenorth>it's not helpful to have a long PR queue
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13:16<Wolf01>o/
13:16<andythenorth>hi Wolf01
13:17<Samu>OPF has one thing that the other pathfinders don't
13:17<Samu>a max cost of 50
13:18<Samu>the others have a max cost of a really high number that no one can edit
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13:18<Wolf01>Like INT_MAX?
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13:19<Samu>perhaps there should be 3 limits
13:19<Samu>for automatic service, max cost could be low
13:19<Samu>for manual service, max cost could be medium
13:19<Samu>for the other orders, the actual really high number that no one can edit
13:20<Wolf01>There should be some presets for each pathfinder
13:21<andythenorth>LordAro: did you have an opinion on this? https://github.com/OpenTTD/OpenTTD/pull/6817#issuecomment-422861526
13:21<Samu>it will feel strange at first to have pathfinders return path not found, but at least they will not be searching THAT FAR
13:22<Samu>just have to compute an estimated internal pathfinder cost for the 130 dist that is imposed on ships
13:22<Samu>between orders
13:23<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed pull request #6929: Add #6410: [YAPF] Use a max penalty for finding the nearest road vehicle depot https://git.io/fhnIC
13:23<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6929: Add #6410: [YAPF] Use a max penalty for finding the nearest road vehicle depot https://git.io/fhnIW
13:23<Samu>and call it the medium distance
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13:27<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6927: Change: Forbid dock placement on docking area https://git.io/fhnIE
13:32<Samu>going with tpf->max_cost as name
13:32<Samu>seems more fiting
13:33<Samu>OPF_MAX_LENGTH to OPT_MAX_COST
13:33<Samu>must see what the other pathfinders call this
13:36<Samu>_npf_aystar.max_path_cost = max_penalty;
13:36<Samu>keks
13:37<andythenorth>I'm experimenting with this, what should I call it? https://dev.openttdcoop.org/attachments/download/9238/railcar_trailer.png
13:38<andythenorth>it's unpowered coach for adding to Slammer or Geronimo MUs
13:38<Samu>the other pathfinders call it max_penalty :( opf can't call it max_penalty
13:40<Samu>carriage
13:41<Samu>tpf->max_path_cost
13:41<Samu>just for consistency
13:42<Samu>pfs.max_path_cost = Clamp(max_cost, 1, OPF_MAX_LENGTH);
13:42<Samu>max_cost should be max_penalty, according to the other pathfinders
13:42<Samu>why should it be different for opf?
13:42<Samu>pfs.max_path_cost = Clamp(max_penalty, 1, OPF_MAX_LENGTH);
13:44<Samu>a max_penalty of 0 for aystar is
13:46<LordAro>andythenorth: i believe i discussed it with him here - i would prefer 1 big PR, lots of commits
13:46<LordAro>but he seems to have gone silent anyway
13:46<andythenorth>seems so
13:46<LordAro>i have half a mind to pick it up at some point
13:46*andythenorth trying to win the game of 'all PRs in page' :P
13:46<andythenorth>was all
13:46<Samu>hmm?
13:47<Samu>me?
13:48<@peter1138>What's the prize?
13:49<andythenorth>winning
13:49<andythenorth>maybe a soft toy
13:49<andythenorth>chocolate money in a string bag
13:49<@peter1138>Hmm, playing the piano makes my step counter go up a lot :p
13:49<@peter1138>Silly wrist-mounted things.
13:50<andythenorth>quite funny though
13:50<andythenorth>play faster, more steps
13:51*andythenorth needs a tame train nerd
13:51<andythenorth>this railcar trailer is useless if attached to a railcar
13:51<andythenorth>they only have 300HP, so the trailer nerfs it
13:51<Samu>uint max_path_cost; ///< If the g-value goes over this number, it stops searching, 0 = infinite.
13:51<Samu>looks like NPF has no real limit
13:51<Samu>what happens if it goes past max value of uint?
13:53<Samu>no limit is imposed, no wonder it's really slow for ships
13:56<Samu>i believe yapf has a limit, i remember seeing a really high number somewhere
14:01<Samu>ah
14:01<Samu>m_max_search_nodes = 10000 for yapf, thats what I saw apparently
14:01<Samu>not max cost
14:04<Samu>max_search_nodes = 10000 for npf as well
14:04<Samu>yapf has no max cost imposed
14:04<Samu>npf has no max cost imposed
14:05<Samu>opf is different
14:07<Eddi|zuHause>make it lighter?
14:09<andythenorth>good suggestion
14:09<andythenorth>might be solving the wrong problem :)
14:09<andythenorth>which seems to be the thing round here today
14:09<andythenorth>the trailer only exists to add to 1500HP EMUs
14:10<andythenorth>but it's confusing
14:10*andythenorth tries a cleaner approach
14:11<andythenorth>I was trying to cheat by reusing existing graphics and code
14:12<andythenorth>then I just get vehicles that look and behave like the ones I already have :P
14:12<andythenorth>not good
14:13<@peter1138>Bah, full iron armour is no match for a creeper blast :9
14:13<Samu>static uint FindShipTrack(const Ship *v, TileIndex tile, DiagDirection dir, TrackBits bits, TileIndex skiptile, Track *track, uint max_path_length = OPF_MAX_LENGTH, TileIndex destination = *v->tile)
14:14<Samu>does this look better?
14:16<Samu>nop, doesn't work
14:16<Samu>error C2587: 'v': illegal use of local variable as default parameter
14:19<andythenorth>is there a version of Euro Truck Simulator in Minecraft?
14:19*andythenorth ponders
14:20<dwfreed>peter1138: diamond yo
14:21<@peter1138>Yeah, I know. I'm sure it used to offer some protection from a single blast though :/
14:22<dwfreed>Samu: default values have to be constants
14:22<nielsm>and default values are not necessarily necessary
14:23<nielsm>if you need to radically change a function signature to make another change sensible, THAT'S OKAY!
14:23<dwfreed>right, overloading would probably be a better approach
14:24<nielsm>even if that means also changing a bunch of other code technically unrelated to the change you want to make
14:24<nielsm>you just do the function signature change first, in a separate "Codechange" commit, changing the existing signature, all existing call sites, and make sure the entire program still compiles and runs with no functional changes
14:24<nielsm>then you have a basis for more easily implementing your change in a sensible way
14:25<nielsm>that's refactoring and it's a good tool to have in your belt
14:35*andythenorth thinks TrueBrain is super quiet
14:36<Samu>that function is only called by 2 other functions OPFShipChooseTrack and the newly created OPFShipFindNearestDepot
14:36<Samu>how to refactor
14:38<Samu>i made sure OPFShipChooseTrack was still working as it was before
14:39<Samu>ok
14:39<Samu>must think
14:40<nielsm>called in two places only?
14:40<nielsm>easy
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14:40<nielsm>just change it
14:42<andythenorth>I have a dual-headed vehicle, is there a var current vehicle position: front / rear ??
14:43<Samu>FindShipTrack is not declared
14:44<Samu>the other 2 are
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14:51<Samu>i'm confused, im not sure what I have to do
14:52<Samu>https://stackoverflow.com/questions/2322736/what-is-the-difference-between-function-declaration-and-signature
14:52<Samu>google doesn't help
14:52<nielsm>declaration is code
14:53<nielsm>signature is concept
14:53<nielsm>the declaration of a function is the piece of code that tells the compiler what its signature is
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14:59<andythenorth>one day I learn about overloading
14:59<andythenorth>maybe...today
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15:00<dwfreed>overloading is really simple
15:00<dwfreed>one function name, multiple declarations with different signatures
15:01<dwfreed>declaration is chosen by matching signature with how it was called
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15:02<dwfreed>eg, foo(int) and foo(char*); if you call foo like foo(2) then the foo(int) declaration is used; if you call it with foo("bar") then the foo(char*) declaration is used
15:03<dwfreed>if there isn't a matching declaration, then that's an error (though implicit type conversions may result in a declaration being found that you hadn't intended)
15:04<andythenorth>is it commonly useful? Or occasionally useful?
15:04<nielsm>default parameters sort-of implicitly create overloads
15:05<nielsm>overloading is used all the time in the C++ standard library
15:05<nielsm>(in part to allow for const correctness)
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15:06<andythenorth>I don't think I've used many languages that don't have defaults
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15:08<andythenorth>hmm there's a thing I do a lot, which is like an ass-backwards version of overloading
15:08<andythenorth>defining a subclass to change the behaviour of a function in context of that subclass
15:09<andythenorth>self taught programers :P
15:09<Samu>i still dont know what i have to do, so im gonna keep it as is, because it works for me
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15:10<Samu>the number of changes are just local to this file
15:10<Samu>don't think i need to refactor
15:11<Samu>didn't joanjosep did the same on npf?
15:13<Samu>brb
15:15<andythenorth>nielsm: I coded a 3-part 1.5 tile EMU for Horse...but it's articulated so I can't do livery tricks with ctrl-click :P
15:15<andythenorth>going to make it one tile
15:15<andythenorth>or we patch to allow ctrl-click stupid on articulated vehicles....
15:15<nielsm>meh :P
15:15<andythenorth>one tile / one part /s
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15:17<Eddi|zuHause><andythenorth> I don't think I've used many languages that don't have defaults <-- defaults isn't the only use for overloads
15:17<andythenorth>I can see that :)
15:17<andythenorth>but you won't encounter much overloading in JS or actionscript 2
15:18<andythenorth>it's not in the spec :P
15:18<Samu>https://github.com/OpenTTD/OpenTTD/commit/edb7adf183d11c452ab5f60ef7176cd34bab3f54#diff-fe68d910d6c0b0a8d81eb65e88e60fb1L962 this is joanjosep changes to npf
15:18<Eddi|zuHause>do they even have types?
15:18<Samu>what did he do right, that I did wrong on opf
15:19<Samu>i can't see, im blind
15:19<andythenorth>Eddi|zuHause: they sort of have types yes
15:19<andythenorth>if you ever get the chance to try them out, don't
15:20<andythenorth>so ctrl-click increments a counter, one byte
15:20<andythenorth>depot flip var is refactored to be mod(2) or so of the counter
15:21<andythenorth>newgrf author can use it any way they like
15:21<andythenorth>and we make it available for articulated vehicles
15:21<andythenorth>only the last part is hard :P
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15:22<@peter1138>liveries?
15:22<andythenorth>liveries or anything you like
15:23<andythenorth>whatever cb36 supports
15:23<@peter1138>nrt?
15:23<andythenorth>nrt has merge conflict :P
15:23<@peter1138>can be fixed
15:23<andythenorth>only 2
15:23<andythenorth>https://paste.openttdcoop.org/pl3jnl4gc/txrw2n/raw
15:24<@peter1138>currently i'm ... mapping in minecraf :p
15:24<@peter1138>+t
15:24<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnLx
15:24<@peter1138>and wondering about having some cheese & biscuits
15:24<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
15:24<andythenorth>biscuits and cheese
15:24<@peter1138>that too
15:24<andythenorth>got any stilton?
15:24<@peter1138>no
15:24<@peter1138>sadly
15:25<andythenorth>brie?
15:25<@peter1138>got some goat's cheese, a bit of brie with truffle in it, and some other smelly cheese.
15:25<@peter1138>i should send the good lady out to get some :p
15:25<@peter1138>something strong and blue
15:26<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7035: Add: Mexican Peso currency https://git.io/fhnLj
15:26<andythenorth>this game of cheese shop didn't last long
15:26<@peter1138>oh, got some cheddar
15:26<@peter1138>hmm,a ctually
15:26<@peter1138>i've got one of those combo cheeses that may have a bit of blue cheese in the middle
15:27<@peter1138>or it might just be mouldy
15:27<andythenorth>cheese mould is correct
15:27<andythenorth>actually no
15:27<andythenorth>I had mouldy cheddar at christmas, by accident
15:27<andythenorth>it was incorrect
15:27<@peter1138>if it's not meant to be mouldy... no ta
15:38<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #6613: Airports: when placing an airport, consider airport tile table tiles only. https://git.io/fhntk
15:38<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7026: Add: when placing non-rectangular airport, consider airport tile table tiles only (patch by adf88, #6613) https://git.io/fhGD4
15:39<andythenorth>\o/
15:41<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened issue #7037: Smarter random town names https://git.io/fhntt
15:44<LordAro>...that doesn't exist
15:44<LordAro>what
15:46<andythenorth>github loses things sometimes
15:47<nnyby>Current github status: 2733ndxv827s. https://status.github.com/messages
15:51<LordAro>that'd do it
15:52<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7037: Smarter random town names https://git.io/fhnts
15:54<LordAro>still 404ing for me, lol
16:00<andythenorth>tomorrow is the flyspray patch bonfire :P
16:00<andythenorth>24 hours to 'save' some
16:00<andythenorth>https://github.com/OpenTTD/OpenTTD/issues?q=is%3Aopen+is%3Aissue+label%3A%22patch+from+FlySpray%22
16:04<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on issue #7037: Smarter random town names https://git.io/fhnt0
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16:24<@peter1138>Ooh this goats cheese is nice.
16:24<andythenorth>🐐
16:25<@peter1138>I don't think it has any goats in it, though
16:26<@peter1138>Nice little platter of biscuits and cheese there.
16:26<@peter1138>How do I place a non-rectangular airport? o_O
16:28<andythenorth>emoji
16:29<andythenorth>dunno
16:29*LordAro seems to be drafting a changelog
16:29<LordAro>for some reason
16:30<andythenorth>is there a script for that?
16:30<LordAro>i believe it's called "frosch"
16:30<LordAro>normally
16:30<LordAro>or otherwise git log --oneline and copying it into a file
16:30<LordAro>which is what i'm doing
16:31*andythenorth wonders if town names already has some terrain awareness
16:31<andythenorth>maybe I'm confusing it with stations
16:32<frosch123>changelog is manually, most of the time the messages are reworded slightly and change/feature/add is revised
16:32<frosch123>writing changelog goes along with deciding what is backported
16:32<frosch123>though we skipped that for 1.8 :)
16:32<LordAro>mm
16:33<frosch123>http://devs.openttd.org/~frosch/backport.txt <- apparently you need to continue from r27994 :p
16:33<nnyby>stations definitely have terrain / industry awareness, which seems to work pretty well
16:34<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #7037: Smarter random town names https://git.io/fhntQ
16:34<andythenorth>you have about 100 to do LordAro :P
16:34<frosch123>townnames are just random bits
16:34*andythenorth posts encouragement
16:34<frosch123>no context
16:35<andythenorth>best comment type
16:35<andythenorth>should I move the ponies thread to GitHub?
16:35<andythenorth>hmm don't think I've ever requested *anything* via the issue trackers
16:36<Samu>im gonna try make the function return the same type of data
16:36<frosch123>do you want more issues to close :p
16:37<andythenorth>nearly closed enough
16:37<andythenorth>the ones that are left
16:37<andythenorth>ARE VERY VERY SERIOUS
16:37<andythenorth>and ANY CREDIBLE SOFTWARE SHOULD FIX THEM
16:37<andythenorth>etc
16:37<andythenorth>will nobody think of the children?
16:38<Samu>do you actually test the stuff in-game when reviewing or only look at code?
16:38<andythenorth>oops, I requested a feature, jinxed it https://github.com/OpenTTD/OpenTTD/issues/6919
16:38<andythenorth>Samu: I always test
16:38<andythenorth>because I can't read C++
16:38<Samu>oh nice nice
16:38<andythenorth>PRs that are hard to test wont' get looked at by me :P
16:38<andythenorth>I nearly tested your town growth on water PR
16:38<andythenorth>but can't test it so eh
16:38<andythenorth>nope
16:39<Samu>I made my tests with scenario editor
16:39<Samu>most
16:39<Samu>the depot tests were actually in-game
16:40<frosch123>add an "atlantis" industry that accepts/produces pax/mail/good
16:40<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6919: Set company colour per vehicle group https://git.io/fhntp
16:40<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6919: Set company colour per vehicle group https://git.io/fhnth
16:40<andythenorth>I keep hovering over 'close' on this one
16:40<andythenorth>https://github.com/OpenTTD/OpenTTD/issues/6908
16:40<andythenorth>like, why?
16:40<frosch123>maybe there should be a citybuilder newgrf, where towns are industries
16:40<andythenorth>does it matter ^^^
16:41<andythenorth>are we so worried about varact2?
16:41<frosch123>andythenorth: newgrf spec issues need to ripe
16:41<Samu>ah I see
16:41<andythenorth>this beer is not ready yet
16:41<andythenorth>etc
16:42<acklen>waiting for it to get colder?
16:42<frosch123>the c++ people need 10+ years for some specs
16:42<andythenorth>colder newgrf
16:42<frosch123>some newgrf spec also need some years until they are right
16:42<andythenorth>I agree on newgrf spec needing time
16:42<andythenorth>otherwise 1 billion useless vars
16:42<Samu> if (distdepot <= (uint)max_distance && distdepot < best_dist) {
16:43<frosch123>when yexo was around we could peer-review specs
16:43<Samu>for some reason i mixed distance manhatan with pathfinder number of walked tiles
16:43<frosch123>but since nml, noone learns nfo, so noone can design specs :p
16:43<andythenorth>oof
16:43<andythenorth>FWIW, I tend to read the nfo docs
16:44<Samu>must remember why I did it this way
16:44<andythenorth>then look up the nml keyword for it
16:44<andythenorth>maybe I should patch my nml locally
16:44<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #6742: Only possible to build station next to competitor by using CTRL+click https://git.io/fhnqT
16:44<andythenorth>switch -> act2, varact2
16:44<LordAro>that slipped through the cracks
16:44<frosch123>you do pynml, not nml :p
16:45<andythenorth>varact2(params) { ranges: returns }
16:45*andythenorth invents own
16:45<andythenorth>so who *hasn't* rebased NRT yet?
16:45<Samu>the number of walked tiles from ship to depot can be higher than the distance manhattan from ship to depot
16:46<andythenorth>players so far are me, TB, Peter and Albert, and I think someone else too
16:46<frosch123>is there a tramtype grf yet?
16:46<Samu>damn, i know i have this right, i just can't explain it atm
16:46<andythenorth>there's a conflict in NRT
16:46<andythenorth>dunno about trams
16:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7037: Smarter random town names https://git.io/fhnqt
16:47<Samu>if (max_penalty == 0) max_penalty = OPF_MAX_LENGTH;
16:47<Samu>this is actually not a max penalty, and not a max distance either
16:47<Samu>it's a max number of tiles the pathfinder can walk
16:48<Samu>that would be a long name for a variable
16:48<andythenorth>anyway, newgrf is 'done', right? ;)
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16:49<frosch123>there are no valuator actions
16:50*andythenorth looks it up
16:50<andythenorth>google not helping much
16:50<andythenorth>does that give a table of answers to a function?
16:51<andythenorth>or is it a programming joke?
16:52<frosch123>i want some action2 variant which loops over all parts of some train/articulated vehicle/industry tiles/... and repeats another action2 for each part
16:52<frosch123>inisde that action2 you can then accumulate/search stuff in the itereated parts
16:52<frosch123>that should save on various insane variables
16:53<frosch123>like "is there a brake van at position x and a food van at position y"
16:53<andythenorth>oh
16:53<LordAro>https://demo.firepad.io/#9SFyHZNb0T here's what i've got wrt changelog
16:53<LordAro>(another day, another collaborative text editor)
16:53<andythenorth>so that can be nearly done, if I'm prepared to code enough pre-programmed offsets into the vehicle chain
16:53<frosch123>it's std::for_each but for newgrf
16:53<andythenorth>but it's completely impractical to actually do ^^
16:53<nielsm>LordAro, not sure I'd call the github move a "feature", just a change :)
16:54<andythenorth>ok 'for each' makes total sense
16:54<LordAro>nielsm: it's important to us, dammit
16:54<andythenorth>can we all bikeshed the changelog :D
16:54<andythenorth>just make competing versions, we can vote
16:54<andythenorth>like savegame contest
16:54<LordAro>ono
16:54<Samu>i suck at naming parameters
16:54<Samu>:(
16:55<Samu>max_penalty is the more fitting name in my mind
16:55<Samu>it's passed around all the way from ship_cmd.cpp to the pathfinder internals
16:56<Samu>feels wrong to have it renamed every passage
16:56<TrueBrain>nielsm: orudge is owner of the Azure team; not me. So you can ask him to be added to the team
16:57<TrueBrain>but in general, I am not randomly going to put people in teams; but always feel free to be added to any
16:58<frosch123>i am not sure though, whether the individual iterator parts need to be executed in order and can access stuff from previous iteration, or whether there should be separate map and reduce phases
16:58<TrueBrain>I see Azure Pipelines kicked in after a while anyway. Very odd
16:59<andythenorth>frosch123: I can't explain the interface, but I would expect a list of parts, and return values for each list member
16:59<andythenorth>then I do something with those
16:59<andythenorth>I don't have any real use case though
16:59<andythenorth>there's ~nothing I can't currently do in newgrf vars, except for allowing player to increment an arbitrary counter :P
17:00<frosch123>i think you also wanted powered wagon stuff
17:00<andythenorth>I just used cb36
17:00<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7035: Add: Mexican Peso currency https://git.io/fhnqg
17:00<andythenorth>works fine, slight explaining to player how some trains work
17:01<andythenorth>there's stuff that could be done much easier though
17:01<TrueBrain>LordAro: I am receiving too many emails to filter anything of importance. I by accident spotted 7035 .. feel free to assign any ticket to me that needs any attention, or PM it to me
17:01<TrueBrain>otherwise I might not respond .. ever :P
17:01<LordAro>TrueBrain: kk
17:01<LordAro>(i blame andy)
17:02<TrueBrain>yes :)
17:03<andythenorth>frosch123: the thing that would be most useful is arbitrary storage on vehicles :P
17:03<LordAro>hmm
17:03*LordAro notices only feature, change & fix are used in changelogs
17:03<andythenorth>then for example, I could drive the contents of one sprite layer from a bit set varact 2 for another layer
17:03<TrueBrain>going to England is weird .. people drive on the wrong side of the road
17:03<TrueBrain>really annoying
17:03<andythenorth>but it's hardly a block
17:03<TrueBrain>almost got run over by a car because I was looking the wrong way :P
17:04<andythenorth>TrueBrain: it's not the 'wrong' side
17:04<andythenorth>it's the left
17:04<andythenorth>which is the right side
17:04<LordAro>some countries right on the right side, we drive on the correct side
17:04<@peter1138>Oh, I bought the wrong brake pads :(
17:04<LordAro>countries drive*
17:04<LordAro>peter1138: D:
17:05<frosch123>andythenorth: storage is like the part where you can do a lot of things wrong :p
17:05<TrueBrain>its funny .. I went to an airport, took a taxi, which took me into country roads .. I was afraid I was never going to arrive
17:05<TrueBrain>but it turns out I did :P
17:05<@peter1138>I got J02A, but it currently has G02A. I wonder if they're compatible.
17:05<andythenorth>car or bike?
17:05<@peter1138>G02A is just a pad, J02A has a heatsink.
17:05<@peter1138>Bike!
17:05<TrueBrain>what I hate about company visits though ... you only see the inside of the hotel and the inside of the company ..
17:05<nielsm>england drives on the left side of the road, for the situations when you acutely need to joust with the opposing traffic
17:05<LordAro>TrueBrain: whereabouts?
17:05<TrueBrain>Leeds of all places :P
17:06<andythenorth>Leeds is good
17:06<LordAro>osht, you're only 40mins away from me
17:06<TrueBrain>I am already back home in the comfort of my own home :D
17:06<frosch123>TrueBrain: it depends whether you are the customer or the seller
17:06<LordAro>lol
17:06<Eddi|zuHause><TrueBrain> what I hate about company visits though ... you only see the inside of the hotel and the inside of the company .. <-- yeah, like i went to Eindhoven, and saw the ring road and a glimpse of the airport, then went back
17:06<TrueBrain>even better: same company as I work for, just the part that is in the UK :P
17:06<TrueBrain>Eddi|zuHause: exactly :)
17:07<Eddi|zuHause>note: we didn't go by plane :p
17:07<TrueBrain>all I know about Leeds now that it takes ~60 minutes to drive from the left side to the right side
17:09<andythenorth>is that the correct side?
17:09<LordAro>ayy
17:10<andythenorth>Then she kept running straight down to Leeds Central...Took Intercity and left her remorse
17:10<andythenorth>lyric games
17:10<TrueBrain>although it was a nice visit, happy to be back home :)
17:11<TrueBrain>what for me is worst: the flight itself too less time than both the drive from the hotel to the airport, as the drive from the airport to my house :P
17:11<TrueBrain>I want teleportation!
17:18<TrueBrain>pfft, complaints signup is not working .. no, that is just greylisting take for ever :P
17:18<LordAro>frosch123: ok, i've trimmed a fair bit
17:18<TrueBrain>we all started to use greylisting, and it is a fucked up solution :(
17:24<milek7>spamhaus+barracuda dnsbl is sufficient for me
17:24<milek7>greylisting is horrible
17:24<milek7>but anyway spam goes through, from gmail and hotmail servers
17:24<LordAro>frosch123: https://gist.github.com/LordAro/71085728a63bb7cb2e07b4f222e3fefd also saved the changelog here. i figure it's easier to delete stuff than to go back and find what's missing
17:25<frosch123>is that everything since 1.8? did you prefilter/collapse stuff?
17:26<LordAro>`git log --oneline` since 1.8, then selecting commit messages and altering them accordingly
17:26<LordAro>something in the region of 350 commits, i think
17:27<nielsm>how many of those are Eints?
17:28<LordAro>83 :p
17:30<nielsm>and how many are fixes for bugs introduced by previous commits in this cycle? :D
17:30<andythenorth>7
17:30<LordAro>pfft
17:30<LordAro>you go read the logs to work it out :p
17:30<LordAro>not *that* many
17:31<andythenorth>frosch123: use case for storage: battery-electric trains :P
17:31<LordAro>significant number are trying to fix the build system wrt clang detection :p
17:35<nielsm>gn
17:36<andythenorth>also
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17:36<@peter1138>Oh well, they still fit.
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17:45<Samu>hmm, i can actually change FindShipTrack to return best_length without breaking OPFShipChooseTrack functionality at all
17:45<Samu>suits my purposes better
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17:47<Samu>it won't execute the same code, but the results will be the same
17:53<Samu>and yeah, i dont know about signatures
17:55<Samu>I dont understand lingo
17:56<Samu>code bureocracy
17:56<Samu>i try, but if don't get what they mean
17:58<Samu>gonna revert variable names to what ppl like
17:59<Samu>i'm gonna call it distance, even though I know it's not distance manhatha
18:02<Eddi|zuHause>destroying my system now, farewell
18:02<@peter1138>RIP Eddi|zuHause
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18:40<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhnYf
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18:52<Samu>i dont know how to quote code on github
19:06<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhnY4
19:08<Samu>https://en.wikipedia.org/wiki/Function_prototype
19:09<Samu>it's not declared, I'm unsure what he meant
19:09<Samu>opf_ship.h does not have it
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19:14<Eddi|zuHause>weird...
19:14<Eddi|zuHause>it seems to work
19:14<Samu>there is no prototype
19:22<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhnYu
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19:25<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7038: Fix: Remove duplicate town name "Huacho" https://git.io/fhnYg
19:25<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhnY2
19:26<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhnYV
19:27<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhnYw
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19:35<Samu>_settings_game.pf.npf.maximum_go_to_depot_penalty
19:36<Samu>they call it penalty
19:37<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhnYi
19:37<Samu>I feel bad
19:38<Samu>the nomenclature used by the other pathfinders, and even game settings, call it max_penalty
19:38<Samu>why must opf be different?
19:39<Samu>alright, i'll leave it as max_distance
19:45<Samu>nooo, it makes no sense, it's driving me crazy! :(
20:11<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhZzm
20:11<Samu>what the heck is wrong...
20:12<Samu>i fail at rebases
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20:15<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhZzm
20:15<Samu>rebases are the most complicated things I've ever had to deal with
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20:30<nnyby>lol
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20:38<nnyby>often when i'm doing a rebase it's simpler to just start with the new master, and re-apply the changes semi-manually
20:55<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on pull request #7038: Fix: Remove duplicate town name "Huacho" https://git.io/fhnOr
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21:00<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7038: Fix: Remove duplicate town name "Huacho" https://git.io/fhnYg
21:01<milek7>https://xkcd.com/1597/
21:01<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7038: Fix: Remove duplicate town name "Huacho" https://git.io/fhnOo
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21:43<Samu>framerates are not working properly peter1138
21:44<Samu>https://github.com/OpenTTD/OpenTTD/commit/c693463c29f98f763cc4dd6346527262b34ff6ea i think it was this
21:45<Samu>oh actually I don't know, there was a lot of changes in that camp
21:45<Samu>one of them broke framerate window
21:49<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhZzm
22:33<Samu>so i just sent 5000 ships to their depots
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22:35<Samu>meh, i dont have a way to test it
22:35<Samu>unreliable means
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22:40<Samu>@calc 21.234 - 35.812
22:40<@DorpsGek>Samu: -14.578
22:40<Samu>OPF: 14,5 seconds hiccup when sending 5000 ships to depots
22:42<Samu>@calc 37.875 - 52.345
22:42<@DorpsGek>Samu: -14.47
22:42<Samu>NPF: 14,4 seconds hiccup when sending 5000 ships to depots
22:44<Samu>@calc 10.640 - 13.390
22:44<@DorpsGek>Samu: -2.75
22:44<Samu>YAPF: 2.7 seconds hiccup when sending 5000 ships to depots
22:45<Samu>this is with my patch applied, forgot to mention
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22:46<Samu>honestly, I expected much worse for OPF, I'm kinda surprised, even though 14 seconds stalls are huuge
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---Logclosed Sat Jan 12 00:00:17 2019