--- | Log | opened Sat Feb 20 00:00:47 2021 |
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03:16 | <andythenorth> | moin |
03:24 | <LordAro> | o/ |
03:36 | <andythenorth> | what shall we today pinky? |
03:37 | <TrueBrain> | you are missing a word there buddy |
03:37 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain approved pull request #8679: Fix: [Cygwin] Fix missing uint definition https://git.io/JtSab |
03:39 | <andythenorth> | my brain and tpying |
03:39 | * | andythenorth is wondering why vehicle info window is so...odd |
03:40 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8698: Add: [Actions] msys2/MinGW CI https://git.io/JtSah |
03:40 | <andythenorth> | - 'cargo' shows current amount |
03:41 | <andythenorth> | - 'information' shows build date (for engines only) and current value, but not running cost |
03:41 | <andythenorth> | - 'capacities' shows capacities |
03:42 | <andythenorth> | - 'total cargo' shows total amount (total capacity), and also for some reason...transfer credits |
03:44 | <andythenorth> | so finding out about the load state of a train requires clicking and mentally comparing three different sub-windows |
03:44 | <andythenorth> | transfer credits is kind of clearly just a lol 'we don't know where to put this' |
03:44 | <andythenorth> | and I can't find out which vehicles in the train are expensive to run :) |
03:45 | <TrueBrain> | andythenorth: that you replied to someone who clearly did not read any of the replies ... |
03:45 | <andythenorth> | the capacities sub-window also prefixes every value with 'Capacity:' |
03:45 | <TrueBrain> | I just completely ignored what-ever he wrote, as clearly he didn't care for what we wrote :) |
03:45 | <andythenorth> | I was going to do that, but then I remembered I'm me |
03:46 | <andythenorth> | even though I try not to be |
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03:46 | <andythenorth> | so we need to show 'Capacity:' every time even though the other window for 'cargo' doesn't prefix? :D |
03:46 | <andythenorth> | OpenTTD UI lolz |
03:47 | <andythenorth> | in discord I could just post screnshots instead of wall-text |
03:47 | <andythenorth> | nvm :D |
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04:18 | <TrueBrain> | owh, lol, the win32 driver is running on a weird fps now :D |
04:18 | <TrueBrain> | silly me |
04:20 | <TrueBrain> | we cannot use WM_PAINT and dictate fps ourselves :D |
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04:20 | <nielsm> | hmm... stupid idea for being win32-like: |
04:21 | <nielsm> | put the game screen in WM_ERASEBACKGROUND (or whatever it's called) and the mouse cursor on in WM_PAINT |
04:21 | <nielsm> | (it's a bad idea) |
04:21 | <nielsm> | but yeah WM_PAINT should really just do nothing if we're repainting the window on a timer anyway |
04:21 | <TrueBrain> | lucky for us, it is perfectly fine to draw outside WM_PAINT :) |
04:21 | <TrueBrain> | it just means I have to change how the dirty-rect works |
04:22 | <TrueBrain> | but now I have that working |
04:22 | <TrueBrain> | win32 is also smooth as silk |
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04:22 | <TrueBrain> | just need to check I don't make the OpenGL branch have more merge conflicts : |
04:22 | <TrueBrain> | D |
04:26 | <TrueBrain> | seems I cannot avoid this |
04:27 | <TrueBrain> | so I will just write a I AM SO SORRY michi_cc LETTER :) |
04:27 | <TrueBrain> | there will be some merge conflicts in the win32 video driver :) |
04:27 | <andythenorth> | YouTube seems to think...I need easy income fast |
04:28 | <andythenorth> | from working online, or as a deliveroo rider, or from secret investment strategies |
04:28 | <andythenorth> | FML youtube |
04:38 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain opened pull request #8702: Fix: [Win32] now we are drawing on a tick, no longer use WM_PAINT https://git.io/JtSrT |
04:39 | <TrueBrain> | michi_cc: I think it is best you review ^^, both to check if what I did is correct, but also to get the function you have to change in the OpenGL branch :) |
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05:14 | * | andythenorth refactoring horses |
05:14 | <andythenorth> | so satisfy |
05:14 | <andythenorth> | so bugs introduce |
05:14 | <andythenorth> | coding wow |
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05:29 | <TrueBrain> | how cute, win32 driver had an option to set display-hz |
05:29 | <TrueBrain> | max value, 120 |
05:30 | <Eddi|zuHause> | 120Hz ought to be enough for anyone :p |
05:30 | <Eddi|zuHause> | <insert "the human eye can't see more than 18Hz anyway" comment> :p |
05:31 | <Eddi|zuHause> | (where the number before Hz is effectively a random number) |
05:32 | <andythenorth> | same game for audio speakers also? |
05:40 | * | andythenorth is going to add some very stupid things to Horse |
05:51 | <TrueBrain> | ../src/debug.cpp:48:uint32 _realtime_tick = 0; |
05:51 | <TrueBrain> | lol @ location of that variable .. |
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06:05 | * | andythenorth does maths |
06:07 | <andythenorth> | hmm shall I do a nice fun detailed mechanic that is very hard to understand? |
06:07 | <andythenorth> | or a crude one? |
06:07 | <andythenorth> | OpenTTD tends towards 'crude' :D |
06:07 | <andythenorth> | game is game |
06:09 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro commented on pull request #8698: Add: [Actions] msys2/MinGW CI https://git.io/JtS6M |
06:12 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro commented on pull request #8701: Codechange: rename sound ids to make more sense. https://git.io/JtS6H |
06:12 | <TrueBrain> | why doesn't LordAro like confusing numbers?! :o |
06:12 | <TrueBrain> | :D |
06:18 | <andythenorth> | simple mechanic: restaurant car in train reduces run costs of all coaches in train by 50% |
06:18 | <andythenorth> | due to sale of buns and sherry |
06:19 | <andythenorth> | problem: run costs are only about £10k on a train that already earns £100k / year |
06:19 | <andythenorth> | if I increase pax coach run costs, players reliably report they can't make any more with pax trains |
06:19 | <andythenorth> | due to piss poor networks, and/or cdist transfer diluting income |
06:21 | * | andythenorth might do it anyway |
06:22 | <nielsm> | need a mechanic where passengers that travel a long distance pay a bonus fare |
06:22 | <nielsm> | straight up bonus fare |
06:25 | <andythenorth> | can't be done I think |
06:25 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on pull request #8698: Add: [Actions] msys2/MinGW CI https://git.io/JtSiR |
06:25 | * | andythenorth doesn't want to be the 'nothing is possible' guy though :D |
06:26 | <andythenorth> | but transfer payments... |
06:26 | <andythenorth> | and when things are actually calculated? |
06:27 | * | andythenorth hopes to be wrong :) |
06:28 | <andythenorth> | negative income would be the most lolz opportunity though |
06:28 | <andythenorth> | also income from pax waiting on stations, who are forced to go to the pub |
06:28 | <andythenorth> | we kinda lack some of the small fun things that other transport games have as standard |
06:28 | <andythenorth> | like special bonus vehicles, and station 'improvements' |
06:29 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain opened pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSi2 |
06:29 | <LordAro> | \o/ |
06:29 | <TrueBrain> | okay, that was a lot harder than I expected, but the result is pretty clean I think. michi_cc I might have overstated that this might help rebased OpenGL ... :( |
06:29 | <TrueBrain> | I did cherry-pick some things from the OpenGL branch |
06:29 | <TrueBrain> | to make it easier |
06:30 | <TrueBrain> | and did some renaming you were going to do anyway |
06:30 | <TrueBrain> | so hopefully that helps a lot :) |
06:30 | <TrueBrain> | but it won't be fully trivial .. sorryyyyyyy |
06:30 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on pull request #8698: Add: [Actions] msys2/MinGW CI https://git.io/JtSiV |
06:30 | <TrueBrain> | (I am even willing to rebase btw, if that helps) |
06:31 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain updated pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSi2 |
06:31 | <TrueBrain> | stupid commit-checker :P |
06:31 | <+michi_cc> | Haven't look at it yet, but it's okay, I'll deal with it somehow :D |
06:32 | <TrueBrain> | <3 |
06:32 | <TrueBrain> | I am totally unsure what to do with GdiFlush .. it is a real pain in my ass |
06:33 | <TrueBrain> | just so you already know :P |
06:33 | <TrueBrain> | https://github.com/OpenTTD/OpenTTD/pull/8703/commits/c0ed99f2e12dd901a78a26d1971b9004fa733e05 <- this might be the most debatable change I made btw |
06:34 | <TrueBrain> | possibly a really stupid question .. I made "std::chrono::steady_clock::time_point" a variable of a class .. I do not explicitly initialize the value .. is it safe to assume it will be 0? |
06:34 | <LordAro> | TrueBrain: you can safely remove all the #if SDL_VERSION_ATLEAST(1, 3, 0) bits from the sdl1 driver, btw |
06:34 | <TrueBrain> | or will it be some random value? |
06:35 | <TrueBrain> | LordAro: honestly, I think I can safely remove SDL1 :P |
06:35 | <LordAro> | well, yes |
06:35 | <TrueBrain> | but yeah, 1.3 never happened, so I might as well |
06:35 | <LordAro> | but if you want to make the line removal count look better :p |
06:36 | <LordAro> | TrueBrain: time_point is a class, so it will be default constructed, i think |
06:36 | <LordAro> | (regardless of what constructors do) |
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06:38 | <TrueBrain> | given it works as it is, I assumed as much, but I was wondering if that was by spec, or just random compilers doing stuff :P |
06:39 | <LordAro> | https://en.cppreference.com/w/cpp/language/data_members |
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06:39 | <LordAro> | simulate it with a class that prints when it's being constructed and making that a member of another class |
06:40 | <TrueBrain> | that doesn't tell me if it is by spec, or random compiler behaviour :) |
06:40 | <TrueBrain> | I know it initializes as 0 on GCC / MSVC |
06:40 | <TrueBrain> | I was just wondering if that was something that is fine to do, or that it needs to be more explicit :D |
06:41 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain updated pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSi2 |
06:41 | <TrueBrain> | SDL 1.3 removed ^^ |
06:41 | <+michi_cc> | TrueBrain: I don't suppose you checked if the screenshot part of https://github.com/OpenTTD/OpenTTD/pull/7744/commits/c36bf16ce8bc07377b5f9ebee80cc08b68b5028c is in fact a fix instead of a change? |
06:42 | <TrueBrain> | michi_cc: I have not; I haven't even tested screenshots recently :) |
06:43 | <TrueBrain> | works "fine" without it, at least :P |
06:44 | <TrueBrain> | screenshots are not threaded, are they? |
06:44 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh commented on pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSiF |
06:46 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSib |
06:46 | <+michi_cc> | TrueBrain: https://en.cppreference.com/w/cpp/language/default_initialization seems to imply that as long as the data member is a class type, it's default constructor will be called. POD types are random-initialized. |
06:46 | <LordAro> | TrueBrain: there's an extra warning too :) |
06:46 | <TrueBrain> | michi_cc: okay, and this is a class, so we should be fine |
06:46 | <TrueBrain> | awesome |
06:46 | <LordAro> | michi_cc: you should know better than to use 'random' in such technical contexts :p |
06:47 | <TrueBrain> | LordAro: DOH! Especially as I know about it :P |
06:47 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh commented on pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSih |
06:47 | <+michi_cc> | Sorry, "are initialized to indeterminate values". Very different from random :) |
06:47 | <LordAro> | ^^ |
06:48 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSPe |
06:49 | <TrueBrain> | michi_cc: it seems screenshots are created from the game-tick |
06:49 | * | andythenorth is stupid |
06:49 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh commented on pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSPv |
06:49 | <andythenorth> | playing a test game for cargo_age_period that includes transfers :( |
06:49 | <TrueBrain> | so I cannot find a way to break it :P |
06:50 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSPT |
06:50 | <andythenorth> | given A<->B<->C route, what happens to income of B->C leg if A->B leg income is increased? o_O |
06:50 | <andythenorth> | B->C leg makes less money |
06:50 | <+michi_cc> | TrueBrain: Well, yes, anything that is called from GameLoop() needs to re-lock the video buffer. You'll only notice it with OpenGL as it zeroes out _screen.dst_ptr. |
06:50 | <TrueBrain> | ah, of course, OpenGL does different things there |
06:51 | <andythenorth> | but backload C->B paying more will cause B->A to make less money |
06:51 | <andythenorth> | so net, all my trains will make same |
06:51 | <TrueBrain> | so it is a fix for OpenGL :D |
06:51 | <andythenorth> | which is why changing cargo_age_period is having no visible effect |
06:51 | * | andythenorth so dumb |
06:52 | <andythenorth> | transfer payments are brain breaking :D |
06:52 | <+michi_cc> | I'd argue it is a fix in general, as the screen buffer "belongs" to the video driver between UnlockVideoBuffer and LockVideoBuffer. (Yes, I know, none of the existing drivers *do* aynthing with it, but still :D) |
06:52 | <TrueBrain> | I agree |
06:53 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSPq |
06:54 | <TrueBrain> | I have to say, I am pretty happy with the video driver code like this |
06:54 | <TrueBrain> | and I really love playing OpenTTD at 60fps .. SO SILKY SMOOTH, whhhiiiiieeeeeeeeee |
06:55 | <andythenorth> | zoooooom |
06:55 | <TrueBrain> | and of course we did all that because we are releasing to Steam. That was the motivation right? Scared of bad reviews? Because a game from 1995 runs at 33fps :P |
06:55 | <TrueBrain> | (sarcasm implied) |
06:56 | <LordAro> | TrueBrain: just need smooth vehicle movement now :p |
06:56 | <TrueBrain> | yes |
06:56 | <TrueBrain> | we really do |
06:56 | <TrueBrain> | and smooth news window popout |
06:56 | <TrueBrain> | but that is really hard to make smooth |
06:56 | <TrueBrain> | as you kinda need AA for that |
06:56 | <TrueBrain> | which means we have to ditch our 8bpp blitters |
06:57 | <LordAro> | :o |
06:57 | <TrueBrain> | (anything that you move by pixel, with a set palette, will never feel smooth) |
06:58 | <TrueBrain> | well, or just don't support it on 8bpp blitters, I guess |
06:58 | <TrueBrain> | no need to be all drastic about it, I guess |
06:58 | <TrueBrain> | the news window is funny .. it moves every 15ms (which is interesting as the game was running every 30ms, but okay) |
06:58 | <TrueBrain> | so sometimes it moves 2 pixels per game-tick |
06:58 | <TrueBrain> | sometimes 1 |
06:58 | <TrueBrain> | just .. because .. timers |
06:58 | <TrueBrain> | and that feels jerky, no matter what you do |
06:59 | <TrueBrain> | it now animated on draw-tick |
06:59 | <TrueBrain> | which makes it slightly better |
06:59 | <nielsm> | I look forward to getting to a place where all the native 8bpp mode and blitters can be excised |
06:59 | <TrueBrain> | but there too, you can notice the stuttering of the pixel |
06:59 | <TrueBrain> | the only thing I could think off to solve it, was using subpixels |
07:00 | <TrueBrain> | will have to look into it more .. as that news popup has to become smooth! |
07:00 | <TrueBrain> | (and after that, vehicles, possibly, but first news animation :D) |
07:00 | <TrueBrain> | nielsm: well, with OpenGL, that might be worth concidering |
07:00 | <TrueBrain> | concidering? Considering .. |
07:00 | <TrueBrain> | typing hard |
07:01 | <TrueBrain> | but that means: reviewing 2 of my PRs, merge, rebase, review of OpenGL PR, merge! :P :D |
07:01 | <TrueBrain> | done by end of weekend, yes yes? :D |
07:04 | <TrueBrain> | oops, late lunch |
07:07 | <andythenorth> | lol |
07:07 | <andythenorth> | I've been testing pax payment rates using 'all trains' window and looking at 'last year' |
07:08 | <andythenorth> | but OpenTTD is caching those values and not updating in [cases I can't repro reliably yet] |
07:08 | <andythenorth> | that's fun |
07:09 | <andythenorth> | pretty reliable |
07:09 | * | andythenorth wonders what the trigger is |
07:09 | <andythenorth> | switching group triggers a recalculation / repaint |
07:09 | <+michi_cc> | TrueBrain: Quick shopping trip first, then I'll look at the video PRs :) |
07:14 | <andythenorth> | hmm |
07:15 | <andythenorth> | did anybody try adjusting station rating according to size of connected cdist network? |
07:15 | * | andythenorth thinks many things might have been tried in cdist |
07:18 | <andythenorth> | it's a good proxy for 'passenger generation' |
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07:54 | <TrueBrain> | "It's apparent that you have used AdWords marketing to promote your business in the past". We did?! WHEN?! WHO DID THAT! |
07:54 | <TrueBrain> | lol |
07:54 | <TrueBrain> | silly emails |
07:55 | <+michi_cc> | TrueBrain: If I move the mouse fast enough, I get wrong clipping of the cursor. It seems to be a preexisting bug though, as I can see that in versions before the refresh rate as well. |
07:55 | <TrueBrain> | which OS? |
07:55 | <+michi_cc> | Windows |
07:55 | <TrueBrain> | well, which video-driver is my real question ofc :P |
07:56 | <+michi_cc> | normal win32 one :) |
07:56 | <TrueBrain> | if I move real fast, I just have a hard time finding my mouse |
07:57 | <TrueBrain> | what do you mean with wrong clipping exactly? |
07:57 | <+michi_cc> | If I move the mouse e.g. to the left, every few frames the first x pixel rows on the left are not drawn. |
07:58 | <TrueBrain> | how would you spot that :P |
07:58 | <+michi_cc> | It's really hard to accurately see, it just feels like some cursor flickering. |
07:58 | <+michi_cc> | Good eys? :P |
07:58 | <TrueBrain> | cannot really reproduce, I have to say |
07:59 | <LordAro> | the mouse is looking very flickery on your wm-paint branch |
07:59 | <TrueBrain> | of course if I move the mouse quick, it feels like there are more than one mouse on the screen :D |
07:59 | <LordAro> | just testing to see whether it's the same on master |
07:59 | <LordAro> | (win32, msys, debug) |
07:59 | <TrueBrain> | flickery? |
07:59 | <+michi_cc> | LordAro: I checked an earlier commit, and I'd says it is a pre-existing problem. |
08:00 | <+michi_cc> | Let me see if I can make a video. |
08:00 | <TrueBrain> | pre-existing or not, it would be lovely if the mouse is as silky smooth for everyone as it is for me :D |
08:00 | <LordAro> | TrueBrain: as in, to my eyes it looks like the mouse is not getting drawn for some frames |
08:00 | <LordAro> | (when moving it fast) |
08:00 | <TrueBrain> | and you use my PR? |
08:00 | <TrueBrain> | hmm |
08:00 | <TrueBrain> | I see multiple mouses (that is, my eyes makes me believe I do) |
08:01 | <LordAro> | that was with your PR, but might be unrelated, might be ancient, might be something else entirely |
08:01 | <TrueBrain> | yeah, but my PR fixes many of these issues |
08:01 | <TrueBrain> | that is why I ask |
08:01 | <nielsm> | actually it may be the right thing to do, to store the last painted game screen as a GDI bitmap, paint it in WM_ERASEBACKGROUND, and paint the mouse cursor in WM_PAINT |
08:02 | <TrueBrain> | to be clear, the mouse is always painted |
08:02 | <TrueBrain> | every frame has the mouse somewhere |
08:02 | <TrueBrain> | just the question is, is it responsive enough :D |
08:02 | <TrueBrain> | nielsm: that would be rather laggy |
08:03 | <TrueBrain> | you either have to let WM_PAINT drive your responsiveness |
08:03 | <TrueBrain> | or a ticker |
08:03 | <TrueBrain> | not both |
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08:03 | <TrueBrain> | LordAro: any chance you can record it? And does video capture it? :D |
08:03 | <TrueBrain> | mainly to see if you and michi_cc are both seeing the same thing :D |
08:03 | <LordAro> | i'm still recompiling master :p |
08:03 | <LordAro> | msys is slow... |
08:03 | <TrueBrain> | really slow |
08:04 | <LordAro> | also do some comparisons with the native cursor |
08:04 | <+michi_cc> | TrueBrain: Okay, it's not a drawing bug. A screen recording is totally fine. I think it is a vsync/tearing problem. |
08:04 | <TrueBrain> | yeah, we are not vsync'd |
08:04 | <TrueBrain> | I would say, we should finish OpenGL |
08:04 | <TrueBrain> | and test this again |
08:04 | <TrueBrain> | :) |
08:05 | <TrueBrain> | it might absolutely be that my screens are 144Hz, that makes me not see what you are seeing :) |
08:05 | <LordAro> | quite possible |
08:05 | * | LordAro merely at a plebian 60Hz |
08:05 | <TrueBrain> | you can set refresh_rate in [gui] to 30, and check if it is still there |
08:05 | <TrueBrain> | the mouse will feel a lot more laggy |
08:05 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 commented on pull request #8701: Codechange: rename sound ids to make more sense. https://git.io/JtS1X |
08:07 | <LordAro> | frosch123: the comment about SoundFx wasn't visible in the diff :p |
08:08 | <TrueBrain> | btw, LordAro , if you check master, check before 60fps to get a fair comparison :) |
08:08 | <TrueBrain> | current master on Windows is the worst combination :P |
08:08 | <TrueBrain> | (drawing on 60fps, but depending on WM_PAINT an annoying delay between when you see it .. what is fun, that you notice you are constantly overshooting everything when moving with your mouse, as you are over compensating :D) |
08:10 | <LordAro> | i think it might be vsync as well |
08:10 | <TrueBrain> | in general, OpenTTD has a lot of vsync issues |
08:10 | <TrueBrain> | moving the map around quickly too |
08:10 | <LordAro> | definitely looks worse than the native cursor |
08:10 | <TrueBrain> | you get these annoying horizontal stripes all over the place |
08:10 | <TrueBrain> | but as mentioned, with OpenGL that changes anyway |
08:10 | <TrueBrain> | so I am curious how that feels :D |
08:11 | <LordAro> | it's probably the same cursor issue that was mentioned in the steam discussion |
08:11 | <TrueBrain> | yeah ... software cursor has its downsides |
08:11 | <TrueBrain> | hardware ones are always better, but ... also more difficult |
08:11 | <TrueBrain> | Factorio combines both, for example |
08:11 | <TrueBrain> | you have the system cursor + highlights of the game |
08:11 | <TrueBrain> | which is a road-not-taken by OpenTTD :D |
08:13 | <TrueBrain> | LordAro: but master from a few days ago has the same issue? Just to be sure :) |
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08:23 | <LordAro> | TrueBrain: yeah, no real difference |
08:24 | <TrueBrain> | no regression, that is good. But still something we should look at |
08:24 | <TrueBrain> | well, no |
08:24 | <TrueBrain> | after OpenGL, see if it is still there |
08:24 | <TrueBrain> | and address it from there :) |
08:24 | <LordAro> | aye |
08:24 | <LordAro> | i tried recording it with my phone |
08:24 | <LordAro> | video was jpeged to hell, couldn't see anything |
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08:24 | <TrueBrain> | you cannot really record vsync issues, sadly :) |
08:25 | <TrueBrain> | but knowing that is the issue is part of the solution |
08:25 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc approved pull request #8702: Fix: [Win32] now we are drawing on a tick, no longer use WM_PAINT https://git.io/JtSM1 |
08:25 | <+michi_cc> | As far as I can see, cursor stuff as nothing to do with ^^ |
08:26 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain merged pull request #8702: Fix: [Win32] now we are drawing on a tick, no longer use WM_PAINT https://git.io/JtSrT |
08:26 | <TrueBrain> | and if it is, we will address it accordingly :) |
08:26 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain updated pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSi2 |
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08:33 | <_dp_> | film the screen in slow-mo? :p |
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08:47 | <andythenorth> | so 'vehicles for this station' window is also caching income |
08:47 | <andythenorth> | it's not just that the window isn't painting, I can see vehicle sprites change as expected |
08:47 | <andythenorth> | but profit is not updated |
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08:52 | <andythenorth> | RVs also affected, but RVs are updating occasionally (to wrong values) |
08:52 | <andythenorth> | trains seem to not update |
08:52 | <andythenorth> | ships affected |
08:52 | * | andythenorth will make a proper report |
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09:13 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on pull request #8698: Add: [Actions] msys2/MinGW CI https://git.io/JtSSz |
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09:36 | <@DorpsGek> | [OpenTTD/nml] FLHerne opened pull request #189: Change: Check that user code doesn't try to use reserved registers https://git.io/JtS92 |
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09:41 | <FLHerne> | andythenorth: See ^ and https://github.com/andythenorth/firs/pull/6 |
09:42 | <andythenorth> | oh that's quite cool :) |
09:43 | * | andythenorth pulls |
09:45 | <TrueBrain> | btw, michi_cc , if you want me to cherry-pick some more blobs into my last PR to make OpenGL easier, just let me know. Sometimes I was doubting a bit what to pull in .. like making draw_threaded a member, and stuff like that |
09:46 | <andythenorth> | oof |
09:46 | <FLHerne> | andythenorth: It just switches two arbitrary numbers for different ones that aren't arbitrarily wrong :p |
09:46 | <andythenorth> | FLHerne that's why I like it :) |
09:46 | <FLHerne> | (and I hope I didn't miss any) |
09:46 | <andythenorth> | no pitchforks |
09:47 | * | andythenorth had a huge late breakfast and is sleepy |
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09:48 | <andythenorth> | will I be bisecting to find out why profit display isn't updating? |
09:48 | * | andythenorth will |
09:51 | <FLHerne> | I think I broke `black` somehow |
09:51 | <FLHerne> | It wants to reformat *everything*, even using the right args |
09:53 | <LordAro> | usually means you forgot the line lenght |
09:55 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro merged pull request #8679: Fix: [Cygwin] Fix missing uint definition https://git.io/JtXAu |
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10:02 | <@DorpsGek> | [OpenTTD/nml] FLHerne updated pull request #189: Change: Check that user code doesn't try to use reserved registers https://git.io/JtS92 |
10:03 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler opened pull request #8704: Change: Move toolbar button for cargo payment graph under industries https://git.io/JtSHC |
10:05 | <_2TallTyler> | Does anyone know if it's possible add text padding when a window is just as wide as the title text? This is the only thing keeping #8688 in draft form (screenshot in PR). |
10:09 | <FLHerne> | andythenorth: fwiw, NML uses its location range from 128 upward, so it almost certainly didn't cause actual problems |
10:09 | <andythenorth> | 'lucky' :D |
10:10 | <andythenorth> | the counting down thing is weird |
10:11 | <FLHerne> | "In German, or English, I know how to count down..." |
10:11 | <FLHerne> | Why does it count down? :p |
10:13 | <andythenorth> | because JFDI coding |
10:13 | <andythenorth> | not wanting to work out if registers from 0 up were already used or not |
10:13 | <andythenorth> | I housekeep those now, so I would do it differently |
10:18 | <andythenorth> | do I need to rerun cmake every build? |
10:29 | <FLHerne> | Yes |
10:29 | <FLHerne> | (if you haven't changed things, it'll exit quickly without doing much) |
10:34 | * | andythenorth bisecting for when train window stopped showing profit |
10:34 | <FLHerne> | Using -GNinja will speed things up quite a bit over the Makefile backend |
10:40 | <andythenorth> | I'm in november currently :P |
10:40 | <andythenorth> | surprised nobody noticed this before |
10:43 | <andythenorth> | lol managed to hit a rev that asserts, super :) |
10:43 | * | andythenorth compiles again |
10:48 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc approved pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSQN |
10:49 | <andythenorth> | train window is updating as expected in dddf885fb400d3ae0a24429d5cdd88f5dd921693 from 7th dec |
10:49 | * | andythenorth leaving that here in case I get hit by a bus |
10:49 | <andythenorth> | or lose my browser tab |
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11:00 | <andythenorth> | failing by 7b515fa0e287e45aee8281f44ea357498b22020f 25th dec |
11:00 | * | andythenorth works back |
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11:06 | <andythenorth> | lol 21st dec, when mac ffwd got me 8x on an empty map, and the mouse was 30fps |
11:06 | <andythenorth> | such changes since then :) |
11:08 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler updated pull request #8700: Change: Recolour windows for consistency https://git.io/JtSt9 |
11:08 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain merged pull request #8703: Deduplicate tick-related code in video drivers https://git.io/JtSi2 |
11:08 | <TrueBrain> | tnx michi_cc ! |
11:20 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8700: Change: Recolour windows for consistency https://git.io/JtS5V |
11:26 | <andythenorth> | so afaict this is the commit that breaks profit display updating for vehicle list windows https://github.com/OpenTTD/OpenTTD/commit/584df548f1bdfa27482aa995d151542abe4f0bca |
11:27 | <andythenorth> | lot of marking dirty / force rebuild |
11:28 | <andythenorth> | vehicle sprites DO update |
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11:40 | <@DorpsGek> | [OpenTTD/OpenTTD] andythenorth opened issue #8705: Vehicle list windows fail to update profit display whilst open, after 584df548f1bdfa27482aa995d151542abe4f0bca https://git.io/JtSd4 |
11:40 | <Wolf01> | Ahahah hit fast forward with animation off, really nice, most intense 50 years in 30 seconds ever |
11:41 | <andythenorth> | ^^ this bug has really fucked with my testing of cargo_age_period :) |
11:41 | <andythenorth> | that is a lot of junk testing I did :) |
11:41 | <andythenorth> | like 2 hours or so |
11:41 | <Wolf01> | "bug" |
11:42 | <Wolf01> | You should really train an AI to test that kind of stuff |
11:42 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl commented on pull request #8700: Change: Recolour windows for consistency https://git.io/JtSdg |
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11:44 | <andythenorth> | I have been taking screenshots of profit annually, and then re-running with different cargo_age_periods |
11:45 | <andythenorth> | but I had the vehicle window open, left the game on ffwd |
11:45 | <andythenorth> | I only noticed when I started seeing identical values year on year |
11:47 | <Wolf01> | Oh you meant that bug, sorry, I don't have any attention span :P |
11:47 | <Wolf01> | Also, I think I'll take another nap |
11:50 | <andythenorth> | :) |
11:51 | <andythenorth> | TB has tidied up |
11:51 | <andythenorth> | :P |
11:53 | <@DorpsGek> | [OpenTTD/nml] frosch123 commented on pull request #189: Change: Check that user code doesn't try to use reserved registers https://git.io/JtSdb |
11:55 | <TrueBrain> | andythenorth: you were the one that wanted people to use less words to say the same :P :P :P |
11:55 | <andythenorth> | I am grateful |
11:55 | <andythenorth> | long hash is long |
11:58 | <frosch123> | FLHerne: nml has "make black" |
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12:06 | <@DorpsGek> | [OpenTTD/OpenTTD] stormcone commented on issue #8705: Vehicle list windows fail to update profit display whilst open, after 584df54 https://git.io/JtSd4 |
12:09 | <@DorpsGek> | [OpenTTD/OpenTTD] andythenorth commented on issue #8705: Vehicle list windows fail to update profit display whilst open, after 584df54 https://git.io/JtSd4 |
12:09 | <@DorpsGek> | [OpenTTD/OpenTTD] andythenorth closed issue #8705: Vehicle list windows fail to update profit display whilst open, after 584df54 https://git.io/JtSd4 |
12:09 | * | andythenorth learns to check |
12:09 | <andythenorth> | 1.5 hours of bisecting could have been saved |
12:10 | <andythenorth> | today is a low productivity openttd day :P |
12:10 | <TrueBrain> | but you wouldn't have such fun! |
12:10 | <andythenorth> | this is not fun |
12:10 | <TrueBrain> | :( |
12:10 | <andythenorth> | my own fault eh |
12:11 | <andythenorth> | 2 hours of making newgrf changes using invalid data |
12:11 | <andythenorth> | 1.5 hours of bisect due to not checking open bugs :D |
12:11 | <andythenorth> | GG andythenorth |
12:12 | <LordAro> | oof |
12:13 | <LordAro> | and i'd even previously debugged it for you |
12:15 | <andythenorth> | these are the things |
12:16 | <andythenorth> | at least it wasn't on a livestream |
12:16 | <andythenorth> | worst livestream content ever |
12:18 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8700: Change: Recolour windows for consistency https://git.io/JtSbO |
12:21 | <@DorpsGek> | [OpenTTD/OpenTTD] andythenorth commented on issue #8575: Profit for each vehicle in vehicle lists aren't being updated regularly https://git.io/JtUMl |
12:22 | * | andythenorth has forgotten what the original goal was :D |
12:25 | <andythenorth> | https://xkcd.com/349/ |
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12:37 | <_dp_> | is a good idea to remove global goals from company goals? |
12:37 | <_dp_> | I haven't seen a signle gs that would use both for their indended purpose |
12:38 | <_dp_> | or, actually, I could only find one that uses global goals for global goals |
12:38 | <_dp_> | all others use them for company league table :p |
12:39 | <_dp_> | Only downside I see is it gets a bit more confusing for newbies that don't know there are both global and company goals |
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12:41 | <@DorpsGek> | [OpenTTD/nml] FLHerne updated pull request #189: Change: Check that user code doesn't try to use reserved registers https://git.io/JtS92 |
12:42 | <FLHerne> | frosch123: ^ included 0xFF |
12:43 | <+michi_cc> | I might have been bad and also posted in that thread. |
12:45 | <@DorpsGek> | [OpenTTD/nml] frosch123 commented on pull request #189: Change: Check that user code doesn't try to use reserved registers https://git.io/JtSN4 |
12:45 | <frosch123> | FLHerne: sorry, did not see this the first time |
12:46 | <andythenorth> | so...YACD-Dist revival when? |
12:46 | <andythenorth> | now the game is fast...we can make it...better? |
12:47 | <FLHerne> | frosch123: Huh, I realised it would apply to perm storage, and then apparently misread the docs |
12:49 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler updated pull request #8700: Change: Recolour windows for consistency https://git.io/JtSt9 |
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12:54 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8700: Change: Recolour windows for consistency https://git.io/JtSAk |
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12:57 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro approved pull request #8701: Codechange: rename sound ids to make more sense. https://git.io/JtSAO |
12:58 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro approved pull request #8695: Codechange: Apply coding style https://git.io/JtSAc |
12:59 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro merged pull request #8695: Codechange: Apply coding style https://git.io/JtyQy |
13:01 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 merged pull request #8701: Codechange: rename sound ids to make more sense. https://git.io/JtS3o |
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13:02 | <@DorpsGek> | [OpenTTD/nml] frosch123 opened issue #190: Sounds have ridiculous names https://git.io/JtSAK |
13:03 | <arikover> | hello o/ |
13:03 | <TrueBrain> | I see what you did there frosch123 :P |
13:03 | <frosch123> | what? |
13:04 | <TrueBrain> | nothing ... :) |
13:04 | <frosch123> | now everyone thinks i did something bad :( |
13:04 | <@DorpsGek> | [OpenTTD/nml] FLHerne updated pull request #189: Change: Check that user code doesn't try to use reserved registers https://git.io/JtS92 |
13:06 | <@DorpsGek> | [OpenTTD/nml] frosch123 approved pull request #189: Change: Check that user code doesn't try to use reserved registers https://git.io/JtSAb |
13:13 | <@DorpsGek> | [OpenTTD/OpenTTD] stormcone commented on pull request #8700: Change: Recolour windows for consistency https://git.io/JtSxO |
13:15 | <@DorpsGek> | [OpenTTD/nml] FLHerne merged pull request #189: Change: Check that user code doesn't try to use reserved registers https://git.io/JtS92 |
13:18 | <andythenorth> | is there a vehicle var 'time since last station'? |
13:18 | * | andythenorth still trying to make restaurant cars a thing |
13:20 | <andythenorth> | 80+ seems to have Cargo transit time, in +185 ticks (~2.5 days) units |
13:21 | <frosch123> | that's since loading |
13:21 | <frosch123> | there is also time since service :p |
13:21 | <frosch123> | if you define "servicing" as "restocking food"... |
13:22 | * | andythenorth considering restaurant car that reduces running costs, but only if route is long enough |
13:22 | <andythenorth> | nobody buys a sandwich on the train for 10 tile journey |
13:23 | <andythenorth> | vehicles-affect-rating would still be the most useful / logical thing to do |
13:23 | <andythenorth> | but is that just boring? |
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13:32 | <frosch123> | you could reduce running cost when servicing often |
13:32 | <frosch123> | it's cheaper to run the refridgerator |
13:33 | <frosch123> | and if the impact is significant enough, it may incentivate to build servicing track layouts |
13:33 | <frosch123> | maybe if the food is stored too long, passenger are poisoned, and you need to pay for them? |
13:34 | <andythenorth> | we need event-driven arbitrary income cb |
13:34 | <andythenorth> | signed |
13:34 | <andythenorth> | events: servicing, unload, load, crash |
13:34 | <andythenorth> | what did I miss? :P |
13:34 | <TrueBrain> | to suggest this 15 years ago :P |
13:34 | <andythenorth> | 1994 |
13:34 | <TrueBrain> | NewGRF is older |
13:34 | <TrueBrain> | younger |
13:35 | <TrueBrain> | sorry |
13:35 | <andythenorth> | ideally, everything about payment and rating would be different :P |
13:35 | <andythenorth> | as it is not ideally, what lolz can we do? |
13:35 | <andythenorth> | nothing is 'ideally' |
13:36 | <andythenorth> | frosch123 I like the servicing idea, but then I'd have to actually service trains :D |
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14:00 | <@DorpsGek> | [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JtSh6 |
14:00 | <@DorpsGek> | - Update: Translations from eints (by translators) |
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14:12 | <frosch123> | i pressed a wrong button :p |
14:12 | <frosch123> | TrueBrain: i missed the deploy button, and pressed "ready for review", not sure i can change it back :p |
14:13 | <frosch123> | no idea why i was allowed to press it in the first plae |
14:13 | <TrueBrain> | you pressed a button where? |
14:13 | <TrueBrain> | on a PR, from draft? |
14:13 | <frosch123> | ah, i found the revert button |
14:13 | <TrueBrain> | context is missing, so I am guessing :) |
14:13 | <frosch123> | i changed 8693 from draft->ready->draft |
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14:14 | <TrueBrain> | yeah, to draft is hdiden |
14:14 | <frosch123> | but the "ready->draft" button was in a completely different place |
14:17 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 commented on pull request #8693: Feature: allow changing the game-speed other than 1x and warp-speed https://git.io/JtSjO |
14:18 | <TrueBrain> | frosch123: currently I did the reverse: CTRL+CLICK enables/disables FF |
14:18 | <TrueBrain> | otherwise people will never find the window honestly |
14:18 | <frosch123> | added a second suggestion |
14:19 | <TrueBrain> | you are not the first to suggest that :) |
14:19 | <TrueBrain> | I tried it |
14:19 | <TrueBrain> | it feels shit |
14:19 | <TrueBrain> | the short summary :) |
14:19 | <TrueBrain> | it was easier to implement a dropdown |
14:19 | <TrueBrain> | but it is really crappy without new icons |
14:19 | <TrueBrain> | you have no real visual feedback of the speed the game is trying to run on, was my main issue |
14:19 | <TrueBrain> | but I have some other ideas for the GUI I am going to try .. see if they feel a bit better :) |
14:20 | <TrueBrain> | will be a lot of trial and error :D |
14:21 | <frosch123> | i don't understand your "multiplayer" TODO item. do you want to allow changing speed in multiplayer? |
14:21 | <TrueBrain> | yes |
14:22 | <frosch123> | non-dedicated server only? |
14:22 | <frosch123> | i mean: who is allowed to change speed? |
14:22 | <TrueBrain> | no, I had a dedicated server in mind for that |
14:22 | <andythenorth> | hmm |
14:22 | <TrueBrain> | dunno |
14:22 | <TrueBrain> | could be like pause |
14:22 | <TrueBrain> | but I guess server-owner for now |
14:22 | <TrueBrain> | console command |
14:23 | <andythenorth> | how would I normalise a cargo age malus to vehicle speed? |
14:23 | <andythenorth> | malus unit is days |
14:23 | <andythenorth> | vehicles have different speeds :P |
14:23 | <andythenorth> | so vehicle stats progression tends to eliminate the malus :P |
14:24 | <TrueBrain> | frosch123: I am really just experimenting with this, see if anything sticks, and is useful |
14:24 | <TrueBrain> | so I was thinking of making "set game_speed 25" possible, so the game would run 1/4th of the speed |
14:24 | <TrueBrain> | no clue if it works or if it is even enjoyable |
14:25 | <frosch123> | it's as useful as youtube slow playing |
14:25 | <frosch123> | you use it to look at details, to stop trains in specific positions, debugging... |
14:25 | <frosch123> | for regular playing the vehicle movement will look ugly :) |
14:26 | <frosch123> | 7.5 fps vehicle movement is ugly :) |
14:26 | <TrueBrain> | something I also would like to fix :) |
14:26 | <TrueBrain> | but .. something something .. 8bpp :P |
14:26 | <TrueBrain> | but mainly, I want to find a nice looking GUI for game-speed |
14:26 | <TrueBrain> | and I have something in mind, but I have to custom draw it |
14:26 | <TrueBrain> | so I keep postponing starting with it :P |
14:26 | <TrueBrain> | which is really funny :D |
14:27 | <frosch123> | many games just have two hotkeys: slower, faster |
14:27 | <TrueBrain> | I know various of ways games do it .. from <tab toggles speed> betwen 1x, 2x, 4x and 8x |
14:27 | <TrueBrain> | to a debug-setting only |
14:29 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8700: Change: Recolour windows for consistency https://git.io/JtSjo |
14:29 | <andythenorth> | Warcraft 1 just has increments with arrows, very 1995 GUI |
14:29 | <andythenorth> | < Faster > |
14:29 | <TrueBrain> | https://user-images.githubusercontent.com/1663690/108606417-53161700-73ba-11eb-8695-97361c9fa37c.png <- I was thinking something like this, with far less "dots", where the "dots" are 1x, 2x, 4x etc .. also allows us to show how fast the simulation is really running |
14:29 | <andythenorth> | < Fastest > etc |
14:30 | <TrueBrain> | (with a vertical line on that horizontal) |
14:30 | <frosch123> | make it flashing red when it cannot keep up |
14:30 | <frosch123> | show cpu temperature |
14:31 | <TrueBrain> | the first suggestion, some visual feedback, is good .. but after that you are pushing it :P |
14:32 | <TrueBrain> | I will also push the dropdown solution btw, so people can look at that too (well, not via a PR, but I will figure out something) |
14:33 | <TrueBrain> | and if anyone has any other ideas, I am all ears :) |
14:33 | <@DorpsGek> | [OpenTTD/OpenTTD] perezdidac opened pull request #8706: Feature: rail station class name filtering https://git.io/Jt9ev |
14:34 | <frosch123> | acoustic feedback! play a sample of some ship diesel under different loads |
14:35 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc opened pull request #8707: Codechange: [OSX] Only keep a total dirty rect for drawing. https://git.io/Jt9eI |
14:35 | <TrueBrain> | sorry, I should have said: "useful ideas" :) |
14:35 | <TrueBrain> | michi_cc: I was wondering about that ... :D |
14:35 | <+michi_cc> | andythenorth: ^^^^^^ This PR might or might not do anything for you. |
14:35 | <+michi_cc> | Damn, wrong PR title :) |
14:35 | <andythenorth> | oo :) |
14:36 | <andythenorth> | I will try shortly, in the middle of cargo aging tests :) |
14:36 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9eO |
14:37 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9ec |
14:37 | <TrueBrain> | minor questions :) |
14:38 | <TrueBrain> | frosch123: would be fun if the simulation cannot keep up, you here explosion sound |
14:38 | <TrueBrain> | :D |
14:39 | <frosch123> | there are wind and heavy-wind samples |
14:39 | <TrueBrain> | anyway, just to check, do you like this idea at all? Or you think it is stupid? :) |
14:40 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9ea |
14:40 | <frosch123> | it really depend on the final gui |
14:40 | <frosch123> | it's like transparency options: most of the time you only press "x" to toggle your common presets |
14:41 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9ei |
14:41 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9eP |
14:41 | <frosch123> | i don't expect people to change FF speed all the time. rather toggle their usual preset |
14:41 | <TrueBrain> | good point, something to keep in mind |
14:42 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9e1 |
14:43 | <frosch123> | you could call it "toolbar", like WC_TRANSPARENCY_TOOLBAR |
14:43 | <frosch123> | WC_SPEED_TOOLBAR |
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14:43 | <frosch123> | then you can also make it DARK_GREEN (i already forgot which colour you used) |
14:44 | <TrueBrain> | same as all the other toolbars |
14:44 | <TrueBrain> | as I like things being the same :) |
14:44 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9eN |
14:45 | <TrueBrain> | michi_cc: I don't understand the framerate measure thing, so I am just a bit scared :) I was fiddling a bit with it with SDL, as it also counts the time when there is nothing to do |
14:45 | <TrueBrain> | giving a much lower value than it really should |
14:45 | <TrueBrain> | but I found out I don't really grasp what it is doing exactly :P |
14:45 | <TrueBrain> | hence the annoying questions :) |
14:45 | <TrueBrain> | I also do not know what we want the value to show |
14:46 | <TrueBrain> | like .. "worst" time in a second? |
14:46 | <TrueBrain> | average? |
14:46 | <TrueBrain> | lowest? |
14:46 | <andythenorth> | michi_cc any particular way to test this PR? |
14:46 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh commented on pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9ve |
14:47 | <andythenorth> | the game is already fast enough again on mac, I don't trust subjective 'feels faster' any more |
14:47 | <+michi_cc> | andythenorth: Run it. And see if cursor movements feels more immediate. |
14:47 | <andythenorth> | ok |
14:47 | <andythenorth> | cursor is already instant everywhere I try |
14:47 | * | andythenorth tests |
14:47 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9vT |
14:49 | <+michi_cc> | andythenorth: It's entirely possible that OSX controls physical screen updates anyway. Then you'd not see a difference. |
14:49 | <TrueBrain> | so with your PR all video drivers are now driven by us, the video output .. that is pretty sweet :) |
14:50 | <andythenorth> | is there any possibility that this makes FFWD 2x as fast as a few days ago michi_cc ? |
14:50 | <andythenorth> | otherwise something else has |
14:50 | <andythenorth> | I benchmarked a specific save in multiple areas of the map |
14:51 | <+michi_cc> | I don't think so. It might have been TB's earlier driver refactor. |
14:51 | <TrueBrain> | less dirty-draws might be faster? |
14:51 | <andythenorth> | yeah I loaded the wrong save |
14:51 | <andythenorth> | was the wrong game date |
14:52 | <andythenorth> | numbers are back where I expected |
14:52 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler updated pull request #8700: Change: Recolour windows for consistency https://git.io/JtSt9 |
14:54 | <@DorpsGek> | [OpenTTD/OpenTTD] andythenorth commented on pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9vz |
14:56 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc updated pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9eI |
14:57 | <TrueBrain> | I am so happy you don't mind fixing my OCD :D |
14:57 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain approved pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9vd |
15:03 | <andythenorth> | now that we have lots of performance, we can have YACD back, right? :P |
15:05 | <TrueBrain> | yet-another-collosal-deathwish? |
15:06 | <andythenorth> | nearly correct |
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15:14 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc merged pull request #8707: [OSX] Draw immediately instead of waiting for the event loop. https://git.io/Jt9eI |
15:14 | <TrueBrain> | really cool michi_cc :D |
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15:41 | <supermop_Home> | alright, work more on log flume? |
15:43 | <andythenorth> | now that you fixed ogfx |
15:43 | <andythenorth> | seems fair |
15:44 | <supermop_Home> | the side boards of the flume could use a bit more love |
15:44 | <supermop_Home> | mostly need to get the log offsets dialed in, but hard to do when one cant see the log |
15:45 | <supermop_Home> | then add fun splashes |
15:46 | <supermop_Home> | then figure out how to apply same abuses to make a nice Alweg |
15:48 | <supermop_Home> | killing time while work computer runs batches of renders |
15:54 | <supermop_Home> | temperate ogfx hotel also needs help |
15:58 | <+glx> | TrueBrain: seems there's a missing "override" in sdl2_v.h |
15:59 | <TrueBrain> | didn't I fix that already? |
15:59 | <TrueBrain> | I remember I was like, yes, I knew that, let me fix that |
15:59 | <TrueBrain> | I didn't? |
15:59 | <TrueBrain> | boy, I am getting old :( |
15:59 | <+glx> | well latest CI run reports it |
16:00 | <andythenorth> | hmm special pax cargos |
16:01 | <TrueBrain> | I am not doubting the CI nor you glx :) |
16:01 | <supermop_Home> | andythenorth foamers? |
16:01 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain opened pull request #8708: Fix ec1dd0bf: missing override causing compiler warnings https://git.io/Jt9Tf |
16:03 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 approved pull request #8708: Fix ec1dd0bf: missing override causing compiler warnings https://git.io/Jt9TL |
16:04 | <TrueBrain> | I really cannot believe I didn't fix that .. owh well |
16:05 | <LordAro> | i even told you about it and everything |
16:05 | <LordAro> | honestly. |
16:05 | <TrueBrain> | and I even acknowledged it! |
16:05 | <TrueBrain> | that is the worst part |
16:06 | <TrueBrain> | no clue what happened between that and ... well .. merge |
16:06 | <TrueBrain> | I really am getting old :'( |
16:06 | <andythenorth> | same reason I bisected for a known bug |
16:06 | <andythenorth> | old! |
16:06 | * | LordAro ponders fixing that bug |
16:06 | <TrueBrain> | getting old? |
16:06 | <TrueBrain> | don't do anythingfdrastic please |
16:06 | <TrueBrain> | you scare me :) |
16:10 | <andythenorth> | ha ha |
16:10 | * | andythenorth has idea |
16:11 | <andythenorth> | restaurant car randomly reduces run cost of other vehicles in train |
16:11 | <andythenorth> | to reflect that people may or may not eat a lot of pies |
16:11 | <andythenorth> | the main thing is this absolves me from detailed testing :) |
16:13 | <TrueBrain> | glx: did you see that windows-2016, vcpkg cache step fails? |
16:13 | <+glx> | hmm wrong tar used again ? |
16:13 | <TrueBrain> | nope |
16:13 | <TrueBrain> | well |
16:13 | <TrueBrain> | kinda |
16:13 | <TrueBrain> | another one for sure |
16:13 | <TrueBrain> | but the error is odd as fuck :P |
16:14 | <TrueBrain> | it uses the GNU tar, which windows-latest doesn't |
16:14 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain merged pull request #8708: Fix ec1dd0bf: missing override causing compiler warnings https://git.io/Jt9Tf |
16:14 | <TrueBrain> | I do kinda agree with Lukka btw that we should stop using these custom build-steps, and just use cmake --build |
16:14 | <TrueBrain> | which does all the MSVC stuff for us |
16:14 | <TrueBrain> | doesn't solve vcpkg btw |
16:15 | <TrueBrain> | but okay .. bit done with GHA for a while .. nothing is broken, so who cares really :) |
16:17 | <+glx> | indeed very weird failure: /usr/bin/tar: c\:\vcpkg: Cannot stat: No such file or directory |
16:18 | <TrueBrain> | I think the GHA expects Windows tar |
16:18 | <TrueBrain> | not GNU tar |
16:18 | <LordAro> | mm, path mangling |
16:18 | <+glx> | oh it's because windows-2019 has tar |
16:18 | <+glx> | but not previous versions |
16:19 | * | andythenorth quits playing tanks |
16:19 | <andythenorth> | when the Definitely Balanced Matchmaker gives you teams of 40% players |
16:19 | <andythenorth> | it's not fun |
16:19 | <LordAro> | andythenorth: didn't have anyone else to carry you? |
16:19 | <LordAro> | <3 |
16:20 | <LordAro> | (that's me playing tanks) |
16:20 | <andythenorth> | MMO games eh |
16:20 | <andythenorth> | every loss is everyone else's fault |
16:20 | <LordAro> | havne't played WoT in quite some months, maybe i should give it a go |
16:20 | <andythenorth> | I only play Blitz |
16:20 | <andythenorth> | hmm, I'll need some random bits on reload |
16:21 | <andythenorth> | frosch123 random_switch is 'no'? |
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16:31 | <LordAro> | https://github.com/OpenTTD/OpenTTD/blob/master/src/pathfinder/follow_track.hpp#L468 anyone got any idea why this *2 is here? |
16:32 | <andythenorth> | are RV speed units half? |
16:32 | * | andythenorth looks in wiki |
16:32 | <TrueBrain> | there was something odd with RVs |
16:32 | <andythenorth> | RVs are speed in mph * 3.2 |
16:32 | <TrueBrain> | https://github.com/OpenTTD/OpenTTD/blob/master/src/roadveh_cmd.cpp#L439 |
16:32 | <andythenorth> | trains are 1.6 |
16:32 | <TrueBrain> | there it is done too :) |
16:33 | <LordAro> | interesting |
16:33 | <+glx> | I can try to move away from run-cmake |
16:33 | <TrueBrain> | I found cmake --build . to work excellent |
16:33 | <TrueBrain> | guess we should do that on all platforms tbh |
16:33 | <TrueBrain> | instead of "make" and all the other types |
16:33 | <andythenorth> | hmm can I multiply a running cost by random 1-10% in nml? |
16:33 | <TrueBrain> | put CMake in control :) |
16:33 | <+michi_cc> | Indeed, RV speed is mph*3.2 while the bridge newgrf prop seems to fixed to mph*1.6 |
16:33 | <andythenorth> | or do I have to do it all on returning results? |
16:34 | <+glx> | but run-vcpkg simplifies caching |
16:34 | <andythenorth> | and how DO random triggers work? :P |
16:34 | <+glx> | (when it works) |
16:36 | <LordAro> | hmm, there are a lot of /2 surrounding roadtypeinfo max_speed |
16:38 | <frosch123> | rv and ships have a factor /2 |
16:38 | * | FLHerne looks at Horse nml |
16:38 | <FLHerne> | Just how many recolour_sprites can one thing need? |
16:38 | <frosch123> | aircraft used to have a different factor, but now use the train unit |
16:39 | <andythenorth> | FLHerne funny you say that |
16:39 | <andythenorth> | Horse is relatively conservative |
16:39 | <frosch123> | andythenorth: nml does not help much with random_actions :) |
16:39 | <andythenorth> | FLHerne I don't do cargo colouring with recolour_sprites |
16:40 | <andythenorth> | FLHerne I'm always scared of them :P |
16:40 | <frosch123> | we need to change nml to provide a better random_switch |
16:40 | <andythenorth> | I want to randomly reduce run costs for the whole consist if it has a restaurant car |
16:40 | <andythenorth> | I'll probably need to pick the random bits out of the restaurant car vehicle with var 0x61 |
16:40 | <frosch123> | what part of that is "random"? |
16:40 | <supermop_Home> | I've put a tiny little pink spotlight over each cocktail in this rendering to make them look more appetizing |
16:41 | <andythenorth> | it should vary on load, or reload or something |
16:41 | <andythenorth> | or 32 day callback |
16:41 | <supermop_Home> | digital cocktails better than meatspace cocktails? |
16:41 | <andythenorth> | supermop_Home unlikely |
16:41 | <andythenorth> | but maybe |
16:41 | <andythenorth> | frosch reduction would be 1-25% or something |
16:41 | <frosch123> | andythenorth: the front engine can check whether a restaurant car is present (if you have a unique id for it) |
16:41 | <andythenorth> | yup, got that part |
16:41 | <FLHerne> | But most players will have multiple trains with restaurant cars, so your random factor will average out and be meaningless |
16:42 | <frosch123> | it does not matter which random bits you use |
16:42 | <FLHerne> | (of course, most players will never notice even if they have one) |
16:42 | <andythenorth> | there are other things that might be using triggers already |
16:42 | <frosch123> | why do you want to use those of the restauarant car? are they more random than other bits? |
16:42 | <andythenorth> | I've had unwanted behaviour from triggers interacting 'unexpectedly' |
16:43 | <andythenorth> | unexpected to me :P |
16:43 | <frosch123> | triggers do not trigger when the random_switch is a callback |
16:43 | <andythenorth> | I wanted to use some that are in safe sandbox |
16:43 | <frosch123> | that's their main problem |
16:43 | <andythenorth> | ok |
16:43 | <andythenorth> | hmm |
16:44 | <frosch123> | if you want to use triggers, yuo have to insert a dummy random_switch at the top of the graphics chain |
16:44 | <frosch123> | give it the bits it shall rerandomise |
16:44 | <frosch123> | and then only define one case to continue unconditionally |
16:44 | <frosch123> | then add a random_switch without triggers into the callback, and somehow get nml to make them use the same random bits |
16:45 | <andythenorth> | sounds simple :D |
16:45 | <frosch123> | probably by adding a "dependant" thing |
16:45 | <frosch123> | it would be nicer if nml would do that magic :) |
16:45 | <andythenorth> | how do I specify which bits to rerandomise? I am overlooking that somewhere in the wiki |
16:46 | <frosch123> | it rerandomised those bits, which the switch uses :p |
16:46 | <frosch123> | so it depends on which bits the switch uses |
16:46 | <NGC3982> | evening. |
16:46 | <andythenorth> | I have a feeling that is magically abstracted for me :P |
16:47 | <andythenorth> | I don't really understand random switch, I've been just picking bits out manually when I need them |
16:47 | <andythenorth> | fewer surprises |
16:47 | <andythenorth> | hmm, the actual feature could be random per vehicle, doesn't really matter |
16:48 | <andythenorth> | player can't see run cost anyway |
16:48 | <TrueBrain> | owh, this reply on "the forum thread" is hilarious :) |
16:48 | <andythenorth> | could just use the vehicle's bits |
16:48 | <andythenorth> | I don't really care what they are |
16:48 | <andythenorth> | or if they get retriggered |
16:48 | <andythenorth> | this whole restaurant car feature...it's not trolling exactly...but nobody should be looking too closely at the gameplay value P |
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16:50 | <andythenorth> | TrueBrain so are there some giant pictures there proving that max map height didn't work as expected? |
16:50 | * | andythenorth puzzled |
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16:50 | <andythenorth> | seems to be proving that map gen was broken in 1.10.3 |
16:51 | <TrueBrain> | it proofs people have no clue what max-height does, yes :) And they are not wrong to not understand :P |
16:51 | <FLHerne> | andythenorth: I still have no idea why you think it should be random |
16:51 | <andythenorth> | FLHerne which 'it'? :) |
16:51 | <FLHerne> | It takes a feature that no-one will notice, and turns it into a feature that no-one will notice and also makes everything even more complicated |
16:51 | <LordAro> | interesting |
16:52 | <FLHerne> | Your restaurant bonus |
16:52 | <LordAro> | road vehicles appear to always take the shorter route, regardless of bridge speed |
16:52 | <andythenorth> | FLHerne making it random means I don't have to set up a dedicated test game, and test 1900, 1930, 1960, 1990, 2020 |
16:52 | <FLHerne> | LordAro: There's a bug for that |
16:52 | <andythenorth> | over different lengths of route |
16:52 | <LordAro> | FLHerne: no, that bug is for roadtypes |
16:52 | <andythenorth> | random is random |
16:52 | <LordAro> | this is standard roads |
16:53 | <LordAro> | and the code (linked above) suggests that it should be accounted for |
16:53 | <FLHerne> | LordAro: Eh, I guessed if the pathfinder did speed limits before someone would have put the roadtypes into it |
16:53 | <supermop_Home> | LordAro maybe the pathfinder knows the slow bridge is the more scenic route |
16:53 | <FLHerne> | Maybe that isn't how it doesn't work :p |
16:53 | <LordAro> | FLHerne: that's the roadtypes bit, yes |
16:53 | <LordAro> | i've sorted that |
16:53 | <LordAro> | but this is (likely) pre-roadtypes |
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16:53 | <andythenorth> | TrueBrain that Alpinist picture though - that's not a defensible outcome IMHO :) |
16:54 | <andythenorth> | could just be very selective screenshot, I'll test |
16:54 | <TrueBrain> | I am happy to see the terrain generator now does what I expect it to do :) |
16:54 | <FLHerne> | andythenorth: I *really* don't understand how randomizing the effect means you have to test *less* :-/ |
16:55 | <TrueBrain> | but I love the map with 70 max height and 80 snow |
16:55 | <TrueBrain> | it shows once again how silly the max-height setting is :) |
16:55 | <andythenorth> | FLHerne don't have to 'balance' |
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16:55 | <TrueBrain> | I still kinda want to make it do what people expect it to do, but it will be a rabbit hole weeks deep :) |
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16:56 | <LordAro> | FLHerne: https://pasteboard.co/JPhQd7D.png |
16:56 | <FLHerne> | andythenorth: But with any appreciable number of vehicles it'll average out to some constant value anyway, and that doesn't need balancing less than an actual constant? |
16:56 | <supermop_Home> | FLHerne I think his thinking is 'if it is always wrong, I never have to check that it is right' |
16:56 | <FLHerne> | While being harder to test because statistics |
16:56 | <andythenorth> | you are both correct |
16:57 | <andythenorth> | it will average to 10! / 10 or something if it's 1-10%? |
16:57 | * | FLHerne flails hands helplessly |
16:57 | * | andythenorth not very statistics |
16:57 | <supermop_Home> | LordAro that temperate hotel... :'( |
16:58 | <andythenorth> | Alpinist with low snowline is definitely sub-optimum |
16:58 | <TrueBrain> | what makes me giggle most about the forum thread, honestly, of all the changes we accepted in the last 3 months ... THIS is the one that causes a scene :) |
16:58 | <andythenorth> | it's not unplayable |
16:58 | <FLHerne> | andythenorth: It'll average to 5.5% |
16:58 | <TrueBrain> | I would have given 20 other PRs I merged I expected this to happen with |
16:58 | <TrueBrain> | but not this one :D |
16:58 | <andythenorth> | TrueBrain this is why this kind of stuff doesn't get touched |
16:58 | <TrueBrain> | "This is the sword I die on" :D |
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16:58 | <supermop_Home> | TrueBrain quick change lots of other stuff while people are distracted! |
16:58 | <TrueBrain> | supermop_Home: sssttt, I already did :P |
16:58 | <andythenorth> | most devs here are still recovering from 'you can no longer flip vehicles in depot by default' |
16:58 | <supermop_Home> | time to remove ships |
16:58 | <andythenorth> | which was like 2008 or something |
16:58 | <FLHerne> | andythenorth: Assuming even distribution |
16:59 | <supermop_Home> | no one will notice til 1.14 or something |
16:59 | <FLHerne> | Which, given how grfs do randomness, is a stupid and wrong assumption |
16:59 | <TrueBrain> | well, though love for LC, but I stand by the choice we made, and I will die on that sword too :P |
16:59 | <FLHerne> | supermop_Home: All my networks will break :-( |
17:00 | <supermop_Home> | "we changed the subarctic generator back to 1.10.3, but now all subarctic grass is pink" |
17:00 | <andythenorth> | FLHerne make a counter proposal? |
17:01 | <andythenorth> | because digging through all the random triggers looks less and less appetitising |
17:01 | <andythenorth> | I was going to do % cost reduction on % loaded |
17:01 | <supermop_Home> | andythenorth some station rating hack probably the best? |
17:01 | <andythenorth> | because more passengers = more eccles cakes sold |
17:01 | <andythenorth> | supermop_Home not possible |
17:01 | <supermop_Home> | andythenorth that will desync |
17:01 | <supermop_Home> | based on my experience with trams |
17:01 | <andythenorth> | :o |
17:02 | <andythenorth> | what desynced? |
17:02 | <supermop_Home> | changed cargo decay based on % loaded |
17:02 | <andythenorth> | really? |
17:02 | <andythenorth> | oof |
17:02 | <andythenorth> | I do loading sprites on % loaded often |
17:02 | <supermop_Home> | idk I never play MP but changing the cargo decay stat while out of depot caused it apparently |
17:03 | <supermop_Home> | it seems like it shouldn't but I got a handful of reports of it |
17:03 | <andythenorth> | worth knowing, because I was about to do just that |
17:03 | <supermop_Home> | maybe its a bug? |
17:03 | <Timberwolf> | Interesting. I do just that, maybe I should test an MP game. |
17:04 | <andythenorth> | TrueBrain it's bad form to quote forum posts behind people's back, but this is the funniest "without respecting other styles of play than one's own" |
17:04 | <andythenorth> | given how little OpenTTD devs mostly play |
17:04 | <Timberwolf> | (Only for the preservation railways) |
17:04 | <andythenorth> | FLHerne so I can just take the % reduction as the static value that the random would have averaged to? :D |
17:05 | <andythenorth> | saving a lot of reading about random :) |
17:06 | <supermop_Home> | the switch was inspired by Melbourne where E class trams (and B class) can be a comfy light rail train to ride way out into the suburban hinterlands off peak, but are miserable at crush load |
17:07 | <andythenorth> | it's a good idea :D |
17:07 | <andythenorth> | if only cargo_age_period wasn't so crappy to test and balance |
17:07 | <FLHerne> | andythenorth: Yes, that was what I meant |
17:07 | <supermop_Home> | and its realistic, because I observed a lot more people "forgetting" to tap on with their farecards which it was full and standing |
17:07 | <supermop_Home> | *when it was |
17:08 | <FLHerne> | If it's randomised per-train, anyone with more than a handful will get the same result either way |
17:08 | <andythenorth> | yes |
17:08 | <supermop_Home> | randomized per month |
17:08 | <andythenorth> | hmm is there a floor under cargo aging? I think there is |
17:08 | <andythenorth> | yes the chart shows that |
17:08 | <supermop_Home> | the menu in some months being more appetizing than others |
17:09 | <andythenorth> | https://wiki.openttd.org/en/Manual/Game%20Mechanics/Cargo%20income |
17:09 | <andythenorth> | "the time component will never be lower than 31" |
17:09 | * | andythenorth wonders if the aging gets reset when transferring? |
17:10 | <andythenorth> | and if cargo is aged on stations |
17:10 | <Timberwolf> | Speaking of different experiences based on loading, when the class 317s passed to TfL they became declassified (i.e. everything is standard class) but all the interiors remained, including this on some of them: https://commons.wikimedia.org/wiki/File:First_Class_on_LO_Class_317-7.jpg |
17:11 | <Timberwolf> | If you're one of the first people on the train at rush hour, it's excellent. |
17:11 | <Timberwolf> | Otherwise... it's not. |
17:11 | <andythenorth> | wow so not commuter |
17:12 | <Timberwolf> | They were very end-of-life by that point. |
17:12 | <supermop_Home> | I recall even in 2012 some subsurface stock on circle or something that had essentially what looked like compartments to me |
17:12 | <Timberwolf> | Every so often you get a seat that's completely collapsed. |
17:13 | <Timberwolf> | supermop_Home: The really old stuff had some lateral seating. |
17:13 | <Timberwolf> | I think a few units with wooden floors survived as late as 2010-ish. |
17:13 | <supermop_Home> | this had little partitions between the 'booths' |
17:13 | <supermop_Home> | yeah I seen those either in 2011 or 2012 |
17:15 | <Timberwolf> | Unrefurbished C stock, I'd guess. https://www.ltmuseum.co.uk/collections/collections-online/photographs/item/2001-5225 |
17:15 | <supermop_Home> | contrast with hikari rail star in japan - when a 700 series shinkansen get cascaded to a more local / commuter level of service, they rip out the interior and replace with a more spartan one |
17:16 | <Timberwolf> | That's more normal here. South West Trains completely refurbished all the 455s/456s that got cascaded to them. |
17:16 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl opened pull request #8709: Change: Don't show global goals in company goal windows https://git.io/Jt9tF |
17:17 | <supermop_Home> | the rail star is still a shinkansen tho, so here I am with my Green Car rail pass stuck in essentially cattle class from Kobe to Fukuoka for hours as the train has no green car... |
17:17 | <TrueBrain> | right, lets see if this reply helps calming LC down a bit :) |
17:18 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh commented on pull request #8709: Change: Don't show global goals in company goal windows https://git.io/Jt9qJ |
17:18 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8709: Change: Don't show global goals in company goal windows https://git.io/Jt9qT |
17:18 | <TrueBrain> | haha @ nielsm :D |
17:18 | <TrueBrain> | same thought, different solution :) |
17:20 | <_dp_> | I was thinking to just add that line in the gamescript |
17:21 | <supermop_Home> | TrueBrain just rename max height to 'clamp' or 'cutoff' or something? |
17:21 | <_dp_> | Button would be nice I guess but where to put it? in the title bar? |
17:21 | <TrueBrain> | or ... remove it, I know, shocker :D |
17:21 | <TrueBrain> | _dp_: other windows do this |
17:21 | <TrueBrain> | that is why I went there |
17:21 | <TrueBrain> | I would never have done it myself :D |
17:21 | <supermop_Home> | TrueBrain I am sure some maniac wants those ugly chopped mountains |
17:22 | <supermop_Home> | but it definitely should not be there in the new map window |
17:22 | <TrueBrain> | supermop_Home: yeah ... would that give another nice thread? :D |
17:22 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8709: Change: Don't show global goals in company goal windows https://git.io/Jt9qs |
17:23 | <supermop_Home> | "1.11 beta forces players to play with pointy mountains!!!!" |
17:24 | <_dp_> | max height is kinda useful for generating super flat maps |
17:24 | <frosch123> | wow, i didn't even know there is a global goals window |
17:24 | <TrueBrain> | for doing the exact opposite the name suggests, yes :) |
17:24 | <_dp_> | well, if min is lowered because default 15 isn't xD |
17:24 | <frosch123> | i always just pressed the button, and did not check the dropdown |
17:24 | <TrueBrain> | frosch123: :D I had the same :P |
17:26 | <supermop_Home> | rename it "Mountain chop factor" |
17:26 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 commented on pull request #8709: Change: Don't show global goals in company goal windows https://git.io/Jt9qR |
17:27 | <TrueBrain> | supermop_Home: "hop chop this value makes mountains go flllaaaatttttt |
17:27 | <TrueBrain> | no, honestly, I want to do either of these two: either make max-height auto-detected from the mapgen, and/or make max-height influence the mapgen |
17:27 | * | andythenorth makes TrueBrain flat |
17:28 | <andythenorth> | and then supermop_Home flat |
17:28 | <andythenorth> | flatten all |
17:28 | <TrueBrain> | but I have to look into the code more to make a more educated opinion |
17:28 | <_dp_> | frosch123, I couldn't find a single gs that would use both global and company goals for their intended purpose |
17:28 | <TrueBrain> | _dp_: define "intended purpse" |
17:28 | <_dp_> | one uses global goals but not company |
17:28 | <_dp_> | TrueBrain, that uses global goals to show global goals :p |
17:29 | <_dp_> | all but one show company rankings there :p |
17:29 | <TrueBrain> | yeah, just trying to avoid confusion here :) |
17:29 | <supermop_Home> | Need a GS with the global goal to flatten all mountains |
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17:30 | <andythenorth> | original AI? |
17:30 | <andythenorth> | such terraform |
17:31 | <supermop_Home> | my biggest gripe about terrain generation is the weird pyramid holes up in mountains and valleys that do not have an outlet |
17:32 | <TrueBrain> | ideally we get a student that rewrite it for college credits :) |
17:32 | <supermop_Home> | or when a river stops in a 6 tile lake like 4 tiles away from the ocean |
17:32 | <supermop_Home> | OpenTTD LLC hires an intern? |
17:35 | <frosch123> | _dp_: sure, but in that case i still only want to press the goals toolbar button to see the goals |
17:35 | <frosch123> | the dropdown is useful to see goals of other companies, just like you can see vehicles of other companies |
17:36 | <frosch123> | but the global goals in inconvenient to reach, for how often i would want to look at them, if a gs has global goals |
17:37 | <_dp_> | frosch123, so you think it's convenient to scroll down each time to get company goals? :p |
17:37 | <_dp_> | and there are way more gamescripts that use global goals for rankings rathere than actual goals |
17:37 | <frosch123> | you said, no gs has both, so you never scroll |
17:38 | <_dp_> | both in a sense of actual goals |
17:38 | <_dp_> | plenty use global goals for other stuff |
17:39 | <frosch123> | ah, now i understand those screenshots |
17:39 | <frosch123> | i hate citybuilders |
17:40 | <LordAro> | https://pasteboard.co/JPi841H.png i fear this may be getting out of hand |
17:40 | <TrueBrain> | fooooooooooo |
17:40 | <TrueBrain> | :D |
17:40 | <TrueBrain> | as long as you understand those numbers :P |
17:40 | <LordAro> | i'm not entirely certain, but it feels like the cost for a road vehicle might be too high |
17:40 | <LordAro> | er |
17:41 | <LordAro> | pathfinder cost for a road vehicle turning a corner* |
17:41 | <LordAro> | road has no speed limit, tube bridge has high speed limit, wood bridge has low speed limit |
17:41 | <LordAro> | i would expect the road vehicle to take the road |
17:42 | <LordAro> | but it carries on over the wooden bridge |
17:42 | <TrueBrain> | it enjoys the view? |
17:42 | <LordAro> | (train works as expected, takes the faster bridge) |
17:42 | <supermop_Home> | TrueBrain that's what I said! |
17:43 | <TrueBrain> | LordAro: turning a corner is expensive after all :) |
17:43 | <TrueBrain> | from a PF point of view, the other tunnel takes 2 more tiles |
17:43 | <TrueBrain> | doesn't that balance out the speed limit? |
17:43 | <TrueBrain> | what if you put the wooden bridge on equal road-length? |
17:44 | <TrueBrain> | (by moving the depot 1 tile to NE) |
17:44 | <TrueBrain> | tunnel? bridge, lol |
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17:46 | <LordAro> | TrueBrain: yeah, that works https://pasteboard.co/JPiaQPz.png (i tried swapping them to be sure it wasn't just random) |
17:47 | <TrueBrain> | I don't know how much the wooden bridge limits the speed |
17:47 | <TrueBrain> | but 2 more tiles is hefty |
17:47 | <TrueBrain> | on such a small stretch |
17:47 | <LordAro> | 32kph vs 611kph |
17:47 | <LordAro> | it's quite significant |
17:48 | <TrueBrain> | max speed of bus? |
17:48 | <LordAro> | 127 |
17:48 | <TrueBrain> | @calc (127 - 32) * 8 |
17:48 | <@DorpsGek> | TrueBrain: 760 |
17:48 | <TrueBrain> | @calc 760/4 |
17:48 | <@DorpsGek> | TrueBrain: 190 |
17:49 | <TrueBrain> | hmm .. that seems a bit overpriced, yes |
17:49 | <TrueBrain> | depending on how the penalty of speed-difference is calculated, ofc |
17:49 | <LordAro> | by my extremely rough counting, it takes an extra 9s for it to cross the wooden bridge vs tube bridge (on same distance route) |
17:50 | <TrueBrain> | @calc 760/127 |
17:50 | <@DorpsGek> | TrueBrain: 5.984251968503937 |
17:50 | <TrueBrain> | 2 tiles extra count for 6 |
17:50 | <TrueBrain> | corners or not, that is just a bit too agressive |
17:50 | <andythenorth> | hmm if restaurant cars work what else can I do? |
17:51 | <andythenorth> | observation car? |
17:51 | <andythenorth> | bar car? |
17:51 | <TrueBrain> | LordAro: guess the question is, is it corners that have a too high penalty, or is it speed limit that is calculated weirdly :) |
17:51 | <LordAro> | i'm pretty certain the speed limit is fine |
17:51 | <LordAro> | (it's the same one as for trains) |
17:52 | <TrueBrain> | I dunno how our PF works, but can you dump H-values? |
17:52 | <TrueBrain> | does it have a nice place where it shows its heuristic value? |
17:53 | <TrueBrain> | as that should be easy to see ofc .. 2 busses on 2 roads with different bridges |
17:53 | <TrueBrain> | and check the cost of the path for both |
17:54 | <supermop_Home> | andythenorth certainly bar car |
17:54 | <LordAro> | https://pasteboard.co/JPidTRF.png same number of corners |
17:54 | <supermop_Home> | trolley service? |
17:54 | <LordAro> | still picks wooden bridge |
17:54 | <LordAro> | maybe road tiles as a whole are too expensive? |
17:54 | <supermop_Home> | build sandwich shop at station for passengers to take to-go |
17:55 | <andythenorth> | supermop_Home station tiles :P |
17:55 | <TrueBrain> | or speed limit is not addressed sufficiently :) |
17:55 | <andythenorth> | a whole other transport game mechanic we lack :D |
17:55 | <andythenorth> | nvm |
17:55 | <andythenorth> | we have grf |
17:55 | <TrueBrain> | dumping the cost of both routes will give you an indication LordAro :) |
17:56 | <LordAro> | TrueBrain: i think that's what i've got with my "segment x -> y" statements |
17:56 | <supermop_Home> | slider for cleaning funding to reduce the amount stations smell like urine |
17:57 | <supermop_Home> | "the ammonia cargo rating for this station is horrible because the station smells" |
17:57 | <TrueBrain> | LordAro: your screenshot only shows me the cost of 1 of the paths |
17:57 | <TrueBrain> | 83a5 to 8ca5 is not shown :) |
17:59 | <TrueBrain> | LordAro: does that other bridge have a minimum speed? |
17:59 | <FLHerne> | frosch123/LordAro: I see that POP_WORD is 'deprecated' in favour of SKIP in grfstrings.py, but in the wiki there's only POP_WORD and SKIP isn't listed |
17:59 | <FLHerne> | Should I change the wiki? |
17:59 | <TrueBrain> | the penalty for speed is the difference between max vehicle speed and max bridge speed |
17:59 | <FLHerne> | https://newgrf-specs.tt-wiki.net/wiki/NML:Language_files#String_parameters |
18:00 | <LordAro> | nothing has any minimum speed, afaict |
18:00 | <FLHerne> | (tbh, I find POP_WORD clearer about what it does...) |
18:00 | <TrueBrain> | default tile is 100 penalty |
18:00 | <TrueBrain> | @calc 127 - 32 |
18:00 | <@DorpsGek> | TrueBrain: 95 |
18:01 | <TrueBrain> | so every tile on the wooden bridge is as 2 normal tiles, I guess |
18:01 | <FLHerne> | ^ actually I should ask Yexo, it was his commit 10 years ago :p |
18:01 | <frosch123> | FLHerne: i don't know the status of nml, but in ottd all those positional things are deprecated |
18:01 | <frosch123> | they make no sense in translations, when translations can reorder parameters anyway |
18:02 | <frosch123> | POP_WORD is probably deprecated, because NML uses 32bit ints for everything, so words don't fit |
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18:03 | <TrueBrain> | int max_veh_speed = v->GetDisplayMaxSpeed(); <- "Display" always scares me a bit |
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18:03 | <andythenorth> | restaurant car becomes observation car if at back of train? o_O |
18:03 | * | andythenorth could, code supports it |
18:04 | <frosch123> | FLHerne: so my theory: nml had POP_WORD first. then copied SKIP from ottd, and then ottd dropped SKIP :p |
18:04 | <LordAro> | TrueBrain: https://pasteboard.co/JPih9Qr.png & https://pasteboard.co/JPihZZH.png |
18:04 | <TrueBrain> | LordAro: penalty on rails is a lot higher for speed difference btw |
18:05 | <FLHerne> | frosch123: andy is using SKIP in at least one thing, which is why I tried to look it up in the first place |
18:05 | <frosch123> | FLHerne: nml also has "str_pos". so it's okay to deprecate both SKIP and POP_WORD |
18:05 | <frosch123> | assuming it works :p |
18:06 | <FLHerne> | andythenorth: all the hidden features |
18:07 | <TrueBrain> | LordAro: I would make 2 unconnected bridge |
18:07 | <TrueBrain> | so you can really see the difference in the score |
18:07 | <TrueBrain> | now it is hard to deduce what the PF did |
18:08 | <LordAro> | TrueBrain: unconnected bridge? i don't follow |
18:08 | <TrueBrain> | just a simple road, depot, bridge, depot |
18:08 | <LordAro> | you mean without any junctions? |
18:08 | <LordAro> | right |
18:08 | <TrueBrain> | :) |
18:08 | <TrueBrain> | I cannot see now if it picked one bridge over the other |
18:08 | <TrueBrain> | so the scores don't really indicate what it thought each segment was |
18:09 | <LordAro> | trouble is, it needs a junction to do any pathfinding at all :p |
18:09 | <TrueBrain> | so make one |
18:09 | <TrueBrain> | just not with bridges |
18:09 | <LordAro> | ah yes |
18:09 | <TrueBrain> | long long route around it |
18:10 | <TrueBrain> | like via another town :P |
18:10 | <TrueBrain> | road: segment_cost += 1 * (max_veh_speed - max_speed); |
18:10 | <TrueBrain> | rail: extra_cost += YAPF_TILE_LENGTH * (max_veh_speed - max_speed) * (4 + tf->m_tiles_skipped) / max_veh_speed; |
18:10 | <TrueBrain> | rail has a huge penalty on speedloss |
18:10 | <+glx> | so I have https://github.com/glx22/OpenTTD/pull/9/files |
18:11 | <TrueBrain> | glx: that already looks a lot less magic :D |
18:11 | <TrueBrain> | some newlines and EOF trick for "cmake .." line will also help |
18:11 | <+glx> | not powershell friendly :) |
18:11 | <+glx> | but I can switch to bash |
18:11 | <TrueBrain> | switch the shell to bash :P :P |
18:11 | <TrueBrain> | :D |
18:12 | <LordAro> | TrueBrain: https://pasteboard.co/JPill5J.png & https://pasteboard.co/JPikCC6n.png |
18:13 | <TrueBrain> | 100 difference in penalty, lol |
18:13 | <TrueBrain> | the length of a single tile |
18:13 | <TrueBrain> | no wonder you get shitty results |
18:13 | <TrueBrain> | https://github.com/OpenTTD/OpenTTD/blob/master/src/pathfinder/yapf/yapf_road.cpp#L164 <- I wonder what "max_speed" and "max_veh_speed" is, in what unit mostly |
18:13 | <TrueBrain> | as I expected a higher difference |
18:14 | <TrueBrain> | but I think if you change that penalty to "YAPF_TILE_LENGTH * (max_veh_speed - max_speed) * / max_veh_speed;", the result might already be better |
18:14 | <TrueBrain> | blind guess btw :P |
18:15 | <LordAro> | seems plausible |
18:16 | <TrueBrain> | what is "wrong" about the current code, it fully depends on in what unit "max-speed" is |
18:16 | <TrueBrain> | it is not normalized towards any penalty |
18:16 | <TrueBrain> | which is a bit odd, to say the least |
18:17 | <TrueBrain> | means that by luck (or in this case, no luck) it competes with penalties |
18:17 | <TrueBrain> | that said, the speeds you give, and given max_speed should be in ~km/h, it should have been okay-ish |
18:18 | <LordAro> | the ones that come out of GetSpeedLimit are "rv units" |
18:18 | <TrueBrain> | what is the value of that? |
18:18 | <LordAro> | 3.2 * kmh, as per andy |
18:18 | <LordAro> | (i.e. double trains, for some reason) |
18:19 | <TrueBrain> | int32 max_speed = e->GetDisplayMaxSpeed(); // km-ish/h |
18:19 | <TrueBrain> | guess comment is a lie |
18:19 | <TrueBrain> | :) |
18:19 | <TrueBrain> | wouldn't be the first time :P |
18:19 | <TrueBrain> | anyway, if you can dump those values around that place |
18:19 | <TrueBrain> | might give us a better insight |
18:20 | <TrueBrain> | (I assumed you were debugging YAPF btw :P) |
18:21 | <LordAro> | those were the original 64 & 1216 numbers from https://pasteboard.co/JPi841H.png |
18:21 | <LordAro> | which is just 2*kmh |
18:22 | <TrueBrain> | so the bridge is 64, and the vehicle is 1216? |
18:22 | <LordAro> | tubular is 1216, i think |
18:22 | <TrueBrain> | ah, that makes more sense |
18:22 | <TrueBrain> | k |
18:22 | <LordAro> | 611 * 2 ish |
18:23 | <TrueBrain> | debugging what "F.m_tiles_skipped" is when max_speed < max_veh_speed might also give an interesting result |
18:23 | <TrueBrain> | as, and this is just a hunch, it might be that it only calculates this penalty for 1 tile, instead of all tiles |
18:23 | <LordAro> | it's not touched by GetSpeedLimit, anyway |
18:24 | <LordAro> | ah, followtileexit |
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18:24 | <LordAro> | which is... something to do with the length of the tunnelbridge |
18:24 | <LordAro> | suspicious |
18:25 | <TrueBrain> | that would fit better by the problem .. you can validate it by changing the bridge length, and trying both roads again |
18:25 | <TrueBrain> | or debug the code :D |
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18:26 | <TrueBrain> | yeah, PF seems to skip bridges too |
18:26 | <TrueBrain> | https://github.com/OpenTTD/OpenTTD/blob/master/src/pathfinder/follow_track.hpp#L219 |
18:26 | <TrueBrain> | (I am doing this all via github.com btw ... playing Factorio :P) |
18:27 | <TrueBrain> | so that speed penalty for road is very odd |
18:27 | <TrueBrain> | but be careful, if you fix this, you limit the way people can play the game |
18:27 | <TrueBrain> | just so you are aware :D :P :P :P |
18:27 | <LordAro> | oh dear |
18:31 | <TrueBrain> | andythenorth: I FOUND THE SOLUTION! (well, Xaroth did, but I am stealing it): https://i.redd.it/v91epait1oi61.jpg |
18:31 | <Xaroth> | :facepalm: |
18:32 | <+glx> | hmm I may retry to do vcpkg stuff without external action |
18:32 | <andythenorth> | very English |
18:32 | <andythenorth> | genuine UK Gov department logo |
18:33 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl updated pull request #8709: Change: Don't show global goals in company goal windows https://git.io/Jt9tF |
18:35 | <TrueBrain> | LordAro: yeah, your images clearly show the speed penalty was only taken over a single tile |
18:35 | <TrueBrain> | so that explains that moving your faster bridge 1 further away makes it skip it |
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18:58 | <andythenorth> | sleep |
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19:22 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro opened pull request #8710: Fix road pathfinder behaviour with speed limits on roadtypes/bridges https://git.io/Jt9GI |
19:22 | <LordAro> | right, bedtime |
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19:32 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc approved pull request #8710: Fix road pathfinder behaviour with speed limits on roadtypes/bridges https://git.io/Jt9GP |
19:42 | <TrueBrain> | There is a bug in that PR :D |
19:43 | <TrueBrain> | Min speed is missing the same thing as max |
19:43 | <TrueBrain> | Not logged in to GH on mobile, sadddd |
19:43 | <LordAro> | it is in the rail pathfinder too |
19:43 | <LordAro> | given there is nothing with a minimum speed anywhere, i didn't worry too much |
19:44 | <TrueBrain> | Really weird .. why would bridge length not matter all of a sudden |
19:44 | <LordAro> | ¯\_(ツ)_/¯ |
19:45 | <LordAro> | you'd have to ask the madman that wrote YAPF, it appears to date back that far |
19:45 | <TrueBrain> | Yeah ... let's not dwindle in the past too much :D |
19:46 | <TrueBrain> | It will take 20 years for someone to notice if that is broken, so who cares :D |
19:46 | <TrueBrain> | Took 10 years for someone to find this :p |
19:47 | <TrueBrain> | Right, bed, good idea, night! |
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20:20 | <@DorpsGek> | [OpenTTD/OpenTTD] perezdidac updated pull request #8706: Feature: rail station class name filtering https://git.io/Jt9ev |
20:29 | <@DorpsGek> | [OpenTTD/OpenTTD] perezdidac updated pull request #8706: Feature: rail station class name filtering https://git.io/Jt9ev |
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--- | Log | closed Sun Feb 21 00:00:48 2021 |