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Log for #openttd on 22nd February 2018:
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08:06:25  <dihedral> good morning
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14:16:56  * riso slaps dihedral around a bit with a large trout
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14:22:45  <Samu> eh, dune is back? https://www.youtube.com/watch?v=f7oyrTZxieI
14:26:19  <Samu>  A brand new Hardcore Vibes Version is coming in 2018
14:26:23  <Samu> "k"
14:26:27  <Samu> waiting...
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14:53:09  <supermop_work> so there is a limit on number of switch blocks?
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16:00:26  <Alberth> o/
16:04:02  <supermop_work> yo
16:04:14  <supermop_work> i ran out of switches i think
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16:29:18  * dihedral gave his switches packets....
16:29:22  <dihedral> switches looove packets
16:29:39  * MKultra2u sees dihedral
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16:53:36  <Alberth> unfortunately, they don't replicate themselves
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16:59:20  <supermop_work> i got an nml error saying it couldn't allocate the switch, and to try reducing the number of such blocks
16:59:46  <supermop_work> i would have thought i only had a few hundred  but idk
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17:02:40  <supermop_work> i only added 18 since the last time i compiled
17:03:05  <supermop_work> but i plan on adding many more, like for drive-side specific graphics
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17:13:59  <Alberth> maybe merge a few together?
17:14:34  <Alberth> if you have chains of switches
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17:23:10  <Samu> time to inflate the number of clients
17:23:14  <Samu> on my server, muahahu
17:32:59  <Samu> oh, the server also counts as a client, hmm ok
17:33:19  <Samu> so i can only have 63 clients
17:33:22  <Samu> not 64
17:34:52  <Samu> most played server https://imgur.com/cw3cr8K
17:35:00  <Samu> no cheating
17:38:48  <Samu> wait a minute, the server, when dedicated doesn't count as a client, but i still can't have 64 clients
17:39:14  <Samu> only 63 could join
17:39:44  <Samu> if server is not dedicated, it counts as a client, the 64 limit is correct then
17:40:07  <supermop_work> Alberth: probably some i can omit, but not sure how many i can really merge
17:40:19  <Samu> i better confirm
17:40:20  <Samu> brb
17:40:40  <supermop_work> very few are chains
17:41:13  <supermop_work> the ones that are are typically a sprite stack, where each layer in the stack is a switch
17:43:23  <supermop_work> can't find anything in nml specs that says what the limit is, and if it is separate for switches and sprite groups etc, or if they all the same
17:43:52  <Alberth> nml doesn't output some statistics about it?
17:44:36  <Alberth> iirc a switch has a number so you can refer to it, that's a finite range
17:45:05  <Alberth> but that sort of depends on how many you would need to refer to at the same time
17:45:12  <Alberth> no idea how smart nml is there
17:45:34  <supermop_work> hm
17:45:55  <supermop_work> well i tried this compile at home before leaving for work
17:46:11  <supermop_work> so i don't have the nmlc output in front of me right now
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17:50:38  <Samu> I confirm. When I'm a non dedicated server, openttd counts me as a client. If I set a max number of 64 clients, I'm included in
17:51:18  <Samu> When I'm dedicated server, openttd doesn't count me. Only 63 clients can join, while the limit is 64
17:53:06  <Samu> and yet, the total is still 64
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17:53:59  <Samu> there is a bug in the counting
17:54:31  <supermop_work> nmlc's message wan't helpful though... it didn't say 'you have too many switches' instead it says 'could not allocate switch, spritegroup, etc' 'try reducing the number of such blocks'
17:54:53  <supermop_work> to me that is not clear as to whether i actually have too many, or there is some other problem
17:55:54  <supermop_work> also it is unclear if switches and spritegroups affect each other's allocation, like part of some common pool, or if it just reuses the same error message for the same
17:56:26  <supermop_work> i guess it is possible that a spritegroup internally is essentially just another switch
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18:20:52  <Alberth> sorry, no idea how that works
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18:50:08  <supermop_work> me neither
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18:56:10  <andythenorth> o/
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19:01:44  <Wolf01|Phone> o/
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19:02:56  <Wolf01|Phone> Andy, tried town roads yet?
19:03:01  <andythenorth> no sorry
19:03:30  <andythenorth> ah
19:03:33  <andythenorth> I did try to compile it
19:03:50  <andythenorth> OK I pulled the fixes now
19:04:30  <Wolf01|Phone> I fixed the path separator for the header I used
19:04:59  <andythenorth> ok compiled
19:05:16  <Wolf01|Phone> Also I think I could remove that header from there as I moved the function too
19:06:01  <andythenorth> ok towns are building unspooled stone roads
19:06:19  <andythenorth> so I need to patch nml
19:06:37  <Wolf01|Phone> Yup
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19:08:04  <andythenorth> I have to make dinner, tidy house, do recycling
19:08:09  <Wolf01|Phone> o/
19:08:10  <andythenorth> but the nml patch is one line :P
19:08:27  <Wolf01|Phone> 😃
19:08:29  <andythenorth> what are we calling the property?
19:08:43  <andythenorth> urgh, do I need to branch for this?
19:08:48  <andythenorth> how stable is this idea?
19:08:55  <Wolf01|Phone> I called it town road choice weight
19:09:39  <Wolf01|Phone> Pretty stable, the problem is if we want it with this implementation
19:09:49  <andythenorth> what's the property, byte, word, etc?
19:10:01  <Wolf01|Phone> Byte
19:10:09  <Wolf01|Phone> 0x0 to 0xFF
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19:10:42  <Wolf01|Phone> just like the sort order
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19:14:44  <Wolf01|Phone> Ok, bbl, going to find something else to eat (I'm at the restaurant)
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19:17:07  <supermop_work> andythenorth: "town_weight"?
19:17:13  <andythenorth> https://github.com/andythenorth/nml-andythenorth/commits/town-road-choice-weight
19:18:00  <supermop_work> neato
19:18:23  <supermop_work> andythenorth: do you know if there is a ceiling on the number of switches in nml or newgrf?
19:18:31  <andythenorth> hmm
19:18:36  <andythenorth> there is yes
19:18:41  <andythenorth> you shouldn't run into it
19:18:50  <supermop_work> got an opaque error to that effect this morning
19:19:00  <andythenorth> got it to hand?
19:19:23  <supermop_work> but i would have assumed it would be between 10,000 and 1,000,000
19:19:33  <supermop_work> not at the office no
19:19:42  <supermop_work> should have brought it along
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19:19:48  <supermop_work> hi frosch123
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19:20:38  <supermop_work> unspooled does not yet have choice weights by the way
19:20:46  <andythenorth> you wouldn't be able to compile them :P
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19:22:41  <supermop_work> anywhere i might be able to find at least the order of magnitude of number of switches i can have?
19:23:10  <frosch123> moi
19:23:23  <supermop_work> i've about 36,000 lines of code, on average i probably have one switch every 10-20 lines
19:23:29  <frosch123> supermop_work: there is only a limit on concurrent switches
19:24:06  <supermop_work> frosch123: does that mean number of concurrent lines of code containing a switch, or length of a switch chain?
19:24:38  <frosch123> https://jenkins.openttdcoop.org/job/firs/2079/console <- on successful compile, nml outputs the usage, see 16:49:20
19:24:51  <frosch123> if you run into the limit, you have to reshuffle your code
19:25:05  <frosch123> bad grf: all spritesgroups, all switches, all items
19:25:05  <supermop_work> i did lump a bunch of cargo and running cost switches together into a long list
19:25:13  <supermop_work> :(
19:25:23  <supermop_work> that is basically my grf
19:25:29  <frosch123> good grf: spritegroups for item 1, switches for item 1, item 1, spritegroups for item 2, switches for item 2, items 2, ...
19:25:54  <supermop_work> items 1..100 often share the same switches though
19:26:06  <supermop_work> i'll see what i can reshuffle
19:26:09  <frosch123> if they share the identical ones, it is fine
19:26:15  <andythenorth> hmm I need to fix Road Hog
19:26:20  <andythenorth> I broke all the AIs :(
19:26:57  <frosch123> supermop_work: anyway, check the previous compile that worked, and see what nml tells you there, about Concurrent spritegroups and in which line the peak was reached
19:27:19  <supermop_work> ok
19:27:42  <supermop_work> andythenorth: just make new AIs
19:27:57  <frosch123> TrueBrain: django is 504
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19:28:55  <Knogle> !alogin
19:29:05  <Knogle> wrong window sorry
19:29:13  <andythenorth> one day we rebuild ottd web
19:29:16  <andythenorth> :P
19:29:18  <andythenorth> I have the VM
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19:43:28  <supermop_work> andythenorth: i sent yesterdays RVs
19:43:40  <andythenorth> I got it :)
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19:58:17  <supermop_work> whats all this then: https://sites.google.com/site/boekabart/sealevel
19:59:43  <supermop_work> never saw that before
20:00:42  <andythenorth> sea level patch
20:00:49  <andythenorth> anyone tried the ships stuff in forums?
20:00:52  <andythenorth> multi docks
20:01:12  <supermop_work> seems like some people are
20:01:49  <supermop_work> all my limited playing time is testing nrt grfs
20:02:21  <Knogle> is the website down for a reason?
20:03:32  <supermop_work> which site?
20:03:35  <Samu> great video https://www.youtube.com/watch?v=Rf6h4vPm7Vo
20:04:33  <Knogle> www.openttd.org
20:05:41  <andythenorth> django is 504
20:05:52  <andythenorth> website backend has gone away
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20:10:10  <Wolf01> o/
20:11:15  <andythenorth> https://github.com/andythenorth/nml-andythenorth/commits/town-road-choice-weight
20:11:34  <Wolf01> http://store.steampowered.com/news/externalpost/pcgamer/2361446846767185518 peter1138, we should try it soon or later
20:12:10  <Wolf01> :D really one line
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20:20:57  <andythenorth> yup
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20:28:30  <Eddi|zuHause> if only there was a linux version...
20:28:44  <Wolf01> Heh
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20:39:36  <supermop_work> so can i add choice weights to unspooled now?
20:39:45  <Wolf01> Yes
20:39:57  <supermop_work> and is 0 or ff more likely to be chosen?
20:40:10  <Wolf01> That's a good question
20:43:41  <Wolf01> I think less is better, but that's random, also FF has really a low chance, like 1 if all others have high values
20:43:49  <andythenorth> you'll need a new nml again
20:44:24  <supermop_work> also is it absolute, like if asphalt is better than stone, will the town rebuild everything to asphalt as soon as it is available?
20:44:31  <supermop_work> andythenorth: yep
20:45:06  <supermop_work> im thinking of cobblestone roads in old city centers
20:45:07  <Wolf01> No, not yet, but you can convert the seed tile and make the town build that one when it expand
20:45:15  <supermop_work> hmm
20:45:41  <supermop_work> town builds new roads to match it's seed tile?
20:45:47  <Wolf01> I'm thinking about storing it another way, so you can also change it in the town ui without relying on the seed tile
20:46:10  <Wolf01> Currently yes, it's only an experimental branch
20:46:18  <supermop_work> i don't think player needs to control it necessarily
20:46:53  <Wolf01> It can change everything but the grf property, that's "stable" enough
20:47:32  <supermop_work> i think there are a few things that might be expected behavior, but not absolutely required
20:47:45  <andythenorth> supermop_work: dunno how to get you a windows build
20:48:32  <supermop_work> 1) in ancient times towns have primitive roads, in modern times they have modern roads
20:49:11  <supermop_work> 2) towns might have different roads in different areas depending on the age of those areas
20:50:02  <supermop_work> 3) town might have different roads in different areas depending on the nature of those areas (town zones)
20:50:30  <supermop_work> 1) i think is the most critical to have, and seems like your method allows for this
20:50:44  <Wolf01> supermop_work: I set the filter so you can't have towns with asphalt road if that's not yet available
20:52:07  <Wolf01> Maybe we could extend the feature so you can set which roadtype could be used as upgrade
20:52:22  <Wolf01> But we have to think really well about it
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21:09:43  <supermop_work> 2) is nice to have, and seems like would probably be possible as is
21:09:51  <supermop_work> 3) i don't know if is needed
21:10:47  <supermop_work> Wolf01: I dont know if we need to get that nuanced for upgrading
21:11:49  <supermop_work> maybe some preference for different town zones, but i think the simple choice weight probably provides enough, and we should play with that first
21:12:21  <Wolf01> We could work it out with time
21:12:58  <Wolf01> I would like to have nrt in trunk first, then we'll extend it with more and more features
21:13:50  <supermop_work> me too
21:14:22  <supermop_work> i think the most simple possible way of allowing a town to build something other than ROAD is most important for now
21:14:52  <supermop_work> just to allow for "ROAD isn't available until year x'
21:17:00  <supermop_work> i think you've done more than enough for this year
21:18:23  <supermop_work> i need to figure out how to set a parameter based on the drive side game setting
21:18:43  <supermop_work> so i can draw intersection stripes on correct side
21:20:53  <Wolf01> That would be nice
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22:31:20  <supermop> [Knmlc ERROR: "moprv55.nml", line 4527: Unable to allocate ID for [random]switch, sprite set/layout/group or produce-block. Try reducing the number of such blocks.
22:31:27  <supermop> hmm
22:36:34  <supermop> i put in some useless sprite definitions to try to break up the switches
22:36:49  <supermop> but the error still occurs at the same switch
22:38:55  <supermop> [K nmlc info: Concurrent spritesets: 10/255 ("moprv55.nml", line 2293) [K nmlc info: Concurrent spritegroups: 256/256 ("moprv55.nml", line 6136) [K nmlc info: Concurrent Action2 registers: 1/127 ("moprv55.nml", line 33433) [K nmlc info: Concurrent ActionD registers: 17/64 ("moprv55.nml", line 29491) [K nmlc info: GRF parameter registers: 11/64
22:39:08  <supermop> ^ from last sucessful compile...
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23:18:19  <supermop> is an 'action D register' equivalent to a switch?
23:32:16  <Eddi|zuHause> supermop: the problem is the number of IDs it has to remember simultaneously
23:32:28  <Eddi|zuHause> supermop: try to put the definitions closer to when they are used
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23:35:12  <Eddi|zuHause> supermop: do you have code somewhere?
23:40:09  <supermop> yeah
23:40:12  <supermop> one sec
23:40:56  <supermop> i am currently moving some of the switches around and replacing my purchase_capacity switches with just an expression
23:41:03  <supermop> so doesn't need to be a switch
23:41:18  <supermop> hope that helps
23:42:28  <supermop> " purchase_capacity_xy = (param_capacity*10) " etc
23:42:56  <supermop> tho maybe that still counts
23:43:21  <Eddi|zuHause> that'll use up parameters, i think
23:43:43  <supermop> oh
23:43:44  <supermop> hm
23:43:59  <Eddi|zuHause> "ActionD registers"
23:44:07  <supermop> yeah it is a lot, like 18
23:44:46  <supermop> if i already used 11/64 params i dont want to waste another 18
23:45:47  <supermop> but it also seems dumb to use up a switch for something that will only ever have one possible result
23:45:59  <Eddi|zuHause> technically, there are 128 such registers, but nml splits them 64/64 for user-selectable and internal uses
23:46:25  <supermop> how do you know all this off hand?
23:46:43  <supermop> were you one of the nml developers?
23:47:35  <Eddi|zuHause> not really, but i came across some of the internals when i wanted to do a high-level nfo replacement myself (before nml existed)
23:48:12  <Eddi|zuHause> and i also looked into nmlc when trying to maximise my (ab)usage of it :p
23:49:31  <Eddi|zuHause> and then some of the things i don't actually know but are educated/lucky guesses
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23:57:09  <supermop> oh i need 54 of those expressions, not 18
23:57:17  <supermop> that puts me over 64
23:58:47  <supermop> if we could just build the tractors and trailers of trucks separately, that would save me a lot of trouble

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