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WHERE? 08:55:14 <orudge> It's like 2005 all over again in here these days 08:55:37 <reldred> Yeah no kidding 08:55:46 <peter1138> Wait, I'm no longer a dev? :( 08:55:54 <reldred> It's taken me thirteen years but I've finally setup ZNC 08:56:32 <reldred> I'm mostly over in Freenode these days but I figured I'd poke my head back in here as well. 08:56:44 <reldred> How's life treating you orudge? 08:56:50 <orudge> Fine enough, keeping busy as always! 08:56:55 <orudge> Two little ones on the go these days 08:57:05 <reldred> Back in the UK or setup in the US permanantly now? 08:57:13 <orudge> (well, if 8 still counts as little) 08:57:17 <orudge> Back in the UK 08:57:23 <reldred> Wow, eight years old 08:57:24 <reldred> That's nuts 08:57:38 <orudge> And yourself? 08:57:45 <reldred> Eh, surviving. 08:58:21 <reldred> Been spending the last ten years or so working in IT/telco stuff 08:58:32 <reldred> Still in australia, no spawnlings. 08:59:10 <reldred> Nothing terribly exciting :) 09:08:31 <Eddi|zuHause> ok, if it's 2005 again i must leave this channel... 09:08:50 *** Eddi|zuHause has left #openttd 09:10:03 *** Eddi|zuHause has joined #openttd 09:12:51 <peter1138> See, I follow/stalk reldred on twitter so it seems like he was already here ;p 09:13:43 <reldred> you do? 09:14:20 <Eddi|zuHause> i honestly don't remember seeing this name before 09:14:37 <reldred> Formerly Aegir, 09:14:47 <reldred> responsible for a bunch of NewStations grf;s 09:14:52 <Eddi|zuHause> ah, that sounds a bit more familiar 09:15:02 <reldred> I coded a few cities sets as well 09:15:08 <reldred> started lots of brawls 09:15:26 <reldred> usually over in #tycoon I behaved myself here 09:15:52 <reldred> ran a private openttd server with a bunch of pre-release .grf's 09:15:56 <peter1138> Yeah, that channel certainly had... fun, in its time. 09:16:09 <reldred> Generally belligerant 09:17:31 <LordAro> the irc way 09:17:55 <reldred> Not just IRC, I was a belligerent prick on the forums as well. 09:18:13 <reldred> Mostly just didn't like being told what to do, or how to run my projects. 09:18:17 <peter1138> Hmm, Royal Albert Hall is a million miles by train/tube ;( 09:18:40 <reldred> peter1138, twitter handle? 09:19:08 <peter1138> thepetererer 09:19:19 <peter1138> Very rare that I post anything though. 09:19:23 <reldred> yup, just found you :) 09:19:37 <reldred> Yeah, no kidding, probably why I didn't notice you. 09:19:51 <andythenorth> it's aegir! 09:19:58 <reldred> I mostly follow infosec stuff on twitter 09:20:33 <peter1138> Yeah, there was quite a bit of common stuff. 09:22:12 <reldred> andythenorth guilty 09:24:44 <reldred> I might have some graphics for you at some point andythenorth, I just need to figure out what I'm actually allowed to release. 09:25:00 <andythenorth> :o 09:25:30 <reldred> because I can absolutely not be bothered getting back into grf coding again, even in nml 09:25:54 <reldred> but I do have a pile of sprites 09:26:33 <peter1138> Hmm, do I go by train, and worry about getting back to the station in time, or just take the car and not give a shit... 09:27:29 <peter1138> Or, lol, ride the bike. 09:28:26 <LordAro> ride the bike all the way 09:31:26 <peter1138> problem is it's about 50 miles, and starting that at 11pm is a bit daunting. 09:35:18 *** KouDy has joined #openttd 09:35:57 <reldred> that's a bit of a hike 09:39:07 <Rubidium> peter1138: just think about doing a 10 mile bike run at 11pm, then do the remaining 40 the next day ;) 09:41:38 <peter1138> Hmm, actually, maybe a Boris Bike would work. 09:44:33 <andythenorth> urgh 09:44:40 <andythenorth> I rode a Boris Bike once 09:44:44 <andythenorth> like a sponge 09:44:53 <peter1138> Just from the station to the venue. Doesn't need to be good :p 09:44:59 <andythenorth> oh yes that 09:45:31 <peter1138> Saves 40 minutes faffing about on non-direct tubes. 09:47:32 *** Favaloro has joined #openttd 09:47:57 <andythenorth> reldred: know any engineers want a UK job? o_O https://blog.delib.net/systems-developer-sre/ 09:48:11 <andythenorth> bit of a relocate, but eh 09:48:31 *** Favaloro has left #openttd 09:48:39 <reldred> heh, already know someone who relocated :P 09:48:50 <reldred> plus, the place I'm at is already desperate for more staff :P 09:48:51 <andythenorth> we're in AU + NZ too, but we kind of want someone we can see 09:48:59 <andythenorth> everyone needs systems engineers :P 09:49:01 <andythenorth> like unicorns 09:49:58 <peter1138> Bristol eh? 09:50:09 <andythenorth> such Bristol yes 09:50:27 <peter1138> "Computer Science degree" Oh well ;( 09:51:40 <peter1138> "coding since at least their early teens" well that's right. 09:51:51 <peter1138> If 6502 assembly and BBC Basic is relevant :D 09:52:29 <Eddi|zuHause> so what is a boris bike? 09:52:53 <peter1138> London's hire bike system. 09:53:20 <Eddi|zuHause> ah, so that boris 09:53:44 <peter1138> Not actually his scheme but it's what everyone calls them. 09:53:54 <Eddi|zuHause> the guy who puts his name on everything that wasn't his idea anyway 09:54:03 <peter1138> Alliteration goes a long way. 09:55:00 <Eddi|zuHause> one could wonder how they managed to brand it elizabeth line and not boris line :p 10:07:01 <peter1138> https://github.com/PeterN/OpenTTD/commit/ee88088f2abb65201ac1929a7e9cc1fbfb94551f < holy code duplication batman 10:10:09 <Eddi|zuHause> not sure what that is meant to do 10:15:25 <peter1138> Makes the game run at 30 milliseconds per tick. 10:15:42 <peter1138> (On average) 10:15:47 <peter1138> Instead of 30-32 milliseconds per tick. 10:16:06 <peter1138> Not hugely important, just that fps patch highlighted it. 10:19:04 <reldred> trying to get rid of that occasional micro-stutter? 10:19:34 <reldred> That was something I had noticed when trying to record gif's back when I was last playing openttd 10:30:29 <peter1138> Not stutter, that'll always happen as the gameplay rate is 33.333 fps, which doesn't really match anything. 10:30:55 <reldred> Yeah fair enough 10:30:59 <peter1138> And we don't use APIs that expose vsync anyway. 10:31:13 <reldred> I was wondering whether it was just the patchpack I was running back then. 10:35:48 <Eddi|zuHause> it probably was 10:36:19 <Eddi|zuHause> some patchpacks have very performance heavy patches in them 10:36:48 <Eddi|zuHause> like one of the early passenger destination patches had performance spikes on every new day 10:37:49 <andythenorth> wish we had actual destinations :| 10:38:14 <reldred> Yeah I was using an early version of JGR's patchpack with all the map array changes 10:38:24 <andythenorth> cdist is very good, but it would be nice if pax wanted to go places 10:38:42 <reldred> since I more or less can't play TTD without the custombridgeheads feature out of ttdpatch 10:38:44 <andythenorth> I guess we patch that up with GS goals currently 10:38:59 <Eddi|zuHause> custom bridgehads would be dope 10:39:38 <peter1138> I had a patch for that. 10:39:56 <peter1138> Then we got distracted by bridges over junctions, and... 10:40:42 <reldred> which don't get me wrong, bridges over junctions was super effing handy 10:40:43 <andythenorth> custom bridgeheads is what again? 10:41:04 <reldred> hard to describe, take a regular bridge spanning a gap from slope to slope 10:41:12 <reldred> then draw a diagonal rail on the bridgehead 10:41:20 <reldred> ground sprite turns into a foundation piece 10:41:28 <reldred> you can then remove the straight piece 10:41:39 <peter1138> Basically, junctions on flat bridge heads. 10:41:46 <peter1138> Not sure where "custom" came into it :-) 10:42:08 <reldred> ahh that was just what eis_os called it back in the ttdpatch days 10:42:17 <peter1138> Yup. 10:42:24 <reldred> allowed you to make some amazingly compact junctions and flyovers 10:42:56 <peter1138> http://fuzzle.org/~petern/ottd/bridgehead3.png 10:42:58 <peter1138> http://fuzzle.org/~petern/ottd/bridgehead4.png 10:43:13 <andythenorth> oh yeah we totally need those 10:43:16 <peter1138> Not sure when I made those, file system says 2013 and that's wrong. 10:43:20 <peter1138> Totally game changing. 10:43:22 <andythenorth> it would be much nicer in towns 10:43:37 <reldred> Yeah it was great for towns 10:43:44 <andythenorth> most of OpenTTD is pretty great 10:43:48 <reldred> And great for super super crunchy gnarly terrain 10:43:53 <andythenorth> but building in towns is like pulling teeth 10:43:59 <andythenorth> only option is to spam buses 10:44:09 <andythenorth> and because cdist also floods towns with pax 10:44:15 <andythenorth> it's unwinnable situation :D 10:44:28 <peter1138> cdist shouldn't be creating more cargo than without. 10:44:38 <andythenorth> yeah, but it stays on the network for much longer 10:44:41 <peter1138> True. 10:44:51 <andythenorth> child #1 has many suggestions :P 10:44:53 <andythenorth> subways 10:44:58 <andythenorth> stations in tunnels 10:45:05 <andythenorth> bridges over stations 10:45:11 <reldred> I think eventually once the map array can be redone entirely that rollercoaster tycoon style terrain modification would be tits. Especially for creating proper mountain ranges and cliffs, but that'd be so huge a change 10:45:13 <peter1138> We'll make a dev of child #1 some day... 10:45:33 <andythenorth> peter1138 he wants to do a degree in maths, physics, with coding modules 10:45:39 <andythenorth> he's 8, wtf is he thinking? :P 10:45:43 <SpComb> cdist definitely requires more total transport capacity 10:46:02 <andythenorth> I tried to patch up towns by providing high capacity metro trains and trams in grf 10:46:12 <andythenorth> kind of works, but you have to turn magic bulldozer on :P 10:46:28 <andythenorth> oh the thing where you can't delete connected road pieces? 10:46:39 <andythenorth> that's tedious, an outdated restriction imo :P 10:46:57 <reldred> Yeah, that was always one of the first patches I turned on in ttdpatch 10:47:09 <SpComb> the cdist overlay/waiting cargo info is much more informative in OpenTTD compared to transport fever, it's harder to plan routes and capacity there 10:47:11 <peter1138> http://fuzzle.org/o/stbr2.png < ahhh, bridges over stations... 10:48:44 <reldred> oh the poor sprite sorter 10:48:59 <reldred> with the right bridge graphics though it was great. 10:49:39 <SpComb> I think the pax destination modelling is also different... the bigger your network and the more connected destinations that you have, the more pax show up at your stations... it's a good mechanic 10:50:02 <reldred> Transport fever drove me up the damn wall 10:50:04 <peter1138> There's too much too early. 10:50:19 <SpComb> and then towns are also connected with roads, and pax will drive cars between cities instead of using your lines :) 10:50:25 <reldred> I struggled with that game. Ended up uninstalling it. 10:51:05 <SpComb> and then later on in the game all your busses get stuck in traffic until you upgrade/"optimize" the public roads :) 10:51:11 <reldred> City Skylines has been fun. The little people running around are always looking for quicker ways to get places so they'll use public transport pretty extensively. 10:51:27 <reldred> but that's obviously a citybuilder rather than a transport game 10:52:38 <SpComb> I enjoy both 10:52:59 <SpComb> TF has implementation issues/bugs, but it's manageable 10:53:21 <reldred> Performance in tranport fever also drove me up the wall; I've got a 3440x1440 monitor which is just asking for trouble with a 1060... 10:53:42 <SpComb> every game so far I've ended up with a tram permanently stuck in a train station entrance somewhere after refactoring the roads/stops in front of the station :( 10:54:15 <SpComb> afaik it's cpu-bound, and not that gpu-heavy? 10:54:27 <andythenorth> ok I should add a github issue :P 10:54:38 <andythenorth> NotNewBuildingStuffInTowns branch 10:54:57 <reldred> Dunno, but I was having to play it in a downsized window to get it to stop chugging so badly, but yes I noticed later in game it thrashed cpu to death as well 10:55:11 * andythenorth wonders if we could have more town grid options 10:55:21 <andythenorth> including a super stupid easy one that leaves lanes of tiles open :P 10:55:39 <andythenorth> https://www.telesurtv.net/__export/1508005260244/sites/telesur/img/news/2017/10/14/afp_brasilia.jpg_1718483346.jpg 10:56:58 <reldred> I remembered screwing with the road branching probability in order to get more spaced out towns when I was screwing around with making newbuildings sets 10:57:08 <reldred> esp. when we started getting so many more 2x2 buildings 10:57:45 <andythenorth> https://upload.wikimedia.org/wikipedia/commons/thumb/9/94/Brasilia_aerea_eixo_monumental.jpg/1599px-Brasilia_aerea_eixo_monumental.jpg 10:59:31 <peter1138> Hmm, damn, my jenkins stopped working again :-( 10:59:43 <peter1138> I think perhaps a machine with 2GB ram is not quite enough. 11:06:00 <peter1138> Eventually I got a login screen! 11:11:32 <Eddi|zuHause> my life got a lot better when i switched from CFQ to Deadline scheduler 11:15:27 *** Thedarkb-X40 has joined #openttd 11:31:33 <reldred> right, time for me to bounce, ttyal 11:32:05 <peter1138> bye 12:32:35 <peter1138> Ok, that machine now has 8GB ram. 12:41:43 *** roidal has joined #openttd 13:04:10 *** Prof_Frink has quit IRC 13:05:31 *** supermop_work has joined #openttd 13:18:43 *** Thedarkb-X40 has quit IRC 13:40:06 *** sla_ro|master has joined #openttd 13:45:02 *** nielsm has joined #openttd 14:04:58 *** ANIKHTOS has joined #openttd 14:05:04 *** sim-al2 has quit IRC 14:05:08 <ANIKHTOS> hello how are you 14:34:40 *** WWacko1976-work has quit IRC 15:00:13 *** Wacko1976 has quit IRC 15:03:47 *** KouDy has quit IRC 15:08:03 *** cHawk has quit IRC 15:18:37 *** Progman has joined #openttd 15:20:40 *** cHawk has joined #openttd 15:25:54 *** Wormnest has joined #openttd 15:37:50 <ANIKHTOS> hello eddi how are you?? 15:44:46 *** cHawk has quit IRC 15:46:54 *** planetmaker_ has joined #openttd 15:50:00 *** chomwitt has quit IRC 16:00:06 *** TheMask96 has quit IRC 16:01:01 *** andythenorth has quit IRC 16:02:10 *** Cubey has joined #openttd 16:02:58 *** TheMask96 has joined #openttd 16:05:52 *** KouDy has joined #openttd 16:18:35 *** cHawk has joined #openttd 16:28:16 *** planetmaker_ has quit IRC 16:35:13 *** HerzogDeXtEr has joined #openttd 16:35:49 *** andythenorth has joined #openttd 16:39:23 *** KouDy has quit IRC 16:55:03 <nielsm> hmm this actually looks kinda bad: https://0x0.st/sLhl.png 16:55:21 <nielsm> the average/current time values aren't aligned 16:55:47 <nielsm> I wonder if it would be acceptable to force them right-aligned 16:56:01 <nielsm> but should probably ask someone speaking the language 16:57:08 <nielsm> japanese HUEG fonts also makes the graph look funny: https://0x0.st/sLhU.png 16:57:17 <nielsm> (taller than wide) 17:06:30 <peter1138> I wouldn't worry about that. 17:06:34 <ANIKHTOS> well traditional japanese writign is oposite ours and also the wrote in vertical lines from top to bottom 17:08:01 <nielsm> tried forcing graph windows to be width=2*height ... https://0x0.st/sLFi.jpg 17:08:28 *** Wolf01 has joined #openttd 17:09:40 <Wolf01> o 17:09:52 <Wolf01> I can't even raise the arm 17:15:44 <nielsm> peter1138, TrueBrain, any more feature-ish things for the fps-meter branch? I'm considering adding a bunch more measurements in specific parts of the game loop, but that's all I can think of 17:18:15 <Wolf01> Something like % used by pathfinding, % used for orders, etc? 17:18:41 <Eddi|zuHause> cargo handling 17:19:46 <nielsm> it might get annoying to measure some of those things, since I think they need to be summed from individual calls per vehicle/station/whatever 17:20:03 <Eddi|zuHause> yeah 17:20:04 <nielsm> but yes time spent on pathfinding is probably one of the interesting metrics :) 17:20:09 <nielsm> also time spent on AI and game scripts? 17:20:17 <Eddi|zuHause> we used to have TIC() and TOC() macros for that kind of stuff 17:20:17 <nielsm> cargodist graph 17:20:25 <Wolf01> % used by drawing UI 17:20:45 <Eddi|zuHause> well, cargodist may be tricky, because it is offloaded to threads 17:20:54 <Wolf01> So you can see how it performs with 14 viewports 17:21:16 <nielsm> can't really separate "drawing ui" from "drawing world" 17:21:25 <nielsm> since even the main "background" viewport is handled as a window 17:21:34 <nielsm> as far as I understand 17:28:22 <peter1138> You'd need to add up all the viewport render measurements and subtract from the gui rendering. 17:28:55 <peter1138> "Graphics rendering" vs "Video output" is perhaps a bit confusing though. 17:29:38 *** KouDy has joined #openttd 17:29:46 <nielsm> yeah, maybe "video output" isn't strictly needed 17:30:27 <nielsm> I don't know if there's any real world situations where "copy image to hardware" is slow enough to matter 17:30:30 <peter1138> When do Simulation rate and Graphics frame rate differ? 17:31:11 <nielsm> on win32_v never 17:31:21 <peter1138> Simulation rate still shows frames/s when paused. 17:31:54 <nielsm> I don't know if it's practically possible to let a window driver only call the rendering routines on some of frames 17:32:05 <nielsm> or if that will break all sorts of things 17:32:27 <nielsm> "game loop" technically measures StateGameLoop() in openttd.cpp 17:32:34 <nielsm> which does get called even in paused state 17:35:18 <nielsm> oh actually it's GameLoop() it measures 17:35:42 <nielsm> which does a couple more things 17:37:50 <peter1138> Can't you just measure it at the point where pause mode is checked? 17:40:41 <nielsm> let's try that 17:41:39 *** supermop_work has quit IRC 17:42:06 <nielsm> yeah it does have the funny effect that all measurements relating to it just stop updating 17:42:33 <peter1138> You could literally pause them :-) 17:42:37 <nielsm> and when you unpause there's a huge gap 17:43:28 *** gelignite has joined #openttd 17:44:07 <nielsm> https://0x0.st/sLFu.mp4 17:44:09 *** Flygon has quit IRC 17:55:10 *** supermop_work has joined #openttd 17:59:08 *** Wacko1976 has joined #openttd 18:05:03 *** Xaroth has joined #openttd 18:09:14 <andythenorth> hmm 18:13:21 *** Cthulhux has joined #openttd 18:13:44 <andythenorth> haven't done any newgrf for ages 18:13:48 <andythenorth> have I quit? 18:21:01 <Wolf01> Yes 18:21:42 <ANIKHTOS> ii have a counter name dayh i start it with 1 and slowly increase it and compare it to another value with an if (dayh>daym) ... if set the dayh to start form zero and i write the if (dayh==daym) i do not get the same results inside the game why?? in both cases when if is true the counter is reset and in both times they will reach the true state in same number of increasent 18:28:13 <ANIKHTOS> https://paste.openttdcoop.org/paubadsyy 18:29:42 <ANIKHTOS> https://paste.openttdcoop.org/pf35t448y this link 18:29:49 <ANIKHTOS> whats the difference?? 18:32:12 *** KouDy has quit IRC 18:36:31 <ANIKHTOS> and silence 18:41:26 <ANIKHTOS> https://paste.openttdcoop.org/pb8cc2zv7 here is the whole function depending if i have == in the if or > or >= the code behaves complelty different and some time out wrong , > and >= behave the same 18:41:34 <ANIKHTOS> any thought?? 18:41:38 <ANIKHTOS> anyone?? 18:43:02 <Xaroth> You do realize that most people in here don't sit on IRC 24/7, right? 18:43:29 <Xaroth> (except andythenorth, he's here all the time) 18:43:49 <ANIKHTOS> yes i realize that 18:43:59 <ANIKHTOS> maybe there is someone here 18:44:03 <ANIKHTOS> maybe there is not 18:48:20 *** roidal has quit IRC 18:49:45 <andythenorth> the thing is 18:49:57 <andythenorth> I can draw pixels 18:50:00 <andythenorth> or play tanks 18:59:34 <LordAro> ANIKHTOS: begging people to answer within minutes makes people less likely to answer, not more 19:00:05 <ANIKHTOS> well i thought the question is easy to answer 19:00:34 *** sla_ro|master has quit IRC 19:00:34 <LordAro> maybe 19:00:41 <LordAro> i haven't looked 19:00:54 <ANIKHTOS> in visual basic i had nto problem with the code bee equal or uneven when we talk about counters 19:01:17 <ANIKHTOS> and you reset them afte n step either with they are equal to this value 19:01:23 <ANIKHTOS> or they are more than this values 19:01:39 <ANIKHTOS> you either start from 0 or 1 to make sure you will have the same steps 19:01:46 <ANIKHTOS> and thats the only difference 19:03:22 <ANIKHTOS> this is not the case with the code i wrote and palced in ottd and i am wonderign why?? 19:04:25 <ANIKHTOS> i have my counter i compare it to a value if statement becomes true i reset the ocutner and run also the desired code 19:05:03 <ANIKHTOS> compare it as == equal and compare it as > bigger gives my co,plelty different results as the code behaves !?!?!?! 19:05:14 *** Supercheese has joined #openttd 19:11:26 *** KouDy has joined #openttd 19:21:04 *** iSoSyS has joined #openttd 19:29:14 *** techmagus has quit IRC 19:48:35 *** gelignite has quit IRC 19:58:22 *** glx has joined #openttd 19:58:22 *** ChanServ sets mode: +v glx 20:02:45 <ANIKHTOS> hello glx+ 20:08:54 <LordAro> ANIKHTOS: there's still not enough code in your link to actually tell what it's doing properly, and i'm not even sure what your problem is 20:09:07 <LordAro> but it looks like you're mixing up your n and h variables 20:09:28 <ANIKHTOS> they are different and they do differnet hings 20:09:29 <LordAro> also, indent your code properly 20:09:39 <LordAro> makes it an awful lot easier for anyone else to read 20:10:13 <ANIKHTOS> thats hwo others write the if function 20:11:27 <ANIKHTOS> dayn counter is used to call the slow day and dayh icounter isused to call the normal month 20:11:34 <ANIKHTOS> complelty different and they are not mixed up 20:12:39 <LordAro> so what exactly is the problem 20:12:46 <ANIKHTOS> when i launch the game and either i start a new game or load a save game i have bug 20:12:54 <LordAro> exactly 20:12:55 <ANIKHTOS> that only apears once 20:13:19 <ANIKHTOS> in another isntance of code it was autosavign the first N days where N is the slow factor you have chosen 20:13:39 <ANIKHTOS> after that the game run perfeclty okey and never this bug apeared again 20:14:07 <ANIKHTOS> chanigns the == to > in the function i still get the bug once per lauch game 20:14:15 <ANIKHTOS> but it apears in diffrent time areas 20:14:32 <LordAro> you can't just change stuff randomly 20:14:38 <nielsm> have you tried adding some debug printing to your code, to check the actual values of variables as it's running? 20:14:42 <LordAro> it's important you understand why there's an issue in the first place 20:15:03 <ANIKHTOS> well there ought not to be an issue in the first place 20:15:14 <ANIKHTOS> and it only happens once every tiem i lauchg the game 20:15:27 <ANIKHTOS> if th egame is run and i start another game or load a game the bug does nto apear 20:15:30 *** planetmaker_ has joined #openttd 20:15:38 <ANIKHTOS> its only once per lauch game 20:15:49 <nielsm> (also, using an IDE with integrated debugger makes it much more comfortable stepping through code and examining state, figuring out what's really happening) 20:16:15 <ANIKHTOS> mingw has this feature nielsm?? 20:16:42 <nielsm> uh I suppose you could install gdb, but you're going to hate it 20:16:49 <nielsm> and just end up not using it 20:17:07 <LordAro> print statements 20:18:15 *** KouDy has quit IRC 20:18:44 <nielsm> yeah you could do the basic #include "debug.h" and then use DEBUG(misc,0, "stuff: %d", dateh); or whatever 20:18:59 <LordAro> pfft, nothing so complicated 20:19:07 <LordAro> printf("%d\n", variable); 20:19:22 *** gelignite has joined #openttd 20:19:27 <ANIKHTOS> where i write this?? 20:19:39 <LordAro> wherever you want to 20:20:11 *** Progman has quit IRC 20:20:16 <nielsm> the idea is to add some code that writes the values of variables at relevant places 20:20:51 <nielsm> for example print the value of your slowdown factor setting at entry to the time tick function 20:21:15 <nielsm> and what the values of the relevant timekeeping variables are at entry and exit 20:21:20 <ANIKHTOS> this is static does nto change 20:21:41 <nielsm> well, just to be 110% sure, right? 20:22:16 <ANIKHTOS> nielsm if i have a counter and i want to compare it to a value and then execute code 20:22:31 <ANIKHTOS> -== or > ought to be the same right?? 20:22:32 <nielsm> "it's not supposed to ever change", test and make sure it's true that it never changes 20:23:16 <Wolf01> 'night 20:23:19 *** Wolf01 has quit IRC 20:23:46 <ANIKHTOS> simpel exambel if i have a coutner x and astrt it x=1 if acompare it x>5 and the othe roption x=0 start form ther x=5 will both executed after the same number of steps 20:23:52 <ANIKHTOS> thus making them equal?? 20:25:04 <LordAro> be. accurate. 20:25:21 <LordAro> i don't even care about your words, your code "snippets" are clearly (i hope) inaccurate 20:25:32 <LordAro> so making it impossible to work out what you actually mean 20:26:50 *** GT has joined #openttd 20:27:25 *** KouDy has joined #openttd 20:27:32 <ANIKHTOS> i have a counter that is increasing after N steps of incresement it will reset and also run some code 20:27:49 <ANIKHTOS> so the trigger event for that can be when counter == value 20:28:02 <ANIKHTOS> or when counter> value 20:29:15 <ANIKHTOS> if counter start from 0 iti will take N steps to be the value thus counter== value to be true or if you start coutner =1 it will take N stape for counter> value to be true 20:29:48 <ANIKHTOS> thus using == or > will wield the same result riight?? 20:31:15 <nielsm> well yes but you're probably still making some kind of boundary error, so add some printf's to your code and confirm that variables are actually taking on the values you intend them to, and the branches you expect to be taken do get taken 20:31:47 <nielsm> gonna sleep now, gn 20:31:57 <ANIKHTOS> good night nielsm 20:39:23 *** KouDy has quit IRC 20:39:51 *** nielsm has quit IRC 20:41:34 *** KouDy has joined #openttd 20:48:53 *** KouDy has quit IRC 20:49:16 *** iSoSyS has quit IRC 20:53:43 *** supermop_work has quit IRC 20:59:14 *** sim-al2 has joined #openttd 21:00:24 *** iSoSyS has joined #openttd 21:03:20 *** supermop_work has joined #openttd 21:05:27 *** HerzogDeXtEr has quit IRC 21:08:18 *** andythenorth has left #openttd 21:13:47 *** iSoSyS has quit IRC 21:13:51 <GT> which game settings do cause a variation in result over time? I'm testing my AI, giving the same seed for restarts of the game, but the result for the same AI over 10 years vary a lot, making it hard to decide whether a change in code has improved the AI. 21:17:07 <Rubidium> IIRC the AI's random doesn't use the random generator that uses the seed 21:20:19 <GT> Well, I didn't refer to the AI's random function, but I noticed that the reproducibility of restarting the game with the same seed, so the same map is generated is quite large, making it hard to judge AI improvements 21:21:13 <GT> ./openttd -d -g -G "579140164" 21:22:38 <GT> Set to fast forward, using the same, unchanged AI, let it run over 10 years, and results will vary between 19mln to 39 mln for bank balance. So I'm looking for a way to make it more reproducible. 21:26:42 *** Thedarkb has joined #openttd 21:28:30 *** KouDy has joined #openttd 21:31:05 *** GT has left #openttd 21:35:24 *** KouDy has quit IRC 21:39:03 *** planetmaker_ has quit IRC 21:43:07 *** chomwitt has joined #openttd 21:45:32 <ANIKHTOS> gt i am alterign the time so you can slow it down so my problems are not the saem as yours 21:46:48 <ANIKHTOS> lordara i found what is happneing 21:47:00 <ANIKHTOS> but it is a bug 21:47:53 <ANIKHTOS> line 14 is nto run the first N times !?!?! it does not run this line but after that it does run it 21:54:36 <ANIKHTOS> lordara for the first N times it does not run line 14 but line 22!?!?!?! or lines 24-28!?!?!? 21:55:30 *** gelignite has quit IRC 22:08:10 *** Wormnest has quit IRC 22:24:26 *** Wacko1976 has quit IRC 22:30:48 *** techmagus has joined #openttd 23:35:38 *** KouDy has joined #openttd 23:47:50 *** Cthulhux has quit IRC 23:50:08 *** FLHerne has quit IRC 23:50:53 *** FLHerne has joined #openttd