Log for #openttd on 18th January 2019:
Times are UTC Toggle Colours
00:04:48  <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #19: typo fix: idillic -> idyllic
00:05:07  <DorpsGek_II> [OpenTTD/website] LordAro merged pull request #19: typo fix: idillic -> idyllic
00:08:18  *** Flygon has joined #openttd
00:12:22  <peter1138> Hmm, non-stack is slower.
00:12:42  <peter1138> I wonder where I messed up :p
00:13:33  <peter1138> Oh shit, way too late, night night
00:33:53  *** Thedarkb-X40 has joined #openttd
00:40:14  *** Thedarkb2-T60 has quit IRC
00:41:22  *** snail_UES_ has joined #openttd
02:02:33  <Samu> i think i made it
02:02:40  <Samu> 90 degrees for opf
02:02:47  <Samu> still wanna make sure
02:16:24  *** HerzogDeXtEr has joined #openttd
02:59:42  <Samu> hmm, there are some situations where it's ideal for opf not to reverse based on bird_dist
03:19:30  *** HerzogDeXtEr has quit IRC
03:20:36  *** HerzogDeXtEr has joined #openttd
03:26:12  *** HerzogDeXtEr has quit IRC
03:26:30  *** Wormnest has joined #openttd
03:28:22  *** HerzogDeXtEr has joined #openttd
03:31:08  *** HerzogDeXtEr has quit IRC
03:56:05  *** Wormnest has quit IRC
03:58:04  *** D-HUND has joined #openttd
04:01:27  *** debdog has quit IRC
04:06:44  *** Samu has quit IRC
04:16:24  *** glx has quit IRC
04:29:42  *** Thedarkb-X40 has quit IRC
04:47:16  *** snail_UES_ has quit IRC
04:52:47  *** tokai|noir has joined #openttd
04:52:47  *** ChanServ sets mode: +v tokai|noir
04:59:29  *** tokai has quit IRC
07:03:47  *** HerzogDeXtEr has joined #openttd
07:24:34  *** HerzogDeXtEr has quit IRC
07:59:16  *** chomwitt has joined #openttd
08:10:16  *** WWacko1976-work has joined #openttd
08:26:50  *** tokai has joined #openttd
08:26:50  *** ChanServ sets mode: +v tokai
08:33:39  *** tokai|noir has quit IRC
08:56:28  <peter1138> Hmm, can't convert a Trackdir to a TrackdirByte.
08:56:47  <peter1138> Which is odd, cos I could earlier.
09:08:47  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 updated pull request #7047: Add #6887: Highlight tiles within local authority of towns
09:11:33  <peter1138> Ah, I can assign a Trackdir to a TrackdirByte *, but not directly. Hmm.
09:40:54  *** andythenorth has joined #openttd
09:44:37  <peter1138> andythenorth will know.
09:51:02  *** andythenorth has quit IRC
09:53:06  <peter1138> I see.
10:16:15  <LordAro> lol
10:19:23  <peter1138> Mmm, white chocolate covered oreo biscuit.
10:19:43  <peter1138> Well, "snow" covered they called them.
10:20:07  <peter1138> Fortunately it's not snow, because then I'd have a soggy biscuit.
10:36:12  *** tokai|noir has joined #openttd
10:36:12  *** ChanServ sets mode: +v tokai|noir
10:43:09  *** tokai has quit IRC
11:09:33  <peter1138> Ok...
11:09:44  <peter1138> TrackdirByte a = pNode->GetTrackdir() does not work;
11:09:52  <peter1138> TrackdirByte a; a = pNode->GetTrackdir() does work.
11:09:57  <peter1138> . . . . .
11:11:33  <peter1138> And it's not because of the method. TrackdirByte a = TRACKDIR_X_NE; also does not compile.
11:13:02  <peter1138> Have I got a compile bug here? :p
11:37:57  *** Mahjong has joined #openttd
11:42:22  *** Mahjong1 has quit IRC
11:45:38  <michi_cc> peter1138: TinyEnumT has an assignment operator for the enum type, but not a constructor.
11:51:07  <peter1138> Ah. Adding it breaks compilation too, elsewhere :D
12:12:37  <Eddi|zuHause> sounds like you're having fun
12:15:13  <peter1138> I can settle for assignment, just looks a bit weird.
12:18:17  <LordAro> that is sad
12:18:44  <LordAro> TinyEnumT can be replaced with c++11 enums now, i think
12:40:43  <Eddi|zuHause> i know, let's completely rewrite openttd in a MODERN language
12:44:27  <peter1138> :D
12:44:29  <peter1138> Delphi!
12:44:36  <peter1138> </belugas>
12:44:43  <LordAro> lol
12:45:22  <Eddi|zuHause> the most hyped and vivid language of the decade!
12:45:42  <peter1138> It was RAD! Rapid Application Developmenet!
13:11:15  <peter1138> But spelled correctly.
13:26:55  *** snail_UES_ has joined #openttd
13:47:33  *** snail_UES_ has quit IRC
13:54:09  <peter1138>
13:54:12  <peter1138> ^ this guy again, lol
13:57:50  *** Flygon has quit IRC
14:06:44  *** Samu has joined #openttd
14:06:58  <Samu> hi
14:07:13  <planetmaker> well, at least he knows some stuff. And it's not the worst of ideas. But tmwftlb IMHO
14:08:49  *** Extrems has quit IRC
14:09:37  <peter1138> Not sure it's the same guy, as this one offer to put something together, instead of ... well...
14:10:19  *** Extrems has joined #openttd
14:10:21  <peter1138> Hmm, how close are we to nightlies? And are they a good thing? We seem to have more active contributors at the moment... :p
14:13:03  *** acklen has quit IRC
14:13:08  *** acklen has joined #openttd
14:14:23  <planetmaker> that guy is also here on IRC and on github and yesterday(?) made the PR which started with a one spelling fix (but changed it to more fixes)
14:14:55  <peter1138> :D
14:15:00  <peter1138> Ah, different guy then, phew.
14:20:20  <LordAro> the regression tests are woeful, it must be said
14:20:29  <LordAro> it's difficult to make unit tests for gamea
14:20:38  <LordAro> just because of the amount of global state
14:26:43  <Eddi|zuHause> yeah, what constitutes a "unit"?
14:27:26  <Eddi|zuHause> it doesn't make a whole lot of sense to force "unit" tests on a thing that wasn't designed with "units" in mind
14:46:46  <Samu> initial tests with 90 degrees for opf makes it less cpu intensive
14:46:54  <Samu> and dumber
14:51:52  <Samu> i have a savegame with locks and aqueducts, wanna test it?
14:52:04  <Samu> your cache for ships testing?
14:52:27  <Samu> and buoys and yapf and forbid 90 deg
14:52:47  <Samu> played by a human
14:57:19  <peter1138> No because my cache is only for YAPF.
14:57:24  <peter1138> OPF is dead.
14:57:29  <peter1138> Legacy code.
14:57:40  <Samu> it's yapf
15:02:21  <Eddi|zuHause> ok: first "unit" test: code marked as "legacy" shall not be changed
15:04:10  *** HerzogDeXtEr has joined #openttd
15:06:11  <peter1138> :p
15:06:31  <peter1138> I'm not interested in its performance.
15:06:58  <Samu> sec
15:07:07  <peter1138> But I misunderstood Samu, he has a savegame for me to test, not his 90 degrees stuff.
15:08:39  <Samu>
15:08:56  <Samu> it's old, but it's played by a human, on a multiplayer server
15:09:27  <Samu> ignore the problem being reported, i think it was already taken care of, what matters is that it got aqueducts, buoys, yapf, 90 deg
15:10:55  <Samu> and locks
15:16:07  <Samu> hmm, i think i just deleted a table from opf
15:16:10  <Samu> lol
15:16:26  <Samu> it apparently isn't necessary
15:18:58  <Samu> instead of DiagDirection, I am making it use Trackdir, which is more precise, allows me to add support to forbidden 90 degrees, and a bonus of removing a table :)
15:19:09  <Samu> win win win
15:19:50  *** sla_ro|master has joined #openttd
15:24:03  <Samu> waiting for asserts
15:24:18  <Samu> if i don't get an assert, i'm gonna pr
15:30:28  *** stefino has joined #openttd
15:34:01  <stefino> hi, is possible to add sounds for industry?
15:35:07  <stefino> cause basic industries has a sounds but I can't find any callback or somethink like that like in vehicles
15:36:33  <Eddi|zuHause> what about ?
15:36:59  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7070: Feature: Forbid 90 degrees for OPF
15:37:55  <stefino> Eddi|zuHause: mmm, this looks good but is it possible for NML too?
15:38:27  <Eddi|zuHause> dunno, never tried to use it
15:39:25  <stefino> it is only idea ho to make our industry set better
15:40:03  *** Wormnest has joined #openttd
15:41:56  <Eddi|zuHause> in nml/regression there's a sounds.nml file which has lines like: param[0] = sound("beef.wav", 80);
15:43:32  <Eddi|zuHause> where i assume "param[0]" would then contain the ID of that sound
15:44:05  <peter1138> Ah, SlList is actually a SlRefList.
15:46:21  <stefino> Eddi|zuHause: uh :D o.o ¨
15:46:47  <Eddi|zuHause> stefino: i can't find it on the nml wiki
15:47:56  <stefino> mmm, I ll ty to ask on forum if somebody has experience with this
15:48:49  <stefino> but if you're right, it's good that it is possible :)
15:54:24  <Samu> i see opf reversing in situations where it looks ugly
15:54:33  <Samu> but that's another matter
15:54:40  <Samu> not related to what i've done now
15:57:14  <peter1138> Well it compiled, let's ship :p
16:02:08  <Samu> yes plz
16:03:29  *** nielsm has joined #openttd
16:08:22  <LordAro> peter1138: pun unintended?
16:14:42  <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
16:39:17  *** frosch123 has joined #openttd
16:45:08  <Samu> next goal: let's make OPF not reverse
16:45:39  <Samu> in very much all situations where there's tracks ahead
16:45:44  <Samu> let's see
16:51:19  <Samu> so basically, cut in half the cpu usage needed
16:51:30  <Samu> sounds too good to be true if it works
17:01:24  <Samu> this means the skiptile isn't needed anymore
17:01:42  <Samu> less code
17:03:24  <Samu> which also means, the structure can be reduced in size
17:03:59  <Samu> bird dist are also not important
17:04:12  <Samu> lenght also not
17:04:22  <Samu> less structure!
17:05:36  <Samu> oh no, i actually need bird dist and length
17:05:49  <Samu> i almost could see a way not requiring it
17:05:58  <Samu> but... will see about it, later
17:10:12  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7070: Feature: Forbid 90 degrees for OPF
17:11:41  <Samu> i dont need to return a bird dist however, only the track
17:14:58  <Samu> it's not dead, it's in the game :(
17:15:14  <Samu> some servers still use it
17:22:21  <Samu> it doesn't really cut cpu usage in half, but cuts about 1/3
17:22:23  <Samu> not bad
17:22:28  *** Thedarkb2-T60 has joined #openttd
17:22:47  <Samu> because it doesn't need to pathfind to decide whether it's better to reverse
17:23:45  <Samu> if it actually needs to reverse, then it's because the track ahead is non-existant, not because of a bird_dist being lower on reverse
17:26:08  *** Progman has joined #openttd
17:26:37  <Samu> did u change something about mouse pointer?
17:26:49  <Samu> i can't sell large ships properly
17:27:22  <Samu> well I can, but drag and drop feels like it's on the right part of the ship instead of middle
17:27:33  <Samu> i started dragging from the middle
17:39:36  <Eddi|zuHause> didn't we want to go the opposite direction? allowing 90° for the other ones?
17:40:40  <Samu> I'm too biased to answer
17:42:46  <Samu> the only situation where it's better to reverse is when leaving depot
17:43:39  * peter1138 returns.
17:43:49  <Samu> it points the ship direction towards north, and sometimes that's not the best direction
17:44:03  <Samu> what can I do to avoid calling the pathfinder here?
17:52:49  <peter1138> Yay, it crashes.
17:53:57  <Samu> what crashed? my stuff?
17:54:11  <peter1138> No, mine.
17:54:18  <Samu> :|
17:55:06  <Samu> how do I detect the vehicle just poped out of depot
17:55:13  <Samu> the ship, in this case
17:58:13  <Samu> TRACK_BIT_DEPOT
17:58:16  <Samu> hmm
18:02:01  <Samu> ...// OPF always allows reversing
18:02:03  <Samu> COUGH
18:14:52  <Samu> hmm ok, gonna let opf pathfind twice when v->state == BIT_TRACK_DEPOT
18:15:02  <Samu> reverting some code :(
18:15:41  <peter1138> Foiled again, I need runtime template parameters :p
18:19:03  *** stefino has quit IRC
18:33:31  <Samu> i'm changing OPF to allow reversing only when leaving depot
18:33:52  <Samu> it's still about 1/3 less cpu usage
18:34:22  <Samu> is there any other situations where it's better for opf to reverse?
18:34:27  <Samu> that I'm not aware atm
18:34:28  <Samu> ?
18:34:38  *** Wolf01 has joined #openttd
18:45:43  <peter1138> Hmm, have I actually got std::deque saveload working? o_O
18:45:54  <Wolf01> o/
18:46:46  *** gelignite has joined #openttd
18:47:13  <Samu> running along an aqueduct
18:47:18  <Samu> cannot reverse
18:47:25  <Samu> in any of the pf's
18:48:06  <Samu> which is fine for me
18:48:29  <Samu> running along a lock, only opf reverses, but i changed it to not reverse
18:48:50  <Samu> what else
18:49:47  <Eddi|zuHause> <peter1138> Foiled again, I need runtime template parameters :p <-- you mean, like, normal parameters? :p
18:50:42  <Samu> following a canal line, and skipping an order to go to a dock located in the opposite direction, yapf and opf behave ugly, npf behaves best, but displays ship is lost
18:51:07  <peter1138> Eddi|zuHause, nope.
18:52:17  <peter1138> I settled for a switch block to decide which template to use.
18:53:44  <Samu> perhaps the intention is to "behave ugly" because there is actually a track on the sides which are used to reverse and reduce distance
18:54:08  <Samu> that could mean npf, while "behaving pretty", is bugged
18:55:10  <peter1138> They aren't meant to behave the same. They are different pathfinders.
18:56:18  <Samu> well, i know, but i'm just trying to achieve some consistency
19:12:39  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7071: Change: Make OPF check reverse only when exiting depot
19:16:54  *** andythenorth has joined #openttd
19:18:04  <andythenorth> yo
19:18:11  <Samu> hi
19:18:21  <andythenorth> electro-diesel pax train for Horse? o_O
19:18:33  <peter1138> electro-diesel horses.
19:18:36  <Wolf01> So, andythenorth, save money for upcoming summer sets or waste what I have in the wallet for... anything I can grab now?
19:18:51  <andythenorth> peter1138: turbo horse
19:18:56  <Heiki> hydrogen horses!
19:19:09  <andythenorth> Wolf01: how much room have you got?
19:19:14  * andythenorth has way too much Lego
19:19:25  <andythenorth> I'm going to give some to my kids school
19:19:28  <andythenorth> tto get rid
19:19:34  <Wolf01> Meh, I forgot about the room
19:19:49  <andythenorth> you don't have everything 2018 already?
19:19:54  <Wolf01> Nope
19:20:21  <andythenorth> big blue tow truck?
19:20:34  <Wolf01> Yes, I have that
19:20:36  <andythenorth> it's got a wolf sticker
19:20:38  <andythenorth> it's crap
19:20:43  <andythenorth> but my kids like it
19:20:47  <Wolf01> Still MISB
19:20:51  <andythenorth> mack?
19:20:57  <Wolf01> Yep
19:21:54  <andythenorth> forest machine is crap
19:22:00  <andythenorth> volvo zeux is weird
19:22:04  <andythenorth> rally car is blah blah
19:22:07  <Wolf01> I purchased 2 EV3, a full sets of motors, cables, battery, sensors, and the entire overwatch series, so I should wait a bit for purchases
19:22:24  <andythenorth> there's nothing there I'd buy
19:22:44  <Wolf01> Forest machine is on the living room, waiting to become the next part donor
19:23:02  <andythenorth> it's crap
19:23:09  <andythenorth> real shame, it looks quite boss
19:23:13  <andythenorth> and is fun to drive
19:25:02  <Wolf01> BTW I'll go only for big sets, mid sets as parts donors, maybe 1 or 2 small sets if I really like them
19:25:23  <andythenorth> it's all a bit blah blah to me
19:26:25  <Wolf01> But for the next year I'll go full microscale
19:29:09  <andythenorth> eh loads of github notifications
19:29:14  <andythenorth> $someone was busy
19:31:16  *** Gja has joined #openttd
19:38:16  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7071: Change: Make OPF check reverse only when exiting depot
19:39:34  *** Wormnest has quit IRC
19:53:19  *** Wormnest has joined #openttd
19:54:58  <Samu> hmm got an assert, have to test this better
19:57:57  *** glx has joined #openttd
19:57:57  *** ChanServ sets mode: +v glx
19:59:59  <Samu> ah, i see
20:00:10  <Samu> i get an assert when testing with both changes combined
20:00:28  <Samu> but when testing in separate, no asserts occur
20:00:40  <Samu> hmm, how to solve
20:06:11  <m1cr0man> I just discovered the caca renderer, and I am so impressed :D
20:06:23  <m1cr0man> quick question though, uh, how do I exit it? XD
20:06:34  <glx> use the menu ;)
20:06:40  <m1cr0man> EMM
20:06:53  <glx> alt-F4 may work
20:08:09  *** Wormnest has quit IRC
20:57:40  *** gelignite has quit IRC
20:57:44  *** Yotson has quit IRC
20:59:20  *** Yotson has joined #openttd
21:02:00  *** Samu has quit IRC
21:06:07  *** Samu has joined #openttd
21:07:40  *** erani has quit IRC
21:16:52  <Samu> yes, i made it! forbid 90 deg + dont check reverse combined
21:18:11  <Samu> results in about 50% less cpu usage
21:18:17  <Samu> @calc 40/90
21:18:17  <DorpsGek> Samu: 0.444444444444
21:18:24  <Samu> 55% then
21:18:45  <andythenorth> is your proposal to replace YAPF with OPF?
21:18:54  <Samu> no
21:19:06  <Samu> keep them all
21:20:49  <peter1138> Hmm
21:21:13  <peter1138> I need grid lines on water tiles :p
21:27:13  <andythenorth> :o
21:27:26  <andythenorth> such why?
21:29:01  <Samu> 5000 ships + opf + forbid 90 deg + no reverse game speed factor is still below x1.00
21:30:15  <Samu> unsure where else to improve
21:30:27  <Samu> it's at 0.70x
21:30:43  <peter1138> andythenorth, for easy counting of tiles moved.
21:30:50  <andythenorth> when we delete OPF, game speed factor with it will be ∞
21:31:17  <Samu> t.t
21:31:18  <andythenorth> peter1138: bulldoze altternating squares :P
21:32:32  <glx> put signs
21:33:42  <andythenorth> redraw an entire base set? o_O
21:33:57  *** Speedy` has quit IRC
21:34:06  <peter1138> Well, just 1 tile...
21:37:03  <peter1138> Hmm, when I follow the ships path to the end, it stops differently at docks.
21:37:08  *** Speedy` has joined #openttd
21:38:01  <peter1138> If I ignore the last trackdir of the path, the ship reaches the end, does a new pathfind, and stops as it does without the cache.
21:38:14  <peter1138> Am I missing some special casing? :/
21:38:43  <peter1138> I'm only fiddling inside ChooseShipTrack() so anything special in the controller will still happen.
21:38:55  <peter1138> Hmm, path costs maybe.
21:39:13  <Samu> destination being the same as where the ship is?
21:40:00  <peter1138> Oh, yeah. Hmm.
21:40:23  *** sla_ro|master has quit IRC
21:40:28  <andythenorth> Samu is now our best pathfinder expert :)
21:41:01  <peter1138> /* handle special case - when next tile is destination tile */
21:41:04  <peter1138> it's even in the comments :p
21:41:40  * Wolf01 booked a fly for Billund
21:45:34  <m1cr0man> Is there a way to default vehicle cloning to share orders?
21:47:15  *** wodencafe has quit IRC
21:47:24  <peter1138> With that 'fix' the savegame runs quite a bit slower :(
21:47:52  <peter1138> No longer realtime.
21:49:34  <Samu> which fix?
21:49:47  <peter1138> Mine.
21:49:51  <Samu> oh
21:49:57  <peter1138> I just pop the last trackdir off the stack
21:50:25  <peter1138> Oooh got it!
21:50:29  <peter1138> Back to realtime.
21:53:50  <peter1138> 16ms instead of 30ms, wow
21:53:56  <Samu> :)
21:54:11  <peter1138> Oh, and that's 16ms instead of 60ms without any path cache
21:54:36  <Samu> woah, impressive gains
21:55:51  <andythenorth> Wolf01: legoland? o_O
21:56:26  <peter1138>
21:57:03  <andythenorth> super duper
21:57:17  <andythenorth> 5000 ships?
21:57:18  <Samu> which savegame is that?
21:57:31  <peter1138> That 5000 ship one you gave me with the dodgy AI.
21:57:35  <peter1138> Lots of blocked routes.
21:57:49  <Samu> Otvi?
21:57:57  <Samu> that's 1000~ ships
21:58:14  <Samu> nonocab?
21:58:17  <Samu> nocab?
21:58:57  <peter1138> nocab v499 (y), 1.6.1-rc1.sav
21:59:01  <Wolf01> <andythenorth> Wolf01: legoland? o_O <- yup
21:59:20  <Samu> ah
21:59:29  <peter1138> Hmm
21:59:30  <Wolf01> Lego house + legoland
21:59:39  <peter1138> the nonocab one drops to 2.3ms per tick
22:00:03  <Samu> have you tested the otvi?
22:00:13  <peter1138> no
22:00:30  <Samu> otvi with npf, switch it to yapf, should be the slowest of the pack i got here
22:00:38  <Samu> and only 1000~ships
22:00:41  <peter1138> nonocab drops from 3.85ms to 2.9ms,
22:00:51  <peter1138> an improvement but not struggling to start with
22:01:02  <peter1138> Can you link it again?
22:01:05  <Samu> ok
22:01:16  <Samu> letme find it in the forum
22:01:49  *** Wormnest has joined #openttd
22:02:09  <frosch123> hmm, eints repo does not include a copy of the gpl
22:02:10  <peter1138> I probably ought to test path blockages again.
22:02:35  <Samu>
22:03:06  <Samu> it's the one named OtviAI v418 (N), 1.6.1
22:03:18  <Samu> it's NPF, so don't forget to switch to yapf
22:04:24  *** andythenorth has quit IRC
22:04:52  <peter1138> That runs much faster than the one I'm testing.
22:05:06  <peter1138> It spikes without the cache, but is still usuable.
22:05:09  <peter1138> usable.
22:05:20  <peter1138> 7.5ms without cache
22:05:23  <peter1138> 0.9ms with cache
22:05:27  <Samu> well then :(
22:05:28  <peter1138> that's... actually very impressive.
22:05:48  <Samu> i guess there's no worse than nocab :(
22:06:09  *** wodencafe has joined #openttd
22:06:11  <peter1138> nocab suffers because of the blockages. no route is basically the worst possible outcome.
22:06:30  <peter1138> K, I gotta make this PR-able.
22:06:48  <peter1138> Cos this little experiment turns out to work really well.
22:09:10  <Samu> make it check if there are tracks at the destination tile
22:09:19  <peter1138> It does.
22:09:42  <Samu> and prevent pathfinding? hmm probably not a good idea
22:09:56  *** Thedarkb-X40 has joined #openttd
22:10:03  <peter1138> Hmm? No, if there are no tracks it abandons the cache and pathfinds again.
22:10:19  <peter1138> That should only happen if terrain is changed under the path.
22:13:17  *** wodencafe has quit IRC
22:14:05  <peter1138> Hmm, can I reorder commits...
22:14:24  *** wodencafe has joined #openttd
22:16:11  <peter1138> Yes, just fiddle in git rebase -i :0
22:17:37  <nielsm> today's even dumber project: installed openwatcom and wrote a C program to control the TTD DOS music driver
22:17:45  <nielsm> current challenge: timing
22:18:18  <nielsm> (the built-in delay() function doesn't have 1 ms resolution as they suggest, it's much slower)
22:22:08  <nielsm>
22:27:36  *** frosch123 has quit IRC
22:31:37  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7072: Change: Add path cache for ships
22:36:30  <peter1138> ^ Maybe Samu will implement the cache for OPF :p
22:38:35  <Wolf01> :D
22:39:36  <peter1138> Doesn't help with Wentbourne Transport save.
22:40:12  <peter1138> Train and RV ticks outnumber ships massively in that.
22:41:10  <Samu> eh, i doubt it'll help that much
22:41:30  <Samu> most of the time opf doesn't reach destination
22:41:34  <peter1138> Even with no trains *running* it uses 20ms per tick for trains.
22:42:01  <peter1138> 4833 trains.
22:43:06  <peter1138> Okay, maybe it needs a 'cache' of train heads, instead of iterating all ... however many vehicles there are.
22:44:09  <peter1138> Yeah, with that all paused, ship ticks drops from 3.4ms to 2ms. Significant but no impact.
22:48:39  <peter1138> nielsm, hmm... this framerate window...
22:49:46  <nielsm> it rates your frames
22:49:48  <peter1138> I removed the performance counter for train ticks, and ... it's a massive difference :(
22:50:03  <nielsm> :(
22:50:39  <peter1138> game loop total average with 135ms, average without 92ms. That's just removing it for trains.
22:50:58  <peter1138> 8 fps -> 12 fps
22:51:05  <peter1138> Still not playable but better.
22:51:06  <nielsm> okay yeah
22:51:41  <peter1138> Maybe it needs to be turn-off-able
22:52:29  <nielsm> if vehicle processing was grouped so it first did all trains, then all rvs, then all ships, etc
22:52:36  <peter1138> Yeah, I know.
22:52:42  <nielsm> the individual vehicle counting wouldn't be needed
22:52:43  <peter1138> Ok, RVs is not a problem.
22:52:53  <peter1138> It's because it's running even for *non-head* trains.
22:53:26  <nielsm> building lists of vehicles that actually need to be processed would be a good idea I think
22:53:34  <peter1138> Yes.
22:54:08  <peter1138> Okay, only counting ticks of train heads improves it massively.
22:54:34  <peter1138> It's basically the same as not counting it.
22:54:44  <peter1138> 95ms average
22:55:00  <peter1138> of course train ticks is then slightly wrong, but it's not skewing it massively like before.
22:55:40  <peter1138> I wonder, is it reasonable to stop performance counting if the gui is not open?
22:57:24  <nielsm> imo not
22:57:44  <nielsm> part of the idea was also to let you run it on headless servers
22:57:56  <nielsm> (there is a console command)
22:57:58  <peter1138> Well you could add a command to enable/disable it.
22:59:50  <nielsm> I'd rather optimize the game so it doesn't need to accumulate thousands of individual calls
23:00:10  <nielsm> but can do with a single call that covers all vehicles of each type
23:02:18  <peter1138> ok
23:03:41  *** Wormnest has quit IRC
23:06:35  *** Gja has quit IRC
23:07:09  <Samu> how do i merge branches without putting one on the other, but on a new one
23:07:13  <Samu> grr
23:09:10  <Samu> bah, how to undo a commit without commiting a reverse commit
23:09:15  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7072: Change: Add path cache for ships
23:09:53  <Samu> rebase without the reverse commit, right? gonna try
23:10:43  <Samu> actually... recycle bin
23:13:19  <Samu> is there a force fetch or something like that so that I don't get to use recycle bin everytime this happens?
23:13:58  <Samu> i want to revert something that I've done, back to the state I have currently online
23:14:41  <Samu> eh... well forget it, recycle bin it is
23:15:44  *** Thedarkb-X40 has quit IRC
23:20:47  *** nielsm has quit IRC
23:29:08  <Samu>
23:29:14  <Samu> I did it
23:29:23  <Samu> a branch with the 2 branches merged
23:29:34  <Samu> it's complicated
23:30:32  *** Flygon has joined #openttd
23:33:41  <milek7> Samu: >bah, how to undo a commit without commiting a reverse commit
23:34:02  <milek7> git reset --hard commitid
23:35:07  <Samu> oh
23:35:09  <Samu> too late
23:35:10  <Samu> but thx
23:36:38  <milek7> (commitid is what you want to reset to, not what you want to revert)
23:39:45  <milek7> (and if you change mind you can just reset back again to newer commit. history is available in git reflog)

Powered by YARRSTE version: svn-trunk