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00:05:54 *** Wormnest has joined #openttd 00:07:29 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhWn9 00:07:43 *** snail_UES_ has joined #openttd 00:15:23 <Eddi|zuHause> i should have noticed that 00:15:48 <Eddi|zuHause> also... why did my rebase just eat a commit? 00:16:27 <LordAro> it'll eat empty commits 00:23:53 <Eddi|zuHause> the entire length of this page is just examples on why i hate git... https://stackoverflow.com/questions/4114095/how-to-revert-a-git-repository-to-a-previous-commit 00:24:50 <Eddi|zuHause> 10 answers to... something... that are either not the original question or "let's look at the internals first" 00:25:01 <Samu> recycle bin 00:25:04 <Samu> for me 00:25:36 <LordAro> http://justinhileman.info/article/git-pretty/ is my personal favourite 00:25:43 <LordAro> Samu: i know you think you're bragging, but you're really not 00:27:56 <Eddi|zuHause> but... what i actually wanted to know... after i checkout or --reset hard an older commit, how do i point my branch back to that commit? 00:30:41 <LordAro> with difficulty 00:31:12 <LordAro> oh, not that difficult 00:31:13 <LordAro> https://stackoverflow.com/questions/7310177/how-do-i-make-a-branch-point-at-a-specific-commit 00:32:31 <Eddi|zuHause> hm, i thought i did that 00:32:50 <Eddi|zuHause> must have been that wrong turn at albuquerque again 00:37:34 <Eddi|zuHause> it did it again? 00:37:39 <Eddi|zuHause> i don't understand it... 00:40:02 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhI7h 00:41:29 *** chomwitt has quit IRC 00:41:48 <Eddi|zuHause> apparently in a rebase -i if you "edit" a commit, you must use commit --amend, but if it has a conflict at a "pick" you must not use commit --amend 00:42:07 <Eddi|zuHause> who comes up with this? 00:43:59 <LordAro> do not question the great Linus 00:44:18 <LordAro> though i'm pretty sure Linus handed git off long before rebasing was implemented 00:44:24 <LordAro> and he never uses it anyway 01:10:48 <glx> LordAro: manually moving -lstdc++ from the begining of LDFLAGS to the end of LDFLAGS allow to compile with freetype on MSYS2 01:13:37 <dwfreed> makes sense; stdc++ should be at the end anyway 01:34:24 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7057: Fix: A few minor compile warnings under MinGW https://git.io/fhW4k 02:14:30 *** Thedarkb-X40 has joined #openttd 02:20:12 *** Eddi|zuHause has quit IRC 02:20:53 *** smoke_fumus has quit IRC 02:21:32 *** Thedarkb-T60 has quit IRC 02:26:09 *** Thedarkb-X40 has quit IRC 02:45:51 *** Wormnest has quit IRC 03:05:57 *** Samu has quit IRC 03:25:52 *** HerzogDeXtEr has joined #openttd 03:49:43 *** HerzogDeXtEr has quit IRC 03:52:18 *** snail_UES_ has quit IRC 03:59:45 *** D-HUND has joined #openttd 04:03:07 *** debdog has quit IRC 04:11:30 *** glx has quit IRC 04:21:48 *** HerzogDeXtEr has joined #openttd 04:52:06 *** HerzogDeXtEr1 has joined #openttd 04:54:53 *** Eddi|zuHause has joined #openttd 04:57:39 *** HerzogDeXtEr has quit IRC 05:06:50 *** HerzogDeXtEr1 has quit IRC 06:20:00 *** sla_ro|master has joined #openttd 06:47:10 <peter1138> LordAro, weird, it was rebased to HEAD on master already? o_O 06:47:38 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhWk0 06:47:55 * peter1138 updates anyway. 06:48:03 <peter1138> (Changed some spacing) 06:53:03 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhWVQ 07:27:54 <LordAro> peter1138: weird. i just looked at the commit date and assumed the branch was old 07:34:04 <peter1138> Mmm, 'poached' egg on toast. 07:34:26 <peter1138> (Microwaved in a Pyrex jug is not quite poaching...) 07:36:51 <peter1138> LordAro, my RGB company colours patch has commits dating from 2013 :-) 07:53:31 *** andythenorth has joined #openttd 08:07:37 <LordAro> peter1138: :) 08:12:18 *** WWacko1976-work has joined #openttd 08:17:09 *** chomwitt has joined #openttd 08:19:08 *** andythenorth has quit IRC 08:36:19 <AKTheKnight> Sacrilege, how dare you call microwaving in a Pyrex jug poaching 08:36:21 <AKTheKnight> :o 08:52:06 *** Gabda has joined #openttd 08:59:52 *** andythenorth has joined #openttd 09:00:25 *** sla_ro|master has quit IRC 09:01:15 *** andythenorth has quit IRC 09:01:57 <peter1138> AKTheKnight, I know! But it's much simpler, and takes 40 seconds. 09:05:22 <peter1138> Saying that, I've never tried to actually poach an egg. 09:07:49 <AKTheKnight> Haha I did my first solo one the other day, poached it in my ramen 09:07:53 <AKTheKnight> Turned out pretty good tbh 09:08:20 <peter1138> Ah, so it was semi-contained by the ramen. 09:14:24 *** andythenorth has joined #openttd 09:20:42 <peter1138> Mr the North. 09:21:25 *** Laedek has quit IRC 09:22:21 <andythenorth> so it is 09:22:27 <andythenorth> @seen pikka 09:22:27 <DorpsGek> andythenorth: pikka was last seen in #openttd 12 weeks, 6 days, 20 hours, 57 minutes, and 51 seconds ago: <Pikka> yo 09:22:38 <peter1138> :/ 09:22:44 <peter1138> He was... 'getting back into it' 09:22:56 <peter1138> I see pikkarail is empty again. 09:23:13 <andythenorth> oof 09:23:22 <andythenorth> the ship-turning in canals is a bit crap 09:23:26 <andythenorth> ship it anyway 09:23:48 <andythenorth> it seems to drive to edge of tile, then turn 09:24:11 <peter1138> Edge of tile is where vehicles turn around, usually. 09:24:23 <andythenorth> reasonable 09:24:25 <peter1138> Comment on the PR, suggest improvements. 09:24:54 <andythenorth> it's better having it than not 09:25:05 <andythenorth> the dock behaviour is much nicer 09:25:09 <peter1138> Maybe it's possible to have a ship move backwards slowly and then turn when it has space. 09:25:17 <peter1138> Who knows! 09:25:32 <andythenorth> just say 'no room to turn' 09:25:36 <andythenorth> 'ship is lost' 09:25:39 <peter1138> :D 09:25:42 <andythenorth> also this https://github.com/OpenTTD/OpenTTD/issues/7062 09:25:46 <andythenorth> "Ship becomes lost if destination is greater than maximum order distance" 09:25:50 <andythenorth> isn't that just a tautology? 09:25:52 <peter1138> Make Ships Crap Again. 09:26:02 <andythenorth> ship orders don't work, ship is lost, case closed? 09:26:17 <andythenorth> 'lost' == 'orders aren't valid' 09:26:24 <peter1138> Also, if you use NPF in that situation, it doesn't find a path either. 09:27:21 <andythenorth> " it becomes within distancemanhattan reach and re-invokes the pathfinder again, only to get out of reach again, lost." 09:27:27 <andythenorth> sounds like a bug though :| 09:27:38 <andythenorth> if it's in distance, it should work? 09:27:40 <andythenorth> not fail? 09:27:55 <andythenorth> issue described doesn't match issue title? 09:27:58 <peter1138> The actual route is far longer than the manhattan distance. 09:28:12 <peter1138> Due to a landmass being in the way. 09:29:00 <peter1138> As my comment says, I think either the pathfinders should be limited to the max order distance, or we fix the pathfinders some other way and remove the distance limit completely. 09:31:23 <LordAro> i'd prefer the latter 09:31:39 <peter1138> I would actually, but we've been wanting that for YEARS. 09:36:53 <peter1138> Is it lunch time yet? 09:37:52 <andythenorth> nearly 09:38:11 <LordAro> i hope not, i've not gotten to work yet 09:38:17 * LordAro speeds up 09:39:22 <peter1138> Hehe 09:46:15 <AKTheKnight> It's always lunchtime somewhere 09:46:47 <peter1138> I've settled for a cuppa instead. 09:53:36 * andythenorth should very working 09:54:33 <andythenorth> was Horse finished by christmas? 09:54:45 <andythenorth> 84% now, probably not 09:55:42 *** andythenorth has quit IRC 10:01:55 *** Laedek has joined #openttd 10:08:21 <Gabda> hi 10:09:09 <Gabda> what are your thoughts on the map cache array in PR #7047? 10:11:20 <Gabda> if thinks like this is OK, I plan to add a station catchment layer and a debug layer (making the cache 4bit / tile instead of 1 bit) 10:24:24 <peter1138> An array of bools isn't 1 bit ;-) 10:32:55 <Gabda> and if I add the /tile? 10:44:13 *** Lejving_ has quit IRC 10:44:28 <Eddi|zuHause> does C(++) even make any promises about the size of a bool? 10:50:04 <Xaroth> To the stack overflow? :P 10:55:40 <LordAro> to the standards document! 11:01:03 <LordAro> "sizeof(char), sizeof(signed char) and sizeof(unsigned char) are 1; the result of sizeof applied to any other fundamental type is implementation-defined. [Note: in particular, sizeof(bool) and sizeof(wchar_t) are implementation-defined." 11:01:17 <LordAro> "sizeof(bool) is not required to be 1." 11:02:02 <LordAro> (Section 8.5.2.3, http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2017/n4713.pdf) 11:02:18 <LordAro> i *imagine* that matches C & _Bool 11:05:40 <LordAro> "While the number of bits in a _Bool object is at least CHAR_BIT, the width (number of sign and value bits) of a _Bool may be just 1 bit." 11:06:29 <LordAro> (6.7.2.1, http://www.open-std.org/jtc1/sc22/wg14/www/docs/n1570.pdf) 11:06:37 <LordAro> i was bored. 11:09:29 <Eddi|zuHause> i would find different ways to escape boredom than reading the c standard 11:20:31 <LordAro> well, more of a distraction 11:36:53 *** andythenorth has joined #openttd 11:56:14 *** snail_UES_ has joined #openttd 12:04:56 <tokai> I worked on systems where sizeof(bool) (or for the system "BOOL" type) resulted in 4. Good old times. :) 12:05:17 <andythenorth> that's like my python code 12:05:24 <andythenorth> len(string), oops 12:08:44 <Eddi|zuHause> i don't think that is remotably comparable :p 12:09:00 <Gabda> if we don't look at the size of the bool array as it can be optimised 12:09:28 <Gabda> the idea about a separate map cache can go? 12:10:04 *** snail_UES_ has quit IRC 12:10:06 <Eddi|zuHause> what was the idea again? 12:10:14 <Eddi|zuHause> we already have a map array 12:10:22 <Gabda> but tah 12:10:32 <Gabda> that one gets saved 12:11:08 <Eddi|zuHause> you could adapt the saveload code to skip parts? 12:11:10 <Gabda> (and might be synchronised between clients) 12:12:14 <Gabda> and the information in it falls to another logical category 12:12:55 <Gabda> as it is purely visual info 12:13:51 <Eddi|zuHause> there was this idea floating around about caching the closest town 12:14:17 <Gabda> there was 12:14:43 <Eddi|zuHause> that is game state, not "purely visual" 12:14:49 <Gabda> at first I thought this info could be stored in a way that the lookup would be constant 12:16:51 <Gabda> but that would need the O(#tiles) array 12:17:26 <Eddi|zuHause> yes. memory and time are often opposite optimisation goals 12:18:05 <Gabda> and as I looked around, the closest town searching is not called that often 12:18:34 <Eddi|zuHause> well, not currently, because it's expensive and thus avoided 12:18:48 <Eddi|zuHause> if it was cheaper, it could be used more 12:20:04 <Gabda> are there ideas that could validate the extra memory usage? 12:20:23 <Eddi|zuHause> the example use case would be railtypes 12:21:29 <Eddi|zuHause> which are notoriously low on storage space, and thus lack easy access to town zone, that roads have access to 12:22:30 <peter1138> Gabda, not 1 bit / tile either. Bool is usually 1 byte, not a 1 bit. 12:23:24 <peter1138> Gabda, if you add a cache, add it as a struct with the member you need from the start, rather than just a bool/byte. 12:23:47 <Gabda> i don't understand this railtype thing 12:24:35 <Gabda> peter: even if it is only has one member at the moment? 12:24:57 <peter1138> Yes. Otherwise you need to touch everywhere that uses it if it gets extended in the future. 12:26:05 * Sacro touches everywhere 12:27:18 <Gabda> yes, I planned to do that: rewrite it everywhere when the cache structure is updated :) 12:27:58 <Eddi|zuHause> Gabda: that's what we have map accessors for 12:28:19 <Eddi|zuHause> Gabda: to abstract away the data structure from the data access 12:29:12 <Gabda> it is behind one layer of accessor, I just need to add another layer if the cache gets a 2nd function 12:29:22 <Eddi|zuHause> Gabda: so, for example, if we decided to merge _m and _me then we only have to touch a dozen places instead of hundreds 12:29:40 <Gabda> but as I am not sure that this is the right way, I did not to complicate it in the first version 12:31:58 <Gabda> yes, I also like that GB and SB solution 12:39:14 <Gabda> but I still don't know which is the more supported way 12:39:56 <Gabda> 1: do this cache properly: can add station catchment and debug layer easily later 12:40:33 <Gabda> 2: make a closest town array, which is a few times bigger, but can enable new functions later 12:41:22 <Eddi|zuHause> independent from content, if you add another array, do it the same way as the existing _m and _me arrays, just skip it in the saving code 12:41:25 <Gabda> 3: stay at original idea of calculating the closest town every time a tile geta dirty, even if it can be computationaly heavy 12:41:58 <Eddi|zuHause> define what goes in the array in the map accessors 12:42:18 <Eddi|zuHause> which are found in *_map.h 12:42:58 <Gabda> Eddi: even if it means that the size is 1 byte / tile instead of 1 bit/ tile, and the other 7 bit is empty until a new feature uses them? 12:43:12 <Eddi|zuHause> yes 12:44:43 <Eddi|zuHause> we will find enough ways to fill it with content once it's there 12:44:51 <Gabda> ok, I can do it that way 12:46:25 <Gabda> and a new variable like _mc is OK, or I should create a e.g. m9 in _me and skip the loading and saving part, + update the _me documentation? 12:47:42 <Eddi|zuHause> the size of the members of _m and _me should be a power of 2 12:49:16 <Gabda> oh, that is right, i forgot 12:49:49 <Eddi|zuHause> (likewise, the members of a potential _mc) 12:50:48 <Gabda> yes, that is why I said 1 byte for initial size 12:51:13 <Gabda> ok, thanks Eddi, you helped me a lot 12:51:17 <Eddi|zuHause> there should be an "assert_compile" for that 12:52:04 <Gabda> on how to go forward 12:57:35 <peter1138> Gabda, it will never be 1 bit / tile. 12:57:55 <peter1138> Gabda, bool arrays are not memory optimized that way. 12:59:06 <Gabda> if I store it in a way that 1 byte * map size/8, it can be 1 bit/tile 13:00:09 <Eddi|zuHause> that might be more memory optimized, but it's not maintainable/extendable 13:13:26 <peter1138> Yeah, that's a bad idea. 13:14:20 <peter1138> What information does your 1 bit store, anyway? 13:17:25 *** tokai|noir has joined #openttd 13:17:25 *** ChanServ sets mode: +v tokai|noir 13:18:15 <peter1138> Hmm, just whether it is in a town zone. 13:18:32 <peter1138> But not which town. So if you have multiple zones showing, it's a bit... meh. 13:22:39 *** Arveen has joined #openttd 13:24:02 <Eddi|zuHause> i'm a bit unsure about the "not saved" part. currently the town zone is usually evaluated in the tileloop, which is saved 13:24:32 *** tokai has quit IRC 13:25:25 <Eddi|zuHause> also, i don't really like the circular nature of the town zones and for future more organic growth, it would also need to be saved 13:26:16 <peter1138> It's not saved because it's purely used for a visual toggle. 13:26:20 <peter1138> It's not needed by the game. 13:26:34 <peter1138> Saving this single bit wouldn't help at all. 13:26:37 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhWjR 13:26:42 <peter1138> *game -> game logic. 13:28:14 <Eddi|zuHause> so, that would actually evolve into a more generic "map overlay" cache 13:28:58 <Eddi|zuHause> which begs the question why evaluate that over the whole map, when (usually) only a small part is visible? 13:29:55 <Eddi|zuHause> well, ok, you could make a minimap view of that 13:30:56 <Eddi|zuHause> but then that makes it tricky to show different things on minimap and various viewports 13:57:45 <peter1138> Well, it does evaluate only a small part. 14:04:44 *** Flygon has quit IRC 14:21:21 <peter1138> Hmm, why does this code no longer run :/ 14:24:05 <Eddi|zuHause> cosmic rays 14:36:21 *** Thedarkb-T60 has joined #openttd 14:46:29 <andythenorth> refit menu directly on each vehicle in the depot? 14:46:34 <andythenorth> probably clashes with drag, eg 14:57:27 *** Thedarkb-T60 has quit IRC 14:57:49 <Gabda> this map cache can handle multiple towns 14:58:02 <Gabda> even if they connect 14:58:20 <Gabda> what d 14:58:34 <Gabda> what do you mean by circular nature? 14:59:42 *** Thedarkb-T60 has joined #openttd 15:00:44 <Gabda> (I was away on a git training, that's why my late response) 15:04:33 <Eddi|zuHause> Gabda: town zones are a circle around the town center, with a radius depending on the number of houses 15:05:13 <peter1138> In which case you can just use that radius and don't need any cache. 15:05:56 <Eddi|zuHause> peter1138: that needs looking up the town 15:05:57 <Gabda> but if you have free space between the houses, that won't belong to the local authority 15:06:19 <Gabda> if it is outside of the set distance 15:06:25 <peter1138> Eddi|zuHause, but we already know which town we want to view. 15:07:26 <peter1138> Oh, town zone is not the same as local authority influence? 15:07:33 <Gabda> and when 2 towns grow together, you don't know which house belongs to which town 15:07:50 <Gabda> just from the distance from the towns 15:07:55 <peter1138> Gotcha. 15:08:09 <peter1138> But if you have a house, you know which town it's in. 15:08:43 <Gabda> from the code,yes 15:09:23 <Gabda> in those cases I don't use the info from the cache 15:11:49 *** nielsm has joined #openttd 15:13:44 <Gabda> the evaluation only goes for the dirty l 15:13:48 <Gabda> tiles 15:14:17 <Gabda> and only checks it, 2 or 3 checks, but no calculation 15:14:41 <Gabda> calculation is only done when the zone button is pressed 15:15:11 <Gabda> and it is only done once per button press 15:31:57 *** sla_ro|master has joined #openttd 15:34:44 <Gabda> is there an original town zone, or you are asking about the zone that is shown in the new overlay? 15:35:16 <Gabda> because the overlay wants to show the local authority influence 15:35:37 <Gabda> all the tiles that belongs to the influence 15:56:15 <peter1138> So, nearest town, or actual town for tiles that store the town. 15:56:55 <peter1138> And yeah, nearest town is slow. 15:58:39 *** Gabda2 has joined #openttd 15:59:31 *** Gabda2 has quit IRC 15:59:46 *** Gabda2 has joined #openttd 16:04:04 *** Gabda has quit IRC 16:26:19 *** Gabda2 has quit IRC 16:26:33 *** Gabda has joined #openttd 16:28:50 *** Samu has joined #openttd 16:28:59 <Samu> hi 16:55:37 *** Progman has joined #openttd 16:56:27 <Samu> distancemaxplusmanhattan is almost similar to distancesquare between the same points 16:58:41 <Samu> (distancemaxplusmanhattan(tile_1, end_tile) < distancemaxplusmanhattan(tile_2, end_tile)) == (distancesquare(tile_1, end_tile) < distancesquare(tile_2, end_tile)) 16:59:17 *** Thedarkb-T60 has quit IRC 16:59:52 <Samu> if one is less than, the other is also less than, if one is equal, the other is also equal, if one is more than, the other is also more than 17:00:13 <Gabda> are you sure? 17:00:33 <Samu> not 100% sure, didn't use asserts 17:00:48 <Samu> it's what it appears to be 17:01:15 <Gabda> i think there are cases when it is the opposite 17:01:24 <Samu> gonna assert, brb 17:05:26 <Samu> assert((distancempm_i < distancempm_best_track) == (distances_i < distances_best_track)); 17:05:26 <Samu> assert((distancempm_i == distancempm_best_track) == (distances_i == distances_best_track)); 17:05:26 <Samu> assert((distancempm_i > distancempm_best_track) == (distances_i > distances_best_track)); 17:05:44 <Samu> using the 5000 ship savegame 17:06:05 <Samu> perhaps i'm conditioning the result 17:06:07 <Samu> hmm 17:07:27 <Gabda> form (0;0) calc the two distances of (0;100) and (51;51) with the two methods 17:09:12 <nielsm> Samu, you're right in 98% of cases 17:09:28 <Gabda> oh, you wrote distanceMAXPLUSmanghatten 17:09:29 <nielsm> over 10000 iterations of random tile coordinates 17:09:36 <Gabda> maaybe I 17:09:50 <Gabda> mayve i need another example 17:11:00 <nielsm> https://gist.github.com/nielsmh/7407b1532da3bedd5d0782dc941a0d59 17:11:03 <nielsm> there's how I tried it 17:13:28 <Samu> where's the 3rd tile? 17:13:35 <nielsm> at 0,0 17:14:56 <Samu> it has yet to assert, i think im conditioning the sample 17:16:13 <Samu> your distancemax looks different 17:16:29 <Samu> const uint dx = Delta(TileX(t0), TileX(t1)); 17:16:29 <Samu> const uint dy = Delta(TileY(t0), TileY(t1)); 17:16:29 <Samu> return dx > dy ? 2 * dx + dy : 2 * dy + dx; 17:17:00 <nielsm> that's equivalent 17:17:50 <Gabda> end_tile (0;0) first tile (0;100), second tile (3;99) 17:17:56 <Samu> hmm, strange then, i'm not getting an assert 17:19:06 *** Alberth has joined #openttd 17:19:06 *** ChanServ sets mode: +o Alberth 17:19:12 <Alberth> moin 17:19:42 <Gabda> if you draw the "surfaces" witg equal values, the square distance gives you a circle. the maxplusmanhattan gives you a star with 4 spikes 17:20:55 <Samu> https://paste.openttdcoop.org/plfma9jeb 17:21:08 <Samu> i'm doing it wrong maybe 17:21:27 <Samu> tile 1 and tile 2 are not exactly randomly picked 17:21:41 <Gabda> if you draw concentric circles with similar diameters, and "concentric" stars with a similar size than the circles 17:22:05 <Gabda> you can find points that are on the outer circle but the inner star 17:22:28 <Gabda> and points that are on the innes circle but the outer star 17:29:32 *** HerzogDeXtEr has joined #openttd 17:31:07 <Samu> no asserts happened, 5000 ships testing for about 10 minutes 17:31:45 <Samu> maybe i'm gonna try 2 random tiles indeed 17:31:50 <Samu> just for fun 17:35:34 <Gabda> you can try those coordinates I wrote 17:35:58 <Samu> aha, it asserted 17:38:00 <Samu> i wish i could visualize this 17:38:31 <Samu> where did you find those circles Gabda? 17:38:50 <Gabda> i draw it on paper 17:41:06 <peter1138> Hmm, anyone got a savegame with a load of slow ships? 17:42:02 <Samu> yes 17:42:18 <Samu> slow ships, u mean their max speed? 17:42:23 <peter1138> Hahaha no 17:42:45 <peter1138> I had made one but it was artificial and my tweaks fixed it. 17:43:46 <Samu> https://github.com/OpenTTD/OpenTTD/files/2752330/NoNoCAB.v5.O.1.7.2.zip 17:43:51 <Samu> ought to be slow enough 17:45:27 *** glx has joined #openttd 17:45:27 *** ChanServ sets mode: +v glx 17:45:46 <peter1138> Slow enough, makes the game run at 19 fps for me. 17:45:47 *** frosch123 has joined #openttd 17:45:54 *** Gabda_math has joined #openttd 17:46:05 <Gabda_math> I hope I can paste really long links 17:46:07 <Gabda_math> https://www.wolframalpha.com/input/?i=max(%7Ca%7C,%7Cb%7C)+%2B%7Ca%7C+%2B+%7Cb%7C+%3D+200;+max(%7Ca%7C,%7Cb%7C)+%2B%7Ca%7C+%2B+%7Cb%7C+%3D+210;+a*a%2Bb*b%3D10000;+a*a%2Bb*b%3D9000 17:47:32 *** Gabda_math has quit IRC 17:48:08 <peter1138> Oh but it's using OPF. HAH. 17:48:16 <Gabda> the maxplusmanhattan has a different shape than I immagined at first 17:49:12 <Samu> nonocab uses many buoys 17:49:23 <Samu> and yet, opf is slow 17:49:47 <Samu> octogonal shape? :p 17:50:10 <Gabda> (I imagined the minplusmanhattan instead) 17:50:12 <Eddi|zuHause> what non-problem are we trying to solve today? 17:52:35 <Gabda> you can't solve actual problems all day... 17:52:46 <peter1138> Samu, that save is only slow because it uses OPF :/ 17:53:46 <Samu> ok, let me find something slow that is not opf 17:54:35 <Gabda> if it comes to that, is it OK to necro an issue that Andy closed because it won't get any attention? 17:54:51 <peter1138> If you give it attention, then yes. 17:56:52 <peter1138> Oh, removing my debug output improves performance a bit :p 17:57:09 <glx> nasty debug output ;) 17:57:28 <peter1138> printf :-) 17:57:33 <Samu> got one that is slow with NPF, is that ok? have to kill the ai 17:57:43 <peter1138> So my ship path cache does reduce CPU usage. 17:57:57 <peter1138> I need slow with YAPF, because I'm not ever ever ever intending to optimise OPF or NPF. 17:58:03 <LordAro> by how much? 17:58:18 <Samu> ok, let me find moar 17:58:20 <peter1138> Miniscule. 17:58:34 <peter1138> 2.8ms average vs 3.7ms 17:58:50 <peter1138> Well, that's actually pretty significant. 17:58:56 <LordAro> @calc 2.8/3.7 17:58:57 <DorpsGek> LordAro: 0.756756756757 17:59:12 <peter1138> That's caching a path for a whopping 64 tiles though. 17:59:38 <peter1138> And it uses a stack. There may be a more optimal storage system, say a ringbufffer. 17:59:39 *** Wolf01 has joined #openttd 18:00:52 <peter1138> This is overall ship ticks, btw, not time spent in the pathfinder. 18:00:57 <Samu> this one i got here, if u switch to yapf, will still be slow, at least in 1.8.0 18:01:03 <Samu> let me upload 18:02:14 <Samu> actually, i have a yapf one 18:02:29 <peter1138> Hmm, 2.6ms with a 128 tile cache. 18:02:38 <peter1138> But that could be statistical noise. 18:03:07 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhlBi 18:03:16 <Samu> https://github.com/OpenTTD/OpenTTD/files/2765477/NoCAB.v499.Y.1.6.1-RC1.sav.zip 18:04:52 <Samu> sec, maybe i'll point to the topic 18:04:56 <peter1138> Yeah, that's slow. 18:06:00 <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=75144 18:06:08 <Samu> many saves from my ai testings 18:07:52 <Wolf01> So is brexit, isn't it? 18:08:33 <Samu> a good one is OtviAI v418 (N), 1.6.1 18:08:53 <peter1138> http://fuzzle.org/~petern/ottd/shipcache.png 18:08:56 <Samu> it's NPF, but Otvi likes to make huge distant connections without buoys, maybe if you switch to yapf 18:08:56 <peter1138> ^ somewhat better... 18:09:30 <peter1138> Otvi is broken then :p 18:09:38 <peter1138> Is our order-distance checker GUI only? :p 18:10:02 <Samu> NPF didn't have the check 18:10:06 <Samu> only the other 2 18:13:50 <peter1138> That's not what I meant. 18:14:19 <Samu> opf checks for 130 distance limit 18:14:27 <Alberth> aurcraft crashes when it's out of fuel? 18:14:27 <Samu> between order when inserting order 18:14:40 <Samu> npf doesn't 18:14:44 <Samu> yapf does 18:15:10 <Samu> unless that was changed recently 18:16:06 *** andythenorth has quit IRC 18:17:00 *** HerzogDeXtEr has quit IRC 18:20:04 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/order_cmd.cpp#L903 18:20:08 <Samu> no, not changed yet 18:20:19 <Samu> NPF can insert huge distances between orders 18:21:02 <nielsm> gah I don't understand how this driver originally played percussion, I don't see it writing to register 0xBD anywhere, and that's the register controlling the percussion 18:26:50 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/script/api/script_vehicle.cpp#L446 18:26:54 <Samu> also here 18:27:35 <Samu> and here https://github.com/OpenTTD/OpenTTD/blob/master/src/script/api/script_engine.cpp#L254 18:28:10 <Samu> and not sure if it's in more places 18:31:25 <Eddi|zuHause> can you observe it during runtime? 18:31:57 <nielsm> now, this actually sounds quite correct: https://0x0.st/shMP.ogg 18:34:42 <nielsm> ...but massively different from running TTD in dosbox 18:35:06 <Eddi|zuHause> yeah, it doesn't sound anything like my SB AWE32 :p 18:35:37 <Eddi|zuHause> except it's been maybe 15 years since i last heard that thing :p 18:36:39 *** gelignite has joined #openttd 18:37:30 <peter1138> Sounds muffled. 18:43:18 <peter1138> Yay, I crashed it :D 18:49:49 <nielsm> okay now I'm just executing the music driver "by hand" via dosbox' debugger 18:50:05 <nielsm> since it's a TSR controlled via calling int66 I can just do that 18:50:09 <Samu> i had a SB AWE32 18:50:23 <Samu> compared to adlib compatible it sounded so much awesome 18:50:32 <Samu> those musics 18:51:35 <peter1138> Yeah, so my patch needs work if the terrain changes beneath a cached path, but that shouldn't be a huge issue. 18:52:28 <Samu> isn't it like path reservation from trains? 18:52:37 <Samu> instead of using map array, use the vehicle itself 18:52:44 <Samu> that was my idea 18:52:53 <Samu> not sure if a good one 18:53:56 <peter1138> It is stored in the vehicle, yes. 18:54:29 <peter1138> However it may actually be better to store it within the orders, so that shared orders benefit. 18:55:36 <peter1138> There are others doing it that way though, e.g. implicit orders. 18:58:22 *** andythenorth has joined #openttd 19:08:36 <peter1138> ... 19:08:39 <peter1138> s/others/other ways/ 19:08:39 <andythenorth> yo 19:08:46 <andythenorth> planetmaker you here? o_O 19:08:55 <peter1138> Oh, no that doesn't make sense. 19:09:16 <peter1138> http://fuzzle.org/~petern/ottd/shipcache.png 19:09:40 <peter1138> ^ oh yeah, those savegames were unpaused at the same time, so one is definitely better :p 19:10:16 <nielsm> nice 19:10:30 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhl2J 19:10:51 <LordAro> peter1138: nice 19:14:26 <nielsm> hm I need a little assembler or C compiler or pascal compiler or something to make real mode programs >_> 19:15:22 <LordAro> tcc? 19:16:37 <nielsm> hm nah that's going to lack useful libraries, after all 19:16:48 <nielsm> just an assembler I guess, nasm maybe 19:17:31 <LordAro> andythenorth: you replied to the wrong comment 19:18:08 <andythenorth> oops GH UI :P 19:19:02 <andythenorth> how do I reply to previous comments :P 19:19:24 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhlaI 19:19:24 <andythenorth> ah nvm 19:27:01 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7063: Fix: deps calculation call could fail due to command line length https://git.io/fhla1 19:27:09 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7063: Fix: deps calculation call could fail due to command line length https://git.io/fhcKl 19:29:16 *** Thedarkb-T60 has joined #openttd 19:29:17 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7057: Fix: A few minor compile warnings under MinGW https://git.io/fhn6E 19:35:09 <andythenorth> so just how big is 1.9.0 then? 19:36:31 <LordAro> bigly big 19:37:12 <andythenorth> going by eyeball, biggest releases were 1.3.x, 1.1.x and 0.6.x 19:38:00 <Eddi|zuHause> by what metric? 19:38:50 <andythenorth> lines 19:39:04 <andythenorth> someone could write a stats script quickly, if they care :P 19:39:30 <andythenorth> * changelog lines 19:39:58 <andythenorth> the intertia of working on mature software tends to result in smaller changesets 19:40:01 <Eddi|zuHause> git diff 1.x.0 1.(x+1).0 | wc -l? 19:40:06 <andythenorth> inertia * 19:40:36 <Eddi|zuHause> did we even port over release branches/tags? 19:41:40 <LordAro> they were 19:41:45 <LordAro> but the branches will make that difficult 19:42:15 <Eddi|zuHause> it's just a rough estimate anyway 19:43:51 <andythenorth> the gradient is steeper for mature software 19:44:13 <andythenorth> it's pretty easy to achieve high change count in unfinished / broken product 19:45:06 <andythenorth> my point is that this one might be pretty significant, given that it's going into a headwind 19:45:36 <planetmaker> o/ 19:45:39 <andythenorth> :) 19:45:43 <Alberth> o/ 19:46:06 <andythenorth> planetmaker: I had two qs, if you have time? 19:46:14 <andythenorth> "don't ask to ask" :P 19:46:44 <andythenorth> do you want to try and move this one through? I can help test it https://github.com/OpenTTD/OpenTTD/issues/6334 20:07:37 <nielsm> okay, so my dumb little player also fails after a while, in funky ways 20:09:48 *** Jam35 has joined #openttd 20:11:09 *** Jam35 has left #openttd 20:13:28 *** Happpy has joined #openttd 20:13:36 *** Happpy has left #openttd 20:20:35 *** Gja has joined #openttd 20:27:35 <planetmaker> shoot ahead, andy 20:27:51 *** Gja has quit IRC 20:28:18 <planetmaker> hm, the airport tile animation 20:28:23 <planetmaker> well... yes, possibly a good idea 20:34:01 <andythenorth> my other idea was cleaning up stickies in tt-forums, ottd suggestions and ottd dev 20:34:08 <andythenorth> they are kind of aging badly 20:40:15 <planetmaker> they do. Let me first create a PR for that anim trigger thing 20:42:59 *** andythenorth has quit IRC 20:44:32 *** andythenorth has joined #openttd 20:45:43 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker opened pull request #7066: Add: [NewGRF] Airport animation trigger for plane landing (#6334, patch by Supercheese) https://git.io/fhliz 20:46:37 <LordAro> looks like the CI has gotten stuck again 20:47:30 <Eddi|zuHause> we need that clone of TrueBrain... 20:48:30 <planetmaker> well, a build may take more than 2 minutes. But possibly yes 20:50:05 <Eddi|zuHause> uhm https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=318&view=logs&jobId=4a3434b8-8791-51e7-989a-90d44cb4c0c6&taskId=0a2eebfc-e253-58ad-0639-c8f2ae2e7bcd&lineStart=263&lineEnd=263&colStart=1&colEnd=76 20:50:52 *** andythenorth is now known as Guest934 20:50:52 *** andythenorth has joined #openttd 20:50:56 <planetmaker> ah, I see 20:50:57 <LordAro> yay, the CI is useful! 20:51:00 <LordAro> ish 20:51:05 <LordAro> error messages are godawful 20:51:08 <Eddi|zuHause> very -ish 20:51:17 * andythenorth unstable connection :x 20:51:32 <planetmaker> actually.. it should fail even with a failed CF :P 20:51:45 <planetmaker> *without a failed... 20:52:37 *** Guest934 has quit IRC 20:53:08 <Eddi|zuHause> it was definitely clearer what failed with the non-azure-CI 20:53:20 <Eddi|zuHause> and what was being tested 20:54:49 <planetmaker> true 20:55:24 <nielsm> https://0x0.st/shu2.webm <- now I'm just being silly 20:55:25 <nielsm> maybe 20:55:48 <nielsm> my terrible code: https://0x0.st/shuL.txt 20:56:53 <planetmaker> :) 20:57:56 <nielsm> but really, it's much easier to step into the original code with a debugger when there isn't a huge protected mode game running at the same time 20:59:39 <LordAro> https://dev.azure.com/python/cpython/_build/results?buildId=36910 for those interested, here's a random failing cpython PR 20:59:43 <LordAro> just as descriptive 20:59:56 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker updated pull request #7066: Add: [NewGRF] Airport animation trigger for plane landing (#6334, patch by Supercheese) https://git.io/fhliz 21:00:39 <milek7> windows errors looks better 21:00:41 <milek7> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=318&view=logs 21:01:21 <LordAro> mm 21:01:27 <LordAro> not entirely sure why that is though 21:01:39 <LordAro> some magic azure is doing with msvc/msbuild 21:01:47 <planetmaker> it simply must look better. It's one of their cash cows :P 21:02:07 *** Gabda has quit IRC 21:02:38 *** gelignite has quit IRC 21:03:05 <planetmaker> Eddi|zuHause, how did you get to that details page for the build? 21:03:26 <Eddi|zuHause> planetmaker: click on details, click on more details, click on more details 21:03:38 <LordAro> mm, lots of clicking, and you can't permalink 21:04:08 <milek7> click on line number 21:04:26 <andythenorth> there is a weird tool for permalink 21:04:29 <andythenorth> it does work 21:04:29 <planetmaker> I mean when I'm on github... any way to get there? 21:04:35 <Eddi|zuHause> yes 21:04:56 <Eddi|zuHause> next to the build failed thingie there's a "details" link 21:05:04 <andythenorth> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=319 21:05:05 <Eddi|zuHause> on the bottom of that page is a "more details at azure" link 21:05:26 <Eddi|zuHause> then you can click on a build, and on the log of that build 21:05:38 <Eddi|zuHause> it's deeply unsatisfactory 21:05:48 <Eddi|zuHause> that it's buried that deep 21:06:00 <andythenorth> we could probably engineer it not to be 21:06:03 <andythenorth> but eh 21:06:24 <andythenorth> there's probably a dirty route where we use a bot to monitor azure, and triage the result 21:06:39 * andythenorth watching jobs complete live 21:06:40 <planetmaker> hm... say, I'm here at a PR: https://github.com/OpenTTD/OpenTTD/pull/7066 - I fail to find that link 21:06:42 <andythenorth> strangely satisfying 21:06:57 <andythenorth> planetmaker: "@azure-pipelines OpenTTD CI In progress — This check has started..." 21:07:04 <andythenorth> then 'Details' 21:07:41 <planetmaker> ok ... https://github.com/OpenTTD/OpenTTD/pull/7066/checks?check_run_id=50938121 21:07:53 <andythenorth> then "View more details on Azure Pipelines" 21:07:57 <andythenorth> then click a job 21:08:06 <andythenorth> then eventually after more clicks....log output 21:08:11 <andythenorth> many clicks 21:08:28 <andythenorth> does anyone except TB know how the job results are posted to the PR? 21:08:32 <andythenorth> is it a built-in GH thing? 21:08:40 <andythenorth> an Azure-specific extension? 21:08:41 <planetmaker> omg. hidden in plain sight. Thank you! 21:08:44 <andythenorth> our bot? 21:09:17 <milek7> azure is on 'github marketplace' 21:09:22 <LordAro> andythenorth: builtin 21:09:38 <andythenorth> is it webhooks or something? 21:09:41 <LordAro> specifically, an azure plugin that uses the GH "Checks" API 21:09:47 <LordAro> it's slightly new 21:09:50 <andythenorth> I'm just wondering if we can control the content, and provide better links 21:09:58 <andythenorth> or we wait for it to be fixed upstream 21:10:01 <LordAro> dunno 21:10:04 <andythenorth> we could even...provide feedback :o 21:10:19 <andythenorth> crazy idea 21:11:07 <LordAro> so it looks like the useless "Pulling fs layer" window is just pulling the first N lines from stderr when building the docker image (as it does with linux... for reasons) 21:11:23 <LordAro> and there's just a bit of stderr output when initialising the docker build 21:11:26 <LordAro> for some reason 21:11:38 <LordAro> if you can work out how to suppress that, the error messages might be a bit more helpful 21:14:57 * LordAro files a bug 21:14:58 <andythenorth> so it did pass planetmaker 21:15:01 <andythenorth> I'll test it 21:17:22 <planetmaker> :) 21:21:55 <andythenorth> planetmaker: I can't get it to work with 7066 PR, ogfx+ airports 0.5.0 21:22:02 <andythenorth> should be https://www.tt-forums.net/viewtopic.php?p=1151968#p1151968 21:23:06 *** Alberth has left #openttd 21:26:59 <andythenorth> I can see the sprites are defined 21:27:03 <andythenorth> in-game 21:27:10 <andythenorth> I can see the trigger is defined in ottd 21:27:47 <andythenorth> @seen supercheese 21:27:47 <DorpsGek> andythenorth: supercheese was last seen in #openttd 7 weeks, 6 days, 22 hours, 54 minutes, and 7 seconds ago: <Supercheese> spem spam spum 21:29:37 <planetmaker> hm 21:30:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7066: Add: [NewGRF] Airport animation trigger for plane landing (#6334, patch by Supercheese) https://git.io/fhlMd 21:31:23 <andythenorth> oh 21:31:28 <andythenorth> the parameter is inverted 21:31:31 <andythenorth> lol :) 21:32:11 <andythenorth> yeah works for me now planetmaker 21:32:34 <andythenorth> parameter was on, wasn't working, I toggled it off/on, works now 21:32:44 <andythenorth> might have been cached action 14 or something 21:34:02 <planetmaker> great :) 21:34:10 <planetmaker> thanks for actually testing 21:35:27 <andythenorth> still not sure it's working for all airports 21:36:50 <andythenorth> yeah only functioning for small airport so far 21:36:55 <andythenorth> dunno if that's a grf issue 21:37:13 <planetmaker> might be 21:38:03 <andythenorth> ok maybe it just has high threshold 21:38:30 <andythenorth> I run the game on ffwd, it starts to show 21:55:30 <planetmaker> it should not show immediately, yes 21:55:36 *** frosch123 has quit IRC 21:59:14 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7057: Fix: A few minor compile warnings under MinGW https://git.io/fhl90 21:59:15 *** acklen_ has quit IRC 22:02:03 *** acklen has joined #openttd 22:02:32 *** nielsm has quit IRC 22:09:47 *** acklen has quit IRC 22:12:07 *** acklen has joined #openttd 22:43:10 *** sla_ro|master has quit IRC 22:45:30 <peter1138> Hmm right I should either fix this patch, or go to bed. 22:47:14 <Eddi|zuHause> fix the patch from bed? 22:49:37 *** andythenorth has quit IRC 22:49:44 <peter1138> That... is not happening. 22:50:02 <peter1138> Besides I also need to consider multiplayer compatibility (none at the moment) 22:50:15 <peter1138> nighty night 22:51:25 *** HerzogDeXtEr has joined #openttd 22:53:05 *** Wolf01 has quit IRC 22:56:55 *** Progman has quit IRC 23:05:52 *** Thedarkb-T60 has quit IRC 23:13:14 *** Thedarkb-T60 has joined #openttd 23:23:38 *** D-HUND is now known as debdog 23:25:23 *** techmagus has joined #openttd 23:34:38 *** HerzogDeXtEr has quit IRC 23:36:20 *** Thedarkb-T60 has quit IRC