Log for #openttd on 16th January 2019:
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00:07:29  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7000: Some NewGRF variables concerning railtypes
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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...
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> 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>
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
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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
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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.
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.
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 :-)
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08:07:37  <LordAro> peter1138: :)
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08:36:19  <AKTheKnight> Sacrilege, how dare you call microwaving in a Pyrex jug poaching
08:36:21  <AKTheKnight> :o
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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.
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09:20:42  <peter1138> Mr the North.
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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
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
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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?
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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,
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> (,
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
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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?
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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?
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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.
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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
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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.
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.
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14:21:21  <peter1138> Hmm, why does this code no longer run :/
14:24:05  <Eddi|zuHause> cosmic rays
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14:46:29  <andythenorth> refit menu directly on each vehicle in the depot?
14:46:34  <andythenorth> probably clashes with drag, eg
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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?
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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
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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
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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.
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16:28:59  <Samu> hi
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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))
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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>
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
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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>
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
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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>
17:43:51  <Samu> ought to be slow enough
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17:45:46  <peter1138> Slow enough, makes the game run at 19 fps for me.
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17:46:05  <Gabda_math> I hope I can paste really long links
17:46:07  <Gabda_math>,%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
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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.
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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
18:03:16  <Samu>
18:04:52  <Samu> sec, maybe i'll point to the topic
18:04:56  <peter1138> Yeah, that's slow.
18:06:00  <Samu>
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>
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
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18:20:04  <Samu>
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>
18:26:54  <Samu> also here
18:27:35  <Samu> and here
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:
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
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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.
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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>
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.
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.
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
19:27:09  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7063: Fix: deps calculation call could fail due to command line length
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19:29:17  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7057: Fix: A few minor compile warnings under MinGW
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
20:07:37  <nielsm> okay, so my dumb little player also fails after a while, in funky ways
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20:27:35  <planetmaker> shoot ahead, andy
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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
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20:45:43  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker opened pull request #7066: Add: [NewGRF] Airport animation trigger for plane landing (#6334, patch by Supercheese)
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
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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...
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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>  <- now I'm just being silly
20:55:25  <nielsm> maybe
20:55:48  <nielsm> my terrible code:
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> 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)
21:00:39  <milek7> windows errors looks better
21:00:41  <milek7>
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
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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>
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: - 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 ...
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
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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)
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
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21:59:14  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7057: Fix: A few minor compile warnings under MinGW
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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
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