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00:04:48 <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #19: typo fix: idillic -> idyllic https://git.io/fh4Sg 00:05:07 <DorpsGek_II> [OpenTTD/website] LordAro merged pull request #19: typo fix: idillic -> idyllic https://git.io/fhcoV 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 https://git.io/fhn44 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> https://www.tt-forums.net/viewtopic.php?f=33&t=84713 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> https://github.com/OpenTTD/OpenTTD/issues/5531 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 https://newgrf-specs.tt-wiki.net/wiki/Action11 ? 15:36:59 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7070: Feature: Forbid 90 degrees for OPF https://git.io/fhRwt 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. https://git.io/fhLFX 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 https://git.io/fhRys 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 https://git.io/fhRNP 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 https://git.io/fhRx9 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> http://fuzzle.org/~petern/ottd/shipcache2.png 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> https://www.tt-forums.net/download/file.php?id=195263 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> https://0x0.st/shxW.webm 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 https://git.io/fh0Yl 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 https://git.io/fh03F 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> https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:merge_opf-reverse-only-when-leaving-depot+forbid-90-deg-for-opf 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)