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00:03:28 *** nielsm has quit IRC 00:08:34 *** snail_UES_ has joined #openttd 00:09:36 *** supermop_work has quit IRC 00:10:02 *** supermop_work has joined #openttd 00:15:57 *** Wolf01 has quit IRC 00:32:28 *** Flygon has quit IRC 00:34:59 *** Flygon has joined #openttd 00:40:14 *** supermop_work has quit IRC 00:40:32 *** snail_UES_ has quit IRC 00:40:41 *** supermop_work has joined #openttd 00:40:57 *** snail_UES_ has joined #openttd 00:50:37 *** snail_UES_ has quit IRC 00:55:41 *** Progman has quit IRC 01:10:55 *** supermop_work has quit IRC 01:11:19 *** supermop_work has joined #openttd 01:23:02 *** WormnestAndroid has quit IRC 01:23:25 *** WormnestAndroid has joined #openttd 01:41:33 *** supermop_work has quit IRC 01:41:59 *** supermop_work has joined #openttd 02:12:14 *** supermop_work has quit IRC 02:12:47 *** supermop_work has joined #openttd 02:27:43 *** Wormnest has joined #openttd 02:34:25 *** floodious has joined #openttd 02:34:39 <floodious> my floodfill insanity works... almost: https://i.imgur.com/I0AdsJY.jpg 02:35:02 <floodious> although the lake is filled incorrectly and those tiles are most definitely not set to river 02:39:30 <floodious> it seems to me a "tile" is in fact "vertex" 02:43:01 *** supermop_work has quit IRC 02:43:27 *** supermop_work has joined #openttd 03:16:43 *** D-HUND has joined #openttd 03:20:07 *** debdog has quit IRC 03:42:42 *** supermop_work has quit IRC 03:43:07 *** supermop_work has joined #openttd 03:45:05 *** glx has quit IRC 03:50:35 <Pikka> floodious, yep, a tile coord often means the northern corner vertex for landscape operations. So you have to go one more tile in the +x and +y directions to get an area. 03:59:59 <floodious> for what i'm attempting i can probably get away with verifying the target tile is flat, but the weird result i got shows there is something else strange going on... i'm switching my code to use c-style callbacks now which should simplify it a ton 04:00:23 <floodious> typical debugging though, only too predictable "after the first 90%, comes the second 90%" 04:06:58 <floodious> it was just my insane bitset functions apparently, replaced with callbacks, floodfill works perfectly: https://i.imgur.com/K5YvRyg.jpg 04:07:19 <floodious> can now "flood" lakes up to N depth in low areas 04:07:57 <floodious> total invested effort so far: 4 hours research, about 2 hours fiddling with writing code and testing 04:09:10 <floodious> since callbacks are used it's possible to apply this in a generic way, the means to "match" to a target during fill isn't limited to height, it could be anything like testing inside a city block or similar, and the application need not be "set river", it could be anything like planting a tree 04:13:01 <floodious> seems to work though https://pastebin.com/7QGQUwKx 04:13:20 *** supermop_work has quit IRC 04:13:46 *** supermop_work has joined #openttd 04:16:47 <floodious> that's so insanely cool that yesterday i got mad trying to manually do this on a 4096x4096 heightmap lol 04:17:04 <floodious> watching it work in 4.1 ms now is like... ugh 04:18:25 <floodious> bug = fails on contact with map edge 04:18:43 <floodious> i thought so but weirdly enough it does work sometimes, probably an off-by-one error in the range limiting 04:22:41 <floodious> like test(tile) { return distance(tile, city center) < radius; }, and apply(tile) { if (is_empty_land(tile)) { plant_trees(tile); } } = fill circle around city with trees 04:32:57 <floodious> since it includes running state data, it could be made to flow downhill and mark sloped edges for overflow at high current and stuff... so could function as a more complex water-flow simulation (although i'm not sure if the flood-fill algorithm is compatible as-is with recursive loops) 04:34:03 *** Wormnest has quit IRC 04:34:41 <floodious> or "growing" a forest based upon simulated water table flow 04:36:43 <floodious> auto-erosion, ... lots of ideas 04:39:20 <Pikka> it's fun once you get into it ;) 04:40:34 <floodious> i think a few of these sorts of tools in the scenario editor would vastly improve the quality of scenarios... since just this flood-fill thing cut like 1/2 of the effort i'd need to invest 04:43:16 <Pikka> I've never liked the generated rivers... I usually have them turned off and forget they exist. But I can see them being useful for high lakes in scenarios. 04:43:58 *** supermop_work has quit IRC 04:44:25 *** supermop_work has joined #openttd 04:44:35 <floodious> lakes are essential if you want to do something like reproduce the forestry of the west coast or similar... need lakes + rivers, log barges for rivers, lakes and oceans 04:45:33 <floodious> as fun as model trains may be, they didn't exist really until the mid 1800s, and it was always totally impractical to move tens of thousands of tons of logs from mountainside to mill via something like rail with little putter-putter engines 04:46:22 <floodious> i think around here the remnants of wooden log train trestles and such were only used to move people, fuel and supplies 04:47:04 <floodious> you can still walk around in the woods on mountainsides and come upon lumps in the ground from the sleeprs 04:47:49 <floodious> huge trenches dug by steam shovels during 1820s and such :) 04:49:07 <floodious> https://en.wikipedia.org/wiki/Steam_shovel 04:49:33 <floodious> the way stuff used to work back then is super cool, wooden hand-carved rails made by guys with axes and saws 04:49:48 <Pikka> it is 04:49:55 <Pikka> but eh 04:52:59 <Pikka> afaic openttd is a train game, and a road traffic game, and a plane game, and a heavy industry game... I'm not sure it's possible to make it interesting (and 'realistic') pre 20th century. But that's just me and my bad opinions ;) 04:53:45 <floodious> it's certainly possible to approximate it, but the limited scale makes proper scaling pretty close to impossible 04:54:24 <floodious> i think my centuries were off, 1920s not 1820s 04:54:41 <floodious> 1820s would've been a bunch of chinese guys shoving stuff by hand and pushing wooden carts 04:54:48 <Pikka> yep 04:54:50 <floodious> shoveling :) 04:55:37 <floodious> lots of little "Nth creek chinese coal mine" type stuff around here, little openings from the 1800s four feet tall 05:11:36 <floodious> capturing the map image seems a bit too difficult for 4k maps, https://i.imgur.com/Zzl21Js.png 05:11:51 <floodious> that's the heightmap at 1k 05:12:24 <floodious> the inlet from the lower left and the straight in the upper right are ocean, everything else is lake 05:13:55 <floodious> realistically it would need about 12k, and max height near 200 (i think) 05:14:34 <floodious> the white peak is 1820 meters 05:14:39 *** supermop_work has quit IRC 05:14:46 <floodious> 6000 ft 05:15:07 *** supermop_work has joined #openttd 05:18:05 *** Wormnest has joined #openttd 05:23:15 <floodious> https://upload.wikimedia.org/wikipedia/commons/thumb/0/00/Aerial_View_of_Port_Alberni_harbour.JPG/1920px-Aerial_View_of_Port_Alberni_harbour.JPG 05:23:37 <floodious> that's the head of the inlet, the first lake visible on the left 05:45:20 *** supermop_work has quit IRC 05:46:05 *** supermop_work has joined #openttd 05:58:42 *** HerzogDeXtEr has joined #openttd 06:16:17 *** supermop_work has quit IRC 06:16:43 *** supermop_work has joined #openttd 06:21:47 <Pikka> nice 06:35:40 *** andythenorth has joined #openttd 06:36:16 <andythenorth> moin 06:36:23 <andythenorth> lo bob and all 06:39:40 *** sla_ro|master has joined #openttd 06:46:57 *** supermop_work has quit IRC 06:47:22 *** supermop_work has joined #openttd 06:58:28 <floodious> hola senor 07:17:19 <Pikka> boin 07:17:50 <andythenorth> poiu 07:18:02 <andythenorth> well I have crashed nmlc 07:18:06 <andythenorth> hard 07:19:06 *** supermop_work has quit IRC 07:19:31 *** supermop_work has joined #openttd 07:20:05 <Pikka> o/ 07:24:22 <andythenorth> oof varact 2 can only check 255 ranges? 07:25:06 <andythenorth> only a byte :( 07:25:33 <Pikka> "only" 07:27:10 <andythenorth> I was stuffing everything into one giant varact 2 by combining the results of procedures 07:27:13 <andythenorth> :( 07:27:21 <andythenorth> cargos * loaded_states etc 07:28:18 <Pikka> such efficiency 07:28:30 <andythenorth> apparently not :P 07:28:37 <floodious> stufficiency, stuff it all in there 07:28:51 <floodious> no need for breathing room 07:30:59 <andythenorth> oof 07:31:05 * andythenorth changes plan :| 07:33:47 <andythenorth> maybe we could have a dword for ranges :P 07:35:29 <floodious> there can be a surprising impact on cache and such between bytes and larger words packed into structures 07:36:08 <floodious> like ^2 or worse, so 1 byte = 1 time, 2 = 4, 3 = 8, 4 = 16 07:37:49 <floodious> would be interesting to profile such changes though to see if 32-bit words as default would be significant 07:44:54 *** Wormnest has quit IRC 07:49:46 *** supermop_work has quit IRC 07:50:10 *** supermop_work has joined #openttd 08:05:54 <DorpsGek_III> [OpenTTD/nml] andythenorth opened issue #76: nfo output is slow with pypy https://git.io/JedEr 08:09:53 *** Wolf01 has joined #openttd 08:20:24 *** supermop_work has quit IRC 08:20:53 *** supermop_work has joined #openttd 08:43:15 <andythenorth> supermop_work: _still_ doesn't date https://www.railpictures.net/photo/720187/ 08:43:53 <andythenorth> 42 years :P 08:51:07 *** supermop_work has quit IRC 08:51:34 *** supermop_work has joined #openttd 08:59:16 <Wolf01> Hmmm, I need road stations with platforms for different directions, not really perpendicular, but double war ro-ro would be good enough 08:59:41 * andythenorth wonders about class vars for newgrf vehicles 08:59:50 <andythenorth> i.e. extensible properties 09:10:37 *** WormnestAndroid has quit IRC 09:10:50 *** WormnestAndroid has joined #openttd 09:14:16 *** nielsm has joined #openttd 09:21:48 *** supermop_work has quit IRC 09:22:14 *** supermop_work has joined #openttd 09:23:11 <andythenorth> so how do I do '0.67 * n' in integer maths? :P 09:24:04 <andythenorth> "Floating-point operations are only possible when both operands are compile-time constants." 09:26:38 <floodious> 2/3 = 666/999 = etc 09:27:12 <floodious> with 16 bit precision assuming both source numbers are <256 it's 65536/3 / 65536 09:27:55 * andythenorth converts 09:27:58 <floodious> 21845 + 1/3rd which can be approximated with mul+shift+add if you want max precision 09:28:35 <floodious> but 21845 should get you close enough for 1/3rd 09:28:42 <floodious> 2/3rd = 43690 + 2/3rds 09:29:21 <floodious> since it's 2/3rds... i think you can round by 09:29:35 <floodious> (i * 43690 + 1) / 65536 09:31:36 <floodious> but then you need to get your 8 bits, so you have to divide 43690/256 first, = 170.6640625 09:32:14 <floodious> (i * 170 + 1) / 256 should fit in a 16-bit word register 09:35:28 <andythenorth> yeah, a simple '(n / 3) * 2' is wrong due to rounding 09:35:49 * andythenorth sacks that 09:37:40 <nielsm> (n * 2) / 3 though 09:39:20 <nielsm> <floodious> (i * 43690 + 1) / 65536 <-- but if you have 32 bit registers and your inputs are sufficiently small do this as a microoptimization 09:39:44 <andythenorth> nielsm: (n * 3) / 3 returns 498 when n is 500 09:39:59 <andythenorth> rounding :P 09:40:28 <andythenorth> that was another 500KB of nml I could have saved, but eh no 09:40:45 <floodious> (100 * 170 + 1) / 256 = 66.41015625, error is 0.38% 09:41:05 <Wolf01> Hmmm, doubled 0M without noticing 09:41:09 <floodious> that's just using 8-bits of fraction (1/256th precision) 09:43:18 <andythenorth> maybe I can put 3 compile time constants in 3 registers 09:43:19 <andythenorth> hmm 09:43:27 <andythenorth> there's always _some_ horrible hack eh 09:43:50 <floodious> this is just fixed-point integer math stuff, been this way since the dawn of binary computing 09:44:07 * andythenorth is aware 09:44:09 *** gnu_jj has quit IRC 09:44:41 <floodious> doing long-division via various tricks you can improve precision if you really need it, but being off a fraction of a percent isn't going to have a major effect on stuff in a game, usually 09:44:54 <andythenorth> except when it trivially does 09:45:04 <planetmaker> <andythenorth> so how do I do '0.67 * n' in integer maths? :P <--- n * 67 / 100 09:45:22 <floodious> well you're rounding to integers anyway, so if the error is less than the range of integers you get zero error in the result 09:45:23 *** gnu_jj has joined #openttd 09:45:37 <planetmaker> mind that multiplication should be befor division (unless you run in overflow situations) 09:46:24 * planetmaker is slow :P 09:49:43 <andythenorth> compile time constants ftw I think :D 09:49:45 <andythenorth> less doubt 09:52:28 *** supermop_work has quit IRC 09:52:54 *** supermop_work has joined #openttd 09:54:56 <andythenorth> ok another 400KB of nml gone 10:11:11 <TrueBrain> murderer! :P 10:12:18 <floodious> no, more like precrime detective, eliminated 400 killerbytes before they could strike 10:13:26 <TrueBrain> that doesn't sound like andythenorth :P 10:13:37 <TrueBrain> <3 10:14:23 <andythenorth> TrueBrain: trying to save you the AWS fees :D 10:14:28 <andythenorth> not working though 10:14:47 <andythenorth> nfo is 3MB smaller, grf is same size :P 10:14:58 <TrueBrain> I noticed that finally we got an email back about the Open Source credits .. that it will take another 5 to 10 workdays for an answer :P 10:15:16 <andythenorth> does Bezos work christmas day? 10:15:33 <TrueBrain> does he work? 10:16:12 <andythenorth> 25 hours a day 10:16:24 <TrueBrain> which overflowed to -1, explains a lot 10:16:29 <TrueBrain> he found the infinite money cheat 10:16:35 <andythenorth> oof 10:18:26 <TrueBrain> right, I had to rework my CDK stuff ... lets get this stuff running on AWS or something .. 10:19:04 *** Progman has joined #openttd 10:19:52 <TrueBrain> https://github.blog/changelog/2019-12-19-improved-attribution-when-squashing-commits/ <- that is nice :) 10:20:06 <andythenorth> it is 10:23:08 *** supermop_work has quit IRC 10:23:31 *** supermop_work has joined #openttd 10:53:46 *** supermop_work has quit IRC 10:54:13 *** supermop_work has joined #openttd 10:55:51 <andythenorth> oof 10:55:57 <andythenorth> chores eh? 10:58:09 <FLHerne> andythenorth: What are your times for parsing/preprocess/output with nml and pypy? 10:58:59 <FLHerne> Here output is negligible compared to parsing FIRS taking 25s, probably because I have an SSD and a /reaaally/ slow CPU 11:00:38 <andythenorth> are you outputting nml or nfo? 11:02:55 <andythenorth> FLHerne: also actual times, or relative to py38? 11:13:35 <FLHerne> Actual, I guess 11:13:38 <FLHerne> nfo 11:17:21 <andythenorth> FLHerne: output firs nfo is 2.3s 11:17:29 <andythenorth> relatively negligible 11:19:07 <andythenorth> it's 7-8s for Iron Horse, for a smaller nml input file 11:22:37 <FLHerne> Weird 11:23:34 <andythenorth> with my horrible patch it's 1.5s to output Horse 11:24:28 *** supermop_work has quit IRC 11:24:57 *** supermop_work has joined #openttd 11:26:51 *** Wolf01 is now known as Guest12093 11:26:53 *** Wolf01 has joined #openttd 11:28:06 <TrueBrain> so what are two good words to differentiate these two pairs: Development/Production and Staging/Production 11:28:13 <TrueBrain> "env" doesn't cover it, as .. it can be either :P 11:28:29 <TrueBrain> (it is a 2 by 2 matrix) 11:28:54 <nielsm> maturity and deployment? 11:29:47 <TrueBrain> hmm, not bad :) 11:30:07 <TrueBrain> tnx :) 11:33:01 *** Guest12093 has quit IRC 11:34:59 <andythenorth> FLHerne oops clown shoes, FIRS nfo output time is 7.5s 11:35:09 <andythenorth> my previous time was with the horror-patch 11:35:20 <andythenorth> I forgot I had patched nmlc in my path 11:35:27 <FLHerne> Ah 11:42:08 <andythenorth> anyone know what I should do about loading speeds? :P 11:42:25 <TrueBrain> s/.*/return 0/ 11:42:27 <TrueBrain> fixes it every time 11:42:42 <TrueBrain> (please don't :P) 11:46:35 <andythenorth> wfm though 11:55:10 *** supermop_work has quit IRC 11:55:34 *** supermop_work has joined #openttd 12:02:07 * andythenorth wonders what Eddi|zuHause thinks :P 12:02:12 <andythenorth> the question is, should loading speed be normalised so all vehicles load in constant time, regardless of capacity? 12:02:31 <andythenorth> the current Iron Horse code appears to try and do that, I do not really know why 12:06:03 <nielsm> loading speed can be a tradeoff between different car types that carry the same cargo 12:06:42 <andythenorth> yes 12:06:50 <andythenorth> I thought that was implemented, but code says 12:06:53 <andythenorth> nope 12:06:53 <nielsm> e.g. long-distance passer cars (in real life) often trade smaller doors for bigger comfort inside 12:07:13 <andythenorth> currently Horse normalises so all vehicles take 240 ticks to load 12:07:25 <andythenorth> I'm sure that was well-intentioned, but it seems odd 12:17:57 <FLHerne> andythenorth: I think it makes sense to normalize by default? 12:18:23 <andythenorth> it implies a 16t wagon takes same time to load as 48t? 12:18:25 <FLHerne> Then you can combine that with any adjustments for partiular vehicles 12:18:45 <FLHerne> I think that's probably true 12:19:01 <FLHerne> 16t wagons are loaded with shovels, 48t with big mechanical grabs 12:19:24 <FLHerne> (clearly stations should be able to modify loading speed, but...) 12:20:11 <FLHerne> Similarly, modern high-capacity carriages have wide aisles and big fast-acting sliding doors 12:20:35 <andythenorth> dwell time is one of the most significant factors in journey time :P 12:25:48 *** supermop_work has quit IRC 12:26:12 *** supermop_work has joined #openttd 12:35:45 <andythenorth> oof 12:48:20 *** Gumle2 has joined #openttd 12:50:08 <Wolf01> Hmmm nielsm, how do I upgrade tracks with catenary? 12:53:05 <nielsm> Wolf01: save your game, exit, and reload 12:53:14 <Wolf01> Lolwhat? 12:53:27 <nielsm> if catenary is invented during play the upgrade function doesn't appear 12:53:35 <nielsm> you have to reload the game for it to appear 12:53:55 <nielsm> I wrote a bug report on the steam forum about it 12:54:48 <Wolf01> Meh, I'll wait then, it's just that only the new laid tracks have catenary so I need to remember to upgrade the old bits, or just disable catenary until I'm ready to upgrade 12:55:16 <nielsm> if you have stone bridges and want to upgrade them to steel you have to rebuild the track anyway 12:55:25 <Wolf01> I noticed that 12:55:36 <Wolf01> Also I need to skip like 1 in 3 songs because they won't play 12:56:11 <nielsm> I haven't had trouble with music not playing, I think 12:56:26 *** supermop_work has quit IRC 12:56:58 *** supermop_work has joined #openttd 13:03:07 *** Samu has joined #openttd 13:04:18 *** Samu has joined #openttd 13:04:21 <Wolf01> I'm station-walking more than OTTD, specially with docks 13:05:04 <nielsm> as in, using the module system to extend the vehicle stopping area from the road connection? 13:05:20 <Wolf01> Yes 13:10:37 <FLHerne> andythenorth: Ok, so with iron horse on pypy I get 13:11:02 <FLHerne> Parsing 40s, preproc 35s, writing 105s 13:11:04 <FLHerne> Yeah, that's bad 13:11:15 <nielsm> ouch 13:11:16 <andythenorth> try my horrid nml patch :) 13:11:30 <FLHerne> I'm about to try a different horrid patch :P 13:15:55 *** frosch123 has joined #openttd 13:19:40 <nielsm> thing I like about the train fever engine (that has remained through transport fever 2) is how fast it starts up to the main menu, with no weird window flashing or anything else 13:20:45 <Wolf01> Yeah, it doesn't load anything at startup... but you have to wait 10 minutes to load a game 13:21:16 <nielsm> hmm my savegame currently takes a minute or so to load (haven't timed it) 13:22:11 <michi_cc> Many other games nowadays have a launcher to launch the game, which means your Steam/GOG/Epic/Whatever launcher launches the launches that launches your game :p 13:23:47 <nielsm> probably my most "tryhard" station: https://0x0.st/z06k.jpg 13:24:06 <nielsm> carving out a large bay to get a dock to a distant industry 13:24:17 <Wolf01> :D 13:24:22 <nielsm> was maybe 15 million for that terrain mod 13:25:46 <Wolf01> I'm experimenting with mixed platforms for trains, I have 6 lines in a 4 platform stations and no space to expand without rebuilding the entire thing and demolishing a lot of tracks/roads/other stations 13:26:15 <andythenorth> stern wheel paddle steamers? 13:26:30 <nielsm> yeah 13:26:46 <FLHerne> Wolf01: What do you mean by 'mixed platforms' ? 13:27:12 *** supermop_work has quit IRC 13:27:18 <FLHerne> Wolf01: Oh, TF2 again 13:27:37 *** supermop_work has joined #openttd 13:28:34 <nielsm> also great change: stations can actually connect directly to industries, you don't _need_ a road between a train station and an industry, as long as an entry to the train station touches the industry in the right place 13:28:39 <Wolf01> https://steamcommunity.com/sharedfiles/filedetails/?id=1942154322 13:30:52 <Samu> the restart command is sometimes regenerate the map differently than that in the save 13:32:37 <planetmaker> Samu, yes. If the OpenTTD version is different. Identical map is only guaranteed when version is the same, including the versions of all NewGRFs and scripts used 13:35:07 <FLHerne> Why does nml write "// Automatically generated by GRFCODEC. Do not modify!" to the output NFO file? 13:35:27 <Samu> which vesion is gee91490e816a3 13:35:42 <FLHerne> Is there some tool that would get confused if it said `NML` instead? 13:36:03 <andythenorth> I do not know 13:36:14 <andythenorth> I wonder if it's legacy artefact 13:36:19 <Wolf01> https://steamcommunity.com/sharedfiles/filedetails/?id=1942160651 also 13:38:47 <Samu> aha, that was it 13:38:55 <Samu> it's samupatchpackrebase 13:41:16 *** glx has joined #openttd 13:41:16 *** ChanServ sets mode: +v glx 13:44:12 <Wolf01> Ha! I found hot to enable traffic lights 13:44:17 <Wolf01> *how 13:44:42 <nielsm> FLHerne: I think older grfcodec versions were very strict about that header 13:45:03 <nielsm> here's the current header check: https://github.com/OpenTTD/grfcodec/blob/master/src/info.cpp#L32 13:45:46 <nielsm> the first line can be any comment, the second line must be an // (Info version x) line 13:47:36 <planetmaker> FLHerne, I seem to remember that nforenum likes that 13:48:09 <FLHerne> Ok, so there's probably a reason for it 13:49:16 <nielsm> nforenum shares the inforeader class in that file with grfcodec, so it probably accepts anything nowadays 13:49:58 <andythenorth> hoo 13:50:10 <planetmaker> yes, might simply be legacy 13:50:11 <andythenorth> Horse compile with pypy, and my changes is 22s with primed caches 13:50:21 <andythenorth> that's a lot faster than 1m 10s or so 13:50:52 <andythenorth> that relies on nmlc being patched for output speed 13:57:51 *** supermop_work has quit IRC 13:58:18 *** supermop_work has joined #openttd 14:00:51 *** Maarten has quit IRC 14:01:04 *** Maarten has joined #openttd 14:04:46 <FLHerne> It would be nice if Python would document the `rename() fails across different filesystems` thing 14:04:54 <FLHerne> ISTR having the same problem before 14:11:07 <Eddi|zuHause> Wolf01: i was looking for that, but assumed the feature doesn't exist with 1910 roads 14:12:46 <Wolf01> You need to activate the traffic layer and then zoom in until the overlay icons appear on road intersections 14:13:35 <Eddi|zuHause> i've used that mode to tell the game "don't modify these roads". it's an awfully hidden feature 14:13:49 <Wolf01> Yes 14:16:06 <Eddi|zuHause> no, youtube, i do not want to try out youtube kids... 14:17:23 <Wolf01> TBH, traffic lights are useless now, people still cross with red light most of the time even with passing vehicles 14:18:06 <Wolf01> Maybe with a lot of traffic there's a noticeable difference 14:18:38 <andythenorth> is it lunch? 14:19:02 <nielsm> I still want a "wait for any load" option here (too) 14:19:04 <Wolf01> Had it like 2 hours ago 14:19:22 <nielsm> I should add some food to myself 14:19:48 <Wolf01> Time to electrify the main line 14:23:34 <FLHerne> andythenorth: Try http://www.flherne.uk/files/nicer-quick-output.diff ? 14:25:58 * andythenorth tries 14:28:33 *** supermop_work has quit IRC 14:28:59 *** supermop_work has joined #openttd 14:30:47 <Wolf01> Is it me or trains won't slow down if the next signal is red anymore? 14:31:03 <nielsm> I wonder if I can make one station catch both iron mines here... https://0x0.st/z0Iq.jpg 14:32:21 <Wolf01> Yes, you can, put it in the middle and add modules on both ends, then connect the industries with a piece of road and win 14:35:22 <andythenorth> FLHerne: 0.9s output now for Horse, no errors reported 14:35:30 <andythenorth> 1s for FIRS 14:35:36 *** Flygon has quit IRC 14:35:57 <nielsm> yes just made it: https://0x0.st/z0Ic.jpg 14:36:06 <nielsm> not allowed to make the station any longer than that 14:36:10 <Eddi|zuHause> i made a dock stretch a bit inland, to avoid hauling back and forth by car 14:36:19 <FLHerne> andythenorth: Sounds good 14:36:42 <andythenorth> making the image palette check optional would cut 1 second out also :P 14:37:02 <Eddi|zuHause> andythenorth: sounds like a terrible idea 14:37:08 <andythenorth> why? 14:40:05 <DorpsGek_III> [OpenTTD/nml] andythenorth commented on issue #76: nfo output is slow with pypy https://git.io/JedEr 14:42:32 <Samu> rebasings are difficult 14:42:54 <Samu> i'm getting weird conflicts that aren't conflicting at all 14:43:20 <Samu> it's the exact same code one side and the other 14:44:00 <glx> whitespace ? 14:44:31 <Samu> i had conflicts there in the past 14:44:41 <Samu> in a previous rebase, but I solved back then 14:47:28 <Samu> https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:SamuPatchPackRebase?expand=1 14:47:37 <Samu> looks like it's repeating 14:47:43 <Samu> whatever, i just hope it's working 14:49:50 <andythenorth> look at the duplication :P https://pastebin.com/raw/3wxeee6q 14:50:04 <andythenorth> just because OpenTTD doesn't transform offsets for reversed vehicles :P 14:50:39 <glx> pastebin is down for me 14:50:46 <andythenorth> again? 14:51:13 <glx> works now 14:51:24 <Samu> well, it's not crashing, so the fix is in 14:51:41 <andythenorth> @calc (22-16) / 22 14:51:41 <DorpsGek> andythenorth: 0.272727272727 14:51:58 <andythenorth> removing just part of the duplication saves 27% of compile time :P 14:52:22 <andythenorth> and cuts 6MB off the final grf size 14:53:27 <andythenorth> @calc (19-6) / 19 14:53:27 <DorpsGek> andythenorth: 0.684210526316 14:53:40 <andythenorth> 32% saving :P 14:53:53 * andythenorth wonders where openttd keeps the offsets :P 14:55:44 <frosch123> i had some wip for longer vehicle sprites, that changed the offset to be in the center 14:55:58 <peter1138> Is it Doom time? 14:56:15 <andythenorth> oooo 14:56:39 <andythenorth> frosch123: was it non-trivial? 14:57:09 <andythenorth> presumably there's 99 kinds of legacy string and edge cases 14:59:13 *** supermop_work has quit IRC 14:59:39 *** supermop_work has joined #openttd 14:59:44 <Samu> oh crap, i commited on master, how do I undo now? 15:00:03 *** WormnestAndroid has quit IRC 15:00:32 <Samu> also submitted to the internet bah 15:00:38 <frosch123> https://github.com/frosch123/OpenTTD/commits/feature_articblock <- looks like the implementation only did ground work, but nothing advanced 15:00:47 <frosch123> i probably have some design text somewhere 15:01:37 <frosch123> but it was about grouping multiple articulated parts to display a single sprite, while ottd would figure out the position and bounding box of the sprite 15:02:15 <andythenorth> o_O 15:02:26 <milek7_> Samu: reset --hard to good commit and push --force 15:02:30 <peter1138> Samu, git reset... ^^ 15:02:50 <milek7_> (and probably branch before reset to keep changes for later use) 15:02:53 <frosch123> https://devs.openttd.org/~frosch/multiarticsprite.png <- ah, i made that image 15:03:04 <frosch123> there is probably some irc talk in the logs 15:03:11 <frosch123> if it was not with andy, then probably with V 15:03:19 <Samu> can i do rebase and then drop the commit? 15:03:23 *** supermop_Home has joined #openttd 15:03:29 <supermop_Home> hi 15:03:34 <Samu> git reset --hard 15:04:12 <andythenorth> frosch123: that looks like an Eddi|zuHause thing :D 15:04:15 <glx> yes rebase with drop works too 15:04:31 <frosch123> andythenorth: it probably was about removing that cets mess :) 15:04:49 <Wolf01> https://steamcommunity.com/sharedfiles/filedetails/?id=1942247803 ha! 15:05:21 <andythenorth> unrelated: extensible properties for vehicles? o_O 15:05:27 <andythenorth> per ID, not per instance 15:05:32 <andythenorth> like python class vars 15:05:47 <Eddi|zuHause> frosch123: in all likelyhood i commented something about the blue "anchor" dots having to be moved further inwards 15:06:24 <Samu> oh, must push with force now, right? 15:06:24 <Eddi|zuHause> like, to the center of the front/back vehicle 15:06:57 <Samu> cool, it's gone from the website too 15:06:58 <Samu> thx 15:07:05 <Wolf01> The blue anchor points should be the boogies pivots 15:08:37 <Eddi|zuHause> frosch123: log says that you highlighted V with this png 15:09:47 <Eddi|zuHause> http://webster.openttdcoop.org/?channel=openttd&date=1508889600#1508963433 15:10:03 <andythenorth> slugs! 15:10:55 <andythenorth> wow earlier Horse was ugly :) https://dev.openttdcoop.org/attachments/download/8732/horse_what_integers.png 15:12:05 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #7866: Fix: Custom sea level default value is now equal to minimum value, not lower https://git.io/JedwY 15:26:42 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7866: Fix: Custom sea level default value is now equal to minimum value, not lower https://git.io/Jedwo 15:27:42 *** WormnestAndroid has joined #openttd 15:29:51 *** supermop_work has quit IRC 15:30:20 *** supermop_work has joined #openttd 15:30:36 *** WormnestAndroid has quit IRC 15:31:39 *** WormnestAndroid has joined #openttd 15:35:00 *** WormnestAndroid has joined #openttd 15:35:47 <andythenorth> FLHerne: going to PR then? :) 15:35:50 <DorpsGek_III> [OpenTTD/nml] glx22 opened pull request #77: Fix: don't try to debug_print not set optional GRF param number https://git.io/JedwS 15:36:38 *** WormnestAndroid has joined #openttd 15:39:16 *** syr has quit IRC 15:39:44 *** syr has joined #openttd 15:54:25 <andythenorth> oof Eddi|zuHause needs to finish that town grid patch 15:54:33 <andythenorth> I am playing master, towns are not very nice :| 15:55:32 <Eddi|zuHause> there exist things in this world that are more likely to happen 15:58:20 <DorpsGek_III> [OpenTTD/nml] LordAro approved pull request #77: Fix: don't try to debug_print not set optional GRF param number https://git.io/Jedr3 15:59:38 <DorpsGek_III> [OpenTTD/nml] LordAro approved pull request #71: Add: nmlc option to force regeneration of parser tables https://git.io/Jedrs 16:00:08 <DorpsGek_III> [OpenTTD/nml] LordAro requested changes for pull request #68: Fix: close image files after use during palette check https://git.io/JedrZ 16:00:18 *** Progman has quit IRC 16:00:33 *** supermop_work has quit IRC 16:01:02 *** supermop_work has joined #openttd 16:04:56 <DorpsGek_III> [OpenTTD/nml] planetmaker merged pull request #71: Add: nmlc option to force regeneration of parser tables https://git.io/Jeyxo 16:06:45 <DorpsGek_III> [OpenTTD/nml] planetmaker merged pull request #77: Fix: don't try to debug_print not set optional GRF param number https://git.io/JedwS 16:18:29 *** Wormnest has joined #openttd 16:19:21 <TrueBrain> w00p, seems I have IPv6 running on AWS, via CDK .. \o/ 16:19:38 <TrueBrain> lets see if this means I can now provision the OpenTTD website ... 16:19:45 <andythenorth> :D 16:20:50 <andythenorth> hmm 16:20:57 * andythenorth wonders about changing cdist 16:21:16 <andythenorth> it disincentives connected networks 16:22:12 <planetmaker> so we need cargodest :P 16:22:29 <andythenorth> oof :) 16:23:46 <andythenorth> I have 'effect of distance on demand' at 0% 16:23:54 <andythenorth> which is required for e.g. FIRS supplies to work 16:24:01 <andythenorth> but destroys pax networks :) 16:25:17 <nielsm> so hack it by having per cargo type/class tuning? 16:25:59 <andythenorth> not sure :) 16:26:11 <andythenorth> I think any further changes to cdist need to be very careful 16:26:25 <andythenorth> :) 16:26:31 <planetmaker> cdist can be configured for pax + other cargoes separately, not? 16:26:41 <nielsm> enabled only 16:31:15 *** supermop_work has quit IRC 16:31:43 *** supermop_work has joined #openttd 16:32:47 <supermop_Home> planetmaker: you can't set different distance effect per that differentiation 16:33:26 <supermop_Home> andythenorth you can work around supplies a bit by constraing them 16:33:43 <planetmaker> hm :) Well... 16:33:56 <supermop_Home> industry can give cargo to two stations 16:34:32 <supermop_Home> so for an industry that makes supplies, I generally have one station that is for near and one for far destinations 16:35:17 <TrueBrain> "Dev-Staging-BinariesProxy-BinariesProxyNestedNestedStackNestedNestedStackResourceDF7EF-51P2LUWCR3C" <- you think it is nested? 16:35:31 <glx> maybe it is 16:35:36 <glx> but I'm not sure :) 16:35:39 <TrueBrain> I am not completely sure either .. 16:35:46 <TrueBrain> CDK can generate the weirdest names 16:35:58 <nielsm> imagine if it was abstract tho 16:42:35 <nielsm> the classic graph: https://0x0.st/z0lu.png 16:43:10 <andythenorth> lol 16:43:12 <andythenorth> no chasm 16:43:39 <Eddi|zuHause> nestception? 16:45:16 *** HerzogDeXtEr1 has joined #openttd 16:46:31 *** gnu_jj has quit IRC 16:47:06 <TrueBrain> https://www.staging.dev.openttd.org/ <- this should work on IPv4 and IPv6 .. anyone wants to give it a spin? 16:47:35 *** gnu_jj has joined #openttd 16:47:47 <TrueBrain> I think IPv6 is not working tbh :P 16:47:47 <glx> shows ipv4 here 16:48:00 <glx> but at least it doesn't fail 16:48:08 <TrueBrain> well, that is just the fallback at work in that case :D 16:48:19 <glx> better than before 16:48:44 <TrueBrain> now only the question .. why does it fail .. *puzzle time* 16:49:30 <TrueBrain> oops, egress-only-gateway 16:49:35 <TrueBrain> that ... might be the reason I guess? :D 16:51:01 *** HerzogDeXtEr has quit IRC 16:58:53 <TrueBrain> glx: how about now? 16:59:29 <glx> IPv6 17:00:09 *** tokai has joined #openttd 17:00:09 *** ChanServ sets mode: +v tokai 17:00:11 <TrueBrain> sweet 17:00:11 <TrueBrain> tnx 17:01:55 *** supermop_work has quit IRC 17:02:23 *** supermop_work has joined #openttd 17:07:04 *** tokai|noir has quit IRC 17:18:28 <andythenorth> hmm 17:18:35 <andythenorth> Franco-Swiss-German Horse? 17:18:48 * andythenorth doesn't have enough projects 17:26:53 <frosch123> what would be different about that? 17:27:14 <frosch123> mountainious? iron ibex? 17:28:42 <frosch123> oh, btw... did you see that hillarious thread on reddit? someone complaining about oxygen in steeltown being unrealisitic, followed by other people citing wikipedia that it is realistic? 17:31:14 <Eddi|zuHause> a swiss horse is a sworse? 17:32:36 *** supermop_work has quit IRC 17:32:55 <andythenorth> frosch123: reddit has discovered timetables also 17:33:01 <andythenorth> Iron Sworse 17:33:01 *** supermop_work has joined #openttd 17:35:51 *** snail_UES_ has joined #openttd 17:53:56 <Samu> working with rebase is AIDS 17:54:00 <Samu> :( 17:54:18 <andythenorth> no Samu, AIDS is AIDS 17:54:21 <andythenorth> have some perspective 17:54:37 <Samu> why do I have to resolve conflicts everytime I rebase 17:54:43 <LordAro> so absurd it's funny 17:55:12 <LordAro> Samu: probably because whatever your changing is also being changed by master 17:55:19 <LordAro> you're* 17:55:21 <Samu> the change I did today, breaks something that was changed in the past 17:55:33 <Samu> why the heck do I care about what it was in the past 17:55:37 <LordAro> alternatively, you're doing the rebase wrong 17:56:02 <LordAro> or rather, using a suboptimal method 17:56:23 <glx> it seems you are merging 17:56:34 <Samu> seems that the chronological order is messed up 17:58:14 <glx> https://github.com/OpenTTD/OpenTTD/commit/0ab5c2e3c8ce493af0bc8757f36be3cc56ca0404 <-- that's a merge, not a rebase 18:03:16 *** supermop_work has quit IRC 18:03:42 *** supermop_work has joined #openttd 18:12:05 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7866: Fix: Custom sea level default value is now equal to minimum value, not lower https://git.io/JedwY 18:20:45 *** snail_UES_ has quit IRC 18:25:56 <nielsm> bunch of above-and-below: https://0x0.st/z0Up.jpg 18:27:27 <andythenorth> track on tunnel entrances! 18:33:04 <Samu> code shows repeating after the rebase, this sucks :( 18:33:12 <Samu> i wonder what else gone wrong 18:33:20 <glx> https://github.com/OpenTTD/nml/compare/master...glx22:reduce_refs small optimisation for stuff like https://pastebin.com/raw/ECg7qg5L (loading speed in the bottom) 18:33:32 <Samu> erbase, merge, whatever.. 18:33:57 *** supermop_work has quit IRC 18:34:22 *** supermop_work has joined #openttd 18:36:59 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7864: Codechange: Replace FOR_ALL_XXX with range-based for loops https://git.io/Jed6z 18:37:01 <Samu> https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:SamuPatchPackRebase?expand=1 I have no idea what I did... 18:37:25 <Samu> those repeating commits 18:37:26 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7860: Fix: [MinGW] undefined references when _FORTIFY_SOURCE > 0 https://git.io/Jed62 18:38:43 <LordAro> Samu: an actual rebase should remove the duplicated/empty commits 18:39:10 <nielsm> LordAro: I think he means there are code blocks that have become repeated 18:39:19 <Samu> yes that too 18:40:32 <Samu> the end result is what matters more, the way it gets there is just a mess though 18:40:33 <LordAro> ah 18:40:40 <LordAro> that's more difficult to fix 18:40:47 *** Progman has joined #openttd 18:40:59 <LordAro> still necessary though ;) 18:41:35 <glx> first step is to return to the state before the weird rebase/merge 18:41:45 <glx> then a proper rebase 18:42:20 <nielsm> it's a good idea to test compile before every commit in a difficult rebase or merge 18:42:29 <nielsm> and review the diffs before committing 18:42:35 <andythenorth> I like rebase now 18:42:44 <andythenorth> it's not an immediately obvious tool though 18:42:59 <glx> yeah rebase is so nice 18:43:21 <Samu> i feel like just doing fix up on everything :( 18:43:25 <glx> you can merge commits, split commits, reorder commits 18:45:50 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jed6X 18:45:50 <DorpsGek_III> - Update: Translations from eints (by translators) 18:46:35 <Samu> found repeating code in framerate_gui 18:46:49 <milek7_> git interface is generally horrid 18:47:09 <glx> usually repeating code means a patch has been applied twice or more 18:47:55 *** Beerbelott has joined #openttd 18:48:09 <Beerbelott> Problems on the website? 18:48:44 <glx> oh broken ipv6 bouncer again 18:48:58 <glx> s/bouncer/proxy/ 18:49:27 <glx> TrueBrain: ^^ 18:53:56 <Beerbelott> TLS session on [2a03:b0c0:2:d0::dc6:7001]:443 fails indeed 19:04:37 *** supermop_work has quit IRC 19:04:57 *** sla_ro|master has quit IRC 19:05:02 *** supermop_work has joined #openttd 19:08:49 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #7867: Update: Prepare for 1.10.0-beta2 release https://git.io/JediJ 19:10:02 <LordAro> oh hey, i got a Jedi url 19:10:59 <nielsm> Jedi J... is that Juke Jaywalker? 19:11:27 <LordAro> yes. 19:13:06 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7864: Codechange: Replace FOR_ALL_XXX with range-based for loops https://git.io/Je5LF 19:13:09 <nielsm> pow 19:13:31 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7860: Fix: [MinGW] undefined references when _FORTIFY_SOURCE > 0 https://git.io/JeQZm 19:14:05 *** snail_UES_ has joined #openttd 19:14:33 <LordAro> always good to make half of all PRs conflict :) 19:15:28 <nielsm> https://0x0.st/z00X.jpg 19:15:58 <nielsm> it's a Good Change 19:21:16 <frosch123> i think i can catch the other half 19:29:25 <TrueBrain> glx: fixed 19:35:15 *** supermop_work has quit IRC 19:35:40 *** supermop_work has joined #openttd 19:56:24 <nielsm> ughhhh this argument :( https://www.tt-forums.net/viewtopic.php?p=1227790#p1227790 20:00:14 <andythenorth> nope :) 20:02:13 <frosch123> imo some cheats should be moved into settings 20:02:40 <frosch123> for some reason some people refuse to use stuff labeled "cheat" 20:03:21 <milek7_> isn't it tricky to use in MP? 20:04:14 <andythenorth> it's just a non-issue :P 20:04:18 <frosch123> yes, for those which change the game state actively, but not for the "settings" 20:04:30 <andythenorth> never change anything :) 20:04:32 <andythenorth> OpenTTD is done 20:04:40 <andythenorth> spend all time on making nml faster :D 20:05:02 <frosch123> essentially "magic bulldozer", "tunnels crossing" and "small airport crashes" could become settings just fine 20:05:12 <nielsm> yeah 20:05:20 <nielsm> how about max map height? 20:05:21 <frosch123> they already work if you start the game in single player and then reload the game in multiplayer 20:05:27 <nielsm> that's a worldgen setting already 20:05:33 <frosch123> nielsm: i am currently wondering why it is there at all 20:05:43 <frosch123> probably because stuff breaks badly 20:05:54 *** supermop_work has quit IRC 20:06:16 <nielsm> I guess if you lower the value, you risk being unable to modify some of the terrain? 20:06:18 <frosch123> i cannot imagine another reason other than not working correctly 20:06:20 *** supermop_work has joined #openttd 20:06:52 <nielsm> but it's not like the size of any memory allocations or such depend on that setting 20:07:03 <nielsm> no data needs to be moved around for it 20:07:35 <frosch123> i guess it requires reloading newgrf, so it would be a one of the "cannot change in running multiplayer game" settings 20:07:44 <nielsm> oh 20:07:47 <frosch123> but there are many of those 20:07:48 <nielsm> yeah 20:11:16 <frosch123> (svn r26887) -Add: cheat for changing the height level (mostly due to the mess with changing snow levels and such) 20:12:20 <frosch123> "this is a cheat because of the fact that it needs to reset NewGRF game state and doing so as a simple configuration breaks the expectation of many" 20:13:37 <andythenorth> sandbox mode 20:13:41 <andythenorth> modes are evil 20:13:46 <andythenorth> but modes also manage expectations 20:36:33 *** supermop_work has quit IRC 20:37:00 *** supermop_work has joined #openttd 20:47:46 *** Progman has quit IRC 21:07:13 *** supermop_work has quit IRC 21:07:40 *** supermop_work has joined #openttd 21:13:01 <TrueBrain> okay, it seems I did everything I had to do to get the website on AWS .. 21:13:09 <TrueBrain> well, besides auto-deploy on commit/tag :) 21:14:55 <TrueBrain> not an easy battle, this AWS stuff ... example: https://github.com/aws/aws-cdk/issues/894#issuecomment-568212073 21:17:34 <TrueBrain> now I need to fix the Docker of 'website', as it has some annoying quirks :P 21:17:39 <andythenorth> huzzah :D 21:17:41 <LordAro> TrueBrain: nice. 21:31:35 <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=86439 anyone read into that? 21:34:19 <Samu> my AI won't showcase its best with default presets. Easy profile is the default :( 21:34:28 <Samu> many others won't too 21:35:05 <Samu> looking for the best AI and then using easy preset, feels like... 21:35:29 <Samu> I dunno 21:35:53 <Samu> maybe I don't like losing 21:37:54 *** supermop_work has quit IRC 21:38:21 *** supermop_work has joined #openttd 21:39:06 <nielsm> well suggest it? that games should be run with a variety of settings 21:40:23 <Samu> map is size is kinda small, 256 x 256, my tests usually involve 512x256 or 512x512 minimum, but i guess that's just me 21:40:49 <Samu> but interesting to see others run competitions instead of me 21:43:05 <Samu> the tests are being run with inflation on and airports noise disabled, hmm 21:43:14 <Samu> that's really default 21:44:55 <peter1138> 64x64 is small... 21:45:06 <peter1138> Next you'll be telling me 640x480 is low resolution. 21:46:00 <Samu> size sometimes matter 21:46:25 <Samu> the original ludiai just places 2 airports no matter the distance between them 21:46:46 <Samu> on small maps, that's not a problem, but in large maps, such big distances can lead to negative profits 21:47:11 <Samu> it's funny to see the original LuDiAI ranked #1 21:47:53 <Samu> it's not being exposed of its weaknesses, also there's no difference between easy/medium/hard on the original 21:48:15 <Samu> so, it's performing better than mine 21:48:46 <Samu> sad to see LuDiAI AfterFix ranked #30+ 21:49:37 <nielsm> over-optimized for certain cases? 21:49:58 <Samu> mine won't build near competitors with easy preset 21:50:12 <Samu> also picks towns at random, instead of the most productive one 21:51:58 <Samu> the original just picks the better towns 21:52:13 <Samu> builds near competitors 21:52:27 <Samu> but that's because of the preset, mine would also do that if the preset was Hard 22:08:34 *** supermop_work has quit IRC 22:08:58 *** supermop_work has joined #openttd 22:10:53 *** gelignite2nd has joined #openttd 22:13:21 <Samu> perhaps the default should be changed to hard? what do you think about that? 22:13:33 <Samu> make a PR changing the default 22:13:53 <supermop_Home> what's all this airport size business 22:14:47 <Samu> town council airport noise 22:15:03 <Samu> a default openttd install has this setting disabled 22:18:04 <nielsm> no it's the change of large airplanes now always having a risk of crashing at small airports, in 1.10 22:18:17 <nielsm> (unless you use the cheat) 22:21:17 <Samu> ah, that one 22:21:30 <Samu> it's my fault 22:21:55 <Samu> i actually wanted one extra setting 22:22:26 <Samu> but somebody else said that disabled wasn't supposed to never crash 22:22:42 <Samu> think it was zuhause 22:23:27 <nielsm> TTD originally didn't have any way to control the risk of airplane crashes at all 22:24:26 <nielsm> ttdpatch allows the disasters difficulty setting to affect it, and also allows the higher risk of jet planes on small airports to be removed or reduced 22:28:37 <andythenorth> is it bedtime? 22:29:00 <andythenorth> why aren't crashes a function of newgrf airports? 22:29:09 <andythenorth> :P 22:33:28 <Samu> https://github.com/OpenTTD/OpenTTD/pull/7293 here it is 22:34:34 *** frosch123 has quit IRC 22:35:58 <Samu> it was because of that PR that 1.10 is now like that, regarding aircraft 22:37:26 <DorpsGek_III> [OpenTTD/nml] glx22 opened pull request #78: Add: optimise switch returning constants https://git.io/Jed1S 22:38:25 <nielsm> the first step for nmlc to become an optimizing compiler! 22:38:42 <glx> small step, but I think it's a good idea 22:39:12 *** supermop_work has quit IRC 22:39:35 *** supermop_work has joined #openttd 22:39:46 <nielsm> yeah, basic reductions of "obvious" cases is a very good start 22:44:01 <supermop_Home> andythenorth should I start a new game of something? 22:44:16 <andythenorth> I am playing steeltown 22:44:19 <andythenorth> and Horse 22:44:20 <andythenorth> and stuff 22:45:03 <andythenorth> glx :) 22:45:43 <andythenorth> btw those switches are a bug, but faster nml is always good 22:45:51 *** Progman has joined #openttd 22:46:56 <glx> not sure it will be faster, but at least it will report them while replacing 22:47:48 <glx> but it will definitely generate a faster grf 22:49:59 <andythenorth> we don't performance measure grfs, currently? 22:50:06 <andythenorth> should we? 22:50:16 <glx> it's part of the gameloop 22:51:10 <nielsm> I guess it'd be possible to instrument newgrf callbacks for performance measurement 22:51:39 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=85608&p=1227803#p1227803 my christmas present :p 22:51:42 <nielsm> it would probably also be another case of the act of measuring affecting total performance 22:56:48 *** andythenorth is now known as Guest12117 22:56:49 *** andythenorth has joined #openttd 22:58:11 *** Guest12117 has quit IRC 23:05:03 <Samu> IdleMoreMore 23:05:03 <Samu> VS 23:05:03 <Samu> RailwAI 23:05:11 <Samu> why test such AIs :( 23:05:25 <Samu> IdleMore does nothing 23:07:08 <Samu> i just noticed I'm ranked #27 and #40 at the same time 23:07:19 <Samu> bugged website 23:09:50 *** supermop_work has quit IRC 23:10:12 *** supermop_work has joined #openttd 23:14:51 <nielsm> https://0x0.st/z0GU.jpg <-- well, measuring _something_ 23:17:16 *** peter1138 has quit IRC 23:23:12 *** Ttech has joined #openttd 23:26:18 <andythenorth> :) 23:26:40 <nielsm> https://github.com/OpenTTD/OpenTTD/compare/master...nielsmh:newgrf-perf 23:28:13 <nielsm> I'm not sure I want to PR it, as it can probably kill performance on certain games 23:28:36 <glx> and it won't measure per grf I guess 23:29:06 <nielsm> yeah that would require some extra logic in the framerate code 23:29:26 <glx> and more performance killing :) 23:29:47 *** andythenorth is now known as Guest12121 23:29:47 *** andythenorth has joined #openttd 23:30:11 <milek7_> performance measuring is so expensive? 23:30:38 <andythenorth> a.sl 23:30:42 <nielsm> but it might be worth it have a separate performance capture system for newgrf callbacks, that logs to a file and only for a specific newgrf 23:30:45 <glx> it's a small overload, but everything adds up 23:30:47 <andythenorth> also bedtime :) 23:31:05 * andythenorth will read logs 23:31:06 *** andythenorth has quit IRC 23:31:08 <nielsm> and could possibly even separate out by toplevel spritegroup or some such 23:31:53 *** andythenorth has joined #openttd 23:32:59 <nielsm> e.g. a console command you give a loaded grf index and a duration in seconds (or maybe number of ticks or game days) to capture for, and it adds up stuff and writes a csv file to the screenshots directory 23:34:21 *** Guest12121 has quit IRC 23:38:46 *** peter1138 has joined #openttd 23:38:46 *** ChanServ sets mode: +o peter1138 23:39:58 <Samu> just a random music passing by https://www.youtube.com/watch?v=rClD6sf8wjQ 23:40:13 <Samu> i'm off to bed, take care 23:40:27 *** supermop_work has quit IRC 23:40:51 *** supermop_work has joined #openttd 23:40:54 *** Samu has quit IRC 23:44:34 *** Flygon has joined #openttd 23:53:16 *** Xunie has joined #openttd