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00:55:40 *** frosch123 has quit IRC 02:02:18 *** tycoondemon2 has joined #openttd.dev 02:07:29 *** tycoondemon has quit IRC 07:00:25 *** Alberth has joined #openttd.dev 07:00:25 *** ChanServ sets mode: +v Alberth 10:38:38 *** mg_ has quit IRC 10:54:07 *** frosch123 has joined #openttd.dev 10:54:07 *** ChanServ sets mode: +v frosch123 10:57:51 *** mg_ has joined #openttd.dev 11:10:44 <planetmaker> I've some code changes. I didn't any reason to store tile_map.m1 bit7 as 'Industry is completed' state. 11:11:07 <planetmaker> Comments say, that it's (ab)used as animation state for some default instries, but I didn't find trace of that 11:11:31 <planetmaker> remove pointless parameter: https://rhodecode.openttdcoop.org/pm-openttd/changeset/c553c126d64af20e964f2b8a7ec669074fd75066 11:11:34 <Alberth> forest does iirc 11:11:43 <frosch123> the construction state is used for other stuf 11:12:09 <frosch123> yes, forest uses construction stage as animation, because it uses the same graphics 11:12:44 <Alberth> patch looks ok to me 11:12:54 <planetmaker> https://rhodecode.openttdcoop.org/pm-openttd/changeset/0e2d25fd66bfd2e42d1ecb58f7adcc780f103df1 11:13:05 <planetmaker> https://rhodecode.openttdcoop.org/pm-openttd/changeset/192a555588a25e883fc5cd87f4b29c10d12101f7 11:13:18 <planetmaker> maybe https://rhodecode.openttdcoop.org/pm-openttd/changeset/9b0fc5d42ceb7513465c974400332a6a925c7c7d - but not sure 11:13:41 <Alberth> not sure if you should still store that 1 in bit 7, it seems a bit silly (but another patch perhaps?) 11:14:23 <planetmaker> it could instead be moved to another bit or stored elsewhere (maybe only in industry struct). 11:14:24 <frosch123> what are those patches doing? 11:14:40 <planetmaker> the 2nd is just some preparatory moving functions around 11:15:08 <planetmaker> the 3rd basically removes usage of the 'industry is finished bit'. 11:15:11 <frosch123> the last one doesn't even look like it would compile 11:15:23 <frosch123> how does the 3rd work? 11:15:26 <planetmaker> the 4th adds a (possibly) pointless handling of old savegames 11:15:52 <planetmaker> I wrote the 3rd in the assumption that I didn't find any abuse of the construction stages 11:16:16 <planetmaker> can you hit my head on where the forest does that, please? 11:18:26 <frosch123> ResetIndustryConstructionStage 11:18:41 <frosch123> industry_cmd:520 11:18:48 <frosch123> followed by SetIndustryCompleted 11:19:10 <LordAro> patch 3 also has a baseset lang change, for some reason :p 11:19:37 <frosch123> there are two places in industry_cmd even 11:19:44 <frosch123> i think that stuff can even be used by newgrf 11:19:48 <frosch123> though likely noone knows :p 11:21:07 <frosch123> see your first patch 11:21:32 <frosch123> there are two palces where ResetIndustryConstructionStage is followed by SetIndustryCompleted 11:21:36 <frosch123> those two break 11:22:31 <planetmaker> hm, yep 11:22:40 <frosch123> hmm, the second place does not call SetIndustryCompleted though, what's that :o 11:22:54 <frosch123> maybe that's a bug :p 11:23:15 <frosch123> ah, no that's how the silly animation works 11:23:34 <planetmaker> I looke at especially the 2nd, the gold mine, closely... 11:23:46 <frosch123> one is triggered by producion, some other in the loop 11:24:26 <frosch123> oh, original anim even changes the tiles on the map 11:24:39 <planetmaker> alright. The bit does not exactly have to go. I just wondered :) 11:25:43 <planetmaker> I might want to move it instead to the other free position in the map array 11:25:48 <frosch123> arctic forest seems to use the loop 11:25:55 <frosch123> why do you want to move it? 11:26:15 <planetmaker> I was planning the pony for andy, for the coastal vs. deep sea tile thingy 11:26:30 <planetmaker> and it needs some way to extend water class by one bit 11:26:37 <planetmaker> extent 11:26:40 <frosch123> i would recommend against using a new water class :p 11:26:56 <frosch123> you want to track distance to coast, don't you? 11:27:01 <planetmaker> it's a bit messy as I found out, yes. So when I half-finished that.... 11:27:05 <planetmaker> https://rhodecode.openttdcoop.org/pm-openttd/changeset/d2e44c0295c45255d5d3288a10f47439747107d5 11:27:29 <planetmaker> ... I rather found the idea to not use a water class per-see. But rather a bit to cache 'shallow' vs. 'deep' sea 11:27:34 <planetmaker> but not bother with the water class 11:28:05 <frosch123> i had the plan to add more map arrays for caching information 11:28:19 <LordAro> mlre 11:28:23 <LordAro> woop 11:28:24 <frosch123> stuff that you do not have to store in the savegame and do not have to send over the network 11:28:32 <frosch123> because you can recompute them on game load 11:28:33 <planetmaker> alternatively we could 'simply' use more height levels and introduce negative ones (or an offset) 11:28:35 <LordAro> more map arrays? that's a new one :L 11:28:57 <frosch123> stuff like "nearest town" and such 11:29:01 <planetmaker> yeah, that would fit that purpose quite well 11:29:25 <frosch123> LordAro: no, i have been telling that for 2 years :p 11:30:49 <planetmaker> nearest-town. shore-distance. what else? 11:30:56 <planetmaker> half-desert? 11:31:06 <LordAro> frosch123, well i haven't heard it :p 11:31:35 *** Supercheese has quit IRC 11:31:36 <frosch123> planetmaker: there are some candidates which could be moved there, but which would also slightly alter the game behaviour 11:31:50 <frosch123> like field fences, snow line, half desert and such 11:32:09 *** Supercheese has joined #openttd.dev 11:32:09 *** ChanServ sets mode: +v Supercheese 11:32:26 <michi_cc> LordAro: You could finish http://www.icosahedron.de/openttd/git/newmap.git for me :) 11:32:30 <frosch123> they are currently updated in the tile loop, and in some cases they are exposed to gamestate-relevant stuff 11:32:33 <planetmaker> snow-line needs not moving. That's one global var, no? Or you want to cache height > snowline? 11:32:37 <frosch123> michi_cc: not the same 11:32:51 <frosch123> planetmaker: snow is not instant 11:33:01 <planetmaker> hm, true 11:33:18 <planetmaker> the big advantage would be that fields, for example, could be retained in winter 11:33:20 <michi_cc> frosch123: He can still finish it, can't he? :p 11:33:28 <frosch123> but it's one of those things which i have been wondering about to make instant 11:33:42 <LordAro> michi_cc, nah :p 11:33:58 <frosch123> you, i have an identity crisis 11:34:11 <frosch123> i thought michi_cc was addressing me 11:34:19 * frosch123 needs to remember to not be lordaro 11:34:22 <michi_cc> LordAro: You really don't want http://www.icosahedron.de/openttd/patches/cool_stuff2.png ? :) 11:34:58 <frosch123> planetmaker: anyway, start slow :p 11:35:06 <LordAro> michi_cc, of course, but you think i can do that? :p 11:35:09 <frosch123> first coast distance, if you want 11:35:13 <frosch123> then town distance 11:35:19 <LordAro> michi_cc, you should try to "work" with cirdan ;) 11:35:22 <frosch123> resp. nearest town 11:35:53 <planetmaker> ok, so temporary map array bytes :) 11:36:10 <frosch123> LordAro: competition! aren't you from a capitalist country? 11:36:19 <planetmaker> I scrap the bit7 stuff except the 1st codechange which simplifies it 11:36:40 <frosch123> planetmaker: you could extent the comments :) 11:36:47 <LordAro> frosch123, :p 11:37:07 <LordAro> michi_cc, i could likely rebase against current trunk, other than that, probably not a lot :L 11:38:45 <frosch123> LordAro: alternatively rebase http://devs.openttd.org/~smatz/3d/ :p 11:38:58 <planetmaker> lol 11:39:17 <LordAro> frosch123, good lord :P 11:39:17 <frosch123> or even better: repost the video on the forums claiming it as yours 11:39:37 <planetmaker> would we cover it up? :P 11:40:00 <frosch123> well, we have no other use for it 11:40:06 <frosch123> on april 1st we only do serious stuff 11:41:46 *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r26456 || Logs: http://webster.openttdcoop.org/?channel=openttd.dev || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking" 11:42:06 <frosch123> LordAro: but if you post it, you should sync with V 11:42:21 <LordAro> ? 11:42:34 <frosch123> so he can immediately call it a bad features, since it removes the game mechanic to build multiple tunnels/bridges due to higher signal distance 11:42:45 <LordAro> ah :D 11:43:05 *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r26457 || Logs: http://webster.openttdcoop.org/?channel=openttd.dev || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking" 11:57:13 <planetmaker> frosch123, so you would add another tile struct like the currently saved extended tile, m7? 11:57:57 <frosch123> yes, something like TileCache 11:58:04 <frosch123> Tile + TileExtended + TileCache 11:59:00 <LordAro> i noticed this in michi's newmap, which seems relevant to your discussion: http://bugs.openttd.org/task/3789 11:59:10 <LordAro> of course, i could be completely wrong :p 12:00:48 <frosch123> doesn't michi separate stuff into surface and structure? 12:01:02 <frosch123> one surface, multiple structures 12:01:13 <frosch123> but well, in any case, not relevant to current discussion :p 12:02:14 <LordAro> fine ;) 12:02:27 <LordAro> i noticed "m7" and "tile struct", is all 12:02:44 <frosch123> well Tile is 8 bytes 12:03:04 <frosch123> an array with members of size 8 is a lot faster to access than one with size 9 or 10 12:03:42 <frosch123> and m single struct is accessed faster than 12:04:08 <frosch123> and multipel bytes in a single struct are accessed faster than single bytes in multiple arrays 12:04:13 <frosch123> due to memory caches 12:04:34 <frosch123> so, you have to trade out between putting stuff into the same struct and putting stuff into different arrays 12:18:08 *** Alberth has left #openttd.dev 12:47:05 <planetmaker> I like the water distance approach for that coastal shipping issue. It looks clean and *much* more versatile 12:47:16 <planetmaker> and we have most code for that already in place :) 12:47:27 <planetmaker> except the caching and actually using it for the ship PF 12:47:33 <planetmaker> or ship speed 12:47:37 <frosch123> i have read certain pathfinders also want to know about that :p 12:47:47 <frosch123> yeah, exactly 13:45:41 *** Alberth has joined #openttd.dev 13:45:41 *** ChanServ sets mode: +v Alberth 15:59:57 *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r26458 || Logs: http://webster.openttdcoop.org/?channel=openttd.dev || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking" 17:45:44 *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r26459 || Logs: http://webster.openttdcoop.org/?channel=openttd.dev || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking" 21:22:17 *** Alberth has left #openttd.dev