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Log for #openttd on 17th September 2018:
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05:09:48  <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka closed pull request #6910: Codechange: Improve (un)zoom performance https://github.com/OpenTTD/OpenTTD/pull/6910
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06:19:10  <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka opened pull request #6911: Codechange: Improve (un)zoom performance https://github.com/OpenTTD/OpenTTD/pull/6911
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14:06:18  <Samu> hey nielsm, will u put AI in the framerate one day?
14:06:21  <Samu> AI or GS
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14:10:18  <nielsm> it's been requested before :)
14:10:46  <Samu> i would like to also know if its possible to see how much memory the ai is using
14:11:23  <nielsm> hm I wonder if it's possible to query a squirrel vm for that
14:11:56  <Samu> i think there's some AIs that need more than 4GB of ram
14:12:12  <Samu> makes openttd crash, even if openttd is 64-bit, dunno why
14:12:57  <Samu> but that's me talking, with no proof if it's actually that the caus
14:12:59  <Samu> e
14:13:00  <Samu> cause*
14:15:38  <Samu> you can try NoCAB v499 in a 4096x4096 map. it keeps increasing memory allocation for his doings at the start of the game, until it hits some barrier and causes openttd to poof/crash
14:16:40  <Samu> it may take years for it to happen, he's a slow starter
14:16:50  <Samu> but it happens
14:18:36  <nielsm> hmm... no doesn't seem like there is a good way to track how much memory a squirrel vm is using
14:19:38  <nielsm> it'd require some patching to first keep track of which vm is currently active and then patch the malloc/free functions to keep a total
14:34:14  <nielsm> though just making a total allocations by all squirrel vms in the process is pretty simple
14:38:50  <nielsm> Samu: if you want a simple total, just open sqmem.cpp and modify the functions there to update a global variable with allocated total on malloc/realloc/free
14:52:41  <Samu> thx, I'm taking a look
14:55:47  <Samu> SQUnsignedInteger
14:58:16  <Samu> @calc 0xffffffffffffffffui64
14:58:16  <DorpsGek> Samu: Error: invalid syntax (<string>, line 1)
14:58:23  <Samu> @calc 0xffffffffffffffff
14:58:24  <DorpsGek> Samu: 18446744073709551616
14:58:42  <Samu> how much memory is that
14:59:04  <peter1138> Why do you always fuck about with 4096x4096? It was never meant to be a sensible usable size.
15:00:37  <Samu> because it exists in the game :|
15:03:51  <Samu> @calc 0xffffffffffffffff / (1024 * 1024 * 1024)
15:03:51  <DorpsGek> Samu: 17179869184
15:04:07  <Samu> that's a lot of gigabytes
15:04:39  <LordAro> Samu: yes, because people kept insisting it got added
15:04:51  <LordAro> doesn't mean it's a good gameplay feature
15:04:55  <LordAro> it's terrible to play on
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16:00:43  <FLHerne> It's great if you want a multiplayer server where no-one has to interact with each other :P
16:01:04  <FLHerne> (this seems to be a common model, but I'm not really sure why)
16:02:24  <Samu> i'm also testing if my ai behaves well in such map size
16:04:04  <Samu> 1024x1024 is "too small", well not really, but so far I have yet to see it build 5k road vehicles
16:04:23  <Samu> i'm a bit disappointed by that fact alone, lol
16:06:07  <Samu> 1024x2048 would probably be enough
16:06:39  <Samu> i get 3100 road vyhicles in 1024x1024
16:07:24  <Samu> could also be caused by the relatively slow management speed
16:09:21  <peter1138> FLHerne, apparently players own industries and their outputs, according to most server rules :S
16:23:55  <FLHerne> peter1138: I don't remember seeing any where players own primary outputs
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16:26:25  <Samu> im a terrible coder, damn it lol
16:26:49  <Samu> i always break something when fixing something
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16:31:23  <Eddi|zuHause> i never quite understood half of these multiplayer rules
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17:03:24  <peter1138> FLHerne, primary less so, even then people seem to think they are "claimed"
17:03:51  <peter1138> How dare anyone compete!
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17:29:08  <Samu> problem is, cargo only goes to 2 stations
17:29:23  <Samu> the most rated
17:29:34  <Samu> make it go to all stations, problem solved
17:30:27  <Samu> i made a patch for this reason
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17:31:27  <andythenorth> o/
17:32:20  <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=77231&hilit=patch
17:33:22  <Samu> everybody gets water!
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17:43:32  <Samu> simultaneous AIs pathfinding nearly the same path
17:43:55  <Samu> can interrupt one another
17:44:11  <Samu> like, one builds ahead of the other
17:44:25  <Samu> the other can't then build in some situations
17:44:55  <Samu> ERR_LAND_SLOPED_WRONG seems to be one of that situations
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17:47:29  <Samu> wondering if it is better to repathfind from the tile it failed, or from the start
17:48:11  <Samu> instead of giving up
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18:05:51  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #6911: Codechange: Improve (un)zoom performance https://github.com/OpenTTD/OpenTTD/pull/6911#issuecomment-422114212
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18:41:21  <Samu> hi Wormnest
18:41:32  <Samu> how did you deal with concurrent building?
18:42:58  <Samu> multiple copies of the same AI building the exact same route
18:43:02  <LordAro> Samu: have you considered reading the source yourself?
18:43:18  <Samu> oh
18:45:44  <Wormnest> That´s always the best suggestion: check out what other ai´s do :)
18:46:16  <Wormnest> I haven´t looked at the code in a year so I hardly remember any details
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18:52:47  <LordAro> Wormnest: i haven't looked at my ai code in 6 years, what do i win? :p
18:56:04  <Wormnest> LordAro: I guess that should be enough reason for eternal fame ;)
18:56:30  <LordAro> excellent
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19:27:28  <Samu> im bored, listening to this https://www.youtube.com/watch?v=FGH8rnraxoE
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21:09:45  <peter1138> Yeah, that's a pretty boring video.
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21:23:15  <Samu> it's one of those trance classics
21:23:18  <Samu> but wtv
21:23:30  <Samu> vocal trance*
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21:40:07  <Samu> trying to recycle lists the right way
21:42:15  <Samu> there are 3 lists
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21:46:36  <Samu> system crash :(
21:47:05  <ST2> oh, W10 crashed?
21:47:23  <Samu> no, my gpu crashed the system
21:47:38  <Samu> the wires are faulty
21:47:38  <ST2> bad bad gpu :(
21:47:53  <Samu> no money for a psu replacement
21:48:10  <ST2> how many watts you need?
21:48:17  <Samu> it's not that
21:48:22  <Samu> it's the wires themselves
21:48:28  <ST2> I have a couple for sale: 750 and 600
21:48:29  <Samu> they're lousy or whatever
21:48:42  <Samu> the pci 6-pin + 8-pin connectors
21:49:09  <Samu> tiny vibrations causes the card to get unpowered, boom system crash
21:49:31  <ST2> I've mine for sale because didn't supported 2 CPU's - rest is equal :P
21:50:29  <Samu> for this gpu, i rather go with a 750
21:50:34  <Samu> gpu and cpu
21:50:46  <ST2> only 1 CPU?
21:50:51  <Samu> both highly inefficient amd turds back in the time
21:51:15  <Samu> fx-8150
21:51:29  <Samu> with water cooler
21:51:29  <ST2> if that... a 600W do the job - the gpu, depends
21:51:34  <Samu> and r9 390
21:53:32  <Samu> the psu i got here is 620w, but is a quality one
21:53:33  <ST2> btw, this save is from last tourny: 2048x1024: http://openttd.btpro.nl/tournaments/04.45Summer.sav
21:53:43  <Samu> i mean... quaility in their capacitors etc
21:53:52  <Samu> the wires apparently... fail now
21:53:57  <ST2> make it live and see how connections hold
21:54:19  <ST2> put ai's there - no need to test 4K maps
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21:54:42  <Samu> oops
21:54:53  <Samu> arg, post again, sorry
21:55:34  <ST2> btw, this save is from last tourny: 2048x1024: http://openttd.btpro.nl/tournaments/04.45Summer.sav
21:55:37  <ST2> put ai's there - no need to test 4K maps
21:55:47  <ST2> make it live and see how connections hold
21:56:44  <Samu> bah missing newgrfs :o
21:57:08  <ST2> listed here: http://openttd.btpro.nl/index.php/forum/28-tournaments/3037-strong-summer-tournament-2018
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21:59:34  <ST2> Samu: I understand your need on testing stuff on 4K maps - but remember that won't last on MP games (even with best server side and best computer as client)
21:59:59  <Samu> i hosted the game, still preparing the ai scripts
22:00:11  <Samu> hopefully the system doesn't crash
22:00:15  <Samu> lol
22:00:24  <ST2> right
22:00:36  <ST2> how many clients (outsiders)
22:00:37  <Samu> https://www.openttd.org/en/server/114360
22:00:38  <ST2> ?
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22:02:29  <ST2> that reminds me that I probably need to restart one of our servers, been up for 540 days
22:02:35  <Samu> can you join it?;o
22:02:46  <ST2> me?
22:03:23  <Samu> let's see what the ais do
22:03:42  <ST2> aren't they playing already?
22:04:04  <Samu> i thought you wanted to see them
22:04:09  <Samu> so i hosted online
22:04:38  <ST2> when I want to see what AI's do, I play offline
22:05:06  <ST2> online games with AI's isn't the goal of MP games, imo
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22:06:09  <Samu> <ST2> make it live and see how connections hold
22:06:56  <Samu> meh forget it
22:07:08  <ST2> "how connections hold" to external players - leave it running, goto a cyber coffee and join it
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22:11:41  <Samu> where was I
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22:15:48  <Samu> hmm articulated buses
22:18:06  <Samu> Prime Firewood Coach, was what the AI has chosen
22:18:16  <Samu> that's not articulated, grr
22:21:13  <Samu> heh, the AI likes towns, and the towns of this savegame are really tiny
22:36:29  <Samu> back to recycling lists
22:38:10  <Samu> i have 3 lists. town_list, towns_used and triedTowns
22:38:51  <Samu> towns_used lists only towns that are already with an airport service
22:40:26  <Samu> town_list lists towns that have no airport services
22:41:09  <Samu> triedTowns is a temporary list, that i'm trying to used as recycling town_list
22:41:19  <Samu> trying to use*
22:42:29  <Samu> the ai tries to build an airport on every town from town_list
22:42:50  <Samu> and for every town that it fails, it is added to triedTowns
22:44:03  <Samu> the second time the ai tries to build an airport, it will remove triedTowns from the town_list
22:44:16  <Samu> so far everything is correct
22:46:18  <Samu> but i have a problem
22:48:20  <Samu> on finding the first airport, perhaps triedTowns should be removed, so that when it goes to find the second airport, it can look at every available town
22:48:49  <Samu> or else, i risk removing potential destinations
22:50:10  <Samu> what if the ai fails to find a suitable second town
22:50:58  <Samu> and what if it finds
22:51:15  <Samu> i have a feeling I will need a 4th list
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