IRC logs for #openttd on OFTC at 2007-07-28
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00:04:04 <Chris82> hmm well the != 0 doesn't help still gives me a warning, but the code compiles and executes
00:04:34 <Rubidium> then the warning is not in the given line
00:05:10 <Rubidium> anyhow, I don't have enough context to judge that
00:06:13 <Chris82> well the problem is that VS_SHADW seems to be a bool while all the other vaues from that line are ints
00:06:39 <Chris82> I don't know why I get a warning tho because the line is unchanged from trunk and when compiling a clean trunk I don't get the warning on this line
00:06:49 <Chris82> v->sprite_width, v->sprite_height, v->z_height, v->z_pos, v->vehstatus & VS_SHADOW);
00:07:02 <Chris82> for me line 867 in vehicle.cpp
00:12:09 <glx> hmm trunk gives the warning
00:12:29 <Rubidium> oh noes... fix it ;)
00:12:42 <Rubidium> there may be more though
00:13:40 <glx> well I'm now doing a full rebuild
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00:20:04 <CIA-1> OpenTTD: glx * r10714 /trunk/src/vehicle.cpp: -Fix r10696: MSVC performance warning
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01:47:40 <Digitalfox_Desktop> Today is my birthday, and my girlfriend just ofered me a new PStwo slim SCPH-77004 PAL.. And i need some help on how to make it read divx files from a external USB disk.. Anyone knows? :)
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09:51:32 <macbane> any hint for ttd channel? =)
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10:04:55 <Wezz6400> lol nice going Smoovious
10:06:44 <Smoovious> its my trademark... coming in too late
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10:15:02 <Wezz6400> you just screwed your trademark
10:21:31 <Smoovious> well, it hasn't been perfected yet... that's why I haven't registered it yet
10:29:18 <Wezz6400> well you were late on answering, just as I am now ^^
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12:45:41 <CIA-1> OpenTTD: truelight * r10715 /trunk/src/fileio.cpp: -Fix: limited-fs code was broken
12:55:24 <Digitalfox_Notebook> hi kaan :)
12:57:33 <Digitalfox_Notebook> kaan: Are thinking on releasing 1.0 final of your tool BuildOTTD ??
13:01:28 <kaan> Digitalfox_Notebook: sure, as soon as i get the time to reinstall my windows partition ;)
13:03:09 <kaan> but it will just be a promotion of RC1 as there has been no bugs reported at all
13:07:04 <peter1138> you'll get some once 1.0 is released :D
13:07:23 <kaan> peter1138: im counting on that :P
13:07:44 <Eddi|zuHause3> yeah, it'll be some showstopper thing like everything hardcoded to your directories :p
13:08:30 <kaan> Eddi|zuHause3: better yet, microsoft releases a new version of .net that changes everything
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14:02:05 <Phazorx> does openttd has some kind of AMD based optimization ?
14:03:27 <Eddi|zuHause3> i don't think so
14:16:15 <skidd13> Is the cleanup of town owned roads by "Found local road construction" a good idea?
14:18:05 <Wezz6400> afaik it's only use is to obstruct competitor's vehicles
14:18:27 <skidd13> True but what about this nice side effect?
14:18:44 <glx> who will be the owner then?
14:19:57 <skidd13> Town property will stay town property. The construction is paid by the donator.
14:21:05 <glx> then I don't understand your idea :)
14:22:10 <skidd13> The idea is to get an optical nicer city.
14:22:31 <skidd13> No more streets leading into houses, etc.
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15:40:31 <peter1138> hmm, an oil rig with 369 passengers
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15:57:16 <Phazorx> somehow, dedicated server on t-bred 2500+/winxp, uses less CPU than on xeon 5160 3G / linux
15:57:55 <Phazorx> and same goes for client i can play games on that 2500 that P4 3GHz users time out on
15:58:18 <Phazorx> hence my Q about AMD optimization
15:59:49 <Phazorx> naturaly, save being same and sampling timing close
16:00:09 <Wezz6400> a thouroughbred is a very good processor, the P4 sure isn't, but the difference shouldn't be that big
16:02:48 <Phazorx> well on 150% clock speed, p4 needs half more cpu time
16:03:18 <Phazorx> on tbred load is ~30%, on Xeon ~45-50%
16:03:38 <Phazorx> with p4s it is even stranger
16:04:20 <Phazorx> i play fine with cpu averaging ~80-85% (idle screen - 55-60, busy station zommed out - 100)
16:04:49 <Phazorx> and p4s just drops out with 99% pegged after few seconds
16:05:14 <Phazorx> i even sent my banary and batch file to P4 user
16:09:23 <Wezz6400> especially late models with such high frequencies
16:11:41 <Phazorx> xeons are not that bad of CPUs
16:12:14 <Hendikins> Architecture differences could well account for it.
16:12:54 <Hendikins> K7 and P4 are different architectures, even if they use the same instruction set.
16:13:29 <Phazorx> well p4 and xeon are differnt too
16:13:38 <Phazorx> same goes to tbre and barton
16:14:11 <Phazorx> however 3800+ X2 is slower than this 2500+ too
16:14:33 <Phazorx> at least accordingly to server test
16:14:46 <Phazorx> i'd realyl like to profile that one
16:15:01 <Hendikins> That I don't buy. I find my 2600+ 64bit Sempron to be quicker for doing dedicated than my dual 2600+ Bartons.
16:15:28 <Hendikins> (although the dual is moot, since ottd can't use both CPUs)
16:16:10 <Phazorx> XeryusTC: got 25-30% higehr load on hix 3800
16:16:17 <Phazorx> using same revision and save
16:17:03 <XeryusTC> when you consider it was one core ;)
16:17:20 <XeryusTC> if you take dual coring into account it was almost half :P
16:17:39 <Phazorx> XeryusTC: care to do profile run ?
16:17:53 <XeryusTC> it took only 20% of my total cpu
16:18:11 <Phazorx> yeah... but xp sees 200% as total
16:18:24 * Hendikins isn't using Windows, perhaps that helps?
16:18:25 <XeryusTC> it sees 100% as total
16:18:55 <Phazorx> of one core full load is 50% - it doesnt sound like 100% to me
16:19:10 <XeryusTC> both cores full load is 100%
16:19:17 <Hendikins> My Bartons use 32bit OpenSUSE 10.2 with 32bit openttd. My Semprons use 64bit OpenSUSE 10.2 with 64bit openttd :P
16:19:21 <Phazorx> Hendikins: linux actualy got worse performance somehow
16:19:37 <Phazorx> Hendikins: i can dcc the save
16:19:42 <Hendikins> And yes, Win32 will take 100% of all cores to be 100% CPU usage.
16:20:08 <Phazorx> well i dont mind publishing it
16:20:56 * Hendikins ran dual CPU kit with Windows, albeit a few years ago now, and 100% of 1 CPU = 50% CPU usage according to task manager
16:21:24 <Phazorx> so if he gets 20% load on openttd.exe means 40% of power of one core
16:22:27 <Hendikins> And since ottd can only use one core/CPU, that means 40% of CPU power available to it
16:22:47 <Phazorx> which is mroe than 30-35% on 2500+
16:23:03 <Phazorx> current save is mroe advacned tho
16:23:45 <Phazorx> do i need to ocmpile debug one for profiling, i frogot again?
16:25:40 <XeryusTC> Phazorx: you forget the fact that ottd can only use 50% of my cpu
16:26:10 <Phazorx> XeryusTC: same goes for ammlers server that has 4 cpus
16:26:25 <Phazorx> but we are comparing appels to apples
16:26:53 <Phazorx> per core, yours should eb faster than mine'
16:26:58 <Phazorx> or at least same speed
16:27:01 <Phazorx> since it has same clock
16:27:09 <Hendikins> As far as I'm concerned dual core just doesn't have the same status as dual CPU :P
16:27:14 <XeryusTC> one core is equal to a 1900+
16:27:32 <XeryusTC> well, about equal :P
16:28:24 * Phazorx would really liek aprofiling run
16:29:15 <XeryusTC> i think that running some futuremark cpu test is better to compare cpus than running ottd
16:29:36 <Phazorx> i am questioning code optimization for AMD cpu
16:29:48 <Phazorx> how's futuremark is gonna show it ?
16:30:44 <XeryusTC> they have better tests ;)
16:31:07 <Phazorx> shoind openttd code quircks?
16:31:26 <Phazorx> artificial tests is kidna silly for this subject
16:31:31 <Phazorx> i know it should eb faster
16:31:38 <Phazorx> i'm tryignt o find out why it isnt
16:34:54 <XeryusTC> there can be a dozen of reasons
16:35:13 <Phazorx> profiling may shed some light on it
16:35:26 <Phazorx> especially if Hendikins would join the fest
16:36:09 <Eddi|zuHause3> optimisation for any kind of CPU is the compiler's job
16:36:31 <Eddi|zuHause3> it has hardly anything to do with the code itself
16:37:18 <XeryusTC> Eddi|zuHause3: you can influence it by what code you use etc
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16:59:15 <skidd13> Is there a funcion which gets the roadbits, as well when there are roadworks on them?
16:59:44 <skidd13> hi Wolf01 how is the brickland project goin on?
17:00:13 <Wolf01> you can see the last improvement in the forum
17:01:10 <skidd13> nice work, but I still miss AA ;)
17:02:56 <skidd13> Nearest neighbor fits in most cases.
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17:04:37 <skidd13> Has anyone of the devs a few time, to help me with my road_cleanup patch?
17:05:44 <Phazorx> after profiling it makes even less sense now
17:06:35 <skidd13> Sure a lot of new conditions. But it's not at it's final state.
17:09:19 <skidd13> I've got problems with the roadworks. Maybe an dev has a wise advice.
17:10:04 <skidd13> Phazorx: Which patch did U use?
17:10:21 <Phazorx> i'm benching intel vs amd
17:11:10 <Phazorx> 2500+ vs Xeon 5160 3Ghz
17:11:20 <Phazorx> visualy there was less difference
17:11:35 <Phazorx> but still in tbred favor
17:11:50 <peter1138> 1.83GHz vs 3GHz? heh
17:12:11 <skidd13> desktop VS workstation
17:12:21 <peter1138> like there's any difference
17:14:37 <Phazorx> it's a tbred not barton
17:14:43 <Phazorx> so 2000mhz vs 3000mhz
17:14:57 <Phazorx> according to taskman and top
17:15:13 <Phazorx> tbred had ~30% load while xeon was ~50%
17:15:25 <Phazorx> profiling run makes no sense to me at all
17:15:59 <skidd13> Why is there an assertion in (Get|Set)RoadBits?
17:16:38 <Phazorx> running on different 5160 now... let's see
17:17:46 <Phazorx> does gmon/profiling works different for win/unix ?
17:19:45 <Phazorx> and can anything run in background somehow affect profiling?
17:31:22 <Phazorx> glx: have you ever delat with profiling in mingw?
17:32:00 <Phazorx> what i want to know if results are cross platfrom comparable
17:32:59 <glx> if you tell me the rev and gave me a savegame I can try
17:35:23 <Phazorx> i'm doing: openttd.exe -v null:ticks=10000 -g save/test.sa
17:36:35 <Phazorx> and i really wonder what load will you see in taskman if you just openttd.exe -D -g save/test.sav it
17:37:10 <glx> I reconfigured with enable-profiling
17:44:20 <glx> openttd uses only one core
17:44:40 <Phazorx> 40 is sclaed to one core 40% or 40% as windows sees it ?
17:44:40 <glx> so it is like 80% for a single core cpu
17:46:16 <Phazorx> it doesnt rreach 80 ehre
17:46:23 <Phazorx> fluctuates quite a bit tho
17:47:26 <Wezz6400> if you have dual core windows will never display the load on one core above 50%
17:47:27 <Phazorx> glx: can ya do a profile run plz
17:47:46 <Phazorx> Wezz6400: that was exactly my point i was trying to clarify
17:48:19 <Phazorx> on 2500 it looks like 65-70 but i seen as low as 40 and as high as 100
17:49:01 <Phazorx> nm that was due to priority
17:50:03 <glx> 10000 ticks with your save is very long
17:51:40 <Phazorx> that's on mine and 180 for one Xeon and 1700 for another
17:58:17 <Phazorx> that makes sense for CPU perfromance... but not for taksman
18:01:38 <kaan> i hate when the net isnt working!!!!!!!
18:03:46 <Prof_Frink> kaan: Calm down, you have internets now
18:07:09 <Chris82> is it actualy possible again to update attachments?
18:08:10 <Chris82> otherwise I'll just delete the old ones now and hope no one has linked them :D
18:08:49 <TrueBrain> Zr40: I hate it when you do that p
18:09:40 <kaan> hmmm, autoslopes is twisting my brain, maybe i should take a break :)
18:10:24 <TrueBrain> or replace your brain :p
18:10:36 <kaan> ohhh, nice idea, anyone have a spare?
18:11:20 <kaan> ohhh, good, ill take it, please do mail it :)
18:12:36 <kaan> it is quite fun to watch a power plant drop a level when you remove its foundation :P
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18:33:25 <Smoovious> Chris82... I was able to replace an attachment
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18:55:31 <TrueBrain> Stupid shit: /var/tmp/cross/powerpc-unknown-linux-gnu/portage/gcc-4.1.1-r3/work/gcc-4.1.1/gcc/crtstuff.c:1: error: -msecure-plt not supported by your assembler
18:55:41 <TrueBrain> Turulo: first attempt to compile the crosscompiler failed :p
18:59:58 <Smoovious> maybe it needs to be cross-compilied first? :D
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20:04:12 <kaan> is there any sort of state variable set when the game is generating a new map?
20:06:45 <Rubidium> somethinggenertatsomething
20:06:51 <Rubidium> somethinggeneratsomething
20:07:33 <kaan> so i just do this i guess : if (somethinggeneratsomething) {
20:07:59 <Eddi|zuHause3> if(_generating_map)?
20:08:06 <Rubidium> /ignore #openttd kaan
20:09:09 <Rubidium> oh crap, it had a space in front of it... stupid client, you should trim strings before parsing them
20:09:53 <glx> IsGeneratingWorld() <-- that could do it too
20:10:17 <Eddi|zuHause3> the joy of grep :p
20:11:29 <Rubidium> giving the complete answer isn't didactically favourable, giving a hint is
20:13:17 <Eddi|zuHause3> i don't even know if my answer was even remotely correct
20:15:18 <kaan> glx that worked wonderfully :)
20:15:35 <kaan> now im going to post my broken autoslopes patch :P
20:16:21 <Eddi|zuHause3> i thought we had enough broken autoslope patches already?
20:17:55 <Eddi|zuHause3> and i also thought it was decided that the proper way was to store slopes (or all 4 corners) explicitely in the map
20:20:43 <kaan> I didnt hear anything about that anywhere ... but then i had a nice vacation :D
20:35:16 <Eddi|zuHause3> well, technically, i heard celestar saying he wanted to do it that way a year ago, but he lacked approval of the developers' committee or something :p
20:37:28 <Smoovious> well, storing 4 corners would alllow future terrain changes too... steeper slopes maybe... more gradual height changes... so long as there are sprites to support them... .. .
20:38:03 <Smoovious> and the huge headaches that come with em. :D
20:41:10 <Smoovious> would someone using the latest nightly, type an underscore in the console, and see if the window zooms out at the same time?
20:41:20 <Eddi|zuHause3> exactly, the current system is a horrible mess of hacks and special cases for slopes
20:42:57 <Smoovious> hmm... for that matter, the console isn't showing in the right place either...
20:43:15 <Smoovious> so, not knowing if i t is ChrisIN specific right now... .. .
20:46:28 <Prof_Frink> Smoovious: No zoomout here (r10715)
20:47:49 * Smoovious waits for his own r10715 to compile
20:50:04 * Smoovious tosses the penguin back.
20:51:49 <Eddi|zuHause3> [... dozens of "xxx.grf not found" messages ...]
20:51:52 <Eddi|zuHause3> dbg: [sprite] Tried to load real sprite #4627 as a non sprite. Probable cause: NewGRF interference
20:51:52 <Eddi|zuHause3> Error: !Disconnecting road vehicle.
20:51:52 <Eddi|zuHause3> openttd: /home/johannes/spiele/OpenTTD/src/openttd.cpp:110: void error(const char*, ...): Assertion `0' failed.
20:52:03 <Eddi|zuHause3> is that how this is supposed to work?
20:53:19 <Rubidium> not really I guess, but apparantly you had a savegame with ARVs and you didn't have the appropriate grfs
20:54:54 <Eddi|zuHause3> hm... the console window is not fully painted black...
20:55:54 <Eddi|zuHause3> there is a stripe about as big as the main toolbar not painted black
20:56:19 <Eddi|zuHause3> you can see that it is part of the console window if you scroll while the console is open
20:56:56 <Eddi|zuHause3> but underscore does not zoom out for me either...
20:59:54 <Smoovious> the viewport glitch for the console sounds like the other part of what I saw
21:00:03 <CIA-1> OpenTTD: rubidium * r10716 /trunk/src/window.cpp: -Codechange: not all windows' minimum size is actually their minimum size, so take the size of the window after WE_CREATE has been called as bare minimum size.
21:00:45 <CIA-1> OpenTTD: rubidium * r10717 /trunk/src/window.cpp: -Fix: in-game console had a "transparent" part when opened in a game, while it did not in the menu.
21:01:45 <Eddi|zuHause3> looks better :)
21:24:59 <Smoovious> still getting the zoom-out with r10717 with the console open on Win32
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