IRC logs for #openttd on OFTC at 2008-08-07
        
        
        
            ⏴ go to previous day
00:05:54  <spence> We're Now Seeking For A New IRCop, For More Info Type /Server -m IRC.P2PChat.Net -j #Morpheus
 
00:10:18  <ben_goodger> there's so little to do...
 
00:31:40  <Eddi|zuHause> if you ever think there is nothing to do, go to the suggestions forum, pick a random thread, and start implementing what they request there :p
 
00:33:04  *** Eddi|zuHause has joined #openttd
 
00:51:24  <ben_goodger> well, I can't actually write C
 
00:51:44  <Fennec> C code. C code run. Run, code, run. plz?
 
00:52:10  <ben_goodger> now, give me a python API and I'll be all over it :P
 
00:52:56  <Eddi|zuHause> languages are all the same...
 
00:52:57  * Fennec should stare at the openttd source some time :)
 
00:53:23  <Fennec> Eddi|zuHause: ha! Try using anonymous closures in C and see where you get! :)
 
00:56:14  <Eddi|zuHause> i'm not quite sure what "anonymous closures" are right now, but the openttd code uses all kinds of concepts that were not even invented when C was defined
 
00:56:32  <Fennec> earlier today I got to see the Perl debugger crash on some insane overloading semantics :P you never have to deal with those in C :)
 
00:57:49  <Fennec> Eddi|zuHause: little things like, oh, $a = 4; my $b = sub { return $a; }; $a = 5; print $b->();    # prints 4
 
00:58:58  <Fennec> great for metaprogramming.
 
01:00:01  <Eddi|zuHause> what does the "my" do there?
 
01:01:13  <Fennec> yes. my creates a local variable. as opposed to local, which does not. yes, this is quite possibly the stupidest single thing in Perl. :P actually the first $a could have a 'my' on it to. but anyway.
 
01:02:51  <Eddi|zuHause> i'm stil not sure what you are trying to tell me
 
01:04:46  <Fennec> sub wrap_maker { my ($tag) = @_; return sub { my ($html) = @_; return "<$tag>$html</$tag>"; }      my $bold = wrap_maker("b");     print $bold->("i am in bold");       # prints "<b>i am in bold</b>"
 
01:04:53  <Fennec> I'm saying, in reference to  <Eddi|zuHause> languages are all the same...
 
01:04:59  <Fennec> that there's no trivial analogue to that in C.
 
01:07:19  <Fennec> obviously, the same results can always be achieved, but they involve hanging on to more data structures instead of having the compiler implicitly hang on to them for you.
 
01:09:36  <Eddi|zuHause> yes, but i expect someone that says "i can ONLY program in language XYZ" to be less theoretically sophistically and not very abusive of extreme language features
 
01:11:20  <Fennec> heh. "abusive of extreme language features" ---> don't look up Test::Resub on CPAN, it'll scare ya :P
 
01:11:23  <Eddi|zuHause> and that last line of yours can easily be done with C++-templates
 
01:12:04  <Fennec> hmm? can it be done with said templates when I get my tag name and formatting metadata from user input or a database setting somewhere instead of at compile-time?
 
01:13:48  <Eddi|zuHause> you can disable any argument by changing the requirements on the fly... that does not make it a good discussion style
 
01:13:55  <Fennec> I mean, there's certainly ways to go about doing it (make yourself a new class which stores an appropriate interface and has an invocation technique). it's just an entirely different way of going about doing it.
 
01:14:30  <Eddi|zuHause> and you're certainly not going to sell me perl...
 
01:14:33  <Fennec> therefore, I simply contend, all languages are not the same.
 
01:15:10  <Eddi|zuHause> they are, with a sufficient level of abstraction
 
01:15:11  <Fennec> naah, I'd reccomend more Ruby-ish if you're doing something new and are otherwise interested in that direction I think.
 
01:16:08  <Fennec> with a sufficient layer of abstraction, a fish and a banana are the same. :)
 
01:16:26  <Eddi|zuHause> yes, that is what i am saying
 
01:16:31  <Eddi|zuHause> you can eat both
 
01:17:11  <Eddi|zuHause> there is no inherent reason why you would say "i can only eat bananas"
 
01:19:37  <Belugas> what about : i have no teeth?
 
01:21:05  <ben_goodger> or if you were a vegan.
 
01:21:11  <Eddi|zuHause> i would actually believe you :p
 
01:21:21  <ben_goodger> or a vegetarian, or if you were allergic to fish
 
01:22:11  <Eddi|zuHause> and if you are allergic to C, you should probably stay far away from here ;)
 
01:22:39  <Eddi|zuHause> otherwise you are just making up excuses not to try to learn it
 
01:23:36  * Belugas was once allergic to C, but thanks to ttrs2, he got kinda cured...
 
01:27:47  *** welshdragon has joined #openttd
 
01:28:40  <CIA-5> OpenTTD: belugas * r14011 /trunk/src/graph_gui.cpp:
 
01:28:40  <CIA-5> OpenTTD: -Codechange: not required to define an enum which was just the representation of another.
 
01:28:40  <CIA-5> OpenTTD: If you want to customize it more easily, why not a simple const of said enum value?
 
01:28:50  <Eddi|zuHause> anyway, a "bold=tag_factory('b')" is not a revolutionary programming pattern invented by perl...
 
01:56:55  *** welshdragon is now known as welshdra-gone
 
02:00:30  <Yexo> is it just me or is bugs/svn/hg .openttd.org down?
 
02:00:44  <Belugas> Yexo, we gave TTD Dude the same answer :D
 
02:01:00  <Yexo> that should teach him to read hext time
 
02:04:16  <Belugas> maybe a momentary lapse of IP-whatever
 
02:04:39  <Belugas> no, bugs is really down
 
02:04:51  <Yexo> I can use svn from the command line, but not the web interface
 
02:15:21  <Belugas> so it means the web services are down, but not the www one
 
02:15:43  <Belugas> looks like a job for TrueBrain that must be sleeping
 
02:16:03  <Yexo> hg isn't accessable at all
 
02:22:36  <Belugas> sorry, nothing i can do :(
 
02:22:57  <Belugas> and damned... DoDrawString is a TINY little bit EVIL
 
05:33:25  *** Vikthor has joined #openttd
 
06:02:23  *** Sir-Bob has joined #openttd
 
06:50:18  <Celestar> hows it going peter1138 ?
 
06:51:52  <Celestar> any new developments (=
 
06:51:59  <peter1138> Buttons for sorting
 
06:55:13  <peter1138> Makes the destination view much more useful, sorting by cargo waiting.
 
06:55:35  <Celestar> pulling a rebuilding
 
06:58:16  <Celestar> did you get a chance to do some profiling?
 
07:05:30  <Celestar> peter1138: oh .. profiling works now
 
07:07:59  <Celestar> > gprof openttd | grep Routing_t | head -n3 0.07     25.70     0.02  1764518     0.00     0.00  Routing_t::FindNextHop(unsigned short, unsigned short) const 0.07     25.74     0.02  1669320     0.00     0.00  Routing_t::UseVehicle(Vehicle const*, unsigned short, bool) const 0.04     26.59     0.01  1782248     0.00     0.00  Routing_t::RecomputeCache(unsigned short) const
 
07:08:12  <Celestar> there are the three most expensive routing functions
 
07:08:22  <Celestar> at 0.07, 0.07 and 0.04 %
 
07:08:35  <peter1138> C++ is inefficient... remember?
 
07:08:53  <peter1138> At least, everyone always said so, heh...
 
07:08:58  <Celestar> 9.12      2.54     2.54  7189643     0.00     0.00  Blitter_8bppOptimized::Draw(Blitter::BlitterParams*, BlitterMode, ZoomLevel)
 
07:09:29  <Celestar> this takes about ONE HUNDRED times as much time as the routing system (with 200 active vehicles and all cargo routed)
 
07:10:07  * Celestar stops thinking about optimizing Routing_t at once
 
07:10:14  <Suisse> waaaa i'm not lucky with damn assert today :'(
 
07:10:17  <Celestar> peter1138: the sortable cargo view is awesome
 
07:10:20  <Celestar> Suisse: what are you doing?
 
07:10:31  <Suisse> 2 assert in less than 5 minutes ^^'
 
07:10:33  <Celestar> peter1138: you forgot to adjust the TODO file (=
 
07:12:37  <peter1138> So the real question is why did the other patches have performance problems, and why is the rest of the code so slow? :P
 
07:12:51  <Celestar> we spend more time in GetCharacterWidth than in the entire routing system :P
 
07:13:17  <Celestar> peter1138: or we're just better :P
 
07:14:53  <Celestar> peter1138: I'm trying to use a bigger game
 
07:16:33  <Celestar> peter1138: I dunno, but the three real C++ components: YAPF, YAPP and Cargodest have no noticable performance impact on the game :P
 
07:21:38  <Suisse> someone know about the presignal entry bug?
 
07:23:09  <planetmaker> Suisse: what kind of behaviour do you refer to as bug?
 
07:23:21  <Suisse> if you are trying do drag you mouse on a train line where is a presignal entry, the next signal will be presignal entry instead of current signal
 
07:24:20  <Rubidium> Celestar: retry without newgrfs ;)
 
07:24:52  <Celestar> Rubidium: retry what?
 
07:25:11  <Celestar> Rubidium: only if you have a large newgrf-free savegame (=
 
07:25:19  <Rubidium> Celestar: Pile Transport
 
07:25:38  <Rubidium> Suisse: I've got no idea what I need to do to reproduce that
 
07:25:43  <Celestar> Rubidium: where is it?
 
07:25:51  <Suisse> (but i didn't remove newgrf in the r14005 ^^')
 
07:26:21  *** lobster_MB has joined #openttd
 
07:26:47  <Celestar> peter1138: so what remains? the vehicle-type view and the station size thingy
 
07:27:39  <Suisse> i can have the same problem with r14005
 
07:28:51  <Suisse> Rubidium linux or mac?
 
07:29:01  <Rubidium> Linux, but that doesn't matter
 
07:29:11  <Suisse> maybe a wrong predefine :O
 
07:29:48  <Rubidium> as if the game code runs on defines?
 
07:30:11  <Suisse> run no, compiled yes :o
 
07:30:17  <Celestar> Rubidium: there is something very very very wrong with that game
 
07:30:21  <Celestar> Rubidium: non of the vehicles move
 
07:30:34  <Rubidium> remove your default newgrfs
 
07:30:52  <Rubidium> it's a game from before the "save newgrfs in savegame", so it takes the newgrfs from your default config
 
07:31:07  <peter1138> Yeah, signal dragging copies pre-signals now.
 
07:31:37  <Celestar> Rubidium: that's better (=
 
07:31:45  <peter1138> Should be simple to fix.
 
07:31:49  <Suisse> just the presignal entry
 
07:32:05  <Suisse> and i don't want to search by myself x)
 
07:34:11  <Celestar> Rubidium: not that you transport much cargo in Pile transport with destinations activated :P
 
07:35:34  <Celestar> Rubidium: bah... they did only 117kunits of cargo on that one ..
 
07:35:45  <Celestar> my YAPP-test game had 2.5 million
 
07:36:06  <Celestar> that's about 20 times as much
 
07:36:17  <Rubidium> hmm, so it isn't their biggest one?
 
07:36:59  <planetmaker> Moin, Rubidium: we had bigger games.
 
07:37:01  <peter1138> Suisse, no, copies all pre-signal types...
 
07:37:15  <planetmaker> but not newgrf free games
 
07:37:47  <planetmaker> peter1138: usually dragging only makes sense with pbs signals, pbs one-way signals and normal one-way...
 
07:38:15  <peter1138> planetmaker, yes, I'm talking about a bug...
 
07:38:22  <Rubidium> planetmaker: according to your website it is "our largest game ever"
 
07:38:32  <planetmaker> Rubidium: at that time (2005) :)
 
07:38:51  <Rubidium> planetmaker: then fix that and tell us what is the largest game ever!
 
07:39:08  <Celestar> Rubidium: no noticable impact of cargodest (=
 
07:39:41  <planetmaker> but much less compact than your game
 
07:39:46  <Suisse> only normal signal work :/
 
07:41:47  <peter1138> It's copying the signal type for everything, a normal signal will obviously be copied as a normal signal
 
07:42:08  *** Sir-Bob has joined #openttd
 
07:42:12  <Celestar> how do I obtained the population of a town tile
 
07:42:52  <Celestar> I want some system that generations an equal amount of passengers (statistically) from A->B than from B->SA
 
07:46:17  <Celestar> Ammler: do you have a grf list for that one?
 
07:46:43  <Ammler> Celestar: I am checking, if current coop pack works with it
 
07:48:58  <Celestar> peter1138: for the station sizes concerning passengers and mail, we could just use the amount of passengers/mail that was generated, right?
 
07:48:59  <planetmaker> Celestar: you're routing everything so far, or just PAX?
 
07:49:05  <Celestar> planetmaker: configurable
 
07:49:10  <CIA-5> OpenTTD: peter1138 * r14012 /trunk/src/rail_cmd.cpp: -Fix (r13936): Don't copy pre-signal type when dragging signals.
 
07:49:23  <planetmaker> and nice commit :)
 
07:49:35  *** ChanServ sets mode: +o Bjarni
 
07:49:42  <Suisse> ho so it's not a new feature :O
 
07:49:52  <Celestar> planetmaker: currently only two items left on the TODO list
 
07:49:58  <Celestar> plus one or two minor things in the code
 
07:50:26  <Celestar> 1) Improve destination generation (bias the PRNG by station size)
 
07:51:02  <planetmaker> Sounds like pretty quick progress :)
 
07:51:23  <planetmaker> Hehe. All people from Munich central going to Kleinkleckersdorf village station :P
 
07:51:26  <Celestar> 2) Minimap a) color the beams by vehicle-type
 
07:51:39  <Celestar> planetmaker: about. yeah (=
 
07:52:19  <Ammler> Celestar: seems to work nice with GRFPack 7.1
 
07:52:27  <Celestar> Ammler: where is it?
 
07:52:49  <Celestar> peter1138: we need to adapt the configure script so that it searches for adjacencylist.hpp
 
07:53:03  <Ammler> well, you will have the most already
 
07:55:52  <Ammler> but only 290 trains and 350 rvs/trams
 
07:56:37  <Ammler> Hiroshima Tramset might also be important
 
07:58:15  <Celestar> Ammler: don't get Routing CPU usage above 1% with that one either
 
07:59:10  <Rubidium> yeah, but is the routing actually the part that takes the CPU power or is it the fact that there are many many more packets?
 
08:00:37  <Celestar> Rubidium: I don't think the amount of packets have a huge influence on CPU power, but memory consumption
 
08:02:02  <Rubidium> loadunload vehicle and age cargo are certainly negatively influenced
 
08:02:36  <Rubidium> and improved loading seems to get messed up with cargopackets (at least when I tried it a while ago)
 
08:02:48  <Ammler> those stations have waiting pax around >10k
 
08:03:32  <Ammler> we played that game right after you broke the 4k limit, we had then sometimes 100k or more waiting pax there... :-)
 
08:07:27  <Rubidium> oh noes... a limit has been broken? Lets fix it ;)
 
08:07:56  <planetmaker> first learn the rules, then bend the rules, then forget the rules.
 
08:09:22  <Ammler> Rubidium: you introduced then the soft- and hardlimit :-)
 
08:09:41  <Celestar> Rubidium: we need to merge cargopackets
 
08:09:49  <Celestar> Rubidium: based on age
 
08:09:50  *** [com]buster has joined #openttd
 
08:10:07  <Celestar> Rubidium: the most expensive thing is when you have millions of cargopackets
 
08:10:29  <planetmaker> transported cargo in that game approx 500000 pax per month
 
08:11:20  <Celestar> Rubidium: do you know anything about the improved loading code?
 
08:13:37  <Celestar> Rubidium: would you mind to have a look at it?
 
08:14:01  <Rubidium> I know nothing of the whole routing stuff
 
08:14:18  <Rubidium> and improved loading is dead simple
 
08:14:30  <peter1138> Improved loading fails a bit with destinations :(
 
08:14:30  <Rubidium> 1) you have an ordered list (on arrival time) of vehicles
 
08:14:51  <Rubidium> 2) you have a list with the amount of cargo of each kind
 
08:15:25  <Celestar> peter1138: where does it fail?
 
08:15:45  <Rubidium> 3) you for over list #1 with #2 as parameter and you decrease the amount of cargo whenever full load has been selected on that vehicle by the number of "items" it can store in the vehicle
 
08:16:02  <peter1138> Cargo quantity is allocated but destination is ignored.
 
08:16:14  <Rubidium> 4) when amount of cargo (list #2) is 0 you can't load anything
 
08:16:18  <Yexo> in one of the previous cargodestination patches, the loading was dead slow. IIRC thsi was because on every tick (or every few ticks) only one cargo packed is loaded, so if you have to load lots of small cargo packes, it takes a lot longer
 
08:16:39  <Celestar> we don'T have that problem (=
 
08:18:28  <peter1138> LoadUnloadStation()
 
08:18:32  <peter1138> int cargo_left[NUM_CARGO]
 
08:21:34  <peter1138> and economy.cpp:1508
 
08:23:37  <peter1138> We need to reserve cargo on a per-destination basis :(
 
08:25:28  <Celestar> Rubidium: peter1138: we also need to merge the packets. dunno how but we need to do it, otherwise the cargolists become so long that the looping give a noticable impact and the game "stutters" even tho CPU load is far from 100%
 
08:25:40  <Celestar> peter1138: plus the whole thing in Routing_t as well (=
 
08:26:56  <Celestar> paste the current code in NoRouting_t (=
 
08:27:59  <Celestar> peter1138: we need to reserve cargo on a per-nexthop basis I think, don't we?
 
08:29:09  <Celestar> so maybe make a list of nexthops
 
08:29:17  <Celestar> (which is easy, it's just the edge list)
 
08:30:22  <Celestar> and make a std::vector out of cargo_left
 
08:31:03  <Celestar> LoadUnloadVehicle then gets the nexts only the cargo_left[v->nexthop] something
 
08:37:16  <peter1138> Right, yes, nexthop, not destination...
 
08:38:01  <peter1138> What about cargo without a destination?
 
08:39:18  <Celestar> doesn't matter, it's only transitional when enabling the function in game
 
08:39:46  <Celestar> so assign to the first nexthop in the list?
 
08:40:35  * Celestar is just browsing through the other paxdest patch
 
08:40:43  <Celestar> return (uint32)sqrt(DistanceSquare(t0, t1));
 
08:40:46  <peter1138> Well, it matters if you don't have destinations enabled :)
 
08:40:55  <Celestar> peter1138: then don't use the nexthop
 
08:41:12  <Celestar> peter1138: yes, sqrt :)
 
08:41:20  <peter1138> Does it have a "GoSlowOnceADay()" function?
 
08:41:26  <peter1138> Or was it monthly? I never tried it.
 
08:41:38  <peter1138> I looked at the source and hated it ;)
 
08:42:03  <peter1138> I mean... all that extra junk saved in a new chunk for cargo packets... how odd.
 
08:42:59  <Celestar> it totally lacks const
 
08:44:26  <Celestar> for (o = first; o->dest != st->index; o = o->next) ; <= error o->GetType() maybe != OT_GOTO_STATION
 
08:44:54  <Celestar> oh it's checked later :o
 
08:50:23  <Celestar> peter1138: honestly, I dunno why the previous patch was slow
 
08:50:35  <Celestar> except that it looped all the passenger cargopackets once each month (=
 
08:51:50  <Celestar> peter1138: so are you working on the gradualloading thingy?
 
09:02:33  *** Doorslammer has joined #openttd
 
09:13:45  <peter1138> You have received a PGP Universal Secured Message from:
 
09:13:49  <peter1138> To read this message securely, please click this link:
 
09:13:59  <peter1138> Defeating the point, somewhat :o
 
09:14:06  <peter1138> Plus the link doesn't work, heh...
 
09:14:19  <planetmaker> now, that's secure indeed :P
 
09:35:15  <Wolf01> anybody who wants to help me on drag&drop road stations? (so they will support also extending adjacent stations like rail stations do)
 
09:37:43  *** Sir-Bob has joined #openttd
 
09:38:10  <ln> someone holds down the mouse button while you move the mouse?
 
09:38:57  <peter1138> Wolf01, I can't help at the moment but I will support the idea. Just code it nicely ;)
 
09:39:18  <peter1138> Placing multiple road stops is quite painful currently.
 
09:39:22  <Wolf01> ln: maybe I'm trying to do this for 2 weeks without getting something working?
 
09:40:58  <Wolf01> thank you peter1138 ;) the main problem about them is the 16 bays limit, but I have enough troubles with drag&drop to solve before that :P
 
09:41:09  *** thgergo has joined #openttd
 
09:41:33  *** Singaporekid has joined #openttd
 
09:41:45  <Celestar> Wolf01: it's a problem?
 
09:42:08  <Celestar> Wolf01: static const uint LIMIT           = 16;  ///< The maximum amount of roadstops that are allowed at a single station
 
09:42:11  <Celestar> there's your problem (=
 
09:42:42  <Wolf01> no, if I raise the limit I only move away the problem
 
09:42:47  <Celestar> it's just there because DV insisted it to be there
 
09:43:21  <Celestar> just raise to 64 if you want to (=
 
09:43:49  <Wolf01> I want to keep all the things as they are now, maybe I'll put a max bays patch options like the max station size
 
09:44:34  <Wolf01> but the problem is with the drag&drop, I need to count how many bays are already joined with the station I want to extend
 
09:44:54  <peter1138> That seems quite easy.
 
09:45:05  <peter1138> There must already be a counter...
 
09:45:56  <Celestar> I should convert multistop into a std::list
 
09:46:31  <peter1138> What is it currently?
 
09:46:42  <Wolf01> and the other 2 problems are: 1) if I drag an area of 5x4, where it will put the bays? 2) how does the drag&drop work, I was able to make a lot of features with that, but seem that something changed and I'm not able anymore
 
09:47:18  <Rubidium> peter1138: linked list inside the roadstop struct
 
09:47:22  <Celestar> peter1138: no a linked list
 
09:47:29  <Celestar> peter1138: std::list-by-hand
 
09:47:29  <peter1138> Wolf01, for directional, limit to 1-dimension
 
09:47:32  <Rubidium> like is done for vehicles and orders
 
09:48:32  <peter1138> For drive through, 5x4 is fine.
 
09:48:58  <Celestar> bus stop on a 8-lane instate?!
 
09:59:31  <Celestar> it shows the station input, output and throughput
 
09:59:59  *** Martijn has joined #openttd
 
10:00:15  <blathijs> Celestar: And why are there six numbers for passengers then?
 
10:00:43  <peter1138> Celestar, from the other patch?
 
10:00:46  <peter1138> I think it's confusing.
 
10:00:54  <peter1138> No explanation of the data.
 
10:01:42  <Martijn> Does anyone here know how to set a money limit to a game?
 
10:02:00  <Martijn> I'm running a dedicated OpenTTD server and I think this would be a nice feature, but I cant seem to find the setting for it
 
10:02:18  <peter1138> fonso, is it possible for that to be Tile_t::iterator or TileIndex::iterator, like other (stl) C++ iterators?
 
10:02:42  <fonso> I'm not looping over a single tile
 
10:03:14  <fonso> but we have different ways of iterating
 
10:03:20  <fonso> we need different iterators
 
10:03:29  <peter1138> Certainly an iterator is nicer than a macro.
 
10:03:51  <fonso> but you can still use the macro in critical places
 
10:04:06  <fonso> because of virtual members
 
10:04:19  <peter1138> Does it need virtual members?
 
10:04:33  <fonso> otherwise we don't get a common base class
 
10:04:45  <peter1138> Right, but do we need a common base class?
 
10:04:56  <peter1138> The operations are not interchangable are they?
 
10:05:00  <fonso> it would be nice in terraform_cmd.cpp
 
10:05:01  <peter1138> Or maybe they are...
 
10:05:19  <fonso> depending on a flag I construct one iterator or the other
 
10:05:25  <fonso> and then use them interchangeable
 
10:07:15  <peter1138> If you used the OrthIterator directly would it still be virtual? Probably, I guess...
 
10:07:28  <Celestar> peter1138: it's not finished
 
10:07:37  *** Progman has joined #openttd
 
10:07:44  <peter1138> Celestar, what isn't?
 
10:07:56  <Celestar> blathijs: one set current month, one set last month
 
10:08:01  <fonso> if the compiler is stupid it might look for further subclasses
 
10:08:10  <Celestar> peter1138: dunno, I've made with patch for r870 (old repo) years ago
 
10:09:16  <Celestar> also a vehicle counter per month
 
10:09:47  <fonso> peter1138: if you call OrthIterator::operator++ explicitly like it's not virtual
 
10:10:25  <Celestar> peter1138: I'll need the data for dest generation anyway, the question is whether to display it or not
 
10:10:37  <peter1138> So it could be fast in normal use... Wonder if it's inlinable too...
 
10:11:03  <peter1138> Celestar, do you gain anything by seeing it?
 
10:11:56  <Celestar> peter1138: dunno, you could optimize your stations possibly
 
10:11:57  <blathijs> Celestar: Shouldn't input and output sum up to throughput?
 
10:12:07  <Celestar> blathijs: throughput is the stuff that it transferred
 
10:12:14  <Celestar> peter1138: but possibly not, no
 
10:13:01  <blathijs> Celestar: Ah, input and output is stuff that entered/left the stations through the doors, not what entered/left over track :-)
 
10:13:25  *** [com]buster has joined #openttd
 
10:13:37  <dih> Martijn, you can set the start loan, but you cannot define the max value a company may have!
 
10:15:18  <Martijn> But there seem to be servers that do have this feature!
 
10:15:48  <Bjarni> at least I haven't seen anything like that
 
10:16:00  <Bjarni> and I find it hard to know how they would have implemented it
 
10:16:23  <Bjarni> or do you mean max loan?
 
10:16:32  <Martijn> I dont know if its company value... I think its just the money you currently have
 
10:16:46  <Martijn> i've seen some servers that end the game if a player reaches $10M for example
 
10:18:26  <Bjarni> I guess that's more like a stop criteria than a limit
 
10:18:50  <Martijn> Its a bit like the game restarting when it reaches 2051
 
10:19:18  <Martijn> But instead the game restarts when a player has a set amount of money
 
10:19:54  <Bjarni> sounds like a script that keeps track of the players and sends a restart command if the value is higher than a certain amount
 
10:20:20  <dih> Martijn, there are scripts that wrap around the server console
 
10:20:30  <Martijn> Like autopilot you mean?
 
10:20:32  <dih> they can check for money or company value
 
10:20:39  <dih> pause - say a few lines, issue newgame
 
10:20:53  <dih> though i think Kurt uses a python script
 
10:21:06  <Martijn> I dont know who Kurt is :+
 
10:21:08  <Celestar> peter1138: the "loading iterator" takes up to 2 million cycles :(
 
10:21:19  <Celestar> peter1138: economy.cpp:1600
 
10:21:21  <dih> Kurt is the guy who runs the server 'Kurts hard limit' :-P
 
10:21:35  <dih> that is the server that finishes at 10Mio
 
10:21:42  <Bjarni> it wouldn't be feasible to code a limit to company value. It would be like "can't place track here. Company is too big"
 
10:21:57  <dih> Bjarni, that would be funny :-D
 
10:22:09  <Martijn> Does Kurt ever come by here?
 
10:22:26  <Martijn> It seems like I need the script that Kurt is using, right?
 
10:22:36  *** welshdra-gone is now known as welshdragon
 
10:23:16  <Bjarni> if you want that feature
 
10:23:32  <Martijn> Lets see if I can find out how to contact this Kurt
 
10:23:35  <dih> Martijn, Kurt is not oblidged to hand out his script
 
10:23:48  <Bjarni> you can still ask him for it though
 
10:23:56  <Bjarni> but if he says no then you have to accept that
 
10:24:00  <dih> the best bet to get in touch with him is to go on his games or visit his website
 
10:24:07  <dih> also, if you feel like doing some coding
 
10:24:12  <dih> you can use autopilot :-P
 
10:24:31  <Martijn> Does autopilot/ap+ also include this feature?
 
10:24:41  <Martijn> Or is that what you mean by "doing some coding"? :P
 
10:24:50  <peter1138> Celestar, our new one?
 
10:25:01  <dih> that is what i mean by 'doing some coding'
 
10:25:06  <peter1138> Celestar, that'll be better if you combine packets, right?
 
10:25:22  <dih> you have a good wrapper to the console, all you need to do is implement that feature
 
10:25:42  <Martijn> Too bad I've never coded TCL before though
 
10:27:04  <Celestar> peter1138: MUCH better
 
10:27:14  <Celestar> peter1138: it'll just be much much much fewer packets
 
10:27:28  <Celestar> peter1138: I have another idea
 
10:28:17  <dih> Martijn, it's more simple than odd
 
10:28:34  <dih> you should be able to just copy past from examples in the code itself
 
10:28:53  <Martijn> You're making it sound attractive :P
 
10:28:56  <peter1138> Celestar, store packets by nexthop?
 
10:29:07  <Celestar> peter1138: problem solved ;)
 
10:29:18  <Celestar> peter1138: I've gotten the time for that loop from O(n) to O(log n)
 
10:30:05  <Celestar> by adding a dozen lines
 
10:31:10  <Celestar> well not quite from O(n) to O(log n) but something in that magnitude
 
10:31:38  <Celestar> peter1138: the thing is, it makes no sense to call UseVehicle over and over and over again, with u and cp->target being the same for a shitload of packets
 
10:34:09  <Celestar> peter1138: so I'm caching that result locally in the loop (=
 
10:36:04  <Celestar> meh how do I print a '%' in fprintf?
 
10:36:50  <Tefad> have you guys not switched to streams yet?
 
10:37:03  <Celestar> Tefad: unfortunately no :(
 
10:37:08  <Tefad> or is the whole thing C with classes
 
10:37:29  <Tefad> btw, i'm relearning C++ as of late
 
10:37:40  <Tefad> funny how learning java breaks all my C++ knowhow : x
 
10:38:15  <Tefad> NO you can't create new objects inside a function argument list that accepts references.
 
10:38:52  <Tefad> because you have to keep track of the pointer so you can free it later.. silly memory management.
 
10:38:56  <Celestar> Tefad: currently, it's basically mixed C/C++
 
10:40:49  <peter1138> Celestar, ah... handy.
 
10:42:20  <Celestar> peter1138: that's the resolt
 
10:44:32  <Celestar> peter1138: it slows down the smallish loop
 
10:45:00  <peter1138> You mean it's slower if there a only a few packets?
 
10:45:01  <Celestar> but it gives a huge boost (about an order of magnitude) if the packet count is noticable (like 1000, sometimes even more)
 
10:45:07  <Celestar> but that's hardly noticable
 
10:45:24  <Celestar> I'm doing an overall test
 
10:45:33  <peter1138> Hmm, maybe have both paths, and use the cache only if there are a lot of packets.
 
10:47:54  <Celestar> averaging over 100000 loops altogether
 
10:51:03  <Celestar> 90000 cycles with everything cached
 
10:51:04  <peter1138> Instead of 2 million?
 
10:51:23  <peter1138> That's quite a bit faster :D
 
10:53:12  <Celestar> 2 million wasn't really averaged
 
10:53:17  <Celestar> just over a few loops
 
10:53:22  <Celestar> trying again uncached
 
10:54:54  <Celestar> wait about 8 minutes
 
10:55:01  <Celestar> (because that what about 100k loops will take)
 
10:59:17  <fonso> #define INVALID_TILE MapSize()
 
10:59:17  <fonso> Am I the first one who wants to do something like that?
 
10:59:42  <Celestar> peter1138: 700000 cycles without the cache
 
11:00:14  <Celestar> peter1138: but the thing is, the really big loop make the game stutter, because they can take well over a few milliseconds apparently
 
11:00:36  <peter1138> Celestar, so it's still no good? :(
 
11:00:43  <blathijs> fonso: Don't we have an INVALID_TILE defined somewhere?
 
11:00:54  <peter1138> fonso, what's wrong with its current value?
 
11:01:17  <blathijs> And your proposal isn't?
 
11:01:46  <fonso> I'm not the first one, obviously
 
11:02:10  <peter1138> INVALID_TILE is not a define :)
 
11:02:56  <peter1138> Oh, had you not seen it at all? heh
 
11:03:17  <fonso> Somehow I must be blind today
 
11:12:16  <Celestar> peter1138: I gain nothing from not caching
 
11:12:26  <Celestar> (difference is below background noise)
 
11:17:46  <Celestar> the cache helps much much more than the packet merge :D
 
11:17:48  <peter1138> Wolf01, that's a blank file.
 
11:17:59  <peter1138> Celestar, but both together?
 
11:18:39  <Wolf01> ok, now it should work
 
11:24:40  <Celestar> (NO SIGnificant change)
 
11:24:48  <Celestar> the loop it 10 times slower than without routing
 
11:25:02  <Celestar> I take about 8500 cycles without routing
 
11:25:06  <Celestar> and 90000 cycles with routing
 
11:27:34  *** Wezz6400 has joined #openttd
 
11:27:44  <Celestar> well I used 700000 cycles before, so 90000 is a good thing (=
 
11:33:40  <Celestar> peter1138: pushed onto server
 
11:34:42  <Celestar> peter1138: so what to do with improvedload?
 
11:35:10  *** Brianetta has joined #openttd
 
11:38:56  <dih> is there anything that could be done to extend the length of lines one can chat in the game
 
11:39:02  <dih> 64 chars is amazingly short
 
11:39:23  *** SquireJames has joined #openttd
 
11:39:27  <dih> i know that most strings are limited to the same length
 
11:39:33  <SquireJames> Howdy boys, long time no see
 
11:39:36  <Celestar> Rubidium: do you have a sample savegame where improved load fails
 
11:39:38  <dih> but for the chat it has actually only become an annoyance
 
11:40:02  <SquireJames> Yup, i got bit by the TTD bug again
 
11:40:25  <SquireJames> Played "Trainz" for a while but, short of paying 3 quid(!) per loco, not much UK content
 
11:40:34  <Celestar> peter1138: when do you think it's time to go public? ;)
 
11:41:20  <SquireJames> Love the new PBS, been waiting for her for a while, just need programmable signals and i'll be in OTTD perfection
 
11:41:35  <Celestar> what do you expect programmable signals you do?
 
11:41:56  <SquireJames> Not demanding them, just seem like a good idea
 
11:42:29  <SquireJames> Devs agreed when I posted about em long ago, and some form of route priority or filtering would be nice with all these lovely cargo specific platforms
 
11:45:45  <Rubidium> Celestar: I'll try to find one
 
11:47:37  <SquireJames> So, without wishing to pry, whats the newest aim of OTTD?
 
11:47:56  <SquireJames> PBS and NewIndustries/NewCargos largely implemented these days
 
11:48:13  <dih> SquireJames, it's a secre
 
11:48:19  <SquireJames> sounds good, general tidying is always welcome
 
11:48:28  <SquireJames> ah, yes the AI thingy, i heard about that
 
11:48:42  <planetmaker> you have to play them...
 
11:48:51  *** grumbel has joined #openttd
 
11:49:16  <SquireJames> Ah, so some have been completed?
 
11:49:24  <planetmaker> one could even say too fast for a single person...
 
11:49:35  <Rubidium> yes, completed in the sense that OpenTTD is completed
 
11:50:09  <Celestar> Rubidium: is it planned to merge NoAI in trunk at some point
 
11:50:34  <Celestar> SquireJames: well, NewGRF_ports is one thing thats around, fixing bugs/problems and another huge feature that peter1138 and I are working on at the moment (=
 
11:50:39  <Rubidium> given a few preconditions, then yes
 
11:50:47  <Celestar> Rubidium: those being? ;)
 
11:50:54  <Rubidium> it being finished and such
 
11:50:58  <SquireJames> working as in "work but always room for improvement" :)
 
11:51:19  <Celestar> Rubidium: what's it's status? is there a wiki for it or anything?
 
11:51:27  <SquireJames> well, good to see you gentlemen are as dedicated as ever, makes a nice change given some of the game modding/dev circles i've been in of late
 
11:53:12  <Rubidium> but currently they're getting rid of the scripting engine and replacing it with another one that does more sane things
 
11:55:51  <Celestar> Rubidium: who's on it currently anyway?
 
11:56:20  <Rubidium> currently mostly TB and glx with help from Yexo
 
11:57:16  <Celestar> shouldn't train support be *much* easier now with YAPP
 
11:57:18  <Rubidium> Tefad: the squirrel engine is one of the major causes of bugs and especially the nasty type of bugs
 
11:57:43  <Tefad> i knew there was a reason i didn't like squirrel : x
 
11:58:11  <Rubidium> Celestar: no; it didn't remove complexity in building railways
 
11:58:43  <Celestar> Rubidium: but it removes the complexity in the signal networks
 
11:58:47  <peter1138> Rubidium, but building safe/non-blocking routes might be simpler.
 
11:58:57  <Celestar> Rubidium: the networks are just as complex as before
 
11:59:00  <peter1138> Not a huge benefit though.
 
11:59:05  <Rubidium> that is an issue for the AI writers, NOT the API
 
11:59:26  <Celestar> why is my cluster quota 10GB
 
11:59:29  * Celestar goes uploading again
 
11:59:38  <Rubidium> it actually makes the API more complex as there are now more states a vehicle can be in
 
12:00:26  <Rubidium> and the main thing we want to avoid is passing trackdirs and such around
 
12:00:26  <blathijs> Rubidium: What scripting engine will they be using instead?
 
12:00:26  <Celestar> peter1138: I'm not yet fully sure how to tackle the improvedloading problem
 
12:01:01  <SpComb> Yet Another Scripting Language :(
 
12:01:02  <Celestar> peter1138: something that is again transparent to economy.cpp and done in the routing classes
 
12:01:15  <peter1138> NAIL? What happened to whatever it was?
 
12:01:18  <Rubidium> SpComb: noo... Not Another Interpreted Language
 
12:01:23  <blathijs> Hmm, google doesn't seem to know the nail scripting language
 
12:02:23  <Rubidium> peter1138: it'll get dumped, primarily because it has a hook that tells when stuff goes out of scope that... uhm... doesn't always tell when stuff goes out of scope
 
12:02:38  <peter1138> Squirrel and C++ originally :o
 
12:02:45  <blathijs> Yipes, their building their own scripting language?
 
12:03:39  <Rubidium> lua, perl and python are all relatively *slow*
 
12:03:48  <glx> squirrel is full of strange design decisions
 
12:04:05  <Rubidium> factor 4 slower than nail/squirrel on e.g. fibonacci
 
12:04:19  <Celestar> Rubidium: the netgame we tested, did your company have the improvedload problem there?
 
12:04:40  <Rubidium> it was likely not turned on anyways
 
12:06:25  <blathijs> If they really want to have their own language, they should try to make it one where safety can be proved an the result can be JIT'ed to native code
 
12:06:49  <blathijs> Just-In-Time compilation
 
12:07:07  *** planetmaker is now known as publicserver2
 
12:07:18  *** publicserver2 is now known as planetmaker
 
12:13:05  <Celestar> thanks Rubidium I'll have a look at it right now
 
12:13:15  *** KillaloT has joined #openttd
 
12:13:31  <SpComb> hmm, the nail code seems surprisingly concise
 
12:14:26  <SpComb> if whoever's writing it managed to understand their needs right, and the code is already nearing completion, then I guess it's ok
 
12:14:40  <SpComb> but it seems there's no support for libraries, including other modules/files?
 
12:15:04  <SpComb> and it does seem to have an interpretive VM
 
12:15:15  <SpComb> I thought for a moment that it compiled into machine code :)
 
12:15:42  <Celestar> we've written a compiler :P
 
12:16:31  <Rubidium> if only it would compile to the native code of all architectures we support
 
12:16:37  <SpComb> Celestar: are you serious or joking? It's not in the hg repo
 
12:16:54  <SpComb> oh, right, Pawn also uses an abstract machine
 
12:17:15  <Celestar> Rubidium: ah so the other trains just sit around because they think they have reserved stuff but can't load it anyway?
 
12:17:22  <Forked> how did they compile the first compiler!?!?  (ok I know they just wrote it in machine code, but that answer sucks)
 
12:17:31  <SpComb> have the NAIL people looked at e.g. Pawn?
 
12:17:45  <SpComb> I've never looked at Squirrel, so I don't really know what it is like
 
12:18:19  <Noldo> SpComb: last time I checked Pawn it had some 64-bit issues
 
12:18:27  <Celestar> Rubidium: ok .. the vehicle need to remain in the station because they have full load
 
12:18:34  <Celestar> Rubidium: just the loading order is poor at best, right
 
12:19:05  <SpComb> true, it says "pawn is a ... 32-bit extension language with a C-like syntax" on the box
 
12:19:09  <Rubidium> the loading order is "right" if improved loading is turned off, because then it's full load the vehicle in any order you like
 
12:19:17  <SpComb> (hmm... I copy-pasted that as "2-bit extension language")
 
12:19:21  <Rubidium> with improved loading it is first-in-first-out
 
12:19:28  <Celestar> Rubidium: but not with destinations?
 
12:20:14  <Rubidium> well, the third train for the SAME destination leaves first, that's not right
 
12:20:26  <SpComb> so what happens with NAIL if someone writes a library of utility code and other people want to use it in their NAIL scripts?
 
12:20:40  <Celestar> Rubidium: I'll have that issue fixed next.
 
12:20:44  <Rubidium> with destinations it should be FIFO per cargo per destination
 
12:24:26  <peter1138> destination or nexthop? heh
 
12:26:14  <Rubidium> the destination as shown in the station's cargo list GUI thingy window
 
12:28:20  <Celestar> peter1138: logically, nexthop is enough afaik
 
12:33:18  <Celestar> peter1138: because cps get loaded by nexthop as well
 
12:42:09  *** LilDood has joined #openttd
 
12:44:08  <KillaloT> What happends when a vechicle is too old?
 
12:44:16  <KillaloT> I don't see any changes
 
12:45:04  <glx> except station rating is already low
 
12:52:16  <Belugas> KillaloT, iirc, it will break down more often
 
12:52:47  <Belugas> thus loosing profit since time for delivery will be longuer
 
12:58:26  <Celestar> peter1138: I still have this 'stuttering' in one of my games
 
12:58:39  <Celestar> peter1138: thing is. I have it without routing as well
 
12:59:01  <Celestar> I have it in tcsh too
 
13:08:05  <CIA-5> OpenTTD: rubidium * r14013 /trunk/src/rail_cmd.cpp: -Fix [FS#2202]: do not allow extending signals by dragging in any direction other than the track direction.
 
13:19:48  *** Dred_furst has joined #openttd
 
13:30:23  *** ChanServ sets mode: +v tokai
 
13:50:16  <Celestar> peter1138: without a more sophisticated passenger generation system, I see no real way to make routes usage symmetric
 
13:51:56  <SpComb> what's the status on passenger destinations now?
 
13:52:42  <hylje> like a traveller pool per city which increases when people destined there arrive, increases based on population, decreases over time
 
13:53:06  <Celestar> way too complicated for now
 
13:53:09  <Celestar> SpComb: mostly finished
 
13:53:24  <SpComb> what's the scope of it?
 
13:53:32  <SpComb> as in, what does it do
 
13:54:10  <SpComb> or "how much of the stuff considered to be "passenger destinations" does it implement?"
 
13:55:19  <Celestar> SpComb: what do you consider passenger destinations
 
13:56:42  <SpComb> something that picks destinations for passengers, picks a route involving multiple vehicles, and then gets the passenger to said destination
 
13:56:54  <SpComb> whereby there's a million different possible algorithms for choosing destinations and routes
 
13:58:57  <Belugas> "routes usage symmetric"... watzdat?
 
13:59:14  <hylje> Belugas: about as many people come and go in a route
 
13:59:18  <Celestar> Belugas: it means that there is an equal amount of pax from A to B as from B to A
 
13:59:41  <Celestar> Belugas: besides nettest, it's the last big item on the todo
 
14:00:19  <SpComb> Firefox can't establish a connection to the server at galadriel.td.mw.tum.de.
 
14:00:21  <blathijs> Celestar: connection refused?
 
14:00:53  <SpComb> hmm... how does the passenger generation algorithm work?
 
14:01:01  <Belugas> you know, i don't think it is important.  A can be far more popular than B and does not mean that whomever goes to B from A must go back to A after whatever needed to be done in B
 
14:01:07  <SpComb> I recall seeing something about it only generating passengers to destinations that are part of the network?
 
14:01:12  <Belugas> ho my god... it sounds luile realism...
 
14:01:33  <SpComb> does it just pick a destination station at random, or is there some kind of logic re small towns/big towns central station/suburbs?
 
14:01:54  <Celestar> blathijs: sorry. port 8000
 
14:01:59  <hylje> i dont think it takes population/station size into account yet
 
14:02:19  <hylje> ive had a massive flood of people going from a large terminus to a minor town
 
14:02:38  <Celestar> SpComb: nearness (and a size-based prototype on my local copy)
 
14:02:51  <hylje> the distance to the target station
 
14:03:23  <SpComb> so it distributes the available passengers to destination stations based on the inverse distance?
 
14:03:35  <blathijs> Celestar: Why not use hg.openttd.org, btw?
 
14:03:45  <hylje> blathijs: local development
 
14:03:53  <Celestar> blathijs: we're developing locally at the moment
 
14:04:10  <Celestar> hylje: well I must admit that it works like a char (=
 
14:04:28  <blathijs> Celestar: Yeah, I meant pushing to a celestar repository on hg.openttd.org
 
14:04:32  <SpComb> what criteria does it use to pick the route?
 
14:04:42  <blathijs> Celestar: But I presume that galadriel is the machine you are sitting behind?
 
14:04:48  <Celestar> blathijs: yeah kind of
 
14:04:52  <Celestar> my workstation @ work
 
14:04:59  <Celestar> it's on 24/7 anyways
 
14:05:06  <Celestar> unless I'm on vacation
 
14:05:12  <SpComb> writing OpenTTD code at during work hours
 
14:05:21  <blathijs> Or perhaps not sitting behind, but at least compiling on :-)
 
14:05:36  <Celestar> blathijs: nope, I'm compiling on and sitting behind my laptop (=
 
14:05:46  <Celestar> better display, better keyboard, better CPU, more RAM, better GPU
 
14:06:09  <Celestar> only thing workstation is good for is visualizing stuff, because it has two TFTs connected
 
14:06:09  <blathijs> Celestar: In that case, instead of pushing to galadriel, why not push to hg.openttd.org instead?
 
14:06:19  <Celestar> blathijs: less setup work
 
14:06:50  <Celestar> SpComb: the repo contains a "TODO" file
 
14:06:50  <blathijs> Celestar: Lazy ass :-p
 
14:07:53  *** frosch123 has joined #openttd
 
14:10:12  <blathijs> peter1138: Is there any particular reason that there are "merge from <peter|celestar>" commits in the hg repos? Can't hg just import individual commits?
 
14:10:39  <SpComb> those are conflict-merges
 
14:10:50  <SpComb> or even non-conflict merges
 
14:11:19  <SpComb> so it imports the history, and then merges the two together
 
14:13:05  *** welshdragon has joined #openttd
 
14:13:14  <blathijs> SpComb: But it seems that (at least in some cases) these merges really just merge a single commit
 
14:13:23  <blathijs> Why not reuse the original commit message then?
 
14:13:54  <blathijs> I find that one of the advantages of git, if I pull in changes from your repos, I get individual commits with the original commit messages
 
14:14:08  <SpComb> if you take two tips and merge them together into one tip, then that new tip is differnet from the earlier tip, and thence, it's a different commit/revision
 
14:14:36  <SpComb> you'll notice that Celestar's repo also contains e.g. the svn commits, followed by a "Merge with trunk"
 
14:14:53  <SpComb> which indicates that petern merged his local copy with trunk, and then Celestar later pulled in petern's stuff as well
 
14:15:11  <blathijs> SpComb: Yes, but you could take all the commits in one branch (up until where those branches merge again) and commit then apply those commits, one by one, to the other branch
 
14:15:24  <SpComb> but I've only read the hg book, and not actually used it all that much, so I don't have very much pratical experience yet
 
14:16:51  <peter1138> It's a bit irritating.
 
14:16:55  <peter1138> I'm probably doing it wrong ;)
 
14:18:56  <blathijs> That's something that's particularly cool in git, but totally breaks when other people have branched your branches
 
14:19:20  <blathijs> that's probably why there are these merge commits, the alternative I described is essentially rebasing
 
15:11:48  *** FauxFaux has joined #openttd
 
15:21:35  <Eddi|zuHause> what exactly are you trying to tell us?
 
15:22:02  <FauxFaux> That I need to file a bug report about the line passing below zero, if that was at me.
 
15:22:46  <Eddi|zuHause> no, i was talking with the other 20 people that said anything during the last hour.
 
15:23:19  <FauxFaux> I recently re-joined (I assumed there was a netsplit or something), I may have missed something. :)
 
15:25:28  <FauxFaux> Which appears to be down from here. Oh, maybe it's sourceforge migration time.
 
15:35:49  <Eddi|zuHause> webservices having trouble today
 
15:38:13  <Rubidium> lighttpd was for some reason gone
 
15:39:26  <rortom> are you using the new lighttpd version? or the latest stable?
 
15:40:57  <rortom> we are using lighttpd-1.5.0
 
15:41:05  <rortom> it has doubled our speed
 
15:41:14  <rortom> when we switched from 1.4.x
 
15:42:01  *** peter1138 has joined #openttd
 
15:42:01  *** ChanServ sets mode: +o peter1138
 
15:42:02  <rortom> server.network-backend="linux-aio-sendfile" is much faster
 
15:44:08  <Rubidium> why do python applications require so much memory/leak that badly?
 
15:44:12  <peter1138> 'The Linux Game Tome' have changed us to OpenTTD :D
 
15:45:00  <Zuu> What was it before "Open Transport Tycoon Deluxe"?
 
15:45:07  <peter1138> "Open Transport Tycoon"
 
15:45:30  <Zuu> Cool, they didn't see the 'D' even :)
 
15:45:56  <rortom> Rubidium: depends o the python application
 
15:46:11  <Fennec> OpenTTD! The TTD doesn't stand for anything! Just like HD Radio! :P
 
15:47:13  *** Eddi|zuHause has joined #openttd
 
15:47:44  *** Wezz6400 has joined #openttd
 
15:48:13  *** Wezz6400 has joined #openttd
 
15:49:00  <Bjarni> Anonymous on Linux Game Town wrote the comment "Racist sexist racist game"
 
15:49:16  <Bjarni> idiots are everywhere on the internet
 
15:49:53  <Eddi|zuHause> i should know... i have one right in front of me :p
 
15:50:12  <Bjarni> I have an internet right in front of me
 
15:50:29  <Bjarni> you wanna trade internets?
 
15:50:46  <Eddi|zuHause> yeah. definitely...
 
15:52:10  <Bjarni> Ok, this is a wonderful game, but I think the team should put more efforts in making a full 100% graphics replacement for at least one scenario (all needed terrain, all kind of tracks, all specific vehicles...), the original game is no more for sale and abandonware is NOT legal. <-- this guy actually have a point
 
15:52:30  <Bjarni> I'm not asking for the Ultimate Wonder in OpenTTD visuals - just a working graphics, no matter if unpolished, and a basic soundset to play this game out of the box without infinging law. <-- from the same guy
 
15:53:03  <Bjarni> I can't draw on computers :(
 
15:54:12  <Fennec> eh, drawing on paper is more awesome :) but less useful I guess
 
15:54:26  <Bjarni> do you have a scanner?
 
15:57:08  * Fennec has to go riiight about now though
 
15:57:19  <Fennec> my train approacheth its destination
 
16:06:03  <Bjarni> there is a hand drawn simutrans graphic pak
 
16:18:39  <Zuu> Yea, never tried it but saw it some time ago. :)
 
16:22:16  <Bjarni> took a while since SimuTrans suffered a server crash and lot a lot of stuff :(
 
16:24:09  <Eddi|zuHause> i don't suppose this would be adaptable to openttd ;)
 
16:24:15  <Bjarni> it's actually way better than I imagined when I first read about it
 
16:24:19  <peter1138> orudge, what happened to the simutrans' forum idea? heh
 
16:26:01  <peter1138> They should've used Zernebok ;)
 
16:26:10  <orudge> the Simutrans forums people didn't reply to my messages after their initial enquiries
 
16:26:14  <orudge> and it seems they went with a different route
 
16:26:31  <orudge> even though I offered them hosting for all their attachements and posts, etc
 
16:30:06  <Belugas> i don't know , Eddi|zuHause, maybe it is, i really do not know
 
16:30:46  <Eddi|zuHause> i mean more from a license perspective than from a technical perspective
 
16:34:29  <Fennec> that hand-drawn stuff /is/ nice
 
16:36:08  <glx> SmatZ usually does these compile tests
 
16:41:22  <michi_cc> yeah, any ancient gcc will probably do
 
16:43:53  *** lobster_MB has joined #openttd
 
17:11:02  <Ammler> I made some research for free ssl today, https://www.ammler.ch should work without annoying warnings, maybe you like to make the cert for openttd.org there too? (www.startssl.com)
 
17:13:23  *** Wezz6400 has joined #openttd
 
17:13:29  <Rubidium> Ammler: startssl doesn't provide the type of ssl certificate we need for free
 
17:13:53  <Rubidium> yes, something like that
 
17:14:31  <Ammler> I just don't know a browser which trust cacert..
 
17:15:04  <Rubidium> but that's likely Debian's effort
 
17:20:50  <blathijs> Don't we just need a cert for secure.openttd.org?
 
17:21:12  <Rubidium> technically yes... but
 
17:22:55  <blathijs> True, but those are also available through secure.openttd.org/svn, right? (at least the first one, the second should just redirect anyway)
 
17:23:09  <Rubidium> yes, but the redirect will fail
 
17:23:23  <Rubidium> because the SSL certficate doesn't match
 
17:24:30  <blathijs> But you can't block the https port depending on the domain, because you only know which domain is requested after the SSL handshake
 
17:24:32  <Rubidium> and it won't redirect before the SSL certificate gets accepted and it will *always* complain because the domain doesn't match
 
17:24:48  <blathijs> Then again, people just shouldn't try to use those urls :-p
 
17:25:09  <Rubidium> it's all for "ease of use" of the website
 
17:25:33  <blathijs> There is some HTTPS extension to support HTTPS vhosting IIRC, which already has some browser support
 
17:26:26  <blathijs> Rubidium: How is it handled currently, btw? I don't get a certificate error, though the certificate seems to be issued to secure.openttd.org only
 
17:26:37  <blathijs> or is there a seperate ip address for secure. ?
 
17:26:48  <Rubidium> it's some magic certificate
 
17:26:54  <Rubidium> it's also for bugs.openttd.org
 
17:28:48  *** Eddi|zuHause has joined #openttd
 
17:29:11  <Rubidium> blathijs: some browser support == latest opera
 
17:32:33  <Ammler> Rubidium: did you add SSLCertificateChainFile and SSLCACertificateFile to apache conf, I forgot that, first time.
 
17:33:04  <Rubidium> don't use apache (for ssl)
 
17:33:58  <blathijs> Rubidium: Hmm, I thougth there was more than that
 
17:34:05  <blathijs> Rubidium: Hmm, magic certificates :-)
 
17:34:33  <peter1138> Has the reason for the morning brokenness been found?
 
17:34:55  <peter1138> And has the broken whitespace pre-commit hook been fixed?
 
17:35:03  <blathijs> Rubidium: Hmm, wget does complain about a non-matching hostname
 
17:35:04  <Rubidium> peter1138: should be
 
17:36:34  <blathijs> Rubidium: Ah, there are additional "Subject Alt Names" in the certificate
 
17:36:51  *** Alberth has joined #openttd
 
17:37:05  *** Celestar|GSC has joined #openttd
 
17:37:29  <Ammler> blathijs: seems not to work with my cert, either
 
17:39:13  <Celestar|GSC> peter1138: do we wanna rewrite the passenger generation system for towns/stations or not?
 
17:40:17  <Eddi|zuHause> in what way you mean rewrite?
 
17:41:00  <Celestar|GSC> start from scratch
 
17:41:08  <Celestar|GSC> otherwise we won't get symmetric loads
 
17:41:32  <Rubidium> but that'd mean changing steel mills too
 
17:41:48  <Rubidium> which'd break newgrf compatability
 
17:42:14  <Celestar|GSC> simple example: you have a network with only two stations: A) which has about 10000 inhabitants in its CA, B) which has 50 inhabitats in its CA. you have a single train running from A to B. we'd need a system where the nofpax generated at A is about the same as the nofpax generated at B
 
17:42:16  <Eddi|zuHause> how about generating passengers based on the amount of delivered passengers (with some random distribution)?
 
17:42:19  <Celestar|GSC> Rubidium: no I'm talking passengers only
 
17:42:47  <blathijs> Rubidium: According to that page, the TLS extension (SNI) is supported by IE7, Firefox 2, Opera 7.6. Server implementation is lacking, mainly
 
17:43:06  *** SmatZ41 has joined #openttd
 
17:47:25  <Celestar|GSC> mucht_work: Mucht: you there?
 
17:48:12  <Celestar|GSC> Rubidium: Eddi|zuHause basically I can imagine all the houses in town adding their passengers to a "passenger pool" thingy
 
17:48:30  <Celestar|GSC> Mucht: do you anything about the subfig package?
 
17:48:54  <Eddi|zuHause> Celestar|GSC: didn't the old patch do something like this?
 
17:49:03  <Eddi|zuHause> send back passengers where they came from?
 
17:49:34  <Celestar|GSC> Eddi|zuHause: I can implement something like that without too much hassle, the question is: do we WANT that?
 
17:49:40  <Celestar|GSC> I mean in the first iteration
 
17:52:22  <peter1138> What's the current problem?
 
17:53:24  <Celestar|GSC> 19:42 < Celestar|GSC> simple example: you have a network with only two stations: A) which has about 10000 inhabitants in its CA, B) which has 50 inhabitats in its CA. you have a single train running from A to B. we'd need a system where the nofpax generated at A is about the same as the nofpax generated at B
 
17:53:42  <Celestar|GSC> peter1138: so the question is: rewrite the pax generation system for cargodest now, or think about doing it later on?
 
17:53:57  <peter1138> Why do we need that?
 
17:54:08  <peter1138> Is symmetry needed?
 
17:54:34  <Celestar|GSC> it's not "MUST", neither "SHOULD", but it's on my "NICE TO HAVE" list
 
17:55:15  <Eddi|zuHause> yes, i think passengers should be (roughly) symmetrical
 
17:55:29  <Eddi|zuHause> no, i don't think it should be done in the first iteration
 
17:56:05  <Celestar|GSC> or rather: have it before the trunk merge or after the trunk merge
 
17:56:56  <Celestar|GSC> peter1138: should have some something like size-based passengers generation. it's mostly finished, I just need some fine-tuning
 
17:57:37  <Celestar|GSC> er ... that was a question, sorry :P
 
18:08:50  <blathijs> How far can I mis the "C" key :-)
 
18:09:02  <blathijs> approximately 4cm, it seems
 
18:09:12  <Eddi|zuHause> "all the way from a to z" :p
 
18:09:42  <Celestar|GSC> peter1138: so I'll add it once it's finished and tested
 
18:09:45  <Celestar|GSC> peter1138: we're almost done :D
 
18:10:05  <Celestar|GSC> peter1138: mainly improvedloading and then nettesting
 
18:10:08  <peter1138> You want me to add another minimap view?
 
18:10:29  <Celestar|GSC> there was talk about coloring the bars by vehicle type, wasn't there?
 
18:10:32  <Celestar|GSC> dunno if you wanna do it
 
18:10:41  * Celestar|GSC doesn't really care about that feature, it's just been suggested
 
18:11:21  <CIA-5> OpenTTD: peter1138 * r14014 /trunk/src/widgets/ (dropdown.cpp dropdown_type.h): -Codechange: Add support for automatically sizing drop down lists to the widest list item.
 
18:13:54  <Celestar|GSC> peter1138: heh. color by cargotype when > 1 types are displayed, color by vehcile type if only one cargotype is selected :P
 
18:14:09  <Celestar|GSC> (that was a joke)
 
18:14:37  <Celestar|GSC> BAH why do I get malformed packets from this stupid DNS server
 
18:26:28  <CIA-5> OpenTTD: peter1138 * r14015 /trunk/src/widgets/ (dropdown.cpp dropdown_type.h): -Codechange: Add facility for a drop down list to always close (if requested) when the mouse button is released.
 
18:29:13  * Belugas salutes the work of mister Nelson. Quite nice :)
 
18:33:04  *** SmatZ41 has joined #openttd
 
18:33:30  <hylje> Celestar|GSC: also fatten bars depending on volume
 
18:36:16  *** SmatZ42 has joined #openttd
 
19:05:44  *** SmatZ41 has joined #openttd
 
19:12:01  *** SmatZ42 has joined #openttd
 
19:13:55  *** blathijs has joined #openttd
 
19:21:12  <peter1138> fonso, inline is fine for performance critical stuff.
 
19:31:07  <fonso> Is it terribly important to have exactly four big explosions when you clear an area? I'd generally reduce them to two (in the corners you actually select).
 
19:34:06  *** DJNekkid has joined #openttd
 
19:35:42  <DJNekkid> a train with action0 prop 1A \b*193 should be underneeth one with 1A \b*187 ... shoult it not?
 
19:36:10  *** welshdragon has joined #openttd
 
19:39:34  <frosch123> DJNekkid: IIRC you specify a vehicle ID in that property and not a key value for sorting. I.e. setting the property to 193 means to sort this vehicle in front of the vehicle with ID 193
 
19:53:55  *** planetmaker_ has joined #openttd
 
19:55:51  <peter1138> It's a bloody silly way of sorting but that's the way it is :(
 
20:07:54  <DJNekkid> frosch123: but when all vehicles have an 1A
 
20:08:04  <DJNekkid> in a range from 0 to 240
 
20:12:19  <frosch123> does that change anything?
 
20:13:11  <DJNekkid> the order gets scrambled
 
20:13:30  <DJNekkid> however, not the way i want it to ;)
 
20:13:33  <frosch123> note, 1a is called an 'action' not a property. i.e. it is executed in the order it is defined
 
20:14:20  <frosch123> if you refer to a vehicle id that does not exist, it is ignored
 
20:14:46  <DJNekkid> i think u actually might be on to something there ...
 
20:14:53  <DJNekkid> i think i got an idea
 
20:15:20  <DJNekkid> because, when i think of it, it seems like the ones with the value < 116 seem to worke as intended
 
20:20:53  <DJNekkid> it seems like it actually worked frosch123
 
20:21:12  <DJNekkid> 7 of them got at the bottom, but that is prolly my fault ;)
 
20:21:59  <DJNekkid> i just had to define them with an action0 06 00
 
20:22:05  <DJNekkid> at the start of the file
 
20:22:12  <DJNekkid> at vehicle ID 0 -> 240
 
20:22:15  <frosch123> hmm, last time Belugas gave me a nice idea what to listen to, but this time...
 
20:23:15  <Belugas> can't always please you :D
 
20:23:39  *** birdspider has joined #openttd
 
20:24:14  <Belugas> but if you want to be on the safe side, i'll recommand a high does of Mogwai ;)
 
20:26:22  <frosch123> hehe, 'safe side', actually they appeared quite boring to me :p
 
20:26:47  <frosch123> sorry, I know you like them a lot
 
20:27:16  *** [com]buster has joined #openttd
 
20:29:37  <Belugas> i'd say that they are a bit special, granted
 
20:29:45  <Belugas> mostly instrumentals,
 
20:30:16  <Belugas> and whenever they "sing" , it's as if they are just mumbling
 
20:30:26  <Belugas> the energy they put on :)
 
20:30:46  <Belugas> but granted, it's not something easily reachable
 
20:31:14  <Belugas> i just can't wait to see them live :)
 
20:31:36  <frosch123> sounds like you need a baby sitter
 
20:31:41  <Yorick> hm, I can't be away for 8 days or someone commits YAPP :)
 
20:32:08  <Belugas> ho no... my wife hates been in crowded places, even more in rock shows ;)
 
20:32:20  <Belugas> so i'll be attempting the show alone
 
20:32:29  <Belugas> does not bother me :)
 
20:32:59  <Yorick> and flyspray got updated, trac got added
 
20:33:10  <Belugas> last time, i went to see Tea Party, all alone, and i had quite a good time :)
 
20:33:31  <Belugas> just watching the band, seeing how they did the songs, etc...
 
20:53:31  *** blackjak has joined #openttd
 
20:58:20  *** Yorick_ has joined #openttd
 
20:58:22  *** Yorick_ is now known as Yorick
 
21:00:08  <peter1138> Shit, Yorick is back, we'll have to remove YAPP.
 
21:00:33  * Prof_Frink is watching the openttd codeswarm
 
21:00:52  <Bjarni> what is it with Yorick and YAPP?
 
21:02:11  <Prof_Frink> Crikey, what happened January 2007?
 
21:03:50  <rortom> nice link Prof_Frink, thx for sharing :)
 
21:04:36  <peter1138> Hey rortom, any news on a 64bit Linux version?
 
21:04:38  *** Brianetta has joined #openttd
 
21:04:47  <rortom> peter1138: yes, its building :D
 
21:05:51  <rortom> mhm whats the generic platform compiler?
 
21:06:07  <Belugas> no no no, he's not happy, it's just the smilies on his jammy
 
21:06:44  <rortom> should i build optimized versions for x64?
 
21:06:56  <peter1138> Assuming you mean architecture, not compiler.
 
21:07:33  <peter1138> Well, when you're building x86_64 binaries you might as well optimize them for it too ;)
 
21:07:47  <peter1138> It's not like you lose any backward compatibility.
 
21:08:16  <peter1138> Let me know when you need me to test it ;)
 
21:08:36  <rortom> should be in about a month or less i hope
 
21:08:58  <peter1138> Wow, that's a very slow compiler...
 
21:09:14  <rortom> the features are not fully ready
 
21:09:45  <Rubidium> Prof_Frink: makefile rewrite and C->C++
 
21:10:28  <Belugas> fonso, will try to check ... no promises
 
21:10:44  <Prof_Frink> Rubidium: Thought that was probably it. Big explosion in the swarm.
 
21:11:26  <fonso> thanks. I couldn't find any more problems, but I'll happily correct things that you might find.
 
21:13:06  <Belugas> good night in the mean time
 
21:13:41  <peter1138> rortom, sorry, when you said "building" I assumed you actually meant the compiler was running...
 
21:13:51  <peter1138> I don't quite understand the problem in building it :o
 
21:14:06  *** welshdragon is now known as Guest717
 
21:20:57  *** SmatZ41 has joined #openttd
 
21:21:59  <Rubidium> Prof_Frink: can you make a movie out of the codeswarm thing?
 
21:23:54  <Prof_Frink> Rubidium: You can make it output each frame as an image, then moviefy them.
 
21:24:28  <Rubidium> I dislike to install half the world just to compile codeswarm
 
21:36:09  *** welshdragon has joined #openttd
 
22:00:00  *** welshdragon has joined #openttd
 
22:09:24  <Bjarni> Prof_Frink: how did you get codeswarm?
 
22:09:43  <Bjarni> this might be a silly question but it keeps on stalling when I try to checkout
 
22:09:49  <rortom> svn by google code site
 
22:09:52  <Bjarni> leaving me with a broken checkout
 
22:10:02  <peter1138> Brianetta, pb_hovs_bus and grvts?
 
22:10:02  <rortom> oh, just got the checkout without problems :/
 
22:10:30  <peter1138> You can do that in trunk, but not 0.6.2 :)
 
22:10:31  *** Digitalfox has joined #openttd
 
22:12:10  <Bjarni> ok google's svn officially hates me
 
22:12:20  <Bjarni> it gives me 20-30 files and then it disconnects
 
22:12:26  <Bjarni> so I have to start over
 
22:12:39  <Bjarni> it just did that 8 times in a row
 
22:16:24  <Brianetta> I can;t get the bugger not to load hovs )-:
 
22:16:54  <rortom> Bjarni: i can upload the files for you if you want
 
22:17:01  <Bjarni> I mean I just tried to ssh to a remote computer to check out and it worked right away
 
22:21:08  <Bjarni> but I didn't change anything
 
22:21:42  <Prof_Frink> Bjarni: openttd's a fairly boring swarm.
 
22:23:09  <rortom> quite some people working together
 
22:25:14  <Prof_Frink> rortom: That's the last month of KDE /trunk.
 
22:25:52  <Bjarni> how do I make a config file of the trunk?
 
22:26:10  <Bjarni> or any config file for that matter
 
22:26:18  <Brianetta> It was a bug on my site
 
22:26:33  <Bjarni> glx: I meant a config file for codeswarm ;)
 
22:26:59  <Prof_Frink> Bjarni: If you just want white dots, then just `ant run` and fill in the svn address and username
 
22:27:31  <Prof_Frink> Else, edit data/sample.config if you want multicoloured dottery
 
22:29:23  <Bjarni> null pointer exception
 
22:30:28  <Bjarni> clearing the cache and trying again seem sot do the trick
 
22:39:53  <Bjarni> everybody shows up and fades away
 
22:40:21  <Bjarni> looks like I'm the only one to be there from the start and the end and never fades away even once
 
22:40:40  <Prof_Frink> Reliable Bjarni is reliable.
 
22:40:48  <Zuu> So you are saying you will stay online and talkning for ever? ;)
 
22:41:00  <Prof_Frink> Zuu: Not just talking, coding.
 
22:41:35  <Bjarni> and not just coding, I will also commit
 
22:45:25  <Zuu> I hope to commit a snore soon :)
 
22:46:37  <Zuu> What you in a commic would write Zzzz
 
22:47:07  <Zuu> My online dictionary says it's called to snore.
 
22:49:42  <Bjarni> btw it's spelled "Zzz"
 
22:54:18  <Zuu> Depends, sure three Z are most common but could be even more.
 
22:55:14  <Prof_Frink> Depends how loud you snore.
 
22:58:35  <Bjarni> I know because I never heard it
 
22:58:49  <Bjarni> and I would be present to hear it if I did ;)
 
23:01:11  <Zuu> So with that logic, The world is beeping because I hear it right in my head. :)
 
23:08:04  <Bjarni> now spammers wants to sell me sex improving pills (not viagra... something else)
 
23:08:18  <Bjarni> it's not like it's new, but this time they are doing it in German
 
23:09:38  <Bjarni> why would anybody want to tell me anything in German???
 
23:09:46  <Bjarni> (besides this channel, that is)
 
23:17:32  *** lobster_MB has joined #openttd
 
23:19:27  *** welshdragon has joined #openttd
 
23:48:12  *** Dred_furst has joined #openttd
 
continue to next day ⏵