IRC logs for #openttd on OFTC at 2011-11-20
        
        
        
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00:02:49  *** Cybert1nus has joined #openttd
 
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03:26:20  <Eddi|zuHause>   7 Seek_Error_Rate         0x000b   200   001   051    Pre-fail  Always   In_the_past 0
 
03:26:29  <Eddi|zuHause> suddenly it's like nothing ever happened
 
03:33:01  <Eddi|zuHause> Nov 19 21:44:39 johannes-i smartd[2774]: Device: /dev/sda [SAT], SMART Prefailure Attribute: 7 Seek_Error_Rate changed from 1 to 200
 
03:34:39  <__ln__> if you start the long smart test, does it complete?
 
03:34:40  <Eddi|zuHause> Nov 18 14:13:15 johannes-i smartd[2766]: Device: /dev/sda [SAT], SMART Prefailure Attribute: 7 Seek_Error_Rate changed from 200 to 100
 
03:34:41  <Eddi|zuHause> Nov 19 02:14:38 johannes-i smartd[2756]: Device: /dev/sda [SAT], SMART Prefailure Attribute: 7 Seek_Error_Rate changed from 100 to 1
 
03:35:17  <Eddi|zuHause> i think the last one didn't... i'll try another one... takes an hour
 
03:37:07  <Eddi|zuHause> # 1  Extended offline    Completed: unknown failure    90%      1055         4294705486
 
03:37:21  <Eddi|zuHause> not entirely sure what that means
 
03:39:30  <__ln__> me neither, but doesn't sound good
 
03:41:56  <Eddi|zuHause> Nov 20 04:41:10 johannes-i kernel: [95391.463330] TCP: Possible SYN flooding on port *****. Sending cookies. <-- not sure what that means either
 
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08:08:15  <CIA-6> OpenTTD: rubidium * r23271 /trunk/src/ (fontcache.cpp fontcache.h openttd.cpp strings.cpp): -Codechange: don't repeatedly initialise and free the freetype library
 
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08:52:50  * andythenorth needs rack trams 
 
09:07:36  <peter1138> andythenorth, maybe you should delve into the code some time ;)
 
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09:25:52  *** ChanServ sets mode: +o Alberth
 
09:32:56  <andythenorth> peter1138: I started once...
 
09:33:42  <andythenorth> got quite stuck quite soon
 
09:33:52  * andythenorth is not short of other distractions :P
 
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11:15:11  <Eddi|zuHause> # 1  Extended offline    Completed without error       00%      1082         -
 
11:21:37  * andythenorth wonders if articulated vehicles can build articulated vehicles...
 
11:27:37  <peter1138> andythenorth, no, obviously :)
 
11:27:48  <andythenorth> empiricism agrees with you :P
 
11:27:58  * andythenorth will have to write some actual code
 
11:50:13  <CIA-6> OpenTTD: rubidium * r23272 /trunk/src/ (gfx.cpp gfx_func.h): -Codechange: pass the initial font size to DrawString and friends
 
11:52:12  <CIA-6> OpenTTD: rubidium * r23273 /trunk/src/ (5 files): -Codechange: allow passing a MissingGlyphSearcher to CheckForMissingGlyphs (default to the language pack strings)
 
11:56:53  <CIA-6> OpenTTD: rubidium * r23274 /trunk/src/ (5 files in 2 dirs): -Add: internal support for a monospaced sprite font
 
11:59:37  <CIA-6> OpenTTD: rubidium * r23275 /trunk/src/ (fontcache.cpp fontcache.h openttd.cpp strings.cpp): -Codechange: allow loading of the monospace (freetype) font at another moment than the other fonts
 
12:00:14  <andythenorth> if a template has more #ifdef than nfo, is it a template any more?
 
12:01:42  <Eddi|zuHause> hm... let me check
 
12:01:46  <CIA-6> OpenTTD: rubidium * r23276 /trunk/src/ (strings.cpp strings_func.h): -Codechange: add the answer for the question whether we're looking for monospace fonts in the searcher
 
12:02:07  <CIA-6> OpenTTD: rubidium * r23277 /trunk/src/fontcache.cpp: -Codechange: fallback font support for fontcache
 
12:02:29  <Eddi|zuHause> michi_cc: if it "breaks" too much, could it be grfv8 only?
 
12:03:25  <michi_cc> No, because it isn't at all about NewGRFs but about OpenTTD internals (that are unfortunately exposed at some places).
 
12:04:10  <CIA-6> OpenTTD: rubidium * r23278 /trunk/ (8 files in 2 dirs): -Add: monospaced sprite font with the same characters as the normal font
 
12:10:43  <CIA-6> OpenTTD: rubidium * r23279 /trunk/src/fontcache.cpp: -Codechange: try to prevent slanted and skinny fonts with fontconfig. This should generally make the fallback choice better legible
 
12:13:47  * andythenorth tries to insert one extra vehicle into trams
 
12:13:53  <andythenorth> (articulated engine)
 
12:14:13  <andythenorth> this is stunningly complicated without splitting off a new template :P
 
12:23:18  <Eddi|zuHause> michi_cc: i think the movement of shorter wagons is better, but the longer wagons need some reviewing
 
12:25:05  <Eddi|zuHause> michi_cc: and i think the glitches near slopes got bigger
 
12:26:48  <andythenorth> Eddi|zuHause: I need to convert the tram wagons to count from rear of consist when handling change of properties etc :O
 
12:27:11  <Eddi|zuHause> andythenorth: what for?
 
12:27:34  <andythenorth> I think it's the easiest way to handle having 1 or 2 locomotives
 
12:27:42  <andythenorth> which I'm currently trying to implement
 
12:27:54  <andythenorth> or I could split templates, but that's bad for maintainability :P
 
12:30:04  <michi_cc> Eddi|zuHause: Yes, the result of var 62 will be slightly different with the patch. But as 62 is recent, CETS is the only GRF actively using it I'd guess, so not that much of a problem.
 
12:30:25  <michi_cc> It does fix that trains with an indicated length of 1.0 use more than one tile in stations for example.
 
12:30:33  <Eddi|zuHause> michi_cc: i think the russians may be using it
 
12:30:56  <CIA-6> OpenTTD: rubidium * r23280 /branches/1.1/ (7 files in 5 dirs): [1.1] -Prepare: 1.1.4-RC1
 
12:30:57  <andythenorth> in russia, var uses you
 
12:31:05  <planetmaker> een then, their code isn't old either, Eddi|zuHause
 
12:31:42  <Eddi|zuHause> michi_cc: judgin from recent discussion in nml thread, i think so.
 
12:31:48  <michi_cc> var 45 isn't affected by that change, it's only 62, which is only ~6 week old.
 
12:32:32  <Eddi|zuHause> michi_cc: but what i mean is that the sprite sorter now more often does The Wrong Thing (tm) near slopes
 
12:32:45  <michi_cc> And if they really use it it's an argument to commit that stuff as fast as possible before anybody else starts using it.
 
12:32:46  <Eddi|zuHause> at least it appears to me like that
 
12:33:07  <michi_cc> In general or for CETS vehicles?
 
12:34:03  <Eddi|zuHause> i don't have any general vehicles
 
12:35:41  <CIA-6> OpenTTD: rubidium * r23281 /tags/1.1.4-RC1/ (. src/os/windows/ottdres.rc.in src/rev.cpp.in): -Release: 1.1.4-RC1
 
12:37:09  <michi_cc> That's probably because the bounding boxes now have the proper length and not 7/8 for every vehicle. So if CETS somehow relied on the longer bounding box to resolve the graphics better this would be different now (Side note: this only applies to the diagonal directions, the bounding box for the other directions is and was always 3x3 regardless of length or orientation).
 
12:38:13  <Eddi|zuHause> yeah... i'll need to think about that...
 
12:39:57  * andythenorth ignores idea of articulated tram locomotive :P
 
12:40:03  <andythenorth> solved that differently
 
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13:29:37  <Xaroth> frosch123: up again with heq
 
13:29:47  <Xaroth> i'll leave it in your good hands
 
13:29:52  <Xaroth> tb has rcon power if needed.
 
13:30:09  <Xaroth> gotta run, already late
 
13:30:14  <frosch123> there is still only dutch trams set :s
 
13:31:00  * planetmaker starts to create a map
 
13:32:53  <Xaroth> i'll fix it when I'm back.
 
13:33:38  <Rubidium> frosch123: just download some NewGRFs using rcon
 
13:34:21  * frosch123 is having fun reading the nogo topic :)
 
13:34:37  <frosch123> some did some awesome research :)
 
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13:46:43  <planetmaker> hm... do I need the script during generation? Or how does that work?
 
13:47:16  <Yexo> you need it when playing the game
 
13:47:25  <Yexo> afaik the script can't save any state in the savegame yet
 
13:47:34  <frosch123> does nogo just always use the script, or does it already store it in the save?
 
13:47:58  <Yexo> I haven't seen code yet to store it in the savegame
 
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14:02:45  <planetmaker> slight update... missed the station NewGRFs
 
14:08:05  <frosch123> we have to start our own server :p
 
14:09:17  <planetmaker> I could fire-up the dev server
 
14:14:46  * andythenorth should hang out and watch :)
 
14:39:14  <CIA-6> OpenTTD: frosch * r23282 /trunk/src/ (group_cmd.cpp group_gui.cpp): -Fix [FS#4844] (r23212): CmdRemoveAllVehiclesGroup() was not passed the vehicle type in all cases, but the type is actually not needed.
 
14:50:05  <andythenorth> how do I provide smoke for a locomotive with two chimneys?
 
14:51:03  <Xaroth> planetmaker: if you wnt i can give you access to the machine
 
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14:51:30  <Xaroth> so you can change whatever is needed
 
14:53:14  <Eddi|zuHause> andythenorth: by implementing NewSmoke :p
 
14:53:24  <andythenorth> what's the spec?
 
15:17:39  <CIA-6> OpenTTD: rubidium * r23283 /trunk/src/newgrf.cpp: -Fix: [NewGRF] Prevent against writing data for unknown fonts
 
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15:39:24  <CIA-6> OpenTTD: rubidium * r23284 /trunk/src/water_cmd.cpp: -Fix [FS#4845]: Pathfinders go haywire when you build a lock over a ship going perpendicular to the axis of the new lock
 
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16:29:15  <TrueBrain> there, published a new version of NoGo. It now detects scripts, instead of trying to open one :P It still has to be called 'test', but that are minor details ;)
 
16:29:20  <TrueBrain> Xaroth / planetmaker ^^ :P
 
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16:37:49  <frosch123> so, can we get a server with the game pm prepared?
 
16:38:00  <TrueBrain> Xaroth is at the movies
 
16:38:06  <TrueBrain> you will have to wait till he is back I am afraid :)
 
16:38:24  <frosch123> then i continue trolling :)
 
16:38:27  <planetmaker> my autopilot fails for me. I could of course just start the server without
 
16:57:17  <TrueBrain> shit, forgot to fix the bug where on pause, the growth updates are not getting through
 
16:58:04  <frosch123> set the right setting then
 
16:59:09  <frosch123> but, did you actually post new binaries? just fix it now :p
 
16:59:33  <TrueBrain> fixed; I guess I can put the CF to work again yeah .. why not :)
 
16:59:35  <Zuu> There are binaries of today on finger.
 
17:03:52  <TrueBrain> compiling new version then
 
17:04:56  <frosch123> i guess toyland would be quite an annoying challenge
 
17:05:34  <frosch123> it has this nasty effect that small house accept sweets, while big houses accept fizzy drinks
 
17:05:46  <frosch123> so, if the town growths, it stops accepting sweets iirc
 
17:08:30  <TrueBrain> now that my friends is a huge: FAIL :D
 
17:09:40  <panna> >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
 
17:10:31  *** panna is now known as virrpanna
 
17:14:30  <andythenorth> so...if you have LH drive set, HEQS is just going to look dumb
 
17:20:01  <Eddi|zuHause> you can certainly duplicate the sprites with different offsets for LH drive
 
17:20:27  * planetmaker wondered what Lufthansa had to do with this... :-P
 
17:21:19  <Eddi|zuHause> if you had nml, you could do this calculation in the template
 
17:24:29  <z-MaTRiX> Eddi|zuHause<< actively hiding errors from users ;)
 
17:25:12  <z-MaTRiX> though there are anomalies
 
17:25:39  <z-MaTRiX> the'd need to not report, or double buffer the results to not show anything
 
17:27:52  <andythenorth> can we have a cb for offsets?
 
17:27:59  <andythenorth> then I can do the calculation
 
17:30:45  <Eddi|zuHause> maybe during graphics callback, one of the 0x100+ registers could contain an offset-adjustment
 
17:32:36  <andythenorth> shame cpp can't do arithmetic
 
17:34:28  <frosch123> you first have to invent a preprocessor called "asm" to give that line any sense
 
17:35:52  <z-MaTRiX> and it compiles itself in 0.1 seconds
 
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17:45:41  <Alberth> andythenorth: use a proper macro processor, like m4
 
17:46:17  <andythenorth> tbh, there's no gain from doing the arithmetic on the fly
 
17:46:41  <andythenorth> if every RV needs custom offsets for left-hand-drive-side, then I should just make more action 1s
 
17:46:50  <andythenorth> although it's twice the number of realsprites to make :(
 
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18:16:38  <andythenorth> TrueBrain: can scripts be bound to a specific map?  i.e. mostly specific towns
 
18:16:54  <andythenorth> can / will / is it a good idea /s
 
18:17:23  <Zuu> It might be a good idea to allow a scenario to bind to a specific goal script.
 
18:17:37  <TrueBrain> savegames will store the script they used to run with
 
18:17:44  <frosch123> a scenario will bind a goal script just like ais
 
18:17:51  <frosch123> and scripts can read town names
 
18:18:01  <frosch123> so, unless you rename the towns, it should be fine :p
 
18:18:17  <frosch123> though the script could actualy catch the townid on start, before you rename it :p
 
18:18:30  <andythenorth> or bind to the id :P
 
18:19:04  <andythenorth> presumably bundling a newgrf + a script is insane?
 
18:20:03  <frosch123> industries are quite a newgrf derivate, not much a script can do about their production
 
18:20:11  <andythenorth> cases would be things like industry closure, which have proven unsolvable
 
18:20:23  <Zuu> Probably not, but it depends on if scripts are going to be available as AIs on bananas and thus should be general purpose enough to survive any map.
 
18:20:48  <TrueBrain> I think a script should be able to 'suggest' newgrfs too, with which it works best
 
18:20:58  <frosch123> i was wondering whether it makes sense to load multiple scripts at once
 
18:21:03  <Eddi|zuHause> Zuu: you can make a script unavailable for general download, only as a dependency for the scenario
 
18:21:10  <Eddi|zuHause> frosch123: i do think so
 
18:21:11  <frosch123> i.e. one for the gameplay, and one for the statistics and admin stuff
 
18:21:18  <TrueBrain> frosch123: for now, we limit it to one
 
18:21:26  <TrueBrain> mostly because the implementation becomes so much easier ;)
 
18:21:28  <frosch123> TrueBrain: sure for now :)
 
18:21:29  <Eddi|zuHause> one may be too limited
 
18:21:30  <andythenorth> frosch123: how would they interact?  Should a script be able to import another script?  Sounds ...explodey :)
 
18:21:49  <TrueBrain> solving the implementation issue to allow more can be very tricky ;)
 
18:22:00  <andythenorth> in some respects, FIRS is doing things that are perhaps not best done in newgrf - industry clustering, open dates, and such
 
18:22:07  <frosch123> maybe since scripts are easy enough, we can just say: you have to combine the source
 
18:22:14  <frosch123> makes it easier for us: no conflicts
 
18:22:16  <andythenorth> possibly even some of the placement things - snowline, towns etc should not be in newgrf
 
18:22:41  <frosch123> yeah, the statistics stuff would suit a library
 
18:23:06  <andythenorth> industry handling library
 
18:23:22  <TrueBrain> but having 2 scripts active at the same time can be tricky, as you need to be sure they do not collide in settings etc ;)
 
18:23:29  <TrueBrain> so yeah, via libraries or what-ever is much easier :)
 
18:24:22  <Zuu> An interesting problem is if all current libraries will need to have a duplicate eddition that uses Goal* instead of AI* or if OpenTTD can handle that.
 
18:24:26  * andythenorth plots a FIRS library :P
 
18:24:45  <TrueBrain> Zuu: there are no current libraries that are useful to Goal :)
 
18:24:45  <Eddi|zuHause> must teach the script authors properly
 
18:24:52  <Xaroth> TrueBrain: so I should compile new version?
 
18:24:53  <andythenorth> hmm...could grfs specify certain libraries are needed via action 14?  Again, could be explodey...
 
18:25:01  <TrueBrain> Xaroth: yes please :)
 
18:25:11  <TrueBrain> and hurry, we want to play :P
 
18:25:32  <andythenorth> what are the game rules?  I haven't played MP for ages...
 
18:25:41  <andythenorth> I'm no good at hardcore coop styles :P
 
18:25:46  <Xaroth> andythenorth: don't be a dick.
 
18:25:53  <Xaroth> one rule to rule them all
 
18:25:55  <planetmaker> which server, TrueBrain?
 
18:26:12  <andythenorth> Xaroth: last time I played MP I wasn't too good at that :(
 
18:26:24  <andythenorth> I annoyed everyone else with my routes :P
 
18:26:39  <Xaroth> recompiling new version
 
18:26:40  <andythenorth> we should go all out, test NoGo, YAIM + YACD :P
 
18:26:54  <Eddi|zuHause> "wine: could not find the Wine loader" <-- wth did i do wrong?
 
18:27:24  <planetmaker> Xaroth: which hash?
 
18:28:05  <planetmaker> Will the OpenTTD CF compile, too?
 
18:28:37  <Eddi|zuHause> mäh... i guess i should really finally try to figure out a real windows install...
 
18:28:47  <TrueBrain> the CF has been done for hours already
 
18:28:53  <andythenorth> shame there's no way to distribute nightly grfs on bananas easily
 
18:29:02  <z-MaTRiX> Eddi|zuHause<< dd? :)
 
18:29:13  <TrueBrain> planetmaker: latest :P
 
18:29:16  <Zuu> the CF build is also now available through OTTDAU for the lazy people :-)
 
18:29:26  <planetmaker> oh... a refresh works wonders ;-)
 
18:29:42  <z-MaTRiX> my win98 install was 1 minutes 30  seconds fdrom a cd in 1998
 
18:30:07  * andythenorth lost the binary server
 
18:30:47  <Eddi|zuHause> z-MaTRiX: let me express my doubts that win98 runs CivV or HeroesVI
 
18:31:21  <z-MaTRiX> never heard ot those ;<
 
18:31:45  <z-MaTRiX> but after a full ntfs fail i installed linux
 
18:33:27  <planetmaker> Xaroth: I prepared a savegame
 
18:33:29  <frosch123> Xaroth: use pm's save?
 
18:33:52  <Xaroth> whats so special about the savegame?
 
18:34:02  <planetmaker> it has a usable newgrf config
 
18:34:13  <Xaroth> and which newgrf might that be?
 
18:35:04  <planetmaker> some bananas newgrfs, like ogfx+airports, ogfx+industries, brazilian townnames to macht tropical climate, ISR, CHIPS, av8, heqs, fish, TRS
 
18:35:29  <frosch123> isn't that damn ugly?
 
18:35:30  <planetmaker> tropical refurbishment set
 
18:35:33  <TrueBrain> why not save the newgrf, and give that to him? So he can also generate new maps etc?
 
18:35:33  <planetmaker> like we had before
 
18:35:41  <andythenorth> where is the filter widget on multiplayer window?
 
18:35:45  <frosch123> oh, i thought town renewal set
 
18:35:52  <frosch123> but that is ttrs :)
 
18:36:03  <Xaroth> planetmaker: I prefer randomly generated maps, so the server can just re-set itself over and over again
 
18:36:11  <Xaroth> .. and it won't break when tb (again) breaks saves :P
 
18:36:13  <planetmaker> Xaroth: it's randomly generated...
 
18:36:27  <TrueBrain> planetmaker: he wants to run it for more than one map ;)
 
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18:36:56  <CIA-6> OpenTTD: rubidium * r23285 /trunk/src/network/network_content_gui.cpp: -Fix: scanning of content after download didn't work
 
18:36:57  <planetmaker> ja, my god. grab the save, make a newgrf preset and save that
 
18:37:19  <planetmaker> one _can_ make it complicated
 
18:37:39  <TrueBrain> yes; you can also give the preset :D
 
18:37:41  <Xaroth> like providing a save instead of info, yes
 
18:37:54  <TrueBrain> works two ways, complications :D
 
18:38:06  <Xaroth> i want info, not a save :P
 
18:38:22  <TrueBrain> planetmaker: you seriously don't get that a savegame is just a one time thing? In the order of: giving a fish instead of learning to fish? :)
 
18:38:51  <frosch123> tb: there is no better way to specify grfs than using a savegame
 
18:38:55  <Rubidium> TrueBrain: but giving you a set of (unreadable) instructions doesn't work either
 
18:38:56  <TrueBrain> hihi: why dont we make newgrf presets uploadable to BaNaNaS? :D
 
18:38:59  <frosch123> it also contains the md5sums and all settings
 
18:39:06  <planetmaker> TrueBrain: and the parameters set...
 
18:39:23  <TrueBrain> a newgrf set should do that too, wouldn't it? Anyway, it is a clumpsy way of sharing settings ...
 
18:39:23  <planetmaker> ... load the damn savegame
 
18:39:34  <TrueBrain> I had that issue earlier when I asked you about some good settings a few weeks ago :)
 
18:39:51  <Eddi|zuHause> hm... what linux tool can mount .wim files?
 
18:40:12  <TrueBrain> would it be hard to make some kind of file which loads the preset like as with a savegame?
 
18:40:15  <TrueBrain> including parameters etc?
 
18:40:27  <TrueBrain> so you can easily share such (obvously complex) information?
 
18:40:46  <Rubidium> we should go from filenames in the config to grfid_md5sum = params I guess
 
18:41:14  <Rubidium> then you can easily copy it between versions of OpenTTD, *and*... you can possibly download it with bananas when it's on there
 
18:41:35  <planetmaker> but that doesn't give you the parameters
 
18:41:54  <TrueBrain> newgrfs became too complex :D
 
18:42:02  <planetmaker> nor the landscape which I made sure fits our purpose
 
18:42:08  <planetmaker> they're dead easy
 
18:42:22  <Eddi|zuHause> Rubidium: but that still does not solve updating grfs from bananas
 
18:42:23  <TrueBrain> yet you have a hard time giving the information to someone else :D
 
18:42:28  <TrueBrain> so 'dead' easy is not thw word I would use ;)
 
18:42:33  <planetmaker> because you don't want the info
 
18:42:39  <planetmaker> I gave you all you can want
 
18:42:44  <Eddi|zuHause> Rubidium: if i update a grf, it should be updated in all presets
 
18:42:47  <planetmaker> load. save. re-use
 
18:42:56  <planetmaker> no better way THAN a savegame
 
18:42:59  <TrueBrain> planetmaker: you can keep repeating that, but clearly we (As users) want more than just that :)
 
18:43:04  <planetmaker> so, no, I don't see the point
 
18:43:08  <TrueBrain> so clearly there is a gap here between what you can supply, and we want to get
 
18:43:24  <planetmaker> I just see that I spend like looking for a good landscape and stuff for... nothing
 
18:43:35  <planetmaker> because of "I want to do it my way"
 
18:43:36  <Xaroth> with the specified newgrf
 
18:43:42  <TrueBrain> planetmaker: it is not about a single map; it is about a server running for a few weeks
 
18:43:45  <planetmaker> Xaroth: parameter for industries?
 
18:43:49  <TrueBrain> your map is not sufficient for that
 
18:43:58  <Xaroth> = 16 1 3 4 1 1 1 1 1 1 3 1 1 1 1 1
 
18:44:10  <planetmaker> dunno the numbers. Configuration ingame rulez
 
18:44:37  <Xaroth> frosch will be chuffed, no swedish rail o_O
 
18:44:38  <frosch123> another point why savegames are supiriour to any text info
 
18:44:50  <planetmaker> Xaroth: in tropical climate they're not that much of an advantage
 
18:44:52  <frosch123> Xaroth: why? pm pushed that
 
18:45:11  <planetmaker> and mostly I forgot them, but doesn't matter too much
 
18:45:12  <Xaroth> frosch123: because they weren't in the preset in the save
 
18:45:28  <CIA-6> OpenTTD: translators * r23286 /trunk/src/lang/ (croatian.txt unfinished/basque.txt welsh.txt):
 
18:45:28  <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
 
18:45:28  <CIA-6> OpenTTD: basque - 1 changes by Thadah
 
18:45:29  <CIA-6> OpenTTD: croatian - 8 changes by VoyagerOne
 
18:45:29  <CIA-6> OpenTTD: welsh - 4 changes by kazzie
 
18:46:03  <andythenorth> could I disable HEQS if game drive side is left?
 
18:47:02  <frosch123> andythenorth: there is at least one another set, giving a warning "this set is supposed to be used with rhs driving"
 
18:50:13  <andythenorth> but not disabling?
 
18:51:11  <frosch123> no, not so harsh :p
 
18:52:59  <frosch123> TrueBrain: fix nogo
 
18:53:29  <frosch123> the towns show no goal again
 
18:53:44  <TrueBrain> I am playing Saints Row Third
 
18:53:48  <TrueBrain> I really have to quit that game? :(
 
18:54:06  <andythenorth> I should update the newgrf wiki to indicate that offsets need to be different for LH drive and RH drive
 
18:54:22  <andythenorth> what's a good way to explain that?
 
18:54:43  <frosch123> enable the bounding boxes and make a screenshot?
 
18:56:00  <andythenorth> do I miss the flag for drive side here?
 
18:56:09  <andythenorth> I know there's a global varaction 2 for it
 
18:56:41  <frosch123> there is only that var
 
18:56:52  <frosch123> why should there be also a flag?
 
18:57:09  <andythenorth> I want to use action 7 for it
 
18:57:31  <frosch123> where's the problem?
 
18:58:26  <andythenorth> there isn't, I misunderstand action 7 :)
 
18:58:46  * andythenorth is wondering if an offset fix can be scripted by the devzone makefile
 
18:59:18  <Xaroth> right, nogo #1 is running
 
18:59:25  <andythenorth> is the required delta for the offset deterministic across all vehicles that have same length reduction?
 
19:00:25  <planetmaker> so... one company or many?
 
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19:01:11  <Eddi|zuHause> nobody actually solved the payment in IS yet...
 
19:01:19  <TrueBrain> Rubidium: tbh, if only you could Export and Import prsets, which do it via md5, it would be sufficient I think ;)
 
19:01:23  <andythenorth> meh, version mismatch :P
 
19:01:43  <Eddi|zuHause>  <andythenorth> is the required delta for the offset deterministic across all vehicles that have same length reduction? <-- i guess so
 
19:02:43  <XeryusTC> oh, OTTDAU is already updated for NoGo :D
 
19:03:49  <TrueBrain> Zuu is that awesome yeah
 
19:03:59  <Xaroth> Yexo: potatoe potatoe :)
 
19:04:09  <TrueBrain> Xaroth: not really; his URL is better
 
19:04:11  * XeryusTC will try to get the El Kinky Negro Party to do some NoGo :o
 
19:04:13  <TrueBrain> goes via the load balancer
 
19:04:29  <Zuu> XeryusTC: Yep, why download manually instead of "just" updating it :-)
 
19:04:49  <Xaroth> right, i'll keep that in mind
 
19:04:52  * XeryusTC hands Zuu a free beer
 
19:05:23  <Zuu> thanks, but I got quite some beers yesterday night and doesn't really want a beer today :-)
 
19:05:54  <Eddi|zuHause> anybody has an idea about 3D-acceleration in combination with libvirt/kvm?
 
19:06:30  <CIA-6> OpenTTD: rubidium * r23287 /trunk/src/table/misc_settings.ini: -Fix (r23274): mono_size is a better name than large_mono for the size variable in the configuration file
 
19:07:57  <andythenorth> anybody like awk or some such, and want to help fix HEQS?  :| :D :P
 
19:08:58  <Xaroth> I like python, but i'm too busy working on my admin-port lib.
 
19:09:17  <CIA-6> OpenTTD: rubidium * r23288 /trunk/src/newgrf_gui.cpp: -Feature: use the monospace font for the NewGRF text windows
 
19:19:22  <Eddi|zuHause> ah... great... "this rescue/install DVD will only run flawlessly on HP systems. [cancel]"
 
19:21:24  <Eddi|zuHause> of course it tells that _after_ letting me wait to copy 5GB of data
 
19:21:24  <TrueBrain> Eddi|zuHause: that would take you a long time :(
 
19:25:47  <Eddi|zuHause> i hate days when nothing works...
 
19:27:23  <Eddi|zuHause> i have a game that doesn't run which ran before. i have a game that doesn't run and needs a wine patch. i have a wine patch that makes a game run but doesn't apply. i have a wine compile that doesn't run even without patch. i have a windows-install-cd which doesn't install
 
19:27:53  <__ln__> could be worse, it could rain
 
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19:34:17  <planetmaker> devs.openttd.org/~planetmaker/patches/nogo3.sav <-- Xaroth
 
19:35:06  <Xaroth> planetmaker: let me load it on the server
 
19:35:48  <Xaroth> it's on the server, will use it at some point
 
19:35:54  <planetmaker> it's the current savegame minus all trains
 
19:36:03  <planetmaker> at some point it's pointless
 
19:36:08  <planetmaker> either now or scrap it
 
19:36:35  <planetmaker> but I guess I'll never provide a savegame anymore
 
19:37:36  <Xaroth> it also seems a bit pointless to have half a dozen people constantly reconnect and whatnot
 
19:37:43  <Xaroth> but if you want, you can have rcon access
 
19:38:08  <TrueBrain> lol, planetmaker, you just loaded the game in SP and reloaded it on the seed, or?
 
19:38:13  <TrueBrain> kinda like that approach :D
 
19:38:16  <planetmaker> I fixed the trainset
 
19:38:24  <planetmaker> so that the game can be continued
 
19:38:39  <planetmaker> save -> fix in SP -> load back on server
 
19:38:46  <TrueBrain> I have to remember that :D
 
19:38:50  <planetmaker> standard procedure
 
19:39:23  <TrueBrain> hehe; you have played too many games :D:D (a positive thing)
 
19:39:42  <planetmaker> nah, but I care for the game being played on my servers
 
19:41:35  <TrueBrain> it is also the way you build etc :)
 
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19:58:13  *** DayDreamer1 has joined #openttd
 
21:02:01  *** DayDreamer1 has left #openttd
 
21:13:13  *** valhallasw has joined #openttd
 
21:30:06  <XeryusTC> planetmaker: do you have skype?
 
21:46:06  *** Brianetta has joined #openttd
 
22:24:03  <TrueBrain> XeryusTC: OpenTTD needs a TS (Mumble?) server! Skype is for pussies :P
 
22:25:21  <XeryusTC> TrueBrain: i'm recording skype
 
22:29:23  <XeryusTC> making a let's play ;)
 
22:29:30  <XeryusTC> i'm kind of into recording OpenTTD atm
 
22:33:14  *** welshdragon has joined #openttd
 
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22:46:23  <z-MaTRiX> what does openttd use for accurate timing?
 
22:47:28  <Arafangion> z-MaTRiX: openttd has accurate timing?
 
22:47:52  <z-MaTRiX> framerate limit or game timebase?
 
22:50:03  <Arafangion> I'm sure it uses something... I was questioning your claim that it was "accurate timing".
 
22:51:30  <z-MaTRiX> i believe gettimeofday() is our best option for now
 
22:52:13  <z-MaTRiX> since rdtsc is unstable on most cpus
 
22:53:07  <Arafangion> And this matters... how?
 
22:54:05  <z-MaTRiX> well i'm coding and was interested
 
22:54:52  <z-MaTRiX> and instead of digging through all the openttd sources, was thinking about i may ask the  developers
 
22:58:24  <TrueBrain> well, you started off with the assumption OpenTTD has one
 
22:58:31  <TrueBrain> no clue what makes you think it does :)
 
22:59:02  <z-MaTRiX> btw SDL has a SDL_GetTicks
 
22:59:27  <z-MaTRiX> that should be millisecond resolution
 
22:59:36  <TrueBrain> and this matters ... how?
 
22:59:43  <TrueBrain> (hihi, sorry to steal your line Arafangion :D)
 
22:59:50  <z-MaTRiX> well for measuring fps a timer is needed
 
23:00:08  <TrueBrain> lol .. fps for OpenTTD .. that would be useful?
 
23:00:20  <michi_cc> For Windows QueryPerformanceCounter() is likely your best bet.
 
23:00:23  <z-MaTRiX> or updating the screen accurately timed
 
23:00:35  <TrueBrain> wihch game would want to update its screen accurately?
 
23:00:58  <z-MaTRiX> TrueBrain<< welll if i do animation i'd like it to go on constant rate
 
23:01:13  <TrueBrain> which is totally unrelated to screen updates
 
23:01:17  <TrueBrain> and, for that matter, to OpenTTD
 
23:01:38  <z-MaTRiX> ok well in openttd animation is not a real issue
 
23:01:54  <z-MaTRiX> thats mor elike some slideshow
 
23:02:22  <TrueBrain> I wonder what patch you are making that adds slideshows to OpenTTD
 
23:03:26  <z-MaTRiX> well how about an animation for the background of the console window? or options menu?
 
23:03:35  <z-MaTRiX> like some moving fractals
 
23:03:36  <Arafangion> TrueBrain: You're welcome to it. :)
 
23:04:02  <TrueBrain> z-MaTRiX: sounds like a welcome improvement to OpenTTD ........ NOT (hihi, I just Boratted you :D:D)
 
23:04:13  <TrueBrain> sorry, that was not nice :)
 
23:04:42  <TrueBrain> I can't imagine something like that to be useful; but feel free to make us a patch and proof us wrong :)
 
23:05:01  <z-MaTRiX> just to say something
 
23:05:23  <z-MaTRiX> its one thing that bothers me though
 
23:05:51  <z-MaTRiX> the good-old ttd in dos has much higher animation speed
 
23:06:25  <z-MaTRiX> i guess its related to the SDL_Flip framerate limit
 
23:06:31  <TrueBrain> you sure about that?
 
23:07:02  <z-MaTRiX> i'm somewhat sure if the video rendering would be a seperate thread, it would result in an instant speed-up
 
23:07:14  <TrueBrain> haha; that is just a lie :)
 
23:07:31  <TrueBrain> but how would that help animation speed?
 
23:07:49  <TrueBrain> I promise you, on the fastest machine you can find, OpenTTD will still run on the same speed as a new created map does
 
23:08:17  <z-MaTRiX> if the display function introduces an unwanted delay every refresh, then it cannot result in smooth animation
 
23:08:31  <Arafangion> TrueBrain: On my machine, actually, OPenTTD is much faster in multiplayer mode than it is in a single-player mode.
 
23:08:34  <TrueBrain> where do you see non-smooth animation in OpenTTD
 
23:08:44  <TrueBrain> Arafangion: lol; that is ... very ... weird :)
 
23:08:59  <Arafangion> TrueBrain: If the architecture was multithreaded, it would run faster.  Then again, I run on an Atom D525 system.
 
23:09:11  <z-MaTRiX> TrueBrain<< like when i click a maglev, and make the viewfinder follow it
 
23:09:21  <TrueBrain> the assumption anything would run faster threaded, is a lie :)
 
23:09:28  <JGR> Multithreading would just move the bottleneck elsewhere, and make coding a nightmare
 
23:09:32  <TrueBrain> it is not a magic powder you can drip over software
 
23:09:40  <Arafangion> JGR: I'll agree with that.
 
23:09:45  <TrueBrain> z-MaTRiX: is that animation?
 
23:09:49  <TrueBrain> animation is the sea you see animating
 
23:09:52  <TrueBrain> (hence the word: animation)
 
23:10:01  <z-MaTRiX> click the fast forward at top left
 
23:10:04  <z-MaTRiX> i was thinking about that
 
23:10:16  <z-MaTRiX> time goes slow compared to the dos ttd
 
23:10:17  <TrueBrain> increase the speed of the whole game?
 
23:10:22  <TrueBrain> no, it should be near identical
 
23:10:28  <TrueBrain> else someone fucked up something 8 years ago
 
23:10:47  <TrueBrain> or your DOS emulator is bad, that is also an option
 
23:10:48  <z-MaTRiX> or i dont have good-enough hardware ...
 
23:10:48  <Yexo> z-MaTRiX: and how are you comparing to dos ttd?
 
23:11:03  <XeryusTC> planetmaker: it may actually not have recorded voice because of some fubar mess up :o
 
23:11:12  <Arafangion> z-MaTRiX: Move your map so that the far right corner is the only part that's visible... And disable the fancy graphics so that the water is not moving, and compare performance.
 
23:11:14  <TrueBrain> XeryusTC: lolz .....
 
23:11:16  <z-MaTRiX> Yexo<< ok i know the whole thing differs
 
23:11:18  <XeryusTC> because it did record what i did before server reset xD
 
23:11:25  <z-MaTRiX> resolution is larger too
 
23:11:32  <XeryusTC> but the long 3 hour conversation is not on my hdd it seems xD
 
23:11:45  <TrueBrain> z-MaTRiX: well, your 'idea' of the speed of TTD (DOS) might be widly different then the reality
 
23:12:00  <TrueBrain> it happens a lot to people .. they remember old games differently than they really are
 
23:12:14  <TrueBrain> install DOSBox, install TTD, and play it. Then compare.
 
23:12:22  <TrueBrain> (without fast-forward, of course)
 
23:12:34  <TrueBrain> now press .. I think F3 in DOSBox
 
23:12:39  <Arafangion> z-MaTRiX's linux system may will have crappy graphics.
 
23:12:39  <z-MaTRiX> i was talking about fast forward
 
23:12:54  <TrueBrain> okay, z-MaTRiX, that is something you cannot compare in any sane way :D
 
23:13:04  <TrueBrain> that is so silly, and has absolutely nothing to do with timing (accurate or not :))
 
23:13:12  <Yexo> but dos ttd doesn't even have fast forward, right?
 
23:13:18  <z-MaTRiX> its a different question
 
23:13:24  <TrueBrain> huh? Where did you change the question?
 
23:13:35  <TrueBrain> [00:05] <z-MaTRiX> the good-old ttd in dos has much higher animation speed
 
23:13:39  <z-MaTRiX> that should only demonstrate the botleneck caused by displaying
 
23:13:41  <TrueBrain> that sounds like we are talking about timing ..
 
23:13:53  <TrueBrain> owh, so fast forward is limited by the display, in speed?
 
23:14:05  <TrueBrain> and you know this .. how?
 
23:14:11  <TrueBrain> a magic bird told you, or did you do any profiling?
 
23:14:21  <Yexo> TrueBrain: the magic bird of course
 
23:14:24  <z-MaTRiX> well i just started to use SDL too
 
23:14:29  <Yexo> z-MaTRiX has yet to start looking at the source code
 
23:14:30  <TrueBrain> I thought I shot down that bird a while ago ...
 
23:14:30  <z-MaTRiX> and the birds were telling it
 
23:14:36  <Yexo> yet he knows everything about why it's limited in speed
 
23:14:54  <TrueBrain> z-MaTRiX: a piece of advise ... don't come with lies in this channel. They often die fast. Unless you can proof something is true, sure, feel free
 
23:14:59  <TrueBrain> but what you just said is just gibberish
 
23:15:06  <Arafangion> Hilariously, the reason is because OPenTTD makes bad decisions in code that gets the current time of day.
 
23:15:13  <z-MaTRiX> currently doing testing and fps meter
 
23:15:29  <Arafangion> z-MaTRiX: What makes you think the fps is indicative?
 
23:15:30  <TrueBrain> so come back AFTER you have data, instead of 'guessing' before you do
 
23:15:39  <TrueBrain> next you are going to tell us we should use voxels, as they are epic!
 
23:16:22  * Arafangion ... must resist... talking about voxels...
 
23:16:23  <z-MaTRiX> i was not complaining
 
23:16:29  <TrueBrain> no, but you are telling lies about the game
 
23:16:36  <TrueBrain> not in a question. You were stating
 
23:16:44  <TrueBrain> [00:13] <TrueBrain> owh, so fast forward is limited by the display, in speed?
 
23:16:46  <TrueBrain> [00:14] <z-MaTRiX> yes
 
23:16:49  <TrueBrain> that is saying you know something
 
23:16:53  <z-MaTRiX> i believe i did only reply to questions
 
23:16:56  <TrueBrain> asking is good. Lying is not.
 
23:17:07  * Arafangion rushes off to work.
 
23:17:14  <TrueBrain> Arafangion: have a nice working day
 
23:17:19  <TrueBrain> it is 0017 here .. lolz
 
23:17:32  <TrueBrain> means you are ... East of me! :P
 
23:17:34  <z-MaTRiX> [001417] TrueBrain it is 0017 here .. lolz
 
23:18:03  <TrueBrain> you can't go much further :P
 
23:18:18  <Arafangion> :)  And with that, I must take my leave. :)
 
23:21:06  <z-MaTRiX> im currently working on an sdl example program that does asynchronous display update
 
23:21:20  <z-MaTRiX> and comparing it to one that does not have it
 
23:24:16  <z-MaTRiX> but since SDL_Flip is synchronized to vertical retrace, and SDL is not thread-safe, i guess the SDL_Flip will introduce a random forced delay in the mainloop
 
23:25:07  <z-MaTRiX> so putting the SDL dusplay update into a seperate thread/process will increase performance in all cases,
 
23:25:31  <JGR> You generally do not want a loop to run continuously with no delays
 
23:25:42  <z-MaTRiX> but at minimum, i can have a core function that runs at 10kHz while updating screen data at 60Hz
 
23:26:27  <JGR> If eeking out extra performance is that critical, investigate triple buffering
 
23:26:33  <TrueBrain> it is a bold statement, to say it will increase performance in _all_ cases
 
23:26:36  <TrueBrain> I know plenty in which it wouldn't
 
23:26:53  <TrueBrain> threads still aren't the holy cure
 
23:27:38  <z-MaTRiX> until you want to run the display on the second core :)
 
23:27:55  <JGR> It's not as simple as that
 
23:28:22  <TrueBrain> switching threads is very expensive, so are mutexes ... there is so much more to it then 'just adding threads to make it faster'
 
23:28:39  <JGR> Generally, for any useful display drawing function, it will need to access some data which is periodically modified by the "main" code
 
23:28:40  <TrueBrain> if it was so simple to increase performance of _all_ applications by threading it, tiw ould be done much more
 
23:29:04  <TrueBrain> in many cases it in fact slows down an application, if you are threading the display code ..
 
23:29:17  <z-MaTRiX> TrueBrain<< i don't care if its not simple, just coding
 
23:29:33  <TrueBrain> I am just complaining on your statements of 'all' and stuff like that :)
 
23:29:43  <z-MaTRiX> well i could do a process and have shared memory communication
 
23:29:55  <TrueBrain> shared memory requires a lock
 
23:30:02  <TrueBrain> which means the main thread freezes during display updates
 
23:30:02  <JGR> shared memory would be even worse
 
23:30:05  <TrueBrain> which makes them fibers
 
23:30:09  <z-MaTRiX> but i can use threads too...
 
23:30:14  <TrueBrain> which is juse a useless context switch
 
23:30:21  <JGR> Process swicthes are even more expensive than thread switches
 
23:30:55  <TrueBrain> JGR: lol, I missed he said processes, that is even worse yeah :D
 
23:31:03  <TrueBrain> an inter-process-lock, hehe :D
 
23:31:18  <z-MaTRiX> inter-process-communication
 
23:31:28  <z-MaTRiX> now google will find this log on it
 
23:31:30  <TrueBrain> communication is fine, we have shit for that
 
23:31:35  <TrueBrain> OpenMP, OpenMPI, you name it
 
23:31:38  <TrueBrain> locks ... ieuw ....
 
23:31:54  <JGR> Having locks is better than having horrendous rae condition issues
 
23:31:56  <TrueBrain> hmm, OpenMP is in fact threading :P
 
23:32:04  <TrueBrain> JGR: haha, for that you have locks, yes :)
 
23:32:07  <TrueBrain> but they are very expensive :)
 
23:32:16  <TrueBrain> and in result, performance will degrade ;)
 
23:32:58  <z-MaTRiX> and if i just pipe the display data into the display process?
 
23:33:08  <z-MaTRiX> what will cause performance degradation?
 
23:33:20  <TrueBrain> is that the prepared display, pixel by pixel?
 
23:33:28  <TrueBrain> as then you can just write it to the video memory directly, much faster
 
23:33:28  <z-MaTRiX> display command, or the whole buffer.
 
23:33:29  <JGR> That will cause horrendous performance slowdowns
 
23:34:07  <JGR> Piped data is buffered, marshalled, etc by the OS and that takes time and context switches
 
23:34:33  <TrueBrain> not to start about locks to avoid race conditions, bus-uses, cache-polution, ...
 
23:34:57  <JGR> I really don't see the problem with the wait in the loop, in the original question
 
23:35:10  <TrueBrain> JGR: which original question? :)
 
23:35:28  <JGR> [23:24:14] <z-MaTRiX> but since SDL_Flip is synchronized to vertical retrace, and SDL is not thread-safe, i guess the SDL_Flip will introduce a random forced delay in the mainloop
 
23:36:08  <TrueBrain> in general, how long does displaying really take?
 
23:36:14  <TrueBrain> 1% of the application? 2?
 
23:36:24  <JGR> A wait here implies that neither buffer is ready to be written to, and hence there's nothing to do anyway
 
23:36:29  <TrueBrain> so even if you thread it perfectly, the gain is to be noticed :)
 
23:37:14  <TrueBrain> on another approach, if you want performance of your display, you don't use SDL :D
 
23:37:19  <TrueBrain> it has so many compatability layers, ugh
 
23:37:37  <z-MaTRiX> TrueBrain<< so you say it would have no benefits to have a continuously rolling mainloop, and a parallel snapshotting display thred?
 
23:37:38  * JGR is unfamiliar with SDL, to be honest
 
23:37:50  <TrueBrain> z-MaTRiX: for OpenTTD, I am very sure it won't help you
 
23:37:54  <TrueBrain> in general, it rarely does
 
23:38:02  <TrueBrain> as you need to lock down the main thread to access information to build your display
 
23:38:15  <TrueBrain> and those things are expensive like fuck
 
23:38:19  <z-MaTRiX> no i dont want to lock down my mainloop
 
23:38:30  <TrueBrain> JGR: SDL is a combination of layers to make it to work on all platforms. This costs a lot of performance :)
 
23:38:41  <TrueBrain> z-MaTRiX: you have no choice; else you get race conditions, which are worse
 
23:38:42  <JGR> @ z-MaTRiX, the majority of the main loop would be spent modifying the map/vehicle/etc arrays
 
23:39:01  <glx> TrueBrain: and may add some limits too
 
23:39:03  <TrueBrain> you cannot have a write in any area the display is trying to display, while it is displaying
 
23:39:06  <JGR> You can't reliably use those same arrays for drawing, when they're being modified
 
23:39:17  <TrueBrain> JGR: hence the locks ;)
 
23:39:29  <TrueBrain> there are some achitectures which introduce CoW in memory, which do allow it
 
23:39:40  <TrueBrain> but that is just really advanced fancy state-of-the-art shit, no user has ;)
 
23:40:16  <JGR> Those are generally quite trivial structures, and tend to involve things like CAS operations
 
23:40:27  <z-MaTRiX> TrueBrain<< i was thinking about double buffering...
 
23:40:29  <JGR> Which are also a bit nasty
 
23:40:35  <z-MaTRiX> rendering in a buffer
 
23:40:53  <TrueBrain> z-MaTRiX: double buffering is commonly used, yes
 
23:40:56  <Yexo> z-MaTRiX: before you render you need to know which sprites to render
 
23:40:58  <TrueBrain> but that is to avoid the user seeing a screen being drawn
 
23:41:12  <Yexo> I think that part is way more expensive than the actual rendering
 
23:41:39  <TrueBrain> but what Yexo says: you are talking about improving a piece of code that takes no time to execute in the first place
 
23:41:40  <glx> even dune 2 used double buffering at that time
 
23:41:52  <JGR> The main point of double-buffering is to have the buffer ready and waiting, as the re-trace occurs, to avoid screen-tearing
 
23:42:13  <TrueBrain> JGR: to avoid partial screens, yeah
 
23:42:55  <TrueBrain> can't remember a game which did not do double buffering tbh
 
23:43:15  <TrueBrain> Alleycat even did ...
 
23:43:19  <JGR> Some do triple, but I'm not sure how common that is these days
 
23:43:29  <TrueBrain> these days it is all not that important anymore
 
23:43:37  <TrueBrain> 3D graphics is another can of shit :D
 
23:43:43  <TrueBrain> (which is what is used these days ;))
 
23:43:57  <TrueBrain> AA 8x draws the screen many times for 1 screen :P
 
23:44:03  <JGR> The strategy seems to be to just let the card handle it
 
23:44:04  <TrueBrain> (hihi, now I am pushing it, I know :D)
 
23:44:19  <TrueBrain> nowedays you send: screen-done-building
 
23:44:22  <TrueBrain> and it does the swapping for you
 
23:45:09  * JGR has not done graphical coding for ages
 
23:45:18  <TrueBrain> but okay; the topic was threading the display part
 
23:45:30  <TrueBrain> then it heavily depends what you consider 'the display part'
 
23:45:44  <TrueBrain> in general, there is very little to gain there
 
23:46:00  <TrueBrain> unless you are doing some high-value up-scaling :P
 
23:46:09  <TrueBrain> but then you should be caching :D
 
23:46:16  <JGR> It makes sense if the front end and back end aren't really doing the same thing at all
 
23:46:25  <TrueBrain> JGR: but when does that happen?
 
23:46:38  <TrueBrain> well, webservers do, of course
 
23:46:52  <TrueBrain> a webserver is strictly seen the perfect example of threading the display
 
23:46:59  <TrueBrain> server sends it to the client, which renders it in its own thread
 
23:47:02  <z-MaTRiX> i don't get it why are you against multithreading
 
23:47:07  <TrueBrain> but I am pretty sure that is not what z-MaTRiX is looking for :)
 
23:47:11  <z-MaTRiX> there is more and more cores in the cpus
 
23:47:18  <JGR> @ z-MaTRiX, I've written multithreaded code, it's not trivial
 
23:47:20  <Xaroth> z-MaTRiX: multithreading is a myth
 
23:47:29  <TrueBrain> z-MaTRiX: who said anyone was against?
 
23:47:38  <glx> openttd is multithreaded :)
 
23:47:42  <z-MaTRiX> you are telling it would not be any improvement.
 
23:47:48  <JGR> Multithreading is useful for parrallelisable algorithms
 
23:47:49  <TrueBrain> we are just telling you that it is very unlikely you get a gain by threading the display. But for sure it is not _the_ cure in _all_ cases
 
23:47:54  <glx> but only where it's possible
 
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23:48:11  <z-MaTRiX> The drawing function, and the screen flip function can be threaded too
 
23:48:24  <JGR> No, they can't we just explained that
 
23:48:29  <TrueBrain> well, clearly we cannot convince you with words, so I wish you the best of luck making it :D
 
23:48:34  <TrueBrain> I am not telling you you shouldnt
 
23:48:41  <TrueBrain> I am just telling you it is unrealistic to expect any improvement
 
23:49:23  <TrueBrain> and I am very alergic to statements like: "will increase performance in all cases,"
 
23:49:51  <z-MaTRiX> well its better than 640kB will be enough for everything ;>
 
23:50:01  <TrueBrain> which Bill Gates btw never said
 
23:50:10  <glx> IIRC multithreading experiments were done in openttd, the result was big slow down for single core for a very low improvement for multicore
 
23:50:26  <TrueBrain> glx: I remember the same :D So it has to be true :P
 
23:50:59  <TrueBrain> I see posibilities in YAPF to thread ... in Cargodest and stuff .. but in very restrictive ways :)
 
23:51:13  <z-MaTRiX> well things can be done various ways
 
23:51:14  <JGR> Hmm, even that is a bit dubious IMO
 
23:51:42  <z-MaTRiX> a circle's points can be calculated in parallel using 256 processors
 
23:51:43  <TrueBrain> caching often gives a better improvement (at the expensive of memory)
 
23:52:01  <TrueBrain> and where in OpenTTD do we do such math?
 
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23:52:40  <TrueBrain> I calculated the coming and going of weather by using over 100 machines with each 16 cores ...
 
23:52:49  <JGR> I seem to recall that a previous attempt at improving OpenTTD's performance focused on caching things like height data for each tile corner
 
23:52:50  <TrueBrain> sure, threading can be very useful. But it doesn't apply to OpenTTD :)
 
23:52:55  <JGR> I forget where I read that though
 
23:53:04  <TrueBrain> JGR: most of the imrpvoements in OpenTTD come from caching :)
 
23:53:08  <TrueBrain> or better hash functions :)
 
23:53:19  <TrueBrain> or just the plain old: improve the algorithm :)
 
23:53:21  <TrueBrain> hello Swissfan91 :)
 
23:53:29  <TrueBrain> JGR: some O(N**2) to O(N) goes a long way ;)
 
23:53:43  <glx> and then we added a VM for AIs ;)
 
23:54:01  <TrueBrain> now _those_ can be threaded .... with a lot of work :D
 
23:54:04  <JGR> Surely the AIs don't have that big an impact?
 
23:54:12  <TrueBrain> typical example of closely guarded input/output :)
 
23:54:14  <Yexo> JGR: they have a very big impact
 
23:54:17  <TrueBrain> JGR: lolz; they do :D
 
23:54:26  <JGR> Oh well, I always play without them :P
 
23:54:29  <TrueBrain> on my machine, 16 AIs can take up to 500ms per tick :D
 
23:54:40  <TrueBrain> (where a tick normally is 30ms, because of a Sleep of 30ms :P)
 
23:55:02  <TrueBrain> then again, I did alter the settings a bit :D:D
 
23:55:18  <z-MaTRiX> or a multithreaded pathfinder ?
 
23:55:27  <glx> you increased opcode limit TrueBrain ?
 
23:55:45  <Swissfan91> can anyone code NewObjects here?
 
23:56:00  <TrueBrain> z-MaTRiX: there are posibilities there; just VERY limited once. And all tests so far ahve been very negative in result (and by people who know a lot about threading)
 
23:56:00  <Yexo> z-MaTRiX: can't do that as long as every vehicle depends on on the pathfinding results of all previous vehicles
 
23:56:02  <JGR> Presumably the current OpenTTD AIs work better than the originals, given that they chew that many more cycles?
 
23:56:28  <JGR> I've never used the OTTD AI, I must admit
 
23:56:29  <Yexo> and a lot more versatile
 
23:56:33  <TrueBrain> JGR: well, those two are strictly not in relation of course :)
 
23:56:40  <TrueBrain> but they are much more fun :)
 
23:57:00  <TrueBrain> more cycles does not imply better :D
 
23:57:12  <JGR> Well, I'd hope that the extra cycles were doing *something* useful :P
 
23:57:19  <Yexo> depending a lot upon the map type, but I've seen games were very good human players didn't have it easy to beat an AI
 
23:57:19  <TrueBrain> just they no longer randomly terraform and shit :D
 
23:58:41  <TrueBrain> and now we are introducing NoGo, a script VM for goals in the game :P
 
23:58:45  <TrueBrain> even more cycles wasted :P
 
23:59:04  <JGR> As long as you can turn it off, it's not a problem
 
23:59:14  <Yexo> TrueBrain: what was the reason the threading for AIs was removed?
 
23:59:18  <z-MaTRiX> and what is your opinion of removing the scripting engine from openttd and coding everything in C?
 
23:59:33  <TrueBrain> Yexo: _current_company
 
23:59:47  <glx> OTTD2SQ is a nasty one :)
 
23:59:57  <TrueBrain> OpenTTD is not ready for threads like that. But for sur eit is possible, we have shown that :D
 
continue to next day ⏵