IRC logs for #openttd on OFTC at 2012-10-03
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00:25:20 <Kitty> you know that point where you forgot to hit pause, and went to sleep and then 8 hours later you have over 500 million in the bank, all your planes have crashed and that the towns have all merged?
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01:37:13 <cockroach> hey. i'm using openttd 1.2.2 (also tried with 1.2.1) and it seems my autoreplace option is missing. was it moved somewhere else, is there something fishy with my installation or could this be a side-effect of some newgrf?
01:37:48 <Supercheese> autoreplace is from the vehicle list
01:37:53 <Supercheese> you tried there, yes?
01:38:11 <Supercheese> Manage List --> Replace Vehicles
01:38:22 <cockroach> the other two options are there
01:38:40 <Supercheese> have you tried selecting different groups?
01:38:55 <cockroach> indeed i have, didn't help
01:40:34 <cockroach> if i start a new game without any addons that option is still missing
01:42:21 <cockroach> (which may make sense since there are no replacement vehicles at the beginning)
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02:12:22 <shanne> hallo from whwre i can ownlod openttd for nexu 7? p,ease
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08:08:41 <Eddi|zuHause> happy alibi-reunification-day everyone
08:10:42 <Eddi|zuHause> well, the real day of reunification should be the 9th november. but they didn't dare to pick that as a holiday
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08:11:27 <Eddi|zuHause> because of ... conflicting historical events
08:17:15 <planetmaker> hehe, yeah. 9th November is kinda *the* German day... good and bad
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08:32:26 <frosch123> when i compile ottd entirely from a ramdisk it still makes out at -j 4
08:32:35 <frosch123> what's the bottleneck?
08:32:57 <frosch123> i always thuoght only the disk is slow :o
08:33:50 <frosch123> hmm... oh wait... the point of more -j than cores was to do other things while waiting on the disk...
08:34:41 <frosch123> so, i should only compare it to higher -j from non-ramdisk
08:36:18 <frosch123> i guess if the -j5 speed from disk matches the -j4 from ramdisk, the disk is not that bad
08:38:20 <peter1138> Long gone are the days when I could compile the whole of OpenTTD in 16 seconds.
08:38:45 <frosch123> we should revert to c :p
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08:39:31 <andythenorth> what was the question?
08:39:56 <peter1138> There was no question.
08:43:41 <planetmaker> peter1138, 30 seconds is good enough for me ;-)
08:44:09 <planetmaker> my osx takes 6 minutes to compile it...
08:44:22 <frosch123> planetmaker: so your machine is 25% faster than mine :)
08:44:34 <frosch123> i did not expect there would still be such increases
08:46:19 <planetmaker> I don't have a fast disk really
08:46:59 <Eddi|zuHause> frosch123: testing -j multiple times to test the influence of the disk is tricky as after the first run, pretty much everything should be cached
08:49:31 <frosch123> well, i made /tmp a tmpfs now, and symlinked ottd/obj/debug to /tmp
08:49:40 <frosch123> basically no disk access at all when compiling
08:50:11 <Eddi|zuHause> real 0m49. user 3m15.988s sys 0m14.605s
08:50:30 <frosch123> only after compilation has finished and the write delay triggers to write the binary to disk
08:53:45 <Eddi|zuHause> that doesn't really look maxed out, or there is a longer single-core stretch inbetween
08:54:06 <Eddi|zuHause> because 3m30s/6 ~35s
08:54:25 <Eddi|zuHause> so where did the other ~15s come from?
08:54:32 <frosch123> Eddi|zuHause: try a ramdisk
08:54:48 <planetmaker> with -j9 after maintainer-clean
08:55:48 <frosch123> real 0m40.000s <- btw. i should calibrate my clock agains ottd compilations :p
08:56:01 <Eddi|zuHause> real 0m45.259s user 3m34.826s sys 0m15.272s
08:56:34 <Eddi|zuHause> i guess i should need a better test environment
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09:03:40 <peter1138> still compiling o_O
09:04:05 <Eddi|zuHause> real 0m45.534s user 3m34.987s sys 0m15.163s
09:04:15 <Eddi|zuHause> no real change when putting objs on /dev/shm
09:06:04 <Eddi|zuHause> but from watching the output, there seem to be two single-core operations, compiling the grfs and making the dep check
09:12:57 <DorpsGek> Commit by planetmaker :: r24569 /trunk (Makefile.bundle.in Makefile.in) (2012-10-03 09:12:51 UTC)
09:12:58 <DorpsGek> -Fix (r23817): Naming of bundles was somewhat broken
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12:56:10 <DorpsGek> Eddi|zuHause: Error: Something in there wasn't a valid number.
12:56:13 <Eddi|zuHause> @calc 540**2/700
12:56:13 <DorpsGek> Eddi|zuHause: 416.571428571
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12:59:15 <DorpsGek> frosch123: 1.018138451
12:59:31 <Eddi|zuHause> not what i asked :)
12:59:45 <frosch123> @calc 540**(2/700) * 540**2/700
12:59:45 <DorpsGek> frosch123: 424.127389016
13:35:53 <frosch123> yay, walling towns in using food plants
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14:25:36 <SgtGeneralCase> I have a strange case here whereby despite multiple_industries_per_town=false, I get massive amounts of industry. In openttd, 1.2.2; even with a blank config.
14:26:35 <Eddi|zuHause> that is "multiple industries of the same type in the same town"
14:28:15 <SgtGeneralCase> Hm, maybe it's related to the fact that I am using a lot of towns.
14:30:56 <SgtGeneralCase> map size 1024x1024, no. of towns: high, no. of industris: very low - still "high" for some taste (while "minimal" is then again too minimal). Maybe a finer tunable for #industries could be added, like "Custom" as there is for towns?
14:31:55 <Eddi|zuHause> isn't that already possible?
14:33:45 <SgtGeneralCase> Only #towns has "custom" in 1.2.2
14:38:50 <Eddi|zuHause> hm... anyone notice that the climate selection buttons are one pixel smaller in the start game menu than in the main menu?
14:39:37 <peter1138> it's noticable when you start trying to improve the ui for larger/smaller sizes
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15:04:38 <peter1138> working wifi adapters:
15:04:52 <peter1138> problem wifi adapters:
15:06:37 <Rubidium> there used to be a wireless adapter for which the first few 'builds' worked and the later ones didn't
15:06:57 <Rubidium> mostly because the first few were mostly in hardware and the later builds used much more firmware
15:07:17 <Rubidium> oh... worked in Linux that is
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16:33:10 <BadBrett> exclusive IRC preview:
16:33:13 <BadBrett> www.badbrett.se/goldrush/Smoke.avi
16:34:45 <BadBrett> now the question is... i have several animations i want to do here... when cargo arrives, the whale should be dragged out of the water... then smoke should appear... and finally small barrels will appear
16:35:17 <BadBrett> should i use subsprites for everything? what do you think will work the best?
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16:46:25 <Eddi|zuHause> i'm sorry i have no clue how animations work
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17:07:13 <SgtGeneralCase> BadBrett: is it that what I think? a HQ version of openttd?
17:09:47 <SgtGeneralCase> BadBrett: animations, from prior observations, seem to simply repeat, without taking any sort of events, like a train starting to load cargo, into consideration
17:17:34 <FLHerne> SgtGeneralCase: There are many callbacks for that
17:17:57 <SgtGeneralCase> Interesting :)
17:18:14 <FLHerne> It can be and is done - see UKRS2 or FISH for instance ;-)
17:18:19 <SgtGeneralCase> Whenever I see a farm placed next to a Factory, I wonder if the livestock can't just _walk_ over there.
17:18:36 <FLHerne> Opening doors and gradual sinking, respectively :P
17:19:09 <FLHerne> SgtGeneralCase: Make a 'cow' vehicle :P
17:19:22 <FLHerne> capacity: one livestock :-)
17:19:38 <FLHerne> And have it invisible when empty :P
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17:25:55 <BadBrett> there are several ways of doing it, but the question is which method that works the best in this case
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19:07:54 <planetmaker> in a base set no method of animation will work ;-)
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20:43:38 <DorpsGek> Commit by zuu :: r24570 /trunk/src/script/api (ai_changelog.hpp game_changelog.hpp) (2012-10-03 20:43:32 UTC)
20:43:39 <DorpsGek> -Fix (r24542): Some documentation was missing
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20:55:00 <Eddi|zuHause> you can easily find that out by typing "an[tab]"
21:10:09 <supermop> well ive posted something for him in the lego topic, so he can find it there
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21:52:30 <Yexo> mixing up nfo7 and nfo32
21:52:56 <Yexo> either stick with v7 (no "normal" at the end, ysize before xsize) or go to v32 (no compression, xsize before ysize)
21:54:06 <planetmaker> sprite compression is missing, too. Thanks
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