IRC logs for #openttd on OFTC at 2013-11-25
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09:12:55 <DorpsGek> Commit by rubidium :: r26097 trunk/src/openttd.cpp (2013-11-25 09:12:49 UTC)
09:12:56 <DorpsGek> -Fix: another minor memory leak (when pressing cancel in the bootstrap window)
09:20:42 <DorpsGek> Commit by rubidium :: r26098 /trunk/src (dedicated.cpp openttd.cpp) (2013-11-25 09:20:35 UTC)
09:20:43 <DorpsGek> -Fix: close the log file when OpenTTD was forked and finally closed
09:23:02 <DorpsGek> Commit by rubidium :: r26099 trunk/src/openttd.cpp (2013-11-25 09:22:56 UTC)
09:23:03 <DorpsGek> -Codechange: make NewGRF scanner management slightly easier
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10:14:05 <DorpsGek> Commit by rubidium :: r26100 trunk/src/console.cpp (2013-11-25 10:13:59 UTC)
10:14:06 <DorpsGek> -Fix: possible buffer overflow in console handling of aliases
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11:08:26 <DorpsGek> Commit by rubidium :: r26101 trunk/src/vehicle.cpp (2013-11-25 11:08:21 UTC)
11:08:27 <DorpsGek> -Fix: NULL pointer dereference when one can't allocate an order list but wants to make implicit orders
11:12:02 <DorpsGek> Commit by rubidium :: r26102 trunk/src/pathfinder/follow_track.hpp (2013-11-25 11:11:56 UTC)
11:12:03 <DorpsGek> -Fix: m_veh is not NULL by definition when IsRoadTT is true
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13:06:39 <DorpsGek> Commit by rubidium :: r26103 /trunk/src/blitter (32bpp_simple.cpp 8bpp_simple.cpp) (2013-11-25 13:06:33 UTC)
13:06:40 <DorpsGek> -Fix: prevent odd overflows due to integer promotion
13:13:40 <DorpsGek> Commit by rubidium :: r26104 trunk/src/town_cmd.cpp (2013-11-25 13:13:35 UTC)
13:13:41 <DorpsGek> -Fix: do not attempt to do stuff with an invalid direction, especially using it as index into a table
13:16:11 <DorpsGek> Commit by rubidium :: r26105 /trunk/src (3 files) (2013-11-25 13:16:06 UTC)
13:16:12 <DorpsGek> -Codechange: add a lot of assertions to track/road functions that might eventually lead to become indices into tables
13:28:14 <DorpsGek> Commit by rubidium :: r26106 trunk/src/depot_gui.cpp (2013-11-25 13:28:08 UTC)
13:28:15 <DorpsGek> -Codechange: document fall through explicitly
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14:26:52 <DorpsGek> Commit by rubidium :: r26107 /trunk/src (27 files in 5 dirs) (2013-11-25 14:26:46 UTC)
14:26:53 <DorpsGek> -Codechange/cleanup: remove some coding bloat and simplify the driver factory instatiations
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14:30:27 <DorpsGek> Commit by rubidium :: r26108 /trunk/src (36 files in 6 dirs) (2013-11-25 14:30:22 UTC)
14:30:29 <DorpsGek> -Codechange: some coding style (whitespace)
14:34:15 <DorpsGek> Commit by rubidium :: r26109 trunk/src/pathfinder/follow_track.hpp (2013-11-25 14:34:09 UTC)
14:34:16 <DorpsGek> -Fix: missing initialisation
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16:04:30 <planetmaker> 'howdy' pronounced in English and understood as German means 'beat her' :-P
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16:22:35 <DorpsGek> Commit by rubidium :: r26110 trunk/src/signal.cpp (2013-11-25 16:22:29 UTC)
16:22:36 <DorpsGek> -Codechange: add guard for enterdir being valid in signal code
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16:26:56 <DorpsGek> Commit by rubidium :: r26111 trunk/src/tunnelbridge_cmd.cpp (2013-11-25 16:26:50 UTC)
16:26:57 <DorpsGek> -Fix: theoretical case where sprite table could be overread for aqueducts that start at flat land
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16:36:17 <DorpsGek> Commit by rubidium :: r26112 trunk/src/vehiclelist.h (2013-11-25 16:36:11 UTC)
16:36:18 <DorpsGek> -Fix: make sure a vehicle list is always initialised
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16:42:41 <DorpsGek> Commit by rubidium :: r26113 trunk/src/script/squirrel.cpp (2013-11-25 16:42:35 UTC)
16:42:42 <DorpsGek> -Fix: unhandled seek error, and leaking file descriptor
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17:49:18 <Qantourisc> planetmaker: how can howdy sound like beat her in german ?
17:50:08 <planetmaker> translate 'beat her' into German. Then pronounce it. Then pronounce the English 'howdy'.
17:51:28 <Qantourisc> schlu sounds like h ?
17:51:41 <planetmaker> wrong translation ;-)
17:51:57 <planetmaker> well. right. but wrong word.
17:52:00 <Qantourisc> hau doesn't excist according to google
17:53:06 <Qantourisc> hauen die translates to hewers of ?
17:53:20 <Qantourisc> or is there some sort of doublespeak ?
17:53:39 <planetmaker> hau die! (German) = beat her! (English)
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17:55:02 <Qantourisc> if this was wikipedia i would raise the "need reference" flag :p
17:55:13 <Alberth> houdoe actually means "good bye" in the local dialect, but it seemed to fit the discussion :)
17:55:16 <planetmaker> yeah. every decent dictionary, Qantourisc
17:56:10 <planetmaker> it's hard to argue against a translation if you don't speak the language, Qantourisc - especially if you try to argue with a native speaker ;-)
17:56:12 <Qantourisc> planetmaker: done, but now i get hit it ?
17:57:07 <Qantourisc> so google is not usuble for german :)
17:57:20 <planetmaker> it's not usable for any language really
17:57:34 <Alberth> everybody is highly on-topic, time to throw in some off-topics; how does one use strings in a GS?
17:57:40 <planetmaker> only suitable to give you a rough idea of the topic
17:57:55 <Alberth> I'd like to run a little test to check what string commands are accepted
17:58:48 <Alberth> Qantourisc: it's highly usable in any language, you just have to speak it
18:01:12 <Qantourisc> aaa die is the female form
18:03:09 <planetmaker> zydeco, surely can answer Alberth GS/AI string question :-)
18:04:27 <zydeco> oh, I haven't used string commands
18:04:50 <Alberth> you didn't use strings to tell a user something?
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18:05:29 <zydeco> I've used things like GSIndustryType.GetName(type)
18:06:04 <Alberth> but never shown that to the user?
18:06:13 <zydeco> and other than that, built strings concatenating
18:06:37 <Alberth> and never shown that to the user?
18:06:37 <zydeco> yes, it's probably in the language of the server
18:07:10 <zydeco> yes, on story books or signs
18:07:37 <Alberth> ok, how to make a text in the story book?
18:08:14 <planetmaker> and there's a lang folder similar to NML NewGRFs which define that stringID
18:08:51 <zydeco> that's what I've seen on other scripts, but not used myself
18:09:26 <Alberth> oh, it's not a gs tutorial :p
18:09:50 <Alberth> it's an openttd tutorial written in gs
18:09:53 <planetmaker> ah, well. Depends on how you read the reference :-)
18:10:18 <Alberth> I wondered why there were no text files :D
18:11:28 <planetmaker> sorry, I know no such tutorial other than ^
18:14:05 <planetmaker> hm... the tutorial needs more work. So many things need more work
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18:30:57 <Eddi|zuHause> i've never heard a frog that goes ribbit
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18:31:19 <Eddi|zuHause> must be ameerican frogs
18:32:00 <Eddi|zuHause> also, you hear toads way more often than frogs
18:33:20 <Eddi|zuHause> it's probably like everyone saying 'bee' when 90% of the time it's actually a wasp
18:33:58 <peter1138> Does everyone do that?
18:34:16 <peter1138> IME most people know the difference.
18:34:57 <Eddi|zuHause> i have to constantly correct people...
18:35:42 <Japa__> I didn't realize that people not knowing the difference was a thing.
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18:47:32 <Cirno> The story I heard is that the frog that goes ribbit mostly lives in west coast NA, so when movie-makers want a frog sound, that's the sound they get.
18:49:07 <Cirno> And I completely forgot I was bearing this nick on this net. How ironic that when I talk about frogs, it's when I'm bearing this nick.
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19:33:18 <Alberth> skip all caclulation when num <= ans
19:33:44 <Rubidium> or when it ends in 0?
19:34:31 <Rubidium> likewise, you can skip all i, j, k, l %10== 0, or when i*j %10 == 0 or when i*j*k%10 == 0
19:35:38 <Rubidium> and... even better... do it reverse, i.e. start at the end and search for the first. Then bail
19:36:30 <LordAro> i did originally start with 99,99,99,99 and work down, but found that the speed was not significantly different
19:37:19 <Rubidium> then bigi must be ~50
19:37:43 <Rubidium> although... even much smaller than ~50
19:37:55 <LordAro> wait, with -O3 it's much faster
19:39:41 <LordAro> hmm, now it's varying a lot, with the extra if statements
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19:51:03 <LordAro> Alberth: yup, your suggestion seems to have had the best improvement - ~30ms -> ~ 0.7ms :)
19:51:12 <LordAro> i think it's limited by the output speed now :)
19:51:38 <^Spike^> was about to say that... as that also costs lots of time :)
19:51:45 <LordAro> hmm, maybe not yet - 0.7ms -> 0.66ms
19:52:26 <Alberth> maybe RBs solution works good for the outer loops?
19:52:43 <Alberth> there you save at least some significant cycles
19:53:05 <LordAro> i've added the % 10 stuffs
19:53:09 <LordAro> they seem to improve it also
19:53:24 <Alberth> oh, lookup table for % 100 or 1000 ?
19:53:38 <LordAro> kinda getting a bit cheaty at that point :L
19:53:43 <Alberth> ie do 2 or 3 digits at a time
19:54:23 <Alberth> digits = {"00", "01", etc etc "99"};
19:55:00 <Alberth> then digits[num % 100] gives 2 digits
19:55:17 <LordAro> hmm, that's a possiblity, perhaps
19:55:50 <LordAro> i'm currently "winning" against friends by quite some margin :)
19:56:00 <Alberth> that was already the case with the initial assignment :p
19:58:33 <Alberth> hmm, wasn't there a specialized div/mod routine
19:59:33 <Alberth> ah, div(3) apparently
20:00:42 <Alberth> it gives you the div and mod value together
20:02:21 <LordAro> i doubt that'd speed it up at all, would it?
20:02:47 <Alberth> depends whether the compiler is smart enough to merge the % and / operations
20:03:00 <Rubidium> are there maybe nice sse3/sse4 operators that can be used?
20:03:17 <Alberth> if not, you reduce the number of divisions by a factor 2
20:03:41 <LordAro> sse.. i came across those recently, what are they?
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20:04:11 <Alberth> afaik special processor instructions
20:06:05 <Rubidium> oh, and maybe openmp?
20:06:18 <LordAro> Alberth: nope, much slower - 1.2ms :(
20:07:52 <LordAro> Rubidium: that looks scary :L
20:09:16 <LordAro> oooh, clang = 0.82ms, gcc = 0.67ms :D
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20:14:20 <Rubidium> LordAro: maybe ij = i*j, ijk = ij*k etc. So reducing the amount of multiplications (although the compiler might already do that)
20:15:49 <LordAro> hmm, nope, no improvement
20:15:58 <LordAro> slightly slower, if anything
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20:17:01 <LordAro> connection issues, glx?
20:17:13 <Alberth> does skip if i % 10 == 0 help ? (first suggestion by Rb)
20:18:08 <Alberth> or perhaps i == 90 || i == 80 || .. :)
20:18:46 <glx> LordAro: the second was a forced resynchro to get enough speed for tv
20:19:16 <glx> luckily this unwanted desync left me enough
20:19:57 <glx> my connection constantly switches between READSL2 and ADSL2+
20:24:12 <LordAro> hmm, i think i've got to the point where printf is making a noticable difference in speed :)
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21:51:00 <DorpsGek> Commit by rubidium :: r26114 trunk/src/fileio.cpp (2013-11-25 21:50:54 UTC)
21:51:01 <DorpsGek> -Fix-ish: do our best to not get bit by getenv being unsafe as hell
22:22:38 <DorpsGek> Commit by rubidium :: r26115 trunk/src/saveload/saveload.cpp (2013-11-25 22:22:32 UTC)
22:22:39 <DorpsGek> -Fix: AfterLoadGame can throw an exception; from the old savegame load section this wouldn't be caught
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22:32:37 <DorpsGek> Commit by rubidium :: r26116 trunk/src/graph_gui.cpp (2013-11-25 22:32:32 UTC)
22:32:38 <DorpsGek> -Codechange: validate that the number of lines in a graph is more than 0
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22:38:24 <lennycz> hello guys, I just downloaded Japanese town names using in-game downloader but can't select them from the list (they are missing there)
22:38:37 <lennycz> any advice from a kind soul?
22:39:09 <lennycz> I'm trying to play Japan/Korea height map
22:39:23 <planetmaker> you need to activate the newgrf from the main menu's newgrf settings. Then you go to the game options and can select them
22:40:00 <lennycz> planetmaker, thx, I'll try and report :)
22:41:21 <lennycz> planetmaker, Oh, of course it worked, I thought I had activated them but apparently haven't
22:41:33 <lennycz> I knew it's something dead simple :)
22:42:02 <planetmaker> and yes, activating town name sets is not exactly intuitive :-)
22:42:17 <planetmaker> probably one of the worst UI issues we have
22:42:25 <lennycz> (like if I haven't played this game like 1000 times :))
22:42:30 <glx> but it's hard to do it differently
22:43:50 <lennycz> OTOH I did intuitively go there to enable trains etc, I did not have good reason to ignore just the names (unless being excited to play the game is a good reason :D)
22:44:12 <planetmaker> yes... my idea is to *somehow* get a list of NewGRFs which provide townnames and their sets they offer, cache that, and offer that directly - and add that newgrf to the active list
22:44:20 <planetmaker> but that needs frosch's newgrf utopia :-)
22:46:28 <lennycz> guys, to me this game "port" is a flagship of FLOSS in SW and content, make it cooler and it will be illegal :D
22:47:46 <lennycz> planetmaker, wait a minute, actually there seems to really be a bug
22:49:45 <lennycz> I'm not sure if it's known: if I activate the NewGRF, select the names in Game options and restart, next time I visit the game options, the names are missing (there's "undefined string" as current selection)
22:50:14 <planetmaker> sounds somewhat familiar. which openttd version do you use?
22:50:19 <lennycz> to fix this I only need to revisit the NewGRF settings
22:50:41 <lennycz> let me check, it's Debian Jessie, I'll tell you ver in a sec
22:51:13 <lennycz> should I report this?
22:51:30 <lennycz> to a BTS or something?
22:51:44 <planetmaker> 1.3.3-RC2 actually
22:51:55 <planetmaker> but I don't think there was a change in that area
22:52:11 *** planetmaker changes topic to "1.3.2, 1.3.3-RC2 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | #openttd.dev for dev-talk | #openttd.notice for commit notices"
22:52:17 <planetmaker> topic was wrong ;-)
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22:53:04 * glx was checking @topic syntax :)
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22:53:14 <lennycz> well, I'm not sure I'm ready for mixing my Jessie with Sid, but if someone tells me it's safe to just install the deb, I'll do it
22:53:32 <glx> can't remember if first is 0 or 1
22:54:28 <lennycz> oh so it's not even packaged
22:54:32 <DorpsGek> glx: Error: '0' is not a valid topic number.
22:54:35 <DorpsGek> glx: 1.3.2, 1.3.3-RC2
22:54:59 <planetmaker> I can't reproduce that with my version here, lennycz
22:55:15 <planetmaker> but... that does not need to mean anything
22:56:38 <lennycz> planetmaker, I'll try with new user first. BTW is there a deb for the 1.3.3-RC2? sid has 1.3.2-1 only
22:56:39 <planetmaker> but if I put a town name newgrf in the active list, then go game options, the list stays selected.
22:56:51 <planetmaker> it will be 'invalid' only when I remove the newgrf which provides it
22:57:19 <glx> there should be .deb on the website
22:57:40 <planetmaker> it needs no install, just unzip into a dir of your choice and run locally
22:58:31 <lennycz> planetmaker, I assume it uses ~/.openttd for everything, right?
22:58:41 <lennycz> (even the plain binary)
22:59:12 <lennycz> ok, I'll test with the bin and new home dir, give me a sec
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23:04:39 <planetmaker> lennycz, gotta leave now. So if the issue persists, please report it at http://bugs.openttd.org with a detailed description on how to reproduce
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23:15:05 <lennycz> guys, is there anybody that can help me verify if I have an account? system tells me that it has my username in the merge DB, but I can't remember creating one, but it could be possible. I'm not used to have collisions :/
23:15:40 <glx> I don't have access to the DB
23:15:52 <lennycz> I can provide list of my real email addresses, although not here :)
23:22:53 <lennycz> glx, thx, I've PM'd him
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