IRC logs for #openttd on OFTC at 2016-04-13
            
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00:15:53 <Samu> this is what I'm testing, still working on it
00:15:54 <Samu> https://paste.openttdcoop.org/pvxirfhhh
00:16:02 <Samu> only made a few tests
00:17:54 <Samu> lzma 2 means = using lzma filter with default compression which points to preset 2 of lzma
00:18:07 <Samu> what openttd currently has set
00:22:37 <Samu> the most boring part of these tests is generating a 4096x4096 map in debug mode :(
00:22:47 <Samu> takes ~13 minutes :(
00:22:57 <Samu> why is debug mode so slow'
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00:37:02 <Wolf01> why don't you just load a savegame?
00:37:43 <Samu> i do that in the 2nd phase of the test
00:38:12 <Samu> first, generate, have clients load, then save, then load
00:38:25 <Samu> clients join*
00:38:33 <Samu> erm just 1 client in this case*
00:40:48 <Samu> im surprised that the debug can save in less than 20 seconds, else the client would receive a "server did not answer in xx seconds" timeout :(
00:44:58 <Samu> this wouldn't be the case with a stronger preset
00:45:04 <Samu> t.t
00:52:17 <Wolf01> \o/ 15 minutes to update the smartphone
00:52:54 <Wolf01> ok... it was the first step
00:53:17 <Wolf01> I had the impression it was too fast
01:00:35 <Samu> seems like i triggered something erroneous
01:01:26 <Wolf01> 'night
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01:02:30 <Samu> when the client was joining the server, and the server was doing the save to send to client, I went to the load game menu on the server and clicked a savegame from the list.
01:02:40 <Samu> server got stuck
01:03:42 <Samu> client got "network connection lost" error and went back to main menu
01:03:47 <Samu> server is stuck...
01:03:50 <Samu> cant interact
01:05:39 <Samu> anything i can see on visual studio? it doesn't say anything special, just it lets me pause
01:05:46 <Samu> gonna try pause
01:08:43 <Samu> last action points to a Sleep(1) inside a for kind of loop
01:08:56 <Samu> win32_v.cpp
01:09:33 <Samu> /* The game loop is the part that can run asynchronously.
01:09:41 <Samu> * The rest except sleeping can't. */
01:10:05 <Samu> /* Release the thread while sleeping */
01:10:10 <Samu> and the sleep is there
01:10:18 <Samu> i think it's doing this indefinitely
01:10:30 <Samu> but idont know for sure, i can't really understand this code
01:11:21 <Samu> crap, sorry, i was looking at the wrong visual studio
01:11:29 <Samu> ignore this sleep stuff
01:12:23 <Samu> paused the correct openttd now, Call Stack says: [External Code]
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01:12:34 <Samu> [Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]
01:12:43 <Samu> there's nothing below
01:12:49 <Samu> what now?
01:21:26 <Samu> HALP
01:21:45 <Samu> just noticed the Thread dropdown menu
01:22:20 <Samu> there's Main Thread with: WaitForSingleObject(this->thread, INFINITE);
01:22:48 <Samu> there's 2 other openttd:start_threads with: this->BeginCritical();
01:22:50 <Samu> both
01:23:09 <Samu> oops thread_start*
01:24:46 <Samu> everyone's asleep? :(
01:25:06 <Samu> gonna try reproduce this with 1.6.0, see if it also happens there
01:28:25 <Samu> yup, it happens
01:28:42 <Samu> since everyone's asleep, i'm creating a bug report
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02:06:13 <Samu> bug reported: https://bugs.openttd.org/task/6445
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11:51:40 <Samu> hi
11:53:00 <Samu> I just finished yesterday's tests
11:53:02 <Samu> https://paste.openttdcoop.org/pbjaf8p7i
11:53:13 <Samu> everything passes, no errors
11:55:24 <Samu> while conducting these tests, however, i found a bug, common to them all
11:55:35 <Samu> I have reported it here: https://bugs.openttd.org/task/6445
11:56:31 <Samu> it's also present in 1.6.0
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12:09:34 <Wolf01> o/
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13:47:44 <peter1138> preferably
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15:08:41 <peter1138> do i need a xeon e3 server?
15:08:56 <Rubidium> not necessarily
15:09:40 <Samu> hey, i found another bug again, let's see if i can reproduce this
15:09:46 <Rubidium> you could also opt for a xeon e5 server
15:11:18 <Samu> it is related to when a server is generating a map and a client joins, client times out even before the map concludes generation
15:11:34 <Samu> client joins a 2nd time, and server is doing lzma errors
15:11:44 <peter1138> they're slightly more expensive
15:13:15 <Rubidium> 25.000 vs 50.000...
15:13:36 <Samu> Error: Game Save Failed?Internal error: cannot initialize compressor
15:13:37 <peter1138> ?
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15:14:11 <Rubidium> oh, you can buy a tray with 12 for 4 lakh ;)
15:14:38 <Rubidium> sorry, my google searches only give me local currency
15:15:39 <Samu> brb, trying to reproduce bug in 1.6.0
15:16:04 <peter1138> http://www.ebuyer.com/714837
15:17:40 <Samu> nop, bug doesn't happen in 1.6.0, tha'ts weird
15:18:16 <Rubidium> peter1138: what are you going to use that for?
15:19:14 <peter1138> replace my aging dual p4 xeon server
15:19:26 <peter1138> formfactor might be an issue :p
15:20:02 <Rubidium> what does that p4 xeon do now?
15:20:19 <Rubidium> anything computationally expensive, or just play NAS
15:20:51 <peter1138> well, it ran openttd servers in the past
15:20:53 <peter1138> and minecraft
15:21:12 <peter1138> but i rent an ovh server for that currently as it's not up to the job
15:22:19 <peter1138> although actually that price is cheap enough to use as a home workstation for stuffs
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15:23:38 <Rubidium> I just stuck a USB stick into my router for some local file storage and share a VPS with family for mail and the likes
15:24:06 <Rubidium> besides that I don't need a server
15:24:43 <Rubidium> ah well, dinner time!
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15:36:44 <Samu> i can't reproduce the bug on a x64 build
15:36:55 <Samu> only on a win32 build
15:37:12 <Samu> i'm fairly certain this is a memory allocation issue :(
15:40:08 <Samu> what is private bytes, working set and virtual size?
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15:42:54 <supermop> yo
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15:51:56 <supermop> lego man appears
15:51:57 <Samu> i dont understand something
15:52:10 <supermop> i dont understand many things
15:52:11 <Samu> isn't 1.6 GB private bytes enough for win32 applications?
15:53:22 <supermop> i guess a big map coul get bigger than that?
15:53:22 <Samu> about 1.8 GB in Virtual Size column, as peak
15:56:43 <Samu> i don't get memory :(
15:57:22 <Samu> what is the maximum memory a 32 bit application can allocate?
15:57:44 <Samu> I've heard 2 GB, 3 GB and 4 GB... google doesn't help
15:57:51 <Samu> which one is correct
15:58:19 <Samu> even so... 1.8 GB is still within 2 GB
15:58:23 <Wolf01> 32bit for sure not more that 3GB
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16:02:51 <supermop> reading about little DMUs makes me bummed out that i never have been to the mountains in Japan
16:05:24 <Samu> just tested with preset 8
16:05:33 <Samu> it works
16:05:48 <Samu> so this means... preset 9 is bad for openttd running in 32-bits
16:06:57 <Samu> what is memory fragmentation? I hear this term being tossed around too much
16:07:12 <peter1138> it's where memory is fragmented
16:07:49 <Wolf01> :)
16:08:16 <Samu> ok :(
16:10:46 <Samu> here: https://git.openttd.org/?p=branches/1.6.git;a=blob;f=src/saveload/saveload.cpp;h=bd3c83d139643314a6c646a72fe528c0a51d4d9e;hb=HEAD#l2364
16:11:04 <Samu> there should be a warning in the comments about preset 9
16:11:29 <Samu> cannot be used with openttd in 32 bit if the map is sized 4096x4096
16:11:39 <Samu> something like that
16:11:51 <Samu> runs fine in 64-bit
16:12:15 <Samu> with 8 it works
16:13:58 <Samu> or just do this: CreateSaveFilter<LZMASaveFilter>, 0, 2, 8
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16:24:00 <supermop> new idea: whole roster just subsequent generations of this: https://upload.wikimedia.org/wikipedia/commons/c/c2/Zusou_Jinsha-tetsudo.jpg
16:24:53 <andythenorth> :P
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16:25:14 <sim-al2> Seems legit
16:25:58 <Eddi|zuHause> that's the japanese version of "Feldbahn"?
16:26:04 <sim-al2> Oh, and the express passenger vehicle is this: https://upload.wikimedia.org/wikipedia/commons/thumb/5/54/Dual_Mode_Vehicle.jpg/800px-Dual_Mode_Vehicle.jpg
16:26:16 <supermop> Eddi|zuHause: think it's hand powered
16:26:21 <sim-al2> Yeah, the Japanese built a lot of 762mm gauge for light freight and passenger
16:26:39 <supermop> was on a little feeder line off the original Tokaido line
16:26:43 <sim-al2> Most of it was converted to 1067mm or abandoned, but some still exists and is even electrified
16:27:35 <supermop> sim-al2: is the "darwin" sticker on that named for the award it will get once it enters mainline traffic?
16:27:38 <sim-al2> Here's the ultimate passenger vehicle for the new roster supermop: https://upload.wikimedia.org/wikipedia/commons/b/b6/Nanbu_Jukan_Railbus.jpg :p
16:27:50 <sim-al2> Heh yeah
16:28:20 <supermop> i thought about tiny early rail buses, but i am not sure there will be a case for them yet
16:28:27 <sim-al2> They wanted to replace the old DMU's in Hokkiado and elsewhere with that thing, but I guess the project was suspended at some point
16:28:28 <Eddi|zuHause> well, west germany had the "SchiStraBus" around the 70's
16:29:23 <supermop> what does that stand for?
16:29:48 <sim-al2> Railbuses seem to suck in OpenTTD tbh, either the case for the money isn't there or you need far more capacity
16:29:54 <Eddi|zuHause> Schi(ene) = Rail, Stra(ße) = Road and Bus = Bus
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16:30:09 <Eddi|zuHause> so a bus that can go on both roads and rail
16:30:33 <Eddi|zuHause> https://de.wikipedia.org/wiki/SchiStraBus
16:30:40 <supermop> sim-al2: some town sets and gs might give you low enough passenger volume
16:30:55 <supermop> but yeah, the cost of building the rail is hard to justify
16:30:58 <Eddi|zuHause> oh, it was actually the 50s
16:31:32 <supermop> i guess like in real life, it only makes sense if the rail was already there and about to be abandoned
16:31:37 <sim-al2> Although to be fair, railbuses in RL were a last ditch effort to keep losses low
16:32:03 <Eddi|zuHause> i'd dispute "last ditch"...
16:32:14 <sim-al2> Only a few lucky places where they survived long enough to either be kept in service or be replaced with "real" equipment
16:32:19 <supermop> but in openttd, any even partially served town will see growing passenger volume, not shrinking
16:32:59 <supermop> and if you already have a freight line by a village, you may as well run a real train to it
16:33:01 <sim-al2> Ok, last ditch might be a bit strong, but in the case of the UK for example, a lot of lines got railbuses only to lose all service within 5 or so years
16:33:50 <sim-al2> In the US, gasoline "doodlebugs" appeared during the 1920's and 30's, but certainly didn't save most passenger service
16:34:06 <supermop> sim-al2: openttd doesn't model the demographic and political forces that make railbuses make sense
16:34:23 <sim-al2> Very true
16:34:47 <supermop> increasing car use in the US, aging shrinking rural communities in japan
16:37:03 <supermop> and even if you run a profitable one railbus a month service to some 200 person town, there will be like 300 people waiting on the platform
16:37:52 <supermop> i can conceive of ways to "fix" that via patches or new grfs, but i am not sure they would make the game more fun
16:38:10 <sim-al2> Japan seems to be a very special case, because even with mostly privatized railways (barring the increase in public-private partnerships as of late) there's a sort of social expectation that keeps service going to rural towns, even that one station where one girl uses the train to get to school and back each day
16:40:17 <Eddi|zuHause> well, in germany, railbusses had a "proper evolution"... sure, some (or a lot of) lines lost service, but others kept it
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16:41:14 <Eddi|zuHause> and in recent years, some lines even have been reopened
16:42:16 <supermop> in the us, for the last 30 years the focus has been on light rail instead of small heavy rail vehicles
16:43:50 <Eddi|zuHause> if "light rail" means "trams", then yes, that also has got a large push recently. except in hamburg.
16:44:13 <supermop> because often right of way exists but track needs to be rebuilt, or a new right of way is secured, which may run in areas not grade separate or even partially as tramways
16:45:02 <Eddi|zuHause> a lot of this runs under the name "Stadtbahn" [city-rail]
16:45:49 <supermop> in the us we have little real new trams until the last 5 years
16:46:01 <Eddi|zuHause> which, depending on which city you talk about, is just a fancy new name for "Straßenbahn" [road-rail, meaning tram]
16:46:38 <Eddi|zuHause> in some other places it means higher speed, better separation from road traffic, etc.
16:46:43 <supermop> the other light rails just run partially on streets or plazas in the city center to avoid building tunnels or big stations
16:46:52 <Eddi|zuHause> sometimes partially underground
16:47:35 <supermop> i think of strassenbahn as tram tram, like you'd see in melbourne or historically in american cities
16:48:15 <Eddi|zuHause> yes
16:49:08 <Eddi|zuHause> and in some places, people talk of "Stadtbahn" for marketing or political reasons, but essentially it's still a tram
16:49:35 <supermop> because in middle school german, the photo in the text book vocab section was of a 70s era single car tram
16:50:55 <Eddi|zuHause> and then you have hybrid systems like Karlsruhe or Kassel, where the same vehicle can operate both as tram an on "proper" rail
16:51:36 <Eddi|zuHause> so in the city it can run as tram, and in rural areas, it can use existing (or reopened) rail lines
16:52:43 <Eddi|zuHause> even some mainline train services have been converted to this hybrid model, so you have these trams running on the same track that freight and express trains use
16:52:45 <sim-al2> The systems where they run underground through the center of the city are rather nice too
16:52:47 <supermop> in the us, most of the light rail is standard guage, but FRA has very strict crash standards so they cant run on any line shared or connected to regular mainline traffic
16:53:20 <Eddi|zuHause> yes, trams and trains have vastly different regulations
16:53:26 <supermop> which is why you see stupid things here like a locomotive hauled commuter train of 1-3 cars
16:53:42 <sim-al2> The major problem is that most of the existing tracks were removed or paved over anyway, and freight tracks are rarely in the a good place for passenger use
16:55:00 <Eddi|zuHause> well, because of the relative success of railbusses here, when this hybrid model came up, lots of lines were just on the brink of being closed, or were not closed for very long
16:55:01 <supermop> and even on some push-pull trains, if the cars are a little older, NJT runs the cab car empty
16:55:22 <supermop> you cant sit in them because the are holding the whole car as a crumple zone
16:56:07 <Eddi|zuHause> also, a city like Kassel has a special situation because of the weird german-german border situation kept some lines open that otherwise would be closed, and kept some lines closed but in a "do not touch" mode
16:56:56 <supermop> Eddi|zuHause: wasn't there a west Berlin subway line that ran through East Berlin, but with all the eastern stations sealed off?
16:57:35 <Eddi|zuHause> yes. two lines, one completely sealed off, and the other had an interconnection point that was only accessible for western citizens
16:58:24 <Eddi|zuHause> which then had duty-free shops and stuff, like the international area at an airport
16:58:53 <supermop> a family friend from when we lived in the UK recounted getting permission to travel to East Berlin in the 80s, and they took the subway there?
16:59:09 <Eddi|zuHause> that's entirely plausible
16:59:36 <Eddi|zuHause> confusingly enough, there is also an S-Bahn line that runs underground
17:00:26 <Eddi|zuHause> so in "Friedrichstraße" station, you have an overground S-Bahn, an underground S-Bahn and the subway connected on east-berlin territory
17:01:08 <Eddi|zuHause> and once there, you could go through the checkpoint into east germany
17:01:12 <supermop> said that after passport control, they went through a door into the east part of the station
17:01:16 <Eddi|zuHause> or at least east berlin
17:01:43 <supermop> but the door was unmarked and seamless from the east side
17:01:49 <Eddi|zuHause> yes, there was also an east german S-Bahn platform, which was sealed off from the ones accessible from west berlin
17:03:30 <supermop> what was the deal with the maglev metro line that the west used on a platform that used to serve the east, which was then reverted after reunification
17:04:10 <Eddi|zuHause> if you look at the current layout of Friedrichstraße (upper) station, you have 3 platforms with 6 tracks. 2 for S-Bahn and 4 for mainline trains. during the divided city phase, it was 2 eastern S-Bahn, 2 western S-Bahn and 2 mainline (also part of western/international section)
17:04:35 <Eddi|zuHause> the maglev thingie was on a disused subway line
17:04:46 <Eddi|zuHause> that was cut in half by the separation
17:05:16 <Eddi|zuHause> and it was decided to rebuild the subway to its old state, instead of converting the whole network to maglev
17:07:52 <supermop> i wonder if these lower speed maglevs are at all cost effective vs building a new rubber tired or steel rail vehcle
17:08:22 <Eddi|zuHause> no clue
17:09:32 <sim-al2> Given the track record, I'm guessing probably no
17:10:00 <sim-al2> Although, Bejing is building a new maglev suburban line
17:10:30 <sim-al2> Apparently noise and acceleration were the major concerns in that decision
17:10:51 <Eddi|zuHause> well, even if they were slightly more cost effective, the main problem is usually that you'd have to convert the whole network, or build a completely separate network
17:11:25 <Eddi|zuHause> both of which will outweigh the benefits
17:12:19 <sim-al2> In Bejing's case, they have one true commuter line, with some trains on the intercity lines and the subway system making up for it
17:12:54 <sim-al2> Still, the pollution from road vehicles is apparently bad enough to justify it
17:13:33 <Eddi|zuHause> i'm sure they have a giant traffic planning problem ahead of them
17:26:17 <supermop> there is that new line this year at incheon in seoul, but i think that is sort of between slow and fast
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18:02:22 <Samu> hey Alberth, can i suggest renaming Human player to Human company? avoids some confusion
18:02:51 <Samu> sometimes those companies have no players in it, but it still says Human player
18:03:15 <Alberth> how is it a human company then?
18:03:34 <Samu> someone created a company, then abandoned game
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18:04:01 <Samu> company stays there, but without anyone in it
18:04:38 <Alberth> the someone is still the owner :)
18:05:16 <Alberth> computer needs some time to decide he's not coming back :)
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18:13:42 <Samu> my second trench of results: https://paste.openttdcoop.org/p8igw1riw
18:14:24 <Samu> lzo is bugged on release x64 build
18:15:47 <Samu> using visual studio 2015 express with the update 2
18:15:59 <supermop> uploaded fixed length placeholders
18:16:42 <Samu> version of openttd is ... hmm
18:16:52 <Samu> r27537
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18:18:20 <Alberth> looks consistent :)
18:21:26 <Samu> how did you build the openttd 1.6.0?
18:21:35 <Samu> the one that is downloaded from the website?
18:22:05 <Samu> is it msvc?
18:22:17 <Samu> vs
18:22:21 <Samu> visual studio =
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18:23:02 <Xaroth|Work> they have a buildfarm to do that
18:23:23 <Samu> anyway, the version 1.6.0 that is downloaded can't load the lzo, both the 32-bit and 64-bit
18:24:27 <Samu> but my 32-bit build can load, true that I use a different openttd version though, r27537
18:25:30 <Samu> omg, i can download r27537 too, i'm so dumb sometimes
18:25:38 <Samu> gonna test that version, brb
18:25:47 <peter1138> i'm still amused you're wasting so much time on this
18:28:38 <Samu> ok tested your build of r27537. the 32-bit version can load the savegame, the 64-bit cannot, so it's behaving just like here.
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18:31:22 <Samu> and there's still the dpi scalling issue on these versions too
18:31:29 <Samu> but that's some other matter
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18:38:15 <Alberth> so maybe the savegame is broken?
18:38:29 <Samu> nope, it loads on the other builds fine
18:38:43 <Samu> but says it's broken on x64 release
18:39:28 <Samu> unexpected end of chunk
18:39:48 <Samu> i've uploaded a save yesterday, let me give u link brb
18:42:36 <Samu> https://onedrive.live.com/redir?resid=23B29F3DE45F6F1F!1263&authkey=!AHcsjB_LoOMjjK0&ithint=file%2csav
18:42:44 <Samu> file name is Unnamed, 1950-01-02 lzo preset 0.sav
18:45:19 <Samu> if i recall, that save was generated with the debug x64 build
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19:45:46 <DorpsGek> Commit by translators :: r27538 /trunk/src/lang (hebrew.txt luxembourgish.txt) (2016-04-13 19:45:37 +0200 )
19:45:47 <DorpsGek> -Update from Eints:
19:45:48 <DorpsGek> hebrew: 18 changes by dnd_man
19:45:49 <DorpsGek> luxembourgish: 1 change by Phreeze
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19:58:39 <supermop> i always liked this guy: https://en.wikipedia.org/wiki/Toei_Class_E5000
20:00:23 <Wolf01> bye
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20:07:58 <supermop_> no need for a late game heavy DC shunter though
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20:11:04 <andythenorth> o/
20:11:30 <andythenorth> ho actual useful FIRS ideas :D
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20:14:28 <supermop_> andythenorth: https://en.wikipedia.org/wiki/Toei_Class_E5000 ?
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20:17:16 <andythenorth> supermop_: dunno :)
20:17:26 <andythenorth> quak
20:17:38 <supermop_> i want to drive that thing to work every day
20:18:27 <Alberth> :)
20:18:42 <frosch123> hola
20:20:39 <Alberth> hoi
20:26:28 <andythenorth> hmm committed to wrong git branch
20:27:04 <Alberth> cherry pick, and a hard reset :)
20:27:17 <andythenorth> or rebase
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20:29:44 <supermop_> farm economy?
20:37:02 <Samu> this was unexpected. toyland was able to save with preset 9 of lzma on 32-bit
20:39:00 <andythenorth> farm and gas it seems
20:40:12 <Samu> there are less variables on toyland than on subtropical?
20:41:21 <Samu> i don't understand, now it also works for subtropic
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20:42:06 <Samu> why are the debug versions bugged?
20:42:28 <Samu> i need to double test this on all 4 climates, brb
20:44:23 <Samu> nop, release win32 just got the internal error
20:45:02 <Samu> so it's random :(
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20:47:08 <Samu> who's a memory expert here? hint me to the issue
20:49:50 <Alberth> that doesn't sounds very feasible, tbh
20:50:51 <Samu> I belive it's related to memory allocation: problem occurs with openttd configured to use max_compression with lzma encoder, the preset 9. According to lzma, this preset needs needs 674 MiB on top of openttd
20:51:11 <Samu> map is also giant, 4096x4096
20:51:36 <Samu> i see virtual size going up to about 1.8 GB
20:51:50 <Samu> openttd process virtual memory size
20:51:58 <Samu> working set is at about 1.6 GB
20:52:41 <Samu> some few times, just like a few minutes ago, it was able to generate the savegame
20:52:53 <Samu> then i tried to save a 2nd time, and it failed
20:53:13 <Alberth> you don't have 8G or more, or so?
20:53:43 <Samu> I do, but openttd is 32-bit for this testing, i don't know how the memory allocation limits work though, :(
20:53:46 <Alberth> but yeah, if memory allocation fails, you're pretty much dead
20:53:57 <supermop_> natural gas worthless in openttd
20:54:44 <Alberth> 3G in 32bit, maybe even 2.5G don't know how much windows eats
20:54:59 <andythenorth> supermop_: just transport it as LPG?
20:55:04 <andythenorth> what’s wrong with it? o_O
20:55:12 <andythenorth> or use PIPE
20:55:22 <andythenorth> use it for heating, or petrochemical cracking
20:55:28 <supermop_> in the us its all pipelines
20:55:35 <Alberth> blow it out behind the train, and ignite :p
20:55:42 <supermop_> no vehicles
20:56:08 <V453000> good evening gentlemen
20:56:10 <supermop_> delivering eng. sup or drilling equipment could be interesting
20:56:17 <Alberth> evening V
20:57:33 <supermop_> i think it would be more interesting to deliver boiler vessels and other heavy equipment to power plants than the fuel
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21:20:40 <supermop_> ok
21:21:48 <supermop_> andythenorth: what should i do next? i have a list of trains, and sprites to place hold for sizes 4/8 through 10/8
21:22:32 * andythenorth reads the issue
21:22:59 <andythenorth> supermop_: names?
21:23:14 <supermop_> cute names for about half
21:23:26 <supermop_> and a pool of name ideas not sure how to allocate
21:24:03 <andythenorth> mammals, mountains, real-life nicknames, names of city constructed in, name of designer
21:24:12 <supermop_> like does a express steam or an express emu get "tsubame"
21:24:19 <andythenorth> and if you have any twin-unit diesels or electrics, name them after a wind of the world
21:24:34 <supermop_> like articulated?
21:24:45 <andythenorth> or like the chinook in brit
21:24:49 <supermop_> hmm
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21:25:18 <supermop_> i guess i could double up the little diesel i hacked from little bear
21:25:27 <andythenorth> you don’t have to have one :)
21:25:38 <andythenorth> but you do have to have a 4-8-0 steam engine, it’s the set rule
21:25:42 <andythenorth> forgot to mention that :D
21:25:43 <supermop_> for an articulated, have the later heavy freight electric
21:25:49 <supermop_> ok
21:25:56 <supermop_> do i need a mikado named mikado?
21:26:00 <andythenorth> ha ha
21:26:03 <andythenorth> probably
21:26:12 <supermop_> was thinking i would have a mikado named Taisho
21:26:37 <supermop_> its still an emperor, and chronologically appropriate
21:27:28 <supermop_> can i use ō in openttd?
21:28:10 <supermop_> taisho maybe a little too late at 1912 but i think it works
21:29:22 <andythenorth> supermop_: you’ll need freight wagons
21:29:36 <supermop_> can i steal from pony for now?
21:29:54 <andythenorth> you would be better stealing from Antelope
21:29:58 <andythenorth> it’s cape gauge
21:30:28 <andythenorth> the wheels are less visible in \ / _ views for narrow gauge
21:30:45 <andythenorth> and vehicles are sometimes 1-2px smaller in height
21:32:07 <andythenorth> ho supermop_ modern JR freight is *relatively* fast http://www.sumidacrossing.org/Prototype/JRFreight/FreightCars/
21:32:10 <andythenorth> 100kph or so
21:33:09 <supermop_> i dont want to read about some detailed N scal JR set up andythenorth now how can i possibly save up money for wedding
21:33:18 <andythenorth> chibi RL http://www.japaneserailwaysociety.com/jrs/freight/jfjbn.jpg
21:33:36 <andythenorth> supermop_: just skip the toy trains
21:33:59 <andythenorth> ;)
21:34:06 <supermop_> i like the little JRL containers
21:34:45 <supermop_> when i accidentally took a train out north of asakusa once ended up passing a yard full of those
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21:35:35 <andythenorth> supermop_: the freight car types are listed here http://dev.openttdcoop.org/issues/8120
21:36:21 <supermop_> start out with test games with only gondolas?
21:37:17 <supermop_> http://gizmodo.com/come-to-our-office-to-drink-beer-and-build-stuff-1770727013
21:37:36 <andythenorth> supermop_: mail car https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:JNR_FC_waki6416.jpg
21:37:48 <andythenorth> you can get that from box car or reefer in antelope
21:37:50 * andythenorth checks
21:38:50 <andythenorth> standard gauge reefer in antelope
21:39:18 <supermop_> hmm where should 2-8-2 go
21:39:27 <supermop_> vis a vis 4-8-0
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21:40:59 <supermop_> either the last one in the 40s or one in late 1890s cold be
21:44:59 <Samu> woah for the first time ever i see openttd peak cpu usage going to 31.6%
21:45:03 <supermop_> jr set says this thing is around 400hp : https://ja.wikipedia.org/wiki/%E5%9B%BD%E9%89%8410%E5%BD%A2%E8%92%B8%E6%B0%97%E6%A9%9F%E9%96%A2%E8%BB%8A
21:45:33 <supermop_> seems high
21:45:45 <Samu> on an 8 core
21:46:13 <Samu> 15 AIs, autosaving and client joining
21:46:15 <Samu> keks
21:46:37 <Samu> and no pause on join of course
21:48:48 <andythenorth> supermop_: steam hp has to be dibbled
21:48:56 <andythenorth> less than 300 is a waste of time
21:50:27 <supermop_> going to fake 2-8-2 from 1900 to 1910 i think
21:55:03 <supermop_> when does pony 4-8-0 come about?
21:55:22 <andythenorth> 1930s
21:56:53 <supermop_> ok
21:58:07 <supermop_> freight?
21:58:47 <Samu> how do i create a compatible 1.6.0 openttd but with my patches applied? or is it forbidden?
22:02:31 <glx> it's not recommended
22:04:06 <Samu> ok, i understand
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22:05:17 <Samu> new results: for max
22:05:20 <Samu> compression
22:05:21 <Samu> https://paste.openttdcoop.org/pg5dholbk
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22:24:25 <Samu> hmm, it's just not possible to have autosave enabled, clients always timeout
22:25:22 <Samu> i have a suggestion
22:25:27 <Samu> or idea
22:25:46 <Samu> when a server starts the autosave, don't compress it
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22:26:05 <Samu> just save it as fast as it can, to avoid those 20 seconds timeout on the client
22:26:35 <Alberth> so how big is you ISP connection?
22:27:01 <Samu> the autosave is local i think
22:27:15 <Alberth> in MP when connecting to server?
22:27:44 <Alberth> how is the remote machine a file at your local disk then?
22:27:50 <Alberth> +getting
22:28:00 <Samu> when a client joins, then the save that is sent to the client is compressed, but make autosave not compressed. for some reason, only autosave triggers those 20 seconds timeout
22:28:26 <Alberth> just disable autosave at the server?
22:28:57 <Samu> yes, but...
22:29:13 <Samu> uhm... how to explain it
22:29:38 <Alberth> I don't get it, you need to copy the map, no way around it
22:29:49 <Samu> suppose someone's server crashed and he has to send in the last autosave to someone to debug
22:29:50 <Alberth> after that saving is a separate thread
22:29:58 <Alberth> it can take 30 minutes
22:30:34 <Alberth> maybe a bit less, as a year takes 13 minutes :p
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22:32:01 <Gja> hmm can you enable compression for autosave?
22:32:20 <Samu> it currently uses 1 preset for all saves
22:33:00 <Samu> I was thinking of adding some more flexibility, autosave has some issues on server, I was suggesting no compression for autosaving, as this file is not sent to the client, it's local
22:33:33 <Samu> for someone joining a server, then of course, send the compressed file
22:34:19 <Gja> Seems like a neat compromise, however even with zlib or lzo it is still quite fast
22:34:55 <Samu> when manually saving a game, i suppose compressed file is also fine
22:36:23 <Samu> lzo is bugged on release x64 build at the moment, it's super fast compression
22:36:33 <Samu> could be used for autosaves, if it gets fixed
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22:37:09 <Gja> Ah
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22:43:37 <andythenorth> supermop_: bed for me
22:43:46 <supermop_> ok
22:44:13 <supermop_> ill try to wrap up the spreadsheet now i guess?
22:44:16 <sim-al2> Here's a funny locomotive: https://en.wikipedia.org/wiki/Seibu_Class_E31
22:44:43 <supermop_> don't want to do more pixel drawing before testing/prototyping
22:45:14 <sim-al2> Oh yeah, I just noticed you mentioned the Toei locomotive earlier
22:45:49 <andythenorth> supermop_: I won’t likely get near any code for days or weeks :)
22:45:53 <andythenorth> sorry
22:45:56 <andythenorth> much work work
22:45:58 <supermop_> thats fine with me
22:46:28 <supermop_> hoping i can get enough together that the roster can launch with the other two
22:46:55 <supermop_> can add more steam locomotives later
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23:01:10 <Samu> i think there is a bug with terragenesis
23:01:45 <Samu> on arctic tileset, i have created max height of 255, and snow line at 127. once it generated the map it says no suitable places for forest industry
23:02:10 <Samu> on a map 4096x4096 I find that very unlikely
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23:02:57 <peter1138> tgp was never designed for such limits
23:03:59 <peter1138> and the forest industry is quite limited, regardless of tgp
23:04:42 <peter1138> tgp produces unsatisfactory maps for arctic and subtropic
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23:12:37 <supermop_> wish hammatsucho was closer to tsukiji
23:13:08 <supermop_> then all 4 monorails could have geographically appropriate names starting with T
23:20:57 <supermop_> my names are going to be pretty tokyo-centric
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23:26:08 <Samu> really... i don't understand these formats... they don't work like I suppose they do, always have to double check
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23:33:57 <Samu> so, compressor none doesn't work for networking
23:34:01 <Samu> now I know
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23:50:38 <Samu> what is the name of that thing that happens when a client joins a server and the server sends the map to the client?
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23:50:46 <Samu> a stream?
23:50:50 <Samu> a file?
23:50:58 <Samu> a ... something else?
23:51:33 <Samu> i wanna distinguish the autosave with the action of sending a map to a client joining a server, apparently these two are different things
23:51:44 <Samu> i don't know the correct wording
23:52:57 <Samu> distinguish the autosave from* the action
23:52:59 <Samu> typo