IRC logs for #openttd on OFTC at 2022-04-20
            
01:06:39 <DorpsGek> [OpenTTD/OpenTTD] wholepuncher updated pull request #9852: Fix #9810: 'Rebuilding' a through road stop costs money. https://github.com/OpenTTD/OpenTTD/pull/9852
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01:58:49 <snail_UES_> andythenorth: yes
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08:50:03 <andythenorth> could the vehicle sprite stack have more layers? :P
08:50:13 * andythenorth making double deck car carriers
08:50:23 <andythenorth> - wagon base
08:50:27 <andythenorth> - lower deck cars
08:50:38 <andythenorth> - overlay for wagon
08:50:42 <andythenorth> - upper deck cars
08:50:43 <andythenorth> - tail light
08:50:55 <andythenorth> sprite stack has 4 layers :P
08:52:37 <andythenorth> I can probably composite the lower deck sprites in the compile TBH
08:52:52 <andythenorth> it's less efficient, but eh
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12:31:43 <andythenorth> interesting https://www.tt-forums.net/viewtopic.php?t=89868
12:32:12 <andythenorth> maybe this should be extended :P https://github.com/OpenTTD/OpenTTD/pull/9093
12:32:46 <andythenorth> 'date of last railtype change', also returning what the railtype was :P
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15:05:19 <andythenorth> is this the line that defines there will be 4 spritelayers for vehicles? https://github.com/OpenTTD/OpenTTD/commit/117e73751c9aeea9f9663c15226c52541d2c8723#diff-7c9bcc845c24e065dadcdee54cdf93cbcb61bbeed8a810c805d14f790302a488R131
15:54:53 <glx> probably
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16:28:12 <andythenorth> wonder what goes wrong if we change it :P
16:28:23 * andythenorth will test later
16:29:10 <andythenorth> maybe it runs out of bits in the extra info callback? :P https://github.com/OpenTTD/OpenTTD/commit/117e73751c9aeea9f9663c15226c52541d2c8723#diff-de51c778900aa0c3c7f050dc793c51f52e300a2f348c1d280ce9ac1cedb30748R1035
16:31:39 <andythenorth> hmm maybe that's not extra info
16:33:14 <andythenorth> nah, callback_param1 seems to be var 10 afaict, so that's extra info
16:33:16 <andythenorth> bits 8 to 15 of variable 10
16:33:20 <andythenorth> sprite stack number
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17:02:21 <andythenorth> super Apple Xcode update broke building again :P
17:04:35 <andythenorth> SDK path changed
17:04:44 * andythenorth symlinked for now, maybe that will work
17:05:24 <glx> clear cmake cache an retry ?
17:07:13 <andythenorth> worked thanks
17:14:57 <andythenorth> yeah so far just changing it to 8 works
17:16:19 <andythenorth> dunno what it does to FPS
17:18:31 <andythenorth> oh Apple have fixed their linker, or made it faster :P
17:24:15 <andythenorth> ah debug vs. release linking I see :)
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17:36:30 <DorpsGek> [OpenTTD/OpenTTD] andythenorth opened pull request #9863: Change: increase vehicle sprite stack from 4 layers to 8 https://github.com/OpenTTD/OpenTTD/pull/9863
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17:49:55 <glx> I think the only impact is memory usage
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17:56:38 * FLHerne waves at new CPU with 96MB of *cache*
17:57:01 <FLHerne> accessible by a single core
18:01:28 * andythenorth waves also
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18:13:49 <FLHerne> it's weird, for the first time in like a decade CPU manufacturers are taking OpenTTD into account in their planning
18:14:02 <FLHerne> the new versioning scheme must have got their attention
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18:44:54 <LordAro> FLHerne: that fancy AMD 3D thing?
18:45:38 <FLHerne> LordAro: Yeah, and also Intel's Alder Lake has significantly higher single-core performance for the first time in years
18:48:49 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/869b64570815c92877aac69bb33714f635c36910
18:48:50 <DorpsGek> - Update: Translations from eints (by translators)
18:53:09 <LordAro> indeed
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19:04:21 * andythenorth has cache envy
19:07:50 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9863: Change: increase vehicle sprite stack from 4 layers to 8 https://github.com/OpenTTD/OpenTTD/pull/9863#pullrequestreview-947641854
19:08:49 <frosch123> troll comments :p
19:09:06 <frosch123> i thought they are limited to irc, now also on gh?
19:10:47 <andythenorth> oh dear
19:11:07 <TrueBrain> It was the only viable response to that PR :p
19:11:49 <TrueBrain> Preempting his own 256 comment ;)
19:12:21 <andythenorth> I am a fan of the 3 monkey emojis currently monπŸ™ˆπŸ™‰πŸ™Š
19:12:58 <frosch123> anyway, the number is a performance problem. vehicle sprite resolving is a major cpu load factor
19:13:15 <frosch123> back then i picked 4, which was the lowest number that made sense
19:13:27 <frosch123> the idea was to see what happens, and maybe increase later
19:13:45 <frosch123> 8 or 16 would probably still be fine, but 256 is certainly not :)
19:14:06 <frosch123> 4 was just for testing the water, whether it would be used for stupid things
19:21:42 <andythenorth> it is
19:21:56 <andythenorth> 8 stupid things are superior to 4
19:22:09 <andythenorth> anyone who manages to make trains requiring 256 layers is trying very hard
19:22:25 <andythenorth> perhaps log cars, with each log as a layer
19:22:48 <andythenorth> or coaches with sprites for passengers, 1 per person
19:22:55 <frosch123> i wondered about a universal wagon set, which would display the cargolabel in letters on the wagons :p
19:23:48 <frosch123> but it would have to test all 4 billion labels agaion
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19:24:54 <andythenorth> I print the cargo labels in Horse spritesheets :P
19:24:57 <andythenorth> but not 4 billion
19:25:12 <andythenorth> can we PR this and ship a new OpenTTD? :P
19:25:49 <andythenorth> NONE of the performance regression tests are red
19:27:46 <andythenorth> strictly, none of them are green either
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20:42:02 <andythenorth> maybe I just implement 5 layers in Iron Horse and hope the PR is approved :P
20:42:08 <andythenorth> the 5th layer can fail silently for now
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21:04:38 <supermop_work> spamming to post fundraiser link on forum?
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21:15:57 <andythenorth> probably not, in off-topic?
21:17:54 <andythenorth> (probably not spamming)
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