IRC logs for #openttd on OFTC at 2024-12-06
            
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00:23:04 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #13055: Add: Implement support for loading sounds in Ogg Opus format. https://github.com/OpenTTD/OpenTTD/pull/13055#pullrequestreview-2483332348
00:33:15 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #13038: Codechange: Use Map::Iterate() to iterate tiles https://github.com/OpenTTD/OpenTTD/pull/13038
00:50:12 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13150: Codechange: Move two way signal EOL to a more logical place https://github.com/OpenTTD/OpenTTD/pull/13150#pullrequestreview-2483365776
00:50:30 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13055: Add: Implement support for loading sounds in Ogg Opus format. https://github.com/OpenTTD/OpenTTD/pull/13055
00:53:22 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13055: Add: Implement support for loading sounds in Ogg Opus format. https://github.com/OpenTTD/OpenTTD/pull/13055#pullrequestreview-2483369406
01:19:19 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13055: Add: Implement support for loading sounds in Ogg Opus format. https://github.com/OpenTTD/OpenTTD/pull/13055#pullrequestreview-2483406847
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04:45:59 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/ca148022f79720cf907228b4fbdc6ff9f692c15a
04:46:00 <DorpsGek> - Update: Translations from eints (by translators)
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08:27:36 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic merged pull request #13150: Codechange: Move two way signal EOL to a more logical place https://github.com/OpenTTD/OpenTTD/pull/13150
08:36:03 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13149: Add: Translatable list separator. https://github.com/OpenTTD/OpenTTD/pull/13149#pullrequestreview-2484010524
08:44:01 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #12879: Change: [NewGRF] Install translation tables into overridden NewGRF. https://github.com/OpenTTD/OpenTTD/pull/12879#pullrequestreview-2484029163
09:18:25 <peter1138> <id:browse>
09:18:47 <peter1138> Uh
09:18:56 <peter1138> Modern
09:19:21 <peter1138> Yes, I am definitely losing it. I wanted to say Morning.
09:24:59 <mnhebi> Thats just the middle age dementia setting in.
09:27:11 <andythenorth> what are we doing today?
09:28:54 <peter1138> Breaking everything.
09:30:28 <andythenorth> eating lunch
09:30:38 <andythenorth> napping
09:30:44 <andythenorth> doing management
09:33:55 <mnhebi> peter1138: oh, are we finally getting freeform tunnels and bridges? :p
09:34:15 <peter1138> Illegal.
09:34:28 <peter1138> I haven't redesigned the map enough for that.
09:36:17 <andythenorth> enuough for flat docks?
09:37:08 <mnhebi> doesn't sound like breaking everything then.
09:37:17 <mnhebi> :gui_bottomright:
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11:11:34 <xarick> hi
11:16:39 <xarick> my IncreaseGeneratingWorldProgress counting is a bit off
11:19:39 <xarick> 9 counts, it should be 12 😐
11:32:31 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #13151: Codechange: use default virtual destructors over empty constructors https://github.com/OpenTTD/OpenTTD/pull/13151
11:38:05 <LordAro> i think there's a typo in that title :p
11:40:09 <peter1138> constructor destructors
11:40:36 <peter1138> Urgh, so much code duplication 😦
11:41:15 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1314557264463396945/image.png?ex=6754345b&is=6752e2db&hm=983dfc85937a61436332fc79f2b6c3a207d823fb2e2e08a2f486be879c905809&
11:41:15 <peter1138> Not 100% the same but... nearly.
11:50:06 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #13151: Codechange: use default virtual destructors over empty destructors https://github.com/OpenTTD/OpenTTD/pull/13151
12:02:10 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #13151: Codechange: use default virtual destructors over empty destructors https://github.com/OpenTTD/OpenTTD/pull/13151#pullrequestreview-2484666036
12:04:00 <peter1138> Always fun when linking code manages to execute.
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12:04:33 <peter1138> Hmm, might be a utility being called I guess.
12:11:11 <xarick> once again i fail at boolean logic
12:21:56 <xarick> times got worse because of my failure
12:22:40 <kuka_lie> i am going to run openttd on really slow hardware (windows xp time celerons) what is best way to run it? can i just use tty and use startx /user/bin/openttd to start that program? what disro should i use?
12:22:57 <kuka_lie> /usr/bin
12:25:01 <kuka_lie> i will have like 5 computers and all will be connected to same server for multiplayer
12:28:54 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #13144: Codechange: Algorithmic generation of desert and rainforest https://github.com/OpenTTD/OpenTTD/pull/13144
12:30:22 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #13151: Codechange: use default virtual destructors over empty destructors https://github.com/OpenTTD/OpenTTD/pull/13151
12:30:49 <LordAro> kuka_lie: ottd runs at the speed of the slowest computer
12:30:53 <LordAro> so, small maps
12:31:10 <LordAro> multiplayer ottd*
12:32:13 <kuhnovic> And you might want to consider running headless if it's just a server
12:32:27 <xarick> if the server is a fast system, the slow clients might struggle?
12:32:39 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13149: Add: Translatable list separator. https://github.com/OpenTTD/OpenTTD/pull/13149
12:33:27 <LordAro> xarick: there's a threshold where they just end up getting kicked
12:35:12 <andythenorth> lunch?
12:40:07 <peter1138> Larks?
12:41:27 <andythenorth> larks on toast
12:41:44 <andythenorth> hmm all out of larks
12:41:48 <andythenorth> fishfingers and chips
12:45:23 <kuka_lie> server might be quite fast (1st gen i3)
12:47:17 <kuka_lie> i think i put those computers that way that them has no gui but in .bashrc i put "startx /usr/bin/openttd"
12:47:58 <kuka_lie> i will try first in vm if it works
12:52:02 <kuka_lie> stating it with startx works so i will use it
12:57:09 <LordAro> `openttd -D` will start headless
12:58:05 <LordAro> https://github.com/OpenTTD/OpenTTD/blob/master/docs/multiplayer.md some stuff here
12:59:22 <kuka_lie> cool
13:03:07 <kuka_lie> but i dont understand 2.1 "connecting server over the console" what console that means?
13:03:32 <LordAro> ingame console
13:03:45 <kuka_lie> like in sims 2
13:04:30 <LordAro> https://wiki.openttd.org/en/Manual/Console
13:05:24 <kuka_lie> ok now i understand it thanks
13:54:46 <xarick> time to measure memory usage
13:55:41 <kuka_lie> those computers
13:55:59 <kuka_lie> have like 256 mb of ram
13:57:18 <kuka_lie> i have to check someday how much ram those have. without installing gui it might work with openttd
13:57:27 <xarick> 9107369 * 4 + 1008561 * 4 + 2091171 * (4 + 4) =
13:57:41 <LordAro> kuka_lie: you may assume xarick is doing his own thing
13:57:59 <xarick> ^_^
13:58:07 <xarick> 57Β 193Β 088
13:58:28 <kuka_lie> openttd is written in c so it should be efficent, right?
13:58:49 <LordAro> there is no correlation between those two things
13:59:04 <xarick> I am making it inefficient
13:59:06 <xarick> kek
14:00:05 <kuka_lie> if it would be done with javascript it would need supercomputer to run
14:00:31 <LordAro> OTTD can run in the browser just fine
14:00:57 <LordAro> not quite as fast perhaps, but the majority is just fine
14:01:02 <peter1138> kuka_lie: C++, not C.
14:01:16 <kuka_lie> peter1138: almost same thing
14:01:23 <LordAro> ha.
14:01:28 <peter1138> Hehehehehehehehehe
14:01:57 <LordAro> just two characters different
14:02:36 <kuka_lie> btw is js just bad at perfomance or have i just used only badly done stuff
14:02:48 <LordAro> probably both
14:03:15 <xarick> 57 MB just for setting tropiczones, vs 596 bytes with a single table
14:04:02 <_glx_> that's a lot
14:04:33 <kuka_lie> i used intel core 2 duo and in web browsing and all js pages make cpu go like 100%
14:05:09 <_glx_> modern browser or C2D time browser ?
14:05:56 <kuka_lie> firefox
14:06:18 <kuka_lie> using debian
14:06:42 <xarick> there are no towns at this phase, nor industries, and these 57 MB are temporary, then they poof
14:06:48 <xarick> freed
14:07:07 <xarick> how much memory would 13k towns and 20k industries take?
14:09:25 <xarick> from 5,1 seconds to 0,4 seconds, so much gains...
14:11:01 <xarick> hmm, i'm gonna try use less memory somehow, still looking at it
14:13:02 <mnhebi> What C++ gains in efficiency it gives away double in sanity :(
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14:14:13 <peter1138> xarick: That is a small fraction of map gen time, it's basically irrelevant.
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14:15:26 <xarick> well goes from a complete map time gen of 32 seconds to 27 seconds
14:15:34 <xarick> it's something
14:15:47 <_glx_> yeah try generate a huge map with very high number of towns and the worst townname generator πŸ™‚
14:19:39 <kuka_lie> i always use funny english town names
14:21:12 <xarick> hmm one way would be iterating the whole map looking for desert tiles, it would save... 9107369 * 4 memory
14:21:21 <xarick> at the cost of "time"
14:22:19 <peter1138> By "one way" do you mean "the current way"?
14:22:35 <xarick> no, not quite
14:22:45 <xarick> current way is very brute force
14:23:18 <xarick> current way: for every tile in the map, look at 149 nearby tiles to decide if we make it a desert
14:24:58 <xarick> and the next tile will look at 149 tiles, most of them overlapping
14:24:59 <peter1138> If the algorithm was smart it would be able to take the previous result into account.
14:25:30 <peter1138> And only check the tiles that the new tiles that are covered.
14:26:56 <peter1138> You'd need to store the state of each those 149 tiles to be able to ignore the tiles that are no longer covered.
14:34:20 <xarick> i'm looking at phase 1 again
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14:35:49 <xarick> i could maybe "assume" desert density to be 3 in that phase
14:36:51 <xarick> then phase 2, which eats desert away could perhaps look for an adjacent desert tile when placing normal tiles and assume desert density to 1
14:38:21 <xarick> should eliminate the need of desert_tiles vector
14:38:32 <xarick> which is 9 million tiles
14:40:29 <xarick> or it could be done in phase 3, which works with normal_tiles
14:40:53 <andythenorth> hmm
14:40:54 <xarick> any adjacent tile which is desert gets its density 1
14:41:03 <andythenorth> did I used to make grfs? πŸ˜›
14:53:51 <LordAro> i feel like someone would've noticed
15:06:21 <xarick> mark tile dirty by tile is not cheap 😦
15:09:15 <peter1138> FIRS knows about that.
15:09:52 <mnhebi> andythenorth: what, need a statue 3d printed so you'll remember? :)
15:10:18 <andythenorth> I fell in some kind of grf hole πŸ˜›
15:10:43 <mnhebi> still waiting for someone to make a ship grf with triremes and stuff.
15:11:03 <mnhebi> start in 0 AD with your company xD
15:13:11 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1314610598612566128/image.png?ex=67546606&is=67531486&hm=614f767ee70bd1b1aa3caf95e17b20388dd5188ea253586e7c8cec3f35251d18&
15:13:11 <peter1138> Yes
15:13:38 <LordAro> <3
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15:23:53 <FLHerne> kuka_lie: you can play OpenTTD version 1.2 on a 166MHz processor with 64MB of RAM
15:23:59 <FLHerne> I know because I did for a while :p
15:52:56 <xarick> why is MarkTileDirtyByTile slow :(?
15:53:07 <LordAro> because it does things
15:56:40 <xarick> mark whole screen dirty might be cheaper
15:57:47 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1314621824256184330/image.png?ex=6754707b&is=67531efb&hm=cc5317763dec50571be20ced4055d2a2cf303e1d421c61e851dd16904d9d2d06&
15:57:47 <xarick> if I don't mark tiles dirty 😦
15:59:36 <xarick> 6,264629 s, new record low time for debug build
15:59:49 <xarick> but that's without dirtying tiles 😦
16:01:50 <kuhnovic> Elapsed time is irrelevant
16:01:53 <kuhnovic> in debug
16:04:36 <xarick> 18,828627 s when using dirtying tiles
16:05:24 <xarick> lemme experiment whole screen dirty
16:09:37 <xarick> 6,628763 s oh nice
16:09:56 <xarick> whole screen dirty between progress updates it is then
16:17:13 <xarick> oh, I removed 4 steps, need to re-add them somewhere
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16:21:59 <squirejames> peter1138: Chris Meier's CivliOTTD
16:22:30 <squirejames> (Sid Sawyer's OpenTransportisation)
17:18:21 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #13144: Codechange: Algorithmic generation of desert and rainforest https://github.com/OpenTTD/OpenTTD/pull/13144
17:22:33 <xarick> let me count memory usage
17:26:13 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1314644080147304478/image.png?ex=67548535&is=675333b5&hm=e68641954a7843b46a7563f12abbfb09794a1d1f5bdf8d52a411dc9462ca4560&
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17:28:37 <xarick> hmm where can I extract more performance now?
17:45:46 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1314648999432814673/image.png?ex=675489ca&is=6753384a&hm=1101e2a4c2a58d34d98688f390b8220c73e049bae0200a0679231793b640f9ae&
17:45:46 <xarick> hmmm how do I decipher this?
17:54:46 <xarick> ah, i found it
17:54:48 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1314651271080185967/image.png?ex=67548be8&is=67533a68&hm=74c9fbe53023b877dee211d946d0cb8edee0d8b4aa48b6ea58f72a68f0d4bb3e&
17:54:55 <xarick> this is pretty
18:04:09 <xarick> can't think of more ways to optimize this
18:04:35 <xarick> well, there's the deque/pop option still
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18:41:40 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13055: Add: Implement support for loading sounds in Ogg Opus format. https://github.com/OpenTTD/OpenTTD/pull/13055
18:42:31 <peter1138> Crap, now Someoneβ„’ needs to fiddle with grfcodec and NML πŸ˜‰
18:47:36 <andythenorth> πŸ˜›
18:51:12 <xarick> deque/pop is slower 😦 only advantage is clearing memory as it goes
18:52:08 <xarick> is there a pop for vectors?
18:53:55 <peter1138> Yes.
18:53:58 <peter1138> pop_back()
18:54:26 <xarick> hmm from the back, might give it a try
18:55:08 <peter1138> Hmm, some left over reinterprets.
18:59:34 <andythenorth> lol all the phones here just Amber Alerted
18:59:35 <andythenorth> super
19:09:47 <andythenorth> we're unlikely to merge this one probably? https://github.com/OpenTTD/nml/pull/345
19:10:04 <andythenorth> I should add nml constants files to grfs instead?
19:31:09 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1314675518452531360/image.png?ex=6754a27d&is=675350fd&hm=b53329c4b8043e3d45ec3bbe67804b32446f05f881840490d283ce1cf78f0345&
19:31:09 <peter1138> Funky instructions...
19:39:41 * soylent_cow[m] uploaded an image: (870KiB) < https://matrix.org/oftc/media/v1/media/download/Ac65KsVhXSYh3QjW4hXHv1GeOLu2uR1FfxjVwNdYhr9yXmlVGI_9vjQ5a65WxmeLc5_zsuJzuk9AJCF37_OxCM1CeT5ZU0rwAG1hdHJpeC5vcmcvUWRvelNxblBUbUtHbVRaTGp2T0pwTGJI >
19:40:58 <soylent_cow[m]> ^^^^^^ i have this town, it like got everything, but it's stuck at about 15,000 forever now, how come it's not expanding? it just wobbles around that pop value for many realtime days. is this something having to do with road layout?
20:03:51 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1314683749664948295/image.png?ex=6754aa27&is=675358a7&hm=cf04bb8bc1dafea801b4fcb5c4f9541856587e3bee04c8f391299189006b7ec2&
20:03:51 <xarick> vector pop back is the fastest, but also has the most differences 😦
20:05:43 <peter1138> Do you ... understand want a 'pop' means here?
20:07:25 <xarick> ```while (!rainforest_queue.empty()) {
20:07:25 <xarick> const auto [rainforest_tile, tile] = rainforest_queue.back();
20:07:25 <xarick> rainforest_queue.pop_back();```
20:07:42 <xarick> am i doing wrong?
20:22:32 <peter1138> No idea.
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20:34:27 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1314691447949365330/image.png?ex=6754b152&is=67535fd2&hm=83d75acb2ed8f8d6b7ef52c9d49b76d8d59a2cdd628223ca36c0d77320236711&
20:34:27 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1314691448347693128/image.png?ex=6754b153&is=67535fd3&hm=0c6e4feba990f63194d378943f114b17afa9f08d50a2b340f3d62efe1a8f11cc&
20:34:27 <xarick> too spiky
20:35:55 <xarick> in some edges, the normal tiles buffer is almost non-existant
20:36:10 <xarick> vector pop back is bad confirmed
20:38:29 <xarick> i could attempt to add the tiles in reverse
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20:44:13 <xarick> meh, still bad
20:48:52 <peter1138> Yeah, river and industry generation dwarfs desert/tropical zones.
21:08:30 <xarick> I have another alternative up my sleeve
21:09:04 <xarick> but it involves keeping the table
21:09:31 <xarick> (or replacing with the circle algorithm if removing it is the goal)
21:29:31 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1314705308475457647/image.png?ex=6754be3b&is=67536cbb&hm=17ecb78c1cd59ceee15c6df58974f53ea7a64fc001d22b1b1273760dad5d9603&
21:29:41 <xarick> seems worth the sacrifice
21:30:58 <xarick> 0,401 to 0,544 only
21:31:50 <xarick> that slim line of tiles around desert_tropic_line really shaved a ton of time
21:32:16 <xarick> the circle method was taking 80 seconds in debug previously and 3,8s in release
21:46:24 <andythenorth> is naptime?
21:55:37 <Rubidium> no, it's rather time for breakfast ;)
21:56:30 <andythenorth> le oof
22:05:18 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #13144: Codechange: Algorithmic generation of desert and rainforest https://github.com/OpenTTD/OpenTTD/pull/13144
22:05:30 <xarick> I introduced now the circle:)
22:05:47 <xarick> replaces usage of DistanceSquare/DistanceMax
22:06:04 <xarick> ah, let me update the times
22:16:01 <xarick> I think I'm done with it
22:16:04 <xarick> gonna set it to ready
22:16:46 <xarick> or maybe tomorrow I'll set it to ready, i might come up with some new ideas over sleep
22:16:53 <xarick> typical me
22:24:23 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #13144: Codechange: Algorithmic generation of desert and rainforest https://github.com/OpenTTD/OpenTTD/pull/13144#pullrequestreview-2486007935
22:33:53 <xarick> there's little of locosage in it now, but it served as inspiration anyway. His magic was on the pair of tileindexes and the walking neighbours
22:41:43 <DorpsGek> [OpenTTD/OpenTTD] github-advanced-security[bot] commented on pull request #13144: Codechange: Algorithmic generation of desert and rainforest https://github.com/OpenTTD/OpenTTD/pull/13144#pullrequestreview-2486056945
22:42:02 <xarick> oh no
22:42:43 <xarick> heh, i'll fix it
22:43:45 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1314723986629853325/image.png?ex=6754cfa0&is=67537e20&hm=0445dfd32dd737d5cadcf92f318f0aa7bb3b152fb4ebd0cc0f3bcbff9cfe533e&
22:43:45 <xarick> nice memory usage
22:45:13 <DorpsGek> [OpenTTD/OpenTTD] github-advanced-security[bot] commented on pull request #13144: Codechange: Algorithmic generation of desert and rainforest https://github.com/OpenTTD/OpenTTD/pull/13144#pullrequestreview-2486068442
22:47:04 <xarick> what kind of int's do i use there?
22:49:06 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #13144: Codechange: Algorithmic generation of desert and rainforest https://github.com/OpenTTD/OpenTTD/pull/13144
22:49:19 <xarick> plz just work
22:50:28 <xarick> static const auto circle_offset_of_radius = [](int16_t r, int32_t r2) {
22:50:34 <xarick> hope it fixes it
22:50:55 <xarick> good night
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23:59:40 <peter1138> [1] = 0x004c0024003b004a ""
23:59:46 <peter1138> This pointer is sus.