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#openttd IRC Logs for 2007-11-02

---Logopened Fri Nov 02 00:00:33 2007
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04:23<wirk>anyone awake?
04:24<wirk>i need some info about the banks
04:25<wirk>i know that bank spawns in city that has over 1200 residents
04:25<wirk>but i need to know - what triggers the bank spawn
04:26<wirk>played the game over LAN many times i invest most of time and cash on building up huge citys like 45k ppl in each
04:26<wirk>still i cant get the bank with valuables
04:27<wirk>while randomly some small cities have the bank
04:28<wirk>last 10+ plays i learned how to grow a big city fast - still failed to make any big cities with banks
04:28<wirk>if you have any knowledge about bank spawn please write here or pm me
04:29<wirk>afk now
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04:31<wirk>hi prakti
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04:35<wirk>hi osai
04:36<prakti>I wish you a guten morgen.
04:37<wirk>hows going ?
04:37<prakti>Sorry, no time for idle chatter,.. I've got to work on my bachelors thesis.
04:38<wirk>you have any info for my bank question ?
04:38<wirk>what triggers bank spawn
04:43<prakti>I'm no dev.
04:44<prakti>Check out the code and grep over it.
04:44<prakti>maybe this here helps:
04:45<prakti>Or maybe the wiki.
04:45<prakti>Use the source Luke.
04:45<wirk>been browsing the wiki and faq for some time
04:45<wirk>needed a pro's opinion
04:45<wirk>i havent played TTD for years
04:46<wirk>and only lately discovered the OpenTTD
04:46<wirk>i find it way cool
04:47<prakti>It surely it. but I'm afraid that I've barely touched the code. I just sometime twiddled the german town name generator.
04:47<prakti>And most of the patch got rejected.
04:48<wirk>what about your game experience?
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04:48<prakti>Game experience is imho brilliant.
04:48<wirk>when you see the bank appear
04:48<prakti>Late in the game.
04:48<wirk>and can you make bank spawn in every city ?
04:49<wirk>been playing the game over ten times from 1930 - 2052
04:49<wirk>and got no banks in my cities
04:49<prakti>There is an option to prospect new industires for raw-materials.
04:49<prakti>like funding them,.....
04:49<prakti>There seems to be some randomness.
04:50<wirk>prospect ?
04:51<prakti>like funding secondary industry, only for raw material producing industries.
04:51<prakti>Thats controllabe via patches.
04:52<prakti>I did a "grep -r bank *" for you.
04:52<prakti>Now lets take a look at:
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04:56<wirk>ummm.... stil dont know how to prospect for raw mats
04:56<wirk>though i have the newest versions of open ttd (i think)
04:58<wirk>ok found it
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05:21<Sionide>i bought locomotion yesterday
05:21<Sionide>played it till 3
05:21<Sionide>it's so weird!
05:23<Wolf01>that game has infinite possibilities, but seem that chris forgot to learn from transport tycoon and what made it the best game ever
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05:25<Sionide>building stuff is a pain in the arse isn't it
05:25<Sionide>takes a bit of getting used to
05:25<Sionide>roller coaster tycoon style
05:25<Sionide>which works nicely for making a roller coaster, but not laying train track
05:29<Wolf01>what i miss most in lomo is the drag&drop feature
05:30<Wolf01>then the depots to service the trains... when they have the reliability drop to 0 they are completely useless and should be manually renewed
05:31<Wolf01>and the transparency which is a complete failure, instead of helping you to build underground or behind buildings, it make this work more difficult
05:33<SpComb>indeed, it has a lot of problems
05:33[~]SpComb got it for christmas and hasn't played it once after the first day
05:35<Wolf01>i purchased my first copy at €29, then i "won" (i was third) the macca's contest and received another copy :P
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05:37<Wolf01>and i must say that the copy i won is really better than the copy i purchased, it have the manual and a very good box, the EU copy is on a DVD box with a little manual
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06:47<LeviathNL>TrueBrain, are the noai_xxx.png pictures from the blog still available somewhere?
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06:57<tanuk>The Configure Patches window shows the year when the game will end, but I can't change the year. Is it there for just informational purposes, or can it be changed somewhere?
06:57<tanuk>I'm running OpenTTD on Debian, if that matters.
07:00<LeviathNL>It can't be changed but you can play just continue playing after that year
07:01<tanuk>Oh, good. Thanks.
07:03<tanuk>Hmm... I don't remember that button from the original game: between train depot and train station. What is it?
07:04<LeviathNL>you can give an order to a train to pass it
07:05<tanuk>Ok. What about that "turn over a track" or whatever it is, the second last button on railroad construction bar?
07:06<LeviathNL>you can convert a track to the selected tracktype by dragging over it with this tool
07:06<Wolf01>that allows you to upgrade the railway to another kind
07:07<Wolf01>like rail to elrail, rail to monorail etc
07:07<LeviathNL>btw left mouse button gives you a small description
07:07<tanuk>Thank you. Hopefully I won't be asking here all the time...
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07:07<tanuk>LeviathNL: Ah, that's a useful tip. But you must mean the other left ;)
07:08<LeviathNL>eh yeah ;P
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07:11<TrueBrain>LeviathNL: they are moved to the noai/ dir
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07:47<Sionide>tanuk, there's plenty of help on the wiki for the new features you might not recognise from the original
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07:50<TrueBrain>tnx for that GPS location :)
07:50<Rubidium>you know where it is?
07:50<TrueBrain>in my backyard!
07:52<Rubidium>tanuk: the end date can only be changed for servers as server might want to (automatically) restart at a certain date
07:52<Rubidium>TrueBrain: nah...
07:52<TrueBrain>oh well, it was about 1% chance I was correct :p
07:57<TheMask96>eindhoven cs :)
08:01<Rubidium>so a likely place for a train to wait for a few minutes ;)
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10:36<Ammler>frosch123: around?
10:37<frosch123>theoretically yes
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10:38<Ammler>hmm, you made the grf2html tool, would it be easy possible to make a tool, which converts vehicle sets to other IDs
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10:39<Ammler>I saw foobar did a proposal to use for vehicle IDs, I fear now, that i.e. all tram sets will have same ID area and you can't use them together. Some like that...
10:39<frosch123>Have you tried ActionD variable 99?
10:40<Ammler>oh, you mean its possible with a grf?
10:40<Ammler>no need to change the existing grf?
10:41<Ammler>hmm, can't load the wiki page atm
10:41<frosch123>I guess you have to place that ActionD at the start of the grf, or perhaps after the Action8.
10:42<frosch123>But my nfo knowledge is rather passive, i.e. I can read a lot, but have written hardly any.
10:43<Ammler>my idea was to have a tool which "scans" the grf and print out the used IDs and then encode it with new IDs if needed.
10:43<frosch123>That won't work with callbacks. Ooops, I guess the ActionD will not work with callbacks either.
10:44<@Belugas>Ammler, this is not a good idea. you are modifying the work of someone else. bad bad bad. you'd better ask the author then
10:44<frosch123>(I mean callbacks like the articulated one)
10:44<Ammler>Belugas: of course the autor's permission is needed
10:46<Ammler>frosch123: callbacks could changed too, not?
10:47<frosch123>Ammler: That will require the intelligence of a human as it has to understand how the grf works.
10:48<Ammler>Belugas: what do you think, technically should be possible, not?
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10:50<@Belugas>i agree with frosch123
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10:56<@Belugas>that command is only valid in #openttdcoop (or somehting like that) byq
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11:08<Ammler>hmm, Action D variable 99 sounds very interesting, is there a Set which does use that?
11:18<frosch123>Don't know, all sets that I saw using GRM, only checked if their fixed IDs are available. I have not seen one with dynammic IDs.
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12:06<Markkisen>Where is Bjarne? :o
12:08<TrueBrain>@whereis Bjarne
12:09<@Belugas>not connected right now, so it seems. And i'm pretty sure it is Bjarni, not Bjarne...
12:09<TrueBrain>@seen Bjarni
12:09<@DorpsGek>TrueBrain: Bjarni was last seen in #openttd 1 day, 14 hours, 33 minutes, and 1 second ago: <Bjarni> you guys can try to stop me, but it won't work :P
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12:10<Ailure>do anyone else than me use silly placeholder names in their programs?
12:11<Ailure>I seem to unusually often create a integer variable with the name lol too often XD
12:12<ln-->bjarni must be busy with the kangaroo.
12:12<Markkisen>TrueBrain ;)
12:12<Markkisen>Thanks ^^
12:13<hylje>Ailure: i tend to not have placeholders..
12:13<Ailure>mine are mostly for testing
12:13<Ailure>they won't last
12:13<hylje>well yes, i have single letter vars for the interactive prompt.. :>
12:13<Ailure>I make them stupid so I feel forced to replace the mlater with something more proper
12:14<Ailure>and sometimes I wind up with long names for references
12:14<Ailure>like "signatureSigFilePathTextField"
12:15<@Belugas>why not make them explicit right away? easier to debug...
12:15<Ailure>I guess
12:16<Ailure>I don't release my code in that state
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12:16<Ailure>sometimes I wind up with really strange names
12:16<Ailure>for classe
12:17<Ailure>or at least, they did sound silly when I made them
12:17<Ailure>like Sockethandler
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12:42<TrueBrain>hi skidd13
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12:45<dexterle>someone not afk?
12:45<Ailure>i am
12:45<dexterle>do you know anything about the openttd console?
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12:45<Ailure>the one that comes up when you press the tilde key on american keyboards?
12:45<Ailure>yes I do
12:45<dexterle>:) yes this one
12:46<Ailure>what exactly do you need help about anyway
12:46<dexterle>i want to know, if there is any command or way to destroy a whole company in a multiplayer game, because i cant buy it completly
12:46<Ailure>oh there is
12:46<dexterle>how to? :)
12:47<TrueBrain>also feel free to visit our wiki :)
12:47<Ailure>You can see a list of commands by typing list_cmds btw
12:47<skidd13>Can I hear some comments to FS1390 please.
12:47<Ailure>and then use help on that spefic command to see what it do
12:47<dexterle>ahh oki, didnt know that, thank you
12:48[~]Belugas is looking at it right now, while eating his lunch
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12:49<dexterle>thx guy it works :)
12:49<skidd13>Belugas: "Mahlzeit!" (I don't know a fitting translation and "Have a nice meal" has a slight other meaning IMO)
12:49<TrueBrain>skidd13: looks good to me
12:49<dexterle>have a nice meal is a good translation
12:49<TrueBrain>skidd13: and forget it to say something like that in English, there is no good way :)
12:50<dexterle><< from germany
12:50<@Belugas>"bon appetit" can be said :)
12:50<TrueBrain>which is French, still no English :P
12:50<dexterle>nobody says that ^^
12:50<@Belugas>i know at least two devs who do ;)
12:51<@Belugas>and a few more who understand it!
12:51<TrueBrain>Belugas: I think in fact most devs understand it :)
12:51<@Belugas>skidd13, it looks really good
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12:51<@Belugas>TrueBrain, if you feel 100% secure, could you commit it?
12:52<TrueBrain>I was about to ask you:
12:52<TrueBrain>if you feel 100% secure, I will commi tit
12:52<skidd13>And it seems to be a bit faster too. :)
12:52<+glx><skidd13> And it seems to be a bit faster too. :) <-- don't say that without benchmarking :)
12:52<@Belugas>yeah.. a lot
12:53<skidd13>I said seems!
12:53<@Belugas>TrueBrain, i think skidd13 means it will be faster if you commit it than relying on me to do so :D
12:53<TrueBrain>skidd13: but that is as useless as telling us you made a REALLY cool feature.. and then nothing :)
12:54<TrueBrain>Belugas: that is why I suggested to commit it ;) I just wanted to make sure I didn't miss anything which might be wrong :p Hehe :)
12:54<@Belugas>another easy would be to grant skidd13 commit access, but allowed only after veto by devs
12:54<TrueBrain>Belugas: on that matter, can you give a quick look at too?
12:55<@Belugas>i know about that one, it is on my todo
12:55<skidd13>The speedup will depend on the compiler either. So there won't be a general statement ever.
12:55<@Belugas>but as i told BigBB recently, i'm not available to do anything until wednesfay at least
12:56<+glx>skidd13: why moving template <...> ?
12:56<TrueBrain>glx: all other entries in macros.h do
12:56<skidd13>glx: I adapted it cause all templates are formated this way (at least in the file)
12:56<TrueBrain>Belugas: I thought, while reading thisone... ;)
12:56<+glx>ok :)
12:58<CIA-1>OpenTTD: truelight * r11369 /trunk/src/ (macros.h road_cmd.cpp):
12:58<CIA-1>OpenTTD: -Codechange [FS#1390]: changes some int to int8 in macros.h, as they describe a bit-position, which fits perfectly in an int8 (max 64) (skidd13)
12:58<CIA-1>OpenTTD: -Codechange [FS#1390]: added consts in macros.h functions, so compilers can optimise better (skidd13)
12:58<CIA-1>OpenTTD: -Codechange [FS#1390]: remove HAS_SINGLE_BIT, as COUNTBITS does the same (skidd13)
12:58<skidd13>I like tidiness in code and uniform code flow. :) That was the most reason.
12:58<@Belugas>TrueBrain, i've read it a few times, seems to be fine. nothing that hurt my eyes
12:59<TrueBrain>Belugas: same here :p
12:59<TrueBrain>so if it compiles, let's commit it ;)
13:00<TrueBrain>nice work btw, skidd13
13:01<skidd13>No problem. I'm thinkin over a nice way to replace the GB/SB/etc. macros with static inline functions now.
13:01<Eddi|zuHause3>where have all my GB gone...
13:02<TrueBrain>skidd13: btw, about 1390, the code looks fine, but the GUI isn't really... nice..
13:02<TrueBrain>it looks a bit ugly now, if you ask me..
13:02<skidd13>TrueBrain: Anything in mind?
13:02<TrueBrain>and in my opinion, I still think Capacities and Total Cargo should be 1 tab
13:02<TrueBrain>I never understood why it isn't..
13:03<skidd13>The reason is that it looks IMO overcrowded then.
13:03<TrueBrain>in fact, Cargo and Capacity could be 1...
13:03<TrueBrain>like: 10 / 30 Mail
13:03<TrueBrain>or 0 / 30 Mail
13:03<TrueBrain>(bags of mail)
13:04<TrueBrain>skidd13: possible, but with the things like Weight, Power, MaxSpeed, Max TE, it already is overcrowded ;)
13:04<skidd13>Maybe a matrix with all the stuff in it could be the solution.
13:04<TrueBrain>indeed sounds like a solution
13:05<TrueBrain>but this adds yet an other line...
13:05<TrueBrain>same as with Orders, it needs a GUI redo too :p
13:05<skidd13>But ATM I don't feel like I want to recode the whole details GUI to matrix style :P
13:06<TrueBrain>every time so far people said: wait for cpp_gui
13:06<TrueBrain>but I dunno if that ever finishes...
13:06<skidd13>Apropos order GUI There is much duplicated code with the timetable.
13:06<Phazorx>TrueBrain: i have a request for shared patch enhancement :)
13:06<Phazorx>could be a tricky one tho
13:08<Eddi|zuHause3>gnah, i don't even have enough space to properly free some space...
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13:08<Phazorx>you need space to get space?
13:08<Eddi|zuHause3>yeah, it's called temporary space ;)
13:09<TrueBrain>skidd13: yup
13:09<skidd13>Eddi|zuHause3: there is a lot of space in /dev/null :P
13:10<Eddi|zuHause3>yeah, but to prove wether that is "proper" might be tricky :p
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13:10<@Belugas>Coffee Flavoured Chewy Granola Bar :D
13:10<fjb>Eddi|zuHause3: You can compress any file to the size of one byte. :-)
13:11<Phazorx>TrueBrain: it would be nice if companies using shared drops would get a benefit from it, say a percentage increase of income (since using shared would mean exporting)
13:11<skidd13>fjb: Yeah lossy zip rules :D
13:11<Eddi|zuHause3>fjb: i'm not sure if "one" byte is a significant improvement over "null" bytes :p
13:11<Phazorx>so perhaps when a train drops something at foreign station (which can only be shared) it gets like 2x the income
13:12<fjb>Eddi|zuHause3: That are 8 bits more.
13:12<Eddi|zuHause3>again: "significant" is the keyword
13:14<Eddi|zuHause3>"help, i temporarily copied an important file to /dev/null like you suggested, but when i am trying to copy it back now, i cannot access it anymore" :p
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13:15[~]DaleStan headdesks.
13:15<@Belugas>hello mister commiter :)
13:15<DaleStan>I'm reminded of tales of deleting this large file named "vmlinuz" that no one seems to be using.
13:16<skidd13>Dalestan: lol
13:16<fjb>Eddi|zuHause3: Just take the backup. You know, you should have a backup of every important file.
13:16<Eddi|zuHause3>DaleStan: that is fine, until you reboot your computer ;)
13:16<Phazorx>DaleStan: it supposed to be <1M not that large actually
13:17<fjb>DaleStan: That story is much older than Linux... :-)
13:17<skidd13>Eddi|zuHause3: Why should be that a problem? boot your knoppix change the root dir to the HD and install your own compiled kernel again ;)
13:17<TrueBrain>try removing /proc/mem, or /proc/kernel :p
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13:17<fjb>At the times it happened 1MB was a significant part of the hard drive.
13:18<DaleStan>that is fine, until you reboot your computer <-- So I'm told. I think I'll just believe the the stories, rather than trying to booting a Linux system without it, TY*V*M.
13:18<TrueBrain>skidd13: I dunno, depends on the type of 'x' I guess
13:19<TrueBrain>oh, lol
13:19<TrueBrain>of course :)
13:19<skidd13>TrueBrain: It shouldn't IMO.
13:19<TrueBrain>skidd13: that is _very_ dangerous what you wrote there
13:19<TrueBrain>you CHANGE the CONTENT of 'x'
13:19<TrueBrain>so, if it is a const, it cna't work
13:19<TrueBrain>to start
13:19<TrueBrain>but... it gives very unexpected results ;)
13:19<skidd13>x is not const!
13:20<TrueBrain>int x = 3; GB(x, 1, 1); printf("%d\n", x); <- shows 2 :p
13:20<TrueBrain>euh, 1
13:20<TrueBrain>so, it is wrong how ever you look at it ;)
13:20<TrueBrain>skidd13: no, a constant, as, say, you want to do: GB(0xFF, 1, 1)
13:20<skidd13>Ah that are you talking about. Yup agreed.
13:20<TrueBrain>so, don't do it
13:20<TrueBrain>is the summary ;)
13:20<TrueBrain>T x -> const T x
13:21<TrueBrain>that really should be there ;)
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13:22<skidd13>return (T)(x >> s) & (T)((1U << n) - 1); // Same error :(
13:22<Phazorx>TB no word on my RFC?
13:22<TrueBrain>then I wouldn't know :)
13:23<TrueBrain>skidd13: what is 'T' when the error happens?
13:24<Eddi|zuHause3>hm, i have 1GB free swap... i should make use of that :p
13:24<skidd13>TrueBrain: »int« to »DiagDirection«
13:24<TrueBrain>(T)((1U << n) - 1) <- isn't that part a problem? It might not be in DiagDirection...
13:25<skidd13>The cast should fix that IMO
13:25<TrueBrain>skidd13: why is the return value T anyway?
13:25<TrueBrain>isn't the return value bool?
13:25<TrueBrain>oh, no, nevermind
13:26<TrueBrain>confusing shit, those names
13:26<skidd13>Anyone other of the devs?
13:26<TrueBrain>skidd13: say, 1 << n returns 0x40, -1 makes it 0x3F, maybe the compiler is clever enough to notice that isn't in DiagDirection
13:27<TrueBrain>so, try not to cast back to T until the end
13:27<skidd13>So (T)-1 ?
13:27<TrueBrain>euh, no
13:27<TrueBrain>(T)((x >> s) & ((1U << n) - 1))
13:27<TrueBrain>(btw, s and n should be uint8 ;))
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13:28<+glx>GB has no type, it's just an int
13:28<TrueBrain>(uint64)((x >> s) & ((1U << n) - 1))
13:28<TrueBrain>anyway, dinner :)
13:28<+glx>you should do (T)GB()
13:28<+glx>not cast in GB
13:29<@Belugas>[13:29] <skidd13> Anyone other of the devs? <--- i've never done templates, so... don't count on me
13:29<skidd13>For all the stuff? GB/SB/etc.
13:29<skidd13>glx: If you feed GB with an uint8 it should return an uint8
13:30<+glx>the problem is other types
13:30<@Belugas>anyway, i'm back at work... so... /me disappear
13:31<skidd13>glx: what types?
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13:31<+glx>"incomplete" types, like DiagDirection
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13:33<skidd13>glx: Hmm, true. So I'd say the return is an uint, isn't?
13:33<+glx>it is
13:34<skidd13>I'm thinking over TrueBrain's statement that >> -x is invalid.
13:34<skidd13>Is >> -x defined as << x?
13:35<+glx>or maybe use T& like other templates
13:35<Eddi|zuHause3><skidd13> Is >> -x defined as << x? <- i would not bank on this
13:35<skidd13>later, dinner :D
13:35[~]skidd13 hides
13:36<Eddi|zuHause3>i'd avoid anything outside 0..bitsize
13:37<+glx>yeah like TB said, n and s should be uint8
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13:41<Eddi|zuHause3>what i'd rather expect ">> -x" to do (assuming 32bit) is to slice out the last 5 bits of the representation of "-x", and shift by that value (unsigned)
13:42<Eddi|zuHause3>which is completely not what you wish it to do ;)
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13:51<skidd13>Then many of the ints in macros.h have to be uint
13:54<skidd13>glx: assuming that GB returns 32bit seems to slow down the whole stuff. This needs benchmarking. returns GB ever more than 16 bit?
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13:56<skidd13>Damn this macro is widely used. Not shortly to check :(
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13:59<skidd13>Erase my last sentence. assert(n <= 16); is short :)
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14:21<skidd13>F*** NewGRF uses 24 bit :(
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14:21<skidd13>so no downsizing to 16 bit
14:22<DaleStan>My understanding was that 16-bit is usually slower than either 8 or 32 bit.
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14:23<DaleStan>At least for x86 processors.
14:23<skidd13>DaleStan: I'm not sure, but the inline function *seems* to be slower. Maybe different from OS to OS
14:23<DaleStan>If there's a difference, it's more likely processor to processor.
14:24<skidd13>Agreed :)
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14:30<skidd13>do some of the internal types base on the 64 bit type?
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14:37<TrueBrain>skidd13: Money ;)
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14:37<TrueBrain>DaleStan: in fact, 32bit (or 64bit) is always faster. Next in 32bit for 64bit, then 8bit, third it 16bit. 24bit is impossible slow ;)
14:38<skidd13>Hmm. Does anyone use SB with money as 4th argument?
14:38<TrueBrain>skidd13: doubtful ;)
14:38<TrueBrain>still, currently SB and GB can handle anything
14:38<TrueBrain>if inlining means loosing that, I don't know if it is such a good idea
14:39<skidd13>Is it possible to have to template values?
14:39<skidd13>:%s /to/2/
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14:43<skidd13>TrueBrain: I won't lose the anything handle stuff, but it'll secures itself for missusage ;)
14:57<skidd13>TrueBrain: Check this out!
14:58<skidd13>should work well. But now I'm starting to like converting this stuff to templates :) More to come...
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15:50<skidd13>I need benchmarks ->
15:50<skidd13>Thanks and good night
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15:59<fjb>Ups, the auto replacement window tell me that I habe 65535 locomotives of one kind...
16:00<fjb>Was the code recently changed?
16:00<Eddi|zuHause3>savegame, way to reproduce -> bugs
16:03<fjb>I have to register first?
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16:28<+glx>fjb: save and reload
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16:29<SpComb>Logs: (old: )
16:29<+glx>and we need a savegame from before it happens
16:30<|fjb|>Ok, I only have one from the biginning of the game, I think. Don't know when that happened, it was the first time I looked into the auto update in that game.
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16:38<Jello>hi :>
16:38<Jello>i was told to come here for help on openttd
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16:40|-||fjb| changed nick to fjb
16:40<fjb>Hi Jello
16:41<fjb>It's FS#1393
16:43<fjb>Jello: What help do you need?
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16:45<Ammler>fjb: it sounds more he likes to help you :P
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16:46<fjb>Oh, I never mind.
16:48[~]Belugas thinks it is more than late enough to try to keep on working
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16:49[~]Belugas leaves the office and wishes you all a good weekend
16:49<fjb>Bye Belugas
16:50[~]hylje wishes the same for Belugas in third person
16:50<fjb>E52 is cool, I wish it would be a bit more reliable.
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17:08<fjb>Is there a separate switch that unhides the one way road markers?
17:09<fjb>Hm, sorry, forget that question
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18:34<TrueBrain>skidd13: a moment ago I did some testing on GB, inline or macro; the results don't show a clear faster or slower
18:34<TrueBrain>with -O3
18:34<TrueBrain>with -O0 it likes GB macro more ;)
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18:34<TrueBrain>with -fno-inline, the macro wins bigtime
18:34<TrueBrain>but... that is a dah ;)
18:35<skidd13>And with the default -O2? Wich compiler and wich OS?
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18:35<skidd13>:%s /wich/which/
18:35<TrueBrain>linux, gcc 4.1
18:36<skidd13>32 bit?
18:36<TrueBrain>default -O2 was inconclusive
18:36<TrueBrain>it was just a quick single-program test
18:36<TrueBrain>it should be test in OpenTTD to give more details :)
18:36<skidd13>But the inline should be safer to use IMO.
18:37<TrueBrain>it mostly is, yes
18:37<Rubidium>it makes debugging harder/more time consuming (at least for me)
18:37<skidd13>I'd like to hear some benchmarks form our redmond friends ;)
18:38<skidd13>Rubidium: Which one?
18:38<TrueBrain>if you run in dbg lvl 3 (which in general I advise against), it would be dead slow
18:38<TrueBrain>as that adds the -fno-inline
18:38<skidd13>:( Thats not good :(
18:39<Rubidium>TrueBrain: true... but... the backtraces are usually messed up without -fno-inline, and when getting some hard to fix/find issue fixed I'd like to have proper backtraces.
18:39<TrueBrain>Rubidium: I personally only used -fno-inline just twice since the new makefile system
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18:40<TrueBrain>so personally, I don't see the problem with inlines over macros
18:40<TrueBrain>but that is just because I have no problems addings a bunch of printfs to locate the exact problem, and because most inlines are assert protected, which give pretty clear results
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18:46<Rubidium>oh... mr. Bounding Box ;)
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18:49<Markkisen>Naaw, my cat i so cute <3
18:49<Markkisen>I just want to cuddle her to death
18:49<Markkisen>Poor cat
18:49<TrueBrain>okay, you are scaring me
18:50<skidd13>Speedy gonzalez?
18:50<Markkisen>She is having kittens in a couple of days (:
18:51<Rubidium>oh.. mass murder?
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19:12<Eddi|zuHause2>hm... cultrual victory, that was too easy...
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19:19<valhallasw>TrueBrain: webtt? :O
19:19<TrueBrain>valhallasw: what? where?
19:19<valhallasw>that was the result of letting irssi stay a day behind
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19:20<valhallasw>you posted something /www/webtt/ last night... where my irssi window stopped scrolling
19:20<TrueBrain>ah, indeed :)
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19:28<Sacro>no nickserv
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19:33<skidd13>Does somewhere in the code is the sqrt function is used?
19:34<TrueBrain>grep is your friend :)
19:35<skidd13>grep does not found anything IIRC
19:35<skidd13>but maybe someone wrote someting similar like the stuff with the countbits
19:36<skidd13>:%s /anything/anything code related/
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19:41<skidd13>I'm asking cause I strumbled over this nice piece of code:
19:44<TrueBrain>haha, nice :)
19:44<TrueBrain>anyway, we try to avoid floats in general
19:44<TrueBrain>but there should be a few sqrts
19:46<skidd13>The coding stuff in q_math is impressive. I'm reading through. Maybe there is some stuff that might be usefull
19:46<TrueBrain>feel free :)
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20:11<skidd13>good night
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22:51<BigBB>Markkisen, you are german, right?
22:52<BigBB>I think "Miau" don't understand the people. Miaow for british-english and meow for americ.-english.
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---Logclosed Sat Nov 03 00:00:50 2007