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#openttd IRC Logs for 2012-10-03

---Logopened Wed Oct 03 00:00:24 2012
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03:06<@Terkhen>good morning
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04:08<Eddi|zuHause>happy alibi-reunification-day everyone
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04:10<Eddi|zuHause>well, the real day of reunification should be the 9th november. but they didn't dare to pick that as a holiday
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04:11<Eddi|zuHause>because of ... conflicting historical events
04:17<@planetmaker>hehe, yeah. 9th November is kinda *the* German day... good and bad
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04:32<frosch123>when i compile ottd entirely from a ramdisk it still makes out at -j 4
04:32<frosch123>what's the bottleneck?
04:32<frosch123>ram or cpu?
04:32<frosch123>i always thuoght only the disk is slow :o
04:33<frosch123>hmm... oh wait... the point of more -j than cores was to do other things while waiting on the disk...
04:34<frosch123>so, i should only compare it to higher -j from non-ramdisk
04:36<frosch123>i guess if the -j5 speed from disk matches the -j4 from ramdisk, the disk is not that bad
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04:38<@peter1138>Erm, CPU...
04:38<@peter1138>Long gone are the days when I could compile the whole of OpenTTD in 16 seconds.
04:38<frosch123>we should revert to c :p
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04:39<andythenorth>what was the question?
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04:39<@peter1138>There was no question.
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04:43<@planetmaker>peter1138, 30 seconds is good enough for me ;-)
04:44<@planetmaker>my osx takes 6 minutes to compile it...
04:44<frosch123>planetmaker: so your machine is 25% faster than mine :)
04:44<frosch123>i did not expect there would still be such increases
04:46<@planetmaker>I don't have a fast disk really
04:46<Eddi|zuHause>frosch123: testing -j multiple times to test the influence of the disk is tricky as after the first run, pretty much everything should be cached
04:49<frosch123>well, i made /tmp a tmpfs now, and symlinked ottd/obj/debug to /tmp
04:49<frosch123>basically no disk access at all when compiling
04:50<Eddi|zuHause>real 0m49. user 3m15.988s sys 0m14.605s
04:50<frosch123>only after compilation has finished and the write delay triggers to write the binary to disk
04:53<Eddi|zuHause>that doesn't really look maxed out, or there is a longer single-core stretch inbetween
04:54<Eddi|zuHause>because 3m30s/6 ~35s
04:54<@planetmaker>real 0m36.002s
04:54<@planetmaker>user 3m57.455s
04:54<@planetmaker>sys 0m10.397s
04:54<@planetmaker> here
04:54<Eddi|zuHause>so where did the other ~15s come from?
04:54<frosch123>Eddi|zuHause: try a ramdisk
04:54<frosch123>and compare
04:54<@planetmaker>with -j9 after maintainer-clean
04:55<frosch123>real 0m40.000s <- btw. i should calibrate my clock agains ottd compilations :p
04:56<Eddi|zuHause>real 0m45.259s user 3m34.826s sys 0m15.272s
04:56<Eddi|zuHause>i guess i should need a better test environment
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05:03<@peter1138>still compiling o_O
05:04<Eddi|zuHause>real 0m45.534s user 3m34.987s sys 0m15.163s
05:04<Eddi|zuHause>no real change when putting objs on /dev/shm
05:05<@peter1138>3real 3m47.825s
05:05<@peter1138>user 4m28.117s
05:05<@peter1138>sys 0m20.041s
05:06<Eddi|zuHause>but from watching the output, there seem to be two single-core operations, compiling the grfs and making the dep check
05:12<@DorpsGek>Commit by planetmaker :: r24569 /trunk ( (2012-10-03 09:12:51 UTC)
05:12<@DorpsGek>-Fix (r23817): Naming of bundles was somewhat broken
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08:56<Eddi|zuHause>@calc 540^2/700
08:56<@DorpsGek>Eddi|zuHause: Error: Something in there wasn't a valid number.
08:56<Eddi|zuHause>@calc 540**2/700
08:56<@DorpsGek>Eddi|zuHause: 416.571428571
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08:59<frosch123>@calc 540**(2/700)
08:59<@DorpsGek>frosch123: 1.018138451
08:59<Eddi|zuHause>not what i asked :)
08:59<frosch123>@calc 540**(2/700) * 540**2/700
08:59<@DorpsGek>frosch123: 424.127389016
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09:35<frosch123>yay, walling towns in using food plants
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10:25<SgtGeneralCase>I have a strange case here whereby despite multiple_industries_per_town=false, I get massive amounts of industry. In openttd, 1.2.2; even with a blank config.
10:26<Eddi|zuHause>that is "multiple industries of the same type in the same town"
10:28<SgtGeneralCase>Hm, maybe it's related to the fact that I am using a lot of towns.
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10:30<SgtGeneralCase>map size 1024x1024, no. of towns: high, no. of industris: very low - still "high" for some taste (while "minimal" is then again too minimal). Maybe a finer tunable for #industries could be added, like "Custom" as there is for towns?
10:31<Eddi|zuHause>isn't that already possible?
10:33<SgtGeneralCase>Only #towns has "custom" in 1.2.2
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10:37<Eddi|zuHause>bad luck then
10:38<Eddi|zuHause>hm... anyone notice that the climate selection buttons are one pixel smaller in the start game menu than in the main menu?
10:39<@peter1138>it's noticable when you start trying to improve the ui for larger/smaller sizes
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11:04<@peter1138>hmm, useful
11:04<@peter1138>working wifi adapters:
11:04<@peter1138>edimax ew-7811un
11:04<@peter1138>problem wifi adapters:
11:04<@peter1138>edimax ew-7811un
11:05<Rubidium>that reminds me...
11:06<Rubidium>there used to be a wireless adapter for which the first few 'builds' worked and the later ones didn't
11:06<@peter1138>handy :S
11:06<Rubidium>mostly because the first few were mostly in hardware and the later builds used much more firmware
11:07<Rubidium>oh... worked in Linux that is
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12:33<BadBrett>exclusive IRC preview:
12:34<BadBrett>now the question is... i have several animations i want to do here... when cargo arrives, the whale should be dragged out of the water... then smoke should appear... and finally small barrels will appear
12:35<BadBrett>should i use subsprites for everything? what do you think will work the best?
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12:46<Eddi|zuHause>i'm sorry i have no clue how animations work
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13:07<SgtGeneralCase>BadBrett: is it that what I think? a HQ version of openttd?
13:09<SgtGeneralCase>BadBrett: animations, from prior observations, seem to simply repeat, without taking any sort of events, like a train starting to load cargo, into consideration
13:17<FLHerne>SgtGeneralCase: There are many callbacks for that
13:17<SgtGeneralCase>Interesting :)
13:18<FLHerne>It can be and is done - see UKRS2 or FISH for instance ;-)
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13:18<SgtGeneralCase>Whenever I see a farm placed next to a Factory, I wonder if the livestock can't just _walk_ over there.
13:18<FLHerne>Opening doors and gradual sinking, respectively :P
13:19<FLHerne>SgtGeneralCase: Make a 'cow' vehicle :P
13:19<FLHerne>capacity: one livestock :-)
13:19<FLHerne>And have it invisible when empty :P
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13:25<BadBrett>there are several ways of doing it, but the question is which method that works the best in this case
13:27*FLHerne wouldn't know
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15:07<@planetmaker>in a base set no method of animation will work ;-)
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16:43<@DorpsGek>Commit by zuu :: r24570 /trunk/src/script/api (ai_changelog.hpp game_changelog.hpp) (2012-10-03 20:43:32 UTC)
16:43<@DorpsGek>-Fix (r24542): Some documentation was missing
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16:53<supermop>is andy around?
16:53<supermop>looks like no
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16:55<Eddi|zuHause>you can easily find that out by typing "an[tab]"
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17:10<supermop>well ive posted something for him in the lego topic, so he can find it there
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17:17<@Terkhen>good night
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17:27<supermop>gah i missed him!
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17:50<@planetmaker> <-- I seem to be unable to write a few simple lines of NFO... what do I do wrong?
17:52<Yexo>mixing up nfo7 and nfo32
17:52<Yexo>either stick with v7 (no "normal" at the end, ysize before xsize) or go to v32 (no compression, xsize before ysize)
17:53<@planetmaker>oh, hum
17:54<@planetmaker>sprite compression is missing, too. Thanks
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---Logclosed Thu Oct 04 00:00:25 2012