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#openttd IRC Logs for 2013-11-25

---Logopened Mon Nov 25 00:00:49 2013
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04:12<@DorpsGek>Commit by rubidium :: r26097 trunk/src/openttd.cpp (2013-11-25 09:12:49 UTC)
04:12<@DorpsGek>-Fix: another minor memory leak (when pressing cancel in the bootstrap window)
04:20<@DorpsGek>Commit by rubidium :: r26098 /trunk/src (dedicated.cpp openttd.cpp) (2013-11-25 09:20:35 UTC)
04:20<@DorpsGek>-Fix: close the log file when OpenTTD was forked and finally closed
04:23<@DorpsGek>Commit by rubidium :: r26099 trunk/src/openttd.cpp (2013-11-25 09:22:56 UTC)
04:23<@DorpsGek>-Codechange: make NewGRF scanner management slightly easier
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05:14<@DorpsGek>Commit by rubidium :: r26100 trunk/src/console.cpp (2013-11-25 10:13:59 UTC)
05:14<@DorpsGek>-Fix: possible buffer overflow in console handling of aliases
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06:08<@DorpsGek>Commit by rubidium :: r26101 trunk/src/vehicle.cpp (2013-11-25 11:08:21 UTC)
06:08<@DorpsGek>-Fix: NULL pointer dereference when one can't allocate an order list but wants to make implicit orders
06:12<@DorpsGek>Commit by rubidium :: r26102 trunk/src/pathfinder/follow_track.hpp (2013-11-25 11:11:56 UTC)
06:12<@DorpsGek>-Fix: m_veh is not NULL by definition when IsRoadTT is true
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08:06<@DorpsGek>Commit by rubidium :: r26103 /trunk/src/blitter (32bpp_simple.cpp 8bpp_simple.cpp) (2013-11-25 13:06:33 UTC)
08:06<@DorpsGek>-Fix: prevent odd overflows due to integer promotion
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08:13<@DorpsGek>Commit by rubidium :: r26104 trunk/src/town_cmd.cpp (2013-11-25 13:13:35 UTC)
08:13<@DorpsGek>-Fix: do not attempt to do stuff with an invalid direction, especially using it as index into a table
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08:16<@DorpsGek>Commit by rubidium :: r26105 /trunk/src (3 files) (2013-11-25 13:16:06 UTC)
08:16<@DorpsGek>-Codechange: add a lot of assertions to track/road functions that might eventually lead to become indices into tables
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08:28<@DorpsGek>Commit by rubidium :: r26106 trunk/src/depot_gui.cpp (2013-11-25 13:28:08 UTC)
08:28<@DorpsGek>-Codechange: document fall through explicitly
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09:26<@DorpsGek>Commit by rubidium :: r26107 /trunk/src (27 files in 5 dirs) (2013-11-25 14:26:46 UTC)
09:26<@DorpsGek>-Codechange/cleanup: remove some coding bloat and simplify the driver factory instatiations
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09:30<@DorpsGek>Commit by rubidium :: r26108 /trunk/src (36 files in 6 dirs) (2013-11-25 14:30:22 UTC)
09:30<@DorpsGek>-Codechange: some coding style (whitespace)
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09:34<@DorpsGek>Commit by rubidium :: r26109 trunk/src/pathfinder/follow_track.hpp (2013-11-25 14:34:09 UTC)
09:34<@DorpsGek>-Fix: missing initialisation
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09:58<Xaroth|Work>o/ Belugas
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11:04<@planetmaker>'howdy' pronounced in English and understood as German means 'beat her' :-P
11:06<asd>i don't mean that
11:06<asd>but that's ok
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11:22<@DorpsGek>Commit by rubidium :: r26110 trunk/src/signal.cpp (2013-11-25 16:22:29 UTC)
11:22<@DorpsGek>-Codechange: add guard for enterdir being valid in signal code
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11:26<@DorpsGek>Commit by rubidium :: r26111 trunk/src/tunnelbridge_cmd.cpp (2013-11-25 16:26:50 UTC)
11:26<@DorpsGek>-Fix: theoretical case where sprite table could be overread for aqueducts that start at flat land
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11:36<@DorpsGek>Commit by rubidium :: r26112 trunk/src/vehiclelist.h (2013-11-25 16:36:11 UTC)
11:36<@DorpsGek>-Fix: make sure a vehicle list is always initialised
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11:42<@DorpsGek>Commit by rubidium :: r26113 trunk/src/script/squirrel.cpp (2013-11-25 16:42:35 UTC)
11:42<@DorpsGek>-Fix: unhandled seek error, and leaking file descriptor
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12:49<Qantourisc>planetmaker: how can howdy sound like beat her in german ?
12:50<@planetmaker>translate 'beat her' into German. Then pronounce it. Then pronounce the English 'howdy'.
12:50<@planetmaker>hau die ~= howdy
12:51<Qantourisc>schlu sounds like h ?
12:51<@planetmaker>wrong translation ;-)
12:51<@planetmaker>well. right. but wrong word.
12:52<Qantourisc>hau doesn't excist according to google
12:53<Qantourisc>hauen die translates to hewers of ?
12:53<Qantourisc>or is there some sort of doublespeak ?
12:53<@planetmaker>hau die! (German) = beat her! (English)
12:53<@planetmaker>or slap her
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12:54<@planetmaker>howdy Alberth :D
12:55<Qantourisc>if this was wikipedia i would raise the "need reference" flag :p
12:55<@Alberth>houdoe actually means "good bye" in the local dialect, but it seemed to fit the discussion :)
12:55<@planetmaker>yeah. every decent dictionary, Qantourisc
12:56<@planetmaker>it's hard to argue against a translation if you don't speak the language, Qantourisc - especially if you try to argue with a native speaker ;-)
12:56<Qantourisc>planetmaker: done, but now i get hit it ?
12:57<Qantourisc>so google is not usuble for german :)
12:57<@planetmaker>it's not usable for any language really
12:57<@Alberth>everybody is highly on-topic, time to throw in some off-topics; how does one use strings in a GS?
12:57<@planetmaker>only suitable to give you a rough idea of the topic
12:57<@Alberth>I'd like to run a little test to check what string commands are accepted
12:58<@Alberth>Qantourisc: it's highly usable in any language, you just have to speak it
13:01<Qantourisc>aaa die is the female form
13:01<Qantourisc>howdy myself :p
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13:03<@planetmaker>zydeco, surely can answer Alberth GS/AI string question :-)
13:03<@Alberth>oh, good. thanks
13:03<zydeco>let me find the logs
13:04<zydeco>oh, I haven't used string commands
13:04<@Alberth>you didn't use strings to tell a user something?
13:05<@planetmaker>or any setting?
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13:05<zydeco>I've used things like GSIndustryType.GetName(type)
13:06<@Alberth>but never shown that to the user?
13:06<zydeco>and other than that, built strings concatenating
13:06<@Alberth>and never shown that to the user?
13:06<zydeco>yes, it's probably in the language of the server
13:07<zydeco>yes, on story books or signs
13:07<@Alberth>ok, how to make a text in the story book?
13:07<@planetmaker> @ Alberth
13:08<@planetmaker>and there's a lang folder similar to NML NewGRFs which define that stringID
13:08<zydeco>that's what I've seen on other scripts, but not used myself
13:09<@Alberth>oh, it's not a gs tutorial :p
13:09<@Alberth>it's an openttd tutorial written in gs
13:09<@planetmaker>ah, well. Depends on how you read the reference :-)
13:10<@Alberth>I wondered why there were no text files :D
13:10<@planetmaker>hm :-)
13:11<@planetmaker>sorry, I know no such tutorial other than ^
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13:14<@planetmaker>hm... the tutorial needs more work. So many things need more work
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13:16<@Alberth>hi hi
13:18<Rubidium>ribbit ;)
13:19<zydeco>beep boop beep
13:30<Eddi|zuHause>i've never heard a frog that goes ribbit
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13:31<Eddi|zuHause>must be ameerican frogs
13:32<Eddi|zuHause>also, you hear toads way more often than frogs
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13:33<Eddi|zuHause>it's probably like everyone saying 'bee' when 90% of the time it's actually a wasp
13:33<@peter1138>Does everyone do that?
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13:34*LordAro appears
13:34<@peter1138>IME most people know the difference.
13:34<Wolf01>I do
13:34<Eddi|zuHause>i have to constantly correct people...
13:35<Wolf01>me too
13:35<Japa__>I didn't realize that people not knowing the difference was a thing.
13:36*LordAro is with peter1138
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13:47<Cirno>The story I heard is that the frog that goes ribbit mostly lives in west coast NA, so when movie-makers want a frog sound, that's the sound they get.
13:49<Cirno>And I completely forgot I was bearing this nick on this net. How ironic that when I talk about frogs, it's when I'm bearing this nick.
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14:29<LordAro>Programming challenge: Optimise this:
14:33<@Alberth>skip all caclulation when num <= ans
14:33<Rubidium>or when it ends in 0?
14:34<Rubidium>likewise, you can skip all i, j, k, l %10== 0, or when i*j %10 == 0 or when i*j*k%10 == 0
14:35<Rubidium>and... even better... do it reverse, i.e. start at the end and search for the first. Then bail
14:36<LordAro>i did originally start with 99,99,99,99 and work down, but found that the speed was not significantly different
14:37<Rubidium>then bigi must be ~50
14:37<Rubidium>although... even much smaller than ~50
14:37<LordAro>wait, with -O3 it's much faster
14:38<LordAro>well, ~10ms
14:39<LordAro>hmm, now it's varying a lot, with the extra if statements
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14:51<LordAro>Alberth: yup, your suggestion seems to have had the best improvement - ~30ms -> ~ 0.7ms :)
14:51<LordAro>i think it's limited by the output speed now :)
14:51<@Alberth>remove printing :p
14:51<^Spike^>was about to say that... as that also costs lots of time :)
14:51<LordAro>hmm, maybe not yet - 0.7ms -> 0.66ms
14:52<@Alberth>maybe RBs solution works good for the outer loops?
14:52<@Alberth>there you save at least some significant cycles
14:53<LordAro>i've added the % 10 stuffs
14:53<LordAro>they seem to improve it also
14:53<@Alberth>oh, lookup table for % 100 or 1000 ?
14:53<LordAro>kinda getting a bit cheaty at that point :L
14:53<@Alberth>ie do 2 or 3 digits at a time
14:53<LordAro>wait, what?
14:54<@Alberth>digits = {"00", "01", etc etc "99"};
14:55<@Alberth>then digits[num % 100] gives 2 digits
14:55<LordAro>hmm, that's a possiblity, perhaps
14:55<LordAro>probably tmwftlb
14:55<LordAro>i'm currently "winning" against friends by quite some margin :)
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14:56<@Alberth>that was already the case with the initial assignment :p
14:58<Qantourisc> /wl
14:58<@Alberth>hmm, wasn't there a specialized div/mod routine
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14:59<@Alberth>ah, div(3) apparently
15:00<@Alberth>it gives you the div and mod value together
15:02<LordAro>i doubt that'd speed it up at all, would it?
15:02<@Alberth>depends whether the compiler is smart enough to merge the % and / operations
15:03<Rubidium>are there maybe nice sse3/sse4 operators that can be used?
15:03<@Alberth>if not, you reduce the number of divisions by a factor 2
15:03<LordAro>sse.. i came across those recently, what are they?
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15:04<@Alberth>afaik special processor instructions
15:06<Rubidium>oh, and maybe openmp?
15:06<LordAro>Alberth: nope, much slower - 1.2ms :(
15:07<LordAro>Rubidium: that looks scary :L
15:08<@Alberth>spawn 90 threads :p
15:09<LordAro>oooh, clang = 0.82ms, gcc = 0.67ms :D
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15:11<LordAro>here's current code, for your viewing pleasure:
15:14<Rubidium>LordAro: maybe ij = i*j, ijk = ij*k etc. So reducing the amount of multiplications (although the compiler might already do that)
15:15<LordAro>hmm, nope, no improvement
15:15<LordAro>slightly slower, if anything
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15:17<LordAro>connection issues, glx?
15:17<@Alberth>does skip if i % 10 == 0 help ? (first suggestion by Rb)
15:18<@Alberth>or perhaps i == 90 || i == 80 || .. :)
15:18<LordAro>nope, slower
15:18<glx>LordAro: the second was a forced resynchro to get enough speed for tv
15:19<glx>luckily this unwanted desync left me enough
15:19<glx>my connection constantly switches between READSL2 and ADSL2+
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15:24<LordAro>hmm, i think i've got to the point where printf is making a noticable difference in speed :)
15:24<LordAro>0.677ms vs 0.670ms
15:24<LordAro>wait, no
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16:51<@DorpsGek>Commit by rubidium :: r26114 trunk/src/fileio.cpp (2013-11-25 21:50:54 UTC)
16:51<@DorpsGek>-Fix-ish: do our best to not get bit by getenv being unsafe as hell
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17:22<@DorpsGek>Commit by rubidium :: r26115 trunk/src/saveload/saveload.cpp (2013-11-25 22:22:32 UTC)
17:22<@DorpsGek>-Fix: AfterLoadGame can throw an exception; from the old savegame load section this wouldn't be caught
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17:32<@DorpsGek>Commit by rubidium :: r26116 trunk/src/graph_gui.cpp (2013-11-25 22:32:32 UTC)
17:32<@DorpsGek>-Codechange: validate that the number of lines in a graph is more than 0
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17:38<lennycz>hello guys, I just downloaded Japanese town names using in-game downloader but can't select them from the list (they are missing there)
17:38<lennycz>any advice from a kind soul?
17:39<lennycz>I'm trying to play Japan/Korea height map
17:39<@planetmaker>you need to activate the newgrf from the main menu's newgrf settings. Then you go to the game options and can select them
17:40<lennycz>planetmaker, thx, I'll try and report :)
17:41<lennycz>planetmaker, Oh, of course it worked, I thought I had activated them but apparently haven't
17:41<lennycz>I knew it's something dead simple :)
17:41<lennycz>thanks a lot :)
17:41<@planetmaker>you're welcome
17:42<@planetmaker>and yes, activating town name sets is not exactly intuitive :-)
17:42<@planetmaker>probably one of the worst UI issues we have
17:42<lennycz>(like if I haven't played this game like 1000 times :))
17:42<glx>but it's hard to do it differently
17:43<lennycz>OTOH I did intuitively go there to enable trains etc, I did not have good reason to ignore just the names (unless being excited to play the game is a good reason :D)
17:44<@planetmaker>yes... my idea is to *somehow* get a list of NewGRFs which provide townnames and their sets they offer, cache that, and offer that directly - and add that newgrf to the active list
17:44<@planetmaker>but that needs frosch's newgrf utopia :-)
17:46<lennycz>guys, to me this game "port" is a flagship of FLOSS in SW and content, make it cooler and it will be illegal :D
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17:47<lennycz>planetmaker, wait a minute, actually there seems to really be a bug
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17:49<lennycz>I'm not sure if it's known: if I activate the NewGRF, select the names in Game options and restart, next time I visit the game options, the names are missing (there's "undefined string" as current selection)
17:50<@planetmaker>sounds somewhat familiar. which openttd version do you use?
17:50<lennycz>to fix this I only need to revisit the NewGRF settings
17:50<lennycz>let me check, it's Debian Jessie, I'll tell you ver in a sec
17:51<lennycz>should I report this?
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17:51<lennycz>to a BTS or something?
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17:51<glx>check 1.3.3-RC1 first
17:51<@planetmaker>1.3.3-RC2 actually
17:51<@planetmaker>but I don't think there was a change in that area
17:52-!-planetmaker changed the topic of #openttd to: 1.3.2, 1.3.3-RC2 | Website: * (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | for dev-talk | #openttd.notice for commit notices
17:52<@planetmaker>topic was wrong ;-)
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17:53*glx was checking @topic syntax :)
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17:53-!-planetmaker is "Ingo von Borstel" on @#openttd @#openttdcoop.stable @#openttdcoop #openttdcoop.devzone #oftc +#openDune @+#openttdcoop.nightly @+#coopetition
17:53<lennycz>well, I'm not sure I'm ready for mixing my Jessie with Sid, but if someone tells me it's safe to just install the deb, I'll do it
17:53<glx>can't remember if first is 0 or 1
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17:54<lennycz>oh so it's not even packaged
17:54<glx>@topic get 0
17:54<@DorpsGek>glx: Error: '0' is not a valid topic number.
17:54<glx>@topic get 1
17:54<@DorpsGek>glx: 1.3.2, 1.3.3-RC2
17:54<glx>ok it's 1
17:54<@planetmaker>I can't reproduce that with my version here, lennycz
17:55<@planetmaker>but... that does not need to mean anything
17:56<lennycz>planetmaker, I'll try with new user first. BTW is there a deb for the 1.3.3-RC2? sid has 1.3.2-1 only
17:56<@planetmaker>but if I put a town name newgrf in the active list, then go game options, the list stays selected.
17:56<@planetmaker>it will be 'invalid' only when I remove the newgrf which provides it
17:57<glx>there should be .deb on the website
17:57<@planetmaker>if has one: yes. otherwise use the generic binary
17:57<@planetmaker>it needs no install, just unzip into a dir of your choice and run locally
17:58<lennycz>planetmaker, I assume it uses ~/.openttd for everything, right?
17:58<lennycz>(even the plain binary)
17:59<lennycz>ok, I'll test with the bin and new home dir, give me a sec
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18:04<@planetmaker>lennycz, gotta leave now. So if the issue persists, please report it at with a detailed description on how to reproduce
18:04<lennycz>ok, planetmaker
18:05<Xaroth|Work>nn planetmaker
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18:05<@planetmaker>good night :-)
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18:15<lennycz>guys, is there anybody that can help me verify if I have an account? system tells me that it has my username in the merge DB, but I can't remember creating one, but it could be possible. I'm not used to have collisions :/
18:15<glx>I don't have access to the DB
18:15<lennycz>I can provide list of my real email addresses, although not here :)
18:16<glx>maybe Rubidium can help
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18:22<lennycz>glx, thx, I've PM'd him
18:26<NGC3982_>Evening, guys.
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19:26<lennycz>glx, planetmaker , job's done, it's (finally created brand new account)
19:26<lennycz>gone playing ;)
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20:06<ZacoOne>hello :)
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20:48<Eddi|zuHause>"<planetmaker> yes... my idea is to *somehow* get a list of NewGRFs which provide townnames and their sets they offer, cache that, and offer that directly - and add that newgrf to the active list" <-- only reasonable approach to this i can see is a "this is a townname set" bit in action 14, and automatically activate all these GRFs (pherhaps in a different mode that does only allow actionF stuff)
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20:50<Eddi|zuHause>alluke: feels like that in here as well :p
20:50<alluke>i feel sorry for you
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21:52<alluke> i feel sorry for his car
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22:31<alluke>why do i find myself reading the "pretty boys" topic at 5 am
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---Logclosed Tue Nov 26 00:00:50 2013