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#openttd IRC Logs for 2014-01-03

---Logopened Fri Jan 03 00:00:06 2014
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00:04<Flygon>> Has been playing with OTTD for over 2 years
00:04<Flygon>> Realizes just right now it's possible to clone vehicles from the vehicle's individual window
00:05<Flygon>Man...
00:05<Flygon>I've wasted at least two weeks of my life in total cloning vehicles inefficiently
00:06<Flygon>OH MY GOD
00:07<Flygon>IT DOESN'T MAKE NEW WINDOWS
00:07<Flygon>;________;"""
00:07<Flygon>I've wasted over eight weeks of my life!!!!!!
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03:29<@DorpsGek>Commit by rubidium :: r26215 trunk/src/blitter/factory.hpp (2014-01-03 08:29:07 UTC)
03:29<@DorpsGek>-Codechange: rework code so one can test if a blitter factory exists before attempting trying to instantiate an instance
03:31<@DorpsGek>Commit by rubidium :: r26216 trunk/src/gfxinit.cpp (2014-01-03 08:31:32 UTC)
03:31<@DorpsGek>-Change: the blitter selection to also consider the 32bpp-sse4-anim blitter (MJP)
03:41<@peter1138>Yay for ugly duplicated code ;p
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03:51<@DorpsGek>Commit by rubidium :: r26217 /trunk/src (3 files) (2014-01-03 08:51:49 UTC)
03:51<@DorpsGek>-Change: blitter autoselection based on full animation state, so the non-animated optimizations can actually be used in an easy manner (based on patch by MJP)
03:53<@peter1138>Huh, http://git.openttd.org/... is behind git://git.openttd.org/...
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04:03<Wolf01>hi hi
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04:26<@DorpsGek>Commit by rubidium :: r26218 trunk/source.list (2014-01-03 09:26:30 UTC)
04:26<@DorpsGek>-Fix: wrong #if for SSE in source.list
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04:33<@planetmaker>good morning
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04:44<@Alberth>mornink
04:44<@planetmaker>moretea :)
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04:54<@Alberth>tea at this hour? are you british? :D
04:55<@planetmaker>without tea I'll never wake up :P
04:56<@Alberth>:)
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04:58<@peter1138>Tea is appropriate at any hour.
04:59<@peter1138>http://git* is now 4 commits behind :S
05:01<Flygon>Tea isn't just British
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05:01<Flygon>It's the most popular drink here alongside Coffee :D
05:01<@planetmaker>Isn't Austrial just Britains penalty colony? :D
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05:04<V453000>is beer considered hops tea?
05:05<@planetmaker>to some degree, for sure
05:05<@peter1138>Yeah, Australia is the UK's penal colony... :D
05:06<@planetmaker>I wonder whether they were sent there for their accent ;) It seemed a pretty nice country with nice and decent people there :D
05:10<@peter1138>Way too much Nope there
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05:56<Aristide>Hi ! o/
06:00<Flygon>Heya!
06:05<Aristide>Flygon: o/
06:05<Flygon>^^
06:05<Flygon>Also
06:06<Flygon>Whoever included the Sydney Comengs into the 2CC set
06:06<Flygon>Thank you.
06:06<Aristide>:)
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06:27<Eddi|zuHause><Flygon> IT DOESN'T MAKE NEW WINDOWS <-- that's a fairly new feature
06:29<Flygon>It is?
06:29<Flygon>I feel slightly less stupid
06:31<Eddi|zuHause>well with my playing frequency, "new" might already be 2 years :)
06:31<Flygon>Oh
06:31<Flygon>I've been playing less than 2 yeard
06:31<Flygon>x.x
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06:57<Eddi|zuHause>@commit 24808
06:57<@DorpsGek>Eddi|zuHause: Commit by frosch :: r24808 /trunk/src (depot_gui.cpp vehicle_gui.cpp) (2012-12-09 16:54:02 UTC)
06:57<@DorpsGek>Eddi|zuHause: -Feature(ette) [FS#4458]: When share-cloning vehicles don't open the vehicle window of the new vehicle. The only reasonable thing to do with the new vehicle is to start it, which can also be done via the depot GUI.
06:58<Eddi|zuHause>so almost exctly a year
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07:12<@Alberth>@commit 24955
07:12<@DorpsGek>Alberth: Commit by frosch :: r24955 trunk/src/depot_gui.cpp (2013-02-02 12:54:29 UTC)
07:12<@DorpsGek>Alberth: -Change (r24808) [FS#4458]: Revert to opening the vehicle GUI again when cloning vehicles using the clone-button from the depot GUI. This button cannot be used for sequential cloning, so the argument about opening many windows does not hold as it does for the clone button from the vehicle GUI.
07:12<@Alberth>not really thus :p
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07:26<Eddi|zuHause>Alberth: this is about the clone button in the vehicle gui
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07:27<@Alberth>:o good point
07:28<@Alberth>thanks for noticing
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08:29<@DorpsGek>Commit by rubidium :: r26219 trunk/src/cpu.cpp (2014-01-03 13:29:12 UTC)
08:29<@DorpsGek>-Fix: cpuid code still didn't work right in some situations
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09:06<Xaroth|Work>o/
09:06<@Alberth>\o
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09:10<Xaroth|Work>refractoring time \o/
09:11<@planetmaker>it was rather feature time, Xaroth :)
09:12<Xaroth|Work>not for libopenttd :P
09:12<Xaroth|Work>need to rewrite this bit, it's ugly :|
09:12<@planetmaker>ha :)
09:13*Alberth brings the polish
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09:35<Xaroth|Work>I wonder if this works :o
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10:10<@DorpsGek>Commit by rubidium :: r26220 trunk/src/cpu.cpp (2014-01-03 15:09:55 UTC)
10:10<@DorpsGek>-Fix?: another attempt at getting cpuid to finally work "everywhere"
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10:20<@peter1138>Hah
10:23<@peter1138>What's needed for it to use the new ones?
10:23<@peter1138>dbg: [driver] Successfully loaded blitter '32bpp-anim'
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10:31<Rubidium>peter1138: not forcing a blitter in the config file
10:32<@peter1138>I haven't.
10:32<@peter1138>Tis only choosing optimized or anim
10:32<Rubidium>new enough CPU?
10:33<@peter1138>It's got SSE2 & 3 at least. Not 4.1
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10:33<Rubidium>and you're using HEAD?
10:33<@peter1138>Yes
10:33<Rubidium>does openttd -h list the sse ones?
10:34<@peter1138>Yup.
10:34<Rubidium>are you using a 32bpp base set?
10:34<@peter1138>No.
10:34<@peter1138>Only 32bpp NewGRF.
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10:36<Rubidium>on average the 32bpp SSE non-animated blitters are about as fast as the 32bpp-optimized one when having a 8bpp base set
10:36<Rubidium>the 32bpp animated SSE blitter is actually slower than 32bpp-anim when having a 8bpp base set
10:37<@peter1138>Hmm, well, that doesn't make much sense :(
10:37<Rubidium>so the "decision" was taken to not use the SSE blitters when the 8bpp base set is used
10:39<Rubidium>http://www.tt-forums.net/download/file.php?id=176177 <- the latest timings
10:39<Rubidium>for SSE anim it might have to do with the recolouring happening more often or so with 8bpp base sets
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10:45<Xaroth|Work>hm, this looks to be working, I wonder if it's as thread-safe as I hope it is :|
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10:49<@Alberth>refactoring succeeded, on to the features! :)
10:52<@peter1138>Technically recolour animation works fine with 32bpp ;)
10:53<Xaroth|Work>Alberth: I had a severe case of feature-creep :|
10:54<Xaroth|Work>started out making reading (more) thread-safe .. ended up doing the same for sending as well :|
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11:00<@Alberth>being very safe thus :p
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11:00<Xaroth|Work>hopefully :|
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12:55<@DorpsGek>Commit by rubidium :: r26221 /trunk/src/blitter (32bpp_anim_sse4.cpp 32bpp_anim_sse4.hpp) (2014-01-03 17:55:40 UTC)
12:55<@DorpsGek>-Codechange: normalize constant names in anim-sse4 with the others (MJP)
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13:03<@DorpsGek>Commit by rubidium :: r26222 /trunk/src/blitter (32bpp_sse2.cpp 32bpp_ssse3.cpp) (2014-01-03 18:03:14 UTC)
13:03<@DorpsGek>-Codechange: use SSE instructions for transparent colour "remap" in the SSE2/SSSE3 blitters as well
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13:08<Matulla>Hi all
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13:09<Matulla>woudt like to make a BVUG in autoconfig game WHY is there no hint to build in Desert a Waterwell near a town that needs water without a watertower
13:09<Matulla>you need to try out the waterwell to get a watertower
13:09<Matulla>that is a miss
13:10<Matulla>or you need to cheet for a magic dozzere
13:10<Matulla>oterwise the town will not grow without spendeing money
13:10<Matulla>that is a great miss
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13:43<@DorpsGek>Commit by planetmaker :: r26223 /trunk/src (5 files in 2 dirs) (2014-01-03 18:43:10 UTC)
13:43<@DorpsGek>-Codechange: Silence some compile warnings about unititialized variables in the SSE blitters (MJP)
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13:45<@DorpsGek>Commit by translators :: r26224 trunk/src/lang/brazilian_portuguese.txt (2014-01-03 18:45:13 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>brazilian_portuguese - 4 changes by Tucalipe
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13:55<George>smal NML question
13:56<George>how to have the same random graphics for all parts of articulated vehicle?
13:56<George>checking PERENT would make it the same for all arvs
14:00<frosch123>STORE_TEMP(position_in_articulated_veh_from_end, 0x10F), var[0x61, 0, 0xFF, 0x5F]
14:00<frosch123>use variable 61 to read the random bits of another vehicle
14:01<frosch123>and use position_in_articulated_veh_from_end to access the last vehicle of the articulated vehicle
14:05<George>and why do I have to use the last one of the arv, not the first one?
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14:13<frosch123>it's just shorter to type :p i think
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14:13<frosch123>but you can also try STORE_TEMP( - position_in_articulated_veh, 0x10F)
14:14<frosch123>or combine the random bits of multiple vehicle to get more random bits
14:17<George>thank you, I have to try
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15:15<andythenorth>o/
15:16<@Alberth>hi hi
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15:56<Xaroth|Work>Taede: think my current code for the admin port should work close-ish enough for a tracking client ... still need a bit of testing though, but it should be close enough :)
15:57<@planetmaker>tracking client?
15:58<andythenorth>bye
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15:59<Taede>trackingadminclient, the libottdadmin2 interface module used by soap
15:59<Taede>so it can get names/ip's etc when openttd only sends a clientid, ie when someone joins a server
15:59<Xaroth|Work>planetmaker: what he said :P
16:00<Taede>also, planetmaker should look in the other channel
16:01<Taede>the ps has now been usurped by coopserver
16:01<Xaroth|Work>Taede: added bonus this time around, I -think- i made it somewhat safe to run a separate thread to do the reading/writing, I've not decided how to fully work this out, but it should work
16:02<Taede>is that really relevant for me? reading runs in a separate thread for soap already and i've not encountered problems
16:02<Taede>and passwords are a separate thread alltogether
16:02<Xaroth|Work>the old code should work fine, though slightly less efficient
16:03<Xaroth|Work>(at least, I hope what I wrote today is -more- efficient than the old)
16:03<Xaroth|Work>and sending in the old lib was blocking; so if you had a command that sent 50 packets, it would block until all were sent
16:04<Xaroth|Work>now it queues them all, and can be processed through epoll/select
16:04<Taede>ah
16:04<Xaroth|Work>same for reading
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16:18<George>frosch123: http://paste.openttdcoop.org/show/2964/
16:19<George>It is always the same value
16:19<Flygon>I need to stop double heading locomotive hauled trains, knowing I'll autoreplace them with D/EMU's
16:20<George>the first part has different graphics, but other parts are always the same
16:20<George>(type 0)
16:20<George>while they have to be the same as the first part (type 0 or 1)
16:22<George>frosch123: http://paste.openttdcoop.org/show/2965/ this is the way functions defined
16:22<frosch123>you are using position_in_vehid_chain, not position_in_articulated_veh
16:23<George>I added -1 to negate it
16:23<frosch123>define prev_vehicle_randombits() var[0x61, 0, 0xFFFF, 0x5F] <- it should be var[0x61, 8, 0xFF, 0x5F]
16:23<frosch123>that was already wrong in my example above
16:24<George>It works! Thank you!
16:33<@planetmaker>good night
16:36<George>frosch123: And one more question
16:36<George>does trigger bitmask(TRIGGER_VEHICLE_SERVICE) work?
16:36<George>I made a train with the wagon code (link posted above)
16:37<George>a newly build wagons has random graphics
16:37<George>but they do not change it randomly on service
16:37<George>it is unchanged forever
16:38<frosch123>it should work
16:39<frosch123>wasn't there a fs task about it, which identified a different issue?
16:39<frosch123>https://bugs.openttd.org/task/5777 <- ah that one
16:40<frosch123>so it is the usual issue, put the random switch with the trigger thingie at the beginning of the graphics chain
16:40<frosch123>before any other switch
16:40<frosch123>it can chain to the same switch for all cases
16:41<frosch123>i.e. separate triggers from usage of random bits
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17:21<Aristide>o/
17:21<Aristide>Fucking price :(
17:21<Aristide>Price for Bus subscription win 2% \o/
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17:51<Eddi|zuHause>not 2%, 2x, so +100%
17:51<Aristide>No, here price win 2% :(
17:52<Aristide>I don't know how say that ...
17:52<Aristide>Correctly x)
17:52<Aristide>oO'
17:52<Aristide>Google translate say « the price rose »
17:52<Aristide>Its correct ?
17:52<Eddi|zuHause><frosch123> so it is the usual issue, put the random switch with the trigger thingie at the beginning of the graphics chain <-- or define callback 2 directly
17:53<Taede>price increase of 2% ?
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17:54<Eddi|zuHause>Aristide: the price for subsidies rises depending on difficulty setting, either +50% (one and a half times), +100% (double) or +200% (triple)
17:55<Eddi|zuHause>Aristide: or are you talking about something different?
17:55<Eddi|zuHause>Aristide: which language are you using, and what exactly did the text say in that language?
17:55<Aristide>Taede: yes thank you
17:56<Aristide>Eddi|zuHause: No, forget, my English skill is not very very well
17:56<Aristide>I try to improve my English Vocabulary
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18:47<George>Eddi|zuHause: <-- or define callback 2 directly - what do you mean?
18:48<+michi_cc>Rerandomization is mostly a pseudo-callback, but I belive it is CB 1 and not 2 in fact.
18:48<Eddi|zuHause>George: when openttd processes the triggers, callback number is set to 2
18:48<Eddi|zuHause>sure it's 1?
18:48<Eddi|zuHause>i thought 1 is graphics
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18:49<+michi_cc>No, graphics is 0.
18:49<+michi_cc>CBID_RANDOM_TRIGGER = 0x01,
18:49<Eddi|zuHause>ok, then it'S 1
18:50<George>and how showd I specify bitmask(TRIGGER_VEHICLE_SERVICE) ?
18:50<George>could you provide some small example&
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19:04<Eddi|zuHause>George: triggers in callbacks are always ignored, only triggers in the graphics chain are processed
19:04<Eddi|zuHause>when you specify the trigger callback, only the trigger callback is processed and the graphics callback is ignored as well
19:10<George>needs clarification... if I have graphics in CC and the randomisation is done in colour_mapping, and a triger is service, it would never happen?
19:12<NGC3982>hm
19:12<NGC3982>I want to create a server game where time stands still
19:12<NGC3982>It's always 1899 or something.
19:12<NGC3982>I guess that is not possible.
19:17<Eddi|zuHause>George: correct, the trigger in colour_mapping never happens, you need to add another random action in the graphics chain which only does the trigger
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19:31<NGC3982>http://www.tt-forums.net/viewtopic.php?f=29&t=43777&start=0
19:31<NGC3982>I note Eddi's addition to the thread.
19:31<NGC3982>I guess i can forget stopping time in a multiplayer game as it is.
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