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#openttd IRC Logs for 2016-06-10

---Logopened Fri Jun 10 00:00:54 2016
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03:53<edgar>hello is there anyone currently online that could help me out with a compile issue i am having on visual studio 2015?
04:01<edgar>well if anyone can help this is my issue that is the errors
04:03<edgar>i have installed openttd useful 6.0 correctly i believe. i put the shared include files into C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\include and the win64 files into the C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\lib\amd64 folder what am i doing wrong
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04:18<edgar>hi and i found out that i can compile in 32 bit just not x64 uggghhh oh well 32 it is for now i hate giving up
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04:57<Wolf01>mmmm V453000, the 0.12.34/35 disappeared again from steam, I only have 0.12.33 on the dropdown, wtf?
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06:52<Samu>I found a not-really-a-bug with company road vehicle list
06:52<Samu>there is the list with groups, and the list without groups
06:53<Samu>the list with groups can have the size reduced to only 4 road vehicles, the other without groups, can only be reduced to 6
06:53<Samu>window resize
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07:01<V453000>sounds wtf Wolf01 , no clue
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07:21<Samu>according to Path of Exile devs, steam doesn't cope well with versions being released too often
07:21<Samu>same issue maybe with that game?
07:22<Wolf01>PoE releases 4 times at day, every time I run steam there's a PoE update
07:23<Wolf01>I think Factorio 0.12.35 became the new stable, so they removed the test branches
07:25<Samu>i dont know the size of Factorio
07:26<Samu>PoE updates a big .ggpk file, a 7GB file everytime they need to patch it... steam does not like it
07:27<Samu>it annoys me that they release hotfixes every new seasons
07:28<Samu>so i stopped playing it
07:29<Samu>besides, they're releasing too many useless mtx content that only bogs down performance
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09:04<Eddi|zuHause>doesn't PoE have like 20 hotfixes after each release?
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09:09<Samu>Wormnest: hi
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09:12<Samu>2 AIs have finished the 100 year test
09:12<Samu>terron and admiral
09:12<Samu>admiral wins
09:13<Samu>i'm retesting nocab without autosaving, and passworded so no one joins
09:14<Samu>i'm retesting roadrunner, because of a bug with company 0
09:16<Samu>and today i started 3 new AIs, teshinet, cluelessplus and borkai
09:16<Samu>currently running all 8 servers, so 8 AIs
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09:33<Samu>i swear i uploaded it as .png
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10:01<Samu>otvi server is extremely slow :(
10:01<Samu>I was hoping it would improve
10:01<Samu>but it's becoming slower and slower
10:02<Samu>by the look of it, it will take 3 more days to finish
10:02<Samu>maybe 4
10:03<@Alberth>it doesn't like large maps?
10:12<Wolf01> I laughed way too much
10:12<_dp_>god I hate openttd strings, formatting smth like time is a nightmare
10:19<Samu>no, it doesn't seem to be map size issue
10:19<Samu>it was running fine all the way to 5000, once it got there, it started slowing down majorly
10:19<Samu>5000 rvs
10:20<Samu>but now it's so slow, to the point it pains me to watch it
10:21<Samu>mogulai also seems to be slowing down, but not that bad as otvi
10:21<Samu>still it's noticeable
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10:23<Samu>map size is 1024x1024
10:24<Samu>admiralai also had 5000 rvs and didn't slow like that
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10:35<supermop_>half day of work today, but have no work to do
10:35<supermop_>had to rush to get everything out earlier in the week, so now just waiting to hear back from clients and contractors
10:36<supermop_>would be a good day to volunteer some more pixel bashing but andy's not here
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10:46<_dp_>is there any control code that just consumes argument without printing anything? I'm sick of dragging STR_EMPTY everywhere %)
10:46<Eddi|zuHause>there used to be a {SKIP} but it was removed/deprecated
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10:48<Eddi|zuHause>i'm not entirely sure why, though
10:48<_dp_>and strings always requiring same number of arguments makes it rly annoying
10:50<Eddi|zuHause>(where "not entirely sure" means "i strongly disagree")
11:00<_dp_>wonder if I can use plural forms to do leading zeros...
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11:08<Samu>im spying inside openttd.exe servers
11:08<Samu>kernel time, user time
11:08<Samu>page faults
11:09<Samu>i/o priority, handles, gdi handles
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11:11<Samu>i dont know what to look at
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11:14<Samu>wanted to figure out why otvi was so slow
11:16<Samu> - check it out, how slow it is
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11:22<Samu>gonna try debuglevel script=9, see what it prints
11:25<Eddi|zuHause>leading zeroes make no sense without a monospace font anyway
11:27<_dp_>Eddi|zuHause, not always true: 16:05
11:28<_dp_>I mean time) 18:25:07
11:28<_dp_>but yeah, doesn't seem to be possible with plurals sadly
11:28<Samu> - scroll down
11:29<_dp_>had to do all combinations of leading zeros for time
11:29<Samu>why is otvi trying airports? i disabled it
11:30<Samu>dayum, otvi log just filled 1 MB of text in a matter of minutes
11:33<Wormnest>I guess it doesn´t check what´s enabled or not
11:39<Eddi|zuHause>_dp_: have you checked how the timetable/24h patches do this?
11:40<Eddi|zuHause>_dp_: anyway, leading zeros is not something you should handle in the string, but in the GUI code.
11:41<Eddi|zuHause>like, adjust the code for {DATE} to handle time formats
11:41<_dp_>Eddi|zuHause, no, but patches can do more stuff
11:41<_dp_>I'm not making a patch, just a gs, sort of
11:42<_dp_>and strings is all gs have for gui :(
11:42<Eddi|zuHause>well, you can request a code change if you have a proper case
11:42<Eddi|zuHause>instead of getting lost in workarounds
11:43<_dp_>what I'd really like to see for code change is using python formatting syntax or smth like that
11:43<_dp_>don't think that even gonna happen
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11:44<Eddi|zuHause>well, printf formatting is a bit too dangerous to expose to user provided content
11:44<_dp_>and current system is just way too limited, I have to do workarounds all the time :(
11:45<_dp_>Eddi|zuHause, what's wrong with printf formatting? I'd say it's implementation that's dangerous
11:47<Eddi|zuHause>there are some questional bits in printf
11:49<supermop_>this thing looks cute:
11:50<_dp_>Eddi|zuHause, can't think of any but whatever, I like new python style more (in c++ fmt:: uses it)
11:51<supermop_>scratch build some EMUs with every bogie powered?
11:51<Eddi|zuHause>_dp_: even then, combining that with the openttd language system is tricky
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11:57<_dp_>Eddi|zuHause, yeah, that's why I don't see it ever happening)
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11:58<_dp_>Eddi|zuHause, honesly, what I miss the most is ability to include raw strings
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11:58<_dp_>which is disabled for whatever reason
11:58<_dp_>like that time I already have as string, could pass it no problem
11:58<@Alberth>storage of displayed text, I think
11:59<_dp_>Alberth, no, it can store raw strings
11:59<_dp_>Alberth, there is just if (game_script) break;
11:59<_dp_>gs can't use raw strings, period
12:01<@Alberth>well, there is the 'free raw string afterwards' problem
12:01<@Alberth>especially after loading a save game
12:03<Samu>i think borkai has a memory leak, it has yet to stop rising mem usage
12:03<_dp_>Alberth, not sure it even needs to be allocated, it's already stored inside the encoded string
12:04<_dp_>Alberth, also, looks to me that's already solved
12:06<@Alberth>could be
12:06<_dp_>Alberth, sub_args_need_free[i] = true
12:08<_dp_>Alberth, from what I can see there is all code for raw strings, if not for that one if they would work just fine
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12:11<Eddi|zuHause>_dp_: now hunt down when that line was added, and check out why it was added
12:12<_dp_>Eddi|zuHause, I think I even did that once...
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12:19<_dp_>that commit description doesn't rly explain why it has to ban raw strings...
12:19<_dp_>though I probably see how they can be dangerous with current implementation
12:19<_dp_>which doesn't mean they can't be done properly
12:22<_dp_>in case of gs simply tracking allocated raw string pointers and checking them before use would solve the problem
12:23<Samu>pretty sight
12:23<_dp_>though would be nice to use strings from openttd lang files too
12:24<Samu>ah rats, print screen doesn't detect the real virtual resolution, i'll do it with bandicam
12:29<Samu>there, better
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12:46<@Rubidium>_dp_: StringIDs in openttd are ints (from compiling on) and the value that belongs to a particular string is undefined in the grand scheme of things (I can say in r12345 STR_BLA = 100, but that doesn't mean it's 100 in r12344 or r12346)
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12:49<greeter>greetings openttd :-D
12:50<Samu>I don't usually consider road piece usage amount, but gee... NoCAB is horrible
12:50<_dp_>Rubidium, yeah, I know that. not saying it should be done simply by passing string id around)
12:51<Samu>nocab is orange in that screenshot
12:51<Samu>i wonder what it will look like when it gets to 2050
12:52<@Alberth>one orange world :)
12:54<frosch123>next time use green
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12:58<Samu>296,211 road pieces for nocab
12:58<Samu>75,210 road pieces for otvi
12:59<frosch123>that's barely 2%
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12:59<Samu>62,093 for mogul
12:59<Samu>62,026 for bork
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13:00<Samu>an teshinet is the clean one with 13,781 pieces
13:01<Samu>but he doesn't have that many vehicles yet, he's kinda slow compared with the others
13:02<Samu>actually, i got a feeling he crashed, let me check
13:03<Samu>bah, he really did
13:03<Samu>dbg: [script] [0] [S] Your script made an error: the index 'station_id' does not exist
13:04<Samu>okay, stopping his server
13:04<Samu>server 7
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13:12<Samu>Wormnest: TeshiNet crashed, do you have a suggested AI to test?
13:12<Samu>road vehicles ai
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13:17<Samu>TeshiNet, 1st Apr 1967.sav last month he was alive
13:17<Samu>and the server was already in 1977
13:17<Samu>damn, im slow
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13:19<Samu>nice, it crashes shortly after with the same error, think i can report this
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13:38<Samu>gonna try DictatorAI
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13:39<Mazur>Which version Ottd?
13:43<Mazur>Ah,. trunk runs it.
13:43<Samu>im running on 1.6.1-RC1
13:43<Mazur>Crashed while loading.
13:44<Samu>teshinet version is that on bananas
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13:45<Samu>let me recheck the save
13:45<Mazur>Nah, just looking out of curiosity, not looking to help you here.
13:47<andythenorth>chibi trucks are too short
13:47<andythenorth>non-chibi trucks are too long
13:48<andythenorth>silly old game :P
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13:49<Alkel_U3>hm. My openttd.cfg has close to twice as many lines as a fresh one from all the patchpacks I've been playing with in last 3 years
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13:55*andythenorth waited a week before redrawing all trucks, again
13:55<andythenorth>wise move perhaps
14:01<supermop_>3 hours ago i was bored and itching to mess about with pixels, andythenorth
14:01<andythenorth>and now? o_O
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14:03<supermop_>almost the end of half-workday
14:03<supermop_>actually technically its already over but i ended up having one more thing to do at last minute
14:03<supermop_>and now i am fantasizing about a N or Z gauge tram layup
14:06<supermop_>just a little thing that could sit on a shelf - maybe a plank of nice australian hardwood, with some brass rails CNC routed into it
14:07<supermop_>prototyped on this:
14:07<supermop_>three lay ups
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14:09<andythenorth>I keep thinking of building some micro train layout
14:09<andythenorth>but eh
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14:09<supermop_>cheat at a maglev:
14:10<andythenorth>I just use the kids’ oval
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14:11<supermop_>looks very american andy
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14:12<supermop_>need some BR large logo EMD units in there
14:19<Wormnest>Samu: DictatorAI sounds fine although it tends to crash too not sure which rv AI you haven´t had yet
14:19<supermop_>you need some uniformed operators:
14:22<Wormnest>For the rest go to the wiki and sort on road vehicles:
14:23<Samu>nice, i wasn't aware of that article
14:25<andythenorth>dunno if I have enough power on this train yet
14:25<andythenorth>only 7 units
14:27<supermop_>you've got some free track space until the tail of the train
14:29<Alkel_U3>that remids me of that guy who tried to use a looping superlong train for high-throughput belt replacement in Factorio
14:29<Samu>brokai ram usage is already in 4.1 GB
14:30<Samu>there's something wrong
14:30<Samu>I hope it doesn't take all of the 16 GB
14:32<mz-e520>pro tip: when you're laying down electrified track, don't accidentally make one of the ten or so stations you put down first non-electrified
14:32<mz-e520>"Train 21 is lost" >_<
14:32<greeter>i always laugh when i get messages like that. i always think "It's on a set of tracks, how can it be lost?"
14:33<greeter>my own game is a farce right now. i just spent 8 million dollars bribing town authorities. not exactly a sound business strategy
14:35<mz-e520>amused at: 1. demolish one building. 2. plant a load of trees to make the authorities happy again. 3. goto 1
14:35<mz-e520>that'll teach them to put a town where i needed my track to go
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14:35<mz-e520>(the town was completely eliminated)
14:35<greeter>done that a few times lol
14:35<greeter>oh lol, never completely razed the town
14:36<mz-e520>they wouldn't have wanted to live next to the oil refinery anyway
14:36<greeter>ah, perhaps not
14:37<greeter>i know there's a couple of refineries in my current game they wouldn't have wanted to be close to. there's one i have like 20 trains servicing right now
14:39<mz-e520>they do seem to eat resources, i could never get enough oil into them
14:39<mz-e520>pitiful yield
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14:43<greeter>i can't get enough trains into this one. the refinery is putting out anywhere from 1,200 to 1,600 goods crates per month
14:43<Alkel_U3>meanwhile, I'm almost done setting up my own server
14:44<greeter>nice :-D can't wait to help test it
14:44<Alkel_U3>I shown my lazy who's the boss today :P
14:44<greeter>very nice
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14:47<greeter>course the oil fields seem to be pretty high yield for the most part. some of them are even producing upwards of 50 passengers per month
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14:50<greeter>lol nice
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15:00<Alkel_U3>I'm not sure if FIRS 2 Extreme is good for MP but there aren't that many to try out :P
15:00<ST2>we have 2 with FIRS 2, and Extreme :P
15:01<greeter>lol that's ok, i expect to have my dreams crushed in this game, kind of like going to work for subway :-P
15:01<Alkel_U3>ST2: but with some sort of citibuilder or goal script, right?
15:01<ST2>1 is CB other CV
15:02<ST2>and yes, both with goals
15:02<andythenorth>extreme is daft :P
15:02<andythenorth>unless you have some GS
15:02<ST2>should be fun with BusyBee ;)
15:03<Alkel_U3>probably, but I let beer guide my hand on this for now :-)
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15:03<greeter>that's always fun
15:07<Alkel_U3>I would not neccesarily use the word 'always' :P
15:19<supermop>now that i am home for the weekend, i will also beer
15:19<andythenorth>plausible? ^^
15:19<greeter>hmm i'm not sure
15:20<supermop>andythenorth: they just pile it higher in there
15:20<Alkel_U3>I'm really looking forward to those. I've been playing way too many games only with eGRVTS
15:20<V453000>BUT 2 IS SAME AS 4, UNLEASH RIOT
15:20<andythenorth>these sizes bugged me
15:20<V453000>and yeah, just make cargo heaps differ
15:21<supermop>beer or belts?
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15:21<Alkel_U3>if you beer too much, you need a belt
15:22<Alkel_U3>and... why not both?
15:22<supermop>i need a belt because i havent beered enough last few years
15:22<supermop>and now my pants are too big
15:22<andythenorth>Eddi|zuHause: this implements ‘roughly the same size’, I think it works…
15:22<Alkel_U3>well, you need to beer just right :-)
15:23<supermop>but i have some rudimentary belt sprites and want to play a game where i can dump off piles of ore and watch it get steadily fed into a mill
15:24<supermop>also: need to pick up a suit i had altered
15:27<Samu>just had dinner, borkai ram usage is 4.6 GB
15:27<Samu>still rising
15:27<Alkel_U3>lucky RAM is so cheap, eh? :P
15:28<supermop>i want to play a multiplayer game where i can build a somewhat intricate passenger network with others, and not have it melt my computer due to being 2048^2 map
15:28<Alkel_U3>Well, I had to upgrade from 6 to 12 GiB recently when I put some mods into Cities: Skylines. It bit off 9 GiB right off the start
15:30<Alkel_U3>I'm aware there might be more resource-intensive games than this, but for me it's still kinda hard to grasp that a game would need that much :D
15:30<Samu>i dunno, something is wrong with borkai, average ram usage for the other AI games is ~300MB
15:30<Samu>even NoCAB is at a much lower ram usage
15:30<Samu>at 900
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15:34<supermop__>yo Alkel_U3 what are the settings on your server
15:34<Alkel_U3>ok, so I spent 20 mins searching for the tar that contains pb_trax.grf to find out it isn't in content_download but the other manual directory for some reason and now I realized I don't actually want/need this grf in this setup
15:34<supermop__>slash can i join it
15:35<Alkel_U3>sure, I'm almost done
15:36<Alkel_U3>then you can look yourself - I'm not sure if pasting the openttd.cfg would be helpful :D
15:37<supermop__>the server i found is locked
15:37<supermop__>ok i'll grab a beer while you work
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15:39<Alkel_U3>yeah, I've been reseting it every few minutes so I didn't want to disappoint anyone who would join. But i left it advertised so I have easier time testing it from a client :-)
15:40<Alkel_U3>it's done
15:41<Alkel_U3>oh crap, I destroyed last cold beer. Gotta fill up the fridge
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15:46<Alkel_U3>I thought I'd be gettin enough for the weekend. I'm naive.
15:49<Alkel_U3>greeter, supermop__: it finally seems to be bent according to my wishes, have a look if you wish
15:53<Alkel_U3>although, on the other hand, I might have made tha map a tad bigger or the industry a bit less scarce :D
15:54<Alkel_U3>next time
16:06<andythenorth>maybe the gen 4 truck (40t, last one in the list) should be longer?
16:06<supermop__>damnit breakdowns on?
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16:07<Alkel_U3>reduced :P
16:08<Alkel_U3>yeah, I find a lot of people not liking those but I don't like it when there's nothing enforcing not running a 50 yrs old engine
16:08<andythenorth>shorter cab, longer body? o_O
16:08<andythenorth>or longer truck?
16:08<andythenorth>longer truck :P
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16:14<andythenorth>V453000: commentatory plz? ^
16:20<Wolf01>he can't, too much 0.13 hype :P
16:21<supermop__>my damn boats keep breaking down
16:21<Alkel_U3>seriously, where is it
16:21<Alkel_U3>my damn trai keep not doing much profit :P
16:21<Alkel_U3>how can I miss so many letters
16:23<supermop__>also should have started with shorter trains, these 5 tile ones are taking too long to load, so they break down once they set off
16:23<Alkel_U3>also I blew large portion of my money right at the start on going through rock tiles, which is now as expensive as building on water (which is even more expensive). Which I forgot about
16:24<Alkel_U3>also I should have mentioned that terraforming is prohibitevly expensive
16:25<supermop__>also i set up this aluminum -> bldg mat. -> bulk terminal -> bauxite chain to have lots of transfers, so now i have a tone of vehicles that cant make any profit until the process bootstraps a bit
16:26<Alkel_U3>arrgh, also I accidentaly gave the cargo train a pax engine :/
16:26<supermop__>and of course the critical link are these slow as hell ships
16:27<Alkel_U3>ok, I'm glad to hear I'm not the only one who made several poor decisions :D
16:29<Alkel_U3>althoughmine might be poorer
16:31<supermop__>hopefully this tram will keep me solvent until this metal starts to pay off
16:32<Wolf01>you are making me want to start a new ottd game, but I already have 4 other games to play
16:33<Wolf01>or 459 if I count steam ones
16:33<Alkel_U3>aand I sold the engine without checking if I can buy a replacement
16:34<Alkel_U3>unable :(
16:34<Wolf01>no autosave?
16:35<Wolf01>heh, you're screwed
16:35<Alkel_U3>not entirely, I had enough money from selling the tracks to set up a short intercity tram
16:36<Alkel_U3>but it will be ages before I can afford to expand :(
16:37<Alkel_U3>wow, the beer really adds on difficuilty :D
16:38<Alkel_U3>now I see much better spots to set up the route
16:39<andythenorth>saw this truck last week :P
16:39<andythenorth>small world
16:42<Alkel_U3>nah, I'm going to die anyway
16:44<andythenorth>stupid trucks :P
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16:47<supermop__>ok buying a passenger train was a mistake, this town only produces 40 at most
16:48<Alkel_U3>yeah, the town set is kinda cargodist compatible :D
16:50<Alkel_U3>aaand I'm screwed completely :P
16:52<Alkel_U3>tried to rebuild the tram to horse-drawn carriages to cut down on infrastucture maintenance - can't even build the last required piece of road between the depot and road
16:53<supermop__>hope you dont want an 810 ton frisco bay freighter
16:53<supermop__>because i got exclusive trial of a ship i'll never be able to afford
16:53<Alkel_U3>sure, do want
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16:58<andythenorth>silly ship set
16:59<Samu>question, which blitter mode would be the least cpu intensive, in theory
16:59<+glx>8bpp no anim
17:00<Samu>ok, will try, it's for spectating
17:00<supermop__>got an offer to buy you out, but i can't afford it!
17:00<Alkel_U3>likewise, a few months ago :P
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17:01<Alkel_U3>in my case, there's not much to buy, appart of the debt :P
17:02<Samu>i dont have 8bpp no anim
17:02<Samu>List of blitters: 32bpp-anim: 32bpp Animation Blitter (palette animation) 32bpp-optimized: 32bpp Optimized Blitter (no palette animation) 32bpp-simple: 32bpp Simple Blitter (no palette animation) 32bpp-sse2: 32bpp SSE2 Blitter (no palette animation) 32bpp-sse4: 32bpp SSE4 Blitter (no palette animation) 32bpp-sse4-anim: SSE4 Blitter (palette animation) 32bpp-ssse3: 32bpp SSSE3 Blitter (no palette ani
17:03<+glx>oh 8bpp are gone ?
17:03<Samu> 8bpp-optimized: 8bpp Optimized Blitter (compression + all-ZoomLevel cache) 8bpp-simple: 8bpp Simple Blitter (relative slow, but never wrong) null: Null Blitter (does nothing)
17:03<Samu>didnt fit
17:03<+glx>8bpp-optimized then
17:03<+glx>or any 32bpp without anim
17:03<Samu>ok, ty, then i turn animation off
17:04<_dp_>but null blitter is definitely the least cpu intensive
17:04<Samu>i can't spectate with that one
17:04<Alkel_U3>good, I'm out. Can try again :P
17:06<_dp_>oh, and wasn't even the first one to suggest it
17:07<_dp_>so many people here who are better than me in giving useless answers :p
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17:16<Samu>interesting, cpu usage went down from 96-100% to about 92-95%
17:16<Awesome_Scampis>pew pew
17:17<Samu>seems like the default I am using is relatively heavy
17:18<supermop__>ok i got my beer out Alkel_U3
17:18<Alkel_U3>supermop__: I'll go grab some more, too, then :-)
17:21<Awesome_Scampis>I'm the Snoop Dogg of buslines
17:21<supermop__>really need to buy more boats to keep the rating up at these docks
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17:21<supermop__>might cheap with some always loading trucks
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17:23<Alkel_U3>really need to buy more beer
17:23<Alkel_U3>last two outside the fridge, yeesh
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17:24<supermop__>damn you snagged that southern hotel i had my ey on
17:24<Alkel_U3>I've noticed it recently :-)
17:26<Awesome_Scampis>have some beer over. Anyone want some?
17:27<Alkel_U3>send it over via ctcp
17:29<Alkel_U3>well, beerparty over TCP/IP isn't ass great as a real one :I
17:29<Samu>borkai reached 5.00 GB ram
17:30-!-Myhorta[1] [~Myhorta@2001:8a0:ed7d:1301:1a67:b0ff:fe91:1823] has joined #openttd
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17:35<Awesome_Scampis>*filters land vehicle list for beer transports*
17:39<supermop__>got to go to dinner soon
17:39<supermop__>assuming my company wont last while i am afk
17:39<Alkel_U3>I'm actually considering a midnight snack, too :P
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17:41<supermop__>who on here wants to be the steward of supermop transport?
17:41<supermop__>pw is 'mop'
17:44<Alkel_U3>kinda funny how folks spring for the coal line without even looking at the cargo payment rates :P
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17:46<Samu>in 43 years, borkai uses 5 gb ram, how much ram would borkai use in 100 years?
17:46<Samu>math, help!
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17:47<Alkel_U3>I estimate "hella"
17:48<Samu>erm... 5/43
17:49<Samu>11.6 GB RAM
17:49<Samu>eh, i can handle that
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17:49<Samu>think im fine
17:50-!-Quatroking [] has quit [Ping timeout: 480 seconds]
17:50<Samu>hopefully no other AI starts going crazy about ram
17:51<Alkel_U3>do you assume linear growth?
17:51<Samu>yes, :(
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18:08<Samu> - can u guess which one is borkai?
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18:52<Samu>I just submitted BorkAI issue to the forum,
18:52<Samu>I don't think it's normal
18:55<Alkel_U3>well, time to hit the hay, gnight
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19:15<Samu>heh... borkai crashed apparently
19:15<Samu>let me see
19:15<Samu>yup, the script died unexpectedly :(
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19:29<Samu>I wonder if it's a limitation of NoAI, actually
19:30<Samu>the 4 GB barrier for the working set was reached
19:30<Samu>and shorlty after it crashes
19:31<Samu>without any other error, just a simple line dbg: [script] The script died unexpectedly.
19:32<Samu> - posted it
19:32<Samu>k so now im off to bed
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---Logclosed Sat Jun 11 00:00:55 2016