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#openttd IRC Logs for 2018-06-19

---Logopened Tue Jun 19 00:00:00 2018
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01:09<ANIKHTOS>i made it :-)
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02:07<ANIKHTOS>hello andy how are you??
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04:41<ANIKHTOS>andy i mange to change teh status bar to show the nomral days as time :-)
04:41<ANIKHTOS>the only problem is that change all the dates to look like this !?!?!?
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09:07<planetmaker>well... the date format is universal to a language. So yes, you change it once, you change it whereever it's used
09:07<planetmaker>maybe there's one or two different date formats per language, I don't recall
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10:00<peter1138>Why do I find terminals and vim much easier to develop OpenTTD in than VS 2017?
10:00<peter1138>Maybe it's because it doesn't need a mouse.
10:01<LordAro>because it is the best?
10:01<peter1138>:D
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10:06<@Alberth>hi hi
10:08<nielsm>oh wow
10:08<nielsm>you know what?
10:08<nielsm>OpenTTD has been running at 32.25 fps on windows the whole time
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10:09<nielsm>I tried changing win32_v.cpp to use timeGetTime() and timeBeginPeriod(MILLISECONDS_PER_TICK) and now my fps display is showing 33.33
10:10<LordAro>lol
10:11<nielsm>juuuust gonna add a little additional change to my fps-meter branch
10:11<@Alberth>moaar tweaks!
10:15<LordAro>sounds like my branches :p
10:24<peter1138>What happens with SDL on Windows?
10:24<peter1138>Not that anybody uses it.
10:24<nielsm>I don't have SDL handy
10:25<peter1138>I did compile with it not that long ago when I was testing the mouse cursor glitching. Didn't make any difference to that so I dropped it.
10:25<peter1138>Might try SDL in my VM, however since the last big Windows up that runs horribly slowly now :(
10:30<LordAro>i could try sdl on my msys install later
10:30<LordAro>actually, no, i'm going to the pub
10:43<nielsm>made the vertical scaling variable!! http://0x0.st/sLGZ.png
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10:48<peter1138>Those worst figures are suspiciously whole numbers...
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10:51<nielsm>well yes those are single measurements, they don't come more accurate than ms (atm)
10:53<LordAro>but "current" is sub-ms ?
10:54<peter1138>^
11:01<nielsm>current is actually average of 8 measurements
11:02<nielsm>I think I'll change the values to be averages over time instead of number of data points
11:02<nielsm>so "current" is average over 0.2 s, "average" is over 10 sec
11:03<nielsm>and just drop "worst"
11:03<nielsm>(and instead adding a peak highlight to the graphs)
11:21<peter1138>Use an HR timer :-)
11:22<nielsm>I am actually using the QPC timer on windows now, but all the code already assumed milliseconds by the time I switched
11:23<LordAro>std::chrono::high_resolution_clock
11:23<LordAro>ftw
11:23<nielsm>yeah maybe that'd be the better choice
11:24<nielsm>and just hope everyone implements it :P
11:24<LordAro>does mean actual c++11 tho :)
11:24<LordAro>but it's about time someone made the leap
11:24<Eddi|zuHause>no way, we never use modern language features... what would the world come to?!?
11:24<LordAro>my msys fun has revealed just how much crap is left in to support ancient compilers
11:24<planetmaker>our c++11 advocate hath spoken ;)
11:24<Eddi|zuHause>where does it END???
11:24<planetmaker>hihi
11:24<LordAro>o/
11:26<Eddi|zuHause>LordAro: what fun it was when we still supported GGC 2.ancient :p
11:26<@Alberth>o/
11:26<Eddi|zuHause>GCC
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11:27<nielsm>I am using "auto" types and anonymous functions in this code, in fact :3
11:27<planetmaker>lol :D That was even before my time @ Eddi|zuHause :)
11:27<planetmaker>and even then the hacks around gcc 3.x were ... scoleded upon
11:27<Eddi|zuHause>when people insisted that MorophOS was some vivid community :p
11:27<LordAro>Eddi|zuHause: nooo
11:29<Eddi|zuHause>back when we dropped that, there were talks about *maybe* a new update for MorphOS that contains GCC4
11:29<Eddi|zuHause>no idea whether that happened
11:31<peter1138>Seems to be on 6.4.0 now.
11:31<Eddi|zuHause>"(svn r4691) - Codechange: don't use unnamed unions as GCC 2.95.ancient won't compile it. Needed for our MorphOS user ;)"
11:31<peter1138>Incidentally in September in 2013, they passed 2000 MorphOS registrations.
11:33<Eddi|zuHause>i thought "that's something peter1138 would say", and then i looked at the other commit data :p
11:33<nielsm>http://0x0.st/sLGJ.mp4
11:33<nielsm>scaling in action
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11:35<Eddi|zuHause>"(svn r16492) -Remove: support for gcc2. It hasn't been able to compile OTTD for months. All attempts to do another workaround failed."
11:35<nielsm>(it's a debug build so performance is atrocious, intentional to show that the scaling actually works)
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11:43<LordAro>nice
11:43<LordAro>Eddi|zuHause: ha
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11:54<ANIKHTOS>hello how are you??
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11:59<ANIKHTOS>alberth when you load ottd and you start a new game?? i have some new variable made the game will run the code and initialize them right??
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12:00<ANIKHTOS>i am experience this behavior
12:02<ANIKHTOS>when i load the game the game runs wronguntil it manage topass to the slow day. then if i start another game or load a game the game works okey the odd behavior is that it autosave every nomrla day until the first slwo day pass
12:03<ANIKHTOS>do you have any idea why it behaves like this???
12:08<ANIKHTOS>i would apreciate if you try the patch and tell me if i break game meachanics thats what i am interest for in this stage of developemnt
12:08<ANIKHTOS>showing information will be corrected in phace 2 but most important is not to break the game
12:09<@Alberth>if you coded initialization, it will initialize
12:09<ANIKHTOS>well i declare them and then i assign a value later on
12:10<@Alberth>hmm, there was some function for that, have to find that
12:15<ANIKHTOS>oh well i am happy i dive in the code of ottd i went from statubar-gui.cpp >english.txt>strings.cpp back to english.cpp then to another 2 files but i made the changes to display the date with time indicator now you can see the normal days pass as time
12:16<ANIKHTOS>you can change the factor of how slow it is inside the game seems to work with no problems!?!?!?
12:18<@Alberth>try it in a multi-player game :)
12:18<@Alberth>hmm, can't really find it
12:19<@Alberth>did you look what comes up if you look for startgame or newgame (with any case) ?
12:19<@Alberth>although there are only 4 likely options, StartGame Startgame NewGame Newgame
12:21<@Alberth>hmm, simple path is to check all places where the original date gets set??
12:22<ANIKHTOS>in the window where yo create the game
12:22<ANIKHTOS>how is this windows called??
12:22<ANIKHTOS>genworld.cpp??
12:23<ANIKHTOS>gneworld-guil.cpp??
12:23<@Alberth>find a string that is used in the window, in src/lang/english.lng
12:23<@Alberth>then look in the code for that string name
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12:24<@Alberth>I don't think we have windows with a name that ends in .cpp :p
12:24<@Alberth>nor any dashes in a filename
12:25<ANIKHTOS>genworld_gui.cpp
12:25<@Alberth>that could work
12:25<ANIKHTOS>there is this file is that when you start a new game??
12:25<@Alberth>but the gui is just a layer on top of the core simulation
12:27<@Alberth>it's just a load of code so you can tell the simulation what you want to happen
12:27<@Alberth>actually doing anything is not in gui, it's in *_cmd.cpp
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12:28<@Alberth>but starting a new game is not in the simulation, since by definition you're not running one when you activate it
12:29<ANIKHTOS>int x():if i write the code liek this one tutorial say it will give default value 0 is it correct??
12:31<@Alberth>I'd say that is a declaration of a function named x without parameters, returning an int
12:31<@Alberth>it does need a semicolon at the end though
12:32<ANIKHTOS>ottd is c++11??
12:33<@Alberth>some parts of it
12:33<@Alberth>simpler solution is to just initialize explicitly, ie int x=0;
12:33<ANIKHTOS>i am ddoign that
12:34<ANIKHTOS>line 35 declare the variable line 74 asign a value
12:34<ANIKHTOS>is the same??
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12:44<@Alberth>line 35 of what?
12:44<@Alberth>there are around 300 lines 35 in openttd
12:45<ANIKHTOS>in date.cpp i declare the varialbe in line 74 of the same file i asign the value 0
12:46<@Alberth>oh, you're speaking of modified files even, I don't have those
12:46<ANIKHTOS>line 35 uint16 _dayn; line 74 _dayn=0;
12:46<@Alberth>ok
12:46<ANIKHTOS>that count as intitilization right??
12:46<ANIKHTOS>or you mean intitilize at declaration??
12:47<@Alberth>the latter does, the former I am not sure, I assume not
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12:47<ANIKHTOS>and amke line 35 uint16 _dayn=0;
12:47<@Alberth>how does that help?
12:48<@Alberth>no idea what happens at lines 36 to 73 btw
12:48<ANIKHTOS>line 36 more variables declared
12:48<@Rubidium>73 is in the middle of an enumeration (at least for me ;))
12:48<ANIKHTOS>and line 75 i asign a value to a variable
12:49<SpComb>sounds like this discussion should be happening on github
12:49<@Alberth>paste the relevant code part in a pastebin
12:50<@Alberth>you have a chat at github?
12:50<SpComb>pull request review comments
12:51<@Alberth>that assumes I have an interest in longer game-play :p
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12:51<@Alberth>I don't even manage to play the 150 years of the original :)
12:51<@Alberth>hi hi Wolf
12:51<Wolf01>o/
12:51<@Alberth>less devastated today?
12:52<Wolf01>Yes, a bit, still too much hot to be comfortable
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12:52<SpComb>Alberth: not dedicated enough to put 100h+ into a single game of openttd? :)
12:52<Wolf01>32°C at 18.00
12:53<ANIKHTOS>https://paste.openttdcoop.org/p71e4pnrl
12:53<@Alberth>nope, 40 game years is enough :)
12:53<ANIKHTOS>32c is not bad wolfi at least for my country
12:54<@Alberth>oh, code is not even executed together
12:54<Wolf01>ANIKHTOS, yeah, but you are about 900km below me
12:55<ANIKHTOS>so you are north around gemany location??
12:55<SpComb>I see global variables with single-letter suffixes, so I'll just look away
12:55<Wolf01>NE Italy
12:56<ANIKHTOS>i was in berlin and they had heat wave with 20c lol
12:56<ANIKHTOS>so funny
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12:59<ANIKHTOS>wolf01 will you test the code to see if i break game mechanics??
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13:00<Wolf01>Maybe, if I'll find time to play
13:00<ANIKHTOS>thank you
13:01<ANIKHTOS>and hell wolf01 is when ti goes above 40c then everythign you touch is warm going its liek lviign in a sauna
13:01<Wolf01>:)
13:02<ANIKHTOS>a few years back we have 7 days at 45c and a fire in the outkirt of the town to make thigns a bit worse :-) that was awfull
13:03<peter1138>Hmm, even with std::chrono::high_resolution_timer I'm still seeing more than 30ms per tick.
13:05<nielsm>peter1138, using it for the main loop timing?
13:05<peter1138>Oh. On the other hand, my FPS is showing as 33.33.
13:05<peter1138>nielsm, yes.
13:06<peter1138>Forgot I was editing in my PR branch of your fps patch, so I can just open the fps window :p
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13:07<peter1138>18:03 < peter1138> Hmm, even with std::chrono::high_resolution_timer I'm still seeing more than 30ms per tick.
13:07<peter1138>Well I take that back, it appears to work.
13:08<peter1138>Although with that as the timing loop, maybe the drivers can be reorganised so the main game loop isn't actually in the drivers...
13:10<nielsm>I think the system window interface would have to become more complicated then
13:10<peter1138>8.4 fps with that big Wentbourne save.
13:10<nielsm>since it still needs to hook into a bunch of system things
13:12<peter1138>It was a maybe ;)
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13:22<nielsm>slightly more fps-meter changes pushed... needless to say (?) I intend it all to be squashed before a merge ;)
13:23<nielsm>except perhaps a change to main loop timing behavior
13:28<LordAro>nielsm: there are some here who would prefer it not to be squashed into a single commit
13:29<peter1138>Depends what it is.
13:29<LANJesus>so link back to a branch that has the history?
13:29<LANJesus>in the commit message
13:29<peter1138>Sometimes all the history is not useful.
13:30<LANJesus>indeed. a bunch of "whoops forgot X" "fix formatting" "center widget" "asdfasd"
13:30<LANJesus>helps no one
13:30<nielsm>yeah in this case most of the history is just experimenting with what is actually useful
13:31<LANJesus>i need to get in the habbit of commiting to my personal private repos and squashing significant updates there
13:31<LANJesus>i develop across multiple machines. committing and pushing frequently is a thing : |
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13:57<peter1138>Is a good thing.
14:08<nielsm>working on making framerate_gui use microsecond precision
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14:28<nielsm>http://0x0.st/sLDL.png <- looks a little smoother then
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14:36<LANJesus>nielsm: any reason you don't use https links? for some reason your mp4 links don't work in standard http
14:36<nielsm>because it's what the program I use to capture and upload with returns...
14:36<nielsm>I'll check if I can reconfigure it
14:36<LANJesus>ah ok
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14:39<peter1138>Looks better
14:40<peter1138>Did you reuse any of the existing graph code?
14:40<nielsm>nope
14:40<nielsm>I tried reading it and just got confused, was faster to write my own
14:41<Eddi|zuHause>i don't think the existing graphs are actually any good
14:49<nielsm>funny thing is that I can't get the fps meter to show 33.33 any longer, after changing to microsecond precision
14:52<nielsm>http://0x0.st/sLDJ.png :angry:
14:53<nielsm>also :puke: at the coding style of the STL included with MSVC, but that's another story
14:53<LANJesus>stepping through their code?
14:53<nielsm>just looking at it
14:54<nielsm>to check what it actually does
14:54<LANJesus>"Legacy"
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15:01<nielsm>is this a good thing to add? http://0x0.st/sLDx.png
15:03<Wolf01>Nice, I always wondered how fast was the FF on my systems
15:04<LANJesus>yes nielsm. i like it
15:04<LANJesus>some of these would be neat additions to the status bar
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15:06<ANIKHTOS>very good nielsm
15:06<nielsm>maybe the window should instead collapse to just a title bar showing gameloop fps and speed factor?
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15:11<LANJesus>nielsm: or more, if there's width?
15:21<@Alberth>it's a game, not a "see how fast my computer is" display :p
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15:29<LANJesus>...
15:29<LANJesus>i would be using it more for profiling bad (ill-performing) code
15:30<nielsm>hmm, how does the GUI system respond to adding multiple controls with the same ID in a window?
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15:38<peter1138>Pretty sure you can't.
15:42<nielsm>https://0x0.st/sLDd.mp4 doing weird things...
15:43<nielsm>I think I know what the mistake is
15:43<peter1138>git definitely doesn't work right on my Windows install :S
15:44<peter1138>git stash; git checkout master complains of changed files...
15:45<nielsm>http://0x0.st/sLDn.png http://0x0.st/sLD5.png
15:45<nielsm>that's a fancy zoom!
15:46<Eddi|zuHause>peter1138: nonnative eol? filename case mismatch?
15:47<LordAro>at what point does the graph rendering take most of the cpu time?
15:47<nielsm>when your CPU has a really bad FPU
15:47<nielsm>is my guess
15:48<nielsm>or is bad at handling 64 bit integers
15:48<peter1138>graph rendering drops my FPS from around 850 to 500
15:48<peter1138>So there is quite a hit :p
15:48<Eddi|zuHause>i imagine it needs to have really not much to do else
15:49<peter1138>Hmm, not enough measurements in FFWD :)
15:50<nielsm>yeah 512 data points can become too little for 2 seconds of graphing
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15:54<peter1138>32.9 fps
15:54<peter1138>Hmm.
15:54<peter1138>So 33.33 exact was another rounding product? :D
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15:54<nielsm>I think? :(
15:57<nielsm>question is if you want to add some kind of time compensation into the main loop to adjust for the slight falling behind, but somehow only when there's spare time
15:58<ANIKHTOS>does anyone have any idea when i start ottd with my patch code the first game i play for the N days i have chosen to slow down i will get also autosave!!!! but that behavior happens only at the first game an donly for the first N factos days
15:58<ANIKHTOS>if i start or load another game after that all works fine
15:59<peter1138>Yeah, I can get it to 33.3x by just making it catch up.
16:00<peter1138>next_tick = next_tick + MILLISECONDS_PER_TICK instead of next_tick = cur_ticks + MILLISECONDS_PER_TICK
16:00<peter1138>Needs fixing FFWD :)
16:00<nielsm>but if tick processing takes too long you need to adjust for that
16:01<peter1138>Ish
16:01<nielsm>I think that will break when the cpu can't keep up
16:02<peter1138>Yes it needs tweaking for that, I wasn't suggesting it as a full solution.
16:02<peter1138>Just a quick test to show that that is what stops 33.33 from being attained.
16:04<nielsm>ahh, got the sizing of the micro-window fps display right now
16:04<nielsm>was passing the wrong string id to GetStringBoundingBox
16:05<nielsm>now if there was a neat way to get it sized the same as the status bar height, but still be draggable like a caption...
16:06<peter1138>I think if you end up in the else condition of the timer loop, then it's fair to say you can play catch up.
16:07<peter1138>If you don't hit the else, then there's no spare time.
16:07<nielsm>and conversely, if cur_ticks > next_tick + MILLISECONDS_PER_TICK then you're definitely behind
16:07<peter1138>that may be an easier test
16:09<peter1138>next_tick = _fast_forward ? cur_ticks : (cur_ticks > next_tick ? cur_ticks : next_tick) + MILLISECONDS_PER_TICK;
16:09<peter1138>kinda ugly :(
16:10<peter1138>Oh, that doesn't wokr. Hm.
16:11<peter1138> next_tick = _fast_forward ? cur_ticks : (next_tick + MILLISECONDS_PER_TICK);
16:11<peter1138> if (cur_ticks > next_tick) next_tick = cur_ticks + MILLISECONDS_PER_TICK;
16:11<peter1138>I guess.
16:14<peter1138>Hmm, the _fast_forward bit isn't right.
16:15<nielsm>in ffwd it should basically disregard next_tick entirely, right?
16:15<nielsm>and just process a step every chance it gets
16:16<peter1138>Best to keep the existing algorithm for it.
16:16<peter1138>next_tick = (_fast_forward ? cur_ticks : next_tick) + MILLISECONDS_PER_TICK; should do the trick
16:17<peter1138>Yeah, that works.
16:18<peter1138>The main timer if condition already ignores the ticks, no need to change that.
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16:26<nielsm>I'd also be interested in how that plays together with the PR #6780 changes (Refactor window ticks into game ticks and realtime events)
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16:27<nielsm>would it let simulation run faster than graphics output i.e. skip frames?
16:27<peter1138>It can do.
16:29<peter1138>I still find the frames/s display takes longer than necessary to settle.
16:35<nielsm>framerate_gui.cpp:94: if (now - _framerate_timestamps[elem][point] >= TIMESTAMP_PRECISION) break;
16:35<nielsm>try changing to TIMESTAMP_PRECISON/5
16:36<nielsm>so it bases on just 0.2 sec
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16:41<Wolf01>'night
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16:42<peter1138>Yeah that's far better.
16:42<peter1138>Of course it fluctuates a little more.
16:45<peter1138>Also, actually looking at the code rather than testing it's functionality...
16:47<peter1138>5 global arrays instead of structs is a bit weird.
16:47<__ln__>https://www.nytimes.com/2018/06/19/climate/koch-brothers-public-transit.html
16:47<nielsm>it started out with fewer ;)
16:47<nielsm>yeah could take some cleanup
16:48<peter1138>_framerate_durations[elem][_framerate_next_measurement_point[elem]] = end_time - start_time;
16:48<peter1138>->
16:48<peter1138>this->durations[this->next_point] = end_time - start_time;
16:49<peter1138>It's not very C++ as it is :-)
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16:55<testuser123>Hey, has anyone an idea why my train stops at this path signal, saying "no paths" ? https://imgur.com/a/hwCd83l
16:55<testuser123>Note that the depot on the left side is empty
16:55<Eddi|zuHause>missing electrification?
16:57<+glx>you made transparent too many things
16:58<testuser123>@Eddi|zuHause If I force it to pass the signal, it reaches Fahrberg (its next station)
16:58<Eddi|zuHause>i think it's not actually a path signal
16:59<+glx>with the train it's hard to see the signal pole ;)
16:59<testuser123>The question mark says it's a one-side path signal
17:00<Eddi|zuHause>then turn on showing path reservations
17:00<Eddi|zuHause>also, press Ctrl+X, make the houses invisible, and everything else visible
17:00<+glx>maybe a ghost reservation yes
17:00<testuser123>oh, how do I show them?
17:01<+glx>it's somewhere in the settings
17:01<Eddi|zuHause>i think it's in one of the advanced setting categories
17:01<LANJesus>i tend to apply rules of three to ... things. three globals? shove those in a struct/class/state instance. three parallel arrays? put them in a struct or make an array of structs... bla bla bla
17:01<__ln__>peter1138: https://github.com/OpenTTD/OpenTTD/issues/4449#issuecomment-396926629
17:03<testuser123>"highlight reserved tracks"?
17:03<Eddi|zuHause>yes
17:03<Eddi|zuHause>exact wording might differ between languages
17:04<Eddi|zuHause>__ln__: i think as long as it doesn't break anything, keep both as options?
17:04<peter1138>Wut?
17:05<testuser123>better image: https://imgur.com/a/5tg3JMF
17:06<Eddi|zuHause>testuser123: difficult to see, but i still think it's missing electrification
17:07<testuser123>reserved tracks are highlighted
17:07<ANIKHTOS>change th e right singla to sstation to 1 way
17:07<Eddi|zuHause>testuser123: there's a pylon on the right track after the first tile of the station, but none on the left track
17:07<Eddi|zuHause>testuser123: so one of those seems to be missing electrification
17:11<testuser123>I rebuilt all tracks that were suspicious of non electrified, but it did not help. I tried running another electriefied train there, it's all fine
17:12<testuser123>Either I'm misunderstanding how you need to place path signals, or it's a bug
17:13<Eddi|zuHause>open the "electrified rail" toolbar, press "convert", and drag&drop over the whole screen
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17:14<Eddi|zuHause>next issue might be the signal at the other end of the platform. the path reservation might not recognize it as safe waiting spot
17:15<ANIKHTOS>https://www.tt-forums.net/viewtopic.php?f=31&t=83388
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17:15<ANIKHTOS>do one of the changes in the signals
17:15<Eddi|zuHause>the regular pathfinder ends its search at the station, but the path reservation wants to go on until it finds a signal to end on
17:15<ANIKHTOS>either reverse the signla on top of the station or make the entry singla 1 way
17:16<nielsm>peter1138: I'll look at code cleanup tomorrow
17:16<+glx>usually one-way signals should face the station
17:16<nielsm>for now, good night :)
17:16<__ln__>Eddi|zuHause: that's a reasonable solution for Windows, but the other option would be useless on at least OS X.
17:16<ANIKHTOS>goo dnigh nielsm
17:17<Eddi|zuHause>__ln__: well, hide the "useless" options on systems that don't support it, or are not implemented there
17:17<Eddi|zuHause>ANIKHTOS: that forum post could use an explanation text for people who don't see this conversation
17:18<__ln__>i also have my doubts how useful a "real" fullscreen is on linux... does it have an advantage?
17:18<testuser123>Eddi|zuHause: it says no suited tracks for the whole map
17:18<Eddi|zuHause>testuser123: then look at ANIKHTOS' picture
17:18<Eddi|zuHause>testuser123: that signal that he circled is what i'm talking about
17:19<ANIKHTOS>the path signals and stations are tricky to use
17:19<ANIKHTOS>or else traisn will nto enter or leave the station
17:19<ANIKHTOS>either reverse the gignla show to be reversed or make the other signal 1 way
17:19<Eddi|zuHause>imho, the back of such a one way signal should be treated like end of line, but the discussion about that went nowhere last time
17:20<testuser123>ANIKHTOS: both of your suggestions let the train drive
17:20<ANIKHTOS>i know i had problems in my stations
17:21<ANIKHTOS>playcign path singal a specific way station works
17:21<ANIKHTOS>othe rway not accessible
17:21<peter1138>__ln__, yes, you can have the game at a different resolution to your desktop resolution.
17:21<testuser123>Both is not what I wanted, but turning the right circled signal into a one-way path signal solves it
17:21<peter1138>Not everyone cares about pixels being a 1:1 match
17:22<ANIKHTOS>well change the top then
17:22<testuser123>It looks like you always need enough one way path signals around stations
17:22<Eddi|zuHause>testuser123: it really should be a path signal at the other end
17:22<ANIKHTOS>the tracks will be the same in fucntionality
17:22<__ln__>peter1138: that's assuming there are other possible resolutions configured to the X server, which quite often isn't the case, i would say.
17:22<peter1138>And many people seem to find proper fullscreen mode is faster. Maybe it's a low-end GPU thing. It probably affects compositing.
17:22<Eddi|zuHause>testuser123: mixing path and block signals can have nasty side effects
17:22<peter1138>No, pretty much all the standard old resolutions are autoconfigured in X anyway.
17:23<testuser123>Eddi|zuHause: That works. I usually thought the rule of thumb was: any area of tracks where you can drive in with one path signal must be only accessible through path signals.
17:23<peter1138>And also they are there in Windows too.
17:23<testuser123>But this does not suffice here
17:23<Eddi|zuHause>testuser123: yes, and that applies here. train can come from one side into the station through path signal, but from other side through block signal
17:24-!-nielsm [~nielsm@80-162-205-79-cable.dk.customer.tdc.net] has quit [Ping timeout: 480 seconds]
17:24<__ln__>peter1138: yes, and switching to a low resolution on Windows messes up the taskbar, so it's not really a good idea.
17:24<testuser123>Now that you say it...
17:24<Eddi|zuHause>__ln__: on linux it messes your window positions
17:26<__ln__>Eddi|zuHause: should we aim for a portable mess, where all the same things are messed on all platforms
17:26<peter1138>Doesn't mess up my taskbar.
17:26<Eddi|zuHause>__ln__: that seems like a total trump thing to do
17:27<peter1138>SDL 1.2 is messed up anyway.
17:27<peter1138>Wasn't there an SDL 2 patch somewhere?
17:28<ANIKHTOS>eddi i need your expertise i am havign a strange bug with my code
17:28<ANIKHTOS>and i do not know why i have this behavior
17:28<Eddi|zuHause>how have i become the expert on terrible code?
17:29<__ln__>peter1138: as you suggested "switching from fullscreen toggle to a tristate", can you elaborate what are the fullscreen mode state transitions when pressing Alt-Enter a few times?
17:29<Eddi|zuHause>__ln__: windowed and <whichever fullscreen flavour was last used>
17:29<peter1138>Depends what modes the backend supports.
17:30<ANIKHTOS>when i start the pached ottd it does nto matter if i load a game or start a new game, for the first N ftimes where n it th eslow tiem factor the game will autosave every day !?!?!??! after that it works normally, if i load another game or start a new one there is no problem
17:30<ANIKHTOS>its only when is tart the game and only for the first n days of the game
17:31<ANIKHTOS>i can not grasp what is so special iin the first n days to amke game behave like this
17:31<peter1138>__ln__, not really, I don't care about it enough to bother answering your passive-aggressive tone of questioning.
17:31<peter1138>Seems to be a common feature of anything you say here.
17:31<peter1138>Are you sure you are not Tron?
17:32<Eddi|zuHause>now THAT would be a plot twist
17:32<peter1138>Heh
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17:35<__ln__>well, see what happens when i get derailed to on-topic discussions.
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17:36<__ln__>should definitely avoid that again.
17:39<ANIKHTOS>anyone any idea???
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18:00<ANIKHTOS>and eddi my code is nto bad :P
18:00<ANIKHTOS>it is aawfull no dcoumentation codign style what ever
18:01<LordAro>and yet you still can't get letters in the correct order
18:02<ANIKHTOS>its th elaptop keyborad that is fuck up a bit
18:02<ANIKHTOS>some keys are easy to click some not
18:02<ANIKHTOS>old laptop
18:02<LordAro>most people go back and correct typos
18:03<+glx>or slower typing :)
18:03<ANIKHTOS>guilty lordara i will try to be better from now on
18:03<ANIKHTOS>i will type slower to be sure i type correct
18:05<ANIKHTOS>the date.cpp run all code and when it gets to the void IncreaseDate() it just loop inside this one???
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18:37<ANIKHTOS>silenceeeeeeeeeeee
19:14<Eddi|zuHause>in the library
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19:59<ANIKHTOS>good night all
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---Logclosed Wed Jun 20 00:00:01 2018