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Log for #openttd on 25th March 2016:
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01:51:07  <Wolf01> 'night
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06:26:17  <andythenorth> o/
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08:27:26  <Alberth> hoi
08:29:13  <frosch123> lo
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08:51:59  <andythenorth> coffee cat
09:00:17  <Alberth> hi hi
09:00:42  * andythenorth didn’t rage quit on the roads thing
09:00:43  <andythenorth> yet
09:01:07  <andythenorth> I have long had this idea about ‘trails’ or some other kind of off-highway road
09:01:21  <andythenorth> how would it work though?
09:01:50  <andythenorth> are roads and trails mutually exclusive?
09:01:56  <andythenorth> and can only cross with bridges?
09:02:16  <andythenorth> or do vehicles have some kind of compatibility table?
09:18:55  <Alberth> problems always arise when you start digging :p
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09:21:59  <andythenorth> well, I am quite happy to forget this part of the idea :)
09:22:04  <andythenorth> but not before considering if it’s good
09:22:19  <Supercheese> Roadtypes eh
09:22:24  <andythenorth> no
09:22:48  <Supercheese> Roadtypes as railtypes O_o
09:22:51  <Supercheese> ?*
09:22:51  <andythenorth> Roadtypes is a turkey
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09:28:38  <andythenorth> trails might be TMWFTLB
09:29:03  <andythenorth> basically, you’d get to use mining trucks or similar, but on totally self-contained routes
09:29:52  <andythenorth> the novelty would be nice for a few games, but it’s a lot of code to touch for an inextensible novelty
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09:29:58  <Alberth> I'd suggest to keep things simple
09:30:54  <Alberth> to give it a chance of some use, I'd say you'd need to be able to connect to "normal" road too, however.
09:30:58  <andythenorth> yeah
09:31:08  <andythenorth> and then you just build normal road everywhere...
09:31:29  <Alberth> that is the visual aspect
09:31:29  <andythenorth> or we have to have speed limits and power adjustments and axle loadings :P
09:31:41  <Supercheese> I'd settle for diagonal roads
09:31:43  <Supercheese> :P
09:31:51  <andythenorth> or we have similar to canal / ocean speed fraction, and that doesn’t work either for gameplay
09:31:53  <Alberth> Supercheese: ever tried drawing them?
09:31:59  <Supercheese> Sure haven't
09:32:03  <andythenorth> can’t be done
09:32:16  <Alberth> I tried, it doesn't work
09:32:18  <Supercheese> probably easier than diagonal bridges though
09:32:35  <Alberth> even at diagrammatic level, just a grid of lines
09:32:52  <Alberth> bridges is perhaps the same problem
09:33:44  <andythenorth> roads would span 2 tile width in a way that rails don’t
09:33:44  <Alberth> andy, if you want speed stuff and axle stuff, I'd say the RV must be able to detect what road it is using, and from there, it's newgrf territory
09:33:53  <andythenorth> yeah, and I dislike all of that
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09:34:10  <Alberth> some people will freak on it :)
09:34:14  <andythenorth> it’s nice to have offered 16 railtypes and all the crazy stuff
09:34:17  <andythenorth> and that some players love it
09:34:26  <andythenorth> but it does nothing for the game I still enjoy playing
09:34:42  <Alberth> you're free to ignore road types  :)
09:35:26  <andythenorth> also ignoring hard-coding a separate type of road
09:35:44  <andythenorth> that just leaves road/tram, with catenary on/off
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09:37:25  <frosch123> if you add varaction2 stuff to draw the default roadtypes, you could use townzones and stuff to draw dirt roads outside of roads
09:37:30  <frosch123> *outside of towns
09:37:37  <andythenorth> yeah, I wondered about that
09:37:41  <frosch123> it would remove "highways", but i do not like them anyway
09:37:54  <andythenorth> iirc, there are some ‘missing’ things that would let roads be visually better with newgrf
09:37:59  <andythenorth> there’s some thing with snow also?
09:39:36  <andythenorth> frosch123: what’s your meaning of “highways” in this case? o_O
09:39:59  <frosch123> http://icons.wxug.com/hurricane/chrisburt/yuki3.jpg <- if roads looked like that, in ottd perspective you would not have to worry about drawing actual sprites
09:40:03  <frosch123> roadhog would be done
09:40:34  <frosch123> http://i.imgur.com/Uwnw1.png <- that kind of highway
09:40:43  <frosch123> modern intercity transport
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09:40:53  <andythenorth> https://www.youtube.com/watch?v=G1kaovj3XoQ
09:40:56  <frosch123> in contrast to 1850 intercity transport
09:41:08  <andythenorth> oh yeah, those 2 lane things are bollocks
09:41:35  <andythenorth> occasionally I build them to segregate fast and slow vehicles, but that’s work
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09:48:13  <andythenorth> I need to extend the road construction dropdown on global toolbar
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09:49:03  <andythenorth> I considered fragmenting ROADTYPE_TRAM and ROADTYPE_ROAD everywhere, I think that sucks
09:49:09  <andythenorth> I want to pass a bool flag instead for catenary
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09:50:31  <andythenorth> is there some cb registered as the handler for the dropdown?
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09:52:21  <Alberth> I like that kind of layout, not sure if it's useful though
09:53:37  <Alberth> bbl
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09:54:02  <frosch123> andythenorth: you can connect to the toolbar whatever you like
09:58:17  * andythenorth explores
09:59:44  <andythenorth> ok found the handler
10:03:16  * _johannes just cheated to get more money and then was rewarded with chairman status :)
10:03:38  <frosch123> too much realism?
10:04:19  <_johannes> :D
10:08:28  <andythenorth> well
10:08:42  <andythenorth> we have ROADTYPE_TRAM and ROADTYPE_ROAD
10:09:04  <frosch123> the toolbar does not need to follow that
10:09:14  <andythenorth> that’s what I’m trying to figure out how to do
10:09:17  <andythenorth> I’ve found ShowBuildRoadToolbar(Roadtype roadtype)
10:09:25  <frosch123> you can just make different button pass those types to the contruction toolbar
10:09:31  <andythenorth> but I can’t see how the toolbar calls it, so I can stick some conditional logic in
10:09:45  <frosch123> MenuClickShowRoad
10:10:17  <frosch123> ToolbarBuildRoadClick <- err, that on
10:10:50  <frosch123> MenuClickBuildRoad <- together with that one
10:11:02  <frosch123> ToolbarBuildRoadClick defines the entries in the menu
10:11:06  <frosch123> MenuClickBuildRoad reacts to them
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10:11:53  <andythenorth> but MenuClickBuildRoad uses _last_built_roadtype?
10:12:04  <andythenorth> not the one from the selection widget?
10:12:35  <frosch123> that is when you click the button instead of the dropdown menu
10:13:01  <frosch123> MenuClickBuildRoad(int index) <- index is the entry in the dropdown menu
10:13:22  <frosch123> you can just map it do the roadtype differently, and set your catenary flag as well
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10:17:01  <andythenorth> ah, so I can just use the index knowing the list order
10:17:02  <andythenorth> ok
10:17:09  * andythenorth gets it now
10:18:04  <andythenorth> where the DropDownListStringItem has ROADTYPE_TRAM as a parameter, is that returned to MenuClickBuildRoad also?
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10:18:20  <frosch123> ah yes, that's actually the "index" :p
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10:25:04  <andythenorth> ah
10:25:09  * andythenorth baby steps in C++
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10:25:21  <andythenorth> does (RoadType)index convert that to a RoadType class, using a constant?
10:25:32  <andythenorth> and then pass the class around?
10:25:42  <frosch123> it's an enum, no class
10:25:52  <frosch123> just ignore it
10:25:53  <andythenorth> oh :|
10:26:14  <frosch123> it makes it compile, nothing more
10:26:22  <andythenorth> learning C++ years after learning scripting scripting languages is _really_ hard :)
10:26:24  <frosch123> it's still an integer
10:26:29  <andythenorth> so much apparent boilerplate :)
10:26:42  <andythenorth> nfo was easier, it’s completely not like a modern language
10:27:27  <frosch123> the past was always easier :)
10:28:26  <frosch123> "false memories" or something
10:29:13  <andythenorth> perceived difficulty
10:29:24  <andythenorth> nfo is perceived as ‘hard’, so any progress seems good
10:30:00  <frosch123> you would still have built a python layer around it
10:30:04  <frosch123> so what's the difference?
10:31:58  <andythenorth> I’m not going to build a python layer around C++? o_O
10:33:05  <andythenorth> can C++ functions have optional params?
10:33:08  * andythenorth googles
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10:34:50  <_dp_> some params can have default values
10:35:11  <_dp_> also you can overload function
10:35:15  <Wolf01> o/
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10:36:15  <_johannes> If you've accidently overwritten a savegame, and all autosaves are also not useful, is there any way to get it back?
10:36:48  <frosch123> check your daily backups :p
10:37:17  <_johannes> hmm I have a file with binary "OTTX" recovered with extundelete
10:37:24  <_johannes> however, the OTTX is in the middle of the file
10:38:22  <frosch123> OTTX are the first 4 bytes of an ottd savegame :)
10:38:38  <_johannes> ok, but what are the last bytes? :)
10:39:04  <frosch123> the next four bytes are the savegame version
10:39:18  <Wolf01> if you overwritten it there's really low chance you can recover a file like it was deleted and the memory addresses untouched
10:39:30  <frosch123> after that there repeat: four bytes for chunk name, four bytes for chunk length, chunk data
10:39:35  <frosch123> until 00 00 00 00 chunk
10:39:53  <frosch123> actually, not true
10:40:00  <frosch123> because OTTX is compressed
10:40:17  <frosch123> so, after OTTX and savegame version, you get an xz compressed data stream
10:40:20  * andythenorth has four menu items
10:40:31  <frosch123> no idea whether you can derive the size from that easily
10:40:34  <andythenorth> now I need to expose catenary_flag to the road building commands
10:40:36  <_johannes> :-/
10:41:07  <andythenorth> do I store the flag in the road construction toolbar somehow, or is it some global?
10:41:13  <_johannes> thanks frosch123
10:41:51  <frosch123> andythenorth: add a variable next to _last_build_roadtype
10:41:59  <frosch123> i.e. _last_build_roadcatenary
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10:42:29  <andythenorth> currently I have ShowBuildRoadToolbar(_last_built_roadtype, catenary_flag);
10:42:31  <andythenorth> which compiles
10:42:36  <frosch123> that way it is restored when you just click the road toolbar, instead of the dropdown menu
10:43:50  <andythenorth> I am not sure how to pass the flag on from *ShowBuildRoadToolbar
10:43:59  <andythenorth> presumably I just pass it along the function chain?
10:44:17  <frosch123> just follow the roadtype
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10:49:20  <_johannes> frosch123: after the xz stream, does anything more follow?
10:49:32  <frosch123> no
10:50:44  <frosch123> https://devs.openttd.org/~frosch/texts/zpipe.c <- that is a simple tool to decompress a savegame
10:51:03  <frosch123> https://devs.openttd.org/~frosch/texts/printhunk.c <- that is a simple tool to analyse a uncompressed savegame
10:58:44  <_johannes> frosch123: does the tool somehow help me finding the end of this xz stream?
10:59:22  <_johannes> ah, maybe just printing the file pointer position after the xz_... routine...
11:00:42  <frosch123> well, try to decompress your file starting from the OTTX
11:00:48  <frosch123> and see what comes out of it
11:00:57  <frosch123> if you get an xz error, i have no idea how to proceed
11:01:09  <frosch123> but you can likely check the uncompressed data up to the error
11:01:24  <frosch123> and whether it is a valid savegame usin the printhunk tool
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11:08:23  <andythenorth> https://paste.openttdcoop.org/pkyiaogho/2jgh8f/raw
11:09:07  <frosch123> you have two variables named _catenary_flag
11:09:18  <frosch123> the parameter shadows the global variable
11:13:36  <andythenorth> so when I declare bool _catenary_flag
11:13:38  <andythenorth> that’s global?
11:13:43  <andythenorth> because it’s outside a block?
11:15:13  <andythenorth> ok I have it working
11:15:47  <andythenorth> “but globals are bad, ok” :P
11:15:56  <andythenorth> ^ the only formal computer science I ever learnt
11:19:06  <frosch123> yeah, ottd is pretty bad :)
11:20:17  <andythenorth> now I just need to fix tunnels and bridges, then tramway is done
11:20:30  <andythenorth> road doesn’t know how to draw catenary correctly, so that needs fixed
11:20:36  <_johannes> frosch123: pkgconfig says -llzma should suffice (like you explained in the source), but I get undefined references to inflateEnd() and similar functions...
11:20:39  <_johannes> any idea?
11:21:21  <frosch123> it also contains the zlib compresseion for the OTTZ format
11:21:29  <frosch123> also add -lz
11:21:40  <frosch123> or remove the zlib functions
11:22:30  <_johannes> ah, that worked
11:28:15  <_johannes> zpipe tells my the data was corrupt...
11:28:51  <frosch123> that's kind of expected, the question is how much it spit out before erroring out
11:29:34  <_johannes> oh, indeed, quite a lot...
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11:30:24  <_johannes> though I can not open the output file with openttd: unexpected end of chunk
11:30:40  <frosch123> try it with the printhunk
11:30:57  <frosch123> as long as the printed chunk names are readable letters the data is fine
11:31:32  <frosch123> when they turn random, you know that you have reached invalid data
11:31:55  <frosch123> then either your restored file is missing data, or data is shuffled in the restored file
11:33:55  <_johannes> printhunk went up to MAP2, printed its bytes size, then returned with code 0
11:34:14  <frosch123> i guess that means you are missing a lot
11:34:22  <frosch123> iirc the MAP is at the start of the savegame
11:34:41  <frosch123> so, at best you can receive the heightmap, but no tracks or vehicles or anything
11:35:20  <_johannes> I have these: GLOG  MAP2  MAPH  MAPO  MAPS  MAPT
11:35:40  <_johannes> so this means there's data missing?
11:35:57  <frosch123> a lot
11:36:10  <frosch123> you have no vehicles, no stations, no industries, no settings, no nothnig
11:36:23  <frosch123> you barely have the heightmap data
11:36:25  <_johannes> that's strange, the compressed file had exactly the size that similar savegames (from that map) had
11:36:49  <frosch123> well, i am not sure what printhunk does when the data turns invalid
11:37:08  <frosch123> and you said zpipe terminated as well
11:37:25  <frosch123> so, apparently the data is invalid somewhere early
11:38:42  <_johannes> so extundelete sometimes dumps data that might be overwritten?
11:39:55  <frosch123> https://paste.openttdcoop.org/pktjrjt79 <- that's from a random savegame i tried
11:40:22  <frosch123> i have no idea what extundelete does
11:48:58  * andythenorth lost in tunnels + bridges
11:49:05  <andythenorth> I successfully turned catenary off :P
11:49:08  <andythenorth> but can’t turn it back on
11:52:23  <andythenorth> https://paste.openttdcoop.org/prvlugqkf/tkm5u0/raw
11:52:55  <andythenorth> HasCatenary(ti->tile) seems to be false always
11:53:17  <frosch123> well, you might need a different bit for bridges
11:53:30  <frosch123> also there are many ways to build a bridge
11:53:41  <frosch123> like first build the bridge, then add tram and so on
11:54:02  <argoneus> good morning train friends
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12:09:23  <_johannes> ok, the missing chunks are probably located in other files that extundelete dumped, but since the content is compressed, there is probably no possibility to find out in which one?
12:10:13  <frosch123> trial and error :) but yeah
12:12:03  <_johannes> if you save a game under a different name then where you loaded the file, there's no "do you really want to overwrite...?" dialogue
12:12:10  <_johannes> shouldn't there be one?
12:12:45  <frosch123> it does not know what game it loaded last
12:12:57  <frosch123> but yes, there is no such check
12:13:02  <_johannes> that could be easily implemented
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12:36:31  <Wolf01> \o/ got the dynamic pivot view to work
12:38:00  <Wolf01> and now, some relax
12:38:30  <Wolf01> andythenorth, 42041: what should I build first? A or B model?
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13:13:30  <Eddi|zuHause> andythenorth: i think trails should not be able to cross normal roads and be mutually incompatible.
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13:27:02  <_johannes> wasn't there a function to tell if a TrackDir variable was a real direction?
13:27:18  <_johannes> i.e. not TRACKDIR_BEGIN, TRACKDIR_INVALID or something else?
13:27:50  <frosch123> _BEGIN is always an alias to a valid value
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13:28:10  <andythenorth> Wolf01: build neither? o_O
13:28:12  <frosch123> so unless there is a IsTrackDirValid function, you just compare with TRACKDIR_:INVALID
13:28:19  <andythenorth> 42041 has a bad rep for some reason :)
13:28:22  <andythenorth> dunno why
13:28:30  <Wolf01> too many stickers
13:28:45  <_johannes> ah BEGIN = X_NE , ok, did not see this
13:28:49  <_johannes> then it's clear
13:29:01  <andythenorth> also low on functions?
13:29:07  <andythenorth> but eh, it’s a racing truck, what’s to hate?
13:29:13  <Wolf01> I'm building the B model now
13:29:32  <Wolf01> yes, how many function do you expect for a car/truck?
13:29:43  <Wolf01> steering, fake motor
13:30:01  <Wolf01> the truck has tilting cabin
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13:31:23  <Wolf01> it's a good source for parts, loads of 15 beams
13:31:27  <Wolf01> o/
13:31:32  <Alberth> hi hi
13:31:58  <Wolf01> also half beams and bent beams
13:36:34  <_johannes> I get negative costs in yapf again, which lead to crashes
13:36:58  <_johannes> is it possible that you can not start a search from some element of tile x trackdir ?
13:38:44  <_johannes> IIRC there was some part of the code where the starting station got a negative value assigned, but I cannot find it anymore...
13:41:07  * andythenorth managed to trigger an assert
13:41:10  <andythenorth> progress
13:41:18  <Alberth> \o/  :)
13:41:50  <andythenorth> I should probably learn how to debug
13:42:03  <andythenorth> or at least print values to console or something
13:42:28  <Alberth> printf("blah %d\n", number);
13:43:03  <andythenorth> ta
13:43:43  <Alberth> in case of real crashes, saving the core dump, and then using the debugger to get the stack-trace can be useful
13:43:50  <Wolf01> "%c", char   and "%s", string and so on
13:44:17  <Alberth> as long as your system knows how to dump a corefile :p  (mine doesn't currently)
13:44:38  <Alberth> %s isn't terribly useful in c++ :)
13:44:50  <Alberth> almost everything is a number :D
13:44:53  <Wolf01> or you use an IDE with a JIT debugger
13:45:24  <Alberth> run the program from a debugger also works :)
13:45:35  <Alberth> JIT?  for C++?
13:45:56  <frosch123> Alberth: since when are you using a kernel that cannot dump corefiles?
13:46:19  <Wolf01> Visual Studio? It seem to be able to attach a debugger even to the real world
13:47:18  <Alberth> frosch123: since they added 'smart' error reporting, where the repot system hijacks core dumps, and then the permission system refuses to let it make a copy for me, as it has no context of the crashed process anymore, or so
13:48:13  <frosch123> ok :)
13:48:44  <Alberth> I should probably upgrade to the next release :)
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13:50:01  <Wolf01> whatsapp today is goinf full retard :|
13:50:04  <Wolf01> *going
13:50:50  <Wolf01> I need to keep the smartphone on with the app running foreground, because the web client looses the connection otherwise
13:51:38  <Alberth> seriously, your world doesn't need to be bigger than whatsapp
13:52:05  <Alberth> it's bad enough that you leave without notice for food, shopping, and sleeping
13:52:58  <supermop> yo
13:53:05  <Alberth> hi hi
13:54:37  <Wolf01> o/
13:55:02  <andythenorth> are most of the messages here? “-> shops” ?
13:56:16  <andythenorth> also, newgrf landscape generator plugin? o_O :P
13:59:58  <Wolf01> a what?
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14:19:37  <Alberth> squirrel landscape generator might be doable
14:20:13  <Alberth> although the better solution is likely an open file format, and an external program
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15:09:12  <KouDy> exit
15:09:44  <Alberth> almost :)
15:19:19  <andythenorth> do I need to set the catenary bit on the tile for every case (plain road, station, tunnel, etc)?
15:19:37  * andythenorth tried sticking it after all the cases, but might not work
15:27:53  <andythenorth> oh, tunnelbridge is a different tile type to road? o_O
15:31:50  <Alberth> every tile type that must have a catenary, must have a bit
15:32:08  <andythenorth> ok so I need to extend *_map.h for all those types
15:32:22  <Alberth> and yeah, tunnelbridges != normal road, since bridges don't exist :)
15:33:22  <Alberth> you may have to find a place for the bit for each tile type separately
15:33:46  <Alberth> don't know how much of that is aligned between different tile types
15:35:00  <frosch123> http://hg.openttd.org/trunk.hg/raw-file/a5407c556114/docs/landscape_grid.html
15:35:46  <andythenorth> I picked m1 7 because it looked clear for the cases I need
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16:02:42  <supermop> is there a practical reason to buy a font in ttf vs otf?
16:05:23  <Alberth> http://superuser.com/questions/96390/difference-between-otf-open-type-or-ttf-true-type-font-formats  ?
16:05:41  <Alberth> ha, even the site matches with your nick :p
16:09:18  * andythenorth -> food, shopping, sleeping
16:09:22  <andythenorth> bye
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16:23:35  <_johannes> can someone please help me with YAPF?
16:23:53  <_johannes> I have really no clue where the negative costs come from
16:24:09  <_johannes> Where are the costs initialized to the nodes?
16:26:34  <Alberth> add   assert(cost >= 0);  somewhere, wait for the crash, then analyze the stack trace
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16:28:48  <_johannes> the question is: where :P
16:29:28  <Alberth> I'd say as soon as you compute cost
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16:30:19  <Alberth> maybe even do that for both the running total and the estimate too
16:31:08  <_johannes> ah maybe I could set a watchpoint...
16:31:19  <Alberth> that might work too
16:31:36  <Alberth> I don't use debuggers very much :p
16:35:36  <Alberth> not sure how much that helps though, A* code generally doesn't make much sense without pretty 2d-ish picture
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17:36:13  <supermop> not sure how to think about a place near the office with a lunch special that involves a pint of anything on draft
17:36:57  <supermop> i mean i of course had the beer, but seems a half pint would be more appropriate for a lunch break
17:39:03  <Alberth> ask V :)
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17:50:08  <supermop> still need an iconographic, monochromatic base set that can run in the background at work without looking too obvious
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18:21:00  <V453000> so who read friday farts yet?
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19:49:43  <argoneus> V453000: I did
19:49:45  <argoneus> can I get a cookie
19:50:21  <V453000> is train cookie enough?
19:50:40  <argoneus> how much horsepower
19:56:12  <Wolf01> "Redo of the train graphics and fixing the train distances, so they are whole tiles and vertical and horizontal distances are the same." this looks a lot of work for V
19:56:29  <Wolf01> *+like somewhere
19:57:22  <Wolf01> nooo the spidertron has been postponed :(
19:58:40  <Wolf01> also... jobs... too bad I'm focused on PHP and C# now
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20:39:23  <sim-al2> ^Netsplit city here
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20:56:28  <supermop> would a vehicle with 0hp still accelerate on slopes?
20:57:17  <sim-al2> I think there's a minimum speed vehicles will do, like 2km/h
20:57:55  <Alberth> 1km/h, but yeah, not 0 :)
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20:58:15  <supermop> but if it started at 2kmh, then went down 4 slopes, would it gain speed?
20:58:36  <Alberth> up to speed limit, afaik
20:58:41  <supermop> ok
20:59:13  <Alberth> point is mostly that you must be able to bring any engine into a depot at all times
20:59:42  <Alberth> and since you can't tow, it must run on its own  :)
20:59:50  <supermop> could it be made impossible for vehicle to travel uphil?
20:59:52  <sim-al2> Of course, if the vehicle is going 1km/h, it can take a while :)
21:00:09  <sim-al2> (especially if a train stalls out going up hill)
21:00:24  <Alberth> yep, I have had that even with normal engines
21:00:43  <supermop> ok so s/vehicle/log
21:00:47  <Alberth> too long train, and too heavy, breakdown in the middle of the hill :)
21:01:26  <supermop> can hp change on load %
21:01:31  <Alberth> I  don't think you can prevent it going up, other than by powerless or so
21:02:15  <supermop> so unloaded 'log' has 10,000 hp and log with load >0% has 0 hp
21:02:16  <Alberth> don't know, but I wouldn't expect it
21:02:45  <Alberth> isn't that what xussrset caused desync with?
21:03:05  <supermop> so log can slide down a flume but return invisibly to top of flume to pick up another "log"
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21:24:51  <supermop> https://en.wikipedia.org/wiki/Trolley_park
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22:47:02  <drac_boy> hi
22:47:17  <sim-al2> hi
22:47:24  <drac_boy> heh how doing?
22:47:33  <sim-al2> I'm good
22:47:54  <drac_boy> doing ok here..just sorting a lot of images tho :-s
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22:53:23  <drac_boy> btw if you don't mind the earlier subject heres something else I found while looking up a little more ... that strange BR 10100 multi-engines locomotive actually ran well for a while but eventually some major mechanical blowouts failed it for good
22:54:42  <drac_boy> I still think that big flat exposed radiator gives it a bit of an odd look :)
22:54:59  <drac_boy> http://www.davidheyscollection.com/userimages/erm-10100-millers-dale.jpg this a good photo of that
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22:57:16  <drac_boy> at least it was a 'good' one-off .. compared to eg the NH 'train-x' lightweight set having a major fire problem on its press run (why is that never a good sign anyway?) and apparently didn't even last much normal service at all
22:59:24  <drac_boy> oh or there of course is that previous mention of santa fe 'BEEP' rebuild locomotive that was an one-off too but lasted a very long time
23:01:58  <drac_boy> anyway never mind all of that. what you doing beside irc? :)
23:04:34  <sim-al2> Just little household things, feed the dog, etc
23:05:02  <sim-al2> Yeah, apparently the radiator on those things was do to the very high heat output of the transmission
23:08:14  <drac_boy> if you want a nice example of big cores just look up the GT3
23:08:32  <drac_boy> most of its front was radiator .. and even had to sport some side vents of some sort too
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23:09:19  <drac_boy> tbh it almost looks like a coach carriage vestibule pointing forward if you get me
23:13:42  <sim-al2> Yeah I see what you mean. Those trays along the side are for the starting batteries, complete with vents to allow gases to escape
23:15:07  <sim-al2> The detail drawings say that the large grilles actually house the air intake filters, and not radiators
23:15:29  <sim-al2> Turbines don't really need large radiators, except for oil cooling
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23:17:06  <sim-al2> The center of the locomotive housed a large heat exchanger from the exhaust gases to the intake
23:17:40  <drac_boy> oh while we're at uk's short period of unusual locomotives, can I point you to http://www.bulleidboard.pwp.blueyonder.co.uk/images/misc/36001_stn_w4.jpg .. looks like a diesel locomotive but has extra-thick chassis umm aside to that it smokes a lot anyway :)
23:18:25  <sim-al2> Apparently they fit through regular carriage washers. Rather bad conditions for the fireman though
23:18:42  <drac_boy> it was one of these "attempt to be easy for a basic engineer to handle" steam power .. but of course BR wanted nothing to do with steam still
23:18:55  <sim-al2> Not much room for fuel either
23:20:52  <sim-al2> The cab reminds me of a Southern Pacific cab-forward
23:21:10  <drac_boy> well, it would seem one end had nothing but fuel bunker tho .. the actual locomotive was almost only half length
23:21:43  <sim-al2> Except those had the advantage of being oil-fired, so the fireman wasn't in a poor position like earlier cab-forward attempts
23:22:18  <sim-al2> I think these had an offset firebox and boiler too, so that there could be a walkway through
23:22:53  <drac_boy> heh well some uk locomotives did run backward on slower lines but the issue was if the tender was a large one re restricted visibility .. and if it was coal (as usual at the time) talk about coaldust getting into your face too
23:23:12  <drac_boy> best to leave these kind of pulls to a tank locomotive
23:27:35  <drac_boy> ah and about non-steam looking steam .. its not quite uk but ireland had this http://www.bulleidlocos.org.uk/_oth/cc1_itb.aspx always actually found that one interesting
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23:32:05  <sim-al2> Looks almost like a Garrett but with a tender front-end
23:34:54  <drac_boy> if it was a garratt that would had been a 2-4-0+0-4-2, maybe not a well known type anyhow (compared to 0-4-0+0-4-0)
23:34:57  <drac_boy> :)
23:38:23  <sim-al2> I know, just the cab-shape and unusual front end
23:38:42  <sim-al2> But a Garrett would look longer, while this looks more like a brick
23:39:22  <sim-al2> Hmm, peat as fuel too... that must have an interesting smell
23:40:02  <drac_boy> well there is one garratt that had a strange attempt at being streamlined http://www.wegmuller.org/gallery/var/resizes/Large-Scale-Models/Streamlined-Garratt/L%20rear%201.jpg?m=1421337862
23:40:34  <drac_boy> note the use of double elephant ears, one is on the water tender body instead while other one is in a more normal position by the stack
23:40:54  <sim-al2> I think the designer spent a lot of time looking at this: https://upload.wikimedia.org/wikipedia/commons/0/09/MILW_Bi-Polar.jpg
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23:44:08  <drac_boy> btw if you want "interesting smell" .. take a guess which amtrak trainset had a smokey kind of french fries smell coming from the roof at both motor ends? :)
23:45:21  <sim-al2> Did they run the turbines on biodiesel at some point?
23:45:42  <drac_boy> http://www.railpictures.net/images/d1/0/3/7/5037.1185339600.jpg some people at crossing said these smell like fries apparently
23:47:10  <sim-al2> I suppose they were desperate to reduce fuel costs...
23:47:14  <Wolf01> https://tech.slashdot.org/story/16/03/25/2017200/wrecking-crew-demolishes-wrong-housing-duplex-following-google-maps-error heh... they misclicked on the tile with the dynamite tool?
23:48:10  <sim-al2> ^Yeah, apparently the contractor was rather dismissive of the owner too, just telling her that insurance would help and to prepare for a long legal battle
23:48:20  <drac_boy> well if they didn't like the fuel cost, why not just gut the locomotive shell and either put in diesel power or rather turn the body into baggage/HEP ends to haul with a conventional locomotive instead
23:48:34  <drac_boy> but no apparently they simply sidelined them till they rusted quite a bit
23:48:49  <sim-al2> These designs had some issues
23:49:07  <sim-al2> I think they were already starting to rust by the time they were suppsoed to be replaced
23:49:21  <Wolf01> btw, night all
23:49:24  *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.]
23:49:44  <sim-al2> And their replacements were far more unreliable, with air conditioning problems and all kinds of build-quality issues
23:49:44  <drac_boy> heck even the Talgo trainset in west usa (I forgot which state they run in) used to be a design that didn't have any FRA-sane pushpull mode but now they already have a "cabbage" kind of cab car at one end to make an effective pushpull set
23:50:18  <sim-al2> So much so that Amtrak effectively refused to operate them, and starting using regular locomotive-hauled sets instead
23:50:32  <drac_boy> heres one of these http://www.railpictures.net/images/d1/8/5/4/7854.1394927271.jpg
23:50:51  <sim-al2> New York state has been mad at Amtrak for years because of that, but apparently the state didn't want to pay for the fixes either
23:50:53  <drac_boy> as I recall the large cab/windshield was due to mockup testings for trackside visibility among other things
23:51:31  <sim-al2> I think that might be needed because of the size of the nose and the raised position
23:51:36  <sim-al2> *driver's position
23:52:08  <sim-al2> The top is probably part of the collision structure too, in case of overturning
23:52:41  <sim-al2> It's pretty ugly tbh, but it replaces the large ex-locomotive that had to be dragged around
23:52:52  *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/]
23:53:11  <sim-al2> Painting the nose a bit differently would help
23:53:21  <drac_boy> and about NY .. well I imagine its one of these "if you don't like it then pay to get it out" catch-22 .. and amtrak not getting any payment from NY gives us a simple answer to that? :)
23:55:13  <drac_boy> btw the cabbage units amtrak used on other trains weren't that heavy at all when compared to the coach behind them...especially if you had sealed up the fuel tank empty in first place
23:56:13  <sim-al2> It's an ex-F40PH, dragging around a 260,000 lb unit for collision purposes only
23:56:41  <sim-al2> Soley because the first generation Talgos weren't collision-rated here
23:56:48  <drac_boy> one of their issue naturally was the high floor for baggage loading ... but to change that meant spending money modifying things (rather than just simply gut it and stop the budget at that)
23:57:50  <sim-al2> Well, the frame makes it hard too, because the floor of the engine room is right on the top of the frame, and the engine's crankcase has a small well in the middle
23:58:16  <sim-al2> The coaches are pretty light, not more than 110,000 lbs
23:59:10  <sim-al2> The new coaches that Amtrak and others are ordering will also be around that weight, but with full collision rating, even the cabcars
23:59:58  <sim-al2> Dragging around a weight like that for no reason definetly hurts fuel economy

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