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Log for #openttd on 27th October 2016:
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00:08:48  <Wolf01> 'night
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01:44:49  <Ethereal_Whisper> So I've been having problems with my SLH's and started a new game to rebuilt a new network... the trains almost invariably choose the outer track of my ML
01:44:54  <Ethereal_Whisper> Wondering how I can fix this
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03:16:06  <Sylf> Ethereal_Whisper, check signals on the track that trains don't choose
03:16:38  <Sylf> Post the .sav file on some file share site - some one might take a look at it too
03:19:57  <Ethereal_Whisper> I will, Sylf ... currently working on a BBH
03:19:58  <Ethereal_Whisper> Er
03:19:59  <Ethereal_Whisper> MSH
03:20:24  <Ethereal_Whisper> Could you take a look at one of my all to all joiners with a TL of 4?
03:20:44  <Ethereal_Whisper> http://i.imgur.com/Na19BMz.png
03:20:56  <Ethereal_Whisper> It's 4->2 inner to outer
03:21:12  <Ethereal_Whisper> Inner lanes from the MS so the outer lanes (ML) get priority
03:34:19  <Sylf> a pic of just one section of MSH doesn't tell me much
03:39:31  <Ethereal_Whisper> http://puu.sh/rWZ6F/06f4adf60c.sav
03:41:54  <Sylf> so,this is not the map you were having problem where trains weren't chosing tracks evenly?
03:42:02  <Ethereal_Whisper> Correct
03:42:14  <Sylf> then there's not much I can say or do about this one
03:42:18  <Ethereal_Whisper> I am about to try building my first SLH
03:42:43  <Sylf> other than to say that some curves are shorter than the train length, but I don't know what trains you will be running
03:42:56  <Ethereal_Whisper> Strong class trains, the TL is 4 but they can handle CL 3
03:43:55  <Sylf> there's one CL2 at bottom right
03:44:59  <Ethereal_Whisper> On the west-south joiner from the MS?
03:45:36  <Sylf> yes
03:45:57  <Ethereal_Whisper> Odd, the game measures it as 3
03:46:23  <Sylf> the consecutive zig-zag-zig-zag at the split
03:46:40  <Sylf> that's almost CL1
03:46:45  <Sylf> actually, it is CL1
03:47:06  <Ethereal_Whisper> Oh, before the double bridge on the outer track?
03:47:19  <Sylf> no bridges there
03:47:32  <Sylf> it's the line leading to a tunnel
03:47:39  <Ethereal_Whisper> Oh, that
03:47:45  <Ethereal_Whisper> That doesn't slow down the set of trains I'm using
03:47:58  <Sylf> yes, it will.  trust me.
03:48:14  <Sylf> it will go 112km/h or something at best
03:48:27  <Sylf> not 160km/h you're looking for
03:48:40  <Sylf> maybe slower
03:49:31  <Sylf> if in doubt, send some trains that way and test those lines.
03:49:58  <Ethereal_Whisper> I changed it anyway, heh
03:50:36  <Sylf> there's one minor spot that trains can slow down unnecessarily, but that's a smaller issue.
03:51:01  <Sylf> after the very top double bridge, if the train takes the top split, that CL is too short for TL4 CL3 trains.
03:51:29  <Sylf> but those trains will only slow down to maybe 145km/h for a fraction of a second
03:51:38  <Ethereal_Whisper> Let me send some trains through it
03:52:53  <Ethereal_Whisper> It maintained its full speed of 150 km/h on my test
03:55:07  <Ethereal_Whisper> It appears the joiner I built is balanced
03:55:19  <Ethereal_Whisper> http://i.imgur.com/qGoUQeC.png
03:58:21  <Sylf> It's the 2 tile section like http://i.imgur.com/lFZk50m.png which will cause the slow-down
03:58:46  <Ethereal_Whisper> Yeah, I got rid of that :)
03:59:08  <Sylf> when single train covers 3 bends, it's counted something shorter than CL3
03:59:58  <Sylf> (that sentence taken out of context is incorrect, but... meh.)
04:00:08  <Ethereal_Whisper> I understand you
04:09:26  <Ethereal_Whisper> Thanks for the help :)
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04:34:22  <Ethereal_Whisper> Good morning V453000
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05:16:47  <Lejving> Sylf, are you able to start up coopserver?
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06:58:22  <Ethereal_Whisper> I am no longer having outside lane bias with my SLH joiners :)
07:40:08  <V453000> yo
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08:35:55  <Wolf01> o/
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09:12:06  <Ethereal_Whisper> o/
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10:36:09  <Wolf01> o/
10:36:13  <andythenorth> moin
10:36:24  <goodger> hoi
10:36:27  <Wolf01> At the end I did A+B XD
10:36:38  <andythenorth> :P
10:37:02  <Wolf01> Was easy, one more variable and 2 lines of code moved inside an if
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11:27:12  <andythenorth> where is V453000
11:27:13  <andythenorth> https://twitter.com/thisisinsider/status/790431905590022144
11:29:43  <Wolf01> Lol, I linked it some nights ago, he already saw it :D
11:30:33  <andythenorth> oh :|
11:30:37  * andythenorth glory stolen
11:30:56  <Wolf01> Stolen mine too, he alredy saw it before XD
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11:31:50  <Wolf01> We common paesants are always the last ones which see bleeding edge techs :)
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12:06:49  <Wolf01> The time has come to do the game's state machine
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13:14:27  <Wolf01> I have a little domain problem... I need to know the map width to be able to convert the coordinates of a tile to and from index (something like OTTD's TileXY() function); until now I passed the width every time I needed to do the conversion to the "Coordinates" type, I'm trying to understand if its right or if it's better to move those conversion methods directly in the map structure
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13:40:21  <andythenorth> Wolf01: in a game, “it probably doesn’t matter"
13:40:28  <andythenorth> put it where
13:40:31  <andythenorth> - it’s easiest to read
13:40:45  <andythenorth> - it makes the most sense to find it if using search or similar
13:41:09  <andythenorth> - it doesn’t bleed information into other places that should be encapsulated cleanly in one object
13:41:18  <andythenorth> but mostly put it where it’s easiest to read
13:41:23  <Wolf01> It matter when you need to pass another dependency through 3 classes to use it in the last one
13:42:14  <andythenorth> do you end up including more things all over the place?
13:43:05  <Wolf01> I don't follow you
13:43:23  <andythenorth> if you’re passing it through more classes, do they all have to import the original class?
13:44:52  <Wolf01> No, I just need to load the dependency in the controller (bad, because it should be passed even there), pass it to the factory then to the tile
13:45:31  <andythenorth> the width of the map is an intrinsic property of the map, or the entire game?
13:45:43  <Wolf01> The single map
13:46:13  <Wolf01> If it was for the entire game, I would have used a constant :P
13:46:22  <andythenorth> there’s no right answer on proper domain, because you’re converting between the co-ordinate system of two domains
13:46:34  <andythenorth> both domains are involved, therefore no clear canonical answer
13:46:39  <andythenorth> write the code that’s easiest to delete :P
13:46:52  <Wolf01> No, domain is intended as software design, not data design
13:47:41  <andythenorth> it’s two objects though, no?  Map, and Game
13:47:47  <andythenorth> or so
13:51:38  <Wolf01> I'm trying to follow this https://en.wikipedia.org/wiki/Domain-driven_design not really easy but helps to keep things well separated and working
13:53:05  <andythenorth> oic :)
13:53:11  <andythenorth> Enterprise Concepts :)
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13:53:16  <andythenorth> no comment :P
13:54:02  <Wolf01> I started to use that when I worked as web developer
13:54:13  <andythenorth> what larks
13:55:13  <andythenorth> actually it’s kind of how we build software in my current work
13:55:55  <Wolf01> Also on personnel level, everybody had to do only it's work, the designer should not bother about what the developer does (except at brainstorming stage)
13:56:31  <Eddi|zuHause>  <Wolf01> I have a little domain problem... I need to know the map width to be able to convert the coordinates of a tile to and from index (something like OTTD's TileXY() function); until now I passed the width every time I needed to do the conversion to the "Coordinates" type, I'm trying to understand if its right or if it's better to move those conversion methods directly in the map structure <-- can't you encapsulate that with get-
13:56:32  <Eddi|zuHause> methods? Tile.Index, Tile.X, Tile.Y?
13:57:31  <Wolf01> Tile.GetCoordinates() -> [x, y] on map and Tile.GetPosition() -> [x, y] on screen
13:57:48  <Eddi|zuHause> yes, something like that
13:58:06  <andythenorth> it’s like ActionScript LocalToGlobal(coords) and GlobalToLocal(coords)
13:58:16  <Wolf01> Yes
13:58:34  <andythenorth> imho it doesn’t really matter what the domain is, it might even be a global utility
13:59:01  <andythenorth> pick the one you can delete with least work :)
13:59:02  <Wolf01> I use the first one for map handling (load from file, edit....) and the second for drawing
14:00:32  <Wolf01> *drawing, movement, collisions...
14:00:49  <andythenorth> yup
14:01:21  <Wolf01> Also is easier to convert from coordinates to tileindex than center-of-tile to tileindex :P
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14:02:03  <Wolf01> o/
14:02:17  <Alberth> hi hi
14:02:36  <Eddi|zuHause> Wolf01: the point is, that this Tile-class could know the width as a class-variable without you passing it everywhere
14:03:02  <Wolf01> I could pass it on tile initialization
14:03:17  <Eddi|zuHause> (a class-variable is a variable that is shared between all objects of a class)
14:03:43  <Eddi|zuHause> (so if you change it, it will be changed for all objects)
14:04:16  <Wolf01> I have static classes and structs for that, but the map isn't static, that's the problem
14:04:32  <andythenorth> does it change during the game loop?
14:04:36  <andythenorth> (dimensions)
14:04:41  <Wolf01> No
14:04:55  <Wolf01> Or... when I load a new map it could change
14:05:08  <andythenorth> yes
14:05:16  <andythenorth> when you instantiate a map, you instantiate tiles?
14:05:33  <Eddi|zuHause> yes, so when you load a game you change the member of the Tile class
14:05:43  <andythenorth> pass it into the constructor, or similar
14:06:34  * andythenorth wonders how that’s implented internally :P
14:06:36  <andythenorth> implemented *
14:06:49  <andythenorth> if you store a few extra bytes on every tile, and you have 15,000 tiles....
14:06:52  <Eddi|zuHause> it would be the responsibility of the map constructor to adjust this variable
14:07:19  <andythenorth> do class vars consume just the few extra bytes, or 15000 * few bytes?
14:07:24  <Eddi|zuHause> andythenorth: a class-variable is not replicated like that
14:07:43  <andythenorth> that would be a silly language design
14:07:51  <Eddi|zuHause> andythenorth: it's basically a global variable, limited to the scope of the class
14:07:55  <Alberth> 15000 * few bytes is not worth thinking about, at a desktop
14:08:23  <andythenorth> I am old enough to have been told ‘you must look up things like that in function, to save memory'
14:08:34  <andythenorth> which may not even have been true 15-20 years ago
14:08:54  <Alberth> mostly it's not true today
14:09:00  <Eddi|zuHause> andythenorth: the variable is "global" for all objects of the class, but invisible for everything else
14:09:18  <Alberth> don't know about 15-20 years ago, but euhm, that's gone
14:09:45  <andythenorth> self-taught flash programmers teaching other programmers
14:09:52  <andythenorth> blind leading the blind :P
14:09:52  <Eddi|zuHause> andythenorth: do not assume you're more clever than the compiler's optimizer
14:09:56  <andythenorth> I am not
14:10:18  <andythenorth> although…flash?  Director?  You sure that still holds? :P
14:10:51  <Alberth> there is too much insane software out there :p
14:11:02  <Eddi|zuHause> andythenorth: so you can focus your developer time on things that improve an order of magnitude, like saving a loop, but not about switching operations within the loop to try to get an instruction or two faster
14:11:40  <andythenorth> or arguing with the product owner to remove the feature by better design :P
14:11:43  <andythenorth> even more saving
14:12:48  <Eddi|zuHause> andythenorth: you mean like https://news.ycombinator.com/item?id=12692595
14:13:18  <andythenorth> that is one approach yes
14:14:45  <andythenorth> I keep being surprised that lots of programmers are a bit thick
14:14:47  <andythenorth> dunno why
14:14:54  <andythenorth> maybe I’m an optimist :P
14:17:05  <Wolf01> I think I could remove the coordinates thing from the tile and use diretly the map for that
14:17:52  <Eddi|zuHause> you mean like Map.ConvertIndexToCoordinates?
14:18:02  <Wolf01> Yes
14:18:12  <Eddi|zuHause> that could work
14:18:48  <Wolf01> No other downsides than a debug function and some tests I could rewrite without problem
14:19:16  <Wolf01> The map loading already does that it's own way
14:21:26  <Wolf01> Like Map.AddTile(x, y, tile), Map converts x, y in tileindex and stores the tile
14:23:25  <Wolf01> Also when I'll want to save the map (from editor) I just do Map.Save(filename), I don't pass the tiles to to an another class which does the loop
14:23:50  <Wolf01> I could inject a SaveFormat class to the Map for that
14:25:04  * andythenorth bbl
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14:32:21  <supermop> forum trolling again
14:33:19  <Ethereal_Whisper> Forgetting to connect a sideline station exit lane ftw
14:33:25  <Ethereal_Whisper> "train 426 is lost" out of nowhere
14:33:32  <Ethereal_Whisper> "what the fuck why... oh I'm dumb"
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16:12:09  <andythenorth> http://www.eurobricks.com/forum/index.php?/forums/topic/141169-cor-mcra-smooth-sailing/
16:13:20  <Wolf01> Nice micro scale
16:15:04  <andythenorth> TTD ish
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18:33:28  <andythenorth> hmm, no OS X compile
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22:22:29  <Wolf01> 'night
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23:07:49  <welshdragon> the mystery of RV's sparking in 1.6.1 continues: https://www.tt-forums.net/viewtopic.php?f=31&t=75325&p=1178324#p1178324
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