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Log for #openttd on 27th March 2017:
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00:00:28  <Samu> @calc 828 - 802 + 158 - 146
00:00:28  <DorpsGek> Samu: 38
00:00:40  <Samu> well, 38 tiles away then
00:02:30  <Samu> perhaps i could try a mix of 2 different searches
00:02:49  <Samu> first, it tries to Find the closest reachable ship depot
00:03:18  <Samu> if it does not find it, then resort to using the original search, based on distance manhattan
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00:05:19  <Samu> would be less cpu intensive in case the ship needs servicing and doesn't find any
00:05:34  <peter1138> Just make them sink.
00:05:50  <Samu> :)
00:06:23  <Samu> 38 is quite short, hmm let me see what the max distance was on the original
00:07:23  <peter1138> dosbox to the rescue
00:09:17  <Samu> maximum_go_to_depot_penalty / YAPF_TILE_LENGTH
00:09:30  <Samu> YAPF_TILE_LENGTH is 100
00:09:57  <Samu> maximum_go_to_depot_penalty is something i can find on config file
00:10:26  <Samu> 2000
00:10:33  <Samu> @calc 2000 / 100
00:10:33  <DorpsGek> Samu: 20
00:10:40  <Samu> orly?
00:10:52  <Samu> well then 38 is higher
00:10:54  <Samu> keks
00:10:59  <Samu> screw it
00:13:11  <Samu> i still need a fallback to the old find method when I manually click the button to send a ship to depot
00:13:26  <Samu> i don't like the "cannot find local depot" error message
00:13:47  <Samu> either this, or increase max node search thingy
00:14:01  <Samu> but I don't know how to increase that
00:15:50  <supermop_home> need a cheap peaty scotch for cocktails
00:16:00  <supermop_home> ardbeg is way too $ here now
00:16:52  <Wolf01> Ok, I seem to have fixed all the errors... today I might try to get it to the emulator
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00:34:54  <Wolf01> 'night
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01:37:05  <nekomaster> damn
01:37:16  <nekomaster> Making sprites takes me way too long
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08:46:06  <peter1138> http://direct.asda.com/LEGO-City---Cargo-Train---60052/000702811,default,pd.html?source=2925&promotype=Social+Traffic&cmpid=afc-_-GEOR-_-awin-_-201465-_%20-generic&cm_mmc=GEOR-aff-_-awin-_-Gratisfaction%20UK-_-201465&awin_aff=201465_Gratisfaction+UK_Gratisfaction%20UK_Social+Traffic&awc=2925_1490604356_892ed239ef0f485d6b016e0a30c8902e
08:46:11  <peter1138> uhm
08:46:17  <peter1138> i don't need a lego cargo train do i?
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08:58:00  <Wolf01> o/
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08:59:04  <peter1138> yes
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08:59:34  <Samu> hi
08:59:34  <Wolf01> Sadly that's not what she said :(
09:00:25  <Wolf01> Mmmh, looking for the CPC emulator I found I still have scout installed...
09:00:42  <Wolf01> What piece of crap
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09:09:08  <Wolf01> o/
09:09:52  <Wolf01> Mmmmh, I really don't want to type all the code by hand
09:10:27  <Wolf01> Oh, autotype feature opened a textbox
09:29:14  <Wolf01> Good, only 1 error so far
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10:05:56  <Samu> wow, everytime the ship moves from a tile to another, it asks the pathfinder to chose track
10:06:21  <Samu> for the vast majority of time, the path is still the same
10:06:25  <Samu> :(
10:06:40  <andythenorth> ships are slow
10:06:55  <andythenorth> the water tile might have changed
10:07:08  <andythenorth> it’s inefficient eh?
10:07:40  <Samu> i think so
10:09:28  <Samu> i think it should be able to cache the path the first time it computes it
10:10:30  <Samu> the next time it is computing it, it could look at the cache first, see if all the nodes are still valid
10:11:17  <Samu> only if they're not, it would re-ask the pathfinder
10:12:07  <Samu> at least from my observations, that's what I think it should be doing
10:12:22  <Samu> but i'm no real programmer, i could be missing something obvious
10:12:52  <__ln__> https://github.com/luanfujun/deep-photo-styletransfer/blob/master/README.md
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10:15:16  <Wolf01> Nice, some buildings look like photoshopped, but sky and lights seem from an hdr photo
10:32:10  <Samu> @calc 12 * 4096 * 4096
10:32:10  <DorpsGek> Samu: 201326592
10:32:21  <Samu> that is many nodes
10:34:15  <Samu> max_search_nodes = 1000000
10:34:21  <Samu> caps at this value :(
10:44:53  <andythenorth> this one is badass https://github.com/luanfujun/deep-photo-styletransfer/blob/master/examples/final_results/best51_t_1000.png
10:49:11  <dlite> Samu: couple of obvious things: If path is not computed at every tile, then the ship should at least check at minimum if the next tile in path is free to be moved to, if not, then compute new path
10:49:55  <dlite> this would lead to inefficient re-pathing if something changes midway, as the ship would first try original path and only then figure out a new, though i admit this is quite rare
10:50:38  <dlite> also, ship could always just check every now and then if the whole path it has is valid, this should be relatively quick compared to running whole pathfinder algorithm
10:51:30  <peter1138> Samu, yeah, that's why ship pathfinding kills performance
10:52:35  <peter1138> It should be possible to cache a path, and invalidate it if water is changed
10:52:51  <Samu> just tested 1000000 nodes, it is not enough to find a ship depot on the opposite corner of a 4096x4096 map :(
10:53:05  <Samu> and it stalls soooo much it's not worth it
10:53:21  <peter1138> this is partly why pbs for trains is not the performance hog that people claim. that reserved path is used instead of pathfinding
10:53:45  <andythenorth> reserved ship paths
10:53:49  <peter1138> could do!
10:54:02  <peter1138> need to stop ships from crashing into each other
10:54:05  <andythenorth> apply rule of the sea
10:54:18  <andythenorth> don’t go on reserved tiles
10:54:21  <andythenorth> problem solved
10:54:25  <peter1138> that might even work :p
10:54:32  <andythenorth> no need for collision detection or crap
10:54:38  <peter1138> just reserve say a dozen tiles ahead
10:54:39  <andythenorth> which is handy when we don’t have ship sizes
10:54:45  <peter1138> when it gets to the end, pathfind again
10:55:05  * andythenorth looks forward to ships going round in circles near an isthums :)
10:55:12  <peter1138> :DD
10:55:21  <andythenorth> how close can a ship follow another ship?
10:57:32  <dlite> implement path-finding as a gpu-shader on OpenCL to take the load out of the poor cpu
10:59:13  <peter1138> yeah no
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11:00:58  <andythenorth> does that make 1-tile canals one way?
11:01:04  <peter1138> andythenorth, hmm, yeah, 12 tiles may be too much, but 2 tiles wouldn't give much benefit.
11:01:11  <andythenorth> ha we could do it like railroad tycoon
11:01:11  <peter1138> andythenorth, yeah it would
11:01:25  <peter1138> how did that do it?
11:01:28  <andythenorth> make it so ships can pass through each other as long as one is stopped
11:01:36  <andythenorth> in RT 3, one train had to yield
11:01:36  <peter1138> ah
11:01:43  <peter1138> reasonable
11:01:46  <andythenorth> so it would unreserve at that point
11:02:05  <peter1138> damn it, i'm at work and now i want to implement this :p
11:02:34  <peter1138> also multistop docks
11:02:37  <peter1138> or rather
11:02:49  <peter1138> place dock tiles the same way as station tiles
11:02:57  <peter1138> and then any water next to a dock tile is dockable
11:03:25  <peter1138> unnecessary of course
11:03:26  <andythenorth> yes
11:03:35  <andythenorth> unnecessary but much better
11:04:35  <peter1138> maybe if the water tile next to the dock tile has a special flag, then it would be better for pathfinding
11:04:38  <peter1138> yes
11:04:44  <peter1138> heck could even just be a station tile itself
11:05:57  <peter1138> someone archive this convo please, for 5 years time when i decide to revisit it
11:06:25  <andythenorth> I’ll put it on the github :P
11:06:39  <andythenorth> https://github.com/andythenorth/NotWater/issues/1
11:07:26  <peter1138> "rivers have a flow direction, more powerful ships go faster upstream"
11:07:41  <peter1138> ^ that's why samu's patches for rivers and locks are a bit weird
11:08:01  <peter1138> i mean, river boats exist
11:08:24  <peter1138> but locks aren't usually used to block a river
11:08:31  <andythenorth> https://github.com/andythenorth/NotWater/issues/1#issuecomment-289422663
11:09:38  <andythenorth> I think samu’s attempt to only generate lockable rivers is good
11:10:14  <peter1138> hmm
11:10:35  <peter1138> and wider rivers, though that didn't work too well in the pics :)
11:10:40  <peter1138> it's a good aim though
11:11:10  <andythenorth> if someone teaches the pathfinder to go diagonally, I’ll draw the sprites
11:11:18  <andythenorth> I did draw some, but I had a rage quit about it
11:11:26  <andythenorth> then deleted them as a kind of door-slam-flounce
11:12:13  <peter1138> ?
11:12:16  <peter1138> oh for rivers
11:12:30  <andythenorth> yeah
11:12:31  <peter1138> http://fuzzle.org/~petern/ottd/halfriver.png
11:12:37  <peter1138> i may have a patch for it
11:12:42  <peter1138> doubt it
11:12:42  <andythenorth> nicely played
11:12:52  <peter1138> that would've been a manually placed one i guess
11:12:57  <andythenorth> I particularly like how the river ignores gravity in that example
11:13:06  <peter1138> yes yes
11:13:21  <peter1138> also the broken graphics on the last slope
11:13:33  <peter1138> although i like the winding bit and the double thick curve
11:13:49  <andythenorth> you’re enlarging the S-bends?
11:13:55  <peter1138> i did there
11:13:58  <andythenorth> like a geography GCSE project
11:14:05  <peter1138> i assume i placed it all by hand
11:14:06  * andythenorth did a lot of river traversing, in wellies
11:14:10  <peter1138> pic is from 2009
11:14:18  <peter1138> heh
11:14:43  <peter1138> http://fuzzle.org/~petern/ottd/half.png
11:14:44  <peter1138> haha
11:15:03  <peter1138> half-size gui sprites
11:15:52  <peter1138> http://fuzzle.org/~petern/ottd/icons.png
11:15:55  <peter1138> don't think that ever made it
11:16:28  <peter1138> why did i add joystick support?
11:17:20  <andythenorth> ugh http://dev.openttdcoop.org/attachments/download/8396/rivers_diagonal.png
11:17:25  <andythenorth> better http://dev.openttdcoop.org/attachments/download/8395/diagonal.png
11:18:58  <peter1138> That one looks shopped
11:19:16  <andythenorth> it is a painting with crayons
11:19:34  <peter1138> wonder if i still have the patch for halftile rivers
11:20:44  <andythenorth> this: http://dev.openttdcoop.org/attachments/download/2148/ugly_river_2.png
11:21:09  <peter1138> Seems not.
11:24:46  <andythenorth> also this http://dev.openttdcoop.org/attachments/download/3179/river_dock.png
11:25:09  <andythenorth> eh this one’s pretty nice though http://dev.openttdcoop.org/attachments/download/5621/dock.png
11:25:22  <peter1138> heh
11:25:26  * andythenorth cba to build shiny stations any more
11:25:29  <peter1138> that's one way to do it
11:25:33  <peter1138> yeah me neither
11:27:44  <peter1138> problem with my dock plan is savegame conversion ;(
11:28:03  <peter1138> hmm, probably not insurmountable
11:28:43  <andythenorth> fork it!
11:28:54  * andythenorth could get boring saying that
11:29:03  <peter1138> fork?
11:29:04  <peter1138> why?
11:29:16  <andythenorth> I have nothing :P
11:30:40  <peter1138> ok, some bits in m3 can be used to store ship path reservation
11:31:53  <peter1138> dunno if the docking part should be MP_WATER or MP_STATION. if it's MP_WATER then things like river/canal state still work.
11:33:15  <andythenorth> it doesn’t need any newgrf crap, right?  It’s just a tile;
11:33:26  <andythenorth> or does it need a bouy or something on it?
11:34:12  <peter1138> no it's just a blank water tile that ships stop on
11:34:27  <peter1138> my previous attempts all failed because the dockable tile wasn't actually a thing
11:34:37  <peter1138> so it has to be looked up all the time from neighbouring tiles
11:45:33  <andythenorth> can it show animated seagulls? o_O
12:01:49  <Wolf01> peter1138, that's why I failed with the multitile docks too :(
12:13:28  <Wolf01> frosch is right also, we'll need a generic station type, accessible from every gui, and not just train station
12:13:37  <peter1138> hm
12:13:43  <peter1138> not fussed about gui :D
12:14:02  <peter1138> i had a patch for docks that mostly worked, it was the one that abused roadstops to list the dockable tiles
12:14:25  <peter1138> and each pathfinder call had to iterate the roadstop list to calculate the dockable location
12:14:32  <peter1138> dodgy
12:14:41  <peter1138> animated seagulls. well.
12:15:38  <peter1138> animated segfaults are more likely
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12:18:53  <andythenorth> so instead of docks, we get docking points?
12:18:59  <andythenorth> single tile, built on water?
12:19:06  <peter1138> no
12:19:15  * andythenorth was hoping docks would die :D
12:19:24  <andythenorth> dunno why
12:20:46  <peter1138> well that may be possible but not immediately what i'm thinking
12:21:13  <peter1138> docking points are automatically placed at water adjacent to dock tiles
12:21:23  <peter1138> initially that'll be adjacent to the existing dock layout
12:21:34  <peter1138> but could easily be a single tile, or a tile on water
12:22:11  <peter1138> this gives you multiple docking points, without any pathfinder trickery needed to find them
12:24:29  <peter1138> no external arrays as it's on the map
12:24:45  <andythenorth> with a seagull
12:24:47  <andythenorth> :P
12:25:02  <peter1138> MP_SEAGULL
12:25:14  <Wolf01> You could mark those tiles with a buoy or... seagulls
12:25:41  <peter1138> Wolf01, i'm more thinking of them being implicit tiles
12:26:01  <peter1138> but i suppose custom graphics are not impossible
12:27:19  <peter1138> Can I fix broken strings these days?
12:27:54  <Wolf01> Could those tiles allow to be modified at any time? Terraforming, adding new station parts over water
12:28:07  <peter1138> Wolf01, yes they would be treated as water tiles
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13:08:03  <Samu> hmm
13:08:11  <Samu> broken down vehicles still call the pathfinder
13:08:28  <Samu> do they really have to?, i mean they're basically stopped
13:16:02  <peter1138> probably shouldn't if they're stopped
13:20:07  <Wolf01> Mmmh, I should trim my beard :/
13:24:59  <peter1138> nah
13:25:17  <peter1138> it's better looking homeless
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14:01:13  <Wolf01> Booored
14:02:05  <Wolf01> I should finish that patch for NRT but I don't even know what it should do exactly
14:03:33  <peter1138> merge it
14:03:53  <Wolf01> Nah, it's broken now
14:04:00  <peter1138> oh
14:04:36  <Wolf01> Or at least it does the right thing at the wrong place
14:06:11  <Wolf01> Like... disabling the construction of roadstops and depots because no vehicle is defined for that roadtype, but the roadtype is compatible with others, so vehicles for it exist anyway
14:19:54  <supermop> Wolf01: which patch?
14:20:18  <Wolf01> Rework of check to build roadtype infrastructures
14:20:41  <Wolf01> https://github.com/andythenorth/NotRoadTypes/tree/can-build-vehicle-infrastructure
14:21:16  <Wolf01> https://github.com/andythenorth/NotRoadTypes/blob/can-build-vehicle-infrastructure/src/road.cpp#L258 <- exactly this part
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14:52:58  <Alberth> hi hi
14:53:02  <Wolf01> o/
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15:06:35  <Wolf01> Mmmh, shouldn't the check for building infrastructures check on existing vehicles first and then on possible new ones?
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15:10:32  <Alberth> o/
15:10:38  <andythenorth> lo
15:11:39  <Alberth> I guess you want both checks, order isn't very relevant, as it's not likely a user will try to overbuild on a vehicle, imho
15:12:15  <Alberth> unless you have other infrastructure in mind than I have :p
15:12:52  <crem> /msg nickserv identify <`5hb6��!8�Z�ͭd=ݔ$�$Etdl*ܲ��o�s�^�/��\���f��d+�Z:=Ŏ�!ǿ��(�W�b�zgh������Kx*�W���(gpg�fҧӓ���<��
15:12:56  <crem> oops
15:13:09  <Wolf01> Nice password
15:13:27  <crem> already changed
15:13:40  <Wolf01> I should start to put arabic chars too
15:14:05  <Wolf01> Maybe even something like... щ(ಥДಥщ)
15:15:54  <Alberth> "please tell password"     "I can't, but I can draw it for you"
15:16:00  <Wolf01> :D
15:17:15  <Wolf01> Ok, 55 minutes of work even today and I fixed part of the problem
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15:49:14  <marrenarre> Hi. Is there any way to run an AI on a server as a client? What I mean is, can I connect to a server and have the game play for me based on an AI.
15:49:47  <Wolf01> andythenorth, peter1138, about ship pathfinding iirc somebody once tried to make it with super cells like map chunks, let's say 32x32, looking first if the bodies of water were connected so it could reach the destination, then for the exact path it suggested something like pbs but only in the 32x32 cell and just to reach the exit pont
15:51:23  <Wolf01> marrenarre, usually AIs aren't really multiplayer safe, but there might be some exceptions
15:51:41  <marrenarre> Wolf01: Why not?
15:52:01  <Wolf01> Desyncs
15:52:29  <planetmaker> marrenarre, no, AIs are a server-side extension. As client connecting to a server you cannot run an AI which plays for you
15:53:09  <marrenarre> planetmaker: So I would have to modify the game to do that? Is there any way to script my gameplay without modifying the game?
15:53:57  <planetmaker> no, I don't think there is a script interface for the client-side
15:54:25  <peter1138> Wolf01, why would it desync?
15:54:39  <planetmaker> the usual argument against that is "why have the game play itself?"
15:54:50  <planetmaker> desyncs with AI are or should be no issue
15:54:56  <peter1138> Why not?
15:55:18  <peter1138> Might be a nice competition
15:56:11  <peter1138> Damn it, my belt is losing inches but I'm still not losing weight :S
15:56:24  <V453000> sounds like a bug
15:56:26  <V453000> belt losing inches
15:57:02  <Wolf01> <peter1138> Wolf01, why would it desync? <- in fact, it shouldn't
15:58:51  <Wolf01> Eh, when I tried to do some gym I even gained some weight... which I dropped again when I finished the subscription... I have a black hole in my stomach
16:04:20  <marrenarre> planetmaker: Okay, thank you.
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16:16:21  <Alberth> https://www.tt-forums.net/viewtopic.php?f=33&t=58905&hilit=ship+pathfinding&start=20  <-- Wolf01? / andythenorth / peter1138  ship pathfinding
16:16:57  <Wolf01> Exactly
16:18:11  <Alberth> JPS may outperform it, as that add nodes only at 'interesting' points, and never in the middle of sea
16:19:07  <Alberth> hmm, except for back-navigation, so not entirely never
16:35:03  <andythenorth> hmm
16:35:08  <andythenorth> coffee estate is tricky
16:35:52  <Wolf01> Don't forget a civet farm
16:36:30  <Wolf01> 0.1t/year of coffee production
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16:51:41  <andythenorth> I improved vineyard yesterday http://dev.openttdcoop.org/attachments/download/8394/vineyard.png
16:52:22  <andythenorth> coffee plantation should be like that, but with trees also http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#coffee_estate
16:53:06  <andythenorth> https://antoniorussouk.files.wordpress.com/2012/05/blue_mountains.jpg
16:54:03  <andythenorth> coffee bushes + tree cover
16:54:47  <andythenorth> http://cmhike.com/wp-content/uploads/2010/10/001-IMG_7093-CMU-Coffee-Plantation.jpg
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16:55:14  <Alberth> like the vineyard, but an open space with trees near the house?
16:56:30  <Alberth> more different is perhaps better, darker green for the coffee-'vine' ?
16:57:13  <Alberth> or the colour of the small tree in the coffee-estate
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17:02:13  <peter1138> http://fuzzle.org/~petern/ottd/fixlangs.diff
17:02:44  <peter1138> ^ adds missing colour codes in translations
17:03:33  <andythenorth> something like this, plus trees http://dev.openttdcoop.org/attachments/download/8398/coffee_estate_improved.png
17:04:12  <supermop> andythenorth: sometimes they use nets
17:04:29  <supermop> for shade
17:10:10  <Alberth> peter1138: bit tricky that, but I guess translators will fix it again if it is wrong
17:12:23  <TrueBrain> planetmaker: tnx for email
17:12:29  <TrueBrain> totally and fully forgot we run Atlassian software
17:12:31  <TrueBrain> grr
17:15:47  <peter1138> Alberth, yeah... using --word-diff at least shows nothing in the translation itself is changed
17:16:18  <peter1138> although it adds "[- -]" and "{+ +}" to show changes
17:16:23  <peter1138> which also makes it harder to grok :p
17:19:39  <andythenorth> http://dev.openttdcoop.org/attachments/download/8399/coffee_estate_improved_2.png
17:19:43  <andythenorth> kind of a wall of green
17:19:47  <andythenorth> looks realistic
17:19:48  <andythenorth> but eh
17:20:11  <andythenorth> basically I like it, but need to try other trees
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17:59:09  <frosch123> hoi
17:59:58  <TrueBrain> there will not be any nightly today (in case anyone was waiting for one)
18:28:52  <peter1138> ok
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18:36:57  <peter1138> ooh it crashed
18:37:56  <TrueBrain> who did?
18:38:37  <peter1138> Couldn't get registers: No such process.
18:38:41  <peter1138> Well, that's less useful ;(
18:48:15  <andythenorth> probably that will do http://dev.openttdcoop.org/attachments/download/8400/coffee_estate_improved_3.png
18:48:31  <andythenorth> or is this one actually better? http://dev.openttdcoop.org/attachments/download/8399/coffee_estate_improved_2.png
18:48:58  <Alberth> a bit too many big trees, not?
18:49:38  <andythenorth> I think so
18:50:02  <Alberth> I like it better than the first attempt
18:50:26  <Alberth> that one is so flat, so similar to the vine yard
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18:55:32  <peter1138> Well that was weird.
18:55:50  <peter1138> Could not debug it. Could not close debugger. Could not kill openttd.
18:55:56  <peter1138> Could not cleanly reboot...
18:59:06  <peter1138> On the other hand, multiple docks was working for a second ::p
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19:03:27  <andythenorth> Alberth: #2 is too flat?
19:03:30  <andythenorth> lo Pikka
19:03:46  <andythenorth> it appears in same economy as vineyard, so it needs to look different :)
19:04:10  <Pikka> oh hello
19:04:21  <peter1138> peeka
19:04:27  <Pikka> oui
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19:05:34  <andythenorth> Alberth: http://dev.openttdcoop.org/attachments/download/8401/coffee_or_wine.png
19:06:18  <Pikka> whatever happened to notfields
19:07:51  <andythenorth> it’s notdone
19:08:17  <Pikka> notwrong
19:12:45  <Alberth> I meant the "coffee_estate_improved.png" was too flat.  Still a lot of trees on this one as well, but maybe it's better, it looks more different that way
19:13:02  <Alberth> o/ pikka
19:13:36  * andythenorth has ideas
19:13:48  <Alberth> oh dear :p
19:14:03  <Alberth> hopefully not notideas :p
19:14:38  <Alberth> some sort of fence could make it look different too
19:14:50  <Alberth> or some earth wall-ish
19:14:57  <andythenorth> hmm fences
19:15:46  <Pikka> hmm ideas
19:17:49  <andythenorth> what ho Pikka ?
19:17:53  <andythenorth> is it things?
19:18:09  <Pikka> possibly
19:19:18  <Pikka> not really sure yet
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19:42:24  <peter1138> netsplit eh
19:42:55  <andythenorth> I blame the seagulls https://www.tt-forums.net/viewtopic.php?p=1147459#p1147459
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19:43:04  <nekomaster> Bonjour!
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19:43:24  <peter1138> MP_SEAGULLS see
19:43:40  <peter1138> stupid network :S
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19:44:27  <peter1138> ...
19:44:34  <peter1138> MP_SEAGULLS see
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19:46:05  <andythenorth> oh these are the funny 1 tile docks https://www.tt-forums.net/viewtopic.php?f=47&t=75089&p=1174700&hilit=seagull#p1174700
19:46:12  <andythenorth> or some kind of object trickery
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19:46:21  <andythenorth> beyond my understanding :P
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19:51:40  <glx> wow chan buffer filled with netsplits join/leave
19:57:28  <andythenorth> trainz http://www.railpictures.net/photo/611240/
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19:57:42  <nekomaster> Are things fixed now ._.
19:57:56  <nekomaster> is IRC Armageddon over?
20:03:18  <peter1138> maaaybe
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20:26:54  <Wolf01> Wow, netsplotfest?
20:27:00  <Wolf01> splot
20:27:02  <nekomaster> lol
20:32:16  <peter1138> hmm, why is the intro game loaded twice?
20:32:32  <Wolf01> 'coz is cool
20:35:26  <frosch123> peter1138: before grf scan and after grf scan
20:35:32  <peter1138> yebbut
20:35:40  <peter1138> hm
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20:35:58  <frosch123> to activate static grfs or something
20:36:06  <peter1138> such a silly concept
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20:37:02  <Wolf01> frosch123, I tried to fix the build infrastructure check today, I actually fixed it so it behave like the default NRT but last time you said about a lot of cases missing
20:37:44  <frosch123> that's long ago :p
20:37:50  <frosch123> a month or so
20:38:03  <frosch123> i guess there is stuff on paste
20:38:39  <Wolf01> Yes, that's implemented, but only that one, I should figure out the missing cases
20:44:53  <peter1138> hmm, right, oil rigs...
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20:56:45  <Samu> bah, i made ships able to service on competitor ship depots, i don't want this
20:57:55  <Wolf01> LOL
20:58:23  <Wolf01> Add a d->owner == _local_company
20:58:47  <peter1138> staring at yapf
20:58:52  <peter1138> still no idea how it works
20:58:57  <peter1138> templates, structs, typedefs...
20:59:25  <Wolf01> Maybe I could understand that, I do weird stuff
21:01:02  <peter1138> hmm, multiple inheritance
21:02:16  <Wolf01> That's my kind of stuff
21:02:37  <Samu> i need a way to make yapf test vehicle owner is the same as the tile owner at the destination
21:05:10  <Wolf01> Way -> ==
21:05:21  <michi_cc> peter1138: The template and inheritance stuff is kinda misleading. Overall, it is simply some kind of object composition (which I'm sure has some fancy pattern name :P).
21:05:38  <peter1138> michi_cc, yup
21:05:43  <Samu> Severity	Code	Description	Project	File	Line	Suppression State Error	C2065	'_local_company': undeclared identifier	openttd	D:\OpenTTD\trunk\src\pathfinder\yapf\yapf_ship.cpp	246
21:05:47  <peter1138> michi_cc, thing is i spend an hour figuring it out
21:05:52  <peter1138> then never have to touch it
21:05:57  <peter1138> so when i look again, i've no idea
21:06:00  <Wolf01> You should have seen my html forms framework... somefields had 6 levels of inheritance
21:06:19  <peter1138> i do c#, no multiple inheritance
21:06:24  <michi_cc> peter1138: For each kind of pathfinder, combine an origin provider, an destination provider, a cost function, and a node follow, spice up with a generic A* base and voila, YAPF is born :)
21:06:37  <michi_cc> s/follow/follower/
21:08:06  <peter1138> the weird naming and code style doesn't help :)
21:08:32  <peter1138> m_ isn't used anywhere else
21:17:15  <Samu> i have a problem, yapf destination tile doesn't have tile owner, hap
21:17:17  <Samu> halp
21:17:51  <Samu> looks like ship depots are very unique, in that vehicles of any companies can go into
21:18:04  <Samu> but not actually stop to service on there
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21:20:32  <peter1138> if you have the dest tile you can get the owner
21:22:21  <Samu> i have the dest tile, but v->owner isn't being accepted :(
21:23:48  *** UD98 is now known as Tenu
21:25:53  <Samu> bool bDest = IsShipDepotTile(n.m_segment_last_tile) && IsTileOwner(n.m_segment_last_tile, v->owner) && GetShipDepotPart(n.m_segment_last_tile) == DEPOT_PART_NORTH;
21:26:11  <Samu> 'v': undeclared identifier
21:26:14  <Samu> halp
21:27:59  <peter1138> TILE_ADD TileIndexDiffC
21:28:07  <peter1138> hmm
21:28:12  <peter1138> old macros ;(
21:28:27  <Wolf01> I remember the old macros
21:29:13  <peter1138> That's still used.
21:30:13  <Wolf01> There is also BEGIN_TILE_LOOP somewhere or it was definitely removed? XD
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21:32:52  <peter1138> That got replaced with TileArea or something like that.
21:33:25  <peter1138> TILE_AREA_LOOP
21:33:27  <Wolf01> It was weird somewhat, the END_TILE_LOOP was "}}" IIRC
21:33:30  <peter1138> well, not so fun.
21:33:39  <peter1138> yeah, annoying macros
21:34:12  <Wolf01> At least now is more resembling a custom construct
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21:36:53  <peter1138> I think TileArea was something I created originally for newgrf stations
21:37:24  <Eddi|zuHause> isn't that what iterators are for?
21:38:15  <Eddi|zuHause> not that i would have any clue how an iterator looks in C++
21:38:25  <peter1138> Good to see code from 2004 still lying around
21:39:12  <peter1138> ^efaeb27 station_cmd.c       (truelight         2004-08-09 17:04:08 +0000  196) #define M(x) ((x) - STR_SV_STNAME)
21:39:16  <peter1138> that's a good'un
21:40:03  <Eddi|zuHause> wow i have not read that name in ages
21:40:17  <peter1138> Yeah, I wonder whatever happened to him...
21:40:23  <Eddi|zuHause> ;p
21:40:31  <Wolf01> :D
21:40:51  <Eddi|zuHause> @seen truelight
21:40:51  <DorpsGek> Eddi|zuHause: I have not seen truelight.
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21:41:22  <Wolf01> Bah, useless bot... parse old logs :P
21:41:26  <peter1138> nice that git knows about moving files around and renaming...
21:42:55  <Wolf01> Mmmh, I only have logs from 2009 in this machine
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21:50:54  <Samu> looks like i got this
21:50:58  <Samu> bool bDest = IsShipDepotTile(n.m_segment_last_tile) && IsTileOwner(n.m_segment_last_tile, Yapf().GetVehicle()->owner) && GetShipDepotPart(n.m_segment_last_tile) == DEPOT_PART_NORTH;
21:51:01  <Samu> let's see
21:52:40  <supermop> hmm recruited wants to call me about job i applied for that i am 99% sure i cannot get
21:52:47  <supermop> recruiter
21:53:47  <Eddi|zuHause> and why do you apply for jobs you're 99% sure you can't get?
21:53:47  <supermop> that's the problem with recruiters instead of applying directly with the employer. Employer will take one glance, know they do do want to hire you, and then not waste any of your time
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21:54:20  <supermop> recruiter has noting else to do all day but throw huge numbers of candidates at jobs
21:54:43  <supermop> Eddi|zuHause: not seriously looking for new jobs just yet, so just for warm up
21:54:55  <Samu> yep, it's heading to the correct company depot now
21:55:02  <Samu> not the competitor's
21:55:11  <Eddi|zuHause> well, i wouldn't know how that works...
21:55:23  <Eddi|zuHause> i didn't technically "apply" for my job
21:55:26  <supermop> also apply to 200 jobs that i have a 1% chance of getting, and maybe i get two offers to choose from
21:55:32  <Wolf01> supermop, at least you have that 1% of chance
21:55:34  <Eddi|zuHause> nor my previous job
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21:56:36  <supermop> Wolf01: may be less - i am probably a bit under-qualified, and according to linked in, there are already 300 applicants
21:56:55  <supermop> also linked in job listing are mostly a joke
21:58:07  <Eddi|zuHause> i don't know how linked in works
21:58:19  <Eddi|zuHause> and i have no intention of finding out any time soon
21:59:14  <supermop> vast majority of hires do not come from there, or company already has someone in mind, but need to interview a few more people just to be sure
21:59:37  <Wolf01> Here they look for people under 30 to hire as apprentice, also I'm already qualified (even if I don't have all the knowledge) for every possible IT job, because that's how it works in Shitaly, it doesn't matter if you repaired printers or you were a developer... you have the same qualify, so you can't be an apprentice anymore
22:00:29  <Eddi|zuHause> i'm not entirely sure, but apparently the job i got was already open for like a year, and they didn't find any applicants
22:00:52  <DorpsGek> Commit by peter1138 :: r27832 /trunk/src/lang (21 files) (2017-03-28 00:00:45 +0200 )
22:00:53  <DorpsGek> -Fix: Missing or incorrect colour codes in translations
22:01:09  <Wolf01> Oh, 2 jobs ago I was hired because other applicants didn't even know the difference from a domain address and email address
22:01:55  <supermop> Eddi|zuHause: i find it pretty useless, but its the kind of thing where it is looks weird if you don't have a profile
22:02:34  <supermop> i've never actually got a job from it
22:03:05  <Eddi|zuHause> i think we live in completely different worlds :p
22:04:41  <nekomaster> wtf
22:05:03  <nekomaster> I konw theres a differance between a domain address and email... but what is a domain address?
22:05:07  <peter1138> I do. I'm still in the same job I was in when I started on OpenTTD.
22:05:10  <nekomaster> something to do with networking?
22:05:16  <peter1138> Even my boss asks me why I am still there :p
22:05:57  <Wolf01> nekomaster shit@domain.com = email address, domain.com = domain address, com = 1st level domain
22:06:06  <Eddi|zuHause> my boss assumes i'll stay with the company for the next 40 years
22:06:07  <nekomaster> oh yeah
22:06:16  <nekomaster> I am a derp
22:06:52  <peter1138> we normally just call them "domains"
22:07:22  <Wolf01> We are strange people
22:07:25  <Eddi|zuHause> possibly a domain name
22:07:27  <nekomaster> hmm
22:07:53  <nekomaster> weird thing is how gmail.com and googlemail.com both goto the same addresses that use them but are considered different emails
22:08:07  <nekomaster> Example : Owen@gmail.com or Owen@googlemail.com
22:08:19  <nekomaster> (those aren't real emails, so dont try emailing owen at them)
22:08:27  <Wolf01> Do you know you own also O.wen@gmail.com?
22:08:46  <Wolf01> Also Ow.en@ Owe.n@
22:08:55  <Wolf01> Or even o.w.e.n@
22:09:13  <Eddi|zuHause> nekomaster: the reason for that is that some random guy registered "gmail" as a trademark in germany, before google could
22:09:28  <Eddi|zuHause> nekomaster: so in germany, google had to establish "googlemail" as a replacement
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22:11:42  <nekomaster> heh
22:12:28  <nekomaster> I actually registered my own email twice with dropbox just so I could recommend my 2nd email for dropbox and get 500MB more space on my Main dropbox
22:12:36  <peter1138> o_O
22:12:38  <Wolf01> Ahah
22:12:47  <peter1138> My dropbox is massive somehow
22:12:59  <Eddi|zuHause> i haven't used my dropbox in ages
22:13:13  <nekomaster> if you link your dropbox with a phone, you get like 50GB of storage I think
22:13:17  <nekomaster> or some large amount
22:13:18  <Wolf01> I use it only for my lego stuff
22:13:25  <peter1138> Ah it was at one point.
22:13:34  <peter1138> It's 5.2GB which is bigger than the default.
22:13:35  <nekomaster> I guess they do that so that if your on  a phone you're going to use dropbox to back up your phone data
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22:14:32  <nekomaster> I have 4.3GB used out of 53.38GB total space on my dropbox
22:14:35  <Eddi|zuHause> i only used dropbox because some guy at university shared some files i needed
22:14:45  <nekomaster> I use dropbox to store my OpenTTD projects
22:14:57  <nekomaster> it also gives me a nice stable location to link IMages from
22:15:10  <Eddi|zuHause> wouldn't a github or something be more fitting?
22:15:23  <nekomaster> I don't feel like going through the trouble of setting all that up
22:15:26  <nekomaster> and I'm a one man team
22:15:27  <peter1138> :s
22:15:36  <peter1138> Imagine if we'd had git from the start of ottd
22:15:46  <peter1138> All my dead patches would be... dead branches :p
22:15:50  <nekomaster> lol
22:16:06  <supermop> linked in seems to have a lot of trouble understanding my industry
22:16:19  <supermop> and keeps suggesting totally unrelated jobs
22:16:23  <nekomaster> Well I store my GRF, Heightmaps and Scenarios in dropbox and work out of my local dropbox folder in Windows
22:16:38  <nekomaster> even when I compile a new GRF dropbox syncs it quickly
22:17:27  <supermop> like in the same batch of recomendations, it will suggest to apply to be a senior architect, a graphic designer, a highly specialized civil engineer, and some kind of business strategy consultant
22:17:40  <supermop> as it thinks these are all basically design
22:18:13  <Eddi|zuHause> sounds close enough :p
22:19:02  <supermop> not to mention all the IT jobs that now have 'architect' in the title
22:19:13  <nekomaster> what?
22:19:24  <Eddi|zuHause> sounds like the kind of jobs a person with good charisma and people skills would go through, without the other people noticing in time that he is completely clueless about the actual job
22:19:28  <nekomaster> Doing to design a building out of ethernet cables and server racks?
22:20:08  <supermop> Eddi|zuHause: i am pretty clueless about most jobs, but i do a decent job talking with strangers, so maybe i should give it a shot
22:20:36  <nekomaster> after I go back to school for Grade 12 math to upgrade, I would prefer to get a job in retail again
22:20:46  <nekomaster> Preferably with electronics or computers
22:20:55  <supermop> fool my way into becoming the CEO of Prada  or something
22:21:34  <supermop> once you make it to CEO, probably less of a problem if you have no idea or interest in what your company does
22:21:56  <Eddi|zuHause> supermop: well, you should not stick around a job for too long
22:22:37  <supermop> i generally stay in jobs too long
22:23:07  <supermop> and usually work in small companies where there is no real path to promotion or pay raises
22:23:18  <Wolf01> I would like to stay in a job enough to be independent
22:23:22  <Eddi|zuHause> i've recently seen one of those "motivational" calendars which had the phrase "it doesn't suffice to have no clue. you also have to be the boss"
22:23:35  <Wolf01> Which means... 20 years or so
22:24:50  <supermop> Wolf01: found the company
22:25:17  <nekomaster> hmm
22:25:39  <Wolf01> I would like to get a job about R&D... research and destroy
22:26:41  <supermop> i think there are still some italian defense contractors
22:26:43  <nekomaster> What if there was a company that hired people just to work at other jobs and fuck shit up
22:27:41  <Eddi|zuHause> there was a guy a few years ago, who was caught outsourcing all his work to india and go on vacation for the difference in salary
22:27:55  <nekomaster> hmm
22:28:14  <Wolf01> nekomaster, those are called temp agencies
22:28:19  <nekomaster> In india, who does techsupport for them?
22:28:22  <nekomaster> the chinese?
22:28:24  <nekomaster> Canadians?
22:28:28  <nekomaster> Moon men?
22:28:44  <Eddi|zuHause> moon meat miners?
22:29:01  <nekomaster> "Hello, you have reached Smell Tek Support, how may I help you?"
22:29:46  <Eddi|zuHause> tech support in india is probably more common for english-speaking countries anyway
22:30:20  <nekomaster> Weird thing is that I hear a lot of people saying shit about Indian tech support but I've had good experiences with Bell Canada's support
22:30:26  <Wolf01> Indeed, we (ab)use Romany and/or Albany
22:30:35  <nekomaster> the only thing that sucks sometimes is when their microphone is too low
22:31:29  <Eddi|zuHause> possibly german tech support sits in eastern europe
22:32:06  <Samu> just posted
22:32:07  <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=76137
22:32:09  <Samu> it's ugly
22:32:32  <nekomaster> I hate the flooring in my apartment
22:32:33  <Samu> i don't know better, i'm surprised i made it that far
22:32:40  <Eddi|zuHause> where many people learn german as second or third language
22:32:49  <nekomaster> Parquet flooring always comes up after a few years of rough use
22:33:06  <nekomaster> so many tiles are missing around my desk that my computer chair gets stuck
22:33:32  <Eddi|zuHause> ever heard of carpets?
22:34:14  <nekomaster> Too much money and not really allowed in rentals
22:34:22  <nekomaster> you can't really change up the place in rental units in canada
22:34:27  <nekomaster> Its considered "damage"
22:35:00  <nekomaster> Someone in my building moved out about a year ago after having painted their apartment and they had to pay 500 bucks in damges to have the place repainted
22:35:36  <nekomaster> BUddy did a much better paint job then these apartments usually have and when they repainted the apartment it went back to being shittier 1 coating of paint
22:35:40  <Wolf01> But you are free to destroy your parquet
22:35:53  <Eddi|zuHause> uhm, don't you have to pay for repainting anyway after like 5 years?
22:35:59  <nekomaster> We'll probably have to pay for that even though I didn't do it on purpose
22:36:26  <Samu> where's a yapf expert?
22:36:35  <Wolf01> Samu, noone is
22:36:38  <Samu> or npf expert, opf expert, needs work on it
22:36:42  <Wolf01> We told you many times
22:36:46  <Samu> ok :( t.t
22:36:46  <nekomaster> Pretty sure most landlords dont repaint apartments while the tenent lives in the unit
22:36:53  <nekomaster> at least not in Canada
22:37:11  <Eddi|zuHause> no, the tenant is responsible for that
22:37:16  <Wolf01> But if you ask your landlord for repairs he should do it or let you do it
22:37:41  <nekomaster> Here in Canada they want you to file a request
22:37:53  <nekomaster> even if your licensed if you fuck up and cause damages your liable
22:38:06  <Eddi|zuHause> yeah, landlord is responsible for repairs, and tenant is responsible that the place looks new after he moves out
22:38:07  <Wolf01> Then do it, you will have to pay anyway, show yourself as one which cares
22:38:35  <nekomaster> Hell when we had a major issue with our drains backing up being on the first floor, we almost got a fine for using drain cleaner because "it might damage the pipes"
22:38:55  <nekomaster> at leeast we didn't have to pay the plumbers to come in and snake our drains out
22:40:30  <nekomaster> If you rent in Canada, be prepared for American level stupidity
22:41:45  <Wolf01> If you rent in Shitaly be prepared for literally everything
22:42:25  <nekomaster> Then again I guess it could be worse, I could live in a rat and/or roach infested building, or I could live in a country where my apartment could either fall apart with the slightest jolt
22:42:26  <Wolf01> Specially if you have neighbors which still use gas tanks instead of proper gas lines
22:42:28  <nekomaster> or get bombed
22:42:44  <nekomaster> I think its illegal to use gas in apartment buildings in most parts of Canada
22:43:02  <nekomaster> its even illegal to use Gas/Propane BBQ's on your own balcony in an apartment building
22:43:05  <Wolf01> Here is the normality, and I agree it should be illegal
22:43:52  <Wolf01> But the rule here is "it's not your business, gtfo, and don't dare to call the cops"
22:43:56  <nekomaster> I wish we could maybe afford to rent a townhouse (not like the row houses you get in Europe/UK) so we could have a bit of a yard to have a BBQ and store our bikes in
22:44:30  <nekomaster> Here in Canada its more like "It might be your buisness but the cops wont do much and filing complaints barely does much either"
22:44:35  <nekomaster> So pretty much live with it or leave
22:45:11  <Samu> so many typos
22:45:28  <Samu> is my topic clear enough?
22:47:46  <Wolf01> <nekomaster> So pretty much live with it or leave <- same here, but I would like to add "or die"
22:48:46  <nekomaster> depending on where you live in Canada, you might get hurt if you bother with the wrong neighbours
22:49:00  <nekomaster> Another thing, I would love to get out of this building
22:49:14  <nekomaster> A couple of weeks ago we had the POlice and SWAT all over this building
22:49:28  <nekomaster> Probably a bunch of Drug busts
22:59:44  <glx> [00:19:39] <nekomaster> Doing to design a building out of ethernet cables and server racks? <-- http://i.imgur.com/FcRcb0o.jpg
23:00:10  <nekomaster> Looks like a giant Switch or rack full of switches
23:05:35  <nekomaster> https://s-media-cache-ak0.pinimg.com/originals/27/10/1d/27101d4feca3bc14e4c83a969aa5774a.jpg
23:05:42  <nekomaster> i need to draw something like that
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