r4m0n changed the topic of #kspmodders to: Technical discussion ONLY (KSP related or not), for random shit-talking, join #shitshow (seriously)
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<GlassYuri> SilverFox, you won't believe how stupid I am
<GlassYuri> I'm working on loading the trains from the layout file but had an issue where the list stayed empty
<GlassYuri> turns out I had written two. fucking. implementations. of it and kept adding trains to one then reading from the other
<GlassYuri> I did that in the same session without noticing
<GlassYuri> ...should I store rolling stock and consists separately
<GlassYuri> I probably should
<GlassYuri> consists are recursive and can contain other consists instead of rolling stock directly, but that is probably the only place where they should be considered equal
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<SilverFox> GlassFragments, the fuck is a consist?
<GlassFragments> multiple train cars coupled together
<GlassFragments> because we're programmers, 'multiple' is zero or more
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<SilverFox> so tell me how a train can consist of other trains
<SilverFox> because really that's just one bigger train
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<GlassFragments> SilverFox, because there are many situations in which parts of a train could be divided into smaller groups
<SilverFox> k but why
<SilverFox> "parts of a train" is just unnecessarily segmenting a whole train
<SilverFox> just save the whole train
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<SilverFox> otherwise you'll inevitably run into issues where things interact only with a part of the train, or only part of the train loads
<GlassFragments> when it comes to coupling and uncoupling I want to be able to split the train into meaningful pieces
<SilverFox> if you decouple, you just remove the karts from the point on the list, down
<SilverFox> whether they become their own new train is up to you, but you definitely don't just segment the whole train because of whatever reason you have
<GlassFragments> there still is a 'whole train'
<GlassFragments> it just can contain another whole train if it wants to
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<BenjaminK> GlassFragments: Vessel made of parts -> train made of cars
<BenjaminK> do it like ksp :V
<SilverFox> that's what I'm suggesting
<SilverFox> but it sounds like he's suggesting that multiple vessels can be stored inside a single vessel instance
<GlassFragments> I mean, it's not like ksp tries to to keep track of which vessel was which during undocking
<GlassFragments> but AFAIK in the dumbest way possible, just saving the original name and flag of each part, and when undocking taking these values from the highest priority part
<GlassFragments> the advantage of that way however that it works regardles of how and where you split the vessel
<SilverFox> so why not just store the name of the train in the engine itself
<SilverFox> what's the data type that's only 2B?
<SilverFox> so uh
<SilverFox> I set the console window height and width to be like, 88, 232
<SilverFox> it filled my 1080p screen
<SilverFox> why
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<SilverFox> huh, it seems I've forgotten how to dwarves fortress this shit
<SilverFox> I can write the layout to console, but I can't move the cursor back over the stuff I wrote
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<SilverFox> naw I got it, gotta go older more manual style
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<SilverFox> I am very bad at console shenanigans
<SilverFox> doesn't help that I'm suddenly not feeling well
<r4m0n> DF uses OpenGL :-P
<SilverFox> is DF that console game?
<r4m0n> you cited dwarf fortress one hour ago and forgot it already? XD
<r4m0n> and no, DF LOOKS like a text-based game, it isn't
<SilverFox> text-based being with the console chars and stuff right?
<SilverFox> yeah that one
<SilverFox> it's all just entirely console chars
<SilverFox> this shit is a mess
<SilverFox> I can't seem to work out an elegant method of taking in inputs and procesing them
<r4m0n> what do you need to do and why? input generally is a trivial problem
<SilverFox> I need to process arrow keys
<SilverFox> and map that to the movement, which I can do
<SilverFox> however, there comes problems whereas it's either stupid laggy or not registering taps
<SilverFox> it requires holding it for excessive periods of time
<r4m0n> what are you making this on, and what are you using to check the keys?
<SilverFox> C#, console app obvs, using Console.ReadKey().Key which seems to be the problem
<SilverFox> however i dunno how to read keys otherwise
<SilverFox> having a switch case made it better, but it still fucking sucks
<r4m0n> let's start with "why the hell are you making a game in console-mode?"
<SilverFox> because fuck it why not
<r4m0n> guess what? you're finding out why not
<SilverFox> console is my goto
<SilverFox> if DF can do it so can I
<r4m0n> want to do console apps? then go and do it the way it was made before, write it in C++ or Pascal
<r4m0n> DF IS A FUCKING OPENGL GRAPHICAL APPLICATION
<SilverFox> well fuck
<r4m0n> C# console mode is made for fucking CLI and server apps
<r4m0n> want to do it in the console anyway? fine. implement a DirectInput interface to read the keys
<SilverFox> hmmmmmmmm
<SilverFox> thanks
<SilverFox> well shit, I can't reference the directx dll
<r4m0n> but suggestion: stop trying to do stuff the hard way and go do it in Unity
<SilverFox> I could
<SilverFox> I've never done a Unity2D project before
<r4m0n> you haven't ever done a console project either, so? XD
<SilverFox> what you mean I haven't done console projects?
<SilverFox> I have plenty
<r4m0n> obviously no games
<SilverFox> none like this, no
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