IRC logs for #openttd on OFTC at 2010-04-22
            
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05:21:02 <planetmaker> good morning
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06:23:02 <Terkhen> good morning
06:36:09 <Rubidium> good morning, how art thou today?
06:44:09 <Terkhen> a bit sleepy :)
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07:38:18 <andythenorth> @calc 16017 & 5
07:38:18 <DorpsGek> andythenorth: Error: Something in there wasn't a valid number.
07:38:28 <andythenorth> @calc 16017 * 5
07:38:28 <DorpsGek> andythenorth: 80085
07:38:40 <peter1138> * is a valid number? :D
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07:48:18 <Mazur> Which OpenTTD auto updater works on Unix?
07:48:37 <planetmaker> autostart
07:49:30 <planetmaker> it requires a shell, most probably a bash
07:49:50 <planetmaker> so it should also work on linux and OSX
07:50:36 <Mazur> It is, however, conspicuously absent from the indicated place: svn://svn.openttd.org/tools/autostart
07:51:25 <Terkhen> http://svn.openttdcoop.org/tools/autostart
07:53:40 <Mazur> svn: URL 'http://svn.openttd.org/tools/autostart' doesn't exist
07:55:27 <Terkhen> openttdcoop, not openttd
07:56:09 * Mazur thwaps himself.
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08:00:47 <Mazur> It does indeed seem to work a little better that way.
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08:11:11 <Ammler> Mazur: feel free to commit patches or whatever, no idea, how it works on other systems with other servers...
08:13:25 <Mazur> If ever I need to do that, you will of course be informed.
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08:14:21 <Mazur> For now I just want to make a script to get into a coop gsame and automagically do all the prerequisites as necessary.
08:16:27 <Ammler> it still breaks with newgrfs...
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08:50:10 <Ammler> on the download page, you link to the trac readme, imo http://svn.openttd.org/trunk/readme.txt is nicer
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09:19:52 <Rubidium> but... svn over http caused lighty to break
09:20:18 <TrueBrain> lucky it is over apache :p
09:20:54 <Rubidium> yeah,now it may not matter that much anymore
09:21:27 <Ammler> he, another advantage of the trac version is that you can link to a certain line
09:22:03 <Rubidium> oh yes, people are complaining about seeing the IPv6 logo "extra" when they don't use IPv6
09:22:11 <Ammler> osai should make you a nicer trac logo
09:22:34 <TrueBrain> Rubidium: really?
09:23:04 <TrueBrain> haha, it is always shown .. who breaks it :p
09:23:22 <Rubidium> either nginx fcgi or I did
09:23:49 <TrueBrain> I just blame you
09:23:55 <TrueBrain> easier like that
09:24:11 <Rubidium> but then http://vcs.openttd.org/svn/changeset/19676/ should be broken
09:24:35 <TrueBrain> nope
09:24:37 <Ammler> can't remember seeing that, so souldn't be long broken :-)
09:25:35 <TrueBrain> your memory is indeed our method of determining length of brokeness :p
09:25:52 <Ammler> isn't it?
09:26:11 <Ammler> I never saw that before :-P
09:26:14 <TrueBrain> Rubidium: done
09:26:18 <peter1138> your length is indeed our method of determining brokenness of memory
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12:25:37 <Cadde> Please help me grasp this right. If i make a class in C# whose only purpose is to act as an int and my idea of how to do this is: [public static implicit operator MyInt(int i) { return i; }
12:25:47 <Cadde> How should i go at making it actually work
12:26:02 <Cadde> since i get stack overflow errors (for obvious reasons)
12:26:29 <Sacro> ?
12:26:35 <blathijs_> Is there any reason to assume anyone here knows C# ? :-)
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12:26:39 <Sacro> wha? the point of that being?
12:26:55 <Sacro> blathijs: i'm yet to discover if anyone here knows C! :)
12:26:59 <Cadde> No but i assume C and C# are the same but possibly different on these two subjects ;)
12:27:17 <Sacro> Cadde: what would be the point?
12:27:37 <Cadde> Sacro: The point would be to have other functionality assigned with it.
12:27:47 <Cadde> Not to mention it is inherited
12:28:10 <Sacro> why not just use an int?
12:28:24 <Cadde> The question is HOW not WHY i would though. If you have another solution that does the same thing then please tell me =)
12:28:39 <Cadde> Sacro: Because i can't ok? I just can't
12:29:26 * Cadde hides something
12:29:36 <Cadde> I just need to make it work
12:29:38 <Eddi|zuHause> <Cadde> No but i assume C and C# are the same <-- yeah, the same like a motorbike and a helicopter...
12:30:06 <Noldo> C++ is closer to C#
12:30:07 <Eddi|zuHause> they both have an engine and run on fuel...
12:30:09 <Cadde> Eddi|zuHause: A motorbike flies for a while if you want it to
12:30:54 <Cadde> I still would very much like to hear about a solution to the problem.
12:31:02 <Cadde> How do i make an int class.
12:31:26 <Eddi|zuHause> but you are in a very wrong place to get this answer
12:31:45 <Cadde> Eddi|zuHause: Doesn't hurt to try
12:31:52 <Noldo> it might
12:31:54 <Eddi|zuHause> what i mean is: you are just asking a biker gang how to build a helicopter
12:32:29 <Cadde> Fine... I'll go look someplace else...
12:34:52 <Sacro> Cadde: ##csharp on freenode
12:35:12 <Cadde> Sacro: thanks
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12:42:27 <Eddi|zuHause> http://www.youtube.com/watch?v=cjr0bIsxLtE <-- to whom it may concern (knowledge in german might be useful) :p
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13:15:46 <Belugas> hello
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13:41:04 <planetmaker> http://www.tt-forums.net/viewtopic.php?p=873018#p873018 <-- I'm not quite sure what point ChillCore is trying to make
13:41:16 <planetmaker> I'm quite sure though that he's missing my point there...
13:41:34 <planetmaker> or don't I understand him?
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13:45:08 <Eddi|zuHause> i definitely don't understand either of you...
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17:00:45 <Turgid> Wow I just noticed the Improved Loading Algorithm option. That should be default!
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17:06:25 <Yakuzing> I believe it is.
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17:07:07 <james> Are there any limits on the type of object a vector can contain?
17:07:17 <Turgid> Well it was turned off for me...
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17:07:24 <Guest911> vector<string> works, but vector<MyClass> doesn't
17:08:41 <__ln__> what is "doesn't work"?
17:09:08 <Guest911> When I compile, I get a very long error message
17:09:32 <Terkhen> Guest911: the message will tell you what happens
17:09:41 <Terkhen> (when you google it)
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17:27:22 <CIA-6> OpenTTD: smatz * r19693 /trunk/src/network/ (core/tcp_game.h network_server.cpp): -Codechange: split STATUS_INACTIVE to two states
17:27:36 <TrueBrain> which 2? :p
17:28:29 <SmatZ> STATUS_INACTIVE and STATUS_NEWGRFS_CHECK
17:28:40 <SmatZ> the message looked strange
17:28:50 <SmatZ> split STATUS_INACTIVE to STATUS_INACTIVE and STATUS_NEWGRFS_CHECK
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17:29:00 <SmatZ> doesn't even look like a sentence
17:30:09 <TrueBrain> :p
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17:45:29 <CIA-6> OpenTTD: translators * r19694 /trunk/src/lang/ (greek.txt luxembourgish.txt norwegian_nynorsk.txt polish.txt):
17:45:29 <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
17:45:29 <CIA-6> OpenTTD: greek - 8 changes by vesnikos
17:45:29 <CIA-6> OpenTTD: luxembourgish - 1 changes by Phreeze
17:45:29 <CIA-6> OpenTTD: norwegian_nynorsk - 1 changes by 2rB
17:45:31 <CIA-6> OpenTTD: polish - 16 changes by xine
17:45:34 <TrueBrain> thank you WT3.0 :)
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17:57:04 <Turgid> I wish there was a "load some" order. I don't want them to leave empty, but I don't necessarily want them to wait for a full load. This is probably not a common problem though.
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17:58:43 <peter1138> well you can use timetabling to make them wait a little bit, but...
18:00:53 <Turgid> Yeah that's what I've done, it's better than nothing.
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18:02:35 <Turgid> Of course then if there does happen to be a full load, they wait around in the station for awhile before delivering it.
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18:07:12 <Barbaar> !password
18:07:12 *** Barbaar was kicked by DorpsGek (Wrong channel. Retry in #openttdcoop.)
18:10:46 <Eddi|zuHause> hm... what a rare sight nowadays :p
18:14:10 <Belugas> a newby :)
18:14:17 <Belugas> and a goneby
18:18:27 <SmatZ> :D
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18:19:51 <james_> Can class MyClass contain vector<MyClass>?
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18:21:15 <Yexo> not sure, but it can contain a vector<MyClass*>
18:22:17 * SmatZ wonders why is there std::move
18:22:27 <SmatZ> when there could be something like "operator <-"
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18:26:08 <james_> I can't get it to work with vector<MyClass*> either
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18:28:00 <james_> I have in the header class MyClass { public: vector<MyClass> myvector; };
18:28:32 <james_> Then, in a method of MyClass, "MyClass m; myvector.push_back(m);"
18:29:51 <Rubidium> no copy constructor?
18:30:23 <__ln__> Rubidium: irrelevant
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18:32:17 <james_> Putting "MyClass m; myvector.push_back(m);" in a constructor is silly, but I haven't put it in a constructor
18:32:52 <SmatZ> james_: what does the compiler say?
18:32:59 <james_> About ten screens
18:33:09 <SmatZ> :D
18:33:19 <SmatZ> something about recursive template instantiation?
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18:34:59 <CIA-6> OpenTTD: rubidium * r19695 /trunk/src/network/network_server.cpp: -Fix: leaking a file descriptor
18:36:48 <james_> I don't see anything on template or instantiation, but I do see something about copy constructors
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18:46:38 <james_> Any idea?
18:49:35 <SmatZ> james_: http://paste.openttd.org/225704 works for me
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19:09:16 <james_> AahH!
19:09:28 <james_> I declared an fstream in the header!
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19:31:47 <__ln__> oh my, i thought it ceased to exist over 20 years ago, but now it's here.
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19:41:38 <Eddi|zuHause> and it took you two months to come up with this joke?
19:41:50 <CIA-6> OpenTTD: terkhen * r19696 /trunk/src/terraform_gui.cpp: -Fix [FS#3781]: Avoid showing building toolbars behind the main toolbar when the "Link landscape toolbar" setting is active.
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19:47:43 <JostVice> sup guys, just discovered the awesome world of openttd and i'm struggling with a problem. is it possible to connect a train station to a city with a bus station? orders of train and bus at that station should be 'transfer'?
19:47:56 <JostVice> i guess the idea also translates to boats and planes
19:48:04 <Eddi|zuHause> JostVice: yes and no
19:48:14 <dihedral> :-P
19:48:29 <Eddi|zuHause> transfers can only work one way, so you can transfer people from the bus to train, or from train to bus, but not both
19:49:43 <JostVice> ummmm so what would be the ideal thing
19:49:46 <Eddi|zuHause> JostVice: in the order window, you have options for "load" and "unload", set this to "transfer and leave empty"
19:50:18 <Eddi|zuHause> the train station should accept passengers, and the busses should be set to transfer
19:50:28 <__ln__> Eddi|zuHause: i don't pay attention to people who don't talk, usually
19:50:32 <JostVice> that for both?
19:50:40 <JostVice> or only for bus
19:50:52 <OwenS> JostVice: only the bus
19:50:54 <Eddi|zuHause> no, only bus should use transfer at the train station
19:51:10 <Eddi|zuHause> all other orders should be normal (or full load)
19:51:23 <JostVice> right
19:51:57 <JostVice> i'm supposed to connect with bus train stations that aren't directly in the center of the city?
19:52:08 <Eddi|zuHause> yes
19:52:10 <JostVice> I mean, the stations have no passenger, when the city has 4k+
19:52:20 <JostVice> makes sense...
19:52:25 <OwenS> JostVice: or trams
19:52:28 <JostVice> yea
19:52:33 <OwenS> Or other trains
19:52:48 <Eddi|zuHause> works great at airports as well
19:52:53 <OwenS> Or, as we (#openttdcoop'ers) often do, trams to trains to main station
19:53:05 <JostVice> so the transfer thing is to transfer from something to something else, I understand it for cargo and that because it is one way, but with passengers
19:53:12 <JostVice> for example, a bus that goes to a dock that goes to a oil rig
19:53:38 <OwenS> JostVice: "Transfer and take cargo" means pickup and don't unload. "Transfer and leave empty" means "Leave cargo here, don't pick anything up"
19:53:39 <Eddi|zuHause> JostVice: it's a technical problem
19:53:41 <JostVice> haha im still learning trains, I can only do 1 way trains (signal are a mindfuck for me )
19:54:04 <Eddi|zuHause> keep on learning :=)
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19:54:21 <JostVice> i've been seeing the different examples on the wiki
19:54:27 <JostVice> you guys build mad stuff
19:54:46 <JostVice> oh well, I have to wait for the authorities to let me build a bus stop...
19:57:22 <JostVice> the only tihng that matters to improve a city's rating is to plant trees? do the different actions in a city (like the build buildings, etc) help it?
19:58:37 <OwenS> JostVice: yes. Bribes work well if not discovered. Good stations help also
19:59:39 <JostVice> yes to both? :P
19:59:48 <JostVice> i'm unsure about bribing
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20:18:47 <Rhamphoryncus> It's far easier to ruin your reputation than to recover it. Often I build local bus service in a city just to get my reputation up, because I play to later build a rail line near it (which will destroy trees)
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20:25:50 <JostVice> so bus should be set to transfer and leave empty? because i think my bus is taking the people he comes with, leaving none for the train...
20:25:59 <Eddi|zuHause> yes
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20:26:41 <Eddi|zuHause> that is the problem why you can't have two way transfers, busses just pick up the passengers they just dropped off
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21:08:48 <lxnt> good evening
21:09:38 <SmatZ> evening lxnt
21:10:57 <lxnt> I have a question so dumb it's not even on the wiki. Excuse me. Is there any method to push up the industry rating (% transported).
21:11:30 <lxnt> I made a test map, and no matter what I do, oil stays on 67%, iron ore ate 84%.
21:11:41 <lxnt> ( with identical transport)
21:12:40 <SmatZ> still have train loading, use newest train model available, use newly built engines, build statue in town
21:12:51 <SmatZ> *newest => fastest
21:13:12 <Ammler> oil weels don't rise
21:13:53 <SmatZ> %transported is something different :)
21:14:34 <lxnt> I suspect statue will only raise the "local rating of transport service" (in the station info), no?
21:15:23 <lxnt> I thought the faster you load stuff into transport, the higher the %transported, but it apparently does not work like that.
21:15:28 <SmatZ> station rating affects %transported
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21:20:56 <lxnt> hm. rereading the game mechanics page for the n+1th time yields the idea that at least in case of one station per industry, %transported can not rise above station rating for the cargo type.
21:21:00 <lxnt> thank you.
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21:24:20 <lxnt> o7
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21:27:44 <Nite_Owl> Hello all
21:27:58 <SmatZ> good evening, Nite_Owl
21:28:16 <Nite_Owl> Hello SmatZ
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21:39:51 <Eddi|zuHause> hm... sometimes news are funny... "google streetview cars accused of wardriving" :p
21:40:04 <Sacro> they are collecting MAC addresses
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21:48:35 <Eddi|zuHause> Sacro: the news reads like the main concern are the SSIDs, which may contain names and personal data
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21:51:00 <Sacro> Eddi|zuHause: serves people right for broadcasting that
21:53:24 <Eddi|zuHause> no, it's not. for people who expect their WLAN not to broadcast beyond 500m... the neighbours likely already know the name, it's written on the door as well...
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23:04:31 <Terkhen> good night
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23:21:36 * andythenorth has never really understood the blanket objection to global variables. They produce real working code that can be understand.
23:21:41 <andythenorth> and the occasional cluster fuck
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23:26:26 <Eddi|zuHause> the main argument against global variables is the lack of flexibility
23:26:59 <Eddi|zuHause> when you want to extend your program to use different contexts
23:27:49 <Eddi|zuHause> when you are sure you'll never need that flexibility, global variables are fine
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23:37:30 <Rhamphoryncus> That and "action at a distance"
23:38:27 <Rhamphoryncus> If all your state is passed via arguments then it's much easier to understand what that state is
23:39:04 <Rhamphoryncus> If you use globals then there's no limit on your state
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