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#openttd IRC Logs for 2013-12-06

---Logopened Fri Dec 06 00:00:08 2013
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02:32<+michi_cc>planetmaker: You're railtype example is way too long
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02:36<+michi_cc>planetmaker: Vehicles pick one suitable axle weight, track sets must provide either a separate railtype or a mapping for all standard axle weights. So for a non-electrified NG vehicle pick one of NA[A-E]N and that's it.
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04:23<@planetmaker>michi_cc, yes. If you want to make a vehicle set compatible with a range of NewGRFs, it's IMHO advisable to provide a decent cascade of railtypes, though
04:25<+michi_cc>planetmaker: For labels outside the proposed standard system, sure. Inside the system you need very few fallbacks (the summary sections for track sets and vehicle sets on the wiki page explicitly state these cases).
04:25<Eddi|zuHause>but if the vehicle set needs to take care of too many of these compatibilites, you get a combinatoric explosion, that's why the standard says the axle weight needs to be handled by the railtype set
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04:26<@planetmaker>how does a railtype set handle that?
04:26<@planetmaker>alternate_labels... hm
04:27<@planetmaker>I last programmed a railtype newgrf when that didn't yet exist :)
04:27<+michi_cc>It maps types A to E with alternate labels to those types it wishes to implement. The wiki page has an example I think.
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04:27<@planetmaker>with that property it makes sense to have it handled by railtype, yes. Wasn#t aware of that
04:27<+michi_cc>I implemented alternate labels exactly because of the scheme :)
04:28<+michi_cc>Okay, have to pay attention to the seminar again :p
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08:35<@peter1138>So anyone made a patch to load OpenGFX and NightGFX together, and blend them to make day/night cycles? :p
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08:50<Japa>Maybe better would be to define lit parts of the sprite the same way you define CC, and then just shade the rest of the sprite in realtime
08:51<@peter1138>Another mask!
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08:52<Eddi|zuHause>a mask is probably the most flexible solution
08:54<Eddi|zuHause>then you can have a simple day/night blitter
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08:57<Japa>Then with the mask you can also be stupid and add bloom
08:58<Eddi|zuHause>never understood what that actually is
08:59<Japa>It's when really bright pixels start spilling out into the surrounding ones, giving the illusion of them being brighter.
09:09<Xaroth|Work>and can be quite annoying if used in excess
09:09<Xaroth|Work>(imagine toyland with bloom O_O )
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13:45<@DorpsGek>Commit by translators :: r26145 /trunk/src/lang (norwegian_bokmal.txt polish.txt) (2013-12-06 18:45:16 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>norwegian_bokmal - 3 changes by Trond
13:45<@DorpsGek>polish - 1 changes by p0358
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14:10<Wolf01>hello o/
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19:03<@planetmaker>Eddi|zuHause, 'blooming' is a hardware property of CCDs - charged *coupled* devices. If too many charges are gathered in the well of one pixel they "spill over" to the adjacent pixels; typically only in one line as CCDs read-out hardware usually operates on lines of the device
19:05<+glx>planetmaker: like the green line when a powerfull light is in the field ?
19:07<@planetmaker> <-- like that
19:07<+glx>ha yes I had something similar on a video
19:08<@planetmaker>if it happens on a CCD which uses a Bayer colour pattern, it might give the impression that the line is coloured with red/green or green/blue, thus green
19:08<+glx>it was a full vertical line
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19:08<@planetmaker>well, blooming goes in single lines typically
19:09<@planetmaker>The colour of adjacent pixels is typically alternating between blue/green and red/green and shown is an interpolation of intensities of the vicinity to get a value for each of the 3 colour channels
19:09<@planetmaker>so... might be green
19:10<+glx>I can't remember the exact color
19:10<+glx>maybe it was purple
19:13<@planetmaker>yeah, well :) The colour depends on the applied colour pattern and algorithm used to make-up colour from the grayscale values of the individual pixels which were gathered with a colour band-pass filter in front of the actual sensitive area...
19:13<@planetmaker>Though in a complete video I'd not expect that to be a case of blooming but rather some other hardware fault
19:14<@planetmaker>blooming only occurs when you really have way too much light input
19:14<@planetmaker>and only for CCDs. Video cameras might as well be CMOS due to a slight speed advantage there - and which doesn't suffer from this drawback
19:15<@planetmaker>(but CCDs are more light sensitive than CMOS - so depends what you want. And engineering made both sort of sensors nearly identical wrt performance for usual applications)
19:34<+glx>it was only for a sequence
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19:40<@planetmaker>well :) hard to tell without actually seeing it and better knowing which camera it was made with. Many things can go wrong :)
19:42<+glx>sony handycam
19:43<+glx>but it was clearly caused by the powerfull light in the field
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19:49<@planetmaker>yeah, then it's likely the cause. Though you can have a similar optical effect. Like when outside in the dark and you squint at a street light. It will also have streaks of light extending from the source up and downward (perpendicular to your eye lids)
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23:33<Eddi|zuHause>orudge: i think the forum is broken (eternally in "backup" mode)
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23:38<SpComb>teh forums are teh br0ken
---Logclosed Sat Dec 07 00:00:10 2013