--- | Log | opened Tue Oct 21 00:00:01 2014 |
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01:17 | <supermop> | hi |
01:45 | <supermop> | it is surprisingly hard to get a good photo of pavement |
01:48 | <V453000> | point. :) |
01:48 | <V453000> | esp when you want to create a seamless texture from it |
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01:50 | <supermop> | also could not get high enough anywhere downtown without having weird glare or reflections on the stone |
01:52 | <V453000> | yeah I honestly dont know how people do it but I think by flying drones |
01:55 | <supermop> | all i'd need is some kind of gantry or scaffold |
01:55 | <supermop> | and patience for right lighting/time of day |
01:55 | <supermop> | and permission from the city to perform this at various places around the city |
01:56 | <supermop> | hmm |
01:56 | <supermop> | also the right lens to get a flat image |
02:00 | <Pikka> | surely the internet is full of freely-usable concrete pavement textures? :P |
02:00 | <Pikka> | or non-concrete, for that matter |
02:06 | <supermop> | honed victorian bluestone not so much |
02:10 | <V453000> | xd |
02:10 | <V453000> | cant be so picky |
02:11 | <supermop> | pssh whats the point of a plain concrete sidewalk |
02:13 | <V453000> | well perhaps get a texture from the web and photoshop it into something more interesting |
02:13 | <V453000> | is what I would consider |
02:13 | <supermop> | yeah |
02:14 | <supermop> | other option is skewing the photos i took obliquely into something useful |
02:16 | <V453000> | oh |
02:16 | <V453000> | well that is standard workflow |
02:16 | <V453000> | take photo - undistort - skew/do whatever to make it work |
02:16 | <V453000> | I didnt do much of my own textures but it always was a lot of effort to get them right from the photo |
02:17 | <@planetmaker> | moin |
02:17 | <V453000> | hy |
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02:38 | <Pikka> | my textures are all hand-drawn because I'm a purist like that :P |
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02:39 | <Flygon> | Man |
02:39 | <Flygon> | I'm too lazy to even draw textures :U |
02:39 | <Flygon> | All my stuff looks flat :U |
02:44 | <V453000> | Pikka the hard working minion |
02:46 | <Pikka> | I'm my own minion, though |
02:46 | <Pikka> | an autominion, if you will. |
02:53 | <V453000> | yay, |
02:54 | <V453000> | how dare you not be slave of The Community (tm) |
03:00 | <Pikka> | but which Community (tm)? |
03:00 | <Pikka> | it's dying, haven't you heard? |
03:06 | <V453000> | o |
03:06 | <V453000> | well shit |
03:17 | <V453000> | Pikka what are your camera coordinates? |
03:17 | <V453000> | for trains |
03:17 | <Pikka> | why, what did you do? |
03:18 | <Pikka> | same as for anything, isn't it? |
03:18 | <V453000> | am trying to setup cameras and render resolution |
03:18 | <V453000> | well for my industries I use one camera which sees all of the 16 tiles :) |
03:18 | <V453000> | I Could just downsize it from there I suppose |
03:19 | <Pikka> | probably best. since it's an orthoganal camera it can zoom in and out at will, so the position doesn't really make any difference |
03:19 | <Pikka> | orthographic too |
03:19 | <V453000> | sure but distance from object vs. rendering resolution matters |
03:20 | <Pikka> | only proportionally :P |
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03:20 | <V453000> | me is thinking |
03:20 | <Pikka> | always dangerous |
03:20 | <V453000> | hm |
03:20 | <V453000> | no |
03:21 | <V453000> | moving the camera forward or backward (zooming it) changes things |
03:21 | <V453000> | things get larger or smaller |
03:21 | <Pikka> | fancy that |
03:21 | <Pikka> | zooming makes things larger or smaller! |
03:21 | <Eddi|zuHause> | that's kinda the point of zooming? |
03:21 | <V453000> | yes, that is |
03:21 | <V453000> | which means resolution matters more than just proportionally |
03:21 | <V453000> | in relation to camera distance |
03:22 | <V453000> | I can render in 256px width but I still need correct "zoom" |
03:22 | <Pikka> | yes |
03:22 | <V453000> | am asking if you have any tested vehicle value for such |
03:22 | <Pikka> | oh |
03:22 | <Pikka> | well, as you know, I have fun values, but |
03:22 | <V453000> | thats fine |
03:22 | <Pikka> | with my 560m tile :P |
03:23 | <Eddi|zuHause> | if you reduce the size from 4x4 to 1x1, you need to zoom in 4x to get the same resolution |
03:23 | <Pikka> | camera at 200/-200/163m |
03:23 | <Pikka> | 82 degree FOV |
03:23 | <V453000> | O_O |
03:23 | <V453000> | 82? |
03:23 | <Pikka> | rendering at 320x320 |
03:23 | <V453000> | hmm |
03:24 | <Pikka> | it's only a couple hundred m from the origin with a 560m tile length, so it's zoomed right out :P |
03:24 | <V453000> | that is clear |
03:24 | <Eddi|zuHause> | V453000: alternatively, you render 4x4 anyway, and just cut off the excessive stuff |
03:24 | <V453000> | hm |
03:24 | <V453000> | yeah Eddi I thought about that too |
03:24 | <V453000> | :D |
03:24 | <V453000> | might actually do that |
03:24 | <Eddi|zuHause> | you already have a cutting routine |
03:24 | <V453000> | yarr |
03:25 | <V453000> | yeah that might be best |
03:25 | <Pikka> | lol |
03:25 | <@peter1138> | Let's use non-orthogonal render, that'll work out well... |
03:25 | <V453000> | mainly cause I can get multiple sprites rendered in one go |
03:25 | <Pikka> | well, the way I ended up with an 82 degree fov was to just put the camera wherever |
03:25 | <Pikka> | and then just tweak the fov until the sprites came out the right size. |
03:25 | <V453000> | -whereever- ? :D |
03:25 | <V453000> | XD oh |
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03:25 | <Pikka> | I mean, at an arbitrary distance from the origin :P |
03:26 | <@peter1138> | It's only the camera angle that matters... |
03:26 | <Pikka> | yse |
03:26 | <V453000> | well idk I went from having FOV 45deg, have the camera at 30deg looking down, and then zoom in/out to get it rights |
03:26 | <Pikka> | an arbitrary distance but the correct angle :P |
03:26 | <V453000> | yay |
03:26 | <V453000> | well I will consider how valid rendering 4x4 is XD |
03:26 | <V453000> | probably very actually |
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03:29 | <@peter1138> | Did it turn out the Pikka's 10cc engines are the right length in - view? |
03:30 | <@peter1138> | With that silly 21-24-28-32 argument... |
03:30 | <V453000> | maybe "right" but definitely not "nice" :( |
03:30 | <Pikka> | well, my engines are rendered so by definition they're the right length :P |
03:32 | <Pikka> | and they are...90 px coupler-face to coupler-face? so 22.5. :D |
03:33 | <@peter1138> | Sounds about right. Someone had a different measurement for them than 90px. |
03:33 | <@peter1138> | Must've been measuring something else :S |
03:33 | <V453000> | it doesnt matter how right it is, it still looks wrong :P |
03:33 | <Pikka> | they might not have been measuring from the same place, I know how the couplers are "supposed" to overlap. |
03:33 | <Pikka> | why does it look wrong? |
03:34 | <Pikka> | the stretched views look ridiculous to me now I'm used to pineapples ;) |
03:34 | <V453000> | gaps between stuff are very wtf |
03:34 | <Pikka> | the gaps are a problem |
03:34 | <Pikka> | but probably not unfixable if someone took the time |
03:34 | <Pikka> | that one patch was almost there? |
03:34 | <V453000> | I doubt it is valid if it breaks existing newgrfs |
03:34 | <Pikka> | it'd have to be optional |
03:35 | <V453000> | that would create 2 concurrent standards which would be even bigger mess |
03:35 | <Eddi|zuHause> | it can't be optional |
03:35 | <Eddi|zuHause> | or... it'd be extremely messy |
03:35 | <@peter1138> | That patch almost worked. |
03:35 | <@peter1138> | But didn't always. |
03:36 | <Pikka> | V453000, in that case, let's break existing newgrfs :D |
03:36 | <@peter1138> | Problem is, it breaks the original GRFs as well. |
03:36 | <V453000> | I think if you wanted to break existing content, it would be a lot more valid to already create a lot more of OpenTTD 2.0 than that :P |
03:36 | <Pikka> | original grfs have gaps between vehicles |
03:36 | <Pikka> | not as big, they're slightly stretched |
03:36 | <@peter1138> | They're 28px long. |
03:36 | <Pikka> | but it's not "broken" anyway |
03:37 | <Pikka> | sprites overlapping isn't "broken", just ugly. |
03:37 | <@peter1138> | Which is 5.5 pixels longer than 22.5. |
03:37 | <Pikka> | all the grfs will still work properly. |
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03:37 | <Eddi|zuHause> | Pikka: i'm pretty sure CETS will be "broken" |
03:38 | <V453000> | you still believe CETS will ever get graphics? :d |
03:38 | <Eddi|zuHause> | maybe |
03:38 | <@peter1138> | I have a feeling we really need to update the vehicle position resolution to make it work well. |
03:38 | <Pikka> | CETS will become easier to make because the vehicles won't have to stretch between views :P |
03:39 | <@peter1138> | We should add sub-angles too |
03:39 | <Eddi|zuHause> | Pikka: possibly. but existing CETS will still break |
03:39 | <@peter1138> | Base it on virtual axle positions. |
03:39 | <@peter1138> | And then instead of 8 angles, you could have... many. |
03:40 | <Pikka> | but nobody uses existing CETS, I say, based on no evidence whatsoever. |
03:40 | <Pikka> | wrong, peter1138 |
03:40 | <@peter1138> | Just because 10cc isn't big enough already. |
03:40 | <Pikka> | exactly. |
03:40 | <V453000> | yay |
03:40 | <Eddi|zuHause> | only one solution to that: use 3D models :p |
03:40 | <@peter1138> | Let's make engines as models, and let ottd render them... |
03:40 | <@peter1138> | HAH |
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03:56 | <V453000> | it isnt as bad idea as it sounds peter :P |
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04:08 | <@peter1138> | voxels! |
04:12 | <V453000> | hmmmmmmmm |
04:14 | <LordAro> | mmmmmmmmh |
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05:09 | <argoneus> | good morning train friends |
05:09 | <Eddi|zuHause> | what if there are train haters? |
05:10 | <argoneus> | are you trying to say |
05:10 | <argoneus> | the set of people who dislike trains is not empty? |
05:10 | <Eddi|zuHause> | no, i was asking. |
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05:12 | <argoneus> | I dunno |
05:12 | * | argoneus shrugs |
05:19 | <@peter1138> | I LIKE TRAINS |
05:21 | <V453000> | I does not |
05:21 | <V453000> | hm I guess max train height of 2.5m isnt enough if one yeti is 3m |
05:21 | <V453000> | bad template :( |
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05:24 | <Eddi|zuHause> | usual train cars are 4m high and 3m wide |
05:26 | <V453000> | which doesnt apply much to 5m long train if tile is 10m :P |
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05:28 | <Eddi|zuHause> | my tiles are 32m long |
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05:31 | <V453000> | so like /8 high |
05:31 | <V453000> | wat :D |
05:31 | <V453000> | hm |
05:31 | <V453000> | will have to test shit :D |
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05:35 | <Eddi|zuHause> | well. originally i wanted to go with 24m, which would probably fit TT-scale a bit better, but then vehicles would get more than 1 tile long |
05:36 | <Eddi|zuHause> | with 32m the vehicles get more "fine-scale"-ish |
05:38 | <@peter1138> | Let's support longer than 8/8 vehicles! |
05:38 | <@peter1138> | (By making them separate parts that split on bends) |
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05:47 | <argoneus> | wouldn't it be possible to implement metro though |
05:47 | <argoneus> | like, make railroad tracks that have no collision |
05:47 | <argoneus> | and make them super expensive |
05:47 | <argoneus> | (to discourage long distances) |
05:47 | <Eddi|zuHause> | what would that solve? |
05:48 | <argoneus> | you could have realistic metro around cities |
05:48 | <argoneus> | perhaps a special transparency mode |
05:48 | <argoneus> | which would simulate underground |
05:48 | * | argoneus shrugs |
05:49 | <Eddi|zuHause> | and why would collisions be the key point? |
05:49 | <Eddi|zuHause> | the key point of metro is that you don't have to destroy a lot of houses... |
05:50 | <argoneus> | exactly |
05:50 | <argoneus> | no collision so you could build through houses |
05:50 | <Eddi|zuHause> | that's not what a collision is |
05:50 | <argoneus> | what is a collision then? |
05:50 | <Eddi|zuHause> | and no, that is not possible. |
05:51 | <Eddi|zuHause> | a "collision" is: "two vehicles cannot be at the same place" |
05:51 | <argoneus> | two entities cannot be at the same place |
05:51 | <argoneus> | railroad + building |
05:52 | <argoneus> | ??? |
05:52 | <Eddi|zuHause> | but in this game, railroads and buildings are not "entities" in that sense |
05:52 | <argoneus> | well I don't know |
05:53 | <argoneus> | but it seems logical to me that a railroad would collide with a house |
05:53 | <Eddi|zuHause> | well, not in the sense that you can just switch it off... |
05:53 | <Eddi|zuHause> | (which would be possible for trains, road vehicles, etc.) |
05:54 | <argoneus> | oh |
05:54 | <argoneus> | I thought every static object had a common parent |
05:54 | <Eddi|zuHause> | (because those are "entities" |
05:54 | <argoneus> | railroads, houses, industries etc |
05:54 | <Eddi|zuHause> | ) |
05:54 | <argoneus> | that's how I would implement it anyway, but then again my programming skills a shit :< |
05:54 | <Eddi|zuHause> | that's how you would implement it, but that's not how it's implemented |
05:55 | <argoneus> | :( |
05:56 | <Eddi|zuHause> | the way it is implemented is much faster and space efficient, but less flexible |
05:56 | <argoneus> | can you give a tldr on how it's implemented? |
05:57 | <Eddi|zuHause> | it's called a "map array". each tile is an array entry of fixed size |
05:57 | <Eddi|zuHause> | so you can fit a house on a tile, or a railway track, but not both, because that would require more space |
05:58 | <argoneus> | well |
05:58 | <argoneus> | but isn't it the same |
05:58 | <argoneus> | if you had an array of Object* |
05:58 | <argoneus> | ? |
05:58 | <Eddi|zuHause> | no |
05:59 | <Eddi|zuHause> | because then you had an array of pointers, but the Objects themselves are all over the place |
05:59 | <Eddi|zuHause> | which causes fragmented memory and cache misses and stuff |
05:59 | <argoneus> | oh |
05:59 | <argoneus> | I never really dwelved into optimizing (is that the correct spelling?) |
05:59 | <@peter1138> | Oh gods no. |
06:00 | <Eddi|zuHause> | also, creating and destroying objects takes a lot of time |
06:00 | <@peter1138> | There is a reason that OpenTTD doesn't suck all your system's RAM. It's because we care, unlike a lot of modern games.... |
06:00 | <Eddi|zuHause> | afaik, simutrans is implemented this way, and it's horrible |
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06:01 | <Eddi|zuHause> | you couldn't have 4096x4096 maps with that |
06:01 | <argoneus> | so instead of having flexible polymorphism |
06:01 | <@peter1138> | I read somewhere that Simutrans uses a hundred bytes or so for each tile. May not have been accurate. |
06:01 | <argoneus> | you just make everything fixed |
06:01 | <argoneus> | which makes it faster and more predictable? |
06:01 | <Eddi|zuHause> | yes |
06:01 | <argoneus> | like, where your memory is etc |
06:01 | <@peter1138> | Only the map array is fixed size like that. |
06:02 | <@peter1138> | Other things are regular objects, also we use custom memory pools to arrange that as well. |
06:03 | <argoneus> | oh, no idea what those are |
06:04 | <argoneus> | is that like |
06:04 | <argoneus> | instead of letting the RAM put things wherever it wants, you define your own huge "RAM" and put things there manually? |
06:04 | <Eddi|zuHause> | somewhat |
06:04 | <argoneus> | the system*** |
06:04 | <Eddi|zuHause> | like "all vehicles go in this general area" |
06:05 | <Eddi|zuHause> | which, again, helps with caching when you loop over all vehicles |
06:05 | <@peter1138> | And means you don't need to waste time with reference tracking./ |
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07:40 | <Eddi|zuHause> | www.informatik.uni-halle.de/~krause/Bildschirmfoto31.png <- this looks weird... |
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08:00 | <@peter1138> | Heh, nice. |
08:00 | <@peter1138> | Seems you broke the tunnel... |
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08:12 | <fjb> | Moin |
08:13 | <fjb> | Multi level crossings in train fewer are difficult. |
08:17 | <Eddi|zuHause> | yes |
08:17 | <Eddi|zuHause> | and directly next to a station it's impossible |
08:17 | <V453000> | bad featurz |
08:18 | <b_jonas> | heh, "train fewer" |
08:20 | <Pikka> | drain fever, innit |
08:21 | <V453000> | me is counting if 256 variations of a wagon is enough |
08:21 | <V453000> | 8 loading stages, gives max of 32 cargoes |
08:21 | <V453000> | should be about right |
08:21 | <Pikka> | 8 loading stages? |
08:22 | <V453000> | sure thingz |
08:24 | <Pikka> | very slow loading rate? |
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08:24 | <Pikka> | more than 3 is a waste imo. |
08:24 | <V453000> | BUT GRAFIX |
08:24 | <V453000> | yeah 3 is just fine |
08:25 | <Pikka> | why are you limited to 256 variations, anyway? :P |
08:25 | <V453000> | but having amount of loading ticks == amount of loading sprites is very nice |
08:25 | <V453000> | well am not limited, just inconvenient |
08:25 | <Pikka> | in nml? |
08:25 | <V453000> | I am creating infrastructure to render the 256 variations at once |
08:25 | <Eddi|zuHause> | you can have wagons in more than one file... |
08:25 | <V453000> | and then cut them in postproduction from it |
08:26 | <V453000> | it isnt about files Eddi, it is about not having to batch cameras in max |
08:26 | <V453000> | one camera looking at 256 objects, 8 frames, 8 rotations |
08:26 | <V453000> | easy |
08:28 | <b_jonas> | but the camera is always the same, it's the train that rotates |
08:30 | <V453000> | that doesnt make sense with lighting |
08:30 | <V453000> | actually it should, too |
08:30 | <V453000> | or |
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08:30 | <b_jonas> | um, are we talking about openttd or not? in openttd, the camera is fixed. |
08:31 | <V453000> | hm valid point :D |
08:32 | <V453000> | yeah the model should rotate |
08:32 | <V453000> | OR light has to rotate with it but hm |
08:32 | <V453000> | actually having camera and light rotate is probably better |
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08:33 | <Pikka> | my models rotate |
08:34 | <Pikka> | or, the helper they're attached to rotates. |
08:34 | <V453000> | yeah that I understand |
08:34 | <V453000> | still you have to attach all of them to helpers |
08:34 | <V453000> | not like that is a big issue |
08:34 | <V453000> | but easier to have rotate a camera and sun |
08:34 | <Eddi|zuHause> | but doesn't that flip the positions all over the place? |
08:35 | <b_jonas> | why? is the full loaded carriage, like, too heavy, much heavier than the camera and the sun? |
08:35 | <Pikka> | it's pretty much six of one and half a dozen of the other. |
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08:36 | <V453000> | Eddi, rotating camera or the model is identical in orthographic |
08:36 | <Eddi|zuHause> | but half a dozen is much more than six |
08:36 | <V453000> | the only difference is light has to rotate with it |
08:37 | <Eddi|zuHause> | V453000: maybe i'm imagining it wrong: you have 256 items lined up in some way, and render them from 8 directions. that means, the relative position of the 256 from each other changes |
08:37 | <Eddi|zuHause> | like first A is right of B, then A is on top of B, etc. |
08:38 | <V453000> | well if you look from a different direction, sure it changes, the same way they would change as if you rotated the model |
08:38 | <V453000> | the whole model that is |
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08:38 | <Eddi|zuHause> | not if you rotate each of the 256 objects |
08:38 | <V453000> | ah right you thought each rotating locally |
08:38 | <V453000> | hm |
08:39 | <V453000> | that point is valid but it is just linking in postproduction |
08:39 | <Eddi|zuHause> | well, i imagine scripting rotation of 256 objects easier than figuring out 8x256 offsets |
08:39 | <V453000> | cutting is the same |
08:40 | <V453000> | you dont even need to script it you just create objects which are its parent and which rotate |
08:40 | <V453000> | hm :) |
08:41 | <V453000> | also considering some small sub-pixel nuances in case the scale isnt 100% precise, which it probably isnt |
08:41 | <V453000> | each train rotating locally is better |
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08:57 | <@peter1138> | Crap, my second PC has stopped booting :S |
08:58 | <Eddi|zuHause> | that constantly happens to me |
08:58 | <Eddi|zuHause> | the less often you boot, the more likely it doesn't work :p |
08:58 | <@peter1138> | It was alright this morning, although the CD drive had stopped responding... |
08:59 | <fjb> | Then disconnect the CD drive. |
08:59 | <Eddi|zuHause> | yeah, could be stuck in the detection stage |
09:00 | <Eddi|zuHause> | happened to me when the data cable was connected to a disk, but the power cable was not |
09:01 | <Jinassi> | Try hard reset tool, one time use only. Proven to detect and enhance hardware issues. |
09:03 | <Eddi|zuHause> | "enhance issues", as in afterwards they are bigger issues? :p |
09:03 | <@peter1138> | Nah, it's not POSTing at all. |
09:03 | <Eddi|zuHause> | try removing components until it beeps |
09:04 | <Eddi|zuHause> | disconnect the pc speaker last :p |
09:05 | <@Rubidium> | and disconnect the PSU first? ;) |
09:05 | <Jinassi> | no magic smoke smell? |
09:10 | <Eddi|zuHause> | Rubidium: definitely yes. when you have another PSU to try :p |
09:10 | <Eddi|zuHause> | PSUs are one of the easiest things to break |
09:12 | <@peter1138> | Not got a spare PSU to test. |
09:12 | <@peter1138> | Oh well... |
09:12 | <@peter1138> | It's quieter without that on anyway. |
09:13 | <Eddi|zuHause> | hehe :) |
09:13 | <Eddi|zuHause> | that's why i moved my 2nd PC to the basement |
09:14 | <@peter1138> | Yeah but is England, we don't do basements :( |
09:14 | <V453000> | dancing cubes XD this is great |
09:14 | <@peter1138> | Dancing Qubicles!# |
09:15 | <V453000> | yeah |
09:17 | <Eddi|zuHause> | anyone know how to fix my chromium? it doesn't play youtube anymore :/ |
09:18 | <@peter1138> | Is it in HTML5 mode? |
09:18 | <Eddi|zuHause> | yes |
09:18 | <Eddi|zuHause> | at least it used to... |
09:18 | <@peter1138> | :S |
09:18 | <LordAro> | "html5 mode" is always on now, i think |
09:19 | <@peter1138> | Not always. |
09:19 | <@peter1138> | Firefox doesn't support everything. |
09:19 | <@peter1138> | (Or at least, Iceweasel doesn't support everything.) |
09:22 | <Eddi|zuHause> | well, i switched it on some time ago, but i can never find that setting |
09:22 | <Eddi|zuHause> | it works in firefox |
09:22 | <Eddi|zuHause> | but it has some nasty memleak, which is why i switched to chromium |
09:23 | <Eddi|zuHause> | also, firefox has some minor annoyances when switching to full screen |
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09:24 | <@peter1138> | I never understood the fullscreen warning... |
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09:24 | <Celestar> | Warning! Fullscreen! |
09:24 | <@peter1138> | <page switches to fullscreen> hey this webpage is fullscreen, do you want to allow that? |
09:24 | <@peter1138> | ... er... isn't that a bit late? |
09:24 | <Celestar> | well. |
09:24 | <Celestar> | they thought: 'if your disk is full, you want a warning'. |
09:24 | <Celestar> | so if your screen is full ... |
09:24 | <@peter1138> | Must be |
09:25 | <@peter1138> | Morning |
09:25 | <Celestar> | gday :) |
09:26 | <Eddi|zuHause> | yes, but also the video skips backwards a few seconds |
09:27 | <Eddi|zuHause> | i guess the point of that warning is to have a way to exit full screen |
09:27 | <Eddi|zuHause> | for people who don't find the [Esc] key... |
09:29 | <argoneus> | is there a button in openttd |
09:29 | <argoneus> | to close the most recently opened window? |
09:29 | <argoneus> | I know of delete, but that's rather aggressive |
09:29 | <dihedral> | hello |
09:29 | <Eddi|zuHause> | no |
09:29 | <Eddi|zuHause> | only all windows, and all windows that are not stickied |
09:29 | <argoneus> | oh |
09:29 | <argoneus> | is there a reason why it's not possible to do only the last one? |
09:30 | <Eddi|zuHause> | because nobody ever requested that |
09:30 | <Eddi|zuHause> | also, that information is probably not stored anywhere |
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09:31 | <argoneus> | I would use it so much :( |
09:31 | <Eddi|zuHause> | well, then implement it |
09:31 | <Eddi|zuHause> | shouldn't take more than a day or so |
09:33 | <argoneus> | I wish I had more time than a few hours in the evening |
09:33 | <argoneus> | if even that |
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09:34 | <@planetmaker> | argoneus, how many time do you think other people have who regularily contribute? |
09:34 | <@planetmaker> | s/many/much/ |
09:34 | <argoneus> | I dunno |
09:34 | <@planetmaker> | few hours in the evening make it possible to write that in a week |
09:34 | <argoneus> | I imagined most people are working people |
09:34 | <@planetmaker> | should it require a whole day |
09:34 | <argoneus> | who come home from work and do hobbies |
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09:34 | <argoneus> | no? |
09:34 | <@planetmaker> | yeah. So an evening is what they have. At most |
09:34 | <argoneus> | yeah |
09:35 | <argoneus> | I come home from either work or uni at 7, and then I need to do my assignments and/or study for exams |
09:35 | <argoneus> | ;_; |
09:35 | <argoneus> | and after all that I'm rarely motivated to code my own things for fun |
09:35 | <argoneus> | because my brain is just ded |
09:35 | <Celestar> | O_O |
09:36 | <dihedral> | Celestar, :-) |
09:36 | <Celestar> | :D |
09:36 | <argoneus> | then again |
09:36 | <argoneus> | I am probably just weak, if I really wanted to find time, I maybe would |
09:36 | <@planetmaker> | a dihedral and a Celestar. Rare guests :) |
09:37 | <dihedral> | at the same time ;-) |
09:37 | <@planetmaker> | like Easter and Christmas at the same date :P |
09:38 | <V453000> | LOL |
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09:39 | <V453000> | Ok I think I will just render 4096x2048 sprites XD |
09:40 | <V453000> | moar pixulz |
09:40 | <b_jonas> | V453000: sure, but render them in 64 bit per pixel depth |
09:40 | <V453000> | nö |
09:41 | <V453000> | 256 |
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11:42 | <Bolli> | Hi |
11:43 | <@Alberth> | o/ |
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12:58 | <@DorpsGek> | Commit by rubidium :: r27026 /trunk/src (script/api/script_company.cpp settings_gui.cpp) (2014-10-21 16:58:15 UTC) |
12:58 | <@DorpsGek> | -Fix: some (older-ish) GCC compiler warnings |
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13:48 | <@DorpsGek> | Commit by translators :: r27027 /trunk/src/lang (5 files) (2014-10-21 17:48:00 UTC) |
13:48 | <@DorpsGek> | -Update from WebTranslator v3.0: |
13:48 | <@DorpsGek> | catalan - 2 changes by juanjo |
13:48 | <@DorpsGek> | dutch - 2 changes by habell |
13:48 | <@DorpsGek> | finnish - 45 changes by jpx_ |
13:48 | <@DorpsGek> | irish - 58 changes by tem |
13:48 | <@DorpsGek> | spanish - 2 changes by SilverSurferZzZ |
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14:31 | <Wolf01> | hi hi |
14:31 | <@DorpsGek> | Commit by frosch :: r27028 /branches/1.4 (5 files in 3 dirs) (2014-10-21 18:31:51 UTC) |
14:31 | <@DorpsGek> | [1.4] -Update documentation |
14:33 | <@DorpsGek> | Commit by frosch :: r27029 /tags/1.4.4 (10 files in 4 dirs) (2014-10-21 18:33:24 UTC) |
14:33 | <@DorpsGek> | -Release: 1.4.4 |
14:33 | <Wolf01> | :o |
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14:36 | <@peter1138> | o: |
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14:54 | <andythenorth> | o/ |
14:54 | <Wolf01> | \o |
14:56 | <iamtakingiteasy> | hi, is there any options in openttd.cfg which affect probability, and frequence of industries bankruption and eventually closing? |
14:57 | <andythenorth> | not afaik |
14:57 | <__ln__> | *are there + plural |
14:57 | <andythenorth> | smooth economy setting affects it |
14:57 | <andythenorth> | but that’s in the UI |
14:58 | <iamtakingiteasy> | __ln__: sorry. My English is pretty weak, indeed. |
14:58 | <iamtakingiteasy> | andythenorth: oh, there is smooth_economy in config |
14:59 | <iamtakingiteasy> | thank you, i'll try this option |
15:11 | <Eddi|zuHause> | mind you that smooth economy will probably not affect most NewGRF industries |
15:16 | <@DorpsGek> | Commit by rubidium :: r27030 /trunk/src (4 files) (2014-10-21 19:16:47 UTC) |
15:16 | <@DorpsGek> | -Fix: crash when having the vehicle list opened from a buoy or oil rig while the buoy/oil rig gets its final removal (i.e. the sign gets removed) |
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15:21 | <Eddi|zuHause> | s/ed// |
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15:29 | <frosch123> | @topic set 1 1.4.4 |
15:29 | -!- | DorpsGek changed the topic of #openttd to: 1.4.4 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | #openttd.dev for dev-talk | #openttd.notice for commit notices |
15:30 | <frosch123> | heffer: blathijs: new release \o/ |
15:30 | <heffer> | yaay |
15:41 | <andythenorth> | :) |
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16:15 | <blathijs> | frosch123: Awesome :-D |
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16:27 | <Wolf01> | 'night |
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18:09 | <frosch123> | night |
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18:43 | <argoneus> | good night train friends |
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--- | Log | closed Wed Oct 22 00:00:03 2014 |