IRC logs for #openttd on OFTC at 2015-05-07
            
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03:01:51 <kamnet> Quite a slow day in here
03:02:30 <ST2> I guess channel is using daylength patch xD
03:05:19 * kamnet rimshots
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08:48:19 <V453000> =D got a new wacom tablet, texturing shall begin
08:49:18 <JezK> \o/
08:49:22 <JezK> which model?
08:49:54 <V453000> rawr bridges now :)
08:50:03 <JezK> err, model of wacom
08:50:23 <V453000> intuos pro M
08:50:33 <JezK> ooh nice
08:50:42 <JezK> i'd like an intuos but not sure i'd get enough use out of it
08:50:46 <JezK> i don't use my bamboo enough
08:50:58 <V453000> hm :)
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09:05:32 <supermop> damn vray is expensive
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09:11:40 <V453000> yes it is :(
09:11:47 <V453000> but it is great :D
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09:14:05 <JezK> i've never used it, i only know blender.. cycles is pretty good
09:14:16 <V453000> cycles looks nice yeah
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09:15:49 <V453000> mental ray isnt a disaster either, but the various extra Vray features are what makes it so awesome for me - VrayProxies, VrayScatter, VrayClippers, atmospheric Toon effects, some of the maps, ambient occlusion can be to some degree in the main pass so I dont have to render more passes
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09:45:36 <JezK> https://www.youtube.com/watch?v=wDRTjzLNK0g
09:46:36 <JezK> pretty impressive for a free opensauce renderer
09:47:28 <V453000> yes cycles can do great stuff :)
09:47:35 <V453000> not so sure about the node construction :D
09:48:07 <JezK> as in how to use the node interface?
09:48:11 <JezK> or how intuitive it is?
09:48:22 <V453000> on how much work it is to get a simple material done
09:48:25 <JezK> ahh yeah
09:48:30 <JezK> i am not very good with it =(
09:48:42 <V453000> it is great and all, but smaller more complex nodes like in max look better to me
09:48:51 <V453000> esp when I have hundreds of materials in one scene
09:49:04 <V453000> the modularity is fun to toy with though, that I liked
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10:09:24 <supermop> ugh i don't think i can get my client to cough up for a copy
10:09:37 <supermop> nor can he afford to outsource a good render
10:11:20 <supermop> how much would you charge to do three shots, architecture interiors, photorealistically in VRay, if you had to rig all the lighting V453000?
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10:46:25 <V453000> I would say send me a pdf with a scheme of the model and I tell you :)
10:46:42 <V453000> what so you mean by rigging lighting?
10:46:49 <V453000> like animated lights?
10:47:08 <V453000> also I think prices here and in the world might differ :P
10:47:41 <V453000> but 3 photos generally start from about 1000 euros, more with bigger models
10:48:20 <V453000> but we do model into photo, so there still is less of model work even there; we do exteriors 99% of the time
10:49:19 <V453000> if I do a lot of model work, I usually have material to render model-only without any background photos, then I give the client 10 renders or such, just cause it costs me almost nothing
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12:59:20 <supermop> well its interior so no background visible, and the space is fully modelled
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12:59:51 <supermop> but i assume you'd need to re-do the lighting for vray
13:00:37 <supermop> it will cost at least 1000 eur of my time to figure out how to do something i've never done, on new software, and then produce
13:01:03 <supermop> so i'm assuming client's money will go farther if i subcontract
13:01:53 <supermop> some of my friends have mentioned their firms have outsourced renders that were $10000 for an image
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13:59:07 <andythenorth> o/
14:00:03 <kamnet> \O
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15:29:08 <Eddi|zuHause> i'll screw up my system now.
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15:30:19 <V453000> I think Eddi misunderstood the Fuck Linux line into sexual intercourse with penguin
15:31:24 <^Spike^> V i understand you want to keep it anonymous considering you just said penguin ;)
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17:03:08 <Eddi|zuHause> well... that would have been too easy...
17:11:19 <Eddi|zuHause> why is it that with every kde update, there's a new indexer that i have to manually disable?
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17:25:58 <Eddi|zuHause> looks much better with an actual graphics driver
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19:45:21 <DorpsGek> Commit by translators :: r27269 trunk/src/lang/latvian.txt (2015-05-07 19:45:13 +0200 )
19:45:22 <DorpsGek> -Update from WebTranslator v3.0:
19:45:23 <DorpsGek> latvian - 20 changes by Parastais
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20:05:04 <Wolf01> o/
20:07:23 <Alberth> hi hi
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20:28:55 <andythenorth> o/
20:29:01 <andythenorth> quak
20:29:14 <Wolf01> wof
20:29:23 <frosch123> moo
20:29:43 <Wolf01> do unicorns moo now?
20:29:48 <frosch123> yes
20:30:08 <Alberth> animal farm :)
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20:30:29 <frosch123> i even convinced sylf that they do
20:31:20 <andythenorth> frosch123: any industry patch I should test? o_O
20:31:33 <frosch123> not today :)
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20:34:12 <FLHerne> Evening
20:34:17 <andythenorth> bonsoir
20:34:22 <andythenorth> how is the spaghetti?
20:34:50 <FLHerne> Making a little more sense
20:34:58 * FLHerne screenshots
20:36:28 <FLHerne> http://i.imgur.com/nJUfSLi.png
20:36:40 <FLHerne> I was going to ask how vehicle sprite offsets work
20:37:14 <andythenorth> you might consider enforcing templates
20:37:34 <FLHerne> My current guess is 'position of top-left of sprite relative to centre of tile at [some point]'
20:37:54 <andythenorth> get Eddi|zuHause to explain how it actually works
20:37:58 <FLHerne> I spent a few minutes fiddling, and then decided it would be easier to go on IRC and ask :P
20:38:00 <andythenorth> he has quite a good understanding
20:38:04 <andythenorth> :)
20:38:48 <FLHerne> The big sprite picture is a draggy thingy that's supposed to set the alignment
20:39:11 <Eddi|zuHause> it's really simple, actually. enable the bounding boxes (Ctrl+B if you have newgrf developer tools enabled). find the corner of the bounding box that is invisible. that need to be the coordinates for your offset
20:39:15 <FLHerne> But it doesn't yet, because I don't know what the alignment's supposed to be relative to when
20:40:17 <FLHerne> Eddi|zuHause: Relative to the top corner of the sprite?
20:40:47 <Eddi|zuHause> yes
20:42:06 <andythenorth> hmm
20:42:10 <andythenorth> Iron Horse docs are terrible
20:42:21 <FLHerne> Ok, I can see that now :-)
20:42:23 <andythenorth> broken / outdated / incomplete :(
20:43:16 <FLHerne> Now I need to make sure I actually get the idea, and then try to make it comprehensible
20:43:17 <frosch123> rename it to porcelain horse?
20:43:44 <andythenorth> ha ha
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20:43:48 <andythenorth> that is a nice name for a roster
20:43:51 <FLHerne> It would be a lot easier if I'd learnt to make a range of grfs before trying to make a tool to make grfs
20:44:16 <andythenorth> hmm
20:44:17 <andythenorth> nah
20:44:21 <andythenorth> jump in the deep end
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20:45:35 <FLHerne> I did some objects, so the obvious first thing to try would be making objects
20:45:49 <FLHerne> So I'm doing road vehicles
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20:49:23 <Alberth> there is an nml tutorial to make a RV :)
20:49:38 <andythenorth> apropos of [nothing]
20:49:46 <andythenorth> what is the state of getting nml onto pypi?
20:50:08 <FLHerne> Alberth: I know, the truck in that screenshot is stolen from it ;-)
20:50:26 <Alberth> afaik we have crendentials of pypi, but that's all I know
20:50:55 <andythenorth> we got the creds back?
20:50:57 <Alberth> FLHerne: oh :)
20:51:18 <frosch123> andythenorth: yes, pm can now loging
20:51:22 <frosch123> *login
20:51:27 <Alberth> mr Amml3r visited us some while ago
20:51:34 <frosch123> but pm is currently on a vacation to mars or something
20:51:37 <andythenorth> ha
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22:23:50 <andythenorth> frosch123: you profiled Iron Horse and found it wastes lots of time waking up pythons - what tool did you use? Perf?
22:24:36 <frosch123> nmlc --verbosity=4
22:24:57 <frosch123> and "time" for the complete process
22:25:18 <frosch123> gives you start-up times for python, initialisation of nml, and the actual processing
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22:52:02 <argoneus> http://youtube.com/watch?v=JPgFs-OcvNo
22:52:04 <argoneus> this game confuses me
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23:11:23 <Wolf01> 'night
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