IRC logs for #openttd on OFTC at 2022-10-13
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08:31:10 <petern> Alright, how unnecessary is jquery these days...
08:34:21 <pickpacket> otoh I don't think you need webpack and shit for it
08:37:44 <petern> The user agent logs showing IE 8 are disturbing...
08:38:54 <petern> You don't need webpack and shit for native javascript either, of course.
08:39:16 <petern> (Although that might it more manageable)
08:40:36 <pickpacket> I'd go for just vanilla JS unless you absolutely need something else
10:22:33 <petern> Then I realise things like val() are quite handy...
11:03:02 <FLHerne> (although I don't love mb's roof textures)
11:04:47 <pickpacket> are these the basic 8 bit palette or 32 bit?
11:05:33 <pickpacket> all the FIRS buildings are absolutely beautiful
11:06:09 <FLHerne> I don't think anyone is doing 32-bit without extra zoom levels
11:07:07 <EmperorJake> All pf JP+ MU is 32bpp but normal zoom
11:07:17 <EmperorJake> some of JP+ engines too
11:08:35 <EmperorJake> 32bpp allows us to do colour blending and more accurate liveries, but it's still hand drawn
11:09:44 <FLHerne> pickpacket: I think a bit more dithering with similar colours would help
11:10:34 <FLHerne> you have fairly large areas of exactly the same shade, without much to break it up
11:10:57 <FLHerne> except 'dirt/rust' highlights in completely different colours
11:11:18 <pickpacket> FLHerne: I know, but I don't know which shades to use or where to apply them :(
11:13:14 <EmperorJake> Compare the sprites (not sure how well images transfer over to IRC haha)
11:13:31 <FLHerne> well, your muddy ground looks nice
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11:26:08 <pickpacket> FLHerne: my ground is the default tiles from the game XD I put a grass tile on top of a ground tile and then erased a little of the former
11:53:13 <reldred> FLHerne: , fridaemons stuff is frequently 32bpp single zoom, but all hand drawn as well.
11:54:28 <reldred> Just about every grf I put out now is mechanically 32bpp, sprites may or may not be in TTD 8bit palette but the image files are all 32bpp unless palette animations are needed.
12:46:46 <petern> That debug info helps a lot 🙂
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14:15:32 <petern> Should I buy a jar of Biscoff spread and eat it with a spoon?
14:23:26 <Rubidium> nah, live on the edge and eat it with a knife ;)
14:33:39 <Eddi|zuHause> i don't know what biscoff is, but i assume that'd be the same as if i bought nutella and ate it with a spoon, so... yes...
14:47:47 <LordAro> didn't know you could buy it as a spread
14:50:37 <petern> You can, it's basically a mix of sugar and palm oil..
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16:05:28 <Eddi|zuHause> anyone know where the increment step for the tileloop is defined?
16:06:12 <Eddi|zuHause> i think something similar, but larger, could help with the UFO thing
16:08:37 <Eddi|zuHause> i'm thinking wheter replacing "tile+1" with "tile+large_prime" should work, in the sense that it'll still cover the whole map
16:09:16 <Eddi|zuHause> ... but that should jump more erratically through the map, reducing the effect when all the rail network is crammed into one corner of the map
16:19:02 <Rubidium> RunTileLoop in landscape.cpp
16:20:28 <Eddi|zuHause> now reading up on the theory behind that
16:20:42 <Eddi|zuHause> my cryptography class was... a while ago
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