For examples, like the road or grass, then I intend to make different zoom level sprites. Because details need to be emphasised in the lower zooms. i.e. the road markings, or the contrast in greens. It's not going to stop people from adding sprites for z1 and z2, but if they are unavailable it will resize. (assuming I have understood it correctly)
If graphics don't match nice, that must be solved in the graphics.
A little more explanation: the patch now resizes 32bpp also to the more zoomed out levels, previously it only rescaled 8bpp sprites.
This does mean: for all viewport sprites, provide a z0 sprite, and the game will take care of resizing to more zoomed out levels. Only when you want more detail in the z1, z2 etc you need to provide these too. For GUI sprites, in general, provide a z2, ( or z0, or z1 which will then be resized), because GUI sprites don't get zoomed.
The way that sprites are searched: try the current zoom level, if no sprite is present, try the next more zoomed in level and resize that etc.
If no more zoomed in level is found, it falls back to searching 8bpp and resized that. For 32bpp sprites it never resizes a sprite to a more zoomed in level, because that's always ugly. It only does it with 8bpp sprites, so you can at least see what is supposed to be shown on a tile, else it would be black. When all 32bpp sprites are present, rescaling to double size will never be needed.
I did find some resizing issues on the max zoomed out level. My road depot became bigger instead of smaller
Can you provide a sprite for this? For vehicles and landscape sprites I did not see this issue
Something that could be considered a personal preference. (for fine tuning later)
The income/cost message scroll-up speed in maximum (z0) zoom level seems a little to high for comfortably reading.
I'll add it to to todo list
I just tried it out and it seems to be working just fine over here... The date stamp of the .exe file is also the current day so... :s
could someone else confirm if this is the correct version or not? If not I will re compile and republish
I did not check yet, as I'm on Linux now, and would need to reboot, but you can check it easy: if 32bpp sprites get resized to the z3 level
that is one level more zoomed out than the default level, it's ok.
Another check: Put the example png's I posted above, in the data/sprites/trg1r directory ( they're coded ), and look at the company colours on the bus. If it shows a flat colour, it's the old patch, if the lighting is ok, it's the new one.