I just verified the numbers and they are accurate. Let's see ... It does contain a parameter for setting seasonally varying snow levels for the game; there are four types of fences for the game, also available by parameter; the platforms are animated similar to yours, for varying passenger levels, and Gare Centrale is a minimum 4 x 4, plus extensions. Gare Centrale's parking lot covers the platforms and is animated, showing varying quantities of cars.michael blunck wrote:That´s a lot. Smells like a massive amount of redundant sprites. (Even my working copy of NewStations XL has only about 1300 sprites.)wallyweb wrote: Canadian Stations 6427 - 1187 = 5230
I´ll have a look.
regards
Michael
Sprite Limits (Other)
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Re: Sprite Limits (Other)
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Re: Sprite Limits (Other)
Regardless of its content, a lean station set would not contain any redundant sprites. Obviously, the CanSet isn´t a lean set, it contains lots of redundant sprites.wallyweb wrote:Let's see ... [...]
I.e.
Code: Select all
grfcodec -d canstnw.grf
Good thing it´s not George´s ECS vectors ...
regards
Michael
Re: Sprite Limits (Other)
It's easier to code (tm)
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Re: Sprite Limits (Other)
Unfortunately I'm not grfcodec friendly so I must take your word for it. My take on the conversation so far is that it would appear that "stations" would benefit the most by having their own feature as it seems to be the one that players such as myself are most apt to be overly compulsive in including multiple sets in our grf configurations.michael blunck wrote:Regardless of its content, a lean station set would not contain any redundant sprites. Obviously, the CanSet isn´t a lean set, it contains lots of redundant sprites.wallyweb wrote:Let's see ... [...]
I.e.
and have a look into cansetw.pcx yourself.Code: Select all
grfcodec -d canstnw.grf
Yes ... good thing indeed ...michael blunck wrote:Good thing it´s not George´s ECS vectors ...
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Re: Sprite Limits (Other)
Well, let´s have a go with one of the first real sprites in the Canadian Station Set, say #103. Now, this sprites isn´t included one or two times, which would be sufficient for normal usage. No, possibly because of security reasons , it has been included 72 times! And that´s no single occurence. There are lots and lots of other redundant sprites. IMO, this is poor programming style.wallyweb wrote:Unfortunately I'm not grfcodec friendly so I must take your word for it.michael blunck wrote: [...] Obviously, the Canadian Station Set isn´t a lean set, it contains lots of redundant sprites.
Well. As Oskar already pointed out a couple of times, at the moment, there´s a hard limit on the number of real sprites. And then, there will always be an even lower limit on sprites of a certain category, whatever we try to organize them.My take on the conversation so far is that it would appear that "stations" would benefit the most by having their own feature as it seems to be the one that players such as myself are most apt to be overly compulsive in including multiple sets in our grf configurations.
So what can be done? We need to code grfs in a tight manner, and we shouldn´t acquire every .grf from the net. We just had that discussion next door (in the German tt-forums) where many people are using the OpenTTDCoop#-Pack with its 46 MB data, indiscriminately. And o/c there´s no day on earth that someone doesn´t create a "new" .grf to add to the heap ...
regards
Michael
Last edited by michael blunck on 20 Nov 2008 20:38, edited 1 time in total.
Re: Sprite Limits (Other)
Well, obviously I'm not qualified to get into programming styles, but just to be sure, you are referring to canstnw.grf, the Canadian Station Set and not the Canadian Train set?michael blunck wrote: ... CanSet ...
This I understand. The only way to accommodate the proposal for a unique "Stations" block is to rob Peter (Objects) to pay Paul (Stations).michael blunck wrote:Well. As Oskar already pointed out a couple of times, at the moment, there´s a hard limit on the number of real sprites. And then, there will always be an even lower limit on sprites of a certain category, whatever we try to organize them.
This goes to a coder's style. Hmmm ... Perhaps you could write a tutorial on efficient shortcuts to grf coding.michael blunck wrote:So what can be done? We need to code grfs in a tight manner,
Well, I must admit that I do try to acquire every .grf from the net, even yours. However, I consider them to be my pallet, if you will, from which I select some appropriate vintages to accommodate my game of the day, which is set out in a very limited daily newgrf.cfg menu. The "#" is very handy for this.michael blunck wrote:and we shouldn´t acquire every .grf from the net. We just had that discussion next door (in the German tt-forums) where many people are using the OpenTTDCoop#-Pack with its 46 MB data, indiscriminately. And o/c there´s no day on earth that someone doesn´t create a "new" .grf to add to the heap ...
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Re: Sprite Limits (Other)
Yes, sorry. The Canadian Station Set. I´ve corrected my post above.wallyweb wrote:[...] just to be sure, you are referring to canstnw.grf, the Canadian Station Set and not the Canadian Train set?michael blunck wrote: ... CanSet ...
Thanks for your further reflections on the theme.
regards
Michael
Re: Sprite Limits (Other)
Not at all ... I thank you for your input to the discussion. It has certainly helped to lend focus to the direction.michael blunck wrote:Thanks for your further reflections on the theme.
By the way, my remark about using "#" ... I think I may have missed a very good pun ... A "#" cheese is very good with this.
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Re: Sprite Limits (Other)
Apropos cheese, did I tell you about my last weekend´s Barolo? A Castiglione Tinella, quite old and perfectly matured. A very complex wine, an unbelievable experience for the sense of taste. Unfortunately (again), it was the last bottle ...wallyweb wrote:[...]
By the way, my remark about using "#" ... I think I may have missed a very good pun ... A "#" cheese is very good with this.
regards
Michael
Re: Sprite Limits (Other)
You shall have to go down to the store for more.michael blunck wrote:Unfortunately (again), it was the last bottle ...
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Re: Sprite Limits (Other)
I already created a local branch to write down some ideas for grf specific sprite blocks, I hope I can add some Compiler defines to enable/disable this and commit the stuff to trunk..
Re: Sprite Limits (Other)
Hmm, I've obviously not seen this topic before, but it's interesting! Especially the fact that I can tell you're able to load all the ECS vectors while I can't. Only like three of them, and your "Other Sprite Category" takes up more than 11000 sprites, while mine only uses 4000? How come? Is this a setting I need to adjust with the patch, or is there something else I need to do? I can't even use MB's NewStations and IndustrialRenewal at the same time, thus forcing me to make some mixing and matching using other stations sets out there. I've attached my own Graphics Status below as an example!wallyweb wrote:It might be time to increase the sprite limit for the "Other" category.
Is this even possible?
The current limit is 11483. As you can see from the attached image, I am already at 11472, and I haven't loaded thgergo's bridges yet, not to mention some other interesting files.
The sprite hog in this case is obviously George's ECS Industries, and I suppose I could turn off some of his vectors, but this would defeat some interesting potential for game play.
Perhaps we could ask George to use fewer sprites, but this would defeat some very interesting graphical effects.
Also, with recent advances in the work on newobjects, we can expect even more pressure on this sprite limit.
(Note to OpenTTD players: I realize that this may not be an issue with OTTD, but I am a TTDPatch player, so unless sprite limits are an OTTD issue as well, please keep replies to this thread to TTDPatch )
As for the New Objects feature, will that affect the "Other Category" for sprites as well? And while at the subject, what determines the "number" of sprites? Is the actual sprite itself, or does the size of a sprite have a signficant meaning here as well?
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Re: Sprite Limits (Other)
For ECS start from scratch...
We talk about Sprite IDs (of activated real sprites)
All non specific ones (houses, vehicles) of TTDPatch GRFs go into the "other" block.
One block can only have 11483 sprites at max.
You can't have more then 65535 real sprites (reduced by 4900 TTD sprites, some gaps between sprite spaces I never fixed).
Status report:
+ removed most caching function with a generic fetchsprite function
+ started to write a new grf loader (for TTD sprites)
+ find some import structures for sprite sorting
+ raw new DrawSprite function
Still to fix:
Sprite Sorting routines
Vehicle Bounding Box Functions
...
Add old Spritelimit functions for testing again
We talk about Sprite IDs (of activated real sprites)
All non specific ones (houses, vehicles) of TTDPatch GRFs go into the "other" block.
One block can only have 11483 sprites at max.
You can't have more then 65535 real sprites (reduced by 4900 TTD sprites, some gaps between sprite spaces I never fixed).
Status report:
+ removed most caching function with a generic fetchsprite function
+ started to write a new grf loader (for TTD sprites)
+ find some import structures for sprite sorting
+ raw new DrawSprite function
Still to fix:
Sprite Sorting routines
Vehicle Bounding Box Functions
...
Add old Spritelimit functions for testing again
Re: Sprite Limits (Other)
SAC's GRF Status window shows that she has "Total number of sprites: 70966".eis_os wrote:You can't have more then 65535 real sprites (reduced by 4900 TTD sprites, some gaps between sprite spaces I never fixed).
Does the 65535 maximum apply to this field (In which case she exceeds the limit)?
Or does it apply to her "Active sprites : 16578" field (In which case she has not reached the limit)?
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Re: Sprite Limits (Other)
The latter. "Active sprites" means activated real sprites, i.e. not sprites of excessively long var2 chains (Hi, George ).wallyweb wrote:SAC's GRF Status window shows that she has "Total number of sprites: 70966".
Does the 65535 maximum apply to this field (In which case she exceeds the limit)?
Or does it apply to her "Active sprites : 16578" field (In which case she has not reached the limit)?
regards
Michael
Re: Sprite Limits (Other)
So what is preventing SAC from loading more active sprites in the "Other" category?michael blunck wrote:The latter. "Active sprites" means activated real sprites, i.e. not sprites of excessively long var2 chains (Hi, George ).wallyweb wrote:SAC's GRF Status window shows that she has "Total number of sprites: 70966".
Does the 65535 maximum apply to this field (In which case she exceeds the limit)?
Or does it apply to her "Active sprites : 16578" field (In which case she has not reached the limit)?
regards
Michael
i.e. Are sprites of excessively long var2 chains (Hi, George ) affecting this in some way?
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Re: Sprite Limits (Other)
I don´t know. We would need more information on this to get an idea.wallyweb wrote:So what is preventing SAC from loading more active sprites in the "Other" category?
I don´t think so.i.e. Are sprites of excessively long var2 chains (Hi, George ) affecting this in some way?
regards
Michael
Re: Sprite Limits (Other)
Thanks Michael.michael blunck wrote:I don´t know. We would need more information on this to get an idea.wallyweb wrote:So what is preventing SAC from loading more active sprites in the "Other" category?
I don´t think so.i.e. Are sprites of excessively long var2 chains (Hi, George ) affecting this in some way?
regards
Michael
@SAC - Check the order of grf's listed in your newgrf.cfg file. Make sure that George's ECS Vectors are listed after ttdpbasew.grf AND before all other grf's.
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Re: Sprite Limits (Other)
Hmm, still doesn't work. Even if I turn off ALL other .grf's I'm using, I'm still only able to load ECS Town, ECS Basic, and ECS Machinery! Adding those other ECS .grf's gives me those nasty yellow flags! And I've put them in the exact same order as you Wally, with the TTDPBasic on top!
I'm a bit puzzled when it comes to your ability to load Canadian Stations, (with that large number of sprites) along with IndustrialStationsRenewal as I can't even load MB's NewStations and IndustrialStationsRenewal and to those add my 3 testfiles, (BlankTiles), each of them providing 108 sprites...? Odd indeed! Something is wrong!
I've attached some files to this post in case someone should find time to have a look! On another note, noticed I have like 4 other ttdpatch.cfg in my folder, labeled cfg.0001, cfg.0002, cfg.0003, and cfg.0004! Am I supposed to have that?
I'm a bit puzzled when it comes to your ability to load Canadian Stations, (with that large number of sprites) along with IndustrialStationsRenewal as I can't even load MB's NewStations and IndustrialStationsRenewal and to those add my 3 testfiles, (BlankTiles), each of them providing 108 sprites...? Odd indeed! Something is wrong!
I've attached some files to this post in case someone should find time to have a look! On another note, noticed I have like 4 other ttdpatch.cfg in my folder, labeled cfg.0001, cfg.0002, cfg.0003, and cfg.0004! Am I supposed to have that?
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Re: Sprite Limits (Other)
Click on "Debug" and post the grfdebug.txt too so we can see the error messages...
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