32bit Graphics Extra Zoom Patch

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DeletedUser5
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by DeletedUser5 »

OK. Now I'll test it. So all those problems disappeared. Now everything works again. Thanks for fixing it.
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bazil14
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by bazil14 »

Nice one, great work Geektoo :D been waiting for this moment *goes off to bug test it, results coming later*

wonder if the patch can take the sprites i made, but they still need to be finished complety


*hi5*

-bazil14
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by GeekToo »

Looking at the blender thread, I suppose it can :D Nice to see new artwork
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by RacerII »

GeekToo , viewport.cpp changed allot in trunk.
Any chance you can take a look?

Would be nice to make a patch thats compatible with latest trunk again.

I tried , but im not a coder and got stuck. :(
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by GeekToo »

Sure, I will take a look soon

<edit> In fact, I just did, and did not get stuck :D , but it was a pretty complicated merge indeed. So here's the update. I just ran a quick test, zooming, scrolling and transparency do work. If you notice any bugs from the merge, please let me know.
</edit>
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32bpp_12754_v10g.diff
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DeletedUser5
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by DeletedUser5 »

I'll do same test as before if it works. I'll edit this post after it.

@EDIT: First thing while patching:

Code: Select all

patching file src/blitter/32bpp_optimized.cpp
Hunk #1 succeeded at 1 with fuzz 1.
And second thing while compiling:

Code: Select all

[SRC] Compiling sound.cpp
/home/soeb/OpenTTD/svn/32bpp_GeekToo/src/sound.cpp:170: error: size of array ‘a’ is negative
make[1]: *** [sound.o] Error 1
make[1]: Leaving directory `/home/soeb/OpenTTD/svn/32bpp_GeekToo/objs/release'
make: *** [all] Error 2
I just can't test it.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by RacerII »

GeekToo wrote:Sure, I will take a look soon

<edit> In fact, I just did, and did not get stuck :D , but it was a pretty complicated merge indeed. So here's the update. I just ran a quick test, zooming, scrolling and transparency do work. If you notice any bugs from the merge, please let me know.
</edit>
Thank you!

Will try out today.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by RacerII »

Seems like everything works fine.
Thanks GeekToo!
I must say however i did edit out a few things for now , longer trains.
I kinda feel ashamed to say this because i know you worked hard for this , and i cant wait for new graphics to support this patch.
But for now gameplay doesnt work nice with this feature.

But again , i love your work!
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by DeletedUser5 »

Works finally. Looks like everything works. Did some tests ( mainly with vehicles ) and it works.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by Tuck »

hey there

I've found a bug (I think). I'll try to explain...

If I scroll my mouse wheel to zoom out and in (with your patch) Iam not at the same position anymore...
If Iam doing this fast enough... my screen is in the left-top corner of the map (I think position 0,0)

It's not very fatal, but it could be more handy ... :S

[hope my english is not soooo bad ;( ]

Tuck

PS: otherwise its a absolutely great project. :D

PPS: Oh and I've a dualcore processor... so its not my processorspeed or else :P
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by DeletedUser5 »

That's a real bug I think. I noticed it few times ( just checked ), but never reported it. It was tested by me yet on two computers with GNU/Linux Ubuntu, so it probably doesn't just happen on some machines.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by GeekToo »

It's definately a bug, and somebody reported it to me before I think. But I did not spend any time on solving it yet, I thought creating the extra long trains was more important ( but judging by the reactions on that update, I was wrong ....)
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by DeletedUser5 »

Just though about them, and now I've got a question about extra long trains - is there a possibility that there'll be extra long road vehicles? It's quiet annoying to see buses partially over another buses. I hope you can include same feature to the road vehicles.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by GeekToo »

Soeb, the same feature could be made for road vehicles too, but I don't know whether I want to do that. I did spend a lot of time in creating the longer trains update ( like 40 hours or so of my valuable spare time), and when I posted it, I did have high expectations of it. But to be honest, the response did disappoint me: people do ask whether they can disable the longer trains, and very little ( like 1) graphics are created a month after posting the patch. So that leads me to the conclusion that the extra zoom levels are appreciated, but the longer trains are not.

Apart from that, I did join the IRC recently, to find out that the OTTD developers are not really positive about this patch. They think it is too complicated, and that the looks of it are not good: in most zoomed in level, the vehicles take steps of 4 pixels, and that would be noticable. There is not much that can be done about that, though I never experienced that to be a problem myself. Imo there were more important graphical issues, like the ugly zoom out in the original game. When you browse this thread, there does not seem to be very much interest of the developers.

Furthermore, I got the impression that people on the forums are requesting features like better company colours, and when someone is implementing that, they do not seem to care anymore.

So when I compare my efforts I've put into this patch, including updating the wiki, respond to user questions, bugfixing etc. against chances is has to get into trunk, and the reward I get from it, I seriously consider to stop developing it, especially because I'm also developing an AI in the NoAI framework, and really enjoy that.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by athanasios »

NoAI is important too, good luck there. But don't feel like that. Seems there is a lack of artists around.
http://members.fortunecity.com/gamesart
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by Roujin »

I can understand your disappointment GeekToo.
It's often hard for a patchwriter if he notices lack of interest in his patch, and lack of support from the devs to maybe include it in trunk.

Don't let this discourage you though, maybe just take a break and go on with your AI to get back the joy of developing stuff 8) and maybe some time you'll come back to this topic with fresh ideas and encouragement.
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DeletedUser5
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by DeletedUser5 »

Well, I just asked because, for example even your bus. It was too long for now, and I just asked if it's possible. And at all I though it won't be a lot of work now, for making long road vehicles ( possibly because I didn't looked into the code and though it is possible to base it partially on long trains ). I agree with Roujin about that. Just leave it for some time and when you'll think it's good to back working on this patch again, start working on it again. And I do understand your disappointment - there were really only few comments.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by Teemes »

GeekToo, please do not give up on this patch just yet! It may be true that interest may have waned in the last few weeks. Heck, when I jumped the bandwagon in late March, new graphics were coming in on an almost daily basis, whereas now there are times when there is not even one new post per day.

But consider this: it's summer term (i.e. exam term) in the UK now, and probably in a lot of other countries too. And, seeing that we're mostly Europeans around here, the nice weather might also play a role... weak consolation, I know. Plus, a lot of graphics have been done by ben_robbins and alltaken, who were not posting a lot in these threads lately, so progress is bound to be slower.

Maybe the steep learning curve for blender and the coding tools is what puts newcomers off. I'll try and write a howto for the wiki. Your v9 and v10 have been downloaded almost a thousand times(!), mainly the precompiled binaries. So the patch really appeals to people, but many of those may not contribute because they don't feel computer-savvy enough.
In the end, :bow: to all the work you've done so far! Hope you don't abandon this project. But if you feel disheartened, especially with the devs not being supportive, I'll (of course!) respect if you decide to take a break. Just don't rush your decision.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by Ammler »

I do also like this patch, 32bpp graphics seems for me quite useless without that patch....

And because it's not in trunk, you can't expect too much graphics for it,

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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by Tuck »

Hey GeekToo

Your work is very good and practically finished. (I can zoom, heya ;))
But this Patch needs time... time to be accepted. The long trains.. well.. yea they're be needed if the zoom works perfect and more details are much in demand.
But for now if the zoom works perfect, the game can be presented in other dimensions. For High-Resolution-User. It is a great game with a very good multiplayerprotocol. So what you've done is the next part of the game. "The success will come" ..or so :P

Don't be sad that human's need time to accept something. (see flat earth) ;P
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