I'm just trying to activate the 32bpp graphics in OTT (0.6.0b3) like you described it in the wiki (click here > editing the config file and adding some new graphics .tar files one like this). The program loads normally but there is no change. A friend of mine has got the same problem. I'm confused of what I'm doing wrong. I think it isn't that complicated Maybe someone can help us!
OS: MacOS 10.5.2
OTTD-V: 0.6.0-beta3
Last edited by toast on 01 Mar 2008 22:13, edited 1 time in total.
well, as described in the extra-zoom thread, i've got the same problem using the win32 version of OTTD. The program doesn't replace the old 8bit grafics. perhaps someone can help if he's got similar difficulties or a solution =) thx in advace....
MAYBE, if so much of you suddenly started to have this problem.. It's a bug not your fault. Try to update to beta4 and see if it helps.
EDIT: I succeeded. And had 32bpp graphics loaded with beta4
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
I have the anim blitter on, This time when I load the game it launches and displays the sounds 10 secs later and the game quits itself by itself. The game works without the blitter perfectly.
OS:Apple Mac OS Panther 10.3.9
Version:0.6.0 Beta 4
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
I get the same results with every 32bpp blitter, 8bpp graphics
OS: WinXP SP2
Version: nightly build 12320 (but it's been like this for 3+ months now)
tried 0.6.0 beta 4 with same results, I also scrapped everything & did a full reinstall with no other grf files other than the ones ottd actually has to have in place. Still no joy.
Sorry forgot to mention that I'd tried that too, I'll give it another go right now though with last nights build.
tested.....
Still no 32bpp, the funny thing is it did work when 32bpp was first added however many builds ago that was back in october I think it was it just stopped & reverted back to 8bpp.
I created a version with some extra debug messages: backup your old openttd.exe and replace with this one(unzip, cannot post executables here ).
(build against latest nightly, windows binary, no extra zooms). It's just diagnosis, to get extra info.
put 3981.png in data/sprites/trg1r directory
openttd -b 32bpp-optimized -d misc=6
Create a temperate game: debug log should show messages about load png
okay, so today i tried out the latest nightly r12322 and got the same problem. i'll provide some more debug and system info to you. i'm not able to make head or tail of this, but perhaps one of our experts does ^^
FIRST situation:
running under WinXP SP2 // AMD Athlon XP 1700+ // nVidia riva tnt; APG 2x 16mb; Detonator 6.14.10.6693
using a fresh installation of the latest nightly r12322
the following files where added to the directory to be able to play the game: sample.cat, trgc.grf, trgh.grf, trgi.grf, trgt.grf, trg1.grf
TAR file "power_plant.tar" (http://www.tt-forums.net/download.php?id=82178) from the wiki (http://wiki.openttd.org/index.php/List_ ... 32bpp_tars) is copied to the /data/ directory
no other files (e.g. NewGRF ...) where changed or added
trying to start openttd with all 32bpp blitters simple, optimized, animated (by config-file and by commandline / -b), in all 3 (6) cases the program starts normally (no errors where reported) but the original power_plant 8bpp sprite is NOT replaced
some more debug info is appended to the post using "-d misc=6" in command line
LOL okay, i think your debug version came online a few minutes too late GeekToo =) it just hasn't been online when i started my post ^^ am going to try this out now
Last edited by wil86 on 02 Mar 2008 16:04, edited 1 time in total.
The debug file mentions the png but the grass is still 8bpp. I've also tried all 3 32bpp blitters with no luck. ps the indcluded file is from 32bpp-optimized.
if (id==3981)
DEBUG(misc, 6, "load png %d mask %d", id, mask);
if (!OpenPNGFile(filename, id, mask)) return mask; // If mask is true, and file not found, continue true anyway, as it isn't a show-stopper
if (id==3981)
DEBUG(misc, 6, "load png before check header");
/* Check the header */
FioReadBlock(header, 8);
if (png_sig_cmp(header, 0, 8) != 0) return false;
okay, you code snippet explains this behaviour .....
and how should we go on now? we should take a look at the loadpng function and identify the reason for crashing....
Tested once again as per your previous request One step closer to a solution? oops just realised I had other tar files installed, I'll remove them & redo the test.
i also tried that out today and got a similar debug log.
on the harddrive, there is NO sprites\trg1\ directory, but ONLY a sprites\trg1r\ directory. In the log, it always mentiones a non-existing trg1-dir =)