Problems activating 32bpp graphics

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toast
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Problems activating 32bpp graphics

Post by toast »

Hello =)

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.
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wil86
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Re: Problems activating 32bpp graphics

Post by wil86 »

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....


OS: WinXP SP2
OTTD-V: 0.6.0-beta3
LordAzamath
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Re: Problems activating 32bpp graphics

Post by LordAzamath »

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.
DeletedUser6
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Re: Problems activating 32bpp graphics

Post by DeletedUser6 »

But I tried and failed :x

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
Yay! I'm back! Did you miss me?


...


I thought not.
LordAzamath
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Re: Problems activating 32bpp graphics

Post by LordAzamath »

what happens with blitter = 32bpp-optimized ?
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.
Lucifer The Dark
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Re: Problems activating 32bpp graphics

Post by Lucifer The Dark »

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.
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Re: Problems activating 32bpp graphics

Post by GeekToo »

Have you tried to untar the tar files, so pngs are in the data/sprites/xxxx directories, and then rename the tar to .trbak or something
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Re: Problems activating 32bpp graphics

Post by Lucifer The Dark »

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.
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Re: Problems activating 32bpp graphics

Post by GeekToo »

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
Attachments
3981.png
3981.png (3.48 KiB) Viewed 5415 times
openttd.zip
(1.04 MiB) Downloaded 188 times
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wil86
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Re: Problems activating 32bpp graphics

Post by wil86 »

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
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debug6_TAR.txt
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wil86
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Re: Problems activating 32bpp graphics

Post by wil86 »

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 :P
Last edited by wil86 on 02 Mar 2008 16:04, edited 1 time in total.
Lucifer The Dark
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Re: Problems activating 32bpp graphics

Post by Lucifer The Dark »

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.
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debug 3981png.txt
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wil86
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Re: Problems activating 32bpp graphics

Post by wil86 »

sorry, but i am totally confused by this debug-log =)

i tried out the following cases:
  • run the program with NO pngs (and no sprites directory existing)
  • run the program with the png 3981.png you made available in the post above
  • run the program with the power_plant set from the wiki (=2045.png ... 2054.png)
in ALL three cases it gave me the same debug output saying
dbg: [misc] load png 3981 mask 0
sorry, but that's too much for me ^^


P.S. i used 32bpp-optimized blitter. there's no png-loading message when using the 8bit ones
P.P.S. as you expected: no 32bit graphics in the game =)
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debug.txt
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GeekToo
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Re: Problems activating 32bpp graphics

Post by GeekToo »

It means in all cases it canot open the pngfile: (from loadpng function), else another print would be seen:

Code: Select all

	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;
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Re: Problems activating 32bpp graphics

Post by wil86 »

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....
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Re: Problems activating 32bpp graphics

Post by GeekToo »

Last logs were important directions, for pinpointing the function where things go wrong.

Here's another version, with debugs in the fopen functions. Now we can determine what goes wrong I think. Same procedure as above.
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openttd.zip
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Lucifer The Dark
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Re: Problems activating 32bpp graphics

Post by Lucifer The Dark »

Tested once again as per your previous request :D One step closer to a solution? oops just realised I had other tar files installed, I'll remove them & redo the test.
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openttd debug.txt
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Lucifer The Dark
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Re: Problems activating 32bpp graphics

Post by Lucifer The Dark »

Here we go with just the 3891.png installed.
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ottd debug part 2.txt
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GeekToo
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Re: Problems activating 32bpp graphics

Post by GeekToo »

Maybe (about being one step closer to the solution).

I took a look at the log, and at least the following must be corrected:
Change directory: sprites\trg1\ to sprites\trg1r\
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Re: Problems activating 32bpp graphics

Post by wil86 »

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 =)
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debug.txt
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