32bit Graphics Extra Zoom Patch

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RGB-Miso
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Re: [32bpp] Extra zoom levels ! v9

Post by RGB-Miso »

I have a bug with the junction in the citys
the sprites dont be draw'n right in my OTTD.
In the Picture you will see the bug. Its in all citys and all Zoom Mode's.
Can anyone halp me to remove them?
I use the r12030 pakage and the 32bpp Version9 patch for compile the code.

Image
I prob it to make a different offset but the program make the same.
bug_streats.png
bug_streats.png (754.56 KiB) Viewed 5574 times

I am made briges for the 32bpp Project, and a preview from it can you see here

Image
brige_pre_01.png
brige_pre_01.png (82.17 KiB) Viewed 5542 times
The Picture is drowed in AutoCAD


I am sory for my terrible english it will be better when i use them frequently.
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DeletedUser5
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Re: [32bpp] Extra zoom levels ! v9

Post by DeletedUser5 »

Graphics you use aren't officially in project. And you shouldn't use all tars. Also I'm coder of it and I don't have the same problem. I don't have any problem at all.
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RGB-Miso
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Re: [32bpp] Extra zoom levels ! v9

Post by RGB-Miso »

That's right, it isn't a official Project.
In the wiki write: 32bpp Extra zoom level.
I Download it from this side.

http://wiki.openttd.org/index.php/32bpp ... vels#Links
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Re: [32bpp] Extra zoom levels ! v9

Post by DeletedUser5 »

I talk about those roads.
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GeekToo
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Re: [32bpp] Extra zoom levels ! v9

Post by GeekToo »

RGB-Miso,

I've seen bugs like you describe before when people started OTTD with the 32bpp-animated blitter. Currently only the 32bpp-optimized blitter is supported. May that's your problem?
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Re: [32bpp] Extra zoom levels ! v9

Post by yorick »

Some bugs I found:
  • Signs and waypoint names don't show anymore
  • Station names are 2 tiles off at max zoom
  • Sprite_cache_size gets set back to 64 when I try to set it to 128 to solve Out Of Sprite Memory errors
Other than that: nice patch, I hope it makes it into trunk!
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Re: [32bpp] Extra zoom levels ! v9

Post by DeletedUser5 »

yorick wrote:Sprite_cache_size gets set back to 64 when I try to set it to 128 to solve Out Of Sprite Memory errors
Never happened to me. Maybe some more information?
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Re: [32bpp] Extra zoom levels ! v9

Post by yorick »

I tried to set sprite_cache size to 128 by editing the config, making sure openttd isn't running, but when it saves the config again, it's back at 64. But the out of sprite memory errors may be there because I've loaded over 26 tars. :lol:
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Re: [32bpp] Extra zoom levels ! v9

Post by DeletedUser5 »

I have over 20mb of graphics and it works. Now looked into config. I guess 64 is a limit.
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RGB-Miso
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Re: [32bpp] Extra zoom levels ! v9

Post by RGB-Miso »

Hay, I look at the blitter this is not the problem.

My .cfg file is hire, it writen
blitter = 32bpp-optimized

I dont know where the problem is, i can't find it. ;(
The problen is with the binery files to. :evil:
It's a problem with my system or graphic card..? :shock:
Is a NVIDIA , a newer one 8600GT with 512Mb 400MHzDDR2 ram. :twisted:

I'm so sorry, my engish is so terrible. :roll: :oops:
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openttd.cfg
my .cfg file
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Re: [32bpp] Extra zoom levels ! v9

Post by DeletedUser5 »

RGB-Miso wrote:The problen is with the binery files to. :evil:
No, it isn't. Really, no one else had that problem before here. Also I loaded your config - I don't have that problem. At tall I don't have any problem.
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Re: [32bpp] Extra zoom levels ! v9

Post by RacerII »

Diff against latest svn checkout atm
r12546M
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zoom_r12546M.diff
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Re: [32bpp] Extra zoom levels ! v9

Post by GeekToo »

Thanks RacerII for keeping things up to date. I'm currently implementing longer trains, that's why I dont post too often, but the extra zoom level patch certainly isn't dead.

RGB-Miso: try to start the game with a debug option, like -d misc=4 (or higher if necessary). That might give you the extra information what is wrong.
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Re: [32bpp] Extra zoom levels ! v9

Post by RacerII »

Yw, kinda hard to keep up with svn sometimes :lol:
Ill try to keep posting some updates.

edit: 11 apr , new diff.
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zoom_r12574M.diff
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zoom_r12651M.diff
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zoom_r12661M.diff
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Re: [32bpp] Extra zoom levels ! v9

Post by GeekToo »

I think it's time to release a new version with a new feature: Longer trains !

With this extra feature, it's possible to make train sprites the length of a tile, without graphical glitches when they pass through tunnels. That creates the possibility to make much better looking 32bpp trainsets, i.e. less chubby.

It's been a hard process creating it, there were a lot of crashes and glitches, but with a lot of help of Ben Robbins , (he did a great amount of alpha testing, and provided very useful feedback), I'm very pleased with the result.

The patch is more experimental than the previous versions, so don't overwrite your valuable savegames yet( don't say I didn't warn you), there still might be an occasional crash.

The vehicle length is fixed to the new longer length, I am still considering ways to make them more flexible. This has a funny side effect: when a train in the old graphics enters a depot, it will leave with a gap between the carriages. I really hope that some graphics sets will appear for the new length, then this effect will not be visible any more.

Known bug: because of the greater distance between carriages, it is possible to delete the tracks between them, which will result in a crash. The standard AI will do that, so start the game without AI.

Have fun with it :)


@RacerII, thanks for keeping things up to date while I was busy with this feature
Attachments
longengines_v10.rar
example engine set, model by Slye Fox, textures by Ben Robbins, unrar in the data/sprites/trg1r directory
(83.38 KiB) Downloaded 303 times
Longtraintest3OK.sav
Nice test save game, by Ben Robbins
(22.46 KiB) Downloaded 135 times
32bpp_12652_v10g.diff
v10 diff
(107.96 KiB) Downloaded 275 times
Last edited by GeekToo on 12 Apr 2008 17:26, edited 3 times in total.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by DeletedUser5 »

Updated the wiki. Finally new version with a great feature. I'll see how it works and comment it soon.

@EDIT: Started and created a train: engine-wagon-engine. When it goes out there's only engine. But when I look into info there's written engine-wagon-engine. I want to delete depot. It says: vehicle in the way but there isn't anything. So I sell all ( just click that icon ) and try it again. And what? Still same thing. Game happens to crash when I press go to depot ( vehicle turns and after 3-4 seconds it crashes ). All I noticed actually.
Last edited by DeletedUser5 on 12 Apr 2008 08:28, edited 1 time in total.
RacerII
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by RacerII »

Yw GeekToo , i had fun while doing it.
Its a great patch :D

For the new version it would be nice to implement a setting to turn the new train length on or off, but it probably will take a lot of work.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by GeekToo »

Soeb wrote: Started and created a train: engine-wagon-engine. When it goes out there's only engine. But when I look into info there's written engine-wagon-engine. I want to delete depot. It says: vehicle in the way but there isn't anything. So I sell all ( just click that icon ) and try it again. And what? Still same thing. Game happens to crash when I press go to depot ( vehicle turns and after 3-4 seconds it crashes ). All I noticed actually.
I can reproduce this, and that definately is a severe bug. I will try to fix it. I did a lot of testing, and never saw it.
It is probably caused because I synced with latest trunk recently.


RacerII wrote: For the new version it would be nice to implement a setting to turn the new train length on or off, but it probably will take a lot of work.
Yes, I'm still thinking about ways to make the length more flexible.


<Edit> Soeb, I think it's fixed now ! Could you please retry, updated diff in previous post.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by Slye_Fox »

I'd like to point out that the example engine posted, was modeled by me.
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Re: [32bpp] Extra zoom levels, Updated V10, longer trains!

Post by GeekToo »

OK, caption corrected
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