Teemes wrote:What comes to my mind is:
-station signs and town names not aligning correctly
-no sound in z0 and z1 zoom
Those bugs annoys me too. It's also annoying that clicking on signs and town names doesn't work in z0 and z1.
Sorry if that has already been fixed, I'm using a rather old version (r12030) - tried to update to 14096 today, but somehow BuildOTTD wouldn't access sourceforge...
I'm using revision 14069, and I still have the bugs you mentioned. Btw the latest patch is for revision 14069, and not for 14096.
Teemes wrote:What comes to my mind is:
-station signs and town names not aligning correctly
-no sound in z0 and z1 zoom
and... well, thats about it I guess.[1] Sorry if that has already been fixed, I'm using a rather old version (r12030) - tried to update to 14096 today, but somehow BuildOTTD wouldn't access sourceforge...
To be honest, I don't use the 32bpp patch for regular playing (yet!). It's my "whoa-nice-graphics-wished-that-OTTD-would-look-like-that-one-day-showcase"
[1]Ok, I forgot: displaying bounding boxes in z0 and z1 crashes the game. Not that anybody would want to do that...
To start with the bounding boxes, I fixed it in V10, but did not backport it to updates of V9. Well, actually I did, but only on my local machine, I will include it in next updates. And yeah, you're right, nobody would want to crash the game (I know you didn't mean that)
Thanks for the feedback, it makes my priority list clearer.
What's interesting me too, what is the main reason you're not using the extra zoom patch for regular playing? Don't get me wrong here, no way I'm trying to convince you that you should, I really think people are free to play the version they like, it's just that I can imagine a couple of reasons why you wouldn't play the extra zooms:
-speed is lower
-it's less stable (though the amount of crashes I have is rather limited recently)
-not compatible with trunk
-gameplay is worse, due to the city clicking and sounds etc
I'm just trying to find out what the main reason is, so feedback on that would give extra info on what I should improve first.
Varivar wrote:
It's also annoying that clicking on signs and town names doesn't work in z0 and z1.
Thanks to you too. Personally, the not functional clicking of towns is even more annoying than the alignmnent to me, esp since town clicking does not work correct in zoomed out levels either. Second on my list is the incorrect minimap. And third the sounds. But if anyone thinks that's the wrong order of priorities, please correct me.
The reduction in performance is noticeable, but not a problem (then again, my system is rather fast). Neither is the stability (haven't experienced any crashes when I wasn't provoking them - like by trying to display bounding boxes or messing with newgrf settings in the v10 patch) or the lack of compatibility with the trunk (as long as you keep it updated when defining new features appear, like the virtually unlimited amount of newgrf vehicles or the YAPP). I think what keeps me from using your patch is that not everything has been done in 32bpp yet, so the 8bpp graphics will look odd when zoomed in, and when zoomed out, the 8bpp graphics will look much more harmonious and matching each other, because people have worked on those for the past five years or so. There's nothing that you can do about that, though
It's not that I PLAY much OTTD recently, anyway. I found that contributing graphics is way more fun ...
What I thought of recently regarding improvements:
- ATM, there are no distinct company colour masks for all colour schemes. Granted, there is variation in the secondary colour, but apart from that red, orange, cream etc. look virtually identical.
- There are also some weird pixel errors in the grey and white company colours (pixels being displayed as black).
I've tried playing the extra zooms version of OTTD but it won't start.
The error says:
openttd.exe
openttd.exe has encountered a problem and needs to
close. We are sorry for the inconvienience.
if you were in the middle of something, the information you were working on
might have been lost.
Please tell microsoft about this problem.
We have created an error report that you can send to us. We will treat
this report as confidential and anonymous.
To see this data, click here.
I had installed OpenTTD r12030M (found on the 6th page of this thread).
The files that I currently have are:DATA (folder), fm (folder), GM (folder), lang (folder), scenario (folder), awe (folder), _Readme.txt, TTDX Configurator.exe, ttdreg.reg, ttdpatchw.exe, ttdpatch.cfg, ttdpatch readme.txt, ttdpatch manual.html, TTDLOADW.OVL, TTconfig.EXE, trgtr.grf, trgir.grf, trghr.grf, trgcr.grf, trg1r.grf, title.dat, strgen.exe, slogo.bmp, sample.cat, readme.txt, opt.dat, openttd.exe, mpssnd_c.dll, mkpttxt.exe, logo.bmp, known-bugs.txt, GameGFX.exe, dsetupj.dll, dsetupe.dll, dsetup.dll, dsetup6j.dll, dsetup6e.dll, demo5f.dat, demo5e.dat, demo4f.dat, demo4e.dat, demo3f.dat, demo3e.dat, demo2f.dat, demo2e.dat, demo1f.dat ,demo1e.dat, COPYING, changelog.txt, _Start Transport Tycoon Deluxe.exe, _Setup.bat, logs and scripts.
I have a question about this 32bpp
I cannot Use these 32bpp grafics...
Well, I use OpenTTD version: r14069 I used the binaries from this thread.
I've set the Blitter on 32bpp-optimized and the sprite cache on 64.
The tar file I use now is the gui4.tar from the openttd wiki.
I started with de debug parameters, and it found the .tar file, and coul read all png's in it.
but still I cannot see the new Gui...
P.s. I removed all .grf files in my data folder, so just the trg1, trgc,trgh,trgi,trgt files are there..
someone a Idea why it doesn't work?
Edit: Debug log
Edit 2:
I got it..
just recognized that there should be another version than mine (I realized, i use the DOS version) so I just had to extract the Tars, and rename the folders.
start with 32bpp-optimized blitter ( and increase sprite_cache). See first post
thanks for the information.
You know on the first post it says that I have to have OTTD verson r12030?
Were can I get that particular version of OTTD Because the latest version is r14502. Because I think that there have been 2472 versions after that has been released.
Yay! Thanks for the updated version. Much has happened feature-wise in these last few thousand revisions. Great to see that you keep updating your patch
(I still got some half-finished Blender projects lying around, might start on those again as long as time permits)
GeekToo wrote:I know, it's been too long since the last sync to trunk, but here it is again. Synced to rev 15178
I just compiled that on Linux (shame sound is just crap on Linux these days, with PulseAudio).
I thought I had some issues with it. But it seems it mostly all the 32bpp-zoom graphics I had collected over time.
Several seem broken. I guess I need to start from scratch. But there's so many all over the place. And yes, I know about
that pack someone made. But I think there were some issues with that. And then not even close to everything is in there.
Maybe I should just look forward to that project, Transport Empire. Though that's only just starting. And of course also needs
a lot of models.
I find it hard to start a new map anyway and haven't played for a long time. But the new graphics in the .blend thread always
make me want to start playing again.
Thanks! That's awesome timeing on the update. I was just going to try this patch as practice. I managed to make it work and then found you had posted this I'll compare what I did against yours tommorrow. I basicly just guessed most of the time on my own.
Update to r15589
Warning: There were some small breaking changes in spritecache.cpp which I tried to fix. I doesn't crash any more, but I'm not sure the fixes are really proper.
You should apply the patch to r15590, 15589 has a crash-bug in the screenshot code (15590 is a one line fix for that, so the patch should apply without problems).