How the hell do I use that? it looks like you need a command line tool for that, which I dont havepetert wrote:This must annoy the hell out of you, but, http://www.tt-forums.net/viewtopic.php?f=33&t=21678
32bit Graphics Extra Zoom Patch
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm


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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Ok, I am willing to set it up for you. But, I can only do it @ about 5:20PM EST. In the meantime, get www.teamviewer.com so that I can connect to your computer.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Sure, though I use log me in, but ill give this a whirlpetert wrote:Ok, I am willing to set it up for you. But, I can only do it @ about 5:20PM EST. In the meantime, get http://www.teamviewer.com so that I can connect to your computer.
Edit : Alright I got the program, BTW im in Eastern time zone my self, its just after 3:30 PM here


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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Is there any new release for the latest version of openttd with this 32bit thingy compiled for windows 32bit?
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
I've just downloaded all the graphics I could find on the wiki and such, and I've been playing for 20 minutes now, and I have 3 issues to report. (Sorry if these have already been mentioned)
1. I don't have the bombing and building rails sound effects, speakers are turned on, sound is on in-game, and I have the sample.cat file. Don't know what's up.
2. When clicking Ctrl + Click on eye in train window (
), it does not automatically start following the train. This could/probably is due to the fact that I am in the deepest zoom.
3. I can't seem to place a sign, they appear invisible: And of course the save:
1. I don't have the bombing and building rails sound effects, speakers are turned on, sound is on in-game, and I have the sample.cat file. Don't know what's up.
2. When clicking Ctrl + Click on eye in train window (
3. I can't seem to place a sign, they appear invisible: And of course the save:
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
wrt 2: Yeah, that's a limitation of this feature to the standard zoom level. Trunk has this too - there you cannot activate the follow mode when zoomed out (you can still activate it in normal zoom and then adjust your zoom level - that's kind of broken if you ask me).
IIRC this limitation is there in the first place because the auto-follow would look jumpy when zoomed out for slow vehicles, but I might be wrong here..
IIRC this limitation is there in the first place because the auto-follow would look jumpy when zoomed out for slow vehicles, but I might be wrong here..
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
I've just tested it, and it immediately stops the auto-follow when you begin to zoom out. It stops if you click anything, at all. (Other than GUI windows and such)Roujin wrote:(you can still activate it in normal zoom and then adjust your zoom level - that's kind of broken if you ask me)
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Hi,
32bpp extra zoom build it's awesome, but can someone compile the latest trunk on both platforms (32bit & 64bit) with the latest 32bpp zoom patch, please?
Thank you very much
32bpp extra zoom build it's awesome, but can someone compile the latest trunk on both platforms (32bit & 64bit) with the latest 32bpp zoom patch, please?
Thank you very much
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
as you obviously haven't looked at the rest of this topic
the link is here -> http://www.tt-forums.net/viewtopic.php?p=827794#p827794
the link is here -> http://www.tt-forums.net/viewtopic.php?p=827794#p827794
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It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
What he was asking for was really an update (apparently you don't read the OpenTTD Development section
) as seen a this post: http://www.tt-forums.net/viewtopic.php?p=840633#p840633

I highly doubt that you've read this entire topic yourself.Lord Aro wrote:as you obviously haven't looked at the rest of this topic
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
You are so full of your selfpetert wrote:I highly doubt that you've read this entire topic yourself.

you need to learn some manners
and for your information, i have read the whole of this topic, the New Graphics - Blender ".blend" thread topic AND the [32bpp] Extra zoom levels Graphics topic - all about 300 ish pages of them!

AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
I've created an update to current trunk version (18664). I did not perform an extensive test, and there's still a problem in the company manager face screen, but that's not the reason for posting this diff.
I've implemented a feature, so users can change the saturation and lightness of the masked sprites ingame, so we can find the optimal setting, and you can experiment a bit with it, and post some screenshots to discuss. That's better than me determining all the values, and making lots of screenshots.
So, how does it work?
In the game viewport window press keys 3 or 4 (un-shifted, un-control-led) to change the saturation value ( don't overdo it or strange views will appear due to clipping). The debug output in the console will print the delta wrt to the default of 175.
Press keys 5 or 6, to change the lightness of the masked sprites.
You can press Ctrl-R to repaint the whole window after making changes (I did not implement this, it was already present, but I did not yet find any use for it).
I did not do an extensive test on this version, so consider it experimental.
Have fun, and provide some feedback.
I've implemented a feature, so users can change the saturation and lightness of the masked sprites ingame, so we can find the optimal setting, and you can experiment a bit with it, and post some screenshots to discuss. That's better than me determining all the values, and making lots of screenshots.
So, how does it work?
In the game viewport window press keys 3 or 4 (un-shifted, un-control-led) to change the saturation value ( don't overdo it or strange views will appear due to clipping). The debug output in the console will print the delta wrt to the default of 175.
Press keys 5 or 6, to change the lightness of the masked sprites.
You can press Ctrl-R to repaint the whole window after making changes (I did not implement this, it was already present, but I did not yet find any use for it).
I did not do an extensive test on this version, so consider it experimental.
Have fun, and provide some feedback.
- Attachments
-
- 32bpp_18664_v12.diff
- updated diff, with user modifiable saturation and lightness
- (75.8 KiB) Downloaded 92 times
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Yes, see previous posttsjook wrote: Just a suggestion: user-configurable saturation (for testing)?
Is that feasible?
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Thanks A LOT for the update!
Unfortunately, as I have just figured out, CargoDist does not like to be merged with any patch, let alone Extra Zoom Levels. I would provide a diff, but all the errors would make it unusable.
Peter
Unfortunately, as I have just figured out, CargoDist does not like to be merged with any patch, let alone Extra Zoom Levels. I would provide a diff, but all the errors would make it unusable.
Peter
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
The links of the wiki are always the same, They are interesting to download them the first time.
The latest updates are listed here:
http://jupix.info/openttd/gfxdev-repo/i ... ?act=index
The latest updates are listed here:
http://jupix.info/openttd/gfxdev-repo/i ... ?act=index
Sorry if my english is too poor, I want learn it, but it isn't too easy.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
If anyone would like, I can upload a new build with this patch?
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Alright, go for it, Its just too bad you can't get it to build with Cargo Dist and maybe the Day Length Patch


Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Better to use this one: fixed some issues with company manager face and strings in zoom out levelspetert wrote:If anyone would like, I can upload a new build with this patch?
- Attachments
-
- 32bpp_18674_v12.diff
- (75.08 KiB) Downloaded 91 times
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Alright, here is a new binary built against r18696, have fun.
- Attachments
-
- 32bpp_18696_v12.diff
- (75.29 KiB) Downloaded 91 times
-
- 32bpp_win32_r18696.rar
- (3.24 MiB) Downloaded 129 times
Re: [32bpp] Extra zoom levels, Updated V9 r16366
Cant unzip the 32 bit one, and its the one I need for my computer! Anyone having any Idea why this is not working? The otherone is unzipable but then its the wrong one! Help Please!BeeJAy wrote:Ok here are the two, I have tested them so they should have the correct files etc.
Windows 32-bit
Windows 64-bit
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