So, no. Really, Neko, if it were easy it would be done.petert wrote: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.
32bit Graphics Extra Zoom Patch
Moderator: Graphics Moderators
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
here is the win32 binary
win32 binary
i couldn't get the file size under 4MB using winzip 10, 7zip and winrar,
if anyone else can post it directly to the forum, i shall get rid of this link
woo! my first posted binary!
win32 binary
i couldn't get the file size under 4MB using winzip 10, 7zip and winrar,
if anyone else can post it directly to the forum, i shall get rid of this link
woo! my first posted binary!
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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
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Except it doesn't work, one thing that can tell you it doesn't work is that most binaries end in its revision number then the letter MLord Aro wrote:here is the win32 binary
win32 binary
i couldn't get the file size under 4MB using winzip 10, 7zip and winrar,
if anyone else can post it directly to the forum, i shall get rid of this link
woo! my first posted binary!
eg. r18760M
The binary you posted is nothing more then a normal binary as it doesn't zoom in or out any more then openttd normally does


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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
umm...
oh dear...
well umm, wait til someone posts a proper one.
i'll try again in the morning
oh dear...
well umm, wait til someone posts a proper one.
i'll try again in the morning
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
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
*sigh* and I really wanted to play with Extra Zoom with Scaling


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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Geektoo:
I've been playing with V12 tonight and varying the saturation/brightness. I'm not exactly sure what you mean when you say the 'debug output' or 'delta wrt'. Is there a way to note the values it's set at, and revert back to the default (quickly, rather than exit/restart), or a way of manually entering values?
I have some idea what I prefer, but I would like to methodically go through a range of settings and compare before concluding anything.
I've been playing with V12 tonight and varying the saturation/brightness. I'm not exactly sure what you mean when you say the 'debug output' or 'delta wrt'. Is there a way to note the values it's set at, and revert back to the default (quickly, rather than exit/restart), or a way of manually entering values?
I have some idea what I prefer, but I would like to methodically go through a range of settings and compare before concluding anything.
Ben
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Ben,
I have to admit that I usually don't debug on Windows, but on Linux, cause that's the environment where I develop the patch. On Linux I start openttd from the commandline in an xterm window, and the debug output is printed in that window. So, I'm not quite sure where the output goes in Windows, but I suggest to start a commandline window (start->Run type cmd <enter>). Then go to your Openttd directory (or folder in Windows jargon) with the cd command (tab key to autocomplete directory names IIRC). So something like: cd Documents and Settings/Ben/openttd or cd Program Files/openttd or whereever you installed it. Then give the openttd command, and check whether the debug output is printed.
When you see the debug output, it should be easy to go back to the default output, by using the 3..6 keys and checking the debug output.
But, as said, I may be wrong here, and the debug output may go somewhere else on Windows, so someone with more experience with debugging on Windows platform can give you a better answer.
I have to admit that I usually don't debug on Windows, but on Linux, cause that's the environment where I develop the patch. On Linux I start openttd from the commandline in an xterm window, and the debug output is printed in that window. So, I'm not quite sure where the output goes in Windows, but I suggest to start a commandline window (start->Run type cmd <enter>). Then go to your Openttd directory (or folder in Windows jargon) with the cd command (tab key to autocomplete directory names IIRC). So something like: cd Documents and Settings/Ben/openttd or cd Program Files/openttd or whereever you installed it. Then give the openttd command, and check whether the debug output is printed.
When you see the debug output, it should be easy to go back to the default output, by using the 3..6 keys and checking the debug output.
But, as said, I may be wrong here, and the debug output may go somewhere else on Windows, so someone with more experience with debugging on Windows platform can give you a better answer.
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
that DIff is to what? to r16366 from page 1 or ?GeekToo wrote:Diff with the new scale2x upscale algorithm
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
No, check the name and you would have had a clue. Diff with r18760 of trunk
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Here's a proper binary, using the awful compiling wizard trick...Lord Aro wrote:i couldn't get the file size under 4MB using winzip 10, 7zip and winrar,
- Attachments
-
- 32bpp_win32_r18768.rar
- (3.25 MiB) Downloaded 569 times
-
- 32bpp_r18768_v13.diff
- (77.76 KiB) Downloaded 2323 times
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
I've got no idea what you're talking about, but you succeeded in making me curious.petert wrote:... using the awful compiling wizard trick...
Btw thanks for the binaries
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
well now that i know what to look for i do but thanksGeekToo wrote:No, check the name and you would have had a clue. Diff with r18760 of trunk

last thing, after following this guide,in the last step how do you make that bundle in VS2008?
Last edited by neob on 10 Jan 2010 01:06, edited 1 time in total.
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
I was referring to the fact that I could get the rar file much smaller than 4MB. Nothing to do with the compiling, actuallyGeekToo wrote:I've got no idea what you're talking about, but you succeeded in making me curious.

Last edited by petert on 10 Jan 2010 19:31, edited 1 time in total.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Geektoo:
Thanks for that, I got it working after typing a lot of random things in! (some combination of 'openttd' 'debug' and '-d' in case anyone wants to do the same)
I'm finding it quite hard to come up with one answer of what I like most, because it depends which bit I look at. Original sprites (which aren't team colours but seem to have varying lightness/saturation?), vehicles, or company manager eye colours.
For the team colours I compared many print screens of trains, and have basically concluded that it looks best almost exactly as you have is as default in v11. I tried making it look awful then clicking randomly until I liked it. The average result I got was about -3 lightness and -5 - 0 saturation. (saturation varied far more) So I would say how you set it before is excellent. Doesn't seem like the most productive answer, which basically just says..'I like it how it is'!
For things such as the railway depot though and church's. I preferred it at -10 lightness and about -70 saturation. I would say though that these matter far less becuase they are stand in graphics awaiting replacement as far as the full zoom 32bpp project goes.
For the company managers faces, the eyes look like the fires of hell are burning within. I had to put it down to -30 saturation and -21 lightness before it looked realistic.
The saturation takes a far greater increase/decrease to have any great effect on the team colours on the 32bpp sprites, so maybe you could get away with lowering it to make the other 2 situations better, but really both these require the lightness to be varied also, so I don't think that is an answer in itself. The saturation variation even with small variation is noticeable in the way it makes things such as the good carriage 'shine', and I rather like that, so I'm sceptical about even lowering that.
It may just require the company manager eyes sprites to be redone, don't worry to much about the original sprites, and focus on the rest. Therefore, I really like it as you chose to have it, and agree with your choice.
I've attached a .rar of some of the things I scribbled down while comparing.
Thanks for that, I got it working after typing a lot of random things in! (some combination of 'openttd' 'debug' and '-d' in case anyone wants to do the same)
I'm finding it quite hard to come up with one answer of what I like most, because it depends which bit I look at. Original sprites (which aren't team colours but seem to have varying lightness/saturation?), vehicles, or company manager eye colours.
For the team colours I compared many print screens of trains, and have basically concluded that it looks best almost exactly as you have is as default in v11. I tried making it look awful then clicking randomly until I liked it. The average result I got was about -3 lightness and -5 - 0 saturation. (saturation varied far more) So I would say how you set it before is excellent. Doesn't seem like the most productive answer, which basically just says..'I like it how it is'!
For things such as the railway depot though and church's. I preferred it at -10 lightness and about -70 saturation. I would say though that these matter far less becuase they are stand in graphics awaiting replacement as far as the full zoom 32bpp project goes.
For the company managers faces, the eyes look like the fires of hell are burning within. I had to put it down to -30 saturation and -21 lightness before it looked realistic.
The saturation takes a far greater increase/decrease to have any great effect on the team colours on the 32bpp sprites, so maybe you could get away with lowering it to make the other 2 situations better, but really both these require the lightness to be varied also, so I don't think that is an answer in itself. The saturation variation even with small variation is noticeable in the way it makes things such as the good carriage 'shine', and I rather like that, so I'm sceptical about even lowering that.
It may just require the company manager eyes sprites to be redone, don't worry to much about the original sprites, and focus on the rest. Therefore, I really like it as you chose to have it, and agree with your choice.
I've attached a .rar of some of the things I scribbled down while comparing.
- Attachments
-
- Comparisons.rar
- (1.72 MiB) Downloaded 148 times
Ben
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
win64 binary:
- Attachments
-
- 32bpp_win64_r18768.rar
- (3.72 MiB) Downloaded 356 times
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Neob:
Updated wiki for you: http://wiki.openttd.org/32bpp_Extra_Zoom_Levels#Win64
Updated wiki for you: http://wiki.openttd.org/32bpp_Extra_Zoom_Levels#Win64
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Thanks Ben, for the feedback.
I also got the advice from Zephyris to reduce the brightness just a tiny bit. So for now, I'll leave the values as they are, no urgent changes needed, and in the next version of the patch I'll reduce the brightness just a little bit.
I also got the advice from Zephyris to reduce the brightness just a tiny bit. So for now, I'll leave the values as they are, no urgent changes needed, and in the next version of the patch I'll reduce the brightness just a little bit.
Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Great work so far!
I was wondering, is the animation blitter functional yet?
I was wondering, is the animation blitter functional yet?
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Nope, it still crashes when using 32bpp-animBad_Brett wrote:Great work so far!
I was wondering, is the animation blitter functional yet?


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Re: [32bpp] Extra zoom levels, experimental new CC algorithm
Correct, it's not present (reminds me, I should really change it so that it does not crash, but just takes the optimized blitter, I believe BeeJay implemented that some time ago).
Also, animation for 8bpp is 'just' a palette-shuffle, we should discuss how to make animation for 32bpp work nicely.
Also, animation for 8bpp is 'just' a palette-shuffle, we should discuss how to make animation for 32bpp work nicely.
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