32Bpp Graphics Pack (13/03/2010)

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GeekToo
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Re: 32Bpp Graphics Pack (16/1/2010)

Post by GeekToo »

gogo214 wrote: the graphics are really amazing but the game lags like crazy and also I cannot open the town card when clicking on the town name and also the tiles on the edge between sea and land are not places correctly
-1. Lagging: well, at my computer, which is not really superfast or special, I notice a little lag, but not extreme, or making it unplayable. 32bpp extra zoom is slower than 8bpp, but of course it depends on your hardware, or map size, or nof vehicles.
-2. Town click, known bug of the patch (see also the wiki), I solved that some time ago, but reintroduced it again after merging with trunk at some point in time.
-3. Graphics pack problem, I've read somewhere that Maquinista solved it, but don't know if that was confirmed
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Re: 32Bpp Graphics Pack (16/1/2010)

Post by neob »

GeekToo wrote:
gogo214 wrote: the graphics are really amazing but the game lags like crazy and also I cannot open the town card when clicking on the town name and also the tiles on the edge between sea and land are not places correctly
-1. Lagging: well, at my computer, which is not really superfast or special, I notice a little lag, but not extreme, or making it unplayable. 32bpp extra zoom is slower than 8bpp, but of course it depends on your hardware, or map size, or nof vehicles.
-2. Town click, known bug of the patch (see also the wiki), I solved that some time ago, but reintroduced it again after merging with trunk at some point in time.
-3. Graphics pack problem, I've read somewhere that Maquinista solved it, but don't know if that was confirmed
personally i have experienced no lag at all on my few years old laptop, with the only exception of fast zoom out on larg maps, which lags on every version of the game to one degree or another.
(btw in the didnt we have some "smoothing" algorithm working when zoomed out? considering there is a lot sprites to be drawn on full zoom out on big res may be there should be done some tweeking there?)

32Bpp-Pack wrote:i would really love to know how are you making tar files for the base set, because i tried few methods, few location and nothing works beside extracting the files in to the data folder.
anyway i'll upload the updated files little later today.
same here, the only exception is the additional tar's which includes grfs...
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GeekToo
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Re: 32Bpp Graphics Pack (16/1/2010)

Post by GeekToo »

I've added some info about this on the wiki: http://wiki.openttd.org/32bpp_Extra_Zoo ... leshooting

Please read carefully, follow the steps, and if it then still does not work, then provide as much detailed info as you can, that possibly helps to solve the issue. Repeating multiple times that something does not work without being specific certainly won't.

Same applies to this statement:

(btw in the didnt we have some "smoothing" algorithm working when zoomed out? considering there is a lot sprites to be drawn on full zoom out on big res may be there should be done some tweeking there?).

Try to imagine you're me, and that you want to solve this. Would you have any idea what to do?
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Re: 32Bpp Graphics Pack (16/1/2010)

Post by neob »

its a bit confusing but to sum it up you always need to extract the files.
the only time you don need too its in the case when you dont youse OpenGFX and the TAR's use the old dir-name (which as far i remember non of those in the pack)


so if you use Opengfx, so all the extracted files located here:
[game folder]\data\sprites\ogfx1_base
[game folder]\data\sprites\ogfxc_arctic
[game folder]\data\sprites\ogfxe_extra
[game folder]\data\sprites\ogfxh_tropical

will automatically replace their 8bpp equivalents
as for the rest they should be put in those folders or supplied with a grf file to be allowed to load from a alternative location.


EDIT: For example in this pack, the base set include all the sprites for the above folders
and the additional set include folder like tgr1 etc and inlude grfs to allow to activate theme from in the game menu.
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GeekToo
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Re: 32Bpp Graphics Pack (16/1/2010)

Post by GeekToo »

I've reported this issue in the OTTD problems sections, and Petern did a fix on this: http://vcs.openttd.org/hg/openttd/trunk ... bcb719b177
Please join me in making a bow for Peter :bow:
If you still got similar problems, please do report (I'll sync the extra zoompatch tomorrow).
And because it's already tomorrow, here's the new diff: http://www.tt-forums.net/viewtopic.php?p=850557#p850557
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Re: 32Bpp Graphics Pack (16/1/2010)

Post by gogo214 »

GeekToo wrote:
gogo214 wrote: the graphics are really amazing but the game lags like crazy and also I cannot open the town card when clicking on the town name and also the tiles on the edge between sea and land are not places correctly
-1. Lagging: well, at my computer, which is not really superfast or special, I notice a little lag, but not extreme, or making it unplayable. 32bpp extra zoom is slower than 8bpp, but of course it depends on your hardware, or map size, or nof vehicles.
-2. Town click, known bug of the patch (see also the wiki), I solved that some time ago, but reintroduced it again after merging with trunk at some point in time.
-3. Graphics pack problem, I've read somewhere that Maquinista solved it, but don't know if that was confirmed

It only lags on full zoom out and lags a bit at the zoom before the max zoom. but I guess it because I play 2048x2048 I dont see any other explanation coz my laptop is one mean machine :)
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by 32Bpp-Pack »

Updated binaries to r18891 (fixed tar problem)
base pack and aditional pack are now consist of one TAR file each. (checked and its working like a charm)
added 64bit game pack
removed old packs mirrors.

updated first page.
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by GeekToo »

For the not-Windows users, is there any chance of a pack that is not in exe format (zip, gz, bz etc)?
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by 32Bpp-Pack »

GeekToo wrote:For the not-Windows users, is there any chance of a pack that is not in exe format (zip, gz, bz etc)?
i am not sure about gz and bz but zip compression rate worse than 7z, i dont mind a non self extractable version
but i would rather not upload both or almost 0.6GB upload each week....

so you'll have to agree between yourself which is the best packing style for the majority here.
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by GeekToo »

My first choice would be the lzma algorithm, which is available as lzma utility on Linux, and I believe 7zip and Peazip use it too. It's present on Gentoo, to compress the kernel, since 2.6.30, I don't know about other distros.

Second would be bzip2, I think 7zip, peazip and winrar can handle that too, and on Linux even tar can handle it.

Third is zip format, which is also available on Linux, and has the advantage of Windows users not needing to install extra utils, but, as you said, is not extremely efficient in compressing.
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by Wasila »

Looks like an update is in order ;).
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by Rubidium »

Please note that .tar.lzma is "already" deprecated and .tar.xz is going to be the replacement even though xz-utils doesn't have a stable release yet. Newer tars have support for xz, e.g. the tar in Debian testing.

On the other hand, PNGs are not very well compressible unless you use some tricks (uncompress that png compression and recompress that). So it might be well worth it to check how much compression it yields. One drawback of zip over .tar.* is that if there are (almost) duplicate files zip does compress the files seperately and .tar.* can see that they are similar and improve compression, although this might not be very noticable with big PNGs.

So it's probably best to come with some numbers how well the different compression mechanisms work and how you want to use it. Please note that gzip/bzip2 -9 does not always yield a smaller file than gzip/bzip2 -7.

For OpenTTD savegames lzma (from xz-utils) at 'level' 2 is about as fast as gzip at level 6 (default) and 10% smaller. With level 9 lzma is 20% smaller, but it takes like 100 times more CPU time (yes, two orders of magnitude). Anyhow, OpenTTD not having lzma compressed savegames is purely because xz-utils is not stable yet and because it has not migrated to the stable releases major distributions (especially LTS releases).

Anyhow, it all depends on what you exactly want. For on-the-fly compression you should use another compression algorithm/settings than when you compress it once.

Finally, if you want an exe for Windows users you might want to consider a very small stub exe that just downloads the latest archive and extracts that. Then you do not need to upload stuff twice and, if coded properly, users can just use the same executable for updates too, so you even reduce the download/upload size. For example OpenTTD's 1.0.0 installer downloads .7z compressed files and extracts those while the user does not need to install 7zip and the download package does not get bloated.
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by maquinista »

Updated these files:
http://jupix.info/openttd/gfxdev-repo/i ... file&id=38 (Bus stops and Lorry terminals)
http://jupix.info/openttd/gfxdev-repo/i ... file&id=40 (Railway stations)

I have fixed some pixels of some mask files.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by neob »

Rubidium wrote:Please note that .tar.lzma is "already" deprecated and .tar.xz is going to be the replacement even though xz-utils doesn't have a stable release yet. Newer tars have support for xz, e.g. the tar in Debian testing.
never heard about xz utils but from their webpage it looks that its a container format based on lzma sdk using LZMA2
so in other words its what we have been using, the problem is that not everyone has an up to date version that can extract it.

Rubidium wrote:Finally, if you want an exe for Windows users you might want to consider a very small stub exe that just downloads the latest archive and extracts that. Then you do not need to upload stuff twice and, if coded properly, users can just use the same executable for updates too, so you even reduce the download/upload size. For example OpenTTD's 1.0.0 installer downloads .7z compressed files and extracts those while the user does not need to install 7zip and the download package does not get bloated.
that a great idea with only one problem that at this stage we have no where to host it, here we use free hosting which provides unlimited space and more than enough bandwidth but no way to directly download it using an installer.
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by Ben_Robbins_ »

Maquinista: Thanks for that; really appreciated. Could I request some updated preview images, in part becuase I had to download them and extract to see exactly what had been changed.
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by maquinista »

Ben_Robbins_ wrote:Maquinista: Thanks for that; really appreciated. Could I request some updated preview images, in part becuase I had to download them and extract to see exactly what had been changed.
I have added better mask files for the station building and I have added glass in the roof of the station.
Attachments
Truck station. I have fixed the mask pixeles over the blue barrels.
Truck station. I have fixed the mask pixeles over the blue barrels.
truck_station2.jpg (23.91 KiB) Viewed 5302 times
Station.
Station.
station2.jpg (102.4 KiB) Viewed 5302 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by neob »

i already know what my next screenshot will include :D
btw if anyone stumbles over something good during gameplay/development make a screenshot and upload it ...
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by Ammler »

How much bigger is tar than this exe thing? I liked to download/extract it to http://bundles.openttdcoop.org/32bpp/ to offer an alternative location...

but I have no clue how to unpack such a .exe (except with wine)

Also torrents might be an alternative, file hash check inclusive. :-)
(we might be able to offer server seeding)

just as a test: http://bundles.openttdcoop.org/32bpp/32 ... ck.torrent

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Last edited by Ammler on 05 Feb 2010 01:33, edited 1 time in total.
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by neob »

if you can provide fixed location for hosting, i see no problem why we cant implement Rubidium downloader suggestion :D
also while torrents are viable way to save traffic most ppl prefer to avoid them for such small DL's mostly because of time issue.
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Re: 32Bpp Graphics Pack (23/1/2010)

Post by petert »

I'm downloading it ATM and will seed for as long as I can. You must be the one peer with a Swiss flag? ;-)

My download speed was: 628kb/s, but now it has slowed to a crawl: 50.8kb/s
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