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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 22 Nov 2009 20:13
by NekoMaster
petert wrote:This must annoy the hell out of you, but, http://www.tt-forums.net/viewtopic.php?f=33&t=21678
How the hell do I use that? it looks like you need a command line tool for that, which I dont have

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 22 Nov 2009 20:16
by petert
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.

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 22 Nov 2009 20:29
by NekoMaster
petert 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.
Sure, though I use log me in, but ill give this a whirl

Edit : Alright I got the program, BTW im in Eastern time zone my self, its just after 3:30 PM here

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 24 Nov 2009 13:47
by huldu
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

Posted: 29 Nov 2009 04:21
by petert
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 (Image), 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:
The sign edit screen is exactly above the sign location.
The sign edit screen is exactly above the sign location.
Graphically Insane, 19th Oct 1976.png (641.62 KiB) Viewed 3552 times
And of course the save:
Graphically Insane.sav
Save File, used with v12 (r17832M), on Windows Vista
(31.37 KiB) Downloaded 99 times

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 29 Nov 2009 13:14
by Roujin
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..

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 29 Nov 2009 16:11
by petert
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)
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)

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 16 Dec 2009 01:09
by TheJaguar
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

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 16 Dec 2009 11:09
by Lord Aro
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

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 16 Dec 2009 11:19
by petert
What he was asking for was really an update (apparently you don't read the OpenTTD Development section :-P) as seen a this post: http://www.tt-forums.net/viewtopic.php?p=840633#p840633

Lord Aro wrote:as you obviously haven't looked at the rest of this topic
I highly doubt that you've read this entire topic yourself.

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 16 Dec 2009 13:10
by Lord Aro
petert wrote:I highly doubt that you've read this entire topic yourself.
You are so full of your self :!:
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! :P

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 30 Dec 2009 23:07
by GeekToo
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.

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 31 Dec 2009 11:19
by GeekToo
tsjook wrote: Just a suggestion: user-configurable saturation (for testing)?
Is that feasible?
Yes, see previous post

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 31 Dec 2009 13:42
by petert
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

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 31 Dec 2009 15:08
by maquinista
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

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 01 Jan 2010 14:49
by petert
If anyone would like, I can upload a new build with this patch?

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 01 Jan 2010 16:35
by NekoMaster
Alright, go for it, Its just too bad you can't get it to build with Cargo Dist and maybe the Day Length Patch

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 01 Jan 2010 16:48
by GeekToo
petert wrote:If anyone would like, I can upload a new build with this patch?
Better to use this one: fixed some issues with company manager face and strings in zoom out levels

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 03 Jan 2010 13:20
by petert
Alright, here is a new binary built against r18696, have fun.

Re: [32bpp] Extra zoom levels, Updated V9 r16366

Posted: 03 Jan 2010 17:40
by JFK
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
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!