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480x600 hi-res

Posted: 31 Aug 2006 09:15
by m3henry
could it be possible tohave a switch that when the gsme resolution is 640x480 or half computor screen resolution, divide the pixels into 4 pixels to allow greater deatail by artists on anything in the game. a grf would specify if it uses the extra pixels, if it does not say either origional pixel size or new pixel size, then that particular grf would be displayed normally, not affecting other grfs or buttons.
i hope you understand

Posted: 31 Aug 2006 09:54
by eis_os
Could you please rewrite (use edit) your post to explain what you mean, it doesn't make sense at all. TTD runs native with 640x480 pixels. (Width x Height)

Posted: 31 Aug 2006 10:27
by m3henry
make the game resolution higher without making things look smaller.

on my computor every thing is displayed in mode 2, if i use the same game res as screen res then it would be mode 1
a picture might help:
they all have the same size relative to the screen
1. normal system
2. hi-res, using normal system
3. hi-res, using detailed system

Posted: 31 Aug 2006 21:27
by Snail
Good idea...

However, to re-adapt the vehicles to the new detail standards, and to get the best possible results, one would have to (basically) redraw all of their creations!... Otherwise they would look way too pixelated.

It would be quite a large effort (think of applying these changes to an entire train set)...

Posted: 31 Aug 2006 21:44
by White Rabbit
No, m3henry meant that he wants to see them pixellated! So do I, to a certain degree, of course. The proposed 4x zoom is enough.

Posted: 31 Aug 2006 22:16
by stevenh
It just sounds like we need to implement a SuperSAL or other Scaling library to work with the StretchWindow patch?
ie. You do the math... 640x480 gets Stretchwindowed to 1280x960 and then the library is applied... somehow :?

One way to test this would be to use DosBOX and stretch the window?

Posted: 01 Sep 2006 06:33
by m3henry
White Rabbit wrote:No, m3henry meant that he wants to see them pixellated! So do I, to a certain degree, of course. The proposed 4x zoom is enough.
nope. think of having 4 times the pixel capability, but every thing is the same size as before, just that GRFs can be 4x more detailed

Posted: 01 Sep 2006 06:44
by stevenh
You do understand that the lowest resolution is 640x480, so 4x will be:
2560x1920...
I know there are some 21" monitors that could probably do that... but it's a little excessive...
You'd probably want to just double the pixel at most... ie. 1280x960, as I was saying before... 8)

Posted: 01 Sep 2006 06:55
by aahz77
I think m3henry ment 1280x960 with 4x, because that is 4x the area of 640x480 (2x width, 2x length --> 4x area).

Posted: 01 Sep 2006 07:07
by m3henry
aahz77 wrote:I think m3henry ment 1280x960 with 4x, because that is 4x the area of 640x480 (2x width, 2x length --> 4x area).
a mathmatician :D we can rule the world :twisted: correct

Posted: 01 Sep 2006 07:37
by eis_os
Now I know what you mean, the superzoomlevel (aka full detail mode) is since more then a year on my todo list.


"find a way to have a -1 zoom level, should be easier when z sorting".

0 = normal
1 = zoom out 1
2 = zoom out 2

I have already a good overview where I need to patch TTD.
However to fully support the superzoomlevel, we need a rewrite of the spritesystem (with spritestreams for the better resolution) and the drawing code, this would be done if Josef and me do a rewrite of sprite drawing system...

Posted: 01 Sep 2006 08:34
by m3henry
eis_os wrote:Now I know what you mean, the superzoomlevel (aka full detail mode) is since more then a year on my todo list.


"find a way to have a -1 zoom level, should be easier when z sorting".

0 = normal
1 = zoom out 1
2 = zoom out 2

I have already a good overview where I need to patch TTD.
However to fully support the superzoomlevel, we need a rewrite of the spritesystem (with spritestreams for the better resolution) and the drawing code, this would be done if Josef and me do a rewrite of sprite drawing system...
this would also mean in the second zoom you will still be able to see your trains in the same detail as origionally :D

Posted: 01 Sep 2006 08:54
by GameR
more resolution give's more room for details :P find an way to do it!

Posted: 01 Sep 2006 09:41
by DaleStan
GameR wrote:more resolution give's more room for details :P find an way to do it!
/me hands a copy of TTDPatch's source code to Gamer.

Everything you need can be found right there.

Posted: 01 Sep 2006 14:44
by eis_os
I know how to do it but it will take a half year of work... I have so much in the pipeline that I need to have some priorities. Sorry. I have network rewrite, map rewrite, newroutes already... Ohh, and it would work transparently, non replaced sprites will simple look a bit more blockish...

Still I am a "TTDPatch dev in retirement" :D

Posted: 01 Sep 2006 15:41
by michael blunck
> I have so much in the pipeline [...] I have network rewrite, map rewrite, newroutes already...

Well, that´s quite a lot of work for being "in retirement". 8)

regards
Michael

Posted: 02 Sep 2006 02:13
by Lachris
But We love you for it :twisted:

Posted: 02 Sep 2006 09:19
by Wile E. Coyote
eis_os wrote:Still I am a "TTDPatch dev in retirement" :D
Just stay retired in that way! :D