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Bugs In 32bit Graphics Releases
Posted: 04 Jun 2010 20:20
by hexxus
If you see glitches, alignment issues, misplaced sprites, etc., post here. This way bug reports won't get lost in the Blender thread.
Artists and administrators might wanna subscribe to this thread.
Hi, I have the 32b Openttd r19024
First error - Bridge Error - Grass appears at one end

The error appears only at this end
Second error - Train signals appear 8 bit

The new 32b train signals have a glitch
Re: 32-bit Graphics Errors
Posted: 04 Jun 2010 22:35
by Ben_Robbins_
Hi hexxus, welcome to the forum,
The first issue has recently been in part mentioned. It's an issue with grass being the only ground sprite to appear under a bridge end, as well as the grass blades exceeding the tile edge. A fix for this either involves the grass made for bridge ends specifically, or the bridge ends having pixels exceed the tile edge overlapping the grass or having the grass cut. I think the simple solution of extending the road may work, but haven't looked at it myself. A coded solution for making different tiles appear under the bridge ends may also allow for nicer sprites on the bridge-legs. All considerations anyway, but it will take time.
Re: 32-bit Graphics Errors
Posted: 05 Jun 2010 10:45
by Lord Aro
2nd problem - the graphics probably haven't been done/released yet
although, the main problem is the fact that the signals are facing the wrong way - this must be a problem with sprite numbering (cue manquista

)
Re: 32-bit Graphics Errors
Posted: 11 Jun 2010 17:09
by hexxus
ok, waiting for the fixes ..
keep up the good work
Re: 32-bit Graphics Errors
Posted: 15 Jul 2010 13:50
by planetmaker
I'd like to draw attention (again) to the grassy base tiles: they seem to be higher than suitable for a ground tile. As such if used with a rail types newgrf grass is growing between tiles on the tracks - which looks at least strange.
Re: 32-bit Graphics Errors
Posted: 15 Jul 2010 14:30
by maquinista
planetmaker wrote:I'd like to draw attention (again) to the grassy base tiles: they seem to be higher than suitable for a ground tile. As such if used with a rail types newgrf grass is growing between tiles on the tracks - which looks at least strange.
Yes, but grassy tiles looks much better than plain tiles.
The problem could be fixed if the railway sprites (of a new railtype) are drawn over the railway tracks instead of the landscape tiles. I have suggested this as a option, but OTTD developers reject my idea.
My solution is avoid the usage of railtypes, now, I don't like this feature, and I won't use it.
Re: 32-bit Graphics Errors
Posted: 15 Jul 2010 16:19
by planetmaker
maquinista wrote:planetmaker wrote:I'd like to draw attention (again) to the grassy base tiles: they seem to be higher than suitable for a ground tile. As such if used with a rail types newgrf grass is growing between tiles on the tracks - which looks at least strange.
Yes, but grassy tiles looks much better than plain tiles.
Yes, but ground tile is defined as having "no height" - which clearly is violated. And IMHO this is not a good place to pull the "it's a feature, not a bug" behaviour.
Re: 32-bit Graphics Errors
Posted: 15 Jul 2010 16:37
by maquinista
planetmaker wrote:maquinista wrote:planetmaker wrote:I'd like to draw attention (again) to the grassy base tiles: they seem to be higher than suitable for a ground tile. As such if used with a rail types newgrf grass is growing between tiles on the tracks - which looks at least strange.
Yes, but grassy tiles looks much better than plain tiles.
Yes, but ground tile is defined as having "no height" - which clearly is violated. And IMHO this is not a good place to pull the "it's a feature, not a bug" behaviour.
This was discussed. If You prefer plain tiles, You can create them. For example, You can use the Alltaken landscape tiles:
http://www.mediafire.com/download.php?mwjxmemzgxz
I prefer the tiles with grass, and I will use them, and I won't use the features that doesn't fit with these tiles
Re: 32-bit Graphics Errors
Posted: 21 Aug 2010 19:09
by Lunar Wolf
hexxus wrote:
Second error - Train signals appear 8 bit

The new 32b train signals have a glitch
In addition to what a colleague, "hexxus" said: Traffic lights are set in the wrong direction against the direction of track rail and train traffic.
Looking at the forum, but for now I did not know a solution to this problem.
Re: 32-bit Graphics Errors
Posted: 21 Aug 2010 23:30
by ArmEagle
Maybe the signals being mixed up is because of 'the sprite number changes'? Though I don't know that much about the details of that, someone did create a grf (or so) to fix those issues.
Re: 32-bit Graphics Errors
Posted: 21 Aug 2010 23:52
by maquinista
Yes, there is a GRF file that fixes the coast tiles, signals... and most of OpenTTD/TTDPatch sprites that doesn't have TTD:
http://www.tt-forums.net/viewtopic.php?f=36&t=47288
Re: 32-bit Graphics Errors
Posted: 22 Aug 2010 11:20
by Lunar Wolf
There is some patch for it?

In addition, it will not work with me to block signals, or act so much that bad.
EDIT!
Solved the problem of the problem with the signals:
Please remove the 32bpp_extra-nightly-R38, and instead upload 32bpp_extra-nightly-R28, which is in the package http://www.tt-forums.net/viewtopic.php?f=36&t=46682.
This package contains the files from version R28, which is due to unpack the box again Fullpack.zip

Re: 32-bit Graphics Errors
Posted: 31 Aug 2010 21:15
by GeekToo
The signal pngs are not included in the 32bpp-extra set, so r28 vs r38 does not make the difference. You will only get the correct signals if you disable the 32bpp-extra grf (and of course have problems with coastal and catenary tiles), or renumber the signal sprites to match the 32bpp-extra numbering.
Re: Bugs In 32bit Graphics Releases
Posted: 24 Jan 2012 16:14
by studiocpb
I've got a bug in the z1 and z2 sprites of the desert and tropical ground tiles:
Re: Bugs In 32bit Graphics Releases
Posted: 24 Jan 2012 20:35
by maquinista
studiocpb wrote:I've got a bug in the z1 and z2 sprites of the desert and tropical ground tiles:
This is not a bug, It is that we don't have Z1 and Z2 sprites.
I need all temperate sprites if You want to try a recolour to create the sprites for Arctic and tropical.
Re: Bugs In 32bit Graphics Releases
Posted: 25 Jan 2012 17:47
by studiocpb
maquinista wrote:studiocpb wrote:I've got a bug in the z1 and z2 sprites of the desert and tropical ground tiles:
This is not a bug, It is that we don't have Z1 and Z2 sprites.
I need all temperate sprites if You want to try a recolour to create the sprites for Arctic and tropical.
Lord Aro made the z1 and z2 sprites see here:
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=180
Re: Bugs In 32bit Graphics Releases
Posted: 25 Jan 2012 18:00
by Lord Aro
indeed i did, but only using the pngresize program and did not do nay testing whatsoever
There may be bugs with the graphics
however, are you sure you downloaded the latest graphics pack with those graphics included?
Re: Bugs In 32bit Graphics Releases
Posted: 25 Jan 2012 18:03
by studiocpb
Lord Aro wrote:indeed i did, but only using the pngresize program and did not do nay testing whatsoever
There may be bugs with the graphics
however, are you sure you downloaded the latest graphics pack with those graphics included?
yes i did

Re: Bugs In 32bit Graphics Releases
Posted: 25 Jan 2012 18:31
by Lord Aro
well, that's because they're (still) not included in the dev (or standard) pack

- with 25 jan dev pack only
- Unnamed, 7th Jan 1950.png (377.62 KiB) Viewed 5915 times
EDIT: actually, it turns out the tar file was messed up, hopefully that's fixed now
however, there seems to be no 'transition' tile as in the middle of the above screenshot exists
Sorry
