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 Post subject: NewGRF Config
PostPosted: Thu Mar 22, 2012 10:56 pm 
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Engineer
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Joined: Thu Mar 22, 2012 10:47 pm
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Hello, this is my first post in this forum, and i'm not proud of being a question, but I hope in the future I could be here helping other people.

My question is: How can I change the parametres for a Mod or remove it, in an already existing scenario.

Thank you. (I'm sorry if my english isn't good, I'll try to improve it)


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 Post subject: Re: NewGRF Config
PostPosted: Fri Mar 23, 2012 8:44 am 
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Tycoon
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This function has been disabled, because it causes too many problems. You have to go to the main menu, change the NewGRF configuration, and start a new game.

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 Post subject: Re: NewGRF Config
PostPosted: Fri Mar 23, 2012 9:30 am 
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Engineer
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The reason is that I downloaded an scenario, with the Base Costs Mod installed and i wanted to change some parameters, can't I even do that by modifying any file? Parameters must be saved somewhere.


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 Post subject: Re: NewGRF Config
PostPosted: Fri Mar 23, 2012 10:46 am 
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Tycoon
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you can by becoming a "scenario developer", but you really need to be sure what you're doing then.

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 Post subject: Re: NewGRF Config
PostPosted: Fri Mar 23, 2012 11:05 am 
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Engineer
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Can you give me some more information on how to begin editing scenario without the ingame editor?

I've some basics in programming, so it shouldn't be hard.


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 Post subject: Re: NewGRF Config
PostPosted: Fri Mar 23, 2012 11:50 am 
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OpenTTD Developer
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Open a hex editor, and start entering the right hex codes :mrgreen:

Seriously, I would not do that even if it was the last resort. Basically, a scenario is a save game, with all the stuff that you can have in a game.
You can look in the source code to see how that file is loaded and saved.

Even if you can load the file, you get the exact same consistency problems that OpenTTD had, and which in the end, we considered as being too complicated to get correct, ever. Note that OpenTTD is a moving target. Also, NewGRF specs are evolving, so solving it one time is not sufficient.


I think a much better path to spend your effort on, is to make an alternative file format that describes how to build a scenario instead.
The current format is a world with towns, industries, land, water, etc. The better solution would be to store a description how to generate that world. In that way, you are no longer tied to the world file format, but you have a set of build instructions, which you can 'run'. Changing the build instructions has far less potential for consistency problems, thus gives far better experience of an editable world in a scenario.


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 Post subject: Re: NewGRF Config
PostPosted: Fri Mar 23, 2012 12:24 pm 
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Route Supervisor
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This is probably what you're looking for:

viewtopic.php?f=31&t=58715

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 Post subject: Re: NewGRF Config
PostPosted: Fri Mar 30, 2012 11:46 pm 
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Engineer
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Thank you so much, that was exactly what i was looking for.

Sorry for recovering this post after so long but i really wanted to thank you.


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 Post subject: Re: NewGRF Config
PostPosted: Sat Mar 31, 2012 4:54 am 
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Tycoon
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You know, I love our devs... I love the work that they put into this game, and I appreciate the care that they've shown...

But for <insert deity>'s sake, will you PLEASE stop coddling users and just answer a straight-forward question when it comes to changing NewGRFs in an existing game? Really, it's enough that you disabled it by default, and doing so has NOT made this magically go away. Users are still asking. Stop assuming that they're stupid little children who don't know any better. LET THEM F**K THINGS UP!

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 Post subject: Re: NewGRF Config
PostPosted: Sat Mar 31, 2012 5:27 am 
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OpenTTD Developer
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The simple answer is: "it's not possible. It's not meant to be possible."

This answer magically made 95% of the layer 8 bugs go away. Those who want to mess up things, please should be grown up enough to find the info they need without resorting to spoon-feeding. And not employ your childish behaviour and attitude of "I want it now. I want it all. I don't want to do anything for it".

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 Post subject: Re: NewGRF Config
PostPosted: Sat Mar 31, 2012 6:22 am 
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Except the simple answer is half-lie, half wishful thinking.

Why not tell the truth? "It's possible, but it is disabled by default. If you choose to enable it, it may very well cause problems that we cannot fix and only you are responsible for. For more information, click this link." It's simple, it's to the point, and we don't get these stupid run-around excuses.

And, if you made that known up-front, with a clearly labeled sticky in the forums, you'd probably cut out 95% of the posts asking about it, and then you wouldn't have to bash newbies for failing to use the search function, when they don't exactly what keywords to search for, and thus don't get the exact answers that you expect them to automatically know.

It wouldn't hurt some of the devs and mods to be a LITTLE more user-friendly, polite AND friendly to the users.

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 Post subject: Re: NewGRF Config
PostPosted: Sat Mar 31, 2012 6:55 am 
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OpenTTD Developer
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You mean the people should read the sticky about newgrfs in scenarios? Right! They should. People who still ask obviously didn't as it contains the answer.

But I'm always amazed at how nicely people fail at the same thing they claim other people should exercise :mrgreen:

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 Post subject: Re: NewGRF Config
PostPosted: Sat Mar 31, 2012 7:46 am 
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OpenTTD Developer
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kamnet wrote:
Why not tell the truth? "It's possible, but it is disabled by default. If you choose to enable it, it may very well cause problems that we cannot fix and only you are responsible for. For more information, click this link." It's simple, it's to the point, and we don't get these stupid run-around excuses.
You mean like we did for many years before, throwing a red warning window in their face where they are warned of possible severe consequences, and asked not to report them?

Yeah, that worked great.


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 Post subject: Re: NewGRF Config
PostPosted: Sat Mar 31, 2012 6:39 pm 
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Traffic Manager
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planetmaker wrote:
You mean the people should read the sticky about newgrfs in scenarios? Right! They should. People who still ask obviously didn't as it contains the answer.


Just a suggestion: I think that thread should have a better title, something along the lines of "Changing newgrf's in a game", or something. The way it's worded now won't draw you to it for this particular problem.

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 Post subject: Re: NewGRF Config
PostPosted: Sun Apr 01, 2012 7:20 am 
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Tycoon
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planetmaker wrote:
You mean the people should read the sticky about newgrfs in scenarios? Right! They should. People who still ask obviously didn't as it contains the answer. But I'm always amazed at how nicely people fail at the same thing they claim other people should exercise :mrgreen:


You mean that convulted mess, run-away train of a thread which starts out with a user asking a question and multiple developers giving out non-direct and unhelpful answers? The reason people keep asking the same question is because they're not getting straight-forward, honest answers.

I tell you what. If I write up a nice post explaining a) why it's disabled, b) the consequences of enabling it, and c) the directions how to enable it, would a moderator be willing to both sticky it and lock it, and then unsticky the current post? Then from here out we just point people to that post if it's needed?

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 Post subject: Re: NewGRF Config
PostPosted: Sun Apr 01, 2012 7:43 am 
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Tycoon
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kamnet wrote:
I tell you what. If I write up a nice post explaining a) why it's disabled, b) the consequences of enabling it, and c) the directions how to enable it, would a moderator be willing to both sticky it and lock it, and then unsticky the current post? Then from here out we just point people to that post if it's needed?

I also support an improvement over the current sticky; your suggestion certainly sounds agreeable.

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 Post subject: Re: NewGRF Config
PostPosted: Sun Apr 01, 2012 10:36 am 
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OpenTTD Developer
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kamnet wrote:
You mean that convulted mess, run-away train of a thread which starts out with a user asking a question and multiple developers giving out non-direct and unhelpful answers? The reason people keep asking the same question is because they're not getting straight-forward, honest answers.
There is a reason for doing this. Let me try to explain.

There are roughly three groups of users:
- Users that really understand what happens if you change newgrfs in a game, mostly newgrf developers.
- Users that don't fully understand, but take warnings about possible consequences seriously, and act accordingly.
- Users that have no clue, click OK withhout reading, and expect the program to work correctly, no matter what they try.

The first group really needs the feature, which is the only reason why we didn't rip out the feature completely.

The second group does not need it, but they can be trusted with dangerous toys. They may eventually become a member of the first group.

The third group is where the problem is. In your view, they should have access to the feature too. In my view, they should not.
I believe they want a good gaming experience, which to them means a stable program, so they can play with it in any way they like to.

It is true that by giving them access to the feature, they can do new things. They can do a little more. However, they 'just want to play', so in my view, having a stable program is more important to them. (If you'd give them a feature, which crashes the program immediately, they accept it does not work, and happily play without the feature.)
The trouble with the changing newgrf feature is that the program does not simply consistently crash, it sometimes crashes, and sometimes appears to work without a hitch, while in reality, the internal data structures are corrupted, so it takes some time before the problem surfaces.
This leads them to think the feature works, and they apply it more and more, until one day, the program acts "weird".

To them a "weird" acting program destroys the gaming experience. They worked months on that save game, and now suddenly, it is bad. All that work gone down the drain. What a s*** progam, that OpenTTD.

In other words, for people that do not understand the risks of the feature, it is a very bad feature. It makes you look smart (I can do thing no-one else can), but eventually they pay a big price.
As they don't realize they caused it themselves (it did not crash, so it works right?), they blame OpenTTD, and may even turn away to another game.

All that for a feature which is not stable, will never be stable, and thus is inherently dangerous to use???

If instead, you tell the third group of users not to use the feature, they will not encounter the above situation, not get themselves in trouble, and be happy with the program for many years. Eventually, they may find "just wanna play" to be insufficient, and develop an interest in the program itself, and perhaps start writing newgrfs or code. At that moment however, they moved to the second group of users.

(The feature of changing newgrfs creates a limit, but the game imposes many many limits. Pretty much every suggestion is a question to move some limit a bit further. So the only thing that happens above is that the third group of users just has a different value for one limit of the many limits of the game.)




So why do we play this complicated dance when a user asks about newgrf changes?

The trouble with people asking newgrf change questions at the forums is that nobody knows which kind of user he is. This is why we use this convoluted messy way of responding. People of the second group are interested in the program itself, and are willing to invest the time reading about it at the forums, and dig up the information they want. Users of the third group are usually not willing to invest time in getting to know the program, as they "just wanna play".
As such, the convoluted messy way of answering is working.

It is messy, but it works. If you know a better way, please let us know.


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 Post subject: Re: NewGRF Config
PostPosted: Mon Apr 02, 2012 8:26 am 
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Tycoon
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"... but it works..."? I disagree.

I will agree that there are, in general, three types of users and I think your assessment of them is, in general, spot on. While disabling the feature by default may have cut down on the reports, it hasn't stopped people from asking how to re-enable it. You are correct when you say that you cannot tell what type of user will ask that question. Where you are wrong, and I mean SERIOUSLY wrong, is not treating them with any respect. You reply to them as if they were pests, and when the pests don't go away, you give them a convoluted answer instead of the straight, simple truth. It really hurts the credibility of the developers (and, not just in my opinion) when they resort to these childish means.

I'm sure there will be a portion of the users who, after they enable this feature and ignore all the warnings, cry about losing their precious save game. You're right, they may get mad and go play another game. How many users do that, though? Doesn't appear to be very many, IMO. The majority of them will come here and inquire, and once they're informed of how they brought this onto themselves, accept this and either stop using the feature, or continue playing now more aware of the consequences.

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 Post subject: Re: NewGRF Config
PostPosted: Mon Apr 02, 2012 8:40 am 
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I think the fact that a user can come to this forum and successfully ask the question (or come to this forum and successfully search) is enough of a sign of belonging to the second group that they deserve a straight answer, with the necessary caveats of course.

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 Post subject: Re: NewGRF Config
PostPosted: Mon Apr 02, 2012 9:15 am 
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Yesterday I was thinking about making a sort of exam for this, bear with me...

- First a webpage will be presented where all the consequences of changing newgrfs ingame are explaind, as well as why it's disabled by default.
- At the bottom there's a link "I've understand the above", which will take the user to the exam.
- The exam consists of 5 to 10 multiple choice questions, that the user needs to answer.
- If all questions are answered correctly, a page is displayed explaining exactly how to enable the scenario_developer.
- If not all questions are answered correctly, the first page is displayed again with the suggestion to study it again. The user can then retake the exam as often as he/she needs.

This is easy for us, as there's one place to point to when the next person asking about it appears, without having to explain it over and over again. At the same time it makes sure the user fully understands the consequences, in a more or less fun way. The questions need not be hard, but it does require one to actually read them. Simply clicking away a red warning without reading just isn't possible.

If this is considered a more or less good idea, I'll program it.

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