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PostPosted: Wed Mar 24, 2010 5:20 am 
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PostPosted: Wed Mar 24, 2010 5:25 am 
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PostPosted: Wed Mar 24, 2010 5:29 am 
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PostPosted: Wed Mar 24, 2010 5:31 am 
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PostPosted: Wed Mar 24, 2010 5:35 am 
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PostPosted: Wed Mar 24, 2010 5:38 am 
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PostPosted: Wed Mar 24, 2010 5:38 am 
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PostPosted: Mon Mar 29, 2010 4:50 pm 
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Wow, THANK YOU! :-)

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PostPosted: Wed Mar 31, 2010 10:20 pm 
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Canadian Trains question - is there any way to disable the depot? I miss using the Modern Depots grf. :-)

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PostPosted: Wed Mar 31, 2010 10:43 pm 
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kamnet wrote:
Canadian Trains question - is there any way to disable the depot? I miss using the Modern Depots grf. :-)
I may be barking up the wrong tree here, but is the Modern Depots grf loaded before or after your CanSet grf?

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PostPosted: Thu Apr 01, 2010 10:21 pm 
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wallyweb wrote:
kamnet wrote:
Canadian Trains question - is there any way to disable the depot? I miss using the Modern Depots grf. :-)
I may be barking up the wrong tree here, but is the Modern Depots grf loaded before or after your CanSet grf?


I thought I had tried both ways, but couldn't remember. So I started a new game and put New Depot last. Volia, it works. *sighs* I don't know why I can't remember to check these things FIRST :P Thanks for the reminder.

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PostPosted: Thu Apr 01, 2010 10:40 pm 
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kamnet wrote:
Thanks for the reminder.
Always a pleasure. :D

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PostPosted: Sat Apr 24, 2010 1:34 am 
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Thank you


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PostPosted: Sat May 08, 2010 11:30 am 
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The NA road set v1.0 has some "funny" sprite somewhere, if a certain parameter combination is set (I didn't test all, but it doesn't happen without parameters). See the screenshot. Probably irrelevant as the successor is in the pipe, but maybe it helps nevertheless :-)

EDIT: it's quite clearly the last parameter set.


Attachments:
File comment: NA Roads with parameters
Unnamed, 12-01-1950.png
Unnamed, 12-01-1950.png [ 37.86 KiB | Viewed 24540 times ]

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PostPosted: Sat May 08, 2010 12:27 pm 
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planetmaker wrote:
The NA road set v1.0 ...
EDIT: it's quite clearly the last parameter set.
The last parameter is for setting the use of Headquarters.
If set to 4, then - "in a sub-tropical game, use rainforest headquarter instead of desert one."
So, I have to ask (as I am unable to determine this from your screenshot), have you selected the tropical climate for your game?

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French Set - Série française
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PostPosted: Sat May 08, 2010 3:04 pm 
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wallyweb wrote:
planetmaker wrote:
The NA road set v1.0 ...
EDIT: it's quite clearly the last parameter set.
The last parameter is for setting the use of Headquarters.
If set to 4, then - "in a sub-tropical game, use rainforest headquarter instead of desert one."
So, I have to ask (as I am unable to determine this from your screenshot), have you selected the tropical climate for your game?


Well, yes. Otherwise setting that parameter to 4 would be pointless. But actually, even if not, it must not give rise to an error of the type "unexpected sprite" - which is not an error a newgrf can define on its own.

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PostPosted: Sat May 08, 2010 4:02 pm 
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planetmaker wrote:
Well, yes. Otherwise setting that parameter to 4 would be pointless.
I agree, but unfortunately, not everybody else on these forums think as logically as do you and I. 8)
Quote:
But actually, even if not, it must not give rise to an error of the type "unexpected sprite" - which is not an error a newgrf can define on its own.
Unless, of course, a proper error message was never included. It smells like a bug to me. I'll give it a go under TTDPatch to see what happens. Might be a day or two or three before I can get around to it though.

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PostPosted: Sat May 08, 2010 4:41 pm 
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wallyweb wrote:
Quote:
But actually, even if not, it must not give rise to an error of the type "unexpected sprite" - which is not an error a newgrf can define on its own.
Unless, of course, a proper error message was never included. It smells like a bug to me. I'll give it a go under TTDPatch to see what happens. Might be a day or two or three before I can get around to it though.

Not quite. Available via NFO are the error messages are described at the actionB page in the newgrf wiki. "unexpected sprite" is not the default error message; if a wrong or missing error message would be defined, the error would be one of of the parse-errors in the ActionB itself
Code:
grfmsg(7, "GRFLoadError: Invalid severity id %d. Setting to 2 (non-fatal error).", severity);
grfmsg(7, "GRFLoadError: Invalid message id.");
grfmsg(7, "GRFLoadError: No message data supplied.");
grfmsg(7, "GRFLoadError: No custom message supplied.");
grfmsg(7, "GRFLoadError: No message data supplied.");

while
Code:
grfmsg(0, "LoadNewGRFFile: Unexpected sprite, disabling");

is only triggered if a mal-formed sprite is found. The checking for these errors got way stricter between OpenTTD 0.7 and 1.0 and thus these things became fatal meanwhile while they were ignored before; thus TTDP and earlier versions of OpenTTD might probably notice it, but won't complain (much).

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PostPosted: Sat May 08, 2010 5:52 pm 
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planetmaker wrote:
... thus TTDP and earlier versions of OpenTTD might probably notice it, but won't complain (much).
That says it all, although I'll still, when able, give it a go under TTDPatch. (Unless somebody beats me to the Start/Finish line)

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cirdan's OpenTTD fork ... Custom bridgeheads, signals in tunnels and more ...
French Set - Série française
Wallyweb Productions - Scenarios and screenshots for TTDP
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Wallyweb Graphics Studio - Wallyweb's Graphics Releases
TTDPatch Questions? Go here - OpenTTD Questions? Go here


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PostPosted: Mon May 10, 2010 7:25 am 
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