Canadian/North American Graphics v1.0 Archive
Posted: 24 Mar 2010 05:20
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The place to talk about Transport Tycoon
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I may be barking up the wrong tree here, but is the Modern Depots grf loaded before or after your CanSet grf?kamnet wrote:Canadian Trains question - is there any way to disable the depot? I miss using the Modern Depots 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 Thanks for the reminder.wallyweb wrote:I may be barking up the wrong tree here, but is the Modern Depots grf loaded before or after your CanSet grf?kamnet wrote:Canadian Trains question - is there any way to disable the depot? I miss using the Modern Depots grf.
Always a pleasure.kamnet wrote:Thanks for the reminder.
The last parameter is for setting the use of Headquarters.planetmaker wrote:The NA road set v1.0 ...
EDIT: it's quite clearly the last parameter set.
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.wallyweb wrote:The last parameter is for setting the use of Headquarters.planetmaker wrote:The NA road set v1.0 ...
EDIT: it's quite clearly the last parameter set.
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?
I agree, but unfortunately, not everybody else on these forums think as logically as do you and I.planetmaker wrote:Well, yes. Otherwise setting that parameter to 4 would be pointless.
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.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.
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 itselfwallyweb wrote: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.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.
Code: Select all
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.");
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grfmsg(0, "LoadNewGRFFile: Unexpected sprite, disabling");
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)planetmaker wrote: ... thus TTDP and earlier versions of OpenTTD might probably notice it, but won't complain (much).