Changing newgrfs ingame
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Re: Changing newgrfs ingame
Voyager One: Sorry for the confusion by including your quote in my post, it was a reaction to Transporter, not to you.
- Voyager One
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Re: Changing newgrfs ingame
You didn't confuse me, not at all.
I deserved that reaction, at least a part of it.

I deserved that reaction, at least a part of it.

Re: Changing newgrfs ingame
In addition to the recent change discussed here, maybe an additional boolean could be added to savegames telling if NewGRFs were changed in-game? And perhaps include such information into crash log?andythenorth wrote:Crash reports are not useful when it's because they changed newgrf in a running game. And quite often players lie about that, or forget. Trying to diagnose and fix these crashes takes up the time of newgrf authors like me. It's an absolute waste of my time when the cause is that newgrfs were changed. It's time that could be better spent on creating newgrfs, or something else fun.
It's also an offensive disregard for the effort that newgrf authors put in to creating and maintaining newgrfs, especially when players lie or forget that they changed newgrf. And it's offensive that players whine about it so much, when the explanations have been set out clearly multiple times in the forums. And it's offensive to call it paternalism or a lust for power.
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Re: Changing newgrfs ingame
This already is the case. When you take a look at a crash report you'll see that on tick 0 NewGRF's are initialised, changes to NewGRF configuration are registerd the same way, only would the tick in that case not be zero.
Re: Changing newgrfs ingame
ok, sorry for bumping up this topic but i must ask, are there clear and concise instructions as to how one would add GRF's to an existing game as with all the threads i have found on this subject there has been nothing clearly stated.
Yes i am well aware of the risks involved with changing GRF's in an already functioning game but i typically find that on the odd occasion i may have forgotten to add a GRF prior to the game which may only come into effect after 50 or so years and it is typically a royal pain when you cannot add them in when you realise this.
Many thanks for help on this (yes i have set "scenario developer" to "true" in the config.)
Yes i am well aware of the risks involved with changing GRF's in an already functioning game but i typically find that on the odd occasion i may have forgotten to add a GRF prior to the game which may only come into effect after 50 or so years and it is typically a royal pain when you cannot add them in when you realise this.
Many thanks for help on this (yes i have set "scenario developer" to "true" in the config.)
Re: Changing newgrfs ingame
If that's the case then you should already be able to do so...Hitperson wrote:(yes i have set "scenario developer" to "true" in the config.)
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Re: Changing newgrfs ingame
well then i have no idea how to do so...PaulC wrote:If that's the case then you should already be able to do so...Hitperson wrote:(yes i have set "scenario developer" to "true" in the config.)
E: nevermind, it works. for some reason the Config had reverted.
thanks anyway.
Re: Changing newgrfs ingame
//Edit: Ignore this 
If the in-game NewGRF settings window still isn't 'activated', you must not have set it like you thought. Try entering setting gui.scenario_developer 1 in the in-game console to make sure.

If the in-game NewGRF settings window still isn't 'activated', you must not have set it like you thought. Try entering setting gui.scenario_developer 1 in the in-game console to make sure.
Re: Changing newgrfs ingame
the config will revert to its previous state if you edit it while openttd is open.
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Re: Changing newgrfs ingame
i see a problem with the remove of the changing newgrf sets ingame is that people will just roll back before 1.1.0 or whenever they removed it to accauly do it and then they can accauly make more reports >.>
Re: Changing newgrfs ingame
Eh, Add / Remove / Replace / changing NewGRF parameters in-game is actually not recomended, even a bit prohibited (Specially with removing, as removing make you lose information for a vehicle). Adding / replacing with a new one is OK as long as they are compatible. Change parameters is mostly OK, the problem may only arise if the parameters make something become unavailable.Boondox(Ryda) wrote:i see a problem with the remove of the changing newgrf sets ingame is that people will just roll back before 1.1.0 or whenever they removed it to accauly do it and then they can accauly make more reports >.>
Reports due to changing these things will be ignored, likely.
The short way to do it is editing the openttd.cfg file using notepad, then search the value related to. (I forgot which one, but I do it in the same manner)
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Re: Changing newgrfs ingame
Save game compatbility: I don't think 1.2.1 games can be loaded in 1.1.0Boondox(Ryda) wrote:i see a problem with the remove of the changing newgrf sets ingame is that people will just roll back before 1.1.0 or whenever they removed it to accauly do it and then they can accauly make more reports >.>
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Re: Changing newgrfs ingame
but they might just forget their save game and make a new one and then change newgrfs and try posting logs on crashes e.eArie- wrote:Save game compatbility: I don't think 1.2.1 games can be loaded in 1.1.0Boondox(Ryda) wrote:i see a problem with the remove of the changing newgrf sets ingame is that people will just roll back before 1.1.0 or whenever they removed it to accauly do it and then they can accauly make more reports >.>
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Re: Changing newgrfs ingame
Yes. But what's your point?Boondox(Ryda) wrote:but they might just forget their save game and make a new one and then change newgrfs and try posting logs on crashes e.eArie- wrote:Save game compatbility: I don't think 1.2.1 games can be loaded in 1.1.0Boondox(Ryda) wrote:i see a problem with the remove of the changing newgrf sets ingame is that people will just roll back before 1.1.0 or whenever they removed it to accauly do it and then they can accauly make more reports >.>
If people want to play 1.1.x they shall play with that version; there's no reason (nor way) to stop them doing so. But those people will also find out that many new NewGRFs as well as goal scripts will only work with OpenTTD 1.2.0 or later.
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Re: Changing newgrfs ingame
true sorry for posting here then
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