How can I activate or deactivate NewGRF's in a specific scenario?
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How can I activate or deactivate NewGRF's in a specific scenario?
Hello everybody!
First of all, apologize for the poor quality of my English.
I have some doubts with the NewGRF´s world.
At first, how can I activate or deactivate NewGRF's in a specific scenario? The scenario I want to play comes with certain activated NewGRFs (several of ECS), but the problem arises when the ECS NewGRF that´s include that the vehicles can transport all types of cargo produced by the industries, is not activated, and I can´t activate it in the NewGRF Configuration.
Anyone knows how to solve this?
Thank you in advance.
First of all, apologize for the poor quality of my English.
I have some doubts with the NewGRF´s world.
At first, how can I activate or deactivate NewGRF's in a specific scenario? The scenario I want to play comes with certain activated NewGRFs (several of ECS), but the problem arises when the ECS NewGRF that´s include that the vehicles can transport all types of cargo produced by the industries, is not activated, and I can´t activate it in the NewGRF Configuration.
Anyone knows how to solve this?
Thank you in advance.
Re: How can I activate or deactivate NewGRF's in a specific scenario?
https://wiki.openttd.org/NewGRF_Debugging
If you follow the steps, you can change NewGRFs.
Oh, and this can be a very bad thing to do (according to some, it will stop santa coming)
If you follow the steps, you can change NewGRFs.
Oh, and this can be a very bad thing to do (according to some, it will stop santa coming)
Re: How can I activate or deactivate NewGRF's in a specific scenario?
OK thanks! I'll try it, and see if it works.
Let's cross our fingers, and let's hope Santa arrives!
Let's cross our fingers, and let's hope Santa arrives!
Re: How can I activate or deactivate NewGRF's in a specific scenario?
Sorry for the double post...
It works!
At least does it at the start of a new game. I will try a time and report...
This debug function is very good, you just have to make sure, in the case of adding new GRFs, that they are compatible with those already activated.
Thanks again!
It works!
At least does it at the start of a new game. I will try a time and report...
This debug function is very good, you just have to make sure, in the case of adding new GRFs, that they are compatible with those already activated.
Thanks again!
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Re: How can I activate or deactivate NewGRF's in a specific scenario?
The dev's constantly talk about issues and corruption but I've never had any issues in the 10 years I've been playing OpenTTD, just so long as you dont change anything your using while playing (Like removing a trainset your using cars and engines from) or changing industry sets (that'll really make things weird with lots of missing sprites and <invalid cargo> popping up everywhere)Fuser wrote:Sorry for the double post...
It works!
At least does it at the start of a new game. I will try a time and report...
This debug function is very good, you just have to make sure, in the case of adding new GRFs, that they are compatible with those already activated.
Thanks again!
If you run into any crashes or issues after changing NewGRF's your very unlikely to get support from the dev's, though I'm sure that others may help at least and figure out if an issue is because of changed NewGRF's in a game or scenario, or if its something else.
Plus I think its silly that changing GRF's in scenarios is disabled by default as most scenarios are devoid of NewGRF's despite being based on a region or country that may have vehicle sets for that (like adding NARS+NARS Add-on to the USA Scenario)
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# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
Re: How can I activate or deactivate NewGRF's in a specific scenario?
It happened to me once. It ruined an elaborate three year game. It honestly killed a little bit of my joy of playing OpenTTD.NekoMaster wrote:The dev's constantly talk about issues and corruption but I've never had any issues in the 10 years I've been playing OpenTTD
Most scenarios were created before the lockdown, because it was expected that you would add your own stuff. These scenarios need to be recreated properly with NewGRFs added.NekoMaster wrote:Plus I think its silly that changing GRF's in scenarios is disabled by default as most scenarios are devoid of NewGRF's despite being based on a region or country that may have vehicle sets for that (like adding NARS+NARS Add-on to the USA Scenario)
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: How can I activate or deactivate NewGRF's in a specific scenario?
Well, as a GRF-developer I can give a couple of examples where things can go very very wrong with changing GRFs ingame.
For example with a station-set.
Sometimes I am not happy with the order of certain stations in the purchase-menu, if that order is changed then a lot can go wrong in a running game.
One of the things that goes wrong, is that some already built stations will change in their appearance, that will probably not cause a crash, its just a nuisance as the player needs to replace those parts manually.
It will probably cause a crash though if the size changes (for example, first I had a station sized 3x3, with the change of order there is now a 4x4 in that place).
Or if some of the properties change, for example from tracked to non-tracked, imagine that there is a train on a formerly tracked tile, that suddenly changes to non-tracked...
A lot of freedom is given to GRF-developers to change and alter their GRFs and I am very happy with that, as it improves GRFs.
It does mean though that you have to be very careful as a player with changing GRFs in running games and/or scenarios and be very aware that problems may arise (maybe not instantly, but also in the future as Kamnet has said).
Therefor the elaborate way to be able to change GRFs is a good thing in my opinion, as it raises the awareness and carefulness of the player.
For example with a station-set.
Sometimes I am not happy with the order of certain stations in the purchase-menu, if that order is changed then a lot can go wrong in a running game.
One of the things that goes wrong, is that some already built stations will change in their appearance, that will probably not cause a crash, its just a nuisance as the player needs to replace those parts manually.
It will probably cause a crash though if the size changes (for example, first I had a station sized 3x3, with the change of order there is now a 4x4 in that place).
Or if some of the properties change, for example from tracked to non-tracked, imagine that there is a train on a formerly tracked tile, that suddenly changes to non-tracked...
A lot of freedom is given to GRF-developers to change and alter their GRFs and I am very happy with that, as it improves GRFs.
It does mean though that you have to be very careful as a player with changing GRFs in running games and/or scenarios and be very aware that problems may arise (maybe not instantly, but also in the future as Kamnet has said).
Therefor the elaborate way to be able to change GRFs is a good thing in my opinion, as it raises the awareness and carefulness of the player.
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: How can I activate or deactivate NewGRF's in a specific scenario?
After reading your posts, I think you are referring to the dangers of changing GRF's during a game already started.
In my case, what I want to do is add a couple of GRF´s to those who come on stage (to be playable) and after that, start a new game.
I imagine that in these way there is not so much danger!
In my case, what I want to do is add a couple of GRF´s to those who come on stage (to be playable) and after that, start a new game.
I imagine that in these way there is not so much danger!
Re: How can I activate or deactivate NewGRF's in a specific scenario?
Keep in mind that scenarios are actually savegames. No company-owned stuff is built yet, but the data structures that can be corrupted by changing NewGRFs are already there.
Re: How can I activate or deactivate NewGRF's in a specific scenario?
Exactly!Keep in mind that scenarios are actually savegames. No company-owned stuff is built yet, but the data structures that can be corrupted by changing NewGRFs are already there.
Yes, the "danger level" is indeed a lot lower, but still there.
Therefor, changing GRFs ingame or in an already created scenario is at your own risk and you should be very aware of that, therefor the elaborate way you have to take to enable changes is in my opinion still a good thing.
But I think you are warned enough now
Just change the GRFs to what you want and enjoy the game! But do save it from time to time, to be safe
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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