OpenTTD 14.0 NewGRF Road Stops
Moderator: OpenTTD Developers
OpenTTD 14.0 NewGRF Road Stops
Is there a possibility to change build menu view? In JGR's there's glag RST_GENERAL_FLAG_BUILD_MENU_DRAW_DISABLED_VIEWS and I really need to have that, because it looks really ugly.
- Attachments
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- Vanilla's version
- img-2024-01-20-20-04-33.png (7.81 KiB) Viewed 837 times
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- JGR's version
- img-2024-01-20-20-05-33.png (4.36 KiB) Viewed 837 times
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- roadstopsandwaypoints4beta.grf
- (12.43 MiB) Downloaded 20 times
Last edited by fridaemon on 20 Jan 2024 19:48, edited 1 time in total.
Re: OpenTTD 14.0 Test Game Sun 1/14
Having a flag that lets you draw something that can't exist, just so you can draw an empty sprite because you think it's ugly... Not really keen on that.
He's like, some kind of OpenTTD developer.
Re: OpenTTD 14.0 Test Game Sun 1/14
GFX file looks like that: And I'm not gonna change 200+ png files because of that.
In JGR'S NML it works but in Vanilla not.
- 2TallTyler
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Re: OpenTTD 14.0 Test Game Sun 1/14
I think a better way to handle this would be for OpenTTD to not draw an unavailable orientation. There's no need for the GRF to provide its own empty sprite.
Re: OpenTTD 14.0 Test Game Sun 1/14
But I still have to rewrite more than 200 pnml files.2TallTyler wrote: ↑20 Jan 2024 19:48 I think a better way to handle this would be for OpenTTD to not draw an unavailable orientation.
And I really have no time for this.
Re: OpenTTD 14.0 NewGRF Road Stops
Sooo Is there any chance to add this parameter or will I have to do 2 different newgrfs?
Re: OpenTTD 14.0 NewGRF Road Stops
I think vanilla will just ignore the flag and the extra layouts, shouldn't be any need to make two versions.
He's like, some kind of OpenTTD developer.
Re: OpenTTD 14.0 NewGRF Road Stops
It"s not possible to code it with this flag for vanilla. This is The reason why Aegir change The source code.
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