I've been thinking about the gui a bit more. What I came up with is having the (16pixel high) main toolbar at the bottom of the screen and the status bar at the top. The reason being that the toolbar needs to be on the bottom screen to be clickable, but it shouldn't divide the viewport in two. I know it's quite unusual for OpenTTD players but many DS games (Theme Park, Settlers) have it that way. What do you think?
@Slye_Fox: Could you make the main toolbar icons into a grf that replaces the original ones? I don't know if that's possible, but else a normal grf file would be ok too.
elf_sander wrote:Quit Game doesn't always work (1/6 attemps actually work) most of the time I get the next error with a freeze:
Free 68k Largest 48K
[Err:] Out of memory. Cannot allocate 65536 bytes assertion "0" failed: file "/media/hdbd1/dev/ndsdev/openttd/src/os/ds/arm9/../../../../src/openttd.cpp" line 111
That's fixed for the next version. It was due to the fact that OpenTTD always allocates a 256x256 map before loading a game.
PS: I personally don't like qwerty. On my PC I have Neostyle layout.
What kind of layout is that? Can you show me an example?
is how it looks like.
weaselboy246 wrote:only problem I found was randomly the road between vehicles would flash dirt. like it was just built.
That's in the debug version only. It shows the tiles that the pathfinder has visited. For a real release it will be disabled.
Also YAPF will be automarically disabled in the next release. In fact it will not even be compiled into the game.
Stylpe wrote:I've tried building a rail route too, and see the same behaviour with the trains just going back and forth on hte loading station
That's fixed too.
elf_sander wrote:The DS is able to show 16 bits of colors so 8 bit graphics shouldn't be a problem, also remember that TTD is originally a DOS game and doesn't need much memory to begin with. OpenTTD, however, is much more complex and needs a bit more than the original.
It doesn't really matter that much if a game is 8bit or 16bit as most graphics stuff in most games is done in hardware. Even though TTD was very tight and efficently programmed, OpenTTD is something completely different. In comparison it is very bloated now that I almost which I would base my port on an early revision. Even I am very surprised how well it runs now that I have fixed a lot of things. I played a 128x64 game for over an hour (6 years) yesterday, with 3 AIs and all kinds of vehicles. Not a single crash until year 6.
AlexFili wrote:Not Working - Doesn't save the manager's face
You mean saving the managers face to the config file, right? The problem is, that OpenTTD only saves the config file when you exit the game - or start a new game. I'll have to add a more obvious "save current config" button.