hey in the last post u mentioned something about editing the csv file. does openttd actually have some because all the 1s ive had so far dont have any csvs with them. sorry to be a nuisance again
Startrekkevster wrote:hey in the last post u mentioned something about editing the csv file. does openttd actually have some because all the 1s ive had so far dont have any csvs with them. sorry to be a nuisance again
Listen you have to start the game and then close the game for it to create a openttd.cfg file..
Then just edit with the notepad the line * dynamic_engines = false * to * dynamic_engines = true *..
ive done what uve said and it now has a openttd.csv file but after 20 mins after sifting through it theres no dynamic engine bit could some1 perhaps send a copy of csv file. thanks again.
Startrekkevster wrote:ive done what uve said and it now has a openttd.csv file but after 20 mins after sifting through it theres no dynamic engine bit could some1 perhaps send a copy of csv file. thanks again.
Are you replacing the build I made with other from some other pack or something?
no only adding the files that openttd needs to run
EDIT have now got it working in game. i used the latest nightly version & loaded up the patch screen on main menu & the option was under vehicles. thanks to every1 for your help
PhilSophus wrote:Is it possible to combine the original vehicles with some from NewGRFs? From a first look, it doesn't seem so, or am I missing something? That would be great for e.g. monorail vehicles, which no train set I know has.
Nevertheless, enginepool is a great improvement
If you load one of the original grf, for example original trains it will load by side of other newgrf
So you will have original trains and new newgrf trains ..
Use the attach file made available by peter
Thank you! I already had the feeling that it could be possible by a trick like that I guess the NewGRF pretends to override the vehicles but effectively doesn't change them.
"The bigger the island of our knowledge, the longer the shore of our ignorance" - John A. Wheeler, Physicist, 1911-2008
I get the impression this provides support both multiple GRF loading and extended vehIDs, so...
How do sets cross-talk, eg with restricted attachment of wagons?
Which vehIDs are valid for which vehicle type?
How do you use a word for vehID?
How does TTDPatch react to an "invalid" vehID?
wow, that's just sexy... Didn't know of this recent feature change... Time to do some serious playing again after adding more patches I want to the latest svn. Woohooo