Patch: Track and road types on main toolbar [r14089]

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Roujin
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Re: Patch: Track and road types on main toolbar [r14089]

Post by Roujin »

DaleStan wrote:[...]
Also, "Without breaking the display on devices that are limited to 640x480?"
That should be fine with the toolbar splitting code in trunk.
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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Bilbo
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Re: Patch: Track and road types on main toolbar [r14089]

Post by Bilbo »

DaleStan wrote:[...]
Also, "Without breaking the display on devices that are limited to 640x480?"
I think that there were many changes in the code so that the game could work still quite well even on 320x240, so we need to think also about 320x240 ... on the other hand, resolutions like 1920x1200 or alike are becoming quite common on new PC's. We'll need the doublesize pixels feature, or something similar to be back in the source sooner or later.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Zephyris
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Re: Patch: Track and road types on main toolbar [r14089]

Post by Zephyris »

Random link dumping! pixel art scaling algorithms - you can get scaled pixels looking good!
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