Kogut wrote:
ChillCore wrote:
NekoMaster wrote:
it would be nice to have a command line switch to turn the tree line on or off
AbraCadaBra SimSalaBim Granted ...
In console:
Code:
setting tree_line_height "value_in_tiles"
Is it supposed to work (it is not working in my game)?:
Code:
setting snow_line_height "value_in_tiles"
I have tested this on the v10_7 binary and did not make any codechanges to make it work so the option has been there al the time.
Maybe if you type
tree instead of snow?
Treeline and snowline are not the same thing. I have been reading some time ago that in multiplayer the game will desync if having different snowlines, therefore it is not possible to change the snowline ingame.
I do not know and can not test if the same goes with treeline ... use with caution and backup long lasting games.
Dwight_K._Schrute wrote:
3. The NuTracks are coming up with some invisible engines. EWEWWW That is the whole trick
They are track enablers.

I did not know you could put them in between wagons. I need to play more.
There are two invisible engines grfs available too, one that you can see while it is running and one that is invisible all the time.
That would be really nice!!! It's the game you've played recently... so it's a patchpack savegame

And if I know how to work this out I could add the patch myself until fonso comes up with something else
Code is below and is to be applied after you have added the patch. Beware you will lose compatibility with current version
and future versions of the patchpack if trunk bumps, if I do not add it or something else is added. If you want to keep your savegame runing afterwards you will need a lot more magic.
So ... test with a copy of your savegame or be prepared to make codechanges everytime I add something that changes savegameformat.
Code: Select all
In table/settings.h:
- SDT_CONDBOOL(GameSettings, linkgraph.no_overload_links, SL_MCF, SL_MAX_VERSION, 0, 0, false, STR_CONFIG_SETTING_NO_OVERLOAD_LINKS, NULL),
+ SDT_CONDBOOL(GameSettings, linkgraph.no_overload_links, SL_MCF_TOO, SL_MAX_VERSION, 0, 0, false, STR_CONFIG_SETTING_NO_OVERLOAD_LINKS, NULL),
In saveload/saveload.h:
KEEP_COMPATIBLE_6_SV = 206, //MORE_HEIGHTLEVEL_SAVEGAME_VERSION(disaster-vehicle_sl)
KEEP_COMPATIBLE_7_SV = 206, //151
+ SL_MCF_TOO = 207, //CD_no_overload
SL_MAX_VERSION = 255
};
In saveload/saveload.cpp:
-extern const uint16 SAVEGAME_VERSION = KEEP_COMPATIBLE_7_SV; // Current version of patched OpenTTD. @see saveload.h for the savegame number declarations
+extern const uint16 SAVEGAME_VERSION = SL_MCF_TOO; // Current version of patched OpenTTD. @see saveload.h for the savegame number declarations
ChillCore wrote:
...and I have such a nice game going for the moment.
So yours could be savegame number two
Touché.
Let me cheat some money as my company is still a money pit for the moment.
Also be prepared to search for three truckloads of grfs.
ChillCore wrote:
ps: Are that my dots you are using there ... ?
Maybe we can share them
Sure, I release them under the GPL V2 or later.
Don't abuse them as they can get annoying really quickly. Some people might not like the pause they cause in the brain.
