GRF Wizard source

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Andrex
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GRF Wizard source

Post by Andrex »

Here's the GRF Wizard source code in case someone is interested in keep developing it. I have just discontinued it after I realized I lost several work in progress permanently, I'm afraid I'm not drawing new graphics anymore as well.
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grfwizard.zip
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orudge
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Post by orudge »

I'll take this, if nobody else wants it... I've got a good knowledge of VB and have already done a fair bit of work with some of Andrex's software. If people could give me a list of things they want addressed in a future release of GRF Wizard, I will do my best to fix them! Will have a lot more free time soon too, to let me get all my various projects finished.
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Lakie
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Post by Lakie »

Took a look at it, and it's far more advance than I know. Sorry.

Owen: I think there was a bug in the re-incode last grf button.
Could be wrong, haven't used Grf Wizard for quite some time now.

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Born Acorn
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Post by Born Acorn »

Yes there was, quite annoying. Maybe the ability to make it produce grfs too instead of exes?
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Post by DaleStan »

The only thing that comes to mind that my Very Small Shell Scripts™ don't do well is the generation of my releases.
From Name.NFO (which, in my case, references Windows PCXen), generate:
- Namew.zip, containing Namew.grf
- Name.zip, containing Name.grf
- Name source.zip, containing Name.NFO, all PCX files to which Name.NFO refers, and Name.TXT[0], if it exists.

I could probably code this up in C++/batch myself, especially since I can already parse NFO files, but it's not really worth it to me.

Some context-menu commands for decode/encode might also be nice, but since I already have a console open for NFORenum, there's not much point:
>encode Name
>decode Name
are pretty easy to type.

[0] Which is where I've taken to putting my comments so that my constant encode/decode cycles don't destroy them.

@Born Acron:
What? I'm pretty sure GRFWizard could produce GRFs.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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Born Acorn
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Post by Born Acorn »

no it only encoded and decoded current grfs. It didn't make them with all parameters like grdtogrf can.
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Post by Sanchimaru »

That's a pit, Andrex. Are you updating the TTDX configurator, or is that also to be cancelled?

I'm mainly worried about all the buildings you drew, isn't it possible to have them as Zimmlock's Town Replacement set, and appear along with the original buildings? and what is more: make it compatible with the TTRset!!

the stations were cool too, why don't you add them to the Generic stations?
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Post by Andrex »

Sanchimaru wrote:That's a pit, Andrex. Are you updating the TTDX configurator, or is that also to be cancelled?

I'm mainly worried about all the buildings you drew, isn't it possible to have them as Zimmlock's Town Replacement set, and appear along with the original buildings? and what is more: make it compatible with the TTRset!!

the stations were cool too, why don't you add them to the Generic stations?
TTDXC is currently the only program I plan to keep developing indefinitely.

All my graphics are still available at TTD Urban Renewal, and the new stations are not a creation from myself.
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