Re: newgrf limit
Posted: 04 Apr 2021 21:10
Hi all,
I am playing a single-player world for quite some years now and I'm much into eyecandy. So I have maxed out NewGRFs but still find many more desireable. As known one cannot have more than 63 NewGRF, but I read that the OpenTTD build that you compile by yourself can be adujusted so it is able to handle more NewGRFs. So I spent the whole day today to download this and install that to finally build "my own" OpenTTD - taken from the latest GitHub and not making any changes to the configuration of the game. I endend up with a shiny and new openttd.exe, but this is running so slow on my big game that it's not playable at all.
So there are two questions left:
1. What does it take to make the self-compiled version as fast as the install version from the web page?
2. How can I get more NewGRF into the install version if 1. does not succeed?
'The answers in this thread have gotten quite old and the link on how to use the patches doesn't work anymore. Can anyone help please?
FatRat
I am playing a single-player world for quite some years now and I'm much into eyecandy. So I have maxed out NewGRFs but still find many more desireable. As known one cannot have more than 63 NewGRF, but I read that the OpenTTD build that you compile by yourself can be adujusted so it is able to handle more NewGRFs. So I spent the whole day today to download this and install that to finally build "my own" OpenTTD - taken from the latest GitHub and not making any changes to the configuration of the game. I endend up with a shiny and new openttd.exe, but this is running so slow on my big game that it's not playable at all.
So there are two questions left:
1. What does it take to make the self-compiled version as fast as the install version from the web page?
2. How can I get more NewGRF into the install version if 1. does not succeed?
'The answers in this thread have gotten quite old and the link on how to use the patches doesn't work anymore. Can anyone help please?
FatRat