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Masonry Depot for Supermop's MLSS 0.2.8

Posted: 25 Mar 2012 22:06
by kamnet
I created this in December 2010, but never got around to releasing it until now. This is a brick-style depot that matches the Masonry sheds from Supermop's Modular Locomotive Sheds 0.2.8. They should still work with the now-labeled "Pre-Modern" and "Early Modern" sheds from 0.5.1 onwards, but I haven't tested it. The code is based on that which Supermop himself wrote for the "Modern" sheds of 0.2.x. If one ever gets time, it would be nice to see these all of the MLSS shed styles combined into one depot NewGRF with a user-set switch to define which shed to use. Released under GPL v2. I'll update this file later for a BaNaNaS release when I can get around to creating a proper readme file.

Re: Masonry Depot for Supermop's MLSS 0.2.8

Posted: 26 Mar 2012 07:14
by FooBar
Screenshot, please :)

Re: Masonry Depot for Supermop's MLSS 0.2.8

Posted: 26 Mar 2012 12:09
by alluke
no pix, no clix

Re: Masonry Depot for Supermop's MLSS 0.2.8

Posted: 26 Mar 2012 21:30
by kamnet
FooBar wrote:Screenshot, please :)
If I had time to re-install OpenTTD, I'd provide one. I lost the hard drive that all my games and files were on last year and I'm working 70 hrs/week. But, if you've used the masonry sheds in MLSS, they look exactly like that. That will be something I get around to fixing eventually.
alluke wrote:no pix, no clix
Oh well, I guess you lose out then. Sorry about your sour luck! :P

Re: Masonry Depot for Supermop's MLSS 0.2.8

Posted: 27 Mar 2012 07:41
by ColdIce
there there :roll:

Re: Masonry Depot for Supermop's MLSS 0.2.8

Posted: 09 Apr 2012 08:40
by kamnet
I've noticed a few glitches with this NewGRF, not substantial though:

1) I apparently forgot to place some pavement underneath the depot, so you can see grass inside it.
2) There's apparently a slight mis-alignment of the graphics
3) I'm using the same NewGRF ID as MLSS v. 0.2.8.

I'll fix these in the near future if somebody else doesn't get to it.