actually rather: most settings except a few network and UI settingsFooBar wrote:some (settings) are stored in the savegame rather than read from the config
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actually rather: most settings except a few network and UI settingsFooBar wrote:some (settings) are stored in the savegame rather than read from the config
Read the thread.robert051 wrote:How can i add NewGRF to scenarios ??
Please tell me in simple words.
Sorry for my English.
I have a little story to show what can go wrong. One game on a little map became my favourite, Tatminster Transport, it was called, on a tiny little temperate island. I played and played and played, and then trams came along, so I added the Serbian trams which I think were the only ones available at the time. Then I added the cantilever bridge renewal, those bridges are the only things I can't stand in the original graphics. Then I added a tiny GRF of my own, one tram taken from the Serbian set and made refittable.Alberth wrote:Nice idea, but how do you decide 'it works'? 'Not crashing' is not the same as 'working'.Jacko wrote:But: heres an idea, if you had saved before you did it, and it messed your whole game up, you can reload the save and not do the change, and if it works carry on regardless
In fact, a simple plain crash is quite rare. Much more often something very small gets corrupted, which you don't notice at first. As the game progresses, the bad data gets used, and affects other data, and so on, until you eventually notice something missing, or wrong.
That may however be a long time.
So this basically means that at the current state it could really be very hard to remove newGRF packages from a running game.The red and green blocks are not that nicely separated, the red stuff becomes part of the base, and its information gets spread throughout the green block.
Not only remove is tricky, any form of change is tricky.SonicTTD wrote:So this basically means that at the current state it could really be very hard to remove newGRF packages from a running game.The red and green blocks are not that nicely separated, the red stuff becomes part of the base, and its information gets spread throughout the green block.
It means your idea of "add content" is wrong.SonicTTD wrote:One weird thing that happened when I tried out adding newGRF in a running game with scenario_developer switch turned on, is this one: No matter which newGRF I add, the first thing I notice is that the option to build electrified rails disappears. Thats weird. But I would like to know how such a thing can happen in the first place. This rather seems to me like a weird architecture instead of logical results when the Idea is to let packages add content to the game.
Indeed, your idea of 'add' is dead wrong. There is no 'add' or 'remove' or so. The best you can do is "change", and a change can cause basically anything.SonicTTD wrote:/edit: Oh wait, I forgot. newGRF not only enables openttd to add content to the game, but even alter it. Could that be a rule which allows these results to be valid?
Basically, every machine computes the next state locally, so only speed of progress needs to be synchronized, and actions that are performed by the users have to be distributed to all clients. Afaik there is no documentation on it other than the source code.SonicTTD wrote:A little off-topic but for me pretty important: What really impresses me, is the multiplayer performance of the game even in large maps with many clients. Do you have a documentary about the networking architecture so that I could have a look into it?
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