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Paste #prudxgwg7

  1. (bin35) iron-horse$ make clean
  2. [CLEANING]
  3. [DONE]
  4. (bin35) iron-horse$ time make PW=16
  5. [RENDER GRAPHICS] render_graphics.py

Paste #p7osfvab0

  1. (bin35) iron-horse$ make install PW=16
  2. nmlc -l generated/lang  --verbosity=4 --grf=generated/iron-horse.grf generated/iron-horse.nml
  3. Reading lang ... 0.0 s
  4. Reading ... 0.0 s
  5. Init parser ... 0.5 s

Paste #pllddjkr6

  1. (bin35) iron-horse$ make install PW=16
  2. rm ~/Documents/OpenTTD/newgrf/iron-horse.grf
  3. cp generated/iron-horse.grf ~/Documents/OpenTTD/newgrf/
  4. (bin35) iron-horse$ make install PW=16
  5. [RENDER GRAPHICS] render_graphics.py

amount seems to be above

  1. Station* station = Station::Get(stationId);
  2. uint amount = station->goods[CC_PASSENGERS].cargo.TotalCount();
  3. //I've tried .AvailableCount() and CT_PASSENGERS each aswell, same result.
  4. if (!station->goods[CC_PASSENGERS].HasVehicleEverTriedLoading()) return true;
  5. if (amount == 0) {
  1.  
  2. V@DESKTOP-F0RUS2Q ~
  3. $ pip install Pillow
  4. Collecting Pillow
  5.   Using cached https://files.pythonhosted.org/packages/81/1a/6b2971adc1bca55b9a53ed1efa372acff7e8b9913982a396f3fa046efaf8/Pillow-6.0.0.tar.gz
  1.  
  2.  
  3. // If any cargo has been transported from this industry, reset the counter.
  4.  
  5. // Then increment the counter.

asdf

  1.     graphics {
  2.  
  3.         produce_cargo_arrival: production_counter_reset;
  4.  
  5.         produce_256_ticks: produce_food_processor;

layers

  1. switch (FEAT_TRAINS,SELF, switch_hopper_wagon_layers, [
  2.  
  3.   STORE_TEMP((getbits(extra_callback_info1, 8, 8) < 4 ? CB_FLAG_MORE_SPRITES  : 0) + PALETTE_USE_DEFAULT, 0x100),
  4.  
  5.   getbits(extra_callback_info1, 8, 8)

layering

  1. switch (FEAT_TRAINS, SELF, overlay, STORE_TEMP(PALETTE_USE_DEFAULT, 0x100)) {
  2.     return sprite_attach_overlay_8_rail_freight_engine;
  3. }
  4. switch (FEAT_TRAINS, SELF, base, STORE_TEMP(CB_FLAG_MORE_SPRITES | PALETTE_USE_DEFAULT, 0x100)) {
  5.     return switch_rail_freight_graphics_which_end;

layer test

  1. switch (FEAT_TRAINS,SELF, switch_rail_freight_attach_overlay, getbits(extra_callback_info1, 8, 8)){
  2.   0: return sprite_attach_overlay_8_rail_freight_engine;
  3.   return switch_rail_freight_graphics_which_end;
  4. }

Paste #pwul3cvlf

  1. NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
  2.         NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SC_TAKE), SetDataTip(STR_SCREENSHOT_SCREENSHOT, 0),
  3.         NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SC_TAKE_ZOOMIN), SetDataTip(STR_SCREENSHOT_ZOOMIN_SCREENSHOT, 0),
  4.     EndContainer(),
  5.     NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),

Paste #p9dnkcojz

  1. // default spriteset templates
  2.         template spriteset_template_asymmetric_unreversed_athena_unflipped(y) {
  3.                 //[left_x, upper_y, width, height, offset_x, offset_y]
  4.                 [60, y, 8, 29, -3, -16 ]
  5.                 [73, y, 26, 24, -14, -15 ]

engines from both ends

  1. //------------------------------------------------------------------------------------------------------------
  2. switch(FEAT_TRAINS, SELF, switch_railmedium_9_graphics_both_draw1, position_in_consist){
  3.     0: spriteset_train_railmedium9;
  4.     railuniversal2_wagon_switch;
  5. }

take n2

  1. //--------------------------------------------------------------------------------------------
  2. //----- Articulation
  3. switch (FEAT_TRAINS, SELF, switch_railstrong3_articulated, extra_callback_info1){
  4.     1: item_railstrong3;
  5.     1: item_railstrong3;

changing articulated leng

  1. //--------------------------------------------------------------------------------------------
  2. //----- Articulation
  3. switch (FEAT_TRAINS, SELF, switch_railstrong3_articulated, extra_callback_info1){
  4.     1: item_railstrong3;
  5.     1: item_railstrong3;