mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r15495) -Revert (r15383,r15422): Loading NewGRFs depends on correct settings, but the economy can only be started after loading NewGRFs. In short: r15383 causes more problems then it's worth.
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@ -284,13 +284,13 @@ void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y)
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/* Set the date before loading sprites as some newgrfs check it */
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SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
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InitializeGame(_gw.size_x, _gw.size_y, false);
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PrepareGenerateWorldProgress();
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/* Load the right landscape stuff */
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GfxLoadSprites();
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LoadStringWidthTable();
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InitializeGame(_gw.size_x, _gw.size_y, false);
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PrepareGenerateWorldProgress();
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/* Re-init the windowing system */
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ResetWindowSystem();
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@ -248,8 +248,8 @@ void StartGeneratingLandscape(glwp_modes mode)
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{
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DeleteAllNonVitalWindows();
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/* Copy the settings needed for creating a new map. */
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_settings_game.game_creation = _settings_newgame.game_creation;
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/* Copy all XXX_newgame to XXX when coming from outside the editor */
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MakeNewgameSettingsLive();
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ResetGRFConfig(true);
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SndPlayFx(SND_15_BEEP);
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@ -442,6 +442,8 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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break;
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case GLAND_GENERATE_BUTTON: // Generate
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MakeNewgameSettingsLive();
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if (mode == GLWP_HEIGHTMAP &&
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(this->x * 2 < (1U << _settings_newgame.game_creation.map_x) ||
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this->x / 2 > (1U << _settings_newgame.game_creation.map_x) ||
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@ -640,8 +640,8 @@ int ttd_main(int argc, char *argv[])
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ResetGRFConfig(false);
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/* Copy the settings needed for creating a new map. */
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_settings_game.game_creation = _settings_newgame.game_creation;
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/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
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if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
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/* initialize the ingame console */
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IConsoleInit();
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@ -649,10 +649,6 @@ int ttd_main(int argc, char *argv[])
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InitializeGUI();
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IConsoleCmdExec("exec scripts/autoexec.scr 0");
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/* Initialise the sprite/string tables. */
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GfxLoadSprites();
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LoadStringWidthTable();
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GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
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WaitTillGeneratedWorld();
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