1.9.1 alpha progress
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- spaceman-spiff
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1.9.1 alpha progress
as promised:
In 1.9.1 alpha 1 (November 2, 2002):
fixed bug in mkpttxt with beta 2 .txt files
No new features or bugfixes in TTDPatch, just changes to the compilation process. No need to download this version unless you want to play with the source code.
convert assembler sources to NASM. To compile, it's necessary to use a patched nasm.exe, see the files in the nasm/ directory
switch Windows version compilation to gcc
update all readme files to reflect the above changes
split the language object files into one object file for each language and generally clean up the language handling
No diffs provided, there are too many changes for that
In 1.9.1 alpha 1 (November 2, 2002):
fixed bug in mkpttxt with beta 2 .txt files
No new features or bugfixes in TTDPatch, just changes to the compilation process. No need to download this version unless you want to play with the source code.
convert assembler sources to NASM. To compile, it's necessary to use a patched nasm.exe, see the files in the nasm/ directory
switch Windows version compilation to gcc
update all readme files to reflect the above changes
split the language object files into one object file for each language and generally clean up the language handling
No diffs provided, there are too many changes for that
Last edited by spaceman-spiff on 16 Jul 2003 08:28, edited 1 time in total.
Well, back to work, lot's of it in the near future
Since the topic came up, I've been translating to norwegian since a bit before 1.9B So if any norwegian ppl around here are not satisified with the translation, feel free to give some suggestions
(This is for the patch itself, not the game)
It's a real PITA because you've got like 38 chars including a variable to describe a switch. Try to explain feeder service in norwegian in 38 chars!![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
![Smile :)](./images/smilies/icon_smile.gif)
It's a real PITA because you've got like 38 chars including a variable to describe a switch. Try to explain feeder service in norwegian in 38 chars!
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
I'm lost in space. Visiting mother earth once in a while.
- spaceman-spiff
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Well, I get the new file before he releases a new version, so I guess that. But we aren't credited in any way. But as I said to Josef, that's the least I can do to contribute.
And "Norwegain translator" is "norskoversetter" in norwegian. (We don't like word splitting in norwegian, which is common in english)
And "Norwegain translator" is "norskoversetter" in norwegian. (We don't like word splitting in norwegian, which is common in english)
I'm lost in space. Visiting mother earth once in a while.
- spaceman-spiff
- Retired Moderator
- Posts: 20634
- Joined: 28 Jul 2002 07:08
- Location: Belgium
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- spaceman-spiff
- Retired Moderator
- Posts: 20634
- Joined: 28 Jul 2002 07:08
- Location: Belgium
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Yes, my config file is in Dutch, but the game itself, errors and messages is in Englishanaconda wrote:I think that is worked on right now. There was a volounteer on the NG. You'll see it if you have a dutch os, or a dutch enabled os. If you generate your config file, you'll see the all the explanation in dutch.
Well, back to work, lot's of it in the near future
- spaceman-spiff
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I think the scandinavian and German languages originate from the sameanaconda wrote:To "sette over" means the same thing. To put some thing from one place to another. You practically put one word from one language to another...spaceman-spiff wrote:oversetter, it's like overzetten in Dutch, put something from here to there
Well, back to work, lot's of it in the near future
Yes, I don't translate the whole game, just the patch.spaceman-spiff wrote:Yes, my config file is in Dutch, but the game itself, errors and messages is in Englishanaconda wrote:I think that is worked on right now. There was a volounteer on the NG. You'll see it if you have a dutch os, or a dutch enabled os. If you generate your config file, you'll see the all the explanation in dutch.
Like Maglev would be Magnetsvevebane and Monorail would be Enskinnebane in Norwegian.
I'm lost in space. Visiting mother earth once in a while.
Yes, they are all from the same branch of the language three: The Germanic llanguages.spaceman-spiff wrote:I think the scandinavian and German languages originate from the sameanaconda wrote:To "sette over" means the same thing. To put some thing from one place to another. You practically put one word from one language to another...spaceman-spiff wrote:oversetter, it's like overzetten in Dutch, put something from here to there
I'm lost in space. Visiting mother earth once in a while.
- spaceman-spiff
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Finaly, some news, patch 1.9.2 is out
Hi folks,
after a bit of a wait we're working on the patch again. This alpha version
has new code from each of the major contributors, Marcin, Norman and Josef,
all in one neat package. Here's what's new at http://www.ttdpatch.com/src/:
- wrote sv1fix which fixes some bugs (currently one only) in savegames
- fix bug in cht: playerid with [temp] between 128 and 255 (etc.)
- Norman: DirectMusic wrapper DLL (in dxmci/), just copy the DLL into
TTD directory and enable the win2k patches
- Marcin: fixes for GCC 3.2, and several other fixes for the compilation
process
- Marcin: unifiedmaglev and newbridgespeeds
- removed long-obsolete "autoreplace" cfg entry
- makelang checks ranged switches too
The DirectMusic wrapper DLL should help those that have pauses in the game
playing under Windows 2000 or XP. Just download the DLL and copy it in
your TTD directory, after enabling the win2k switches. You'll need to have
DirectMusic (comes with DirectX 7 or so) installed, of course.
Marcin's "unifiedmaglev" (or -XM) is a new patch that combines the vehicles
of both monorail and maglev. It takes a parameter, the unification
mode. If the mode is 1, all maglev vehicles are converted to monorail
vehicles, and if it is 2, monorail joins maglev. If the mode is 3, both
sets remain separate.
The "newbridgespeeds" (or -XX) patch allow you to specify the maximum speed
for the two fastest bridges, the steel girder and the tubular steel
bridges. It takes a parameter, which is the percentage of the speed of the
fastest vehicle. This percentage will then be the top speed of the fastest
bridge. For example, if you use "newbridgespeeds 90", and the fastest
monorail vehicle is the X2001 at 190 mph, the speed of the fastest monorail
bridge will be 90% of 190 mph, or 171 mph.
The new sv1fix tool is a little gadget that can fix some bugs in TTD
savegames. It's available for download from the Tools page on the TTDPatch
homepage. Currently it can only fix one bug, but I plan to extend it and
make it fix more bugs later.
Anyway, that's it for now. I don't have too much time these days as I'm
writing my PhD thesis, so that's why it often takes a bit longer for me to
reply to email. But don't despair, I always answer, eventually...
Hi folks,
after a bit of a wait we're working on the patch again. This alpha version
has new code from each of the major contributors, Marcin, Norman and Josef,
all in one neat package. Here's what's new at http://www.ttdpatch.com/src/:
- wrote sv1fix which fixes some bugs (currently one only) in savegames
- fix bug in cht: playerid with [temp] between 128 and 255 (etc.)
- Norman: DirectMusic wrapper DLL (in dxmci/), just copy the DLL into
TTD directory and enable the win2k patches
- Marcin: fixes for GCC 3.2, and several other fixes for the compilation
process
- Marcin: unifiedmaglev and newbridgespeeds
- removed long-obsolete "autoreplace" cfg entry
- makelang checks ranged switches too
The DirectMusic wrapper DLL should help those that have pauses in the game
playing under Windows 2000 or XP. Just download the DLL and copy it in
your TTD directory, after enabling the win2k switches. You'll need to have
DirectMusic (comes with DirectX 7 or so) installed, of course.
Marcin's "unifiedmaglev" (or -XM) is a new patch that combines the vehicles
of both monorail and maglev. It takes a parameter, the unification
mode. If the mode is 1, all maglev vehicles are converted to monorail
vehicles, and if it is 2, monorail joins maglev. If the mode is 3, both
sets remain separate.
The "newbridgespeeds" (or -XX) patch allow you to specify the maximum speed
for the two fastest bridges, the steel girder and the tubular steel
bridges. It takes a parameter, which is the percentage of the speed of the
fastest vehicle. This percentage will then be the top speed of the fastest
bridge. For example, if you use "newbridgespeeds 90", and the fastest
monorail vehicle is the X2001 at 190 mph, the speed of the fastest monorail
bridge will be 90% of 190 mph, or 171 mph.
The new sv1fix tool is a little gadget that can fix some bugs in TTD
savegames. It's available for download from the Tools page on the TTDPatch
homepage. Currently it can only fix one bug, but I plan to extend it and
make it fix more bugs later.
Anyway, that's it for now. I don't have too much time these days as I'm
writing my PhD thesis, so that's why it often takes a bit longer for me to
reply to email. But don't despair, I always answer, eventually...
Well, back to work, lot's of it in the near future
- spaceman-spiff
- Retired Moderator
- Posts: 20634
- Joined: 28 Jul 2002 07:08
- Location: Belgium
- Contact:
// `unifiedmaglev' (-XM) makes it possible to buy monorail engines in maglev depots or vice versa. Mode: 1 - convert all maglev engines to monorail; 2 - convert all monorail engines to maglev; 3 - keep separate monorail and maglev.
unifiedmaglev 3
be aware, i loaded a savegame with maglevs and it crashed, so i don't think it works with old savegames, i put it back off
Update: with another game it doesn't crash, i can see the monorail engines together with the maglevs, this is a good switch
No you can use the monorail tracks with the maglev engines, i don't like the maglev tracks, they are very difficult to see where they are going
unifiedmaglev 3
be aware, i loaded a savegame with maglevs and it crashed, so i don't think it works with old savegames, i put it back off
Update: with another game it doesn't crash, i can see the monorail engines together with the maglevs, this is a good switch
No you can use the monorail tracks with the maglev engines, i don't like the maglev tracks, they are very difficult to see where they are going
Well, back to work, lot's of it in the near future
- spaceman-spiff
- Retired Moderator
- Posts: 20634
- Joined: 28 Jul 2002 07:08
- Location: Belgium
- Contact:
About the dll to no longer have the pauses in the game when music switches:
It's to be found here: http://www.ttdpatch.com/src/
Look at the bottom of the page: dxmci.zip
Extract it in your game directory
I tried it and the game doesn't pause anymore
But, the music is slightly different, it's difficult to explain, there is like a faint (small) mettallic echo in the distance![Confused :?](./images/smilies/icon_confused.gif)
It's to be found here: http://www.ttdpatch.com/src/
Look at the bottom of the page: dxmci.zip
Extract it in your game directory
I tried it and the game doesn't pause anymore
![Very Happy :D](./images/smilies/icon_biggrin.gif)
But, the music is slightly different, it's difficult to explain, there is like a faint (small) mettallic echo in the distance
![Confused :?](./images/smilies/icon_confused.gif)
Well, back to work, lot's of it in the near future
If you feel like translating in-game texts, you can use TTD Translator.spaceman-spiff wrote:Yes, my config file is in Dutch, but the game itself, errors and messages is in Englishanaconda wrote:I think that is worked on right now. There was a volounteer on the NG. You'll see it if you have a dutch os, or a dutch enabled os. If you generate your config file, you'll see the all the explanation in dutch.
Available here:
http://www.csucsposta.hu/csaboka/ttdtrans.htm
- spaceman-spiff
- Retired Moderator
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- Joined: 28 Jul 2002 07:08
- Location: Belgium
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- spaceman-spiff
- Retired Moderator
- Posts: 20634
- Joined: 28 Jul 2002 07:08
- Location: Belgium
- Contact:
New path: alpha 1.9.1.3
I've posted a new alpha version at http://www.ttdpatch.com/src/ . The
biggest new feature is "rvpower" or -Xp: it changes how the motion of road
vehicles is modeled. Without that switch, road vehicles don't have a
concept of power, and acceleration is constant (very unrealistic).
With the switch, road vehicles have a weight and power, and that affects
how they accelerate. An empty bus will accelerate faster than a full bus,
for example. Also, the motion on hills is much improved. The vehicles
don't necessarily get faster (though empty ones definitely do), but it's a
lot more realistic.
The only problem with this is that so far, I haven't been able to find good
numbers for weights and powers. Basically I've made up the numbers
currently in the patch. I'd appreciate any comments about these, whether
they're too high or too low, and how the acceleration works in actual games
you're playing.
Another change is that now the title screen also displays the TTDPatch
version, so you can see right away which version you're playing
with. Finally, Marcin changed the display of liquid cargo, which used to
assume that 100 litres are a ton. Now all numbers are multiplied by ten,
so that you get 1000 litres in a ton of cargo. It doesn't really affect
the gameplay, it just makes the info windows give more sensible values.
Have fun!
I've posted a new alpha version at http://www.ttdpatch.com/src/ . The
biggest new feature is "rvpower" or -Xp: it changes how the motion of road
vehicles is modeled. Without that switch, road vehicles don't have a
concept of power, and acceleration is constant (very unrealistic).
With the switch, road vehicles have a weight and power, and that affects
how they accelerate. An empty bus will accelerate faster than a full bus,
for example. Also, the motion on hills is much improved. The vehicles
don't necessarily get faster (though empty ones definitely do), but it's a
lot more realistic.
The only problem with this is that so far, I haven't been able to find good
numbers for weights and powers. Basically I've made up the numbers
currently in the patch. I'd appreciate any comments about these, whether
they're too high or too low, and how the acceleration works in actual games
you're playing.
Another change is that now the title screen also displays the TTDPatch
version, so you can see right away which version you're playing
with. Finally, Marcin changed the display of liquid cargo, which used to
assume that 100 litres are a ton. Now all numbers are multiplied by ten,
so that you get 1000 litres in a ton of cargo. It doesn't really affect
the gameplay, it just makes the info windows give more sensible values.
Have fun!
Well, back to work, lot's of it in the near future
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