2.5 progress: Beta 9 (October 29)

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Patchman
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Post by Patchman »

Hi all,

latest alpha is again available at http://www.ttdpatch.net/src/

Among some major internal changes to the compilation process, it's mostly bugfixes and a few new features for graphics authors. In particular, I fixed one little bug that snuck into alpha 49 which made trains not wait at red PBS pre-signals as they should.

Have fun!

Josef

All changes in 2.0.1 alpha 50 (May 12, 2005):
  • fixed Cht: DeleteVeh not clearing reserved track when using PBS
  • added var. 80+30 to industry array, contains construction date for industries built in alpha 50 or higher
  • fixed bug breaking the addition of station platforms if station is near the middle of the map in X or Y
  • fixed bug with labels causing GOTO to never execute any of the following actions
  • fixed hang if remnants of train crash in tunnel are cleared
  • if action that's invalid before action 8 is encountered, the error message is now "invalid sprite", not "wrong version"
  • added station var 45 to tell whether track continues in the four directions
  • (devel) changed uvar* macros to use .bss sections
  • (devel) made reloc data an auxfile to require only a single nasm pass
  • (devel) fixed bug in nasm, to compile a50 one must patch it with nasm-fixofs.diff.gz (updated nasm.exe and nasm included in source zip)
  • fixed bug with fatal action B error message only being shown once, not being kept in grf status window
  • fixed trains stopping at waypoints with "nonstop off"
  • fixed incorrect error message if trying to replace last of TTD's sprites using action A
  • allow historical buildings to appear when placing rocks with Ctrl in the scenario editor
  • fixed bug in PBS causing trains to ignore red pre-signals and red two-way signals
Josef Drexler

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Post by Patchman »

Hi all,

after a bit of a wait, here's the latest alpha version of TTDPatch: http://www.ttdpatch.net/src/

This one has again mostly bugfixes, with a couple of new features for the graphics authors. However, one new item is an improvement to the experimental cooperative gameplay (experimentalfeatures.cooperative on), written by Aegir: Now all AI companies of which another player owns 75% will be inactive, i.e. they will neither buy, sell nor modify their existing routes. You can use this to have real subsidiaries that can even share the rail network with your main company or any other players.

Have fun!

Josef

All changes in 2.0.1 alpha 51 (June 5, 2005):
  • (devel) fixed several instructions with unspecified operation size
  • made train purchase window two lines longer and added callback 23 to display misc GRF text (D0xx) there
  • fixed wagon speed being shown even with wagonspeedlimits off
  • fixed o slash character being inserted even when a character already existed at this position in trg1.grf
  • with debug switch T-, TTDPatch will terminate after parsing the cfg/cmdline
  • fixed random crashes with manualconvert off
  • added station callback 24 (custom tile layout), and prop. 15 (no-enter tiles)
  • (devel) updated to nasm 0.98.39
  • (devel) resolve.pl now resolves instruction address too, and converts as many spaces as possible to tabs to save space
  • made action 6 be reapplied at each activation stage too, not just initialization
  • action 6 offset is now an extended byte, and the size can have bit 7 set to indicate that the value should be added instead of simply stored
  • added GRF resource management feature to action D
  • added station vars 46/47, similar to 40/41 but counting from the middle
  • made TTDPatch compatible with Windows XP 64
  • fixed bug causing some trains to have too high TE (e.g. BR05 with valuables wagons)
  • fixed bug with custom bridge heads sometimes slowing down trains to 0 km/h
  • fixed train losing reserved path even when it case reverse
  • by Aegir: with experimentalfeatures.cooperative on, any AI that another player owns 75% of will be inactive
Josef Drexler

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Post by Patchman »

Alpha 52 is out, it's just a quick bugfix release due to some bad crashes in a51.

All changes in 2.0.1 alpha 52 (June 6, 2005):
  • fixed crash when using station prop 15
  • fixed bug and crash with custom bridge heads
  • fixed crash when pathbasedsignalling was turned off
Josef Drexler

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Post by Patchman »

Hi all,

Alpha 53 is available at http://www.ttdpatch.net/src/

Again it's mostly bugfixes, largely to path-based signalling (PBS). Now it should be safe and useful to have bridges in PBS blocks, track under them should be reserved properly. This means however, that some existing bridges may be "stuck" at reserved, because they haven't been reset yet. In that case, you may need to force a train to travel under it by telling it to ignore the signal, or else rebuild the bridge by first bulldozing it and all track under it.

Enjoy the new version. Barring major crashing bugs, this will probably be the last one for a few months, because I'll be busy travelling to conferences as well as an extended trip to Peru for research. I'm not sure how much time I'll have, so please expect to wait even longer than usual for replies. I'll be back by the middle of August.

Have fun (I know I will!),

Josef

All changes in 2.0.1 alpha 53 (June 19, 2005):
  • fixed another crash when using station prop 15
  • fix train not being able to find path past PBS signal if a later two-way signal was red
  • fixed bug allowing trains to crash if station can be entered from both sides using PBS, and made waypoints safe in PBS blocks
  • bridges should now be safe to use in PBS blocks as well (may need to dynamite all middle pieces to reset bridge)
  • added random trigger 20 for train reserving station platform
  • fixed hang when building depot next to station using var 45
  • fixed counting bug in station vars 46/47
  • fixed crash when displaying power
Josef Drexler

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Post by Csaboka »

Hi,

Now that my exams are over, I resumed working on the newindustries switch, and now it roughly does everything I wanted it to. That's why I thought I release an experimental "alpha 53 vcs" version. This release will be interesting mainly for GRF coders, I think.

Changes since alpha 53:
  • Added support for animated industry tiles
  • Added production callback mechanism to allow fine-tuning industry production
  • New callback to decide where the industry can be built
  • Refined cargo acceptance of industries - now an industry will receive the cargo if and only if it's inside the station catchment area, regardless of the position of the station sign. This also allows industries that accept town cargo.
  • New debug cheat: "Cht: GoToXY" to jump to a given position on the map
Diffs

DOS executable (compiled blindly)
Windows executable

Updated newgrf.txt

A small demonstration GRF. Just add it to your newgrf.cfg file, start a new temperate game and look at a steel mill.

[edit] If you downloaded steelm.grf before 7:40 July 1 GMT, please redownload it because the old version had an error in coding.
Reality is that which, when you stop believing in it, doesn't go away.—Philip K. Dick
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Post by Patchman »

Hi all,

Alpha 54 is available at http://www.ttdpatch.net/src/

It is mostly the same as Csaba's recent experimental releases, I've only integrated a few of my changes to it.

Csaba has written a lot of new code for the newindustries feature. For example, it's now possible to animate industries, and the industry production is more sophisticated: a secondary industry can now be set to have a limited processing capacity, so that for example a steel mill can only process 600 tons of steel per month. In addition, it's possible to set industries to require that all source cargos are available, so that the steel mill (for example) cannot make steel unless it gets *both* iron ore and coal. You can download such a modified steel mill here: http://users.tt-forums.net/csaboka/ttdpatch/steelm.zip

Another change is that now an industry will receive the cargo if and only if it's inside the station catchment area, regardless of the position of the station sign. This also allows industries that accept town cargo. Previously, it wasn't the catchment area that had to be close to the station, but the station sign. This meant that some stations accepted cargo for the industry, but couldn't deliver it to the industry because the station sign was too far from it (even though the station itself was close enough).

Finally, he has added a new feature to morebuildoptions: enhancedbuoys. If enabled, you can build a buoy while holding the Ctrl key, and it will work like a normal station (correct owner, accepts/receives cargos, ships stop on it). This will be useful for servicing new water industries that are now possible to make.

Since I'll now be leaving on a trip to run some experiments at Jicamarca in Peru, there probably won't be any "official" alpha versions until I get back in mid-August, but keep an eye out for Csaba's experimental releases!

Have fun,

Josef

All changes in 2.0.1 alpha 54 (July 8, 2005):
  • added shadow to flags in grf status window to accentuate them
  • changed conflict message to white to make it stand out more
  • made patch crash instead of hang when callback 18 uses vars 40+x
  • fixed callback storing var.41 data in wrong variable
  • integrated Csaba's changes:
    • added support for animated industry tiles
    • added production callback mechanism to allow fine-tuning industry production
    • new callback to decide where the industry can be built
    • refined cargo acceptance of industries
    • new bit for morebuildoptions: enhancedbuoys
    • new special industry bit 14 to divide/multiple cargo amounts with the production multiplier during production callback.
    • new industry callback 29 for random prod. rate changes
    • during production callback, bits 8..23 of variable 18 now contain how many times the callback was already called.
    • enhanced astion 2: can check words/dword in one go, can combine two or more values with the following operands: add, subtract, select lower, select greater, divide, modulus.
    • new values available during callback 28: height of tile and distance of closest water/dry land tile.
    • small change in cargo acceptance: while looking for the closest of several industries, the center tile of the industry is used instead of the north corner.
    • bug fixed: industry special flags weren't initialized correctly.
Josef Drexler

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Post by Patchman »

Hi all,

Yes just one day after alpha 54, and only a few hours before my flight to Peru, here's a small update: alpha 55.

It fixes a bug that causes crashes when opening the "purchase vehicles" window while using new graphics.

All changes in 2.0.1 alpha 55 (July 9, 2005):
  • by Csaba: fixed bug causing crashes when buying new vehicles
Josef Drexler

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Post by Patchman »

Hi all,

after a long wait to due my absence in Peru, here's the latest alpha 56: http://www.ttdpatch.net/src/

Those who have been following the "unofficial" builds by Csaba know what this one contains already.

For the others, one extremely fascinating new feature by Csaba (with some original work by Mek) is that of allowing new cargo types. It enables grf files to define new cargo types, and together with the feature allowing new industries, this can change the way you play TTD.

Not to be outdone, Michael Blunck has come out with such a grf file, adding the types of "beer" and "fish", as well as corresponding industries, and bringing the "food" cargo with its industries into the temperate climate. You can download it from the TTDPatch New Graphics page. Please DO read the readme file that comes with it before trying to use it. In particular, you need to Ctrl-build buoys near the fishing grounds to get a station there.

PLEASE NOTE: Using the newcargo switch requires the patch to do all kinds of tricks with the savegame data internally. This is well and good as long as you keep the switch active, but if you want to turn it off, your best bet is to go back to a savegame before the switch was turned on. It's possible to turn it off on savegames that have used it, as long as you make sure no vehicle carries any non-standard cargo types, and all corresponding industries are removed from the map. Otherwise you'll get some very strange side effects.

Also, all savegames that are saved while "newcargos" is on become incompatible with any earlier versions of the patch and cannot be loaded correctly there.

Another thing that this switch changes is that it obsoletes the old "moreindustriesperclimate". If you turn that on, it'll be deactivated when newcargos is active. Instead of that switch, you can download paper.grf from the TTDPatch New Graphics page, which now does the same thing as a grf file instead of a switch.

Still, even with all the caveats I think this is a really exciting new feature that will enhance gameplay by quite a bit.

Ah yes, one more thing that Csaba has managed to get working correctly is his "enhancemultiplayer" switch, that allows more than two players in LAN multiplayer games. Internet games need not apply unless the ping is under at most 5 ms. He also fixed three bugs that could cause desynchs if the ttdpttxt.dat files were not identical among both players.

And that's all (as much as there is of it), so enjoy your new alpha!

Josef

All changes in 2.0.1 alpha 56 (August 7, 2005):
  • fixed bug that allowed dock construction in the middle of the sea
  • fixed problem with ttdload.ovl occasionally not getting rebuilt and causing crashes at startup
  • integrated all of Csaba's changes up to 2.0.1 alpha 55 vcs 5:
    • new switch: newcargos
    • devel: Restructured load/unload code to a single proc instead of a myriad of small patches
    • industry colors must always be specified from the DOS palette from now on. The Windows version translates colors automatically.
    • added variable 1A, which is always FFFFFFFF, to help specifying constants for action 2 calculations
    • added multiply, and, or and xor to the available operations for action 2
    • added warning if a loaded scenario doesn't contain any towns.
    • made gradualloading and fulloadany compatible again
    • fixed feederservice bug that caused negative profit for vehicles
    • bugfix: industry tile prop. 10 didn't work
    • bugfix: new industry tiles didn't work correctly for water industries
    • bugfix: the game no longer crashes when an AI player tries transporting a new cargo type. It still needs to be "taught" what vehicles to use for the new cargos, though.
    • special industry tile type FF now works on land as well (it used to always check for water)
    • it's now possible for houses to accept any cargo by setting new house property 1E or using callback 2A. (Wiki will be updated soon)
    • fixed station trigger 2 (it was broken with newcargos on)
    • ctrl-built buoys now should work correctly
    • fixed newcargos breaking fifoloading
    • station action 3 wasn't working correctly with newcargos
    • "Cht: ReloadIndustries" to reload all industry data to existing industries.
    • fixed a possible crash with DCxx textIDs
    • support for house/industry tiles consisting more sprites.
    • support for parametrized variables (6x) that accept a byte parameter.
    • fixed random station trigger 1 (it was broken for DOS since a55vcs and it seems Windows versions were broken before a55vcs as well)
    • two new parametrized house variables 60 and 61 to count houses other than the current
    • fixed bug with newcargos messing up waiting cargo amount reported to GRFs
    • new parametrized variables (60..64) to get data about a cargo type waiting without directly reading the station struct
    • fixed bug with multi-sprite tiles not working correctly with the larger spritelimit enabled
    • added variable 48 for stations: bit mask of accepted cargos
    • fixed incorrect re-applying industry data after loading a game
    • two new callbacks, 2B and 2C to decide industry tile acceptance
    • industry properties 0C..0E were broken
    • fixed crash while TTD tries to build an oil rig
    • new callback 2D to select vehicle recoloring independently from the owner
    • with newcargos on, there can be up to 65535 units waiting from each cargo type from now on, although the display will be incorrect if more than 32767 units are waiting. (The old limit was 4095 units)
    • the industry funding window now displays the map colors of industries. Until someone comes up with a good way to fix the map legend, this list can be used to identify industries on the map.
    • fixed crash with Cht: ResetStation if newcargos was on.
    • fixed panning for resolutions above 640x480
    • enhancemultiplayer switch
    • fix patch actions that used vehicle pointers (shareorders, resetorders, saverestorevehdata)
Josef Drexler

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Post by Patchman »

Hi all, the latest alpha is once again available at http://www.ttdpatch.net/src/

This one has the usual assortment of bugfixes, and new graphics features for the people who bring you all these great new graphics sets. One new feature is the start of support for new sound effects, more of that will come soon I hope.

One new feature is the possibility to choose the active graphics sets for new games. To do that, open the "Game Options" window from the title screen, and you'll see a new button that allows you to open the Graphics Status window. In the title screen, this window will set the graphics sets for a new random game, as opposed to setting them for the title screen. Note that whenever you change the climate, the graphics settings will be reset to the default. You also have to make sure that you close the window manually, because that's the way it saves the settings for a new game. If you start a new game without closing the window, the settings may not get imported. For more information see http://wiki.ttdpatch.net/tiki-index.php ... atusWindow

The other new feature was written by Oskar Eisemuth. If you set "onewayroads on" (it's off by default), you will be able to build one-way roads by overbuilding roads with the Ctrl key held down. To see one-way roads, you also need the appropriate new graphics from the TTDPatch New Graphics page (http://www.ttdpatch.net/newgrf.html).

Enjoy the new features and have fun!

Josef


All changes in 2.0.1 alpha 57 (August 21, 2005):
  • by Csaba:
    • fixed crash when ctrl-clicking shared orders to unlink but keep them
    • fixed multiplayer desync with flat docks
    • fixed incorrect warning about "no towns" when starting game
    • fix: The color callback wasn't called for news messages and exclusive offers
    • for tile action 2's, bit 30 now means "drawn normally even in transparent buildings mode" The groundsprite can be 0 from now on to skip drawing the ground sprite altogether (These are needed for custom foundations)
    • new callback 2E for houses, to override default cargo generation (wiki will be updated soon)
    • new callback 2F for industry tiles to have custom slope checks instead of default
    • new callback 30 for industry tiles to decide if default foundations should be drawn
    • enhancement in variational action 2: if nvar=0, the calculated value is returned with bit 15 set instead of being used for a branch. The default value is still required, and is used when a var. is unaccessible
    • fix: vehicles sometimes got stuck unloading and never loaded cargo
  • all newcargos are now freight by default (for freighttrains switch)
  • new newcargos prop. 15 to set freight status
  • change error message when trying to build 91st industry to say "too many industries"
  • fixed crash if VirtualAlloc returned addresses with bit 30 or 31 set (usually the crash would occur when trying to display a grf error)
  • (devel) made sure veh.modflags are cleared when a new vehicle is created
  • added action 11 to define binary include files (for sound effects)
  • add newcargos to grf resource management; need one ID from 00..1D as cargo ID and one from 20..3F as bit number (for prop.08)
  • add grf status to main menu game options windows; set default for starting new game; settings are reset if the climate is changed
  • fixed bug with AI messing up player's original company when managing another company if enhancemultiplayer was on
  • fixed bug stopping AI from doing anything if 75% or shares owned with cooperative play
  • fixed bug with canals causing incorrect route map for non-ship vehicles
  • fixed bug in grf resource management with features other than 00 not working
  • fixed crash if too many station classes/types in selection
  • by Oskar: new switch 'onewayroads on' allows building one-way roads by holding Ctrl
Josef Drexler

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Post by eis_os »

Alpha 57 Bug:

Onewayroads in alpha 57 are technical broken graphic wise because Patchman didn't seem to use the new code I send him together with the newer graphic...
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
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Post by Patchman »

Hi all, the latest alpha is once again available at http://www.ttdpatch.net/src/

Besides the usual assortment of bugfixes (including me applying the correct "onewayroads" update from Oskar this time, not an outdated one like in a57), this one has a nice bunch of goodies again.

A new switch, "newsounds on", adds support for playing new kinds of sounds in-game, and for overwriting of existing sounds by grf files. At the moment, the only new kind of sound supported is the random industry sounds. More are to come soon. In Windows, this requires a new sound DLL called "patchsnd.dll" that is extracted from ttdpatchw.exe automatically whenever it's missing or outdated.

Well, that's all I'll say for this one, the full details are as usual listed below.

Have fun!

Josef


All changes in 2.0.1 alpha 58 (August 30, 2005):
  • alpha 57 accidentally included an old version of the onewayroads feature, it's updated and fixed now
  • fixed a bug in nasm: if an explicit byte address offset is out of bounds, it now generates a warning; updated nasm executables in nasm/ directory
  • added no-fail GRF Resource operations that do not deactivate the .grf file if the resources are not available
  • added veh.variable 45, curvature info to allow trains that tilt in curves
  • added train prop. 27: misc flags; so far they set whether train is tilting or not (for higher curve speeds)
  • added var.action 2 variable 1B, gives access to current display settings
  • make action 11 check that block is within grf size (like 1/5/A), else emit code 7
  • by Oskar:
    • fixed bug with road under higherbridges sometimes showing one-way arrows
    • fixed bug with removal of bridge sometimes turning road under bridge into one-way road
  • by Csaba:
    • Fixed the X axis of cargo payment graph, it had incorrect values. Can be disabled with miscmods.dontfixpaymentgraph
    • New switch: newsounds. The framework is done for both DOS and Windows, but currently only house/industry animations and industry random sound effects use it. (under DOS, newsounds.highfrequency enables 22KHz mixing, it's on by default)
    • With newcargos on, now all cargo types are displayed in the cargo payment window. Maximum 16 of them can be turned off at a time, though.
    • (devel) cleaned up newcargo.asm somewhat
    • With newcargos on, the limit of waiting cargo is lowered to 32K to avoid display glitches
    • Bug: callback 2E corrupted town data
    • var. 60 for industry tiles is changed somewhat. New format is: rrzzbbss, where rr is reserved for future use, zz is the Z coordinate of the lowest corner, ss is the slope data as returned by gettileinfo, and bb is a bitmask: bit 0 set=industry tile, bit 1 set=water tile, other bits reserved
    • callback 2F is now called for steep slopes as well, so those can be allowed
    • for industry tiles, the land shape flag 0x20 means "allow building on both land and water". Callback 2F can be enabled to decide if a given tile is OK or not.
  • added patchsnd.dll, will be extracted automatically from ttdpatchw.exe if it does not exist yet
  • (devel) implemented ptrvar definition
  • added concept of "cargo classes" to allow better compatibility between vehicle sets and future cargo sets; new cargo and vehicle props added
  • by Csaba:
    • callback 2E no longer makes TTD crash
    • fixed bug: passengers and mail created by callback 2E didn't go to the town statistics
    • fixed bug: Incorrect panning in the Windows version with newsounds on
Josef Drexler

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Post by Patchman »

Hi all,

The latest alpha is available at http://www.ttdpatch.net/src/

This one brings some major changes. First and foremost, Oskar Eisemuth has been able to implement a new switch, "irregularstations on". You can guess what this does... yes, it allows irregular stations. It essentially replaces the "largestations" switch, because it allows you to build all kinds of irregular stations, with both directions, different lengths, different numbers of platforms, anything. The only limit is that the station as a whole must be no more than 15x15 in size.

While adding new pieces to the station is straightforward, a note of warning for removing them: by default, the bulldozer will remove the entire station, including all irregular sections. However, if you hold down "Ctrl" while bulldozing a tile, only that tile will be removed. Of course, the old "overbuilding" feature remains, so you can build new sections on top of other sections, and they don't have to overlap exactly, nor even match in direction!

Aside from this, Mek has implemented the "morestatistics" feature, which at the moment counts the amount of each cargo transported by a company. You can access it from the company window, or by opening the company window while holding "Ctrl".

Finally, I've changed how waypoints are displayed in the orders window. Previously, it was hard to tell what stations were waypoints and what stations weren't. Now, all orders to stations at which the train will not stop (this is both waypoints, and non-stop orders if the "nonstop" switch is on) will be shown as "Route through Flinfingbury West".

Other than that, the changes are mostly bugfixes and the occasional new tool for .grf authors. See below for the full list.

And now, have fun with irregular stations!

Josef


All changes in 2.0.1 alpha 59 (September 13, 2005):
  • new generic var.action 2 variable 7F, a 60+x variable that accesses the grf param (from Action D etc.) given by its parameter
  • fixed bug with newsounds action 0 always overriding ID 0 and following
  • fixed crash when displaying some PBS signals
  • changed [mainhandlertable] to varptr ophandler
  • improved encoding of sparse relocations for ptrvars with few or very widely distributed accesses
  • actually added new miscflags and cargo class properties
  • added correct error codes to station action 0 sprite errors
  • added vehicle callback 31 to determine whether vehicle may be started in depot
  • fixed bug with refittability due to cargo classes setting capacity to 0
  • by Csaba:
    • Bug fixed: Scrollbar arrows stuck pushed in the industry fund window and the cargo payment rates window
    • Bug fixed: Sound priorities were handled incorrectly
    • Bug fixed: The new cargo payment window didn't always display the last cargo available
    • (devel) Newhouses data is now allocated dinamically if the switch is on. This saves roughly 15Kb memory for those who disable this switch.
    • Industry tile var. 43 can now be used during callback 2F
    • TTD bug fixed: sometimes a bogus message could be displayed instead of "Site unsuitable" when trying to build an industry.
    • Bug fixed: Industry variable 8A was incorrect during callback 28
    • "Cht: RestartConst" now works on industries as well
  • fixed crash using callback 30
  • added ID, feature and callback info to crash log
  • fixed resolve.pl, was giving wrong addresses since introduction of .ptr
  • fixed integer division overflow when adjusting newcargo price factors
  • fixed hang with tilting trains if curve speed setting was not realistic
  • changed all non-stop orders (waypoints or explicit) to say "Route through X", or "Route non-stop through X" for non-stop waypoint orders with "nonstop off"
  • fixed bug in loading/unloading: it applied a cargo limit for heavy trains even if not using realistic acceleration
  • added callback 32, called every 32 days that determines whether to trigger vehicle trigger 10 (for now, may be able to do more later)
  • added vehicle variable 46, motion counter for animated vehicles
  • added division and modulo operations to action D
  • fixed caching of 40+x vehicle variables again (broken since a56)
  • added variable 5F, returns random trigger bits for all features that support them (i.e. the triggers which have been triggered at the moment)
  • by Mek: fixed bug if train was sent to the depot, fifo loading would get stuck
  • by Csaba:
    • two new return values for callback 28
    • Bug fixed: Acceptance change messages weren't generated for new cargos
  • fixed bug/crash when industry props. 0B..14 were being set with nprops>1
  • use cargo class 0 for deciding what appears as bus stations, but allow only regular passengers at bus stops
  • by Oskar: "irregularstations on" allows building irregular stations
  • by Mek: "morestatistics on" collects statistics on transported cargo
  • station var 45 corners no longer consider connections to tiles 2/3
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Post by eis_os »

Warning: Don't use irregular stations, it's broken when you use any stations type beside trainstations!!!
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Post by Patchman »

Well, alpha 60 is out, just to fix the most urgent bugs (irregular stations, bus stops, powered wagons).

All changes in 2.0.1 alpha 60 (September 15, 2005):
  • by stevenh: removed message boxes when playing "road construction funding" sound
  • by Oskar:
    • fixed bug in irregular stations: train station removal would sometimes remove other facilities too
    • fixed bug in irregular stations: train loading time was wrong sometimes
    • allow removal of individual platforms without Ctrl, drag dynamite to remove several at once, or Ctrl-click to remove single tile or rect. area with drag
  • fixed bug with "freighttrains off" not working
  • fixed bug with passenger class cargo not always being distributed to bus stations
  • fixed bug with buses not stopping at bus stops
  • fixed bug with powered wagons not working by temporarily disabling the vehicle variable cache again
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Post by Patchman »

Hi all,

Latest alpha is up at http://www.ttdpatch.net/src/

This one finally enables new vehicle sounds, including running sounds, by building on the awesome foundation set by Csaba and Steven. Now grf sets can give their trains and other vehicles fully customized sound effects, which should greatly enhance the atmosphere of the game. If you'd like a very rudimentary test version to preview how this works, download http://www.ttdpatch.net/src/newgrfdemo/soundtst.grf - to use it, disable all other train sets and then build a Kirby Paul Tank locomotive. Just to show that it's possible, its startup and tunnel sounds will sound like planes taking off, but the more important effect is a "clicky" running sound plus when steam puff sounds.

Aside from this, there were again a whole bunch of bugfixes and other improvements. For example, Csaba has greatly improved newhouses processing, so that people with slower CPUs should have a noticable increase in game speed.

So, enjoy the new sound effects, and let's hope many sets start using them soon!

Josef


All changes in 2.0.1 alpha 61 (September 25, 2005):
  • (devel) implemented performance testing of newgrf feature var 40+x/60+x
  • fixed crash if no switch defining L6 or L7 was active
  • fixed train path finding problem with irregular stations if PBS was off
  • fixed crash with morestatistics if subsidiaries were off
  • added morebuildoptions.bulldozesignals on to automatically bulldoze signala when bulldozing track tiles (works with drag-bulldoze too!)
  • fixed and re-enabled vehice var 40x cache
  • by stevenh: fixed playback of (broken) sample 33
  • fixed bug in path finder not being able to find paths to stations whose north tile is not a station tile
  • added callback 23 to the other vehicle types
  • all vehicle types now show a list of refittable cargo types
  • by Csaba:
    • enhancemultiplayer is now off by default
    • enhancemultiplayer should play nicely together with subsidiary management (I couldn't test it, though)
    • House var 40 should be a little bit faster now (it's the most heavily used house var)
    • "Cht: PlayerID" now fails in enhanced multiplayer games (supporting it would have meant too much work)
    • Rewritten subsidiary manage code, I think it's better now.
  • fixed bogus grf errors generated by cargo props 15/16
  • implemented callbacks for start/tunnel/breakdown/running/touchdown sounds
  • add new feature for action 11 to import sound effects from other grf files
  • action 0 <Id> value is now an extended byte
  • fixed bug with veh var 46 (motion counter) giving incorrect values
  • fixed -!P+ debug switch that preserves patchsnd.dll
  • rearranged and tightened patchsnd.dll, and make it fully compatible with win2k/xp
  • by eis_os: fixed overtaking problem on long stretches of one-way roads
  • fixed incorrect station tile counts when removing irrstation tiles
  • fixed var 41. after removing station tiles/platforms instead of whole station
  • fixed random station triggers for irregular stations
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Post by Patchman »

Hi all,

A quick alpha is up at http://www.ttdpatch.net/src/

Since alpha 61 contained rather more than the usual amount of bugs, here's a quick update to get rid of them. Mainly it fixes the pathfinding issues introduced by a61, the "cannot build HQ" bug, and the refit list problems with "newcargos off".

Enjoy!

Josef


All changes in 2.0.1 alpha 62 (September 29, 2005):
  • (devel) moved change log from todonow.txt into new Changelog file
  • fixed bug with trains appearing in wrong place after being bought in depot
  • fixed pathfinding bug if tile at north station corner is reachable but not a station tile
  • "all off" or "-a-" now actually turns off all switches, not only those that are on by default
  • by Csaba:
    • fixed View/Build HQ bug with subsidiaries on
    • fixed incorrect recoloring applied to industry tiles
  • fixed newcargo prop 15 messing up all following properties if freighttrains was off
  • fixed broken detection whether ttdload.ovl needs an update in DOS version
  • fixed "refitabble to" line to work correctly with newcargos off
  • fixed problems with trains finding paths to depots
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Post by Patchman »

Another quick update, this one undoes one of my pathfinding "fixes" that broke more than it fixed. Also fixes another crash when loading/saving with certain switches turned off.

All changes in 2.0.1 alpha 62 fixed (September 30, 2005):
  • fixed crash while loading or saving if landscape6/7 weren't defined
  • fixed another pathfinding bug
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Post by Patchman »

Hi all,

the latest alpha version is as usual at http://www.ttdpatch.net/src/

This one has a few goodies again. The first one was written by Oskar Eisemuth. With "autoslope on", you can raise and lower land below existing tracks and it will automatically create foundations. This only works when the track is compatible with the new land shape of course, but it allows you to do some basic landscaping without having to first remove all tracks.

The other new switch is an improvement to the good old "autorenew" switch. With "autoreplace on", the patch supports replacing vehicles with better models. Note however that this is predetermined by the various .grf sets, which still need to add support for it. This means that currently the player has no choice what loco will be used as upgrade, instead the vehicle set determines this. The only choice you have is setting the minimum required reliability as a switch option. The default value here is 80%. For testing purposes, I've made a replacement scheme for the DBSetXL which you may download at http://www.ttdpatch.net/src/newgrfdemo/dbsetxl_rep.grf - it uses different locos for mainline and local services, and of course differentiates properly between freight and passenger locos.

Enjoy!

Josef

All changes in 2.0.1 alpha 63 (October 13, 2005):
  • fixed bug in var.action 2 <vadadjust> divide/modulo operation
  • added player colour info to var. 43
  • new switch, "autoreplace on" to automatically replace vehicles with better models when they get old (needs .grf support to define what models are "better"), will only use models with given min. reliability
  • by Oskar: new switch "autoslope on" allows lowering land under tracks and automatically builds foundations there
  • by Csaba:
    • cargo property 9 should now be usable for cargoes that already have a bit defined, and should disable the previous bit. A special value FF will remove the slot from cargo type listings.
    • (devel) commented some of my previously uncommented code, more to come...
    • fixed bug in load/unload code that made trains deliver cargo to stations which didn't accept it
  • added two new tests to action 7/9
  • made backward jumps to labels work (but still not safe in most cases)
  • fixed display of food/water received by town last month
  • fixed action 0 with allocation to not run out of IDs during initialization
-addition by eis_os-
Autoslope works with rail, roads, depots, stations, industries, lighthouses, town buildings, however bridges and airports don't work...
Josef Drexler

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Post by Patchman »

Hi all,

A quick bugfix release, alpha 64 is available as usual at http://www.ttdpatch.net/src/

Not much to say here, except that I'm sorry about all the things I broke in order to get autoreplace working. All crashes should be fixed now and both autoreplace on or off should work fine, and the refit problems have been fixed too.

Enjoy,

Josef.


All changes in 2.0.1 alpha 64 (October 17, 2005):
  • fixed autoreplace off breaking autorenew
  • fixed crash after refitting
  • changed malloc to always abort the process if out of memory
  • fixed grfs changing the climate selection always being forced active in the title screen grf selection
  • fixed roadbranchprob switch accidentally using hex arugments in cfg file
  • changed action 3 to use lookup table for cargo types and livery overrides
  • fixed veh.var 42
  • fixed incorrect display cargo subtexts and callback 15 problems
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Post by Patchman »

And another one.

All changes in 2.0.1 alpha 65 (October 18, 2005):
  • changed linux compilation to build native mkpttxt and makelang
  • by Oskar:
    • prevent autoslope from removing industries with Ctrl
    • prevent tunnel entrance contruction from destroying rail above
  • fixed crash when building newgrf stations
  • fixed empty action 1 spritesets being considered valid callback results
  • fixed crash in dbsetxl_rep.grf
  • fixed bug using wrong cargo graphics for wagons and stations
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