2.0.1 alpha 30

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Patchman
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Posts: 7575
Joined: 02 Oct 2002 18:57
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2.0.1 alpha 30

Post by Patchman »

Hi all,

the latest patch version is now again available at
http://www.ttdpatch.net/src/

Please note that this one is a little more experimental than the previous
ones, particularly the new "articulated engine" feature. Please read all
of this message to find out the precautions you need to take if you want
to test it.

Articulated engines are train engines that are made up from several
vehicles. This might be a steam engine with a tender, or something more
complex. Previously, you had to buy all pieces individually and assemble
them yourself, hoping that you got them in the right order in
orientation. For .grf files using articulated engines, the patch will
now do that automatically, and it will treat such engines as a single
entity. This means that the AI players will now be able to use such
engines properly as well, in particular they will buy tenders along with
steam engines as appropriate (if so enabled in the .grf file).

Please note that there are still some problems associated with
articulated engines, particularly when they are multiheaded. When adding
or removing additional heads of a articulated engine, you currently have
to make sure the game would not "automatically" attach or detach these
additional engines.

To buy additional articulated engine head:
- buy the real engine first (without Ctrl)
- buy all additional engines (with Ctrl)
- buy the wagons

To sell a train with articulated engines?
- sell all additional engines first
- then sell the train

It should be safe to move engines around in a depot, however. To be
really sure, save before rearranging trains.

Other new features are the new "newgrfcfg" switch (-Yn on the command
line), which allows you to choose a different file name for the
newgrf(w).cfg file. This way you could have a different newgrf.cfg file
associated with a different configuration, and switch between them.

It is now possible to turn off .grf files by default, by adding a "!"
parameter after the filename. For example, the line "newgrf/bla.grf !"
would make bla.grf be loaded and available for savegames that need it,
but it wouldn't be enabled by default. You can still enable it manually
of course by opening the Graphics Status window from the tools menu.
Along with this change, I've disabled the "loadallgraphics" switch,
because a better mechanism exists now to enable/disable graphics. An
updated version of Graphics Manager that can take advantage of these
changes is available at http://www.ttdpatch.de.vu/ .

I've changed the multihead switch slightly, in that it now always buys
two heads of normally two-headed trains like the T.I.M. You can still
sell the second head if you don't like it, however.

Finally, I've fixed a bug in TTD, which caused it to forget the mail
capacity when refitting a plane. This was most noticable when refitting
a plane to carry only mail, in which case it would be only half the
passenger capacity, instead of half the passenger capacity plus the
original mail capacity. Now the original mail capacity is properly taken
into account.

And that's all for now, I hope to bring out another alpha fixing the
articulated engine issues soon!

Have fun,

Josef.


All changes in 2.0.1 alpha 30:
- fixed bug with multiple actions 0 setting prop 08 not working
- fixed bug with custom vehicle names not getting saved if it had
shared orders
- fixed bug with different acceleration setting for regular and
electric railways
- prevent crashes from division by zero or overflow on division
- new switch "newgrfcfg" (-Yn) allows specifying an alternate
newgrf.cfg file
- if veh can't be autorenewed because the model is obsolete, the
"getting old" message now says so
- improved resilience of the newgrf.cfg parser (now less confused by
spaces in odd places etc.)
- removed "loadallgraphics" functionality, instead individual .grfs
can be disabled by default by adding a "!" parameter in
newgrf(w).cfg
- added independent random trigger chains, now only the bits which
actually get triggered will be re-randomized
- new station prop 12 to set cargo types that should trigger
re-randomizing
- added station triggers for re-randomizing
- had to reduce random station bits from 16 to 8 because of the
above changes
- when refitting aircraft, take original mail capacity into account
too
- make sure train and road vehicle refit costs are accounted in
proper category
- implemented callback 15 for all vehicle types
- allow setting refit cost for all vehicle types
- force redraw of depot window after refitting
- selling and re-buying a vehicle now copies the service interval,
refitted cargo type and current destination as well (with
generalfixes or sharedorders)
- allow articulated train engines, using callback 16
- changed multihead: by default buy both heads of dualheaded trains,
and changed what the Ctrl key does when arranging trains: forward
with Ctrl, backward without
- powered wagons work even with multihead off
- fix incorrect values of dualheaded engines with multihead on

--
Josef Drexler | http://publish.uwo.ca/~jdrexler/
---------------------------------+---------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Carry a helium balloon. | Don't remove the "nospam" part.
jixor

Re: 2.0.1 alpha 30

Post by jixor »

Wow a ttd related message, they are few and far between these days,
amongst all the spam.

Josef Drexler wrote:
Hi all,

the latest patch version is now again available at
http://www.ttdpatch.net/src/

Please note that this one is a little more experimental than the previous
ones, particularly the new "articulated engine" feature. Please read all
of this message to find out the precautions you need to take if you want
to test it.

Articulated engines are train engines that are made up from several
vehicles. This might be a steam engine with a tender, or something more
complex. Previously, you had to buy all pieces individually and assemble
them yourself, hoping that you got them in the right order in
orientation. For .grf files using articulated engines, the patch will
now do that automatically, and it will treat such engines as a single
entity. This means that the AI players will now be able to use such
engines properly as well, in particular they will buy tenders along with
steam engines as appropriate (if so enabled in the .grf file).

Please note that there are still some problems associated with
articulated engines, particularly when they are multiheaded. When adding
or removing additional heads of a articulated engine, you currently have
to make sure the game would not "automatically" attach or detach these
additional engines.

To buy additional articulated engine head:
- buy the real engine first (without Ctrl)
- buy all additional engines (with Ctrl)
- buy the wagons

To sell a train with articulated engines?
- sell all additional engines first
- then sell the train

It should be safe to move engines around in a depot, however. To be
really sure, save before rearranging trains.

Other new features are the new "newgrfcfg" switch (-Yn on the command
line), which allows you to choose a different file name for the
newgrf(w).cfg file. This way you could have a different newgrf.cfg file
associated with a different configuration, and switch between them.

It is now possible to turn off .grf files by default, by adding a "!"
parameter after the filename. For example, the line "newgrf/bla.grf !"
would make bla.grf be loaded and available for savegames that need it,
but it wouldn't be enabled by default. You can still enable it manually
of course by opening the Graphics Status window from the tools menu.
Along with this change, I've disabled the "loadallgraphics" switch,
because a better mechanism exists now to enable/disable graphics. An
updated version of Graphics Manager that can take advantage of these
changes is available at http://www.ttdpatch.de.vu/ .

I've changed the multihead switch slightly, in that it now always buys
two heads of normally two-headed trains like the T.I.M. You can still
sell the second head if you don't like it, however.

Finally, I've fixed a bug in TTD, which caused it to forget the mail
capacity when refitting a plane. This was most noticable when refitting
a plane to carry only mail, in which case it would be only half the
passenger capacity, instead of half the passenger capacity plus the
original mail capacity. Now the original mail capacity is properly taken
into account.

And that's all for now, I hope to bring out another alpha fixing the
articulated engine issues soon!

Have fun,

Josef.


All changes in 2.0.1 alpha 30:
- fixed bug with multiple actions 0 setting prop 08 not working
- fixed bug with custom vehicle names not getting saved if it had
shared orders
- fixed bug with different acceleration setting for regular and
electric railways
- prevent crashes from division by zero or overflow on division
- new switch "newgrfcfg" (-Yn) allows specifying an alternate
newgrf.cfg file
- if veh can't be autorenewed because the model is obsolete, the
"getting old" message now says so
- improved resilience of the newgrf.cfg parser (now less confused by
spaces in odd places etc.)
- removed "loadallgraphics" functionality, instead individual .grfs
can be disabled by default by adding a "!" parameter in
newgrf(w).cfg
- added independent random trigger chains, now only the bits which
actually get triggered will be re-randomized
- new station prop 12 to set cargo types that should trigger
re-randomizing
- added station triggers for re-randomizing
- had to reduce random station bits from 16 to 8 because of the
above changes
- when refitting aircraft, take original mail capacity into account
too
- make sure train and road vehicle refit costs are accounted in
proper category
- implemented callback 15 for all vehicle types
- allow setting refit cost for all vehicle types
- force redraw of depot window after refitting
- selling and re-buying a vehicle now copies the service interval,
refitted cargo type and current destination as well (with
generalfixes or sharedorders)
- allow articulated train engines, using callback 16
- changed multihead: by default buy both heads of dualheaded trains,
and changed what the Ctrl key does when arranging trains: forward
with Ctrl, backward without
- powered wagons work even with multihead off
- fix incorrect values of dualheaded engines with multihead on
Paul Hoppe

Re: 2.0.1 alpha 30

Post by Paul Hoppe »

jixor wrote:
Wow a ttd related message, they are few and far between these days,
amongst all the spam.

Thank god my provider has a properly configured spam filter
Paul

--
Leviathan12 Behörde - Bitte ziehen Sie eine Nummer
http://www.leviathan12.de
michael blunck
Tycoon
Tycoon
Posts: 5948
Joined: 27 Apr 2005 07:09
Contact:

Re: [OT] 2.0.1 alpha 30

Post by michael blunck »

Paul Hoppe wrote:
Wow a ttd related message, they are few and far between these days,
amongst all the spam.

Thank god my provider has a properly configured spam filter
As mentioned quite a couple of times, it´d be possible for everyone to use
better news servers than those of their local providers. E.g.

http://news.individual.net/

is a fast, very reliable and spam-free news server.

regards
Michael
Stan de SD

Re: 2.0.1 alpha 30

Post by Stan de SD »

"jixor" <marg-n...@optusnet.com.au> wrote in message
news:40fdf434$0$19298$afc38c87@news.optusnet.com.au...
Wow a ttd related message, they are few and far between these days,
amongst all the spam.
I'm new around here (not to TT), but I have been trying to take some time
and go after some of the more prolific spammers by posting headers,
researching IP numbers http://www.arin.net/whois/ to get past the
spoofs/forged headers, and e-mailing the ISPs of these turds. Perhaps a
monumental waste of time, but I have taken a couple of the worst offenders
in the alt.* NG's off-line.

How about a concerted effort to turn up the heat on some of these bozos,
just to see what happens?
Tom Cumming

Re: 2.0.1 alpha 30

Post by Tom Cumming »

On 22/07/04 23:42, Stan de SD wrote:
How about a concerted effort to turn up the heat on some of these bozos,
just to see what happens?
Sorry to be a spoilsport, but I think most people here use news
servers with spam filtering, which cut most of it out.

--
Tom Cumming

New to this newsgroup? Please have a read of the Frequently Asked
Questions (FAQ) list at <http://www.tt-forums.net/faq/>. Thanks.
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