
1.9.1 alpha progress
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mm okay i just like the proces, trains elec trains monorail, monorail with maglevs loco's and the funny airplanes then 

Three cheers for first tiger and el presidente
Hobbes, the delight of all cognoscenti!
He's savvy! He has a prodigious IQ,
and lots of panache, as all tigers do!
MY COMICS!!
Hobbes, the delight of all cognoscenti!
He's savvy! He has a prodigious IQ,
and lots of panache, as all tigers do!
MY COMICS!!
a suggestion: Maybe a looping year at 2000 or so?SHADOW-XIII wrote:yep .... but usually I start another game or I back fewyears (usually to 1990 or 2000) with 'Cht: Year'
It was at 2070 but it was deleted so we can play till 3000+
So if the game could loop at 2070 it musn't be that hard to change that to 2000?
Dinges
Who is the other person in me?
my Blog (dutch) - my Last.fm profile
Owner of http://ttdgraphics.cjb.net/ ! Temp addr: http://ttdgraphics.owenrudge.com/
Who is the other person in me?
my Blog (dutch) - my Last.fm profile
Owner of http://ttdgraphics.cjb.net/ ! Temp addr: http://ttdgraphics.owenrudge.com/
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- Tycoon
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buy A LOT of trains in 2000 keep them in a depot, cuz you dont need them and after .... that wont work never mind
maybe buy just a huge pile of passengers cars etc. there cheaper and then you only need to buy a loc...
maybe buy just a huge pile of passengers cars etc. there cheaper and then you only need to buy a loc...
Three cheers for first tiger and el presidente
Hobbes, the delight of all cognoscenti!
He's savvy! He has a prodigious IQ,
and lots of panache, as all tigers do!
MY COMICS!!
Hobbes, the delight of all cognoscenti!
He's savvy! He has a prodigious IQ,
and lots of panache, as all tigers do!
MY COMICS!!
- spaceman-spiff
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- Tycoon
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new .. fixed signals are ready to download ...Darkvater wrote:Yes, that 'bug' with the semaphore graphic is kinda weird.
If I look at the grf file, it is image #176. It is 3 pixels wide, and so is it in the nfo file:The xpos/ypos coordinates are right too. Something else might be the problemCode: Select all
176 C:\TTWIN95\NEWGRF\SPRITES\SIGNALSW.pcx 594 136 01 24 3 0 -22
only at Michael's Blunck page now: http://www.patagonia.de.vu/ttd/download.html
what are you looking at? it's a signature!
- spaceman-spiff
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Try ittroopper5 wrote:I don't have that bug, my semaphores work normally.
BTW, do the semaphores disappear in 1975, and change automatically to presigs?

The semaphores stay, new signals after '75 are normal signals, so you get a mix, but they work the same

Well, back to work, lot's of it in the near future
You mean, that semaphores stay???spaceman-spiff wrote:Try ittroopper5 wrote:I don't have that bug, my semaphores work normally.
BTW, do the semaphores disappear in 1975, and change automatically to presigs?![]()
The semaphores stay, new signals after '75 are normal signals, so you get a mix, but they work the same

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Too sad...
But there's a way, if you make things like this:
1. FOUR folders called TemperB1975, TemperA1975, ArcticB1975, ArcticA1975.
2. To Before folders, put signalsw.grf, After folders presigw.grf
3. Four differend .BAT and newgrfw.txt files
I guess you know what i'm talking about
If not, just ask

But there's a way, if you make things like this:
1. FOUR folders called TemperB1975, TemperA1975, ArcticB1975, ArcticA1975.
2. To Before folders, put signalsw.grf, After folders presigw.grf
3. Four differend .BAT and newgrfw.txt files
I guess you know what i'm talking about

If not, just ask

For some reason, those trucks are actually the double decker busses when I load the game...Dinges wrote:Send this to his email too:
EDIT: Added CFG
Unfortunately, I can't find out what's going on from this savegame. Would be have one just before the AI buys these vehicles? Otherwise I can't investigate why it bought them like this. I'd also like to see your newgrf.txt in that case.
Alpha 37
Oskar has found the place where TTD handles keyboard input, which allows us to add more hotkeys to the game. He added the 't' hotkey, which toggles transparent buildings on and off. Then I've gone and added hotkeys for all the tools in the rail and road toolbars. I'm not quite sure how this works with other language versions and keyboard layouts yet, but it should be the keys from 1 through 0, as well as "-", "=" and "\" that select all the build tools. In addtion, the tilde key will toggle the bulldozer.
In the case that these keys don't work too well for you, you can customize them using the ttdpttxt.txt file and mkpttxt.exe. There, you'll find a new entry for the "hotkeylist", which is the keys for each of the two toolbars for railroad and road building.
I've also gone back to improving the electrified railways feature, which still is only about 80% done. Now it will show the proper title and menu entry in the build menu, and the icons will be correct. What I still need to do is add support for tunnels and bridges, as well as improve the placement algorithm for the pylons somewhat.
The people working on new graphics may be interested in the new action 0A, which allows you to replace any sprite of TTD with one of yours, without any additional logic having to be written into the game. This is somewhat similar to GRFDiff/GRFMerge, except that it'll be part of the newgrf mechanism.
The bug allowing you to lower the terrain under a tunnel has been removed. You can still build crossing tunnels, but lowering the terrain is no longer supported because it can make the game very unstable.
Also, the mailing list should work properly again, I've changed the redirects of ttdpatch.com, so you can once again use ttdpatch@ttpdatch.com to send messages to the list.
Have fun!
All changes in 1.9.1 alpha 37 (April 7, 2003):
In the case that these keys don't work too well for you, you can customize them using the ttdpttxt.txt file and mkpttxt.exe. There, you'll find a new entry for the "hotkeylist", which is the keys for each of the two toolbars for railroad and road building.
I've also gone back to improving the electrified railways feature, which still is only about 80% done. Now it will show the proper title and menu entry in the build menu, and the icons will be correct. What I still need to do is add support for tunnels and bridges, as well as improve the placement algorithm for the pylons somewhat.
The people working on new graphics may be interested in the new action 0A, which allows you to replace any sprite of TTD with one of yours, without any additional logic having to be written into the game. This is somewhat similar to GRFDiff/GRFMerge, except that it'll be part of the newgrf mechanism.
The bug allowing you to lower the terrain under a tunnel has been removed. You can still build crossing tunnels, but lowering the terrain is no longer supported because it can make the game very unstable.
Also, the mailing list should work properly again, I've changed the redirects of ttdpatch.com, so you can once again use ttdpatch@ttpdatch.com to send messages to the list.
Have fun!
All changes in 1.9.1 alpha 37 (April 7, 2003):
- support replacing any arbitrary TTD sprite number with new sprites
- show correct sprites and various texts in elec.rail and maglev build menu
- reworked newgrf loading functions
- grf errors should now have \80 not \7c
- show TTDPatch version in generated ttdpatch.cfg file
- fix bug with selling dualheaded engines when multihead is off (couldn't sell second head)
- loadallgraphics is no longer turned on by default
- fixed bug with trains leaving depot towards northeast lose all waggons if they have a tender
- fixed bug allowing to lower terrain below tunnel
- by Oskar: more hotkeys available; 't' toggles transparency
- more hotkeys: 1 to 0, -, =, \ choose build tool, ` toggles bulldozer
- tenders no longer show a capacity of 0 passengers
- fixed bug where trains with tenders lost wagons after reversing
- introduced new action 0A
- spaceman-spiff
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- Tycoon
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- 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
- Contact:
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