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Posted: 27 May 2003 15:05
by peaz
Stylesjl wrote:my custom currency is credits which is twice the value of the dollar :) :wink:
the euro :D

Posted: 30 May 2003 16:08
by Saiyan
The max. initial loan display on the difficulty settings screen needs a fix. If you select the Forint as a currency and the go to the difficulty settings, the max. initial loan value reads something like: 10,000 Ft,000 instead of 10,000,000 Ft

Haven't tested it with custom currencies though.

Posted: 02 Jun 2003 17:59
by SHADOW-XIII
noone updating it ??
so I will ... ... and I will only add :shock: :shock: :shock: (by Marcin Grzegorczyk)

http://kufel.immt.pwr.wroc.pl/~mgrzegor/ttdpatch/
  • Version 1.9.1 alpha 47.1 experimental (2003-06-01):
  • Bug fixed: games saved while an AI was tracing their vehicles could crash TTD if loaded with a different version of TTDPatch
  • Bug fixed: extended town data were not cleared properly when a new town was created (thanks Csaba!)
  • New switch: buildonslopes (long version only): makes it possible to build bus stations, lorry loading areas and heliports on sloped land (with some restrictions)
  • DOS version no longer assumes that all Lock key LEDs are initially off; instead, it reads their initial status from a BIOS variable
  • Video mode is no longer reset if the protected-mode part of TTDPatch fails to initialize (DOS version only)
  • Moved most of the remaining uninitialized global variables to the 'fake BSS' section to reduce code size
  • TTDPatch no longer crashes if it fails to find some TTD location (or, in debug builds, runs out of version data space); instead, it writes a message and aborts
  • Extended semantics of the debug/development flag v: v- simply ignores built-in version data as before, v+ makes TTDPatch collect version data and write to a .ver file. The switch (not debug flag) -V is still retained for compatibility, but intended to be removed in some future version.
  • Since version data collection is considered a development feature now, the related messages are no longer included in the language data (i.e. they're in English only now).
  • Debug builds of TTDPatch use INT3 instruction the second time after the main code has been copied to its destination location (makes setting breakpoints easier)

Posted: 03 Jun 2003 04:10
by spaceman-spiff
Patchman is on vacation !!!
And Marcin doesn't visit this forum

Posted: 03 Jun 2003 05:48
by SHADOW-XIII
nyway ... another BIG move .... stations on sloops !!!

Posted: 03 Jun 2003 05:59
by Andrex
I want more than 240 vehicles!!.... is anybody reading me? :(

Posted: 03 Jun 2003 06:02
by Raichase
SHADOW-XIII wrote:nyway ... another BIG move .... stations on sloops !!!
Has anyone tried this? How does it look (ie, does it hang out in mid air, or does it get the supports under it that the otherbuildings do when they build on a slope?

Seems pretty impressive, I didn't think it could be done.

Posted: 03 Jun 2003 06:11
by spaceman-spiff
Andrex wrote:I want more than 240 vehicles!!.... is anybody reading me? :(
Sorry, but you've already posted this, do you think it will get a faster answer this way
No !

Posted: 03 Jun 2003 08:12
by eis_os
Try it you self, currently only non multi-tile stations are supported.
Roadvehicle Stations, Heliports.

Marcin patched TTD's .z calculation to support this.
And is using the town building graphics for it.
(This will be changed because it doesn't fit by multi-tile stations....)

He will add more to the feature, but he doesn't have enought time.
Seems like all TTDPatch Dev's :D

If he is finished I will try the same thing for roads and maybe rail tracks in TTD.

Posted: 03 Jun 2003 08:49
by Hyronymus
eis_os wrote:If he is finished I will try the same thing for roads and maybe rail tracks in TTD.
I knew it was possible :wink: !

Posted: 03 Jun 2003 09:15
by eis_os
Hyronymus wrote:
eis_os wrote:If he is finished I will try the same thing for roads and maybe rail tracks in TTD.
I knew it was possible :wink: !
We will see if it really works with rail and roads ...

Posted: 03 Jun 2003 09:31
by SHADOW-XIII
Andrex wrote:I want more than 240 vehicles!!.... is anybody reading me? :(
that is not possible :roll:

Posted: 03 Jun 2003 16:43
by Darkvater
SHADOW-XIII wrote:
Andrex wrote:I want more than 240 vehicles!!.... is anybody reading me? :(
that is not possible :roll:
Can't you just use morevehicles? Or has that been removed?

Posted: 03 Jun 2003 16:56
by G-Klav
Hyronymus wrote:I knew it was possible :wink: !
Me too!!

Posted: 03 Jun 2003 17:39
by spaceman-spiff
Darkvater wrote:
SHADOW-XIII wrote:
Andrex wrote:I want more than 240 vehicles!!.... is anybody reading me? :(
that is not possible :roll:
Can't you just use morevehicles? Or has that been removed?
No, but Andrex wants more vehicles of one type :!:

Posted: 04 Jun 2003 06:13
by Raichase
I tried out the "buildonslopes on" patch, and it is very pleasing. It uses the town building supports, and allows us to build bus stops in awkward places (such as in towns where the only part on flat land is the street)

This leads me to wondering if it can be done with depots as well, and perhaps, the endges of railway stations (ie the whole station couldn't be up in the air, just the edge tiles).

Posted: 04 Jun 2003 06:45
by SHADOW-XIII
with stations ... not yet ... "maybe" in future ...
and depot ... yes agree ... I suggested it already :wink:

Posted: 04 Jun 2003 07:58
by Stylesjl
and rails and roads


how useful would that be in mountainous areas? :wink:

Posted: 04 Jun 2003 08:02
by SHADOW-XIII
road ... rails .... I was thinking the same ... but it is probably nearly impossible or very very hard .... but it would be so , so ... so (I have no word for this) .... if I could build road and rails on sloops, along the sloops

Posted: 04 Jun 2003 11:59
by Darryl256
Is this new patch able to be used with TTDpatch starter?