1.9.1 alpha progress

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Patchman
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Post by Patchman »

It would be possible to show a different sprite on slopes, but it just doesn't look good. For trains, you also run into the problem of the waggon sprites overlapping which creates trouble for the graphics engines to display them correctly.
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Endre
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Post by Endre »

Saiyan wrote:Even with new sprites, you'd need to rewrite a big amount of bridge-placement code. Guess that's why multi-level and higher bridges are in the 'impossible changes' section of the manual...
Right you are, Captain! :wink:
How could we separate land 2 or 3 tiles high without and with bridge?
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Alpha 49

Post by Patchman »

There isn't much new in alpha 49 if you've been following Marcin and Oskar's releases. However, either way, here's the latest version...

All changes in 1.9.1 alpha 49 (July 3, 2003):
  • included changes from Marcin's alpha 48.1 experimental:
    • It is now possible to build tracks, roads, railway stations and airports on sloped land with 'buildonslopes on' (with various restrictions)
    • Minor bug fixed: with 'generalfixes on' TTD would not remember position of the last built aircraft hangar correctly in small airports
    • Merged the functionality of the storeabsfromrel macro into storefunctiontarget
    • Fixed reusecodefragment and setfragmentsize macros; now parameters may be numeric expressions
    • Cleaned up some codefragments to reduce the protected mode code size
  • included changes from Marcin's alpha 48.2 experimental:
    • remove unused code fragments to make code smaller
  • included Csaba's changes:
    • merge "euro" and "morecurrencies" switches; euro switch is obsolete now, and euro exists only after 2002 and actually replace national currencies
    • "cusmultiplier" ttdpatch.cfg entry (no command line switch) to set currency multiplier for CUS currency (multiplier can no longer set by ttdpttxt.dat)
    • selectable for "morecurrencies #", where # is the sum of ...
    • fix display of loan size in difficulty window
    • fix bug with cost of plantmanytrees in case of error messages
  • included Oskar's changes:
    • experimentalfeatures switch (-XF); not enabled by default; currently this slows down trains before crossing
    • implemented cost difference between different track types
    • Cht: RemoveHQ
    • Cht: Climate (very experimental; save before using)
  • added command line switch -Yt for "moretownstats on"
  • added command line switch -Yb for "buildonslopes on"
  • make trkfound(W).grf available with improved foundations for tracks on slopes
  • add new switch for track type cost difference: "tracktypecostdiff on" or -Yc
  • show EUR instead of Euro sign if Euro graphics aren't available (except in currency selection list, where the entry is stored in ttdpttxt.dat)
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Stylesjl
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Post by Stylesjl »

which website?


None of them want to load™
SHADOW-XIII
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Post by SHADOW-XIII »

what are you looking at? it's a signature!
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eis_os
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Post by eis_os »

Wah, now Josef was too fast,
my plan was to send him some bug fixes on Friday :?

Ok, here is a buglist:
differentrailcost has an error, sometimes negative numbers become positiv. You have to pay for downconvert.

removeindustries should be disabled via bits or Towns and ai player will destroy them! (morebuildoptions #01111 )
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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Stylesjl
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Post by Stylesjl »

last link only works and it is not updated to new patch
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spaceman-spiff
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Post by spaceman-spiff »

eis_os wrote:removeindustries should be disabled via bits or Towns and ai player will destroy them! (morebuildoptions #01111 )
Aha, this is my problem, my steelmill at the edge of a town keeps dissapearing :evil:

Now, I tried buying all the surrounding land with the blue boards
Will this stop the town ?????

Second problem, when placing those blue boards by mistake on that steelmill, it killed it once again

I asked this before, could you please limit the destruction of industries to the dynamite button (ctrl if possible) :bow:
Well, back to work, lot's of it in the near future
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Post by eis_os »

I have already ctrl key in my dev version, (see the dev topic of alpha 48c)

But Josef as I said was too fast and doesn't release alpha 49 on the weekend, so he had not the lastest version of my work :?
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spaceman-spiff
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Post by spaceman-spiff »

OK, alpha 50 won't be long then :wink:
Well, back to work, lot's of it in the near future
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Post by Dinges »

I'll have to stick with 48.1 for now I think.
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Endre
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Post by Endre »

Well, I downloaded the new ttdpatch, and WinMe said that it caused an error in winoldap.dll or something...
And, by the way, could someone please send a ttdpatch.cfg file for me to download, because I think mine is wrong. Or something else is wrong, but I have a strong feeling that this is the one. And since it's wrong, I can't use TTDX Configurator...
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Post by SHADOW-XIII »

Endre wrote:Well, I downloaded the new ttdpatch, and WinMe said that it caused an error in winoldap.dll or something...
And, by the way, could someone please send a ttdpatch.cfg file for me to download, because I think mine is wrong. Or something else is wrong, but I have a strong feeling that this is the one. And since it's wrong, I can't use TTDX Configurator...
use ttdpatchw.exe -W , or delete/remove/move existed ttdpatch.cfg ... anyway which version is causing problems ? Did you delete ttdload[w].ovl?
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Post by Sokko »

If you just delete your existing CFG, TTDPatch will automagically build a new one for you, with the defaults set. Ain't it great? :wink:
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Post by Patchman »

The next alpha version of 1.9.1 is out, and unless something goes seriously wrong, it'll be the last alpha version before the beta test.

Aside from a bunch of bug fixes, there are two new features. The first one by Oskar Eisemuth is for now part of the "experimentalfeatures" switch. It allows you to switch between several sets of graphics for train stations. To switch between the sets, use the "Cht: SetSet" cheat. Unfortunately, currently there are no graphics files available with this capability but I'm sure that will change soon.

The other feature is one that has often been asked for, and now you can see why I didn't like to do it at first. The `planespeed' (-YP) switch make planes move at their "real" speed. If you've ever compared planes and trains running at supposedly the same speed, you'll have noticed that the planes were actually running four times slower than other vehicles. With this new switch, both planes and trains going at 296 mph will have the same speed. However, this makes planes extremely fast, and especially the supersonic planes are practically invisible because they are so fast. Enable this switch if you can't live with planes and trains having different speed factors, but otherwise it's probably better to leave the plane speeds the way they are, and leave the switch turned off.

All changes in 1.9.1 alpha 50 (July 8, 2003):
  • removal of industries no longer enabled by default with "morebuildoptions on"
  • add trackcostdiff changes to cht: tracks
  • morecurrencies bits for using commas (8) or dots (16) as thousand separators
  • new variational sprites 0x83 depending on engine properties, not waggon properties
  • new switch `planespeed' (-YP) makes planes fly at their real speed, and limits the speeds for breakdowns to 5/8 of the top speed.
  • included changes from Marcin
    • tweak Makefile
    • wait for key before displaying settings, otherwise messages are scrolled off
  • included changes from Oskar
    • morebuildoptions (-YB): Fixed MOREBUILDOPTIONS_REMOVEINDUSTRY, now you have to use Ctrl to remove them
    • experimentalfeatures (-XF): Railstations can have different graphic sets now. Add mstation.grf to your newgrfw.txt. You can switch between spriteset with cht: setset [value] then build the station. 0 means first set and so on.
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Stylesjl
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Post by Stylesjl »

Consider me the first tester (besides you :mrgreen: ) Those Planes :shock:


I had to do some MAJOR adjustments of plane speed to cater for their new found calculation
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Stylesjl
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Post by Stylesjl »

Discovered a bug


The planes will only go at 1024 MPH (it shows with showspeed on)
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Post by SHADOW-XIII »

it is not a bug on a limit, a limit comes from a showspeed switch or from their's max speed ...
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Post by Lilman424 »

Stylesjl wrote:Consider me the first tester (besides you :mrgreen: )
Sorry, you lose, I tested before you.....
Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius -- and a lot of courage -- to move in the opposite direction. - Albert Einstein
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Stylesjl
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Post by Stylesjl »

Lilman424 wrote:
Stylesjl wrote:Consider me the first tester (besides you :mrgreen: )
Sorry, you lose, I tested before you.....
You did'nt post so theres not proof :twisted:


Are you sure about that limit? Shadow XIII
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