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Posted: 18 Mar 2003 18:12
by Arathorn
Set it on 2 or 3.
Posted: 18 Mar 2003 19:24
by SHADOW-XIII
Petaja wrote:My morevehicles is set by 10.
What would you suggest?
I wonder how many vehicles you got ?? does theirs number is displaying correctly in Company Info ?? I have this problem with save downloaded from this forum ... but there were many,many,very many vehicles
Posted: 18 Mar 2003 20:44
by Raichase
I never take it past 5. My comp couldn't handle it after that.
Posted: 19 Mar 2003 12:51
by Petaja
Offcourse I should have to read the manual.
10 is far too much, I realize that now.
Thanks guys!!
Posted: 23 Mar 2003 10:52
by SHADOW-XIII
is this a bug ?? ... after loading trains goes faster ... after arriving from station goes slower .... as far as I can remeber this train was not replacing by other one in new GRF's ???
Posted: 23 Mar 2003 11:12
by Arathorn
I haven't had that problem. Can you post your cfg?
Posted: 23 Mar 2003 11:17
by SHADOW-XIII
Code: Select all
// Created by TTDPatch Starter [www.ttdpatch.de.vu]
// Compatibile with 1.9.1 alpha 32 (March 2, 2003)
disasters 255
planecrashcontrol 12
saveextradata on
miscmods 0
ships 240
trains 240
planes 240
spread 50
multihead 35
// aiboost <- switch not introduced in this version or obsolete
roadvehs 240
morevehicles 10
startyear 1945
errorpopuptime 5
largertowns 32
towngrowthlimit 128
curves 3313
mountains 3313
mammothtrains on
gotodepot on
largestations on
signcheats on
cheatscost on
feederservice on
generalfixes on
keepsmallairport on
moreairports on
rvqueueing on
longbridges on
loadtime on
showspeed on
debtmax on
signalsontrafficside on
electrifiedrailway on
nonstop on
fullloadany on
presignals on
extpresignals on
trainrefit on
// reducedsave <- switch not introduced in this version or obsolete
verbose off
lowmemory off
selectgoods on
noinflation off
extradynamite on
enginespersist on
newships on
newplanes on
newtrains on
newrvs on
forceautorenew on
win2k on
gradualloading on
subsidiaries on
forcerebuildovl on
officefood on
moveerrorpopup on
morenews on
eternalgame on
bribe on
diskmenu on
showfulldate on
loadallgraphics off
unifiedmaglev 2
autorenew -18
bridgespeedlimits 90
// rvpower <- switch not introduced in this version or obsolete
servint 16000
signal1waittime 255
signal2waittime 30
anyway ... after saving again now it is loading properly ... so it must be problem with older games

Alpha 35 and updated graphics
Posted: 24 Mar 2003 01:29
by Patchman
I've posted Alpha 35, which like always fixes a number of bugs. Just like Marcin's experimental alpha 34.1, this one also makes all ship graphics incompatible, but more on that below.
Before I go into the actual changes, I want to welcome a new member to the TTDPatch development team. Oskar Eisemuth has written a feature called "morebuildoptions" or "-YB", which allows you to build crossing tunnels as well as more than one industry of each type. In addition, it allows you to remove company statues, radio transmitters and lighthouses by holding down the Ctrl key. You can find Oskar's site at
http://inter-ee.net/allvb//ttdpatch/ to see if he has any experimental builds.
Since Alpha 35 invalidates the current ship graphics, I have taken the time to update all graphics files to include the new climate selection. This means that it is now safe (and recommended) that you put both the arcticset and the tempset entries in newgrf.txt, as well as both reefer and car carrier. The game will automatically activate the right entries depending on the current climate. This doesn't work, however, if you have "loadallgraphics on", in which case the files will be loaded even for the wrong climate. This means that you should make sure "loadallgraphics" is turned off, unless you have a specific reason to use it. In addition, the cargo set no longer steals all Toyland train carriages, because it won't be activated in the Toyland climate.
Make sure that you download the updated graphics files before trying alpha 35, or your ships will sound wrong, and will not be refittable.
I have also implemented semaphore signals, using "semaphores on" or "-YS". Any signal you build before 1975 will be a semaphore signal, and after that year, it will be a light signal. Note that I do not yet have any graphics for semaphore signals, so you won't actually see them. I suspect it won't be too long until Michael has working graphics for this though
All changes in 1.9.1 alpha 35 (March 23, 2003):
- fixed bug with wrong order of train vehicles in purchase list (may still be wrong for some savegames)
- actually made sure no action 7 will be applied in the initialization, as promised by alpha 34 already
- debug flag w to disable waiting for key on warnings
- debug flag T to terminate TTD right after collecting new version info (to automate the collection for many versions)
- by Marcin: insert new prop 10 for ships (sound effect); makes all ship graphics incompatible
- by Marcin: properly document prop 0C and 0D for planes (speed & accel)
- by Oskar: new switch "morebuildoptions on" or -YB to allow building tunnels that cross (though they're still independent) and more than one industry of each type per city
- by Oskar: allow removing company statues, lighthouses and radio transmitters with Ctrl if morebuildoptions is on
- implement semaphore signals: "semaphores on" or -YS, still no graphics yet
- moved rail type conversion into postinfoapply
- split infoapply into inforeset and infoapply; call them separately when loading a game (reset before loading; apply new info after loading)
- allow testing patch flags in action 7 (new param-num 85)
- created action 9 which is identical to action 7 except that it isn't ignored during the initialization
- fixed bug in bit testing in action 7
- saveextradata also saves TTDPatch vehicle data
Posted: 24 Mar 2003 07:42
by SHADOW-XIII
great thanks .. I'm going to test it right now
... anyway .. what's about 'T' key for toogle transparency ??
Re: Alpha 35 and updated graphics
Posted: 24 Mar 2003 08:35
by spaceman-spiff
Patchman wrote:Before I go into the actual changes, I want to welcome a new member to the TTDPatch development team. Oskar Eisemuth
I would like to say hello and thanks for the effort
Re: Alpha 35 and updated graphics
Posted: 24 Mar 2003 08:38
by SHADOW-XIII
spaceman-spiff wrote:Patchman wrote:Before I go into the actual changes, I want to welcome a new member to the TTDPatch development team. Oskar Eisemuth
I would like to say hello and thanks for the effort
right ... thanks Oskar

Posted: 25 Mar 2003 13:24
by troopper5
I thought that i answered to Petäjä, but did spiff remove it?
I just downloaded the newest patch, gotta try it.
Posted: 25 Mar 2003 15:32
by spaceman-spiff
troopper5 wrote:I thought that i answered to Petäjä, but did spiff remove it?
I just downloaded the newest patch, gotta try it.
Don't blame me for everything

Posted: 25 Mar 2003 16:46
by troopper5
Okay, i just wondered, where did i answer then

BTW, i don't blame you of everything

Posted: 25 Mar 2003 17:28
by Dinges
But I do you for double posting.
Posted: 25 Mar 2003 18:03
by spaceman-spiff
Double posts get deleted, so it's no use replying to them

Posted: 25 Mar 2003 18:06
by Rob
Posted: 26 Mar 2003 05:04
by troopper5
When you are replying to a post, you maybe accidentally click "SUBMIT" button twice, there will be two same messages.
I've done this several times, sorry

. I don't do that of purpose of course
Posted: 26 Mar 2003 06:05
by Rob
Before anyone has replied to your post you can delete it yourself you know.

Just push the X button beside the edit button.
Look at screenshot.
Posted: 26 Mar 2003 06:06
by sultana
Lol, notice the smileys

Whe never I double post, I usually just delete one, I pretty much always read my post afterwards
