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1.9.1 alpha 5

Posted: 10 Dec 2002 08:37
by Patchman
Like always, it's here: http://www.ttdpatch.com/src/

New stuff:
  • tweaked road vehicle powers a bit more
  • split ttdpatch.grf into several individual files; currently presig.grf and one for each new ship; controlled by newgrf(w).txt
  • allow parameters in newgrf.txt
  • made multihead option compatible with TTD Translator
  • with help from Marcin: shuffle monorail and maglev engines ahead of the waggons
  • fixed bug: road vehicles would often not "arrive" at a depot when sent there
  • Service interval in 2070 never expired. Patched year limiter to fix this.
  • New switch: eternalgame, -Xe: eternal game play; time doesn't stop in 2070. Instead, years stop in 2175.
  • New switch: showfulldate, -d: always show full date, not only when paused
If you try alpha 5, you also have to download the new graphics files from the source code site, because their format has changed. Now each ship has its own file, and the graphics are controlled by newgrf(w).txt. This text file has one line for each graphics file to be loaded by the patch.

In addition, it allows you to choose which ships you want to have replaced. If you put a number after the .grf filename in the newgrf(w).txt file, it will specify what number of ship will become the one from that .grf file. For example, to make the Reefer be your first ship (number zero), use this line:

Code: Select all

newgrf/reefer.grf 0
or (for the Windows version)

Code: Select all

newgrf/reeferw.grf 0
One more feature of this file is that you can now change the speed of the ships. If you add another number after that first number, separated by whitespace, it will be the speed of the ship in mph*3.2, up to 255 (which is 79 mph). For example,

Code: Select all

newgrf/reefer.grf 5 255
will give your reefer a speed of 79 mph, and put it in position 5 (where it is currently).

Have fun playing with these new options!

Posted: 10 Dec 2002 12:27
by spaceman-spiff
Thanks Josef, this looks great, I can hardly wait to try them out

Posted: 11 Dec 2002 13:16
by G-Klav
Here's something that doesn't work: (I put it here 'cause nobody answered me on my thread)

Switch 'Unified Maglev'.

It doesn't work in the DOS version. I have alpha 5.

It doesn't matter wich mode you choose, you'll get both maglev and monorail locos in both monorail and maglev depots.

And YES; I used the "ReloadEngines" sign-cheat after I saw that it didn't work.

So - what to do about it??

Posted: 12 Dec 2002 15:59
by GoneWacko
Is it possible to make the DAYS show up in the titlebar/newsbar even when the game ISN't paused??I wanna know when the month is almost over :mrgreen:

Posted: 12 Dec 2002 16:05
by Observer
GoneWacko wrote:Is it possible to make the DAYS show up in the titlebar/newsbar even when the game ISN't paused??I wanna know when the month is almost over :mrgreen:
Yes I thought about this before hehe.... this would improve the game at least a bit...

Posted: 12 Dec 2002 16:19
by spaceman-spiff
Observer wrote:
GoneWacko wrote:Is it possible to make the DAYS show up in the titlebar/newsbar even when the game ISN't paused??I wanna know when the month is almost over :mrgreen:
Yes I thought about this before hehe.... this would improve the game at least a bit...
isn't it a new switch ???
New switch: showfulldate, -d: always show full date, not only when paused

Posted: 12 Dec 2002 16:25
by GoneWacko
Dunno haven't seen it...

I also have some trouble with the new music support for XP users... It shouldn't pause... It still does...

Posted: 12 Dec 2002 18:56
by spaceman-spiff
Do you mean the DirectMusic wrapper DLL ?
that file you can download and you have to put in the game directory
It's called dxmci.zip
This worked for me , but the sound had changed

Posted: 12 Dec 2002 19:06
by GoneWacko
where can I download it?? It's not on ttdpatch.com

Posted: 12 Dec 2002 19:38
by spaceman-spiff
It's hidden on his site, i didn't find it at first too
http://www.ttdpatch.com/src/
then somewhere down
http://www.ttdpatch.com/src/dxmci.zip

Posted: 12 Dec 2002 20:04
by GoneWacko
ta

Posted: 12 Dec 2002 20:11
by spaceman-spiff
ta :?

Posted: 12 Dec 2002 20:16
by GoneWacko
Thanks A LOT

Posted: 13 Dec 2002 06:35
by spaceman-spiff
Current version: 1.9.1 alpha 6 from December 13, 2002 (DOS only).
The Windows version is still alpha 5.


In 1.9.1 alpha 6 (December 13, 2002):
changed proc.mac notation to be more consistent with nasm's syntax
build fake BSS section to support uninitialized variables that don't use up space in the .exe file
allow new sprites for all vehicle types
allow new properties for all vehicle types
multihd can reverse any engine for additional heads note, this is experimental and may be removed if it's useless

Posted: 13 Dec 2002 07:06
by Patchman
wow, you're fast! and I didn't even announce it anywhere :)

(mostly because there's nothing new except for those people who are working on new graphics, they can actually start testing them now.)

and you can reverse the orientation of all train engines now, with multihead, which looks a bit silly for the steam engines... I don't know if I'll keep it this way or if I'll go back to not being able to reverse them.

Posted: 13 Dec 2002 07:48
by spaceman-spiff
Patchman wrote:wow, you're fast! and I didn't even announce it anywhere :)
I was tipped :mrgreen:

Posted: 13 Dec 2002 15:19
by Observer
Patchman wrote:wow, you're fast! and I didn't even announce it anywhere :)

(mostly because there's nothing new except for those people who are working on new graphics, they can actually start testing them now.)

and you can reverse the orientation of all train engines now, with multihead, which looks a bit silly for the steam engines... I don't know if I'll keep it this way or if I'll go back to not being able to reverse them.
@ spiff about he was tipped: ROFLOL !!

I was already trying to edit the pics and have done some successfull tests.... so what do you mean exactely?

Posted: 13 Dec 2002 15:37
by G-Klav
Is the 'unified maglev' switch fixed in this one?

Posted: 13 Dec 2002 15:51
by G-Klav
There is a MAJOR bug in alpha 6: It says "couldn't define program version" or something like that, but it worked with alpha 5.

(I have the english ttdx.exe, October 6th, 1995)

Posted: 13 Dec 2002 16:02
by G-Klav
I know now: It is because I have altered some of the vehicles myself.
TTD starts, but it takes A LOT more time now.