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SHADOW-XIII
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Post by SHADOW-XIII »

no they're safe .. as far as I know it can't be redone
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Post by Raichase »

Yeah, the tunnels are fine, its just I used to be able to lower the land between the "portals", now I can't. As I said, its not a major bug, so I dun mind if you don't fix it ;)
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Post by spaceman-spiff »

You don't mind if he doesn't fix it
But it is fixed, you can no longer lower land between 2 tunnel exits
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Post by SHADOW-XIII »

Patchman what about missing sounds ??
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Post by Patchman »

I'd be inclined to say that's not my fault. I know I haven't touched anything related to sounds.

So check your volume, both in the game and in Windows. Do other sounds work? Engine horns for example?
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Post by SHADOW-XIII »

Patchman wrote:I'd be inclined to say that's not my fault. I know I haven't touched anything related to sounds.

So check your volume, both in the game and in Windows. Do other sounds work? Engine horns for example?
yes .. other sounds work fine ... only that sounds ... :shock: I checked again and now all sounds work .. I was sure ... :shock: ... I see it's time to reinstall TTD (or sound driver) .... :shock: :? sorry about poking you :(
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Post by eis_os »

Raichase wrote:Yeah, the tunnels are fine, its just I used to be able to lower the land between the "portals", now I can't. As I said, its not a major bug, so I dun mind if you don't fix it ;)
The lower land feature will break a lot, so It can't be used, sorry
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Post by SHADOW-XIII »

eis_os wrote:
Raichase wrote:Yeah, the tunnels are fine, its just I used to be able to lower the land between the "portals", now I can't. As I said, its not a major bug, so I dun mind if you don't fix it ;)
The lower land feature will break a lot, so It can't be used, sorry
?? I can cross the tunnels and I can't lower land .... so it is OK !! isn't it ?
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Post by Raichase »

No, I wanted to be able to lower the land, b/c I wanted to have a tunnel that went under water... never mind.

Oh, I got the bug with the monoral wagons in the electric depot again - the only thing I can think of that might have done this was skipping the year past the year that the first monorail is invented (I skipped to the year 2010 from 1994)

Other than that, I can't remember what I did. Try doing that Josef, skip from pre-mono to post-mono and see if that gets it up. I can post the savegame If you want to have a look, or a screen shot...
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Post by SHADOW-XIII »

did you started this game with 38 or with earlier version ??
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Post by Raichase »

With 38
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Post by SHADOW-XIII »

better post both games (before year jump and after it), if you can ...
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Post by Raichase »

No-can do - I keep one copy of each game, and I replace it when I save. I'll wait for Josef to decide If i even need to post the savegame. (If you want it Shadow, it's in the savegames topic, but I offer to post it here for Josefs convenience)
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Post by Patchman »

No, the "after" savegame isn't useful in this case. I need to make this happen for myself.
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Alpha 39

Post by Patchman »

Here's an Easter egg that you may or may not have been looking for, but now you've found it anyway.

As you probably already know from the other threads here, Csaboka (who also wrote the excellent TTD Translator) has started contributing code to TTDPatch. His first contribution is the "plantmanytrees" option. If turned on, you can build more than one tree per square, and you can fill a rectangular area with trees. To do that, plant a tree in one corner of the rectangle. Then, hold down Ctrl and plant another tree in the opposite corner. The rectangle will then be filled with trees. If the trees in both corners are the same type, all trees will be the same. However if the trees are different, the rectangle will be filled with random trees. Note that as far as cities are concerned, one tree is as good as four, they only care about the number of tiles with trees. The intent of this feature is mainly for quickly building many trees in a city for better ratings, as well as providing more trees for a lumber mill that's running out of trees.

For that purpose, Csaba has also added another items to the "morenews" feature: you'll get a message when a lumber mill runs out of trees, or more exactly, when it hasn't produced anything for a month.

Additionally, I have slightly improved the electrified railways by now placing pylons on bridges and open station tiles. Closed station tiles are presumed to have builtin wire supports from the ceiling, so no pylons are necessary.

And finally, the "-W" (write cfg file) switch now behaves slightly differently. First, it preserves the order of switches from the original .cfg file. Second, any new switches are added at the end of the file in alphabetical order. This way, you can organize your switches in the order you want, and also easily find new switches that need to be set.

Ah, one more thing, I added a TTD bugfix to "generalfixes" which swaps the sprites of monorail and maglev tunnel building cursors. These are switched in TTD itself, so using "generalfixes on" gives you the right cursors again. Note that if you've fixed this already by modifying your trg1.grf file, they'll now be wrong again. So just change it back in the trg1.grf, because otherwise the electrified railways cursor will be wrong too, and that can't be changed in the trg1.grf file.


All changes in 1.9.1 alpha 39 (April 21, 2003):
  • in generalfixes: fix TTD bug with swapped monorail and maglev tunnel building cursors
  • removed requirement that malloc chunks be contiguous
  • experimentally moved sprite data back into DS; this will simplify many things
  • -W maintains order of switches; new switches written in alphabetical order with, "// ** NEW SWITCHES **" separator
  • by Csaba: new "plantmanytrees" option (-Yp); mark w/o ctrl, plant area w/ctrl
  • by Csaba: news item when lumber mill runs out of trees (with "morenews on")
  • show pylons on bridges and open station tiles
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Re: Alpha 39

Post by Patchman »

I wrote:Here's an Easter egg that you may or may not have been looking for, but now you've found it anyway.
But the Easter egg had a bug in it! Sorry, the version I published first couldn't draw electric pylons if the elrails(w).grf file was near the beginning of your newgrf(w).txt. I've since uploaded an updated version which fixes this. I didn't reupload the source code though, so it's still in there.

Here's a quick diff for those interested:
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Post by spaceman-spiff »

THANK YOU, those bridges, tunnels and stations look so much better with the pylons
And I thanked Csaba already is his topic

(small remark, the openingsscreen has gone, completely black :wink: )
Well, back to work, lot's of it in the near future
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Post by Patchman »

What opening screen? The intro? Or the main menu?

I thought I'd fixed that...
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Post by spaceman-spiff »

Sorry, the intro, the menu is ok
The other time it were cursors, now it's black

Edit: Correction, it's only in full mode, not in the windowed mode, then it's ok !
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Post by Patchman »

As usual, it works fine for me. Maybe you can try various switches and/or newgrf.txt combinations... or just ignore it ;)
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