1.9.1 alpha progress

Get help, info, news and advice about the Transport Tycoon Deluxe patch.

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Hyronymus
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Post by Hyronymus »

Ah, that explains A LOT. I can only hope for it to get online soon. I was thinking of starting a new game but I rather wait for the new options in the patch. Or I might not be able to use them all. Currently on alpha 21...
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Post by Rob »

You could download the experimental version of Marcin, that is version 38.1.
You can get that here : http://kufel.immt.pwr.wroc.pl/~mgrzegor/ttdpatch/

I 'm playing it right now, and it works just fine. :lol:
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Post by John Clark »

help!

I can't find ttdpatch.com! We are lost! AAARRRRGGGHHHH!
but keep serious: the account doesn't do its job! Do you know something about this?
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Post by SHADOW-XIII »

John Clark wrote:help!

I can't find ttdpatch.com! We are lost! AAARRRRGGGHHHH!
but keep serious: the account doesn't do its job! Do you know something about this?
it's down !!!! use http://www.ttdpatch.de.vu (or any other mirror)
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Post by Hyronymus »

Thank you Shadow! Is your site mentioned in the Useful Links Topic?
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Post by Hyronymus »

Josef, I found a curiousity in the new patch. After installing, I let it create a whole new configuration file. In that file I have two switches with one and the same effect: -S and -Xo. They both make that using sign cheats costs money. Are they really the same or is there a small difference?

Edit: I started a game in 1930 but the semaphores don't work by then. They start working in 1950. It's not a big problem but maybe it can be fixed?

Edit #2: Starting to ponder ifthis is the right place for it but anyhow: newships.zip contains a file newships.txt. That text redirects to the grf-files for the Windows version. Those files are not included (for it is the DOS version) and I think this might cause some trouble with some players.
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Post by Patchman »

SHADOW-XIII wrote: there are 'glitches' when someone realease GRF file with his vehicles that are already in other GRF's (MB) ... am I right ?? (Dinges ... you should tell something) .. so my suggestion is to make avabile that GRF files that engines which are in lower files in newgrf[w].txt are not putted into game (if there were already the same engines replace before, in upper file)
Can't be done. I might eventually make it possible for .grf authors to have a mechanism to check which other .grfs are active, and skip the .grf if it would interfere, but not more than that. It's just too complicated to implement.
Hyronymus wrote:Josef, I found a curiousity in the new patch. After installing, I let it create a whole new configuration file. In that file I have two switches with one and the same effect: -S and -Xo. They both make that using sign cheats costs money. Are they really the same or is there a small difference?
Hmm, something's very wrong then. Without -s (-s not -S, which are new ships), sign cheats do not work at all for me, like it should be. Similarly, semaphores work fine in any year before 1975. Do they work if you hold Ctrl?

I don't know what could cause a problem like that. What exact version are you using, both for TTD and TTDPatch?
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Post by Hyronymus »

Josef, my TTD version is 2.01.119 from spetmeber, 21st 1995 19:52:31, size is 484 kB (496.543 Bytes). As far as I'm aware this is the "American edition" for DOS. TTDPatch is alpha 39. Perhaps for completion: I only installed MB's temperate set and the newships grf's to it.
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Post by Dinges »

SHADOW-XIII wrote: TO PATCH DEVELOPERS:
there are 'glitches' when someone realease GRF file with his vehicles that are already in other GRF's (MB) ... am I right ?? (Dinges ... you should tell something) .. so my suggestion is to make avabile that GRF files that engines which are in lower files in newgrf[w].txt are not putted into game (if there were already the same engines replace before, in upper file)
Yes I know but I don't know what Id's are still open (for both tempset and arcticset), isn't it possible to use a variable ID? For now I can limit it to tropic/toyland if you wan't to, so you can have them loaded at the same time.
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Post by Patchman »

Yes, you can have a variable ID by using an action 6 before your actions 0 and 3, to change the byte that specifies the vehicle ID according to a parameter in the newgrf.txt file.
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Post by SHADOW-XIII »

parameter in the newgrf.txt file
this is quite good idea if there could be parameter ...
maybe like this

Code: Select all

1 newgrf/xxx.grf
// or this one
newgrf/yyy.grf 1
but my question .. what's if there will be smt like that:
XXX.grf is a big set including many new vehicles
YYY.grf is small file that change only one vehicle (that one is also changed by XXX.grf)
so I'm going to load YYY.grf will be everything else (without that one vehicle) loaded from XXX.grf ?
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Post by Patchman »

This is possible already, in fact the tempset (or was it the cargo set) even allows you to select what vehicles you want. Read its readme.txt for more details.

And yes, always everything will be loaded, but some vehicles will not be activated. But then, memory is cheap, so who cares...
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Post by Dinges »

Patchman wrote:Yes, you can have a variable ID by using an action 6 before your actions 0 and 3, to change the byte that specifies the vehicle ID according to a parameter in the newgrf.txt file.
Yes but can I have for example:

temp id 7
arctic id 12
tropic id 35

is this possible?
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Post by Patchman »

You can do that by having several action 0 and action 3 entries, one for each climate. Then you skip all but the right one using action 7 and check the climate.

e.g.

action 7 "skip next 2 if not temperate", that is 07 83 01 03 00 02
action 0 with veh.ID for temperate
action 3 with veh.ID for temperate
action 7 "skip next 2 if not arctic", 07 83 01 03 01 02
action 0 with veh.ID for arctic
action 3 with veh.ID for arctic
action 7 "skip next 2 if not tropical", 07 83 01 03 02 02
... and so on
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Post by Sokko »

Dear god, 40 pages long! That's overkill.

Just a quick question though; when do you think the next stable version will be available? I don't like to mess around with funky alpha versions of stuff...
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Post by Patchman »

It's not too far off now, maybe 1 to 2 months.

The only feature that I need to work on a bit more is the electrified railways, everything else seems to be nice and stable.
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Post by Sokko »

Are you going to put in the stuff that other "experimental" patch versions are trying out? That greyed-out stuff in the Starter looks pretty cool...
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Post by spaceman-spiff »

Patchman wrote:It's not too far off now, maybe 1 to 2 months.
Does this affect Michael's new vehicle set ?
Well, back to work, lot's of it in the near future
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Post by Patchman »

spaceman-spiff wrote:
Patchman wrote:It's not too far off now, maybe 1 to 2 months.
Does this affect Michael's new vehicle set ?
"This" what? The beta starting in a couple of weeks? No, at this point the new graphics are pretty much stable and mature, there won't be any big changes anymore. So he can release his graphics whenever he wants, and that'll probably be more or less the final version.
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Post by Arathorn »

Sokko wrote:Are you going to put in the stuff that other "experimental" patch versions are trying out? That greyed-out stuff in the Starter looks pretty cool...
Yes, always, unless it's not possible to get it stable. The greyed out stuff in TTDPatch Starter are obsolete switches, because they either don't work or are replaced by others.

The alphas are on the whole very stable, so you can easily check them out. Bugs in an alpha are seldomly not fixed in the next alpha.
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