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Simutrans 86.03

Posted: 21 May 2005 22:54
by prissi
95% bugfixing. I just played around with some smaller thingies:
- larger maps (beware 2048x2048 need about 1GB of memory and about 55min to generate on my old machine)
- longer trains (up to 24)
- many many bugfixes with the depot (new tabs, retirement, redraw errors), so I may have introduced many new errors
- citycars can now change with age
- support for station building added
- atomatically build a support for post offices (and station buildings) on slopes

New pak64 (needed due to new factory settings and citycars):
http://64.simutrans.com/simupak64-86-03.zip

New 64 food chain with new settings:
http://64.simutrans.com/food64-86-03.zip

New 64 waste chain with new settings and new ship/cars:
http://64.simutrans.com/waste64-86-03.zip

http://64.simutrans.com/simuwin-86-03.zip
http://64.simutrans.com/simulinux-86-03.zip


Mostly compatible pak128:
http://128.simutrans.com/download/05_05_18/pak128.rar


Thank for hosting, as always! Thank you, Isaac!


Release of 86.03

18-May-2005 (prissi)
ADD: "citycar_life" to simuconf.tab (How many tiles can a simutrans car go, before it forever breaks ...) Answer about 2500 per year (depends on speed), default 35000
ADD: citycars now obey timeline (if switched on)
ADD: sorting of road and bridges by their speed
FIX: hopefully fixed some bugs relating to passengers at attractions
FIX: some bug relation to AI and vehicles with trailer fixed?
ADD: building post offices on slopes
ADD: station buildings possible (name must end with "...StationBlg") Will also extend the storage by 128.
ADD: allow larger maps (but will need lots of memory) and longer trains (up to 24 cars).
ADD: display of station capacity ("Storage capacity")
FIX: not starting up when japanese was selected
CHANGE: calculation of FPS change to a real time based system to avoid very high FPS with high accelarations (downside: at very high stretch times vehicle movement less smooth)

New entries for citycars are:
speed, intro_year, intor_month, retire_year, retire_month

15-May-2005 (prissi)
CHANGE: Trams only in tram depot (tram only if "waytype=schiene_tram")
CHANGE: obsolete vehicles can be hidden if the timeline is on
CHANGE: no electric units shown, if depot did not have catenaries
CHANGE: new tab for passenger vehicles (to show EMU heads, use freigth=Passagiere and payload=0, to add them here) Name is "Pas_tab" (trains), "Bus_tab" (cars), and "Ferry_tab" for ships.
FIX: depot window can be now redraw by clicking the obsolete button (will fix display after electricfication or rezoom)
FIX: second row should be selectable after rezoom in depots
FIX: several small things increasing compatibilty to standard C++ (compiles on GCC 2.95)
FIX: citycar_writer fixed
FIX: click with tool windows now obey used/unused images

Release of 86.02.2

11-May-2005 (prissi)
CHANGE: produced good go now first to the factories, which have a storage, that is not overcrowded
CHANGE: removed the step-wise route recalculation at halts into a monthwise one.
FIX: error, when good is already at target stop hopefully finally fixed
CHANGE: retiring date for city cars and eingines
CHANGE: production now really the value in the dat-files => resetting several 64pak values
FIX: factory location searcher works again as intended
FIX: some things which placing bus stops
FIX: no longer send cars to tram depots and vice versa
FIX: no production during pause any more
FIX: no longer many transparent pixels when zooming


Release of 86.02.1

05-May-2005 (prissi)
FIX: error when creating goods and all destinations were empty: only first was served
FIX: no longer people waiting for transport to own stop
FIX: numbers of created with no route at station display corrected corrected
FIX: station type was not calculated after loading => station list empty
FIX: pres-ignal crashed, when deleted tiles of a calculated route
FIX: pedestrian grafics fixed

Posted: 22 May 2005 10:16
by GoneWacko
Sounds good :)

*attempt at getting some people to be impressed*

Posted: 22 May 2005 14:31
by Purno
Just downloaded the game. Looks very nice, but:
  • I can't see the terrein because of the trees
  • The interface is so much different then what I'm used to
but graphics look really nice, keep up developing :!:

Posted: 22 May 2005 16:39
by prissi
The trees are hidden by " (Shift 2)

And I found the TTD user interface very overcrowded and counterintuitive. But that really depends on what one knows.