TTdPatch 1.8.2 Progress

Talk about the sequel to the original TT, Transport Tycoon Deluxe.
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anaconda
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TTdPatch 1.8.2 Progress

Post by anaconda »

Right now, Josef Drexler is working on the new 1.8.2 version of TTdPatch. I don´t know when it´s due, but I´ll keep you informed as long as thing is happening.

Right now alpha 2 is out, featuring the new Goto Depots switch, that lets you add depots in the schedule.

Try it at http://www.ttdpatch.com/src/

Alpha2: In alpha 1, the computer made trains go from depot to depot, making them even more stupid than ever before. This is fixed in alpha 2.
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Post by Omnislash »

More stupid than before. lol.

Thanks for keeping us up-to-date. I´ve been given a web site to update so I´m going to have less time than I do now. But I´ll still be around!

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Warning: Bugs

Post by anaconda »

Like I said, alphaversions is not even near bata version in stability and bugs. And this is not exception. If you change a train while it has depots in the order list, the game will crash, or at least give you an error message and delete the list of waypoints.

Just a warning.
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Post by CombatGold1 »

I´ll be downloading the patch when there are more cheats avalible or better faces.
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Post by anaconda »

New alpha:
In multiplayer games with extpresignals turned on, signals will cycle through all possible states even without the Ctrl key fix problem selling train and buying a new one: depots orders not copied and error message "could not buy train" (or other type of vehicle)

fix problem with vehicles always going to depots if autorenew is off

built framework to support modifying ship graphics (and perhaps others)

changed build process to use Cygwin make and bash (by Marcin)
Will test this version pretty soon.

The thing about graphics: Josef and some other ppl are working on adding more graphics to the vehicles. Like containerships and so on.
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... now with new shipgraphics!

Post by anaconda »

Alpha 4:

Same download location.

New:

- Allow temporary player ID switch: "Cht: PlayerID 1" will prevent the AI from taking over the old company. Use "Cht: PlayerID" (without any numbers) to switch back
- By Marcin: lots of fixes for gotodepot
- By Marcin: allow removing and replacing a single depot and keeping all vehicle orders valid. Does not work through load/save yet.
- By Marcin: fix plane behaviour when heading for a hangar
- Fixed crash when multiheading vehicles produced speed a speed greater 32767 km/h
- New switch: "newships on" or "-S", will replace ship list with new models, tanker is refittable for water, and there is a refrigerated ship for fruit and food. No new names for them yet. No new graphics yet either.
- Sign cheats now give useful error messages for unknown cheat or invalid parameter
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Alpha 5: A few bugfixes

Post by anaconda »

# fix crash in Windows version if newships is turned off
# By Marcin: fix ships that look like train signals
# By Marcin: loading and saving after removing a depot works

No more submarines :)
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Post by spaceman-spiff »

lets try it :D
Well, back to work, lot's of it in the near future
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Post by CombatGold1 »

when is the next patch coming out?
Thanks,
Adam Reece.
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Post by KF Transport »

Sounds good except I don´t cheat....
Kyle

You don't honestly think that *I* would come up with one did you!?
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Post by CombatGold1 »

neither do i
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Post by transporttycoonisthebest »

I only cheat sometimes......!
Visit these websites If you've ever heard of Warhammer 40K:
http://www.tauonline.btinternet.co.uk
and the forum for it at:
http://tauonlineforums.proboards15.com/index.cgi
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Post by KF Transport »

Not cheating at all is far more fun....
Kyle

You don't honestly think that *I* would come up with one did you!?
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Post by CombatGold1 »

Does activating the patch activate cheats? If it doesn´t then I´ll use it.
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Post by spaceman-spiff »

Originally posted by CombatGold1
Does activating the patch activate cheats? If it doesn´t then I´ll use it.
Cheats are not activated by themselves, you have to use a sign and then put ´Cht: xxx´ in it and press OK
xxx = for example : Tracks 1 0 , this changes all your stations and tracks from rail into monorail
So if you don´t know these , they are not ´activated´

The .cfg file however contains some usefull extensions, like increasing number of vehicles, turning feederservice on or off, turning off crashes, using pre-signals, ...

in all , the best improvements to the patch is: increased number of vehicles and the pre-signals for use with ro-ro stations

all info is available
Well, back to work, lot's of it in the near future
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Post by CombatGold1 »

Oh right, I´ll play with the patch then if no cheats are on.

Edit: Hey this is pretty good!
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1.8.2 alpha 6 and 7

Post by anaconda »

Joseph is back from vacation, and he doesn´t sleep much I suppose:

New in alpha 7, 9. September:

# updated all 00readme files
# make patch compatible again with older ttdpatch.grf files (but only if they have fewer than 64 sprites)
# allow ship sprite distinction on running/loading/unloading

New in alpha 6, 8. September:

# include Marcin´s changes in 5.exp1 and 5.exp2:

* Fixed bug which sometimes prevented autorenewal of vehicles with a Full Load order
* Fixed bug in depot replacement code which could make the AI disrupt the process
* gotodepot modified so that depot replacement works with an intermediate save/load
* Fixed bug in trainrefit that quadrupled the capacity
* When refitting a mail-carrying engine, 1 bag of mail corresponds to 2 passengers, not 4 as before (but mail is still not included in the cargo list)
* Fixed diamonds appearing twice in the cargo ship refit list in sub-tropical climate if newships=on
* Fixed bug in TTD that caused incorrect display of Chimaera´s running cost in some windows
* (internal) Fixed codepage issues in lang/update.pl, now it requires Perl 5.8.0 or later
* Fixed bug in variableadjustment macro that caused counter to go out of sync

# Fixed bug preventing the purchase of company shares (now only impossible for subsidiary companies)
# Fixed crash if ship with new graphics is loaded and graphics aren´t available
# Some bugfixes in the new ship graphics (will be done soon)
# allow arbitrarily large number of new sprites (as long as they fit in memory)
# multihd in multiplayer: assume Ctrl is pressed if another train engine is in the depot
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Post by spaceman-spiff »

Yes, seems that with every change we get more bugs
he must be a busy bee i think

edit: i am already using it and so far no probs (keeping fingers crossed)
Well, back to work, lot's of it in the near future
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Post by CombatGold1 »

A busy bee? I don´t see any honey :D
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Alpha 8!

Post by anaconda »

Now you may manage your opponent, if you own 75% percent in his/her company!

Josef says:

I´ve posted another alpha version at http://www.ttdpatch.com/src/ which
should fix the issues some people were having with "Warning: vardata
space too small". That was an artefact from switching to Cygwin as a
development platform.

In addition, the following items are new:
- fixed bug in FeederService with companies temporarily taken over: now
FeederService does not apply to those companies, only a player´s
original company
- -XS or "subsidiaries on": manage companies of which you own 75% of the
shares
- fixed bug in feeder-service with ships as first or intermediate
carriers: now following carriers are properly credited
- fixed bug in en-route-time calculation (if feederservice or
generalfixes are on)

Subsidiaries work like this: whenever you buy 75% of the shares of an AI
company, the "View HQ" button turns into a "Manage" button. If you click
this button, you can temporarily take over that company and do with it
what you want. Sack the manager (enter a new name), repaint all
vehicles, optimize train routes, anything.

And while you do so, the computer will *not* take over your original
company. Instead, your original company will remain untouched, but
trains etc. will still earn money while you´re away.

When you´re done fixing the AI´s company, you can open your own company
window and click "Manage", to return to your original company.

I obviously haven´t tested how this works in multiplayer games. I think
it might, but I´m not sure. Please test this if you can and tell me
whether it works as intended.

This feature allows you for example to own more than 240 trains, by
distributing them over several companies. Unfortunately the AI *will*
take over the temporarily managed company when you´re done with it. I
may make it possible to prevent that, if I can think of a good user
interface.

Also, the profit calculation for feeder services is much improved,
especially for ships. I also fixed a rather bad bug in TTD itself: the
time in transit calculated for train cars was wrong. The engine had the
right numbers, but the first car had twice the number of days, the next
car three times the number of days and so on. You can verify this by
comparing the returns from a train with a single carriage, and for
example six carriages. The single-carriage train might make, for
example, $1524, but the six-carriage train only makes $8430, not
$1524*6=$9144. With alpha 8 and either "feederservice" or "generalfixes"
turned on, it´ll make the correct amount of money.
I'm lost in space. Visiting mother earth once in a while.
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