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Article #28057

TTDPatch 2.0.1 alpha 38

#28057
From: Josef Drexler
Date: Mon, 01 Nov 2004 04:11
149 lines
8781 bytes
Hi patch fans,

After a long wait (due to both the release of Chris Sawyer's Locomotion 
as well as being busy with other things in my life), I've finally had the 
time to work on TTDPatch again.  The result is alpha 38, which you can 
(as usual) find at http://www.ttdpatch.net/src/

There are a bunch of changes in this alpha, quite aside from the usual 
bugfixes and improvements for new graphics authors (see below for 
details).

One change is how bit switches are handled in the ttdpatch.cfg 
configuration file.  You can now specify them in the form "switch.bit 
on/off", e.g. "miscmods.gradualloadbywagon off".  This makes it a lot 
easier to pick which bits you want enabled and which you don't.  To 
convert your existing ttdpatch.cfg into this format, simply run 
"ttdpatch(w) -W ttdpatch.cfg" from a command line.

Another change is that I've written a new "sprite sorter".  This sorter 
is the part of the graphics engines that makes sure things are drawn in 
the right order, that objects that are in front of other objects actually 
get drawn that way.  The new sorter is much more stable and does a better 
job in particular when objects are very close (so that their 3D bounding 
boxes intersect).  In TTD, that would cause the sprites to be drawn in a 
random order, which you would notice for example when ships occupy the 
same space.  The new sorter stops the flickering and always draws the 
same ship in front.  This is particularly needed for some of the new 
graphics sets with short wagons, where this was also a problem.  There is 
one particular problem with this new sorter that I know of, and that is 
with trains going on electrified tracks under bridges.  It may be that 
fixing this will require new electrified track graphics, so I'm holding 
off with fixing it until I'm sure what will be needed.

Csaba has again written a bunch of bugfixes, as well as some improvements 
to the mouse wheel routines.  Now the wheel also cycles the display 
options in the map window, and he has written support for older 
("legacy") mouse wheel drivers.  Enable that if your mouse wheel didn't 
work before, otherwise leave it as it is.

I've also changed the station construction window again, now it shows the 
new station selection simply as drop-down boxes, which allows for much 
faster access when you have many new station sets installed.  Also, the 
buttons for larger stations and the new station graphics buttons are 
added independently, so you can use new station graphics without having 
the buttons for longer/more platforms.

Finally, I've changed the "Cht: FindLostWagons" sign cheat to not only 
look for lost wagons, but for lost engines (multi-heads) as well.  The 
name stays the same, but if you previously had some depots you could not 
remove, yet the sign cheat found no lost wagons, try again and it should 
work this time.  I believe I've also fixed the bug which caused wagons to 
be lost, if you still find wagons going missing please file a bug report 
and let me know.

Thanks for waiting for the next alpha, and I hope there are still people 
playing TTD+Patch and that not everybody has converted to Locomotion :)

Have fun,
Josef


All changes in 2.0.1 alpha 38:
- added Csaba's changes from 2.0.1 alpha 37 VCS:
  * additions and fixes in newgrf.txt
  * allowing "ancient" and "protected" building types (more info
    in newgrf.txt)
  * variable 45 to check if a random town is being generated
  * fixed new house types having their timers screwed up if their
    subtitute type was type 4 or 5
  * (devel) newhouses now uses the features of grfload.asm
    instead of its own functions. (saves some space in
    executable)
- added improved sprite sorter to fix flickering especially of short
  train vehicles; enabled by default, disable with
  "miscmods.nonewspritesorter on"
- added Csaba's changes from 2.0.1 alpha 37 VCS 2:
  * some clarifications about buildings in newgrf.txt.
  * sloped multi-tile buildings no longer have extra foundation
    edges between their groundtiles (needs trkfundw.grf to work
    correctly)
  * mouse wheel now cycles through map modes in mini-map
  * support for legacy mouse wheel drivers (needed under Win95
    and under Win98 for some drivers/mice). Can be enabled by
    adding 4 to the value of the mousewheel switch. If you have
    Win2000/WinXP or your mouse wheel already works correctly,
    you can safely disable it. This feature wasn't tested
    thoroughly since I can't test it myself. Please contact me if
    your mouse wheel doesn't work even with legacy support
    enabled.
  * newtownnames now work correctly with more than 16 random bits
    per name part, and checks for invalid startbit/bitcount
    settings.
  * building flag 1 (build only on flat land) now works correctly
    for 1x2 and 2x1 buildings as well.
- revamped the bit switch handling, now you can set them using the
  form of "miscmods.nodefaultoldtracktype on"; use -W to write a new
  configuration file in that format. The old way of "miscmods 1024"
  remains valid, of course.
- new callback 19 to append text after cargo type, shown in
  refitting window and in vehicle display of capacity; use action 4
  text ID D0xx to set text.
- new station selection is now done via drop-down lists for faster
  access
- fixed bug with feederservice income for aircraft getting added to
  ship income and vice versa
- fixed bug with station +7 button sometimes not getting deactivated
  for stations which do not support it
- fixed bug with train capacity callback using wrong capacities
- fixed station selection not resetting itself when old station type
  expires
- fixed crash when attempt to buy new rail vehicle failed
- added Csaba's changes from 2.0.1 alpha 37 VCS 3:
  * added some color mapping information to newgrf.txt
  * the state of the newhouses switch can be checked from grfs
    (bit 59)
  * bug: random house graphics were always re-randomized after
    loading a game
  * bug: New house types displayed incorrectly if graphics
    weren't available.
- allow grf to force-activate itself (useful for title screen), use
  action E on its own GRFID to activate itself
- new action 7/9 variable 92 (BYTE) is 0 in title screen, 1 in game
  and 2 in editor
- "Cht: FindLostWagons" now also finds lost dual head engines
- reorganized action 3 handling, generic callbacks are now chainable
- fixed "Default" button in grfstat window to correctly handle !
  parameter
- added missing factory to "fund industry" window in tropical
  climate
- fixed bug with fast-wagon sell on dual-headed train causing
  additional engines to get "lost"
- fixed crash when copying/sharing orders in multiplayer games
- fixed bug with copying orders copying current order index as well
- it's now possible to un-share orders by Ctrl-clicking on the Reset
  button (this keeps the orders and just makes them unshared)
- newstations buttons and larger station buttons are now added
  independently from the enhancegui switch
- fixed enhancegui .cfg description in the translations
- fixed bug with newbridges sprite tables not being reset when grf
  is turned off
- fixed bug with ctrl-buying single head of dualheaded train costing
  right amount but setting value twice as high

-- 
   Josef Drexler                 |    http://publish.uwo.ca/~jdrexler/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    | Email address is *valid*.
 Walk with a light step.         | Don't remove the "nospam" part.
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From: Josef Drexler <nospam1004@joesbox.cjb.net>
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Subject: TTDPatch 2.0.1 alpha 38
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