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Thread View: alt.games.microprose.transport-tyc
6 messages
6 total messages Started by Josef Drexler Tue, 20 Jul 2004 05:40
2.0.1 alpha 30
#27808
Author: Josef Drexler
Date: Tue, 20 Jul 2004 05:40
118 lines
6633 bytes
Hi all,

the latest patch version is now again available at 
http://www.ttdpatch.net/src/

Please note that this one is a little more experimental than the previous 
ones, particularly the new "articulated engine" feature.  Please read all 
of this message to find out the precautions you need to take if you want 
to test it.

Articulated engines are train engines that are made up from several 
vehicles.  This might be a steam engine with a tender, or something more 
complex.  Previously, you had to buy all pieces individually and assemble 
them yourself, hoping that you got them in the right order in 
orientation.  For .grf files using articulated engines, the patch will 
now do that automatically, and it will treat such engines as a single 
entity.  This means that the AI players will now be able to use such 
engines properly as well, in particular they will buy tenders along with 
steam engines as appropriate (if so enabled in the .grf file).

Please note that there are still some problems associated with 
articulated engines, particularly when they are multiheaded.  When adding 
or removing additional heads of a articulated engine, you currently have 
to make sure the game would not "automatically" attach or detach these 
additional engines.

To buy additional articulated engine head:
- buy the real engine first (without Ctrl)
- buy all additional engines (with Ctrl)
- buy the wagons

To sell a train with articulated engines?
- sell all additional engines first
- then sell the train

It should be safe to move engines around in a depot, however.  To be 
really sure, save before rearranging trains.

Other new features are the new "newgrfcfg" switch (-Yn on the command 
line), which allows you to choose a different file name for the 
newgrf(w).cfg file.  This way you could have a different newgrf.cfg file 
associated with a different configuration, and switch between them.

It is now possible to turn off .grf files by default, by adding a "!" 
parameter after the filename.  For example, the line "newgrf/bla.grf !" 
would make bla.grf be loaded and available for savegames that need it, 
but it wouldn't be enabled by default.  You can still enable it manually 
of course by opening the Graphics Status window from the tools menu.  
Along with this change, I've disabled the "loadallgraphics" switch, 
because a better mechanism exists now to enable/disable graphics.  An 
updated version of Graphics Manager that can take advantage of these 
changes is available at http://www.ttdpatch.de.vu/ .

I've changed the multihead switch slightly, in that it now always buys 
two heads of normally two-headed trains like the T.I.M.  You can still 
sell the second head if you don't like it, however.

Finally, I've fixed a bug in TTD, which caused it to forget the mail 
capacity when refitting a plane.  This was most noticable when refitting 
a plane to carry only mail, in which case it would be only half the 
passenger capacity, instead of half the passenger capacity plus the 
original mail capacity.  Now the original mail capacity is properly taken 
into account.

And that's all for now, I hope to bring out another alpha fixing the 
articulated engine issues soon!

Have fun,

Josef.


All changes in 2.0.1 alpha 30:
- fixed bug with multiple actions 0 setting prop 08 not working
- fixed bug with custom vehicle names not getting saved if it had
  shared orders
- fixed bug with different acceleration setting for regular and
  electric railways
- prevent crashes from division by zero or overflow on division
- new switch "newgrfcfg" (-Yn) allows specifying an alternate
  newgrf.cfg file
- if veh can't be autorenewed because the model is obsolete, the
  "getting old" message now says so
- improved resilience of the newgrf.cfg parser (now less confused by
  spaces in odd places etc.)
- removed "loadallgraphics" functionality, instead individual .grfs
  can be disabled by default by adding a "!" parameter in
  newgrf(w).cfg
- added independent random trigger chains, now only the bits which
  actually get triggered will be re-randomized
- new station prop 12 to set cargo types that should trigger
  re-randomizing
- added station triggers for re-randomizing
- had to reduce random station bits from 16 to 8 because of the
  above changes
- when refitting aircraft, take original mail capacity into account
  too
- make sure train and road vehicle refit costs are accounted in
  proper category
- implemented callback 15 for all vehicle types
- allow setting refit cost for all vehicle types
- force redraw of depot window after refitting
- selling and re-buying a vehicle now copies the service interval,
  refitted cargo type and current destination as well (with
  generalfixes or sharedorders)
- allow articulated train engines, using callback 16
- changed multihead: by default buy both heads of dualheaded trains,
  and changed what the Ctrl key does when arranging trains: forward
  with Ctrl, backward without
- powered wagons work even with multihead off
- fix incorrect values of dualheaded engines with multihead on

-- 
   Josef Drexler                 |    http://publish.uwo.ca/~jdrexler/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    | Email address is *valid*.
 Carry a helium balloon.         | Don't remove the "nospam" part.
Re: 2.0.1 alpha 30
#27809
Author: jixor
Date: Wed, 21 Jul 2004 04:40
116 lines
6453 bytes
Wow a ttd related message, they are few and far between these days, 
amongst all the spam.

Josef Drexler wrote:
> Hi all,
> 
> the latest patch version is now again available at 
> http://www.ttdpatch.net/src/
> 
> Please note that this one is a little more experimental than the previous 
> ones, particularly the new "articulated engine" feature.  Please read all 
> of this message to find out the precautions you need to take if you want 
> to test it.
> 
> Articulated engines are train engines that are made up from several 
> vehicles.  This might be a steam engine with a tender, or something more 
> complex.  Previously, you had to buy all pieces individually and assemble 
> them yourself, hoping that you got them in the right order in 
> orientation.  For .grf files using articulated engines, the patch will 
> now do that automatically, and it will treat such engines as a single 
> entity.  This means that the AI players will now be able to use such 
> engines properly as well, in particular they will buy tenders along with 
> steam engines as appropriate (if so enabled in the .grf file).
> 
> Please note that there are still some problems associated with 
> articulated engines, particularly when they are multiheaded.  When adding 
> or removing additional heads of a articulated engine, you currently have 
> to make sure the game would not "automatically" attach or detach these 
> additional engines.
> 
> To buy additional articulated engine head:
> - buy the real engine first (without Ctrl)
> - buy all additional engines (with Ctrl)
> - buy the wagons
> 
> To sell a train with articulated engines?
> - sell all additional engines first
> - then sell the train
> 
> It should be safe to move engines around in a depot, however.  To be 
> really sure, save before rearranging trains.
> 
> Other new features are the new "newgrfcfg" switch (-Yn on the command 
> line), which allows you to choose a different file name for the 
> newgrf(w).cfg file.  This way you could have a different newgrf.cfg file 
> associated with a different configuration, and switch between them.
> 
> It is now possible to turn off .grf files by default, by adding a "!" 
> parameter after the filename.  For example, the line "newgrf/bla.grf !" 
> would make bla.grf be loaded and available for savegames that need it, 
> but it wouldn't be enabled by default.  You can still enable it manually 
> of course by opening the Graphics Status window from the tools menu.  
> Along with this change, I've disabled the "loadallgraphics" switch, 
> because a better mechanism exists now to enable/disable graphics.  An 
> updated version of Graphics Manager that can take advantage of these 
> changes is available at http://www.ttdpatch.de.vu/ .
> 
> I've changed the multihead switch slightly, in that it now always buys 
> two heads of normally two-headed trains like the T.I.M.  You can still 
> sell the second head if you don't like it, however.
> 
> Finally, I've fixed a bug in TTD, which caused it to forget the mail 
> capacity when refitting a plane.  This was most noticable when refitting 
> a plane to carry only mail, in which case it would be only half the 
> passenger capacity, instead of half the passenger capacity plus the 
> original mail capacity.  Now the original mail capacity is properly taken 
> into account.
> 
> And that's all for now, I hope to bring out another alpha fixing the 
> articulated engine issues soon!
> 
> Have fun,
> 
> Josef.
> 
> 
> All changes in 2.0.1 alpha 30:
> - fixed bug with multiple actions 0 setting prop 08 not working
> - fixed bug with custom vehicle names not getting saved if it had
>   shared orders
> - fixed bug with different acceleration setting for regular and
>   electric railways
> - prevent crashes from division by zero or overflow on division
> - new switch "newgrfcfg" (-Yn) allows specifying an alternate
>   newgrf.cfg file
> - if veh can't be autorenewed because the model is obsolete, the
>   "getting old" message now says so
> - improved resilience of the newgrf.cfg parser (now less confused by
>   spaces in odd places etc.)
> - removed "loadallgraphics" functionality, instead individual .grfs
>   can be disabled by default by adding a "!" parameter in
>   newgrf(w).cfg
> - added independent random trigger chains, now only the bits which
>   actually get triggered will be re-randomized
> - new station prop 12 to set cargo types that should trigger
>   re-randomizing
> - added station triggers for re-randomizing
> - had to reduce random station bits from 16 to 8 because of the
>   above changes
> - when refitting aircraft, take original mail capacity into account
>   too
> - make sure train and road vehicle refit costs are accounted in
>   proper category
> - implemented callback 15 for all vehicle types
> - allow setting refit cost for all vehicle types
> - force redraw of depot window after refitting
> - selling and re-buying a vehicle now copies the service interval,
>   refitted cargo type and current destination as well (with
>   generalfixes or sharedorders)
> - allow articulated train engines, using callback 16
> - changed multihead: by default buy both heads of dualheaded trains,
>   and changed what the Ctrl key does when arranging trains: forward
>   with Ctrl, backward without
> - powered wagons work even with multihead off
> - fix incorrect values of dualheaded engines with multihead on
> 
Re: 2.0.1 alpha 30
#27810
Author: Paul Hoppe
Date: Wed, 21 Jul 2004 08:26
10 lines
1379 bytes
jixor wrote:
> Wow a ttd related message, they are few and far between these days, 
> amongst all the spam.
> 
Thank god my provider has a properly configured spam filter
Paul

-- 
Leviathan12 Behörde -  Bitte ziehen Sie eine Nummer
http://www.leviathan12.de
Re: [OT] 2.0.1 alpha 30
#27811
Author: Michael Blunck
Date: Wed, 21 Jul 2004 10:25
16 lines
1394 bytes
Paul Hoppe wrote:

>> Wow a ttd related message, they are few and far between these days,
>> amongst all the spam.

> Thank god my provider has a properly configured spam filter

As mentioned quite a couple of times, it´d be possible for everyone to use
better news servers than those of their local providers. E.g.

http://news.individual.net/

is a fast, very reliable and spam-free news server.

regards
Michael
Re: 2.0.1 alpha 30
#27812
Author: Stan de SD
Date: Thu, 22 Jul 2004 23:42
16 lines
1862 bytes
"jixor" <marg-news@optusnet.com.au> wrote in message
news:40fdf434$0$19298$afc38c87@news.optusnet.com.au...

> Wow a ttd related message, they are few and far between these days,
> amongst all the spam.

I'm new around here (not to TT), but I have been trying to take some time
and go after some of the more prolific spammers by posting headers,
researching IP numbers http://www.arin.net/whois/ to get past the
spoofs/forged headers, and e-mailing the ISPs of these turds. Perhaps a
monumental waste of time, but I have taken a couple of the worst offenders
in the alt.* NG's off-line.

How about a concerted effort to turn up the heat on some of these bozos,
just to see what happens?
Re: 2.0.1 alpha 30
#27813
Author: Tom Cumming
Date: Fri, 23 Jul 2004 14:44
12 lines
1827 bytes
On 22/07/04 23:42, Stan de SD wrote:
> How about a concerted effort to turn up the heat on some of these bozos,
> just to see what happens?

Sorry to be a spoilsport, but I think most people here use news 
servers with spam filtering, which cut most of it out.

-- 
Tom Cumming

New to this newsgroup? Please have a read of the Frequently Asked 
Questions (FAQ) list at <http://www.tt-forums.net/faq/>. Thanks.
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