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Thread View: alt.games.microprose.transport-tyc
8 messages
8 total messages Started by Josef Drexler Sun, 25 Jul 2004 01:23
2.0.1 alpha 31
#27831
Author: Josef Drexler
Date: Sun, 25 Jul 2004 01:23
55 lines
3713 bytes
Hi,

The latest alpha is available at the usual place, 
http://www.ttdpatch.net/src/

I've put a lot of work into making articulated engines work properly, and 
I believe everything should work right now, including multiheaded 
articulated engines, moving the individual engines around and building 
and selling trains.  What doesn't work is reversing articulated engines 
and dual-heading them (as opposed to multi-heading), but there are no 
sets which requires this at the moment so I'll fix it later.

One other change is something that Marijn submitted months ago but I 
totally forgot to include in the patch: it allows you to build canals at 
sea-level.  These sea-level canals have dikes too and thus won't flood 
into adjacent tiles, unlike regular sea-level water.

In other news, I'm going to be moving to a new city over the course of 
the next one or two weeks.  This means I won't be working on the patch 
during that time, and it will also mean that the mailing lists will only 
be working sporadically.  If you send requests to subscribe/unsubscribe 
or postings to the lists, please be prepared to wait a few hours or a day 
or two to see them appear.  It may take two weeks for the lists to become 
fully functional again.  For the same reason, the archives will be out of 
date until I'm done moving.  Sorry about that!

Josef.


All changes in 2.0.1 alpha 31:
- grf status window now also shows memory usage
- newstation var 42 gives tile and terrain type
- fixed bug with wagons getting lost when selling articulated
  multihead
- fixed bug with selling & buying setting cargo types that the newly
  bought vehicle didn't support
- fixed bug with copying orders also copying veh.name and cargo type
  (etc.)
- fixed incorrect power, weight and TE of articulated engines
- fixed bug with vehicles in "unattached" rows in depots sometimes
  not showing the right graphics
- fix crash when AI tries to sell dualheaded train
- show articulated loco on a single line in train details
- newgrfcfg entry is written to ttdpatch.cfg commented out if it's
  set to the default
- new action 0 feature 6 to modify bridge sprite tables
- by Marijn: canals built at sealevel show dikes too and don't flood
  into adjacent sealevel tiles

-- 
   Josef Drexler                 |    http://publish.uwo.ca/~jdrexler/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    | Email address is *valid*.
 Don't do push ups               | Don't remove the "nospam" part.
Re: 2.0.1 alpha 31
#27832
Author: Ronnie Clark
Date: Sun, 01 Aug 2004 08:05
16 lines
1732 bytes
>I've put a lot of work into making articulated engines work properly, and
>I believe everything should work right now, including multiheaded
>articulated engines, moving the individual engines around and building
>and selling trains.  What doesn't work is reversing articulated engines
>and dual-heading them (as opposed to multi-heading), but there are no
>sets which requires this at the moment so I'll fix it later.

Does this also mean that you can force the correct building of multiple
units? eg, a dual-headed train with a set number of indivisible coaches /
vans in the middle?

Ronnie
--
Volunteer guard on the Great Central Railway, Loughborough, Leicestershire
Visit the world's only double track preserved steam railway!
http://www.gcrailway.co.uk
Re: 2.0.1 alpha 31
#27833
Author: Michael Blunck
Date: Sun, 01 Aug 2004 09:16
14 lines
1209 bytes
Ronnie Clark wrote:

[multipart locomotives]

> Does this also mean that you can force the correct building of
> multiple units? eg, a dual-headed train with a set number of
> indivisible coaches / vans in the middle?

Yes.

However, then the user won´t have free choice between passenger coaches or mail
vans ...

Michael
Re: bigger maps, distributed services, was: 2.0.1 alpha 31
#27835
Author: Michael Blunck
Date: Mon, 02 Aug 2004 15:30
27 lines
1958 bytes
Ronnie Clark wrote:

> I think it's a crying shame that the playing area cannot be
> made larger (I'm not for one moment criticising the Patch team! I
> fully understand the reason for the current limit!).

Well, AFAIK this has been done with that (rather illegal) OTTD undertaking.

However, simply enlarging the map size is just half the meal, because you need
numerous additional enhancements then, from new cargo prices (or a different
timing model) to a bigger number of industries ...

> Then cities
> could be of a more realistic scale, with separate mail / goods
> terminals, with dedicated mail services

I don´t see any reason why not having a separate station for mail (e.g., you
could set the number of cities to "small" giving more room to built). Or you
could have dedicated patforms for mail and direct your trains with the help of
waypoint stations.

> (not that I don't try to do
> that anyway, but it'd be more fun on a bigger scale!)

Of course. :o)

Michael
Re: 2.0.1 alpha 31
#27834
Author: Ronnie Clark
Date: Mon, 02 Aug 2004 15:33
28 lines
1944 bytes
Michael Blunck wrote:
>Ronnie Clark wrote:
>
>[multipart locomotives]
>
>> Does this also mean that you can force the correct building of
>> multiple units? eg, a dual-headed train with a set number of
>> indivisible coaches / vans in the middle?
>
>Yes.
>
>However, then the user won´t have free choice between passenger coaches or
mail
>vans ...

Indeed. I think it's a crying shame that the playing area cannot be made
larger (I'm not for one moment criticising the Patch team! I fully
understand the reason for the current limit!). Then cities could be of a
more realistic scale, with separate mail / goods terminals, with dedicated
mail services (not that I don't try to do that anyway, but it'd be more fun
on a bigger scale!)

Ronnie
--
Volunteer guard on the Great Central Railway, Loughborough, Leicestershire
Visit the world's only double track preserved steam railway!
http://www.gcrailway.co.uk
Re: bigger maps, distributed services, was: 2.0.1 alpha 31
#27836
Author: Tom Cumming
Date: Tue, 10 Aug 2004 11:49
19 lines
2045 bytes
On 02/08/04 15:30, Michael Blunck wrote:
> Ronnie Clark wrote:
> 
> 
>>I think it's a crying shame that the playing area cannot be
>>made larger (I'm not for one moment criticising the Patch team! I
>>fully understand the reason for the current limit!).
> 
> Well, AFAIK this has been done with that (rather illegal) OTTD undertaking.

Apparently it had it in earlier versions, but it was buggy so at 
the moment it has been removed. I think they are planning to have 
another go later on.

-- 
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.
Re: bigger maps, distributed services, was: 2.0.1 alpha 31
#27837
Author: Owen Rudge
Date: Tue, 10 Aug 2004 15:54
15 lines
1500 bytes
> Apparently it had it in earlier versions, but it was buggy so at
> the moment it has been removed. I think they are planning to have
> another go later on.

Yes, there have been a few ways of doing it so far, but they were really
just hacks. A proper, stable rework of the whole game landscape arrays
(which control just about everything on the map) is being done, which will
allow future expansion.

-- 
Owen Rudge
http://www.owenrudge.net/

MSN Messenger: owen@owenrudge.net
ICQ: 125455765
Re: bigger maps, distributed services, was: 2.0.1 alpha 31
#27838
Author: Tom Cumming
Date: Tue, 10 Aug 2004 17:13
14 lines
2041 bytes
On 10/08/04 15:54, Owen Rudge wrote:

> Yes, there have been a few ways of doing it so far, but they were really
> just hacks. A proper, stable rework of the whole game landscape arrays
> (which control just about everything on the map) is being done, which will
> allow future expansion.

Cool - I look forward to it..

-- 
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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