🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: alt.games.microprose.transport-tyc
12 messages
12 total messages Started by Josef Drexler Fri, 03 Sep 2004 06:55
2.0.1 alpha 35
#27923
Author: Josef Drexler
Date: Fri, 03 Sep 2004 06:55
85 lines
4887 bytes
Hi all,

Alpha 35 is now available at http://www.ttdpatch.net/src/

As usual it fixes a number of bugs, most importantly the problems and 
crashes some people had with new station graphics, and the town buildings 
sometimes being built over occupied tiles.

Aside from that, Csaba has improved the new town building support a 
little, to allow built-in colour randomization and easier support for the 
construction stages by including them in the action 1 definition.

He also wrote another entirely new feature, namely .grf support for new 
town name styles.  This is enabled by `newtownnames on' (-YN).  Now we 
just need someone to write a .grf which uses this feature...

Finally, abandonedroads is now a feature which has three different modes, 
set by the switch parameter.  Mode 0 works as before, where unused roads 
become unowned after a while.  In mode 1 towns will take over nearby 
roads instead of them becoming ownerless after a while, and in mode 2 
towns will take over roads in their vicinity instantly.

Enjoy!

Josef.


All changes in 2.0.1 alpha 35:
- improved detection of pseudo/real sprite mixups
- improve crash log when drawing new graphics
- improve detection of invalid sprites (this breaks the tropicset)
- fixed crashes due to insufficient array size when station grf sets
  cargo triggers
- moved "no command line switch" to separate string and simplified
  switch writing
- wait for key after language error too
- fixed bug with water sometimes flooding tiles it shouldn't, with
  generalfixes on
- simplified getnewsprite function and changed it to use call tables
- improved utility of veh2 array, and moved
  realpower/fullweight/fullaccel variables there
- fixed cash overflow when merging with other company
- fixed problem with some engines being considered obsolete after
  2050 and not being autorenewed
- implement non-vehicle, feature specific callbacks with action 3
  that has n-id=0
- added callback 18 called by the AI when deciding on a wagon to buy
- fixed bug with action 4 feature 48 not being recognised as valid
- added track type value to station var. 42 (bits 8-15)
- fixed bug with vehicle callbacks of articulated engines not being
  set properly
- fixed bug with station selection back arrows not working when they
  would skip inactive classes or stations
- made ALLOCEMPTYOFFSETS larger since we were getting close to the
  limit
- by Csaba:
  * fixed bug causing cities to build houses on occupied tiles
  * added newhouses prop 17 to set the four colours available for
    random colour translation
  * added newhouses prop 18 to set probability of house being
    built
  * constructions stages are now built into action 1 by using
    from 1 to 4 views per set (though using a var.action 2 will
    still work)
  * new feature, "newtownnames on" (-YN) allows .grfs to define
    new town name sets
  * abandonedroads now has several modes, mode 0 works as before,
    in mode 1 towns will take over nearby roads after a while of
    them not being used, and in mode 2 this will happen instantly
- feeder services are now attributed to the right vehicles in the
  financial stats
- by chirho: round new currency factors to nicer numbers, fix some
  currency symbols and Euro introduction dates
- support more than one new text for newhouses names in action 4
- fix bug in capacity callback, causing callback to have wrong refit
  cycle
- thanks to lots of nagging by George, c2 is now set in units of
  1/256

-- 
   Josef Drexler                 |    http://publish.uwo.ca/~jdrexler/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    | Email address is *valid*.
 Stop flipping pancakes.         | Don't remove the "nospam" part.
Re: 2.0.1 alpha 35
#27924
Author: DJTB
Date: Fri, 03 Sep 2004 10:21
11 lines
1224 bytes
Josef Drexler wrote:

> Finally, abandonedroads is now a feature which has three different modes,
> set by the switch parameter.  Mode 0 works as before, where unused roads
> become unowned after a while.  In mode 1 towns will take over nearby
> roads instead of them becoming ownerless after a while, and in mode 2
> towns will take over roads in their vicinity instantly.
> 

Is it possible to have a mode 3: give back to nature, where abandoned
road-tiles may be replaced (after a while) by new trees, grassland, etc.?
Re: 2.0.1 alpha 35
#27925
Author: Boudewijn Dijkstra
Date: Fri, 03 Sep 2004 10:51
18 lines
2119 bytes
"DJTB" <use...@terabytemusic.cjb.net> schreef in bericht
news:10jghdue8410224@corp.supernews.com...
> Josef Drexler wrote:
>
> > Finally, abandonedroads is now a feature which has three different
> > modes, set by the switch parameter.  Mode 0 works as before, where
> > unused roads become unowned after a while.  In mode 1 towns will
> > take over nearby roads instead of them becoming ownerless after a
> > while, and in mode 2 towns will take over roads in their vicinity
> > instantly.
>
> Is it possible to have a mode 3: give back to nature, where abandoned
> road-tiles may be replaced (after a while) by new trees, grassland,
> etc.?

Who do you suppose would pay for the road demolition?  Or maybe introduce a
new tile: abandoned road.  These will not be maintained or owned by anyone and
can be repaired cheaper than building new road.
Re: 2.0.1 alpha 35
#27931
Author: Hristo Todorov
Date: Fri, 03 Sep 2004 11:37
17 lines
1444 bytes
And may be  mode 4 -
roads remain to the company that build them, until the company seise to
exist.

 On Fri, 03 Sep 2004 12:21:50 +0200, DJTB wrote:

> Josef Drexler wrote:
> 
>> Finally, abandonedroads is now a feature which has three different modes,
>> set by the switch parameter.  Mode 0 works as before, where unused roads
>> become unowned after a while.  In mode 1 towns will take over nearby
>> roads instead of them becoming ownerless after a while, and in mode 2
>> towns will take over roads in their vicinity instantly.
>> 
> 
> Is it possible to have a mode 3: give back to nature, where abandoned
> road-tiles may be replaced (after a while) by new trees, grassland, etc.?
Re: 2.0.1 alpha 35
#27932
Author: Boudewijn Dijkstra
Date: Fri, 03 Sep 2004 14:57
22 lines
2274 bytes
"Hristo Todorov" <igel@bofh.bg> schreef in bericht
news:pan.2004.09.03.11.37.49.935883@bofh.bg...
>  On Fri, 03 Sep 2004 12:21:50 +0200, DJTB wrote:
>
> > Josef Drexler wrote:
> >
> >> Finally, abandonedroads is now a feature which has three different
> >> modes, set by the switch parameter.  Mode 0 works as before, where
> >> unused roads become unowned after a while.  In mode 1 towns will
> >> take over nearby roads instead of them becoming ownerless after a
> >> while, and in mode 2 towns will take over roads in their vicinity
> >> instantly.
> >
> > Is it possible to have a mode 3: give back to nature, where
> > abandoned road-tiles may be replaced (after a while) by new trees,
> > grassland, etc.?
>
> And may be  mode 4 -
> roads remain to the company that build them, until the company [cease]
> to exist.

Isn't that the same as "abandonedroads off"?
Re: 2.0.1 alpha 35
#27933
Author: Hristo Todorov
Date: Fri, 03 Sep 2004 16:20
27 lines
1890 bytes
In fact i wanted to say this to happen only when the road is outside of
the city. In the city the roads to be without owner.

 On Fri, 03 Sep 2004 14:57:03 +0000, Boudewijn Dijkstra wrote:

> "Hristo Todorov" <igel@bofh.bg> schreef in bericht
> news:pan.2004.09.03.11.37.49.935883@bofh.bg...
>>  On Fri, 03 Sep 2004 12:21:50 +0200, DJTB wrote:
>>
>> > Josef Drexler wrote:
>> >
>> >> Finally, abandonedroads is now a feature which has three different
>> >> modes, set by the switch parameter.  Mode 0 works as before, where
>> >> unused roads become unowned after a while.  In mode 1 towns will
>> >> take over nearby roads instead of them becoming ownerless after a
>> >> while, and in mode 2 towns will take over roads in their vicinity
>> >> instantly.
>> >
>> > Is it possible to have a mode 3: give back to nature, where
>> > abandoned road-tiles may be replaced (after a while) by new trees,
>> > grassland, etc.?
>>
>> And may be  mode 4 -
>> roads remain to the company that build them, until the company [cease]
>> to exist.
> 
> Isn't that the same as "abandonedroads off"?
Re: 2.0.1 alpha 35
#27926
Author: Afoklala
Date: Sat, 04 Sep 2004 08:02
35 lines
2541 bytes
Op Fri, 03 Sep 2004 10:51:13 GMT schreef Boudewijn Dijkstra:

> "DJTB" <usenet@terabytemusic.cjb.net> schreef in bericht
> news:10jghdue8410224@corp.supernews.com...
>> Josef Drexler wrote:
>>
>>> Finally, abandonedroads is now a feature which has three different
>>> modes, set by the switch parameter.  Mode 0 works as before, where
>>> unused roads become unowned after a while.  In mode 1 towns will
>>> take over nearby roads instead of them becoming ownerless after a
>>> while, and in mode 2 towns will take over roads in their vicinity
>>> instantly.
>>
>> Is it possible to have a mode 3: give back to nature, where abandoned
>> road-tiles may be replaced (after a while) by new trees, grassland,
>> etc.?
> 
> Who do you suppose would pay for the road demolition?  Or maybe introduce a
> new tile: abandoned road.  These will not be maintained or owned by anyone and
> can be repaired cheaper than building new road.

Actually, I like this suggestion. Nobody need pay for the demolition;
nature will take care of that. Have you ever seen what happens if a road is
not used and not maintained? It'll take some years, but sooner or later
it's overgrown and eventually disappears completely.
In the game, this could be done by replacing such a tile first by rubbish
(after, say, 5 years) and then (after another 5 years) by ordinary
grass/mountain/whatever.
-- 
Jan Willem from Odijk, Netherlands
jw dot van dot dormolen at hccnet dot nl

New to this newsgroup? Please read the Frequently Asked 
Questions (FAQ) at <http://www.tt-forums.net/faq/>. Thanks.
Drive A: not responding.. .Formating C: instead
Re: 2.0.1 alpha 35
#27927
Author: DJTB
Date: Sat, 04 Sep 2004 12:37
20 lines
1798 bytes
Afoklala wrote:
> 
> Actually, I like this suggestion. Nobody need pay for the demolition;
> nature will take care of that. Have you ever seen what happens if a road
> is not used and not maintained? It'll take some years, but sooner or later
> it's overgrown and eventually disappears completely.
> In the game, this could be done by replacing such a tile first by rubbish
> (after, say, 5 years) and then (after another 5 years) by ordinary
> grass/mountain/whatever.

The same could be done to railways: if the railway is not owned by anyone
(eg: after a competitor goes bankrupt), give it back to nature instead of
removing it completely. (Removing all railways after a bankruptcy is not
realistic)

http://www.urbanadventure.org/2003/2002trip/england/dcp17471.jpg

And if you want to use an abandoned (rail)road, just rebuild it (build on
top of it) and it will be upgraded and you will be the owner (thus maintain
it).
Re: 2.0.1 alpha 35
#27934
Author: tha2BIUS
Date: Sun, 05 Sep 2004 02:55
10 lines
1474 bytes
Dear Josef,
    I don't know if you noticed my response to the graphic issue I 
encountered with Alpha 34. I just wanted to let you know, that whatever it 
was has vanished with Alpha 35.

It seems the whole problem has been some really minor difficulty that 
occoured with my individual PC configuration and whatever "bad byte" there 
was that triggered it isn't included in Alpha 35 anymore.

I just wanted to let you know and say thanks for the helping thoughts. 
Re: 2.0.1 alpha 35
#27928
Author: Afoklala
Date: Sun, 05 Sep 2004 07:49
27 lines
2076 bytes
Op Sat, 04 Sep 2004 14:37:41 +0200 schreef DJTB:

> Afoklala wrote:
>> 
>> Actually, I like this suggestion. Nobody need pay for the demolition;
>> nature will take care of that. Have you ever seen what happens if a road
>> is not used and not maintained? It'll take some years, but sooner or later
>> it's overgrown and eventually disappears completely.
>> In the game, this could be done by replacing such a tile first by rubbish
>> (after, say, 5 years) and then (after another 5 years) by ordinary
>> grass/mountain/whatever.
> 
> The same could be done to railways: if the railway is not owned by anyone
> (eg: after a competitor goes bankrupt), give it back to nature instead of
> removing it completely. (Removing all railways after a bankruptcy is not
> realistic)
> 
> http://www.urbanadventure.org/2003/2002trip/england/dcp17471.jpg

That is _exactly_ what I meant.
 
> And if you want to use an abandoned (rail)road, just rebuild it (build on
> top of it) and it will be upgraded and you will be the owner (thus maintain
> it).

Yes.
-- 
Re: 2.0.1 alpha 35
#27930
Author: Michael Blunck
Date: Sun, 05 Sep 2004 09:59
16 lines
1273 bytes
Afoklala schreef:

["abandoned" railways]

>> http://www.urbanadventure.org/2003/2002trip/england/dcp17471.jpg

> That is _exactly_ what I meant.

What do you think of this one:

http://railfaneurope.net/pix/de/misc/track/misc/Lossa1.jpg

We should open up a contest for the biggest trees in railway tracks ...

SCNR
Michael
Re: 2.0.1 alpha 35
#27929
Author: Afoklala
Date: Mon, 06 Sep 2004 08:32
22 lines
1723 bytes
Op Sun, 5 Sep 2004 11:59:01 +0200 schreef Michael Blunck:

> Afoklala schreef:
> 
> ["abandoned" railways]
> 
>>> http://www.urbanadventure.org/2003/2002trip/england/dcp17471.jpg
> 
>> That is _exactly_ what I meant.
> 
> What do you think of this one:
> 
> http://railfaneurope.net/pix/de/misc/track/misc/Lossa1.jpg
> 
Beau-ti-ful!! Now, THAT I want to see in TTD!
-- 
Jan Willem from Odijk, Netherlands
jw dot van dot dormolen at hccnet dot nl

New to this newsgroup? Please read the Frequently Asked 
Questions (FAQ) at <http://www.tt-forums.net/faq/>. Thanks.
Bend the facts to fit the conclusion. It's easier that way.
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads