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Thread View: alt.games.microprose.transport-tyc
1 messages
1 total messages Started by Josef Drexler Mon, 08 Aug 2005 00:38
TTDPatch 2.0.1 alpha 56
#28322
Author: Josef Drexler
Date: Mon, 08 Aug 2005 00:38
134 lines
7568 bytes
Hi all,

after a long wait to due my absence in Peru, here's the latest alpha 56:
http://www.ttdpatch.net/src/ 

Those who have been following the "unofficial" builds by Csaba know what
this one contains already.

For the others, one extremely fascinating new feature by Csaba (with some
original work by Mek) is that of allowing new cargo types.  It enables grf
files to define new cargo types, and together with the feature allowing
new industries, this can change the way you play TTD.

Not to be outdone, Michael Blunck has come out with such a grf file,
adding the types of "beer" and "fish", as well as corresponding
industries, and bringing the "food" cargo with its industries into the
temperate climate.  You can download it from the TTDPatch New Graphics
page.  Please DO read the readme file that comes with it before trying to
use it.  In particular, you need to Ctrl-build buoys near the fishing
grounds to get a station there.

PLEASE NOTE: Using the newcargo switch requires the patch to do all kinds
of tricks with the savegame data internally.  This is well and good as
long as you keep the switch active, but if you want to turn it off, your
best bet is to go back to a savegame before the switch was turned on. 
It's possible to turn it off on savegames that have used it, as long as
you make sure no vehicle carries any non-standard cargo types, and all
corresponding industries are removed from the map.  Otherwise you'll get
some very strange side effects.

Also, all savegames that are saved while "newcargos" is on become
incompatible with any earlier versions of the patch and cannot be loaded
correctly there.

Another thing that this switch changes is that it obsoletes the old
"moreindustriesperclimate".  If you turn that on, it'll be deactivated
when newcargos is active.  Instead of that switch, you can download
paper.grf from the TTDPatch New Graphics page, which now does the same
thing as a grf file instead of a switch.

Still, even with all the caveats I think this is a really exciting new
feature that will enhance gameplay by quite a bit.

Ah yes, one more thing that Csaba has managed to get working correctly is
his "enhancemultiplayer" switch, that allows more than two players in LAN
multiplayer games.  Internet games need not apply unless the ping is under
at most 5 ms.  He also fixed three bugs that could cause desynchs if the
ttdpttxt.dat files were not identical among both players.

And that's all (as much as there is of it), so enjoy your new alpha!

Josef


All changes in 2.0.1 alpha 56:
- fixed bug that allowed dock construction in the middle of the sea
- fixed problem with ttdload.ovl occasionally not getting rebuilt
  and causing crashes at startup
- integrated all of Csaba's changes up to 2.0.1 alpha 55 vcs 5:
  * new switch: newcargos
  * devel: Restructured load/unload code to a single proc instead
    of a myriad of small patches
  * industry colors must always be specified from the DOS palette
    from now on. The Windows version translates colors
    automatically.
  * added variable 1A, which is always FFFFFFFF, to help
    specifying constants for action 2 calculations
  * added multiply, and, or and xor to the available operations
    for action 2
  * added warning if a loaded scenario doesn't contain any towns.
  * made gradualloading and fulloadany compatible again
  * fixed feederservice bug that caused negative profit for
    vehicles
  * bugfix: industry tile prop. 10 didn't work
  * bugfix: new industry tiles didn't work correctly for water
    industries
  * bugfix: the game no longer crashes when an AI player tries
    transporting a new cargo type. It still needs to be "taught"
    what vehicles to use for the new cargos, though.
  * special industry tile type FF now works on land as well (it
    used to always check for water)
  * it's now possible for houses to accept any cargo by setting
    new house property 1E or using callback 2A. (Wiki will be
    updated soon)
  * fixed station trigger 2 (it was broken with newcargos on)
  * ctrl-built buoys now should work correctly
  * fixed newcargos breaking fifoloading
  * station action 3 wasn't working correctly with newcargos
  * "Cht: ReloadIndustries" to reload all industry data to
    existing industries.
  * fixed a possible crash with DCxx textIDs
  * support for house/industry tiles consisting more sprites.
  * support for parametrized variables (6x) that accept a byte
    parameter.
  * fixed random station trigger 1 (it was broken for DOS since
    a55vcs and it seems Windows versions were broken before
    a55vcs as well)
  * two new parametrized house variables 60 and 61 to count
    houses other than the current
  * fixed bug with newcargos messing up waiting cargo amount
    reported to GRFs
  * new parametrized variables (60..64) to get data about a cargo
    type waiting without directly reading the station struct
  * fixed bug with multi-sprite tiles not working correctly with
    the larger spritelimit enabled
  * added variable 48 for stations: bit mask of accepted cargos
  * fixed incorrect re-applying industry data after loading a
    game
  * two new callbacks, 2B and 2C to decide industry tile
    acceptance
  * industry properties 0C..0E were broken
  * fixed crash while TTD tries to build an oil rig
  * new callback 2D to select vehicle recoloring independently
    from the owner
  * with newcargos on, there can be up to 65535 units waiting
    from each cargo type from now on, although the display will
    be incorrect if more than 32767 units are waiting. (The old
    limit was 4095 units)
  * the industry funding window now displays the map colors of
    industries. Until someone comes up with a good way to fix the
    map legend, this list can be used to identify industries on
    the map.
  * fixed crash with Cht: ResetStation if newcargos was on.
  * fixed panning for resolutions above 640x480
  * enhancemultiplayer switch
  * fix patch actions that used vehicle pointers (shareorders,
    resetorders, saverestorevehdata)

-- 
   Josef Drexler                 |       http://jdrexler.com/home/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    |  Email address is *valid*.
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