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11 messages
11 total messages Started by Josef Drexler Mon, 12 Dec 2005 03:04
2.0.1 alpha 68
#28480
Author: Josef Drexler
Date: Mon, 12 Dec 2005 03:04
61 lines
3949 bytes
Hi all,

after a long wait, I've released another alpha version as usual at
http://www.ttdpatch.net/src/

This one has an amazing new feature by Steven Hoefel: trams!  Enable them
with "trams on", load the new tram track graphics and build them.  Then
wait for a grf set that actually defines trams... hopefully it shouldn't
take too long.  Note that this is still a work in progress, and while most
things work, in particular level crossings with rail as well as bridges
and tunnels don't work entirely.

In other news there were a bunch of minor bug fixes and changes, such as
allowing vehicle lists to be sorted by the first destination, and allowing
trucks to go to non-stop bus stops (which can be built by attaching a bus
stop to a rail waypoint, and if you like removing the waypoint afterwards).

There may be one more alpha version this year depending on how things turn
out, and then I will probably start the beta process towards a new stable
release version in the new year.

Enjoy!

Josef


All changes in 2.0.1 alpha 68:
- prevent performance score from overflowing when it would be >255
- (devel) fixed reported numbers when search failed
- (devel) changed variables to new var{b,w,d} macro
- automatically pick cargo type for vehicle from refittability list if
  default cargo type is not available
- by stevenh: fixed vehicle view window being scrollable
- by stevenh: added action D var 9E bit 0, enables desert revegetation
- enabled finnish translation again (accidentally left out of alpha 67)
- (devel) removed multi-climate scenariocargo and cargotypes arrays
- fixed grf error messages reporting wrong error sprite number
- added list of current text IDs to crash log
- initial support for UTF-8 texts, although currently only the existing
  character set is supported
- prevent crash when attempting to display undefined text ID
- added sorting by first destination to vehicle list
- allow trucks to go to non-stop bus stops
- (devel) added player2 array to store additional player data in savegame
- actually save 2nd CC selection, and prepared for more colour schemes
- by stevenh: new switch "trams on" enables building tram and light rail
  tracks and operation of trams
- by Csaba:
  * (devel) added comments to newindu.asm
  * various small bugfixes and optimizations in newindu.asm
  * (devel) made the industry data block a ptrvar and made its data
    arrays directly accessable
  * now industry tiles have correct merged foundations similarly to
    roads and rails

-- 
   Josef Drexler                 |       http://jdrexler.com/home/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    |  Email address is *valid*.
 Play Chess, not Basketball.     |  Don't remove the "nospam" part.
Re: 2.0.1 alpha 68
#28481
Author: Felix WΓΌst
Date: Fri, 16 Dec 2005 16:48
15 lines
1508 bytes
> This one has an amazing new feature by Steven Hoefel: trams!  Enable them
> with "trams on", load the new tram track graphics and build them.  Then
> wait for a grf set that actually defines trams... hopefully it shouldn't
> take too long.  Note that this is still a work in progress, and while most
> things work, in particular level crossings with rail as well as bridges
> and tunnels don't work entirely.

Is it possible, that cities build tram tracks instead of roads? It sure
looks like it:
http://www.dereff.de/aha.png
And note, that there is no road underneath the tracks...

But it still looks nice so far.

Felix
Re: 2.0.1 alpha 68
#28482
Author: Chris
Date: Fri, 16 Dec 2005 19:37
78 lines
3996 bytes
On Fri, 16 Dec 2005 17:48:52 +0100, Felix =?iso-8859-1?Q?W=FCst?=
<news@post.nospam.dereff.de> wrote:

>> This one has an amazing new feature by Steven Hoefel: trams!  Enable them
>> with "trams on", load the new tram track graphics and build them.  Then
>> wait for a grf set that actually defines trams... hopefully it shouldn't
>> take too long.  Note that this is still a work in progress, and while most
>> things work, in particular level crossings with rail as well as bridges
>> and tunnels don't work entirely.
>
>Is it possible, that cities build tram tracks instead of roads? It sure
>looks like it:
>http://www.dereff.de/aha.png
>And note, that there is no road underneath the tracks...

I'm having some problems with the tram tracks implementation - where
I've got roads built on the bridge foundation tiles, these are
displaying as tram tracks without road underneath....

I'm also experiencing crashing if I try and raise a bit of land next
to where another piece of road is built on the side of a slope with
foundations.  (i.e. to try and make the foundations disappear.

Crash log is: 
TTD V0019E000 Crash Log by TTDPatch 2.0.1 alpha 68 (Windows)

Exception C0000005 at 001B:FFFFFFFF

EAX       EBX       ECX       EDX
00002020  00007D78  00560000  0000001E

ESI       EDI       ESP       EBP
00007D78  004E0000  0006EE02  0006EE46

DS        ES        FS        GS        SS        Flags
0023      0023      0038      0000      0023      00010246
FFFFFFFF  FFFFFFFF  00000FFF  ########  FFFFFFFF (Segment limits)
00CFF300  00CFF300  0040F300  ########  00CFF300 (Access rights)

Bytes at DS:EIP
xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx

Stack Dump:
00601DBD  004E0000  00000000  0006EE46  0006EE26  00007D78  0000001E
00560000
00002020  0061DF31  00584391  005842C0  7E790201  40B50201  00000058
079007E0
7D797E79  000D019B  01FE0000  EE740000  F6800006  125B0006  F96077E4
000D00C8
01FE0000  126B0000  000077E4  F9600000  373200C8  46206874  31206265
20313239

Handler Stack Dump (at 0023:0006EBB0):
0000C001  9C7AA198  401AF303  00000000  00000000  00000038  00000023
00000023
004E0000  00007D78  00007D78  0000001E  00560000  00002020  0006EE46
FFFFFFFF
0000001B  00010246  0006EE02  00000023  0000027F  00000000  00000000
00000000
00000000  00000000  00001F80  0000FFFF  7C590CAE  72A00000  00000000
00000000

Patch flags:
DAFCFEFF  FFFF3F7F  FFFD7DFC  000366FF  00000000  00000000  00FF843F
A0800000
00000074  00000000  00001000  00000001  00003E80  005A07D0  005A0096
016D005A
76260500  13B14EC4  02BC03E8  138803C0  05140000  0A28370A  140A1928
1E145014
141E1450  3C1E1E14  0000003F  EBD003FF  F0F0F0F0



I can also email my config file and an example savegame (started from
scratch after this patch version was released) if you like....

Kind regards,
Chris
Re: 2.0.1 alpha 68
#28483
Author: Stevie D
Date: Sat, 17 Dec 2005 15:40
27 lines
1688 bytes
Josef Drexler wrote:

> Hi all,
> 
> after a long wait, I've released another alpha version as usual at
> http://www.ttdpatch.net/src/
> 
> Note that this is still a work in progress, and while most things 
> work, in particular level crossings with rail as well as bridges and 
> tunnels don't work entirely.

 :-(

Abnormal program termination: memory protection fault
CS:EIP=00A7h:00000013h

Might this be anything to do with 310 low paras, or whatever it was
chuntering on about when I loaded it up?

I was looking forward to being able to build tram tracks too ... maybe
now I'll have to wait until I can build trams to use on them!

-- 
                          Stevie D
    \\\\\       /////     Bringing dating agencies to the
   \\\\\\\__X__///////    common hedgehog since 2001 - "HedgeHugs"
___\\\\\\\'/ \'///////_____________________________________________
Re: 2.0.1 alpha 68
#28484
Author: Stevie D
Date: Sat, 28 Jan 2006 17:25
14 lines
1274 bytes
Stevie D wrote:

> Abnormal program termination: memory protection fault
> CS:EIP=00A7h:00000013h

Alpha 71 is giving me exactly the same error message :-(

Windows 98, if that makes any difference.

-- 
                          Stevie D
    \\\\\       /////     Bringing dating agencies to the
   \\\\\\\__X__///////    common hedgehog since 2001 - "HedgeHugs"
___\\\\\\\'/ \'///////_____________________________________________
Re: 2.0.1 alpha 68
#28485
Author: Stevie D
Date: Sat, 28 Jan 2006 17:26
19 lines
1474 bytes
Stevie D wrote:

> Stevie D wrote:
> 
>> Abnormal program termination: memory protection fault
>> CS:EIP=00A7h:00000013h
> 
> Alpha 71 is giving me exactly the same error message :-(
> 
> Windows 98, if that makes any difference.

Perhaps I should add that this is on start up, with the DOS version.
It never even gets as the welcome screen.

-- 
                          Stevie D
    \\\\\       /////     Bringing dating agencies to the
   \\\\\\\__X__///////    common hedgehog since 2001 - "HedgeHugs"
___\\\\\\\'/ \'///////_____________________________________________
Re: 2.0.1 alpha 68
#28486
Author: Josef Drexler
Date: Sat, 28 Jan 2006 17:48
23 lines
2060 bytes
On Sat, 28 Jan 2006 17:26:47 +0000, Stevie D wrote:

> Stevie D wrote:
> 
>> Stevie D wrote:
>> 
>>> Abnormal program termination: memory protection fault
>>> CS:EIP=00A7h:00000013h
>> 
>> Alpha 71 is giving me exactly the same error message :-(
>> 
>> Windows 98, if that makes any difference.
> 
> Perhaps I should add that this is on start up, with the DOS version.
> It never even gets as the welcome screen.

Have you tried deleting ttdload.ovl?

-- 
   Josef Drexler                 |       http://jdrexler.com/home/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    |  Email address is *valid*.
 Walk with a light step.         |  Don't remove the "nospam" part.
Re: 2.0.1 alpha 68
#28487
Author: Stevie D
Date: Sat, 28 Jan 2006 19:00
11 lines
1304 bytes
Josef Drexler wrote:

> Have you tried deleting ttdload.ovl?

I'm afraid so. It didn't help.

-- 
                          Stevie D
    \\\\\       /////     Bringing dating agencies to the
   \\\\\\\__X__///////    common hedgehog since 2001 - "HedgeHugs"
___\\\\\\\'/ \'///////_____________________________________________
Re: 2.0.1 alpha 68
#28488
Author: Josef Drexler
Date: Sat, 28 Jan 2006 19:50
25 lines
2253 bytes
On Sat, 28 Jan 2006 19:00:24 +0000, Stevie D wrote:

> Josef Drexler wrote:
> 
>> Have you tried deleting ttdload.ovl?
> 
> I'm afraid so. It didn't help.

Well, it seems to be a crash while the DOS extender is still setting up
things for TTD, before TTDPatch gets even started.  I have no idea what
could cause this, but maybe you can try playing with the memory settings
in the Win98 shortcut.

For reference, these work for me:
Conventional memory: auto
Initial environment: 2048
EMS: 16384
XMS: 16384 (HMA box not checked)
DPMI: 60000

-- 
   Josef Drexler                 |       http://jdrexler.com/home/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    |  Email address is *valid*.
 Play Hockey, not Baseball.      |  Don't remove the "nospam" part.
Re: 2.0.1 alpha 68
#28489
Author: Michael Blunck
Date: Sat, 28 Jan 2006 21:38
18 lines
1722 bytes
Josef Drexler wrote:

[...]

> For reference, these work for me:
> Conventional memory: auto
> Initial environment: 2048
> EMS: 16384
> XMS: 16384 (HMA box not checked)

> DPMI: 60000

This last one is interesting. I can only set it to as much as 16384 or
to "automatic". Do you think this could have something to do with my
DOS-under-Win crashes?

regards
Michael
Re: 2.0.1 alpha 68
#28490
Author: Josef Drexler
Date: Sat, 28 Jan 2006 22:27
34 lines
2578 bytes
On Sat, 28 Jan 2006 22:38:01 +0100, Michael Blunck wrote:

> Josef Drexler wrote:
> 
> [...]
> 
>> For reference, these work for me:
>> Conventional memory: auto
>> Initial environment: 2048
>> EMS: 16384
>> XMS: 16384 (HMA box not checked)
> 
>> DPMI: 60000
> 
> This last one is interesting. I can only set it to as much as 16384 or
> to "automatic".

You can enter any number directly, it's just not in the default list.

> Do you think this could have something to do with my
> DOS-under-Win crashes?

If "automatic" sets it to more than 64 MB, it might make problems. I'm
pretty sure that ~60 MB was the max. that worked.  Smaller numbers would
only cause TTDPatch to abort with an "out of memory" conditions at most.

However TTD doesn't work in VMWare win98, only in plain DOS, so I can't
test this anymore.

-- 
   Josef Drexler                 |       http://jdrexler.com/home/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    |  Email address is *valid*.
 Use tape&glue, no paperweights  |  Don't remove the "nospam" part.
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