Josef Drexler
2004-09-03 06:55:10 UTC
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
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/
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Josef Drexler | http://publish.uwo.ca/~jdrexler/
---------------------------------+---------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Stop flipping pancakes. | Don't remove the "nospam" part.