2.0.1 alpha 30

G

Guest

Guest
Archived from groups: alt.games.microprose.transport-tyc (More info?)

Hi all,

the latest patch version is now again available at
http://www.ttdpatch.net/src/

Please note that this one is a little more experimental than the previous
ones, particularly the new "articulated engine" feature. Please read all
of this message to find out the precautions you need to take if you want
to test it.

Articulated engines are train engines that are made up from several
vehicles. This might be a steam engine with a tender, or something more
complex. Previously, you had to buy all pieces individually and assemble
them yourself, hoping that you got them in the right order in
orientation. For .grf files using articulated engines, the patch will
now do that automatically, and it will treat such engines as a single
entity. This means that the AI players will now be able to use such
engines properly as well, in particular they will buy tenders along with
steam engines as appropriate (if so enabled in the .grf file).

Please note that there are still some problems associated with
articulated engines, particularly when they are multiheaded. When adding
or removing additional heads of a articulated engine, you currently have
to make sure the game would not "automatically" attach or detach these
additional engines.

To buy additional articulated engine head:
- buy the real engine first (without Ctrl)
- buy all additional engines (with Ctrl)
- buy the wagons

To sell a train with articulated engines?
- sell all additional engines first
- then sell the train

It should be safe to move engines around in a depot, however. To be
really sure, save before rearranging trains.

Other new features are the new "newgrfcfg" switch (-Yn on the command
line), which allows you to choose a different file name for the
newgrf(w).cfg file. This way you could have a different newgrf.cfg file
associated with a different configuration, and switch between them.

It is now possible to turn off .grf files by default, by adding a "!"
parameter after the filename. For example, the line "newgrf/bla.grf !"
would make bla.grf be loaded and available for savegames that need it,
but it wouldn't be enabled by default. You can still enable it manually
of course by opening the Graphics Status window from the tools menu.
Along with this change, I've disabled the "loadallgraphics" switch,
because a better mechanism exists now to enable/disable graphics. An
updated version of Graphics Manager that can take advantage of these
changes is available at http://www.ttdpatch.de.vu/ .

I've changed the multihead switch slightly, in that it now always buys
two heads of normally two-headed trains like the T.I.M. You can still
sell the second head if you don't like it, however.

Finally, I've fixed a bug in TTD, which caused it to forget the mail
capacity when refitting a plane. This was most noticable when refitting
a plane to carry only mail, in which case it would be only half the
passenger capacity, instead of half the passenger capacity plus the
original mail capacity. Now the original mail capacity is properly taken
into account.

And that's all for now, I hope to bring out another alpha fixing the
articulated engine issues soon!

Have fun,

Josef.


All changes in 2.0.1 alpha 30:
- fixed bug with multiple actions 0 setting prop 08 not working
- fixed bug with custom vehicle names not getting saved if it had
shared orders
- fixed bug with different acceleration setting for regular and
electric railways
- prevent crashes from division by zero or overflow on division
- new switch "newgrfcfg" (-Yn) allows specifying an alternate
newgrf.cfg file
- if veh can't be autorenewed because the model is obsolete, the
"getting old" message now says so
- improved resilience of the newgrf.cfg parser (now less confused by
spaces in odd places etc.)
- removed "loadallgraphics" functionality, instead individual .grfs
can be disabled by default by adding a "!" parameter in
newgrf(w).cfg
- added independent random trigger chains, now only the bits which
actually get triggered will be re-randomized
- new station prop 12 to set cargo types that should trigger
re-randomizing
- added station triggers for re-randomizing
- had to reduce random station bits from 16 to 8 because of the
above changes
- when refitting aircraft, take original mail capacity into account
too
- make sure train and road vehicle refit costs are accounted in
proper category
- implemented callback 15 for all vehicle types
- allow setting refit cost for all vehicle types
- force redraw of depot window after refitting
- selling and re-buying a vehicle now copies the service interval,
refitted cargo type and current destination as well (with
generalfixes or sharedorders)
- allow articulated train engines, using callback 16
- changed multihead: by default buy both heads of dualheaded trains,
and changed what the Ctrl key does when arranging trains: forward
with Ctrl, backward without
- powered wagons work even with multihead off
- fix incorrect values of dualheaded engines with multihead on

--
Josef Drexler | http://publish.uwo.ca/~jdrexler/
---------------------------------+---------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Carry a helium balloon. | Don't remove the "nospam" part.
 
G

Guest

Guest
Archived from groups: alt.games.microprose.transport-tyc (More info?)

Wow a ttd related message, they are few and far between these days,
amongst all the spam.

Josef Drexler wrote:
> Hi all,
>
> the latest patch version is now again available at
> http://www.ttdpatch.net/src/
>
> Please note that this one is a little more experimental than the previous
> ones, particularly the new "articulated engine" feature. Please read all
> of this message to find out the precautions you need to take if you want
> to test it.
>
> Articulated engines are train engines that are made up from several
> vehicles. This might be a steam engine with a tender, or something more
> complex. Previously, you had to buy all pieces individually and assemble
> them yourself, hoping that you got them in the right order in
> orientation. For .grf files using articulated engines, the patch will
> now do that automatically, and it will treat such engines as a single
> entity. This means that the AI players will now be able to use such
> engines properly as well, in particular they will buy tenders along with
> steam engines as appropriate (if so enabled in the .grf file).
>
> Please note that there are still some problems associated with
> articulated engines, particularly when they are multiheaded. When adding
> or removing additional heads of a articulated engine, you currently have
> to make sure the game would not "automatically" attach or detach these
> additional engines.
>
> To buy additional articulated engine head:
> - buy the real engine first (without Ctrl)
> - buy all additional engines (with Ctrl)
> - buy the wagons
>
> To sell a train with articulated engines?
> - sell all additional engines first
> - then sell the train
>
> It should be safe to move engines around in a depot, however. To be
> really sure, save before rearranging trains.
>
> Other new features are the new "newgrfcfg" switch (-Yn on the command
> line), which allows you to choose a different file name for the
> newgrf(w).cfg file. This way you could have a different newgrf.cfg file
> associated with a different configuration, and switch between them.
>
> It is now possible to turn off .grf files by default, by adding a "!"
> parameter after the filename. For example, the line "newgrf/bla.grf !"
> would make bla.grf be loaded and available for savegames that need it,
> but it wouldn't be enabled by default. You can still enable it manually
> of course by opening the Graphics Status window from the tools menu.
> Along with this change, I've disabled the "loadallgraphics" switch,
> because a better mechanism exists now to enable/disable graphics. An
> updated version of Graphics Manager that can take advantage of these
> changes is available at http://www.ttdpatch.de.vu/ .
>
> I've changed the multihead switch slightly, in that it now always buys
> two heads of normally two-headed trains like the T.I.M. You can still
> sell the second head if you don't like it, however.
>
> Finally, I've fixed a bug in TTD, which caused it to forget the mail
> capacity when refitting a plane. This was most noticable when refitting
> a plane to carry only mail, in which case it would be only half the
> passenger capacity, instead of half the passenger capacity plus the
> original mail capacity. Now the original mail capacity is properly taken
> into account.
>
> And that's all for now, I hope to bring out another alpha fixing the
> articulated engine issues soon!
>
> Have fun,
>
> Josef.
>
>
> All changes in 2.0.1 alpha 30:
> - fixed bug with multiple actions 0 setting prop 08 not working
> - fixed bug with custom vehicle names not getting saved if it had
> shared orders
> - fixed bug with different acceleration setting for regular and
> electric railways
> - prevent crashes from division by zero or overflow on division
> - new switch "newgrfcfg" (-Yn) allows specifying an alternate
> newgrf.cfg file
> - if veh can't be autorenewed because the model is obsolete, the
> "getting old" message now says so
> - improved resilience of the newgrf.cfg parser (now less confused by
> spaces in odd places etc.)
> - removed "loadallgraphics" functionality, instead individual .grfs
> can be disabled by default by adding a "!" parameter in
> newgrf(w).cfg
> - added independent random trigger chains, now only the bits which
> actually get triggered will be re-randomized
> - new station prop 12 to set cargo types that should trigger
> re-randomizing
> - added station triggers for re-randomizing
> - had to reduce random station bits from 16 to 8 because of the
> above changes
> - when refitting aircraft, take original mail capacity into account
> too
> - make sure train and road vehicle refit costs are accounted in
> proper category
> - implemented callback 15 for all vehicle types
> - allow setting refit cost for all vehicle types
> - force redraw of depot window after refitting
> - selling and re-buying a vehicle now copies the service interval,
> refitted cargo type and current destination as well (with
> generalfixes or sharedorders)
> - allow articulated train engines, using callback 16
> - changed multihead: by default buy both heads of dualheaded trains,
> and changed what the Ctrl key does when arranging trains: forward
> with Ctrl, backward without
> - powered wagons work even with multihead off
> - fix incorrect values of dualheaded engines with multihead on
>
 
G

Guest

Guest
Archived from groups: alt.games.microprose.transport-tyc (More info?)

jixor wrote:
> Wow a ttd related message, they are few and far between these days,
> amongst all the spam.
>
Thank god my provider has a properly configured spam filter
Paul

--
Leviathan12 Behörde - Bitte ziehen Sie eine Nummer
http://www.leviathan12.de
 
G

Guest

Guest
Archived from groups: alt.games.microprose.transport-tyc (More info?)

"jixor" <marg-news@optusnet.com.au> wrote in message
news:40fdf434$0$19298$afc38c87@news.optusnet.com.au...

> Wow a ttd related message, they are few and far between these days,
> amongst all the spam.

I'm new around here (not to TT), but I have been trying to take some time
and go after some of the more prolific spammers by posting headers,
researching IP numbers http://www.arin.net/whois/ to get past the
spoofs/forged headers, and e-mailing the ISPs of these turds. Perhaps a
monumental waste of time, but I have taken a couple of the worst offenders
in the alt.* NG's off-line.

How about a concerted effort to turn up the heat on some of these bozos,
just to see what happens?
 
G

Guest

Guest
Archived from groups: alt.games.microprose.transport-tyc (More info?)

On 22/07/04 23:42, Stan de SD wrote:
> How about a concerted effort to turn up the heat on some of these bozos,
> just to see what happens?

Sorry to be a spoilsport, but I think most people here use news
servers with spam filtering, which cut most of it out.

--
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.