2.0.1 alpha 31

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

Hi,

The latest alpha is available at the usual place,
http://www.ttdpatch.net/src/

I've put a lot of work into making articulated engines work properly, and
I believe everything should work right now, including multiheaded
articulated engines, moving the individual engines around and building
and selling trains. What doesn't work is reversing articulated engines
and dual-heading them (as opposed to multi-heading), but there are no
sets which requires this at the moment so I'll fix it later.

One other change is something that Marijn submitted months ago but I
totally forgot to include in the patch: it allows you to build canals at
sea-level. These sea-level canals have dikes too and thus won't flood
into adjacent tiles, unlike regular sea-level water.

In other news, I'm going to be moving to a new city over the course of
the next one or two weeks. This means I won't be working on the patch
during that time, and it will also mean that the mailing lists will only
be working sporadically. If you send requests to subscribe/unsubscribe
or postings to the lists, please be prepared to wait a few hours or a day
or two to see them appear. It may take two weeks for the lists to become
fully functional again. For the same reason, the archives will be out of
date until I'm done moving. Sorry about that!

Josef.


All changes in 2.0.1 alpha 31:
- grf status window now also shows memory usage
- newstation var 42 gives tile and terrain type
- fixed bug with wagons getting lost when selling articulated
multihead
- fixed bug with selling & buying setting cargo types that the newly
bought vehicle didn't support
- fixed bug with copying orders also copying veh.name and cargo type
(etc.)
- fixed incorrect power, weight and TE of articulated engines
- fixed bug with vehicles in "unattached" rows in depots sometimes
not showing the right graphics
- fix crash when AI tries to sell dualheaded train
- show articulated loco on a single line in train details
- newgrfcfg entry is written to ttdpatch.cfg commented out if it's
set to the default
- new action 0 feature 6 to modify bridge sprite tables
- by Marijn: canals built at sealevel show dikes too and don't flood
into adjacent sealevel tiles

--
Josef Drexler | http://publish.uwo.ca/~jdrexler/
---------------------------------+---------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Don't do push ups | Don't remove the "nospam" part.
 
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Archived from groups: alt.games.microprose.transport-tyc (More info?)

>I've put a lot of work into making articulated engines work properly, and
>I believe everything should work right now, including multiheaded
>articulated engines, moving the individual engines around and building
>and selling trains. What doesn't work is reversing articulated engines
>and dual-heading them (as opposed to multi-heading), but there are no
>sets which requires this at the moment so I'll fix it later.

Does this also mean that you can force the correct building of multiple
units? eg, a dual-headed train with a set number of indivisible coaches /
vans in the middle?

Ronnie
--
Volunteer guard on the Great Central Railway, Loughborough, Leicestershire
Visit the world's only double track preserved steam railway!
http://www.gcrailway.co.uk
 
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Archived from groups: alt.games.microprose.transport-tyc (More info?)

Ronnie Clark wrote:

[multipart locomotives]

> Does this also mean that you can force the correct building of
> multiple units? eg, a dual-headed train with a set number of
> indivisible coaches / vans in the middle?

Yes.

However, then the user won´t have free choice between passenger coaches or mail
vans ...

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

Michael Blunck wrote:
>Ronnie Clark wrote:
>
>[multipart locomotives]
>
>> Does this also mean that you can force the correct building of
>> multiple units? eg, a dual-headed train with a set number of
>> indivisible coaches / vans in the middle?
>
>Yes.
>
>However, then the user won´t have free choice between passenger coaches or
mail
>vans ...

Indeed. I think it's a crying shame that the playing area cannot be made
larger (I'm not for one moment criticising the Patch team! I fully
understand the reason for the current limit!). Then cities could be of a
more realistic scale, with separate mail / goods terminals, with dedicated
mail services (not that I don't try to do that anyway, but it'd be more fun
on a bigger scale!)

Ronnie
--
Volunteer guard on the Great Central Railway, Loughborough, Leicestershire
Visit the world's only double track preserved steam railway!
http://www.gcrailway.co.uk
 
G

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

Ronnie Clark wrote:

> I think it's a crying shame that the playing area cannot be
> made larger (I'm not for one moment criticising the Patch team! I
> fully understand the reason for the current limit!).

Well, AFAIK this has been done with that (rather illegal) OTTD undertaking.

However, simply enlarging the map size is just half the meal, because you need
numerous additional enhancements then, from new cargo prices (or a different
timing model) to a bigger number of industries ...

> Then cities
> could be of a more realistic scale, with separate mail / goods
> terminals, with dedicated mail services

I don´t see any reason why not having a separate station for mail (e.g., you
could set the number of cities to "small" giving more room to built). Or you
could have dedicated patforms for mail and direct your trains with the help of
waypoint stations.

> (not that I don't try to do
> that anyway, but it'd be more fun on a bigger scale!)

Of course. :eek:)

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

On 02/08/04 15:30, Michael Blunck wrote:
> Ronnie Clark wrote:
>
>
>>I think it's a crying shame that the playing area cannot be
>>made larger (I'm not for one moment criticising the Patch team! I
>>fully understand the reason for the current limit!).
>
> Well, AFAIK this has been done with that (rather illegal) OTTD undertaking.

Apparently it had it in earlier versions, but it was buggy so at
the moment it has been removed. I think they are planning to have
another go later on.

--
Tom Cumming

New to this newsgroup? Please have a read of the Frequently Asked
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Archived from groups: alt.games.microprose.transport-tyc (More info?)

> Apparently it had it in earlier versions, but it was buggy so at
> the moment it has been removed. I think they are planning to have
> another go later on.

Yes, there have been a few ways of doing it so far, but they were really
just hacks. A proper, stable rework of the whole game landscape arrays
(which control just about everything on the map) is being done, which will
allow future expansion.

--
Owen Rudge
http://www.owenrudge.net/

MSN Messenger: owen@owenrudge.net
ICQ: 125455765
 
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Archived from groups: alt.games.microprose.transport-tyc (More info?)

On 10/08/04 15:54, Owen Rudge wrote:

> Yes, there have been a few ways of doing it so far, but they were really
> just hacks. A proper, stable rework of the whole game landscape arrays
> (which control just about everything on the map) is being done, which will
> allow future expansion.

Cool - I look forward to it..

--
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.