This one brings some major changes. First and foremost, Oskar Eisemuth
has been able to implement a new switch, "irregularstations on". You can
guess what this does... yes, it allows irregular stations. It essentially
replaces the "largestations" switch, because it allows you to build all
kinds of irregular stations, with both directions, different lengths,
different numbers of platforms, anything. The only limit is that the
station as a whole must be no more than 15x15 in size.
While adding new pieces to the station is straightforward, a note of
warning for removing them: by default, the bulldozer will remove the
entire station, including all irregular sections. However, if you hold
down "Ctrl" while bulldozing a tile, only that tile will be removed. Of
course, the old "overbuilding" feature remains, so you can build new
sections on top of other sections, and they don't have to overlap exactly,
nor even match in direction!
Aside from this, Mek has implemented the "morestatistics" feature, which
at the moment counts the amount of each cargo transported by a company.
You can access it from the company window, or by opening the company
window while holding "Ctrl".
Finally, I've changed how waypoints are displayed in the orders window.
Previously, it was hard to tell what stations were waypoints and what
stations weren't. Now, all orders to stations at which the train will not
stop (this is both waypoints, and non-stop orders if the "nonstop" switch
is on) will be shown as "Route through Flinfingbury West".
Other than that, the changes are mostly bugfixes and the occasional new
tool for .grf authors. See below for the full list.
And now, have fun with irregular stations!
Josef
All changes in 2.0.1 alpha 59:
- new generic var.action 2 variable 7F, a 60+x variable that
accesses the grf param (from Action D etc.) given by its parameter
- fixed bug with newsounds action 0 always overriding ID 0 and
following
- fixed crash when displaying some PBS signals
- changed [mainhandlertable] to varptr ophandler
- improved encoding of sparse relocations for ptrvars with few or
very widely distributed accesses
- actually added new miscflags and cargo class properties
- added correct error codes to station action 0 sprite errors
- added vehicle callback 31 to determine whether vehicle may be
started in depot
- fixed bug with refittability due to cargo classes setting capacity
to 0
- by Csaba:
* Bug fixed: Scrollbar arrows stuck pushed in the industry fund
window and the cargo payment rates window
* Bug fixed: Sound priorities were handled incorrectly
* Bug fixed: The new cargo payment window didn't always display
the last cargo available
* (devel) Newhouses data is now allocated dinamically if the
switch is on. This saves roughly 15Kb memory for those who
disable this switch.
* Industry tile var. 43 can now be used during callback 2F
* TTD bug fixed: sometimes a bogus message could be displayed
instead of "Site unsuitable" when trying to build an
industry.
* Bug fixed: Industry variable 8A was incorrect during callback
28
* "Cht: RestartConst" now works on industries as well
- fixed crash using callback 30
- added ID, feature and callback info to crash log
- fixed resolve.pl, was giving wrong addresses since introduction of
.ptr
- fixed integer division overflow when adjusting newcargo price
factors
- fixed hang with tilting trains if curve speed setting was not
realistic
- changed all non-stop orders (waypoints or explicit) to say "Route
through X", or "Route non-stop through X" for non-stop waypoint
orders with "nonstop off"
- fixed bug in loading/unloading: it applied a cargo limit for heavy
trains even if not using realistic acceleration
- added callback 32, called every 32 days that determines whether to
trigger vehicle trigger 10 (for now, may be able to do more later)
- added vehicle variable 46, motion counter for animated vehicles
- added division and modulo operations to action D
- fixed caching of 40+x vehicle variables again (broken since a56)
- added variable 5F, returns random trigger bits for all features
that support them (i.e. the triggers which have been triggered at
the moment)
- by Mek: fixed bug if train was sent to the depot, fifo loading
would get stuck
- by Csaba:
* two new return values for callback 28
* Bug fixed: Acceptance change messages weren't generated for
new cargos
- fixed bug/crash when industry props. 0B..14 were being set with
nprops>1
- use cargo class 0 for deciding what appears as bus stations, but
allow only regular passengers at bus stops
- by Oskar: "irregularstations on" allows building irregular
stations
- by Mek: "morestatistics on" collects statistics on transported
cargo
- station var 45 corners no longer consider connections to tiles 2/3
--
Josef Drexler | http://jdrexler.com/home/ ---------------------------------+---------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Avoid showers. Take a bath. | Don't remove the "nospam" part.
That's great! I love the one-way roads and the irregular stations...
Just a couple of things...
- Bus stops don't seem to work any more. The buses just drive straight
past, still looking for the stop.
- I can't build a beer lorry. Is that because I've done something
wrong, or because no-one has designed one yet? (Not that I'm
complaining, I wish I had the technical and artistic skill to
contribute a set but, well, my talents lie elsewhere...)
--
Stevie D
\\\\\ ///// Bringing dating agencies to the
\\\\\\\__X__/////// common hedgehog since 2001 - "HedgeHugs"
___\\\\\\\'/ \'///////_____________________________________________
Archived from groups: alt.games.microprose.transport-tyc (More info?)
On Wed, 14 Sep 2005 22:38:59 +0100, Stevie D wrote:
> Josef Drexler wrote:
>
>> The latest alpha is available at http://www.ttdpatch.net/src/ >
> That's great! I love the one-way roads and the irregular stations...
>
> Just a couple of things...
>
> - Bus stops don't seem to work any more. The buses just drive straight
> past, still looking for the stop.
What do those busses transport? Tourists? Do you have any new cargo sets
loaded?
--
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.
Archived from groups: alt.games.microprose.transport-tyc (More info?)
rupprecht wrote:
> game crashes when clicking on a transitstation(ship-train). maybe it's
> because of the big amount of oil there?
It's not the amount of oil. However, TTD is trying to display the name
of something and can't find the name. I suggest you might try turning
off grf sets and see if there's one set which causes this error. That
might be a clue about what's wrong.
--
Josef Drexler | http://jdrexler.com/home/ ---------------------------------+----------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Play Chess, not Basketball. | Don't remove the "nospam" part.
Archived from groups: alt.games.microprose.transport-tyc (More info?)
Josef Drexler wrote:
> What do those busses transport? Tourists? Do you have any new cargo sets
> loaded?
They were just ordinary buses. I do have the new cargo sets loaded,
with fish and beer, but there's no sign of any tourists anywhere.
Running alpha 59 for DOS. Tried it with new games in different
climates and it makes no difference, the buses still drive straight
past the bus stop without realising it's there.
--
Stevie D
\\\\\ ///// Bringing dating agencies to the
\\\\\\\__X__/////// common hedgehog since 2001 - "HedgeHugs"
___\\\\\\\'/ \'///////_____________________________________________
Archived from groups: alt.games.microprose.transport-tyc (More info?)
Stevie D wrote:
> Josef Drexler wrote:
>
>
>>What do those busses transport? Tourists? Do you have any new cargo sets
>>loaded?
>
>
> They were just ordinary buses. I do have the new cargo sets loaded,
> with fish and beer, but there's no sign of any tourists anywhere.
>
> Running alpha 59 for DOS. Tried it with new games in different
> climates and it makes no difference, the buses still drive straight
> past the bus stop without realising it's there.
Turns out I was checking the wrong variable. Ah well, it's fixed in
alpha 60.
--
Josef Drexler | http://jdrexler.com/home/ ---------------------------------+----------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Play Chess, not Basketball. | Don't remove the "nospam" part.
Archived from groups: alt.games.microprose.transport-tyc (More info?)
"Josef Drexler" <nospam0905@joesbox.cjb.net> wrote in message
newsan.2005.09.14.03.01.13.534397@joesbox.cjb.net...
>
> Hi all,
>
> The latest alpha is available at http://www.ttdpatch.net/src/ >
> This one brings some major changes. First and foremost, Oskar Eisemuth
> has been able to implement a new switch, "irregularstations on". You can
> guess what this does... yes, it allows irregular stations. It essentially
> replaces the "largestations" switch, because it allows you to build all
> kinds of irregular stations, with both directions, different lengths,
> different numbers of platforms, anything. The only limit is that the
> station as a whole must be no more than 15x15 in size.
Excellent! My long dreamed-for bay-plaforms have arrived!
> Finally, I've changed how waypoints are displayed in the orders window.
> Previously, it was hard to tell what stations were waypoints and what
> stations weren't. Now, all orders to stations at which the train will not
> stop (this is both waypoints, and non-stop orders if the "nonstop" switch
> is on) will be shown as "Route through Flinfingbury West".
Would "pass Flinfingbury West" not allow great brevity?
Great news on the new feature, though! Just as I was coming to the end of an
old game, too!
Archived from groups: alt.games.microprose.transport-tyc (More info?)
Ronnie Clark wrote:
> "Josef Drexler" <nospam0905@joesbox.cjb.net> wrote in message
> newsan.2005.09.14.03.01.13.534397@joesbox.cjb.net...
>
>>Finally, I've changed how waypoints are displayed in the orders window.
>>Previously, it was hard to tell what stations were waypoints and what
>>stations weren't. Now, all orders to stations at which the train will not
>>stop (this is both waypoints, and non-stop orders if the "nonstop" switch
>>is on) will be shown as "Route through Flinfingbury West".
>
> Would "pass Flinfingbury West" not allow great brevity?
You're free to edit it using ttdpttxt.txt and mkpttxt.exe.
Still, perhaps it would be better to make that the default, but I think
"route through" conveys better that the train won't stop.
> Great news on the new feature, though! Just as I was coming to the end of an
> old game, too!
Never!
--
Josef Drexler | http://jdrexler.com/home/ ---------------------------------+----------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Play Chess, not Basketball. | Don't remove the "nospam" part.
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