Beta: TTDPatch 2.0 beta 5 released

Josef Drexler <[email protected]> Thu, 11 Sep 2003 00:08:59 -0400
Newsgroups gmane.games.ttdpatch.announce
Message-ID <20030911040928.486C37D590__39230.4729590707$1063253417@ttdpatch.net>
I've released beta 5.  You can download it as usual from 
http://www.ttdpatch.net/beta/ or one of the mirrors.

I've also updated the manual with explanations for how the new graphics 
work, the town growth switches and the realistic acceleration, as well as 
other improvements.  It's also at the beta site, at 
http://www.ttdpatch.net/beta/#manual

One big change in beta 5 was written by Csaba Varga.  Now the 
experimentalfeatures switch is a bit switch, and he wrote several new 
experimental features, including shared vehicle orders, vehicles being 
colour-coded by profits in the vehicle list, and the finance window not 
opening every January 1st.  For a full description and info on how to use 
the shared orders, please read the manual entry.

Marcin Grzegorczyk fixed lots of bugs, both in TTD and in TTDPatch, you can 
find the full list below.  He also improved the size and positioning of 
some windows, so that the names and descriptions of new vehicles fit in 
properly.

Finally, I made the game remember the previous track type, and use it as a 
default for the rail construction window.  Now you don't have to keep 
changing it every time you open the window.  Also, all engines now 
correctly emit the right effect type (steam, smoke or sparks) even in mixed 
multi-head setups, and steam engines stop smoking inside tunnels.  Using 
miscmods 1024 you can even have them emi steam twice as fast and have the 
steam last longer, for a more realistic look.  Note that if there is too 
much steam, you may run out of "slots" for steam plumes, which are limited 
at 160.  However you can use "morevehicles" to increase this number if you 
want to.

The last big change was to how new graphics are handled internally.  Up to 
now, the number of files that could be loaded from newgrf(w).cfg was 
limited, or more correctly, the number of new graphics entries was 
limited.  Now you can load an unlimited number of files (as many as you can 
fit in memory), the only limit is that only 11484 new graphics sprites can 
be active at any time.

This means that a lot more new graphics can be active at the same time, and 
graphics for the wrong climate don't even count, for example.


All changes in beta 5:
- included more translations
- fixed crash in DOS version when out of sprite cache
- included Marcin's changes:
   * Bug fixed: stableindustry testing wrong variable
   * With multihead on and TTD standard graphics, it was
     impossible to move waggons after a trailing engine
   * With multihead off and new graphics, waggons moved after the
     second (trailing) engine would get lost
   * Cht:Money with no parameters is an error now (it used to set
     cash to -1)
- included Csaba's changes:
   * changed "experimentalfeatures" into a bit switch:
     + 1: trains slow down on crossings (from Oskar earlier)
     + 2: experimental station graphics selection (from Oskar
       earlier)
     + 4: TTD news messages are no longer black and white after
       the year 2000.
     + 8: Allow linking vehicle schedules to more than one
       vehicle.
     + 16: A news message will appear if a crashed train is
       cleared (needs morenews on)
     + 32: In the vehicle list windows, profits will be
       color-coded: red: the last year profit was negative
       yellow: the last year profit is below 10.000 pounds
       (spoils your rating) green: the last year profit is
       above 10.000 pounds
     + 64: Your company finances won't pop up on every 1st
       January.
   * Zeppelins only crash at small airports (they also used to do
     it on large airports and heliports) (enabled with
     generalfixes)
   * Different wagon types won't show up in the same line in
     depots (rare bug), (enabled with generalfixes)
   * Vehicles less than two years old won't be colored in vehicle
     lists (their last year wasn't a full one, so they can't be
     judged automatically. BTW the performance code also ignores
     these vehicles.)
   * Zeppelins will crash on large airports, but not on heliports
     with generalfixes. To disable crashing on large airports, add
     256 to your miscmods switch.
- integrate Euro glyph into the patch; but the one from trg1.grf
   will be used if present
- make action A change the sprite size properly
- separately assemble the protected mode code and attach to end of
   .exe to get around 64KB limit
- remember previous track type and use as default for rail
   construction window (with generalfixes, may be disabled by
   miscmods 512)
- allow 11484 new sprites, instead of only 8192
- fixed bug if line in newgrf(w).cfg had trailing space(s)
- changed sprites.txt to show the action number in each definition,
   to avoid some confusion
- fix steam engines in middle/at end of trains; they didn't smoke
   when first head was in tunnel, but did smoke when they're in the
   tunnel
- steam engines steam more if using more power
- show more electric sparks if using more power
- now all engine types show the right effect even in mixed-type
   trains
- allow 11484 *active* real sprites, and unlimited (I think...)
   pseudo-sprites or inactive sprites, only available memory is the
   limit
- included Marcin's changes:
   * with newships=on, in the Ship Details window texts in the
     lower part are shifted 20 pixels to the right (so that they
     don't overlap the ship sprite)
   * with newtrains=on, the New Railway Vehicles window is widened
     to 240 pixels if it's narrower originally
   * the maximum value for largertowns is now 70
   * with generalfixes=on ships stuck under a bridge will be able
     to break free
   * Wooden bridge is now available from 1920 on if no other
     bridge type is.
   * House selection won't go into infinite loop as long as the
     availability years are sane. That is, houses with the lowest
     start year are always available.
   * startyear < 1930 now forces generalfixes on
   * ttdpatchdata.orgpl2 was not recorded in one-player, which was
     a Bad Thing and could potentially confuse the ishumanplayer
     proc
   * Town stats are cleared when a scenario is started if
     generalfixes=on, thus fixing the bug with passengers/mail
     last month showing weird values in February
   * Bug fixed: Cht:PlayerID with no parameters randomly refused
     to work. Also, the second parameter is now interpreted as a
     32-bit value.
   * Bug fixed: TTDPatchW modifies the correct window even when
     started in background
- make 114KB heap block if sprite arrays 7f9e8..9c458 unused
- fixed bug in random sprites: cargo was randomized when train
   entered a depot
- with miscmods 1024 (more steam), steam engines smoke four times as
   fast, and the steam also lasts twice as long
- included Marcin's changes:
   * Fixed wrong first vehicle arrival message for buses converted
     to trucks and vice versa.
   * Fixed Local Authority actions disappearing if the cash is
     close to the maximum.
   * No wagons are displayed, and no "New wagon available"
     messages appear if there are no engines to buy.
-- 
Josef Drexler ([email protected])
http://publish.uwo.ca/~jdrexler/

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