Alpha: 2.0.1 alpha 35

Josef Drexler <josef.drexler-/[email protected]> Fri, 03 Sep 2004 00:54:13 -0600
Newsgroups gmane.games.ttdpatch.announce
Message-ID <20040903065430.115CB16B8D__10783.4140806974$1094194555$gmane$org@ttdpatch.net>
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
-- 
Josef Drexler (josef.drexler-/[email protected])
http://publish.uwo.ca/~jdrexler/

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