Alpha: TTDPatch 2.0.1 alpha 56
Josef Drexler <[email protected]> Sun, 07 Aug 2005 18:09:30 -0400
| Newsgroups | gmane.games.ttdpatch.announce |
|---|---|
| Message-ID | <20050807221220.577052351A__21731.1692810201$1123452839$gmane$org@ttdpatch.net> |
Hi all,
after a long wait to due my absence in Peru, here's the latest alpha 56:
http://www.ttdpatch.net/src/
Those who have been following the "unofficial" builds by Csaba know what
this one contains already.
For the others, one extremely fascinating new feature by Csaba (with
some original work by Mek) is that of allowing new cargo types. It
enables grf files to define new cargo types, and together with the
feature allowing new industries, this can change the way you play TTD.
Not to be outdone, Michael Blunck has come out with such a grf file,
adding the types of "beer" and "fish", as well as corresponding
industries, and bringing the "food" cargo with its industries into the
temperate climate. You can download it from the TTDPatch New Graphics
page. Please DO read the readme file that comes with it before trying
to use it. In particular, you need to Ctrl-build buoys near the fishing
grounds to get a station there.
PLEASE NOTE: Using the newcargo switch requires the patch to do all
kinds of tricks with the savegame data internally. This is well and
good as long as you keep the switch active, but if you want to turn it
off, your best bet is to go back to a savegame before the switch was
turned on. It's possible to turn it off on savegames that have used it,
as long as you make sure no vehicle carries any non-standard cargo
types, and all corresponding industries are removed from the map.
Otherwise you'll get some very strange side effects.
Also, all savegames that are saved while "newcargos" is on become
incompatible with any earlier versions of the patch and cannot be loaded
correctly there.
Another thing that this switch changes is that it obsoletes the old
"moreindustriesperclimate". If you turn that on, it'll be deactivated
when newcargos is active. Instead of that switch, you can download
paper.grf from the TTDPatch New Graphics page, which now does the same
thing as a grf file instead of a switch.
Still, even with all the caveats I think this is a really exciting new
feature that will enhance gameplay by quite a bit.
Ah yes, one more thing that Csaba has managed to get working correctly
is his "enhancemultiplayer" switch, that allows more than two players in
LAN multiplayer games. Internet games need not apply unless the ping is
under at most 5 ms. He also fixed three bugs that could cause desynchs
if the ttdpttxt.dat files were not identical among both players.
And that's all (as much as there is of it), so enjoy your new alpha!
Josef
All changes in 2.0.1 alpha 56:
- fixed bug that allowed dock construction in the middle of the sea
- fixed problem with ttdload.ovl occasionally not getting rebuilt
and causing crashes at startup
- integrated all of Csaba's changes up to 2.0.1 alpha 55 vcs 5:
* new switch: newcargos
* devel: Restructured load/unload code to a single proc instead
of a myriad of small patches
* industry colors must always be specified from the DOS palette
from now on. The Windows version translates colors
automatically.
* added variable 1A, which is always FFFFFFFF, to help
specifying constants for action 2 calculations
* added multiply, and, or and xor to the available operations
for action 2
* added warning if a loaded scenario doesn't contain any towns.
* made gradualloading and fulloadany compatible again
* fixed feederservice bug that caused negative profit for
vehicles
* bugfix: industry tile prop. 10 didn't work
* bugfix: new industry tiles didn't work correctly for water
industries
* bugfix: the game no longer crashes when an AI player tries
transporting a new cargo type. It still needs to be "taught"
what vehicles to use for the new cargos, though.
* special industry tile type FF now works on land as well (it
used to always check for water)
* it's now possible for houses to accept any cargo by setting
new house property 1E or using callback 2A. (Wiki will be
updated soon)
* fixed station trigger 2 (it was broken with newcargos on)
* ctrl-built buoys now should work correctly
* fixed newcargos breaking fifoloading
* station action 3 wasn't working correctly with newcargos
* "Cht: ReloadIndustries" to reload all industry data to
existing industries.
* fixed a possible crash with DCxx textIDs
* support for house/industry tiles consisting more sprites.
* support for parametrized variables (6x) that accept a byte
parameter.
* fixed random station trigger 1 (it was broken for DOS since
a55vcs and it seems Windows versions were broken before
a55vcs as well)
* two new parametrized house variables 60 and 61 to count
houses other than the current
* fixed bug with newcargos messing up waiting cargo amount
reported to GRFs
* new parametrized variables (60..64) to get data about a cargo
type waiting without directly reading the station struct
* fixed bug with multi-sprite tiles not working correctly with
the larger spritelimit enabled
* added variable 48 for stations: bit mask of accepted cargos
* fixed incorrect re-applying industry data after loading a
game
* two new callbacks, 2B and 2C to decide industry tile
acceptance
* industry properties 0C..0E were broken
* fixed crash while TTD tries to build an oil rig
* new callback 2D to select vehicle recoloring independently
from the owner
* with newcargos on, there can be up to 65535 units waiting
from each cargo type from now on, although the display will
be incorrect if more than 32767 units are waiting. (The old
limit was 4095 units)
* the industry funding window now displays the map colors of
industries. Until someone comes up with a good way to fix the
map legend, this list can be used to identify industries on
the map.
* fixed crash with Cht: ResetStation if newcargos was on.
* fixed panning for resolutions above 640x480
* enhancemultiplayer switch
* fix patch actions that used vehicle pointers (shareorders,
resetorders, saverestorevehdata)
--
Josef Drexler
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