Beta: Beta 3 is out

Josef Drexler <[email protected]> Mon, 28 Jul 2003 17:39:48 -0400
Newsgroups gmane.games.ttdpatch.announce
Message-ID <20030728215501.DF50D6BD2D__41006.5171811313$1059429450@ttdpatch.net>
I've released beta 3, you can get it at http://www.ttdpatch.net/beta/

The newships and arcticset graphics sets have also been updated, you need 
to download the latest versions for beta 3, also at the above site.

Aside from the usual bugfixes, there were three changes.  The first one was 
a bugfix for realistic acceleration for road vehicles.  If they were 
TTDAltered to have large capacities, their weight could exceed 127 tons, 
which caused a crash.  However, this fix requires that if you're using 
custom patch texts (ttdpttxt.txt), you have to change the "rvweightinfo" 
entry: the first \7d must be changed to \7c.

Also Csaba Varga has added even more currencies, enabled with the 
"morecurrencies" switch.  He removed the CUS currency, instead now all new 
currencies can be changed, via the ttdpttxt.txt mechanism.  I will write 
how this works in the manual.  This made the "cusmultiplier" obsolete, so 
you may see a warning message if you have that switch in your 
ttdpatch.cfg.  You can just ignore that warning.

Finally, I've introduced a new sign cheat which gives you control over what 
new graphics sets the current savegame uses.  If you say "Cht: Graphics", 
all new graphics will be activated (except those that can't, e.g. because 
they're in the wrong climate).  If you say "Cht: Graphics <ID> [0/1]", you 
can activate or deactivate a specific graphics file, identified by the 
GRFID.  If you leave off the 0 or 1, it will be activated by default.  To 
find out the right graphics IDs for a certain .grf file, you can use 
Shadow's Graphics Manager, available from  http://www.ttdpatch.de.vu/ 
.  Note that for these activations/deactivations to be permanent, 
"saveoptionaldata" must be *on*.  It is recommended that you always turn on 
saveoptionaldata, unless you have a good reason not to (and I don't know 
any yet).  Note that you still can't activate the tempset if the dbset is 
already active, and vice versa, because these two sets are mutually 
exclusive.  You have to turn off the first one, then turn on the second one 
if you want to switch.

Here's a list of some GRFIDs:

arcticset: 6D620104
dbset: 6D620400
newships: 6D620004
tempset: 6D620204
cargoset: 6D620305


All changes in beta 3:
- added more consistency checking to the grf loader code
- if possible, show sprite number that caused an error
- always show first error now, instead of last error
- renew cost (either cheat or autorenew) was not added properly in
   finances window
- fix crash when vehicles autorenewed
- fix if newships on but no newships.grf: had incorrect cargo for ships
- two new variables for var. sprites: datefract (09) and animcounter
   (0A)
- fixed bug in engine variational sprites (crash in purchase list)
- override for helicopter rotor, using wagon override
- debug switch S+ that dumps switch list to list.tmp
- fixed crash if RV weight overflows (>127 tons with cargo)
- must change rvweightinfo: first 7d to 7c in ttdpttxt
- ttdvar macro now supports full range from 0 to 0x9f1e7
- by Csaba: implement more new currencies, allow changing them all
   via ttdpttxt.txt
- make action 0a work with all types of sprites
- work towards supporting 12000 new sprites instead of only 8000
- simplify TTDPatch sprite data handling
- Cht: Graphics [<ID> [0/1]] to activate/deactivate all or particular
   graphics
- by Marcin:
   * fix some mistakes in sprites.txt
   * fix calculation of swapped memory size
   * fix for statue removal: now needs either moredynamite or
     morebuildoptions, not both
   * fix some issues in the version data collection code
-- 
Josef Drexler ([email protected])
http://publish.uwo.ca/~jdrexler/

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