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1 26th July 17:18
josef drexler
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Posts: 1
Default TTDPatch 2.0.1 alpha 58



Hi all, the latest alpha is once again available at
http://www.ttdpatch.net/src/

Besides the usual assortment of bugfixes (including me applying the
correct "onewayroads" update from Oskar this time, not an outdated one
like in a57), this one has a nice bunch of goodies again.

A new switch, "newsounds on", adds support for playing new kinds of sounds
in-game, and for overwriting of existing sounds by grf files. At the
moment, the only new kind of sound supported is the random industry
sounds. More are to come soon. In Windows, this requires a new sound DLL
called "patchsnd.dll" that is extracted from ttdpatchw.exe automatically
whenever it's missing or outdated.

Well, that's all I'll say for this one, the full details are as usual
listed below.

Have fun!

Josef


All changes in 2.0.1 alpha 58:
- alpha 57 accidentally included an old version of the onewayroads
feature, it's updated and fixed now
- fixed a bug in nasm: if an ******** byte address offset is out of
bounds, it now generates a warning; updated nasm executables in
nasm/ directory
- added no-fail GRF Resource operations that do not deactivate the
.grf file if the resources are not available
- added veh.variable 45, curvature info to allow trains that tilt in
curves
- added train prop. 27: misc flags; so far they set whether train is
tilting or not (for higher curve speeds)
- added var.action 2 variable 1B, gives access to current display
settings
- make action 11 check that block is within grf size (like 1/5/A),
else emit code 7
- by Oskar:
* fixed bug with road under higherbridges sometimes showing
one-way arrows
* fixed bug with removal of bridge sometimes turning road under
bridge into one-way road
- by Csaba:
* Fixed the X axis of cargo payment graph, it had incorrect
values. Can be disabled with miscmods.dontfixpaymentgraph
* New switch: newsounds. The framework is done for both DOS and
Windows, but currently only house/industry animations and
industry random sound effects use it. (under DOS,
newsounds.highfrequency enables 22KHz mixing, it's on by
default)
* With newcargos on, now all cargo types are displayed in the
cargo payment window. Maximum 16 of them can be turned off at
a time, though.
* (devel) cleaned up newcargo.asm somewhat
* With newcargos on, the limit of waiting cargo is lowered to
32K to avoid display glitches
* Bug: callback 2E corrupted town data
* var. 60 for industry tiles is changed somewhat. New format
is: rrzzbbss, where rr is reserved for future use, zz is the
Z coordinate of the lowest corner, ss is the slope data as
returned by gettileinfo, and bb is a bitmask: bit 0
set=industry tile, bit 1 set=water tile, other bits reserved
* callback 2F is now called for steep slopes as well, so those
can be allowed
* for industry tiles, the land shape flag 0x20 means "allow
building on both land and water". Callback 2F can be enabled
to decide if a given tile is OK or not.
- added patchsnd.dll, will be extracted automatically from
ttdpatchw.exe if it does not exist yet
- (devel) implemented ptrvar definition
- added concept of "cargo classes" to allow better compatibility
between vehicle sets and future cargo sets; new cargo and vehicle
props added
- by Csaba:
* callback 2E no longer makes TTD crash
* fixed bug: passengers and mail created by callback 2E didn't
go to the town statistics
* fixed bug: Incorrect panning in the Windows version with
newsounds on

--
Josef Drexler | http://jdrexler.com/home/
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