Josef Drexler | 7 Feb 2006 03:22
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Alpha: 2.0.1 alpha 72


Hi all,

let's try this "final alpha before the beta" things yet one more time, as 
usual at http://www.ttdpatch.net/src/

Yet more bugs getting fixed, and still there are almost 200 left to work 
on... but hopefully we can make some serious progress once we go into 
beta.  In particular, the trams feature got a lot of fixes, and now also 
properly supports bridges.  Note that the tram support grf has changed, 
you need to download the updated version from 
http://www.ttdpatch.net/newgrf.html or there will be clipping problems on 
bridges.

TTDpatch now also has an official bug tracker at the wiki, see 
http://wiki.ttdpatch.net/tiki-view_tracker.php?trackerId=1&sort_mode=lastModif_desc 
(or click on the link in the top left box on any ttdpatch.net page).  Feel 
free to add any existing bugs that have been reported elsewhere to it.

It is still somewhat experimental, so if you notice any problems with it 
please report them.

Have fun :)

Josef.

All changes in 2.0.1 alpha 72:
- by Csaba:
   * added possiblity to disable old house types by setting property 8
     to FFh
   * added cargo properties 18 and 19 to allow changing how the cargo
     affects town growth
   * cargo callback 39 allows fine *tuning how much income the player
     gets from delivery
   * changed industry var. 60 to include landscape class info
   * added house variable 62, which works the same as industry variable
     60
   * added industry callbacks 38 (show extra info in fund window) and 3A
     (show extra info in industry window)
   * bugfix: disabling default industry types didn't work always
   * widened the new industry fund window so text fits better
   * bugfix: opening the industry fund window caused graphics glitches
     and crashes
   * added var 8D (square of Euclidean distance from town) to callback
     28
   * modified the vehicle list sorting code, hopefully it will become
     faster
- fixed crash in callback 2E
- by stevenh:
   * fixed RVs not overtaking
   * fixed tram tunnels... (build tram tracks against a tunnel and they
     automatically choose to be tram only or road only or both)
   * fixed tram tunnels with enhanced tunnels
   * fixed towns building crap around tram tracks
   * fixed masses of trees
- Cht: Used now shows cheat bits>31 (and omits leading zeroes)
- veh var 47 now holds info about cargo unit weight
- moved noregistry and newsounds code into ttdpatch.dll (this fixes the
   noregistry stuff for 2k/XP where it sometimes didn't work)
- enhanced tunnel fixes by Oskar:
   * prevent removing tunnels with train on bridge above tunnel entrance
   * fixed some graphical glitches
   * fixed cht: tracks
- (devel) added last patch proc to crash log
- fixed bug with mixed-power trains breaking when entering a
   non-electrified tunnel
- fixed crash/glitches in vehicle colours (2cc code) if enhancegui was off
- fixed 2cc vehicles being all black if no ccol2.grf loaded

--

-- 
Josef Drexler

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Gmane