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0.6.0-beta 4 ist da
Verfasser Nachricht
Indiana
Geschäftsführer
***

Beiträge: 386
Themen: 21
Registriert seit: Jan 2008
#3
RE: 0.6.0-beta 4 ist da
Viel .

Code:
0.6.0-beta4 (2008-02-18) ------------------------------------------------------------------------ -Feature: Allow buttons to resize in NewGRF settings window (r12172) -Feature: Change colour of autorail and autoroad selection when Ctrl is pressed (r12167) -Feature: Separate catenary transparency settings from building transparency settings (r12103) -Feature: Allow locking individual transparency settings so they will not be changed by pressing 'x' (r12102) -Feature: Add some missing VarAction2 variables (r12124) -Feature: Make snow appear on rail tiles dependant on track height, not on height of the lowest part of the tile (r12098) -Feature[newGRF]: Specify the purchase, rail and road description of a bridge (r12069) -Feature[newGRF]: Add support for var 12, Variational Action 2 (r12045) -Feature: Allow trees on shore (r12029) -Feature: Invisible trees are now separate from the building concept (r12022) -Feature: Add support for passenger engine designation for AI-use, NewGRF property 0x08 for trains (r12019) -Feature: Show all cargo sources (en-route from) in the station view cargo waiting list instead of just one (r11990) -Feature[newGRF]: Resizable industry view window on callback 3A (r11987) -Feature[newGRF]: Implement var 8F(random bits) during callback 28 [FS#1697] (r11985) -Feature[newGRF]: Add support for Action 0D, var 13: informations about current map size (r11961) -Feature: Make use of new sprites added by Action5 type 0D (r11947) -Feature: Allow building bridge heads on more slopes (r11937) -Feature[newGRF]: Add support for Rivers. Rivers can currently only be placed with-in the scenario editor (r11926,r11938,r11949,r12071) -Feature: Generate.vbs script to allow project files generation for users unable to run generate bash script (r12123) -Feature: Sort the strings in languages dropdown (r11886) -Codechange: Drop MSVC 2003 support (r11979) -Fix: Test purchase list loading/loaded sprites instead of unconditionally returning a possibly non-existant sprite (r12180) -Fix: Return correct bridge price for AI when DC_QUERY_COST is set [FS#609] (r12171) -Fix: When drag&drop mode was cancelled by keyboard input, depot/group window wasn't updated [FS#337] (r12166) -Fix: Buffer overflow when drawing scrolling news [FS#1652, FS#1773] (r12165) -Fix: If a train is 'stopping' when entering a depot, do not let it leave again [FS#1705] (r12163) -Fix: Towns shouldn't build over houses owned by another town [FS#1757] (r12162) -Fix: Towns will no longer build houses > 1x1 there where should be road (with 2x2, 3x3 grid town layouts) (r12161) -Fix: Remove the arbitrary limit of 64 waypoints per town [FS#1744] (r12160) -Fix: Chance16I was now biased towards zero - round to nearest now (r12156) -Fix: Adjust aircraft slowing algorithm (r12144) -Fix: Callback 0x3D always gets a cargobit in var 0x18, independent of grf version [FS#1766] (r12142) -Fix: Do not allow adding tram to rail-road crossing when there is a vehicle on it (r12138) -Fix: Show cargo capacity for articulated vehicles correctly in the purchase list. Multiple cargo types can also now been shown [FS#1769] (r12137) -Fix: With mammoth trains disabled, maximum train length was limited to 9 (r12131) -Fix: Use tile index 0 for planes in the air, so it cannot have an invalid tile index [FS#1745] (r12109) -Fix: X/Y axis swap for station tiles in GetNearbyTile() was wrong way around [FS#1753]( r12108) -Fix: Loading older savegames fixes (r12096,r12097) -Fix: When a company bankrupts, remove drive-through road stops, ship depots and buoys too. Update owners of water and road [FS#1703] (r12095) -Fix: Do not set station owner for buoys when merging company (r12093) -Fix: Keep production level within delimited boundaries, while using var result 0D/0E and than multiplying/dividing it [FS#1755] (r12092) -Fix: Assert when loading savegame with wrong tiletype at south map borders (r12088) -Fix: Check overrides only for industries when mapping newgrf entities to 'real' entities [FS#1747] (r12086) -Fix: Update waypoint signs when changing language (r12080) -Fix: Use search paths when opening console scripts (r12079) -Fix: When reusing a renamed deleted waypoint, keep the new name (r12076) -Fix: Make docks at sea flood neighboured tiles (r12072) -Fix: Possible deadlock when there are no houses available to build at given tile (r12062) -Fix: Houses with zero probability could be built (r12062) -Fix: Do not clear tiles when the town won't be able to build any buildings anyway (r12060) -Fix: Allow building 2x2 building on slopes if not explicitly forbidden (r12060) -Fix: It was possible to build 2x1 and 1x2 buildings on slopes even if it was not allowed (r12060) -Fix: Teach NPF where road vehicles and trams can reverse (r12058) -Fix: Ships can drive through opponents' ship depots (r12058) -Fix: Slowdown train when approaching 90deg turn when 90deg turns are forbidden (r12057) -Fix: Enable YAPF to start searching inside a wormhole [FS#1704] (r12056) -Fix: Another way to fix AI trying to build road through depots (r12055) -Fix: The cargo translation table was loaded at the right time, but all the other global variables were now loaded too early [FS#1737] (r12052) -Fix: Random_func broke for desync debug (r12050) -Fix: Memset on multibyte array with wrong byte count (r12049) -Fix: Crash when centering on a vehicle (aircraft) that is outside of the map [FS#1741] (r12044) -Fix: Allow building transmitters and lighthouses on tree tiles [FS#1736] (r12043) -Fix: Reimplement how rivers and canals are stored in the map, allowing the sea/river/canal status to also be stored for buoys, docks, locks and depots. All these are now allowed on rivers and removal of them will revert to the original water type [FS#1676] (r12042) -Fix: Change ownership of or remove statues when merging/bankrupting companies (r12038) -Fix: For station tiles, only get road types for road stops (r12036) -Fix: Teach YAPF where trams can reverse, and where not [FS#1702] (r12035) -Fix: Do not show train speed as zero after loading paused game (r12033) -Fix: When removing a statue, remove town statue flag for the statue owner, not current player (r12032) -Fix: Prevent towns from removing or claiming ownership of player owned tiles when growing [FS#1689,FS#1719] (r12031) -Fix: In one case trees could spread under bridges (r12024) -Fix: Put a better suited text in the quit-dialog [FS#1690] (r12023) -Fix: Restore initial intent on the invisible tree while transparent building patch setting [FS#1721] (r12018) -Fix: When you have more than 9 network interfaces you'll enter the wonderfull world of overflows (r12017) -Fix: Better work on strings in regard to gender [FS#1716] (r12015) -Fix: Lighthouses and transmitters were never supposed to be build on a slope (r12014) -Fix: When modifying watered tiles, mark neighboured canals and rivers dirty in more cases (r12013) -Fix: Enable TownRatingTestMode during cost estimation with 'shift'-key (r12012) -Fix: Do not consider one-corner-raised-shores to be watered tiles from all sides [FS#1701] (r12011) -Fix: Avoid loading sample.cat if it 'looks' incorrect, and avoid later null pointer dereferences by moving volume lookup deeper [FS#1707] (r12009) -Fix: Possible reading from an invalid pointer [FS#1717] (r12005) -Fix: When skipping Action 11 or 12, also skip belonging sprites (r12001) -Fix: Do entrance-slope-check for every tile of railstations (r11999) -Fix: Possible remote assert by setting bit 6 of p1 for CMD_REMOVE_ROAD [FS#1692] (r11998) -Fix: Update train statusbar when stopping from zero speed [FS#1706] (r11996) -Fix: Resize station/roadstop/dock/airport construction windows if cargo acceptance list is too long (r11993) -Fix: When building two rail stations close to each other (with control) so they looked like one long track trains would see them as one (r11992) -Fix: Resize autoreplace window to fit purchase information text if it is too large (r11989) -Fix: Build system ignored changes to table/control_codes.h which require strgen to be rebuilt (r11986) -Fix: Also draw corner shores under rail tracks (r11984) -Revert(r8738): Now we have shores in corners. No need to remove them from TTDP games (r11982) -Fix: Use unicode glyph mapping to fix up missing/shuffled sprites in original data files instead of shuffling or skipping sprites directly [FS#1698] (r11981) -Fix: Industries using results 0D/0E on callback cb29/35 were a bit too eager to close down (r11976) -Fix: Shore and sea tiles under bridges were converted to canals in old savegames [FS#1684] (r11974) -Fix: Use grass tiles for corner shores, if shores got replaced by ActionA [FS#1683] (r11973) -Fix: Old AI shouldn't build fast planes with a small airport in orders(r11972) -Fix: MP_ROAD can have railbits too - OPF searching over rail of diffen t owner behind crossing (r11967) -Fix: OPF was searching through depots and normal road stops [FS#1403, FS#1506] (r11966) -Fix: Tropic zone data was returned incorrectly [FS#1685] (r11964) -Fix: NewAI couldn't build any road vehicles when there were any tram grfs loaded (r11958) -Fix: Disallow building locks and docks on rapids [FS#1675] (r11956) -Fix: Do not allow modifying roadbits when other roadtypes would need different foundation (r11953) -Fix: Loading of very old savegames was broken (r11951) -Fix: Slope detection of bridge ramps.Helps YAPF and Trolly (r11946) -Fix: FileExists() failed for non latin paths (win32) (r11945) -Fix: Allow building drive-through road/tram stops at road/tram track that has no owner (r11944) -Fix: 'BRIDGE_TOO_LOW_FOR_TERRAIN'-check was wrong for steep slopes (r11936) -Fix[autoreplace]: Single to dualhead locomotive replacefailed when player had enough money to replace and refit one but not enough to refit the last one as well [FS#1624] (r11929) -Fix[autoreplace]: Autoreplace could refit train engines to the wrong cargo type if the old engine had no cargo capacity and the new one had (r11928) -Fix: Loading old, pre savegame version 2, savegames (r11925) -Fix: AI was reading wrong tile slope while building road bridge (r11917) -Fix: set correctly crossing state after train reversal, train leaving crossing, train crash (r11900) -Fix: Segmentation faults/wrong frees due uninitialized memory in the AI [FS#1658] (r11887) -Fix: Assert when trying to remove rail from a house or industry tile [FS#1663,FS#1665-6-7-8,FS#1680,FS#1686-7-8 FS#1715 FS#1742 FS#1771 FS#1776](r11883) -Fix: Crash in MP in vehicle group window if the currently selected group is deleted by another player (r11878) -Fix: Another way to crash competitors' train in a station (r11877) -Fix: Automatically sending aircraft to depot for autoreplace/renew is now triggered by the correct conditions (r11875) -Fix: EngineHasReplacementForPlayer() didn't look in ALL_GROUP (r11872) -Fix: Do not update signals after each tile when building/removing a large block of track/signals/station [FS#1074] (r11871) -Fix: Slow down train when approaching tile we can't enter in more cases (r11870) -Fix: Do not make crossing red when we can't enter it in any case (r11870)
Have a N.I.C.E. day!

[Bild: indiana.1.png]
Real programmers don't comment their code - it was hard to write, it should be hard to understand.
--> Mein Heimkino <--
19.02.2008, 10:44
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Nachrichten in diesem Thema
0.6.0-beta 4 ist da - von Indiana - 19.02.2008, 10:14
RE: 0.6.0-beta 4 ist da - von Fränklie - 19.02.2008, 10:16
RE: 0.6.0-beta 4 ist da - von Indiana - 19.02.2008, 10:44
RE: 0.6.0-beta 4 ist da - von El Patron - 19.02.2008, 13:07
[Kein Betreff] - von Timmaexx - 19.02.2008, 13:57
RE: 0.6.0-beta 4 ist da - von El Patron - 19.02.2008, 14:09
RE: 0.6.0-beta 4 ist da - von pETe! - 19.02.2008, 16:29
RE: 0.6.0-beta 4 ist da - von Passi - 19.02.2008, 18:43
RE: 0.6.0-beta 4 ist da - von El Patron - 19.02.2008, 19:42
RE: 0.6.0-beta 4 ist da - von Indiana - 20.02.2008, 06:14
RE: 0.6.0-beta 4 ist da - von Karohemd - 20.02.2008, 09:50
RE: 0.6.0-beta 4 ist da - von El Patron - 20.02.2008, 09:53
RE: 0.6.0-beta 4 ist da - von Indiana - 20.02.2008, 10:37
RE: 0.6.0-beta 4 ist da - von Ammler - 20.02.2008, 11:18
RE: 0.6.0-beta 4 ist da - von Indiana - 20.02.2008, 11:22
[Kein Betreff] - von Ammler - 20.02.2008, 11:25
RE: 0.6.0-beta 4 ist da - von El Patron - 20.02.2008, 11:49
RE: 0.6.0-beta 4 ist da - von Indiana - 20.02.2008, 12:05
RE: 0.6.0-beta 4 ist da - von El Patron - 20.02.2008, 13:05

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