
==== Very urgent =======

- FOR RELEASE:
  * rename sprites.txt to newgrf.txt

- docs: make htmlhelp

- site: at grfcodec site, mention/post sprites/txt (better newgrf.txt)

- when changing console size, remember current settings

- fix large ships tip not being drawn properly; check ship motion and
  redrawing of the main window; should have the size calculation there

- BUG: win.ver. doesn't handle CRCRLF, dos.ver. does

- BUG: loan size causes problems in multiplayer games (other player gets wrong
  amount); also it doesn't seem to be fixed actually; maybe this is fixed now?

- make hotkeys work for ship and aircraft tools too (and maybe others?)

- make planting more than one tree in a square affect city ratings, but
  perhaps not as much

- make remove industry apply only for dynamite, instead of requiring Ctrl key

- catch alignment problems in flagdata.h automatically (nasm macros?)

- link to grf manager and grf wizard

- too much diesel smoke when train is slowed down by bridge speed limit

- mechanism to have .grf specify what "resources" it changes, e.g. all train
  engines, all temperate train engines, all wagons... and in what climates
  to have automatic exclusion of incompatible .grfs
  new action; maintain bit mask of vehicles that are redefined, if clash then
  the second one is skipped (action should be for each block of vehicles)
  define action 7 test for this too maybe?

- make elrails cost change in time, something like
  mx - (mx-mn)/(fix(steps*log(1+(2000-1920)/scale))/steps) * fix(steps*log(1+(year-1920)/scale))/steps])
  mx=8 mn=1.6 steps=3 scale=8
  use bsf instead of log, of course

- newttdsprites array is no longer necessary, except for swapping tunnel
  icons; swap their spriteoffsetinfile values instead
  oh, and for el.rails construction icons, those might be a bit more difficult

- clean up sources; get rid of all now-useless #if 0 .. #endif and
  commented blocks

==== Rather urgent =====

- take another look at road vehicle realistic acceleration

- implement George's 24-dir action 1 for road vehicles turning

- use highscore table to store Windows loader as well?

- check for duplicate grfs and show warning if GRFID exists already

- bug? subsidiary managing in multiplayer

- use zlib to compress ttdprot?.bin; ideally keep header+loader uncompressed
  and compress only rest; otherwise uncompress header+loader separately

- town stats with growth mode 2: maybe show growth rate if debugging?

- make train colour coding apply only to last year's profit, not whole line

- "freighttrains" option: multiply capacity and weight of all cargo wagons
  and production of industries by 16. Divide income by 16.  Then freight trains
  will have realistic weight and capacity, compared to passenger/mail trains.

- automatic multiheading of new .grf engines
  a) buy specified vehicle after another vehicle, make them inseparable
     (allow recursion to buy triples or quadruples)
  b) buy specified vehicle at end of train
  think about how to allow multi-ICE sets (head-wagons-tail-head-wagons-tail)

- elrails: for crossings/connections between elrail and reg. rail don't
  show pylons and wire for track pieces that go to reg. rail

- in town, show "Population: 600 (snow)" or "Population: 600 (desert)"

- calculate train power correctly for mixed reg/electric trains on regular
  track; perhaps only for realistic?

- use TTD's cache for TTDPatch sprites (at least in lowmemory mode?)

- subsidiaries: if company is in time between take-over offer and bankrupcy,
  it won't do anything even if it has the cash. use this to make non-ai
  controlled subsidiaries perhaps?

- subsidiaries: if A owns (75%of) B, B owns C and C owns D, allow A, B and C
  to manage D without going through the chain explicitly

- large sprites (also buildings) sometimes don't get drawn properly, e.g.
  the cruise ship sometimes has the tip cut off
  -> just set veh.box_coord properly?

- make feeder service optional by selecting both load and unload at an order

- make station coverage depend on size: large airports bigger, small airports
  normal, similar for train stations.

- when refitting planes/trains, show mail, and show passengers/mail as well
  as just passengers

- Presignals don't look right in toyland, where signals look different

- Bug: Industry acceptance is mostly ignored

- !! BUG !! Pre-signals crashes if too large chunks without signals present
  (this is a bug in TTD; stack overflow. Maybe I can fix it anyway?)

- Include depots "usefully" in a pre-signal block.
  Idea: when depot checks whether block is clear, count pre, exit & combos
	if (pre&exit) or combo present, depot "signal" acts like pre-signal
	then placing combo-signal in front of depot makes depot act like
	a sponge; otherwise it's not interfering with the regular station
	operation

- Makefile: make install dirs an environment parameter in .bat files

- make Cht: XXXX ? always show cost even for cheats that don't cost
- make Cht: XXXX ? not set the bit in Cht: Used

- DOS version: save interrupt vectors before calling TTD, restore afterwards,
  so that the DOS version doesn't lock up/crash/catch fire when TTD crashes

- translation compiler, auto-add new switches to the help display for lang's
  where they're not defined yet

- update combo signals: count all exits, combos themselves aren't exits, but
  rather regular signals.  All pre-signals red/green according to all exits.
  Maybe change TTD's signal finder to go across combos when doing this.
  another idea: one more bit that says "count as red", set for n of the exits
  where n=number of trains in pre-signal blocks, thus if there's one train in
  a pre-signal block, and one green exit somewhere behind a combo signal, it
  doesn't actually count as a green exit.  This should work.

- signals in tunnels & on bridge.
  could work like this: when last waggon leaves bridge ramp/tunnel entrance,
  set signal green.  Whenever entering a new fake square, fudge the signal
  check to return yes, and red or green depending on train on the next
  square
  (all this only if the signals are valid, i.e. two one ways, both same way)

- refresh screen (or docks window) after refitting ship

- store language data in resource section for Windows version

- fix ships:
try changing the two immediate operands at 16A4D1 from 6 to some larger value, and setting the following two at minus half that value (i.e. currently they're -3)

- renew wagons along with carriage

- make Cht: Semaphores cost, equal to difference between placing and removing
  a signal for each signal

- slowdown on bridges and before crossings as long as any wagon is on them

=====  Not so urgent  =====

- add sound effects for diesel, electric and monorail/maglev trains entering
  a tunnel

- allow trains to go backwards: fake it by reversing the order, and copying
  all engine data from the real engine to the new first wagon; make sure to
  always reverse it when entering a depot.  Will require multihead on to work.
  perhaps show "correct" (unreversed) order in train window to avoid confusion

- improved steam displays; new sprites for each direction, different sprites
  if engine is using more power

- show destinations in train and rv lists, like planes and ships

- for trucks, resolve traffic jams by disabling the collision detection

- allow running cost and purchase cost factors > 255 for all vehicle types

- how about ship speed > 127 km/h?

- for normally dualheaded engines, count twice as many heads half as much
  (i.e., each unit of two gives same advantage as one unit for regular engines)

- speed limit for cargo waggons

- allow updating vehicle data as game is running?

- allow train refitting; allow to choose cargo types available

- maintenance cost for tracks?

- power efficiency factor; or better: internal power used to calc. accel
  plus power displayed in all vehicle windows

- cht: grfinfo - show some window with info about all graphics, activation
  state

- cht: grfact - activate a particular .grf file by grfid, or number in newgrf.txt
  how difficult is it to make a yes/no window?  maybe show one for each entry
  Activat "this file" filename and description from action 8 Y/N? for all of
  them; also show current status; pause before opening window!

- have a counter for refitting; increase it when refitting for the same cargo,
  to switch between different cargo sub-types; e.g. different types of goods
  reset the counter when refitting for a different cargo type

- support independent random trigger chains (but how??)

- high-speed bridges; length 2-inf; expensive (possible?), look=just base, no cover
  also Cht: UpgradeBridges [to [from]]

- One line in CFG file should be version number. Then new versions should
  ask "New version of TTDPatch, update CFG file?" if ttdpatch.cfg exists
  (if N is answered still update it, but only change the version number!)
  This should take obsolete values into account.  But what about players who
  try out a new version but then go back to the old one?

- Refit both plane compartments separately; also choose relative size?

- signals on bridge heads?  Does it work already (if error checking removed)?

- signals under bridge?  should work too...

- minimum load; never leave a station if less than X percent full.  Perhaps
  only if not forced unload.

- In depot with long trains, show only one train but all cars
  perhaps split train over several lines

- Sort train/etc. list by number, profit, last year's profit, etc.
  Initial sort order by cfg switch, then use sign cheat? Or Ctrl?

- Disable AI: trains/bus/truck/ship/plane

- Faster scrolling with ctrl-shift.Extremely fast.

- Stocks: get part of profit, get money for selling stock. If 75% owned
  company goes bankrupt, only pay 25%

- Bank in temperate: produce some valuables right after getting others

- Airport number: Make noise units depend on city size!
	all cities have 2 at least, up to 400 inhabitants, where
	they get another one.  Then every 300(?) they get one more.  Up to?

- Cht: MaxRatings

- Increased production, higher limits.

- Company value doesn't include stations,vehicles,track.  When buying a
  company, bank balance is returned immediately (i.e. buy for free)

- Cht: GlobalAd 0..2, does Small..Large ad campaign at all stations not
  only close to a city

- Slow down time
- Build when paused

- Stations: Load fuller trains first
	and if next train waiting, leave station -> check after signal

- Cht: OwnCrossing should determine the owner by tracing the tracks

- Retain names and serv.int. and refitting when selling and buying again

- Plane: Crash instead of getting slower, but much more rarely, and try
	 to crash where they are not at airport. Option to disable all crashes

- Max Loan = 10% of real comp.value (w/o cur.loan) + initial loan

- bulldoze all roads&computer gets 10xmoney&city hates

- bulldoze without penalty

- Larger stations; maybe there is a way to have even more than 7 platforms
  Longer stations to hold an entire mammoth train.  Maybe slightly shorter.

- find lost trains.  Not too difficult now that we can show error messages

- RV's: no collision detection in the station

- make mail/oil/food a refit option for trains and
  planes, different sub-divisions on planes, e.g. 0% mail, 10% mail,
  25% mail, 50% mail, 75% mail, 100% mail cycled by Ctrl

- Restrict switches for competitions

- automatic cht: owncrossing after sellout/bankruptcy

- Prevent landscape changes unless good standing.  Big penalties.

- Improve ship pathfinding for longer distances.  Diagonal not north then west

- Larger tile sizes in the editor.

- Add other industries (lumber mill!)

- Train signals make RV sigals go red too.  Or road signals set train signals
  red.  Or both.  Or, slow down trains to, hmm, 100 km/h when they activate
  RV signals.  Also combine several crossings in a row
  (turn on lights for all of them)

- cht: money 1,000,000 (i.e. ignore commas and/or decimal points for better legibility)

- mouse wheel does a zoom in/out. Maybe numpad +/- instead. Or both.

- add option in menu to jump between editor and playing

- some hydroplanes that land on water and use the boat docks?

- fullloadany should be optional by vehicle type

- link ratings and cargo of several stations to "simulate" several facilities
  of each type

- cargo payment rates should follow supply and demand rules

- make economy fluctuations smoother, e.g. changes or +/- 10%, but more often.
  +/- 50% should be rare.

- limit station capacity according to facilities attached

- sign cheat to force all vehicles (or of some type) into the depot; like
  clicking the "depot" button

- in vehicle list: old=red, in depot=red, old+in depot=?? (purple?)

- in vehicle window title: show "veh. name (old)" or something

- all windows: replace "X" by push pin and "X".  Push pin sets a bit in
  window structure, if set, window won't be replaced by newer windows

- Cht: NewCompany to force a new AI company to appear (independent of
  difficulty?), of course only if slot available

=====  Not in to-do list =====

- Towns: factor all passenger&mail numbers to "fake" larger towns.
- city display: show more inhabitants, multiply by some constant factor
  => change text string to show "Population: x,000" to multiply by 1000



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

   CHANGELOG

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


before 1.6
- A switch to turn off inflation
- Free up runindex array, only use for patch hooks and use variables instead
- Search for "Version" not "Copyright"; then search for the version string
  and display both   .25hrs
- Cht: Repay to repay as much of the loan as affordable.  Useful if you just
  bought a computer player that had a huge loan
  OR use shift to borrow and repay as much as possible
  -- implemented using "Ctrl".  2hrs
- Repair cht: owncrossing.  1hr (+1hr originally)
- Adjust the life of the engines so that you can still buy helicopters in
  2070.  This could work in the way that no engines that are currently in use
  will become outdated and instead will always keep their life expectancy,
  while unused and unpopular engines would eventually disappear.
  -- will be always two years before phase 3.  3hrs
- Office Towers also accept food - check climate type;  same for hamburger
  bars ("shops&offices") - those should accept goods.  x+1hr
- Serv.interval settable
- Save games uncompressed for easier editing.  Bypass compression and write
  directly into the buffer
  -- cht: dumpmemory writes files ttdmem.dmp.  1hr
- Make full load behave such that the train leaves if any type of cargo is
  full, not all of them. Useful for airplanes, to fill them with passengers
  and take as much mail as available
  -- 2hrs
- Make it possible to select what is going to be picked up at stations, so
  that there won't be passengers waiting for the never-arriving train
  Don't let cargo arrive until the first train able to pick it up has
     arrived - then let this sort of cargo arrive forever or maybe only until
     the station is renamed
  -- station has to die to be reset though.  1hr
- Cht: Year should change ages/serv.ints./etc too
  -- changes age and last service.  1/2hr
- Translate ttdstart.pas to C   LONG, 10hr?
- Maybe use a configuration file instead of command line options?  There seem
  to be too many of them than any sane person can handle...
  add -C and -W options and update doc   LONG, 10hr?
- DOC: z and y Problem
- DOC: ttweb;id=114;go not ttweb;list

1.6
- Small airports after 1975 or so. [20 min]
- BUGS: -airplane count, -servint, -mountain/curve not hex  [1hr]
- 2055+16000 days bug [2 hrs]
- Build station - if Ctrl 3-7/4-7 not 1-5/1-4 [3hrs]
- Longer bridges [2hrs]
- Somehow restrict cheats in multiplayer games to the player placing the sign,
  which is difficult because signs don't have owners.  Maybe use the company
  name instead of signs.  Check into 9ea35 [active player]; 770f8 [human1] & 770f9 [human2]
  [40min]
- bulldoze all city roads.  Connected ones cost 4 trees.  [2hrs]
- Recursion factor change from 6 @136ffc 137113
- Cht: Year w/o number = crash! [5 min]
- Beta version: not all switches! Only with -V to write .VER file [10min]
- Cht: Nononstop and Cht: Allnonstop [30min]
- Cht: ServInt <days> <types> <ai too?> [30min]

1.6.1
- Swap out if low on memory, keep only the protected mode code [4hrs]
- Multi-headed trains, buy extra engine with Ctrl [10hrs]
- TTDLOAD.OVL instead of TTDLOAD.EXE and TTDLOADW.OVL instead of TTDLOADW.EXE
- b2: Fixed bugs with planes freezing when using -M
- Languages too large for DOS; put all at end of EXE file [10hrs]

1.6.2b1
- Low memory version
- !! BUG !! Station spread for AI -> obelisk stations
- !! BUG !! Refitting engines with 0 capacity -> don't even show refit button
- !! BUG ?? Refitting train engines AND PLANES! - "must be in hangar" DOS version
- !! BUG !! Win95 - cht: tracks no change tunnels/bridges/stations
- !! BUG !! Buying multi-headed, only buy one not two!!
- !! BUG ?? Possible to add perpendicular platforms to a station?
- Marcin !! BUG !! Undead vehicles.  When built not immediately -14 profit.
- Marcin !! BUG !! Vehicle listing with >130 vehicles. Clicking on >130 gives first one
		-> each opening shows 120 (or half?), reopen for more
- Marcin Truck,Bus queueing by Marcin Grzegorczyk
  = Trucks: wait and don't turn around even if there's one waiting already
  = RV Station; wait if station is full, don't turn around
- Make stationsgoods stations resettable
	-> Cht: ResetStation to reset all stations; both ratings and "stationgoods".
- !! BUG !! Keepsmallap -> AI lands concordes on them
	-> AI can't buy large planes on small airports. However, they can
	   still be *sent* to a small airport!  fix this.

1.6.2b2
- Fixed immediate crashed caused by wrong version information

1.6.2b3
- !!BUG !! DOS Version crashes going back to title screen (didn't recognise
  old ttdload.ovl as such)
- !! BUG !! Placing additional platforms/length in N/S in Win version
- !! BUG !! -e /Windows crashes, as does -W w/no arg,
- Heliports don't count for "Too many airports". at 000F:0014E574 in UK ver
	-> New airport counting, -J
- Oil field: wrong acceptance. use scenario editor to debug.
	Some oil rigs accept passengers, others not.  Why?
	-> in general fixes
- Fix lang data e.g. %s%c%s...
- Cht: Resetstation forgot to reset food in arctic/tropic
- !! BUG !! -x switch in Win version -> crash immediately after new/random game
	strangely, "play scenario", or "load", work...
	must be some missing initialization, or only init'ing too little. Indeed it was!
- Language data is now tested for integrity (lengths, everything present etc.)
- Language data can be changed easily by anyone


1.6.2b4
- Translation compiler: detect missing command line help lines

1.7 (was 1.6.2b4)
- Update DOCS!!!
- DOCS: Batch file for ttdalter by Ewout Stam ( see below )
- DOCS: 3.12 Pre-signals, running costs *not* more expensive
- DOCS: Multiplayer, what's safe to use? Read docs\mpok.txt
- DOCS: Describe updating. Make new cfg file etc.
- DOCS: train refit and multiheading doesn't work well together

1.7.1a1
- Change hardcoded "", "*" to use the value from LANG_SWTABLECHAR
- Change switchnames to not be depending on the order of the entries, both
  for easier editing and better error checking in makelang
- Autodetect memory used by TTDPatch, to decide when to swap -> memsize.h
- Enable extended command line switches
- Change all Lang files: fix some %c, add %s%s%s in "starting ttd ..."

1.7.1.a2
- By Marcin: Fix bug: plane crash makes terminal unusable
- By Marcin: Plane crash control [which planes on what airports]
- Add "bribe" to L.A. menu.  More expensive if better and city bigger
- Add "showspeed" option
- Added Marcin's "morevehicles" bugfix for Windows TTDPatch, makes new saves
  unusable under 1.7
- Cht: Allengines

1.7.1.a3
- cheats cost money
- started to make variable signal graphics available

1.7.1.a4
- testing and fully implementing variable pre-signals

1.7.1.a5
- made signal graphics depend on byte in 3rd landscape array
- Marcin fixed bug in bribe option if multiple windows open
- Marcin; generalfixes: remove oil field station when oil field closes down
- Marcin: fix display of unknown cfg options

1.7.1.a6
- made it possible to change size and relative position of signal graphics
- Marcin: make it possible to compile with only one version info (and not the first one either)

1.7.1.a7
- fixed a bug that showed only one of the signals in a two-way signal with
  new graphics
- fixed a bug that made new graphics flicker in the Windows version
- made trt63.sv1 to show off the signals

1.7.1.a8
- made it possible to cycle signal state using Ctrl
- redesigned pre-signal handling; it's more flexible (and much more
  complicated) now, and fixed some bugs this brought up
- actually implemented autoreplace switch
- fixed a bug in Cht: Renew that gave multi-headed engines value like a waggon
- fixed a bug in Persistent engines that didn't count additional heads

1.7.1.a9 - all Changes by Marcin Grzegorczyk
- provide more general vehicle value calculation, not only for train vehicles
- fix autoreplace to work with vehicles other than trains
- fix autoreplace to not touch vehicles manually sent to depot
- clear pre-signal setups using Ctrl with bulldozer
- implement reusecodefragment macro
- convert all sources to C
- fix bug when buying multi-head engine, having to pay double for first engine

1.7.1.a10
- make in-game text strings version dependent
- split Makefile, put dependencies in Makefile.dep
- Add "forcerebuildovl on" to always rebuild ttdpatch.ovl to simplify use
  of TTD Alter et.al.
- Cht: ClearPreSignals [0/1] clears all pre-signal setups, manual ones only if 1
- extpresignals without presignals: no new automatic setups
  -> needs new macro to test two bits at once: testmultiflags, or
  testflagsandskip ebp/mem,<flag1,flag2,...>,(far),(far),1 (1 means multi)
- show state of signal in info window

1.7.1.a11
- ctrl-buy signal buys signal if there isn't one yet
- show vehicle speed also on the way to a depot and with no orders
- fixed cycling speed for trains waiting at signals to always show 0

1.7.1a12
- made a more verbose crash logger that generates ttdcrash.* files
- fixed trt63.sv1 to have at least one town; otherwise it might crash
  when placing a station for example

1.7.1a13
- fixed train speed display to also show for RV, ship and plane depots
- removed crash logger, it crashed more often than not :(
- included patches by Marcin:
-   can't ctrl-dynamite signals to get money
-   (probably) fix the crashing bug (Moral: don't nest test in testflagsandskip!)
-   fix dependencies
-   make the Windows version of TTDPatch use the Windows codepage, and write
    a conversion function

1.7.1a14
- moved *all* dependencies into Makefile.dep; left only first dep. in Makefile
- read ttdpatchw.grf for the windows version b/o different palette
- close file at end of grfload
- by Norman: make ttdloadw.ovl nt/2k compatible
- Marcin: fix catchgpf handler; should work a lot better now
- Marcin: fix writing of switches and "blabla 0" vs. "blabla off".

1.7.1a15
- Argh! Screwed up the Win2k patches...  should be and esp,not 3 not "not 4"!
- Norman: some fixes for music

1.7.1a16
- Save morevehicles>1 files as trp**.sv1, change load filter to tr???.sv1
- gray bar in the disk menu now opens a "load savegame" dialog
- use english strings for untranslated strings

1.7.1a17
- win2k patches applied automatically if dwPlatFormID == 2
- TTDPatch makes default ttdpatch.cfg if none exists and no cmd.line pars specified
- rearranged the disk menu and made it show a "load game" text
- rename autoreplace to autorenew
- when loading, check morevehicle setting of savegame.  Show warning and
  pause game when it's larger than current setting of TTDPatch.
- new option "diskmenu" or "Xm"
- fix "load savegame" option in scenario editor.  Now it shows "load game"
  or "save game" with Ctrl
- in-game text numbers automatically generated, now we only need to edit texts.asm

1.7.1a18
- automatic win2k patches didn't get applied b/c win2k was cleared in commandline()
- modified gpf handler to also show the handler's stack frame for debugging
- actually print LANG_SWAPPING (Hi Marcin :)
- changed last flags dword to have all special flags that don't correspond to
  cfg/cmdline switches
- Windows version doesn't patch the sprite routines unless at least one sprite
  was read
- Marcin: fixed moredynamite for roads, so info tool doesn't lower ratings
- fix crash on obsolete options
- moredynamite on city roads now only if "excellent" or better

1.7.1.a19
- stupid!  I'm telling people to switch to 95 compatibility mode and then try
  to detect 2000...  won't work!  So, the -2 option is back.

1.7.1.a20
- train refit and multiheading doesn't work well together
- Multihead, calculate correct running cost (not shown in window yet)

1.7.1.a21
- by Marcin: city bridges removable
- multiply connected roads are again removable if you're only Mediocre
- train info window now shows running cost correctly as well
- when placing or removing signals; tracks; depots; others? automatic pre-signal
  setups are reset properly

1.7.1.a22
- there were some cases in which even manual signals were cleared
- "Cht: allengines" only adds engines that are available in this climate
- "Cht: removeengines" to remove all unused engines

1.8 beta 1
- cht: removeengines left the first rail engine if there was a plane or heli in the game
- cht: removeengines no longer removes waggons
- change sign cheats cost to do it by default
- Marcin: autorenew won't renew obsolete engines, nor will it try to when out of money
- auto-pre-sig check both sides of all two-ways before setting pre-sigs and exits
- DOCS: Clean up terminology: station parts; vehicle types; also explain syntax
- change bribe failure probability to only 1 in 15 (like I wanted), not 15%.
- autorenew and cht: renew also reset the last service date

1.8 alpha 23
- autorenew did already reset the last maint date, so remove that code again
- fix ghost station bug
- Cht: ClearGhosts
- sign cheat names no longer need unique first four chars
- presignals off did still generate some automatic pre-signals; no longer

1.8 beta 2
- some more Midi fixes by Norman Rasmussen
- updated the docs some more
- removed any possibility of ghost stations, and greatly simplified the testing
- turn multihd into valued option; sets max. speedup in pct
- refresh screen after new automatic pre-signal setup
- fix bug where one two-way would not become an exit signal if the conversion
  happened when the train entered its block
- fixed a bug with multihead refit (if no train cars after first engine)
- fixed a bug where a combo signal would be green because of a one-way non-exit
  signal out
- with win2k set, also lower the priority of ttd to BELOW_NORMAL_PRIORITY_CLASS
- Marcin: loading a scenario with road vehicles crashed the game
- Marcin: fixed bug with variable size in city-ratings

1.8 alpha 24
- actually fix "error reading registry" by patching registry access

1.8 alpha 25
- updated docs
- reg. fix must ensure there's a backslash at the end

1.8 release
- updated docs some more
- fixed bug in Cht: Removeengines that did actually remove the train cars too
- fixed bug in auto. presignals that converted a 2-one-way, 1-two-way setup

1.8.1 alpha 1
- fixed a bug where one-ways behaved like they were a pre-signal
- fixed the Ctrl key bug?  Made sure that Ctrl key only affects human players

1.8.1 alpha 2
- changed codepage handling for language files
- fixed bug with ClearGhosts in tropical and arctic climates (didn't clear
  landscape array 2)
- made Steam and Diesel engines smoke properly when multi-headed

1.8.1 alpha 3
- pre-signals without exits are green now, not red
- fixed WINCODEPAGEs for western european countries to 1252, not 1250
- fixed problem with AI being unable to build grain service
- Cht: PlayerID

1.8.1 beta 1
- improve Win-version idle loop to sleep when possible (with win2k switch)
- fixed bug in loadtime with forced unload
- feeder service: forced unload on station that accepts that cargo
- better handling of profit distribution with forced unload
- prevent Cht: PlayerID from switching to other human player

1.8.1 beta 2
- fixed bug in Cht: Renew that renewed engines instead carriage; income
  instead of cost
- feeder not for AI
- feeder service for rv, plane, ship
- win version crashes (wrong patchcode number in steamsmokes)

1.8.1 beta 3
- fixed multiplayer bug on win2k by aligning esp

1.8.1 beta 4
- Make Ctrl key unavailable in multiplayer
- Combo signals without exits are still red!
  also they don't seem to count as exits either; see savegame in bugs/
- Fix 2K MP bug when opening vehicle from vehicle list (all of them)
  ...except it didn't help :(

1.8.1 beta 5
- Re-enable Ctrl key for multiplayer when extending/building stations
- Bug? Using train station name for Sign cheats crashes
  ...crashed TTD/Win, works with TTD/DOS -- now those won't work at all
  until one "real" sign has been placed, then it uses that sign's coords
- Bug: combo-signals red for one combo-->two combo-->two exits
- bug with refitting, sometimes cleared first waggon's capacity and load
- bug with reffiting, wrong capacity if original cargo type was not passengers

1.8.1 release
- Norman: Fix screenshot on Win2k
- Fix screenshot hotkeys in Windows
- Fix infinite production due to feeder service
- FAQ:  COM-port errors -> DOS version won't work, get Windows version
- Manual: extended vehicles doesn't mention parameter, or that 1 is default

1.8.2 alpha 1
- bug: reliability decrease speed after auto-renew, sometimes too fast
- allow adding depots to vehicle orders

1.8.2 alpha 2
- fixed bug which made the AI build routes from depot to depot without any
  stations

1.8.2 alpha 3
- in multiplayer, extpresignals can be set without Ctrl (it cycles all types)
- fix problem selling train and buying a new one: depots orders not copied
- fix problem with trains always going to depots if autorenew is off
- built framework to support modifying ship graphics (and perhaps others)
- changed build process to use Cygwin make and bash (by Marcin)

1.8.2 alpha 4
- allow temporary cht: playerid <num> 1, where ai does not take over player's
  company
- Marcin: fix planes taking off for hangar at same airport
- Marcin: fix removing/replacing depots that are in vehicle orders
- Marcin: hangars are named after the airport not the city
- Marcin: planes deciding they need service go to the destination airport hangar
- prevent org. human players from getting AI benefit for station ratings
- show company status (owned, operated, player...)
- fixed bug with crash when multiheading vehicles produced speed > 32767
- removed duplication of patchcode macro, now it's just one proc that calls
  dofindstring or useknownaddresses depending on version info
- newships feature; separate tanker, dry goods and refrigerated goods ships
- sign cheats give two error messages: unknown cheat or invalid parameter

1.8.2 alpha 5
- fix crash in Windows version if newships is turned off
- Marcin: fix ships that look like train signals
- Marcin: loading and saving after removing a depot works

1.8.2 alpha 6
- include Marcin's changes in 5.exp1 and 5.exp2:
  * Fixed bug which sometimes prevented autorenewal of vehicles with a Full Load order
  * Fixed bug in depot replacement code which could make the AI disrupt the process
  * gotodepot modified so that depot replacement works with an intermediate save/load
  * Fixed bug in trainrefit that quadrupled the capacity
  * When refitting a mail-carrying engine, 1 bag of mail corresponds to 2 passengers,
    not 4 as before (but mail is still not included in the cargo list)
  * Fixed diamonds appearing twice in the cargo ship refit list in sub-tropical climate if newships=on
  * Fixed bug in TTD that caused incorrect display of Chimaera's running cost in some windows
  * (internal) Fixed codepage issues in lang/update.pl, now it requires Perl 5.8.0 or later
  * Fixed bug in variableadjustment macro that caused counter to go out of sync
- Bug: it's impossible to buy shares (now only impossible for subsidiaries)
- bug: crash if ship with sprite FF is load and graphics not available
  should catch this and look up original sprite instead
- allow arbitrarily large number of new sprites (as long as they fit in memory)
- multihd + multiplayer: assume Ctrl is pressed if a train engine is in the depot

1.8.2 alpha 7
- updated all 00readme files
- make patch compatible with older ttdpatch.grf files
- allow ship sprite distinction on running/loading/unloading!

1.8.2 alpha 8
- fixed bug in FeederService with companies temporarily taken over
- -XS, "subsidiaries: subsidiaries
- feeder-service with ships as first carrier: ships gets credit as if
  days-in-transit was only a quarter -> following carrier makes -ve money
  fix: store cargo with only 1/4 of the days-in-transit at station
  and also when ships pick up cargo multiply en-route time by four
- fixed bug in enroute-time calculation (if feederservice or generalfixes on)

1.8.2 alpha 9
- allow several action 0 pseudo-sprites

1.8.2 alpha 10
- ship enroute-time should *not* be divided by four, remove that fix again
- changed patching code to need fewer macros and be more robust. also decreased the code size...
- split patching code out of init.ah into patches.ah
- actually program gradualloading
- move error popups to top right corner

1.8.2 alpha 11
- gradualloading, many fixes, should work now
- fixed some bugs in the new patching functions

1.8.2 alpha 12
- fixed bug with vehicles never loading
- allow new names for ships: action 4
- increased TTDPatch memory size to 8MB to load all new ship sprites
- fixed crash when clicking on a new ship in the docks to sell it
- Marcin: fixed charset handling for Windows

1.8.2 alpha 13
- fixed bug with gradualloading and an "unload" order (would load all but
  first vehicle in consist)
- fixed bug unloading airplanes with gradualloading & feederservice
- ship name changes didn't take effect, now they do
- crash if no ttdpatch.grf present
- Cht: NoUnload

1.8.2 alpha 14
- entered translations for the new ship names
- ship loading/unloading now 10 units at a time for better display of loading state
- TTDPatch waits for a key after displaying any error messages
- fixed screenshots under Windows, *again* (probably still won't work under nt/2k/xp)
- "invalid segment length" error now suggests deleting ttdload.ovl
- Cht: ReloadEngines to load updated engine data ("newships" or TTD Alter)
- fix ships temporarily displaying loading graphics when arriving at a buoy
- Marcin: dates before 1950 should no longer crash the game
- Marcin: wooden bridges are available even in very early years
- Windows version only waits after launching the game if we want new version info

1.9 beta 1
- setting new ship date didn't work
- copied all new ship data from Michael
- made new ship graphics available
- convert new ship graphics to Windows palette

1.9 beta 2
- gradualloading: store "gotprofit" bit per waggon, and reset only when empty
- FAQ: Something doesn't work like it used to.  -> It's the patch!  Point to index.
- SITE: Add screenshots for the various config tools etc.
- new ship available: wrong graphics
- fix crash if too many steam engines running
- gradualloading off: some trains with full load never leave
  (bit was stuck from gradualloading on)
- Marcin: switch to 50 line mode for verbose display
- create process failed->suggest delete ttdloadw.ovl
- Bug: depots at end of terminus station (for example) clear auto presigs
	(because they call the construction function, resetting presigs)
- allow external texts, e.g. language.lcf or something
- build heading for switch display from characters; don't store whole line
  (otherwise the Windows language files have lines with length > 512 chars)
- Marcin: with morevehicles, TTD sometimes runs out of "special" vehicles

1.9 beta 3
- fixed feeder services with all but last hops not making any profit
  (another stuck bit)
- cht: reloadengines will now not remove waggons, or engines that are in use
- rewrite texts.awk in perl to easily calculate CRC of the names as version number
- make ttdpttxt.dat version only change if order/content of strings changes
  (use CRC to generate the version number instead)
- make texts.asm compatible with NASM, and compile mkpttxt with gcc/nasm
- bribe discovered in late 2070: never ending penalty now ends on Dec 31, 2070
- fixing HDPath: say "not installed properly" instead
- borrowing/repaying loan when temp. player did not go in steps of 50,000 pounds
- fix bug in subsidiary / Cht: PlayerID when company bought out that owns any shares
- fix crash in company bankrupcy if any of its windows open (they're closed now)
- Marcin: signalwaittimes and disaster selection
- Manual: impossible changes: more stations or depots
- gradualloading: trains with multiple engines sometimes unloaded forever
- fixed bug in Cht: Unload: crash if trains with no orders at all
- Marcin: forceautorenew and morenews
- Marcin: fix saveonly if consists have to be removed

1.9 release
- fixed obscure crash at start of month in multihd
  (movedcheckwaggonspritejump undefined)
- bug: lowmemory is broken (some things assume 40*850 array)
- fixed bug in ship display if only some sprites available
- bug: subsidiaries still allow orig. company to buy out other company in trouble
- show segment limits and access rights in crash dump

1.9.1 alpha 1
- fixed bug in mkpttxt with beta 2 .txt files
- convert assembler sources to NASM
- switch Windows version compilation to gcc
- update all readme files
- split the language object files into one object file for each language
  and generally clean up the language handling

1.9.1 alpha 2
- wrote sv1fix
- fix bug in cht: playerid with [temp] having bit 7 tested, not bit 31
- Norman: DirectMusic wrapper DLL (in dxmci/)
- Marcin: fixes for GCC 3.2, and several other fixes for the compilation process
- Marcin: unifiedmaglev and newbridgespeeds
- removed long-obsolete "autoreplace" cfg entry
- makelang checks ranged switches too

1.9.1 alpha 3
- rvpower: road vehicles can have different engine powers and weights, also
  speeds up to 511 km/h supported (change max speed using maxrvspeedshift)
- develop opimm8.mac so we don't need to write "byte" for imm8 operands
- show TTDPatch version in title screen and about screen
- remove need for nasm/output/outobj.c patch
- by Owen Rudge: version info in the Windows executable resource table
- forgot to close ttdpttxt.dat if it was invalid
- Marcin: fix amount of litres, 1000 litres = 1 ton
- Marcin: fix bug in ingame text version handling
- had a variable searched for twice (texthandlerparamptr vs. windowparams)

1.9.1 alpha 4
- Marcin: rename many variables etc. and make structure members local identifiers
- Marcin: Windows version also adjusts screen size to 50 lines
- fixed display of road vehicle weight and power
- adjusted road vehicle weights and powers
- road vehicles did everything four times too fast (loading/aging/breaking down etc.)
- showspeed will no longer slow down the game as much on older computers
- also show loaded weight in rv purchase window
- allow sign cheats with "Cht;" so that the French version can have them too
- giant screenshots no longer reset the zoom level

1.9.1 alpha 5
- tweak RV powers a bit more
- split ttdpatch.grf into several individual files; currently presig.grf
  and newship.grf; controlled by newgrf.txt
- allow parameters in newgrf.txt
- made multihead option compatible with TTD Translator
- simplify handling TTD's string tables
- with help from Marcin: shuffle monorail and maglev engines ahead of the waggons
- fixed bug: road vehicles would often not "arrive" at a depot when sent there
- wrote smartpad.mac, just because I can
- service interval in 2070 never expires.  Patch year limiter to fix this.
- eternalgame, -Xe: eternal game play; time doesn't stop in 2070.  Instead,
  years stop in 2175.
- showfulldate, -d: always show full date, not only when paused
- for new graphics, changed cargo IDs to be two byte values
- allow separate .grf files for each vehicle or several vehicles

1.9.1 alpha 6
- changed proc.mac notation to be more consistent with nasm's syntax
- start working on new train stuff
- allow changing train properties
- build fake BSS section to support uninitialized variables that
  don't use up space in the .exe file
- allow new sprites for all vehicle types
- allow new properties for all vehicle types
- multihd can reverse any engine for additional heads
  note, this is experimental and may be removed if it's useless

1.9.1 alpha 7
- fixed ships not having new graphics (or any other vehicles for that matter)
- new aircraft graphics still don't quite work (crashes when leaving hangar)
- Windows version works too

1.9.1 alpha 8
- new graphics in Windows version were still broken; along with a couple of
  other bugs
- road vehicles don't show load state
- added possibility to change rv power and weight using action 0
- plane graphics work now, but the shadow isn't right. oh well...
- fixed bug with newgrf.txt > 128 bytes

1.9.1 alpha 9
- fixed action 0, property 17 for trains
- organized TTDPatch data stored in landscape3 in a struct
- fixed problem with unimaglev interfering with veh.ID mapping
- aircraft shadow is now correct
- allow changing steam/smoke/sparks for new trains; is property 18
- fixed action 0, "property" 19 for trains (was property 18)

1.9.1 alpha 10
- Marcin: signalsontrafficside, -Ys
- fixed dual headed engines with new graphics
- temporarily fixed train waggons not showing correct loading states

1.9.1 alpha 11
- Marcin: made code better by adding "const" to char pointers
- Marcin: fix new graphics not getting applied (checking wrong switch)
- allow symmetric train engines (num-dirs=4 in action 1)

1.9.1 alpha 12
- make symmetric train engines work
- include Marcin's changes from alpha 11.2 experimental:
   * Modified DOS version's swapper to allow up to ca. 62KB protected mode code
   * Special debugging/development command line switches
   * Fixed the eternalgame feature, now end of year is processed correctly after 2175
   * Cht:Year now works for years above 2099, and it always sets the date exactly
     on 31 Dec, so the end of year is never processed twice
   * Disaster year limits work right up to 2154 now
   * Modified year limiting code, now it processes industries too
- Fixed incorrect player display on the client side in multiplayer
- Possibly fixed crash in WinXP when clicking on a vehicle in a depot
- include Marcin's changes from alpha 11.6 experimental:
   * Removed search-until-fail macros (repeatpatch and multiplesearches),
     replaced with new, safer macros multipatchcode and multichangeloadedvalue
   * Even more enhancements to the eternalgame feature, now years are displayed
     correctly up to 65535 (yes, really!)
   * Fixed moveerrorpopup, now the red popup windows are always displayed in
     the left top corner
   * Made the AI special engine flag (and the associated train property 08
     in new .grf files) obsolete, now the AI should never use a train engine
     with wrong capacity (as long as newtrains or unifiedmaglev is on)
   * Added missing train property (the AI's engine rank) as hex 18.
     Note: This introduces a slight incompatibility because steam/smoke/sparks
     and sound type is now 19 and sorting is now 1A.
   * New switch: electrifiedrailway, -XE: electrified railways instead of
     monorail or maglev (depending on unifiedmaglev mode). Highly experimental,
     only the basics work as intended.
- include Marcin's changes from alpha 11.7 experimental:
   * Improved electrified railway catenary display engine; wires are now
     displayed over level crossings, stations and bridges
   * Fixed occasional problem with the top of pre-signals being clipped by
     one or two pixels
- include Marcin's changes from alpha 11.8 experimental:
   * Electrified railway catenary display improved again; pylons now are drawn
     closer to the track and on alternating sides (although still too densely)
- automatically add new .grf files to newgrf(w).txt if .add file is present
- possibly fix problem with argv[0] containing file name without .exe, making
  it impossible to load the language data (now also try appending .exe)

1.9.1 alpha 13
- fixed bug: cht: year 1920 goes to 2099 (underflow)
- maintain engine index for all vehicles for easy access
- train waggons show now always show correct loading state with new graphics
- rename shipspri.asm to vehspri.asm which is more fitting
- support wagon override graphics for engines using action 3
- support variational graphics
- support random graphics (though currently they aren't re-randomized when
  loading or entering a depot)
- changed definition of action 2 to allow random and variational sprites
- changed definition of action 3 to allow wagon overrides

1.9.1 alpha 14
- fixed crash in Windows version when buying/selling train vehicles
- variational cargo ID shows first ID in purchase display, not current ID
- modified definition of randomized cargo ID list
- random triggers work now when entering depot (currently only if autorenew
  is on) or getting new load from empty (currently only with gradualloading)

1.9.1 alpha 15
- forgot to update maxtotalsized4; now it'll be automatic
- fixed incorrect ship graphics
- fixed bug in randbit handling for random graphics
- Cht: Year YYYY 0 does not adjust year vehicle was bought or service dates
  (only for testing sprites; will be removed soon probably)

1.9.1 alpha 16
- changed action 6: terminator is now FF not 00 to allow additional items for
  parameter 0 (currently backwards compatible; this compatibility will be
  removed in beta 1)
- changed action 4: added language-id byte
- removed initdifffixed hack
- ttdpttxt.txt must be adjusted: \1f in newshipnames, ttdpttxt.dat must be remade

1.9.1 alpha 17
- fixed crash in engine index handling (when veh.engineidx=-1)
- Marcin: fix ufo explosion in windows version removing too much
- fixed crash if loading memory overflow b/o too many sprites

1.9.1 alpha 18
- fixed broken text display if too many new sprites loaded

1.9.1 alpha 19
- fixed multiheading of single-head engines with new sprites

1.9.1 alpha 20
- Marcin: food and fizzy drinks subsidies work now (with generalfixes on)
- Marcin: when a station is removed permanently, also all subsidies attached
  to it will be removed to prevent bugs and crashes (with generalfixes on)
- Marcin: bridges and tunnels owned by nobody can now be removed (with either
  generalfixes on or extradynamite on
- fixed crash in Windows version if railroad wagon is offered for exclusive testing

1.9.1 alpha 21
- removed *.add mechanism to automatically add grf files to newgrf(w).txt;
  it's just not useful
- slightly changed the way findengines works
- Marcin fixed bug: airport with three terminals occupied stalls if plane from that airport
  has target being the exact same airport again with gotodepot on
- Marcin: new switch "startyear <year>" sets default start year and allows
  greater range in scenario editor
- Marcin: disallow "Cht: Year 1920" because it messes up the vehicle list
- Marcin: train carriages never disappear from the purchase list
- new train wagons are no longer offered for exclusive testing, and the new
  vehicle announcement shows the correct cost for them
- moved road vehicles properties 12 and 13, new prop. 12 is sound effect
- allow speed > 127 km/h for road vehicles (property 15)
- allow refitting of road vehicles (property 16)

1.9.1 alpha 22
- fixed bug: shuffling regular rail vehicles gave them the wrong sound/graphics effects
- fixed bug: shuffling vehicles out of order could cause crash
- allow negative values in newgrf parameters
- fixed bug in mkpttxt (wrong order of entries)
- renamed railvehsorttable to vehsorttable
- fixed bug: with -a (or "all on"), the monorail/maglev track doesn't show
  with "electrifiedrailway on"
- fixed bug: vehicles.dat was incompatible with patchsortrailvehicles
- added english texts for the startyear switch display and configuration file lines

1.9.1 alpha 23
- texts.inc is now checked for correct order of the entries
- moved rv hill handler and accel. calc. to mountain.asm
- changed meaning of curves and mountains parameters

1.9.1 alpha 24
- train acceleration was too large on bridges (they were considered downhill)
- hovercraft can be refitted for mail
- fixed bug with zero train acceleration if multihead off
- fixed bug with train weight calculation
- fixed calculation of incline angle
- allow display of tractive effort and acceleration in train window (with mkpttxt)

1.9.1 alpha 25
- fixed bug with curves settings 1 and 2
- show "unrealistic" acceleration in vehicle window too
- display of acceleration shouldn't slow down the game anymore
- air resistance is now less for high-speed engines (streamlined)
- air resistance is now correctly doubled in tunnels
- fixed bug with monorail&maglev never increasing their reliabilities
- fixed bug with Windows version: acceleration didn't consider mountains properly
- moved verbose display of "mountains" and "curves" into regular section
- by Marcin: new switch errorpopuptime # or -YE sets how long error popups are displayed
- by Marcin: new switch towngrowthlimit # or -Xt sets the growth limit for towns
- by Marcin: new switch largertowns # or -XT sets the frequency of big towns
- by Marcin: fixed bug in internal number of buildings when removing building under
  construction (if either generalfixes, towngrowthlimit or largertowns on)
- by Marcin: towns can now build on waterbanks (if either generalfixes,
  towngrowthlimit or largertowns on)
- by Marcin: very small towns in arctic and tropical climates will grow even
  without food and water (if either generalfixes or largertowns on)
- by Marcin: fixed bug in town growth if more than five stations active in the transport zone
- by Marcin: fixed bug transporting cargo not adding to town growth if
  `fund new buildings' is active

1.9.1 alpha 26
- generalfixes no longer makes small towns grow even without food and water
  (in snow/desert areas), now only "largertowns" activates this
- experimentally increased the effect of acceleration by four
- increased coefficient of friction to 0.3
- modified how mountain slopes are detected (should be more reliable now)
- apply 1.6 mph minimum speed to start from rest as well, not only slowdowns
- realistic speed in curves now limits speed as long as any part of train is in curve, by 1/16 of top speed for each segment down to 1/2 top speed
- fixed action 7 with param-sizes other than a byte
- fixed bug of wrong speed in new road vehicle announcement
- fixed bug in action 7 with parameter numbers other than zero
- when loading graphics, check that there aren't too many sprites

1.9.1 alpha 27
- fixed crash when using old ttdpttxt.dat with old newshipnames entry
- fixed bug with wrong smoke/steam and sound effects for train engines
- fixed bug with east-west track not resetting hill acceleration
- rewrote memory allocation mechanism
- allocate memory for sprites based on how much is needed
- show error message for problems loading new graphics
- went back to alpha 25 acceleration settings
- fixed bug: curves setting didn't work in windows version

1.9.1 alpha 28
- fix crash if newgrf.txt exists but none of the files exist
- presig.grf or elrails.grf didn't work if they were the last entry in newgrf.txt
- split .grf loading into two stages, initialization and activation
- defined action 8 to provide .grf IDs, description and copyright info
- action 7 allows testing climate
- action 7 allows skipping rest of .grf file without specifying actual number
  of sprites
- Marcin: change AI special flag for trains to indicate optimized passenger trains
- make memory available for presig.grf and elrails.grf in lowmemory version
- Cht: Tracks 1 0 doesn't convert steam or diesel engine to electric. Cht: Tracks 1
  still does, though
- change name of DOS crash log into crash*.txt
- move picture and text in train info window to accomodate larger engines
- renamed doc/newgrf.txt to doc/sprites.txt

1.9.1 alpha 29
- by Marcin: new switch "miscmods #" or "-Yo #" selectively disables some
  patches from generalfixes
- by Marcin: eliminate the need to keep the flag data in vars.ah and
  switches.h in sync
- by Marcin: rewrite the train sorting code (now they are only displayed out
  of order, not in fact sorted in memory)
- by Marcin: road vehs entering stations with realistic curves enabled are
  now limited to 20 mph
- by Marcin: fixed wrong speed and power for trains if "multihead off"
- new switch "loadallgraphics on" or "-XG" forces loading all graphics, no
  matter whether they are in the right climate (etc.) or not
- fix crash while loading new graphics
- fix bug with new ship names not being applied

1.9.1 alpha 30
- disable windows platform ID test with "win2k on".  Maybe that'll allow
  fullscreen mode finally
- newshipnames entry in ttdpttxt.txt must be adjusted. First line must
  read: newshipnames="\00\00\00\00\04\02\1f\0b\00"
- implement crash logger for the Windows version too

1.9.1 alpha 31
- Windows crash logger active even without "win2k on"
- fix another crash while loading graphics

1.9.1 alpha 32
- by Marcin: fixed custom vehicle names getting "stuck" so they can't be reused
- by Marcin: rewrite save and load routines, make "reducedsave" obsolete
- by Marcin: give more detailed error message when loading game with too many vehicles
- by Marcin: new switch "saveextradata on" or "-Xx" saves additional data in
  savegames. Currently this is TTD's vehicle data such as speed/power/etc.
- new miscmods item: 8 means gradual loading fills first wagon first
- allow making train vehicles shorter (e.g. tenders): new property 21

1.9.1 alpha 33
- fixed bug in new gradualloading with stations that didn't have train facility
- fix screenshot crash when in windowed mode for the Windows version; now all
  screenshots should work perfectly in all modes on all systems

1.9.1 alpha 34
- fix bug in testflags with testflagbase and numerical bit numbers
- by Marcin: wait for key on warning messages while starting up
- by Marcin: trap critical errors (such as loading too large game with lowmemory switch)
- by Marcin: debug flag to disable switch consistency checks
- action 7 will no longer be applied in the initialization run (otherwise some
  cargo ids/sprite ids may not be resolved)
- fix prop 21 for trains, also it is only used when a vehicle leaves a depot;
  to change it you must send the train back to a depot
- fixed bug with vehicles unloading only partially without miscmods=8
- fixed bug with train vehicles in depot being slightly offset
- added missing prop 12 (sound effect) for planes

1.9.1 alpha 35
- fixed bug with wrong order of train vehicles in purchase list
- actually made sure no action 7 will be applied in the initialization, as
  promised by alpha 34 already
- debug flag w to disable waiting for key on warnings; w+ terminate, w- continue
- debug flag T to terminate TTD right after collecting new version info
  (to automate the collection for many versions)
- by Marcin: insert new prop 10 for ships (sound effect); makes all ship
  graphics incompatible
- by Marcin: properly document prop 0C and 0D for planes (speed & accel)
- by Oskar: new switch "morebuildoptions on" or -YB to allow building tunnels
  that cross (though they're still independent) and more than one industry
  of each type per city
- by Oskar: allow removing company statues, lighthouses and radio transmitters
  with Ctrl if morebuildoptions is on
- implement semaphore signals: "semaphores on" or -YS, still no graphics yet
- moved rail type conversion into postinfoapply
- split infoapply into inforeset and infoapply; call them separately
  when loading a game (reset before loading; apply new info after loading)
- allow testing patch flags in action 7 (new param-num 85)
- created action 9 which is identical to action 7 except that it isn't
  ignored during the initialization
- fixed bug in bit testing in action 7
- saveextradata also saves TTDPatch vehicle data

1.9.1 alpha 36
- semaphores/light signals can always be built with the Ctrl key
- allow checking road traffic side in action 7
- add more diesel smoke on hills with realistic acceleration
- fix graphics error with some waggons that have override in some scenarios
- fix some bugs in the semaphore signal handling
- fix minor bug in graphics loading
- moved railway type conversion back into vehtypeinit

1.9.1 alpha 37
- support replacing any arbitrary TTD sprite number with new sprites
- show correct sprites and various texts in elec.rail and maglev build menu
- reworked newgrf loading functions
- grf errors should now have \80 not \7c
- show TTDPatch version in generated ttdpatch.cfg file
- fix bug with selling dualheaded engines when multihead is off (couldn't sell
  second head)
- loadallgraphics is no longer turned on by default
- fixed bug with trains leaving depot towards northeast lose all waggons
  if they have a tender
- fixed bug allowing to lower terrain below tunnel
- by Oskar: more hotkeys available; 't' toggles transparency
- more hotkeys: 1 to 0, -, =, \ choose build tool, ` toggles bulldozer
- tenders no longer show a capacity of 0 passengers
- fixed bug where trains with tenders lost wagons after reversing
- introduced new action 0A

1.9.1 alpha 38
- fixed bug with missing intro screen (only multiple mouse cursors displayed)
  in Win version
- translated the rest of the awk scripts to Perl
- by Oskar: hotkeys for the other display options
- allow showing key codes
- renamed "Cht: Reloadengines" to "Cht: Resetvehicles"
- "Cht: Resetvehicles" should work more reliably now; but it will reset custom
  vehicle names; be sure to save them if you want to keep them
- "Cht: Resetvehicles" also activates any new graphics that weren't active before
- action 7 no longer affected by "loadallgraphics on"
- mkpttxt now automatically detects the language and uses it for default values
- "Cht: Semaphores 0/1 [tracktype]" to change all signals to light (0) or
  semaphores (1), optionally only for a particular track type
- fixed bug with trains only unloading first wagon if gradualloading off
  but feederservices on
- action 4 can change (almost) any arbitrary strings in TTD
- station orientation selection now shows correct track type (but no overhead
  wire yet)
- fixed the (hopefully) last bug where trains with tenders lost their waggons
- reset all vehicle sprites after loading a game

1.9.1 alpha 39
- in generalfixes: fix TTD bug with swapped monorail and maglev tunnel building cursors
- removed requirement that malloc chunks be contiguous
- experimentally moved sprite data back into DS; this will simplify many things
- -W maintains order of switches; new switches written in alphabetical order
  with, "// ** NEW SWITCHES **" separator
- by Csaba: new "plantmanytrees" option (-Yp); mark w/o ctrl, plant area w/ctrl
- by Csaba: news item when lumber mill runs out of trees (with "morenews on")
- show pylons on bridges and open station tiles

1.9.1 alpha 40
- fixed bug: pylons from elrails(w).grf didn't work near the beginning of newgrf.txt
- by Csaba: sign cheat "Cht: PlantTrees <SizeX> <SizeY> <type>"
- by Csaba: allow duplicate signs
- moved sign code to a different area of TTD code; should work better
- included all changes from Marcin's alpha 38.1 experimental:
  * Bug fixed: when vehicles are deleted due to vehicle array size reduction,
    their schedules are deleted too (so that they don't clobber the precious
    little schedule heap space)
  * Bug fixed: ship refit list is no longer empty if "newships off" is used
    but other new graphics are present (note: the bug may persist in older
    savegames if 'saveextradata' is on)
  * Bug fixed: the C key (center) no longer works the same as Z (center &
    zoom) with 'morehotkeys on'
  * TTD bug fixed: backspace key used to trigger a 'replay' of the key buffer
    occasionally in the Windows version (fix active if 'generalfixes' or 'win2k' is on)
  * TTD bug fixed: now screenshot key combinations no longer cause inadvertent
    multiple screenshots in DOS versions, too
  * Enhanced keyboard handler in the DOS version that allows for almost
    arbitrary mapping of key combinations to characters
  * Ported the DOS version to Open Watcom
  * Bug fixed: TTDPatch tried to display a localized "press any key" message
    even if an error occurred before language data had been loaded
  * Bug fixed: "-a -W ttdpatch.cfg" was passed to a program started via the
    c debug flag if there was no f- flag, no arguments to the program and no
    ttdpatch.cfg was found
  * New debug flag, L+ to load language data from language.dat instead of
    the executable
  * New debug flag, I- to disable programming of the keyboard indicators
    (the LEDs) in the enhanced keyboard handler (in case it doesn't work well)
- when writing ttdpatch.cfg, // *** NEW SWITCHES *** is now only shown once,
  not for every new switch
- ttdvar macro now officially supports 0x9c458..0x9f278 range too
- electric pylons no longer displayed if full detail is off
- electric pylons are subject to the "transparent buildings" option too

1.9.1 alpha 41
- fixed bug: newgrf loading was aborted if a file could not be found
- don't show pylon immediately in front of depot
- fixed crash in Windows version if total sprite memory needed > 2 MB
- add error message if more than 8192 sprites in total
- by Csaba: multi-tree-plant feature no longer plants additional trees on a square
- by Marcin: use ttdvar for a couple more variables
- by Marcin: keyboard mapping supports making keys dead except for input fields
- by Marcin: improve descriptions of variables in vars.ah
- by Marcin: support selective saving/loading of extra data
- by Marcin: new feature "euro on" or -Ye changes Deutschmark, French Francs
  and Pesetas to Euro at the beginning of 2002
- northern bridge heads had too many electric pylons
- fixed bug in el. rails construction window if elrails.grf not loaded
  (now it displays regular railway instead)
- don't show pylons inside tubular bridge
- I now use Marcin's custom settings when making a source distribution even
  though I don't use them myself, but people have had good results with them

1.9.1 alpha 42
- fixed crash when loading a game after having saved another game
- new bit 2 (value 4) for moretrees: if set, multi-plant will add additional trees
  1=allow adding trees to tile, 2=plant rectangular area with ctrl,
  4=for rectangular plant (ctrl or sign cheat), try to plant tree in every
  square even if tree is there already

1.9.1 alpha 43
- added icon to the Windows version (won't show in Windows 95 explorer which has a bug)
- fixed crash if newgrf(w).txt is missing
- allow non-language specific strings, defined in patches/stat_txt.ah
- by Marcin: fixed bug in heap allocation
- by Marcin: fixed lowmemory version again
- by Marcin: ensure that train engine types aren't converted more than once
- by Marcin: change name of saveextradata switch to saveoptionaldata, which
  better reflects what it does
- by Marcin: light house removal cost is now affected by inflation
- fixed bug: oil ships carry coal and are refittable if newgrf(w).txt is empty
  or contains no valid .grf files
- in newgrf.txt, show error if file not found, handle comments (line beginning
  with "#") explicitly
- fixed display of overhead wires and pylons for tunnel entrances
- fixed crash when reversing if last wagon of train was short
- change checkfreemem to use dosintx

1.9.1 alpha 44
- change loader to run before TTD initializes
- make more memory available in the lowmemory version especially
- remove support for separate sprite data segment
- lowmemory version can now use morevehicles > 2, but then fewer graphics
  can be loaded
- renamed Cht: RemoveEngines to Cht: RemoveVehicles and Cht: AllEngines to
  Cht: AllVehicles
- allow sign cheat aliases; ReloadEngines for ResetVehicles,
  AllEngines for AllVehicles and RemoveEngines for RemoveVehicles
- by Csaba: prevent lumber mill messages after every time a baby tree starts growing again
- by Csaba: "morecurrencies on" to enable Forints and a custom currency,
  "morecurrencies #" to set multiplier factor
- by Csaba: allow manual track conversion with "manualconvert on". Only regular
  tracks work at this time.
- new miscmods value: adding 16 prevents generalfixes from changing the display
  of litres such that 1000 l is a ton, instead of 100 l.
- restore shell icon after exiting
- improve placement of pylons on horizontal/vertical track
- fixed offsets of pylons and wires
- long stretches of straight track have pylons only on every other tile
- added .ico files to the DOS version too, they'll be used when you create a
  shortcut or view the properties in Windows
- included changes from Marcin's 1.9.1 alpha 43.1 experimental:
  * Bug fixed: -C or -W with no parameter could crash TTDPatch
  * Bug fixed: Windows version restores the console icons before terminating
  * TTDPatch now supports long (.cfg) versions of switches in the command
    line, in the format --switch=value or --switch value (not very useful
    in the DOS version)
  * New switch: towngrowthratemode, -YT: define what affects the growth rate
    of towns. Value: 0 - TTD standard mode, 1 - TTD extended mode (as in 
    previous alpha versions), 2 - advanced settings mode.
  * Many additional new switches (long versions only), active only if 
    `towngrowthratemode' is set to 2, to define the rules of town growth 
    rate calculation
  * New switches, `townminpopulationsnow' and `townminpopulationdesert' 
    (long versions only), to define minimum populations to which towns in 
    snow or desert can grow even without food or water (active if 
    `towngrowthlimit', `towngrowthratemode' or `generalfixes' is enabled; 
    set to 0 to get the standard TTD behaviour)
  * New switch: moretownstats (no command-line short version yet): display 
    additional statistics in a town information window
  * Modified the `bribe' feature, it works with multiple companies now 
    (should work in multiplayer, too); fixed problem with 'unwanted' 
    status not expiring in 2070 and later; the bribe cost calculation has 
    changed slightly, now passengers and mail are taken independent of each other
  * More data per town are stored in a secondary town array if any of the 
    following switches are enabled: bribe, towngrowthlimit, towngrowthratemode, 
    moretownstats; the array is saved in an extra chunk after the normal data
  * Town population is now stored as a 32-bit value, so it no longer wraps 
    around at 65536 (active if the secondary town array is used)
  * TTD bug fixed: when a new town is created in the scenario editor, 
    population and number of buildings is recalculated for all towns (because 
    town boundaries have changed; active if the secondary town array is used 
    or `generalfixes' is on)
  * TTDPatch now displays a warning if important data may be lost (due to some
    feature being disabled or not present) while loading a game
  * With `lowmemory on' it is no longer possible to load a game with a larger 
    `morevehicles' setting
  * Allow ranged switches with no associated bit in common.h, as auxiliary 
    parameters (used for the new town growth switches)
  * New debug flag, o+ to write all switches (not only the new ones) in 
    alphabetic order when using the -W switch
- by Oskar: allow defining bits directly in .cfg file, e.g. "switchname #1011"
  sets bits 0, 1 and 3 (counted from the right)
- by Oskar: new switch "enhancegui on" (-YG) improves game interface
  e.g. for construction of large stations

1.9.1 alpha 45
- when changing screen size in DOS, properly adjust cursor position
- fix crash when Windows version tried to allocate more memory
- show correct pylons and wire type on bridges
- by Csaba: finish manualconvert feature
- by Csaba: new switch "newagerating on" or -Ya, changes station ratings to be
  more tolerant of older rolling stock (now 21 years is the limit instead of 3.)

1.9.1 alpha 46
- don't abort processing of newgrf(w).txt when an empty line is encountered
- I broke Oskar's depot GUI code when integrating it, now it's fixed
- show pylon for track piece under bridge
- show pylon inside bridge, not outside
- by Marcin: fix airport counting bug preventing the construction of airports
  in some towns where one didn't have any airports yet
- rename small to smallico in windows.c or gcc complains (?)
- fixed crash when starting new game in DOS version with morevehicles > 1
- remove pylons from tubular bridge again

1.9.1 alpha 47
- fixed bug: last line of newgrf.txt is ignored
- with morecurrency on, amount of zero were shown as e.g. "$" not "$0"
- symbol of custom currency can be changed with ttdpttxt.txt (curr_CUS_sym)
- allow changing custom currency multiplier from ttdpttxt.txt, giving
  exchange rate from 1000 pounds in curr_CUS_sym after symbol, e.g.
  curr_CUS_sym="Rb \0050287\00" (both parts are optional)
- fixed bug in action 0A with multiple sprite sets

1.9.1 alpha 48
- included changes from Marcin's alpha 47.1 experimental:
  * Bug fixed: games saved while an AI was tracing their vehicles could 
    crash TTD if loaded with a different version of TTDPatch
  * Bug fixed: extended town data were not cleared properly when a new
    town was created (thanks Csaba!)
  * New switch: buildonslopes (long version only): makes it possible to build bus 
    stations, lorry loading areas and heliports on sloped land (with some restrictions)
  * DOS version no longer assumes that all Lock key LEDs are initially off; 
    instead, it reads their initial status from a BIOS variable
  * Video mode is no longer reset if the protected-mode part of TTDPatch fails 
    to initialize (DOS version only)
  * Moved most of the remaining uninitialized global variables to the 'fake BSS' 
    section to reduce code size
  * TTDPatch no longer crashes if it fails to find some TTD location (or, in debug builds, 
    runs out of version data space); instead, it writes a message and aborts
  * Extended semantics of the debug/development flag v: v- simply ignores built-in version 
    data as before, v+ makes TTDPatch collect version data and write to a .ver file. 
  * Since version data collection is considered a development feature now, the related 
    messages are no longer included in the language data (i.e. they're in English only now).
  * Debug builds of TTDPatch use INT3 instruction the second time after the main code has 
    been copied to its destination location (makes setting breakpoints easier)
- included changes from Marcin's alpha 47.2 experimental:
  * Bug fixed: attempt to display electrified railway tunnels crashed TTD if no electrified
    railway sprites were present
  * Bug fixed: towns above the snow line in sub-arctic climate had their growth rate
    calculated incorrectly if the enhanced rate calculation was used
  * It is now possible to build depots on slopes, too, with 'buildonslopes on'
  * Pylons are no longer displayed as transparent (use the "Full detail" switch in TTD 
    to turn them off completely)

1.9.1 alpha 49
- included changes from Marcin's alpha 48.1 experimental:
  * It is now possible to build tracks, roads, railway stations and airports
    on sloped land with 'buildonslopes on' (with various restrictions)
  * Minor bug fixed: with 'generalfixes on' TTD would not remember position
    of the last built aircraft hangar correctly in small airports
  * Merged the functionality of the storeabsfromrel macro into storefunctiontarget
  * Fixed reusecodefragment and setfragmentsize macros; now parameters may be
    numeric expressions
  * Cleaned up some codefragments to reduce the protected mode code size
- included changes from Marcin's alpha 48.2 experimental:
  * remove unused code fragments to make code smaller
- included Csaba's changes:
  * merge "euro" and "morecurrencies" switches; euro switch is obsolete now,
    and euro exists only after 2002 and actually replace national currencies
  * "cusmultiplier" ttdpatch.cfg entry (no command line switch) to set
    currency multiplier for CUS currency (multiplier can no longer set
    by ttdpttxt.dat)
  * selectable for "morecurrencies #", where # is the sum of ...
  * fix display of loan size in difficulty window
  * fix bug with cost of plantmanytrees in case of error messages
- included Oskar's changes:
  * experimentalfeatures switch (-XF); not enabled by default;
    currently this slows down trains before crossing
  * implemented cost difference between different track types
  * Cht: RemoveHQ
  * Cht: Climate <number> (very experimental; save before using)
- added command line switch -Yt for "moretownstats on"
- added command line switch -Yb for "buildonslopes on"
- make trkfound(W).grf available with improved foundations for tracks on slopes
- add new switch for track type cost difference: "tracktypecostdiff on" or -Yc
- show EUR instead of Euro sign if Euro graphics aren't available (except
  in currency selection list, where the entry is stored in ttdpttxt.dat)

1.9.1 alpha 50
- removal of industries no longer enabled by default with "morebuildoptions on"
- add trackcostdiff changes to cht: tracks
- morecurrencies bits for using commas (8) or dots (16) as thousand separators
- new variational sprites 0x83 depending on engine properties, not waggon properties
- new switch `planespeed' (-YP) makes planes fly at their real speed, and limits the
  speeds for breakdowns to 5/8 of the top speed.
- included changes from Marcin
  * tweak Makefile
  * wait for key before displaying settings, otherwise messages are scrolled off
- included changes from Oskar
  * morebuildoptions (-YB): Fixed MOREBUILDOPTIONS_REMOVEINDUSTRY, now you have to use Ctrl to remove them
  * experimentalfeatures (-XF): Railstations can have different graphic sets now.
    Add mstation.grf to your newgrfw.txt.  You can switch between spriteset with
    cht: setset [value] then build the station. 0 means first set and so on.

1.9.1 alpha 51
- engine variational sprites should really have been 0x82 not 0x83, now they're 0x82
- engine variational sprites crashed when showing vehicle list in depot
- `planespeed' was using speed during breakdown for regular flight and full
  speed when broken down
- action 7 can now test whether another .grf file with a certain GRFID has
  been activated, is inactive, or not loaded at all

2.0 beta 1
- included Marcin's changes from 1.9.1 alpha 51.1 experimental:
  * New switch, 'buildoncoasts': makes it possible to build tracks, roads
    etc. on coasts (waterbanks) without having to demolish them first
  * Fixed version information collection (no longer have to specify
    experimentalfeatures explicitly)
  * Fixed Oskar's oilfield removal fix; now when the oil rig is removed
    the associated station is deleted if and only if there are no other
    facilities
  * (devel) Made patch skip condition in the patchcode macro more versatile
  * (devel) Fixed the preprocess-only mode again
- fixed bug with incorrect alignment in flagdata.h causing some newer features
  not to work (enhgui, morebuildoptions, the CUS currency factor, and town switches)
- action 8 is required now in all .grf files
- changed .grf version to 2. All .grfs must be upgraded.
- allow randomized sprites depending on engine too (0x83 (this time for real))
- action 8 works properly now; new graphics areby default only activated when
  a new game is started, or if loadallgraphics is on
- loadallgraphics is again on by default; but now it's actually useful
  * Case 1: game was saved without saveoptionaldata: all graphics are activated
  * Case 2: game was saved with saveoptionaldata, and loadallgraphics is
    off: only graphics that were active when game was saved are activated
  * Case 3: loadallgraphics is on: all graphics are activated in all cases
  (note, graphics are *never* activated for the wrong climate etc.)
- remove ship data and names from patch, now only the data from newships.grf
  is used
- fixed sv2flip to work with morevehicles>1
- fixed both sv1fix and sv2flip to work with extended savegame data
  present since alpha 1.9.1 32
- introduce action 0 prop 7: loading speed (quantity per load), by default it's
  5 for trains and road vehicles, 10 for ships and 20 for airplanes
- documented action 0 prop 2, reliabilty decay speed
- renamed newgrf(w).txt to newgrf(w).cfg (because it's really a configuration file)
- fixed bug with feederservice, if miscmods=8 was on vehicles didn't load
  cargo at more than one station in a chain
- use ttdpatch.dat to provide protected mode code, instead of keeping in memory
- fixed bug: if treeplantmode 1 was used, every time a tree was planted the
  cost would increase
- in generalfixes: limit company value if it gets too large, and when cash is
  at max, still get individual income and quarterly statistics instead of 0
- make random sprites work without autorenew and/or gradualloading
- included Marcin's changes from 1.9.1 alpha 51.2 epxerimental:
  * rename and update some language strings
  * make sure bits in action 7 flag 85 stay valid even if the internal number
    changes; see doc/sprites.txt
  * with newships, make ship window wider and move ship names to the right
  * many little changes to reduce code size
  * added "Cht: Debugger" to call TTD's built-in debugger
  * "keepsmallairports" now only applies to human players
- made -V obsolete, use -!v+ instead
- included Csaba's changes:
  * `fastwagonsell', -Yw: sell whole consist with Ctrl
  * `newrvcrash #', -Yr: modify train/rv crashes, 1:train breaks down too, 2:?
  * `stableindustry', -Xi: prevent industry closedowns with stable economy
  * in gotodepot: clicking on depot button while current order is depot order
    causes current order to be skipped, so that train can find the nearest
    depot itself
  * in morenews: news message when airport is clear after plane or zeppelin crash
  * "Cht: Subsidy" to force new subsidy
- when using feeder service (force unload) into a town, it showed
  incorrect stats on passengers/mail/goods/etc received
- planespeed caused a crash when a crashed plane was removed from the runway
- Oskar: submitted bugfix for railcost again (selling gave more money than buying)

2.0 beta 2
- fixed bug: always showed "wrong version" error for any kind of graphics error
- added Marcin's changes from version 2.0 beta 1.1 MG:
  * Bug fixed: forced unload with feeder service used to trigger subsidies
  * TTD bug fixed: temperate-climate banks built in the sub-tropical climate
    (enabled with 'generalfixes'; won't fix pre-existing games or scenarios;
    can be disabled with 'miscmods' bit 5 (value 32))
  * TTD bug fixed: shops & offices in snow areas sometimes shown as church,
    check a scenario in the misc/ directory which demonstrates the bug
    (enabled with 'generalfixes'; can be disabled with 'miscmods' bit 6 (value 64))
  * It is now possible to remove company statues (but not other companies'
    statues) without the Ctrl key if the 'extradynamite' switch is on
  * When all company statues are removed from a town the transport rating
    bonus also vanishes now
  * The AI now always buys both heads, whether 'multihead' is on or off
  * Fixed compilation under Open Watcom
- TTDPatch saves version and current configuration with "saveoptionaldata"
- made "Cht: SetSet" only available in debug versions
- removed graphics glitch with bridges above electrified railways
- transfer version data and custom texts separately
- size of ttdpttxt.dat is unlimited now

2.0 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
- newships on but no newships.grf: 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

2.0 beta 4
- allow making single-language versions of TTDPatch for testing translations
  (make lang/<language> to make .exe that creates appropriate language.dat)
- added translations: Czech, Dutch, German, Hungarian, Italian, Polish,
  Russian and Spanish
- included changes from Marcin's version 2.0 beta 3.1 MG:
  * The 'buildonslopes' option is even more flexible; now it is possible to
    build inclined roads and tracks on 'weak' slopes (i.e. only one corner
    higher than the rest), on 'inclined' foundations. It is also possible to
    start and end bridges on such slopes.
  * All wagons may be introduced during gameplay now, even those without new
    sprite blocks; the introduction message is shown only if the corresponding
    track type is already available for construction
  * Partially fixed pylon spacing on electrified tracks with foundations
  * TTD bug fixed: when trying to place a bridge and getting an error message,
    the second line (reason of failure) is not displayed unless tubular
    bridges are available (activated by 'generalfixes')
  * Slightly improved TTD's sprite sorting algorithm to make it more stable
    (active if any new graphics are loaded and/or buildonslopes is turned on;
    very experimental)
  * Fixed some error messages when trying to build a station in wrong
    direction on a slope
  * Bug fixed: cash and expenses display not immediately updated on autorenewal
  * Changed the default for 'towngrowthratemax' from 960 to 600
  * (devel) Fixed the file versions/empty.dat
- included changes from Marcin's version 2.0 beta 3.2 MG:
  * Bug fixed: if a file from newgrf.txt or newgrfw.txt could not be loaded
    TTDPatch would crash
  * Fixed most of the remaining display problems related to foundations
    (Note: The foundation graphics must be updated again)
  * Bug fixed: it is no longer possible to raise or lower land under tracks
    on a foundation
  * Bug fixed: water will no longer flood coastal half-tile-long road pieces
    if 'buildoncoasts' is on
  * Bug fixed: if removing a piece of track removes the foundation, track
    fences are removed too
  * Towns and AIs can now join roads built on a foundation
- included changes from Marcin's version 2.0 beta 3.3 MG:
  * Bug fixed: with lowmemory=on and morevehicles=1 TTDPatch would mess up
    version data and custom strings
  * Bug fixed: insufficient memory condition could crash TTDPatch
  * Town growth rate calculation is more accurate
  * TTD bug fixed: the maximum cost of terrain levelling for town expansion
    is a fixed value, independent of inflation (activated by 'generalfixes',
    can be disabled by 'miscmods 128')
  * TTD bug fixed: period ('.') works as backspace in WinTTD (activated if
    'generalfixes' or 'win2k' is enabled, or keyboard remapping is active)
  * With 'buildonslopes' enabled it's now possible to start and end bridges
    on 'strong' slopes (i.e. only one corner lower than the rest)
  * With 'buildonslopes' enabled it's now possible to build company HQs,
    lighthouses and transmitters on (partially) sloped land
  * Limited keyboard remapping capability is now available for WinTTD
    (activated if the remapping file ttdpatchw.kbd is present)
  * Corrected a few omissions in verbose switch display and TTDPATCH.CFG
    comments in the English locale
  * Updated the Polish locale

2.0 beta 5
- included more translations
- fixed crash in DOS version when out of sprite cache
- included Marcin's changes:
  * Bug fixed: stableindustry testing wrong variable
  * With multihead on and TTD standard graphics, it was impossible to move
    waggons after a trailing engine
  * With multihead off and new graphics, waggons moved after the second
    (trailing) engine would get lost
  * Cht:Money with no parameters is an error now (it used to set cash to -1)
- included Csaba's changes:
  * changed "experimentalfeatures" into a bit switch:
    + 1: trains slow down on crossings (from Oskar earlier)
    + 2: experimental station graphics selection (from Oskar earlier)
    + 4: TTD news messages are no longer black and white after the year 2000.
    + 8: Allow linking vehicle schedules to more than one vehicle.
    + 16: A news message will appear if a crashed train is cleared (needs
	morenews on)
    + 32: In the vehicle list windows, profits will be color-coded:
	red: the last year profit was negative
	yellow: the last year profit is below 10.000 pounds (spoils your rating)
	green: the last year profit is above 10.000 pounds
    + 64: Your company finances won't pop up on every 1st January.
  * Zeppelins only crash at small airports (they also used to do it on
    large airports and heliports) (enabled with generalfixes)
  * Different wagon types won't show up in the same line in depots (rare
    bug), (enabled with generalfixes)
  * Vehicles less than two years old won't be colored in vehicle lists
    (their last year wasn't a full one, so they can't be judged
    automatically. BTW the performance code also ignores these vehicles.)
  * Zeppelins will crash on large airports, but not on heliports with
    generalfixes.  To disable crashing on large airports, add
    256 to your miscmods switch.
- integrate Euro glyph into the patch; but the one from trg1.grf will be used
  if present
- make action A change the sprite size properly
- separately assemble the protected mode code and attach to end of .exe
  to get around 64KB limit
- remember previous track type and use as default for rail construction window
  (with generalfixes, may be disabled by miscmods 512)
- allow 11484 new sprites, instead of only 8192
- fixed bug if line in newgrf(w).cfg had trailing space(s)
- changed sprites.txt to show the action number in each definition, to avoid
  some confusion
- fix steam engines in middle/at end of trains; they didn't smoke when first
  head was in tunnel, but did smoke when they're in the tunnel
- steam engines steam more if using more power
- show more electric sparks if using more power
- now all engine types show the right effect even in mixed-type trains
- allow 11484 *active* real sprites, and unlimited (I think...) pseudo-sprites
  or inactive sprites, only available memory is the limit
- included Marcin's changes:
  * with newships=on, in the Ship Details window texts in the lower part are
    shifted 20 pixels to the right (so that they don't overlap the ship sprite)
  * with newtrains=on, the New Railway Vehicles window is widened to 240
    pixels if it's narrower originally
  * the maximum value for largertowns is now 70
  * with generalfixes=on ships stuck under a bridge will be able to break free
  * Wooden bridge is now available from 1920 on if no other bridge type is.
  * House selection won't go into infinite loop as long as the availability
    years are sane.  That is, houses with the lowest start year are always
    available.
  * startyear < 1930 now forces generalfixes on
  * ttdpatchdata.orgpl2 was not recorded in one-player, which was a Bad Thing
    and could potentially confuse the ishumanplayer proc
  * Town stats are cleared when a scenario is started if generalfixes=on,
    thus fixing the bug with passengers/mail last month showing weird values
    in February
  * Bug fixed: Cht:PlayerID with no parameters randomly refused to work. Also,
    the second parameter is now interpreted as a 32-bit value.
  * Bug fixed: TTDPatchW modifies the correct window even when started in
    background
- make 114KB heap block if sprite arrays 7f9e8..9c458 unused
- fixed bug in random sprites: cargo was randomized when train entered a depot
- with miscmods 1024 (more steam), steam engines smoke four times as fast,
  and the steam also lasts twice as long
- fixed two crashes in the Windows version
- included Marcin's changes:
  * Fixed wrong first vehicle arrival message for buses converted to trucks
    and vice versa.
  * Fixed Local Authority actions disappearing if the cash is close to the
    maximum.
  * No wagons are displayed, and no "New wagon available" messages appear if
    there are no engines to buy.

2.0 beta 6
- allow Windows version relocations > 64KB 
- don't show more station window buttons with enhgui on if largestations is off
- included changes from Marcin's 2.0 beta 5 MG:
  * Reorganized extra TTDPatch data and moved them to a safe portion of the
    landscape3 array
  * Windows version now obtains its console handle the way Microsoft recommends
    it (see MS KB Article 124103, thanks Oskar)
  * (devel) Fixed potential array overrun in makelang
- fixed bug: steam engines from new .grf files didn't blow whistle when
  entering tunnel
- with generalfixes: rescale company graph windows when a company is deselected
  may be disabled with miscmods 2048
- adjusted moresteam effect
- disable monorail option if unifiedmaglev=2 and electr.rails off
- rename "maglev" to monorail with electrifiedrailway and unimaglev mode 1
- removed all SPRITESEG related code
- fixed crash if Euro glyph was installed but no other new graphics loaded
- fixed sv2flip to also flip orgplayer numbers for subsidiary management
- added Marcin's changes from 2.0 beta 5.2 MG:
  * TTD bug fixed: it's no longer possible to place buoys in the north
    corner of the map (would result in a ghost buoy)
  * TTD bug fixed: New Vehicle Available message was not displayed for
    vehicle id 0
  * TTD bug fixed: potential sync loss after a failed action, query, or
    cost checking in multiplayer
  * Towns no longer build on half-water tiles
  * Windows version supports codepages 65000 (UTF-7) and 65001 (UTF-8)
  * AI players no longer try to build routes if they have no available
    engines in the corresponding vehicle class
  * (devel) Reduced code size by getting rid of patches/stations.ah, now
    station layouts are generated dynamically
- by Oskar: limit multiple industries of same type per city to not be
  too close, old behaviour with new morebuildoptions bit 5 (value 32)
- update language files slightly

2.0 release
