OpenTTD 0.6.2-RC1

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

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Rubidium
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OpenTTD 0.6.2-RC1

Post by Rubidium »

Good evening all, as you might have expected from the title of this thread, we have released OpenTTD 0.6.2-RC1 with yet another batch of bugfixes for the 0.6 series. Enjoy!

As usual you can find the binaries at http://www.openttd.org/downloads.php.

And below the changelog:
  • Fix: Possible buffer overflow in string truncation code (r13700)
  • Fix: Handle SETX(Y) properly when truncating a string instead of ignoring it and returning a too long string (r13699)
  • Fix: In some cases the (sound) mixer could overflow causing artefacts in the sound [FS#2120] (r13695)
  • Fix: Do not rely on .tar files always ending with a block of zeros (r13693)
  • Fix: Make sure a command is ran in the context of autoreplace or not (r13691)
  • Fix: In the case that elrails and 'realistic' acceleration are disabled all electrified engines would have no power on load, until the vehicle got turned around, loaded or got into a depot [FS#2102]
  • Fix: Saving TTD imported games in recession failed due to wrong (and unneeded) type conversions in the saveload code [FS#2131] (r13679)
  • Fix: Inactive companies from old (TTD) saves could be marked active in some cases, which then loads garbage in their statistics and such [FS#2126] (r13676)
  • Fix: Memory leak when NewGRFs got forcefully disabled and they defined GOTO labels (r13675)
  • Fix: Crash when drawing a non-real sprite caused by NewGRF interference [FS#2127] (r13674)
  • Fix: Desync when building electrified trains on a dedicated server that was started with electrification disabled [FS#2122] (r13673)
  • Fix: Bus/truck forgetting go-to-depot order when entering a non-drivethrough road stop [FS#2117] (r13664)
  • Fix: Server crashing when banning the rconning client (r13661)
  • Fix: Signals were not updated correctly when a player removed a non-existing track piece (r13626)
  • Fix: Crash when one tries to raise the nothern corner of MP_VOID tiles (i.e. the southern corner of the tiles on the southern map edge) in the scenario editor [FS#2106] (r13624)
  • Fix: Only the front of a RV would be considered when determining to what cargos a vehicle can be refitted instead of all cargos [FS#2109] (r13622)
  • Fix: If the first bridge can not be build for a given length, then none of the other bridges can. Effectively meaning that if someone replaces the first bridge with a bridge that can be only 3 tiles longs then only other bridges that can be 3 tiles long will be buildable, but only if they are 3 tiles long [FS#2100] (r13611)
  • Fix: Signal states could be propagated through waypoints built in orthogonal axis (r13589)
  • Fix: [OSX] 10.5 failed to switch to fullscreen (r13584)
  • Fix: RVs continueing onto next DT station when they are build adjacent to them [FS#2040] (r13581)
  • Fix: Disable static NewGRFs when non-static NewGRFs query them in the context of network games. This makes it impossible for static NewGRFs to disable non-static NewGRFs and 'bad' things happening because the non-static NewGRF doesn't know about the static NewGRF (r13576)
  • Fix: Properly count number of non-north housetiles [FS#2083] (r13518)
  • Fix: Incorrect usage of strtoul (r13508)
  • Fix: Clear the memory for the new AI during the loading of a savegame so it does not try to execute commands generated in a different savegame, which could be resulting in the AI trying to give orders to stations that do not exist (r13505)
  • Fix: Drawing of zoomed out partial sprites could cause deadlocks or crashes (r13502)
  • Fix: First determine where to *exactly* build a house before asking a NewGRF whether the location is good instead of possibly moving the house a tile after the NewGRF said the location is good (r13489)
  • Fix: Track was not removed on company bankrupcy when there was a ship on lower halftile (r13488)
  • Fix: Let ships also navigate on half-tile sloped watery rail tiles (r13485)
  • Fix: Division by zero when one would press 'd' (skip order) when there's no order (r13409)
  • Fix: Do not crash when resolving vehicle sprite groups with zero sprites (r13397)
  • Fix: In the purchase list, CB36 for capacity was not called for the first part of rail and road vehicles (r13385)
  • Fix: Loading of very old OpenTTD savegames was broken (r13373)
DeletedUser21
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Re: OpenTTD 0.6.2-RC1

Post by DeletedUser21 »

Wow cool! Another update! Thanks everyone! :D
VoxDissident
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Re: OpenTTD 0.6.2-RC1

Post by VoxDissident »

Second!!!! Lawlawlawl.

Oh man I love being obnoxious sometimes.

Anyway, thanks a lot.

<3 U Devs.

-=Vox=-
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Zephyris
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Re: OpenTTD 0.6.2-RC1

Post by Zephyris »

Some nice little bugfixes :D Great work!
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Nite Owl
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Re: OpenTTD 0.6.2-RC1

Post by Nite Owl »

Many thanks for all of the hard work. It is much appreciated.
Humor is the second most subjective thing on the planet
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Brevity is the soul of wit and obscenity is its downfall
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Good Night And Good Luck - Read You Soon
PantyraiderZ
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Re: OpenTTD 0.6.2-RC1

Post by PantyraiderZ »

Good looks on this, seems yall been busy as of late!
eraserkry
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Re: OpenTTD 0.6.2-RC1

Post by eraserkry »

Please repair some words in page of download this version

In this adress http://www.openttd.org/downloads.php. were writed download OpenTTD 0.6.2 RC2
but must write RC1
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SirXavius
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Re: OpenTTD 0.6.2-RC1

Post by SirXavius »

Two quick questions:

What is a "non-real sprite", mentioned in the changelog?

Are these official releases the same as the latest nightly? I just got turned onto using the nightlies, and would hate to revert to a more stable but less feature-laden release (such as the modable Subsidies window and the more detailed vehicle orders GUI, to name a couple).
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Zuu
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Re: OpenTTD 0.6.2-RC1

Post by Zuu »

0.6.x will not get features backported from nightlies, only bug fixes. There are some exceptions, but then it is minor things nothing like the new order-window or so. So the features in nightlies but not in 0.6.x might end up in 0.7, but not before.

EDIT: And to the devs: Nice work keeping 0.6.x up to date with bug fixes.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
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ostlandr
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Re: OpenTTD 0.6.2-RC1

Post by ostlandr »

Thankyouthankyouthankyou!!!!! :D

Not that I had any problems with 0.6.1, mind you.

I have never had an issue with a release or RC of OTTD.
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Quinnyowns
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Re: OpenTTD 0.6.2-RC1

Post by Quinnyowns »

Fix: Desync when building electrified trains on a dedicated server that was started with electrification disabled [FS#2122] (r13673)
\o/ This was a real pest - thanks a bunch :)
lols internets.
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ostlandr
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Re: OpenTTD 0.6.2-RC1

Post by ostlandr »

Have played 0.6.2 RC1 in multiplayer- no issues so far
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