OpenTTD 0.6.2-RC2

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

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matthijs
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OpenTTD 0.6.2-RC2

Post by matthijs »

As there were quit some (not so small) fixes since 0.6.2-RC1 we are releasing a second release candidate, just to make sure we get a stable 0.6.2 out soon! Please test and report bugs as usual.

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

And, the changelog (only changes since 0.6.2-RC1):
  • Fix: Building through the wrong side of a drive through station was allowed [FS#2166] (r13822)
  • Fix: Check for vehicle length changes outside a depot (callback 0x11) and give a warning about that [FS#2150] (r13816)
  • Fix: Several minor memory leaks. They only happened once per game (r13809, 13810)
  • Fix: Checking for train waiting at other side of two-way signal was broken [FS#2162] (r13806)
  • Fix: Some revision checking code was unintentionally disabled (r13776)
  • Fix: Enforce the validity of a NetworkAction (chat packet) issued by a client (r13775)
  • Fix: Selecting non-full length vehicles in the depot gui would place the "mouse pointer" out of the center of the vehicle making it hard to "aim" [FS#2147] (r13759)
  • Fix: NewGRF rail continuation would always mark a tunnel on the same axis as connected, even when the tunnel faces the wrong direction (r13734)
  • Fix: Assumption that non-north tiles of a house do not have the 1x1 building bit set was flawed with some NewGRFs. This caused the amount of houses to differ, which causes the town radii to differ, which causes desyncs when towns are expanded (r13729)
  • Fix: Possible desync on the autorenew settings 20+ game years (i.e. 4.5+ hours) after a company was started (r13718)
  • Fix: Any player could construct new companies [FS#2144] (r13716)
  • Fix: Remove the unique_id from the message that a client has joined as it is only exposes the unique_id more than needed (r13714)
  • Fix: Possible crash on creating a network packet (r13713)
  • Fix: Enforce the length restrictions of company and president name in the commands too (r13712)
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Re: OpenTTD 0.6.2-RC2

Post by DeletedUser21 »

Wow quite speedy. Good job. I hope to see a full stable release soon. :D :bow:
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Re: OpenTTD 0.6.2-RC2

Post by CommanderZ »

I can't wait on 0.7.0 betas :)
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Re: OpenTTD 0.6.2-RC2

Post by StopRightThere »

I'm not even sure the devs have laid out what's going to be in 0.7.0 tbh.
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Re: OpenTTD 0.6.2-RC2

Post by Timitry »

NoAI-Support would be one thing, i guess :-)
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Re: OpenTTD 0.6.2-RC2

Post by jbr »

I have heard that not only will No-AI be merged into trunk for 7.0, but that New-grf ports will be as well. I'm really looking forward to that!
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Re: OpenTTD 0.6.2-RC2

Post by belugas »

jbr wrote:I have heard that not only will No-AI be merged into trunk for 7.0, but that New-grf ports will be as well. I'm really looking forward to that!
Interesting. I've not been notified. Who told you so?
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Re: OpenTTD 0.6.2-RC2

Post by Roujin »

It's no wonder that rumours like that are emerging, since that are the big projects the average user hears of..

A way to stop rumours like that from spreading would be making an official roadmap, I'd say... :roll:
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Re: OpenTTD 0.6.2-RC2

Post by Zutty »

Roujin wrote:A way to stop rumours like that from spreading would be making an official roadmap, I'd say... :roll:
Yes, yes.... 1,000 times yes. A road map would be REALLY nice.

I'd lke to see...

PBS (YAPP)
NoAI (Don't know if it will make it in time, but it would be really cool!)
NewGRF Ports
Infrastructure Sharing
32bpp Extra Zoom Levels
Traffic Lights
PathZilla - A networking AI - Now with tram support.
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Re: OpenTTD 0.6.2-RC2

Post by belugas »

Zutty wrote:PBS (YAPP)
NoAI (Don't know if it will make it in time, but it would be really cool!)
NewGRF Ports
Infrastructure Sharing
32bpp Extra Zoom Levels
Traffic Lights
That is not a Road map, it's a wish list :)
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Re: OpenTTD 0.6.2-RC2

Post by Chrill »

The 32bpp stuff won't ever go into regular OpenTTD, AFAICT. Traffic lights are merely to make the game a little bit more realistic, but less smooth. The others, fine with me :P
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Re: OpenTTD 0.6.2-RC2

Post by Mchl »

32bpp stuff already is in regular OpenTTD. ;) It's 32bpp zoomed stuff that didn't make it so far.

What I can say judging from my seeing releases of 0.5.0 and 0.6.0, the 0.7.0 will have some features nobody expects it to have...
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Re: OpenTTD 0.6.2-RC2

Post by CommanderZ »

Is someone working on the stickied economy stuff? It sounds wonderful.
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Re: OpenTTD 0.6.2-RC2

Post by peter1138 »

Locked as 0.6.2 has been released
He's like, some kind of OpenTTD developer.
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