OpenTTD 1.3.2-RC1

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

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Alberth
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OpenTTD 1.3.2-RC1

Post by Alberth »

Many bugs got squashed due to your testing of the stable release. Now it has become time to release a new test version, namely 1.3.2-RC1.
Download is at the usual place. The changelog shows all the fixes that were done, including adding support for two new languages.

The new languages required a rewrite of all string rendering code, so it's possible that it's not working optimal in all cases. Please look out for text that suddenly looks different, as it might indicate a bug.

Should you stumble over any bugs or issues that we forgot to fix, please report them.

Enjoy and happy test-building!
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Re: OpenTTD 1.3.2-RC1

Post by TinyMusic »

And Cargodist now in an 'official' release - that's just epic
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Re: OpenTTD 1.3.2-RC1

Post by siu238X »

UseYourIllusion wrote:And Cargodist now in an 'official' release - that's just epic
No, not yet.

1. The changelog didn't mention cargodist.
2. I believe features like that would require a digit 2 release (i.e. 1.4).
3. And most importantly, I tried to start a new game with it but no cargodist switches available.
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Re: OpenTTD 1.3.2-RC1

Post by YNM »

UseYourIllusion wrote:And Cargodist now in an 'official' release - that's just epic
Not everything in the trunk would enter the new stable version, it'd still need some more time until everything is set up well and become very stable. (Or just stable - note that "stable" here means that it's also easy to maintain)
siu238X wrote:2. I believe features like that would require a digit 2 release (i.e. 1.4).
Not necessarily 1.4.x, it still could be 1.3.2.1 ... :mrgreen:
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Re: OpenTTD 1.3.2-RC1

Post by Katve »

Are you kidding me? Is cargodist in trunk?!?! (Nightly I mean) :o
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Re: OpenTTD 1.3.2-RC1

Post by Lord Aro »

YNM wrote:
siu238X wrote:2. I believe features like that would require a digit 2 release (i.e. 1.4).
Not necessarily 1.4.x, it still could be 1.3.2.1 ... :mrgreen:
Extreeeemely unlikely 1.4.0 is by far most likely
Besides, fonsinchen is still ironing out bugs in it
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Re: OpenTTD 1.3.2-RC1

Post by Transportman »

Katve wrote:Are you kidding me? Is cargodist in trunk?!?! (Nightly I mean) :o
Yes, cargodist is in trunk, added around 3 weeks ago (r25361 and other revisions)
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Re: OpenTTD 1.3.2-RC1

Post by Acol »

i wish there are 2 new map sizes in 1.4
of course not increasing from current 2048x2048 max size. But by adding at least 2 new smaller map sizes to the game. like 768x768 and 1536x1536 to just increase some variety in map sizes.
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Re: OpenTTD 1.3.2-RC1

Post by Wasila »

Transportman wrote:
Katve wrote:Are you kidding me? Is cargodist in trunk?!?! (Nightly I mean) :o
Yes, cargodist is in trunk, added around 3 weeks ago (r25361 and other revisions)
Woah - congrats all! This is a major achievement, which has been aimed at for many years, since cargodest and likely before :bow: :bow: .
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Re: OpenTTD 1.3.2-RC1

Post by Eddi »

Acol wrote:i wish there are 2 new map sizes in 1.4
of course not increasing from current 2048x2048 max size. But by adding at least 2 new smaller map sizes to the game. like 768x768 and 1536x1536 to just increase some variety in map sizes.
there are quite a few parts of the code which rely on map sizes being powers of 2, so this might be a rather hard change, especially if you want to do it the "right" way. it won't look like a lot of code afterwards, but finding the correct places to modify and making sure that you're not breaking anything is tricky. comparing that with the relatively low benefit, i'd not get my hopes up of that ever happening
Wasila wrote: Woah - congrats all! This is a major achievement, which has been aimed at for many years, since cargodest and likely before :bow: :bow: .
as far as my history knowledge goes, there were three incarnations of paxdest before cargodest. and there may still be some fractions of code in current cargodist stemming from those paxdest patches (the linkgraph in the minimap comes to mind)
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Re: OpenTTD 1.3.2-RC1

Post by Alberth »

Acol wrote:But by adding at least 2 new smaller map sizes to the game. like 768x768 and 1536x1536 to just increase some variety in map sizes.
Chillcore suggested a good solution to that problem some weeks ago, just make a part of your world a very big watery nothing, and ignore it.
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Re: OpenTTD 1.3.2-RC1

Post by Kogut »

Thanks for your work!
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Re: OpenTTD 1.3.2-RC1

Post by CPR1983 »

I have just downloaded the nightly and taken the graphics from TTDX but now its saying need a language pack. But I already have 1.3.1 so what am I missing and where can I find it?
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Re: OpenTTD 1.3.2-RC1

Post by Zuu »

After downloading the nightly, unzip the content of the archive into a new directory.

Don't just overwrite the OpenTTD.exe file in your 1.3.x installation. A nightly OpenTTD needs all the nightly language files etc. that are included when you download a nightly.
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Re: OpenTTD 1.3.2-RC1

Post by CPR1983 »

typical. now its saying trying to load set original_windows. Asking for the graphics from TTDX.

Am I doing all this just to find cargodist not there?
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Re: OpenTTD 1.3.2-RC1

Post by kamnet »

Language packs are unique to each OpenTTD release. You are best advised to install the files in a new directory.
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Re: OpenTTD 1.3.2-RC1

Post by Eddi »

CPR1983 wrote:typical. now its saying trying to load set original_windows. Asking for the graphics from TTDX.
delete your .cfg file to let it re-detect what graphics set you have installed, or move the files to the personal dir (My Documents\OpenTTD on windows)
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Re: OpenTTD 1.3.2-RC1

Post by CPR1983 »

Hmm. i don't actually have any .cfg files. have I downloaded something wrong?
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Re: OpenTTD 1.3.2-RC1

Post by Eddi »

make sure the filename extensions are not hidden (which is, sadly, a default setting of windows)
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Re: OpenTTD 1.3.2-RC1

Post by CPR1983 »

found one in a different folder. worked now
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