OpenTTD 0.4.8 RC1

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

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Darkvater
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OpenTTD 0.4.8 RC1

Post by Darkvater »

We are happy to announce the imminent release of OpenTTD 0.4.8. Before that however we have a Release Candidate that we would appreciate being stresstested so that if all goes well there can be a 0.4.8 Final soon.

What is new? Well, not much, so some of you might be a bit disappoined. 0.4.8 is a fix-release for all the problems/bugs/issues found since 0.4.7 and should make the game much more enjoyable. This means however no better newgrf support, elrails, airports, yapf, etc. Those are scheduled for 0.5.0.

Unfortunately SourceForge is down at the moment, so the files can't be put online, but do check http://www.openttd.org/downloads.php for the link when SF comes online. As always, report bugs to http://bugs.openttd.org.

Happy playing!

Changelog:
[list][*]- Feature: Add Turkish town names as we have an official Turkish translation
[*]- Feature: Add a fully optional configure script that is a wrapper around the cumbersome makefile.config
[*]- Codechange: [NPF] Disable NPF totally for ships as it wholly kills performance (blathijs). Only for 0.4/ branch and 0.4.8.
[*]- Fix: Redraw the screen when switching the signal side in the patches window
[*]- Fix: It was possible to dig into a tunnel if certain rail combinations were ontop of it
[*]- Fix: A HQ could only be flooded at its northern tile, the other 3 were immune to water
[*]- Fix: Fix several glitches concerning foundations. Houses, property (rail/road/bridge/etc.) and cursor are now aligned properly
[*]- Fix: Prohibit altering a road tile while road works are in progress. This fixes some glitches like "turning" the excavation by adding/removing road bits or removing the road piece
[*]- Fix: Only advertise the server to your external IP/network (eg not to 127.0.0.1) and use proper broadcast addresses
[*]- Fix: '-f' switch is not valid on windows, so don't show it in help
[*]- Fix: [autoreplace] Autoreplaced trains can leave all wagons in depot under certain circumstances
[*]- Fix: The wrong IP could get unbanned, e.g. 'unban 1.2.3.42' could result in unbanning 1.2.3.4
[*]- Fix: It was possible to convert the railtype of a bridge while a train was on it
[*]- Fix: It was possible to rename signs or waypoints with the chat box
[*]- Fix: Be more strict what it means for an aircraft to be in a hangar: It's not just being stopped on a hangar tile
[*]- Fix: If a road vehicle is on a road depot tile and stopped doesn't mean it's in the depot. Use the proper test for this
[*]- Fix: [AI] The AI should send a plane into a hangar if it's not in a hangar _or_ not stopped, not when it's not in a hangar _and_ not stopped
[*]- Fix: [AI] The trolly AI used information from the wrong industry when calculating the amount of to be transported goods
[*]- Fix: [NTP] Fix NTP over bridges: don't check the rail type when on a bridge
[*]- Fix: Truncate text in dropdown lists to stop text overflowing.
[*]- Fix: "Erroneous train reversal on waypoints". When processing the next train order, do not even consider reversing the train if the last order was to a waypoint.
[*]- Fix: Starting a new scenario did not adhere to local difficulty settings but took it from the scenario itself. That mode is for 'play scenario'
[*]- Fix: Vehicles on a sloped tile under a bridge were affected by the bridge speed limit
[*]- Fix: Issue with train pathfinding over level crossings.
[*]- Fix: [AI] The AI no longer attempts to build signals under bridges.
[*]- Fix: Refresh build vehicle window (if opened) when converting rail depot
[*]- Fix: Crash when sorting an empty server list.
[*]- Fix: The build-tree window button defaulted to a place-push-button on opening where no treetype is selected.
[*]- Fix: Game crashes when cloning/autoreplace reaches train-limit
[*]- Fix: [NTP] properly check for railtypes on non-plain-rail-tiles
[*]- Fix: Trains could enter certain sloped rail tiles under bridges with incompatible rail type
[*]- Fix: Ensure the map memory is cleared after it is allocated. This fixes random deserts that sometimes occurred.
[*]- Fix: Some weird behaviour with tile selection near bridges
[*]- Fix: Don't allow PF to enter train depot from the back (signal updates)
[*]- Fix: Game no longer crashes when the last vehicle servicing a station has been deleted
[*]- Fix: Reset the last built railtype when starting a new game
[*]- Fix: Cloned vehicles get the same service interval as the original vehicle
[*]- Fix: Game no longer errors out when "Many random towns" is selected in the scenario editor.
[*]- Fix: Obscure road dragging bug. The road build command did not return the appropiate error message of invalid-slope when building road.
[*]- Fix: Temperate bank will no longer appear (during game) in tropic landscape. This bug is from the original game.
[*]- Fix: Specify the 'stopall' console command as a debug command.
[*]- Fix: Fixed a problem that caused DeliverGoodsToIndustry to not work as intended
[*]- Fix: Ships and aircraft can now be used as feeders as well
[*]- Fix: When a multiheaded train is sold the pointers were not updated correctly causing sporadious crashes/disconnects.
[*]- Fix: New plantations now cause the correct ".. being planted .." news item
[*]- Fix: Danish town names were saved/loaded as Swiss
[*]- Fix: Removing roads on crossings was done without a check for ownership
[*]- Fix: [autoreplace] Fix drawing of train list for outdated engines
[*]- Fix: Malicious clients/servers could crash the game
[*]- Fix: [autoreplace] allow replacement of wagons even when the engine fails to be replaced
[*]- Fix: Certain operations involving trains inside a depot could cause a crash
[*]- Fix: [autoreplace] cost for refitting a new vehicle is added to the cost animation (player always paid for it, it just wasn't shown)
[*]- Fix: [OSX] Save/Load issues solved for OSX 10.3.9 universal binaries
[*]- Fix: Illegal servers in the master-server list could kick the client back to the main menu, effectively making Multiplayer impossible
[*]- Fix: [NPF] Don't mark tiles when debugging in multiplayer, this will cause desyncs
[*]- Fix: Several fixes to chatbox code, mainly plug a buffer overflow[/list]
Last edited by Darkvater on 28 Jun 2006 22:52, edited 1 time in total.
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Post by Alinator »

Yeeehaaa!
Congrats to the new release.
The download link is still http://prdownloads.sourceforge.net/openttd/openttd-0.4.7-win32.exe?download.
I hope 0.4.8 will be available soon.
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Post by DeletedUser21 »

Whoopie! Well done Mr. Developers!

Can't wait until I can and will play it! :D (I'm going to bed soon so I can't do it even if SF came back online. :( )
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Post by SirkoZ »

Alinator wrote:Yeeehaaa!
Congrats to the new release.
The download link is still http://prdownloads.sourceforge.net/openttd/openttd-0.4.7-win32.exe?download.
I hope 0.4.8 will be available soon.
Indeed, please, update the links to proper 0.4.8 RC1 files. ;)
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Post by Darkvater »

Did I somehow forgot to say that SF is not working? :roll:
No use in updating the links until SF is up.
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Post by BomBom »

Erm... Sf is up now
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Re: OpenTTD 0.4.8 RC1

Post by Alinator »

Darkvater wrote:Unfortunately SourceForge is down at the moment, so the files can't be put online
The one who can read is in advantage... :roll:
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Post by Darkvater »

BomBom wrote:Erm... Sf is up now
That is very well, but if I cannot login it is of not much use, is it ;)
Logins to SourceForge.net are currently disabled.
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Post by LSky »

Logins still disabled :(
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Post by accipiter2000 »

is that possible to include the feature of building singal on bridge and tunnel in this release?
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Post by XeryusTC »

accipiter2000 wrote:is that possible to include the feature of building singal on bridge and tunnel in this release?
That answer would be "no".
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Post by Hazelrah »

At the very least, tunnels would require the map rewrite. Right now tunnels are just black holes that go in on one side and come out on the other side with no info stored in between.

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Post by Alinator »

To my mind, signals on Bridges and Tunnels would make it very much easier and borier.

But that's another Topic!
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Post by accipiter2000 »

Logins is enabled now! :D
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Post by RMJ »

Alinator:

Actully it would make it much better and realitisk. Instead of forming the world flat in every sense. You now dont have to level water and so and can just build bridges over it and tunnels under the mountains instead. This feature would be so nice to have included in Openttd :D
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Post by gigajum »

RMJ wrote:Alinator:

Actully it would make it much better and realitisk. Instead of forming the world flat in every sense. You now dont have to level water and so and can just build bridges over it and tunnels under the mountains instead. This feature would be so nice to have included in Openttd :D
0.4.8 is only a bugfix version. New things will come with version 0.5.
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Post by Redirect Left »

Dont you have any others sites willing to upload it temporarily? until Sourceforge is fixed?
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Post by Brianetta »

Captain_Kirk76 wrote:Dont you have any others sites willing to upload it temporarily? until Sourceforge is fixed?
Why not check it out of the SVN server and compile it yourself?
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Post by SirkoZ »

Brianetta wrote:
Captain_Kirk76 wrote:Dont you have any others sites willing to upload it temporarily? until Sourceforge is fixed?
Why not check it out of the SVN server and compile it yourself?
Which revision is it again?

BTW - don't post there's an update if the files can't be provided. :|
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Post by XeryusTC »

SirkoZ wrote:
Brianetta wrote:
Captain_Kirk76 wrote:Dont you have any others sites willing to upload it temporarily? until Sourceforge is fixed?
Why not check it out of the SVN server and compile it yourself?
Which revision is it again?

BTW - don't post there's an update if the files can't be provided. :|
/branch/0.4 should do the trick.
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