OpenTTD 0.6.0-beta2

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

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hjxbf
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Re: OpenTTD 0.6.0-beta2

Post by hjxbf »

I am using the Windows files as far as I know, and I used the Windows Installer version of the Beta 2; no home-made compilations here...
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Re: OpenTTD 0.6.0-beta2

Post by Tom0004 »

The R means Windows, GRF.

Simple fix, that i've found to solve this problem, get hold of a new copy of the file,

Or simply remove the file from the Data folder, load the game, close the game, and move the file back.

I don't know if this will work for people, but i have used this method to solve the Sample.cat error, before in the past.

0004tom
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Re: OpenTTD 0.6.0-beta2

Post by electricmonk »

Hi,

Great job with the new beta. I'm no longer flooded by production-change messages at the start of each month. Back in beta 1, I had to check the world map in the vegetation-view to see if any industries in areas of interest had closed down (I'd look for industry-shaped bare-land) simply because there were toomany messages for the message-history to handle. Just out of interest, has the length of the message-history also been increased?

Anyway, I'm experiencing a crash-bug in beta 2 that I did not experience in Beta 1 (I'm running under Windows 2000). I downloaded openttd-0.6.0-beta2-win32.zip and unzipped it into my OTTD directory. I am using the ECS industries in the Arctic climate (see attatched image for which GRFs I'm using). When I click on an animal-farm I get an error-dialog with "!String 0xC2D4 is invalid. Probably because an old version of the .lng file." and then the program crashes (see attatched "crash_animalfarm.log"). When I click on a tinning-factory, I get "!String 0xC8D4 is invalid. Probably because an old version of the .lng file." (see attatched "crash_tinningfactory.log"). I've not tried all the industries, but so far, only those two are affected. At first, I assumed that the problem may have arisen due to unzipping on top of an old version, so I cleaned out my OpenTTD directory, downloaded openttd-0.6.0-beta2-win32.exe and ran the installer, but I still get the problem. This happens both ingame and in the scenario editor. Also, I updated the ECS sets to the latest versions (max date = 6 dec) and the problem still persists.
My GRFs
My GRFs
my_GRFs.png (4.12 KiB) Viewed 5779 times
crashlogs.rar
Contains "crash_animalfarm.log" and "crash_tinningfactory.log".
(3.35 KiB) Downloaded 115 times
PS. We're already on the third page, yet nobody has posted a changelog for beta 2, so here it is.
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Re: OpenTTD 0.6.0-beta2

Post by Digitalfox »

electricmonk, that crash is already fixed in trunk r11627 :)

It was problem with the compiler used to create the beta 2 build, if understanded it right :)
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Re: OpenTTD 0.6.0-beta2

Post by hjxbf »

Ok; got hold of another copy of TRG1R.grf and the error message disappeared. Not yet had time to test if som of the other errors I experienced disappeared, though...
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Re: OpenTTD 0.6.0-beta2

Post by ostlandr »

So the ECS vectors are compatible with 0.6.0 ? Cool! That's gonna be fun- a big map with lots of diverse cargos- gonna be a challenge, but will hopefully result in long "manifest" (mixed carload freight) trains on my mainlines as well as "unit trains" hauling coal, ore, etc. Awesome!
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Re: OpenTTD 0.6.0-beta2

Post by zhargon »

There I was, about to comment on Beta 1 - and I find Beta 2 has popped up - so on a B2 first look, well done chaps, especially for the new Industries MiniMap - much easier to plan inter-industry routes. With B1 it was quite confusing, with the variety now available using ECS industries, and the difficulty of distinguishing between them.
----
Re B2: One thing I have noted which still happens, is that "Vehicle Breakdown" comes up as "reduced", after generating a new map, rather than "none" as previously saved.
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Re: OpenTTD 0.6.0-beta2

Post by Rubidium »

That's because the setting you save during a game are not the 'new' default settings. The default settings for new games have to be done using the settings menus in the intro.
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Re: OpenTTD 0.6.0-beta2

Post by zhargon »

Oops - enjoy the 'complications' & then miss the obvious - sorry Rubidium, the brains obviously addling with age!
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Re: OpenTTD 0.6.0-beta2

Post by Weazul »

Something very minor but should be noted. I downloaded and installed the win9x binary. During the install process the installer in all text referred to the version being beta1 not beta2. However it did install beta2.

sorry if someone mentioned this already.
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Re: OpenTTD 0.6.0-beta2

Post by trainmaster611 »

This is my first post here so please bear with me.

I've just found out about TTD so all this information is very overwhelming. Now I'm wondering if OpenTTD 0.60 b2 is an addon/modifier tool for people who want to edit the game or if it can be used (also) by laymen to add new features and/or download addon stuff.
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Re: OpenTTD 0.6.0-beta2

Post by belugas »

trainmaster611 wrote:I'm wondering if OpenTTD 0.60 b2 is an addon/modifier tool for people who want to edit the game
Nope, it is the game itself, the executable containing all the logic, loader and everything.
Do not confuse it with TTDPatch, who is a modifier of the original TTD game. OpenTTD is a standalone program.
trainmaster611 wrote:or if it can be used (also) by laymen to add new features and/or download addon stuff.
You can add new features indeed, by means of GRF files. Searching for GRFCrawler of GRF itself will give you an idea of the possibilities.
Downloading? No, the program does not download anything, you have to find and pick what you would like to add yourself.
This forum has a good search functionality, I'm sure you'll be able to satisfy your curiosity quite well :)
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Re: OpenTTD 0.6.0-beta2

Post by Bilbo »

belugas wrote:
trainmaster611 wrote:I'm wondering if OpenTTD 0.60 b2 is an addon/modifier tool for people who want to edit the game
Nope, it is the game itself, the executable containing all the logic, loader and everything.
Do not confuse it with TTDPatch, who is a modifier of the original TTD game. OpenTTD is a standalone program.
Standalone, except you will need the graphics (grf files) from original Transport tycoon deluxe, which couldn't be distributed along with openttd due to copyright issues. But you won't need the original binary at all.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: OpenTTD 0.6.0-beta2

Post by Chris_Of_Chaos »

Hi,

Firstly i like to say thank you to the developers for their fantastic work!

I just wanted to give some feedback on version 0.6.0 beta 2 running on Mac OS X 10.4.11 Core 2 Duo 2GB RAM. The new features are really really good - i now can't figure out how i got on without autoslope for example.

I have noticed a few problems though so i thought i'd post them in case no one else had picked up on them...

1) the town name does not appear over towns so you can't click on it to find out what your rating is..

2) the labeling tool produces a text box that you write your label in but when you click ok it doesn't do anything..

3) by ~1950 i seem to have a lot of the unused secondary industries (sawmills, factories etc) shutting down compared to version 0.5.0... I saw in the beta 1 thread that tis is a correction for the bug in version 0.5... Will primary industries that don't have their produce transported shut down as well?

Don't want to sound negative though, i appreciate all the work that has gone into this and think version 0.6 is fantastic on the whole!

Thanks

Chris
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Re: OpenTTD 0.6.0-beta2

Post by Nemesis »

maartena wrote:Has anyone noticed that BANKS now appear in the middle of nowhere, like other industries, outside of towns? It looks like the 1000 inhabitants rule still applies, but the three banks that appeared on my random map on Maarten1 server are all outside of the towns.

See here: http://www.dutchusa.com/images/openttd/bankbug.png
Same here!
Very strange. It would be wonderfull when this is repaired.
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Toon & Co., 4 Sep 1994.sav
Savegame with two banks. Subsidies work perfectly.
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Re: OpenTTD 0.6.0-beta2

Post by belugas »

Nemesis, If my memory serves me well, it has been fixed in nightlies
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Re: OpenTTD 0.6.0-beta2

Post by Nemesis »

belugas wrote:Nemesis, If my memory serves me well, it has been fixed in nightlies
Well that's great news! You guys really do a good Job. I've two issues.. with beta.

When I press on a Depot. The window is sometimes shown at the bottom of the screen, with only the top of it, in the screen. Or it shows right over another screen. I remember that in the original ones (and older openttd) the window appeared only on a place there was room. When clicking on a train or a station, it works, but not when clicking on a depot (traindepot). It looks like a bussesdepot works fine. (see screenshot).

In that screenshot, there's an other bug. It's there since I can remember. A subsidie problem. As you can see I have a existing subsidie from Wredinghall to Tenbridge. But, there's allready a new one standing available. Not much fun is that. It's there since Openttd 0.4 I think..Well, as far as I know, it has always been in Openttd. It would be nice if this was solved.
Attachments
depot_subsidie.jpg
Tonnpool traindepot in the lowmiddle. Gontfingley traindepot in de lower right corner. As you can see, Tonnpool Busdepot is perfect.
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Re: OpenTTD 0.6.0-beta2

Post by sahlstorm »

Many apologies if this has already been adressed, but I noticed that while playing multiplayer (and repeatedly quitting, starting up server and loading again - this might be of importance) the vehicle groupings got mixed up, so my coplayer's groups showed up in my vehicle list and not in his!

Also, if a city has constructed a house and all roads are thereafter removed, the house (I suppose?) should vanish - but didn't, and they even constructed a football field some time later!
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Re: OpenTTD 0.6.0-beta2

Post by belugas »

Nemesis wrote:[In that screenshot, there's an other bug. It's there since I can remember. A subsidie problem. As you can see I have a existing subsidie from Wredinghall to Tenbridge. But, there's allready a new one standing available. Not much fun is that. It's there since Openttd 0.4 I think..Well, as far as I know, it has always been in Openttd. It would be nice if this was solved.
It has always been that way, since subsidies are done based on stations, not towns. Therefor, not a bug ;)
As for the depot window, well... It does try to find the best place possible. Maybe you should not have as many windows opened, it's quite cluttered anyway...
sahlstorm wrote:Also, if a city has constructed a house and all roads are thereafter removed, the house (I suppose?) should vanish - but didn't, and they even constructed a football field some time later!
Nope. The house has its own "life", if I may, that is not related to the "life" of the town. If it's time for it to be changed to something else, it is time to do so. Road around or not.
As for your vehicle grouping, i don't know. Don't use them, anyway ;) Anyone seen this already?

Chris_Of_Chaos, none of your bugs are shown in nightlies. Maybe you should test them ;)
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Re: OpenTTD 0.6.0-beta2

Post by Nemesis »

belugas wrote:
Nemesis wrote:[In that screenshot, there's an other bug. It's there since I can remember. A subsidie problem. As you can see I have a existing subsidie from Wredinghall to Tenbridge. But, there's allready a new one standing available. Not much fun is that. It's there since Openttd 0.4 I think..Well, as far as I know, it has always been in Openttd. It would be nice if this was solved.
It has always been that way, since subsidies are done based on stations, not towns. Therefor, not a bug ;)
As for the depot window, well... It does try to find the best place possible. Maybe you should not have as many windows opened, it's quite cluttered anyway...
Regardig de subsidies, I disagree. In TT(including TTDLX) itself it always worked fine. Only in OpenTTD it doesn't work quite right. It's not a big problem, but I think it's wrong. You sau that subsidies are done based on station, not towns. The way I see that is impossible. Then there would never be a subsidie in the beginning.
So, please elaborate.

Regarding the windows. I have now many windows open, just for showing the problem. The depotwindows were opened first. I shall look if I can add another screenshot tonight. (I'm at work now). I don't have that many windows opened normally.
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