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 Post subject: OpenTTD 0.3.3 released
PostPosted: Wed Jul 14, 2004 3:57 pm 
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Now the long waited 0.3.3 have been released

As usual you can get it at https://sourceforge.net/project/showfil ... _id=253065

list of new features in 0.3.3:
- Feature: (MorphOS/AmigaOS) network support
- Feature: improved german town name generator
- Change: scenarios now have the file extension .scn
- Fix: removing and upgrading tracks under a bridge when a train is on the bridge
- Change: default network port from 12345 (known trojan) to 3979
- Fix: pause button was not synched in network games
- Fix: crash caused by invalid screen resolutions
- Fix: AI can not build tubular bridges in 1950, etc. Same restrictions apply to it, as to human players.
- Feature: transparent station signs
- Feature: show total cargo per wagon type in train details window
- Fix: volume, liters, was x100, should be x1000
- Feature: bridges on slopes
- Fix: bridge building by towns was screwed when executed without testing first
- Feature: added Galician translation (by Condex)
- Change: crossing tunnels is now considered a cheat
- Fix: better AI route finding
- Fix: AI builds less inner-city bus stations
- Fix: Better industry spreading on random maps
- Fix: Two industries that accept the same goods can never be very close to each other
- Feature: Extra dynamite, allow the removal of town-owned roads, bridges, tunnels for a popularity rating penalty
- Feature: magic bulldozer cheat, that lets you remove industries, unmovables and town-owned buildings, roads and bridges
- Fix: destroying bridge (over water or 'higher bridge' with vehicle on it)
- Fix Game crashes when you hit the build rail button
- Fix: some scenarios had a max_railtype of 0
- Fix: Bribe Autorithy. A failed attempt to bribe is now also stored in savegame
- Fix: 80% CPU load paused in fast-forward
- Feature: Enabled 'remove' button for stations
- Feature: Cheat GUI (activate with crtl-alt-c) The game remembers if you have used a cheat
- Fix: Some airport runways were treated
- Fix: minor minimap glitch
- Fix: station sorting scroll fails with not ennough stations
- Fix: desert ground for depots in the desert
- Feature: station sort implemented using qsort()
- Feature: station list shows #of stations owned by player
- Fix: trains could run on wrong track type under bridges
- Fix: screenshot hangs
- Feature: split canal/lock tool in two tools, one for building canals, one for locks.
- Fix: wrong sound with ships
- Fix: toy shop closes even though it has supply
- Fix: nordic characters
- Feature: make the HQ generate passengers and mail
- Fix: slso restore Service Interval when rebuying vehicle
- Fix: crash with map bits > 8
- Fix: ufo crash in busstop
- Fix: town actions has empty row
- Change: made helicopters able to land on small airports again
- Feature: display number of houses in town overview window
- Fix: train stuck with the head in one depot and tail in another
- Fix: Optimized random radio tower spreading
- Feature: Land info now shows type of signal
- Fix: ground below trees is sometimes not covered by snow
- Fix: fast forward button in scenario editor
- Change: screenshots are saved to PERSONAL_DIR (unix)
- Fix: screenshot hotkey does not function in scenario editor
- Fix: allow deleting a bridge if a vehicle is below
- Fix: crash loading a scenario
- Fix: build tracks on water
- Fix: fast forward button pressed with tab
- Fix: vehicles don't get old
- Feature: realistic train reversing
- Feature: added support for 64 bit CPUs
- Fix: finance bug with some original scenarios
- Feature: added water quantity level "very low", which is the default for easy mode now
- Fix: 'Stopped' is shown when train is stopping and 'Reverse' is clicked
- Feature: realistic acceleration turned on, train must first slow down and stop before it can reverse
- Feature: (MorphOS build) various small improvement to make the the game feel more native
- Feature: alt + f now toggles full screen (alt + enter still works)
- Feature: (OSX build) command + q shows the quit window and command + f or enter toggles full screen (alt and control still works too)
- Feature: pasky's autorenew, autorenews vehicles if enabled.
- Feature: (incomplete) news history window
- Feature: larger smallmap size
- Feature: Austrian Citynames
- Feature: repaying most possible debt
- Feature: added Polish translation (by tomek)
- Feature: added Danish translation (by Gof.dk)
- Feature: pasky's grfspecial loader. You have to enable them in openttd.cfg using [newgrf] setting
- Feature: smooth economy changes
- Fix: 100% CPU bug
- Fix: crash when AI builds airport
- Fix: plays wrong music on main screen
- Fix: inflation was way too high when intrest rate = 0
- Fix: can't sell anything if money is TOO negative
- Fix: fast forward button resets
- Feature: TTDPatch-style gotodepot. Ship depots and aircraft hangars can be inserted in the schedule as well.
- Feature: ability to add "service if needed" orders (the "full load" button changes to "service" after selecting a depot order)
- Feature: if a vehicle has depot orders in its schedule, automatic servicing is disabled
- Change: autosaves are now placed in save/autosave
- Feature: patch setting so that helicopters get serviced automatically on helipad
- Fix: "refit train" button remains
- Change: default savegame directory is /save in Linux
- Fix: enable up/down scrolling with the mouse
- Feature: center toolbar on screen
- Feature: sort savelist by date
- Feature: allow scrolling in both directions
- Feature: darkvater's two new airports (metropolitan in 1980 and international in 1990)
- Feature: Resizing the window in all SDL builds
- Fix: 1920 all trains
- Fix: wrong heli breakdownspeed
- Feature: added MIDI flag to makefile to set custom path to midi player
- Fix: station list cargo waiting display bug
- Fix: bug that could allow rails on steep slopes
- Fix: train depots and checkpoints not flooded by water
- Fix: added command line option (-i) to deactivate the grf check
- Fix: signal bug [ 949929 ]


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 Post subject:
PostPosted: Wed Jul 14, 2004 5:17 pm 
Transport Coordinator
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Win32 files (exe and zip) are not available. I get a 404 on the links.

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 Post subject:
PostPosted: Wed Jul 14, 2004 5:24 pm 
Transport Coordinator
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Location: Somewhere over the rainbow
Yes, I have the same problem:

the file you have requested was recently released and may not yet exist on all of our mirrors

I will try it tomorow.
We were waiting for this release for one month (+/-), so one day won´t kill us. Be patient :]

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 Post subject:
PostPosted: Wed Jul 14, 2004 5:25 pm 
Transport Coordinator
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G0RR3 wrote:
Yes, I have the same problem:

the file you have requested was recently released and may not yet exist on all of our mirrors


Well, I tested all mirrors, no luck :?

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 Post subject:
PostPosted: Wed Jul 14, 2004 5:27 pm 
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Bad day :]

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 Post subject:
PostPosted: Wed Jul 14, 2004 5:32 pm 
Transport Coordinator
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G0RR3 wrote:
Bad day :]


It's been one of those days


But before I'm considered a spammer, seen all the short messages I've posted here.

I wanted to say good job to all developers and testers (unofficially including me) to make this release possible.

When I can get this file I'll test it. Keep up the good work! :bow:

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 Post subject:
PostPosted: Wed Jul 14, 2004 5:53 pm 
Engineer
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if someone want i can put the windows exe file here...

i have downloaded the file.. (hacking a server)


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 Post subject:
PostPosted: Wed Jul 14, 2004 6:16 pm 
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If you still have problems downloading the file, try this link:

http://belnet.dl.sourceforge.net/sourceforge/openttd/openttd-0.3.3-win32.exe (perhaps you have to copy the link into a new browser window)


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 Post subject:
PostPosted: Wed Jul 14, 2004 6:27 pm 
Tycoon
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Location: England :P
It seems to work if I C&P it but doesn't if I click it. :shock: Also I thought you dev's meant a few weeks not a few days before this version was released. Congrats and thanks for the hard work. :D


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 Post subject:
PostPosted: Wed Jul 14, 2004 6:27 pm 
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That's one LONG list of fixes/features. Can't wait to get my hands on this one!

Good job, again. Now how 'bout them town growth algorithms?... :)


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 Post subject:
PostPosted: Wed Jul 14, 2004 6:28 pm 
Tycoon
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It seems to work if I C&P it but doesn't if I click it. :shock: Also I thought you dev's meant a few weeks not a few days before this version was released. Congrats and thanks for the hard work. :D


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 Post subject:
PostPosted: Wed Jul 14, 2004 7:51 pm 
Chairman
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ohh yes cant wait to this one out. i see that the spanish translation has not been added :( anyway with all those features i think ill have to giva up sleeping.... :P

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 Post subject:
PostPosted: Wed Jul 14, 2004 8:47 pm 
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Telekoman wrote:
i see that the spanish translation has not been added :(


Poke the translators (currently bousseau) or ask them if you can help them with the translation. We can't add translations unless someone does the translating. ;)

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 Post subject:
PostPosted: Wed Jul 14, 2004 9:12 pm 
OpenTTD Developer
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it sucks with the broken download links. I tried some mirrors and got these working links:

mac: http://prdownloads.sourceforge.net/open ... r=optusnet
windows: http://prdownloads.sourceforge.net/open ... r=optusnet
MorphOS: http://prdownloads.sourceforge.net/open ... r=optusnet
source: http://prdownloads.sourceforge.net/open ... r=optusnet

It really sucks that all the files ended up in Australia and only there :(


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 Post subject:
PostPosted: Wed Jul 14, 2004 9:38 pm 
Chairman
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well i think it is already finished. i saw it myself. well no problems for me cos i understan english but meaby some other spanish fellows arent that luck. hope that i'll be in the next release.

anyway great job to developers. they are making a great game into something superior. keep on!

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 Post subject:
PostPosted: Thu Jul 15, 2004 12:35 am 
Engineer
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Location: Australia
Is there a bigger maps version?


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 Post subject:
PostPosted: Thu Jul 15, 2004 7:18 am 
Transport Coordinator
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The download links seem to work now. :]

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 Post subject: Newgrf????
PostPosted: Thu Jul 15, 2004 12:17 pm 
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This is whats written on openttd.com for the 0.3.3 version

" support for the TTDpatch newgrf format "

BUT: HOW ???? can i implement the newgrfs?


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 Post subject: Re: Newgrf????
PostPosted: Thu Jul 15, 2004 12:41 pm 
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Hobowan wrote:
This is whats written on openttd.com for the 0.3.3 version

" support for the TTDpatch newgrf format "

BUT: HOW ???? can i implement the newgrfs?

viewtopic.php?t=7811


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 Post subject:
PostPosted: Thu Jul 15, 2004 12:45 pm 
Engineer
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Location: The Netherlands - Grunn
Very long list wrote:
<snip>
Feature: pasky's grfspecial loader. You have to enable them in openttd.cfg using [newgrf] setting
<snip>

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