OpenTTD 0.6.0-beta1

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

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Rubidium
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OpenTTD 0.6.0-beta1

Post by Rubidium »

Good evening/afternoon/morning/night (strike through what does not apply) everybody,

today we have released 0.6.0-beta1. In contrary to previous major releases that immediatelly started with a release candidate, we want to test whether running a few betas and semi-feature-freezing trunk yields a smaller workload and quicker release of 0.6.0.

Anyway, what's new/changed? I'll give a short list as the whole list is very long.
  • Addition of NewHouses and NewIndustries plus a load of other (smaller) NewGRF additions.
  • Bridges over diagonal rails, signals, etc.
  • A new user interface for grouping vehicles.
  • Proper (FIFO) improved loading.
  • Autoslope (change foundations of under existing structures) and half-tile slopes (trains on the lower and upper part of a tile).
  • More configuration options with respect to enabling/disabling news messages of industry changes.
  • Loading indicators when trains are loading/unloading.
  • A 32 bpp blitter, so one can have 32 bpp sprites and an extra zoom-out level.
  • Drive through road stops, one way roads, trams and articulated road vehicles.
For the full list of changes/fixes take a look at http://sourceforge.net/project/shownote ... _id=103924.

Have fun playing with 0.6.0-beta1!

Binaries can be found at http://sourceforge.net/project/showfile ... _id=555037
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Octopussy
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Re: OpenTTD 0.6.0-beta1

Post by Octopussy »

Very Nice :D
LordAzamath
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Re: OpenTTD 0.6.0-beta1

Post by LordAzamath »

Octopussy wrote:Very Nice :D
seconded
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
NCarlson
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Re: OpenTTD 0.6.0-beta1

Post by NCarlson »

Does anyone else think that some tramset should be included before a release? IT would be the first time a new vehicle has been added by OTTD, but not the first new graphic...
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pecet
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Re: OpenTTD 0.6.0-beta1

Post by pecet »

NCarlson wrote:Does anyone else think that some tramset should be included before a release? IT would be the first time a new vehicle has been added by OTTD, but not the first new graphic...
I think it would be nice if generic tramset will be added since it was made for that purpose
DeletedUser21
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Re: OpenTTD 0.6.0-beta1

Post by DeletedUser21 »

Good one, nice alternative of the release candidates.

This release beta concluded my theory about releases. :) There IS a pattern in release timing. :P

Anyway, way to go devs! :D
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Re: OpenTTD 0.6.0-beta1

Post by rabbit67890 »

yipee!!!!! :D :D :D :D i love this :D
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Re: OpenTTD 0.6.0-beta1

Post by Psicho »

Great job guys, I'm lovin it :)
greetz,
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AlexW
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Re: OpenTTD 0.6.0-beta1

Post by AlexW »

Bursting with new features - can't wait to try them out when I get home. Something to tear me away from Super Mario Galaxy? Shocking!
Hooked on Transport Tycoon since 1994
Tom0004
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Re: OpenTTD 0.6.0-beta1

Post by Tom0004 »

all i can say is well done !!

awesome job devs 8)
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Re: OpenTTD 0.6.0-beta1

Post by sedlacl »

Great job, guys! You added many new features, which are realy great. But I still miss some of older features - like Path based signals, Copy & Paste and signal auto-complete - which worked well in previous versions (mostly in the MiniIN) - where they gone? Will they be added in feature?
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Re: OpenTTD 0.6.0-beta1

Post by Joker »

Great!
N00b question: How can I enable those trams?
Tom0004
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Re: OpenTTD 0.6.0-beta1

Post by Tom0004 »

@ sedlacl, Signal auto complete, is in the beta realease, use CTRL while draging the signal.

@ Joker, get yourself a tram GRF from GRFCrawler.
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Re: OpenTTD 0.6.0-beta1

Post by sedlacl »

0004tom wrote:@ sedlacl, Signal auto complete, is in the beta realease, use CTRL while draging the signal.

@ Joker, get yourself a tram GRF from GRFCrawler.
Thank's for info - I didn't know that. Of course you're right and auto-complete works fine:)
LordAzamath
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Re: OpenTTD 0.6.0-beta1

Post by LordAzamath »

haha..Currently maartena's servers and #coop public are already on beta. I'll go pay the #coop guys a visit
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
eraser
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Re: OpenTTD 0.6.0-beta1

Post by eraser »

pecet wrote:
NCarlson wrote:Does anyone else think that some tramset should be included before a release? IT would be the first time a new vehicle has been added by OTTD, but not the first new graphic...
I think it would be nice if generic tramset will be added since it was made for that purpose
Drive through road stops, one way roads, trams and articulated road vehicles.

Doesnt thatmean trams?
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CMircea
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Re: OpenTTD 0.6.0-beta1

Post by CMircea »

Youpieee! MP here I come! Can't wait to use all those excellent features in MP!
LordAzamath
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Re: OpenTTD 0.6.0-beta1

Post by LordAzamath »

eraser wrote:
pecet wrote:
NCarlson wrote:Does anyone else think that some tramset should be included before a release? IT would be the first time a new vehicle has been added by OTTD, but not the first new graphic...
I think it would be nice if generic tramset will be added since it was made for that purpose
Drive through road stops, one way roads, trams and articulated road vehicles.

Doesnt thatmean trams?
Yes it does. Just the trams aren't activated, if you don't have any tram grf. If they (hopefully) include the generic tram set, it will be by default.
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Rysiek
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Re: OpenTTD 0.6.0-beta1

Post by Rysiek »

Nice :) Great job :)
Image

polish forum
about openttd

http://openttd.prochy.pl - zapraszam.
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SirkoZ
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Re: OpenTTD 0.6.0-beta1

Post by SirkoZ »

Nice and refreshing indeed. 0.5.3 started to get really stale...
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