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 Post subject: OpenTTD 0.6.0-beta2
PostPosted: Sun Dec 09, 2007 11:21 pm 
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OpenTTD Developer
OpenTTD Developer

Joined: Thu Feb 09, 2006 7:15 pm
Posts: 3815
Tonight we have released the second beta of the 0.6(.0) series containing a few small features and a fair amount of bugs have been fixed.

Lets hope that this beta has way less bugs than the first beta so we can release 0.6.0 'soon', but then releasing 0.5.0 took 3 months so nothing is certain.

Binaries can be found at http://sourceforge.net/project/showfile ... _id=560471

NOTE for people using the Win32 binary and ECS:
Due to an unexpected optimisation of the compiler used to build the Win32 binaries, you will get crashes when you use ECS (and possibly other newindustries NewGRFs). A simple solution for this is using the Win9x binary. However, the Win9x binary does not support non-Western characters in filenames.


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Sun Dec 09, 2007 11:30 pm 
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Engineer
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Joined: Sun Sep 23, 2007 9:57 am
Posts: 72
Rubidium wrote:
0.5.0 took 3 months so nothing is certain.

Wow a world's record :lol: :lol: :lol: :lol:


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Sun Dec 09, 2007 11:44 pm 
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Tycoon
Tycoon

Joined: Mon Mar 08, 2004 1:10 pm
Posts: 2088
rabbit67890 wrote:
Rubidium wrote:
0.5.0 took 3 months so nothing is certain.

Wow a world's record :lol: :lol: :lol: :lol:
Not really but our stable releases are stable and we work hard on ensuring that :wink:


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 12:44 am 
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Tycoon
Tycoon

Joined: Sat Jun 12, 2004 12:37 am
Posts: 1393
Location: United Kingdom of Great Britain and Northern Ireland
rabbit67890 wrote:
Rubidium wrote:
0.5.0 took 3 months so nothing is certain.

Wow a world's record :lol: :lol: :lol: :lol:

You've not heard of an OS called Debian have you? ;-)


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 1:53 am 
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Chief Executive
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Joined: Thu Oct 28, 2004 4:42 am
Posts: 698
Location: Catch the Fox if you can... 10 years and counting!
Congratulations to the OpenTTD dev team for one more step to final 0.6.0 :D :D


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 3:57 am 
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Chairman
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Joined: Sat May 12, 2007 1:09 am
Posts: 882
Location: Northeastern USA
The installer ran fine on Vista, and beta 2 fixed the only problem I found in beta 1 (vehicle appearance with LV4w.grf). So far so great!

Working fine with PikkaBird's new industries- I posted a save game in beta 1 in the "Ultimate realistic OpenTTD networks" forum.

Just a reminder, folks- in Vista, you should change the save location to c:/users/(your user name)/documents/OpenTTD/save or Vista will give you fits with "virtualized" files. Don't even go there- Vista does not like programs saving anything to C:/Program Files.

Edit: a couple of things- there seems to be a glitch with mine production numbers in beta 2- see attached screenshot and savegame. This persisted after a save and reload.

Also, vehicles (one per game, normally) are reporting as lost when they aren't- this was something I noticed in one of my nightlies awhile back. This is extremely minor as all it does is generate the message- the vehicle is not lost (and in both cases, can't really get lost as it is on dedicated track.)

Train 20 in the save game is the one that keeps saying it's lost.


Attachments:
Adams & Co., 13th Mar 1989.sav [267.34 KiB]
Downloaded 163 times
File comment: Train 20 lost, weird mine prod. numbers and the GRF list for the savegame
Adams & Co., 13th Mar 1989#1.png [358.09 KiB]
Downloaded 740 times

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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 5:01 am 
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Route Supervisor
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Joined: Fri Jul 11, 2003 4:53 am
Posts: 469
Location: California, U.S.A.
Very nice :)

My servers are running beta 2 as of this very moment, first ones on the serverlist to do so :P

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Guess what! I got a fever! And the only prescription...... is MORE COWBELL!


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 5:39 am 
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OpenTTD Developer
OpenTTD Developer

Joined: Thu Feb 09, 2006 7:15 pm
Posts: 3815
ostlandr wrote:
Train 20 in the save game is the one that keeps saying it's lost.
It is actually true. For some reason, when the Cudham station is full it turns around and goes back. At that moment it cannot find a route to Cudham anymore because the pathfinder does not support 'dead end bouncing', i.e. it will not create a route that involves turning at some dead end. As a result of that it does not get a route, which makes OpenTTD correctly show the train lost message as it cannot find a route to the destination for that train.


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 5:57 am 
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Tycoon
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Joined: Wed Apr 16, 2003 4:09 pm
Posts: 4290
Skype: george-vb
Location: SPb, Russia.
sorry, bur the industry and registers code does not work.


Attachments:
File comment: OTTD
Wrong values of registers

ottd.png
ottd.png [ 18.65 KiB | Viewed 11366 times ]
File comment: TTDP
Correct values of registers

ttdp.png
ttdp.png [ 26.69 KiB | Viewed 11340 times ]

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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 8:12 am 
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Engineer
Engineer

Joined: Mon Dec 10, 2007 7:59 am
Posts: 2
When will the Ubuntu/Debian package be posted? The link from the download page to sourceforge says it doesn't exist.


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 8:26 am 
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OpenTTD Developer
OpenTTD Developer

Joined: Thu Feb 09, 2006 7:15 pm
Posts: 3815
George wrote:
sorry, bur the industry and registers code does not work.
Have you actually tested beta2? Because I have fixed something that you see as the registers behaving incorrectly a few hours before the release, even though it had absolutely nothing to do with registers. The registers work exactly as they should.When the GRF tells it to store value X, it stores value X and when you retrieve it it is still value X.

However, when the GRF is called with a NewGRF callback that your GRF does not expect and then 'chooses' to go through the production callback code.

FISHMANPET wrote:
When will the Ubuntu/Debian package be posted? The link from the download page to sourceforge says it doesn't exist.
When the person who makes them has time to make them, and we do not delay releasing the rest of OpenTTD because that will be causing more trouble than the binary for Debian not being available.


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 12:00 pm 
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Route Supervisor
Route Supervisor
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Joined: Fri Jul 11, 2003 4:53 am
Posts: 469
Location: California, U.S.A.
Looks like sourceforge has some trouble today....

Here's a link for the win32.zip version:

http://www.dutchusa.com/files/openttd-0 ... -win32.zip


Edit: Looks like sourceforge hasn't mirrored it everywhere yet.

e.g: http://heanet.dl.sourceforge.net/sourceforge/openttd/ - only had up to beta1. Sourceforge works sometimes, but only sometimes. ;) Don't know whats up with it.

_________________
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 1:17 pm 
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OpenTTD Developer
OpenTTD Developer

Joined: Thu Feb 09, 2006 7:15 pm
Posts: 3815
maartena wrote:
Looks like sourceforge has some trouble today....
Probably a lot of projects have released something last night because uploading was also unbaribly slow, so I guess mirroring is as slow (or even slower).


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 1:24 pm 
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Tycoon
Tycoon
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Joined: Wed Jun 06, 2007 9:07 pm
Posts: 1710
Location: Czech Republic
Rubidium wrote:
maartena wrote:
Looks like sourceforge has some trouble today....
Probably a lot of projects have released something last night because uploading was also unbaribly slow, so I guess mirroring is as slow (or even slower).


It was unexpectedly slow, but still, in about 5 minutes, I managed to successfully download it (but no servers were online at time I downloaded it ... guess I was too fast :).

_________________
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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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 1:39 pm 
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Transport Coordinator
Transport Coordinator

Joined: Fri Oct 01, 2004 12:16 pm
Posts: 259
Location: Earth, Europe, Czech Republic, Prague
I had the announcement of 0.6.0 beta2 on openttd.org in my RSS reader but when I checked it wasn't there. Has the news post been removed?


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 2:37 pm 
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OpenTTD Developer
OpenTTD Developer

Joined: Thu Feb 09, 2006 7:15 pm
Posts: 3815
Joker wrote:
I had the announcement of 0.6.0 beta2 on openttd.org in my RSS reader but when I checked it wasn't there. Has the news post been removed?
Good question. I for sure have not removed the post, but where it has gone is a mystery for me that I cannot investigate today.


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 3:49 pm 
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Route Supervisor
Route Supervisor
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Joined: Fri Jul 11, 2003 4:53 am
Posts: 469
Location: California, U.S.A.
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

_________________
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 3:52 pm 
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OpenTTD Developer
OpenTTD Developer
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Joined: Tue Apr 05, 2005 1:48 am
Posts: 1507
Location: Deep down the deepest blue
Any GRFs involved, maartena?

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OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 4:01 pm 
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Route Supervisor
Route Supervisor
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Joined: Fri Jul 11, 2003 4:53 am
Posts: 469
Location: California, U.S.A.
belugas wrote:
Any GRFs involved, maartena?


No, I don't load GRFs and never have loaded GRFs, not even in standalone :)

_________________
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!


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 Post subject: Re: OpenTTD 0.6.0-beta2
PostPosted: Mon Dec 10, 2007 4:12 pm 
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Tycoon
Tycoon

Joined: Wed Feb 14, 2007 5:48 pm
Posts: 1053
maartena wrote:
No, I don't load GRFs and never have loaded GRFs, not even in standalone :)

that's a shame - you miss out on a lot of good & nifty little features :-P


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