Moderator: OpenTTD Developers
OpenTTD 1.10.0-beta1 is now published.
Several big features this time round, the biggest of which would be NRT, or NewGRF RoadTypes. This allows NewGRFs to add different types of roads similarly to what they can do for RailTypes already. Also featured are big improvements to vehicle pathfinding performance, more flexible docks (multiple per station!), the ability to highlight station and town coverage areas, and many more!
There’s still some stuff to fix yet, but we’re pretty confident this release won’t immediately crash on you
See the changelog for further details.
If you’re really good boys and girls and androids, you might get a 1.10.0 stable release for Christmas…
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?
- Feature/Change: Non-rectangular catchment area for sparse stations (#7235)
This can heavily affect the catchment area of stations! Stations will never have more tiles in catchment after this change, only same amount or fewer. This can sort-of also be categorised as a bug-fix, since the catchment area of stations wasn't the "obvious". It also means that the catchment area for receiving and delivering cargo is now the same, instead of different.
While this can be a breaking change for some existing games, it's not an option that can be turned off. It would have been a massive extra work to make this an option. Think of it as a bug-fix, you don't make settings to keep old bugs in.
- Feature: Show coverage area for stations and towns (#7446)
Don't forget to use this to show the effects of the above
- Change: Make the chance of an aeroplane crashing at an airport with a short runway independent of plane crash setting (#7302)
This means large aircraft landing at small airports always have a risk of crashing, regardless of the plane crash setting. You can no longer service those Yate Haugan from a dirt landing strip!
- Fix: Add setting for whether industries with neutral stations (e.g. Oil rigs) accept and supply cargo to/from surrounding stations to fix exploit as old as TTO (#7234)
This is a setting, defaults to original behaviour, but it allows you to prevent the age old "trick" of filling in the ocean and building railroads out to oil rigs. With the new setting switched, the only way to get cargo from and to an oil rig is by ship or plane.
Of course you can work around this by making an ultra short ship route between the oil rig and a train station built nearby in the ocean... until we figure out a way to protect the ocean tiles around oil rigs
- Feature: Experimental method of town cargo generation that scales linearly with population (#6965)
New games get the new behaviour, old games initially get the old behaviour.
This means passengers will no longer be this explosive growth money machine! The smallest towns will produce somewhat more passengers, but large towns will produce much fewer passengers. Mail is also affected. Part of the effect will also be that central bus stops will be easier to manage, not as easily get overcrowded.
- Feature: Improved performance for road vehicle pathfinding (#7261)
There is an open issue with this, basically road vehicles no longer properly balance between multiple loading bays in large stations. I don't think 1.10 will get released before that is fixed.
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