OpenTTD 1.9.0-beta2 has been released!

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

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Michi_cc
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OpenTTD 1.9.0-beta2 has been released!

Post by Michi_cc » 10 Feb 2019 16:44

Rejoice, the first beta of OpenTTD 1.9.0 is here. The full version is 1.9.0-beta2, as beta1 had an unfortunate accident involving a monkey and a cockroach shortly after inception.

Some highlights are:
  • Support for up to 64 simultaneous rail types and cargo types;
  • Group liveries;
  • Modernized and updated music and sound drivers, including support for the original DOS MIDI music;
  • Detailed framerate window and faster fast-forward;
  • numerous NewGRF enhancements and bugfixes.

Full changelog and download.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by Digitalfox » 11 Feb 2019 00:10

Congratulations and thank you to all involved on OpenTTD this last year, was awesome to see the project getting very active again. :bow:

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by leifbk » 11 Feb 2019 12:57

debs only?

How do I install that on Gentoo?

The old generic binaries worked perfectly for me, just unpack to /usr/local/games and run.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by TrueBrain » 11 Feb 2019 13:03

leifbk wrote:debs only?

How do I install that on Gentoo?

The old generic binaries worked perfectly for me, just unpack to /usr/local/games and run.
Please see: viewtopic.php?f=29&t=84768&start=20#p1218358
Or please see: https://github.com/OpenTTD/CompileFarm/issues/22

Any contributions regarding this are welcome!
The only thing necessary for the triumph of evil is for good men to do nothing.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by leifbk » 11 Feb 2019 13:19

TrueBrain wrote: Please see: viewtopic.php?f=29&t=84768&start=20#p1218358
Or please see: https://github.com/OpenTTD/CompileFarm/issues/22

Any contributions regarding this are welcome!
Seems like I'm stuck with 1.8 then. Thanks a lot.


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Re: OpenTTD 1.9.0-beta2 has been released!

Post by peter1138 » 11 Feb 2019 13:54

Gentoo is *built* to compile! Whatever happened to emergeing the complete system every few days with -funroll-loops...
He's like, some kind of OpenTTD developer.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by leifbk » 11 Feb 2019 14:01

peter1138 wrote:Gentoo is *built* to compile! Whatever happened to emergeing the complete system every few days with -funroll-loops...
Yes, Gentoo is built to compile, but during the 15 years that I've been using Gentoo, I've only compiled the most trivial code by hand. Portage usually handles everything.
andythenorth wrote:You can't at least compile? :roll:
I could possibly do that, if I could get Allegro to work on my system. I've actually tried, but as long as Allegro just bombs out when I try to build it, what I get is a server installation without graphics. Seems like I have to raise a thread on the Gentoo forum about that.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by peter1138 » 11 Feb 2019 14:05

You don't need Allegro. None of the official Linux builds are Allegro-enabled. You do need libsdl1.2 though.
He's like, some kind of OpenTTD developer.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by leifbk » 11 Feb 2019 14:23

peter1138 wrote:You don't need Allegro. None of the official Linux builds are Allegro-enabled. You do need libsdl1.2 though.
Well, I'll be damned. I thought that what was the documentation says:
Without libSDL/liballegro on non-Windows and non-macOS machines you have
no graphical user interface; you would be building a dedicated server.
So it seems like I don't need both but either or :D

I did a ./configure; make; make install, and now I'm up and running.

Thanks for the enlightenment! :bow:

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by leifbk » 11 Feb 2019 14:51

Selection_061.png
Selection_061.png (29.7 KiB) Viewed 1897 times
The 4 sprites that I'm missing, where might they be found? I'm on OpenGFX, and can't find an in-game update for it.

When I select Norwegian (Bokmål) language, it also says that 84 strings are missing from the translation. I think I can fix that :D

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by mak » 11 Feb 2019 15:56

Hi leifbk

Had similar a week ago (missing sprites) and Kamnet gave this reply:
kamnet wrote:
mak wrote:pray tell me where to get the latest developement of OpenGFX.
The current stable version is here, and should fix the issue:
https://www.openttd.org/downloads/openg ... atest.html

If it doesn't, the latest nightly development version is here:
http://bundles.openttdcoop.org/opengfx/nightlies/LATEST

Detailed installation instructions are included in the files.
Solved the problem in OTTD but not in JGR Patch that I use.
Still missing but does not appear to affect the game, that I have noticed. :)

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by acs121 » 11 Feb 2019 16:56

I could also help for Norsk (Nynorsk), as I don't speak Bokmål.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by jfs » 11 Feb 2019 17:42

Here's a bunch of the changelog items I think warrant attention when trying out the betas, since these are among the more likely ones to cause new issues:

Change: Make ships turn slowly when changing direction and stop when going up or down a lock (#7065, #7150)
Ship movement has changed a bit, take note whether this causes them to move in weird ways or seem to flicker around or such.

Change: Decouple GUI timing from game ticks (#6780)
This allows faster fast-forward and various other niceties, but might cause some windows to not be updated correctly at times. If you discover a window that doesn't seem to update when you do something that ought to update it, give a note.

Change: Clone tool in depot window now behaves like clone button in vehicle window (#6754)
Just might take a little getting used to, it shouldn't cause bugs :)

Change #6397: Keep town growth rate in sync with house count
Change: Switch town growth rate and counter to actual game ticks (#6763)

These should be safe, but do take note if some towns seem to grow too fast or too slow. Also need testing with Game Scripts!


Additionally, the current beta2 will show in server lists as "1.9.0-g6e21190" (possibly with some more hex digits at the end), this will be fixed for the next beta (or RC) to show the correct version number.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by leifbk » 12 Feb 2019 13:02

jfs wrote:Here's a bunch of the changelog items I think warrant attention when trying out the betas, since these are among the more likely ones to cause new issues:

Change: Make ships turn slowly when changing direction and stop when going up or down a lock (#7065, #7150)
Ship movement has changed a bit, take note whether this causes them to move in weird ways or seem to flicker around or such.
The new ship movement through locks is a pleasure to watch. I've always disliked the smooth movement, particularly upwards, which seems to defy physics. Once I saw another type of animated lock here on the forum somewhere that looked a lot more like the real thing. I hope that it will be revived and put in a GRF.
Change: Decouple GUI timing from game ticks (#6780)
This allows faster fast-forward and various other niceties, but might cause some windows to not be updated correctly at times. If you discover a window that doesn't seem to update when you do something that ought to update it, give a note.
Hopefully, this is the first step towards a real variable daylength.
Change: Clone tool in depot window now behaves like clone button in vehicle window (#6754)
Just might take a little getting used to, it shouldn't cause bugs :)
So far, it's annoying, but I may get used to it - in a few years. There is what looks like a bug, because the clone button is missing from the vehicle window of a newly created ship:
Selection_062.png
Selection_062.png (24.67 KiB) Viewed 1660 times
It's there the next time the ship visits the depot.
Change #6397: Keep town growth rate in sync with house count
Change: Switch town growth rate and counter to actual game ticks (#6763)

These should be safe, but do take note if some towns seem to grow too fast or too slow. Also need testing with Game Scripts!
Haven't tested this yet, I've turned town growth off.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by andythenorth » 12 Feb 2019 13:06

leifbk wrote:There is what looks like a bug, because the clone button is missing from the vehicle window of a newly created ship:
Yup, that one's a bug :) https://github.com/OpenTTD/OpenTTD/issues/7197

Fix is done, included in nightlies already, should be in the next release.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by agentw4b » 12 Feb 2019 17:09

OpenTTD 1.9.0-beta2 and CZ Ground 2.0 . Error.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by planetmaker » 12 Feb 2019 19:27

agentw4b wrote:OpenTTD 1.9.0-beta2 and CZ Ground 2.0 . Error.
That's more a problem of that NewGRF - or you'd see the same issue w/o any NewGRF.

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Re: OpenTTD 1.9.0-beta2 has been released!

Post by agentw4b » 12 Feb 2019 23:17

planetmaker wrote:
agentw4b wrote:OpenTTD 1.9.0-beta2 and CZ Ground 2.0 . Error.
That's more a problem of that NewGRF - or you'd see the same issue w/o any NewGRF.
Probably the error is only in "CZ Ground". I informed developers of CZTR.
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Re: OpenTTD 1.9.0-beta2 has been released!

Post by Kevo00 » 13 Feb 2019 22:40

Seems like you guys are forcing me to finally get around to upgrading my MacOS!

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