OpenTTD 0.4.8 preparations

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OpenTTD 0.4.8 preparations

Post by Darkvater »

OpenTTD 0.5.0 will still be a while away until all planned features are finalised, so another interim release will be done, much in the way of 0.4.7.
It will include several backported fixes from trunk, and some of the bugs on the bugtracker. The current list of open bugs that needs to be fixed before 0.4.8 is below, feel free to comment on them or add more:

Tasks for OpenTTD 0.4.8

In addition the following revisions from trunk/ will be backported:

Code: Select all

r4149              - OSX universal binaries (makefile)
r4158              - show refit cost (autoreplace)
r4183,r4197        - Config, zlib, sdl (makefile)
r4192              - Depot crash when shuffling trains around
r4195              - compiler warning (uninitialized order struct)
r4203              - mingw compile fixed??
r4217              - SDL-CONFIG, etc replace with underscore (makefile)
r4227              - wagon replace proper cargo-check for refit (autoreplace)
r4228              - replace wagons when engine replacement fails (autoreplace)
r4241,r4243        - server crash on error-number
r4266              - VS2005 compile warning
r4267              - client crash on error-number
r4291              - crash with invalid strings
r4301              - textbuf size inconsistencies
r4314              - chatbox buffer overflow with textbuf (r1263) (COMPLETE)
r4320              - rs->num_vehicles not saved, FS101
r4325,r4326        - vehicle count for roadstops? slot age? (multistop)
r4337              - getrailtype/getrailtiletype
r4341              - bankrupcy slot clearance (multistop, FS101) (COMPLETE)
r4343              - drawing outdated engines (autoreplace)
r4359              - MSVC6 compile issues UINT_MAX, perhaps only multistop issue?
r4373,r4374,r4402? - z-calculation for bridges
r4389              - NPF debuggging mark tiles, MP (COMPLETE)
r4413              - hacked server in masterlist (COMPLETE)
r4414              - actionA in initialization stage
r4435              - error when removing bridge with remove-tool
r4445              - FS108 danish name genrator
r4466              - FS71 rash for st->last_vehicle
r4467              - plantations correct string
r4468              - FS45 correct NO_RETURN
r4470              - FS97 ptrdiff_t for Win64
r4501              - FS129 selling trains, no update of prev_shared/next_shared orders
r4505              - FS94 ship feeders possible
r4508              - FS125 proper functioning of DeliverGoodsToIndustry
r4518,r4558        - 'stopall' debugmode
r4520              - some initilazegui??
r4521              - player size, crash Win98
r4522              - stdio before sddef, target compilation
r4560              - vsnprintf VS2005
r4570              - subsidy calculation too high
r4576              - temperate bank in tropical game
r4585,r4590        - FS130 road dragging bug
r4586              - recursive _error_message
r4591              - FS122 error with many towns on scenario editor
r4599              - cloning copies service-interval
In addition language-file commits will be needed to be backported manually.
4304, 4309, 4310, 4312 - chatbox cleanups??
11:10 <Celestar> 4323, 4324, (in one swoop) - road slots, don't think this applies to old one, please check
Above few backports have been suggested but I think the first one is only cleanup and fixes nothing, and the second one is introduced by the multistop rewrite, thus unnecessary.
-Fix: (FS#95) Use the tile hash when pathfinding to a depot. Eats a tiny bit of performance, but the likelihood that the depot is found is greatly increased
Is also listed, not yet sure about this, perhaps a yes. Was r4506 in trunk/
Last edited by Darkvater on 02 May 2006 21:34, edited 3 times in total.
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Post by DeletedUser21 »

Sounds nice, I assume this is a bugfix only release or will there be slight additions made to it too? (Electric rails and such?)

Anyway, what will you guys do if you run out of version numbers? (Like 0.47, 0.48, 0.49 ... ) and can't release a 0.5, then what? :P
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Post by Brianetta »

You also need at least some casual balancing act on the price of elrails. Doesn't have to be well balanced, just better than it is.
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Post by Born Acorn »

The price of all rail types have been the same. I think it all needs to be balanced, with Maglevtrack being the most expensive, as in RL.

What major features are planned* for 0.4.8?


*planned, meaning may or may not make it.
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Post by DumKopf »

Mr. X wrote:Sounds nice, I assume this is a bugfix only release or will there be slight additions made to it too? (Electric rails and such?)

Anyway, what will you guys do if you run out of version numbers? (Like 0.47, 0.48, 0.49 ... ) and can't release a 0.5, then what? :P
Don't forget 0.491 0.492 etc :)
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Post by DaleStan »

Mr. X wrote:Sounds nice, I assume this is a bugfix only release or will there be slight additions made to it too? (Electric rails and such?)

Anyway, what will you guys do if you run out of version numbers? (Like 0.47, 0.48, 0.49 ... ) and can't release a 0.5, then what? :P
It's 0.4.6, 0.4.7, &c.
What follows from 0.4.9 will, of course, be 0.4.10, then 0.4.11, and so on, until 0.5.0 is ready to be released.

(Not to imply that I think Open will hit 0.4.11. That's just a relatively standard versioning system.)
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Post by Darkvater »

Mr. X wrote:Sounds nice, I assume this is a bugfix only release or will there be slight additions made to it too? (Electric rails and such?)
Just as DaleStan said, it's 0.4.7, ... 0.4.10 ... 0.4.99 ... 0.4.11092381247 so we are good for the time being ;)

It is a bugfix release that means no major additions are made (and no, electric rails is not slight ;) ). I imagine you all have been waiting a long time for elrails, but it needs balancing (eg price) so it still won't go into 0.4.8.

A few crashes will be fixed, some nasty or less nasty bugs and hopefully the 'my server has run for ages and now everyone who connects is disconnected' bug if we find it :).
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Post by Celestar »

Slight correction: there will be no balancing in 0.5.0, there are already tons of changing coming for that release, balancing will be done after 0.5.0 has been released.

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Post by Moriarty »

erm, Doesn't it make sense to balance Before 0.5.0 seeing as that's something of a mile-stone release?
As such why not do the balancing and release a couple of Release Candidates prior to .5 proper. That's what RC's are for. If .5 is just going to be a bugged out (courtesy of the new features = new bugs) version that's also unbalanced, what's the point in releasing it at all?

Doing this would result in 0.5 being nicely polished.

Depends on what your goals are though.

Oh, and the roadmap (on the wiki) for 0.5 says:
"Rebalancing (faster aircraft, more expensive landscaping)"
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Post by PouncingAnt »

Just cos something is on a roadmap doesnt mean that it has to be done. Just like my GPS will tell me to go straight through Dorchester on market day, but i sure as hell don't. It's surely down to the situation at the time as to what makes it?
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Post by Celestar »

Currently, it seems there will be so many new features in 0.5.0 that there will be little for rebalancing.

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Post by MeusH »

Doing this would result in 0.5 being nicely polished.
Well, we may release 0.5.1 as nice, polished version with rebalancing done.
There is really lot of stuff done, so it won't hurt much to wait a month or two to see a nice 0.5.1 :)
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Post by SpecialK »

Any idea of a timeline for 0.4.8 and 0.5?
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Post by Brianetta »

SpecialK wrote:Any idea of a timeline for 0.4.8 and 0.5?
I can rule out any release date before today, if that helps?
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Post by DeletedUser21 »

Probably tomorrow aswell.

If you want a real answer, the phrase: 'When it's done' is useless to, but it covers the load. :P
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Post by richk67 »

Mr. X wrote:Probably tomorrow aswell.

If you want a real answer, the phrase: 'When it's done' is useless to, but it covers the load. :P
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Post by Moriarty »

Celestar wrote:Currently, it seems there will be so many new features in 0.5.0 that there will be little for rebalancing.

Celestar
Assuming you mean "little time for rebalancing" you're imposing an arbitrary deadline - as there's no "publishing date" there's no need to rush anything.
Well, we may release 0.5.1 as nice, polished version with rebalancing done.
There is really lot of stuff done, so it won't hurt much to wait a month or two to see a nice 0.5.1
I think I didn't make myself clear. Let's see if I can put it another way:

Your timeline:
0.4.8 => 0.4.9 => 0.4.10 ... => 0.5 => 0.5.0.1=> 9.5.0.2 => 0.5.1 = Working copy that's semi-playable.

My timeline
0.4.8 => 0.4.9 => 0.4.10 ... => 0.5RC1 => 0.5RC2 => 0.5 = Working copy that's semi-playable.

The difference is purely psychological as both would be released at the same time.
The only actual difference is the name/version number.
Because 0.5RC is a Release Candidate people would be expecting bugs and balance issues. 0.5.0 implies that it's going to be useable (at least to me).

Why rush to 0.5 release?
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Post by bobingabout »

like me and my mod... we've been saying for a long time now that we will release version 0.4.2, at the moment we are on 0.4.1.97
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Post by Celestar »

Moriarty: I have suggested the same (or similar) scheme for releasing about a week ago and it seems that it will happen :)

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Post by Darkvater »

Added revisions that need to be backported to the 0.4 branch. Please look and comment if things are missing or are unneeded because they were only fixes to bugs introduced in trunk.
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