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 Post subject: OpenTTD 0.5.0 RC1
PostPosted: Fri Dec 22, 2006 12:29 am 
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Tycoon
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You have waited a long time..well some of you have, but now; it is done! We are proud to give you the first release candidate of 0.5.0!

There have been a huge number of changes since the last true release (0.4.5) as can be seen from this massive changelog.
Let me just name a few of the highlights of this release:
  • YAPF: a lean-mean C++ pathfinder with far superiour performance to NPF and the original pathfinder
  • TGP: a customizable random land generator
  • UTF8: full unicode support throughout openttd (display, input and output)
  • NewGRF: newstations, newsounds, I18n and many more fixes and features
  • I probably forgot quite a few ;p

We would like to draw your attention to the following:
  1. The OSX binary might not even start for people. If the debug window says something about 'libfontconfig' - Download the game from sourceforge again if you got this problem since we solved the issue
  2. Win9x will ONLY work with MSLU, the MS Unicode layer. You need to download this file from Microsoft and either put it into your OpenTTD directory or into windows\system. Don't worry, you'll know when you did something wrong
  3. With UNICODE support it is possible to support non-latin languages such as Chinese (no translation yet). However also other languages like Russian or Hungarian can benefit from this. When you select these languages you will most likely see '?' instead of some characters. This is because the sprites don't have glyphs for these characters. You need to shut down OpenTTD, and edit your configuration file. After the small/medium/large -_font = line add your favourite font (by name or by path) and restart OpenTTD. Recommended fonts are 'Tahoma Bold', 'Bitstream Vera Bold' are good choices, but you can also use 'Comic Sans MS' if you like
  4. Please look at './configure -h' if you compile openttd yourself. Most options are turned on by default, but you probably want iconv as well. Check that you have fontconfig if you are planning to use fontnames in the configuration file instead of a path to a font.
  5. NewGRF usage information are saved within the savegame. At the moment savegames won't load if you don't have the matching grf files (we are working on that). The list of missing files is printed to the debug window. All GRF files should be put in a (subdirectory of) data where OpenTTD will find them automatically and use if needed. You can also change grf files during gameplay, but be warned, it can crash your game!. Multiplayer games also enforce grf-correctness.
  6. Patch settings are also saved with the savegame, but not all. Patches that only affect the GUI like snap-window-radius are not saved. This mechanism allows players to share their savegames, use the same configuration yet still have their own preferences when playing
  7. If you want to compile OpenTTD yourself under Windows, please download the latest openttd-useful package as it contains all needed libraries.
  8. If the game crashes, please attach the created crash.dmp file so we can find out the cause together with the savegame and a description of what you were doing at the time of the crash if applicable


Translators are requested to fix as many strings and as sson as possible. As of now, the current statistics are:
Ukrainian (28 ), Turkish (12), Swedish (14), Slovak (3), Russian (2),
Romanian (3), Portugese(2), Polish (3), Norwegian (55), Italian (3),
Icelandic (217), Hungarian (6), German (3), Galician (173), French (2),
Finnish (26), Estonian (26), Dutch (3), Danish (23), Czech (34),
Catalan (2), Bulgarian (39), Brazilian-Portugese (3), Esperanto (222)


Merry Christmas to all and without further chatter, here is the full changelog. The download is as always over at http://www.openttd.org/downloads.php

Changelog:
  • - General fixes and improvements to TTDPatch's newgrf format, most noticable are newstations, newsounds, more callbacks and I18n
  • - Feature: Show NewGRF compatability of network games; green for full compatibility, yellow for missing newgrfs and red for invalid revision (r7505)
  • - Feature: Load a list of NewGRFs from the config (in the [newgrf-static] section) that should always be loaded (r7490)
  • - Feature: Double the length of the cargo and rating indicators in the station list window for better visibility (r7466)
  • - Feature: NewGRF set up window and browser which allows modification and viewing of NewGRF settings ingame or the main menu (r7357)
  • - Feature: Support for saving NewGRF settings with savegames (r7348)
  • - Feature: Add support for gradual (un)loading of vehicles (r7326)
  • - Feature: Add freight trains patch option which is a multiplier for the weight of cargo on freight trains, to simulate longer heavier trains (r7269)
  • - Feature: UNICODE/UTF8 support, with (optional) usage of fonts rendered by Freetype instead of sprites. This means full unicode support (input, rendering, file/io) and greatly enhanced internationalization for non-latin languages (utf8) (r7182)
  • - Feature: Add Slovak, Brazil and Slovenian currency [SF 1243657, 1171147; FS#131] (r7160, r5964)
  • - Feature: Allow towns to be built on top of trees in the scenario editor [FS#396] (r7152)
  • - Feature: Allow over-building of compatible railtypes, i.e. normal and electrified rail. If building electrified rail, normal rail is upgraded for you (at a cost) (r7106)
  • - Feature: Additional positioning for long dropdown lists with scrollbar support if dropdown list wouldn't fit (r7086)
  • - Feature: [win32] Remember the window size between restarts when quit in fullscreen mode (r7061)
  • - Feature: Increase the chatbuffer of chat messages, messages longer than the graphical box will be wrapped to a new line (r6956)
  • - Feature: Allow typing longer text than visible for an editbox; it will scroll properly now (r6954)
  • - Feature: Allow spectators to team-speak to eachother (r6933)
  • - Feature: Allow for " to be in console tokens. Escape them with \. eg \" (r6875)
  • - Feature: Change the functionality of the chat window. SHIFT+ENTER (SHIFT+T) sends a message to all players, CTRL+ENTER (CTRL+T) sends a message to all team mates and ENTER (T) is customizable (r6824)
  • - Feature: (Train is) lost message is now generated immediately when pathfinder can't find the path (r6800)
  • - Feature: Add a measurement tool that will show dimensions and height differences of various draggable tools (r6758)
  • - Feature: Added sort options to the build aircraft and train windows (r6708)
  • - Feature: Depot lists are now sorted, so vehicle 1 is always first and so on (r6652)
  • - Feature: Ability to pause a server if not enough players are connected. The setting for this is 'min_players' (r6628)
  • - Feature: Ability for servers to execute a script just after a client has connected, e.g. for a MOTD, etc (r6625)
  • - Feature: Add refit commands to vehicle orders (can only be done in goto depot orders) (r6624)
  • - Feature: Support cargo subtypes in the refit window. The refit window has been altered to support resizing and scrolling (r6601)
  • - Feature: Depot and vehicle list windows reworked a bit with more buttons to include 'Autoreplace all' (instantly), 'Sell all', 'Start all' and 'Stop all' (r6542, r6552, r6515)
  • - Feature: Using goto depot with a different control selection will now alter the service/stopping in depot flag instead of cancelling the goto depot order (r6295)
  • - Feature: When automatically detecting the language try to first match language+territory (e.g. de_CH), then just language (e.g. de) and fall back to en_GB otherwise (r6290)
  • - Feature: Add a "goto depot" button to various vehicle list windows (r6229, r6246)
  • - Feature: Save max_companies/clients/spectators in the config file (r6170)
  • - Feature: Vehicle status bar will show the heading string in different colours to visually discern the difference between a service and a forced stop (r6165, r6414)
  • - Feature: Control clicking Goto Depot will now make the vehicle service instead of stop in depot (r6165)
  • - Feature: List of vehicles with the same shared orders, accessible from the orders-window of a given vehicle (r6161)
  • - Feature: Added -s (source) and -d (destination) to strgen to specify paths for input and output files (r6089)
  • - Feature: After removing a farm, its farmland is removed too (over time) [FS#82]
  • - Feature: Clicking twice on the location button in the smallmap centers to your position, clicking twice centres your viewport [FS#54] (r6040)
  • - Feature: Change the original date format to a 32 bits format based at the year 0. Highest date is the year 5.000.000AC (r5999)
  • - Feature: Auto-completion in chat-window. It completes Player and Town names (in that order) using <tab> (r5968)
  • - Feature: Catalan Town Names generator [FS#261] (r5965)
  • - Feature: Possibility to generate scenarios by importing heightmaps. It can be in PNG or BMP format
  • - Feature: New (optional) landscape generator based on TerraGenesis Perlin noise with GUI, progress bar and fine-tuning options (r5946)
  • - Feature: Filter for textboxes to only allow input of certain patterns (like numbers only) (r5944)
  • - Feature: [win32] Remember the maximized state of the game window and restore on start [FS#234] (r5874)
  • - Feature: Add an icon to the SDL openttd executable (r5872)
  • - Feature: Also allow horizontal and vertical rails on steep slopes (r5864)
  • - Feature: Allow building of (certain) rails, roads and bridge ramps on steep sloped tiles (r5833)
  • - Feature: Replacing from a train engine without cargo capacity to one with cargo capacity will now make autoreplace refit the engine to carry the cargo type from the last wagon in the train (r5465)
  • - Feature: [OSX] Macs with touchpads that support two finger scrolling can now use this feature to move around the map (r5460)
  • - Feature: Allow building canals at sea-level, using ctrl to toggle canal or plain water tile. This allows building of non-raisable sea-level water ways (useful in multiplayer) and dikes for low-level areas (r5403)
  • - Feature: Add 4 new airports. 2 for aircraft, 2 for helicopters (r5346)
  • - Feature: Implement smooth horizontal depot and, vehicle list scrolling for trains (r5046)
  • - Feature: Add new pathfinder, YAPF. Has greatly improved performance and better, fully configurable, pathfinding (yapf) (r4987)
  • - Feature: Add a new console command "players" that lists current players along with basic stats [FS#150] (r4828)
  • - Feature: Station List View can now be sorted and filtered (by waiting cargo type and facilities) (r4822)
  • - Feature: The integer-list parser now accepts a space character as an item seperator next to the comma for openttd.cfg (r4490)
  • - Feature: Add support for electric railways as a seperate tracktype. Electric trains will not run on non-electrfied track unless otherwise controlled by patch option (elrails) (r4150)
  • - Feature: A new multi-lingual multi-measuring-unit system (r4126)
  • - Feature: Add proper OPENTTD <> LOCALCODE conversion using iconv. Savegames with special characters will be legible in filesystem (r4105)
  • - Feature: Undraw the mouse when it leaves the window and draw it again when it enters (r4075, r4083)
  • - Feature: It is now possible to turn a single unit in a train (CTRL+Click on unit in depot) (r3944)
  • - Feature: Delete news items about vehicles when they get stale (r3757)
  • - Feature: Save patch settings with the savegame so you are presented with the same behaviour when loading the game on another machine/installment (r3726)
  • - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window (r3717, r6455)
  • - Feature: [OSX] Added support for tripple binaries (binaries optimised for G3, G5 and i686) (r3674)
  • - Feature: Allow autoreplacing of train wagons (r3535)
  • - Feature: Allow sorting of vehicle lists by model or value (r3528)
  • - Feature: Allow trains details view to be resized (r3521)
  • - Codechange: Improve the usability of the signal-dragger, do not bail out at (certain) errors, just silently ignore them [FS#149] (r7127)
  • - Codechange: Make the zoom in/out buttons of the extra viewport into proper push-buttons (r7078)
  • - Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vehicle (r7070)
  • - Codechange: Truncate text in window captions to prevent overflow (r7058)
  • - Codechange: Allow standard ini-file style comments (;) (r6972)
  • - Codechange: Send server messages with format NETWORK_ACTION_SERVER_MESSAGE so it is general colour like the rest of the server messages. Spectators speak in grey (r6932)
  • - Codechange: Change textmessage format a bit. Only the sender's name and target are in the sender's colour, the actual message is in white. Should improve readability (r6932)
  • - Codechange: Add an MD5 sum check of our own data files, and warn if they don't match (r6921)
  • - Codechange: Add strict bounds checking in string formatting system to check for possible buffer overflows (r6884)
  • - Codechange: Have the dropdown menus fall fully inside the top toolbar (r6745)
  • - Codechange: Determine the length of the main toolbar dropdown list based on the length of the strings in that list (r6744)
  • - Codechange: When vehicles never expire they will stay at peak reliability instead of the lowest to make them useful even when old (r6681)
  • - Codechange: Show more correct capacity of articulated wagons in the train purchase list (r6650)
  • - Codechange: When showing tooltips, properly position the tooltip taking into account window dimensions and cursor (r6405)
  • - Codechange: Speed up the animated cursors a bit so they move once in a while at least (r6367)
  • - Codechange: Remove the "unsorted" vehicle sorter, because it's plain useless (r6270)
  • - Codechange: Remove MSVC6 support. The compiler was too stupid and too many workarounds were needed. Please switch to mingw or VC2005++ express (r5286)
  • - Codechange: Allow a switch in Makefile.config to disable threads in OpenTTD (r5978)
  • - Codechange: [win32] Add native x64 target to VS2005 project files (r5813)
  • - Codechange: [win32]The exception dialog showed the last modification-date of win32.c instead of the last compilation-date (r5801)
  • - Codechange: Add owner attribute to canals and locks. This makes them more useful in multiplayer games, as only the owner can delete them. Does not affect usage (r5084)
  • - Codechange: [OSX] Shark (Xcode's profiling tool) can now relate CPU usage to lines (r3611)
  • - Codechange: Rewrite the multistop slot assignment system. More resource-friendly, several slot-assignment improvements (r3730, r4259)
  • - Codechange: Completely remove the deprecated -p parameter (is superseded by -n) (r3508)
  • - Fix: Town ratings were not reset when a company went bankrupt (r7433)
  • - Fix: With realistic acceleration, guarantee a minimum braking force is applied. This ensures trains will stop when going down hill (r7425)
  • - Fix: Changed "kick off" acceleration resulted in only a small amount of power being applied; this resulted in a perceived delay before trains moved. (r7421)
  • - Fix: Long delay for message windows to appear. Immediately show a new message if present if no news window is open, or has just been closed instead of waiting for the timer of the current news to time out [FS#255] (r7402)
  • - Fix: Deleting Train in depot with autoreplace fails [FS#418] (r7385)
  • - Fix: Don't update vehicle images when turning a train around. During this procedure the train is split into parts which can result in incorrect images being used (r7378)
  • - Fix: OpenTTD could crash under certain circumstances when a vehicle as autoreplaced and a news window was open [FS#332] (r7368)
  • - Fix: Segmentation fault in the SDL video driver when one goes to fullscreen and there are no suitable resolutions (r7332)
  • - Fix: When loading a game from a dedicated server the local player set to 0, theoretically enabling the dedicated server to also play (r7312)
  • - Fix: TTDPatch vars are little endian (r7282)
  • - Fix: Always display the excavation of roadworks even when fully zoomed out or "full details" are off (r7240)
  • - Fix: Window allocation and deletion messed with the actual window pointer, possibly crashing OpenTTD [FS#350, SF#1560913] (r7205)
  • - Fix: Callback not executed for non-player based patch changes in multiplayer for all clients; possible desync issue (r7190)
  • - Fix: Station sign (and base station coordinates) didn't move along with station when station moved by walking. [FS#388] (r7169)
  • - Fix: MiniMap was misplacing vehicles sometimes [FS#402] (r7166)
  • - Fix: Some mouse events possibly lost under high CPU load, handle mouse input right away instead of waiting for GameLoop. [FS#221, SF1168820] (r7157)
  • - Fix: Some keyboard events possibly lost under high CPU load, handle keyboard input in place instead of global variables magic. [FS#279] (r7153)
  • - Fix: "Position of Main Toolbar" option isn't honored when starting new game or loading saved [FS#172] (r7130)
  • - Fix: Synchronize the engine-renew settings of a player when joining a multiplayer game (r7126)
  • - Fix: Several errors/glitches related to multiplayer and bankrupcy (mainly server), and non-updated company-information (r7125)
  • - Fix: Cloning a vehicle that has been refitted would incur the expense as running costs, not new vehicles [FS#371] (r7115)
  • - Fix: Do not let ships enter partial water tiles under bridges; they will travel up land... (r7110)
  • - Fix: AI tried to build road from the back or side of road stop/depot (r7069)
  • - Fix: Zooming out near map-borders would previously fail because the new centre would be outside the map [FS#317] (r7047)
  • - Fix: 'Goto' button in orders window got depressed along with all other buttons when an existing order was modified [FS#311] (r7046)
  • - Fix: Scenario bridges/tunnels cannot be demolished [FS#200] (r7028)
  • - Fix: Pressing F1 in scenario editor did not work (r7023)
  • - Fix: Properly guard against viewing company-sensitive information from invalid players (eg spectators) which could lead to crashes [FS#292] (r7022)
  • - Fix: In the replace vehicle window, the left vehicle list was not drawn when an engine was not selected (r7009)
  • - Fix: Crash at game end when server company is bankrupt [FS#369] (r7008)
  • - Fix: List of actions panel in the town authority window went underneath its scrollbar (r6885)
  • - Fix: Pressing ^D (EOF) at a dedicated console caused it to repeat the last command, instead of doing nothing (r6835)
  • - Fix: Don't add up running cost of articulated engine parts (r6765)
  • - Fix: If a rail is not available, don't show toolbar even with hotkey 'A' (r6740)
  • - Fix: Only apply the virtual transfer profit if the order is a transfer order, rather than to any unload order (r6738)
  • - Fix: Disable main toolbar buttons showing company list drop downs when there are no companies [FS#356] (r6695)
  • - Fix: Autoreplace can now use the money for selling the old vehicle to build the new one (r6640)
  • - Fix: A loop-hole that allowed docks to be built regardless of town authority rating (r6477)
  • - Fix: [win32] The dedicated server could overwrite the keyboard input buffer before it was handled by OpenTTD (r6449)
  • - Fix: Reset the location of the last sound as that location can be outside the map when you are loading another, (smaller) map (r6437)
  • - Fix: Show an error message when executing 'scrollto x' with x < 0 or >= MapSize() instead of asserting later on [FS#340] (r6435)
  • - Fix: Station catchment area persists after switching tools [FS#136] (r6368)
  • - Fix: Do not reset the current cursor action when centering on a depot/hangar (r6360)
  • - Fix: Go to hangar orders for aircraft could get spuriously removed when a road or rail depot got deleted (r6355)
  • - Fix: Due to some off-by-one errors the width or height of a clipping rectangle could become 0, which isn't sensible. This should fix a very rare and hard to trigger assertion in GfxFillRect() (r6351)
  • - Fix: Never allow scrolling the map in the main menu (scroll-settings weren't reset if switched to mainmenu) (r6037)
  • - Fix: Never set I-am-a-thread bool to true IN the thread, dual-core machines could flip [FS#78] (r5977)
  • - Fix: Town-growth removed houses under construction to make way for road; unwanted behaviour [FS#49] (r5970)
  • - Fix: Cloned toad vehicles are not refitted to correct cargo [FS#275] (r5917)
  • - Fix: Bugfix for errors in FindNearestHangar function in aircraft_cmd.c [FS#235] (r5914)
  • - Fix: Sort order for produced amount and transported percentage was reversed in the industry list (r5912)
  • - Fix: Changing patch settings through the console didn't accept on/off or true/false [FS#170] (r5903)
  • - Fix: Differing price calculation for tunnels depending on starting point [FS#253] (r5901)
  • - Fix: Goto sepot not always working for road vehicles [FS#249] (r5898)
  • - Fix: Bus trying to service in depot of other company [SF1519167] (r5897)
  • - Fix: If vehicles break down and service is turned off, the vehicles failed to enter any depots; now they will quickly go to a depot if set to be replaced (r5888)
  • - Fix: Incomplete removal of player owned property due to lack of money [FS#273] (r5886)
  • - Fix: < > boxes in patch-settings didn't grey out when they hit the limit of their range (r5714)
  • - Fix: Check the configuration file for valid values and clamp them to their ingame minimum/maximum [SF1288024] (r3726)
  • - Fix: Remove the restriction that the 'patch' console command can only be run from network games [SF1366446] (r3723)

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Last edited by Darkvater on Sat Dec 23, 2006 2:51 pm, edited 3 times in total.

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 Post subject:
PostPosted: Fri Dec 22, 2006 1:35 am 
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Tycoon
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no OS X installers? well, i'll take a look at it soon, does it contain all MiniIN-patches as well?

good work!

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 Post subject:
PostPosted: Fri Dec 22, 2006 2:49 am 
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OpenTTD Developer
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astath wrote:
does it contain all MiniIN-patches as well

No MiniIN is a different thing :)


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 Post subject:
PostPosted: Fri Dec 22, 2006 7:03 am 
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Tycoon
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unfortunately, miniIN isn't included in this, hence why I will not be using it.

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 Post subject: Re: OpenTTD 0.5.0 RC1
PostPosted: Fri Dec 22, 2006 7:55 am 
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Engineer
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Joined: Wed Aug 31, 2005 6:46 am
Posts: 115
Location: Milan, Italy
Darkvater wrote:
Translators are requested to fix as many strings and as sson as possible. As of now, the current statistics are:
Ukrainian (28 ), Turkish (12), Swedish (14), Slovak (3), Russian (2),
Romanian (3), Portugese(2), Polish (3), Norwegian (55), Italian (3),
Icelandic (217), Hungarian (6), German (3), Galician (173), French (2),
Finnish (26), Estonian (26), Dutch (3), Danish (23), Czech (34),
Catalan (2), Bulgarian (39), Brazilian-Portugese (3), Esperanto (222)


Poke Miham to sync the updates from Webtranslator to trunk... there are 3 days that I see no updates from webtranslator ... ;)

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 Post subject:
PostPosted: Fri Dec 22, 2006 9:16 am 
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Tycoon
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WhiteHand wrote:
unfortunately, miniIN isn't included in this, hence why I will not be using it.

thus 0.5.0 RC1 is included in miniin so...


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 Post subject:
PostPosted: Fri Dec 22, 2006 9:38 am 
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Tycoon
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astath wrote:
no OS X installers?
Well, I was away when the compiling took place. Now there is a mac binary as well. There is no 10.2.8 binary though and it's unlikely that there will ever be one. It fails to compile and it's not trivial to solve. Odds are that 0.4.8 will be the last that will work on 10.2.8.


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 Post subject:
PostPosted: Fri Dec 22, 2006 10:06 am 
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zomg hax early Christmas release? :shock:

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PostPosted: Fri Dec 22, 2006 11:04 am 
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President
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Looks great Thanks

Is the roadmap on wiki correct because if so youve got quite a lot to do still before the final relese? Either way have you got any kind of idea when you would hope to release it by?

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 Post subject:
PostPosted: Fri Dec 22, 2006 11:39 am 
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Tycoon
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Tycoonjamie wrote:
Is the roadmap on wiki correct because if so youve got quite a lot to do still before the final relese? Either way have you got any kind of idea when you would hope to release it by?
The roadmap presumes that the list of developers and their activity remain the same. Some leave and new ones arrive, so unless we pay people to do what the roadmap says, it's kind of hard to follow it. We also got so many new features that were never added to the roadmap that we decided that it's time for a release. The changelog should not get too huge between each release :wink:


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 Post subject:
PostPosted: Fri Dec 22, 2006 12:16 pm 
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Engineer
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What about an Ubuntu install package? Pretty please? :oops:


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 Post subject:
PostPosted: Fri Dec 22, 2006 1:33 pm 
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Tycoon
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Location: United Kingdom of Great Britain and Northern Ireland
Bjarni wrote:
... so unless we pay people to do what the roadmap says...

Slaves don't get paid! :twisted:

Good work with the progress anyway (though I stick to nightlies). :)


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PostPosted: Fri Dec 22, 2006 1:51 pm 
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Moriarty wrote:
Bjarni wrote:
... so unless we pay people to do what the roadmap says...

Slaves don't get paid! :twisted:
They aren't free (in more than one sense). They need food.


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PostPosted: Fri Dec 22, 2006 1:58 pm 
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Someone "in the know", (like a developer) should keep the roadmaps up to date. It'd help keep people in the know themselves.

Roadmap 0.5 seems a bit out of date.

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 Post subject:
PostPosted: Fri Dec 22, 2006 2:05 pm 
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Bjarni wrote:
Moriarty wrote:
Bjarni wrote:
... so unless we pay people to do what the roadmap says...

Slaves don't get paid! :twisted:
They aren't free (in more than one sense). They need food.

So, OTTD needs FoodPal donations?

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 Post subject:
PostPosted: Fri Dec 22, 2006 3:18 pm 
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GreatBunzinni wrote:
What about an Ubuntu install package? Pretty please? :oops:


I would like also to know that is happening with (K)ubuntu package :)


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 Post subject:
PostPosted: Fri Dec 22, 2006 4:14 pm 
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Yay! Good work guys, I look forward to play the ultimate release! :D
Job well done. Merry Christmas! :)

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 Post subject:
PostPosted: Fri Dec 22, 2006 6:00 pm 
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Is newhouses branch merged with trunk?

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 Post subject:
PostPosted: Fri Dec 22, 2006 7:34 pm 
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Quark wrote:
Is newhouses branch merged with trunk?
If it were, it wouldn't have a seperate branch. ;)

Anyway, this makes a great early holiday present. It's a nice change to play aorund with a stable for awhile... until the trunk is too far ahead. :LOL:


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 Post subject: Re: OpenTTD 0.5.0 RC1
PostPosted: Fri Dec 22, 2006 9:14 pm 
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Joined: Sat Nov 11, 2006 2:49 pm
Posts: 27
Location: Graz/Austria
Ladies and Gentlemen. Dear OTTDteam, Developers and Patchers!

You did a great job again and I'm very glad that it happend this year.
I just downloaded the new version and played around this afternoon to test it. It works fine. Unfortunatly I'm not possible to attach some screenies of my first tries on this patch, but my trainnetwork combined with airplanes, busses and even ships are great and no problems appeared. The game runs stable with all GRFs I installed like I allways do and wait to continue tomorrow, because tonight I have to work in my job.

I wish you all a merry christmas and nice hollydays

N8king


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