OpenTTD 0.5.0-RC2
Moderator: OpenTTD Developers
OpenTTD 0.5.0-RC2
Yes, it is here
Too late now, so just enjoy ;p
Translators have done a great job overall, however Icelandic (217) and Galician (173) are not doing so well.
You know the drill, downloads over at http://www.openttd.org/downloads.php. Pleae be patient while SF distributes the files and we compile more binaries.
NOTE: The changelog misses fixes between RC1 or things that were broken before RC1 but after 0.4.8 but OSX works now, some crashes have been dealt with, etc.
Link to RC1 forum post: OpenTTD 0.5.0-RC1.
Changes since RC1:
[list][*]- General Removed support for OSX older than 10.3.9. Either upgrade, or use 0.4.8 (compatible with OSX 10.2)
[*]- Codechange: Drastically reduce the CPU usage in certain cases (AI using CheckStationSpreadOut()) (r7585)
[*]- Fix: Internal bug in updating the animated_tiles table caused desyncs between (different endian) machines in MP (r7631)
[*]- Fix: Signal update got propagated through incompatible railtypes and under certain circumstances tunnels and rail on top (r7620)
[*]- Fix: Remove landscaping toolbar option from road consturction toolbar in scenario editor [FS#473] (r7586)
[*]- Fix: The server could under certain circumstances tell a client too late to start syncing if it has been waiting to join (r7566)
[*]- Fix: Removing towns in scenario editor didn't remove their subsidies causing possible crashes [FS#468] (r7563)
[*]- Fix: Internal and (patches) GUI were disagreeing about autorenew settings [FS#431] (r7561)
[*]- Fix: No new company could be created if more than 8 clients were connected, even if not all 8 companies were used (r7560)
[*]- Fix; Clicking 'full load' could under certain circumstances change the current depot order [FS#456] (r7559)
[*]- Fix: Do not wait till a crashed vehicle is removed before starting to load other vehicles [FS#464] (r7558)
[*]- Fix: MorhpOS compile and install fixes (r7548)
[*]- Fix: Removing rail station cost was calculated on occupied area not on number of tiles with an actual station on (r7547)[/list]
List of fixes that affected RC1 or were not present in 0.4.8 and have been fixed in the meantime:
Changes since RC1:
[list][*]- Feature: newstations: add support for variables 45 and 65
[*]- Fix: [win32] x64 didn't compile (bad project file settings)
[*]- Fix: make install installs openttd.32.bmp so SDL window has OpenTTD icon
[*]- Fix: OSX libfontconfig issues solved (is now statically linked)
[*]- Fix: some MorphOS changes to get OpenTTD compiled, packaged
[*]- Fix: segmentation fault when clicking showing servers's newgrf files in MP
[*]- Fix: sction 0xE doesn't deactivate current grf if GRFID is that of the currently active grf
[*]- Fix: 'screenshot no_con' didn't remove console from screenshot
[*]- Fix: [win32] window_maximize not always remembered (buggy windows API)
[*]- Fix: wrong bounding boxes computed for strings with {SETX} causing too-wide dropdown menus
[*]- Fix: 'goto depot' didn't work for helicopters going to an airport without depot
[*]- Fix: [yapf] surpress 'train is lost' message if pathfinding ended on the first two-way red signal[/list]
Too late now, so just enjoy ;p
Translators have done a great job overall, however Icelandic (217) and Galician (173) are not doing so well.
You know the drill, downloads over at http://www.openttd.org/downloads.php. Pleae be patient while SF distributes the files and we compile more binaries.
NOTE: The changelog misses fixes between RC1 or things that were broken before RC1 but after 0.4.8 but OSX works now, some crashes have been dealt with, etc.
Link to RC1 forum post: OpenTTD 0.5.0-RC1.
Changes since RC1:
[list][*]- General Removed support for OSX older than 10.3.9. Either upgrade, or use 0.4.8 (compatible with OSX 10.2)
[*]- Codechange: Drastically reduce the CPU usage in certain cases (AI using CheckStationSpreadOut()) (r7585)
[*]- Fix: Internal bug in updating the animated_tiles table caused desyncs between (different endian) machines in MP (r7631)
[*]- Fix: Signal update got propagated through incompatible railtypes and under certain circumstances tunnels and rail on top (r7620)
[*]- Fix: Remove landscaping toolbar option from road consturction toolbar in scenario editor [FS#473] (r7586)
[*]- Fix: The server could under certain circumstances tell a client too late to start syncing if it has been waiting to join (r7566)
[*]- Fix: Removing towns in scenario editor didn't remove their subsidies causing possible crashes [FS#468] (r7563)
[*]- Fix: Internal and (patches) GUI were disagreeing about autorenew settings [FS#431] (r7561)
[*]- Fix: No new company could be created if more than 8 clients were connected, even if not all 8 companies were used (r7560)
[*]- Fix; Clicking 'full load' could under certain circumstances change the current depot order [FS#456] (r7559)
[*]- Fix: Do not wait till a crashed vehicle is removed before starting to load other vehicles [FS#464] (r7558)
[*]- Fix: MorhpOS compile and install fixes (r7548)
[*]- Fix: Removing rail station cost was calculated on occupied area not on number of tiles with an actual station on (r7547)[/list]
List of fixes that affected RC1 or were not present in 0.4.8 and have been fixed in the meantime:
Changes since RC1:
[list][*]- Feature: newstations: add support for variables 45 and 65
[*]- Fix: [win32] x64 didn't compile (bad project file settings)
[*]- Fix: make install installs openttd.32.bmp so SDL window has OpenTTD icon
[*]- Fix: OSX libfontconfig issues solved (is now statically linked)
[*]- Fix: some MorphOS changes to get OpenTTD compiled, packaged
[*]- Fix: segmentation fault when clicking showing servers's newgrf files in MP
[*]- Fix: sction 0xE doesn't deactivate current grf if GRFID is that of the currently active grf
[*]- Fix: 'screenshot no_con' didn't remove console from screenshot
[*]- Fix: [win32] window_maximize not always remembered (buggy windows API)
[*]- Fix: wrong bounding boxes computed for strings with {SETX} causing too-wide dropdown menus
[*]- Fix: 'goto depot' didn't work for helicopters going to an airport without depot
[*]- Fix: [yapf] surpress 'train is lost' message if pathfinding ended on the first two-way red signal[/list]
Last edited by Darkvater on 31 Dec 2006 02:39, edited 1 time in total.
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Re: OpenTTD 0.5.0-RC2
Darkvater wrote: [*]- Fix: No new company could be created if more than 8 clients were connected, even if not all 8 companies were used (r7560)
Yay! That is.... WAS always a problem on my server
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
He stupid SF, couldn't check the files this evening as I couldn't download them, but I uploaded a new version. As long as you download a zip that is 1.4MB abort; that's the corrupt one.
TrueLight: "Did you bother to read any of the replies, or you just pressed 'Reply' and started typing?"
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
Great stuff. Alpine climate seems to be working again. Only found 2 (minor) bugs:
- The climate selection buttons on the main menu don't change when alpine or mars climates are enabled
- In alpine climate, building on slopes gives different track foundations depending on whether there is track in the adjacent tile (see attached pic)
- The climate selection buttons on the main menu don't change when alpine or mars climates are enabled
- In alpine climate, building on slopes gives different track foundations depending on whether there is track in the adjacent tile (see attached pic)
- Attachments
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- _9974.png (5.65 KiB) Viewed 14888 times
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I'm very happy that you are going towards another version of OTTD, but I was wondering if it would be possible to make the game a bit more competitive. Maybe now there isn't much time left and I know that there are some patches that have something to do with the competitivity. The game is great as it is now, but it wouldn't hurt anyone if you could do some dirty business to an opponents networks, or buy him, or anything that you guys think it would make it more interesting. The game is fine as it is, but if a bit of war is added to it, then it would be extraordinary. I am telling you all this because it would be nice to have some patches that do this kind of stuff in an official release so that we can play on the Internet.
You could say that you can do some dirty business now, but if you just buy terrain in front of someone's rails, you'll end up in a dead-lock and the game doesn't make sense anymore.
If you want to take into account my ideas, it would be very nice.
Thank you.
You could say that you can do some dirty business now, but if you just buy terrain in front of someone's rails, you'll end up in a dead-lock and the game doesn't make sense anymore.
If you want to take into account my ideas, it would be very nice.
Thank you.
you know, that actually looks quite cool.
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Re: OpenTTD 0.5.0-RC2
great! I have a lot of these messages in my current savegame while trains are only a few tiles from destination, started wondering if this was a bug or a feature will try if it's fixed with this version soon.Darkvater wrote: [*]- Fix: [yapf] surpress 'train is lost' message if pathfinding ended on the first two-way red signal
[/list][/size]
I downloaded the RC2 version and the latest Nightly r7706. The readme of the Nightly begins with:
OpenTTD README
Last updated: 2006-12-31
Release version: 0.5.0-RC2
This could mean that the nightly is the same version as 0.5.0 RC2. But I also noticed that the openttd.exe files are different in size (the nightly is bigger, maybe not yet optimized). So, are these two the same or is there some kind of difference, like the options or possibilities?
OpenTTD README
Last updated: 2006-12-31
Release version: 0.5.0-RC2
This could mean that the nightly is the same version as 0.5.0 RC2. But I also noticed that the openttd.exe files are different in size (the nightly is bigger, maybe not yet optimized). So, are these two the same or is there some kind of difference, like the options or possibilities?
Keep life simple...
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Here's another very old bug [smooth_economy] - industries with production still don't ever change their monthly production when they decrease to 32/40 units/month.
I have to write this down on the Flyspray don't I? Noone seems to check SourceForge bug reports anymore...
I have to write this down on the Flyspray don't I? Noone seems to check SourceForge bug reports anymore...
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
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