OpenTTD 0.6.0-beta2
Moderator: OpenTTD Developers
OpenTTD 0.6.0-beta2
Tonight we have released the second beta of the 0.6(.0) series containing a few small features and a fair amount of bugs have been fixed.
Lets hope that this beta has way less bugs than the first beta so we can release 0.6.0 'soon', but then releasing 0.5.0 took 3 months so nothing is certain.
Binaries can be found at http://sourceforge.net/project/showfile ... _id=560471
NOTE for people using the Win32 binary and ECS:
Due to an unexpected optimisation of the compiler used to build the Win32 binaries, you will get crashes when you use ECS (and possibly other newindustries NewGRFs). A simple solution for this is using the Win9x binary. However, the Win9x binary does not support non-Western characters in filenames.
Lets hope that this beta has way less bugs than the first beta so we can release 0.6.0 'soon', but then releasing 0.5.0 took 3 months so nothing is certain.
Binaries can be found at http://sourceforge.net/project/showfile ... _id=560471
NOTE for people using the Win32 binary and ECS:
Due to an unexpected optimisation of the compiler used to build the Win32 binaries, you will get crashes when you use ECS (and possibly other newindustries NewGRFs). A simple solution for this is using the Win9x binary. However, the Win9x binary does not support non-Western characters in filenames.
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Re: OpenTTD 0.6.0-beta2
Wow a world's recordRubidium wrote:0.5.0 took 3 months so nothing is certain.




Re: OpenTTD 0.6.0-beta2
Not really but our stable releases are stable and we work hard on ensuring thatrabbit67890 wrote:Wow a world's recordRubidium wrote:0.5.0 took 3 months so nothing is certain.![]()
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- Tycoon
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Re: OpenTTD 0.6.0-beta2
You've not heard of an OS called Debian have you?rabbit67890 wrote:Wow a world's recordRubidium wrote:0.5.0 took 3 months so nothing is certain.![]()
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- Digitalfox
- Chief Executive
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Re: OpenTTD 0.6.0-beta2
Congratulations to the OpenTTD dev team for one more step to final 0.6.0



Re: OpenTTD 0.6.0-beta2
The installer ran fine on Vista, and beta 2 fixed the only problem I found in beta 1 (vehicle appearance with LV4w.grf). So far so great!
Working fine with PikkaBird's new industries- I posted a save game in beta 1 in the "Ultimate realistic OpenTTD networks" forum.
Just a reminder, folks- in Vista, you should change the save location to c:/users/(your user name)/documents/OpenTTD/save or Vista will give you fits with "virtualized" files. Don't even go there- Vista does not like programs saving anything to C:/Program Files.
Edit: a couple of things- there seems to be a glitch with mine production numbers in beta 2- see attached screenshot and savegame. This persisted after a save and reload.
Also, vehicles (one per game, normally) are reporting as lost when they aren't- this was something I noticed in one of my nightlies awhile back. This is extremely minor as all it does is generate the message- the vehicle is not lost (and in both cases, can't really get lost as it is on dedicated track.)
Train 20 in the save game is the one that keeps saying it's lost.
Working fine with PikkaBird's new industries- I posted a save game in beta 1 in the "Ultimate realistic OpenTTD networks" forum.
Just a reminder, folks- in Vista, you should change the save location to c:/users/(your user name)/documents/OpenTTD/save or Vista will give you fits with "virtualized" files. Don't even go there- Vista does not like programs saving anything to C:/Program Files.
Edit: a couple of things- there seems to be a glitch with mine production numbers in beta 2- see attached screenshot and savegame. This persisted after a save and reload.
Also, vehicles (one per game, normally) are reporting as lost when they aren't- this was something I noticed in one of my nightlies awhile back. This is extremely minor as all it does is generate the message- the vehicle is not lost (and in both cases, can't really get lost as it is on dedicated track.)
Train 20 in the save game is the one that keeps saying it's lost.
- Attachments
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- Adams & Co., 13th Mar 1989.sav
- (267.34 KiB) Downloaded 342 times
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- Adams & Co., 13th Mar 1989#1.png
- Train 20 lost, weird mine prod. numbers and the GRF list for the savegame
- (358.09 KiB) Downloaded 740 times
Who is John Galt?
Re: OpenTTD 0.6.0-beta2
Very nice 
My servers are running beta 2 as of this very moment, first ones on the serverlist to do so

My servers are running beta 2 as of this very moment, first ones on the serverlist to do so

Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
Re: OpenTTD 0.6.0-beta2
It is actually true. For some reason, when the Cudham station is full it turns around and goes back. At that moment it cannot find a route to Cudham anymore because the pathfinder does not support 'dead end bouncing', i.e. it will not create a route that involves turning at some dead end. As a result of that it does not get a route, which makes OpenTTD correctly show the train lost message as it cannot find a route to the destination for that train.ostlandr wrote:Train 20 in the save game is the one that keeps saying it's lost.
- George
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Re: OpenTTD 0.6.0-beta2
sorry, bur the industry and registers code does not work.
- Attachments
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- OTTD
Wrong values of registers - ottd.png (18.65 KiB) Viewed 16380 times
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- TTDP
Correct values of registers - ttdp.png (26.69 KiB) Viewed 16354 times
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Re: OpenTTD 0.6.0-beta2
When will the Ubuntu/Debian package be posted? The link from the download page to sourceforge says it doesn't exist.
Re: OpenTTD 0.6.0-beta2
Have you actually tested beta2? Because I have fixed something that you see as the registers behaving incorrectly a few hours before the release, even though it had absolutely nothing to do with registers. The registers work exactly as they should.When the GRF tells it to store value X, it stores value X and when you retrieve it it is still value X.George wrote:sorry, bur the industry and registers code does not work.
However, when the GRF is called with a NewGRF callback that your GRF does not expect and then 'chooses' to go through the production callback code.
When the person who makes them has time to make them, and we do not delay releasing the rest of OpenTTD because that will be causing more trouble than the binary for Debian not being available.FISHMANPET wrote:When will the Ubuntu/Debian package be posted? The link from the download page to sourceforge says it doesn't exist.
Re: OpenTTD 0.6.0-beta2
Looks like sourceforge has some trouble today....
Here's a link for the win32.zip version:
http://www.dutchusa.com/files/openttd-0 ... -win32.zip
Edit: Looks like sourceforge hasn't mirrored it everywhere yet.
e.g: http://heanet.dl.sourceforge.net/sourceforge/openttd/ - only had up to beta1. Sourceforge works sometimes, but only sometimes.
Don't know whats up with it.
Here's a link for the win32.zip version:
http://www.dutchusa.com/files/openttd-0 ... -win32.zip
Edit: Looks like sourceforge hasn't mirrored it everywhere yet.
e.g: http://heanet.dl.sourceforge.net/sourceforge/openttd/ - only had up to beta1. Sourceforge works sometimes, but only sometimes.

Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
Re: OpenTTD 0.6.0-beta2
Probably a lot of projects have released something last night because uploading was also unbaribly slow, so I guess mirroring is as slow (or even slower).maartena wrote:Looks like sourceforge has some trouble today....
Re: OpenTTD 0.6.0-beta2
It was unexpectedly slow, but still, in about 5 minutes, I managed to successfully download it (but no servers were online at time I downloaded it ... guess I was too fast :).Rubidium wrote:Probably a lot of projects have released something last night because uploading was also unbaribly slow, so I guess mirroring is as slow (or even slower).maartena wrote:Looks like sourceforge has some trouble today....
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: OpenTTD 0.6.0-beta2
I had the announcement of 0.6.0 beta2 on openttd.org in my RSS reader but when I checked it wasn't there. Has the news post been removed?
Re: OpenTTD 0.6.0-beta2
Good question. I for sure have not removed the post, but where it has gone is a mystery for me that I cannot investigate today.Joker wrote:I had the announcement of 0.6.0 beta2 on openttd.org in my RSS reader but when I checked it wasn't there. Has the news post been removed?
Re: OpenTTD 0.6.0-beta2
Has anyone noticed that BANKS now appear in the middle of nowhere, like other industries, outside of towns? It looks like the 1000 inhabitants rule still applies, but the three banks that appeared on my random map on Maarten1 server are all outside of the towns.
See here: http://www.dutchusa.com/images/openttd/bankbug.png
See here: http://www.dutchusa.com/images/openttd/bankbug.png
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
- belugas
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Re: OpenTTD 0.6.0-beta2
Any GRFs involved, maartena?
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
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Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Re: OpenTTD 0.6.0-beta2
No, I don't load GRFs and never have loaded GRFs, not even in standalonebelugas wrote:Any GRFs involved, maartena?

Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
Re: OpenTTD 0.6.0-beta2
that's a shame - you miss out on a lot of good & nifty little featuresmaartena wrote: No, I don't load GRFs and never have loaded GRFs, not even in standalone

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