OpenTTD 0.6.0-beta2

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

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Rubidium
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OpenTTD 0.6.0-beta2

Post by Rubidium »

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.
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Re: OpenTTD 0.6.0-beta2

Post by rabbit67890 »

Rubidium wrote:0.5.0 took 3 months so nothing is certain.
Wow a world's record :lol: :lol: :lol: :lol:
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Re: OpenTTD 0.6.0-beta2

Post by Bjarni »

rabbit67890 wrote:
Rubidium wrote:0.5.0 took 3 months so nothing is certain.
Wow a world's record :lol: :lol: :lol: :lol:
Not really but our stable releases are stable and we work hard on ensuring that :wink:
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Re: OpenTTD 0.6.0-beta2

Post by Moriarty »

rabbit67890 wrote:
Rubidium wrote:0.5.0 took 3 months so nothing is certain.
Wow a world's record :lol: :lol: :lol: :lol:
You've not heard of an OS called Debian have you? ;-)
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Re: OpenTTD 0.6.0-beta2

Post by Digitalfox »

Congratulations to the OpenTTD dev team for one more step to final 0.6.0 :D :D
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Re: OpenTTD 0.6.0-beta2

Post by ostlandr »

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.
Attachments
Adams & Co., 13th Mar 1989.sav
(267.34 KiB) Downloaded 281 times
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?
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Re: OpenTTD 0.6.0-beta2

Post by maartena »

Very nice :)

My servers are running beta 2 as of this very moment, first ones on the serverlist to do so :P
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Re: OpenTTD 0.6.0-beta2

Post by Rubidium »

ostlandr wrote:Train 20 in the save game is the one that keeps saying it's lost.
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.
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Re: OpenTTD 0.6.0-beta2

Post by George »

sorry, bur the industry and registers code does not work.
Attachments
OTTD<br />Wrong values of registers
OTTD
Wrong values of registers
ottd.png (18.65 KiB) Viewed 15368 times
TTDP<br />Correct values of registers
TTDP
Correct values of registers
ttdp.png (26.69 KiB) Viewed 15342 times
Image Image Image Image
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Re: OpenTTD 0.6.0-beta2

Post by FISHMANPET »

When will the Ubuntu/Debian package be posted? The link from the download page to sourceforge says it doesn't exist.
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Re: OpenTTD 0.6.0-beta2

Post by Rubidium »

George wrote:sorry, bur the industry and registers code does not work.
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.

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.
FISHMANPET wrote:When will the Ubuntu/Debian package be posted? The link from the download page to sourceforge says it doesn't exist.
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.
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Re: OpenTTD 0.6.0-beta2

Post by maartena »

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.
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Re: OpenTTD 0.6.0-beta2

Post by Rubidium »

maartena wrote:Looks like sourceforge has some trouble today....
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).
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Re: OpenTTD 0.6.0-beta2

Post by Bilbo »

Rubidium wrote:
maartena wrote:Looks like sourceforge has some trouble today....
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).
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 :).
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)
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Re: OpenTTD 0.6.0-beta2

Post by Joker »

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?
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Re: OpenTTD 0.6.0-beta2

Post by Rubidium »

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?
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.
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Re: OpenTTD 0.6.0-beta2

Post by maartena »

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
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Re: OpenTTD 0.6.0-beta2

Post by belugas »

Any GRFs involved, maartena?
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Re: OpenTTD 0.6.0-beta2

Post by maartena »

belugas wrote:Any GRFs involved, maartena?
No, I don't load GRFs and never have loaded GRFs, not even in standalone :)
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Re: OpenTTD 0.6.0-beta2

Post by dihedral »

maartena wrote: No, I don't load GRFs and never have loaded GRFs, not even in standalone :)
that's a shame - you miss out on a lot of good & nifty little features :-P
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