OpenTTD 0.6.0-beta1
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Re: OpenTTD 0.6.0-beta1
I have another question regarding a new feature on 0.6.0. I have just noticed the timetable button, and I would like to know how to use it, also I don't really understand the point of grouping vehicles and I would be grateful if someone could explain these two new features to me. Thanks.
Re: Dissappearing industries
I don't have any GRF's loaded. I started the game with version 0.5.2 and loaded it in 0.6.0 It currently is in the year 2400, so it is running for a while now.peter4209 wrote:I've searched the forum, but was unable to find another topic about this.
I'm playing the new beta for a while now and yesterday I noticed that industries where disappearing from the map.
In earlier versions of the game this where only the "producing" industries (factory, oil refinery, steel mill etc.), if those industries weren't supplied with goods they would dissappear, which is logical.
But in the new beta I noticed that also the "mining" industries (farms, coal mines, oil wells, etc.) where disappearing. Not only the industries that aren't served, but also industries that already have trains and busses picking up their cargo. Which means that I suddenly have a station without an industry.
Can this be turned off somewhere, or will this be changed in the new beta?
The industries started to dissappear in the new beta. It didn't happened in the older versions. I wanted to attach the savegames (before and after), but they are to big. If a developer or someone else gives me an email-adres or ftp adres I will send them.
I hope you can fix it.
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Re: OpenTTD 0.6.0-beta1
The industries not closing was a bug in 0.5.x, so nothing can be fixed about them closing as that always has been the intended behaviour. If you want to change that behaviour you have to override the industries with a NewGRF that overrides the production changes.
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Re: OpenTTD 0.6.0-beta1
Just a little curious as to why a TTDPatch developer is so involved in OpenTTD affairs...is he also seriously involved in the development of OpenTTD? If so, please change his title to "TTDPatch/OpenTTD developer"DaleStan wrote:Turning off "a lot of things" is not at all the same as "play[ing] the original game".
I assumed that BilBob wanted something substantially closer to the latter than the former allows.
Re: OpenTTD 0.6.0-beta1
To my knowledge DaleStan is not a developer of OpenTTD. He may be 'involved', but that seems to be primarily on the forum telling people about 'bugs' with their GRFs, fairly common OpenTTD issues and comparing OpenTTD with TTDPatch, not on coding anything for OpenTTD.
Okay, he writes nforenum and a few other tools, but those are not specifically OpenTTD related and do actually only have anything to do with the NewGRF specifications that has a few OpenTTD specific variables/types/whatevers, but almost the whole spec is 'born' in the world of TTDP.
Okay, he writes nforenum and a few other tools, but those are not specifically OpenTTD related and do actually only have anything to do with the NewGRF specifications that has a few OpenTTD specific variables/types/whatevers, but almost the whole spec is 'born' in the world of TTDP.
Re: OpenTTD 0.6.0-beta1
Back when I was young and naïve, I did do some work on/with Open's code: Compiling (win32) nightlies when the compile farm died, generating compiled versions of various and sundry patches, and contributing to the heightmap loader all come to mind. I might even have done some work on subsidiaries; I don't recall for sure. I know I compiled it several times. Then people started changing things in ways I didn't like, but didn't give me the option to go back to the old way.Rubidium wrote:To my knowledge DaleStan is not a developer of OpenTTD. He may be 'involved', but that seems to be primarily on the forum telling people about 'bugs' with their GRFs, fairly common OpenTTD issues and comparing OpenTTD with TTDPatch, not on coding anything for OpenTTD.
And why is "bugs" in air-quotes?
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Re: OpenTTD 0.6.0-beta1
Because when people are using a NewGRF in a version of OpenTTD/TTDPatch that does not support the NewGRF actions used in NewGRF and they then complain about it not failing to work is in my opinion not a real bug.DaleStan wrote:And why is "bugs" in air-quotes?
Re: OpenTTD 0.6.0-beta1
ie User trouble.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
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Want to organise your trains? Try Routemarkers.
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- Doorslammer
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Re: OpenTTD 0.6.0-beta1
Spent all day playing this new version. Sliced bread doesn't even get a look in now as an amazing invention... 

Re: OpenTTD 0.6.0-beta1
Yup. It is now reproducable.Bilbo wrote: Hmm ... perhaps some sort of DOS attack?
See this topic for more info: http://www.tt-forums.net/viewtopic.php? ... &sk=t&sd=a
Basically, the game can be crashed/halted by anyone starting a new company, buying a dual-head train (like the SH'125 if you want one cheap), and then reversing the head by dragging one in front of the other. Game stops. Game over. Game done.
I submitted a bug report.
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
Re: OpenTTD 0.6.0-beta1
The timetable doesn't seem to be working for stops. I had 'wait for 5 days', and tried with full load on and off, and it had no effect in any circumstances. This was using shared orders. Didn't try setting values for the travel time, just the stops. What I really wanted was for all the trains sharing the orders to evenly space them selves over the route so the arrivals were regular, and to not stay bunched up after a breakdown.
Another thing, perhaps due to GRF rather than the beta; I was using replace wagons to upgrade the wagons in UK Renewal Set and the trains got progressively shorter. They all started out at length 12 and the goods ones got down to 10 - a whole tile shorter. 'Wagon Removal' was on. Perhaps it's working off the exact length of the train as the target length rather than rounding it up to the nearest whole number (to 12) and using that e.g if the exact train length is 11.5, and with new wagons it can be 11.1 or 11.8, it should make it 11.8 even though that is slightly longer than the original length (but sill less than the length rounded up - 12). Also the trains which started with half livestock and half grain ended up with many more grain wagons than livestock. In my opinion it would work better for trains with mixed wagon types to maintain the ration - in this case 1/2 1/2 when removing cars. I suppose I could put them LV-GR-LV-GR..., but it would look kinda funny and perhaps unrealistic. Not sure if ever adds them, but that would be good if the cars you are replacing with are shorter and you need more to end up with the same train length. Just little things, but the details are what mean the difference between ok and great.
Is posting this here going to get the message through to the developers, or is there something else I should do?
Oh yeah, I found that transparency options by accidentally hitting Ctrl-X, and being able to put loading indicators on, tress off buildings on etc was really great.
One other thing, it seems kinda silly that the better town roads is off by default. I had to hunt around to find it and change it when I started a new game, and the server I was on yesterday had it off too - probably default. I can't think of any reason you would want the old crap layout, especially now you need roads to run trams, but that's what you seem to get by default. Is there a reason for this?
Another thing, perhaps due to GRF rather than the beta; I was using replace wagons to upgrade the wagons in UK Renewal Set and the trains got progressively shorter. They all started out at length 12 and the goods ones got down to 10 - a whole tile shorter. 'Wagon Removal' was on. Perhaps it's working off the exact length of the train as the target length rather than rounding it up to the nearest whole number (to 12) and using that e.g if the exact train length is 11.5, and with new wagons it can be 11.1 or 11.8, it should make it 11.8 even though that is slightly longer than the original length (but sill less than the length rounded up - 12). Also the trains which started with half livestock and half grain ended up with many more grain wagons than livestock. In my opinion it would work better for trains with mixed wagon types to maintain the ration - in this case 1/2 1/2 when removing cars. I suppose I could put them LV-GR-LV-GR..., but it would look kinda funny and perhaps unrealistic. Not sure if ever adds them, but that would be good if the cars you are replacing with are shorter and you need more to end up with the same train length. Just little things, but the details are what mean the difference between ok and great.
Is posting this here going to get the message through to the developers, or is there something else I should do?
Oh yeah, I found that transparency options by accidentally hitting Ctrl-X, and being able to put loading indicators on, tress off buildings on etc was really great.
One other thing, it seems kinda silly that the better town roads is off by default. I had to hunt around to find it and change it when I started a new game, and the server I was on yesterday had it off too - probably default. I can't think of any reason you would want the old crap layout, especially now you need roads to run trams, but that's what you seem to get by default. Is there a reason for this?
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Re: OpenTTD 0.6.0-beta1
what's the ETA on the final 0.6.0 stable version?
- belugas
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Re: OpenTTD 0.6.0-beta1
There are no ETA.
When we feel like releasing it,
when all the Release candidates have been proven bug free to a certain extend,
when we find the time to perform the task of releasing,
etc etc...
When we feel like releasing it,
when all the Release candidates have been proven bug free to a certain extend,
when we find the time to perform the task of releasing,
etc etc...
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.
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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
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Re: OpenTTD 0.6.0-beta1
alright, fair enough. thanks
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Re: OpenTTD 0.6.0-beta1
LEEET. i have been credited. (takes a bow)maartena wrote:Yup. It is now reproducable.Bilbo wrote: Hmm ... perhaps some sort of DOS attack?
See this topic for more info: http://www.tt-forums.net/viewtopic.php? ... &sk=t&sd=a
Basically, the game can be crashed/halted by anyone starting a new company, buying a dual-head train (like the SH'125 if you want one cheap), and then reversing the head by dragging one in front of the other. Game stops. Game over. Game done.
I submitted a bug report.


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Re: OpenTTD 0.6.0-beta1
My initial Feedback
1. having the link to environment toolbar appearing at other levels was neat (I miss it)
2. Drive through stops should be buildable on concil owned land.
3. How do you upgrade / replace models on this version. the simple upgrade button seems to be gone.
regs
Konrad
1. having the link to environment toolbar appearing at other levels was neat (I miss it)
2. Drive through stops should be buildable on concil owned land.
3. How do you upgrade / replace models on this version. the simple upgrade button seems to be gone.
regs
Konrad
Re: OpenTTD 0.6.0-beta1
You can set it in configure patcheskzielinski wrote:2. Drive through stops should be buildable on concil owned land.
Click on "manage list" in vehicle list.kzielinski wrote:3. How do you upgrade / replace models on this version. the simple upgrade button seems to be gone.
Re: OpenTTD 0.6.0-beta1
Default Developers-Who-Do-Not-Get-Paid response!belugas wrote:There are no ETA.
When we feel like releasing it,
when all the Release candidates have been proven bug free to a certain extend,
when we find the time to perform the task of releasing,
etc etc...

And as it should be, this is a volunteer project and it is free. So releases will be released when the devs feel like it, and there aren't any beer or keg parties going on or aren't hung over.

I do hope though that due to that dual-head bug, a beta-2 or RC-1 will be released soon, I know the final version is still quite a ways off, but a new beta or RC would be nice.
Also, and I believe this has been reported before but I just noticed it by accident.... you can remove the one-way directions from roads by building a piece of rails on it and then removing it. With your finger on the control key, it can be done in under a second (place/remove) without anyone noticing.
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
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Re: OpenTTD 0.6.0-beta1
http://www.youtube.com/watch?v=NKhUJ2yo ... re=related I finnally know where maarten stole *took* that from
.
Hey maarten, where do you suppose donations go to? Right into the pockets of the hard working devolopers? Or to Orudge to get us better servers?
Your right it all goes to some third party person who doesn't deserve it.
Nevermind.
Just get us an RC-1 update pronto!
Id donate to make you work harder, but i havent the money to donate, so ill give you possesion of this strand of binary code which i am about to press submit on. (aka a post)
Well, thats my two cents worth.

Hey maarten, where do you suppose donations go to? Right into the pockets of the hard working devolopers? Or to Orudge to get us better servers?
Your right it all goes to some third party person who doesn't deserve it.
Nevermind.
Just get us an RC-1 update pronto!

Id donate to make you work harder, but i havent the money to donate, so ill give you possesion of this strand of binary code which i am about to press submit on. (aka a post)

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Re: OpenTTD 0.6.0-beta1
I would imagine it will go to the webhosting costs of openttd.org and tt-forums.net. In most cases, projects like the OpenTTD project don't get a whole lot of donations, and they generally barely cover the cost of webhosting. Often it costs more money to keep the project alive then comes in from donations.Sapphire united wrote:http://www.youtube.com/watch?v=NKhUJ2yo ... re=related I finnally know where maarten stole *took* that from.
Hey maarten, where do you suppose donations go to? Right into the pockets of the hard working devolopers? Or to Orudge to get us better servers?
I would think they would release a beta-2 before a release candidate.Nevermind.
Just get us an RC-1 update pronto!![]()
General development rules for releases is sorta like this:
alpha: mostly test releases, rarely released to the public, features appear/dissapear.
beta: semi-stable releases, still room for new additions and new code
release candidate: all features have been decided on, no new code added, only bugged code fixed.
of course, every development team has slightly different "rules" regarding this.
Given the severity of the multi-headed train bug, I think they will be ready to release a new beta pretty soon. But again, its their free time that is being spent, so we will just have to wait.

Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
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