OpenTTD 0.5.1
Moderator: OpenTTD Developers
OpenTTD 0.5.1
After long waiting we present OpenTTD 0.5.1. It's basically OpenTTD 0.5.0 with a fairly long list of all kinds of bugfixes, ranging from a desync to some Unicode fixes.
As the installation of the Microsft Unicode layer for Windows 95, Windows 98 and Windows ME proved to be difficult, there is now a special win9x build for those platforms. Users of Windows 2000, XP, 2003 and Vista should use the win32 binary.
Downloads are over at http://www.openttd.org/downloads.php Please be patient while SF distributes the files and we compile more binaries.
Link to RC1 forum post: OpenTTD 0.5.1-RC1
Link to RC2 forum post: OpenTTD 0.5.1-RC2
Link to RC3 forum post: OpenTTD 0.5.1-RC3 (There were no changes between 0.5.1-RC3 and 0.5.1)
The most noticable new features in OpenTTD 0.5.1 are:
- An extra group for news messages related to opening/closing industries, so you can 'silence' all the industry production changes while still being notified about opening/closing industries.
- A new console command to list all patches and their values (list_patches).
Have fun with this new release!
As the installation of the Microsft Unicode layer for Windows 95, Windows 98 and Windows ME proved to be difficult, there is now a special win9x build for those platforms. Users of Windows 2000, XP, 2003 and Vista should use the win32 binary.
Downloads are over at http://www.openttd.org/downloads.php Please be patient while SF distributes the files and we compile more binaries.
Link to RC1 forum post: OpenTTD 0.5.1-RC1
Link to RC2 forum post: OpenTTD 0.5.1-RC2
Link to RC3 forum post: OpenTTD 0.5.1-RC3 (There were no changes between 0.5.1-RC3 and 0.5.1)
The most noticable new features in OpenTTD 0.5.1 are:
- An extra group for news messages related to opening/closing industries, so you can 'silence' all the industry production changes while still being notified about opening/closing industries.
- A new console command to list all patches and their values (list_patches).
Have fun with this new release!
Re: OpenTTD 0.5.1
Unfortunately.... when I came home tonight from a baseball game (Anaheim Angels 8, Seattle Mariners 4, yeehaw!) and wanted to go ahead and compile 0.5.1, I noticed that one of my two RC3 servers had crashed.... with a segmentation fault.Rubidium wrote:(There were no changes between 0.5.1-RC3 and 0.5.1)
I hope that bug doesn't exist in 0.5.1.....
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
- RainierWatcher
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This may not be the best place to ask but, on the wiki roadmap for 0.6 it shows that nearly everything is ready for it apart from new industries, does this mean there will be an intermediate release with some of the features, or will you just wait until new industries are completed and then start the release candidates for that?
Not sure. But if you want to use what's done so far, get a nightly.RainierWatcher wrote:This may not be the best place to ask but, on the wiki roadmap for 0.6 it shows that nearly everything is ready for it apart from new industries, does this mean there will be an intermediate release with some of the features, or will you just wait until new industries are completed and then start the release candidates for that?
- RainierWatcher
- Traffic Manager
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- Joined: 14 Jan 2007 15:10
- Location: West Norfolk, England
Thats what I'm doing, but I wondered about when a proper version would come out, assuming that the nightlies don't have to be a certain amount ahead of release candidates.Desolator wrote:Not sure. But if you want to use what's done so far, get a nightly.RainierWatcher wrote:This may not be the best place to ask but, on the wiki roadmap for 0.6 it shows that nearly everything is ready for it apart from new industries, does this mean there will be an intermediate release with some of the features, or will you just wait until new industries are completed and then start the release candidates for that?
You can already get the source....AlecTBM wrote:When does 0.5.1 come to linux?
1)unzip source to a location and go to that folder.
2)as root, type ./configure
3)as root, type make
4)wait....
5)copy openttd.cfg to your new folder
6)copy graphics and sound files to new folder
7) start openttd.
In a nutshell.
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
I don't think many people save their servers. I do not have autosave on my server as it pauses the game for a second or two while saving, which can cause people with slower connections to disconnect.Maedhros wrote:Do you have a savegame from shortly before it happened?
Nevertheless, I have encountered the EXACT behaviour he describes (users losing control over their companies, including myself as player one) with both 0.5.0 and RC2.
On both occasions, the fix was easy. Log off, log back in, got control back of company.
OpenTTD should really have a -Debug option that writes everything that it is doing to a logfile that can be analysed. But I guess thats just not that easy to implement.
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
They is a debug 'option' (compile time) to 'only' dump the locations where random is called, which is only a fraction of the actions that happens and it's logfiles become enormous very fast. 5 MB compressed for 30 seconds of an virtually empty game (a few vehicles and a small map and it writes it uncompressed. If I remember correctly it was about 100 MB for 30 seconds. This is exactly why we need a savegame where you trigger desync and other network related stuff fast.maartena wrote:OpenTTD should really have a -Debug option that writes everything that it is doing to a logfile that can be analysed.
Now you are suggesting to dump every function call with the values of it's parameters and every (global) variable change? That can easily write 10 to 100 MB per second, so unless you can reproduce it very quickly you run out of diskspace way before it is actually triggered.
I'm certain they do; to be precise when somebody is joining. Look for a server savegame in save/autosave.maartena wrote:I don't think many people save their servers. I do not have autosave on my server as it pauses the game for a second or two while saving, which can cause people with slower connections to disconnect.
Cool. Players are on the servers now, but I will reload the servers with the option -d9 next time and let em log stuff.glx wrote:OpenTTD has an option to log a lot of thing. Try "openttd -d9".
Whats the default logfile name?
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
The only thing I see there is "network_server.tmp"Rubidium wrote:I'm certain they do; to be precise when somebody is joining. Look for a server savegame in save/autosave.
No savegames there. As said, by default I have savegames turned off on my servers. It will just cause annoying little gamepauses each time it saves - especially with big maps and lots of players. But I suppose autosaving once a year can't hurt
I'll look into logging and turning autosaves back on. I had a 0.5.1 server crash on my earlier today (see topic in OpenTTD problems).
Last edited by maartena on 21 Apr 2007 19:51, edited 1 time in total.
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
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