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OpenTTD 0.3.0 release

Posted: 14 Apr 2004 21:36
by ludde
Grab win32 executable here: http://prdownloads.sourceforge.net/open ... e?download
Grab MacOS executable here: http://prdownloads.sourceforge.net/open ... g?download
Grab sourcecode here: http://prdownloads.sourceforge.net/open ... p?download

Changes:
0.3.0 (2004-04-14)
- Change: don't slow down trains as much on hills
- Fix: aircraft terminal wasn't properly freed if aircraft crashed
- Fix: fixed station acceptance bug
- Change: limit amount of radiotowers.
- Feature: cost estimation with Shift
- Change: changed speedkey from Shift to Tab.
- Feature: added patch for starting_date, takes a value on the form yyyy, yyyymm or yyyymmdd.
- Feature: support for multiheaded trains
- Feature: sell whole train by dragging loco to special trashcan
- Feature: drag the whole train with ctrl in depot
- Fix: fixed buy shares in company
- Feature: added convert rail tool
- Change: enhanced patches window with pages.
- Feature: patch to select what vehicle types the ai will build
- Feature: better slope graphics
- Fix: only deliver goods to stations that have a rating != 0
- Feature: new pathfinding algorithm for trains (enable with new_pathfinding)
- Change: changed intro graphics
- Change: all player stuff is deleted when you load a scenario.
- Fix: added F hotkeys in scenario editor
- Feature: Added patch to use timidity for BeOS
- Feature: mousewheel can now be used to scroll in windows
- Feature: added coordinate display to landinfo window
- Feature: change default servicing interval for vehicles
- Feature: change max # of vehicles per player
- Fix: unable to raise land next to signal
- Feature: nonuniform stations patch
- Feature: moved error message box out of the way
- Fix: aircraft was shown instead of ships in player overview window
- Feature: canals/shiplifts
- Feature: build tree of random type
- Feature: build trees on area
- Feature: added color coded vehicle profits
- Feature: ability to close error messages with space.
- Fix: updated installer to take care of savegames more carefully
- Fix: don't make a new subsidy if there already exists one that is currently active by a company
- Fix: town directory sometimes showed huge numbers
- Fix: fixed bugs when changing owners of items (pieces of rail were not always deleted),
- Feature: network games (currently unsupported)
- Fix: fixed bug with large stations in train pathfinder
- Change: use save/ as save folder on win32
- Feature: bigger demolish tool
- Change: moved date in news window
- Feature: two more bridges
- Feature: improved depot finding
- Feature: bribe the town authority
- Feature: allow building many trees on a single tile.
- Feature: added snow_line_height setting, only affects new games.
- Change: don't check if tiles around the clicked station is a station in order gui
- Fix: deleting docks doesn't produce land
- Fix: deleting ship depot doesn't produce land
- Fix: buoy is now treated as water when flooding
- Feature: errmsg_duration controls how long error messages are displayed
- Fix: combo presignals bug fix
- Fix: prevent going to 0,0 if airport/docks is deleted
- Feature: fullscreen_bpp setting in [win32] sets the bpp to use in fullscreen mode
- Fix: french town names had bad letters in them
- Feature: euro symbol
- Feature: high bridges
- Fix: order list when replacing train didn't work properly
- Change: keep checkpoint button down after placing
- Fix: start in the middle of the map
- Change: moved disk devices to bottom of list on win32
- Fix: more error tolerant saveload code
- Feature: ZLIB savegames (smaller than before)
- Feature: PNG,PCX screenshot support
- Feature: indicate with gray in vehicle popup menus if company has no vehicles of that type
- Feature: clicking on the money brings up finances
- Fix: (OSX build) now runs even if sdl is not present on the system
- Fix: (OSX build) now runs on systems older than 10.3
- Fix: (OSX build) altered compiler settings to make a completely stable app
- Feature: (OSX build) distribution now uses Apples package system for easier updates
- Feature: (OSX build) Application is now a proper bundle application

Posted: 14 Apr 2004 21:43
by mike[F]
Yay!

Posted: 14 Apr 2004 22:19
by Korenn
there's a file included in the project named "network_gui.c" which does not exist.

Posted: 14 Apr 2004 22:23
by Roman
Unbelievable... :shock: :D

Posted: 14 Apr 2004 22:28
by MagicBuzz
What a lot of new features ! :) Great

Posted: 14 Apr 2004 22:37
by -AgamemnoN-
Woho! :D

Thanks for all the hard work

Posted: 14 Apr 2004 22:41
by Yisc
First of all, thanks for all the hard work.

I hate to say this, but I found two things which are not working correct. First time autosave came up with an error, after that it just worked fine. When building my fourth roadvehicle the whole game crashed (bug report has been submitted).

Posted: 14 Apr 2004 22:45
by mike[F]
Bug? AI trains build 2 or 4 carriages, meaning they aren't the 'right' length for a station.

I love the new depot finding.

Posted: 14 Apr 2004 23:03
by t_2199
Wow Thank you got it compiled on my gentoo box here works smooth (expect MIDI support) although compiling was a bit tricky (string.h not found)..

damn this is so oldschool :shock:

and still can´t believe it it´s open source now :)

Posted: 14 Apr 2004 23:54
by Born Acorn
you make me cry with happiness!!!!!! :D

Posted: 14 Apr 2004 23:55
by epsilon
Linux users: an rpm version for FC1 will be available tomorrow (thursday), as soon as I get it tested. It will require libpng >= 1.2 and zlib.

Posted: 15 Apr 2004 00:25
by MrFrans
Cool 8)
Keep up the good work. :bow:

Posted: 15 Apr 2004 05:38
by Aegir
WOOO Linux binaries!!!

Woo, hmm what day is it....

Posted: 15 Apr 2004 06:42
by MadEgg
What exactly does the 'new pathfinding algorhitm' mean? Is it better? What has changed?

Posted: 15 Apr 2004 08:56
by eis_os
Could somebody send me only the source piece of canals?
I want to see how far OpenTTD copies my algorithm...

Posted: 15 Apr 2004 09:04
by ludde
eis_os wrote:Could somebody send me only the source piece of canals?
I want to see how far OpenTTD copies my algorithm...
You can view the diff between the non canal version and the canal version here:

http://svn.openttd.org/viewcvs.py/trunk ... ater_cmd.c

Posted: 15 Apr 2004 09:52
by ThorRune
ITS OUR HAPPY DAY!!!
WOOO!

Posted: 15 Apr 2004 09:58
by mr_unanimous
Wooohooo.

Nice new features :).

Posted: 15 Apr 2004 10:01
by mispunt
I hope the linux packages is there very soon, so I could play it too.

Posted: 15 Apr 2004 12:01
by eis_os
ludde wrote:
eis_os wrote:Could somebody send me only the source piece of canals?
I want to see how far OpenTTD copies my algorithm...
You can view the diff between the non canal version and the canal version here:

http://svn.openttd.org/viewcvs.py/trunk ... ater_cmd.c
Looks like a c version of my code :?