Software Update: OpenTTD 1.0.0 Beta 3

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The third beta release of version 1.0.0 of OpenTTD was released on Thursday. In this open source clone of the Microprose game Transport Tycoon Deluxe, the goal is to build a transport empire by road, rail, water and air. OpenTTD can do more than just mimic the original game. For example, up to 64 times larger maps can be used than in the original, the AI ​​is worthy of its name and up to 255 players can participate in a multiplayer game. Versions are available for Windows and Linux. Development of a version for Mac OS X is currently on hold due to lack of developers available to be.

The main change in version 1.0.0 is that it is no longer necessary to have the original game’s data files, which are still copyrighted. the open source graphic– and sound files are now mature enough to serve as a replacement, but must be downloaded separately. Here’s what’s changed in the third beta release:

New features:

  • Make building (long) roads work like building rail; build upon the first obstruction instead of failing totally [FS#3318] (r18803)
  • Allow user customizable compression levels for the zlib compression (r18772)
  • [NoAI] Rerandomise AIs on reloading (via the debug window) when they were randomly chosen [FS#3095] (r18763)
  • [NewGRF] Implement VarAction2Houses variables 66 and 67 (r18736)

Changed:

  • [SDL/Allegro] Make the number of samples/frequency runtime configurable (r18821, r18820)
  • Be consistent with airport naming [FS#3493] (r18819)
  • [NewGRF] Consider callback 19 only broken after subcargos 0 to 255 have been used, instead of stopping at 15 (r18774)
  • Replace MiniLZO with the real library (r18769)

Fixed:

  • Town noise population settings could not be changed in-game [FS#3532] (r18864)
  • Don’t pass AI strings through iconv [FS#3544] (r18862)
  • don’t do screen redraw when the landscape contains broken slopes [FS#3540] (r18850)
  • Default-waypoint was drawn incorrectly for monorail and maglev in the waypoint picker (r18841)
  • In some cases error messages were not properly sent to the client before closing the connection. As a result the client would say ‘connection lost’ when the cause was something completely different (r18801)
  • In some cases with invalid packets one can crash OpenTTD (r18800)
  • [SDL] Possible deadlock when killing OpenTTD while starting it [FS#3521] (r18796)
  • When copying an ‘image’ back into the buffer the 32bpp anim blitter triggered palette check of the whole window instead of only the part the got copied back [FS#3504] (r18791)
  • Viewport could jump under high CPU load [FS#3515] (r18790)
  • Crash when getting the tooltip of the industry amount in the world generation window [FS#3516] (r18787)
  • [NoAI] NoAI’s custom implementation of DoCommandP has several flaws (not masking of bits, not resetting town authority updates on checks/estimates, …). Let it use DoCommandPInternal, DoCommandP without showing error messages and such, instead [FS#3507] (r18786)
  • [NoAI] If did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase (r18781)
  • [YAPP] Remove a special check for two-sided signals when reserving a path as this causes trains to get stuck in front of them [FS#3483] (r18778)
  • Assertions because the unloading and signal wait counter got into eachother’s way [FS#3422] (r18764)
  • [NewGRF] Sprite layouts do not need an Action 1 if only using default sprites [FS#3497] (r18761)
  • [NewGRF] Action 9 did not properly detect whether an Action 8 was encountered already [FS#3500] (r18760)
  • [NewGRF] Do not segfault when a NewGRF contains an Action 2 and Action 3 but no Action 0 (r18759)
  • [NewGRF] CircularTileSearch skipped a few tiles close to the starting tile, as a result some NewGRF houses could be placed too close together [FS#3495] (r18755)
  • The cargo payment button states were not properly set on opening the window [FS#3492] (r18750)
  • [NoAI] The AI’s name and version in the debug panel was not properly centered [FS#3491] (r18749)
  • Clear the cached NewGRFs of a server when receiving a reply instead of when requesting the information. With slow/unstable network connections it would look like the NewGRF settings button went randomly missing [FS#3489] (r18746)
  • Do not toggle the sticky- and shading-button twice per mouseclick when clicking fast [FS#3487] (r18744)
  • [NewGRF] House prop 1D was trashed when a NewGRF contains prop 14 after prop 1D (r18742)
  • Building trees on snow with rocks underneed caused an assert [FS#3501] (r18739)
  • When a tree died while there was snow the amount of snow on the tile changed (r18738)
  • [NewGRF] VarAction2Station variable 67 was not swapped properly for orientation (r18737)

Version number 1.0.0 beta 3
Release status beta
Operating systems Windows 7, Windows 7 x64, Windows 9x, Windows 2000, Linux, Windows XP, macOS, Windows Server 2003, Windows XP x64, Windows Server 2003 x64, Linux AMD64, Linux IA-64, Windows Vista, Windows Vista x64, Windows Server 2008
Website OpenTTD
Download http://www.openttd.org/en/download-testing
License type GPL
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