Tag Archives: Transport Tycoon

OpenTTD 1.0.5 Released

OpenTTD 1.0.5 has been released to fix various bugs, copy of change log is below:

1.0.5 (2010-11-20)

  • (None)

1.0.5-RC2 (2010-11-14)

  • Fix: Reading (very) recently freed memory [CVE-2010-4168] (r21182)
  • Fix: Default service interval for ships/aircraft got switched [FS#4222] (r21155)
  • Fix: Size of sort buttons for save/load and build vehicle list gui could be too small [FS#4221] (r21151)
  • Fix: [NewGRF] Crash when disabling static NewGRFs (when joining/starting a server) [FS#4208] (r21130, r21129, r21128)
  • Fix: Upper limit for snowline was too low [FS#4203] (r21078)
  • Fix: Wrong (maximum) value shown for generation seed in the in-game console [FS#4192] (r21075)
  • Fix: [Windows] Make sure to be upgraded openttd is not running when installing [FS#4212] (r21146)
  • Fix: Under some circumstances the file handle of the downloaded savegame would not be closed, and validity of the handled was not checked in all cases (r21027)
  • Fix: [NewGRF] Crash when getting an industry ID at an offset that uses some ‘old’ style industry tile [FS#4157] (r20912)

1.0.5-RC1 (2010-10-31)

  • Change: Make OpenTTD aware of XZ/LZMA compressed savegames so loading those gives a proper error message (r21047)
  • Change: Make it possible to make .tar.xz bundles (r21042)
  • Fix: Missing default values for the custom town number in the world generation options (r21034)
  • Fix: Dropdown menu glitched in small screenshots, when issueing them from the menu (r21031)
  • Fix: Do not let the resize button go past the bottom of the screen [FS#4176] (r21015)
  • Fix: The detailed performance rating window could be too narrow [FS#4102] (r21010)
  • Fix: For the compact notation 1.000.000k and 1.000M would be shown depending on the initial (and later rounded) value. Make everything that would round to 1.000.000k be drawn as 1.000M as well (r21009)
  • Fix: Do not consider the text direction character when searching for missing glyphs (r21007)
  • Fix: Chat/console messages got sometimes messed up due to LTR names in RTL translations and vice-versa [FS#3746] (r21006, r21004)
  • Fix: Size of sort buttons for order and vehicle list gui could be too small (r20997)
  • Fix: [NewGRF] The X and Y offsets in the parameter for industry vars 60, 61, 62, 63 are unsigned instead of signed (r20996)
  • Fix: When removing a rail station, do not leave track under non-station tiles (r20990)
  • Fix: [NewGRF] Ignore the variable for Action7/9 condition type 0x0D and 0x0E as documented (r20979)
  • Fix: Crash when, while the ‘go to’ cursor is active, you open the order list of a vehicle of another company and then select a ‘go to’ destination [FS#4159] (r20916)
  • Fix: Helicopters fired a bit too late [FS#4155] (r20910)
  • Fix: Road/water toolbars did not get updated when the first vehicle of their type becomes available [FS#4141] (r20856)
  • Fix: Smallmap legend buttons must all be equal in size, even if their contents is not (r20851)
  • Fix: Deadlock when aborting map generation on Windows [FS#3707] (r20822)
  • Fix: Be a bit more lenient with invalid savegames; do not crash on saveload related NOT_REACHEDs, just show the user an error that the savegame is corrupted [FS#3714] (r20819)
  • Fix: Make the crash-on-saveload message clearer and more correct [FS#3791] (r20818)
  • Fix: [NewGRF] Clamp/convert some vehicle variables so NewGRFs get their specified range (r20800, r20799, r20792)
  • Fix: [NoAI] Document that AITile::HasTransportType does not work for TRANSPORT_AIR [FS#4117] (r20798)
  • Fix: [NewGRF] Disable houses without a size that are available according to their building flags (r20797)
  • Fix: [NewGRF] Make sure all houses in the house spec array are valid. It was possible that part of a multitile house was not copied because the array was full (r20796)
  • Fix: Building 2×2 houses did not work for 2×2 road layouts on all map sizes (r20791)
  • Fix: [NewGRF] Remove a check which is wrong for NewGRF houses and serves no use for original houses [FS#4118] (r20790)
  • Fix: Spelling mistake in Slovak real town names (r20787)
  • Fix: Do autosave-on-exit as well when using kill/CTRL-C to terminate a dedicated OpenTTD (r20783)
  • Fix: [NoAI] AIEventCompanyAskMerger was disguised as AIEventCompanyMerger (r20765)
  • Fix: [NewGRF] Assert when an industry previously build on water was flooded because its NewGRF changed/is missing [FS#4112] (r20754)
  • Fix: Do not use new game settings when creating many random towns/industries in the scenario editor [FS#4094] (r20712, r20711)
  • Fix: Graphics glitch when switching to a different-sized font while the chat message box was visible (r20705)
  • Fix: Vehicle lists of non-trains could not resize horizontally causing truncation of texts [FS#4123, FS#3955] (r20174)

OpenTTD 1.0.4 Released

OpenTTD 1.0.4 has been released to fix various bugs, copy of change log is below:

1.0.4 (2010-09-14)

  • Change: Move removal of bin/data/opentt[dw].grf from distclean to maintainer-clean (r20752)
  • Fix: Recent NFORenum does not know ‘-?’ (r20715)

1.0.4-RC1 (2010-08-30)

  • Change: Merge the extra GRF’s sources and make it possible to rebuild them easily (r20490)
  • Dix: Empty NewGRF presets were not selectable [FS#4087] (r20694)
  • Fix: Desync checker checked the wrong variable (r20677)
  • Fix: Drawing the ‘OpenTTD’ text in the intro game caused crashes with very low resolutions [FS#4081] (r20618)
  • Fix: Crash when a NewGRF defined an invalid substitute type for a house and the NewGRF was removed during the game, disable houses with different size than their substitute [FS#3702] (r20611, r20610, r20609)
  • Fix: Retain information about all base sets that are found and not only the latest version to stop confusing people that use newer versions of the base sets than those available via BaNaNaS (r20607)
  • Fix: Let NewGRFs var43 var (information about liveries) for vehicles not be influenced by the local setting determining whether to show liveries or not [FS#4063] (r20605)
  • Fix: ‘Downscale’ a full load order to a load if possible order when removing the order while the vehicle is loading. This to prevent the vehicle from (possibly) staying forever in the station [FS#4075] (r20600)
  • Fix: Crash when the tooltip is wider than the window is [FS#4066] (r20596)
  • Fix: No (proper) savegame conversion was done when _date_fract got a new value range (r20592)
  • Fix: Autoreplace failed while attaching non-replaced wagons to the new chain, if to-be-sold-engines would become front-engines and the unitnumber limit would be exceeded (r20583)
  • Fix: Autoreplace can trigger an assertion when at the vehicle limit [FS#4044] (r20582)
  • Fix: Go via station and go via waypoint behaved differently when a train went back to the same (unordered) station again [FS#4039] (r20580)
  • Fix: Draw bounding boxes using white instead of pure white, so they are recoloured to grey in coloured newspaper instead of blue [FS#4051] (r20578)
  • Fix: Scroll button flickering when pressed [FS#4043] (r20577)
  • Fix: Warn OpenGFX users when they are using a base set that misses sprites (r20566)
  • Fix: Wrong tooltip for the company select button in the AI debug and performance rating windows [FS#4053] (r20556, r20555)
  • Fix: In old savegames aircraft can have an invalid state (r20528)
  • Fix: Crash when the content download tried to get a MD5 checksum of an ‘originally’ loaded NewGRF [FS#4038] (r20519)
  • Fix: Draw error messages in white by default, they may not have a colour set when coming from a NewGRF (r20514)
  • Fix: Entering half the ‘generation seeds’ in the console’s ‘newgame’ command failed to set the correct seed [FS#4036] (r20512)
  • Fix: Desync when vehicles change NewGRF properties such as visual effect when changing railtype [FS#3978] (r20505, r20504, r20503, r20502)
  • Fix: Desync when converting rail all as trains with a part on the converted rails need updating and not only the engines (r20500)
  • Fix: Ignore the non-stop state when comparing one order type to another order type, otherwise non-stop nearest depot orders fail [FS#4030] (r20498)
  • Fix: Non-dedicated servers failing to load a game caused the introgame to be the server’s game causing desyncs when people tried to join [FS#3960] (r20497)
  • Fix: [NoAI] checking whether water tiles are connected failed in some cases [FS#4031] (r20489)
  • Fix: Statues were not removed when towns would be removed (r20481)
  • Fix: Do not spend cash when building a statue fails [FS#3985] (r20469, r20227)
  • Fix: Adding ‘goto nearest depot and stop’ orders in one go was denied. This caused both AI adding those orders and backed up order restoration to fail [FS#4024] (r20441)
  • Fix: For docks ‘facing’ north, i.e. having the watery part a the northern side, the station joiner had an off-by-one to the north w.r.t. the station spread against the actual other (correct) building tools [FS#4022] (r20438)
  • Fix: Make snow on bridges depend on bridgeheight and make snowyness of bridgeheads depend on the tileheight at the entry [FS#3947] (r20424, r20423, r20422, r20421, r20420)
  • Fix: During world generation the snow-mapbits are not yet available, so test the snowline variable directly (as they were before) [FS#4017] (r20418)
  • Fix: PBS reservations were always displayed on halftile foundations if the railtype uses overlays [FS#4013] (r20408)
  • Fix: Make the default minimum width for editboxes 10 pixels to prevent crashes [FS#4010] (r20394)
  • Fix: Prevent buying more vehicles than allowed or buying companies when you’d get too many vehicles [FS#3993] (r20393, r20392, r20391, r20390)
  • Fix: Initialize fund-industry buttons when opening window (r20386)
  • Fix: Update cursor dimensions when reloading grfs resp. changing base graphics, so the cursor does not glitch if it becomes bigger (r20384)
  • Fix: Stop vehicle following after zooming out [FS#3989] (r20361)
  • Fix: [NoAI] Ship depots were constructed along the wrong axis [FS#4004] (r20348)
  • Fix: Fallback font selection due to missing glyphs did not work as intended (r20296)
  • Fix: When it is known the loading an old savegame is going to fail, bail out immediately (using an exception) instead of going on until e.g. the expected number of byte is read (r20247)
  • Fix: The caption of the ‘Available vehicle’ lists was black, whereas for building those vehicles, which uses the exact same window, it was white (r20244)
  • Fix: [NoAI] Clarify the documentation for AIBaseStation::GetLocation (r20238)
  • Fix: Refit costs from refit orders are subtracted from the vehicle yearly income [FS#3988] (r20234)
  • Fix: Road vehicles could be dead locked with one way roads. This allows one wayness to be removed if there are vehicles on a tile; it does not allow you to add one wayness to roads that have vehicles on them as it makes turning vehicles jump [FS#3961] (r20230)
  • Fix: ‘Service at nearest depot’ behaved the same as ‘Go to nearest depot’ [FS#3986] (r20229)
  • Fix: Depot did not become unsnowy, when snowline rises [FS#3976] (r20224)
  • Fix: Strip non-printable characters before showing it in an edit box, so when renaming a vehicle type you won’t get the ‘SETX stuff’ that some NewGRFs use [FS#3974] (r20220)- Fix: NewGRFs that defined a vehicle without either loaded or loading groups could crash OpenTTD [FS#3964] (r20199)Fix: [NewGRF] GetNearbyTileInformation can be used to get the terrain type of a MP_VOID tile [FS#3963] (r20197)
  • Fix: [NewGRF] Vehicle var FE bit 6 did return incorrect values for new railtypes (r20175)
  • Fix: Inconsistencies w.r.t. to km/h vs km-ish/h as ‘base’ unit for aircraft speeds [FS#3870] (r20164)

OpenTTD 1.0.0 Released

It’s finally happened OpenTTD 1.0.0 has been released, this means that all you losers without a copy Transport Tycoon Deluxe can now play with out needing the original game using the new open graphics. The rest of us can still use the old graphics because we have the game. (So there)

OpenTTD is modelled after the original Transport Tycoon Deluxe game by Chris Sawyer and enhances the game experience dramatically.

In March 2004 OpenTTD 0.1 was released. Hardly a month later in April 2004 OpenTTD 0.2. And today, six years later… OpenTTD 1.0.0. It was a lot of work, hundreds of thousands of translations, tens of thousands of commits, thousands of graphics, hundreds of patches, dozen of sounds and musics, and one goal. How many people contributed? Dozen of artists, translators and developers, hundreds of testers and bug reporters, and also the thousands of players. Looking at the readmes and credit sections only gives a small hint. Some of those who were main contributors left long ago, and there are only a few who know them all and talked to them once via IRC or the forums. But if you consider all contributors, including those of the used libraries, and the external artists of OpenSFX… Well, then most likely not every contributor actually knows OpenTTD.

So in the end, what was most fun in the past 6 years of OpenTTD? Playing? Contributing? Modding? Talking? Or just taking part in a large crowed moving in one direction? One direction? Well, at least in bigger scope. But in more detail there were quite some parties involved in the process. Sometimes pulling in the same direction, sometimes maybe pulling in slightly different ones. Let’s just mention some of the projects around OpenTTD which influenced it in this or that direction: The various integrated builds and patchpacks, first of all the MiniIN. Then the first Town Growth Challenge, TTDPatch, #openttdcoop, Goal Servers and the big patches (Subsidiaries, YAPF, YAPP, CargoDist, 32bpp & ExtraZoom). And not everything which made it into main trunk was happy sunshine, just to mention the first approach to Path Based Signalling, or the attempts around the AI.

But when looking back, most turned out fun. Thank you!

You can get your copy of OpenTTD below:
Download