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December 31st, 2010, 00:27 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16102.html
A new version of OpenTTD has been released. OpenTTD is a clone of the Microprose game "Transport Tycoon Deluxe", a popular game originally written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Quote:
1.1.0-beta1 (2010-12-24)
------------------------------------------------------------------------
- Feature: [NewGRF] Variable 7B for accessing 60+x variables while taking the parameter from the accumulator (r21604)
- Feature: Allow to refit only the selected part of a train consist (r21567)
- Feature: Store the used OpenTTD version, base graphics set, NewGRFs and AIs in the PNG screenshots (r21558, r21553)
- Feature: Make the delay of the chat messages timing out unrelated to the number of passed game days, i.e. do not stop aging chat messages when the server is paused, and make the timeout user configurable [FS#532] (r21513, r21512)
- Feature: Vehicle lost messages for ships and road vehicles [FS#1956] (r21511, r21510)
- Feature: Diagonal tile clearing and terraforming by pressing Ctrl [FS#730] (r21500)
- Feature: [NewGRF] Use the station graphics property to determine a fallback for the depot sprites [FS#4279] (r21473)
- Feature: Add explicit make ´shared orders´ an option in the orders menu (r21464)
- Feature: Make it more clear that you are stopping a shared order, and make it possible retain the order list upon unsharing [FS#3711] (r21461)
- Feature: Hotkey Ctrl+W for returning to the main menu [FS#3217] (r21459)
- Feature: Scroll to the inserted order [FS#4215] (r21457)
- Feature: Building while paused always works in the scenario editor [FS#1521] (r21430)
- Feature: Perform the compression of savegames to send to the client asynchronously. This will reduce the lag of the other clients to the time it takes to make the memory dump and it will speed up downloading the map as the download starts earlier (possibly with a slightly lower bandwidth due to slow compression) [FS#4284] (r21399)
- Feature: Do not store savegames to disk when transferring it from the server to a client (r21398, r21397)
- Feature: Use alphabetical order when sorting industries by type at the industry directory window (r21389)
- Feature: Allow entering of the new year in a text box when cheating the year [FS#4289] (r21388)
- Feature: Support for limiting the amount of (accepted) incoming data for a server (r21363)
- Feature: Natural sorting of strings using ICU [FS#4214] (r21344)
- Feature: [NewGRF] Implement action0 visual effect properties for ships and RVs (r21240)
- Feature: [NewGRF] Support callback 0x10 for RVs and ships (r21238)
- Feature: [NewGRF] Make positioning of diesel fumes and electric sparks actually work (r21230)
- Feature: [NewGRF] Support OpenTTD´s genders, cases and plurals (r21216, r21211, r21209)
- Feature: Display mail capacity when refitting an aircraft to passengers (r21214)
- Feature: Make the statusbar´s location configurable [FS#4201] (r21179)
- Feature: Forced construction of missing industries (r21175)
- Feature: Do not build industries during economic recession (r21169)
- Feature: Use desired industry counts rather than relative probability to decide which industry to build (r21168)
- Feature: Allow to sort purchase lists for trains and road vehicles by tractive effort (r21105)
- Feature: [NewGRF] Add CB36 support for road vehicle property 0x15 (Speed) (r21100)
- Feature: [NewGRF] Implement stringcode 9A 0C (station name), 9A 0D (weight) (r21086, r21085)
- Feature: [NewGRF] Add CB36 support for road vehicle properties 0x13 (Power), 0x14 (Weight) and 0x18 (Tractive effort) (r21058)
- Feature: XZ/LZMA2 savegame support. New default reduces savegame size by 10 to 30% with slightly more CPU usage. With maximum settings it reduces savegame size by 20 to 30%, but that takes 7 to 14 times longer. Map saving + downloading takes, on average, 5% less (r21044)
- Feature: Chat directly to the server or a bot/admin/IRC channel monitoring the server (r21000)
- Feature: Remote administration (r20975-r20963)
- Feature: [NewGRF] The concept of minimum loadable version to NewGRFs when choosing compatible NewGRFs (r20960, r20958)
- Feature: Center new extra viewports on the tile below the mouse. Only center on center of main viewport if mouse is not in any viewport (r20956)
- Feature: [NewGRF] Make it possible to distinguish player built/randomly placed industries in the location and land slope check callbacks (r20942)
- Feature: Highlight all destination tiles when building a lock [FS#4153] (r20932)
- Feature: Transfer orders imply ´leave empty´ by default [FS#3905] (r20927)
- Feature: Allow to select a custom percentage of water in the map generation window (r20832)
- Feature: Make it possible to select vehicle to clone and vehicle to clone orders from directly from vehicle lists and depot window [FS#3999] (r20753)
- Feature: Separate GUI icons for vehicle/company profit, exclusive rights and unread news (r20720)
- Feature: [NewGRF] Support for newobjects (r20670)
- Feature: Make the (flat) area around an industry configurable (r20659)
- Feature: [Network] Allow rate limiting of incoming commands (r20553)
- Feature: Filter signs at the sign list window [FS#3472] (r20516)
- Feature: Ignore _ in console command names so there is no ´inconsistent´ behaviour w.r.t. underscores anymore without breaking backward compatibility greatly (r20515)
- Feature: A new screenshot type that makes a zoomed-in screenshot of the visible viewport [FS#3973] (r20508)
- Feature: Setting for none/original/more smoke [FS#3093] (r20376)
- Feature: Airport previews (r20381, r20369)
- Feature: [NewGRF] Support for callback 0x147 (´add sprite offset´) for canals (r20353)
- Feature: [NewGRF] Support for property 09, feature 05, i.e alternate canal sprite layout (r20352)
- Feature: Add rescan_newgrf console command (r20344)
- Feature: [NewGRF] AdvVarAct2 operators for SHL, SHR and SAR (r20332)
- Feature: [NewGRF] Air drag property support for trains and road vehicles. Air drag for vehicles with air drag not set or set to zero will use a default value depending on their max speed (r20303, r20302, r20301, r20300, r20299)
- Feature: More user-friendly gui to change NewGRF parameters (r20258)
- Feature: [NewGRF] Add support for static NewGRF information, i.e. Action 14 (r20250)
- Feature: Display suppliers and customers of an industry or cargo (r20206)
- Feature: Allow horizontal resizing for all vehicle lists [FS#3955] (r20174)
- Feature: [NewGRF] Information (var 4A) about the current railtype a train is on (r20165)
- Feature: Tooltips are shown by hovering the mouse over a widget instead of by right clicking on it [FS#3913]
- Feature: Customizable hotkeys (r20055)
- Feature: Wrap console lines when they are too long [FS#3816] (r20046)
- Feature: [NewGRF] Variable 43 depot build date for railtypes [FS#3886] (r20003)
- Feature: Show some savegame details when selecting items in saveload GUIs (r19984)
- Feature: Open vehicle view when clicking on the caption of vehicle news (r19944)
- Feature: [NewGRF] Access to industry founder (var A7) during callbacks 28 and 2F (r19901)
- Feature: Add highlighting of drag destination in depot and order GUI gui [FS#3705] (r19889, r19888)
- Feature: Configure NewGRFs from a single window (r19841)
- Feature: Give depots an unique name in the same manner buoys and waypoints are named. Also allow them to be custom named [FS#3691] (r19801, r19799)
- Feature: Hide all other industries when Ctrl+clicking an industry type in smallmap legend (r19770)
- Feature: [NewGRF] Access to random bits of houses and industries from construction callbacks 17, 28 and 2F. That is: The random bits the house/industry will start with, if construction succeeds [FS#3477] (r19744)
- Feature: A simple sprite alignment helper. It does not store the new offsets anywhere so as soon as the sprite is reloaded the offsets are gone (use a bigger sprite cache if this happens). Also anything that reloads NewGRFs (new games, loading games or (re)applying NewGRFs) clears the sprite cache and as such resets the offsets (r19723)
- Feature: New base costs for building/clearing canals, building/clearing aqueducts and building/clearing locks (r19720)
- Feature: Ctrl+click on a vehicle to start/stop it (r19714)
- Feature: NewGRF debugging/inspecting of (primarily) enabled callbacks and values of variables (r19709)
- Feature: Graphs with negative values are no longer forced to have the zero axis in the middle, resizeable graphs (r19662, r19631)
- Feature: [NewGRF] Support callback 36 for aircraft speed also in the build menu (r19660)
- Feature: Add an input box to the AI Debug window where you can input a break string [FS#3496] (r19544)
- Feature: Add buttons to enable/disable all cargos at the cargo payment rates graph (r19542)
- Feature: Sort industries alphabetically at the smallmap legend, fund industry list; sort cargos alphabetically at cargo payment graph, build vehicles cargo filter dropdown, station ratings and refit options (r19541, r19540, r19436, r19535, r19522, r19503)
- Feature: Console command ´reload_newgrfs´; only available when NewGRF developer tools are enabled (r19515)
- Feature: Enter the starting year in the scenario editor by clicking at the date panel (r19397)
- Feature: Configurable slope steepness for road vehicles from 0% to 10%, default is 7% (r19346)
- Feature: Realistic acceleration for road vehicles (r19345)
- Feature: Allow to (over)build and remove multiple road stops using drag and drop (r19231, r19230, r19229)
- Feature: Show warnings and errors in console as well, not only in a message box (r19225)
- Feature: [NewGRF] Action 0/1/2/3 support for NewGRF airporttiles (r19194)
- Add: [NoAI] AIOrder::IsVoidOrder to find void ´(Invalid Order)´ orders (r20389)
- Add: Support for MSVC 2010 (r20032)
- Add: [NoAI] AIIndustry::GetIndustryID(TileIndex) (r19773)
- Change: Make it possible to start actions that require selecting stuff (landscaping, vehicle cloning, etc) in the viewport while paused. As side-effect you will get an error message explaining the command cannot be executed because the game is paused instead of seemingly nothing happening when you click. Additional side effect of this is that you can make use of the measurement tooltip while paused [FS#4292] (r21480)
- Change: Make building aqueducts behave more like building tunnels. They cannot be built on flat (or foundationed) tiles, so there is at most one destination tile like there is only one for tunnels [FS#4153] (r21471)
- Change: Place the bridge building window under the mouse instead of somewhere randomly on the screen and change the default sort order [FS#3975] (r21460)
- Change: Make sure the client is listening, or rather receiving, our frames (r21361)
- Change: Read some metadata from (official) source tarballs so you will more likely get the right version/revision out-of-the-box (r21351)
- Change: Be more explicit that the game state can get broken by changing NewGRFs (r21335)
- Change: Use the last red instead of last red exit penalty for making sure other waypoint entries are evaluated as well when they are occupied, e.g. when there are no signals before the waypoint but a train just beyond the waypoint is stopped (like for stations) (r21271)
- Change: Do not receive money for removing the rail of non-rail rail station tiles, i.e. rail station tiles for which the NewGRF has prevented trains to be routed through (r21266)
- Change: Show a different ´lag´ message when a client is lagging because of connection trouble or lagging because the client is just slow (r21254)
- Change: Mention the OpenTTD version on the console/logs when starting an OpenTTD dedicated server like we mention it in the title bar for the GUI version (r21253)
- Change: Filter stations by cargo they have a rating for instead of having cargo waiting [FS#4206] (r21144)
- Change: Limit the number of exceptions in the refittable cargo list to 7 (r21083)
- Change: Reduce the chances to accidentally break savegames with NewGRFs by limiting loading of savegames that miss NewGRFs or change NewGRF settings in-game [FS#3012] (r21116)
- Change: Tuned realistic acceleration to be a bit more realistic in order to make acceleration ´slower´, which highlights the differences between vehicle types more (r21106)
- Change: Do not make client reconnect waiting time depend on the company; in coop games that does not spread clients at all, and most companies have a low number causing it not to be spread out either. Use the ClientID instead. (r21008)
- Change: Add installing options or rather options to not install certain documentation, in a similar way to GRFCodec/catcodec (r20999)
- Change: Only display liveries in the livery window if they are used by some vehicle somewhen (r20849)
- Change: [NoAI] Rename AIAbstractList to AIList (r20563)
- Change: [NoAI] AIOrder::GetOrderFlags returns AIOrder::AIOF_INVALID for void orders (r20389)
- Change: [NewGRF] Adapt vehicle var FE bit 6 to new railtypes (r20175)
- Change: [NewGRF] Call callbacks 14A, 14B and 14C after all industry variables have been assigned, so more variables are valid during the callbacks (r19907)
- Change: [NoAI] Remove HasNext() from all lists/iterators and add IsEnd() instead (r19294)
- Change: Add the default installation directory of lzo/zlib for Mac OS X/MinGW to the paths where (the headers of) those libraries are searched [FS#3638] (r19285)
- Fix: Crash due to cargo payments belonging to a non-existing company [FS#4324] (r21605)
- Fix: Company league table used stats from two quarters ago instead of last quarter [FS#4323] (r21601)
- Fix: The default visual effect only depends on properties of the Engine (wagon or not, tractiontype, ...), not whether it is used as articulated part, front engine or whatever in a specific consist [FS#4275] (r21598)
- Fix: [OSX] A double mouse cursor was shown under certain circumstances [FS#2585] (r21578)
- Fix: Show ´plant trees´ button lowered on the terraform toolbar, like how other buttons are lowered when you selected a ´build´ action [FS#4315] (r21539)
- Fix: 2CC recolour sprites were the same for DOS and WIN palette, thus ´dark green´, ´brown´, ´grey´ and ´white´ were wrong for DOS [FS#4312] (r21535)
- Fix: Do not apply the last signal red pathfinder penalty when the signal is a path signal [FS#4302] (r21524)
- Fix: Tooltips were not removed when their related window got closed [FS#4300] (r21477)
- Fix: Make sure the query window is only opened once per parent window/callback [FS#4298] (r21472)
- Fix: Crash when news item gets removed at just the wrong moment [FS#4180] (r21458)
- Fix: [NewGRF] Ensure the parameter for house variable 60 is the id of an original house (r21456)
- Fix: [NewGRF] A NewGRF with incomplete string codes at the end of a string could cause invalid memory reads (r21433)
- Fix: The server did not check for the paused state when allowing to execute commands [FS#3771] (r21429)
- Fix: Vehicles could be built while the game is paused. Now you can enable or disable that with a setting, which replaces the build-while-paused cheat [FS#4021] (r21428)
- Fix: Purchase lists were not invalidated when using ´resetengines´ (r21374)
- Fix: Fields were not cleared under snow though they were intended to be [FS#4283] (r21367)
- Fix: New railtypes with overlays did not use the shore sprites as groundtiles for three-corner-raised slopes (at shore) [FS#4277] (r21353)
- Fix: Buffer overflow in strgen for strings with very large arguments (r21346)
- Fix: Bogus cache mismatch warnings with desync debugging because some cache was invalidated but never reset [FS#4272] (r21338)
- Fix: Make it more likely that the savegame and transferred file are the same file and not different ones [FS#4271] (r21334)
- Fix: Use the correct font sizes when checking for missing glyphs (r21321)
- Fix: [Content] Crash when creating file download by the content download system failed (r21319)
- Fix: AIs in an infinite loop in e.g. autosave, but also getting settings and such from info.nut, would not be interrupted after a while causing OpenTTD to seem to not respond [FS#4260] (r21311)
- Fix: [Content] Do not add HTTP connection to list of connections when it fails in the beginning (r21302)
- Fix: Fonts set in openttd.cfg were not properly checked for missing glyphs on language change [FS#4261] (r21298)
- Fix: FreeBSD introduced strndup as well [FS#4259] (r21295)
- Fix: [Windows installer] Check for existence of save/scenario dirs before asking for deletion confirmation [FS#4251] (r21294)
- Fix: Under some circumstances two vehicles could leave a non drive-through road stop at once [FS#3935] (r21263)
- Fix: [NewGRF] Custom station foundations using the ´simple foundations´-method did not draw any sprite for WSE-slopes when there are foundations on both neighboured tiles in the north. As there must be at least one sprite to provide the correct offset for the groundsprite draw the (empty) default foundation sprite in that case [FS#4246] (r21262)
- Fix: The main menu error messages would not show when you had an error message open in the game while whatever triggered you to go back to the main menu (r21255)
- Fix: Rescanning AIs did not ´forget´ removed AIs [FS#3952] (r21250)
- Fix: Upon rescanning AIs the new AIs would (after some time) show up in the AI list but you could not select all (r21246)
- Fix: [YAPF] Road vehicles not finding the nearest depot in some (corner) cases [FS#4130] (r21229)
- Fix: [NewGRF] The specs´ cargo strings and OpenTTD´s use of the clashed. Provide properties so NewGRFs can provide cargo strings tailored for OpenTTD while retaining (some) backward compatibility [FS#4172] (r21224)
- Fix: Use proper plural for the short cargo unit names (r21223)
- Fix: Under some conditions, group count would be wrong after moving train engines in the depot window [FS#4207] (r21205)
- Fix: [OSX] Do not let the mouse cursor jump when switching to full screen mode (r21200)
- Fix: [OSX] Finding a fallback font failed when compiling for OSX 10.4 as it tried to match also OpenTTD-specific control characters [FS#4001] (r21197)
- Fix: Use non-interactive randomness for townnames on map generation, so they are controlled by the generation seed as well [FS#4226] (r21192)
- Fix: [OSX] Unify compiler flags with other OS and work around a compiler bug in gcc-4.0.1 which breaks graphics display in x86_64 binaries [FS#4210] (r21149)
- Fix: Station list was not updated when a new cargo got a rating (r21145)
- Fix: Station ratings were not updated (anymore) after an aircraft crashed (r21137)
- Fix: Bridge speed limits should apply to all wagons of a vehicle, not just the head of the vehicle [FS#4213] (r21136)
- Fix: Helicopter flight altitude was determined inconsistently in different places (r21119)
- Fix: Do not use the maximum track speed where the maximum vehicle speed is meant (r21107)
- Fix: Display the real maximum speed for aircraft instead of always using the engine value (r21096)
- Fix: Aircraft speed would ignore callback 36 result when it is greater than the engine speed (r21094)
- Fix: [OSX] Mouse cursor would leave footprint with 8bpp blitter when switching to full screen (r21037)
- Fix: [OSX] Properly set the palette when using the 8bpp blitter during start-up (r21036)
- Fix: Center industry gui and waypoint gui after resize [FS#4171] (r21021)
- Fix: Draw bridge pillars with correct length on all tile corners by drawing only half of the pillar sprite if required (r20950, r20947)
- Fix: Accidentally moving the mouse of the scrollbar arrows while pressing it clicks the button next to the arrow [FS#4071] (r20922)
- Fix: Refit costs were not shown for long cargo names [FS#4160] (r20921)
- Fix: When using non-smooth or NewGRF-economy changing production rates does not work, so allow changing the production multiplier instead (r20901)
- Fix: The station with the second highest rating was doubly penalised when distributing cargo. Now the penalty is completely removed and the granularity/precision of the distribution in increased by using fractional cargo. This should make competing stations less all-or-nothing [FS#3637] (r20857)
- Fix: Make sure (gradual) loading is properly terminated for consists with multiple cargo types. Do not stop loading if the timetabled wait is not over yet [FS#2534] (r20843)
- Fix: Place less trees at once when planting random trees at the scenario editor [FS#4094] (r20829)
- Fix: Do not use new game settings when creating many random towns/industries at the scenario editor [FS#4094] (r20712, r20711)
- Fix: Keep _current_company and _local_company in sync during GUI operation [FS#3804] (r19933)
- Fix: When building a lock, do not add the cost of building canals if they are already built, pay for clearing the other tiles and do not add the first bridge type´s cost to aqueducts (r19719, r19718, r19717)
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