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Author Message
dreaven3
Post subject: Remakes_VMs: OpenTTD v1.1.0-RC2  PostPosted: Mar 06, 2011 - 06:40 PM
Retroanfänger


Joined: Aug 26, 2008
Posts: 61



Ein zweiter Release Candidate von OpenTTD ist erschienen. OpenTTD ist ein quelloffener Klon der Wirtschaftssimulation "Transport Tycoon Deluxe" von Chris Sawyer (Microprose). Neben der sehr dicht am Original angelehnten Umsetzung, halten auch neue Features Einzug.



A second release candidate 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-RC2 (2011-03-04)
  • Fix: Following a vehicle with a very high VehicleID was impossible (r22181)
  • Fix: [NewGRF] Memory leak if an industry NewGRF had more than one prop A or 15, or a station NewGRF had more than one prop 09 (r22175, r22165)
  • Fix: [NewGRF] Disable a station NewGRF when it contains an unterminated spritelayout in action0 prop 08 instead of crashing (r22164)
  • Fix: Building a station part adjacent to both an existing station and a rail waypoint failed [FS#4541] (r22163)
  • Fix: No update of NewGRF window when unknown GRF name becomes available [FS#4533] (r22162)
  • Fix: [NewGRF] Industry prop 0x11 is 4-bytes long, not 3 bytes (r22157)
  • Fix: Stations/infrastructure were not properly sold on some clients during bankruptcy [FS#4529] (r22154)
  • Fix: The Greek translation did not work as it breached the 200.000 bytes ´limit´ for loading language files [FS#4536] (r22153)
  • Fix: Windows video driver crashed when it could not go to full screen at the resolution of the configuration file when starting OpenTTD [FS#4521] (r22149)
  • Fix: Do not run savegame conversion during SlNullPointers; the pointer might not be converted or be NULL at that point (r22146)
  • Fix: Some valid keycodes were ignored along with the invalid ones (r22142)
  • Fix: When commands need to invalidate windows, process these events asynchronously before the next redraw. Calling window code directly from command scope uses wrong _current_company and might issue nested DoCommands() which interfer with the running command [FS#4523] (r22141, r22140, r22135, r22134)
  • Fix: [NewGRF] Skipping only the invalid part of an action14 failed, the rest of the action was skipped instead (r22138)
  • Fix: Spectators had crashes when closing buoy windows (r22131)
  • Fix: Build-station-window showed wrong selection when reopening [FS#4530] (r22128)
  • Fix: Canals would get drawn as land in the smallmap when using the owner window (r22127)
  • Fix: The animation-ness of two goldmine tiles were swapped, causing the wheeltower to not work properly, and the bottom corner to show the wrong sprite [FS#4528] (r22125)
  • Fix: CommandQueue::Pop() did not update ´last´; popping the last item caused the queue to disconnect unless there was only one item [FS#4522] (r22123)
  • Fix: When a NOT_REACHED in saveload can be reached due to an invalid savegame, use SlErrorCorrupt instead. In other words, do not crash but show an error message (r22122)
  • Fix: In case of high frame_freq one could get commands executed after a new network game was started (r22121)
  • Fix: [NoAI] Prevent AIs from getting consistently over their allowed amount of operations by subtracting the amount they went over ´budget´ from the budget for the next ´tick´ (r22120)
  • Fix: The refit window was not correctly updated after selecting with Ctrl+Click [FS#4525] (r22118)
  • Fix: CanRemoveRoadWithStop() failed for _current_company = OWNER_TOWN, and for OWNER_NONE-owned road (r22117)


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