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dreaven3
Post subject: OpenTTD 1.2.0-beta4  PostPosted: Mar 04, 2012 - 01:07 PM
Retroanfänger


Joined: Aug 26, 2008
Posts: 61


Eine neue Beta Version von OpenTTD 1.20 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.

Quote:
1.2.0-beta4 (2012-02-04)
------------------------------------------------------------------------
- Feature: [NewGRF] Give NewGRF defined level crossings and rail depots access to the townzone (r23866)
- Feature: [NewGRF] New algorithm (activated via an engine flag) to determine the capacity of vehicles. This allows vehicles to better control the capacity for cargotypes which they know; and let cargo NewGRFs influence the capacity for cargos the vehicle NewGRF does not know, but which the vehicle is refittable to due to cargo classes (r23861)
- Feature: [NewGRF] Add cargo property 1D to set the capacity multipliers when refitting vehicles, which do not use callback 15 (r23860)
- Feature: Allow command line options -e and -g to be combined to load saves/scenarios directly into SE (r23839)
- Feature: [NoGo] Allow querying orders of vehicles [FS#4994] (r23837)
- Change: Do not let towns (ever) remove objects [FS#5001, FS#5002] (r23842)
- Change: Make signs placed in scenario editor belong to the GS. That way they are always shown in game and are not editable [FS#4999] (r23835)
- Fix: Generate industry subsidies again [FS#5039] (r23876)
- Fix: [NoGo/NoAI] Scripts with a bad comparator could lock up OpenTTD [FS#5004] (r23870)
- Fix: Make the colour of the dropdown items for opening the vehicle list for which the company has no vehicles looking less horrid [FS#5020] (r23867)
- Fix: Railtype overlays were drawn ´only transparent´ on invisible bridges (r23864)
- Fix: Inserting conditional orders for ships checked the wrong orders wrt. maximum distance (r23859)
- Fix: Out of bounds read for slowdown parameter caused desync when railtype >= 4, vehicles were fast, and the original acceleration model was used [FS#5007] (r23855)
- Fix: Infrastructure cache could get out of sync when overbuilding a drive through road stop (r23851)
- Fix: When the network is lagging, you try to copy a vehicle´s order but accidentally create a station order and then copy the vehicle´s order (before the first command is executed) one could trigger an assertion from the pool [FS#5008] (r23849)
- Fix: When removing road or tram from a tram+road stop, the owner of the road stop´s cache was updated instead of the owner of the removed infrastructure (r23847)
- Fix: Infrastructure count for stations was not updated properly on company takeover. And do not count buoys while loading a game either (r23844)
- Fix: Clear NewGRF vehicle cache when their owner changes (r23841)
- Fix: Assertion got hit when destroing a dock when a ship was loading [FS#5000] (r23838)
- Fix: If a vehicle is not refittable to any cargo in the CTT, then pick the first refittable cargoslot (r23836)

Der Englische Text:
1.2.0-beta4 (2012-02-04)
------------------------------------------------------------------------
- Feature: [NewGRF] Give NewGRF defined level crossings and rail depots access to the townzone (r23866)
- Feature: [NewGRF] New algorithm (activated via an engine flag) to determine the capacity of vehicles. This allows vehicles to better control the capacity for cargotypes which they know; and let cargo NewGRFs influence the capacity for cargos the vehicle NewGRF does not know, but which the vehicle is refittable to due to cargo classes (r23861)
- Feature: [NewGRF] Add cargo property 1D to set the capacity multipliers when refitting vehicles, which do not use callback 15 (r23860)
- Feature: Allow command line options -e and -g to be combined to load saves/scenarios directly into SE (r23839)
- Feature: [NoGo] Allow querying orders of vehicles [FS#4994] (r23837)
- Change: Do not let towns (ever) remove objects [FS#5001, FS#5002] (r23842)
- Change: Make signs placed in scenario editor belong to the GS. That way they are always shown in game and are not editable [FS#4999] (r23835)
- Fix: Generate industry subsidies again [FS#5039] (r23876)
- Fix: [NoGo/NoAI] Scripts with a bad comparator could lock up OpenTTD [FS#5004] (r23870)
- Fix: Make the colour of the dropdown items for opening the vehicle list for which the company has no vehicles looking less horrid [FS#5020] (r23867)
- Fix: Railtype overlays were drawn ´only transparent´ on invisible bridges (r23864)
- Fix: Inserting conditional orders for ships checked the wrong orders wrt. maximum distance (r23859)
- Fix: Out of bounds read for slowdown parameter caused desync when railtype >= 4, vehicles were fast, and the original acceleration model was used [FS#5007] (r23855)
- Fix: Infrastructure cache could get out of sync when overbuilding a drive through road stop (r23851)
- Fix: When the network is lagging, you try to copy a vehicle´s order but accidentally create a station order and then copy the vehicle´s order (before the first command is executed) one could trigger an assertion from the pool [FS#5008] (r23849)
- Fix: When removing road or tram from a tram+road stop, the owner of the road stop´s cache was updated instead of the owner of the removed infrastructure (r23847)
- Fix: Infrastructure count for stations was not updated properly on company takeover. And do not count buoys while loading a game either (r23844)
- Fix: Clear NewGRF vehicle cache when their owner changes (r23841)
- Fix: Assertion got hit when destroing a dock when a ship was loading [FS#5000] (r23838)
- Fix: If a vehicle is not refittable to any cargo in the CTT, then pick the first refittable cargoslot (r23836)


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