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Montag, 25. Januar 2010

01:22 - Autor: KIDH

OpenTTD 1.0.0-beta3

Das freie Simulationsspiel OpenTTD ist 1.0.0-beta3 verfügbar. Wer Mitte der 90er schon am PC gespielt hat, kennt sicher noch Chris Sawyer's Transport Tycoon Deluxe. Die freie Implementierung namens OpenTTD macht es möglich sich diesen Klassiker wieder einmal anzuschauen. Bisher benötigte man dafür immer noch die Original-Grafiken und -Sounds, also auch eine Lizenz des Originals. Mittlerweile sind aber die Projekte OpenGFX und OpenSFX, welche für freie Grafiken und Sounds sorgen, so weit, dass man ohne die Originaldateien auskommen sollte. Für die letzte stable Version 0.7.5 benötigt man allerdings immer noch Dateien vom Original..

Weiterhin ist OpenTTD nicht nur ein einfacher Klon, sondern bringt auch viele Neuerungen mit. So gibt es einen integrierten Multiplayer-Modus, der IP-basierte Spiele mit bis zu 255 Teilnehmern zulässt und auch dedizierte Server unterstützt. Darüberhinaus sind zahlreiche Erweiterungen im Spiel vorhandener Objekte verfügbar.

Im Gegensatz zum Original läuft OpenTTD nicht nur unter DOS und Windows, sondern auch unter Mac OS X, Linux, BSD, OS/2 und auf weiteren Plattformen.


OpenTTD



Changelog:
  • 1.0.0-beta3 (2010-01-21):
    - Feature: Make building (long) roads work like building rail; build upon the first obstruction instead of failing totally [FS#3318] (r18803)
    - Feature: Allow user customisable compression levels for the zlib compression (r18772)
    - Feature: [NoAI] Rerandomise AIs on reloading (via the debug window) when they were randomly chosen [FS#3095] (r18763)
    - Feature: [NewGRF] Implement VarAction2Houses variables 66 and 67 (r18736)
    - Change: [SDL/Allegro] Make the number of samples/frequency runtime configurable (r18821, r18820)
    - Change: Be consistent with airport naming [FS#3493] (r18819)
    - Change: [NewGRF] Consider callback 19 only broken after subcargos 0 to 255 have been used, instead of stopping at 15 (r18774)
    - Change: Replace MiniLZO with the real library (r18769)
    - Fix: Town noise population settings could not be changed in-game [FS#3532] (r18864)
    - Fix: Do not pass AI strings through iconv [FS#3544] (r18862)
    - Fix: Do not do screen redraw when the landscape contains broken slopes [FS#3540] (r18850)
    - Fix: Default-waypoint was drawn incorrectly for monorail and maglev in the waypoint picker (r18841)
    - Fix: 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)
    - Fix: In some cases with invalid packets one can crash OpenTTD (r18800)
    - Fix: [SDL] Possible deadlock when killing OpenTTD while starting it [FS#3521] (r18796)
    - Fix: 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)
    - Fix: Viewport could jump under high CPU load [FS#3515] (r18790)
    - Fix: Crash when getting the tooltip of the industry amount in the world generation window [FS#3516] (r18787)
    - Fix: [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)
    - Fix: [NoAI] AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase (r18781)
    - Fix: [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)
    - Fix: Assertions because the unloading and signal wait counter got into eachother's way [FS#3422] (r18764)
    - Fix: [NewGRF] Spritelayouts do not need an Action 1 if only using default sprites [FS#3497] (r18761)
    - Fix: [NewGRF] Action 9 did not properly detect whether an Action 8 was encountered already [FS#3500] (r18760)
    - Fix: [NewGRF] Do not segfault when a NewGRF contains an Action 2 and Action 3 but no Action 0 (r18759)
    - Fix: [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)
    - Fix: The cargo payment button states were not properly set on opening the window [FS#3492] (r18750)
    - Fix: [NoAI] The AI's name and version in the debug panel was not properly centered [FS#3491] (r18749)
    - Fix: 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)
    - Fix: Do not toggle the sticky- and shading-button twice per mouseclick when clicking fast [FS#3487] (r18744)
    - Fix: [NewGRF] House prop 1D was trashed when a NewGRF contains prop 14 after prop 1D (r18742)
    - Fix: Building trees on snow with rocks underneed caused an assert [FS#3501] (r18739)
    - Fix: When a tree died while there was snow the amount of snow on the tile changed (r18738)
    - Fix: [NewGRF] VarAction2Station variable 67 was not swapped properly for orientation (r18737)
  • Readme [.txt]

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