Download OpenTTD 1.0.1

KIDH

Grand Admiral Special
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Das freie Simulationsspiel OpenTTD ist in der Version 1.0.1 verfügbar. Seit dem letzten Release Candidate hat sich nicht mehr viel geändert, so wurden für die finale Version nur noch zwei Bugs behoben. Dafür gibt es aber auch neue Versionen der Pakete OpenGFX (Grafiken) und OpenSFX (Sounds) sowie ein neu hinzugekommenes Paket namens OpenMSX, welches für die Musik-Ausgabe zuständig ist.

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, OpenSFX und OpenMSX, welche für freie Grafiken und Sounds bzw. Musik sorgen, so weit, dass man ohne die Originaldateien auskommt.

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. Ein interessantes Paket ist z.B. <i>Infrastructure Sharing</i> - damit lassen sich je nach Einstellung Bahnstrecken, Straßen und/oder Flughäfen durch andere Mitspieler gegen eine Gebühr benutzen.

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.


<center><a href="http://www.planet3dnow.de/photoplog/index.php?n=8526"><img src="http://www.planet3dnow.de/photoplog/file.php?n=8526" border="1" alt="OpenTTD"></a></center>


<b>Changelog:</b>
<ul><li>1.0.1 (2010-05-01)<blockquote>- Fix: Crash when using restart via rcon (r19722)
- Fix: Leaking a file descriptor [CVE-2010-0406] [FS#3785] (r19695)
- Fix: Crash when the music/graphics metadata files were unreadable [FS#3774] (r19674)</blockquote></li><li>1.0.1-RC2 (2010-04-22)<blockquote>- Fix: Desync when joining the game because of using the wrong variable (r19687)
- Fix: Truncated archives were not detected when using zlib 1.2.3. This also fixes zlib 1.2.4 compatibility, zlib 1.2.5 is bugfree (r19686)
- Fix: Towns with 3x3 and 2x2 road layouts could not expand (r19683)
- Fix: When joining a MP game all clients with company ID > 0 would be shown as if they were a spectator [FS#3775] (r19680)
- Fix: Client status was shown incorrect in the console (r19678)</blockquote></li><li>1.0.1-RC1 (2010-04-17)<blockquote>- Feature: [NewGRF] Support for extended text code 0x9A 11, print qword (r19570)
- Feature: Give more detailed error message when trying to build a too long bridge (r19561)
- Feature: Add rail speed limit to land area information window (r19556, r19434)
- Add: [NoAI] AIRail::GetMaxSpeed(RailType) to get the speed limit of railtypes (r19591)
- Change: Sync Debian packaging updates from Debian, but keep building a single package (r19572)
- Fix: Crash of a dedicated server if the null blitter is overridden and (after a while) there is no company 0 on new year anymore [FS#3749] (r19664)
- Fix: In rare cases, update of signals could be missed (r19663)
- Fix: Various improvements of command handling, missing error messages, improper validation causing crashes [CVE-2010-0402] [FS#3748] (r19658, r19657, r19656, r19655, r19654, r19637, r19633, r19621, r19616, r19605, r19604)
- Fix: Industry generation failed for large maps and lots of industry types (r19652, r19643)
- Fix: When a company is sold, move connected clients to spectators [FS#3745] (r19651)
- Fix: A client would not be properly moved when moved while joining, e.g. when entering a company's password. This caused the client to be in the wrong company (according to the rest of the clients) and the client being kicked on the first command [FS#3760] (r19648)
- Fix: Trains loaded above the original IDs did not have a default railtypelabel assigned to them, causing them to be unavailable. Could cause desyncs if the multiplayer game was not started from a savegame [FS#3768] (r19647)
- Fix: Do not allow building cacti outside of the desert or rain forest trees outside of the rain forest area. This to prevent people from thinking planting rain forest trees makes the rain forest bigger and thus adds more place to build a lumber mill [FS#3728] (r19644, r19635, r19634)
- Fix: Desync when taking over companies (r19636)
- Fix: Chat message caused glitch when rejoining a network game [FS#3757] (r19629)
- Fix: Desync when a command is received and in the queue while a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients) (r19620)
- Fix: Company related graphs were not updated correctly after changing the company colour [FS#3763] (r19615)
- Fix: Possible invalid read when server moves client to spectators before he finishes joining [FS#3755] (r19613)
- Fix: Crash when opening a savegame with a waypoint from around 0.4.0 [FS#3756] (r19612)
- Fix: Improve joining behaviour; kicking clients when entering passwords that was just cleared, 'connection lost' for people failing the password, access restriction circumvention [CVE-2010-0401] [FS#3754] (r19610, r19609, r19608, r19607, r19606)
- Fix: Desync debugging; false positives in the cache validity checks and saving/loading the command stream (r19619, r19617, r19602, r19601, r19600, r19596, r19593, r19592, r19589, r19587, r19586)
- Fix: Presence of online content was not properly updated after download due to duplicate slashes in the path (r19600)
- Fix: [NewGRF] Setting industry prop 0x24 to 0 caused empty station names (r19590)
- Fix: Crash when pressing 'h' (non-stop) in the order window of a ship or aircraft [FS#3744] (r19584)
- Fix: Graphs were not properly updated when going toggling keys (i.e. companies) (r19574)
- Fix: The timetable button was not automatically raised [FS#3739] (r19571)
- Fix: [NewGRF] Possible buffer underflow in NewGRF string code (r19569)
- Fix: [NewGRF] Do not return a random colour for unowned industries in var 45; TTDPatch does not seem to set the colour data in that case either and it could lead to desyncs (r19566)
- Fix: Window::OnResize() was not always called while resizing a window causing incorrect windows [FS#3730] (r19563, r19558)
- Fix: Bridge build error message should not show the same message twice (r19560, r19559)
- Fix: [NewGRF] During NewGRF loading, store rail type labels in temporary data and process after loading has finished. This avoids deactivated rail vehicles being reactivated if the climate property is set after the rail type property (r19557, r19502)
- Fix: Improperly scaled cargo payment graph when having lots of cargo (r19550, 19543)
- Fix: [NewGRF] Properties set before property 08 (house, industry, industry tiles) should be ignored, not trigger the NewGRF to be disabled [FS#3725] (r19547)
- Fix: Sorting industries by production was broken for NewGRF industries (r19538)
- Fix: Vehicle details window did not resize correctly after refitting a road vehicle to a longer variant [FS#3720] (r19533)
- Fix: Prevent drawing industries disabled at the smallmap as land tiles when they are built on water (r19523)
- Fix: Tunnels, bridges and roadstops are build with only one roadtype (r19506)
- Fix: Remove same_industry_close setting did not do what it said and caused NewGRF trouble (r19499)
- Fix: Keep number padding intact when cloning vehicle names [FS#3710] (r19498)
- Fix: [NewGRF] Bytes and words get sign-extended for temporary/persistent storage (r19497)
- Fix: Stop reducing the size of the vehicle list after selecting a vehicle with a long description (r19480)
- Fix: Implement custom sound effect for helicopter take-off [FS#3668] (r19364)
- Update: Plural type of Slovak (r19452)</blockquote></li><li><a href="http://vcs.openttd.org/svn/browser/trunk/readme.txt" target="b">Readme 1.0.0 [.txt]</a></li></ul>
<b>Download:</b><ul><li><a href="http://www.planet3dnow.de/cgi-bin/file/get.cgi?20100504203457">OpenTTD 1.0.1 [Win32 Installer]</a></li><li><a href="http://www.planet3dnow.de/cgi-bin/file/get.cgi?20100504203458">OpenTTD 1.0.1 [Win64 Installer]</a></li><li><a href="http://www.planet3dnow.de/cgi-bin/file/get.cgi?20100504203459">OpenTTD 1.0.1 [Win9x Installer]</a></li><li><a href="http://www.openttd.org/en/download-stable" target="b">OpenTTD 1.0.1 [weitere Plattformen / Source / Prüfsummen]</a></li><li><a href="http://www.planet3dnow.de/cgi-bin/file/get.cgi?20100504203460">OpenGFX 0.2.4 [.zip]</a></li><li><a href="http://bundles.openttdcoop.org/opengfx/releases" target="b">OpenGFX 0.2.4 [Source / Prüfsummen]</a></li><li><a href="http://www.planet3dnow.de/cgi-bin/file/get.cgi?20100404091011">OpenSFX 0.2.3 [.zip]</a></li><li><a href="http://bundles.openttdcoop.org/opensfx/releases" target="b">OpenSFX 0.2.3 [Source / Prüfsummen]</a></li><li><a href="http://www.planet3dnow.de/cgi-bin/file/get.cgi?20100404091012">OpenMSX 0.2.1 [.zip]</a></li><li><a href="http://bundles.openttdcoop.org/openmsx/releases" target="b">OpenMSX 0.2.1 [Source / Prüfsummen]</a></li><li><a href="http://wiki.openttd.org/Infrastructure_Sharing" target="b">Infrastructure Sharing [alle Systeme]</a></ul>
<b>Links zum Thema:</b>
<ul><li><a href="http://www.openttd.org" target="b">Offizielle Internetpräsenz</a></li><li><a href="http://www.tt-forums.net/viewforum.php?f=55" target="b">Offizielles Support-Forum</a></li><li><a href="http://de.wikipedia.org/wiki/Freie_Software" target="b">Was ist Freie Software?</a></li></ul>
 
Wie sieht es mit der KI bzw den Computergegner aus?
Geht das schon oder kann man immer noch nur gegen Freunde spielen?
Weiß das wer und welche KI ist es dann die man nehmen muss da mit man Computergegner hat?
 
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