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OpenTTD 0.1 (2004-03-06)
OpenTTD 0.1.1 (2004-03-14)
OpenTTD 0.1.2 (2004-03-15)
OpenTTD 0.1.3 (2004-03-18)
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OpenTTD 0.6.0 (2008-04-01)
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OpenTTD 1.9.0 (2019-04-01)
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OpenTTD 1.10.0 (2020-04-01)
OpenTTD 1.10.1 (2020-04-13)
OpenTTD 1.10.2 (2020-06-01)
OpenTTD 1.10.3 (2020-08-09)
OpenTTD 1.11.0 (2021-04-01)
OpenTTD 1.11.1 (2021-04-18)
OpenTTD 1.11.2 (2021-05-03)
OpenTTD 12.0 (2021-10-17)
OpenTTD 12.1 (2021-11-08)
OpenTTD 12.2 (2022-04-02)
OpenTTD 0.4.7 | en/Archive/OpenTTD/OpenTTD 0.4.8 | OpenTTD 0.5.0
This version was released on 2006-08-16.
You can download this release from openttd.org.
Contents |
Major new features
- Turkish and Italian town names.
- A 'configure' script for compiling.
- Bugfixes.
Changelog
0.4.8 (2006-08-12)
- Fix: A ship in a depot must be stopped before it can be cloned
- Fix: After changing directory in 'Play Scenario', the default scenarios did not show up in 'New Game'
0.4.8-RC2 (2006-07-31)
- Feature: Add Italian town names as we have an official Italian translation
- Codechange: Verify the presence of music files in the gm/ folder. This should also solve some 100% CPU buildup for some users
- Fix: Certain combinations of trains crash when moved around inside the depot
- Fix: Reversed arrow-sign in the multiplayer list column headers on sort by name
- Fix: Industry production change button does not work for oilrig passangers
- Fix: Helicopters stopping in depot after autorenew/autoreplace
- Fix: MorphOS crashes when you go a level up in the root level
- Fix: UDP sockets were used even if network-availability was set to false
- Fix: Crash when trying to build a vehicle type that is set to a max of zero
0.4.8-RC1 (2006-06-28)
- Feature: Add Turkish town names as we have an official Turkish translation
- Feature: Add a fully optional configure script that is a wrapper around the cumbersome makefile.config
- Codechange: [NPF] Disable NPF totally for ships as it wholly kills performance. Only for 0.4/ branch and 0.4.8
- Fix: Redraw the screen when switching the signal side in the patches window
- Fix: It was possible to dig into a tunnel if certain rail combinations were ontop of it
- Fix: A HQ could only be flooded at its northern tile, the other 3 were immune to water
- Fix: Fix several glitches concerning foundations. Houses, property (rail/road/bridge/etc.) and cursor are now aligned properly
- Fix: Prohibit altering a road tile while road works are in progress. This fixes some glitches like 'turning' the excavation by adding/removing road bits or removing the road piece
- Fix: Only advertise the server to your external IP/network (eg not to 127.0.0.1) and use proper broadcast addresses
- Fix: '-f' switch is not valid on windows, so do not show it in help
- Fix: [Autoreplace] Autoreplaced trains can leave all wagons in depot under certain circumstances
- Fix: The wrong IP could get unbanned, e.g. 'unban 1.2.3.42' could result in unbanning 1.2.3.4
- Fix: It was possible to convert the railtype of a bridge while a train was on it
- Fix: It was possible to rename signs or waypoints with the chat box
- Fix: Be more strict what it means for an aircraft to be in a hangar: It's not just being stopped on a hangar tile
- Fix: If a road vehicle is on a road depot tile and stopped does not mean it's in the depot. Use the proper test for this
- Fix: [AI] The AI should send a plane into a hangar if it's not in a hangar _or_ not stopped, not when it's not in a hangar _and_ not stopped
- Fix: [AI] The trolly AI used information from the wrong industry when calculating the amount of to be transported goods
- Fix: [NTP] Fix NTP over bridges: do not check the rail type when on a bridge
- Fix: Truncate text in dropdown lists to stop text overflowing
- Fix: 'Erroneous train reversal on waypoints'. When processing the next train order, do not even consider reversing the train if the last order was to a waypoint
- Fix: Starting a new scenario did not adhere to local difficulty settings but took it from the scenario itself. That mode is for 'play scenario'
- Fix: Vehicles on a sloped tile under a bridge were affected by the bridge speed limit
- Fix: Issue with train pathfinding over level crossings
- Fix: [AI] The AI no longer attempts to build signals under bridges
- Fix: Refresh build vehicle window (if opened) when converting rail depot
- Fix: Crash when sorting an empty server list
- Fix: The build-tree window button defaulted to a place-push-button on opening where no treetype is selected
- Fix: Game crashes when cloning/autoreplace reaches train-limit
- Fix: [NTP] Properly check for railtypes on non-plain-rail-tiles
- Fix: Trains could enter certain sloped rail tiles under bridges with incompatible rail type
- Fix: Ensure the map memory is cleared after it is allocated. This fixes random deserts that sometimes occurred
- Fix: Some weird behaviour with tile selection near bridges
- Fix: Do not allow PF to enter train depot from the back (signal updates)
- Fix: Game no longer crashes when the last vehicle servicing a station has been deleted
- Fix: Reset the last built railtype when starting a new game
- Fix: Cloned vehicles get the same service interval as the original vehicle
- Fix: Game no longer errors out when 'Many random towns' is selected in the scenario editor
- Fix: Obscure road dragging bug. The road build command did not return the appropiate error message of invalid-slope when building road
- Fix: Temperate bank will no longer appear (during game) in tropic landscape. This bug is from the original game
- Fix: Specify the 'stopall' console command as a debug command
- Fix: Fixed a problem that caused DeliverGoodsToIndustry to not work as intended
- Fix: Ships and aircraft can now be used as feeders as well
- Fix: When a multiheaded train is sold the pointers were not updated correctly causing sporadious crashes/disconnects
- Fix: New plantations now cause the correct '.. being planted ..' news item
- Fix: Danish town names were saved/loaded as Swiss
- Fix: Removing roads on crossings was done without a check for ownership
- Fix: [Autoreplace] Fix drawing of train list for outdated engines
- Fix: Malicious clients/servers could crash the game [CVE-2006-1999, CVE-2006-1998]
- Fix: [Autoreplace] Allow replacement of wagons even when the engine fails to be replaced
- Fix: Certain operations involving trains inside a depot could cause a crash
- Fix: [Autoreplace] Cost for refitting a new vehicle is added to the cost animation (player always paid for it, it just was not shown)
- Fix: [OSX] Save/Load issues solved for OSX 10.3.9 universal binaries
- Fix: Illegal servers in the master-server list could kick the client back to the main menu, effectively making Multiplayer impossible
- Fix: [NPF] Do not mark tiles when debugging in multiplayer, this will cause desyncs
- Fix: Several fixes to chatbox code, mainly plug a buffer overflow