Archived News

OpenTTD 1.2.0-RC2

With OpenTTD 1.2.0-RC2 we present you with another release candidate for the upcoming stable release.

As usual, the release candidates didn't get any new features, but we've been busy fixing bugs found in the last release candidate. Among other things the game scripts now can access correctly the vehicle orders, sprite offsets for the additional zoom levels had sometimes wrong offsets or wrongly padded and a desync where the maximum travel speed from the orders was not always properly communicated.

At the same time we'd like to draw your attention to the annual title game competition. It's in its final round and from the three best entries the single best entry must be found. Have a look at the choices, make up your mind and vote.

Please test also this new release candidate thoroughly and report any bug you find to our bug tracker.

Enjoy the game!

OpenTTD 1.2.0-RC1

With OpenTTD 1.2.0-RC1 we present you the first release candidate of the upcoming stable release.

This release brings a few nice features like you now can assign speed limits to your surface vehicles. And for NewGRF developers we added a new NewGRF format where a whole bunch of new sprite types may be defined directly via NewGRF:
Commonly and previously referred to only as "extra-zoom" OpenTTD now supports sprites for all zoom levels and all colour depths. Thus a NewGRF may supply sprites in both 8bpp and 32bpp directly and additionally to the normal 1x view it may provide 2x and 4x zoom-in and 2x, 4x and 8x zoom-out sprites - a lot work for NewGRF authors ahead :-) They might want to visit the NewGRF specs wiki for details.

Of course there's also the fair amount of bug fixes, among them handling of refit for vehicles in some cases, networking issues or adjustment of the infrastructure cost for rail which now sums over all rails irrespective of railtype. See the full changelog for more

With this new release we'd like to draw your attention also to the ongoing titlegame competition for this new OpenTTD 1.2 branch. Please look through the entries. For the voting round one please send a ranked list of your top 3 games to planetmaker either via e-mail or via message in the tt-forums, quoting the savegame name as shown above the respective screenshots.

If you find bugs, they go as usual to our bug tracker.

Enjoy!

OpenTTD 1.2.0-beta4

If the temperature outside is not enough reason to stay at home playing OpenTTD, here is another one: The next beta of OpenTTD 1.2!

While it contains some features, you might not notice them unless you are a developer of NewGRF, NoAI or NoGo add-ons. However, beta 4 also includes some imporant bug fixes for desyncs and NoAI/NoGo scripts locking up OpenTTD.

Please help testing the beta, so we can quickly get a new stable! You can find the download, changelog and readme in the usual place. Bugs are reported best to our bug tracker.

Also note that the deadline for submissions to the titlegame competiton is approaching quickly.

Have fun playing OpenTTD 1.2.0-beta4! (even if you have to wear gloves)

OpenTTD 1.2.0-beta3

It's already time for the third beta release. We present you with OpenTTD 1.2.0-beta3. Several bugs were fixed in NewGRF handling, including a desync.

The game scripts were also further developed, and Zuu made a nice tutorial that needs testing (downloadable from the BaNaNaS online content service) for the benefit of our new players.

You can find the new release at the download page, where you can also find a link to the changelog. Give the new release a good workout, and report any bugs that you find at our bug tracker.

If you hurry, you can still enter the titlegame competition (deadline is 14th February 2012, 00:00:00 UTC).

Enjoy!

OpenTTD 1.1.5

As the last bug fix release for the 1.1 series we present you OpenTTD 1.1.5.

It brings a few fixes which affect multiplayer (c.f. CVE-2012-0049). Thus we recommend all server owners to update.

Enjoy the game, tell others if you enjoy it, tell us, if you have problems or encounter bugs.