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 didn't 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 doesn't 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 (blathijs). 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 don't 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 doesn't 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: don't 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: Don't 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 - 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 wasn't 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] Don't mark tiles when debugging in multiplayer, this will cause desyncs - Fix: Several fixes to chatbox code, mainly plug a buffer overflow