Dit weekeinde is de tweede release candidate van OpenTTD versie 1.1.0 vrijgegeven. In deze opensourcekloon van het Microprose-spel Transport Tycoon Deluxe is het de bedoeling om een transportimperium op te bouwen over de weg, het spoor, het water en door de lucht. OpenTTD kan meer dan alleen het originele spel nabootsen. Zo kunnen er tot wel 64 keer grotere maps dan in het origineel worden gebruikt, is de ai zijn naam waardig en is er ondersteuning voor multiplayer en ipv6. Er zijn versies voor Windows en Linux beschikbaar en de Mac OS X-versie is na een periode van afwezigheid ook weer opgepakt. Het changelog voor de tweede release candidate laat alleen bugfixes zien.
Fixed in 1.1.0-RC2:
- Following a vehicle with a very high VehicleID was impossible (r22181)
- [NewGRF] Memory leak if an industry NewGRF had more than one prop A or 15, or a station NewGRF had more than one prop 09 (r22175, r22165)
- [NewGRF] Disable a station NewGRF when it contains an unterminated spritelayout in action0 prop 08 instead of crashing (r22164)
- Building a station part adjacent to both an existing station and a rail waypoint failed [FS#4541] (r22163)
- No update of NewGRF window when unknown GRF name becomes available [FS#4533] (r22162)
- [NewGRF] Industry prop 0x11 is 4-bytes long, not 3 bytes (r22157)
- Stations/infrastructure were not properly sold on some clients during bankruptcy [FS#4529] (r22154)
- The Greek translation did not work as it breached the 200.000 bytes 'limit' for loading language files [FS#4536] (r22153)
- Windows video driver crashed when it could not go to full screen at the resolution of the configuration file when starting OpenTTD [FS#4521] (r22149)
- Do not run savegame conversion during SlNullPointers; the pointer might not be converted or be NULL at that point (r22146)
- Some valid keycodes were ignored along with the invalid ones (r22142)
- When commands need to invalidate windows, process these events asynchronously before the next redraw. Calling window code directly from command scope uses wrong _current_company and might issue nested DoCommands() which interfer with the running command [FS#4523] (r22141, r22140, r22135, r22134)
- [NewGRF] Skipping only the invalid part of an action14 failed, the rest of the action was skipped instead (r22138)
- Spectators had crashes when closing buoy windows (r22131)
- Build-station-window showed wrong selection when reopening [FS#4530] (r22128)
- Canals would get drawn as land in the smallmap when using the owner window (r22127)
- The animation-ness of two goldmine tiles were swapped, causing the wheeltower to not work properly, and the bottom corner to show the wrong sprite [FS#4528] (r22125)
- CommandQueue::Pop() did not update 'last'; popping the last item caused the queue to disconnect unless there was only one item [FS#4522] (r22123)
- When a NOT_REACHED in saveload can be reached due to an invalid savegame, use SlErrorCorrupt instead. In other words, do not crash but show an error message (r22122)
- In case of high frame_freq one could get commands executed after a new network game was started (r22121)
- [NoAI] Prevent AIs from getting consistently over their allowed amount of operations by subtracting the amount they went over 'budget' from the budget for the next 'tick' (r22120)
- The refit window was not correctly updated after selecting with Ctrl+Click [FS#4525] (r22118)
- CanRemoveRoadWithStop() failed for _current_company = OWNER_TOWN, and for OWNER_NONE-owned road (r22117)
