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Recent News

Release or not?

It has been a long tradition to make a new major release around this time. The notable exception has been 12.0 in October, but all others were in February, March, April or May.

This year we intended to do the same, but some external things have thrown a spanner in the works and when we could make a release, we didn’t have the time to do so.

So, what’s throwing the spanner, and how do we know it affects releases? Well, our nightlies are de-facto releases that go through most of the steps of normal releases, so when the nightlies fail we know our releases will fail too.

Mostly it’s our building infrastructure, or rather the infrastructure a few levels behind that. We make use of GitHub’s infrastructure which provides so-called runners. These runners are being updated with the newest versions of compilers and tools every now and then.

The first problem was with Steam’s tool to upload binaries. For some unknown reasons, besides there being a new version of the tool, uploads started to fail. A few weeks after that a new release of the tool was made, and uploads started to work again.

The current problem lies even deeper. For our external dependencies we use a tool called vcpkg that packages libraries and arranges most of the difficult work for us. Now the build tool called CMake has been updated, which has removed support for old versions of their file format, specifically those before 2016. A few libraries in vcpkg still use this old format because little has changed or to remain compatible with older systems. Problem is, we are using a few libraries with such an old ‘minimum’ version of CMake. The result is that we cannot build OpenTTD with the building infrastructure.

With the appropriate bug reports these issues will be solved, but it takes a while for the release processes to propagate. Actually, due to there being many runners and them not being all updated at the same time, the problem starts to randomly happen (or disapper) until all runners have been updated.

Is this a bad thing for OpenTTD? One one hand it is, as it sometimes makes releases/updates harder, but on the other hand it saves us a lot of work. Back in the days we were running our own building infrastructure, we had to manually maintain updates for the operating system. We had to manually build libraries to be used in the builds, and then distribute those. Updating the compiler for Mac OS could literally take days of work to go through all the motions to get it working. Adding or updating a library could take weeks to coordinate manual builds by several developers, now it’s minutes to configure it and half an hour to test it on the building infrastructure.

You as someone who wanted to tinker with the code had to download precompiled libraries and set some very specific configurations for your compiler. Now you start your IDE and it likely starts automatically configuring (CMake) and fetching the required libraries (vcpkg). So in the end, it’s usually better until some weird package starts failing in mysterious ways. Luckily those failures are rare occurences.

OpenTTD 15.0-beta1

Ho, ho, ho, Santa is in town. And he’s brought a gift with him.

Here’s a shiny new package for you to unwrap, containing the first beta version of the upcoming OpenTTD 15 release.

It comes faster, with road waypoints, fewer passwords, better scenario editor, and hopefully with a lot less bugs. To be a bit less vague, here are some of the highlights:

  • Improved picker windows for stations/waypoints/objects/and more. Oh, and that does include road waypoints.
  • Better perfomance in various places, including faster path signals that are now green by default.
  • Password-less network authentication using keys.
  • Several improvements for NewGRFs regarding cargo support.
  • Better scenario editor with a town data importer and manual house placement.
  • A large tree fully hung with ornamental bugfixes.
  • Sadly though, not everbody was good this year. The old NPF pathfinder was finally retired, after YAPF being the superior default for many, many years now.

There’s a lot of bugs left for you to find, though, guaranteed. Enjoy the beta, test all the things and report anything you find amiss, to make OpenTTD 15 the best OpenTTD 15 ever.

OpenTTD 14.1

Our players have played a lot of OpenTTD 14 since it was released a few weeks ago – in last week alone those who opted into our survey played 34,700 hours across 17,219 games.

In all those hours, you’ve found some bugs, and we’ve done our best to fix them. The first maintenance release for OpenTTD 14 fixes a multiplayer desync bug and cleans up a few rough edges with the new ship pathfinder and the unbunching feature. As always, there are plenty of other bugfixes, which you can find in the changelog.

OpenTTD 14.0

Welcome to 14.0!

OpenTTD’s first release was in March of 2004. Now twenty years later, we are proud to present to you: release 14.0.

And boy, what a release it is. Do I dare to say: this has been the biggest release yet?

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OpenTTD 14.0-RC3

Features: added. Gameplay: improved. Bugs: squashed. Final testing pre-release: probably, unless time is accidentally stopped.

Today we release 14.0-RC3, hopefully the last release candidate before the proper 14.0 release. Compared to the previous RC, some annoying bugs were fixed and the latest translation updates included.