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[New release] Simutrans-Experimental 10.4

Started by jamespetts, December 18, 2011, 11:53:55 PM

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A new version of Simutrans-Experimental is available to-day: Simutrans 111.0 Experimental 10.4. See here for more information on how to download, install and set up the latest version. For those already familiar with the installation and setup, here are some quick links:

Edit: Added links to the Linux client binaries.

Edit 2: The Windows binary files (both the executable only and the Complete archives) now contain a new version of the executable: Simutrans-Experimental-ipv4.exe. This contains a workaround for a crash known on Windows XP SP3. This version will only work over the internet when using ipv4 and not ipv6. However, I am not aware that any Simutrans servers have ever been created using ipv6.

Note that the Windows binaries contain the Windows version of the no-graphics server.  Both Makeobj and Nettool have been updated for this version. This version incorporates some significant changes in multiplayer games: it incorporates and expands on Standard's system for apportioning running costs between players and controlling access to different players' ways. In this version of Experimental, it is possible to prevent players other than the public player making stops and ways public, for players to grant or deny access to their ways by other players (without the use of any intermediate public player sections of way or public stops), and for the apportionment of revenue either instead of or as well as running costs when players' convoys run over other players' ways. The intention of these changes is to make voluntary collaboration between players in multiplayer games easier and less dependant on the public service player. Standard's SHIFT+O display of ownership is also incorporated (as are all other changes in the latest stable release of Standard). Finally, this version is compatible with Timothy's new online listing server.

It is recommended to use the new Pak128.Britain-Ex 0.8.3
(or later) with this version.

A full list of changes follows.

Changes since 10.3

  • FIX: Incorrect calculation of convoy running costs.
  • CHANGE: Announce server URL changed to the URL for Experimental announce servers (thanks to Timothy for setting up such a server)
  • ADD: Player colours are now saved between sessions and transmitted over the network
  • ADD: Revenue based way tolls (see comments for details on implementation - this is enabled by default in Pak128.Britain-Ex 0.8.3)
  • CHANGE: The variable for storing the distance that ware packets have travelled is transferred from the ware packets to the convoy.
  • FIX: Circular and Y-shaped routes were not handled properly either by the distance mechanism or the point to point journey times.
  • ADD: Option to have toll free public roads
  • ADD: Air and seaport charges for using other players' facilities.
  • FIX: Lines' average speeds would be recorded as zero, affecting revenue, when no journies were completed by any convoy serving that line within a month.
  • ADD: Access settings affect players' ability to access other players' ways.
  • ADD: Players can connect to other players' ways where access is granted.
  • CHANGE: Alter the announce server URL to reflect a change in the port on which the announce server is to run.
  • FIX: Crash when sending vehicles with no stops in their schedule to a depot.
  • FIX: Crash relating to movement of ships on open water.
  • FIX: Error in writing livery graphics
  • FIX: Crash when using the block reservation toggle tool or the view owner tool
  • ADD: Vehicles will go to depot if they are "no route" for too long, and will also teleport to depots if there is no route to the depot.
  • FIX: Errors in loading Standard saved games (Bernd Gabriel)
  • FIX: Crash with route checking for private cars
  • ADD: Option to allow only the public player to use the tool for making stops and ways public. (See the comments in for how to set this. This is enabled by default in Pak128.Britain-Ex).
  • CHANGE: Players' convoys can now stop at other players' stops when that other player has granted access.
  • CHANGE: Convoys are now sent to the depot immeidately when their schedules are empty.
  • CHANGE: When access is withdrawn, stops on the schedules of players whose access has been withdrawn are removed from those schedules.
  • FIX: Passengers would accumulate indefinitely at stops if they were re-routed to a destination to which they could only walk.
  • FIX: Whenever the journey distance is read incorrectly as zero, guess a reasonable value.
  • FIX: Distance was not recorded properly leading to zero distance and zero revenue being recorded in many cases.
  • CODE: Move config files for experimental into main repo, merge with standard (Neroden)
  • FIX: Removed possibly useless assert in the vector code that caused problems in some cases.
  • FIX: Remove old, invalid e-mail address to which reference was made in the log file.
  • FIX: Correct address for reporting of errors in log messages.
  • FIX: Occasional crash when incrementing the odometer.
  • FIX: Inaccurate accounting of refunds
  • CODE: Remove warnings
  • CODE: Remove redundant local variables
  • CODE: Remove redundant checks to "check_owner".
  • CODE: Removed old commented out code.
  • CHANGE: All players vehicles may travel on all players' roads inside cities. (If this were not allowed, players could replace city roads with their own and lock other players out of cities).
Feedback and testing

Thanks also to all those who have tested Simutrans-Experimental and provided useful feedback: it is very much appreciated. Any feedback from this version would, as ever, also be very much appreciated, including (1) the new features (access, revenue sharing, player colour saving/transmission); (2) online play (see here for a list of Simutrans-Experimental servers); (3) general bug reports; (4) information as to how well-balanced that the game is; (5) any difference in approach/strategy needed for Simutrans-Experimental as over Simutrans-Standard; and (6) any other useful feedback.

Thanks again to all those who have worked to test Simutrans-Experimental, and happy playing!


This topic is locked, as it is intended to serve as an announcement. To report a bug or otherwise give feedback, please start a new thread for each bug/topic. To ask a question about how to obtain Simutrans-Experimental, use this thread.
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Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

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