Hello, everyone! There is a new testing version of OpenTTD posted under the name OpenTTD 14.0-RC2. For those unfamiliar with it, OpenTTD is an open-source re-creation of Transport Tycoon Deluxe, a business simulation game where you control a transport company. OpenTTD extends the experience of Transport Tycoon Deluxe with bigger map sizes, customizable artificial intelligence bots, downloadable customizations, ports for several operating systems, support for many languages, etc. Here is the official announcement from OpenTTD's staff about OpenTTD 14.0-RC2:

Quote:
Today, we release 14.0-RC2, the second release candidate for the upcoming release. We’ve fixed a whole bunch of issues found in the first release candidate. However, there is a good chance there are still some issues out there that haven’t been found yet. Please help us hunt those down, and if you find one, you can report them here.


Translation updates are coming in every day, most languages are complete or are nearing completion. If you are a translator, please see if your language has any missing translations. We greatly appreciate your contribution!


And the latest changelog:

Quote:
14.0-RC2 (2024-03-16)
------------------------------------------------------------------------

  • Update: Bump bundled OpenTTD TTF fonts to version v0.6 (#12276)
  • Update: Developer credits (#12173, #12235)
  • Change: Use (at least) standard toolbar button size for signal selection buttons (#12265)
  • Change: [Script] Match FormatString behavior more closely (#12205)
  • Fix #12236: Ship pathfinder causes a crash when a ship is already at its destination (#12238)
  • Fix #12225: [Script] Missing AI::ResetConfig support for running AI config (#12226)
  • Fix #12203: When unbunching at a depot, don't overlook implicit orders (#12220)
  • Fix #12196: Always show selected content, even when filtering, and disable the "select upgrade" button when filtering (#12201)
  • Fix #12195: Reset cursor when no Object is selected (#12207)
  • Fix #12176: Ships are circling in one place (#12181)
  • Fix #12154: Incorrect calendar day lengths with minutes per year setting (#12158)
  • Fix #12148: Do not draw decimals when the number of digits is 0 (#12150)
  • Fix #12147: Reset all saved settings to their default before loading a game (#12210)
  • Fix #12145: Incorrect date handling in date cheat in wallclock time-keeping mode (#12146)
  • Fix #12134: Use correct error messages if clearing drive-through road stops fails (#12139)
  • Fix #12133: [Script] Don't crash when emergency saving (#12138)
  • Fix #12127: Truncation ellipses rendered shadows even for a black font without shadows (#12132)
  • Fix #12119: Remove red warning text when the maximum loan is zero (#12141)
  • Fix #12118: When adding an unbunching order, properly check for unsafe conditions (#12136)
  • Fix #12076: Do not allow the 'join' command on dedicated servers (#12208)
  • Fix #12010: Use economy timer for vehicle stats minimum age, not calendar (#12142)
  • Fix: Improved ship movement when no path to destination is found (#12285, #12286)
  • Fix: Initialize _switch_mode_time so crash-logs before the first game have a realistic time (#12184)
  • Fix: [Script] Only show the debug script window at the end of savegame loading (#12135)
  • Fix: [Script] Broken ScriptText circular reference detection (#12187)
  • Fix: Ordering of command per tick limit and pause mode filtering (#12126)
  • Fix: Only reset unbunching departure data in the correct depot (#12155)
  • Fix: Off by one in TimerGameEconomy::ConvertDateToYMD in wallclock mode (#12143)
  • Fix: Missing savegame conversion for current_order (#12188)
  • Fix: Helptext for timekeeping unit setting erroneously refers to vehicle movement (#12172)
  • Fix: Don't show "insert order" errors in the console (#12245)
  • Fix: Don't defer OnResize() after ReInit() (#12174)
  • Remove: [Script] random_deviation from setting description table (#12221)
  • Revert #11993: The new number format system does not and cannot work for CJK languages (#12157)
  • Revert #11606: Don't auto-build past tunnelbridge ends (#12244)



If you are curious about OpenTTD, visit the Official Website, and Forums to obtain further information about it. Grab the latest RC2 of OpenTTD by clicking Here. You can read the full changelog from OpenTTD 14.0-RC2 Here. That's all, folks! Stay tuned at PPG for more news coverage on OpenTTD!

Hello, ladies and gentlemen! Shattered Paradise playest-20240315 has been published by the Shattered Paradise's crew these days for testing purposes. For those unaware, Shattered Paradise is an RTS game created with OpenRA that is inspired by the Command & Conquer Tiberian Sun universe, featuring five factions: GDI, Nod, C.A.B.A.L., Mutants, and Scrin. The changes from Shattered Paradise playest-20240315 are the following:

Quote:
Marines, Militants, Marauders, Cyborgs and Razorsharks of Shattered Paradise,
quite some time has passed since the last time we posted an update (13 months, to be exact), but we are finally able to release the second playtest for Shattered Paradise!

This version contains not only new unit models for GDI, Nod, and Mutants, adjusted balance but also new effects and visuals!
There is also a lot to discover for PvE enjoyers as well because not only have we updated our A.I. but also added two new missions for GDI, reworked our first C.A.B.A.L. mission, and added a new PvE fun map called Tunnel Whacker.


SP-Playtest-II-20240315

Bugs:

  • Mutants:

    • Queens:

      • Cannot mutate infantry bug fixed

Visuals and Tooltips:

  • Generic:

    • Tooltips:

      • Adjusted all tooltips
      • Added upgrades to the tooltips

    • Superweapons:

      • Added launch effects to all of them

  • GDI:

    • Wolverine:

      • New Model

    • Amphibious APC:

      • New Model

    • Hover MRLS

      • New model

    • Mammoth Tank:

      • New model. When the "Upgrades" option is disabled, GDI Mammoth Tanks gain railguns, and their price increases to 1999

    • Ion Cannon:

      • Side beams will now spin

  • Nod

    • New skins for Stealth Tank and Specter
    • When the "Upgrades" option is disabled, demobikes gain +50% damage

  • Mutant

    • New models of Fort Lyxn Tank, Quad Cannon, and Battlebus
      When the "Upgrades" option is disabled, Blighter MRLS gains Tib-gas warhead

  • Cabal

    • Hover transport model is now bigger
    • When the "Upgrades" option is disabled, Limped Drones can attack air by default

  • Scrin

    • New light effect for hover units
    • When the "Upgrades" option is disabled, Gliders can transform right from the get-go, and their price increases to 1200
    • Essence Collector is uncrushable and drowns when caught by a web

Sounds:

  • GDI:

    • Titan:

      • New unupgraded attack sound

  • Nod:

    • Avatar:

      • Added footstep audio

A.I.:

  • Generic:

    • AI receives less cash through cheat
    • AI's cash cheat related to the number of Conyard, Refinery, and Harvester
    • Now has a cap
    • Assaulting AI backline will still be useful to destroy AI's economy
    • AI will now use load passengers to transport
    • Allowed AI to build carryalls to help harvesters

  • Nod

    • Nod AI has better control of subterranean units
    • They will return to base when there is no target
    • Demobike will carry out solo missions and return to base when there is no target

  • Mutant

    • Enabled Mutant AI to use Minelayers

  • Scrin

    • Enabled Scrin AI to use infantry airdrop by using a transport ship
      Scrin AI will sell mind-controlled buildings and units if possible

Gameplay:

  • Generic:

    • Engineer:

      • Lowered selection priority

    • Aircraft:

      • Husks will keep the speed and direction when killed

    • Defenses:

      • It can no longer be captured

    • Added GuradSelection from CA:

      • Support and sniper units, Plague Walker and Glider (ground) will no longer rush into enemy lines when they cannot target enemies

        • Instead, they will guard units in a selection

      • Because of the order latency in multiplayer, you need to keep the selection set for a short time (>0.3s) to trigger the guard activity

    • XP will be shared between spawner and spawner's parent (e.g., Drone and Drone Host, Mine, and Minelayer), mind-controlled unit and mind-control master

      • This means they gain veterancy now

  • GDI:

    • Eagle Guard:

      • Nerfed stun duration time from 40 to 30 ticks
      • Vs. Cyborgs from 20 to 15 ticks

    • Hover MLRS:

      • HP from 300 to 250

    • Disruptor:

      • HP from 550 to 450
      • Speed from 60 to 75
      • Cost from $1300 to $1200

    • Juggernaut:

      • Increased HP from 300 to 450

    • Mammoth Tank:

      • The base damage buff per cannon reverted from 80 to 70
      • Health increased from 800 to 900

    • Sonic Emitter Protocols:

      • Research time from 1:00 to 0:45
      • Cost from $1500 to $1000

  • Nod:

    • Specter:

      • HP from 150 to 200

    • Cluster Missile:

      • Nerfed base damage
      • Previously, it was able to destroy Construction Yards
      • Increased damage vs heavy vehicles
      • Cooldown increased from 3:00 to 4:00

    • Improved Stealth Generator:

      • Cost from $1500 to $1000

  • Mutants:

    • Tunnel Network:

      • Reworked:

        • The cost of main building is from $500 to $1500
        • Build time from 5 to 30 seconds
        • Tunnel Network moved from T2 to T3
        • HP from 500 to 1000
        • Buildlimit set to 1
        • Unlocks an ability to cast tunnels anywhere on the map
        • Tunnels constructed with the ability to have 500 HP
        • Tunnels constructed by the ability cannot be sold
        • Cooldown of 2:00 and costs $500 to cast

    • Lynx Rockets:

      • Cost from $1500 to $2000
      • Research time from 1:15 to 1:00

  • C.A.B.A.L.:

    • Cyborg Commando:

      • Now affected by Cybernetic Legs upgrade

    • Drone Host:

      • Increase HP from 350 to 600

    • Improved Reaper Nets:

      • Cost from $1500 to $1000

    • Regenerative Materials:

      • Cost from $2500 to $2000
      • Research time from 1:15 to 1:00

    • Gatling Cannons:

      • Research time from 1:00 to 1:15

  • Scrin:

    • Scrin Essence:

      • Will be collected by wounded/damaged units first

Maps Changes:

  • Updated the following maps:

    • Adjusted the Global Lightning on the following maps:

      • Russian Roulette
      • Winter horror
      • Permafrost
      • Brink of Disaster

          Snow will no longer blind you on these maps

Missions:

  • Remade the Cabal mission

    • Made it more complex and tuned it toward sandbox-style
      Remember, you don't have to finish all secondary missions to finish the primary mission

  • Added 2 GDI Prologue Missions for basic training

    • Are they just basic training at all?

  • Added a Minigame called "Tunnel Whacker"

    • A time-based game in the style of classic"Mole Whacker" combined with the OpenRA engine







You can learn more about Shattered Paradise by visiting the Forums at PPM, ModDB Profile, and Discord Channel. Grab the latest testing version of Shattered Paradise by clicking Here. And that's all regarding Shattered Paradise for now. Stay tuned at PPM for more news about Shattered Paradise!

Vengi 0.0.29 has been released!
Mar 16, 2024 - 04:43
Welcome back, visitors! mgerhardy has published Vengi 0.0.29. For those who are not acquainted with it, VoxEdit is a voxel art editor that supports several volumetric pixel file formats, such as Command & Conquer vxl, Minecraft, Quake 1 bsp, Ace of Spades vxl, as well as some other voxel editors such as Goxel and MagicaVoxel. It uses the vengi voxel engine. And whenever Vengi is updated, VoxEdit ends up being updated too. Here is what we know about Vengi 0.0.29:

Quote:
Changelog

0.0.29 (2024-05-15)
General:

  • Expose hollow() to lua bindings
  • Add Lua sanity checker to the build pipelines
  • Fixed randomness in lua script similarcolor.lua
  • Fixed error in voxelizer handling off-by-one cases in negative vertex coordinates
  • Fixed vxl/hva loading and saving
  • Fixed missing pcubes write support
  • Support palette materials
  • Optimized qubicle QB color quantization
  • Import magicavoxel materials
  • Improved GLTF material support
  • Made the smooth normals for the cubic mesh extractor optional (voxformat_withnormals)
  • Improved texture coordinates for mesh exports
  • Improved bash completion script creation
  • Improved scene camera centering
  • Fixed Anima Toon (scn) volume loading support
  • Palette optimizations
  • Improved StarMade sment, smd2 and smd3 support

VoxBrowser:

  • New tool to browse voxel collections

VoxConvert:

  • Added --print-formats parameter to print all formats as json the ease the parsing for third-party tools
  • Support multiple --output parameters to write one (or more) input files into different formats in one step

VoxEdit:

  • Auto-create keyframes when the transform is modified via gizmo, too
  • Fixed an error in interpolating between the keyframes
  • Fixed an error while trying to remove unused colors from a re-sorted palette
  • Fixed missing outline for dark voxels
  • Update paint features
  • Added more features to the palette panel (e.g., duplicating and removing colors)
  • Allow to bind the left- and right-scrolling mouse wheel
  • Improved draw color brush darken/brighten to create new colors if needed (and possible)
  • Fixed voxel placing on using the camera view manipulator
  • Fixed grid culling for orthographic projections
  • Selection in ortho fixed side view spans the whole size of the volume
  • Updated key bindings
  • Added popup for renaming a node
  • Fixed a few palette panel issues for sorting and re-ordering
  • Improved grid rendering
  • Added new models to the new-scene-dialog

Thumbnailer:

  • Don't render camera frustums for the thumbnails
  • Allow to change the camera mode (top, left, right, ...)









For further information about VoxEdit, visit its Topic at PPM Forums, Official Website, and Discord Channel. Download the latest version of VoxEdit Here. That's all, folks! Stay tuned at PPM for more news coverage on VoxEdit!

One vision, one purpose! patrickwieth, the leader of YouMustConstructAdditional.., has been busy recently in order to release YouMustConstructAdditional v0.95.18. YouMustConstructAdditional.. is a Real-Time-Strategy game that uses the OpenRA engine. It forks Combined Arms, and it strives to create massive battles with GDI, Nod, Scrin, Allies, Soviet, and China.  The changes from YouMustConstructAdditional v0.95.18 were announced with the following words:

Quote:
New Features

  • Orca Bomber now has an EMP overlay icon (preparation for different Orca Bomber upgrades)
  • Ta Hun Kwai now has a different chassis model for the Emperor Overlord

Balancing

  • China tech tree makes more sense now. Early tanks without upgrades are either available with radar or even without. Overlord no longer needs a Propaganda Center

Bug Fixes

  • Fix Banshee Husk size
  • Fix Eurofighter Husk crash
  • Fix Overlord crash for Linux
  • Many overlay icons fixed for Chinese units


If you are curious about YouMustConstructAdditional.., visit the Official Website, and Discord Channel to obtain further information about it. Grab the latest version of YouMustConstructAdditional.. by clicking Here. And that's all regarding YouMustConstructAdditional.. for now. Stay tuned at PPM for more news about YouMustConstructAdditional..!

Hi everyone! patrickwieth, the leader of YouMustConstructAdditional.., has recently posted YouMustConstructAdditional v0.95.12. For those who are not acquainted with it, YouMustConstructAdditional.. is a Real-Time-Strategy game that uses the OpenRA engine. It forks Combined Arms, and it strives to create massive battles with GDI, Nod, Scrin, Allies, Soviet, and China.  Here are the updates from YouMustConstructAdditional v0.95.12:

Quote:
New Features

  • Added Bi Xi Dragon for chinese Infantry General. This replaces the Nuke Cannon as heavy artillery. It launches two long-range missiles (like V3), which deliver a napalm warhead.
  • Supply Truck is now a voxel unit
  • ECM Tank is now a voxel unit
  • Nuke Cannon is now a voxel unit
  • Gatling Tank is now a voxel unit
  • Inferno Cannon is now a voxel unit
  • Listening Outpost is now a voxel unit
  • Troop Crawler is now a voxel unit
  • Red Guard now has a high-resolution sprite
  • Tank Hunger now has a high-resolution sprite
  • Minigunner now has a high-resolution sprite and new mechanics. It now properly charges up its Gatling and, as a result, is weaker at the beginning of fighting and stronger in longer firefights.
  • ppmsite is now praised in credits, given how immense its impact on the modding community and this mod is. This can also be considered a bug fix, as it should have long been included in the credits.

Balancing

  • Buff Heavy Flame Tank
  • XO Powersuit had its laser range not specified. This resulted in having the same range as the Obelisk, which was too much. The range is much less now and only a bit longer than its main attack.
  • Many maps were removed because they did not fit the play style of this game. These maps were intended for openRA/C&C games, which have fewer units, a much slower build-up, and a rather slow build-up of the economy in mind. The removed maps had either not enough space to build a proper base, not enough space to properly attack or not enough resources for a meaningful game. There are still maps with few resources and, of course, extra small without resources and the crazy play style it brings. If you think a map was removed that should be part of the map pool, let us know in Discord and we can bring it back.

Bug Fixes

  • Specter artillery stealth was broken and is now fixed.
  • Fixed Emperor uppercase crash on Linux



And regarding the praise in the credits to PPM, thanks a lot. We are happy to know that we have somehow contributed or inspired many modders to bring the ideas into a game and provide hours of fun time for many RTS fans. And we hope to keep contributing to the next generation of modders and game developers. And such recognition inspires us to keep it up!

If you are curious about YouMustConstructAdditional.., visit the Official Website, and Discord Channel to obtain further information about it. You can grab the latest version of YouMustConstructAdditional.. by clicking Here. And that's all for now! Have fun and enjoy YouMustConstructAdditional..!

Aloha! Reinforcements have arrived from Inqubi, leader of Combined Arms, as Combined Arms 1.02 Pre Release #2 has been recently published by their team. For those who are not acquainted with it, Combined Arms is a mod for OpenRA that emulates the old Command & Conquer games gameplay and brings five factions to the battlefield: Allies, Soviets, GDI, Nod, and Scrin. It features new units and support powers for these factions. It also features new graphics and sound effects. Here are the updates from Combined Arms 1.02 Pre-Release #2:

Quote:
Changes from 1.02-PreRelease-1 to 1.02-PreRelease-2

Artwork & SFX

  • New voices for Acolyte, Thief, and GDI/Soviet Mammoth Tanks. Updated Templar voice.
  • Voice announcements on completion of Ion/Hover/Drone Mammoth and Battle Drone upgrades.
  • Improved Shard Launcher/Gun Walker/Shard Walker/Ravager/Lacerator weapon impact sounds.
  • Use "Unit Stolen" announcement if your unit is stolen.
  • Voice lines for "enemy unit stolen", "technology acquired", "our technology has been stolen", "technology locked" and "our technology has been locked".

Balance & Faction Gameplay Changes
General

  • Guarantee at least two rifles/warriors when selling buildings (if the value of the building is sufficient) to reduce RNG.
  • Allow infantry to detect cloaked units diagonally.
  • Reduce time taken for tib exposure to wear off.
  • Increase Rifle/Warrior damage vs defenses slightly, so the overall DPS of standard army comp is the same as before.
  • Added health regen to commando units as standard. The rate doubles when elite.

Allies

  • Reduced Veil of War max radius by one cell. Increased min radius by one cell. Show range circle for enemy veils.
  • Improved Pillbox projectiles so they track the target.
  • Reverted accidental -30% SEAL RoF.
  • AA Gun requires a War Factory instead of a Radar Dome.
  • Reduced Harrier reload to match other similar planes.
  • Allow fake Radar Dome to be powered down.
  • Increased standard chill duration slightly (Rocket Soldier, Rocket IFV, Longbow).
  • Advanced Optics additionally increases detection range by 2.
  • Reduced Sniper reload time.

Soviets

  • Iron Curtain limits the speed of affected units.
  • Flamethrower's Flame Tower requirement can now be substituted with Radar Dome. Increased damage vs infantry.
  • Thief is now uncrushable when moving.
  • Tesla Track no longer requires Tesla Coil.
  • Tesla Tank's Tesla Coil requirement can now be substituted with Tech Center.
  • Desolator's Chem Tower requirement can now be substituted with Tech Center.
  • Increased Yuri mind blast damage vs buildings. Corrected auto-targeting when in attack anything stance.
  • Increase Dog vision and cloak detection radius slightly.
  • Increase Floating Disc HP from 60k to 65k. Increased speed from 56 to 60. Increased vision by 1.
  • Corrected Eradicator damage.
  • Increased Atomic Reactor HP from 100k to 110k.
  • Increased Sukhoi projectile speed.
  • Floating Disc & Kirov will be disabled rather than killed by EMP.

GDI

  • EMP Missile has 3 concentric areas of effect, which disable for 24/12/6 seconds (rather than 2 that disable for 24/12). Added target radius indicator.
  • Increased Supply Drop Zone income to $1k per 60 seconds. Reduce price to $1k.
  • Improved Guard Tower projectiles so they track the target.
  • AA Gun requires a Weapons Factory instead of a Comms Center.
  • Changed EMP Missile Launcher armor type to be the same as other minor superweapons.
  • Increased Jumpjet/Bombardier speed from 99 to 108. Increased facing tolerance.
  • Removed infantry target priority from Bombardier.

Nod

  • Replaced Marked air drop with Subterranean Strike.
  • Acolyte/Templar Obelisk requirement can now be substituted with Temple of Nod.
  • Reduced Comanche & Stealth Tank damage vs buildings.
  • Increased Reckoner HP from 30k to 52k. Increased cost from 825 to 1000. Reduced speed from 82 to 60.

Scrin

  • Replaced Reaper Fleet Shields discount with Ichor Seed 20% cooldown reduction.
  • Increased Atomizer cost to 1350. Prevent conditions applying to multiple targets from a single hit.
  • Increase Seeker/Lacerator cloak detection radius by 1.
  • Increased Ravager HP to 8k. Increased damage vs light. Reduced damage vs defenses.
  • Increased Enervator damage vs ground targets, reduced rate of fire.
  • Added TankBuster modifier to Hypercharge. Limited the time before the charge drains, regardless of firing.
  • Increased Banshee damage vs light.
  • Suppression Field highlights the units to be affected.

Fixes/Misc

  • Fixed a bunch of map crashes.
  • Clear TNT on the unit being removed from the world.
  • Fixed cluster mines causing damage when defused.
  • Fixed Sniper/Desolator % damage to account for prone.
  • Extend IC structure selectable bounds to prevent misclick when attacking it.
  • Corrected AI use of Peacemaker.
  • Add spy detection to tooltips.
  • Fixed Yuri/Mastermind not having detection.
  • Fixed rare Tomahawk crash.


You can learn more about Combined Arms by visiting the ModDB Profile, and Discord Channel. Download Combined Arms 1.02 Pre Release #2 Here. That's all, folks! Stay tuned at PPM for more news coverage on Combined Arms!

paint.net 5.0.13 is now available!
Mar 06, 2024 - 23:49
A new version of paint.net has been posted moments ago by their crew. For those unaware of what is being written here, paint.net is a free and open-source image and photo editing software for Windows with quite a rich set of features. Here are the updates from paint.net 5.0.13:

Quote:
This is a small update that fixes some bugs, adds a new Latvian translation, and updates the bundled AvifFileType plugin.

Change Log
Changes since 5.0.12:


For further information about paint.net, visit its Official Website. You can download paint.net 5.0.13 Here. That's all, folks! Stay tuned at PPM for more news coverage on paint.net!

Hello! We have news for you. Open RCT2 v0.4.9 is the most recent release of Open RCT2's crew. For those unaware, Open RCT2 is an open-source re-implementation of RollerCoaster Tycoon 2, a construction and management simulation video game that simulates amusement park management. To play it, you must have the original files of RollerCoaster Tycoon 2. Here are the official words about Open RCT2 v0.4.9:

Quote:

  • Feature: [#20376] Add Ukrainian language.
  • Feature: [#20709] [Plugin] Plugins can now check metadata from all registered plugins.
  • Feature: [#21376] Add option to reload an object (for object developers).
  • Feature: [#21413, OpenSFX#19] Add log flume lift sound effect (when “chainlift” is enabled).
  • Feature: [#21455] Add option to control hidden scenery.
  • Feature: [objects#282] Added RCT1 beta terrains.
  • Improved: [#20093] Use new colours for guests’ clothing when they spawn.
  • Improved: [#21356] Resize the title bar when moving between displays with different scaling factors on Windows systems.
  • Improved: [#21388] Tooltips will now show even when an error message is present.
  • Improved: [#21423] Add mechanism to allow building partly underground.
  • Improved: [objects#272, objects#276, objects#277, objects#278, objects#279, objects#280, objects#281] Add most remaining ports of RCT1 ride and vehicle objects (for import only).
  • Improved: [objects#275, objects#284, objects#286] Add remaining RCT1 walls (for import only).
  • Change: [#21350] Group Dodgems and Flying Saucers vehicles.
  • Change: [#21453] Reintroduce lost RCT1 Jet skis colour presets to the boat hire.
  • Change: [objects#285] Mark old reversed train objects as compatibility objects.
  • Fix: [#17610] Some scenery items are unavailable in RCT1 scenarios.
  • Fix: [#18963] Research table in parks from Loopy Landscapes is imported incorrectly.
  • Fix: [#20164] Grass and Rock terrain objects cannot be de-selected.
  • Fix: [#20907] RCT1/AA scenarios use the 4-across train for the Inverted Roller Coaster.
  • Fix: [#21037] Map animations in the title sequence are stuck.
  • Fix: [#21208] Error message will stay open only for a brief moment when the game has been running a while.
  • Fix: [#21220] When creating a new park from a SC4 file, the localised park name is not applied.
  • Fix: [#21286] Cannot build unbanking turns with RCT1 vehicles.
  • Fix: [#21288] Text overlaps in the “About ‘OpenRCT2’” window for Arabic, Chinese, Japanese, Korean and Vietnamese.
  • Fix: [#21310] Some half loop elements require more clearance than their upward/downward counterparts.
  • Fix: [#21318] Virtual Floor for building scenery is not properly invalidated.
  • Fix: [#21330] Tooltips from dropdown widgets have the wrong position.
  • Fix: [#21332] Mini Helicopters and Monorail Cycles ride types are swapped in research within RCT1 scenarios.
  • Fix: [#21343] “Pause” and “Build Path” hotkeys do not work if the top toolbar is hidden.
  • Fix: [#21347] Too many options are hidden if the platform has no file picker.
  • Fix: [#21350] Maze and Mini Golf track designs from RCT1 not shown in track designs list.
  • Fix: [#21425] Additional missing/misplaced land & construction rights tiles in Japanese Coastal Reclaim.
  • Fix: [#21484] Upkeep costs for some rides/facilities/shops are not calculated correctly.
  • Fix: [#21498] Crash when the size of text can’t be determined.
  • Fix: [objects#262, objects#263, objects#265, objects#266, objects#267, objects#268, objects#270, objects#271, objects#283] Various errors in expansion pack-objects (original bug).
  • Fix: [OpenSFX#18] B&M Roar sound effect not looping correctly.


You can learn more about Open RCT2 by visiting the Official Website. Download Open RCT2 v0.4.9 Here. And that's all regarding Open RCT2 for now. Stay tuned at PPM for more news about Open RCT2!