OpenTTD v1.1.0 Beta 5 is released. OpenTTD is an open source simulation game based upon the popular Microprose game "Transport Tycoon Deluxe", written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Features
OpenTTD is modelled after the original Transport Tycoon game by Chris Sawyer and enhances the game experience dramatically. Many features were inspired by TTDPatch while others are original.
Significant enhancements from the original game include:
bigger maps (up to 64 times in size)
stable multiplayer mode for up to 255 players in 15 companies, or as spectators
dedicated server mode and an in-game console for administration
IPv6 and IPv4 support for all communication of the client and server
in game downloading of AIs, NewGRFs, scenarios and heightmaps
new pathfinding algorithms that makes vehicles go where you want them to
autorail/-road build tool, improved terraforming
canals, shiplifts, aqueducts
larger, non-uniform stations and the ability to join them together
mammoth and multi-headed trains
different configurable models for acceleration of vehicles
clone, autoreplace and autoupdate vehicles
the possibility to build on slopes and coasts
advanced/conditional orders, share and copy orders
longer and higher bridges including several new designs, plus fully flexible tracks/roads under bridges
reworked airport system with many more airports/heliports (e.g. international and metropolitan)
presignals, semaphores, path based signalling
support for TTDPatch NewGRF features offering many options for graphics and behaviour configuration/modification
drive-through road stops for articulated road vehicles and trams
multiple trees on one tile
bribe the town authority
many configuration settings to tune the game to your liking
save games using zlib compression for smaller sizes, while not interrupting gameplay
significant internationalisation support. OpenTTD has already been translated into over 50 languages
dynamically created town names in 18 languages, plus NewGRF support for additional languages
freely distributable graphics, sounds and music
framework for custom (user) written AIs
zooming further out in the normal view and zooming out in the small map
Lots of effort has been put into making OpenTTD easy to use. These include:
convert rail tool (to electrified rail, monorail, and maglev)
drag&drop support for almost all tools (demolition, road/rail building/removing, stations, scenario editor, etc)
sorting of most lists based on various criteria (vehicle, station, town, industries, etc.)
mouse wheel support (scroll menus, zoom in/out)
autoscroll when the mouse is near the edge of the screen/window
sell whole train by dragging it to the dynamite trashcan
cost estimation with the 'shift' key
advanced options configuration window, change settings from within the game
Graphical/interface features:
screenshots can be in BMP, PNG or PCX format (select in game options menu)
more currencies (including Euro introduction in 2002)
extra viewports to view more parts of the game world at the same time
resolution and refresh rate selection for fullscreen mode
colourful newspaper after a certain date
colour coded vehicle profits
game speed increase (through fast forward button or by pressing the TAB key)
snappy and sticky windows that always stay on top and neatly align themselves to other windows
more hotkeys for even less mouse-clicking
support for 32 bit graphics
support for right-to-left languages
support for other (sized) fonts where the user interface scales based on the font and translation
OpenTTD v1.1.0 Beta 5 Changelog:
- Feature: GUI setting to disable reversing at signals (r21962)
- Feature: Not loading and not unloading is now possible (r21961)
- Change: [NewGRF] Disable the flipping of train engines/wagons in the depot by default for NewGRFs [FS#4462] (r21966)
- Change: Show the length of vehicles in tiles, instead of half tiles in the depot (r21960)
- Change: Replace longbridges settings with custom maximum bridge and tunnel length setting (r21959)
- Change: Randomize the vehicle a small UFO targets, do not use the one with lowest index (r21949)
- Fix: Do not count the number of vehicles but the length of vehicles to (configurably) limit train length [FS#4461] (r21960)
- Fix: [NewGRF] Reset the carry flag every 4 bytes in Action 6 when adding more than one variable (r21951)
- Fix: Road vehicle was moved under the bridge when it was destroyed by an UFO while on a bridge (r21948)
- Fix: Crash when converting a savegame with vehicles crashed in a tunnel entry, or with vehicles reversing there (r21947)
- Fix: Funny behaviour when a road vehicle reverses while overtaking, so abort the overtake attempt when reversing the road vehicle [FS#4447] (r21946)
- Fix: Not all vehicles should be tested to be inside a tunnel upon savegame load [FS#4460] (r21940)
- Fix: Do not remove existing road/tram bits when overbuilding stops of the opposite road type [FS#4457] (r21936)
- Fix: Allow to overbuild road stops which are built over trams (r21935)
- Fix: Automatic orders behave now stable wrt. service orders and are not added or removed depending on the need of servicing [FS#4440] (r21933)
- Fix: The town window would not be invalidated in the scenario editor if the ground changed and thus the required cargos for town growth [FS#4554] (r21929)
- Fix: Converting an expensive rail type to a cheap one could give more money than removing and rebuilding cost (r21919)
- Fix: Languages improperly sorted in the 'start server' window [FS#4443] (r21918)
- Fix: the minimum speed needed for (realistic) acceleration to work properly can sometimes be more than the (temporary) maximum speed causing Clamp to 'fail'. Make sure that the minimum speed always overrules the maximum speed [FS#4442] (r21916)
- Fix: Include the capacity of non-refittable vehicles in the refitted-capacity, if their cargo matches (r21904)
- Fix: Do not count articulated parts when passing the number of vehicles to refit to the command. That may exceed 8 bits (r21902)
- Fix: [NoAI] Hide automatic orders from AIs as they have no way of dealing with them (r21900)
- Fix: Do not show a vehicle selection in the RefitWindow for refit orders. You cannot select anything anyway (r21899)
- Fix: Using a pointer-iterator and adding things (thus reallocating) to the iterated array caused OpenTTD to crash on invalid pointers [FS#4438] (r21898)
- Fix: Only some scenarios from the main scenario folder and no heightmaps could be started in the 'start server' window [FS#4421] (r21892)
- Fix: Crash when scrolling outside of the main window (with some video backends) [FS#4434] (r21889)
- Fix: [NewGRF] String codes 0x80 and 0x81 were broken since the typechecking of string parameters [FS#4422] (r21885)
- Fix: When a train after reversing ended at the last bit of a bridge ramp and directed outside the bridge, it could still have track set to TRACK_BIT_WORMHOLE (r21880)
- Fix: When a single-vehicle train was reversed while on a slope, its GOINGUP/DOWN were not swapped (r21874)
- Remove: Settings for vehicle speed in the vehicle view, long date in status bar, drawing of bridge pillars, support for depot orders, time tabling and joining of stations upon building (r21958, r21957, r21956, r21955, r21954)
- Remove: The non-uniform stations setting; it has been broken for over a year, and thus not used [FS#4456] (r21953)
Download: OpenTTD v1.1.0 Beta 5
Source: Here
2011-02-05
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OpenTTD
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