OpenTTD v1.2.0 Beta 2 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 v1.2.0 Beta 2 Changelog:
-Feature: [NewGRF] Allow read-only display of NewGRF parameters, if GRF list may not be edited (r23760)
-Feature: [NewGRF] Alternate rail type label list (r23758)
-Feature: Make the default secondary sort method for the server list the number of clients instead of the name (r23710)
-Feature: Try harder to sort text instead of fancy characters in the server names (r23709)
-Feature: Make a distinction between fully zoomed in and default zoomed in screenshots [FS#4916] (r23695)
-Feature: Add ability to adjust brightness of colour after remapping for 32bpp sprites (r23670)
-Feature: [GS] GSGoal::Question(), to ask a question to a(ll) company(ies). It can contain random text, and at most 3 buttons from a collection of 17 (r23731)
-Feature: Australian translation (r23730)
-Fix: Make default timeouts for certain network states lower and configurable [FS#4955] (r23764)
-Fix: Check whether a water tile is really empty when overbuilding it with an object [FS#4956] (r23763)
-Fix: The check for duplicate town names was not really working [FS#4951] (r23759)
-Fix: Missing locking causing crash is extreme case when being in the MP lobby [FS#4938] (r23752)
-Fix: [Win32] Work around a possible deadlock when initialising threaded drawing (r23749)
-Fix: Make vehicle variables A8 and A9 always return 0. Returning cur_image is a potential desyncer due to Action1 in static NewGRFs (r23748)
-Fix: Also set 'info' to NULL if 'instance' dies (for both AI and GS); avoids invalid memory reads (r23746)
-Fix: If autorefit fails, count the vehicle capacity nevertheless, if it is already carrying the right thing (r23745)
-Fix: [NewGRF] Check the version of the right GRF [FS#4923] (r23744)
-Fix: [NewGRF] Call CB 15E for all vehicles before actually executing any refit [FS#4906] (r23743)
-Fix: Cheating to different climates messes things even more up than changing NewGRFs in-game so it was removed [FS#4939] (r23733)
-Fix: When cheating into another company, the SignList was not updated [FS#4942] (r23728)
-Fix: Reading memory of a temporary (already deconstructed) object is invalid (r23721)
-Fix: [Script] Show the script debug window also when the game script crashes [FS#4935] (r23720)
-Fix: Extraction of music packs failed [FS#4930] (r23719)
-Fix: [AI] Rescanai caused crash when the AI settings of an AI was opened [FS#4936] (r23718)
-Fix: Ships going to wrong dock location when moving the dock while the game is paused [FS#4927] (r23717)
-Fix: The amount of goals was too low [FS#4928] (r23699)
-Fix: Hardcode the original defaults for loading old savegames if they could totally mess with the game's behaviour [FS#4859] (r23693)
-Fix: Infrastructure count of canals/locks/ship depots was not updated properly when a company went into bankruptcy or was taken over [FS#4921] (r23686)
-Fix: When fitting another engine the cargo capacity of wagons could become lower, causing them to contain more than they should. This caused the cargo transfer from the replaced parts to put even more stuff in the already full wagon. Prevent this from happening by reducing the amount of cargo in the vehicle to the capacity when moving vehicles/wagons around, or when autoreplacing [FS#4912] (r23683)
-Fix: Vehicle numbers got misaccounted when autoreplacing failed due to length checks [FS#4914] (r23681)
-Fix: [AI] Prevent removal of the (AI) company the local player is in [FS#4915] (r23680)
-Fix: [Script] Close the editbox of settings when changing an AI, to avoid invalid memory read/write (r23678)
-Fix: [Script] Invalidate AI Parameters window when changing AI [FS#4909] (r23677)
-Fix: When removing road stops the wrong tile was checked for updating the infrastructure cache [FS#4913] (r23676)
-Fix: [Script] The 'Configure' button in the 'AI / Game Configuration' window did not get enabled when activating a GameScript (r23668)
Download: OpenTTD v1.2.0 Beta 2
Source: Here
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