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 Final Changelog:
- Feature: [NewGRF] Customisable tunnel portals for rail types (r23952) - Feature: Timetabled maximum travel speeds for non-flying vehicles (r23947) - Feature: Readme/licence/changelog viewer for AI and game scripts [FS#5047] (r23936) - Feature: [NewGRF] 32bpp sprites in GRFs (r23897) - Feature: [NewGRF] Support for RealSprites with multiple zoom levels (r23890) - Feature: [NewGRF] Support for container version 2 (r23887) - Fix: Refittability should never depend on the current capacity of a vehicle [FS#5070] (r23965) - Fix: Do not look for missing sprites twice during startup [FS#5072] (r23963) - Fix: [Script] Infinite recursion within a script was not caught properly, so they could cause crashes of OpenTTD instead of the AI [FS#5068] (r23962) - Fix: [NewGRF] Make the properties for always/never refittable cargo types not behave incremental, but reset them on reassignment (r23960) - Fix: [Network] Do not allow chat messages from pre-active clients. As they have not got the savegame yet, they will not have the interface to send them either (r23958) - Fix: [Network] Allow sending chat to pre-active clients as the clients start accepting once they send ´map ok´ to the server, which is the same moment we change their status to pre-active [FS#4990] (r23957) - Fix: When the population of a town changes the town view might even have to change size due to different cargo requirements [FS#5062] (r23953) - Fix: [NoGo] Never show GSGoal::Question() to spectators [FS#5063] (r23950) - Fix: Better rounding when converting internal speed to displayed speed (r23945) - Fix: Also list DEITY signs in the signlist in the scenario editor [FS#5061] (r23943) - Fix: Infrastructure cache of standard road stops would get messed up when buying a company with them (r23942) - Fix: Scale infrastructure cost of rail tracks by the total number of all tracks and not independently for each rail type (r23931) - Fix: [Script] Do not close the parameter window when a script starts [FS#4944] (r23930) - Fix: Do not accelerate, for smoke purposes, when you reached the track´s maximum speed [FS#5053] - Fix: 32bpp animated blitter was optimised a bit too far regarding not needing to update the colour mapping when (re)initialising the palette [FS#5056] (r23927) - Fix: [NoGo] Some news messages would cause an assertion to be triggered due to a missing proper location for the viewport of the news message, so only allow building when valid data for the viewport is provided or no viewport is used [FS#5054] (r23924) - Fix: Consider only the middle tile of a lock for lock-infrastructure costs. The other two tiles may be owned by other companies. Also do not count the middle tile of a lock as canal, independent of whether it is build on ground or river slope (r23920) - Fix: [NewGRF] When determining the first refittable cargotype according to CTT order, do not rely on the GRF assigning the refit_mask property. Also check for GRFs setting the default_cargo or refittable-cargo-classes or -types properties (r23916) - Fix: [NewGRF] Do not test validity of cargobits using a mask of cargoslots (r23914) - Fix: [NewGRF] When testing whether a engine shall only carry the default cargo, check ctt_include_mask for being empty before applying cargo translation (r23912) - Fix: [SDL] Handle the SDL_VIDEOEXPOSE event to solve issues with SDL 1.3 (r23910) - Fix: [SDL] Fix keyboard-related segfault when compiling against SDL 1.3 (r23909) - Fix: [Makefile] Make sure bin/baseset/openttd.32.bmp is removed on make clean (r23908) - Fix: [Makefile] Let "make clean --dry-run" not delete Makefiles (r23907) - Fix: [Windows installer] OpenMSX got downloaded to and extracted in the wrong (non-existent) folder [FS#5045] (r23905) - Fix: Memory leak everytime one clicked a savegame in the load GUI (r23901) - Fix: [NewGRF] It was not possible to import sounds from a NewGRF later in the load order (r23883) - Remove: PNG sprite loader; use 32bpp sprites in a NewGRF (r23898) |
Download: OpenTTD v1.2.0 Final
Source: Here
something wrong...
ReplyDeleteI Agree with #1. according to their Website the stable release is still 1.1.5 (Download stable (1.1.5))
ReplyDeleteYip #2 is correct. The "1.2.0 Final " is nothing more than 1.2.0-RC1 (2012-02-19).
ReplyDeleteSince When is a Release Candidate a final release