OpenTTD v1.2.2 RC1 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 v1.2.2 RC1 Changelog:
- Fix: In some cases ships could be covered with land [CVE-2012-3436] [FS#5254] (r24449, r24439) - Fix: Copy constructor and assignment operator cannot be implicit template specialisations [FS#5255] (r24448) - Fix: Make (non-refittable) vehicles with invalid default cargo unavailable [FS#5256] (r24438) - Fix: CFLAGS/CXXFLAGS ignored for helper binaries (r24432, r24429, r24427, r24365) - Fix: [Windows] Unbreak NewGRF MD5 sum calculation. Macros and side effects do not mix, especially if there is some obscure '#define min' in a windows header that nobody thinks of [FS#5231] (r24416) - Fix: Disallow removing roadtypes from bridges when not dragging in bridge direction [FS#5221] (r24414) - Fix: Draw wires under low bridges if the bridge is transparent, not if the wire is transparent (r24403) - Fix: Station properties 11 and 14 were combined incorrectly [FS#5243] (r24402) - Fix: [Windows] Changing resolution did not resize the window (r24394) - Fix: Use the 'all vehicles' group for the autoreplace window from the vehicle list [FS#5239] (r24392) - Fix: Do not consider not finding a particular base set critical; just load a different one and display an in-game error later on [FS#5233] (r24388) - Fix: Make IsInDepot() functions behave consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked [FS#5188] (r24384) - Fix: Call Vehicle::IsStoppedInDepot only for the first vehicle in a chain (i.e. primary vehicle or free wagon) (r24382) - Fix: Do not resize the object GUI when selecting objects. Rather clip the object name (r24379) - Fix: ReInit could crash for windows with NWidgetMatrix widgets [FS#5218] (r24378) - Fix: [NewGRF] Extended action A1 did not work correctly [FS#5227] (r24369, r24361) - Fix: [NewGRF] Ship-specific 80+x variables were missing for unknown reason [FS#5224] (r24360) - Fix: When airport construction was denied due to noise, the error message named the wrong town (r24354) - Fix: [NoAI] A TileIndex is not a station id, so do not use it as one [FS#5215] (r24353) - Fix: When highlighting the drop position for vehicles in depots, make space for all articulated parts (r24352) - Fix: Short vehicles were not properly positioned at the cursor when dragging for RTL languages (r24351) - Fix: EQUALSIZE widget containers within EQUALSIZE containers were initialised with wrong sizes (r24346) - Fix: The cursor in the company password window was not blinking due to wrong magic constants (r24335) - Fix: [NewGRF] Change the length of 8/8 roadvehicles in vehicle lists to 32 pixels; this is in fact the correct length as can be seen in corners for short articulated parts following each other [FS#2553] (r24332) - Fix: [NewGRF] Group vehicles in the purchase list properly by source GRF, but also consider engine GRFID overrides [FS#4254] (r24330, r24321) - Fix: Make the AI settings window behave more like the other settings window by closing the query window whenever selecting a different row (r24315) - Fix: Editing NewGRF parameters using the query window showed wrong values, if there was no direct relation between parameter index and parameter register (r24314) - Fix: Center object previews in 1- and 2-view selectors based on the 4-view selector layout [FS#5057] (r24299) - Fix: Increase the left and right margins of the text in the yes/no query window (r24293) - Fix: [NewGRF] GetReverseCargoTranslation() was unnecessary complicated and also returned the wrong thing for cargos not present in the translation table (r24273) - Fix: [NewGRF] Load cargo- and railtype-translation during both reservation and activation stage. That way they can be selected using Action7 depending on present cargo- or railtypes (r24272) - Fix: Use the same colour scheme for the script selection window as in other comparable windows (r24268) - Fix: Make the oilrig-vehicle list accessible to spectators and colour its caption neutrally grey [FS#5126] (r24260) |
Download: OpenTTD v1.2.2 RC1
Source: Here
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