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EmuCR: OpenTTDOpenTTD v13.0-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.

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 Changelog:
Feature: 'font' console command to configure fonts within game (#10278)
Feature: Ctrl-click to bulk edit timetable speeds/waiting times (#10265)
Feature: [NewGRF] Vehicle variants in expandable purchase list (#10220)
Feature: Expand all towns in the scenario editor (#10215)
Add: [NewGRF] Slope-aware and roadtype-specific one-way sprites (#10282)
Change: Display text files in black (#10291)
Change: Make vehicle list dropdown buttons resize to fit strings (#10286)
Change: [NewGRF] Support flipping shorter engines without explicit support (#10262)
Change: Separate ground sprite from foundation sprite offsets (#10256)
Change: Vertically centre sprite font relative to TrueType font (#10254)
Change: [macOS] Set minimum macOS version to 10.13 (#10253)
Change: Use lowered not disabled widget for current vehicle details tab (#10252)
Change: Various improvements to NewGRF sprite aligner (#10249)
Change: reset_engines console command now rerandomises introduction dates and reliability (#10220)
Change: Show error message on failed industry prospecting (#10202)
Fix: Local authority window rating list height ignored icon sizes (#10285)
Fix #10150: Town signs could be truncated when using custom fonts (#10283)
Fix #8971: Resize QueryStrings with interface scale change (#10281)
Fix #10274: Crash when rescanning scripts with GS selected (#10276)
Fix #10151: Use smaller padding for signs (#10272)
Fix #10263: [Script] Restore tile validation for commands (#10269)
Fix: Missing scrollbar for rail/roadtype dropdowns (#10264)
Fix #10260: Incorrect rect height drawing image in vehicle details (#10261)
Fix #10257: Incorrect catenary position on sloped bridge heads (#10258)
Fix: Vertically centre chat prompt (#10250)
Fix #10214: League and graph buttons in toolbar did not have a default action (#10246)
Fix #10242: Allow a space for text shadow when clipping text (#10243)
Fix #10206: Fully disable scripts in intro game (#10241)
Fix #10218: Don't try to create river tiles along incorrect slopes (#10235)
Fix #10208: [NewGRF] Allow using a specific underlay for road/tram tunnels (#10233)
Fix #10224: Don't change fast-forward mode while saving (#10230)
Fix #10147: Sound effect volume slider no longer set volume (#10228)
Fix #10223: Crash when vehicle cloning fails on order cloning (#10225)
Fix: Maximum space for engine preview image was never scaled (#10219)
Fix #10216: Crash when upgrading savegame with crashed vehicles (#10217)
Fix #10212: [Script] Nested ScriptAccounting scopes not restored properly (#10213)
Fix #10114: Incorrect drag-highlight position with non-power-of-2 scaling (#10211)
Fix #10198: Rearrange Intro GUI to make button rows narrower (#10203)
Fix: Missing extra padding when drawing tooltip text (#10201)
Fix: Bad alignment of button icons when using the original baseset (#10200)
Fix: Signal icons incorrectly positioned in UI (#10199)
Fix #10021: Object GUI resized when switching between different objects (#10196)
Fix #9720: Delay start of GS/AI to after loading of savegame (#9745)

Download: OpenTTD v13.0-RC1
Source: Here

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