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EmuCR: OpenTTDOpenTTD v15.0-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.

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: Automatically load extra fonts for missing glyphs (#13303, #14856)
- Feature: Rivers can end in wetlands if unable to reach sea (#14784, #14846)
- Feature: Signs, waypoint and station names may be moved (#14744)
- Feature: House placer mode to replace existing houses (#14469)
- Feature: Draw infinite water when all borders are water (#13289)
- Add: [NewGRF] Allow badges to be excluded from badge name list (#14818)
- Add: [Script] ScriptTile::IsHouseTile (#14806)
- Add: Game units for height (#14615)
- Add: Show height difference in bridge is too low error message (#14614)
- Add: Include build cost in rail/road dropdowns (#14599)
- Add: Show all railtypes in the build vehicle and engine preview dialogs (#14357)
- Add: [Script] Function to get all rail types of an rail engine (#14357)
- Add: [NewGRF] Train property to set multiple track types for an engine (#14357)
- Add: [Script] Auto-convert ObjectType bool to integer when setting values for items in lists via [] (#14308)
- Change: Ensure generated towns have enough room (#14803)
- Change: Eliminate small seas instead of ending rivers there (#14797)
- Change: Clamp terraform toolbar to main toolbar (#14725)
- Change: Make groups window group list aware of interface scaling (#14679)
- Change: Prefer normal/medium weight font in FontConfig fallback detection (#14672)
- Change: Support interface scaling in network client list buttons (#14659)
- Change: Record and show multiple errors for each NewGRF (#14658)
- Change: Replace the "(City)" identifier in the town directory with the city icon (#14634)
- Change: Determine automatic interface scale by window size (#14627)
- Change: Apply interface scale to window snap distance (#14625)
- Change: Ask for confirmation before deleting a savegame / scenario / heightmap (#14621)
- Change: Add lock penalty to ship pathfinder (#14603)
- Change: Allow bridges over locks & docks (#14595, #14594)
- Change: Removed disable_node_optimization YAPF setting (#14578)
- Change: Provide road and rail overlay sprites for bridge decks (#14557)
- Change: Scale number of towns/industries by amount of land tiles (#10063)
- Fix #14802: Close NewGRF inspection window when overbuilding with default station/waypoint (#14859)
- Fix #14839: Do not set stacked widget height, which might not be shown (#14858)
- Fix: Incorrect background colour in badge configuration list (#14850)
- Fix #14844: Use company colour remap for badges in picker window (#14849)
- Fix: Drop down scrolling broken for mixed-height items (#14840)
- Fix #8062: (Try to) ensure enough room for profit in vehicle group window (#14835)
- Fix #9071: Don't consider tram tracks when growing towns (#14833)
- Fix: Saved default houses had incorrect class and index information (#14812)
- Fix #14756: Invalidate nested focus before widget container is cleared (#14809)
- Fix #14800: Incorrect register processing in GetCustomStationRelocation (#14801)
- Fix #14755: Remove clicked type selection when not visible (#14796)
- Fix: Incorrect parsing of var 6x parameter in NewGRF debug window (#14789)
- Fix: Improve lighthouse spawn conditions (#14785)
- Fix #14777: authorized_key add/remove console commands did not apply to correct list (#14778)
- Fix: Incorrect spacing for badges in dropdown lists (#14768)
- Fix: Unconfigured badge classes should be visible in column 0 by default (#14766)
- Fix #14763: Crash if NewGRF currency separator is not valid (#14764)
- Fix #14701: Company colour remap for sprites in badge filter dropdowns (#14732)
- Fix: Do not pre-fill industry production history for unused production slots (#14730)
- Fix: Depot-related crash when loading old savegames (#14729)
- Fix #14721, #14723: Inconsistent behaviour when skipping signals (#14724)
- Fix: Miscalculated cargo penalty for poor station rating (#14712)
- Fix: Crash when user enters a blank line in the console (#14711)
- Fix: Console command dump_info should not reverse non-ASCII label (#14697)
- Fix: Incorrect parameter order for CmdSetCompanyManagerFace (#14695)
- Fix: Bootstrap ignored default OpenTTD truetype fonts (#14684)
- Fix: League Table layout broken with RTL languages (#14667)
- Fix #14549: Changing interface scale could underflow viewport zoom (#14655)
- Fix: Incorrect row height in network server list (#14653)
- Fix: Doubled beep sounds when clicking toolbar buttons (#14642)
- Fix: Wrong button type for town menu in scenario editor toolbar (#14641)
- Fix #14631: Waypoint customs spec not allocated properly on initial construction (#14633)
- Fix: Variant cycle detection in FinaliseEngineArray (#14629)
- Fix #14620: Use full file path when deleting files (#14623)
- Fix: [Script] Return rail types as list instead of bitmask (#14617)
- Fix #14604: Clearing tiles to build objects did not update town ratings (#14616)
- Fix: Bridge height check for waypoints didn't include axis in layout (#14609)
- Fix #14607: Bridge-over-station discrepancy depending on build order (#14608)
- Fix: Don't add spacing in rail/road type dropdowns if no badges are present (#14598)
- Fix: [Script] Incorrect infrastructure cost for road/tram tiles (#14596)
- Fix #14588: Show error when unable to clone partly-cleared crashed train (#14591)
- Fix #14586: Empty station tile layouts incorrectly substituted with default layouts (#14587)
- Fix #14584: Crash due to drawing non-existent orders of new vehicle (#14585)
- Fix #14572: Incorrect playlist entry was removed if there are duplicates (#14583)
- Fix: Wrong row may be selected in music playlists (#14581)
- Fix #14569: Ensure music playlist window is large enough (#14570)
- Fix #14278: [Script] Memory allocation limit did not work and could result in a crash (#14568)
- Fix: Road stop properties 0x13/0x14 were not skipped properly (#14567)
- Fix #13922: Ensure music track number widget is wide enough for track number (#14566)
- Fix: Badge filters were only applied to trains (#14565)
- Fix: [NewGRF] Industry acceptance/production when not contiguous range from 0 (#14555)
- Fix #14240: Remember previous GUI scale when toggling auto-detect (#14380)
- Remove: Rail type cost from replace vehicle window (#14748)

Download: OpenTTD v15.0-RC1
Source: Here



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