Introducing a host of additional map sizes, new languages, refreshed UI, custom AI and multiplayer OpenTTD has a list of features to entice any player of the original. An open source simulator based on the classic game Transport Tycoon Deluxe. It attempts to mimic the original game as closely as possible while extending it with new. This has been a problem a few times now and I don't know how to solve it! Anyone who does?
Hello from your Friendly Neighborhood Wolf01, I'm the stable version announcer for this occurrence. This new fantastic version brings you a little set of new features, almost all are related to NewGRF but they will allow to do some new things or old things in a better way. Industry set developers should welcome the improved control for displaying the input cargos on the industry GUI (CB 37 result), along with other improvements to NewGRF features like a string command (9A 1E) to print the name of a cargo type, extended range for DCxx strings. Vehicles can now be composed from multiple sprites, potentially reducing duplication for people drawing vehicles with cargos etc. Finally the maximum number of NewGRF texts is increased to 512k and GameScript texts increased to 64k.
In other changes we find that waypoint area is now limited to the max station spread while dragging, static grfs do not count anymore towards the max active grfs so it can free some space for more grfs in a single game, and there is a rearranged GUI for the autoreplace feature. Realistic acceleration is now enabled by default for trains and road vehicles (new installations/clean configs) and the drive-in roadstops are now hidden from the tramway station picker, what a relief. Various performance improvements were kicked in for CargoDist and LinkGraphs and a lot of bugs which spanned from simple overflowing text to crashes and memory leaks were fixed too, to know everything that was changed. As a final note, you all know what a stable release mean: we have another year to throw in new features, test the new features, remove canals (or even the ships, who plays with ships?), fix bugs, fix bugfixes and who knows, maybe even add NotRoadTypes:D P.S.: no it's not an April Fool, we are really going to remove canals. P.P.S.: yes, totally no kidding.
If you're joining one of our servers, please be sure to thumb through. What is OpenTTD? Is an remake of Chris Sawyer's. Cementing Technology Procedures here. The project aims to produce a fully open source version of the 1994 classic, while extending it with new graphical options, signal types, and much more.
Best of all, it's completely free! This subreddit welcomes any OpenTTD related content, discussions, and questions! Transport-related subjects are also permitted, but please try to keep it somewhat relevant to the game at hand. Reddit OpenTTD server network - please read these!
- it's like the history book you had in school! Server 1 Vanilla Server [ ] Server 2 Hard Server [ ] Server 3 Testing&NewGRF Server [ ] /r/openttd links of interest • (#/r/openttd on OFTC) • • • • Verified Flair We hand out special 'verified user' flair to those who request it and are in a genuine need for it. To name a few examples: • OpenTTD development team members • OpenTTDCoop or other large community team members • Video producers, streamers, etc To get your mittens on some flair, please from the account you want flaired with appropriate proof of your identity. Miscellaneous links • • • • • - large scale, advanced network and infrastructure projects • • Related subreddits: • • • • • • •. Hello I am playing Openttd since a long time ago (I think since 2006).
I still have a problem with merging lines in some case. Let me explain my problem. Imagine a very nice mainline with 5 lenght train on it very frequently. Then on that mainline I made a merge with a sideline. Of course I set the signals to give priority to the mainline. The problem is, when the mainline is open, the train on the sideline may had to stopped and was waiting on the waiting bay to entrance in the mainline.