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  • Home > Linux > Games > Simulation

    OpenTTD 1.1.5 / 1.2.0 Beta 4

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    Downloads: 11,582  Tell us about an update
    User Rating:
    Rated by:
    Good (3.5/5)
    55 user(s)
    Developer:

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    Last Updated:

    Category:
    OpenTTD Team | More programs
    Freeware / FREE
    February 6th, 2012, 07:57 GMT [view history]
    ROOT / Games / Simulation

     Read user reviews (2)  Refer to a friend  Subscribe

    OpenTTD description

    OpenTTD is modeled after the original Transport Tycoon game by Chris Sawyer.

    OpenTTD project is modeled 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.

    Here are some key features of "OpenTTD":

    Significant enhancements

    · autorail build tool
    · canals/shiplifts
    · larger stations
    · non-uniform stations
    · ability to join stations (of same width or length)
    · checkpoints
    · mammoth trains
    · multiheaded trains
    · Build on slopes and coasts
    · goto depot order
    · longer bridges
    · higher bridges
    · two new bridges
    · presignals (CTRL-click on existing signals)
    · semaphores (CTRL-D to place them)
    · order sharing and copying ("goto" on other vehicle to copy, ctrl+"goto" to share)
    · TTDpatch compatible Nonstop-Handling
    · crossing tunnels
    · build many trees on one tile
    · bribe the town authority

    Better useability:

    · convert rail tool (to rail, monorail, maglev)
    · build stations with drag
    · build while paused
    · Mouse wheel can be used to scroll in menus and to zoom in/out on win32
    · autoscroll (to left/right)
    · bigger demolish tool
    · plant trees on area
    · sell whole train by dragging to dynamite trashcan
    · cost estimation with Shift
    · road and rail removing by dragging

    New options:

    · "no train service" option
    · "no inflation" option
    · "full load any" option, as in ttdpatch
    · Feature: "select goods" option
    · "multiple similar industries in close proximity" option
    · "multiple industries per town" option
    · news item for "train is unprofitable" (change in openttd.cfg)
    · news item for "train is lost" (change in openttd.cfg)
    · starting_date, takes a value on the form yyyy, yyyymm or yyyymmdd.
    · select what vehicle types the ai will build
    · ability to chose snowline height
    · change default servicing interval for vehicles
    · change max # of vehicles per player
    · new pathfinding algorithm for trains (enable with new_pathfinding)

    Graphical/interface features:

    · screenshots can be BMP, PNG or PCX (select in game options menu)
    · More currencies (including Euro introduction in 2002)
    · More townname languages
    · window mode
    · with double size mode (ctrl-d to toggle) (only Windows)
    · resolution selection for fullscreen mode
    · refresh rate configuration setting
    · town directory sorting
    · patch options configuration window
    · "debtmax" faster loan management with ctrl key
    · colorful newspaper after a certain date
    · game speed increase (through fast forward button or by pressing Tab)
    · color coded vehicle profits
    · plant random tree type
    · Hotkeys

    Product's homepage

    What's New in This Release: [ read full changelog ]

    New features:

    · [NewGRF] Give NewGRF defined level crossings and rail depots access to the townzone (r23866)
    · [NewGRF] New algorithm (activated via an engine flag) to determine the capacity of vehicles. This allows vehicles to better control the capacity for cargotypes which they know; and let cargo NewGRFs influence the capacity for cargos the vehicle NewGRF does not know, but which the vehicle is refittable to due to cargo classes (r23861)
    · [NewGRF] Add cargo property 1D to set the capacity multipliers when refitting vehicles, which do not use callback 15 (r23860)
    · Allow command line options -e and -g to be combined to load saves/scenarios directly into SE (r23839)
    · [NoGo] Allow querying orders of vehicles [FS#4994] (r23837)

    Changed:

    · Do not let towns (ever) remove objects [FS#5001, FS#5002] (r23842)
    · Make signs placed in scenario editor belong to the GS. That way they are always shown in game and are not editable [FS#4999] (r23835)

    Fixed:

    · Generate industry subsidies again [FS#5039] (r23876)
    · [NoGo/NoAI] Scripts with a bad comparator could lock up OpenTTD [FS#5004] (r23870)
    · Make the colour of the dropdown items for opening the vehicle list for which the company has no vehicles looking less horrid [FS#5020] (r23867)
    · Railtype overlays were drawn 'only transparent' on invisible bridges (r23864)
    · Inserting conditional orders for ships checked the wrong orders wrt. maximum distance (r23859)
    · Out of bounds read for slowdown parameter caused desync when railtype >= 4, vehicles were fast, and the original acceleration model was used [FS#5007] (r23855)
    · Infrastructure cache could get out of sync when overbuilding a drive through road stop (r23851)
    · When the network is lagging, you try to copy a vehicle's order but accidentally create a station order and then copy the vehicle's order (before the first command is executed) one could trigger an assertion from the pool [FS#5008] (r23849)
    · When removing road or tram from a tram+road stop, the owner of the road stop's cache was updated instead of the owner of the removed infrastructure (r23847)
    · Infrastructure count for stations was not updated properly on company takeover. And do not count buoys while loading a game either (r23844)
    · Clear NewGRF vehicle cache when their owner changes (r23841)
    · Assertion got hit when destroing a dock when a ship was loading [FS#5000] (r23838)
    · If a vehicle is not refittable to any cargo in the CTT, then pick the first refittable cargoslot (r23836)

      


    TAGS:

    transport tycoon | transport simulation | simulation game | OpenTTD | transport | tycoon



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