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http://www.openttd.org/ OpenTTD v1.1.0 Beta 4 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 v1.1.0 Beta 4 Changelog: - Feature: [NewGRF] Rail type property to influence sorting of rail types in the drop down list [FS#4394] (r21866) - Feature: [Network] Console command to change the password of other companies for servers [FS#4368] (r21855) - Feature: [NewGRF] Introduction dates/required types for rail types; e.g. introduce a particular rail type in 1960 (or when a vehicle using it is introduced), but also allow limiting its introduction to only happen when the required railtypes are available [FS#4393] (r21842) - Feature: Limit vehicle lateness to the length of a full timetable cycle, e.g. when a cycle takes 50 days and the vehicle is 65 days later reduce the lateness to 15 days (r21832) - Feature: After building a road or tram bridge/tunnel, connect it to any existing road or tram (r21778, r21777) - Feature: Display NewGRF object sprites during object picking (r21772) - Feature: Display NewGRF station sprites during station picking (r21755) - Change: Allow LMB scrolling with the mouse outside of the extra viewport instead of canceling scrolling when going slightly over the edge (r21838) - Change: Only show rail/road types that will eventually be available in-game. For example do not show trams when there is no tram NewGRF loaded (r21817) - Change: Keep aqueducts and road/tram tunnels and bridges after removing a company (r21780) - Fix: Distant-join station would build at the wrong location when having persistent building turned on and selecting a ′second′ location for the station tile [FS#4430] (r21864) - Fix: Slowing down of trains was done by reducing the speed by 10%, but also when you are just 1% too fast, so limit the slowdown till the new maximum speed [FS#4423] (r21847) - Fix: Left-mouse-button dragging would switch over to other viewports instead of staying locked to the viewport you started on [FS#4419] (r21837) - Fix: When a train was reversed while inside a tunnel/bridge, it would not have (re)set the GOINGUP/DOWN bits after leaving the tunnel/bridge (r21836) - Fix: Desync debug savegames might not be actually saved in case threading is enabled, which is enabled by default [FS#4427] (r21833) - Fix: Service orders for trains/aircraft would (sometimes) not get a time when autofilling [FS#4414] (r21831) - Fix: Crash with the small map window on big endian platforms [FS#4417] (r21830) - Fix: The expectations from the ′always build infrastructure′ setting name/description did not match the behaviour [FS#4007] (r21826) - Fix: Allow dragging of combo signals (again) [FS#4378] (r21816) - Fix: [YAPF] Apply a pathfinder penalty for back of one-way path signals so those arenot preferred over other possibilities [FS#3908] (r21815) - Fix: Check GRF version from action 8, and disallow usage of GRFs with versions above 7 (r21814) - Fix: Crash when displaying the owner view [FS#4411] (r21813) - Fix: Do not create automatic orders when there are no manual orders, and remove unreached automatic orders when reaching an ordered waypoint or depot [FS#4404] (r21809, r21808) - Fix: Loading a TTO savegame failed after loading a TTDP savegame (r21799, r21798) - Fix: The size (in characters) of the string inputs was too small for loading some TTD savegames (r21797) - Fix: Drive through road stop state was not properly converted from TTDPatch savegames [FS#4398] (r21796) - Fix: Broken usage of GetTileOwner() caused wrong conversion of old savegames (r21793) - Fix: Terraforming limit was off-by-one when terraforming a single tile height [FS#4407] (r21791) - Fix: TTDPatch savegames can have train waypoints encoded as buoys [FS#4398] (r21790) - Fix: When the font misses the fallback character ′?′, use the sprite font ′s ′?′ instead [FS#4405] (r21789) - Fix: Crash due to invalid rail station width and height data stored in TTDPatch savegames [FS#4398] (r21786) - Fix: Crash when converting savegame with custom waypoint name (r21784) - Fix: Diagonal tile iterator failed for A * 0 selections [FS#4396] (r21768) - Fix: Do not limit tile clearing during bankruptcy [FS#4397] (r21767) - Fix: PBS reservation was not shown on road crossings with NewGRF railtypes [FS#4369] (r21765) - Remove: The ′stopall′ console command, as its functionality was broken. Group start/stop commands can be used instead [FS#4409] (r21804) -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 59.126.232.106