OpenTTD 1.8.0 is now published.
GOOD NEWS! Ships have been put back into the game. Unfortunately due to new improvements in Toyland environment, we ran out of room in the map array, so we have chosen to eliminate train signals. ENJOY!
DOWNLOAD: https://www.openttd.org/en/download-stable CHANGELOG: https://binaries.openttd.org/releases/1.8.0/changelog.txt
> 2. How do I even get a copy of TT?
TT, TTD and OpenTTD are 3 different games. TT is the original game. TTD (Transport Tycoon Deluxe) is an expansion to TT. OpenTTD is an open source version based on TTD, hence the "open" in the title, which includes tons of improvements not present in TTD. OpenTTD receives regular updates and new stuff from time to time, as it has a very active development/player community.
I don't have idea regarding TT but I think you can get a copy of the original TTD CD-ROM on Amazon. There's also a browser version.
As for OpenTTD, you can download the latest stable (vanilla) version of the game at https://www.openttd.org/en/download-stable. As you get more familiar with it, you might also be interested in NewGRFs, which are some additions to the game (think of them as "mods") that include changes to the gameplay, visuals, new vehicles, etc. Most common NewGRFs can be be obtained via an internal downloader.
Last time I tried this version on Google Play, it worked pretty well. Such a chore without a mouse though. Gotta love those negative reviews complaining "it's too hard".
I've never really tried much with passenger networks, but here's a game with a network that connects most industries on a map together.
The biggest thing that you have to consider is expandability: every time you build a junction/station, how easy will it be to add extra tracks as traffic increases? In my game the mainline started off with one track in each direction but is now as may as eight tracks wide. Adding these inevitably meant moving tracks, bridges etc. around, but building junctions in a consistent, modular way meant that it was a matter of adding new routes in parallel, rather than starting completely from scratch.
You also need to try very hard to avoid jams: with lots of trains, deadlocks get huge and can take several game years to clear. So check really carefully for missing or wrong signals before you put a junction into service.
A passenger network is likely to have different requirements than the short-train cargo network I've built in my game though. I'd recommend looking at the openttdcoop wiki - they've played some games in 'TGV style' which uses long, fast passenger trains to interconnect cities.
Thanks for taking your time to try it, it's a bummer that it did not compile on your side, and the compilation error is weird.
I've compiled it myself in Ubuntu 15.04 armhf chroot, so could you please try to run it from this archive:
Remove file ~/.config/openttd/openttd.cfg for best results, you can also change button size in game settings.
I could not generate .deb package, because GCC inside chroot fails to compile few files, however it compiled okay using clang.
I'm one of the people that likes to build huge train networks. As for why I play that way: I enjoy the challenge of designing and managing the massive infrastructure that thousands of trains entails. I also try to put a bit of a twist on each game, otherwise games can sort of turn into just building endless similar networks.
I've posted this game a few times before, but it's still the last game I've played and illustrates what I mean. The twist here was using trains only two tiles long, which means really fast acceleration and compact junctions (hence the mountainous map), but low cargo capacities and lots of trains - 1,463 - are needed.
Early on I realised that the network was very inefficient, with lots of empty trains taking up track space and making no profit. My solution was to use refit orders: trains load oil and run to the refinery station, where they unload and refit to goods, load goods from the refinery and run to a town drop station, then refit back to oil and repeat. The wood->paper->goods and farm->FPP chains work in a similar way.
So by imposing some unusual rules at the beginning, I ended up having to solve certain problems and this ended up being a really fun game to play, albeit an unrealistic one: no breakdowns, a game that has lasted 200+ years, 200kph freight trains, etc.
If you look at the map you'll see signals are essential - there are 9,319 of them! They are used to balance train load across multiple lines, to give the main lines priority so that trains only join when they won't hold up traffic, and to create overflows: depots that store trains at pickup stations to stop them from blocking other trains. Learning how all this works can seem intimidating, but I've picked up everything I know from the official and openttdcoop wikis, so I'd suggest looking at those for a start.
I made a save of the game right before the server reset. Hopefully anyone can download it off of Google Drive. (You will need the Reddit Server 2 client [Sidebar] to run it.)
Until we update the servers to 1.5.3, you will need to download 1.5.2 (I recommend downloading the zip version, as you can just unzip it somewhere and run).
I suggest you download OpenTTD 0.6.3 and play one, two games with that again in order to actually refresh your impression about the "original AI": https://www.openttd.org/en/download-stable/0.6.3
http://i.imgur.com/nwElTkM.png
A picture tutorial. Dont know if it makes any sense but if you think of it as a Car Road, where you will have to drive beside each other to be fully efficient in both directions (not sharing same track for both directions).
Block Signal vs Path Signal, you can use em both, it doesnt really matter along the tracks when its driving. When it does matter though is when you have multiple entrances at a station for example like in the picture.
Path Signal will reserve the track it wants a train to go to. Block signal will not reserve track directions, it will reserve a full block (block = the space between 2 signals) where only one train can be in this block space at a time.
So if you have a long track without any signals, this is one block. Add a signal anywhere on the track and you will have 2 blocks (it splits up).
1way vs 2way Block/Path Signals. As the name suggests, the signal will allow backwards compatibility (Trains can drive backwards the 2way signal). This is not recommended standard use, only in special cases.
[OpenTTD 200 Million Account Balance Goal, 3 Hour game] If you want to watch some Trains (250) being built :)
Yes, voice track is very welcome for this video, anything will be more decent than Google Voice.
What do you think about the video itself? I've tried to cut on excessive blabla, start logos, and mouse wiggling usually seen in typical "let's play" videos, but I feel it lacks polish. Does it at least teach you how to use two-finger gestures in the game? Is this the right tone for the educational video?
If you never played Android version, you'd better see if you like it before making the video, it has some changes compared to PC. You will most probably enjoy playing on a tablet a lot more than on a phone.
If you have Android 5 Lollipop, you can use Lollipop Screen Recorder app. If you have 4.4 KitKat, you can use adb shell screenrecord command, that needs USB cable plugged into your PC, and ADB tool installed. Also it did not work that well on my phone. You can enable 'Show touches' in developer settings in your Android device, to make area where you tap more visible in the video.
If you install Android x86 emulator, with GFX acceleration enabled, it should be fast enough for a smooth video, but don't set display resolution too high, OpenTTD will only use 800x480 anyway.
Also, here are direct download links for Android version, you'll need them if you choose emulator.
Of course! Why didn't I think about that before.
Here is a zip folder containing both the patch file and savegame: http://www.filedropper.com/openttd (I'm afraid you might need the newGRFs I used as well?)
I have started recreating it in vanilla. I will upload it as soon as possible.
Here you go: http://www.filedropper.com/industrytycoonsave
This uses JGR's patch pack.
You can see the pockmarks left all over the landscape. I had to cheat for money in order to build my first fishing harbors. I intend to pay it back eventually, promise! The alternative was to set up a passenger network and wait a few decades before I could afford my first industry.
It's probably due to it using the old descriptors from the original Transport Tycoon game.
You don't need others to test it. Check https://www.openttd.org/en/servers for your server. If it's there, advertizing works. Allow for a delay in the order of 5 minutes or so.
If your computer is connected to a router, you need to activate port forwarding in its settings for the mentioned ports; 3979 and 3978 are the defaults, but your openttd.cfg may vary. At least if OpenTTD is run as console application, it will tell you if advertizing fails.
/u/STtwo is right, but there are a few details.
If you're new to linux, don't bother with compiling. Especially that under https://www.openttd.org/en/download-stable you can download .deb packages for Debian Wheezy. Should be all good.
Here's the JGR version: https://play.google.com/store/apps/details?id=org.openttd.jgrpp
It includes a number of welcomed improvements over the base version! Though I have found it to have a high chance of crashing.
Transport Fever 2 isn't a mod, it's an entirely separate game in 3D with gameplay loosely inspired by OpenTTD. See r/TransportFever.
Other 3D games inspired by OpenTTD include Voxel Tycoon (in Alpha on itch.io, set for Early Access on Steam eventually) and Mashinky (in Early Access/active development).
I would like to mention this little issue with the downvote button.
Idk how relevant it might be to the game, but for American railroads, much of my knowledge on the subject comes from Track Planning for Realistic Operation by John Armstrong. It's a very interesting read, even if you're not into modeling. It's way more detailed than you can use in OpenTTD, but knowing the principles can help you make networks that look and feel like something you'd see irl.
Here we go: http://www.filedropper.com/openttdsave
2002-06-22 is before I unleashed all the trains.
2003-01-02 is when all the trains is out running.
2003-06-01 is when all the trains is stuck.
I hope this helps! :)
KGB Archiver.
This one is just about as slow as a 56k modem (2 hours for YETI alone), but at least it's cheaper (free of charge).
Source is at https://sourceforge.net/projects/kgbarchiver/files/kgbarchiver/v1.2.1.24/ and the official site is down - but if this one wins, I can upload the EXE, too.
YETI size: 122MiB, significant (24%) improvement
NUTS size: 50.5MiB, significant (37%) improvement
PSA: Please use and promote LibreOffice instead of OpenOffice. They both forked from the same project but the difference is that OpenOffice is virtually dead and hasn't had a major release since 2014. LibreOffice is where the development is.
See: https://blog.documentfoundation.org/blog/2020/10/12/open-letter-to-apache-openoffice/
> With it's significant enhancements and continually-maintained code, it is superior to either TTD or Locomotion.
Ah, but Locomotion has train driving mode!
Your english.lng might be corrupt.
In my build (of OpenTTD 1.8.0 for OpenBSD), 0xD24 is the valid ID for STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE. English (UK) is the game's main language, so it also defines the IDs for strings. When one compiles OpenTTD, it uses src/lang/english.txt to build tables/string.h (for the IDs) and english.lng (for the strings). I'm guessing that english.lng got miscompiled.
You might be able to copy english.lng from another Linux/x86-64 build (like the official build). The file contains a machine-dependent data structure, which is incompatible between different platforms, but might be compatible across platforms that use the same System V ABI for x86-64. (Beware that when you replace english.lng, your package manager might detect that OpenTTD was modified. It might refuse to uninstall or upgrade OpenTTD unless you force the action or restore the old english.lng.)
lets try this:
this one should work... if not, clean the top of your dog ^^
There was one that was on the OpenTTD Wiki that went through the install process for Linux (I can’t find that link currently) and I followed the Debian options. I’m not entirely sure what went wrong on that one, it didn’t let me do the cmake command or when I did ./OpenTTD it also didn’t work. I also tried using Snap (https://snapcraft.io/install/openttd/raspbian) and this seemed to work but I can’t figure out how to run OpenTTD using snap. It says it’s not a service but I did not see any other options to start it.
We hade this problem yesterday and after one hour we just downloaded hamachi and setup a virtual LAN. (https://www.vpn.net/)
We did not have any problems and played for 6 hours without lag or freezes.
That is the original DOS release that Open TTD is a recreation of. They are copyrighted unless you have a copy of the install floppies you cannot use them. If you had them then during installation of Open TTD you can copy the needed data over then select in the options menu. If you want to find them you could search GOG.com to see if it is available for purchase.
So I had a go at building a fully-overengineered junction, and here it is. The size is ~50x60 tiles, but it's only large enough for two-tile long trains. All possible paths are provided and properly prioritised and balanced (though I cheated with two of the right turns because I was getting tired, so they might jam).
A junction this big takes forever to build and it's very difficult to fit it into an actual game because of the landscape and towns/industries being in the way. If I really needed a four way intersection in a game, I'd probably do it as two successive three-way intersections.
Some notes on building: this was basically built from the inside out, with the left-turns being on the inside. For right-hand traffic, these are the hardest to fit in so it's best to put them in first. Then I built the right-hand turns, before realising that I-d forgotten the north-south through tracks, which luckily fitted inbetween the two sets of turning tracks.
I don't think a textbook or manual is the right way to go. Most teens and youth aren't interested in picking up a book. I'd say make your own wiki, perhaps do a full Wordpress site about the game, not a textbook. You just need to make sure you have lots of pictures and not much in the way of big blocks of text. Also, as a Wordpress (or other) site, you can easily update what needs to be updated without destroying the formatting of other parts.
I think the absolute best option is to make videos, but if you're more interested in writing, just make a webpage. As other people have said, this seems more like a project for yourself than for the community, so go for it.
I also like the suggestion that you help out with the Wiki. I personally comb through the wiki for every game I play to learn all of the mechanics, and I then take this knowledge and use it to my advantage in ways nobody even thought of. Sure, it makes the actual gameplay really easy, but the thrill of finding these little gems is good enough for me.
This is the android beta version 1.10.0-RC1.85 . I discovered this error by coincidence while I was on a server and went to see which grf were being used the game closed.
It is but the newest version requires a mouse. However, there is a link in the description on where to get legacy versions that still use touch controls. Just did it last week and it works great.
Its a bit ironic since the JGR features are a lot of the things that make playing on mobile livable, basically not making things death by 1,000 clicks.
https://play.google.com/store/apps/details?id=org.openttd.jgrpp&hl=en_US
If the GUI looks quite different it's probably because they are playing the mobile version on a tablet or something. https://play.google.com/store/apps/details?id=org.openttd.sdl
Some graphics replacement sets probably change the icons, too.
5 minutes, ha. Check reviews of Android version, it got mostly positive comments at the top, but deeper you'll find complaints of people struggling with basic things.
Granted, mobile audience is more simple-minded and impatient than PC players.