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 OpenTTD - Transport Tycoon Deluxe, Updated 1st post with OTTD info.

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TSsihumchai
post Sep 26 2008, 07:00 PM, updated 18y ago

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Initial 1st Post:
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user posted image

OpenTTD
OpenTTD is an open source game engine for the Chris Sawyer game Transport Tycoon Deluxe.

Yes, it's TTD, and it's alive and well. Open-source development since 2004, and currently updating daily through the nightly builds. With more and more features being added, it's no wonder why there's still so many TTD addicts.

OTTD takes a bunch of changes, from TTDPatch, and it's own community ideas, turning it into the one of the best business tycoon game on the net.

Best of all, it's free. All you need to have is the old TTD files, the graphics(GRFs) and the game music(GM, optional).

You can get the old Windows version here, from abandonia!
And get the latest STABLE version of OTTD here!

Installation is fairly simple. When running OpenTTD 6.2 install, when it prompts for "Copy Graphic Files", un-check it. Get the windows(or DOS) version of the game, and copy all .grf files over to OpenTTD/Data. That is all. Additionally, if you want music, you can copy the folder "GM" too. Addictive stuff.

Screenshots
» Click to show Spoiler - click again to hide... «


Current list of active Tycoons, and Industrialists:

1. Sihumchai Transports
2. Grif Transports
3. Amirsubhi Transports

This post has been edited by sihumchai: Sep 29 2008, 07:34 PM
TSsihumchai
post Sep 26 2008, 08:13 PM

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QUOTE(asciii @ Sep 26 2008, 07:37 PM)
looks interesting..downloading it now..
*
Cool. Once you get it running, and if you want starting help, I'd suggest the tutorial on the wiki.

http://wiki.openttd.org/
TSsihumchai
post Sep 28 2008, 12:49 AM

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@ onscreen: IINM, Simutrans is a remake of TTD.

@ grif: Yes, it's amazing to see that people play this. But I've only started this game like weeks ago. Most of my time early on was spent on looking at people's track designs online.

So I'm wondering if we can get a small community here to play together. Finding an online game isn't too hard, but I just wanna know how the locals here play wink.gif

And yes, I think TTD, the old one has became a freeware/abandoned.

Installation is fairly simple. When running OpenTTD 6.2 install, when it prompts for "Copy Graphic Files", un-check it. Get the windows(or DOS) version of the game, and copy all .grf files over to OpenTTD/Data. That is all. Additionally, if you want music, you can copy the folder "GM" too. Addictive stuff.

And regarding multiplayer, I believe it's not cross-platform. I tried hosting through Windows and clients from Ubuntu. It doesn't work sad.gif

We'll get a game up soon when a few more people has joined the crew wink.gif LRT/KTM anyone? laugh.gif


Added on September 28, 2008, 12:54 amAdded: For those old TTD players, why not try OpenTTD, it has improved greatly over the years of development, through a large community. Even if you are bored with the old trains and scenario, there are NewGRF's to download, similar to expansion packs, which include trams, real trains from 1890(!), more industries(brick factory, clay, gravel), and much more brows.gif

This post has been edited by sihumchai: Sep 28 2008, 12:54 AM
TSsihumchai
post Sep 29 2008, 12:57 PM

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For those who are new, here is the learning process. (well, from my experience anyways)

http://wiki.openttd.org/wiki/index.php/Main_Page

Learn the basics of setting up your very first road/rail transport by following the Tutorial.

After the basics, you'll learn how to add a second track, to make trains more efficient by running them down the same direction. Think of it as a highway to handle lots of traffic.

Learn how to use signals, start from the very basic, to one ways, to pre-signals, and combos.

Learn the many types of station set-ups, and also junctions, to enable your trains to cross with style, and efficiency.
Have fun smile.gif
TSsihumchai
post Sep 29 2008, 04:16 PM

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Any of you TTD kaki's tried OpenTTD Co-op GRF pack (7.2) ?

I've been trying to download the pack, but it seems the website just keeps disconnecting me(I've tried several connections from diff. PCs), can someone help download and re-uploaded somewhere like rapidshare?

http://www.openttdcoop.org/wiki/GRF

[Added] Hmm.. seems to be moving slowly now. Will upload if anyone needs it.

This pack adds a lot of new industries. And will make cooperative gameplay better.

This post has been edited by sihumchai: Sep 29 2008, 04:19 PM
TSsihumchai
post Sep 29 2008, 04:50 PM

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QUOTE(Grif @ Sep 29 2008, 04:31 PM)
Done downloading. Took me 5 minutes.

Anyone wants it on Rapid?
*
I guess the website just had some problems then. I've got it now too smile.gif Grif, I'll PM you my MSN so we can get a game sometime.

I'll just put a list of active OTTD players here, so we can identify who, and when we are able to play biggrin.gif

Feel free to add up your names.

1. Sihumchai Transports
2. Grif Transports
3. Amirsubhi Transports

[Added]
Just some screens from the game. There are 32bpp graphics(currently we're playing in 8bpp), but that will take some time to complete. In the meantime, we'll relive the glory with the old graphics, when it's done, it'll surpass SimCity 4 smoothness wink.gif
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This post has been edited by sihumchai: Sep 29 2008, 06:33 PM
TSsihumchai
post Oct 4 2008, 04:46 AM

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QUOTE(ben_panced @ Oct 3 2008, 10:00 PM)
bro sihumchai
how come i cant play the malaysia scenario??
it says that missing grf files has been disabled
btw im using openttd ver 0.61
*
I'm trying to figure out what the missing GRF files are too, but the wiki doesn't state which GRFs are used sad.gif

I think you can try playing the scenario through the "Play Scenario" option. That worked for me.

But if you wanna get 'experimental', you can try downloading the OpenTTDCoop GRF Pack 7.2. It includes a lot of fancy GRF's, maybe you could just try activating some(or all), and then MAYBE the error message would go away(and then, we'd be able to host the Malaysian Scenario Online biggrin.gif)
____________________

0.6.2 here, but currently 0.6.3 is out, and everyone is slowly moving there(the servers).

We should upgrade.
____________________

I'm thinking of hosting a server daily after 6pm or something through my own connection. Will let you guys know when it's up smile.gif

For those interested in hosting their own(why not?), it only needs 2kb up/down per client. Pretty small bandwidth if you ask me nod.gif
TSsihumchai
post Oct 5 2008, 04:07 PM

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@ [AM]: You playing with that GRF? smile.gif Or is it supposed to go with the M'sian scenario?

If anyone wants to play together, let's trade up MSN.

[Added] And oh, regarding the Graphic Replacement Set R1, it's included in OpenTTDCoop's 7.2 pack too wink.gif It's beautiful.

This post has been edited by sihumchai: Oct 5 2008, 04:10 PM
TSsihumchai
post Oct 6 2008, 08:26 AM

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QUOTE(Grif @ Oct 5 2008, 11:35 PM)
I need help in setting up the GRF. lol i never played with additional contents. sad.gif
*
Just copy all the NewGRF's into the data folder. OpenTTD will scan all the files available for use there.

Then when running OpenTTD, go to the NewGRF settings and add in what you need.

Some NewGRF's are good, some much more realistic(like coal cart got speed limit of 104km/h).
TSsihumchai
post Oct 6 2008, 01:21 PM

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QUOTE(Kyl3 @ Oct 6 2008, 12:15 PM)
Tried this few days back but not sure I sucked at it or what, can't really generate much income. sad.gif And my railways all 1 track only
*
Check the 'Cargo Payment Rates' by clicking and holding on the Graph icon. This will show you payments rates in days in transit(in days of 20's).

Passengers have the lowest value, and their paying rates degrades over long travels, like 20 days or more. But passengers are good because large cities have more than an abundance of supply of passengers as opposed to regular cargoes.

Stuff like coal can take a longer time to travel without degrading much of its value. And it's one of the higher paid cargoes in the game, close to goods/foods and valuables.

Realism can be much applied here, for example goods (let's say 3D card la as the cargo), while you take 6 months to bring it down to a city, the value of the cargo has degraded why? You guessed it, the 3d card also obsolete by the time it reaches there laugh.gif

Even the loading of the cargo FROM the station to the TRAIN (y'know when the % goes up and down when picking up/dropping goods) also affects the days in transit, so don't have overly-long trains for industries that produce very low goods(e.g. 38 Tons of Coal Produced Last Month shocking.gif That's about only enough for a train with 3 cargoes/van long!).

Send things far, send things fast. But do keep in mind of the payment rates in transit wink.gif My friend once did a mammoth-train(like 20 cars long), carrying like 600+ passengers for 6 months plus across the map(another 6 months just WAITING for them to fill the train), but only earned 20'000 because of the long travel wink.gif
TSsihumchai
post Oct 7 2008, 09:25 AM

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Building through farms aren't as bad as building through trees, which will anger the authority.

And mountains/hills are part of the game's challenge smile.gif Go through, around, or under, but never(or at least try not to) mass-terraform.

@ James: There is no local server, one of us will have to host one.

Multiplayer Gaming Proposal

Cooperative-Competitive
2 players per company, with up to 4 companies competing
512x512 or 1024x1024 maps
Random Standard Scenario(setting)
Some NewGRFs
TSsihumchai
post Oct 7 2008, 04:12 PM

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^ Hehe, the OpenTTD wiki should help you out a lot.

I'd suggest upgrade to dual-tracks (aka highways) for your trains to use, so that many trains can run on it(you can see the above example from Bobo, but it's very small/can't zoom in).

Then I'd suggest to learn how to build station layouts. I highly suggest a terminus. One way in, and another way out. This is the most basic end of line station layout for dual tracks. Be sure to use signals to help point your train to the right track.

Other station layouts include RoRo's (Roll on, Roll off). Basically it's come IN from one way, and OUT from another.

An advanced RoRo station will have more tracks, and more signals to help redirect trains according. See this one for example. It's a 12 station RoRo smile.gif

I assume you know how to get your trains/buses/planes/ships moving right? wink.gif


Added on October 7, 2008, 4:16 pmOh yeah, one more important thing to go with your main lines(highways in TTD talk).

JUNCTIONS.

These are used to extend, or connect other station to your mainlines. Slowly browse through the junction list, and try building one smile.gif Soon you'll be creating your own rail designs, and people may copy it brows.gif

This post has been edited by sihumchai: Oct 7 2008, 04:16 PM
TSsihumchai
post Oct 10 2008, 04:08 PM

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For those interested in the upcoming multiplayer game session, please update your OpenTTD games to the latest stable version 0.6.3. I know some of you are using old ones, I'm still using 0.6.2, so let's update to the latest.

[Added]

I'm guessing we can have a game on this weekend, either Saturday or Sunday night.

This post has been edited by sihumchai: Oct 10 2008, 04:09 PM
TSsihumchai
post Oct 11 2008, 02:23 AM

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Saturday night it is.. I hope some of you guys can join us.

I'll start hosting 8.30pm onwards. Please check back here where I'll post the game name and password.
TSsihumchai
post Oct 11 2008, 09:00 PM

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Game is up, please look for:-

Game name: Gamers Hideout MY
Password: LYN
Ver: 0.6.3
No NewGRFs used.
Free for all w/ Co-op

Please follow the general multiplayer rules and etiquette available at the wiki. Simply put, don't be a prick tongue.gif Don't block, don't simply destroy people's vehicles, play fair, and no air please tongue.gif
TSsihumchai
post Oct 14 2008, 11:29 AM

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brows.gif

So when are you guys free to play? We schedule a future date, and keep our plans open for that day nod.gif

This coming weekend?
TSsihumchai
post Oct 14 2008, 02:48 PM

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QUOTE(clasko @ Oct 14 2008, 01:50 PM)
hello guys.

i have problem here. hope somebody can help me. i dont know how to upload picture, so ill have to expalain it la. here goes... i have a double rail platform, but i connect 3 rail lines there. there problem is that even though there 2 platform, theres always only one train that can unload/load there. the others will have to wait until that one train leaves before it can get in the platform. any advice?
*
You can take screenshot in game with CTRL/ALT+G, can't remember which button la. By default it should save in PNG, don't change it.

Regarding your question, there can be a few problems.

1.Is your train too long? (I don't think this is the problem tho')
2. If you are using regular signals, or mixed up and you don't know how, I suggest learning the most basic for your platform(station).

I can currently suggest the terminus set-up. It's the most basic of all end of line stations.

http://wiki.openttd.org/wiki/index.php/Image:Terminus.png

Okay, so that station doesn't have proper signalling set up. But I'll teach you how to do it here.

First of all, see the two way signals which are at the entrance/exit of the station? Change that to exit signals by CTRL-Left Clicking on the signal(exit is white). Exit signals helps notify the previous signals that it's BOOKED by the current train, and should divert to another direction. Make sure both the two way signals in the pictures are exit signals. If not it won't work.

Secondly, see the X there? It's a crossway for trains to change lanes because in the picture, it's demonstrated as one way. So, the one-way signal on the left is the way up(where the trains come in from), change that signal to pre-signal(first CTRL-Left Click, should be yellow). Pre-signal sounds like what it should be, it pre-signals the train to stop, or move into another lane if that line is being occupied.

Hope that helps.


Added on October 14, 2008, 2:50 pmAh, I found a simple picture which explains signals and exits. Please see this screenie smile.gif

http://wiki.openttd.org/wiki/images/0/0c/P...gnalstation.png

If you want to see how signals can be used fully utilized(actually, can be alot of variations depending on your creativity), see this example of a large RORO station:

http://wiki.openttd.org/wiki/index.php/Adv...Another_example

This post has been edited by sihumchai: Oct 14 2008, 02:50 PM
TSsihumchai
post Oct 14 2008, 07:03 PM

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QUOTE(clasko @ Oct 14 2008, 05:27 PM)
heh. thats quite an explanation. thanx. btw im still trying to understand how the signal works actually. if u click the signal once it became a two way signal. click it again and it became one way for both direction respectively. then if u ctrl+click it it changes into several mode again. can u explain it? meanwhile ill try to experiment it to look at the effects.
*
Sure thing. The more you play, the more you will understand. I also quite pening with signals, but apparently the pros online all tell me it's easy wink.gif

Your first signal will be two way, click it again, one way, click it again, it's still one way, but in a different direction, then back to two ways.

Now, for the special signals, you can actually simplify the method of signal selection by Configuring the Patches under interface and select 'New Signal GUI', or something along the line. So, when you click signals, a window will pop up and you can select which signal you want by just looking at the picture, altho purist will stick to CTRL-clicking, dunno, it seems fun smile.gif Like one click for pre, two clicks for exit, 3 clicks for combo.

Here's how the New Signal GUI look btw:
http://wiki.openttd.org/wiki/index.php/Sig...al_GUI_in_0.6.0

I'll use openttd wiki as reference, and I'll break it down to you.
_________________________________________________________________

Pre-Signals

See this situation: Two trains unloading/loading at a station. And the new train that's coming in, has decided to pick the 'easiest and fastest' path. That's what the train AI aims to do in this game due to maximum profit.

http://wiki.openttd.org/wiki/index.php/Ima...pre-signals.png

Picture comments: the left train may leave first.

What if the left train leaves? The third train is still stuck behind the second train, thus, slowing down delivery process and etc. etc. To fix this, we need pre-signals.

http://wiki.openttd.org/wiki/images/1/15/S...pre-signals.png

With pre-signals, the signal understands that the two exits in-front is currently occupied, therefore is goes RED, so that the train does not move ahead(you can never have signals on splitting/branched tracks)
_________________________________________________________________

Exit-Signals

Taken from wiki OpenTTD:
QUOTE
An exit signal behaves in the same way as a normal signal but is necessary to trigger the correct colour on entry and combo pre-signals.


Like in my previous post, I mentioned that exit signals help BOOK, or CHUP the lane. I'll show you an example.

user posted image

This is based on my understanding. The above picture demonstrates that exit signals, also work as if they were stations(that use exit signals). So on the left station, when the train is occupying that line, the train behind will use the free lane. The left station is an example of a one-way double track, same as the right station.

The reason why I used a double-track one-way example is because with big main lines(highways), it can get congested due to trains breaking down. When a train breaks down, it will CHUP the lane it was in, and the moving trains may use the free lane. This is especially useful with long trains, and long tracks, and big/long main lines.
________________________________________________________________

Combo Signals

Taken from OpenTTD wiki:
QUOTE
There is a third type of presignal that doesn't really introduce any new functionality. It is called the combo signal and simply acts as both an entry and exit signal. This allows you to build large "trees" of presignals as shown on the right.


http://wiki.openttd.org/wiki/images/b/b5/S...re-signals2.png

Basically, like the quote above, combo signals allows you build big branches of tracks. With the combination of exits, combos, and then pre-signals, it all works hand in hand to allow a smooth flow of traffic into the station.

Please see this:

http://wiki.openttd.org/wiki/index.php/Adv...alling_examples

And this:

http://wiki.openttd.org/wiki/images/d/d9/S...lained_more.png
QUOTE
    *  Signals 1 through 12 are Pre-signal Exits
    * Signals A, B, C and D are Combo Signals
    * The signal E is the only Pre-signal (Entrance)


This is a LARGE RoRo station. It allows a smooth flow of traffic coming into a certain industry. Basically, the exit signals communicates to the combos, which will then communicate with the pre-signal.

If station tracks 1, 2, 3, and 4 are occupied, they are RED. Therefore telling Combo A to be RED, because it can't accept any more trains.. Therefore Combo B, tells the trains that "I'm open, come here".

I'll make another example for you wink.gif This is an advanced train set-up I learned while playing with other people.

user posted image

We call this load balancing as opposed to the limited terminus. Load balancing helps distribute trains in a proper manner.

In the above image, it's a 6 track station. Each divided into 3 segments, the right track in, the left track out. Usually the train will go straight, for maximum income and don't waste time. Going straight, means it's going into segment 2, therefore, when another train arrived from behind, it will go to segment 1, or 3 instead. The bridges(or tunnel variations) help trains exiting from station to not be trapped by the incoming train, as opposed to the terminus design.

One of the best, and efficient designs I have seen so far (I re-created it just to show you, and I use it aswell on good receiving industries). It is meant to handle LOTS of trains.
________________________________________________________________

Hope this helps you. Hope you enjoy my explanation as much as I enjoy explaining them to you nod.gif

This post has been edited by sihumchai: Oct 14 2008, 07:05 PM
TSsihumchai
post Oct 15 2008, 08:42 AM

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QUOTE(Grif @ Oct 15 2008, 01:03 AM)
doh.gif

Now only I know there is such thing like pre-signal and combo signal. And I call myself a OTTD player.  whistling.gif
*
But you're the veteran, I just started not long ago, with the new changes smile.gif

Like you said, back when you played 2-3 years ago, OTTD was still expanding on ideas/suggestions, and still is today. Even original TTD didn't have special signals, EVEN ONE WAYS shocking.gif

There are things they've thrown in, and out at times, something like Path Based Signaling, where all the signals are RED by default, but trains can CHUP lanes way ahead of their vision, it's quite cool, but canned.
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post Oct 15 2008, 09:22 AM

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QUOTE(clasko @ Oct 15 2008, 08:47 AM)
ok2. i got it quiet a bit. did experimenting a bit yesterday and understands how it works. so basically u need pre-signals and exit signals working together in order make it work.

now im trying to learn to use the highway since all the examples revolves around using a highway. i usually use multiple single lanes exclusively. guess not that efficient huh?

btw thanx for ur detailed explainations.
*
Not a problem. Let us know if you need anything nod.gif

Once you start building large networks of highways, I suggest learning how to make junctions smile.gif From small little 3-ways shaped like Superman's Crest, and super large spaghetti like ones.. Even round-a-bouts can be done, altho' they're not as efficient as other junction types(because some trains need to make 3/4 circle just to reach the other side, and can cause congestion/jam).

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