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OpenTTD remakes the popular Transport Tycoon Deluxe title, with various improvements this open source recreation of the franchise is ideal for fans of the original or tycoon gamers in general. 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 title. Include game titles where necessary. No Clickbait. We should talk about games more than anything! New releases, old favorites, Speed Runs, Let's Play's, development news, what we love, what we hate and so on and so forth. OpenTTD - How To Play Multiplayer - YouTube. This has been an.
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Transport Tycoon is a pair of business managementsimulation games created by legendary Scottish game developer Chris Sawyer (of RollerCoaster Tycoon and MicroProse fame). The apparent object of the games is to end up with a monopoly of transport services for a usually randomly generated map. Transport is provided in all four major modes; air, rail, road and water, though the most profit tends to come from rail and then air.
The two games in the series are Transport Tycoon (released in 1994 and now referred to as Original) and Transport Tycoon Deluxe (released in 1995). An expansion pack for the original game, named Transport Tycoon World Editor, was also released in 1995, which featured a scenario editor (which was eventually included in Deluxe) and a 'Martian' set of graphics.
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Transport Tycoon Deluxe is an updated version. It contains numerous bugfixes and gameplay improvements, including new transport modes and UI. The primary difference between the games is how signals operate. The original Transport Tycoon allows only bi-directional signals, which allow trains to pass in either direction. The Deluxe version introduced uni-directional signals, that only allow a train to pass in a single direction.
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The Fan Remake, OpenTTD, is derived from Transport Tycoon Deluxe. Originally a set of patches called TTDPatch, it was created to allow enthusiasts to include other vehicles, especially historical trains and the like, and eventually grew to add all sorts of features. It supported a plug-in architecture, so users could download add-ons they were interested in. Eventually TTDPatch grew much larger than the original game, so some developers decided to replace the remaining bits, allowing the now much-more-elaborate game to be played by anyone. The replacement code was completed in 2004, and an effort begun to replace the art and music, which finished in 2010. OpenTTD is free/open source, and works on a wide variety of operating systems. TTDPatch was maintained in parallel for some time, however Open TTD eventually surpassed it in nearly every way, and the majority of the huge library of plugins and add-ons only works with OpenTTD.
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There is also a Fan Sequel of sorts, called Simutrans, but it's an indie game only Inspired by.. and not related or legally connected to the Transport Tycoon series.
Train Fever was an attempt at a modernised Spiritual Sequel by Urban Games, however it had a myriad of limitations and bugs. Most of them were fortunately fixed in Transport Fever, a Surprisingly Improved Sequel launched in 2016 with backwards compatibility for most Train Fever mods (either natively or using a mod that autotranslates the code so it to be usable with Transport Fever).
The original game was superseded officially by its 2004 Spiritual Successor, Locomotion.
Transport Tycoon, TTDPatch and OpenTTD have a very long, complex history. Sites that were once useful such as Owen's Transport Tycoon Site and the (now-defunct) Transport Tycoon Semi-FAQ (Archive link) were very informative fansites around the Turn of the Millennium, but are almost useless now. The most valuable information can still be found at TT-Forums, with only the TTDRussia Forums showing any other activity to this day.
The Transport Tycoon series contains examples of:
- Acceptable Break from Reality: Even the most sprawling metropolises will only house about 30,000 people.
- The effects of events like World War II or the 1970s oil crisis on the economy are completely absent.
- Adam Smith Hates Your Guts / Ridiculous Future Inflation: The prices eventually rise so high that a piece of road costs more than a skyscraper in real life. While this is no problem for a company that has been around and profitable since 1930 or 1950, rival companies that are established late in the game will often find themselves unable to even afford building a simple bus line since the starting loan is always £100,000 and the maximum loan amount doesn't quite catch up with inflation. OpenTTD does allow turning off inflation, however.
- A.I.-Generated Economy:
- The towns will automatically develop over time, without your assistance. This includes the building of roads, but you can assist in doing so if you want to coerce the development of a town in a specific way. You can accelerate, but not control, the growth of town buildings by dealing in Passengers there. This is necessary in some cases because towns will only pay for Goods once they build enough high-rise buildings, which only happens once they reach a certain size.
- The alternate climates in the Deluxe version have additional restrictions. Arctic towns above a certain elevation have to have Food delivered before they grow. Tropical towns in the desert require Food and Water.
- An Entrepreneur Is You: The series is considered one of the classics of the 'tycoon' genre of business sims.
- Artificial Stupidity:
- The stupid things the AI tries to pass as traffic routes has to be seen to be believed. According to Chris Sawyer, this is due to the AI building their tracks dynamically (analyzing possible routes each time a section is built) instead of planning ahead (which could cause problems if the environment changed as the route was built) and the building algorithms using a very low recursion level (an higher level of recursion would allow the AI to build more efficient routes, but would slow it down considerably).
- Instead of upgrading an existing line to increase capacity, the AI will just build a new line right next to the old one.
- The AI is also rather inapt at doing air lines. Planes servicing two large airports right next to each other aren't unheard of. Said airports are often placed far enough in the town's outskirts that it won't even accept mail and the planes are always ordered to wait for a full load, which can take forever. The AI will also use jet planes on small airports despite the increased chance of crashing.
- The road-building AI of both the towns (building roads as they grow) and the computer players often results in a lot of redundant roads that waste space that could be used for buildings.
- The custom AIs available for OpenTTD are much less insane, even the one that tries to emulate the 'classic' AI.
- It's quite possible for a bus/lorry driver to see the vehicle in front be hit by a train and go up in flames, and decide to take its place - with predictable results.
- Artistic License – Physics: Trains can go around extremely tight corners at 300mph, but immediately slow down to a crawl when encountering a tiny hill. Only the OpenTTD implementation finally added a (more) realistic acceleration model.
- Awesome, but Impractical: Aircraft. There is no doubt that they are awesomely cool and fast (despite their actual speed being a ¼ of their advertised speed), but their low cargo capacity and need for expensive airport infrastructure makes them, well..impractical.
- Averted in OpenTTD, where vast maps (up to 4096x4096 in the stock game; custom builds can go even higher) can make Planes a game-breaking tool. The fact that the speed handicap can be adjusted or removed entirely doesn't help either.
- Bizarrchitecture: Some of the post-1990s futuristic buildings and vehicles are really odd looking.
- Bookends: A subtle example with the Soundtrack: The first song is titled Easy Driver, and the last song, Hard Drivin'.
- Boring, but Practical: Road vehicles. They don't have the allure of trains or the inherent coolness of aircraft, but they can use existing city roads (and roads laid by your competitors!) and are much less affected by gradients. OpenTTD has a large number of add-on packs that increase their usability, especially since Traffic Giant/Simutrans-style individual destinations for passengers and cargo have been introduced which for example make town buses as feeder lines to a train station or an airport possible.
- Clown Car Base: The depots can hold hundreds of vehicles despite being only big enough for one of them. The train depots are especially ridiculous; a 100-car train can enter a depot barely big enough for the engine just fine!
- The Computer Is a Cheating Bastard: The AI in pre-OpenTTD versions gets a lot of help from the game to compensate for their Artificial Stupidity:
- The 'Intelligence of rivals' difficulty setting actually regulates the bonus the AI receives for their station ratings, which is none for 'Low', 12% for 'Medium' and 24% for 'High'.
- AI companies never get affected by disasters. UFOs and zepplins never target them and their infrastructure doesn't get destroyed by coal mine subsidences or UFO bombers.
- Not Playing Fair With Resources: AI can completely destroy their environments around towns, free of charge, with no ill effect; the local authority will hate you and you will hate it if you bulldoze one tree.
- In Original, industries serviced by the player have an annoying tendency to randomly announce imminent closure. Curiously, industries serviced by AI companies never seem to close.
- Averted in OpenTTD: the landscaping handicap was removed, which means the custom AIs must be programmed to survive without that advantage (and they're able to do so rather well).
- Colour Coded Companies: All companies have a single, associated colour. OpenTTD allow you to violate this, letting you choose different colours for different vehicles (e. g. different colours for steam, diesel, and electric locomotives).
- Cool Plane: Several, from early propeller driven craft to the supersonic Concorde (a.k.a. Yate Haugan). Custom packs like the av8 set and the Planeset can give you even more of these.
- Cool Train: Of course. Classic steam engines, diesel and electric locomotives of various sizes. And, from the 1990s onward, monorails and even maglevs! Lots and lots of custom train packs exist for about every major railroad nation.
- Corrupt Corporate Executive: Acting like one is optional for the player. You can bribe local governments for transport monopolies, city-wide advertising campaigns, and 'essential' reconstruction of a town's roads (in a competitor's town, of course).
- Crapsack World: Intercity transport is controlled solely by private companies who tear up the landscape, dominate small towns with massive transport complexes, and compete with each other to the point of bribery and sabotage. Also, there are UFOs.
- Gets doubly crapsack when you realise who the UFO's belong to..
- Creator Provincialism:
- The buildings in Original and the 'Temperate' climate in Deluxe are of a British style: several were explicitly based on real buildings in Glasgow. A few houses in Original which had a more American design were moved to the 'Artic' climate in Deluxe.
- The vehicles play it straight or avert it on a case-by-case basis. The initial UK release of Original used real names for the vehicles, which were changed in later releases (see Lawyer-Friendly Cameo below for details):
- The locomotives all play it straight: they're named and modeled after famous British models such as the Class A4 and the InterCity 125.
- The starter road vehicles use British makes (Leyland, Bedford, Scammell, AEC, Dennis), but the 1970's-era vehicles use European (Renault, Volvo, Peugot, Fiat) or American (Ford) brands.
- The boats are all generic (they didn't have brands in Original), but the hovercraft is clearly modeled on the classic British Saunders-Roe SR.N4 'Mountbatten class'.
- Only a few of the aircraft are British (such as the Vickers Viscount, BAC 1-11, BAe 146 and the British/French Concorde); the starter airplane in Original is the GermanJunkers Ju 52.
- Curb-Stomp Battle: If an AI competitor is using road vehicles, it's possible to set up a rail line across the road and order a locomotive to 'dispose' of AI vehicles. This leaves your reputation and the locomotive completely unharmed.
- Diagonal Speed Boost: Sort of. At least OpenTTD does not provide a literal diagonal speed boost; however, the payments are tied to the number of grid lines you have to cross between the stations. If you go 50 squares diagonally, you can be faster than 100 squares parallel to one axis and still receive the same payment for your cargo.
- Difficult, but Awesome: Trains. The most complicated transport method to set up initially (especially if you're trying to network all your lines together), but overall the most efficient way to ship non-passenger goods (planes are best for passengers).
- Downloadable Content: OpenTTD has this in spades, specifically with the 'Check Online Content' option. There are hundreds of NewGRFs, scenarios, AIs, and game scripts available.
- Easy Logistics: Averted in that vehicles need to be maintained, otherwise they break down (unless you disable breakdowns). Played straight with passenger and cargo; they will go wherever you ship them.
- Flawed Prototype: The player occasionally receives offers to test out a new vehicle for a year before it's made available to every company. While this allows early access to the latest and shiniest, the catch is that the maximum reliability will be low at first, which will result in more frequent breakdowns that can potentially cancel out the added benefits of higher speed or capacity. The offer can be accepted or refused, but if you accept and then don't use it, you'll get blacklisted from further prototype offers for a while.
- Game-Breaking Bug: A lot of them have been fixed by TTDPatch and OpenTTD:
- Once the game reaches December 31, 2070, the calendar loops back to January 1, 2070. If a vehicle is scheduled for servicing in 2071, it will never get serviced and its reliability will steadily drop to 0%.
- The newest model of helicopter in the default vehicle set becomes obsolete after 2020, making it impossible to build new helicopter routes or maintain existing ones to acceptable levels of service (what with the 0% reliability helicopters breaking down constantly). OpenTTD hasn't fixed that, although disabling vehicle obsolescence or using NewGRFs can solve that problem.
- Buying out a competitor while a news item about them is showing can cause a crash, especially with the '[company] starts construction near [town]' message. Also, buying out a competitor with active subsidies will screw up those subsidies: they won't pay as they should, the information in the 'Subsidies' box will be corrupted and opening said box will sometimes cause a crash.
- Multiplayer gameplay in the pre-OpenTTD days was notoriously unstable: the game would start to go out of synchronization by the 1990's, slow down and eventually become unplayable.
- Game Mod / Fan Remake : OpenTTD.
- TTDPatch is exactly this: a Game Mod for Transport Tycoon Deluxe which alters the executed binary code at runtime while leaving the original executables intact.
- OpenTTD itself has got loads of patches and several ready-to-compile or pre-compiled patch packs.
- Genteel Interbellum Setting: The original starts in 1930. Deluxe has 1950 as the earliest date. OpenTTD can start even earlier—- Given the right NewGRFs, you can even start in 1700, complete with horse-drawn cargo carriages and sailing ships.
- By extension, the game features The '50s, The '60s, The '70s, The '80s, The '90s, and Turn of the Millennium.
- 'Groundhog Day' Loop: After December 31, 2070, the date loops back to January 1, 2070, rather than proceeding to 2071. A Game-Breaking Bug if you have vehicles scheduled for maintenance in 2071.. Thankfully, this is one of the bugs TTDPatch and OpenTTD fixes.
- Guide Dang It!: After the large airport is introduced in 1955, almost every aircraft model introduced from then on will have a noticeably higher chance of crashing at small airports (which can't be built after 1959). Only a few models (3 in Original, 6 in Deluxe) introduced after 1955 can land safely on small airports, but the only way of knowing which ones is to either check on vehicle databases online or, in OpenTTD, set 'Small Airplanes' in the livery scheme to a different colour from the standard one.
- Karma Meter: Crash accidents make your company rating go down. This can be used cleverly to cause trouble for your opposition, however.
- Lawyer-Friendly Cameo / Captain Ersatz : The initial UK release of Original used real company names for the vehicles and several were explicitly modeled after real models. To avoid potential lawsuits, the names were changed to fictional ones starting from the US release of Original: examples include the T.G.V. becoming the 'T.I.M.', the Airbus brand becoming the 'Airtaxi' brand and, most notably, the Lockheed Tristar and the Concorde becoming the 'Guru Galaxy' and the 'YateHaugan' respectively. Those changes were carried over to the Deluxe version and remain in OpenTTD to this day.
- Several of these vehicles new names are Shout Outs to the QA testers' last names, including Bakewell, Luckett, Sampson, Kirby, Witcombe, Uhl, and Dinger.
- Deluxe includes the ability to rename the vehicles, allowing one to change the names back to the real ones if desired, and NewGRFs which do exactly that (and sometimes include new 'real' names for Deluxe-exclusive vehicles) exist.
- Made of Explodium: When two vehicles or convoys collide (except the train in a road/train collision), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.
- Level Ate / Toy Time: The 'Toyland' climate, where the trees are lollipops and you transport such cargoes as candyfloss, sugar, toffee and fizzy drinks (which are made by combining 'flat' cola and bubbles, and yes, you get to transport bubbles). All those cargoes are treated as natural resources, that is, they're 'extracted' from the land.
- No Fair Cheating: The cheat menu in OpenTTD has the following warning: 'You are about to betray your fellow competitors. Keep in mind that such a disgrace will be remembered for eternity.' In practice, using a cheat means that your company's performance rating will not be recorded in the 'Top companies who reached 2051' chart. The cheat menu is not accessible in multiplayer outside of modifying the source code or loading a single-player game with cheats enabled, both of which are heavily frowned upon.
- Obstructive Bureaucrat: City and town councils can become this, for better or for worse. Especially if they don't know your company well yet and you start massively altering their surroundings and tearing down older buildings — they'll simply ban you from constructing any of your company's structures on their territory, until you regain your reputation (which can often take years).
- Conversely, be on good enough terms with a Town Council, and the player can encourage a Council-sponsored reconstruction of the town's roads, blocking any AI-controlled road traffic for months.
- A common recommendation is to build the stations before building the tracks/roads, especially in forested areas. The local authority may block you from building stations, but they can't block you from building tracks or roads!
- Plot-Driven Breakdown: Every single time a small UFO flies above a bus, they both breakdown at the exact same time and UFO crashes exactly onto the bus.
- Public Domain Soundtrack: OpenTTD has got an entire Scott Joplin soundtrack among its Downloadable Content.
- Screw the Rules, I Have Money!:
- Players can buy exclusive transports rights for a particular town for a year; during that time, cargo and passengers in that town will only use that player's stations and will ignore stations of all other companies, who are not notified when exclusive rights are bought.
- In OpenTTD, players can outright bribe local authorities to improve their ratings. However, it is very expensive (about £750,000 before inflation is accounted for) and there's the risk of getting caught by a regional investigator, which will result in the company being blocked from interacting with the local authorities they tried to bribe for six months.
- Terrain Sculpting: Players can reshape the land to suit their needs. Early on, the players tend to avoid terraforming as much as possible to save money but once they're rich enough they'll often dig huge valleys in mountain ranges to build perfectly level tracks, especially in OpenTTD with its more convenient landscaping tools.
- Units Not to Scale: Ships are not much bigger than train cars. In reality, cargo ships carry hundreds of containers which are as big as train cars. Additionally, facilities such as train stations and railyards can be as big as or bigger than the cities they serve.
- Shout-Out / Easter Egg : Every now and then, an X-COM fighter jet or UFO will appear and fly around the map.
- Suicide Mission: As detailed below, this is a perfectly reasonable way of dealing with competitors.
- Video Game Caring Potential: Want to try and nurse mainline steam traction into the 21st century ? Now's your chance.
- Video Game Cruelty Potential:
- It's possible to cause the deaths of thousands of people in one go by judicious use of the 'Ignore signal' button.
- It takes a little time to set up, but if you have created cities directly at sea level, only protected by a dike, and then delete the dike, the city will be overrun by the water and destroyed. (There is a map in Transport Tycoon Deluxe called 'Damn!' where the entire map is at sea level and protected by a dike.)
- You can take revenge on the computer-favouredAI opponents' badly built railways by building a railway depot at the end of their stations, buying a cheap locomotive and sending it running into the opponent's station. His train eventually enters the station, your locomotive charges at his train kamikaze-style and..
- Video Game Time: A day passes every few seconds, so trains take weeks to travel from one town to another. Because of this, we have the oddity that passengers will pay through the nose for the privilege of travelling a couple of miles in 'only' ten days.
Alternative Title(s):Transport Tycoon Deluxe, Open TTD
Index
Original author(s) | Ludvig Strigeus (retired) |
---|---|
Developer(s) | OpenTTD Team |
Initial release | 0.1 / 14 March 2004; 15 years ago |
Stable release | |
Preview release | 1.9.0-beta2 (February 9, 2019; 6 months ago)[±] |
Repository | |
Platform | Microsoft Windows, macOS, Android, Solaris, FreeBSD, Linux |
Type | Single-player, multiplayerBusiness simulation game |
License | GPLv2[1] |
Website | www.openttd.org |
OpenTTD is a business simulation game in which players try to earn money via transporting passengers and freight by road, rail, water and air. It is an open-source[2]remake and expansion of the 1994 Chris Sawyer video game Transport Tycoon Deluxe.
OpenTTD duplicates most features of Transport Tycoon Deluxe and has many additions, including a range of map sizes, support for many languages, custom (user-made) artificial intelligence (AI), downloadable customisations, ports for several widely used operating systems, and a more user-friendly interface.[3][4]OpenTTD also supports local area network (LAN) and Internet multiplayer, co-operative and competitive, for up to 255 players.
OpenTTD is free and open-source software licensed under the GNU General Public License version 2.0[5] and is under ongoing development. According to a study of the 61,154 open-source projects on SourceForge in the period between 1999 and 2005, OpenTTD ranked 8th most active open-source project to receive patches and contributions.[6] In 2003 or 2004[when?], development moved to their own server.[7]Since 2018, the project uses GitHub for its source repository and bug tracker.[7]
- 1History
- 2Gameplay
History[edit]
The development of OpenTTD was driven by the desire to extend the abilities of Transport Tycoon Deluxe to support user-made additions to the graphics and gameplay. Also, users wanted to play the game on more modern operating systems and alternative computer architectures which Transport Tycoon Deluxe did not support, being released in 1994 for DOS and programmed in assembly language.
Prior modifications to Transport Tycoon Deluxe[edit]
There was a prior attempt to modify Transport Tycoon Deluxe to run on more modern operating systems. OpenTTD was preceded by a commercial conversion of Transport Tycoon Deluxe to run on Windows 95. It was created in 1996 by the FISH technology group, but Nola released in 1999 as part of a compilation of older Tycoon games. This release was still greatly restricted in operating systems and computer architectures it could run on. Similarly, there was an earlier success aiming to open Transport Tycoon Deluxe to modification by users. TTDPatch, initially created by Josef Drexler in 1996–97 and still being developed in 2010, changes the behaviour of Transport Tycoon Deluxe as it is running, to introduce many new features to the game, such as new graphics, vehicles, industries, etc. TTDPatch is restricted by the same operating system and computer architecture limits as Transport Tycoon Deluxe and has limited control over what features of the game can be altered.
Initial development of OpenTTD[edit]
In 2003, Ludvig Strigeus announced that he intended to reverse engineerTransport Tycoon Deluxe and convert the game to C. In 2004, this re-engineered Transport Tycoon Deluxe was released and named OpenTTD.[8][9] This release was popular. As of 2019, OpenTTD is still under active development.
The early development of OpenTTD focused on restructuring the code to improve readability and extensibility. This allowed restoring features like sound and music, improving the user interface and introducing new languages for the GUI. Many new gameplay features and possibilities for user modification were also added around this time, aiming to replicate the abilities of TTDPatch. A major improvement was reprogramming multiplayer (network games) to use the internet protocol, allowing multiplayer gaming online and over modern LANs.
By the late 2000s, OpenTTD was a stable and popular game and development moved toward more substantial changes. 2007 saw the development of support for custom, user-made AIs, which can provide players with more of a challenge than the original AI.[10][11][12] Other more major changes included introducing support for IPv6,[13][14] an integrated download system for user-made customisations, and support for alternative base graphics, sound and music sets in 2009. Since 2007, OpenTTD is gradually being rewritten in C++.[15]
Version 1.0.0[edit]
Up until 2010, OpenTTD relied on the graphics, sound and music files from Transport Tycoon Deluxe. While OpenTTD was free software, it needed copyrighted components of a commercial game to work. Starting at the end of 2007, a large community effort worked to generate replacements for the 7000 2Dsprites which make up the graphics of the game. Similar community efforts to create free sound effects and music soon followed. When the graphics and sound effect replacement projects (OpenGFX and OpenSFX, respectively) reached completion at the end of 2009, it was possible, for the first time, to play OpenTTD completely independently of Transport Tycoon Deluxe.[16][17][18]A music replacement set OpenMSX is also available.[19] This was celebrated in early 2010 with the release of OpenTTD 1.0.0, named to reflect its new status as a fully stand-alone game.
Version 1.1.0[edit]
Released on April 1, 2011, OpenTTD 1.1.0 saw the re-introduction of Mac OS platform support. The 1.1.x series also saw extensions of the NewGRF and NewObject specifications, improvement of GUI loading times and pathfinding, and the introduction of a new command-line administrative interface that can be accessed over a network for remote servers. [20]
Version 1.2.0[edit]
Released on April 15, 2012, OpenTTD 1.2.0 formally integrated graphics support for 32 bpp, and 2x and 4x zoom levels. These two features allow graphics developers to include graphics that feature higher resolutions and more details. For the first time the game can randomly create rivers automatically on map generation. The introduction of the Game Script feature allows developers to create scripted scenarios, new interactive goals, and achievements within games. Two new features alter the way the game can be played. Infrastructure Maintenance adds a new ongoing costs to owning infrastructure such as roads, rails, and signals. Airport Range implements a limit on how far aircraft can travel before needing to land at another airport facility. In-game documentation for NewGRFs was introduced, allowing developers to provide more information about NewGRF add-ons, including Internet links to external Web sites or other documentation. [21]
Version 1.3.0[edit]

Released on April 1, 2013, OpenTTD 1.3.0 focused on improving the user interface, including GUI and textboxes. Formerly undocumented features which were unsupported were removed in later releases of the 1.3.x series, and support for new currencies and translations was introduced. [22]
Version 1.4.0[edit]
Released on April 1, 2014, OpenTTD 1.4.0 saw a significant change in how the game can be played with the formal inclusion of the Cargo Distribution (CargoDist) patch. In the original Transport Tycoon Deluxe and prior versions of OpenTTD, passengers, mail and other cargo were not assigned a destination, and hence could be sent to any destination desired by players (effectively being unloaded at the next station accepting them). With the introduction of CargoDist, cargo are assigned a destination by the game when created, and will transfer as necessary to arrive at their destination. The game also regularly checks for new destinations that players have constructed, allowing cargo to be assigned to new destinations if available. Further improvements to the NoGo and NewObject specifications were included. Users can now create map sizes of up to 4096x4096. Players are now also able to load more NewGRF and NewObject sets, with an increase of up to 255 NewGRF or NewObject sets, and 64,000 different objects with nearly 16 million instances of objects. Later improvements of the 1.4.x series include optimization for building on more obscure operating systems.[23]
Version 1.5.0[edit]
Released on April 1, 2015, OpenTTD 1.5.0 focused on improving the user interface and introduced more height levels. New features for NewGRF and NoGoal were also implemented.[24]
Version 1.6.0[edit]
Released on April 1, 2016, OpenTTD 1.6.0 focused mainly on aesthetics by introducing a new, redesigned land generator which gave coastlines and hills a more curved, realistic terrain.[25]
Version 1.7.0[edit]
Released on April 1, 2017, OpenTTD 1.7.0 includes NewGRF API extensions, and many bug fixes, including the extension of the DCxx range to D800-DFFF, etc.[26]
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Version 1.8[edit]
Released April 1, 2018.
Version 1.9[edit]
Released April 1, 2019.
Gameplay[edit]
OpenTTD gameplay is very similar to Transport Tycoon Deluxe, on which it is based, although there are many improvements in both options within the game and ease of use.[4][27] A player's aim is to build a transportation network using trucks, buses, trains, airplanes and boats to link together industries and towns on the map and transport the cargo they produce. Every time a vehicle makes a delivery of some cargo, players receive an income, allowing them to build more infrastructure (rails, stations, etc.), build more vehicles, modify the terrain, and interact with towns, via their local authorities. The default game runs from 1950 to 2050, during which a player aims to get as high a performance rating (based on number of vehicles, income, amount of cargo delivered, etc.) as possible.
The world map is dotted with both industries and towns. Cargo for transportation is supplied by both industries (e.g. the coal mine which produces coal) and towns (which produce passengers and mail) and accepted by other industries and/or towns according to their needs (e.g., the power station accepts coal). Placing a station near a source and a receiver of a certain cargo allows transportation between the two. The amount of cargo supplied by a town or industry depends on the quality of transport players provide to move its goods. Payment for delivering cargo depends on the quantity of cargo delivered, how fast it was delivered and how perishable it is. Some cargoes (e.g., passengers) must be delivered faster than others (e.g., coal) to earn a good income.
During the course of the game, players must build and expand their transport infrastructure. The only infrastructure present on the map at the start of the game are roads within towns. All other infrastructure—ports, stations, airports, rail, and depots—must be built by players. The tools for building a rail network are particularly powerful, and players have access to many different signal types to build a complex and interconnected rail network.
During the course of the game, technology improvements give players access to newer, faster and more powerful vehicles. For rail transport, new track technology also becomes available over time, first electrified rail, then monorail and maglev track. In general, newer vehicles cost more money to buy and run, and players must have earned enough money in earlier stages of the game to be able to afford to upgrade their vehicles. The full course of the default game, from 1950 to 2050, takes around 24 hours.[28] Players can optionally start at earlier dates and play on past 2050, although no new technology becomes available.
OpenTTD can be played by one player, against a computer controlled AI, or by many players against each other, over a LAN or the Internet.
Multiplayer[edit]
OpenTTD supports multiplayer games for up to 255 players between 15 different transport companies, and can be played both over a LAN or over the Internet. Each transport company is in competition with each other transport company, and each transport company can be controlled by more than one player at any time. This allows both co-operative and competitive multiplayer games. Competitive team games (e.g. two transport companies, both controlled by three players) are also possible.
Mods and online content[edit]
Game Speed Eden Prairie
OpenTTD supports extensive modification for both single player and multiplayer games. Modifications come in the form of a 'NewGRF' (New Graphics Resource File). NewGRFs package both new graphics (2D sprites) and the computer code which describes how the new graphics should be used. Many aspects of the game can be altered by NewGRFs; a NewGRF can introduce a complete new set of vehicles, new industries and the cargoes they produce, new town buildings, new rail graphics and behaviour, etc. NewGRFs, along with heightmaps, scenarios and custom AIs, can be downloaded and installed using the 'BaNaNaS' in-game online content system.[29]
Platforms[edit]
Due to its use of Simple DirectMedia Layercross-platform graphics and sound layers, OpenTTD can be compiled and run on many different operating systems. The officially supported operating systems are the 32/64-bit variants of:[30][31] BSDs (FreeBSD, NetBSD, OpenBSD), Linux, Microsoft Windows (95/98/ME/2000/XP/Vista/7/8, and later), Solaris, and macOS.
Unofficially supported devices include: Android phones, the Nintendo DS, Wii, and PlayStation Portable.[31][32]The game could even be played on virtual desktops, like Spoon.net.[33]
Reception[edit]
OpenTTD has been praised for the number of improvements it has made to the original Transport Tycoon Deluxe, such as the AI, graphics, sounds, and ability to play multiplayer.[34]OpenTTD received the most votes for Game of the Year for the 2004 Amiga Games Award.[35]Lewis Denby from PC Gamer ranked OpenTTD 20th in its May 2011 list of best free PC games.[36]Hungarian Unix Portal users chose OpenTTD as favourite (free) game in 2005, 2007, 2009, and 2010.[37][38][39][40] In 2014 OpenTTD was named by PCGamer among the 'Ten top fan remade classics you can play for free right now'.[41]In 2015 and 2016, Rock, Paper, Shotgun ranked OpenTTD 8th on its The 50 Best Free Games on PC list.[42][43]
Openttd Game Speed Multiplayer Free
See also[edit]
References[edit]
- ^copying on github.com
- ^'About OpenTTD'. Official OpenTTD website. Retrieved December 11, 2009.
- ^'OpenTTD 0.7.4'. Heise Software Verzeichnis. Archived from the original on December 28, 2009. Retrieved December 11, 2009.
- ^ abDmitri Popov (June 2006). 'OpenTTD – Open source hauls the classic Transport Tycoon Delux game into the future'(PDF). TUX Magazine: 44–46.
- ^'OpenTTD'. www.openttd.org. Retrieved October 13, 2018.
- ^Belenzon, Sharon & Schankerman, Mark A. (October 2008). 'Motivation and Sorting in Open Source Software Innovation'(PDF). EDS Innovation Research Programme, London School of Economics and Political Science. Archived(PDF) from the original on July 18, 2011.
Position 8th, Name OpenTTD, Topic Simulation, License GNU GPL, License Type Highly Restrictive, Age 2, # Developers 11, # Patches received 874, # Patches Contributed 182
- ^ abTrueBrain (April 14, 2018). 'OpenTTD source migration and other changes'. Transport Tycoon Forums. Retrieved August 10, 2018.
- ^'OpenTTD 0.1.1'. SourceForge page about OpenTTD. Archived from the original on July 2, 2010. Retrieved December 11, 2009.
- ^'TTDPatch origin'. Transport Tycoon Forums. Archived from the original on September 27, 2011. Retrieved December 11, 2009.
- ^Luis Henrique Oliveira Rios; Luiz Chaimowicz (October 2009). 'trAIns: An Artificial Intelligence for OpenTTD'(PDF). VIII Brazilian Symposium on Games and Digital Entertainment. Special Commission of Games and Digital Entertainment of the Computing Brazilian Society. Archived(PDF) from the original on July 28, 2011. Retrieved December 11, 2009.
- ^'NoAI Merge'. Official OpenTTD News. Retrieved January 18, 2008.
- ^Carsten Schnober (June 2009). 'Projects on the move'(PDF). Linux Pro Magazine. Linux New Media USA, LLC. Archived from the original(PDF) on February 24, 2012. Retrieved December 11, 2009.
- ^'IPv6 support news article'. Official OpenTTD news. Retrieved March 7, 2010.
- ^'Changelog for version 1.0'. Changelog in the svn branch 1.0. Archived from the original on March 8, 2010. Retrieved March 7, 2010.
- ^'Merge the cpp (C++) branch'. Revision log of OpenTTD's version control system. Retrieved December 11, 2009.[dead link]
- ^'OpenGFX 0.2.0'. Official OpenGFX news. Archived from the original on December 18, 2009. Retrieved December 11, 2009.
- ^'OpenSFX 0.2.0'. Official OpenSFX news. Archived from the original on March 2, 2010. Retrieved December 11, 2009.
- ^'Graphics and sound replacement complete'. Official OpenTTD news. Retrieved December 11, 2009.
- ^'Music Replacement Project forum thread'. OpenMSX. Archived from the original on January 15, 2010. Retrieved December 27, 2009.
- ^'OpenTTD 1.1.0'. OpenTTD Wiki. Archived from the original on July 20, 2011. Retrieved April 1, 2011.
- ^'OpenTTD 1.2.0'. OpenTTD Wiki. Archived from the original on July 17, 2012. Retrieved April 15, 2012.
- ^'OpenTTD 1.3.0'. OpenTTD Wiki. Archived from the original on April 15, 2013. Retrieved April 1, 2013.
- ^'OpenTTD 1.4.0'. OpenTTD Wiki. Archived from the original on March 24, 2014. Retrieved April 1, 2014.
- ^'OpenTTD 1.5.0'. OpenTTD Wiki. Archived from the original on January 10, 2015. Retrieved April 21, 2015.
- ^'OpenTTD 1.6.0'. OpenTTD Wiki. Retrieved April 5, 2017.
- ^'OpenTTD 1.7.0'. OpenTTD Wiki. Retrieved April 5, 2017.
- ^McCullagh, Jonny (January 2008). 'Install Open Transport Tycoon Deluxe (OpenTTD)'(PDF). Ubuntu Full Circle Magazine: 20–21. Archived(PDF) from the original on July 8, 2011.
- ^'Game speed is too fast'. Transport Tycoon Forums. Archived from the original on September 27, 2011. Retrieved December 11, 2009.Note: 2.22 seconds a game day -> 2.22 * 365 (days in year) * 100 (years) / 3,600 (seconds in hour) results in about 22.5 hours
- ^'OpenTTD – BaNaNaS'. OpenTTD Team. 2011. Retrieved December 2, 2011.
- ^'About OpenTTD'. Official OpenTTD website. Retrieved April 1, 2010.
- ^ ab'Operating System'. Retrieved March 23, 2011.
- ^'Portable device version'. Retrieved March 23, 2011.
- ^'OpenTTD on Spoon'. Archived from the original on August 30, 2011. Retrieved February 12, 2012.
- ^Blake, Michael. 'PC Gaming: Doomed? or zDoomed?'. IGN. Archived from the original on June 27, 2011. Retrieved August 10, 2011.
- ^'Amiga Games Award 2004'. Amiga Games Hit Parade. Archived from the original on December 5, 2014. Retrieved November 25, 2014.
- ^Denby, Lewis. '20 free PC games you must play'. PC Gamer. Retrieved February 28, 2012.
- ^'HUP Olvasók Választása Díj 2005 – eredményhirdetés'. Hungarian Unix Portal (HUP) (in Hungarian). Retrieved December 11, 2009.
- ^'HUP Olvasók Választása Díj 2007 – eredményhirdetés'. Hungarian Unix Portal (HUP) (in Hungarian). Archived from the original on January 31, 2010. Retrieved December 11, 2009.
- ^'HUP Olvasók Választása Díj 2009 – eredményhirdetés'. Hungarian Unix Portal (HUP) (in Hungarian). Archived from the original on January 15, 2010. Retrieved January 14, 2010.
- ^'HUP Olvasók Választása Díj 2010 – eredményhirdetés'. Hungarian Unix Portal (HUP) (in Hungarian). Archived from the original on January 13, 2011. Retrieved May 3, 2011.
- ^Craig Pearson (January 1, 2014). 'Ten top fan-remade classics you can play for free right now'. PC Gamer. Archived from the original on May 10, 2016.
- ^'The 50 Best Free Games on PC'. Rock, Paper, Shotgun. October 16, 2015. Archived from the original on October 9, 2016. Retrieved October 9, 2016.
- ^RPS (October 31, 2016). 'The 50 Best Free Games on PC'. Rock, Paper, Shotgun. Archived from the original on March 12, 2017. Retrieved March 10, 2017.
External links[edit]
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