if you think your suggestion amounts to a front door in the context of this game, then you probably need to rethink your perspective.
OpenTTD 12.1 released!
Moderator: OpenTTD Developers
Re: OpenTTD 12.0-beta2 released!
Re: OpenTTD 12.0-beta2 released!
Funny enough
Thing I was asking for is already in game for newgrf So why it can't be over there? By the way I've had a good dive into the boards. I'm not the first asking for this feature and quite a shame almost same people been opposing it for years.
And no worries - I did rethink my perspective - I will brick front door into my house
Thing I was asking for is already in game for newgrf So why it can't be over there? By the way I've had a good dive into the boards. I'm not the first asking for this feature and quite a shame almost same people been opposing it for years.
And no worries - I did rethink my perspective - I will brick front door into my house
Re: OpenTTD 12.0-beta2 released!
We still cannot decide to include some default AI in the game installer. That is, playing with CPU is not possible until you read the wiki and install AI yourself, which is much less obvious than the dev team thinks. Adding easy to use difficulty setting is asking too much from the dev team.
Re: OpenTTD 12.0-beta2 released!
Because nobody currently "on the team" wants to maintain an AI in addition to the game itself. And if there was someone right now who wanted to, what would happen if that person left, or disappeared, and the AI suddenly was without maintainer. Stop shipping it as a feature, or keep shipping something that will be deteriorating and nobody can support?pelya wrote: ↑25 Aug 2021 21:02 We still cannot decide to include some default AI in the game installer. That is, playing with CPU is not possible until you read the wiki and install AI yourself, which is much less obvious than the dev team thinks. Adding easy to use difficulty setting is asking too much from the dev team.
As for "difficulty settings", it was already explained: It's not even clear what determines "difficulty" in the game. There can even be cases where a setting that is more difficult for one person is actually perceived as easier for another person. (Example, in the original TTD, the "trains reverse at stations" or "trains reverse at end of line only" was a difficulty setting, with the latter being considered "harder", but it turns out it's actually required to make certain Ro-Ro station builds work at all. So is it actually more difficult then?)
Is Cargo Distribution a difficulty setting? Are train wagon speed limits a difficulty setting? Is plane speed factor a difficulty setting? Is automatic reversing at signals a difficulty setting? Are the disasters a difficulty setting or just a leftover unfun game mechanic from a different era? Are random plane crashes a difficulty setting or a relic? Is default town road layout a difficulty setting? Is "smooth economy" a difficulty setting, and does it make things easier or harder?
Ask ten people and you get ten different answers to these.
Re: OpenTTD 12.0-beta2 released!
What are those builds? I'm just curious. I have always thought that the defining feature of a Ro-Ro station is that trains don't have to reverse.
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Re: OpenTTD 12.0-beta2 released!
Well, of the settings available in the game, in my opinion there are actually only a few that can be objectively considered as game difficulty settings.
- maximum amount of the loan
- infrastructure maintenance (on/off)
- crisis (on/off)
- vehicle breakdowns
- planes speed*
- number of plane crashes*
- possibility of founding raw industries
All the others are already preferences and playstyle settings. For me, even planes speed and crashes are more of a preference setting, and as difficulty settings will mainly work in game without add-ons.
However, I think that being able to save and select a preset like this would be something quite useful. The availability of ready-made settings wouldn't be bad either. Not necessarily only easy/medium/hard. I think more contemporary settings like "Classic TT" or "Cargodist" could also be interesting. It could also be made so that the selection of a game preset could be linked to a NewGRF preset - if the presets has the same name, the other preset would be turned on automatically.
Btw. For these easy/hard settings to make more sense, it would be useful to add multipliers from the Base Cost Mod to the game - that's what Spring2013 had.
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Re: OpenTTD 12.0-beta2 released!
On the other hand, there is a gazillion of settings that impact game difficulty, like pretty much everything relating to cargodist, cargo generation factors, arguably even the pathfinder settings... and therefor, separating the "objective" difficulty settings you stated from all the other settings doesn't make the user experience less confusing but arguably does the exact opposite.LaChupacabra wrote: ↑26 Aug 2021 06:55 Well, of the settings available in the game, in my opinion there are actually only a few that can be objectively considered as game difficulty settings.
Re: OpenTTD 12.0-beta2 released!
this is exactly what i was talking about when i said the feature is difficult to design properly. as soon as you start a discussion, you get 10 people that think they talk about the same thing, but mean something completely different.
like saying "almost no setting is a difficulty setting" and also saying "almost all settings affect difficulty".
or "there are too many settings, it's confusing people" vs. "it would be less confusing if there were more settings"
and the worst thing about this is, all of those statements can be true at the same time.
like saying "almost no setting is a difficulty setting" and also saying "almost all settings affect difficulty".
or "there are too many settings, it's confusing people" vs. "it would be less confusing if there were more settings"
and the worst thing about this is, all of those statements can be true at the same time.
Re: OpenTTD 12.0-beta2 released!
Yes - UX design is hard.
Re: OpenTTD 12.0-beta2 released!
This new players menu is inconvenient when somebody is willing to go into spectate mode.
Please bring back spectate button available directly in "online players" pulldown menu, to many mouse movement/pointer targeting is involved now.
And going spectate is crucial for servers which stop game without active players (it is always better to go afk rather than log out and in and load map).
Edit: also small but annoying quirk: when object construction window is opened, it is focused on filter string, therefore it is not possible to quickly close this window using DEL key.
Please bring back spectate button available directly in "online players" pulldown menu, to many mouse movement/pointer targeting is involved now.
And going spectate is crucial for servers which stop game without active players (it is always better to go afk rather than log out and in and load map).
Edit: also small but annoying quirk: when object construction window is opened, it is focused on filter string, therefore it is not possible to quickly close this window using DEL key.
Re: OpenTTD 12.0-beta2 released!
Just my 2c- I am relatively new to openttd (been playing for a couple of months) and I didn’t find the menus confusing at all. I think you’ve done pretty well to explain things, and anything I didn’t understand I would search and learn on my own. I find part of the fun of the game is learning something new every time I hit play. My thanks to those who put the time and effort into this game.
Re: OpenTTD 12.0-beta2 released!
This could well be just me, but I set my Steam OpenTTD to run on Betas and RCs and it won't launch anymore. Even reverting to the standard versions keeps the issue. A blank screen loads but no error messages are displayed. I did try reinstalling it, and obviously rebooting. It seems to run fine when downloaded the "regular" way.
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Re: OpenTTD 12.0-beta2 released!
the settings get saved with every savegame. so you don't have to touch anything if you load an existing savegame, only when you want to start a new map.
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Re: OpenTTD 12.0-RC1 released!
Update: 12.0-RC1 out now!
https://www.openttd.org/news/2021/09/25 ... 0-rc1.html
https://www.openttd.org/news/2021/09/25 ... 0-rc1.html
The only thing necessary for the triumph of evil is for good men to do nothing.
Re: OpenTTD 12.0 released!
Update: 12.0 out now!
https://www.openttd.org/news/2021/10/17 ... -12-0.html
https://www.openttd.org/news/2021/10/17 ... -12-0.html
The only thing necessary for the triumph of evil is for good men to do nothing.
OpenTTD 12.1 released!
And 12.1 is now released!
https://www.openttd.org/news/2021/11/08/openttd-12-1
https://www.openttd.org/news/2021/11/08/openttd-12-1
We thought it time for a bugfix release.
We’ve addressed some of the more prominent criticisms of the 12.0 release along with a few others. Notably the scrolling titlescreen will no longer scroll when you’re interacting with the game (and fixed the occasional crash) and we’ve added a nice button to reenable the advanced signals that we’re pretty sure you don’t need to be using anyway.
Feature: Button to toggle showing advanced signal types (#9617)
Change: Don't show screenshot GUI in screenshots (#9674)
Change: Suppress panning in intro game, while user is interacting with the GUI (#9645)
Change: Draw rotor in cursor when dragging helicopters in depots (#9612)
Fix: Invalid memory access when loading a currency NewGRF (#9675)
Fix #9579: Object and HQ construction is Construction cost, not Property Maintenance (#9673)
Fix #9669: Ships exiting a blocked depot/lock could exit in the wrong direction (#9672)
Fix: Every 16th client never reconnects after server restart (#9666)
Fix #9643: Screenshots were always written as BMP files (#9644)
Fix #9630: Intro game could zoom in/out more than allowed by settings (#9633)
Fix #9626: Incorrect loading of script saved data (#9629)
Fix: Emergency crash save had the wrong NewGRF list saved in it (#9627)
Fix #9595: Always use plural forms of cargo for subsidy strings (#9619)
Fix #9614: Refresh rate dropdown was still active when vsync was enabled (#9618)
Fix: Don't use 'server address' string in server list when displaying an invite code (#9615)
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Re: OpenTTD 12.1 released!
Hi guys,
awesome release, but could someone please check your build pipeline over at gog.com?
You can see here: https://www.gogdb.org/product/1293297882#builds
that Windows and MacOS builds for version 12.1 have been transfered with date 2021-11-09.
But when you look at the downloads over here: https://www.gogdb.org/product/1293297882#downloads
(or just at gog.com itself) there 's just version 1.11.2 available. (Windows, MacOs and Linux)
Where is it stuck? Same thing happened before for version 12.0.
Thank you!
awesome release, but could someone please check your build pipeline over at gog.com?
You can see here: https://www.gogdb.org/product/1293297882#builds
that Windows and MacOS builds for version 12.1 have been transfered with date 2021-11-09.
But when you look at the downloads over here: https://www.gogdb.org/product/1293297882#downloads
(or just at gog.com itself) there 's just version 1.11.2 available. (Windows, MacOs and Linux)
Where is it stuck? Same thing happened before for version 12.0.
Thank you!
Re: OpenTTD 12.1 released!
This appears to be an issue with GOG itself and out of OpenTTD developers' hands. Somebody has reached out to them to see what's happening, though.
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
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Re: OpenTTD 12.1 released!
The issue has been fixed yesterday, download of version 12.1 for all platforms is now possible.
Thank you for reaching out to gog.com for getting their stuff together!
Thank you for reaching out to gog.com for getting their stuff together!
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