OpenTTD 0.6.0-beta1

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

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glx
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Re: OpenTTD 0.6.0-beta1

Post by glx »

IZooRz wrote:Hi,

unfortunately I have got problems. I cannot start the game. It says "Invalid version of language packs".

As no one of you has this problem I maybe did sth. wrong. Does someone know how to fix the problem?

Thanks from Germany

Ingo
How did you install it?
Unyo
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Re: OpenTTD 0.6.0-beta1

Post by Unyo »

Hello to all.
I've decided for myself the problem of model aging. Made a mod that
a) sets for all train, monorail and maglev engines model age to 200 years and makes it all available in all climates;
b) the same for all planes and helicopters;
c) the same for all buses.
There is something strange with .grf format description. And no data how to make electrified rails available in subtropics. :-(
If anyone else need this mod, I'll try to make it available.
With best regards.

P. S. Sorry for lame English
peter4209
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Re: OpenTTD 0.6.0-beta1

Post by peter4209 »

Great job! You have done great work. All the new options are fantastic! :D

One question though, when I start the game I get the error "TGRT.GRF is corrupt or missing". But the file is there, it's the same file I used for all the other (older) versions, never had an error. After the error the game seems to work normally though, anyone an idea how to fix this?
My sport is Transport!
IZooRz
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Re: OpenTTD 0.6.0-beta1

Post by IZooRz »

[/quote]

How did you install it?[/quote]


Hi Peter,

I used the exe-Version with the installer and I executed the file although i had the older version (0.5.3) installed.

Thanks for all your effort

Ingo
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Re: OpenTTD 0.6.0-beta1

Post by LordAzamath »

No you can't...Try playing toyland without trgtr.grf :D No can do :)
and it is "trgt(r).grf not tgrt.grf"
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
peter4209
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Re: OpenTTD 0.6.0-beta1

Post by peter4209 »

lordazamath wrote:No you can't...Try playing toyland without trgtr.grf :D No can do :)
and it is "trgt(r).grf not tgrt.grf"
The error-message is:

Your 'TRGT.GRF' file is corrupted or missing! You can find 'TRGT.GRF' on your Transport Tycoon Deluxe CD-ROM.

The file has always worked. I can also play toyland, no errors, what so ever.
I installed the game using the .zip

Anyone an idea?
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Tom0004
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Re: OpenTTD 0.6.0-beta1

Post by Tom0004 »

just replace the file, with another copy.

its the same issue you some times get with the sample.cat file.

i've had a smiler issue with the TRGHR.GRF file.

in both cases replacing thefile with a copy with solve the issue
fabca2
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Re: OpenTTD 0.6.0-beta1

Post by fabca2 »

dihedral wrote:
Digitalfox wrote:
dihedral wrote:dev's dont ow you sh**
Take it easy mate :wink: No need to get angry, fabca2 didn't talk bad in my opinion against any dev :wink:
most of the posts here just sound like people are not happy with what is being done, the time 'the devs' invest and even dedicate.........
I was not unpolite, I also wrote that I understand that they is maybe a (good) reason for a not-yet inclusion.
I you feel I was "not happy", I'm sorry maybe my words was not well chosen, I'm not native US/UK speaker.
Whatever, the words you took was not really fair... :roll:

Of course, I thank devs for all the job they made, like I did thank truelight in his retirement post.
My post was just answering to somebody that gave "advice" to create a generic tram set, the purpose of my post was to say that already somebody did that.
and If a day a dev will explain if he take or not this tramset, it would be just fine, if not we will wait. No offence in my post.

Regards...
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Re: OpenTTD 0.6.0-beta1

Post by RMJ »

Just looked quickly thru this thread, first of thanks for the new version its very cool :)

Im having a problem, when using "find servers" that goes find, but if i want to refresh, and click the button again, nothing happens, i have to close and open Openttd to get a updated server list ?.
might be a bug in this version :P

//RMJ
Feel free to join my server on 90.185.50.242. its coop, meaning 1 company to dominate the whole map :) its more random and not as pro as the Openttd Coop guys.
Rubidium
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Re: OpenTTD 0.6.0-beta1

Post by Rubidium »

RMJ wrote:Im having a problem, when using "find servers" that goes find, but if i want to refresh, and click the button again, nothing happens, i have to close and open Openttd to get a updated server list ?. might be a bug in this version :P
More clear, it looks like nothing happened, but new servers are added, old ones are removed and the information of all the servers is updated. It's only a little less visible than completely clearing the list and building it from scratch.
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Re: OpenTTD 0.6.0-beta1

Post by Iguanna »

Hi, Thanks for all the work you guys have done, the new features of V6 are very refreshing - enough so I've started playing again.

I noticed a small glitch with the way auto signal handles tunnels which is it does not place a signal at each end, but rather continues the existing pattern resulting in a gap larger than the set signal spacing (see attached pics). Auto signal is probably my favorite new feature and this small improvement would make concentrating on tedious signaling a thing of the past.

The only other aspect of signaling which auto signal could be improved further to handle which may be beyond it's scope, is making the gap between signals closer on the straight sections just before a long diagonal section. With 14 car trains, when one is following close behind another it will be slowed down noticeably as the end of the leading train lags behind as it grows longer as an effect of traveling on the diagonal track, so you have to put extra signals on the straight bits before the diagonal. I guess ideally the trains wouldn't grow like that, but I had the impression that wasn't going to happen for a long time - is that right? I guess ideally, you would be able to send auto signal down a piece of track and know that the trains could run as close as the set spacing allows without interruption. I'm not sure if the diagonal spacing allows for that either as they appear rather distant - might have to test it I guess.

P.S - Not sure if this is where you want glitches etc. posted.
Attachments
Gap created by auto signal.
Gap created by auto signal.
Autosignal.PNG (68.12 KiB) Viewed 5333 times
How it should be with signals at ends of tunnel.
How it should be with signals at ends of tunnel.
Corrected.PNG (51.2 KiB) Viewed 5339 times
LordAzamath
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Re: OpenTTD 0.6.0-beta1

Post by LordAzamath »

This ain't glitch. It's meant to be so. If you set your signal lenght to 2 then you get it 2, not three, because one signal could not be placed. If a signal can't be placed, it just skips it and continues
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
brdias
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Re: OpenTTD 0.6.0-beta1

Post by brdias »

I do not know whether it is a bug, but how can a city that has 295 residents have a point of buses with 357 passengers?
T-Unit
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Re: OpenTTD 0.6.0-beta1

Post by T-Unit »

It's a "feature" of TTD. Maybe its people who have visited the city and want to get the bus home. Another thing to think about is: how do they fit in there then?
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Re: OpenTTD 0.6.0-beta1

Post by brdias »

Well, then they came walking! Then it would be very interesting feature of the passengers themselves define their destinations type, the system to show where the passengers want to go and not put us simply random links ... What think?
T-Unit
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Re: OpenTTD 0.6.0-beta1

Post by T-Unit »

If you look here there is a patch that gives passengers destinations. It has been updated just recently.
brdias
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Re: OpenTTD 0.6.0-beta1

Post by brdias »

She had already seen that patch but I do not know how to apply it in the game. :( :oops:
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Re: OpenTTD 0.6.0-beta1

Post by maartena »

dihedral wrote:dev's dont ow you sh**
No they don't. But in this case...

1) trams are made possible in 0.6.0.
2) a generic tram set was made and offered for inclusion.

I would just been nice to know what the reason is/was not to include it in OpenTTD. As it stands right now, trams will be useless in multiplayer, as most servers will probably choose not to include any newgrfs.
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
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belugas
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Re: OpenTTD 0.6.0-beta1

Post by belugas »

Just a question : why should that specific grf be included in the distribution? What can possibly stop anyone from downloading the grf themselves and add it to their own games?

I personally am not aware of each and every initiative that everyone can come up with.
Furthermore, I do not recall having anyone sending me a PM requesting the inclusion of that given grf.
I can't talk for the other devs, tough.
But there has never been a discussion regarding that, for as long as i remember.

In the mean time, enjoy the beta.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
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Music from the Bloody Time Zones
NCarlson
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Re: OpenTTD 0.6.0-beta1

Post by NCarlson »

Well, the reason is just so that there is a default tram set in place, letting us use trams in multi (I have yet to see a single public server that has implemented a tram set, actually, anyone who knows of one PM me). The particular set in question is coming up simply because it's author designed it as essentially an extension of the default set, including earlier vehicles, articulated and trams.
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