Title game for OpenTTD's 1.0 series
Moderator: OpenTTD Developers
Re: Title game for OpenTTD's 1.0 series
What about this one? I guess it'll have the same AI problem as before...
- Attachments
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- TitleScreenZephyrisB1.sav
- (53.58 KiB) Downloaded 97 times
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- Praningwell Transport, 27th Mar 2034 640.png (134.27 KiB) Viewed 3456 times
Re: Title game for OpenTTD's 1.0 series
Ok, this is my contribution. Please give opinions (but please don't just look at the screenshots and say "hey! there isnt any ____". Vehicles come in an out of view and I can't capture them all.)
Features:
[Visible at 800x600]
- All forms of transport used from all eras and can all be seen at 800x600.
- Varied colours for every type of vehicle. (Yellow helis, Red Buses, Green Steam Trains etc.)
- All the Steam and Diesel trains and the Oil Tankers are part of a fully working industry. (not all the passenger ones though)
- Canal System that is used by ferries and cargo ships.
- Use of path signals to direct trains to available tunnels.
- Trucks delivering gold to the local bank (covered by title at 800x600)
- Buses weaving through the town (and cities at higher resolutions), demonstrating the use of both types of stations and one-way roads.
- Trucks picking up transferred goods from the station and delivering them to a nearby city (visible at higher res)
- Farmland
- Passing Monorail and Maglev lines (can be seen better at higher resolutions). Both lines have a large variety of trains of different types, sizes and speeds. A use of waiting bays and signals offscreen prevents any cluttering oncreeen.
- A heli-station
- Helicopters and air-planes flying overhead.
[Visible at larger resolutions]
- Tunnel Network.
- Use of Pre-Signals to help with the merging of two monorail lines just before a station.
- A bay separating two cities, with a lighthouse in the middle on an island.
- Use of buoys.
- A commuter airport located at the upper city.
- The monorail line travels through the lower city with a station in the middle.
Issues:
- Too much noise from diesels?
- Too cluttered at larger resolutions?
- Vehicles will very occasionally crash when crossing the monorail line in the lower city.
- I am only able to test this up to a resolution of 1680x1050.
Screenshots:
At 800x600

For fullscreen at 1680x1050 go to http://www.roket-games.com/weblink/512/ ... 0x1050.PNG
Also, I discovered that the single most annoying sound is the Diesel Horn, the second most annoying is the sound of a small plane taking off (which is somehow a lot louder than a large plane)
EDIT: Regarding the convo a few pages back about wanting to change the map to a different climate every 10 seconds: Couldn't you just make the game choose a random title game at start? Surely that would take very little effort to implement and would be much better at showing off the different environments.
[Visible at 800x600]
- All forms of transport used from all eras and can all be seen at 800x600.
- Varied colours for every type of vehicle. (Yellow helis, Red Buses, Green Steam Trains etc.)
- All the Steam and Diesel trains and the Oil Tankers are part of a fully working industry. (not all the passenger ones though)
- Canal System that is used by ferries and cargo ships.
- Use of path signals to direct trains to available tunnels.
- Trucks delivering gold to the local bank (covered by title at 800x600)
- Buses weaving through the town (and cities at higher resolutions), demonstrating the use of both types of stations and one-way roads.
- Trucks picking up transferred goods from the station and delivering them to a nearby city (visible at higher res)
- Farmland
- Passing Monorail and Maglev lines (can be seen better at higher resolutions). Both lines have a large variety of trains of different types, sizes and speeds. A use of waiting bays and signals offscreen prevents any cluttering oncreeen.
- A heli-station
- Helicopters and air-planes flying overhead.
[Visible at larger resolutions]
- Tunnel Network.
- Use of Pre-Signals to help with the merging of two monorail lines just before a station.
- A bay separating two cities, with a lighthouse in the middle on an island.
- Use of buoys.
- A commuter airport located at the upper city.
- The monorail line travels through the lower city with a station in the middle.
Issues:
- Too much noise from diesels?
- Too cluttered at larger resolutions?
- Vehicles will very occasionally crash when crossing the monorail line in the lower city.
- I am only able to test this up to a resolution of 1680x1050.
Screenshots:
At 800x600
For fullscreen at 1680x1050 go to http://www.roket-games.com/weblink/512/ ... 0x1050.PNG
Also, I discovered that the single most annoying sound is the Diesel Horn, the second most annoying is the sound of a small plane taking off (which is somehow a lot louder than a large plane)
EDIT: Regarding the convo a few pages back about wanting to change the map to a different climate every 10 seconds: Couldn't you just make the game choose a random title game at start? Surely that would take very little effort to implement and would be much better at showing off the different environments.
Last edited by elexis on 22 Jan 2010 23:07, edited 1 time in total.
Re: Title game for OpenTTD's 1.0 series
IF that is a issue, you might be able to make it a bit safer with path signals, another nice "feature" of those.elexis wrote: Issues:
- Vehicles will very occasionally crash when crossing the monorail line in the lower city.

But a crash demo could also be part of the intro game.
Town Names:


Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: Title game for OpenTTD's 1.0 series
Here is a small update
The only problem I see on some resolutions. is that the menu is overlapping the train station.
- Company color is changed to red
- Moved 1 Truck loading bar to the center to make the city a little more intresting
I've tested it on most resolutions up to 1680 x 1050.petert wrote:I haven't tested it, but the map will probably be very empty on an 800x600 screen, try filling the middle of the screen up (near the train station below the airport).
The only problem I see on some resolutions. is that the menu is overlapping the train station.
Re: Title game for OpenTTD's 1.0 series
Here is my take. I tried to squeeze in everything. It took me ~20 game years to create a more or less sensible network. I started this game for the sole purpose to create an entry :-) so I took the opportunity to try tropical climate and water ways.
The opening screen looks like this: A slightly larger shot, in-game: And here is the saved file: Tested with r18883.
The opening screen looks like this: A slightly larger shot, in-game: And here is the saved file: Tested with r18883.
Re: Title game for OpenTTD's 1.0 series
Where did you get that strange version number? Did you self-compile or is the game modified?
Re: Title game for OpenTTD's 1.0 series
That's just a git version number, so he probably uses a git checkout to compile OpenTTD.petert wrote:Where did you get that strange version number? Did you self-compile or is the game modified?
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Re: Title game for OpenTTD's 1.0 series
Hmm.... shouldn't people be using a Recent stable build rather then patched and nightlies?


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Re: Title game for OpenTTD's 1.0 series
Doesn't matter as long as 1.0 branch is not yet split from trunk.NekoMaster wrote:Hmm.... shouldn't people be using a Recent stable build rather then patched and nightlies?
As soon as it's created (which will afaik probably be shortly before release of 1.0.0 RC1), any RC can be used, or nightlies previous to the split-off.
edit: of course people should NOT used patched versions
Last edited by Roujin on 24 Jan 2010 02:22, edited 1 time in total.
Re: Title game for OpenTTD's 1.0 series
Well, since all nightlies are before 1.0.0, I don't see a problem. 1.0.0 will only be released after this competition is over, that way the savegame compatibility won't be an issue.
As for patched builds, I don't see any.
As for patched builds, I don't see any.
Re: Title game for OpenTTD's 1.0 series
It is a self-compiled version based on clean trunk using the git export of svn (hence the 'g' letter). The rest of the version string is the first 8 characters of the sha-1 of the commit used (0ccb10ead6ed69090b8a9e7e3c7f66b5b75bf26a is the r18892 commit in svn). I have a few minor patches of my own and git let's manage them easily (e.g. changing the currency exchange rates). But compatibility with clean trunk was required so I compiled that version.petert wrote:Where did you get that strange version number? Did you self-compile or is the game modified?
---
I have a new version for the opening screen: Here is the save:
Re: Title game for OpenTTD's 1.0 series
Some patched builds modify what they store in the save game.petert wrote:As for patched builds, I don't see any.
Such save games cannot be loaded into 1.0.0 and are thus useless in the competition.
Many users don't know what is changed in a patched build, so better be safe and forbid use of any patched version.
After all, most patches are not that useful for making a demo game for a single screen.
Re: Title game for OpenTTD's 1.0 series
Hello everybody.
Just registered to post my try.
Don't know how much you can see really and how much different solutions can see. Well, I did this the last days and now read all the other posts here. Maybe I'll create another (better?) one but now please tell me about your opinions.
- too noisy because busy?
- city will be hidden?
- maglev better as drive-through-passenger-line (what a word)?
Just registered to post my try.
Don't know how much you can see really and how much different solutions can see. Well, I did this the last days and now read all the other posts here. Maybe I'll create another (better?) one but now please tell me about your opinions.
- too noisy because busy?
- city will be hidden?
- maglev better as drive-through-passenger-line (what a word)?
- Attachments
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- Erfurt Transport, 12. Okt 2023.sav
- My savegame total zoom, thought of that view
- (57.62 KiB) Downloaded 92 times
Re: Title game for OpenTTD's 1.0 series
what does this mean?Rubidium wrote:[*]Cheating for money or making a money losing example isn't a big problem. Cheating to change the landscape is.
Re: Title game for OpenTTD's 1.0 series
The location that is top-left when you save the save-game will always be shown at top-left in all resolutions. This makes it impossible to have one single town/city that always will end up at the center of the map on any resolution.BlueDeath wrote:Don't know how much you can see really and how much different solutions can see.
Looks okay with the maglev. Better to show different station layouts.BlueDeath wrote:- maglev better as drive-through-passenger-line (what a word)?
That you are not allowed to use the change landscape cheat.neob wrote:what does this mean?Rubidium wrote:[*]Cheating for money or making a money losing example isn't a big problem. Cheating to change the landscape is.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: Title game for OpenTTD's 1.0 series
you mean the changing the climate or the magic bulldoze ?Zuu wrote:That you are not allowed to use the change landscape cheat.
Re: Title game for OpenTTD's 1.0 series
@BlueDeath - I think that your camera is set too close to the edge of the map. The res of your screenshot isn't that large and you can already see the edge of the map. At large resolutions the edge of the map would take up a lot of the screen, which is very undesirable.
And neob, he means the climate change - it leads to graphical glitches and noobs complaining about not getting certain stuff in certain climates.
And neob, he means the climate change - it leads to graphical glitches and noobs complaining about not getting certain stuff in certain climates.
Re: Title game for OpenTTD's 1.0 series
@BlueDeath Your setup looks really nice, but maybe too clean for me. I prefer a more chaotic layout, like in my attempt :-)
I just spotted a glitch in version 2 of my submission: the file size is too large :-/ I am actually building on the whole map, and the increasing number of vehicles combined with growing cities cause increased kilobytes in the file size. Here's a tip for my fellow submitters: use the magic bulldozer to remove those pesky cities/forests outside the window. I have also removed quiet a few road vehicles. The visible area is left intact (if you actually check the map you can see the missing cities and forest patches).
So I present here my 3rd attempt with these features:
I just spotted a glitch in version 2 of my submission: the file size is too large :-/ I am actually building on the whole map, and the increasing number of vehicles combined with growing cities cause increased kilobytes in the file size. Here's a tip for my fellow submitters: use the magic bulldozer to remove those pesky cities/forests outside the window. I have also removed quiet a few road vehicles. The visible area is left intact (if you actually check the map you can see the missing cities and forest patches).
So I present here my 3rd attempt with these features:
- tested with r18907 compiled from git;
- rich colour coding (idea taken from an earlier submission);
- abundance of transportation already at 640x480: trains, buses, ships;
- the city dominating the view is a huge desert metropolis with ~10k inhabitants;
- extras at higher resolutions: giant and busy airport with maglev feeder using presignals, bridges over various slopes, waterways;
- *everything* seen (and not seen) on the map is actually working:
- visible: the final distribution of the food transported by the monorail system and distribution of water from the nearby source to support growth of the cities, bus lines with intermediate stations used only for pickups, transporting rubber from a plantation;
- not visible: many desert cities are supplied with food and water, the monorail system is feeding the nearby food processing plant and then redistributes the food, extensive multi-level feeder for the giant airport (connecting more than 10 cities), a second intercontinental airport with somewhat smaller feeder system (some of the mentioned systems were truncated to fit the save in the file size limit);
- inside the 150 KiB limit :-)
Re: Title game for OpenTTD's 1.0 series
this is my 4th try to post my better game - my older one can be deleted, because this is much better.
Since my WLAN always knocks me out and my text got lost you have to find all the nice things yourself. Do not like to write that stuff again :-/
Maybe later...
Have fun while watching the game for the last 6 years
Since my WLAN always knocks me out and my text got lost you have to find all the nice things yourself. Do not like to write that stuff again :-/
Maybe later...
Have fun while watching the game for the last 6 years

- Attachments
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- Startbildschirm.sav
- Save game with best view
- (92.48 KiB) Downloaded 79 times
Re: Title game for OpenTTD's 1.0 series
Here's version 4, with some improvements including new bus lines and rebuilt rubber loading station.
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