OpenTTD 0.3.0 release

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

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ludde
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Post by ludde »

eis_os wrote:
ludde wrote:
eis_os wrote:Could somebody send me only the source piece of canals?
I want to see how far OpenTTD copies my algorithm...
You can view the diff between the non canal version and the canal version here:

http://svn.openttd.org/viewcvs.py/trunk ... ater_cmd.c
Looks like a c version of my code :?
Not quite, there are similarities, but they are far from equal.
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Post by Bjarni »

ludde wrote:
eis_os wrote:
ludde wrote: You can view the diff between the non canal version and the canal version here:

http://svn.openttd.org/viewcvs.py/trunk ... ater_cmd.c
Looks like a c version of my code :?
Not quite, there are similarities, but they are far from equal.
It would be odd if they are totally different since they implement the same feature. I mean, they both add water to a land tile and makes it accessable by ships
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Re: OpenTTD 0.3.0 release

Post by Gustav »

ludde wrote:Grab win32 executable here:

Changes:
0.3.0 (2004-04-14)
- Feature: change max # of vehicles per player
hmm, I still get the 'Can't build railroad vehicle... too many vehicles in the game', although I changed the numbers in the config file...
fabca2
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Post by fabca2 »

eis_os wrote: Looks like a c version of my code :?
Why don't you join this project ?

Don't you think this project have a big future ? bigger than just patching ? sorry to says that, I respect what you made, that's just great, but you are alone, and you cannot do everything with UI..., with source you can improve a lot (ok, it's just the begining)

no ?
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Post by Korenn »

fabca2 wrote:
eis_os wrote: Looks like a c version of my code :?
Why don't you join this project ?

Don't you think this project have a big future ? bigger than just patching ? sorry to says that, I respect what you made, that's just great, but you are alone, and you cannot do everything with UI..., with source you can improve a lot (ok, it's just the begining)

no ?
eis_os already stated several times that he can't join this project, for various reasons. please read before you post.
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Born Acorn
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Post by Born Acorn »

what are the two new bridges, exactly?

and Will there be new bridge supports for higher bridges?
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dominik81
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Post by dominik81 »

Born Acorn wrote:what are the two new bridges, exactly?
They are the "Golden Tubular Steel Bridge" with a max speed of 320 mph and the "Tubular Silicon Bridge" with a max speed of 380 mph. They are availible 10, resp. 15 years after the regular Tubular Steel Bridge. They can be used for any rail type, but of course make the most sense for MagLev.
A picture of them is attached.


Born Acorn wrote:and Will there be new bridge supports for higher bridges?
I have to admit that I have problems understanding the question. All bridges can be built at any height.
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Snorbuckle
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Post by Snorbuckle »

I think he means bridges where the land underneath goes more than one tile height away, like this one:

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Roman
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Post by Roman »

OTTD 0.3.0 already supports multilevel bridges... :roll:
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Vurlix
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Post by Vurlix »

I believe he was talking about bridge support pillars.
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epsilon
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notes for the fedora rpm

Post by epsilon »

The Fedora RPM on sourceforge was built using Fedora Core 1, glibc 2.3.2, libpng 1.2.2, and zlib 1.2.0. To run ttd you should execute the /usr/share/games/openttd/runttd script. If you want ttd to be able to make changes in the config (in other words: you want openttd to remember your options), you need to change the ownership of /usr/share/games/openttd/openttd.cfg or play as root.
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Born Acorn
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Post by Born Acorn »

I was talking about the actual bridge support pillars, and if I built a really high long bridge, would the pillars go to the floor.
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dominik81
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Post by dominik81 »

The bridge pillars did go down to the bottom in an early version of the higher bridges patch. But because the original graphics are not intended for this and didn't look good for some bridges, we disabled this. Bridge pilars might come back in a later version, most likely with some additional graphics.

Edit: I found a screenshot of the old version.
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Post by SergeS »

Maximal count of vehicles is still 80 %(
mike[F]
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Post by mike[F] »

Another point, can it be made possible to save custom vehicle names? I have to rename them every game at the moment. :(
-mike[F]
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wiggo
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Post by wiggo »

Please fix the installer so I can specify the TTD location myself!
It's really annoying when programs need to read the game path from the registry in order to continue and give no option to specify the path manually! I don't have the path in the registry.
mike[F]
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Post by mike[F] »

The installer asked me for the path of my original TTD and then for the path I wanted OpenTTD installed to...
-mike[F]
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CobraA1
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Post by CobraA1 »

HEY - what happened to the "install, no questions asked" option??
"If a man does not keep pace with his companions, perhaps it is because he hears a different drummer. Let him step to the music he hears, however measured or far away" --Henry David Thoreau
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Post by MrFrans »

CobraA1 wrote:HEY - what happened to the "install, no questions asked" option??
Let me quess, people started to ask questions about that. :lol:
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CobraA1
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Post by CobraA1 »

funny.
Last edited by CobraA1 on 16 Apr 2004 08:43, edited 1 time in total.
"If a man does not keep pace with his companions, perhaps it is because he hears a different drummer. Let him step to the music he hears, however measured or far away" --Henry David Thoreau
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