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Re: OpenTTD 0.6.0-beta1
Posted: 20 Nov 2007 19:12
by ksc
It`ll be very useful if it`ll be possible to build Drive through road/tram stops on roads owned by the city and not only over roads owned by player.
Re: OpenTTD 0.6.0-beta1
Posted: 20 Nov 2007 19:13
by AlexFili
Sounds good so far. Just a few little things you could improve;
Allow more options for difficulty and interest rates.
The ability to save your face/company name/manager name for easy access.
Thanks
Re: OpenTTD 0.6.0-beta1
Posted: 20 Nov 2007 19:43
by maaboo
Does AI understand and use all of these features?
Re: OpenTTD 0.6.0-beta1
Posted: 20 Nov 2007 19:48
by NukeBuster
LordOfThePigs wrote:I agree with all the other posters: We really need a set of trams to be included by default in openttd. After all, all the other transport means have some default vehicles, and it should be possible to enjoy all the features of the game without having to download any additional files.
I also agree with all the other posters. The generic tram set is a really good choice. Also because it was made for this purpose.
Generic tramset
Re: OpenTTD 0.6.0-beta1
Posted: 20 Nov 2007 19:53
by Rubidium
ksc wrote:It`ll be very useful if it`ll be possible to build Drive through road/tram stops on roads owned by the city and not only over roads owned by player.
Configure patches -> Stations -> Road stops on town road.
Re: OpenTTD 0.6.0-beta1
Posted: 20 Nov 2007 20:39
by R2
Unyo wrote:(...) decrease in reliability of model while years pass. It is neither correct nor useful. If I build a steam locomotive of 1920-1930 today it will be as reliable as in these years. May be even better - toolware is better. In game we have reduction in reliability of out-of-date engines and no adequate replacement, only more powerful machinery.
I agree, this has always been annoying. The liability may decrease to say 70% and the maintenance cost should go up , maybe even double or triple with time passing and the maintenance intervall could need to become shorter perhaps. But some of us like having a "museum train" serving a small track with some villages, and this is not at all possible with a reliability of 0% and the trains breaking down twice on their way from the maintenance depot.
Still, no answer concerning PBS?

Re: OpenTTD 0.6.0-beta1
Posted: 20 Nov 2007 20:42
by jwa1992
How can I transport fish, wool and limestone?
Re: OpenTTD 0.6.0-beta1
Posted: 20 Nov 2007 22:06
by FooBar
I fail to see what that has to do with 0.6.0 beta, but you need a vehicle replacement set supporting those cargo type.
Re: OpenTTD 0.6.0-beta1
Posted: 20 Nov 2007 22:19
by BigBB
AlexFili wrote:[...]The ability to save your face[...]
Open the face selection window and then push the "Advanced" button. There you can save your face.
-BigBB
Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 00:26
by NCarlson
ksc wrote:It`ll be very useful if it`ll be possible to build Drive through road/tram stops on roads owned by the city and not only over roads owned by player.
Already done, just not used much online

(too exploitable I suppose).
Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 02:47
by maartena
I get the feeling the request for a generic tramset is being ignored by the devs

Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 02:50
by DaleStan
That's why we have newgrf. So that the devs don't have to make a tramset.
Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 07:30
by Nite Owl
First and foremost my deepest thanks to all of the developers, patch contributors, and .grf makers who have taken OpenTTD to the state that it is in at the moment. Given that this is all done out of enjoyment (with no monetary goal) by these groups is truly remarkable and praiseworthy.
Secondly (and I mean this with no malice intended) based on the fact that OpenTTD has progressed this far based on the enjoyment of development alone we (the players) should be happy with what we have. Please refrain from the endless requests for even more to be included NOW.
Suggestions of items for possible inclusion in the game made in the appropriate forum should suffice. A thread about a new stable beta release that has an already impressive list of additions to the game is not the proper place to bombard the hard working, not for profit, developers with requests that even more be included in that release. As the popular saying around here goes "it will be done when it is done." That phrase could also be amended to "it will be included when it is ready to be included."
Progress towards OpenTTD v1.0 will proceed at its own pace, in its own due time. If that time takes many more years to come about then so be it. Slow and steady wins the race and provides the community with much to look forward to.
Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 10:07
by richk67
maartena wrote:I get the feeling the request for a generic tramset is being ignored by the devs

The solution, maartena, is simple. *You* create a tramset, and offer it to the devs for inclusion in future OpenTTD distributions. Im sure one would be gratefully accepted.
Otherwise, devs are busy sorting other things out, and certainly dont have the time to create a tramset themselves. Its up to the .grf creators to respond to any request for a set.
Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 11:27
by Qu@rks
I think another feature would also be very nice:
Diagonal rail over roads. I've see this in one of the nightlies (can't remember which one it was) and since we already go bridges over diagonal rails, this would be the next logical step.
Just a thought
Good job on the beta6 btw.

Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 11:32
by dihedral
maartena wrote:I get the feeling the request for a generic tramset is being ignored by the devs

accept the fact that there might just be a reason for it, and since when are the players in a place to make 'requests' that the devs have to acknowledge?
Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 11:43
by Rubidium
Qu@rks wrote:Diagonal rail over roads. I've see this in one of the nightlies (can't remember which one it was) and since we already go bridges over diagonal rails, this would be the next logical step.
That was is the MiniIN, which was never (and will never be) a nightly.
Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 16:09
by Rindek
Still no Ubuntu/Debian package yet?

Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 16:45
by NukeBuster
richk67 wrote:maartena wrote:I get the feeling the request for a generic tramset is being ignored by the devs

The solution, maartena, is simple. *You* create a tramset, and offer it to the devs for inclusion in future OpenTTD distributions. Im sure one would be gratefully accepted.
Otherwise, devs are busy sorting other things out, and certainly dont have the time to create a tramset themselves. Its up to the .grf creators to respond to any request for a set.
DaleStan wrote:That's why we have newgrf. So that the devs don't have to make a tramset.
Zephyris created a generic tram set a while ago just for this purpose. See this link:
Generic tramset
Re: OpenTTD 0.6.0-beta1
Posted: 21 Nov 2007 17:04
by Grolsch
Pressing "d" won't give me the destroy-arrow when I have the rail-toolbar (or the road toolbar for that matter) opened. I'm using the Windows x64 and the Windows 32 version, both have the same problem. When I press "6" it will open the demolish-arrow, because it is the sixth button. However, I want to use "d" because it's next to "a"utorail and "s"ignals
Anyone else got this problem?