OpenTTD 1.7.0

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

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frosch
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OpenTTD 1.7.0

Post by frosch » 01 Apr 2017 17:42

Wolf01 wrote: Hello from your Friendly Neighborhood Wolf01, I'm the stable version announcer for this occurrence.

This new fantastic version brings you a little set of new features,
almost all are related to NewGRF but they will allow to do some new things or old things in a better way.
Industry set developers should welcome the improved control for displaying the input cargos on the industry GUI (CB 37 result),
along with other improvements to NewGRF features like a string command (9A 1E) to print the name of a cargo type,
extended range for DCxx strings. Vehicles can now be composed from multiple sprites,
potentially reducing duplication for people drawing vehicles with cargos etc.
Finally the maximum number of NewGRF texts is increased to 512k and GameScript texts increased to 64k.

In other changes we find that waypoint area is now limited to the max station spread while dragging,
static grfs do not count anymore towards the max active grfs so it can free some space for more grfs in a single game,
and there is a rearranged GUI for the autoreplace feature.
Realistic acceleration is now enabled by default for trains and road vehicles (new installations/clean configs)
and the drive-in roadstops are now hidden from the tramway station picker, what a relief.

Various performance improvements were kicked in for CargoDist and LinkGraphs and
a lot of bugs which spanned from simple overflowing text to crashes and memory leaks were fixed too,
see the complete changelog to know everything that was changed.

As a final note, you all know what a stable release mean: we have another year to throw in new features,
test the new features, remove canals (or even the ships, who plays with ships?), fix bugs, fix bugfixes and who knows,
maybe even add NotRoadTypes :D

P.S.: no it's not an April Fool, we are really going to remove canals.
P.P.S.: yes, totally no kidding.
Download: https://www.openttd.org/download-stable
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Re: OpenTTD 1.7.0

Post by Transportman » 01 Apr 2017 18:30

Nice, although I haven't played in some time.
frosch wrote:
Wolf01 wrote: P.S.: no it's not an April Fool, we are really going to remove canals.
P.P.S.: yes, totally no kidding.
Well, things that are not there, cannot be broken, and do not require fixing. So sounds alike a good idea.
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Cecil Cityscape
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Re: OpenTTD 1.7.0

Post by Cecil Cityscape » 01 Apr 2017 18:31

Plz dont remove canals.....
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Re: OpenTTD 1.7.0

Post by pelya » 01 Apr 2017 18:45

Just lower some land to sea level, it's much cheaper than canals and locks.

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Kalen
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Re: OpenTTD 1.7.0

Post by Kalen » 01 Apr 2017 19:08

Canals are the worst of the bad features and should be speedily obliterated.

In fact, you should start by removing aqueducts; that's how awful they are.

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Re: OpenTTD 1.7.0

Post by Cecil Cityscape » 01 Apr 2017 19:46

I dont get it... What's wrong with them? They look pretty cool and function all right and give versatility to water transport.
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Re: OpenTTD 1.7.0

Post by Wolf01 » 01 Apr 2017 20:35

Cecil Cityscape wrote:Plz dont remove canals.....
When NotRoadTypes will hit trunk we'll use MadMax vehicles running on desert in place of ships to transport oil and other stuff :wink:

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Re: OpenTTD 1.7.0

Post by GarryG » 02 Apr 2017 01:47

Cecil Cityscape wrote:Plz dont remove canals.....
I hardly use canals but if they going to be removed from OpenTTD main game .. can at least they be made as a add-on so those who wish to use them can add them to their game maybe as a newgrf maybe file or maybe in settings when start OpenTTD can select in there if wish to use canals?
frosch wrote:Industry set developers should welcome the improved control for displaying the input cargos on the industry GUI (CB 37 result),
Does that mean we can add some more cargos .. more then 32? Another 1/2 dozen or so would be great.

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SilverSurferZzZ
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Re: OpenTTD 1.7.0

Post by SilverSurferZzZ » 02 Apr 2017 02:31

The elimination of canals, ships... is, in my opinion, a really bad idea.

The ships, maybe, are the transport with less people interested in him, but his total elimination is a bad choise, a really really bad idea.
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Re: OpenTTD 1.7.0

Post by bjgttd » 02 Apr 2017 02:33

I play with ships. What else can you really use in 1800?

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SilverSurferZzZ
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Re: OpenTTD 1.7.0

Post by SilverSurferZzZ » 02 Apr 2017 02:40

Flintstonemobile for everyone!!! :) :D :lol:
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Re: OpenTTD 1.7.0

Post by SaruwatariKaito » 02 Apr 2017 05:54

SilverSurferZzZ wrote:The elimination of canals, ships... is, in my opinion, a really bad idea.

The ships, maybe, are the transport with less people interested in him, but his total elimination is a bad choise, a really really bad idea.
I also concur, I love the canals, and this was a primary transport method till the 1850s when Railways took over.

Please keep them in :-)

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Re: OpenTTD 1.7.0

Post by MlemandPurrs » 02 Apr 2017 09:30

OpenTTD aims to be an recreation of TTD, therefore removal of ships or any other such brilliant(!) idea regarding changes to content the original game had is out the window.
Sure you can add new things but if it comes to removal of original feature vs your new idea's implementation then im sorry, your idea is the one to go.

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Re: OpenTTD 1.7.0

Post by andythenorth » 02 Apr 2017 09:49

MlemandPurrs wrote:Sure you can add new things but if it comes to removal of original feature vs your new idea's implementation then im sorry, your idea is the one to go.
Ha ha, do you have the commit rights on the repo then? Cos we do :twisted:

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Re: OpenTTD 1.7.0

Post by Kalen » 02 Apr 2017 14:35

MlemandPurrs wrote:OpenTTD aims to be an recreation of TTD
Who said that? OpenTTD is not a recreation of TTD. OpenTTD is its own game. Therefore, if we want to annihilate canals, expunge aqueducts, and exterminate ships and replace them all with the clearly superior Mad Max desert vehicles then we will, gosh-diddlydarn it to heck!

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Re: OpenTTD 1.7.0

Post by Pyoro » 02 Apr 2017 14:43

I don't get all the panic. This is clearly an indication that people are working on TotallyNotFluidTypes, a framework to unify various already implemented features (sea water, rivers, canals), making them accessible to GRFs and allowing for new types (like cola canals for Toyland, frozen rivers for Arctic, or wadi for Desert).

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Re: OpenTTD 1.7.0

Post by pelya » 02 Apr 2017 14:48

It's surprising how many people bought this joke.

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Kalen
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Re: OpenTTD 1.7.0

Post by Kalen » 02 Apr 2017 15:21

Pyoro wrote:TotallyNotFluidTypes, a framework to unify various already implemented features (sea water, rivers, canals), making them accessible to GRFs and allowing for new types (like cola canals for Toyland, frozen rivers for Arctic, or wadi for Desert).
OK but... yes? Gimme? Pretty please? Chocolate rivers for Toyland is how that blasted climate gets redeemed!

We could also finally have fresh, salt, and brackish water in the game, and different types of rivers and canals (narrow rivergauge for those tiny boats!). Imagine.

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Re: OpenTTD 1.7.0

Post by Baldy's Boss » 02 Apr 2017 15:22

pelya wrote:It's surprising how many people bought this joke.
It was SPECIFICALLY highlighted as NOT a joke,which is a very poor way to present a joke.

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Kalen
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Re: OpenTTD 1.7.0

Post by Kalen » 02 Apr 2017 15:24

Everybody knows that NotJokeTypes means it really is a joke.

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