Some features missing that were in TTDpatch
Moderator: OpenTTD Developers
Some features missing that were in TTDpatch
Hey!
I am a long time TT fan. I've been playing it since the 486 days. I recently began epxerimenting with TTD patch, then found OpenTTD, and I love the idea. Since it is not restricted as patching is, you guys can make the AI smarter, including competitors and train drivers, which I reccomend, though I see you have a new train pathfinding algorithm which I haven't experimented much with. I just downloaded it today, but there are a few things missing (or maybe I just can't find them) that I loved in TTDpatch and are now gone:
1. Fast planes
2. Vehicles don't outdate and disapear
3. High Bridges
4. Realistic acceleration for ALL vehicles
5. Real vehicle names
Other suggestions:
1. game remembers patch settings, game configs, and difficulty settings from the last load up. Rechanging them is a pain.
These should be adjustable in the patch config
All in all, you guys did a great job, and I, like many appreciate your work and hope to see great things for openTTD in the future. Good luck!
I am a long time TT fan. I've been playing it since the 486 days. I recently began epxerimenting with TTD patch, then found OpenTTD, and I love the idea. Since it is not restricted as patching is, you guys can make the AI smarter, including competitors and train drivers, which I reccomend, though I see you have a new train pathfinding algorithm which I haven't experimented much with. I just downloaded it today, but there are a few things missing (or maybe I just can't find them) that I loved in TTDpatch and are now gone:
1. Fast planes
2. Vehicles don't outdate and disapear
3. High Bridges
4. Realistic acceleration for ALL vehicles
5. Real vehicle names
Other suggestions:
1. game remembers patch settings, game configs, and difficulty settings from the last load up. Rechanging them is a pain.
These should be adjustable in the patch config
All in all, you guys did a great job, and I, like many appreciate your work and hope to see great things for openTTD in the future. Good luck!
Been playing Transport Tycoon since 1994.
My computer information site: http://www.freewebs.com/computerfacts/
My computer information site: http://www.freewebs.com/computerfacts/
Hi 
Just as a note:
1) Fast planes will be needed with bigger maps latest. Either someone else will do it, or me. But I'll wait till the map rewrite has been done.
2) That's a nice feature, I think it should be implemented one day.
3) High bridges DO work
4) A agree that the acceleration should be rewritten sooner or later. I'll keep that in mind.
5) There might be issues using real names, but I'm not sure
6) The game DOES remember those settings for me
Celestar

Just as a note:
1) Fast planes will be needed with bigger maps latest. Either someone else will do it, or me. But I'll wait till the map rewrite has been done.
2) That's a nice feature, I think it should be implemented one day.
3) High bridges DO work
4) A agree that the acceleration should be rewritten sooner or later. I'll keep that in mind.
5) There might be issues using real names, but I'm not sure
6) The game DOES remember those settings for me
Celestar
Re: Some features missing that were in TTDpatch
When we have bigger maps, speed will be improved and plane acceleration will be slowed down. They accelerate too fast as it is now. I would like to see a standard speed unit, so 10 mph is the same nomatter what type of vehicle it is. Right now it and RV driving 20 mph drives the same speed as a train driving 40 mphCarskick wrote:1. Fast planes
write a patch for this thenCarskick wrote:2. Vehicles don't outdate and disapear

It's thereCarskick wrote:3. High Bridges
it will be there ..... someday. Let's get it to work properly for trains firstCarskick wrote:4. Realistic acceleration for ALL vehicles
That one is easy. Edit english.txt (in lang folder) to get them right and upload that on SFCarskick wrote:5. Real vehicle names
it writes config settings to openttd.cfg. If it do not create that, you have a permission problemCarskick wrote:Other suggestions:
1. game remembers patch settings, game configs, and difficulty settings from the last load up. Rechanging them is a pain.
Re: Some features missing that were in TTDpatch
The funny thing is that OpenTTD had Hiigher Bridges before TTDpatch did.Carskick wrote: 3. High Bridges

"There's a readme that comes with the source. I suggest you read it."
- Korenn
- Korenn
-
- Engineer
- Posts: 75
- Joined: 10 Jun 2004 12:46
Re: Some features missing that were in TTDpatch
I think this can be activated by settingCarskick wrote:Hey!
2. Vehicles don't outdate and disapear
Code: Select all
never_expire_vehicles=true
I wrote a patch for settings_gui.c and submitted it to sf.net.
Chris
-
- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
Re: Some features missing that were in TTDpatch
to be honest I first seen higher bridges in TTDPatch,later in OTTD ... (probably because I was testing hgher bridges before their release in TTDPatch)dominik81 wrote:The funny thing is that OpenTTD had Hiigher Bridges before TTDpatch did.Carskick wrote:3. High Bridges
what are you looking at? it's a signature!
Re: Some features missing that were in TTDpatch
That could be the case, because Oskar started work on Higher Bridges for TTDpatch quite a while ago. Basically this feature was developed independently in both OpenTTD and TTDPatch.SHADOW-XIII wrote:to be honest I first seen higher bridges in TTDPatch,later in OTTD ... (probably because I was testing hgher bridges before their release in TTDPatch)

"There's a readme that comes with the source. I suggest you read it."
- Korenn
- Korenn
Who is online
Users browsing this forum: No registered users and 17 guests