Testing FS 3637 – A Game Inviting Competition [Update]

In an attempt to get FS 3637 fixed, a patch has been published which needs testing.

To be precise, the distribution of goods between competing stations at an industry needs testing to make sure this is treated more fair with this patch than without.
For this test to be successful it needs a bunch of players competing and creating certain situations:
1) first station at industry higher rating than second station at industry
2) first station at industry lower rating than second station at industry
3) not competing stations

And this is where YOU come in: In order for any test to be successful it needs to be played with.
Please feel free to download the Binaries and play on the server you find. The server will only be available for a few days.

Add you impressions and notes to the respective forums thread.

Thank you very much for the help in trying to fix this issue.

~dih

Update: new binaries are available at the same url as mentioned above.

ProZone Game 13: Timed (aka insane) SML

As some of you might have already noticed, another PZ game has been finished. This time we focused on trying out the timed SML(below as t-SML) concept, and with it we experienced numerous interesting things. In this article I will attempt to show how was the t-SML developed from it’s very beginnings, how it works and what were the problems, solutions to them, and last but not least – examining a game with
200 169 goods production per month! Read further at your own risk!

Hubs

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Building 101: double bridges and you

Introduction
From the very start that you start building networks in OpenTTD you’ll need to have different tracks crossing each other. When you just start out this will be done by just simple level crossings which aren’t very efficient (except when using YAPP/PBS), later on you will start using bridges and tunnels to do this so different tracks don’t influence each other. Because bridges and tunnels don’t allow signals on/in them you will soon notice that you get slowdowns at them, the common solution is to use two bridges or tunnels for the same line and have their combined capacity compensate for the lack of signals. Unfortunately there are proper ways to do this and wrong ways to do it. Underneath I will discuss these and explain what you should and shouldn’t do.
An overview of the basic double bridges
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OSQC the follow up … at last

It has been way to long, but here it is the second OpenTTDCoop Scenario Quest Competition. In the scenario file you’ll find the goals for this map. Deadline to submit the game is August 31st 23:59 CEST. Submitting can be done by raising an issue at the OTTD Dev Zone under category OSQC. Judgement will be done by members of OTTD.
OSQC 2010 - 01
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Advanced Building Revue 06: Hubs

The fun, the creativity, the high league, the madness, the spaghetti, the mess, the weirdness, the braindisruptors. What else is so typical for our superior gaming style? Building hubs. In this article I am going to go into hub logics and techniques, examining some possibilities how a hub can be made. This article should help one realize what to think about and what to consider when building a hub. Note: This article expects you have proper building style as your blood group.

Hubs

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