High sea level – Tunnel under sea patch

Last week another nice patch showed up at Forums. The “High sea level-Patch” makes it possible to change the Level on which the sea starts. It makes it possible to create tunnels under the sea, to create lakes and rivers in higher areas of the map. The map’s become more colorful now and some things map-designers always dreamt of become true.

Check this image for a first impression and imagine what could be possible.
tunnels under real sea tiles

Actually water floods everything in normal OTTD and in the patch there is a solution which stops at tiles of the same level, otherwise the whole map would be flooded if you make one mistake at a higher terrain level. In my opinion there are some complete new ideas for the handling of water in OpenTTD needed. What are yours?

And don’t forget to check the authors page

Express and Local ML separation

Basically, the concept is to separate empty and full trains hence giving them different priorities and manipulating train streams with more efficincy while still maintaining single network.
Express in this case means trains headed to the end of mainline, either to drop or drop/pickup station.
Local would be the opposite – from drop to SLH and raw materials pickup stations.

All bi-directional trains carrying goods, pax and other applicable cargo that under circumstances goes both ways – should be using express lanes. All full trains headed to drop – should be using express lanes, but are lower priority and to be inserted into express stream with minimal interuptions of express trains stream (read: priority queue and loadbalancers needed).
All returning to pickup empty trains are getting there via local lanes, which are hubbed in close-to-regular way.

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Passenger Destinations – we need them!!

Hello community,

today, I read this forumpost about passengers with specific destinations. It seems like a lot of improvements were made and prssi supplied a pretty stable code by now. Therefore, I decided to compile myself a Pax-Destination-patched OpenTTD.
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The all-new-handy Depot

New Depot OptionsToday we updated to the most recent version of OpenTTD-Nighty (r6668). A big step as we missed out over 400 revisions. But as always, if new features are implemented we do _not_ want to miss, we easily update!
Quite a long time available in the nightlies is the 2-Company-Color-“Thingie”. But now we also have some neat and handy new options at the Depot.

  • Not new – but a new Icon: Drag Vehicle here, to delete it
  • Not new – but a new Icon: Drag Engine here, to delete the whole train
  • New: Sell all trains in the depot
  • New: Autoreplace all trains in the depot
  • New: Start all Trains in the depot
  • New: Stop all Trains in the depot
  • New: List of all Trains with Depot in Order List

Enjoy using it, I like it very much 🙂

Shiny new robot unveiled

Last night, I managed to get autopilot 2.0 out of the flat and into the great wide world. All the features you expect from a robot whose job is to sit at the openttd dedicated server console all day. He says hello to people, and he even remembers to unpause the game when people join.

Of course, he was only used to Linux computers, because that’s all I have. So, the first time he saw a Windows computer with OpenTTD, he panicked and managed to crash the server. After a couple of training sessions over the course of today, led in part by tt-forums user glx, he managed to get the hang of a specially adapted server and quite enjoyed himself in the end, earning himself two minor revision numbers.

He’s also quite talkative on IRC. He certainly has a lot more to say than his predecessor. Not only that, but he dilligently writes down everything that people say in the in-game chat for later review and potential blackmail.

Hopefully he won’t go bananas like the last one.