OpenTTD 0.6.0-beta5

The OpenTTD developers released another beta today. This is probably the last beta release before they start with release candidates. According to the official announcement:

[..], the final version might very well be around before spring.
Tick Tock, Time is ticking…

This sounds very promising.

OpenTTD 0.6.0-beta4

Grab it while it’s hot. Tonight the developers released the forth beta of OpenTTD 0.6.0. The list of features and fixes is huge and shows how much effort the developers put into this project. Great.

You can find the binaries as well as the source code at SourceForge.

This is a little excerpt of the amazing list of changes:
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Server Updates

Public-Server:
After more than ~127 hours of playing (that’s equivalent to ~5,3 days) we started a new game (#83) at our Public Server using OpenTTD Nightly Build r12168. The Settings are: 512×512, temperate landscape and DBSetXL.
Enjoy playing.

Dev-Server
Michi_cc released Version 4.1 of YAPP, an urgent reason to update 🙂 We are using r12168M now.
Enjoy playing.
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Even or Odd – About Tilelengths

Tilelengths 5 (left) and 4 (right) on diagonal trackWhenever starting a new game, be it local or on #openttdcoop, one important question to be cleared before starting to build the network always is: “What tilelength (TL) are we going to use for our trains?”.
The chosen setting will mostly depend on the size of the map, as you don’t want to have a hundreds train servicing a single coal mine on a 2048*2048 map. However, there is a great difference between using even tilelengths such as 4, 10 or 20 and odd ones like 5 or 11.

The patch setting “When dragging, place signals every: X tiles” should always be set to “2” when playing on #openttdcoop, and most players will also use this setting if playing alone. If dragging signals, you will always have one piece of track with a signal on it followed by one without one and so on.

Now, if trains are jamming up somewhere in the network, for example behind a full station, those trains should block as little space as possible, so that they won’t for example block the mainline.

As you can see in the first screenshot, with signals every 2 tiles, the trains with tilelength 5 (left) fit almost perfectly in between the signals. However, the TL4-trains (right) always have a gap of more than one tile between them and need as much space as the TL5-trains. To fix that, you would have to place additional signals in the gaps, which might look ugly (especiall for straight track, see below) and is a lot of work, as you would have to do it manually.

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Under the scope: Rivers in OpenTTD

Since r11926 OpenTTD supports rivers. Of course this is a very interesting feature which we should have a closer look at. OpenTTD doesn’t support rivers in the first place, you need Michael Blunck’s rivers.grf (in the download section). If you do not use this grf file, rivers will look like canals and the rapids will have grf glitches. You can only build rivers in the scenario editor.

Rivers in OpenTTD

Lets have a closer look at the details: Read the rest of this entry »