A handful new features

OpenTTD Devs brought a lot of new features into the trunk or in other words a lot of patchs have been added to the trunk recently. First of all I didn’t thougt its worth to blog it. But I don’t want to miss them and if you are not reading the changelog constantly you maybe didn’t even notice it.

The Group Interface:
r9874 | rubidium | 2007-05-19 11:40:18 +0200 (Sat, 19 May 2007) | 2 lines

Feature: advanced vehicle lists a.k.a. group interface. Now you can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.

I still miss the rules option, but its good to have those list for organising trains.
Follow the development in this thread at tt-forums.net

2 new Zoom Levels

r9884 | truelight | 2007-05-20 00:48:04 +0200 (Sun, 20 May 2007) | 6 lines
-Feature: 2 new zoom-out levels: 8 times and 16 times

This gives us a better overview over the maps and is also interesting for doing screenshots.
Maybe users with less cpu speed can’t use this feature properly (imagine 800 trains+)

Adjacent Stations

r9905 | maedhros | 2007-05-23 19:33:03 +0200 (Wed, 23 May 2007) | 2 lines
-Feature: Allow building new stations adjacent to existing stations by holding down control. Based on a patch by Wolf01.

Another funky feature and the station-walk-trick is gone!
Read more in the Forum Thread

The Devs did a great job those days, and another -yay- for skidd13 and Wolf01 the patch coders.

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