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691 lines
32 KiB
Plaintext
691 lines
32 KiB
Plaintext
OpenTTD readme
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Last updated: 2012-11-01
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Release version: 1.2.3
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------------------------------------------------------------------------
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Table of contents
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-----------------
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1.0) About
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2.0) Contacting
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* 2.1) Reporting bugs
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* 2.2) Reporting desyncs
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3.0) Supported platforms
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4.0) Installing and running OpenTTD
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* 4.1) (Required) 3rd party files
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* 4.2) OpenTTD directories
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* 4.3) Portable installations (portable media)
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* 4.4) Files in tar (archives)
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5.0) OpenTTD features
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* 5.1) Logging of potentially dangerous actions
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6.0) Configuration file
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7.0) Compiling
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* 7.1) Required/optional libraries
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* 7.2) Supported compilers
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8.0) Translating
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* 8.1) Translation
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* 8.2) Previewing
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9.0) Troubleshooting
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X.X) Credits
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1.0) About
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---- -----
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OpenTTD is a transport simulation game based upon the popular game Transport
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Tycoon Deluxe, written by Chris Sawyer. It attempts to mimic the original
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game as closely as possible while extending it with new features.
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OpenTTD is licensed under the GNU General Public License version 2.0. For
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more information, see the file 'COPYING'.
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2.0) Contacting
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---- ----------
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The easiest way to contact the OpenTTD team is by submitting bug reports or
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posting comments in our forums. You can also chat with us on IRC (#openttd
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on irc.oftc.net).
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The OpenTTD homepage is http://www.openttd.org/.
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You can also find the OpenTTD forums at
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http://forum.openttd.org/
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2.1) Reporting bugs
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---- --------------
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First of all, check whether the bug is not already known. Do this by looking
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through the file called 'known-bugs.txt' which is distributed with OpenTTD
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like this readme.
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For tracking our bugs we are using a bug tracker called Flyspray. You can find
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the tracker at http://bugs.openttd.org/. Before actually reporting take a look
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through the already reported bugs there to see if the bug is already known.
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The 'known-bugs.txt' file might be a bit outdated at the moment you are
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reading it as only bugs known before the release are documented there. Also
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look through the recently closed bugs.
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When you are sure it is not already reported you should:
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* Make sure you are running a recent version, i.e. run the latest stable or
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nightly based on where you found the bug.
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* Make sure you are not running a non-official binary, like a patch pack.
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When you are playing with a patch pack you should report any bugs to the
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forum thread related to that patch pack.
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* Make it reproducible for the developers. In other words, create a savegame
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in which you can reproduce the issue once loaded. It is very useful to give
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us the crash.dmp, crash.sav, crash.log and crash screenshot which are
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created on crashes.
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* Check whether the bug is already reported on our bug tracker. This includes
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searching for recently closed bug reports as the bug might already be fixed.
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After you have done all that you can report the bug. Please include the
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following information in your bug report:
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* OpenTTD version (PLEASE test the latest SVN/nightly build)
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* Bug details, including instructions how to reproduce it
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* Platform (Windows, Linux, FreeBSD, ...) and compiler (including version) if
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you compiled OpenTTD yourself.
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* The processor architecture of your OS (32 bits Windows, 64 bits Windows,
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Linux on an ARM, Mac OS X on a PowerPC, ...)
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* Attach a saved game *and* a screenshot if possible
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* If this bug only occurred recently please note the last version without
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the bug and the first version including the bug. That way we can fix it
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quicker by looking at the changes made.
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* Attach crash.dmp, crash.log and crash.sav. These files are usually created
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next to your openttd.cfg. The crash handler will tell you the location.
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2.2) Reporting desyncs
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---- -----------------
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As desyncs are hard to make reproducible OpenTTD has the ability to log all
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actions done by clients so we can replay the whole game in an effort to make
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desyncs better reproducible. You need to turn this ability on. When turned
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on an automatic savegame will be made once the map has been constructed in
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the 'save/autosave' directory, see OpenTTD directories to know where to find
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this directory. Furthermore the log file 'commands-out.log' will be created
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and all actions will be written to there.
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To enable the desync debugging you need to set the debug level for 'desync'
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to at least 1. You do this by starting OpenTTD with '-d desync=<level>' as
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parameter or by typing 'debug_level desync=<level>' in OpenTTD's internal
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console.
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The desync debug levels are:
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0: nothing.
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1: dumping of commands to 'commands-out.log'.
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2: same as 1 plus checking vehicle caches and dumping that too.
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3: same as 2 plus monthly saves in autosave.
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4 and higher: same as 3
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Restarting OpenTTD will overwrite 'commands-out.log'. OpenTTD will not remove
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the savegames (dmp_cmds_*.sav) made by the desync debugging system, so you
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have to occasionally remove them yourself!
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The naming format of the desync savegames is as follows:
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dmp_cmds_XXXXXXXX_YYYYYYYY.sav. The XXXXXXXX is the hexadecimal representation
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of the generation seed of the game and YYYYYYYY is the hexadecimal
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representation of the date of the game. This sorts the savegames by game and
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then by date making it easier to find the right savegames.
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When a desync has occurred with the desync debugging turned on you should file
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a bug report with the following files attached:
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- commands-out.log as it contains all the commands that were done
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- the last saved savegame (search for the last line beginning with
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'save: dmp_cmds_' in commands-out.log). We use this savegame to check
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whether we can quickly reproduce the desync. Otherwise we will need...
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- the first saved savegame (search for the first line beginning with 'save'
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where the first part, up to the last underscore '_', is the same). We need
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this savegame to be able to reproduce the bug when the last savegame is not
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old enough. If you loaded a scenario or savegame you need to attach that.
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- optionally you can attach the savegames from around 50%, 75%, 85%, 90% and
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95% of the game's progression. We can use these savegames to speed up the
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reproduction of the desync, but we should be able to reproduce these
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savegames based on the first savegame and commands-out.log.
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- in case you use any NewGRFs you should attach the ones you used unless
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we can easily find them ourselves via bananas or when they are in the
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#openttdcoop pack.
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Do NOT remove the dmp_cmds savegames of a desync you have reported until the
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desync has been fixed; if you, by accident, send us the wrong savegames we
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will not be able to reproduce the desync and thus will be unable to fix it.
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3.0) Supported platforms
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---- -------------------
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OpenTTD has been ported to several platforms and operating systems. It should
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not be very difficult to port it to a new platform. The currently working
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platforms are:
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BeOS - SDL or Allegro
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DOS - Allegro
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FreeBSD - SDL
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Linux - SDL or Allegro
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MacOS X (universal) - Cocoa video and sound drivers
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MorphOS - SDL
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OpenBSD - SDL
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OS/2 - SDL
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Windows - Win32 GDI (faster) or SDL or Allegro
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4.0) Installing and running OpenTTD
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---- ------------------------------
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Installing OpenTTD is fairly straightforward. Either you have downloaded an
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archive which you have to extract to a directory where you want OpenTTD to
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be installed, or you have downloaded an installer, which will automatically
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extract OpenTTD in the given directory.
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OpenTTD looks in multiple locations to find the required data files (described
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in section 4.2). Installing any 3rd party files into a 'shared' location has
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the advantage that you only need to do this step once, rather than copying the
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data files into all OpenTTD versions you have.
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Savegames, screenshots, etc are saved relative to the config file (openttd.cfg)
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currently being used. This means that if you use a config file in one of the
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shared directories, savegames will reside in the save/ directory next to the
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openttd.cfg file there.
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If you want savegames and screenshots in the directory where the OpenTTD binary
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resides, simply have your config file in that location. But if you remove this
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config file, savegames will still be in this directory (see notes in
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section 4.2 'OpenTTD directories')
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OpenTTD comes without AIs, so if you want to play with AIs you have to download
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them. The easiest way is via the 'Check Online Content' button in the main menu.
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You can select some AIs that you think are compatible with your playing style.
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Another way is manually downloading the AIs from the forum although then you
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need to make sure that you install all the required AI libraries too; they get
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automatically selected (and downloaded) if you get the AIs via the 'Check
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Online Content'. If you do not have an AI but have configured OpenTTD to start
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an AI a message will be shown that the 'dummy' AI has been started.
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4.1) (Required) 3rd party files
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---- --------------------------
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Before you run OpenTTD, you need to put the game's data files into a baseset/
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directory which can be located in various places addressed in the following
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section.
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For OpenTTD you need to acquire some third party data files. For this you have
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the choice of using the original Transport Tycoon Deluxe data files or a set
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of free data files.
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Do NOT copy files included with OpenTTD into 'shared' directories (explained in
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the following sections) as sooner or later you will run into graphical glitches
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when using other versions of the game.
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4.1.1) Free graphics and sound files
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------ -----------------------------
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The free data files, split into OpenGFX for graphics, OpenSFX for sounds and
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OpenMSX for music can be found at:
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- http://www.openttd.org/download-opengfx for OpenGFX
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- http://www.openttd.org/download-opensfx for OpenSFX
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- http://www.openttd.org/download-openmsx for OpenMSX
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Please follow the readme of these packages about the installation procedure.
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The Windows installer can optionally download and install these packages.
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4.1.2) Original Transport Tycoon Deluxe graphics and sound files
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------ ---------------------------------------------------------
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If you want to play with the original Transport Tycoon Deluxe data files you
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have to copy the data files from the CD-ROM into the data/ directory. It does
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not matter whether you copy them from the DOS or Windows version of Transport
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Tycoon Deluxe. The Windows install can optionally copy these files.
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You need to copy the following files:
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- sample.cat
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- trg1r.grf or TRG1.GRF
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- trgcr.grf or TRGC.GRF
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- trghr.grf or TRGH.GRF
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- trgir.grf or TRGI.GRF
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- trgtr.grf or TRGT.GRF
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4.1.3) Original Transport Tycoon Deluxe music
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------ --------------------------------------
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If you want the Transport Tycoon Deluxe music, copy the files from the gm/
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folder from the Windows version of Transport Tycoon Deluxe to the baseset
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folder in your OpenTTD folder (also explained in the following sections).
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The music from the DOS version as well as the original Transport Tycoon does
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not work.
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4.1.4) AIs
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------ ---
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If you want AIs use the in-game content downloader. If for some reason that is
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not possible or you want to use an AI that has not been uploaded to the content
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download system download the tar file and place it in the ai/ directory. If the
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AI needs libraries you will have to download those too and put them in the
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ai/library/ directory. All AIs and AI Libraries that have been uploaded to
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the content download system can be found at http://noai.openttd.org/downloads/
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The AIs and libraries can be found their in the form of .tar.gz packages.
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OpenTTD can read inside tar files but it does not extract .tar.gz files by
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itself.
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To figure out which libraries you need for an AI you have to start the AI and
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wait for an error message to pop up. The error message will tell you
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'could not find library "lib-name"'. Download that library and try again.
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4.1.5) Game scripts
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------ ------------
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If you want an extra challenge in OpenTTD you can download so-called game
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scripts via the in-game content downloader. These game scripts have varying
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functionality, though they can generally influence town growth, subsidies, add
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goals to reach or provide a different ranking system.
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If you download a game script manually you have to follow the same rules as for
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AIs, except that game scripts are placed in the game/ directory instead of the
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ai/ directory.
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4.2) OpenTTD directories
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---- -------------------
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OpenTTD uses its own directory to store its required 3rd party base set files
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(see section 4.1 'Required 3rd party files') and non-compulsory extension and
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configuration files. See below for their proper place within this OpenTTD main
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data directory.
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The main OpenTTD directories can be found in various locations, depending on
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your operating system:
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1. The current working directory (from where you started OpenTTD)
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For non-Windows operating systems OpenTTD will not scan for files in this
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directory if it is your personal directory, i.e. '~/', or when it is the
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root directory, i.e. '/'.
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2. Your personal directory
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Windows: C:\My Documents\OpenTTD (95, 98, ME)
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C:\Documents and Settings\<username>\My Documents\OpenTTD (2000, XP)
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C:\Users\<username>\Documents\OpenTTD (Vista, 7)
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Mac OSX: ~/Documents/OpenTTD
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Linux: ~/.openttd
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3. The shared directory
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Windows: C:\Documents and Settings\All Users\Shared Documents\OpenTTD (2000, XP)
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C:\Users\Public\Documents\OpenTTD (Vista, 7)
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Mac OSX: /Library/Application Support/OpenTTD
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Linux: not available
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4. The binary directory (where the OpenTTD executable is)
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Windows: C:\Program Files\OpenTTD
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Linux: /usr/games
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5. The installation directory (Linux only)
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Linux: /usr/share/games/openttd
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6. The application bundle (Mac OSX only)
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It includes the OpenTTD files (grf+lng) and it will work as long as they
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are not touched
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Different types of data or extensions go into different subdirectories of the
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chosen main OpenTTD directory:
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Config File: (no subdirectory)
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Screenshots: (no subdirectory)
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Base Graphics: baseset (or a subdirectory thereof)
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Sound Sets: baseset (or a subdirectory thereof)
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NewGRFs: newgrf (or a subdirectory thereof)
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32bpp Sets: newgrf (or a subdirectory thereof)
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Music Sets: baseset (or a subdirectory thereof)
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AIs: ai (or a subdirectory thereof)
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AI Libraries: ai/libraries (or a subdirectory thereof)
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Game Scripts (GS): game (or a subdirectory thereof)
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GS Libraries: game/libraries (or a subdirectory thereof)
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Savegames: save
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Automatic Savegames: save/autosave
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Scenarios: scenario
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The (automatically created) directory content_download is for OpenTTD's internal
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use and no files should be added to it or its subdirectories manually.
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Notes:
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- Linux in the previous list means .deb, but most paths should be similar for
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others.
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- The previous search order is also used for NewGRFs and openttd.cfg.
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- If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3,
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5 order.
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- Savegames will be relative to the config file only if there is no save/
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directory in paths with higher priority than the config file path, but
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autosaves and screenshots will always be relative to the config file.
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The preferred setup:
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Place 3rd party files in shared directory (or in personal directory if you do
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not have write access on shared directory) and have your openttd.cfg config
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file in personal directory (where the game will then also place savegames and
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screenshots).
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4.3) Portable installations (portable media)
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---- ---------------------------------------
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You can install OpenTTD on external media so you can take it with you, i.e.
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using a USB key, or a USB HDD, etc.
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Create a directory where you shall store the game in (i.e. OpenTTD/).
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Copy the binary (OpenTTD.exe, OpenTTD.app, openttd, etc), baseset/ and your
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openttd.cfg to this directory.
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You can copy binaries for any operating system into this directory, which will
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allow you to play the game on nearly any computer you can attach the external
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media to.
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As always - additional grf files are stored in the newgrf/ dir (for details,
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again, see section 4.1).
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4.4) Files in tar (archives)
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---- -----------------------
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OpenTTD can read files that are in an uncompressed tar (archive), which
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makes it easy to bundle files belonging to the same script, NewGRF or base
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set. Music sets are the only exception as they cannot be stored in a tar
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file due to being played by external applications.
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OpenTTD sees each tar archive as the 'root' of its search path. This means that
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having a file with the same path in two different tar files means that one
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cannot be opened, after all only one file will be found first. As such it is
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advisable to put an uniquely named folder in the root of the tar and put all the
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content in that folder. For example, all downloaded content has a path that
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concatenates the name of the content and the version, which makes the path
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unique. For custom tar files it is advised to do this as well.
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The normal files are also referred to by their relative path from the search
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directory, this means that also normal files could hide files in a tar as
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long as the relative path from the search path of the normal file is the
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same as the path in the tar file. Again it is advised to have an unique path
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to the normal file so they do not collide with the files from other tar
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files.
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5.0) OpenTTD features
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---- ----------------
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OpenTTD has a lot of features going beyond the original Transport Tycoon Deluxe
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emulation. Unfortunately, there is currently no comprehensive list of features,
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but there is a basic features list on the web, and some optional features can be
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controlled through the Advanced Settings dialog. We also implement some
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features known from TTDPatch (http://www.ttdpatch.net/).
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Several important non-standard controls:
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* Ctrl modifies many commands and makes them more powerful. For example Ctrl
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clicking on signals with the build signal tool changes their behaviour, holding
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Ctrl while the track build tool is activated changes it to the track removal
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tool, and so on. See http://wiki.openttd.org/Hidden_features for a non-
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comprehensive list or look at the tooltips.
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* Ingame console. More information at
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http://wiki.openttd.org/index.php/Console
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* Hovering over a GUI element shows tooltips. This can be changed to right click
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via the advanced settings.
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5.1) Logging of potentially dangerous actions
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---- ----------------------------------------
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OpenTTD is a complex program, and together with NewGRF, it may show a buggy
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behaviour. But not only bugs in code can cause problems. There are several
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ways to affect game state possibly resulting in program crash or multiplayer
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desyncs.
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Easier way would be to forbid all these unsafe actions, but that would affect
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game usability for many players. We certainly do not want that.
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However, we receive bug reports because of this. To reduce time spent with
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solving these problems, these potentially unsafe actions are logged in
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the savegame (including crash.sav). Log is stored in crash logs, too.
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Information logged:
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* Adding / removing / changing order of NewGRFs
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* Changing NewGRF parameters, loading compatible NewGRF
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* Changing game mode (scenario editor <-> normal game)
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* Loading game saved in a different OpenTTD / TTDPatch / Transport Tycoon Deluxe /
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original Transport Tycoon version
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* Running a modified OpenTTD build
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* Changing settings affecting NewGRF behaviour (non-network-safe settings)
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* Changing landscape (by cheat)
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* Triggering NewGRF bugs
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No personal information is stored.
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You can show the game log by typing 'gamelog' in the console or by running
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OpenTTD in debug mode.
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6.0) Configuration file
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---- ------------------
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The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like
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.INI format. It is mostly undocumented. Almost all settings can be changed
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ingame by using the 'Advanced Settings' window.
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When you cannot find openttd.cfg you should look in the directories as
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described in section 4.2. If you do not have an openttd.cfg OpenTTD will
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create one after closing.
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7.0) Compiling
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---- ---------
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Windows:
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You need Microsoft Visual Studio .NET. Open the project file
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and it should build automatically. In case you want to build with SDL support
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you need to add WITH_SDL to the project settings.
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PNG (WITH_PNG) and ZLIB (WITH_ZLIB) support is enabled by default. For these
|
|
to work you need their development files. For best results, download the
|
|
openttd-useful.zip file from http://www.openttd.org/download-openttd-useful
|
|
Put the header files into your compiler's include/ directory and the
|
|
library (.lib) files into the lib/ directory.
|
|
For more help with VS see docs/Readme_Windows_MSVC.txt.
|
|
|
|
You can also build it using the Makefile with MSYS/MinGW or Cygwin/MinGW.
|
|
Please read the Makefile for more information.
|
|
|
|
Solaris, FreeBSD, OpenBSD:
|
|
Use 'gmake', but do a './configure' before the first build.
|
|
|
|
Linux/Unix:
|
|
OpenTTD can be built with GNU 'make'. On non-GNU systems it is called 'gmake'.
|
|
However, for the first build one has to do a './configure' first.
|
|
|
|
MacOS X:
|
|
Use 'make' or Xcode (which will then call make for you)
|
|
This will give you a binary for your CPU type (PPC/Intel)
|
|
However, for the first build one has to do a './configure' first.
|
|
To make a universal binary type './configure --enabled-universal'
|
|
instead of './configure'.
|
|
|
|
BeOS:
|
|
Use 'make', but do a './configure' before the first build.
|
|
|
|
MorphOS:
|
|
Use 'make'. However, for the first build one has to do a './configure' first.
|
|
Note that you need the MorphOS SDK, latest libnix updates (else C++ parts of
|
|
OpenTTD will not build) and the powersdl.library SDK. Optionally libz,
|
|
libpng and freetype2 developer files.
|
|
|
|
OS/2:
|
|
A comprehensive GNU build environment is required to build the OS/2 version.
|
|
See the docs/Readme_OS2.txt file for more information.
|
|
|
|
DOS:
|
|
A build environment with DJGPP is needed as well as libraries such as
|
|
Allegro, zlib and libpng, which all can be downloaded from the DJGPP
|
|
website. Compilation is straight forward: use make, but do a './configure'
|
|
before the first build. The build binary will need cwsdpmi.exe to be in
|
|
the same directory as the openttd executable. cwsdpmi.exe can be found in
|
|
the os/dos subdirectory. If you compile with stripping turned on a binary
|
|
will be generated that does not need cwsdpmi.exe by adding the cswdstub.exe
|
|
to the created OpenTTD binary.
|
|
|
|
7.1) Required/optional libraries
|
|
---- ---------------------------
|
|
The following libraries are used by OpenTTD for:
|
|
- libSDL/liballegro: hardware access (video, sound, mouse)
|
|
- zlib: (de)compressing of old (0.3.0-1.0.5) savegames, content downloads,
|
|
heightmaps
|
|
- liblzo2: (de)compressing of old (pre 0.3.0) savegames
|
|
- liblzma: (de)compressing of savegames (1.1.0 and later)
|
|
- libpng: making screenshots and loading heightmaps
|
|
- libfreetype: loading generic fonts and rendering them
|
|
- libfontconfig: searching for fonts, resolving font names to actual fonts
|
|
- libicu: handling of right-to-left scripts (e.g. Arabic and Persian) and
|
|
natural sorting of strings.
|
|
|
|
OpenTTD does not require any of the libraries to be present, but without
|
|
liblzma you cannot open most recent savegames and without zlib you cannot
|
|
open most older savegames or use the content downloading system.
|
|
Without libSDL/liballegro on non-Windows and non-MacOS X machines you have
|
|
no graphical user interface; you would be building a dedicated server.
|
|
|
|
To recompile the extra graphics needed to play with the original Transport
|
|
Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
|
|
GRFCodec can be found at: http://www.openttd.org/download-grfcodec
|
|
The compilation of these extra graphics does generally not happen, unless
|
|
you remove the graphics file using 'make maintainer-clean'.
|
|
|
|
7.2) Supported compilers
|
|
---- -------------------
|
|
The following compilers are known to compile OpenTTD:
|
|
- Microsoft Visual C++ (MSVC) 2005, 2008 and 2010.
|
|
Version 2005 gives bogus warnings about scoping issues.
|
|
- GNU Compiler Collection (GCC) 3.3 - 4.7.
|
|
Versions 4.1 and earlier give bogus warnings about uninitialised variables.
|
|
Versions 4.4 - 4.6 give bogus warnings about freeing non-heap objects.
|
|
Versions 4.5 and later give invalid warnings when lto is enabled.
|
|
- Intel C++ Compiler (ICC) 12.0.
|
|
- Clang/LLVM 2.9 - 3.0
|
|
Version 2.9 gives bogus warnings about code nonconformity.
|
|
|
|
The following compilers are known not to compile OpenTTD:
|
|
- Microsoft Visual C++ (MSVC) 2003 and earlier.
|
|
- GNU Compiler Collection (GCC) 3.2 and earlier.
|
|
These old versions fail due to OpenTTD's template usage.
|
|
- Intel C++ Compiler (ICC) 11.1 and earlier.
|
|
Version 10.0 and earlier fail a configure check and fail with recent system
|
|
headers.
|
|
Version 10.1 fails to compile station_gui.cpp.
|
|
Version 11.1 fails with an internal error when compiling network.cpp.
|
|
- Clang/LLVM 2.8 and earlier.
|
|
- (Open) Watcom.
|
|
|
|
If any of these compilers can compile OpenTTD again, please let us know.
|
|
Patches to support more compilers are welcome.
|
|
|
|
|
|
8.0) Translating
|
|
---- -----------
|
|
See http://www.openttd.org/development for up-to-date information.
|
|
|
|
The use of the online Translator service, located at
|
|
http://translator.openttd.org/, is highly encouraged. For getting an account
|
|
simply follow the guidelines in the FAQ of the translator website.
|
|
|
|
If for some reason the website is down for a longer period of time, the
|
|
information below might be of help.
|
|
|
|
Please contact the translations manager (http://www.openttd.org/contact)
|
|
before beginning the translation process! This avoids double work, as
|
|
someone else may have already started translating to the same language.
|
|
|
|
8.1) Translation
|
|
---- -----------
|
|
So, now that you have notified the development team about your intention to
|
|
translate (You did, right? Of course you did.) you can pick up english.txt
|
|
(found in the SVN repository under /src/lang) and translate.
|
|
|
|
You must change the first two lines of the file appropriately:
|
|
|
|
##name English-Name-Of-Language
|
|
##ownname Native-Name-Of-Language
|
|
|
|
Note: Do not alter the following parts of the file:
|
|
|
|
* String identifiers (the first word on each line)
|
|
* Parts of the strings which are in curly braces (such as {STRING})
|
|
* Lines beginning with ## (such as ##id), other than the first two lines of
|
|
the file
|
|
|
|
8.2) Previewing
|
|
---- ----------
|
|
In order to view the translation in the game, you need to compile your language
|
|
file with the strgen utility. You can download the precompiled strgen from:
|
|
http://www.openttd.org/download-strgen
|
|
To compile it yourself just take the normal OpenTTD sources and build that.
|
|
During the build process the strgen utility will be made.
|
|
|
|
strgen is a command-line utility. It takes the language filename as parameter.
|
|
Example:
|
|
|
|
strgen lang/german.txt
|
|
|
|
This results in compiling german.txt and produces another file named german.lng.
|
|
Any missing strings are replaced with the English strings. Note that it looks
|
|
for english.txt in the lang subdirectory, which is where your language file
|
|
should also be.
|
|
|
|
That is all! You should now be able to select the language in the game options.
|
|
|
|
|
|
9.0) Troubleshooting
|
|
---- ---------------
|
|
To see all startup options available to you, start OpenTTD with the
|
|
'./openttd -h' option. This might help you tweak some of the settings.
|
|
|
|
If the game is acting strange and you feel adventurous you can try the
|
|
'-d [[<name>=]<level>]' flag, where the higher levels will give you more
|
|
debugging output. The 'name' variable can help you to display only some type of
|
|
debugging messages. This is mostly undocumented so best is to look in the
|
|
source code file debug.c for the various debugging types. For more information
|
|
look at http://wiki.openttd.org/index.php/Command_line.
|
|
|
|
The most frequent problem is missing data files. Please install OpenGFX and
|
|
possibly OpenSFX and OpenMSX. See section 4.1.1 for more information.
|
|
|
|
Under certain circumstance, especially on Ubuntu OpenTTD can be extremely slow
|
|
and/or freeze. See known-bugs.txt for more information and how to solve this
|
|
problem on your computer.
|
|
|
|
Under Windows 98 and lower it is impossible to use a dedicated server; it will
|
|
fail to start. Perhaps this is for the better because those OSes are not known
|
|
for their stability.
|
|
|
|
With the added support for font-based text selecting a non-latin language can
|
|
result in lots of question marks ('?') being shown on screen. Please open your
|
|
configuration file (openttd.cfg - see Section 4.2 for where to find it)
|
|
and add a suitable font for the small, medium and / or large font, e.g.:
|
|
small_font = "Tahoma"
|
|
medium_font = "Tahoma"
|
|
large_font = "Tahoma"
|
|
You should use a font name like 'Tahoma' or a path to the desired font.
|
|
|
|
Any NewGRF file used in a game is stored inside the savegame and will refuse
|
|
to load if you do not have that NewGRF file available. A list of missing files
|
|
can be viewed in the NewGRF window accessible from the file load dialogue window.
|
|
|
|
You can try to obtain the missing files from that NewGRF dialogue or - if they
|
|
are not available online - you can search manually through our forum's graphics
|
|
development section (http://www.tt-forums.net/viewforum.php?f=66) or GrfCrawler
|
|
(http://grfcrawler.tt-forums.net/). Put the NewGRF files in OpenTTD's newgrf folder
|
|
(see section 4.2 'OpenTTD directories') and rescan the list of available NewGRFs.
|
|
Once you have all missing files, you are set to go.
|
|
|
|
|
|
X.X) Credits
|
|
---- -------
|
|
The OpenTTD team (in alphabetical order):
|
|
Albert Hofkamp (Alberth) - GUI expert
|
|
Jean-François Claeys (Belugas) - GUI, newindustries and more
|
|
Matthijs Kooijman (blathijs) - Pathfinder-guru, pool rework
|
|
Christoph Elsenhans (frosch) - General coding
|
|
Loïc Guilloux (glx) - Windows Expert
|
|
Michael Lutz (michi_cc) - Path based signals
|
|
Owen Rudge (orudge) - Forum host, OS/2 port
|
|
Peter Nelson (peter1138) - Spiritual descendant from newGRF gods
|
|
Ingo von Borstel (planetmaker) - Support
|
|
Remko Bijker (Rubidium) - Lead coder and way more
|
|
Zdeněk Sojka (SmatZ) - Bug finder and fixer
|
|
José Soler (Terkhen) - General coding
|
|
Thijs Marinussen (Yexo) - AI Framework
|
|
Leif Linse (Zuu) - AI/Game Script
|
|
|
|
Inactive Developers:
|
|
Bjarni Corfitzen (Bjarni) - MacOSX port, coder and vehicles
|
|
Victor Fischer (Celestar) - Programming everywhere you need him to
|
|
Tamás Faragó (Darkvater) - Ex-Lead coder
|
|
Jaroslav Mazanec (KUDr) - YAPG (Yet Another Pathfinder God) ;)
|
|
Jonathan Coome (Maedhros) - High priest of the NewGRF Temple
|
|
Attila Bán (MiHaMiX) - WebTranslator 1 and 2
|
|
Christoph Mallon (Tron) - Programmer, code correctness police
|
|
|
|
Retired Developers:
|
|
Ludvig Strigeus (ludde) - OpenTTD author, main coder (0.1 - 0.3.3)
|
|
Serge Paquet (vurlix) - Assistant project manager, coder (0.1 - 0.3.3)
|
|
Dominik Scherer (dominik81) - Lead programmer, GUI expert (0.3.0 - 0.3.6)
|
|
Benedikt Brüggemeier (skidd13) - Bug fixer and code reworker
|
|
Patric Stout (TrueBrain) - NoProgrammer (0.3 - 1.2), sys op (active)
|
|
|
|
Thanks to:
|
|
Josef Drexler - For his great work on TTDPatch.
|
|
Marcin Grzegorczyk - For his TTDPatch work and documentation of Transport Tycoon Deluxe internals and graphics (signals and track foundations)
|
|
Petr Baudiš (pasky) - Many patches, newgrf support, etc.
|
|
Simon Sasburg (HackyKid) - For the many bugfixes he has blessed us with
|
|
Stefan Meißner (sign_de) - For his work on the console
|
|
Mike Ragsdale - OpenTTD installer
|
|
Cian Duffy (MYOB) - BeOS port / manual writing
|
|
Christian Rosentreter (tokai) - MorphOS / AmigaOS port
|
|
Richard Kempton (RichK67) - Additional airports, initial TGP implementation
|
|
Alberto Demichelis - Squirrel scripting language
|
|
L. Peter Deutsch - MD5 implementation
|
|
Michael Blunck - For revolutionizing TTD with awesome graphics
|
|
George - Canal graphics
|
|
Andrew Parkhouse (andythenorth) - River graphics
|
|
David Dallaston (Pikka) - Tram tracks
|
|
Marcin Grzegorczyk - Foundations for tracks on slopes,
|
|
All Translators - For their support to make OpenTTD a truly international game
|
|
Bug Reporters - Thanks for all bug reports
|
|
Chris Sawyer - For an amazing game!
|