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1109 lines
55 KiB
Markdown
1109 lines
55 KiB
Markdown
## JGR's Patchpack version 0.26.0
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This is a collection of patches applied to [OpenTTD](http://www.openttd.org/)
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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,
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but includes some 3rd party software under different licenses. See the
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section "Licensing" below for details,
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* * *
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See [below](#openttd) for the original OpenTTD readme.
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The thread for this patchpack can be found [here](http://www.tt-forums.net/viewtopic.php?f=33&t=73469).
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See [jgrpp-changelog.md](jgrpp-changelog.md) for changelog.
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#### This patchpack contains the following
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* Routing restrictions: [thread](http://www.tt-forums.net/viewtopic.php?f=33&t=73397)
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As of v0.11.0 this includes the Long Reserve feature from [here](http://www.tt-forums.net/viewtopic.php?f=33&t=74365).
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A version of this feature rebased onto [Cirdan's new map features branch](http://repo.or.cz/w/openttd/fttd.git) is in the *tracerestrict-cirdan* branch, see [this thread](http://www.tt-forums.net/viewtopic.php?f=33&t=58420)
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* Programmable signals: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=47690)
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This includes additions to the patch from the [Spring 2013 Patch Pack](http://www.tt-forums.net/viewtopic.php?f=33&t=66892)
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These are not shown in the build signal window by default.
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* Upgrade airports: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=35867)
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* Vehicle group info: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=72855)
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* Close adjacent level crossings: [imported](http://www.tt-forums.net/viewtopic.php?p=836749)
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* Zoning: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=33701)
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* This is modified to remove unimplemented modes, implement station ownership checks and implement station facility checks for industries.
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* Add a mode to show restricted signals.
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* Add a mode to show station catchment only where station window open.
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* Departure boards: [imported](https://www.tt-forums.net/viewtopic.php?f=33&t=49956)
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* Fixed departure boards with orders with timetabled 0 travel times, e.g. those with depot service orders.
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* Made modifications to work with day length greater than 1.
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* Town cargo generation factor: [imported](http://www.tt-forums.net/viewtopic.php?t=46399)
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* Allow factor to be more finely adjusted in 0.1 increments. (added in v0.16.0)
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* Vehicles visible in tunnels (transparency setting): [imported](http://dev.openttdcoop.org/projects/clientpatches/repository/changes/VehicelsInTunnels.diff)
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* Signals in tunnels and on bridges: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=41260)
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Modifications include support for PBS and setting the semaphore/electric type of signals.
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* Measurement tools: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=49212)
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* 255 GRFs in single player mode: [imported](http://www.tt-forums.net/viewtopic.php?p=894743#p894743)
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* Improved breakdowns: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=39518)
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Add a lower limit for low speed breakdowns.
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* Timetabling waiting time in depots: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=70969)
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* Picking and placing single houses in scenario editor: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=68894)
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* Smallmap screenshots: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=44596)
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This is modified to use an extra button in the smallmap window, instead of a console command, and use the current zoom level and display mode of the smallmap window.
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* Automated timetables and separation: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=46391)
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* Auto timetabling: Bias timetable adjustment to favour negative adjustments; this is to avoid positive feedback between congestion delays and increased timetable length. Reduce jam detection threshold.
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* Auto separation: Fix handling of non-station orders (e.g. waypoints and depots). Change to a per-vehicle setting. Add a company setting to scale vehicle lateness adjustments. No longer set vehicle lateness to 0 if separation fails, instead leave it as it was.
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* Timetable GUI: Allow clearing of timetable time fields which are at 0. Allow explicitly setting timetable time fields to 0 without clearing them.
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* Add company settings to enable automatic timetabling or separation for new vehicles.
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* Allow changing/clearing the timetabled waiting time and max speed of all of a vehicle's orders at once.
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* Add client setting to show the remainder ticks in timetable, after dividing to days or minutes.
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* Add a company setting to control the number of ticks used in auto-fill timetable rounding.
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* Vehicle repair cost: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=45642)
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* Enhanced viewport: [imported](https://www.tt-forums.net/viewtopic.php?f=33&t=53394)
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* Infrastructure sharing: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=42254)
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* Add company settings to enable competitors to buy/renew vehicles in this company's depots.
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* Add setting to control whether trains can crash with trains owned by other companies.
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* Rating in town label: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=42598)
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* Day length: [imported](http://www.tt-forums.net/viewtopic.php?p=1148227#p1148227)
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* Add a setting to use non day length scaled days for cargo dest link graph calculation times (added in v0.11.0)
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* Order occupancy
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Add column to orders GUI to show occupancy running average, show the average order occupancy, and add a vehicle sort mode.
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* Servicing
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Send vehicles which need auto-renewing due to age for servicing, even if breakdowns are off and no servicing if no breakdowns is on.
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* Everest tree-line: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=72502) (added in v0.2.0)
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* Remove "no trees on this level" setting.
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* Add on/off setting (default off).
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* Add to settings GUI, add strings, help texts, etc.
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* Change algorithm to make tree line and border of mixed forest zone less abrupt.
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* Enable building rivers in game (added in v0.3.0)
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This is controlled by a setting (off by default).
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* More conditional orders: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=38317) (added in v0.3.0)
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* Include the train length and group name in the vehicle details window (added in v0.3.0)
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These are each controlled by a setting (on by default).
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* Pause the game when cargo dest link graph jobs lag (added in v0.4.0)
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Previously if a cargo dest link graph update job took longer than permitted, the game would block until it completed, preventing all user interaction.
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This patch instead pauses the game until the job is completed. (This does not apply to network clients, which cannot pause/unpause the game).
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* Daily/monthly/yearly scripts patch: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=49595) (added in v0.5.0)
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* Flat minimap owner screenshot patch: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=42845) (added in v0.5.0)
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* Extra large maps: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=33137) (added in v0.5.0)
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Maximum map size is now 256M tiles, ranging from 16k x 16k to 256 x 1M.
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(The NewGRF debug inspection window is disabled for all map coordinates longer than 27 bits).
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* Build and refit: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=35805) (added in v0.5.0)
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This has been modified to change the UI, and make it multiplayer safe.
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* Pause on savegame load if ctrl key is pressed. (added in v0.6.0)
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* Reverse at waypoint orders (added in v0.7.0)
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* Show a company-coloured mark next to vehicles in vehicle list windows, if their owner does not match list owner (imported: by McZapkie) (added in v0.8.0)
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This has been modified to change the mark and be controlled by a setting (on by default).
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* Vehicle lifetime profit: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=72844) (added in v0.10.0)
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This has been modified to show current lifetime profit, instead of the yearly-updated value.
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* Hierarchical group collapse: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=74365) (added in v0.11.0)
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This has been modified to show an icon for collapsed groups, and only the enable the collapse/(un)collapse all buttons where useful.
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* Ship collision avoidance: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=74365) (added in v0.11.0)
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* Reduced tree growth: [imported](http://www.tt-forums.net/viewtopic.php?p=890778#p890778) (added in v0.11.0)
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* Remove all trees in scenario editor: [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=49326) (added in v0.11.0)
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* Add a menu item to the vehicle list to change order target (added in v0.11.0)
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* Template-based train replacement [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=58904) (added in v0.12.0)
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* Add a menu item to the vehicle list to assign all listed vehicles to a new group (added in v0.12.1)
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* Polyline rail track building tool [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=57080) (added in v0.13.0)
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* Cargo type orders, this allows order load/unload types to be set per cargo type [imported](https://www.tt-forums.net/viewtopic.php?p=1047749) (added in v0.15.0)
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This has been modified so that cargo dest can follow orders with different load/unload types.
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* Random town road reconstruction [imported](https://www.tt-forums.net/viewtopic.php?f=33&t=36438) (added in v0.15.0)
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This has been modified to change the setting scale. This defaults to off.
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* When building tunnels, open new viewports at the far end of the tunnel [imported](https://www.tt-forums.net/viewtopic.php?f=33&t=72639) (added in v0.15.0)
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* Add a setting to increase the station catchment radius (added in v0.16.0)
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* Custom bridge heads for road bridges (added in v0.17.0) and rail bridges (added in v0.26.0)
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* Chunnels (tunnels under bodies of water) [imported](https://www.tt-forums.net/viewtopic.php?f=33&t=41775) (added in v0.18.0)
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This is enabled by a setting (off by default).
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* Give money to company, instead of player [imported](https://www.tt-forums.net/viewtopic.php?f=33&t=63899) (added in v0.18.0)
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This has been modified to broadcast money transfer notifications to all players.
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* Minimum town distance [imported](https://www.tt-forums.net/viewtopic.php?f=33&t=33625) (added in v0.18.0)
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* Add setting for alternative transfer payment mode. (added in v0.19.0)
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Calculate leg payment as a journey from the source to the transfer station, minus previous transfers.
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This is to more fairly distribute profits between transfer vehicles and avoid large negative payments on the final leg.
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* Level crossing improvements (added in v0.19.0)
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* Prevent road vehicles from being stopped on level crossings.
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* Add setting to enable improved level crossing safety.
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* Scheduled dispatch [imported](https://github.com/innocenat/OpenTTD-patches/tree/scheduled-dispatch-sx) (added in v0.20.0)
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* Add a setting to disable removing sea/rivers (added in v0.21.0)
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* Town growth
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* Towns build bridges over rails [imported](https://www.tt-forums.net/viewtopic.php?f=33t=76052) (added in v0.21.0)
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* Add very and extremely slow options to town growth rate setting. (added in v0.21.0)
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* Add a setting to scale town growth rate by proportion of town cargo transported. (added in v0.21.0)
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* Performance improvements
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* Improve dedicated server performance. Up to approximately 2.5x faster. (added in v0.8.1)
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* Improve cargodest link graph calculation performance. Up to approximately 2x faster. (~1.3x faster in v0.8.1, further improvements in v0.17.2)
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* Various minor changes (see changelog).
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* Multiple docks per station [imported](https://github.com/KeldorKatarn/OpenTTD_PatchPack/tree/feature/multiple_docks) (added in v0.22.0)
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* Cargo type filter in vehicle list windows [imported](https://www.tt-forums.net/viewtopic.php?f=33&t=77147) (added in v0.22.0)
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This has been modified to support more windows and more cargo options.
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This is enabled by a setting (on by default).
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* Freight train through load (added in v0.24.0)
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This is an alternative loading mode for freight trains for the case where the train is longer then the platform.
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* Up to 256 NewGRFs in multiplayer (added in v0.25.0)
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* Save/load and savegame format changes
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* Various changes to improve handling of savegames which use features not in trunk.
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* Savegames from this patchpack are not loadable in trunk.
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* Savegames from trunk up to the last savegame version which has been merged into this branch (*jgrpp*) should be loadable in this patchpack.
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* Savegames from other branches which use the save/load code in the *save_ext* branch (usually suffixed: *-sx*) which are also merged into this branch (*jgrpp*), or where the added feature is marked as discardable/ignorable, should be loadable in this patchpack.
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* Savegames from other patched versions are not loadable in this patchpack except for savegames from the *tracerestrict* branch ([routing restrictions patch](http://www.tt-forums.net/viewtopic.php?f=33&t=73397)),
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savegames from the [Spring 2013 Patch Pack](http://www.tt-forums.net/viewtopic.php?f=33&t=66892) v2.0 - v2.4 (subject to caveats, see below).
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* Miscellaneous
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* Various improvements to the crash logger.
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* Adjust cargo dest link graph job scheduling algorithm to improve responsiveness. (added in v0.16.0)
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* Add hover tool-tips, and improve visual contrast of cargo labels, in cargo dest graph legend window. (added in v0.16.0)
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* Add shift-clicking on vehicle depot button to select specific depot. (added in v0.16.1)
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* Increase maximum setting limits for per-company vehicle-type limits. (added in v0.17.0)
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* Increase maximum permitted vehicle name length (added in v0.17.0), vehicle group name length (added in v0.17.2), and depot/station name lengths (added in v0.20.0).
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* Trains break down after colliding with a road vehicle. (added in v0.20.0).
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* Add warning/info messages to timetable window. (added in v0.21.0).
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* Add ctrl+click on shared list button in order/timetable window to add single vehicle to a new group. (added in v0.21.0).
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* Improve scrolling rendering of link graph overlay on viewport and small map. (added in v0.25.0).
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* Add setting to automatically save when losing connection to a network game. (added in v0.25.0).
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* Station rating: track "last visited vehicle type" separately per cargo. (added in v0.25.0).
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* Go to depot and sell vehicle orders. (added in v0.26.0).
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* Order mode to lock timetable wait time against autofill/automate changes. (added in v0.26.0).
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* Settings to allow placing stations and all NewGRF objects under bridges. (added in v0.26.0).
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* Various minor fixes, see changelog.
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* Translations
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* German (by Auge and Kruemelchen)
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* Korean (by kiwitreekor and TELK)
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* Superseded features
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* Label threads with a descriptive name on supported Unixy platforms (added in v0.8.1), in trunk as of r27670.
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* Add a 32bpp SSE2 palette animator. This is ~4x faster than the non-accelerated palette animator (added in v0.9.0), in trunk as of commit 17257b96.
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* Increase number of available rail track types from 16 to 32 [imported](http://www.tt-forums.net/viewtopic.php?f=33&t=74365) (added in v0.13.0), this is increased to 64 rail track types in trunk as of commit bf8d7df7, (added in v0.26.0).
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#### Caveats for loading savegames from the [Spring 2013 Patch Pack](http://www.tt-forums.net/viewtopic.php?f=33&t=66892):
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* This is not guaranteed to be bug free
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* Savegames with huge airports are rejected
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* Map sizes greater than 16k x 16k are rejected
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* PAX signals/stations and traffic lights are cleared, leaving ordinary signals/stations/roads
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* Rail ageing/grass on tracks, trip histories, leave order/wait for cargo, auto advertising campaigns, base cost multipliers and other features not in this patch pack are dropped/ignored.
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* SpringPP v2.0.102/103 only:
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* Savegames which have aircraft approaching, landing, taking off or landed at an oil rig are rejected
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* The inflation cost multiplier is adjusted on load
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#### A note on branches
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Many features have two branches, the *feature* branches are just the raw features, without any modified savegame code.
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There are not generally savegame compatible with anything else, except for loading of trunk savegame versions at or before the point where the branch diverged from trunk.
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All other load attempts may result in undefined behaviour.
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The *feature-sx* branches use the savegame framework in the *save_ext* branch.
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#### Compiler requirements
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As of v0.15.0, C++11 support is required.
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The minimum supported compiler versions are:
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* GCC: 4.7
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* clang: 3.3
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Sufficienty up-to-date versions of other compiler toolchains including MSVC and ICC should also work.
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* * *
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* * *
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# OpenTTD
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## Table of contents
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- 1.0) [About](#10-about)
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- 2.0) [Contacting](#20-contacting)
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- 2.1) [Reporting bugs](#21-reporting-bugs)
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- 2.2) [Reporting desyncs](#22-reporting-desyncs)
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- 3.0) [Supported platforms](#30-supported-platforms)
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- 4.0) [Installing and running OpenTTD](#40-installing-and-running-openttd)
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- 4.1) [(Required) 3rd party files](#41-required-3rd-party-files)
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- 4.2) [OpenTTD directories](#42-openttd-directories)
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- 4.3) [Portable installations (portable media)](#43-portable-installations-portable-media)
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- 4.4) [Files in tar (archives)](#44-files-in-tar-archives)
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- 5.0) [OpenTTD features](#50-openttd-features)
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- 5.1) [Logging of potentially dangerous actions](#51-logging-of-potentially-dangerous-actions)
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- 5.2) [Frame rate and performance metrics](#52-frame-rate-and-performance-metrics)
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- 6.0) [Configuration file](#60-configuration-file)
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- 7.0) [Compiling](#70-compiling)
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- 7.1) [Required/optional libraries](#71-requiredoptional-libraries)
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- 7.2) [Supported compilers](#72-supported-compilers)
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- 7.3) [Compilation of base sets](#73-compilation-of-base-sets)
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- 8.0) [Translating](#80-translating)
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- 8.1) [Translation](#81-translation)
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- 8.2) [Previewing](#82-previewing)
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- 9.0) [Troubleshooting](#90-troubleshooting)
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- 10.0) [Licensing](#100-licensing)
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- X.X) [Credits](#xx-credits)
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## 1.0) About
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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,
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but includes some 3rd party software under different licenses. See the
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section "Licensing" below for details.
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## 2.0) Contacting
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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 https://www.openttd.org.
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You can also find the OpenTTD forums at
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[https://www.tt-forums.net](https://www.tt-forums.net/viewforum.php?f=55).
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### 2.1) Reporting bugs
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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 GitHub's issue tracker. You can find
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the tracker at https://github.com/OpenTTD/OpenTTD/issues. Before actually
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reporting take a look through the already reported bugs there to see if
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the bug is already known. The 'known-bugs.txt' file might be a bit outdated
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at the moment you are reading it as only bugs known before the release
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are documented there. Also look through the recently closed bugs.
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|
||
When you are sure it is not already reported you should:
|
||
|
||
- Make sure you are running a recent version, i.e. run the latest stable or
|
||
nightly based on where you found the bug.
|
||
- Make sure you are not running a non-official binary, like a patch pack.
|
||
When you are playing with a patch pack you should report any bugs to the
|
||
forum thread related to that patch pack.
|
||
- Make it reproducible for the developers. In other words, create a savegame
|
||
in which you can reproduce the issue once loaded. It is very useful to give
|
||
us the crash.dmp, crash.sav, crash.log and crash screenshot which are
|
||
created on crashes.
|
||
- Check whether the bug is already reported on our bug tracker. This includes
|
||
searching for recently closed bug reports as the bug might already be fixed.
|
||
|
||
After you have done all that you can report the bug. Please include the
|
||
following information in your bug report:
|
||
|
||
- OpenTTD version (PLEASE test the latest SVN/nightly build)
|
||
- Bug details, including instructions how to reproduce it
|
||
- Platform (Windows, Linux, FreeBSD, …) and compiler (including version) if
|
||
you compiled OpenTTD yourself.
|
||
- The processor architecture of your OS (32-bit Windows, 64-bit Windows,
|
||
Linux on an ARM, Mac OS X on a PowerPC, etc.)
|
||
- Attach a saved game **and** a screenshot if possible
|
||
- If this bug only occurred recently please note the last version without
|
||
the bug and the first version including the bug. That way we can fix it
|
||
quicker by looking at the changes made.
|
||
- Attach crash.dmp, crash.log and crash.sav. These files are usually created
|
||
next to your openttd.cfg. The crash handler will tell you the location.
|
||
|
||
### 2.2) Reporting desyncs
|
||
|
||
As desyncs are hard to make reproducible OpenTTD has the ability to log all
|
||
actions done by clients so we can replay the whole game in an effort to make
|
||
desyncs better reproducible. You need to turn this ability on. When turned
|
||
on an automatic savegame will be made once the map has been constructed in
|
||
the 'save/autosave' directory, see OpenTTD directories to know where to find
|
||
this directory. Furthermore the log file 'commands-out.log' will be created
|
||
and all actions will be written to there.
|
||
|
||
To enable the desync debugging you need to set the debug level for 'desync'
|
||
to at least 1. You do this by starting OpenTTD with '`-d desync=<level>`' as
|
||
parameter or by typing '`debug_level desync=<level>`' in OpenTTD's internal
|
||
console.
|
||
The desync debug levels are:
|
||
|
||
- 0: nothing.
|
||
- 1: dumping of commands to 'commands-out.log'.
|
||
- 2: same as 1 plus checking vehicle caches and dumping that too.
|
||
- 3: same as 2 plus monthly saves in autosave.
|
||
- 4 and higher: same as 3
|
||
|
||
Restarting OpenTTD will overwrite 'commands-out.log'. OpenTTD will not remove
|
||
the savegames (dmp_cmds_*.sav) made by the desync debugging system, so you
|
||
have to occasionally remove them yourself!
|
||
|
||
The naming format of the desync savegames is as follows:
|
||
dmp_cmds_XXXXXXXX_YYYYYYYY.sav. The XXXXXXXX is the hexadecimal representation
|
||
of the generation seed of the game and YYYYYYYY is the hexadecimal
|
||
representation of the date of the game. This sorts the savegames by game and
|
||
then by date making it easier to find the right savegames.
|
||
|
||
When a desync has occurred with the desync debugging turned on you should file
|
||
a bug report with the following files attached:
|
||
|
||
- commands-out.log as it contains all the commands that were done
|
||
- the last saved savegame (search for the last line beginning with
|
||
'save: dmp_cmds_' in commands-out.log). We use this savegame to check
|
||
whether we can quickly reproduce the desync. Otherwise we will need …
|
||
- the first saved savegame (search for the first line beginning with 'save'
|
||
where the first part, up to the last underscore '_', is the same). We need
|
||
this savegame to be able to reproduce the bug when the last savegame is not
|
||
old enough. If you loaded a scenario or savegame you need to attach that.
|
||
- optionally you can attach the savegames from around 50%, 75%, 85%, 90% and
|
||
95% of the game's progression. We can use these savegames to speed up the
|
||
reproduction of the desync, but we should be able to reproduce these
|
||
savegames based on the first savegame and commands-out.log.
|
||
- in case you use any NewGRFs you should attach the ones you used unless
|
||
we can easily find them ourselves via bananas or when they are in the
|
||
#openttdcoop pack.
|
||
|
||
Do NOT remove the dmp_cmds savegames of a desync you have reported until the
|
||
desync has been fixed; if you, by accident, send us the wrong savegames we
|
||
will not be able to reproduce the desync and thus will be unable to fix it.
|
||
|
||
## 3.0) Supported platforms
|
||
|
||
OpenTTD has been ported to several platforms and operating systems. It should
|
||
not be very difficult to port it to a new platform. The currently working
|
||
platforms are:
|
||
|
||
- BeOS (SDL or Allegro)
|
||
- DOS (Allegro)
|
||
- FreeBSD (SDL)
|
||
- Linux (SDL or Allegro)
|
||
- macOS (universal) (Cocoa video and sound drivers)
|
||
- MorphOS (SDL)
|
||
- OpenBSD (SDL)
|
||
- OS/2 (SDL)
|
||
- Windows (Win32 GDI (faster) or SDL or Allegro)
|
||
|
||
## 4.0) Installing and running OpenTTD
|
||
|
||
Installing OpenTTD is fairly straightforward. Either you have downloaded an
|
||
archive which you have to extract to a directory where you want OpenTTD to
|
||
be installed, or you have downloaded an installer, which will automatically
|
||
extract OpenTTD in the given directory.
|
||
|
||
OpenTTD looks in multiple locations to find the required data files (described
|
||
in section 4.2). Installing any 3rd party files into a 'shared' location has
|
||
the advantage that you only need to do this step once, rather than copying the
|
||
data files into all OpenTTD versions you have.
|
||
|
||
Savegames, screenshots, etc are saved relative to the config file (openttd.cfg)
|
||
currently being used. This means that if you use a config file in one of the
|
||
shared directories, savegames will reside in the save/ directory next to the
|
||
openttd.cfg file there.
|
||
|
||
If you want savegames and screenshots in the directory where the OpenTTD binary
|
||
resides, simply have your config file in that location. But if you remove this
|
||
config file, savegames will still be in this directory (see notes in
|
||
section 4.2 'OpenTTD directories')
|
||
|
||
OpenTTD comes without AIs, so if you want to play with AIs you have to download
|
||
them. The easiest way is via the 'Check Online Content' button in the main menu.
|
||
You can select some AIs that you think are compatible with your playing style.
|
||
Another way is manually downloading the AIs from the forum although then you
|
||
need to make sure that you install all the required AI libraries too; they get
|
||
automatically selected (and downloaded) if you get the AIs via the 'Check
|
||
Online Content'. If you do not have an AI but have configured OpenTTD to start
|
||
an AI a message will be shown that the 'dummy' AI has been started.
|
||
|
||
### 4.1) (Required) 3rd party files
|
||
|
||
Before you run OpenTTD, you need to put the game's data files into a baseset/
|
||
directory which can be located in various places addressed in the following
|
||
section.
|
||
|
||
For OpenTTD you need to acquire some third party data files. For this you have
|
||
the choice of using the original Transport Tycoon Deluxe data files or a set
|
||
of free data files.
|
||
|
||
Do NOT copy files included with OpenTTD into 'shared' directories (explained in
|
||
the following sections) as sooner or later you will run into graphical glitches
|
||
when using other versions of the game.
|
||
|
||
#### 4.1.1) Free graphics and sound files
|
||
|
||
The free data files, split into OpenGFX for graphics, OpenSFX for sounds and
|
||
OpenMSX for music can be found at:
|
||
|
||
- https://www.openttd.org/download-opengfx for OpenGFX
|
||
- https://www.openttd.org/download-opensfx for OpenSFX
|
||
- https://www.openttd.org/download-openmsx for OpenMSX
|
||
|
||
Please follow the readme of these packages about the installation procedure.
|
||
The Windows installer can optionally download and install these packages.
|
||
|
||
#### 4.1.2) Original Transport Tycoon Deluxe graphics and sound files
|
||
|
||
If you want to play with the original Transport Tycoon Deluxe data files you
|
||
have to copy the data files from the CD-ROM into the baseset/ directory. It
|
||
does not matter whether you copy them from the DOS or Windows version of
|
||
Transport Tycoon Deluxe. The Windows install can optionally copy these files.
|
||
You need to copy the following files:
|
||
- sample.cat
|
||
- trg1r.grf or TRG1.GRF
|
||
- trgcr.grf or TRGC.GRF
|
||
- trghr.grf or TRGH.GRF
|
||
- trgir.grf or TRGI.GRF
|
||
- trgtr.grf or TRGT.GRF
|
||
|
||
#### 4.1.3) Original Transport Tycoon Deluxe music
|
||
|
||
If you want the Transport Tycoon Deluxe music, copy the appropriate files from
|
||
the original game into the baseset folder.
|
||
- TTD for Windows: All files in the gm/ folder (gm_tt00.gm up to gm_tt21.gm)
|
||
- TTD for DOS: The GM.CAT file
|
||
- Transport Tycoon Original: The GM.CAT file, but rename it to GM-TTO.CAT
|
||
|
||
#### 4.1.4) AIs
|
||
|
||
If you want AIs use the in-game content downloader. If for some reason that is
|
||
not possible or you want to use an AI that has not been uploaded to the content
|
||
download system download the tar file and place it in the ai/ directory. If the
|
||
AI needs libraries you will have to download those too and put them in the
|
||
ai/library/ directory. All AIs and AI Libraries that have been uploaded to
|
||
the content download system can be found at https://noai.openttd.org/downloads.
|
||
The AIs and libraries can be found their in the form of .tar.gz packages.
|
||
OpenTTD can read inside tar files but it does not extract .tar.gz files by itself.
|
||
|
||
To figure out which libraries you need for an AI you have to start the AI and
|
||
wait for an error message to pop up. The error message will tell you
|
||
'could not find library "lib-name"'. Download that library and try again.
|
||
|
||
#### 4.1.5) Game scripts
|
||
|
||
If you want an extra challenge in OpenTTD you can download so-called game
|
||
scripts via the in-game content downloader. These game scripts have varying
|
||
functionality, though they can generally influence town growth, subsidies, add
|
||
goals to reach or provide a different ranking system.
|
||
|
||
If you download a game script manually you have to follow the same rules as for
|
||
AIs, except that game scripts are placed in the game/ directory instead of the
|
||
ai/ directory.
|
||
|
||
### 4.2) OpenTTD directories
|
||
|
||
OpenTTD uses its own directory to store its required 3rd party base set files
|
||
(see section 4.1 'Required 3rd party files') and non-compulsory extension and
|
||
configuration files. See below for their proper place within this OpenTTD main
|
||
data directory.
|
||
|
||
The main OpenTTD directories can be found in various locations, depending on
|
||
your operating system:
|
||
|
||
1. The current working directory (from where you started OpenTTD)
|
||
|
||
For non-Windows operating systems OpenTTD will not scan for files in this
|
||
directory if it is your personal directory, i.e. '~/', or when it is the
|
||
root directory, i.e. '/'.
|
||
|
||
2. Your personal directory
|
||
- Windows:
|
||
- `C:\My Documents\OpenTTD` (95, 98, ME)
|
||
- `C:\Documents and Settings\<username>\My Documents\OpenTTD` (2000, XP)
|
||
- `C:\Users\<username>\Documents\OpenTTD` (Vista, 7, 8.1, 10)
|
||
- macOS: `~/Documents/OpenTTD`
|
||
- Linux: `$XDG_DATA_HOME/openttd` which is usually `~/.local/share/openttd`
|
||
when built with XDG base directory support, otherwise `~/.openttd`
|
||
3. The shared directory
|
||
- Windows:
|
||
- `C:\Documents and Settings\All Users\Shared Documents\OpenTTD` (2000, XP)
|
||
- `C:\Users\Public\Documents\OpenTTD` (Vista, 7, 8.1, 10)
|
||
- macOS: `/Library/Application Support/OpenTTD`
|
||
- Linux: not available
|
||
4. The binary directory (where the OpenTTD executable is)
|
||
- Windows: `C:\Program Files\OpenTTD`
|
||
- Linux: `/usr/games`
|
||
5. The installation directory (Linux only)
|
||
- Linux: `/usr/share/games/openttd`
|
||
6. The application bundle (macOS only)
|
||
|
||
It includes the OpenTTD files (grf+lng) and it will work as long as they
|
||
are not touched
|
||
|
||
Different types of data or extensions go into different subdirectories of the
|
||
chosen main OpenTTD directory:
|
||
|
||
| data type | directory | additional info |
|
||
| --- | --- | --- |
|
||
| Config File | (no subdirectory) | |
|
||
| Screenshots | screenshot | |
|
||
| Base Graphics | baseset | (or a subdirectory thereof) |
|
||
| Sound Sets | baseset | (or a subdirectory thereof) |
|
||
| NewGRFs | newgrf | (or a subdirectory thereof) |
|
||
| 32bpp Sets | newgrf | (or a subdirectory thereof) |
|
||
| Music Sets | baseset | (or a subdirectory thereof) |
|
||
| AIs | ai | (or a subdirectory thereof) |
|
||
| AI Libraries | ai/library | (or a subdirectory thereof) |
|
||
| Game Scripts (GS) | game | (or a subdirectory thereof) |
|
||
| GS Libraries | game/library | (or a subdirectory thereof) |
|
||
| Savegames | save | |
|
||
| Automatic Savegames | save/autosave | |
|
||
| Scenarios | scenario | |
|
||
|
||
The (automatically created) directory content_download is for OpenTTD's internal
|
||
use and no files should be added to it or its subdirectories manually.
|
||
|
||
#### Notes:
|
||
|
||
- Linux in the previous list means .deb, but most paths should be similar for
|
||
others.
|
||
- The previous search order is also used for NewGRFs and openttd.cfg.
|
||
- If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3,
|
||
5 order. When built with XDG base directory support, openttd.cfg will be
|
||
created in $XDG_CONFIG_HOME/openttd which is usually ~/.config/openttd.
|
||
- Savegames will be relative to the config file only if there is no save/
|
||
directory in paths with higher priority than the config file path, but
|
||
autosaves and screenshots will always be relative to the config file.
|
||
Unless the configuration file is in $XDG_CONFIG_HOME/openttd, then all
|
||
other files will be saved under $XDG_DATA_HOME/openttd.
|
||
|
||
#### The preferred setup:
|
||
|
||
Place 3rd party files in shared directory (or in personal directory if you do
|
||
not have write access on shared directory) and have your openttd.cfg config
|
||
file in personal directory (where the game will then also place savegames and
|
||
screenshots).
|
||
|
||
### 4.3) Portable installations (portable media)
|
||
|
||
You can install OpenTTD on external media so you can take it with you, i.e.
|
||
using a USB key, or a USB HDD, etc.
|
||
Create a directory where you shall store the game in (i.e. OpenTTD/).
|
||
Copy the binary (OpenTTD.exe, OpenTTD.app, openttd, etc), baseset/ and your
|
||
openttd.cfg to this directory.
|
||
You can copy binaries for any operating system into this directory, which will
|
||
allow you to play the game on nearly any computer you can attach the external
|
||
media to.
|
||
As always - additional grf files are stored in the newgrf/ dir (for details,
|
||
again, see section 4.1).
|
||
|
||
### 4.4) Files in tar (archives)
|
||
|
||
OpenTTD can read files that are in an uncompressed tar (archive), which
|
||
makes it easy to bundle files belonging to the same script, NewGRF or base
|
||
set. Music sets are the only exception as they cannot be stored in a tar
|
||
file due to being played by external applications.
|
||
|
||
OpenTTD sees each tar archive as the 'root' of its search path. This means that
|
||
having a file with the same path in two different tar files means that one
|
||
cannot be opened, after all only one file will be found first. As such it is
|
||
advisable to put an uniquely named folder in the root of the tar and put all the
|
||
content in that folder. For example, all downloaded content has a path that
|
||
concatenates the name of the content and the version, which makes the path
|
||
unique. For custom tar files it is advised to do this as well.
|
||
|
||
The normal files are also referred to by their relative path from the search
|
||
directory, this means that also normal files could hide files in a tar as
|
||
long as the relative path from the search path of the normal file is the
|
||
same as the path in the tar file. Again it is advised to have an unique path
|
||
to the normal file so they do not collide with the files from other tar
|
||
files.
|
||
|
||
## 5.0) OpenTTD features
|
||
|
||
OpenTTD has a lot of features going beyond the original Transport Tycoon Deluxe
|
||
emulation. Unfortunately, there is currently no comprehensive list of features,
|
||
but there is a basic features list on the web, and some optional features can be
|
||
controlled through the Advanced Settings dialog. We also implement some
|
||
features known from [TTDPatch](https://www.ttdpatch.net).
|
||
|
||
Several important non-standard controls:
|
||
|
||
- Ctrl modifies many commands and makes them more powerful. For example Ctrl
|
||
clicking on signals with the build signal tool changes their behaviour,
|
||
holding Ctrl while the track build tool is activated changes it to the track
|
||
removal tool, and so on. See https://wiki.openttd.org/Hidden_features
|
||
for a non-comprehensive list or look at the tooltips.
|
||
- Ingame console. More information at https://wiki.openttd.org/Console
|
||
- Hovering over a GUI element shows tooltips. This can be changed to right click
|
||
via the advanced settings.
|
||
|
||
### 5.1) Logging of potentially dangerous actions
|
||
|
||
OpenTTD is a complex program, and together with NewGRF, it may show a buggy
|
||
behaviour. But not only bugs in code can cause problems. There are several
|
||
ways to affect game state possibly resulting in program crash or multiplayer
|
||
desyncs.
|
||
|
||
Easier way would be to forbid all these unsafe actions, but that would affect
|
||
game usability for many players. We certainly do not want that.
|
||
However, we receive bug reports because of this. To reduce time spent with
|
||
solving these problems, these potentially unsafe actions are logged in
|
||
the savegame (including crash.sav). Log is stored in crash logs, too.
|
||
|
||
Information logged:
|
||
|
||
- Adding / removing / changing order of NewGRFs
|
||
- Changing NewGRF parameters, loading compatible NewGRF
|
||
- Changing game mode (scenario editor <-> normal game)
|
||
- Loading game saved in a different OpenTTD / TTDPatch / Transport Tycoon Deluxe /
|
||
original Transport Tycoon version
|
||
- Running a modified OpenTTD build
|
||
- Changing settings affecting NewGRF behaviour (non-network-safe settings)
|
||
- Triggering NewGRF bugs
|
||
|
||
No personal information is stored.
|
||
|
||
You can show the game log by typing 'gamelog' in the console or by running
|
||
OpenTTD in debug mode.
|
||
|
||
### 5.2) Frame rate and performance metrics
|
||
|
||
The Help menu in-game has a function to open the Frame rate window. This
|
||
window shows various real-time performance statistics, measuring what parts
|
||
of the game require the most processing power currently.
|
||
|
||
A summary of the statistics can also be retrieved from the console with the
|
||
`fps` command. This is especially useful on dedicated servers, where the
|
||
administrator might want to determine what's limiting performance in a slow
|
||
game.
|
||
|
||
The frame rate is given as two figures, the simulation rate and the graphics
|
||
frame rate. Usually these are identical, as the screen is rendered exactly
|
||
once per simulated tick, but in the future there might be support for graphics
|
||
and simulation running at different rates. When the game is paused, the
|
||
simulation rate drops to zero.
|
||
|
||
In addition to the simulation rate, a game speed factor is also calculated.
|
||
This is based on the target simulation speed, which is 30 milliseconds per
|
||
game tick. At that speed, the expected frame rate is 33.33 frames/second, and
|
||
the game speed factor is how close to that target the actual rate is. When
|
||
the game is in fast forward mode, the game speed factor shows how much
|
||
speed up is achieved.
|
||
|
||
The lower part of the window shows timing statistics for individual parts of
|
||
the game. The times shown are short-term and long-term averages of how long
|
||
it takes to process one tick of game time, all figures are in milliseconds.
|
||
|
||
Clicking a line in the lower part of the window opens a graph window, giving
|
||
detailed readings on each tick simulated by the game.
|
||
|
||
The following is an explanation of the different statistics:
|
||
|
||
- *Game loop* - Total processing time used per simulated "tick" in the game.
|
||
This includes all pathfinding, world updates, and economy handling.
|
||
- *Cargo handling* - Time spent loading/unloading cargo at stations, and
|
||
industries and towns sending/retrieving cargo from stations.
|
||
- *Train ticks*, *Road vehicle ticks*, *Ship ticks*, *Aircraft ticks* -
|
||
Time spent on pathfinding and other processing for each player vehicle type.
|
||
- *World ticks* - Time spent on other world/landscape processing. This
|
||
includes towns growing, building animations, updates of farmland and trees,
|
||
and station rating updates.
|
||
- *Link graph delay* - Time overruns of the cargo distribution link graph
|
||
update thread. Usually the link graph is updated in a background thread,
|
||
but these updates need to synchronise with the main game loop occasionally,
|
||
if the time spent on link graph updates is longer than the time taken to
|
||
otherwise simulate the game while it was updating, these delays are counted
|
||
in this figure.
|
||
- *Graphics rendering* - Total time spent rendering all graphics, including
|
||
both GUI and world viewports. This typically spikes when panning the view
|
||
around, and when more things are happening on screen at once.
|
||
- *World viewport rendering* - Isolated time spent rendering just world
|
||
viewports. If this figure is significantly lower than the total graphics
|
||
rendering time, most time is spent rendering GUI than rendering world.
|
||
- *Video output* - Speed of copying the rendered graphics to the display
|
||
adapter. Usually this should be very fast (in the range of 0-3 ms), large
|
||
values for this can indicate a graphics driver problem.
|
||
- *Sound mixing* - Speed of mixing active audio samples together. Usually
|
||
this should be very fast (in the range of 0-3 ms), if it is slow, consider
|
||
switching to the NoSound set.
|
||
|
||
If the frame rate window is shaded, the title bar will instead show just the
|
||
current simulation rate and the game speed factor.
|
||
|
||
## 6.0) Configuration file
|
||
|
||
The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like
|
||
.INI format. It is mostly undocumented. Almost all settings can be changed
|
||
ingame by using the 'Advanced Settings' window.
|
||
When you cannot find openttd.cfg you should look in the directories as
|
||
described in section 4.2. If you do not have an openttd.cfg OpenTTD will
|
||
create one after closing.
|
||
|
||
## 7.0) Compiling
|
||
|
||
### Windows:
|
||
|
||
You need Microsoft Visual Studio .NET. Open the project file
|
||
and it should build automatically. In case you want to build with SDL support
|
||
you need to add WITH_SDL to the project settings.
|
||
|
||
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 https://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:
|
||
|
||
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/cwsdpmi 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 machines you have
|
||
no graphical user interface; you would be building a dedicated server.
|
||
|
||
### 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 - 4.4, 4.6 - 4.8.
|
||
- 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 4.6 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.
|
||
- GNU Compiler Collection (GCC) 4.5. It optimizes enums too aggressively.
|
||
See https://github.com/OpenTTD/OpenTTD/issues/5513 and references therein.
|
||
- 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.
|
||
|
||
### 7.3) Compilation of base sets
|
||
|
||
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 https://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`'.
|
||
|
||
Re-compilation of the base sets, thus also use of '`--maintainer-clean`' can
|
||
leave the repository in a modified state as different grfcodec versions can
|
||
cause binary differences in the resulting grf. Also translations might have
|
||
been added for the base sets which are not yet included in the base set
|
||
information files. Use the configure option '`--without-grfcodec`' to avoid
|
||
modification of the base set files by the build process.
|
||
|
||
## 8.0) Translating
|
||
|
||
See https://www.openttd.org/development for up-to-date information.
|
||
|
||
The use of the online Translator service, located at
|
||
https://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 (https://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. As this utility is tailored to a specific OpenTTD
|
||
version, you need 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 https://wiki.openttd.org/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](https://www.tt-forums.net/viewforum.php?f=66)
|
||
or [GRFCrawler](https://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.
|
||
|
||
## 10.0) Licensing
|
||
|
||
OpenTTD is licensed under the GNU General Public License version 2.0. For
|
||
the complete license text, see the file 'COPYING'. This license applies
|
||
to all files in this distribution, except as noted below.
|
||
|
||
The squirrel implementation in src/3rdparty/squirrel is licensed under
|
||
the Zlib license. See src/3rdparty/squirrel/COPYRIGHT for the complete
|
||
license text.
|
||
|
||
The md5 implementation in src/3rdparty/md5 is licensed under the Zlib
|
||
license. See the comments in the source files in src/3rdparty/md5 for
|
||
the complete license text.
|
||
|
||
The implementations of Posix getaddrinfo and getnameinfo for OS/2 in
|
||
src/3rdparty/os2 are distributed partly under the GNU Lesser General Public
|
||
License 2.1, and partly under the (3-clause) BSD license. The exact licensing
|
||
terms can be found in src/3rdparty/os2/getaddrinfo.c resp.
|
||
src/3rdparty/os2/getnameinfo.c.
|
||
|
||
The exe2coff implementation in os/dos/exe2coff is available under the
|
||
GPL, with a number of additional terms. See os/dos/exe2coff/copying and
|
||
os/dos/exe2coff/copying.dj for the exact licensing terms.
|
||
|
||
The CWSDPMI implementation in os/dos/cwsdpmi is distributed under a
|
||
custom binary-only license that prohibits modification. The exact
|
||
licensing terms can be found in os/dos/cwsdpmi/cwsdpmi.txt. The sources
|
||
for these files can be downloaded at its author site, at
|
||
http://homer.rice.edu/~sandmann/cwsdpmi/csdpmi5s.zip.
|
||
|
||
CONTRIBUTING.md is adapted from
|
||
[Bootstrap](https://github.com/twbs/bootstrap/blob/master/CONTRIBUTING.md)
|
||
under the [Creative Commons Attribution 3.0 Unported
|
||
License](https://github.com/twbs/bootstrap/blob/master/docs/LICENSE)
|
||
terms for Bootstrap documentation.
|
||
|
||
## X.X) Credits
|
||
|
||
### The OpenTTD team (in alphabetical order):
|
||
|
||
- Grzegorz Duczyński (adf88) - General coding (since 1.7.2)
|
||
- Albert Hofkamp (Alberth) - GUI expert (since 0.7)
|
||
- Matthijs Kooijman (blathijs) - Pathfinder-guru, Debian port (since 0.3)
|
||
- Ulf Hermann (fonsinchen) - Cargo Distribution (since 1.3)
|
||
- Christoph Elsenhans (frosch) - General coding (since 0.6)
|
||
- Loïc Guilloux (glx) - Windows Expert (since 0.4.5)
|
||
- Michael Lutz (michi_cc) - Path based signals (since 0.7)
|
||
- Owen Rudge (orudge) - Forum host, OS/2 port (since 0.1)
|
||
- Peter Nelson (peter1138) - Spiritual descendant from newGRF gods (since 0.4.5)
|
||
- Ingo von Borstel (planetmaker) - General coding, Support (since 1.1)
|
||
- Remko Bijker (Rubidium) - Lead coder and way more (since 0.4.5)
|
||
- José Soler (Terkhen) - General coding (since 1.0)
|
||
- Leif Linse (Zuu) - AI/Game Script (since 1.2)
|
||
|
||
### Inactive Developers:
|
||
|
||
- Jean-François Claeys (Belugas) - GUI, newindustries and more (0.4.5 - 1.0)
|
||
- Bjarni Corfitzen (Bjarni) - macOS port, coder and vehicles (0.3 - 0.7)
|
||
- Victor Fischer (Celestar) - Programming everywhere you need him to (0.3 - 0.6)
|
||
- Jaroslav Mazanec (KUDr) - YAPG (Yet Another Pathfinder God) ;) (0.4.5 - 0.6)
|
||
- Jonathan Coome (Maedhros) - High priest of the NewGRF Temple (0.5 - 0.6)
|
||
- Attila Bán (MiHaMiX) - WebTranslator 1 and 2 (0.3 - 0.5)
|
||
- Zdeněk Sojka (SmatZ) - Bug finder and fixer (0.6 - 1.3)
|
||
- Christoph Mallon (Tron) - Programmer, code correctness police (0.3 - 0.5)
|
||
- Patric Stout (TrueBrain) - NoProgrammer (0.3 - 1.2), sys op (active)
|
||
- Thijs Marinussen (Yexo) - AI Framework, General (0.6 - 1.3)
|
||
|
||
### Retired Developers:
|
||
|
||
- Tamás Faragó (Darkvater) - Ex-Lead coder (0.3 - 0.5)
|
||
- Dominik Scherer (dominik81) - Lead programmer, GUI expert (0.3 - 0.3)
|
||
- Emil Djupfeld (egladil) - macOS port (0.4 - 0.6)
|
||
- Simon Sasburg (HackyKid) - Bug fixer (0.4 - 0.4.5)
|
||
- Ludvig Strigeus (ludde) - Original author of OpenTTD, main coder (0.1 - 0.3)
|
||
- Cian Duffy (MYOB) - BeOS port / manual writing (0.1 - 0.3)
|
||
- Petr Baudiš (pasky) - Many patches, newgrf support, etc. (0.3 - 0.3)
|
||
- Benedikt Brüggemeier (skidd13) - Bug fixer and code reworker (0.6 - 0.7)
|
||
- Serge Paquet (vurlix) - 2nd contributor after ludde (0.1 - 0.3)
|
||
|
||
### Thanks to:
|
||
|
||
- Josef Drexler - For his great work on TTDPatch.
|
||
- Marcin Grzegorczyk - For his TTDPatch work and documentation of Transport Tycoon Deluxe internals and track foundations
|
||
- Stefan Meißner (sign_de) - For his work on the console
|
||
- Mike Ragsdale - OpenTTD installer
|
||
- 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
|
||
- 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!
|