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827 lines
39 KiB
Markdown
827 lines
39 KiB
Markdown
# 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:
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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 Git revision/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-bit Windows, 64-bit Windows,
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Linux on an ARM, Mac OS X on a PowerPC, etc.)
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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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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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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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- DOS (Allegro)
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- FreeBSD (SDL)
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- Linux (SDL or Allegro)
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- macOS (universal) (Cocoa video and sound drivers)
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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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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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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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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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- https://www.openttd.org/download-opengfx for OpenGFX
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- https://www.openttd.org/download-opensfx for OpenSFX
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- https://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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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 baseset/ directory. It
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does not matter whether you copy them from the DOS or Windows version of
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Transport 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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If you want the Transport Tycoon Deluxe music, copy the appropriate files from
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the original game into the baseset folder.
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- TTD for Windows: All files in the gm/ folder (gm_tt00.gm up to gm_tt21.gm)
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- TTD for DOS: The GM.CAT file
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- Transport Tycoon Original: The GM.CAT file, but rename it to GM-TTO.CAT
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#### 4.1.4) AIs
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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 https://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 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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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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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:
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- `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, 8.1, 10)
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- macOS: `~/Documents/OpenTTD`
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- Linux: `$XDG_DATA_HOME/openttd` which is usually `~/.local/share/openttd`
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when built with XDG base directory support, otherwise `~/.openttd`
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3. The shared directory
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- Windows:
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- `C:\Documents and Settings\All Users\Shared Documents\OpenTTD` (2000, XP)
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- `C:\Users\Public\Documents\OpenTTD` (Vista, 7, 8.1, 10)
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- macOS: `/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 (macOS 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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| data type | directory | additional info |
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| ------------------- | ----------------- | --------------------------- |
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| Config File | (no subdirectory) | |
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| Screenshots | screenshot | |
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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/library | (or a subdirectory thereof) |
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| Game Scripts (GS) | game | (or a subdirectory thereof) |
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| GS Libraries | game/library | (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. When built with XDG base directory support, openttd.cfg will be
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created in $XDG_CONFIG_HOME/openttd which is usually ~/.config/openttd.
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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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Unless the configuration file is in $XDG_CONFIG_HOME/openttd, then all
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other files will be saved under $XDG_DATA_HOME/openttd.
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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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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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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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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](https://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,
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holding Ctrl while the track build tool is activated changes it to the track
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removal tool, and so on. See https://wiki.openttd.org/Hidden_features
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for a non-comprehensive list or look at the tooltips.
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- Ingame console. More information at https://wiki.openttd.org/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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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
|
||
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.
|
||
- *GS/AI total*, *Game script*, and *AI players* - Time spent running logic
|
||
for game scripts and AI players. The total may show as less than the current
|
||
sum of the individual scripts, this is because AI players at lower
|
||
difficulty settings do not run every game tick, and hence contribute less
|
||
to the average across all ticks. Keep in mind that the "Current" figure is
|
||
also an average, just only over short term.
|
||
- *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 2015 Update 3 or more recent. 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), ZLIB (WITH_ZLIB), LZO (WITH_LZO), Freetype (WITH_FREETYPE) and
|
||
LZMA (WITH_LZMA) support is enabled by default. For these to work you need their
|
||
development files. To get them just use vcpkg from https://github.com/Microsoft/vcpkg
|
||
using x86-windows-static and x64-windows-static triplets.
|
||
For more help with VS see docs/Readme_Windows_MSVC.md.
|
||
|
||
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`'.
|
||
|
||
### 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) 2015, 2017 and 2019.
|
||
- 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) 2013 and earlier.
|
||
These old versions do not support modern C++ language features.
|
||
- 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 Git 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)
|
||
- Niels Martin Hansen (nielsm) - Music system, general coding (since 1.9)
|
||
- 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
|
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- Chris Sawyer - For an amazing game!
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