OpenTTD v1.1.0 Beta 3 - 模擬器

By Ula
at 2011-01-19T12:21
at 2011-01-19T12:21
Table of Contents
http://www.openttd.org/
OpenTTD v1.1.0 Beta 3 is released. OpenTTD is an open source simulation game
based upon the popular Microprose game "Transport Tycoon Deluxe", written by
Chris Sawyer. It attempts to mimic the original game as closely as possible
while extending it with new features.
Features
OpenTTD is modelled after the original Transport Tycoon game by Chris Sawyer
and enhances the game experience dramatically. Many features were inspired by
TTDPatch while others are original.
Significant enhancements from the original game include:
bigger maps (up to 64 times in size)
stable multiplayer mode for up to 255 players in 15 companies, or as
spectators
dedicated server mode and an in-game console for administration
IPv6 and IPv4 support for all communication of the client and server
in game downloading of AIs, NewGRFs, scenarios and heightmaps
new pathfinding algorithms that makes vehicles go where you want them to
autorail/-road build tool, improved terraforming
canals, shiplifts, aqueducts
larger, non-uniform stations and the ability to join them together
mammoth and multi-headed trains
different configurable models for acceleration of vehicles
clone, autoreplace and autoupdate vehicles
the possibility to build on slopes and coasts
advanced/conditional orders, share and copy orders
longer and higher bridges including several new designs, plus fully flexible
tracks/roads under bridges
reworked airport system with many more airports/heliports (e.g. international
and metropolitan)
presignals, semaphores, path based signalling
support for TTDPatch NewGRF features offering many options for graphics and
behaviour configuration/modification
drive-through road stops for articulated road vehicles and trams
multiple trees on one tile
bribe the town authority
many configuration settings to tune the game to your liking
save games using zlib compression for smaller sizes, while not interrupting
gameplay
significant internationalisation support. OpenTTD has already been translated
into over 50 languages
dynamically created town names in 18 languages, plus NewGRF support for
additional languages
freely distributable graphics, sounds and music
framework for custom (user) written AIs
zooming further out in the normal view and zooming out in the small map
Lots of effort has been put into making OpenTTD easy to use. These include:
convert rail tool (to electrified rail, monorail, and maglev)
drag&drop support for almost all tools (demolition, road/rail
building/removing, stations, scenario editor, etc)
sorting of most lists based on various criteria (vehicle, station, town,
industries, etc.)
mouse wheel support (scroll menus, zoom in/out)
autoscroll when the mouse is near the edge of the screen/window
sell whole train by dragging it to the dynamite trashcan
cost estimation with the 'shift' key
advanced options configuration window, change settings from within the game
Graphical/interface features:
screenshots can be in BMP, PNG or PCX format (select in game options menu)
more currencies (including Euro introduction in 2002)
extra viewports to view more parts of the game world at the same time
resolution and refresh rate selection for fullscreen mode
colourful newspaper after a certain date
colour coded vehicle profits
game speed increase (through fast forward button or by pressing the TAB key)
snappy and sticky windows that always stay on top and neatly align themselves
to other windows
more hotkeys for even less mouse-clicking
support for 32 bit graphics
support for right-to-left languages
support for other (sized) fonts where the user interface scales based on the
font and translation
OpenTTD v1.1.0 Beta 3 Changelog:
- Feature: Configurable limit amount of tiles that can be cleared/terraformed
by a company [FS#4331] (r21728)
- Feature: Show a list of companies in the owner legend and allow them to be
toggled for visibility (r21720, r21718)
- Feature: Console command 'list_ai_libs' to get a list of recognized AI
libraries [FS#4372] (r21703)
- Feature: Allow changing the AI configuration in the scenario editor / in
game [FS#4362] (r21696)
- Change: Tune 'realistic' acceleration even more to make more trains reach
their top speed, and make it behave more like TTDPatch (r21712)
- Change: Display the minimum height of the tile in the LandInfo window
instead of the height of the northern corner. So it is more useful for NewGRF
and AI developers, and maybe more transparent for players (r21711)
- Fix: The diagonal iterator would iterate twice over some tiles [FS#4395]
(r21747)
- Fix: [NewGRF] Canal variable 83 accessed water random bits also for
non-water tiles (e.g. watery industries or objects) (r21746)
- Fix: [NewGRF] Canal variable 80 shall return consistent heights within a
lock (r21745)
- Fix: Allow Ctrl+Clicking automatic orders for scrolling to their
destination (r21744)
- Fix: Coast tiles were not drawn under bridges [FS#4386] (r21743)
- Fix: Make clearing refit orders work again [FS#4388] (r21739)
- Fix: Start loading when cur_order_index points to the destination station,
i.e. after deleting not-reached automatic orders [FS#4384] (r21738)
- Fix: A loading order was also marked as 'not part of orders' when the order
before the current order was deleted (r21737)
- Fix: Admin bots were not always notified of password changes [FS#4377]
(r21727)
- Fix: Vehicle sprite was cached into a 16 bit variable, causing incorrect
sprites to be displayed (r21709)
- Fix: [NewGRF] Report TTDPatch flag 4A (newobjects) as set (r21708)
- Fix: The old ship pathfinder is too stupid to provide 'lost' notices; it
would even get lost while following its own path [FS#4370] (r21706)
- Fix: Do not perform any more checks after the connection is closed
[FS#4374] (r21704)
- Fix: Changing AI settings ingame was impossible when the difficulty level
was other than custom (r21694)
- Fix: Due to an error in the Debian changelog building of Debian/Ubuntu
packages failed (r21682)
http://www.openttd.org/en/download-testing
--
OpenTTD v1.1.0 Beta 3 is released. OpenTTD is an open source simulation game
based upon the popular Microprose game "Transport Tycoon Deluxe", written by
Chris Sawyer. It attempts to mimic the original game as closely as possible
while extending it with new features.
Features
OpenTTD is modelled after the original Transport Tycoon game by Chris Sawyer
and enhances the game experience dramatically. Many features were inspired by
TTDPatch while others are original.
Significant enhancements from the original game include:
bigger maps (up to 64 times in size)
stable multiplayer mode for up to 255 players in 15 companies, or as
spectators
dedicated server mode and an in-game console for administration
IPv6 and IPv4 support for all communication of the client and server
in game downloading of AIs, NewGRFs, scenarios and heightmaps
new pathfinding algorithms that makes vehicles go where you want them to
autorail/-road build tool, improved terraforming
canals, shiplifts, aqueducts
larger, non-uniform stations and the ability to join them together
mammoth and multi-headed trains
different configurable models for acceleration of vehicles
clone, autoreplace and autoupdate vehicles
the possibility to build on slopes and coasts
advanced/conditional orders, share and copy orders
longer and higher bridges including several new designs, plus fully flexible
tracks/roads under bridges
reworked airport system with many more airports/heliports (e.g. international
and metropolitan)
presignals, semaphores, path based signalling
support for TTDPatch NewGRF features offering many options for graphics and
behaviour configuration/modification
drive-through road stops for articulated road vehicles and trams
multiple trees on one tile
bribe the town authority
many configuration settings to tune the game to your liking
save games using zlib compression for smaller sizes, while not interrupting
gameplay
significant internationalisation support. OpenTTD has already been translated
into over 50 languages
dynamically created town names in 18 languages, plus NewGRF support for
additional languages
freely distributable graphics, sounds and music
framework for custom (user) written AIs
zooming further out in the normal view and zooming out in the small map
Lots of effort has been put into making OpenTTD easy to use. These include:
convert rail tool (to electrified rail, monorail, and maglev)
drag&drop support for almost all tools (demolition, road/rail
building/removing, stations, scenario editor, etc)
sorting of most lists based on various criteria (vehicle, station, town,
industries, etc.)
mouse wheel support (scroll menus, zoom in/out)
autoscroll when the mouse is near the edge of the screen/window
sell whole train by dragging it to the dynamite trashcan
cost estimation with the 'shift' key
advanced options configuration window, change settings from within the game
Graphical/interface features:
screenshots can be in BMP, PNG or PCX format (select in game options menu)
more currencies (including Euro introduction in 2002)
extra viewports to view more parts of the game world at the same time
resolution and refresh rate selection for fullscreen mode
colourful newspaper after a certain date
colour coded vehicle profits
game speed increase (through fast forward button or by pressing the TAB key)
snappy and sticky windows that always stay on top and neatly align themselves
to other windows
more hotkeys for even less mouse-clicking
support for 32 bit graphics
support for right-to-left languages
support for other (sized) fonts where the user interface scales based on the
font and translation
OpenTTD v1.1.0 Beta 3 Changelog:
- Feature: Configurable limit amount of tiles that can be cleared/terraformed
by a company [FS#4331] (r21728)
- Feature: Show a list of companies in the owner legend and allow them to be
toggled for visibility (r21720, r21718)
- Feature: Console command 'list_ai_libs' to get a list of recognized AI
libraries [FS#4372] (r21703)
- Feature: Allow changing the AI configuration in the scenario editor / in
game [FS#4362] (r21696)
- Change: Tune 'realistic' acceleration even more to make more trains reach
their top speed, and make it behave more like TTDPatch (r21712)
- Change: Display the minimum height of the tile in the LandInfo window
instead of the height of the northern corner. So it is more useful for NewGRF
and AI developers, and maybe more transparent for players (r21711)
- Fix: The diagonal iterator would iterate twice over some tiles [FS#4395]
(r21747)
- Fix: [NewGRF] Canal variable 83 accessed water random bits also for
non-water tiles (e.g. watery industries or objects) (r21746)
- Fix: [NewGRF] Canal variable 80 shall return consistent heights within a
lock (r21745)
- Fix: Allow Ctrl+Clicking automatic orders for scrolling to their
destination (r21744)
- Fix: Coast tiles were not drawn under bridges [FS#4386] (r21743)
- Fix: Make clearing refit orders work again [FS#4388] (r21739)
- Fix: Start loading when cur_order_index points to the destination station,
i.e. after deleting not-reached automatic orders [FS#4384] (r21738)
- Fix: A loading order was also marked as 'not part of orders' when the order
before the current order was deleted (r21737)
- Fix: Admin bots were not always notified of password changes [FS#4377]
(r21727)
- Fix: Vehicle sprite was cached into a 16 bit variable, causing incorrect
sprites to be displayed (r21709)
- Fix: [NewGRF] Report TTDPatch flag 4A (newobjects) as set (r21708)
- Fix: The old ship pathfinder is too stupid to provide 'lost' notices; it
would even get lost while following its own path [FS#4370] (r21706)
- Fix: Do not perform any more checks after the connection is closed
[FS#4374] (r21704)
- Fix: Changing AI settings ingame was impossible when the difficulty level
was other than custom (r21694)
- Fix: Due to an error in the Debian changelog building of Debian/Ubuntu
packages failed (r21682)
http://www.openttd.org/en/download-testing
--
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模擬器
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