OpenTTD v1.1.0 RC 1 - 模擬器

Hardy avatar
By Hardy
at 2011-02-22T16:03

Table of Contents

http://www.openttd.org/

OpenTTD v1.1.0 RC 1 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 RC 1 Changelog:
- Feature: [NewGRF] Test all possible industry layouts during construction
and prospecting [FS#4131] (r22012, r22010)
- Feature: Wheel scrolling in the console (r21982)
- Feature: Console command to reset the engine pool. It removes the traces of
engines which are no longer associated to a NewGRF, and can be used to e.g.
'fix' scenarios which were screwed up by the author. You can only use it when
there are no vehicles in the game though (r21975)
- Feature: Add a setting to enable/disable funding local road reconstruction
(r21974)
- Feature: Introduce 'minimal' number of industries as a replacment for the
old 'none' setting in the new game window (r21969)
- Change: When loading old savegames with long trains set the maximum train
length to the length of the longest train (r22061)
- Change: Always report mammoth trains are disabled to NewGRFs, and allow the
maximum train length to be modified in multiplayer as well [FS#4471] (r22004)
- Fix: Remove invalid keycodes when reading hotkeys.cfg [FS#4510] (r22094)
- Fix: The server list did not get sorted with one item in it, so the
'position in the list' variable was never updated causing problems when using
the keyboard shortcuts for scrolling [FS#4514] (r22093)
- Fix: When deleting towns, only relocate objects during DC_EXEC (r22087)
- Fix: [Windows] If fullscreen fails with current resolution, use desktop
resolution [FS#4489] (r22081)
- Fix: The owner view of the smallmap was not updated after a company colour
change (r22079)
- Fix: Maximum train length interfered with wagon replacement when wagon
removal was turned on [FS#4499] (r22078)
- Fix: NewGRFs with invalid multi-tile houses could cause a valid 1x1 house
following it to be seen as multi-tile, causing crashes [FS#4501] (r22075)
- Fix: Immediately update the train weight when you change the multiplier for
train cargo weight (r22073)
- Fix: Some hotkey names in hotkey.cfg for the scenario editor toolbar were
completely bogus (r22071)
- Fix: Crashes when disconnecting after requesting the map [FS#4503] (r22070)
- Fix: Delete all savegame packets, not just the first one (r22069)
- Fix: Return 'connection lost' instead of 'okay' when SendPackets closed the
connection, so we do not try to do anything else with the closed socket
(r22068)
- Fix: Do not hold a mutex when sending packets and thus possibly closing the
connection as that wants to acquire the mutex again (r22067)
- Fix: Verify we can allocate an Order, OrderList, CargoPacket, CargoPayment,
and others before we actually try to do so (all corner cases) [FS#4468]
(r22066, r22057, r22047, r22042, r22040, r22033, r22031, r22026, r22025,
r22024, r22023, r22022)
- Fix: Crash when disconnecting and reconnecting while the server is still
saving the savegame [FS#4497] (r22064)
- Fix: Memory leak when saving with LZMA or zlib fails mid-way (r22062)
- Fix: Make the send chat message window follow the position of the status
bar (r22059)
- Fix: Metric and imperial HP are not the same. As imperial HP are used
internally, set a conversion rate for metric HP [FS#4408] (r22056)
- Fix: [Squirrel] Some invalid squirrel code caused the squirrel compiler to
crash [FS#4490] (r22055)
- Fix: The land area information window was not updated after a language
change (r22053)
- Fix: Roads under road stops would get a wrong owner after overbuilding
(r22051)
- Fix: In ancient savegames, e.g. TTO savegames, non primary vehicles (wagons
and such) could have unitnumbers or even orders. However, these orders would
not be updated when a station is removed. As such some savegames have wagons
with current orders to invalid stations which triggers trouble in the load
conversion. So, trash any orders/unitnumbers a non-primary vehicle has
[FS#4496] (r22050)
- Fix: [NewGRF] Company 0 does not always exist, so put temporary vehicles in
a valid company (r22048)
- Fix: Make sure order indices stay in range when copying, sharing, unsharing
or deleting all orders [FS#4487] (r22046)
- Fix: Update the consist cache when a part of a train is flipped in the
depot [FS#4493] (r22044)
- Fix: Invalidate the right windows when a part of a train is flipped in the
depot (r22043)
- Fix: Tab completion in chat did not cycle through all possible options
(r22038)
- Fix: Crash when watching the vehicle view of a vehicle that has multiple
sequential nearest depot orders (or consists of a single nearest depot order)
when there is no depot with index 0 [FS#4488] (r22034)
- Fix: The server list got not resorted/redrawn after NewGRFs were downloaded
[FS#4482] (r22029)
- Fix: When paused and having the allowed actions while paused setting on 'no
actions' cheating money would fail [FS#4479] (r22016)
- Fix: Only show one AI per unique ID instead of all versions in the output
of 'openttd -h' (r22007)
- Fix: Smoke/sparks of trains would be shown under bridges, or rather through
bridges [FS#4480] (r22006)
- Fix: When the difference between force and resistance is smaller than the
mass(*4) there would be no acceleration anymore, even when at higher (or
lower) speed the force and resistance balance out better [FS#4473] (r21997)
- Fix: [YAPF] Under some circumstances vehicles could be lost [FS#4472]
(r21996)
- Fix: [NewGRF] Make computations of closest-land/water-distances handle
waterish tiles more correctly (r21994)
- Fix: When building a lock on dry land costs for clearing water were
deducted rather than for building canals (r21993)
- Fix: AIs trying to change the AIOF_GOTO_NEAREST_DEPOT flag for existing
orders triggered an assert. Explicitly forbid this as precondition for
SetOrderFlags [FS#4467] (r21992)
- Fix: The share/copy-orders-cursor was not updated to refer to the new
vehicle when it got autoreplaced/-renewed [FS#4466] (r21991)
- Fix: Vehicle status bar glitches on speed changes (r21989)
- Fix: Scrolling of the console in pages used wrong line height and scrolled
too much (r21979)
- Fix: Redraw the town authority window after modifying town authority
settings (r21973)
- Fix: Crash when a multiplayer company goes bankrupt with 'you' in it
[FS#4464] (r21970)


--

All Comments

SEGA的恐龍兄弟二卡關

Ursula avatar
By Ursula
at 2011-02-22T01:05
※ 引述《etetaet1 (酸芭樂)》之銘言: : 一個很久的遊戲 SEGA的恐龍兄弟2 : 第44關 : 密碼 GUNDAN : 一開始有五千元跟四隻劍龍 : 我們在中間 : 上面不遠處有兩隻戰鬥級的博士 : 左下跟右下分別有一個孵蛋器 : 上面有兩顆晶石還有一個飛碟 : 即使兩個晶石打爆了還是不會結束 ...

SEGA的恐龍兄弟二卡關

Olive avatar
By Olive
at 2011-02-22T00:22
一個很久的遊戲 SEGA的恐龍兄弟2 第44關 密碼 GUNDAN 一開始有五千元跟四隻劍龍 我們在中間 上面不遠處有兩隻戰鬥級的博士 左下跟右下分別有一個孵蛋器 上面有兩顆晶石還有一個飛碟 即使兩個晶石打爆了還是不會結束 不知道該怎麼打.... 重新了好幾次了...第一次卡這麼大 ...

Dolphin SVN r7220

Sandy avatar
By Sandy
at 2011-02-22T00:19
http://www.dolphin-emulator.com/download.html Dolphin SVN r7220 is released. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin ...

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Eartha avatar
By Eartha
at 2011-02-21T23:54
使用的作業環境為 OS:VISTA 64BIT PLUGIN:ARISTOTLE VIDEO 6.1.8 模擬的遊戲為機戰64 我將這個PLUGIN的DLL檔和INI檔放入GFX資料夾 BMGlib.dll放入主程式資料夾後 PJ64 1.7在執行後如果按下進階設定 就會有訊息說and#34;unable ...

DSP Emulator v0.11b1 WIP (2011/02/20)

Skylar Davis avatar
By Skylar Davis
at 2011-02-21T20:37
http://code.google.com/p/dsp-emulator/ DSP Emulator v0.11b1 WIP (2011/02/20) is released. DSP Emulator is a new version of the ZX SPECTRUM +3, ZX Spectrum ...