![]() OpenTTD has already been translated into over 50 languages significant internationalisation support.save games using zlib compression for smaller sizes, while not interrupting gameplay.many configuration settings to tune the game to your liking.drive-through road stops for articulated road vehicles and trams.support for TTDPatch NewGRF features offering many options for graphics and behaviour configuration/modification.presignals, semaphores, path based signalling.reworked airport system with many more airports/heliports (e.g.longer and higher bridges including several new designs, plus fully flexible tracks/roads under bridges.advanced/conditional orders, share and copy orders.the possibility to build on slopes and coasts.clone, autoreplace and autoupdate vehicles. ![]() different configurable models for acceleration of vehicles. ![]() larger, non-uniform stations and the ability to join them together.autorail/-road build tool, improved terraforming.new pathfinding algorithms that makes vehicles go where you want them to.in game downloading of AIs, NewGRFs, scenarios and heightmaps.IPv6 and IPv4 support for all communication of the client and server.dedicated server mode and an in-game console for administration.stable multiplayer mode for up to 255 players in 15 companies, or as spectators.Significant enhancements from the original game include: Many features were inspired by TTDPatch while others are original. OpenTTD is modelled after the original Transport Tycoon game by Chris Sawyer and enhances the game experience dramatically. For more information, see the file COPYING included with every release and source download of the game. OpenTTD is licensed under the GNU General Public License version 2.0. It attempts to mimic the original game as closely as possible while extending it with new features. It is an expansion of the game "Transport Tycoon Deluxe" by Chris Sawyer. Oh also, I tried to reduce pf.yapf.rail_station_penalty to 300 like you said, but it didn't change anything.OpenTTD is an open source transportation tycoon simulation game. But okay, if you don't consider this a bug, then at least consider it a feature request. Also, if this bug was fixed, you'd automatically fix the deadlock bug too (well, for this example.). ![]() You'll always need those signals around stations anyway. Thanks for the link to the exit signals example that's what I did when I found out about this (and a major train blockade =]), but I guess it just seems unnecessary to me, and I thought the new signals were supposed to reduce that sort of thing. If the train was set to do a full-load at that station, it'd potentially block other trains for a long time. If it was just passing through I'd understand, but it stops there. I don't think any penalty should be higher than something like that.Īlso, since the train stops at the middle station, it doesn't make sense to me that the train reserves a path beyond the point it's stopping at. It's guaranteed to never resolve by itself. It then goes back to stop at the bottommost station.Īnyway, shouldn't the train take a less preferred path (from the pathfinder's point of view) when the only alternative is being indefinitely blocked? I mean, it's a single train blocking itself. I forgot to mention that the train stops at the middle station. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |