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OpenTTD 16.0-Beta1

openttd.org

21–30 of 48 posts

Re: OpenTTD 16.0-Beta1

#21
post #19

Sorry if it's a meta post, or a faq, or if I'm just missing some HN lore here, but I finally have to ask : why is it that, everytime there's a new release for OpenTTD (and 0ad, for that matters), it makes it to the front page ? I can kinda get why there are often news about Factorio, for example (it's not subtly related to programming), and there is nothing wrong with open source projects getting visibily even when t…

I speak only for myself, but: I can't think of any other computer game that I've spent time on, and that I look forward to playing again, over such a long span of time. While I don't play it often , I have been playing it for over 20 years. It's impressive (again, at least to me) for its longevity if nothing else. Just seeing that it continues to progress makes me happy in dumb ways.

Yeah same here.

It has the competitiveness of games like Civ, The Settlers and so on. But with the world building aspects of games like Sim City.

There aren’t many other games that strike this balance as well.

I first started playing the original DOS game in the 90s and I honestly think OpenTTD looks and plays just as well now a the original did 30+ years ago. The level of detail in the pixel art is ideal for the type of game it is.

Re: OpenTTD 16.0-Beta1

#22

Earlier quoted context omitted.

That’s not what they said. The game does work without mods, but the economy is weirdly nonsensical (AFAIK you can push unnecessary amounts of cargo over long distances, and the game rewards you anyway) and I personally find it kind of pointless, compared to something like Transport Fever 2.

> the economy is weirdly nonsensical, you can push unnecessary amounts of cargo over long distances, and the game rewards you anyway Wait... same like in real life you mean?

No. A coal plant will happily pay millions of dollars for coal hauled from the far side of the map, despite there being a coal mine right next door. Not like real life at all.

Re: OpenTTD 16.0-Beta1

#23
post #12
post #8

hah I played for an hour this new beta. It's fun. I haven't played for years. I couldn't workout the train signals though, there are 4 of them and they have a digit as well with them, not sure what's going on there. I'm probably not the target audience :)

For most signalling you want the path signals. They come in 2 flavours: both kinds only do the path in one direction, one kind is non-blocking to trains running the opposite way, the other kind is blocking, one way only. This combo lets you set up an upline and downline with a terminal station: you have one way only signals on the line, and non-blocking signals on the station entrances pointing into the station, and…

>This combo lets you set up an upline and downline with a terminal station:

That actually is nothing to do with path based signals, and could be done quite simply with purely vanilla TTD signals.

What path-based signaling allows is for multiple trains to make non-conflicting moves through a single block at the same time, which basic signals wouldn't.

Re: OpenTTD 16.0-Beta1

#24
post #4

I always know what kind of game I want to play, but it's overwhelming to set up, if even possible. It's tons of packages, forums, idk.. so I just end up playing vanilla, with maybe some rules among the players. But I wish there was a comprehensive interface to allow me to set all the stuff that I want. From the top of my head (haven't played in over a year) it would be: cargo destination for people, cargo prices refl…

If you're happy with not doing cargo and can tolerate an also slightly weird pax distribution, I highly recommend [NIMBY Rails](https://store.steampowered.com/app/1134710/NIMBY_Rails/).

Re: OpenTTD 16.0-Beta1

#25

Sorry if it's a meta post, or a faq, or if I'm just missing some HN lore here, but I finally have to ask : why is it that, everytime there's a new release for OpenTTD (and 0ad, for that matters), it makes it to the front page ? I can kinda get why there are often news about Factorio, for example (it's not subtly related to programming), and there is nothing wrong with open source projects getting visibily even when t…

For some people it's the game. Like I played the original (not even TTD, just TT) and this is still a very fun game. In a nutshell it's an optimization sandbox since the beginning, with more and more ways to invent and customize solutions for the troubles you make yourself.

About the history of the project you better hear from the horse's mouth: https://www.openttd.org/news/2024/03/06/happy-birthday

Re: OpenTTD 16.0-Beta1

#26
post #4

I always know what kind of game I want to play, but it's overwhelming to set up, if even possible. It's tons of packages, forums, idk.. so I just end up playing vanilla, with maybe some rules among the players. But I wish there was a comprehensive interface to allow me to set all the stuff that I want. From the top of my head (haven't played in over a year) it would be: cargo destination for people, cargo prices refl…

Anyone have any favorite ai suggestions? I am never sure which ones are too easy, too hard or simply crash all the time.

Re: OpenTTD 16.0-Beta1

#27

Sorry if it's a meta post, or a faq, or if I'm just missing some HN lore here, but I finally have to ask : why is it that, everytime there's a new release for OpenTTD (and 0ad, for that matters), it makes it to the front page ? I can kinda get why there are often news about Factorio, for example (it's not subtly related to programming), and there is nothing wrong with open source projects getting visibily even when t…

Hell, just read the article on a new feature added in this release: https://www.openttd.org/news/2026/06/25/backwards-driving

Totally a self-inflicted pain with a ton of ways to solve it!

Re: OpenTTD 16.0-Beta1

#28

Sorry if it's a meta post, or a faq, or if I'm just missing some HN lore here, but I finally have to ask : why is it that, everytime there's a new release for OpenTTD (and 0ad, for that matters), it makes it to the front page ? I can kinda get why there are often news about Factorio, for example (it's not subtly related to programming), and there is nothing wrong with open source projects getting visibily even when t…

Because Transport Tycoon was back then a HUGE success, and it was developed by Chris Sawer, a some-how game-dev-celebrity because of his former successes

Re: OpenTTD 16.0-Beta1

#29
I made version 12.2 my programming hobby project. First time I tackled it years ago was to have it run at real time instead of the default fast pace (even with the day length patch). Worked great including a feature to really schedule routes and have working yards for vehicles to wait. But when I wanted to change internal mechanics to add other features I hit the spaghetti code wall several times (and the code after 12.2 is just more complex with every version bump).

Took a break from it for a while and picked it up again, this time by not doing anything much feature-wise but pulling the code apart and de-C++-ing it. Bit by bit building a categorised code tree with single functions per file, deconstructing classes to plain functions and data structs, with the goal to convert from C++ to clear C. And then one day consolidate code to have for instance the same diagonal road options as current train tracks.

Might be pointless and take a long time to finish, but it's comforting to turn something overly complex into simple, small pieces and also create a unique code formatting style to visualise elements of a line of code for easier reading. Another fun part is reading about data design and coming up with a custom data container to replace the std::vector uses.

Re: OpenTTD 16.0-Beta1

#30
Drive-by questions for any OpenTTD aficionados: Can anyone recommend a how-to to get the original MIDI music files working on the Android release?

The music is uncommonly good in the original releases.

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