No.100
Hey /justvideogames/, wanna play some OpenTTD together?
No.101
OpenTTD is a free and open source port of Chris Sawyer's Transport Tycoon Deluxe. It is similar in concept to the Rollercoaster Tycoon series and was originally also made by the same person. The focus of OpenTTD is building a cargo transport empire. From trucks to planes to ships to trains, OpenTTD has many transport options. Chief among them though is trains, where OpenTTD’s depth in train networking is unparalleled.
You can get everything you need to play here:
http://www.openttd.org
Today we’re playing with version 1.5.1.
Server name: “fun with 8ch”
Password: rage
When you attempt to join the server be sure to click the button on the lower right that says “Find missing content online”. You will then be able to easily download the newGRFs that the server is using. NewGRFs are simple downloadable mods that you won’t be able to join without.
OpenTTD can feel overwhelming to learn at first, but once you get into it it's a load of fun to solve engineering problems and construct huge transportation networks.
There are many things you can do in the game Settings to make things more convenient. You should definitely turn on "quick creation of vehicle orders", it helps immensely. Another useful thing to turn on in Advanced Settings is "Link landscape toolbars to [other] toolbars", which basically makes your landscape toolbar always on.
Sadly, wading through all the settings OpenTTD now has to tweak is almost a herculean effort for beginners. So if you don't want to trudge through all those settings yourself, here's a configuration file I’ve put together with a lot of settings for user-friendliness already adjusted:
https://dl.dropbox.com/u/2785467/openttd.cfg
Simply place it in your My Documents\OpenTTD folder or the corresponding folder on whatever else your operating system might be, which should be created automatically the first time you start the game up. Make sure to close the game before putting the .cfg in the folder though or it will simply overwrite the new file’s settings when you restart.
No.102
You can learn a lot about how to play from the official wiki, but here are two of the most helpful links in particular:
http://wiki.openttd.org/Hotkeys
http://wiki.openttd.org/Hidden_features
And here are some essential hotkays:
-A for Autorail tool
-S for railroad signal tool
-D for demolition tool
-R for remove tool (selectively removes certain things when you have their tools on [like just signals, instead of entire track])
-T for tunnel
-B for bridge
-Esc key exits out of any tool you're currently using
Ctrl-clicking is the real secret to becoming a transportation master. Try it on everything!
One extremely useful trick for managing large networks is sharing orders among vehicles. Ctrl-click a vehicle when selecting order locations or when cloning to share orders among them. This allows you to change/update orders for a whole bunch of vehicles at once.
No.103
Some more tips:
You can connect different types of stations to share their cargo and area of influence. You do so by pressing the Ctrl key while placing a station close to another one of the same or another type. You can for example make an airport, a train station, a dock, and a bus station all share their stuff as the same station entity.
How much you earn for transporting stuff is proportional to the distance traveled and the speed. It is usually much more profitable to haul stuff from two considerably distant points than between two neighboring cities. A more in-depth look at cargo income can be found here:
http://wiki.openttd.org/Cargo_income
Industries and cities don't care where you bring goods from. Let's say you have a farm right next to a factory, and another farm across the map. You can put a few trains bringing goods from the farthest farm to the factory, earning a huge profit, and the factory won't react to the fact that there's a farm right next to it.
City growth is mainly influenced by the passengers you pick up at any station within it, and by whether it's a city or a town (if you click the city's name it will tell you which type it is; cities grow twice as fast as normal towns).
Mail, goods, and valuables can also help city growth by supplementing passenger transport.
Passengers like other cargo don't have a specific destination. They just hop on the train/bus/whatever that happens to stop at the station and get down at the next station the train stops at.
No.104
You usually want to tell vehicles to wait for full loads at their pickup stops. This ensures that you get the most profit off of your cargo, and it helps keep your station ratings up, which results in more cargo being delivered from the industry to the station. The easiest way to set a vehicle to wait for a full load is to Ctrl-click the station when adding it to its orders list.
No.105
Transferring is also useful to drop cargo at stations which don't normally accept it. Imagine you have an oil platform, a dock nearby connected to a train station (you do that by pressing shift key while placing the stations), and a refinery far inland. Since there's no refinery next to the dock, it won't take oil; however, if you order your boats to transfer their cargo to the docks, you can then pick it up with trains and take it to the refinery.
When you blow up buildings and trees and terraform you piss off nearby towns. When a town is too mad as you, it won't let you build stuff near it. This usually happens a lot when building big stations, such as an airport. If you had some sort of transporting service at the city picking up passengers or mail you'll eventually gain their trust back, so it's advisable to set up a bus network in cities you're planning to expand to. Then if you piss them off you just have to wait a bit before you can continue building. Another trick to sooth angry towns is to plant trees near them.
Finally, the amount of stuff that primary industries produce is proportional to the ratings of the station you're using to pick up stuff from them. You can increase station ratings by increasing the frequency of cargo pickup. The more you have cargo sitting at a station doing nothing, the lower your rating. Industries themselves can also change production over time. These changes are random, but they will increase the most on average over time if you keep your monthly station rating above 80%. The only exception to this rule is Oil Wells in the Temperate climate, which can only ever decrease production until they dry up and close down.
No.106
Don't do this anon! Build bridges or tunnels for your trains to cross or you'll end up with a ton of traffic jams.
No.107
File: 1439046820968.png (107.81 KB, 1035x316, 1035:316, OpenTTD replacing vehicles.png)

Over the years your vehicles will get old and out-of-date compared to new models that come out. You could try replacing all of them one by one manually, but there is a much easier way to do it. Go to one of your company's vehicle lists by clicking the train, truck, boat, or ship icons at the top. At the bottom of the new window you'll see a drop-down tab called "Manage list". Select the Replace vehicles options to bring up the vehicle replacement window. From here you can automate replacement of vehicles in a particular group or type. Once you select what to replace them with, click the "Start Replacing Vehicles" button. The way that this works is that whenever a vehicle of a certain type or grouping enters a depot (usually for servicing), it will automatically be replaced with whatever you chose, as long as you have the money required to do it.
No.109
Think I'll have to pick a smaller map next time, that got unplayably laggy for some people near the end.
No.110
I remember about a year or so ago I used a mod that played with how cargo was managed. It worked especially well with passengers. What it did was it automatically set up transfer routes. Say you have a bunch of passengers in city A and you have a rail network that connects passengers through two or three cities. Well, maybe city A isn't connected directly to city C, but both cities share a connection in city B. This mod sets it up automatically so some passengers in A will transfer to a city C bound train in city B. I assume it does the same thing for cargo if that's set up. I can't remember the name of this mod, though. Anybody know?
No.111
>>110
Alright. Figured out the name of the mod. It's Cargodist. And it's already been added to the main game. Ignore me.
No.112
>>110
>>111
Yeah I have cargodist set to Assymetric for valuables and other cargo because it only affects you if you have your networks connected in a way for it to affect you, but I usually have it off for passengers and mail because it makes setting up simple city growing bus/tram networks a huge money sink (for me). I can turn it on next game if you like though; I don't think anyone else who uses my intracity bus/tram network tricks. Do you prefer Symmetric or Assymetric?
No.113
>>112
It's a server setting? If it's going to inconvenience anyone, just leave it set to manual.
No.114
>>113
Just me. Although if I decide to do a metro setup like this I think it might not work properly because passengers will demand they get taken to the other stops on the loops instead of settling for a long-distance transfer. I've never tried doing it like this with cargodist on so I dunno.
>>103
No.115
>>107
>not using exclusively kirbys in 2050+
This weekend was fun anons, looking forward to the next one.
No.120
>>115
What is the site for these crazy image filters again?
No.129
Hey, OP, you still lurking in this thread?
I'm looking to start up a dedicated server for some friends to play on. Do you got a list of frequently used server commands that could be useful for newbie server admins?
No.130
>>129
Sure, here's a bunch I use:
net_frame_freq [a number] - most important command for dealing with latency between players. If someone complains about the game visually appearing to run at a low frame rate (because they're having trouble keeping up with the server), increase this number to get it smooth again at the small expense of input delay.
max_join_time [a number of ticks] - increase this value if someone is having a problem downloading the whole map before they get automatically disconnected
pause_on_join [true or false] - usually want this set to false so it doesn't inconvenience other players, but if someone is having trouble synching with the server when they join (because first you have to download the map, and then you have to catch up to whatever other time as passed during that map download), it can help them to pause the game while downloading.
pause - pause and unpause the game
min_active_clients [a number] - Sets the minimum number of clients that have to be inside companies in order for the game to not be paused.
Some of these variable have to be prefaced with a "set" before you can modify them but I forget exactly which ones. For instance:
set min_active_clients 2
You can find more here and here:
https://wiki.openttd.org/Console
https://wiki.openttd.org/Console_Commands
No.131
So how's this for the next map? I added OpenGFX+ Industries so that new oil wells can actually be generated in sub-arctic (they normally aren't).
No.132
>>131
Looks pretty good, would play.
No.133
>>132
>>131
Oh, right.
Anon, its missing the face newgrf!
No.134
>>133
I'd love to put that in but I'm wary of adding stuff that's not on BaNaNaS because people will have to jump through more hoops to play.
No.135
>>134
Yeah, I understand. I have no idea why the author hasn't put it on BaNaNaS, though. Maybe its because he isn't the only author or something? I'd stick it up there, but I bet it'd be deleted by the end of the day.
No.136
>>135
You know the openttdcoop servers maintain this "pack" of newgrfs that they use that aren't on BaNaNaS, all bundled into a single .zip download. You just stick it in your newgrf folder and you're set. Perhaps we could consider doing something like that at some point.
No.137
>>131
With this it looks like the industries we'll be getting will be Forests, Paper Mills, Printing Facilities, Coal Mines, Power Plants, Oil Wells, Oil Refineries, Gold Mines, Banks, Farms, and Food Processing Plants. That's just what the default OpenGFX+ Industries generation look like.
Looks like we're gonna have a lot of lakes, too. I'm looking forward to it. Just got one suggestion to make. Add the Russian Town Names NewGRF and set it to use Latin characters. Tiny bit of immersion as we play in our frozen forests.
No.138
>>136
That would be neat. Theres a lot of good NewGRFs that aren't on it.
>>137
Russian names would be awesome.
No.139
Okay, so I have a question.
Early game, my trains tend to sit in stations waiting for a full load so long it kills my station rating and causes the served industries to close.
How do I fix this? I try running half-length trains, but then it becomes a nightmare trying to restore them to full-length when productivity picks up. Is there any way to change the consist length / number of cars using autoreplace?
No.140
>>137
Hah, sure I can do that.
No.141
>>139
>my trains tend to sit in stations waiting for a full load so long it kills my station rating and causes the served industries to close.
That doesn't make any sense. Waiting for a full load is only going to boost your station ratings. The ratings only go down when a vehicle isn't sitting in the station picking up cargo as its transferred to it. Perhaps your problem is you don't put another vehicle to keep loading while the other one is off delivering. And sometimes industries can just randomly close down when they're at the lowest output level regardless. Keeping station ratings up improves your odds against that happening but it isn't a guarantee.
No.142
>>141
>>139
Oh another thing to consider is that station ratings go down as the vehicles servicing them age. A station has its highest rating when new vehicles are servicing it and its lowest when vehicles 2-years-old or more are servicing it.
You can learn more here:
https://wiki.openttd.org/Game_mechanics#Station_rating
No.143
>>139
>Is there any way to change the consist length / number of cars using autoreplace?
The only thing you can do is add X number of half tiles when you replace half-tile engines with full-tile engines. The car removal option is precisely for that to ensure that moving up from half-tile engines to full-tile engines retains the same train length and doesn't mess up your network.
No.145
>>144
32bpp graphics look weird as hell.
RIP trains.
No.146
File: 1439581716209.png (276.4 KB, 1680x988, 420:247, Neningway Transport, Dec 9….png)

>>139
Okay, I think I've got it figured out.
You can artificially boost the 'percent transported' statistic by abusing transfers, because cargo only counts as 'transported' when the vehicle carrying it leaves the originating station.
If each of these mines were served by a full seven tile long coal train, it would end up sitting there for more than a month waiting for a full load, resulting in a very low 'percent transported'.
Whereas using a shuttle to transfer to a nearby station gives you a very high 'percent transported', even if the transfer station is the minimum distance away.
No.147
>>146
Addendum:
Granted that probably kills your delivery time, but it's better than your industries closing down because they're not producing enough cargo to keep your trains running.
No.148
>>146
I've never had any problems with industries closing before I get full loads sent out. Do you have a setting turned on that I don't or something?
No.149
>>148
Smooth economy rules and OpenGFX+ Industries.
Although I had the same problem with my iron ore mines in last week's multiplayer game, and I don't know what settings Conductor-Chan was using.
No.150
>>149
Only one industry closed down on me last weekend and that was while I was asleep and one of my network junctions was blocked up.
No.151
>>146
One of the things I like to do when I want to setup a big network involving certain industries and I don't want to worry about some of them closing on me before I actually get them connected is I setup a couple stations and just have a vehicle transfer cargo from one to the other over and over. This ensures that the industry gets the service it needs to reduce the likelihood of it closing and has the added benefit that the industry will have pretty high production depending on how long it takes me to connect it.
No.152
Looks like I'm probably going to be pretty distracted with this Airplay thing Saturday.
No.153
>>152
You could leave streams running in the background.
No.154
Can anyone link to a more detailed guide on train signals and how they interact with each other and stations? Looking for something similar to this >>102 but with more info.
No.155
No.156
>>155
Ahhh, so that's how path signals work. I've just been using block signals. Gonna have to start using more path signals now.
No.157
I'm playing a little bit of the proposed generation settings. If we start at 1920, we're gonna have no road vehicles at all until at least 1930 from what I'm seeing. Are there any mods that add vehicles that are a little older? 1920 is a perfect starting year for trains but not for buses and trucks.
No.158
>>157
Right, I actually start at 1920 to give myself some time to make money and put my grand network plans together before people can come in and fuck my shit up. The server itself will start around 1935.
No.159
>>157
eGRVTS2 and Road Hog both have start dates in the 1800's.
Of the two, I'd recommend Road Hog, if only because eGRVTS2 goes a bit crazy with vehicle variants.
>No, we do not need five types of horse-drawn buggy for every single cargo type, Jesus Christ.
No.160
>>158
Really, giving yourself a 15 year head start. We already had a problem with claiming a quarter of the map. That's just kinda sad.
>>159
Yeah the horse buggies in eGRVTS2 go kinda crazy.
No.161
>>159
>>160
Those stage coach vehicles are way too slow to be any fun. You practically have to clone your whole company vehicle limit just to serve a single station completely.
No.162
>>160
>We already had a problem
Only when people actually start using all of a map up can it be considered a problem.
No.163
>>161
I worded that badly, i ment it in a bad way, there is too much of them and thy are borderline useless as you said.
>>162
The problem was painting a line and complaining when someone build some tracks in the outer parts.
I know it's hard to balance competitiveness and respecting other peoples space to not ruin fun, but things like reserving space or time kinda miss the point of playing multiplayer.
It doesn't eliminate the problem of potential conflict or accidental blocking after the server goes live for any other player anyway, after people join it will be exactly the same but with one player established already.
I appreciate setting up the server but at least have the decency not to explicitly say you are giving yourself an advantage, even if we don't really play "competitively".
I will probably forget and join late anyway or something and it might not even matter that much, it just came out really weird.
No.164
>>144
Looking to make more OpenTTD webms. Anyone got any video suggestions?
No.165
>>163
>The problem was painting a line and complaining when someone build some tracks in the outer parts.
I did no such thing. I complained when someone built over the line I made right onto space I was planning on expanding my network into… When there was an entire 1024x1024 block of untouched map directly above me at the time.
And seriously anon, competitive OpenTTD just… isn't very competitive. If I wanted to blow you all out monetarily and company ratings-wise I can do it pretty effortlessly. That kind of play style stopped appealing to me ages ago though.
Building crazy networks is much more rewarding and pretty much the only thing I play the game for anymore. When people prevent me from doing so it just makes it so I struggle to maintain interest in playing. So my reserving these kinds of spaces to make something interesting is pretty much the only thing that makes me want to play. It's sad that I even have to do such a thing but I have hosted probably around ~100 games or so over the years and no matter how much I beg people to respect muh building space it's amazing but they just never listen.
Of course if people would just ask when building near me that would be another story entirely. We could even cooperate together to make something cool!
No.166
If you're going to give yourself a 15 year head-start, fine, but use the cheat menu to roll the date back to whenever you started, just to make it more fair for the rest of us.
And if you really wanted to reserve a bunch of land, couldn't you use the 'buy land' tool, using money from the cheat menu as necessary?
You wouldn't even need to buy the whole plot, just a six-or-so wide strip around the border.
No.167
>>166
That or mark industries you plan to build to with signs. You don't even need to buy land. Just a simple "Claimed" sign in your color would do. There was several times last weekend where several towns I was interested in building towards were within the rail borders.
No.168
>>165
>I complained when someone built over the line I made right onto space I was planning on expanding my network into…
Plus, I did have some trains already running in that general area in fact. That player eventually built right on top of my shit without even asking.
No.169
>>166
>but use the cheat menu to roll the date back to whenever you started, just to make it more fair for the rest of us.
I don't see how that changes anything except forces people to play without road vehicles for however many years until they're invented.
The problem with the buy land tool is you can't set it down in strips like other stuff. You have to buy every single tile of land individually. Just laying down rail or some road is simpler.
>>167
Yeah that works, I've done that before.
No.170
>>165
I know,it just really rubbed off me the wrong way for some reason. I had that vision in my mind where several people load in for the first time and look for a place to start their transport network and having someone established clashed with that, even if the reasons are legitimate. You are the host so I guess you "deserve" to get a pick so it makes sense for you to maintain interest. sorry ? You have no guarantee someone won't block you later though.
I'm sure everything will work out. When can we expect the server go live ? Would like to get in early this time.
No.171
>>167
Growing towns is by far the biggest concern when it comes to planning stuff. They take over areas quickly and once they've completed loops of road you're stuck with them in the way of things. Even if you change your mind and clear your stuff out at some point, you can't get rid of them unless you own all the roads and are willing to spend a lot of time blowing up several buildings and waiting on bus stations to boost your ratings up so you can blow up more.
No.172
>>170
>You have no guarantee someone won't block you later though.
No, I definitely don't. But considering "respect others' building space" is the only explicit rule in the server I really wish they would try asking first. I've never kicked anyone from one of my servers and probably won't ever, but it makes me sad that there always seems to be someone who doesn't read that bit.
I might have the server up tonight if people really want it, there's some things I need to get done first though.
No.173
God I wish this board had IDs on so I knew who I was talking to.
No.174
>>173
You can always don a trip~
No.175
>>174
Might as well.
Plz dont hate me, Anons.
No.176
>>175
We could also go back to /v/ proper now instead of squatting on a dead board, that would probably be more accurately named openTTDmulti at this point.
No.177
>>176
Could also just make an OpenTTD board.
No.178
>>177
Or make a thread on the librevidya board.
No.179
>>178
There's already two actually.
No.180
>>165
>I complained when someone built over the line I made right onto space I was planning on expanding my network into…
Plus, I did have some trains already running in that general area in fact. That player eventually built right on top of my shit without even asking.
No.181
>>180
>>168
Jesus, that's the worst I've seen yet. Hotwheels pls.
No.182
>>165
>I complained when someone built over the line I made right onto space I was planning on expanding my network into…
Plus, I did have some trains already running in that general area in fact. That player eventually built right on top of my shit without even asking.
No.183
All right, server's up. Get it while it's hot!
Server name: “fun with 8ch”
Password: rage
Gonna make a thread on /v/ too in a bit here.
No.184
No.186
^Tanis's oil refinery got a problem.
No.187
Some final screenshots. This weekend was fun, OP.
No.189
No.190
>>187
So there was a decent 512x512 block left over after all. If I had been able to run the game faster than a slideshow I might have tried making something neat there.
No.191
Question:
Is there any way to have a two-way signal that acts as an entry signal in one direction and an exit signal in the other?
I've tried using two-way combo signals and it doesn't work.
No.192
>>191
Two combos signals in a row should do what you're looking for. Perhaps provide some more context for what you want to do?
No.193
>>192
I'm trying to work out a terminus design. See attached image.
What I would like to happen is for the two-way combo signals at the end of the platform to act as exit signals to the inward ladder, and as entry signals to the outward ladder.
Inward, they work, but as you can see, the exit signal on the outward ladder is red, but the outward-facing combo signal is still showing green.
No.194
>>193
Wait, now I see why it doesn't work.
It thinks there's still a way out of the block, because there is – back into the other platform.
Well, scratch that idea.
No.195
>>193
>>194
Why not just use path signals? It would completely fix your problem.
No.196
>>195
The problem with that was that it would only allow one train at a time to use the exit ladder.
… Which now that I think about it, was the same effect I was hoping to achieve with the pre-signals.
So yeah, I guess that works.
No.197
>>196
I was using entirely terminus stations in the last game. The design is similar to what you have. It's effectively the same. The only problem is that trains need to wait to exit. Slowdowns did occur, but that's the nature with a station like this. You can alleviate it by building more exits. I had two entrances and two exits, each tied to different directions on my main line.
No.198
File: 1439793652342.png (352.45 KB, 1440x838, 720:419, Ron Paul Transport, 2132-0….png)

>>196
>>197
Here's a better screenshot. I had saved the game before leaving.
No.199
By the way, OP, whatever setting you used to stop the trees from growing, it worked. Also, the trees were dying all across the map. You could probably start the server back up and try to log in and see if your performance improved at all.
No.200
>>193
I don't know why people seem to think putting a depot right at the end is a good idea like that. It really isn't; what happens is a train needs to go service and frees up the track… and another train can occupy the platform, trapping the servicing train in the depot until it leaves.
No.201
By the way. Did anyone notice that I had named my company "W3 M0V3 SH!7" and the majority of my income was coming from passenger trains?
No.202
>>198
So, do you not bother trying to keep the curve segments longer than the train length? Or does it only really matter on the mainline?
>>200
Well, for passenger trains and anything else that doesn't have to sit for an extended time waiting on a load, it's not like the platform will be occupied long enough to matter.
>>201
We prefer the term 'self-loading freight'.
No.203
>>202
>So, do you not bother trying to keep the curve segments longer than the train length? Or does it only really matter on the mainline?
I was mostly running out of space when I made it. I was mostly just trying to avoid immediate 1 diagonal turns. Though there are a few in the entrance lines depending on how the trains entered, there wasn't enough to make much of a difference. And with the path signals, as long as there's a free path, the trains will take it.
.
No.204
So anons, is there any interest in a monday-friday server?
No.205
>>204
I'd be down for it.
Might see more people dropping in for a short while and leaving, rather than a select group for the entire duration, though.
If you provide, chances are there will be people.
No.206
>>205
I suppose I'll start looking into it then. Gotta figure out how to set all the options we need without openttd's handy gui, since headless server.
No.207
>>206
On this same note, does anyone have any NewGRFs they want that aren't on BaNaNas? I'll just host the zip on the server itself for ease of download.
No.208
>>207
Setting all these settings is gonna suck.
No.209
Oddly enough, I can't get my dedicated server to find the newgrf for NUTS on bananas, does anyone have a different train set they would prefer?
woops I accidentally made this post on /v/ at first.
No.210
>>209
Ok, dug up NUTS, does a 1024x2048 map sound okay? Trees are set to only in rainforest so that a certain anon with a bad computer can play.
No.211
>>210
Will there be vacuum tubes?
Will there be a fun and enjoyable time?
No.212
>>211
Yes, and hopefully.
Planes(av8) are set to 1/1 so they're viable, so everyone can do what they want.
Within limit.
No.213
No.214
Okay, weekday server is up, we'll see how it goes.
IP is 104.131.126.36, pass is of course, rage.
Newgrfs(well, newgrf for now.) that aren't available on bananas are at http://104.131.126.36/newgrfs.7z
No.215
>>214
Seems I made an oops and made waaaay too many towns, I'm gonna restart it to change town generation.
No.216
>>215
Alright, we're back.
No.217
Think anyone would be interested in playing the Martian total conversion?
>http://www.tt-forums.net/viewtopic.php?f=26&t=69822
>http://dev.openttdcoop.org/projects/opengfx-mars
You have to download and install the newGRFs manually, but if it's really that much of an issue we can host a pack with all the latest builds somewhere.
No.218
>>217
Looks interesting, I'd be up for it once the current game ends/gets old(probably somewhere around 2100, I guess). I'll even host the newGRFs in a pack for everyone.
No.219
>>217
I am really surprised that whole thing isn't on BaNaNaS. OpenGFX Mars Landscape is at least. That's the part of it I was wondering if people wanted to use.
No.220
>>217
Wonder if the vehicle set is any good though.
No.221
>map save file size plummets from 3.4 MB in 2019 to 1.9 MB in 2148 after tree count dropped dramatically, despite large increase in companies and vehicles
Hah, that's very interesting. Trees really take up a load of space in files at least.
No.222
>>221
Psst, anon, the weekday game I'm running is no trees, you should swing by sometime to see if it solves your lag problems.
No.223
>>219
>I am really surprised that whole thing isn't on BaNaNaS.
I think that's because it's technically a work in progress, and I'm not sure BaNaNaS has a way to handle incremental updates.
>>220
They're serviceable.
The graphics for the aircraft are a bit rough, some of the stats seem to be placeholders for testing, but it's still perfectly playable.
No.224
No.225
>>220
Oh, and another thing.
No boats as of yet.
Although I wonder what kind of watercraft you could even use in a low-gravity, thin-atmosphere environment. Hovercraft? Hydrofoils? Ground effect craft?
No.226
>>223
>I'm not sure BaNaNaS has a way to handle incremental updates.
Well NUTS sure has blown through a ton of version releases while hosted on BaNaNaS at least.
No.227
Anyone can take over my company if they want. All I had was a coal line and a transport line of trams in a city.
No.228
So, OP, the weekend server is about devoid of trees. Did that help your performance?
No.229
>>137
>not Cyrillic
нереально сука
No.230
>>229
Most of us here are English speaking with English keyboards. Using the Latinized names was for convenience sake.
No.231
>>228
The map is nearly completely barren at this point and I'm still having trouble keeping up with my own server. Trees don't seem to have been the problem. I would think the next likely candidate is boats due to their CPU-heavy pathfinding, but the map only has 83 of them across all the companies.
Maybe someone is using a lot of path signals and that's what's eating up CPU.
No.232
>>231
It could be my train network then. I used path signals for my lane switching, station entrances, and exits. I also had nearly 200 trains. Delete my company and see if that helps.
No.233
>>232
My company being W3 M0V3 SH!7.
No.234
>>232
Well that's a fine amount of path signals. I'm thinking more like when someone uses path signals for every little bit on their network that it might be a problem. It might be possible that your little lane switchers were adding lots of extra pathfinding calculations though.
No.235
File: 1439964475068.png (236.53 KB, 1680x988, 420:247, Nelson & Co., Jun 21st, 18….png)

>Crass UK Town Names newGRF
Why isn't everyone using this.
No.236
>>235
>Bototm-of-the-Oven
shamefur
No.237
>>235
That looks great, except, I imagine it might get old pretty fast.
No.238
>>237
Yeah, what is the point of funding Bumfuck-upon-Sea if all names are like that to begin with.
No.239
Well, weekday game passed 2051 and interest seems to have died down. Anyone have any ideas for next start? IE: any newgrfs people would like, etc? I'm already planning on fixing the oil rig problem, that was ridiculous.
No.240
>>239
Did you ever set your server to pause when nobody was in it or have you just been fooling around in it most hours of the day? I thought it was a bit odd just how much time had passed last time I jumped on it.
No.241
>>240
It pauses when its empty, yes.
No.242
>>231
The game began running much better now after I had sent all the boats from each company to depot. This is strange because there really aren't that many boats on this map.
And the weekday server currently has a similar number of boats itself and I have no problem playing on it.
Perhaps I can get weekday anon to load the weekend map on their server so I can be sure it's not the connection between me and my own server?
No.243
>>242
I would be fine with doing that, sure. Its possible its the connection between you and your server, I think openttd does some special stuff for LAN.
No.244
>>242
Spoke too soon perhaps though. Still getting booted from my own server for being too slow.
No.245
>>244
Do you have server_lan or whatever the parameter for lan connections is on? I have no idea what it effects, but I believe its a setting.
No.246
>>245
The only settings you might be thinking of are lan_internet and server_advertise and they just tell OpenTTD whether or not to advertise over the internet via the master server list.
No.247
>>246
Ah, figures. Not sure what to tell you then. You're connecting via your lan ip and not your public ip, right? I know some routers throttle heavily if you loop back through them by connecting via public ip.
I don't think you're stupid enough to do that, but some of my friends have been, just checking.
No.248
>>247
I've tried both connection methods and it's sadly the same case either way.
No.249
>>248
Weird, I just highly doubt its possible for openttd to be bogging down your cpu that badly, especially if the current weekday server works fine.
No.250
>>249
I'm pretty sure it is, but host the game please so I can be 100% sure.
No.251
So guise, given any thought to settings for the next game?
No.252
>>251
>>217
I would be really interested in this one, haven't tested it. I mean it works and the vechicle selection is decent but the economy is more complex I don't know how that works in practice.
Also the wasteland, rebuilding civilisation with anons, but it has only trucks starting in 2077 so it would be kinda boring and it's hard to make profit off that anyway.
If nobody else wants to indulge in my futuristic openTTD fantasy I don't have any strong preferences and I'm quite satisfied with how the games were going.
No.253
>>251
I'd be down for any gimmicks. Wasteland, spess, whatever.
No.254
>>250
Sure anon, how did you want to give me the savegame?
>>252
>>253
Futuristic might be bretty good, I suppose you could just cram a train newgrf into the wasteland mod or something.
No.255
No.256
>>255
Got it onto the server, just have to make sure my openttd.cfg is similar enough for it to load, I guess. Gotta get ICS stations working.
No.257
No.258
>>257
Client #5 is dropped because the client's game state is more than 501 ticks behind
dbg: [net] 'conductor-chan' made an error and has been disconnected. Reason: 'general timeout'
*** conductor-chan has left the game (general timeout)
*** conductor-chan has left the game (connection lost)
RIP anon, looks like its on your end after all.
No.259
>>258
Aha finally. All right, thanks for the help anon.
No.260
>>259
This being said, it wasn't spamming 'client is too slow' or anything, just suddenly said that.
No.261
>>252
>>253
I dunno, it looks neat but I'm still pretty hesitant to select newGRFs that aren't on BaNaNaS. It seems like most people barely even read the first post in these threads because I'm always hearing questions on things I outline in the copypaste, and so far I have never seen anyone actually using the .cfg file that I put a lot of thought into tweaking for beginners.
Wasteland could be neat though. I'll have to see if it actually has enough content completed to create a full experience first though, I've still never tried out the newGRF myself. The lack of vehicles shouldn't be a problem because we have other newGRFs to provide them. The concern is whether or not all the industry and town mechanics are there yet.
No.262
>>261
Most of the regulars had no problems getting the newgrf pack off of the server, so I think it would be fine with some that aren't hosted on bananas. Honestly, I say we should just give it a shot, if it isn't working out we can always restart it mid-weekend.
No.263
>>252
There was an idea that was spitballed last week.
>Start with no towns, minimal industries.
>When you join, you get enough free money to fund one town.
>Compete or collaborate to make your town's population the biggest.
That would work really well with the Mars pack. Just sayin'.
No.264
>>263
There's an interesting idea. Industries are linked to towns though and you can't have any them.
No.265
It looks like Wasteland has all its rudimentary town and industry mechanics functioning after all, so this should be fun to play. Shall I use it? The newGRF says that 2077 is intended to be the starting year but I think that only applies to the very small number of road vehicles it currently provides. All right if the game starts in 1935 again?
No.266
>>265
Actually it seems we'll need an additional road vehicle newGRF if we start in 1935 since none of the default road vehicles support the custom cargo types.
No.267
>>265
>>266
Is this OP prepping for the weekend?
No.268
>>263
>>264
Yeah each town can have one of each industries linked to it (not sure if there is some absolute limit) so you can't have a game without town and thee will newer be more of an industry that towns.
>>265
>>266
Yeah it's for the vechicles
I tried eGRVTS haven't checked resources one by one but it seems to be working, unfortunately they didn't have the foresight to make buses refitable so you can't transport wastelanders, funnily enough thy fit into goods trams because of some tagging. NUTS train cars work.
No.270
>>269
I hate those graphic sets, TTD has a very specific timeless aesthetics and trying to make it look "better" with higher resolution models just makes it ugly.
No.271
>look at my screenshots folder
>it's empty
I wanted to make a little animation of a certain happy and not at all flooded town. Fug.
No.272
>>264
>>268
In that case, how about turning on player funded industries / resource prospecting, and then just starting with a blank heightmap?
Though I have no idea how much money you'd have to start with to make it fair.
No.274
>>271
RIP happy not-flooded town
No.276
>>275
Whats wrong anon, don't you stick friends in envelopes and mail them?
No.277
Wastelanders appear to be the Mail cargo type renamed.
No.278
>>277
Missed that, so it's the wasteland guy(s)' fault. Still doesn't seem thought out, I don't know how the cargo type tagging works, i've seen it talked about under some grfs, but why did he make his buses carry "mail" instead of making it the passenger type. It's impossible to change what town buildings generate, but if you can change the names can't you also change its properties ?
No.279
>>278
It's in order to have two different kinds of people to transport. Burned out towns start with Wastelanders and then when they're rebuilt far enough they generate normal Passengers.
No.280
>>279
Yeah i know that it's supposed to wastelanders and passengers at the same time, but it should be possible to set wastelanders to be transportable by generic refitable bus without workarounds that make compatibility suffer.
Maybe it's just on oversight because it's obviously WIP or he never thought about that, because he plans he's own vehicles and didn't think about that or maybe it is impossible for some hardcoded reason and I'm just being an ass to the poor guy.
No.281
Either the road vehicles need to carry more cargo in this newGRF, the cargo needs to be more valuable, or their running costs need to be turned down a bit. You really make pennies on stuff when you first start off.
>>280
It's actually a good compatibility choice to start with using up and renaming the original cargo type slots because then there's a higher likelihood of support from vehicle newGRFs that haven't gone the extra step to recognize all the other possible slots that now exist solely for modding.
No.282
I think a ton of players are going to go bankrupt with this newGRF unless I can come up with some good tips to put on the server messages when they join.
No.283
The profit margin on this is so low that Loan Interest and Property Maintenance can cancel it out.
No.284
>>282
>>283
I think it's less problem with this GRF in particular but road vehicles in general. OR did you alredy test it with trains from some outside GRF ?
While wasteland is a interesting concept mars is probably a much better choice between the two.
No.285
>>284
Nah normally road vehicles don't make nearly this poor amounts of profit. You'll do fine with NUTS on this but you'll have to plan carefully if you decide to run with road vehicles to start off.
No.286
I guess if you want to start out with road vehicles on this you better make sure that you transport stuff a minimum distance to ensure you get enough profit off the cargo. Transporting something from an industry right next to another is a money sink. This is always good advice in general but it's more important for Wasteland.
No.287
Any chance of getting an ETA on when the server's going live?
No.288
>>287
Probably sometime later today, but I need to be sure picking Wastelands is even a good idea first.
No.289
File: 1440203517338.png (20.95 KB, 836x529, 836:529, OpenTTD Wasteland industry….png)

The Wastelands are online. Are you a bad enough dude to rebuild the future?
Server name: “fun with 8ch”
Password: rage
Gonna make a thread on /v/ a bit later.
No.290
Wasteland is some hardcore shit.
No.293
New /v/ thread, sorry for the delay
>>>/v/5649259
No.296
so, I'm a complete fucking noob, I played this with my dad back when it was released as a Sawyer game but I didn't understand how signaling, income and routs worked in any sense of subtly. The only thing I learned how to do is to create intermediary stations to offload cargo from ship to train and car.
is it a really good idea to create train-loops, because in my infantile mind one way is the preferred way.
how do I make places produce more, I know that oil is always destined to die but it's something to do with ratings with factories but I don't know how to view or improve that
how do I replace a vehicle with its own model, is it the same way >>107 describes and select its own model or what?
what are some GRF's and various online content stuff that y'all recommend, for various stuff?
No.297
>>296
>how do I replace a vehicle with its own model, is it the same way >>107 describes and select its own model or what?
There is an autorenew option in the settings, there are a few parameters that you can change.
If you are a noob https://wiki.openttd.org/Signals describes signals and there are articles with example station and junction designs.
No.298
Wasteland was pretty fun, but I don't see it being fun for more than a weekend.
No.299
>>298
I mean, unless the entire server wanted to team up and restore every single city. Honestly, sounds more annoying than fun.
No.300
>>298
Yeah I think it's a bit too focused on a single goal. Once you've restored a town you can't do anything with irradiated food, cleaned food, or building materials anymore. You also no longer have a source of wastelanders to boost iron ore, gravel, or minerals production anymore. So you remove several cargo types from the game and gimp others. All that's really left to do is make a network of passengers or food lab ingredients, or a barren network of gravel or iron ore (since they don't increase their production over time like other industries).
No.301
>>300
Yeah, I just ended up piping all my supplies(sans building materials) into a town so it wouldn't grow, and would remain a material dump. Wasteland was fun to try out, though.
No.302
Is anyone interested in me throwing the weekday server up? I could throw the mars newgrf on or something if anyone is. Otherwise, we can just wait till next weekend, I guess.
No.303
So… weekend server settings, guise?
No.304
No.305
>>304
Is just the Mars graphics on BaNaNaS enough or would you like this whole thing here?
>>217
I'll give it a try but I think we might not have so many players this weekend because of needing to download the extra bit separately.
No.307
>>305
Oh right, forgot about that. The "total conversion" one with the all the vehicles and industries is several GRFs that are not on Bananas.
I would still say go for the whole thing.
No.308
>>307
If we're doing the whole thing, we should use the superior face newgrf too!
>>305
On that note, if you throw all the mars stuff into a 7z or whatever I can host it if you want.
No.309
>>308
The current packs for Mars are here
http://bundles.openttdcoop.org/opengfx-mars/push/v5443-241/
Download everything to grf folder, can be left as rar.
You can host it together with any other outside grfs if relevant.
No.310
Anons, I don't know what timezones you all are in and which one of you if any was the host but it's friday night and has been going kinda slow. I don't mean to nag but..
Are we doing it this week? What is the interest ? Maybe we should take a break ?
What ruleset ? Do we do the mars ? Does someone host GRFs for easy access ? Do we use any other GRFs ? Are there any specific setting preferences ?
No.312
>>310
I think we lost a lot of momentum last week due to Wasteland being more finicky / gimmicky than expected.
Maybe just run a 'normal' Temperate map with a vehicle set or two?
No.313
>>310
Sorry mang, just have some things to sort out before getting the server up. Hosting newGRFs that aren't on the in-game content server isn't a problem, it's just it may turn people away from playing if there's that extra hoop they have to jump through.
No.314
>>313
No problem, I was just asking. The hoop is just extracting some files in a proper folder but I guess it is some additional effort than just launching the game on a whim and joining. Also more gimmicky is probably fine for regulars who know what thy are doing but might discourage newcomer and they need to be shown the light of openTTD.
>>312
I think we actually haven't played on a temperate map yet. Well there was that weekday game and that was temperate I think
Would you have any personal choices for GRFs ?
No.315
>>314
I don't particularly care for NUTS, but that's about it.
Maybe the Japanese train/town/landscape set to attract the weebs from /v/?
No.316
This Mars newGRF set has quite an impressive vehicle set. It looks like we won't need to run another other sets for a complete experience.
I wonder why they still don't have this on BaNaNaS.
No.317
>>316
Does have some very odd introduction dates for slower train engines though. I hope this ends up being a decent train set.
No.318
>>315
About that,i noticed that most of the GRFs seem to be by railfags for railfags centred around specific countries.
>>316
I think it's because it technically is still work in progress and the side is just their repository where they push updates. But you can update GRFs on bananas so they could have put at current stable version there.
No.321
All right guise, how's this look? Leaving out NUTS, PIPE, and av8 since this has its own large set of trains and planes.
No.322
>>321
I have a small fluff/immersion nitpick
There is no water on Mars.
No.323
>>322
I dunno how fun that sounds anon… It's in the process of being terraformed, so there's already Martian trees and stuff.
No.324
>>323
Well, there are aquifer pumps and ice mines so I'm entirely sure if there is supposed to be surface water or not.
On the other hand there has been talk of ships in the form thread so they intend water to be a thing. i think thy were wandering if ships would work the same in lower gravity or something
Just don't make it too much water because terraformed or not it would still look weird.
No.325
>>324
I already made the map and set everything up you baka!
No.326
Mars is online.
Server name: “fun with 8ch”
Password: rage
Download this:
https://dl.dropboxusercontent.com/u/2785467/8chnewgrfmix.zip
And unzip the folder to your My Documents/OpenTTD/newgrf/ directory or corresponding directory for whatever your operating system is.
Gonna make a thread on /v/ later.
No.328
The train set on Mars is pretty bad to be honest.
No.329
All right, /v/ thread here.
>>>/v/5757689
No.330
I figured out why the maglevs want to slow down when entering a tunnel.
The acceleration model includes drag due to air resistance, which is increased in tunnels.
Normally, it's not enough to notice, but since the maglevs are so underpowered and almost always run at their limits anyway…
No.331
>>330
If you're at the point of maglevs, forget tunnels. Just build over the mountains.
No.333
So, any ideas for the upcoming weekend?
No.334
>>333
One of the railfag sets and related GRF to recreate a specific country perhaps ?
Something "standard" for once.
No.335
>>334
Might be fun, I suppose a gimmick wouldn't hurt. We could go full japan, I know the japan set has a shitton of things. I think theres a bunch of early americas stuff too, not sure.
No.336
>>334
>Something "standard" for once.
What do you mean here? Most of those "realistic" rail newgrfs are incredibly poorly conceived.
No.337
>>336
Probably he means a 'vanilla' map / economy instead of one of the total conversions.
And the Finnish, Dutch, and Japanese trainsets (plus associated content) aren't bad.
I don't like the UK Train Set, if only because the 'finescale' sprites look tiny next to road vehicles.
No.338
>>336
>>337
Yeah, by standard I meant temperate with vanilla economy, but to not make it entirely boring use some of the country specific sets.
NUTS is cool and all but something different.
I haven't played with any myself yet, so if you think they are badly designed on some basic level I won't insist on it.
I looked through the Japanese one out of curiosity and it seems to be dominated by passenger trains with only a few cargo engines and i see that might be a problem because people usually focus more on cargo, especially earlier in game.
No.339
Okay, who did the balancing for eGRVTS?
Later vehicles are always better than earlier vehicles. Cargo capacity, top speed, et al scale more or less lineally with the introduction date, probably at the same rate as the vanilla road vehicle set.
That's all well and good, but instead of making the starting vehicles 'shitty, but usable' and going up from there, it's like they made 1930 the anchor point to match the vanilla set's start date, and then scaled backwards.
So basically everything before 1900 is so unbelievably shitty that you might as well not bother. Assuming you can make any money at all, the route would still be better served by a train line.
No.340
>>339
Haha, is that the one with stagecoaches? You basically have to buy practically your company's entire road vehicle limit on a single pair of stations in some instances.
No.341
>>339
Isn't that just a problem in general, buses are the only vehicles that actually make some steady money and it makes sense to use them in cities. Trucks are too expensive to purchase and maintain that you are better off with a small low maintenance train that is going to be faster and carry more.
Stagecoaches are on the whole other level of ridiculousness though.
>>340
Yeah it's that one
No.342
File: 1441317189334.png (1.64 MB, 6720x3952, 420:247, Spurdo Ltd., Mar 23rd, 187….png)

This is probably a terrible idea.
Still better than the fucking stagecoaches.
And yes I did cheat to get to this point I just wanted to see if the concept was viable.
No.343
>>342
A makeshift metro/undeground/tube. I often tried to make one myself.
It would probably really pay off after the city grows.
No.344
We were talking about road vehicles a bit, can we use Heavy Equipment Set (HEQS) and/or eGRVTS (unless we are using some other one), i might be thinking about making it a thing.
No.345
OpenTTD 1.5.2 was silently released today.
https://www.openttd.org/en/download-stable
No.346
>>345
Ah, we changing to it for the serb?
No.347
>>346
Probably..
Here's the changelog.
>1.5.2-RC1 (2015-08-01)
>————————————————————————
>- Change: Auto-complete partial roads when building level-crossings [FS#6283] (r27309)
>- Fix: Do not rerandomise the town name when only cost-estimating the founding [FS#6332] (r27341)
>- Fix: Make variety distribution not assume that sea level is at height 0.2 / 3 * TGPGetMaxHeight() [FS#6335] (r27331, r27330, r27329, r27328)
>- Fix: Remove corner-case optimisation for line drawing, which failed for dashed lines (r27324)
>- Fix: Clipping of inclined lines did not account for the 'horizontal width' being bigger than the 'real width' (r27323, r27322)
>- Fix: Incorrect owner assignment when adding/removing road/tram to/from bridges [FS#6317] (r27313, r27312)
>- Fix: Mark infrastructure window dirty in more cases (r27311)
>- Fix: Prevent breaking of tram-reversal points by adding more road pieces [FS#6283] (r27308)
>- Fix: Error message window with manager face failed with GUI zoom [FS#6259] (r27307)
>- Fix: Account for road-bridges and drive-through-stops in CanFollowRoad [FS#6320] (r27306, r27305)
>- Fix: Password window layout with GUI zoom [FS#6321] (r27304, r27303)
>- Fix: Speed-only timetables got assigned times in stations [FS#6313] (r27302, r27301)
>- Fix: Enforce the company's default service intervals when purchasing another company [FS#6254] (r27282, r27281)
>- Fix: Cloning/autoreplace/autorenew did not copy custom service intervals (r27280)
No.348
>>347
Ah, nice. Now I just gotta wait for it to show up in the FreeBSD repo.
No.349
>>345
Very unusual for them to not mention a new official version release on their news page.
No.350
How does the OTTD dev group work, anyway?
I know it's all volunteer work and community contributions, but how is it decided what code gets into the official releases and what doesn't?
Because there's a bunch of patches for minor, quality-of-life stuff on the forums that I'm left wondering why aren't in the stable release.
No.351
>>350
I think the reason that a lot of things don't get into the code is that they don't want to end up maintaining other people's work. For something to make it in there has to be a sort of commitment from the person who made it to continue maintaining it.
Here's one really cool patch I've had my eye on for a while that I think has the best chances of getting into the official build as something of its nature has ever had before. It's interesting to read many of the developers' opinion of it. Some of them just want it to be maintained; a couple just act retarded and think their way of playing the game is the only way to play it.
https://www.tt-forums.net/viewtopic.php?f=33&t=45488
No.352
>>351
Actually I guess the deal is they just have high standards for code quality, and a lot of stuff doesn't meet the mark.
No.354
>>351
Arguing against it on gameplay/competitive terms seems weird, they can always disable it for their super-competitive games if they don't like it. I see utility in placing repeating station elements, stations, and depots.
At lest we don't have to place all the signals manually.
No.355
So, do we know what we're doing for the weekend?
No.358
Okay, I think I've got it nailed down.
How's this look for a newGRF loadout?
NuTracks should be set to two (2) track speeds and CHIPS can be replaced with ISR, but that's about it.
No.359
>>358
Although there's two things that bother me about UKRenewalSet.
>no auto-refit in stations
>the first locomotive is released in 1902 but they don't give you the wagons until 1920
Iron Horse is another alternative, (1860 start date, auto-refit included) but it's much more limited in content.
No.360
>>358
Looks bretty good to me, anon. You should add on the faces though
No.361
>>358
This is an awful lot of new newGRFs. I hope this works out well.
No.362
No.363
>>362
It shouldn't be that bad. Most of it's just aesthetic stuff.
>one road vehicle set (which for some reason is split between three newGRFs)
>one train set
>one ship set
and then we'll probably end up using av8 too
>one track set (which might not even be necessary. It's just got the best features to pain-in-ass ratio of any track set I've found)
>one industry overhaul (which is basically just vanilla+)
>two eyecandy station sets (one freight, one passenger)
>one eyecandy waypoints set
>one eyecandy town set
>town names set
Also, I should make it clear I'm not conductor-chan. I'm just an anon spitballing suggestions.
No.364
>>363
Conductor-chan here. Sorry it's been a busy day for me. Normally I'd spend a bit of time evaluating how all this stuff works together. Many of these I've never used before.
No.365
>>358
I can't seem to find "Town and Industry - Basic Industries" on BaNaNaS. Does this have an alternate name?
No.366
>>365
It's listed as 'TAI Industries'.
No.367
>>358
So CHIPS and Rural Stations don't conflict with each other?
No.369
>>368
TAI Industries sets some limitations on where/when some industries can be built.
I think Oil Wells can't be built after a certain year.
And Forests in the Arctic climate can only be built above the snowline.
No.370
No.371
>fastest cargo that isn't mail runs at only 177 km/hr
I can tell this is gonna be fun.
No.372
All right, server's up. Sorry for the delay tonight.
Server name: “fun with 8ch”
Password: rage
I'll make a thread on /v/ tomorrow.
No.373
/v/ thread here
>>>/v/5865953
No.374
No.375
>>374
Literally?
Ayyyyyyyyyyyyyyyyyyyyyyyyyyy
No.376
What if next weekend, we all hopped inside a single company to see how rich we could make it by the end?
No.377
>>376
Or, two companies, red and blue or something. I dunno.
No.378
>>376
>>377
Especially later in the game companies usually have more money than players can reasonably spend so it would be interesting to paint the map a single colour (or two).
Seems like that would be better suited to an organised session with with all players present at the same time and a team leader, otherwise we would probably get in each other way and clash over things like network design or just leave unconnected ones built by different anons that would be no different if everyone had their own company.
It could still work and I would encourage trying it if you can bring a friend or maybe form a team with some anon and work out when to show up and what to do.
It's the problem with the logistics of getting everyone involved on a server that doesn't have a predetermined player list and people come and go over the weekend due to timezones and availability.
No.379
>>378
adding that i'm not the host because it could sound like i was
No.380
>>378
I've done co-op a lot and it always seems to me like you'll have the most fun when everyone is on the same page in terms of how to design your network. When they aren't it gets frustrating for everyone. I hate getting called a control freak.
No.381
>>380
I guess it could be turned into a sort of learning experience, but i don't think anyone would want to take on such a titanic task.
No.382
>>378
>>380
I guess there's nothing stopping two or three anons banding together to run one company in an otherwise normal game.
Okay, so here's a question.
There are some industry newGRFs where you can deliver a cargo (vehicles, engineering/farm supplies, et al) to a primary industry (mines and farms) in order to double or quadruple production above the base rate.
Now let's say you have multiple primary industries covered by the catchment area of a single station. If you deliver the 'boosting' cargo to that station, only one industry (whichever one was first connected) will receive it.
How do you evenly 'split' the incoming cargo? Furthermore, if you have one industry producing the 'boosting' cargo, but more than one place you want to ship it, how do you split the production between them?
The only way I can think of is by abusing transfers and catchment areas.
In pic related, 'mine station' covers both primary industries, while 'mine 1' and 'mine 2' each cover one.
No.384
>>382
Seems like a workable hack, I don't really see any other way of doing it.
No.386
>>382
>>384
If you had CargoDist on for all cargos, wouldn't it automatically distribute the supply between all served industries that accepted it?
No.387
>>386
Actually that might work. You only need cargodist on for the cargo in question.
No.388
So guise, server settings for this weekend?
No.389
>>388
Wagons only, flat map, no water, 2kx2k, low town density, low industry density, final destination.
No.390
>>388
I would like you to include Heavy Equipment Set (HEQS) and/or eGRVTS, I want to try doing some (better balanced) road vehicles.
>>389
That sound terrible, is this some sort of joke I'm missing ?
No.391
>>390
That is the joke, it would be terrible.
No.392
>>388
If we're going to use an Industry newGRF, ECS is probably the best bet.
The more finnicky features (finite mine capacity, stockpile limits) can be turned off in options, and you can pick-and-choose which industry chains you want to include.
I've also been testing out the SBB (Swiss) trainset. It's got a nice selection of trains (mostly electric) from 1901-2011, and the two 'gimmick' features (livery changes and push-pull service) are purely aesthetic and mostly hands-off.
Although I'm down for anything as long as it's not NUTS, jesus christ.
No.393
>>392
And I forgot to add:
If you want to add monorail/maglev on top of that, you can use openGFX+ Trains.
No.394
>>392
>Although I'm down for anything as long as it's not NUTS, jesus christ.
Why do you hate fun, anon?
No.395
>>394
The engines with the pre-attached cargo wagons bother me because it irrevocably ties them to a certain generation of wagon.
That, and the different colors of universal rail is gimmicky and stupid. Does anyone (in our games, at least) even use them?
No.396
>>395
Yeah the wagons thing bothered me too, it end up looking weird if you use an old engine it's only the medium ones though.
I used the MEIOU engines with the red rails for bulk freight, because they were quite high powered and fast, other colours seem pointless to me even if using the trains that benefit from it. Wouldn't miss them though.
>>392
Yeah, please no stockpile limit, really annoying, I tend to use ships a lot and they could carry more than the industry stockpile was and i did want to build transfer stations to next to every industry and even than, eventually it would just pile up if supplied too much.
Does the set a good selection of passenger and freight trains with no wagon speed limits.
I just want trucks anyway.
No.397
>>396
It's about 60-40 split between locomotives and passenger EMUs+trainsets.
There are wagon speed limits. I suggest asking conductor-chan to turn off that option in the server settings, using openGFX+ Trains to re-enable the 'stock' monorail and maglev, or both.
And yeah, eGRVTS + HEQS looks fun.
No.398
>>395
>That, and the different colors of universal rail is gimmicky and stupid. Does anyone (in our games, at least) even use them?
The only reason the PURR rails exist is for use with MEOW-type engines. If you're not using those, then use something else.
No.399
>>398
Oh right they were PURR and MEOW, that was a cat joke, MEIOU is an EU mod, oh well.
No.400
>>392
>only six trains above 160 km/hr
>only two above 256 km/hr, all passengers-only
>metric fuckton of pointlessly different wagons to select from
lol, this set is ass.
No.401
>>400
Oh it looks like there is a lone 201 km/hr engine that actually carries cargo. Whew.
No.402
>>400
>>401
Oh right, and all the cargo wagons besides passenger have 140 km/hr speed limits anyway.
Realismfags need to be gassed.
No.403
>>402
Sorry, 120 km/hr. Fuck Sweden.
No.404
>>403
Is there no option to turn off wagon speed limits?
No.405
>>404
Ah right. Still stuck with 201 km/hr as the best cargo train though. Pretty lame.
No.406
>>405
Normal rail doesn't really get faster than that anyway ? I don't remember.
No.407
Server GRFs still undecided for the weekend?
No.408
>>406
The default engines go up to 643 km/hr.
No.409
>>408
That's maglev though, I said normal rail. It would be possible to put other rail types in.
>>407
Yeah, which one of us is the server anon. We should have the GRFs posted and looking to start relatively soon.
No.410
>>409
I don't know which one of us is the server anon. Probably the anon saying the GRF sucks because cargo trains can't go 4000mph.
No.411
>>409
Best electric rail default engine is 265 km/hr.
No.412
>>410
>because cargo trains can't go 4000mph.
More like because you can't even maximize your station ratings due to poor speed. I expect any competently designed train set to at least provide a train that can reach 255 km/hr. Anything below that is just gimping gameplay for no real reason. And if you get too far below that max speed, you can even gimp gameplay to the extent that you can't reach the best tier of industry production increase probability (need at least 80% station rating).
No.413
All right guise what do you think?
No.414
Oh yeah, anyone have a climate preference?
No.415
No.416
>>413
Looks nice, where's jp faces, anon-chan?
>>414
Whichever you prefer is fine.
No.417
I am willing to host a dedicated server for this in a week indefinitely. I have a Linux box sitting around doing nothing.
Though, I don't know if it's possible to keep a dedicated server going without everyone reaching god status by exploiting all of the industries.
No.418
>>417
I did it before, there is not really enough interest for a constant server. Feel free to try, if you wish.
No.419
>>418
RIP. I figured as much. Although, it would be ideal to have an 8chan server as an antithesis to the Reddit ones out in the wild.
No.420
>>419
Well, it might be nice to try another, but interest is faaar lower. It was for me, at least(I run with a grf not on bananas)
No.421
>>420
Well, if you're server anon, I'm willing to collaborate with you on it if you know how to SSH or VNC.
No.422
All right server's live. Sorry for the delay.
Server name: “fun with 8ch”
Password: rage
No.423
>>421
I am vaguely aware of what SSH is, no idea on the other thing.
No.424
>>421
Ah, I'm not server anon, so good luck.
No.425
Ayyyyy fucking freebsd repos aren't up to 1.5.2 still, so I'm gonna have to skip this weekend since I'm not by my desktop and I don't feel like compiling openttd, sorry anons.
No.426
>>425
I'm just going to play the 32bit windows version via wine, fuck it.
No.427
New /v/ thread:
>>>/v/5972617
No.428
No.429
>>423
SSH is a remote she'll and VNC is remote desktop.
No.430
Swiss trainset cost too much. RIP,
No.431
>>430
Those really were comically high engine prices. I remember one of them was like $40 million. That's half the price of a vactrain!
No.432
>>431
There was one that was actually more expensive than a vactrain, RIP.
No.433
Any ideas for this weekend?
No.434
>>433
Open up some TTDs I suppose.
No.435
Well in the absence of suggestions I'm going to setup a pretty vanilla game this weekend. Might combine OpenGFX+ Trains with NUTS so people who find NUTS too intimidating always have the original engines available.
No.436
>>435
We probably should play a (more) vanilla game.
I may not be able to play this week though
No.437
What about that mars newgfx that is on bananas? Use it since it just changes landscape right now, and pick toyland for icy as hell comfyland? I dunno.
No.438
>>437
Sure we can do that.
No.439
No.440
Well this doesn't seem very Martian. Is this how it's supposed to look?
No.441
>>440
I guess it's the polar ice cap of Mars? I'm fairly certain the OpenGFX Mars that's on BaNaNaS is the same as the one that isn't on it, only an older version. When we played on Mars last time it didn't look like this.
No.442
>>440
>>441
Oh wait I've been choosing Toyland under the assumption this operates the same as the classic Toyland 2 Mars GRF. This actually lets you choose any of the four climates and gives a corresponding Mars. Pretty neat, what kind of Mars shall we have? Sub-tropical seems to most appropriate.
No.443
>>440
>not sipping ice cold cola
Git gud.
>>442
Whichever works best, I guess.
No.444
It seems that BATS replaces a lot of the original road vehicles making them unavailable. We'll have to switch in Generic Tram Set or add another vehicle set like eGRVTS if people want to use it. I know at least one person likes BATS.
No.445
>>444
As the person who likes BATS, it is ok if it is unavailable for this game or whatnot.
No.446
>>445
BATS, that is. I don't expect people to go without vehicles just because I love trams.
No.447
All right, server's up. Sorry for being a slowpoke, as usual.
Server name: “fun with 8ch”
Password: rage
No.448
Looks like I fucked up adding OpenGFX+ Industries after the game was already made and need to remake the whole thing.
No.449
No.450
>>448
All right, all fixed now.
>>449
Thank you for catching this early.
No.451
Got a new /v/ thread up here:
>>>/v/6093154
No.452
Last weekend was a pretty disappointing turnout.
No.453
>>452
Its a sign that next weekend we should use more realistic NewGRFS! 2cc+wagon grf+whatever horrible unbalanced newgrfs we can find!
No.454
But for realz, server settings suggestions for next weekend?
No.455
>>454
I missed last week, what settings did we have there? Don't wanna suggest stuff that's been done
No.456
>>455
Did a sorta-vanilla one, but with NUTS there as usual.
>>454
No idea honestly, we could try doing another x country rail set or something.
No.457
>>456
Dare we go with an industry replacement?
No.458
>>457
We could, but, doesn't the best one shove 32bpp into its 8bpp package?
No.459
>>458
Ha, yeah. But that one might be a bit much for first timers anyway.
No.460
Which industry replacement sets have we done now? Wasteland and Mars replaced the industries but were there any others?
No.461
So I just noticed FIRS isn't list on BaNaNaS. You can download it automatically when you need it from a server but you can't simply grab it otherwise. Has it always been this way?
No.462
>FIRS on Heart of Darkness setting has 37 different industries
No.463
>>462
Wow and on the "FIRS" economy setting it's 51!
No.464
>>463
I like the sound of that
No.465
Looks like FIRS on sub-tropical setting has the least amount of industries at 16. And all the primary industries have the "boosting" mechanic that we've seen previously on other newGRFs like Wasteland and that Town and Industries - Basic Industry set.
Worth trying?
No.466
All right server's up:
Server name: “fun with 8ch”
Password: rage
/v/ thread here:
>>>/v/6210189
No.467
So guise, whaddya think about playing on the same company and working to make a dank network together sometime?
No.468
>>467
It could be nice.
As long as someone doesn't blow up my work again :3c
No.469
>>468
I was just improving it sheesh. I accidentally used the dynamite tool instead of bulldozer.
No.470
>>469
I know anon, but its fun teasing people about their mistakes. Seriously, who decided the dynamite tool should nuke THE ENTIRE station?
No.471
>>470
I think it's kinda useful to have that option actually, sometimes.
No.472
>>471
Sometimes, yeah. I'd prefer if it was like ctrl+click for entire station or the like.
No.475
Any plans for this weekend?
No.476
No.477
No.478
>>475
*I'm finally done with university normie stuff** gonna play the shit out of TTD this weekend, had ni time for the last 2
I'm a fan of trucks so (e)GRVS, we used it at least once but I'm not sure if anyone else had any. HEQS looks cool but vehicles from that pack are very expensive to buy and run per unit of cargo compared to GRVS, but I think it included cargo trams that were good.
As for train sets NUTS is kinda OP, but all the others seem to be frustrating players with limited freight engine selection, that are slow and underpowered.
We can do some crazy industry replacement, a lot more planing is necessary at the beginning, but it's fun.
No.479
>>478
You mean frustrating player. And I think that is moreso because they're used to NUTS.
Although to be fair, some of the grfs have REALLY SHITTY freight engine selections, for some reason.
No.480
>>479
The GRFs are based on real trains. I guess that irl freight is about cheap diesels that can move shit from place to place rather than top speed or acceleration and irl passenger ones are the fast and modern and shit.
No.481
>>480
I guess, but if you wanted to be realistic, you could attach a passenger engine to a cargo train no problem.
No.483
We could go insane and use 2cc.
But, like I said, insane.
No.485
>>483
>fastest freight with wagon speed limits is 160 km/hr
>fastest freight without wagon speed limits is 211 km/hr
Well. It's an improvement over Swiss trains, I guess.
No.486
Seriously are there any other trainsets besides NUTS that don't have some completely obtuse, boring, low speed limit that gimps station ratings? That one train set exclusive to Mars is the only one that comes to mind, and they had some really nasty acceleration power. I can't believe just how many train newGRFs there are that can't get this shit right, all in the name of aping the real world.
No.487
>>486
Yeah they give them irl top speeds but they don't really work in practice, trains that can't accelerate to like 180 reliably will feel very slow in the game. Maybe I got spoiled by NUTS too.
No.488
>>478
Is there another industry replacement that we haven't tried yet? Besides FIRS and Wasteland? Boosting is a neat mechanic but I'd like to find one that has classical primary industries that actually increase production over time.
No.489
No.490
All right guise, is this acceptable?
No.491
>>489
Yeah I'm a fan of YETI myself, but it's a shame the download size is obscene.
No.492
>>490
I've been meaning to ask, whats the difference between av8 and av8 anniversary edition?
No.493
Okay what the hell, GRVTS isn't on BaNaNaS anymore?
No.494
>>493
I guess it's been entirely superseded by eGRVTS.
No.495
All right then, server's up:
Server name: “fun with 8ch”
Password: rage
No.496
And /v/ thread:
>>>/v/6330526
No.497
>>488
Doesn't OpenGFX+ industries do that? Though it increases in relation to how long you serve an industry, rather than over time.
No.498
>>497
Yeah that's why we used OpenGFX+ Industries.
>Though it increases in relation to how long you serve an industry, rather than over time.
They seem to operate the same as the original industries.
No.499
Any ideas for next weekend? I'd love to try a trainset beside NUTS, but it seems to flat out be the best.
No.500
>>499
Well, assuming my qualifications for best are most fun, anyway.
Also, CHECK THIS 500 GET.
No.502
>>499
>FIRS Heart of Darkness
>eGVTS
>Dutch train set it's supposed to be Belgium but whatever
>usual ship set
>assorted station, track and flavour GRFs
>1880 start
Or we can use other train sets to make it more generic scramble for Africa rather than Congo Free State specificity.
this is like 70% joke, because anons would probably commit sudoku if they had to use XIX century trains
No.503
>>502
It might be 70% joke, but it sounds fun, at the least.
No.504
>>503
Thinking of it, what about using an Africa heightmap with gimmick trains? Might add some fun, I guess?
No.505
>>504
Yeah, after I writing my crazy idea, I thought about playing on an Africa heightmap.
If it were to happen we MUST choose a train set that has a god selection of early trains steam and diesel/early electric going back to 1880s. Pushing the start 40-50 years back would mean some advanced would never hit or be invented very late into the game so "midgame" would be also very important. With FIRS industries that loop back on themselves and need for efficiency with the early trains it would also be good to make refit in station a thing so that they don't go empty.
I did try it for a short I made a short route carrying rubber to port that produced farming supplies that boosted rubber plantation production using refitting and it made decent money for the times. Even though the trains are slow muh ratings shouldn't matter as much because FIRS industries don't rise in production the same way (though depend on the version they could ? not sure). I did use fast forward though.
I will try to gather GRFs and settings for that if only for an SP game. We can always default to a more vanilla game.
TL;DR It can be made to work with a train set that focuses on 1880-1980 instead of fancy bullet trains or future maglevs and shit.
not server anon
No.506
No.507
So guise do you think I should use a bigger map this weekend?
No.508
>>507
Probably, it got a bit cramped last time.
Also depends on what we are going to do.
Something crazy would probably get less people.
there is a Congo heightmap, it doesn't have much of a coast so it doesn't work that well with the FIRS heart of darkness industries though because there are 3 kinds of kinda important ports
No.509
>>502
>>508
I dunno, Heart of Darkness has 21 different industries. I also kinda don't like how primary industries can never close on FIRS.
Did ya'll know that you can mix and match the standard climate-specific industries with OpenGFX+ Industries? You can have a lot more types than normal that way, if sheer industry # is your interest.
No.510
What if we went insane and used 2cc this weekend? Obviously it isn't balanced in the least, but, you know, its something other than NUTS for once.
No.511
>>509
That was just a wild theme suggestion. I don't think it would work that well. And if I wanted FIRS for sheer number I would go for the full 52.
As for mixing the industries, I guess you could enable most of them and end up with:
grain,livestock,fruit->food processing plant->food
steel,copper,rubber->factory->goods
forest->papermill->printing
and standard coal, oil, and both gold and diamonds
But it ends up looking kinda weird, only one that kinda makes sense for me in adding papermill line to temperate.
No.512
>>510
Nevermind, I forgot how stupid high a lot of the running costs were.
No.513
No.514
>>513
Sometimes it starts kinda late, should be soon.
No.515
>>513
Ugh, I'm sorry guys, took a nap that lasted much longer than expected.
No.516
So did people decide on the server settings or what?
No.517
>>502
>Dutch train set
Wow this thing has a bonkers number of barely-different engines. There's a nice option to not disable the original engines on it though so I think this'll be fine for people who don't want to use the Dutch engines. I think I'll keep PIPE on as well.
>>511
Gonna add some extra climate-specific industries via OpenGFX+ then.
No.518
>5.4 MB with a 2048x2048 map
Jeez I hope this isn't a mistake.
No.519
All right then, server's up:
Server name: “fun with 8ch”
Password: rage
Really sorry for the delay again.
No.520
Oh jeez I never even linked the /v/ thread.
>>>/v/6439713
No.521
Fun weekend, that trainset was pretty good.
No.522
>>521
I think it was only all right due to an apparent oversight that let us use passenger trains with freight wagons. And way too damn many nigh-identical engines and wagons to sift though, as is typical of realismsets. At least the fastest train had comparable acceleration to the original default engines.
No.523
>>522
Yeah, it was a lot better than a lot of the sets we used.
No.524
So, next weekend, we doing vanilla trains with vanilla industries on toyland with silly names set to on?
No.525
>>524
I wanted to do toyland eventually, but it's kinda an eyesore and the vanilla vehicle selection is very limited.
No.526
>>524
I think it's about time we did Toyland at some point here.
>>525
The OpenGFX are at least a little bit easier on the eyes than the original graphics I think.
No.527
>>526
>>525
Dang, I was joking, but I would actually be up for a toyland weekend.
No.528
>>526
original graphics purist here, but yeah, the ground isn't so bright so it a bit easier to look at, the is/are grfs that change the toyland ground into something more acceptable
>>527
we need server anon to start trip/namefagging again or something because it's very confusing sometimes
No.529
>>528
If this board had IDs, that would work too.
No.530
Dear god, you guys weren't kidding about the original graphics making toyland gouge your eyes out. I think I'll use opengfx for toyland, I guess.
No.531
I wonder, are there any newgrfs made specifically to enhance toyland? Like, vehicle newgrfs that keep the toyland flavour, or the like?
No.532
So we playing Toyland this weekend then? We might want to still include some other vehicles newGRFs since its own vehicle selected is a bit limited.
>>531
Not much, I wish there were more. There's Toyland 2 Mars, which certainly goes a long way towards making the visuals tolerable, but it's just aesthetic.
No.533
>>532
I'd be okay with it, haven't played Toyland in a long time
No.534
I'm all for variety but toyland? The industry chains suck. I just can't get into transporting soda bubbles and cotton candy.
No.535
Also I really don't get why it's becoming trendy to hate on completionist sets just because the vehicles aren't distinct enough statistically from each other. OpenTTD's a game that has over a million possible faces for the purely eye candy CEO portrait and 256 livery combos. None of those features matter functionally but they all serve to personalize the game.
No.536
>>535
The difference is that eye candy has no impact in gameplay. Deciding what vehicle to use for something does. And when you have a hundred virtually identical vehicles to sift through it's a pain in the ass to try and figure out exactly which one will suit your needs the best.
No.537
>>535
I don't understand it either, but I think it's just a matter of personal taste. Personally I like vehicles I can refit into a bunch of cute color schemes and such, but I can understand why some people don't. Well, I can't actually, but I won't say their tastes are horrible because I can't.
I do think the costs on some of the completionist sets are absolutely insane, though.
No.538
So. We Toyland this weekend? Any newGRF suggestions?
No.539
>>538
Oh, we haven't started yet
Just go with NUTS, i think it will fit. The rest of the standard set is okay too i guess, and that's it ?
Not like anyone makes Toyland GRFs.
I found some one that was supposed to turn it into lego, but it's old, dead and no bananas.
No.540
>>539
Are we going to start today?
No.541
All right, server's up:
Server name: “fun with 8ch”
Password: rage
Sorry for being a damn slowpoke.
No.542
And /v/ thread:
>>>/v/6556649
No.543
So, any ideas for next weekend?
No.546
>>543
Dunno, we haven't done all the realismfag sets yet, we could go for assorted British or North America stuff, funnly enough there is also Polish and Hungarian GRFs.
We haven't tried to play on a hightmap or a premade one so that could also be a thing.
No.552
Well guys my main computer crapped out on me today so it's going to make things difficult this weekend. Making the normal threads might be difficult for one, since all my usual images are on my desktop drives and can't be accessed.
I'll still be able to host the server fine but I probably won't be playing much myself.
No.553
>>552
RIP anon, hope you get it up soon, being without openttd is suffering.
No.554
So how about dem server settings.
No.555
>>546
Kinda need something specific to work with here. Otherwise I'll just pick a nice "safe" set for this weekend.
No.556
>>555
I dunno, are the Korean sets any good?
No.557
>>556
Wasn't even aware there were any.
No.558
>>556
Well the bus set is extremely sparse. Looks like the train set has a good number of engines though.
No.559
No.560
Korean train set doesn't seem half bad actually. I also appreciate that it doesn't remove the default engines.
No.561
Korean train set doesn't seem half bad actually. I also appreciate that it doesn't remove the default engines.
So how about climate?
No.562
>Korean train set has a speed factor you can alter
Well now this is a neato parameter that more realismfag sets should put in. It needs a power factor too to compensate though.
At default settings the fastest train is 331 km/hr, that's half the speed of the fastest vanilla train engine. What should I set it to?
No.563
>>562
About the same as the vanilla trains sounds fair, honestly.
As for climate, I dunno, whichever you feel like I guess. Since I get the feeling you and me are the only ones in the thread.
No.564
>>563
We haven't played in the desert in a while have we?
No.565
>>564
I guess that doesn't seem very Korean though. How about sub-arctic?
No.566
>>565
Sub arctic works for me, sure.
No.567
All right, server is live.
Server name: “fun with 8ch”
Password: rage
No.571
Got a surprising amount of shit made while playing on a craptop this weekend. Hopefully I can get my desktop up and running again before the next.
No.573
So how 'bout dem server settings guise.
No.574
So how 'bout dem server settings guise.
No.575
>>574
japan set?
I'm kidding, I've no ideas at all, sadly.
No.576
>>575
Didn't we do it already ?
>>574
Poland/Hungary/Easter Europe packs haven't been used yet, we haven't done a UK or NA revival sets either.
We haven't played on a heightmap or a premade map/scenario.
We are only playing vanilla industries (with climate mix shakeup) recently. We should eventually play FIRS, even if just for the sake of completion, you will somehow survive the boosting mechanics.
We could also revisit mars or there is also that YETI thing, but it's 32bpp so that's a significant drawback for purists.
No.577
>>576
>it's 32bpp so that's a significant drawback for purists.
The problem isn't so much that it's 32bpp, it's that because it's 32bpp it's a huge fucking download while it has no alternate standalone 8bpp version.
No.578
>>577
>YETI 150MB
>FIRS 5MB
>NUTS 100MB
>eGRVS 8MB
>everything else is 2MB at most, even total conversions
>a single 32bpp GRF accounts for most of the game install
Why do 32bpp even exist they are ugly anyway.
No.579
>>578
There always seem to be these completely misguided guys in FOSS development that think their projects are going to get "left behind" somehow if they don't "upgrade" their graphics to some modern standard, as if they could possibly compete with the resources commercial AAA graphics in the first place. Seen it in OpenTTD, seen it in Battle for Wesnoth, seen it in SuperTuxKart. Seriously, who in their right mind plays a game like OpenTTD for eye-popping grafx? You'll never achieve parity with heavyweight commercial developers in these useless endeavors, but you can alienate part of your audience by giving them totally arbitrary hardware benchmarks to meet (SuperTuxKart) or increasing the inconvenience to an unacceptable level (YETI, NUTS past v0.7.4).
If you wanna start out your glorious open source/freeware project with high graphics expectations then by all means have fun. But don't fuck with your established audience with this stuff later on.
No.580
What if we purposefully use the most retarded newGRF combination as some form of a joke?
No.581
>>580
Can a joke last a whole weekend?
No.582
>>580
>>581
What about >>502 on a Borneo heightmap or something, building a colony in the 1880
No.583
>>581
Dunno.
>>582
Mite b horrifyingly fun.
No.584
All right, so any more specific suggestions for server settings?
No.585
>>584
Oh, is there any halloween stuff? We could do that. Fuck, maybe toyland would've been better for this weekend.
No.586
>>585
Well there is this comfy version of OpenGFX called NightGFX, but I think that's an optional graphics set that anyone can toggle on or off regardless of what the server is running.
No.587
>>586
Actually I just tried testing this out again and now I can't seem to make it work now for some reason. The author says it doesn't play nice with newGRFs but even with all of them off it still does nothing.
No.588
>>587
I used NightGFX even with GRFs and it worked for me. Can't say anything more than "it just werks though"
No.589
>>588
Ah well, at least you can confirm it's not a server setting to worry about?
No.590
>>576
>We should eventually play FIRS, even if just for the sake of completion, you will somehow survive the boosting mechanics.
We've played on that twice now actually.
No.591
>>589
I'm not sure if I tried that on our server, I tried joining some random public ones and it works on them (also obviously in SP).
>>590
We did, when ? I missed a couple games, a few weeks back, but even if I'm busy I poke my head in for a moment to see what going on, I'm pretty sure I would have remembered that, especially if it were twice.
No.592
>>591
Must have been those games you missed then.
No.593
Well I can't wait much longer here. Gonna decide on some settings myself pretty soon in the absence of specifics. Sub-tropical sounds good at least, we haven't played that in a while.
No.595
All right server's up:
Server name: “fun with 8ch”
Password: rage
Sorry for the delay.
No.596
>>592
Sorry for being a paranoid fuck, I have no reason to believe you are lying, just that it must have been a quite unlikely turn of events for me to miss it and than it leaving no trace in the thread both times
I imagined it would spawn more discussion (that might have happened in the /v/ thread though) and it has been mentioned only once shortly before the game and it isn't on any newGRF pics
again sorry for being a paranoid fuck, just that I've been going on about that for a while and apparently I missed that
No.597
>>596
I guess it was just one weekend of FIRS actually.
/v/ thread here by the way:
>>>/v/6779503
No.599
>>579
>You'll never achieve parity with heavyweight commercial developers in these useless endeavors,
Oh really? Have you even used mods before? User created content in game mods often far and away exceeds the original content graphically. The problem with OpenTTD and all those other open source games is that their content creation pipeline sucks a bag of dicks
No.600
Pretty disappointing turnout this weekend. I hope it was just Halloween. Otherwise maybe people are finally getting tired of OpenTTD.
No.601
>>600
Never know, anon. Next weekend could be super busy.
No.611
So how bout dem server settings guise…
No.612
>>611
NUTS only, 1650 start, perfectly flat arctic map above snowheight with industries and towns set to very low. Final destination.
No.614
>>612
I'm not sure the whole map above snow line can be done actually.
No.615
>>614
Damn, my joke idea is ruined. RUINED.
No.616
>>615
Yeah I think you need a heightmap to do it manually. Which should be easy, actually. The other option is to set terrain to Alpinist which makes ~90% of it above the snow line, but that's also very difficult to play on.
No.617
You're also not going to get any ocean if the whole map is above snow line.
No.618
No.619
>>612
Well we're not starting in 1650 because there's nothing to even use besides horse-drawn vehicles with eGRVTS. We can play NUTS with sub-arctic though. A flat plateau might not be very fun for people who want to play around with boats however.
No.620
Whelp, in the absence of suggestions, I guess I'm going with a pretty standard game setup this time.
Server is live.
Server name: “fun with 8ch”
Password: rage
No.621
>>620
Oh yeah, /v/ thread here:
>>>/v/6888299
No.633
Well more people stopped by than last weekend. But it seems less of them actually stuck around to play at any given time. Looks like Halloween wasn't the made problem after all. I think if the turnout gets much worse it's probably OK to give this thing a rest for a while finally. We had a lot of great games together, I'm kind of surprised people even remained this interested for this long.
No.640
No.641
>>640
I'm still here, I haven't played recently though
Outside of general busyness I liked it more when we had a gimmick almost every week, because we don't really compete if I were to autism out with my network I would rather do it at my own pace until I filled up the entire map rather than miss the whole midgame and wipe it every week.
Playing different dumb sets and settings made it worth it starting over, trying new things and chatting about it during the game was what made it interesting.
There are still some ideas, but maybe it's really time to retire.
No.643
>>641
>because we don't really compete if I were to autism out with my network I would rather do it at my own pace until I filled up the entire map rather than miss the whole midgame and wipe it every week
Maybe we could try continuing games between weekends for a change? Only real problem is people covering the whole map up with grown cities.
No.644
>>643
The problem I see is that some of the regulars can cover up to like 30% of the map by themselves if they are very active that weekend and nothing really gets in their way so they are pretty much "finished" at this point.
Also the game tends to really slow down/lag after a while even eventually kicking out players, I know we are having this talk because we are not as busy anymore but it would probably get reduced to unplayability before the end of the second weekend.
Also my problem is not necessarily that 48 hours is not enough, the my pace part was more important in that case, just that it's in one block that I miss a large part of because of sleep and shit sometimes literally. It's a problem with the format of MP itself, ultimately playing videogames on schedule is not as fun as it could be.
I got bored and need to play by myself i guess
No.645
>>644
You know we never did try a full-on co-op game with everyone in the same company… Do you think people would actually like that?
No.646
No.647
Should I even bother hosting this weekend?
No.648
Maybe, maybe… 8ch shitting itself is part of the problem too?
No.650
No.656
No.658
So… Should I host a server this weekend?
No.659
>>658
Not yet i guess, we need a longer break, but I hope we can revive it eventually and my interest will be reignited.
No.660
>>659
Works for me. In the mean time maybe we could get a Factorio game going like we've talked about before.
No.661
>>660
>Factorio
That is one butt ugly game.
No.662
>>661
Factories ain't pretty anon.
No.664
So are we going to do that factorio thing or something ?
Will there be another thread here or just straight up on /v/ ?
No.667
>>664
I guess we should talk about how to set it up or something first. Is a dedicated server necessary or useful with Factorio or is it fine to just have people connect to clients like normal? How do you even set one up?
No.669
>>664
Why can't you just take your factorio to a thread of your very own.
No.670
>>669
I can when we finally get this setup. It's just that a while back a number of anons in the OpenTTD server expressed an interest in this.
No.673
No.674
No.680
Is the server still up?
>>666
nice trips :^)
No.681
>>680
Nope, took it down a while back when interest fizzled out. If people wanna get this going again we could give it a try again, but I'm not sure I'll even be able to host for a month or so now.