The most active unofficial successor to r/OpenTTD!
...which is admittedly not saying much. We do require you to speak english when posting though but only for practicality, as long as you explain in english as well, you may post in any language you wish! It's just going to be easier for everyone that way. See also the german OpenTTD fediverse community for potential threads in german.
Please do not ask where to get NewGRFs, they are easily obtainable via the in-game content downloader (a.k.a "BaNaNaS" or "the fruit store") or TT-Forums and certain authors have expressed they will not allow downloads of graphics that they no longer provide support for by penalty of copyright law. The other side of the coin is otherwise explained in our "rules" thread. Please read the rules thread before posting or do not post.
No, it's part of a set. See reHabs: Martian Houses Late Start for the building set that completes the look (A fix for the industry set from OpenGFX Mars is still pending).
Oh, okay, that's neat. But those are JFRattRoads!
Yes, OpenGFX Mars predated roadtypes, so the road set for it would be better off only providing the vehicles. As such, I will not be updating that part of OpenGFX Mars, and instead used JFRattRoads as an example roadset for illustration purposes. Thank you to John Franklin for his work on that set, and please don't bother him with bug reports about ReFix.
Where can I get it?
Available on the In-Game Content Downloader now.
Futuristic buildings? These look like you'd find them rusting in Pripyat.
That's not very nice to Zephyris! 😜 They're modular, not pretty (though I like them, they have a certain vaporwave charm). Aside from that, these were originally made for the OpenGFX Mars project. They've had their introduction dates upped to 2030 (for the first one) or later (2090 for the final one) but if you play after 2090 then these should work fine with other town building sets as well as on their own for "realistic Mars" gameplay. I fixed the alignment for use with basesets, as the original files (including OpenGFX Mars Landscape!) were misaligned with the grid.
Wait, you didn't make these?
I've had a long standing... disagreement... with the OpenTTD community, but I won't take credit for what I haven't done. The graphics were created by Zepheris and the code mostly provided by Elyon. I'll even credit reldred here, though (s)he(?) gets no mention in the GRF itself unless (s)he(?) is willing to
See the changelog for the changes in this release.
Standard Windows:
64 bit Windows version
MacOS:
MacOS version
Linux:
Pick from the assets list below or compile from source.
Other Windows:
For ve...
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I'm going to see about getting this automated, for now here's the latest JGRPP release.
Ho, ho, ho, Santa is in town. And he’s brought a gift with him.
Here’s a shiny new package for you to unwrap, containing the first beta version of the upcoming OpenTTD 15 release.
It comes faster, with road waypoints, fewer passwords, better scenario editor, and hopefully with a lot less bugs. To be a bit less vague, here are some of the highlights:
Improved picker windows for stations/waypoints/objects/and more. Oh, and that does include road waypoints.
Better perfomance in various places, including faster path signals that are now green by default.
Password-less network authentication using keys.
Several improvements for NewGRFs regarding cargo support.
Better scenario editor with a town data importer and manual house placement.
A large tree fully hung with ornamental bugfixes.
Sadly though, not everbody was good this year. The old NPF pathfinder was finally retired, after YAPF being the superior default for many, many years now.
OpenTTD’s first release was in March of 2004. Now twenty years later, we are proud to present to you: release 14.0.
And boy, what a release it is. Do I dare to say: this has been the biggest release yet?
Sometimes people try to tell us OpenTTD is dead. Well, 14.0 shows you it really isn’t. There are so many new goodies in 14.0, that I don’t even know where to start! Let’s go over a few, just to get you a feel for what to expect when you launch OpenTTD 14.0.
It is now possible to make the calendar time walk slower, up to a point it is frozen. This doesn’t influence vehicle movement at all, nor the amount of goods transported, town growth, etc. But it does influence vehicle introduction dates, inflation, and aging.
With this feature, we hope to enable different game-plays, where people want to have more time to
I picked OpenTTD for the weekend and scoured BaNaNas and could not find the add-ons with the graphics that are being used in the banner of this community.
I managed to find some better 8pp trees, with "U&Trees" by Ufiby but I'd like to find those ground tiles and bridge graphics
I was once the hottest new model on the street. Newspapers heralded my arrival in every town. The titans of industry were inspired to produce more goods when I visited their factories.
But as the years have passed, so do their eyes pass over me, to eye curiously my replacements. Will you try the new style, ma’am? It’s so much better than that old thing.
I’ve watched my friends grow old and die. My brother got caught in traffic and caused a horrific level crossing collision. I get sick more often, wheezing to a halt wherever I am. When I visit the doctor for a spot of renewal, they tell me, “Sorry, I can’t help. You’re too old.” When will I be autoreplaced?
Woe is the tale of the Balogh Goods Truck. But what if we could slow or pause the steady march of time? In OpenTTD 14, you can.
Time basics
Time in OpenTTD flows in three ways: The movement of vehicles, which we’ll call animation time. The keeping of economic records, including charging you running costs for v
With OpenTTD 14, we introduce an opt-in survey system; a method where we can finally ground our debates with facts! Additionally, BaNaNaS content will use HTTPS (instead of HTTP), and many more small infra-related changes.
Time to chat about this for a bit.
Survey
For years now, we can have very passionate discussions about one gameplay style or the other. And often, sooner or later, someone will drop the “that is how 90% of players play” argument in there.
Do they have anything to back up that 90%? Of course not. It is an emotional argument in an often emotional discussion (as we all greatly care about the game). But it doesn’t actually help the discussion further, as the other party goes: “no! That is how only 10% plays!”. And as such, the discussion dies off and we are unable to move forward.
To finally settle which 90% was correct, OpenTTD 14.0 introduces an opt-in survey system where, after every game, a report is sent about the settings used in that game.
Ever wondered how a new OpenTTD release is made? How we decide what features to include and what to reject or how some people seem to know the “future” before you? Curious what it means that OpenTTD is Open Source? Or maybe you’ve even wondered what it takes to get your idea included in OpenTTD?
In this post, you’ll get a peek behind the quite transparent curtain and learn more on how OpenTTD is developed.
What’s source anyway?
Let’s start with the meaning of Open Source, as the source (or source code) of a computer program really is the source of it all. In a nutshell, the source code of a computer program is a form that is a lot easier for humans to understand than the instructions the computer is executing. For OpenTTD, we use the programming language C++. This source code is then transformed by a piece of software called a compiler into a binary form that the processor in your device can run. The binary is then combined with
If you don’t know me, I’m Owen Rudge, and have been involved in the online Transport Tycoon community for almost 25 years. Exactly 21 years ago, I received an ICQ message (look it up, kids) out of the blue from a guy named Ludvig Strigeus (nicknamed Ludde). “Hello, you probably don’t know me, but I’ve been working on a project to clone TTD for a while.” he said, more or less. He didn’t want to release this to the public yet, and wasn’t entirely sure what he was going to do with it. (He’d been working on it since 30th June 2002, so I guess that is technically the birthday of what would become OpenTTD…) Ludde sent me a copy of what he’d been working on, and it was very exciting indeed. It was a fully functional version of Transport Tycoon Deluxe, written in C. Admittedly incomplete at that time, it was still quite remarkable.
To put things in context, in 2004, the Transport Tycoon community generally enjoyed playing the classic Transport Tycoon Deluxe with the excellent [TTDPatch](