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(svn r24257) -Fix [FS#5112]: update some outdated documentation and make is somewhat more consistent
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@ -73,7 +73,6 @@ endif
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$(Q)cp "$(ROOT_DIR)/COPYING" "$(BUNDLE_DIR)/"
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$(Q)cp "$(ROOT_DIR)/known-bugs.txt" "$(BUNDLE_DIR)/"
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$(Q)cp "$(ROOT_DIR)/docs/multiplayer.txt" "$(BUNDLE_DIR)/docs/"
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$(Q)cp "$(ROOT_DIR)/docs/32bpp.txt" "$(BUNDLE_DIR)/docs/"
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$(Q)cp "$(ROOT_DIR)/changelog.txt" "$(BUNDLE_DIR)/"
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ifdef MAN_DIR
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$(Q)mkdir -p "$(BUNDLE_DIR)/man/"
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@ -1,44 +0,0 @@
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32bpp and OpenTTD
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Last updated: 2007-06-13
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------------------------------------------------------------------------
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Table of contents
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-----------------
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1.0) About
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2.0) The format
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1.0) About
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---- -----
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OpenTTD has 32bpp support. This means: OpenTTD still is 8bpp, but it has the
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posibility to override the graphics with 32bpp. This means that it isn't a
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replacement of grf or newgrf, but simply an addition. If you want to use 32bpp
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graphics of a newgrf, you do need the newgrf itself too (with 8bpp graphics).
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2.0) The format
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---- ----------
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32bpp images are stored in PNG. They should go in:
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data/sprites/<grfname>/<SpriteID>.png
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For example, a grfname would be 'openttd' (without .grf, lowercase), and the
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SpriteID 3, to override the 3rd sprite in openttd.grf with a 32bpp version.
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The format of this PNG can be almost anything, but we advise to use RGBA
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format. Alpha-channel is fully supported.
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As the core of OpenTTD is 8bpp, and because you of course want company colours
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in your images, you will need to add a mask for every sprite that needs colour
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remapping. The name is simular as above, only you have to put a 'm' behind the
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SpriteID. This image should be a 8bpp palette image, where the palette is the
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OpenTTD palette. Upon load of the PNG, the mask is loaded too, and overrides
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the RGB (not the Alpha) of the original PNG image, and replacing it with a
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8bpp color remapped and converted to 32bpp.
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Another thing that OpenTTD needs in your png, is 2 tEXt chunks: x_offs and
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y_offs. This to define the x- and y-offset, of course. Use the tool we supply
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to add this information. Sadly enough most graphical editors trashes those
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chunks upon save, so you have to readd it every time you save your image.
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Your images should be the same as the grf, in size.
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@ -143,9 +143,6 @@ Section "!OpenTTD" Section1
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File ${PATH_ROOT}docs\multiplayer.txt
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Push "$INSTDIR\docs\multiplayer.txt"
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Call unix2dos
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File ${PATH_ROOT}docs\32bpp.txt
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Push "$INSTDIR\docs\32bpp.txt"
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Call unix2dos
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; Copy the rest of the stuff
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SetOutPath "$INSTDIR\"
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@ -217,7 +214,6 @@ Section "!OpenTTD" Section1
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CreateShortCut "$SMPROGRAMS\$SHORTCUTS\Known-bugs.lnk" "$INSTDIR\known-bugs.txt"
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CreateDirectory "$SMPROGRAMS\$SHORTCUTS\Docs"
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CreateShortCut "$SMPROGRAMS\$SHORTCUTS\Docs\Multiplayer.lnk" "$INSTDIR\docs\multiplayer.txt"
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CreateShortCut "$SMPROGRAMS\$SHORTCUTS\Docs\32bpp.lnk" "$INSTDIR\docs\32bpp.txt"
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CreateDirectory "$SMPROGRAMS\$SHORTCUTS\Scripts"
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CreateShortCut "$SMPROGRAMS\$SHORTCUTS\Scripts\Readme.lnk" "$INSTDIR\scripts\readme.txt"
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!insertmacro MUI_STARTMENU_WRITE_END
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130
readme.txt
130
readme.txt
@ -80,8 +80,10 @@ After you have done all that you can report the bug. Please include the
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following information in your bug report:
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* OpenTTD version (PLEASE test the latest SVN/nightly build)
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* Bug details, including instructions how to reproduce it
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* Platform (Win32, Linux, FreeBSD, ...) and compiler (including version) if
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* Platform (Windows, Linux, FreeBSD, ...) and compiler (including version) if
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you compiled OpenTTD yourself.
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* The processor architecture of your OS (32 bits Windows, 64 bits Windows,
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Linux on an ARM, Mac OS X on a PowerPC, ...)
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* Attach a saved game *and* a screenshot if possible
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* If this bug only occurred recently please note the last version without
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the bug and the first version including the bug. That way we can fix it
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@ -145,9 +147,9 @@ will not be able to reproduce the desync and thus will be unable to fix it.
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3.0) Supported platforms
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---- -------------------
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OpenTTD has been ported to several platforms and operating systems. It shouldn't
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be very difficult to port it to a new platform. The currently working platforms
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are:
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OpenTTD has been ported to several platforms and operating systems. It should
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not be very difficult to port it to a new platform. The currently working
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platforms are:
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BeOS - SDL or Allegro
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DOS - Allegro
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@ -168,7 +170,7 @@ be installed, or you have downloaded an installer, which will automatically
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extract OpenTTD in the given directory.
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OpenTTD looks in multiple locations to find the required data files (described
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in section 4.2). Installing any 3rd party files into a "shared" location has
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in section 4.2). Installing any 3rd party files into a 'shared' location has
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the advantage that you only need to do this step once, rather than copying the
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data files into all OpenTTD versions you have.
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Savegames, screenshots, etc are saved relative to the config file (openttd.cfg)
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@ -177,15 +179,16 @@ shared directories, savegames will reside in the save/ directory next to the
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openttd.cfg file there.
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If you want savegames and screenshots in the directory where the OpenTTD binary
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resides, simply have your config file in that location. But if you remove this
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config file, savegames will still be in this directory (see notes in section 4.2)
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config file, savegames will still be in this directory (see notes in
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section 4.2 'OpenTTD directories')
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OpenTTD comes without AIs, so if you want to play with AIs you have to download
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them. The easiest way is via the "Check Online Content" button in the main menu.
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them. The easiest way is via the 'Check Online Content' button in the main menu.
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You can select some AIs that you think are compatible with your playing style.
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Another way is manually downloading the AIs from the forum although then you
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need to make sure that you install all the required AI libraries too; they get
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automatically selected (and downloaded) if you get the AIs via the "Check
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Online Content". If you do not have an AI but have configured OpenTTD to start
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automatically selected (and downloaded) if you get the AIs via the 'Check
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Online Content'. If you do not have an AI but have configured OpenTTD to start
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an AI a message will be shown that the 'dummy' AI has been started.
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4.1) (Required) 3rd party files
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@ -198,7 +201,7 @@ For OpenTTD you need to acquire some third party data files. For this you have
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the choice of using the original Transport Tycoon Deluxe data files or a set
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of free data files.
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Do NOT copy files included with OpenTTD into "shared" directories (explained in
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Do NOT copy files included with OpenTTD into 'shared' directories (explained in
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the following sections) as sooner or later you will run into graphical glitches
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when using other versions of the game.
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@ -239,7 +242,7 @@ not work.
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If you want AIs use the in-game content downloader. If for some reason that is
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not possible or you want to use an AI that has not been uploaded to the content
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download system download the tar file and place it in the ai/ directory. If the
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AI needs libraries you'll have to download those too and put them in the
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AI needs libraries you will have to download those too and put them in the
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ai/library/ directory. All AIs and AI Libraries that have been uploaded to
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the content download system can be found at http://noai.openttd.org/downloads/
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The AIs and libraries can be found their in the form of .tar.gz packages.
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@ -247,20 +250,32 @@ OpenTTD can read inside tar files but it does not extract .tar.gz files by
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itself.
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To figure out which libraries you need for an AI you have to start the AI and
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wait for an error message to pop up. The error message will tell you
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"couldn't find library 'lib-name'". Download that library and try again.
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'could not find library "lib-name"'. Download that library and try again.
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4.1.5) Game scripts
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------ ------------
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If you want an extra challenge in OpenTTD you can download so-called game
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scripts via the in-game content downloader. These game scripts have varying
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functionality, though they can generally influence town growth, subsidies, add
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goals to reach or provide a different ranking system.
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If you download a game script manually you have to follow the same rules as for
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AIs, except that game scripts are placed in the game/ directory instead of the
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ai/ directory.
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4.2) OpenTTD directories
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---- -------------------
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OpenTTD uses its own directory to store its required 3rd party base set files (see section
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4.1 "Required 3rd party files") and non-compulsory extension and configuration files. See
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below for their proper place within this OpenTTD main data directory.
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OpenTTD uses its own directory to store its required 3rd party base set files
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(see section 4.1 'Required 3rd party files') and non-compulsory extension and
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configuration files. See below for their proper place within this OpenTTD main
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data directory.
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The main OpenTTD directories can be found in various locations, depending on your operating
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system:
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The main OpenTTD directories can be found in various locations, depending on
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your operating system:
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1. The current working directory (from where you started OpenTTD)
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For non-Windows operating systems OpenTTD will not scan for files in this
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directory if it is your personal directory, i.e. "~/", or when it is the
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root directory, i.e. "/".
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directory if it is your personal directory, i.e. '~/', or when it is the
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root directory, i.e. '/'.
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2. Your personal directory
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Windows: C:\My Documents\OpenTTD (95, 98, ME)
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C:\Documents and Settings\<username>\My Documents\OpenTTD (2000, XP)
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@ -278,11 +293,11 @@ system:
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5. The installation directory (Linux only)
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Linux: /usr/share/games/openttd
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6. The application bundle (Mac OSX only)
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It includes the OpenTTD files (grf+lng) and it will work as long as they aren't
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touched
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It includes the OpenTTD files (grf+lng) and it will work as long as they
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are not touched
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Different types of data or extensions go into different subdirectories of the chosen main
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OpenTTD directory:
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Different types of data or extensions go into different subdirectories of the
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chosen main OpenTTD directory:
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Config File: (no subdirectory)
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Screenshots: (no subdirectory)
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Base Graphics: baseset (or a subdirectory thereof)
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@ -298,21 +313,24 @@ OpenTTD directory:
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Automatic Savegames: save/autosave
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Scenarios: scenario
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The (automatically created) directory content_download is for OpenTTD's internal use and
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no files should be added to it or its subdirectories manually.
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The (automatically created) directory content_download is for OpenTTD's internal
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use and no files should be added to it or its subdirectories manually.
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Notes:
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- Linux in the previous list means .deb, but most paths should be similar for others.
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- Linux in the previous list means .deb, but most paths should be similar for
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others.
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- The previous search order is also used for NewGRFs and openttd.cfg.
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- If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3, 5 order.
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- If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3,
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5 order.
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- Savegames will be relative to the config file only if there is no save/
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directory in paths with higher priority than the config file path, but
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autosaves and screenshots will always be relative to the config file.
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The preferred setup:
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Place 3rd party files in shared directory (or in personal directory if you don't
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have write access on shared directory) and have your openttd.cfg config file in
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personal directory (where the game will then also place savegames and screenshots).
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Place 3rd party files in shared directory (or in personal directory if you do
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not have write access on shared directory) and have your openttd.cfg config
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file in personal directory (where the game will then also place savegames and
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screenshots).
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4.3) Portable installations (portable media)
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---- ---------------------------------------
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@ -334,12 +352,10 @@ makes it easy to bundle files belonging to the same script, NewGRF or base
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set. Music sets are the only exception as they cannot be stored in a tar
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file due to being played by external applications.
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OpenTTD sees each tar archive as the 'root' of its search path. This means
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that having a file with the same path in two different tar files means that
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one cannot be opened, after all only one file will be found first. This is
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done to make it possible to have the large 32bpp zoomed graphics in a separate
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file to the (relatively small) unzoomed 8bpp NewGRF. As such it is advisable
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to put an uniquely named folder in the root of the tar and put all the
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OpenTTD sees each tar archive as the 'root' of its search path. This means that
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having a file with the same path in two different tar files means that one
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cannot be opened, after all only one file will be found first. As such it is
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advisable to put an uniquely named folder in the root of the tar and put all the
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content in that folder. For example, all downloaded content has a path that
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concatenates the name of the content and the version, which makes the path
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unique. For custom tar files it is advised to do this as well.
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@ -405,7 +421,7 @@ OpenTTD in debug mode.
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6.0) Configuration file
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---- ------------------
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The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like
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.INI format. It's mostly undocumented. Almost all settings can be changed
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.INI format. It is mostly undocumented. Almost all settings can be changed
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ingame by using the 'Advanced Settings' window.
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When you cannot find openttd.cfg you should look in the directories as
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described in section 4.2. If you do not have an openttd.cfg OpenTTD will
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@ -429,24 +445,24 @@ Windows:
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Please read the Makefile for more information.
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Solaris, FreeBSD, OpenBSD:
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Use "gmake", but do a "./configure" before the first build.
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Use 'gmake', but do a './configure' before the first build.
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Linux/Unix:
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OpenTTD can be built with GNU "make". On non-GNU systems it's called "gmake".
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However, for the first build one has to do a "./configure" first.
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OpenTTD can be built with GNU 'make'. On non-GNU systems it is called 'gmake'.
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However, for the first build one has to do a './configure' first.
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MacOS X:
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Use "make" or Xcode (which will then call make for you)
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Use 'make' or Xcode (which will then call make for you)
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This will give you a binary for your CPU type (PPC/Intel)
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However, for the first build one has to do a "./configure" first.
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To make a universal binary type "./configure --enabled-universal"
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instead of "./configure".
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However, for the first build one has to do a './configure' first.
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To make a universal binary type './configure --enabled-universal'
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instead of './configure'.
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BeOS:
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Use "make", but do a "./configure" before the first build.
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Use 'make', but do a './configure' before the first build.
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MorphOS:
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Use "make". However, for the first build one has to do a "./configure" first.
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Use 'make'. However, for the first build one has to do a './configure' first.
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Note that you need the MorphOS SDK, latest libnix updates (else C++ parts of
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OpenTTD will not build) and the powersdl.library SDK. Optionally libz,
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libpng and freetype2 developer files.
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@ -458,7 +474,7 @@ OS/2:
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DOS:
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A build environment with DJGPP is needed as well as libraries such as
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Allegro, zlib and libpng, which all can be downloaded from the DJGPP
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website. Compilation is straight forward: use make, but do a "./configure"
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website. Compilation is straight forward: use make, but do a './configure'
|
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before the first build. The build binary will need cwsdpmi.exe to be in
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the same directory as the openttd executable. cwsdpmi.exe can be found in
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the os/dos subdirectory. If you compile with stripping turned on a binary
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@ -489,7 +505,7 @@ To recompile the extra graphics needed to play with the original Transport
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Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
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GRFCodec can be found at: http://www.openttd.org/download-grfcodec
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The compilation of these extra graphics does generally not happen, unless
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you remove the graphics file using "make maintainer-clean".
|
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you remove the graphics file using 'make maintainer-clean'.
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7.2) Supported compilers
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---- -------------------
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@ -537,7 +553,7 @@ someone else may have already started translating to the same language.
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8.1) Translation
|
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---- -----------
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So, now that you've notified the development team about your intention to
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So, now that you have notified the development team about your intention to
|
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translate (You did, right? Of course you did.) you can pick up english.txt
|
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(found in the SVN repository under /src/lang) and translate.
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|
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@ -571,17 +587,17 @@ Any missing strings are replaced with the English strings. Note that it looks
|
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for english.txt in the lang subdirectory, which is where your language file
|
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should also be.
|
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|
||||
That's all! You should now be able to select the language in the game options.
|
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That is all! You should now be able to select the language in the game options.
|
||||
|
||||
|
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9.0) Troubleshooting
|
||||
---- ---------------
|
||||
To see all startup options available to you, start OpenTTD with the
|
||||
"./openttd -h" option. This might help you tweak some of the settings.
|
||||
'./openttd -h' option. This might help you tweak some of the settings.
|
||||
|
||||
If the game is acting strange and you feel adventurous you can try the
|
||||
"-d [[<name>]=[<level>]" flag, where the higher levels will give you more
|
||||
debugging output. The "name" variable can help you to display only some type of
|
||||
'-d [[<name>=]<level>]' flag, where the higher levels will give you more
|
||||
debugging output. The 'name' variable can help you to display only some type of
|
||||
debugging messages. This is mostly undocumented so best is to look in the
|
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source code file debug.c for the various debugging types. For more information
|
||||
look at http://wiki.openttd.org/index.php/Command_line.
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@ -604,17 +620,17 @@ and add a suitable font for the small, medium and / or large font, e.g.:
|
||||
small_font = "Tahoma"
|
||||
medium_font = "Tahoma"
|
||||
large_font = "Tahoma"
|
||||
You should use a font name like "Tahoma" or a path to the desired font.
|
||||
You should use a font name like 'Tahoma' or a path to the desired font.
|
||||
|
||||
Any NewGRF file used in a game is stored inside the savegame and will refuse
|
||||
to load if you don't have that NewGRF file available. A list of missing files
|
||||
to load if you do not have that NewGRF file available. A list of missing files
|
||||
can be viewed in the NewGRF window accessible from the file load dialogue window.
|
||||
|
||||
You can try to obtain the missing files from that NewGRF dialogue or - if they
|
||||
are not available online - you can search manually through our forum's graphics
|
||||
development section (http://www.tt-forums.net/viewforum.php?f=66) or GrfCrawler
|
||||
(http://grfcrawler.tt-forums.net/). Put the NewGRF files in OpenTTD's newgrf folder
|
||||
(see section 4.2 "OpenTTD directories") and rescan the list of available NewGRFs.
|
||||
(see section 4.2 'OpenTTD directories') and rescan the list of available NewGRFs.
|
||||
Once you have all missing files, you are set to go.
|
||||
|
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||||
@ -667,7 +683,7 @@ Thanks to:
|
||||
George - Canal graphics
|
||||
Andrew Parkhouse (andythenorth) - River graphics
|
||||
David Dallaston (Pikka) - Tram tracks
|
||||
Marcin Grzegorczyk - Foundations for tracks on slopes",
|
||||
Marcin Grzegorczyk - Foundations for tracks on slopes,
|
||||
All Translators - For their support to make OpenTTD a truly international game
|
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Bug Reporters - Thanks for all bug reports
|
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Chris Sawyer - For an amazing game!
|
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Reference in New Issue
Block a user