Openttd 32 Bit



Updated: December 9, 2011

  1. Openttd 32-bit Dedoimedo
  2. Baixar Openttd 32 Bit
  3. Openttd 32 Bit Windows
  4. Openttd 32 Bits

When using the 32-bit Graphics Set, and 32-bit Binary from 23-1-2010 (Development norev000) under Windows XP Pro SP3, i receive a CTD upon running OpenTTD.EXE before seeing anything on screen Deleting OpenTTD.cfg to force creation of a new config file has no effect Running OpenTTD with the 32-bit blitter ( -b 32bpp-anim) has no effect either. OpenTTD (32-bit for Windows XP/Vista/7/8) By OpenTTD Group December 3, 2015. Download Now Download Now OpenTTD is an open source simulation game based upon the. OpenTTD is a business simulation game in which players earn money by transporting passengers and cargo via road, rail, water, and air. It is an open-source remake and expansion of the 1995 Chris Sawyer video game Transport Tycoon Deluxe. OpenTTD is an open source transport simulation game based on the popular game Transport Tycoon Deluxe by Chris Sawyer, with several additions. OpenTTD is as close to the original as you can get, but has been extended with plenty of great features. These include bigger maps (up to 64 times bigger than the original), stable multiplayer mode that. OpenTTD 1.4.1 with 32 bit graphics (zBase) gameplay on Ubuntu linux OpenTTD is an open source simulation game based upon the popular Microprose game 'Transpo.

Open Transport Tycoon Deluxe (OpenTTD) is a clone of what is arguably the best game of all times, the legendary Chris Sawyer's Transport Tycoon Deluxe, the ultimate in transport simulations. The game refused to die when the DOS platform did and remains highly popular with fans. Thus, OpenTTD was born, a complete rewrite of the original. Since, it has only grown more popular and exploded with version 1.0, which nolonger demanded that you have the original graphics file, becoming truly a standalone and free product for all. The legend became epic.

The one thing that stands out is the quality of graphics in the game - DOS-like, 256 colors. True to its legacy, even the open graphics replacement kit remains archaic in its look. The game feels like something from the last decade of the last century of the last millennium, not that this affects its fun in any way. But you get only that much detail, only that much zoom, as reasonably permissible by 8-bit vectors. Now, how would you like to play OpenTTD in 32-bit graphics? Epic becomes divine.

How to play OpenTTD in 32-bit graphics mode

Openttd

In this article, I will both demo the 32-bit graphics as well as show you how to install and play OpenTTD with this conversion. It is still early work in heavy and continuous development, so things may change any moment, but nightly builds are fairly stable if incomplete, but totally playable. Best of all, you can have both the regular game and the 32-bit graphics version coexisting peacefully side by side. Moreover, your scenarios and saves are in no away affected. So you must try this.

Installation

The installation is a little complicated. First, go to the official wiki and read about 32-bit graphics. Once you're ready, follow the setup instructions. The topic is called extra zoom levels, but it comes with much beautified sprites, extra detail, new animations, and a whole new level of fun. It may sound daunting, but it is not. You need to download four packages and extract them. That's all.

First, download the special OpenTTD build designed to run with the 32-bit graphics. I will be demonstrating on Linux, so it's tar.gz archive for me. Extract anywhere you want. Let's assume /home/roger/openttd. Inside the extracted openttd directory, there's the data directory. Here, you will need to extract the graphics mega pack, which weighs 30-80MB, depending on the actual version and contents, the OpenGFX and OpenSFX graphics, which are also normally required for the standard game, and the latest extra grf file. If I were to script this, then these are the commands you need:

tar zxvf <openttd>.tar.gz - in your home dir; becomes /home/user/openttd
unzip <opengfx>.zip -d /home/user/openttd/data
unzip <opensfx>.zip -d /home/user/openttd/data
unzip <extra grf>.zip -d /home/user/openttd/data

Basically, you are ready to go. Fire up the game. Then in the main menu, click NewGRF Settings. This will open a menu, where you can scan for local, inactive GRF files. Here, you will find your extra grf file, which will be using the mega pack content for graphics. Select, click add, apply changes. That's all. You can also search for additional online content, including music, new train and airplane sets, city names, trees, and whatnot, but we don't need that now.

Now, go into the main menu and start playing. That's really all!

Playing in 32-bit mode

This is absolutely marvelous. For example, look at that factory. And then, look at the incredible zoom and yet more detail. Not all of the graphics have been converted, but the parts that have are staggering. Notice the game menu has also been revamped. Pure joy. Brings a tear to my eye.

I also loaded one of my own games, a custom scenario, just for fun, and it worked just fine. At the moment, most of the focus is on the conventional graphics. Airports are new, but most of the planes are not. Classic railroad tracks, stations and some the cars have been redesigned, but monorail and maglev will have to wait. Buses are modern and slick. It's work in progress, but it looks damn pretty.

The one negative thing at the moment is that if you're playing on low zoom, i.e. you see most of the map, then the game takes a heavy CPU toll, as the binaries are not yet optimized. But it's still great. Well, that would be all, and you can find tons of beautiful screenshots and videos online. For example, this forum post seems like a great source of inspiration.

Conclusion

OpenTTD is the best thing since the Polio vaccine, or near enough. This perfect game has now gained a visual element that will make it modern and slick, without compromising on the pure simulation that captivated the hearts of millions sixteen years back. A geek's dream come true, really.

The installation is a little cumbersome at the moment, as you will need to manually grab the files, extract them and place them in the relevant directories, but this sounds more complicated than it really is. Hopefully, this article will help you around. Now, spread the word and show support for the OpenTTD team, so that we can get this going as soon as possible. 32-bit graphics, go, go, go! Absolutely beautiful.

Many thanks to Mr. V for telling me about this!

Cheers.

Last updated: 2011-02-16

Table of contents

  • 1.0) Starting a server
  • 2.0) Connecting to a server
    • 2.1) Connecting to a server over the console
  • 3.0) Playing internet games
  • 4.0) Tips for servers
    • 4.1)Imposing landscaping limits
  • 5.0) Some useful things
  • 6.0) Troubleshooting

1.0) Starting a server

  • Make sure that you have your firewall of the computer as well as possiblerouters or modems of the server configured such that:
    • port 3979 is free for both UDP and TCP connections in- and outgoing
    • port 3978 is free outbound for UDP in order to advertise with the master server (if desired). Otherwise you’ll have to tell players your IP.
    • port 3977 if use of the admin interface is desired (see admin_network.txt)
  • Click “multiplayer” on the startup screen
  • Click “start server”
  • Type in a game name
  • Select the type of game (‘LAN/Internet’ or ‘Internet (advertise)’. With thelast one other people are able to see you online. Else they need your IP andport to join)
  • Click “start game”, “load game” or “load scenario”
  • Start playing

2.0) Connecting to a server

  • Click “multiplayer” on the startup screen
  • If you want to connect to any network game in your LAN click on ‘LAN’, thenon ‘Find Server’
  • If you want to see which servers all online on the Internet, click on‘Internet’ and ‘Find Server’
  • If there were more than one server
    • select one in the list below the buttons
    • click on ‘join game’
  • If you want to play and you have the ip or hostname of the game server youwant connect to.
    • click add server
    • type in the ip address or hostname
    • if you want to add a port use :
  • Now you can select a company and press: “Join company”, to help that company
    • Or you can press “Spectate game”, to spectate the game
    • Or you can press “New company”, and start your own company (if there areslots free)
  • You see a progressbar how far you are with joining the server.
  • Happy playing

2.1) Connecting to a server over the console

  • Open the console and type in the following command: connect <ip/host>:<port>#<company-no>

Openttd 32-bit Dedoimedo

3.0) Playing internet games

  • Servers with a red dot behind it have a different version then you have. Youwill not be able to join those servers.

  • Servers with a yellow dot behind it have NewGRFs that you do not have. Youwill not be able to join those servers. However, via “NewGRF Settings” and“Find missing content online” you might be able to download the neededNewGRFs after which you can join the server.

  • It can happen that a connection is that slow, or you have that many clientsconnected to your server, that your clients start to loose their connection.Some things you can do about it:

    • [network] frame_freq:change it in console with: ‘set network.frame_freq 'the number should be between the 0 and 10, not much higher. It indicatesthe delay between clicking and showing up. The higher, the more you noticeit, but the less bandwidth you use.A good value for Internet-games is 2 or 3.

    • [network] sync_freq:change it in console with: ‘set network.sync_freq 'the number should be between the 50 and 1000, not much lower, not muchhigher. It indicates the time between sync-frames. A sync-frame is a framewhich checks if all clients are still in sync. When the value it too high,clients can desync in 1960, but the server detects it in 1970. Not reallyhandy. The lower the value, the more bandwidth it uses.

    NB: changing frame_freq has more effect on the bandwidth then sync_freq.

4.0) Tips for servers

Baixar Openttd 32 Bit

  • You can launch a dedicated server by adding -D as parameter.
  • In UNIX like systems, you can fork your dedicated server by adding -f asparameter.

  • You can automatically clean companies that do not have a client connected tothem, for, let’s say, 3 years. You can do this via: ‘set autoclean_companies’and ‘set autoclean_protected’ and ‘set autoclean_unprotected’. Unprotectedremoves a password from a company when it is not used for more then thedefined amount of months. ‘set autoclean_novehicles’ can be used to removecompanies without any vehicles quickly.

  • You can also do this manually via the console: ‘reset_company’.

  • You can let your server automatically restart a map when, let’s say, year 2030is reached. See ‘set restart_game_date’ for detail.

  • If you want to be on the server-list, enable Advertising. To do this, select‘Internet (advertise)’ in the Start Server menu, or type in console:‘set server_advertise 1’.

  • You can protect your server with a password via the console: ‘set server_pw’,or via the Start Server menu.

  • When you have many clients connected to your server via Internet, watch yourbandwidth (if you have any limit on it, set by your ISP). One client usesabout 1.5 kilobytes per second up and down. To decrease this amount, setting‘frame_freq’ to 1 will reduce it to roughly 1 kilobyte per second per client.

  • OpenTTD’s default settings for maximum number of clients, and amount of datafrom clients to process are chosen to not influence the normal playing ofpeople, but to prevent or at least make it less likely that someone canperform a (distributed) denial-of-service attack on your server by causingan out-of-memory event by flooding the server with data to send to allclients. The major factor in this is the maximum number of clients; with32 clients “only” sending one chat message causes 1024 messages to bedistributed in total, with 64 clients that already quadruples to 4096. Giventhat upstream bandwidth is usually the limiting factor, a queue of packetsthat need to be sent will be created.To prevent clients from exploiting this “explosion” of packets to send welimit the number of incoming data, resulting in effectively limiting theamount of data that OpenTTD will send to the clients. Even with the defaultlimits it is possible to generate about 70.000 packets per second, or about7 megabit per second of traffic.Given that OpenTTD kicks clients after they have not reacted within about 9seconds from sending a frame update packet it would be possible that OpenTTDkeeps about 600.000 packets in memory, using about 50 megabytes of memory.Given that OpenTTD allows short bursts of packets, you can have slightlymore packets in memory in case of a distributed denial of service attack.When increasing the amount of incoming data, or the maximum number ofclients the amount of memory OpenTTD needs in case of a distributed denialof service attack is linearly related to the amount of incoming data andquadratic to the amount of clients. In short, a rule of thumb for, themaximum memory usage for packets is: #max_clients * #max_clients * bytes_per_frame * 10 KiB.

Openttd 32 Bit Windows

4.1) Imposing landscaping limits

  • You can impose limits on companies by the following 4 settings:
    • terraform_per_64k_frames
    • terraform_frame_burst
    • clear_per_64k_frames
    • clear_frame_burst
  • Explaining ‘per_64K_frames’ and ‘burst’
    • ‘burst’ defines 3 things, the maximum limit, the limit of a single action,and the initial value for the limit assigned to a new company.This setting is fairly simple and requires no math.

      A value of 1 means a single tile can be affected by a single action.This results in having to click 400 times when wanting to cover an areaof 20 x 20 tiles.

      The default value 4096 covers an area of 64 x 64 tiles.

    • ‘per_64k_frames’ defines the number of tiles added to each companies limitper frame (however not past the possible maximum value,the ‘burst’).64k rather resembles the exact number of 65536 frames. So setting thisvariable to 65536 means: 65536 / 65536 = 1 tile per frame.As a day consists of 74 frames, a company’s limit is increased by 74tiles during the course of a single day (2.22 seconds).

      To achieve a 1 tile per day increase the following calculation is needed:1 / 74 (frames per day) * 65536 (per_64k_frames) = 885.62…after rounding: a value of 886 means adding a bit over 1 tile per day.

      There is still enough space to scale this value downwards:decreasing this value to 127 results in a bit over 1 tile added to theallowance per week (7 days).

      To create a setup in which a company gets an initial allowance only,set the value to 0 - no increase of the allowance per frame.

  • Even though construction actions include a clear tile action, they are notaffected by the above settings.

5.0) Some useful things

  • You can protect your company so nobody else can join uninvited. To do this,set a password in your Company Screen

  • You can give other players some money via the ClientList (under the ‘head’in the mainbar).

  • You can chat with other players via ENTER or via SHIFT+T or via the ClientList

  • Servers can now kick players, so don’t make them use it!

6.0) Troubleshooting

Openttd 32 Bits

  • My advertising server does not show up in list at servers.openttd.org Run openttd with the ‘-d net=2’ parameter. That will show which incoming communication is received, whether the replies from the master server or communication from an admin tool reach the programme. See section 1 ‘Starting a server’ further up for the ports and protocols used by OpenTTD. The ports can be configured in the config file.

  • My advertising server warns a lot about getaddrinfo taking N seconds This could be a transient issue with your (local) DNS server, but if the problem persists there is likely a configuration issue in DNS resolving on your computer. This seems to be a common configuration issue for Docker instances, where the DNS resolving waits for a time out of usually 5 seconds.





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