2 Last updated: 2012-08-16
4 ------------------------------------------------------------------------
12 * 2.2) Reporting desyncs
13 3.0) Supported platforms
14 4.0) Installing and running OpenTTD
15 * 4.1) (Required) 3rd party files
16 * 4.2) OpenTTD directories
17 * 4.3) Portable installations (portable media)
18 * 4.4) Files in tar (archives)
20 * 5.1) Logging of potentially dangerous actions
21 6.0) Configuration file
23 * 7.1) Required/optional libraries
24 * 7.2) Supported compilers
34 OpenTTD is a transport simulation game based upon the popular game Transport
35 Tycoon Deluxe, written by Chris Sawyer. It attempts to mimic the original
36 game as closely as possible while extending it with new features.
38 OpenTTD is licensed under the GNU General Public License version 2.0. For
39 more information, see the file 'COPYING'.
44 The easiest way to contact the OpenTTD team is by submitting bug reports or
45 posting comments in our forums. You can also chat with us on IRC (#openttd
48 The OpenTTD homepage is http://www.openttd.org/.
50 You can also find the OpenTTD forums at
51 http://forum.openttd.org/
55 First of all, check whether the bug is not already known. Do this by looking
56 through the file called 'known-bugs.txt' which is distributed with OpenTTD
59 For tracking our bugs we are using a bug tracker called Flyspray. You can find
60 the tracker at http://bugs.openttd.org/. Before actually reporting take a look
61 through the already reported bugs there to see if the bug is already known.
62 The 'known-bugs.txt' file might be a bit outdated at the moment you are
63 reading it as only bugs known before the release are documented there. Also
64 look through the recently closed bugs.
66 When you are sure it is not already reported you should:
67 * Make sure you are running a recent version, i.e. run the latest stable or
68 nightly based on where you found the bug.
69 * Make sure you are not running a non-official binary, like a patch pack.
70 When you are playing with a patch pack you should report any bugs to the
71 forum thread related to that patch pack.
72 * Make it reproducible for the developers. In other words, create a savegame
73 in which you can reproduce the issue once loaded. It is very useful to give
74 us the crash.dmp, crash.sav, crash.log and crash screenshot which are
76 * Check whether the bug is already reported on our bug tracker. This includes
77 searching for recently closed bug reports as the bug might already be fixed.
79 After you have done all that you can report the bug. Please include the
80 following information in your bug report:
81 * OpenTTD version (PLEASE test the latest SVN/nightly build)
82 * Bug details, including instructions how to reproduce it
83 * Platform (Windows, Linux, FreeBSD, ...) and compiler (including version) if
84 you compiled OpenTTD yourself.
85 * The processor architecture of your OS (32 bits Windows, 64 bits Windows,
86 Linux on an ARM, Mac OS X on a PowerPC, ...)
87 * Attach a saved game *and* a screenshot if possible
88 * If this bug only occurred recently please note the last version without
89 the bug and the first version including the bug. That way we can fix it
90 quicker by looking at the changes made.
91 * Attach crash.dmp, crash.log and crash.sav. These files are usually created
92 next to your openttd.cfg. The crash handler will tell you the location.
94 2.2) Reporting desyncs
95 ---- -----------------
96 As desyncs are hard to make reproducible OpenTTD has the ability to log all
97 actions done by clients so we can replay the whole game in an effort to make
98 desyncs better reproducible. You need to turn this ability on. When turned
99 on an automatic savegame will be made once the map has been constructed in
100 the 'save/autosave' directory, see OpenTTD directories to know where to find
101 this directory. Furthermore the log file 'commands-out.log' will be created
102 and all actions will be written to there.
104 To enable the desync debugging you need to set the debug level for 'desync'
105 to at least 1. You do this by starting OpenTTD with '-d desync=<level>' as
106 parameter or by typing 'debug_level desync=<level>' in OpenTTD's internal
108 The desync debug levels are:
110 1: dumping of commands to 'commands-out.log'.
111 2: same as 1 plus checking vehicle caches and dumping that too.
112 3: same as 2 plus monthly saves in autosave.
113 4 and higher: same as 3
115 Restarting OpenTTD will overwrite 'commands-out.log'. OpenTTD will not remove
116 the savegames (dmp_cmds_*.sav) made by the desync debugging system, so you
117 have to occasionally remove them yourself!
119 The naming format of the desync savegames is as follows:
120 dmp_cmds_XXXXXXXX_YYYYYYYY.sav. The XXXXXXXX is the hexadecimal representation
121 of the generation seed of the game and YYYYYYYY is the hexadecimal
122 representation of the date of the game. This sorts the savegames by game and
123 then by date making it easier to find the right savegames.
125 When a desync has occurred with the desync debugging turned on you should file
126 a bug report with the following files attached:
127 - commands-out.log as it contains all the commands that were done
128 - the last saved savegame (search for the last line beginning with
129 'save: dmp_cmds_' in commands-out.log). We use this savegame to check
130 whether we can quickly reproduce the desync. Otherwise we will need...
131 - the first saved savegame (search for the first line beginning with 'save'
132 where the first part, up to the last underscore '_', is the same). We need
133 this savegame to be able to reproduce the bug when the last savegame is not
134 old enough. If you loaded a scenario or savegame you need to attach that.
135 - optionally you can attach the savegames from around 50%, 75%, 85%, 90% and
136 95% of the game's progression. We can use these savegames to speed up the
137 reproduction of the desync, but we should be able to reproduce these
138 savegames based on the first savegame and commands-out.log.
139 - in case you use any NewGRFs you should attach the ones you used unless
140 we can easily find them ourselves via bananas or when they are in the
143 Do NOT remove the dmp_cmds savegames of a desync you have reported until the
144 desync has been fixed; if you, by accident, send us the wrong savegames we
145 will not be able to reproduce the desync and thus will be unable to fix it.
148 3.0) Supported platforms
149 ---- -------------------
150 OpenTTD has been ported to several platforms and operating systems. It should
151 not be very difficult to port it to a new platform. The currently working
154 BeOS - SDL or Allegro
157 Linux - SDL or Allegro
158 MacOS X (universal) - Cocoa video and sound drivers
162 Windows - Win32 GDI (faster) or SDL or Allegro
165 4.0) Installing and running OpenTTD
166 ---- ------------------------------
167 Installing OpenTTD is fairly straightforward. Either you have downloaded an
168 archive which you have to extract to a directory where you want OpenTTD to
169 be installed, or you have downloaded an installer, which will automatically
170 extract OpenTTD in the given directory.
172 OpenTTD looks in multiple locations to find the required data files (described
173 in section 4.2). Installing any 3rd party files into a 'shared' location has
174 the advantage that you only need to do this step once, rather than copying the
175 data files into all OpenTTD versions you have.
176 Savegames, screenshots, etc are saved relative to the config file (openttd.cfg)
177 currently being used. This means that if you use a config file in one of the
178 shared directories, savegames will reside in the save/ directory next to the
179 openttd.cfg file there.
180 If you want savegames and screenshots in the directory where the OpenTTD binary
181 resides, simply have your config file in that location. But if you remove this
182 config file, savegames will still be in this directory (see notes in
183 section 4.2 'OpenTTD directories')
185 OpenTTD comes without AIs, so if you want to play with AIs you have to download
186 them. The easiest way is via the 'Check Online Content' button in the main menu.
187 You can select some AIs that you think are compatible with your playing style.
188 Another way is manually downloading the AIs from the forum although then you
189 need to make sure that you install all the required AI libraries too; they get
190 automatically selected (and downloaded) if you get the AIs via the 'Check
191 Online Content'. If you do not have an AI but have configured OpenTTD to start
192 an AI a message will be shown that the 'dummy' AI has been started.
194 4.1) (Required) 3rd party files
195 ---- --------------------------
196 Before you run OpenTTD, you need to put the game's data files into a baseset/
197 directory which can be located in various places addressed in the following
200 For OpenTTD you need to acquire some third party data files. For this you have
201 the choice of using the original Transport Tycoon Deluxe data files or a set
204 Do NOT copy files included with OpenTTD into 'shared' directories (explained in
205 the following sections) as sooner or later you will run into graphical glitches
206 when using other versions of the game.
208 4.1.1) Free graphics and sound files
209 ------ -----------------------------
210 The free data files, split into OpenGFX for graphics, OpenSFX for sounds and
211 OpenMSX for music can be found at:
212 - http://www.openttd.org/download-opengfx for OpenGFX
213 - http://www.openttd.org/download-opensfx for OpenSFX
214 - http://www.openttd.org/download-openmsx for OpenMSX
215 Please follow the readme of these packages about the installation procedure.
216 The Windows installer can optionally download and install these packages.
218 4.1.2) Original Transport Tycoon Deluxe graphics and sound files
219 ------ ---------------------------------------------------------
220 If you want to play with the original Transport Tycoon Deluxe data files you
221 have to copy the data files from the CD-ROM into the data/ directory. It does
222 not matter whether you copy them from the DOS or Windows version of Transport
223 Tycoon Deluxe. The Windows install can optionally copy these files.
224 You need to copy the following files:
226 - trg1r.grf or TRG1.GRF
227 - trgcr.grf or TRGC.GRF
228 - trghr.grf or TRGH.GRF
229 - trgir.grf or TRGI.GRF
230 - trgtr.grf or TRGT.GRF
232 4.1.3) Original Transport Tycoon Deluxe music
233 ------ --------------------------------------
234 If you want the Transport Tycoon Deluxe music, copy the files from the gm/
235 folder from the Windows version of Transport Tycoon Deluxe to the baseset
236 folder in your OpenTTD folder (also explained in the following sections).
237 The music from the DOS version as well as the original Transport Tycoon does
242 If you want AIs use the in-game content downloader. If for some reason that is
243 not possible or you want to use an AI that has not been uploaded to the content
244 download system download the tar file and place it in the ai/ directory. If the
245 AI needs libraries you will have to download those too and put them in the
246 ai/library/ directory. All AIs and AI Libraries that have been uploaded to
247 the content download system can be found at http://noai.openttd.org/downloads/
248 The AIs and libraries can be found their in the form of .tar.gz packages.
249 OpenTTD can read inside tar files but it does not extract .tar.gz files by
251 To figure out which libraries you need for an AI you have to start the AI and
252 wait for an error message to pop up. The error message will tell you
253 'could not find library "lib-name"'. Download that library and try again.
257 If you want an extra challenge in OpenTTD you can download so-called game
258 scripts via the in-game content downloader. These game scripts have varying
259 functionality, though they can generally influence town growth, subsidies, add
260 goals to reach or provide a different ranking system.
261 If you download a game script manually you have to follow the same rules as for
262 AIs, except that game scripts are placed in the game/ directory instead of the
266 4.2) OpenTTD directories
267 ---- -------------------
268 OpenTTD uses its own directory to store its required 3rd party base set files
269 (see section 4.1 'Required 3rd party files') and non-compulsory extension and
270 configuration files. See below for their proper place within this OpenTTD main
273 The main OpenTTD directories can be found in various locations, depending on
274 your operating system:
275 1. The current working directory (from where you started OpenTTD)
276 For non-Windows operating systems OpenTTD will not scan for files in this
277 directory if it is your personal directory, i.e. '~/', or when it is the
278 root directory, i.e. '/'.
279 2. Your personal directory
280 Windows: C:\My Documents\OpenTTD (95, 98, ME)
281 C:\Documents and Settings\<username>\My Documents\OpenTTD (2000, XP)
282 C:\Users\<username>\Documents\OpenTTD (Vista, 7)
283 Mac OSX: ~/Documents/OpenTTD
285 3. The shared directory
286 Windows: C:\Documents and Settings\All Users\Shared Documents\OpenTTD (2000, XP)
287 C:\Users\Public\Documents\OpenTTD (Vista, 7)
288 Mac OSX: /Library/Application Support/OpenTTD
290 4. The binary directory (where the OpenTTD executable is)
291 Windows: C:\Program Files\OpenTTD
293 5. The installation directory (Linux only)
294 Linux: /usr/share/games/openttd
295 6. The application bundle (Mac OSX only)
296 It includes the OpenTTD files (grf+lng) and it will work as long as they
299 Different types of data or extensions go into different subdirectories of the
300 chosen main OpenTTD directory:
301 Config File: (no subdirectory)
302 Screenshots: (no subdirectory)
303 Base Graphics: baseset (or a subdirectory thereof)
304 Sound Sets: baseset (or a subdirectory thereof)
305 NewGRFs: newgrf (or a subdirectory thereof)
306 32bpp Sets: newgrf (or a subdirectory thereof)
307 Music Sets: baseset (or a subdirectory thereof)
308 AIs: ai (or a subdirectory thereof)
309 AI Libraries: ai/libraries (or a subdirectory thereof)
310 Game Scripts (GS): game (or a subdirectory thereof)
311 GS Libraries: game/libraries (or a subdirectory thereof)
313 Automatic Savegames: save/autosave
316 The (automatically created) directory content_download is for OpenTTD's internal
317 use and no files should be added to it or its subdirectories manually.
320 - Linux in the previous list means .deb, but most paths should be similar for
322 - The previous search order is also used for NewGRFs and openttd.cfg.
323 - If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3,
325 - Savegames will be relative to the config file only if there is no save/
326 directory in paths with higher priority than the config file path, but
327 autosaves and screenshots will always be relative to the config file.
330 Place 3rd party files in shared directory (or in personal directory if you do
331 not have write access on shared directory) and have your openttd.cfg config
332 file in personal directory (where the game will then also place savegames and
335 4.3) Portable installations (portable media)
336 ---- ---------------------------------------
337 You can install OpenTTD on external media so you can take it with you, i.e.
338 using a USB key, or a USB HDD, etc.
339 Create a directory where you shall store the game in (i.e. OpenTTD/).
340 Copy the binary (OpenTTD.exe, OpenTTD.app, openttd, etc), baseset/ and your
341 openttd.cfg to this directory.
342 You can copy binaries for any operating system into this directory, which will
343 allow you to play the game on nearly any computer you can attach the external
345 As always - additional grf files are stored in the newgrf/ dir (for details,
346 again, see section 4.1).
348 4.4) Files in tar (archives)
349 ---- -----------------------
350 OpenTTD can read files that are in an uncompressed tar (archive), which
351 makes it easy to bundle files belonging to the same script, NewGRF or base
352 set. Music sets are the only exception as they cannot be stored in a tar
353 file due to being played by external applications.
355 OpenTTD sees each tar archive as the 'root' of its search path. This means that
356 having a file with the same path in two different tar files means that one
357 cannot be opened, after all only one file will be found first. As such it is
358 advisable to put an uniquely named folder in the root of the tar and put all the
359 content in that folder. For example, all downloaded content has a path that
360 concatenates the name of the content and the version, which makes the path
361 unique. For custom tar files it is advised to do this as well.
363 The normal files are also referred to by their relative path from the search
364 directory, this means that also normal files could hide files in a tar as
365 long as the relative path from the search path of the normal file is the
366 same as the path in the tar file. Again it is advised to have an unique path
367 to the normal file so they do not collide with the files from other tar
371 5.0) OpenTTD features
372 ---- ----------------
373 OpenTTD has a lot of features going beyond the original Transport Tycoon Deluxe
374 emulation. Unfortunately, there is currently no comprehensive list of features,
375 but there is a basic features list on the web, and some optional features can be
376 controlled through the Advanced Settings dialog. We also implement some
377 features known from TTDPatch (http://www.ttdpatch.net/).
379 Several important non-standard controls:
381 * Ctrl modifies many commands and makes them more powerful. For example Ctrl
382 clicking on signals with the build signal tool changes their behaviour, holding
383 Ctrl while the track build tool is activated changes it to the track removal
384 tool, and so on. See http://wiki.openttd.org/Hidden_features for a non-
385 comprehensive list or look at the tooltips.
386 * Ingame console. More information at
387 http://wiki.openttd.org/index.php/Console
388 * Hovering over a GUI element shows tooltips. This can be changed to right click
389 via the advanced settings.
391 5.1) Logging of potentially dangerous actions
392 ---- ----------------------------------------
393 OpenTTD is a complex program, and together with NewGRF, it may show a buggy
394 behaviour. But not only bugs in code can cause problems. There are several
395 ways to affect game state possibly resulting in program crash or multiplayer
397 Easier way would be to forbid all these unsafe actions, but that would affect
398 game usability for many players. We certainly do not want that.
399 However, we receive bug reports because of this. To reduce time spent with
400 solving these problems, these potentially unsafe actions are logged in
401 the savegame (including crash.sav). Log is stored in crash logs, too.
405 * Adding / removing / changing order of NewGRFs
406 * Changing NewGRF parameters, loading compatible NewGRF
407 * Changing game mode (scenario editor <-> normal game)
408 * Loading game saved in a different OpenTTD / TTDPatch / Transport Tycoon Deluxe /
409 original Transport Tycoon version
410 * Running a modified OpenTTD build
411 * Changing settings affecting NewGRF behaviour (non-network-safe settings)
412 * Changing landscape (by cheat)
413 * Triggering NewGRF bugs
415 No personal information is stored.
417 You can show the game log by typing 'gamelog' in the console or by running
418 OpenTTD in debug mode.
421 6.0) Configuration file
422 ---- ------------------
423 The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like
424 .INI format. It is mostly undocumented. Almost all settings can be changed
425 ingame by using the 'Advanced Settings' window.
426 When you cannot find openttd.cfg you should look in the directories as
427 described in section 4.2. If you do not have an openttd.cfg OpenTTD will
428 create one after closing.
434 You need Microsoft Visual Studio .NET. Open the project file
435 and it should build automatically. In case you want to build with SDL support
436 you need to add WITH_SDL to the project settings.
437 PNG (WITH_PNG) and ZLIB (WITH_ZLIB) support is enabled by default. For these
438 to work you need their development files. For best results, download the
439 openttd-useful.zip file from http://www.openttd.org/download-openttd-useful
440 Put the header files into your compiler's include/ directory and the
441 library (.lib) files into the lib/ directory.
442 For more help with VS see docs/Readme_Windows_MSVC.txt.
444 You can also build it using the Makefile with MSYS/MinGW or Cygwin/MinGW.
445 Please read the Makefile for more information.
447 Solaris, FreeBSD, OpenBSD:
448 Use 'gmake', but do a './configure' before the first build.
451 OpenTTD can be built with GNU 'make'. On non-GNU systems it is called 'gmake'.
452 However, for the first build one has to do a './configure' first.
455 Use 'make' or Xcode (which will then call make for you)
456 This will give you a binary for your CPU type (PPC/Intel)
457 However, for the first build one has to do a './configure' first.
458 To make a universal binary type './configure --enabled-universal'
459 instead of './configure'.
462 Use 'make', but do a './configure' before the first build.
465 Use 'make'. However, for the first build one has to do a './configure' first.
466 Note that you need the MorphOS SDK, latest libnix updates (else C++ parts of
467 OpenTTD will not build) and the powersdl.library SDK. Optionally libz,
468 libpng and freetype2 developer files.
471 A comprehensive GNU build environment is required to build the OS/2 version.
472 See the docs/Readme_OS2.txt file for more information.
475 A build environment with DJGPP is needed as well as libraries such as
476 Allegro, zlib and libpng, which all can be downloaded from the DJGPP
477 website. Compilation is straight forward: use make, but do a './configure'
478 before the first build. The build binary will need cwsdpmi.exe to be in
479 the same directory as the openttd executable. cwsdpmi.exe can be found in
480 the os/dos subdirectory. If you compile with stripping turned on a binary
481 will be generated that does not need cwsdpmi.exe by adding the cswdstub.exe
482 to the created OpenTTD binary.
484 7.1) Required/optional libraries
485 ---- ---------------------------
486 The following libraries are used by OpenTTD for:
487 - libSDL/liballegro: hardware access (video, sound, mouse)
488 - zlib: (de)compressing of old (0.3.0-1.0.5) savegames, content downloads,
490 - liblzo2: (de)compressing of old (pre 0.3.0) savegames
491 - liblzma: (de)compressing of savegames (1.1.0 and later)
492 - libpng: making screenshots and loading heightmaps
493 - libfreetype: loading generic fonts and rendering them
494 - libfontconfig: searching for fonts, resolving font names to actual fonts
495 - libicu: handling of right-to-left scripts (e.g. Arabic and Persian) and
496 natural sorting of strings.
498 OpenTTD does not require any of the libraries to be present, but without
499 liblzma you cannot open most recent savegames and without zlib you cannot
500 open most older savegames or use the content downloading system.
501 Without libSDL/liballegro on non-Windows and non-MacOS X machines you have
502 no graphical user interface; you would be building a dedicated server.
504 To recompile the extra graphics needed to play with the original Transport
505 Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
506 GRFCodec can be found at: http://www.openttd.org/download-grfcodec
507 The compilation of these extra graphics does generally not happen, unless
508 you remove the graphics file using 'make maintainer-clean'.
510 7.2) Supported compilers
511 ---- -------------------
512 The following compilers are known to compile OpenTTD:
513 - Microsoft Visual C++ (MSVC) 2005, 2008 and 2010.
514 Version 2005 gives bogus warnings about scoping issues.
515 - GNU Compiler Collection (GCC) 3.3 - 4.7.
516 Versions 4.1 and earlier give bogus warnings about uninitialised variables.
517 Versions 4.4 - 4.6 give bogus warnings about freeing non-heap objects.
518 Versions 4.5 and later give invalid warnings when lto is enabled.
519 - Intel C++ Compiler (ICC) 12.0.
520 - Clang/LLVM 2.9 - 3.0
521 Version 2.9 gives bogus warnings about code nonconformity.
523 The following compilers are known not to compile OpenTTD:
524 - Microsoft Visual C++ (MSVC) 2003 and earlier.
525 - GNU Compiler Collection (GCC) 3.2 and earlier.
526 These old versions fail due to OpenTTD's template usage.
527 - Intel C++ Compiler (ICC) 11.1 and earlier.
528 Version 10.0 and earlier fail a configure check and fail with recent system
530 Version 10.1 fails to compile station_gui.cpp.
531 Version 11.1 fails with an internal error when compiling network.cpp.
532 - Clang/LLVM 2.8 and earlier.
535 If any of these compilers can compile OpenTTD again, please let us know.
536 Patches to support more compilers are welcome.
541 See http://www.openttd.org/development for up-to-date information.
543 The use of the online Translator service, located at
544 http://translator.openttd.org/, is highly encouraged. For getting an account
545 simply follow the guidelines in the FAQ of the translator website.
547 If for some reason the website is down for a longer period of time, the
548 information below might be of help.
550 Please contact the translations manager (http://www.openttd.org/contact)
551 before beginning the translation process! This avoids double work, as
552 someone else may have already started translating to the same language.
556 So, now that you have notified the development team about your intention to
557 translate (You did, right? Of course you did.) you can pick up english.txt
558 (found in the SVN repository under /src/lang) and translate.
560 You must change the first two lines of the file appropriately:
562 ##name English-Name-Of-Language
563 ##ownname Native-Name-Of-Language
565 Note: Do not alter the following parts of the file:
567 * String identifiers (the first word on each line)
568 * Parts of the strings which are in curly braces (such as {STRING})
569 * Lines beginning with ## (such as ##id), other than the first two lines of
574 In order to view the translation in the game, you need to compile your language
575 file with the strgen utility. You can download the precompiled strgen from:
576 http://www.openttd.org/download-strgen
577 To compile it yourself just take the normal OpenTTD sources and build that.
578 During the build process the strgen utility will be made.
580 strgen is a command-line utility. It takes the language filename as parameter.
583 strgen lang/german.txt
585 This results in compiling german.txt and produces another file named german.lng.
586 Any missing strings are replaced with the English strings. Note that it looks
587 for english.txt in the lang subdirectory, which is where your language file
590 That is all! You should now be able to select the language in the game options.
595 To see all startup options available to you, start OpenTTD with the
596 './openttd -h' option. This might help you tweak some of the settings.
598 If the game is acting strange and you feel adventurous you can try the
599 '-d [[<name>=]<level>]' flag, where the higher levels will give you more
600 debugging output. The 'name' variable can help you to display only some type of
601 debugging messages. This is mostly undocumented so best is to look in the
602 source code file debug.c for the various debugging types. For more information
603 look at http://wiki.openttd.org/index.php/Command_line.
605 The most frequent problem is missing data files. Please install OpenGFX and
606 possibly OpenSFX and OpenMSX. See section 4.1.1 for more information.
608 Under certain circumstance, especially on Ubuntu OpenTTD can be extremely slow
609 and/or freeze. See known-bugs.txt for more information and how to solve this
610 problem on your computer.
612 Under Windows 98 and lower it is impossible to use a dedicated server; it will
613 fail to start. Perhaps this is for the better because those OSes are not known
616 With the added support for font-based text selecting a non-latin language can
617 result in lots of question marks ('?') being shown on screen. Please open your
618 configuration file (openttd.cfg - see Section 4.2 for where to find it)
619 and add a suitable font for the small, medium and / or large font, e.g.:
620 small_font = "Tahoma"
621 medium_font = "Tahoma"
622 large_font = "Tahoma"
623 You should use a font name like 'Tahoma' or a path to the desired font.
625 Any NewGRF file used in a game is stored inside the savegame and will refuse
626 to load if you do not have that NewGRF file available. A list of missing files
627 can be viewed in the NewGRF window accessible from the file load dialogue window.
629 You can try to obtain the missing files from that NewGRF dialogue or - if they
630 are not available online - you can search manually through our forum's graphics
631 development section (http://www.tt-forums.net/viewforum.php?f=66) or GrfCrawler
632 (http://grfcrawler.tt-forums.net/). Put the NewGRF files in OpenTTD's newgrf folder
633 (see section 4.2 'OpenTTD directories') and rescan the list of available NewGRFs.
634 Once you have all missing files, you are set to go.
639 The OpenTTD team (in alphabetical order):
640 Albert Hofkamp (Alberth) - GUI expert
641 Jean-François Claeys (Belugas) - GUI, newindustries and more
642 Matthijs Kooijman (blathijs) - Pathfinder-guru, pool rework
643 Christoph Elsenhans (frosch) - General coding
644 Loïc Guilloux (glx) - Windows Expert
645 Michael Lutz (michi_cc) - Path based signals
646 Owen Rudge (orudge) - Forum host, OS/2 port
647 Peter Nelson (peter1138) - Spiritual descendant from newGRF gods
648 Ingo von Borstel (planetmaker) - Support
649 Remko Bijker (Rubidium) - Lead coder and way more
650 Zdeněk Sojka (SmatZ) - Bug finder and fixer
651 José Soler (Terkhen) - General coding
652 Thijs Marinussen (Yexo) - AI Framework
653 Leif Linse (Zuu) - AI/Game Script
656 Bjarni Corfitzen (Bjarni) - MacOSX port, coder and vehicles
657 Victor Fischer (Celestar) - Programming everywhere you need him to
658 Tamás Faragó (Darkvater) - Ex-Lead coder
659 Jaroslav Mazanec (KUDr) - YAPG (Yet Another Pathfinder God) ;)
660 Jonathan Coome (Maedhros) - High priest of the NewGRF Temple
661 Attila Bán (MiHaMiX) - WebTranslator 1 and 2
662 Christoph Mallon (Tron) - Programmer, code correctness police
665 Ludvig Strigeus (ludde) - OpenTTD author, main coder (0.1 - 0.3.3)
666 Serge Paquet (vurlix) - Assistant project manager, coder (0.1 - 0.3.3)
667 Dominik Scherer (dominik81) - Lead programmer, GUI expert (0.3.0 - 0.3.6)
668 Benedikt Brüggemeier (skidd13) - Bug fixer and code reworker
669 Patric Stout (TrueBrain) - NoProgrammer (0.3 - 1.2), sys op (active)
672 Josef Drexler - For his great work on TTDPatch.
673 Marcin Grzegorczyk - For his TTDPatch work and documentation of Transport Tycoon Deluxe internals and graphics (signals and track foundations)
674 Petr Baudiš (pasky) - Many patches, newgrf support, etc.
675 Simon Sasburg (HackyKid) - For the many bugfixes he has blessed us with
676 Stefan Meißner (sign_de) - For his work on the console
677 Mike Ragsdale - OpenTTD installer
678 Cian Duffy (MYOB) - BeOS port / manual writing
679 Christian Rosentreter (tokai) - MorphOS / AmigaOS port
680 Richard Kempton (RichK67) - Additional airports, initial TGP implementation
681 Alberto Demichelis - Squirrel scripting language
682 L. Peter Deutsch - MD5 implementation
683 Michael Blunck - For revolutionizing TTD with awesome graphics
684 George - Canal graphics
685 Andrew Parkhouse (andythenorth) - River graphics
686 David Dallaston (Pikka) - Tram tracks
687 Marcin Grzegorczyk - Foundations for tracks on slopes,
688 All Translators - For their support to make OpenTTD a truly international game
689 Bug Reporters - Thanks for all bug reports
690 Chris Sawyer - For an amazing game!