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Great and very useful article that we clearly needed from what we have been able to see in the last games :P

I really enjoyed this game – even though I came only 3rd. I started with the wrong cargo and didn’t expand competitively enough and it was amazing to see the speed with which Yexo developed his company

Thanks Yexo, Mucht and Ammler for this game :-)

Aww, a coopetition just when I am gone! :P

I am still looking where the new bug is hidden in this openttd. ;-)


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Building 101: double bridges and you

by XeryusTC from The Blog
Posted on: Tue, 27 Jul 2010 at 18:34:33 CET
Filed Under: Community News, Gameplay, Public Server

Introduction
From the very start that you start building networks in OpenTTD you’ll need to have different tracks crossing each other. When you just start out this will be done by just simple level crossings which aren’t very efficient (except when using YAPP/PBS), later on you will start using bridges and tunnels to do this so different tracks don’t influence each other. Because bridges and tunnels don’t allow signals on/in them you will soon notice that you get slowdowns at them, the common solution is to use two bridges or tunnels for the same line and have their combined capacity compensate for the lack of signals. Unfortunately there are proper ways to do this and wrong ways to do it. Underneath I will discuss these and explain what you should and shouldn’t do.
An overview of the basic double bridges

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OSQC the follow up ? at last

by tneo from The Blog
Posted on: Tue, 27 Jul 2010 at 18:19:47 CET
Filed Under: Community News, OpenTT, Dosqc

It has been way to long, but here it is the second OpenTTDCoop Scenario Quest Competition. In the scenario file you’ll find the goals for this map. Deadline to submit the game is August 31st 23:59 CEST. Submitting can be done by raising an issue at the OTTD Dev Zone under category OSQC. Judgement will be done by members of OTTD.
OSQC 2010 - 01

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#openttdcoop NewGRF package - Release: #openttdcoop NewGRF package 8.0-beta1

by Ammler from The DevZone
Posted on: Tue, 27 Jul 2010 at 12:59:49 CET

We converted the VCS system to Mercurial and moved to the DevZone and now, the NewGRF compiler does also care about this package.

With the release of 8.0-beta1, we removed EVERY BaNaNaS NewGRF from the pack and moved a lot to the obsolete folder, as this is still a beta, we won't remove version 7.3, anyway, this package should be FULLY compatible with EVERY archive game and EVERY server we run.

Some testing would be very welcome:

- move your current newgrfs to a temporary unreachable location (don't forget about bananas (content_download/data)
- load our beta (http://bundles.openttdcoop.org/grfpack/releases)
- try to load a random game from our archives
- try to join our servers
- report issues here or at our forums thread

Forum: http://www.tt-forums.net/viewtopic.php?t=31631

OpenMSX - OpenMSX 0.3.0 - a full set

by planetmaker from The DevZone
Posted on: Thu, 15 Jul 2010 at 22:02:10 CET

OpenMSX now received many new songs, mostly by Jim Redfarn who fills a whole category with boogie - style music and some new ones also by imuh3 which fit well in the two existing music categories.

Advanced Building Revue 06: Hubs

by V453000 from The Blog
Posted on: Sat, 10 Jul 2010 at 17:29:58 CET
Filed Under: Community News, Gameplay, Tutorial

The fun, the creativity, the high league, the madness, the spaghetti, the mess, the weirdness, the braindisruptors. What else is so typical for our superior gaming style? Building hubs. In this article I am going to go into hub logics and techniques, examining some possibilities how a hub can be made. This article should help one realize what to think about and what to consider when building a hub. Note: This article expects you have proper building style as your blood group.

Hubs

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Coopetition ? and the Winner is: Yexo

by Mucht from The Blog
Posted on: Mon, 05 Jul 2010 at 22:28:07 CET
Filed Under: Coopetition, Gameplay

Hi there,

a long time since I blogged the last time, huh? Well, as I always pointed out, I’ll always stay in touch with ‘coop – and so I accidentally ran into a coopetition challenge at Sunday 4th!

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Advanced Building Revue 05: Sbahns and city networks

by V453000 from The Blog
Posted on: Sun, 13 Jun 2010 at 11:23:44 CET
Filed Under: Community News

Sbahns. We don’t use them in every pax game and even pax games aren’t all that often. So creating a Sbahn doesn’t get that much attention, or that much experience from us. On the other hand, creating a good Sbahn is a very responsible task because mostly the rebuilds and corrections of a Sbahn require nuking a major part of the city. In this article I am going to focus on some basic criteria defining a proper Sbahn, talk about some aspects that affect Sbahn behaviours and last but not least, I would like to show some types in action, searching through our archives.

Sbahns

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Public server game 186 review

by V453000 from The Blog
Posted on: Fri, 11 Jun 2010 at 21:00:20 CET
Filed Under: Community News

As some of you might have already noticed, the last psg was a bit different from the last ones. In this article/review I would like to look inside and examine, what has been done differently to make it special. Also, I am going to check how the refitting works and what it causes, how we solved it, and what flaws I noticed.

Hi!

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#openttdcoop - New Compiler on the DevZone

by Ammler from The DevZone
Posted on: Sat, 22 May 2010 at 13:54:18 CET

All projects on our DevZone can now independently enable nightly, release or other "branches" compile. This needs simply access to the repo. (no Admin request required anymore.

For a short time, we will run both compiler daily, the old nightly compile script is scheduled newly at 17:17, the new scheduler gets the known time at 18:18 (CEST).

Another new Feature of the new compiler is automatically release compiling, new tags will automatically initiate a compile right after push.

Latest compiles are listed at http://finger.openttdcoop.org

More infos from Configuration Wiki.

OpenGFX - OpenGFX 0.2.4 released

by planetmaker from The DevZone
Posted on: Thu, 29 Apr 2010 at 22:31:06 CET

Today we released OpenGFX 0.2.4 which sees a major re-work of all train alignments (and the underlying code basis), so that it now looks better also in some of the less obvious places. Also changes to the path signals and some house sprites have been made. For package maintainers the new target 'distclean' was introduced which cleans everything so that the pristine tar content will be everything left.

The release is available form BaNaNaS via the online content download or via http://bundles.openttdcoop.org/opengfx/releases

Have fun!


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