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Nice article V.!

- PeterT

Welcome to the promised land ;-)

Thanks! Yeah I am sure about that :D madness will need a new word in the dictionnary a madness will not be enough! :D

Welcome aboard :)
Hope we can develop some more freakin’ concepts together!


Lastest Wiki edits:
User:V453000 by V453000
User:V453000 by V453000
User:ChristineCook by Pm
GRFPack Dev Guide by Pm
GRFPack Dev Guide by Pm
GRFPack Dev Guide by ChristineCook
User:ChristineCook by ChristineCook
File:ConditionalOverflow01.png by V453000
File:AlpineGetaway01.png by V453000
File:AlpineGetaway01.png by V453000
Latest from OpenTTD.org:
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Title game 1.0 series
OpenTTD 1.0.0-RC1
OpenTTD 1.0.0-beta4

Advanced Building Revue 01

by V453000 from The Blog
Posted on: Tue, 09 Mar 2010 at 02:21:01 CET
Filed Under: Community News, Gameplay, Tutorial

As we all know, we are a community based on cooperation. This also means that we must understand each other and see what each thing is supposed to do. I would like to talk about reading other?s ideas because of two basic reasons. The first is correcting stuff. Why do we have to use signs ?on purpose? and why do some stations fail even though they are copied from the working ones? And what does that mean in general?

Sign Spam

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1 Comment

New Member: V453000

by Spike from The Blog
Posted on: Thu, 18 Feb 2010 at 22:34:25 CET
Filed Under: Community News

A new person has been found to be added to our group of people.

He goes by the name of V453000.

With his help and skills we hope to improve our games even more

3 Comments

Mixing Balancing and Merging

by Chris Booth from The Blog
Posted on: Sat, 13 Feb 2010 at 22:52:11 CET
Filed Under: Gameplay, Off-Topic, Roleplay

Over a period of months I have been developing a game which I have been test out network capacity and packing. To do this I boosted some primary industries and connected them directly to the main line. This in itself causes issues, which can jam the main line. To overcome this issue I built very high capacity stations.

My network ended up with 890 trains that travelled around a ML ring. Since all the primary stations where on the ML the game ended up only having MSH and BBHs. This meant that I have to balance all of the tracks on and off the main loop. The loop was LLL_RRR most of the way around excluding the northern section which was LL_RR and L_R only in some sections.



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3 Comments

Five years of #openttdcoop!

by Mucht from The Blog
Posted on: Fri, 05 Feb 2010 at 22:05:10 CET
Filed Under: Community News

My dear fellow ‘coopers,

as most of you would probably not recognize: #openttdcoop started more than five years ago – in early/mid January 2005. This is clearly something to blog about: a review of our community – a personal, subjective remembrance that is.

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4 Comments

Webcam on PublicServer

by Ammler from The Blog
Posted on: Thu, 28 Jan 2010 at 18:33:05 CET
Filed Under: Autopilot, Community News, Development, Patches

After a bit playing around with screenshot maker and Autopilot, this is what came out:
Webcam of #openttdcoop PublicServer
(If the server is active, you get a new image at least every 15 mins.)

I guess, there are some other possibilities with this feature, I am looking forward. :-)

1 Comment

Bon Voyage, Mark

by KenjiE20 from The Blog
Posted on: Thu, 21 Jan 2010 at 13:19:44 CET
Filed Under: Community News, Off-Topic, Globetrotting, Real Life, Travel

So last night, Mark bid #openttdcoop a fond au-revoir as he sets of on his planned 2 year excursion globe-trotting.

<Mark> riiiiiiiiight that’s it :)
<Mark> i’m off, for a couple of years
<Mark> so, thanks for the great time folks
<Mark> hope to see you all again when i get back in a few years
<Mark> if everything goes according to plan i’ll be gone for two years
[..]
<Mark> first in australia for a year, then 6 months new zealand, then to indonesia or china
<Mark> at least that’s the plan

We all wish Mark the best of luck around the world, with any luck, he’ll be back from time to time to report in.

5 Comments

OpenGFX 32bpp - First Release!

by athanasios from The DevZone
Posted on: Tue, 19 Jan 2010 at 23:32:10 CET
Today r1 was uploaded and is available for download. It is a taster release consisting of 24 PNGs:
  • title font sprites
  • info (help) sprite for the button bar
  • sprites for some toyland buildings with or without their construction stages

Fail-Safe Joiners, Priorities and the Cyclotron example

by Osai from The Blog
Posted on: Wed, 13 Jan 2010 at 01:05:16 CET
Filed Under: Community News, Development, Gameplay, Tutorial, Fail-Safe Joiner, SML, Trick

Some days ago I stumbled upon openttd wikis page about Railyway Designs and I saw the Cyclotron created by Pitt2. Those high speed injectors are not too new and we experimented with them a lot. Though we don’t use them in most cases, because they are difficult to build, depending on the properties of trains and such. Its just too much work for too less effect and pre-accelerated joiners are the better choice. Though I had a look at the construction and checked how it worked. A little footnote about a fixed bug made me curious, but then I understood that it fixes the issue which occurs if a train wants to join another track but in the same moment the signal turns red and the train stops blocking a complete line. Therefor we have the overtaking lanes in most SML constructions. We all like cool words for cool constructions, here they are. Fail-safe Joiners:

How it works

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7 Comments

Famous Games 2009

by Osai from The Blog
Posted on: Mon, 11 Jan 2010 at 00:29:22 CET
Filed Under: Community News, Public Server, Hall of Fame

Hello everybody,
I just checked the Public Server Archive today and recognised we didn’t add any games of 2009 to our Hall of Fame.
If you have any proposals please leave a comment or use the Voting Page.

I hope we can make out the best games in 2009 soon.

7 Comments

Efficient stations and tight packed train streams

by Phazorx from The Blog
Posted on: Wed, 30 Dec 2009 at 16:40:53 CET
Filed Under: Development, Gameplay, OpenTTD

This is about efficiency and dealing with OpenTTD quirks, about achieving maximum throughput with minimal line width, about optimization and simple yet effective #openttdcoop style magic… basically, it’s about things I like and which make me come back to this game over and over again ;o)

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