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author | Heiko August <post@auge8472.de> | 2018-04-15 17:11:40 +0200 |
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committer | Patric Stout <truebrain@openttd.org> | 2018-04-15 22:10:54 +0200 |
commit | 413ece9b51807b789049f959fcb59cd3363032ba (patch) | |
tree | 9219653dc14dc1cf541593d61d80808847173a73 /README.md | |
parent | 7dd6027194a5fb12ac5fa074c9c7a055a67ad41a (diff) | |
download | openttd-413ece9b51807b789049f959fcb59cd3363032ba.tar.xz |
Doc #6698: rename the readme.txt to REAMDE.md
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-rw-r--r-- | README.md | 735 |
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diff --git a/README.md b/README.md new file mode 100644 index 000000000..5f6598b9a --- /dev/null +++ b/README.md @@ -0,0 +1,735 @@ +Last updated: 2016-07-01 +Release version: 1.6.1 +------------------------------------------------------------------------ + + +Table of contents +----------------- +1.0) About +2.0) Contacting + * 2.1) Reporting bugs + * 2.2) Reporting desyncs +3.0) Supported platforms +4.0) Installing and running OpenTTD + * 4.1) (Required) 3rd party files + * 4.2) OpenTTD directories + * 4.3) Portable installations (portable media) + * 4.4) Files in tar (archives) +5.0) OpenTTD features + * 5.1) Logging of potentially dangerous actions +6.0) Configuration file +7.0) Compiling + * 7.1) Required/optional libraries + * 7.2) Supported compilers + * 7.3) Compilation of base sets +8.0) Translating + * 8.1) Translation + * 8.2) Previewing +9.0) Troubleshooting +10.0) Licensing +X.X) Credits + + +1.0) About +---- ----- +OpenTTD is a transport simulation game based upon the popular game Transport +Tycoon Deluxe, written by Chris Sawyer. It attempts to mimic the original +game as closely as possible while extending it with new features. + +OpenTTD is licensed under the GNU General Public License version 2.0, +but includes some 3rd party software under different licenses. See the +section "Licensing" below for details. + +2.0) Contacting +---- ---------- +The easiest way to contact the OpenTTD team is by submitting bug reports or +posting comments in our forums. You can also chat with us on IRC (#openttd +on irc.oftc.net). + +The OpenTTD homepage is http://www.openttd.org/. + +You can also find the OpenTTD forums at +http://forum.openttd.org/ + +2.1) Reporting bugs +---- -------------- +First of all, check whether the bug is not already known. Do this by looking +through the file called 'known-bugs.txt' which is distributed with OpenTTD +like this readme. + +For tracking our bugs we are using a bug tracker called Flyspray. You can find +the tracker at http://bugs.openttd.org/. Before actually reporting take a look +through the already reported bugs there to see if the bug is already known. +The 'known-bugs.txt' file might be a bit outdated at the moment you are +reading it as only bugs known before the release are documented there. Also +look through the recently closed bugs. + +When you are sure it is not already reported you should: + * Make sure you are running a recent version, i.e. run the latest stable or + nightly based on where you found the bug. + * Make sure you are not running a non-official binary, like a patch pack. + When you are playing with a patch pack you should report any bugs to the + forum thread related to that patch pack. + * Make it reproducible for the developers. In other words, create a savegame + in which you can reproduce the issue once loaded. It is very useful to give + us the crash.dmp, crash.sav, crash.log and crash screenshot which are + created on crashes. + * Check whether the bug is already reported on our bug tracker. This includes + searching for recently closed bug reports as the bug might already be fixed. + +After you have done all that you can report the bug. Please include the +following information in your bug report: + * OpenTTD version (PLEASE test the latest SVN/nightly build) + * Bug details, including instructions how to reproduce it + * Platform (Windows, Linux, FreeBSD, ...) and compiler (including version) if + you compiled OpenTTD yourself. + * The processor architecture of your OS (32 bits Windows, 64 bits Windows, + Linux on an ARM, Mac OS X on a PowerPC, ...) + * Attach a saved game *and* a screenshot if possible + * If this bug only occurred recently please note the last version without + the bug and the first version including the bug. That way we can fix it + quicker by looking at the changes made. + * Attach crash.dmp, crash.log and crash.sav. These files are usually created + next to your openttd.cfg. The crash handler will tell you the location. + +2.2) Reporting desyncs +---- ----------------- +As desyncs are hard to make reproducible OpenTTD has the ability to log all +actions done by clients so we can replay the whole game in an effort to make +desyncs better reproducible. You need to turn this ability on. When turned +on an automatic savegame will be made once the map has been constructed in +the 'save/autosave' directory, see OpenTTD directories to know where to find +this directory. Furthermore the log file 'commands-out.log' will be created +and all actions will be written to there. + +To enable the desync debugging you need to set the debug level for 'desync' +to at least 1. You do this by starting OpenTTD with '-d desync=<level>' as +parameter or by typing 'debug_level desync=<level>' in OpenTTD's internal +console. +The desync debug levels are: + 0: nothing. + 1: dumping of commands to 'commands-out.log'. + 2: same as 1 plus checking vehicle caches and dumping that too. + 3: same as 2 plus monthly saves in autosave. + 4 and higher: same as 3 + +Restarting OpenTTD will overwrite 'commands-out.log'. OpenTTD will not remove +the savegames (dmp_cmds_*.sav) made by the desync debugging system, so you +have to occasionally remove them yourself! + +The naming format of the desync savegames is as follows: +dmp_cmds_XXXXXXXX_YYYYYYYY.sav. The XXXXXXXX is the hexadecimal representation +of the generation seed of the game and YYYYYYYY is the hexadecimal +representation of the date of the game. This sorts the savegames by game and +then by date making it easier to find the right savegames. + +When a desync has occurred with the desync debugging turned on you should file +a bug report with the following files attached: + - commands-out.log as it contains all the commands that were done + - the last saved savegame (search for the last line beginning with + 'save: dmp_cmds_' in commands-out.log). We use this savegame to check + whether we can quickly reproduce the desync. Otherwise we will need... + - the first saved savegame (search for the first line beginning with 'save' + where the first part, up to the last underscore '_', is the same). We need + this savegame to be able to reproduce the bug when the last savegame is not + old enough. If you loaded a scenario or savegame you need to attach that. + - optionally you can attach the savegames from around 50%, 75%, 85%, 90% and + 95% of the game's progression. We can use these savegames to speed up the + reproduction of the desync, but we should be able to reproduce these + savegames based on the first savegame and commands-out.log. + - in case you use any NewGRFs you should attach the ones you used unless + we can easily find them ourselves via bananas or when they are in the + #openttdcoop pack. + +Do NOT remove the dmp_cmds savegames of a desync you have reported until the +desync has been fixed; if you, by accident, send us the wrong savegames we +will not be able to reproduce the desync and thus will be unable to fix it. + + +3.0) Supported platforms +---- ------------------- +OpenTTD has been ported to several platforms and operating systems. It should +not be very difficult to port it to a new platform. The currently working +platforms are: + + BeOS - SDL or Allegro + DOS - Allegro + FreeBSD - SDL + Linux - SDL or Allegro + MacOS X (universal) - Cocoa video and sound drivers + MorphOS - SDL + OpenBSD - SDL + OS/2 - SDL + Windows - Win32 GDI (faster) or SDL or Allegro + + +4.0) Installing and running OpenTTD +---- ------------------------------ +Installing OpenTTD is fairly straightforward. Either you have downloaded an +archive which you have to extract to a directory where you want OpenTTD to +be installed, or you have downloaded an installer, which will automatically +extract OpenTTD in the given directory. + +OpenTTD looks in multiple locations to find the required data files (described +in section 4.2). Installing any 3rd party files into a 'shared' location has +the advantage that you only need to do this step once, rather than copying the +data files into all OpenTTD versions you have. +Savegames, screenshots, etc are saved relative to the config file (openttd.cfg) +currently being used. This means that if you use a config file in one of the +shared directories, savegames will reside in the save/ directory next to the +openttd.cfg file there. +If you want savegames and screenshots in the directory where the OpenTTD binary +resides, simply have your config file in that location. But if you remove this +config file, savegames will still be in this directory (see notes in +section 4.2 'OpenTTD directories') + +OpenTTD comes without AIs, so if you want to play with AIs you have to download +them. The easiest way is via the 'Check Online Content' button in the main menu. +You can select some AIs that you think are compatible with your playing style. +Another way is manually downloading the AIs from the forum although then you +need to make sure that you install all the required AI libraries too; they get +automatically selected (and downloaded) if you get the AIs via the 'Check +Online Content'. If you do not have an AI but have configured OpenTTD to start +an AI a message will be shown that the 'dummy' AI has been started. + +4.1) (Required) 3rd party files +---- -------------------------- +Before you run OpenTTD, you need to put the game's data files into a baseset/ +directory which can be located in various places addressed in the following +section. + +For OpenTTD you need to acquire some third party data files. For this you have +the choice of using the original Transport Tycoon Deluxe data files or a set +of free data files. + +Do NOT copy files included with OpenTTD into 'shared' directories (explained in +the following sections) as sooner or later you will run into graphical glitches +when using other versions of the game. + +4.1.1) Free graphics and sound files +------ ----------------------------- +The free data files, split into OpenGFX for graphics, OpenSFX for sounds and +OpenMSX for music can be found at: + - http://www.openttd.org/download-opengfx for OpenGFX + - http://www.openttd.org/download-opensfx for OpenSFX + - http://www.openttd.org/download-openmsx for OpenMSX +Please follow the readme of these packages about the installation procedure. +The Windows installer can optionally download and install these packages. + +4.1.2) Original Transport Tycoon Deluxe graphics and sound files +------ --------------------------------------------------------- +If you want to play with the original Transport Tycoon Deluxe data files you +have to copy the data files from the CD-ROM into the baseset/ directory. It +does not matter whether you copy them from the DOS or Windows version of +Transport Tycoon Deluxe. The Windows install can optionally copy these files. +You need to copy the following files: + - sample.cat + - trg1r.grf or TRG1.GRF + - trgcr.grf or TRGC.GRF + - trghr.grf or TRGH.GRF + - trgir.grf or TRGI.GRF + - trgtr.grf or TRGT.GRF + +4.1.3) Original Transport Tycoon Deluxe music +------ -------------------------------------- +If you want the Transport Tycoon Deluxe music, copy the files from the gm/ +folder from the Windows version of Transport Tycoon Deluxe to the baseset +folder in your OpenTTD folder (also explained in the following sections). +The music from the DOS version as well as the original Transport Tycoon does +not work. + +4.1.4) AIs +------ --- +If you want AIs use the in-game content downloader. If for some reason that is +not possible or you want to use an AI that has not been uploaded to the content +download system download the tar file and place it in the ai/ directory. If the +AI needs libraries you will have to download those too and put them in the +ai/library/ directory. All AIs and AI Libraries that have been uploaded to +the content download system can be found at http://noai.openttd.org/downloads/ +The AIs and libraries can be found their in the form of .tar.gz packages. +OpenTTD can read inside tar files but it does not extract .tar.gz files by +itself. +To figure out which libraries you need for an AI you have to start the AI and +wait for an error message to pop up. The error message will tell you +'could not find library "lib-name"'. Download that library and try again. + +4.1.5) Game scripts +------ ------------ +If you want an extra challenge in OpenTTD you can download so-called game +scripts via the in-game content downloader. These game scripts have varying +functionality, though they can generally influence town growth, subsidies, add +goals to reach or provide a different ranking system. +If you download a game script manually you have to follow the same rules as for +AIs, except that game scripts are placed in the game/ directory instead of the +ai/ directory. + + +4.2) OpenTTD directories +---- ------------------- +OpenTTD uses its own directory to store its required 3rd party base set files +(see section 4.1 'Required 3rd party files') and non-compulsory extension and +configuration files. See below for their proper place within this OpenTTD main +data directory. + +The main OpenTTD directories can be found in various locations, depending on +your operating system: + 1. The current working directory (from where you started OpenTTD) + For non-Windows operating systems OpenTTD will not scan for files in this + directory if it is your personal directory, i.e. '~/', or when it is the + root directory, i.e. '/'. + 2. Your personal directory + Windows: C:\My Documents\OpenTTD (95, 98, ME) + C:\Documents and Settings\<username>\My Documents\OpenTTD (2000, XP) + C:\Users\<username>\Documents\OpenTTD (Vista, 7) + Mac OSX: ~/Documents/OpenTTD + Linux: $XDG_DATA_HOME/openttd which is usually ~/.local/share/openttd when + built with XDG base directory support, otherwise ~/.openttd + 3. The shared directory + Windows: C:\Documents and Settings\All Users\Shared Documents\OpenTTD (2000, XP) + C:\Users\Public\Documents\OpenTTD (Vista, 7) + Mac OSX: /Library/Application Support/OpenTTD + Linux: not available + 4. The binary directory (where the OpenTTD executable is) + Windows: C:\Program Files\OpenTTD + Linux: /usr/games + 5. The installation directory (Linux only) + Linux: /usr/share/games/openttd + 6. The application bundle (Mac OSX only) + It includes the OpenTTD files (grf+lng) and it will work as long as they + are not touched + +Different types of data or extensions go into different subdirectories of the +chosen main OpenTTD directory: + Config File: (no subdirectory) + Screenshots: screenshot + Base Graphics: baseset (or a subdirectory thereof) + Sound Sets: baseset (or a subdirectory thereof) + NewGRFs: newgrf (or a subdirectory thereof) + 32bpp Sets: newgrf (or a subdirectory thereof) + Music Sets: baseset (or a subdirectory thereof) + AIs: ai (or a subdirectory thereof) + AI Libraries: ai/library (or a subdirectory thereof) + Game Scripts (GS): game (or a subdirectory thereof) + GS Libraries: game/library (or a subdirectory thereof) + Savegames: save + Automatic Savegames: save/autosave + Scenarios: scenario + +The (automatically created) directory content_download is for OpenTTD's internal +use and no files should be added to it or its subdirectories manually. + +Notes: + - Linux in the previous list means .deb, but most paths should be similar for + others. + - The previous search order is also used for NewGRFs and openttd.cfg. + - If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3, + 5 order. When built with XDG base directory support, openttd.cfg will be + created in $XDG_CONFIG_HOME/openttd which is usually ~/.config/openttd. + - Savegames will be relative to the config file only if there is no save/ + directory in paths with higher priority than the config file path, but + autosaves and screenshots will always be relative to the config file. + Unless the configuration file is in $XDG_CONFIG_HOME/openttd, then all + other files will be saved under $XDG_DATA_HOME/openttd. + +The preferred setup: +Place 3rd party files in shared directory (or in personal directory if you do +not have write access on shared directory) and have your openttd.cfg config +file in personal directory (where the game will then also place savegames and +screenshots). + +4.3) Portable installations (portable media) +---- --------------------------------------- +You can install OpenTTD on external media so you can take it with you, i.e. +using a USB key, or a USB HDD, etc. +Create a directory where you shall store the game in (i.e. OpenTTD/). +Copy the binary (OpenTTD.exe, OpenTTD.app, openttd, etc), baseset/ and your +openttd.cfg to this directory. +You can copy binaries for any operating system into this directory, which will +allow you to play the game on nearly any computer you can attach the external +media to. +As always - additional grf files are stored in the newgrf/ dir (for details, +again, see section 4.1). + +4.4) Files in tar (archives) +---- ----------------------- +OpenTTD can read files that are in an uncompressed tar (archive), which +makes it easy to bundle files belonging to the same script, NewGRF or base +set. Music sets are the only exception as they cannot be stored in a tar +file due to being played by external applications. + +OpenTTD sees each tar archive as the 'root' of its search path. This means that +having a file with the same path in two different tar files means that one +cannot be opened, after all only one file will be found first. As such it is +advisable to put an uniquely named folder in the root of the tar and put all the +content in that folder. For example, all downloaded content has a path that +concatenates the name of the content and the version, which makes the path +unique. For custom tar files it is advised to do this as well. + +The normal files are also referred to by their relative path from the search +directory, this means that also normal files could hide files in a tar as +long as the relative path from the search path of the normal file is the +same as the path in the tar file. Again it is advised to have an unique path +to the normal file so they do not collide with the files from other tar +files. + + +5.0) OpenTTD features +---- ---------------- +OpenTTD has a lot of features going beyond the original Transport Tycoon Deluxe +emulation. Unfortunately, there is currently no comprehensive list of features, +but there is a basic features list on the web, and some optional features can be +controlled through the Advanced Settings dialog. We also implement some +features known from TTDPatch (http://www.ttdpatch.net/). + +Several important non-standard controls: + +* Ctrl modifies many commands and makes them more powerful. For example Ctrl + clicking on signals with the build signal tool changes their behaviour, holding + Ctrl while the track build tool is activated changes it to the track removal + tool, and so on. See http://wiki.openttd.org/Hidden_features for a non- + comprehensive list or look at the tooltips. +* Ingame console. More information at + http://wiki.openttd.org/index.php/Console +* Hovering over a GUI element shows tooltips. This can be changed to right click + via the advanced settings. + +5.1) Logging of potentially dangerous actions +---- ---------------------------------------- +OpenTTD is a complex program, and together with NewGRF, it may show a buggy +behaviour. But not only bugs in code can cause problems. There are several +ways to affect game state possibly resulting in program crash or multiplayer +desyncs. +Easier way would be to forbid all these unsafe actions, but that would affect +game usability for many players. We certainly do not want that. +However, we receive bug reports because of this. To reduce time spent with +solving these problems, these potentially unsafe actions are logged in +the savegame (including crash.sav). Log is stored in crash logs, too. + +Information logged: + +* Adding / removing / changing order of NewGRFs +* Changing NewGRF parameters, loading compatible NewGRF +* Changing game mode (scenario editor <-> normal game) +* Loading game saved in a different OpenTTD / TTDPatch / Transport Tycoon Deluxe / + original Transport Tycoon version +* Running a modified OpenTTD build +* Changing settings affecting NewGRF behaviour (non-network-safe settings) +* Triggering NewGRF bugs + +No personal information is stored. + +You can show the game log by typing 'gamelog' in the console or by running +OpenTTD in debug mode. + + +6.0) Configuration file +---- ------------------ +The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like +.INI format. It is mostly undocumented. Almost all settings can be changed +ingame by using the 'Advanced Settings' window. +When you cannot find openttd.cfg you should look in the directories as +described in section 4.2. If you do not have an openttd.cfg OpenTTD will +create one after closing. + + +7.0) Compiling +---- --------- +Windows: + You need Microsoft Visual Studio .NET. Open the project file + and it should build automatically. In case you want to build with SDL support + you need to add WITH_SDL to the project settings. + PNG (WITH_PNG) and ZLIB (WITH_ZLIB) support is enabled by default. For these + to work you need their development files. For best results, download the + openttd-useful.zip file from http://www.openttd.org/download-openttd-useful + Put the header files into your compiler's include/ directory and the + library (.lib) files into the lib/ directory. + For more help with VS see docs/Readme_Windows_MSVC.txt. + + You can also build it using the Makefile with MSYS/MinGW or Cygwin/MinGW. + Please read the Makefile for more information. + +Solaris, FreeBSD, OpenBSD: + Use 'gmake', but do a './configure' before the first build. + +Linux/Unix: + OpenTTD can be built with GNU 'make'. On non-GNU systems it is called 'gmake'. + However, for the first build one has to do a './configure' first. + +MacOS X: + Use 'make' or Xcode (which will then call make for you) + This will give you a binary for your CPU type (PPC/Intel) + However, for the first build one has to do a './configure' first. + To make a universal binary type './configure --enabled-universal' + instead of './configure'. + +BeOS: + Use 'make', but do a './configure' before the first build. + +MorphOS: + Use 'make'. However, for the first build one has to do a './configure' first. + Note that you need the MorphOS SDK, latest libnix updates (else C++ parts of + OpenTTD will not build) and the powersdl.library SDK. Optionally libz, + libpng and freetype2 developer files. + +OS/2: + A comprehensive GNU build environment is required to build the OS/2 version. + See the docs/Readme_OS2.txt file for more information. + +DOS: + A build environment with DJGPP is needed as well as libraries such as + Allegro, zlib and libpng, which all can be downloaded from the DJGPP + website. Compilation is straight forward: use make, but do a './configure' + before the first build. The build binary will need cwsdpmi.exe to be in + the same directory as the openttd executable. cwsdpmi.exe can be found in + the os/dos/cwsdpmi subdirectory. If you compile with stripping turned on a + binary will be generated that does not need cwsdpmi.exe by adding the + cswdstub.exe to the created OpenTTD binary. + +7.1) Required/optional libraries +---- --------------------------- +The following libraries are used by OpenTTD for: + - libSDL/liballegro: hardware access (video, sound, mouse) + - zlib: (de)compressing of old (0.3.0-1.0.5) savegames, content downloads, + heightmaps + - liblzo2: (de)compressing of old (pre 0.3.0) savegames + - liblzma: (de)compressing of savegames (1.1.0 and later) + - libpng: making screenshots and loading heightmaps + - libfreetype: loading generic fonts and rendering them + - libfontconfig: searching for fonts, resolving font names to actual fonts + - libicu: handling of right-to-left scripts (e.g. Arabic and Persian) and + natural sorting of strings. + +OpenTTD does not require any of the libraries to be present, but without +liblzma you cannot open most recent savegames and without zlib you cannot +open most older savegames or use the content downloading system. +Without libSDL/liballegro on non-Windows and non-MacOS X machines you have +no graphical user interface; you would be building a dedicated server. + +7.2) Supported compilers +---- ------------------- +The following compilers are known to compile OpenTTD: + - Microsoft Visual C++ (MSVC) 2005, 2008 and 2010. + Version 2005 gives bogus warnings about scoping issues. + - GNU Compiler Collection (GCC) 3.3 - 4.4, 4.6 - 4.8. + Versions 4.1 and earlier give bogus warnings about uninitialised variables. + Versions 4.4, 4.6 give bogus warnings about freeing non-heap objects. + Versions 4.6 and later give invalid warnings when lto is enabled. + - Intel C++ Compiler (ICC) 12.0. + - Clang/LLVM 2.9 - 3.0 + Version 2.9 gives bogus warnings about code nonconformity. + +The following compilers are known not to compile OpenTTD: + - Microsoft Visual C++ (MSVC) 2003 and earlier. + - GNU Compiler Collection (GCC) 3.2 and earlier. + These old versions fail due to OpenTTD's template usage. + - GNU Compiler Collection (GCC) 4.5. It optimizes enums too aggressively. + See http://bugs.openttd.org/task/5513 and references therein. + - Intel C++ Compiler (ICC) 11.1 and earlier. + Version 10.0 and earlier fail a configure check and fail with recent system + headers. + Version 10.1 fails to compile station_gui.cpp. + Version 11.1 fails with an internal error when compiling network.cpp. + - Clang/LLVM 2.8 and earlier. + - (Open) Watcom. + +If any of these compilers can compile OpenTTD again, please let us know. +Patches to support more compilers are welcome. + +7.3) Compilation of base sets +----------------------------- +To recompile the extra graphics needed to play with the original Transport +Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well. +GRFCodec can be found at: http://www.openttd.org/download-grfcodec +The compilation of these extra graphics does generally not happen, unless +you remove the graphics file using 'make maintainer-clean'. + +Re-compilation of the base sets, thus also use of --maintainer-clean can +leave the repository in a modified state as different grfcodec versions can +cause binary differences in the resulting grf. Also translations might have +been added for the base sets which are not yet included in the base set +information files. Use the configure option --without-grfcodec to avoid +modification of the base set files by the build process. + + +8.0) Translating +---- ----------- +See http://www.openttd.org/development for up-to-date information. + +The use of the online Translator service, located at +http://translator.openttd.org/, is highly encouraged. For getting an account +simply follow the guidelines in the FAQ of the translator website. + +If for some reason the website is down for a longer period of time, the +information below might be of help. + +Please contact the translations manager (http://www.openttd.org/contact) +before beginning the translation process! This avoids double work, as +someone else may have already started translating to the same language. + +8.1) Translation +---- ----------- +So, now that you have notified the development team about your intention to +translate (You did, right? Of course you did.) you can pick up english.txt +(found in the SVN repository under /src/lang) and translate. + +You must change the first two lines of the file appropriately: + +##name English-Name-Of-Language +##ownname Native-Name-Of-Language + +Note: Do not alter the following parts of the file: + + * String identifiers (the first word on each line) + * Parts of the strings which are in curly braces (such as {STRING}) + * Lines beginning with ## (such as ##id), other than the first two lines of + the file + +8.2) Previewing +---- ---------- +In order to view the translation in the game, you need to compile your language +file with the strgen utility. As this utility is tailored to a specific OpenTTD +version, you need to compile it yourself. Just take the normal OpenTTD sources +and build that. During the build process the strgen utility will be made. + +strgen is a command-line utility. It takes the language filename as parameter. +Example: + +strgen lang/german.txt + +This results in compiling german.txt and produces another file named german.lng. +Any missing strings are replaced with the English strings. Note that it looks +for english.txt in the lang subdirectory, which is where your language file +should also be. + +That is all! You should now be able to select the language in the game options. + + +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. + +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 +debugging messages. This is mostly undocumented so best is to look in the +source code file debug.c for the various debugging types. For more information +look at http://wiki.openttd.org/index.php/Command_line. + +The most frequent problem is missing data files. Please install OpenGFX and +possibly OpenSFX and OpenMSX. See section 4.1.1 for more information. + +Under certain circumstance, especially on Ubuntu OpenTTD can be extremely slow +and/or freeze. See known-bugs.txt for more information and how to solve this +problem on your computer. + +Under Windows 98 and lower it is impossible to use a dedicated server; it will +fail to start. Perhaps this is for the better because those OSes are not known +for their stability. + +With the added support for font-based text selecting a non-latin language can +result in lots of question marks ('?') being shown on screen. Please open your +configuration file (openttd.cfg - see Section 4.2 for where to find it) +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. + +Any NewGRF file used in a game is stored inside the savegame and will refuse +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. +Once you have all missing files, you are set to go. + +10.0) Licensing +----- --------- +OpenTTD is licensed under the GNU General Public License version 2.0. For +the complete license text, see the file 'COPYING'. This license applies +to all files in this distribution, except as noted below. + +The squirrel implementation in src/3rdparty/squirrel is licensed under +the Zlib license. See src/3rdparty/squirrel/COPYRIGHT for the complete +license text. + +The md5 implementation in src/3rdparty/md5 is licensed under the Zlib +license. See the comments in the source files in src/3rdparty/md5 for +the complete license text. + +The implementations of Posix getaddrinfo and getnameinfo for OS/2 in +src/3rdparty/os2 are distributed partly under the GNU Lesser General Public +License 2.1, and partly under the (3-clause) BSD license. The exact licensing +terms can be found in src/3rdparty/os2/getaddrinfo.c resp. +src/3rdparty/os2/getnameinfo.c. + +The exe2coff implementation in os/dos/exe2coff is available under the +GPL, with a number of additional terms. See os/dos/exe2coff/copying and +os/dos/exe2coff/copying.dj for the exact licensing terms. + +The CWSDPMI implementation in os/dos/cwsdpmi is distributed under a +custom binary-only license that prohibits modification. The exact +licensing terms can be found in os/dos/cwsdpmi/cwsdpmi.txt. The sources +for these files can be downloaded at its author site, at: +http://homer.rice.edu/~sandmann/cwsdpmi/csdpmi5s.zip + +X.X) Credits +---- ------- +The OpenTTD team (in alphabetical order): + Grzegorz Duczyński (adf88) - General coding (since 1.7.2) + Albert Hofkamp (Alberth) - GUI expert (since 0.7) + Matthijs Kooijman (blathijs) - Pathfinder-guru, Debian port (since 0.3) + Ulf Hermann (fonsinchen) - Cargo Distribution (since 1.3) + Christoph Elsenhans (frosch) - General coding (since 0.6) + Loïc Guilloux (glx) - Windows Expert (since 0.4.5) + Michael Lutz (michi_cc) - Path based signals (since 0.7) + Owen Rudge (orudge) - Forum host, OS/2 port (since 0.1) + Peter Nelson (peter1138) - Spiritual descendant from newGRF gods (since 0.4.5) + Ingo von Borstel (planetmaker) - General coding, Support (since 1.1) + Remko Bijker (Rubidium) - Lead coder and way more (since 0.4.5) + José Soler (Terkhen) - General coding (since 1.0) + Leif Linse (Zuu) - AI/Game Script (since 1.2) + +Inactive Developers: + Jean-François Claeys (Belugas) - GUI, newindustries and more (0.4.5 - 1.0) + Bjarni Corfitzen (Bjarni) - MacOSX port, coder and vehicles (0.3 - 0.7) + Victor Fischer (Celestar) - Programming everywhere you need him to (0.3 - 0.6) + Jaroslav Mazanec (KUDr) - YAPG (Yet Another Pathfinder God) ;) (0.4.5 - 0.6) + Jonathan Coome (Maedhros) - High priest of the NewGRF Temple (0.5 - 0.6) + Attila Bán (MiHaMiX) - WebTranslator 1 and 2 (0.3 - 0.5) + Zdeněk Sojka (SmatZ) - Bug finder and fixer (0.6 - 1.3) + Christoph Mallon (Tron) - Programmer, code correctness police (0.3 - 0.5) + Patric Stout (TrueBrain) - NoProgrammer (0.3 - 1.2), sys op (active) + Thijs Marinussen (Yexo) - AI Framework, General (0.6 - 1.3) + +Retired Developers: + Tamás Faragó (Darkvater) - Ex-Lead coder (0.3 - 0.5) + Dominik Scherer (dominik81) - Lead programmer, GUI expert (0.3 - 0.3) + Emil Djupfeld (egladil) - MacOSX port (0.4 - 0.6) + Simon Sasburg (HackyKid) - Bug fixer (0.4 - 0.4.5) + Ludvig Strigeus (ludde) - Original author of OpenTTD, main coder (0.1 - 0.3) + Cian Duffy (MYOB) - BeOS port / manual writing (0.1 - 0.3) + Petr Baudiš (pasky) - Many patches, newgrf support, etc. (0.3 - 0.3) + Benedikt Brüggemeier (skidd13) - Bug fixer and code reworker (0.6 - 0.7) + Serge Paquet (vurlix) - 2nd contributor after ludde (0.1 - 0.3) + +Thanks to: + Josef Drexler - For his great work on TTDPatch. + Marcin Grzegorczyk - For his TTDPatch work and documentation of Transport Tycoon Deluxe internals and track foundations + Stefan Meißner (sign_de) - For his work on the console + Mike Ragsdale - OpenTTD installer + Christian Rosentreter (tokai) - MorphOS / AmigaOS port + Richard Kempton (RichK67) - Additional airports, initial TGP implementation + Alberto Demichelis - Squirrel scripting language + L. Peter Deutsch - MD5 implementation + Michael Blunck - For revolutionizing TTD with awesome graphics + George - Canal graphics + Andrew Parkhouse (andythenorth) - River graphics + David Dallaston (Pikka) - Tram tracks + All Translators - For their support to make OpenTTD a truly international game + Bug Reporters - Thanks for all bug reports + Chris Sawyer - For an amazing game! |