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authorHeiko August <post@auge8472.de>2018-04-15 17:11:40 +0200
committerPatric Stout <truebrain@openttd.org>2018-04-15 22:10:54 +0200
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tree9219653dc14dc1cf541593d61d80808847173a73 /README.md
parent7dd6027194a5fb12ac5fa074c9c7a055a67ad41a (diff)
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+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+The 'known-bugs.txt' file might be a bit outdated at the moment you are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!