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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
commit413ece9b51807b789049f959fcb59cd3363032ba (patch)
tree9219653dc14dc1cf541593d61d80808847173a73 /readme.txt
parent7dd6027194a5fb12ac5fa074c9c7a055a67ad41a (diff)
downloadopenttd-413ece9b51807b789049f959fcb59cd3363032ba.tar.xz
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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!