Comparison of OpenTTD and TTDPatch features
From OpenTTD
Here you have a small comparative between OpenTTD and TTDPatch Features
If you are a regular TTDPatch user, you will notice that many similar things are implemented differently in OpenTTD. Not all features are compatible with TTDPatch.
Contents |
[edit] TTDPatch features in OpenTTD
These features work exactly the same as in TTDPatch. Some of them need to be activated in the Configure patches window.
- Canals / locks / rivers
- Change station spread
- Longer stations / more platforms
- Ability to join stations (of same width or length)
- Mammoth trains
- Multiheaded trains
- build on slopes / coasts
- Go to depot orders
- Longer bridges
- Higher bridges
- Presignals
- Semaphores
- Advanced non-stop orders
- Shared orders
- Copy orders
- Crossing tunnels cheat
- Plant many trees on a tile
- Bribe the town authority
- No train servicing
- No inflation
- Full load any cargo
- Select goods option
- New starting date
- Change default servicing interval for vehicles
- Change max # of vehicles per player
- More currencies (including Euro introduction in 2002)
- Colorful newspaper after a certain date
- Electrified Rails (Extra type, compared to replacing types in TTDPatch. But 8 independent track types is WIP in TTDPatch.)
- Dual Company Colours
- New Sounds
- NewGRF Houses
- NewGRF Industries
- Ability to sort vehicles list by different properties
- Sell entire train
- Enhanced bridge construction
- Gradual loading / unloading
- New cargo types
- Drive-through Road Stops (by mart3p)
- Trams and Tramsroad (in TTDX) ! See Tramways
- Autoslope (Change slope on non-empty tiles)
- Signal type selection GUI
[edit] TTDPatch features currently not in OpenTTD
- Path Based Signals (PBS) (available in 0.7.0)
- Low memory version
- More airports per city (available in OpenTTD 0.7.0)
- Abandoned Roads (WIP)
- Catenary wires over third rail type
- Signals that will only let selected trains/train types through (Restrictive signalling)
- Signals that change red/green state depending on various map state (Programmable signalling)
- Signals that are only stopping locations from one side (Through signals)
- Direct construction of non-connected stations (also called Distant-join Stations)
- Non-straight and junction bridge heads (Custom Bridgeheads)
- Selection of which disasters may or may not happen (Plus some non-disasters: plane crashes and train/rv crashes)
- Automatic creation of presignal setups
- Configurable steam plumes for steam engines
- Independent acceleration model settings for all motive power
- ~25 different town growth controls
[edit] Features that are significantly different in OpenTTD
- Checkpoints.
- New AI (Stalled).
- Two new bridges instead of raise Bridges speed limit.
- Drag and drop for most tools.
- Convert rail (from and to rail, monorail, maglev).
- Sell entire train.
- New buttons in GUI instead of shortcuts.
- Drag and Drop signals (Auto-Signals).
- Configure most Patches inside the game.
- Landscaping toolbar.
- Servicing intervals in percentage of max. reliability.
- More detailed performance ratings.
- Extra Viewport.
- Ability to move company HQ.
- Magic bulldozer cheat to remove industries etc.
- Autoreplace in OpenTTD uses manual selection. This differs from TTDPatch which uses automatic selection based on criteria supplied via newgrf.
- Clone Vehicle is available for all vehicle types in OpenTTD, but only trains in TTDPatch.
- Station tile/platform removal
[edit] See also
- Roadmap — The Roadmaps
- Requested features — List of WIP Suggestions
- Recent and Current Developments — Recent features added in trunk and branches
- NewGRF TODO — A list of NewGRF WIP features for developers.
- Comparison of OpenTTD and TTDPatch features — Full List of features
- Mini_Integrated_Nightly — The list of patch of the precedent nightly
[edit] Comparison Chart (Not exhaustive)
| Feature | OpenTTD | TTDPatch | Notes | |
|---|---|---|---|---|
| Construction | ||||
| Halftile foundations | Done | Not done | (Also known as anti- zig, zag foundations.) | |
| Multistop for road vehicles | Done | Not done | ||
| Custom bridge heads | WIP | Done | was worked on by peter1138 TT Forums topic | |
| Enhanced bridge construction | Done | Not done | ||
| Build track above tunnel entrances | Not done | Done | All Track directions allowed. Automatic track construction for depots also supported. | |
| General | ||||
| Working multiplayer | Done | WIP | ||
| Bigger maps | Done | Not done | Possible, but would require tremendous amounts of work in the Patch. | |
| Subsidiaries | Not done | Done | ||
| GUI | ||||
| Extra Viewport | Done | Not done | ||
| Player faces extended | Done | Not done | TT Forums topic | |
| Autorail tool | Done | Not done | TTDPatch drags railway in any direction instead. | |
| Drag railway in any direction | Not done | Done | OpenTTD uses autorail to drag in any direction | |
| Measurement tool | Done | Not done | TT Forums topic | |
| NewGRF | ||||
| Date-dependent track/road graphics (newroutes) | Not done | WIP | ||
| NewHouses | Done | Done | ||
| NewCargo | Done | Done | ||
| NewIndustries | Done | Done | ||
| Vehicles | ||||
| New airports | Done | WIP | Being worked on as a new GRF feature by Csaboka. | |
| Path Based Signaling | Done | Done | ||
| New pathfinder | Done | WIP | Being worked on by Eis_os | |
| Routing restrictions at signals | WIP | Done | The MiniIN restricts based on maximum speed, with global settings (fast/medium/slow). TTDPatch restricts based on one or more of power, weight, length, next order, maximum speed, and nearby signal status; combined with any combination of or, and, and xor; with per-signal settings. | |
| Yellow signal state | WIP | Not done | ||
| New signals | Not Done | Done | ||
| New objects (eyecandy) | WIP | WIP | ||

