Difference between revisions of "Quickstart"

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*[[Cooperation]]
 
*[[Cooperation]]
 
*[[Ruleset]]
 
*[[Ruleset]]
*[[Guides:Glossary]]
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*[[Guides:Glossary|Glossary]]
 +
*[[Jargon]]
 
*[[Communication]]
 
*[[Communication]]
  
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<nowiki>#</nowiki>openttdcoop games progress in ''stages''. You can usually see the current stage from the 3rd part of the IRC topic (e.g. "Stage: Planning")
 
<nowiki>#</nowiki>openttdcoop games progress in ''stages''. You can usually see the current stage from the 3rd part of the IRC topic (e.g. "Stage: Planning")
  
#'''Stage: Looking'''<br />This usually doesn't last long so tends to be skipped from the IRC topic. It represents the point where first joiners are taking a look at a new game and working out where stuff is.
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#'''Stage: Map making '''<br />Discuss about the possible next game, and create a map to match the plan. If no discussion occures or no idea is given, someone (normally a coop member) provides a random map.
#'''Stage: Moneymaker (MM)'''<br />Quick and dirty set-ups for making lots of money to fund plans and main construction. Usually long distance PAX aircraft. See also:  [[Moneymaker]].
+
#'''Stage: Planning'''<br />Each player that wants to set up a plan cordons off a space and signs it with "!plan /{name}". See also: [[Planning]].
#'''Stage: Planning'''<br />This stage happens after the main MM is settled and running. An isolated spot on the map is picked and signposted for plans. Each player that wants to set up a plan cordons off a space and signs it with "!plan /{name}". See also: [[Planning]].
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#'''Stage: (Planning &) Voting'''<br />After a few plans have been created, voting commences. A voting board is set up, and people sign their name for the plan they like the most.<br />New plans can still be added during this stage.<br />This stage lasts until there is a clear winner, either by obvious vote count, or, if voting is close after a long time, declared by common agreement between active members.
#'''Stage: (Planning &) Voting'''<br />After a few plans have been created, voting commences. A voting board is set up, and people sign their name according to the vote style.<br />Normally, voting is for the plan you like the most, but occasionally the [[New Votesystem]] is used.<br />New plans can still be added during this stage.<br />This stage lasts until there is a clear winner, either by obvious vote count, or, if voting is close after several hours (or overnight), declared by common agreement between active members.
+
#'''Stage: Building'''<br />Everyone pitches in and starts building the required backbone sections to make up the core of the network (as per the accepted plan). Placement signs and purchased land are often used to help mark complex sections.<br />See [[Basic Networking]], [[Guides]], [[Junctionary]] (for ideas) and most of the rest of the wiki for everything else. Or, when in doubt, ask.
#'''Stage: Building'''<br />Once voting is done, coop really goes into action. Everyone pitches in and starts building the required backbone sections to make up the core of the network (as per the accepted plan). Placement signs and purchased land are often used to help mark complex sections.<br />See [[Basic Networking]], [[Guides]], [[Junctionary]] (for ideas) and most of the rest of the wiki for everything else. Or, when in doubt, ask.
+
 
#'''Stage: Finalising'''<br />Finally, once everything is connected, and jams have been removed (for the most part), and everyone starts to get mildly bored, the game gets finalised. Any major problems are fixed, nothing new is added. (Think 'feature-freeze' in software development.)<br />This stage lasts until an archive entry is made and a new game is picked, agreed on and uploaded and the server updated.
 
#'''Stage: Finalising'''<br />Finally, once everything is connected, and jams have been removed (for the most part), and everyone starts to get mildly bored, the game gets finalised. Any major problems are fixed, nothing new is added. (Think 'feature-freeze' in software development.)<br />This stage lasts until an archive entry is made and a new game is picked, agreed on and uploaded and the server updated.
  
The Stage can also be set (and often is) to a miscellaneous event, as an explanation as to current server events. When the stage is set to one of these, it is generally unwise to wander into the server as normal. Some examples of these stages are;
+
 
* Awaiting new map<br />This usually happens after Finalising or before the Moneymaker stages, while we wait for a new (and suitable) map
+
Edit 15/9/2014: The [[Moneymaker]] stage is no longer used - we use money cheat to give us the initial fund to get the game started.
* Offline / Crash<br />Usually followed by a reason or brief explanation of the current situation
+
  
 
== Getting In Game ==
 
== Getting In Game ==
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* Advanced Settings
 
* Advanced Settings
 +
** Graphics
 +
*** Maximum zoom in level -> '''Normal''', especially when you're placing signs. Signs placed with extra zoom on becomes illegible to those of us who don't use extra zoom
 
** Interface
 
** Interface
*** Display options
+
*** Viewports options
**** Show a measurement tooltip -> '''Set On''', useful for talk about TL / CL
+
**** Show a measurement tooltip -> '''On''', useful for talk about TL / CL
**** Show reserved tracks -> '''Set On''', for observing or debugging PBS junctions
+
**** Show path reservations for tracks -> '''On''', for observing or debugging PBS junctions
*** Show finances window at the end of the year -> '''Set Off''', if this gets in the way (i.e. Train management with lots of windows)
+
*** Construction options
*** Quick creation of vehicle orders -> '''Set On''' keeps the 'Go To' button selected when building orders (mostly personal preference)
+
**** Enable the signal GUI -> '''On''', gives a pop-up when the signal tool is selected (again mostly personal preference vs. hotkeys)
*** Default rail type -> '''Most Used''', once the main network starts to get built, this will avoid you building the wrong rail type
+
**** Keep building tools active after use -> '''On''', keeps things like depots/stations selected (again mostly personal preference)
*** Keep building tools active after use -> '''Set On''', keeps things like depots/stations selected (again mostly personal preference)
+
**** Quick creation of vehicle orders -> '''On''' keeps the 'Go To' button selected when building orders (mostly personal preference)
** Construction
+
**** Default rail type -> '''Most Used''', once the main network starts to get built, this will avoid you building the wrong rail type
*** Signals
+
*** Prefer team chat with <Enter> -> '''Off''', team chats don't show up in IRC channel
**** Enable the signal GUI -> '''Set On''', gives a pop-up when the signal tool is selected (again mostly personal preference vs. hotkeys)
+
** News / Advisors
**** When dragging, place signals every -> '''2 tiles''', actually this is '''mandatory''' rather than optional, placed here as a reminder
+
*** Advice / information on company's vehicles -> '''Off''', or you'll be flooded with warnings that the vehicles are getting old
** Vehicles
+
*** Review vehicle's orders -> '''No''', or you'll be warned with trains with no orders, if we use such trains (and we do sometimes)
 +
*** Show finances window at the end of the year -> '''Off''', if this gets in the way (i.e. Train management with lots of windows)
 +
*** Warn if a vehicle's income is negative -> '''Off''' - we don't care if each individual trains are making money
 +
*** Warn if vehicle is lost -> '''Off''' - we may have trains that takes more than a year to reach its next destination (especially with overflows)
 +
** Company
 +
*** Signal type to build by default -> '''Block signals'''
 
*** New orders are 'non-stop' by default -> '''Set On''', highly '''required''' for avoiding bad orders
 
*** New orders are 'non-stop' by default -> '''Set On''', highly '''required''' for avoiding bad orders
  
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*** Use the green box beneath to set invisible / translucency
 
*** Use the green box beneath to set invisible / translucency
 
** Competitor signs and names displayed (for showing sign while spectating)
 
** Competitor signs and names displayed (for showing sign while spectating)
 +
 +
* In signal GUI
 +
** Increase signal dragging density -> Set to '''2'''.  This is a '''mandatory''' setting.
  
 
== See Also ==
 
== See Also ==
  
 
* [http://www.openttdcoop.org/blog/2009/03/08/a-newbie-guide-to-openttdcoop/ A Newbie Guide To #openttdcoop] - A good guide to how to start getting involved with the #openttdcoop games
 
* [http://www.openttdcoop.org/blog/2009/03/08/a-newbie-guide-to-openttdcoop/ A Newbie Guide To #openttdcoop] - A good guide to how to start getting involved with the #openttdcoop games

Latest revision as of 20:25, 19 September 2014

Quickstart for #openttdcoop Public Server

This page will tell you how to join, and what to expect when you are playing on the public server.
! Be sure to read through the entire page.
If you were pointed here, and ask questions about things covered here, it is likely you'll be sent back here again.

The Essentials

The following articles are considered basic essential knowledge necessary for joining #openttdcoop games:

  • OpenTTD Manual
  • Public Server
  • IRC
    In addition to just connecting to the IRC channel, it would be wise to pay attention to the 'topic', as it is often updated with FAQ info about the current game on the Public Server.
    The topic is usually shown in the main chat window upon channel joining, and at the top of the chat window in most GUI clients.
  • Cooperation
  • Ruleset
  • Glossary
  • Jargon
  • Communication

Game Progression

It is important to know what stage the game is in when you join.
#openttdcoop games progress in stages. You can usually see the current stage from the 3rd part of the IRC topic (e.g. "Stage: Planning")

  1. Stage: Map making
    Discuss about the possible next game, and create a map to match the plan. If no discussion occures or no idea is given, someone (normally a coop member) provides a random map.
  2. Stage: Planning
    Each player that wants to set up a plan cordons off a space and signs it with "!plan /{name}". See also: Planning.
  3. Stage: (Planning &) Voting
    After a few plans have been created, voting commences. A voting board is set up, and people sign their name for the plan they like the most.
    New plans can still be added during this stage.
    This stage lasts until there is a clear winner, either by obvious vote count, or, if voting is close after a long time, declared by common agreement between active members.
  4. Stage: Building
    Everyone pitches in and starts building the required backbone sections to make up the core of the network (as per the accepted plan). Placement signs and purchased land are often used to help mark complex sections.
    See Basic Networking, Guides, Junctionary (for ideas) and most of the rest of the wiki for everything else. Or, when in doubt, ask.
  5. Stage: Finalising
    Finally, once everything is connected, and jams have been removed (for the most part), and everyone starts to get mildly bored, the game gets finalised. Any major problems are fixed, nothing new is added. (Think 'feature-freeze' in software development.)
    This stage lasts until an archive entry is made and a new game is picked, agreed on and uploaded and the server updated.


Edit 15/9/2014: The Moneymaker stage is no longer used - we use money cheat to give us the initial fund to get the game started.

Getting In Game

Now that the basics are out of the way, you'll want to get in-game:

Join IRC
Jump into the channel and make yourself known. Use the same nick ingame and in IRC.
Get correct OpenTTD version
Get the right nightly. The topic will tell you which revision we're currently using (e.g. "PSG #123 (r****)"). Alternatively you can use the !dl Bot Commands in IRC to obtain a direct download links (Pick one as appropriate):
!dl lin|lin64|osx|win32|win64|win9x

See the !dl command for further options, one interesting could be the AutoUpdater under Win32.
Get NewGRFs
Get the #openttdcoop grfpack and obtain any missing NewGRFs from the ingame content download.
How to get BaNaNaS content

Be sure to access the online content from the multiplayer lobby as depicted to the right.
Doing this will request GRF versions that match those on the server and not the latest ones, as normally done from the Main Menu button.
Choose ingame nick
Set your player name, you can do this in the top right of the server browser, or if you forget to, by pressing the 'tilde' key ( ` - it's to the left of 1, above tab, although this may vary according to keyboard layouts ) and using
name MyName --e.g. name Bob
Please use similar name between IRC and in-game, such that anyone can easily associate you in IRC and you in the game.
Obtain password
On connection to the server, you can join as a regular player, or as a spectator (recommended if you're brand new to coop). Both options will prompt you for a password.
Use
!password
in IRC to get the password you need in order to join our server.;Join server: You can find our server on the advertised servers list, or directly by using 'Add Server' and entering "ps.openttdcoop.org"
Read signs
Before you do anything else, be sure to read the signs as soon as you join the server -- they will list any specific tasks, goals and quirks for that game.

Optional Client Settings

These are completely optional, common, client specific settings tweaks, which are highly recommend to follow our "style" easier

  • Advanced Settings
    • Graphics
      • Maximum zoom in level -> Normal, especially when you're placing signs. Signs placed with extra zoom on becomes illegible to those of us who don't use extra zoom
    • Interface
      • Viewports options
        • Show a measurement tooltip -> On, useful for talk about TL / CL
        • Show path reservations for tracks -> On, for observing or debugging PBS junctions
      • Construction options
        • Enable the signal GUI -> On, gives a pop-up when the signal tool is selected (again mostly personal preference vs. hotkeys)
        • Keep building tools active after use -> On, keeps things like depots/stations selected (again mostly personal preference)
        • Quick creation of vehicle orders -> On keeps the 'Go To' button selected when building orders (mostly personal preference)
        • Default rail type -> Most Used, once the main network starts to get built, this will avoid you building the wrong rail type
      • Prefer team chat with <Enter> -> Off, team chats don't show up in IRC channel
    • News / Advisors
      • Advice / information on company's vehicles -> Off, or you'll be flooded with warnings that the vehicles are getting old
      • Review vehicle's orders -> No, or you'll be warned with trains with no orders, if we use such trains (and we do sometimes)
      • Show finances window at the end of the year -> Off, if this gets in the way (i.e. Train management with lots of windows)
      • Warn if a vehicle's income is negative -> Off - we don't care if each individual trains are making money
      • Warn if vehicle is lost -> Off - we may have trains that takes more than a year to reach its next destination (especially with overflows)
    • Company
      • Signal type to build by default -> Block signals
      • New orders are 'non-stop' by default -> Set On, highly required for avoiding bad orders
  • Under options in-game
    • Transparency options
      • Provides a toolbar for quickly toggling visibility
      • Use the green box beneath to set invisible / translucency
    • Competitor signs and names displayed (for showing sign while spectating)
  • In signal GUI
    • Increase signal dragging density -> Set to 2. This is a mandatory setting.

See Also

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  • This page was last modified on 19 September 2014, at 20:25.