Sorry for dropping in after all people have left the party, but had to spend a few exhaustive months on other stuff (my working group of three people has effectively been reduced to one person, that is: me), and still need to catch up a lot. I think not all people here know about the state of Transport Tycoon and its descendants. I have used them for years, before I came to ST. Although you could find better descriptions on the details, I hope I can give an overview without giving too much incorrect info, but actually most of it is my personal point of view and experience. I know that several of the ST developers and designers are familiar with TT's details and history, probably more than I am.
Correct me if I'm wrong, but did not Chris Sawyer's involvement end a long time ago? From what I understand, the game was released at least ten years ago, and has hardly changed since then except for add-on-style developments.
There have been Transport Tycoon (TT, which was quite flawed), TT+World Editor, Transport Tycoon Deluxe (which was a major improvement over the first TT, but still limited), and TTD's port to Windows 95 (not changing the game's behaviour at all). After that, the original makers had lost interest, and although a successor was promised for years, only the engine was reused.
Much later (after TTD's release), Josef Drexler started TTDPatch, which over several years (with support from several other people) provided a series of huge improvements to TTD, including bug fixes. TTDPatch hacks itself into the original game's executable to replace or extend many pieces of the binary code when the game is started (therefore, it's in Assembler). It's amazing what could be done that way, though some fundamental limitations of TTD (like missing destinations for pass., cargo etc.) couldn't be overcome that way. Website is:
http://www.ttdpatch.net/, but the entry page shows only a very old stable version, you have to look around to get to the current beta version. TTDPatch still seems to be under active development, maybe cooled down a little since October 2006.
OTTD is only a rewritten exact copy of Chris Sawyer's version.
Unless "they" are still doing development of features on the OTTD code?
Yes, OTTD is a clone (under GNU GPL) of the original TTD, and is under active development (
http://www.openttd.org/). It is a parallel effort to TTDPatch, but many of the features of TTDPatch have been integrated into it (means: reimplemented), so both show similar improvements over TTD.
Both OTTD and TTDPatch require the original TTD to run, the first only for some graphics (buildings) and sounds, AFAIR. But many more graphics have been added by other people, very similar to ST. Oh, and I think there was a separate project(?) for reverse-engineering and documenting the internals of the original TTD, which provided much information required for OTTD and TTDPatch development.
Why am I writing this, with so many words?
I have played and enjoyed TTD for more than a decade (mostly using it to build train networks). Without TTDPatch, however, I would have ditched it after a fraction of that time, because of the annoying bugs and limitations (and the graphics becoming boring). Since I can't spend all of my time on games (*cough* any more *cough*), I have chosen to allow only one never-ending game to eat away my time nowadays, and that is Simutrans.

Switching between *TT* and ST is quite hard or at least confusing, because you need to know a lot of tweaks (some could even be called undocumented rules) to become efficient or at least successful, and those tweaks are very different between the two worlds. This might be the reason why I switched - I knew all the tweaks (though it still takes a long time to build a nice network) - it wasn't really challenging any more. Since ST is changing quite fast, it remains a challenge (even more for the users of bleeding edge versions, like me).
Some things are similar among ST, OTTD and TTD+TTDPatch: many people have spent and still spend a lot of time, effort and enthusiasm on a program, which lets you create and form a small, nice world of its known, where you don't have to deal with all the ugly things that spoil the real world (or our perception of it).
(optional reading:)One major improvement in TTDPatch is the handling of vehicle graphics, to support many more engine and wagon types for trains, and other vehicle types, with dynamically adapted wagon type and livery, depending on position within the train and the year of purchase. That allows for realistically-looking passenger trains (e.g. ICE, ICE3, IC, local trains, S-Bahn for German DB) and freight trains (different graphics for the same cargo type), without having to deal with many different wagons in the depot. Instead of the looks of a wagon, you can choose by technical properties (capacity, top speed, weight when empty, loading/unloading throughput). Raven wrote about the difficulties this and .grf in general causes for the graphics people.
Other changes from TTDPatch deal more with the less obvious, like getting rid of nearly all of that micro-management (with servicing and upgrading vehicles, accidents etc.), or with tractive effort, loading times, shared schedules, and many more.
As said, many of TTDPatch's changes have also been included in OTTD. The graphics enhancements in TTDPatch remain mostly hidden if you don't install add-on sets, also the standard installation's graphics of OTTD weren't so much richer than TTD, last time I tried.
This applies to both OTTD and TTDPatch:
Lack of pass./freight destinations means that there is no real incentive for building an actual transport network, but you can build as if there was such a necessity, so the game becomes more challenging. You can build a very complex integrated network, which, if you follow some "best practices", will work very well, and after some time means fun just by watching it in motion.
I have thought of ways to simulate destinations in TTDPatch within the given limitations, but since I'm only a wannabe programmer, it remained a concept. OTTD could be extended in the same way, but I don't know about the current state there, they might even work on real destinations.