Age | Commit message (Collapse) | Author |
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Features:
* network core is dynamicly loaded when needed (-n isn't needed anymore)
for easy switching between single and multiplayer. But commandline
shortcuts are still enabled:
-n = autodetect network server
-n [ip] = connect to the server
* udp now uses 2 different ports
- you can run 1 server and serveral clients on one pc
- the clients udp-socket gets unloaded when the
network game starts
- the servers udp-sockets remains online to allow the
network gui to detect itself
* new gameinfo structure
this struct is available for every online/lan game
* dynamic NetworkGameList
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(blathijs)
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to blathij)s
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-Add: generalised A* Algorithm
-Add: generalised queues (Fifo, Stack, InsSort, BinaryHeap)
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-Fix: network.c more robust (check for NULL pointer), if gethostbyname failes, try resolving IP address
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Message history works now
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window on Windows. Currently of no use, since no devs have assembly knowledge
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wrong position
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-Add: AI overrides service interval to 180 days
-Fix: AI hanged when all vehicles were disabled in Patch menu
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-Change DEBUG lvl for GRF warnings/errors to 2, lvl 1 is used for copyright notices
-Fix show currect filename when debugging grf files
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(truesatan)
-Changed some debug messages in aircraft code to DEBUG(misc, 1)
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-Add some debug messages for misc=1
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-Feature: added callback feature to patches options
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(truesatan)
-Fix: Placing/editing signs signs is possible in paused mode
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-Added compile flag NO_DEBUG_MESSAGES which will strip executeable of all DEBUG(..,..)'s
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-Changed debug messages to comply with DEBUG(name, level) heuristics
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Invalid st->xy on deleted station.
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settings
- Updated French translation (by testman57)
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means all players can define it for themselves.
-Fix a few warnings
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style, convert signal<->semaphore, etc. Big thanks to betatesters Dribbel and Testman57 (Darkvater)
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