Age | Commit message (Collapse) | Author |
|
the {CARGO} command and supply the cargo type and quantity, instead of manually looking up the cargo type's string.
|
|
immediately when pathfinder can't find the path. (thanks MeusH, peter1138 and Brianetta for ideas and help).
|
|
STR_VEH_WITH_SHARED_ORDERS_LIST_TIP (jez)
The meaning should remain the same and there is no need to retranslate this string
|
|
height
differences of various draggable tools (inspiration, concept and double
checking by MeusH).
|
|
|
|
items. While
here have a little go at the MenuWndProc() function for a little cleanup.
|
|
-Fix r6707: solved an issue where scrollcount was not always set correctly
|
|
propeller planes, jet planes or helicopters
-Codechange: the build aircraft window now generates 3 malleced lists and displays based on those list
This is preparation for sorting aircraft
|
|
stopped and the player gets a message (like vehicle stopped in depot)
This should prevent a vehicle from failing to be refitted and then show up and block a station with full load.
In such a case, it's better to stop in a depot (that will not stop any other vehicles) and notify the owner
|
|
refit window
This was actually not a bug from unifying this window as it was incorrect even before they were merged
|
|
|
|
|
|
or both in the display
-Codechange: [train build window] to get rid of a really ugly hack, the train build list is now generated in one loop and stored in an array
|
|
(can only be done in goto depot orders)
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel
It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again
This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit"
Control click "Refit" removes the refit part of the order (as the tooltip says)
The player will still pay the normal refit costs
Known issues:
If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity
Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between
Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that
the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well.
This is something to look into in the future
|
|
for each vehicle type
This is a request from translators as depot is not valid for all vehicle types in all translations
This will cause a lot of warnings when generating the lang files. MiHaMiX will fix them in a moment (hopefully)
|
|
vehicles having a certain depot in their orders
It got one known issue though. The top bar got a plural issue so expect to see stuff like "1 trains" until we figure out why it behaves this way
Added the button to the depot windows. Made the autoreplace button bigger while I was moving some widgets anyway
Made road vehicle depot windows start with one more row to make room for the buttons
|
|
vehicle lists
|
|
depot" button
Like the "sell all" button, this one lacks a sprite as well. We will hopefully get one shortly
|
|
It's right below the sell button (sell whole chain button for trains)
It's still missing a sprite. That one will be added as soon as anybody draws something we can use
To make room for this button, all depots except train depots now opens with an additional row and can't be resized shorter than that
|
|
|
|
windows
|
|
none, your
own, or all companies.
|
|
autoreplace to ensure that such a failure will not break a game
We should only reach this error() if there is a bug, that would otherwise make the vehicles carry a different type of cargo without telling the user
This also kills the warning added in r6464 (oops)
|
|
added an error popup in the game if autoreplace fails to refit
Since it's only triggered by conditions bugs can trigger, it works kind of like a non-fatal assert in builds without asserts
|
|
separate schemes for each of steam, diesel or electric engines. Savegames from the previous revision will not load.
|
|
replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
|
|
|
|
commit, so they now fit what we agreed upon (oops)
stopping is now orange and service is now light blue
|
|
at depot" (service) in orange or "Heading for depot" (stopping) in light blue
|
|
fourwheelers and
aircraft as well which I missed out in the last commit.
|
|
destinations
have the same colour as always, if the vehicle goes to stop inside the depot
the colour is red, as it was.
-Tooltip windows should be somewhat short, not a whole essay.
|
|
|
|
also fixed inconsistent Danish translation and a typo in Dutch in the same strings
|
|
this will try to send all vehicles in the list to depots/hangars
currently if one fails to find a depot, it will not tell the player
|
|
at the depot and leave right away.
To tell the difference the status of stopping vehicles will be in red,
while servicing vehicles will be green.
-Codechange: remove some dead code in CmdSendAircraftToHangar() since it is
conflicting with new functionality. Now p2 means the same for all types
|
|
the list is available in the orders window and looks like the list buttons from the station windows (small vehicle)
The button is disabled if the vehicle do not have any shared orders or it got shared orders, but an empty order list
based on a patch by nycom, thought it ended up getting heavily modified
Thanks to TrueLight for proofreading and suggestions
|
|
centers on your position (based on FS#54 by thomasdev)
-Add: when clicking twice in SmallMap on a position, it centers there (based on FS#54 by thomasdev)
-Add: add a button in SmallMap that centers the SmallMap on your current position (based on FS#54 by thomasdev)
|
|
|
|
|
|
|
|
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
|
|
holding years; rename these variables to match this.
|
|
now the user will get an error if he tries to start the train and the status bar will say "no power" instead of "stopped"
Electric trains already driving in and out of non-electrified depots will still do so, but you can't start new ones
|
|
airport can't handle planes/helicopters don't present and disallow building planes/helicopters - the latter case wasn't covered yet.
Also remove an error message about building aircraft which can't be triggered by a normal client
|
|
|
|
verify the presence of music files in gm forlder.
A song can now be removed from the programmed list (in custom list 1 and 2) by clicking on it.
Added music.c[ch] files, to make it all a bit cleaner.
Now, the name of the gm file is associated with the title of the song.
|
|
toggle canal or plain water tile. This allows building of non-raisable sea-level water ways (useful in multiplayer) and dikes for low-level areas.
|
|
aircraft at a helidepot/helistation to "Airport has no runway". (Thanks to MeusH). Osprey can now be built at helidepot/helistation. (Thanks to mart3p).
|
|
Commuter airport: Small. 5x4. 3 terminals, 2 helipads.
Intercontinental: massive. 9x11. 8 terminals, 2 helipads, 4 runways.
Helidepot: a small heliport with a depot for helis only.
Helistation: a large heliport with 3 helipads and a depot.
|
|
This fixes some glitches like "turning" the excavation by adding/removing road bits or removing the road piece
|