Age | Commit message (Collapse) | Author |
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and literal strings by using a string ID, when drawing the small right arrow for the small order lists (aircraft and ships)
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attach callback.
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(STR_1[08]00_LAND_SLOPED_IN_WRONG_DIRECTION) - one just contains two redundant words
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Some TODOs left, but the core is there.
Thanks to Peter1138 for code, advice and patience
And to Patchman for letting us define a lot of langids :)
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custom names.
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string
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1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles.
2) Removed the "wait for stop" feature, because it did not work in practise.
3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet)
4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops.
5) Hopefully the last fundamental change to multistop
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- Use {POWER} and {WEIGHT_S} tags for all strings instead of "{COMMA}units".
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code and proofreading, thanks to peter1138 for another lot of code and ideas.
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- Replace miles/kilometres game option with a general measuring units option.
- Add {POWER}, {WEIGHT}, {WEIGHT_S} and {VOLUME_S} (_S for short) tags to the language/string system.
- Add SI as option for measuring units.
Language file updates to use the system will come soon.
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control-click on a unit in a train in a depot will make the click unit turn around
this is useful if you want "normal" engines to act as dualheaded (one each way) or similar
this only works on single unit units. Multiheaded and articulated engines get a red error box
this is based on a quick hack peter1138 while I made it network safe and correctly handling of multible unit engines
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-Codechange: No longer hijack the VS_STOPPED flag when waiting for a slot.
-Fix: Vehicles waiting for slots can still be controlled (sent to depot, orders modified, ...)
-Fix: Vehicles no longer stop on crossings and during overtake operations
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currently ALL available wagons are displayed in the right menu in the replace window
however the replacement will only be done if the new wagon can be refitted to carry same cargo as the old one is currently carrying
Since the standard vehicles do not have any valid wagon replacements, this feature can only be used when using newgrf sets
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(based on meush's work)
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abbreviated cargo names to something sensible, i.e. STR_QUANTITY_$NAME and STR_ABBREV_$NAME
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(Bjarni, glx, MeusH, Tron, me, my sister)
- Remove the most blatant of untranslated or wrongly-outdated strings.
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in branch/pbs. This reverts revisions r3158, r3140, r3075, r2977, r2674, r2625, r2621, r2529, r2528, r2525, r2524, r2519, r2517, r2516, r2507, r2499. (in conjunction with Tron)
- The only change is that the nsignalsw.grf file is kept and that existing nightlies with PBS signals get those signals converted to combo-signals.
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in the window
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companies and spectators for a server. This can be changed/viewed during runtime as well in the console.
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due to not being able to build a vehicle. Triggered when cloning a retired design
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s/SRT_SORT_BY/STR_SORT_BY/ (noticed by chu)
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trains: Use the length of the train before the replacement as reference length
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multiplayer feature (it only works that way and we all know users don't read).
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Revisions in detail: 2542, 3226 (partial), 3229, 3231, 3232, 3238, 3242-3245, 3251, 3253, 3260, 3263, 3265, 3266, 3269, 3277, 3278, 3279, 3283 (partial), 3304, 3305, 3306
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(doesn't change a thing if you didn't enable GPMI)
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via patch
settings, off by defaut). An other step to AIScripts.
WARNING: this is still highly experimental and has known bugs!
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direction (Requested by manx)
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This means that any user attempt to remove a rear engine will tell the user to move the front engine instead
This fixes the assert when moving multiheaded engines (introduced in r3144)
Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs
-Codechange: train subtype is now a bitmask
This allows fast access to info like if it is a wagon or engine and if it is in front and so on
Note: savegame version bump
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language files like it's already done for dollar and euro
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the rail, road, water and airport toolbars. If enabled, the terraform toolbar will open and close with those toolbars.
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long trains
-Trains will now remember the length of stations it visits and sell cars
when being autoreplaced if they became too long
-If it needs to remove cars, then it starts from the front and sells
all it can find until the train is short enough
-This only works for trains, that knows the station length of the route
so a full uninterrupted run is needed
-a train needs 1-2 runs to detect if the shortest station is expanded
-This feature can be turned on and off in the train replace window
and each company can have it's own setting
-NOTE: minor savegame version bump
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default save/load directory based on the dialog (added icon to openttd.grf, introduced FIOS_TYPE_DIRECT that allows arbitrary directory jumping).
- Fix: on Win32 capitalize the drive-letter in the saveload dialog windows when it is first opened.
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Webtranslator screwed it up)
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langs changed)
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enabled by default.
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MacOS's or PDA's. (toholio)
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'dies' with an ingame error message informing the gamer if it couldn't generate any towns in user-space. Still if it happens during new-game generation it crashes since we don't yet have actions to do in such a circumstance.
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there are no tiny transport marker sprites
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clean up, and make window-title a bit more meaningful (specify vehicle type replaced)
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(problem fixed))
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langs changed)
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alignment of the musick track display
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