Age | Commit message (Collapse) | Author |
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translated yet)
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- Supports trains, road vehicles and ships.
- Uses A* pathfinding (same codebase as the new ai).
- Currently unlimited search depth, so might perform badly on large maps/networks (especially ships).
- Will always find a route if there is one.
- Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values).
- With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again.
- Feature: Disabling 90 degree turns for trains and ships.
- Requires NPF to be enabled.
- Ships and trains can no longer make weird 90 degree turns on tile borders.
- Codechange: Removed table/directions.h.
- table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location?
- Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault.
- Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64.
- Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED.
- Codechange: Moved TileAddWrap() to map.[ch]
- Add TileIndexDiffCByDir(), TileIndexDiffCByDir().
- Codechange: Moved IsTrainStationTile() to station.h
- Add: IsRoadStationTile() and GetRoadStationDir().
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to 8) on
a single station.
Thanks to: Truelight for the saveload code, Darkvater and Hackykid for
network testing and Tron for proof-reading 1500 lines of diff.
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expand railroad stations beyond maximum spread
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product industries in game
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STR_NETWORK_SERVER_ADDRESS, broken by myself in r1611
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I had to make the multiplayer window 10 pixels wider for this
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The news messages are now precisely cropped according to pixel width to fit optimal into the window.
Introduced a new date format: DATE_TINY, which is ISOish.
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(Jango)
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in their schedule.
This makes buoys more useable in multiplayer games again, as buoys can't be deleted by other players if they are used.
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(jaguar7)
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-Fix: Highscore troubles; accessing members of deleted window
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shift+del does this.
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o allows users to setup the production values of the rawmaterial producing
industries in the editor
Modified:
o ttd.h - added CT_INVALID for 0xFF cargo type
o english.txt - added 1 string
o industry_gui.c - the feature itself
o window.h - added compile asserts to the structs which checks whether their
sizes are smaller than WINDOW_CUSTOM_SIZE
Thanks:
o Darkvater to bother me to constantly improve the patch
o Various users at #openttd for testing
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(mpetrov)
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/ 1097043] (mpetrov)
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dedicated server. At the end of the game (can only be set by the server) the highscore is shown for the top5 companies of that game
-Fix: fixed some compiler warnings
-Added PF_NETWORK_ONLY flag to settings. Such a setting can only be modified in a network game.
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-Feature: New companies receive a 5-year protection period
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with top5 companies for a given difficulty (select the difficulty in the menu)
-Added endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while
-These values are saved in hs.dat; added read/write functions for it
-Added code to delete all windows to show charts. There is one issue left: somehow a news-gui pops up in front of the the chart at the end of the game.
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acceleration)
(now maglev lvl4 can reach their top speed, and are faster than lvl3)
(Tnx to Darkvater :))
-Fix: Buy Vehicle GUI now shows HPs bigger than 32000 correctly
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(semi-automatic)
The last patch (norwegian townnames was from Simen Graaten
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allow buying/selling of shares (Hackykid)
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are demolished, the plane eventually crashes (running out of fuel)
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incorrectly. Was the result of the cost getting reset in a recursive call of docommand. That is fixed. In addition all cost-commands are typed explicitely. Please do not forget to do so or your costs will be credited to construction if you are unlucky.
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- Replaced "WP(w,replaceveh_d).line_height" with
"w->resize.step_height" since they needed to be the same anyway
- Cleaned the code a litte for readability (like correct tabbing)
- Added company color to replace vehicle windows to make them look like
the rest of the vehicle windows and made the caption text white (also to
fit the standard)
--This line, and those below, will be ignored--
M vehicle_gui.c
M lang/english.txt
M window.h
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find out
how the system works. All useful windows are already made resizable. Enjoy :)
-Fix: fixed some GUI-glitches and flaws along the way
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-Copyright notice is now 2002-2005 for all languages
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offended if I forgot them.
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language files
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-Fix: language file inconsistencies...please update all other language files as well when you rename a string name and do nothing else.
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This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once
ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the
vehicle overview windows
Note: autorenew is now autoreplace, but to the same engine type
Nice new features, that was added to make this possible
- windows can now have two independant vertical scrollbars
- CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with
estimated costs even if shift is pressed
- fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
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A server can ban people via ClientList
Both server and dedicated can do it via console:
'ban', 'unban', 'banlist'.
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-Fix: Expand town is a bit more agressive
-Fix: Fixed a bug in growing algorithm
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more
readable now. 'American' is replaces by 'Additional English' (Jango)
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- Networking
- File selector issue
- Keyboard input
- Dedicated server console issue (use dedicated.cmd to open a server)
- Plus many other minor issues
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