Age | Commit message (Collapse) | Author |
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- 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
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ConvertIntDate was only called with Years.
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holding years; rename these variables to match this.
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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads
Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing
There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
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It serves no real purpose except causing confusion
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code and proofreading, thanks to peter1138 for another lot of code and ideas.
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- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
[ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
[ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
[ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
[ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
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settings.c. This will be merged with SettingDesc misc_settings above as they are actually the same. No functionality has changed beside the fact that the settings are now in a different Chunkhandler.
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(offset in struct, variable determined runtime) structs. The only difference between these two is the last element that either holds the address or the offset in the struct. Which one to take is determined by which function is called; SlObject or SlGlobList.
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- Don't treat non-booleans as booleans
- Reduce variable scope
- Bracing
- Use DeMorgan's law to make conditionals easier to read
- if cascade -> switch
- Replace some magic numbers by symbolic names
- Avoid assignments within other statements
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counter instead
of game days. This allows a paused server to continue to advertise itself.
This also fixes advertising for games that start before 1922.
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- Change fixed array per player to a single pool. This avoids future problems
with vehicle numbers and decreases savegame size. Engine replacements from
previous savegames will be lost.
- Move engine replacement code from players.c to engine.c.
(thanks to blathijs for rewriting this)
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-Fix: [ FS#30 ] don't reset date in SE when pressing RandomLand (rewrote patch of MeusH, but Peter warned me I should put his name in, so... oh well)
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'major' version to just: version.
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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proper types or just removing them
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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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owner it is accessed by [GS]etOwner anyway and when it doesn't store an owner, but arbitrary data, accessing a field called "owner" is confusing.
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save/load code, static in saveload.c
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serverside
-This means that one company can only have one setting for renew and replacing
more clients will not fight due to different settings anymore
-This is a needed step in the line to fix autoreplacing dualheaded locomotives
NOTE: savegame revision bump (peter1138 + me in coop)
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the calls evenly over the day.
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the parameter names for GB and SB to increase readability
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- Renamed the plural command to "P" instead of "PLURAL". Now write something like this to append an s on plural: {P "" s}. (You can optionally still add an argument index to explicitly specifiy which number that's used)
- Removed the pluralized cargo strings from the string files. The new method is to use the plural specifier {P}
- Added support for genders. First add "##gender der das die" on top, then use {G=der} on a cargoname/industry to set the gender, and to switch between genders do something like {G neu neu neue} {STRING}
- Updated the swedish/english translation with P strings.
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Added support for Mersenne Twister random number generator (not implemented in network yet)
Wrap player randoms around #ifdef
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dependent on decode_parameters
- Feature: [strgen] Allow changing the order of parameters in translated strings.
- Use {1:TOWN} syntax to set the order.
- Codechange: [strgen] Rewrote lots of strgen internals.
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are just confusing and just do the same thing as GetParamInt32
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Added RandomTile/RandomTileSeed functions to generate a random tile.
Changed landscape routines so they don't assume that the Y map side is a power of two. (support for this is not complete, though)
Changed some frequently used map macros to not compute the values each time.
Silence some warnings on MSVC.
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structs, this doesn't change the saved format for now. It's a stepping stone for further changes.
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