Age | Commit message (Collapse) | Author |
|
Thanks to lvoge
|
|
actually makes some sense and is also compatible with TTDPatch (pasky).
|
|
|
|
2090 year is reset to 1. Jan 2090, so most of the time, last service was in the future and no service ensured.
|
|
|
|
workaround for it)
|
|
wrong setup of _current_player. This is only a workaround that can cause desyncs too but not that often
|
|
-Fix: sometimes commands got executed to early on some clients
-Feature: universal event packets for transmitting subsidys
|
|
-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]
|
|
should be
all ;)
|
|
|
|
different criteria. Total independent sort for all types and players. Periodic resort of list every 10 TTD days. Thank you for your graphical inspiration follow and buxo (since none of you provided any code).
-Fix: Sorter icon pointing down 'v' sorts in every window lowest value first, '^' highest value first
-CodeChange: move Dropdownlist from settings_gui.c to widget.c. More in place there.
|
|
(TrueLight)
|
|
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
|
|
|