Age | Commit message (Collapse) | Author |
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instead of TILES_[XY]
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TILE_MAX_[XY]
While here replace one erroneous TILE_MAX_X with MapMaxY()
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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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loaded as
an uint8 till the savegame version is bumped to version 5. Then it works
automaticly as a fully uint16. So _stations[] can not be increased till
after the bump!!
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date for in
which year the server must restart hisself. (0 = disabled, default value)
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MorphOS: cleaned up the code telling the difference between AmigaOS and MorphOS (tokai)
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-Fix: UDPListener was launched wrongly
-Fix: Not all sockets have broadcast enabled anymore
-Fix: Server-advertise retries 3 times before giving up
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instead
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autoclean_companies on/off').
When enabled, empty companies (companies with no active clients) with no
password are declared bankrupt after 1 year of emptyness.
For empty companies with password, the password is removed after 3 years
of emptyness.
The delay of removing company/password can be configured via:
- 'set autoclean_protected <months>'
- 'set autoclean_unprotected <months>'
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map.c and map.h
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This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
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Thanks to lvoge
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actually makes some sense and is also compatible with TTDPatch (pasky).
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2090 year is reset to 1. Jan 2090, so most of the time, last service was in the future and no service ensured.
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workaround for it)
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wrong setup of _current_player. This is only a workaround that can cause desyncs too but not that often
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-Fix: sometimes commands got executed to early on some clients
-Feature: universal event packets for transmitting subsidys
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-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]
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should be
all ;)
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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.
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(TrueLight)
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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
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