Age | Commit message (Collapse) | Author |
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and Scrollbar2 now work independently. You can only scroll on list and scrollbar itself; scrollbar must be next widget of the list.
-Fix: updated the few gui's that didn't have the scrollbar right after the listbox.
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year between 1920-2090 as wel as adding defines for it.
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pressing "del"
Fix: The scrollbar is correctly updated when deleting servers
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widgets. Sticky/Resize- and Scrollbar must be 11 pixels wide, Horizontal scrollbar 11 pixels high, caption must be 13 pixels. I hope I didn't forget any widgets, the game will assert for that so report them to me!
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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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list when creating server
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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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was not updated
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other words:
use that spacebar!!)
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updates when scrolling (HackyKid)
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-Fix: You can enter some more chars in the chatbox
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-Fix: removed some warnings
-Enabled ENABLE_NETWORK on windows again which I accidentally commented out.
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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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languages don't have overlapping strings
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WE_KEYPRESS. Now
you can change your player-name in the GUI again :)
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list. Those will be remembered until you delete them by pressing the Delete key.
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companies (a lot of code can simply not handle it)
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company
went bankrupt, without joining the wrong company (or even failing to do so)
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hardcoded strings)
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and 'void' where needed, prefixed all functions, typedefs and global
vars with 'Network' and organized all externals nicely.
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file. Add a section [servers] with the addresses each in a new line. Those will be checked upon OpenTTD startup.
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main-menu (so you no longer stay ingame (if you were))
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you go
to Start Server, you can select by connection: 'Internet (advertise)'.
When selected, the server will announce itself to the server-list at
http://servers.openttd.org (when finished)
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They joined, they got the map, but it took some time before the new
player was created. In this time a player could do stuff, causing a
player-id-mismatch, and the player was kicked out. Now a player get's a
nice GUI which says: registering.. When that is gone, the player is
joined and can play safely. Tnx to Moriarty for bugging me with this bug ;)
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Removed globalness of _openttd_revision and put all such ifdefs into one place. If server has a revision only the same revisions can join; if the server has no revision everyone can join. I reckon this should be a server-side option to allow people to join or not to join.
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hopefully killed the windows-revision problem. If WITH_REV is defined,
for both Windows as *nix system _openttd_revision is filled with normal
info, else _openttd_revision is set to 'norev000'
-Fix: Small possible server-crash
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- to chat with all players press Return (or Shift-T) and type in the message
- Press Return again to send the message
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(revision length is back to 10, and checking is now done correctly)
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more
space for a new company
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(somehow
windows uses WITH_REV_HACK instead of WITH_REV :s)
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- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
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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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-Fix: ParseConnectionString() function to parse network connection string: <IP>[:<PORT>][#<PLAY_AS] .
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for your diligent fixing of warnings (and some possibly bugs) (Tron)
-CodeLayout: Remove trailing spaces and Windows linebreaks
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playername [ip/host]:[port]#[player]
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network] (sign_de)
-Fix: Only server can pause in network, action disabled for clients
-Fix: Direct Connect editbox can handle up to max ~35 characters
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-Fix: any disabled button in a window doesn't receive WE_CLICK events
-Added network.h
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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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-Fix: added WIDGETS_END macro for WWT_LAST which does this for all last widget-types
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Added some more desync debug code and replaced some of the error() calls with some better error boxes. Hopefully find desyncs easier (sign_de)
-GUI: Change some network GUI stuff (Darkvater)
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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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-Fix change 255/0xFF to OWNER_SPECTATOR for
spectator stuff (TrueLight)
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