Age | Commit message (Collapse) | Author |
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decleration problems. Removed the union.
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unused up till now and it saves the full-buffer, regardless of how many characters the string actually has. So give a warning for that and figure it out later.
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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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- hide and validate variable-size calculation (SlCalcConvMemLen/SlCalcConvFileLen)
- some signed/unsigned fixes
- handle conditional variables the same way for global -and struct types, through checking version_from and version_to
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tnx for
taking the effort to commit it)
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in branch/pbs. This reverts revisions r3158, r3140, r3075, r2977, r2674, r2625, r2621, r2529, r2528, r2525, r2524, r2519, r2517, r2516, r2507, r2499. (in conjunction with Tron)
- The only change is that the nsignalsw.grf file is kept and that existing nightlies with PBS signals get those signals converted to combo-signals.
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front and rear engines are no longer saved
instead the pointers are generated on load
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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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- Initialize _sl_version after loading an old savegame.
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- Fix: savegames only give back one message, show this by ignoring the first argument. Perhaps make the message more verbose in the future by adding STR_ equivalents next to the already existing debug messages.
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'major' version to just: version.
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This means that any user attempt to remove a rear engine will tell the user to move the front engine instead
This fixes the assert when moving multiheaded engines (introduced in r3144)
Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs
-Codechange: train subtype is now a bitmask
This allows fast access to info like if it is a wagon or engine and if it is in front and so on
Note: savegame version bump
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This moves the ground type bits from m2 to m4 for waypoints and depots (leaving room for depot index in m2 in future), and moves the custom graphics ID to the waypoint struct.
- Waypoints: Until now stat_id was saved but never assigned to. Instead we now save the GRFID/local index of the custom graphics so that GRF file changes can leave graphics intact.
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long trains
-Trains will now remember the length of stations it visits and sell cars
when being autoreplaced if they became too long
-If it needs to remove cars, then it starts from the front and sells
all it can find until the train is short enough
-This only works for trains, that knows the station length of the route
so a full uninterrupted run is needed
-a train needs 1-2 runs to detect if the shortest station is expanded
-This feature can be turned on and off in the train replace window
and each company can have it's own setting
-NOTE: minor savegame version bump
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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Fix warning in graph_gui.c with const problem
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instead operate on _sl.buf_ori which is not changed for init/deinit.
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When game is saved and you save again you get an error message (not when autosaving) and it's aborted. When a game is loaded in the meanwhile execution pauses until saving thread finishes.
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messages might hang ottd. So don't send them :)
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interfaces with the main program through a sort of mutex. Communication uses the function OTTD_SendThreadMessage() with the approiate message which is handled in ProcessSentMessage() during the main loop.
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of r2819
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of r2819
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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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to multiple simultaneous saves and therefore severe corruption
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void*.
Also add the new files to the MSVC project files.
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than one thread
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- Do not dereference a local variable which no longer exists; this lead to random crashes when saving
- (Win32) Do not close a handle before it is used last
There are still many major problems (race conditions and resulting memory corruption/crashes) left
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arbitrary enum
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some GCC versions (glx). This only works as long as there is only 1 saving thread active, as is the case now.
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of cdecl. (Please tell me if you get linking problems)
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of some error or a network-server
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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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in saveload code.
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_map_hi for rails, in order to make way for pbs
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