Age | Commit message (Collapse) | Author |
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difficulty, 'Load game' starts game with user-selected values.
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drawing functions and buffers
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introduce stre{cpy,cat}, see string.h for their semantics
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new header (though i think some of these function don't belong into strings.c)
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to 5000
trains in one game (instead of the 240 which was the current value).
Default max allowed vehicles per type is changed:
Trains: 500 (old 80)
Road: 500 (old 80)
Ships: 200 (old 40)
Aicraft: 300 (old 50)
(Tnx to Celestar and Darkvater for checking the patch)
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is now disabled.
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- Supports trains, road vehicles and ships.
- Uses A* pathfinding (same codebase as the new ai).
- Currently unlimited search depth, so might perform badly on large maps/networks (especially ships).
- Will always find a route if there is one.
- Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values).
- With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again.
- Feature: Disabling 90 degree turns for trains and ships.
- Requires NPF to be enabled.
- Ships and trains can no longer make weird 90 degree turns on tile borders.
- Codechange: Removed table/directions.h.
- table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location?
- Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault.
- Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64.
- Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED.
- Codechange: Moved TileAddWrap() to map.[ch]
- Add TileIndexDiffCByDir(), TileIndexDiffCByDir().
- Codechange: Moved IsTrainStationTile() to station.h
- Add: IsRoadStationTile() and GetRoadStationDir().
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side was changed
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appropriate warning flags in the Makefile
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(jaguar7)
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cast to 0 with right variable size.
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shift+del does this.
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dedicated server. At the end of the game (can only be set by the server) the highscore is shown for the top5 companies of that game
-Fix: fixed some compiler warnings
-Added PF_NETWORK_ONLY flag to settings. Such a setting can only be modified in a network game.
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with top5 companies for a given difficulty (select the difficulty in the menu)
-Added endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while
-These values are saved in hs.dat; added read/write functions for it
-Added code to delete all windows to show charts. There is one issue left: somehow a news-gui pops up in front of the the chart at the end of the game.
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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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allow buying/selling of shares (Hackykid)
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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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is possible during the game until someone buys road vehicles. In networked games only the server can change it.
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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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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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-Fix: Expand town is a bit more agressive
-Fix: Fixed a bug in growing algorithm
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more
readable now. 'American' is replaces by 'Additional English' (Jango)
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game-side patch
Note: this is the first commit that breaks compatibility with 0.3.5!
-Fix: Bufferoverflow with autorenew_money. It is now a 32-bit integer.
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-Add: [Network] Add ip-bind ('set server_bind_ip <ip>' in console or use
scripts/pre_dedicated.scr)
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- You can change patch settings via 'set patch <patch_name> [<value>]'
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-Fix: Some settings went wrong in merge
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- "inline" must before the return type (and after "static")
- Initialise all struct members, not just some of them
- Remove (one) spurious semicolon
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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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It's not FIFO loading, but does the right thing in the common case:
If a vehicle is empty and another vehicle is already loading the same cargo at this station then the vehicle waits.
This is an reworked version of [ 1072211 ] submitted by Hackykid, thanks!
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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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- minor Newgrf GUI fixes and adjustments
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(that's how they are supposed to look).
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