Age | Commit message (Collapse) | Author |
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callbacks 11 and 17 for
road vehicles for those who prefer the technical explanation.
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when clicking on the "skip" button while pressing CTRL.
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a specific way on straight pieces of road.
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with patch setting 'smooth_scroll'
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vice versa (spotted by Desolator)
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stations by holding down control. Based on a patch by Wolf01.
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american - 32 fixed by WhiteRabbit (32)
brazilian_portuguese - 25 fixed by tucalipe (25)
bulgarian - 6 fixed by thetitan (6)
danish - 32 fixed, 21 changed by ThomasA (53)
dutch - 32 fixed, 3 changed by habell (35)
french - 32 fixed by glx (32)
german - 17 fixed by Neonox (17)
hungarian - 32 fixed by miham (32)
italian - 32 fixed by lorenzodv (32)
korean - 29 fixed by darkttd (29)
slovak - 35 fixed by lengyel (35)
slovenian - 10 fixed by Necrolyte (10)
spanish - 34 fixed by eusebio (34)
swedish - 32 fixed by giddorah (32)
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can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
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for towns to use.
Possible patterns are :
No Road (not available in scenario editor)
Original (for the nostalgics)
Better Roads (same as original, but based on distance of 2 tiles instead of one)
2x2 grids
3x3 grids
Patch by skiddl13
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and very low number of industries
Based on FS#289, by pitt2
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new game.
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of towns can
start off larger, and will grow twice as quickly as other towns. They can also
be placed specifically in the scenario editor. Thanks to TheJosh for the
initial patch and the idea.
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growth. The
default rate is TTD's original rate, and to approximate OpenTTD's previous
behaviour the rate should be set to "Fast" or "Very Fast". Town growth can be
switched off entirely, and if so, buildings will not be rebuilt. It is also
possible to specify a proportion of towns that grow twice as fast as the
others.
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including a new toolbar, accessible from the map menu or Ctrl X. Patch by Wolf01.
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strings so it can be
translated properly and remove "buildable", since it isn't actually a word.
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road stops more descriptive.
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Note: since this can be useful for all platforms, the GUI is no longer OSX specific.
Note: scrolling lists is still unaffected by this setting
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tool (in the scenario editor) makes flooding water (ocean).
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(in all directions)
It has to be enabled first (in patches->interface) first and this will disable scrollwheel zooming
Note: patch setting "Map scrollwheel speed" might need to be changed since the "correct" setting
appears to depend on what kind of mouse is in use (mighty mouse or touchpad)
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setting, so you can hide economy changes, but do show open/close of industries
-Change: store news_display_opt in his own section, so it is no longer stored as uint in openttd.cfg (allows adding news-types easier)
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to translate
grf-specific texts. The translations will only be shown if you're using a
language with a grf language id and if a string hasn't already been set
specifically for the language you're using.
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respect to the news of new vehicles.
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the news, it said "new railway locomotive available - railway locomotive".
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This major feature-fix keeps track of the value of transfers offloaded at a station, and hands on to a loading vehicle a credit note proportionate to the cargo loaded. The transferring vehicle is paid only for the distance it has travelled. eg. B-C in a transfer chain A-B-C-D.
When the final cargo is delivered, these credit notes are cashed, and the final vehicle is paid for A-D minus any credit notes it is carrying. The company bank balance increases by the value of the A-D route.
You still need to set up a profitable route; it is still easy to make a loss on transfers by bad planning. :)
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and load custom error messages properly.
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newgrf gui
window. GRFs with an error have a warning symbol shown before the name.
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work of mart3p.
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Replace very old tabs which should be spaces by spaces
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language files, as well as two others that weren't used for ages (tgp had other strings for them, or simply not).
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From the scenario editor dialog, remove the 'load heightmap' option and put that with the other options like 'load scenario', 'save scenario', etc. Play a little bit with positioning of elements inside the scenario editor dialog so it looks better.
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in the scenario editor. Add a button to the landscape window to do this.
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downloading the map from a game server when connecting from the command prompt and internal console.
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STR_AVAILABLE_ROAD_VEHICLES for clarificaton (Tron)
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global vehicle lists to 'Available <vehtype>' as it is a view-only list, not one from which you can purchase (rolling) stock.
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date, which can be set by each network player seperately.
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have the exact GRF files in your list. GRF files that are found based on GRFID (but not on matching md5sum) are used instead of disabling them. This does not affect MP games, there you still need an exact match.
-GRF Window colour-codes changed a bit: Static is now grey, and compatible GRF (found locally only based on GRFID) are shown in orange. Compatible GRF's also have an orange status/warning text saying they're not the original the game was saved with.
-Loaded games with something amiss regarding GRF's will show an appropiate warning message.
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search&replace broke)
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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