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path: root/src/lang/english.txt
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2021-07-16Feature: allow the use of STUN to connect client and server togetherPatric Stout
This method doesn't require port-forwarding to be used, and works for most common NAT routers in home setups. But, for sure it doesn't work for all setups, and not everyone will be able to use this.
2021-07-14Add: inform clients what game-script a server is running (#9441)Patric Stout
Co-authored-by: The Dude <thedude@novapolis.net>
2021-07-11Add: allow setting your server visibility to "invite-only" (#9434)Patric Stout
In this mode you do register to the Game Coordinator, but your server will not show up in the public server listing. You can give your friends the invite code of the server with which they can join.
2021-07-11Feature: join servers based on their invite codePatric Stout
This removes the need to know a server IP to join it. Invite codes are small (~7 characters) indentifiers for servers, which can be exchanged with other players to join the servers.
2021-07-10Add: use Game Coordinator to annouce public serversPatric Stout
2021-06-28Add: Show the number of clients and companies in the online players window ↵TELK
(#9376)
2021-06-10Feature: Configurable subsidy durationTyler Trahan
2021-05-29Fix: [Network] Prevent an empty server name to be set anywhererubidium42
2021-05-23Change: Show what is affected by "wagon removal" toggleglx22
2021-05-23Change: Unhide Ctrl effect for group replace protectionglx22
2021-05-04Change: Use gender-neutral pronouns in english.txt (#9189)Tyler Trahan
2021-04-30Change: use TCP for everything except for master-server and initial server ↵Patric Stout
scan (#9130) This means that pressing Refresh button and adding servers manually now uses TCP. The master-server and initial scan are still UDP as they will be replaced by Game Coordinator; no need to change this now. If we query a server that is too old, show a proper warning to the user informing him the server is too old.
2021-04-27Fix: [NewGRF] Errors with severity ERROR also display a pop-up window (#9119)Chris
2021-04-25Fix: Missing 'Town names:' colon in map gen GUI2TallTyler
2021-04-24Change: use icons to indicate you/host in Online Players GUIPatric Stout
2021-04-24Add: move "New Company" inside the Online Players GUIPatric Stout
2021-04-24Add: ask for confirmation on admin actions in network gamesPatric Stout
2021-04-24Add: admin menu for companies in multiplayer gamesPatric Stout
You can now easily do: - a password reset (unlock) - remove an empty company (reset company)
2021-04-24Feature: rework in-game Online Players GUIPatric Stout
The GUI now more clearly shows some basic information about the server you joined, your client name (and the ability to change it), and what players are in which company. It also contains useful buttons to press to join companies, chat with other people, and for admins to kick/ban people. Additionally, renamed "advertised" to "visibility"; this has to do with future additions, but also because it is more clear in wording.
2021-04-24Add: [Network] Validate the client name server side, so no clients with ↵rubidium42
invalid names can actually join
2021-04-24Feature: [Network] Ensure players fill in a name instead of defaulting to ↵rubidium42
"Player"
2021-04-22Add: show completion progress of languages in the language dropdown for ↵frosch
non-release builds.
2021-04-20Remove: "language" field from server/clientPatric Stout
The original idea was that people could find a server they could talk in their native language on. This isn't really used in that way. There are several reasons for removing this: - the client also sends his "language" to the server, but nothing is doing anything with this. - flags are a bad way to represent languages, and over the years we had several (rightfully) complaints about this. - most servers have their language set to "All", and prefix the servername with the language it is about. This is a much more efficient way to do the same. All in all, this feature should go back to the drawing board. Maybe it could work in another form, but this form is not it.
2021-04-11Feature: allow a toggle to enable/disable vsyncPatric Stout
Vsync should be off by default, as for most players it will be better to play without vsync. Exception exist, mainly people who play in fullscreen mode.
2021-04-06Feature: Button to reset game settings to their default values (#8958)Didac Perez Parera
2021-04-02Feature: Press ctrl to build diagonal rivers in Scenario Editor (#8880)Tyler Trahan
2021-03-26Change: scale heightmaps we export to highest peak and inform the user of ↵Patric Stout
this value Before this commit, it scaled to map-height-limit. Recently this could also be set to "auto", meaning players don't really know or care about this value. This also means that if a player exported a heightmap and wanted to import it again, looking like the exact same map, he did not know what value for "highest peak" to use.
2021-03-26Feature: allow setting a custom terrain type to define highest peakPatric Stout
At least, TGP will try to reach it. It heavily depends on the map if it is reachable at all. But for sure it will do its atmost to get there!
2021-03-26Add: allow setting the highest mountain for heightmapsPatric Stout
It will add some slack to the map height limit if that was set to auto.
2021-03-26Feature: auto-detect map height limit based on generated mapPatric Stout
This opens up the true power of the TGP terrain generator, as it is no longer constrainted by an arbitrary low map height limit, especially for extreme terrain types. In other words: on a 1kx1k map with "Alpinist" terrain type, the map is now really hilly with default settings. People can still manually limit the map height if they so wish, and after the terrain generation the limit is stored in the savegame as if the user set it. Cheats still allow you to change this value.
2021-03-26Change: rename setting "max_heightlevel" to "map_height_limit"Patric Stout
This better reflects what it is, and hopefully removes a bit of the confusion people are having what this setting actually does. Additionally, update the text on the setting to better inform users what it is doing exactly, so they can make an educated decision on how to change it. Next commit will introduce an "auto" value, which should be the new default. The rename has as added benefit that everyone will start out on the "auto" value.
2021-03-26Change: remove "maximum map height" from the New Game GUIPatric Stout
This setting influence the max heightlevel, and not as the name suggests: the height of the generated map. How ever you slice it, it is a very weird place to add this setting, and it is better off being only in the settings menu. Commits following this commit also make it more useful, so users no longer have to care about it.
2021-03-26Feature: setting to indicate desert coverage for tropic climatePatric Stout
This is an indication value; the game tries to get as close as it can, but due to the complex tropic rules, that is unlikely to be exact. In the end, it picks a height-level to base the desert/tropic line on. This is strictly seen not needed, as we can convert any tile to either. But it is the simplest way to get started with this without redoing all related functions.
2021-03-26Feature: setting to indicate snow coverage for arctic climate (replaces snow ↵Patric Stout
line height) Setting the snow coverage (in % of the map) makes a lot more sense to the human, while still allowing the niche player to set (by finding the correct %) a snow line height they like. This makes for easier defaults, as it decoupled terrain height from amount of snow. Maps can never be 100% snow, as we do not have sprites for coastal tiles. Internally, this calculates the best snow line height to approach this coverage as close as possible.
2021-03-14Fix: if bootstrap failed, it could end with an empty screen instead of errorPatric Stout
There are various of ways bootstrap can fail: - Failing network connection - Incomplete download - No write permissions - Disk full - (others I forgot) They all result in a screen with no windows. To ensure we at least always show something when anything bad happens, if the bootstrap is not successful, show a screen what the next step for the human should be.
2021-03-13Feature: allow setting maximum zoom level at which sprites are drawn (#8604)Matt Kimber
2021-03-09Codechange: remove special strings for language and resolutions (#8824)Patric Stout
As OpenTTD grew, we found other ways to do this, and we are no longer in need for a hack like this.
2021-03-09Add: Display refresh rate game option (#8813)sean
2021-03-08Add: Buttons to open global goals from company goals and vice versadP
2021-03-08Change: Don't show global goals in company goal windowsdP
2021-03-08Change: Clarify what effect town interactions have (#8744)Eddi-z
2021-03-08Add: Option to (dis-)allow accelerated video drivers. (#8819)Patric Stout
The video drivers using the OpenGL backend are currently our only accelerated drivers. The options defaults to off for macOS builds and to on everywhere else. Co-authored-by: Michael Lutz <michi@icosahedron.de>
2021-03-08Add: filter for "engines only" in build train window (#8733)Didac Perez Parera
2021-03-01Add: Malaysia Ringgit as CurrencyLimyx826
Cause why not *Update the formating
2021-02-28Add: settings to limit your fast-forward game speedPatric Stout
By default this setting is set to 2500% normal game speed.
2021-02-24Change: Improve graph period markings (#8732)Tyler Trahan
2021-02-19Add: Indonesia Rupiah as in-game currency (#8616)Tegas Aziz
The exchange rate is actually more like 19,000, but OpenTTD doesn't handle such high exchange rates kindly.
2021-02-17Change: "(Business/Chair)man" to "...person" (#8659)Wuzzy
2021-02-15Add: Allow translation of "(Directory)" and "(Parent directory)"glx22
2021-02-14Change: move the 'road drive side' selection to settings tree, and give it ↵frosch
the same 'basic' visibilty as 'signal side'.