Age | Commit message (Collapse) | Author |
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Co-authored-by: The Dude <thedude@novapolis.net>
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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.
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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.
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(#9376)
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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.
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You can now easily do:
- a password reset (unlock)
- remove an empty company (reset company)
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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.
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invalid names can actually join
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"Player"
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non-release builds.
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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.
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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.
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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.
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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!
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It will add some slack to the map height limit if that was set
to auto.
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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.
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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.
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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.
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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.
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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.
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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.
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As OpenTTD grew, we found other ways to do this, and we are no
longer in need for a hack like this.
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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>
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Cause why not
*Update the formating
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By default this setting is set to 2500% normal game speed.
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The exchange rate is actually more like 19,000, but OpenTTD
doesn't handle such high exchange rates kindly.
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the same 'basic' visibilty as 'signal side'.
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window, and give it the same 'basic' visibility as 'in-game tree placement'.
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