Age | Commit message (Collapse) | Author |
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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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Currently only used for newhouses.
Basically, it is more a gathering of IDs from grf files and ingame data.
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obvious reasons
-Codechange: introduced ZOOM_LVL_DETAIL to show/remove details
-Codechange: changed << and >> operator with ZoomLevel to a simple wrapper (that in theory also allows zoom-in besides the current zoom-out)
-Fix r9845: missed some int -> ZoomLevel
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the changed loading algorithm thought it was already finished.
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and very low number of industries
Based on FS#289, by pitt2
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processing power anymore when having a lot of trains.
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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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and into landscape.h, and add a few where they didn't exist.
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GRF ID
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including a new toolbar, accessible from the map menu or Ctrl X. Patch by Wolf01.
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inclusion. This time, brought to you by the letter O
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complete support for
the newhouses grf specs, so all newhouses grfs will be playable in the game.
Many thanks to everyone who contributed code and ideas, and all the testers
who found things we missed.
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every run
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enroute_from_xy were updated in the wrong place, causing issues with TTD savegames/scenarios.
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coding style (and rest of the code).
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removed, the town is notified of it
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already have
a symbol called _pause (and therefor our variable conflicts with
thatone. We shouldn't be using _ as global indicator.....)
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that are
mutually exclusive. At the same time, add an INITIALISED state which makes it
possible to check if a grf is not yet active but will be later on during the
GLS_ACTIVATION loading stage.
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reloaded/changed.
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velocities to from 8mph to 1km/h (peter1138), also give aircraft realsitic velocities (so that 1km/h is 1km/h independent of vehicle type) (peter1138). Introduce a flag to reduce aircraft speed in holding patterns to some realistic velocity. Use this flag for the city airport for the time being and make use of the different entry points for this airport type.
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- introduce a new format (with backward compatability) that is more clear and needs a much simpler face drawer
- replace tons of ifs/switches/magic numbers by table lookups
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be used for more than just the gradual loading status.
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tiles, unification of ground type between normal rail tiles and depots/waypoints and removing the need for RailTileSubType.
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-Regression (r7585): On load calculate the station rectangle for all savegames, not just savegames with at least version 27
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road vehicles with enums. Original patch by mart3p.
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the northern edge of the map.
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DEBUG() to a remote connection over TCP
For example, launch on 192.168.0.1 with, say, netcat a listener: netcat -l -p 3982
Launch OpenTTD on a remote host (say, PSP): ./openttd -l 192.168.0.1 -d9
And you get all debug information on 192.168.0.1. Very useful for debugging Portable systems.
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in the scenario editor. Add a button to the landscape window to do this.
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paid for, so that cargo cannot be paid for more than once.
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-Codechange: Move the update of the oil rig airport type to the recently (r8485) added loop
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to 32 bytes (instead of 16) so their actual parameters can be passed. Sound has for example 'bufsize' and 'hz'. Also use the recently introduced StrEmpty().
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-Fix (since the dawn of time): Remove phantom oil rigs sometimes present in old savegames
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Change the structure of the the loop in r8477 to prepare for further changes
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-Codechange: Remove the unnecessary attributes Station::{bus,lorry}_tile_obsolete by replacing them with a scan of the map for existing road stops when loading old savegames
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-Regression (r8314): Reevaluate the disabled elrail setting after loading because the railtype doesn't get saved anymore
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-Regression (r8314): I only did half the necessary changes to move railtype from Engine to RailVehicleInfo. Now do the rest.
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(through ShowInfo)
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way for all loops
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excessive payment any longer, as the origin TILE is now stored as long as the origin STATION for the transported cargos. Basically this is only a temporary fix until cargopackets are implemented, but it fixes one of the oldest known bugs (Special Thanks to Darkvater for lots of testing)
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for savegames with version 24 or lower and do not calculate roadstop->num_vehicles when reading the roadstops as the vehicles might not be loaded at that moment.
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freeing dynamic variables as windows could use those variables during cleanup (eg WE_DESTROY calling GetStation(w->window_number).
-Merged UnInitializeGame with UnInitializeAirports and UnInitializeDynamicVariables
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