Age | Commit message (Collapse) | Author |
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expected :(. Somehow SlIterateArray and SlObject depend on eachother and adding a some arbitrary data before the SlObject makes it go crazy.
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stations by holding down control. Based on a patch by Wolf01.
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"road" with multiple owners on a single tile.
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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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containing object references (REF_*)
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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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flag in NewGRF loader.
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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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The end of the preliminary work is near
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removed, the town is notified of it
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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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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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tiles, unification of ground type between normal rail tiles and depots/waypoints and removing the need for RailTileSubType.
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correct one.
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in paths, so C:\\* will not work (but C:\Windows\\* does; go figure). Thanks glx for pointing it out and for the initial fix.
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result...
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files with the @file tag as well as a few general comments style
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work of mart3p.
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involves changing the enum of airport blocks to a static const uint64 as SOME platforms do not support 64-bit enums
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paid for, so that cargo cannot be paid for more than once.
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alternative where possible
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Remember the
whole thing when turning off FF for autosave. This stops FF getting stuck on
if the FF key is released during the save.
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make sure we do not try to send zero-byte savegames.
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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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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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stillunknown and pv2b.
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renamed to .cpp)
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