Age | Commit message (Collapse) | Author |
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savegames; don't crash on saveload related NOT_REACHEDs, just show the user an error that the savegame is corrupted
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checking savegames (empty for now).
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settinsg where overwritten by those from the title game
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AI+Squirrel
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load the AI data from a savegame instead of the exact same version
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window) when they were randomly chosen
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savegame, load the latest version of the same AI instead of a random AI.
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Company::IsValidHumanID(), don't use IsHumanCompany() where possible
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In the first phase, indexes are stored. In the second phase, indexes are checked for validity and converted to pointers
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PoolItem::IsValidID(index)
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non-existing AI when joining a server. In other words: you can join network servers again.
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mp server.
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the config file or the savegame.
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a CanLoadFromVersion(version), which should return true/false, to indicate if you can load a savegame made with your AI of version 'version'
-Add [NoAI API CHANGE]: in main.nut the Load() function now should be Load(version, data), where 'version' is the version of your AI which made the savegame
-Codechange [NoAI]: various of function renames to make things more sane
-Add [NoAI]: push the 'version' of the AI through various of layers
-Codechange [NoAI]: various of code cleanups
-Add [NoAI]: store the version of the AI in the savegame too
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see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
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