Age | Commit message (Collapse) | Author |
|
except where it's used for backward compatability.
|
|
index, report the problem (invalid index) rather than an impossible symptom (too many items), and report it in game instead of causing a crash.
|
|
road networks
-Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore
-Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
|
|
|
|
object, in order to keep the Unmovable type free of any irrelevant data
|
|
-Document: the fact that zlib reads uninitialised data (valgrind notices this) and that it won't be fixed in zlib and that we can't do anything about it except ignoring it.
|
|
|
|
generalisation.
|
|
"competitor intelligence" from the difficulty options because they already were unused.
|
|
overflow for values > 2.4 years
|
|
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
|
|
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
|
|
|
|
|
|
|