Age | Commit message (Collapse) | Author |
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struct and make it more similar to Station.
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references
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warn when used inside function
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whatever has been actually unloaded and perform the payment when unloading has finished. This fixes, amongst others:
* cheating by starting to unload and after getting paid rushing to the depot to get sold (or unloading, loading and getting paid again for the remainder)
* cargo being dropped onto a station at the moment a stockpiling industry doesn't accept it anymore
* industries getting cargo that has not been unloaded yet and subsequently dumping it back on the station in one go
Note: you will now get paid after the unloading has finished, so you'll have to wait a bit longer for 'your' money.
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company-based settings, so in a multiplayer game everyone can change them.
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reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
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time, binary size and run time (with asserts disabled) should be improved
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the saveload pool; it makes writing replacements unnecessarily difficult. And now we've got SmallVector that does more than enough for saving with less lines of 'interface' code.
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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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printf-like functions
-Fix: wrong number of parameters or wrong parameter types sent to printf-like functions at several places
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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couldn't handle skipping strings on load yet?
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with user override.
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this ID' from 'some' strings and replace the string name with something more sensible.
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end, middle or far end of a platform from the point of view of the driver of the train that enters the station.
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if a loaded crash.sav causes a crash
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mapping on load if necessary.
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sources too
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generated in the generate world window to be customized.
Some warnings:
-the maximum number of towns to be accepted is set to 5000
-the minimum number of towns to be accepted is set to 1
-the number that is specified is NOT guaranteed to be the exact number of towns generated. The normal mechanism of town creation has not been modified. So town placement can still fail.
-setting a custom number of town will change your difficulty settings to custom as well
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the term 'compatible newgrf' again some sense and to not crash because of trivial changes.
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that are in .tar files
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it possible to remove someone's tram tracks.
-Feature: allow building road stops on road/tram tracks of competitors.
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appropriate headers.
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color and colour.
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except where it's used for backward compatability.
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index, report the problem (invalid index) rather than an impossible symptom (too many items), and report it in game instead of causing a crash.
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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
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object, in order to keep the Unmovable type free of any irrelevant data
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-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.
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generalisation.
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"competitor intelligence" from the difficulty options because they already were unused.
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overflow for values > 2.4 years
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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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