Age | Commit message (Collapse) | Author |
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use it
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functions if they return the Z in pixels (like TilePixelHeight)
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savegame, just like it's running when NewGRFs are changed during a game
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draw different sprites on the map and in various GUIs.
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exit
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GroupStatistics::UpdateAfterLoad().
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but compute it like num_engines on load.
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savegames would crash with savegames from a patched stable (which didn't bump the savegame version)
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which is derived from the town name + ' Transport'. So make sure the last constant is in sync with the town name table
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used by small functions that compute there value on-the-fly when necessary
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caused crashes during load
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orders upon savegame loading, even when those orders did not exist back then. This 'conversion' feature is something for TTDPatch and old OpenTTD savegames
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settings (monoid)
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(some) files instead of the default one
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intro game for the first time
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instead of showing the "savegame corrupted" message
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cases like creating a new scenario.
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depottests. (adf88)
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vehicles when converting savegames.
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were swapped
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as no real order influencing path finding is added
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finished before starting a new one. Otherwise you could start a save, which would be marked as done by the previous save stopping and then yet another save could be started... and that could create a deadlock
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pointer might not be converted or be NULL at that point
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orderlist
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the game
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to an invalid savegame, use SlErrorCorrupt instead
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requesting the map
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reconnecting while the server is still saving the savegame
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maximum train length to the length of the longest train
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"front engine" conversion was done for road vehicles, so road vehicles didn't have orders anymore
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the pool and crash
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non primary vehicles (wagons and such) could have unitnumbers or even orders. However, these orders would not be updated when a station is removed. As such some savegames have wagons with current orders to invalid stations which triggers trouble in the load conversion. So, trash any orders/unitnumbers a non-primary vehicle has.
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