Age | Commit message (Collapse) | Author |
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remaining to fit with the naming style
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style
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This fixes also FS#1450
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with the coding style
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directly use to change their behaviour, during network games as this can cause desyncs.
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remembered.
-Codechange: Wrap all transparency settings in accessors, hiding the implementation
-Change: Clicking "transparent building" menu will toggle Houses And Trees only. The other options can be used in the transparency gui.
Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.
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caused desyncs.
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GameDifficulty instead on relying ints to always be 32 bits, which they are not.
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some of the magic).
-Feature: possibility to disable exclusive rights and giving money. Both by skidd13.
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possibility to clean up unconnected road bits during the local road reconstructions. Based on a patch by skidd13.
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(and other structures) when the owner of the structure built it on foundations and if you have enough "empty" space ofcourse. One could use the tool for some other construction needs too. Patch by frosch.
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(so you don't have to keep on doing 'openttd -b 32bpp-optimized'..)
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list for other players. Patch by SmatZ.
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indicators of everyone. Patch by SmatZ.
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(controlled from the interface tab in the patch window)
This only works with the cocoa drivers (you will use the cocoa drivers unless you manually switched to SDL and compiled yourself)
Note: if control-click is selected, then the ingame control-click (like presignals and such) will be command-click
Requested and tested by ln- (so he should be blamed if this goes wrong :P )
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actually handle more than 10 clients/companies/spectators in a nice way, i.e. without making a combobox with 100 players and add 90 new strings to be able to do so.
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variables.h to strings.h
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amount of money and then it might (with a given chance) build a raw industry somewhere on the map.
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infrastructure you do not have available vehicles for. This means that the airport building button is disabled till you can actually build aircraft. The game itself will not disallow you to build the infrastructure and this "new" behaviour can be overriden with a patch setting.
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type when you start a new game or load a game. This is done either static, i.e. rail, electrified rail, monorail and maglev, or dynamic which takes either the first or last available railtype or the railtype that is used most on the map.
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directory in this filename in the newgrf list. The directory was removed in r9560 because then it used to full path instead of the path relative to the data directory, but since the inclusion of "search paths" that is not necessary anymore.
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vehicle is while loading/unloading (TheJosh)
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easily modified.
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FreeType. This is configurable for each font size in the configuration settings and requires using the 32bpp blitter and suitable fonts.
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code directly accesses the video-buffer
-Add: added NULL blitter and renderer, which are always used for -vnull
-Add: dedicated driver doesn't blit nor render by default. Can be overruled by user. (-D -b 8bpp-optimized)
-Remove: removed CTRL+D from win32, which is incompatible with above
-Add: extended screenshot support for PNG and BMP
-Codechange: remove all hardcoded 8bpp references and replace them with more dynamic ones
-Codechange: minor stuff in blitters
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the rest of the code
-Add: make it possible to pick your own blitter (-b <blitter>, -h for overview)
-Add: added a new optimized 8bpp blitter (default, caches sprites of all zoom-levels)
-Add: added a debug 8bpp blitter and a very slow normal 8bpp blitter
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configuration
option, sprite_cache_size. The default size is 2MB and the value can
range from 1 to 64MB. If you experience slow-downs when scrolling the
map, try increasing this setting.
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with patch setting 'smooth_scroll'
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stations by holding down control. Based on a patch by Wolf01.
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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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new game.
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dedicated servers can have the little lang flag.
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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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multiplayer mode and only serves to confuse patch authors.
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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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paths) with quotes
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patches along with their current values. Based on patch by madman2003/GrimRC.
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including a new toolbar, accessible from the map menu or Ctrl X. Patch by Wolf01.
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Note: as the 'full' path is stored of the newgrfs, the newgrfs in the old cfgs are not made default (you have to set them again).
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The end of the preliminary work is near
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