Age | Commit message (Collapse) | Author |
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company-based settings, so in a multiplayer game everyone can change them.
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CompanySettings struct
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with user override.
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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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[network]:server_bind_ip doesn't exist anymore. Add the IPs/hostnames to [server_bind_addresses]
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NETWORK_CLIENT_NAME_LENGTH for the length of client names.
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autoclean_companies is true, remove any company with no vehicles and no active client after autoclean_novehciles-months.
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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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it possible to remove someone's tram tracks.
-Feature: allow building road stops on road/tram tracks of competitors.
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color and colour.
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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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list in the company finance window. Concept from Zr40.
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train_acceleration_model, and change from boolean to value. Don't forget to update your settings.
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"competitor intelligence" from the difficulty options because they already were unused.
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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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active, which are usually closed after placing an object. (planetmaker)
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limit on the number of non-sticky non-vital windows.
-Fix [FS#2499]: crashes/misbehaviours when (almost) all windows are stickied.
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to other vehicle types, too
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(initial) orders (sulai)
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drag'n'drop and and show coverage area (Rexxars)
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names configurable
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(if enabled). Primarily useful for systems with touch screen (aapo)
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client so it is immediatelly clear which one you are working with.
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list_patches. Now it'll only remove backlog items when there are more than a threshold and when they are there longer than (another) threshold.
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configurable and increase the default size slightly so it can hold the longest chat messages.
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savegame version. (michi_cc)
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more in YAPF. This should help with spread out stations. (michi_cc)
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(michi_cc)
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(michi_cc)
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normal signal tools. (michi_cc)
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setting. (michi_cc)
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loading a savegame.
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network/network_internal to settings.
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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moving circular buffer. This makes it possible to store more news messages in the history. Based on a patch by Cirdan.
-Codechange: the number of news messages is reduced by removing every news message that is a configurable amount older than when it would not be shown in the newspaper popup/ticker, which is e.g. a month for industry production changes and half a year for subsidy offers. As a result the more important messages will stay longer in the message history (if longer than 30 messages).
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-Codechange: split the diff_custom variable.
-Feature: allow changing some of the diff_custom variables via the console in network games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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The number of airports is now controlled by the noise each of them generates, the distance from town's center and how tolerant the town is.
Initial concept : TTDPatch (moreairpots), Initial code : Pasky
Thanks to BigBB (help coding), Smatz Skidd13 and frosch for bugcatches and advices
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from openttd.h to their own headers.
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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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instead of two. The "TTDP compatible order" setting now only sets the default behaviour of new trains.
-Feature: allow three different load type in a single game instead of two. One can choose full load all and full load any instead of full load being governed by the "full load any" patch setting.
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instead of transparent
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