Age | Commit message (Collapse) | Author |
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handling, in fund industry window.
In order to stay as much consistent with the specs, the fund window will perform (if required) the callback every game-day. TTDPatch performs the same call every second, but after discussions with Csaboka, we agreed that it was not required to be that intensive. So a game-day is plenty enough.
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_fund_gui.
-Codechange: merge WE_TIMEOUT and WE_ABORT_PLACE_OBJ, as they both do the same thing.
-Feature: Any time you place an industry, even if it fails, the button will reset and the cursor will return to normal.
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czech - 10 fixed, 13 changed by Hadez (23)
estonian - 20 changed by kristjans (20)
galician - 34 fixed, 5 changed by Condex (39)
slovak - 4 fixed by lengyel (4)
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code separation.
-Codechange: Use a stringID variable instead of always refering to the _fund_gui.text[foo] member
-Documentation: Add a few explanatory comments here and there
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switch case alignment)
-Codechange: give enum values to widgets
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like 'and')
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Matthias.
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should not be producing, which would result in the industry offering invalid cargo to a station resulting in crashes..
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hardcoding station types by graphics IDs.
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(very) old version of OpenTTD.
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brazilian_portuguese - 4 fixed by tucalipe (4)
catalan - 4 fixed by arnaullv (4)
croatian - 7 fixed by knovak (7)
danish - 10 fixed, 7 changed by ThomasA (17)
dutch - 4 fixed by habell (4)
estonian - 4 fixed by kristjans (4)
finnish - 30 fixed by habazi (30)
korean - 4 fixed by darkttd (4)
norwegian_nynorsk - 16 fixed by pollux (16)
piglatin - 12 fixed by adammw (12)
portuguese - 4 changed by izhirahider (4)
russian - 4 fixed by Smoky555 (4)
slovenian - 4 fixed by Necrolyte (4)
spanish - 4 fixed by eusebio (4)
ukrainian - 4 fixed by fevral13 (4)
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variables.h to strings.h
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croatian - 135 fixed, 2 changed by knovak (137)
czech - 3 changed by Hadez (3)
finnish - 29 fixed by habazi (29)
french - 4 fixed by Skiper (4)
german - 21 fixed, 1 changed by chu (22)
hungarian - 4 fixed by miham (4)
italian - 4 fixed by lorenzodv (4)
japanese - 4 fixed by ickoonite (4)
portuguese - 4 fixed by izhirahider (4)
romanian - 10 fixed by kneekoo (10)
traditional_chinese - 4 fixed by xbddc (4)
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non-diagonal straight move. (JazzyJaffa)
-The fix in cost calculation uncovered bug in estimate calculation. Ships now use the same estimate algorithm as trains.
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random map generation as well as for ingame random industry creation
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industries
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CBID_INDUSTRY_AVAILABLE
-Documentation: Add documentation for enum IndustryConstructionType, which describes how the industry has been created
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Matthias Wolf.
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is too long for the internal buffers to handle. We should not crash on such a case even though the message is too big for the window anyway.
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wchars, so disable all code that has to use wchars for MorphOS.
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american - 8 fixed by WhiteRabbit (8)
catalan - 15 changed by arnaullv (15)
estonian - 6 fixed by kristjans (6)
slovenian - 6 fixed by Necrolyte (6)
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station's waiting queue and a hard limit of 32768 so (malicious) people cannot cause a "denial of service" attack by filling cargo lists.
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german - 3 fixed by Neonox (3)
hungarian - 2 fixed by miham (2)
slovak - 6 fixed by lengyel (6)
traditional_chinese - 6 fixed by xbddc (6)
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directions.
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end-of-the-game screen
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window wasn't redrawn instantly
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Available Ship window open
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null ticks value
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-Fix: cargo payment rates diverge from cost rates making it impossible to make any profit after a certain number of years.
Both are solved by stopping the inflation after 170 years; there is absolutely no point in continueing the inflation after that as it only makes the game have overflows at some point that cannot be solved; using larger variables only delays the inevitable.
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long it should run (-vnull:ticks=10000)
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catalan - 3 changed by arnaullv (3)
portuguese - 1 changed by izhirahider (1)
russian - 6 fixed by Smoky555 (6)
ukrainian - 6 fixed by fevral13 (6)
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tourists when it does not, whereas the "build bus station" GUI did not show them when it did accept them.
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was set, which breaks with a not-yet-finished-implementation of newindustries.
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not fail, it doesn't automatically mean that the industry tile can be built there.
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outside of the map.
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production callbacks; makes looking at the environment of an industry a lot more useful.
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distance to the north-eastern border instead of the closest water/land.
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of only the "new" ones because the old ones could be overriden too.
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of an industry.
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a given type.
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not tile, so that collision detection works on bridges and tunnels.
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brazilian_portuguese - 8 fixed by tucalipe (8)
bulgarian - 33 fixed by thetitan (33)
catalan - 6 fixed, 81 changed by arnaullv (87)
dutch - 6 fixed by habell (6)
french - 6 fixed by glx (6)
hungarian - 4 fixed by miham (4)
italian - 6 fixed by lorenzodv (6)
japanese - 8 fixed by ickoonite (8)
korean - 6 fixed, 17 changed by leejaeuk5 (23)
latvian - 10 fixed by amjaliks (10)
portuguese - 6 fixed by izhirahider (6)
spanish - 6 fixed by eusebio (6)
swedish - 6 fixed by daishan (6)
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