Age | Commit message (Collapse) | Author |
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Thanks to lvoge
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666x666) (t r o n)
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scenario when using 'new game' command
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-Fix: sometimes commands got executed to early on some clients
-Feature: universal event packets for transmitting subsidys
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default for an OS >= WinNT4 (WinNT4, Win2k, WinXP), and MIDI driver for lower OS's (Win95, Win98, WinME, etc).
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for your diligent fixing of warnings (and some possibly bugs) (Tron)
-CodeLayout: Remove trailing spaces and Windows linebreaks
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network] (sign_de)
-Fix: Only server can pause in network, action disabled for clients
-Fix: Direct Connect editbox can handle up to max ~35 characters
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-Feature: framesync packets to hold the clients framecount near the servers
-Fix: command queue now aligns the commands to be processed right after an sync or framesync packet
-Fix: added stubs for compiling without network
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-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]
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-Fix: desync problem (server was not waiting for clients) (sign_de)
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Added some more desync debug code and replaced some of the error() calls with some better error boxes. Hopefully find desyncs easier (sign_de)
-GUI: Change some network GUI stuff (Darkvater)
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-Fix: savegames are sorted with newest date first by default
-Codechange: refine sorter functions
-Fix: fixed linux warnings (tokai)
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open a new viewport to have a quick look at your favorite map-positions. Independent zoom and quick jump to/from viewport (Dribbel)
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Press tab to open the console, more info in docs/console.txt
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savegame version
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instead of per station
Exclusive rights from old savegames will be reset.
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(TrueLight)
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Features:
* network core is dynamicly loaded when needed (-n isn't needed anymore)
for easy switching between single and multiplayer. But commandline
shortcuts are still enabled:
-n = autodetect network server
-n [ip] = connect to the server
* udp now uses 2 different ports
- you can run 1 server and serveral clients on one pc
- the clients udp-socket gets unloaded when the
network game starts
- the servers udp-sockets remains online to allow the
network gui to detect itself
* new gameinfo structure
this struct is available for every online/lan game
* dynamic NetworkGameList
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-Add: generalised A* Algorithm
-Add: generalised queues (Fifo, Stack, InsSort, BinaryHeap)
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(truesatan)
-Fix: Placing/editing signs signs is possible in paused mode
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-Changed debug messages to comply with DEBUG(name, level) heuristics
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-Fix change 255/0xFF to OWNER_SPECTATOR for
spectator stuff (TrueLight)
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