Age | Commit message (Collapse) | Author |
|
-Fix: removed some warnings
-Enabled ENABLE_NETWORK on windows again which I accidentally commented out.
|
|
MorphOS: cleaned up the code telling the difference between AmigaOS and MorphOS (tokai)
|
|
correctly again.
|
|
forum suggestions (thx ChrisCF) and rearranged the currencies alphabetically (except for the major ones).
|
|
keep_all_autosave enabled
|
|
(GeniusDex)
|
|
map.c and map.h
|
|
Removed globalness of _openttd_revision and put all such ifdefs into one place. If server has a revision only the same revisions can join; if the server has no revision everyone can join. I reckon this should be a server-side option to allow people to join or not to join.
|
|
hopefully killed the windows-revision problem. If WITH_REV is defined,
for both Windows as *nix system _openttd_revision is filled with normal
info, else _openttd_revision is set to 'norev000'
-Fix: Small possible server-crash
|
|
(sign_de)
- %! allows to merge alias parameters
- \% allows to use % in alias strings
- "alias" command now overwrites the old alias list entry
|
|
correctly
|
|
Please read the Readme for further information. There are some minor graphical glitches when you use the DOS files. E.g. the autorail button is a bit screwed up.
|
|
added completely customizable lang path (all non-Windows OSes)
|
|
-Fix: added debug code to autosave cause it is buggy in multiplayer (does not remember settings; takes them from _opt instead of _new_opt (or vice versa)).
|
|
|
|
- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
|
|
This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
|
|
with its own name and all other DO_* flags.
Now it is active-true.
|
|
|
|
r440
Move screenshot function declarations to new file screenshot.h
Clean up screenshot.c a bit, mostly whitespace, alloca() -> malloc() and checking return values
r485
Remove unused field from struct ScreenshotFormat
|
|
Thanks to lvoge
|
|
|
|
666x666) (t r o n)
|
|
scenario when using 'new game' command
|
|
-Fix: sometimes commands got executed to early on some clients
-Feature: universal event packets for transmitting subsidys
|
|
default for an OS >= WinNT4 (WinNT4, Win2k, WinXP), and MIDI driver for lower OS's (Win95, Win98, WinME, etc).
|
|
for your diligent fixing of warnings (and some possibly bugs) (Tron)
-CodeLayout: Remove trailing spaces and Windows linebreaks
|
|
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
|
|
-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
|
|
-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]
|
|
|
|
-Fix: desync problem (server was not waiting for clients) (sign_de)
|
|
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)
|
|
-Fix: savegames are sorted with newest date first by default
-Codechange: refine sorter functions
-Fix: fixed linux warnings (tokai)
|
|
open a new viewport to have a quick look at your favorite map-positions. Independent zoom and quick jump to/from viewport (Dribbel)
|
|
|
|
|
|
Press tab to open the console, more info in docs/console.txt
|
|
savegame version
|
|
instead of per station
Exclusive rights from old savegames will be reset.
|
|
(TrueLight)
|
|
|
|
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
|
|
|
|
-Add: generalised A* Algorithm
-Add: generalised queues (Fifo, Stack, InsSort, BinaryHeap)
|
|
(truesatan)
-Fix: Placing/editing signs signs is possible in paused mode
|
|
-Changed debug messages to comply with DEBUG(name, level) heuristics
|
|
|
|
-Fix change 255/0xFF to OWNER_SPECTATOR for
spectator stuff (TrueLight)
|
|
|