Age | Commit message (Collapse) | Author |
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OWNER_NONE instead of OWNER_WATER.
-Fix: On InitializeLandscape the map was made MP_WATER, but OWNER_NONE.
When ConvertGroundTilesIntoWaterTiles() is not called, this gives big
problems (see above). Now the owner is set to OWNER_WATER by default.
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advertise-mode is active
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-Fix: removed some warnings
-Enabled ENABLE_NETWORK on windows again which I accidentally commented out.
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MorphOS: cleaned up the code telling the difference between AmigaOS and MorphOS (tokai)
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correctly again.
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forum suggestions (thx ChrisCF) and rearranged the currencies alphabetically (except for the major ones).
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keep_all_autosave enabled
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(GeniusDex)
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map.c and map.h
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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.
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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
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(sign_de)
- %! allows to merge alias parameters
- \% allows to use % in alias strings
- "alias" command now overwrites the old alias list entry
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correctly
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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.
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added completely customizable lang path (all non-Windows OSes)
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-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)).
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- 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
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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.
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with its own name and all other DO_* flags.
Now it is active-true.
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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
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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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