Age | Commit message (Collapse) | Author |
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-Fix: Expand town is a bit more agressive
-Fix: Fixed a bug in growing algorithm
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windows.
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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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If you set autosave_on_exit = true in openttd.cfg, your game will be saved as exit.sav in the autosave folder and you won't be asked if you want to quit the game any more.
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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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- 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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It's not FIFO loading, but does the right thing in the common case:
If a vehicle is empty and another vehicle is already loading the same cargo at this station then the vehicle waits.
This is an reworked version of [ 1072211 ] submitted by Hackykid, thanks!
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overflow it anywhere (as long as we keep USERSTRING_LEN above 7 or so).
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string output
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This is inspired by [1063636].
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-Fix: added another network.c stub
-Consolecommand: "scrollto <tile>" center main view on <tile> [Darkvater]
-Consolecommand: "resettile <tile>" force bulldoze <tile> without any checks (DEBUG only) [Darkvater]
-Fix: resetengines is hooked to be not available in network games
-Codechange: "connect <connectstr>": the connect command now uses a connectionstring like the network-gui
-Fix: Direct Connect editbox can handle up to max ~35 characters [Darkvater]
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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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timed out, all clients were disconnected (sign_de)
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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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vehicle to depot after it has lost X% of its reliability (mivlad)
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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)
-Changed some debug messages in aircraft code to DEBUG(misc, 1)
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-Feature: added callback feature to patches options
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(truesatan)
-Fix: Placing/editing signs signs is possible in paused mode
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-Added compile flag NO_DEBUG_MESSAGES which will strip executeable of all DEBUG(..,..)'s
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-Changed debug messages to comply with DEBUG(name, level) heuristics
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style, convert signal<->semaphore, etc. Big thanks to betatesters Dribbel and Testman57 (Darkvater)
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-Add: PE_CURRENCY to patchmenu
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default service interval for any vehicle type to 'disabled'.
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