Commit Graph

133 Commits (1a1049bc0db4e29402e950e56f3a6873c1f5a0ab)

Author SHA1 Message Date
Patric Stout 1a1049bc0d Change: rename setting "max_heightlevel" to "map_height_limit"
This better reflects what it is, and hopefully removes a bit of
the confusion people are having what this setting actually does.

Additionally, update the text on the setting to better inform
users what it is doing exactly, so they can make an educated
decision on how to change it.

Next commit will introduce an "auto" value, which should be the
new default. The rename has as added benefit that everyone will
start out on the "auto" value.
3 years ago
Patric Stout 70bc55cfd6 Feature: setting to indicate desert coverage for tropic climate
This is an indication value; the game tries to get as close as it
can, but due to the complex tropic rules, that is unlikely to be
exact.

In the end, it picks a height-level to base the desert/tropic
line on. This is strictly seen not needed, as we can convert any
tile to either. But it is the simplest way to get started with
this without redoing all related functions.
3 years ago
Patric Stout cafe4eed6e Feature: setting to indicate snow coverage for arctic climate (replaces snow line height)
Setting the snow coverage (in % of the map) makes a lot more sense
to the human, while still allowing the niche player to set (by
finding the correct %) a snow line height they like. This makes for
easier defaults, as it decoupled terrain height from amount of snow.

Maps can never be 100% snow, as we do not have sprites for coastal
tiles.

Internally, this calculates the best snow line height to approach
this coverage as close as possible.
3 years ago
Matt Kimber bcb3313e13
Feature: allow setting maximum zoom level at which sprites are drawn (#8604) 3 years ago
Patric Stout 74aa934441 Codechange: validate that "max" value of settings fit in their storage
This is an easy mistake to make, so protect us against making such
mistakes, by validating it doesn't happen.
3 years ago
Patric Stout a0c298a539 Fix: three max-values for settings could exceed their storage size 3 years ago
Patric Stout 8bc0089fc4
Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the storage size (#8769) 3 years ago
Patric Stout c3dc27e37e Add: settings to limit your fast-forward game speed
By default this setting is set to 2500% normal game speed.
3 years ago
Patric Stout fa170b9ace Feature: configurable refresh-rate and change default to 60fps
Most modern games run on 60 fps, and for good reason. This gives
a much smoother experiences.

As some people have monitors that can do 144Hz or even 240Hz, allow
people to configure the refresh rate. Of course, the higher you
set the value, the more time the game spends on drawing pixels
instead of simulating the game, which has an effect on simulation
speed.

The simulation will still always run at 33.33 fps, and is not
influences by this setting.
3 years ago
Tyler Trahan fa88cb62e1
Fix cc39fa9: New orders are non-stop by default (#8689) 3 years ago
Michael Lutz 8bd2349ab6 Fix #8676, a2c3197f: GUI-visible settings may not be part of misc settings. 3 years ago
Michael Lutz 00c66e7096 Codechange: Allow early-load settings that are not misc settings. 3 years ago
frosch 5a1fa18509 Change: move the 'road drive side' selection to settings tree, and give it the same 'basic' visibilty as 'signal side'. 3 years ago
frosch 81e47277e7 Change: move the 'tree placer algorithm' selection to the settings tree window, and give it the same 'basic' visibility as 'in-game tree placement'. 3 years ago
Michael Lutz a2c3197f42 Codechange: Make the settings for min/max zoom early load settings. 3 years ago
Michael Lutz 7845434270 Codechange: Don't use cpp_offsetof in the save/load code.
Many of the member variables that are used in save/load are inside types
that are not standard layout types. Using pointer arithmetics to determine
addresses of members inside types that are not standard layout is generally
undefined behaviour. If we'd use C++17, it is conditionally supported, which means
each compiler may or may not support it. And even then using it for individual
array elements is syntactically not supported the the standard offsetof function.

Unfortunately, the trickery employed for saving linkgraph settings causes quite some
clutter in the settings ini files.
3 years ago
Charles Pigott 188bf0fbc9 Change: Remove disable_unsuitable_building setting
This setting is no longer useful, as you can now always build roads,
canals, etc.
4 years ago
Patric Stout ef6b17baf7 Fix 2fd871e2af5: load correct ending-year for old (pre 0.7) savegames
Despite what it looked like, you could never really change the
ending-year (it was always reset to 2050 on start-up). See commit
683b65ee1 for details. As a side-effect, the variable that was
suppose to store the ending-year was just zero, never containing
a real ending-year.
4 years ago
Patric Stout d9ec8053d7 Fix #8050: ending-year of 5000000 allows you to get to year 5000001 and beyond
MAX_YEAR is set to 5000000, but having an ending-year set to the
same meant you could bypass this, and play till the uint32 wrapped.

The game can either show highscore or wrap year, not both. When
you would do both, every year you get the highscore dialog.

By changing the maximum value of ending-year to 4999999 we prevent
this issue.
4 years ago
Kuhnovic a3a7928372
Feature: option to auto remove signals when in the way during rail construction (#8274) 4 years ago
2TallTyler fe51051b7c Change: Default settings improved for new players 4 years ago
Michael Lutz 5a5d613ee3 Change: Disable changing the inflation setting in network games. 4 years ago
frosch 2bb691f50e Change: Remove the LAN/Internet combobox from the server list in favour of adding two separate search buttons. 4 years ago
Pavel Stupnikov 22b9dec960
Feature: Add an option to disable tree growth completely (#8415) 4 years ago
Pavel Stupnikov b2895dfcd0
Change: extend the allowed range for max loan setting (#8386) 4 years ago
jostephd b1cf79da5b
Feature: new velocity unit "tiles/day" (#8278) 4 years ago
Pavel Stupnikov c9fd85528a
Add: new economy "frozen" that stops production changes and industry closures (#8282) 4 years ago
dP a2e1102b15 Feature: Increase max possible distance from border for oil refineries and rigs 4 years ago
stormcone b524f1ae21 Feature: Show the name of the NewGRF in the build vehicle window. 5 years ago
Niels Martin Hansen 2fd871e2af Feature: Configurable game ending year
Functionally reverts 683b65ee1
5 years ago
Samu f0ff7003fd Fix: Snowline height interval is now 1, in both World Generation and Settings windows
- Previously, it was 1 in World Gen window, but 5 in Settings window
5 years ago
Samu 96f8c13543 Fix: Custom sea level default value is now equal to minimum value, not lower
Custom sea level default value was lower than the minimum
5 years ago
S. D. Cloudt 13cc8a0cee Cleanup: Removed SVN headers 5 years ago
Jack Baron f159d91572 Fix: add savegame version to trading age setting 5 years ago
Jack Baron 7c9dedb94f Feature: Configure minimum share trading years 5 years ago
JMcKiern 04f659e768 Fix: Some typos found using codespell 5 years ago
Niels Martin Hansen 140a96b3a0 Change: Limit memory allocations for each Squirrel instance
This can avoid out-of-memory situations due to single scripts using up the entire address space.
Instead, scripts that go above the maximum are killed.
The maximum is default 1 GB per script, but can be configured by a setting.
5 years ago
Michael Lutz 0344e7a0a1 Fix #7463: Promote scroll mode setting to basic category. 5 years ago
Corns McGowan 4d0ee65b51 Change: Set default setting in server browser of "Advertised" to "Yes". (#7568) 5 years ago
Charles Pigott 644f4c3547 Codechange: Set size of SettingGuiFlag & SettingDescType enums, and use them properly 5 years ago
peter1138 c0836bccef Codechange: NULL -> nullptr in settings files. 5 years ago
peter1138 c34f07d5fd Fix #7390: Extra line removed by mistake caused server_password to disappear from settings. 5 years ago
Patric Stout e3c639a09f Remove: ENABLE_NETWORK switch
This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
5 years ago
Charles Pigott fe448a2616 Remove: OPF 5 years ago
PeterN dd20ccee88
Feature: Industries with neutral stations (e.g. Oil Rig) only supply/accept cargo to/from their neutral station. (#7234)
This change is a controlled by a game setting, located under Environment ->
Industries which allows toggling the behaviour. It defaults to enabled.

"Company stations can serve industries with attached neutral stations"

When enabled, industries with attached neutral station (such as Oil Rigs) may
also be served by company-owned stations built nearby. This is the traditional
behaviour.

When disabled, these industries may only be served by their neutral station.
Any nearby company-owned stations won't be able to serve them, nor will the
neutral station serve anything else other than the industry.
5 years ago
Peter Nelson b8a0107ad1 Change: Add configurable curve penalty for ships. 5 years ago
Niels Martin Hansen 52572cafa6 Add: Option for population-linear town cargo generation
Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm.

The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist.

The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm.

Existing savegames will use the original algorithm, while new games will default to the new algorithm.
5 years ago
SamuXarick 03264059e4 Change: Decrease minimum permitted value for script_max_opcode_till_suspend setting (#7243) 5 years ago
Peter Nelson 9de12521ec Codechange: Convert saveload numbers to enum values.
(This was mostly achieved with a few in-place regexes)
5 years ago
Peter Nelson ea4ea62816 Codechange: Make saveload version upper bound exclusive, i.e. version object was removed instead of version object last appeared. 5 years ago