-Added endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while
-These values are saved in hs.dat; added read/write functions for it
-Added code to delete all windows to show charts. There is one issue left: somehow a news-gui pops up in front of the the chart at the end of the game.
This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once
ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the
vehicle overview windows
Note: autorenew is now autoreplace, but to the same engine type
Nice new features, that was added to make this possible
- windows can now have two independant vertical scrollbars
- CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with
estimated costs even if shift is pressed
- fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
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
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.
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.
- 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
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!
-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]
-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]
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