Andreas Schmitt
2c9619ba10
Fix string parameter
2021-06-21 07:52:26 +02:00
Andreas Schmitt
837e82f60c
Add German translation
2021-06-21 01:22:50 +02:00
Andreas Schmitt
669770f209
Fix a few issues and reset everything on start of new game
2021-06-20 20:40:33 +02:00
Andreas Schmitt
86cfefba08
Fix signed unsigned overflow
2021-06-20 20:40:33 +02:00
Andreas Schmitt
c1bf236a26
Rewrite the ATC logic
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Now signals store speed information with a timeout for this data's validity
2021-06-20 20:40:33 +02:00
Andreas Schmitt
61669868bf
Removed change and updated signal count
2021-06-20 20:40:33 +02:00
Andreas Schmitt
5d20b9397c
Revert "Try something"
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This reverts commit 475a097f36a70383d50ee68dac38b5ce087a1eb1.
2021-06-20 20:40:33 +02:00
Andreas Schmitt
02278f7a6f
Try something
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This doesn't work but hey... it's broken already in combination with realistic breaking
2021-06-20 20:40:33 +02:00
Andreas Schmitt
debc504e59
Add a setting for train speed adaptation
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Prior to this change, without realistic breaking, trains would continuously run into the train in front of them. This makes them adjust their speed based on trains in front of them
2021-06-20 20:40:33 +02:00
Jonathan G Rennison
9f56818ca7
Fix display of high freeform edges at north edges in viewport map mode
2021-06-20 11:18:45 +01:00
Jonathan G Rennison
2f350ff6ef
Merge pull request #277 from telk5093/jgrpp
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Update: Korean translation
2021-06-20 10:33:34 +01:00
Jonathan G Rennison
3e66ffead0
Saveload: Allow threaded saves in network server mode
2021-06-20 10:20:10 +01:00
Jonathan G Rennison
ad15d4fd8f
Fix thread safety issues in network admin socket console logging
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See: https://github.com/OpenTTD/OpenTTD/issues/9388
2021-06-20 10:04:01 +01:00
Jonathan G Rennison
87948d8029
Thread: Adjust checks for whether current thread is the game thread
2021-06-20 10:00:36 +01:00
Jonathan G Rennison
4577b547ea
Fix nullptr dereference when autoreplacing vehicle with no orders
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In GetIncompatibleRefitOrderIdForAutoreplace
2021-06-19 18:53:42 +01:00
TELK
94d2438d3d
Update: Korean translations till 428136f
2021-06-20 00:41:11 +09:00
TELK
cbdba03378
Update: Korean translation for PR#268, 271, 274, 275
2021-06-20 00:41:11 +09:00
TELK
fdc3818a71
Update: Korean translation for pbs_safe_wating
2021-06-20 00:41:11 +09:00
Jonathan G Rennison
6c7fccff5d
Reduce duplication of GetTileZ calls in tree placement
2021-06-19 14:17:33 +01:00
Jonathan G Rennison
428136fa97
Merge PR #278 (improved trees) into jgrpp
2021-06-19 14:06:02 +01:00
Jonathan G Rennison
82fa6ed711
Whitespace adjustments
2021-06-19 14:05:34 +01:00
Andreas Schmitt
d719b09cf0
Tweak the dispersed spreading a bit more
2021-06-19 13:56:05 +01:00
Andreas Schmitt
f944c9e7ba
Reduce building of cacti
2021-06-19 13:56:05 +01:00
Andreas Schmitt
fe3c5d0330
Add another sparse tree growth area above the snow line and prevent that area from overgrowing
2021-06-19 13:56:05 +01:00
Andreas Schmitt
6c2152045a
Fix banding issue in artic tree range
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Using tile index for randomization is a very very very bad idea
2021-06-19 13:56:05 +01:00
Andreas Schmitt
3b4cbd3323
Improve tree placement
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Prior to this change, trees tended to either cover the entire map like an ancient forest, or alternatively you turn off their growth which breaks industry. Furthermore there are these ugly random tree clumps at the beginning of the game which look like squares on the map someone placed there.
This change adds a new tree placing setting which removes the ugly random clumps and only slightly modifies the initial placement. The actual growth causes trees to bunch up in higher levels as usual but on the lower 4 levels their growth works differently. The number of trees per tile is limited and the trees spread out over a wider area instead of only to the neighboring tile. That spreads them out more and makes for a nicer look.
This also allows cacti to spread, since they can now use that same algorithm and avoid bunching up, but spread as they should.
2021-06-19 13:56:05 +01:00
Jonathan G Rennison
ac9749d015
Merge PR #283 (max city height) into jgrpp
2021-06-19 13:37:21 +01:00
Jonathan G Rennison
24834c86f7
Allow changing max town height level setting in-game (for town founding)
2021-06-19 13:33:39 +01:00
Andreas Schmitt
5fe1963feb
Lower minimum to 2
2021-06-19 13:23:19 +01:00
Andreas Schmitt
a17efcd7d5
Introduce setting for a max height level for towns
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Prior to this change, the game tended to place towns on mountain tops. Realistic heightmaps had limitations because of this.
This change allows the player to specify that the towns should be generated in the valleys.
2021-06-19 13:23:19 +01:00
Jonathan G Rennison
073d3bb88c
Merge PR #272 (public roads) into jgrpp
2021-06-19 13:16:16 +01:00
Andreas Schmitt
c475fb12c0
Add sanity check
2021-06-19 13:11:03 +01:00
Andreas Schmitt
7a0150735e
Adjust the cost function again for better bridge and tunnel use
2021-06-19 13:11:03 +01:00
Andreas Schmitt
d4fd7f62d1
Build a couple of cycles in the network by connecting each town to the three closest ones in its network
2021-06-19 13:11:03 +01:00
Jonathan G Rennison
f53ed56200
Increase bridge/tunnel per-tile cost
2021-06-19 13:11:03 +01:00
Jonathan G Rennison
3a67065332
Add a build public roads button to the scenario editor
2021-06-19 13:11:03 +01:00
Jonathan G Rennison
9683676df1
Use GetTileMaxZ for slope cost check to avoid overly penalising foundations
2021-06-19 13:02:36 +01:00
Jonathan G Rennison
5e7b8ccd43
Only calculate input points once in IsBlockedByPreviousBridgeOrTunnel
2021-06-19 13:02:36 +01:00
Jonathan G Rennison
90e75871ad
Fix bridge/tunnel building not using DC_AUTO
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This could result in existing infrastructure being removed at
the bridge/tunnel far end
2021-06-19 13:02:36 +01:00
Jonathan G Rennison
724474e435
Use MayTownBuildBridgeType/BSCF_NOT_AVAILABLE_TOWN for bridge type check
2021-06-19 13:02:36 +01:00
Jonathan G Rennison
96bfcd587b
Fix signedness mismatch warning in tunnel length check
2021-06-19 13:02:36 +01:00
Andreas Schmitt
a3d1b916d1
Limit tunnel length at the proper place
2021-06-19 13:02:36 +01:00
Andreas Schmitt
3e771dc18d
Revert bug inducing change
2021-06-19 13:02:36 +01:00
Andreas Schmitt
b175203d54
Add comment
2021-06-19 13:02:36 +01:00
Andreas Schmitt
a73cb99695
Do not build bridges with additional specs
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Prior to this change, additional bridge sets like modular bridges would be used.
Those might not be suitable for public roads. Those bridges should be left to the player.
2021-06-19 13:02:36 +01:00
Andreas Schmitt
198ef11a2b
Force the pathfinder to build serpentine roads
2021-06-19 13:02:36 +01:00
Jonathan G Rennison
bd41cb618a
Allow using and building trivial foundations
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(3 corners raised and 2 opposite corners raised)
2021-06-19 13:02:36 +01:00
Jonathan G Rennison
0f336bba57
Give bridges over the sea a more generous length limit
2021-06-19 13:02:36 +01:00
Jonathan G Rennison
bfdabf4cb2
Allow building on coast tiles
2021-06-19 13:02:36 +01:00
Jonathan G Rennison
63534f97bd
Make bridges and tunnels significantly more costly
2021-06-19 13:02:36 +01:00