o allows users to setup the production values of the rawmaterial producing
industries in the editor
Modified:
o ttd.h - added CT_INVALID for 0xFF cargo type
o english.txt - added 1 string
o industry_gui.c - the feature itself
o window.h - added compile asserts to the structs which checks whether their
sizes are smaller than WINDOW_CUSTOM_SIZE
Thanks:
o Darkvater to bother me to constantly improve the patch
o Various users at #openttd for testing
-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.
(now maglev lvl4 can reach their top speed, and are faster than lvl3)
(Tnx to Darkvater :))
-Fix: Buy Vehicle GUI now shows HPs bigger than 32000 correctly
- Replaced "WP(w,replaceveh_d).line_height" with
"w->resize.step_height" since they needed to be the same anyway
- Cleaned the code a litte for readability (like correct tabbing)
- Added company color to replace vehicle windows to make them look like
the rest of the vehicle windows and made the caption text white (also to
fit the standard)
--This line, and those below, will be ignored--
M vehicle_gui.c
M lang/english.txt
M window.h
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()
- Networking
- File selector issue
- Keyboard input
- Dedicated server console issue (use dedicated.cmd to open a server)
- Plus many other minor issues
-Feature: With the sticky windows on and some unfortunate resizing of your game it the 'close' button might go outside of the playing field, making it impossible to close. Added an option to the Options menu that closes all windows, even if they are stickified ("Close ALL windows")
to Start Server, you can select by connection: 'Internet (advertise)'.
When selected, the server will announce itself to the server-list at
http://servers.openttd.org (when finished)
They joined, they got the map, but it took some time before the new
player was created. In this time a player could do stuff, causing a
player-id-mismatch, and the player was kicked out. Now a player get's a
nice GUI which says: registering.. When that is gone, the player is
joined and can play safely. Tnx to Moriarty for bugging me with this bug ;)
- Landscaping buttons have to be accessed from the landscaping toolbar
- Landscaping toolbar can be opened from all other toolbars
- The order of buttons in the docks toolbar now matches the other toolbars
- Landscaping toolbar has new keyboard shortcuts
This adds a little button per vehicle class to the station window which opens a list of all vehicles that have this station on their schedule.
As side effect this gets rid of some global variables.
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!
It has proper support for the euro sign and includes letters which are needed by the Latvian translation (and perhaps others), though the letter sprites are missing.
This especially enables houses to accept passengers, mail, goods AND food.
Add string templates for up to 5 cargo types for the tile info window. If more are needed just add them.
Simplify (de-uglify) the logic for cargo acceptence for houses and split the goods/food table into two. The acceptance is unmodified, but accepting goods AND food is now trivially possible. The exact amounts have to be decided.
This is based on Celestar's changes in the map branch plus some further bits that will be merged there soon.
-Fix: Graphs now accomodate 64bit numbers (so the company value graph doesn't plummet into -... if value is too big)
-Strgen: added CURRCOMPACT64 for this, and 64bit versions of several macros.
-Fix: Sorter icon pointing down 'v' sorts in every window lowest value first, '^' highest value first
-CodeChange: move Dropdownlist from settings_gui.c to widget.c. More in place there.
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