There are two fundamental issues with autosave:
- When fast-forwarding, it saves way too often
- When paused, it never saves
Both makes no sense. Autosaves are meant to prevent you from
accidentally losing your work. The emphasis on "your" work.
To solve both issues, the autosave now works on real time. You
can select every 10 / 30 / 60 / 120 minutes, which are similar to
what the setting was in game-months.
When you pause, autosaving will stop. Unless you make any change
to the game; then it will continue to make autosaves, even so
the game is paused. Unpausing / pausing resets this mechanism.
The per-AI "start_date" is a lot of custom code, and was rarely
used in the way it was meant.
While at it, also ported this part over to the new timer system.
For bridges, a max speed of 0xFFFF (i.e. no effective limit)
is no longer displayed as a limit in the UI.
A max speed of 0 is also considered unlimited, for similarity to the
roadtype and railtype interface.
* Fix#10363: CargoDist setting helptext shouldn't suggest symmetric distribution for diamonds in subtropic
* Fix: Always capitalize the first word of a sentence, even if a quoted setting name
When you are query several servers at once, it is rather unclear
for which server you got a popup. Instead, show any errors on the
server itself.
This is only true for the query-part. Joining a server still gives
an error popup to tell you about any issue.
Nobody really paid attention to the lobby window, and it completely
missed its purpose. Most people don't even wait for companies to
show up, but just hit "New Company".
This in turn means people create a lot of unneeded companies, while
they "just want to watch the game" or join another company.
Instead, "Join Game" now just joins the game as spectators.
Soon we will make "join game" join the game as spectator first,
so limiting the amount of spectators makes no sense anymore in
that context. Not sure it ever did make sense.
TURN is a last resort, used only if all other methods failed.
TURN is a relay approach to connect client and server together, where
openttd.org (by default) is the middleman.
It is very unlikely either the client or server cannot connect to
the STUN server, as they are both already connected to the Game
Coordinator. But in the odd case it does fail, estabilishing the
connection fails without any further possibility to recover.
This method doesn't require port-forwarding to be used, and works for
most common NAT routers in home setups. But, for sure it doesn't work
for all setups, and not everyone will be able to use this.
In this mode you do register to the Game Coordinator, but your
server will not show up in the public server listing. You can give
your friends the invite code of the server with which they can
join.
This removes the need to know a server IP to join it. Invite codes
are small (~7 characters) indentifiers for servers, which can be
exchanged with other players to join the servers.
This means that pressing Refresh button and adding servers manually
now uses TCP.
The master-server and initial scan are still UDP as they will be
replaced by Game Coordinator; no need to change this now.
If we query a server that is too old, show a proper warning to the
user informing him the server is too old.
The GUI now more clearly shows some basic information about the
server you joined, your client name (and the ability to change it),
and what players are in which company.
It also contains useful buttons to press to join companies, chat
with other people, and for admins to kick/ban people.
Additionally, renamed "advertised" to "visibility"; this has to
do with future additions, but also because it is more clear in
wording.
The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:
- the client also sends his "language" to the server, but nothing
is doing anything with this.
- flags are a bad way to represent languages, and over the years
we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
servername with the language it is about. This is a much more
efficient way to do the same.
All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
Vsync should be off by default, as for most players it will be
better to play without vsync. Exception exist, mainly people who
play in fullscreen mode.