- Fix: NewGRF support for vehicle variable 48 (r8943)
- Fix: crash on loading savegames with GRFs that do not have their GRF info/name set (r8955)
- Fix: reinitialize all engines after grf files have been reloaded/changed (r8976)
- Fix: do not select a disabled platform length/number of track count when going out of drag-drop mode (r8999)
- Fix: play the correct engine sound based on the engine type instead of the sprite (r9009)
- Crash when an old savegame had buoys on the northern edge of the map (r8689)
- It was possible to take over buoys by building a station next to them (r8794)
- Adhere order types for ship order insertion to determine destination type (r8802)
- Do not show the 'edit sign' window for spectators (r8808)
- Bool (uint32 in PPC) was written to as a uint8 (r8684)
- Fix a problem where loading times for overhanging trains are miscomputed (r8709)
- Load newer TTDP games (update coastal tiles) (r8738)
- Cloning unaware of articulated locomotives that could refit without refitting the front unit (r8777)
- Load station rectangle for all savegames, not only after version 27 (r8828)
-Codechange: Be more strict about language generation and fail any languages not having the mandatory ##name, ##ownname and ##isocode pragma's.
-Fix: return value from clamp was ignored
-Codechange: Increase the size of the sound/video/music-drivers to 32 bytes (instead of 16) so their actual parameters can be passed. Sound has for example 'bufsize' and 'hz'.
-Fix/Feature: requery gameservers that did not respond to their first query.
-Regression (r7278): Help window was empty for UNICODE builds
-Fix (r8013): Put the output of -h to stdout and not to stderr (through ShowInfo)
-Fix: use ShowInfo over fprintf(stderr, as Windows doesn't always have a stderr visible/available
- (FS#551) roadstop->num_vehicles was wrong for old savegames loaded for MP (r8137)
- v->leave_depot_instantly was not always reset correctly (r8147)
- moving cargo during auto replaces did not update the cached vehicle weight for trains properly (r8157)
*NOTE* This fixes several desync issues. Big props to Rubidium for finding, debugging
and fixing them!
- Show the activated status of the GRF after pressing apply in window (r8094)
- Add the ability to load savegames without matching grf's.
*NOTE*: currently this feature is different from trunk in behaviour as it does NOT
allow you to load savegames with MISSING grfs only compatible (matching GRFID, non-
matching MD5SUM).
- The station list does now remember the sort settings (r8065)
- Uninitializing windows calls WE_DESTROY to free dynamic memory used (r8101, r8119)
- (FS#538) Findfirstbit returns first bit (bouys now numbered 1..9) (r8123)
- FS#54) Combat helicopter shoots from right position, (r8140)
- Submarine disaster did not move around (r8158)
- No new company could join if 8 clients were connected in less than 8 companies (r7560).
- [FS#431] internal and visible settings of autorenew could go out of sync (r8561).
- Server told clients to start syncing from a bad position, causing asserts/crashes (r7566).
This is only possible in SP (or in the intro menu). During game play you will
get a confirmation window when applying the changes as some actions can crash
OpenTTD and/or make your current game unplayable.
wrongly set to 0. In theory this allowed a dedicated server to also play. I see no
history for this bug, but it has been there since the introduction of the dedicated
server probably. Thanks peter1138 for bringing it to my attention and thanks myself
for rewriting the code so this bug could surface ;p
correctly handle this ci->client_playas - 1 was used all over the code making
it pretty confusing at times. Use proper one-on-one values now. Special handling
is only needed for user-output to not to confuse users.
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel
It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again
This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit"
Control click "Refit" removes the refit part of the order (as the tooltip says)
The player will still pay the normal refit costs
Known issues:
If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity
Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between
Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that
the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well.
This is something to look into in the future
To do this, the player struct contains an array, that contains the count of each engine type that the player owns
Those arrays are updated each time a vehicle is build or deleted and is calculated on load (it's not saved)
It's possible to access the arrays outside of the autoreplace GUI, so feel free to read from them in other patches as well
This means that in the intro menu the 'Quit' button immediatelly quits
and the 'Quit' in the menu of the normal game and scenario editor
immediatelly quits when the 'autosave_on_exit' patch is turned on.
This is the same way as the OS/window manager initiated quits, like
alt-F4 and the 'x' in the (OS/window manager drawn) title bar of OTTD.