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36 Commits

Author SHA1 Message Date
Patric Stout
0b340fd376 Update: prepare for stable release (disable assert) 2019-04-01 19:26:10 +02:00
Patric Stout
05b3467021 Update: Changelog for 1.9.0 and prepare for release 2019-04-01 19:26:10 +02:00
Patric Stout
88f2084646 Update: translations backported from master 2019-04-01 19:26:10 +02:00
Patric Stout
1303aba5ea Update: translations backported from master 2019-03-30 10:55:29 +01:00
124650c554 Fix #7411: Use industry production callback (if used) on initial industry cargo generation. (#7412) 2019-03-30 10:55:29 +01:00
Ingo von Borstel
685af3629e Add: Titlegame for 1.9 branch. Savegame by JGR (#7443) 2019-03-30 10:21:08 +01:00
Patric Stout
9ae1726eed Update: Changelog for 1.9.0-RC2 and prepare for release 2019-03-24 17:16:15 +01:00
Patric Stout
3f0268b4b3 Update: translations backported from master 2019-03-24 17:16:15 +01:00
Patric Stout
cf7a1fc8c6 Revert: "Change: Allow AI companies to start immediately."
This reverts commit 011257dc88.

This commit was not working properly. Attempts are made to fix it,
but so close to 1.9, it sounds a lot better to revert it from the
1.9 branch, and keep developing it further in 1.10.
2019-03-24 17:16:15 +01:00
Patric Stout
7a9782e6f4 Revert: "Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed."
This reverts commit b1e40b6b56.

This is a fix for a patch that will be reverted in the next commit.
2019-03-24 17:16:15 +01:00
6a1f217d30 Fix #7400: Water class for tree tiles was not converted for old saves preventing industry creation.
As the information is always available from the tree ground type, unconditionally
update the map array for tree tiles.
2019-03-24 17:16:15 +01:00
174b0da90f Fix: Filtered file list did not scroll properly. (#7402) 2019-03-24 15:24:21 +01:00
Patric Stout
a2c4f9314d Update: translations backported from master 2019-03-24 15:24:21 +01:00
Patric Stout
652289972e Codechange: fix Intel C++ Compiler linking issues.
GetAircraftFlightLevel<Aircraft> is only used in static functions
inside aircraft_cmd.cpp. With GCC, Clang and MSVC this is not an
issue, but on ICC fails linking, because it doesn't find this
version of this template. Possibly these two pieces of information
are linked.
Explicit defining the function fixes the issue.
2019-03-24 15:24:21 +01:00
Patric Stout
0a5b3b955c Fix: [AzurePipelines] vcpkg is now preinstalled on Windows images
So instead of integrating our own, we only copy our precompiled
binaries into the right folder.
2019-03-24 15:24:21 +01:00
79d2acff24 Fix 4da83d2f66: Remove measurement tooltips when completed. 2019-03-24 15:24:21 +01:00
Michael Lutz
e3a082ce7c Fix #7391, 9b99b95: Don't invalidate go to depot orders of non-aircraft when invalidating hangar orders that happen to share IDs.
This was caused because hangars are referred to by station ID, which is not unique with respect to depot IDs.
2019-03-24 15:24:21 +01:00
213c490e73 Fix #7384: Industry Chain tooltips did not display on right-click.
This is fixed by handling the new Window::OnTooltip() event instead of OnHover()
2019-03-24 15:24:21 +01:00
4e17e2bc6e Codechange: Implement OnTooltip event for custom window tooltips.
This avoids windows from needing to know or care about tooltip delay settings.
2019-03-24 15:24:21 +01:00
56a69f1de7 Fix #7386: Measurement tooltip for tunnels, aqueducts & docks did not display or flickered.
Measurement tooltip was auto-closed as the hover/right-click test for tooltips was not
satisfied in this case. This is fixed by keeping the tooltip visible and instead explicitly
closing the tooltip when the PlaceObject is cancelled/completed.
2019-03-24 15:24:21 +01:00
64726d5213 Fix: Bounds check NewGRF feature. 2019-03-24 15:24:21 +01:00
712936745a Codechange: NewGRF features are documented in hex, so display as hex. 2019-03-24 15:24:21 +01:00
stormcone
2fb4575f5f Fix f58fa80e: Wrong company performance rating when money exceeds INT_MAX. (#7382)
Company performance rating calculation does not take into account the companies' money when those exceeds INT_MAX.
2019-03-24 15:24:21 +01:00
Jonathan G Rennison
5e9d39e8bc Change: Include _current_company in crashlog AI config line
_current_company is not currently logged anywhere in the crashlog.
_local_company is logged, despite being much less useful than
_current_company.
This change logs _current_company alongside _local_company.
2019-03-24 15:24:21 +01:00
490d6ad51f Cleanup: Update changed string in language files. 2019-03-24 15:24:21 +01:00
38e93182c5 Fix e66cec8f86: Permit loading of industry production callback with invalid cargo type.
It is only an error if the invalid result is actually used. This will be silently ignored at the moment.
It is still an error if a duplicate cargo type is returned.
2019-03-24 15:24:21 +01:00
glx
3a97b541af Fix: [AzurePipelines] run commit checker only for PRs 2019-03-24 15:24:21 +01:00
nikolas
80dd397ce4 Fix: spelling for a few real town names (#7338)
Added special characters to mostly Slovak towns, a few Spanish, and one Turkish.
2019-03-24 15:24:21 +01:00
47596d3eda Fix: Runway too short for large aircraft message should not depend on plane crashes setting. (#7325) 2019-03-24 15:24:21 +01:00
glx22
f7f1efc84f Fix: [AzurePipelines] Run commit checker only for PRs and pass it the target branch (#7356) 2019-03-10 13:44:45 +01:00
glx
383e2d1082 Fix e4cc06f67: [AzurePipelines] rebase only for PRs 2019-03-10 13:44:45 +01:00
glx
aefe44e67e Fix: [AzurePipelines] don't assume master as target branch when rebasing PRs 2019-03-10 13:44:45 +01:00
glx22
1de8e1b801 Fix 13962a847, 00d28a500: forgotten squirrel_export run (#7345) 2019-03-10 13:44:45 +01:00
54c5bac8f7 Fix #7334: Ship lost after crossing bridge due to path cache not being consumed while on final bridge end. 2019-03-10 13:44:45 +01:00
SamuXarick
948de16255 Cleanup: Remove repeated network error message on connection timeout. (#7327) 2019-03-10 13:44:45 +01:00
Patric Stout
88c5122b39 Update: Changelog for 1.9.0-RC1 and prepare for release 2019-03-03 20:53:40 +01:00
1451 changed files with 27176 additions and 33086 deletions

View File

@@ -1,15 +1,13 @@
notifications:
global:
push:
irc:
- openttd
- openttd.notice
push:
only:
- master
only-by:
- DorpsGek
commit-comment:
pull-request:
irc:
- openttd
- openttd.notice
issue:
tag-created:
irc:
- openttd
- openttd.notice

1
.github/FUNDING.yml vendored
View File

@@ -1 +0,0 @@
custom: https://www.openttd.org/donate.html

View File

@@ -1,45 +0,0 @@
name: Commit checker
on:
pull_request:
jobs:
commit-checker:
name: Commit checker
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v2
with:
fetch-depth: 4
- name: Get pull-request commits
run: |
set -x
# actions/checkout did a merge checkout of the pull-request. As such, the first
# commit is the merge commit. This means that on HEAD^ is the base branch, and
# on HEAD^2 are the commits from the pull-request. We now check if those trees
# have a common parent. If not, we fetch a few more commits till we do. In result,
# the log between HEAD^ and HEAD^2 will be the commits in the pull-request.
DEPTH=4
while [ -z "$(git merge-base HEAD^ HEAD^2)" ]; do
git -c protocol.version=2 fetch --no-tags --prune --progress --no-recurse-submodules --deepen=${DEPTH} origin HEAD
DEPTH=$(( ${DEPTH} * 4 ))
done
# Just to show which commits we are going to evaluate.
git log --oneline HEAD^..HEAD^2
- name: Checkout commit-checker
uses: actions/checkout@v2
with:
repository: OpenTTD/OpenTTD-git-hooks
path: git-hooks
ref: master
- name: Check commits
run: |
set -x
HOOKS_DIR=./git-hooks/hooks GIT_DIR=.git ./git-hooks/hooks/check-commits.sh HEAD^..HEAD^2
echo "Commit checks passed"

3
.gitignore vendored
View File

@@ -13,9 +13,6 @@ bin/baseset/*
!bin/baseset/no_sound.obs
!bin/baseset/no_music.obm
!bin/baseset/orig_*.obm
!bin/game
bin/game/*
!bin/game/compat*.nut
!bin/scripts
bin/scripts/*
!bin/scripts/*.example

View File

@@ -1,141 +0,0 @@
# Compiling OpenTTD
## Required/optional libraries
The following libraries are used by OpenTTD for:
- zlib: (de)compressing of old (0.3.0-1.0.5) savegames, content downloads,
heightmaps
- liblzo2: (de)compressing of old (pre 0.3.0) savegames
- liblzma: (de)compressing of savegames (1.1.0 and later)
- libpng: making screenshots and loading heightmaps
- libfreetype: loading generic fonts and rendering them
- libfontconfig: searching for fonts, resolving font names to actual fonts
- libicu: handling of right-to-left scripts (e.g. Arabic and Persian) and
natural sorting of strings (Linux only)
- libSDL2: hardware access (video, sound, mouse) (not required for Windows or macOS)
OpenTTD does not require any of the libraries to be present, but without
liblzma you cannot open most recent savegames and without zlib you cannot
open most older savegames or use the content downloading system.
Without libSDL/liballegro on non-Windows and non-macOS machines you have
no graphical user interface; you would be building a dedicated server.
## Windows:
You need Microsoft Visual Studio 2015 Update 3 or newer.
You can download the free Visual Studio Community Edition from Microsoft at
https://visualstudio.microsoft.com/vs/community/.
OpenTTD needs the Platform SDK, if it isn't installed already. This can be
done during installing Visual Studio, by selecting
`Visual C++ MFC for x86 and x64` (and possibly
`Visual C++ ATL for x86 and x64` depending on your version). If not, you
can get download it as [MS Windows Platform SDK](https://developer.microsoft.com/en-US/windows/downloads/windows-10-sdk).
Install the SDK by following the instructions as given.
Dependencies for OpenTTD on Windows are handled via
[vcpkg](https://github.com/Microsoft/vcpkg/). First you need to install vcpkg
by following the `Quick Start` instructions of their
[README](https://github.com/Microsoft/vcpkg/blob/master/README.md).
After this, you can install the dependencies OpenTTD needs. We advise to use
the `static` versions, and OpenTTD currently needs the following dependencies:
- liblzma
- libpng
- lzo
- zlib
To install both the x64 (64bit) and x86 (32bit) variants (though only one is necessary), you can use:
```ps
.\vcpkg install liblzma:x64-windows-static libpng:x64-windows-static lzo:x64-windows-static zlib:x64-windows-static
.\vcpkg install liblzma:x86-windows-static libpng:x86-windows-static lzo:x86-windows-static zlib:x86-windows-static
```
Open the relevant project file and it should build automatically.
- VS 2015: projects/openttd_vs140.sln
- VS 2017: projects/openttd_vs141.sln
- VS 2019: projects/openttd_vs142.sln
Set the build mode to `Release` in
`Build > Configuration manager > Active solution configuration`.
You can now compile.
If everything works well the binary should be in `objs\Win[32|64]\Release\openttd.exe`
and in `bin\openttd.exe`
The OpenTTD wiki may provide additional help with [compiling for Windows](https://wiki.openttd.org/Compiling_on_Windows_using_Microsoft_Visual_C%2B%2B_2015).
You can also build OpenTTD with MSYS2/MinGW-w64 or Cygwin/MinGW using the Makefile. The OpenTTD wiki may provide additional help with [MSYS2](https://wiki.openttd.org/Compiling_on_Windows_using_MSYS2)
## Linux, Unix, Solaris:
OpenTTD can be built with GNU '`make`'. On non-GNU systems it is called '`gmake`'.
However, for the first build one has to do a '`./configure`' first.
The OpenTTD wiki may provide additional help with:
- [compiling for Linux and *BSD](https://wiki.openttd.org/Compiling_on_%28GNU/%29Linux_and_*BSD)
- [compiling for Solaris](https://wiki.openttd.org/Compiling_on_Solaris)
## macOS:
Use '`make`' or Xcode (which will then call make for you)
This will give you a binary for your CPU type (PPC/Intel)
However, for the first build one has to do a '`./configure`' first.
To make a universal binary type '`./configure --enable-universal`'
instead of '`./configure`'.
The OpenTTD wiki may provide additional help with [compiling for macOS](https://wiki.openttd.org/Compiling_on_Mac_OS_X).
## Haiku:
Use '`make`', but do a '`./configure`' before the first build.
The OpenTTD wiki may provide additional help with [compiling for Haiku](https://wiki.openttd.org/Compiling_on_Haiku).
## OS/2:
A comprehensive GNU build environment is required to build the OS/2 version.
The OpenTTD wiki may provide additional help with [compiling for OS/2](https://wiki.openttd.org/Compiling_on_OS/2).
## Supported compilers
The following compilers are tested with and known to compile OpenTTD:
- Microsoft Visual C++ (MSVC) 2015, 2017 and 2019.
- GNU Compiler Collection (GCC) 4.8 - 9.
- Clang/LLVM 3.9 - 8
The following compilers are known not to compile OpenTTD:
In general, this is because these old versions do not (fully) support modern
C++11 language features.
- Microsoft Visual C++ (MSVC) 2013 and earlier.
- GNU Compiler Collection (GCC) 4.7 and earlier.
- Clang/LLVM 3.8 and earlier.
If any of these, or any other, compilers can compile OpenTTD, let us know.
Pull requests to support more compilers are welcome.
## Compilation of base sets
To recompile the extra graphics needed to play with the original Transport
Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
GRFCodec can be found at https://www.openttd.org/download-grfcodec.
The compilation of these extra graphics does generally not happen, unless
you remove the graphics file using '`make maintainer-clean`'.
Re-compilation of the base sets, thus also use of '`--maintainer-clean`' can
leave the repository in a modified state as different grfcodec versions can
cause binary differences in the resulting grf. Also translations might have
been added for the base sets which are not yet included in the base set
information files. Use the configure option '`--without-grfcodec`' to avoid
modification of the base set files by the build process.

View File

@@ -5,26 +5,21 @@ Looking to contribute something to OpenTTD? **Here's how you can help.**
Please take a moment to review this document in order to make the contribution process easy and effective for everyone involved.
Following these guidelines helps to communicate that you respect the time of the developers managing and developing this open source project.
In return, they should reciprocate that respect in addressing your issue or assessing patches and features.
Following these guidelines helps to communicate that you respect the time of the developers managing and developing this open source project. In return, they should reciprocate that respect in addressing your issue or assessing patches and features.
## Using the issue tracker
The [issue tracker](https://github.com/OpenTTD/OpenTTD/issues) is the preferred channel for [bug reports](#bug-reports), but please respect the following restrictions:
* Please **do not** use the issue tracker for help playing or using OpenTTD.
Please try [irc](https://wiki.openttd.org/IRC_channel), or the [forums](https://www.tt-forums.net/)
* Please **do not** use the issue tracker for help playing or using OpenTTD. Please try [irc](https://wiki.openttd.org/IRC_channel), or the [forums](https://www.tt-forums.net/)
* Please **do not** derail or troll issues. Keep the discussion on topic and respect the opinions of others.
* Please **do not** post comments consisting solely of "+1" or ":thumbsup:".
Use [GitHub's "reactions" feature](https://github.com/blog/2119-add-reactions-to-pull-requests-issues-and-comments) instead.
We reserve the right to delete comments which violate this rule.
* Please **do not** open issues or pull requests regarding add-on content in NewGRF, GameScripts, AIs, etc.
These are created by third-parties. Please try [irc](https://wiki.openttd.org/IRC_channel) or the [forums](https://www.tt-forums.net/) to discuss these.
Use [GitHub's "reactions" feature](https://github.com/blog/2119-add-reactions-to-pull-requests-issues-and-comments) instead. We reserve the right to delete comments which violate this rule.
* Please **do not** open issues or pull requests regarding add-on content in NewGRF, GameScripts, AIs, etc. These are created by third-parties. Please try [irc](https://wiki.openttd.org/IRC_channel) or the [forums](https://www.tt-forums.net/) to discuss these.
## Bug reports
@@ -74,15 +69,13 @@ Example:
> causing the bug, and potential solutions (and your opinions on their
> merits).
## Feature requests
Before opening a feature request, please take a moment to find out whether your idea fits with the [scope and goals](./CONTRIBUTING.md#project-goals) of the project.
Before opening a feature request, please take a moment to find out whether your idea fits with the scope and aims of the project.
It's up to *you* to make a strong case to convince the project's developers of the merits of this feature.
Please provide as much detail and context as possible.
This means don't request for a solution, but describe the problem you see and how/why you think it should be fixed.
Please provide as much detail and context as possible. This means don't request for a solution, but describe the problem you see and how/why you think it should be fixed.
For feature request we have a strict policy.
@@ -95,18 +88,14 @@ Many of those ideas etc do have a place on the [forums](https://www.tt-forums.ne
It's usually best discuss in [irc](https://wiki.openttd.org/IRC_channel) before opening a feature request or working on a large feature in a fork.
Discussion in irc can take time, but it can be productive and avoid disappointment :)
## Pull requests
Good pull requests—patches, improvements, new features—are a fantastic help.
They should remain focused in scope and avoid containing unrelated commits.
Pull requests should fit with the [goals of the project](./CONTRIBUTING.md#project-goals).
**Please ask first** before embarking on any significant pull request (e.g. implementing features, refactoring code, porting to a different language), otherwise you risk spending a lot of time working on something that the project's developers might not want to merge into the project.
**Please do ask first** before embarking on any significant pull request (e.g. implementing features, refactoring code, porting to a different language), otherwise you risk spending a lot of time working on something that the project's developers might not want to merge into the project.
Every pull request should have a clear scope, with no unrelated commits.
[Code style](https://wiki.openttd.org/Coding_style) must be complied with for pull requests to be accepted; this also includes [commit message format](https://wiki.openttd.org/Coding_style#Commit_message).
Please adhere to the [coding guidelines](#code-guidelines) used throughout the project (indentation, accurate comments, etc.) and any other requirements (such as test coverage).
Adhering to the following process is the best way to get your work included in the project:
@@ -158,8 +147,17 @@ git push
7. [Open a Pull Request](https://help.github.com/articles/using-pull-requests/) with a clear title and description against the `master` branch.
**IMPORTANT**: By submitting a pull request or patch, you agree to the [License](#license) and the [Privacy Notice](CONTRIBUTING.md#privacy-notice).
**IMPORTANT**: By submitting a patch, you agree to the [License](#license).
### Privacy Notice
We would like to make you aware that contributing to OpenTTD via git will permanently store the name and email address you provide as well as the actual changes and the time and date you made it inside git's version history.
This is inevitable, because it is a main feature of git. If you are concerned about your privacy, we strongly recommend to use "Anonymous &lt;anonymous@openttd.org&gt;" as the git commit author. We might refuse anonymous contributions if malicious intent is suspected.
Please note that the contributor identity, once given, is used for copyright verification and to provide proof should a malicious commit be made. As such, the [EU GDPR](https://www.eugdpr.org/key-changes.html) "right to be forgotten" does not apply, as this is an overriding legitimate interest.
Please also note that your commit is public and as such will potentially be processed by many third-parties. Git's distributed nature makes it impossible to track where exactly your commit, and thus your personal data, will be stored and be processed. If you would not like to accept this risk, please do either commit anonymously or refrain from contributing to the OpenTTD project.
### Pull request validation
@@ -167,99 +165,15 @@ Continuous integration (CI) tools monitor pull requests, and help us identify bu
The results of the CI tests will show on your pull request.
By clicking on Details you can further zoom in; in case of a failure it will show you why it failed.
In case of success it will report how awesome you were.
By clicking on Details you can further zoom in; in case of a failure it will show you why it failed. In case of success it will report how awesome you were.
Tip: [commit message format](https://wiki.openttd.org/Coding_style#Commit_message) is a common reason for pull requests to fail validation.
## Code guidelines
[Code style](https://wiki.openttd.org/Coding_style) must be adhered to for pull requests to be accepted
### Are there any development docs?
There is no single source for OpenTTD development docs. It's a complex project with a long history, and multiple APIs.
A good entry point is [Development](https://wiki.openttd.org/Development) on the OpenTTD wiki; this provides links to wiki documentation and other sources.
The GitHub repo also includes some non-comprehensive documentation in [/docs](./docs).
You may also want the guide to [compiling OpenTTD](./COMPILING.md).
## Project goals
### What are the goals of the official branch?
The main goals of the official branch are:
- Stay faithful to the original gameplay from Transport Tycoon Deluxe
- Improve the user interface
- Allow extending the gameplay with add-ons / mods via supported content APIs
- Provide a (relatively) stable core for both players of the official branch, and for authors of add-ons and maintainers of patchpacks
In contrast, extending or altering the gameplay of the base game is not encouraged.
The rationale behind these goals is that people have different opinions about what OpenTTD is and what it should be.
When it comes to gameplay, there are at least these groups of people:
- *Model railway (mostly singleplayer)*: build "realistic" landscapes, roleplay a world, or even replicate historical scenarios
- *Economical challenge (mostly singleplayer)*: run a business with economical challenges
- *Transport challenge (singleplayer or cooperative multiplayer)*: build efficient track layouts with high cargo throughput and tons of vehicles
- *Competitive speed run (competitive multiplayer)*: maximize some goal in some limited amount of time
When it comes to gameplay features there are at least these groups of interests:
- *Control freak:* micromanagement like conditional orders, refitting and loading etc.
- *Casual:* automatisation like cargodist, path based signalling etc.
To please everyone, the official branch tries to stay close to the original gameplay; after all, that is what everyone brought here.
The preferred method to alter and extent the gameplay is via add-ons like NewGRF and GameScripts.
For a long time, the official branch was also open to features which could be enabled/disabled, but the corner-cases that came with some configurations have rendered some parts of the code very complicated.
Today, new features have to work with all the already existing features, which is not only challenging in corner cases, but also requires spending considerable more work than just "making it work in the game mode that I play".
The preferred method to introduce new gameplay features is to extend the content APIs, supporting ever more add-on content / mods.
This moves conflict-solving away from the codebase to content authors / players.
It is more accepted for add-ons not working together than the base game not working with certain setting combinations.
In general the game should allow anything that doesn't violate basic rules, but it should warn players if they take potentially dangerous or "stupid" actions.
For example, players are not prevented from starting vehicles without orders, but will receive a warning about vehicles having too few orders.
This lack of limitation has led to players challenging themselves to create networks where all vehicles have no orders, increasing gameplay possibilities.
### I do not agree with the goals of the official branch, what can I do instead?
Fork! There is a rich history of experimental patches for OpenTTD.
Many of these will never be accepted for core, but are creative and interesting ways to modify OpenTTD.
Sometimes patches are combined into long-running patchpacks, modified OpenTTD versions which can be downloaded by anyone, or modified OpenTTD clients for dedicated multiplayer servers.
One of the reasons to keep core relatively stable is to make life easier for patch authors and patchpack maintainers where possible.
Patchpack discussions and related topics may be found in community sites such as [TT-Forums development section](https://www.tt-forums.net/viewforum.php?f=33).
## Legal stuff
### License
By contributing your code, you agree to license your contribution under the [GPL v2](https://github.com/OpenTTD/OpenTTD/blob/master/COPYING.md).
### Privacy Notice
We would like to make you aware that contributing to OpenTTD via git will permanently store the name and email address you provide as well as the actual changes and the time and date you made it inside git's version history.
This is inevitable, because it is a main feature of git.
If you are concerned about your privacy, we strongly recommend to use "Anonymous &lt;anonymous@openttd.org&gt;" as the git commit author. We might refuse anonymous contributions if malicious intent is suspected.
Please note that the contributor identity, once given, is used for copyright verification and to provide proof should a malicious commit be made.
As such, the [EU GDPR](https://www.eugdpr.org/key-changes.html) "right to be forgotten" does not apply, as this is an overriding legitimate interest.
Please also note that your commit is public and as such will potentially be processed by many third-parties.
Git's distributed nature makes it impossible to track where exactly your commit, and thus your personal data, will be stored and be processed.
If you would not like to accept this risk, please do either commit anonymously or refrain from contributing to the OpenTTD project.
## License
By contributing your code, you agree to license your contribution under the [GPL v2](https://github.com/OpenTTD/OpenTTD/blob/master/COPYING).
### Attribution of this Contributing Guide

View File

@@ -1,19 +1,18 @@
This is the license which applies to OpenTTD with the exception of some
3rd party modules. See [./README.md](./README.md) for details
3rd party modules. See README.md for details
GNU General Public License
==========================
_Version 2, June 1991_
_Copyright © 1989, 1991 Free Software Foundation, Inc.,_
_51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA_
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
### Preamble
Preamble
The licenses for most software are designed to take away your
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
@@ -23,47 +22,48 @@ using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: **(1)** copyright the software, and
**(2)** offer you this license which gives you legal permission to copy,
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
The precise terms and conditions for copying, distribution and
modification follow.
### TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
**0.** This License applies to any program or other work which contains
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
@@ -80,7 +80,7 @@ is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
**1.** You may copy and distribute verbatim copies of the Program's
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
@@ -91,27 +91,29 @@ along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
**2.** You may modify your copy or copies of the Program or any portion
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
* **a)** You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
* **b)** You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
* **c)** If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
@@ -133,24 +135,26 @@ with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
**3.** You may copy and distribute the Program (or a work based on it,
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
* **a)** Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
* **b)** Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
* **c)** Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
@@ -169,7 +173,7 @@ access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
**4.** You may not copy, modify, sublicense, or distribute the Program
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
@@ -177,7 +181,7 @@ However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
**5.** You are not required to accept this License, since you have not
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
@@ -186,7 +190,7 @@ Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
**6.** Each time you redistribute the Program (or any work based on the
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
@@ -194,7 +198,7 @@ restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
**7.** If, as a consequence of a court judgment or allegation of patent
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
@@ -226,7 +230,7 @@ impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
**8.** If the distribution and/or use of the Program is restricted in
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
@@ -234,7 +238,7 @@ those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
**9.** The Free Software Foundation may publish revised and/or new versions
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
@@ -247,7 +251,7 @@ Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
**10.** If you wish to incorporate parts of the Program into other free
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
@@ -255,9 +259,9 @@ make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
### NO WARRANTY
NO WARRANTY
**11.** BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
@@ -267,7 +271,7 @@ TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
**12.** IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
@@ -277,15 +281,15 @@ YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
END OF TERMS AND CONDITIONS
### How to Apply These Terms to Your New Programs
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
@@ -317,20 +321,20 @@ when it starts in an interactive mode:
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w` and `show c` should show the appropriate
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w` and `show c`; they could even be
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may

View File

@@ -1,60 +0,0 @@
### The OpenTTD team (in alphabetical order):
- Grzegorz Duczyński (adf88) - General coding (since 1.7.2)
- Albert Hofkamp (Alberth) - GUI expert (since 0.7)
- Matthijs Kooijman (blathijs) - Pathfinder-guru, Debian port (since 0.3)
- Ulf Hermann (fonsinchen) - Cargo Distribution (since 1.3)
- Christoph Elsenhans (frosch) - General coding (since 0.6)
- Loïc Guilloux (glx) - Windows Expert (since 0.4.5)
- Charles Pigott (LordAro) - General / Correctness police (since 1.9)
- Michael Lutz (michi_cc) - Path based signals (since 0.7)
- Niels Martin Hansen (nielsm) - Music system, general coding (since 1.9)
- Owen Rudge (orudge) - Forum host, OS/2 port (since 0.1)
- Peter Nelson (peter1138) - Spiritual descendant from newGRF gods (since 0.4.5)
- Ingo von Borstel (planetmaker) - General coding, Support (since 1.1)
- Remko Bijker (Rubidium) - Lead coder and way more (since 0.4.5)
- José Soler (Terkhen) - General coding (since 1.0)
- Leif Linse (Zuu) - AI/Game Script (since 1.2)
### Inactive Developers:
- Jean-François Claeys (Belugas) - GUI, newindustries and more (0.4.5 - 1.0)
- Bjarni Corfitzen (Bjarni) - macOS port, coder and vehicles (0.3 - 0.7)
- Victor Fischer (Celestar) - Programming everywhere you need him to (0.3 - 0.6)
- Jaroslav Mazanec (KUDr) - YAPG (Yet Another Pathfinder God) ;) (0.4.5 - 0.6)
- Jonathan Coome (Maedhros) - High priest of the NewGRF Temple (0.5 - 0.6)
- Attila Bán (MiHaMiX) - WebTranslator 1 and 2 (0.3 - 0.5)
- Zdeněk Sojka (SmatZ) - Bug finder and fixer (0.6 - 1.3)
- Christoph Mallon (Tron) - Programmer, code correctness police (0.3 - 0.5)
- Patric Stout (TrueBrain) - NoProgrammer (0.3 - 1.2), sys op (active)
- Thijs Marinussen (Yexo) - AI Framework, General (0.6 - 1.3)
### Retired Developers:
- Tamás Faragó (Darkvater) - Ex-Lead coder (0.3 - 0.5)
- Dominik Scherer (dominik81) - Lead programmer, GUI expert (0.3 - 0.3)
- Emil Djupfeld (egladil) - macOS port (0.4 - 0.6)
- Simon Sasburg (HackyKid) - Bug fixer (0.4 - 0.4.5)
- Ludvig Strigeus (ludde) - Original author of OpenTTD, main coder (0.1 - 0.3)
- Cian Duffy (MYOB) - BeOS port / manual writing (0.1 - 0.3)
- Petr Baudiš (pasky) - Many patches, newgrf support, etc. (0.3 - 0.3)
- Benedikt Brüggemeier (skidd13) - Bug fixer and code reworker (0.6 - 0.7)
- Serge Paquet (vurlix) - 2nd contributor after ludde (0.1 - 0.3)
### Thanks to:
- Josef Drexler - For his great work on TTDPatch.
- Marcin Grzegorczyk - For his TTDPatch work and documentation of Transport Tycoon Deluxe internals and track foundations
- Stefan Meißner (sign_de) - For his work on the console
- Mike Ragsdale - OpenTTD installer
- Christian Rosentreter (tokai) - MorphOS / AmigaOS port
- Richard Kempton (RichK67) - Additional airports, initial TGP implementation
- Alberto Demichelis - Squirrel scripting language
- L. Peter Deutsch - MD5 implementation
- Michael Blunck - For revolutionizing TTD with awesome graphics
- George - Canal graphics
- Andrew Parkhouse (andythenorth) - River graphics
- David Dallaston (Pikka) - Tram tracks
- All Translators - For their support to make OpenTTD a truly international game
- Bug Reporters - Thanks for all bug reports
- Chris Sawyer - For an amazing game!

View File

@@ -1,3 +1,5 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
@@ -7,8 +9,8 @@
# Project related configuration options
#---------------------------------------------------------------------------
DOXYFILE_ENCODING = UTF-8
PROJECT_NAME = "OpenTTD Source"
PROJECT_NUMBER = $(VERSION)
PROJECT_NAME = OpenTTD
PROJECT_NUMBER =
PROJECT_BRIEF =
PROJECT_LOGO =
OUTPUT_DIRECTORY = docs/source/
@@ -287,15 +289,16 @@ EXPAND_ONLY_PREDEF = YES
SEARCH_INCLUDES = YES
INCLUDE_PATH =
INCLUDE_FILE_PATTERNS =
PREDEFINED = WITH_ZLIB \
PREDEFINED = ENABLE_NETWORK \
WITH_ZLIB \
WITH_LZO \
WITH_LIBLZMA \
WITH_LZMA \
WITH_SDL \
WITH_PNG \
WITH_FONTCONFIG \
WITH_FREETYPE \
WITH_ICU_I18N \
WITH_ICU_LX \
WITH_ICU_SORT \
WITH_ICU_LAYOUT \
UNICODE \
_UNICODE \
_GNU_SOURCE \

View File

@@ -1,3 +1,5 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
@@ -67,10 +69,10 @@ endif
$(Q)cp "$(BIN_DIR)/baseset/opntitle.dat" "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/"*.obm "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/lang/"*.lng "$(LANG_DIR)/"
$(Q)cp "$(ROOT_DIR)/README.md" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/COPYING.md" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/README.md" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/COPYING" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/known-bugs.txt" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/docs/multiplayer.md" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/docs/multiplayer.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/changelog.txt" "$(BUNDLE_DIR)/"
ifdef MAN_DIR
$(Q)mkdir -p "$(BUNDLE_DIR)/man/"
@@ -86,7 +88,13 @@ ifdef MENU_DIR
$(Q)sed s/=openttd/=$(BINARY_NAME)/g "$(BUNDLE_DIR)/media/openttd.desktop" > "$(ROOT_DIR)/media/openttd.desktop.install"
endif
ifeq ($(TTD), openttd.exe)
$(Q)unix2dos "$(BUNDLE_DIR)/docs/"* "$(BUNDLE_DIR)/README.md" "$(BUNDLE_DIR)/COPYING.md" "$(BUNDLE_DIR)/changelog.txt" "$(BUNDLE_DIR)/known-bugs.txt"
$(Q)unix2dos "$(BUNDLE_DIR)/docs/"* "$(BUNDLE_DIR)/README.md" "$(BUNDLE_DIR)/COPYING" "$(BUNDLE_DIR)/changelog.txt" "$(BUNDLE_DIR)/known-bugs.txt"
ifeq ($(OS), DOS)
$(Q)cp "$(ROOT_DIR)/os/dos/cwsdpmi/cwsdpmi.txt" "$(BUNDLE_DIR)/docs/"
ifndef STRIP
$(Q)cp "$(ROOT_DIR)/os/dos/cwsdpmi/cwsdpmi.exe" "$(TTD_DIR)/"
endif
endif
endif
### Packing the current bundle into several compressed file formats ###
@@ -151,7 +159,7 @@ bundle_dmg: bundle
bundle_exe: all
@echo '[BUNDLE] Creating $(BUNDLE_NAME).exe'
$(Q)mkdir -p "$(BUNDLES_DIR)"
$(Q)unix2dos "$(ROOT_DIR)/docs/"* "$(ROOT_DIR)/README.md" "$(ROOT_DIR)/COPYING.md" "$(ROOT_DIR)/changelog.txt" "$(ROOT_DIR)/known-bugs.txt"
$(Q)unix2dos "$(ROOT_DIR)/docs/"*.txt "$(ROOT_DIR)/README.md" "$(ROOT_DIR)/COPYING" "$(ROOT_DIR)/changelog.txt" "$(ROOT_DIR)/known-bugs.txt"
$(Q)cd $(ROOT_DIR)/os/windows/installer && makensis.exe //DVERSION_INCLUDE=version_$(PLATFORM).txt install.nsi
$(Q)mv $(ROOT_DIR)/os/windows/installer/*$(PLATFORM).exe "$(BUNDLES_DIR)/$(BUNDLE_NAME).exe"
@@ -188,7 +196,7 @@ ifndef DO_NOT_INSTALL_CHANGELOG
endif
ifndef DO_NOT_INSTALL_LICENSE
$(Q)install -d "$(INSTALL_DOC_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/COPYING.md" "$(INSTALL_DOC_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/COPYING" "$(INSTALL_DOC_DIR)"
endif
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.32.xpm" "$(INSTALL_ICON_DIR)/${BINARY_NAME}.32.xpm"
ifdef ICON_THEME_DIR

View File

@@ -1,3 +1,5 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,5 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
@@ -48,7 +50,7 @@ RES := $(shell if [ ! -f $(CONFIG_CACHE_SOURCE_LIST) ] || [ -n "`cmp $(CONFIG_CA
all: config.pwd config.cache
ifdef DISTCC
@if [ -z "`echo '$(MFLAGS)' | grep '\-j'`" ]; then echo; echo "WARNING: you enabled distcc support, but you don't seem to be using the -jN parameter"; echo; fi
@if [ -z "`echo '$(MFLAGS)' | grep '\-j'`" ]; then echo; echo "WARNING: you enabled distcc support, but you don't seem to be using the -jN paramter"; echo; fi
endif
@for dir in $(DIRS); do \
$(MAKE) -C $$dir all || exit 1; \

View File

@@ -1,3 +1,5 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,5 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,5 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,5 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
@@ -137,7 +139,7 @@ $(OBJS_CPP:%.o=%.d): %.d: $(SRC_DIR)/%.cpp $(FILE_DEP)
$(OBJS_MM:%.o=%.d): %.d: $(SRC_DIR)/%.mm $(FILE_DEP)
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.mm=%.mm)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -MM $< | sed 's@^$(@F:%.d=%.o):@$@ $(@:%.d=%.o):@' > $@
$(Q)$(CC_HOST) $(CFLAGS) -MM $< | sed 's@^$(@F:%.d=%.o):@$@ $(@:%.d=%.o):@' > $@
$(OBJS_RC:%.o=%.d): %.d: $(SRC_DIR)/%.rc $(FILE_DEP)
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.rc=%.rc)'
@@ -247,7 +249,7 @@ $(filter %sse4.o, $(OBJS_CPP)): %.o: $(SRC_DIR)/%.cpp $(DEP_MASK) $(FILE_DEP)
$(OBJS_MM): %.o: $(SRC_DIR)/%.mm $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.mm=%.mm)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -c -o $@ $<
$(Q)$(CC_HOST) $(CFLAGS) -c -o $@ $<
$(OBJS_RC): %.o: $(SRC_DIR)/%.rc $(FILE_DEP)
$(E) '$(STAGE) Compiling resource $(<:$(SRC_DIR)/%.rc=%.rc)'
@@ -268,6 +270,10 @@ $(TTD): $(OBJS) $(CONFIG_CACHE_LINKER)
ifdef STRIP
$(Q)$(STRIP) $@
endif
ifeq ($(OS), DOS)
$(E) '$(STAGE) Adding CWSDPMI stub to $@'
$(Q)$(ROOT_DIR)/os/dos/make_dos_binary_selfcontained.sh $(SRC_OBJS_DIR)/$@
endif
# Revision files

834
README.md
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@@ -3,78 +3,211 @@
## Table of contents
- 1.0) [About](#10-about)
- 1.1) [Downloading OpenTTD](#11-downloading-openttd)
- 1.2) [OpenTTD gameplay manual](#12-openttd-gameplay-manual)
- 1.3) [Supported platforms](#13-supported-platforms)
- 1.4) [Installing and running OpenTTD](#14-installing-and-running-openttd)
- 1.5) [Add-on content / mods](#15-add-on-content--mods)
- 1.6) [OpenTTD directories](#16-openttd-directories)
- 1.7) [Compiling OpenTTD](#17-compiling-openttd)
- 2.0) [Contact and community](#20-contact-and-community)
- 2.1) [Contributing to OpenTTD](#21-contributing-to-openttd)
- 2.2) [Reporting bugs](#22-reporting-bugs)
- 2.3) [Translating](#23-translating)
- 3.0) [Licensing](#30-licensing)
- 4.0) [Credits](#40-credits)
- 2.0) [Contacting](#20-contacting)
- 2.1) [Reporting bugs](#21-reporting-bugs)
- 2.2) [Reporting desyncs](#22-reporting-desyncs)
- 3.0) [Supported platforms](#30-supported-platforms)
- 4.0) [Installing and running OpenTTD](#40-installing-and-running-openttd)
- 4.1) [(Required) 3rd party files](#41-required-3rd-party-files)
- 4.2) [OpenTTD directories](#42-openttd-directories)
- 4.3) [Portable installations (portable media)](#43-portable-installations-portable-media)
- 4.4) [Files in tar (archives)](#44-files-in-tar-archives)
- 5.0) [OpenTTD features](#50-openttd-features)
- 5.1) [Logging of potentially dangerous actions](#51-logging-of-potentially-dangerous-actions)
- 5.2) [Frame rate and performance metrics](#52-frame-rate-and-performance-metrics)
- 6.0) [Configuration file](#60-configuration-file)
- 7.0) [Compiling](#70-compiling)
- 7.1) [Required/optional libraries](#71-requiredoptional-libraries)
- 7.2) [Supported compilers](#72-supported-compilers)
- 7.3) [Compilation of base sets](#73-compilation-of-base-sets)
- 8.0) [Translating](#80-translating)
- 8.1) [Translation](#81-translation)
- 8.2) [Previewing](#82-previewing)
- 9.0) [Troubleshooting](#90-troubleshooting)
- 10.0) [Licensing](#100-licensing)
- X.X) [Credits](#xx-credits)
## 1.0) About
OpenTTD is a transport simulation game based upon the popular game Transport Tycoon Deluxe, written by Chris Sawyer.
It attempts to mimic the original game as closely as possible while extending it with new features.
OpenTTD is a transport simulation game based upon the popular game Transport
Tycoon Deluxe, written by Chris Sawyer. It attempts to mimic the original
game as closely as possible while extending it with new features.
OpenTTD is licensed under the GNU General Public License version 2.0, but includes some 3rd party software under different licenses.
See the section ["Licensing"](#30-licensing) below for details.
OpenTTD is licensed under the GNU General Public License version 2.0,
but includes some 3rd party software under different licenses. See the
section "Licensing" below for details.
## 1.1) Downloading OpenTTD
## 2.0) Contacting
OpenTTD can be downloaded from the [official OpenTTD website](https://www.openttd.org/).
The easiest way to contact the OpenTTD team is by submitting bug reports or
posting comments in our forums. You can also chat with us on IRC (#openttd
on irc.oftc.net).
Both 'stable' and 'nightly' versions are available for download:
The OpenTTD homepage is https://www.openttd.org.
- most people should choose the 'stable' version, as this has been more extensively tested
- the 'nightly' version includes the latest changes and features, but may sometimes be less reliable
You can also find the OpenTTD forums at
[https://www.tt-forums.net](https://www.tt-forums.net/viewforum.php?f=55).
On some platforms OpenTTD will also be available via your OS package manager or a similar service.
### 2.1) Reporting bugs
First of all, check whether the bug is not already known. Do this by looking
through the file called 'known-bugs.txt' which is distributed with OpenTTD
like this readme.
## 1.2) OpenTTD gameplay manual
For tracking our bugs we are using GitHub's issue tracker. You can find
the tracker at https://github.com/OpenTTD/OpenTTD/issues. Before actually
reporting take a look through the already reported bugs there to see if
the bug is already known. The 'known-bugs.txt' file might be a bit outdated
at the moment you are reading it as only bugs known before the release
are documented there. Also look through the recently closed bugs.
OpenTTD has a [community-maintained wiki](https://wiki.openttd.org/), including a gameplay manual and tips.
When you are sure it is not already reported you should:
- Make sure you are running a recent version, i.e. run the latest stable or
nightly based on where you found the bug.
- Make sure you are not running a non-official binary, like a patch pack.
When you are playing with a patch pack you should report any bugs to the
forum thread related to that patch pack.
- Make it reproducible for the developers. In other words, create a savegame
in which you can reproduce the issue once loaded. It is very useful to give
us the crash.dmp, crash.sav, crash.log and crash screenshot which are
created on crashes.
- Check whether the bug is already reported on our bug tracker. This includes
searching for recently closed bug reports as the bug might already be fixed.
## 1.3) Supported platforms
After you have done all that you can report the bug. Please include the
following information in your bug report:
OpenTTD has been ported to several platforms and operating systems.
- OpenTTD version (PLEASE test the latest Git revision/nightly build)
- Bug details, including instructions how to reproduce it
- Platform (Windows, Linux, FreeBSD, …) and compiler (including version) if
you compiled OpenTTD yourself.
- The processor architecture of your OS (32-bit Windows, 64-bit Windows,
Linux on an ARM, Mac OS X on a PowerPC, etc.)
- Attach a saved game **and** a screenshot if possible
- If this bug only occurred recently please note the last version without
the bug and the first version including the bug. That way we can fix it
quicker by looking at the changes made.
- Attach crash.dmp, crash.log and crash.sav. These files are usually created
next to your openttd.cfg. The crash handler will tell you the location.
The currently working platforms are:
### 2.2) Reporting desyncs
As desyncs are hard to make reproducible OpenTTD has the ability to log all
actions done by clients so we can replay the whole game in an effort to make
desyncs better reproducible. You need to turn this ability on. When turned
on an automatic savegame will be made once the map has been constructed in
the 'save/autosave' directory, see OpenTTD directories to know where to find
this directory. Furthermore the log file 'commands-out.log' will be created
and all actions will be written to there.
To enable the desync debugging you need to set the debug level for 'desync'
to at least 1. You do this by starting OpenTTD with '`-d desync=<level>`' as
parameter or by typing '`debug_level desync=<level>`' in OpenTTD's internal
console.
The desync debug levels are:
- 0: nothing.
- 1: dumping of commands to 'commands-out.log'.
- 2: same as 1 plus checking vehicle caches and dumping that too.
- 3: same as 2 plus monthly saves in autosave.
- 4 and higher: same as 3
Restarting OpenTTD will overwrite 'commands-out.log'. OpenTTD will not remove
the savegames (dmp_cmds_*.sav) made by the desync debugging system, so you
have to occasionally remove them yourself!
The naming format of the desync savegames is as follows:
dmp_cmds_XXXXXXXX_YYYYYYYY.sav. The XXXXXXXX is the hexadecimal representation
of the generation seed of the game and YYYYYYYY is the hexadecimal
representation of the date of the game. This sorts the savegames by game and
then by date making it easier to find the right savegames.
When a desync has occurred with the desync debugging turned on you should file
a bug report with the following files attached:
- commands-out.log as it contains all the commands that were done
- the last saved savegame (search for the last line beginning with
'save: dmp_cmds_' in commands-out.log). We use this savegame to check
whether we can quickly reproduce the desync. Otherwise we will need …
- the first saved savegame (search for the first line beginning with 'save'
where the first part, up to the last underscore '_', is the same). We need
this savegame to be able to reproduce the bug when the last savegame is not
old enough. If you loaded a scenario or savegame you need to attach that.
- optionally you can attach the savegames from around 50%, 75%, 85%, 90% and
95% of the game's progression. We can use these savegames to speed up the
reproduction of the desync, but we should be able to reproduce these
savegames based on the first savegame and commands-out.log.
- in case you use any NewGRFs you should attach the ones you used unless
we can easily find them ourselves via bananas or when they are in the
#openttdcoop pack.
Do NOT remove the dmp_cmds savegames of a desync you have reported until the
desync has been fixed; if you, by accident, send us the wrong savegames we
will not be able to reproduce the desync and thus will be unable to fix it.
## 3.0) Supported platforms
OpenTTD has been ported to several platforms and operating systems. It should
not be very difficult to port it to a new platform. The currently working
platforms are:
- BeOS (SDL or Allegro)
- DOS (Allegro)
- FreeBSD (SDL)
- Haiku (SDL)
- Linux (SDL)
- Linux (SDL or Allegro)
- macOS (universal) (Cocoa video and sound drivers)
- MorphOS (SDL)
- OpenBSD (SDL)
- OS/2 (SDL)
- Windows (Win32 GDI (faster) or SDL)
- Windows (Win32 GDI (faster) or SDL or Allegro)
### 1.3.1) Legacy support
Platforms, languages and compilers change.
We'll keep support going on old platforms as long as someone is interested in supporting them, except where it means the project can't move forward to keep up with language and compiler features.
## 4.0) Installing and running OpenTTD
We guarantee that every revision of OpenTTD will be able to load savegames from every older revision (excepting where the savegame is corrupt).
Please report a bug if you find a save that doesn't load.
Installing OpenTTD is fairly straightforward. Either you have downloaded an
archive which you have to extract to a directory where you want OpenTTD to
be installed, or you have downloaded an installer, which will automatically
extract OpenTTD in the given directory.
## 1.4) Installing and running OpenTTD
OpenTTD looks in multiple locations to find the required data files (described
in section 4.2). Installing any 3rd party files into a 'shared' location has
the advantage that you only need to do this step once, rather than copying the
data files into all OpenTTD versions you have.
OpenTTD is usually straightforward to install, but for more help the wiki [includes an installation guide](https://wiki.openttd.org/Installation).
Savegames, screenshots, etc are saved relative to the config file (openttd.cfg)
currently being used. This means that if you use a config file in one of the
shared directories, savegames will reside in the save/ directory next to the
openttd.cfg file there.
OpenTTD needs some additional graphics and sound files to run.
If you want savegames and screenshots in the directory where the OpenTTD binary
resides, simply have your config file in that location. But if you remove this
config file, savegames will still be in this directory (see notes in
section 4.2 'OpenTTD directories')
For some platforms these will be downloaded during the installation process if required.
OpenTTD comes without AIs, so if you want to play with AIs you have to download
them. The easiest way is via the 'Check Online Content' button in the main menu.
You can select some AIs that you think are compatible with your playing style.
Another way is manually downloading the AIs from the forum although then you
need to make sure that you install all the required AI libraries too; they get
automatically selected (and downloaded) if you get the AIs via the 'Check
Online Content'. If you do not have an AI but have configured OpenTTD to start
an AI a message will be shown that the 'dummy' AI has been started.
For some platforms, you will need to refer to [the installation guide](https://wiki.openttd.org/Installation).
### 4.1) (Required) 3rd party files
Before you run OpenTTD, you need to put the game's data files into a baseset/
directory which can be located in various places addressed in the following
section.
### 1.4.1) Free graphics and sound files
For OpenTTD you need to acquire some third party data files. For this you have
the choice of using the original Transport Tycoon Deluxe data files or a set
of free data files.
Do NOT copy files included with OpenTTD into 'shared' directories (explained in
the following sections) as sooner or later you will run into graphical glitches
when using other versions of the game.
#### 4.1.1) Free graphics and sound files
The free data files, split into OpenGFX for graphics, OpenSFX for sounds and
OpenMSX for music can be found at:
@@ -86,13 +219,12 @@ OpenMSX for music can be found at:
Please follow the readme of these packages about the installation procedure.
The Windows installer can optionally download and install these packages.
#### 4.1.2) Original Transport Tycoon Deluxe graphics and sound files
### 1.4.2) Original Transport Tycoon Deluxe graphics and sound files
If you want to play with the original Transport Tycoon Deluxe data files you have to copy the data files from the CD-ROM into the baseset/ directory.
It does not matter whether you copy them from the DOS or Windows version of Transport Tycoon Deluxe.
The Windows install can optionally copy these files.
If you want to play with the original Transport Tycoon Deluxe data files you
have to copy the data files from the CD-ROM into the baseset/ directory. It
does not matter whether you copy them from the DOS or Windows version of
Transport Tycoon Deluxe. The Windows install can optionally copy these files.
You need to copy the following files:
- sample.cat
- trg1r.grf or TRG1.GRF
@@ -101,113 +233,607 @@ You need to copy the following files:
- trgir.grf or TRGI.GRF
- trgtr.grf or TRGT.GRF
#### 4.1.3) Original Transport Tycoon Deluxe music
### 1.4.3) Original Transport Tycoon Deluxe music
If you want the Transport Tycoon Deluxe music, copy the appropriate files from the original game into the baseset folder.
If you want the Transport Tycoon Deluxe music, copy the appropriate files from
the original game into the baseset folder.
- TTD for Windows: All files in the gm/ folder (gm_tt00.gm up to gm_tt21.gm)
- TTD for DOS: The GM.CAT file
- Transport Tycoon Original: The GM.CAT file, but rename it to GM-TTO.CAT
#### 4.1.4) AIs
## 1.5) Add-on content / mods
If you want AIs use the in-game content downloader. If for some reason that is
not possible or you want to use an AI that has not been uploaded to the content
download system download the tar file and place it in the ai/ directory. If the
AI needs libraries you will have to download those too and put them in the
ai/library/ directory. All AIs and AI Libraries that have been uploaded to
the content download system can be found at https://noai.openttd.org/downloads.
The AIs and libraries can be found their in the form of .tar.gz packages.
OpenTTD can read inside tar files but it does not extract .tar.gz files by itself.
OpenTTD features multiple types of add-on content, which modify gameplay in different ways.
To figure out which libraries you need for an AI you have to start the AI and
wait for an error message to pop up. The error message will tell you
'could not find library "lib-name"'. Download that library and try again.
Most types of add-on content can be downloaded within OpenTTD via the 'Check Online Content' button in the main menu.
#### 4.1.5) Game scripts
Add-on content can also be installed manually, but that's more complicated; the [OpenTTD wiki](https://wiki.openttd.org/OpenTTD) may offer help with that, or the [OpenTTD directory structure guide](./docs/directory_structure.md).
If you want an extra challenge in OpenTTD you can download so-called game
scripts via the in-game content downloader. These game scripts have varying
functionality, though they can generally influence town growth, subsidies, add
goals to reach or provide a different ranking system.
### 1.5.1) AI opponents
If you download a game script manually you have to follow the same rules as for
AIs, except that game scripts are placed in the game/ directory instead of the
ai/ directory.
OpenTTD comes without AI opponents, so if you want to play with AIs you have to download them.
### 4.2) OpenTTD directories
The easiest way is via the 'Check Online Content' button in the main menu.
OpenTTD uses its own directory to store its required 3rd party base set files
(see section 4.1 'Required 3rd party files') and non-compulsory extension and
configuration files. See below for their proper place within this OpenTTD main
data directory.
You can select some AIs that you think are compatible with your playing style.
The main OpenTTD directories can be found in various locations, depending on
your operating system:
AI help and discussions may also be found in the [AI section of the forum](https://www.tt-forums.net/viewforum.php?f=65).
1. The current working directory (from where you started OpenTTD)
### 1.5.2) Scenarios and height maps
For non-Windows operating systems OpenTTD will not scan for files in this
directory if it is your personal directory, i.e. '~/', or when it is the
root directory, i.e. '/'.
Scenarios and heightmaps can be added via the 'Check Online Content' button in the main menu.
2. Your personal directory
- Windows:
- `C:\My Documents\OpenTTD` (95, 98, ME)
- `C:\Documents and Settings\<username>\My Documents\OpenTTD` (2000, XP)
- `C:\Users\<username>\Documents\OpenTTD` (Vista, 7, 8.1, 10)
- macOS: `~/Documents/OpenTTD`
- Linux: `$XDG_DATA_HOME/openttd` which is usually `~/.local/share/openttd`
when built with XDG base directory support, otherwise `~/.openttd`
3. The shared directory
- Windows:
- `C:\Documents and Settings\All Users\Shared Documents\OpenTTD` (2000, XP)
- `C:\Users\Public\Documents\OpenTTD` (Vista, 7, 8.1, 10)
- macOS: `/Library/Application Support/OpenTTD`
- Linux: not available
4. The binary directory (where the OpenTTD executable is)
- Windows: `C:\Program Files\OpenTTD`
- Linux: `/usr/games`
5. The installation directory (Linux only)
- Linux: `/usr/share/games/openttd`
6. The application bundle (macOS only)
### 1.5.3) NewGRFs
It includes the OpenTTD files (grf+lng) and it will work as long as they
are not touched
A wide range of add-content is available as NewGRFs, including vehicles, industries, stations, landscape objects, town names and more.
Different types of data or extensions go into different subdirectories of the
chosen main OpenTTD directory:
NewGRFs can be added via the 'Check Online Content' button in the main menu.
| data type | directory | additional info |
| ------------------- | ----------------- | --------------------------- |
| Config File | (no subdirectory) | |
| Screenshots | screenshot | |
| Base Graphics | baseset | (or a subdirectory thereof) |
| Sound Sets | baseset | (or a subdirectory thereof) |
| NewGRFs | newgrf | (or a subdirectory thereof) |
| 32bpp Sets | newgrf | (or a subdirectory thereof) |
| Music Sets | baseset | (or a subdirectory thereof) |
| AIs | ai | (or a subdirectory thereof) |
| AI Libraries | ai/library | (or a subdirectory thereof) |
| Game Scripts (GS) | game | (or a subdirectory thereof) |
| GS Libraries | game/library | (or a subdirectory thereof) |
| Savegames | save | |
| Automatic Savegames | save/autosave | |
| Scenarios | scenario | |
See also the wiki [guide to NewGRFs](https://wiki.openttd.org/NewGRF) and [the forum graphics development section](https://www.tt-forums.net/viewforum.php?f=66).
The (automatically created) directory content_download is for OpenTTD's internal
use and no files should be added to it or its subdirectories manually.
### 1.5.4) Game scripts
#### Notes:
Game scripts can provide additional challenges or changes to the standard OpenTTD gameplay, for example setting transport goals, or changing town growth behaviour.
- Linux in the previous list means .deb, but most paths should be similar for
others.
- The previous search order is also used for NewGRFs and openttd.cfg.
- If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3,
5 order. When built with XDG base directory support, openttd.cfg will be
created in $XDG_CONFIG_HOME/openttd which is usually ~/.config/openttd.
- Savegames will be relative to the config file only if there is no save/
directory in paths with higher priority than the config file path, but
autosaves and screenshots will always be relative to the config file.
Unless the configuration file is in $XDG_CONFIG_HOME/openttd, then all
other files will be saved under $XDG_DATA_HOME/openttd.
Game scripts can be added via the 'Check Online Content' button in the main menu.
#### The preferred setup:
See also the wiki [guide to game scripts](https://wiki.openttd.org/Game_script) and [the forum graphics game script section](https://www.tt-forums.net/viewforum.php?f=65).
Place 3rd party files in shared directory (or in personal directory if you do
not have write access on shared directory) and have your openttd.cfg config
file in personal directory (where the game will then also place savegames and
screenshots).
### 1.6) OpenTTD directories
### 4.3) Portable installations (portable media)
OpenTTD uses its own directory structure to store game data, add-on content etc.
You can install OpenTTD on external media so you can take it with you, i.e.
using a USB key, or a USB HDD, etc.
Create a directory where you shall store the game in (i.e. OpenTTD/).
Copy the binary (OpenTTD.exe, OpenTTD.app, openttd, etc), baseset/ and your
openttd.cfg to this directory.
You can copy binaries for any operating system into this directory, which will
allow you to play the game on nearly any computer you can attach the external
media to.
As always - additional grf files are stored in the newgrf/ dir (for details,
again, see section 4.1).
For more information, see the [directory structure guide](./docs/directory_structure.md).
### 4.4) Files in tar (archives)
### 1.7) Compiling OpenTTD
OpenTTD can read files that are in an uncompressed tar (archive), which
makes it easy to bundle files belonging to the same script, NewGRF or base
set. Music sets are the only exception as they cannot be stored in a tar
file due to being played by external applications.
If you want to compile OpenTTD from source, instructions can be found in [COMPILING.md](./COMPILING.md).
OpenTTD sees each tar archive as the 'root' of its search path. This means that
having a file with the same path in two different tar files means that one
cannot be opened, after all only one file will be found first. As such it is
advisable to put an uniquely named folder in the root of the tar and put all the
content in that folder. For example, all downloaded content has a path that
concatenates the name of the content and the version, which makes the path
unique. For custom tar files it is advised to do this as well.
The normal files are also referred to by their relative path from the search
directory, this means that also normal files could hide files in a tar as
long as the relative path from the search path of the normal file is the
same as the path in the tar file. Again it is advised to have an unique path
to the normal file so they do not collide with the files from other tar
files.
## 2.0) Contact and Community
## 5.0) OpenTTD features
'Official' channels
OpenTTD has a lot of features going beyond the original Transport Tycoon Deluxe
emulation. Unfortunately, there is currently no comprehensive list of features,
but there is a basic features list on the web, and some optional features can be
controlled through the Advanced Settings dialog. We also implement some
features known from [TTDPatch](https://www.ttdpatch.net).
- [OpenTTD website](https://www.openttd.org)
- IRC chat using #openttd on irc.oftc.net [more info about our irc channel](https://wiki.openttd.org/Irc)
- [OpenTTD on Github](https://github.com/openTTD/) for code repositories and for reporting issues
- [forum.openttd.org](https://forum.openttd.org/) - the primary community forum site for discussing OpenTTD and related games
- [OpenTTD wiki](https://wiki.openttd.org/) community-maintained wiki, including topics like gameplay guide, detailed explanation of some game mechanics, how to use add-on content (mods) and much more
Several important non-standard controls:
'Unofficial' channels
- Ctrl modifies many commands and makes them more powerful. For example Ctrl
clicking on signals with the build signal tool changes their behaviour,
holding Ctrl while the track build tool is activated changes it to the track
removal tool, and so on. See https://wiki.openttd.org/Hidden_features
for a non-comprehensive list or look at the tooltips.
- Ingame console. More information at https://wiki.openttd.org/Console
- Hovering over a GUI element shows tooltips. This can be changed to right click
via the advanced settings.
- the OpenTTD wiki has a [page listing OpenTTD communities](https://wiki.openttd.org/Community) including some in languages other than English
### 5.1) Logging of potentially dangerous actions
OpenTTD is a complex program, and together with NewGRF, it may show a buggy
behaviour. But not only bugs in code can cause problems. There are several
ways to affect game state possibly resulting in program crash or multiplayer
desyncs.
### 2.1) Contributing to OpenTTD
Easier way would be to forbid all these unsafe actions, but that would affect
game usability for many players. We certainly do not want that.
However, we receive bug reports because of this. To reduce time spent with
solving these problems, these potentially unsafe actions are logged in
the savegame (including crash.sav). Log is stored in crash logs, too.
We welcome contributors to OpenTTD. More information for contributors can be found in [CONTRIBUTING.md](./CONTRIBUTING.md)
Information logged:
- Adding / removing / changing order of NewGRFs
- Changing NewGRF parameters, loading compatible NewGRF
- Changing game mode (scenario editor <-> normal game)
- Loading game saved in a different OpenTTD / TTDPatch / Transport Tycoon Deluxe /
original Transport Tycoon version
- Running a modified OpenTTD build
- Changing settings affecting NewGRF behaviour (non-network-safe settings)
- Triggering NewGRF bugs
### 2.2) Reporting bugs
No personal information is stored.
Good bug reports are very helpful. We have a [guide to reporting bugs](./CONTRIBUTING.md#bug-reports) to help with this.
You can show the game log by typing 'gamelog' in the console or by running
OpenTTD in debug mode.
Desyncs in multiplayer are complex to debug and report (some software development skils are required).
Instructions can be found in [debugging and reporting desyncs](./docs/debugging_desyncs.md).
### 5.2) Frame rate and performance metrics
The Help menu in-game has a function to open the Frame rate window. This
window shows various real-time performance statistics, measuring what parts
of the game require the most processing power currently.
### 2.3) Translating
A summary of the statistics can also be retrieved from the console with the
`fps` command. This is especially useful on dedicated servers, where the
administrator might want to determine what's limiting performance in a slow
game.
OpenTTD is translated into many languages. Translations are added and updated via the [online translation tool](https://translator.openttd.org).
The frame rate is given as two figures, the simulation rate and the graphics
frame rate. Usually these are identical, as the screen is rendered exactly
once per simulated tick, but in the future there might be support for graphics
and simulation running at different rates. When the game is paused, the
simulation rate drops to zero.
In addition to the simulation rate, a game speed factor is also calculated.
This is based on the target simulation speed, which is 30 milliseconds per
game tick. At that speed, the expected frame rate is 33.33 frames/second, and
the game speed factor is how close to that target the actual rate is. When
the game is in fast forward mode, the game speed factor shows how much
speed up is achieved.
## 3.0) Licensing
The lower part of the window shows timing statistics for individual parts of
the game. The times shown are short-term and long-term averages of how long
it takes to process one tick of game time, all figures are in milliseconds.
OpenTTD is licensed under the GNU General Public License version 2.0.
For the complete license text, see the file '[COPYING.md](./COPYING.md)'.
This license applies to all files in this distribution, except as noted below.
Clicking a line in the lower part of the window opens a graph window, giving
detailed readings on each tick simulated by the game.
The squirrel implementation in `src/3rdparty/squirrel` is licensed under the Zlib license.
See `src/3rdparty/squirrel/COPYRIGHT` for the complete license text.
The following is an explanation of the different statistics:
The md5 implementation in `src/3rdparty/md5` is licensed under the Zlib license.
See the comments in the source files in `src/3rdparty/md5` for the complete license text.
- *Game loop* - Total processing time used per simulated "tick" in the game.
This includes all pathfinding, world updates, and economy handling.
- *Cargo handling* - Time spent loading/unloading cargo at stations, and
industries and towns sending/retrieving cargo from stations.
- *Train ticks*, *Road vehicle ticks*, *Ship ticks*, *Aircraft ticks* -
Time spent on pathfinding and other processing for each player vehicle type.
- *World ticks* - Time spent on other world/landscape processing. This
includes towns growing, building animations, updates of farmland and trees,
and station rating updates.
- *GS/AI total*, *Game script*, and *AI players* - Time spent running logic
for game scripts and AI players. The total may show as less than the current
sum of the individual scripts, this is because AI players at lower
difficulty settings do not run every game tick, and hence contribute less
to the average across all ticks. Keep in mind that the "Current" figure is
also an average, just only over short term.
- *Link graph delay* - Time overruns of the cargo distribution link graph
update thread. Usually the link graph is updated in a background thread,
but these updates need to synchronise with the main game loop occasionally,
if the time spent on link graph updates is longer than the time taken to
otherwise simulate the game while it was updating, these delays are counted
in this figure.
- *Graphics rendering* - Total time spent rendering all graphics, including
both GUI and world viewports. This typically spikes when panning the view
around, and when more things are happening on screen at once.
- *World viewport rendering* - Isolated time spent rendering just world
viewports. If this figure is significantly lower than the total graphics
rendering time, most time is spent rendering GUI than rendering world.
- *Video output* - Speed of copying the rendered graphics to the display
adapter. Usually this should be very fast (in the range of 0-3 ms), large
values for this can indicate a graphics driver problem.
- *Sound mixing* - Speed of mixing active audio samples together. Usually
this should be very fast (in the range of 0-3 ms), if it is slow, consider
switching to the NoSound set.
The implementations of Posix `getaddrinfo` and `getnameinfo` for OS/2 in `src/3rdparty/os2` are distributed partly under the GNU Lesser General Public License 2.1, and partly under the (3-clause) BSD license.
The exact licensing terms can be found in `src/3rdparty/os2/getaddrinfo.c` resp. `src/3rdparty/os2/getnameinfo.c`.
If the frame rate window is shaded, the title bar will instead show just the
current simulation rate and the game speed factor.
## 6.0) Configuration file
## 4.0 Credits
The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like
.INI format. It is mostly undocumented. Almost all settings can be changed
ingame by using the 'Advanced Settings' window.
When you cannot find openttd.cfg you should look in the directories as
described in section 4.2. If you do not have an openttd.cfg OpenTTD will
create one after closing.
See [CREDITS.md](./CREDITS.md)
## 7.0) Compiling
### Windows:
You need Microsoft Visual Studio 2015 Update 3 or more recent. Open the project file
and it should build automatically. In case you want to build with SDL support
you need to add WITH_SDL to the project settings.
PNG (WITH_PNG), ZLIB (WITH_ZLIB), LZO (WITH_LZO), Freetype (WITH_FREETYPE) and
LZMA (WITH_LZMA) support is enabled by default. For these to work you need their
development files. To get them just use vcpkg from https://github.com/Microsoft/vcpkg
using x86-windows-static and x64-windows-static triplets.
For more help with VS see docs/Readme_Windows_MSVC.md.
You can also build it using the Makefile with MSYS/MinGW or Cygwin/MinGW.
Please read the Makefile for more information.
### Solaris, FreeBSD, OpenBSD:
Use '`gmake`', but do a '`./configure`' before the first build.
### Linux/Unix:
OpenTTD can be built with GNU '`make`'. On non-GNU systems it is called '`gmake`'.
However, for the first build one has to do a '`./configure`' first.
### macOS:
Use '`make`' or Xcode (which will then call make for you)
This will give you a binary for your CPU type (PPC/Intel)
However, for the first build one has to do a '`./configure`' first.
To make a universal binary type '`./configure --enabled-universal`'
instead of '`./configure`'.
### BeOS:
Use '`make`', but do a '`./configure`' before the first build.
### MorphOS:
Use '`make`'. However, for the first build one has to do a '`./configure`'
first. Note that you need the MorphOS SDK, latest libnix updates (else C++
parts of OpenTTD will not build) and the powersdl.library SDK. Optionally libz,
libpng and freetype2 developer files.
### OS/2:
A comprehensive GNU build environment is required to build the OS/2 version.
See the docs/Readme_OS2.txt file for more information.
### DOS:
A build environment with DJGPP is needed as well as libraries such as
Allegro, zlib and libpng, which all can be downloaded from the DJGPP
website. Compilation is straight forward: use '`make`', but do a '`./configure`'
before the first build. The build binary will need cwsdpmi.exe to be in
the same directory as the openttd executable. cwsdpmi.exe can be found in
the os/dos/cwsdpmi subdirectory. If you compile with stripping turned on a
binary will be generated that does not need cwsdpmi.exe by adding the
cswdstub.exe to the created OpenTTD binary.
### 7.1) Required/optional libraries
The following libraries are used by OpenTTD for:
- libSDL/liballegro: hardware access (video, sound, mouse)
- zlib: (de)compressing of old (0.3.0-1.0.5) savegames, content downloads,
heightmaps
- liblzo2: (de)compressing of old (pre 0.3.0) savegames
- liblzma: (de)compressing of savegames (1.1.0 and later)
- libpng: making screenshots and loading heightmaps
- libfreetype: loading generic fonts and rendering them
- libfontconfig: searching for fonts, resolving font names to actual fonts
- libicu: handling of right-to-left scripts (e.g. Arabic and Persian) and
natural sorting of strings.
OpenTTD does not require any of the libraries to be present, but without
liblzma you cannot open most recent savegames and without zlib you cannot
open most older savegames or use the content downloading system.
Without libSDL/liballegro on non-Windows and non-macOS machines you have
no graphical user interface; you would be building a dedicated server.
### 7.2) Supported compilers
The following compilers are known to compile OpenTTD:
- Microsoft Visual C++ (MSVC) 2015, 2017 and 2019.
- GNU Compiler Collection (GCC) 3.3 - 4.4, 4.6 - 4.8.
- Versions 4.1 and earlier give bogus warnings about uninitialised variables.
- Versions 4.4, 4.6 give bogus warnings about freeing non-heap objects.
- Versions 4.6 and later give invalid warnings when lto is enabled.
- Intel C++ Compiler (ICC) 12.0.
- Clang/LLVM 2.9 - 3.0
Version 2.9 gives bogus warnings about code nonconformity.
The following compilers are known not to compile OpenTTD:
- Microsoft Visual C++ (MSVC) 2013 and earlier.
These old versions do not support modern C++ language features.
- GNU Compiler Collection (GCC) 3.2 and earlier.
These old versions fail due to OpenTTD's template usage.
- GNU Compiler Collection (GCC) 4.5. It optimizes enums too aggressively.
See https://github.com/OpenTTD/OpenTTD/issues/5513 and references therein.
- Intel C++ Compiler (ICC) 11.1 and earlier.
- Version 10.0 and earlier fail a configure check and fail with recent
system headers.
- Version 10.1 fails to compile station_gui.cpp.
- Version 11.1 fails with an internal error when compiling network.cpp.
- Clang/LLVM 2.8 and earlier.
- (Open) Watcom.
If any of these compilers can compile OpenTTD again, please let us know.
Patches to support more compilers are welcome.
### 7.3) Compilation of base sets
To recompile the extra graphics needed to play with the original Transport
Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
GRFCodec can be found at https://www.openttd.org/download-grfcodec.
The compilation of these extra graphics does generally not happen, unless
you remove the graphics file using '`make maintainer-clean`'.
Re-compilation of the base sets, thus also use of '`--maintainer-clean`' can
leave the repository in a modified state as different grfcodec versions can
cause binary differences in the resulting grf. Also translations might have
been added for the base sets which are not yet included in the base set
information files. Use the configure option '`--without-grfcodec`' to avoid
modification of the base set files by the build process.
## 8.0) Translating
See https://www.openttd.org/development for up-to-date information.
The use of the online Translator service, located at
https://translator.openttd.org, is highly encouraged. For getting an account
simply follow the guidelines in the FAQ of the translator website.
If for some reason the website is down for a longer period of time, the
information below might be of help.
Please contact the translations manager (https://www.openttd.org/contact)
before beginning the translation process! This avoids double work, as
someone else may have already started translating to the same language.
### 8.1) Translation
So, now that you have notified the development team about your intention to
translate (You did, right? Of course you did.) you can pick up english.txt
(found in the Git repository under /src/lang) and translate.
You must change the first two lines of the file appropriately:
##name English-Name-Of-Language
##ownname Native-Name-Of-Language
Note: Do not alter the following parts of the file:
- String identifiers (the first word on each line)
- Parts of the strings which are in curly braces (such as {STRING})
- Lines beginning with ## (such as ##id), other than the first two lines
of the file
### 8.2) Previewing
In order to view the translation in the game, you need to compile your language
file with the strgen utility. As this utility is tailored to a specific OpenTTD
version, you need to compile it yourself. Just take the normal OpenTTD sources
and build that. During the build process the strgen utility will be made.
strgen is a command-line utility. It takes the language filename as parameter.
Example:
strgen lang/german.txt
This results in compiling german.txt and produces another file named german.lng.
Any missing strings are replaced with the English strings. Note that it looks
for english.txt in the lang subdirectory, which is where your language file
should also be.
That is all! You should now be able to select the language in the game options.
## 9.0) Troubleshooting
To see all startup options available to you, start OpenTTD with the
'`./openttd -h`' option. This might help you tweak some of the settings.
If the game is acting strange and you feel adventurous you can try the
'`-d [[<name>=]<level>]`' flag, where the higher levels will give you more
debugging output. The 'name' variable can help you to display only some type of
debugging messages. This is mostly undocumented so best is to look in the
source code file debug.c for the various debugging types. For more information
look at https://wiki.openttd.org/Command_line.
The most frequent problem is missing data files. Please install OpenGFX and
possibly OpenSFX and OpenMSX. See section 4.1.1 for more information.
Under certain circumstance, especially on Ubuntu OpenTTD can be extremely slow
and/or freeze. See known-bugs.txt for more information and how to solve this
problem on your computer.
Under Windows 98 and lower it is impossible to use a dedicated server; it will
fail to start. Perhaps this is for the better because those OSes are not known
for their stability.
With the added support for font-based text selecting a non-latin language can
result in lots of question marks ('?') being shown on screen. Please open your
configuration file (openttd.cfg - see Section 4.2 for where to find it)
and add a suitable font for the small, medium and / or large font, e.g.:
small_font = "Tahoma"
medium_font = "Tahoma"
large_font = "Tahoma"
You should use a font name like 'Tahoma' or a path to the desired font.
Any NewGRF file used in a game is stored inside the savegame and will refuse to
load if you do not have that NewGRF file available. A list of missing files can
be viewed in the NewGRF window accessible from the file load dialogue window.
You can try to obtain the missing files from that NewGRF dialogue or if they
are not available online you can search manually through our
[forum's graphics development section](https://www.tt-forums.net/viewforum.php?f=66)
or [GRFCrawler](https://grfcrawler.tt-forums.net). Put the NewGRF files in
OpenTTD's newgrf folder (see section 4.2 'OpenTTD directories') and rescan the
list of available NewGRFs. Once you have all missing files, you are set to go.
## 10.0) Licensing
OpenTTD is licensed under the GNU General Public License version 2.0. For
the complete license text, see the file 'COPYING'. This license applies
to all files in this distribution, except as noted below.
The squirrel implementation in src/3rdparty/squirrel is licensed under
the Zlib license. See src/3rdparty/squirrel/COPYRIGHT for the complete
license text.
The md5 implementation in src/3rdparty/md5 is licensed under the Zlib
license. See the comments in the source files in src/3rdparty/md5 for
the complete license text.
The implementations of Posix getaddrinfo and getnameinfo for OS/2 in
src/3rdparty/os2 are distributed partly under the GNU Lesser General Public
License 2.1, and partly under the (3-clause) BSD license. The exact licensing
terms can be found in src/3rdparty/os2/getaddrinfo.c resp.
src/3rdparty/os2/getnameinfo.c.
The exe2coff implementation in os/dos/exe2coff is available under the
GPL, with a number of additional terms. See os/dos/exe2coff/copying and
os/dos/exe2coff/copying.dj for the exact licensing terms.
The CWSDPMI implementation in os/dos/cwsdpmi is distributed under a
custom binary-only license that prohibits modification. The exact
licensing terms can be found in os/dos/cwsdpmi/cwsdpmi.txt. The sources
for these files can be downloaded at its author site, at
http://homer.rice.edu/~sandmann/cwsdpmi/csdpmi5s.zip.
CONTRIBUTING.md is adapted from
[Bootstrap](https://github.com/twbs/bootstrap/blob/master/CONTRIBUTING.md)
under the [Creative Commons Attribution 3.0 Unported
License](https://github.com/twbs/bootstrap/blob/master/docs/LICENSE)
terms for Bootstrap documentation.
## X.X) Credits
### The OpenTTD team (in alphabetical order):
- Grzegorz Duczyński (adf88) - General coding (since 1.7.2)
- Albert Hofkamp (Alberth) - GUI expert (since 0.7)
- Matthijs Kooijman (blathijs) - Pathfinder-guru, Debian port (since 0.3)
- Ulf Hermann (fonsinchen) - Cargo Distribution (since 1.3)
- Christoph Elsenhans (frosch) - General coding (since 0.6)
- Loïc Guilloux (glx) - Windows Expert (since 0.4.5)
- Michael Lutz (michi_cc) - Path based signals (since 0.7)
- Niels Martin Hansen (nielsm) - Music system, general coding (since 1.9)
- Owen Rudge (orudge) - Forum host, OS/2 port (since 0.1)
- Peter Nelson (peter1138) - Spiritual descendant from newGRF gods (since 0.4.5)
- Ingo von Borstel (planetmaker) - General coding, Support (since 1.1)
- Remko Bijker (Rubidium) - Lead coder and way more (since 0.4.5)
- José Soler (Terkhen) - General coding (since 1.0)
- Leif Linse (Zuu) - AI/Game Script (since 1.2)
### Inactive Developers:
- Jean-François Claeys (Belugas) - GUI, newindustries and more (0.4.5 - 1.0)
- Bjarni Corfitzen (Bjarni) - macOS port, coder and vehicles (0.3 - 0.7)
- Victor Fischer (Celestar) - Programming everywhere you need him to (0.3 - 0.6)
- Jaroslav Mazanec (KUDr) - YAPG (Yet Another Pathfinder God) ;) (0.4.5 - 0.6)
- Jonathan Coome (Maedhros) - High priest of the NewGRF Temple (0.5 - 0.6)
- Attila Bán (MiHaMiX) - WebTranslator 1 and 2 (0.3 - 0.5)
- Zdeněk Sojka (SmatZ) - Bug finder and fixer (0.6 - 1.3)
- Christoph Mallon (Tron) - Programmer, code correctness police (0.3 - 0.5)
- Patric Stout (TrueBrain) - NoProgrammer (0.3 - 1.2), sys op (active)
- Thijs Marinussen (Yexo) - AI Framework, General (0.6 - 1.3)
### Retired Developers:
- Tamás Faragó (Darkvater) - Ex-Lead coder (0.3 - 0.5)
- Dominik Scherer (dominik81) - Lead programmer, GUI expert (0.3 - 0.3)
- Emil Djupfeld (egladil) - macOS port (0.4 - 0.6)
- Simon Sasburg (HackyKid) - Bug fixer (0.4 - 0.4.5)
- Ludvig Strigeus (ludde) - Original author of OpenTTD, main coder (0.1 - 0.3)
- Cian Duffy (MYOB) - BeOS port / manual writing (0.1 - 0.3)
- Petr Baudiš (pasky) - Many patches, newgrf support, etc. (0.3 - 0.3)
- Benedikt Brüggemeier (skidd13) - Bug fixer and code reworker (0.6 - 0.7)
- Serge Paquet (vurlix) - 2nd contributor after ludde (0.1 - 0.3)
### Thanks to:
- Josef Drexler - For his great work on TTDPatch.
- Marcin Grzegorczyk - For his TTDPatch work and documentation of Transport Tycoon Deluxe internals and track foundations
- Stefan Meißner (sign_de) - For his work on the console
- Mike Ragsdale - OpenTTD installer
- Christian Rosentreter (tokai) - MorphOS / AmigaOS port
- Richard Kempton (RichK67) - Additional airports, initial TGP implementation
- Alberto Demichelis - Squirrel scripting language
- L. Peter Deutsch - MD5 implementation
- Michael Blunck - For revolutionizing TTD with awesome graphics
- George - Canal graphics
- Andrew Parkhouse (andythenorth) - River graphics
- David Dallaston (Pikka) - Tram tracks
- All Translators - For their support to make OpenTTD a truly international game
- Bug Reporters - Thanks for all bug reports
- Chris Sawyer - For an amazing game!

View File

@@ -25,7 +25,6 @@ jobs:
- template: azure-pipelines/templates/windows-build.yml
parameters:
BuildPlatform: $(BuildPlatform)
BuildConfiguration: Debug
- script: |
call "C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Auxiliary\Build\vcvarsall.bat" x86
cd projects
@@ -39,12 +38,10 @@ jobs:
strategy:
matrix:
linux-amd64-clang-3.9:
Tag: 'linux-amd64-clang-3.9'
linux-amd64-gcc-6:
Tag: 'linux-amd64-gcc-6'
linux-i386-gcc-6:
Tag: 'linux-i386-gcc-6'
commit-checker: {}
linux-amd64-clang-3.8: {}
linux-amd64-gcc-6: {}
linux-i386-gcc-6: {}
steps:
- template: azure-pipelines/templates/ci-git-rebase.yml
@@ -53,12 +50,12 @@ jobs:
- template: azure-pipelines/templates/linux-build.yml
parameters:
Image: compile-farm-ci
Tag: $(Tag)
Tag: $(Agent.JobName)
- job: macos
displayName: 'MacOS'
pool:
vmImage: 'macOS-10.14'
vmImage: 'macOS-10.13'
variables:
MACOSX_DEPLOYMENT_TARGET: 10.9

View File

@@ -1,16 +1,16 @@
#!/bin/sh
tag=$(git name-rev --name-only --tags --no-undefined HEAD 2>/dev/null | sed 's@\^0$@@')
tag=$(git describe --tags 2>/dev/null)
# If we are a tag, show the part of the changelog till (but excluding) the last stable
if [ -n "$tag" ]; then
grep='^[0-9]\+\.[0-9]\+\.[0-9]\+[^-]'
grep='^[0-9]\.[0-9]\.[0-9][^-]'
next=$(cat changelog.txt | grep '^[0-9]' | awk 'BEGIN { show="false" } // { if (show=="true") print $0; if ($1=="'$tag'") show="true"} ' | grep "$grep" | head -n1 | sed 's/ .*//')
cat changelog.txt | awk 'BEGIN { show="false" } /^[0-9]+.[0-9]+.[0-9]+/ { if ($1=="'$next'") show="false"; if ($1=="'$tag'") show="true";} // { if (show=="true") print $0 }'
cat changelog.txt | awk 'BEGIN { show="false" } /^[0-9].[0-9].[0-9]/ { if ($1=="'$next'") show="false"; if ($1=="'$tag'") show="true";} // { if (show=="true") print $0 }'
exit 0
fi
# In all other cases, show the git log of the last 7 days
revdate=$(git log -1 --pretty=format:"%ci")
last_week=$(date -d "$revdate -7days" +"%Y-%m-%d %H:%M")
last_week=$(date -u -d "$revdate -7days" +"%Y-%m-%d %H:%M")
git log --after="${last_week}" --pretty=fuller

View File

@@ -31,55 +31,29 @@ DATE=$(cat .release_date | tr ' ' T | sed 's/TUTC/:00-00:00/')
VERSION=$(cat .version)
BASE="openttd-${VERSION}"
echo "name: ${NAME}" > manifest.yaml
echo "name: ${NAME}" >> manifest.yaml
echo "date: ${DATE}" >> manifest.yaml
echo "base: ${BASE}-" >> manifest.yaml
echo "files:" >> manifest.yaml
error=""
for i in $(ls ${FOLDER} | grep -v ".txt$\|.md$\|sum$" | sort); do
if [ -n "$(echo $i | grep pdb.xz)" ]; then continue; fi
if [ -n "$(echo $i | grep dbg.deb)" ]; then continue; fi
FILES=
DEV_FILES=
for filename in $(ls ${FOLDER} | grep -v ".txt$\|.md$\|sum$" | sort); do
case ${filename} in
*docs* |\
*source* |\
*dbg.deb |\
*pdb.xz )
DEV_FILES="${DEV_FILES} ${filename}"
;;
if [ ! -e ${FOLDER}/$i.md5sum ] || [ ! -e ${FOLDER}/$i.sha1sum ] || [ ! -e ${FOLDER}/$i.sha256sum ]; then
echo "ERROR: missing checksum file for ${i}" 1>&2
error="y"
continue
fi
*)
FILES="${FILES} ${filename}"
;;
esac
echo "- id: $i" >> manifest.yaml
echo " size: $(stat -c"%s" ${FOLDER}/$i)" >> manifest.yaml
echo " md5sum: $(cat ${FOLDER}/$i.md5sum | cut -d\ -f1)" >> manifest.yaml
echo " sha1sum: $(cat ${FOLDER}/$i.sha1sum | cut -d\ -f1)" >> manifest.yaml
echo " sha256sum: $(cat ${FOLDER}/$i.sha256sum | cut -d\ -f1)" >> manifest.yaml
done
# output_files key filename...
output_files() {
if [ "$#" -lt 2 ]; then return; fi
key=$1
echo "${key}:" >> manifest.yaml
shift
while [ "$#" -gt 0 ]; do
filename=$1
if [ ! -e ${FOLDER}/${filename}.md5sum ] || [ ! -e ${FOLDER}/${filename}.sha1sum ] || [ ! -e ${FOLDER}/${filename}.sha256sum ]; then
echo "ERROR: missing checksum file for ${filename}" 1>&2
error="y"
continue
fi
echo "- id: ${filename}" >> manifest.yaml
echo " size: $(stat -c"%s" ${FOLDER}/${filename})" >> manifest.yaml
echo " md5sum: $(cat ${FOLDER}/${filename}.md5sum | cut -d\ -f1)" >> manifest.yaml
echo " sha1sum: $(cat ${FOLDER}/${filename}.sha1sum | cut -d\ -f1)" >> manifest.yaml
echo " sha256sum: $(cat ${FOLDER}/${filename}.sha256sum | cut -d\ -f1)" >> manifest.yaml
shift
done
}
output_files files ${FILES}
output_files dev_files ${DEV_FILES}
if [ -n "${error}" ]; then
echo "ERROR: exiting due to earlier errors" 1>&2
exit 1

View File

@@ -24,7 +24,7 @@ steps:
${{ if eq(parameters.Image, 'compile-farm-ci') }}:
displayName: 'Build and test'
# Run the commit-checker only if it is a Pull Request
condition: and(succeeded(), or(not(contains(variables['Agent.JobName'], 'commit-checker')), eq(variables['Build.Reason'], 'PullRequest')))
condition: and(succeeded(), or(ne(variables['Agent.JobName'], 'commit-checker'), eq(variables['Build.Reason'], 'PullRequest')))
inputs:
command: 'Run an image'
imageName: openttd/${{ parameters.Image }}:${{ parameters.Tag }}

View File

@@ -88,7 +88,6 @@ jobs:
- template: windows-build.yml
parameters:
BuildPlatform: $(BuildPlatform)
BuildConfiguration: Release
- bash: |
set -ex
make -f Makefile.msvc bundle_pdb bundle_zip PLATFORM=$(BundlePlatform) BUNDLE_NAME=openttd-$(Build.BuildNumber)-windows-$(BundlePlatform)
@@ -111,22 +110,14 @@ jobs:
strategy:
matrix:
linux-ubuntu-xenial-i386-gcc:
Tag: 'linux-ubuntu-xenial-i386-gcc'
linux-ubuntu-xenial-amd64-gcc:
Tag: 'linux-ubuntu-xenial-amd64-gcc'
linux-ubuntu-bionic-i386-gcc:
Tag: 'linux-ubuntu-bionic-i386-gcc'
linux-ubuntu-bionic-amd64-gcc:
Tag: 'linux-ubuntu-bionic-amd64-gcc'
linux-debian-stretch-i386-gcc:
Tag: 'linux-debian-stretch-i386-gcc'
linux-debian-stretch-amd64-gcc:
Tag: 'linux-debian-stretch-amd64-gcc'
linux-debian-buster-i386-gcc:
Tag: 'linux-debian-buster-i386-gcc'
linux-debian-buster-amd64-gcc:
Tag: 'linux-debian-buster-amd64-gcc'
linux-ubuntu-xenial-i386-gcc: {}
linux-ubuntu-xenial-amd64-gcc: {}
linux-ubuntu-bionic-i386-gcc: {}
linux-ubuntu-bionic-amd64-gcc: {}
linux-debian-jessie-i386-gcc: {}
linux-debian-jessie-amd64-gcc: {}
linux-debian-stretch-i386-gcc: {}
linux-debian-stretch-amd64-gcc: {}
steps:
- template: release-fetch-source.yml
@@ -134,14 +125,14 @@ jobs:
parameters:
Image: compile-farm
ContainerCommand: '$(Build.BuildNumber)'
Tag: $(Tag)
Tag: $(Agent.JobName)
- template: linux-claim-bundles.yml
- template: release-bundles.yml
- job: macos
displayName: 'MacOS'
pool:
vmImage: 'macOS-10.14'
vmImage: 'macOS-10.13'
dependsOn: source
variables:

View File

@@ -7,5 +7,5 @@ steps:
inputs:
solution: 'projects/openttd_vs141.sln'
platform: ${{ parameters.BuildPlatform }}
configuration: ${{ parameters.BuildConfiguration }}
configuration: Release
maximumCpuCount: true

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,6 +0,0 @@
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,8 +1,8 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.9 API compatibility in effect.");

View File

@@ -1,5 +1,7 @@
#!/bin/sh
# $Id$
if ! [ -f ai/regression/completeness.sh ]; then
echo "Make sure you are in the root of OpenTTD before starting this script."
exit 1
@@ -44,9 +46,9 @@ cat ai/regression/tst_*/main.nut | tr ';' '\n' | awk '
}
}
}
# We want to remove everything before the FIRST occurrence of AI.
# If we do not remove any other occurrences of AI from the string
# we will remove everything before the LAST occurrence of AI, so
# We want to remove everything before the FIRST occurence of AI.
# If we do not remove any other occurences of AI from the string
# we will remove everything before the LAST occurence of AI, so
# do some little magic to make it work the way we want.
sub("AI", "AXXXXY")
gsub("AI", "AXXXXX")

View File

@@ -1,10 +1,12 @@
/* $Id$ */
class Regression extends AIInfo {
function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
function GetName() { return "Regression"; }
function GetShortName() { return "REGR"; }
function GetDescription() { return "This runs regression-tests on some commands. On the same map the result should always be the same."; }
function GetVersion() { return 1; }
function GetAPIVersion() { return "1.10"; }
function GetAPIVersion() { return "1.9"; }
function GetDate() { return "2007-03-18"; }
function CreateInstance() { return "Regression"; }
}

View File

@@ -1,5 +1,7 @@
#!/bin/sh
# $Id$
if ! [ -f ai/regression/run.sh ]; then
echo "Make sure you are in the root of OpenTTD before starting this script."
exit 1

View File

@@ -1,5 +1,7 @@
Option Explicit
' $Id$
'
' This file is part of OpenTTD.
' OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
' OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
class Regression extends AIController {
function Start();
};
@@ -1690,9 +1692,6 @@ function Regression::Vehicle()
print(" BuildVehicle(): " + AIVehicle.BuildVehicle(10008, 9));
print(" BuildVehicle(): " + AIVehicle.BuildVehicle(10008, 27));
print(" BuildVehicle(): " + AIVehicle.BuildVehicle(10008, 27));
print(" IsValidVehicle(17): " + AIVehicle.IsValidVehicle(17));
print(" IsValidVehicle(18): " + AIVehicle.IsValidVehicle(18));
print(" IsValidVehicle(19): " + AIVehicle.IsValidVehicle(19)); // 19 is immediately joined to 18
print(" MoveWagonChain(): " + AIVehicle.MoveWagonChain(18, 0, 17, 0));
print(" GetNumWagons(): " + AIVehicle.GetNumWagons(17));
print(" GetLength(): " + AIVehicle.GetLength(17));
@@ -1705,19 +1704,6 @@ function Regression::Vehicle()
print(" GetWagonEngineType(): " + AIVehicle.GetWagonEngineType(17 3));
print(" GetWagonAge(): " + AIVehicle.GetWagonAge(17, 3));
print(" --Refit--");
print(" GetBuildWithRefitCapacity(): " + AIVehicle.GetBuildWithRefitCapacity(28479, 211, 255));
print(" GetBuildWithRefitCapacity(): " + AIVehicle.GetBuildWithRefitCapacity(28479, 211, 0));
print(" GetBuildWithRefitCapacity(): " + AIVehicle.GetBuildWithRefitCapacity(28479, 211, 9));
print(" BuildVehicleWithRefit(): " + AIVehicle.BuildVehicleWithRefit(28479, 211, 9));
print(" GetCapacity(): " + AIVehicle.GetCapacity(20, 9));
print(" GetCapacity(): " + AIVehicle.GetCapacity(20, 5));
print(" GetRefitCapacity(): " + AIVehicle.GetRefitCapacity(20, 5));
print(" RefitVehicle(): " + AIVehicle.RefitVehicle(20, 5));
print(" GetCapacity(): " + AIVehicle.GetCapacity(20, 9));
print(" GetCapacity(): " + AIVehicle.GetCapacity(20, 5));
print(" SellVehicle(): " + AIVehicle.SellVehicle(20));
print(" --Errors--");
print(" RefitVehicle(): " + AIVehicle.RefitVehicle(12, 0));
print(" GetLastErrorString(): " + AIError.GetLastErrorString());

View File

@@ -1,2 +1,4 @@
/* $Id$ */
print(" Required this file");

View File

@@ -8534,8 +8534,9 @@ ERROR: IsEnd() is invalid as Begin() is never called
19693 => 8
--TileList_IndustryProducing--
Count(): 90
Count(): 92
Location ListDump:
46920 => 1
46919 => 1
46918 => 1
46917 => 1
@@ -8544,6 +8545,7 @@ ERROR: IsEnd() is invalid as Begin() is never called
46914 => 1
46913 => 1
46912 => 1
46911 => 1
46664 => 1
46663 => 1
46662 => 1
@@ -9115,9 +9117,6 @@ ERROR: IsEnd() is invalid as Begin() is never called
BuildVehicle(): 17
BuildVehicle(): 18
BuildVehicle(): 19
IsValidVehicle(17): true
IsValidVehicle(18): true
IsValidVehicle(19): false
MoveWagonChain(): true
GetNumWagons(): 3
GetLength(): 24
@@ -9129,18 +9128,6 @@ ERROR: IsEnd() is invalid as Begin() is never called
GetWagonAge(): 0
GetWagonEngineType(): 65535
GetWagonAge(): -1
--Refit--
GetBuildWithRefitCapacity(): -1
GetBuildWithRefitCapacity(): 0
GetBuildWithRefitCapacity(): 160
BuildVehicleWithRefit(): 20
GetCapacity(): 160
GetCapacity(): 0
GetRefitCapacity(): 160
RefitVehicle(): true
GetCapacity(): 0
GetCapacity(): 160
SellVehicle(): true
--Errors--
RefitVehicle(): false
GetLastErrorString(): ERR_VEHICLE_NOT_IN_DEPOT
@@ -9188,7 +9175,7 @@ ERROR: IsEnd() is invalid as Begin() is never called
13 => 5489
12 => 5489
CurrentSpeed ListDump:
12 => 27
12 => 21
17 => 0
16 => 0
14 => 0

View File

@@ -1,3 +1,5 @@
/* $Id$ */
class Regression extends AIController {
function Start();
};

Binary file not shown.

Binary file not shown.

View File

@@ -1,6 +0,0 @@
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,3 +1,5 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.

View File

@@ -1,8 +1,8 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
GSLog.Info("1.9 API compatibility in effect.");

View File

@@ -1,210 +1,3 @@
1.10.1 (2020-04-13)
------------------------------------------------------------------------
Fix #8081: Crash when placing a ship depot next to a dock (#8082)
Fix: [GS] A Goal's QuestionID was getting truncated (#8072)
Fix #8064: Refit capacity could be displayed incorrectly in extreme edgecases (#8065)
Fix #8060: Restore admin network API compatibility (#8061)
Fix #8055: Crash when roadtype availability changes with the road construction toolbar open (#8058)
1.10.0 (2020-04-01)
------------------------------------------------------------------------
Change: Open company window when clicking on a company goal (#8033)
Change: [SDL2] Support pasting from clipboard on Linux (#8004)
Fix: [Script] Random deviation upper bound range should be inclusive (#8052)
Fix #8043: Incorrect handling of global road/tram hotkeys caused a crash (#8044)
Fix #8039: [Script] SetOrderFlags and GetOrderDestination didn't work for oil rigs (#8040)
Fix: [Script] CanBuildConnectedRoadPartsHere neighbours tiles were incorrect if you started a new game with a different world size (#8036)
Fix: Ignore clicks on non-applicable global goals (#8035)
Fix #7613: Limit News Window to 1024 messages to keep it usable and avoid overflowing scrollbars (#8026)
Fix #7644: [OSX] Hopefully improve performance by manually set colorspace to sRGB (#8023)
Fix #8020: Add missing docking tiles around industry neutral stations (#8021)
Fix: GUI tramway icon only contained a single set of tram tracks (#8015)
Fix: Station with multiple docks had the wrong tile area (#8014)
Fix #8011: Crash when loading TTD scenario containing a dock (#8012)
Fix #7998: Crash when scripts tried to access companies with invalid IDs (#8010)
Fix: Crash when attempting to draw a string containing nonprintable characters (#8005)
Fix #6399: Directory ~/.local/share not created if it didn't already exist (#8003)
Fix #7958: Custom catenary missing on road bridges (#7991)
Fix #7944: Demolishing locks built on rivers didn't always restore the river (#7946)
1.10.0-RC1 (2020-02-09)
------------------------------------------------------------------------
Feature: Allow server to supply a reason to kicked/banned clients (#7859)
Feature: [NewGRF] Station variable 6A, querying GRFID of nearby station tiles (#7956)
Feature: Improved logic of sharing industry production between 3 or more stations (#7922)
Feature: Highlight the item under mouse cursor in file browser (#7900)
Feature: [GS] Methods to change town rating of companies (#7898)
Feature: [NewGRF] Callback profiling command (#7868)
Feature: Add a setting to show the name of the NewGRF of a vehicle in the build window (#7852)
Feature: Ability to filter industry directory window by cargo (#7843)
Feature: Minimap screenshot type (#7817)
Feature: [GS] Methods to control engine availability of a specific company (#7791)
Feature: Configurable game ending year (#7747)
Feature: Separate window for taking screenshots (#7550)
Change: Move autorenew setting to basic category (#7984)
Change: Improved algorithm for transfer feeder payments (#7935)
Change: Show volume sliders with wedges instead of boxy slider (#7902)
Change: Auto-restart loads the original resources (e.g. save or scenario) again (#7688)
Change: Improve readability of integer lists saved to config files (#7396)
Fix #7976: Crash when attempting to kick the host via rcon (#7985)
Fix #7592: Road vehicles no longer balanced between multiple road stop stations (#7979)
Fix: Station rating effects affecting too large area (#7977)
Fix #7974: Crash when Ctrl+click to show a collapsed vehicle group (#7975)
Fix #7969: Crash when executing a recursive console alias (#7973)
Fix #6566: Very long loading of the maximum "zoom out" level at high resolutions (#7968)
Fix #7952: Crash when switching input languages (#7953)
Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver (#7934)
Fix #7925: Corrupt savegames could lead to corruption of the titlegame (#7932)
Fix: [Fluidsynth] Music notes from previous song were not properly reset (#7930)
Fix: Invalid string usage within music window (#7928)
Fix: Non-deterministic name sorting in industry directory window (#7915)
Fix #7899: Various issues with town list window sorting (#7906, #7916)
Fix #7587: Fix possible crashes when loading old save games with invalid waypoint positions (#7894)
Fix: Avoid a crash by properly resetting timetable duration when loading old savegames (#7894)
Fix: Possible crash when post road-works cleanup removes all road pieces (#7903)
Fix #7891: Fix crash when loading save from 1.7.2 (#7892)
Fix #7887: Missing sound effects for some main toolbar buttons (#7888)
Fix #6667: Avoid confusion by also recalculating bridge costs for 'spectated' AI companies (#7884)
Fix: Allow old NewGRF industries to hide in/out cargo slots (#7882)
Fix: [Windows] Fix bootstrap GUI with Uniscribe but no Freetype (#7878)
Fix: Missing keycodes for hotkeys.cfg (#7850)
Fix #7625: Ensure road infrastructure cost is correctly updated when upgrading your own roads (#7628)
Fix #7088: Avoid crash by closing AI/GS textfile windows when changing their in-game slot (#7094)
1.10.0-beta2 (2019-12-25)
------------------------------------------------------------------------
- Feature: [Script] More error mappings (#7857)
- Feature: Ctrl+Click on a vehicle in the vehicle group window selects and scrolls to the vehicle's group (#7800)
- Feature: Ctrl+Click on the vehicle details button in the vehicle view window opens the vehicle group window focused on the vehicle (#7800)
- Feature: Add a button to the vehicle advisory news window to open the vehicle's group window (#7800)
- Feature: Ctrl+Click on a vehicle in the vehicle list window opens the vehicle group window focused on the vehicle's group (#7800)
- Fix: Custom sea level default value is now equal to minimum value (#7866)
- Fix: [NewGRF] Various tracktype fixes (#7863)
- Fix: Infrastructure total update when removing tram road stop (#7856)
- Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates (#7849)
- Fix #7836: Check coherency of NewGRF parameter min/max (#7840)
- Fix #7673: [Script] Allow removal of custom town text (#7834)
- Fix: Crash when displaying an error message at map edges (#7833)
- Fix #7783, #7816: [SDL2] Fix input handling in edit context (#7825)
- Fix #7697: Tile query on HQs did not display cargo correctly (#7824)
- Fix #7820: Possible game crash when removing oil rig (#7821)
- Fix #7606: Rare crash when trying to clean up a crashed script (#7819)
- Fix #7784: [SDL2] up/down/home/end key behaviour (#7815)
- Fix #7631: 16 out cargo support for industry directory (#7809)
- Fix #7646: Crash on random map generation failure (#7805)
- Fix #7430: Only reset time since pickup when train visits station if it has room to load (#7595)
- Fix #5405: Aircraft could route to depots outside their range (#7104)
1.10.0-beta1 (2019-10-29)
------------------------------------------------------------------------
- Feature: Configurable minimum age for companies before allowing share trading (#7780)
- Feature: Filter on town list window (#7621)
- Feature: Ability to show Newspaper and Ticker messages in parallel (#7612)
- Feature: Show coverage area for stations and towns (#7446)
- Feature: Collapsible vehicle groups (#7417)
- Feature: More flexible docks - can now have multiple per station, ships can use any part of dock (#7380)
- Feature: [NewGRF] Railtype flags to allow/disallow 90 degree curves (#7352)
- Feature/Change: Non-rectangular catchment area for sparse stations (#7235)
- Feature: Improved performance for road vehicle pathfinding (#7261)
- Feature: Option to show local authority boundary of towns (#7025)
- Feature: Experimental method of town cargo generation that scales linearly with population (#6965)
- Feature: [NewGRF] RoadTypes (NRT) (#6811)
- Add: [Win32] Select MIDI device by port name (#7666)
- Add: 'getsysdate' console command (#7658)
- Add: Currencies NTD, CNY, HKD (#7596)
- Add: Icons to vehicle construction drop down lists (#7358, #7485)
- Add: Security warning to players that company passwords are not truly secure (#7351)
- Add: [Script] Various API functions for managing vehicle groups (#7225, #7336, #7716)
- Add: SDL2 video driver (#7086)
- Change: Inactive industries do not make sound effects (#7752)
- Change: [Win32] Use native GDI engine for rendering fonts (#7572)
- Change: Scale oil refinery edge distance limit by map size (#7514)
- Change: Do not display a news message about old vehicles when a replacement for it is activated (#7401)
- Change: When filtering purchase list by cargo type, buy button now performs a refit if required (#7301)
- Change: Don't apply forbid 90 deg turn settings to ships, and make penalties for turns configurable (#7289, #7372)
- Change: Make the chance of an aeroplane crashing at an airport with a short runway independent of plane crash setting (#7302)
- Change: Keep town growth rate in sync with house count (#6777)
- Fix #6219: Improve helicopter's ability to takeoff from commuter and international airports (#7710)
- Fix #6407: Show snowy ground sprites for train depots (#7671)
- Fix: Power/running cost sorting algorithm was not correct when power was higher than running cost (#7561)
- Fix: Tweaks to small-map colours to make dark blue company more visible (#7436, #7450)
- Fix: [SDL] Do not offer video smaller than 640x480 (#7442)
- Fix: Incorrect display of industry production around tiles (#7426)
- Fix: Show industry name in Land Area Information window for industries with neutral stations instead of just 'Oil Rig' (#7349)
- Fix: Remove redundant and broken file lookups when loading base sets (#7348)
- Fix: Always report error when ordering a road vehicle to wrong type of road stop (#7316)
- Fix #7043, #7274: Improve performance when creating towns during world creation (#7284)
- Fix #7062: Remove ship max order distance (#7279)
- Fix #7189: Fluidsynth volume gain too high (#7253)
- Fix: Add setting for whether industries with neutral stations (e.g. Oil rigs) accept and supply cargo to/from surrounding stations to fix exploit as old as TTO (#7234)
- Fix: Properly reset dropdown menu windows after changing AI/GS settings (#7092)
- Remove: DOS, MorphOS, AmigaOS & BeOS support (#7326, #7388)
- Remove: Original Path Finder (#7245)
1.9.3 (2019-09-16)
------------------------------------------------------------------------
- Change: Use natural sort when sorting the file list (#7727)
- Fix #7479: Don't close construction windows when changing client name (#7728)
- Fix #7731: Files sorting by modification time on Windows XP (#7731)
- Fix #7644: [OSX] Better solution for colourspace/performance issues (#7741)
1.9.3-RC1 (2019-09-07)
------------------------------------------------------------------------
- Add: Can now click industries to make orders to their neutral station (e.g. oil rig) (#7709)
- Fix #7644: [OSX] Poor framerate on certain systems (#7721)
- Fix #7702: Highscore screen UI scaling (#7714)
- Fix #7704: [OSX] Handle malformed UTF8 strings, leading to crashes in server browser (#7705)
- Fix #7188: [AI] Possible crash when reloading an AI in multiplayer games (#7701, #7725)
- Fix: RemoveAirport function now returns 'Aircraft in the way' error message when occupied (#7690)
- Fix: Spelling in running costs setting help text (#7686)
- Fix #7655: 'Decrease' buttons in cheat window not working properly with UI scaling (#7669)
- Fix: [GS] Could not create elements on Storybook pages with ID > 255 (#7657)
- Fix #7626: Allow building road stops over town-owned one-way roads, instead of crashing (#7627)
1.9.2 (2019-07-07)
------------------------------------------------------------------------
- Change: Set default setting in server browser of "Advertised" to "Yes" (#7568)
- Change: Allow building road stops over self-owned one-way/blocked road (#7547)
- Fix #7463: Promote scroll mode setting to basic category (#7586)
- Fix: Inconsistent GUI scaling (#7539)
- Fix #7491: Send company update admin message when bankruptcy counter changes (#7492)
- Fix #7553: Check bounds when loading strings (#7554)
- Fix: Really increase the maximum number of GameScript texts to 64k (#7555)
- Fix: Crash when attempting to load old save game with GRFs set (#7546)
- Fix #6507: Don't try to load invalid depots from older savegames (#7546)
- Fix: Railtype bits were moved too late, leading to rails under bridges losing their type (#7546)
- Fix: Bounds check access to railtype_map (#7529)
- Fix: Spurious errors when using more than 32 railtypes (#7533)
- Fix #7633: Allow zero-cost track conversion to succeed (#7634)
- Fix #7577: Check if linkgraph station index is valid before dereferencing (#7583)
- Fix #7224: Drag and drop vehicle group creation does not work correctly (#7581)
- Fix #7570: Show Github URL in the crashlog window (#7571)
- Fix: Clicking on scrollbar 'thumb' moved position up instantly (#7549)
- Fix #7255: Prevent crashlog corruption by only printing the 32 most recent news messages (#7542)
- Fix #5685: Check for free wagons in ScriptVehicleList (#7617)
- Fix: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**16 (#7560)
- Fix #6666: Mismatched parentheses in RTL languages (#7480)
- Fix: [Windows] Various reliability and correctness improvements to MIDI on Windows (#7620)
1.9.1 (2019-04-08)
------------------------------------------------------------------------
- Fix #6564: Enforce types of arguments for station name strings (#7419)
- Fix #7433: Don't use AirportSpec substitute if it's not enabled (#7435)
- Fix #7447, #7466, #7476: Missing NewGRF strings due to Action 4 feature check skipping pseudo-feature 48 (#7449)
- Fix #6222: Advanced sprite layout sometimes showed incorrect railtype ground tile. (#7460)
- Fix #7439: CompanyRemoveReason overwritten by ClientID (#7465)
- Fix: [Windows] Incorrect error handling could lead to cascading error windows (#7482)
- Fix #7478: Don't remove NewGRF objects on company take-over. (#7483)
1.9.0 (2019-04-01)
------------------------------------------------------------------------
- Fix #7411: Use industry production callback (if used) on initial industry cargo generation (#7412)
@@ -393,7 +186,7 @@ Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbe
- Fix: [Win32] Right mouse scrolling didn't work properly with the Windows 10 Fall Creators Update [FS#6629] (r27935)
- Fix: Forest, candyfloss forest and battery farm skipped the first animation frame [FS#6639] (r27932)
- Fix: Glyphs in range U+0020 to U+00FF may only be defined in orig_extra.grf, not in openttd.grf [FS#6620] (r27915)
- Fix: 'unban' console command was not handling IPv6 addresses properly (r27914, r27913)
- Fix: 'unban' console command was not handling IPv6 adresses properly (r27914, r27913)
- Fix: Keep the 'link' between industry chain and smallmap windows whenever possible [FS#6585] (r27905)
- Fix: When the last vehicle is removed from a shared orders group, hide the 'Stop sharing' button in the vehicle orders window [FS#6593] (r27904)
- Fix: Tooltip of 'increase service interval' said 'decrease' [FS#6606] (r27895)
@@ -499,7 +292,7 @@ Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbe
- Fix: [Build] Force sorting to be locale independent, so files are always ordered the same and by that token better diff-able (r27562, r27558)
- Fix: Typos in comments and string (r27561, r27560)
- Fix: [Build] bashism that caused different CFLAGS with bash vs dash (r27557)
- Fix: Use a more appropriate sound effect for convert-rail (r27547)
- Fix: Use a more appropiate sound effect for convert-rail (r27547)
- Fix: Remove SetFill from vehicle GUI buttons, so that the viewport is resized instead of them in case of long window titles (r27546)
- Fix: [Script] Generation of API wrappers (r27545, r27544, r27543)
- Fix: [Windows] ICU got disabled for Windows builds, breaking RTL support [FS#6427] (r27542)
@@ -3390,7 +3183,7 @@ Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbe
- Fix: Improve corner case order handling: mark order as done only when actually done, obey non-stop orders, do only stop/refit at the depot in the order (r16240, r16228, r16199, r16198, r16187)
- Fix: [NoAI] Use the stop/non-stop intermediate orderflags AIs can give for goto-depot orders (r16239)
- Fix: [NewGRF] ActionB should use the online parameters from GRFFile instead of the initial user-specified values from GRFConfig. Also use the values as they were set when the ActionB was executed, not as they are set when the message is shown (r16223)
- Fix: Possible crashes when quitting OpenTTD or forcing resizes/redraws of the screen during map generation [FS#2862] (r16220)
- Fix: Possible crashes when quiting OpenTTD or forcing resizes/redraws of the screen during map generation [FS#2862] (r16220)
- Fix: Shared orders without orders were not properly converted causing corrupt/invalid orders when loading pre 0.7 savegames [FS#2878] (r16214)
- Fix: Hardcoded (old sized) MAX_COMPANIES constant (r16182)
- Fix: [Squirrel] The traps variable was not restored, causing try/catch blocks to be 'forgotten' during a suspend (r16181)
@@ -3398,7 +3191,7 @@ Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbe
- Fix: Forbid joining AI companies via the 'move' and 'join' console commands/multiplayer lobby (r16176, r16175)
- Fix: [NoAI] AIOrder::GetOrderDestination and AIOrder::GetOrderFlags did not work on ORDER_CURRENT when the vehicle was loading/leaving in a station (r16165)
- Fix: [NoAI] Change WAYPOINT_INVALID to 0xFFFF from -1 as that is the value the AIs got (due to casting) (r16150)
- Fix: The overflowsafe type did not like dividing by int64 larger than MAX_INT32 causing division by negative numbers and small anomalies when drawing graphs [FS#2855] (r16130)
- Fix: The overflowsafe type did not like dividing by int64 larger than MAX_INT32 causing division by negative numbers and small anomolies when drawing graphs [FS#2855] (r16130)
- Fix: Road was removed when both the Remove button was active and Ctrl was pressed [FS#2582] (r16119)
- Fix: [NoAI] Make sure AIOrder::GetDestination always returns a tile belonging to the station (16109)
- Fix: [NoAI] When giving an aircraft a goto-hangar order do not let it be a normal goto-station order (r16108)
@@ -3854,7 +3647,7 @@ Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbe
- Fix: Inconsistent use of 8/15-bitness of NewGRF callback results with respect to TTDP's implementation of the specification (r12819, r12818, r12759)
- Fix: Possible out of bounds array access (r12809)
- Fix: Enforce autorenew values range in command (r12808)
- Fix: Vehicles could break down during loading and keep loading. The intention of the break down code is not to break down when having zero speed, therefore break downs now do not happen when loading [FS#1938] (r12795)
- Fix: Vehicles could break down during loading and keep loading. The intention of the break down code is not to break down when having zero speed, therefor break downs now do not happen when loading [FS#1938] (r12795)
- Fix: [OSX] In some rare cases when using an uncalibrated monitor the system colour space could not be retrieved. Show an error when this happens instead of just trying an assertion (r12776)
- Fix: Slope checking for NewGRFs failed (r12759)
- Fix: Check the TILE_NOT_SLOPED flag of the _north_ tile of multi-tile houses to decide if autoslope is allowed (r12717)
@@ -3962,7 +3755,7 @@ Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbe
- Feature: Separate catenary transparency settings from building transparency settings (r12103)
- Feature: Allow locking individual transparency settings so they will not be changed by pressing 'x' (r12102)
- Feature: Add some missing VarAction2 variables (r12124)
- Feature: Make snow appear on rail tiles dependent on track height, not on height of the lowest part of the tile (r12098)
- Feature: Make snow appear on rail tiles dependant on track height, not on height of the lowest part of the tile (r12098)
- Feature: [NewGRF] Specify the purchase, rail and road description of a bridge (r12069)
- Feature: [NewGRF] Add support for var 12, Variational Action 2 (r12045)
- Feature: Allow trees on shore (r12029)
@@ -4243,7 +4036,7 @@ Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbe
- Feature: Add support for variable snow lines in the arctic climate, supplied by NewGRF files (r9371)
- Feature: [NewGRF] Add support for newhouses (r9315)
- Feature: [NewGRF] Add support for Action 13, which allows you to translate GRF-specific texts. The translations will only be shown if you are using a language with a GRF language id and if a string has not already been set specifically for the language you are using (r9037)
- Feature: Translation dependent formatting of dates (r8906)
- Feature: Translation dependant formatting of dates (r8906)
- Feature: If an action 7/9 leads to skipping the rest of the file, disable the NewGRF if an action 8 has not been encountered yet (r8831)
- Feature: Stop loading and disable the current NewGRF if a fatal error message in Action B is encountered. Also be more strict on the values accepted (r8830)
- Feature: Build aircraft windows will no longer show aircraft that cannot use the airport in question (r8771)
@@ -4364,7 +4157,7 @@ Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbe
- Fix: Do not display income/expenses when they do not belong to a 'valid' tile, like the money cheat and giving money [FS#1175] (r11021)
- Fix: One could not give money when (s)he had too much money [FS#1174] (r11020)
- Fix: Disallow buying/selling shares in your own company or a bankrupt company [FS#1169] (r11018)
- Fix: Crash when quitting the game in one of the end score windows [FS#1218] (r11071)
- Fix: Crash when quiting the game in one of the end score windows [FS#1218] (r11071)
0.5.3-RC3 (2007-08-30)
@@ -4496,7 +4289,7 @@ Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbe
0.5.1-RC1 (2007-03-20)
------------------------------------------------------------------------
- Feature: Translation dependent formatting of dates (r8906)
- Feature: Translation dependant formatting of dates (r8906)
- Feature: Kick inactive initial network connections after some time [FS#115] (r9038, r9061)
- Feature: Add an extra news group for opening and closing of industries (r9097)
- Codechange: Disable shares by default and increase the default maximum distance from edge for oil refineries (r9339)
@@ -5459,7 +5252,7 @@ Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbe
- Fix: Wrong pathfinding when northern station tile is missing
- Fix: You cannot take ownership of an oilrig by building right next to it
- Fix: [Makefile] Fixed issue where sdl-config was needed even on systems without SDL
- Fix: [SDL] Performance fix for palette animation and mouse jumping
- Fix: [SDL] Performance fix fo palette animation and mouse jumping
- Fix: [SDL] Same resolution was displayed more than once in game options
- Fix: [SDL] Smoother mouse and performance fix, like in the Windows video driver
- Fix: Wrong trains you can buy with scenarios [SF#963056]

View File

@@ -1,3 +1,5 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
@@ -50,6 +52,7 @@ set_default() {
enable_profiling="0"
enable_lto="0"
enable_dedicated="0"
enable_network="1"
enable_static="1"
enable_translator="0"
enable_unicode="1"
@@ -79,6 +82,7 @@ set_default() {
with_iconv="1"
with_midi=""
with_midi_arg=""
with_libtimidity="1"
with_fluidsynth="1"
with_freetype="1"
with_fontconfig="1"
@@ -127,6 +131,7 @@ set_default() {
enable_profiling
enable_lto
enable_dedicated
enable_network
enable_static
enable_translator
enable_unicode
@@ -155,6 +160,7 @@ set_default() {
with_iconv
with_midi
with_midi_arg
with_libtimidity
with_fluidsynth
with_freetype
with_fontconfig
@@ -285,6 +291,9 @@ detect_params() {
--enable-ipo=*) enable_lto="$optarg";;
--enable-dedicated) enable_dedicated="1";;
--enable-dedicated=*) enable_dedicated="$optarg";;
--enable-network) enable_network="2";;
--enable-network=*) enable_network="$optarg";;
--disable-network) enable_network="0";;
--disable-static) enable_static="0";;
--enable-static) enable_static="2";;
--enable-static=*) enable_static="$optarg";;
@@ -361,6 +370,10 @@ detect_params() {
--without-libpng) with_png="0";;
--with-libpng=*) with_png="$optarg";;
--with-libtimidity) with_libtimidity="2";;
--without-libtimidity) with_libtimidity="0";;
--with-libtimidity=*) with_libtimidity="$optarg";;
--with-fluidsynth) with_fluidsynth="2";;
--without-fluidsynth) with_fluidsynth="0";;
--with-fluidsynth=*) with_fluidsynth="$optarg";;
@@ -536,8 +549,8 @@ check_params() {
# Export some variables to be used by pkg-config
#
# PKG_CONFIG_LIBDIR variable mustn't be set if we are not willing to
# override the default pkg-config search path, it mustn't be an empty
# PKG_CONFIG_LIBDIR variable musn't be set if we are not willing to
# override the default pkg-config search path, it musn't be an empty
# string. If the variable is empty (e.g. when an empty string comes
# from config.cache) then unset it. This way the "don't override" state
# will be properly preserved when (re)configuring.
@@ -546,10 +559,10 @@ check_params() {
# Check if all params have valid values
# OS only allows DETECT, UNIX, OSX, FREEBSD, DRAGONFLY, OPENBSD, NETBSD, HAIKU, SUNOS, CYGWIN, MINGW, and OS2
if [ -z "`echo $os | egrep '^(DETECT|UNIX|OSX|FREEBSD|DRAGONFLY|OPENBSD|NETBSD|HPUX|HAIKU|SUNOS|CYGWIN|MINGW|OS2)$'`" ]; then
# OS only allows DETECT, UNIX, OSX, FREEBSD, DRAGONFLY, OPENBSD, NETBSD, MORPHOS, BEOS, HAIKU, SUNOS, CYGWIN, MINGW, OS2, and DOS
if [ -z "`echo $os | egrep '^(DETECT|UNIX|OSX|FREEBSD|DRAGONFLY|OPENBSD|NETBSD|HPUX|MORPHOS|BEOS|HAIKU|SUNOS|CYGWIN|MINGW|OS2|DOS)$'`" ]; then
log 1 "configure: error: invalid option --os=$os"
log 1 " Available options are: --os=[DETECT|UNIX|OSX|FREEBSD|DRAGONFLY|OPENBSD|NETBSD|HPUX|HAIKU|SUNOS|CYGWIN|MINGW|OS2]"
log 1 " Available options are: --os=[DETECT|UNIX|OSX|FREEBSD|DRAGONFLY|OPENBSD|NETBSD|HPUX|MORPHOS|BEOS|HAIKU|SUNOS|CYGWIN|MINGW|OS2|DOS]"
exit 1
fi
# cpu_type can be either 32 or 64
@@ -616,7 +629,7 @@ check_params() {
detect_sse_capable_architecture
if [ "$enable_static" = "1" ]; then
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ]; then
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ] || [ "$os" = "MORPHOS" ] || [ "$os" = "DOS" ]; then
enable_static="2"
else
enable_static="0"
@@ -626,8 +639,8 @@ check_params() {
if [ "$enable_static" != "0" ]; then
log 1 "checking static... yes"
if [ "$os" != "MINGW" ] && [ "$os" != "CYGWIN" ] && [ "$os" != "OSX" ]; then
log 1 "WARNING: static is only known to work on Windows, and MacOSX"
if [ "$os" != "MINGW" ] && [ "$os" != "CYGWIN" ] && [ "$os" != "OSX" ] && [ "$os" != "MORPHOS" ] && [ "$os" != "DOS" ]; then
log 1 "WARNING: static is only known to work on Windows, DOS, MacOSX and MorphOS"
log 1 "WARNING: use static at your own risk on this platform"
sleep 5
@@ -637,7 +650,7 @@ check_params() {
fi
if [ "$enable_unicode" = "1" ]; then
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ]; then
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ] || [ "$os" = "DOS" ]; then
enable_unicode="2"
else
enable_unicode="0"
@@ -742,6 +755,11 @@ check_params() {
if [ "$enable_dedicated" != "0" ]; then
log 1 "checking GDI video driver... dedicated server, skipping"
log 1 "checking dedicated... found"
if [ "$enable_network" = "0" ]; then
log 1 "configure: error: building a dedicated server without network support is pointless"
exit 1
fi
else
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ]; then
log 1 "checking GDI video driver... found"
@@ -749,7 +767,7 @@ check_params() {
log 1 "checking GDI video driver... not Windows, skipping"
fi
if [ -z "$allegro_config" ] && [ -z "$sdl2_config" ] && [ -z "$sdl_config" ] && [ "$with_cocoa" = 0 ] && [ "$os" != "MINGW" ] && [ "$os" != "CYGWIN" ]; then
if [ -z "$allegro_config" ] && [ -z "$sdl_config" ] && [ "$with_cocoa" = 0 ] && [ "$os" != "MINGW" ] && [ "$os" != "CYGWIN" ]; then
log 1 "configure: error: no video driver development files found"
log 1 " If you want a dedicated server use --enable-dedicated as parameter"
exit 1
@@ -772,6 +790,15 @@ check_params() {
log 1 "checking console application... enabled"
fi
if [ "$enable_network" = "1" ] && [ "$os" = "DOS" ]; then
log 1 "checking network... DOS, skipping"
enable_network=0
elif [ "$enable_network" != "0" ]; then
log 1 "checking network... found"
else
log 1 "checking network... disabled"
fi
log 1 "checking squirrel... found"
SCRIPT_SRC_DIR="$ROOT_DIR/src/3rdparty/squirrel/include"
@@ -868,6 +895,7 @@ check_params() {
detect_fontconfig
detect_icu_layout
detect_icu_sort
detect_libtimidity
detect_fluidsynth
if [ "$with_direct_music" != "0" ]; then
@@ -911,7 +939,9 @@ check_params() {
fi
if [ "$enable_debug" = "0" ] && [ "$enable_profiling" = "0" ] && [ "$enable_strip" != "0" ]; then
if [ "$os" = "OSX" ]; then
if [ "$os" = "MORPHOS" ]; then
strip_arg="--strip-all --strip-unneeded --remove-section .comment"
elif [ "$os" = "OSX" ]; then
strip_arg=""
elif [ "$os" = "OS2" ]; then
strip_arg=""
@@ -1002,6 +1032,10 @@ check_params() {
grfcodec=""
fi
if [ "$os" = "DOS" ]; then
with_threads="0"
fi
if [ "$os" != "OSX" ] && [ "$with_application_bundle" != "0" ]; then
if [ "$with_application_bundle" = "1" ]; then
with_application_bundle="0"
@@ -1057,8 +1091,18 @@ check_params() {
fi
fi
if { [ -d "$ROOT_DIR/.git" ] || [ -f "$ROOT_DIR/.git" ]; } && [ -n "`git help 2>/dev/null`" ]; then
if [ -d "$ROOT_DIR/.svn" ] && [ -n "`svn help 2>/dev/null`" ]; then
log 1 "checking revision... svn detection"
elif [ -d "$ROOT_DIR/../.svn" ] && [ -n "`svn help 2>/dev/null`" ] && [ -n "`LC_ALL=C svn info $ROOT_DIR/.. | grep '^URL:.*tags$'`" ]; then
# subversion changed its behaviour; now not all folders have a .svn folder,
# but only the root folder. Since making tags requires a (sparse) checkout
# of the tags folder, the folder of the tag does not have a .svn folder
# anymore and this fails to detect the subversion repository checkout.
log 1 "checking revision... svn detection (tag)"
elif [ -d "$ROOT_DIR/.git" ] && [ -n "`git help 2>/dev/null`" ]; then
log 1 "checking revision... git detection"
elif [ -d "$ROOT_DIR/.hg" ] && [ -n "`HGPLAIN= hg help 2>/dev/null`" ]; then
log 1 "checking revision... hg detection"
elif [ -f "$ROOT_DIR/.ottdrev" ]; then
log 1 "checking revision... source tarball"
else
@@ -1094,7 +1138,7 @@ check_params() {
fi
if [ "$personal_dir" = "1" ]; then
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ] || [ "$os" = "HAIKU" ]; then
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ] || [ "$os" = "DOS" ] || [ "$os" = "HAIKU" ]; then
personal_dir="OpenTTD"
elif [ "$os" = "OSX" ]; then
personal_dir="Documents/OpenTTD"
@@ -1309,9 +1353,6 @@ make_compiler_cflags() {
# it happens when using the FOR_ALL_WINDOWS_FROM_BACK_FROM macro
flags="$flags -Wno-self-assign"
# warning: <something> is a C++11 extension
flags="$flags -Wno-c++11-extensions"
if [ "$cc_version" -lt "30" ]; then
# warning: equality comparison with extraneous parentheses
flags="$flags -Wno-parentheses"
@@ -1387,7 +1428,7 @@ make_compiler_cflags() {
if [ $cc_version -ge 402 ]; then
# GCC 4.2+ automatically assumes that signed overflows do
# not occur in signed arithmetic, whereas we are not
# not occur in signed arithmetics, whereas we are not
# sure that they will not happen. It furthermore complains
# about its own optimized code in some places.
flags="$flags -fno-strict-overflow"
@@ -1486,6 +1527,10 @@ make_cflags_and_ldflags() {
if [ "$enable_debug" = "0" ]; then
# No debug, add default stuff
OBJS_SUBDIR="release"
if [ "$os" = "MORPHOS" ]; then
CFLAGS="-I/gg/os-include -noixemul -fstrict-aliasing -fexpensive-optimizations -mcpu=604 -fno-inline -mstring -mmultiple $CFLAGS"
LDFLAGS="$LDFLAGS -noixemul"
fi
if [ "$enable_profiling" = "0" ]; then
# -fomit-frame-pointer and -pg do not go well together (gcc errors they are incompatible)
@@ -1516,20 +1561,12 @@ make_cflags_and_ldflags() {
# extensions in a way that breaks build with at least ICC.
# This requires -O1 or more, so debug level 3 (-O0) is excluded.
CFLAGS="$CFLAGS -D_FORTIFY_SOURCE=2"
if [ "$os" = "MINGW" ]; then
# Prevent undefined references when _FORTIFY_SOURCE > 0
LDFLAGS="$LDFLAGS -fstack-protector"
fi
fi
cc_build_is_gcc=`basename "$cc_build" | grep "gcc" 2>/dev/null`
if [ -n "$cc_build_is_gcc" ]; then
# Just add -O1 to the tools needed for building.
CFLAGS_BUILD="$CFLAGS_BUILD -D_FORTIFY_SOURCE=2 -O1"
if [ "$os" = "MINGW" ]; then
# Prevent undefined references when _FORTIFY_SOURCE > 0
LDFLAGS_BUILD="$LDFLAGS_BUILD -fstack-protector"
fi
fi
fi
@@ -1568,7 +1605,7 @@ make_cflags_and_ldflags() {
LDFLAGS="$LDFLAGS -Wl,--subsystem,windows"
fi
LIBS="$LIBS -lws2_32 -lwinmm -lusp10 -lgdi32 -ldxguid -lole32 -limm32"
LIBS="$LIBS -lws2_32 -lwinmm -lgdi32 -ldxguid -lole32 -limm32"
if [ $cc_version -ge 404 ]; then
LDFLAGS_BUILD="$LDFLAGS_BUILD -static-libgcc -static-libstdc++"
@@ -1579,14 +1616,19 @@ make_cflags_and_ldflags() {
fi
fi
if [ "$os" != "CYGWIN" ] && [ "$os" != "HAIKU" ] && [ "$os" != "OPENBSD" ] && [ "$os" != "MINGW" ] && [ "$os" != "OSX" ] && [ "$os" != "OS2" ]; then
if [ "$os" != "CYGWIN" ] && [ "$os" != "HAIKU" ] && [ "$os" != "OPENBSD" ] && [ "$os" != "MINGW" ] && [ "$os" != "MORPHOS" ] && [ "$os" != "OSX" ] && [ "$os" != "DOS" ] && [ "$os" != "OS2" ]; then
LIBS="$LIBS -lpthread"
fi
if [ "$os" != "CYGWIN" ] && [ "$os" != "HAIKU" ] && [ "$os" != "MINGW" ]; then
if [ "$os" != "CYGWIN" ] && [ "$os" != "HAIKU" ] && [ "$os" != "MINGW" ] && [ "$os" != "DOS" ]; then
LIBS="$LIBS -lc"
fi
if [ "$os" = "MORPHOS" ]; then
# -Wstrict-prototypes generates much noise because of system headers
CFLAGS="$CFLAGS -Wno-strict-prototypes"
fi
if [ "$os" = "OPENBSD" ]; then
LIBS="$LIBS -pthread"
fi
@@ -1610,12 +1652,12 @@ make_cflags_and_ldflags() {
fi
fi
if [ "$os" = "HAIKU" ]; then
if [ "$os" = "BEOS" ] || [ "$os" = "HAIKU" ]; then
LIBS="$LIBS -lmidi -lbe"
fi
# Most targets act like UNIX, just with some additions
if [ "$os" = "HAIKU" ] || [ "$os" = "OSX" ] || [ "$os" = "FREEBSD" ] || [ "$os" = "DRAGONFLY" ] || [ "$os" = "OPENBSD" ] || [ "$os" = "NETBSD" ] || [ "$os" = "HPUX" ] || [ "$os" = "SUNOS" ] || [ "$os" = "OS2" ]; then
if [ "$os" = "BEOS" ] || [ "$os" = "HAIKU" ] || [ "$os" = "OSX" ] || [ "$os" = "MORPHOS" ] || [ "$os" = "FREEBSD" ] || [ "$os" = "DRAGONFLY" ] || [ "$os" = "OPENBSD" ] || [ "$os" = "NETBSD" ] || [ "$os" = "HPUX" ] || [ "$os" = "SUNOS" ] || [ "$os" = "OS2" ]; then
CFLAGS="$CFLAGS -DUNIX"
fi
# And others like Windows
@@ -1635,16 +1677,7 @@ make_cflags_and_ldflags() {
fi
fi
if [ -n "$sdl2_config" ]; then
CFLAGS="$CFLAGS -DWITH_SDL2"
# SDL must not add _GNU_SOURCE as it breaks many platforms
CFLAGS="$CFLAGS `$sdl2_config --cflags | sed 's@-D_GNU_SOURCE[^ ]*@@'`"
if [ "$enable_static" != "0" ]; then
LIBS="$LIBS `$sdl2_config --static --libs`"
else
LIBS="$LIBS `$sdl2_config --libs`"
fi
elif [ -n "$sdl_config" ]; then
if [ -n "$sdl_config" ]; then
CFLAGS="$CFLAGS -DWITH_SDL"
# SDL must not add _GNU_SOURCE as it breaks many platforms
CFLAGS="$CFLAGS `$sdl_config --cflags | sed 's@-D_GNU_SOURCE[^ ]*@@'`"
@@ -1679,7 +1712,7 @@ make_cflags_and_ldflags() {
fi
if [ -n "$lzma_config" ]; then
CFLAGS="$CFLAGS -DWITH_LIBLZMA"
CFLAGS="$CFLAGS -DWITH_LZMA"
CFLAGS="$CFLAGS `$lzma_config --cflags | tr '\n\r' ' '`"
if [ "$enable_static" != "0" ]; then
@@ -1750,7 +1783,7 @@ make_cflags_and_ldflags() {
fi
if [ -n "$icu_layout_config" ]; then
CFLAGS="$CFLAGS -DWITH_ICU_LX"
CFLAGS="$CFLAGS -DWITH_ICU_LAYOUT"
CFLAGS="$CFLAGS `$icu_layout_config --cflags | tr '\n\r' ' '`"
if [ "$static_icu" != "0" ]; then
@@ -1761,7 +1794,7 @@ make_cflags_and_ldflags() {
fi
if [ -n "$icu_sort_config" ]; then
CFLAGS="$CFLAGS -DWITH_ICU_I18N"
CFLAGS="$CFLAGS -DWITH_ICU_SORT"
CFLAGS="$CFLAGS `$icu_sort_config --cflags | tr '\n\r' ' '`"
if [ "$static_icu" != "0" ]; then
@@ -1790,6 +1823,17 @@ make_cflags_and_ldflags() {
CFLAGS="$CFLAGS -DWITH_XAUDIO2"
fi
if [ -n "$libtimidity_config" ]; then
CFLAGS="$CFLAGS -DLIBTIMIDITY"
CFLAGS="$CFLAGS `$libtimidity_config --cflags | tr '\n\r' ' '`"
if [ "$enable_static" != "0" ]; then
LIBS="$LIBS `$libtimidity_config --libs --static | tr '\n\r' ' '`"
else
LIBS="$LIBS `$libtimidity_config --libs | tr '\n\r' ' '`"
fi
fi
if [ -n "$fluidsynth" ]; then
LIBS="$LIBS -lfluidsynth"
CFLAGS="$CFLAGS -DFLUIDSYNTH"
@@ -1825,12 +1869,20 @@ make_cflags_and_ldflags() {
CFLAGS="$CFLAGS -DUNICODE -D_UNICODE"
fi
if [ "$os" = "HAIKU" ]; then
LDFLAGS="$LDFLAGS -lnetwork"
fi
if [ "$enable_network" != "0" ]; then
CFLAGS="$CFLAGS -DENABLE_NETWORK"
if [ "$os" = "SUNOS" ]; then
LDFLAGS="$LDFLAGS -lnsl -lsocket"
if [ "$os" = "BEOS" ]; then
LDFLAGS="$LDFLAGS -lbind -lsocket"
fi
if [ "$os" = "HAIKU" ]; then
LDFLAGS="$LDFLAGS -lnetwork"
fi
if [ "$os" = "SUNOS" ]; then
LDFLAGS="$LDFLAGS -lnsl -lsocket"
fi
fi
if [ "$enable_static" != "0" ]; then
@@ -2309,7 +2361,7 @@ detect_awk() {
detect_os() {
if [ "$os" = "DETECT" ]; then
# Detect UNIX, OSX, FREEBSD, DRAGONFLY, OPENBSD, NETBSD, HPUX, SUNOS, CYGWIN, MINGW, and OS2
# Detect UNIX, OSX, FREEBSD, DRAGONFLY, OPENBSD, NETBSD, HPUX, MORPHOS, BEOS, SUNOS, CYGWIN, MINGW, OS2, and DOS
# Try first via dumpmachine, then via uname
os=`echo "$host" | tr '[A-Z]' '[a-z]' | $awk '
@@ -2320,12 +2372,15 @@ detect_os() {
/openbsd/ { print "OPENBSD"; exit}
/netbsd/ { print "NETBSD"; exit}
/hp-ux/ { print "HPUX"; exit}
/morphos/ { print "MORPHOS"; exit}
/beos/ { print "BEOS"; exit}
/haiku/ { print "HAIKU"; exit}
/sunos/ { print "SUNOS"; exit}
/solaris/ { print "SUNOS"; exit}
/cygwin/ { print "CYGWIN"; exit}
/mingw/ { print "MINGW"; exit}
/os2/ { print "OS2"; exit}
/dos/ { print "DOS"; exit}
'`
if [ -z "$os" ]; then
@@ -2337,6 +2392,8 @@ detect_os() {
/openbsd/ { print "OPENBSD"; exit}
/netbsd/ { print "NETBSD"; exit}
/hp-ux/ { print "HPUX"; exit}
/morphos/ { print "MORPHOS"; exit}
/beos/ { print "BEOS"; exit}
/haiku/ { print "HAIKU"; exit}
/sunos/ { print "SUNOS"; exit}
/cygwin/ { print "CYGWIN"; exit}
@@ -2349,7 +2406,7 @@ detect_os() {
if [ -z "$os" ]; then
log 1 "detecting OS... none detected"
log 1 "I couldn't detect your OS. Please use --os=OS to force one"
log 1 "Allowed values are: UNIX, OSX, FREEBSD, DRAGONFLY, OPENBSD, NETBSD, HPUX, HAIKU, SUNOS, CYGWIN, MINGW, and OS2"
log 1 "Allowed values are: UNIX, OSX, FREEBSD, DRAGONFLY, OPENBSD, NETBSD, MORPHOS, HPUX, BEOS, HAIKU, SUNOS, CYGWIN, MINGW, OS2, and DOS"
exit 1
fi
@@ -2405,17 +2462,16 @@ detect_sdl() {
log 1 "checking SDL... disabled"
sdl_config=""
sdl2_config=""
return 0
fi
if [ "$with_sdl" != "1" ] && [ "$with_cocoa" = "2" ]; then
if [ "$with_sdl" = "2" ] && [ "$with_cocoa" = "2" ]; then
log 1 "configure: error: it is impossible to compile both SDL and COCOA"
log 1 "configure: error: please deselect one of them and try again"
exit 1
fi
if [ "$with_sdl" != "1" ] && [ "$enable_dedicated" != "0" ]; then
if [ "$with_sdl" = "2" ] && [ "$enable_dedicated" != "0" ]; then
log 1 "configure: error: it is impossible to compile a dedicated with SDL"
log 1 "configure: error: please deselect one of them and try again"
exit 1
@@ -2425,7 +2481,6 @@ detect_sdl() {
log 1 "checking SDL... dedicated server, skipping"
sdl_config=""
sdl2_config=""
return 0
fi
@@ -2443,19 +2498,7 @@ detect_sdl() {
sleep 5
fi
if [ $with_sdl = "sdl1" ]; then
detect_pkg_config "2" "sdl" "sdl_config" "1.2"
elif [ $with_sdl = "sdl2" ]; then
detect_pkg_config "2" "sdl2" "sdl2_config" "2.0"
else
sdl2_config=""
if [ -x `which sdl2-config` ]; then
detect_pkg_config "$with_sdl" "sdl2" "sdl2_config" "2.0"
fi
if [ -z "$sdl2_config" ]; then
detect_pkg_config "$with_sdl" "sdl" "sdl_config" "1.2"
fi
fi
detect_pkg_config "$with_sdl" "sdl" "sdl_config" "1.2"
}
detect_osx_sdk() {
@@ -2728,6 +2771,10 @@ detect_lzo2() {
detect_library "$with_lzo2" "lzo2" "liblzo2.a" "lzo/" "lzo1x.h"
}
detect_libtimidity() {
detect_pkg_config "$with_libtimidity" "libtimidity" "libtimidity_config" "0.1" "1"
}
detect_fluidsynth() {
detect_library "$with_fluidsynth" "fluidsynth" "" "" "fluidsynth.h"
}
@@ -2805,12 +2852,6 @@ detect_png() {
}
detect_freetype() {
if [ "$with_freetype" = "1" ] && ([ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ]); then
log 1 "checking freetype2... WIN32, skipping"
freetype_config=""
return 0
fi
detect_pkg_config "$with_freetype" "freetype2" "freetype_config" "2.2" "1"
}
@@ -3150,7 +3191,7 @@ detect_sse_capable_architecture() {
else
# It was forced, so it should be found.
if [ "$with_sse" != "1" ]; then
log 1 "configure: error: SSE couldn't be found"
log 1 "configure: error: SSE couln't be found"
log 1 "configure: error: you force enabled SSE, but it seems unavailable"
exit 1
fi
@@ -3452,8 +3493,8 @@ showhelp() {
echo " --lipo=LIPO the lipo to use (OSX ONLY) [HOST-lipo]"
echo " --os=OS the OS we are compiling for [DETECT]"
echo " DETECT/UNIX/OSX/FREEBSD/DRAGONFLY/OPENBSD/"
echo " NETBSD/HPUX/SUNOS/CYGWIN/"
echo " MINGW/OS2/HAIKU"
echo " NETBSD/MORPHOS/HPUX/BEOS/SUNOS/CYGWIN/"
echo " MINGW/OS2/DOS/HAIKU"
echo ""
echo "Paths:"
echo " --prefix-dir=dir specifies the prefix for all installed"
@@ -3507,6 +3548,7 @@ showhelp() {
echo " --enable-console compile as a console application instead of as a GUI application."
echo " If this setting is active, debug output will appear in the same"
echo " console instead of opening a new window. (Win32 ONLY)"
echo " --disable-network disable network support"
echo " --disable-assert disable asserts (continue on errors)"
echo " --enable-strip enable any possible stripping"
echo " --without-osx-sysroot disable the automatic adding of sysroot "
@@ -3521,11 +3563,13 @@ showhelp() {
echo " --with-midi=midi define which midi-player to use"
echo " --with-midi-arg=arg define which args to use for the"
echo " midi-player"
echo " --with-libtimidity[=\"pkg-config libtimidity\"]"
echo " enables libtimidity support"
echo " --with-fluidsynth enables fluidsynth support"
echo " --with-allegro[=\"pkg-config allegro\"]"
echo " enables Allegro video driver support"
echo " --with-cocoa enables COCOA video driver (OSX ONLY)"
echo " --with-sdl[=\"sdl1|sdl2\"] enables SDL video driver support"
echo " --with-sdl[=\"pkg-config sdl\"] enables SDL video driver support"
echo " --with-zlib[=\"pkg-config zlib\"]"
echo " enables zlib support"
echo " --with-liblzma[=\"pkg-config liblzma\"]"

16
configure vendored
View File

@@ -1,5 +1,7 @@
#!/bin/sh
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
@@ -73,7 +75,7 @@ save_params
make_cflags_and_ldflags
EXE=""
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ] || [ "$os" = "OS2" ]; then
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ] || [ "$os" = "OS2" ] || [ "$os" = "DOS" ]; then
EXE=".exe"
fi
@@ -108,22 +110,24 @@ AWKCOMMAND='
if ($0 == "ALLEGRO" && "'$allegro_config'" == "") { next; }
if ($0 == "SDL" && "'$sdl_config'" == "") { next; }
if ($0 == "SDL2" && "'$sdl2_config'" == "") { next; }
if ($0 == "PNG" && "'$png_config'" == "") { next; }
if ($0 == "OSX" && "'$os'" != "OSX") { next; }
if ($0 == "OS2" && "'$os'" != "OS2") { next; }
if ($0 == "DEDICATED" && "'$enable_dedicated'" != "1") { next; }
if ($0 == "AI" && "'$enable_ai'" == "0") { next; }
if ($0 == "COCOA" && "'$with_cocoa'" == "0") { next; }
if ($0 == "HAIKU" && "'$os'" != "HAIKU") { next; }
if ($0 == "DOS" && "'$os'" != "DOS") { next; }
if ($0 == "BEOS" && "'$os'" != "BEOS" &&
"'$os'" != "HAIKU") { next; }
if ($0 == "WIN32" && "'$os'" != "MINGW" &&
"'$os'" != "CYGWIN" && "'$os'" != "MSVC") { next; }
if ($0 == "MORPHOS" && "'$os'" != "MORPHOS") { next; }
if ($0 == "MSVC" && "'$os'" != "MSVC") { next; }
if ($0 == "DIRECTMUSIC" && "'$with_direct_music'" == "0") { next; }
if ($0 == "LIBTIMIDITY" && "'$libtimidity'" == "" ) { next; }
if ($0 == "FLUIDSYNTH" && "'$fluidsynth'" == "" ) { next; }
if ($0 == "USE_XAUDIO2" && "'$with_xaudio2'" == "0") { next; }
if ($0 == "USE_THREADS" && "'$with_threads'" == "0") { next; }
if ($0 == "USE_SSE" && "'$with_sse'" != "1") { next; }
if ($0 == "HAVE_THREAD" && "'$with_threads'" == "0") { next; }
if ($0 == "SSE" && "'$with_sse'" != "1") { next; }
skip += 1;

View File

@@ -0,0 +1,72 @@
OpenTTD and strgen
Last updated: 2009-06-30
------------------------------------------------------------------------
Table of contents
-----------------
1.0) strgen usage
* 1.1) Examples
* 1.2) strgen command switches
1.0) strgen usage
---- ------------
This guide is only interesting for people who want to alter something
themselves without access to translator.openttd.org. Please note that
your compiled language file will only be compatible with the OpenTTD version
you have downloaded english.txt, the master language file, for. While this is
not always true, namely when changes in the code have not touched language
files, your safest bet is to assume this 'limitation'.
As a first step you need to compile strgen. This is as easy as typing
'make strgen'. You can download the precompile strgen from:
http://www.openttd.org/download-strgen
strgen takes as argument a txt file and translates it to a lng file, allowing
it to be used inside OpenTTD. strgen needs the master language file
english.txt to work. Below are some examples of strgen usage.
1.1) Examples
---- --------
Example 1:
if you are in the root of your working copy (git repository), you should type
strgen/strgen -s lang lang/english.txt
to compile englist.txt into english.lng. It will be placed in the lang dir
Example 2:
you only have the strgen executable (no working copy) and you want to compile
a txt file in the same directory. You should type
./strgen english.txt
and you will get and english.lng in the same dir
Example 3:
you have strgen somewhere, english.txt in /usr/openttd/lang and you want the
resulting language file to go to /tmp. Use
./strgen -s /usr/openttd/lang -d /tmp english.txt
You can interchange english.txt to whichever language you want to generate a
.lng file for.
1.2) strgen command switches
---- -----------------------
-v | --version
strgen will tell what git revision it was last modified
-t | --todo
strgen will add <TODO> to any untranslated/missing strings and use the english
strings while compiling the language file
-w | --warning
strgen will print any missing strings or wrongly translated (bad format)
to standard error output(stderr)
-h | --help | -?
Print out a summarized help message explaining these switches
-s | --source_dir
strgen will search for the master file english.txt in the directory specified
by this switch instead of the current directory
-d | --dest_dir
strgen will put <language>.lng in the directory specified by this switch; if
no dest_dir is given, output is the same as source_dir

139
docs/Readme_OS2.txt Normal file
View File

@@ -0,0 +1,139 @@
OpenTTD: OS/2 version
=====================
OpenTTD has been ported to work on OS/2 4.x or later (including
eComStation). The game should work as well as it does on Windows
or other platforms: the main issues you may encounter are graphics
card problems, but that is really the fault of SDL.
=========================
USING OPENTTD FOR OS/2
=========================
LIBRARIES REQUIRED FOR END USERS
--------------------------------
SDL.DLL (SDL 1.2.7) and FSLib.dll are required to use this program:
these can be downloaded from the Files section at
http://sourceforge.net/projects/openttd/ - see "os2-useful-v1.1.zip".
Version 20051222 of SDL or later is required. This can be found at
http://sdl.netlabs.org/.
Please note that earlier SDL releases will probably NOT work with
OpenTTD. If you experience problems with OpenTTD, please check
your SDL and FSLib.dll versions (both must match).
Note that to actually play the game, I have found in my own
experience that a version of the Scitech Display Drivers or its later
incarnation (see www.scitech.com) are necessary for it to work. If
you have trouble with your native drivers, try the Scitech drivers
and see if they help the problem.
KNOWN ISSUES
------------
- If an error occurs during loading, the OS/2 error message window
is not always displayed.
A NOTE ABOUT MUSIC
------------------
OpenTTD includes a music driver which uses the MCI MIDI system. Unfortunately,
due to the lack of proper MIDI hardware myself, I have been unable to test it,
but during testing, I found that when MIDI was enabled, I got no sound
effects. I therefore decided to DISABLE music by default.
To enable music, start OpenTTD with the command line:
openttd -m os2
If I hear enough responses that both music and sound work together (it might
just be my system), I'll have the defaults changed.
Please note also that the GCC version does not currently support the MCI MIDI
system.
A NOTE ABOUT DEDICATED MULTIPLAYER SERVERS
------------------------------------------
To start a dedicated multiplayer server, you should run the dedicated.cmd
file. This enables OpenTTD to open up a VIO console window to display
its output and gather any necessary input. Running "openttd -D"
directly will result in the console not being displayed. You may
still pass any other parameters ('-D' is already passed) to
dedicated.cmd.
You can find the dedicated.cmd file in the os/os2 directory.
=========================
BUILDING THE OS/2 VERSION
=========================
Compiler
--------
Innotek GCC, an OS/2 port of the popular GCC compiler, was used to build OpenTTD.
See www.innotek.de for more information. You WILL need a reasonably UNIX-like
build environment in order to build OpenTTD successfully - the following link
may help to set one up (although some of the links from that page are broken):
http://www.mozilla.org/ports/os2/gccsetup.html
Alternatively, Paul Smedley's ready-to-go GCC build environment has been known to
successfully build the game:
http://www.smedley.info/os2ports/index.php?page=build-environment
To build, you should, if your environment is set up well enough, be able to just
type `./configure' (or `sh configure' if you're using the OS/2 shell) and `make'.
You may have to manually specify `--os OS2' on the configure command line, as
configure cannot always detect OS/2 correctly.
A note on Open Watcom
---------------------
Open Watcom C/C++ was previously used to build OpenTTD (version 0.4.x and earlier).
However, due to advanced C++ features used in the YAPF portion of OpenTTD 0.5
in particular, the compiler is no longer able to build the game at the moment.
Hopefully one day Open Watcom will be able to catch up and we will be able to build
the game once again (it's easier than getting an OS/2 UNIX-like environment set up
in my opinion!), but until then, OpenTTD 0.5 and later can only be built with GCC.
Libraries Required
------------------
The following libraries are required. To build zlib and libpng, I
simply added the required files (watch out for sample programs, etc)
to an IDE project file and built a library. Do not use the makefiles
provided, they are not designed for Watcom (apart from SDL):
- zlib
http://www.zlib.org/
- libpng
http://www.libpng.org/
- SDL for OS/2
ftp://ftp.netlabs.org/pub/sdl/sdl-1.2.7-src-20051222.zip used for
0.4.7
- Freetype
http://freetype.sourceforge.net/
Currently, there are no pre-built libraries available for GCC. If you manage to get
OpenTTD working on Watcom though (do let us know if this is the case!), pre-built
versions can be downloaded from the Files section at
http://sourceforge.net/projects/openttd/ - see "os2-useful-v1.1.zip".
Contact Information
-------------------
If you have any questions regarding OS/2 issues, please contact me
(owen@owenrudge.net) and I'll try to help you out. For general OpenTTD
issues, see the Contacting section of readme.txt.
Thanks to Paul Smedley for his help with getting OpenTTD to compile under GCC on OS/2.
- Owen Rudge, 24th June 2007

View File

@@ -0,0 +1,71 @@
# Compiling OpenTTD using Microsoft Visual C++
Last updated: 2018-12-27
## Supported MSVC compilers
OpenTTD includes projects for Visual Studio 2015 Update 3 or more recent.
You can download the free Visual Studio Community Edition from Microsoft at
https://visualstudio.microsoft.com/vs/community/.
## Required files
### Microsoft platform files
OpenTTD needs the Platform SDK, if it isn't installed already. This can be
done during installing Visual Studio, by selecting
`Visual C++ MFC for x86 and x64` (and possibly
`Visual C++ ATL for x86 and x64` depending on your version). If not, you
can get it at this location:
- [MS Windows Platform SDK](https://developer.microsoft.com/en-US/windows/downloads/windows-10-sdk)
Install the SDK by following the instructions as given.
### OpenTTD dependencies
Dependencies for OpenTTD on Windows are handled via
[vcpkg](https://github.com/Microsoft/vcpkg/). First you need to install vcpkg
by following the `Quick Start` intructions of their
[README](https://github.com/Microsoft/vcpkg/blob/master/README.md).
After this, you can install the dependencies OpenTTD needs. We advise to use
the `static` versions, and OpenTTD currently needs the following dependencies:
- freetype
- liblzma
- libpng
- lzo
- zlib
To install both the x64 (64bit) and x86 (32bit) variants, you can use:
```ps
.\vcpkg install freetype:x64-windows-static liblzma:x64-windows-static libpng:x64-windows-static lzo:x64-windows-static zlib:x64-windows-static
.\vcpkg install freetype:x86-windows-static liblzma:x86-windows-static libpng:x86-windows-static lzo:x86-windows-static zlib:x86-windows-static
```
## TTD Graphics files
See section 4.1 of README.md for the required 3rdparty files and how to install them.
## Compiling
Open the appropriate `sln` (Solution) file for your version of Visual Studio:
- VS 2015: projects/openttd_vs140.sln
- VS 2017: projects/openttd_vs141.sln
- VS 2019: projects/openttd_vs142.sln
Set the build mode to `Release` in
`Build > Configuration manager > Active solution configuration`.
You can now compile.
If everything works well the binary should be in `objs\Win[32|64]\Release\openttd.exe`
and in `bin\openttd.exe`
## Problems
If compilation fails, double-check that you are using the latest github
source. If it still doesn't work, check in on IRC (irc://irc.oftc.net/openttd),
to ask for help.

View File

@@ -1,23 +1,23 @@
# OpenTTD's admin network
OpenTTD's admin network
Last updated: 2011-01-20
------------------------------------------------------------------------
## Table of contents
- 1.0) [Preface](#10-preface)
- 2.0) [Joining the network](#20-joining-the-network)
- 3.0) [Asking for updates](#30-asking-for-updates)
- 3.1) [Polling manually](#31-polling-manually)
- 4.0) [Sending rcon commands](#40-sending-rcon-commands)
- 5.0) [Sending chat](#50-sending-chat)
- 5.1) [Receiving chat](#51-receiving-chat)
- 6.0) [Disconnecting](#60-disconnecting)
- 7.0) [Certain packet information](#70-certain-packet-information)
Table of contents
-----------------
1.0) Preface
2.0) Joining the network
3.0) Asking for updates
* 3.1) Polling manually
4.0) Sending rcon commands
5.0) Sending chat
* 5.1) Receiving chat
6.0) Disconnecting
7.0) Certain packet information
## 1.0) Preface
1.0) Preface
---- -------
The admin network provides a dedicated network protocol designed for other
applications to communicate with OpenTTD. Connected applications can execute
console commands remotely (rcon commands) with no further authentication.
@@ -28,7 +28,7 @@ Last updated: 2011-01-20
This document describes the admin network and its protocol.
Please refer to the mentioned enums in `src/network/core/tcp_admin.h`
Please refer to the mentioned enums in src/network/core/tcp_admin.h
Please also note that further improvements to the admin protocol can mean that
more packet types will be sent by the server. For forward compatibility it is
@@ -36,106 +36,94 @@ Last updated: 2011-01-20
additional data to packets. This data should be ignored. Data will never be
removed from packets in later versions, except the possibility that complete
packets are dropped in favour of a new packet.
This though will be reflected in the protocol version as announced in the
`ADMIN_PACKET_SERVER_PROTOCOL` in section 2.0).
ADMIN_PACKET_SERVER_PROTOCOL in section 2.0).
A reference implementation in Java for a client connecting to the admin interface
can be found at: [http://dev.openttdcoop.org/projects/joan](http://dev.openttdcoop.org/projects/joan)
can be found at: http://dev.openttdcoop.org/projects/joan
## 2.0) Joining the network
2.0) Joining the network
---- -------------------
Create a TCP connection to the server on port 3977. The application is
expected to authenticate within 10 seconds.
To authenticate send a `ADMIN_PACKET_ADMIN_JOIN` packet.
To authenticate send a ADMIN_PACKET_ADMIN_JOIN packet.
The server will reply with `ADMIN_PACKET_SERVER_PROTOCOL` followed directly by
`ADMIN_PACKET_SERVER_WELCOME`.
The server will reply with ADMIN_PACKET_SERVER_PROTOCOL followed directly by
ADMIN_PACKET_SERVER_WELCOME.
`ADMIN_PACKET_SERVER_PROTOCOL` contains details about the protocol version.
ADMIN_PACKET_SERVER_PROTOCOL contains details about the protocol version.
It is the job of your application to check this number and decide whether
it will remain connected or not.
Furthermore, this packet holds details on every `AdminUpdateType` and the
supported `AdminFrequencyTypes` (bitwise representation).
Furthermore, this packet holds details on every AdminUpdateType and the
supported AdminFrequencyTypes (bitwise representation).
`ADMIN_PACKET_SERVER_WELCOME` contains details on the server and the map,
ADMIN_PACKET_SERVER_WELCOME contains details on the server and the map,
e.g. if the server is dedicated, its NetworkLanguage, size of the Map, etc.
Once you have received `ADMIN_PACKET_SERVER_WELCOME` you are connected and
Once you have received ADMIN_PACKET_SERVER_WELCOME you are connected and
authorized to do your thing.
The server will not provide any game related updates unless you ask for them.
There are four packets the server will none the less send, if applicable:
- ADMIN_PACKET_SERVER_ERROR
- ADMIN_PACKET_SERVER_WELCOME
- ADMIN_PACKET_SERVER_NEWGAME
- ADMIN_PACKET_SERVER_SHUTDOWN
However, `ADMIN_PACKET_SERVER_WELCOME` only after a `ADMIN_PACKET_SERVER_NEWGAME`
However, ADMIN_PACKET_SERVER_WELCOME only after a ADMIN_PACKET_SERVER_NEWGAME
## 3.0) Asking for updates
Asking for updates is done with `ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY`.
3.0) Asking for updates
---- ------------------
Asking for updates is done with ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY.
With this packet you define which update you wish to receive at which
frequency.
Note: not every update type supports every frequency. If in doubt, you can
verify against the data received in `ADMIN_PACKET_SERVER_PROTOCOL`.
verify against the data received in ADMIN_PACKET_SERVER_PROTOCOL.
The server will not confirm your registered update. However, asking for an
invalid `AdminUpdateType` or a not supported `AdminUpdateFrequency` you will be
disconnected from the server with `NETWORK_ERROR_ILLEGAL_PACKET`.
invalid AdminUpdateType or a not supported AdminUpdateFrequency you will be
disconnected from the server with NETWORK_ERROR_ILLEGAL_PACKET.
Additional debug information can be found with a debug level of `net=3`.
`ADMIN_UPDATE_DATE` results in the server sending:
Additional debug information can be found with a debug level of net=3.
ADMIN_UPDATE_DATE results in the server sending:
- ADMIN_PACKET_SERVER_DATE
`ADMIN_UPDATE_CLIENT_INFO` results in the server sending:
ADMIN_UPDATE_CLIENT_INFO results in the server sending:
- ADMIN_PACKET_SERVER_CLIENT_JOIN
- ADMIN_PACKET_SERVER_CLIENT_INFO
- ADMIN_PACKET_SERVER_CLIENT_UPDATE
- ADMIN_PACKET_SERVER_CLIENT_QUIT
- ADMIN_PACKET_SERVER_CLIENT_ERROR
`ADMIN_UPDATE_COMPANY_INFO` results in the server sending:
ADMIN_UPDATE_COMPANY_INFO results in the server sending:
- ADMIN_PACKET_SERVER_COMPANY_NEW
- ADMIN_PACKET_SERVER_COMPANY_INFO
- ADMIN_PACKET_SERVER_COMPANY_UPDATE
- ADMIN_PACKET_SERVER_COMPANY_REMOVE
`ADMIN_UPDATE_COMPANY_ECONOMY` results in the server sending:
ADMIN_UPDATE_COMPANY_ECONOMY results in the server sending:
- ADMIN_PACKET_SERVER_COMPANY_ECONOMY
`ADMIN_UPDATE_COMPANY_STATS` results in the server sending:
ADMIN_UPDATE_COMPANY_STATS results in the server sending:
- ADMIN_PACKET_SERVER_COMPANY_STATS
`ADMIN_UPDATE_CHAT` results in the server sending:
ADMIN_UPDATE_CHAT results in the server sending:
- ADMIN_PACKET_SERVER_CHAT
`ADMIN_UPDATE_CONSOLE` results in the server sending:
ADMIN_UPDATE_CONSOLE results in the server sending:
- ADMIN_PACKET_SERVER_CONSOLE
`ADMIN_UPDATE_CMD_LOGGING` results in the server sending:
ADMIN_UPDATE_CMD_LOGGING results in the server sending:
- ADMIN_PACKET_SERVER_CMD_LOGGING
## 3.1) Polling manually
Certain `AdminUpdateTypes` can also be polled:
3.1) Polling manually
---- ----------------
Certain AdminUpdateTypes can also be polled:
- ADMIN_UPDATE_DATE
- ADMIN_UPDATE_CLIENT_INFO
- ADMIN_UPDATE_COMPANY_INFO
@@ -143,92 +131,88 @@ Last updated: 2011-01-20
- ADMIN_UPDATE_COMPANY_STATS
- ADMIN_UPDATE_CMD_NAMES
`ADMIN_UPDATE_CLIENT_INFO` and `ADMIN_UPDATE_COMPANY_INFO` accept an additional
ADMIN_UPDATE_CLIENT_INFO and ADMIN_UPDATE_COMPANY_INFO accept an additional
parameter. This parameter is used to specify a certain client or company.
Setting this parameter to `UINT32_MAX (0xFFFFFFFF)` will tell the server you
Setting this parameter to UINT32_MAX (0xFFFFFFFF) will tell the server you
want to receive updates for all clients or companies.
Not supported `AdminUpdateType` in the poll will result in the server
disconnecting the application with `NETWORK_ERROR_ILLEGAL_PACKET`.
Not supported AdminUpdateType in the poll will result in the server
disconnecting the application with NETWORK_ERROR_ILLEGAL_PACKET.
Additional debug information can be found with a debug level of `net=3`.
Additional debug information can be found with a debug level of net=3.
## 4.0) Sending rcon commands
Rcon runs separate from the `ADMIN_UPDATE_CONSOLE` `AdminUpdateType`. Requesting
4.0) Sending rcon commands
---- ---------------------
Rcon runs separate from the ADMIN_UPDATE_CONSOLE AdminUpdateType. Requesting
the execution of a remote console command is done with the packet
`ADMIN_PACKET_ADMIN_RCON`.
ADMIN_PACKET_ADMIN_RCON.
Note: No additional authentication is required for rcon commands.
The server will reply with one or more `ADMIN_PACKET_SERVER_RCON` packets.
Finally an `ADMIN_PACKET_ADMIN_RCON_END` packet will be sent. Applications
will not receive the answer twice if they have asked for the `AdminUpdateType`
`ADMIN_UPDATE_CONSOLE`, as the result is not printed on the servers console
The server will reply with one or more ADMIN_PACKET_SERVER_RCON packets.
Finally an ADMIN_PACKET_ADMIN_RCON_END packet will be sent. Applications
will not receive the answer twice if they have asked for the AdminUpdateType
ADMIN_UPDATE_CONSOLE, as the result is not printed on the servers console
(just like clients rcon commands).
Furthermore, sending a `say` command (or any similar command) will not
Furthermore, sending a 'say' command (or any similar command) will not
be sent back into the admin network.
Chat from the server itself will only be sent to the admin network when it
was not sent from the admin network.
Note that when content is queried or updated via rcon, the processing
happens asynchronously. But the `ADMIN_PACKET_ADMIN_RCON_END` packet is sent
happens asynchronously. But the ADMIN_PACKET_ADMIN_RCON_END packet is sent
already right after the content is requested as there's no immediate output.
Thus other packages and the output of content rcon command may be sent at
an arbitrary later time, mixing into the output of other console activity,
e.g. also of possible subsequent other rcon commands sent.
## 5.0) Sending chat
Sending a `ADMIN_PACKET_ADMIN_CHAT` results in chat originating from the server.
5.0) Sending chat
---- ------------
Sending a ADMIN_PACKET_ADMIN_CHAT results in chat originating from the server.
Currently four types of chat are supported:
- NETWORK_ACTION_CHAT
- NETWORK_ACTION_CHAT_CLIENT
- NETWORK_ACTION_CHAT_COMPANY
- NETWORK_ACTION_SERVER_MESSAGE
`NETWORK_ACTION_SERVER_MESSAGE` can be sent to a single client or company
using the respective `DestType` and ID.
This is a message prefixed with the 3 stars, e.g. `*** foo has joined the game`
NETWORK_ACTION_SERVER_MESSAGE can be sent to a single client or company
using the respective DestType and ID.
This is a message prefixed with the 3 stars, e.g. *** foo has joined the game
## 5.1) Receiving chat
Register `ADMIN_UPDATE_CHAT` at `ADMIN_FREQUENCY_AUTOMATIC` to receive chat.
5.1) Receiving chat
---- -------------
Register ADMIN_UPDATE_CHAT at ADMIN_FREQUENCY_AUTOMATIC to receive chat.
The application will be able to receive all chat the server can see.
The configuration option `network.server_admin_chat` specifies whether
The configuration option network.server_admin_chat specifies whether
private chat for to the server is distributed into the admin network.
## 6.0) Disconnecting
6.0) Disconnecting
---- -------------
It is a kind thing to say good bye before leaving. Do this by sending the
`ADMIN_PACKET_ADMIN_QUIT` packet.
ADMIN_PACKET_ADMIN_QUIT packet.
## 7.0) Certain packet information
7.0) Certain packet information
---- --------------------------
All ADMIN_PACKET_SERVER_* packets have an enum value greater 100.
All `ADMIN_PACKET_SERVER_*` packets have an enum value greater 100.
`ADMIN_PACKET_SERVER_WELCOME`
Either directly follows `ADMIN_PACKET_SERVER_PROTOCOL` or is sent
ADMIN_PACKET_SERVER_WELCOME
Either directly follows ADMIN_PACKET_SERVER_PROTOCOL or is sent
after a new game has been started or a map loaded, i.e. also
after ADMIN_PACKET_SERVER_NEWGAME.
`ADMIN_PACKET_SERVER_CLIENT_JOIN` and `ADMIN_PACKET_SERVER_COMPANY_NEW`
ADMIN_PACKET_SERVER_CLIENT_JOIN and ADMIN_PACKET_SERVER_COMPANY_NEW
These packets directly follow their respective INFO packets. If you receive
a CLIENT_JOIN / COMPANY_NEW packet without having received the INFO packet
it may be a good idea to POLL for the specific ID.
`ADMIN_PACKET_SERVER_CMD_NAMES` and `ADMIN_PACKET_SERVER_CMD_LOGGING`
ADMIN_PACKET_SERVER_CMD_NAMES and ADMIN_PACKET_SERVER_CMD_LOGGING
Data provided with these packets is not stable and will not be
treated as such. Do not rely on IDs or names to be constant
across different versions / revisions of OpenTTD.

View File

@@ -1,69 +0,0 @@
# How to compile lang files (OpenTTD and strgen)
Last updated: 2009-06-30
## strgen usage
This guide is only interesting for people who want to alter something
themselves without access to [translator.openttd.org](https://translator.openttd.org/).
Please note that your compiled language file will only be compatible with the OpenTTD version
you have downloaded `english.txt`, the master language file, for. While this is
not always true, namely when changes in the code have not touched language
files, your safest bet is to assume this 'limitation'.
As a first step you need to compile strgen. This is as easy as typing
`'make strgen'`. You can download the precompile strgen from:
[http://www.openttd.org/download-strgen](http://www.openttd.org/download-strgen)
strgen takes as argument a txt file and translates it to a lng file, allowing
it to be used inside OpenTTD. strgen needs the master language file
`english.txt` to work. Below are some examples of strgen usage.
## Examples
### Example 1
If you are in the root of your working copy (git repository), you should type
`./strgen/strgen -s lang lang/english.txt`
to compile `english.txt` into `english.lng`. It will be placed in the lang dir.
### Example 2
You only have the strgen executable (no working copy) and you want to compile
a txt file in the same directory. You should type
`./strgen english.txt`
and you will get and `english.lng` in the same dir.
### Example 3
You have strgen somewhere, `english.txt` in `/usr/openttd/lang` and you want the
resulting language file to go to /tmp. Use
`./strgen -s /usr/openttd/lang -d /tmp english.txt`
You can interchange `english.txt` to whichever language you want to generate a
.lng file for.
## strgen command switches
`-v | --version`
strgen will tell what git revision it was last modified
`-t | --todo`
strgen will add <TODO> to any untranslated/missing strings and use the english
strings while compiling the language file
`-w | --warning`
strgen will print any missing strings or wrongly translated (bad format)
to standard error output(stderr)
`-h | --help | -?`
Print out a summarized help message explaining these switches
`-s | --source_dir`
strgen will search for the master file english.txt in the directory specified
by this switch instead of the current directory
`-d | --dest_dir`
strgen will put <language>.lng in the directory specified by this switch; if
no dest_dir is given, output is the same as source_dir

View File

@@ -1,56 +0,0 @@
# Debugging / reporting desyncs
As desyncs are hard to make reproducible OpenTTD has the ability to log all
actions done by clients so we can replay the whole game in an effort to make
desyncs better reproducible. You need to turn this ability on. When turned
on an automatic savegame will be made once the map has been constructed in
the 'save/autosave' directory, see OpenTTD directories to know where to find
this directory. Furthermore the log file 'commands-out.log' will be created
and all actions will be written to there.
To enable the desync debugging you need to set the debug level for 'desync'
to at least 1. You do this by starting OpenTTD with '`-d desync=<level>`' as
parameter or by typing '`debug_level desync=<level>`' in OpenTTD's internal
console.
The desync debug levels are:
- 0: nothing.
- 1: dumping of commands to 'commands-out.log'.
- 2: same as 1 plus checking vehicle caches and dumping that too.
- 3: same as 2 plus monthly saves in autosave.
- 4 and higher: same as 3
Restarting OpenTTD will overwrite 'commands-out.log'. OpenTTD will not remove
the savegames (dmp_cmds_*.sav) made by the desync debugging system, so you
have to occasionally remove them yourself!
The naming format of the desync savegames is as follows:
dmp_cmds_XXXXXXXX_YYYYYYYY.sav. The XXXXXXXX is the hexadecimal representation
of the generation seed of the game and YYYYYYYY is the hexadecimal
representation of the date of the game. This sorts the savegames by game and
then by date making it easier to find the right savegames.
When a desync has occurred with the desync debugging turned on you should file
a bug report with the following files attached:
- commands-out.log as it contains all the commands that were done
- the last saved savegame (search for the last line beginning with
'save: dmp_cmds_' in commands-out.log). We use this savegame to check
whether we can quickly reproduce the desync. Otherwise we will need …
- the first saved savegame (search for the first line beginning with 'save'
where the first part, up to the last underscore '_', is the same). We need
this savegame to be able to reproduce the bug when the last savegame is not
old enough. If you loaded a scenario or savegame you need to attach that.
- optionally you can attach the savegames from around 50%, 75%, 85%, 90% and
95% of the game's progression. We can use these savegames to speed up the
reproduction of the desync, but we should be able to reproduce these
savegames based on the first savegame and commands-out.log.
- in case you use any NewGRFs you should attach the ones you used unless
we can easily find them ourselves via bananas or when they are in the
#openttdcoop pack.
Do NOT remove the dmp_cmds savegames of a desync you have reported until the
desync has been fixed; if you, by accident, send us the wrong savegames we
will not be able to reproduce the desync and thus will be unable to fix it.

View File

@@ -1,24 +1,25 @@
# Some explanations about Desyncs
Some explanations about Desyncs
Last updated: 2014-02-23
## Table of contents
- 1.0) Desync theory
- 1.1) [OpenTTD multiplayer architecture](#11-openttd-multiplayer-architecture)
- 1.2) [What is a Desync and how is it detected](#12-what-is-a-desync-and-how-is-it-detected)
- 1.3) [Typical causes of Desyncs](#13-typical-causes-of-desyncs)
- 2.0) What to do in case of a Desync
- 2.1) [Cache debugging](#21-cache-debugging)
- 2.2) [Desync recording](#22-desync-recording)
- 3.0) Evaluating the Desync records
- 3.1) [Replaying](#31-replaying)
- 3.2) [Evaluation of the replay](#32-evaluation-of-the-replay)
- 3.3) [Comparing savegames](#33-comparing-savegames)
------------------------------------------------------------------------
## 1.1) OpenTTD multiplayer architecture
Table of contents
-----------------
1.0) Desync theory
* 1.1) OpenTTD multiplayer architecture
* 1.2) What is a Desync and how is it detected
* 1.3) Typical causes of Desyncs
2.0) What to do in case of a Desync
* 2.1) Cache debugging
* 2.2) Desync recording
3.0) Evaluating the Desync records
* 3.1) Replaying
* 3.2) Evaluation the replay
* 3.3) Comparing savegames
1.1) OpenTTD multiplayer architecture
---- --------------------------------
OpenTTD has a huge gamestate, which changes all of the time.
The savegame contains the complete gamestate at a specific point
in time. But this state changes completely each tick: Vehicles move
@@ -29,7 +30,7 @@ Last updated: 2014-02-23
in the same way, and trees always grow the same.
In OpenTTD multiplayer synchronisation works by creating a savegame
when clients join, and then transferring that savegame to the client,
when clients join, and then transfering that savegame to the client,
so it has the complete gamestate at a fixed point in time.
Afterwards clients only receive 'commands', that is: Stuff which is
@@ -68,8 +69,8 @@ Last updated: 2014-02-23
clients, which execute the command simultaneously in the same
network frame in the same order.
## 1.2) What is a Desync and how is it detected
1.2) What is a Desync and how is it detected
---- ---------------------------------------
In the ideal case all clients have the same gamestate as the server
and run in sync. That is, vehicle movement is the same on all
clients, and commands are executed the same everywhere and
@@ -80,7 +81,7 @@ Last updated: 2014-02-23
that a vehicle picks the left line instead of the right line at
a junction on one client.
The important thing here is, that no one notices when a Desync
The important thing here is, that noone notices when a Desync
occurs. The desync client will continue to simulate the gamestate
and execute commands from the server. Once the gamestate differs
it will increasingly spiral out of control: If a vehicle picks a
@@ -107,12 +108,12 @@ Last updated: 2014-02-23
indication on when the Desync happened. The Desync may after
all have occurred long ago, and just did not affect the checksum
up to now. The checksum may have matched 10 times or more
since the Desync happened, and only now the Desync has spiraled
since the Desync happend, and only now the Desync has spiraled
enough to finally affect the checksum. (There was once a desync
which was only noticed by the checksum after 20 game years.)
## 1.3) Typical causes of Desyncs
1.3) Typical causes of Desyncs
---- -------------------------
Desyncs can be caused by the following scenarios:
- The savegame does not describe the complete gamestate.
- Some information which affects the progression of the
@@ -137,9 +138,9 @@ Last updated: 2014-02-23
using commands.
## 2.1) Cache debugging
Desyncs which are caused by improper cache validation can
2.1) Cache debugging
---- ---------------
Desyncs which are caused by inproper cache validation can
often be found by enabling cache validation:
- Start OpenTTD with '-d desync=2'.
- This will enable validation of caches every tick.
@@ -150,8 +151,8 @@ Last updated: 2014-02-23
Mind that this type of debugging can also be done in singleplayer.
## 2.2) Desync recording
2.2) Desync recording
---- ----------------
If you have a server, which happens to encounter Desyncs often,
you can enable recording of the gamestate alterations. This
will later allow the replay the gamestate and locate the Desync
@@ -179,8 +180,8 @@ Last updated: 2014-02-23
However, they also take a lot of disk space.
## 3.1) Replaying
3.1) Replaying
---- ---------
To replay a Desync recording, you need these files:
- The savegame from when the server was started, resp.
the automatically created savegame from when the map
@@ -200,8 +201,8 @@ Last updated: 2014-02-23
This replays the server log and creates new 'commands-out.log'
and 'dmp_cmds_*.sav' in your autosave folder.
## 3.2) Evaluation of the replay
3.2) Evaluation the replay
---- ---------------------
The replaying will also compare the checksums which are part of
the 'commands-out.log' with the replayed gamestate.
If they differ, it will trigger a 'NOT_REACHED'.
@@ -241,8 +242,8 @@ Last updated: 2014-02-23
dates, and the original log will contain the chat, but otherwise they
should match.
## 3.3) Comparing savegames
3.2) Comparing savegames
---- -------------------
The binary form of the savegames from the original server and from
your replay will always differ:
- The savegame contains paths to used NewGRF files.

View File

@@ -1,130 +0,0 @@
# OpenTTD directory structure
OpenTTD uses its own directory to store its required 3rd party base set files
(see section 4.1 'Required 3rd party files') and non-compulsory extension and
configuration files.
See below for their proper place within this OpenTTD main data directory.
The main OpenTTD directories can be found in various locations, depending on
your operating system:
1. The current working directory (from where you started OpenTTD)
For non-Windows operating systems OpenTTD will not scan for files in this
directory if it is your personal directory, i.e. '~/', or when it is the
root directory, i.e. '/'.
2. Your personal directory
- Windows:
- `C:\My Documents\OpenTTD` (95, 98, ME)
- `C:\Documents and Settings\<username>\My Documents\OpenTTD` (2000, XP)
- `C:\Users\<username>\Documents\OpenTTD` (Vista, 7, 8.1, 10)
- macOS: `~/Documents/OpenTTD`
- Linux: `$XDG_DATA_HOME/openttd` which is usually `~/.local/share/openttd`
when built with XDG base directory support, otherwise `~/.openttd`
3. The shared directory
- Windows:
- `C:\Documents and Settings\All Users\Shared Documents\OpenTTD` (2000, XP)
- `C:\Users\Public\Documents\OpenTTD` (Vista, 7, 8.1, 10)
- macOS: `/Library/Application Support/OpenTTD`
- Linux: not available
4. The binary directory (where the OpenTTD executable is)
- Windows: `C:\Program Files\OpenTTD`
- Linux: `/usr/games`
5. The installation directory (Linux only)
- Linux: `/usr/share/games/openttd`
6. The application bundle (macOS only)
It includes the OpenTTD files (grf+lng) and it will work as long as they
are not touched
Different types of data or extensions go into different subdirectories of the
chosen main OpenTTD directory:
| data type | directory | additional info |
| ------------------- | ----------------- | --------------------------- |
| Config File | (no subdirectory) | |
| Screenshots | screenshot | |
| Base Graphics | baseset | (or a subdirectory thereof) |
| Sound Sets | baseset | (or a subdirectory thereof) |
| NewGRFs | newgrf | (or a subdirectory thereof) |
| 32bpp Sets | newgrf | (or a subdirectory thereof) |
| Music Sets | baseset | (or a subdirectory thereof) |
| AIs | ai | (or a subdirectory thereof) |
| AI Libraries | ai/library | (or a subdirectory thereof) |
| Game Scripts (GS) | game | (or a subdirectory thereof) |
| GS Libraries | game/library | (or a subdirectory thereof) |
| Savegames | save | |
| Automatic Savegames | save/autosave | |
| Scenarios | scenario | |
The (automatically created) directory content_download is for OpenTTD's internal
use and no files should be added to it or its subdirectories manually.
## Notes:
- Linux in the previous list means .deb, but most paths should be similar for
others.
- The previous search order is also used for NewGRFs and openttd.cfg.
- If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3,
5 order. When built with XDG base directory support, openttd.cfg will be
created in $XDG_CONFIG_HOME/openttd which is usually ~/.config/openttd.
- Savegames will be relative to the config file only if there is no save/
directory in paths with higher priority than the config file path, but
autosaves and screenshots will always be relative to the config file.
Unless the configuration file is in $XDG_CONFIG_HOME/openttd, then all
other files will be saved under $XDG_DATA_HOME/openttd.
## The preferred setup:
Place 3rd party files in shared directory (or in personal directory if you do
not have write access on shared directory) and have your openttd.cfg config
file in personal directory (where the game will then also place savegames and
screenshots).
## Portable installations (portable media)
You can install OpenTTD on external media so you can take it with you, i.e.
using a USB key, or a USB HDD, etc.
Create a directory where you shall store the game in (i.e. OpenTTD/).
Copy the binary (OpenTTD.exe, OpenTTD.app, openttd, etc), baseset/ and your
openttd.cfg to this directory.
You can copy binaries for any operating system into this directory, which will
allow you to play the game on nearly any computer you can attach the external
media to.
As always - additional grf files are stored in the newgrf/ dir (for details,
again, see section 4.1).
## Files in tar (archives)
OpenTTD can read files that are in an uncompressed tar (archive), which
makes it easy to bundle files belonging to the same script, NewGRF or base
set. Music sets are the only exception as they cannot be stored in a tar
file due to being played by external applications.
OpenTTD sees each tar archive as the 'root' of its search path. This means that
having a file with the same path in two different tar files means that one
cannot be opened, after all only one file will be found first. As such it is
advisable to put an uniquely named folder in the root of the tar and put all the
content in that folder. For example, all downloaded content has a path that
concatenates the name of the content and the version, which makes the path
unique. For custom tar files it is advised to do this as well.
The normal files are also referred to by their relative path from the search
directory, this means that also normal files could hide files in a tar as
long as the relative path from the search path of the normal file is the
same as the path in the tar file. Again it is advised to have an unique path
to the normal file so they do not collide with the files from other tar
files.
## Configuration file
The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like
.INI format. It is mostly undocumented. Almost all settings can be changed
ingame by using the 'Advanced Settings' window.
When you cannot find openttd.cfg you should look in the directories as
described in this document. If you do not have an openttd.cfg OpenTTD will
create one after closing.

View File

@@ -16,7 +16,7 @@
<a href="landscape_grid.html">Landscape grid</a> page.
</p>
<p>Nine attributes (counting &quot;<span style="font-weight: bold;">type</span>&quot; and
&quot;<span style="font-weight: bold;">height</span>&quot;) hold the information about a tile.<BR>
&quot;<span style="font-weight: bold;">height</span>&quot;) hold the informations about a tile.<BR>
These attributes are referred to as
&quot;<span style="font-weight: bold;">type</span>",
&quot;<span style="font-weight: bold;">height</span>",
@@ -61,7 +61,7 @@
<a name="tropic_zone"></a>
Bits 1..0:
<table border="1" style="width: 30em;">
<tr bgcolor="#CCCCCC"><td colspan="2">Only meaningful in tropic climate. It contains the definition of the available zones</td></tr>
<tr bgcolor="#CCCCCC"><td colspan="2">Only meaningfull in tropic climate. It contains the definition of the available zones</td></tr>
<tr><td style="width: 5em;"><tt>00</tt></td><td>normal</td></tr>
<tr><td><tt>01</tt></td><td>desert</td></tr>
<tr><td><tt>02</tt></td><td>rain forest</td></tr>
@@ -98,32 +98,6 @@
</li>
</ul>
</li>
<li><span style="font-weight: bold;">m4:</span><br>
<a name="RoadType"></a>
Road roadtype. Used for all tiles with road (road, station, tunnelbridge).
<ul>
<li>
Bits 5..0: Road roadtype, 0x3F for no road.
</li>
</ul>
</li>
<li><span style="font-weight: bold;">m8:</span><br>
<a name="TramType"></a>
Tram roadtype. Used for all tiles with road (road, station, tunnelbridge).
<ul>
<li>
Bits 11..6: Tram roadtype, 0x3F for no tram.
</li>
</ul>
</li>
<li><span style="font-weight: bold;">m8:</span><br>
<ul>
<li>
<a name="RailType"></a>
Bits 5..0: Railtype. Used for all tiles with rail (road, rail, station, tunnelbridge).
</li>
</ul>
</li>
<li><span style="font-weight: bold;">m7:</span><br>
Animation frame/state. Used for houses, industries, objects and stations.
</li>
@@ -134,7 +108,7 @@
<table border=1 cellpadding=3>
<tr bgcolor="#0099FF">
<th align=left><font color="#FFFFFF">Class</font></th>
<th align=left><font color="#FFFFFF">Meaning &amp; details of encoding</font></th>
<th align=left><font color="#FFFFFF">Meaning & details of encoding</font></th>
</tr>
<tr bgcolor="#CCCCCC">
<td align=left><strong><a name="Class0"><tt> 0 </tt></a></strong></td>
@@ -249,7 +223,6 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bit 7: Ship docking tile status (for half-tile with water)</li>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile</li>
<li>m2: see signals</li>
<li>m3 bits 7..4: see signals</li>
@@ -562,10 +535,21 @@
<td>
<ul>
<li>m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if there is no town or we are creating a town)</li>
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>)
<li>m4 bits 5..0: <a href="#RoadType">Roadtype</a></li>
<li>m7 bit 5 set = on snow or desert</li>
<li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
<li>m7 bits 7..6: present road types
<table>
<tr>
<td>bit 0&nbsp; </td>
<td>normal road</td>
</tr>
<tr>
<td>bit 1&nbsp; </td>
<td>tram</td>
</tr>
</table>
</li>
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>)
<li>m5 bits 7 clear: road or level-crossing
<ul>
<li>m6 bits 5..3:
@@ -760,7 +744,7 @@
</ul>
</li>
</ul>
<small><a name="newhouses"></a>Newhouses is the name englobing a newGRF feature developed by TTDPatch devs (mainly Csaboka).<br>
<small><a name="newhouses"></a>Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).<br>
It allows the replacement of the properties as well as the graphics of houses in the game.<br>
To distinguish between the standard behaviour and the newGRF one, HouseID (m4 + m3[6]) is tested for anything above 110.<br>
110 is the count of standard houses. So above 110 means there is a new definition of at least one house</small>
@@ -872,14 +856,12 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bit 7: Ship docking tile status (for buoys)</li>
<li>m1 bits 6..5: water class for buoys, water part of docks and for airport tiles</li>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the station</li>
<li>m2: index into the array of stations</li>
<li>m3 bits 7..4: persistent random data for railway stations/waypoints and airports)</li>
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram tracks (road stop)</li>
<li>m4: custom station id; 0 means standard graphics</li>
<li>m4: <a href="#RoadType">Roadtype</a> for road stops</li>
<li>m5: graphics index (range from 0..255 for each station type):
<table>
<tr>
@@ -995,8 +977,8 @@
<li>m6 bit 2: pbs reservation state for railway stations/waypoints</li>
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road (road stops)</li>
<li>m7 bits 7..6: present road types (road stops)</li>
<li>m7: animation frame (railway stations/waypoints, airports)</li>
<li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
<li>m8 bits 5..0: <a href="#TrackType">track type</a> for railway stations/waypoints</li>
</ul>
</td>
@@ -1010,7 +992,6 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bit 7: Ship docking tile status</li>
<li>m1 bits 6..5 : Water class (sea, canal or river)
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li>
<li>m2: Depot index (for depots only)</li>
@@ -1462,10 +1443,8 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bit 7: Ship docking tile status (for aqueducts)</li>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a></li>
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram</li>
<li>m4: <a href="#RoadType">Roadtype</a></li>
<li>m5 bit 4: pbs reservation state for railway</li>
<li>m5 bits 7 clear: tunnel entrance/exit</li>
<li>m5 bit 7 set: bridge ramp
@@ -1602,7 +1581,7 @@
</li>
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road</li>
<li>m7 bit 5 set = on snow or desert</li>
<li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
<li>m7 bits 7..6: present road types for road</li>
<li>m8 bits 5..0: <a href="#TrackType">track type</a> for railway</li>
</ul>
</td>

View File

@@ -100,7 +100,7 @@ the array so you can quickly see what is used and what is not.
<td class="caption">rail</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">X<span class="free">OO</span>X XXXX</td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX <span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
@@ -143,11 +143,11 @@ the array so you can quickly see what is used and what is not.
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">OOO</span></td>
<td class="bits"><span class="free">OO</span>X<span class="free">O</span> XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX XX<span class="free">OO OOOO</span></td>
<td class="bits">XXX<span class="free">O</span> XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">level crossing</td>
@@ -159,8 +159,8 @@ the array so you can quickly see what is used and what is not.
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX <span class="free">OOO</span>X</td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">OOO</span></td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OO</span>XX XXXX</td>
</tr>
<tr>
<td class="caption">road depot</td>
@@ -169,11 +169,11 @@ the array so you can quickly see what is used and what is not.
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OO</span>X<span class="free">O</span> XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits">XXX<span class="free">O</span> XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td>3</td>
@@ -208,7 +208,7 @@ the array so you can quickly see what is used and what is not.
<td class="caption">rail station</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">O</span>XXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits">XXXX XXXX</td>
@@ -237,11 +237,11 @@ the array so you can quickly see what is used and what is not.
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="option">~~~~ ~</span>XXX</td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">OOO</span></td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX XX<span class="free">OO OOOO</span></td>
<td class="bits">XX<span class="free">O</span>X XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">dock</td>
@@ -300,7 +300,7 @@ the array so you can quickly see what is used and what is not.
<td class="caption">sea, shore</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">O</span>XXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
@@ -354,14 +354,14 @@ the array so you can quickly see what is used and what is not.
<td class="caption">tunnel entrance</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">X<span class="free">OO</span>X XXXX</td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">X<span class="free">OO</span>X XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OO</span>XX XXXX</td>
</tr>
<tr>
<td>bridge ramp</td>
@@ -370,7 +370,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OO</span>XX XX<span class="free">OO</span></td>
<td class="bits">-inherit-</td>

View File

@@ -1,13 +1,13 @@
# Some clarifications about the link graph
Some clarifications about the link graph
----------------------------------------
`InitializeLinkGraphs` joins all threads, so if the game is abandoned
InitializeLinkGraphs joins all threads, so if the game is abandoned
with some threads still running, they're joined as soon as the next game
(possibly the title game) is started. See also `InitializeGame`.
(possibly the title game) is started. See also InitializeGame.
The MCF (multi-commodity flow) algorithm can be quite CPU-hungry as it's
NP-hard and takes exponential time (though with a very small constant
factor) in the number of nodes.
This is why it is run in a separate thread where possible. However after
some time the thread is joined and if it hasn't finished by then the game
will hang. This problem gets worse if we are running on a platform without

View File

@@ -1,141 +0,0 @@
# Logging, frame rate and performance metrics
## 1.0) Logging of potentially dangerous actions
OpenTTD is a complex program, and together with NewGRF, it may show a buggy
behaviour. But not only bugs in code can cause problems. There are several
ways to affect game state possibly resulting in program crash or multiplayer
desyncs.
Easier way would be to forbid all these unsafe actions, but that would affect
game usability for many players. We certainly do not want that.
However, we receive bug reports because of this. To reduce time spent with
solving these problems, these potentially unsafe actions are logged in
the savegame (including crash.sav). Log is stored in crash logs, too.
Information logged:
- Adding / removing / changing order of NewGRFs
- Changing NewGRF parameters, loading compatible NewGRF
- Changing game mode (scenario editor <-> normal game)
- Loading game saved in a different OpenTTD / TTDPatch / Transport Tycoon Deluxe /
original Transport Tycoon version
- Running a modified OpenTTD build
- Changing settings affecting NewGRF behaviour (non-network-safe settings)
- Triggering NewGRF bugs
No personal information is stored.
You can show the game log by typing 'gamelog' in the console or by running
OpenTTD in debug mode.
## 2.0) Frame rate and performance metrics
The Help menu in-game has a function to open the Frame rate window. This
window shows various real-time performance statistics, measuring what parts
of the game require the most processing power currently.
A summary of the statistics can also be retrieved from the console with the
`fps` command. This is especially useful on dedicated servers, where the
administrator might want to determine what's limiting performance in a slow
game.
The frame rate is given as two figures, the simulation rate and the graphics
frame rate. Usually these are identical, as the screen is rendered exactly
once per simulated tick, but in the future there might be support for graphics
and simulation running at different rates. When the game is paused, the
simulation rate drops to zero.
In addition to the simulation rate, a game speed factor is also calculated.
This is based on the target simulation speed, which is 30 milliseconds per
game tick. At that speed, the expected frame rate is 33.33 frames/second, and
the game speed factor is how close to that target the actual rate is. When
the game is in fast forward mode, the game speed factor shows how much
speed up is achieved.
The lower part of the window shows timing statistics for individual parts of
the game. The times shown are short-term and long-term averages of how long
it takes to process one tick of game time, all figures are in milliseconds.
Clicking a line in the lower part of the window opens a graph window, giving
detailed readings on each tick simulated by the game.
The following is an explanation of the different statistics:
- *Game loop* - Total processing time used per simulated "tick" in the game.
This includes all pathfinding, world updates, and economy handling.
- *Cargo handling* - Time spent loading/unloading cargo at stations, and
industries and towns sending/retrieving cargo from stations.
- *Train ticks*, *Road vehicle ticks*, *Ship ticks*, *Aircraft ticks* -
Time spent on pathfinding and other processing for each player vehicle type.
- *World ticks* - Time spent on other world/landscape processing. This
includes towns growing, building animations, updates of farmland and trees,
and station rating updates.
- *GS/AI total*, *Game script*, and *AI players* - Time spent running logic
for game scripts and AI players. The total may show as less than the current
sum of the individual scripts, this is because AI players at lower
difficulty settings do not run every game tick, and hence contribute less
to the average across all ticks. Keep in mind that the "Current" figure is
also an average, just only over short term.
- *Link graph delay* - Time overruns of the cargo distribution link graph
update thread. Usually the link graph is updated in a background thread,
but these updates need to synchronise with the main game loop occasionally,
if the time spent on link graph updates is longer than the time taken to
otherwise simulate the game while it was updating, these delays are counted
in this figure.
- *Graphics rendering* - Total time spent rendering all graphics, including
both GUI and world viewports. This typically spikes when panning the view
around, and when more things are happening on screen at once.
- *World viewport rendering* - Isolated time spent rendering just world
viewports. If this figure is significantly lower than the total graphics
rendering time, most time is spent rendering GUI than rendering world.
- *Video output* - Speed of copying the rendered graphics to the display
adapter. Usually this should be very fast (in the range of 0-3 ms), large
values for this can indicate a graphics driver problem.
- *Sound mixing* - Speed of mixing active audio samples together. Usually
this should be very fast (in the range of 0-3 ms), if it is slow, consider
switching to the NoSound set.
If the frame rate window is shaded, the title bar will instead show just the
current simulation rate and the game speed factor.
## 3.0) NewGRF callback profiling
NewGRF developers can profile callback chains via the `newgrf_profile`
console command. The command controls a profiling mode where every sprite
request is measured and logged, and written to a CSV file in the end.
The NewGRF developer tools need to be enabled for the command to function.
View the syntax for the command in-game with the console command
`help newgrf_profile`.
Profiling only works during game or in the editor, it's not possible to
profile across the main menu, world generation, or loading savegames.
The CSV files contain one line per sprite request during the profiling.
They can get very large, especially on large games with many objects from
the GRF. Start profiling short periods such as 3 or 7 days, and watch the
file sizes.
The produced CSV file contains the following fields:
- *Tick* - Game tick counter, this may wrap to zero during recording.
Mainly useful to distinguish events from separate ticks.
- *Sprite* - Index of the root Action 2 sprite in the GRF file. This is
the sprite group being resolved.
- *Feature* - NewGRF feature number the sprite group is being resolved for.
This will be 0xFF for AI purchase selection and ambient sound callbacks.
- *Item* - The id of the item within the GRF. For cargotypes, railtypes,
roadtypes, and tramtypes, this is the integer representation of the label.
- *CallbackID* - The type of callback being resolved. ID 0 is regular graphics
lookup. See the `newgrf_callbacks.h` file in the OpenTTD source code for the
full list of callback IDs.
- *Microseconds* - Total time spent to resolve the Action 2, in microseconds.
- *Depth* - Number of recursive Action 2 lookups were made during resolution.
Value zero means the sprite group resolved directly.
- *Result* - Result of the callback resolution. For lookups that result in
a sprite, this is the index of the base action 2 in the GRF file. For
callbacks that give a numeric result, this is the callback result value.
For lookups that result in an industry production or tilelayout, this
is the sprite index of the action 2 defining the production/tilelayout.

View File

@@ -1,28 +1,28 @@
# Multiplayer manual for OpenTTD
Multiplayer manual for OpenTTD
Last updated: 2011-02-16
------------------------------------------------------------------------
## Table of contents
- 1.0) [Starting a server](#10-starting-a-server)
- 2.0) [Connecting to a server](#20-connecting-to-a-server)
- 2.1) [Connecting to a server over the console](#21-connecting-to-a-server-over-the-console)
- 3.0) [Playing internet games](#30-playing-internet-games)
- 4.0) [Tips for servers](#40-tips-for-servers)
- 4.1)[Imposing landscaping limits](#41-imposing-landscaping-limits)
- 5.0) [Some useful things](#50-some-useful-things)
- 6.0) [Troubleshooting](#60-troubleshooting)
Table of contents
-----------------
1.0) Starting a server
2.0) Connecting to a server
* 2.1) Connecting to a server over the console
3.0) Playing internet games
4.0) Tips for servers
* 4.1) Imposing landscaping limits
5.0) Some useful things
6.0) Troubleshooting
## 1.0) Starting a server
1.0) Starting a server
---- -----------------
- Make sure that you have your firewall of the computer as well as possible
routers or modems of the server configured such that:
- port 3979 is free for both UDP and TCP connections in- and outgoing
- port 3978 is free outbound for UDP in order to advertise with the master
* port 3979 is free for both UDP and TCP connections in- and outgoing
* port 3978 is free outbound for UDP in order to advertise with the master
server (if desired). Otherwise you'll have to tell players your IP.
- port 3977 if use of the admin interface is desired (see admin_network.txt)
* port 3977 if use of the admin interface is desired (see admin_network.txt)
- Click "multiplayer" on the startup screen
- Click "start server"
- Type in a game name
@@ -33,36 +33,42 @@ Last updated: 2011-02-16
- Start playing
## 2.0) Connecting to a server
2.0) Connecting to a server
---- ----------------------
- Click "multiplayer" on the startup screen
- If you want to connect to any network game in your LAN click on 'LAN', then
on 'Find Server'
- If you want to see which servers all online on the Internet, click on
'Internet' and 'Find Server'
- If there were more than one server
- select one in the list below the buttons
- click on 'join game'
- select one in the list below the buttons
- click on 'join game'
- If you want to play and you have the ip or hostname of the game server you
want connect to.
- click add server
- type in the ip address or hostname
- if you want to add a port use :<port>
- click add server
- type in the ip address or hostname
- if you want to add a port use :<port>
- Now you can select a company and press: "Join company", to help that company
- Or you can press "Spectate game", to spectate the game
- Or you can press "New company", and start your own company (if there are
- Or you can press "Spectate game", to spectate the game
- Or you can press "New company", and start your own company (if there are
slots free)
- You see a progressbar how far you are with joining the server.
- Happy playing
## 2.1) Connecting to a server over the console
2.1) Connecting to a server over the console
---- ---------------------------------------
- Open the console and type in the following command:
connect `<ip/host>:<port>#<company-no>`
connect <ip/host>:<port>#<company-no>
## 3.0) Playing internet games
3.0) Playing internet games
---- ----------------------
- Servers with a red dot behind it have a different version then you have. You
will not be able to join those servers.
@@ -92,8 +98,8 @@ Last updated: 2011-02-16
NB: changing frame_freq has more effect on the bandwidth then sync_freq.
## 4.0) Tips for servers
4.0) Tips for servers
---- ----------------
- You can launch a dedicated server by adding -D as parameter.
- In UNIX like systems, you can fork your dedicated server by adding -f as
parameter.
@@ -149,8 +155,8 @@ Last updated: 2011-02-16
maximum memory usage for packets is:
#max_clients * #max_clients * bytes_per_frame * 10 KiB.
### 4.1) Imposing landscaping limits
4.1) Imposing landscaping limits
---- ---------------------------
- You can impose limits on companies by the following 4 settings:
- terraform_per_64k_frames
- terraform_frame_burst
@@ -190,8 +196,8 @@ Last updated: 2011-02-16
affected by the above settings.
## 5.0) Some useful things
5.0) Some useful things
---- ------------------
- You can protect your company so nobody else can join uninvited. To do this,
set a password in your Company Screen
@@ -203,8 +209,8 @@ Last updated: 2011-02-16
- Servers can now kick players, so don't make them use it!
## 6.0) Troubleshooting
6.0) Troubleshooting
---- ---------------
- My advertising server does not show up in list at servers.openttd.org
Run openttd with the '-d net=2' parameter. That will show which incoming
communication is received, whether the replies from the master server or

View File

@@ -1,5 +1,7 @@
#!/bin/sh
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
@@ -57,7 +59,7 @@ ROOT_DIR=`pwd`
# Determine if we are using a modified version
# Assume the dir is not modified
MODIFIED="0"
if [ -d "$ROOT_DIR/.git" ] || [ -f "$ROOT_DIR/.git" ]; then
if [ -d "$ROOT_DIR/.git" ]; then
# We are a git checkout
# Refresh the index to make sure file stat info is in sync, then look for modifications
git update-index --refresh >/dev/null

View File

@@ -1,6 +1,6 @@
OpenTTD's known bugs
Last updated: 2020-04-13
Release version: 1.10.1
Last updated: 2019-04-01
Release version: 1.9.0
------------------------------------------------------------------------
@@ -220,7 +220,7 @@ Entry- and exit signals are not dragged [#4378]:
Station build date is incorrect [#4415]:
The tile query tool will show the date of the last (re)construction
at the station and not the date of the first construction. This is
due to compatibility reasons with NewGRFs and the fact that it is
due to compatability reasons with NewGRFs and the fact that it is
wrong to say that the station is built in a particular year when it
was completely destroyed/rebuilt later on.
The tile query tool can be fixed by changing the "Build date" text
@@ -404,7 +404,7 @@ Some houses and industries are not affected by transparency [#5817]:
Involuntary cargo exchange with cargodist via neutral station [#6114]:
When two players serve a neutral station at an industry, a cross-company
chain for cargo flow can and will be established which can only be
interrupted if one of the players stops competing for the resources of
interrupted if one of the players stops competing for the ressources of
that industry. There is an easy fix for this: If you are loading at the
shared station make the order "no unload" and if you're unloading make
it "no load". Cargodist will then figure out that it should not create

View File

@@ -1,3 +1,5 @@
; $Id$
;
; This represents more or less nothingness
;
[metadata]

View File

@@ -1,3 +1,5 @@
; $Id$
;
; This represents more or less nothingness
;
[metadata]

View File

@@ -1,3 +1,5 @@
; $Id$
;
; This represents the original graphics as on the non-German Transport
; Tycoon Deluxe DOS CD.
;

View File

@@ -1,3 +1,5 @@
; $Id$
;
; This represents the original music as on the Transport
; Tycoon Deluxe for DOS CD.
;

View File

@@ -1,3 +1,5 @@
; $Id$
;
; This represents the original sounds as on the Transport
; Tycoon Deluxe DOS CD.
;

View File

@@ -1,3 +1,5 @@
; $Id$
;
; This represents the original graphics as on the German Transport
; Tycoon Deluxe DOS CD. It contains one broken sprite.
;

View File

@@ -1,3 +1,5 @@
; $Id$
;
; This represents the original music as on the Transport
; Tycoon (with World Editor) for DOS CD.
;

View File

@@ -1,3 +1,5 @@
; $Id$
;
; This represents the original graphics as on the Transport
; Tycoon Deluxe for Windows CD.
;

View File

@@ -1,3 +1,5 @@
; $Id$
;
; This represents the original music as on the Transport
; Tycoon Deluxe for Windows CD.
;
@@ -88,7 +90,7 @@ GM_TT19.GM = Funk Central
GM_TT20.GM = Jammit
GM_TT21.GM = Movin' On
; MIDI timecodes where the playback should attempt to start and stop short.
; MIDI timecodes where the playback should attemp to start and stop short.
; This is to allow fixing undesired silences in original MIDI files.
; However not all music drivers may support this.
[timingtrim]

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@@ -1,3 +1,5 @@
; $Id$
;
; This represents the original sounds as on the Transport
; Tycoon Deluxe for Windows CD.
;

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@@ -1,3 +1,5 @@
# $Id: openttd.desktop.translation.awk 24100 2012-04-08 14:29:31Z rubidium $
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

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@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

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@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,5 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

View File

@@ -1,3 +1,6 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

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