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author | rubidium <rubidium@openttd.org> | 2009-11-11 21:09:04 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2009-11-11 21:09:04 +0000 |
commit | 285d25e01bff95ce845f4b92efa9ce0253b66429 (patch) | |
tree | e4ac320676b6dab3fddecfb85b7ef91664d6385f | |
parent | e972033af1ec2ddf1cf07e9bf010d40b5b862c3f (diff) | |
download | openttd-285d25e01bff95ce845f4b92efa9ce0253b66429.tar.xz |
(svn r18044) -Change: mention (one of the) bug report(s) for the known-but-will-not-or-cannot-fix bugs and order them by FS ID
-rw-r--r-- | known-bugs.txt | 60 |
1 files changed, 30 insertions, 30 deletions
diff --git a/known-bugs.txt b/known-bugs.txt index 2be4c13d0..2e180c880 100644 --- a/known-bugs.txt +++ b/known-bugs.txt @@ -62,7 +62,7 @@ reasons why we think that fixing them is infeasible. We might make some minor improvements that reduce the scope of these bugs, but we will not be able to completely fix them. -Clipping problems +Clipping problems [FS#119] In some cases sprites are not drawn as one would expect. Examples of this are aircraft that might be hidden below the runway or trees that in some cases are rendered over vehicles. @@ -80,23 +80,19 @@ Clipping problems leave the Transport Tycoon graphics, which in effect means OpenTTD will not be a Transport Tycoon clone anymore. -Duplicate (station) names after renaming - After renaming stations one can create duplicate station names. This - is done giving a station the same custom name as another station with - an automatically generated name. - The major part of this problem is that station names are translatable. - Meaning that a station is called e.g. '<TOWN> Central' in English and - '<TOWN> Centraal' in Dutch. This means that in network games the - renaming of a town could cause the rename to succeed on some clients - and fail at others. This creates an inconsistent game state that will - be seen as a 'desync'. Secondly the custom names are intended to fall - completely outside of the '<TOWN> <name>' naming of stations, so when - you rename a town all station names are updated accordingly. - As a result the decision has been made that all custom names are only - compared to the other custom names in the same class and not compared - to the automatically generated names. +Lost trains ignore (block) exit signals [FS#1473] + If trains are lost they ignore block exit signals, blocking junctions + with presignals. This is caused because the path finders cannot tell + where the train needs to go. As such a random direction is chosen at + each junction. This causes the trains to occasionally to make choices + that are unwanted from a player's point of view. + This will not be fixed because lost trains are in almost all cases a + network problem, e.g. a train can never reach a specific place. This + makes the impact of fixing the bug enormously small against the + amount of work needed to write a system that prevents the lost trains + from taking the wrong direction. -Forbid 90 degree turns does not work for crossing PBS paths +Forbid 90 degree turns does not work for crossing PBS paths [FS#2737] When you run a train through itself on a X junction with PBS turned on the train will not obey the 'forbid 90 degree turns' setting. This is due to the fact that we can not be sure that the setting was turned @@ -111,19 +107,23 @@ Forbid 90 degree turns does not work for crossing PBS paths means adding quite a bit of data to the savegame for solving an issue that is basically an user error. We think it is not worth the effort. -Lost trains ignore (block) exit signals - If trains are lost they ignore block exit signals, blocking junctions - with presignals. This is caused because the path finders cannot tell - where the train needs to go. As such a random direction is chosen at - each junction. This causes the trains to occasionally to make choices - that are unwanted from a player's point of view. - This will not be fixed because lost trains are in almost all cases a - network problem, e.g. a train can never reach a specific place. This - makes the impact of fixing the bug enormously small against the - amount of work needed to write a system that prevents the lost trains - from taking the wrong direction. +Duplicate (station) names after renaming [FS#3204] + After renaming stations one can create duplicate station names. This + is done giving a station the same custom name as another station with + an automatically generated name. + The major part of this problem is that station names are translatable. + Meaning that a station is called e.g. '<TOWN> Central' in English and + '<TOWN> Centraal' in Dutch. This means that in network games the + renaming of a town could cause the rename to succeed on some clients + and fail at others. This creates an inconsistent game state that will + be seen as a 'desync'. Secondly the custom names are intended to fall + completely outside of the '<TOWN> <name>' naming of stations, so when + you rename a town all station names are updated accordingly. + As a result the decision has been made that all custom names are only + compared to the other custom names in the same class and not compared + to the automatically generated names. -Extreme CPU usage/hangs on exiting game when using SDL and PulseAudio +Extreme CPU usage/hangs when using SDL and PulseAudio [FS#3294] OpenTTD can be extremely slow/use a lot of CPU when the sound is played via SDL and then through PulseAudio's ALSA wrapper. Under the same configuration OpenTTD, or rather SDL, might hang when exiting @@ -133,7 +133,7 @@ Extreme CPU usage/hangs on exiting game when using SDL and PulseAudio Universe repository. For other distributions a similar package needs to be installed. -OpenTTD not properly resizing with SDL on X +OpenTTD not properly resizing with SDL on X [FS#3305] Under some X window managers OpenTTD's window does not properly resize. You will either end up with a black bar at the right/bottom side of the window or you cannot see the right/bottom of the window, |