(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

pull/155/head
rubidium 15 years ago
parent 0d6032da56
commit ff08eaf231

@ -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,

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