(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 minor improvements that reduce the scope of these bugs, but we will not
be able to completely fix them. 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 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 this are aircraft that might be hidden below the runway or trees that
in some cases are rendered over vehicles. in some cases are rendered over vehicles.
@ -80,23 +80,19 @@ Clipping problems
leave the Transport Tycoon graphics, which in effect means OpenTTD leave the Transport Tycoon graphics, which in effect means OpenTTD
will not be a Transport Tycoon clone anymore. will not be a Transport Tycoon clone anymore.
Duplicate (station) names after renaming Lost trains ignore (block) exit signals [FS#1473]
After renaming stations one can create duplicate station names. This If trains are lost they ignore block exit signals, blocking junctions
is done giving a station the same custom name as another station with with presignals. This is caused because the path finders cannot tell
an automatically generated name. where the train needs to go. As such a random direction is chosen at
The major part of this problem is that station names are translatable. each junction. This causes the trains to occasionally to make choices
Meaning that a station is called e.g. '<TOWN> Central' in English and that are unwanted from a player's point of view.
'<TOWN> Centraal' in Dutch. This means that in network games the This will not be fixed because lost trains are in almost all cases a
renaming of a town could cause the rename to succeed on some clients network problem, e.g. a train can never reach a specific place. This
and fail at others. This creates an inconsistent game state that will makes the impact of fixing the bug enormously small against the
be seen as a 'desync'. Secondly the custom names are intended to fall amount of work needed to write a system that prevents the lost trains
completely outside of the '<TOWN> <name>' naming of stations, so when from taking the wrong direction.
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.
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 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 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 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 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. that is basically an user error. We think it is not worth the effort.
Lost trains ignore (block) exit signals Duplicate (station) names after renaming [FS#3204]
If trains are lost they ignore block exit signals, blocking junctions After renaming stations one can create duplicate station names. This
with presignals. This is caused because the path finders cannot tell is done giving a station the same custom name as another station with
where the train needs to go. As such a random direction is chosen at an automatically generated name.
each junction. This causes the trains to occasionally to make choices The major part of this problem is that station names are translatable.
that are unwanted from a player's point of view. Meaning that a station is called e.g. '<TOWN> Central' in English and
This will not be fixed because lost trains are in almost all cases a '<TOWN> Centraal' in Dutch. This means that in network games the
network problem, e.g. a train can never reach a specific place. This renaming of a town could cause the rename to succeed on some clients
makes the impact of fixing the bug enormously small against the and fail at others. This creates an inconsistent game state that will
amount of work needed to write a system that prevents the lost trains be seen as a 'desync'. Secondly the custom names are intended to fall
from taking the wrong direction. 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 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 played via SDL and then through PulseAudio's ALSA wrapper. Under the
same configuration OpenTTD, or rather SDL, might hang when exiting 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 Universe repository. For other distributions a similar package needs
to be installed. 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 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 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, side of the window or you cannot see the right/bottom of the window,

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