|
@@ -41,48 +41,59 @@ and that the nightlies and next major re
|
|
|
- 3057 Road vehicle sometimes 'forget' the need for servicing
|
|
|
- 3040 Not all alternatives are always shown in the "Join station" list
|
|
|
- 2955 With path signals depots are less likely to be visited
|
|
|
- 2891 Ignore signal does not keep the train running when in path signalled block till the next signal
|
|
|
- 2769 No offer for buying bankrupt AIs
|
|
|
- 2616 [NewGRF] Cloning creates vehicles with invalid subcargos
|
|
|
- 2613 [NewGRF] House property 15 does not work
|
|
|
- 2585 [OSX] OS' mouse pointer showing
|
|
|
- 2484 [OSX] Cannot enter CJK characters
|
|
|
- 2427 Vehicle owner gets paid for whole cargo feeder share
|
|
|
- 1944 Road vehicles not picking empty drive through platform
|
|
|
- 1762 Strange Autoreplace behaviour
|
|
|
- 1495 Long vehicles might block multistop drive through stations
|
|
|
- 1140 [OSX] Not smooth moving map with touchpad
|
|
|
- 1072 Text overflows in several windows
|
|
|
|
|
|
|
|
|
3) Known bugs that will not be solved:
|
|
|
-- -----------------------------------
|
|
|
This section lists all known bugs that we do not intend to fix and the
|
|
|
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.
|
|
|
|
|
|
No suitable AI can be found
|
|
|
If you have no AIs and an AI is started the so-called 'dummy' AI will
|
|
|
be loaded. This AI does nothing but writing a message on the AI debug
|
|
|
window and showing a red warning. There are basically two solutions
|
|
|
for this problem: you must change the settings so no AI is started,
|
|
|
this is done in the difficulty settings window. The other solution is
|
|
|
acquiring (downloading) some AI. The easiest way to do this is via
|
|
|
the "Check Online Content" button in the main (intro) menu or via
|
|
|
"AI Settings" -> "Select AI" -> "Check Online Content" which is also
|
|
|
accessed via the main menu.
|
|
|
|
|
|
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.
|
|
|
The primary cause of this problem is that OpenTTD does not have enough
|
|
|
data (like a 3D model) to properly determine what needs to be drawn in
|
|
|
front of what. OpenTTD has bounding boxes but in lots of cases they
|
|
|
are either too big or too small and then cause problems with what
|
|
|
needs to be drawn in front of what. Also some visual tricks are used.
|
|
|
For example trains at 8 pixels high, the catenary needs to be drawn
|
|
|
above that. When you want to draw bridges on top of that, which are
|
|
|
only one height level (= 8 pixels) higher, you are getting into some
|
|
|
big problems.
|
|
|
We can not change the height levels; it would require us to either
|
|
|
redraw all vehicle or all landscape graphics. Doing so would mean we
|
|
|
leave the Transport Tycoon graphics, which in effect means OpenTTD
|
|
|
will not be a Transport Tycoon clone anymore.
|
|
|
|
|
|
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.
|