Just one interesting thing - I dont suppose it ever happens in reality.
If there is a really long distance between signals, they will just not work.
Including saves and screenshot. Tested with 0.4.8 and 0.5RC1, with and without YAPF.
Also, there is hardly anything to do with that, as computer doesn't have an unlimited memory.
signals not working
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signals not working
- Attachments
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- Fetfingway Transport, 2. dub 1951.png
- Screenshot after crash. Notice the green color on semaphore!
- (51.26 KiB) Downloaded 186 times
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- save2.sav
- Just one day before the crash.
- (84.91 KiB) Downloaded 108 times
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- save1.sav
- Please start both locomotives and unpause the game. The samophore should go red on both sides, but it doesn't.
- (84.4 KiB) Downloaded 135 times
Hmmm ... does anybody know how long track have to be for this bug to occur?
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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