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null area at map edge #4512

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spacek531 opened this issue Oct 2, 2016 · 8 comments
Closed

null area at map edge #4512

spacek531 opened this issue Oct 2, 2016 · 8 comments
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@spacek531
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spacek531 commented Oct 2, 2016

image

You can see I've moved the land tool window through this null area. I think it has something to do with larger sizes of mountain tool (i.e. 2x2 and above). I did it once before, months ago, so a current version hash is irrelevant.

Null area park.zip

EDIT: using the map size function to decrease the map size removes null areas.

@Gymnasiast Gymnasiast added the investigate Not sure what the problem is yet. label Oct 2, 2016
@Nubbie
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Nubbie commented Oct 5, 2016

Relevant to: #3390 ?

@spacek531
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Whoops! Looks like I posted a duplicate then.

@rwjuk
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rwjuk commented May 10, 2017

@spacek531 Can you retest this on the latest build and check if it still occurs? Thanks.

@spacek531
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spacek531 commented Jul 1, 2017

Using 52555df and it's happening. It happens only on the side that is not changed when you increase map size in sandbox mode. Happens with any size mountain dragger.
image

@IntelOrca IntelOrca self-assigned this Jul 1, 2017
@IntelOrca
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@spacek531 Could you give instructions on how to reproduce this from startup? If I try going into the scenario editor and then using the mountain tool on all sides of the map, it doesn't happen.

@spacek531
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I'm editing this file (rename to sv6 on downloading):
maple springs p3

On the corner of the map that has "Spacek" in yellow trees, any time the mountain tool manipulates a tile on the edge, it happens.

@IntelOrca
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IntelOrca commented Jul 1, 2017

@spacek531 Can you find a way of reproducing it without loading a saved game? Also, how did you make this saved game? Was it created from the scenario editor?

@IntelOrca IntelOrca added this to the v0.1.0 milestone Jul 5, 2017
@spacek531
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Info for debuggers:

This happens consistently on maps that were created or imported in the 0.0.5 develop version. It may have happened in other releases, but I have not played OpenRCT2 between then and now.

Gymnasiast added a commit to Gymnasiast/OpenRCT2 that referenced this issue Jul 5, 2017
Gymnasiast added a commit to Gymnasiast/OpenRCT2 that referenced this issue Jul 5, 2017
Gymnasiast added a commit to Gymnasiast/OpenRCT2 that referenced this issue Jul 5, 2017
Gymnasiast added a commit to Gymnasiast/OpenRCT2 that referenced this issue Jul 5, 2017
janisozaur added a commit that referenced this issue Jul 12, 2017
- Feature: [#1399 (partial), #5177] Add window that displays any missing/corrupt objects when loading a park
- Feature: [#5056] Add cheat to own all land.
- Feature: [#5133] Add option to display guest expenditure (as seen in RCTC).
- Feature: [#5196] Add cheat to disable ride ageing.
- Feature: [#5504] Group vehicles into ride groups
- Feature: [#5576] Add a persistent 'display real names of guests' setting.
- Feature: [#5611] Add support for Android
- Feature: [#5706] Add support for OpenBSD
- Feature: OpenRCT2 now starts up on the display it was last shown on.
- Feature: Park entrance fee can now be set to amounts up to £200.
- Improved: Construction rights can now be placed on park entrances.
- Improved: Mouse can now be dragged to select scenery when saving track designs
- Fix: [#259] Money making glitch involving swamps (original bug)
- Fix: [#441] Construction rights over entrance path erased (original bug)
- Fix: [#578] Ride ghosts show up in ride list during construction (original bug)
- Fix: [#597] 'Finish 5 roller coasters' goal not properly checked (original bug)
- Fix: [#667] Incorrect banner limit calculation (original bug)
- Fix: [#739] Crocodile Ride (Log Flume) never allows more than five boats (original bug)
- Fix: [#837] Can't move windows on title screen to where the toolbar would be (original bug)
- Fix: [#1705] Time Twister's Medieval entrance has incorrect scrolling (original bug)
- Fix: [#3178, #5456] Paths with non-ASCII characters not handled properly on macOS.
- Fix: [#3346] Crash when extra long train breaks down at the back
- Fix: [#3479] Building in pause mode creates too many floating numbers, crashing the game
- Fix: [#3565] Multiplayer server crash
- Fix: [#3681] Steel Twister rollercoaster always shows all track designs
- Fix: [#3846, #5749] Crash when testing coaster with a diagonal lift in block brake mode
- Fix: [#4054] Sorting rides by track type: Misleading research messages
- Fix: [#4055] Sort rides by track type: Sorting rule is not really clear (inconsistent?)
- Fix: [#4512] Invisible map edge tiles corrupted
- Fix: [#5009] Ride rating calculations can overflow
- Fix: [#5253] RCT1 park value conversion factor too high
- Fix: [#5400] New Ride window does not focus properly on newly invented ride.
- Fix: [#5489] Sprite index crash for car view on car ride.
- Fix: [#5730] Unable to uncheck 'No money' in the Scenario Editor.
- Fix: [#5750] Game freezes when ride queue linked list is corrupted.
- Fix: [#5819] Vertical multi-dimension coaster tunnels drawn incorrectly
- Fix: Non-invented vehicles can be used via track designs in select-by-track-type mode.
- Fix: Track components added by OpenRCT2 are now usable in older scenarios.
- Technical: [#5047] Add ride ratings tests
- Technical: [#5458] Begin offering headless build with reduced compile- and run-time dependencies
- Technical: [#5755] Title sequence wait periods use milliseconds
- Technical: Fix many desync sources
ZehMatt pushed a commit to ZehMatt/OpenRCT2 that referenced this issue Jul 14, 2017
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