Lock is leaking when placed at sea level.
Nobody has claimed this yet.
- Dominant language
- Python
- Stars
- 94
- Forks
- 15
- PR merge metrics
- No merged PRs in 30d
Description
Lock is leaking when placed at sea level adjacent to tiles that are not sea.
Expected result
Similar to one found on higher levels.
Actual result
Limitations
Works as expected when adjacent tile is sea.
It might be an OTTD bug that those tiles are not sea but are at sea level.
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the lock at sea level beside a non-sea tile, then compare it with a higher-level lock and the sea-adjacent case shown in the issue. Determine whether the leaking appearance comes from OpenGFX2 graphics or OpenTTD's tile classification; done means the sea-level lock matches the expected higher-level behavior.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100