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BasicBelugaLibrarian
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modified: en/Development/Design Drafts/Scripts/Script Identification
User Summary: removing gendered language
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Page/en/Development/Design Drafts/Scripts/Script Identification.mediawiki

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@@ -42,7 +42,7 @@ This article tries to describe the current problems and then proposes a solution
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* Upon load OpenTTD tries to find a AI/GS with the same name as recorded in the save game. It will pick the latest version that report compatibility with the script version stored in the save game.
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** If no compatible script is found locally, OpenTTD doesn't inform the user about this (the game loads, and the problem is only visible in the fact that the script doesn't seem to react unless you look in the script debug window)
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** If no compatible script is found, the only way for the user to fix this is to know the name of the script and hope that the last version on bananas is compatible. There is no way to get that version used in the save game from bananas (unless it is the last one).
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* If a script author decide to rename his script from one version to another, but did not intend to make those versions save-game incompatible, he/she will by mistake stop saves from the old version being upgraded to the new GS version. (not all script authors may be aware that the name is used as ID by OpenTTD as there is a short name which is documented as a unique identifier for the script)
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* If a script author decide to rename their script from one version to another, but did not intend to make those versions save-game incompatible, they will by mistake stop saves from the old version being upgraded to the new GS version. (not all script authors may be aware that the name is used as ID by OpenTTD as there is a short name which is documented as a unique identifier for the script)
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* If you load a save game which misses a script (AI or GS) and then save it. The information about the AI/GS to load is lost. So even if you later get that script and load the re-saved save, you cannot recover the script.
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=Solution=

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