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			21 KiB
		
	
	
	
		
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			406 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
OpenTTD's known bugs
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Last updated:    2013-06-01
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Release version: 1.3.1
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------------------------------------------------------------------------
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Table of contents
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-----------------
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1.0) About
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2.0) Known bugs
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1.0) About
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---- -----
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All bugs listed below are marked as known. Please do not submit any bugs
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that are the same as these. If you do, do not act surprised, because
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we WILL flame you!!
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The current list of known bugs that we intend to fix can be found in our
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bug tracking system at: http://bugs.openttd.org
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Also check the closed bugs when searching for your bug in this system as
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we might have fixed the bug in the mean time.
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2.0) Known bugs
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---- ----------------------------------
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This section lists all known bugs that we do not intend to fix and the
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reasons why we think that fixing them is infeasible. We might make some
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minor improvements that reduce the scope of these bugs, but we will not
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be able to completely fix them.
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No suitable AI can be found
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	If you have no AIs and an AI is started the so-called 'dummy' AI will
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	be loaded. This AI does nothing but writing a message on the AI debug
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	window and showing a red warning. There are basically two solutions
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	for this problem: you must change the settings so no AI is started,
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	this is done in the difficulty settings window. The other solution is
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	acquiring (downloading) some AI. The easiest way to do this is via
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	the "Check Online Content" button in the main (intro) menu or via
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	"AI Settings" -> "Select AI" -> "Check Online Content" which is also
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	accessed via the main menu.
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After a while of playing, colours get corrupted
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	In Windows 7 the background slideshow corrupts the colour mapping of
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	OpenTTD's 8bpp screen modes. Workarounds for this are:
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		a) Switching to windowed mode, instead of fullscreen
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		b) Switching off background slideshow
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		c) Setting up the 32bpp-anim or 32bpp-optimized blitter
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Long delay between switching songs/music
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	On Windows there is a delay of a (few) second(s) between switching of
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	songs for the "win32" driver. This delay is caused by the fact that
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	opening a MIDI file via MCI is extremely slow.
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	DirectMusic, known as "dmusic" in OpenTTD, has a much shorter delay.
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	However, under some circumstances DirectMusic does not reset its
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	state properly causing wrongly pitched/bad sounding songs. This
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	problem is in DirectMusic as it is reproducable with Microsoft's
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	DirectMusic Producer. DirectMusic has been deprecated since 2004
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	and as such has no support for 64 bits OpenTTD.
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	As a delay is favourable over bad sounding music the "win32" driver
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	is the default driver for OpenTTD. You can change this default by
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	setting the "musicdriver" in your openttd.cfg to "dmusic".
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Custom vehicle type name is incorrectly aligned
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	Some NewGRFs use sprites that are bigger than normal in the "buy
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	vehicle" window. Due to this they have to encode an offset for the
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	vehicle type name. Upon renaming the vehicle type this encoded offset
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	is stripped from the name because the "edit box" cannot show this
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	encoding. As a result the custom vehicle type names will get the
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	default alignment. The only way to (partly) fix this is by adding
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	spaces to the custom name.
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Clipping problems [FS#119]
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	In some cases sprites are not drawn as one would expect. Examples of
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	this are aircraft that might be hidden below the runway or trees that
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	in some cases are rendered over vehicles.
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	The primary cause of this problem is that OpenTTD does not have enough
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	data (like a 3D model) to properly determine what needs to be drawn in
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	front of what. OpenTTD has bounding boxes but in lots of cases they
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	are either too big or too small and then cause problems with what
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	needs to be drawn in front of what. Also some visual tricks are used.
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	For example trains at 8 pixels high, the catenary needs to be drawn
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	above that. When you want to draw bridges on top of that, which are
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	only one height level (= 8 pixels) higher, you are getting into some
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	big problems.
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	We can not change the height levels; it would require us to either
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	redraw all vehicle or all landscape graphics. Doing so would mean we
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	leave the Transport Tycoon graphics, which in effect means OpenTTD
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	will not be a Transport Tycoon clone anymore.
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Mouse scrolling not possible at the edges of the screen [FS#383] [FS#3966]
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	Scrolling the viewport with the mouse cursor at the edges of the screen
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	in the same direction of the edge will fail. If the cursor is near the
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	edge the scrolling will be very slow.
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	OpenTTD only receives cursor position updates when the cursor is inside
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	OpenTTD's window. It is not told how far you have moved the cursor
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	outside of OpenTTD's window.
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Lost trains ignore (block) exit signals [FS#1473]
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	If trains are lost they ignore block exit signals, blocking junctions
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	with presignals. This is caused because the path finders cannot tell
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	where the train needs to go. As such a random direction is chosen at
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	each junction. This causes the trains to occasionally to make choices
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	that are unwanted from a player's point of view.
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	This will not be fixed because lost trains are in almost all cases a
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	network problem, e.g. a train can never reach a specific place. This
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	makes the impact of fixing the bug enormously small against the
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	amount of work needed to write a system that prevents the lost trains
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	from taking the wrong direction.
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Vehicle owner of last transfer leg gets paid for all [FS#2427]
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	When you make a transfer system that switches vehicle owners. This
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	is only possible with 'industry stations', e.g. the oil rig station
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	the owner of the vehicle that does the final delivery gets paid for
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	the whole trip. It is not shared amongst the different vehicle
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	owners that have participated in transporting the cargo.
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	This sharing is not done because it would enormously increase the
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	memory and CPU usage in big games for something that is happening
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	in only one corner case. We think it is not worth the effort until
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	sharing of stations is an official feature.
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Forbid 90 degree turns does not work for crossing PBS paths [FS#2737]
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	When you run a train through itself on a X junction with PBS turned on
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	the train will not obey the 'forbid 90 degree turns' setting. This is
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	due to the fact that we can not be sure that the setting was turned
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	off when the track was reserved, which means that we assume it was
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	turned on and that the setting does not hold at the time. We made it
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	this way to allow one to change the setting in-game, but it breaks
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	slightly when you are running your train through itself. Running a
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	train through means that your network is broken and is thus a user
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	error which OpenTTD tries to graciously handle.
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	Fixing this bug means that we need to record whether this particular
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	setting was turned on or off at the time the reservation was made. This
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	means adding quite a bit of data to the savegame for solving an issue
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	that is basically an user error. We think it is not worth the effort.
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Duplicate (station) names after renaming [FS#3204]
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	After renaming stations one can create duplicate station names. This
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	is done giving a station the same custom name as another station with
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	an automatically generated name.
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	The major part of this problem is that station names are translatable.
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	Meaning that a station is called e.g. '<TOWN> Central' in English and
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	'<TOWN> Centraal' in Dutch. This means that in network games the
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	renaming of a town could cause the rename to succeed on some clients
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	and fail at others. This creates an inconsistent game state that will
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	be seen as a 'desync'. Secondly the custom names are intended to fall
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	completely outside of the '<TOWN> <name>' naming of stations, so when
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	you rename a town all station names are updated accordingly.
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	As a result the decision has been made that all custom names are only
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	compared to the other custom names in the same class and not compared
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	to the automatically generated names.
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Extreme CPU usage/hangs when using SDL and PulseAudio [FS#3294]
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OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU
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	OpenTTD can be extremely slow/use a lot of CPU when the sound is
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	played via SDL and then through PulseAudio's ALSA wrapper. Under the
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	same configuration OpenTTD, or rather SDL, might hang when exiting
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	the game. This problem is seen most in Ubuntu 9.04 and higher.
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	This is because recent versions of the PulseAudio sound server are
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	configured to use timer-based audio scheduling rather than
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	interrupt-based audio scheduling. Configuring PulseAudio to force
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	use of interrupt-based scheduling may resolve sound problems for
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	some users. Under recent versions of Ubuntu Linux (9.04 and higher)
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	this can be accomplished by changing the following line in the
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	/etc/pulse/default.pa file:
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		load-module module-udev-detect
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	to
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		load-module module-udev-detect tsched=0
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	Note that PulseAudio must be restarted for changes to take effect.
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	Older versions of PulseAudio may use the module-hal-detect module
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	instead. Adding tsched=0 to the end of that line will have a similar
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	effect.
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	Another possible solution is selecting the "pulse" backend of SDL
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	by either using "SDL_AUDIODRIVER=pulse openttd" at the command
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	prompt or installing the 'libsdl1.2debian-pulseaudio' package from
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	Ubuntu's Universe repository. For other distributions a similar
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	package needs to be installed.
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OpenTTD not properly resizing with SDL on X [FS#3305]
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	Under some X window managers OpenTTD's window does not properly
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	resize. You will either end up with a black bar at the right/bottom
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	side of the window or you cannot see the right/bottom of the window,
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	e.g you cannot see the status bar. The problem is that OpenTTD does
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	not always receive a resize event from SDL making it impossible for
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	OpenTTD to know that the window was resized; sometimes moving the
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	window will solve the problem.
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	Window managers that are known to exhibit this behaviour are KDE's
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	and GNOME's. With the XFCE's and LXDE's window managers the resize
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	event is sent when the user releases the mouse.
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Incorrect colours, crashes upon exit, debug warnings and smears upon
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window resizing with SDL on Mac OS X [FS#3447]
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	Video handling with (lib)SDL under Mac OS X is known to fail on some
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	versions of Mac OS X with some hardware configurations. Some of the
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	problems happen only under some circumstances whereas others are
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	always present.
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	We suggest that the SDL video/sound backend is not used for OpenTTD
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	in combinations with Mac OS X.
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Train crashes entering same junction from block and path signals [FS#3928]
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	When a train has reserved a path from a path signal to a two way
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	block signal and the reservation passes a path signal through the
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	back another train can enter the reserved path (only) via that same
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	two way block signal.
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	The reason for this has to do with optimisation; to fix this issue
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	the signal update has to pass all path signals until it finds either
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	a train or a backwards facing signal. This is a very expensive task.
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	The (signal) setups that allow these crashes can furthermore be
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	considered incorrectly signalled; one extra safe waiting point for
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	the train entering from path signal just after the backwards facing
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	signal (from the path signal train) resolves the issue.
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Crashes when playing music [FS#3941]
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	Mac OS X's QuickTime (default music driver) and Windows' MCI (win32
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	music driver) crash on some songs from OpenMSX. OpenTTD cannot do
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	anything about this. Please report these crashes to the authors of
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	OpenMSX so the crash causing songs can be removed or fixed.
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Crashes when run in a VM using Parallels Desktop [FS#4003]
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	When the Windows version of OpenTTD is executed in a VM under
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	Parallels Desktop a privileged instruction exception may be thrown.
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	As OpenTTD works natively on OSX as well as natively on	Windows and
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	these native builds both don't exhibit this behaviour this crash is
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	most likely due to a bug in the virtual machine, something out of
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	the scope of OpenTTD. Most likely this is due to Parallels Desktop
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	lacking support for RDTSC calls. The problem can be avoided by using
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	other VM-software, Wine, or running natively on OSX.
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OpenTTD hangs when started on 32 bits Windows [FS#4083]
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	Under some circumstances OpenTTD might hang for hours on the
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	initialisation of the music driver. The exact circumstances are
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	unknown except that it is the "dmusic" music driver that has the
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	problem and that the "win32" music driver does not.
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	As a result using the "win32" music driver will work around this
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	issue.
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	As the exact circumstances are unknown, and the obvious
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	configuration settings related to the music driver are at their
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	default we are not able to detect this failure, except when Windows'
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	music initialisation function returns after several hours and then
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	there is no point in switching the music driver anymore.
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	The reason we still use the "win32" music driver as default are
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	described in the "Long delay between switching music/song" section
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	of this document.
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Pre- and exit signals are not dragged [FS#4378]
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	Unlike all other signal types, the entry- and exit signals are not
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	dragged but instead normal signals are placed on subsequent track
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	sections. This is done on purpose as this is the usually more con-
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	venient solution. There are little to no occasions where more than
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	one entry or exit signal in a row are useful. This is different
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	for all other signal types where several in a row can serve one
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	purpose or another.
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Station build date is incorrect [FS#4415]
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	The tile query tool will show the date of the last (re)construction
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	at the station and not the date of the first construction. This is
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	due to compatability reasons with NewGRFs and the fact that it is
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	wrong to say that the station is built in a particular year when it
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	was completely destroyed/rebuilt later on.
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	The tile query tool can be fixed by changing the "Build date" text
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	to "Date at which the last (re)construction took place" but this is
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	deemed too specific and long for that window.
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Can't change volume inside OpenTTD [FS#4416]
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	Some backends do not provide a means to change the volume of sound
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	effects or music. The mixing of music and sound is left to external
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	libraries/the operating system we can't handle the volume control
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	in OpenTTD. As a result you can't change the volume inside OpenTTD
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	for backends such as SDL; just use the volume control provided by
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	your operating system.
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Can't run OpenTTD with the -d option from a MSYS console [FS#4587]
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	The MSYS console does not allow OpenTTD to open an extra console for
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	debugging output. Compiling OpenTTD with the --enable-console
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	configure option prevents this issue and allows the -d option to use
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	the MSYS console for its output.
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Unreadable characters for non-latin locales [FS#4607]
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	OpenTTD does not ship a non-latin font in its graphics files. As a
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	result OpenTTD needs to acquire the font from somewhere else. What
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	OpenTTD does is ask the operating system, or a system library, for
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	the best font for a given language if the currently loaded font
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	does not provide all characters of the chosen translation. This
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	means that OpenTTD has no influence over the quality of the chosen
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	font; it just does the best it can do.
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	If the text is unreadable there are several steps that you can take
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	to improve this. The first step is finding a good font and configure
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	this in the configuration file. See section 9.0 of readme.txt for
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	more information. You can also increase the font size to make the
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	characters bigger and possible better readable.
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	If the problem is with the clarity of the font you might want to
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	enable anti-aliasing by setting the small_aa/medium_aa/large_aa
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	settings to "true". However, anti-aliasing only works when a 32 bits
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	blitter has been selected, e.g. blitter = "32bpp-anim", as with the
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	8 bits blitter there are not enough colours to properly perform the
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	anti-aliasing.
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(Temporary) wrong colours when switching to full screen [FS#4511]:
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	On Windows it can happen that you temporarily see wrong colours
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	when switching to full screen OpenTTD, either by starting
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	OpenTTD in full screen mode, changing to full screen mode or by
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	ALT-TAB-ing into a full screen OpenTTD. This is caused by the
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	fact that OpenTTD, by default, uses 8bpp paletted output. The
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	wrong colours you are seeing is a temporary effect of the video
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	driver switching to 8bpp palette mode.
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	This issue can be worked around in two ways:
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		a) Setting fullscreen_bpp to 32
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		b) Setting up the 32bpp-anim or 32bpp-optimized blitter
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Train does not crash with itself [FS#4635]:
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	When a train drives in a circle the front engine passes through
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	wagons of the same train without crashing. This is intentional.
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	Signals are only aware of tracks, they do not consider the train
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	length and whether there would be enough room for a train in some
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	circle it might drive on. Also the path a train might take is not
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	necessarily known when passing a signal.
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	Checking all circumstances would take a lot of additional computational
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	power for signals, which is not considered worth the effort, as
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	it does not add anything to gameplay.
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	Nevertheless trains shall not crash in normal operation, so making
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	a train not crash with itself is the best solution for everyone.
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Aircraft coming through wall in rotated airports [FS#4705]:
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	With rotated airports, specifically hangars, you will see that the
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	aircraft will show a part through the back wall of the hangar.
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	This can be solved by only drawing a part of the plane when being
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	at the back of the hangar, however then with transparency turned on
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	the aircraft would be shown partially which would be even weirder.
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	As such the current behaviour is deemed the least bad.
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	The same applies to overly long ships and their depots.
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Vehicles not keeping their "maximum" speed [FS#4815]:
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	Vehicles that have not enough power to reach and maintain their
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	advertised maximum speed might be constantly jumping between two
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	speeds. This is due to the fact that speed and its calculations
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	are done with integral numbers instead of floating point numbers.
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	As a result of this a vehicle will never reach its equilibrium
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	between the drag/friction and propulsion. So in effect it will be
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	in a vicious circle of speeding up and slowing down due to being
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	just at the other side of the equilibrium.
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	Not speeding up when near the equilibrium will cause the vehicle
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	to never come in the neighbourhood of the equilibrium and not
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	slowing down when near the equilibrium will cause the vehicle
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	to never slow down towards the equilibrium once it has come down
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	a hill.
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	It is possible to calculate whether the equilibrium will be
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	passed, but then all acceleration calculations need to be done
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	twice.
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Settings not saved when OpenTTD crashes [FS#4846]:
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	The settings are not saved when OpenTTD crashes for several reasons.
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	The most important is that the game state is broken and as such the
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	settings might contain invalid values, or the settings have not even
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	been loaded yet. This would cause invalid or totally wrong settings
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	to be written to the configuration file.
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	A solution to that would be saving the settings whenever one changes,
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	however due to the way the configuration file is saved this requires
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	a flush of the file to the disk and OpenTTD needs to wait till that
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	is finished. On some file system implementations this causes the
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	flush of all 'write-dirty' caches, which can be a significant amount
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	of data to be written. This can further be aggravated by spinning
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						|
	down disks to conserve power, in which case this disk needs to be
 | 
						|
	spun up first. This means that many seconds may pass before the
 | 
						|
	configuration file is actually written, and all that time OpenTTD
 | 
						|
	will not be able to show any progress. Changing the way the
 | 
						|
	configuration file is saved is not an option as that leaves us more
 | 
						|
	vulnerable to corrupt configuration files.
 | 
						|
 | 
						|
	Finally, crashes should not be happening. If they happen they should
 | 
						|
	be reported and fixed, so essentially fixing this is fixing the
 | 
						|
	wrong thing. If you really need the configuration changes to be
 | 
						|
	saved, and you need to run a version that crashes regularly, then
 | 
						|
	you can use the 'saveconfig' command in the console to save the
 | 
						|
	settings.
 | 
						|
 | 
						|
Not all NewGRFs, AIs, game scripts are found [FS#4887]:
 | 
						|
	Under certain situations, where the path for the content within a
 | 
						|
	tar file is the same as other content on the file system or in another
 | 
						|
	tar file, it is possible that content is not found. A more thorough
 | 
						|
	explanation and solutions are described in section 4.4 of readme.txt.
 | 
						|
 | 
						|
Mouse cursor going missing with SDL [FS#4997]:
 | 
						|
	Under certain circumstances SDL does not notify OpenTTD of changes
 | 
						|
	with respect to the mouse pointer, specifically whether the mouse
 | 
						|
	pointer is within the bounds of OpenTTD or not. For example, if you
 | 
						|
	Alt-tab to another application the mouse cursor will still be shown
 | 
						|
	in OpenTTD, and when you move the mouse outside of the OpenTTD
 | 
						|
	window so the cursor gets hidden, open/move another application on
 | 
						|
	top of the OpenTTD window and then Alt-tab back into OpenTTD the
 | 
						|
	cursor will not be shown.
 | 
						|
 | 
						|
	We cannot fix this problem as SDL simply does not provide the
 | 
						|
	required information in these corner cases. This is a bug in SDL
 | 
						|
	and as such there is little that we can do about it.
 |