2009-09-16 17:41:18 +00:00
|
|
|
OpenTTD's known bugs
|
|
|
|
Last updated: 2009-08-18
|
|
|
|
Release version: 0.7.2
|
2004-12-24 00:00:10 +00:00
|
|
|
------------------------------------------------------------------------
|
2009-09-16 17:41:18 +00:00
|
|
|
|
|
|
|
|
|
|
|
Table of Contents:
|
|
|
|
------------------
|
|
|
|
1) About
|
|
|
|
2) Known bugs in the this stable release
|
|
|
|
3) Known bugs that will not be solved
|
|
|
|
|
|
|
|
|
|
|
|
1) About:
|
|
|
|
-- ------
|
2005-05-15 21:50:26 +00:00
|
|
|
All bugs listed below are marked as known. Please do not submit any bugs
|
2007-11-18 14:57:14 +00:00
|
|
|
that are the same as these. If you do, do not act surprised, because
|
2004-12-24 00:00:10 +00:00
|
|
|
we WILL flame you!!
|
|
|
|
|
|
|
|
Of course if you have more knowledge about any of these bugs, have more
|
|
|
|
specifics, we welcome you to report them. React to the given bug indicated
|
2007-06-28 19:02:59 +00:00
|
|
|
by the number below on http://bugs.openttd.org.
|
2007-11-18 14:57:14 +00:00
|
|
|
|
2004-12-24 00:00:10 +00:00
|
|
|
|
2009-09-16 17:41:18 +00:00
|
|
|
2) Known bugs in the this stable release:
|
|
|
|
-- --------------------------------------
|
|
|
|
The following bugs are known to exist in this stable release and
|
|
|
|
we intend to fix them. Some bugs are known but are not fixable or
|
|
|
|
fixing them would cause further problems. Those bugs can be found
|
|
|
|
in the "Known bugs that will not be solved" section.
|
|
|
|
|
|
|
|
The bugs in this section all refer to a ticket in our bug tracking system
|
|
|
|
that you can find at: http://bugs.openttd.org
|
|
|
|
If the bugs are closed but still listed here it means that the bug is fixed
|
|
|
|
and that the nightlies and next major release will not have that bug.
|
2006-01-31 23:38:58 +00:00
|
|
|
|
2009-08-14 22:27:48 +00:00
|
|
|
- 3057 Road vehicle sometimes 'forget' the need for servicing
|
|
|
|
- 3040 Not all alternatives are always shown in the "Join station" list
|
2009-06-08 23:58:53 +00:00
|
|
|
- 2955 With path signals depots are less likely to be visited
|
|
|
|
- 2891 Ignore signal does not keep the train running when in path signalled block till the next signal
|
|
|
|
- 2769 No offer for buying bankrupt AIs
|
|
|
|
- 2737 Self-crossing trains ignore "forbid 90 degree turn" setting
|
2009-02-16 21:46:23 +00:00
|
|
|
- 2616 Cloning creates vehicles with invalid subcargos
|
|
|
|
- 2585 [OSX] OS' mouse pointer showing
|
2009-06-08 23:58:53 +00:00
|
|
|
- 2484 [OSX] Cannot enter CJK characters
|
2009-02-16 21:46:23 +00:00
|
|
|
- 2427 Vehicle owner gets paid for whole cargo feeder share
|
2008-06-19 11:45:44 +00:00
|
|
|
- 1944 Road vehicles not picking empty drivethrough platform
|
2008-02-18 20:59:04 +00:00
|
|
|
- 1762 Strange Autoreplace behaviour
|
2009-02-16 21:46:23 +00:00
|
|
|
- 1495 Long vehicles might block multistop drivethrough stations
|
|
|
|
- 1473 Lost trains ignore exit signals
|
2008-01-15 20:44:31 +00:00
|
|
|
- 1140 [OSX] Not smooth moving map with touchpad
|
2007-11-18 14:57:14 +00:00
|
|
|
- 1072 Text overflows in several windows
|
|
|
|
- 119 Clipping problems with vehicles on slopes
|
2009-09-16 17:41:18 +00:00
|
|
|
|
|
|
|
|
|
|
|
3) Known bugs that will not be solved:
|
|
|
|
-- -----------------------------------
|
|
|
|
This section lists all known bugs that we do not intend to fix and the
|
|
|
|
reasons why we think that fixing them is infeasible. We might make some
|
|
|
|
minor improvements that reduce the scope of these bugs, but we will not
|
|
|
|
be able to completely fix them.
|
|
|
|
|
|
|
|
Clipping problems
|
|
|
|
In some cases sprites are not drawn as one would expect. Examples of
|
|
|
|
this are aircraft that might be hidden below the runway or trees that
|
|
|
|
in some cases are rendered over vehicles.
|
|
|
|
The primary cause of this problem is that OpenTTD does not have enough
|
|
|
|
data (like a 3D model) to properly determine what needs to be drawn in
|
|
|
|
front of what. OpenTTD has bounding boxes but in lots of cases they
|
|
|
|
are either too big or too small and then cause problems with what
|
|
|
|
needs to be drawn in front of what. Also some visual tricks are used.
|
|
|
|
For example trains at 8 pixels high, the catenary needs to be drawn
|
|
|
|
above that. When you want to draw bridges on top of that, which are
|
|
|
|
only one height level (= 8 pixels) higher, you are getting into some
|
|
|
|
big problems.
|
|
|
|
We can not change the height levels; it would require us to either
|
|
|
|
redraw all vehicle or all landscape graphics. Doing so would mean we
|
|
|
|
leave the Transport Tycoon graphics, which in effect means OpenTTD
|
|
|
|
will not be a Transport Tycoon clone anymore.
|
|
|
|
|
|
|
|
Duplicate (station) names after renaming
|
|
|
|
After renaming stations one can create duplicate station names. This
|
|
|
|
is done giving a station the same custom name as another station with
|
|
|
|
an automatically generated name.
|
|
|
|
The major part of this problem is that station names are translatable.
|
|
|
|
Meaning that a station is called e.g. '<TOWN> Central' in English and
|
|
|
|
'<TOWN> Centraal' in Dutch. This means that in network games the
|
|
|
|
renaming of a town could cause the rename to succeed on some clients
|
|
|
|
and fail at others. This creates an inconsistent game state that will
|
|
|
|
be seen as a 'desync'. Secondly the custom names are intended to fall
|
|
|
|
completely outside of the '<TOWN> <name>' naming of stations, so when
|
|
|
|
you rename a town all station names are updated accordingly.
|
|
|
|
As a result the decision has been made that all custom names are only
|
|
|
|
compared to the other custom names in the same class and not compared
|
|
|
|
to the automatically generated names.
|
|
|
|
|
|
|
|
Forbid 90 degree turns does not work for crossing PBS paths
|
|
|
|
When you run a train through itself on a X junction with PBS turned on
|
|
|
|
the train will not obey the 'forbid 90 degree turns' setting. This is
|
|
|
|
due to the fact that we can not be sure that the setting was turned
|
|
|
|
off when the track was reserved, which means that we assume it was
|
|
|
|
turned on and that the setting does not hold at the time. We made it
|
|
|
|
this way to allow one to change the setting in-game, but it breaks
|
|
|
|
slightly when you are running your train through itself. Running a
|
|
|
|
train through means that your network is broken and is thus a user
|
|
|
|
error which OpenTTD tries to graciously handle.
|
|
|
|
Fixing this bug means that we need to record whether this particular
|
|
|
|
setting was turned on or off at the time the reservation was made. This
|
|
|
|
means adding quite a bit of data to the savegame for solving an issue
|
|
|
|
that is basically an user error. We think it is not worth the effort.
|
|
|
|
|
|
|
|
Lost trains ignore (block) exit signals
|
|
|
|
If trains are lost they ignore block exit signals, blocking junctions
|
|
|
|
with presignals. This is caused because the path finders cannot tell
|
|
|
|
where the train needs to go. As such a random direction is chosen at
|
|
|
|
each junction. This causes the trains to occasionally to make choices
|
|
|
|
that are unwanted from a player's point of view.
|
|
|
|
This will not be fixed because lost trains are in almost all cases a
|
|
|
|
network problem, e.g. a train can never reach a specific place. This
|
|
|
|
makes the impact of fixing the bug enormously small against the
|
|
|
|
amount of work needed to write a system that prevents the lost trains
|
|
|
|
from taking the wrong direction.
|