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263 lines
13 KiB
Plaintext
263 lines
13 KiB
Plaintext
OpenTTD's known bugs
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Last updated: 2010-11-20
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Release version: 1.0.5
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------------------------------------------------------------------------
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Table of Contents:
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------------------
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1) About
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2) Known bugs in the this stable release
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3) Known bugs that will not be solved
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1) 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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Of course if you have more knowledge about any of these bugs, have more
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specifics, we welcome you to report them. React to the given bug indicated
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by the number below on http://bugs.openttd.org.
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2) Known bugs in this stable release:
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-- ----------------------------------
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The following bugs are known to exist in this stable release and
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we intend to fix them. Some bugs are known but are not fixable or
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fixing them would cause further problems. Those bugs can be found
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in the "Known bugs that will not be solved" section.
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The bugs in this section all refer to a ticket in our bug tracking system
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that you can find at: http://bugs.openttd.org
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If the bugs are closed but still listed here it means that the bug is fixed
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and that the nightlies and next major release will not have that bug.
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Issues prefixed with [OSX] are required to be fixed before we consider
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officially supporting Mac OS X again. For now it remains unsupported and
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we only apply bug fixes provided by the community but we are unable to fix
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these bugs ourselves.
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- 3651 [OSX] Crash when selecting full screen
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- 3447 [OSX] SDL port is unuseable
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- 2585 [OSX] OS' mouse pointer showing
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- 2484 [OSX] Cannot enter CJK characters
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3) Known bugs that will not be solved:
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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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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 do not 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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