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155 lines
7.8 KiB
Plaintext
155 lines
7.8 KiB
Plaintext
OpenTTD's known bugs
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Last updated: 2009-12-24
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Release version: 1.0.0-beta1
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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 the 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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- 3194 [OSX] Full screen strobing/flickering
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- 2782 [OSX] Port hopelessly outdated
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- 2585 [OSX] OS' mouse pointer showing
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- 2484 [OSX] Cannot enter CJK characters
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- 1140 [OSX] Not smooth moving map with touchpad
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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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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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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 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 setup seems to be the default configuration for
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Ubuntu 9.04 and later. For Ubuntu this issue can be solved by
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installing the 'libsdl1.2debian-pulseaudio' package from Ubuntu's
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Universe repository. For other distributions a similar package needs
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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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