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123 lines
6.0 KiB
Plaintext
123 lines
6.0 KiB
Plaintext
OpenTTD's known bugs
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Last updated: 2009-08-18
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Release version: 0.7.2
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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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- 3057 Road vehicle sometimes 'forget' the need for servicing
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- 3040 Not all alternatives are always shown in the "Join station" list
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- 2955 With path signals depots are less likely to be visited
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- 2891 Ignore signal does not keep the train running when in path signalled block till the next signal
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- 2769 No offer for buying bankrupt AIs
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- 2737 Self-crossing trains ignore "forbid 90 degree turn" setting
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- 2616 Cloning creates vehicles with invalid subcargos
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- 2585 [OSX] OS' mouse pointer showing
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- 2484 [OSX] Cannot enter CJK characters
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- 2427 Vehicle owner gets paid for whole cargo feeder share
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- 1944 Road vehicles not picking empty drivethrough platform
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- 1762 Strange Autoreplace behaviour
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- 1495 Long vehicles might block multistop drivethrough stations
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- 1473 Lost trains ignore exit signals
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- 1140 [OSX] Not smooth moving map with touchpad
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- 1072 Text overflows in several windows
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- 119 Clipping problems with vehicles on slopes
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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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Clipping problems
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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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Duplicate (station) names after renaming
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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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Forbid 90 degree turns does not work for crossing PBS paths
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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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Lost trains ignore (block) exit signals
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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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