mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
392 lines
23 KiB
Plaintext
392 lines
23 KiB
Plaintext
OpenTTD's known bugs
|
|
Last updated: 2021-02-28
|
|
Release version: 1.11.0-beta2
|
|
------------------------------------------------------------------------
|
|
|
|
|
|
Table of contents
|
|
-----------------
|
|
1.0) About
|
|
2.0) Known bugs
|
|
|
|
|
|
1.0) About
|
|
---- -----
|
|
All bugs listed below are marked as known. Please do not submit any bugs
|
|
that are the same as these. If you do, do not act surprised, because
|
|
we WILL flame you!
|
|
|
|
The current list of known bugs that we intend to fix can be found in our
|
|
bug tracking system at https://github.com/OpenTTD/OpenTTD/issues
|
|
Also check the closed bugs when searching for your bug in this system as we
|
|
might have fixed the bug in the mean time.
|
|
|
|
|
|
2.0) Known bugs
|
|
---- ----------------------------------
|
|
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.
|
|
|
|
No suitable AI can be found:
|
|
If you have no AIs and an AI is started the so-called 'dummy' AI will
|
|
be loaded. This AI does nothing but writing a message on the AI debug
|
|
window and showing a red warning. There are basically two solutions
|
|
for this problem: Either you set the number of AI players to 0 so that
|
|
no AI is started. You find that setting at the top of the window in the
|
|
"AI / Game Scripts Settings" window.
|
|
The other solution is acquiring (downloading) some AI. The easiest way
|
|
to do this is via the "Check Online Content" button in the main (intro)
|
|
menu or directly in the "AI / Game Scripts Settings" dialogue via the
|
|
"Check Online Content" button.
|
|
|
|
After a while of playing, colours get corrupted:
|
|
In Windows 7 the background slideshow corrupts the colour mapping
|
|
of OpenTTD's 8bpp screen modes. Workarounds for this are:
|
|
a) Switching to windowed mode, instead of fullscreen
|
|
b) Switching off background slideshow
|
|
c) Setting up the 32bpp-anim or 32bpp-optimized blitter
|
|
|
|
Custom vehicle type name is incorrectly aligned:
|
|
Some NewGRFs use sprites that are bigger than normal in the "buy
|
|
vehicle" window. Due to this they have to encode an offset for
|
|
the vehicle type name. Upon renaming the vehicle type this encoded
|
|
offset is stripped from the name because the "edit box" cannot show
|
|
this encoding. As a result the custom vehicle type names will get
|
|
the default alignment. The only way to (partially) fix this is by
|
|
adding spaces to the custom name.
|
|
|
|
Clipping problems [#119]:
|
|
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.
|
|
|
|
Mouse scrolling not possible at the edges of the screen [#383] [#3966]:
|
|
Scrolling the viewport with the mouse cursor at the edges of the screen
|
|
in the same direction of the edge will fail. If the cursor is near the
|
|
edge the scrolling will be very slow.
|
|
OpenTTD only receives cursor position updates when the cursor is inside
|
|
OpenTTD's window. It is not told how far you have moved the cursor
|
|
outside of OpenTTD's window.
|
|
|
|
Lost trains ignore (block) exit signals [#1473]:
|
|
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.
|
|
|
|
Vehicle owner of last transfer leg gets paid for all [#2427]:
|
|
When you make a transfer system that switches vehicle owners. This
|
|
is only possible with 'industry stations', e.g. the oil rig station
|
|
the owner of the vehicle that does the final delivery gets paid for
|
|
the whole trip. It is not shared amongst the different vehicle
|
|
owners that have participated in transporting the cargo.
|
|
This sharing is not done because it would enormously increase the
|
|
memory and CPU usage in big games for something that is happening
|
|
in only one corner case. We think it is not worth the effort until
|
|
sharing of stations is an official feature.
|
|
|
|
Forbid 90 degree turns does not work for crossing PBS paths [#2737]:
|
|
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.
|
|
|
|
Duplicate (station) names after renaming [#3204]:
|
|
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.
|
|
|
|
Extreme CPU usage/hangs when using SDL and PulseAudio [#3294],
|
|
OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU:
|
|
OpenTTD can be extremely slow/use a lot of CPU when the sound is
|
|
played via SDL and then through PulseAudio's ALSA wrapper. Under the
|
|
same configuration OpenTTD, or rather SDL, might hang when exiting
|
|
the game. This problem is seen most in Ubuntu 9.04 and higher.
|
|
|
|
This is because recent versions of the PulseAudio sound server
|
|
are configured to use timer-based audio scheduling rather than
|
|
interrupt-based audio scheduling. Configuring PulseAudio to force
|
|
use of interrupt-based scheduling may resolve sound problems for
|
|
some users. Under recent versions of Ubuntu Linux (9.04 and higher)
|
|
this can be accomplished by changing the following line in the
|
|
/etc/pulse/default.pa file:
|
|
load-module module-udev-detect
|
|
to
|
|
load-module module-udev-detect tsched=0
|
|
Note that PulseAudio must be restarted for changes to take effect. Older
|
|
versions of PulseAudio may use the module-hal-detect module instead.
|
|
Adding tsched=0 to the end of that line will have a similar effect.
|
|
|
|
Another possible solution is selecting the "pulse" backend of SDL
|
|
by either using "SDL_AUDIODRIVER=pulse openttd" at the command
|
|
prompt or installing the 'libsdl1.2debian-pulseaudio' package from
|
|
Ubuntu's Universe repository. For other distributions a similar
|
|
package needs to be installed.
|
|
|
|
OpenTTD not properly resizing with SDL on X [#3305]:
|
|
Under some X window managers OpenTTD's window does not properly
|
|
resize. You will either end up with a black bar at the right/bottom
|
|
side of the window or you cannot see the right/bottom of the window,
|
|
e.g. you cannot see the status bar. The problem is that OpenTTD does
|
|
not always receive a resize event from SDL making it impossible for
|
|
OpenTTD to know that the window was resized; sometimes moving the
|
|
window will solve the problem.
|
|
Window managers that are known to exhibit this behaviour are GNOME's
|
|
and KDE's. With the XFCE's and LXDE's window managers the resize
|
|
event is sent when the user releases the mouse.
|
|
|
|
Incorrect colours, crashes upon exit, debug warnings and smears upon
|
|
window resizing with SDL on macOS [#3447]:
|
|
Video handling with (lib)SDL under macOS is known to fail on some
|
|
versions of macOS with some hardware configurations. Some of
|
|
the problems happen only under some circumstances whereas others
|
|
are always present.
|
|
We suggest that the SDL video/sound backend is not used for OpenTTD
|
|
in combinations with macOS.
|
|
|
|
Train crashes entering same junction from block and path signals [#3928]:
|
|
When a train has reserved a path from a path signal to a two way
|
|
block signal and the reservation passes a path signal through the
|
|
back another train can enter the reserved path (only) via that
|
|
same two way block signal.
|
|
The reason for this has to do with optimisation; to fix this issue
|
|
the signal update has to pass all path signals until it finds either
|
|
a train or a backwards facing signal. This is a very expensive task.
|
|
The (signal) setups that allow these crashes can furthermore be
|
|
considered incorrectly signalled; one extra safe waiting point for
|
|
the train entering from path signal just after the backwards facing
|
|
signal (from the path signal train) resolves the issue.
|
|
|
|
Crashes when run in a VM using Parallels Desktop [#4003]:
|
|
When the Windows version of OpenTTD is executed in a VM under
|
|
Parallels Desktop a privileged instruction exception may be thrown.
|
|
As OpenTTD works natively on macOS as well as natively on Windows and
|
|
these native builds both don't exhibit this behaviour this crash is
|
|
most likely due to a bug in the virtual machine, something out of
|
|
the scope of OpenTTD. Most likely this is due to Parallels Desktop
|
|
lacking support for RDTSC calls. The problem can be avoided by using
|
|
other VM-software, Wine, or running natively on macOS.
|
|
|
|
Entry- and exit signals are not dragged [#4378]:
|
|
Unlike all other signal types, the entry- and exit signals are not
|
|
dragged but instead normal signals are placed on subsequent track
|
|
sections. This is done on purpose as this is the usually more
|
|
convenient solution. There are little to no occasions where more
|
|
than one entry or exit signal in a row are useful. This is different
|
|
for all other signal types where several in a row can serve one
|
|
purpose or another.
|
|
|
|
Station build date is incorrect [#4415]:
|
|
The tile query tool will show the date of the last (re)construction
|
|
at the station and not the date of the first construction. This is
|
|
due to compatibility reasons with NewGRFs and the fact that it is
|
|
wrong to say that the station is built in a particular year when it
|
|
was completely destroyed/rebuilt later on.
|
|
The tile query tool can be fixed by changing the "Build date" text
|
|
to "Date at which the last (re)construction took place" but this is
|
|
deemed too specific and long for that window.
|
|
|
|
(Temporary) wrong colours when switching to full screen [#4511]:
|
|
On Windows it can happen that you temporarily see wrong colours
|
|
when switching to full screen OpenTTD, either by starting
|
|
OpenTTD in full screen mode, changing to full screen mode or by
|
|
ALT-TAB-ing into a full screen OpenTTD. This is caused by the
|
|
fact that OpenTTD, by default, uses 8bpp paletted output. The
|
|
wrong colours you are seeing is a temporary effect of the video
|
|
driver switching to 8bpp palette mode.
|
|
|
|
This issue can be worked around in two ways:
|
|
a) Setting fullscreen_bpp to 32
|
|
b) Setting up the 32bpp-anim or 32bpp-optimized blitter
|
|
|
|
Can't run OpenTTD with the -d option from a MSYS console [#4587]:
|
|
The MSYS console does not allow OpenTTD to open an extra console for
|
|
debugging output. Compiling OpenTTD with the --enable-console
|
|
configure option prevents this issue and allows the -d option to use
|
|
the MSYS console for its output.
|
|
|
|
Unreadable characters for non-latin locales [#4607]:
|
|
OpenTTD does not ship a non-latin font in its graphics files. As a
|
|
result OpenTTD needs to acquire the font from somewhere else. What
|
|
OpenTTD does is ask the operating system, or a system library, for
|
|
the best font for a given language if the currently loaded font
|
|
does not provide all characters of the chosen translation. This
|
|
means that OpenTTD has no influence over the quality of the chosen
|
|
font; it just does the best it can do.
|
|
|
|
If the text is unreadable there are several steps that you can take
|
|
to improve this. The first step is finding a good font and configure
|
|
this in the configuration file. See section 9.0 of README.md for
|
|
more information. You can also increase the font size to make the
|
|
characters bigger and possible better readable.
|
|
|
|
If the problem is with the clarity of the font you might want to
|
|
enable anti-aliasing by setting the small_aa/medium_aa/large_aa
|
|
settings to "true". However, anti-aliasing only works when a 32-bit
|
|
blitter has been selected, e.g. blitter = "32bpp-anim", as with the
|
|
8 bits blitter there are not enough colours to properly perform the
|
|
anti-aliasing.
|
|
|
|
Train does not crash with itself [#4635]:
|
|
When a train drives in a circle the front engine passes through
|
|
wagons of the same train without crashing. This is intentional.
|
|
Signals are only aware of tracks, they do not consider the train
|
|
length and whether there would be enough room for a train in some
|
|
circle it might drive on. Also the path a train might take is not
|
|
necessarily known when passing a signal.
|
|
Checking all circumstances would take a lot of additional
|
|
computational power for signals, which is not considered worth
|
|
the effort, as it does not add anything to gameplay.
|
|
Nevertheless trains shall not crash in normal operation, so making
|
|
a train not crash with itself is the best solution for everyone.
|
|
|
|
Aircraft coming through wall in rotated airports [#4705]:
|
|
With rotated airports, specifically hangars, you will see that the
|
|
aircraft will show a part through the back wall of the hangar.
|
|
This can be solved by only drawing a part of the plane when being
|
|
at the back of the hangar, however then with transparency turned on
|
|
the aircraft would be shown partially which would be even weirder.
|
|
As such the current behaviour is deemed the least bad.
|
|
The same applies to overly long ships and their depots.
|
|
|
|
Vehicles not keeping their "maximum" speed [#4815]:
|
|
Vehicles that have not enough power to reach and maintain their
|
|
advertised maximum speed might be constantly jumping between two
|
|
speeds. This is due to the fact that speed and its calculations
|
|
are done with integral numbers instead of floating point numbers.
|
|
As a result of this a vehicle will never reach its equilibrium
|
|
between the drag/friction and propulsion. So in effect it will be
|
|
in a vicious circle of speeding up and slowing down due to being
|
|
just at the other side of the equilibrium.
|
|
|
|
Not speeding up when near the equilibrium will cause the vehicle to
|
|
never come in the neighbourhood of the equilibrium and not slowing
|
|
down when near the equilibrium will cause the vehicle to never slow
|
|
down towards the equilibrium once it has come down a hill.
|
|
|
|
It is possible to calculate whether the equilibrium will be passed,
|
|
but then all acceleration calculations need to be done twice.
|
|
|
|
Settings not saved when OpenTTD crashes [#4846]:
|
|
The settings are not saved when OpenTTD crashes for several reasons.
|
|
The most important is that the game state is broken and as such the
|
|
settings might contain invalid values, or the settings have not even
|
|
been loaded yet. This would cause invalid or totally wrong settings
|
|
to be written to the configuration file.
|
|
|
|
A solution to that would be saving the settings whenever one changes,
|
|
however due to the way the configuration file is saved this requires
|
|
a flush of the file to the disk and OpenTTD needs to wait till that
|
|
is finished. On some file system implementations this causes the
|
|
flush of all 'write-dirty' caches, which can be a significant amount
|
|
of data to be written. This can further be aggravated by spinning
|
|
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 [#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.md.
|
|
|
|
Mouse cursor going missing with SDL [#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.
|
|
|
|
Trains might not stop at platforms that are currently being changed [#5553]:
|
|
If you add tiles to or remove tiles from a platform while a train is
|
|
approaching to stop at the same platform, that train can miss the place
|
|
where it's supposed to stop and pass the station without stopping.
|
|
This is caused by the fact that the train is considered to already
|
|
have stopped if it's beyond its assigned stopping location. We can't
|
|
let the train stop just anywhere in the station because then it would
|
|
never leave the station if you have the same station in the order
|
|
list multiple times in a row or if there is only one station
|
|
in theorder list (see #5684).
|
|
|
|
Some houses and industries are not affected by transparency [#5817]:
|
|
Some of the default houses and industries (f.e. the iron ore mine) are
|
|
not affected by the transparency options. This is because the graphics
|
|
do not (completely) separate the ground from the building.
|
|
This is a bug of the original graphics, and unfortunately cannot be
|
|
fixed with OpenGFX for the sake of maintaining compatibility with
|
|
the original graphics.
|
|
|
|
Involuntary cargo exchange with cargodist via neutral station [#6114]:
|
|
When two players serve a neutral station at an industry, a cross-company
|
|
chain for cargo flow can and will be established which can only be
|
|
interrupted if one of the players stops competing for the resources of
|
|
that industry. There is an easy fix for this: If you are loading at the
|
|
shared station make the order "no unload" and if you're unloading make
|
|
it "no load". Cargodist will then figure out that it should not create
|
|
such a route.
|
|
|
|
Incorrect ending year displayed in end of game newspaper [#8625]
|
|
The ending year of the game is configurable, but the date displayed in
|
|
the newspaper at the end of the game is part of the graphics, not text.
|
|
So to fix this would involve fixing the graphics in every baseset,
|
|
including the original. Additionally, basesets are free to put this
|
|
text in different positions (which they do), making a proper solution
|
|
to this infinitely more complex for a part of the game that fewer than
|
|
1% of players ever see.
|