mirror of
https://github.com/OpenTTD/OpenTTD.git
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Fix #12993: Replace known-bugs text with markdown version.
This allows a little bit better formatting/display in game. (No attempt to check if these are still valid known-bugs...)
This commit is contained in:
parent
e3bfe2b668
commit
e98407973f
@ -388,7 +388,7 @@ if(EMSCRIPTEN)
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/CREDITS.md@/CREDITS.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/CONTRIBUTING.md@/CONTRIBUTING.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/COPYING.md@/COPYING.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/known-bugs.txt@/known-bugs.txt")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/known-bugs.md@/known-bugs.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/changelog.txt@/changelog.txt")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/admin_network.md@/docs/admin_network.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/debugging_desyncs.md@/docs/debugging_desyncs.md")
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@ -52,7 +52,7 @@ install(FILES
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${CMAKE_SOURCE_DIR}/CREDITS.md
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${CMAKE_SOURCE_DIR}/CONTRIBUTING.md
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${CMAKE_SOURCE_DIR}/changelog.txt
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${CMAKE_SOURCE_DIR}/known-bugs.txt
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${CMAKE_SOURCE_DIR}/known-bugs.md
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DESTINATION ${DOCS_DESTINATION_DIR}
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COMPONENT docs)
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426
known-bugs.md
Normal file
426
known-bugs.md
Normal file
@ -0,0 +1,426 @@
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# OpenTTD's known bugs
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## Table of contents
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- 1.0) About
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- 2.0) Known bugs
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## 1.0) About
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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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The current list of known bugs that we intend to fix can be found in our
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bug tracking system at https://github.com/OpenTTD/OpenTTD/issues
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Also check the closed bugs when searching for your bug in this system as we
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might have fixed the bug in the mean time.
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## 2.0) Known bugs
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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: Either you set the number of AI players to 0 so that
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no AI is started. You find that setting at the top of the window in the
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"AI / Game Scripts Settings" window.
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The other solution is acquiring (downloading) some AI. The easiest way
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to do this is via the "Check Online Content" button in the main (intro)
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menu or directly in the "AI / Game Scripts Settings" dialogue via the
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"Check Online Content" button.
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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
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of OpenTTD's 8bpp screen modes. Workarounds for this are:
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* Switching to windowed mode, instead of fullscreen
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* Switching off background slideshow
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* Setting up the `32bpp-anim` or `32bpp-optimized` blitter
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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
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the vehicle type name. Upon renaming the vehicle type this encoded
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offset is stripped from the name because the "edit box" cannot show
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this encoding. As a result the custom vehicle type names will get
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the default alignment. The only way to (partially) fix this is by
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adding spaces to the custom name.
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### Clipping problems [#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 [#383] [#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 [#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 amount
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of work needed to write a system that prevents the lost trains from
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taking the wrong direction.
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### Vehicle owner of last transfer leg gets paid for all [#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 [#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 [#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 [#3294], 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
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are 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. Older
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versions of PulseAudio may use the module-hal-detect module instead.
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Adding tsched=0 to the end of that line will have a similar 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 [#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 GNOME's
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and KDE'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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### Incorrect colours, crashes upon exit, debug warnings and smears upon window resizing with SDL on macOS [#3447]:
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Video handling with (lib)SDL under macOS is known to fail on some
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versions of macOS with some hardware configurations. Some of
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the problems happen only under some circumstances whereas others
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are always present.
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We suggest that the SDL video/sound backend is not used for OpenTTD
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in combinations with macOS.
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### Train crashes entering same junction from block and path signals [#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
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same 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 run in a VM using Parallels Desktop [#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 macOS 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 macOS.
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### Entry- and exit signals are not dragged [#4378]:
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Unlike all other signal types, the entry- and exit signals are not
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dragged but instead normal signals are placed on subsequent track
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sections. This is done on purpose as this is the usually more
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convenient solution. There are little to no occasions where more
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than one entry or exit signal in a row are useful. This is different
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for all other signal types where several in a row can serve one
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purpose or another.
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### (Temporary) wrong colours when switching to full screen [#4511]:
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On Windows it can happen that you temporarily see wrong colours
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when switching to full screen OpenTTD, either by starting
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OpenTTD in full screen mode, changing to full screen mode or by
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ALT-TAB-ing into a full screen OpenTTD. This is caused by the
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fact that OpenTTD, by default, uses 8bpp paletted output. The
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wrong colours you are seeing is a temporary effect of the video
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driver switching to 8bpp palette mode.
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This issue can be worked around in two ways:
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* Setting fullscreen_bpp to 32
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* Setting up the 32bpp-anim or 32bpp-optimized blitter
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### Can't run OpenTTD with the -d option from a MSYS console [#4587]:
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The MSYS console does not allow OpenTTD to open an extra console for
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debugging output. Compiling OpenTTD with the --enable-console
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configure option prevents this issue and allows the -d option to use
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the MSYS console for its output.
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### Unreadable characters for non-latin locales [#4607]:
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OpenTTD does not ship a non-latin font in its graphics files. As a
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result OpenTTD needs to acquire the font from somewhere else. What
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OpenTTD does is ask the operating system, or a system library, for
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the best font for a given language if the currently loaded font
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does not provide all characters of the chosen translation. This
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means that OpenTTD has no influence over the quality of the chosen
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font; it just does the best it can do.
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If the text is unreadable there are several steps that you can take
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to improve this. The first step is finding a good font and configure
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this in the configuration file. See section 9.0 of README.md for
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more information. You can also increase the font size to make the
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characters bigger and possible better readable.
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If the problem is with the clarity of the font you might want to
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enable anti-aliasing by setting the small_aa/medium_aa/large_aa
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settings to "true". However, anti-aliasing only works when a 32-bit
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blitter has been selected, e.g. `blitter = "32bpp-anim"`, as with the
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8 bits blitter there are not enough colours to properly perform the
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anti-aliasing.
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### Train does not crash with itself [#4635]:
|
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|
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When a train drives in a circle the front engine passes through
|
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wagons of the same train without crashing. This is intentional.
|
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Signals are only aware of tracks, they do not consider the train
|
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length and whether there would be enough room for a train in some
|
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circle it might drive on. Also the path a train might take is not
|
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necessarily known when passing a signal.
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|
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Checking all circumstances would take a lot of additional
|
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computational power for signals, which is not considered worth
|
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the effort, as it does not add anything to gameplay.
|
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|
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Nevertheless trains shall not crash in normal operation, so making
|
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a train not crash with itself is the best solution for everyone.
|
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|
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### Aircraft coming through wall in rotated airports [#4705]:
|
||||
|
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With rotated airports, specifically hangars, you will see that the
|
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aircraft will show a part through the back wall of the hangar.
|
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|
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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
|
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the aircraft would be shown partially which would be even weirder.
|
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|
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As such the current behaviour is deemed the least bad.
|
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The same applies to overly long ships and their depots.
|
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|
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### Vehicles not keeping their "maximum" speed [#4815]:
|
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|
||||
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.
|
379
known-bugs.txt
379
known-bugs.txt
@ -1,379 +0,0 @@
|
||||
OpenTTD's known bugs
|
||||
------------------------------------------------------------------------
|
||||
|
||||
|
||||
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.
|
||||
|
||||
(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.
|
@ -24,7 +24,7 @@
|
||||
|
||||
static const std::string README_FILENAME = "README.md";
|
||||
static const std::string CHANGELOG_FILENAME = "changelog.txt";
|
||||
static const std::string KNOWN_BUGS_FILENAME = "known-bugs.txt";
|
||||
static const std::string KNOWN_BUGS_FILENAME = "known-bugs.md";
|
||||
static const std::string LICENSE_FILENAME = "COPYING.md";
|
||||
|
||||
static const std::string WEBSITE_LINK = "https://www.openttd.org/";
|
||||
|
@ -131,7 +131,7 @@ void CreateConsole()
|
||||
_close(fd);
|
||||
CloseHandle(hand);
|
||||
|
||||
ShowInfo("Unable to open an output handle to the console. Check known-bugs.txt for details.");
|
||||
ShowInfo("Unable to open an output handle to the console. Check known-bugs.md for details.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user