OpenTTD's known bugs

Last updated:    2009-12-23

Release version: 0.7.5

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Table of Contents:

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1) About

2) Known bugs in the this stable release

3) Known bugs that will not be solved





1) 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!!



Of course if you have more knowledge about any of these bugs, have more

specifics, we welcome you to report them. React to the given bug indicated

by the number below on http://bugs.openttd.org.





2) Known bugs in the this stable release:

-- --------------------------------------

The following bugs are known to exist in this stable release and

we intend to fix them. Some bugs are known but are not fixable or

fixing them would cause further problems. Those bugs can be found

in the "Known bugs that will not be solved" section.



The bugs in this section all refer to a ticket in our bug tracking system

that you can find at: http://bugs.openttd.org

If the bugs are closed but still listed here it means that the bug is fixed

and that the nightlies and next major release will not have that bug.



- 3198	[OSX] "Could not get system colour space" error on some Mac OS X 10.6

- 3194	[OSX] Full screen 'strobing' on some Mac OS X 10.6

- 3190	[OSX] Compiling fails on some Mac OS X 10.6

- 3159	[NewGRF] Autoreplace resets (or does not keep) value of variable F2

- 3057	Road vehicle sometimes 'forget' the need for servicing

- 3040	Not all alternatives are always shown in the "Join station" list

- 2955	With path signals depots are less likely to be visited

- 2891	Ignore signal does not keep the train running when in path signalled block till the next signal

- 2769	No offer for buying bankrupt AIs

- 2616	[NewGRF] Cloning creates vehicles with invalid subcargos

- 2613	[NewGRF] House property 15 does not work

- 2585	[OSX] OS' mouse pointer showing

- 2484	[OSX] Cannot enter CJK characters

- 2427	Vehicle owner gets paid for whole cargo feeder share

- 1944	Road vehicles not picking empty drivethrough platform

- 1762	Strange Autoreplace behaviour

- 1495	Long vehicles might block multistop drivethrough stations

- 1140	[OSX] Not smooth moving map with touchpad

- 1072	Text overflows in several windows





3) Known bugs that will not be solved:

-- -----------------------------------

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: you must change the settings so no AI is started,

	this is done in the difficulty 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 via

	"AI Settings" -> "Select AI" -> "Check Online Content" which is also

	accessed via the main menu.



Clipping problems [FS#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.



Lost trains ignore (block) exit signals [FS#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.



Forbid 90 degree turns does not work for crossing PBS paths [FS#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 [FS#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 [FS#3294]

	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 setup seems to be the default configuration for

	Ubuntu 9.04 and later. For Ubuntu this issue can be solved by

	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 [FS#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 KDE's

	and GNOME's. With the XFCE's and LXDE's window managers the resize

	event is sent when the user releases the mouse.

