Mercurial > hg > openttd
annotate known-bugs.txt @ 13172:1bc00da70d10 draft
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author | rubidium <rubidium@openttd.org> |
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date | Thu, 01 Oct 2009 11:11:09 +0000 |
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1 OpenTTD's known bugs |
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2 Last updated: 2009-10-01 |
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3 Release version: 0.7.3 |
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4 ------------------------------------------------------------------------ |
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5 |
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6 |
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7 Table of Contents: |
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8 ------------------ |
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9 1) About |
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10 2) Known bugs in the this stable release |
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11 3) Known bugs that will not be solved |
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12 |
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13 |
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14 1) About: |
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15 -- ------ |
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16 All bugs listed below are marked as known. Please do not submit any bugs |
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17 that are the same as these. If you do, do not act surprised, because |
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18 we WILL flame you!! |
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19 |
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20 Of course if you have more knowledge about any of these bugs, have more |
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21 specifics, we welcome you to report them. React to the given bug indicated |
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22 by the number below on http://bugs.openttd.org. |
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23 |
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24 |
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25 2) Known bugs in the this stable release: |
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26 -- -------------------------------------- |
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27 The following bugs are known to exist in this stable release and |
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28 we intend to fix them. Some bugs are known but are not fixable or |
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29 fixing them would cause further problems. Those bugs can be found |
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30 in the "Known bugs that will not be solved" section. |
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31 |
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32 The bugs in this section all refer to a ticket in our bug tracking system |
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33 that you can find at: http://bugs.openttd.org |
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34 If the bugs are closed but still listed here it means that the bug is fixed |
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35 and that the nightlies and next major release will not have that bug. |
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36 |
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37 - 3198 [OSX] "Could not get system colour space" error on some Mac OS X 10.6 |
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38 - 3194 [OSX] Full screen 'strobing' on some Mac OS X 10.6 |
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39 - 3190 [OSX] Compiling fails on some Mac OS X 10.6 |
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40 - 3159 [NewGRF] Autoreplace resets (or does not keep) value of variable F2 |
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41 - 3057 Road vehicle sometimes 'forget' the need for servicing |
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42 - 3040 Not all alternatives are always shown in the "Join station" list |
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43 - 2955 With path signals depots are less likely to be visited |
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44 - 2891 Ignore signal does not keep the train running when in path signalled block till the next signal |
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45 - 2769 No offer for buying bankrupt AIs |
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46 - 2616 [NewGRF] Cloning creates vehicles with invalid subcargos |
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47 - 2613 [NewGRF] House property 15 does not work |
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48 - 2585 [OSX] OS' mouse pointer showing |
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49 - 2484 [OSX] Cannot enter CJK characters |
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50 - 2427 Vehicle owner gets paid for whole cargo feeder share |
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51 - 1944 Road vehicles not picking empty drivethrough platform |
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52 - 1762 Strange Autoreplace behaviour |
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53 - 1495 Long vehicles might block multistop drivethrough stations |
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54 - 1140 [OSX] Not smooth moving map with touchpad |
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55 - 1072 Text overflows in several windows |
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56 |
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57 |
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58 3) Known bugs that will not be solved: |
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59 -- ----------------------------------- |
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60 This section lists all known bugs that we do not intend to fix and the |
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61 reasons why we think that fixing them is infeasible. We might make some |
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62 minor improvements that reduce the scope of these bugs, but we will not |
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63 be able to completely fix them. |
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64 |
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65 Clipping problems |
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66 In some cases sprites are not drawn as one would expect. Examples of |
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67 this are aircraft that might be hidden below the runway or trees that |
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68 in some cases are rendered over vehicles. |
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69 The primary cause of this problem is that OpenTTD does not have enough |
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70 data (like a 3D model) to properly determine what needs to be drawn in |
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71 front of what. OpenTTD has bounding boxes but in lots of cases they |
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72 are either too big or too small and then cause problems with what |
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73 needs to be drawn in front of what. Also some visual tricks are used. |
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74 For example trains at 8 pixels high, the catenary needs to be drawn |
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75 above that. When you want to draw bridges on top of that, which are |
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76 only one height level (= 8 pixels) higher, you are getting into some |
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77 big problems. |
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78 We can not change the height levels; it would require us to either |
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79 redraw all vehicle or all landscape graphics. Doing so would mean we |
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80 leave the Transport Tycoon graphics, which in effect means OpenTTD |
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81 will not be a Transport Tycoon clone anymore. |
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82 |
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83 Duplicate (station) names after renaming |
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84 After renaming stations one can create duplicate station names. This |
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85 is done giving a station the same custom name as another station with |
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86 an automatically generated name. |
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87 The major part of this problem is that station names are translatable. |
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88 Meaning that a station is called e.g. '<TOWN> Central' in English and |
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89 '<TOWN> Centraal' in Dutch. This means that in network games the |
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90 renaming of a town could cause the rename to succeed on some clients |
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91 and fail at others. This creates an inconsistent game state that will |
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92 be seen as a 'desync'. Secondly the custom names are intended to fall |
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93 completely outside of the '<TOWN> <name>' naming of stations, so when |
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94 you rename a town all station names are updated accordingly. |
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95 As a result the decision has been made that all custom names are only |
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96 compared to the other custom names in the same class and not compared |
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97 to the automatically generated names. |
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98 |
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99 Forbid 90 degree turns does not work for crossing PBS paths |
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100 When you run a train through itself on a X junction with PBS turned on |
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101 the train will not obey the 'forbid 90 degree turns' setting. This is |
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102 due to the fact that we can not be sure that the setting was turned |
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103 off when the track was reserved, which means that we assume it was |
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104 turned on and that the setting does not hold at the time. We made it |
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105 this way to allow one to change the setting in-game, but it breaks |
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106 slightly when you are running your train through itself. Running a |
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107 train through means that your network is broken and is thus a user |
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108 error which OpenTTD tries to graciously handle. |
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109 Fixing this bug means that we need to record whether this particular |
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110 setting was turned on or off at the time the reservation was made. This |
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111 means adding quite a bit of data to the savegame for solving an issue |
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112 that is basically an user error. We think it is not worth the effort. |
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113 |
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114 Lost trains ignore (block) exit signals |
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115 If trains are lost they ignore block exit signals, blocking junctions |
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116 with presignals. This is caused because the path finders cannot tell |
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117 where the train needs to go. As such a random direction is chosen at |
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118 each junction. This causes the trains to occasionally to make choices |
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119 that are unwanted from a player's point of view. |
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120 This will not be fixed because lost trains are in almost all cases a |
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121 network problem, e.g. a train can never reach a specific place. This |
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122 makes the impact of fixing the bug enormously small against the |
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123 amount of work needed to write a system that prevents the lost trains |
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124 from taking the wrong direction. |