annotate known-bugs.txt @ 14522:6db23c86f0a9 draft

(svn r19093) -Codechange: do not prefix console debug output with 'condbg', [console] is enough
author smatz <smatz@openttd.org>
date Wed, 10 Feb 2010 23:38:43 +0000
parents fd371dc2957b
children dd5dce187c8a
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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1 OpenTTD's known bugs
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2 Last updated: 2010-02-04
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3 Release version: 1.0.0-beta4
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4 ------------------------------------------------------------------------
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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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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 - 3447 [OSX] SDL port is unuseable
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38 - 2782 [OSX] Port hopelessly outdated
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39 - 2585 [OSX] OS' mouse pointer showing
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40 - 2484 [OSX] Cannot enter CJK characters
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41
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42
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43 3) Known bugs that will not be solved:
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44 -- -----------------------------------
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45 This section lists all known bugs that we do not intend to fix and the
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46 reasons why we think that fixing them is infeasible. We might make some
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47 minor improvements that reduce the scope of these bugs, but we will not
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48 be able to completely fix them.
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49
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50 No suitable AI can be found
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51 If you have no AIs and an AI is started the so-called 'dummy' AI will
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52 be loaded. This AI does nothing but writing a message on the AI debug
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53 window and showing a red warning. There are basically two solutions
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54 for this problem: you must change the settings so no AI is started,
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55 this is done in the difficulty settings window. The other solution is
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56 acquiring (downloading) some AI. The easiest way to do this is via
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57 the "Check Online Content" button in the main (intro) menu or via
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58 "AI Settings" -> "Select AI" -> "Check Online Content" which is also
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59 accessed via the main menu.
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60
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61 Clipping problems [FS#119]
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62 In some cases sprites are not drawn as one would expect. Examples of
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63 this are aircraft that might be hidden below the runway or trees that
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64 in some cases are rendered over vehicles.
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65 The primary cause of this problem is that OpenTTD does not have enough
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66 data (like a 3D model) to properly determine what needs to be drawn in
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67 front of what. OpenTTD has bounding boxes but in lots of cases they
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68 are either too big or too small and then cause problems with what
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69 needs to be drawn in front of what. Also some visual tricks are used.
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70 For example trains at 8 pixels high, the catenary needs to be drawn
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71 above that. When you want to draw bridges on top of that, which are
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72 only one height level (= 8 pixels) higher, you are getting into some
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73 big problems.
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74 We can not change the height levels; it would require us to either
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75 redraw all vehicle or all landscape graphics. Doing so would mean we
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76 leave the Transport Tycoon graphics, which in effect means OpenTTD
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77 will not be a Transport Tycoon clone anymore.
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78
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79 Lost trains ignore (block) exit signals [FS#1473]
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80 If trains are lost they ignore block exit signals, blocking junctions
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81 with presignals. This is caused because the path finders cannot tell
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82 where the train needs to go. As such a random direction is chosen at
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83 each junction. This causes the trains to occasionally to make choices
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84 that are unwanted from a player's point of view.
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85 This will not be fixed because lost trains are in almost all cases a
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86 network problem, e.g. a train can never reach a specific place. This
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87 makes the impact of fixing the bug enormously small against the
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88 amount of work needed to write a system that prevents the lost trains
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89 from taking the wrong direction.
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90
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91 Vehicle owner of last transfer leg gets paid for all [FS#2427]
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92 When you make a transfer system that switches vehicle owners. This
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93 is only possible with 'industry stations', e.g. the oil rig station
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94 the owner of the vehicle that does the final delivery gets paid for
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95 the whole trip. It is not shared amongst the different vehicle
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96 owners that have participated in transporting the cargo.
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97 This sharing is not done because it would enormously increase the
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98 memory and CPU usage in big games for something that is happening
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99 in only one corner case. We think it is not worth the effort until
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100 sharing of stations is an official feature.
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101
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102 Forbid 90 degree turns does not work for crossing PBS paths [FS#2737]
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103 When you run a train through itself on a X junction with PBS turned on
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104 the train will not obey the 'forbid 90 degree turns' setting. This is
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105 due to the fact that we can not be sure that the setting was turned
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106 off when the track was reserved, which means that we assume it was
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107 turned on and that the setting does not hold at the time. We made it
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108 this way to allow one to change the setting in-game, but it breaks
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109 slightly when you are running your train through itself. Running a
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110 train through means that your network is broken and is thus a user
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111 error which OpenTTD tries to graciously handle.
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112 Fixing this bug means that we need to record whether this particular
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113 setting was turned on or off at the time the reservation was made. This
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114 means adding quite a bit of data to the savegame for solving an issue
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115 that is basically an user error. We think it is not worth the effort.
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116
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117 Duplicate (station) names after renaming [FS#3204]
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118 After renaming stations one can create duplicate station names. This
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119 is done giving a station the same custom name as another station with
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120 an automatically generated name.
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121 The major part of this problem is that station names are translatable.
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122 Meaning that a station is called e.g. '<TOWN> Central' in English and
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123 '<TOWN> Centraal' in Dutch. This means that in network games the
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124 renaming of a town could cause the rename to succeed on some clients
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125 and fail at others. This creates an inconsistent game state that will
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126 be seen as a 'desync'. Secondly the custom names are intended to fall
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127 completely outside of the '<TOWN> <name>' naming of stations, so when
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128 you rename a town all station names are updated accordingly.
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129 As a result the decision has been made that all custom names are only
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130 compared to the other custom names in the same class and not compared
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131 to the automatically generated names.
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132
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133 Extreme CPU usage/hangs when using SDL and PulseAudio [FS#3294]
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134 OpenTTD can be extremely slow/use a lot of CPU when the sound is
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135 played via SDL and then through PulseAudio's ALSA wrapper. Under the
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136 same configuration OpenTTD, or rather SDL, might hang when exiting
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137 the game. This problem is seen most in Ubuntu 9.04 and higher.
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138
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139 This is because recent versions of the PulseAudio sound server are
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140 configured to use timer-based audio scheduling rather than
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141 interrupt-based audio scheduling. Configuring PulseAudio to force
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142 use of interrupt-based scheduling may resolve sound problems for
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143 some users. Under recent versions of Ubuntu Linux (9.04 and higher)
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144 this can be accomplished by changing the following line in the
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145 /etc/pulse/default.pa file:
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146 load-module module-udev-detect
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147 to
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148 load-module module-udev-detect tsched=0
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149 Note that PulseAudio must be restarted for changes to take effect.
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150 Older versions of PulseAudio may use the module-hal-detect module
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151 instead. Adding tsched=0 to the end of that line will have a similar
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152 effect.
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153
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154 Another possible solution is selecting the "pulse" backend of SDL
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155 by either using "SDL_AUDIODRIVER=pulse openttd" at the command
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156 prompt or installing the 'libsdl1.2debian-pulseaudio' package from
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157 Ubuntu's Universe repository. For other distributions a similar
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158 package needs to be installed.
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159
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160 OpenTTD not properly resizing with SDL on X [FS#3305]
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161 Under some X window managers OpenTTD's window does not properly
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162 resize. You will either end up with a black bar at the right/bottom
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163 side of the window or you cannot see the right/bottom of the window,
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164 e.g you cannot see the status bar. The problem is that OpenTTD does
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165 not always receive a resize event from SDL making it impossible for
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166 OpenTTD to know that the window was resized; sometimes moving the
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167 window will solve the problem.
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168 Window managers that are known to exhibit this behaviour are KDE's
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169 and GNOME's. With the XFCE's and LXDE's window managers the resize
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170 event is sent when the user releases the mouse.