mirror of https://github.com/OpenTTD/OpenTTD.git
Doc: Changed several things in known-bugs file
Converted "tabs" to "spaces", changed the order based on the numbering of bugs, made that lines end closer to the 80th character column, changed "Mac OS X" to "macOS", and several other less important changes.
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known-bugs.txt
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known-bugs.txt
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@ -1,6 +1,6 @@
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OpenTTD's known bugs
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Last updated: 2016-07-01
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Release version: 1.6.1
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Last updated: 2018-11-05
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Release version: 1.8.0
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------------------------------------------------------------------------
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@ -14,12 +14,12 @@ Table of contents
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---- -----
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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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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
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we might have fixed the bug in the mean time.
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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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@ -29,7 +29,7 @@ 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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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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@ -41,39 +41,39 @@ No suitable AI can be found
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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 of
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OpenTTD's 8bpp screen modes. Workarounds for this are:
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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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a) Switching to windowed mode, instead of fullscreen
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b) Switching off background slideshow
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c) Setting up the 32bpp-anim or 32bpp-optimized blitter
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Long delay between switching songs/music
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On Windows there is a delay of a (few) second(s) between switching of
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songs for the "win32" driver. This delay is caused by the fact that
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opening a MIDI file via MCI is extremely slow.
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Long delay between switching songs/music:
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On Windows there is a delay of a (few) second(s) between switching
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of songs for the "Win32" driver. This delay is caused by the fact
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that opening a MIDI file via MCI is extremely slow.
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DirectMusic, known as "dmusic" in OpenTTD, has a much shorter delay.
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However, under some circumstances DirectMusic does not reset its
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state properly causing wrongly pitched/bad sounding songs. This
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problem is in DirectMusic as it is reproducable with Microsoft's
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DirectMusic Producer. DirectMusic has been deprecated since 2004
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and as such has no support for 64 bits OpenTTD.
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However, under some circumstances DirectMusic does not reset its state
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properly causing wrongly pitched/bad sounding songs. This problem is in
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DirectMusic as it is reproducable with Microsoft's DirectMusic Producer.
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DirectMusic has been deprecated since 2004 and as such has no support
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for 64-bit OpenTTD.
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As a delay is favourable over bad sounding music the "win32" driver
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As a delay is favourable over bad sounding music the "Win32" driver
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is the default driver for OpenTTD. You can change this default by
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setting the "musicdriver" in your openttd.cfg to "dmusic".
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Custom vehicle type name is incorrectly aligned
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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 the
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vehicle type name. Upon renaming the vehicle type this encoded offset
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is stripped from the name because the "edit box" cannot show this
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encoding. As a result the custom vehicle type names will get the
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default alignment. The only way to (partly) fix this is by adding
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spaces to the custom name.
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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 [FS#119]
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Clipping problems [FS#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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@ -91,7 +91,7 @@ Clipping problems [FS#119]
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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 [FS#383] [FS#3966]
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Mouse scrolling not possible at the edges of the screen [FS#383] [FS#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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@ -99,7 +99,7 @@ Mouse scrolling not possible at the edges of the screen [FS#383] [FS#3966]
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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 [FS#1473]
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Lost trains ignore (block) exit signals [FS#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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@ -107,11 +107,11 @@ Lost trains ignore (block) exit signals [FS#1473]
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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
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amount of work needed to write a system that prevents the lost trains
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from taking the wrong direction.
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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 [FS#2427]
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Vehicle owner of last transfer leg gets paid for all [FS#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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@ -122,7 +122,7 @@ Vehicle owner of last transfer leg gets paid for all [FS#2427]
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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 [FS#2737]
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Forbid 90 degree turns does not work for crossing PBS paths [FS#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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@ -137,7 +137,7 @@ Forbid 90 degree turns does not work for crossing PBS paths [FS#2737]
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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 [FS#3204]
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Duplicate (station) names after renaming [FS#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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@ -153,15 +153,15 @@ Duplicate (station) names after renaming [FS#3204]
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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 [FS#3294]
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OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU
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Extreme CPU usage/hangs when using SDL and PulseAudio [FS#3294],
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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 are
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configured to use timer-based audio scheduling rather than
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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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@ -170,10 +170,9 @@ OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU
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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.
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Older versions of PulseAudio may use the module-hal-detect module
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instead. Adding tsched=0 to the end of that line will have a similar
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effect.
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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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@ -181,32 +180,32 @@ OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU
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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 [FS#3305]
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OpenTTD not properly resizing with SDL on X [FS#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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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 KDE's
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and GNOME's. With the XFCE's and LXDE's window managers the resize
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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
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window resizing with SDL on Mac OS X [FS#3447]
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Video handling with (lib)SDL under Mac OS X is known to fail on some
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versions of Mac OS X with some hardware configurations. Some of the
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problems happen only under some circumstances whereas others are
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always present.
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window resizing with SDL on macOS [FS#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 Mac OS X.
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in combinations with macOS.
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Train crashes entering same junction from block and path signals [FS#3928]
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Train crashes entering same junction from block and path signals [FS#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 same
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two way block signal.
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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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@ -215,49 +214,48 @@ Train crashes entering same junction from block and path signals [FS#3928]
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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 playing music [FS#3941]
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Mac OS X's QuickTime (default music driver) and Windows' MCI (win32
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Crashes when playing music [FS#3941]:
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macOS's QuickTime (default music driver) and Windows' MCI ("Win32"
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music driver) crash on some songs from OpenMSX. OpenTTD cannot do
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anything about this. Please report these crashes to the authors of
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OpenMSX so the crash causing songs can be removed or fixed.
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anything about this. Please report these crashes to the authors
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of OpenMSX so the crash causing songs can be removed or fixed.
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Crashes when run in a VM using Parallels Desktop [FS#4003]
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Crashes when run in a VM using Parallels Desktop [FS#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 OSX as well as natively on Windows and
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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 OSX.
|
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other VM-software, Wine, or running natively on macOS.
|
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OpenTTD hangs when started on 32 bits Windows [FS#4083]
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OpenTTD hangs when started on 32-bit Windows [FS#4083]:
|
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Under some circumstances OpenTTD might hang for hours on the
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initialisation of the music driver. The exact circumstances are
|
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unknown except that it is the "dmusic" music driver that has the
|
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problem and that the "win32" music driver does not.
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As a result using the "win32" music driver will work around this
|
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issue.
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problem and that the "Win32" music driver does not. As a result
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using the "Win32" music driver will work around this issue.
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|
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As the exact circumstances are unknown, and the obvious
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configuration settings related to the music driver are at their
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default we are not able to detect this failure, except when Windows'
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music initialisation function returns after several hours and then
|
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there is no point in switching the music driver anymore.
|
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The reason we still use the "win32" music driver as default are
|
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The reason we still use the "Win32" music driver as default are
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described in the "Long delay between switching music/song" section
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of this document.
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Pre- and exit signals are not dragged [FS#4378]
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Entry- and exit signals are not dragged [FS#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 con-
|
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venient solution. There are little to no occasions where more than
|
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one entry or exit signal in a row are useful. This is different
|
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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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|
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Station build date is incorrect [FS#4415]
|
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Station build date is incorrect [FS#4415]:
|
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The tile query tool will show the date of the last (re)construction
|
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at the station and not the date of the first construction. This is
|
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due to compatability reasons with NewGRFs and the fact that it is
|
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|
@ -267,7 +265,7 @@ Station build date is incorrect [FS#4415]
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to "Date at which the last (re)construction took place" but this is
|
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deemed too specific and long for that window.
|
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|
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Can't change volume inside OpenTTD [FS#4416]
|
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Can't change volume inside OpenTTD [FS#4416]:
|
||||
Some backends do not provide a means to change the volume of sound
|
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effects or music. The mixing of music and sound is left to external
|
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libraries/the operating system we can't handle the volume control
|
||||
|
@ -275,34 +273,6 @@ Can't change volume inside OpenTTD [FS#4416]
|
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for backends such as SDL; just use the volume control provided by
|
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your operating system.
|
||||
|
||||
Can't run OpenTTD with the -d option from a MSYS console [FS#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 [FS#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.txt 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 bits
|
||||
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.
|
||||
|
||||
(Temporary) wrong colours when switching to full screen [FS#4511]:
|
||||
On Windows it can happen that you temporarily see wrong colours
|
||||
when switching to full screen OpenTTD, either by starting
|
||||
|
@ -316,6 +286,34 @@ Unreadable characters for non-latin locales [FS#4607]
|
|||
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 [FS#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 [FS#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 [FS#4635]:
|
||||
When a train drives in a circle the front engine passes through
|
||||
wagons of the same train without crashing. This is intentional.
|
||||
|
@ -323,9 +321,9 @@ Train does not crash with itself [FS#4635]:
|
|||
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.
|
||||
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.
|
||||
|
||||
|
@ -348,15 +346,13 @@ Vehicles not keeping their "maximum" speed [FS#4815]:
|
|||
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.
|
||||
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.
|
||||
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 [FS#4846]:
|
||||
The settings are not saved when OpenTTD crashes for several reasons.
|
||||
|
@ -379,53 +375,60 @@ Settings not saved when OpenTTD crashes [FS#4846]:
|
|||
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.
|
||||
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 [FS#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.txt.
|
||||
explanation and solutions are described in section 4.4 of README.md.
|
||||
|
||||
Mouse cursor going missing with SDL [FS#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.
|
||||
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.
|
||||
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 [FS#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 FS#5684).
|
||||
|
||||
Inconsistent catchment areas [FS#5661]:
|
||||
Due to performance decisions the catchment area for cargo accepted
|
||||
by a station for delivery to houses or industries differs from the
|
||||
catchment area for cargo that is delivered to stations from houses
|
||||
or industries.
|
||||
Due to performance decisions the catchment area for cargo accepted by a
|
||||
station for delivery to houses or industries differs from the catchment
|
||||
area for cargo that is delivered to stations from houses or industries.
|
||||
|
||||
Conceptually they work the same, but the effect in game differs.
|
||||
They work by finding the closest destination "around" the source
|
||||
which is within a certain distance. This distance depends on the
|
||||
type of station, e.g. road stops have a smaller catchment area than
|
||||
large airports. In both cases the bounding box, the smallest
|
||||
rectangle that contains all tiles of something, is searched for the
|
||||
target of the cargo, and then spiraling outwards finding the closest
|
||||
tile of the target.
|
||||
Conceptually they work the same, but the effect in game differs. They
|
||||
work by finding the closest destination "around" the source which is
|
||||
within a certain distance. This distance depends on the type of station,
|
||||
e.g. road stops have a smaller catchment area than large airports.
|
||||
In both cases the bounding box, the smallest rectangle that contains
|
||||
all tiles of something, is searched for the target of the cargo,
|
||||
and then spiraling outwards finding the closest tile of the target.
|
||||
|
||||
In the case of a station with two tiles spread far apart with a house
|
||||
that is within the station's bounding box, it would be possible that
|
||||
the spiraling search from the house does not reach one of the station
|
||||
tiles before the search ends, i.e. all tiles within that distance
|
||||
are searched. So the house does not deliver cargo to the station. On
|
||||
the other hand, the station will deliver cargo because the house
|
||||
are searched. So the house does not deliver cargo to the station.
|
||||
On the other hand, the station will deliver cargo because the house
|
||||
falls within the bounding box, and thus search area.
|
||||
|
||||
It is possible to make these consistent, but then cargo from a house
|
||||
|
@ -436,23 +439,13 @@ Inconsistent catchment areas [FS#5661]:
|
|||
that would require considering checking 10 by 10 tiles for each of
|
||||
the tiles of a station, instead of just once.
|
||||
|
||||
Trains might not stop at platforms that are currently being changed [FS#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 the order list (see FS#5684).
|
||||
|
||||
Some houses and industries are not affected by transparency [FS#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.
|
||||
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.
|
||||
fixed with OpenGFX for the sake of maintaining compatibility with
|
||||
the original graphics.
|
||||
|
||||
Involuntary cargo exchange with cargodist via neutral station [FS#6114]:
|
||||
When two players serve a neutral station at an industry, a cross-company
|
||||
|
|
Loading…
Reference in New Issue