10 All bugs listed below are marked as known. Please do not submit any bugs
11 that are the same as these. If you do, do not act surprised, because
14 The current list of known bugs that we intend to fix can be found in our
15 bug tracking system at https://github.com/OpenTTD/OpenTTD/issues
16 Also check the closed bugs when searching for your bug in this system as we
17 might have fixed the bug in the mean time.
21 This section lists all known bugs that we do not intend to fix and the
22 reasons why we think that fixing them is infeasible. We might make some
23 minor improvements that reduce the scope of these bugs, but we will not
24 be able to completely fix them.
26 ### No suitable AI can be found:
28 If you have no AIs and an AI is started the so-called 'dummy' AI will
29 be loaded. This AI does nothing but writing a message on the AI debug
30 window and showing a red warning. There are basically two solutions
31 for this problem: Either you set the number of AI players to 0 so that
32 no AI is started. You find that setting at the top of the window in the
33 "AI / Game Scripts Settings" window.
35 The other solution is acquiring (downloading) some AI. The easiest way
36 to do this is via the "Check Online Content" button in the main (intro)
37 menu or directly in the "AI / Game Scripts Settings" dialogue via the
38 "Check Online Content" button.
40 ### After a while of playing, colours get corrupted:
42 In Windows 7 the background slideshow corrupts the colour mapping
43 of OpenTTD's 8bpp screen modes. Workarounds for this are:
45 * Switching to windowed mode, instead of fullscreen
46 * Switching off background slideshow
47 * Setting up the `32bpp-anim` or `32bpp-optimized` blitter
49 ### Custom vehicle type name is incorrectly aligned:
51 Some NewGRFs use sprites that are bigger than normal in the "buy
52 vehicle" window. Due to this they have to encode an offset for
53 the vehicle type name. Upon renaming the vehicle type this encoded
54 offset is stripped from the name because the "edit box" cannot show
55 this encoding. As a result the custom vehicle type names will get
56 the default alignment. The only way to (partially) fix this is by
57 adding spaces to the custom name.
59 ### Clipping problems [#119]:
61 In some cases sprites are not drawn as one would expect. Examples of
62 this are aircraft that might be hidden below the runway or trees that
63 in some cases are rendered over vehicles.
65 The primary cause of this problem is that OpenTTD does not have enough
66 data (like a 3D model) to properly determine what needs to be drawn in
67 front of what. OpenTTD has bounding boxes but in lots of cases they
68 are either too big or too small and then cause problems with what
69 needs to be drawn in front of what. Also some visual tricks are used.
71 For example trains at 8 pixels high, the catenary needs to be drawn
72 above that. When you want to draw bridges on top of that, which are
73 only one height level (= 8 pixels) higher, you are getting into some
76 We can not change the height levels; it would require us to either
77 redraw all vehicle or all landscape graphics. Doing so would mean we
78 leave the Transport Tycoon graphics, which in effect means OpenTTD
79 will not be a Transport Tycoon clone anymore.
81 ### Mouse scrolling not possible at the edges of the screen [#383] [#3966]:
83 Scrolling the viewport with the mouse cursor at the edges of the screen
84 in the same direction of the edge will fail. If the cursor is near the
85 edge the scrolling will be very slow.
87 OpenTTD only receives cursor position updates when the cursor is inside
88 OpenTTD's window. It is not told how far you have moved the cursor
89 outside of OpenTTD's window.
91 ### Lost trains ignore (block) exit signals [#1473]:
93 If trains are lost they ignore block exit signals, blocking junctions
94 with presignals. This is caused because the path finders cannot tell
95 where the train needs to go. As such a random direction is chosen at
96 each junction. This causes the trains to occasionally to make choices
97 that are unwanted from a player's point of view.
99 This will not be fixed because lost trains are in almost all cases a
100 network problem, e.g. a train can never reach a specific place. This
101 makes the impact of fixing the bug enormously small against the amount
102 of work needed to write a system that prevents the lost trains from
103 taking the wrong direction.
105 ### Vehicle owner of last transfer leg gets paid for all [#2427]:
107 When you make a transfer system that switches vehicle owners. This
108 is only possible with 'industry stations', e.g. the oil rig station
109 the owner of the vehicle that does the final delivery gets paid for
110 the whole trip. It is not shared amongst the different vehicle
111 owners that have participated in transporting the cargo.
113 This sharing is not done because it would enormously increase the
114 memory and CPU usage in big games for something that is happening
115 in only one corner case. We think it is not worth the effort until
116 sharing of stations is an official feature.
118 ### Forbid 90 degree turns does not work for crossing PBS paths [#2737]:
120 When you run a train through itself on a X junction with PBS turned on
121 the train will not obey the 'forbid 90 degree turns' setting. This is
122 due to the fact that we can not be sure that the setting was turned
123 off when the track was reserved, which means that we assume it was
124 turned on and that the setting does not hold at the time. We made it
125 this way to allow one to change the setting in-game, but it breaks
126 slightly when you are running your train through itself. Running a
127 train through means that your network is broken and is thus a user
128 error which OpenTTD tries to graciously handle.
130 Fixing this bug means that we need to record whether this particular
131 setting was turned on or off at the time the reservation was made. This
132 means adding quite a bit of data to the savegame for solving an issue
133 that is basically an user error. We think it is not worth the effort.
135 ### Duplicate (station) names after renaming [#3204]:
137 After renaming stations one can create duplicate station names. This
138 is done giving a station the same custom name as another station with
139 an automatically generated name.
141 The major part of this problem is that station names are translatable.
142 Meaning that a station is called e.g. '<TOWN> Central' in English and
143 '<TOWN> Centraal' in Dutch. This means that in network games the
144 renaming of a town could cause the rename to succeed on some clients
145 and fail at others. This creates an inconsistent game state that will
146 be seen as a 'desync'. Secondly the custom names are intended to fall
147 completely outside of the '<TOWN> <name>' naming of stations, so when
148 you rename a town all station names are updated accordingly.
150 As a result the decision has been made that all custom names are only
151 compared to the other custom names in the same class and not compared
152 to the automatically generated names.
154 ### Extreme CPU usage/hangs when using SDL and PulseAudio [#3294], OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU:
156 OpenTTD can be extremely slow/use a lot of CPU when the sound is
157 played via SDL and then through PulseAudio's ALSA wrapper. Under the
158 same configuration OpenTTD, or rather SDL, might hang when exiting
159 the game. This problem is seen most in Ubuntu 9.04 and higher.
161 This is because recent versions of the PulseAudio sound server
162 are configured to use timer-based audio scheduling rather than
163 interrupt-based audio scheduling. Configuring PulseAudio to force
164 use of interrupt-based scheduling may resolve sound problems for
165 some users. Under recent versions of Ubuntu Linux (9.04 and higher)
166 this can be accomplished by changing the following line in the
167 `/etc/pulse/default.pa` file:
168 `load-module module-udev-detect`
170 `load-module module-udev-detect tsched=0`
172 Note that PulseAudio must be restarted for changes to take effect. Older
173 versions of PulseAudio may use the module-hal-detect module instead.
174 Adding tsched=0 to the end of that line will have a similar effect.
176 Another possible solution is selecting the "pulse" backend of SDL
177 by either using `SDL_AUDIODRIVER=pulse openttd` at the command
178 prompt or installing the `libsdl1.2debian-pulseaudio` package from
179 Ubuntu's Universe repository. For other distributions a similar
180 package needs to be installed.
182 ### OpenTTD not properly resizing with SDL on X [#3305]:
184 Under some X window managers OpenTTD's window does not properly
185 resize. You will either end up with a black bar at the right/bottom
186 side of the window or you cannot see the right/bottom of the window,
187 e.g. you cannot see the status bar. The problem is that OpenTTD does
188 not always receive a resize event from SDL making it impossible for
189 OpenTTD to know that the window was resized; sometimes moving the
190 window will solve the problem.
192 Window managers that are known to exhibit this behaviour are GNOME's
193 and KDE's. With the XFCE's and LXDE's window managers the resize
194 event is sent when the user releases the mouse.
196 ### Incorrect colours, crashes upon exit, debug warnings and smears upon window resizing with SDL on macOS [#3447]:
198 Video handling with (lib)SDL under macOS is known to fail on some
199 versions of macOS with some hardware configurations. Some of
200 the problems happen only under some circumstances whereas others
203 We suggest that the SDL video/sound backend is not used for OpenTTD
204 in combinations with macOS.
206 ### Train crashes entering same junction from block and path signals [#3928]:
208 When a train has reserved a path from a path signal to a two way
209 block signal and the reservation passes a path signal through the
210 back another train can enter the reserved path (only) via that
211 same two way block signal.
213 The reason for this has to do with optimisation; to fix this issue
214 the signal update has to pass all path signals until it finds either
215 a train or a backwards facing signal. This is a very expensive task.
217 The (signal) setups that allow these crashes can furthermore be
218 considered incorrectly signalled; one extra safe waiting point for
219 the train entering from path signal just after the backwards facing
220 signal (from the path signal train) resolves the issue.
222 ### Crashes when run in a VM using Parallels Desktop [#4003]:
224 When the Windows version of OpenTTD is executed in a VM under
225 Parallels Desktop a privileged instruction exception may be thrown.
227 As OpenTTD works natively on macOS as well as natively on Windows and
228 these native builds both don't exhibit this behaviour this crash is
229 most likely due to a bug in the virtual machine, something out of
230 the scope of OpenTTD. Most likely this is due to Parallels Desktop
231 lacking support for RDTSC calls. The problem can be avoided by using
232 other VM-software, Wine, or running natively on macOS.
234 ### Entry- and exit signals are not dragged [#4378]:
236 Unlike all other signal types, the entry- and exit signals are not
237 dragged but instead normal signals are placed on subsequent track
238 sections. This is done on purpose as this is the usually more
239 convenient solution. There are little to no occasions where more
240 than one entry or exit signal in a row are useful. This is different
241 for all other signal types where several in a row can serve one
244 ### (Temporary) wrong colours when switching to full screen [#4511]:
246 On Windows it can happen that you temporarily see wrong colours
247 when switching to full screen OpenTTD, either by starting
248 OpenTTD in full screen mode, changing to full screen mode or by
249 ALT-TAB-ing into a full screen OpenTTD. This is caused by the
250 fact that OpenTTD, by default, uses 8bpp paletted output. The
251 wrong colours you are seeing is a temporary effect of the video
252 driver switching to 8bpp palette mode.
254 This issue can be worked around in two ways:
255 * Setting fullscreen_bpp to 32
256 * Setting up the 32bpp-anim or 32bpp-optimized blitter
258 ### Can't run OpenTTD with the -d option from a MSYS console [#4587]:
260 The MSYS console does not allow OpenTTD to open an extra console for
261 debugging output. Compiling OpenTTD with the --enable-console
262 configure option prevents this issue and allows the -d option to use
263 the MSYS console for its output.
265 ### Unreadable characters for non-latin locales [#4607]:
267 OpenTTD does not ship a non-latin font in its graphics files. As a
268 result OpenTTD needs to acquire the font from somewhere else. What
269 OpenTTD does is ask the operating system, or a system library, for
270 the best font for a given language if the currently loaded font
271 does not provide all characters of the chosen translation. This
272 means that OpenTTD has no influence over the quality of the chosen
273 font; it just does the best it can do.
275 If the text is unreadable there are several steps that you can take
276 to improve this. The first step is finding a good font and configure
277 this in the configuration file. See section 9.0 of README.md for
278 more information. You can also increase the font size to make the
279 characters bigger and possible better readable.
281 If the problem is with the clarity of the font you might want to
282 enable anti-aliasing by setting the small_aa/medium_aa/large_aa
283 settings to "true". However, anti-aliasing only works when a 32-bit
284 blitter has been selected, e.g. `blitter = "32bpp-anim"`, as with the
285 8 bits blitter there are not enough colours to properly perform the
288 ### Train does not crash with itself [#4635]:
290 When a train drives in a circle the front engine passes through
291 wagons of the same train without crashing. This is intentional.
292 Signals are only aware of tracks, they do not consider the train
293 length and whether there would be enough room for a train in some
294 circle it might drive on. Also the path a train might take is not
295 necessarily known when passing a signal.
297 Checking all circumstances would take a lot of additional
298 computational power for signals, which is not considered worth
299 the effort, as it does not add anything to gameplay.
301 Nevertheless trains shall not crash in normal operation, so making
302 a train not crash with itself is the best solution for everyone.
304 ### Aircraft coming through wall in rotated airports [#4705]:
306 With rotated airports, specifically hangars, you will see that the
307 aircraft will show a part through the back wall of the hangar.
309 This can be solved by only drawing a part of the plane when being
310 at the back of the hangar, however then with transparency turned on
311 the aircraft would be shown partially which would be even weirder.
313 As such the current behaviour is deemed the least bad.
314 The same applies to overly long ships and their depots.
316 ### Vehicles not keeping their "maximum" speed [#4815]:
318 Vehicles that have not enough power to reach and maintain their
319 advertised maximum speed might be constantly jumping between two
320 speeds. This is due to the fact that speed and its calculations
321 are done with integral numbers instead of floating point numbers.
323 As a result of this a vehicle will never reach its equilibrium
324 between the drag/friction and propulsion. So in effect it will be
325 in a vicious circle of speeding up and slowing down due to being
326 just at the other side of the equilibrium.
328 Not speeding up when near the equilibrium will cause the vehicle to
329 never come in the neighbourhood of the equilibrium and not slowing
330 down when near the equilibrium will cause the vehicle to never slow
331 down towards the equilibrium once it has come down a hill.
333 It is possible to calculate whether the equilibrium will be passed,
334 but then all acceleration calculations need to be done twice.
336 ### Settings not saved when OpenTTD crashes [#4846]:
338 The settings are not saved when OpenTTD crashes for several reasons.
339 The most important is that the game state is broken and as such the
340 settings might contain invalid values, or the settings have not even
341 been loaded yet. This would cause invalid or totally wrong settings
342 to be written to the configuration file.
344 A solution to that would be saving the settings whenever one changes,
345 however due to the way the configuration file is saved this requires
346 a flush of the file to the disk and OpenTTD needs to wait till that
347 is finished. On some file system implementations this causes the
348 flush of all 'write-dirty' caches, which can be a significant amount
349 of data to be written. This can further be aggravated by spinning
350 down disks to conserve power, in which case this disk needs to be
351 spun up first. This means that many seconds may pass before the
352 configuration file is actually written, and all that time OpenTTD
353 will not be able to show any progress. Changing the way the
354 configuration file is saved is not an option as that leaves us more
355 vulnerable to corrupt configuration files.
357 Finally, crashes should not be happening. If they happen they should
358 be reported and fixed, so essentially fixing this is fixing the wrong
359 thing. If you really need the configuration changes to be saved,
360 and you need to run a version that crashes regularly, then you can
361 use the `saveconfig` command in the console to save the settings.
363 ### Not all NewGRFs, AIs, game scripts are found [#4887]:
365 Under certain situations, where the path for the content within a
366 tar file is the same as other content on the file system or in another
367 tar file, it is possible that content is not found. A more thorough
368 explanation and solutions are described in section 4.4 of README.md.
370 ### Mouse cursor going missing with SDL [#4997]:
372 Under certain circumstances SDL does not notify OpenTTD of changes with
373 respect to the mouse pointer, specifically whether the mouse pointer
374 is within the bounds of OpenTTD or not. For example, if you "Alt-Tab"
375 to another application the mouse cursor will still be shown in OpenTTD,
376 and when you move the mouse outside of the OpenTTD window so the cursor
377 gets hidden, open/move another application on top of the OpenTTD window
378 and then Alt-tab back into OpenTTD the cursor will not be shown.
380 We cannot fix this problem as SDL simply does not provide the required
381 information in these corner cases. This is a bug in SDL and as such
382 there is little that we can do about it.
384 ### Trains might not stop at platforms that are currently being changed [#5553]:
386 If you add tiles to or remove tiles from a platform while a train is
387 approaching to stop at the same platform, that train can miss the place
388 where it's supposed to stop and pass the station without stopping.
390 This is caused by the fact that the train is considered to already
391 have stopped if it's beyond its assigned stopping location. We can't
392 let the train stop just anywhere in the station because then it would
393 never leave the station if you have the same station in the order
394 list multiple times in a row or if there is only one station
395 in theorder list (see #5684).
397 ### Some houses and industries are not affected by transparency [#5817]:
399 Some of the default houses and industries (f.e. the iron ore mine) are
400 not affected by the transparency options. This is because the graphics
401 do not (completely) separate the ground from the building.
403 This is a bug of the original graphics, and unfortunately cannot be
404 fixed with OpenGFX for the sake of maintaining compatibility with
405 the original graphics.
407 ### Involuntary cargo exchange with cargodist via neutral station [#6114]:
409 When two players serve a neutral station at an industry, a cross-company
410 chain for cargo flow can and will be established which can only be
411 interrupted if one of the players stops competing for the resources of
412 that industry. There is an easy fix for this: If you are loading at the
413 shared station make the order "no unload" and if you're unloading make
414 it "no load". Cargodist will then figure out that it should not create
417 ### Incorrect ending year displayed in end of game newspaper [#8625]
419 The ending year of the game is configurable, but the date displayed in
420 the newspaper at the end of the game is part of the graphics, not text.
422 So to fix this would involve fixing the graphics in every baseset,
423 including the original. Additionally, basesets are free to put this
424 text in different positions (which they do), making a proper solution
425 to this infinitely more complex for a part of the game that fewer than
426 1% of players ever see.