2 ------------------------------------------------------------------------
13 All bugs listed below are marked as known. Please do not submit any bugs
14 that are the same as these. If you do, do not act surprised, because
17 The current list of known bugs that we intend to fix can be found in our
18 bug tracking system at https://github.com/OpenTTD/OpenTTD/issues
19 Also check the closed bugs when searching for your bug in this system as we
20 might have fixed the bug in the mean time.
24 ---- ----------------------------------
25 This section lists all known bugs that we do not intend to fix and the
26 reasons why we think that fixing them is infeasible. We might make some
27 minor improvements that reduce the scope of these bugs, but we will not
28 be able to completely fix them.
30 No suitable AI can be found:
31 If you have no AIs and an AI is started the so-called 'dummy' AI will
32 be loaded. This AI does nothing but writing a message on the AI debug
33 window and showing a red warning. There are basically two solutions
34 for this problem: Either you set the number of AI players to 0 so that
35 no AI is started. You find that setting at the top of the window in the
36 "AI / Game Scripts Settings" window.
37 The other solution is acquiring (downloading) some AI. The easiest way
38 to do this is via the "Check Online Content" button in the main (intro)
39 menu or directly in the "AI / Game Scripts Settings" dialogue via the
40 "Check Online Content" button.
42 After a while of playing, colours get corrupted:
43 In Windows 7 the background slideshow corrupts the colour mapping
44 of OpenTTD's 8bpp screen modes. Workarounds for this are:
45 a) Switching to windowed mode, instead of fullscreen
46 b) Switching off background slideshow
47 c) Setting up the 32bpp-anim or 32bpp-optimized blitter
49 Custom vehicle type name is incorrectly aligned:
50 Some NewGRFs use sprites that are bigger than normal in the "buy
51 vehicle" window. Due to this they have to encode an offset for
52 the vehicle type name. Upon renaming the vehicle type this encoded
53 offset is stripped from the name because the "edit box" cannot show
54 this encoding. As a result the custom vehicle type names will get
55 the default alignment. The only way to (partially) fix this is by
56 adding spaces to the custom name.
58 Clipping problems [#119]:
59 In some cases sprites are not drawn as one would expect. Examples of
60 this are aircraft that might be hidden below the runway or trees that
61 in some cases are rendered over vehicles.
62 The primary cause of this problem is that OpenTTD does not have enough
63 data (like a 3D model) to properly determine what needs to be drawn in
64 front of what. OpenTTD has bounding boxes but in lots of cases they
65 are either too big or too small and then cause problems with what
66 needs to be drawn in front of what. Also some visual tricks are used.
67 For example trains at 8 pixels high, the catenary needs to be drawn
68 above that. When you want to draw bridges on top of that, which are
69 only one height level (= 8 pixels) higher, you are getting into some
71 We can not change the height levels; it would require us to either
72 redraw all vehicle or all landscape graphics. Doing so would mean we
73 leave the Transport Tycoon graphics, which in effect means OpenTTD
74 will not be a Transport Tycoon clone anymore.
76 Mouse scrolling not possible at the edges of the screen [#383] [#3966]:
77 Scrolling the viewport with the mouse cursor at the edges of the screen
78 in the same direction of the edge will fail. If the cursor is near the
79 edge the scrolling will be very slow.
80 OpenTTD only receives cursor position updates when the cursor is inside
81 OpenTTD's window. It is not told how far you have moved the cursor
82 outside of OpenTTD's window.
84 Lost trains ignore (block) exit signals [#1473]:
85 If trains are lost they ignore block exit signals, blocking junctions
86 with presignals. This is caused because the path finders cannot tell
87 where the train needs to go. As such a random direction is chosen at
88 each junction. This causes the trains to occasionally to make choices
89 that are unwanted from a player's point of view.
90 This will not be fixed because lost trains are in almost all cases a
91 network problem, e.g. a train can never reach a specific place. This
92 makes the impact of fixing the bug enormously small against the amount
93 of work needed to write a system that prevents the lost trains from
94 taking the wrong direction.
96 Vehicle owner of last transfer leg gets paid for all [#2427]:
97 When you make a transfer system that switches vehicle owners. This
98 is only possible with 'industry stations', e.g. the oil rig station
99 the owner of the vehicle that does the final delivery gets paid for
100 the whole trip. It is not shared amongst the different vehicle
101 owners that have participated in transporting the cargo.
102 This sharing is not done because it would enormously increase the
103 memory and CPU usage in big games for something that is happening
104 in only one corner case. We think it is not worth the effort until
105 sharing of stations is an official feature.
107 Forbid 90 degree turns does not work for crossing PBS paths [#2737]:
108 When you run a train through itself on a X junction with PBS turned on
109 the train will not obey the 'forbid 90 degree turns' setting. This is
110 due to the fact that we can not be sure that the setting was turned
111 off when the track was reserved, which means that we assume it was
112 turned on and that the setting does not hold at the time. We made it
113 this way to allow one to change the setting in-game, but it breaks
114 slightly when you are running your train through itself. Running a
115 train through means that your network is broken and is thus a user
116 error which OpenTTD tries to graciously handle.
117 Fixing this bug means that we need to record whether this particular
118 setting was turned on or off at the time the reservation was made. This
119 means adding quite a bit of data to the savegame for solving an issue
120 that is basically an user error. We think it is not worth the effort.
122 Duplicate (station) names after renaming [#3204]:
123 After renaming stations one can create duplicate station names. This
124 is done giving a station the same custom name as another station with
125 an automatically generated name.
126 The major part of this problem is that station names are translatable.
127 Meaning that a station is called e.g. '<TOWN> Central' in English and
128 '<TOWN> Centraal' in Dutch. This means that in network games the
129 renaming of a town could cause the rename to succeed on some clients
130 and fail at others. This creates an inconsistent game state that will
131 be seen as a 'desync'. Secondly the custom names are intended to fall
132 completely outside of the '<TOWN> <name>' naming of stations, so when
133 you rename a town all station names are updated accordingly.
134 As a result the decision has been made that all custom names are only
135 compared to the other custom names in the same class and not compared
136 to the automatically generated names.
138 Extreme CPU usage/hangs when using SDL and PulseAudio [#3294],
139 OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU:
140 OpenTTD can be extremely slow/use a lot of CPU when the sound is
141 played via SDL and then through PulseAudio's ALSA wrapper. Under the
142 same configuration OpenTTD, or rather SDL, might hang when exiting
143 the game. This problem is seen most in Ubuntu 9.04 and higher.
145 This is because recent versions of the PulseAudio sound server
146 are configured to use timer-based audio scheduling rather than
147 interrupt-based audio scheduling. Configuring PulseAudio to force
148 use of interrupt-based scheduling may resolve sound problems for
149 some users. Under recent versions of Ubuntu Linux (9.04 and higher)
150 this can be accomplished by changing the following line in the
151 /etc/pulse/default.pa file:
152 load-module module-udev-detect
154 load-module module-udev-detect tsched=0
155 Note that PulseAudio must be restarted for changes to take effect. Older
156 versions of PulseAudio may use the module-hal-detect module instead.
157 Adding tsched=0 to the end of that line will have a similar effect.
159 Another possible solution is selecting the "pulse" backend of SDL
160 by either using "SDL_AUDIODRIVER=pulse openttd" at the command
161 prompt or installing the 'libsdl1.2debian-pulseaudio' package from
162 Ubuntu's Universe repository. For other distributions a similar
163 package needs to be installed.
165 OpenTTD not properly resizing with SDL on X [#3305]:
166 Under some X window managers OpenTTD's window does not properly
167 resize. You will either end up with a black bar at the right/bottom
168 side of the window or you cannot see the right/bottom of the window,
169 e.g. you cannot see the status bar. The problem is that OpenTTD does
170 not always receive a resize event from SDL making it impossible for
171 OpenTTD to know that the window was resized; sometimes moving the
172 window will solve the problem.
173 Window managers that are known to exhibit this behaviour are GNOME's
174 and KDE's. With the XFCE's and LXDE's window managers the resize
175 event is sent when the user releases the mouse.
177 Incorrect colours, crashes upon exit, debug warnings and smears upon
178 window resizing with SDL on macOS [#3447]:
179 Video handling with (lib)SDL under macOS is known to fail on some
180 versions of macOS with some hardware configurations. Some of
181 the problems happen only under some circumstances whereas others
183 We suggest that the SDL video/sound backend is not used for OpenTTD
184 in combinations with macOS.
186 Train crashes entering same junction from block and path signals [#3928]:
187 When a train has reserved a path from a path signal to a two way
188 block signal and the reservation passes a path signal through the
189 back another train can enter the reserved path (only) via that
190 same two way block signal.
191 The reason for this has to do with optimisation; to fix this issue
192 the signal update has to pass all path signals until it finds either
193 a train or a backwards facing signal. This is a very expensive task.
194 The (signal) setups that allow these crashes can furthermore be
195 considered incorrectly signalled; one extra safe waiting point for
196 the train entering from path signal just after the backwards facing
197 signal (from the path signal train) resolves the issue.
199 Crashes when run in a VM using Parallels Desktop [#4003]:
200 When the Windows version of OpenTTD is executed in a VM under
201 Parallels Desktop a privileged instruction exception may be thrown.
202 As OpenTTD works natively on macOS as well as natively on Windows and
203 these native builds both don't exhibit this behaviour this crash is
204 most likely due to a bug in the virtual machine, something out of
205 the scope of OpenTTD. Most likely this is due to Parallels Desktop
206 lacking support for RDTSC calls. The problem can be avoided by using
207 other VM-software, Wine, or running natively on macOS.
209 Entry- and exit signals are not dragged [#4378]:
210 Unlike all other signal types, the entry- and exit signals are not
211 dragged but instead normal signals are placed on subsequent track
212 sections. This is done on purpose as this is the usually more
213 convenient solution. There are little to no occasions where more
214 than one entry or exit signal in a row are useful. This is different
215 for all other signal types where several in a row can serve one
218 (Temporary) wrong colours when switching to full screen [#4511]:
219 On Windows it can happen that you temporarily see wrong colours
220 when switching to full screen OpenTTD, either by starting
221 OpenTTD in full screen mode, changing to full screen mode or by
222 ALT-TAB-ing into a full screen OpenTTD. This is caused by the
223 fact that OpenTTD, by default, uses 8bpp paletted output. The
224 wrong colours you are seeing is a temporary effect of the video
225 driver switching to 8bpp palette mode.
227 This issue can be worked around in two ways:
228 a) Setting fullscreen_bpp to 32
229 b) Setting up the 32bpp-anim or 32bpp-optimized blitter
231 Can't run OpenTTD with the -d option from a MSYS console [#4587]:
232 The MSYS console does not allow OpenTTD to open an extra console for
233 debugging output. Compiling OpenTTD with the --enable-console
234 configure option prevents this issue and allows the -d option to use
235 the MSYS console for its output.
237 Unreadable characters for non-latin locales [#4607]:
238 OpenTTD does not ship a non-latin font in its graphics files. As a
239 result OpenTTD needs to acquire the font from somewhere else. What
240 OpenTTD does is ask the operating system, or a system library, for
241 the best font for a given language if the currently loaded font
242 does not provide all characters of the chosen translation. This
243 means that OpenTTD has no influence over the quality of the chosen
244 font; it just does the best it can do.
246 If the text is unreadable there are several steps that you can take
247 to improve this. The first step is finding a good font and configure
248 this in the configuration file. See section 9.0 of README.md for
249 more information. You can also increase the font size to make the
250 characters bigger and possible better readable.
252 If the problem is with the clarity of the font you might want to
253 enable anti-aliasing by setting the small_aa/medium_aa/large_aa
254 settings to "true". However, anti-aliasing only works when a 32-bit
255 blitter has been selected, e.g. blitter = "32bpp-anim", as with the
256 8 bits blitter there are not enough colours to properly perform the
259 Train does not crash with itself [#4635]:
260 When a train drives in a circle the front engine passes through
261 wagons of the same train without crashing. This is intentional.
262 Signals are only aware of tracks, they do not consider the train
263 length and whether there would be enough room for a train in some
264 circle it might drive on. Also the path a train might take is not
265 necessarily known when passing a signal.
266 Checking all circumstances would take a lot of additional
267 computational power for signals, which is not considered worth
268 the effort, as it does not add anything to gameplay.
269 Nevertheless trains shall not crash in normal operation, so making
270 a train not crash with itself is the best solution for everyone.
272 Aircraft coming through wall in rotated airports [#4705]:
273 With rotated airports, specifically hangars, you will see that the
274 aircraft will show a part through the back wall of the hangar.
275 This can be solved by only drawing a part of the plane when being
276 at the back of the hangar, however then with transparency turned on
277 the aircraft would be shown partially which would be even weirder.
278 As such the current behaviour is deemed the least bad.
279 The same applies to overly long ships and their depots.
281 Vehicles not keeping their "maximum" speed [#4815]:
282 Vehicles that have not enough power to reach and maintain their
283 advertised maximum speed might be constantly jumping between two
284 speeds. This is due to the fact that speed and its calculations
285 are done with integral numbers instead of floating point numbers.
286 As a result of this a vehicle will never reach its equilibrium
287 between the drag/friction and propulsion. So in effect it will be
288 in a vicious circle of speeding up and slowing down due to being
289 just at the other side of the equilibrium.
291 Not speeding up when near the equilibrium will cause the vehicle to
292 never come in the neighbourhood of the equilibrium and not slowing
293 down when near the equilibrium will cause the vehicle to never slow
294 down towards the equilibrium once it has come down a hill.
296 It is possible to calculate whether the equilibrium will be passed,
297 but then all acceleration calculations need to be done twice.
299 Settings not saved when OpenTTD crashes [#4846]:
300 The settings are not saved when OpenTTD crashes for several reasons.
301 The most important is that the game state is broken and as such the
302 settings might contain invalid values, or the settings have not even
303 been loaded yet. This would cause invalid or totally wrong settings
304 to be written to the configuration file.
306 A solution to that would be saving the settings whenever one changes,
307 however due to the way the configuration file is saved this requires
308 a flush of the file to the disk and OpenTTD needs to wait till that
309 is finished. On some file system implementations this causes the
310 flush of all 'write-dirty' caches, which can be a significant amount
311 of data to be written. This can further be aggravated by spinning
312 down disks to conserve power, in which case this disk needs to be
313 spun up first. This means that many seconds may pass before the
314 configuration file is actually written, and all that time OpenTTD
315 will not be able to show any progress. Changing the way the
316 configuration file is saved is not an option as that leaves us more
317 vulnerable to corrupt configuration files.
319 Finally, crashes should not be happening. If they happen they should
320 be reported and fixed, so essentially fixing this is fixing the wrong
321 thing. If you really need the configuration changes to be saved,
322 and you need to run a version that crashes regularly, then you can
323 use the 'saveconfig' command in the console to save the settings.
325 Not all NewGRFs, AIs, game scripts are found [#4887]:
326 Under certain situations, where the path for the content within a
327 tar file is the same as other content on the file system or in another
328 tar file, it is possible that content is not found. A more thorough
329 explanation and solutions are described in section 4.4 of README.md.
331 Mouse cursor going missing with SDL [#4997]:
332 Under certain circumstances SDL does not notify OpenTTD of changes with
333 respect to the mouse pointer, specifically whether the mouse pointer
334 is within the bounds of OpenTTD or not. For example, if you "Alt-Tab"
335 to another application the mouse cursor will still be shown in OpenTTD,
336 and when you move the mouse outside of the OpenTTD window so the cursor
337 gets hidden, open/move another application on top of the OpenTTD window
338 and then Alt-tab back into OpenTTD the cursor will not be shown.
340 We cannot fix this problem as SDL simply does not provide the required
341 information in these corner cases. This is a bug in SDL and as such
342 there is little that we can do about it.
344 Trains might not stop at platforms that are currently being changed [#5553]:
345 If you add tiles to or remove tiles from a platform while a train is
346 approaching to stop at the same platform, that train can miss the place
347 where it's supposed to stop and pass the station without stopping.
348 This is caused by the fact that the train is considered to already
349 have stopped if it's beyond its assigned stopping location. We can't
350 let the train stop just anywhere in the station because then it would
351 never leave the station if you have the same station in the order
352 list multiple times in a row or if there is only one station
353 in theorder list (see #5684).
355 Some houses and industries are not affected by transparency [#5817]:
356 Some of the default houses and industries (f.e. the iron ore mine) are
357 not affected by the transparency options. This is because the graphics
358 do not (completely) separate the ground from the building.
359 This is a bug of the original graphics, and unfortunately cannot be
360 fixed with OpenGFX for the sake of maintaining compatibility with
361 the original graphics.
363 Involuntary cargo exchange with cargodist via neutral station [#6114]:
364 When two players serve a neutral station at an industry, a cross-company
365 chain for cargo flow can and will be established which can only be
366 interrupted if one of the players stops competing for the resources of
367 that industry. There is an easy fix for this: If you are loading at the
368 shared station make the order "no unload" and if you're unloading make
369 it "no load". Cargodist will then figure out that it should not create
372 Incorrect ending year displayed in end of game newspaper [#8625]
373 The ending year of the game is configurable, but the date displayed in
374 the newspaper at the end of the game is part of the graphics, not text.
375 So to fix this would involve fixing the graphics in every baseset,
376 including the original. Additionally, basesets are free to put this
377 text in different positions (which they do), making a proper solution
378 to this infinitely more complex for a part of the game that fewer than
379 1% of players ever see.