2 Last updated: 2015-02-24
3 Release version: 1.5.0-beta2
4 ------------------------------------------------------------------------
15 All bugs listed below are marked as known. Please do not submit any bugs
16 that are the same as these. If you do, do not act surprised, because
19 The current list of known bugs that we intend to fix can be found in our
20 bug tracking system at: http://bugs.openttd.org
21 Also check the closed bugs when searching for your bug in this system as
22 we might have fixed the bug in the mean time.
26 ---- ----------------------------------
27 This section lists all known bugs that we do not intend to fix and the
28 reasons why we think that fixing them is infeasible. We might make some
29 minor improvements that reduce the scope of these bugs, but we will not
30 be able to completely fix them.
32 No suitable AI can be found
33 If you have no AIs and an AI is started the so-called 'dummy' AI will
34 be loaded. This AI does nothing but writing a message on the AI debug
35 window and showing a red warning. There are basically two solutions
36 for this problem: Either you set the number of AI players to 0 so that
37 no AI is started. You find that setting at the top of the window in the
38 "AI / Game Scripts Settings" window.
39 The other solution is acquiring (downloading) some AI. The easiest way
40 to do this is via the "Check Online Content" button in the main (intro)
41 menu or directly in the "AI / Game Scripts Settings" dialogue via the
42 "Check Online Content" button.
44 After a while of playing, colours get corrupted
45 In Windows 7 the background slideshow corrupts the colour mapping of
46 OpenTTD's 8bpp screen modes. Workarounds for this are:
47 a) Switching to windowed mode, instead of fullscreen
48 b) Switching off background slideshow
49 c) Setting up the 32bpp-anim or 32bpp-optimized blitter
51 Long delay between switching songs/music
52 On Windows there is a delay of a (few) second(s) between switching of
53 songs for the "win32" driver. This delay is caused by the fact that
54 opening a MIDI file via MCI is extremely slow.
56 DirectMusic, known as "dmusic" in OpenTTD, has a much shorter delay.
57 However, under some circumstances DirectMusic does not reset its
58 state properly causing wrongly pitched/bad sounding songs. This
59 problem is in DirectMusic as it is reproducable with Microsoft's
60 DirectMusic Producer. DirectMusic has been deprecated since 2004
61 and as such has no support for 64 bits OpenTTD.
63 As a delay is favourable over bad sounding music the "win32" driver
64 is the default driver for OpenTTD. You can change this default by
65 setting the "musicdriver" in your openttd.cfg to "dmusic".
67 Custom vehicle type name is incorrectly aligned
68 Some NewGRFs use sprites that are bigger than normal in the "buy
69 vehicle" window. Due to this they have to encode an offset for the
70 vehicle type name. Upon renaming the vehicle type this encoded offset
71 is stripped from the name because the "edit box" cannot show this
72 encoding. As a result the custom vehicle type names will get the
73 default alignment. The only way to (partly) fix this is by adding
74 spaces to the custom name.
76 Clipping problems [FS#119]
77 In some cases sprites are not drawn as one would expect. Examples of
78 this are aircraft that might be hidden below the runway or trees that
79 in some cases are rendered over vehicles.
80 The primary cause of this problem is that OpenTTD does not have enough
81 data (like a 3D model) to properly determine what needs to be drawn in
82 front of what. OpenTTD has bounding boxes but in lots of cases they
83 are either too big or too small and then cause problems with what
84 needs to be drawn in front of what. Also some visual tricks are used.
85 For example trains at 8 pixels high, the catenary needs to be drawn
86 above that. When you want to draw bridges on top of that, which are
87 only one height level (= 8 pixels) higher, you are getting into some
89 We can not change the height levels; it would require us to either
90 redraw all vehicle or all landscape graphics. Doing so would mean we
91 leave the Transport Tycoon graphics, which in effect means OpenTTD
92 will not be a Transport Tycoon clone anymore.
94 Mouse scrolling not possible at the edges of the screen [FS#383] [FS#3966]
95 Scrolling the viewport with the mouse cursor at the edges of the screen
96 in the same direction of the edge will fail. If the cursor is near the
97 edge the scrolling will be very slow.
98 OpenTTD only receives cursor position updates when the cursor is inside
99 OpenTTD's window. It is not told how far you have moved the cursor
100 outside of OpenTTD's window.
102 Lost trains ignore (block) exit signals [FS#1473]
103 If trains are lost they ignore block exit signals, blocking junctions
104 with presignals. This is caused because the path finders cannot tell
105 where the train needs to go. As such a random direction is chosen at
106 each junction. This causes the trains to occasionally to make choices
107 that are unwanted from a player's point of view.
108 This will not be fixed because lost trains are in almost all cases a
109 network problem, e.g. a train can never reach a specific place. This
110 makes the impact of fixing the bug enormously small against the
111 amount of work needed to write a system that prevents the lost trains
112 from taking the wrong direction.
114 Vehicle owner of last transfer leg gets paid for all [FS#2427]
115 When you make a transfer system that switches vehicle owners. This
116 is only possible with 'industry stations', e.g. the oil rig station
117 the owner of the vehicle that does the final delivery gets paid for
118 the whole trip. It is not shared amongst the different vehicle
119 owners that have participated in transporting the cargo.
120 This sharing is not done because it would enormously increase the
121 memory and CPU usage in big games for something that is happening
122 in only one corner case. We think it is not worth the effort until
123 sharing of stations is an official feature.
125 Forbid 90 degree turns does not work for crossing PBS paths [FS#2737]
126 When you run a train through itself on a X junction with PBS turned on
127 the train will not obey the 'forbid 90 degree turns' setting. This is
128 due to the fact that we can not be sure that the setting was turned
129 off when the track was reserved, which means that we assume it was
130 turned on and that the setting does not hold at the time. We made it
131 this way to allow one to change the setting in-game, but it breaks
132 slightly when you are running your train through itself. Running a
133 train through means that your network is broken and is thus a user
134 error which OpenTTD tries to graciously handle.
135 Fixing this bug means that we need to record whether this particular
136 setting was turned on or off at the time the reservation was made. This
137 means adding quite a bit of data to the savegame for solving an issue
138 that is basically an user error. We think it is not worth the effort.
140 Duplicate (station) names after renaming [FS#3204]
141 After renaming stations one can create duplicate station names. This
142 is done giving a station the same custom name as another station with
143 an automatically generated name.
144 The major part of this problem is that station names are translatable.
145 Meaning that a station is called e.g. '<TOWN> Central' in English and
146 '<TOWN> Centraal' in Dutch. This means that in network games the
147 renaming of a town could cause the rename to succeed on some clients
148 and fail at others. This creates an inconsistent game state that will
149 be seen as a 'desync'. Secondly the custom names are intended to fall
150 completely outside of the '<TOWN> <name>' naming of stations, so when
151 you rename a town all station names are updated accordingly.
152 As a result the decision has been made that all custom names are only
153 compared to the other custom names in the same class and not compared
154 to the automatically generated names.
156 Extreme CPU usage/hangs when using SDL and PulseAudio [FS#3294]
157 OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU
158 OpenTTD can be extremely slow/use a lot of CPU when the sound is
159 played via SDL and then through PulseAudio's ALSA wrapper. Under the
160 same configuration OpenTTD, or rather SDL, might hang when exiting
161 the game. This problem is seen most in Ubuntu 9.04 and higher.
163 This is because recent versions of the PulseAudio sound server are
164 configured to use timer-based audio scheduling rather than
165 interrupt-based audio scheduling. Configuring PulseAudio to force
166 use of interrupt-based scheduling may resolve sound problems for
167 some users. Under recent versions of Ubuntu Linux (9.04 and higher)
168 this can be accomplished by changing the following line in the
169 /etc/pulse/default.pa file:
170 load-module module-udev-detect
172 load-module module-udev-detect tsched=0
173 Note that PulseAudio must be restarted for changes to take effect.
174 Older versions of PulseAudio may use the module-hal-detect module
175 instead. Adding tsched=0 to the end of that line will have a similar
178 Another possible solution is selecting the "pulse" backend of SDL
179 by either using "SDL_AUDIODRIVER=pulse openttd" at the command
180 prompt or installing the 'libsdl1.2debian-pulseaudio' package from
181 Ubuntu's Universe repository. For other distributions a similar
182 package needs to be installed.
184 OpenTTD not properly resizing with SDL on X [FS#3305]
185 Under some X window managers OpenTTD's window does not properly
186 resize. You will either end up with a black bar at the right/bottom
187 side of the window or you cannot see the right/bottom of the window,
188 e.g you cannot see the status bar. The problem is that OpenTTD does
189 not always receive a resize event from SDL making it impossible for
190 OpenTTD to know that the window was resized; sometimes moving the
191 window will solve the problem.
192 Window managers that are known to exhibit this behaviour are KDE's
193 and GNOME'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
197 window resizing with SDL on Mac OS X [FS#3447]
198 Video handling with (lib)SDL under Mac OS X is known to fail on some
199 versions of Mac OS X with some hardware configurations. Some of the
200 problems happen only under some circumstances whereas others are
202 We suggest that the SDL video/sound backend is not used for OpenTTD
203 in combinations with Mac OS X.
205 Train crashes entering same junction from block and path signals [FS#3928]
206 When a train has reserved a path from a path signal to a two way
207 block signal and the reservation passes a path signal through the
208 back another train can enter the reserved path (only) via that same
209 two way block signal.
210 The reason for this has to do with optimisation; to fix this issue
211 the signal update has to pass all path signals until it finds either
212 a train or a backwards facing signal. This is a very expensive task.
213 The (signal) setups that allow these crashes can furthermore be
214 considered incorrectly signalled; one extra safe waiting point for
215 the train entering from path signal just after the backwards facing
216 signal (from the path signal train) resolves the issue.
218 Crashes when playing music [FS#3941]
219 Mac OS X's QuickTime (default music driver) and Windows' MCI (win32
220 music driver) crash on some songs from OpenMSX. OpenTTD cannot do
221 anything about this. Please report these crashes to the authors of
222 OpenMSX so the crash causing songs can be removed or fixed.
224 Crashes when run in a VM using Parallels Desktop [FS#4003]
225 When the Windows version of OpenTTD is executed in a VM under
226 Parallels Desktop a privileged instruction exception may be thrown.
227 As OpenTTD works natively on OSX 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 OSX.
234 OpenTTD hangs when started on 32 bits Windows [FS#4083]
235 Under some circumstances OpenTTD might hang for hours on the
236 initialisation of the music driver. The exact circumstances are
237 unknown except that it is the "dmusic" music driver that has the
238 problem and that the "win32" music driver does not.
239 As a result using the "win32" music driver will work around this
242 As the exact circumstances are unknown, and the obvious
243 configuration settings related to the music driver are at their
244 default we are not able to detect this failure, except when Windows'
245 music initialisation function returns after several hours and then
246 there is no point in switching the music driver anymore.
247 The reason we still use the "win32" music driver as default are
248 described in the "Long delay between switching music/song" section
251 Pre- and exit signals are not dragged [FS#4378]
252 Unlike all other signal types, the entry- and exit signals are not
253 dragged but instead normal signals are placed on subsequent track
254 sections. This is done on purpose as this is the usually more con-
255 venient solution. There are little to no occasions where more than
256 one entry or exit signal in a row are useful. This is different
257 for all other signal types where several in a row can serve one
260 Station build date is incorrect [FS#4415]
261 The tile query tool will show the date of the last (re)construction
262 at the station and not the date of the first construction. This is
263 due to compatability reasons with NewGRFs and the fact that it is
264 wrong to say that the station is built in a particular year when it
265 was completely destroyed/rebuilt later on.
266 The tile query tool can be fixed by changing the "Build date" text
267 to "Date at which the last (re)construction took place" but this is
268 deemed too specific and long for that window.
270 Can't change volume inside OpenTTD [FS#4416]
271 Some backends do not provide a means to change the volume of sound
272 effects or music. The mixing of music and sound is left to external
273 libraries/the operating system we can't handle the volume control
274 in OpenTTD. As a result you can't change the volume inside OpenTTD
275 for backends such as SDL; just use the volume control provided by
276 your operating system.
278 Can't run OpenTTD with the -d option from a MSYS console [FS#4587]
279 The MSYS console does not allow OpenTTD to open an extra console for
280 debugging output. Compiling OpenTTD with the --enable-console
281 configure option prevents this issue and allows the -d option to use
282 the MSYS console for its output.
284 Unreadable characters for non-latin locales [FS#4607]
285 OpenTTD does not ship a non-latin font in its graphics files. As a
286 result OpenTTD needs to acquire the font from somewhere else. What
287 OpenTTD does is ask the operating system, or a system library, for
288 the best font for a given language if the currently loaded font
289 does not provide all characters of the chosen translation. This
290 means that OpenTTD has no influence over the quality of the chosen
291 font; it just does the best it can do.
293 If the text is unreadable there are several steps that you can take
294 to improve this. The first step is finding a good font and configure
295 this in the configuration file. See section 9.0 of readme.txt for
296 more information. You can also increase the font size to make the
297 characters bigger and possible better readable.
299 If the problem is with the clarity of the font you might want to
300 enable anti-aliasing by setting the small_aa/medium_aa/large_aa
301 settings to "true". However, anti-aliasing only works when a 32 bits
302 blitter has been selected, e.g. blitter = "32bpp-anim", as with the
303 8 bits blitter there are not enough colours to properly perform the
306 (Temporary) wrong colours when switching to full screen [FS#4511]:
307 On Windows it can happen that you temporarily see wrong colours
308 when switching to full screen OpenTTD, either by starting
309 OpenTTD in full screen mode, changing to full screen mode or by
310 ALT-TAB-ing into a full screen OpenTTD. This is caused by the
311 fact that OpenTTD, by default, uses 8bpp paletted output. The
312 wrong colours you are seeing is a temporary effect of the video
313 driver switching to 8bpp palette mode.
315 This issue can be worked around in two ways:
316 a) Setting fullscreen_bpp to 32
317 b) Setting up the 32bpp-anim or 32bpp-optimized blitter
319 Train does not crash with itself [FS#4635]:
320 When a train drives in a circle the front engine passes through
321 wagons of the same train without crashing. This is intentional.
322 Signals are only aware of tracks, they do not consider the train
323 length and whether there would be enough room for a train in some
324 circle it might drive on. Also the path a train might take is not
325 necessarily known when passing a signal.
326 Checking all circumstances would take a lot of additional computational
327 power for signals, which is not considered worth the effort, as
328 it does not add anything to gameplay.
329 Nevertheless trains shall not crash in normal operation, so making
330 a train not crash with itself is the best solution for everyone.
332 Aircraft coming through wall in rotated airports [FS#4705]:
333 With rotated airports, specifically hangars, you will see that the
334 aircraft will show a part through the back wall of the hangar.
335 This can be solved by only drawing a part of the plane when being
336 at the back of the hangar, however then with transparency turned on
337 the aircraft would be shown partially which would be even weirder.
338 As such the current behaviour is deemed the least bad.
339 The same applies to overly long ships and their depots.
341 Vehicles not keeping their "maximum" speed [FS#4815]:
342 Vehicles that have not enough power to reach and maintain their
343 advertised maximum speed might be constantly jumping between two
344 speeds. This is due to the fact that speed and its calculations
345 are done with integral numbers instead of floating point numbers.
346 As a result of this a vehicle will never reach its equilibrium
347 between the drag/friction and propulsion. So in effect it will be
348 in a vicious circle of speeding up and slowing down due to being
349 just at the other side of the equilibrium.
351 Not speeding up when near the equilibrium will cause the vehicle
352 to never come in the neighbourhood of the equilibrium and not
353 slowing down when near the equilibrium will cause the vehicle
354 to never slow down towards the equilibrium once it has come down
357 It is possible to calculate whether the equilibrium will be
358 passed, but then all acceleration calculations need to be done
361 Settings not saved when OpenTTD crashes [FS#4846]:
362 The settings are not saved when OpenTTD crashes for several reasons.
363 The most important is that the game state is broken and as such the
364 settings might contain invalid values, or the settings have not even
365 been loaded yet. This would cause invalid or totally wrong settings
366 to be written to the configuration file.
368 A solution to that would be saving the settings whenever one changes,
369 however due to the way the configuration file is saved this requires
370 a flush of the file to the disk and OpenTTD needs to wait till that
371 is finished. On some file system implementations this causes the
372 flush of all 'write-dirty' caches, which can be a significant amount
373 of data to be written. This can further be aggravated by spinning
374 down disks to conserve power, in which case this disk needs to be
375 spun up first. This means that many seconds may pass before the
376 configuration file is actually written, and all that time OpenTTD
377 will not be able to show any progress. Changing the way the
378 configuration file is saved is not an option as that leaves us more
379 vulnerable to corrupt configuration files.
381 Finally, crashes should not be happening. If they happen they should
382 be reported and fixed, so essentially fixing this is fixing the
383 wrong thing. If you really need the configuration changes to be
384 saved, and you need to run a version that crashes regularly, then
385 you can use the 'saveconfig' command in the console to save the
388 Not all NewGRFs, AIs, game scripts are found [FS#4887]:
389 Under certain situations, where the path for the content within a
390 tar file is the same as other content on the file system or in another
391 tar file, it is possible that content is not found. A more thorough
392 explanation and solutions are described in section 4.4 of readme.txt.
394 Mouse cursor going missing with SDL [FS#4997]:
395 Under certain circumstances SDL does not notify OpenTTD of changes
396 with respect to the mouse pointer, specifically whether the mouse
397 pointer is within the bounds of OpenTTD or not. For example, if you
398 Alt-tab to another application the mouse cursor will still be shown
399 in OpenTTD, and when you move the mouse outside of the OpenTTD
400 window so the cursor gets hidden, open/move another application on
401 top of the OpenTTD window and then Alt-tab back into OpenTTD the
402 cursor will not be shown.
404 We cannot fix this problem as SDL simply does not provide the
405 required information in these corner cases. This is a bug in SDL
406 and as such there is little that we can do about it.
408 Inconsistent catchment areas [FS#5661]:
409 Due to performance decisions the catchment area for cargo accepted
410 by a station for delivery to houses or industries differs from the
411 catchment area for cargo that is delivered to stations from houses
414 Conceptually they work the same, but the effect in game differs.
415 They work by finding the closest destination "around" the source
416 which is within a certain distance. This distance depends on the
417 type of station, e.g. road stops have a smaller catchment area than
418 large airports. In both cases the bounding box, the smallest
419 rectangle that contains all tiles of something, is searched for the
420 target of the cargo, and then spiraling outwards finding the closest
423 In the case of a station with two tiles spread far apart with a house
424 that is within the station's bounding box, it would be possible that
425 the spiraling search from the house does not reach one of the station
426 tiles before the search ends, i.e. all tiles within that distance
427 are searched. So the house does not deliver cargo to the station. On
428 the other hand, the station will deliver cargo because the house
429 falls within the bounding box, and thus search area.
431 It is possible to make these consistent, but then cargo from a house
432 to a station needs to search up to 32 tiles around itself, i.e. 64
433 by 64 tiles, to find all possible stations it could deliver to
434 instead of 10 by 10 tiles (40 times more tiles). Alternatively the
435 search from a station could be changed to use the actual tiles, but
436 that would require considering checking 10 by 10 tiles for each of
437 the tiles of a station, instead of just once.
439 Trains might not stop at platforms that are currently being changed [FS#5553]:
440 If you add tiles to or remove tiles from a platform while a train is
441 approaching to stop at the same platform, that train can miss the place
442 where it's supposed to stop and pass the station without stopping. This
443 is caused by the fact that the train is considered to already have stopped
444 if it's beyond its assigned stopping location. We can't let the train stop
445 just anywhere in the station because then it would never leave the station
446 if you have the same station in the order list multiple times in a row or
447 if there is only one station in the order list (see FS#5684).
449 Some houses and industries are not affected by transparency [FS#5817]:
450 Some of the default houses and industries (f.e. the iron ore mine) are
451 not affected by the transparency options. This is because the graphics do
452 not (completely) separate the ground from the building.
453 This is a bug of the original graphics, and unfortunately cannot be
454 fixed with OpenGFX for the sake of maintaining compatibility with the