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Greg-21 - 6 years ago 2018-11-05 15:46:43
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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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OpenTTD's known bugs
 
Last updated:    2016-07-01
 
Release version: 1.6.1
 
Last updated:    2018-11-05
 
Release version: 1.8.0
 
------------------------------------------------------------------------
 

	
 

	
 
@@ -14,12 +14,12 @@ 1.0) About
 
---- -----
 
All bugs listed below are marked as known. Please do not submit any bugs
 
that are the same as these. If you do, do not act surprised, because
 
we WILL flame you!!
 
we WILL flame you!
 

	
 
The current list of known bugs that we intend to fix can be found in our
 
bug tracking system at: https://github.com/OpenTTD/OpenTTD/issues
 
Also check the closed bugs when searching for your bug in this system as
 
we might have fixed the bug in the mean time.
 
bug tracking system at https://github.com/OpenTTD/OpenTTD/issues
 
Also check the closed bugs when searching for your bug in this system as we
 
might have fixed the bug in the mean time.
 

	
 

	
 
2.0) Known bugs
 
@@ -29,436 +29,429 @@ reasons why we think that fixing them is
 
minor improvements that reduce the scope of these bugs, but we will not
 
be able to completely fix them.
 

	
 
No suitable AI can be found
 
	If you have no AIs and an AI is started the so-called 'dummy' AI will
 
	be loaded. This AI does nothing but writing a message on the AI debug
 
	window and showing a red warning. There are basically two solutions
 
	for this problem: Either you set the number of AI players to 0 so that
 
	no AI is started. You find that setting at the top of the window in the
 
	"AI / Game Scripts Settings" window.
 
	The other solution is acquiring (downloading) some AI. The easiest way
 
	to do this is via the "Check Online Content" button in the main (intro)
 
	menu or directly in the "AI / Game Scripts Settings" dialogue via the
 
	"Check Online Content" button.
 
No suitable AI can be found:
 
        If you have no AIs and an AI is started the so-called 'dummy' AI will
 
        be loaded. This AI does nothing but writing a message on the AI debug
 
        window and showing a red warning. There are basically two solutions
 
        for this problem: Either you set the number of AI players to 0 so that
 
        no AI is started. You find that setting at the top of the window in the
 
        "AI / Game Scripts Settings" window.
 
        The other solution is acquiring (downloading) some AI. The easiest way
 
        to do this is via the "Check Online Content" button in the main (intro)
 
        menu or directly in the "AI / Game Scripts Settings" dialogue via the
 
        "Check Online Content" button.
 

	
 
After a while of playing, colours get corrupted
 
	In Windows 7 the background slideshow corrupts the colour mapping of
 
	OpenTTD's 8bpp screen modes. Workarounds for this are:
 
		a) Switching to windowed mode, instead of fullscreen
 
		b) Switching off background slideshow
 
		c) Setting up the 32bpp-anim or 32bpp-optimized blitter
 
After a while of playing, colours get corrupted:
 
        In Windows 7 the background slideshow corrupts the colour mapping
 
        of OpenTTD's 8bpp screen modes. Workarounds for this are:
 
                a) Switching to windowed mode, instead of fullscreen
 
                b) Switching off background slideshow
 
                c) Setting up the 32bpp-anim or 32bpp-optimized blitter
 

	
 
Long delay between switching songs/music
 
	On Windows there is a delay of a (few) second(s) between switching of
 
	songs for the "win32" driver. This delay is caused by the fact that
 
	opening a MIDI file via MCI is extremely slow.
 
Long delay between switching songs/music:
 
        On Windows there is a delay of a (few) second(s) between switching
 
        of songs for the "Win32" driver. This delay is caused by the fact
 
        that opening a MIDI file via MCI is extremely slow.
 

	
 
	DirectMusic, known as "dmusic" in OpenTTD, has a much shorter delay.
 
	However, under some circumstances DirectMusic does not reset its
 
	state properly causing wrongly pitched/bad sounding songs. This
 
	problem is in DirectMusic as it is reproducable with Microsoft's
 
	DirectMusic Producer. DirectMusic has been deprecated since 2004
 
	and as such has no support for 64 bits OpenTTD.
 
        DirectMusic, known as "dmusic" in OpenTTD, has a much shorter delay.
 
        However, under some circumstances DirectMusic does not reset its state
 
        properly causing wrongly pitched/bad sounding songs. This problem is in
 
        DirectMusic as it is reproducable with Microsoft's DirectMusic Producer.
 
        DirectMusic has been deprecated since 2004 and as such has no support
 
        for 64-bit OpenTTD.
 

	
 
	As a delay is favourable over bad sounding music the "win32" driver
 
	is the default driver for OpenTTD. You can change this default by
 
	setting the "musicdriver" in your openttd.cfg to "dmusic".
 
        As a delay is favourable over bad sounding music the "Win32" driver
 
        is the default driver for OpenTTD. You can change this default by
 
        setting the "musicdriver" in your openttd.cfg to "dmusic".
 

	
 
Custom vehicle type name is incorrectly aligned
 
	Some NewGRFs use sprites that are bigger than normal in the "buy
 
	vehicle" window. Due to this they have to encode an offset for the
 
	vehicle type name. Upon renaming the vehicle type this encoded offset
 
	is stripped from the name because the "edit box" cannot show this
 
	encoding. As a result the custom vehicle type names will get the
 
	default alignment. The only way to (partly) fix this is by adding
 
	spaces to the custom name.
 
Custom vehicle type name is incorrectly aligned:
 
        Some NewGRFs use sprites that are bigger than normal in the "buy
 
        vehicle" window. Due to this they have to encode an offset for
 
        the vehicle type name. Upon renaming the vehicle type this encoded
 
        offset is stripped from the name because the "edit box" cannot show
 
        this encoding. As a result the custom vehicle type names will get
 
        the default alignment. The only way to (partially) fix this is by
 
        adding spaces to the custom name.
 

	
 
Clipping problems [FS#119]
 
	In some cases sprites are not drawn as one would expect. Examples of
 
	this are aircraft that might be hidden below the runway or trees that
 
	in some cases are rendered over vehicles.
 
	The primary cause of this problem is that OpenTTD does not have enough
 
	data (like a 3D model) to properly determine what needs to be drawn in
 
	front of what. OpenTTD has bounding boxes but in lots of cases they
 
	are either too big or too small and then cause problems with what
 
	needs to be drawn in front of what. Also some visual tricks are used.
 
	For example trains at 8 pixels high, the catenary needs to be drawn
 
	above that. When you want to draw bridges on top of that, which are
 
	only one height level (= 8 pixels) higher, you are getting into some
 
	big problems.
 
	We can not change the height levels; it would require us to either
 
	redraw all vehicle or all landscape graphics. Doing so would mean we
 
	leave the Transport Tycoon graphics, which in effect means OpenTTD
 
	will not be a Transport Tycoon clone anymore.
 
Clipping problems [FS#119]:
 
        In some cases sprites are not drawn as one would expect. Examples of
 
        this are aircraft that might be hidden below the runway or trees that
 
        in some cases are rendered over vehicles.
 
        The primary cause of this problem is that OpenTTD does not have enough
 
        data (like a 3D model) to properly determine what needs to be drawn in
 
        front of what. OpenTTD has bounding boxes but in lots of cases they
 
        are either too big or too small and then cause problems with what
 
        needs to be drawn in front of what. Also some visual tricks are used.
 
        For example trains at 8 pixels high, the catenary needs to be drawn
 
        above that. When you want to draw bridges on top of that, which are
 
        only one height level (= 8 pixels) higher, you are getting into some
 
        big problems.
 
        We can not change the height levels; it would require us to either
 
        redraw all vehicle or all landscape graphics. Doing so would mean we
 
        leave the Transport Tycoon graphics, which in effect means OpenTTD
 
        will not be a Transport Tycoon clone anymore.
 

	
 
Mouse scrolling not possible at the edges of the screen [FS#383] [FS#3966]
 
	Scrolling the viewport with the mouse cursor at the edges of the screen
 
	in the same direction of the edge will fail. If the cursor is near the
 
	edge the scrolling will be very slow.
 
	OpenTTD only receives cursor position updates when the cursor is inside
 
	OpenTTD's window. It is not told how far you have moved the cursor
 
	outside of OpenTTD's window.
 

	
 
Lost trains ignore (block) exit signals [FS#1473]
 
	If trains are lost they ignore block exit signals, blocking junctions
 
	with presignals. This is caused because the path finders cannot tell
 
	where the train needs to go. As such a random direction is chosen at
 
	each junction. This causes the trains to occasionally to make choices
 
	that are unwanted from a player's point of view.
 
	This will not be fixed because lost trains are in almost all cases a
 
	network problem, e.g. a train can never reach a specific place. This
 
	makes the impact of fixing the bug enormously small against the
 
	amount of work needed to write a system that prevents the lost trains
 
	from taking the wrong direction.
 
Mouse scrolling not possible at the edges of the screen [FS#383] [FS#3966]:
 
        Scrolling the viewport with the mouse cursor at the edges of the screen
 
        in the same direction of the edge will fail. If the cursor is near the
 
        edge the scrolling will be very slow.
 
        OpenTTD only receives cursor position updates when the cursor is inside
 
        OpenTTD's window. It is not told how far you have moved the cursor
 
        outside of OpenTTD's window.
 

	
 
Vehicle owner of last transfer leg gets paid for all [FS#2427]
 
	When you make a transfer system that switches vehicle owners. This
 
	is only possible with 'industry stations', e.g. the oil rig station
 
	the owner of the vehicle that does the final delivery gets paid for
 
	the whole trip. It is not shared amongst the different vehicle
 
	owners that have participated in transporting the cargo.
 
	This sharing is not done because it would enormously increase the
 
	memory and CPU usage in big games for something that is happening
 
	in only one corner case. We think it is not worth the effort until
 
	sharing of stations is an official feature.
 
Lost trains ignore (block) exit signals [FS#1473]:
 
        If trains are lost they ignore block exit signals, blocking junctions
 
        with presignals. This is caused because the path finders cannot tell
 
        where the train needs to go. As such a random direction is chosen at
 
        each junction. This causes the trains to occasionally to make choices
 
        that are unwanted from a player's point of view.
 
        This will not be fixed because lost trains are in almost all cases a
 
        network problem, e.g. a train can never reach a specific place. This
 
        makes the impact of fixing the bug enormously small against the amount
 
        of work needed to write a system that prevents the lost trains from
 
        taking the wrong direction.
 

	
 
Forbid 90 degree turns does not work for crossing PBS paths [FS#2737]
 
	When you run a train through itself on a X junction with PBS turned on
 
	the train will not obey the 'forbid 90 degree turns' setting. This is
 
	due to the fact that we can not be sure that the setting was turned
 
	off when the track was reserved, which means that we assume it was
 
	turned on and that the setting does not hold at the time. We made it
 
	this way to allow one to change the setting in-game, but it breaks
 
	slightly when you are running your train through itself. Running a
 
	train through means that your network is broken and is thus a user
 
	error which OpenTTD tries to graciously handle.
 
	Fixing this bug means that we need to record whether this particular
 
	setting was turned on or off at the time the reservation was made. This
 
	means adding quite a bit of data to the savegame for solving an issue
 
	that is basically an user error. We think it is not worth the effort.
 
Vehicle owner of last transfer leg gets paid for all [FS#2427]:
 
        When you make a transfer system that switches vehicle owners. This
 
        is only possible with 'industry stations', e.g. the oil rig station
 
        the owner of the vehicle that does the final delivery gets paid for
 
        the whole trip. It is not shared amongst the different vehicle
 
        owners that have participated in transporting the cargo.
 
        This sharing is not done because it would enormously increase the
 
        memory and CPU usage in big games for something that is happening
 
        in only one corner case. We think it is not worth the effort until
 
        sharing of stations is an official feature.
 

	
 
Forbid 90 degree turns does not work for crossing PBS paths [FS#2737]:
 
        When you run a train through itself on a X junction with PBS turned on
 
        the train will not obey the 'forbid 90 degree turns' setting. This is
 
        due to the fact that we can not be sure that the setting was turned
 
        off when the track was reserved, which means that we assume it was
 
        turned on and that the setting does not hold at the time. We made it
 
        this way to allow one to change the setting in-game, but it breaks
 
        slightly when you are running your train through itself. Running a
 
        train through means that your network is broken and is thus a user
 
        error which OpenTTD tries to graciously handle.
 
        Fixing this bug means that we need to record whether this particular
 
        setting was turned on or off at the time the reservation was made. This
 
        means adding quite a bit of data to the savegame for solving an issue
 
        that is basically an user error. We think it is not worth the effort.
 

	
 
Duplicate (station) names after renaming [FS#3204]
 
	After renaming stations one can create duplicate station names. This
 
	is done giving a station the same custom name as another station with
 
	an automatically generated name.
 
	The major part of this problem is that station names are translatable.
 
	Meaning that a station is called e.g. '<TOWN> Central' in English and
 
	'<TOWN> Centraal' in Dutch. This means that in network games the
 
	renaming of a town could cause the rename to succeed on some clients
 
	and fail at others. This creates an inconsistent game state that will
 
	be seen as a 'desync'. Secondly the custom names are intended to fall
 
	completely outside of the '<TOWN> <name>' naming of stations, so when
 
	you rename a town all station names are updated accordingly.
 
	As a result the decision has been made that all custom names are only
 
	compared to the other custom names in the same class and not compared
 
	to the automatically generated names.
 
Duplicate (station) names after renaming [FS#3204]:
 
        After renaming stations one can create duplicate station names. This
 
        is done giving a station the same custom name as another station with
 
        an automatically generated name.
 
        The major part of this problem is that station names are translatable.
 
        Meaning that a station is called e.g. '<TOWN> Central' in English and
 
        '<TOWN> Centraal' in Dutch. This means that in network games the
 
        renaming of a town could cause the rename to succeed on some clients
 
        and fail at others. This creates an inconsistent game state that will
 
        be seen as a 'desync'. Secondly the custom names are intended to fall
 
        completely outside of the '<TOWN> <name>' naming of stations, so when
 
        you rename a town all station names are updated accordingly.
 
        As a result the decision has been made that all custom names are only
 
        compared to the other custom names in the same class and not compared
 
        to the automatically generated names.
 

	
 
Extreme CPU usage/hangs when using SDL and PulseAudio [FS#3294]
 
OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU
 
	OpenTTD can be extremely slow/use a lot of CPU when the sound is
 
	played via SDL and then through PulseAudio's ALSA wrapper. Under the
 
	same configuration OpenTTD, or rather SDL, might hang when exiting
 
	the game. This problem is seen most in Ubuntu 9.04 and higher.
 
Extreme CPU usage/hangs when using SDL and PulseAudio [FS#3294],
 
OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU:
 
        OpenTTD can be extremely slow/use a lot of CPU when the sound is
 
        played via SDL and then through PulseAudio's ALSA wrapper. Under the
 
        same configuration OpenTTD, or rather SDL, might hang when exiting
 
        the game. This problem is seen most in Ubuntu 9.04 and higher.
 

	
 
	This is because recent versions of the PulseAudio sound server are
 
	configured to use timer-based audio scheduling rather than
 
	interrupt-based audio scheduling. Configuring PulseAudio to force
 
	use of interrupt-based scheduling may resolve sound problems for
 
	some users. Under recent versions of Ubuntu Linux (9.04 and higher)
 
	this can be accomplished by changing the following line in the
 
	/etc/pulse/default.pa file:
 
		load-module module-udev-detect
 
	to
 
		load-module module-udev-detect tsched=0
 
	Note that PulseAudio must be restarted for changes to take effect.
 
	Older versions of PulseAudio may use the module-hal-detect module
 
	instead. Adding tsched=0 to the end of that line will have a similar
 
	effect.
 
        This is because recent versions of the PulseAudio sound server
 
        are configured to use timer-based audio scheduling rather than
 
        interrupt-based audio scheduling. Configuring PulseAudio to force
 
        use of interrupt-based scheduling may resolve sound problems for
 
        some users. Under recent versions of Ubuntu Linux (9.04 and higher)
 
        this can be accomplished by changing the following line in the
 
        /etc/pulse/default.pa file:
 
                load-module module-udev-detect
 
        to
 
                load-module module-udev-detect tsched=0
 
        Note that PulseAudio must be restarted for changes to take effect. Older
 
        versions of PulseAudio may use the module-hal-detect module instead.
 
        Adding tsched=0 to the end of that line will have a similar effect.
 

	
 
	Another possible solution is selecting the "pulse" backend of SDL
 
	by either using "SDL_AUDIODRIVER=pulse openttd" at the command
 
	prompt or installing the 'libsdl1.2debian-pulseaudio' package from
 
	Ubuntu's Universe repository. For other distributions a similar
 
	package needs to be installed.
 
        Another possible solution is selecting the "pulse" backend of SDL
 
        by either using "SDL_AUDIODRIVER=pulse openttd" at the command
 
        prompt or installing the 'libsdl1.2debian-pulseaudio' package from
 
        Ubuntu's Universe repository. For other distributions a similar
 
        package needs to be installed.
 

	
 
OpenTTD not properly resizing with SDL on X [FS#3305]
 
	Under some X window managers OpenTTD's window does not properly
 
	resize. You will either end up with a black bar at the right/bottom
 
	side of the window or you cannot see the right/bottom of the window,
 
	e.g you cannot see the status bar. The problem is that OpenTTD does
 
	not always receive a resize event from SDL making it impossible for
 
	OpenTTD to know that the window was resized; sometimes moving the
 
	window will solve the problem.
 
	Window managers that are known to exhibit this behaviour are KDE's
 
	and GNOME's. With the XFCE's and LXDE's window managers the resize
 
	event is sent when the user releases the mouse.
 
OpenTTD not properly resizing with SDL on X [FS#3305]:
 
        Under some X window managers OpenTTD's window does not properly
 
        resize. You will either end up with a black bar at the right/bottom
 
        side of the window or you cannot see the right/bottom of the window,
 
        e.g. you cannot see the status bar. The problem is that OpenTTD does
 
        not always receive a resize event from SDL making it impossible for
 
        OpenTTD to know that the window was resized; sometimes moving the
 
        window will solve the problem.
 
        Window managers that are known to exhibit this behaviour are GNOME's
 
        and KDE's. With the XFCE's and LXDE's window managers the resize
 
        event is sent when the user releases the mouse.
 

	
 
Incorrect colours, crashes upon exit, debug warnings and smears upon
 
window resizing with SDL on Mac OS X [FS#3447]
 
	Video handling with (lib)SDL under Mac OS X is known to fail on some
 
	versions of Mac OS X with some hardware configurations. Some of the
 
	problems happen only under some circumstances whereas others are
 
	always present.
 
	We suggest that the SDL video/sound backend is not used for OpenTTD
 
	in combinations with Mac OS X.
 

	
 
Train crashes entering same junction from block and path signals [FS#3928]
 
	When a train has reserved a path from a path signal to a two way
 
	block signal and the reservation passes a path signal through the
 
	back another train can enter the reserved path (only) via that same
 
	two way block signal.
 
	The reason for this has to do with optimisation; to fix this issue
 
	the signal update has to pass all path signals until it finds either
 
	a train or a backwards facing signal. This is a very expensive task.
 
	The (signal) setups that allow these crashes can furthermore be
 
	considered incorrectly signalled; one extra safe waiting point for
 
	the train entering from path signal just after the backwards facing
 
	signal (from the path signal train) resolves the issue.
 

	
 
Crashes when playing music [FS#3941]
 
	Mac OS X's QuickTime (default music driver) and Windows' MCI (win32
 
	music driver) crash on some songs from OpenMSX. OpenTTD cannot do
 
	anything about this. Please report these crashes to the authors of
 
	OpenMSX so the crash causing songs can be removed or fixed.
 
window resizing with SDL on macOS [FS#3447]:
 
        Video handling with (lib)SDL under macOS is known to fail on some
 
        versions of macOS with some hardware configurations. Some of
 
        the problems happen only under some circumstances whereas others
 
        are always present.
 
        We suggest that the SDL video/sound backend is not used for OpenTTD
 
        in combinations with macOS.
 

	
 
Crashes when run in a VM using Parallels Desktop [FS#4003]
 
	When the Windows version of OpenTTD is executed in a VM under
 
	Parallels Desktop a privileged instruction exception may be thrown.
 
	As OpenTTD works natively on OSX as well as natively on	Windows and
 
	these native builds both don't exhibit this behaviour this crash is
 
	most likely due to a bug in the virtual machine, something out of
 
	the scope of OpenTTD. Most likely this is due to Parallels Desktop
 
	lacking support for RDTSC calls. The problem can be avoided by using
 
	other VM-software, Wine, or running natively on OSX.
 
Train crashes entering same junction from block and path signals [FS#3928]:
 
        When a train has reserved a path from a path signal to a two way
 
        block signal and the reservation passes a path signal through the
 
        back another train can enter the reserved path (only) via that
 
        same two way block signal.
 
        The reason for this has to do with optimisation; to fix this issue
 
        the signal update has to pass all path signals until it finds either
 
        a train or a backwards facing signal. This is a very expensive task.
 
        The (signal) setups that allow these crashes can furthermore be
 
        considered incorrectly signalled; one extra safe waiting point for
 
        the train entering from path signal just after the backwards facing
 
        signal (from the path signal train) resolves the issue.
 

	
 
OpenTTD hangs when started on 32 bits Windows [FS#4083]
 
	Under some circumstances OpenTTD might hang for hours on the
 
	initialisation of the music driver. The exact circumstances are
 
	unknown except that it is the "dmusic" music driver that has the
 
	problem and that the "win32" music driver does not.
 
	As a result using the "win32" music driver will work around this
 
	issue.
 
Crashes when playing music [FS#3941]:
 
        macOS's QuickTime (default music driver) and Windows' MCI ("Win32"
 
        music driver) crash on some songs from OpenMSX. OpenTTD cannot do
 
        anything about this. Please report these crashes to the authors
 
        of OpenMSX so the crash causing songs can be removed or fixed.
 

	
 
	As the exact circumstances are unknown, and the obvious
 
	configuration settings related to the music driver are at their
 
	default we are not able to detect this failure, except when Windows'
 
	music initialisation function returns after several hours and then
 
	there is no point in switching the music driver anymore.
 
	The reason we still use the "win32" music driver as default are
 
	described in the "Long delay between switching music/song" section
 
	of this document.
 
Crashes when run in a VM using Parallels Desktop [FS#4003]:
 
        When the Windows version of OpenTTD is executed in a VM under
 
        Parallels Desktop a privileged instruction exception may be thrown.
 
        As OpenTTD works natively on macOS as well as natively on Windows and
 
        these native builds both don't exhibit this behaviour this crash is
 
        most likely due to a bug in the virtual machine, something out of
 
        the scope of OpenTTD. Most likely this is due to Parallels Desktop
 
        lacking support for RDTSC calls. The problem can be avoided by using
 
        other VM-software, Wine, or running natively on macOS.
 

	
 
Pre- and exit signals are not dragged [FS#4378]
 
	Unlike all other signal types, the entry- and exit signals are not
 
	dragged but instead normal signals are placed on subsequent track
 
	sections. This is done on purpose as this is the usually more con-
 
	venient solution. There are little to no occasions where more than
 
	one entry or exit signal in a row are useful. This is different
 
	for all other signal types where several in a row can serve one
 
	purpose or another.
 
OpenTTD hangs when started on 32-bit Windows [FS#4083]:
 
        Under some circumstances OpenTTD might hang for hours on the
 
        initialisation of the music driver. The exact circumstances are
 
        unknown except that it is the "dmusic" music driver that has the
 
        problem and that the "Win32" music driver does not. As a result
 
        using the "Win32" music driver will work around this issue.
 

	
 
Station build date is incorrect [FS#4415]
 
	The tile query tool will show the date of the last (re)construction
 
	at the station and not the date of the first construction. This is
 
	due to compatability reasons with NewGRFs and the fact that it is
 
	wrong to say that the station is built in a particular year when it
 
	was completely destroyed/rebuilt later on.
 
	The tile query tool can be fixed by changing the "Build date" text
 
	to "Date at which the last (re)construction took place" but this is
 
	deemed too specific and long for that window.
 

	
 
Can't change volume inside OpenTTD [FS#4416]
 
	Some backends do not provide a means to change the volume of sound
 
	effects or music. The mixing of music and sound is left to external
 
	libraries/the operating system we can't handle the volume control
 
	in OpenTTD. As a result you can't change the volume inside OpenTTD
 
	for backends such as SDL; just use the volume control provided by
 
	your operating system.
 
        As the exact circumstances are unknown, and the obvious
 
        configuration settings related to the music driver are at their
 
        default we are not able to detect this failure, except when Windows'
 
        music initialisation function returns after several hours and then
 
        there is no point in switching the music driver anymore.
 
        The reason we still use the "Win32" music driver as default are
 
        described in the "Long delay between switching music/song" section
 
        of this document.
 

	
 
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.
 
Entry- and exit signals are not dragged [FS#4378]:
 
        Unlike all other signal types, the entry- and exit signals are not
 
        dragged but instead normal signals are placed on subsequent track
 
        sections. This is done on purpose as this is the usually more
 
        convenient solution. There are little to no occasions where more
 
        than one entry or exit signal in a row are useful. This is different
 
        for all other signal types where several in a row can serve one
 
        purpose or another.
 

	
 
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.
 
Station build date is incorrect [FS#4415]:
 
        The tile query tool will show the date of the last (re)construction
 
        at the station and not the date of the first construction. This is
 
        due to compatability reasons with NewGRFs and the fact that it is
 
        wrong to say that the station is built in a particular year when it
 
        was completely destroyed/rebuilt later on.
 
        The tile query tool can be fixed by changing the "Build date" text
 
        to "Date at which the last (re)construction took place" but this is
 
        deemed too specific and long for that window.
 

	
 
	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.
 
Can't change volume inside OpenTTD [FS#4416]:
 
        Some backends do not provide a means to change the volume of sound
 
        effects or music. The mixing of music and sound is left to external
 
        libraries/the operating system we can't handle the volume control
 
        in OpenTTD. As a result you can't change the volume inside OpenTTD
 
        for backends such as SDL; just use the volume control provided by
 
        your operating system.
 

	
 
(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
 
	OpenTTD in full screen mode, changing to full screen mode or by
 
	ALT-TAB-ing into a full screen OpenTTD. This is caused by the
 
	fact that OpenTTD, by default, uses 8bpp paletted output. The
 
	wrong colours you are seeing is a temporary effect of the video
 
	driver switching to 8bpp palette mode.
 
        On Windows it can happen that you temporarily see wrong colours
 
        when switching to full screen OpenTTD, either by starting
 
        OpenTTD in full screen mode, changing to full screen mode or by
 
        ALT-TAB-ing into a full screen OpenTTD. This is caused by the
 
        fact that OpenTTD, by default, uses 8bpp paletted output. The
 
        wrong colours you are seeing is a temporary effect of the video
 
        driver switching to 8bpp palette mode.
 

	
 
        This issue can be worked around in two ways:
 
                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.
 

	
 
	This issue can be worked around in two ways:
 
		a) Setting fullscreen_bpp to 32
 
		b) Setting up the 32bpp-anim or 32bpp-optimized blitter
 
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.
 
	Signals are only aware of tracks, they do not consider the train
 
	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.
 
	Nevertheless trains shall not crash in normal operation, so making
 
	a train not crash with itself is the best solution for everyone.
 
        When a train drives in a circle the front engine passes through
 
        wagons of the same train without crashing. This is intentional.
 
        Signals are only aware of tracks, they do not consider the train
 
        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.
 
        Nevertheless trains shall not crash in normal operation, so making
 
        a train not crash with itself is the best solution for everyone.
 

	
 
Aircraft coming through wall in rotated airports [FS#4705]:
 
	With rotated airports, specifically hangars, you will see that the
 
	aircraft will show a part through the back wall of the hangar.
 
	This can be solved by only drawing a part of the plane when being
 
	at the back of the hangar, however then with transparency turned on
 
	the aircraft would be shown partially which would be even weirder.
 
	As such the current behaviour is deemed the least bad.
 
	The same applies to overly long ships and their depots.
 
        With rotated airports, specifically hangars, you will see that the
 
        aircraft will show a part through the back wall of the hangar.
 
        This can be solved by only drawing a part of the plane when being
 
        at the back of the hangar, however then with transparency turned on
 
        the aircraft would be shown partially which would be even weirder.
 
        As such the current behaviour is deemed the least bad.
 
        The same applies to overly long ships and their depots.
 

	
 
Vehicles not keeping their "maximum" speed [FS#4815]:
 
	Vehicles that have not enough power to reach and maintain their
 
	advertised maximum speed might be constantly jumping between two
 
	speeds. This is due to the fact that speed and its calculations
 
	are done with integral numbers instead of floating point numbers.
 
	As a result of this a vehicle will never reach its equilibrium
 
	between the drag/friction and propulsion. So in effect it will be
 
	in a vicious circle of speeding up and slowing down due to being
 
	just at the other side of the equilibrium.
 
        Vehicles that have not enough power to reach and maintain their
 
        advertised maximum speed might be constantly jumping between two
 
        speeds. This is due to the fact that speed and its calculations
 
        are done with integral numbers instead of floating point numbers.
 
        As a result of this a vehicle will never reach its equilibrium
 
        between the drag/friction and propulsion. So in effect it will be
 
        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.
 
	The most important is that the game state is broken and as such the
 
	settings might contain invalid values, or the settings have not even
 
	been loaded yet. This would cause invalid or totally wrong settings
 
	to be written to the configuration file.
 
        The settings are not saved when OpenTTD crashes for several reasons.
 
        The most important is that the game state is broken and as such the
 
        settings might contain invalid values, or the settings have not even
 
        been loaded yet. This would cause invalid or totally wrong settings
 
        to be written to the configuration file.
 

	
 
	A solution to that would be saving the settings whenever one changes,
 
	however due to the way the configuration file is saved this requires
 
	a flush of the file to the disk and OpenTTD needs to wait till that
 
	is finished. On some file system implementations this causes the
 
	flush of all 'write-dirty' caches, which can be a significant amount
 
	of data to be written. This can further be aggravated by spinning
 
	down disks to conserve power, in which case this disk needs to be
 
	spun up first. This means that many seconds may pass before the
 
	configuration file is actually written, and all that time OpenTTD
 
	will not be able to show any progress. Changing the way the
 
	configuration file is saved is not an option as that leaves us more
 
	vulnerable to corrupt configuration files.
 
        A solution to that would be saving the settings whenever one changes,
 
        however due to the way the configuration file is saved this requires
 
        a flush of the file to the disk and OpenTTD needs to wait till that
 
        is finished. On some file system implementations this causes the
 
        flush of all 'write-dirty' caches, which can be a significant amount
 
        of data to be written. This can further be aggravated by spinning
 
        down disks to conserve power, in which case this disk needs to be
 
        spun up first. This means that many seconds may pass before the
 
        configuration file is actually written, and all that time OpenTTD
 
        will not be able to show any progress. Changing the way the
 
        configuration file is saved is not an option as that leaves us more
 
        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.
 
        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.
 

	
 
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.
 
        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.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
 
	falls within the bounding box, and thus search area.
 
        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
 
        falls within the bounding box, and thus search area.
 

	
 
	It is possible to make these consistent, but then cargo from a house
 
	to a station needs to search up to 32 tiles around itself, i.e. 64
 
	by 64 tiles, to find all possible stations it could deliver to
 
	instead of 10 by 10 tiles (40 times more tiles). Alternatively the
 
	search from a station could be changed to use the actual tiles, but
 
	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).
 
        It is possible to make these consistent, but then cargo from a house
 
        to a station needs to search up to 32 tiles around itself, i.e. 64
 
        by 64 tiles, to find all possible stations it could deliver to
 
        instead of 10 by 10 tiles (40 times more tiles). Alternatively the
 
        search from a station could be changed to use the actual tiles, but
 
        that would require considering checking 10 by 10 tiles for each of
 
        the tiles of a station, instead of just once.
 

	
 
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.
 
	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.
 
        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.
 
        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.
 

	
 
Involuntary cargo exchange with cargodist via neutral station [FS#6114]:
 
	When two players serve a neutral station at an industry, a cross-company
 
	chain for cargo flow can and will be established which can only be
 
	interrupted if one of the players stops competing for the ressources of
 
	that industry. There is an easy fix for this: If you are loading at the
 
	shared station make the order "no unload" and if you're unloading make
 
	it "no load". Cargodist will then figure out that it should not create
 
	such a route.
 
        When two players serve a neutral station at an industry, a cross-company
 
        chain for cargo flow can and will be established which can only be
 
        interrupted if one of the players stops competing for the ressources of
 
        that industry. There is an easy fix for this: If you are loading at the
 
        shared station make the order "no unload" and if you're unloading make
 
        it "no load". Cargodist will then figure out that it should not create
 
        such a route.
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