|
|
Bug Report |
4437 |
No |
Items Characteristics |
Very Low |
New |
Mario Rohkrämer |
Angela, +5 |
[Typo] Waysign "Merchants Common East Road" |
2010-06-20 |
aurelynt |
0 |
|
There is a waysign between Aldaaren Phostle and the East Gate. Its description says: "East Road ends herein a small common..." -- I'd suggest to separate it into "here in".
Furthermore I believe the title has grammar flaws too. |
|
|
Bug Report |
4698 |
No |
Engine |
Medium |
Unconfirmed |
Vakachehk |
|
[Texture Issue] no Backs of Items |
2010-08-29 |
Vakachehk |
0 |
|
The backs of the some items do not show up, if you look at the back of them they are just a window that looks straight through. It sems to be an always thing (reloging wont fix it). and it tends to be with the larger type of items.
These are the items I have found with the issue:
- Two door closets
- Wooden Shelves (Dark Wooden Shelves are fine)
There might be some more that I have missed (GM only items).
Since this is a texture issue I will bring up the issue of the small tables.
The tops of small tables are also bugged with the top texture having a strange black thing to one end. Rather hard to explain in words. |
|
|
Bug Report |
3486 |
No |
Movement |
High |
Ready to test |
CXDamian |
Keith, +1 |
[Release blocker] Flagged for speed hack while running |
2010-06-12 |
Lars Kristensen |
1 |
|
Flag for speed hack while running (not-mounted).
First occurance: Ran through the bd cave tunnel, towards underground lake.
Second: ran from ledge of underground lake towards center, across lily pads. |
|
|
Bug Report |
4175 |
No |
Engine |
Critical |
New |
weltall |
|
[Release Blocker] collision detection camera is broken |
2010-04-07 |
RlyDontKnow |
0 |
|
Due to a recent change forcing collision detection camera this is release blocker and this problem is afflicting art and engine:
1) collision detection camera uses too much cpu time to be worth it. Some people get significant fps drop.
2) 90% of the geometry shouldn't collide while this happens
3) the camera bumps continually. passing near a three can cause from 1 to 5 bumps
4) the camera has weird response to scrolwheel caused by the fact there is a virtual camera + real camera concept when using the scrollwheel the virtual camera should work like if it was the real camera, viceversa if it's not touched the virtual camera must be preserved
5) the dampening speed can be somewhat annoying and innatural at times
6) it allows reverse first person camera in third person
7) it collides on invisible walls
8) in little places the player mesh takes too much screen space
9) proper dampeding option maybe by moving the camera a bit down if it's too steep? the line of sight.
10) unusable when inside geometry (this isn't release blocker as it's a dev only issue when making the world)
11) if the camera is above a building it should be possible to set it to stay there and not go down of 20 mt attached to the player mesh
12) the camera should never be attached to the player mesh: it happens a lot
13) rotating the camera when it's colliding is strangely slow like if the movement was as slower as much the camera is near the char (i think still the virtual camera behaviour. in this case the camera virtual position should be preserved but the movement should be applied with the real camera position in mind)
... add yours |
|
|
Bug Report |
814 |
No |
Weather |
Low |
New |
Lanarel |
|
[regression test] weather: rain invisible when camera i... |
2010-09-06 |
RlyDontKnow |
0 |
|
Doing some tests near the magic shops, there are some strange effects:
- when in hybdr2, create rain
- in 3d person view, walk backwards into magicshopout
- when camera is in the portal, but the char is still in the map, the rain is gone
- when char leaves hybdr2, rain re-appears. |
|
|
Bug Report |
815 |
No |
Weather |
Low |
New |
Lanarel |
|
[regression test] weather: fog not visible through hybd... |
2010-09-06 |
RlyDontKnow |
0 |
|
Doing the tests that ask for hyoja02 (which is wrong, since oja moved, so please change that too. ANd remove duplicate tests please):
- create dense colored fog (/fog here 2000 200 200 0 0 f.e.) in hybdr2.
- walk back to magicshopout. For best effect, walk backwards. You will see the colored fog disappear, but also the whole forest in hybdr2. It seems that the new fog clips landscape (wow, I will go test this agains lag immediately :) ), even when the fog is not correctly displayed
- repeat the same with lighter fog (200 or so) and notice that it also disappears, but clipping is for larger distance. |
|
|
Bug Report |
809 |
No |
Weather |
Low |
New |
Lanarel |
|
[regression test] Fog not sustained when starting rain. |
2009-07-24 |
Lanarel |
0 |
|
When fog is present and rain is started, the fog should stay, or get denser if the fog part of the rain is denser.
But if you do
/fog NPCroom 100 230 230 230 0 to create light fog
/rain NPCroom 200 10000 2000 the fog fades AWAY to the lower density of the rain (in this case no fog). It should stay
When the rain fades out after 10 seconds, the fog fades in again.
/rain NPCroom 6000 10000 2000 will work, with fog fading to the denser rain fog
and after 10 seconds it fades back again.
If you start with dense fog (/fog NPCroom 2000 230 230 230 0), even the dense rain will make the fog lighter.
So the problem is, that were rain should never make the fog less dense, it will if the rain has less dense fog. Apparently, the density always goes to that of the rain, and it should only do that when that is denser.
A few test further I found something very similar. This was looking through a portal. Locally, it worked ok:
Start rain in another map (looking through portal). THen start fog. It is visible. THe rain stops. Fog is gone! It should not be. Same with snow. Doing the same at the map you are in, it works ok. |
|
|
Bug Report |
4401 |
No |
Character Creation |
Medium |
Unconfirmed |
CXDamian |
|
[Regression Test] 216-217 Wrong message on invalid logi... |
2010-05-15 |
aurelynt |
0 |
|
With wrong username or password, the 'server is not running or available' message is displayed |
|
|
Feature Request |
4586 |
No |
Character Creation |
Low |
New |
CXDamian |
|
[Reg Test 251] Random Name generation can match existin... |
2010-07-19 |
Elvi |
0 |
|
selecting 'suggest name' on character creation screen may result in a name that is already in use |
|
|
Bug Report |
4471 |
No |
Quests |
Low |
New |
Mario Rohkrämer |
Alison Coleman, +7 |
[Quest] Expand the gobble territory - No more Tefusang ... |
2010-05-27 |
RlyDontKnow |
0 |
|
Gorbiak complains about Tefusang in the sewers threatening the gobbles. But you must have removed the Tefusang completely from this area, so his complaint doesn't make sense anymore. |
|
|
Feature Request |
2189 |
No |
Not specified |
Low |
New |
weltall |
|
[pawsillumination] zoom support when looking at sketche... |
2008-08-31 |
weltall |
1 |
|
It would be nice if it was possible to zoom sketches when looking at them. This would also be useful when you get a sketch/map which is too big for your screen and allows you to have the entire image on screen by reducing zoom.
The included patch allows the user to zoom from 1/10 to 10x the map increasing the size of every element on screen.
The buttons used for this are > and < if someone has a better suggestion about them or thinks that having the increase/decrease zoom on screen would be useful i could add them.
http://pastebin.ca/1189613 |
|
|
Bug Report |
3353 |
No |
Not specified |
Medium |
Unconfirmed |
katu |
|
[mac] Mouse cursor is too slow |
2010-02-25 |
katu |
0 |
|
I'm on intel mac. osx 10.4
The mouse cursor is so slow that it is at times unusable, specially when there is a extra bit of lag because of loading items. The option of using system cursor does not work. (I have had the same problem in 0.4.3. but in that client i had the double crusor. So both the system and software cursors were shown, and that made it usable) |
|
|
Bug Report |
1301 |
No |
Inventory/Items |
Medium |
New |
Luca Pancallo |
|
[INV] Container displays wrong items after item-switch. |
2010-03-12 |
Kenneth Graunke |
1 |
|
Posted by: ThomPhoenix
Date: 11:47 AM 07-19-2007
-Spawn 2 sacks.
-Spawn a couple of glyphs.
-Put one sack to the left and one sack to the right of your inventory.
-Put the glyphs in the sack to the left.
-Both sacks are as they should be.
-Drag one of the sacks on the other so they switch places.
-Now the sack to the right should contain items and the one to the left should be empty.
-You will see that both sacks contain the glyphs now! Closing and reopening the container window has no effect.
-Trying to move the items in the fake sack or moving the sacks around in the inventory will fix the issues.
Posted by: ThomPhoenix
Date: 11:53 AM 07-19-2007
Managed to duplicate on both Laanx and CVS by the way.
Posted by: ThomPhoenix
Date: 2:09 PM 08-22-2007
I experienced this bug when not just item-switching but when simply dragging them around.
Example:
Sack in Slot A to Slot C.
Sack in Slot B to slot A.
Sack in slot C to slot B.
When you do this the contents of the sacks are messed up as they partially display items that should be in another sack.
Quite(!) an annoyance when rearranging your inventory like I just did. Is this being worked on or on someone's list? |
|
|
Feature Request |
2908 |
No |
User Interface |
Low |
New |
Vonor |
|
[FR] Chat log improvements. |
2009-05-04 |
Andrew Dai |
0 |
|
This is just a minor thing I thought would be nice to have.
Currently we have to go to the directory containing the logfiles and use different means to read them (i.e. an editor), but often the last lines are already enough.
Like with new players in the tutorial. After a client/server crash many people ask for advice because they don't know anymore what to do next due to the crash. I always point them to the log file, they will eventually find it handy in the future too.
What I'd like to have is a scroll back buffer of maybe 10 lines loaded at login time. This will be helpful for new players to re-read what the NPCs told them to do as well as for other players to remember what the last thing was they did before leaving.
Additionally the location of logfiles could be mentioned in the tutorial some where (preferable at the beginning), something like "What operating system are you using, my friend?" and depending on the answer the NPC will tell the player the location of the log files.
Feel free to comment or close this FR if it's invalid.
Note: I know there are other FRs for an ingame logfile browser, though I thought this differs enough to get its own FR. |
|
|
Feature Request |
1456 |
No |
Not specified |
Low |
New |
Michael Melcher |
|
[Feature Request] Randomize quest rewards |
2009-01-28 |
Angela |
0 |
|
As I've written <a href="http://hydlaa.com/smf/index.php?topic=32299.msg371524#msg371524">here</a> I think it might be a nice addition to be able to prepare a list of item rewards for a quest. I imagine something like:
Give player [item1 10%. item2 20%. item3 70%.]
where item1 is the most rare item and item3 is the most common item, so the chance to get item1 is much much lower than to get item3. This way items, which are settings wise very rare will in fact be very rare and therefor much more valuable on the market. It would be different from the "pick reward" window, since the player won't be allowed to chose but will be given either 1, 2 or 3 |
|
|
Feature Request |
2732 |
No |
Combat |
Medium |
New |
Kevin |
|
[feature request] PvP activation delay |
2010-01-01 |
Kevin |
4 |
|
I would like to see a 5 second delay for the player vs player settings to kick in after entering the pvp areas. This would help improve the current pvp system by putting a bit of control over border camping: a player wouldn't be able to attack until they have either been attacked by someone in the area, or already been in the area for 5 seconds (long enough for them to be noticed and for them to be targeted so players can defend themselves). |
|
|
Feature Request |
922 |
No |
Not specified |
Low |
Postponed |
durwyn |
Andrew Craig |
[Feature Request] Present box |
2009-06-03 |
aurelynt |
1 |
|
i think it would be nice if we could give "presents" to others. by presents i mean like the ones we have to open on christmas for example you do know what i mean ;)
Anyway Lelerey and I have drawn this icon for the present : {{http://img4.imageshack.us/img4/5408/kdored.png}}
i can try to model it but blender and i got some problems of understanding ;o xD
the system would be quite the same as "sacks" but not so many slots. (maybe 2 or 3) |
|
|
Bug Report |
4530 |
No |
Rendering Issues |
Low |
New |
Mario Rohkrämer |
Luca Pancallo |
[0.5.4] Reflective water is deep azure sometimes |
2010-07-20 |
RlyDontKnow |
0 |
|
Especially visible for River Irifon, near the Leaky Rock (where Wyn Reed grows).
{{http://www.ligh.de/PlaneShift/Blue_River.jpg}}
{{http://www.ligh.de/PlaneShift/Blue_River_2.jpg}}
Windows XP SP3 32b, GeForce 6800 GS, Nvidia original driver 6.14.11.8250 (2009-03) |
|
|
Feature Request |
3509 |
No |
User Interface |
Low |
New |
Ryan Nickell |
|
Z-index (stack order) support for PAWS widgets |
2010-01-04 |
Suilensh |
0 |
|
As of now, PAWS has no support for stack order (z-index) of positioned widgets. I tried to reposition a couple of pawsButtons on top of a pawsObjectView in a custom skin and realized there was no way I could.
Since it could only apply to positioned widgets, such a feature would probably go in <frame> elements. It could appear as the following:
<code xml><frame x="100" y="100" width="32" height="32" zindex="99" /></code>
The semantics are simple: @zindex is a signed integer that specifies the stack order, and a widget with a greater stack order is always in front of a widget with a lower stack order.
I can't imagine too many places where one would need something like this in PS itself, but there could be some. For example, the gender icon images in the character creation screen and the invisible buttons that lay on top of them. |
|
|
Bug Report |
791 |
No |
Training & Skills |
Low |
Prospect Task |
Thom |
|
You need to reopen a map to make the client realise you... |
2010-01-22 |
weltall |
0 |
|
-Open the Treasure Map
-Try to edit it.
-You fail.
-Use /setskill me all 400.
-Try to edit it.
-You still fail.
-Close and reopen the map.
-Try to edit it.
-Now it works.
I'm not 100% sure this could be considered a bug. Confirmed by Lanarel and Vornne either way. |