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5240 | Low | | 21.05.2011 | Shinobu Maehara | | Unrealistically sharp edge at sewer entrance near Kada- ... | | 27.05.2020 | No |
Task Description
Such an edge would crumple and become blunt pretty quickly. And a roof needs a certain thickness to have enough structural integrity to stand on.
And stone construction can only push, not pull. Maybe one big slab could span this entrance, but I think you’d expect an arch of some kind.
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5238 | Medium | | 21.05.2011 | Shinobu Maehara | | Entry-level quests are time consuming, but not very cha ... | | 20.05.2013 | No |
Task Description
This is a general feeling about the game as I've played it up till now. The most recent things that struck me were the rats and the mushrooms.
The rats. They just sit there. If you want to kill them, the most you can do is attack them, at watch them for minutes on end slowly succumb to your sword. Wouldn't a real rat, even if it were the size of a dog, die after two to three hits? And on the other hand, wouldn't they try to flee when they realise they're in a fight they cannot possibly win? And considering that even my level 0 chara can beat them, wouldn't they be afraid of people, unless they can gang up on you? I suspect the one-eyed rat as it behaves now would be extinct within a month. Anyway, from a player's perspective, the result is a pretty boring fight.
The mushrooms. They spawn in only a few places, and take quite some time to do so. How about having them spawn faster, but in random locations, or perhaps not spawning them quickly per se, but just having a whole lot of them around, but perhaps in locations that are out of sight, or that take some work to reach. The way it works now, I was just walking from spawn point to spawn point, grabbing them as I came by.
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5237 | Medium | | 21.05.2011 | Shinobu Maehara | | Access violation in psclient_static at address 4234b9 | | 19.12.2016 | No |
Task Description
Exception Information Code: 0xc0000005 Flags: 0×00000000 Record: 0×0000000000000000 Address: 0x00000000004234b9
System Information Windows NT 5.1 Build: 2600 CPU Vendor Code: 68747541 - 69746E65 - 444D4163 CPU Version: 000006A0 CPU Feature Code: 0383FBFF CPU AMD Feature Code: C1C3FBFF
This one happened when trying to enter Hydlaa from outside the gate to the forest.
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5236 | Medium | | 21.05.2011 | Shinobu Maehara | | Floor tiles disappear ouside magic shop | | 04.06.2020 | No |
Task Description
It might be a bit hard to see, since it was night in PS, but some of the floor grass tiles didn’t draw: www.shareimages.com/image.php?57168-q5WWmpakk6ark5.dnQ-tmp.jpg I also kept bumping into invisible thing that weren’t there. And loading levels only happened as long as the program was minimized (as long as PS was visible, there was no disk activity and the progress bar didn’t, erm… progress) but I don’t know if that’s related. I liked the snow though.
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5235 | Medium | | 21.05.2011 | Shinobu Maehara | | Binding scrolldown to move backward, makes it impossibl ... | | 04.06.2020 | No |
Task Description
I wanted to come up with a set of controls that would make it possible to do most common tasks using only the mouse (no keyboard). I tried to assign the mousewheel scrolldown ‘key’ to walking backward, but this resulted in the following undesirable behaviour: When scrolling down one ‘tick’, my chara would start moving backward, and not stop. Not even when I tried other movement keys, or scrolling down a second ‘tick’. I think the proper way for the engine to handle this, would be to make the chara take a step backward, and continue walking backward as long as the user is scrolling down.
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5229 | Medium | | 19.05.2011 | Shinobu Maehara | | Context menu doesn't work in mouselook mode | | 05.07.2022 | No |
Task Description
It should be possible to use the context menu in mouselook mode. Mouselook should be temporarily disabled in this case, so you can select context menu options. When the context menu (or the last window opened from the context menu) closes, mouselook should be re-enabled again.
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5228 | Medium | | 19.05.2011 | Shinobu Maehara | | Erratic turning when using mouselook | | 04.06.2020 | No |
Task Description
1) Mouselook turns faster when the framerate is *lower*. I think the turning speed should be constant, with a cap on how much you can turn from frame-to-frame. When the game starts loading a bit of scenery you sometimes end up facing a random direction, which is disorienting. 2) When you disable mouselook, to manipulate some items, windows, creatures…, and then enable mouselook again, you suddenly turn by an amount proportional to how far away from the center of the screen the mouse is. If it’s in a corner you end up facing a random direction.
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5226 | Medium | | 19.05.2011 | Shinobu Maehara | | Access violation in psclient_static at address 951010 | | 06.09.2014 | No |
Task Description
Exception Information Code: 0xc0000005 Flags: 0×00000000 Record: 0×0000000000000000 Address: 0×0000000000951010
System Information Windows NT 5.1 Build: 2600 CPU Vendor Code: 68747541 - 69746E65 - 444D4163 CPU Version: 000006A0 CPU Feature Code: 0383FBFF CPU AMD Feature Code: C1C3FBFF
This happened when walking in the sewer, in the direction of the upper Hydlaa exit, but not quite within sight of it, I think.
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5208 | Medium | | 12.05.2011 | Shinobu Maehara | | Access violation in psclient_static at address a95490 | | 04.06.2020 | No |
Task Description
Exception Information Code: 0xc0000005 Flags: 0×00000000 Record: 0×0000000000000000 Address: 0x0000000000a95490
System Information Windows NT 5.1 Build: 2600 CPU Vendor Code: 68747541 - 69746E65 - 444D4163 CPU Version: 000006A0 CPU Feature Code: 0383FBFF CPU AMD Feature Code: C1C3FBFF
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5207 | Medium | | 12.05.2011 | Shinobu Maehara | | Portals don't draw properly in some cases | | 04.06.2020 | No |
Task Description
In some cases, portals fail to render properly. Judging from the screenshot, the framebuffer gets copied to texture properly (because the previous frame is visible in the texture). However, the contents of the portal aren’t drawn in the location of the framebuffer that’s copied (bottom-left) or with wrong positioning/clipping. Note that this bug doesn’t always happen. Moving closer or further away doesn’t seem to affect it, but moving left/right does.
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5205 | Medium | | 12.05.2011 | Shinobu Maehara | | Access violation in pslaunch_static at address 4abbb7 | | 04.06.2020 | No |
Task Description
After having the launcher open for a few moments, I always get a Windows Error Reporting dialogue with the following message:
Exception Information Code: 0xc0000005 Flags: 0×00000000 Record: 0×0000000000000000 Address: 0x00000000004abbb7
System Information Windows NT 5.1 Build: 2600 CPU Vendor Code: 68747541 - 69746E65 - 444D4163 CPU Version: 000006A0 CPU Feature Code: 0383FBF CPU AMD Feature Code: C1C3FBFF
If I am not mistaken, this is a null-pointer dereference.
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5204 | Medium | | 12.05.2011 | Shinobu Maehara | | When receiving a bugtracker account, a non-existing ver... | | 02.12.2021 | No |
Task Description
When I received the account confirmation message in my inbox, and then clicked on the link, it asked for a verification code. But there was no textbox to enter the code, and it wasn’t in the message sent. Fortunately the login turned out to work just the same - all mention of verification codes should be scrapped.
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5203 | Medium | | 12.05.2011 | Shinobu Maehara | | When logging in to the bugtracker you need a cookie but ... | | 31.05.2020 | No |
Task Description
After receiving my username and setting my password, login failed. The system proposed several possible reasons, but the actual reason - that I had to allow a cookie from bugs.hydlaaplaza.com - wasn’t mentioned and so it took me quite some time to figure out what was wrong.
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