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IDSeverity[[state]]OpenedOpened byAssigned ToSummary[[changedby]]Last EditedPrivate
 3990 Medium28.01.2010O Windows z-order not respected when clicking 31.01.2010No2 Task Description

When a window is on top of another one, clicking on a button actually activates the button of the window underneath.

This effect is obtained when clicking on ‘save’ in the Quests window, when ‘save’ is on top of one of the general icons (show buddies, inventory, options, etc.)

(Client is 0.5.1.1 running on Fedora 8 with ATI open source drivers.)

2532Low29.11.2008ORead, unread, and updated books26.12.2009No2 Task Description

I don’t spend my life in Jayose’s library. However, once in a while, I would go there and spend a couple of hours reading, looking for new books, sometimes refreshing my memory with older ones.

It would be nice if there was a way to quickly spot a book that one has already read. Maybe a (read) or (unread) mark after the title, or just a different colour for the title font, anything as see fit. A “read” flag would be set as soon as the book is open, to keep it simple, and of course it is the player’s responsibility to read the content. Ok, so far, you can tell me that it’s up to me to remember if I read something or not; even when hundreds of volumes will be available; yes, but…

It gets useful when a book is updated. If I do remember that I read a specific book, well, I’ll probably won’t read it again. Meanwhile, words may have been changed inside, following the inconsistencies hunt, world development, whatever… So, if all statuses are set back to “unread” for all players after a change (or from “read” to “updated” if you want to be more precise), we’ll know that we’d better read it again.

It can be a bit heavy on the database (flagging each book for each player), but at least it’s technically simple. Not to mention other uses you could come up with (quest requisites, statistics for the setting team, etc.)

Also, as Tontow suggested, the info can be stored on the client side instead of a database. To not lose the functionality of the “updated” flag, which is set on the server side, a last updated timestamp for each book is all that is needed on the server. Client side, the log starts empty (no book read). When opening a book, the log is updated (each time) with the book id (its name, I suppose) and the opening timestamp (server time, easier than GMT). When examining a shelf, books are marked according to the log info; thus, if the latest opening date is earlier than the book’s server timestamp, it appears as “updated”.

(Wish list reference: http://hydlaa.com/smf/index.php?topic=34222.0)

 2310 Very Low30.09.2008O Street going through a house 30.09.2008No Task Description

The street running left of the Iron Temple goes straight through the last house, which looks a bit odd. It continues behind the house, up to the wall.

 2283 Very Low26.09.2008O unstick strange result 26.09.2008No Task Description

I tried /unstick, in a place where I wasn’t actually stuck (but that I couldn’t escape without suicide). Anyway, the screen got shaky and blurry for about 30 seconds (earthquake-like), then I was teleported (safely, eh eh) on the plaza.

I could provide a picture if I’m not being very clear. But mostly, the system says
- you cannot /unstick at this time
- Received at of bound positional data, resetting your position

Latter line 4 times before the teleport occurred.
Meanwhile the screen is shaking and the mouse cursors accumulate (as well as the big blue screen shot system message, a bit as if no glSwapBuffer() is done).

System: Fedora 8 and ATI graphic card (with loads of client crashes, but not this time, ah ah)

Cheers

 2274 Low24.09.2008OTomScott Gibson Coal as an important resource 24.11.2009No4 Task Description

To enrich further the game, mining should be more varied. One way to do it is to make coal more useful (ideally, it should be the most useful ore). Why not require it for the use of furnaces (and ovens)?

Add a slot to furnaces, where coal is added as fuel. After a while, the furnace stops burning, and someone has to put some coal again in it.

To keep it simple, anyone can fuel it, allowing others to use the furnace. When the fuel is gone, no need to change the graphic effects (heat and light): just show a message “The furnace is not hot enough to melt anything”.

If adding a fueling slot is too complicate, changing the proportions would do: add coal to any metal you melt, not to represent a combination process, but to represent fueling (and metals could require different quantities of coal to reach different temperatures).

From there, you could adjust your figures so as to make the coal mines very active, you could require coal quality as a requirement for reaching certain temperatures, and so on.

 2263 Very Low21.09.2008O Signposts ideas 18.02.2020No6 Task Description

These may just be futile thoughts about signposts, but could be considered when making other settings updates:

- The countryside signposts are for tourism, but look like directions. I mean, they look like arrows pointing to the next town, but describe a feature next to them. I would see a different shape for them.
- These signs display a fair amount of text. I would see a larger rectangular piece of wood, placed not so high, instead of a small arrow just large enough for a town name. A big milestone would do even better.
- The examine window shows such things as the item category, weight, etc., about which nobody should care. Maybe this type of info could be filtered so as not to appear for this kind of object? Obviously not for signposts only.
- Some signposts describing a monument are planted in the middle of the road. Again, no big deal but odd looking. For example, a stone bridge description would fit better under the bridge, on the roadside (I suspect this is done because the signs do look like arrows, actually).
- Like for many other things, we need 3 clicks to read a signpost, when 1 would be enough. I count the closing click, which is not only unnecessary, but highly difficult for the visually impaired.
- How about a little glowing effect to make the signposts perceptible by night, from a reasonable distance? How about swarms of moths flying around the glowing effect? Bats coming to feed on the moths… :)
- Sign the posts; write a date and some official stuff at the end of the text. Let people know that the government has a hand on the countryside. You could even put a punishment warning about damaging, moving, stealing an official sign.
- Paint some signs in bright colors: they are there to be seen. Maybe you can even send players to repaint them once in a while, as a cheap quest.

To make it short, I like these new signs (thanks to whoever spent his time setting them); it's just that it took me a while to understand what they are about.

Cheers to all

 2262 Medium21.09.2008O Permanent darkness (or the curse of the Night Bringer) 21.09.2008No4 Task Description

Out of town effects raise suspicion: far scenes are colorful while the area surrounding the character is black (to the point where you don’t even know if you face a flatland or a cliff). More precisely, the floor darkens progressively when approached; I would have a hard time estimating the radius of the black zone, though.

The black zone is different than the black floors I knew (as in the BG valley), where textures would simply not display. Here, I can see some pixel movement, and degrees of darkness; so I set the category as Effects instead of Rendering.

It concerns lighting that affects the maps but not objects. I can spot a small thing, like a flower or book, at a great distance in the sea of ink.

This doesn’t happen in towns (Hydlaa and Oja tested), neither by day nor by night. All seems to be correct there. For example, Ojaveda is in bright daylight, while the path to it stays dark.

It is so dark it is actually unplayable by night (Going to Oja was a real pain). Even by day, I’m often not sure if I’m actually moving when I run.

As a side note, in case it is somehow related, I’ve also experienced some light flickering, notably inside the smith’s house in Oja (Trasok, isn’t he?).

I’ll stay in Hydlaa from now on, to avoid being stuck in a black screen. If you want me to try a specific place, just ask. I’m more an unofficial tester than a player these days.

The system is Fedora 8, running the latest update of psclient. The character is a Stonebreaker.

Cheers to all.

 890 Low02.01.2008O Mercenary Helm (and other objetcs) not in Quest Item ca ...03.01.2008No2 Task Description

The Mercenary Helm, set in the Medium Armor category, is clearly a Quest Item:
- it cannot be bought anywhere, available only as a quest reward
- it is required to complete another quest
(no names given to avoid spoilers)

However, it can be put on the head, used, and sold.
(yes, I did sell it: it was heavy, redundant, I needed to alight myself to be able to complete another quest, and I had no place to store it although I wanted to keep it as a souvenir).

Now, I also worry about the 4 horns helm (8 kg!), the Enforcer Shield (28 kg!!), and even the shovel, the flute, the spoon and the charm flower; all gone.

881Low01.01.2008OFrank BartonRizinAngelaDavide VescoviniAnimal parts economy14.11.2023No9 Task Description

I would suggest a specific hunting skill to “loot” animals instead of the current lottery system giving hides, claws, eyes, and whatnot.

Currently, anybody who can kill something can get enough parts by slaughtering a big amount of creatures. The skill would clearly separate the warriors from the hunters. Anyone can probably cut a rat’s tail, but skinning the animal is a bit more complex. And so on, some beasts will be more difficult to skin than others. Even proper meat is not obvious to extract from a carcass.

As a side effetc, maybe a killer could carry back the entire beast to a person capable of skinning/cutting it, if he doesn’t have the skill himself (it looks like some people can carry 400 kgs out there).

This incidentally could create a real market between players, akin to the economy currently existing around ore and weapons. Obviously, some PCs are going to be cooks, leatherworkers or alchemists.

This of course doesn’t apply to looting rogues, unless one can think of using human parts in some dark alchemy, or just carrying ears or heads as trophies.

 880 Low01.01.2008O House describes itself as Stairs 06.02.2008No3 Task Description

When right clicking on the house next to the tax collector (Darphen, Hydlaa plaza), and this on each of the 3 sides of the house, I can get an info window telling me that I see stairs. There’s even an Enter button; clicking on it leads to a (red) message (approximately) like “you are out of reach of the stairs”.

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