|
3609 | Medium | | 11.12.2009 | Thom | | /screenshot nogui not working properly | | 23.02.2010 | No |
Task Description
I was just taking some screenshots with “/screenshot nogui lossless” and noticed that in one shot the nogui option hadn’t worked properly. Graphical settings: 1690×1050, AAx16, AFx16, shaders/textures on Highest, VBO on.
Look at the lower-right corner where the chatwindow normally is: http://www.thomhurks.com/planeshift/screengugrontid.png
|
|
3579 | Critical | | 10.12.2009 | Thom | | Crash in bronze doors. | | 11.12.2009 | No |
Task Description
With a client built with CS/PS trunk as of today and latest art of today, I logged onto Laanx and noticed the client crashes in Bronze Doors. The clients starts up and displays everything (world/GUI/chat) but then hangs after a few seconds.
A user on the forums reported the same: http://www.hydlaaplaza.com/smf/index.php?topic=36429.0
|
|
3319 | Low | | 16.11.2009 | Thom | Talad | Flickering blackness on the Kada-El tavern doors. | | 27.05.2020 | No |
Task Description
Another one of those long standing bugs. The doors of the tavern have this blackness flickering across them when the camera is moving. It has done this for ages now, would be nice to get rid of it.
Also critical because it’s the first thing you notice when walking towards the tavern, and it’s quite noticeable.
|
|
3318 | Critical | | 16.11.2009 | Thom | Talad | The HoM effect that shows through the "cracks" in the P ... | | 16.11.2009 | No |
Task Description
This bug is widely known, yet couldn't find it on the bugtracker. The "edges" of the pavement in the Plaza map show HoM effects, in the past you could also see the skybox through these cracks, which would show as blue lines. Please fix this finally.
Marking critical because this is one of the big things that players notice as it's right there in your face in the Plaza.
http://www.thomhurks.com/planeshift/plazahom.jpg
|
|
3317 | High | | 16.11.2009 | Thom | Talad | Brintec's rugs fighting who gets on top | | 16.11.2009 | No |
Task Description
Setting directly to new since this is a long-time-known bug, but couldn't find it on the tracker.
www.thomhurks.com/planeshift/rugs1.jpg
www.thomhurks.com/planeshift/rugs2.jpg
|
|
3316 | Critical | | 16.11.2009 | Thom | | [Release Blocker] Akkaio's alpha layers are very wrong. | | 16.11.2009 | No |
Task Description
http://www.thomhurks.com/planeshift/akkaioalpha1.jpg
Took shots from various angles so you can better see the problem:
www.thomhurks.com/planeshift/akkaioalpha2.jpg
www.thomhurks.com/planeshift/akkaioalpha3.jpg
www.thomhurks.com/planeshift/akkaioalpha4.jpg
|
|
3315 | Critical | | 16.11.2009 | Thom | Talad | Cracked skydomes. | | 03.07.2010 | No |
Task Description
On some camera angles, the sky shows 2 different skydomes at the same time, intersecting along a jagged line at some point in the sky. This should really be fixed. Was confirmed by Lanarel in PS#3197.
http://www.thomhurks.com/planeshift/skydome.jpg
|
|
3307 | Medium | | 12.11.2009 | Thom | | Floating Items in the skies. | | 04.06.2020 | No |
Task Description
With the new dropping system it’s possible to drop items on your head. With the first click you position the item on your own location, with the second click you move the cursor up to your head so the item raises up in the air and with the third click you choose an orientation. After you move away, the item just stays there floating.
I can already imagine people making drawings in the air with apples or less subtle items such as beds or closets.
It would be better if the dropping code does not consider the character mesh a surface that the item can drop on, but only the geometry around the character.
|
|
3303 | High | | 12.11.2009 | Thom | | Wtower: Hanging stairs inside the tower has disappearin ... | | 04.06.2020 | No |
Task Description
I already mentioned it in 3113, but let’s make a new bug:
The ropes on this bridge (dis)appear depending on camera angle.
At pos wtower -197.16 16.00 39.74 angle 109 sector wtower
With ropes: http://www.thomhurks.com/planeshift/ropes1.jpg
Without ropes: http://www.thomhurks.com/planeshift/ropes2.jpg
|
|
3301 | Medium | | 12.11.2009 | Thom | Talad | Walk-through pipework in sewers | | 20.11.2013 | No |
Task Description
Not a cosmetic issue, but you can easily walk through all of these pipes in the sewers at pos -53.30 -9.99 -60.70 O angle 279 sector swr-orange.
There are more pipes of the same kind in the sewers, they seem to have the same issue.
http://www.thomhurks.com/planeshift/sewerscollpipes.jpg
|
|
3300 | Critical | | 12.11.2009 | Thom | Talad | Sewers: Pipes in sewers incorrect texture | | 14.11.2009 | No |
Task Description
At pos sewers -180.59 -2.26 -264.49 O angle 340 sector swr-blue
I'm not even sure if these are textures with wrong alpha or if they're supposed to show water exiting the pipes. I think the alpha one though because of the algae.
http://www.thomhurks.com/planeshift/sewerspipes.jpg
|
|
3299 | Medium | | 12.11.2009 | Thom | Talad | Sewers: Puddle of HoM-ness in sewers roof | | 18.02.2020 | No |
Task Description
At pos sewers -180.68 -5.46 -203.46 O angle 354 sector swr-blue
Also at 23.00 -20.65 -18.98 O angle 271 sector swr-yellow
(re-opened after a request and testing that the first one indeed is not fixed).
http://www.thomhurks.com/planeshift/sewershom.jpg
|
|
3297 | Critical | | 12.11.2009 | Thom | Talad | Sewers: Issues with texture of cobwebs in the sewers | | 14.11.2009 | No |
Task Description
Odd texture in the sewers roof at pos -170.86 -4.73 -167.32 angle 271 sector swr-blue
http://www.thomhurks.com/planeshift/sewersdandruff.jpg
|
|
3296 | Medium | | 12.11.2009 | Thom | | Magic shop roof changes depending on camera angle | | 12.11.2009 | No |
Task Description
First: http://www.thomhurks.com/planeshift/roof1.jpg
Second: http://www.thomhurks.com/planeshift/roof2.jpg
|
|
3295 | Critical | | 12.11.2009 | Thom | Talad | akkaio: Flickering texture in Ojaveda | | 23.11.2009 | No |
Task Description
At pos akkaio -4.38 -5.47 -5.83 angle 291 sector Akk-Central, there's an odd flickering texture. You can notice it from afar and it's not pretty.
|
|
3293 | High | | 12.11.2009 | Thom | | Sudden lighting changes. | | 04.06.2020 | No |
Task Description
When walking around in Ojaveda (possibly other maps too) with latest art as of 12-11-09 I noticed that sometimes the lighting just changes to a lighter tone for perhaps a second, sometimes 2 seconds, and then changes back to normal. This happened quite random, it didn’t seem really location specific.
|
|
3292 | Critical | | 12.11.2009 | Thom | Talad | akkaio: Landscape in Akkaio has wrong alpha layers. | | 24.11.2009 | No |
Task Description
http://www.thomhurks.com/planeshift/akkaioalpha1.jpg
Took shots from various angles so you can better see the problem:
www.thomhurks.com/planeshift/akkaioalpha2.jpg
www.thomhurks.com/planeshift/akkaioalpha3.jpg
www.thomhurks.com/planeshift/akkaioalpha4.jpg
|
|
3289 | Medium | | 12.11.2009 | Thom | | Client crashes when opening again after a close. | | 13.12.2009 | No |
Task Description
I noticed while testing today that the client suffers a guaranteed crash when opening it again after it has been closed. So for example:
- I open PS, goes fine. - I close it. - I open it again. - Crash - Repeat; crash. - Repeat; crash. - etc.
The client just keeps crashing, until after some time (random?) it suddenly works again, this can be up to 10 starting attempts. I build in release mode.
Callstack:
crystalspace-1.9-vc9.dll!release_unused_segments(malloc_state * m=0x0485ffe0) Line 3933 C crystalspace-1.9-vc9.dll!sys_trim(malloc_state * m=0×01180008, unsigned int pad=0) Line 4021 + 0×6 bytes C crystalspace-1.9-vc9.dll!CS::Memory::Heap::Trim(unsigned int pad=0) Line 68 + 0×11 bytes C++ xmlshader.dll!CS::Plugin::XMLShader::csWrappedDocumentNodeFactory::CreateWrapper(iDocumentNode * wrappedNode=0x037f4ff8, CS::Plugin::XMLShader::iConditionResolver * resolver=0x009f9ec0, CS::Plugin::XMLShader::csConditionEvaluator & evaluator={…}, const csRefArray<iDocumentNode,CS::Memory::AllocatorMalloc,csArrayCapacityFixedGrow<16> > & extraNodes={…}, csString * dumpOut=0×00000000, unsigned int parseOpts=2) Line 2313 C++ xmlshader.dll!CS::Plugin::XMLShader::csXMLShader::LoadTechnique(CS::Plugin::XMLShader::csXMLShader::Technique & tech=, iDocumentNode * srcNode=, unsigned int techIndex=, iHierarchicalCache * cacheTo=, bool forPrecache Line 1559 + 0×22 bytes C++ kernel32.dll!75e314d1() [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] msvcr90.dll!735838bb() kernel32.dll!75e314d1() msvcr90.dll!735838bb() bindoc.dll!CS::Plugin::BinDoc::csBinaryDocument::GetPoolNode(CS::Plugin::BinDoc::csBdNode * ptr=0x03f93894, CS::Plugin::BinDoc::csBinaryDocNode * parent=0x037fe3e0) Line 1549 + 0×21 bytes C++ bindoc.dll!CS::Plugin::BinDoc::csBinaryDocNode::GetNode(const char * value=0x002b0bdc) Line 1082 C++ vfs.dll!scfImplementation2<CS::Plugin::VFS::csVFS,iVFS,iComponent>::QueryInterface(unsigned long id=0, int version=58705664) Line 223 + 0×73 bytes C++ csparser.dll!csQueryRegistry<iVFS>(iObjectRegistry * Reg=0×00000000) Line 174 C++ csparser.dll!CS::Plugin::csparser::csThreadedLoader::LoadShaderTC(csRef<iThreadReturn> ret={…}, bool sync=false, const char * cwd=0x037fc710, const char * filename=0x0120c67b, bool registerShader=true, bool do_verbose=true) Line 345 + 0×16 bytes C++ csparser.dll!ThreadedCallable<CS::Plugin::csparser::csThreadedLoader>::RunMethod6<csRef<iThreadReturn>,bool,char const *,char const *,bool,bool>(bool (csRef<iThreadReturn>, bool, const char *, const char *, bool, bool)* method=0x6d4a8260, const void * * & args Line 134 + 0x5d bytes C++ csparser.dll!ThreadEvent6<CS::Plugin::csparser::csThreadedLoader,csRef<iThreadReturn>,bool,char const *,char const *,bool,bool>::Run() Line 592 C++ crystalspace-1.9-vc9.dll!CS::Threading::ThreadedJobQueue::QueueRunnable::Run() Line 251 C++ crystalspace-1.9-vc9.dll!CS::Threading::Implementation::`anonymous namespace’::proxyFunc(void * param=0x0015fb60) Line 146 C++ msvcr90.dll!73543433() msvcr90.dll!735434c7() kernel32.dll!75e33677() ntdll.dll!77279d72() ntdll.dll!77279d45()
|
|
3267 | Critical | | 25.10.2009 | Thom | | Crash when appearing in the world. | | 01.11.2009 | No |
Task Description
After updating CS/PS/Art today I’m having a persistant crash when entering the world. I log in, my character appears in NPCroom and about 4 seconds after that I crash. The crash is in bgloader:
bgloader.dll!CS::Plugin::bgLoader::BgLoader::LoadMaterial(CS::Plugin::bgLoader::BgLoader::Material * material=0x2ba9c3c0, bool wait=true) Line 2087 C++ bgloader.dll!CS::Plugin::bgLoader::BgLoader::LoadFactory(const char * name=0×06010000, bool * failed=0x713e5e60, bool wait=true) Line 2198 + 0×11 bytes C++ kernel32.dll!752b14d1() [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] msvcr90.dll!737e38bb() crystalspace-1.9-vc9.dll!ptmalloc(unsigned int bytes=1) Line 827 + 0xf bytes C crystalspace-1.9-vc9.dll!ptmalloc(unsigned int bytes=0) Line 833 C psclient.exe!CS::Utility::WeakReferenced::AddRefOwner(void * * ref_owner=0x0036f56c) Line 63 C++ psclient.exe!GEMClientObject::InitMesh() Line 1228 C++ msvcr90.dll!737e3a58() msvcr90.dll!737e3b58() crystalspace-1.9-vc9.dll!csEventTree::Notify() Line 547 C++ crystalspace-1.9-vc9.dll!csEventQueue::Process() Line 261 C++ crystalspace-1.9-vc9.dll!csDefaultRunLoop(iObjectRegistry * r Line 102 C++ psclient.exe!main(int argc=1, char * * argv=0x003f6f98) Line 1886 + 0×7 bytes C++ psclient.exe!WinMain(HINSTANCE * hApp=0×01330000, HINSTANCE * prev=0×00000000, char * cmd=0x007b23c7, int show=1) Line 208 + 0×16 bytes C++ psclient.exe!__tmainCRTStartup() Line 574 + 0x1d bytes C kernel32.dll!752b3677() ntdll.dll!77419d72() ntdll.dll!77419d45()
It crashes on the line “if(material→useCount != 0)”.
|
|
3259 | Critical | | 18.10.2009 | Thom | | NPCclient doesn't work | | 16.11.2009 | No |
Task Description
I can start NPCclient, but it stops displaying info after the last line “finishing all map loads”. NPCs in-game just don’t do anything. Attacking them gives “You can’t attack <NPC-name>”. This hinders testing and could affect live servers.
|
|
3258 | Medium | | 18.10.2009 | Thom | Thompeegweltallaurelynt | lights randomly blink (was: lighting not according to t ... | | 27.02.2021 | No |
Task Description
Lights randomly start blinking without reason like a neon light going out so far i don’t have repro procedure sequences aren’t loaded from maps so effects like /thunder doesn’t do anything, no effect, no sound, nothing. also lights don’t fade in /out as they should
|
|
3257 | High | | 18.10.2009 | Thom | RlyDontKnow | Weather effects not rendered properly. | | 19.09.2010 | No |
Task Description
Rain is very vague to see, very transparent and gray-ish. Snow is also very vague to see and transparent / gray-ish.
Rain used to be clearly visible and snow used to be clearly visible and white. Now the effects are really ugly and unconvincing. Something seems to go wrong with rendering?
|
|
3256 | High | | 18.10.2009 | Thom | | Weather commands with parameters don't work. | | 19.10.2009 | No |
Task Description
/rain here 6000 10000 0 Nothing happens.
/show here 6000 10000 0 Nothing happens.
/rain here (issued twice, that’s another bug though): rain starts /snow here (issued twice, that’s another bug though): snow starts
It’s also not the same “issue twice” bug as with normal “/rain here”. I can issue the command with parameters 10 times and nothing happens.
|
|
3255 | High | | 18.10.2009 | Thom | | Automatic weather broken. | | 10.11.2009 | No |
Task Description
Test cases state that after using “weather here on” you should see rain after a while. I waited 10 minutes, there is no rain.
|
|
3254 | High | | 18.10.2009 | Thom | | Weather doesn't properly fade in | | 24.09.2010 | No |
Task Description
Imagine Hydlaa at night, a clear dark sky.
/rain here
All of a sudden, the sky is bright white with fog and rain starts. The fog and the rain should fade in. Also, the default fog for /rain seems to be way too bright. It should be a mild gray in the distance.
|
|
3253 | Medium | | 18.10.2009 | Thom | | Turning weather off has too long fade out time. | | 30.10.2009 | No |
Task Description
/rain here: rain starts /rain here stop: rain is stopped, but the rain effect simply continues
/snow here: rain effect is overridden by snow effect, snow starts /snow here stop: snow is stopped, but the snow effect simply continues
etc
|
|
3227 | High | | 07.10.2009 | Thom | | Pressing the 'log out' button after logging in messes u ... | | 08.12.2011 | No |
Task Description
Log in on a server. Click on the ‘log out’ button. Try to log in again → “Your client is disconnected…” message. Try to log in with another account → same message.
Logging in does work if you select another server or if you select a server other than the last server you tried to login on: Try to login on server A: works. Try to login on server A again: fails. Try to login on server B: works. Try to login on server B again: fails Try to login on server A yet again: works Try to login on server A again: fails etc.
A client restart also fixes the issue unless you log out again off course.
Info from duplicate ( FS#4009 ): This problem also occours when you’re deleting a character. You’re send back to the login screen after deletion and can’t re-login to the server afterwards.
|
|
3225 | Critical | | 07.10.2009 | Thom | | Characters show no armour on epzcusa server. | | 07.10.2009 | No |
Task Description
If I log in on weltall’s server, I can equip armour and it will show on my character. On the epzcusa server, no armour will show up. Items such as weapons will though.
|
|
3224 | Critical | | 07.10.2009 | Thom | | Crash in /item window when clicking on item name. | | 20.11.2009 | No |
Task Description
In the /item window, click on an item you want to spawn. I had two crashes when trying to spawn armour on weltall’s server: Using the “/item “<item>”” command from the chat window works as normal
crystalspace-1.9-vc9.dll!CS::ScfStringSet<iStringSet>::Clear() Line 119 C++ psclient.exe!pawsEditTextBox::SetText(const char * newText=0x0107583c, bool publish=true) Line 832 + 0x1e bytes C++ psclient.exe!pawsGMSpawnWindow::OnSelected(pawsWidget * widget=0x1e907a5c) Line 198 C++ psclient.exe!pawsTree::Select(pawsTreeNode * node=0x1e907a5c) Line 1041 C++ psclient.exe!pawsTree::OnMouseDown(int button=0, int modifiers=0, int x=256, int y=187) Line 1172 + 0xd bytes C++ psclient.exe!pawsWidget::OnMouseDown(int button=0, int modifiers=0, int x=256, int y=187) Line 1555 + 0×15 bytes C++ psclient.exe!pawsWidget::OnMouseDown(int button=0, int modifiers=0, int x=256, int y=187) Line 1555 + 0×15 bytes C++ psclient.exe!pawsWidget::OnMouseDown(int button=0, int modifiers=0, int x=256, int y=187) Line 1555 + 0×15 bytes C++ psclient.exe!PawsManager::HandleMouseDown(iEvent & ev={…}) Line 472 + 0×18 bytes C++ psclient.exe!psEngine::LogicEventHandler::HandleEvent(iEvent & ev={…}) Line 488 + 0xd bytes C++ ntdll.dll!77abfce5() [Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll] crystalspace-1.9-vc9.dll!csEventQueue::Process() Line 249 + 0xa bytes C++ crystalspace-1.9-vc9.dll!csDefaultRunLoop(iObjectRegistry * r Line 102 C++ psclient.exe!main(int argc=1, char * * argv=0x00196eb8) Line 1886 + 0×7 bytes C++ psclient.exe!WinMain(HINSTANCE * hApp=0x00ee0000, HINSTANCE * prev=0×00000000, char * cmd=0×00653087, int show=1) Line 208 + 0×16 bytes C++ psclient.exe!__tmainCRTStartup() Line 574 + 0x1d bytes C kernel32.dll!77093677() ntdll.dll!77ad9d72() ntdll.dll!77ad9d45()
|
|
3214 | Medium | | 01.10.2009 | Thom | | Ugly hardcoded guildwindow menus | | 03.10.2022 | No |
Task Description
In the guildwindow’s Members tab, the buttons “Edit Level”, “Public Notes” and “Private Notes” make menus show up which seem to be hard-coded and which don’t look very nice. They’re way too big and don’t fit in with the rest of the GUI. Also whatever widget it is that allows to select quantities (be it the Edit Points screen or stacks in the inventory) is quite big and should be edited and/or made editable with XML.
|
|
3212 | Medium | | 30.09.2009 | Thom | | PSServer crashes on Windows on factions load. | | 07.12.2009 | No |
Task Description
Callstack: http://www.pastebin.ca/1586803
It crashes when loading factions, it seems. Next statement to be executed: “Notify2( LOG_STARTUP, “%lu Factions Loaded”, result_factions.Count() );”
Last console output:
Thu Oct 01 00:34:05 2009, Error loading race mesh file. /planeshift/meshes/nullm esh Thu Oct 01 00:34:05 2009, Thu Oct 01 00:34:05 2009, Thu Oct 01 00:34:05 2009, 34 Races Loaded Thu Oct 01 00:34:05 2009, Thu Oct 01 00:34:05 2009, 4 Traits Loaded Thu Oct 01 00:34:05 2009, Thu Oct 01 00:34:05 2009, 26 Item Categories Loaded Thu Oct 01 00:34:05 2009, Thu Oct 01 00:34:05 2009, 2 Item Animations Loaded Thu Oct 01 00:34:05 2009, Thu Oct 01 00:34:05 2009, 181 Item Stats Loaded Thu Oct 01 00:34:05 2009, Thu Oct 01 00:34:05 2009, 6 Ways Loaded
Server built in release mode. F-rd didn’t have this crash, he used the same PS revision.
EDIT: already found the issue, factions_character TEXT can’t have a default value of ‘‘. Patch: http://pastebin.ca/1586833
|
|
3199 | Medium | | 23.09.2009 | Thom | Lanarel | Crash in clientvitals after deputize. | | 14.01.2010 | No |
Task Description
Peeg deputized me from dev to player, moments later my client crashed:
psclient.exe!psClientVitals::Predict(unsigned int now=1426248, const char * labelname=0x00f78c4c) Line 148 + 0×7 bytes C++ psclient.exe!pawsGroupWindow::Draw() Line 227 C++ psclient.exe!pawsWidget::DrawChildren() Line 1265 C++ psclient.exe!psMainWidget::DrawChildren() Line 519 C++ psclient.exe!PawsManager::Draw() Line 631 C++ psclient.exe!psEngine::EventHandler2D::HandleEvent(iEvent & ev={…}) Line 550 + 0×57 bytes C++ crystalspace-1.9-vc9.dll!csEventTree::Dispatch(iEvent & e={…}) Line 576 + 0×9 bytes C++ crystalspace-1.9-vc9.dll!csEventTree::Notify() Line 547 C++ crystalspace-1.9-vc9.dll!csEventQueue::Process() Line 261 C++ crystalspace-1.9-vc9.dll!csDefaultRunLoop(iObjectRegistry * r Line 102 C++ psclient.exe!main(int argc=1, char * * argv=0x00152c38) Line 1898 + 0×7 bytes C++ psclient.exe!WinMain(HINSTANCE * hApp=0x00dc0000, HINSTANCE * prev=0×00000000, char * cmd=0x007d2d97, int show=1) Line 207 + 0×16 bytes C++ psclient.exe!__tmainCRTStartup() Line 574 + 0x1d bytes C kernel32.dll!75883677() [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!777e9d72() ntdll.dll!777e9d45()
|
|
3198 | High | | 23.09.2009 | Thom | Mike Gist | Crash caused by new commonstrings system? | | 11.11.2009 | No |
Task Description
Just had a crash during map load (first login) with PS rev. 4499. The last code it went through in PS was bgloader. Can’t confirm reliably, seems to be random-ish. Possibly caused because a commonstrings hash is set to a null pointer.
crystalspace-1.9-vc9.dll!csHash<CS::StringID<CS::StringSetTag::ShaderVar>,char const *,CS::Memory::AllocatorMalloc,csArrayElementHandler<CS::Container::HashElement<CS::StringID<CS::StringSetTag::ShaderVar>,char const *> > >::Get(const char * const & key=0×00000000, const CS::StringID<CS::StringSetTag::ShaderVar> & fallback={…}) Line 389 + 0×4 bytes C++ crystalspace-1.9-vc9.dll!CS::Utility::StringHash<CS::StringSetTag::General>::Request(const char * s=0×00000000) Line 111 + 0×15 bytes C++ bgloader.dll!CS::Plugin::bgLoader::BgLoader::LoadFactory(const char * name=0×00000000, bool * failed=0×00000000) Line 1948 + 0×26 bytes C++ psclient.exe!GEMClientActor::CheckLoadStatus() Line 1903 + 0x2f bytes C++ psclient.exe!GEMClientObject::InitMesh() Line 1234 C++ psclient.exe!GEMClientActor::GEMClientActor(psCelClient * cel=0×00000000, psPersistActor & mesg={…}) Line 1312 + 0×7 bytes C++ psclient.exe!psCelClient::HandleActor(MsgEntry * me=0×15268190) Line 260 + 0×30 bytes C++ psclient.exe!psCelClient::CheckEntityQueues() Line 672 C++ psclient.exe!psEngine::ProcessLogic(iEvent & ev={…}) Line 858 C++ psclient.exe!psEngine::LogicEventHandler::HandleEvent(iEvent & ev={…}) Line 492 + 0xd bytes C++ crystalspace-1.9-vc9.dll!csEventTree::Dispatch(iEvent & e={…}) Line 576 + 0×9 bytes C++ crystalspace-1.9-vc9.dll!csEventTree::Notify() Line 547 C++ crystalspace-1.9-vc9.dll!csEventQueue::Process() Line 261 C++ crystalspace-1.9-vc9.dll!csDefaultRunLoop(iObjectRegistry * r Line 102 C++ psclient.exe!main(int argc=1, char * * argv=0x00c52c38) Line 1898 + 0×7 bytes C++ psclient.exe!WinMain(HINSTANCE * hApp=0×01290000, HINSTANCE * prev=0×00000000, char * cmd=0x00522d97, int show=1) Line 207 + 0×16 bytes C++ psclient.exe!__tmainCRTStartup() Line 574 + 0x1d bytes C kernel32.dll!75883677() [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!777e9d72() ntdll.dll!777e9d45()
|
|
3196 | High | | 22.09.2009 | Thom | Mike GistFrank Richter | HDR/Bloom options cause problems with the GUI | | 04.06.2020 | No |
Task Description
With HDR/Bloom turned on, both the character selection screen and the inventory show evident problems. Disabling HDR/Bloom fixes this.
Screenshot Screenshot2
|
|
3193 | High | | 22.09.2009 | Thom | weltall | Can't resize shortcutwindow. | | 11.10.2009 | No |
Task Description
The handle to resize the shortcutwindow is just inaccessible. You’ll click on the “down” button instead.
|
|
3158 | Critical | | 06.09.2009 | Thom | | Teleporting is broken. | | 16.09.2009 | No |
Task Description
- I teleport to a map - I get the loading screen - After a while I get the loading screen for the map I was already in - I’m back in the map I was already in
Sometimes it somehow does work, but then funky stuff happens (teleport into the middle of blackness, I think you never leave the map but just spawn below it)
Confirmed by weltall
|
|
3132 | High | | 26.08.2009 | Thom | | Zooming out immediately after logging has strange resul ... | | 09.11.2009 | No |
Task Description
I logged out while having my camera in Free Rotation mode. After logging in again, if I zoom out by scrolling the mouse wheel, the camera will “shoot” backwards way too fast and way too far. I can only get the camera back to normal by pressing “m” again. When I cycle through the camera modes back to Free Rotation, it works fine.
|
|
3131 | Medium | | 25.08.2009 | Thom | KeithVille Rantapuska | A better way to show you're having new chat messages. | | 11.09.2009 | No |
Task Description
With the new GUI, if you're having a chat message coming in, the tab for that channel will start to blink really fast. It would be nicer if there were a more relaxed and less intrusive way to let the user know he's got new messages, especially since messages are usually coming in with truckloads anyway.
Option one: Make it blink slower and make the blinking stop after a while. Option two: Change the colour of the tab. Option three: Blink the tab a couple of times, and then leave the colour of the tab changed. (has my vote)
|
|
3130 | Critical | | 25.08.2009 | Thom | KeithVille Rantapuska | Skillwindow category buttons cut off on top | | 27.08.2009 | No |
Task Description
With the new GUI (but also the old one) the category buttons in the skillwindow (like faction/skills etc) are cut in half from the top.
|
|
3125 | Critical | | 25.08.2009 | Thom | Keith | New GUI crashes when scrolling shortcut window | | 27.08.2009 | No |
Task Description
With the new v2 GUI, if you scroll in the shortcut window (place mouse in window, use scrollwheel to scroll down) the client crashes.
psclient.exe!pawsScrollBar::ScrollDown() Line 618 C++ psclient.exe!pawsShortcutWindow::OnMouseDown(int button=4, int modifiers=0, int x=1578, int y=248) Line 282 C++ psclient.exe!PawsManager::HandleMouseDown(iEvent & ev={…}) Line 466 + 0×18 bytes C++ psclient.exe!psEngine::LogicEventHandler::HandleEvent(iEvent & ev={…}) Line 486 + 0xe bytes C++ crystalspace-1.9-vc9.dll!csEventTree::Dispatch(iEvent & e={…}) Line 576 + 0×9 bytes C++ crystalspace-1.9-vc9.dll!csEventQueue::Dispatch(iEvent & e={…}) Line 280 C++ crystalspace-1.9-vc9.dll!csEventQueue::Process() Line 249 + 0xa bytes C++ crystalspace-1.9-vc9.dll!csDefaultRunLoop(iObjectRegistry * r Line 102 C++ psclient.exe!csQueryRegistryTagInterface<iStringSet>(iObjectRegistry * Reg=0x001353f8, const char * Tag=0x001353f8) Line 200 + 0×42 bytes C++ psclient.exe!psEngine::psEngine(iObjectRegistry * objectreg=0x0120fa26, psCSSetup * CSSetup=0×00000001) Line 262 C++ psclient.exe!pawsColorPromptWindow::Create() + 0×17586 bytes C++ psclient.exe!__tmainCRTStartup() Line 574 + 0x1d bytes C
|
|
3117 | Critical | | 21.08.2009 | Thom | LanarelAndrew Dai | NPCs not attacking on sight. | | 19.09.2009 | No |
Task Description
Both fighter2 and fighter 4 should attack-on-sight, they don’t however.
On sight fighters with laanx/ezpcusa behaviour setting are broken and will fail to follow the player entirely (even attacking them doesn’t make them able to see the player even tough the server changes them in attack stance)
|
|
3115 | Very Low | | 20.08.2009 | Thom | Talad | Textureless boxes in Hydlaa Jayose | | 10.11.2009 | No |
Task Description
Finding them is easy: /teleport me map hydlaa_jayose At the spawning site, look to the boxes on the left. Tested with latest maps/CS/PS of this moment.
http://www.thomhurks.com/planeshift/jayoseboxes.jpg
|
|
3113 | Critical | | 20.08.2009 | Thom | Talad | Odd graphics on the stairways inside the tower. | | 03.09.2009 | No |
Task Description
There’s a plain below the stairs that shouldn’t be there. Also the rope disappears sometimes:
pos: wtower -198 17 40 http://www.thomhurks.com/planeshift/wtowerstairs.jpg
There are planes between the stone steps which should not be there: pos: wtower -205 10 35 http://www.thomhurks.com/planeshift/wtowerstairs2.jpg and another view: http://www.thomhurks.com/planeshift/wtowerstairs1.jpg
Tested with latest maps ‘n CS.
|
|
3112 | Medium | | 20.08.2009 | Thom | | Morph commands need better error handling | | 27.08.2009 | No |
Task Description
- “/morph list” still lists races in which you can’t actually morph, for example if you don’t have the right race_info.sql. - A command like “/morph me ulbernaut” also doesn’t error out if the specified race is not available. It just confirms you’ve morphed and your description will show ‘you see a being named …‘.
|
|
3111 | Medium | | 20.08.2009 | Thom | | /npc creates clone at wrong location | | 17.01.2010 | No |
Task Description
/show help says that /npc creates a clone at your current location. When testing in-game however, it created only clones at the location of the npc you’re cloning, not at your current location.
|
|
3107 | Critical | | 17.08.2009 | Thom | Mike Gist | White square around cursor in pslaunch | | 05.09.2009 | No |
Task Description
I have a white square around or “behind” my cursor in pslaunch, I haven’t had this before, only since I updated the art today.
|
|
3106 | Medium | | 17.08.2009 | Thom | | Client crash when alt-tabbing during map load while ful ... | | 21.02.2010 | No |
Task Description
For me (I build in release mode) the client crashes consistently when I alt-tab away from PlaneShift during map load. It only crashes when the client is fullscreen.
gl3d.dll!CS::Plugin::gl3d::csGLBasicTextureHandle::Load() Line 484 + 0×5 bytes C++ gl3d.dll!CS::Plugin::gl3d::csGLBasicTextureHandle::Precache() Line 648 + 0×6 bytes C++ gl3d.dll!CS::Plugin::gl3d::csGLGraphics3D::ActivateTexture(iTextureHandle * txthandle=0x277b1bbc, int unit=0) Line 1767 C++ gl3d.dll!CS::Plugin::gl3d::csGLGraphics3D::SetTextureState(int * units=0x0062f580, iTextureHandle * * textures=0x0062f570, int count=2) Line 1856 C++ xmlshader.dll!CS::Plugin::XMLShader::csXMLShaderTech::SetupPass(const CS::Graphics::RenderMesh * mesh=0x14c20050, CS::Graphics::RenderMeshModes & modes={…}, const csShaderVariableStack & stack={…}) Line 1932 C++ xmlshader.dll!CS::Plugin::XMLShader::csXMLShader::SetupPass(unsigned int ticket=454, const CS::Graphics::RenderMesh * mesh=0x14c20050, CS::Graphics::RenderMeshModes & modes={…}, const csShaderVariableStack & stack={…}) Line 352 + 0×18 bytes C++ xmlshader.dll!CS::Plugin::XMLShader::csXMLShader::SetupPass(unsigned int ticket=1630, const CS::Graphics::RenderMesh * mesh=0x14c20050, CS::Graphics::RenderMeshModes & modes={…}, const csShaderVariableStack & stack={…}) Line 348 + 0×25 bytes C++ xmlshader.dll!CS::Plugin::XMLShader::csXMLShader::SetupPass(unsigned int ticket=2806, const CS::Graphics::RenderMesh * mesh=0x14c20050, CS::Graphics::RenderMeshModes & modes={…}, const csShaderVariableStack & stack={…}) Line 348 + 0×25 bytes C++ xmlshader.dll!CS::Plugin::XMLShader::csXMLShader::SetupPass(unsigned int ticket=3982, const CS::Graphics::RenderMesh * mesh=0x14c20050, CS::Graphics::RenderMeshModes & modes={…}, const csShaderVariableStack & stack={…}) Line 348 + 0×25 bytes C++ rm_unshadowed.dll!CS::RenderManager::SimpleContextRender<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits> >::RenderMeshes(CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::MeshNode * node=0x10b1ebd4, iShader * shader=0x054f15a4, unsigned int ticket=3982, unsigned int firstMesh=0, unsigned int lastMesh=11) Line 187 + 0×25 bytes C++ rm_unshadowed.dll!CS::RenderManager::SimpleContextRender<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits> >::operator()(CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::MeshNode * node=0×00000000) Line 158 C++ rm_unshadowed.dll!CS::RenderManager::ForEachMeshNode<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::ContextNode,CS::RenderManager::SimpleContextRender<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits> > >(CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::ContextNode & context={…}, CS::RenderManager::SimpleContextRender<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits> > & fn={…}) Line 556 + 0×9 bytes C++ rm_unshadowed.dll!CS::RenderManager::SimpleTreeRenderer<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits> >::RenderContextStack() Line 330 + 0xe bytes C++ rm_unshadowed.dll!CS::RenderManager::SimpleTreeRenderer<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits> >::~SimpleTreeRenderer<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits> >() Line 247 C++ rm_unshadowed.dll!CS::Plugin::RMUnshadowed::RMUnshadowed::RenderView(iView * view=0x14d2f3d0) Line 260 C++ engine.dll!csSector::PrecacheDraw() Line 301 C++ engine.dll!csSectorList::Get(int n=1937571404) Line 1346 + 0x4f bytes C++ engine.dll!csEngine::PrecacheDraw(iCollection * collection Line 1231 + 0xa bytes C++ engine.dll!csMeshList::GetCount() Line 1234 + 0×40 bytes C++ psclient.exe!psRegion::Load(bool loadMeshes=true) Line 152 C++ psclient.exe!psWorld::ExecuteFlaggedRegions(bool transitional=false) Line 164 + 0×9 bytes C++ psclient.exe!ZoneHandler::ExecuteFlaggedRegions(const csString & sector={…}) Line 452 + 0xd bytes C++ psclient.exe!ZoneHandler::OnDrawingFinished() Line 305 + 0xb bytes C++ psclient.exe!psEngine::FrameEventHandler::HandleEvent(iEvent & ev={…}) Line 570 + 0x4b bytes C++ crystalspace-1.9-vc9.dll!csEventTree::Dispatch(iEvent & e={…}) Line 576 + 0×9 bytes C++ crystalspace-1.9-vc9.dll!csEventTree::Notify() Line 547 C++ crystalspace-1.9-vc9.dll!csEventQueue::Process() Line 261 C++ crystalspace-1.9-vc9.dll!csDefaultRunLoop(iObjectRegistry * r Line 102 C++ psclient.exe!main(int argc=1, char * * argv=0x01ff1240) Line 1911 + 0×7 bytes C++ psclient.exe!WinMain(HINSTANCE * hApp=0×00100000, HINSTANCE * prev=0×00000000, char * cmd=0x0065360f, int show=1) Line 209 + 0×16 bytes C++ psclient.exe!__tmainCRTStartup() Line 574 + 0x1d bytes C kernel32.dll!75963f39() [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!77680409() ntdll.dll!776803dc()
|
|
3105 | Critical | | 17.08.2009 | Thom | Mike Gist | Item dropping oddities. | | 05.09.2009 | No |
Task Description
- Drop an item. - Press ‘i’ key - Click on a location to place the item.
- Don’t click to rotate the item, instead place it back in the inventory: the mesh of the item is still in the world! (Bug nr 1)
- Now, drop a new item with a different mesh: * the mesh of the new item is the same as the mesh of the previous item (bug nr 2)
* the item placement is skipped, going straight to the rotation part (bug nr 3) * the icon of the new item will permantently stick to your cursor once you finally release the item into the world (bug nr 4)
The original problem is fixed, but I found a variation that still makes things go wrong:
* drop item * before clicking to fix the location, open inventory (pressing i) * click another item in inventory. They seem to swap slots and dropping is interupted * pickup the other item from inventory and drop it. You will now see both meshes attached to the pointer. The 2nd item is actually dropped, but its icon stays attached to the pointer.
|
|
3010 | Medium | | 03.07.2009 | Thom | | Not all items show up in /item window. | | 13.07.2009 | No |
Task Description
Various items (armor for example) do show up when you drop them in the world or when you equip them, but not in the /item window.
|
|
2955 | Critical | | 27.05.2009 | Thom | Mike Gist | The unshadowed render manager crashes when Shaders are ... | | 21.07.2009 | No |
Task Description
> xmlshader.dll!CS::Plugin::XMLShader::csXMLShaderTech::GetUsedShaderVars(csBitArray & bits={...}) Line 2062 + 0xc bytes C++
xmlshader.dll!CS::Plugin::XMLShader::csXMLShader::GetUsedShaderVars(unsigned int ticket=239416832, csBitArray & bits={...}) Line 365 + 0xe bytes C++
xmlshader.dll!CS::Plugin::XMLShader::csXMLShader::GetUsedShaderVars(unsigned int ticket=1436500992, csBitArray & bits={...}) Line 360 + 0x13 bytes C++
rm_unshadowed.dll!CS::RenderManager::TraverseUsedSVSets<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::Meta::CompositeFunctorType2<CS::RenderManager::AutoFX::ReflectRefract<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::Plugin::RMUnshadowed::StandardContextSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer>,CS::Plugin::RMUnshadowed::StandardContextSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer> >,CS::RenderManager::AutoFX::FramebufferTex<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits> > > >::operator()(CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::MeshNode * node=0x00000000) Line 80 C++
rm_unshadowed.dll!CS::RenderManager::ForEachMeshNode<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::ContextNode,CS::RenderManager::TraverseUsedSVSets<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::Meta::CompositeFunctorType2<CS::RenderManager::AutoFX::ReflectRefract<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::Plugin::RMUnshadowed::StandardContextSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer>,CS::Plugin::RMUnshadowed::StandardContextSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer> >,CS::RenderManager::AutoFX::FramebufferTex<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits> > > > >(CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::ContextNode & context={...}, CS::RenderManager::TraverseUsedSVSets<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::Meta::CompositeFunctorType2<CS::RenderManager::AutoFX::ReflectRefract<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::Plugin::RMUnshadowed::StandardContextSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer>,CS::Plugin::RMUnshadowed::StandardContextSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer> >,CS::RenderManager::AutoFX::FramebufferTex<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits> > > > & fn={...}) Line 556 + 0xa bytes C++
rm_unshadowed.dll!CS::Plugin::RMUnshadowed::StandardContextSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer>::operator()(CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::ContextNode & context=, CS::RenderManager::StandardPortalSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::Plugin::RMUnshadowed::StandardContextSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer> >::ContextSetupData & portalSetupData=) Line 162 C++
rm_unshadowed.dll!CS::Plugin::RMUnshadowed::RMUnshadowed::RenderView(iView * view=0x2a58ff50) Line 236 C++
engine.dll!csSector::PrecacheDraw() Line 301 C++
psclient.exe!pawsObjectView::LoadMap(const char * map=0x0041f284, const char * sector=0x0041f248) Line 133 C++
psclient.exe!pawsObjectView::Setup(iDocumentNode * node=0x2a3411f8) Line 90 + 0x25 bytes C++
psclient.exe!pawsWidget::Load(iDocumentNode * node=0x2a3411f8) Line 704 + 0xa bytes C++
psclient.exe!pawsWidget::LoadChildren(iDocumentNode * node=0x2a30c3e8) Line 802 + 0xf bytes C++
psclient.exe!pawsWidget::Load(iDocumentNode * node=0x2a30c3e8) Line 713 + 0xa bytes C++
psclient.exe!PawsManager::LoadWidget(iDocumentNode * widgetNode=0x2a30c3e8) Line 750 + 0xa bytes C++
psclient.exe!PawsManager::LoadWidget(const char * widgetFile=0x01581498) Line 684 + 0x8 bytes C++
psclient.exe!psEngine::LoadGame() Line 1389 + 0x10 bytes C++
psclient.exe!psEngine::Process3D(iEvent & ev={...}) Line 941 + 0x6 bytes C++
psclient.exe!psEngine::EventHandler3D::HandleEvent(iEvent & ev={...}) Line 509 + 0xe bytes C++
crystalspace-1.9-vc9.dll!65a7dcd2()
[Frames below may be incorrect and/or missing, no symbols loaded for crystalspace-1.9-vc9.dll]
crystalspace-1.9-vc9.dll!65a7dc2e()
crystalspace-1.9-vc9.dll!65a72a8f()
crystalspace-1.9-vc9.dll!65a884ab()
psclient.exe!csQueryRegistryTagInterface<iStringSet>(iObjectRegistry * Reg=0x00139eb8, const char * Tag=0x00139eb8) Line 200 + 0x42 bytes C++
psclient.exe!psEngine::psEngine(iObjectRegistry * objectreg=0x01425a76) Line 260 C++
psclient.exe!pawsColorPromptWindow::Create() + 0x11046 bytes C++
psclient.exe!__tmainCRTStartup() Line 574 + 0x1d bytes C
http://pastebin.ca/1436622
|