All Projects


IDSeverity[[state]]OpenedOpened byAssigned ToSummary[[changedby]]Last EditedPrivate
 3609 Medium11.12.2009Thom /screenshot nogui not working properly 23.02.2010No6 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 Critical10.12.2009Thom Crash in bronze doors. 11.12.2009No3 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 Low16.11.2009ThomTalad Flickering blackness on the Kada-El tavern doors. 27.05.2020No7 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 Critical16.11.2009ThomTalad The HoM effect that shows through the "cracks" in the P ...16.11.2009No 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 High16.11.2009ThomTalad Brintec's rugs fighting who gets on top 16.11.2009No 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 Critical16.11.2009Thom [Release Blocker] Akkaio's alpha layers are very wrong. 16.11.2009No 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 Critical16.11.2009ThomTalad Cracked skydomes. 03.07.2010No2 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 Medium12.11.2009Thom Floating Items in the skies. 04.06.2020No2 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 High12.11.2009Thom Wtower: Hanging stairs inside the tower has disappearin ...04.06.2020No1 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 Medium12.11.2009ThomTalad Walk-through pipework in sewers 20.11.2013No1 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 Critical12.11.2009ThomTalad Sewers: Pipes in sewers incorrect texture 14.11.2009No2 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 Medium12.11.2009ThomTalad Sewers: Puddle of HoM-ness in sewers roof 18.02.2020No7 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 Critical12.11.2009ThomTalad Sewers: Issues with texture of cobwebs in the sewers 14.11.2009No2 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 Medium12.11.2009Thom Magic shop roof changes depending on camera angle 12.11.2009No Task Description

First:
http://www.thomhurks.com/planeshift/roof1.jpg

Second:
http://www.thomhurks.com/planeshift/roof2.jpg

 3295 Critical12.11.2009ThomTalad akkaio: Flickering texture in Ojaveda 23.11.2009No4 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 High12.11.2009Thom Sudden lighting changes. 04.06.2020No8 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 Critical12.11.2009ThomTalad akkaio: Landscape in Akkaio has wrong alpha layers. 24.11.2009No6 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 Medium12.11.2009Thom Client crashes when opening again after a close. 13.12.2009No 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 Critical25.10.2009Thom Crash when appearing in the world. 01.11.2009No3 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 Critical18.10.2009Thom NPCclient doesn't work 16.11.2009No4 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 Medium18.10.2009ThomThompeegweltallaurelynt lights randomly blink (was: lighting not according to t ...27.02.2021No25 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 High18.10.2009ThomRlyDontKnow Weather effects not rendered properly. 19.09.2010No5 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 High18.10.2009Thom Weather commands with parameters don't work. 19.10.2009No 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 High18.10.2009Thom Automatic weather broken. 10.11.2009No2 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 High18.10.2009Thom Weather doesn't properly fade in 24.09.2010No3 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 Medium18.10.2009Thom Turning weather off has too long fade out time. 30.10.2009No7 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 High07.10.2009Thom Pressing the 'log out' button after logging in messes u ...08.12.2011No11 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 Critical07.10.2009Thom Characters show no armour on epzcusa server. 07.10.2009No 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 Critical07.10.2009Thom Crash in /item window when clicking on item name. 20.11.2009No5 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 Medium01.10.2009Thom Ugly hardcoded guildwindow menus 03.10.2022No7 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 Medium30.09.2009Thom PSServer crashes on Windows on factions load. 07.12.2009No 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 Medium23.09.2009ThomLanarel Crash in clientvitals after deputize. 14.01.2010No2 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 High23.09.2009ThomMike Gist Crash caused by new commonstrings system? 11.11.2009No2 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 High22.09.2009ThomMike GistFrank Richter HDR/Bloom options cause problems with the GUI 04.06.2020No6 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 High22.09.2009Thomweltall Can't resize shortcutwindow. 11.10.2009No4 Task Description

The handle to resize the shortcutwindow is just inaccessible. You’ll click on the “down” button instead.

 3158 Critical06.09.2009Thom Teleporting is broken. 16.09.2009No 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 High26.08.2009Thom Zooming out immediately after logging has strange resul ...09.11.2009No4 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 Medium25.08.2009ThomKeithVille Rantapuska A better way to show you're having new chat messages. 11.09.2009No4 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 Critical25.08.2009ThomKeithVille Rantapuska Skillwindow category buttons cut off on top 27.08.2009No3 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 Critical25.08.2009ThomKeith New GUI crashes when scrolling shortcut window 27.08.2009No8 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 Critical21.08.2009ThomLanarelAndrew Dai NPCs not attacking on sight. 19.09.2009No6 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 Low20.08.2009ThomTalad Textureless boxes in Hydlaa Jayose 10.11.2009No6 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 Critical20.08.2009ThomTalad Odd graphics on the stairways inside the tower. 03.09.2009No2 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 Medium20.08.2009Thom Morph commands need better error handling 27.08.2009No5 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 Medium20.08.2009Thom /npc creates clone at wrong location 17.01.2010No2 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 Critical17.08.2009ThomMike Gist White square around cursor in pslaunch 05.09.2009No6 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 Medium17.08.2009Thom Client crash when alt-tabbing during map load while ful ...21.02.2010No8 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 Critical17.08.2009ThomMike Gist Item dropping oddities. 05.09.2009No4 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 Medium03.07.2009Thom Not all items show up in /item window. 13.07.2009No1 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 Critical27.05.2009ThomMike Gist The unshadowed render manager crashes when Shaders are  ...21.07.2009No4 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

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