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IDSeverity[[state]]OpenedOpened byAssigned ToSummary[[changedby]]Last EditedPrivate
 2289 Medium27.09.2008Qia Fask While sitting, characters are seen randomly standing up ...16.11.2009No10 Task Description

When a player sits down, they are sometimes seen randomly standing up again, though no message about them standing up appears, and they teleport back to a sitting position again after a few seconds have passed.

The person standing up does not see themselves stand up on their own screen. I don’t think everyone sees this standing up at the same time, having talked to people about it while it was going on. It appears to purely be a visual problem on an individual player’s screen.

Marking as medium, as I have had this interrupt RP many times [before I got used to seeing this happen so often], when I thought the person nearby was getting up to leave.

It is also visually distracting and annoying. Durnig 0.3, it would often happen permanently… every few seconds the person would stand up and sit down again. It got so annoying that I would ask people to stand up and sit down again to stop it from happening. Since 0.4, it does not last more than once or twice, before the person remains sitting.

 2288 Very Low27.09.2008Qia Faskweltall Character is teleported to their feet instead of standi ...16.07.2009No4 Task Description

If a character is sitting down, and targets a monster to attack, the player is allowed to do so, and it does not have any animation, the character simply goes to attack stance instantly.

I think a message should be popped up “You can not fight while sitting down.”

 2287 High27.09.2008Qia Fask Stacking items in a pile changes / averages out their q ...27.09.2008No4 Task Description

Take two or more items, such as quarterstaves, and drop them into a pile. Their quality values are all averaged out to be the same number.

Presumably this is because stacks of items are recorded differently than individual items, to save space on the server.

This has been around a while, but until I screwed up one of my items with this issue, I didn’t think much of it. Now that repairing items decreases their maximum quality, this bug can have really severe consequences.

For example, drop your quality 300/300 sword onto a 13/28 sword and it destroys your expensive, high quality sword.

This can most likely be exploited to allow repairing items while reducing the amount the maximum decreases. This would happen by repairing items then dropping them back in a stack, then repeating. It would depend on how this rounding works, and skills levels and so on.

I haven’t denied or confirmed yet that this can be exploited, as Qia didn’t have any test weapons I could try it on.

 2285 High27.09.2008Qia FaskLanarelAndrew Dai NPCs / monsters do not attack while turning. 07.12.2009No10 Task Description

Several of the original reported problems are reported in other bugs now:
 bug 2531 : npcs do not turn around
 bug 3145 : on sight fighters do not follow during attack (others do).

Remaining:
When the monster is turning, it does not attack the player.

 2284 Very Low27.09.2008Qia FaskKeith The buying and selling inventory windows can be swapped ...04.06.2020No4 Task Description

You can make the NPC appear to be selling you your own items, by following these steps:

  1. Select an NPC.
  2. Open a Sell window with them.
  3. Click on any type of item which you have.
  4. Quickly click on Buy at the top, before it loads your items.
  5. Your own items will be loaded into the NPCs item list.
  6. Attempt to purchase one of your items.
  7. Receive a message similar to “Merchant does not have 1 Rolling Pin.”

This bug requires some lag to test, so it would probably be hard to verify if you have your own server running. During times of strong server lag, it is very easy to experience this bug.

Marking low because it doesn’t seem to be exploitable (such as purchasing items not being sold), and the fix is to just click on one of the item types which the NPC is selling.

 2279 Medium25.09.2008Qia Fask Must be standing to repair is very unrealistic 01.01.2022No8 Task Description

This might be deemed as a feature request, though I see it as a bug.

When a person wants to repair something, they must be standing up. There is no repair animation, so I can’t fathom any reason at all why this decision was made. The character should be required to *sit* when repairing.

Nobody in the real world works on something from a standing position, unless they’re standing at a tall work table.

Further lack of realism is that a player may spin their character around at 100 miles per hour, while shouting their head off… and not lose focus on the repair work. Yet if they sit down, all concentration is lost.

Should be changed to require sitting when repairing, if the person stands up, concentration is broken.

This would allow a character to walk into the Tavern, take a seat at a table, and beging repair work on their damaged weapon… which is realistic and fits with RP – instead of standing beside the table looking very silly.

 2278 Very Low25.09.2008Qia Fask Incorrect grammar: "You made 3 Pile of dust. 3 Pile of  ...25.09.2008No Task Description

It should say:

You made 3 piles of dust.
3 piles of dust are gone.
 2277 Medium25.09.2008Qia FaskTaladAndrew Dai 0.4 Climbing Issue: Floating in the air / Stepping up t ...19.11.2009No9 Task Description

This issue did not exist prior to the release of 0.4.

When a person jumps against an object that their feet can not clear (their feet not going above the top of it completely), they will float in the air against the side of that object.

This is not the same as “ FS#2214 : 0.4 Climbing Issue: Glued to the sides of objects when walking off them”, because it never causes the player to be stuck.

Once the player is floating in the air against the side of an object they can then walk toward the object and if their feet are within “stepping height” of the top of the object, they will climb on top of it. If they do this against a tall wall, for example, they will simply fall back down to the ground once they try to walk forward.

This bug can be used by players to counteract the effects of “ FS#2276 : 0.4 Climbing Issue: Greatly reduced jumping height”, because they can jump straight up against a chest-high object (such as the railing in Kada-El’s), then walk forward and step up onto it.

The player can stay floating against the side of an object indefinitely. They can turn around. They can sit down and stand up. This can be used for some really stupid looking scenes of players sitting in the air beside a wall.

Occasionally a player can jump while in this floating position, though not always. I have not figured out when exactly the player is allowed to jump, and when they can’t. However, jumping twice in this way doesn’t actually allow the player to get any higher – once they jump up further and stick to the wall for a second time, they are not able to “step up” anymore, and only can drop back down.

If this bug is going to be fixed, the inability to step up while in the air should be fixed first ( FS#2276 ), otherwise there will be no way at all to get onto short railings, climb the benches in Laanx Temple, climb onto the blocks of stone around the Hydlaa Plaza Fountain, etc. etc.

 2276 High25.09.2008Qia FaskLanarelTaladAndrew Dai 0.4 Climbing Issue: Greatly reduced jumping height 30.10.2009No7 Task Description

This issue did not exist prior to the release of 0.4.

Previously, when a character jumped into the air, they could then “climb” an object that had a surface above the character’s feet, in the same way that objects can be climbed when on the ground (such as climbing the Plaza steps by walking forward).

To clarify, in previous versions of PlaneShift, you could jump at a railing which is at the height of your character’s chest, and then “step up” onto it. This allowed for very easy, clean and straight-forward climbing of objects around the game.

On 0.4, it is no longer possible to climb onto an object when your feet do not actually go *above* that object, clearing it.

This is very unrealistic, making characters unable to climb onto objects that are merely waist-high. The previous system allowed the character to basically pull themselves up with their hands, but the new system behaves like the characters have no arms at all.

 2246 Low20.09.2008Qia Fask Issues loading PlaneShift with the window minimised 08.10.2010No11 Task Description

1) If you load PlaneShift, switch from it to go to another program, and come back twenty minutes later, PlaneShift will only then load the title picture, then continue on to the login screen.

2) On the login screen, the ping time will be completely broken if you have left PlaneShift during startup, saying things like “2407353” instead of a ping time. Presumably it keeps track of the time it took to load the login screen, and *adds that* to the ping time.

 2237 Medium17.09.2008Qia FaskRizinAngela Improvements to RP at Kada-El's 28.06.2022No2 Task Description

One of the most common staples of roleplaying is taking someone up to one of the rooms at Kada-El’s, for private conversation or whatever may come. This poses problems when anyone can freely walk into those rooms which are occupied. Many arguments ensue about whether the door was open, closed or locked.

My proposal to improve roleplaying is to have Allelia sell keys to the rooms upstairs, which will last a certain number of in-game hours.

For example:

Renting the room for four hours: 2 Circles
Renting the room for eight hours: 5 Circles
Renting the room for twelve hours: 8 Circles
Renting the room for twenty-four hours: 18 Circles

You would only be able to purchase one key at a time, hence the price being more for a longer period of time. If someone else wanted to take the room after you’re done, they would be able to.

Characters who are in the player’s group would be able to go into the room, the others could receive a message about it being locked. Groups are the normal way to communicate in the rooms anyway, so this would fit well with roleplaying.

Currently people use the high quality suites at the inn for free, this is silly. People would not be able to lock the door to a room they haven’t even paid for, let alone go in and use it.

Being that the rooms at Kada-El’s are used every single day for this roleplaying purpose, I think this would be a key addition to the realism of PlaneShift.

 2217 Low01.09.2008Qia Fask Character does "airplane arms" when moving to attack a  ...01.09.2008No8 Task Description

When moving without stopping, then targetting a monster and changing to an attack stance, my character puts out her arms like an airplane until I stop walking or running.

It looks absolutely ridiculous, and will even last through map changes.

I don’t know if it only affects my race and gender (Dermorian female), or all races and genders.

The bug appeared in either 4.0.01 or 4.0.02, I forget which, but I am pretty sure it was not in 0.4.00.

To duplicate this bug, create a shortcut which does the following:

/target next npc
/attack bloody

Then hold down the key to walk forward, and press a key for the shortcut above. Airplane arms commence.

Sample pictures:

img261.imageshack.usimg2616871013airplanearmshz8.jpg

img261.imageshack.usimg2615389014airplanearmsgg1.jpg

 2216 High01.09.2008Qia Fask 0.4 Climbing Issue: Can not jump when on or beside stee ...08.09.2008No1 Task Description

The steeper an incline next to a character, the shorter they can jump. If the incline is straight up-and-down, such as a wall, it does not affect jumping. If the object is any lesser angle, then jumping is reduced.

Jumping off rooves or hills is impossible. This is very unrealistic.

Before the 0.4 release, jumping was possible so long as the player was able to walk on a surface. Now players can not jump even from flat surfaces, if standing beside an incline.

This bug is greatly disruptive to both climbing and regular movement around the game. It is also extremely frustrating having an invisible force preventing the character from jumping.

 2215 Low01.09.2008Qia FaskLanarelTaladAndrew Dai 0.4 Climbing Issue: Able to move inside solid objects 30.10.2009No10 Task Description

Characters now walk inside most solid objects which are not perfectly straight up-and-down, for instance hills and ramps.

These issues were not there before the 0.4 release.

Marking Low as I have not seen anywhere that it can be used as an exploit, and it doesn’t cause the player to get stuck.

Sample pictures:

img255.imageshack.usimg2559454009insideobjectszm7.jpg

img295.imageshack.usimg2955597010insideobjectsnq5.jpg

img295.imageshack.usimg2958466011insideobjectsly7.jpg

img295.imageshack.usimg2954020012insideobjectsst6.jpg

 2214 High01.09.2008Qia FaskLanarelTaladAndrew Dai 0.4 Climbing Issue: Glued to the sides of objects when  ...30.10.2009No8 Task Description

When a character walks forward off of any ledge, and then moves backward to stop their forward movement, they will immediately be glued onto the side of that object, permanently. The character will be seen running on the spot, they can turn, but they will never fall again.

From this position, using /unstick may or may not work.

Sample images of being stuck to the side of an object:

img411.imageshack.usimg4119803005gluedtoobjectsxw8.jpg

img411.imageshack.usimg411861006gluedtoobjectseg8.jpg

 2213 Low01.09.2008Qia FaskLanarel Additional sub-categories for the bugtracker 24.07.2009No4 Task Description

I have submitted several bug reports or feature requests related to in-game communication and the various action commands, but there is no suitable category on the bugtracker.

Perhaps also a category for “Files”, which could include configuration and settings files, log files, missing files, etc.

 2212 Medium01.09.2008Qia FaskTalad Temporary characters are never removed from PlaneShift 28.06.2022No7 Task Description

This report is for the request to delete unused characters from used accounts, and possibly deleting unused accounts (copied from  bug 307  by Lanarel).

Original report:
When someone creates an account, then creates one or more new characters, plays for a bit, then never logs into PlaneShift again, those characters’ names are forever unusable for other players.

What I think would ideally fix this issue is for the server to send out an e-mail to all account holders who have not logged into their account for six months. If they do not log into their account within one month of the e-mail being sent out, then the names of any characters in their account would be freed up: either by deleting these characters, or simply blanking out the character name, thereby forcing the player to create a new name if they ever decide to use their character in the future.

It should be noted that the six month check should only apply to logging into the player’s account as a whole, not loading an individual character – many players have mule characters or other alts which they rarely log into, and those shouldn’t be affected.

It might also be reasonable to only erase characters that were played less than 24 hours in total, as that would cover about 95% of the character names which are taken up by people that don’t play PlaneShift.
This feature request is related to  FS#307 , but is not the same.

 2211 Medium01.09.2008Qia FaskRizinAngela Earth creatures such as rats and eagles appear to be ou ...01.09.2008No4 Task Description

Both rats and eagles (and one other animal I forgot) are present in Yliakum, even though it is not supposed to have any Earth creatures.

 2210 Medium01.09.2008Qia Fask Arbitrary actions for waving and sitting animations 24.10.2021No1 Task Description

It would be great if arbitrary actions could be combined with the /sit and /greet commands.

For instance, /sit and /greet normally do the following:

>Qia Fask takes a seat.

>Qia Fask greets everyone.

What I propose is being able to add /me or /my after those commands, such as “/sit /me falls to the ground, unconscious”, or “/greet /me waves to the enkis in the corner” which would display:

>Qia Fask falls to the ground, unconscious

>Qia Fask waves to the enkis in the corner

This would be a great asset to role-playing, where I have already seen people using /sit thousands of times to represent being knocked out, tripping and falling, etc.

If these two were added, there should also be a way to do other non-animated custom actions. Perhaps all the other actions could have a /me added after them, for example “/cough /me clutches her throat, coughing”.

Currently there is no way to create custom actions, not even using the XML file which comes with PlaneShift – it is not used.

 2209 Medium01.09.2008Qia FaskRoland Schulz Logging and display of System and Chat messages inconsi ...22.09.2008No23 Task Description

Some messages which are displayed in-game do not distinguish themselves from other messages.

For instance a /me used in GuildChat which appears in the Main tab as well, will appear the same as a /me used in Main tab.

There is no way to tell when reading over it, unless you happen to be using different colours. These issues are even more annoying in the log files, as they are never colour coded.

Example from the log file:

(22:42:39) Qia nods appreciatively

There is absolutely no way to know if that came from Main, Group or Guild chats.

The messages should probably appear as one of the following:

(22:42:39) Qia nods appreciatively

(22:42:39) Group: Qia nods appreciatively

(22:42:39) GuildChat: Qia nods appreciatively
 2208 Very Low01.09.2008Qia FaskRoland Schulz Names appear in lowercase when using Tab to complete th ...22.09.2008No19 Task Description

I often press Tab to finish off the name of players and NPCs, but for some reason the most recent version of PlaneShift makes the last names of NPCs appear as all lowercase letters.

For instance:

Allel + Tab = Allelia symiestra

Whereas before it would fill in the correct name:

Allelia Symiestra

 2207 Low31.08.2008Qia FaskAresilek Besolez Doing actions with /shout /me does not work 22.09.2008No20 Task Description

These work:

/tell Person /me kicks Person under the table

/me turns to Person and grins, "I love you."

/group /me waves to everyone who is still there

/guild /me bows deeply to her guild leader

This does not:

/shout /me bangs her staff on the metal bars

This should be added, so we don’t have to use silly things like:

/shout *bangs her staff on the metal bars*
 2206 High31.08.2008Qia Faskweltall Hearing distance for spoken words is broken 07.09.2009No5 Task Description

In some update of the last couple months, the range of hearing spoken words was *greatly* reduced, producing an intollerable and constantly disruptive barrier to role-playing.

I have personally had this bug severely affect my role play on *dozens* of occasions, often needing to move my character to a very fake location OOCly, just to take part in the role-playing, e.g. when Qia was standing on a wall above some stairs, where people were gathered, and completely unable to hear the people on the stairs 20 feet below her.

A character used to be able to hear everyone within around 40 feet, and seems to have now been reduced to around 20 feet. I’ve talked to numerous players who are distrupted by this change, and have spoken to nobody that thinks it is an improvement.

Conversations across the Tavern can not be heard. Conversations while standing on the second floor balcony of the Tavern can not be heard from the street. Conversations at Harnquist’s can not be heard from the other side of his small building. etc. etc.

Restoring the previous range for /say would be a suitable fix.

I have also submitted a feature request which would also fix this bug, located at FS#2205.

2205Medium31.08.2008Qia FaskMore user control over the loudness (range) of speech (...01.01.2022No9 Task Description

As a heavy role-player, one of the most common annoyances encountered is that there is often no appropriate way to communicate to various groups of people.

Example one:

A group of five sitting around a table for an important meeting, talking in hushed voices. Currently the only option is to create a group for this, which is unrealistic, as people very close by should be able to listen in.

Example two:

Someone is standing in front of a crowd of people in the street, announcing something to them. Currently, the distance of /say is so tiny, that the only way to communicate to this group and have the people at the back hear you is to use /shout and have half the countryside hearing you.

Example three:

Sitting in the Tavern talking over a drink, not worried about your voice carrying. Currently, the distance of /say is so minimal, that half the Tavern will not end up hearing you. Using /shout would be considered very rude. No way to deal with this.

Solution:

/quiet - Speaking in a hushed voice to those nearby. Range limited to about 8 to 10 feet.

/say - Speaking in a clear, loud voice. Limited to a range of around 50 feet, which is quite a bit further than it carries to now.

/shout - Long range yelling. The current range of shouting would be fine.

 2203 High31.08.2008Qia Fask Falling out maps since 0.4.01 31.08.2008No Task Description

Nearly every place you enter a new area since the new collision system on 0.4.01 allows you to fall out of the map, depending on where the camera angle is pointed.

I have fallen out of the maps more than a dozen times, sometimes dying from it.

To accomplish this most easily, use Third Person Follow mode with collision detection turned off, then walk over the area change, back and forth several times with the camera looking in random directions.

Some examples of places I have fallen out include the rocky passages before Hydlaa East, coming out of the dungeon on the staircase, coming out of the sewers behind the Hydlaa Tavern (that was there before, but it is worse now), etc.

 2202 Medium31.08.2008Qia Fask Meat / crafted food items can not be eaten 31.08.2008No Task Description

Meat, as well as almost all crafted food items, can not be eaten.

Bad for realism, bad for RP, annoying to have to dispose of these items OOCly afterward.

 2201 Medium31.08.2008Qia FaskMike GistRoland Schulz Character creation screen still says that there is no g ...16.09.2008No4 Task Description

When creating a new character, the pop-up window when clickong on Nolthrir says that there are currently no models for it, and that it will be using the model for another race. This is very confusing for new players, as there actually is a female Nolthrir graphic now.

 2200 Medium31.08.2008Qia Fask Phantom inventory items when moving things around 01.09.2008No Task Description

This bug has been around for a very long time, and causes great amounts of confusion.

There are several different small bugs which are related to each other, I will just report on one specific one here.

If you click an item in your inventory to pick it up, then something happens to “refresh the inventory”, the item reappears in your inventory, even though it is still being held. The item will remain visible in the inventory until you pick it up or drop another item onto it, where it disappears. The “refresh the inventory” can happen from several different things, such as picking up an item, opening a trade window, etc.

Items being held should be kept track of when the inventory is refreshed.

 2199 Medium31.08.2008Qia FaskRizin Mug / beer / red liquor / alcohol pricing is completely ...16.07.2009No10 Task Description

A mug full of beer costs 5 Tria.
A mug full of red liquor costs 10 Tria.
A mug full of air costs 50 Tria.

Personally, I would like to see an empty mug sell for 15 Tria, beer for 25 Tria and red liquor for 50 Tria.

Things are way too cheap, currently. You mine for a single platinum ore and your character can drink 200 beers or 100 liquors. That’s just crazy, alcohol is far more expensive than the game prices make it out to be.

 2198 Medium31.08.2008Qia Fask If you zoom in while using Free Rotation mode, the came ...01.09.2008No Task Description

If you use Free Rotation camera mode, and zoom in all the way until you’re inside your character’s head, the camera breaks. The camera view sort of flops over to the side and down, and it silently switches you to First Person mode. When you press the key to switch modes again, it returns you to Free Rotation camera mode, and zooms in toward the character, again going inside the character’s head and flopping down and to the side again.

The only way to recover from this bug other than reloading PlaneShift, is to switch to Free Rotation camera mode, and immediately *zooming in* then *zooming out*, *before* the camera has a chance to zoom all the way into the character’s head yet again. This restores a normal Free Rotation mode.

This bug has been in PlaneShift for an extremely long time now.

 2197 Medium31.08.2008Qia FaskLanarelpeegSteven SchwartfegerRlyDontKnowEricweltallCXDamian Unstick causes your character to yield during a challen ...21.03.2010No4 Task Description

I understand that the “feature” of unsticking causing a yielf was added in a long time ago, for a reason. Back then, players could unstick at any time, even when they were *not* stuck. This lead to abuse at the time, it was important to prevent dueling players from using unstick to gain an advantage during duels.

But this issue no longer exists: one can only use /unstick while actually stuck, not while on a flat surface.

I have gotten stuck numerous times while in duels, and had to legitimately /unstick from it, which gives the other player the opportunity to kill my character. It is really unpleasant and unrealistic that the current game mechanics allow for this.

 2196 Medium31.08.2008Qia Fask Can not trade / buy / sell while involved in a challeng ...26.02.2010No6 Task Description

When one player is involved in a fight with another player, they are prevented from trading with other players and NPCs.

This is very unrealistic and should be removed.

There is no conceivable reason why someone should not be allowed to trade, simply because another player agreed to a duel. There is no way to throw your friend a sword, there is no way to run away from a fight and buy some healing potions before returning, etc. It is very unbelievable, and takes someone out of generally consistent and believable feel of Yliakum.

 2195 Medium31.08.2008Qia Fask If you challenge another player, and they log off, nobo ...27.09.2008No5 Task Description

Challenge someone to a fight, then have them log off PlaneShift. From then on, nobody else can trade with you, being informed that you’re busy already.

When this happens, you are unable to /yield, as it says that you are not in a fight. I have discovered that there is one way other than reloading PlaneShift to “clear” this bug, and that is to do an /unstick.

This bug is very disruptive to RP.

 2194 Medium31.08.2008Qia Fask Characters can be hurt / injured / killed unsticking af ...31.03.2009No9 Task Description

If you challenge another player to a fight, and then simply walk away and travel to a lower area in the game, then unstick, you receive falling damage.

For instance, after a /challenge at the Hydlaa Tavern, then leaving and going deep into the sewers, then doing an /unstick while down there, my character died.

 2193 High31.08.2008Qia Fask Extremely sticky and slow movement on many wilderness m ...31.08.2008No Task Description

When running or walking on wilderness maps such as the road to Bronze Doors or the road to Ojaveda, every few steps the movement gets “sticky”. Movement slows down or completely stops the character, causing jittery movement. The only way to free yourself when it is sticky is to turn left and right while moving.

This is most likely related to the new collision system, as it is the same sort of stickiness that happens when trying to climb, only this happens on flat surfaces when simply running.

This bug is infuriating and it ends up causing the journey from Hydlaa to Bronze Doors fortress to take about three times as long as it should.

 2192 Medium31.08.2008Qia Fask Characters keep walking / running / moving while a new  ...31.08.2008No Task Description

This bug has been around for a very long time, and everyone knows it. I did a search for “walking” and “running” and “map change” but didn’t find it. However, the search on this bug reporting site is really bad, so this is probably a duplicate.

As soon as a character reaches a map change border, whatever movement they were previously doing keeps on repeating. Characters run into the distance, running on the spot into walls, etc.

If the person’s computer is especially slow to load the map, it will teleport them back to the map change point up to four times, where they will resume running or walking again, until the map finally loads for them.

This bug makes it really difficult to tell when someone has actually loaded the new map. I’ve found the only way to determine if the person has actually loaded yet, is to watch if they turn left or right.

 2191 Very Low31.08.2008Qia Fask Plural of "Quarterstaff" should be "Quarterstaves" 31.08.2008No Task Description

When dropping multiple quarterstaves, the game does it like the following:

>Mrokii Khach dropped 2 Quarterstaffs.

The correct plural for quarterstaff is “quarterstaves”.

Mirriam-Webster Dictionary

 2190 High31.08.2008Qia Fask Game crashes when loading Death Realm while minimised 31.08.2008No Task Description

Since version 0.4.00 came out, PlaneShift crashes for me every time the Death Realm loads, if PlaneShift does not have focus.

Being that I often go off to my web browser or IRC for a few seconds when my character dies, I get this crash often.

 2076 Low05.08.2008Qia Fask Status of auto running or walking is often wrong 06.08.2008No6 Task Description

When you press the key to toggle between auto-running and auto-walking, if it isn’t able to change it right away, it toggles the keypress but you remain either walking or running afterward.

For instance, if it is on auto-run, and you sit down, and then press the key to toggle to auto-walk, stand back up and press forward – you will still be running. However, the game thinks it has toggled it… so then if you press the key to go back to walking, it puts you on auto-run, again. So in the end you have to press it twice before it switches modes.

I absolutely hate the auto-run/auto-walk method of moving with a passion, and this bug is constantly getting in my way making it even worse.

I wish the old method was added back in as an option, where you have one key to start auto-running and another to start auto-walking (or use the Shift key + auto-run).

 1870 Medium05.07.2008Qia FaskRoland SchulzJosé Manuel "FPS cap" option lowers itself on its own 17.09.2008No9 Task Description

A long standing bug:

When you turn off “Adaptive Distance” and set a “FPS cap”, each time you reload PlaneShift the rating will get lower.

For example if you set it to a cap of 60 FPS, and go about your business for a week and check back, it might be at 42.

This is very frustrating, as I always have to go back into the options to reset this. My LCD goes at 60 FPS, and that is the speed I want the game to run at, but instead I have to set it to 80 and check back every few days to put it back up to 80, as it drops closer and closer to 60. Once it gets below 60, my performance decreases.

 1812 Very Low02.07.2008Qia Fask Dropped water buckets are sideways and inside the groun ...26.04.2009No4 Task Description

When buckets of water are dropped on the ground, they appear on their side and inside the ground. This looks silly and makes buckets unusable for RP.

 1811 Low02.07.2008Qia FaskDavide Vescovini Item holding buggy and entirely arbitrary 10.09.2013No10 Task Description

Various items can be held, various others can not be – it is very random.

Sliced apples can be held and look like whole apples. Whole apples can not be held. Carp fish can not be held. Seared fish can be held. Books can be held. Maps can not be held. Some quest items can be held, some can not. Some items are held sideways. Items change size depending on who is holding them due to races being scaled, for example a male dwarf holds a tiny mug of ale and a Dermorian female holds a huge mug.

I would request that all common items, at the least, should be holdable: apples, bottles, maps, healing potions, fish, all other store-buyable food items (carrots, kartoffel, milk and so on).

Holding items greatly improves RP, as it allows your character to get more involved with their persona and RPing their actions. Compare a giant Kran walking around in plate armour and battle axes to a Dermorian male walking around with a map and food in hand. Very different appearances, and good for the RP.

 1810 Low02.07.2008Qia Fask Show items to other players 06.06.2021No2 Task Description

A constant occurance in PlaneShift is when one character wants to show another character some item they are holding.

Currently there are two options for that:

1) Open a trade window and drop the item on it, then the other person right-clicks the item to view it, if they are allowed to (books and maps can’t be viewed this way). After this, cancel the trade. This method generally confuses new players a lot, as they – how bizarre – think they are being traded with.

2) The player OOCly drops the item onto the ground for those nearby to see, and hopes that the server doesn’t crash while they’re doing this. The people that want to see it then right-click on it and click the view icon.

Both these methods are counterintuitive and have other issues that go with them.

I can see two good solutions, one requiring more work than the other.

1) This is the most intuitive way, but wouldn’t work for all items right now: When a player’s description is brought up (e.g. double-clicking the other player), it would also pop-up a description window for any items in the player’s hands. Whether they’re holding a sword or apple, it would pop-up the item description. This goes well with RP and is the most intuitive. You want to see what they’re holding, so you look.

Problem with this method is that there are dozens (if not hundreds) of items which can not be held by the characters currently. I will add a feature request about this one, as it is highly arbitrary now which items can be held, and which can not. For instance, you can hold a sliced apple, but not a whole apple – yet the sliced apple appears whole. Same for fish and many other items.

2) Have a /showitem command or similar, which will bring up a window a bit like a /trade window, allowing the player to pick an item. The player to be shown the item would get a pop-up that says something like “Qia Fask wants to show you an item, do you accept? Yes, No”. If they choose yes, it would pop-up the item description on their screen.

If only one player is selected, it would only ask that person, otherwise it could ask people who are within 5 feet (I do not recommend using /say distance, as that is too far away to be realistic. Can’t show someone the details of an item from 30 feet away).

 1809 Medium02.07.2008Qia Faskweltall Guarding system unrealistic, interferes with RP 23.03.2009No14 Task Description

When items are dropped, they are magically protected from being picked up by others, even when that is desired.

Case in point: one character sets a table with a delicious meal, and people sit down to eat. They can’t take any of the food items. RP is interfered with. One must leave the table and walk across the room before someone can take their food. Repeat every time they want a new item, or have them pick everything up and drop it again. Painfully interfering and unrealistic.

Even if you leave the table and go for a run across the city, to another map, then come back – still guarded. You can reload PlaneShift, still guarded.

Solution: /unguard

Either the item that is selected, or if no item is selected, unguard all items marked as owned by your character.

Also please make guarding optional.

I for one do not want guarding on by default. It is unrealistic and interferes constantly with RP. The only time I would want guarding enabled is when my character is merely “showing” an item to someone, but still holding on to it in ICly (e.g. setting it on a table OOCly for people to see).

Think I’ll add a feature request for “show item to person/people”, as the trade window is confusing for that purpose, and doesn’t work anymore now that books and maps are not viewable in the trade window.

 1808 Critical02.07.2008Qia Fask Login screen jams up and never shows the server being b ...06.01.2010No Task Description

Very often when the login screen receives a “Failed” to connect status, it will never again check to see if the server is back.

This hasn’t caused me problems personally, as I figured this out years ago and simply restart the client every time I get a “Failed” message.

However I’ve often waited half an hour or more for other people to connect, who are sitting there waiting for the server to come back on… but it never will show up. Only once they restart their PlaneShift does it show it as available again.

 1807 Medium02.07.2008Qia Fask Option to automatically reconnect / reload / restart wh ...09.11.2009No2 Task Description

A long-standing issue in PlaneShift is that the server is not stable and regularly goes down. This doesn’t seem like it is going to change any time soon, and that’s fine. But it would be very nice if there was an option which would automatically reconnect to the server once it is back up.

I recommend that the client automatically check the status of the server every 30 seconds plus some random number from 1 to 20 seconds. This way everyone won’t be trying to connect at the same second, and it would just reload once it is back online.

If this is implemented, I would suggest two additional small features go with it:

1) Upon reloading, maintain the character’s last position: sitting or standing.

2) Upon reloading, maintain the character’s /away message, if one was set when it crashed.

 1806 High02.07.2008Qia Fask Horizontal mouse movement makes PlaneShift unplayable f ...02.07.2008No Task Description

I turn exclusively using mouselook, finding the keyboard far too slow and imprecise to properly show what my character is up to – I need to be able to dart around quickly, spin around when startled, etc.

I read the bug reports about horizontal mouse sensitivity issues for Windows users, but I have Ubuntu.

In PlaneShift 0.3, I was able to turn very rapidly and smoothly. If I fired the mouse across my mousepad, I would spin extremely fast. If I moved the mouse slowly across the mousepad, I would turn smoothly but slowly. This is the expected result of using mouselook.

In 0.4.00, the sensitivity was capped for me, at an extremely low value. Whether I set the sensitivity in the options to 30 or 100, if I shot the mouse across the mousepad it would just stop turning. Only when moving the mouse slowly would PlaneShift acknowledge that there was any movement at all. This made duels nearly impossible, as turning was so much slower – needing to go across my mousepad for a full second just to turn around once.

Now in 0.4.01, it is completely unplayable. If I move the mouse slowly across the mousepad, then it turns slowly, very, VERY slowly. If I move the mouse any faster than that, it goes into some sort of hyper speed, turning me around several full times in a snap of a finger. I am constantly spinning then walking in random directions, simply because of trying to turn medium-to-fast.

In the options on 0.4.01, if I have the sensitivity at 10 or below, then it doesn’t do the teleport-turning thing. If I put it above 10, all the way to 100, then the turning issue is present.

It should be noted that no other application or game on my computer has this issue, only PlaneShift. It should also be noted that even PlaneShift itself has no troubles handling mouse movement – when I move the mouse cursor around the screen when it isn’t in mouselook, it is VERY smooth. If I move the mouse fast, it goes fast and smooth. If I move it slow, the mouse cursor moves slow and smooth.

As it stands now, PlaneShift isn’t playable for me, I can’t do things my character normally does, like skipping down the road, turning quickly when surprised, chasing people, running away from people, etc. My character has been hobbled.

1804Low02.07.2008Qia FaskUse of containers holding liquids is unrealistic (mugs,...06.07.2013No2 Task Description

Mugs are a staple of RP for many people, but their use is currently quite unrealistic – you “drink” away a solid glass object.

What I proprose to fix this may not be purely realistic, but at least makes sense.

When an object is consumed, it should leave behind an “empty” (mug, potion bottle, jar, etc.) which will appear in the inventory. The cost of items which come in containers should be increased, as “deposit” or sorts, like when people buy pop or beer in real life. People would be able to sell the empty back to reclaim their deposit.

In the case of mugs of alcohol, they could be strewn about on the table as the drinking goes on, so people know who’s been drinking too much. There wouldn’t be any worry about “littering”, as there would always be someone willing to pick up after and return them to Allelia or Brado for the deposit money.

If this is implemented, it would also allow for future features like being able to return to Allelia or Brado for a “refill” without needing to pay the deposit. Same for potions and other items that are sold in containers.

Also the possibility of putting other liquids into the containers. It would be neat for example to be able to stop by the secret garden and fill up a bottle, mug or bucket with fresh water from the pool (it could be done by the usual right-click method on an object).

I feel these sorts of things would help improve the RP and realism a great deal.

 1710 Medium15.06.2008Qia FaskKeith Messages sent to players who are connecting are lost 14.08.2009No3 Task Description

When a player is connecting to PlaneShift, their character immediately appears in the game. The player themselves may not see the game loaded for up to several minutes (if their computer is slow). During this loading time, all messages sent to the player are lost, erased completely. The person who sends the /tell to the player does not get any indication that the connecting player did not receive the /tell. It pops up as if they had received it, but the connecting player will never see it.

This has caused me many problems when people show up on my buddy list and I immediately send them a message.

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