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2080 | Low | | 05.08.2008 | Michael Melcher | | Rendering issues on ojaroad2 | | 09.11.2009 | No |
Task Description
http://img160.imageshack.us/img160/1638/shot08nq1.jpg
Can get the pos at the moment (server down), but it's between the goldmine and the bridge on ojaroad2
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2020 | Low | | 27.07.2008 | Michael Melcher | | Missing portals | | 28.07.2008 | No |
Task Description
I just tried to walk to the arena and noticed the portal at the end of the tunnel was missing. i tried to pass the portal, but got teleported back all the time (out of bounds). I reported it to the gm’s and kerol looked at it, teleported me into the “outer” map - i wasn’t able to leave it, the portal there was missing too.
Tho I saw other people move through the portal without problems… I’ve heard that Vornne had experienced the same, could you please add more info if possible?
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2019 | Low | | 27.07.2008 | Michael Melcher | Andrew Dai | Jump height is too low | | 11.05.2012 | No |
Task Description
It is impossible to jump on things anymore. Take a table and try it, or try to jump onto the waterwheel axe in the sewers, or anything else with about that height.
I spoke with talad about it and he didn’t know that it was changed. Perhaps it has to do with the new maps even, or with anything else, however, he asked me to report it here.
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1960 | Low | | 18.07.2008 | Michael Melcher | | Ability to report bugs from ingame | | 04.08.2008 | No |
Task Description
Other games support such already, you can open a “ticket” where you explain your issue and someone will look into it. Mostly comercial games have this feature and the devs get emails or a newsletter about it, or whatever.
However, for PS I could imagine something similar: A window similar to the petition window which allows people to enter a topic and a description for the issue they have. psserver saves those reports either in the DB, or as text files. A php page on the server allows gm’s, testers and devs to access those reports. If the report is a valid bug report the person who checked it could add it to the bugtracker. If it’s a duplicate the person who checked it could add it to the initial bug report. If the issue is fixed already, or an invalid report the person who checked it could close the report over the php page.
In any case the person who checks those reports should mark it as checked (posted on bt, added to bugreport, fixed, invalid) so the reporter will know about it and after some time (maybe a week?) the “checked” reports should be deleted. (and of course the bugnumber here on FS should be told to the reporter)
The reason why i find it a good idea is, that many bugs are found ingame while playing the game, or even in the middle of an event, so instead of switching to a webbrowser (or exiting the game) one could report the bugs right away. Imho it won’t increase the workload of the testing team much, but it might result in many many more bug reports which will help make the game better.
Before anyone dismisses it as a dumb idea: I ask for comments from players, gm’s, testers and devs about it.
Could be a longterm prospect task :P
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1664 | Low | | 05.06.2008 | Michael Melcher | | OOC Player reminder system | | 06.06.2021 | No |
Task Description
A reminder would be nice, I imagine it to work as follows: You open a window which looks similar to the petition window. here you enter the messages you want to be reminded of (up to 5 should be enough). it should contain a date column so you know when you placed the reminder there, a column for “open” / “done” and a column for the actual message. When you start up the client a popup in the style of the yesno windows could come up with the message you want to be reminded of (one popup for each reminder) and the buttons “done” and “later”. “done” marks the reminder as such and it won’t popup the next time you log in “later” will keep it open and keep reminding you on every client startup.
Cebot
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1660 | Medium | | 03.06.2008 | Michael Melcher | | e-mail address publicly visible | | 03.06.2008 | No |
Task Description
The e-mail address of everyone is visible publicly. To unregistered users it isn’t, but once you log in you can see it for all people.
Login Click on a report Click on any name to open their profile
I think it should be possible to hide the email from public (which should also be the default behavior). Could it be a configuration setting in flyspray? If so, please enable it.
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1613 | Low | | 29.05.2008 | Michael Melcher | | Comments not showing in report | | 29.05.2008 | No |
Task Description
I just checked my emails from the bugtracker today and found this one:
THIS IS AN AUTOMATED MESSAGE, DO NOT REPLY. The following task has a new comment added:
FS#1233 - Collection of missing inventory icons User who did this - Steven Schwartfeger (Vornne)
Well, I just noticed this… here is my list of the images: http://www.pastebin.ca/1029709
More information can be found at the following URL: http://www.hydlaa.com/flyspray_upgrade/index.php?do=details&task_id=1233#comment8235 You are receiving this message because you have requested it from the Flyspray bugtracking system. If you did not expect this message or don’t want to receive mails in future, you can change your notification settings at the URL shown above.
So far so good, but when I opened the very report I couldn’t see Vornne’s comment at all, last comment in this report is:
Comment by Joachim Durchholz (Elvors) - Wednesday, 30 April 2008, 08:50 GMT+1 Oh, and Molten Slag looks like an axe. *Very* annoying if you have an axe and slag.
Dunno if there are other comments not showing either, but like I said, Vornne’s comment isn’t there. I even tried a hard reload to walk around the cache, didn’t help any.
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1589 | Very Low | | 26.05.2008 | Michael Melcher | | Quality of Jade Enki | | 02.06.2008 | No |
Task Description
The Jade Enkidukai Figurine's description reads "…of finest quality" but it's quality is only 1/1
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1515 | Low | | 14.05.2008 | Michael Melcher | | Bug in Dakkrus Curse | | 15.05.2008 | No |
Task Description
Since Dakkrus Curse is a Debuff in the active magic window i picked this category.
However, I just left the DR and got the curse, my stats got decreased by 1/2 or more: AGI: 200 (100) CHA: 200 (80) END: 200 (110) INT: 200 (80) STR: 200 (140) WIL: 200 (80)
Seems ok so far, but strangely I still can move, so i checked my inventory and I am holding 207.10 of 210 kilogram. The odd thing about that is, that I died a few times before (server not restarted in that time) and could not move with about 160kg (not sure about the exact numbers). I had to use my seduction weapons to move - which I am currently not using!
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1513 | Low | | 14.05.2008 | Michael Melcher | | Edit initial post | | 14.05.2008 | No |
Task Description
Currently it is not possible to edit the initial post, if I am the creator of it. replies are editable tho.
It might be useful if we could edit out initial post to add new information to the report, fix typos, add images and all the like, without the need to reply, which might make it easier for those who browse though the reports (they won’t have to read down completely on long reports because all needed information can be found in the initial post)
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1512 | Low | | 14.05.2008 | Michael Melcher | Elina Eganova | Position of buckets | | 15.05.2008 | No |
Task Description
The bucket is not eqiepped properly in the hands and are laying instead of standing on the ground
http://imagebin.org/18021 http://imagebin.org/18022
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1489 | Very Low | | 10.05.2008 | Michael Melcher | JayRizin | Antagonism about kran on the mainpage | | 10.11.2012 | No |
Task Description
Just re-reading the given settings on the mainpage and found a kind of major antagonism for the kran http://www.planeshift.it/kran.html
Abilities and fields of interests: Silicon still supports oxygen linkages, so Kran breathe much more slowly than other races, enabling them to happily breathe underwater.
Rules: They don't breathe so they can't drown.
Do they breathe or do they not breathe? Can they drown or can't they drown?
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1456 | Low | | 28.04.2008 | Michael Melcher | | [Feature Request] Randomize quest rewards | | 19.12.2016 | No |
Task Description
As I've written <a href="http://hydlaa.com/smf/index.php?topic=32299.msg371524#msg371524">here</a> I think it might be a nice addition to be able to prepare a list of item rewards for a quest. I imagine something like:
Give player [item1 10%. item2 20%. item3 70%.]
where item1 is the most rare item and item3 is the most common item, so the chance to get item1 is much much lower than to get item3. This way items, which are settings wise very rare will in fact be very rare and therefor much more valuable on the market. It would be different from the "pick reward" window, since the player won't be allowed to chose but will be given either 1, 2 or 3
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1352 | Low | | 26.03.2008 | Michael Melcher | | Crafting books are all empty | | 27.03.2008 | No |
Task Description
Occurred: right after the server came up today, after the long downtime. Behavior before the downtime: All books readable by my char Current behavior: All crafting books empty, my own and from other players too. Could be the too low skills thing? NO, skills are high enough to show the content (which is imho a not realistic feature at all, books expanding on their own? :P)
It's strange, if I give my books to another player, they can read the books just fine, if I try to read their (working!) books, they are empty for me too. Tried both, the official client and a self built client with stable svn from yesterday.
Cebot
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1289 | Very Low | | 20.03.2008 | Michael Melcher | | [Feature Request] Config files per char | | 20.03.2008 | No |
Task Description
It would be nice if config files would be saved and loaded for each char separetly. This way one could setup shortcuts for - lets say - a fighter char, use the same keys for a magican or a crafter or whatever.
This would also help the GM's, Mordraugion has mentioned it in another bug report, I think, that he uses different PS installs for his GM char and for his player chars, because of the shortcuts, with this feature he could use the same installation for both.
I'm sure there are other uses than the shortcuts too, but at the moment I can only think of them
It could be done by saving the configuration files to ~/.PlaneShift/CharName/ and the client should notice namechanges and rename the folders likewise, also when a char gets deleted the config files (could/should) be deleted for that char, to prevent loads and over loads of config files for those who regularly recreate chars for special occassions
Logfiles could also go into these subfolders, which could aid another feature request I've read about, InGame LogFile reading
– Cebot
PS: while we are at it, data/servers.xml should be in the ~/.PlaneShift/ folder too :)
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1235 | Low | | 14.03.2008 | Michael Melcher | | 2 inconsitencies about shield crafting | | 24.02.2010 | No |
Task Description
Shield parts weight 3 times the amount of their raw materials, yet you don't add anything but only hammer a heated metal into shape
Shield parts are worth way less than their raw materials, example: gold shield handle is worth 8 tria, the needed raw materials are worth 2440 tria
thought I put them into one bug report, since they are related to each other and probably the same dev can fix both at the same time - if not, feel free to split this report.
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1234 | Low | | 14.03.2008 | Michael Melcher | | Wrong information in Notes of an Axe Maker | | 18.03.2008 | No |
Task Description
The book says: Combine Wooden Axe Handle, Reinforced Axe Blade into Double Axe Kit But if you try this recipe you will get a reinforced axe kit and then a reinforced axe with a battle axe mesh
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1233 | Low | | 14.03.2008 | Michael Melcher | TaladFrank BartonRizin | Collection of missing inventory icons | | 03.08.2008 | No |
Task Description
missing inventory icons: reinforced battle axe ornated galkard opale encrusted heroic golden axe of piece golden axe bones dark golden axe spidersilk golden axe
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482 | Low | | 19.10.2007 | Michael Melcher | | Dying in tutorial resets your instance | | 19.10.2007 | No |
Task Description
When you die in the tutorial map your instance will be set to 0.
It is suggested to experiment with fall damage and dying in the tutorial.
Though when others die there too they will all be in the same instance and can see each other.
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444 | Critical | | 15.10.2007 | Michael Melcher | Kenneth GraunkeMike Gist | Magic one hit kill | | 29.05.2008 | No |
Task Description
Thanks to Proglin for testing this with me.
Proglin and I were playing around with some magic and after he yielded to me I shot one more “Taste of Death” at him (strange enough that I still could do that). He died just when the spell finished casting, instand death. This seems to happen only after he yielded.
My DarkWay is very weak, tho, only 12(13) (dark way ring) and Proglin was at more than 80% of HP… We tested that again in the death realm, I shot one energy arrow at him, he shot a few at me, then he yielded, one more Taste of Death from me and he died again.
Since this seems to be an exploit I suggest to set this report secret, thanks
Cebot
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357 | Low | | 05.10.2007 | Michael Melcher | | Strength spell does not work | | 05.10.2007 | No |
Task Description
I got asked if the strength spell is bugged, because it does not boost your strength. Dajoji and I investigated a bit and I found out, that the spell seems to either not finish casting, or has lost it's effect.
Here a few extracts from my system log: Thats when I tried to cast the spell on Dajoji:
(04:22:49) >You start casting the spell Strength (04:22:49) >You can't cast spells while spell casting. (04:22:54) >You start casting the spell Strength (04:22:54) >You can't cast spells while spell casting.
(yes, the messages both came at the same time, I did not tried to cast it while casting a spell)
Thats what comes when i cast it on myself:
(04:22:58) >You start casting the spell Strength (04:23:03) >You start casting the spell Strength (04:25:01) >You start casting the spell Strength (04:25:06) >You start casting the spell Strength (04:25:07) >You start casting the spell Strength
Thanks Dajoji for helping on investigating here, thanks Svuun for hinting it out to me.
Cebot
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330 | Medium | | 30.09.2007 | Michael Melcher | Mike Gist | GM Labels during events | | 11.10.2007 | No |
Task Description
I think the GM's running events should have a normal greenish player label. This is because many people join the events only for these labels and the possibility to gain a reward. It is contra productive for the RP in these events. Many RP's won't join an event, even if their character fit into it. Same the other way round. Many people join events while their characters do not fit into the RP. Also with player-labels during the events actual player events may pop up more and more, because (so I have heard from others) they have not many participants and many fail even because no one wants to participate (now if the same event was done by a gm with a shiny label…you know the crowds :))
A possible solution would be a rewrite of the label and event code. But there might be an easier was:
Adding a new access level to the database which is called "Events". It could be below access level "Testers" so that the label stays light green and the commands a gm might need for an event could be added to this group. GM's holding an event could then deputize their selfs down to this level, still have the same power as before but have a player label.
I have not yet tested if it is actually possible this way, would be nice if someone could try it out on a private server and report back if it works or not.
Cebot
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279 | Low | | 20.09.2007 | Michael Melcher | Talad | Content: Winch -> Walking behind maps | | 21.03.2008 | No |
Task Description
In the winch I have found a was to walk behind the actual map. The stairs at position 84.28,-20.85,-348.67 in sector: hydlaa_winch are holes on both sides of the stairs. On the left side you even can walk behind the stairs.
~Cebot
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235 | Low | | 10.09.2007 | Michael Melcher | Kenneth Graunke | Gold does not stack | | 28.03.2008 | No |
Task Description
I got out my crafter char to melt some gold for the guild. as soon as the gold was molten i moved it to my inventory again and each molten gold used one slot. i moved on and casted ingots. was unable to stack the molten golds in the inventory, neither was able to stack them in the caster. when the gold was casted to ingots i moved them to the inventory, again each used a single slot
how to reproduce: get some ores for each ore use one slot in the furnace move the molten gold to your inventory and try to stack it same for the caster
note: i had some tin ores too and they stacked, so it seems to be the case only for gold ore. this makes one unable to cast gold stocks, since those need a pile of molten gold.
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