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IDSeverity[[state]]OpenedOpened byAssigned ToSummary[[changedby]]Last EditedPrivate
 4728 Medium12.09.2010Lanarel Make Rivnaks jump less high 12.09.2010No Task Description

FR by Vakachehk:

Another thing some RPers hate is how people climb everything on Rivnaks, well I think that Rivnaks jump to high and they should jump forward instead of up.
Sorry how it is a little off topic, but didn’t really know where else to say.

 4434 Medium11.05.2010LanarelTalad New char creation gui char upload button does not work  ...11.05.2010No2 Task Description

With the new char creation pages, create a char. WHen you press ‘upload’ nothing happens. Press prev (go back a screen) and next (go forward again to last screen) and no the ‘upload’ button works.

 4153 Critical24.02.2010Lanarel Crash in bgloader caused by fishing rod 27.02.2010No3 Task Description

After doing a clean install of 0.5.2.1 (deleted all dirs before installing), I wanted to spawn a fishing rod.
1. opened /item window
2. clicked tools-kitchen (it showed some lines)
3. clicked tools-fishing. It now shows a line fishing rod&reel
4. Not sure if I clicked on the rod (probably did), it crashed.
There are several things wrong with this. The main bug is probably in the fishing rod mesh, but I am more concerned about the fact that a clean install did not avoid bgloading at all.

ID of report:
9f88fd13-f0e9-41b1-a444-27eff2100224

0 psclient.exe CS::Plugin::bgLoader::BgLoader::LoadMeshFact src\common\bgloader\loader.cpp:1086
1 msvcr90.dll msvcr90.dll@0x6cf3d
2 psclient.exe psclient.exe@0x6788ef
3 psclient.exe psclient.exe@0x68131f
4 psclient.exe psclient.exe@0x67d0af
5 psclient.exe psclient.exe@0x673d87
6 psclient.exe psclient.exe@0x673f97
7 psclient.exe psclient.exe@0x6add27
8 psclient.exe psclient.exe@0x6713ca
9 psclient.exe psclient.exe@0x6b6955
10 psclient.exe _SEH_epilog4
11 ntdll.dll ntdll.dll@0x99f9
12 ntdll.dll ntdll.dll@0x4198d
13 psclient.exe pre_c_init src\crtexe.c:293
14 psclient.exe pre_c_init src\crtexe.c:293

 3640 Medium13.12.2009LanarelTalad Enki brigandine armor makes arms see-through in spots 16.03.2011No2 Task Description

You can see through the non-metal-covered parts of the brigandine armor on the arms of enki.

http://tinyurl.com/ycr6ept

 3585 High10.12.2009Lanarel hall of mirrors in portals 17.01.2010No Task Description

Hall of mirrors in portal doors is back. I noticed in magic shop and temple, others also in bronzedoors.

Example magic shop:
http://tinyurl.com/yz5ssa8

Instead of closing this again when we do no longer experience this, I suggest to actually find the reason this happens when just making a new installer from code and art that does not have this problem.

 3583 Critical10.12.2009Lanarel Default command key settings should also work for Macs 17.01.2010No1 Task Description

Macs do not know the difference between left and right keys. Default settings for other oses therefor do confuse new mac users. If it says the shortcut for some command is said to be left shift + a key, it should not do the command for right shift + that key.

Someone should check all default commands and make them left/right independent. Assigning to Xillix to explain how run and sneak should be handled :)

Set critical on Xillix’ request ;)

 3503 Critical29.11.2009Lanarel NPC voices too low volume 17.01.2010No5 Task Description

NPC voices are really low. With npc volume set highest and music and ambient almost off, it is still difficult to follow.

Update: according to f-rd volume varies. I at least tried the ring of familiar and drinks in the deep quests.

 3340 Critical23.11.2009Lanarel [Release blocker] Crashes when changing maps 24.11.2009No2 Task Description

There are two ways things crash, I think they are the same:

- teleporting to a player or NPC often crashes
- walking through a map load, and then back causes a crash (at least often)

One of the crashes was at 0054C85D, the other started with 005 as well.
Needs further investigation and a trace.

 3314 Critical16.11.2009LanarelMike Gist [Release blocker] Labels are at knee height 18.11.2009No5 Task Description

Labels are at knee height.

http://tinyurl.com/yhakdye

Confirmed by weltall.

 3283 Critical08.11.2009LanarelKenneth GraunkeMike GistKeith [Release blocker] ALL entities gone after teleport 19.11.2009No14 Task Description

WHen teleporting, there are no npcs entities. AFter some time (probably going to another sector and back), they are back again.
Confirmed by Weltall.

Marked release blocker because this possibly also happens with normal players (as noticed by Peeg) and when walking to another map (as I noticed once). THis is not only for NPCs. Also players and objects are not visible after teleporting.

 3282 Critical08.11.2009LanarelTalad Ylian hair looks bad. 11.11.2009No2 Task Description

Hair looks really bad for ylians last weeks. SO more of bad hair weeks.
Example:
http://tinyurl.com/ygr2ebd

Looks like 2 different hair meshes over eachother, with some bad shadow or missing part in the neck.

 3272 Critical01.11.2009LanarelMike GistAndrew DaiR.GuppyDipener MurugerDon Mac There is no mac build yet. 26.11.2009No32 Task Description

This report is to help getting a mac build build. Xordan can explain what is needed, I hope some of the mac users can try creating builds. At least if there are problems creating a build, they can be listed here.

 3157 Medium06.09.2009Lanarel Pawseditor is not working. 04.06.2020No1 Task Description

Probably known and accepted that it is not working. It would be good if it did though, in helping solve the many smaller gui problems.

Some things:
- it wants a art/pawseditor.zip that does not exist
- it has no mouse (probably due to the above)
- cfg file not up todate
- it tries to connect to laanx, with a timeout of minutes. See previous point.

 3156 Critical05.09.2009LanarelLanarelweltall New elves skin desription window does not show whole bu ...11.09.2009No9 Task Description

In the description window, the buttons are only partly visible. They may just miss a heigh attribute in the xml file, as I saw a similar fix elsewere.

Assigning to Venge and Cherppow, but this can probably be fixed by someone else too.

 3154 Critical05.09.2009LanarelKeithVille Rantapuska Stat bars not showing correctly with new elves skin. 15.09.2009No3 Task Description

Stat bars are not showing bars in info window in new elves skin.

See here:
http://tinyurl.com/lwoov3

 3153 Critical05.09.2009LanarelKeithVille Rantapuska Number selection pop up in inventory has no background  ...15.09.2009No1 Task Description

With new elves skin in inventory:
- click a stack
- there are some numbers and OK/Cancel floating in the air

 3152 High05.09.2009LanarelTristan Cragnolini Console errors about sCharAppearance::Attach 16.04.2010No1 Task Description

Console is full of errors about Slots not being found. It also seems to slow things down. They seem related to Kougaros changes, so assigning to him to have a look.

Errors:

Sat Sep 05 16:38:38 2009, <c:\proj\planeshift\trunk\src\client\gui\pawsinteractw
indow.cpp:169 pawsInteractWindow::HandleMessage SEVERE>
Sat Sep 05 16:38:38 2009, Button >ButtonMount< not found
Sat Sep 05 16:38:38 2009, <c:\proj\planeshift\trunk\src\client\gui\pawsinteractw
indow.cpp:169 pawsInteractWindow::HandleMessage SEVERE>
Sat Sep 05 16:38:38 2009, Button >ButtonUnmount< not found
Sat Sep 05 17:07:21 2009, <c:\proj\planeshift\trunk\src\client\psclientdr.cpp:21
8 psClientDR::HandleDeadReckon SEVERE>
Sat Sep 05 17:07:21 2009, Got DR message for unknown entity EID:12660.
Sat Sep 05 17:07:21 2009, <c:\proj\planeshift\trunk\src\client\psclientdr.cpp:21
8 psClientDR::HandleDeadReckon SEVERE>
Sat Sep 05 17:07:21 2009, Got DR message for unknown entity EID:12660.
Sat Sep 05 17:07:21 2009, <c:\proj\planeshift\trunk\src\client\charapp.cpp:721 p
sCharAppearance::Attach SEVERE>
Sat Sep 05 17:07:21 2009, Socket arms not found.
Sat Sep 05 17:07:21 2009, <c:\proj\planeshift\trunk\src\client\charapp.cpp:721 p
sCharAppearance::Attach SEVERE>
Sat Sep 05 17:07:21 2009, Socket gloves not found.
Sat Sep 05 17:07:21 2009, <c:\proj\planeshift\trunk\src\client\charapp.cpp:721 p
sCharAppearance::Attach SEVERE>
Sat Sep 05 17:07:21 2009, Socket boots not found.
Sat Sep 05 17:07:21 2009, <c:\proj\planeshift\trunk\src\client\charapp.cpp:721 p
sCharAppearance::Attach SEVERE>
Sat Sep 05 17:07:21 2009, Socket legs not found.
Sat Sep 05 17:07:21 2009, <c:\proj\planeshift\trunk\src\client\charapp.cpp:721 p
sCharAppearance::Attach SEVERE>
Sat Sep 05 17:07:21 2009, Socket torso not found.
Sat Sep 05 17:07:21 2009, <c:\proj\planeshift\trunk\src\client\charapp.cpp:721 p
sCharAppearance::Attach SEVERE>
Sat Sep 05 17:07:21 2009, Socket mind not found.

Etc.

 3150 Critical04.09.2009LanarelTalad Grass has no texture in hybdr when teleporting from akk ...01.10.2009No3 Task Description

Teleport from akkaio to hydbr. Grass will have checkerboard.

Updated art of 3-9-2009.

 3139 Critical28.08.2009LanarelKeithVille Rantapuska Tutorial window text unreadable due to same background  ...06.09.2009No2 Task Description

The tutorial popups (for example, log in as acraig on a svn server with clean db) are unreadable since the background and font color are almost the same.
New elves gui.

 3138 Critical28.08.2009LanarelKeithVille Rantapuska New gui references png files that no longer exist. 06.09.2009No1 Task Description

In the new skin, in imagelist.xml, there are a few references wrong:

<image file=”/paws/real_skin/gui/invback.png” resource=”Standard Background”>
</image>

<image file=”/paws/real_skin/gui/darkblue_bg.png” resource=”Blue Background” tiled=”true” >
<alpha level=”0” />
</image>

<image file=”/paws/real_skin/gui/grey_bg.png” resource=”Grey Background” tiled=”true”>

<alpha level="0" />
</image>

The gui subdir no longer exists. The standard background is used in pawslistbox and some other windows, blue background as well. The first for example gives 10 errors a second in the login screen.

 3119 High22.08.2009Lanarelweltall Chatwindow commands copied to input line even when in t ...06.01.2010No6 Task Description

In the new chatwindow system, the last command is repeated on the input line, even when you are in that tab. It would be nice if there was an option to not do that.

Example (in default setting, with tabs):
- with system tab active, type /auction Hi
- you will switch to the auction tab, with ‘Vengeance auctions: Hi’ showing. And on the input line it shows /auction

This may be great in a tabless setting, and WoW may do it like this, but to some of us this looks wrong :)

So making this a feature request, assigning to Khaki as he worked on this chat stuff, but with slightly lower priority. Not necessary to fix before release (there are higher priority things), but the test team would prefer to have this gone before we close 10 duplicates of this right after the release :).

Also assigning to me, so I remember to cleanup these bug details after Khaki saw it.

 3118 Critical22.08.2009LanarelTalad Grass transparency problem in magicshop when teleportin ...03.09.2009No4 Task Description

Grass transparency problem in magicshop when teleporting there from NPCroom.

Windows, debug mode, updated maps as of 22-aug-2009

Addition by Lanarel (30-8-2009):

1. Log in in magic shop.
2. WAlk outside:
http://img42.imageshack.us/img42/4476/shot54.jpg

 3102 Low16.08.2009Lanarel Have charisma and intelligence influence how characters ...03.10.2022No2 Task Description

From  bug 127 , a feature request was left over to make it possible for high charisma characters to influence their appearance, against low intelligence chars. From Xillix’ comment:

I just want it to give a more accurate assessment of one’s prowess. I’d like it to consider skill totals, be in a mathscript, and charisma weigh a bit higher in the calculation to account for “bluffing” as far as how one sees oneself, that can largely be left to the character in question.

We will focus on 8 degrees of two categories of status: One for magical prowess, One for Physical prowess. The descriptions should match up for each category and tell the strength within each category.

To determine what one character viewing another will be able to perceive we will take Intelligence as the ability to perceive, and Charisma as the ability to obscure…

Someone with a really high strength, who is not very charismatic, will have a high physical prowess when examined by someone highly intellegent, While someone highly charismatic will be able to choose to appear stronger or weaker, so the descriptions should make sense in these context:

Gandalf the White looked pretty feeble when stuttering along the floor towards King ThÃoden. But he had high charisma so he could hide it well. Then we was like: OMG I KICK UR ASS NOOB!

Whereas later when Gandalf is about to fight the Balrog he’s able to use his magic to seem puffed up and bigger and be like: “I am liek Galdalf t3h Wh1t3. Ph34r!!!”

Players with sufficient ability in Charisma will get the option to choose like:

A box that says () I want to appear stronger than I am or () I want to appear weaker than I am

So the player will put (x) in the one they like and this will alter what people read.

 3000 Critical22.06.2009LanarelRlyDontKnow Dequiping torch crashes client (trunk) 07.04.2010No22 Task Description

Logged in carrying a torch, outside hydlaa (just before loadzone to hybdr). Dequiped torch:


>	engine.dll!LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform>::operator()(const CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::Node * node=0x17572ea0)  Line 371 + 0xc bytes	C++
 	engine.dll!CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::TraverseRec<IntersectInnerBBoxAndLightFilter,LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> >(IntersectInnerBBoxAndLightFilter & inner={...}, LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> & leaf={...}, const CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::Node * node=0x17572ea0)  Line 383 + 0xc bytes	C++
 	engine.dll!CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::TraverseRec<IntersectInnerBBoxAndLightFilter,LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> >(IntersectInnerBBoxAndLightFilter & inner={...}, LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> & leaf={...}, const CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::Node * node=0x17572da0)  Line 389 + 0x19 bytes	C++
 	engine.dll!CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::TraverseRec<IntersectInnerBBoxAndLightFilter,LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> >(IntersectInnerBBoxAndLightFilter & inner={...}, LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> & leaf={...}, const CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::Node * node=0x17572d20)  Line 389 + 0x19 bytes	C++
 	engine.dll!CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::TraverseRec<IntersectInnerBBoxAndLightFilter,LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> >(IntersectInnerBBoxAndLightFilter & inner={...}, LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> & leaf={...}, const CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::Node * node=0x17572ca0)  Line 389 + 0x19 bytes	C++
 	engine.dll!CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::TraverseRec<IntersectInnerBBoxAndLightFilter,LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> >(IntersectInnerBBoxAndLightFilter & inner={...}, LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> & leaf={...}, const CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::Node * node=0x17572c60)  Line 389 + 0x19 bytes	C++
 	engine.dll!CS::Geometry::AABBTree<CS::Plugin::Engine::csLight,2,CS::Plugin::Engine::LightExtraAABBNodeData>::Traverse<IntersectInnerBBoxAndLightFilter,LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> >(IntersectInnerBBoxAndLightFilter & inner={...}, LightCollectArrayPtr<csDirtyAccessArray<csLightInfluence,csArrayElementHandler<csLightInfluence>,CS::Memory::LocalBufferAllocator<csLightInfluence,16,CS::Memory::AllocatorMalloc,1>,csArrayCapacityFixedGrow<16> >,BoxSpaceTransform> & leaf={...})  Line 143	C++
 	engine.dll!csLightManager::GetRelevantLightsWorker<BoxSpaceTransform>(const BoxSpaceTransform & boxSpace={...}, iSector * sector=0x1768a8fc, const csBox3 & boundingBox={...}, csLightInfluence * & lightArray=0x00000000, unsigned int & numLights=0, unsigned int maxLights=4294967295, unsigned int flags=65279)  Line 448	C++
 	engine.dll!csLightManager::GetRelevantLights(iSector * sector=0x1768a8fc, const csBox3 & boundingBox={...}, csLightInfluence * & lightArray=0x00000000, unsigned int & numLights=0, unsigned int maxLights=4294967295, const csReversibleTransform * bboxToWorld=0x21c73368, unsigned int flags=65279)  Line 492	C++
 	engine.dll!csLightManager::GetRelevantLightsSorted(iSector * sector=0x1768a8fc, const csBox3 & boundingBox={...}, csLightInfluence * & lightArray=0x00000000, unsigned int & numLights=0, unsigned int maxLights=4294967295, const csReversibleTransform * bboxToWorld=0x21c73368, unsigned int flags=65279)  Line 529	C++
 	rm_unshadowed.dll!CS::RenderManager::LightSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer,CS::RenderManager::ShadowNone<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer> >::operator()(CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::MeshNode * node=0x128d6304)  Line 810	C++
 	rm_unshadowed.dll!CS::RenderManager::Implementation::OperationCaller<CS::RenderManager::LightSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer,CS::RenderManager::ShadowNone<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer> >,CS::RenderManager::Implementation::NoOperationBlock<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::MeshNode *>,CS::RenderManager::OperationUnordered>::operator()<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::MeshNode *>(CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::MeshNode * const & context=0x128d6304)  Line 255	C++
 	rm_unshadowed.dll!CS::RenderManager::ForEachMeshNode<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::ContextNode,CS::RenderManager::LightSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer,CS::RenderManager::ShadowNone<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer> > >(CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>::ContextNode & context={...}, CS::RenderManager::LightSetup<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer,CS::RenderManager::ShadowNone<CS::RenderManager::RenderTree<CS::RenderManager::RenderTreeLightingTraits>,CS::RenderManager::MultipleRenderLayer> > & fn={...})  Line 557	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 131 + 0xd bytes	C++
 	rm_unshadowed.dll!CS::Plugin::RMUnshadowed::RMUnshadowed::RenderView(iView * view=0x11c256f8)  Line 234	C++
 	crystalspace-1.9-vc9_d.dll!csView::Draw(iMeshWrapper * mesh=0x00000000)  Line 184	C++
 	psclient.exe!psCamera::Draw()  Line 763	C++
 	psclient.exe!psEngine::Process3D(iEvent & ev={...})  Line 970	C++
 	psclient.exe!psEngine::EventHandler3D::HandleEvent(iEvent & ev={...})  Line 510	C++
 	crystalspace-1.9-vc9_d.dll!csEventTree::Dispatch(iEvent & e={...})  Line 576 + 0x10 bytes	C++
 	crystalspace-1.9-vc9_d.dll!csEventTree::Notify()  Line 547	C++
 	crystalspace-1.9-vc9_d.dll!csEventQueue::Notify(const CS::StringID<CS::StringSetTag::General> & name={...})  Line 241	C++
 	crystalspace-1.9-vc9_d.dll!csEventQueue::Process()  Line 261	C++
 	crystalspace-1.9-vc9_d.dll!csDefaultRunLoop(iObjectRegistry * r=0x00bd8278)  Line 102	C++
 	psclient.exe!main(int argc=2, char * * argv=0x02201f98)  Line 1896 + 0xa bytes	C++
 	psclient.exe!__tmainCRTStartup()  Line 586 + 0x19 bytes	C
 	psclient.exe!mainCRTStartup()  Line 403	C
 	kernel32.dll!76ad4911() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
 	ntdll.dll!7789e4b6() 	
 	ntdll.dll!7789e489() 

Opened this report to not forget to recheck.

 2970 Medium02.06.2009LanarelVenalan Book are too far away to read 07.09.2014No10 Task Description

I noticed that several books cannot be read because they are too far away, even with your nose in them. Doing a /pos, shows that the location of the book is 0,0,0.
Example:
1. go to room in temple with book of names
2. right click book of names and click the eye icon.
3. You get a message you are too far away
4. do /pos book of names and see that location is 0,0,0

Same for economy books in jayoses library (did not check more).

Since books are part of the maps, this is probably an action location problem.

 2969 Critical02.06.2009Lanarel Black flames 02.06.2009No Task Description

Flames of candles in maps with new CS are black. However, I noticed some weird changes there too:

1. Logged in in tavern.
2. Look at candle flames. They are black squares (with very little colour variation) moving.
3. Teleported to npcroom1 and back to tavern.
4. Look at candle flames. They look much better now, with actual flames showing, but black filling the squares (where they should be transparent.

Marked critical as this should be changed.

 2952 High25.05.2009LanarelMike Gist Transparencies (in trees) cause hall-of-mirror effect i ...22.07.2009No4 Task Description

Trees (and plants) cause hall of mirror effect in their transparent parts, as seen here:

http://img34.imageshack.us/img34/6194/shot35.png

Added Xordan as assignee, but leaving unconfirmed so someone else can confirm.

 2870 Critical06.04.2009LanarelLanarelRizin Quest menus: after finishing quest with inf lockout, ne ...23.08.2009No6 Task Description

Another thing I noticed:
after finishing the carpet quest, the starting response was still shown. When clicking it gave a GM notice that there is an infinite lockout, but it did show some new text (about Brintec trusting me now, and wondering about fur quality). No quest was assigned. After enabling questtester, it just gave me the original quest again.

Seems something is not working well with the infinite lockout?

 2869 Medium06.04.2009Lanarel Quest menus: next answer appears too early when ... mis ...12.07.2009No1 Task Description

From Valrion:
> # Quest What’s up with the carpets?
> Interrupting a npc response jumps to the selected response completes
> that then jumps back to the old response and completes that.
> Ex. P: Hi
> NPC: Response 1
> P: Ok
> NPC: Response 2
> NPC: Continue with response 1 if P selected OK while npc was
> still busy with response 1.
What happens is that the next response menu immediately appears. According to Venge, a … is missing in the script. The responses mixing is because this happens (I think(:
1. first trigger is selected
2. first response starts by making an event that puts the text with pauses
3. second trigger is selected (it should not yet have been shown
4. second response is started
5. first and second response are both shown mixed up

Even though this is a problem with something missing from the script, maybe there is also something to be done server side.

 2868 Medium06.04.2009Lanarel Quest menus: riddle menu item does not appear right. 12.07.2009No Task Description

In quest menus, when there is an riddle answer to be given, the menu shows:
“<Answer Enter riddle answer>” from script “Menu: ?=Enter riddle answer”

Confirmed by me and Valrion

 2842 Critical25.03.2009Lanarel crash loging in 10.04.2009No4 Task Description

This is just to list some of the many crashes I get :). Most start with a teleport, then several when loging in.

When loging in on Weltalls server (trunk, real data), I often crash. Several times I see one that says something about a cookie being wrong, with this bt:

ntdll.dll!76e17dfe()
[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]
crystalspace-1.9-vc9_d.dll!CS::Debug::DebugBreak() Line 855 C++
crystalspace-1.9-vc9_d.dll!CS::Debug::AssertMessage(const char * expr=0x5da03008, const char * filename=0x5da02ef0, int line=359, const char * msg=0x5da02de0) Line 82 C++
crystalspace-1.9-vc9_d.dll!`anonymous namespace’::mem_check_real<0>(const void * p=0x0bc34660, const char * msg=0x5da02de0, bool condition=false, const char * exprString=0x5da03008, csCallStack * stack=0×00000000, const char * file=0x5da02ef0, int line=359) Line 204 + 0×15 bytes C++
crystalspace-1.9-vc9_d.dll!`anonymous namespace’::ptfree_debug<0,0>(void * P=0x0bc34660) Line 355 + 0x8d bytes C++
crystalspace-1.9-vc9_d.dll!cs_free(void * p=0x0bc34660) Line 615 + 0×9 bytes C++
psclient.exe!psNetPacketEntry::~psNetPacketEntry() Line 75 + 0xd bytes C++
psclient.exe!psNetPacketEntry::`scalar deleting destructor’() + 0×14 bytes C++
psclient.exe!csSyncRefCount::DecRef() Line 71 + 0×20 bytes C++
psclient.exe!csRef<psNetPacketEntry>::~csRef<psNetPacketEntry>() Line 207 C++
> psclient.exe!NetBase::HandleAck(csRef<psNetPacketEntry> pkt={…}, NetBase::Connection * connection=0x1255b530, sockaddr_in * addr=0x1e08f5f8) Line 356 + 0x1f bytes C++
psclient.exe!NetBase::CheckIn() Line 246 + 0×28 bytes C++
psclient.exe!NetBase::ProcessNetwork(unsigned int timeout=43905) Line 145 + 0×17 bytes C++
psclient.exe!psNetConnection::Run() Line 195 C++
crystalspace-1.9-vc9_d.dll!CS::Threading::Implementation::`anonymous namespace’::proxyFunc(void * param=0x0026ee44) Line 107 C++
msvcr90d.dll!682edfd3()
msvcr90d.dll!682edf69()
kernel32.dll!76c14911()
ntdll.dll!76e0e4b6()
ntdll.dll!76e0e489()

Error line in console said:
“*(CookieType*)((uint8*)P + n) == endCookie” const char *”

This happened after crashing differently before.

 2837 Medium23.03.2009Lanarel scrollbar disappears when resizing 25.08.2009No6 Task Description

On trunk, default skin (the nihilistic one):
1. get some text so you get a scroll bar
2. make window wider. Bar moves with the window.
3. make window smaller. Bar does not move (and gets outside of the window).

 2819 Medium18.03.2009LanarelKeith Quest menu answers from previous steps stay visible. 27.07.2009No2 Task Description

Just had some (a lot of :) ) fun doing the 1000 year Sammich quest. In several cases, answers from previous steps (I think just the ones not answered, but not sure) show up in the list for later steps. If you click them, nothing happens. This might have to do with repeatable steps (i.e., where in old quest system you could go back a few steps by repeating an answer).

 2801 Critical09.03.2009Lanarel /slide and /teleport-ing other characters does not work ...10.03.2009No Task Description

I created characters in the player1 and player2 accounts. They are in tutorial in different instances. The Venge char can teleport to them, but teleporting them to venge does not work. Also /slide otherchar f 10 etc does not work.

 2800 Medium09.03.2009Lanarel Character description edit button is invisible 11.03.2009No1 Task Description

The eye button in the stats window has tooltip ‘Filter’ and does not do anything. SO there is no way to change the description.

Appears that the button is now in the description window, however in the elves theme it does not show even if it’s possible to click on it and it actually shows the edit window. Default theme is ok

 2799 High09.03.2009Lanarel Server crash when uploading character 10.03.2009No4 Task Description

Server crashed when uploading a char created on local server with custom path (everything randomized). I traced it back to vitals not being initialised. This probably is a compiler dependend bug (as other compilers may initialise floats) but my msvc9 did not.

Solution:
In the constructor of ServerVitals, set not only rates and max but also the values.
Tested and it works now (with mana set to 100%, instead of crashing when trying to write 1e38 to the database).

 2784 Critical23.02.2009LanarelMike Gist Current way of using art and data to get a working set  ...24.04.2009No Task Description

After spending another week without a working client and getting a description "replace this file from svn art in this zip file from install art" from another tester who spent valuable time finding that out, I demand a better procedure, and will ignore all procedures by assigning this as a critical bug in one go.

Currently art and data come from 5 places:
- art and data from the install (possibly after running the updater on the install using the standard repro)
- art from the svn art branch
- data from svn trunk
- art and data obtained by running the updater on trunk using another url
- files given by people "use this, it will fix things"

Try figuring out when things do not work after doing things in the wrong order. An example, currently trunk does not work unless you take a few files from default.zip in the art branch and put them in the default.zip from installed art. If you take one or the other, things do not work. And I am not even sure this will solve the fact that none of the maps load at all.

With many art related bugs to test, this will just not do. We need a clear procedure that is also used by the devs that should at most be as complicated as this:
1. copy all art from install
2. copy data from install, but do svn revert on data/gui
3. ignore the art branch
4. update with normal url to get a working set (unless CS requires completely new art, then art from art branch at least should work).
5. update with not public url to get a working set for testing trunk with newest versions of at least released art.

Or any other procedure that uses a clear order of copying and does not change everytime a file changes.

 2745 Critical10.02.2009Lanarel Permadeath (no resurrection after /die) 11.02.2009No6 Task Description

Clean db, all maps loaded (not sure if that matters).

Venge in NPCroom, do /die. Venge will fall down, and stay down forever.
In the client window I see the following messages:

Tue Feb 10 22:46:50 2009, <c:\proj\planeshift\trunk\src\client\entitylabels.cpp:257 psEntityLabels::SetObjectText SEVERE>
Tue Feb 10 22:46:50 2009, Lost entity label of object Vengeance IsMine!
Tue Feb 10 22:46:50 2009, <c:\proj\planeshift\trunk\src\client\sound\pssoundmngr.cpp:749 psSoundManager::psSndSourceMngr::LoadResource SEVERE>
Tue Feb 10 22:46:50 2009, Couldn't find a definition for 'death'
Tue Feb 10 22:46:50 2009, Couldn't create Resource 'death'
Tue Feb 10 22:46:50 2009, <c:\proj\planeshift\trunk\src\client\psclientdr.cpp:255 psClientDR::HandleStatsUpdate SEVERE>
Tue Feb 10 22:46:50 2009, Server report HP but object is not alive

Venge cannot talk, as he is really dead.
Loging out and in fixes this.

Addition:
After /dieing again, I did /teleport me map death_realm, which of course did not work. However, after loging in again, I was in death realm. Trying to teleport to other maps did not work due to the teleport bug, so I could not try what would happen when dying in other maps. This bug may be related to the teleport problem, due to not being able to go to death realm (although that should not happen in npcroom I think).

 2530 Very Low28.11.2008Lanarel Test for resolutions 11.01.2009No Task Description

Ignore this

 2458 Low11.11.2008LanarelTristan Cragnolini Make NPCs face player when talking 22.02.2009No5 Task Description

NPC camera mode is an option that is now working again. If it is switched on, when doing /tellnpc (or talk in npctab), the camera will switch to a side view showing NPC and character. However, when you are behind the npc, it will not look at you while talking.

Request (by Vengeance) is to make the NPC turn towards the player. This should be completely client side (so only player sees rotated NPC).

Not sure if this should only happen when NPC camera mode is selected.

Assigning to Kougaro.

 2457 High11.11.2008LanarelLanarel Cannot add item to container even if guard is far away. 12.11.2008No1 Task Description

Rizin (and others) sometimes had problems adding items to furnaces, chest, etc. The error they saw was most likely because the container was guarded. I found that in CanAdd, it did not check if the guarding character was nearby (as it does in the function CanTake). I added a check for that, and tested:

- venge drops chest, puts ore in
- acraig opens, can see ore (but no number), not move it, and not add batter (”you cannot at item to this container”)
- venge walks away
- acraig can now add batter and take ore.

Patch uploaded to code review:

http://codereview.appspot.com/8647/show

 2456 High11.11.2008LanarelRizin Laanx Server crash possibly with recent change to oven 11.11.2008No Task Description

Feel free to ask to delete this when it is known or not the cause, but the laanx server just crashed twice in the same way, and I think it may be related to changes to the oven in gugrontid that Rizin may know more about. Reason I suspect the oven are:
- at server start, there is a message: 17:42:09 2008, Failed to populate action : “Gug_Tav_Oven” and

Error in XML: Error reading Element value. (in: line 1; Examine)
String was: <Examine> <Container ID='29620240'/><Description> A small oven. </Description>Tue Nov 11 17:29:02 2008, <src/common/util/psxmlparser.cpp:309 ParseString SEVERE>
Tue Nov 11 17:29:02 2008, Error in XML: Error reading Element value. (in: line 1; Examine)
Tue Nov 11 17:29:02 2008, String was: <Examine> <Container ID='29620240'/><Description> A small oven. </Description>
Parse error in action responseTue Nov 11 17:29:02 2008, <src/server/bulkobjects/psactionlocationinfo.cpp:516 ParseResponse SEVERE>
Tue Nov 11 17:29:02 2008, Parse error in action response
Failed to parse response string for action : "Gug_Oven"Tue Nov 11 17:29:02 2008, <src/server/actionmanager.cpp:861 CacheActionLocation SEVERE>
Tue Nov 11 17:29:02 2008, Failed to parse response string for action : "Gug_Oven"
Failed to populate action : "Gug_Oven"Tue Nov 11 17:29:02 2008, <src/server/actionmanager.cpp:835 RepopulateActionLocations SEVERE>
Tue Nov 11 17:29:02 2008, Failed to populate action : "Gug_Oven"
Error in XML: Error reading Element value. (in: line 1; Examine)
String was: <Examine><Container ID='29620240'/><Description> A small oven. </Description>Tue Nov 11 17:29:02 2008, <src/common/util/psxmlparser.cpp:309 ParseString SEVERE>
Tue Nov 11 17:29:02 2008, Error in XML: Error reading Element value. (in: line 1; Examine)
Tue Nov 11 17:29:02 2008, String was: <Examine><Container ID='29620240'/><Description> A small oven. </Description>
Parse error in action responseTue Nov 11 17:29:02 2008, <src/server/bulkobjects/psactionlocationinfo.cpp:516 ParseResponse SEVERE>
Tue Nov 11 17:29:02 2008, Parse error in action response
Failed to parse response string for action : "Gug_Tav_Oven"Tue Nov 11 17:29:02 2008, <src/server/actionmanager.cpp:861 CacheActionLocation SEVERE>
Tue Nov 11 17:29:02 2008, Failed to parse response string for action : "Gug_Tav_Oven"
Failed to populate action : "Gug_Tav_Oven"Tue Nov 11 17:29:02 2008, <src/server/actionmanager.cpp:835 RepopulateActionLocations SEVERE>
Tue Nov 11 17:29:02 2008, Failed to populate action : "Gug_Tav_Oven"

- the crash happens in

#0  0x080718a4 in psWorkManager::ValidateTarget (this=0x1e09ad20, 
    client=0x573c0f68) at src/server/workmanager.cpp:2410
2410	        if (target->GetActorPtr())
(gdb) #0  0x080718a4 in psWorkManager::ValidateTarget (this=0x1e09ad20, 
    client=0x573c0f68) at src/server/workmanager.cpp:2410
#1  0x08075011 in psWorkManager::StartUseWork (this=0x1e09ad20, 
    client=0x573c0f68) at src/server/workmanager.cpp:1122
#2  0x080756e3 in psWorkManager::HandleUse (this=0x1e09ad20, client=0x573c0f68)
    at src/server/workmanager.cpp:1091
#3  0x080791f1 in psWorkManager::HandleMessage (this=0x1e09ad20, 
    me=0x5a3d5208, client=0x573c0f68) at src/server/workmanager.cpp:244

which sounds like someone targeting something to do some crafting (and I assume that oven :) ).

Until this is fixed it might be safer not to use that oven.

 2425 Low01.11.2008LanarelCaarrieThomLanarelpeegMario RohkrämerSteven SchwartfegerMrokiiweltall Server crash when viewing container 02.11.2008No9 Task Description

Got this crash on trunk server when looking at other bugs. I make this a separate report since this is the same point (more or less) where Laanx is currently crashing every five minutes.

What I did:
- venge opened chest, put mug in
- with window open, venge dropped chest. Mug disappears from view immediately (so not possible to pick it out as suggested in  bug 2333 )
- acraig presses eye-icon to view container. Server crashes, with this call stack:

>	psserver.exe!csRef<iMeshWrapper>::operator iMeshWrapper *()  Line 354 + 0xf bytes	C++
 	psserver.exe!gemMesh::GetMesh()  Line 110	C++
 	psserver.exe!gemObject::GetMeshWrapper()  Line 814	C++
 	psserver.exe!gemObject::GetPosition(csVector3 & pos={...}, iSector * & sector=0x7ffdf000)  Line 1140 + 0x8 bytes	C++
 	psserver.exe!ProximityList::RangeTo(gemObject * object=0x032c6870, bool ignoreY=false)  Line 445	C++
 	psserver.exe!gemObject::RangeTo(gemObject * obj=0x032c6870, bool ignoreY=false)  Line 857	C++
 	psserver.exe!Client::CanTake(psItem * item=0x02832a4c)  Line 524 + 0x14 bytes	C++
 	psserver.exe!psItem::FillContainerMsg(Client * client=0x032ca028, psViewItemDescription & outgoing={...})  Line 2406 + 0xc bytes	C++
 	psserver.exe!psItem::SendContainerContents(Client * client=0x032ca028, int containerID=-1)  Line 2609	C++
 	psserver.exe!psItem::ViewItem(Client * client=0x032ca028, int containerID=10079, INVENTORY_SLOT_NUMBER slotID=PSCHARACTER_SLOT_NONE)  Line 2828 + 0x10 bytes	C++
 	psserver.exe!psServerCharManager::ViewItem(Client * client=0x032ca028, int containerID=10079, INVENTORY_SLOT_NUMBER slotID=PSCHARACTER_SLOT_NONE)  Line 205	C++
 	psserver.exe!psServerCharManager::ViewItem(MsgEntry * me=0x032b8ec0)  Line 152	C++
 	psserver.exe!psServerCharManager::HandleMessage(MsgEntry * me=0x032b8ec0, Client * client=0x032ca028)  Line 367	C++
 	psserver.exe!MsgHandler::Publish(MsgEntry * me=0x032b8ec0)  Line 71	C++
 	psserver.exe!EventManager::Run()  Line 199	C++
 	psserver.exe!psServer::MainLoop()  Line 555	C++
 	psserver.exe!main(int argc=2, char * * argv=0x003f5710)  Line 81	C++
 	psserver.exe!__tmainCRTStartup()  Line 597 + 0x19 bytes	C
 	psserver.exe!mainCRTStartup()  Line 414	C
 	kernel32.dll!7c817067() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
 	psserver.exe!com_exec(char * line=0x00720075)  Line 1640 + 0x11 bytes	C++
 	psserver.exe!psWorkManager::HandleProductionEvent(psWorkGameEvent * workEvent=0x00000000)  Line 913 + 0x1c bytes	C++
 	a845c704()	

Crashes on Laanx are also in FillCOntainer, sometimes in CanTake (from FIllContainer), few times IsNPCOwned (from CanTake).

 2408 Low26.10.2008Lanarel Bug in testing responses may prevent npc from respondin ...27.10.2008No5 Task Description

I found something wrong in the code that tests for available response for an npc. Although this might have a small chance of occuring, it is wrong.

In function bool NpcTrigger::HaveAvailableResponses(Client * client, gemNPC * npc, NPCDialogDict * dict, csArray<int> *availableResponseList)
line 1030 and further in dictionary.cpp, the following is done:
When talking to an npc, what you say is parsed several times and a trigger is (possibly) found that corresponds to this. This trigger for this NPC has a list of possible responses (some KA, some quests). In this function, for all these responses it is checked if they are possible at this point. Mainly if they are part of a quest, it is tested if prerequisites are met, such as finished quests, skill, ….

This is simply done by going over all responses, and add them to a list if they are available. A bool hasAvail is set true if at least one response is added.
And that is where something goes wrong. In one of the first tests, hasAvail is set false again if that response is a quest, but not active. However, it should just not add the response. If earlier responses were added (hasAvail is true) and there are no more added after this response (and hasAvail is reset to true), this means there is a list of available responses, but it is not used :)

This will only cause problems in the very rare (and possibly not occuring) case where a single trigger (for example, give me a quest) has more responses (an npc with more quests), and the last of all those answers is not active (for example disabled because of request  bug 1423 ).

To fix:
remove haveAvail = false; in line 1043. This makes this if else a bit weird, so a rewrite might be needed.

 2396 Low20.10.2008LanarelMike Gist Equiped items move to wrong place when morphing to othe ...25.08.2009No5 Task Description

1. equip battle axe (or any other item)
2. /morph me fynnwn (or any mesh other then original one)
3. /morph me stonebm (or the original mesh if it was not stonebm)
4. ouch, this is not where you want an axe

Tested with several meshes, confirmed by weltall.

Minor bug, as it only shows for own client, but it may point to other problems.

 2238 Low17.09.2008Lanarel Project manager cannot edit users directly 24.10.2008No3 Task Description

For some reason, editing a user from the project managers manage page does no longer work. It does not open the users page. Usually you can just click the name somewhere else (in a bug report), but some users never opened a bug and cannot be found.

I do not expect anyone to confirm (only Acraig can :) ), or this to be solved (it is a extremely low priority), but I will misuse this report to try and get a link to those users :)

 1943 High14.07.2008LanarelTalad Some textures not loading correctly after map change 22.07.2008No1 Task Description

This bug was originally reported in the old bug tracker as bug http://www.hydlaa.com/bugtracker/bug.php?op=show&bugid=1861

There are several cases where some textures which are present in different maps are gone after changing a map.

Example:
Have ‘keep maps loaded’ and ‘load all maps’ off.
Walk from hyldaa_plaze into hybdr.
All grass will show as checkerboards.
Log off and in again.
Grass will now look OK.

This seems to be caused by re-use of textures when loading a map not working correctly.

Please see the old bug report for more information.

(This bug was split from  bug 338  It was originally reported in some form in version 3.013.).

 1776 Critical29.06.2008LanarelFrank Barton Some furnaces do not accept iron ore and stock 30.06.2008No15 Task Description

The furnace in trasoks is not accepting stocks put into it. Furnace outside (not part of map) works OK.
Same at Harquists. Fixed furnace says “Cannot add that item to that container”. ALso tested with iron ore.

 1771 Low28.06.2008LanarelMike Gist Another Updater Crash 25.09.2008No3 Task Description

Ran updater, and it crashes in the main function when printing cs version or something, in line:

  printf("\nPlaneShift Updater Version %i for %s.\n\n", UPDATER_VERSION, engine->GetConfig()->GetCurrentConfig()->GetPlatform());

After I removed this print, it crashed due to  bug 1735 .

Call stack for print problem:
> msvcr80d.dll!_output_l(_iobuf * stream=0x00661d20, const char * format=0x004401cd, localeinfo_struct * plocinfo=0×00000000, char * argptr=0x0012fe78) Line 1648 + 0x1f bytes C++
msvcr80d.dll!printf(const char * format=0x004401a8, …) Line 63 + 0×18 bytes C
psupdater.exe!main(int argc=1, char * * argv=0x003c55e8) Line 92 + 0x2a bytes C++
psupdater.exe!__tmainCRTStartup() Line 597 + 0×19 bytes C
psupdater.exe!mainCRTStartup() Line 414 C

When strcpying engine→GetConfig()→GetCurrentConfig()→GetPlatform() to a char a[256], it says “generic”.

 1770 Low28.06.2008Lanarel pslaunch gives garbled graphics 28.06.2008No Task Description

I ran pslaunch, but the screen is unusable:
http://img167.imageshack.us/img167/780/pslaunchxo8.png

Might be my graphics hw (intel gm915 chip), but it displays psclient without a problem.

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