PlaneShift

Task TypeIDPrivateCategory  ascSeverityStatusOpened byAssigned ToSummaryLast Edited[[changedby]]
Feature Request458NoVery LowAssignedDanTaladGreeting while sitting09.06.2022162 Task Description

When sitting, I think it should be possible to greet someone without standing up. It is a bit awkward to be sitting, and then stand and wave at someone and sit back down. I’m not sure if it is hard to implement the “wave” action while sitting, but that is what I think the effect should be. Just sit and wave. If you don’t think that “/greet” is appropriate while sitting, then perhaps just implement a visual “/wave” that can work when standing or sitting, although the only difference between the two are the system message.

Feature Request705NoLowNewCaarriemore options with /morph03.03.20096 Task Description

feature request to have more options to morph to. GMs are not able to change face when they morph or any other option in character creation.

skin
hair
face
etc

Feature Request1022NoLowNewdurwynAbility to lock the guildhouse from the inside.04.04.201143 Task Description

When i first enter in the guild house, i inspected the arounds to remember what i had already seen in the pasts months , the pics and so :}

But i was disappointed by the fact that i cant close the door :( i mean by the inside..
i take the example that one of my guildmate invited her husband in it but then she had to go out to lock the door and enter it again. (OMG she can enter even if its locked! wOw hehe ^^)

Maybe its planed but then i have no possibility to check if its or not :}

Feature Request1642NoMediumNewA. Kiefner/possess an NPC15.11.2008123 Task Description

This command has been on the wishlist (and also on the ToDo list for releases) since a very long time. I post it here in the hope it will be more visible to interested people to implement.
The idea of the command is to control an NPC completely, not just talk as them through /impersonate. However, since controlling the actual body of an NPC is extremely complicated, it would be much more convenient (also from GM side) to simply make it seem so to the player.

Thus a possible way to implement the /possess command:
The syntax would be

/possess [NPC_name|target]|reset

Issueing the command would have the following effects:

1. The GM is moved to the location of the NPC.
2. The NPC is renamed to “$originalNPCsurname_P” (family name is unaffected).
3. The GM is renamed to $originalNPCname and the original GM name is stored in an extra db field.
4. The label color of the GM is set to NPC (/setlabelcolor).
5. The NPC is /slid u 1000.
6. All scripts (most importantly movement) of the possessed NPC are temporarily frozen.
7. GM temporarily gets all traits of the NPC (original traits of GM are stored on db).
8. GM is /set invisible off.

Issueing /possess reset would have the reversed effects:

1. Possessed NPC is moved to the location of the GM.
2. The name of the GM is restored.
3. The NPC is renamed back to §originalNPCsurname.
4. Labelcolor of GM is reset.
5. Scripts of the NPC enabled again.
(GM is not moved).

It’s important that the status of NPC (possessed), name and traits of the possessing GM are stored on DB so that a possible server crash has as little impact as possible.

If one is possessing an NPC already and then tries to possess another NPC, it should automatically issue /possess reset before executing /possess otherNPC.
When possessing, it should give a warning that the path of the NPC might be disturbed if /possess reset is issued too far away from the original position.

As a final cut, resuming scripts of the NPC should be delayed for 2 more minutes, giving the GM time to switch back into possession without paths getting in the way. That way it is possible to possess two or more NPCs back and forth.

Feature Request1761NoLowNewEricItems purchased by NPCs should be availabe for sale to ...27.09.201443 Task Description

The way it works now:

I mine ore or get weapons drops from killing monsters and sell them to a NPC. These items then simply disappear into the ether.

The way it should work:

The items purchased by a NPC should be available for players to purchase, at a mark-up to what the NPC bought the item for.

Example, If I sell 20 Iron Ore to Trasok, then he should have 20 Iron Ore for sale.

Steps to reproduce:

1. Acquire an item that a NPC will purchase.
2. Open the buy/sell dialog with this merchant.
3. Notice that when in “buy” view there are no items in the appropriate category.
4. Sell the item in question.
5. Go back to the “buy” view and observe that there is still no itme for sale in that category.

Justifications:

1. The players/devs have expressed a desire in the forums to have a stable economy. This will help.
2. For RP, the prices should fluctuate depending on a very simplified supply/demand algorithm.
3. For RP, how can a merchant justify shelling out mountains of trias for items that never seem to get used.

 a. Trasok shouldn't fit in his house with all the silver/gold ingots he has bought over the years.

4. This will help crafters be able to get raw materials at reasonable IC-justifiable prices and hopefully get prices for crafted items to be reasonable and IC-justifiable as well.

Feature Request1804NoLowNewQia FaskUse of containers holding liquids is unrealistic (mugs,...06.07.201322 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.

Feature Request2189NoLowNewweltall[pawsillumination] zoom support when looking at sketche...01.09.200821 Task Description

It would be nice if it was possible to zoom sketches when looking at them. This would also be useful when you get a sketch/map which is too big for your screen and allows you to have the entire image on screen by reducing zoom.

The included patch allows the user to zoom from 1/10 to 10x the map increasing the size of every element on screen.
The buttons used for this are > and < if someone has a better suggestion about them or thinks that having the increase/decrease zoom on screen would be useful i could add them.

http://pastebin.ca/1189613

Feature Request2319NoLowNewAuto-Create Key For Lockable Container01.10.20082 Task Description

When using /item to create a lockable container, also create a key automatically and place it in the container.

At the every least, just create the (master?) key and put it in the new container.

More complex would be to alter the dialog to allow input of how many keys (in addition to master?) to auto-create.

Feature Request2521NoLowProspect TaskEricOption to allow assistance in PvE without grouping28.07.20092 Task Description

I know this is around for some reason, but I think an option to turn this on and off would be better, as it does more bad than good, especially for roleplay. I was talking with someone new in the dungeon, next to an aggressive rogue which I just killed. When the rogue respawned, he went after the new player, and began pummeling him. I tried to intervene and “save” him, but couldn’t attack the rogue because of some magical red letter barrier yelling “I must be grouped with the player to attack”. I eventually tried to heal him, but wasn’t fast enough and he died while I stood there watching helplessly. Next time I’ll start with healing them, instead of trying to attack, group and communicate with the player as they are being attacked.

I’m not sure how many people go out there and try to “steal” other people’s monsters, but this is seriously annoying and unrealistic in the grand scheme of things. This has happened many times and has been tough to try to “save” anyone, so I thought an option to turn on and off to allow players to hoard monsters for themselves or share if they get into trouble. I suggest as a default, it should be allowable for new players. Delete this if it is a repost, couldn’t find anything on it.

Thanks!

Feature Request2532NoLowProspect TaskORead, unread, and updated books26.12.200921 Task Description

I don’t spend my life in Jayose’s library. However, once in a while, I would go there and spend a couple of hours reading, looking for new books, sometimes refreshing my memory with older ones.

It would be nice if there was a way to quickly spot a book that one has already read. Maybe a (read) or (unread) mark after the title, or just a different colour for the title font, anything as see fit. A “read” flag would be set as soon as the book is open, to keep it simple, and of course it is the player’s responsibility to read the content. Ok, so far, you can tell me that it’s up to me to remember if I read something or not; even when hundreds of volumes will be available; yes, but…

It gets useful when a book is updated. If I do remember that I read a specific book, well, I’ll probably won’t read it again. Meanwhile, words may have been changed inside, following the inconsistencies hunt, world development, whatever… So, if all statuses are set back to “unread” for all players after a change (or from “read” to “updated” if you want to be more precise), we’ll know that we’d better read it again.

It can be a bit heavy on the database (flagging each book for each player), but at least it’s technically simple. Not to mention other uses you could come up with (quest requisites, statistics for the setting team, etc.)

Also, as Tontow suggested, the info can be stored on the client side instead of a database. To not lose the functionality of the “updated” flag, which is set on the server side, a last updated timestamp for each book is all that is needed on the server. Client side, the log starts empty (no book read). When opening a book, the log is updated (each time) with the book id (its name, I suppose) and the opening timestamp (server time, easier than GMT). When examining a shelf, books are marked according to the log info; thus, if the latest opening date is earlier than the book’s server timestamp, it appears as “updated”.

(Wish list reference: http://hydlaa.com/smf/index.php?topic=34222.0)

Feature Request2647NoLowNewMario RohkrämerPvP areas need an unmistakable warning08.10.201165 Task Description

Until today I did not know that “Camp Banished” is a PvP area at all. Until I got killed.

I was asked by a GM “if I did not expect that”?! - No, I did not! I see everything as a roleplaying incentive, unless I get a system message warning me about changed world attributes.

This issue is “critical”, because inside this PvP area are quest relevant NPCs. Now, what would happen if you are in a quest dialog with an NPC, and get killed? - You would lose that quest. And if it was a one-time quest, you’ll lose it forever, for your char.

This almost happened to Cadwen today, whom I helped to deliver a “Keg of beer for Filch”. Fortunately the keg was not stolen while we returned from the Death Realm.

Feature Request3053NoVery LowPostponedAmandaRizinMake Tents Buyable.30.06.201432 Task Description

It would be nice to be able to set up camps for roleplay purposes.

Bug Report6378No2D ArtMediumUnconfirmedJonMap shows Irifon River between Gugrontid and Bronze Doo...04.04.20141 Task Description

The map that shows up when you take a pterosaur flight shows a river identified as the Irifon River between Gugrontid and the Bronze Doors. However, there’s no river there and the Irifon is actually located between Hydlaa and Ojaveda.

Feature Request5858NoAdvisor SystemMediumUnconfirmedGareth Schakeladd encapsulated "bookmark links" for the advisors31.12.201232 Task Description

while speaking with an advisor eariler today he had instructed my to come to the bugtracker here, but had made a typo in the link pointing me to “http://www.hydlaaplaza.com/flypray” which I had cought and corrected before coming here. As it stands, I’m very familiar with FlySpray from working on other projects so the typo was trivial for me, but other players might not be so keen. I think an easy way of “fixing” the issue of typos for common resources would be to allow Advisors to have encapsulated snippets containing the links. a few examples would be;

(fs) would be replaced with http://www.hydlaaplaza.com/flyspray

(forums) would be replaced with http://www.planeshift.it/forums.html

(guide) would be point to http://www.planeshift.it/quickstart.html

Etc, Etc..

I don’t know exactly what languages the PlaneShift client/server uses, but if it uses Python this would be a fairly trivial addition.

Bug Report5204NoBugtrackerMediumUnconfirmedShinobu MaeharaWhen receiving a bugtracker account, a non-existing ver...02.12.20211 Task Description

When I received the account confirmation message in my inbox, and then clicked on the link, it asked for a verification code.
But there was no textbox to enter the code, and it wasn’t in the message sent. Fortunately the login turned out to work just the same - all mention of verification codes should be scrapped.

Bug Report6368NoBugtrackerMediumUnconfirmedIvan MarshPS crashes randomly when in use. Always gives this erro...20.03.2014 Task Description

I am running ps on a OSX system running 10.9.2. The game crashes regularly however when I am playing it. It doesn’t always happen at the same time or in the same place. It seems that it always gives this error though.

Mar 20 09:40:49 macbook kernel[0]: process psclient_static[2932] thread 384705 caught burning CPU!; EXC_RESOURCE supressed due to audio playback
Mar 20 15:15:25 macbook kernel[0]: process psclient_static[3419] thread 457035 caught burning CPU!; EXC_RESOURCE supressed due to audio playback
Mar 20 16:25:02 macbook kernel[0]: process psclient_static[3538] thread 477372 caught burning CPU!; EXC_RESOURCE supressed due to audio playback
Mar 20 16:27:10 macbook com.apple.launchd.peruser.501[286] ([0×0-0x38f38f].psclient[3538]): Job appears to have crashed: Segmentation fault: 11

Any ideas on what is causing this? Thanks in advance.

Bug Report7079NoBugtrackerMediumUnconfirmedMichael LoevenLocked Chests Deleted When Consumed26.11.20212 Task Description

If the player attempts to open a locked chest by dragging it to their equipment panel. The game displays a message that the chest is locked but consumes the item anyway providing now loot. Expected behavior is that the game places the locked chest back into the players inventory or prevents them from consuming it if it is locked

Bug Report7258NoBugtrackerLowUnconfirmedHaviland Tenourisegmentation fault in hydlaa VK_ERROR_DEVICE_LOST24.11.20223 Task Description

Not sure what causes the client to crash. But it seems reproducible when I turn around.

System is Linux 5.8.0-59
Ubuntu bullseye
mesa 20.2.6-0
NVidia GeForce GTX 970
Driver Version: 460.91.03
CUDA Version: 11.2

[2021.07.31-21.33.40:344][840]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2021.07.31-21.33.40:420][840]LogVulkanRHI: Error: Result failed, VkResult=-4
at /home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:4742
with error VK_ERROR_DEVICE_LOST
Fatal error: [File:/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 803]
Result failed, VkResult=-4
at /home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:4742
with error VK_ERROR_DEVICE_LOST
Signal 11 caught.
Malloc Size=65538 LargeMemoryPoolOffset=65554
CommonUnixCrashHandler: Signal=11
[2021.07.31-21.33.40:480][840]LogCore:

Critical error:

Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0×0000000000000003

[2021.07.31-21.33.40:480][840]LogCore: Fatal error: [File:/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 803]
Result failed, VkResult=-4
at /home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:4742
with error VK_ERROR_DEVICE_LOST
0x0000000004445d9b PSUnrealClient!VulkanRHI::VerifyVulkanResult(VkResult, char const*, char const*, unsigned int) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp:802]
0×0000000004422322 PSUnrealClient!VulkanRHI::FFenceManager::WaitForFence(VulkanRHI::FFence*, unsigned long long) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:4742]
0x00000000043fe84d PSUnrealClient!FVulkanCommandBufferManager::WaitForCmdBuffer(FVulkanCmdBuffer*, float) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanCommandBuffer.cpp:457]
0x000000000446288e PSUnrealClient!FVulkanViewport::WaitForFrameEventCompletion() [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:296]
0x000000000444795c PSUnrealClient!FVulkanViewport::Present(FVulkanCommandListContext*, FVulkanCmdBuffer*, FVulkanQueue*, FVulkanQueue*, bool) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:939]
0×0000000004447098 PSUnrealClient!FVulkanCommandListContext::RHIEndDrawingViewport(FRHIViewport*, bool, bool) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHI.cpp:889]
0x000000000450fcd0 PSUnrealClient!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase&) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/RHI/Private/RHICommandList.cpp:373]
0x0000000004526d97 PSUnrealClient!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/RHI/Private/RHICommandList.cpp:428]
0x0000000004526bb5 PSUnrealClient!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:886]
0x0000000002e8b1f6 PSUnrealClient!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:709]
0x0000000002e8ad9e PSUnrealClient!FNamedTaskThread::ProcessTasksUntilQuit(int) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:600]
0x0000000004552ab6 PSUnrealClient!FRHIThread::Run() [/home/planeshift/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:319]
0x0000000002ee0017 PSUnrealClient!FRunnableThreadPThread::Run() [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
0x0000000002ec01fc PSUnrealClient!FRunnableThreadPThread::_ThreadProc(void*) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
0x00007fab15c94609 libpthread.so.0!UnknownFunction(0×9608)
0x00007fab1529a293 libc.so.6!clone(+0×42)

0x0000000002ea96ee PSUnrealClient!FGenericPlatformMisc::RaiseException(unsigned int) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:472]
0x0000000002fccd9b PSUnrealClient!FOutputDevice::LogfImpl(char16_t const*, …) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:61]
0x0000000004445d9b PSUnrealClient!VulkanRHI::VerifyVulkanResult(VkResult, char const*, char const*, unsigned int) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp:802]
0×0000000004422322 PSUnrealClient!VulkanRHI::FFenceManager::WaitForFence(VulkanRHI::FFence*, unsigned long long) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:4742]
0x00000000043fe84d PSUnrealClient!FVulkanCommandBufferManager::WaitForCmdBuffer(FVulkanCmdBuffer*, float) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanCommandBuffer.cpp:457]
0x000000000446288e PSUnrealClient!FVulkanViewport::WaitForFrameEventCompletion() [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:296]
0x000000000444795c PSUnrealClient!FVulkanViewport::Present(FVulkanCommandListContext*, FVulkanCmdBuffer*, FVulkanQueue*, FVulkanQueue*, bool) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:939]
0×0000000004447098 PSUnrealClient!FVulkanCommandListContext::RHIEndDrawingViewport(FRHIViewport*, bool, bool) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHI.cpp:889]
0x000000000450fcd0 PSUnrealClient!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase&) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/RHI/Private/RHICommandList.cpp:373]
0x0000000004526d97 PSUnrealClient!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/RHI/Private/RHICommandList.cpp:428]
0x0000000004526bb5 PSUnrealClient!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:886]
0x0000000002e8b1f6 PSUnrealClient!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:709]
0x0000000002e8ad9e PSUnrealClient!FNamedTaskThread::ProcessTasksUntilQuit(int) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:600]
0x0000000004552ab6 PSUnrealClient!FRHIThread::Run() [/home/planeshift/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:319]
0x0000000002ee0017 PSUnrealClient!FRunnableThreadPThread::Run() [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
0x0000000002ec01fc PSUnrealClient!FRunnableThreadPThread::_ThreadProc(void*) [/home/planeshift/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
0x00007fab15c94609 libpthread.so.0!UnknownFunction(0×9608)
0x00007fab1529a293 libc.so.6!clone(+0×42)

[2021.07.31-21.33.40:490][840]LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.
[2021.07.31-21.33.40:490][840]LogExit: Executing StaticShutdownAfterError
Malloc Size=131160 LargeMemoryPoolOffset=196744
Malloc Size=131160 LargeMemoryPoolOffset=327928
Malloc Size=259466 LargeMemoryPoolOffset=587418
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
Segmentation fault (core dumped)

Bug Report7358NoBugtrackerLowUnconfirmedKiFunStuSKlyros legs missing from player model when wearing roba01.11.20221 Task Description

Need to fix the model to not being open at the bottom. (noted it missing in stream while working on magic light)

Bug Report7361NoBugtrackerLowUnconfirmedHaviland TenouriLog enabled for NPC, but NPC talk is not logged11.03.2022 Task Description

NPC talk is not logged to chat logfile. The only things which gets logged is what I type into the free-form-box

Bug Report7370NoBugtrackerLowUnconfirmedStalfosIntroduction to Crafting doesn't update wallet12.06.20222 Task Description

The console says you received 4 circles, but the wallet won’t update until you complete another quest. Comnpleting Harnquist is Hungry for example says another 4 circles in console, and wallet updates to 8 circles.

Bug Report7396NoBugtrackerLowUnconfirmedHaviland TenouriLauncher segfaults on exit04.03.20231 Task Description

The log ends with:

[…]
[2022.06.12-06.20.45:782][774]LogModuleManager: Shutting down and abandoning module Engine (10)
[2022.06.12-06.20.45:782][774]LogModuleManager: Shutting down and abandoning module CoreUObject (8)
[2022.06.12-06.20.45:782][774]LogModuleManager: Shutting down and abandoning module SandboxFile (6)
[2022.06.12-06.20.45:782][774]LogModuleManager: Shutting down and abandoning module PakFile (4)
[2022.06.12-06.20.45:782][774]LogModuleManager: Shutting down and abandoning module RSA (3)
Failed to find symbol file, expected location:
“/home/oliver/PS/psunreal/PSLauncher/Binaries/Linux/PSLauncher.sym” Assertion failed: GraphicsPSOLockedMap.Num() == 0 [File:/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanPipeline.cpp] [Line: 1307]

[2022.06.12-06.20.45:788][774]LogCore: Error: appError called: Assertion failed: GraphicsPSOLockedMap.Num() == 0 [File:/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanPipeline.cpp] [Line: 1307]

Signal 11 caught.
Malloc Size=65538 LargeMemoryPoolOffset=65554
CommonUnixCrashHandler: Signal=11
[2022.06.12-06.20.45:797][774]LogCore:

Critical error:

Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0×0000000000000003

[2022.06.12-06.20.45:797][774]LogCore: Assertion failed: GraphicsPSOLockedMap.Num() == 0 [File:/home/planeshift/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanPipeline.cpp] [Line: 1307]

0x00000000029b3bce PSLauncher!UnknownFunction(0x27b3bce)
0x0000000002ace60b PSLauncher!UnknownFunction(0x28ce60a)
0x0000000002a8dae4 PSLauncher!UnknownFunction(0x288dae3)
0x0000000002a8d982 PSLauncher!UnknownFunction(0x288d981)
0x00000000042129f0 PSLauncher!UnknownFunction(0x40129ef)
0x0000000004211c82 PSLauncher!UnknownFunction(0x4011c81)
0x00000000041ec845 PSLauncher!UnknownFunction(0x3fec844)
0x000000000422e5ed PSLauncher!UnknownFunction(0x402e5ec)
0x00000000042df6b7 PSLauncher!UnknownFunction(0x40df6b6)
0x00000000021fd088 PSLauncher!UnknownFunction(0x1ffd087)
0x00000000021fd13c PSLauncher!UnknownFunction(0x1ffd13b)
0x00000000057bfc08 PSLauncher!UnknownFunction(0x55bfc07)
0x00007f3977026083 libc.so.6!__libc_start_main(+0xf2)
0x00000000021f97c9 PSLauncher!UnknownFunction(0x1ff97c8)

Malloc Size=131160 LargeMemoryPoolOffset=196744
Malloc Size=131160 LargeMemoryPoolOffset=327928
Malloc Size=111987 LargeMemoryPoolOffset=439939
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
Segmentation fault (core dumped)

Bug Report7424NoBugtrackerLowUnconfirmedDamolaguild house: no collision detection inside guild house22.01.20231 Task Description

PSUnreal 0.7.23 (not yet in Reported Version)

In guild house one can run through chairs and beds and shelves.

Collision detected is disabled. Like for chairs and other items placed outside of the guild house.

Expected result

In guild house collisions are detected for items like beds, shelves, chairs and so on is enabled like in Crystal Space PS. So that these items are really solid for the char.

Ideally there would also be collision detection outside of guild house, together with a physics simulations, so that you cannot place 10 shelves onto one another easily, cause they would crumble down again. We did not have this in Crystal Space PS however, so for feature parity with CS PS collision detection inside guild houses is enough.

Bug Report7446NoBugtrackerVery LowNewGongerGuards! Guards!13.01.20232 Task Description

Two problems with guards:
They do not complain about characters with wielded weapons.
They do not let creatures enter the city! ;-)

Bug Report7458NoBugtrackerLowCould not VerifyKiFunStuSCombat targets showing from different areas28.08.20221 Task Description

While at harnquist in Hydlaa I am able to target creatures in the arena.

very confusing and weird.

Bug Report7467NoBugtrackerLowUnconfirmedKiFunStuSItem left reminders27.08.20221 Task Description

Put a sack on the ground
put a torch in the sack
picked up the sack.

Receive warning that I should not leave 1 torch here a few minutes later

Bug Report7479NoBugtrackerLowNewDamolaMoving an item inside around inside container gives "it...30.12.20226 Task Description

I have a container (a sack) with tools. In there, I have a rock pick. Its capacity is 18.85/20. I can move the rock pick from container to inventory and back nicely.

However when I move the rock pick to a different slot in the container, I get:

“Item cannot be added to that container because item is too large to fit.”

I bet what happens is that PSUnreal first tries to add the rock pick to the new slot in the container and only then removes it from the old slot. This is of cause the safe way to do it, however it does lead to above error, as the rock pick has a size of 1.5 and that does not fit in 20-18.85 anymore.

That seems to be the case, cause moving a potion around in a container with capacity 7.90/20 works nicely.

I believe Crystal Space PS had the same “bug”.

Bug Report7505NoBugtrackerLowUnconfirmedferretrandomised riding and walking abilities10.10.20221 Task Description

riding a mount can be strange. there is the usual sit on saddle look, standing on saddle with knees bent, standing sideways like on a surfdoard or skate board, and there is side saddle. not yet had the reversal of riding position this time, yet. if you sit side saddle, stand like surfing/skateboarding, you walk/run crablike.

Bug Report7512NoBugtrackerLowNewHaviland Tenourican not attack without a weapon14.01.20232 Task Description

When trying to attack it says “You have no weapons equipped!”

Bug Report7529NoBugtrackerLowUnconfirmedDamolaBuddies list has hard to read font and text color03.11.2022 Task Description

For some reason the buddies list uses a different font than all the other lists. I find it quite hard to read.

In addition to that the text color is red on a brown-greyish background. That makes it even harder to read.

I suggest using the same font and color as in the other lists.

Bug Report7539NoBugtrackerLowCould not VerifyDamolaClears chat line on entering ]14.01.20237 Task Description

# How to reproduce

Enter some text followed by “]”

# Actual result

PSUnreal clears the chat line

# Expected result

“]” appears on chat line.

# Use case

Use [] for OOC comments in /tell or (rarely) in main.

Bug Report7656NoBugtrackerLowNewferretfloating book on ojaroad114.01.2023 Task Description

a floating book, that claims to be a dead bird, is floating and inaccessible as it has no collision and thus not allowed to be picked up. position of the book is found by going to /teleport me map hydlaa_plaza 337145.72 -345854.81 10980.61 on teleport you are directly where the book is situated and on a rivnak, a nolthrir has it head high.

Bug Report7684NoBugtrackerMediumNewHaviland TenouriEditing Guildpermissions and Points24.01.20231 Task Description

Giving a Guild level the permission to edit gild points is not honoured. The flag is shown, but if someone of ther permitted group tries to edit the points of himself or another member he gets “you don’t have the permission…”

Additionally, editing permissions is not propageted to other online members. Ie. they do not see any changes in guild privileges.

Bug Report7728NoBugtrackerLowUnconfirmedDamolaJumping when on mount is delayed09.02.20231 Task Description

When mounted after pressing the space bar it takes about half an second or so before the jump actually happens.

When not mounted the jump is immediate.

Bug Report7732NoBugtrackerMediumUnconfirmedHieuNpc Dialogue02.03.20231 Task Description

My PC resolution is 4:3. When I talk to NPC, NPC dialogue is on the left of the screen and I cannot see whole NPC dialogue.

Bug Report7746NoBugtrackerLowUnconfirmedDamolaUsing /me chat command in group tab posts to main tab11.02.2023 Task Description

In Crystalspace based PlaneShift it posted to group chat.

Bug Report7754NoBugtrackerLowNewHaviland TenouriAlliance chat goes to main18.10.202311 Task Description

Chat for the alliance chat tab goes to the main tab.

Bug Report7755NoBugtrackerLowNewHaviland TenouriHelp chat is broken17.02.202311 Task Description

Messages to the help channel get lost, as if they were never written

Bug Report7758NoBugtrackerLowUnconfirmedferretshortcuts not working at all 13.02.20231 Task Description

i have tried to set up shortcuts for a number of things, one issue was that an attempt to initiate nightvision was causing an attempt to fish instead. i moved the icons about but same issues occured. not i have cleared shortcuts and i have nothing working at all. all i get on attempts to set shrotcuts is a message saying ‘the key is already assigned’

tried refreshing game and still the same.

Bug Report7768NoBugtrackerLowUnconfirmedMewshadMetallurgy is not leveled (at metallurgy level 2)20.02.202311 Task Description

So I was trying to smelt and cast iron but the metallurgy does not level up. Same with zink. The book “working with stock” only tell me how to smelt quicksilver, which does not even work at my level. Currently on metallurgy level 2.

Bug Report7772NoBugtrackerLowUnconfirmedThosorused to click on green buddy list to whisper now have t...16.02.20232 Task Description

windows and Linux, can’t just click on a green buddy to whisper.

Bug Report7774NoBugtrackerLowUnconfirmedMohonin DitinWrong Number indication in System and Inventory16.02.2023 Task Description

While crafting enchanted ‘Ynnwn Longbow’, after the final bow is made, it shows two different quality in two different places. That is in system message, if it shows quality ‘X’, it shows quality ‘Y’ in smith table inventory box, where Y=X-1. And this is from Master Bow maker, maxed up in Bow making skill. Sorry, but other bows i haven’t checked this out. Does not happen always but happens most of the time. And Does not happen with Q300 bows

Bug Report7777NoBugtrackerLowUnconfirmedGongerTrading does not open your inventory16.02.20232 Task Description

When a trade request is accepted, the inventory should open at the same time, but it does not.
Opening it yourself is not a big deal, of course, but it would be nice to have.

Bug Report7785NoBugtrackerLowUnconfirmedEatuckCharacter Animations while Mounted and Other19.02.2023 Task Description

My characters race is Kran and I have noticed that my character does the neck stretch animation while mounted.I recommend to have some kind of check while mounted so the idle/standing animations aren’t triggered. Maybe only when the character is standing and idle for a certain amount of time. In addition, I have noticed my character and npcs randomly doing the treading water animation.I am not sure if it is planned but it seems out of place.

Bug Report7806NoBugtrackerLowUnconfirmedUadjetProblems with /morph07.03.2023 Task Description

I’ve been doing some testing with the /morph command, and have not yet found a way to get it to work properly. I used my event character and every time I tried to morph into another race gender I had issues with the default Enkidukai texture remaining on the head. There were also other issues, like klyros wings being missing, and the fact that after the tests my enkidukai character now seem to have lemur textures on her hands permanently.

These are the results I got starting with a female enkidukai character, closing the game and loading fresh after each morph:

Dermorian M - Wrong texture, no back of head. Changing hair trait doesn’t help.
Dermorian F - Wrong texture, no back of head. Changing hair trait doesn’t help.
Diaboli M - Wrong texture, no back of head. Changing hair trait doesn’t help. Setting trait first doesn’t help.
Diaboli F - Wrong texture, no back of head. Changing hair trait doesn’t help.
Enkidukai M - Bad face texture, even from female enki
Enkidukai F -
Klyros M - Entirely wrong texture, no wings, back missing
Klyros F - Nothing visible. Helmet and held items show on ground
Kran N - Wrong texture except for hands, oddly.
Lemur M - Wrong texture except hands, no hair. Hand texture remains after relog
Lemur F - Wrong texture except hands, no hair. Hand texture remains after relog
Nolthrir M - Wrong texture except for hands. No top/back of head
Nolthrir F - Wrong texture except for hands. No top/back of head
Stonehammer M - Wrong texture except for hands. No top/back of head or beard section of face.
Stonehammer F - Wrong texture except for hands. No top/back of head
Ylian M - Wrong texture except for hands. No top/back of head
Ylian F - Wrong texture except for hands. No top/back of head

I few quick tests with a female dermorian character were better, but the head texture was always wrong.

Bug Report7811NoBugtrackerLowUnconfirmedDamolacharacter stands up from sitting for idle animation07.05.202331 Task Description

I sat Damola down on a char in Kada El. I held “Z” key for that, cause tapping did not work for the char I was aiming at.

Damola sat down. However she stood up every now and then, I think it was for idle animation.

Bug Report7818NoBugtrackerLowUnconfirmedMohonin DitinPile of dust cannot be kept in furnace16.04.20232 Task Description

The pile of dust that gets crafted sometimes for reasons we all know, this pile of dust cannot be disposed of by putting it in Furnace. Some of us experienced players want to keep the place clean and so whenever we find pile of dust, we put it in Furnace, it eventually vanishes by putting it in furnace and forgetting about it. Now there is no choice but to sell it off to NPC for 0 tria. This is not the main problem, but the problem is to find a NPC nearby who buys ‘Pile of Dust’. So either make a NPC available near Crafting Station to sell of the dust or make furnace to take in the dust and burn it down vanishing it.

Bug Report7840NoBugtrackerLowUnconfirmedDamolaglobal chat not marked specially in chat log07.05.2023 Task Description

This is with PSUnreal 0.7.35!

Yay for the new Global chat!

I prefer to have all chats in one big chat log. However global chat is not marked as global inside the log file. Like this:

(some time) [chat] Damola: This is global chat!

Would be nice to have “[global]” or some other marker like this in there.

Same goes for NPC chatter and so on. Currently all messages are marked with “[chat]” which is not all that helpful for searching around in the file.

Bug Report7842NoBugtrackerLowUnconfirmedGongerBad results for Platinum mining10.05.2023 Task Description

Platinum Mining is pretty much how it was in Legacy - at Mining 200, I succeed less than 40% of the time, and Q is between 80 and 115 only. With optimal mining gear this will not go above Q 130 or Q 140. It was planned to be made in such a way that there is at least a chance to get Q 200 for Platinum.
The success % is less disturbing - some things SHOULD be more difficult than others!

Bug Report7843NoBugtrackerLowUnconfirmedGongerStore screen: Purified feature not showing for glyphs14.05.2023 Task Description

In the Glyphs tab of the Store screen of Legacy, glyphs were shown as purified or not. This is not the case in PSU.

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