PlaneShift

Task TypeIDPrivateCategorySeverityStatusOpened byAssigned ToSummaryLast Edited  desc[[changedby]]
Feature Request6101NoCombatMediumUnconfirmednobody specialallow ungrouped combat when attacked07.08.201318 Task Description

I am sitting in the gold mine near ojaveda and another player is hunting the ‘nauts. one of them runs away from his attack and starts hitting me. I get a few messages about those hits then a message that I have to be grouped with the other player when my auto-retaliate kicks in. This is not right. It is the behavior that has been implemented but I should be able to attack anything that is attacking me.

Feature Request6037NoRulesLowAssignedDaevaornDavide VescoviniInconsistency - Harvesting apples29.07.20132 Task Description

After showing a newbie how to mine and harvest, they approached me the other day saying that they tried to harvest apples around the smithy but failed to apply what I taught them the day before.

It's probably for the fact that apples and their location are far older than the harvesting system s a whole, that I never thought about that before. And that apparently no one else has thought of including apples when setting up the harvesting areas?

I think one should be able to harvest apples just as all the other plants and fruits. If only for matters of consistency.

(I hope the area "Rules" is about right, please re-tag if inappropriate)

Feature Request5248NoNPCMediumPostponedMario RohkrämerKormi not yet used: How about a "shy herd" tribe?22.07.201332 Task Description

When the GSoC was successful enhancing the tribe code, it could be interesting to create one or two of Kormi which try to avoid approaching players but stay together.

That may require organising a witch hunt / drive hunt as strategy, which may support grouped activities.

Feature Request6043NoEngineMediumUnconfirmedJThompsonEditing books- hitting OK closes the book07.07.201322 Task Description

When you are editing a book and you hit OK to indicate you are finished it closes the book altogether, so you have to reopen the book to see the changes. Since formatting can take quite a bit of trial and error, it quickly becomes annoying to constantly have to reopen the book. With music and maps, when you finish editing you simply click the Edit icon again and it exits Edit mode, leaving the music/map open. It would be nice if books worked the same way.

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.

Bug Report6047NoQuests DynamicsMediumNewMario RohkrämerQuests with sparse automatic quest notes29.06.20135 Task Description

There are quests with almost no automatic quest notes documenting the progress, except for the first note describing the purpose of the quest. This is especially annoying when you have to get a specific number of items and need to scan your logs, like in old times before automatic quest notes were implemented…

Open quests are in italics, the rest is already completed.

  • A Hammer for Hamel (Hamel Warson; only 2 notes, the second is confusing - sounds as if the quest failed)
  • Drinks in the Deep (Crosh Dunehammer)
  • Get a Performance (Roya Vuntarr; just started, but already missing a log of the direction where to go)
  • Harnquist Weapon Commission (Harnquist)
  • Introduction to Science (Durok Rrecrok)
  • Ring of Familiar (Levrus; just started, but already missing a log of the required ingredients)
Feature Request6030NoQuestsMediumUnconfirmedHirene PenifurIdea about making crafting skills less grindy20.06.201312 Task Description

I think it would be a great feature to make a new type of NPC quests on working title "Skill quests".
It would work similar to the current quests are being developed, so you can get repeatable quests from NPCs regarding to your current skill levels, like cooking/baking quests from Harnquist.

These skill quests would repeat daily (or in any other considered time periods) and crafters could pick orders up from their trainers or other NPCs.
NPC places an order on crafting a certain item that player need to craft and would get huge amount of SKILL PRACTICE as reward for fulfilling the order.

It wouldn't touch the current skill progression system, so someone could 'grind' a skill if they wish to do that.
But we all know, how slow it is now to progress in any crafting skill.

See an example:
The rule settings team think, someone has spent 3 months with developing their blades making skill, should be at level 100 in blades making without grinding.
If a player would play regulary and come back on 60 days, and does the skill quests from NPC, they would get enough skill practice to reach level 100.

Let's say the next level of the skill would take 2 hours of mindless grinding.
But if the player would come back regulary and would do the skill quest, they could reach the same level with making (let's say) 3 products for order.
The items to be crafted would also be different, regarding to the skill level of the player and what items are craftable in the skill.
So, a player would be asked to make a sabre, a falchion, an axe or a shortsword for example.

The advantage of the extended system would be:
- rule settings developers could define a minimum time within someone should reach a certain level in their skill
- the players wouldn't need to grind all playing time spent in PS to reach their skill levels, so they could role play more or work on other skills
- the players would come back more regulary to develop their favorite skills, because the quests would repeat daily

Feature Request6027NoInventory/ItemsMediumUnconfirmedHirene PenifurDisplaying Quality of the stored items in storage windo...14.06.20132 Task Description

I think it would be nice to see the actual quality of the stored items too in the storage.

Now, you can see the amount, the price and the name of the item.
Sometimes with lot of similar items but with different qualities, it could help you to chose what you need.
At the moment, you need to click on each same named item stacks to see what you need.

I know it would reduce the maximum number of the storable items per category, but considering the long names of looted items, I think this 8 bytes wouldn’t make big difference.

Bug Report6025NoEngineMediumUnconfirmedJThompsonCrafting confusion -erroneous error message11.06.2013 Task Description

I was working on a batch of Liquid Bread Rise and kept getting “You are not sure what to do with this.” I realize this will probably be nearly impossible to reproduce so I’ll try to explain as best I can exactly what I was doing.

I had started by combining the ingredients (1 Foaming Water, 2 Pinches of Salt, 14 Scoops of Lard) on the preparation table, yielding Unmixed Liquid Bread Dough. Then decided to combine them in the wooden bowl so I could go straight to the mixing step. I had already combined 3 when I switched. I added the ingredients to the wooden bowl and combined, letting it automatically do the mixing step, and this worked fine. The I tried to mix the Unmixed Liquid Bread Dough I had previously combined on the table and that is when I got the “You are not sure what to do with this” message. As long as I combined the items in the wooden bowl and then mixed them I had no trouble. If I tried to put in previously combined Unmixed Liquid Bread Dough it gave me the error message. Several times I reflexively hit the Take All and Stack before it was mixed, and when I tried to put it back in the bowl and mix it I got the error message.
Eventually I had to stop and measure out more scoops of lard, which required switching my wooden spoon for the scoop, since I was also holding a Dagger of Seduction (and wearing a Merc Helm of Seduction, if that matters). After I switched back, I was able to mix the Unmixed Liquid Bread Dough without any trouble… for awhile. (I didn’t realize right away that was what made it work)
Eventually though the problem popped up again (when I prematurely grabbed the mix before it was done, and tried to put it back and finish mixing it, it said “You are not sure what to do with this”) Again, the problem resolved when I switched to measuring lard and back. This happened three times in all. I didn’t put together that it was when I switched tasks that it started working until the third time it happened, so I didn’t have a chance to try just switching tools to see if that was what was fixing it.

Feature Request6019NoEngineMediumUnconfirmedHirene PenifurDequip command should stack identical items09.06.201344 Task Description

We’d like if the /dequip command would stack the same type and quality items in inventory when it’s used in shortcut.
It’s important for crafters, especially in case of hammering chain mail rings, but also would come handy for blacksmiths, blade or shield makers who want to separate Q300 items from other qualities which ones require more work.

In case of armor making crafters used to drop and pick up all the rings to stack the Q300 ones, since /pickup command do the stacking on same quality items. (This breaks immersion of role players, especially at Harnquist.)

The function also would prevent accidental manual grouping of non-Q300 items (blades, ingots etc.) with the carefully selected Q300 items in a slot.

CRAFTERS! Please vote and/or comment!

Feature Request6010NoPetsMediumUnconfirmedThomas Tautenhahnloot option for /pet command27.05.201313 Task Description

It would be cool to have a new option for the /pet command to loot selected targets

i.e.: /pet Bob, loot

Could be very useful for an archer. Just like a dog for real hunters.

Feature Request5881NoMiscLowUnconfirmedGongerReport command: add "reason"20.05.201311 Task Description

I had discussed this with Sarva who liked the idea and asked me to enter it into the Tracker.

Add a “reason” to the “report” command:
Usage: report [player name] [reason]

In case it takes a while to implement this, meanwhile at least add to the command description that the reporting player also files a petition because this makes it easier for the Game Masters to check what happened.

Thank you for listening (reading),

Gonger

Bug Report5991NoItems CharacteristicsMediumUnconfirmedDan Johnsonguard command bug18.05.20131 Task Description

Over numerous days my character has left items on the Gug altar. After un-guarding them with /guard they are checked and seen not to be guarded by the character anymore. Upon return on a subsequent login they are found to be guarded by the character again. The same items have been un-guarded several times with the same result.

Feature Request5973NoCrafting TransformationsMediumUnconfirmedKaerli StronwylleSome form of support for 'in the field' crafting would ...16.04.201312 Task Description

Currently, all crafting requires a full setup of equipment (fixed-in-the-world crafting containers) for that craft. This makes sense for some crafting skills such as blacksmithing and to an extent alchemy; however, basic cooking and herbalism (and other crafts TBD) should be possible with only portable crafting containers (such as a campfire and pan or a simple, portable mortar and pestle). This would also require new crafting books: “Campfire Recipes” anyone?

Bug Report5983NoMiscMediumUnconfirmedJThompsonMusic sheets not displaying correctly.16.04.20133 Task Description

Several times now a sheet of music I have been editing would, after I closed it and reopened it, display only the first line, even when I went back to edit mode, had already saved it, loaded it to a second sheet, and restarted the game.
Needless to say, this is making it impossible to finish writing the piece of music!

Feature Request5985NoMiscMediumUnconfirmedJThompsonMusic - Numbered Measures, Ability to play part of a pi...16.04.20131 Task Description

It would be helpful if measures were numbered.
It would be extremely helpful for writing music to be able to just play the last measures added. It would be useful for RP purposes, too, since that is how one often practices a piece… working on one section at a time, or you might want to share part of something you had written.

Feature Request5984NoMiscMediumUnconfirmedJThompsonNaturals in music16.04.20132 Task Description

Since you can set the sharps and flats for the overall piece of music, you should be able to insert naturals. Otherwise, if you need to cancel one of the sharps/flats for the key you are using anywhere in the music, your only alternative is to write in all the sharps and flats throughout by hand.

Bug Report4692NoPetsMediumNewAljuvialleAnders Reggestadcan't move after unmount pet09.04.20132 Task Description

after you'd exhausted to move while riding, and you've unmounted and dismissed your pet, you can't move until client restart.

How to reproduce:
1. mount your pet
2. ride on it while you exhausted to move
3. run shortcut:

/unmount
/pet ID, dismiss

4. you see your physical stamina is full and you can't sit or move anywhere.

PS: if you is not exhausted to move, this bug not occurs.

Bug Report5316NoCrashesMediumUnconfirmedslyclient is crashing04.04.20133 Task Description

My client is crashing when my char sees a Magic Wand user. I’m on a Mac. I suppose its caused by those new Master Wands. This is very nasty…

Feature Request5957NoUser InterfaceMediumUnconfirmedLusserallSome Shortcut/Options window features LShift/RShift++03.04.20131 Task Description

Not all shortcuts from shortcuts window are in "Options→Controls→Shortcuts"
If you set/change a key in shortcuts window the key does not get set/changed in options window until you relog.

The following is not really a bug but more feature request
If you set a key you can set
LShift - RShift
LCtrl - RCtrl
LAlt - RAlt

But if you make key combos it will just turn to
Shift+key
Ctrl+key
Alt+key

Would it be possible to set
LShift+key
LCtrl+key
LAlt+key
RShift+key
RCtrl+key
RAlt+key

That will open up allot more possible key combinations.

Feature Request5303NoGUIMediumUnconfirmedSlissAbility to add additional info to buddy list02.04.201331 Task Description

I would like to be able to maintain my buddy list a bit better by adding extra info.

I use the list as many to also locate enemies. But the list gets longer and longer so I would like to add additional info to it. Like the guild when met etc.

Feature Request5941NoCharacter CreationMediumUnconfirmedRoman YagodinImprove character name generation UI21.03.2013 Task Description

It can be handy to have two separate “Suggest name” buttons for first and last name fields in character creation screen.

It opens an easy way to find a nice combination of first / last name for a new character.

Bug Report5932NoMagic SystemMediumNewVenalanGM detection using 'friendly AOE' spells09.03.2013 Task Description

It has been brought to my attention that friendly AoE spells can be used to detect invisible GMs who are within the range of the spell. A check on spells cast from accounts with 0 security could be added that only allows friendly spells to be cast on targets which are ‘visible’ hereby preventing GMs from being targeted when invisible.

Feature Request5915NoQuests DynamicsMediumUnconfirmedErodare LenizusHide Completed Repeatable Quests28.02.2013 Task Description

I've done them…several times, and frankly I'm tired of seeing them offered. Could we have a setting for "Hide Completed Repeatable Quests" that we could enable to stop them form showing up? At least in one case, an NPC has enough repeaters that they show first and new quests are pushed to the 2nd page in NPC Dialog view. If one overlooks the page arrow, one might miss the other offerings.

Filed as Feature Request in Engine > Quest Dynamics…please move it if that's wrong.

Feature Request5914NoQuestsMediumUnconfirmedErodare LenizusSkill Requirements and Time Locks28.02.20131 Task Description

Most quests start with an intro and a confirmation for the player to accept the quest. For those that have skill requirements and/or time locks, instead of hiding the quest completely, perhaps it would be better to expose such quests when the character is otherwise qualified (e.g completed other quests in the chain) and do the skill / time check in the intro steps and have the NPC inform the character that they need to practice more before they can continue, or say something along the lines of "too busy right now, come back tomorrow". This way the player will know the quest is there, and get a hint of what they need to do. Going around and touching all the NPC's and finding nothing just feels like a bug when one knows there should be quests out there someplace.

Feature Request726NoCraftingMediumNewDrunk HammerwielderRedesign/Add to the Crafting GUI.25.02.2013165 Task Description

Related to: http://hydlaa.com/flyspray_upgrade/index.php?do=details&task_id=611&histring=crafting

Goal of this feature request: To provide an alternative to the numerously unneeded clicking and dragging through the addition of additional options.

Possibilities:

1. Allow all targeting equipment to be targeted and add short cut commands as discussed in http://hydlaa.com/smf/index.php?topic=30727.0;topicseen and http://hydlaa.com/smf/index.php?topic=28284.0 .

1B. Add a /place command that would place a specified number of a specified item into a targeted container.

1C. Add a /remove command that would remove a specified number of a specified item from a targeted container.

1D. Add a /combine command that has the same functionality as the combine button that is on the right click menu.

2. Have the stock casting containers automatically convert large stacks of molten ore to the largest possible unit. (IE: A stack of 63 Molten Iron would yield a stack of 6 Iron Stocks and 3 Iron Ingots.)

2B. Add a button and command to Stock Casting that will toggle that will allow the user to cast only ingots.

2C. Allow the user to combine large amounts of objects at a time so long as the proper amounts of objects are present. (IE: 81 Iron ore and 9 Coal ore would yield 90 Molten Steel. Also, you could combine 10 sword handles with 10 sword blades to quickly put together 10 swords.)

3. Add a key to be pressed and held that would allow the user to pick up an entire stack.

I believe that there has been discussion of several other alterative on the forums.

Thank you for your time:
- Tontow

Feature Request5906NoGUIMediumUnconfirmedRoman YagodinDisable display quantity for a slots with only one item25.02.20131 Task Description

I think, slots in all windows should not have quantity labels displayed then there is only one item.
It concerns inventory window (including equipment slots), a hotbar, container, exchange (could be), etc.

Bug Report4693NoPetsMediumNewAljuvialleAnders ReggestadYou can rest fast after remounting your pet09.02.201331 Task Description

How to reproduce:
do something which require much physical stamina: move many stuff in your bag, do something at anvil or something another.
and then run following commands:
/sit
/unmount
/target <PET NAME>
/mount ←– here your physical stamina will be full!!!
/stand

Bug Report4603NoCharacters AnimationLowNewSenOdd enkif sneak animation09.02.20136 Task Description

The sneak animation of Fenkis is broken since.. I think years now. After trying out the new cool transparent-feature while sneaking looked it to me like the Menki one is broken, too? (fixed)
Anyway, already the broken Fenki animation looks a bit annoying :P (It looks like side-stepping while walking)

Sen

Bug Report5813NoModels and MapsMediumNewRoman YagodinAbacus icon in "Kilas wants his Abacus Back"09.02.201321 Task Description

1) Abacus quest item in “Kilas wants his Abacus Back” looks like some sort of globus…

2) It is not clear from Crosh’s explanations, that numeric base he uses with 7-th beads abacus. It can be both 7 or 8, so right answer may be 64 (base 8) or 49 (if base 7 is used). If base 7 is used, the whole beads line is moved back (left) in same operation with moving its last 7-th bead to the right. Same alhorithm is used in real Russian abacus, which have 10 beads in a line for 10-th base calculations.

Maybe, 2) is not a bug, but it requires some more “out of game” explorations, than player may expect, or just “brute force” enumeration of possible aanswers. So, Crosh’s explanations about his calculations must be more clear:

Now: “When they’re all to the right, I move them all back and move bead in a second line…“
Must be like: “When they’re all to the right, and I need to count one more day, I move them all back and move bead in a second line…“

Bug Report5869NoMovementMediumUnconfirmedskPermanently exhausted when dismounting rivnak14.01.2013 Task Description

First - It seems there is a delay in stamina measurment, so what can happen is that you are moving, getting low on stamina, you stop moving but even after that you can still get sometimes “You are exhausted” message. This is more a feature than bug, but I think it is important in this case. So now what happened:
I was riding a rivnak and got low on stamina. I continued riding and reached my target destination before I had actually run out of stamina, but I was very low at the time. I dismounted the rivnak and around this moment I got “You are exhausted” message. After I dismounted I couldn’t move - the game was saying that I was exhausted. I couldn’t cast spells or do anything that is prevevented when you are exhausted. However, the game was displaying I have full stamina (After dismounting a pet there is a small delay before your health and stamina values are updated to be on par with the current values.) and this did not change even after two minutes I was waiting. So the game still though I am exhausted - mounting again the pet did not help. Client restart helped of course.
I think that the problam may be somewhere between delayed “you are exhusted” message and after dismount stamina and health synchronization. It seems that when you receive in right (or wrong :) ) moment the exhaused message the synchronization after dismount fails in some way resulting in character being viewed as exhausted permanently.

Feature Request5868NoRendering IssuesMediumUnconfirmedMartinsetting for spell effects quality06.01.2013 Task Description

Hi! As reported in "bug" (bug #5867) spell effects performance is pretty slow on Intel Sandybridge HD 3000 graphics. I understand that this may well be a driver / hardware limitation. Due to the extreme slowness its not easy to roleplay on events when other players cast effects, cause then basically I can not do anything anymore. Except for that the performance is quite nice for onboard gfx, enough for me at least, even at 1680x1050.

Cause of this I would like a way to reduce the quality of *just* the spell effects a bit. I found that I can disable them alltogether by setting shaders to "lowest". But any other settings for shaders doesn´t have any visible effect on performance. Also shaders to "lowest" worsens the other gfx as well.

I also learned I can disable spell effects altogether, by removing the *.eff files from effects directory.

What I would like now is a way to configure spell effects to reduced quality and (hopefully) improved performance. This may also be good for other users of old hardware.

Thanks,
Martin

Bug Report4809NoEngineMediumUnconfirmedmike loevencannot defend yourself if another player engages the mo...01.01.20131 Task Description

i ran into a bug that nearly got me killed today. i was fighting gobbles and i ran low on health and had to run away. as i was running another player cast flame burst on the gobble chasing me.

the gobble chasing me did not stop chasing me but i was no longer able to attack it because it said i must be grouped with X mean while the gobble was still damaging me.

this can be fixed one of 2 ways. the targeted player always has kill rights on the monster or the monster changes it’s target when a new playr engages it.

but as it stands it is rather scary when your being attacked and cannot defend yourself due to a bug in the kill stealing prevention system.

Feature Request4799NoInventory/ItemsMediumNewmike loevenadd storage access inside guild halls01.01.201311 Task Description

seeing that furnature is one of the heavest item types in the game, redecorating guild halls can become tedious and god forbid things get cluttered it is not possible to eaisly move them to storage. my request is that typing /storage will work inside a guild hall as if you were targeting a storage npc. just for convienance sake.

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.

Feature Request5845NoInventory/ItemsMediumUnconfirmedPeter van LooShow weapon requirements20.12.201225 Task Description

It happened to me twice already that I bought a good weapon for tens of thousands of tria, to then find out I need a lot of stats to equip it. And not only can’t I equip it, I don’t know whether it’s worth training for it either because nothing tells me how many more levels I need.

The game shows the effects (damage, speed) and the stats increases/decreases can be looked up in a book in the museum by analyzing the name. Could a way be implemented to know what stats and skills you need to use an item before buying it too? Either as part of identification, as a new separate identification spell for requirements or through some book?

Without that I’m very reluctant to buy anything at all as I spent too much money already on things that are useless to me.

Feature Request5701NoCraftingMediumNewrodrigo moraesBad user experience: automatic stacking and merging hig...18.12.201231 Task Description

I’m a new user and I just had a very frustrating experience, so I want to propose an improvement.

I requested a guild mate to craft me some chain armor, and when I got it done I picked the Arm piece i was wearing and tried to exchange by the new one. By the gods, the quality-50 armor merged with the quality-300 one and I got two quality-175 armors. Without any confirmation.

I think the merge-on-stack system is fine for many crafting situations, but merging armor stats is a unexpected one. I fail to see why one would want to merge a higher armor with a much lower one. This doesn’t even make sense: if you mix water and herbs it’s ok that you get an infusion, but you can’t mix a chain mail with another one to instantly get two different ones.

I requested a GM to revert the stats and he said that this is the same situation as when one sells or gives away an item by mistake. I think it is not the same thing. This is not a mistake; it is common to exchange items in the inventory to organize or save space, and having these “side-effects” in place can make a simple inventory management a surprisingly bad experience for new users like me. :(

TL;DR:

1. Please review if it really makes sense to merge armors or weapons. I don’t see the use for it, and it sounds illogical, but probably I’m missing something.

2. Please consider adding a confirmation to actions with clearly bad side effects during inventory management, to avoid the frustration, specially for new users.

3. Please consider adding a toggle/checkbox to the inventory to turn on/off automatic item merging (disabled by default to avoid sad surprises like mine).

Thanks for all the hard work, guys. :)

Feature Request5693NoClient start-upLowNewRalph CampbellAdd 2560x1440 to launcher11.11.20123 Task Description

I would like to see 2560×1440 added to the list of monitor resolutions in the launcher.
For example:

Index: src/pslaunch/pawslauncherwindow.cpp

— src/pslaunch/pawslauncherwindow.cpp (revision 8373)
+++ src/pslaunch/pawslauncherwindow.cpp (working copy)
@@ -342,6 +342,7 @@

   }
   else if(ratio == "16:9")
   {

+ resolution→NewOption(”2560×1440“);

       resolution->NewOption("1920x1080");
       resolution->NewOption("1366x768");
       resolution->NewOption("1280x720");
Bug Report5782NoCombatMediumUnconfirmedRii Riichanging weapons in battle doesn't work22.10.201222 Task Description

If I have no weapons while in battle and I take out swords, I continue fighting with no weapons. If I stop attacking and then start again, the swords get used.

Feature Request696NoInventory/ItemsLowAssignedRoland SchulzTaladRoland SchulzIcon for disabled items19.10.20124 Task Description

With trunk, equipped items whose requirements are not met at the moment are disabled (old bt #2618). There should be a visual indication of this in the inventory view. Quote:

—– Posted by ThomPhoenix at 3:45 PM on 12-02-2007 —– Yes, perhaps the art team can make a translucent PNG with a big red cross on it and this one can be overlayed on your equipped item’s icon. That would show that your item is not working. Perhaps something more subtle can be made too, although a red cross would be clear.

Bug Report5778NoUser InterfaceMediumUnconfirmedRii Rii/join /leave don't match25.09.20123 Task Description

Accorind to the /help menu, " should be able to say "/join 0" and then "/leave 0", but /leave does not leave "0". Intead it says, "Please specify a chennel hotkey number to leave". Am I supposed to know what a chennel hotkey is?

Bug Report5786NoModels and MapsMediumUnconfirmedRii RiiDungeon darker at night23.09.2012 Task Description

I think the dungeon is darker at night. I need a torch then. This makes no sense.

Bug Report5767NoUser InterfaceMediumUnconfirmedMinksChat highlighting when name is part of another word.16.09.2012 Task Description

I made a char with a very short name (Min).
Everytime some says a word this name is part of (like “I’m coMINg home.”), the whole line
gets highlighted in blue.

Bug Report5760NoBuild IssuesMediumUnconfirmedJohn Smithstatic src analysis of planeshift15.09.2012 Task Description

I have been playing around with the llvm/clang static source code analyzer (http://clang.llvm.org/get_started.html) for a while, and thought it might be fun to run it on the planeshift source code (svn r8433). Even though especially the c++ analyzer is still viewed as beta quality at this time, the results are interesting and can be found here :

http://lbalbalba.x90x.net/clang-analyzer/planeshift/

Bug Report5735NoMiscMediumUnconfirmedDavidBit of grass outside of walls in AkkCentral14.08.2012 Task Description

Nothing major at all, but I cannot change the severity. Is that up to the poster?

Anyway, just on the other side of the wall from Akk-Central -4.46 0.70 4.32, in the empty space, is a bit of grass floating around.

Bug Report5719NoItems CharacteristicsMediumUnconfirmedMario RohkrämerWeapon Identification: Weapon History Scroll descr. is ...01.08.20121 Task Description

I would enjoy reading a bit of the Greataxe Nyshyn identified. But the scroll is empty.

Bug Report5716NoNPC DialogMediumUnconfirmedMario RohkrämerTokens of Regard - a little senseless since Narwin pass...28.07.2012 Task Description

Since NPCs move, Narwin visits Ervin Fromaad and must pass Grimal on his way. So it doesn't make much sense anymore that he can't visit him in person and request the token himself.

Feature Request5714NoItems CharacteristicsMediumUnconfirmedAndyNamed variety of crystals27.07.20121 Task Description

The random weapons naming system is one of the excellent features of PlaneShift, and crystals have always been iconic to PlaneShift. Different varieties of mineral crystals produced at the mine sites. Some descriptors that would indicate quality on the crystals, like: Smoky, cloudy, occulted, clear, milky, flecked, fractured, et cetera. Smoky sapphire, occulted Ruby, et cetera. These could indicate grades of quality. Perhaps there should be a chance to pull extremely unique crystals of magical quality with two or more modifiers. I would not be surprised if this was already thought of, but I wanted to put it up here while it was in my mind.

Bug Report5708NoUser InterfaceMediumUnconfirmedTrygve WastvedtQuests only appear after reopening the window24.07.20121 Task Description

If I get a new quest while the quest & event notebook window is open, the quest doesn’t appear in the list until I close and reopen the window. Can getting a new quest cause a refresh of the list of uncompleted quests?

Bug Report4931NoInventory/ItemsMediumNewJorickClicking 'use' on brado's grills interrupts grilling m...23.07.201271 Task Description

When I try to select a grill in Brado’s tavern the pink rotating cross does not appear.
Right click works and brings up the action icons. However, putting meat in one of the slots and “use” the grill to grill the meat results in “You interrupted your work when you moved away” every time. Other items like preparation tables, pots, etc. work fine.

I’m running PS on:
Arch linux ( up to date system ) 86×64 intel core i5
mobility radeon HD5xxx series with up to date catalyst drivers.

I logged my console output but I can’t see anything relevant to the problem, could be me so here’s the link:
pastie

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