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Feature Request | 7118 | No | GUI | Low | Unconfirmed | Yorlak | | Active effects icons for potions show as diamond crysta... | 22.11.2022 | | |
Task Description
all potions I tested results in a diamond crystal icon in the active effects bar.
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Bug Report | 7122 | No | Crafting | Low | Unconfirmed | Elhorien | | DRINK OF THE DOME | 27.10.2023 | | |
Task Description
(I DETECTED IT ON OLD PS, DELETE THIS IF IS NOT APLY TO NEW ENGINE)
THE BOOK DRINK OF THE DOME HAS ERRORS:
DOUBLE SENTENCES LIKE: COMBINE MUG OF HOT WATER, SCOOP OF STRIMPOTOR, 4 DASH POWERED BREAD RISES, MUG OF HOT WATER, SCOOP OF STRIMPOTOR, 4 DASH POWERED BREAD RISES INTO…..
USES A 0 (CERO) IN SENTENCES LIKE: 0 LIQUID BREAD RISES
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Bug Report | 7124 | No | Items Characteristics | Low | Unconfirmed | Yorlak | | Alchemist fire/freezer not considered weapons | 18.02.2021 | | |
Task Description
with alchemist fire/freezer equipped → attack npc chat responds ‘You have no weapons equipped’
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Bug Report | 7125 | No | Quests | Low | Unconfirmed | Yorlak | | no option to discard quest | 13.02.2021 | | |
Task Description
legacy allowed to discard repeatable quests
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Bug Report | 7226 | No | User Interface | Low | Unconfirmed | schlu | | opening small inventory window from the furnace window ... | 07.03.2023 | | |
Task Description
Select furnace, click on “look” icon. In opened window none of the icons open your personal inventory… Some of these Icons also got the wrong description when hoovering them
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Bug Report | 7245 | No | Inventory/Items | Low | Unconfirmed | Yorlak | | Selecting 1 item from a stack from container on ground ... | 19.09.2021 | | |
Task Description
to recreate; 1. place container on ground (sack, crate…) 2. right-click container → Look 3. Place stacked items in container (tested with daggers, arrows, potions, rings) 4. From container, Select (1) item from stack, place on ground Entire stack is removed from container (same effect for all items tested) This does not happen when container is in inventory
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Bug Report | 7258 | No | Bugtracker | Low | Unconfirmed | Haviland Tenouri | | segmentation fault in hydlaa VK_ERROR_DEVICE_LOST | 24.11.2022 | | |
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)
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Bug Report | 7319 | No | Combat | Low | Unconfirmed | marcel | | new character attacks ulbernauts no one damages anyone | 24.10.2021 | | |
Task Description
I loaded up as a new Ylian and started with 0 tria, empty inventory…
chatted to a few npcs harnquist , apples… there were no apples(probably had to wait for spawn) , science guy…
then chatted to guards at gate and row over dagger, they gave me a dagger i cant equip…
went to find some ulbers to look at animation.
Bug:the Ulbernaut is attacking me but cant seem do anything to me..
also the pop up chat text pops up all the time in it’s face… ‘is attack, thinks ur weak’
messages all the time right in front of the face…
so now they chase me around and cant damage me…
when it cast stones… there is no effect or spell or animation(that one is prob for me to solve)
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Bug Report | 7358 | No | Bugtracker | Low | Unconfirmed | KiFunStuS | | Klyros legs missing from player model when wearing roba | 01.11.2022 | | |
Task Description
Need to fix the model to not being open at the bottom. (noted it missing in stream while working on magic light)
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Bug Report | 7361 | No | Bugtracker | Low | Unconfirmed | Haviland Tenouri | | Log enabled for NPC, but NPC talk is not logged | 11.03.2022 | | |
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
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Bug Report | 7370 | No | Bugtracker | Low | Unconfirmed | Stalfos | | Introduction to Crafting doesn't update wallet | 12.06.2022 | | |
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.
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Bug Report | 7396 | No | Bugtracker | Low | Unconfirmed | Haviland Tenouri | | Launcher segfaults on exit | 04.03.2023 | | |
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)
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Bug Report | 7416 | No | GUI | Low | Unconfirmed | TrippedOnReality/Enarel | | Creative Books - Text misaligned | 09.08.2022 | | |
Task Description
On some player created books, the text is misaligned, particularly on higher page counts. Sometimes the text overlaps the page number at the bottom, and if “-” is use as a divider, it runs off the page to the right rather than wrapping like the rest of the text.
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Bug Report | 7424 | No | Bugtracker | Low | Unconfirmed | Damola | | guild house: no collision detection inside guild house | 22.01.2023 | | |
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.
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Bug Report | 7445 | No | Crafting | Low | Unconfirmed | Gonger | | No free ores / gems | 17.01.2023 | | |
Task Description
In PS Legacy there are low Q ores / gems near mines, which is good for newbies. In PSU there do not seem to be any. I chose Crafting Category, since you need ores, for example, for crafting weapons.
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Feature Request | 7457 | No | Bugtracker | Low | Unconfirmed | KiFunStuS | | Torch has no combat value | 27.08.2022 | | |
Task Description
Suggestion
Add low base damage and fire damage to the torch.
Currently. you get an error message when trying to attack with the torch.
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Bug Report | 7467 | No | Bugtracker | Low | Unconfirmed | KiFunStuS | | Item left reminders | 27.08.2022 | | |
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
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Feature Request | 7497 | No | Bugtracker | Low | Unconfirmed | Haviland Tenouri | | The list of guild members should be sortable by online ... | 31.10.2022 | | 1 |
Task Description
The list of guild members is not sortable by online status.
Expected result:
Sort them by a different field by clicking one of the columns.
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Bug Report | 7505 | No | Bugtracker | Low | Unconfirmed | ferret | | randomised riding and walking abilities | 10.10.2022 | | |
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.
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Bug Report | 7507 | No | Pets | Low | Unconfirmed | Damola | | When mounting again after unmounting character is sitti... | 31.01.2023 | | 1 |
Task Description
Every time I unmount and mount again it adds another about 90 degrees so that after four times the char sits on the mount in almost correct orientation again.
Tested on Rivnak and Drifter.
However after dismissing a pet and summoning it again once after logging in, the sitting position keeps locked. But only if the character mounted it once before dismissing the pet for the first time.
So or so there is something off with the sitting position of the char on a mount after the first unmount and mount again cycle.
# Expected result
Character always sits on the mount in correct orientation.
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Bug Report | 7529 | No | Bugtracker | Low | Unconfirmed | Damola | | Buddies list has hard to read font and text color | 03.11.2022 | | |
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.
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Feature Request | 7530 | No | User Interface | Low | Unconfirmed | Damola | | popup window in inventory in some slots overlaps invent... | 03.11.2022 | | |
Task Description
Since a while PSUnreal has a pop window in inventory that appears then hovering with the mouse pointer over inventory slots with items or containers in it.
It is a nice feature.
However in the top right slots of the inventory the popup window overlaps the slot the mouse pointer is over and slots in the neighborhood of it. It thus covers part of the inventory content which makes it more difficult to navigate to the right items.
# How to reproduce
- Move inventory window to the lower right corner of the PlaneShift Unreal window or screen. - Put some items or containers in the top right inventory slots - Hover with the mouse pointer over them.
# Actual results
When hovering over the top right slot the popup window covers 4 slots in the upper 2 rows seen from the top right corner of the inventory slot area.
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Feature Request | 7532 | No | Inventory/Items | Low | Unconfirmed | Damola | | Load and save book contents into a file | 04.11.2022 | | 1 |
Task Description
Would be nice to be able to save the contents of an editable book into a local file on the client computer like it was possible in Crystalspace based PSUnreal.
Low priority as it is also possible to cut&paste contents. However for longer books it would still be nice to be able to edit them in a local text editor and then load them again into PSUnreal.
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Bug Report | 7536 | No | NPC | Low | Unconfirmed | Maui | | Mercenaries | 08.11.2022 | | |
Task Description
when you kill merceneries some seems to stand up and dont despawn from some times so the new respawn stand into the standing corpse. on attack the corpse is shown with some health so when they moce the bodies you switch kinda targets whatever model you target. Also it can happen that on respawn the merc. will get invisible.
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Feature Request | 7556 | No | GUI | Low | Unconfirmed | KiFunStuS | | Can we right click items in our storage to get thier in... | 26.11.2022 | | 2 |
Task Description
Use case, to check the Quality of an item before retrieving it from storage, similar to Legacy
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Bug Report | 7558 | No | GUI | Low | Unconfirmed | KiFunStuS | | Information hover displays off screen | 23.11.2022 | | |
Task Description
If you have your inventory window on the right and hover over an item, the information display scrolls off the visible screen.
can you please change it so it aligns to the edge of the visible screen.
in other words, make it so the information shown while hovering over an item is always showing on the visible screen only
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Feature Request | 7559 | No | Bugtracker | Low | Unconfirmed | KiFunStuS | | Make it so we can move the progress bar indicator | 23.11.2022 | | |
Task Description
Currently when doing a task that requires a time duration, a status bar appears on the left of the view screen that we are unable to move or resize
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Bug Report | 7560 | No | GUI | Low | Unconfirmed | KiFunStuS | | Weapon attack fail while holding a torch gives a confus... | 23.11.2022 | | |
Task Description
When attempting to attack with the hand a torch is equipped in. the error message is “You have no weapons equipped!”
A more accurate Error message could be
You cannot attack with this item
or
You should not attack with this delicate item
— side note, nice to see meele working while holding a torch now.
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Feature Request | 7562 | No | Combat | Low | Unconfirmed | KiFunStuS | | Weapon enchantment should work only for the specific we... | 26.11.2022 | | |
Task Description
At the moment Weapon enchantment is being executed with any attack, also from another weapon.
I have a dagger “of Creation” that is triggering a blinding magical effect.
As soon as I have this item equipped, any attack I do, even with the other hand is triggering the blinding effect.
Note from Talad: at the moment the equip_script associated to the weapon, is attaching an “on attack” effect on the character. There is no way at the moment to know which weapon generated that. We could change ApsCharacter::AttachScript() to also store the information of which weapon had the effect, and then in ApsCharacter::InvokeAttackScripts() check if the current weapon used is the same that generated the effect.
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Feature Request | 7567 | No | GUI | Low | Unconfirmed | KiFunStuS | | Recreate Tab autocomplete for player names | 23.11.2022 | | |
Task Description
In legacy you could start typing a persons name in and press TAB to auto complete the name.
Currently in the Unreal chat box, pressing tab removes focus from the chat window.
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Bug Report | 7572 | No | GUI | Low | Unconfirmed | TrippedOnReality/Enarel | | Mouse pointer overlaps hover tooltip when in windowed m... | 25.11.2022 | | |
Task Description
When playing in windowed mode, if you shrink the game window, everything scales smaller except the mouse pointer. This causes the tooltip to be hidden behind the mouse pointer if you shrink the window smaller making it unreadable. I’m not sure if it’s possible to either have the mouse pointer scale with everything else, if the tooltip can be further offset, or if the tooltip can be on top of the pointer.
This is the biggest problem on the toolbar with options, skills, character etc, spells/active magic toolbar, and on the shortcut toolbar. The inventory tooltips seem ~okay. They do overlap slightly, but the overlap is in a place without text.
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Bug Report | 7602 | No | Combat | Low | Unconfirmed | KiFunStuS | | Debuff breaks Monster Combat | 02.01.2023 | | |
Task Description
Cast a Debuff like Frozen net or dazzling light
After debuff expires, NPC creature will follow you but not attack
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Feature Request | 7621 | No | Game Balance | Low | Unconfirmed | KiFunStuS | | Race Based Equipment restrictions | 09.12.2022 | | 1 |
Task Description
1. Avoid lore experts needing to tell people they are wearing something their race is not supposed too. 2. limit the level of power gaming
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Feature Request | 7622 | No | Game Balance | Low | Unconfirmed | KiFunStuS | | Reduce effectiveness of mind drain | 18.10.2023 | | 2 |
Task Description
currently the spell will drain well over 1000 mana points normal max mana is 500
perhaps full duration of a cast at full power could drain 500
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Feature Request | 7628 | No | Performances | Low | Unconfirmed | Carbo Boek | | Benchmarking Tool | 17.12.2022 | | 2 |
Task Description
In the server list, you could have another “server” that’s really stored on the local machine. In this server, it starts the player in a pit with a bunch of NPCs casting spells over and over. Maybe 5 NPCs repeatedly casting magic light, and 20 casting random spells. The pit should be a “worst realistic case” scenario so that players can tinker with graphical settings in there.
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Feature Request | 7630 | No | Bugtracker | Low | Unconfirmed | KiFunStuS | | going forward - test server | 28.12.2022 | | |
Task Description
When Migrate to unreal planeshift 9.0 or 1.0 or etc
start a testing server. gets a data base copy of current unreal stable. can test game critical changes to avoid roll backs or database compromises.
could also be used to experiment with balance or skill changes in the future.
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Feature Request | 7631 | No | GUI | Low | Unconfirmed | KiFunStuS | | Bag Lockers | 30.12.2022 | | |
Task Description
Having a limited number of storage locations for sacks would be a really nice feature.
It would make it much easier for people to sort out their equipment without having to carry it everywhere.
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Feature Request | 7658 | No | Models and Maps | Low | Unconfirmed | ferret | | nolthrir village, and farm in emerald lake | 08.01.2023 | | |
Task Description
now that we have the lake populated with plants and some fishes. i am making a proposal for a kelp bed, seaweed bed, the long bladderwrack that we have in small amounts dotted around, and an area that has algae floating on the surface, with a surround to keep it in the one place. the kelp, and bladderwrack, should be harvestable for nolthrir trading to places that cook, or even to traders (both wandering and in cities)
also i propose a village within the area of the central island, that is on land as well as within the water. the design of the village should look like either a coral reef or large shells. close to the island, there should also be a cave system which i am working on a quest for, and some new monsters for that particular cave system. the caves should really be extensive so that navigation is not easy.
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Bug Report | 7687 | No | Movement | Low | Unconfirmed | Gonger | | Problems with Mount Movements | 19.01.2023 | | |
Task Description
Narrow gateways that were easily passable for mounts in Legacy are now hard or even impossible to get through. One example is the first stairs going down in the Welcome Area. It takes several tries with jumping to get through. And speaking of jumps, they are much lower than in Legacy, so fences in Hydlaa have become unsurmountable.
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Feature Request | 7696 | No | Inventory/Items | Low | Unconfirmed | TrippedOnReality/Enarel | | For stacks of items have slider counter remember previo... | 28.01.2023 | | |
Task Description
In PS Legacy, when selecting an amount from a stack of items, the slider would “remember” what the previous amount was. This would be useful in PS Unreal for subdividing stacks for crafting, especially since /equip /dequip are not currently ported to PS Unreal (which was the other common way of subdividing stacks for crafting).
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Bug Report | 7707 | No | Misc | Low | Unconfirmed | TrippedOnReality/Enarel | | Loot window empty if standing too far away to loot | 02.02.2023 | | |
Task Description
When looting a monster, it’s possible to stand close enough to open the loot window but too far away to actually loot the monster. If you open the loot window while standing too far away, it will appear empty even if there are items there. If you move close enough to loot the monster and click “loot all”, you are able to loot the items even though they do not appear in the loot window. If you close the loot window, move closer, and reopen the loot window, the items appear.
Talad’s Note: move the open window from win_interactUI to the PlayerController receiveloot message, so it opens only if there is loot.
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Feature Request | 7711 | No | Bugtracker | Low | Unconfirmed | Volki | | Player can climb other characters | 02.02.2023 | | |
Task Description
Player can jump or fall onto another character and enter climbing animation and briefly stand on top of another character. Player then falls due to no collision detected.
Both player characters and NPCs are climbable.
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Bug Report | 7713 | No | Misc | Low | Unconfirmed | TrippedOnReality/Enarel | | AOE spells spam system messages | 02.02.2023 | | |
Task Description
Several area of effect spells (Healing rain, dazzling light, icy ground, tire, probably others) send multiple system messages based on the number of targets affected. For example, with healing rain “You call forth healing rain” is sent 4 times if 4 targets are affected, 8 times if 8 targets are affected.
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Feature Request | 7721 | No | User Interface | Low | Unconfirmed | Volki | | Center & hide cursor during camera movement | 04.02.2023 | | |
Task Description
In Legacy, moving the camera with the mouse centers the cursor and hides its visibility until the camera movement button is released.
In Unreal, moving the camera with the mouse allows the cursor to visibly move around the screen and stray off the PS window. Fullscreen is not capturing the mouse during non-combat camera movement, so moving camera too far can result in clicking on windows of other applications on another monitor.
Feature request:
Moving camera with mouse buttons to set position of cursor to center of PS window and toggle cursor invisible until mouse button is released.
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Bug Report | 7722 | No | NPC Paths/movement | Low | Unconfirmed | TrippedOnReality/Enarel | | Cutthroats Oja Road 2 - Not attacking back, Teleporting... | 10.02.2023 | | |
Task Description
Cutthroats on Oja Road 2 pathing seems problematic. They do not attack back when attacked and repeatedly teleport to this location even while standing here and do not appear to be able to move from this location: ojaroad2 469297.69 -333307.041 5554.62
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Bug Report | 7727 | No | Models and Maps | Low | Unconfirmed | ferret | | too steep a climb to get out of hole in desert behind o... | 09.02.2023 | | |
Task Description
having tested one fix, i decided to check if i am able to climb out of the hole on the other side of the road into the desert at the rear of oja. i managed to get to /pos 566110.25 -393981.34 10081.11 where it then becomes too steep to continue the climb out.
version 0.7.30, not the 29 as listed
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Bug Report | 7728 | No | Bugtracker | Low | Unconfirmed | Damola | | Jumping when on mount is delayed | 09.02.2023 | | 1 |
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.
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Bug Report | 7730 | No | Models and Maps | Low | Unconfirmed | ferret | | derghir sign post floating in oja road 1 | 10.02.2023 | | |
Task Description
the signpost that is supposed to point to the derghir village is floating in the air in ojaroad 1
/pos 343155.47 -335075.34 8986.41
it is also not pointing in the correct direction.
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Bug Report | 7731 | No | Models and Maps | Low | Unconfirmed | ferret | | floating signs in ojaroad 1 pt2 | 10.02.2023 | | |
Task Description
there are a couple of sign posts that stand together and are floating high enough to crawl under them at
/pos 294108.56 -339394.34 10933.02
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Bug Report | 7736 | No | NPC Paths/movement | Low | Unconfirmed | ferret | | velnishi stuck in wall of cave | 11.02.2023 | | |
Task Description
in ojaroad 2 i decided to check the cave and on going into it i found part way to the left in the cave a velnishi tail movinf with the rest of it within the wall.
coords are ojaroadcave01 /pos -356053.56 279411.28 6022.86
the tail actually comes out and back into the wall.
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