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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 | 5625 | No | Engine | Medium | Unconfirmed | Leon | | Reference to non-existent sound file: amb-day_forrest_... | 05.05.2012 | | |
Task Description
Essentially the same issue as http://70.32.40.136/flyspray/index.php?do=details&task_id=5579 except that the file in question is amb-day_forrest_4 This is happening in the outdoor area at the arena.
Fri May 4 19:13:58 2012, <src/plugins/common/soundmanager/data.cpp:167 LoadSoundFile SEVERE>
Fri May 4 19:13:58 2012, Can't load file 'amb-day_forrest_4'!
for now I added:
<Sound name="amb-day_forrest_4" file="/planeshift/art/sounds/amb/day_forrest_3.ogg" />
after:
<Sound name="amb-day_forrest_3" file="/planeshift/art/sounds/amb/day_forrest_3.ogg" />
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Bug Report | 7081 | No | Game Balance | Medium | Unconfirmed | Michael Loeven | | Relax spellcasting restrictionsfor sitting / overencumb... | 27.12.2020 | | |
Task Description
Due to the number of enemies with de buffs to strength the problem arises when one of these de buffs occurs in combat and causes a player to become over encumbered. this will almost always result in a 100% chance of death due to the speed at which combat occurs and there being no mechanisms to quickly drop inventory in an emergency situation. The primary counter to this would be spells that either clear the de buff or counter it such as strength. Currently you cannot cast spells while over encumbered and I consider this a unfair and illegitimate restriction that actively prevents players from using the abilities required to counter the de buff and unfairly rendering them unable to defend themselves when this occurs during combat. I would argue the you cant cast spells while sitting and while over encumbered shroud be relaxed or removed because they only serve to ensure a players death due to a combat de buff and serve no reasonable or legitimate game play purpose
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Bug Report | 6190 | No | Engine | Medium | Unconfirmed | Rezso Gajdoczy | | Removing guilds from alliances (/guildremove) | 14.10.2013 | | |
Task Description
messages.cpp misses another operand?
if(command == “/newguild” || command == “/endguild” || command == “/guildname” || command == “/guildpoints” || command == “/allianceleader”)
{
guildname = words.GetTail(1);
return;
}
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Bug Report | 7948 | No | Models and Maps | Medium | Unconfirmed | Stalfos | | Ritual of Remembrance does not allow House of Power acc... | 28.11.2023 | | |
Task Description
You are supposed to be able to go see Niala, but the door does not work if you haven’t already got house of power access.
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Bug Report | 7742 | No | Models and Maps | Very Low | Unconfirmed | TrippedOnReality/Enarel | | River on Cup of Laanx map has collision enabled | 11.02.2023 | | |
Task Description
you can walk on water at this river: cup_of_laanx 717636.88 -659357.94 10930.61
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Bug Report | 7750 | No | Characters Animation | Medium | Unconfirmed | Carbo Boek | | Rivnak stutters | 11.02.2023 | | |
Task Description
When you ride around on a rivnak, you get these weird stutters. They’re not frame stutters, but the character skips forward. This was tested in Amdenier on roofs and the road.
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Feature Request | 6803 | No | Engine | Medium | Unconfirmed | Kaerli Stronwylle | Tuathanach | Round out weapon types using existing models | 19.04.2015 | | |
Task Description
Weapon types that I’d find useful in RP and could be more-or-less stood in for with existing art, but aren’t statted/craftable:
Rapiers/some sort of thin thrusting sword – this could use a longsword model for now until we get a proper rapier model in (I might make a low-fi rapier model if I get motivated enough to dust off Blender, even…)
Spears (and perhaps other polearm forms) – these can use the quarterstaff model until a proper model is implemented for them
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Feature Request | 6780 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | Scriptable Ojects | 31.01.2015 | | |
Task Description
Courtesy of Rigwyn, on forum wishlist http://www.hydlaaplaza.com/smf/index.php?topic=42019.msg474950#msg474950
The player would define a starting state, a series of "qualifiers" controlling a custom menu of "actions" that may be taken on the object.
Qualifiers could check attributes, skills, possession of an item, or internal counters.
Each action could execute one or more commands, for example /shout, /say, or /tell to the person who acted on it, or update its description or internal counters.
All descriptions and internal counters would be shared to all clients within range as well as persist.
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Feature Request | 7180 | No | Combat | Low | Postponed | Talad | TaladTuathanach | Scripting function "GetItem" inside <on type="attack"> ... | 07.03.2021 | | |
Task Description
Example found in all Alchemist items, example Alchemist Freezer
Error on console is:
Error in ><let> bindings<: Given a NULL iScriptableVar* for >RightItem<.
The scripts are run through : ApsCharacter::InvokeAttackScripts()
The first thing is to execute this script part:
RightItem=Attacker:GetItem(0);
QuaLevel=RightItem:Quality/50;
In a similar case with GetItem(0) but outside of <let> we get MathStatement::Evaluate() with RightItem=nan , it works.
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Bug Report | 7705 | No | GUI | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Scroll Bar in Skills Window Doesn't Work on All Tabs | 29.01.2023 | | |
Task Description
In the skills window, the scroll bar doesn’t works with scroll button on mouse in all tabs. Works as expected in the Stats and Combat tabs. Does not work in the Magic, Jobs, Various, or Factions tab. The scroll bar needs to be manually grabbed and dragged to see the rest of the window.
The scroll bar also doesn’t scroll down far enough in the factions tab and in order to see the very bottom of the tab; the window has to be resized to see the bottom.
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Bug Report | 7737 | No | NPC Paths/movement | Low | Unconfirmed | ferret | | serpent gobbles not moving | 11.02.2023 | | |
Task Description
serpent gobbles are supposed to patrole the river irfon on both banks with a sleeping area and fishing area close to /pos 400650.50 -327828.62 7508.37. at present they simply stay in one place unless you attack them. they then move and attack back. in legacy, they would attack regardless of your strength against them.
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Bug Report | 7969 | No | Crashes | Medium | Unconfirmed | Stalfos | | Server Crash possible after training stat | 07.12.2023 | | |
Task Description
If you take a rare looted item out of a bag, try to equip it, but can’t because of Stat requirements, then train a stat, drop the bag and pick it up again, the item disappears.
Then if you try to store it there are 2 copies, and the server crashes if you store them. Item lost after restart.
Crash and item loss can be avoided if you relog before storing.
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Feature Request | 7719 | No | GUI | Low | New | KiFunStuS | | Set Default Collection Bag | 03.02.2023 | | |
Task Description
It would be nice to bea able to make a bag in your inventory the default collection bag.
I think sorting things after that should be manual thou.
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Feature Request | 5868 | No | Rendering Issues | Medium | Unconfirmed | Martin | | setting for spell effects quality | 06.01.2013 | | |
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
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Bug Report | 7970 | No | Training & Skills | Medium | Unconfirmed | Stalfos | | Shield Handling untrainable | 08.12.2023 | | |
Task Description
Since you can now only wield Shields left-handed due to what I mentioned in bug 7867, only the right hand trains one handed weapons, and two handed weapons give half the training in either hand.
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Feature Request | 5914 | No | Quests | Medium | Unconfirmed | Erodare Lenizus | | Skill Requirements and Time Locks | 28.02.2013 | | 1 |
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.
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Bug Report | 6509 | No | Engine | Medium | Unconfirmed | nobody special | | software sound does nothing | 18.06.2014 | | |
Task Description
On install, the launcher defaults to a software sound source which seems to do nothing. I get no sound from it in either windows or linux. Perhaps it should default to openal if that is the only sound system that actually works. Possibly the software selector in pslaunch should be removed or renamed “no sound”
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Bug Report | 7757 | No | GUI | Low | Unconfirmed | Volki | | Some GUI labels are named inconsistently | 13.02.2023 | | |
Task Description
Throughout the GUI, some options are referred to by multiple or misleading names, which can be confusing and make communicating about them difficult.
On the toolbar → ‘Others’ the shortcut bar is labeled “shortcuts”, but editing the shortcuts shows a widget labeled “Macro Editor”. To reach the shortcuts in Settings menu → Controls, you must scroll down to a section labeled “quickbar”. There are a list of 10 shortcuts below, but “quickbar” is not used as a label anywhere else in the game. It would not be evident to a new player that these are related.
Toolbar → ‘Others’ → ‘options’ opens Settings menu. This is less confusing but may confuse some players when trying to navigate GUI. (My suggestion would be to change “Settings” label to “Options” as we also say “settings” to refer to lore, quests, NPCs, etc.)
Toolbar → ‘Character’ → ‘character’ opens the inventory window.
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Feature Request | 5957 | No | User Interface | Medium | Unconfirmed | Lusserall | | Some Shortcut/Options window features LShift/RShift++ | 03.04.2013 | | 1 |
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.
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Bug Report | 6261 | No | Sound | Medium | Unconfirmed | Jon | | Sound effects based on camera position, not player | 25.11.2013 | | |
Task Description
I've noticed that the sound effects for things like fountains and fires seem to be based on where the camera is located, not where the player is.
To demonstrate, go to 3rd person follow mode and move the camera well back from the character. Position the character near a sound generating item (fireplace in front of temple works). You won't hear it. Move away from the object so that the camera is next to it and you will hear it.
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Feature Request | 6611 | No | Engine | Medium | Unconfirmed | Lisa | | Starting and stopping musical instruments in a group/ba... | 25.09.2014 | | 11 |
Task Description
musicians trying to sync up to play as a band/group is difficult. to fix this i suggest commands /groupplay and /groupstop be made the musicians would form a group and each one would put the song they are to play in their left hand (that way one person can play a flute piece and another plays a lira piece, another drums, etc) the group leader would issue the commands for starting and stopping the system would broadcast the command to each client to start playing (like the way group chat is sent to the members of the group). the piece would play at the default speed for the music score if the group is disbanded while playing everyone would have to automatically stop playing if a player leaves the group they would have to automatically stop playing too.
only difficulty I would see is if one of the players is unable to play the selected piece at the default speed, the system would either have to have that person not play with an error of not talented enough or play at the fastest they can play (which would sound bad but be realistic)
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Bug Report | 5760 | No | Build Issues | Medium | Unconfirmed | John Smith | | static src analysis of planeshift | 15.09.2012 | | |
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/
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Bug Report | 7843 | No | Bugtracker | Low | Unconfirmed | Gonger | | Store screen: Purified feature not showing for glyphs | 14.05.2023 | | |
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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Feature Request | 6631 | No | Engine | Medium | Unconfirmed | Venalan | Joe Lyon | Study window filter bug | 04.06.2020 | | |
Task Description
I would be nice to have the option to set the filter string to “item names” or “processes”. Such that you could search for an item “battle axe” and only see the steps under the heading “battle axe*” or search processes for things like “apple” and see every step that uses an apple.
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Bug Report | 6630 | No | Engine | Medium | New | Venalan | | Study window filter bug (minor) | 06.10.2014 | | |
Task Description
When you add a filter string to the /study window the empty lines between the item entries is lost such that you end up with long list of items. I think it might look better if the empty lines were maintained when a search string is entered
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Feature Request | 7810 | No | Guilds/Groups | Low | New | Haviland Tenouri | | Target user from group list | 11.03.2023 | | 1 |
Task Description
It would be nice if I could target a player with clicking his name in the group list
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Feature Request | 6931 | No | Character Creation | Medium | Unconfirmed | Stalfos | | teamix.org Loyal Fan Achievements should be Account Wid... | 22.09.2019 | | |
Task Description
PlaneShift Loyal Fan achievements regarding previous versions from “Played Atomic Blue” to “Played Arcane Chrysalis” I reckon should be account wide.
I created my account during Crystal Blue, but felt like playing a different character later meaning my main has none of these achievements.
It’s like a veteran status, but only applies if you kept your first character.
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Bug Report | 6949 | No | Quests | Low | New | Uadjet | Venalan | Text and Quest Notes mismatch in Fishing Lessons for Fi... | 31.05.2020 | | |
Task Description
In Fishing Lessons for Fish, the quest dialog does not match the quest notes for that particular task. In one possible task the player is told to get 6 eels and 7 manta rays, but the quest notes say 7 eels and 6 manta rays. The player seemed to indicate that it was the notes that were wrong, but isn’t online for me to double-check.
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Bug Report | 7862 | No | Bugtracker | Low | Unconfirmed | Rykia | | The Honey and Sapphire Orilliphia Syrup icons appear to... | 30.06.2023 | | |
Task Description
Suggest making one of the icons for these a different color: Honey / Sapphire Orilliphia Syrup. Currently they appear to use the same icon.
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Bug Report | 5566 | No | Engine | Medium | Unconfirmed | Aiwendil | | The treeview of paws is bugged. | 13.04.2012 | | |
Task Description
It happens for me always again after “opening” and closing nodes. Sorry, haven’t found a way yet to reproduce it every time. Might add some more information here once I find out more ;)
It dispalys the newly opened node above a previously already opened one.
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Bug Report | 7764 | No | Client start-up | Very Low | Unconfirmed | Stalfos | | Tiny text in Main on startup | 14.02.2023 | | |
Task Description
There is tiny unreadable text in the Main tab of the chat, if you have font size 0 for Chat Text. Any chat that comes after it is fine, and it becomes readable if you change Chat Text Size, even if you change it back to 0 again.
It is the “<Player> just joined PlaneShift” text
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Bug Report | 5716 | No | NPC Dialog | Medium | Unconfirmed | Mario Rohkrämer | | Tokens 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.
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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 | 7777 | No | Bugtracker | Low | Unconfirmed | Gonger | | Trading does not open your inventory | 16.02.2023 | | 2 |
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.
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Bug Report | 5391 | No | Inventory/Items | Medium | Unconfirmed | Vakachehk | | Trading while over encumbered | 28.09.2011 | | |
Task Description
It’s stupid to not be able to trade (through right clicking the character and clicking ‘trade’) while over encumbered (having to sit down because you’re too heavy). But yet you can just make a shortcut or type /trade and it works.
So my point is, why?
(note: if this task has already been posted and discussed, I did search ‘Trade’ and ‘Trading’)
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Bug Report | 7899 | No | Models and Maps | Very Low | Unconfirmed | Daevaorn | | Trees in the riverbed near Raurim | 17.10.2023 | | |
Task Description
Similar but not identical to FS#7871
Four trees growing in the center of the riverbed at /pos raurim_area 632871.68 -471483.83 9353.26
Although not impossible to have them grow in the water, it’s highly unlikely they’d grow at the center of the stream.
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Bug Report | 6352 | No | Engine | Low | Unconfirmed | nobody special | | unexpected container display | 24.03.2014 | | |
Task Description
If you have a shortcut to equip an item stored in a container in inventory – for example a book in a bag – the container window is opened up in the process. This is unexpected because you can store or sell such items without said container windows being displayed.
I keep my crafting books in a sack in inventory, my shortcut is: -<shortcut76 name=”Dishes with Fishes” buttonimage=”/planeshift/materials/book_cookingfishes.dds”>
<![CDATA[/dequip mind /use Dishes with Fishes]]>
The same happens with my tool sack - sample shortcut: -<shortcut78 name=”Masher” buttonimage=”/planeshift/materials/masher01a_icon.dds”>
<![CDATA[/dequip righthand /use Masher]]>
If I need to change tools or books in mid craft I do not want to have to reshow whichever crafting container I am using.
low priority, perhaps.
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Feature Request | 6278 | No | User Interface | Medium | Unconfirmed | Andrew Draskoy | | Use object equiped in sword hand if no object is focuss... | 05.12.2013 | | 1 |
Task Description
A UI improvement: This would make things much more convenient for spells like Dweomer Detection, but generally in cases where an action is performed on an object such as repairing weapons and armor. It would be great if the object of the action was (first choice) an external object that you have in focus. If there is no such object, use the one in the sword hand.
Right now, there is a mix of both of these things implemented. This would make it consistent and convenient. Right now it's quite awkward to have to drop an item, and then focus on it before casting a spell on it.
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Bug Report | 7772 | No | Bugtracker | Low | Unconfirmed | Thosor | | used to click on green buddy list to whisper now have t... | 16.02.2023 | | 2 |
Task Description
windows and Linux, can’t just click on a green buddy to whisper.
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Bug Report | 7746 | No | Bugtracker | Low | Unconfirmed | Damola | | Using /me chat command in group tab posts to main tab | 11.02.2023 | | |
Task Description
In Crystalspace based PlaneShift it posted to group chat.
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Feature Request | 6715 | No | Inventory/Items | Medium | Unconfirmed | nobody special | | Vary current quality of loot items | 23.12.2014 | | 1 |
Task Description
I think it would be more realistic and quite useful for looted items to have a random current quality. Finding enough damaged equipment to practice repair is always tough, this idea would go a long way to making it a more usable skill.
This idea, if properly implemented, could also balance out the values of looted items. A sub-routine could be devised to cause the highest value items suffer the greatest pre-loot damage. So a standard unmodified item could have a flat chance of being anywhere from 1 to 50 out of 50 quality. A one modifier item could roll 2 50-sided dice taking the lower result or average, and so on for 2 modifier and three modifier items. Specific implementation could be subject to testing to determine appropriate rates.
This would result in less of a lottery effect.
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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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Bug Report | 6488 | No | Engine | Medium | Unconfirmed | Austin Massey | | Version 0.6.2 client crashes randomly on Mac OS 10.7.5 | 26.05.2014 | | |
Task Description
6 times in 2 hours since the update the game crashed. Returned to version 0.6.1 and it stopped. Tried lowering graphical settings to no affect.
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Feature Request | 6663 | No | User Interface | Medium | Unconfirmed | Simone | | Visual feedback for typing activity and AFK | 24.10.2014 | | 4 |
Task Description
It could be useful to have a visual feedback to signal to other players when someone is AFK or is typing into the chat (maybe in main chat tab). I ran a poll into the “whishlist” section of the forum. Since I had some good suggestions/opinions from other players I put a link to the thread so it can be used as a reference and to understand how the proposed visual feedback is: Do you think bubbles showing when someone is AFK or someone is typing into the chat are useful?
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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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Bug Report | 7991 | No | Quests | Medium | Unconfirmed | Tutharel | | when completing a quest with a "choose your reward" sec... | 05.01.2024 | | 1 |
Task Description
when completing a quest with a “choose your reward” section at the end, if you don’t select a reward before clicking “Select a reward” it doesn’t stop you before continuing or give you a default reward, it just completes without giving you any of the possible rewards.
When a friend completed the “Levrus Rat Eyes” quest, she forgot to select a reward before clicking “Select a reward” and received none of the options given.
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Bug Report | 6710 | No | Characters | Medium | Unconfirmed | Joshua | | Wild Pterosaur Saddle | 03.12.2014 | | |
Task Description
The “Wild Pterosaur” model still has a saddle on it’s back, making it seem not so wild.
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Bug Report | 7920 | No | NPC Dialog | Medium | Unconfirmed | Stalfos | | Without a way - tell me about circles bug. | 31.10.2023 | | |
Task Description
The first time a character does With a Way Levrus asks what thier favourite way is then there is an option of “Sure, you already told me about Circles” which Levrus does not recognise.
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Bug Report | 4831 | No | Quests Dynamics | Low | Unconfirmed | aurelynt | | Wrong message when paying a NPC using a dialog box whil... | 27.11.2010 | | |
Task Description
In a quest paying a NPC through a dialog box while having no money results in the following message: "<npc> does not need that". That seems wrong.
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