|
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.
|
|
Bug Report | 5574 | No | Engine | Medium | Unconfirmed | Kaerli Stronwylle | | Client-side email validation in registration system rej... | 15.04.2012 | | |
Task Description
GMail uses the + to denote email aliases: foo+bar@gmail.com delivers to the same GMail inbox as foo@gmail.com. The PS validation system rejects the + character client side, although it is permitted by the RFCs (see RFC5322 s3.2.3/3.4.1). The easy fix is to be much more liberal on the client about what is allowed in an email address, since we’ll be emailing a validation code to it anyway.
|
|
Bug Report | 5584 | No | Rendering Issues | Low | Unconfirmed | Mario Rohkrämer | | Flashing shadows on the floor | 21.04.2012 | | |
Task Description
As the daytime progresses, each few minutes you see the shadows on the floor flashing, especially obvious near the Laanx temple and on the plaza.
It looks like the shadowmap is completely removed, then restored with a tiny delay. Might be necessary to display shadow states of different daytimes?
At least it is a lot less annoying than the repeated switching between several shadowmaps in earlier versions.
|
|
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" />
|
|
Bug Report | 5626 | No | Sound | High | New | Talad | weltallAndrea Rizzi | Creature sounds implementation | 06.05.2012 | | |
Task Description
As per this document:
http://planeshift.ezpcusa.com/pswiki/index.php?title=Sound_System#Sounds_in_factories
the creature sounds are not working properly in game today.
The common.xml file is properly read, and the resources are properly loaded, but the only state ID which works consistently is state ID 2: charge.
Idle seems to kick in only after attacks, and anyway not consistently. The others are never launched. The problem is that those events are not properly sent to the client a sound events.
In particular we need the following events: IDLE, CHARGE (when first engages in combat), COMBAT IDLE, ATTACK, (being) HIT, DIE, WALK, RUN.
|
|
Feature Request | 5704 | No | Inventory/Items | Medium | Unconfirmed | Andy | | Books could have regular Info window shown first | 22.07.2012 | | |
Task Description
Instead of directly opening the book copy text, it would be nice if a book showed a regular info window first. Title, the authors name, and generic book description. If a Read button were provided, that then opened the window with the book copy text, perhaps an event could be generated so there could be read and unread books in ones inventory. Being able to carry and inspect an unread book perhaps gives some interesting quest possibilities.
|
|
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.
|
|
Bug Report | 5735 | No | Misc | Medium | Unconfirmed | David | | Bit of grass outside of walls in AkkCentral | 14.08.2012 | | |
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 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/
|
|
Bug Report | 5767 | No | User Interface | Medium | Unconfirmed | Minks | | Chat 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 Report | 5786 | No | Models and Maps | Medium | Unconfirmed | Rii Rii | | Dungeon darker at night | 23.09.2012 | | |
Task Description
I think the dungeon is darker at night. I need a torch then. This makes no sense.
|
|
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
|
|
Bug Report | 5869 | No | Movement | Medium | Unconfirmed | sk | | Permanently exhausted when dismounting rivnak | 14.01.2013 | | |
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 Request | 5915 | No | Quests Dynamics | Medium | Unconfirmed | Erodare Lenizus | | Hide Completed Repeatable Quests | 28.02.2013 | | |
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.
|
|
Bug Report | 5932 | No | Magic System | Medium | New | Venalan | | GM detection using 'friendly AOE' spells | 09.03.2013 | | |
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 Request | 5941 | No | Character Creation | Medium | Unconfirmed | Roman Yagodin | | Improve character name generation UI | 21.03.2013 | | |
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 Report | 5989 | No | Models and Maps | Medium | Unconfirmed | Kaerli Stronwylle | | Map leak in bdoorsin leads to "unleak" and subsequent c... | 03.04.2016 | | |
Task Description
/pos: bdoorsin -180.54 19.71 -864.52
How to reproduce: Run into the area between the large boulder and the cliff face there.
What should happen: Your char should, at worst, have to /unstick out of it, or be respawned due to the map leak.
What does happen:
Your char (sometimes) gets ‘leaked’ off the map and starts to fall through it
As your char falls, they get put back in the normal map area because of the concavity of the cliff face below the path there.
Result: a DR trip, because your character goes “splat” at the bottom of the Bronze Doors canyon.
|
|
Bug Report | 6025 | No | Engine | Medium | Unconfirmed | JThompson | | Crafting confusion -erroneous error message | 11.06.2013 | | |
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 Request | 6080 | No | Rules | Low | Unconfirmed | Davide Vescovini | Davide VescoviniTuathanach | List of crafting feature requests | 01.04.2014 | | |
Task Description
This task collects the crafting feature requests.
|
|
Feature Request | 6137 | No | Engine | Medium | Unconfirmed | Sliss | | Chat window while loading new map | 24.08.2013 | | |
Task Description
I would like to continue chatting while I load to a different map. Can the chat window become independent and on top of all windows?
|
|
Bug Report | 6172 | No | User Interface | Medium | Unconfirmed | Rasarat | | Interface>Advanced-Chat>Main chat brackets option broke... | 03.10.2013 | | |
Task Description
This appears to be an option to have lines that appear in Main chat prefaced by origin e.g. [guild], [alliance], etc., provided a user has filtered messages from other chat tabs to appear in Main. However, it seems to work whether or not the option is enabled. Is this a bug or just deliberately no longer an option?
|
|
Feature Request | 6181 | No | Pets | Medium | Unconfirmed | Adam | | MOUNTS: System Alert Sound/Message In CHAT (SYSTEM TAB)... | 08.10.2013 | | |
Task Description
When a player summons a mount (creature to ride on), eventually the creature disappear depending on how high Empathy skill is.
When trying to use the RING Of SUMMON FAMILIAR again, it says it's depleted and can't be used.
Please kindly create an ALERT in the MESSAGE TAB of chat telling player how much time remaining is left to wait for the ring to be used again with a countdown and then a sound effect that reminds the player that magical energy is now regenerated in ring.
|
|
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;
}
|
|
Bug Report | 6191 | No | Engine | Medium | Unconfirmed | Rezso Gajdoczy | | Command - /guildmotd | 14.10.2013 | | |
Task Description
Setting guild MOTD is accidently tied to public notes privilege?
guildmanager.cpp
if ( ! IsLeader(client))
if ( ! CheckClientRights(client, RIGHTS_EDIT_PUBLIC, "You do not have rights to change the message of the day in your guild."))
return;
|
|
Bug Report | 6193 | No | Guilds/Groups | Medium | Unconfirmed | Rasarat | | Commands>Guild commands>/setmemberpermissions | 16.10.2013 | | |
Task Description
My understanding is that /setmemberpermissions [member-name] should allow a user with editing permissions to set/change individual guild member permissions, but the command seems to be broken. A bug or intentional?
|
|
Feature Request | 6215 | No | Setting | Medium | Unconfirmed | Erodare Lenizus | | Frequent Flier Miles | 12.11.2013 | | |
Task Description
Pretty much says is all. Possibly depends on FS#5366
Venalan will understand :)
|
|
Bug Report | 6217 | No | Misc | Medium | Unconfirmed | Wade Eilrich | | Incorrect grammar on website Story section | 13.11.2013 | | |
Task Description
Drifters Section
“This gas is highly acidic and damages a persons equipped items if they stand in the mist.”
This should be changed to:
This gas is highly acidic and damages a person’s equipped items if they stand in the mist.
Note the apostrophe to indicate a singular possessive noun (person’s).
|
|
Bug Report | 6255 | No | Engine | Medium | New | Venalan | Talad | Nolthrir mounted animation | 24.11.2013 | | |
Task Description
When a male nolthrir is mounted on a rivnak his legs stick into the rivnak.
|
|
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.
|
|
Bug Report | 6319 | No | Movement | Medium | Unconfirmed | Kaerli Stronwylle | | Player character in two different positions at the same... | 04.01.2014 | | |
Task Description
The screenshots pretty much tell the whole story.
1) Have char A (Primatus for me) enter the GH and sit on some furniture. 2) Have char B (Sabor) log into the GH.
A on A’s client is atop the furniture, while on B’s client A is in the furniture. Probably a symptom of the known issues with object spawning in PS, but still….really guys?
|
|
Bug Report | 6338 | No | Inventory/Items | Medium | Unconfirmed | Mario Rohkrämer | | Quest NPC took armor from my hands | 09.02.2014 | | |
Task Description
(Merrinez’ Bad Mood)
When I carelessly executed the reply “Thses might help your hands.” (typo fix is probably already pending server update), the gloves my character wears disappeared from his hands, and Merrinez received them. I thought worn armor is not considered to be taken in quests?
|
|
Feature Request | 6347 | No | NPC Dialog | Medium | Unconfirmed | nobody special | | add non-quest dialog to dialog menu | 19.02.2014 | | |
Task Description
It would be useful to have some knowledge areas accessible through the drop down dialog system, perhaps behind a chooser toggle "quest/knowledge area" The dialog could default to quest dialog always opening the list window with the no-quest error in place of the list if there is no relevant quest dialog and a button for showing the KAs. This way the useful information the npcs have is not lost unless you know exactly what to ask them.
|
|
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.
|
|
Bug Report | 6362 | No | Engine | Medium | Unconfirmed | Simone | | Wrong message with analyze dweomer | 08.03.2014 | | |
Task Description
If you drop an item from your inventory while you are casting analyze dweomer on an another item you receive the message that the item you are identifying is already dead. For example here I was analyzing Fire Bones Mercenary helm. When I dropped from the inventory another helm I got this message.
(11:09:55) >You start casting the spell Analyze Dweomer (11:09:59) >Fire Bones Mercenary Helm is already dead.
|
|
Bug Report | 6368 | No | Bugtracker | Medium | Unconfirmed | Ivan Marsh | | PS crashes randomly when in use. Always gives this erro... | 20.03.2014 | | |
Task Description
I am running ps on a OSX system running 10.9.2. The game crashes regularly however when I am playing it. It doesn’t always happen at the same time or in the same place. It seems that it always gives this error though.
Mar 20 09:40:49 macbook kernel[0]: process psclient_static[2932] thread 384705 caught burning CPU!; EXC_RESOURCE supressed due to audio playback Mar 20 15:15:25 macbook kernel[0]: process psclient_static[3419] thread 457035 caught burning CPU!; EXC_RESOURCE supressed due to audio playback Mar 20 16:25:02 macbook kernel[0]: process psclient_static[3538] thread 477372 caught burning CPU!; EXC_RESOURCE supressed due to audio playback Mar 20 16:27:10 macbook com.apple.launchd.peruser.501[286] ([0×0-0x38f38f].psclient[3538]): Job appears to have crashed: Segmentation fault: 11
Any ideas on what is causing this? Thanks in advance.
|
|
Bug Report | 6370 | No | Engine | Medium | Unconfirmed | nobody special | | black flame temple spire too low | 24.03.2014 | | |
Task Description
If you fall off the dais where the fire carkerass is and you have max stats you do not die and you cannot return to the temple. To get back you have to commit suicide.
|
|
Bug Report | 6372 | No | User Interface | Medium | Unconfirmed | Jon | | Clicking 'OK' on amount window passes through to window... | 28.03.2014 | | |
Task Description
When I am moving items out of my inventory and get the window to confirm the number of items to move, if the confirmation window is over another window, clicking the OK button closes the amount window (correctly) but pulls the lower window to the top.
Steps to reproduce: Position the Inventory window such that the left overlaps the middle of another window (e.g. a container). Pick a stack of items from the left inventory window with a left-button click. The Amount window should appear with the "OK" button over the lower window. Click "OK." The items will be picked up but the other window will now be on top of the inventory window.
The click action does not trigger an action in the lower window. If the shortcut window is the lower window, the shortcut under the OK will not be triggered, but the shortcut window will be pulled to the top. This may be related to PS#6251.
|
|
Bug Report | 6376 | No | Models and Maps | Medium | New | nobody special | | awkward wording on ylon dynari plaque | 02.04.2014 | | |
Task Description
the inscription reads that “Talad may bless the souls” this implies that he also may not. “May Talad bless” or simply “Talad bless” would be a plea for his intercession. “Talad blesses” would be an affirmation to the reader that they are indeed blessed by Talad whether or not it is actually true.
|
|
Bug Report | 6383 | No | Training & Skills | Medium | New | Venalan | | bug with being told you get practice points at level 20... | 05.04.2014 | | |
Task Description
As the title suggests you continue to get the system message you have gained practice when using a skill despite your practice level not actually increasing.
|
|
Bug Report | 6426 | No | Client start-up | Medium | Unconfirmed | Malunga Leeboo | | Permanent crash on startup after update. | 02.05.2014 | | |
Task Description
Hello everyone! I have updated my client on 2014-05-01 via launcher. Now game crashes in a few seconds right after loading the world. I can see environment, but my character is not able to move, chat interface is not accessible. After about 20 seconds game crashes and returns to a launcher window. I have tried to clear cache before starting, but it doesn’t help. Using “elves” interface skin by default, but changing to another (scholar) leads to the same behaviour. There was no such issue before an update, but it was some weeks ago, maybe system updates can cause a problem as well. Creating a new character does not help much: I can walk a few steps and then game crashes. After that there is no chance to proceed playing using a brand new char because it starts up already “broken”. My system is: OS: Russian Fedora Remix 20, 3.8 GB RAM, Intel Core i5 CPU 661@3.33 GHz x 4, OS type 64-bit, Graphics Gallium 0.4 on NVC1, GNOME 3.10.2. Operating system is up to date (all latest updates installed successfully) Update: I have tried to download a new *.run installer, renamed /home/PlaneShift and /home/.PlaneShift and reinstalled client. Same result: the world is loading, I can see my char standing near Harnquist’s blacksmith area, but GUI is frozen and no movement or animation. after a few seconds game crashes back to launcher window.
|
|
Bug Report | 6429 | No | Engine | Medium | Unconfirmed | Lisa | | forward/back keys not working when focus on inventory | 04.05.2014 | | |
Task Description
when the focus is on the inventory (inventory is the active window) i can not make my character go forwards or backwards using the arrow keys. once focus is off of the inventory i can control movement. however left and right still work.
|
|
Bug Report | 6431 | No | Engine | Medium | New | Venalan | | Adding a " symbol while editing character names in budd... | 06.05.2014 | | |
Task Description
As the title suggests if you add a name like;
Venalan
And you then edit this to say
Venalan “dev”
When you load the client next time around the " will have broken the aliases_name.xml file so none of the added name notes will show. It is because you end up with the following in the xml file
<alias name=”Venalan” alias=”Venalan “Dev”” />
the extra [dev”“] is an unknown component of the <alias /> so breaks the whole formatting of the file.
|
|
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.
|
|
Bug Report | 6499 | No | Character Creation | Medium | New | Mario Rohkrämer | Joe Lyon | Pseudo one-named characters | 08.06.2014 | | |
Task Description
Today I saw two characters with a supposedly empty family name, yet it seems to be present. When you greet them, the system message with a trailing dot looks like:
SelfFirstName SelfLastName greets TargetFirstName .
According to the log file, it is indeed a whitespace, not an Unicode invisible char.
I wonder if it may be related to PS#6482, but I doubt.
|
|
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”
|
|
Bug Report | 6546 | No | Engine | Medium | Unconfirmed | xola | | dequip repairing item | 29.07.2014 | | |
Task Description
i cant dequip it while repairing but i can equip another item so the one im repairing is in inventory
|
|
Feature Request | 6607 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | better system of managing traits for base character, pe... | 23.09.2014 | | |
Task Description
we need a facility to allow morph, scaling, settrait and related commands to be in effect for the current login -OR- persist across logins -OR- permanently change the base character. Obviously there should be appropriate permissions requirements especially for changes to the base.
|
|
Feature Request | 6608 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | GM Loadchar and savechar commands | 23.09.2014 | | |
Task Description
commands to save or load a character stored in an xml file. Should be able to specify short term, persistent or base level characteristics.
|
|
Bug Report | 6625 | No | Engine | Medium | New | Venalan | Joe Lyon | Quest Menu: step numbering occurs for total steps, not ... | 15.10.2014 | | |
Task Description
I’ve updated the bug to reflect what is happening with the current code, r9606
At the moment the following option will show “red apple (1 of 2) (1/2)” and “red apple (1 of 2) (2/2)” for the menu pair Menu: no. Menu: yes.
…
P:RA. Menu: bla. Smith: wana help. P:RA1. P:RA2. Menu: no. Menu: yes. Smith: shame. Smith: good. Complete red apple step 4.
It seems there are now duplicate code checks for counting subsets, or duplicate displays of one counting. This option should really show “red apple (1/2)” and “red apple (2/2)”.
Also now, when you have 8 menus visible from many different quests the number shown is (1/8)-(8/7) so it is done on a total number of menus available, not on a by quest basis. For example, if you have 3 quests active and 8 steps the numbering could be (1/3)(2/3)(3/3), (1/2)(2/2), (1/3)(2/3)(3/3)
|
|
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
|