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Bug Report | 2309 | No | Crafting | Medium | Closed | weltall | Jamesweltall | [workmanager] Repair is unrealistic | 23.12.2009 | | 1 |
Task Description
Actually the repair process is absolutely unrealistic and the situation has worsened recently with the transition from 0.02 to 0.2:
// Lower the maximum quality based on the repair amount
float newmax = repairTarget->GetMaxItemQuality() - (workEvent->repairAmount * 0.2);
newmax = (newmax<0) ? 0 : newmax;
repairTarget->SetMaxItemQuality(newmax);
// If new maximum is greater then current quality reduce current quality
if (repairTarget->GetItemQuality() > newmax)
{
repairTarget->SetItemQuality(newmax);
}
As you can see the item quality is reduced depending on the teorical repair amount (calculated on player skills, so a skilled repairer will get bigger and bigger differences): this means practically that if i keep care of an item by repairing it frequently it will degrade faster than an item i leave as is and ignore completely it’s maintenance (a simple example a car without maintenance in this case will work for more time than a checked and properly maintained car).
IMHO the right way to manage this would be reducing the quality depending on the effective repair amount applied on the item: this fix would also explain the high repair degrade ratio which was recently added (wouldn’t 0.1 be better?)
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Bug Report | 4437 | No | Items Characteristics | Very Low | Closed | Mario Rohkrämer | Venalan | [Typo] Waysign "Merchants Common East Road" | 05.04.2014 | | |
Task Description
There is a waysign between Aldaaren Phostle and the East Gate. Its description says: “East Road ends herein a small common…” – I’d suggest to separate it into “here in”.
Furthermore I believe the title has grammar flaws too.
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Bug Report | 5653 | No | Quests | Low | Closed | Mario Rohkrämer | | [Typo] Learning Nature's Secrets | 12.09.2012 | | |
Task Description
There is a confusing sentence:
[NPC] Aleena Arlavin says: You can just heat the oil in a pot make, but you can also add some Lavender Flower with that to make Lavender oil.
The “make” in front of the comma appears to lack a few more words surrounding it, e.g. something like “to make *** oil”. Or it may just be superfluous…
Another flaw: Aleena mentions “Sinaflar Flower” (What else is good for a poultice?), but the used plant part is the “Sinaflar Root”.
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Bug Report | 5104 | No | Quests | Very Low | Closed | Toltha | drJack | [Typo] Introduction to Xiosia Quest | 07.11.2011 | | |
Task Description
Jardet Forsill dice: It’s the God of nature. ⇒ Maybe ‘She’s the Goddess of Nature’, as Xiosia’s seen, by followers, like a Mother? Jardet Forsill dice: Despoiling of nature is considered blasphemous and xiosia’s wrath can be mighty. ⇒ Xiosia’s
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Bug Report | 6023 | No | User Interface | Medium | Closed | Mario Rohkrämer | Venalan | [Typo] Default no-quest message is incomplete | 11.09.2014 | | |
Task Description
The default system message for no available quest is incomplete:
>This NPC no quest for you, but might have other things to say.
This NPC has no quest for you, but might have other things to say.
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Bug Report | 1202 | No | | Low | Closed | Mario Rohkrämer | Rizin | [Typo collection] Plants, herbs, flowers | 11.03.2008 | | |
Task Description
Bladderwrack: “… from other sources(,) it can be…” (IMHO, comma should be added)
White Oak Bark: “… Although fairly common(,) these trees …” (IMHO, comma should be added)
Feverfew: “… well known for it>.<s healing properties…” (Dot should be deleted; “its” meaning “of it” contains no apostroph!)
Threestem fruit: “THis fruit gets it>#<s name from it>#<s …” (Two ortographic apostrophs to be deleted: “its” means “of it”, not “it is”!)
Dandelion Flower: “… versatile plant whose parts …” (Not sure: Does “whose” imply that a person is mentioned?)
Crackerweed Leaf: “… contemplate it>#<s existence” (The same reason as usual.)
Sicklepod Flower: “… identified by it>#<s very odd…” (Ditto.)
Eyebright: “… as for it>.<s mood and …” (Ditto.)
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Bug Report | 1387 | No | | Low | Closed | Mario Rohkrämer | Rizin | [Tutorial quests] Neave asks if I am ready, but doesn't ... | 03.04.2008 | | |
Task Description
Neave Besetun says: That can be kind of exciting. All right, now you know a lot more than when you first got here, eh? Are you ready for more?
Player says: I am ready
Neave Besetun says: I’m sorry, I don’t quite understand you, or you may have mistyped something…
Player says: yes
Neave Besetun says: Ah well, ready or not, I am sending you off to Ibhaar …
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Bug Report | 4698 | No | 3D Art | Medium | Closed | Vakachehk | | [Texture Issue] no Backs of Items | 18.02.2020 | | |
Task Description
The backs of the some items do not show up, if you look at the back of them they are just a window that looks straight through. It sems to be an always thing (reloging wont fix it). and it tends to be with the larger type of items.
These are the items I have found with the issue: - Two door closets - Wooden Shelves (Dark Wooden Shelves are fine)
There might be some more that I have missed (GM only items).
Since this is a texture issue I will bring up the issue of the small tables. The tops of small tables are also bugged with the top texture having a strange black thing to one end. Rather hard to explain in words.
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Bug Report | 947 | No | | Medium | Closed | Steven Schwartfeger | | [SVN only] NPCs do not attack players back | 25.03.2008 | | |
Task Description
On svn trunk, npcs do not attack my character back when I attack them, instead they run some script that only turns them to angle 0, as far as I can tell.
On the other hand, they attack back and chase my pet just fine, and kill it every time :’(
I’m pretty sure it is just the svn database/xml files that cause this, I have had this problem with svn for a while, but never on laanx. It would be helpful if it worked, to try test reports like FS#486 .
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Bug Report | 1110 | No | | Very Low | Closed | Mario Rohkrämer | | [Spelling] Plural of "Items of Attribute" | 19.02.2008 | | |
Task Description
If you drop or pick up several potions at once, you see that the plural “s” is appended to the whole name regardless of the sense.
Example: “You dropped # Potion of Healings” (instead of “Potions of Healing”).
Possible solution: Ensure that all names end with the part which should receive the plural (e.g. “Healing potion” instead of “Potion of Healing”); but that won’t be easy for weapons “… of something”.
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Bug Report | 4101 | No | Inventory/Items | High | Closed | peeg | RlyDontKnow | [releaseblocker] Inventory tooltips only show last char ... | 16.02.2010 | | |
Task Description
When hovering over an item in the inventory the tooltip only shows the last character of the item’s name.
Confirmed by weltall
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Bug Report | 3493 | No | Client start-up | Critical | Closed | Szczepan Ho?yszewski | | [Release Stopper] Won't start, lots of "could not load ... | 02.05.2010 | | |
Task Description
sh-4.0$ uname -a
Linux berbelek 2.6.31-ARCH #1 SMP PREEMPT Tue Nov 10 19:48:17 CET 2009 i686 Intel(R) Pentium(R) 4 CPU 3.20GHz GenuineIntel GNU/Linux
sh-4.0$ ./pslaunch --verbose
SCF_NOTIFY: registering plugin {unknown} in context `*static*'
SCF_NOTIFY: registering class crystalspace.font.server.default in context `*static*' (from (null))
SCF_NOTIFY: registering plugin {unknown} in context `*static*'
SCF_NOTIFY: registering class crystalspace.graphic.image.io.png in context `*static*' (from (null))
SCF_NOTIFY: registering plugin {unknown} in context `*static*'
SCF_NOTIFY: registering class crystalspace.font.server.multiplexer in context `*static*' (from (null))
SCF_NOTIFY: registering plugin {unknown} in context `*static*'
SCF_NOTIFY: registering class crystalspace.font.server.freetype2 in context `*static*' (from (null))
SCF_NOTIFY: registering plugin {unknown} in context `*static*'
SCF_NOTIFY: registering class crystalspace.graphics3d.opengl in context `*static*' (from (null))
SCF_NOTIFY: registering plugin {unknown} in context `*static*'
SCF_NOTIFY: registering class crystalspace.engine.3d in context `*static*' (from (null))
SCF_NOTIFY: registering plugin {unknown} in context `*static*'
SCF_NOTIFY: registering class crystalspace.graphic.image.io.multiplexer in context `*static*' (from (null))
SCF_NOTIFY: registering plugin {unknown} in context `*static*'
SCF_NOTIFY: registering class crystalspace.graphics3d.shadermanager in context `*static*' (from (null))
SCF_NOTIFY: registering plugin {unknown} in context `*static*'
SCF_NOTIFY: registering class crystalspace.kernel.vfs in context `*static*' (from (null))
SCF_NOTIFY: registering plugin {unknown} in context `*static*'
SCF_NOTIFY: registering class crystalspace.graphics2d.glx in context `*static*' (from (null))
SCF_NOTIFY: scanning plugin directory: /home/rulatir/gry/PlaneShift/PlaneShift (context `{none}'; recursive no)
NOTIFY: loading plugin instance for crystalspace.kernel.vfs
VFS_NOTIFY: loaded configuration file: /home/rulatir/gry/PlaneShift/PlaneShift/./vfs.cfg
VFS_NOTIFY: merged configuration file: /home/rulatir/gry/PlaneShift/PlaneShift/vfs.cfg
NOTIFY: loading plugin instance for crystalspace.graphics3d.opengl
NOTIFY: found dependency on crystalspace.font.server.
NOTIFY: found tag for dependency: iFontServer.1
NOTIFY: loading plugin instance for crystalspace.font.server.freetype2
NOTIFY: found tag for dependency: iFontServer.2
NOTIFY: loading plugin instance for crystalspace.font.server.default
NOTIFY: found tag for dependency: iFontServer
NOTIFY: loading plugin instance for crystalspace.font.server.multiplexer
NOTIFY: found dependency on crystalspace.font.server.
NOTIFY: found tag for dependency: iFontServer.1
NOTIFY: found tag for dependency: iFontServer.2
NOTIFY: found tag for dependency: iFontServer
NOTIFY: loading plugin instance for crystalspace.graphics2d.glx
NOTIFY: found dependency on crystalspace.font.server.
NOTIFY: found tag for dependency: iFontServer.1
NOTIFY: found tag for dependency: iFontServer.2
NOTIFY: found tag for dependency: iFontServer
NOTIFY: loading plugin instance for crystalspace.window.x
WARNING: could not load plugin 'crystalspace.window.x'
Could not create an instance of crystalspace.window.x!
WARNING: failed to initialize plugin 'crystalspace.graphics2d.glx'
Error loading Graphics2D plugin.
WARNING: failed to initialize plugin 'crystalspace.graphics3d.opengl'
NOTIFY: loading plugin instance for crystalspace.engine.3d
NOTIFY: found dependency on crystalspace.kernel.
NOTIFY: found tag for dependency: iVFS
NOTIFY: found dependency on crystalspace.graphics3d.
NOTIFY: found tag for dependency: iShaderManager
NOTIFY: loading plugin instance for crystalspace.graphics3d.shadermanager
NOTIFY: found dependency on crystalspace.syntax.loader.service.text
WARNING: No shader plugins found!
NOTIFY: found tag for dependency: iGraphics3D
NOTIFY: loading plugin instance for crystalspace.graphics3d.opengl
NOTIFY: found dependency on crystalspace.font.server.
NOTIFY: found tag for dependency: iFontServer.1
NOTIFY: found tag for dependency: iFontServer.2
NOTIFY: found tag for dependency: iFontServer
NOTIFY: loading plugin instance for crystalspace.graphics2d.glx
NOTIFY: found dependency on crystalspace.font.server.
NOTIFY: found tag for dependency: iFontServer.1
NOTIFY: found tag for dependency: iFontServer.2
NOTIFY: found tag for dependency: iFontServer
NOTIFY: loading plugin instance for crystalspace.window.x
WARNING: could not load plugin 'crystalspace.window.x'
Could not create an instance of crystalspace.window.x!
WARNING: failed to initialize plugin 'crystalspace.graphics2d.glx'
Error loading Graphics2D plugin.
WARNING: failed to initialize plugin 'crystalspace.graphics3d.opengl'
NOTIFY: found dependency on crystalspace.graphic.image.io.
NOTIFY: found tag for dependency: iImageIO
NOTIFY: loading plugin instance for crystalspace.graphic.image.io.multiplexer
No 3D driver!
NOTIFY: loading plugin instance for crystalspace.level.loader
WARNING: could not load plugin 'crystalspace.level.loader'
VFS_MOUNT: Mounted: Vpath /planeshift/, Rpath $^
VFS_MOUNT: Mounted: Vpath /planeshift/userdata, Rpath /home/rulatir/.PlaneShift$/
Checking for updates to the updater: NOTIFY: loading plugin instance for crystalspace.graphics3d.opengl
NOTIFY: found dependency on crystalspace.font.server.
NOTIFY: found tag for dependency: iFontServer.1
NOTIFY: found tag for dependency: iFontServer.2
NOTIFY: found tag for dependency: iFontServer
NOTIFY: loading plugin instance for crystalspace.graphics2d.glx
NOTIFY: found dependency on crystalspace.font.server.
NOTIFY: found tag for dependency: iFontServer.1
NOTIFY: found tag for dependency: iFontServer.2
NOTIFY: found tag for dependency: iFontServer
NOTIFY: loading plugin instance for crystalspace.window.x
WARNING: could not load plugin 'crystalspace.window.x'
Could not create an instance of crystalspace.window.x!
WARNING: failed to initialize plugin 'crystalspace.graphics2d.glx'
Error loading Graphics2D plugin.
WARNING: failed to initialize plugin 'crystalspace.graphics3d.opengl'
NOTIFY: loading plugin instance for crystalspace.level.loader
WARNING: could not load plugin 'crystalspace.level.loader'
iGraphics3D failed to Init!
Naruszenie ochrony pami?ci
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Bug Report | 3510 | No | Graphical Glitch | Critical | Closed | Ithwaynn | Lanarel | [Release Stopper] Dermorian Pants invisible | 13.12.2009 | | |
Task Description
Hi
There is no graphic on Dermorian pants, they are invisivbe even after updating. Running Mac OSX 10,6.
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Bug Report | 3335 | No | Characters | Critical | Closed | aurelynt | Talad | [Release blocker]Male dermorian: invisible pants | 24.11.2009 | | |
Task Description
The picture says it all:
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Bug Report | 3341 | No | Characters Animation | Critical | Closed | James Tann | Talad | [Release Blocker] Standing on mount | 29.11.2009 | | |
Task Description
name says it all here be pic
http://img685.imageshack.us/img685/1992/shot56.jpg
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Bug Report | 4234 | No | Rendering Issues | Critical | Closed | RlyDontKnow | RlyDontKnow | [release blocker] shadows are broken with cs r33764 | 04.05.2010 | | |
Task Description
confirmed by me, CXDamian and Thom:
only occurs with shadows enabled, though didn’t happen before gfx cards: ATI HD 5770 for me, ATI HD 4870 for CXDamian and NVidia GTX260M for Thom
screenshots are by CXDamian, looks very similiar here, though
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Bug Report | 3618 | No | Crashes | Critical | Closed | Matthias Korwin | Kenneth GraunkeMike GistweltallFrank Richter | [Release Blocker] Repeated Client Crash on startup (cod ... | 20.12.2009 | | |
Task Description
When switching from launcher to client, when loading a map or moving a little bit in game it often happens that the programme crashes. The following message appears on the screen: “Something unexpected happened in PlaneShift! Details: EXCEPTION_ACCESS_VIOLATION at 008A43A2”
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Bug Report | 3222 | No | Effect System | Critical | Closed | peeg | Mike GistTalad | [Release blocker] Pitch black spell effects | 05.12.2009 | | 1 |
Task Description
Most (all?) spell effects are pitch black. This includes the casting effects, as well as the spell effects.
To reproduce … well … just cast a spell ;)
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Bug Report | 3390 | No | Engine | Critical | Closed | James Tann | LanarelMike GistAndrew Dai | [Release Blocker] Movable meshes (NPCs/players/items) d ... | 23.03.2010 | | 1 |
Task Description
Original report: Xargon is missing from the tutorial or is some where i cannot see him Soon after confirmed: several NPCs in tutorial are often gone, furnace as well
Although it even happens more often when teleporting, it is also happening to players just logging in, or entering Tutorial
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Bug Report | 3322 | No | MSVC | Critical | Closed | weltall | Lanarelweltall | [Release blocker] lanarel doesn't know which build is t ... | 20.11.2009 | | 1 |
Task Description
the topic says everything
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Bug Report | 3314 | No | GUI | Critical | Closed | Lanarel | Mike Gist | [Release blocker] Labels are at knee height | 18.11.2009 | | |
Task Description
Labels are at knee height.
http://tinyurl.com/yhakdye
Confirmed by weltall.
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Bug Report | 3486 | No | Movement | High | Closed | CXDamian | KeithRlyDontKnow | [Release blocker] Flagged for speed hack while running | 22.11.2010 | | 1 |
Task Description
Flag for speed hack while running (not-mounted).
First occurance: Ran through the bd cave tunnel, towards underground lake.
Second: ran from ledge of underground lake towards center, across lily pads.
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Bug Report | 3310 | No | Engine | Critical | Closed | aurelynt | Lanarel | [Release blocker] Difficulty to climb the stairs in Bra ... | 18.11.2009 | | |
Task Description
It is extremely difficult to climb the stairs in Brado’s tavern. Tested with most races. CS rev 33179.
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Bug Report | 3340 | No | Engine | Critical | Closed | Lanarel | | [Release blocker] Crashes when changing maps | 24.11.2009 | | |
Task Description
There are two ways things crash, I think they are the same:
- teleporting to a player or NPC often crashes - walking through a map load, and then back causes a crash (at least often)
One of the crashes was at 0054C85D, the other started with 005 as well. Needs further investigation and a trace.
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Bug Report | 3326 | No | Magic System | Critical | Closed | weltall | weltall | [Release blocker] coming back from dr doesn't give the ... | 22.11.2009 | | |
Task Description
coming back from dr doesn’t give the dakkru’s curse
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Bug Report | 4175 | No | Engine | Critical | Closed | weltall | | [Release Blocker] collision detection camera is broken | 01.04.2016 | | |
Task Description
Due to a recent change forcing collision detection camera this is release blocker and this problem is afflicting art and engine: 1) collision detection camera uses too much cpu time to be worth it. Some people get significant fps drop. 2) 90% of the geometry shouldn’t collide while this happens 3) the camera bumps continually. passing near a three can cause from 1 to 5 bumps 4) the camera has weird response to scrolwheel caused by the fact there is a virtual camera + real camera concept when using the scrollwheel the virtual camera should work like if it was the real camera, viceversa if it’s not touched the virtual camera must be preserved 5) the dampening speed can be somewhat annoying and innatural at times 6) it allows reverse first person camera in third person 7) it collides on invisible walls 8) in little places the player mesh takes too much screen space 9) proper dampeding option maybe by moving the camera a bit down if it’s too steep? the line of sight. 10) unusable when inside geometry (this isn’t release blocker as it’s a dev only issue when making the world) 11) if the camera is above a building it should be possible to set it to stay there and not go down of 20 mt attached to the player mesh 12) the camera should never be attached to the player mesh: it happens a lot 13) rotating the camera when it’s colliding is strangely slow like if the movement was as slower as much the camera is near the char (i think still the virtual camera behaviour. in this case the camera virtual position should be preserved but the movement should be applied with the real camera position in mind) … add yours
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Bug Report | 4320 | No | Rendering Issues | Critical | Closed | RlyDontKnow | RlyDontKnow | [Release Blocker] bgloader never loads podium sector | 25.04.2010 | | |
Task Description
the bgloader loads everything based on a on-need basis - however as the podium sector isn’t connected to any sector, it’s not considered needed and therefore never loaded resulting in the chardolls not having a background.
EDIT: as it may not be obvious: this only happens while having background loading enabled
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Bug Report | 3495 | No | | Critical | Closed | Andrew Dai | Mike GistAndrew Dai | [Release blocker] Assertion in npcroom | 30.11.2009 | | |
Task Description
Tested with r4824, CS r33234. Occurs on ezpcusa and local server.
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Bug Report | 3283 | No | NPC | Critical | Closed | Lanarel | Kenneth GraunkeMike GistKeith | [Release blocker] ALL entities gone after teleport | 19.11.2009 | | |
Task Description
WHen teleporting, there are no npcs entities. AFter some time (probably going to another sector and back), they are back again. Confirmed by Weltall.
Marked release blocker because this possibly also happens with normal players (as noticed by Peeg) and when walking to another map (as I noticed once). THis is not only for NPCs. Also players and objects are not visible after teleporting.
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Bug Report | 3316 | No | Models and Maps | Critical | Closed | Thom | | [Release Blocker] Akkaio's alpha layers are very wrong. | 16.11.2009 | | |
Task Description
http://www.thomhurks.com/planeshift/akkaioalpha1.jpg
Took shots from various angles so you can better see the problem:
www.thomhurks.com/planeshift/akkaioalpha2.jpg
www.thomhurks.com/planeshift/akkaioalpha3.jpg
www.thomhurks.com/planeshift/akkaioalpha4.jpg
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Bug Report | 3169 | No | | Critical | Closed | aurelynt | KeithVille Rantapuska | [Regression] Tutorial icon invisible with new GUI | 16.09.2009 | | |
Task Description
The tutorial icon is invisible with new GUI. Clicking ramdomly makes the tutorial popup appear, so the icon is here, just not visible. Confirmed by Weltall
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Bug Report | 1584 | No | | Low | Closed | peeg | Roland Schulz | [regression] Mixed up messages when trying to divorce w ... | 27.06.2008 | | |
Task Description
If your spouse isn’t online (but has been online recently!) and you try “/marriage divorce bla” a system message tells “[spouse name] is probably dead and you are the widower!”.
If your spouse hasn’t been online for a long time and you try “/marriage divorce bla” the message tells you “[spouse name] is not in Yliakum right now.”
It should be the other way around.
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Bug Report | 1136 | No | | Critical | Closed | Thom | | [Regression] Magical buffs/debuffs are not shown correc ... | 24.08.2008 | | |
Task Description
When casting the spells Gem of Clarity and Defensive Wind on yourself, they do not disappear when they should have expired.
Likewise, sometimes Fire Warts was not removed from an enemy and stayed listed under debuffs, even though it was not draining HP anymore.
This means there are a couple of issues: -The GUI is not properly updated after spell expiration. This affects Defensive Wind and Fire Warts on SVN -Even after a relog, Defensive Wind remains in the Active Magics window. Fire Warts is gone after a relog. -In the case of a Crystal Way buff like Gem of Clarity, it seems the (50%) buff is not removed at all if the player remains online. Only after a relog the buff is gone from stats and from the GUI. This is very very likely an issue with the Gem of Clarity script itself in SVN.
So, make the Active Magic window update correctly and that should fix these issues.
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Bug Report | 2489 | No | | Low | Closed | peeg | | [regression] Doll doesn't show equipped weapons instant ... | 01.07.2009 | | 1 |
Task Description
The doll in the inventory screen doesn’t show weapons after you equipped them. You have to re-login to make them show up.
Steps to reproduce:
Free your hands
Equip a weapon
The doll doesn’t update
Re-Login
The doll shows the equipped weapon now
Dequipping weapons updates the doll correctly. Confirmed on current stable and trunk.
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Bug Report | 3170 | No | User Interface | Critical | Closed | aurelynt | | [Regression] Difficulty to insert day and month with ne ... | 15.09.2009 | | |
Task Description
It’s very difficult to select day and month with the new GUI in the birth screen when creating a new character. The arrows are not visible:
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Bug Report | 2467 | No | | Low | Closed | Loyni | | [Regression] Dead NPC Rotating | 16.11.2008 | | |
Task Description
I found a way to re-produce the dead rotating NPC 90% of the times. Seems that it happens when NPC-player distance is big, although it sometimes happens when the distance is small…
It’s simple: Kill the NPC while it’s far away (I was using BrW - Flying stones range) and make sure it’s still rotating to face the player when death happens… (seems that its angular velocity doesn’t reset when it happens)
PS: Still can’t reproduce sliding one… Seems kind of random O.o
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Bug Report | 756 | No | NPC | High | Closed | Lanarel | KeithAnders ReggestadfredAndrew Dai | [regression test]NPCclient: when smith starts sleep cyc ... | 22.05.2010 | | |
Task Description
Test case for NPCclient: - settime 10 in psserver should make smith walk to his home, disappear, reappear and walk back. THis works. - when you teleport smith somewhere else (About 100 away for example) and settime 10, he should walk back to his place near the anvil before walking to his house. But in this case he teleports to halfway this spot and his house, and then goes home.
THis is not as it is supposed to be, but may be a minor problem, but just in case this points to a more serious problem, I will raise severity.
Another test case for npcclient:
1- go where there is a follower fighter npc and teleport it in your place (/teleport mobname/pid/whatewer me) 2- with another char (eg: player so it’s for sure with the right flags set) abbroach the teleported npc 3- see the npc vanish in the air 4- look the original place of the npc it’s there and it’s approaching the player char
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Bug Report | 755 | No | Misc | Low | Closed | Lanarel | | [regression test]NPCclient command npclist does not sho ... | 24.07.2009 | | |
Task Description
According to the npcclient test cases, the npclist command should show unchangeable data in bold. On windows in a command window, this is not the case :). Also the information indicated in the test that should be shown is not up to date. Data for smith should show 213783 5 10001 Smith Entity Alive smith but it also shows ‘do nothing 1 (none) (None) No.
The last seems about debug, but description seems wrong (’debug disabled’ is yes when enabled)
Part of fixing this bug is fixing the test case, but maybe the bold part and the ‘debug disabled’ description are wrong.
I cannot test this on linux (my server cannot handle npcclient :) ).
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Bug Report | 1116 | No | | Critical | Closed | Lanarel | | [Regression Test]Completed Quest requisite not tested | 20.02.2008 | | |
Task Description
First pre-requisite test: - target questmaster2 - say ‘quest2’ Expected result: error response, because prerequisite that quest1 is finished is not fullfilled. But you just get the quest.
Marking as flash, as this should not happen and I was so hoping there were no quest bugs :)
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Bug Report | 764 | No | | Medium | Closed | Lanarel | Roland Schulz | [regression test]Combat, attack item: "Treasure map is ... | 12.12.2007 | | |
Task Description
Regression test. When targetting an item and doing /attack, it should tell you you cannot attack the item. However, when trying to attack the treasure map, it says: “Treasure map is already dead”
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Bug Report | 757 | No | | Medium | Closed | Lanarel | Mike Gist | [regression test] Wrong message when casting area spell ... | 25.05.2008 | | |
Task Description
Tested on trunk with vengeance (casting) and acraig (victim) characters. Not as important as I first thought (not being able to cast at all). WHen you try to cast gust of wind or fire warts, it says you cannot do that because you can only cast it on living monsters, or living people. After challenging (and acraig excepting), you can cast it. SO only the message for these area spells is wrong.
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Bug Report | 814 | No | Weather | Low | Closed | Lanarel | | [regression test] weather: rain invisible when camera i ... | 04.06.2020 | | |
Task Description
Doing some tests near the magic shops, there are some strange effects:
- when in hybdr2, create rain - in 3d person view, walk backwards into magicshopout - when camera is in the portal, but the char is still in the map, the rain is gone - when char leaves hybdr2, rain re-appears.
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Bug Report | 815 | No | Weather | Low | Closed | Lanarel | | [regression test] weather: fog not visible through hybd ... | 04.06.2020 | | |
Task Description
Doing the tests that ask for hyoja02 (which is wrong, since oja moved, so please change that too. ANd remove duplicate tests please): - create dense colored fog (/fog here 2000 200 200 0 0 f.e.) in hybdr2. - walk back to magicshopout. For best effect, walk backwards. You will see the colored fog disappear, but also the whole forest in hybdr2. It seems that the new fog clips landscape (wow, I will go test this agains lag immediately :) ), even when the fog is not correctly displayed - repeat the same with lighter fog (200 or so) and notice that it also disappears, but clipping is for larger distance.
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Bug Report | 816 | No | | Low | Closed | Lanarel | | [regression test] weather: /thunder does not work in al ... | 17.12.2007 | | |
Task Description
/thunder does not work in NPCroom1 and hybdr2 (both part of tests). It works well in hydlaa_plaza
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Bug Report | 748 | No | | Low | Closed | Lanarel | LanarelTalad | [regression test] that WordNet will find an inherited h ... | 24.07.2009 | | |
Task Description
Test on svn server (my own and other): - target dictmaster1 - say “give me baldwind” (Test that WordNet will find an inherited hypernym that is a legal trigger keyword.) - Verify response “You asked for apple”
This fails. You get the ‘you are speaking strangely” response.
- say “give me pear” (For this NPC the the first legal generalization of pear is fruit.) - Verify response “I have the following fruits: apple, orange”
This fails. You get the ‘you are speaking strangely” response.
Not clear how important this is, but I could imagine that npc responses would be better if this worked :)
I think this belongs under settings, and may just be some installation issue, although this happened on 2 servers, and ‘hello’ is translated to greetings correctly.
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Bug Report | 805 | No | | Medium | Closed | Lanarel | Andrew CraigTalad | [regression test] Sound does not stop when defocussing ... | 02.11.2008 | | |
Task Description
According to the test, the sound should stop when the game window is no longer in focus. But rain, background music and birds just continue. At least on windows (and possibly in linux with beryl 3d accelerated window manager, as mentioned once by Vornne). Minimizing does stop the sound.
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Bug Report | 808 | No | | Low | Closed | Lanarel | | [regression test] rain fade out parameter works opposit ... | 18.12.2007 | | |
Task Description
Test: Do /rain NPCroom 200 10000 2000 After 10 seconds it should fade out during 2 seconds. However, it stops very abruptly. The strangest thing: if you do /rain NPCroom 200 10000 0, it will fade out during about 2 seconds.
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Bug Report | 774 | No | | Medium | Closed | Thom | Andrew CraigAresilek Besolez | [Regression Test] Placing of text in sketches/maps has ... | 10.07.2008 | | |
Task Description
-Click the A button or press “t”. -You can add text. -As long as you validly add text, you can keep on doing this to infinity. It just works. -But, if you click OK while having *no* text or when you just click Cancel, you can’t add text anymore. The button and the key don’t work anymore. You have to close/reopen the sketch for it to work again. This is annoying behaviour.
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Bug Report | 753 | No | | Very Low | Closed | Caarrie | | [regression test] petition manage window not updated co ... | 30.05.2008 | | |
Task Description
if 2 gms are working in the petition manage window and both have it up, one escalates a petition not always will the other see this change, same applies to descalate.
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Bug Report | 779 | No | | Critical | Closed | Lanarel | Andrew CraigAnders Reggestad | [Regression test] Pet problems, follow, instances, disa ... | 20.01.2008 | | |
Task Description
Doing regression tests, there were some problems with pets. SInce they happened during a mix of the tests, I will combine some in this single report, since some of the problems may be related. Feel free to ask me to split this up. ALl tests with latest trunk. Using Vengeance GM char as pet owner (with item of create familiar equiped) and acraig as spectator.
1. created pet, changed name (see bug 776 ). Pet (Rogue) was visible to Venge and acraig. All seemed ok
2. ALthough not having tested instances yet, I did do the following test: I /teleported map NPCroom1 -60 10 -227 1. After unsticking (may be different bug :) ), I was on the ground in instance 1. I did no longer see the pet where it was (nor did I see acraig). Acraig still saw the pet.
3. /pet summon gave the message that pet was already summoned. /pet dismiss made the pet disappear (to acraig). /pet summon made it appear, not only in instance 1, at owners location, but also in the previous spot in instance 0, visible to acraig!
4. Pet did not follow in instance 1, when typeing /pet follow (but that may be normal, see later follow tests).
5. Teleported Venge to acraig (instance 0), but could not see the pet in VEnges client. Another /pet dismiss and /pet summon and pet reappears for Venge, but acraig still only sees old version (clickable, but no buttons).
6. /pet follow in the npcclient window showed a message “1552225) FAMILIAR:Rogue (53)> Got OwnerCmd 0 Perception from Vengeance IsMine for Sparky”, but nothing happened. Behaviour of the pet was sometimes shown to be ‘do nothing’
6 After some /pet follow tests, Venge did not see the pet anymore. I found it teleported to probably a spawnspot. Funny thing, acraig saw it there too (so acraig saw 2 pets now)!
7. all this time, the pet never followed. But trying when it was at the spawn spot, it worked! /pet follow made the pet walk to venge. In npcclient window, it showed the behaviour changed to ‘follow’. But as soon as the pet was at Venges spot, it stopped and behaviour changed to ‘do nothing’ again. So walking away, the pet does not follow!!
So to summarize: - when summoning a pet to different instance, it is still visible at old spot (and will stay there). This may be a similar problem as the one causing ghost pets - /pet follow sometimes makes a pet ‘teleport’ itself to another place - /pet follow often does not do anything - /pet follow when it works, only stays active until pet reaches owner
There are old pet bug reports, which may cover part of these problems. Specifically on pet follow, please also have a look at http://www.hydlaa.com/bugtracker/bug.php?op=show&bugid=1578&pos=3
No pet category, so putting under NPC. Set high priority as this is a failing regression test with impact on game play, but feel free to correct me on that :)
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