|
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 | 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.
|
|
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 | 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?
|
|
Bug Report | 6323 | No | Magic System | Medium | Unconfirmed | Daevaorn | | Mounted shape-shifting results in wrong speed | 13.01.2014 | | 1 |
Task Description
When you use a shape-shifting spell like Gorwealform (assuming the same holds for Polymorph) while mounted, the speed is not set correctly and you can reach no more than walking speed afterwards.
|
|
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?
|
|
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.
|
|
Bug Report | 6269 | No | Engine | Medium | Unconfirmed | Erodare Lenizus | | Forward Non-Chat Keys To Shortcuts | 29.11.2013 | | 1 |
Task Description
In the current state, if you have focus in the text box of the chat, none of your shortcut hotkeys work, even if they’re mapped to keys that do nothing in the chatbox, such as F1-12, Ctrl, Alt, Tab, Pause, etc.
I’m filing this as a bug report, because either this should be “fixed” so we can map shortcuts to such keys so they will still work while chatting, or the team can decide this is “not a bug” and close it.
The “fix” therefore, is to trap only those keys that chatbox can deal with, and forward anything else to the shortcut processor, so while typing in chat W A S D would be trapped in chat, and F3 would fire the shortcut it’s mapped to.
|
|
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 | 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 | 6240 | No | Engine | Medium | Unconfirmed | Roman Yagodin | | Book use commands mess | 21.11.2013 | | 1 |
Task Description
For crafting book /use command equips book in mind slot - and it’s OK, I think. But how to open crafting book for reading, as of RMB click in inventory?
Then dragging a book from inventory to shortcut window, /use command is created. But /use command for common book just results in a book, equiped in righthand slot (in case it’s empty). Book isn’t opened for reading nor writing, so where is no result of using it. So no /use…
After equipping a common book in a hand slot, /use [slot-name] command just kills the psclient… This one really unexpected :(
/write [item-name] command syntax not working on a writable book, resulting message is: “You cannot write on this item” - but this syntax described in a Help window! And /write [slot-name] syntax works as expected.
I think it’s clear that /read command for a books must exist to make complete set. Some use cases:
* want to read any book - use /read [item-name] or /read [slot-name] * want to write to a writable book - use /write [item-name] or /write [slot-name] * want to equip / dequip any book - use /equip and /dequip commands
Sane default results for /use command:
* Crafting book - equip in a mind slot.
It's a reference book, to take a look from time to time in a crafting process, after all.
* Common book and writable book - open book reading window. Using a book in a real world means “read it”.
Other "uses" (as a blunt weapon, fuel, press-papier, etc.) are less common.
|
|
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).
|
|
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 | 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?
|
|
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 | 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;
}
|
|
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 | 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 | 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?
|
|
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.
|
|
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.
|
|
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.
|
|
Feature Request | 5985 | No | Misc | Medium | Unconfirmed | JThompson | | Music - Numbered Measures, Ability to play part of a pi... | 16.04.2013 | | 1 |
Task Description
It would be helpful if measures were numbered. It would be extremely helpful for writing music to be able to just play the last measures added. It would be useful for RP purposes, too, since that is how one often practices a piece… working on one section at a time, or you might want to share part of something you had written.
|
|
Feature Request | 5984 | No | Misc | Medium | Unconfirmed | JThompson | | Naturals in music | 16.04.2013 | | 2 |
Task Description
Since you can set the sharps and flats for the overall piece of music, you should be able to insert naturals. Otherwise, if you need to cancel one of the sharps/flats for the key you are using anywhere in the music, your only alternative is to write in all the sharps and flats throughout by hand.
|
|
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.
|
|
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 | 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 | 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.
|
|
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.
|
|
Feature Request | 5906 | No | GUI | Medium | Unconfirmed | Roman Yagodin | | Disable display quantity for a slots with only one item | 25.02.2013 | | 1 |
Task Description
I think, slots in all windows should not have quantity labels displayed then there is only one item. It concerns inventory window (including equipment slots), a hotbar, container, exchange (could be), etc.
|
|
Bug 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 | 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 | 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.
|
|
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 | 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 | 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 | 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.
|
|
Feature Request | 5714 | No | Items Characteristics | Medium | Unconfirmed | Andy | | Named variety of crystals | 27.07.2012 | | 1 |
Task Description
The random weapons naming system is one of the excellent features of PlaneShift, and crystals have always been iconic to PlaneShift. Different varieties of mineral crystals produced at the mine sites. Some descriptors that would indicate quality on the crystals, like: Smoky, cloudy, occulted, clear, milky, flecked, fractured, et cetera. Smoky sapphire, occulted Ruby, et cetera. These could indicate grades of quality. Perhaps there should be a chance to pull extremely unique crystals of magical quality with two or more modifiers. I would not be surprised if this was already thought of, but I wanted to put it up here while it was in my mind.
|
|
Feature Request | 5705 | No | Webtools | Medium | Unconfirmed | Andy | | MyPlane HTTPS | 22.07.2012 | | 1 |
Task Description
Any way to get MyPlane running on HTTPS? I am thinking before someone has a problem. Not positive on the category on this one, thanks.
|
|
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 | 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.
|
|
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 | 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 | 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 | 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.
|
|
Feature Request | 5486 | No | Engine | Medium | Unconfirmed | Edicho | | Implement data compression | 28.12.2011 | | |
Task Description
Client recieves plain text data regarding many things configuration:
<traits><trait id=”10” next=”0” loc=”FACE” mesh=”308” mat=”321” tex=”322” shader=”“/><trait id=”346” next=”0” loc=”HAIR_STYLE” mesh=”328” mat=”0” tex=”0” shader=”0.63,0.32,0.17”/><trait id=”382” next=”0” loc=”HAIR_COLOR” mesh=”0” mat=”0” tex=”0” shader=”0.52,0.45,0.17”/></traits>
It would be better to handle the data this way: compressed server side stored compressed sent compressed client recieves compressed client decompresses uses and stores on disk.
compared: plain text - 1,1k tar.gz - 0,4-0,5k
|
|
Feature Request | 5485 | No | Inventory/Items | Medium | Unconfirmed | Firiban | | Make a hat item where you can throw money in | 26.12.2011 | | 2 |
Task Description
it would be nice for bards if they had hats where passers-by could throw some tria in. The hat item would serve as a money container as well as a piece of clothing. The advantages to just throwing tria on the ground are that people can’t just steal the money and it would look nicer.
|
|
Bug Report | 5392 | No | Engine | Medium | Unconfirmed | Alex Matthews | | No armor | 29.09.2011 | | |
Task Description
The leaver leg armor and appentice robes on Enkidukai clamod isn’t working. this might be the same for all enkidukai’s.
|
|
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’)
|
|
Bug Report | 5380 | No | Engine | Medium | Unconfirmed | Andrew Draskoy | | Nothing to be looted message grammar | 29.08.2011 | | |
Task Description
The message presented when looting a dead NPC with nothing to loot is “… has nothing to be looted”. While this is valid English, it is more natural to say “… has nothing to loot”.
|